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Super Robot Wars Alpha 3 FAQ/Walkthrough
by Xenon
Version 0.75
Guide Started 6/23/2008
Last Updated 6:48 PM Sunday, July 20, 2008
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Table of Contents
1. Introduction
2. Copyright Notice
3. FAQ
4. General Information
5. Walkthrough
A. Character Specific Stages
I. Cobray
II. Kusuha
III. Touma
IV. Selena
B. Standard Stages
6. Mecha/Pilot Guide
A. Gundam
I. 0083
a. Mecha
b. Pilots
II. Zeta
a. Mecha
b. Pilots
III. ZZ
a. Mecha
b. Pilots
IV. Char's Counterattack
a. Mecha
b. Pilots
V. Wing
a. Mecha
b. Pilots
VI. SEED
a. Mecha
b. Pilots
B. Mazinger
I. Mecha
II. Pilots
C. Getter Robo
D. Romance Trilogy
I. Combattler V
II. Voltes V
III. Daimos
E. Daitarn 3
F. Dancougar
G. Gaiking
H. GaoGaiGar
I. GoShogun
J. Gunbuster (Top wo Narae!)
K. Space Runaway Ideon
L. Macross
I. Macross
a. Mecha
b. Pilots
II. Macross Plus
a. Mecha
b. Pilots
III. Macross Seven
a. Mecha
b. Pilots
M. Neon Genesis Evangelion
N. Raideen
O. Steel Jeeg
P. Virtua ON!
Q. Banpresto Original
7. Skills/Abilities Encyclopedia
A. Purchasable Skills List
B. Purchasable Skills
C. Non-buyable Skills
D. Unit Abilities
8. Spirit Encyclopedia
A. Spirit Table
B. Spirit Commands
9. Parts List
A. In-Game Parts List
B. Parts
10. Secrets
11. Version History
12. Credits
13. Contact Information
14. Needs to be done
==============================================================================
1. Introduction
==============================================================================
Welcome to Xenon's guide to Super Robot Wars Alpha 3. Initially, this was
only going to be a mecha guide. But the mecha in SRW@3 are completely linked
with the pilots, and so it was going to be a mecha/pilot guide. But in order
to get all that information, the game would have to be played through. And so
I figured I could get at least one route up. So here we are. It's been a while
since I actually got serious about writing an FAQ/Walkthrough. Five years,
to be exact. I probably should have started with something smaller, but hey,
you gotta do what you gotta do.
This guide, at least of this writing, should be the most in-depth of
those available at GameFAQs. Unfortunately, it's probably not the most
complete. This writing will be made on my third run-through of SRW@3. I
have already completed both Cobray and Touma's route. As such, I suspect that
it'll be some time before either of these routes is up. Kusuha's route
should be next, but simply because of my disposition, that will take some
time, as I intend to go through the whole @ series with her when I'm ready.
So that's Alpha, Alpha Gaiden, Alpha 2, and then finally Alpha 3. With that
said, the Selena route is the only one that, as of this writing, isn't
really covered at all on GFAQs. Touma and Cobray are covered in the skillpoint
walktrhough by CaptainRat, and Kusuha's route, along with her story, are
covered by the FAQ/Walkthrough by Mneidengard. Eventually, I DO intend to
cover all four routes, but it may take some time. What I WON'T be doing is
covering the story of Alpha 3. My Japanese is elementary at best, and it's
certainly not good enough to read all the Kanji that's in the story. Hopefully
this guide will be helpful to you. So, here we go.
==============================================================================
2. Copyright Information
==============================================================================
This guide is copyright (c) 2008 by Luke M. Stevenson. Any distribution,
reproduction, or retransmission in part or in whole is both unlawful and just
plain not nice.
If you want to post this guide on your site, e-mail me to ask permission. I'll
probably give it, but I want to know where my guide is.
As of 4:03 PM 6/28/2008 These sites have permission to post this guide.
GameFAQs www.gamefaqs.com
If you see this guide anywhere else, e-mail me so I can well, do something
about it.
A) No, Super Robot Wars Alpha 3 is only available in Japanese.
2:
Q) Is there any Super Robot Wars game that IS available in English?
A) Super Robot Wars: Original Generation and Super Robot Wars: Original
Generation 2, both for the GBA, have been released in the USA by Atlus. Both,
however, are somewhat difficult to find.
3:
Q) Any plans to bring any more Super Robot Wars games to the US?
A) As of this writing, no.
4:
Q) How can I play this game?
A) First, go to an online store to purchase it. Suggestions include
www.play-asia.com, www.yesasia.com, or www.ebay.com. There are others as well,
those are just what I have personal experience with. Once you have the game,
you'll need SwapMagic 3, which can also be acquired online at a variety of
places. Finally, you'll need to modify your PS2 in some way. Standard PS2s
I'd reccommend a Flip Top case, which can be attached to your PS2 without
too much trouble. For the Slim PS2, I'd reccommend the magic keys, which are
fairly simple to install, and work wonderfully. There are other ways as well,
including mod chips. Note that many of these items can be purchased in
conjunction with SwapMagic discs.
Alternatively, you could splurge and purchase a Japanese PS2 from one of the
retailers mentioned previously. This is the easiest way, but of course,
it's also the most expensive.
5:
Q) What series are featured in this game?
A) Series include Mobile Suit Gundam 0083: Stardust memory, Mobile Suit Zeta
Gundam, Mobile Suit Gundam ZZ, Char's Counterattack, New Mobile Report Gundam
Wing, Mobile Suit Gundam SEED, Mazinger Z, Great Mazinger, Mazinkaiser,
Getter Robo G, Shin Getter Robo, Invincible Robot Daitarn 3, God Machine Beast
Dancougar, Gaiking, King of Braves GaoGaiGar, GoShogun, Gunbuster (Top wo
Narae!), Space Runaway Ideon, Super Dimensional Fortress Macross, Macross
Plus, Macross Seven, Neon Genesis Evangelion, Brave Raideen, Steel Jeeg, and
Virtua ON!. Banpresto Originals include four brand new original mechs (and
their respective upgrades), as well as the originals from Alpha 2 and the SRX
team.
6:
Q) What's a good Super Robot Wars game to start with?
A) There are a few options for english speakers. The translated OG games
provide a lot of experience with the series. While every SRW game has some
differences, the basic concept is usually similar and you can learn a lot that
way. Ther origianl Super Robot Wars Alpha, while a Playstation game and so
taking a bit more work to play, is a good starting point for the series.
Super Robot Wars W is another excellent starting point, and has the additional
benefit of taking no work to play, since the DS has no region protection.
7:
Q) What do skill points do?
A) Firstly, earning a skill point will give all the deployed units 5 PP. Not
a whole lot, but a unit deployed on every mission can earn almost 300 PP this
way. Secondly, if you want the good ending of the game, you must complete
the game in less than 420 turns and have 57 skill points. This means you can
only miss TWO if you want to get the good ending.
8:
Q) Is 420 turns a lot or will I barely make it?
A) It's in between. My very first playthrough, I made it with 419 turns. One
more and wouldn't have made it. But took the absolute minimum number of turns
for about the last ten, as I realized I was running out of time and one of the
missions near the end requires you to spend more than 10 turns at it.
9:
Q) Is there any benefit to the good ending?
A) Practically speaking, not really. In order to play the special scenario,
you have to complete every single map in the game, and so there is that. Also,
the good ending stage will give you a special reinforcement. However, the
enemies are stronger in the good ending.
10:
Q) Are there any other endings?
A) If you've completed the game once, you can get the Ideon ending after stage
56 by making a particular choice and completing a special stage 57. The ending
is the exact same for all characters, and the reasons why are obvious if
you've seen Ideon. I wouldn't reccommend ending a playthrough here,
even though it DOES technically count as clear data. Simply create an
in-battle save at the VERY end of stage 56, make the choice, save in a
seperate slot, re-load your in-battle save, make the OTHER choice, and save
in your normal slot.
11:
Q) Any benefit to the Ideon ending?
A) Again, in order to unlock the special stage, you'll have to complete every
map, including the Ideon ending. Other than that, no. Unless you really hate
one of the originals, or something.
12:
Q) What is this special stage?
A) You get to take all four of the @3 original mechs up against an army of
mechs. As previously mentioned, you must complete every single other map in
the game in order to unlock it.
12:
Q) Anything unlocked after I beat the game?
A) Beat the game and you'll be able to save a clear data file. When you load
the clear data, you'll be able to start a new game with a portion of the
money and PP earned in the previous game. Originals share PP with each other,
but they are the only ones. The amount of PP and Money kept is equal to
n/n+1 where N is the current playthrough beyond the first. Additionally,
you'll be able to unlock EX-Hard mode.
13:
Q) What's EX Hard Mode?
A) EX hard mode does a few things. First, it increases the strength of your
enemies, second, it doubles the PP cost of...everything. And third, you'r
unable to upgrade the weapons of your characters. Frankly, I'm not a fan,
as I think all it really does is make the game more tedious. The good mechs
are still unstoppable, and the crappy ones simply die faster. In the end, it
just takes longer.
14:
Q) Any benefit to completing EX Hard Mode?
A) Completing EX Hard mode will unlock Special mode.
15:
Q) Special mode is...?
A) Enemies are back to normal strength, you get one of every single item to
start, and units can be upgraded farther. After EX hard makes you sick of the
game, Special mode can be used to power through it and laugh at your enemies.
16:
Q) Any modes unlocked for beating Special mode?
A) No.
17:
Q) What character should I start with?
A) Whatever one you like the best? Difficulty differences are minor at worst.
