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Dai-3-Ji Super Robot Taisen Alpha
(a.k.a Super Robot Wars Alpha 3)
Cobray Route FAQ V 1.0 (13/2/2008)
by Daba Myroad
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Introduction
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When the Super Robot Wars Genesis forums migrated to a new server, a large
treasure trove of SRW-related knowledge was lost to the infinite depths of
internet hell. One such gem is a thread containing a start-to-finish guide of
Cobray Gordon's route for SRW Alpha 3 by the board's creator, Daba Myroad.
Considering there's currently no English guide for any route other than
Kushua's, it'd be a shame to let Daba's effort be unknown and forgotten. So I
took it upon myself, with Daba's permission of course, to format the thread
into a single text file for the benefit of the community.
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BIG-ASS DISCLAIMER
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This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
In short, until further notice ONLY GameFAQs can ever and will ever host this
guide. Plagiarize me and I'll pluck your eyes out.
I, Ace Whatever, lay no claim to and take no credit whatsoever for this guide.
All the work was done by Daba Myroad. I merely formatted the text and made
whatever changes and additions necessary.
In addition, it must be known that Daba Myroad has no intention of accepting
questions about this FAQ. I repeat:
DO NOT ATTEMPT TO CONACT DABA WITH QUESTIONS ABOUT THIS FAQ.
The above applies to me as well, since I can't answer any questions about this
FAQ. However I will accept valid corrections as long as they're not about the
names. That'll always be a gray zone.
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A word from Daba:
This strategy guide is created solely for players who wish to go the way of
Cobray Gordon, who pilots Werkbau, in which I nicknamed Gokiburi Robo(tm)
(Cockroach Robo). Although whomever Cobray looks like is beyond me. I say he
looks like a tamer, calmer Zengar, people say he looks like Yuzes, but since I
dunno what Yuzes looks like I'll just shut up. Anyway, the guide cannot be
reproduced anywhere, anytime, unless I say so.
Cobray Gordon is the Male RR type character in SRW Alpha 3, his unit Werkbau
designed by Kazuma Kaneko. Known to be a fused form of the remains of
Astranagun and Cobray's orange unit, and one known weapon are the Gun Slaves.
This guide assumes you'll be choosing Cobray as your main character, and that
you'll follow exactly the same route/scenario arcs that I shall follow as I
progress. You will be duly notified if there are any route splits or relevant
choices to make that will affect gameplay, although no secrets are known at the
moment.
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SCENARIO 1
WALKTHRU
1. Cobray appears. A washed-out Astranagun comes out of the portal. Cobray
brings in his unit and captures the Astranagun, but it had other plans. Using
its DG-ish tentacles, it grabs Cobray's unit and fuses with it, forming your
main unit, Werkbau. Cobray loses his memory, but for some reason knows his
"new" unit's name as Werkbau.
2. 3 Megillots appear and attack Werkbau. You now get your 1st mission
objective.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Werkbau is destroyed
3. This is no brainer, and you don't need special strategies for this fight.
Just have fun with Werkbau in taking all Megillots down... easily. Once they
are all exterminated, 5 Joella squads will sortie to attempt to eliminate you.
Obviously, they are no match either, with their 2800 HPs and low stats. 2 of
them will race towards Werkbau for you to destroy, while the 3 remain
stationary in their places.
4. During your next turn, Bright, Amuro, Kayra and Katsu appear. Bright's in
his Ra-Kailum, Amuro in his Nu, Kayra in MP-Nu (Incom Type) and Katsu in a
Jegan. They sortie right behind the newly-appeared Joellas. Bright recognizes
the amnesiac pilot in the Werkbau as Cobray Gordon. Cobray finally gets a
breather for knowing his name, and the fight ensues. Your mission objectives
change as well.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Werkbau or Ra-Kailum is destroyed
SKILL POINT
Destroy all units within 5 turns
5. Again, the battle is too easy. Have Bright cast "Lock On" and attack the
center Mechirod with Ra-Kailum's main cannons. Instant kill. Bring Amuro to the
right Joella squadron, and Kayra-Katsu to the left Joella squadron, making sure
they both attack first with their Beam Rifles (or Incom Unit in Kayra's case).
Since none of these weapons are ALL-types, you can't take down the entire squad
like Bright did. However, in the enemy turn, as the surviving Joellas attack,
you can finish off the job without any worries.
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SCENARIO 2
WALKTHRU
1. You gain control of Seolla in her Wild Falken and Judo in his ZZ Gundam with
an unpopular Captain piloting the Grapp (correct me) mothership. You're up
against a team of ZZ Mobile Suits and a Sazeran Kai.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any one of your units is destroyed
2. Do not be fooled. Your units can still be hit by these grunt MS and can die
if you're not careful. Beware of the Dobenwolf's Incom. One attack of this can
spell death for ZZ or Wild Falken when hit. If you're not confident of the
dodge rates Seolla and Judo are displaying, have them both cast concentrate.
Also, make sure none of them are directly beside your Grapp mothership.
3. Once you attack the enemy's mothership, you'll get reinforcements in the
form of 0083 and Z Gundam characters. Camille, Fa, Four and Emma are in one
squad. Kou and Keith in another, Burning, Bate, Monsha and Adel in the last
one. They'll deploy with the Albion. As they deploy, the Captain of the Sazeran
Kai is not too happy with it and deploys 2 Nuke Missiles, to the horror of your
team. The game will highlight the southern edge of the map.
NEW MISSION OBJECTIVES
Win: Destroy the 2 Nuke Missiles
Lose: Any one of your units is destroyed or the Nukes reach the highlighted
edge of the map
SKILL POINT
Win the scenario within 7 turns
4. Your mission is clear. Prevent the Nukes from reaching the highlighted edge
of the map. 10000 HP is not much of a big deal; the Nukes can be destroyed in a
jiffy. However, once you destroy one, an event will trigger. Joellas will come
along, bombing your Grapp mothership to kingdom come. If any of your units are
beside it and its HP are in critical condition, they will be destroyed along
with it, which is why you are warned last time.
5. After this event, Bright and Amuro's squadron will deploy at the southern
edge of the map, near the highlighted part. Use them to your benefit. Have
Kayra cast "Accelerate" and bring Amuro's squad to the nearest Joellas. Destroy
them as you approach. The golden Joella has 3300 HP, but even though it's got
better stats, it's still weak. Not a hard battle to win.
6. Destroy the Sazeran Kai using Judo. Deplete its HP to 4000 or less. Have
Keith cast "Aid" and Fa cast "Blessing" on Judo. Attack the Sazeran Kai using
the Hi-Mega Cannon to defeat it. Judo is the best choice because of his squad
skill that awards you 20% more money per kill that Judo makes if he's the
leader.
7. Destroying the Sazeran Kai will trigger another event. Cobray will sortie in
an MP-Nu (Incom Type) and will join with Seolla's squad. If the Nuke is nearing
the highlighted edge of the map, immediately block its path with Amuro and
Seolla's squad, including Ra-Kailum. Block the Nuke's left, right and front
sides to force it to go behind and around your barricade. That should buy you
more time to take it down.
8. Fa and Keith needed to have their levels boosted. To do this on Fa's side,
have Emma cast "Great Effort" and make Camille blow up a squad using Z Gundam's
Hi-Mega Launcher (ALL type). For Keith, have Keith cast "Aid" on himself (or
Kou), then let Kou destroy a squad using GP-03's Mega Particle Cannon. Monsha
has the "Luck" spell, so use it to your advantage and make Burning kill a squad
using his GM Custom's strongest Rifle attack.
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SCENARIO 3
WALKTHRU
1. All your squads are event-triggered. You can't arrange them yourself for
now. Your MS squads will be joined by Mazinger units, Shin Getter, Koutetsu
Jeeg and Combattler-V. As you deploy and go to space, you face the 31 Primevals
(enemies from GaoGaiGar). Like the previous scenario, the southern edge is
against highlighted. You can guess it correctly at this point.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Albion or Ra-Kailum is destroyed or Primevals reach the southern edge of
the map
SKILL POINT
Win the scenario within 6 turns
2. An event will trigger, leaving 15 Primevals behind, out of the 31. Each of
them has 7000 HP. They have a sniping range of 8 with lasers possessing a power
of 3000, and they are all protected with Zonder Barriers. Most of your MS will
be useless against them. Simple Beam Rifles won't work all the time once their
Zonder Barriers are activated. You may need to rely on your Super Robots to do
most of the damage. Also be aware of your MS squads. Just because Kou's GP-03
has 12000 HP, it doesn't make you feel indestructible. GP-03 may kick ass, but
the GM Cannon on its squad will pull you down. You can't just attack the
Primevals out of the blue. Their lasers are ALL-type. If you're not careful,
the grunts in your squads may take damage and possibly get annihilated (take
care of Fa's Methus and Keith's GM Cannon). However, the Primevals can't target
any unit that's directly beside them, or at point-blank range. Consider this
when attacking them using Mobile Suits.
3. Once 6 Primevals or so are killed, Soldat-J deploys in his J-Ark. Your
mission objective is virtually the same, with just an added twist.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Albion, Ra-Kailum or J-Ark is destroyed or Primevals reach the southern
edge of the map
4. On your 4th turn, Pagliaccio will make things more interesting. She'll bring
out the ZX-03, the Mouth Primeval. It's got 26000 HP and has only 1 attack: and
that's shooting a barrage of teeth at you like missiles. Avoid attacking it
using squads with grunts in them. This teeth attack can cause 3000 damage on J-
Ark alone, despite that J-Ark has a Generating Barrier equipped. It's fatal
enough to virtually any MS in your team at the moment. It's also equipped with
a Zonder Barrier, and can regenerate a small amount of HP and EN per turn.
5. Taking this Primeval down requires cleverness and brute strength. Use J-Ark
to your advantage and keep attacking it. Jeeg is also a good candidate to bash
this guy because of his high mobility. Another good candidate on attacking this
Primeval without fear is any of your motherships (by now you would have
finished off majority of the Primevals anyway). Once the Primeval is down to
4000 HP or less, save your game. Let Keith cast "Aid" on either Kou or Judo,
and let Fa cast "Blessing" on your choice of attacker. Obliterate ZX-03 using
Hi-Mega Cannon for ZZ Gundam or Mega Particle Cannon or Point Blank Mega
Particle Cannon for GP-03. The reason why your choices are confined to these
two is because Judo's squad skill is 20% more money, and Kou's is 20% more EXP
per kill. Eventually, the choice is yours. Know what weighs more, money or EXP.
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SCENARIO 4
WALKTHRU
1. Dangel leads his army while a Boazan Skullrook joins in on the fray to kick
your ass. Some Muge Empire Zei-Fars are also deployed. A designated point in
the map will be highlighted by the game. It's a noticeable thing, but virtually
unimportant, especially to bloodthirsty players.
MISSION OBJECTIVES
Win: Destroy all enemies within 5 turns or all units reach the designated spot
in the map within 5 turns
Lose: Albion or Ra-Kailum is destroyed or you reached the 6th turn
SKILL POINT
Destroy all enemies within 5 turns
2. Dangel is Combattler-V's enemy, but Combattler-V's too slow and too far at
the back to reach Dangel now that you have a 5 turn limit. Instead, let
Combattler-V kill the Skullrook instead. Chizuro has "Luck", let her cast it
before you let Combattler-V destroy the Skullrook. Despite the Skullrook is a
Voltes-V enemy mobile base, it's an easy prey and can be taken down easily.
However, beware of its giant drill. It's powerful enough to drain 1/3 of
Mazinkaiser's HP.
3. At this point, you can cast "Blessing" and "Luck" two times, making it a
total of 4 attacks that will yield double money if an enemy is successfully
slain. Since this is the case, reserve these 4 money-making attacks to the top
4 enemies that will yield the most money when killed. They are: Dangel, the
Skullrook and 2 of its Beast Fighter companions. Reserve the "Blessing" for
Dangel though.
4. Dangel is easy prey, but be mindful of his Magnum's punches. His squad
consists of 2 Spanzers. You have a reason to fear these 2 more because their
anchors, if they hit you, will pull down your mobility (yes it's a status
attack). As for Dangel, use Shin Getter to throw a Stoner Sun Shine on him, but
not without casting "Flash" or "Resist" first. Dangel's punch can easily drain
4000 HP from Shin Getter in a snap. When Dangel's HP is low, attack his 2
Spanzer companions one by one using weak weapons. It's too risky to use an ALL-
type attack because you might kill the 2 Spanzers even at full health. With
Dangel and his 2 Spanzers' HPs down to near critical, cast "Bless" and "Aid" on
Judo using Fa and Keith respectively, and have Judo execute the Hi-Mega Cannon
to annihilate Dangel's squad completely. Again, the best choice is Judo because
of his squad skill attack that awards 20% more money when a target is killed.
See? You don't even need to rush your units to the designated spot... you just
have to kill them all.
5. SCENARIO 4 OFFICIALLY STARTS AFTERWARDS THOUGH. You'll start this new
scenario with a heavily damaged, half-bodied, half-HP'ed SRX. Ryusei and Rai
have halved SP totals and Aya has 0 SP. Your mission objectives are as follows:
MISSION OBJECTIVES
Win: Destroy all enemies (if you can)
Lose: SRX is destroyed
6. SRX will be surrounded by 4 Megillots. Have Ryusei or Rai cast "Concentrate"
to avoid being hit by the Megillots. Yes, even in SRX's bad condition, its
Nendou Field still works, and you can still dodge attacks. However, Nendou
Field dissipates 5 EN per use. So it's still better to dodge than be hit. You
can't move, attack, or do anything for that matter. You just cast spells.
7. Later an event will trigger. Make sure you watch what's gonna happen, it's
very interesting. Just play along and watch the scenario's TRAGIC end.
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SCENARIO 5
TIP: UPGRADE THE WEAPONS OF NU, Z AND ZZ GUNDAM BEFORE STARTING THE SCENARIO
WALKTHRU
1. This time, you face the Muge Empire led by Death Gaia, along with a mixture
of Boazan, Barm, Campbell enemies and 2 Black Monsters. This will be a tough
scenario, so hopefully you burned your money in upgrading weapons.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Albion, Ra-Kailum or any one your squads is destroyed
SKILL POINT
Win the scenario within 6 turns
2. This will be your toughest scenario yet. If kill Death Gaia or if there are
only 15 enemy squads left, all enemy motherships will retreat. Yes,
Warchimedes, the Skullrook and the Garnroll, along with the 2 other Muge
Motherships will retreat if this happens. So your technique here is to destroy
all motherships except Warchimedes and Death Gaia before you reach the 15 squad
cap. To do that, you need to rush using your Gundams upward to face the
Skullrooks while Cobray and Combattler-V stay behind to face Death Gaia and the
other Muge Motherships. Make sure some units are still left a bit on the
southern part of the map. Don't move all units upward. Your motherships MUST
PARTICIPATE in the battle. They should be left behind at the southern part
along with Combattler-V.
3. Muge Motherships have 18000 HP, can snipe you with 3700 power cannons (which
are ALL-type by the way), and worse, Death Gaia's Muge Mothership is deadlier
because his squad skill is 20% more damage if he retaliates. Attacking Death
Gaia with your MS squads is out of the question because if your good MS dodge
him, the grunts can be killed easily by ALL-type cannons. Therefore, the best
candidates to take care of Death Gaia are your 2 motherships along with your
super robots. Kill the 2 Muge Motherships piloted by soldiers first before you
take on Death Gaia. Remember, he's stronger whenever he counter-attacks, so
make sure you cast "Flash", "Resist" or "Concentrate" for defensive purposes.
4. Ignore all the orange Muge spaceships for the time being. If you want, you
can counter-attack them whenever they attack you, but avoid destroying the
entire squad to prevent the escape situation from happening. Destroy them one
by one, leaving one survivor per squad. The Zei-Far units can be killed though
because you need the morale, but don't kill every last one of them though. By
now your MS, Jeeg and others have destroyed the Skullrook and the Garnroll
along with the 2 soldier-piloted Muge Motherships. Once there are 16 enemy
squads left, you can go destroy Death Gaia using any character, provided you
cast "Bless" and "Aid" on him/her. Judo's still the best to kill because of his
squad skill, but I won't wanna be too repetitive and make him hog all the
kills. It's up to you.
5. This is the reason why you should leave some units at the southern portion
of the map. Once Death Gaia retreats (or if all motherships retreat), ZAFT
units led by Captain Ades will deploy. Ades is in the Vesalius, accompanied by
squads of Ginns. You will receive reinforcements in the form of Mwu La Fllaga
in his Mebius Zero. Using your southern units, they will be near the ZAFT
squads, so use them to destroy the Ginns easily. As for the northern units,
cast "Accelerate" to help reach the southern units fast.
6. Later, Rau Le Creuze will deploy in his 14000 HP Cigue. Be mindful of his
skill that gives him added dodge and hit rate when he hits 130 morale. His
squad skill is 20% more damage for the entire squad, making him twice as
deadly. If Amuro and Camille make it in time or if you left them behind in the
southern part, use their ALL-type attacks to destroy Creuze's squad and
mortally damaging him. Have Mwu cast "Flash" or "Concentrate" and use his
Mebius Zero's Barrels to attack Creuze for even better damage. You should be
able to take him down in no time if you have units near him. Ades is still
trailing behind Creuze, and he'll snipe you when able, so make sure you rush
towards him and finish him off quick, if you want to get the skill point.
7. If you're gonna run out of turns and need to drain Ades' Vesalius down
faster, make sure Camille's squad is one of the squads that stay behind.
Convert to Four as the squad leader. Her skill is 20% more chance of getting a
critical hit, and it usually works. Attack the Vesalius with Four as the
leader, and watch the criticals fly. You should be able to drain its HP down in
no time, finishing off Ades before the time limit is over and getting the skill
point. You may have to sacrifice casting spells though, but that's up to you.
Skill point or money? The choice is yours.
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SCENARIO 6
NOTE: BY NOW, IF YOU ARE FOLLOWING THIS WALKTHRU FAITHFULLY, YOU WOULD BE IN
HARD MODE. TAKE NOTE THAT THIS WALKTHRU SHALL PROGRESS AS I DO.
WALKTHRU
1. A simple scenario. You get another Grapp mothership, and this time you gain
control of Seolla, Cobray, Judo, Roux and Mwu in their respective squads
against Creuze, Ades and their squads of Ginns.
MISSION OBJECTIVES
Win: Destroy all Cigue or Vesalius
Lose: Any of your units is destroyed
SKILL POINT
Destroy Cigue or Vesalius within 4 turns
2. This part is easy. Make sure Judo and Cobray gain a lot of morale by killing
most of the Ginns. Mwu should be the one dissipating the enemy's HP. Upon
reaching Creuze, make sure to cast "Concentrate" or "Gut Feeling". Don't let
Judo consume any SP though. Once Creuze's HP is down to 3000 or less, have Judo
cast "Luck" and "Gut Feeling" then finish off Creuze using ZZ Gundam's Mega
Beam Saber. An event will trigger, causing you to lose your Grapp mothership
again (you should be used to that by now).
3. Inside Heliopolis, trouble brews. Gundam SEED officially starts in SRW
history. As Yzak, Dearka and Nicol steal the Duel, Buster and Blitz Gundams,
they retreat, leaving one Ginn behind. Heero, Duo and Matilde sortie in Wing 0
Custom, DeathScythe Hell Custom and White Taurus, facing 4 squads of Ginns.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your units is destroyed
4. You don't need any special strategies to beat this map. Just kick ass. Once
all 4 Ginn squads are destroyed, The Strike Gundam event will then trigger, and
you'll get to do a one-on-one match with the last remaining Ginn, destroy it
and the scenario ends.
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SCENARIO 7
WALKTHRU
1. You can now freely edit your squads. You are allowed to launch only 4 squads
in this scenario though. Mebius Zero will auto-sortie in an event, so it
doesn't count. Quatre officially joins your party in his Sandrock Custom.
Currently, putting Duo and Quatre in one squad is recommended since they are
both melee and short-ranged. Hilde should be with Heero since they are both
long-ranged attackers. As the scenario starts, you are to face squads of Ginns
and Cigues.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Mebius Zero is destroyed
SKILL POINT
Destroy all enemies within 5 turns
2. Duo is a squad killer. Since he has a squad skill of +20% critical, attack a
squad with the ALL-type Beam Scissors and watch them be destroyed in an
instant. Remember that Ginns are cheap, and so are Cigues, you need good money.
When using Judo, make sure you utilize his squad skill of +20% more money. Kill
units that yield more money (in this case, the Cigue squads). Heero is a good
squad killer too, using his Wing 0 Custom's Twin Buster Rifle. You wont' be
able to use Hilde that much if you're using this attack since it's an ALL-type,
but it doesn't matter.
3. Once all enemies are dead, Creuze deploys in his Cigue, along with new
squads of Ginns. An event triggers, and Kira finally appears in a Sword Strike
Gundam, along with Archangel. Mwu joins Kira and forms a squad with him. The
game will show you a designated point in the map, and your mission objectives
change.
NEW MISSION OBJECTIVES
Win: Archangel reaches the designated point in the map or destroy all enemies
Lose: Any of your units is destroyed
4. First off, Murrue's a poor hitter. This scenario doesn't do her justice
because she's cool in the anime. Archangel's attacks are all low in hit rating
bonuses. Murrue and Natarle don't have any hit rate improving spells either,
just defensive ones, so at this point, take Archangel's offensive capabilities
with a pinch of salt, because you'll most likely miss. Use Kira and Mwu to
attack the enemies instead. Put Sword Strike directly beside Archangel so Kira
can take advantage of Murrue's leadership skill for added hit and dodge rate,
especially since Kira's squad skill sucks (+10% dodge rate only).
5. With 4 enemy squads remaining, Athrun deploys in his Aegis Gundam with 14000
HP. don't worry about him, he's too far away. Concentrate your attack on Creuze
first; he's nearby and more difficult. Smother Creuze's Cigue using Duo, Heero
and Cobray. Don't bother attacking him using Archangel. Once Creuze's HP is
3000 or less, have Judo cast "Luck" and "Gut Feeling" and use the Hi-Mega
Cannon to finish him off.
6. Athrun is surprisingly too easy. Let Quatre cast "Blessing" while Hilde cast
"Aid" on Kira. Then use Heero, Duo, Cobray and Judo to pummel the Aegis Gundam
down to 3000 HP or less. Athrun is an easier version of Creuze, so just repeat
whatever you did to Creuze on Athrun. With Aegis Gundam's HP critical, have
Kira cast "Concentrate", and use the Sword Strike's Anti-Ship Sword to slash
Aegis Gundam into two, dynamically destroying it (since Aegis Gundam is gone
from the screen after the slash because the slash is fatal). If Kira's LV9, he
can easily reach LV12 if you cast "Aid" on him earlier.
--------------------
SCENARIO 8
TIP: UPGRADE STRIKE GUNDAM'S EN, MOBILITY AND WEAPONS BEFORE THE START OF THE
SCENARIO.
WALKTHRU
1. As you deploy your squads led by Murrue in the Archangel, you engage in
battle against ZAFT forces. This time, accompanying them are the 4 stolen
Gundams... Duel, Buster, Blitz and Aegis. Since they'll go aggressive on you,
there's no choice but to retaliate. As you prepare to advance your units, be
sure that your snipers, namely Wing 0 Custom and Strike Gundam are directly
beside Archangel to make use of Murrue's Leadership skill.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Archangel, Wild Falken or MP-Nu (Cobray) is destroyed
SKILL POINT
Destroy all 4 Gundams (Duel, Buster, Blitz and Aegis) in 5 turns
3. Of the 4 Gundams, Athrun goes on full offensive, but only against Kira's
squad, hence you'll get more breather for the rest of your units. Athurn in his
Aegis is the dumbest and easiest, ironically. Athrun is too easy, using Strike
alone is sufficient enough. In fact, Aegis should be the 1st Gundam that you
should be able to destroy. No special strategies are needed to kick Athrun's
ass. Once you destroy Aegis, Athrun will leave behind Pink-Chan (Lacus' Haro)
as an item! This will be very important for Archangel later. Aside from Athrun,
Yzak in his Duel is another war freak that will attack you with the Shiva
Cannon if possible, while Dearka's Buster and Nicol's Blitz will trail from
behind. From the 3 Gundams, you must kill BUSTER first. The reason for this is
that at an early 110 morale, Dearka can execute his strongest weapon, which is
a 9-range sniper with 4000 attack power. Buster has 12500 HP, making him easier
to blow up, whereas Duel has 14000 HP and Aegis with 14500. Blitz has the
lowest at 12000 HP, but has Jamming Systems, rendering Missile attacks useless,
plus Bunshin (although I'm not sure if this is due to its Mirage Colloid). On
your 3rd turn, Bright will deploy in this Ra-Kailum, accompanied by Z Gundam
with ReGZ and Super Gundam with Methus.
4. Buster can be taken down easily using your snipers, Kira and Heero, but
leave Buster at low, critical HP, then switch to the remaining 3 Gundams. With
Buster at low HP, save your game. Let Hilde cast "Aid" on Murrue, and have
Murrue attack Buster with Archangel's Godfried cannons. If Dearka dodges,
restart and do it again until successful. Killing Dearka will make Murrue reach
LV14, making her learn the "Lock On" spell, which is vital since Murrue is poor
on hit rates.
5. To take care of Blitz, you need to bring Judo and Cobray's squads towards it
and go full offensive. Duo and Quattre make a good offensive team as well. The
only thing you need to be worried about is Blitz's Gleipnir. Nicol can grab you
with it at range 5, after moving, giving him a lot of reach. So far Blitz has
not used Bunshin, but he may do it in your game, so don't belittle it. ZZ
Gundam's Hyper Beam Saber is a good choice against him, supported with Cobray's
Incom Unit. Since Blitz is frail with the lowest HP, you should be able to take
him down easily, but somehow, he may be the last one to kill because Nicol
prefers to stay in the backlines rather than be aggressive like Yzak and
Athrun. If Archangel is within firing range, let Murrue cast "Lock On" (if she
learned it) and shoot down Blitz if you're not comfortable with normal attacks
or if you're scared that Blitz might Bunshin on you. If Camille is close to
Blitz or is within firing range, have Camille cast "Gut Feeling" and bombard
Blitz with the Hi-Mega Launcher. It should be strong enough to eat 3000-4000
HP.
6. One thing to be careful about Yzak is that his squad skill grants him +10%
more damage when counter-attacking. Other than that, his Duel is a piece of
cake. Upgrading Strike's mobility by 3-4 times will merit Yzak's hit rate to
only 7%, as long as Kira is beside Archangel, benefiting from Murrue's
Leadership. Show no mercy on Yzak and barrage him with Strike's Beam Rifles. To
avoid being shot by the Shiva Cannon, attack him at point blank using Duo and
Quattre. If Bright is within firing range, have Hilde cast "Aid" on Bright,
while Bright cast "Lock On" and finish off Duel with Ra-Kailum's main cannons.
Hopefully, Bright will learn "Accelerate" if he reaches the proper level.
7. Ades is annoying. Don't belittle his Vesalius. The best offensive measure
against him is to attack him point-blank using Duo and Judo. Duo should be the
leader of the squad, so you could take advantage of his +20% critical squad
skill. Avoid being attacked by Vesalius' main cannons because it's an ALL-type
and it could kill your MS in just one shot. When you're done toying with him,
have Judo cast "Luck" and finish off Ades with the Hyper Beam Saber. With the
entire ZAFT forces defeated, the Balmar will sortie with Megillots, Joellas and
2 Valk Bens. Your mission objectives will remain the same though.
8. Destroy the Megillots and Joellas easily, but make sure you leave 2 squads
of Megillots behind (with only 1 unit in each squad remaining) before you take
on the Valk Bens. The reason for this is that if there are only 3 squads
remaining, or if you kill a Valk Ben, an event will trigger, ending the fight.
So the final squad should consist of 2 squads of Megillots (with 2 Megillots in
each squad) and 2 Valk Bens. Take advantage of the money and kill one Megillot
per squad. This way, 4 Megillots in 2 squads will be 1 Megillot each in 2
squads, it's like killing a squad, without sacrificing squad count, hence you
won't trigger the event.
9. The Valk Bens are hard. Not only do they have high dodge rates, they have
8600 HP and can snipe you at range 7. Make sure you bait them to be aligned or
close enough to be shot down with a MAP weapon. Use Judo, Cobray and Camille to
your advantage and have them all cast "Gut Feeling" and attack them with your
strongest weapons, leaving them both at critical HP (take care not to be
killed, their attacks are still fatal). To defeat them, make sure they are
aligned, position Bright or Murrue in front of them, cast "Lock On", and have
Quattre or Fa cast "Bless" on the attacking Captain, and shoot them down using
their respective MAP weapons. Once they are down, an event will trigger,
forcing Cobray and Seolla out of the scenario, and starting a fight on their
own in a new battlefield.
10. In a new battlefield, it's Seolla and Cobray alone. Seolla won't be able to
move after the event took place earlier, and 6 squads consisting Megillots and
Joellas will appear to fight you. You have no choice but to defeat them alone
using Cobray in his MP-Nu.