Most of the stages are identical as well. And all of the originals get very
good mechs. I suppose that Cobray's has a slight advantage, as Arado and
Seolla (in the Wildwurger and Wildfalken) join very early in the game, as
opposed to Selena, who doesn't gain Ibis and Hyperlion until the 40s, or
Touma/Kusuha, who gain no unique mechs beyond their original (Sanger joins
on all routes, and Kusuha WAS the SR Female in @2). My favorite is Cobray,
but I basically like them all.
18:
Q) What's the best mecha in the game?
A) Banpreios. Not only does it gain a very powerful combination attack, it
has excellent range, four pilots, and the most abusable MAP attack in the
game. Because of said MAP attack, even though Ryusei doesn't join until the
Stage 28, on every single playthrough of mine he's had 500-700 kills before it
was over. And Banpreios doesn't even arrive until the mid-40s. It's less
abusable in EX Hard, but still.....
19:
Q) What's the worst mecha in the game?
A) That you get to keep, the GM Custom. Weakish PLA attack, weak final attack.
Though it has an ALL attack, at least. Other mecha will have weaker PLA
attacks, but generally have some other benefit, like repair or resupply. It
can't fly, either, which doesn't come up too often, but is annoying when it
does. The GINN is worse than the GM Custom, but it only appears as a
reinforcement for one mission on one route. But it IS terrible.
20:
Q) When does my main character get their upgrade?
A) Stage 35. Sometimes their final attack will be locked until later on, but
Stage 35 will feature the new mech.
21:
Q) What Banpresto originals are featured in this game?
A) The three new Alpha 3 originals and Kusuha Mizuha, the Alpha series canon
main protagonist, as well as everyone that goes with them. The SRX team,
Sanger and Ratsel, and the Balmar empire appear on all routes. Arado and
Seolla, and Ibis, Tsugumi, and Sleigh appear on Cobray and Selena's routes
respectively. If you're looking for particular mechas, check the mecha/pilot
guide under the Banpresto Originals Section.
22:
Q) How's the IDE Gauge work?
A) Ideon's IDE gauge is complicated, though it's probably best described as
"bad stuff=IDE Guage up, good stuff=IDE gauge go down" Ideon destroying an
enemy makes it go up. Being hit or having an ally destroyed makes it go up. It
also seems to increase slightly on its own as the battle goes forth. The best
way to raise the gauge is the throw Ideon out in front of your troops and
into a group of enemies. They will almost invariably attack Ideon without
mercy, so if you defend and survive the whole onslaught, the gauge should be
maxed out. This also has the "benefit" of dropping Ideon's HP significantly,
hopefully enough to unlock the Ideon Sword and Gun.
23:
Q) How do I unlock the Ideon Sword and Ideon Gun?
A) As alluded to in the previous question, to unlock Ideon's uber weapons,
the IDE gauge must be maxed, and his HP must be under 30%.
24:
Q) Is Ideon worth it?
A) No.He's a giant hassle to get work right, and in the same amount of time,
you could have actually killed enemies. Plus, it's rare to get a situation
where you can nuke a field of enemies without nuking a field of allies as
well.It takes an awful lot of planning. Now, you may like planning, and I'm
usually ok with planning, but a better plan would be to just use something
else. Couse, that's just my opinion, some love Ideon.
25:
Q) How does the enemy determine what to attack?
A) As someone else put it the enemy has a "Low HP/Low Armor/Battleship/Ideon"
targetting preference. They tend to focus on things that they can kill.
Mazinkaiser doesn't get targetted too often as a result. It's also another
reason Ideon's a pain to deal with.
26:
Q) Hey, those Bugs/Fish have different colors, what's the difference?
A) ALMOST nothing. Closer inspection reveals that each type has their own
status effect to the final attack. It's really not worth your time to worry
about it. It's rarely used.
27:
Q) Super or Real?
A) It's not that simple. Both Super Robots and Real Robots have their own
strengths and weaknesses. Limiting yourself to one type should only be done
out of fun, not when you're just trying to win. I personally lean more towards
real types. The damage gap between Super and Real isn't that large (Supers
generally do more), and Reals tend to have better range. The best reals will
dodge 70-100% of the attacks thrown their way, including bosses. Finally,
Reals, I think, require less maitenance. If you upgrade something like Shin
Getter, you'll have a nigh-unstoppable monster. But if you don't upgrade him,
he's just good. Reals, generally, only need Mobility and they'll become
impossible to hit, allowing you to spend money on offense or more units. Of
course, with all that said, it only applies to the good half of the reals.
Grunt RRs suck. The worst Super Robot is better than any of the grunt RR
suits. OF course, all this is just IMO.
28:
Q) OMG I can't believe you think <Robot X> sucks. <Robot X> is the best robot
in the whole game and you're stupid.
A) If you disagree with my opinion of a robot, then just use it. I try to
provide fair, objective analysis of all of the game's units, so that if you're
just looking for the best ones, you'll have a list. But in the end, it's just
my opinion. SRW Alpha 3 is a basically an easy game. You can go through the
game with nothing but the crappiest Gundam Grunts and still succeed. Don't
worry about it too much. If you want to use Combattler V, then do it. He
can function. Just try not to claim he's the best unit in the game without
data to back you up.
29:
Q) How do you determine your rating?
A) Feeling. There's no complicated formula, and it's purely subjective. It's
totally possible that you'll find two robots with very similar stats where
one is given a higher rating. There are many factors that can go into this.
Daitarn, for instance, is rated an 8 primarily because of his lowish power
attacks. But a quick survey of, say, every gundam, would note that its
stronger than ALL of them, yet there are some that are rated higher. Well
this is due to other factors, like the other suits being nigh-impossible to
hit while Daitarn is 2L size and so has MUCH trouble with dodging. Then
there's the range gap. The point, you see, is that there are many many factors
that go into the rating.
30:
Q) Where do these questions come from?
A) A combination of my head and the SRW Alpha 3 board. I anticipate people's
questions and try to make one to fit that. In the future, if I get something
that actually is a FAQ, I'll be sure to add it in here. I may also clarify
some questions later on.
==============================================================================
4. General Information
==============================================================================
This section has two purposes. The first is to give newbies a bit of
information to help them along. The second is to provide information to all
players about the workings of the game of SRW@3. It should provide most of you
with at least some information you don't already have. This section will also
contain my personal tips to get through things. Obviously, I'm not the only
person to finish these games. However, it's useful to have some helping hands,
and I think I'm decently good at this game. If after playing and trying your
own ways you think I'm wrong, then use your own method! I'm not making you
follow my way.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Lost in Translation
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Obviously, the biggest problem for most of the people reading this guide is
understanding Japanese. This is NOT a translation guide. Additionally, the
way things can change and vary in battle, simply listing things has a limited
purpose. The best way to learn to play is through trial and error. I lack the
knowledge to type in Kanji and Kana(at least in Notepad), so you'll have to
see what things do and then remember the symbols. In the character/mecha
section, the pilots spirit commands are listed in order, so if you're
wondering what a spirit command does, simply look up that character and
count down the number of spirits.
However, I will provide a couple of listings for your use.
----------
Game Start
----------
Selecting "start" or loading a clear file will take you to the character
select screen. Identifying which character you want isn't too difficult.
Cobray - Silver Hair, Black mecha
Kusuha - Blue Hair, mech with an overhead cannon
Touma - Brown Hair, red scarf mecha
Selena - Purple Hair, Red mecha
At this point, you'll be taken to a confirmation screen. You can change the
name of the pilot, the birthday of the pilot, the blood type of the pilot, the
name of the mecha, and the name of the group. The default name of the group
is Alpha Numbers. Birthdays and Bloodtype determines the Spirit commands
that you'll recieve. The default birthdays are generally fine for each of the
pilot's, and frankly, picking a new birthday can give completely unexpected
results. You're welcome to it, of course, but it's dangerous.
*However there is a special birthday bloodtype combination 11/11 B, which is
generally considered the best birthday, as it provides numerous useful Spirits
at very low SP costs.*
If you wish to change something, select the option to the left. Here you
are able to change any of the above named things. Names can be changed to read
in either western or traditional Japanese style(so, surname then given name).
The third slot on the list will change alphabets, so you can even name them
something in English if you want(though it may not fit). Once you're done
naming, press start, and you'll be taken to the mecha name, name that and next
is the group name. Name THAT, and a window will open where you can change your
birthday and blood type. Press start until it confirms, and you'll be taken
back to the confirmation screen. Select the option on the right to move on.
------
Battle
------
At this point you'll be taken to some story scenes where people will talk.
You can hurry through these scenes by holding down R1+Circle, or you can skip
them entirely by holding R1 and pressing start. ONce in combat, there's a
couple of menus.
Select an empty square to open the main menu.
Order from top to bottom.
End Turn
Spirit Listing
Unit List
Battle Conditions
Battle Progress
System
Save
End Turn - Ends the current turn. You'll get to confirm it first. Note that
if you haven't used some units actions, the message will change and display
how many units haven't moved, though you'll still be able to end the turn
if you so desire
Spirit Listing - Takes you to a list of spirits. Selecting one will give you
a list of deployed pilots with that skill. Extremely useful previously, the
new spirit selection menu makes this almost obsolete. Still there if you
want, of course.
Unit List - Lists all of your units on a screen with basic information. Good
for getting a gauge on how damaged your troops are.
Battle Conditions - Lists the win conditions, loss conditions, and skill
point requirement.
Battle Progress - A useful new screen that tells you a few things. On the
left, there are five categories. The first displays how many enemies you've
destroyed, the second displays how many units you've lost. The third displays
the number of squads left for both sides, yours are blue, the enemies are
red. I have no idea what the fourth is, but the final one is the total money
gained and lost this mission, pro in white, con in red. On the right side,
you'll get a list of all the items you've recieved in the mission.