MISSION OBJECTIVES
Win: Destroy all enemies except Calico's Valk Bahl
Lose: Wild Falken or MP-Nu (Cobray) is destroyed
11. Destroying all the enemy units are no hard task. Once you destroy 2 squads,
an event will take place (take a close look at Cobray and listen to his voice),
and you'll finally regain control of the Werkbau. Finish off all remaining
enemies to end the scenario.
--------------------
SCENARIO 9
TIP: UPGRADE ARCHANGEL'S EN AND ARMOR BEFORE STARTING THE SCENARIO.
WALKTHRU
1. You face ZAFT again. It's like the previous scenario, only this one included
Creuze.
MISSION OBJECTIVES
Win: Destroy the Vesalius
Lose: Archangel is destroyed
2. Creuze isn't being conservative this time. He'll go on full offensive like
the rest of the ZAFT Gundam pilots. Employ the same tactics you did last
scenario to Duel, Buster, Blitz and Aegis (this is getting repetitive). As for
Creuze, it depends on whether you want to take him down early or not. Some
people prefer killing him ahead due to his Mijigiri skill that gives him added
hit and dodge rates when reaching 130 morale. In the other hand, his Cigue has
no Phase Shift Armor, so he's brittle. The choice is yours. However, make sure
you let the Archangel kill a Gundam, or perhaps Creuze himself. Once Natarle
reaches LV15, she'll learn "Great Effort", which will give Murrue 2X EXP after
battle if cast.
3. Later, Trowa and Wufei will deploy in their respective custom Gundams. They
have joined ZAFT, and along with them is a Gamoff mothership and squads of
Ginns and Cigues. By default, Wufei will attack Heero, and Trowa will attack
Quattre/Duo. This applies only if they are within attack range, and believe it,
they will get to them.
4. After they move, if Trowa ends up beside Wufei, make sure you kill Trowa
first so that Wufei won't have any support defender. Heavy Arms Custom has 9200
HP and Altron Custom 9100. Wufei is deadlier because his squad skill gives him
a +20% more damage when counter-attacking, while Trowa's is a +1 range to all
weapons. If the two are not beside each other, then kill Wufei first. There's
no convince command here, so don't worry. You can kill them without thinking
twice.
5. Make sure you kill all enemies fast because once you reach your 5th turn, or
if you kill Vesalius first, all surviving ZAFT forces will retreat. This feat
is not difficult to accomplish. However, you can ignore the Gamoff at the
moment (you won't have enough time to kill it anyway). Once the event finishes,
a Muge mothership will deploy, and the west edge of the map will be
highlighted.
NEW MISSION OBJECTIVES
Win: Muge Mothership hits 2000 HP before reaching the west edge of the map
Lose: Archangel is destroyed or if the Muge Mothership reaches the west edge of
the map
SKILL POINT
Destroy all enemies before eliminating or draining Muge Mothership's HP to 2000
or lower
6. This is a breather after the terror you encountered with ZAFT. Simply let
Seolla, Mwu, Cobray, Duo and Murrue cast "Accelerate" and move to the Muge
Mothership in time to block its path. While you're blocking it, have your other
units destroy the Zei Fars that accompany it. Once the mothership's HP is 3000,
you can finish it off using any of your characters; just remember to cast
"Luck" or "Blessing" before doing so. Don't worry, despite that the mission
objectives says you just need to drain its HP to less than 2000, you are still
allowed to kill it, so don't waste the money and just destroy it straight
away... it's simpler.
--------------------
SCENARIO 10
TIP: UPGRADE Z GUNDAM'S WEAPONS BEFORE STARTING THE SCENARIO.
WALKTHRU
1. Blitz Gundam goes on an offensive against the colony, and Judo's friends
deploy in their MS to defend it. The Puru Twins in their respective Quebeleys,
Bicha in Hyaku Shiki, El in Gundam mk II, Mondo in Jegan and Ino in Megarider.
MISSION OBJECTIVES
Win: Drain Blitz Gundam's HP to 7000 or less.
Lose: Any of your units is destroyed
2. Blitz can't be attacked during your turn because Nicol activated the Mirage
Colloid. You can only damage him by retaliating him whenever he attacks. It's
simple really. In Puru's squad, assign Puru Two as the squad leader to take
advantage of Puru's support defend. Have Puru Two cast "Concentrate". For some
reason Nicol loves attacking them and ignoring the other weaker units. You
might miss a few attacks or so, but that's what the save-restart is for. Simply
save at the start of every turn, so in case you mess up you can redo it all
over again. In no time, you would have drained Blitz' HP as required. Once you
do, Yzak and Dearka, Wufei and Trowa deploy in their respective Gundams along
with ZAFT units and Nicol will retreat.
NEW MISSION OBJECTIVES
Win: Destroy Gamoff (ZAFT mothership) if you can
Lose: Any of your units is destroyed
SKILL POINT
Destroy Gamoff if you can (it retreats at 8000 HP or less)
3. Later, Isamu and Guld sortie in their Valkyries to assist you. Move your
weaker ZZ units away from the ZAFT army to avoid being picked on by Dearka (as
he can snipe). Archangel will deploy along with your other squads to help out.
Balmar squads in the form of Megillots and Joellas will also deploy as
neutrals. That means they can attack you or ZAFT. Enjoy them while you still
can, because whenever they attack ZAFT or vice versa, they're in your side of
the battlefield (to the right). Avoid leaving Ginns with critical HP so that
the Balmars can't finish them off. Leave the ZZ grunts to the Balmars, they can
take care of them.
4. Dearka and Yzak are easier this time around. In fact, Dearka hits only 17%
to Isamu. However you need Guld more in this case. Switch to Guld as the squad
leader and attack to raise his morale, making sure you conserve his last
strongest attack in Fighter mode, the one where he shoots all this missiles and
weapons all together. Make sure Camille also doesn't cast any spells, you'll
need it later. Camille has to kill a lot of enemies too, to raise his morale as
well. Dearka and Yzak require no special strategies to kill this time, you
would have been used to them earlier already anyway. Just remember to kill
Dearka first.
5. Wufei and Trowa are waaaaaaaay easier than Yzak and Dearka. Taking them down
using your Gundams is one easy chore. Again, kill Trowa first, followed by
Wufei.
6. The Gamoff is the tricky one to kill. Simply drain its HP to 8200 or so, if
possible, 8100, or anything as long as it doesn't reach 8000. By now, Camille
and Guld's morales are a bit high, at 120 or so. In this case, position them
near the Gamoff, and make sure Guld is beside Camille. YF-21 should be in
Fighter mode, and its strongest attack must be in range. Save your game, wait
for your next turn. On your next turn, cast "Aid" and "Bless" on Camille, while
Camille should cast "Charge" twice. Use Z Gundam to attack the Gamoff using its
Hi-Mega Launcher (the NON-ALL type) supported with YF-21's strongest attack.
Hopefully it should land a critical hit, and you can destroy the Gamoff easily.
In fact, even without critical, you should be able to destroy it.
--------------------
SCENARIO 11
TIP: UPGRADE WILD FALKEN'S STATS AND WEAPONS AS MUCH AS YOU COULD AND EQUIP
AILE STRIKE GUNDAM WITH A RELOADER BEFORE STARTING THE SCENARIO.
WALKTHRU
1. Kira rendezvous with Athrun so that he could return Lacus to her. Once the e
vent finishes, 10 Ginns deploy. You are to take them down with just Strike
Gundam alone.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Strike Gundam is destroyed
SKILL POINT
Destroy all Ginns in 5 turns
2. Technically, this is a one-sided battle. Kira can finish them all off with
just the Strike alone. All you need to do is just let Kira cast "Concentrate",
put Strike in the middle of all the Ginns, and watch them all commit suicide by
attacking Kira... in vain. Don't be shy in using up ammo... if you're attacked
by a squad, use Aile Strike's ALL-type Beam Rifle attack (the strongest
weapon). If attacked by just one Ginn, use the non-ALL type Beam Rifle. Use the
Reloader item if you run out of ammo. But either way, you should be able to
finish them off easily. Later, Mwu deploys in his Mebius Zero along with Duo
and Hilde, Heero and Quattre and finally, Cobray and Seolla as reinforcements.
NEW MISSION OBJECTIVES
Win: Destroy all units
Lose: Any of your units is destroyed
3. Once there are only a few squads left, Trowa and Wufei will again appear.
Since you're in a raise against time to destroy them just to get a skill point,
don't use ALL-type attacks. Instead, make full advantage of the Squad Attacks.
You can deal more damage by letting the entire squad attack Trowa and Wufei,
followed by the squad leader's strongest attack, rather than just creating one
attack with the squad leader's ALL-type weapon. Take this into consideration
when finishing them off. By your 5th turn, you should be able to take them
down.
4. When all ZAFT forces are annihilated, an events takes place. ZX-02 Hair
Primeval deploys along with its Zonder Robo armies. A pleasant surprise happens
as Arad finally deploys in his Wild Wurger. Watch the attack sequence, and
Cobray joins Arad and Seolla's squad. Assign Arad as the squad leader due to
his +20% EXP and money squad skill. Take note that Seolla's Wild Falken has
only 960 HP after the event, so you can't afford to let her get hit. Have
someone cast "Trust" on her so she could regain 2000 HP if you're not
comfortable with her dodging ability.
NEW MISSION OBJECTIVES
Win: Destroy ZX-02 Hair Primeval
Lose: Any of your units is destroyed
5. J-Ark appears to help you, and so will GaoGaiGar, Raideen, Dancougar, Getter
Dragon, Jeeg, Combattler-V and your Mazinger forces. By now, Heero's morale
would have been high enough to execute his MAP weapon. Do so against the Zonder
Robos. You will need a lot of money, and Heero's "Strong Luck" skill gives him
more money whenever he kills something. Hence, you must position Wing 0 near a
bunch of Zonder Robos (try to visualize where the Twin Buster Rifle will hit),
damage the Zonder Robos until their HP turns critical, save your game. Cast
"Aid" and "Bless" on Heero then fire the MAP weapon to kill any Zonder Robo in
its path. This should yield you 37000 or more if you managed to align Heero
right. Arad should constantly kill some Zonder Robos too, because his squad
skill will merit you more money.
6. Be careful of the Hair Primeval. Its Hair Missile (which I call Dandruff
Attack) is an ALL-type, can snipe you at range 7 and has an initial power of
4100. If you're not careful, it could kill any MS squad in just one shot.
Therefore, it's impractical to use your real robots at this point. Besides,
give them a rest, they already worked hard against ZAFT earlier. Use your super
robots this time, after all, it's their turn. With them around, this Primeval
is a piece of cake (or a flake of dandruff). For added effect, you can let
GaoGaiGar kill it with its Hell and Heaven, just to see GaoGaiGar extract the
Primeval Core from ZX-02... painfully. Just make sure you cast "Bless" and
"Aid" on Gai though. Don't worry, now that Sayaka and Jun are around, casting
these are just a snap.
7. If you followed my advice earlier and upgraded Wild Falken's stats to as
much as you could, Arad's Wild Wurger comes to your party upgraded as much as
Wild Falken does! In other words, Wild Falken's upgrades carry on to Wild
Wurger! That's extra upgrades at 50% the cost!
--------------------
SCENARIO 12
TIP: EQUIP STRIKE GUNDAM WITH THE SWORD PACK BEFORE STARTING THE SCENARIO.
WALKTHRU
1. Arrange your squads accordingly. You're up against an army of Campbell and
Muge forces combined led by the brothers Dangel and Warchimedes for the
Campbell army, and Death Gaia for the Muge army.
MISSION OBJECTIVES
Win: Destroy the Magnum (Dangel), Bramble (Warchimedes) and Sangaio (Death
Gaia)
Lose: Archangel or Wild Wurger (Arad) is destroyed
SKILL POINT
Destroy all units in 5 turns
2. The enemy units in this scenario are mixed up, and virtually easy. You can
use Arad all you want to destroy them (due to his +20% money squad skill), just
make sure there's a repair unit nearby in case he receives heavy damage. Once
they are all taken down, you can focus on the bosses. Use Archangel to your
advantage and attack the bosses with the Loehngrin. It's an ALL-type attack and
can help kill the units in the bosses' squads. Since you're in a rush against
time for the skill point, you can't afford to keep on sniping them. Sword
Strike Gundam will be a big offensive unit, especially to Warchimedes who is
weaker when attacked up close. Use the squad attack system often. Make sure you
kill all grunts before killing the 3 bosses!!!
3. Of the 3 bosses, only Warchimedes will stand still. Take advantage of the
bosses' stupidity. Although Death Gaia is more dangerous than Dangel, you
should kill Dangel first because of these reasons: he can support attack, and
his unit has smaller HP. To defeat Dangel, make sure you first destroy any
enemy unit he's beside with so that if that unit attacks, he can't support
attack with it. The rest of him is easy. Combattler-V is enough to defeat him.
Death Gaia is another story. His mech Sangaio's strongest weapon is a gross
melee attack that lowers down your armor when hit. To defeat him effectively,
you must first destroy the 2 Zei Far units in his squad so that they'll avoid
support defending him. Otherwise, you can use a strong ALL-type attack to
destroy them both while damaging him (as mentioned earlier, Archangel's
Loehngrin is a perfect candidate). When that is over, bring along Dancougar and
finish him off with a Dankukougaken. Beware, his squad skill is +20% more power
when retaliating, so that means if you attack him, and he'll still survive,
make sure you cast defensive spells like "Resist", "Flash" or "Iron Wall".
4. Before you kill Warchimedes, make sure you have killed all the grunt
enemies. I'll tell why later. Warchimedes is an easy boss. His Bramble has
blind spot, and that's if you attack him point-blank. Although this is a
dangerous proposition, it's riskier if you let him attack you with missiles,
because it's an ALL-type, and generally, he will snipe your weaker MS squads
(and therefore killing the grunts like Methus and Jegan). At least when you
attack him point-blank you can only worry about only your main attacker being
damaged. Just casting "Resist" or "Flash" is good enough. The only unit that
can attack Warchimedes at a long distance is Archangel, who can fire the
Loehngrin. Since it's a single unit, the ALL-type status of the missiles are
something less to worry about. Keep doing it like that and you should be able
to beat him easily. Once all units are dead and you claim the skill point,
Spectra appears in her Varuch Isher, along with a few Varuch Bens, Joella Aphs
and Megillot Aphs. Beware, if there are grunt units still alive by the time
Spectra appears, she'll kill all of them. Hence the warning.
NEW MISSION OBJECTIVES
Win: Destroy all units
Lose: Any of your units is destroyed
5. On your next turn, as Spectra moves in for the kill, an event triggers and
Calico appears in his Varuch Baal, along with more Balmar units. However, in
front of him, Trowa and Wufei will deploy, this time as allies. They'll
permanently join Alpha Numbers. Cobray will also deploy along with your other
Wing units.
NEW MISSION OBJECTIVES
Win: Destroy Varuch Baal (Calico)
Lose: Archangel, Werkbau, Wild Wurger or Wild Falken is destroyed
Nitpick note: Seolla's name is typed "Zerao" at the mission objectives. TYPO!
6. Bring Cobray and all the Wing boys near your squads for safety. Kill the
orange Varuch Bens first because they are more annoying due to their high dodge
rates. Both Calico and Spectra have virtually similar stats: they can snipe you
at range 10, they all ignore size penalties whenever they attack (rendering
100% potent damage to you). Therefore, it would be wise if you never retaliate
whenever they attack you. Just defend, don't attempt to dodge unless if it's
critical.
7. Ignore Calico and concentrate your assault on Spectra's squads instead. The
reason for this is because later, Calico will regenerate any lost HP from his
Varuch Baal, making any attacks you made to him previously useless. As this
event triggers, you gain a pleasant surprise as Viletta appear in the R-Gun
Powered, Zengar in his Daizengar and of course, Elzam in the Huckebein Tronbe.
After the event, Calico's Varuch Baal will have only 9000 HP left.
NEW MISSION OBJECTIVES
Win: Destroy Varuch Baal (Calico)
Lose: Werkbau, R-Gun Powered, Daizengar or Huckebein Tronbe is destroyed
8. Now that Zengar is around, you can use his HUUUGE Zankantou to shred Calico
to ribbons (as well as Spectra). Elzam won't be much help here because his
Huckebein Tronbe's attacks are blocked easily by enemy barriers. Viletta will
join in on Cobray's squad, but something happens to Cobray. Apparently he gets
possessed as his hair turns blue. You do know that Werkbau is a combination of
Cobray's Varuch Ben and Astranagun, and there's only one blue-haired pilot of
the Astranagun... but anyway, Werkbau will gain the Action Buster, a new
powerful sniping attack, and Cobray will reach 150 morale to boot. With Zengar
and a possessed Cobray in hand, you will never lose. Finish them all off,
easily. One thing you need to know is that you should NOT let Zengar, Elzam or
Viletta kill any enemy. The reason for this is that they won't join your party
just yet. They'll leave at the end of the scenario. Besides, Zengar can just
cast "Force" to gain 130 morale instantly and use his Zankantou, so there's no
need to kill stuff.
--------------------
SCENARIO 13
WALKTHRU
1. A breather scenario starts as you are up against the ZX-06 Brain Primeval.
MISSION OBJECTIVES
Win: Destroy the ZX-06 Brain Primeval
Lose: Archangel or Ra-Kailum is destroyed
SKILL POINT
All enemies except ZX-06 Brain Primeval are dead within turn 6, then kill it
within that 6th turn
2. The Zonder Robos are easy, you only have the Brain Primeval to worry about.
With Mic Sounders XIII around, all you have to do is just play Disc P on
GaoGaiGar and Goldymarg every turn so that they can do the Goldion Hammer by
the time you reach the Brain Primeval. To ensure that, make sure you change to
Goldymarg as the squad leader, then attack Zonder Robos to make sure he gets a
lot of morale boost (since he doesn't have "Charge", unlike Gai). Some Joella
and Megillot Aphs will deploy later to make your life miserable, so split your
team into two, bring the MS squads down to the Balmars, and let the super
robots go face ZX-06.
3. Later after the Brain Primeval initiated the 1st attack on you, the EVA
children appear to aid you (and surprisingly, they can live without those damn
Umbilical Cords). Ask anyone who knows German what the hell "wie geht es
ihenen" means. Anyway, make sure you enjoy every single moment that all 3 of
them are together in one squad, because you'll be pissed later.
4. The Brain Primeval has 31600 HP, has a Zonder Barrier, and its only attack
has a power of 4400, range 9. It hurls Asteroids at you and gives you an attack
range -1 status effect. Hence this is a bad thing for snipers (and again, why
super robots are better to kick its ass). All in all, this boss is still easy.
It has a blind spot of range 2, so if you're within 2 blocks of it, it can't
retaliate nor attack you, so take advantage of this. Use GaoGaiGar to kill it
for an added dramatic effect (and so you can see the Hammer Heaven extract the
Primeval Core). You should be able to finish the scenario easily and get the
skill point.
5. This is the thing. The EVA children will join your party, but you can't put
them all together in one squad because you'll get a COST OVER remark. Yes, a
squad has a maximum of 5 bars, but since each EVA unit has 2 bars, 3 EVA units
will give 6 bars, and that means you can't get them all 3 in one squad unless
you give them a cost down, or fully upgrade them and give them a permanent cost
down. So for now, remove Rei and put her somewhere else. Shinji and Asuka
should be in one squad, at least you don't have to worry about putting them
close together just to do the Unison Kick (the "Both of You, Dance Like You
Wanna Win" kick).
--------------------
SCENARIO 14
TIP: EQUIP STRIKE GUNDAM WITH THE LAUNCHER PACK AND UPGRADE DANCOUGAR'S WEAPONS
AND ARMOR BEFORE STARTING THE SCENARIO.
WALKTHRU
1. Approaching the Crossgate, you are now up against Balmar's intensely heavy
artillery. Notice that on top of it all, there's this huge ass Helmoz,
surrounded with 41000 HP Fulehs. Thus, your mission begins.
MISSION OBJECTIVES
Win: Drain Helmoz's HP to 80000 or less
Lose: Archangel or Ra-Kailum is destroyed
SKILL POINT
Win the scenario within 7 turns
2. First of all, you are NOT expected to finish all enemies. You can't, you
never will. Secondly, you can't even survive the current enemy roster if you do
attempt it, so don't risk it. It's possible that you could be able to kill a
Fuleh, or perhaps 2, but other than that, forget it. There are hordes of
Joellas and Megillots there as well as other Balmar grunts. Kill them at once,
as in as quick as you can because later, one of the Fulehs will retreat, and a
Dibarium will deploy.
3. Fulehs can snipe you at range 8-9 with the Legion Eraser. They have 41000
HP, so don't bother killing it unless you wanna risk it. Their Legion Erasers
are strong enough to break down an EVA unit's AT Field, so consider that before
going on the offensive. The Helmoz however, has an eye-popping 131000 HP. So
that means you're required to take down 51000 HP to win the scenario. Its
strongest weapon, the Legion Buster, can snipe you too, roughly at range 9-10.
Like its weaker version, the Legion Eraser, the Legion Buster is strong enough
to pierce AT Fields. Therefore, when you get attacked, you should not
retaliate. You must defend. Also, if there are 2 squads within its linear path
of sight, it will execute its MAP version at you. Another thing to consider
when EVA-01 is there, not unless you want Dummy Plug to rape your squads first.
4. The Dibarium is a grotesque, red, spider-like thing. It has only 1 initial
attack, the rest are MAP attacks (and deadly ones I may add). The only way to
survive this Dibarium is to prevent its pilot from reaching 110 morale. And to
do that, you shouldn't kill anything. That's the reason why you should kill the
grunts immediately, because once the Dibarium deploys, you can't kill anything
anymore, lest you want to risk it. As long as its pilot's morale is less than
110, you should be fine. Otherwise, consider repeating the entire scenario.
5. Long-range attackers like Launcher Strike, EVA-00 and EVA-01 are best to
deal with the Helmoz, but one of the best HP eaters is Dancougar. Simply make
sure you let Shinobu and Sara cast "Charge", and let Dancougar kill a lot of
grunts to activate its Aggressive Beast mode and smash Helmoz with the
Dankukougaken. However, when you do consider this attack, make sure you are
ready defense-wise, and make sure Dancougar is not in the same line of sight
within Helmoz, or the MAP weapon of the Legion Buster will destroy them
effortlessly. With Helmoz's HP drained to 80000 or less, the nightmare is over.
--------------------
SCENARIO 15
TIP: UPGRADE STAR GAOGAIGAR'S WEAPONS BEFORE STARTING THE SCENARIO.
WALKTHRU
1. The Magnificent 7 Primevals have successfully infiltrated the Orbit Base,
but they failed in transforming it into a Zonder Metal Plant. Be prepared for a
very long conversation, because that's an important story in GaoGaiGar. Anyway,
on with the scenario. The Magnificent 7 has lost Liver, so they go out and
combine to form the Fusion Primeval, a grotesque, cycloptic creature with a
huge intestine that looks like slurpee shit. Composed of Arm, Eye, Ear, Rib,
Nail and Intestine, these 6 combined pack a very nasty punch. Deploy your
squads to face this terror. J-Ark will automatically sortie to assist you.
MISSION OBJECTIVES
Win: Destroy the Fusion Primeval
Lose: Archangel, Ra-Kailum or J-Ark is destroyed
SKILL POINT
Destroy all enemies, then the Fusion Primeval within 7 turns
2. Have Gai cast "Charge" twice, and switch to Goldymarg as the squad leader.
Have Mic Sounders XIII play Disc P on them every turn so that they gain +5
morale all the time you play it on them. Your enemies consist of ZAFT units and
Zonder Robos, all of them easy. Remember that there won't be any more
reinforcements, so give it all you got. Cast "Luck" and "Bless" when killing
powerful squads, but remember to save at least one "Bless" for Star GaoGaiGar,
whom you'll be using to kick the Fusion Primeval's... intestine.
3. Once you kill an enemy, an event triggers. J will cast "Flash" and go near
the Fusion Primeval. Do take note that despite everything's all good, you can't
belittle the forces. Make sure J-Ark is not in King J-Der form, not until you
reach 120 morale that is. If the Fusion Primeval attacks J-Ark, defend. As for
Goldymarg being the squad leader, keep on defeating enemies until Goldymarg
reaches 140 morale, while of course, Mic Sounders XIII keeps playing Disc P on
them. When he does reach 140 morale, switch to Star GaoGaiGar as the leader and
head straight towards the Fusion Primeval.
4. Despite having 59600 HP, the Fusion Primeval is a relatively easy boss.
Although don't be surprised that you'll be dealing less damage as you normally
would due to its Zonder Barrier. Persistence is a good quality here. There's
only one attack you need to watch out for: its wave attack generated by Arm can
snipe you at range 9, has 4200 power, and has the Mobility Down LV3 ability
embedded in it. Needless to say, MS squads are out of the question when
attacking, since their measly rifles will be blocked by the Zonder Barrier
anyway. However, there's a blind spot to this. Fusion Primeval can't attack you
with it within range 3. Therefore, stick Star GaoGaiGar, J-Ark or any other
powerhouse you have within that range, and barrage it with your strongest
attack. Finally, when his HP is around 5000 or lower, cast "Aid" and "Bless" on
Gai and have him execute the Goldion Hammer to instantly kill the Fusion
Primeval. Enjoy Gai's line... GATTAI GENJUU YO... HIKARI NI NAREEEEEEEE!!!!
--------------------
SCENARIO 16
WALKTHRU
1. You can't modify your squads, and you can't launch them because obviously,
this takes place on a far away place... in the Solo Planet. Ideon makes its
debut in years, and watch its combination animation. As you start, you gain
control of Ideon, and going up against 2 Buff Clan units.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Ideon is destroyed
2. At this point, Ideon has only 1 attack... the Crotch Masher (my pun to
Varshione-R's Cross Masher). You can execute it at range 4, and well, Cosmo's
hit rate to these small Buff Clan enemies is 73%. You may hit, or miss. But
whatever, it's virtually impossible to let Ideon die (unless you did it
intentionally). Pray that a critical hit ensues, because it's fun seeing Ideon
kick the enemy's crotch and the screen goes "critical!" Later, once both units
are defeated, more conversations will take place, and then this time, it's
Ideon VS Gijie, Damid and more Buff Clan units.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your units is destroyed
SKILL POINT
Clear the scenario within 4 turns
3. The skill point is easily accomplished here. Ideon now gains ranged weapons,
namely its Gren Cannons and its Missiles. Don't let Cosmo or any of the Ideon's
pilots cast any spells yet. Simply bring Ideon as close to the enemies as
possible. at turn 2, the Diamond Force of Macross 7, composed of Ginryu, Docker
and Gamlin, deploy to help you out. Bring their Valkyries in for the kill, but
make sure they all cast "Concentrate" before commencing attack.
4. On turn 2, when the Diamond Force deploy, go back to Ideon. Cast "Great
Effort" and "Lock On", move even closer in the middle of the army, and end your
turn. During the enemy turn, Gijie will be the first to attack. Simply
retaliate with Ideon's missiles and you'll instantly kill him in his 4100 HP
Gond Bau.. You'll gain a lot of EXP because you cast "Great Effort" earlier. If
any Buff Clan unit attacks you, you won't miss when you retaliate because "Lock
On" is still in effect. The choice is up to you if you want to kill Damid this
way too when he attacks you, but if you want to wait up on your next turn to
cast "Great Effort" again and kill him on your turn, the choice is yours. With
the Diamond Force around, you should be able to finish them off before the 4
turns is up, and grab the skill point.
--------------------
SCENARIO 17
WALKTHRU
1. You gain control of Macross 7 as well as the Solo Ship. On the way out to
space, the Buff Clan blocks the path, and commences aggression towards you,
with particular regards to the Solo Ship.
MISSION OBJECTIVES
Win: Destroy the Jig Mack (Gijie's unit)
Lose: Any of your units is destroyed
SKILL POINT
Destroy all enemies within 4 turns
2. The scenario is fairly easy. You have 2 motherships, the Diamond Force and
Ideon, it's virtually impossible to lose. Don't move the Solo Ship though,
because on your 2nd turn, however, you'll get a pretty neat twist.
MISSION OBJECTIVES
Win: Destroy the Jig Mack (Gijie's unit)
Lose: Prevent the Jig Mack (Gijie's unit) from getting beside the Solo Ship or
if any of your units is destroyed
3. That's something to rack up the difficulty a bit. But despite that, it's
still a fairly easy thing to do. Don't advance Solo Ship. Besides, you're told
beforehand not to move it anyway. If for some stupid reason Gijie managed to
get beside the Solo Ship, it's game over. Anyway, when attacking Gijie's squad,
make sure you destroy his squad members first to avoid them support defending
Gijie. Also, make sure you go on a hurry and kill all other units, then kill
Gijie last, because if you destroy his unit first, all surviving units will
retreat. Once the Buff Clan are defeated, the Barota army appear.
MISSION OBJECTIVES
Win: Destroy the Fz-109 Elgazorn (Gigil's unit)
Lose: Any of your units is destroyed
4. As you fight Gigil's forces, watch the event. Gigil will go towards Docker
and drain him off his Spiritia, rendering him incapacitated. Therefore, you
can't control him anymore. Hence, you're forced to fight with one less comrade.
But it doesn't matter... the enemies are still easy. During the fight though,
make sure Miho (the brown-haired chick of the Macross 7) doesn't cast any
spell. You'll need her "Luck" and "Aid" spells when you kill the mothership.
Advance Macross 7 near the enemy mothership, and when the enemy's HP is down,
kill it. You have to be sure you kill all enemies, including this mothership at
turn 6, because after turn 6, or if Gigil is defeated, Basara will deploy in
his Fire Valkyrie and will start singing. Remember that once he sings and his
songs hit an enemy squad twice, that squad will retreat, and will "explode"
from the map as if they were defeated. So if he sings on a squad, kill that
squad first. It will be difficult to kill the mothership and Gigil at the same
time, so right now, choose. EXP by killing Gigil, or money from killing the
mothership? The choice is yours.
--------------------
SCENARIO 18
WALKTHRU
1. Physica will replace Docker in the Diamond Force. You start the scenario
against the Barota army lead by Gigil in his own mothership.
MISSION OBJECTIVES
Win: Destroy Fz-109 Elzagorn (Gigil)
Lose: Any of your units is destroyed
SKILL POINT
Win the scenario within 3 turns
2. During your 2nd turn, Basara deploys on this Fire Valkyrie. You still can't
control him at this point, although he's still at your side. Move Ideon and
Macross 7 towards Gigil, while the Solo Ship and your Valkyries towards the
Barota mothership. If you can't get Macross 7 to snipe the Barota mothership
and kill it, then have Physica kill it because his squad skill gives +20% more
money.
3. Gigil's Fz-109 Elzagorn has 15500 HP. Despite that, he still remains easy.
By now Kasha (Ideon's female co-pilot) has learned "Hot Blood". Don't cast it
yet. During your encounter with Gigil deplete his HP to 8000 or less. Then when
it's your 3rd turn (or as early as possible), have Kasha cast "Hot Blood" and
Cosmo "Lock On". Attack Gigil using Ideon's missiles and you'll surely kill him
with no effort whatsoever.
4. On the second half of the scenario, both Macross 7 and Solo Ship are
deployed but won't be able to move. Gijie and Damid attack your forces, and the
Diamond Force once again sortie.
MISSION OBJECTIVES
Win: Destroy the Jig Mack (Damid)
Lose: Any of your units is destroyed
5. Another fairly easy thing to do. Have the Diamond Force cast "Concentrate"
before engaging the enemy. Make sure you show no mercy in killing the Buff Clan
enemies, for they will show you none. You won't be able to reach the Buff Clan
mothership, so ignore it. Basara will deploy in your next turn, but of course
he won't be usable. Finish off any enemy he sings to, just in case something
nasty happens. When it's time to fight Damid and Gijie, make sure you leave
Damid alive. Killing him will end the scenario despite many surviving enemies.
6. On the next turn, another set of Buff Clan enemies will sortie. Ideon will
deploy as well, and your motherships will regain the ability to move. Let Cosmo
cast "Lock On", and bring Ideon as close to the enemy reinforcements and let
the missiles fly. Ideon has gained a new weapon, and that's to launch all
missiles, which is an ALL-type attack. Leave the entire reinforcements to Ideon
and let the Diamond Force concentrate on Gijie and Damid's army. Once Ideon
crushes all enemies and Damid is left alive, you can finally kill him without
worries.
IMPORTANT: AFTER THE SCENARIO, YOU ARE GIVEN TWO CHOICES. PICK THE FIRST ONE
(TO GO TO EARTH)! THIS GUIDE WILL FOLLOW THAT ROUTE ACCORDINGLY!
--------------------
SCENARIO 19
IMPORTANT: BEFORE THIS SCENARIO STARTED, MAKE SURE YOU HAVE TAKEN THE FIRST
OPTION AMONGST THE CHOICES GIVEN. THIS GUIDE SHALL FOLLOW THAT ROUTE.
WALKTHRU
1. During your descent to Earth, before Atmospheric entry, you're interrupted
by ZAFT forces. Kira will auto-sortie in his Aile Strike.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Aile Strike, Archangel or Ra-Kailum is destroyed
SKILL POINT
Destroy all enemies within 6 turns
2. The ZAFT forces will be led by, of course, Athrun, Yzak, Dearka and Nicol,
in their respective Gundams. Battling them is nothing new to you by now.
Amongst the 4, you should destroy the Blitz Gundam first because Nicol can
support attack and defend and Duel Gundam should be killed last, when there are
little or no more enemies left. Buster Gundam can be easily taken down by
Archangel's Loehngrin provided Murrue continues casting "Lock On", while Aegis
can be easily baited by Strike Gundam since Kira will be a constant target if
he's within Athrun's attack range. Aegis is still the easiest of the 4, so
regardless, they are still easy prey.
3. Destroying Duel Gundam will trigger an event, causing Kira to get into his
first SEED mode, injuring Yzak in the process (like in the anime). The process
will also cause Archangel to lose a huge chunk of HP (around 5000-6000) due to
Yzak casting "Hot Blood" before initiating an attack. Therefore it's best to
leave Yzak as the last enemy because if Archangel gets severely damage and
there are more enemies around who will snipe it, things could get ugly. This is
an easy scenario that can be accomplished in time to get the skill point, so no
worries here. Once all enemies are dead, watch the grim scene in the event that
will take place.
--------------------
SCENARIO 20
TIP: EQUIP LAUNCHER STRIKE WITH THE MINOVSKY CRAFT BEFORE STARTING THE
SCENARIO.
WALKTHRU
1. You land on the desert, only to face Andy Bartfeldt, the Desert Tiger. This
will be a very annoying scenario so prepare for the worst, and expect to do a
lot of resetting. Transfer Mwu to the Sky Grasper and give it the Sword pack.
MISSION OBJECTIVES
Win: Destroy the Lesseps
Lose: Archangel is destroyed
SKILL POINT
Destroy the Lesseps within 6 turns
2. Andy's army consists mainly of Dinns and BuCues. For the record, the BuCues
(the quadruped MS) are worse than that Dinns. All of them have high dodge
rates, and they have the uncanny power to hit you despite low hit rates of 23%.
Dinns are terrible because they often attack you using ALL-type attacks. You
will meet them first in the battlefield, so focus on killing them for now.
Remember this rule: it's always best to destroy them one squad at a time rather
than leaving a surviving unit in a squad. Since they open their offensive with
an ALL-type attack, it's safer that you destroy a squad completely, because you
receive more damage if they use the squad attack (they can't make their squads
attack if the leader uses an ALL-type weapon).
3. While you're battling the Dinns, make sure your forces move forward towards
Andy's Lesseps to avoid wasting time. That's the reason why Kira should have
the Minovsky Craft installed... since the Launcher Strike can't fly, movement
on the desert will be slow. If Launcher Strike can fly, you can let Kira handle
the Dinns (as well as commence attack on the BuCues that are waiting at the
backlines). Conserve Launcher Strike's EN by not retaliating with the Agni (its
strongest ALL-type weapon). If there are a few BuCue squads in range, then
shoot THEM first and let the rest take care of the Dinns.
4. After your terror with the Dinns, you now face Andy's 2nd line... the
BuCues. These quadrupeds are worse, and have even higher dodge rates. Like the
Dinns, they are notorious for attacking with ALL-type attacks first. Your best
shot at them is to frequently cast "Gut Feeling" and "Lock On" if you're not
comfortable with your hit rate against them. Sometimes, "Concentrate" alone
doesn't work. You'll be lucky if you still hit them at 60%. EVA units are
perfect for defense, but they are obviously not going to fall for the EVA bait
trick. Most of the time they will snipe the most injured character you have,
completely ignoring the rest of your team, and that makes them even deadlier.
Don't fret. Launcher Strike, which should be flying right now if you installed
the Minovsky Craft earlier, will be a good bait for them, as the BuCues would
frequently target Kira. Remember, Kira's "Gut Feeling" spell is way better than
" Concentrate". Consider that if you want Kira to constantly retaliate when
being attacked.
5. Once you kill enough squads, the Albion will deploy along with GP-03 Stamen
and the GM Customs and Cannons. Andy will be threatened, and to counter this,
will deploy even more Dinns and BuCues to make your life a living hell. You
will need to exert more effort than what you usually do. Burning's squad should
avoid the BuCues if possible, but he can finish them off if they are in
critical HP. Kou can be used as a frontline attacker provided you watch out for
Keith's HP when attacking. Keep advancing your units forward as you finally
reach the Desert Tiger himself.
6. Andy is annoying, for a mothership pilot. His squad skill is +20% hit rate,
and not only does he have Potential LV3 that beefs up his stats the more his HP
is low, but he also has the Guard skill that allows him to receive only 80%
damage when he reaches 130 morale. By now he would have had 150 morale, so
expect that you're dealing less damage than you normally would. Andy would
frequently fire using the Lesseps' missiles, and that's not a pretty sight
considering his squad skill.
7. During the 1st half of his HP, he will simply defend, so expect to deal even
less damage. It's time to start casting "Hot Blood", since most of your MS
pilots would have learned it by now after destroying his Dinn and BuCue army.
Use Isamu and Guld to your advantage. Cast "Hot Blood" and attack him using
their Valkyries' strongest weapons. Once his HP is halved, he will retaliate
whenever attacked. During his attack phase, there's no need to worry. If
Launcher Strike is on the attack range, you can use Kira to bait Andy because
Andy will attack only him, completely ignoring the Archangel. You have to do
this quickly and deal maximum damage as possible if you want to get the skill
point. Now is not a good time to be picky. Hit him with all you got, casting
"Hot Blood" whenever possible. Eventually you should be able to kill him. At
the end of the scenario, you should receive the GP-01Fb.
--------------------
SCENARIO 21
WALKTHRU
1. Continuing on in the desert, City 7 lands on Earth, but gets assaulted by
Barota forces. Mayor Miria deploys the Diamond Force to defend the city from
the invading enemies.
MISSION OBJECTIVES
Win: Destroy Gigil's mothership
Lose: Any of your units is destroyed
2. Defeat any Barota enemy that goes to your path. The Diamond Force will make
short work of them. On your 2nd turn however, Miria deploys in her own red VF-
1JS Valkyrie F. Attack as normal and proceed with the assault. On your 3rd
turn, Archangel will deploy, and you'll be allowed to sortie your squads. The
Diamond Force will join into one squad instead of being into separate units.
3. A surprise awaits. Andy will deploy in his RaGowe and Dacosta on a BuCue on
turn 4. The surprise here is that you are able to control them! Although it's
fun to use them, don't let them kill anyone to avoid wasting EXP and money.
Instead, use them to support by damaging the grunt motherships. Cagalli will
also deploy on a Sky Grasper to assist you, but keep her at bay instead because
by now, you would have finished most of the valid targets anyway.
4. Gigil is easy, even in his own mothership. You can use Andy and Dacosta to
substantially weaken his mothership before finishing him off using someone from
your squads. No special strategy is needed for this guy. Once you have defeated
him, an event will trigger. Sybil appears and will suck up Ginryu's Spiritia,
rendering him incapacitated. The Diamond Force loses another member, this time,
its leader. Sybil enters City 7, and Gigil pursues.
5. On the second half of the scenario, you get to control Gamlin and Physica,
the 2 surviving members of the Diamond Force. Basara deploys in his Fire
Valkyrie and this time, you get to use him. Sybil appears in the eastern edge
of the map, while Gigil deploys on the opposite, western edge.
NEW MISSION OBJECTIVES
Win: Destroy Fz-109 Elzagorn (Gigil)
Lose: Fire Valkyrie is destroyed
SKILL POINT
Destroy Fz-109 Elzagorn (Gigil) before it reaches Sybil
6. This is an easy feat to accomplish. Basara is nearer to Gigil, so take on
the offensive. Let him cast "Concentrate" and sing "Totsugeki Love Heart" at
Gigil's squad while the Diamond Force takes care of the other Barota soldiers
on its side on the map. If you manage to sing twice to Gigil, his squad will
retreat and "explode" from the map as if they were defeated, earning Basara
EXP, kill count and PPs. It's up to you if you want Basara to sing to the other
squads to have him earn PPs that way. But do take note that you won't be
dealing any damage to Gigil so don't waste your time and bring the Diamond
Force closer to Gigil and commence attack.
7. You will be allowed to deploy 6 squads. If you do, make sure you sortie
pilots who can cast "Bless" and "Aid". You will need it. Anyway bring your
squads closer to Gigil while Basara and the Diamond Force distract him.
Apparently Gigil is persistent and will go to Sybil, so make sure that your
squads cast "Accelerate" to move even faster and attempt to reach him. Even if
Gigil is moving towards Sybil, he will attack Basara if he's on attack range so
be careful of that. Have Basara play "Planet Dance" to the Diamond Force to
increase their dodge and hit rates. Attack Gigil continuously. Later your
squads should be able to reach Gigil in time to finish him off and grab the
skill point.
--------------------
SCENARIO 22
WALKTHRU
1. Another desert assault awaits as you fight Andy's army again, similar to
Scenario 20.
MISSION OBJECTIVES
Win: Destroy the Lesseps
Lose: Archangel is destroyed
SKILL POINT
Destroy the Lesseps within 5 turns
2. Do as you did in Scenario 20. Go on full offensive and rush towards Andy. By
now most of your characters have learned "Hot Blood", so taking down the BuCues
would be a bit easier compared to last time, but that still doesn't mean
they're not difficult. They still can dodge good, and are still luckier when
targeting you. More importantly, rush Aile Strike towards Andy for better
results.
3. Andy's easier than last time because he doesn't defend on his 1st half of
HP. Just do take care of yourself when he retaliates with the Lesseps'
missiles, as they are ALL-type. Like last time, Andy has the Guard skill that
allows him to receive only 80% of the damage you would normally deal. Also,
another thing to mention is that you can use Kira to bait him so as to divert
his attention from your other squads. As long as Kira is within firing range,
Andy will attack him first. Once the Lesseps is destroyed, Andy will order
Dacosta to retreat. Together with Aisha, they ride on Andy's personalized MS...
the RaGowe. You have controlled this orange quadruped in the previous scenario.
Now it's time to tame it.
4. Do not be overwhelmed. Despite having 16500 HP, the RaGowe is extremely easy
to beat. As long as Kira is used to bait him, you won't have any problems. One
thing you should consider is that Andy will frequently use the RaGowe's Beam
Cannons, which is an ALL-type, with a mid-range of 7. One of the best things
about this boss is that it has limited ammo for its weapons. You can always
attack it and dodge him until he runs out of ammo then pummel him, or you can
just go straight on kicking his ass. I prefer the latter.
--------------------
SCENARIO 23
TIP: UPGRADE YF-19 AND YF-21'S STATS AND EQUIP THEM EACH WITH A HYBRID ARMOR
AND DUAL SENSOR BEFORE STARTING THE SCENARIO.
WALKTHRU
1. Prepare yourself for a grueling, annoying, painfully difficult scenario.
While in the Battle 7, Sharon Apple, the virtual idol of Macross Plus, takes
over and starts playing her song. Although the song is pretty catchy, it still
is a pain to hear after you're gonna find out what happens to you. Isamu and
Guld deploy in their Valkyries just in time to face this "menace". ZAFT deploys
their units equipped with the Mobile Doll system of Gundam Wing, and Sharon
Apple deploys 2 Ghost X9s to defend Battle 7 from the incoming duo threat.
MISSION OBJECTIVES
Win: Destroy the 2 Ghost X9s
Lose: Any of your units is destroyed
SKILL POINT
Clear the map within 9 turns
2. Make sure YF-19 and YF-21 retain their Fighter modes and keep them beside
each other. They're better off that way. There are only 2 Ghost X9s, and they
have very weak weapons. However, they have very high dodge rates, so attacking
with your highest hit rate weapons will sometimes, if not most of the time,
allow them to dodge. Casting "Concentrate" isn't much of a help either because
Sharon Apple's song causes your characters to have a headache, and you won't be
able to cast any spells, but not to worry. Your attacks, if connected, can take
down half of their HP. Just make sure Isamu initiates the attack while Guld
support attacks. At least if Isamu fails, you still have a chance. if Guld
fails, then restart the game. If you're really after the skill point you will
want to save time, and hence you'll frequently restart because you'll miss... a
lot.
3. Once both Ghost X9s are dead, an event will trigger and Isamu will gain a
synchro attack with Guld. More Ghost X9s will appear to make your life
miserable, and the ZAFT Mobile Dolls will be activated and will move for the
kill. Your squads will deploy later, but Sharon Apple will once again play her
song, giving your pilots an intense headache, making them lose the ability to
use spells as well. This will be a very difficult scenario, but keep your cool.
Expect that you will frequently miss. Don't let Isamu and Guld hog all the
Ghost X9s. Bring your parties in for the kill (if you can hit them often in the
first place). If any of your units' HP is halved and still get constantly
attacked, it's a good time to defend and not retaliate.
4. Later, Basara will finally appear in his Fire Valkyrie. He'll play "Holy
Lonely Night", rendering Sharon Apple's song useless. Your party will now gain
the ability to use spells, so it's payback time. Make sure Rei conserves her SP
though. You'll need her "Inspire" spell later. Another thing, Sharon Apple will
lose control of Battle 7, so Max and the rest will helm the main. Once more,
you can now use Battle 7! Gigil, Sybil and the Barota army will appear, and
your mission objectives are now given.
NEW MISSION OBJECTIVES
Win: Destroy all ZAFT units and make Basara sing to Sybil
Lose: YF-19, YF-21 or Fire Valkyrie is destroyed
5. Gigil and his army is easy to beat, especially now that Battle 7 is around
and everyone's morale is boosted due to Basara's playing. The only thing you
need to worry about the Barota soldiers is their weapons that drain Spiritia,
which can drain your morale when hit. Battle 7 will be a constant target for
this, and if Max's morale is low, he won't be able to execute the Macross
Cannon, so make sure to defeat all squads that are incoming to him. Gigil's
mothership is again, easy prey. Isamu and Guld should be able to reach him in
time to destroy it (or if you have flying units that can go to him while the
fight ensues). Now is also a good time to rake up kills for your MS pilots,
namely Amuro, Camille, Judo, Kou, Puru and Puru Two, that is if you want to
claim some nifty new MS later.
6. Sybil is easy to beat, since obviously she's Protodeviln, and has only 2500
HP. To beat her, simply let Rei cast "Inspire" on Basara so that he'll get the
effect of "Lock On". After that, have him sing "Holy Lonely Night" on Sybil to
instantly deal 9000 damage to her, defeating her in the process.
--------------------
SCENARIO 24
WALKTHRU
1. Start the scenario with Voltes-V, Daimos, Tallgeese III and Noin's Taurus.
This is a special treat for Filipinos because Voltes-V and Daimos are the most
popular SRs in the Philippines. Anyway, you are to face some Balmar units, easy
ones at that.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your units is destroyed
SKILL POINT
Clear the map within 3 turns
2. They are all easy enemies, so go on the offensive. Rush your units towards
them and smash them (Kyoushiro, the pilot of the Galba FXII has the
"Accelerate" spell). Retaliate when attacked, and you should be able to take
them all down in time to get the skill point. Once all Balmar units are dead,
more Balmar units appear. You are then prompted to deploy 2 motherships and
your squads. The Sound Force make their debut as Basara, Mylene, Rey and
Veffidas get in their Valkyries and join in one squad. Cut your team into two,
bring your MS squads to the side where the enemy reinforcements are, and your
SRs to the opposite side. You'll know why in a sec.
3. The Balmar units are easy prey. No special strategies needed to defeating
them. However, when you defeat your 1st squad, Calico deploys in his Varuch
Baal, along with his mini-army. They will deploy in the opposite direction to
where the enemy reinforcements deployed, which is why your SRs should go to his
direction, so that when he deploys, you'll greet him with a smash.
4. Varuch Baal is not too difficult if you know how to "micromanage" it. First
off, it has 26600 HP, can regenerate a moderate amount of HP per turn, has a
jammer and bunshin, not to mention a Deflect Field. Basically its line of
defenses are near to perfect, but not for long. Calico has Mijigiri, the skill
that grants him hit and dodge rate up if his morale is 130, and he ignores size
penalties when attacking. The only attack Varuch Baal is deadly for, is its
ALL-type missile assault. But not to worry, it has a blind spot of range 3, so
any unit of yours within range 1-3 of him can't be targeted by it. Do be
careful still because his strongest attack can be executed at range 1-4. One of
the best units to crush him is Battle 7. Use Basara to play "Totsugeki Love
Heart" while Mic Sounders XIII play Disc P. Sing it all to Max so that he gains
a good morale boost, enabling him to activate the Macross Cannon as early as
possible. Once the Macross Cannon is ready, consider the battle over. You will
win against him. Use any SR of yours to finish him off, preferably those with
the lowest levels. You will need it later.
--------------------
SCENARIO 25
TIP: UPGRADE IDEON'S ARMOR AND HP AND EQUIP IT WITH GOOD ARMOR BEFORE STARTING
THE SCENARIO.
WALKTHRU
1. Be warned. You are about to face a difficult scenario. It's all 16 of your
squads and 4 motherships VS the invading Ephesus, Calico and their Balmar army.
MISSION OBJECTIVES
Win: Destroy the Helmoz
Lose: Any of your motherships is destroyed
SKILL POINT
Clear the map within 8 turns
2. Split your team into 3 groups. Ideon should move forward to Calico, while
the two groups go east and west to meet up with the Fulehs in the opposite
directions. Ideon must move forward so that you can help build up its Ideon
Gauge to activate the Ideon Sword later. Remember this is a rush against time,
so kill all the enemies quickly if you want the skill point. However, given the
enemies you are about to face, getting the skill point is not worth it. Of
course it's up to you.
3. With your current army, Fulehs are easy to exterminate. They're not like
before where it's difficult because the Helmoz is within firing range. Simply
rush towards them and destroy them easily as you would to any grunt mothership.
As for Ideon, during enemy turn, do not retaliate. Instead, defend. Hopefully
by then your Ideon Gauge should have reached its 4th-5th stage, activating the
Ideon Sword. Once Ideon's HP is around 1/4 of its total, DO NOT HEAL IT OR ELSE
THE IDEON SWORD WILL BE DEACTIVATED. By the time Ideon Sword is activated, you
would have finished off the Fulehs and the other Balmar armies by now. So it's
time to regroup and move forward to trample over Calico.
4. With the Ideon Sword, Calico poses zero threat unlike before. Simply
decrease his Varuch Baal's HP to 21000 or less, then have Cosmo attack him
using the Ideon Sword WITHOUT CASTING HOT BLOOD. Yes you read right. Just cast
"Great Effort" and "Lock On", then have someone cast "Bless" on Cosmo. Attack
Varuch Baal with the Ideon Sword to effortlessly deal 22000 damage or so,
instantly destroy slicing Varuch Baal into two scrap pieces. Now, you head for
the big cheese himself: Ephesus in his Helmoz.
5. The Helmoz, like before, is a sniper, only this time it's piloted by an
asshole. Ephesus Mijigiri and Guard. That means once he reaches 130 morale, not
only does he receive 80% of normal damage, his hit and dodge rate goes up. Of
course, the hit and dodge rate up doesn't really matter. You can't expect him
to maneuver a huge ass Helmoz to dodge anyway. Now's the time to smack the
Helmoz with all you got. Use Mic Sounders XIII and attack the Helmoz using Disc
X to lower its armor points down, to make your next attacks more damaging. The
Helmoz's got 131000 HP still. Don't bring your units too close in a linear
position to avoid him using the Legion Buster's MAP version. Save the Ideon
Sword. You won't be able to destroy it because once his HP is halved... the
Helmoz disappears and he deploys on the Zuphiroude Eved which is technically...
a huge ass Zuphiroude's head.
NEW MISSION OBJECTIVES
Win: Destroy Zuphiroude Eved
Lose: Any of your motherships is destroyed
5. The Zuphiroude Even has 75000 HP, which is tamer than the Helmoz. It can
regenerate its HP and EN by a large amount every turn and has Full Block that
renders status ailments useless. But even so, this guy is surprisingly easy.
Remember to just defend whenever he attacks. Attack it with the Ideon Sword,
this time after Kasha casts "Hot Blood", and the rest is history. Use any of
your units to kick this guy's ass back to oblivion.
--------------------
SCENARIO 26
WALKTHRU
1. Your team walks towards the Crossgate. The Crossgate opens, but fortunately,
out pop 3 adorable little misfits that call themselves "Virtuaroids". Much to
the surprise of many people, they talk, but being with the GGG team doesn't
give them much of a shock anymore. The Virtuaroids introduce themselves as
Temjin 747J, Fei Yen The Knight and Apharmd The Hatter. The greetings cut short
when all of a sudden, the Crossgate once again opens and from within, hordes of
STMCs emerge. Now THIS time your team gets the shock of their lives. The
Virtuaroids decide to do battle, and thus form one squad to assist you.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Daiku Maryu, Solo Ship, Temjin 747J, Fei Yen The Knight or Apharmd The
Hatter is destroyed
SKILL POINT
Destroy all enemies within 3 turns
2. Enjoy this rather easy engagement. Have Basara sing "Planet Dance" on the
Virtuaroids while Mylene sing "Totsugeki Love Heart" to increase their morale.
Now, let the Virtuaroids cast "Concentrate" and "Accelerate" and zoom their
squad towards the middle of the STMC brigade (the one closest to them). Split
your team into three groups again. One to go straight towards the pink 40700 HP
STMC, while the other groups go east to battle the east brigade, and the west
to assist the Virtuaroids.
3. Be wary of the green flea-like STMCs because they can dodge pretty good,
despite having 4200 HP. Your MS should be able to take them down in a snap, but
the EVA units will have a hard time hitting them though. For the moment, set
Asuka as the squad leader to benefit her squad skill of +20% damage when
counterattacking.
4. The pink STMC with 40700 HP is no walk in the park. Its assault move is
deadly, so defend whenever it attacks. Retaliate only if you are ready
defensively, such as if casting defensive spells. Other than that, you just
smash it repeatedly because it can't do anything special in a defensive
position. The skill point can be easily obtained in this scenario, so there's
nothing much to say here. After the battle, the Virtuaroids leave, but Apharmd
The Hatter desists and claims they are able to do whatever they want better if
grouped with the Alpha Numbers. After momentary thinking, Temjin 747J concedes
and agrees. Later he then names himself "Chief", and the Virtuaroids join the
Alpha Numbers.
--------------------
SCENARIO 27
TIP: UPGRADE STAR GAOGAIGAR'S ARMOR AND WEAPONS BEFORE STARTING THE SCENARIO.
WALKTHRU
1. During the Alpha Numbers' assault to Jupiter to take down the 31 Primevals
for good, they are sucked within a warped space created by the Lung Primeval.
Being sealed within, you encounter various units possessed by Zonder Metals.
Star GaoGaiGar auto-sorties.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships or Star GaoGaiGar is destroyed
2. This is your opportunity to make a lot of money and add kill counts for your
MS pilots. Basically your opponents are easy to beat. However, to make a lot of
money, cast "Luck" or "Bless" when destroying squads with units that have more
than 8000 HP, like the Nibelungen Tanks of Daitarn-3. If possible, destroy
squads after casting "Luck", making sure you deplete their HPs before
initiating an ALL-type attack to instantly kill them. Once you destroy a
certain amount of squads, enemy reinforcements, again in the form of random
units possessed by Zonder Metals appear. Destroy them as well. Take no heed,
cast all the spells needed when destroying them. Later, when all enemies are
defeated, Shishio Leo, Gai's father discovers a way to break through the
arresting field, and that's to find a unique point of escape and using
GaoGaiGar's Gattling and Dividing Drivers. Leo deploys in a shuttle, and
together with J-Der who appears suddenly to aid in the escape, everyone escapes
the arresting field. Outside, big trouble awaits. Arm Primeval fuses with
Jupiter's Moon Europa. With him are ZX-16 Wing Primeval, fused with Jupiter's
Moon Io, ZX-19 Knee Primeval fused with Jupiter's Moon Amalthea, and ZX-26
Kidney Primeval fused with Jupiter's Moon Ananke, along with the other Octagon
Primevals that you faced earlier. J-Ark and Star GaoGaiGar automatically deploy
with your party.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships, Star GaoGaiGar or J-Ark is destroyed
SKILL POINT
Clear the map within 7 turns
3. Take note that all of your HP, EN and SP are HALVED. This is going to be
trouble. Do your best to take on the Primevals. Also, take note that each squad
has 2 Zonder Robos on it THAT SUPPORT DEFEND. So when you deal a normal attack,
expect the squad members to support defend even if it means their deaths. Be
careful of the Primevals too, since you encountered them before, you should
remember that their main attack is an ALL-type laser beam. They won't be able
to execute a squad attack since executing an ALL-type attack disables it. The
squad members of Zonder Robos are meant for defense.
4. However, if you decided to go offensive with Star GaoGaiGar and it gets
damaged, an event will trigger. Shishio Leo appears in his shuttle but
unfortunately, dies after an assault by the Primevals. Gai goes to the shuttle
but ends up being sucked in Jupiter. While inside, Leo realizes he's dead, and
meets up with the love of his life... Gai's mother. Gai himself meets up with
Mamoru's REAL father, Cain. Cain tells them to utilize THE POWER, an energy
that remains latent from within Jupiter. Back in the scenario, Star GaoGaiGar
finally re-appears, and Gai makes use of THE POWER. From this point on,
everyone has 300 morale with all their HP, EN and SP regenerated! IT'S PAYBACK
TIME!