System - Takes you to another menu where you can adjust various options.
Sadly, I can't tell you what many of them do. The first one allows you to
change the BGM of any unit, the second allows you to set short cuts to the
Triangle and Square button. The third, fourth, and fifth are a mystery to me,
the sixth I believe determines if the music will carry over to the map screen
the seventh turn the gride lines on or off....and I have no idea what the
last two do.
Save - Creates an in-battle save that can be accessed either through the start
screen's "Continue" option, or by soft resetting and holding select.
Select a unit that you control, and a small window will open. The exact
commands will vary, however, MOST units will look like this...
Move
Attack
Spirit Command
Squad Commands
Status
Move - Moves the unit where the player chooses. The units range will be
determined the move rating of all the units in a squad. The range will
be highlighted in blue.
Attack - Will only appear if a unit is in range. Select Attack to..attack,
an enemy. The range will be highlighted in red. Select this then select the
enemy to be taken to the attack screen.
Squad Commands - Selecting this will let you overview your squad. You can
check the status here of your units. If you select a unit that isn't your
leader, you can switch them to the leader.
Spirit Commands - Select this and a small window will open with a list of
units in the squad. Select them to be taken to the spirit command window.
Highlight the desired command and press circle to cast the selected spirit.
Press square to queue the spirit. You can highlight as many spirit commands
(with a few exceptions) as you have the SP for. Once you've highlighted all
you want to, press circle to cast them. If a unit has multiple pilots, you
can select the different ones of one unit by pressing L2/R2. If there are less
than 5 pilots in one unit and no other units in the squad, the pilots will
be spread across the screen. If you move the cursor far to the right, you can
access the spirit commands that are for other units (Bless/Cheer/Trust/Etc.)
Status - Select this then a unit to check the status of a unit. There are
four status screens. The first is a combined Pilot/Unit screen, the second
covers just the unit, the third just the pilot, and the fourth the weapons
of the unit. Pressing R1/L1 cycles through the units in the squad.
Other commands, in the order they will appear if valid:
Fly - Allows the unit to fly. Note that if they can fly, squads will default
to doing so, but this can come up if you manually land.
Land - Puts a flying unit on the ground. This is generally not reccommended.
There are a few minor benefits, as there isn't really a unit in this game that
has problems in the air but excels on the land AND can fly. Well, no one
worthwhile, anyway.
Transform - This converts a unit between its multiple forms. Select Transform,
then the unit you wish to transform, then finally the form you wish to change
to. Note that most units only have one transformation.
SB - Equips the entire Sound Force with the Sound Boosters. You'll have to
have enough Song Energy before this will become available.
Seperate - Does one of two things. Seperates a unit that has been combined
into it's original two units. Alternatively,some units like the GP-03 or the
Re-GZ have optional armors that are able to be ejected from the unit. Combined
units that are seperated can be rejoined, ejected equipment cannot.
Combine - Combines two units into a new single unit. The new unit is generally
stronger than the individual units. The first Kanji of this has a ^ symbol on
top of a box.
-
When selecting attack, you'll be taken to a window that will display your hit
and evade percentages. When you're attacking, the only other things you'll be
able to do on this screen is turn on or off your support attack (third option)
or turn the battle display on or off(bottom option). The top option will
initiate the attack. When being attacked, the third option turns into turning
on and off support defend. The second option will determine whether you
attack, defend, or evade. Attack takes you to your attack screen to select the
weapon. Defend cuts the damage recieved in half, evade cuts the hit percentage
of the enemy in half.
------------
After Battle
------------
After battle, you'll be taken to the intermission screen. Here things are
pretty clearly divided into sections. The three pilots shown to the right are
you're top aces. They'll all recieve a +5 morale boost at the start of any
battle. The bar underneath them will display the number of squads you'll be
able to deploy the next battle. Deploy accordingly.
On the left, you'll find....(headings will be denoted with /heading/)
/Squad/
Auto Form
Squad arrangement
Change pilot
/Status/
Pilot Status
Unit Status
Encyclopedia
/Customize/
Pilot Customize
Unit Customize
Weapon Customize
/Parts/
Change parts
Change Optional Equipment
/System/
System
Data
Next Map
Auto-Form - Creates units automatically based on one of three settings.
Squad Arrangement - Allows you to manually arrange your squads. Reccommended.
Change Pilot - Takes you to a screen listing all the machines who can have
variable pilots. Select the machine and then select the new pilot. This is
rarely needed. The best pilots are generally placed in the best machines.
When you recieve Shin Getter and Mazinkaiser back, however, note that you'll
have to manually place the pilots in them.
Pilot Status - Displays the status of the selected pilot. L1/R1 will cycle
through them. If you press square, you'll be taken to the pilot upgrade
screen, though you'll have to back out to continue cycling when entering from
here.
Unit Status - Displays the status of the select unit. Pressing square on the
unit status will
Encyclopedia - This will allow you to look at the various skills, abilities,
spirits, and Leader abilities of the game. Course, if you're reading this,
you probably don't understand any of it, so....yeah....
Pilot Customize - Allows you to spend your PP on more stat points, skills, and
terrain ratings. You can cycle through pilots with L1/R1. More info below.
Unit Customize - Allows you to upgrade your units. Cycle with L1/R1. More
info below.
Weapon Customize - Allows you to upgrade your weapons. Cycle with L1/R1. More
info below.
Change Parts - Allows you to equip one of several parts to your unit. Press
SQUARE while in this screen to enter a parts selling screen.
Change optional equipment. Some units have optional equipment that can
improve performance. You can equip and unequip it here. It's almost always a
good idea to equip it. The only one that has some variance is the MP Nu
Gundam.
System - Allows you to change the sort order and do two other things I don't
understand.
Data - Allows you to save or load your game.
Next Map - Starts the next stage.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Tips, Information, and Suggesstions
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
At the moment, this section is rather bare bones. As I think of things, it
will grow.
--------------
On Squad Setup
--------------
~Choosing squadmembers should probably go in two phases. The first is when
you decide on your leaders, and then you should run through again and add
in all the back-up members.
~When choosing leaders, there are a few key considerations. Overall quality
is the first one. You don't want to be leading with the Methuss while the
Zeta Gundam sits in the back. It's just a bad idea. Another big question is
that of Post-Movement attacks. The best leaders have a powerful post-movement
attack with good range at their disposal. If you don't have a good
post-movement attack, you'll lose a lot of attack opportunities. Thirdly,
it's nice if Leaders have ALL attacks with a good range. This is beneficial
on the enemy phase, as you'll be able to dispose of the weaker squadmates of
the enemy without sacrificing full power on the leader on your turn.
~Sometimes a Leader is good but is missing one of the qualities. Sometimes a
leader isn't good but you want to use them anyway. In these cases, you would
put a unit in the squad that I like to call a "back-up leader". The back up
leader will possess the missing qualities and be called upon to fufill that
role when needed.
~Remember, Leaders are FAR more important than Back-up members.
~On stages where you expect to use a lot of spirit commands (like ones with
lots of bosses) and have limited squads, it may be wise to put two leader
types in one squad. While you'll sacrifice some squad attack power, when the
first leader runs out of SP, you can switch the other one outfront to have a
full strength attacker.
~The best leaders don't often make the best Squadmembers. Supers, for
instance, are particularly guilty of this. They have PHENOMENAL COSMIC POWERS!
</Robin Williams> but they're PLA attack is the weakest (or close to it)
attack they have and just doesn't work well.
~Choosing back-up units is probably even more complex than leaders. While
leaders primary job is to kill things, the role of a back-up pilot is to
assist. And assisting can be done in multiple ways. You need to find a unit
with a good PLA attack, and a pilot that has spirit commands that you want.
Sure, some characters that have Bless and Cheer and the like won't have a
unit with a good PLA attack, but that doesn't mean they have no use. You need
to find a balance between units with good PLA attacks and units with good
support spirit commands.
~Additionally, when picking back-up members, be aware of the range of the
PLA attack. If you have a leader that has long range non-ALL attacks, try to
put a back-up member with a long-range PLA attack as well.
~Be aware that ALL attacks can't be combined with squad attacks, so on units
that may be using mostly ALL attacks (Dancougar), you can focus on filling the
squad with pilots that have good support spirits.
------------
On Upgrading
------------
~Funds are limited. It's unlikely on a first playthrough that you'll be able
to upgrade everything you want. Because of this, you need to prioritize.
~There are two basic types of upgrades. Those to the unit, and those to the
weapons of the unit. Unit upgrades I tend to refer to as Defensive upgrades,
while weapons are offensive upgrades.
~For Real Robots, you can generally get away with just a mobility upgrade on
the defensive side. Probably an EN upgrade, but these are fairly cheap. The
only reason to upgrade the Armor and HP is if you want the Full Upgrade Bonus.
With mobility upgraded, the better RR pilots will be untouchable, and you can
spend your money elsewhere.
~Super Robots tend to want all the upgrades, but EN becomes VERY important for
most. As such, it may be wise in the early stages of the game to upgrade the
EN of your supers that you use before nearly everything else.
~Don't underestimate the defensive benefits of weapon upgrades. Weapon upgrades
allow you to kill more, which makes less units attack you. It also allows you
to get through stages quicker.
~Unless this is like your fourth playthrough and you're swimming in money,
don't waste your time with non-leader unit upgrades. The only exception to
this being EN upgrades for units with combination attacks.
~Becaues funds are limited, the best units to upgrade are those that carry
over to other units where you get to keep the original unit. Here's a listing
of the upgrades that carry over that I know of. It may need to be updated in
the future.
~The King of the carry-over upgrades is the Strike. Upgrading it will
upgrade FIVE other units, and you get to keep the original. On your first
playthrough, this will help greatly, as you'll be able to have more fully
upgraded squad leaders.