5. Enjoy it while you still can. Display rather miraculous damage when dealt
against the enemies. Make it more useful. Have Basara sing "Holy Lonely Night"
on Star GaoGaiGar, while Mylene sing "Planet Dance". For the rest, sing "Planet
Dance" on them, since "Totsugeki Love Heart" is useless now that everyone has
300 morale. Remember to cast "Luck" when destroying virtually every squad!
Also, separate Ideon from the rest, making sure that you let Ideon keep getting
damaged so that he could at least activate its ultimate "Launch All Missiles"
attack. At this point it's almost impossible to activate the Ideon Sword if
you're after the skill point, since you can't get constantly damaged. Primevals
use their ALL-type laser attacks, so you get hit only once per squad. After you
activate the missiles and all enemies are destroyed, it's time for the main
boss Primevals.
6. ZX-16 Wing Primeval has 45600 HP and can snipe you at range 9 with an ALL-
type missile attack. ZX-19 Knee Primeval is the easiest, having 46600 HP and an
assault attack that has 4200 power with a blind spot of range 2, but can reach
up to range 6. ZX-26 Kidney Primeval is the most difficult and the farthest of
the mini-boss Primevals, having 49600 HP and has an ALL-type laser attack that
can snipe you at range 10 with a power of 3900. Regardless of which, they are
all easy to beat, with THE POWER being utilized by your party. The ZX-19 Knee
Primeval needs no special strategy to beat. The ZX-16 Wing Primeval and ZX-26
Kidney Primeval all share one strategy: take care when you attack them due to
their ALL-type weapons. It's not your squads' main characters that you're
afraid of, it's the grunts in your squads.
7. ZX-07 Arm Primeval is surprisingly easy, despite having 55600 HP and can
regenerate a small portion of HP and EN per turn. It has only one attack, and
that's its wave attack that is an ALL-type, can snipe you at range 10, no blind
spots, and has mobility down LV3 when hit. With THE POWER on your side, ZX-07
Arm Primeval is a piece of cake. Apply the same strategy you used on the ZX-16
Wing Primeval and the ZX-26 Kidney Primeval. Once all enemies are defeated (and
you get the skill point), an event triggers. The Arm Primeval managed to snag
the Zonder Crystals stored within J-Ark, and escapes to Jupiter, where
Pagliaccio and Pasdar await. Together with Arm Primeval and the rest of the
Zonder Crystals, they fuse into the ultimate Zonder... the Z-Master. The Z-
Master emerges within Jupiter, and commences attack, but first, they shoot
Zonder Spores all over Earth, slowly mechanizing it. You have no choice but to
defeat this ugly, cycloptic energy entity.
NEW MISSION OBJECTIVES
Win: Destroy Z-Master within 5 turns
Lose: Any of your motherships, Star GaoGaiGar or J-Ark is destroyed or if 5
turns have already passed
8. Do not be intimidated or fooled by appearances. Z-Master is terrifying, but
he/she/it is IMMENSELY EASY. You have a time limit of 5 turns to defeat it, and
that's a LOT of time. Anyway, your first attack to him must be a simple one
without spells, because Z-Master automatically cast "Resist" on
himself/herself, so your 1st attack deals only 10 damage. Any succeeding attack
after that is dealt normally. So this is what you do: on your 1st 2 turns,
bring your units close to him, taking care not to damage him that his morale
doesn't reach 130 to prevent him from using a MAP weapon. On your 3rd turn,
once all your units are near and you previously attacked him so that his
"Resist" status is gone, PUMMEL HIM/HER WITH ALL THE HOT-BLOODED WEAPONS YOU
HAVE. Finish him off using Star GaoGaiGar's Goldion Hammer, but of course, make
sure Goldymarg is the leader of his squad and that his squad is completely
beside or adjacent to Star GaoGaiGar. ZETO-MASUTA YO!!!!! HIKARI NI
NAREEEEEEEEEEEEE!!!!! >.<
--------------------
SCENARIO 28
WALKTHRU
1. Although Z-Master was defeated... the nightmare isn't over for Gai.
Unfortunately, Mikoto was infected by a Zonder Spore years ago and it's just
now that it has reached the peak of its maturity. Mikoto has transformed into
the New Machine Species Zonuda. Escaping from Orbit Base, she descends into
Earth to fulfill her mission: the mechanization of Earth. Galeon auto-deploys
to fight Zonuda as she appears near the Tokyo Tower.
MISSION OBJECTIVES
Win: Destroy the Zonuda Robo
Lose: Galeon is destroyed
SKILL POINT
Destroy Zonuda Robo within 5 turns
2. Tragic, yes. But there's nothing we can do at the moment. Get Galeon to
attack Zonuda just for fun. Remember to Galeon cast "Resist" though. On the
enemy turn Zonuda won't attack. On turn 2, Daiku Maryu sorties along with 8
squads of your choice. Make sure that at least half of your squads are
powerhouses like Dancougar. You'll also need someone who can cast "Bless" and
"Aid", so Quattre is a must deploy as well. Daiku Maryu isn't gonna be able to
move, btw. Whatever you do, do NOT rush to Zonuda and attack her. That's best
saved for later. Ignore her for the time being because once you attack,
regardless of whether you dodged or get hit, any attacking squad will be
assimilated and mechanized by Zonuda, causing the attacking squad to disappear
from the map. That's bad.
3. On your next turn, Gai deploys, fuses with Galeon to form GaiGar, and the
Gao Machines, piloted by the AIs of your Yuusha team will come in to perform
Final Fusion manually. You now gain control of Star GaoGaiGar. Take advantage
of this opportunity because you have Gai, ChoRyuJin, Volfogg, Goldymarg and Mic
Sounders XIII all in one unit. Get your units nearer to Zonuda Robo, taking
care not to attack it. Zonuda Robo has around 50000 HP, ignores mech size when
dealing damage, Potential LV5 and her squad skill is damage received -10%. So
actually, you're dealing less damage than you thought you're making.
MISSION OBJECTIVES
Win: Attack the Zonuda Robo 6 times, then destroy it using Star GaoGaiGar
Lose: Daiku Maryu or Star GaoGaiGar is destroyed or if after being attacked 6
times, Zonuda Robo is still alive after Star GaoGaiGar attacks
SKILL POINT
Destroy Zonuda Robo within 5 turns
4. The skill point is very easy to obtain, in fact, you can accomplish this
within just this 3rd turn. Now that your units are near Zonuda Robo, cast all
the necessary spells you can muster and attack Zonuda Robo with your most
powerful weapons to deplete its HP. Remember, once you attack her, the
attacking squad will disappear from the map. Don't worry this is normal. Once
you have attacked her 6 times, leaving Zonuda Robo in critical HP, cast "Bless"
and "Aid" on Gai, and finish her off using Hell and Heaven. Watch the drama as
it unfolds. However, the scenario isn't over. Ilui is discovered, and Balmar
enemies led by Calico, Spectra, Baran, Eis and Son deploy. Cobray deploys in
the Werkbau. So this is it. You have to fight an entire Balmar army using only
Werkbau and 2 remaining squads that didn't disappear from the map since it
never attacked Zonuda Robo.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Daiku Maryu or Werkbau is destroyed
5. Don't worry. Even though the army is composed of Varuch Bens, they are easy
to defeat this time. Once you finish off a few of them, an event triggers.
Viletta deploys in her R-Gun Powered as well as Zengar and Retzel in their
respective Daizengar and Aussenseiter units. Watch the event as it unfolds
further, and you gain control of these units. After finishing off all enemies,
only R-Gun Powered will join you. Zengar and Retzel is off somewhere else.
--------------------
SCENARIO 29
WALKTHRU
1. Compress your units to 13 squads. You're up against ZAFT enemies led by the
4 Gundams Duel, Buster, Blitz and Aegis.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships is destroyed
SKILL POINT
Destroy all enemies within 6 turns
2. Again, your motherships can't move. Bring your units towards to where the
ZAFT warriors are waiting. Take on the offensive. You'll be met by souped up
Ghost X9s (a whopping 8750 HP each). Like before, they have weak weapons but
possess very high dodge rates, so expect to miss often. Note that Aegis and
Duel Gundam are standing on mountain terrain, giving them +25% better armor and
dodge rate. So as you destroy the Ghost X9s, Dinns and BuCues, it's time to
concentrate on the 4 bosses.
3. Destroy Blitz Gundam first because it's the weakest at 17250 HP. Next, is
Buster, with 17750 HP, then Duel at 19250 HP and finally Aegis at 19750 HP.
Cagalli will deploy in a Sky Grasper at your 3rd turn, but keep her out of
battle at the moment, you wouldn't want her anywhere with a frail unit
surrounded by strong enemies. Later, Bright appears in his Ra-Kailum, together
with Renais of GaoGaiGar Final, accompanied by Kouryu and Anryu. Gai will
deploy in GaoFighGar to assist you, and ZAFT deploys more Ghost X9s and Dinns
near them.
4. Once Kouryu or Anryu receive damage, they will perform Symmetrical Docking
and form TenRyuJin, a female ChoRyuJin. The enemies that deploy near Gai will
be able to skip the defenses and attack the closest of your non-moving
motherships, so expect your motherships to engage in battle even when
paralyzed.
5. You will need to cast more spells to defeat Duel and Aegis Gundam. Dancougar
is the perfect choice for softening these guys up. Dankukougaken can eat up
9000-10000 HP per attack. Kill Duel first and leave Aegis last. Once you
destroy Aegis, an event will take place, causing Cagalli to chase after Athrun
and crash near the sea. Obviously, Cagalli will exit the scenario. If there is
no more enemies left, the scenario ends and you get the skill point if you have
it early. It isn't too hard to obtain it.
IMPORTANT: LATER, YOU WILL BE GIVEN TWO CHOICES. PICK THE FIRST OPTION TO STAY
ON EARTH. REMEMBER THAT THIS GUIDE WILL FOLLOW THAT ROUTE!!
--------------------
SCENARIO 30
WALKTHRU
1. This is a grim scenario. You will again battle with the ZAFT forces. Cagalli
will leave the scenario with Kisaka in the Sky Grasper, so don't expect to be
using her here.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Archangel, Ra-Kailum or Aile Strike is destroyed
SKILL POINT
Clear the scenario within 7 turns
2. OK let's get the facts straight. Aegis and Blitz Gundam will go on the
offensive while Duel and Buster will stay behind in the backlines. Obviously,
if you watched Gundam SEED you'd know what's gonna happen by now. So take the
helm and go to aggressive positions. Bring your party towards the enemy and
smash them in the process. Now, as you meet Athrun and Nicol on the way, defeat
the Blitz Gundam first. You may damage the Aegis Gundam but don't destroy it.
In fact, ignore it once its HP is critical.
3. After destroying Blitz Gundam, Nicol will retreat. Go forth and destroy Duel
and Buster next, ignoring Aegis as you annihilate them. Use Dancougar to take
care of Duel, while Buster can be dealt with by your snipers. Yzak and Dearka
will retreat, but Dearka gets stuck and hits the side of the island. Remember,
this is your last warning. Destroy Duel and Buster before destroying Aegis!
Once all enemies are defeated and Aegis is left alive, save your game and
destroy Aegis Gundam. Watch the event carefully as it triggers. Wherever Aegis
and Strike Gundam are positioned in the map, move your units close to that
part. Reset the game, and just before you destroy Aegis, move your units close
to where Aegis and Strike will make their encounter, then destroy Aegis Gundam.
4. Nicol suddenly appears in the Blitz Gundam and attacks Kira to no avail.
Tolle then deploys in the Sky Grasper and attacks Blitz. Kira, feeling angered
that Nicol might kill Tolle, destroys the Blitz Gundam, killing Nicol
instantly. Athrun gets pissed off and goes to SEED mode, casting many spells:
"Force" for morale +30, "Iron Wall", "Resist", "Lock On", "Hot Blood" and will
regenerate Aegis Gundam's HP. If Yzak and Dearka are still alive, they too will
do the same thing and cast those spells, which is why you're instructed to
destroy them first, because it's gonna be hard to fight them in that condition.
It's ok to battle Aegis twice, it's inevitable in this scenario.
5. Tolle attacks Athrun, only to be killed by Athrun in the process. Kira gets
pissed and goes SEED mode. What you do is have Kira cast "Gut Feeling" and
attack Athrun to disable his "Resist" status. End your turn. On your next turn,
if you did what was instructed earlier, your units would be close to where
Aegis Gundam is right now. Athrun's "Iron Wall" status would have worn off by
now. You may now pummel Aegis Gundam to kingdom come. Athrun will drop you a
Pink Haro when defeated, but unfortunately... you lose Kira and the Strike
Gundam after Athrun self-destructs Aegis. Watch the events that follow and it
will end the scenario.
--------------------
SCENARIO 31
WALKTHRU
1. After the tragic events in the previous scenario, your party ends up in
Alaska. Your party will go up against ZAFT units once again. Patrick Zala
commences Operation Speedbreak. Wing Gundam 0 Custom deploys automatically in
this scenario.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Wing Gundam 0 Custom is destroyed
2. Destroy all enemies easily. Once they are all done, a new set of ZAFT units
will deploy in the far edge of the map behind you. Be warned, do not let them
come to you. Instead, be aggressive and go to them. If possible, try to reach
near the edge of the map from where the reinforcements deploy. You'll know why
later. Archangel sorties, this time minus Natarle. Neumann will replace her,
and he has her spells. Remember to be sure that your units must be near the
edge of the map, where the enemy reinforcements deploy! This is very important!
3. Once the reinforcements are defeated, a second batch arrives, this time led
by Yzak in the Duel Gundam. Unfortunately, Mobile Dolls in the form of UC
Mobile Suits deploy where the 1st ZAFT reinforcements once sortied. Operation
Speedstream spells death for everyone, because at the bottom of the map is the
Cyclops System, which sends out a huge microwave blast that annihilates
everything on top of it. Knowing that you all must escape, Bright and Murrue
decide to escape. However, the Ghost X9s are blocking their path, in fact
attacking them. All of a sudden, an unknown Gundam appears beside Archangel...
it's the Freedom Gundam, piloted by Kira!
4. Yzak is surprised to see a new Gundam, let alone seeing Kira alive. He
decides to "poke" Kira by attacking Freedom with the Duel. Unfortunately he
fails and gets damaged in the process. Kira tells Yzak to quickly escape, else
he'll die by the Cyclops System. Yzak gets shocked even further and concedes.
From where the Mobile Dolls deploy, the edge of the map gets highlighted.
NEW MISSION OBJECTIVES
Win: Destroy all Mobile Dolls or all ZAFT units escape to the highlighted
portion of the map
Lose: Wing Gundam 0 Custom is destroyed
SKILL POINT
Clear the map without having a single ZAFT unit destroyed in the process
5. This is why you are told to send your troops to where the enemy
reinforcements once deployed. Once you bring them there, it will make your team
a lot more accessible to the Mobile Dolls when they deploy later! You can kill
them outright and easily without extending too much moving effort, saving
yourself the trouble from getting ZAFT units killed and losing the skill point!
If you followed as instructed, you may now proceed with the bloodshed. If
you're skillful enough, you'd cast a lot of spells just to let your units
destroy the Mobile Dolls closest to the ZAFT units, namely the Jegans and the
Ghost X9s. Remember, cast "Lock On" to kill the Ghost X9s, they have 8750 HP!
IMPORTANT! IF YOU WANT TO RECRUIT YZAK LATER, DO NOT DESTROY HIS DUEL GUNDAM IN
THIS SCENARIO! DESTROYING HIM HERE ALSO VOIDS YOU GETTING THE SKILL POINT!
6. Once you destroy 3-4 squads of Mobile Dolls, an event triggers. Heero goes
to another edge of the map and fires the Twin Buster Rifle twice on a certain
spot. Apparently he opens up a path for Relena and the rest to escape to, but
gets blocked by 2 Mobile Dolls in the process. Fortunately for you, one of
Relena's rescuers is Haran Banjou, and he summons Daitarn-3 to the rescue! Not
only that, Allan Igol deploys in his Blackwing N and forms a squad with
Daitarn-3. Use them to destroy the Mobile Dolls that are on their way, while
you destroy the pesky Mobile Dolls that are heading towards the ZAFT units that
are going to the highlighted area. Doing so, you gain the skill point because
none of the Mobile Dolls are able to reach the ZAFT units since you already put
your party in their spawn point, ready to ambush them.
--------------------
SCENARIO 32
WALKTHRU
1. You start the scenario with Zengar and Retzel in their respective units,
Daizengar and Aussenseiter. Their enemies consist of Flora Shogun and Marshall
Hell, with their Haniwa Genjin and Metal Beasts soldiers.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your units is destroyed
SKILL POINT
Destroy the Megiros (Marshall Hell) or Yamada No Orochi (Flora) within 5 turns
2. Proceed to destroy enemies as planned. Depending on your mood, you may set
either one as the squad leader. If you feel like making fun of enemies, set
Retzel. If you want to finish them off quickly, choose Zengar. Either way, if
one of them get severely damaged (around 2/3 HP lost), Ra-Kailum and Archangel
will be deployed, and you'll be allowed to bring out your squads.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships, Daizengar or Aussenseiter is destroyed
3. Among the two bosses, Flora is easier, and defeating her will cause an extra
event to trigger later on. So going that path... she has a squad skill of hit
rate +20%, and she gains morale everytime she attacks. Her Yamada No Orochi's
Dragon melee attack has a power of 4000 and has a status effect of attack down
LV1, so if possible, avoid getting hit by it, but technically, the fire
breathing of the Dragons is an ALL-type and can finish off your MS squads if
you're not careful. Beside those warnings, she's still a piece of cake to beat
and requires no special strategy to win against. Do it, and an event will
trigger.
4. Shapiro makes his appearance with Helmatt, together with the deployment of
Muge forces. Ilui also appears, followed by some Varuch Bens. Before she
leaves, she tells about the End of The Galaxy, but speaks in riddles. After she
leaves, Marshall Hell and Shapiro exit to chase after Ilui, leaving behind
Flora, as her Yamada No Orochi explodes. Zengar and Retzel also leaves the map,
leaving you, the Varuch Bens and the Muge forces.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships is destroyed
5. Knowing the Varuch Bens by now, they have high dodge rates and have an
uncanny way of hitting you miraculously even with low hit rates. Take them down
squad by squad if you can, using ALL-type attacks. Don't waste your spells on
them; keep casting them if that means to finish them off. They all have 8900
HP, so you'll have to attack them with an ALL-type attack to deplete their HP,
before executing another attack to finally destroy them all at once.
6. Helmatt is an easy enemy, even if his squad skill is attack power +10%. His
Muge mothership has 19500 HP, but it can be easily taken down using Dancougar.
No special strategies are needed to take down this guy, just consider him as
another random soldier in a huge green mothership.
--------------------
SCENARIO 33
WALKTHRU
1. Compress your squads to 13. Azrael, while in the Albion, leads an assault to
Orb as part of his plans to rid the world of Coordinators. Kira deploys in his
Freedom Gundam, along with Shinobu and Allan in one squad, inside Dancougar and
Blackwing N.
MISSION OBJECTIVES
Win: Destroy all enemies except Albion
Lose: Freedom Gundam, Dancougar or Blackwing N is destroyed
SKILL POINT
Destroy all enemies except the Albion within 8 turns
2. Getting the skill point is going to be a challenge. Split your army into
two. One to take on the two Grapp motherships that go with Albion, and the
others to go against the army of Strike Daggers. Strike Daggers are cannon
fodder mecha, but don't belittle them... their dodge rates are unordinary of a
soldier's, despite that they are Naturals. Destroy them one squad at a time if
you're in for the rush, but don't go further to their side. Try to stay at bay,
not leaving the premises to the point that you're bringing your units to the
grasslands. Those who will go after the Grapp motherships and the Albion will
be met by a horde of Ghost X9s. You can't hit them unless you cast "Lock On",
or if you're confident with your current low hit rates. Back to Freedom Gundam,
make sure that the terrain surrounding Freedom Gundam is not water. This is
important for later.
3. Later, Archangel deploys. Mwu joins the fray in his Launcher Strike as well
as Cagalli in the Aile Strike Rouge, together in a squad of M1 Astrays piloted
by Asagi, Julie and Mayura. To counter this, Azrael tells Synapse to send the
Albion to the other edge of the map. Synapse does so, and afterwards deploys
the 3 Gundams piloted by "Human CPUs"... Raider, Forbidden and Calamity Gundam.
By now, the Strike Dagger forces are significantly decreased. If you have
squads that can cast "Accelerate", let those squads cast it, and head towards
the X-shaped tower to the north. However, leave a few powerhouse squads behind
in preparation for the worst. They have yet to come.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Freedom Gundam, Launcher Strike, Aile Strike Rouge, Dancougar, Blackwing
N or Albion is destroyed
4. Don't dare attack the 3 nuts in Gundams yet. Instead, watch for an event to
take place. Raider targets the Archangel, but all of a sudden Buster Gundam
pops out of nowhere and attacks Raider, protecting the Archangel. Dearka then
joins in with Mwu, forming a Launcher Strike-Buster Gundam squad. Forbidden and
Calamity then attacks Freedom, but all of a sudden Justice Gundam drops by.
Piloted by Athrun, he meets up with Kira, and performs a synchro-attack,
greatly damaging Forbidden Gundam to around half of its HP. You're now free to
attack Forbidden, Calamity and Raider as much as you want.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Freedom, Justice Gundam, Aile Strike Rouge, Dancougar, Blackwing N or
Albion is destroyed
5. Since Calamity Gundam is the one badly damaged, that should be taken down
first. Since both Kira and Athrun have high morales, you may let them attack
either Forbidden and Calamity with their synchro-attack. Cast "Hot Blood"
before doing so, and you could deal a significant amount of damage, around
10000 to 11000. You can instantly kill Calamity Gundam, or you can use this to
attack to badly damage Forbidden Gundam, who is at full HP. Now you have two
Gundams that are badly damaged. Bring in Launcher Strike/Buster Gundam, or Aile
Strike Rouge to finish them off. Take note that you'll have to let
Cagalli/Mwu/Dearka cast "Lock On" or "Intuition" to make sure they hit them
100% before killing them. As for Raider Gundam, you can always destroy in your
next turn, letting the Freedom-Justice squad do that for you. The reason why
Freedom Gundam shouldn't be surrounded by water as mentioned earlier is because
Calamity Gundam doesn't fly. If Freedom is surrounded by water, Calamity will
be underwater, giving it full protection from Beam Rifles, making it useless
for Aile Strike Rouge, Launcher Strike and Buster Gundam to attack and kill it.
6. Once you seriously damage one of the enemy Gundams, Azrael decides to make
it more fun, and deploy more Strike Daggers from where they originally deployed
before, but this time accompanied by Yazan, Dangel and Ramsus in their 3
Hambrabis! If you took the advice earlier, you should have left behind some
squads to take on the just-arrived enemies, while some of your squads head
towards the X-shaped tower. Don't worry about the 3 Hambrabis. They will head
straight towards the structure where Uzumi is, but thankfully, Camille sorties
in his Z-Gundam. Yazan gets distracted, seeing Camille after a long time,
attacks him, and fails, getting damaged in the process. The Hambrabis have
12000 HP, but don't worry, your squads would be easy and can take down the 3
idiots easily.
7. Afterwards, Helmatt appears in his Muge mothership, along with more Muge
forces, and they deploy near the X-shaped tower! They attack, and an event
triggers. Watch the tear jerking event as Allan enters the tower. Unfortunate
for him, Commander Ross Igol, his father, dies during the assault. Shinobu asks
Allan if Commander Ross is alright, but Allan doesn't answer back. Shinobu
knows what it means, and gets enraged. Professor Hatsuki then tells Shinobu of
the final keyword to combine all 5 Beast Machines. Shinobu does so, and
combines Dancougar with the Blackwing N to form Final Dancougar.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Freedom, Justice Gundam, Aile Strike Rouge or Albion is destroyed
8. Take revenge and finish off Helmatt with just one shot. Bring Shinobu near
his Muge mothership, fend off the attacking Muge forces. On your next turn
(this will most likely be your 7th turn), cast "Hot Blood" and all the
necessary spells, and shoot down Helmatt with Final Dancougar's strongest
weapon... the Final Dankuhou. With Aggressive Beast activated, and if
Dancougar's weapons are upgraded at around 3-4 slots, you can deal as much as
22000 damage to Helmatt, destroying his Muge mothership completely without
effort. The rest of the Muge forces can be dealt using your SEED units that are
close the X-shaped tower, as well as the previous squads you sent there earlier
(the ones you're instructed to cast "Accelerate"). The ones left behind should
still take care of the Strike Daggers. Later, on your 8th turn, Uzumi makes a
sudden announcement. He will never falter to the Blue Cosmos and for their
ideals, and to do that, he must detonate Orb to destroy it completely.
NEW MISSION OBJECTIVES
Win: Destroy all enemies and finish the scenario within the 9th turn
Lose: Freedom, Justice Gundam, Aile Strike Rouge or Albion is destroyed
9. After much prepping as instructed earlier, you can now finish off the
enemies completely, even on your 8th turn to get the skill point. At this
point, Archangel should be near the X-shaped tower, so use the Loehngrin MAP
weapon to clear out many of the Muge grunts nearby, then clean them up using
Dancougar, Z-Gundam or the squads that make it to them. If ever you fail to get
the skill point, it's not worth playing it all over again, for this is a very
long scenario. But it's your choice.
--------------------
SCENARIO 34
WALKTHRU
1. Deploy 10 squads and 2 motherships. You shall go against Shin RyuOuKi in
battle for the first time. Werkbau, Wild Wurger and Wild Falken will auto-
deploy in one squad.
MISSION OBJECTIVES
Win: Destroy Shin RyuOuKi
Lose: Werkbau, Wild Wurger or Wild Falken is destroyed
SKILL POINT
Destroy Shin RyuOuki within 6 turns
2. Cast all your best spells to enable your super robots' final weapons, and
cast "Accelerate" to reach Shin RyuOuKi faster. The best attacking forces that
can significantly damage Shin RyuOuKi are GaoFighGar, Mazinkaiser, Dancougar,
Combattler-V and Voltes-V. However, you real robots should stay behind. I
repeat: your real robots should stay behind, where you initially sortie. Only
super robots should go up against Shin RyuOuKi.
3. For starters, Son Kou Ryu will cast "Concentrate" and "Iron Wall" to pump up
his defense on the 1st turn he gets. Shin RyuOuKi is the only boss in this
scenario, so don't be shy in casting spells. Duke them out if you have to
(although you wouldn't anyway). Don't be surprised if you deal little damage...
the "Iron Wall" effect is still activated. You're most likely not gonna be able
to hit Shin RyuOuKi without casting "Lock On" either, so do consider that when
attacking. When you attack, make sure you're directly beside Shin RyuOuKi...
point blank range in other words. That way Son Kou Ryu won't be able to execute
the ALL-type thunder bolt, which is deadly and has a good chance to score a
critical. However, his point-blank attack gives negative status effects to the
pilot it hits... -10 to all stats. But don't worry, this effect will wear off
sooner than you think. At least it's not an ALL-type attack, the grunts in your
super robot squads can breathe a good sigh. If possible, block Shin RyuOuKi's
path of movement and keep him steady in one place. Keep your real robots still
stationary to their posts.
4. Once Shin RyuOuKi loses around 2/3 of its HP, an event will trigger, causing
Son Kou Ryu to deploy Gora Golems directly where you just sortied when you
started the scenario. If you followed instructions carefully, your real robots
should still be there, and hadn't moved, hence they'll be able to greet the
enemy reinforcements just in time! Finish them off squad by squad, slowly but
carefully. The Varuch Bens are the most difficult units here, still at 8900 HP,
so destroy them first if you can. When the enemy reinforcements deploy, Son Kou
Ryu will no longer cast "Iron Wall", but will resume casting "Concentrate".
Shin RyuOuKi has HP recover, so once the enemy reinforcements arrive, don't
bother attacking it anymore. Instead, wait for your real robots to finish off
the reinforcements, then cast all the spells needed to destroy Shin RyuOuKi.
Without "Iron Wall" in effect, Shin RyuOuKi can be destroyed with just 2
attacks, provided you cast the necessary spells. Dancougar should be one of the
primary attackers, using Final Dankukougaken as a good choice of weapon. The
rest is up to you. When Shin RyuOuKi is destroyed, you get rewarded with a Cost
Down item. After destroying the boss, an event triggers, causing Cobray to be
abducted, ending the scenario.
--------------------
SCENARIO 35
WALKTHRU
1. Cobray manages to escape his captors by piloting a Varuch Ben, and brings
along Armana along with him as collateral. As he flees, he is pursued by Baran
Doban and Luria.