~The lamer of the carry-overs is Getter Robo. While you DO keep the upgrades
made to Getter G when you get Shin Getter back (and Getter G recieves any
upgrades you've already made to Shin Getter when you get it to start), there's
no one to pilot G. So it's useless.
~A word on Mazinger and Getter, to make things clear. At the beginning of the
game, you'll recieve Mazinkaiser and Shin Getter. Shortly thereafter they'll
be removed from your possession. Any upgrades made before that point will be
carried over to Mazinger Z and Getter G. Some time later you'll recieve
Mazinkaiser and Shin Getter back, and any upgrades already made to Z and G
will carry over.
~Except for HyoRyu, EnRyu, KoRyu, AnRyu, and MAYBE Vegalion, Altairlion, the
upgrades ONLY carry over when you first recieve the unit. If you upgrade the
Freedom Gundam AFTER Justice has already joined, Justice will get nothing.
Keep this in mind.
----------------------------------
Stuff you may not know, but should
----------------------------------
~When attacking, you're allowed to do either a Squad attack, Supported Attack,
or ALL attack, but not any combination of the above.
~When using a combination attack, you cannot use a squad attack, but you CAN
use a supported attack. Unless, of course, the combined attack is an ALL
attack, in which case you can't.
~The post-movement status of a PLA attack is meaningless. It can be used in a
squad attack regardless of whether you've moved or not.
~Any squad that has a unit with the repair ability in the squad will
regenerate 10% of their HP per turn.
~Similarly, Any squad that has a unit with the resupply ability in the squad
will regenerate 10% of their EN per turn.
I wasn't sure how to organize this, so I did so in my own way. The walkthrough
is divided into two parts. The first covers the character specific levels.
Just go to the character you're playing as and you'll find the levels in
order. The second part of the walkthrough covers stages that are the same for
everyone. Note that even in those sections, there may be slight differences
depending on the character, but they're so minor that they're not worth
seperating.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A. Character Specific Stages
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
I. Cobray
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Cobray is my favorite Original Pilot, like....ever. And while it took the
Werkbau a while to grow on me, I've loved Dis Astranagant and its music from
day one. Joining Cobray on his route are Arado and Seolla, the Alpha 2 RR male
main and his main squeeze. They join WAY early, and their powerful units can
be a major boon to you. Cobray himself is one of the few possessors of the
coveted SP Regen skill, and the Werkbau/Dis Astranagant are two of the best
units in the game. Cobray is my favorite route, and it's also probably the
best place for beginners to start. His mechs are powerful and have lots of
options and getting the Alpha 2 originals early on helps a lot.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
II. Kusuha
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Kusuha is the Alpha series original main. She was in the original Alpha,
though only as one of several choices, and she's carried over to Alpha 2 and
Alpha 3. She's been using the same mech for a while now, though she seems to
ditch it occasionally. In Alpha 3, it finally recieves an upgrade. Also
tagging along is her love interest Brooklyn "Bullet" Luckfield. Having TWO
main characters is a nice assist, though since she IS the Alpha 2 SR female,
there's no extra originals tagging along with her. Also, Kusuha has what is
probably the most annoying rival of the four. While you have to fight Son
Ganlong regardless, you have to fight him much more on this route. If you've
already played her routes in Alpha(well, the SR route) and Alpha 2, then this
is probably you're choice, but first timers may have more problems here.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
III. Touma
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
The Super Robot Male is a solid, if not spectacular unit. Touma's mechs have
powerful attacks, but lack some range. Sanger and Ratsel join no matter what
route you pick, and unlike Kusuha, Touma lacks a partner. This is a difficult
route, but it's also totally awesome. Few mechs have the flair of RaiOH and
DaiRaiOH.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. Selena
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Selena is a bit....funny. I think if I could read the Japanese, Selena's route
would be one of the most interesting. But alas, I cannot. As it is, I'm not
sure how much I like this route. It's definitely interesting though. Selena
joins the enemy side for the majority of her early missions, and her ninja
type mech has some neat attacks. While probably the weakest of the four
originals, her upgrade Alegras makes up for this by possessing the game's
other post-movement MAP attack. Plus, both of the ASes have a powerful
post-movement ALL attack, even if it's only range one. Selena is joined on
her route by Ibis, Sleigh, and Tsugumi, though to get the full effect you're
going to have to wait a while. Only Sleigh and her Vegalion join early. Ibis
doesn't come along until upgrade time, and you won't be able to form Hyperlion
until the early 40s. The trio are definately good units, but like Selena and
her ASes, they're not the best. Picking Selena's route will certainly be a
different experience, though.
Taurus and Jegans are destroyed, Enemy Reinforcements arrive.
Notes:
Selena's intro stage, nothing difficult. Have either Elma or Selena use
Concentrate and charge in. You'll make short work of the enemy units with no
problem. When the R-Gun Powered shows up, you're hit and evade rates will take
a hit, but as long as you use concentrate, Villetta should fall in a couple
attacks.
After she's defeated, the Albion will arrive with the 0083 and Zeta crew.
Even though it's her own route, Selena follows the path of Sanger and doesn't
actually join yet. However, Kamille, Fa, Four, Emma, Kou, Keith, Burning,
Monsha, Bate, and Adel all join with their units, and Synapse joins (for now)
with the Albion.
Enemy squads reduced to three: Enemy Reinforcements and Player
Reinforcements 2 arrive.
Notes:
Enjoy the Albion while you can, it won't be accompanying you through THIS
game. Selena or not, this starts off simple enough. Move towards the enemies on
turn one, and when your reinforcements arrive, have follow suit. Keyra has
accelerate, so you may wish to use that to move Amuro's squad faster. Really,
these cannon fodder units are nothing to your selection of Gundams. Bearing
that in mind, you may wish to have Amuro, Judau, and Bright move west a bit to
catch the reinforcements. Remember also that the GM Customs have an ALL
attack that you can use to tear through the enemy even quicker.
Reducing the enemy to three squads will cause a group of Balmar Yoeras to
launch on the other side of where the enemies started (still close to the
middle, however) and Selena will launch just to the north of them. These
things are quite weak, and Selena should be capable of eliminating them by
herself if you so choose. Or, you can spread the kills around, it really
doesn't matter.
It's worth noting that the kill counts for Amuro, Kamille, Bright, Kou,
and Keith are all relevent for some secrets, but these occur MUCH later in
the game. Still, for Kou and Keith, you may want to favor them a bit.
Selena isn't as much of a hold out as Sanger, and will join after this
scenario. Amuro, Judau, and Bright will also join with their respective units.
Additionally, the Mazinger universe team, the Getter team, the Jeeg team, and
the Combattler V will all join after this scenario.
Stage 3 is the same for everyone, so off to the standard stages section with
you.
All Enemies destroyed, then AS Soleras reaches the Highlighted square by
turn 4.
Events:
AS Soleras reaches highlighted square: Enemy and Player reinforcements
arrive.
Notes:
Well, this is a change of pace if I ever saw one. Selena is starting on the
Gundam SEED story...but on ZAFT's side. Everyone who was with you as of
last mission no longer is, so be aware. Move Rau and Selena up and
concentrate. The enemies here are no big deal, especially if you've upgraded
the AS Soleras. Rau is also quite competent, but it's better if he softens
enemies up if possible, as he won't be with you for long. Only have him kill
if a unit is hindering Selena's movement. I was able to reach the marked
square in three turns, but I had fully upgraded weapons and so killed the
enemies in one turn. Anyway, after you kill them, you'll have until turn four
to reach the marked square on Heliopolis. Do so, and enemy reinforcements will
arrive along with the Versailius and a couple of GINNs. Unfortunately, if
any of the units are destroyed, it's game over, so I would reccommend having
the GINNs run. They're not terrible (they are,in fact, better than the enemy),
but they're outnumbered, and even with concentrate, have a decent chance of
being hit. Just keep them back a bit, you can still use them to soften up
the enemy on your turn. The Versailius is much better than I expected, but
can't move, so it won't be much help. The only enemy that's a REAL threat is
Mu in his mobius Zero. I'd suggest having Rau use Sense if he moves in range
the Zero, as it won't take much to bring him down, it's just hard to hit. You
can clear out the entire enemy force if you wish, but shooting down Mu will
end the stage.
SEED events will play out inside the colony, but you need to do nothing with
them.
No one joins after this mission, and only Selena and her Soleras will be
available for modification.
Player gets close to Heliopolis: Enemy reinforcements arrive.
Notes:
Not too bad. Enemies show up when you move closer, though the exact
amount I cannot say. For me, moving Athrun as far as he could mostly east
and a little North triggered it. Anyway, I'd suggest trying to trigger it
BEFORE the north group of your mobile suits move, and then you can get a
few attacks off on them early on. Use Concentrate and your defensive spirits
and you should get through this stage with time to spare. Just make sure that
you keep Athrun or Selena moving towards the highlighted square. There's
really not much else to say about this stage. Play around with the ZAFT
Gundams, you won't get half of them.
More SEED events will play out that you have no control over.
Archangel(Murrue)
Aile Strike Gundam(Kira)
- Mobius Zero(Mu)
Zeta Gundam(Kamille)
- Re-GZ(Four)
Super Gundam(Emma)
- Methuss(Fa)
Skill Point:
Destroy the Jegans
Events:
Four Units are Destroyed: Enemy Reinforcements arrive
Notes:
Yes, the skillpoint is correct. All these Gundams...and the skill point is
to eliminate the weakest thing on the map. Simple enough. I would reccommend
switching Buster to lead Yzak and Dearka's group. Post-movement ALL attack and
long range are better than Duel can offer. Destroying four enemies (probably
the Jegans) will trigger the AA and co's arrival north of the colony. You'll
likely have part of your force right under them. The enemy loadout may look
scary, but it isn't as bad as it seems. While all your opponents in this stage
are competent, they aren't too dangerous. I'd reccommend that you keep Iron
Wall up on the Versailius once its in range, as a lot of the units love to go
after it. Speaking of Spirits, Concentrate is definately your friend in this
stage. A lot of the units are hard to get 100% hit rates on otherwise, and if
you're luck is like mine, well, that's a problem. Athrun can use 'convince' on
Kira, but all this seems to do is shuffle around Kira and Yzak's units. You
have to destroy everyone on this map, so don't worry about order other than
the Jegans.
Megilot x3
Yoera x3
Valuk Ben x2
Valuk Isha(Spectra)
3rd party Units:
R-Gun Powered(Villetta)
Skill Point:
Destroy Valuk Isha(retreats at 4000 HP)
Events:
Archangel is reduced to 50% HP/Archangel is last unit on field:
Archangel retreats, enemy reinforcements arrive.
1 Turn after enemy reinforcements arrive: AS Soleras is damaged, 3rd
party units arrive.
Notes:
The enemies here will look familiar in more ways than one. Your goal here
is to either destroy everything but the Archangel, or reduce the Archangel to
50% HP. Since the Archangel won't move, defends when attacked, and has a
barrier, the former is much much simpler. Do so in a similar manner to the
last level, but be a bit more conservative with your SP. Once you accomplish
the initial goal, Balmar enemies will show up in the southwest. Most are
cannon fodder, but the Valuk class enemies are evasive little buggers. One
turn after they arrive, Spectra will move to where Selena is and damage her.
Villetta will arrive as a 3rd Party unit. Villetta will try to go for Spectra,
but will mostly just succeed in almost getting herself killed. The skill point
requires you to destroy Spectra's Valuk Isha, so reduce it to just above 4000
HP, and hit it with your strongest attack coupled with a support attack. Of
course, this is easier said than done, so this may require a bit of
manuvering with damage and HP. Buster is a great choice for the support
attack, as Dearka has Cooperative attack to help things along.
Gamov x1
Duel Gundam(Yzak)
- GINN
Buster Gundam(Dearka)
- GINN
Blitz Gundam(Nicol)
- GINN
GINN }
-GINN} x6
Skill Point:
Clear the Map in Six turns
Events:
Turn 3: Player Reinforcements arrive, Mu joins Kira/Selena's squad
Turn 4: Player Reinforcements 2 arrive
Notes:
If you couldn't tell by the Player and enemy units, you're switching
sides again. You're outnumbered pretty severely, but reinforcements will be
on their way soon. Turn Three brings the people you were beating up for the
past two stages, on your side now. Turn four will bring Isamu and Guld, which
should be able to help mop up the non-gundams. The enemy Gundams, however, are
of not because of their phase shift armor. PSArmor reduces all non-beam
weapondry damage severely. Fortunately, most of your reinforcements possess
beam weapondry, and the Strike itself has numerous options. It's something
you need to keep in mind, regardless. Six turns will be a little tight, so
don't goof around.
Kamille, Fa, Four, Emma, Judau, Roux, Puru, Puru Two, Elle, Beecha, Iino
Mondo, Heero, Duo, Quatre, Hilde, Kira, Mu, Isamu, and Guld will all join
with their units. Additionally, you're now able to form your own squads
(finally), so make sure you make eight of them before the next mission.
Five Enemy Squads are destroyed: Player and Enemy Reinforcements arrive
Notes:
It's the Real Robot heroes vs. the Super Robot enemies! I'll give you two
guesses who'll win. Actually, I take that back, both sides cheat. Destroying
Five squads will cause your super robot allies to arrive and for the enemy
to launch a boss. Other than that, the mission is very straitforward. It
shouldn't be too difficult to eliminate them in seven turns.
Valuk Isha(Spectra)
Megilot Af }
-Megilot} x4
Yoera Af }
-Yoera} x4
Skill Point:
Defeat ZX-02 within Five Turns
Events:
8 Enemy Squads remain: Player Reinforcements arrive
ZX-02 is defeated: Enemy Reinforcements arrive
Items:
A-Adapter: Spectra
Notes:
The GaoGaiGar enemies at the start of this stage are nothing special,
taking them out in five turns shouldn't be a problem. J will arrive after you
defeat some squads. I wouldn't really use him. He won't join you for some
time, and there are other units that could use the kills to get to Ace status.
After defeating ZX-02 (really, the only difficult enemy on the map), events
will transpire and you'll be up against Spectra and some Balmar drones. You'll
also get the assistance of Sanger, Ratsel, and Viletta. Selena also launches
with 150 Morale. The drones, as usual, are a complete cakewalk, and Spectra,
as will be usual, is nigh-impossible to hit. Use strike and she'll fall
without any real tricks though.
Viletta, Sanger, and Ratsel will leave after the scenario. You won't get
them for QUITE some time. Sleigh will join with the Vegalion after this stage.
After Scenario Items: Thruster Module x2
Dustproof x1
Stage 13 is the same for everyone, so head over to the Standard Stages
section to continue.
Destroy(0 HP) Son Ganlong and Baran Doban, both of whom retreat at
12000HP
Events:
Rulia is defeated: Enemy and Player Reinforcements arriv
Bemidoban/Shin Ryu-Oh-Ki is reduced to under 20000: AS Soleras destroyed,
Veglion destroyed, Player Reinforcements 2 arrive.
Items:
Analyzer++: Rulia
Hyper Jammer: Son Ganlong
Notes:
For the first half of the upgrade stages, the first order of business is
getting destroyed. Well, by an event. The stage starts with the AS Soleras
against Rulia's Shumuel. This shouldn't be a problem for you. AFter doing so
the real enemy forces appear. Deal with the grunts as usual, though note that
the Valuk Bens are more evasive than usual, it seems. the Shin Ryu-Oh-Ki is
nasty, but there's nothing beyond this, so you can blow your SP powering up
to take it down. The Goldion Hammer is as good as always, for this. Make sure
you take his HP down to just above 12000 before letting the final blow fall.
Speaking of such, taking it below 20000 will cause Selena to apparently turn
traitor and destroy the Vegalion, after being attacked by Spectra. Spectra
will leave with Selena, and Ibis will appear in the Altairlion. After
finishing off Shin Ryu-Oh-Ki, go for Baran Doban, who should not have moved
yet. Baran Doban has no barrier, but considerably more armor than Shin
Ryu-Oh-Ki, so be forwarned. He follows the same rules though, retreats at
12000.
Daikyu Maryu/Ra Kalium/Archangel
AS Alegras (Selena)
-Altairlion(Ibis)
12 Squads
Enemy Units:
Megilot Ben }
-Megilot Ben} x3
-Megilot Ben}
Yoera Ben }
-Yoera Ben} x3
-Yoera Ben}
Esurimu Af }
-Esurimu} x4
-Esurimu}
Haggai }
-Haggai} x3
-Haggai}
Valuk Ben }
-Valuk Ben} x3
-Valuk Ben}
Shumuel(Rulia)
Bemidoban(Baran Doban)
Valuk Isha(Spectra)
-Valuk Ben
-Valuk Ben
Valuk Isha(Calico)
-Valuk Ben
-Valuk Ben
Skill Point:
Clear the Map in seven turns
Events:
Turn 3: Player Reinforcements arrive, Spectra destroyed, Baran Doban and
Rulia retreat.
Notes:
At the beginning of the stage, you're able to pick one of two choices,
however, your choice doesn't actually seem to DO anything, so....The Esurimu
you start in sucks. Even with concentrate, you're not gonna hit 100% hit, even
on the Megilots. You're evade rate ain't too great either. On your first turn,
move as far east as you can go. You should be in the asteroids and hence get
the hit and evade bonus'. This should help, though it's still not amazing.
Use concentrate on turn 2, as then the enemy will be able to reach you. On
Turn 3, you'll recieve your new unit and your reinforcements will arrive.
Also, Baran Doban and Rulia will retreat, and Spectra's Valk Isha will be
destroyed. Also, Ibis, Sleigh, and Tsugumi will cram themselves into the
Altairlion and join Selena's squad. That has to be cramped. Course, maybe the
three of THEM don't mind. Eh-hem. Anyway, charge forward with your
reinforcements and stick it to the enemy. You've only got seven turns, so
don't waste your time. Check out the Alegras' MAP attack, it's highly
abusable, though not as much as Banpreios'.
After this stage, you'll have the AS Alegras and the game will move back
to stages that are the same for everyone. Pop back down to those sections.
You'll be back, there's one more set of character specific stages.
Archangel
Battle 7
Daikyu Maryu
Ra Kalium
Solo Ship
AS Alegras
-Altairlion
R-Blade Custom
-R-GUN Powered
14 Squads
Enemy Units:
Megilot Ben }
-Megilot Ben} x3
-Megilot Ben}
Yoera Ben }
-Yoera Ben} x3
-Yoera Ben}
Valuk Ben }
-Valuk Ben} x8
-Valuk Ben}
Valuk Isha (Calico)
-Valuk Ben
-Valuk Ben
Fury
Devarim(Ace)
Bemidoban(Baran Doban)
Enemy Reinforcements:
Vyclone(Hazel)
Skill Point:
Defeat Bemidoban within 5 turns
Events:
Bemidoban is defeated: Enemy Reinforcements launch, AS Alegras and
Altairlion retreat
Notes:
You're annoyingly split into two groups for this one, so it's not as easy
to Sound Force everyone. You'll probably have to settle for half for now. The
enemy here is just the same Balmar enemies you've been fighting for the whole
game now. They're evasive, but nothing really special. Defeating Baran Doban
will call out Hazel, and send Selena/Ibis back to the ship. At this point, you
just need to defeat either Hazal or his Fury to end the stage.