MISSION OBJECTIVES
Win: Destroy Bemidoban (Baran Doban) or Shumuel (Luria)
Lose: Varuch Ben (Cobray) is destroyed
SKILL POINT
Destroy Bemidoban (Baran Doban) within 5 turns
2. Enjoy this while you still can. Cobray is back to piloting a Varuch Ben (as
he did in the very first scenario), and a 12000 HP one at that. Don't be fooled
by the high HP count... the enemies you'll face are uber strong, don't
underestimate the Joellas on the frontlines. They will harm you, and can cause
more than 1000 damage. Having high dodge rates will also make it more difficult
to handle them than ever, so you have no choice but to go defeat them one by
one, and being careful not to get to Baran Doban's reach. Once Cobray's HP gets
depleted by around 2/3, you'll be prompted to deploy 3 motherships and 12
squads. There's no need to rush on accomplishing the objectives. Take your time
in killing all nearby enemies for your 1st 3 turns, while constantly damaging
Baran Doban.
3. Since you will get the skill point by defeating Baran Doban, and the
objective is to defeat either him or Luria, focus on kicking Baran Doban's ass.
In the long run, he's an aggressive attacker and won't wait for his troops to
initiate the offensive. Now, ignoring his troops (after all, they are easy at
this point), Baran Doban has a squad skill of damage -10%. His unit has 46050
HP and has weapon block, so any negative status to his weapons' attack power,
range and hit rate don't affect him. He's still a big hulk of mass, but easy to
beat nevertheless. His very catchy (and I mean REALLY CATCHY) music overrides
your own during battle. First, attack him with armor-lowering weapons like
Daimos' Reppu Sekken Tsuki or Voltes-V and Combattler-V's Chodenji Spin V No
Jigiri synchro attack. Afterwards, soften him using Dancougar's Final
Dankukougaken or Final Dankuhou, then finish him with any units you deem fit
(if they can sustain enough damage to destroy him). Baran Doban has one ALL-
type attack wherein he smashes an entire squad vertically using his Chain Ball
and the power of gravity. His most powerful attack is him swinging his huge
Chain Ball and pulverizing your squad leaders to powder keg. When attacking
him, make sure you cast "Flash" or "Resist"... you'll need it if you want to
stay in one piece. Once he's defeated, he'll retreat along with Luria, and
Armana starts panicking, telling Cobray to quickly escape.
4. Calico deploys in this Varuch Baal, and laughs saying it's too late.
Suddenly, in deep space, a frightening, monstrous, bat-like figure emerges. It
goes near Cobray, ready to attack. It's nameless, but nevertheless, you must
destroy it... for your own safety.
NEW MISSION OBJECTIVES
Win: Destroy the ????
Lose: Any of your motherships or Varuch Ben (Cobray) is destroyed
5. This frightening creature has 30000 HP, deflect barrier and can regenerate
small amounts of HP and EN per turn. Do not be intimidated by its horrid
monstrosity. It's still easy to beat. By now your units have high morale, so
take it down easily, effortlessly. It requires no special strategy to beat.
Once you do, watch the rather frightening and mind-boggling event. Eventually
Cobray gets to control this... thing, and names it "Dis Astranagun". Much to
the surprise of Calico, who expects Cobray to be destroyed, he instead becomes
one with it and goes against him.
NEW MISSION OBJECTIVES
Win: Destroy Varuch Baal (Calico)
Lose: Any of your motherships or Dis Astranagun is destroyed
6. With Dis Astranagun around, Calico is nothing but a piece of trash. Before,
when taking out Calico is a hard chore, this time he's just a shove-away.
First, destroy Calico's blue-colored squad grunts using an ALL-type attack,
then finish off Calico without delay. After all, now when you have access to
super powerful robots, there's no more need to pay attention to the "boss"
anyway. Dancougar alone is sufficient enough to destroy him. For the first
time, Calico requires no special strategy to beat.
--------------------
SCENARIO 36
TIP: UPGRADE GAOFIGHGAR'S WEAPONS, ARMOR AND EQUIP IT WITH GOOD ARMOR BEFORE
STARTING THE SCENARIO.
WALKTHRU
1. Mamoru goes back to Earth after a new threat has been recognized. Much to
the surprise of the 3G Team, Mamoru tells them to not get in his way, and he'll
obliterate them if he has to should they interfere. He then fuses with Galeon
and summons the Gao Machines and forms Star GaoGaiGar, much to Gai's shock. Gai
wants to talk with Mamoru, but Mamoru deploys an impromptu set of AI units and
flees. Gai wants to go after Mamoru but can't leave the team behind to face the
enemies, but Jeeg insists that he go, so Gai leaves the scenario with
Goldymarg.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships is destroyed
SKILL POINT
Destroy all units within 6 turns
2. Eliminate all enemies easily as you would normally. Remember to cast "Luck"
or "Bless" before killing squads with units having more than 6000 HP. This is
also a good opportunity to raise the kill count of your MS pilots, especially
Burning of Gundam 0083. Check his kill count and add it with Monsha, Adel and
Bate's. If it doesn't total 100, then do whatever you can to get the kill total
to reach 100 so you can receive the GP-02 after the scenario. This is your last
chance. You can also give your SEED pilots a chance to raise theirs as well.
Once you kill enough enemies, the 5th Angel Ramiel suddenly appears, much to
the surprise of Misato and the EVA pilots, who thought that Ramiel was defeated
way back.
3. Do not be intimidated by Ramiel's apperance. He may be difficult in past
games, but he gets tremendously easy here. Ramiel has 48000 HP, a strong AT
Field and has a squad skill of hit rate +40%. He virtually has only one weapon,
which is his laser beam that has a power of 4800, an ALL-type attack that is
snipe-able at range 12, but has a blind spot on range 2. Ramiel moves slowly,
just as he always does, so if you want to get the skill point, you have to rush
to him and endure being sniped.
4. You can destroy Ramiel with just 2-3 attacks. By now, Kira and Athrun (if
you deployed them) would have reached 140 morale and activated SEED mode. Have
one of them cast "Spirit" and execute the Freedom-Justice synchro attack.
Depending on how you upgraded their weapons in the past, it may deal as strong
as 20000 damage. Next, bring in Dancougar to blast it using Final Dankuhou to
soften it, then finish Ramiel off with Shinji using synchro attacks (either
with Asuka doing the Unison Kick, or with both Asuka and Rei to fire all
weapons). You will be rewarded with a Cost Down item afterwards, then you'll
continue with the 2nd part of the scenario with Gai and Goldymarg.
5. Gai's pursuit of Mamoru goes a short way, and Mamoru insists to not get in
the way because he's serious, he will destroy "Gai nii-chan". Gai persists and
comes closer to talk, but Mamoru executes the first assault. Goldymarg gets
angered, but Gai tells him not to interfere, the fight is between him and
Mamoru. Goldymarg obliges, against his own judgment.
NEW MISSION OBJECTIVES
Win: Destroy Star GaoGaiGar (Mamoru)
Lose: GaoFighGar is destroyed
6. Star GaoGaiGar is not an easy opponent, but he's not too difficult either.
Both Gai and Mamoru will start with raised morale to activate Hell and Heaven.
Don't be shy with spells. Let Gai cast "Lock On", "Hot Blood" and "Resist".
Commence the 1st Hell and Heaven offensive. Don't go easy on Mamoru... Star
GaoGaiGar has 49000 HP. To make matters worse, he will retaliate using Hell and
Heaven, and during his attack phase, he will use Hell and Heaven. When Mamoru
attacks, do the same thing and retaliate not with the default Drill Knee, but
with Hell and Heaven. During your attack turn remember to let Gai cast "Hot
Blood". By now, GaoFighGar's HP would have been depleted to more than half,
activating Gai's "potential" skill, so casting "Lock On" will no longer be
necessary. Once Mamoru is defeated, watch the scene. No more spoilers will be
written this time. After the scenario, If Burning, Monsha, Bate and Adel's kill
count total 100 or more, then you'll receive the GP-02 along with other extra
Mobile Suits. You'll also receive the Heavy Weapon System parts for Nu-Gundam
as a clear bonus.
--------------------
SCENARIO 37
WALKTHRU
1. The entire Alpha Numbers go to the Crossgate, and tailing them are the Orbit
Base 3G Crew and City 7. As they approach closer, the Balmar appear to have a
little fun. This is not good, especially now that City 7 is tagging along. All
5 motherships are present, and you'll be prompted to deploy your squads.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships is destroyed
SKILL POINT
Destroy all enemies within 6 turns
2. The Balmar units are all easy to beat. You would have been used to the
Varuch Bens by now. Just remember to destroy the Varuch Ben squad after casting
"Luck" or "Bless" to gain a lot of moolah. Use Basara and Mylene to your
advantage. Cast Basara and Mylene's spell that increases their Song EN by
10000. If one of them has more than 20000 Song EN, you will be able to equip
their Valkyries with Sound Boosters, enabling the MAP versions of their songs.
Of course, they would both need to have 120 morale or higher to activate
"Totsugeki Love Heart", so use Mic Sounders XIII and play Disc P on Mylene.
Basara can simply cast "Charge" and play the non-MAP version of "Totsugeki Love
Heart" on Mylene for an added effect. Remember that to play the MAP versions of
their songs, it requires the entire Sound Force to play, so if either Mylene or
Basara doesn't meet the morale requirements, you can't play it. Once activated
though, you can start singing "Planet Dance" on your MS squads and "Totsugeki
Love Heart" on your super robots.
3. While you're busy revving up the Sound Force, it's time for Ideon. Bring
Ideon in the middle of the Balmar fleet and defend whenever it's attacked until
the Ideon Gauge reaches its stage where the Ideon Sword is activated. Don't
heal Ideon's HP though. Once the Ideon Sword is activated, bring Ideon out of
there and kill the squads outright. You'll need the Ideon Sword for later.
4. Once a certain number of enemies are defeated, Eis appears in his Dibarium,
accompanied by 2 squads of Varuch Bens. You prolly remember this guy as the one
who made Scenario 13 a living hell when you meet Helmoz for the first time.
Don't worry... the Elterium appears, and along with it, Gunbuster and Sizzler
Black. Everyone's morale will go up, and it's time to go on the offensive! On
your next turn, Noriko notices some weird music playing. The Ghoshogun pilots
immediately recognize the song as Strauss' "Blue Danube". The Dokuga Generals
suddenly appear. Bundol, Kelnagul and Cuttnal deploy in their respective
motherships to assist you.
NEW MISSION OBJECTIVES
Win: Destroy the Dibarium
Lose: Any of your motherships, including Bundol's, Kelnagul's or Cuttnal's is
destroyed
SKILL POINT
Destroy all enemies then finally, the Dibarium within 6 turns
5. When you go to the Dibarium, Eis will instantly greet you with a linear map
attack that has an EN drain LV2 skill. Yes, Dibarium has only 1 non-MAP attack.
The rest are MAP types. It has 48050 HP, can recover a small amount of HP per
turn and has EN Block, meaning, EN down and EN drain skills from weapons do not
affect it. Remember not to let Eis' morale go up to 110, so cast "Exhaust" at
him. It's ok if he goes past 100, just don't let it reach 110. Besides,
Gunbuster and Sizzler Black are around anyway, it's an easy battle. If you
followed instructions earlier and Ideon Sword is already activated, have Cosmo
and Kasha cast "Hot Blood", "Lock On" and "Resist", and attack Dibarium with
the Ideon Sword. You should instantly drain 42000 or so HP. You can now finish
him using anyone you wish. Watch the event. afterwards.
IMPORTANT: AFTER THE SCENARIO, YOU WILL BE GIVEN TWO CHOICES. PICK THE FIRST
OPTION TO JOIN THE CAST OF GUNDAM SEED, UC GUNDAMS AND IDEON. THIS GUIDE SHALL
CONTINUE FROM THAT ROUTE POINT.
--------------------
SCENARIO 38
WALKTHRU
1. Ideon will auto-sortie. The Buff Clan will deploy their armies to make short
work of your forces.
MISSION OBJECTIVES
Win: Destroy the Buff Clan mothership
Lose: Ideon or any of your motherships is destroyed
2. A relatively easy feat to accomplish. Gijie appears in his Galbo Jick. In
Ideon's part, let Moera cast "Accelerate" and move Ideon near the entire fleet
is. Obviously you should know by now that you're preparing Ideon to get hit so
that the Ide Gauge will go up and activate the Ideon Sword. Well, now that you
know what's supposed to be done, the strategy for this part of the scenario
ends here. Gijie's Galbo Jick is a range 7 sniper with 12900 HP. Once he
manages to attack Ideon, an event triggers and he fires some ripple energy
wave. Apparently it's identified as a specific anti-Ide gun. Ideon gets
significantly damaged because of it, but it's still nothing compared to what
you can cough up. Simply charge up Ideon, and when he gets the Ideon Sword,
destroy Gijie's unit using the Ideon Sword first without casting "Hot Blood".
Have the rest of the party destroy the other Buff Clan grunts, then have Cosmo
attack the 20500 HP Buff Clan mothership, this time casting "Hot Blood" before
destroying it with the Ideon Sword. This is however, the first part of the
scenario. The second part comes up next as you land on the Planet Caral, where
Gijie again commences assault.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships is destroyed
SKILL POINT
Destroy all enemies within 7 turns
3. Another easy feat to accomplish, but don't waste time. Go on the offensive,
be aggressive and attack Gijie's fleet head-on and grab the skill point.
Gijie's still on an easy Galbo Jick, so apply whatever tactics deem necessary.
Do not wait for the Ideon Gauge to pile up, because Gijie's not the last boss
in the scenario. Once you destroy his entire fleet, Daram deploys with brand
new troops. The skill point won't be credited to you despite killing Gijie's
army. Instead, it will be credited only if you destroy Daram's entire forces
along the 7-turn limit, which is why you should be aggressive. By now you would
have been on your 3rd or 4th turn, so hurry it up and use ALL-type weapons!
NEW MISSION OBJECTIVES
Win: Destroy the Ganga Loop (Daram)
Lose: Any of your motherships is destroyed
SKILL POINT
Destroy all enemies within 7 turns (credited only after Daram's defeated)
4. Daram's unit is fairly easy at 22900 HP. He's a range 8 sniper, and has the
skill "Mikiri" that gives him +10% dodge, hit rate up. Simple... just destroy
his squad, then use Freedom and Justice Gundam's Combination Assault synchro-
attack to soften him or instantly kill him. Don't forget to cast "Luck" or
"Bless" before destroying any squad with grunt Ganga Loops piloted by soldiers,
they're worth a lot of dough. Once the map is cleared and you got the skill
point, watch the scene. You will lose Moera as a sub-pilot for Ideon, be
replaced by Gijie, and you'll get the Ideon Gun, for great justice.
--------------------
SCENARIO 39
WALKTHRU
1. Moera has just passed. Unfortunately, the Buff Clan shows no sign of
stopping and still continues the assault. Shin Getter and Lady Command will
auto-sortie in one squad. Ideon won't be deployed yet.
MISSION OBJECTIVES
Win: Destroy the Gaburo Zan (Daram mothership)
Lose: Shin Getter, Lady Command or any of your motherships is destroyed
SKILL POINT
Destroy all enemies, then Gauro Zan (Daram) within 8 turns
2. Relatively easy Buff Clan army to kill. They pose no challenge. When you
kill enough, Ideon will deploy and an event will trigger, causing Gijie's once-
used unit to fire another anti-Ideon ripple laser, and if your allies are on
the way, they will be shot, and they will be penalized to not be able to move.
But that's trivial matter. As long as you don't put your allies close to your
mothership at this scenario, everything will be fine. During the event, Shin
Getter will get its final weapon, the Shin Shine Spark. On your 3rd turn, the
Balmar will deploy. Split your team into two... one to continue the assault on
Daram's 28500 HP mothership, and the rest to go against the Balmar.
NEW MISSION OBJECTIVES
Win: Destroy the Gaburo Zan (Daram mothership)
Lose: Shin Getty or Ideon is destroyed
3. Since the Balmar are composed of a lot of Varuch Bens, you need to slay them
quick if you want to get the skill point. That means Daram's mothership must
still be alive. If Daram's the only Buff Clan remaining with critical HP,
ignore him and proceed with the Balmar. Use Dis Astranagun, ZZ Gundam and your
SEED Gundams to initiate their strongest ALL-type attacks to take them down
quick. After the chore is done, finish Daram off.
--------------------
SCENARIO 40
WALKTHRU
1. The Alpha Numbers have reached Earth, much to their surprise. However,
something still doesn't feel quite right, as experienced by some of the members
of the team. Anyway, the Buff Clan are again set on a rampage, and your job is
to stop them, but with a lot of handicaps.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships is destroyed
SKILL POINT
Destroy all enemies within 6 turns
2. All pilots start with only 80 morale and halved SP, losing 10 morale every
turn. Those unaffected with this status are the GGG characters and Rei of EVA-
00. Apparently, something's wrong because those who got this weird status feel
illusionary ecstasy and calmness. At this point there's nothing the "normal"
pilots can't do so it's best to just focus the enemy at hand. Even with the
dwindling morale, it's still not enough to be defeated. You can still destroy
all Buff Clan units easily. Don't expect to be doing much in your current
situation. Conserve your "Bless" and "Luck" spells for killing the bigger-HP
enemies instead. Once all are gunned down, watch the event as the cause of the
illusion is unmasked. Gai goes up against Palpareppa and his "Replijins", which
are replications of other robots. GaoFighGar is surrounded of course.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: GaoFighGar is destroyed
3. Very easy task, no special strategies needed, after all Gai starts at 130
morale. Once all Replijins are destroyed, an event triggers. Battle 7 and Daiku
Maryu arrive just to witness what is happening, although they are slowly being
affected by the illusion... except Hiroshi/Jeeg. Palpareppa performs Chemical
Fusion and forms Palpareppa Plus. Battle takes place, but suddenly Cain,
Mamoru's real father appears. Gai gets distracted and Palpareppa managed to
destroy GaoFighGar. Watch the event some more and it ends the scenario.
--------------------
SCENARIO 41
TIP: BEFORE STARTING THE SCENARIO, SEPERATE THE FIRE BOMBER MEMBERS INTO
DIFFERENT SQUADS. BASARA SHOULD BE IN HIS OWN SQUAD, WHILE MYLENE AND REY IN
ANOTHER.
WALKTHRU
1. As the scenario starts, the Buff Clan, this time led by Haruru, deploy, but
they don't begin attack. Bes, the Captain of the Solo Ship will be given two
choices. The first is to continue the war with them, and the 2nd is to try and
make peace with them, to have talks per se. CHOOSE THE SECOND ONE TO TALK TO
THEM. Watch the event that ensues after wards. You'll be all sent outer space,
to fight hordes of Replijins. J-Ark deploys to help you, much to the surprise
of the party, who thought J was dead.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships or J-Ark is destroyed
2. Everyone's morale is at 50 with SP halved except the Virtuaroids, Basara,
Rei of EVA-00, Hiroshi of Jeeg and J. This will be a tough battle, so make the
best out of it. Characters with the "Morale (Damage)" skill will be your
friends here, so Dancougar and Mazinkaiser are very viable choices. As for
Basara, continue to let him sing "Totsugeki Love Heart" to Mylene and Rey
(their co-Fire Bomber member). That way, once Myelene's morale goes up to 120
and get their Song EN up to more than 20000, one of them can install their
Sound Boosters. Once done, and their morale is up to 120, immediately sing
"Totsugeki Love Heart", the MAP version, on your comrades. Don't forget to cast
"Hot Blood" before singing to double its effect. As you continue your assault,
make sure Dancougar, Gunbuster and Mazinkaiser get damaged often so that their
pilots' morale will go up pretty fast. Repair them using your repair units if
necessary. You will need them badly later.
3. If you destroy enough Replijin squads, a new batch will appear. Once you
keep destroying them, another new batch appears again. This will be infinite so
this is a lost cause if you're trying to get the skill point. If you're on your
5th turn, it's time to consider stopping in destroying enemies. Why? Because on
your 6th turn, Gai appears in GaoFighGar... as an enemy. He's been stuck with a
Chemical Bolt on him, courtesy of Palpareppa. During this berserk state, no
amount of reason will get through him... so you must silence him by force.
NEW MISSION OBJECTIVES
Win: Destroy GaoFighGar
Lose: Any of your motherships or J-Ark is destroyed
SKILL POINT
Destroy GaoFighGar within the 7th turn (you only have 2 turns to beat him)
3. With that, Gai deploys on turn 6, but to get the skill point, you need to
beat him on turn 7. That saying, you have only 2 turns to defeat him, which is
not really a hard thing to do if you have been paying attention and letting the
Sound Force sing the MAP version of "Totsugeki Love Heart", or if you've been
racking up the morale of both Shinobu and Koji. GaoFighGar has high HP, can
regenerate 20% of EN per turn, and Gai's at 150 morale with the skill "Guard"
activated, with a squad skill of attack power +50%, making him 50% more deadly!
But that will soon be all put to moot, since GaoFighGar is a short ranged
fighter, you can snipe him... easily. Of course, the question is whether you
can pierce his protect wall at your condition, but that's out of the question.
Use Dancougar, Gunbuster and Mazinkaiser to take him down, easily. J-Ark is
also a viable candidate to use to soften him before you let one of your squads
land the killing blow to him.
--------------------
SCENARIO 42
WALKTHRU
1. Watch the very long event. Eventually you will get the Genesic GaoGaiGar. As
the event progresses, Palpareppa, Pia Decem and J-Ark will deploy, and get
tremendously damaged due to Pia Decem Pit's attack. As a result, J-Ark can't
transform to King J-Der at the moment.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Genesic, J-Ark or any of your motherships is destroyed
SKILL POINT
Destroy all enemies within 7 turns
2. The GGG robots that accompany you will have 130 morale, while Gai will be at
150. You'll have to manually bring it up to 170 if you gave him the "Ignore
Morale Limit" skill. Most of the Replijins you get to fight there are basically
ZAFT units, but what strikes the attention are the Parts Cubes. They are pretty
annoying, being range 8 snipers, at full 150 morale and can regenerate EN per
turn. Thankfully, unlike the Primevals, their Soul Waves aren't ALL-type
weapons. But still, they're kind of good in hitting you, so don't be too
comfortable with your dodge rates anytime soon. Build up your morale with J and
let him do some killing.
3. Focusing on the bosses: Pia Decem Pit is a hulking 85000 HK megalith, a
bigger, badder J-Ark. It can snipe you at range 9, and its assault attack can
reach you at range 4, being the deadliest weapon. Its range 9 attack has the
"Attack Power Down LV1" skill, so if you get hit, expect to do less damage for
a turn or two. Anyway, despite its big HP and Pia Decem's squad skill of damage
-10%, he's still fairly easy. First you need to soften him using Mic Sounders
XIII's Disc X to lower down its armor. Then, you can start pummeling it using
J-Ark, Dancougar or your SEED Gundams if you want. However, this is important.
YOU MUST LET J-ARK DEAL THE KILLING BLOW TO PIA DECEM PIT. You read right.
Doing so will trigger an event, and surprise! Renais will join in with J,
causing J-Ark to transform into King J-Der, and you'll receive the J-Phoenix as
a final weapon. Also, doing this will make Renais a permanent sub-pilot for J-
Ark, so there's nothing else to lose!
4. However, regardless of whether you used J-Ark to destroy Pia Decem Pit or
not, Abel will be pissed and start commencing Mega Fusion of its own, turning
Pia Decem Pit into an even larger leviathan... the Pia Decem Peak. Basically
it's a bad guy version of the J-Ark. It's got 86050 HP, and now has 2 ALL-type
attacks, both of which can snipe you at ranges 8 and 6. The stronger, range 6
weapon, can cause "Armor Down LV2" if it hits you, so take care of that. Again,
Pia Decem Peak is easy, but admittedly it's got more challenge than the Pia
Decem Pit. You can lower down its armor first by attacking using Mic Sounders
XIII's Disc X or Voltes-V and Combattler-V's Chodenji Ball V No Jigiri synchro-
attack. Then take out a huge chunk of HP by letting Kira or Athrun cast
"Spirit" and attack Pia Decem Peak using their Gundam's Combination Assault
synchro-attack, then the rest is history. Choose any of your allies to kick its
ass. This is a good start to test the J-Phoenix. Why not deal the killing blow
using J-Ark again... it's not so bad an offer.
5. Now for Palpareppa. He'll always attempt to attack Gai if he's in range, so
you can use the bait tactic. At 72000 HP, he's a tad bit softer than Pia Decem,
but he has one attack that is really annoying... that's the Poison Aura, which
brings down all of your stats by 10 if you get hit. Other than that, he's as
easy as Pia Decem, and you can take him down using Genesic (effortlessly, I may
add). When you defeat him, Palpareppa Plus turns into Palpareppa Plajuna,
having 131050 HP. Don't be intimidated... he's just a horny version of
Palpareppa Plus, with more HP. Still easy to beat nevertheless. Be warned: his
new squad skill is melee attack +20% and hit rate +10%, so better think twice
in attacking him using squads of Mobile Suits. Give him the ol' Super Robot
approach and smack him silly using Hell and Heaven if necessary. Once you
defeat him, watch another event. The Campbell army arrives, then the Buff Clan,
outnumbering you. Fortunately, Hinell and Richter will appear in your side to
fight. You won't get to use them though, nor will you fight the just-arrived
army. You'll be transported to another reality... the 2nd part of the scenario.
6. Here, notice that the ground is nothing but cubes. You'll be prompted to
deploy 5 squads. The GGG team will auto-deploy so there's no need to worry. The
Solo Ship too, will auto-deploy along with them, so pick the best Super Robots
and Mobile Suits in your team. Dancougar is a must, as well as any good spell-
casting character like Quattre or Fa. When the enemy sorties, you'll be met
with Pia Decem, Palpareppa and... Replijins of Palpareppa. A certain spot on
the map will be marked green, it's somewhere behind Palpareppa.
NEW MISSION OBJECTIVES
Win: Bring Genesic to the designated green spot on the map within 4 turns
Lose: Genesic or Solo Ship is destroyed or if 4 turns have passed
7. Basically, this is easy to do. Simply ignore the fake Palpareppas and go for
the 131050 HP one. Your characters will have good morale and replenished SP so
you'll be fine. If you cast your spells to the max, spending every single
point, you can even afford to destroy Palpareppa on your 2nd or 3rd turn.
Palpareppa will revive himself once you defeat him. You can even destroy him
again if you have the proper means during the span of 4 turns, provided you
left Genesic the last unit able to move so you can bring him to the green spot
to win the scenario. Unfortunately, Palpareppa would have been a good money pit
if it weren't for the 4 turn limit. Anyway, to gain more morale, destroy the
grunts, completely ignoring the Replijin Palpareppas and Pia Decem, then use
Dancougar or any other Super Robot to deal with Palpareppa. Relatively easy
prey. After putting Genesic in the designated spot, an event triggers. Gai will
use the Goldion Crusher to completely annihilate Palpareppa and Pisa Sol,
ending the scenario.
--------------------
SCENARIO 43
WALKTHRU
1. Ryusei and Viletta auto-sortie in their respective units. The Balmar, led by
Baran Doban, appear to take Armana back, or assassinate her.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Arblade Custom or any of your motherships is destroyed
SKILL POINT
Destroy the Bemidoban
2. OK to top off the scenario, prepare everyone by having Fire Bomber sing the
MAP version of "Totsugeki Love Heart". Don't forget to cast "Hot Blood" before
doing so. Arrange your party in a diamond pattern so that each and every one of
them will be hit by the song. Once everyone's morale is high up in the clouds,
you may now proceed with the attack.
3. The Balmar employ the same tactics that they do in previous scenarios, so
you should be used to them by now. So for the meantime, let's get on with the
boss, Baran Doban. Although he's fairly easy, the only thing you need to know
is that his shell is tough, and that he tends to attack with an ALL-type if
there are grunt units in your squad. So if you dare attack him, make sure your
supportive units cast defensive spells like "Flash" and "Resist". Other than
that, you should be able to take him down effortlessly, since your morale is
up, you can pummel him with all your best weapons, but conserve them for later
use. Grab the skill point!
4. Once Baran Doban is defeated, he retreats, and Hazar will appear in his
Vaikran, along with a Fuleh. An event will take place, so watch it and observe
what happens. You'll be surprised.
NEW MISSION OBJECTIVES
Win: Destroy either the Vaikran or the Fuleh
Lose: Arblade Custom or any of your motherships is destroyed
5. Vaikran has 71050 HP, but Ryusei damaged it previously during the event,
leaving him down to 56840 HP. It can regenerate 10% of its HP and EN per turn
and has Nendou Field and Cockpit Block (that negates any P status effects).
Hazar starts at 130 morale, so move Ryusei and Viletta out of the way from him.
Hazar will always attempt to attack Ryusei if he's within range, and
considering that Vaikran is a sniper unit... you better be careful. Once all
your comrades are near him, concentrate on Vaikran, completely ignoring the
Fuleh. Don't even bother attacking the Fuleh either. Ideon's useful in this
scenario, you can use the Ideon Gun or the Ideon Sword to mash them or at least
soften them for your other units to kill. At this point, if you kill any of
them, an event will take place, and the survivor will retreat. Therefore, it's
preferable that you kill Hazar instead. However, you can kill both of them
using a really strong MAP attack (hint: Ideon Gun). Destroy Hazar easily,
effortlessly and enjoyably. Dancougar is a good candidate to crush him, but you
can use anyone you want. Just take note, if he shoots with an ALL-type attack,
defend unless you are confident you'll survive. This guy's squad skill is hit
and critical rate +10%. Once you defeat any of them and the event triggers,
you'll be led to the 2nd part of the scenario with Cobray and Calico alone.
NEW MISSION OBJECTIVES
Win: Destroy the Varuch Baal
Lose: Dis Astranagun is destroyed
6. Varuch Baal can be defeated with just two attacks. Cast "Spirit" and
"Intuition", then attack using the Ain Soph Aur, the strongest attack. Calico
won't attack in his turn. On your next turn cast "Hot Blood" and "Intuition"
then attack using Ain Soph Aur again. No challenge.
--------------------
SCENARIO 44
IMPORTANT: BEFORE STARTING THE SCENARIO, CHECK THE KILL COUNTS OF PURU AND PURU
TWO, BEECHA AND MONDO, KOU, BURNING, KEITH, BATE, MONSHA AND ADEL. IT WILL
DEPEND ON THE SECRET UNITS YOU WILL GET LATER!! THIS IS AN ADVANCED PREPARATORY
WARNING!! REFER TO THE SECRETS GUIDE IN SRWG FOR DETAILS!!
WALKTHRU
1. Ryusei, Viletta, Arad and Seolla deploy in their own respective units. Shin
Ryu Ou Ki appears with its Balmar army. Deploy your units accordingly. Again,
as you are tipped, deploy the Gundam characters that need kill-count
adjustments. This is your 2nd to the last chance to adjust their kill counts
accordingly.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Arblade Custom, R-Gun Powered, Wild Wurger, Wild Falken or any of your
motherships is destroyed
2. Pretty straightforward. Destroy all Balmar units that get into your way.
Don't gang up in a linear line formation towards Shin Ryu Ou Ki, or else Son
Gan Long will fire a strong MAP weapon at you. Shin Ryu Ou Ki has 79050 HP, but
other than that and its annoying MAP weapon, it's easy to beat. Every turn, it
regenerates 20% HP and 30% EN. Be careful when attacking him at long range, its
ALL-type Dragon breath attack is extremely deadly. Use any armor-lowering
weapons first before attacking it continuously with your Super Robots. Once you
destroy all Joellas and Megillots, Hazar will again appear in his Vaikran.
NEW MISSION OBJECTIVES
Win: Destroy Vaikran
Lose: Arblade Custom, R-Gun Powered, Wild Wurger, Wild Falken or any of your
motherships is destroyed
SKILL POINT
Upon Vaikran's appearance, destroy it within 3 turns
3. Vaikran, like last time is easy, even at 71050 HP. Watch out for his ALL-
type attack because it can drain your SP. Employ the same tactics you did in
the previous scenario to this one. Once you defeat him an event triggers. Eis
will be summoned, and both Vaikran and Dibarium will form a squad. They also
gain a cheesy synchro-attack. Luria, Armana's bodyguard will appear in her
Shumuel, and she'll be joined by Cobray, Retzel and Zengar. Ryusei will get the
new SRX... Banpreios.
4. Luria, Arad, Seolla and Cobray will form one squad, while Zengar and Retzel
in another. Since Hazar and Eis are also in one squad, a big decision has to be
made. Thankfully, it's easy. You must destroy Eis' Dibarium first. If you
attack Vaikran first, the Dibarium will do support defense, and that's bad.
Very bad. Thankfully, Dibarium is not the squad leader, so that means no deadly
MAP weapons. Although the Vaikran's HP is 96050, it is decreased to 76840, but
it's not important. Since you're concentrating on Eis, Vaikran will eventually
recover some HP due to its HP recovery ability.
5. The Dibarium has 58050 HP. Being in a squad, it's almost close to being
useless. Concentrate your attacks on it. Hazar won't support defend it. How
sad. The Dibarium is so helpless. Count this moment as revenge for making your
life hell in Scenario 13. Once Dibarium's down for the count, it's time for
Vaikran. Once you deplete its HP to a certain degree, it will regenerate, but
no matter. The only difference from this Vaikran and the previous one is that
this one has more HP. Despite that, it's still as easy as pie. CRRRRRRRRRRUSH
IT. Once it's all over... watch a shocking event as Eis opens his mask...
6. After the scenario, you'll receive the Banpreios (I prefer calling it SRX to
make it short). Zengar and Retzel will finally join you in their respective
units. Also, you will
IMPORTANT: AFTER THE SCENARIO, YOU WILL BE GIVEN TWO CHOICES. PICK THE FIRST
OPTION. AFTERWARDS, YOU'LL BE GIVEN ANOTHER SET OF CHOICES. PICK THE SECOND ONE
THIS TIME. AGAIN, THAT'S FIRST OPTION, THEN SECOND OPTION!! THE GUIDE WILL
FOLLOW THE ROUTE FROM HERE SO FOLLOW IT ACCORDINGLY!!
--------------------
SCENARIO 45
IMPORTANT: BEFORE STARTING THE SCENARIO, CHECK THE KILL COUNTS OF PURU AND PURU
TWO, BEECHA AND MONDO, KOU, BURNING, KEITH, BATE, MONSHA AND ADEL. IT WILL
DEPEND ON THE SECRET UNITS YOU WILL GET LATER!! THIS IS YOUR LAST CHANCE TO
ADJUST THEIR KILL COUNTS ACCORDINGLY!! REFER TO THE SECRETS GUIDE IN SRWG FOR
DETAILS!!
WALKTHRU
1. This will be a breather scenario. The EVA units will sortie automatically.
The enemies are a small band of ZAFT units. As stated above, this is your last
chance to adjust the kill counts of your Gundam pilots. Deploy the pilots that
needs adjustment (technically, adding their kill count). This is your last
chance to do so.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of the EVA units or motherships is destroyed
SKILL POINT
Destroy all enemies within 5 turns
2. A fairly easy scenario, there are 2 Gamoffs and 1 Vesalius. The rest are
ZAFT units, and they introduce the new MS, the Gates. If you are to destroy a
squad of these MS, cast "Luck" or "Bless" because they are worth a lot of
money. Remember your Gundam pilots! Let them take a huge chunk of the kills so
that you can get the desired secret unit later when you finish the scenario.
Once all ZAFT units are defeated, the Angel, Almisael will deploy.
NEW MISSION OBJECTIVES
Win: Destroy Almisael
Lose: Any of your EVA units or motherships is destroyed
3. Set Shinji or Rei as the squad leader. Rei's squad skill gives 30% decrease
of damage to any support defender, while Shinji's squad skill gives the AT
Field 20% more effectivity, meaning it is hardier than Asuka or Rei's. Almisael
has 47000 HP, and its squad skill is hit rate +30%. It's very accurate, and its
only attack, a stabbing motion, is snipe-able at range 10 with a power of 4200.
Be aware that it may not be strong, but it's very accurate. You still have to
be very careful with any Mobile Suit squads nearby.
4. Almisael is a piece of cake. Have Shinji or Asuka cast "Spirit" and execute
the Unison Kick, then barrage the Angel using your SEED units and Archangel.
Finally, use Shinji to destroy it. IMPORTANT! IT IS SHINJI WHO'S SUPPOSED TO
DESTROY ALMISAEL IF YOU WANT THE F-TYPE PARTS FOR EVA-01 LATER! Watch the event
afterwards. Rei will receive EVA-00's strongest weapon... the Lance of
Longinus.
5. After the scenario, it's time to reap your rewards. If you checked out the
secrets section, you should be obtaining new Mobile Suits. For Puru and Puru
Two, you receive either Haman's Quebeley, a Quin Mantha, or 2 MP Quebeleys. For
Beecha and Mondo, you receive either the Geymalk or the Dobenwolf, and for your
0083 pilots, you obtain either the Neue Ziel, Val Varo or the Gerbera Tetra. Of
course, the 1st MS mentioned per set is always the best. If you didn't get the
best units... well that's your call.
--------------------
SCENARIO 46
WALKTHRU
1. Lacus Clyne makes her daring escape in her PIIIIIIIIIIIIIIIIINK mothership,
Eternal. Patrick Zala commands the ZAFT forces to pursue her, and the order is
obeyed. The Eternal is all alone, against an entire horde of ZAFT enemies. This
doesn't seem to be good, especially to the Andy Bartfeldt, who is second in
command.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your units is destroyed
2. Enjoy Lacus Clyne's EXTREMELY SEXY cut-in whenever she fires Eternal's main
cannons, her SP recover skill, and her insanely high hit rate. She's the most
accurate of all the mothership captains. During the battle, once Eternal gets
damaged to a certain degree, your allies will appear. At this point, you only
have 5 turns to reduce the ZAFT forces to 5 squads. If you reach your 6th turn,
or once you have reduced the ZAFT forces to 5 squads, an event will trigger.
Therefore, since there are 2 Vesalius motherships, you must count and leave 7
ZAFT squads (motherships included), then destroy the 2 Vesaliuses, leaving only
5 squads behind. That way, you get the most of the money.
3. Watch the event afterwards. The ZAFT units suddenly blew up. Sai informs
that the surviving ZAFT units were destroyed by Godfried. Of course, Murrue
says it's impossible because Archangel didn't fire any Godfrieds.
Unfortunately, they spoke to soon, as ANOTHER Archangel appeared, only this one
is colored black. But what surprised them even more is the one commanding it...
is Natarle.
NEW MISSION OBJECTIVES
Win: Destroy the Dominion (the black-colored Archangel)
Lose: Any of your motherships, Freedom or Justice Gundam is destroyed
SKILL POINT
Destroy the Dominion (it will retreat in 20000 HP or less)
4. Along with Dominion are its 3 Gundams with "Biological CPUs"... namely
Forbidden, Raider and Calamity. Yazan, Dangel and Cooper also appear in their
Hambrabis. Like last time, they are easy to beat. Cast "Luck" only when you
defeat Yazan. For Dangel and Cooper, just "Great Effort" is fine. Kira and
Athrun can make short work for these three, while you can use Camille to finish
Yazan off. The 3 Gundams are gonna be a bit more challenging though.
5. The first Gundam you should kill should either be Shani or Orga's, namely
either Forbidden or Calamity, because any of them is more difficult than
Raider. Another reason for this is because once you destroy one of them, the
one you destroyed regenerates a bit of HP, and an event will trigger. Don't
worry though... Lacus will then order to launch the Meteor, to be attached to
Freedom and Justice Gundam. After all, Eternal is specially built for Freedom
and Justice after all. For the 3 Gundams, if they have around 12000 HP left,
simply have Kira and Athrun cast "Spirit" and "Intuition", then attack them
using the strongest attacks while having Meteor equipped. Since Forbidden's got
extra shields, use the Beam Sword. For Calamity, use the Cannons. You'll be
able to dish out 15000 damage or more. As for Raider... just make it swift but
painful Crot sucks anyway.
6. The Dominion is a bulkier version of the Archangel, and Natarle has
surprisingly better stats than Murrue, but that's no bother. Natarle will
attack Lacus if within range. Dominion is easy to beat, and to do that, you
need to deplete its HP to around 23000 or 21000 HP left. Afterwards, put Dis
Astranagun beside another support attacker. Have Cobray cast "Spirit", and cast
"Bless" and "Aid" on him, then execute the Ain Soph Aur, supported by any other
attacker, preferably someone who has a strong, non-BEAM type weapon so that
Dominion's Laminate Coating will not block it. Once the Dominion is down,
Azrael will order to retreat. Natarle defers and does so. At the end of the
scenario, you will receive the BuCue (the quadruped MS you faced in the desert
before), Lacus Clyne's mothership Eternal as well as the Meteor for both
Freedom and Justice Gundam.
--------------------
SCENARIO 47
WALKTHRU
1. Kira, Mwu and Dearka auto-sortie in 1 squad. The EAF launches Dominion,
along with its companions, the 3 Gundams Forbidden, Raider and Calamity as well
as the 3 Hambrabis.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Freedom, Strike or Buster Gundam is destroyed
2. The 3 EAF Gundams and the Hambrabis will go on the offensive. Yazan will
attack Camille if in range, so again, the bait tactic can be used here.
IMPORTANT! IF YOU WANT TO RECRUIT YZAK LATER, THEN RAKE UP DEARKA'S KILL COUNT
AS HIGH AS POSSIBLE. IF IT REACHES 50, THEN SO MUCH THE BETTER. You need to
damage the 3 EAF Gundams first. Try to get their HP to around 12000 or less, if
ever. Employ last scenario's tactics against them here.
3. On the 2nd turn, ZAFT appears, led by Creuze, then followed by Yzak. At this
point, you are caught on a 3-way battle against the EAF and ZAFT. This thing
feel so bas as it looks. This battle is not gonna be easy, but it's not too
hard either. Show no mercy on both sides. Split your team into two, one to
tackle with ZAFT and the other to continue the assault on the EAF. A long event
will trigger later, once you mortally damage one of the 3 EAF Gundams and it
leads to Fllay being put by Creuze in a neutral side Ginn. The 3 EAF Gundams
will reposition themselves in front of Dominion. Kira, seeing Fllay in danger,
goes into SEED mode as he, Mwu and Dearka split into 3 different squads.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Freedom Gundam or any of your motherships is destroyed
SKILL POINT
Destroy the Forbidden, Raider and Calamity Gundam before Fllay's Ginn reaches
Dominion
4. If the 3 EAF Gundam's HP is around 12000 or 13000, perhaps lower, then they
can be easily taken down by both Freedom and Justice. Like last time, simply
let Kira and Athurn cast "Intuition" and "Spirit", and attack any of them with
their strongest weapons, either the Beam Sword or the Cannon. However, leave
Raider Gundam alone. Damage it, but don't destroy it. Again, the reason for
this is that if you trigger the event, the Dominion, as well as Raider Gundam
and Creuze will retreat. That's a waste of money and EXP. Once there's only
Raider Gundam left, shift your attention to Creuze and Yzak.
5. Creuze's Gates has 22000 HP, and has no squad, which makes it really nifty.
However, he's still a bit bitchy to hit, since he has Mikiri, which increases
his dodge and hit rate upon reaching 130 morale. This is a good time to go
dramatic and use Mwu in his Strike Gundam to finish him off. As for Yzak, just
add a dramatic touch to it and let Dearka attack him. Destroy him using any
character as you please. He's no challenge.
6. Dominion is a very easy money pit. Once you destroy it, Natarle will say
it's not yet over, and she will recover Dominion's HP fully. If you destroy it
again, she'll do the same thing over and over. If you've still got turns to
spare, go ahead and repeat. However, check up on Fllay. Her Ginn is heading
closer and closer to the Dominion every turn. Take note that it doesn't require
her to touch the Dominion to end the scenario. Even if her Ginn reaches NEAR
the Dominion, the event will automatically take place. Therefore, you have to
destroy all Creuze, Dominion (no matter how many times) and Raider Gundam
before her Ginn gets even 3 squares close to it. Once the event's over, Ades
will be left behind in the Vesalius.
NEW MISSION OBJECTIVES
Win: Destroy the Vesalius
Lose: Any of your motherships is destroyed
7. This would probably be your nth time you faced Ades, or his Vesalius, so you
prolly know how to deal with him. This time, once you defeat him, he's gone for
good. Drama surges thru Athrun and Dearka.
--------------------
SCENARIO 48
TIP: BEFORE STARTING THE SCENARIO, UPGRADE DANCOUGAR, MAZINKAISER, SHIN GETTA,
KOUTETSU JEEG AND GAIKING'S WEAPONS. INSTALL GOOD ARMOR ON DANCOUGAR.
WALKTHRU
1. Be prepared for a very long, arduous scenario. Your party initiates an
invasion this time, straight to Emperor Muge's city. Fortunately, one of the
objectives, to rescue Ilui, has been attained and successful. That's not your
main objective, however. Muge sends out Gildrom, Helmatt and Death Gaia as a
welcoming party.
MISSION OBJECTIVES
Win: Destroy Sangaio (Death Gaia), Gibauer (Gildrom) and Helmatt's Muge
Mothership
Lose: Any of your motherships is destroyed
2. On your 2nd turn, Gildrom decides to make things a little more interesting.
He emits some sensitive illusionary waves that causes your squads to
hallucinate, thinking that 6 of your squads are the enemy! At every turn, a
random set of 6 of your squads will go to the bad guy's side. Some will remain
bad, some will go back to being good, others will turn bad. It's a random
combination per turn. The only way to remedy is to rush towards Gildrom, and do
it quick! Thankfully, Gibauer is nearby and an easy 37050 HP boss. Gildrom's
squad skill is +20% dodge rate, and his strongest beam attack is a 4300-power
ALL-type weapon snipe-able at range 9. If it hits you, all your stats go down
by 20. It's not too serious really. Once his HP is depleted to less than 17000,
he'll cast "Resist", "Hot Blood", "Spirit" and "Iron Wall". Unfortunately for
him, that is not enough to save him from his doom. You don't need to cast too
many spells to defeat him. He's so tad easy. Once he's gone, your squads will
stop hallucinating and everything will be back to normal.
3. Helmatt, like always, pilots a Muge Mothership. He's more dangerous than the
random Muge Mothership grunt because he has 81500 HP and his stats are fairly
higher, obviously. The only thing that you need to be careful of is if he
attacks a squad with grunts or support characters in them. Do not belittle him!
He has a ton of HP, and that makes him hardier! Rain in your motherships on
this guy, and finish him off with any character you please, as long as you're
sure that the support mechs in the attacker's squads are safe and already
casted defensive spells.
4. Now for the last, Death Gaia's Sangaio. Like Gildrom, this guy is easy
picking. He will attack Dancougar if within range, so the bait tactic works on
him. Having 41050 HP, regenerating 10% HP per turn and a squad skill of 20%
counterattack damage isn't helping him either. Flying units have more advantage
over him because he can't bite you with strongest melee attack that lowers your
armor. Once his HP goes down, he will also cast "Lock On", "Resist" and "Hot
Blood" or "Spirit". Attack him once to remove the "Resist" status, and make him
retaliate so the "Hot Blood" effect wears off, then finish him off.
5. OK this is important. If you're about to kill the last of the 3 bosses...
make sure that there are a lot of movable units in your turn. If you exhausted
your movements, end your turn. On your next turn, THEN finish him off. Because
once all three are defeated, Emperor Muge will bring out this huge ass gun that
revives ALL OF THE EVIL KINGS AND BOSSES OF FAMOUS SR SERIES! Namely, Great
Mazinger's Marshall Hell and Yami No Teiou, Getter's King Gol, Jeeg's Ryuma
Teiou and Gaiking's Darius Daitei. After which, Emperor Muge himself appears to
make this one final showdown with Dancougar.
NEW MISSION OBJECTIVES
Win: Destroy Emperor Muge Zolbatos
Lose: Any of your motherships, Daizengar or Aussenseiter is destroyed
SKILL POINT
Upon Emperor Muge's arrival, destroy all enemies, then Emperor Muge last,
within 6 turns
6. This is one great Battle Royal you won't wanna miss. This rarely happens in
a SRW game, so better take advantage of it while you still can. The presence of
all the big bosses of various SR series is intimidating, but you got not choice
but to exterminate them. In this case, your only chance to victory is by
destroying them one at a time. One extra note: these bosses will attack their
respective rival heroes, or the squads that they're in. For instance, Ryuma
Teiou will attack Koutetsu Jeeg. If Jeeg's not the leader, he will attack the
squad where Jeeg's in. Keep that in mind, especially if the rival hero's got
low HP and the respective rival villain is still alive. Let's begin the painful
process.
7. Start off with Yami No Teiou. The reason for this is that he's closest, and
that he has the most defensive maneuvers and the deadliest attack. His Darkness
Fire is an ALL-type attack, and any unit it hits will not be able to cast any
spells for a turn! This is proven to be extremely dangerous, especially when
surrounded with 6 of the most powerful SR bosses, plus there's the fact that
SRs in general are not known for dodging. Having 72400 HP and Bunshin, Yami No
Teiou also has sharp accuracy (+30% hit rate). To bring him down, open the
first attack with Voltes-V and Combattler-V and use their synchro-attack, the
Chodenji Spin V No Jigiri. That should lower down his armor a bit. Afterwards,
you can then repeatedly mash him using Mazinkaiser (by now, Mazin Power would
have been activated) and then the rest of your party. If he still survives
after your turn, he'll most likely go for Great Mazinger's squad. Expect
Tetsuya and everyone in his squad to not cast spells in your next turn.
Whomever Yami No Teiou hits, it will be your first priority defensively.
8. Next on the list is Marshall Hell. Of the 5 bosses, he's the easiest, having
a 37400 HP Demonica. He has a squad skill of accuracy and attack power +20%,
but it's small business. Finish him off using Mazinkaiser without any problems.
9. Next is King Gol. His Megasaurus Dai has 67400 HP. He poses danger to
snipers and non-flying units. Cannons are fired from range 4~9, and he'll
trample on ground units that are within range 3. He's again another easy pick.
Not at all threatening.
10. Then we have Ryuma Teiou. Having the most HP at 82400, his biggest threat
is his Ryumaken, an ALL-type attack that can be executed at range 5, and it
lowers down your attack power if it hits. He also has an ultimate skill that
gives him +30% more hit, dodge and critical rates when morale reaches 130. Your
only solace is to attack him at point blank range. Other than that, make sure
you survive if you get hit by his sword. Like Yami No Teiou, you have to lower
down his armor first by attacking him with any armor-lowering weapon like Mic
Sounders XIII's Disc X or the Chodenji Spin V No Jigiri. The Disc X approach is
not recommended though.
11. Then we have Darius Daitei, the most adorable kabuki-king with his mouth on
his forehead. at 67400 HP, his only ace against you is that he's a sniper. His
breath attack can reach as far as range 12, and he'll attack Daiku Maryu or
Gaiking when necessary. If Gaiking's squad consist of support units, then you
better watch out for this guy and stay within 2 spaces of him to avoid being
hit by his ranged attack. Other than that, he poses little threat at all.
12. Once all 5 kings are defeated, it's time to go for the stout, 172400 HP
Emperor... Muge Zolbatos. Unlike his otherwise intimidating appearance in SRW
Impact, this Emperor Muge is short. The Danny de Vito of all the bosses in
Alpha 3. Although his appearance is far from intimidating, he has all the
things you won't want a boss to have: bunshin, HP and EN regeneration. He has
the Guard skill and like Ryuma Teiou, he'll get +30% on his hit, dodge and
critical rates if he reaches 130 morale. To make matters worse, his squad skill
is +20% critical rate, and so that means a maximum of 50% chance of getting a
critical rate if hit! His attacks are some of the deadliest in this game. His
Death Spirit, a range 12 sniper, can cause your stats to go down by 30 when
hit, and his deadliest attack, the Soul Eater, will cancel spell casting for
one turn if it hits you, just like Yami No Teiou's Darkness Fire. This will be
one of the biggest boss fights in your career. Whatever you do, DO NOT USE THE
SQUAD ATTACK AGAINST HIM. His morale increases more whenever you damage him, SO
ATTACK HIM ONLY ONCE! IF POSSIBLE, REFRAIN FROM USING SUPPORT ATTACKS UNLESS
IT'S A REALLY STRONG ONE!
13. Muge is one smart asshole. Unlike the 5 Kings he revived, he usually won't
go for Dancougar, his rival hero. Instead, he'll go to whomever has the lowest
HP, and he'll use the Soul Eater to make sure his target won't cast any spells.
Whenever he uses this attack, he shows the most disturbing of eyes and a
ghostly background sequences in this game. If you have only 3000 HP left,
regardless of whatever character he targets, consider it finished and restart
your turn. However, there is one way to beat him quicker. First, you need to
weaken his armor by using Voltes-V and Combattler-V. No, Mic Sounders XIII is
not an option. With his armor down, go within range 3 of him to avoid his ALL-
type Death Spirit attack and bombard him with all the spells and most powerful
weapons you got. Don't hold back on the casting. Cast "Anticipate" to recover
SP if necessary. Using Rei (EVA-00) and Monsha (0083 pilot), use up all your
"Exhaust" spells on Muge to lower his morale and deactivate his Bunshin and
other skills. From there, he should be a pussy. Continue your assault from
within range 3 of him and you should be fine. Watch the final event with Final
Dancougar after defeating him yourself.
14. Later, after this arduous scenario, you will receive 3 VF-19 Excalibur
Valkyries. One VF-19S for Gamlin and 2 VF-19Fs for Physica and another Valkyrie
pilot. Enjoy and take a rest. You have been a lot and deserve a break.
--------------------
SCENARIO 49
TIP: EQUIP GOOD ARMOR OR MOBILITY-BOOSTING EQUIPMENT ON GAMLIN, MYLENE AND
REY'S VALKYRIES BEFORE STARTING THE SCENARIO.
WALKTHRU
1. Mylene and Rey auto-sortie in their respective Valkyries. Gravira appears
with a load of Barota units to block your way. A designated point is
highlighted on the map. Take note of this carefully.
MISSION OBJECTIVES
Win: Destroy all enemies or let Battle 7 reach the designated point within 5
turns
Lose: Any of your motherships is destroyed
SKILL POINT
Destroy Gravira
2. It's better to destroy all enemies because it's more productive, instead of
just moving Battle 7 close. The Barota soldiers are easy, but there's only one
attack that you need to be aware of. It's their Spiritia Drain Beam. That beam
can drain your morale by 20-30 in one hit, and that's bad. Quickly finish them
off using SRX's Telekinesis Missile. Cast "Hot Blood" and all other necessary
spells of course. Also, pick the best site of nuking them, make sure a whole
lot of them are within target range. Don't worry if allies are on the way, the
Telekinesis Missile won't hit allied units. Whatever you do, ALWAYS REMEMBER
THAT BATTLE 7 SHOULD ALWAYS BE THE LAST UNIT TO MOVE DURING YOUR TURN. THIS WAY
YOU CAN AVOID NASTY SITATIONS LIKE IF IT CAN'T MAKE IT ON THE DESIGNATED POINT
OR WHATEVER.
3. Gravira is an easy opponent to beat. The only thing that makes him annoying
is his hardiness despite having 60400 HP. Gravira's a Protodeviln, and that
skill automatically decreases all normal attacks (except Songs) by half. It's
like battling a 120800 HP monster. The bait tactic works on him because he will
attack Battle-7 if it's on attack range. If not, he will go towards it. Watch
out for his strongest ALL-type attack. It's a snipe-able 8-range wave that
drains your SP if it hits you. Other than that, just be persistent and
vigilant, and expect to be doing 4-digit damage often than 5-digit ones.
Eventually you can get the skill point. IMPORTANT!! IF YOU WANT TO RECRUIT
GABIL LATER, MAKE SURE GAMLIN IS THE ONE THAT DEFEATS GRAVIRA!! Having Gamlin
defeat it is no hard task really... just leave Gravira with around 4000 or so
HP and make sure Gamlin casts all his good spells before killing him and you're
on the go.
3. On your 3rd turn, a set of new Protodeviln appear. Goram and Zomud. Don't
worry, even if they appeared, if you killed all the Barota soldiers and
Gravira, you'll still get the skill point. As for them... they're kinda bitchy
to kill. They are 79000 HP Protodevilns, so it's like fighting two 158000 HP
Siamese Twins! They regenerate 10% of HP AND EN per turn, and they have a nasty
synchro-attack that lowers attack power. Their Eye Beams lower down your
accuracy, while their Hand Beams lower your mobility. Really annoying twosome.
4. To defeat them, it's really simple. You go after them one at a time. Of the
two, Goram has slightly higher pilot stats, so take out that yellow guy. One
rule to follow: once you've attacked one, never attack nor retaliate at the
other one. At least if you concentrate your attacks on one, the other won't
gain morale, and their synchro-attack won't be readily available. When
attacking, try to stay within range 2 so that they can only attack you with an
Eye Beam. Since there won't be any more reinforcements, cast all the spells
needed and attack until Goram's down. Do the same on Zomud, since they
basically have the same stats unit-wise. Remember you have a time limit, so
you've got not time to slack off. Once all enemies are gone, you are to proceed
to the 2nd part of the scenario, the final stage for Fire Bomber to perform on
to end Macross 7's storyline!
5. In the planet, Rey and Mylene again auto-sorties, and again, a certain point
in the map will be highlighted. Battle 7 isn't able to transform to battle mode
at the moment so make use of what you have at the moment.
NEW MISSION OBJECTIVES
Win: Battle 7 must reach the designated point within 6 turns
Lose: Mylene or Rey's Valkyries or any of your motherships is destroyed, or if
Battle 7 fails to reach the designated point within 6 turns
6. Ignore all the Protodeviln bosses you see because they are a waste of time.
Gabil and Gravil are in separate squads, but Goram and Zomud are in one squad
alone. At this point, it's virtually pointless to try to defeat Goram and
Zomud. So just kill the Barota soldiers and let Battle 7 head straight towards
the point. IMPORTANT!! IF YOU WANT TO RECRUIT GABIL LATER, IGNORE HIM HERE AND
MAKE SURE HE SURVIVES UNTIL THE END OF THE SCENARIO!! Just to make your life
simple and short, do not attack any Protodevilns. That's it. Kill all soldiers,
move towards the point, that's all you have to do. Unfortunately, when you go
closer, Gepelnich's Mothership appears exactly on the point where you need to
put Battle 7 in! This looks like a problem, but it really isn't.