If you haven't done so already, upgrade the R-Blade Custom as much as possible
after this stage. Banprieos comes!
Within 3 turns of its arrival, destroy the Vyclone
Events:
Spectra is defeated: Enemy Reinforcements arrive
Vyclone is defeated: Player Reinforcements Launch, Enemy Reinforcements 2
launch.
Enough Reinforcements are defeated: Player Reinforcments 2 launch and
damage Spectra further.
Hazel is reduced to low HP: Hazel uses Guts.
Notes:
This stage is very reminicient of the one you just left. You're split up
again, but not nearly as much. Still, you're going to have to manually make a
formation (as opposed to just filling in the holes) if you want to Sound Boost
everyone. We've got Son Ganlong this time instead of Bemi Doban, and Spectra
is actually present, but other than that, it's exactly the same. I'd
reccommend exterminating everyone who isn't Spectra first. Once you take her
out, the Vyclone will launch. You've got three turns to take it out, so hit
it with all you have. I would reccommend taking it out on a turn where Ryusei
and hopefully Ibis have not moved. Do that....and all the nice events begin.
Alegras returns, Rulia joins, Altairlion moves next to it, and Ryusei moves to
Banpreios. Destroy enough of the new reinforcement grutns, and the Vegalion
will return and it will form the Hyperlion with the Altairlion. They will
proceed to beat down Spectra with Alegras, and once that's all over, the
Valuk Isha will be near death. Hyperlion will then join Alegras' squad.
Unfortunately, Spectra will get some HP restored, but you should be able
to take her out without too much effort. Dispatch the remaining Balmar
forces, then finish off the Vyclone to end the stage. Note that Ace will
support defend Hazel, so plan for it when attacking him. You'll have to go
through his HP twice (though the first time he'll start damaged), by the way.
After this stage, you get to keep Banpreios and the Hyperlion. Rulia won't be
joining you just yet. However, Sanger and Ratsel will finally join with their
units. Rejoice, peasents.
The routes join up again...to split up with the big four path split. This is
the last stage specific to Selena, so you won't come back to this section for
the remainder of this playthrough. Later. ^_^
SELENA ROUTE END
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Standard Stages
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Nu Gundam(Amuro)
- MP Nu Gundam (Keyra)
- Jegan (Katz)
ZZ Gundam(Judau)
- Re-GZ(BWS)(Roux)
Zeta Gundam(Kamille)
- Re-GZ(Four)
- Super Gundam(Emma)
- Methuss(Fa)
GM Custom(Burning)
- GM Custom(Bate)
- GM Custom(Monsha)
- GM Cannon II(Adel)
GP-03 Dendrobium Orochis(Kou)
- GM Cannon II(Keith)
Shin Getter-1(Ryouma)
- Lady Command(Michiru)
Mazinkaiser(Kouji)
- Diana A(Sayaka)
Great Mazinger(Tetsuya)
- Venus A(Jun)
Steel Jeeg(Jeeg)
- Big Shooter(Miwa)
Combattler V(Hyouma)
Original Main(Main Character)
Player Reinforcements:
J-Ark(J)
Enemy Units:
Primeval x15
Enemy Reinforcments:
ZX-03
Skill Point:
Clear the Map in Six(6) turns
Events:
Enemy units are reduced to nine: Player Reinforcements appear.
Turn Four: Enemy Reinforcements appear.
Special Condition:
Primeval Reaches south edge of map: Game Over
Notes:
Starting off simple, 15 Primevals want to come through to earth, it's
your job to stop them from doing so. Move forward and take out the first few
then split into two groups, one for each side. The group on the West side
should have stronger (though probably not more) units for the reinforcement
that shows up. When you reduce the enemy units to nine, J-Ark will show up
in the south western part of the map. You probably want to leave him
close to there, as it's both unlikely he'll reach the enemy units in time
and his starting point is close to the enemy reinforcement. The ZX-03 will
probably take two turns, so be aware.
Nu Gundam(Amuro)
- MP Nu Gundam (Keyra)
- Jegan (Katz)
ZZ Gundam(Judau)
- Re-GZ(BWS)(Roux)
Zeta Gundam(Kamille)
- Re-GZ(Four)
- Super Gundam(Emma)
- Methuss(Fa)
GM Custom(Burning)
- GM Custom(Bate)
- GM Custom(Monsha)
- GM Cannon II(Adel)
GP-03 Dendrobium Orochis(Kou)
- GM Cannon II(Keith)
Shin Getter-1(Ryouma)
- Lady Command(Michiru)
Mazinkaiser(Kouji)
- Diana A(Sayaka)
Great Mazinger(Tetsuya)
- Venus A(Jun)
Steel Jeeg(Jeeg)
- Big Shooter(Miwa)
Combattler V(Hyouma)
Original Main(Main Character)
Enemy Units:
Mugemega Ship }
- Magemega Ship} x4
Zai Fa }
- Zai Fa} x4
Magnum x2
Magnum (Bergan)
- Zubanzu
- Zubanzu
Desra
Ocozania
Dorion
Skullrock
Skill Point:
Clear the Map in Five Turns
Events:
Special Condition:
Ra Kalium and Albion must reach flashing point within five turns
(unless all enemies are destroyed in this time)
Notes:
This is...really really simple. You've got five turns to either
destroy all the enemies or get the Ra Kalium and Albion to the flashing point.
Considering the ease with which the enemies can be destroyed, they'll mostly
be dead by the time the Ra Kalium can even reach the point, and the money
gained by killing them, just destroy them all. You can even keep the Ra Kalium
and Albion moving towards the goal if you want a safety net in case by some
rediculous bad luck you can't kill them in five turns.
Turn 2 Enemy Phase: Ra Kalium and Albion arrive, Stage ends.
Notes:
SRX has been damaged a obscene amount. You can use Concentrate if you
want, but it'll make no difference. Pass the turn or run away from the enemies
and then pass the turn. They'll attack, you'll survive, and then you pass
another turn and the stage ends. Just go through the motions.
Nu Gundam(Amuro)
- MP Nu Gundam (Keyra)
- Jegan (Katz)
ZZ Gundam(Judau)
- Re-GZ(BWS)(Roux)
Zeta Gundam(Kamille)
- Re-GZ(Four)
- Super Gundam(Emma)
- Methuss(Fa)
GM Custom(Burning)
- GM Custom(Bate)
- GM Custom(Monsha)
- GM Cannon II(Adel)
GP-03 Dendrobium Orochis(Kou)
- GM Cannon II(Keith)
Shin Getter-1(Ryouma)
- Lady Command(Michiru)
Mazinkaiser(Kouji)
- Diana A(Sayaka)
Great Mazinger(Tetsuya)
- Venus A(Jun)
Steel Jeeg(Jeeg)
- Big Shooter(Miwa)
Combattler V(Hyouma)
Original Main(Main Character)
Player Reinforcements:
Mobius Zero (Mu)
Enemy Units:
Mugemega Ship }
- Magemega Ship} x4
Zai Fa }
- Zai Fa} x4
Muge Battleship x3
Magnum x3
Bramble(Archmedes)
Desra
Ocozania
Skullrock
Black Monster x2
Dali x2
Garnroll
3rd Party Units:
GINN }
-GINN} x6
Versailius
3rd Party Reinforcements:
CGUE(Rau)
-GINN
-GINN
Skill Point:
Clear the Map in six turns
Events:
Enemy squads reduced to 15: Garnroll, Skullrock, Bramble, and the 3 muge
battleships retreat, 3rd Party Units arrive.
Three GINN squads are eliminated: Player Reinforcements and 3rd Party
Reinforcements launch.
Notes:
Lots of high HP enemies in this stage....that you don't need to touch.
Outside of that, just some standard super robot enemies to destroy. The
hardest part of this map is really reaching some of the forces. Defeating
some of the inital enemies will cause the big guys to retreat and ZAFT forces
to show up. ZAFT forces are not technically on the side of the enemies, and
if they were anywhere near each other, they'd attack one another. But they're
not, so you'll have to deal with them all yourself. The GINNs aren't special,
and defeating half of them will cause Mu to arrive and Rau to launch. Rau is
extremely difficult to hit, so you may need to use Strike to accomplish this.
The mission will end with either Rau or the Versailius is destroyed, so you
may want to consider toasting that instead.
You'll return to character specific stages after this, so hop on back to your
appropriate section.
Megilot Af
-Megilot Af
-Megilot Af
Megilot }
-Megilot} x3
-Megilot}
Yoera Af
-Yoera Af
-Yoera Af
Yoera }
-Yoera} x3
-Yoera}
Skill Point:
Within Six turns, destroy all enemies, then destroy ZX-06
Events:
6 enemies are destroyed: Player and Enemy reinforcements arrive.
Notes:
It seems that unlike Alpha 2, the Zondar Metal is now content just making
a bunch of EI enemies. Send most of your forces up towards the Zondars, but
send the Archangel and 3 or 4 squads down east. After you destroy enough
enemies, Balmar Drones and the EVAs will launch. Now just make sure you
destroy everything else on the map before the ZX-06. the ZX-06 has nearly
32000 HP and a strong barrier, so be aware that it may take a bit to bring
it down.
Megilot }
-Megilot} x2
-Megilot}
Megilot Af
-Megilot Af
-Megilot Af
Megilot Ben }
-Megilot Af} x2
-Megilot Af}
Yoera }
-Yoera} x2
-Yoera}
Yoera Af
-Yoera Af
-Yoera Af
Yoera Ben }
-Yoera Af} x2
-Yoera Af}
Esurimu }
-Esurimu} x3
-Esurimu}
Haggai }
-Haggai} x2
-Haggai}
Fury x 4
Helmoze Eheddo
Enemy Reinforcements:
Devarium(Ace)
Skill Point:
Clear the Map in Seven turns
Events:
Helmoze Eheddo has a battle encounter: Enemy Reinforcements launch, Fury
farthest to the East retreats.