7. Gepelnich's Motership has 180000 HP, and it has an ALL-type Beam shower that
can snipe you at range 10. There is no specific strategies needed to beat this
guy down since it's piloted by a Barota soldier. Cast your spells sparingly
though. You will need it later. This mothership looks an intimidating Galaga-
like ship, but it's just a big, hulking grunt. Once you blow it up, bring
Battle 7 to the designated point, and this is where the party REALLY begins.
Gepelnich appears in his monstrous form, and watch the event closely as the
Barota soldiers and the Protodeviln go down... one squad at a time...
NEW MISSION OBJECTIVES
Win: Defeat Gepelnich
Lose: Rey's Valkyries or any of your motherships is destroyed
8. Gepelnich has 264000 HP. Since he's Protodeviln, let's say he has 528000 HP.
He's one of the hardiest bosses in this game. His attacks are straightforward
and simple. His Spiritia Tentacles are 4300-power, 5-range attacks that lowers
your stats by 30 when hit. That is, if you survive. His next is the Spiritia
Storm, a 4700-power 8-range attack that brings down your morale by 30 when hit.
Again, if you survive. His final attack is the nasty Spiritia Wave that is an
ALL-type, a whopping 5200 power, 13-range attack that absorbs 30% of your SP.
Like the 1st two, if you don't survive it doesn't even matter since you won't
be casting spells when you're dead anyway. Now is a good time to cast most of
the spells you were told to conserve. Attack him with your best weapons, but
first start of with armor-lowering attacks like Combattler-V and Voltes-V's
Chodenji Spin V No Jigiri. Mic Sounders XIII's Disc X is not an option unless
you are confident that his squad will survive Gepelnich's attack.
9. Once you eat up around 63000 HP or more, an event triggers. He'll recover
his HP fully, but a pleasant surprise happens. Saving you the spoiler, a very
famous song will play, causing everyone's morale to reach the maximum. Continue
attacking Gepelnich and another event will trigger once you deal more than
63000 damage again. Basara will deploy, along with Mylene and Gamlin. Of
course, Basara has a new song to play... "Try Again".
NEW MISSION OBJECTIVES
Win: Defeat Gepelnich
Lose: Basara, Myelene or Rey's Valkyries or any of your motherships is
destroyed, or if Battle 7 fails to reach the designated point within 6 turns
10. At this point you are being rewarded for working very hard in enduring
Gepelnich's nearly hopelessness-inducing assaults. Use Basara to attack
Gepelnich by singing "Try Again". You won't believe how much damage it can do
to him. Once you do damage him, Sybil appears, much to the surprise of
Gepelnich, who thought he imprisoned her. Sybil will not attack, but rather
join Fire Bomber's concert!
NEW MISSION OBJECTIVES
Win: Defeat Gepelnich
Lose: Basara, Mylene or Rey's Valkyries, Sybil or any of your motherships is
destroyed
11. Now, keep on singing "Try Again", again and again and again until Gepelnich
succumbs to the power of music. The Galaxy has heard Basara's singing at last.
That's what he yearns for during the entire Macross 7 story. If you followed
instructions earlier to recruit Gabil, you will get him after the scenario.
--------------------
SCENARIO 50
TIP: BEFORE STARTING THE SCENARIO, PUT IDEON IN A SQUAD WHERE A CHARACTER HAS
THE SPELL "AWAKEN" AND "ACCELERATE".
WALKTHRU
1. The Alpha Numbers go against Ephesus. Basically he's almost the same as
before, in a Helmoz, and with Fuleh armies. However, there's one thing behind
him. Notice that huge white Death Star Volleyball? It will help determine
whether you'll have a hard time... or a harder time. There is this highlighted
point in the map, just where that gigantic Volleyball is.
MISSION OBJECTIVES
Win: Destroy the Helmoz
Lose: Any of your motherships is destroyed
SKILL POINT
Destroy the Helmoz within 5 turns
2. The Neviim is that huge Volleyball that clashes out thunderbolts randomly to
6 of your squads. The effect is that it takes away a certain amount of EN, and
it definitely damages 50% of the total HP of each unit. Therefore, this will be
very dangerous and hence you can't end your turn with less a unit whose HP is
halved or less! You will most likely convert to your support characters as the
leaders in many squads to repair, and you may even consider casting the "Bond"
spell that recovers all damaged allies' HP by half. Of course, in order to stop
the Neviim from shooting your ass to space dust, you need to destroy it, and
that's what the highlighted point is. You need to ATTACK that highlighted point
like you would any normal target to damage and ultimately destroy it.
3. The fun part of this is that the Neviim is located behind the Helmoz, and to
get to the Helmoz you need to brave a swarm of Balmar units, not to mention 3
Fulehs, and the Helmoz itself. Since this is going to be a painful ordeal, you
should send your biggest crotch-masher... Ideon. So there you go. Cast
"Accelerate" to bring Ideon forward to meet the Balmar. As stated earlier,
Ideon should be in a squad wherein one of the members has "Awaken". Don't cast
that spell yet. Instead, bring Ideon in front of the Balmar army. The reason is
obvious. You want to charge the Ideon Gun, so do it. While Ideon is busy being
the masochist martyr, advance your units a bit, and keep repairing those 6
squads that get recently damaged.
4. Remember that for every turn, the Neviim will fire at 6 squads of yours...
it doesn't care if it has hit it last turn. It will choose 6 squads and strike
it down. If you get lucky and if the Balmar doesn't snipe other units, they
will concentrate their attack on Ideon. By your 3rd or 4th turn, Ideon would be
so beat up, that the Ide Gauge might have been full right now, activating the
Ideon Gun. Now is the time for revenge. Use the Ideon Gun MAP weapon. Cast "Hot
Blood", "Lock On", "Awaken" and "Mercy". THE MERCY SPELL IS IMPORTANT! DO IT!
When you fire the Ideon Gun, and hit all those pussies, many of them would have
had 10 HP due to the effects of the "Mercy" spell, and the Neviim would be
tremendously damaged. Once that is over, cast "Hot Blood", "Luck" and "Great
Effort", then fire the Ideon Gun again. This time the 10-HP Balmar units and
the Neviim would be destroyed, while the Helmoz would be tremendously damaged.
Since you killed a lot of units, the Ideon Gauge will go down, and hence Ideon
will be brought back to its "normal" state. Since the Neviim is destroyed,
Ephesus will be pissed about it, and so he casts "Lock On", "Hot Blood" and
"Resist". Simply attack him with a quick weapon and make sure he retaliates to
remove the "Hot Blood" and "Resist" status.
5. The Helmoz has 131500 HP, and like before, its Legion Buster is a range-13
sniper. By now, the Ideon Gun would have damaged it very badly, and since that
the Balmar squads in front of him would have been dead, now is the time to zero
in using your own comrades and kick its ass. However be warned... if you're
about to destroy the Helmoz, make sure a lot of your units have still not ended
their turns yet. The reason is once destroyed, like before, Ephesus respawns in
the Zuphiroude Eved. Baran Doban and Etzuira will deploy in their own
respective units. So that's 3 bosses to face. You have already kicked Baran
Doban's ass, but meeting Etzuira is new, and she's one bitchy boss you don't
wanna mess with.
NEW MISSION OBJECTIVES
Win: Destroy the Zuphiroude Eved
Lose: Any of your motherships is destroyed
6. Etzuira's 74050 HP Jumora is an annoying Baphomet-Minotaur mech that looks
like the Haradrim troops of Mordor in Lord of The Rings. She has this skill
that makes any ALL-type attack she executes to score a critical hit
automatically. The problem is her ALL-type attack. It's the strongest, at 4800
power, snipe-able at range 10, and brings down your stats by 30 when hit.
Again, you will feel bad ONLY IF YOU SURVIVE. This attack is very strong, and
the main victims are usually the squad grunts and support units. Do not
belittle this, because even defending is going to help so little. Between her
and Baran Doban, you should kick her ass out of her misery first. Ignore Baran
Doban and Ephesus for later. Baran Doban's Bemidoban has 56050 HP and requires
no special strategy to beat since you have already kicked his butt so many
times before that you already know what to do. Just be careful of his ALL-type
attack and that's it.
7. Zuphiroude Eved is not that hard to beat despite having 97400 HP,
surprisingly. It has a MAP attack, but it triggers at 120 morale, and you can
easily vanquish it by casting "Exhaust" at Ephesus. If you attack Zuphiroude
Eved with Ideon and if Ideon gets damaged, be thankful if the Ide Gauge goes up
and the Ideon Gun is again re-activated once more. If the Ideon Gun is back,
cast "Hot Blood" and "Lock On", then fire to instantly eat 55000 HP away. With
42000 HP remaining, you can leave it for SRX, Dancougar or any other Super
Robot to kill. Once you defeat it, Ephesus will SURELY perish, and the scenario
ends.
--------------------
SCENARIO 51
TIP: BEFORE STARTING THE SCENARIO, UPGRADE SRX'S WEAPONS, MAKING SURE ITS
TELEKINESIS MISSILE MAP ATTACK POWER IS MORE THAN 3900. MAKE SURE THAT DEARKA'S
KILL COUNT IS 50 OR MORE AND THAT YOU DEPLOY HIM WHEN THE SCENARIO STARTS.
WALKTHRU
1. The finale of Gundam SEED arrives as the EAF begins the invasion of ZAFT and
launches Nuclear Missiles to finish all the Coordinators off once and for all.
ZAFT deploys their own defensive army led by Yzak, and a certain edge of the
MAP is highlighted.
MISSION OBJECTIVES
Win: Destroy all nukes
Lose: Any of the nukes reaches the highlighted edge of the map or if Freedom,
Justice Gundam, Strike Rouge or any of your motherships is destroyed
2. The 10750 HP nukes are no laughing matter. First, get Fire Bomber to play
the MAP version of "Totsugeki Love Heart" to increase everyone's morale,
especially SRX. Move SRX fast towards the nukes, cast the necessary spells and
execute the MAP version of Telekinesis Missile. Hopefully at full morale, it
should be enough to destroy all nukes in range. Target the ones that are
closest to the highlighted line. Once all the nukes are obliterated, it's time
for ZAFT's retaliation. They unravel the ultimate weapon, the Genesis. General
Miwa, the idiotic general of Daimos, appear with EAF reinforcements. Patrick
Zala believes it's time to show the EAF they aren't kidding around, so they
fire the Genesis, and in a second, destroyed General Miwa and his fleet. Take
this opportunity to enjoy his sweet, sweet demise for being an asshole. After
the event, Kira, Athrun, Cagalli and Lacus will go SEED mode, and a certain
point in the map will be highlighted. It's somewhere on the asteroid.
NEW MISSION OBJECTIVES
Win: Destroy the Dominion and let Athrun reach the designated point in the map
Lose: GaoFighGar is destroyed
3. The EAF, led by Natarle and Azrael in the Dominion has their army of Strike
Daggers, Ghost X9s, the 3 Gundams Forbidden, Raider and Calamity and the 3
Hambrabis piloted by Yazan, Dangel and Cooper. The 3 Hambrabis are not hard to
beat. Like the previous times you've met them, they are trash and require no
special strategies to kill. This time, Yazan and co. will be finally put out of
their misery. As for the 3 Gundams... this is totally up to you. By now Fire
Bomber must have geared up everyone's morales. You can finish them off easier
now as 1, 2, 3. Depending on your mood, choose the one Gundam that annoys you
most. Personally, it's either Forbidden for its tough defense or Calamity for
its sniping sessions, and leave Raider Gundam last. In any way, this will be an
impromptu battle, and it will be easy to win it, seeing that you would have had
all the experience after fighting them lots of times already. Ignore the
Dominion for now.
4. Now for the ZAFT's side. IMPORTANT! IF YOU WANT TO RECRUIT YZAK, HAVE DEARKA
ATTACK HIM ONCE ALL THE EAF NUKES ARE DESTROYED. Doing so will trigger an
event, and Yzak will join you. Now, depending on what you did earlier, he will
either join you temporarily or permanently. That's unimportant right now. You
have Duel Gundam at your side. Destroy the remaining ZAFT side, and in a few
turns, Creuze will appear in this instrument of destruction: the Providence
Gundam.
5. Providence Gundam is a challenge to beat, but at least it's not too hard. It
has 96400 HP, and its Dragoon System, aka the Funnels are ALL-type and snipe-
able at range 12. Using either Dearka or Yzak to attack Creuze is certainly not
an option, especially since he's dangerous. Attack him at point blank range to
avoid being targeted by the Dragoons. Remember that Creuze dodges like hell
because of his Mikiri skill. One thing you need to know is that Providence is a
money pit, because once you defeat it, Creuse will regenerate his HP over and
over again. Depending on your spells remaining, you can bitchslap him around 6
to 8 times as long as the Dominion is still alive! Plus you gain 50000 credits
per kill if you cast "Luck". Once you've ran very low on SP, or are simply too
tired or have gotten over your being annoyed with him, you can now proceed to
destroy the Dominion. Make sure you have enough SP to defeat Creuze one last
time though.
6. Dominion is not gonna let itself down without a fight. Fortunately, it's
still requires little or no effort beat. Once you bring it down to more than
half HP, Azrael will go ballistic. Defeat the Dominion using Archangel for a
dramatic effect. Once Dominion is destroyed, an event will take place, and
saving the spoiler, you'll lose Mwu and the Strike Gundam. The fight goes on.
Creuze is still around waiting for his ass to be kicked. Do so, and he'll
finally leave the battle. He's not yet killed, sadly. Bring Athrun to the
designated point in the map, and you'll get to the 2nd part of the scenario.
7. Inside, there's the generator that charges Genesis. There's a designated
point that you have to attack in order to destroy it. Kira, Athrun and Cagalli
auto-sortie. You'll also be prompted to deploy 6 squads. Pick 6 of the best,
Genesic and Dancougar should be included. You can give Ideon a rest. Providence
Gundam deploys with more Gates and Ghost X9s to defend the generator.
NEW MISSION OBJECTIVES
Win: Attack and destroy the designated point within 4 turns
Lose: Freedom Gundam is destroyed or if 4 turns have passed
SKILL POINT
Destroy Providence Gundam
8. There will be no motherships, all allies' HP and EN are halved and SPs are
depleted to a certain degree, but everyone's morale is at full. Depending on
what you did in the past scenarios, Yzak will deploy as a reinforcement in his
Duel Gundam if you meet all the requirements. If that's the case, he's joined
your permanently. Anyway, attack the generator at once without delay, and cast
"Lock On" before destroying the Ghost X9 squads. The Gates squads can be taken
care off by Freedom and Justice Gundam. Go to Providence Gundam to kick
Creuze's ass.
9. The Providence Gundam this time has 122400 HP. However, the strategies
remain the same. Kira and Athrun should cast "Spirit" and "Intuition" before
attacking. Take care of Cagalli, because Creuze will use the Dragoon System if
he has to. Cagalli should cast "Intuition" as well. Just pummel his ass quickly
using Genesic's Goldion Crusher and Dancougar's Final Dankukougaken. Cast
"Awaken" if necessary for the extra move. You should be able to take him down
quick at turn 3. This time, Creuze is gone for good. Before destroying the
Genesis Generator, cast "Luck". It has around 100000 or so HP. Once it's over,
the ordeal is done, and so is the Gundam SEED storyline.
--------------------
SCENARIO 52
TIP: BEFORE STARTING THE SCENARIO, EQUIP EVA-01 WITH A MINOVSKY CRAFT AND EVA-
02 WITH A REPAIR KIT AND A MEGA BOOSTER OR HARO.
WALKTHRU
1. The Angel, Zeruel makes its appearance once more in the Alpha timeline. The
EVA children deploy, each in his/her own squad. All 3 pilots have full morale.
MISSION OBJECTIVES
Win: Destroy Zeruel
Lose: Any of your units is destroyed
2. The Zeruel is extremely easy, despite having 50000 HP. No special strategy
is required, but however DON'T LET ASUKA GET DAMAGED OR CAST ANY SPELLS.
Therefore, move Asuka out of the way and leave the Angel to Shinji and Rei.
When you're about to kill Zeruel, make sure Asuka still hasn't turned.
IMPORTANT! MAKE SURE SHINJI IS THE ONE WHO DESTROYS ZERUEL IF YOU WANT TO GET
THE TYPE-F EQUIPMENT FOR EVA-01 LATER!! When Zeruel is defeated, an event
triggers. Rei leaves, the EVA-05s appear, Asuka hurls Shinji away, leaving her
surrounded by those white monstrosities.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: EVA-01 is destroyed
SKILL POINT
EVA-02 survives or doesn't get destroyed/defeated for 2 turns
3. Getting the skill point is tricky. First, have Asuka cast "Intuition", then
move up, towards Shinji. Here's the drill. EVA-05s have two weapons: a non-ALL
type sword and an ALL-type spear. If you get attacked by a sword, defend so
that the AT Field can block it. If you get attacked by the ALL-type spear,
defend again, but you will get damaged. Start dodging only if your HP is 2800
or so. This will depend on whether you upgraded EVA-02's HP or armor. If you
survive your 1st turn, use the Repair Kit to recover all HP, cast "Intuition"
and continue moving up. If you're lucky, some of the EVA-05s below can't even
reach or snipe you. But be prepared. You might be doing some soft resetting
often if you want the skill point. Once EVA-02 is defeated or if you survive
two turns, an event will trigger. Misato will have both EVA units retrieved,
and sending out your own troops against these 9 ugly things.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships is destroyed
4. EVA-05s again, as stated earlier, have 2 kinds of attacks. An ALL-type
attack that can be snipe-able at range 11, but with a blind spot as long as you
stay within range 4. The other is a sword attack. Each has 40000 HP. They are
considerably easy, so take them out without any worries. Remember that they
have AT Fields, so squad attacks as well as support attacks are out of the
question, unless of course you're confident that the support attack can dish
out more than 4000 damage. Defeat all 9, and an event will trigger. Spoilers
will be spared. Eventually, EVA-01 is released, but goes on its Sephiroth form,
and he'll be accompanied by more EVA-05s. Conserve your SPs.
NEW MISSION OBJECTIVES
Win: Destroy EVA-01
Lose: Any of your motherships is destroyed
5. You shall now be entertained with the freakiest BGM in the history of SRW.
It all returns to nothing... it all comes tumbling down tumbling down tumbling
down... Anyway. Despite your new formation, all EN, HP and SP spent will still
remain. You didn't start a new part of the scenario, you're continuing it,
which is why you were told to conserve. Don't bother destroying the EVA-05s.
They will revive once defeated anyway. Comparing their HP, and the money you
get for slaying them... it's not worth it. In fact, ignore them and go straight
for the boss. EVA-01 has 170000 HP. It can move twice and has the skill that
increases its hit, dodge and critical rate by 30% if morale is 130. But however
that's not the case. EVA-01's wave attack isn't really that strong, but its
ability to move twice is annoying, especially that once it finds a target, it
will stick with it. Keep your motherships out of this boss' range. Remember its
AT Field! No squad attacks for this boss. Cast "Awaken" if necessary and bash
it! Once an amount of HP is down, say 75000 HP left, an event triggers.
Everyone's turning into LCL as you see all the crosses rise from the ground...
the world is slowly being fused into Lilith!
NEW MISSION OBJECTIVES
Win: Destroy EVA-01 within 5 turns
Lose: Any of your motherships is destroyed or if 5 turns have passed
6. This time, the view gets more and more gruesome and disturbing. The freaky
BGM will help ease your tension down. Just ignore all the disturbing things you
see around you and waste away with the boss. Eventually you should be able to
defeat it. Watch the event. It ends as Shinji and the rest reach Central Dogma
and he gets a nice father-and-son chat with Gendou. An EVA-01, this time Dummy
Plug, deploys with more EVA-05s.
NEW MISSION OBJECTIVES
Win: Destroy EVA-01 (Dummy Plug)
Lose: EVA-01 (Shinji) is destroyed
7. Another record is broken in SRW history. Kaworu Nagisa will join you in the
EVA-00 in place of Rei. Yes. Tabris, the Angel of Free Will joins your party
along with Asuka, and you get to control him!! Asuka also joins the fray in
EVA-02 as all 3 EVA units form a squad, and the Alpha Numbers arrives. The
boss, Dummy Plug, is waiting. Let the Alpha Numbers take care of the
surrounding EVA-05s. Dummy Plug is Shinji's business.
8. Dummy Plug is basically a more harmless version of the previous EVA-01 boss.
It has 130000 HP and its wave attack is basically weaker. However, like the
previous EVA-01 boss, it can move twice. Don't worry, he's a whole lot easier,
and there is little or no tension or time limit going on anyway. Just take your
time and destroy it. Just apply whatever strategy you have used against the
previous boss to this one. IMPORTANT!! IF YOU WANT TO OBTAIN THE F-TYPE PARTS
FOR EVA-01 LATER, MAKE SURE SHINJI IS THE ONE WHO KILLS DUMMY PLUG!! MAKE SURE
YOU DON'T USE THE SYNCHRO-ATTACK TO KILL IT!! After this, watch the relatively
happy EVA ending (thank God), and thus endeth Evangelion's storyline. This is
indeed, the End of Evangelion.
--------------------
SCENARIO 53
TIP: BEFORE STARTING THE SCENARIO, EQUIP A CARTRIDGE TO SRX AND GUNBUSTER TO
REPLENISH THEIR AMMO.
WALKTHRU
1. The scenario starts with a huge army of Exelions and the entire Alpha
Numbers, along with a few more motherships including the original Macross and
Eltrium. Ilui opens the Crossgate, but the Buff Clan come out. The offensive
has just begun. Make sure that Fire Bomber is in only one squad. The Fire
Bomber squad must include Basara, Mylene, Rey and Sybil.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships is destroyed
SKILL POINT
Destroy 230 enemy units within 7 turns
2. The Buff Clan are slightly easier since the units they bring out are not too
hardy. Ideon is a must-deploy in this scenario. There are 3 Buff Clan
motherships, but it's not them that's annoying. It's the soldiers. Prepare Fire
Bomber and arrange your party in such a manner that when you use the MAP
version of Songs, each will receive its effect. Have Mic Sounders XIII cast
"Hot Blood" and play Disc P on the Fire Bomber squad to increase their morale
by 10. Have Sybil cast "Awaken" while Basara casts "Hot Blood" and sings
"Totsugeki Love Heart" to increase everyone's morale. When your 1st song is
done, sing another "Totsugeki Love Heart" or "Planet Dance", whichever is your
priority at the moment.
3. The slaying then begins. Use ALL-type attacks frequently, but sparingly on
the MAP-type weapons. Once you kill enough squads, an event happens and Ilui
gets kidnapped AGAIN. Watch the event further, and the STMCs appear. This will
be a fun battle. When the STMCs appear, your priority goes to destroying the
pink ones first.
4. The pink STMCs have 40000 HP, and the small, flea-like green STMCs come in
squads of 4 members each, with around 5500 HP. The little critters are not a
bother, but the pink ones are. Their ALL-type attacks are snipe-able at range
10 and decreases your armor if you get hit, so this is bad for any mothership.
The green STMCs also have mobility-decreasing attacks, so if they attack an MS
squad, or any unit that relies on dodging for defense, watch out for it. The
green STMCs move fast, and hence resulting in high dodge rates for them (but
not too high at least).
5. Whenever you slay enough squads, the STMCs will keep on coming, usually 4-5
squads per spawn, although I lost count since they appear to fast. Here's one
tip: Gunbuster's Homing Missile and SRX's Telekinesis Missile MAP weapons. They
are good STMC eradicators. Don't worry about bosses, there aren't any. The pink
and green STMCs will just keep on coming and coming and coming. So keep killing
and killing and killing. For Ideon, once the Ide Gauge is full, Ideon is in
critical, yellow-color HP and the Ideon Gun is enabled, you would want Tec to
cast "Mercy" before firing the Ideon Gun just in case, because it's usually
instant death if you cast "Hot Blood" and attack it. Use Ideon mainly as a
Downy STMC fabric softener, not as a killer because if you kill too much, the
Ide Gauge will go down, complete disabling the killer weapons once more. Be
careful when using it though... you won't want your SRs to have 10 HP and be
instantly killed by the little green things. Continue doing that for 7 turns,
and you'll eventually get 300 or more kills. Just remember: MAP and ALL-type
weapons are you friends. If you run out of ammo for Gunbuster and SRX, have
someone cast "Resupply" or use up a Cartridge. Watch the event as you finish
the scenario. You'll be semi-shocked at what you'll see.
--------------------
SCENARIO 54
TIP: BEFORE STARTING THE SCENARIO, FULLY UPGRADE SRX'S WEAPONS AND/OR STATS.
IDEON MUST BE IN A SQUAD WHERE A CHARACTER CAN CAST "AWAKEN".
WALKTHRU
1. Watch the event before the scenario. The Alpha Numbers reach the planet of
Balmar to bring back Ilui, who is kidnapped. On the defensive are Sardis and
Hiradelhere on their own customized based-on-their-hair-color Helmozes. SRX and
R-Gun Powered are auto-sortied units. Bring out Ideon, you'll need him to make
your life easier.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: SRX, R-Gun Powered or any of your motherships is destroyed
SKILL POINT
Destroy the 2 Helmozes before clearing the map within 10 turns
2. The battle tactics will be straightforward and simple. There are some Fulehs
(40000-something HP motherships) and more Balmar units. Bring Ideon near them
so that it could get hit, and the Ideon Gun would be charged up. Be reminded
that in order to use the MAP versions of the Ideon Sword and Ideon Gun, Ideon's
HP should be at the yellow-line... so try to watch out for it. Once the Ideon
Gauge enables these 2 weapons, hold on to Ideon and go near Sardis (the red-
haired guy). Cast "Resist" or "Iron Wall" if necessary to stay alive from the
Helmoze's Legion Buster.
3. Unlike last time, there are 3 small Neviims. They shoot out sparks at
random, but they're not totally as serious as the ones you encountered before.
As you proceed with the killing, an event triggers as Mai feels what she
believes is Aya's Psychic reading. The SRX team is shocked in disbelief, but
Mai is certain of it, and says she's in one of those small Neviims. The SRX
team then decides to rescue Aya, as all 3 Neviims gain highlighted points.
NEW MISSION OBJECTIVES
Win: Bring SRX to one of the highlighted points (Neviims)
Lose: SRX, R-Gun Powered or any of your motherships is destroyed
4. Go to the Neviim closest to you. Although it's not certain if the correct
location of Aya is in random. If nothing happens, reset. If nothing still
happens despite constant resets, then try another Neviim location. You'll
eventually trigger an event as the SRX infiltrate the Neviim. Apparently, Aya
IS controlling them, but she's not... what she appears to be, and it gives Mai
a huge shock. Mai goes on a rampage, and Etzuira deploys in her minotauric
Jumora, along with squads of Red Shumel Bens. Thankfully, Luria and Baran Doban
deploy in their own respective units, and they have brought Aya! Confused at
what's happening, the rest are puzzled, but Mai is relieved that the Aya Luria
and Baran Doban brought is real. Aya is brought to the SRX where she becomes
the 4th pilot. Etzuira is ticked at Baran Doban's betrayal though. But enough
of that. SRX gets an upgrade, since now that Aya's here, they can now fully
utilize SRX's weapons.
NEW MISSION OBJECTIVES
Win: Destroy the Jumora (Etzuira)
Lose: SRX, R-Gun Powered or any of your motherships is destroyed
5. One thing you have to know: once you defeat Etzuira, the map ends.
Therefore, you should ignore her for the time being. Concentrate your assault
on the two Helmozes. As for SRX, bring a few units close to him for support.
This should help divert the Red Shumel Ben's attention from SRX so that their
attacks won't be concentrated at it. Destroy the Red Shumel Bens as you would
any enemy, they're easy to beat, just be careful of their rifles... if you get
hit, you won't be able to move.
6. Now for the two 131500 HP Helmozes. Use Ideon to the fullest. Your party
deploys near Sardis, the red-haired guy, however, don't look at Sardis, look at
Hiradelhere, the blue-haired guy. Count 15 spaces away from Hiradelhere, where
Hiradelhere's on the 15th square. So count backwards, 14, 13, 12 and so on,
until you reach 0. Bring Ideon on that point. Ideon should be near Sardis, but
far away from Hiradelhere. If we are to illustrate it, it would look something
similar to this:
I _ _ _ S _ _ _ _ _ _ _ _ _ _ H
*Where _ is a block of space, I is Ideon, S is Sardis and H is Hiradelhere.
So now that this is done, check for enemies. If there are some enemies between
Sardis and Hiradelhere, it's better if you kill them off first, or leave a
squad behind. The purpose of this is because if Ideon kills too much enemies,
the Ide Gauge will drop, and that's not what we want. What we want is to
mortally wound the bosses at the shortest time possible.
7. The reason for this is because you would need to snipe Hiradelhere using the
Ideon Gun. On that position, save your game. Target the Ideon Gun towards
Sardis and Hiradelhere. As you would see, you should also be able to hit
Etzuira's mech, from where she deploys. If that's the case, make sure you clear
the Ideon Gun's range of all allies. Once you do, have Ideon's squad mate cast
"Awaken", while Ideon's pilots cast "Hot Blood", "Lock On" and "Mercy" (if
there are grunts on range, if not, skip it). Fire the Ideon Gun to damage
everything on its path. With the "Mercy" on effect, most of the soldiers or
grunts will get 10 HP left. Look at Etzuira's HP. You must have damaged more
than half of it. This time, don't cast "Hot Blood". Instead, just shoot again,
and this time, it should leave around 10000 or 9000 or so HP for the Jumora.
The 2 Helmozes, well that's up to you. If you're cheesy enough, you can always
have someone cast "Anticipate" on Ideon's squad mate so that he/she can cast
"Awaken" again, and Ideon can shoot the non-MAP version of the Ideon Gun at
Hiradelhere (remember, shoot Hiradelhere because he can't retaliate since
you're too far away).
8. Assuming you went for the cheesy path, like you've been casting "Anticipate"
on Ideon's squad mate that casts "Awaken", and you've been casting it again and
again and again, and shooting the Ideon Gun again and again and again...
Hiradelhere's HP should be really low. You can ignore Hiradelhere now and
concentrate your attacks on Sardis. Just rain on him with your best attacks,
and do take care of his Megillot Missiles and the Legion Buster... they are
both strong ALL-type attacks. Don't stay on a linear position near him to avoid
him shooting the MAP version of the Legion Buster. You should be able to take
down Sardis' in no time. He'll retreat once defeated. As for Hiradelhere, he
would have been badly wounded by Ideon, so pummel him the same way you did with
Sardis. He should also retreat, leaving Etzuira behind.
9. Etzuira should be mortally wounded by now if you followed the above
strategy. Just have SRX cast all the necessary spells and field test the new
Tenjou Tenga Nendou Musouken to kill Etzuira instantly. Watch the event to
again, see SRX kick Etzuira's ass. Once she's defeated, an event triggers,
leaving only Baran Doban and Zengar alone for a duel.
NEW MISSION OBJECTIVES
Win: Destroy the Bemidoban
Lose: Daizengar is destroyed
10. This is too easy. Just let Zengar cast "Hot Blood" and "Lock On" and attack
Baran Doban with the strongest Zankantou attack to end the duel and the
scenario. Baran Doban, along with Luria, will join you after the scenario.
--------------------
SCENARIO 55
TIP: BEFORE STARTING THE SCENARIO, MAKE SURE IDEON IS IN A SQUAD WITH SOMEONE
WHO CAN CAST "AWAKEN". ALSO, EQUIP THAT PERSON'S MECH WITH ANY SP-RECOVERING
ITEMS.
WALKTHRU
1. The Alpha Numbers enter the Balmar's planet to meet Ruaph. As they land,
they already get a welcoming party in the form of Sardis and Hiradelhere, not
in Helmozes, but in Zuphiroud Eveds!
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Freedom, Strike or Buster Gundam is destroyed
SKILL POINT
Destroy the 2 Zuphiroud Eveds within 6 turns
2. The map itself is pretty straightforward, and easy. Do not be fooled and
intimidated by the 2 gigantic heads that you're about to face. Just keep your
cool and challenge the Balmar army as you get close. The best way to get rid of
them is through Ideon. Yes, it's time to once again abuse Ideon, so bring it
closer to the enemies and have him get hit and hit until the Ide Gauge
activates the Ideon Gun. From your vantage point, you won't use the Ideon Gun
MAP weapon unless you want to reposition Ideon over and over again, and it's a
waste of time. So that means, while you're charging the Ide Gauge, make sure
Ideon is already in a good position where in he can hit majority of the enemies
with the MAP version of the Ideon Gun. Conserve the Ideon pilot's spells. This
is very important.
3. The Zuphiroud Eveds have 97400 HP, can regenerate 30% of their total HP and
EN per turn and can snipe you at range 10. Despite that, they are both easy to
beat. The good strategy to beat them is to split your team into two, where one
goes against Sardis and the one to take on Hiradelhere. Conserve your spells
though. If you want to eat up a huge chunk of HP, then spam the non-MAP version
of the Ideon Gun at them. When "Hot Blood" is cast, that weapon can take down
50000 or so HP in one shot. However, you'll need the Ideon Gun for later. Just
use your Super Robots. Daizengar's Zankantou is an excellent weapon against it,
and so does Gunbuster's Super Inazuma Kick. Watch out for its ALL-type attack.
If you think the support characters in your squad won't survive the shot,
defend. Eventually you will be able to defeat both of them in turn 5 or 6. Once
you destroy all enemies, the fun begins, as Ruaph brings out the testosterone-
laced Gebel Ganeden.
NEW MISSION OBJECTIVES
Win: Destroy Gebel Ganeden
Lose: Any of your motherships is destroyed
4. Contrary to what you think, this is NOT the final scenario. This is just the
beginning. Gebel Ganeden is not like Ganeden as you faced her in Alpha 2. Gebel
Ganeden is a sausage fest with washboard abs. It has 300000 HP, 600 EN, Super
Nendou Field, can regenerate 30% EN per turn (not that it matters), and it has
Full Block, so any status ailments can't affect it! Its dangerous attack, Catch
The Sun, is a 5100-power, 12-range snipe-able attack that drains your EN when
you get hit! It doesn't get any worse than this, but it does. Ruaph can move
TWICE! That means Gebel Ganeden gets to attack TWICE per turn.
5. Despite all that muscle presented, Gebel Ganeden is EASY. Yes, it's EASY.
This is where the tip comes in. Like what you did with Hiradelhere in the
previous scenario, snipe Gebel Ganeden 15 blocks away with Ideon. Yes, you are
to snipe it with Ideon Gun. Now, to show how this works. With Gebel Ganeden 15
blocks away and snipe-able, you then cast "Hot Blood", however, you let Ideon's
squad mate cast "Awaken". Immediately after casting, have someone cast
"Anticipate" and cast it on IDEON'S SQUADMATE so that he/she can cast "Awaken"
again. Use Ideon to attack Gebel Ganeden with the Ideon Gun. Afterwards, it
should be able to move again. Since Ideon's squad mate was cast "Anticipate"
on, he/she would have regenerated enough SP to cast "Awaken" again, so cast it.
Immediately after casting, look for other support characters to cast
"Anticipate" on Ideon's squad mate. Attack Gebel Ganeden, rinse and repeat
until none of your support characters can cast "Anticipate" anymore. By then
Gebel Ganeden's HP would be less than half. You can let your own Super Robots
take care of him now, until that brat Ruaph goes down. It's not yet over
though. Once you defeat it, you reach the 2nd part of the scenario as you enter
the temple.
NEW MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships is destroyed
6. Eis meets you in the Vaikran, complete with 2 Dibariums in his squad! To
make matters worse, there are 3 other Dibariums, each in different squads,
while Calico and Spectra appear, unmasked. Everyone starts at 150 morale
though. Like in the previous scenario, you bring Ideon first, and have the Ide
Gauge go up until the Ideon Gun is enabled. You then put Ideon in the point
where he can shoot most of the enemies in the map, then in its next turn, you
let Cosmo or Kasha cast "Hot Blood" and "Lock On" while Tek casts "Mercy", fire
the Ideon Gun and leave a lot of enemies with 10 HP. Finish them all off
easily.
7. Calico and Spectra are virtually the same. Both their mechs have 52900 HP,
and after the Ideon Gun smothered them they would have had low HP by now. Just
finish them off easily, if possible, using a MAP weapon, because once you
destroy one of them, the surviving partner will cast "Hot Blood", "Lock On" and
"Resist". When he/she does, simply attack it to remove the "Resist" effect, and
let him/her attack to remove the "Hot Blood" status, then continue pummeling
him/her until they're dead. They will die for good this time, good riddance.
8. Now for Eis' Vaikran. It has 121500 HP and can regenerate 20% HP per turn.
With the 2 Dibariums on Eis' squad, Eis can execute its strong 12-range sniping
synchro-attack. To avoid this, you must destroy the 2 Dibariums first. Since
the Ideon Gun would have damaged them badly (or destroyed), attack using a
strong ALL-type attack to finish them off. The Dibariums have 20050 HP, even
the ones that have their own squad. Without the Dibariums in Eis' squad, he's
as good as useless. Finish him off using anyone you wish, but the battle is not
over. Once you destroy all enemies, Shiva will deploy from the spot where Eis
is. He's deployed in a GEBEL GANEDEN. Yes, you need to destroy another one of
those once again.
9. Have no fear, this Gebel Ganeden is equally as easy as the previous one, if
not easier. Shiva's Gebel Ganeden basically has the same abilities as Ruaph's,
only that this Gebel Ganeden has a linear MAP weapon that can be shot at range
8, and Shiva can only move once, compared to Ruaph who can move twice. Just
take note not to bring too much units close in one line to him, his linear map
weapon spreads out at the middle then goes back to being linear. To see how the
map weapon is shot, go to its weapons list, highlight the MAP weapon and press
the Triangle button to see how it's shot. Shiva will shoot the MAP weapon in
his turn even if there's only 1 unit at range. This is your chance to abuse him
once again using Ideon. No need for further explanations. Whatever you did with
Ruaph's Gebel Ganeden in the earlier part of the scenario, you can do it again
here. Watch the event after beating him, because it's worth it.
--------------------
SCENARIO 56
WALKTHRU
1. This will be a breather scenario, after all you deserved it, kicking the
behinds of 2 gigantic testosterone sausage angels in the previous one. In this
scenario, Haruru leads the assault against you, and attacks. The Solo Ship will
auto sortie.
MISSION OBJECTIVES
Win: Destroy the Dorowa Zan (Haruru) within 5 turns
Lose: Any of your motherships is destroyed or if you reached 6 turns
2. Another feat easy to accomplish. Heck even Haruru is so easy, you won't need
any special strategies to beat her, it's like she's a grunt soldier at her own
right, only her Dorowa Zan has 100500 HP and can snipe you at range 10. Just do
what you would normally do against any other Buff Clan army. In fact, you
should be able to finish this within 4 turns, maybe 3. Anyway, once she's
defeated, you'll reach the 2nd part of the scenario, and this is where it gets
a bit interesting.
NEW MISSION OBJECTIVES
Win: Solo Ship goes beside the Bairal Jin
Lose: Any of your motherships is destroyed
SKILL POINT
Clear the map within 7 turns
3. You're up against the Buff Clan once again, but this time against Karara's
father, Doba. Everyone's morale start at 130, so bring Ideon in and have its
Ide Gauge charged up once more to ready the Ideon Gun. Once ready, DO NOT FIRE
YET. REPEAT, DO NOT FIRE IT YET. The reason for this is because once you reach
your 4th turn, or if you leave 22 enemy squads left, or if you reach a certain
point closer to the Bairal Jin, an event triggers, and the point directly
beside Bairal Jin will be highlighted. Once the point in the map is
highlighted, hordes of STMC will appear.
NEW MISSION OBJECTIVES
Win: Bring any of your units to the highlighted point in the map (beside Bairal
Jin)
Lose: Any of your motherships is destroyed
4. Now that there are a lot of enemies, NOW is the time to fire the Ideon Gun.
However, unlike before, if you want to fire the Ideon Gun, show no mercy. Do
not cast "Mercy" if you do, because the STMC are on neutral side, meaning they
will attack the Buff Clan too. If you cast "Mercy" and fire the Ideon Gun,
everyone's HP will be 10, and if you don't kill them quick, the STMC or the
Buff Clan can easily kill each other, and that's a waste of EXP and money.
However, if you feel you are confident you can reach to them, make sure that at
least SRX is close enough. Let Ryusei cast "Awaken", then fire the Telekinesis
Missile MAP weapon, making sure it hits a lot of targets. Then, have someone
cast "Resupply" on SRX just so it can fire its Telekinesis Missile MAP weapon
again, then have someone cast "Anticipate" on Ryusei a few times to regenerate
his SP to cast "Awaken" again and again until the Buff Clan and the STMC that
are closest to each other are destroyed. The far away Buff Clan can take care
of themselves, just bring your forces to them.
5. Now for the STMC. We have the little green ones, the big pink ones, and now,
the 66050 HP ones, the one with the coconut or banana leaf or feather-like
things on its rear end. These guys can fire energy balls at range 12, making
them dangerous snipers since their energy balls are ALL-type. If you want to
kill these alien vermin, make sure you eradicate these ones first. They are
annoying. The rest, you can handle on your own.
6. Now for Doba's Bairal Jin. It can snipe you by showering you with missiles
at range 12. However, you can never defeat it. Why? Because when you deplete
160000 HP, it recovers its HP to full, and no power in this game can make you
destroy it in 2 shots. Therefore, it's useless to think of strategies for
something you can't beat. Once all the Buff Clan and STMCs are dead, just head
for the highlighted point beside it to end the scenario. Be warned, if you go
to that point, even if there are still surviving enemies, all surviving STMCs
will retreat, and so will your forces, leaving the Buff Clan behind. So again,
destroy all enemies, leave the Bairal Jin behind standing, go to the
highlighted point and exit, to end the scenario.
IMPORTANT: AFTER THE SCENARIO, YOU ARE GIVEN TWO CHOICES. PICK THE FIRST OPTION
TO CONTINUE THE FIGHT AGAINST THE BUFF CLAN!! THIS GUIDE WILL CONTINUE FROM
THAT POINT IN THAT ROUTE!!
--------------------
SCENARIO 57
WALKTHRU
1. As you proceed with the assault on the Buff Clan, their army appears to help
slow you down.
MISSION OBJECTIVES
Win: Destroy all enemies
Lose: Any of your motherships is destroyed
2. The Buff Clan are easy to beat, requires no strategies to beat. On your 4th
turn, Buff Clan reinforcements appear. A certain point in the map will be
highlighted.
NEW MISSION OBJECTIVES
Win: Bring Solo Ship to the highlighted point in the map
Lose: Any of your motherships is destroyed
3. Ignore the mission objective. Don't waste the money. Proceed killing with
the Buff Clan enemies. Annihilate them until they are no more. Eventually the
Solo Ship will execute the DS Drive to warp. However, it happens that the enemy
is indeed expecting the Solo Ship to warp! Once your party appears, all of them
are near the heart of the Rapid Star! To make it worse, Haruru's forces have
surrounded everyone! Time is running out because everyone's getting closer and
closer... to be burned to a crisp.
NEW MISSION OBJECTIVES
Win: Destroy all enemies within 7 turns
Lose: Reach the 8th turn or any of your motherships is destroyed
SKILL POINT
Destroy all enemies within 6 turns
4. Evenly spread out your forces, but bring the hardier units like SRX and Hi-
Nu Gundam to where Haruru is. Her unit still has 100500 HP, and can still snipe
you, but she's still immensely easy, and requires no special strategy to beat.
There is no time to charge up the Ideon Gun because the enemy forces are spread
out and that there are not enough enemies to hit Ideon to bring up the gauge.
All in all this is a pretty easy task and you should be able to finish them all
off even on your 5th turn.
--------------------
SCENARIO 58
WALKTHRU
1. With Haruru down, there's only one Buff Clan thread left... her father Doba.
Ideon will auto-sortie in this scenario, so you won't be able to use the Ideon-
Awake-Ideon Gun strategy for now. Split your forces into two, one two move
towards the Buff Clan, and one to stay behind.
MISSION OBJECTIVES
Win: Destroy the Bairal Jin
Lose: Any of your motherships is destroyed
2. On your 2nd turn, STMCs appear. There are two new additional STMCs to meet
this time. These huge, purple STMCs can shoot energy balls at you, snipe-able
at range 12 and can lower down all weapons' hit rate. Here's the deal, if you
leave 6 STMCs left, 9 STMC reinforcements will appear. Don't worry, the purple
ones won't be respawning, but the feathered, pink and green ones will. It's a
waste of time to destroy them all, so just concentrate on killing the 2 huge
purple STMCs. They have 181050 HP, so lower their armor first using Daitarn-3's
Sun Attack before attacking them fully.
3. Again, like the previous scenario, ignore the mission objective. Ignore the
Bairal Jin. You won't be able to kill it in time, not with the STMCs bugging at
the back. Plus, there's a thing to consider when destroying Buff Clan enemies:
when you reach the 6th or 7th turn, or if you kill enough Buff Clan squads, the
Bairal Jin will retreat, triggering an event. The Gando Rowa will be activated,
destroying the planet on the background, and you will be moved to the 2nd part
of the scenario.
NEW MISSION OBJECTIVES
Win: Destroy Bairal Jin
Lose: Any of your motherships is destroyed
SKILL POINT
Destroy Bairal Jin within 6 turns
4. One thing, the only mothership left would be the Solo Ship. However,
everyone's morale is on 150, but HP and EN are decreased. It's only a minimal
amount so there's no need to worry. Bring Ideon close to the Buff Clan to
charge up the Ideon Gun. STMCs will spawn from the east side of the map. Bring
your other units close to them and annihilate them as soon as possible. Once
the Ide Gauge enables the Ideon Gun, cast "Mercy", then fire the MAP version.
This should leave a lot of enemies with 10 HP. You can then finish them off
easily.
5. As for the STMCs, while you are charging up the Ide Gauge, you would have
already annihilated them using your own units, so they are not really much of a
problem. Don't be shy in casting spells if you want to get the skill point,
because you would want to eliminate them as early as possible.
6. The Bairal Jin has a whopping 351500 HP. That's a whopping amount, but easy
to beat nevertheless. By default, if Ideon or Solo Ship are in range, Doba will
attack any of them, so this makes this boss bait-able. That's not the case
however. Its missiles can snipe at range 12, but Ideon Gun can snipe at range
15, so you should snipe back at it. Its strongest attack is cute though, when
it launches a lot of Battle Mecha just to smother you and one of them get
destroyed by friendly fire in the process! Persistence is the key to victory.
--------------------
SCENARIO 59
WALKTHRU
1. The Alpha Numbers opt to end the STMC menace once and for all. The Buster
Machine 3 is there, waiting to be detonated. However the preparations aren't
all complete. As they are being done, STMCs dive in to ruin it, and they do it
by attacking from all directions. A huge square portion of the Buster Machine
is highlighted. Gunbuster and Ideon are auto-deployed.
MISSION OBJECTIVES
Win: Reach 11 turns
Lose: Any STMC reaches the highlighted point of the map or any of your
motherships is destroyed
2. The STMCs will be very annoying in this scenario, because they will show
determination in infiltrating the illuminated spot. Immediately cover the
entire perimeter with your units, forming a chain of robot walls. Switch to
your snipers and bombard them in long-range. Goshogun will be useful here.
There will come a time that you'll be forced to break away from the chain and
go to the STMCs yourself, but for now, just cover it up and destroy them
straight away. When you kill enough STMCs, more will respawn, so if you're up
to it, here's the plan: for 1 squad of the small green STMCs, leave only 1
survivor. That way, you can still destroy units without destroying the entire
squad. Promise, you will encounter a few respawns in this scenario, so bear
with it. This is a test of your endurance.
3. Ideon should not be part of the chain. Instead, move Ideon closer to the
STMCs so that it could be attacked, as its gauge goes up, and up, and then
activate the Ideon Gun. You will need it to bash the new STMCs that you'll see.
4. The STMCs now bring their biggest bother... the cymbals, spiky sea-urchin
like STMC. It is the worst of its kind, having 251050 HP each, and can snipe
squads at range 14, with a power of 4600! They got no blind spot either,
despite that this is their only attack where they split into two and squash you
in between like cymbals. Unlike its other more primitive counterparts, this
STMC is smart and will attack any unit in sight that it deems squashable and
they cannot be baited by Gunbuster or Eltrium. The best way to defeat them is
through perseverance. Do not attempt to dodge unless you are confident of your
dodge rate, because they have a nasty luck factor that they are still able to
hit you even at 10% hit rate. The good news to this is that there are only 2 of
them. Ideon Gun is the only weapon that will deal "good-to-the-eyes" damage to
it, so keep on doing it. Remember, Ideon Gun is snipe-able at range 15, those
STMCs can't snipe back at range 14. Use that tactical advantage. Gunbuster is
also a good candidate, because Noriko's squad skill is 20% more damage to
STMCs. Use the Super Inazuma Kick often if necessary.
5. Actually, the more annoying ones are the green and pink STMCs, rather than
the big ones. Since they move really fast and far, they have the tendency to
reach the illuminated area easily. To counter this, highlight an STMC squad and
press the X button to reveal its range of movement. If you see that they are
gonna touch the highlighted area on their next movement turn, block their way
by moving a squad next to the highlighted area, or on it if possible. It
doesn't have to necessarily be on the exact highlighted area, as long as the
STMC won't have access to it, it's fine. If you think you can't deal with the
closer STMCs anymore, kill it. However, you can play ping-pong with them. When
there's an opening, the STMCs will attempt to approach it. So block it to leave
one side open (if your other units are busy handling the bigger ass ones). On
their turn, the STMCs will attempt to go to the unblocked section. On your next
turn, block the open section, and leave one spot open. The next turn, they will
again approach that open area, with failure. Do this again and again and watch
in amusement as the STMCs switch from one side to another back and forth with
vain. It's absolutely stupid, but that proves that you're the highly
intelligent life form.
6. Once you have reached your 11th turn, it all ends. However, it's not yet
done. You are still going to the 2nd part of the map. This time, there will be
a definite set of STMCs. 2 of the huge cymbals ones, 3 of the big purple ones,
and some of the feathered, pink and green STMCs. There will be another
illuminated area on the left side.
NEW MISSION OBJECTIVES
Win: Destroy all enemies or you have reached the 6th turn
Lose: Any STMC reaches the highlighted point of the map or Gunbuster, Sizzler
Black or any of your motherships is destroyed
SKILL POINT
Destroy all enemies within 5 turns
7. This one skill point is something you can afford to lose if you think it's
not worth it. Although getting it is attainable at this point, since you have
been to a lot of hardships. Anyway, the illuminated area is on the far left of
the map, so simply destroy all the STMCs that are closest to that area and
you'll be fine. The key to victory is no longer perseverance, but aggression.
Attack head on. However, Ideon will not be able to charge up yet, as the Ide
Gauge is not responding, so don't put Ideon too much on the front lines. Make
sure Ideon gets damaged, but don't let him take all of the hits, because the 2
cymbals STMCs are deadly. Remember that the Ide Barrier is non-functional at
the moment.
8. Not to worry, on your 2nd turn, the Ide Gauge will go max, and if it's
significantly damaged earlier, the Ideon Gun will be enabled. Quickly execute
the MAP version. Then, when a lot of the STMCs are dead, concentrate, one
cymbals STMC at a time, using the Ideon Gun to snipe it. You only have 5 turns
if you want to get the skill point, so don't be shy in casting spells. Be
aggressive and you should win. Remember, Noriko's squad skill is 20% more
damage to STMCs, so use Gunbuster to your advantage and execute a hot-blooded
Super Inazuma Kick. Apply whatever tactics you did on the 1st part of the
scenario to this part. Once all STMCs are obliterated, watch the long event.
It's worth it.
--------------------
FINAL SCENARIO
IMPORTANT!! IMMEDIATELY PLACE IDEON ON A SQUAD WITH SOMEONE WHO CAN CAST
"AWAKE". INSTALL SP-RECOVERING ITEMS ON YOUR SUPPORT PILOTS' UNITS, ALL SP-
RECOVERING ITEMS IF NECESSARY.
WALKTHRU
1. And you thought everything's over. Apparently, Cobray soon realizes that
Ruaph is not the real Reitei. Apparently, it's someone else. As the shock goes
through everyone's heads, something appears. It's an egg, as perceived to be. A
circular, moon-like egg. The Alpha Numbers get even more shocks as there are
Balmar units that suddenly appeared to help protect it.
MISSION OBJECTIVES
Win: Destroy the ???? ("The Egg")
Lose: Any STMC reaches the highlighted point of the map or any of your
motherships is destroyed
2. Apparently, these guys pose no challenge. Just bring Ideon near a huge swarm
of them, have him charge the Ide Gauge, activate the Ideon Gun, and shoot. Cast
"Mercy" though. That will leave almost every enemy with 10 HP, so you can
finish them all off with just one ALL-type attack. Oh, don't bother casting
"Luck" or "Great Effort". This is the final scenario after all.
3. As for the ???? with 120000 HP, which we shall call "The Egg", has only 1
attack... and it's a MAP-type. It's a spread-out kind of attack, but it's
irrelevant. The Ideon Gun should have decreased its HP to half or so already.
You may snipe it, but if you bring a lot of units close to it, make sure you
kill it quick. It won't retaliate anyway. Once it is cracked... well... this is
where the fun really starts. Watch the long event, and witness the birth of the
final boss... the REAL Reitei... Keisar Ephes.
NEW MISSION OBJECTIVES
Win: Destroy Keisar Ephes
Lose: Any of your motherships is destroyed
4. Keisar Ephes has some tricks up his sleeve. He revived the 3 Gustos.
Remember Kanaph the Bird, Zanev the Cat and Khelen the Fish that you fought on
Alpha 2? They're baaaaaaaaaaaaack. Not only that, Son Gan Ron and Etzira
deploys in their own respective units, but Keisar Ephes eliminates Etzira,
shutting her up once and for all. Not to mention that there are more Zuphiroude
Eveds! When you kill enough enemy squads, more will respawn, 2 Zuphiroude Eveds
included. So there's no more point in wasting you spells fighting them one on
one.
5. Don't worry about those things... it's time to abuse Ideon. From Ideon's
standpoint, immediately abuse the Ideon Gun, its MAP type. Cast "Lock On" and
"Mercy" though. Cast "Awaken" (the other character in Ideon's squad). When
their SP runs out, have a support pilot like Fa and Jun cast "Anticipate" to
recover 50 SP (to both the "Awaken" caster and Cosmo/Kasha). So, cast "Hot
Blood", "Awaken" and "Mercy" for every extra turn. Shin Ryu Ou Ki and the 3
Gustos will be killed in the process, even if you cast "Mercy", because their
"skill power" is too high. "Mercy" can only leave 10 HP to those whose "skill
power" stat is lower than Cosmo's. Hence, any other enemy will have either 10
HP, or lower than that. Keisar Ephes would also be significantly damaged.
6. To reiterate this technique... Step 1: Have Cosmo/Kasha cast "Hot Blood"
while Tec cast "Mercy", then let Ideon's squad mate cast "Awaken". Step 2:
Attack using the Ideon Gun MAP version. Step 3: Cast "Anticipate" on Ideon's
squad mate to recover his/her SP and enable the re-casting of "Awaken". Step 4:
Have Cosmo/Kasha cast "Hot Blood" while Tec cast "Mercy". Step 5: Attack using
the Ideon Gun MAP version. Step 6: If the support pilots' SP run down, use SP-
recovering items. Step 7: Have support pilots cast "Anticipate" on Cosmo/Kasha
and/or Ideon's squad mate. Repeat these steps all over again.
7. Keisar Ephes has a whopping, eye-popping 500000 HP!! He has a spread-type
MAP attack which will most likely will never be used, so it's no biggie.
However, this guy is the ultimate sniper. His "breath attack", Reitei No Fuuin,
has a sniper range of 15, which is at par with the Ideon Gun. It's not an ALL-
type, but it's 5100, and immensely powerful. His strongest attack, called
"Shuen No Ginga", is an extremely disturbing ALL-type attack with 5900 power,
and snipe-able at range 13. Don't expect to be dodging normally from this old
fart, his hit stat is 389, just 11 points away from the maximum, and HE MOVES
TWICE!!! The good news is that he doesn't regenerate his HP. He will move in
after a few turns, so be careful of Ideon! Be mindful of his AI, when he
attacks someone, and that unit dodges or isn't obliterated, he'll switch
targets to hit someone else!
8. As you go on with the scenario and deplete its HP until it becomes visible,
an event triggers. Keisar Ephes will recover 150000 HP, and a load of allies
will deploy. More dramatic events appear as the dead appear to their respective
character connections. Char to Amuro, Haman to Judo, Quattro to Camille, Hinell
to Kenichi, Leo to Gai... and finally Ingram to Cobray. Look at Ingram's face
when he smiles... it's astounding. Basara will play Gong Ver. Alpha III, which
will be the new BGM as a prelude to your victory. Everyone will recover some
SP, and the attack continues. From this point, continue your assault. Be more
aggressive now, and cast all the spells you can muster! This is the final fight
after all. Once you defeat Keisar Ephes, watch the extremely long ending, and
JAM Project tops it off with a serenade, singing "Brother in Faith".
CONGRATULATIONS~!! YOU HAVE SUCCESSFULLY BEATEN SUPER ROBOT WARS ALPHA III~!!
ENJOY THE ENDING, THEN AFTERWARDS CREATE A CLEAR SAVE AND START A NEW GAME~!!
-------------------------------------------------------------------------------
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Credits
-------
- Aslan Cross for correcting me on Megillot on Scenario 1 and for the Hebrew
names all Balmar units.
- Wookieman for the minor correction on the #3 part of Scenario 2 and adding
that Primevals can't retaliate when attacked at point blank range (range 1 or
directly beside it).
- Blood Emperor for removing the redundant numbers 6-8 from Scenario 3 that
were originally part of the text in Scenario 2.
- Orochi Kusanagi, catdude and Eis for explaining how the hell this Ideon Gauge
works in this game ~.~
- GaoGaiGar for correcting Shin RyuOuKi's name.
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Closing
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This guide is Copyright 2008 Daba Myroad
(
http://www.srwg-w.org/)
Text formatting by Ace Whatever
(
http://www.gamefaqs.com/features/recognition/54416.html)
Super Robot Wars is Copyright Banpresto