Notes:
I hate this stage. High HP battleships and a boss with MAP weapons. The
Helmoze, which is what you're trying to hurt, is also quite competent and
has a MAP attack. Anyway, to prepare to deal with said MAP attack, as you
move your forces forward, push a majority of them to the east. Ace and his
Devarium will launch from the Fury fartherst to the East. When he launches,
you want to be there to eliminate him. The trick is to either trigger his
launch first thing on your turn, or to trigger it on the enemy turn when
his morale is under 120 (the requirement for the strong MAP attack).
Alternatively, you could keep everyone JUST west of the Helmoze's MAP attack
(so two squares west), once Devarim Launches, he should just move over, then
you can take him out with gangtackling proceedures. This does have a tendency
to put you square in the MAP range of the Helmoze, though, so....pick your
poison. To clear this in Seven turns, you'll likely have to foregore killing
all the Furies. It may be possible, but it's tough.
HyoRyu and EnRyu will leave after this stage. Don't worry, they'll be
back.
Destroy the Combined Primeval within seven turns...but only after
destroying everything else in the stage.
Events:
Player Unit moves within Ten spaced of the Combined Primeval: J uses
Flash and moves three spaces in front of the Combined Primeval.
Notes:
One sorry excuse for an event and no reinforcements for either side.
This stage is simple. Destroy all of the Primeval's Zondar clones, giving
kill preference to things like GaoGaiGar and Getter G. The Combined Primeval
has Invincibility to start, so it may be a wise idea to have J use that free
Flash he gets to toast that. Another word of caution, as well. J has a barrier
and will be able to tank the enemies fine as long as he defends. Don't defend,
however, and you'll get a game over when he dies. Or, of course, you could
just use Iron Wall.
After Stage Items: Minovsky Craft
Thruster Module
Dustproof
Screw Module
Dekka Bau x10
Condo Bau(Gije)
-Dekka Bau
Condo Bau(Damido)
-Dakka Bau
Skill Point:
Clear the map in Four turns
Events:
Turn 2: Player Reinforcements Arrive
Notes:
Have Cosmo use Lock-On and move forward. This is what he should do for
the entire time. When he can attack, go for the Green ones, as they take
more to kill. On turn 2, you should have Kasha use Iron Wall, as that's when
you'll face the brunt of the enemies. Diamond Force should use Concentrate and
move toward the enemies. If Diamond force connects with all its attacks, you
should be able to finish in three turns, if not, it could take all four. I'd
save after, say, turn one, just in case the Diamond force decides to suck.
Pretty easy. Have everything move forward as far as it can. I would
reccommend having the solo ship use accelerate and lock-on. The enemies should
target it, at which point it'll blow them away with its superior firepower.
You should be able to finish this in two turns very easily. After the Jig Mack
is destroyed, the Buff Clan will retreat and the Protodevlin enemies will
arrive to the west. You'll now have to destroy Gigil's Fz-109F, which isn't
nearly as much trouble as it seems. The turn after they arrive, Dokker will be
put out of commission and Basara will arrive as a friendly NPC. Have your
Valkries concentrate and move towards the enemies. They should go down without
much of a fight.
Battle 7(Max)
Solo Ship(Bess)
VF-17S(Kinryu)
VF-17D(Gamlin)
VF-17D(Dokker)
Player Reinforcements:
Ideon(Cosmo)
NPC Reinforcements:
VF-19 Custom(Basara)
Enemy Units:
Dekka Bau x5
Condo Bau x2
Jig Mack(Gije)
-Dekka Bau
-Dekka Bau
Jig Mack(Damido)
-Dekka Bau
-Dekka Bau
Enemy Reinforcements:
Dekka Bau x4
Condo Bau x2
Skill Point:
None
Special Win Condition:
Defeat Damido's Jig Mack.
Events:
Turn 2: Basara Arrives
Turn 3: Player and Enemy Reinforcements arrive, Battleships can move.
Gataman Zan is damaged before turn 3: Gataman Zan uses Guts
Damido's Jig Mack is damaged before turn 3: Damido uses Guts
Notes:
Stop me if you heard this one, move forward and concentrate. It's hard
really to deviate, as you just don't have much to work with here. The Battle 7
and Solo Ship are unable to move, and Ideon was damaged in the event at the
end of the last half, so all you've got is Diamond Force. So...move forward
and concentrate. On turn 2, as always, Basara will show up, and on turn 3,
enemy reinforcments will appear behind the Solo Ship and Battle 7. Sadly for
them, the enemy is really no match for those two battle ships, so use lock on
and accellerate and have them wax the Buff Clan. The battle will end once you
destroy Damido's Jig Mack.
You're given the choice to follow either the Earth Path or the Space Path.
Unlike in Alpha 2, where everyone followed you, half of your forces will
go on one path with the rest going on the other. So which path should you
take? Depends on a few things.
One, Secrets. In this route split, the Earth Path is the only one with special
requirements. If you want to get Yzak/Duel,the VF-1J, and the LaGOWE you have
to go Earth route. If you don't care, then either one will do.
Two, is which units go on each path. I've organized them by series.
Earth Space
------- -------
Ra Kalium Daikyu Maryu
Archangel Gaiking
Gundam Mazinger
Macross Seven Getter Robo
Macross Plus Steel Jeeg
Evangelion Combattler V
Raideen
Dancougar
GaoGaiGar
In case you couldn't tell, the Earth Route is essentailly the Real Robot
path, while the Space Route is essentially the Super Robot Path.
Other things worth noting, Earth Route has the only Macross Plus stage...in
the entire series. Space Route has far more new units join you, though in
the end, of course, you get the new units either way.
If you can't decide, go Earth route. Duel is a useful back-up unit in the late
game thanks to the Strike Upgrade trick, and more secrets are unlocked by the
kill counts of the Earth Route people (the only one for Space route is Black
Getter, which is a pointless execise anyway).
Earth Route is the _TOP_ Choice.
Space Route is the _BOTTOM_ Choice
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
13 enemies remain: Player units lose 30 morale, Muge battleship
moves far to west. Multiple player units become enemies.
Muge Battleship has a battle encounter AFTER prior event: Allies return
to your side, morale restored, enemy reinforcements launch.
Items:
Analyzer+: Muge Battleship
Notes:
So....this stage.....yeah. Charge forward and destroy the enemies, though
I would strongly reccommend moving STRAIGHT down, and not towards the enemy.
After you destroy enough of them, Gildorom will crush your morale and turn
multiple units of yours into enemies. Now, the first time I went throught this
stage, it really wasn't a problem. THIS time through it...my main character,
Dancougar, GaoGaiGar, and Raideen all turned on me, which were the ones I
upgraded, which gave me no chance of winning. So...it really could go either
way. AFter he does this, he'll move way west. This is why you moved straight
down, you should be closer to him. Once you get into a battle encounter with
him once, your morale will be restored(likely higher than it was before ) and
the enemy reinforcements will launch to the east northeast side. This is quite
a pain, as now you'll probably have two fronts to the fight. You should
probably have both groups meet up in the middle, though this will take longer.
The real troublesome part to the stage is the Muge Battleship, as you'll need
to cause over 10000 damage to get it. If you haven't upgraded anyone's weapons,
you'll need a power attack coupled with a support attack. Goldion Hammer is a
good choice for the opener if you can make the morale. Even with upgraded
weapondry, it's still a good idea.
Muge Battleship is destroyed: Enemy units retreat, Player and enemy
reinforcements arrive.
Gije's Battleship is damaged: Ideon destroys 2 middle Gataman Zan's and
Gije's Gataman Zan, unlocks Ideon Sword, Buff Clan retreats.
Notes:
There's a LOT of enemies, and you've only got four turns. Charge forward
and prioritize the Bigger enemies (more cash). The Muge battleship has 26000
HP, so make sure you can take that much off. Outside of that, take the whole
four turns so you can really get the most money/EXP/PP. The Buff Clan will
show up to the north when you defeat the Muge Battleship and all the old
enemies will retreat. Ideon and the Solo Ship will arrive, as well. The Buff
Clan, as is usually, provide a lot of units but not a lot of bite. Use your
high morale characters to rip through them. After you damage Gije's Gataman
Zan,the stage will end with an event.
Ideon and the Solo Ship will join after this stage.
------------------------------------------------------------------------------
Stage 21
------------------------------------------------------------------------------
Environment: Space
Player Units:
Ideon(Cosmo)
Goshogun(Shingo)
Good Thunder(Sabaras)
One of the trickier stages to get the skill point, to be honest. You
start with just the Ideon, Goshogun, and Good Thunder against a nice little
horde of enemies. While most of the enemies are quite weak, simply because
there's so many of them, things are quite dangerous. The safe thing would be
to have Ideon and Goshogun sit back and wait for reinforcements. But doing
this will probably deny you the skill point, as you'll run out of time.
Instead, we'll have to make effective use of Iron Wall and Disturbance. Now,
if for some strange reason you've upgraded Ideon, this will probably be much
easier, but that's definately not necessary. Charge forward and use Iron Wall
on both Goshogun and Ideon. Additionally, have Goshogun use Accelerate. Repeat
this on turn two, and you should be able to get through fine. Now, once
everyone else arrrives, Ideon and Goshogun are going to be out of SP, which is
problematic. At this point, I'd suggest having Volfogg use Decoy and the
Goshogun(which is probably in the middle of the enemies) use Concentrate.
Charge forward with the reinforcements and you should be able to take them out
in time.
Goshogun will join after this stage.
After Stage Items:
OVA Corokke x3
Kattonaraiza x2
------------------------------------------------------------------------------
Stage 22
------------------------------------------------------------------------------
Solo Ship reaches the highlighted point without taking damage within four
turns.
Special Win Condition:
Solo Ship reaches highlighted point.
Events:
Solo Ship reaches highlighted point: Player and Enemy reinforcements
launch
Enough Enemies are destroyed: Player Reinforcements 2 launch.
Notes:
With Accelerate, the Solo ship can EASILY make it in two turns. The
trick, of course, is to make it there without taking damage. With that in
mind, have the Solo Ship move mostly west on its first turn, and THEN head
North. Stay far to the west until you can make it in. You'll probably need to
have your units prioritize the enemies farthest to the west to ensure the
Solo Ship makes it. Once it does, the Buff Clan will show up, but the old
enemies won't retreat. Continue pounding on them and eventually ChoRyuJin will
launch with 300 morale. Yes, 300. He can help you eliminate the rest of the
enemies.
HyoRyu and EnRyu will rejoin you after this stage.
Helmat's battleship is destroyed: Enemy reinforcements launch, Daikyu
Maryu is surrounded, Solo Ship is disabled.
Gildorome's Battleship is reduced to less than 20000 HP: Solo ship
reabled.
Items:
Super Alloy Z: Helmat
Apogee Motor: Archemedes
Custom OS: Shapiro
Notes:
Lots to do here. Plenty of enemies in front of you, but more are coming.
It may be wise to have a couple of flying units sail over the canyon next to
you in preparation for the coming event. Cut your way through the enemies and
try to destroy the Muge Battleship as soon as possible. The green one, in the
back. doing so will trigger apretty significant event, including the return
of that jerk Gildorome. Fortunately, he's rather mild this time, and will only
disable the Solo Ship completely. Dangel and three other Mammoths will
surround the Daikyu Maryu, as well as an assortment of enemies. Now, in order
to enable the Solo ship again, you'll need to take Gildorome's HP down to about
20000. Unfortunately, he doesn't budge for some time after he launches, and
he defends, too. That's why the flying units have went over, as they can take
him out fast from their position. At least, damage him enough. Once that's
done, the stage is just a free-for-all. Fortunately, there's so many enemies
that the later ones will feel the full brunt of your max morale attacks.
After the scenario, the routes join up again. More importantly, Mazinkaiser and
Shin Getter are returned to you.
SPACE ROUTE END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This generally isn't as bad as it seems. Kusuha route people have to
deal with Son Ganlong, but none of the other rivals are nearly the pain
he is. Anyway, in the beginning, have Noin Transform, Concentrate, and
Accelerate. Zechs should also Concentrate. Voltes and Daimos should use
strike and a defensive spirit, Have them all charge forward and waste the
enemy. Zechs and the Tallgeese III will be useful in particular. You really
should be able to kill them all in two turns, provided you prioritize, though
you'll get them on the enemy turn. Now, the turn after the enemy reinforcements
arrive, the Player Reinforcements will arrive. AND Sound Force will launch. Yay!
Don't get too excited, as they're still missing the Sound Boosters that will
REALLY make the difference. Hold on for a second, as a smaller but more powerful
enemy force will be arriving to the north of the Player reinforcements. I only
had to kill two of the reinforcments to trigger it. In THAT group will be your
rival. The RR pilots need to use Strike, Touma route will want flash, and
Kusuha route people are just going to have to send more people to deal with
Shin Ryu-Oh-Ki. Really not too bad, as the force to the south is fairly weak
anyway. Really, this stage makes me slightly irritated for giving Cobray/Selena
basically the same rival, in so many ways. Was it so hard to design one more
mech?
After Stage Items: Minofsky Craft
Thruster Module
Dustproof
Screw Module
Helmoze Eheddo is reduced to 80000 HP: Enemy Reinforcements launch,
Helmoze retreats.
Items:
Haro: Zufield
Notes:
I'm glad we're really into the meat of the game now. The middle is
probably my favorite part. For this stage, you'll want to split your sixteen
squads into two, with one group going East, and the other going south, then
having them meet in the middle where the Helmoze is located. Eight turns isn't
a lot to take out all the High HP enemies here, so don't hold back too much,
though make sure you save enough SP to deal with the Helmoze and Zufield. You
may note that land units have trouble moving on the surface, so you may
want to adjust for this before the level starts. Your rival is the same as
always. Dangerous, but you've dealt with them before. The Helmoze still has
its MAP attacks, so it may be wise to stay a bit back until you can do some
significant damage to it. Try to save the Helmoze for last, as you don't want
to boost the Zufield's Morale up any higher than you have to by destroying
enemies after it launches. The Zufield has an even MORE annoying MAP attack
than the Helmoze, but Epen will launch will 100 morale, and he needs 120 to
activate it. Once it does launch, hit it with every single thing you can
muster. You don't want it getting more attacks than it has to.
The stage will start with the Virtua ON! characters arriving. Then the
STMC will arrive. The STMC are all about Quantity, not quality. So despite the
numerous units and low turns, this isn't too difficult. Post movement ALL
attacks are your friend, so use the Sound Force to get access to them ASAP.
Other than that....what you see is what you get. No reinforcements, just you
and the bugs. Get to the battleship as soon as you can, as it has 40000 HP,
and so will take some effort to destroy (unlike its bugs).
After the stage, the Virtua ON! units will join.
After Stage Items:
Full SP Restore
Super Repair Kit x2
OVA Corokke x2
Andromeda x2
Death Spider
-Sanringa
-Desra
Rick DomII
-Dali
-Yoera
Megilot Af
-Doven Wolf
-Gelgoog M
Nibelgun
-Condo Bau
-Aiai
Magnum
-Debeza
-Gelgoog M
Fz-109A
-Gelgoog M
-Sanringa
Esurimu
-Nibelgun
-Debiza
Condo Bau
-Fz-108A
-Zubanza
Doven Wolf
-Megilot Af
-Kabutonga
Dorion
-Dekka Bau
-Rick DomII
Aiai
-Magnum
-Geara Doga
Dorion
-Megilot Af
-Fz-109A
Geara Doga
-Esurimu
-Zai Fa
Zubanza
-Kabutonga
-Dekka Bau
Yoera Ben
-Dali
-Death Spider
Zai Fa
-Megilot Af
-Desra
Enemy Reinforcements:
Dali
-Dekka Bau
-Zubanza
Megilot Af
-Dorion
-Geara Doga
Kabutonga
-Fz-109A
-Aiai
Dekka Bau
-Esurimu
-Gelgoog M
Rick DomII
-Death Spider
-Fz-109A
Skill Point:
None
Events:
18 Units Remain: Enemy Reinforcements arrive
Notes:
The only thing remarkable about this stage is that it's part one of two.
Other than that, it's just you beating up some Zondar enemies. You'll start
the second half of the stage with a set amount of HP/EN/SP, so you can go a
little overboard on this one to make things go faster if you wish.
18 enemies remain: HP/EN/SP restored, Morale to 300, Guy damages
Arm(ZX-07) for 1/5 of his HP.
All enemies defeated: Enemy reinforcements launch
Notes:
This half is what I would call a roller coaster of difficulty. It starts
out quite difficult, the middle is cake, but the end is medium. You start the
stage with reduced HP/EN/SP against high accuracy primevals with ALL attacks.
Don't hold back with the defensive spirits. You need to kill them ASAP. If
possible, attack from range 1, as the Primeval needs more space than that to
attack. Also be aware that both the EI units with the Primeval have
Support Defend, so you'll need to use squad or ALL attacks to get to the
Primeval. Of course, complicating that is the fact that the Primeval's barrier
is so strong that I've yet to see a squad attack damage it, so, they're ONLY
useful for tossing the support defends. Once you defeat enough of them, you'll
get ZA POWAA! literally. At this point, the rest of this part becomes a
breeze. Basically, anyway. You'll be both nigh-unstoppable and have full
HP/EN/SP. Don't blow it all, however, as there's one more monstrosity for
you to deal with. After defeating everything, Arm will combine all the
Primevals into the Z master. He'll also change the apperance of the map.
Everything will still be in the same place, and he'll launch on the north
edge. Charge everyone forward and prepare to unleash everything you have
against him. He has invincible to start with, so make sure you waste an attack
before you seriously attack him. He's powerful, so make sure you use your
defensive spirits, but give him everything you've got left and you should be
able to power through his 200000 HP.
Macross units will be unavailable for a little while after this scenario.
Turn 2: Player Reinforcements Launch
Turn 3: Player Reinforcements 2 Launch, Zonudar moves up.
Character that isn't Guy attacks Zonudar: Character retreats.
Zonudar is defeated: Enemy reinforcements launch, GaoGaiGar retreats,
Player Reinforcements 3 launches.
4 Valk Bens destroyed: Calico, Spectra, Ace, Baran Doban, Son Ganlong
and the Main character retreat. Player Reinforcements 4 launch. Daikyu
Maryu moves.
Notes:
Not QUITE done with GaoGaiGar.
Galeon isn't going to be able do...anything. Even with Valor, he won't do
enough damage for it to last beyond the Zonudar's HP Regen. Fortunately, the
Zonudar won't attack on its turn. When reinforcements launch on turn two, you
need to consider a few things. One, you need units that can raise their morale
up high fast to destroy the Zonudar, two, ideally, you need to have some
units NOT attack the Zonudar so your main character won't be alone (or not,
as they tend to be powerfu enough on their own). The Zonudar tends to be
quite defensively powerful, so if Daimos can reach 125 Morale, his final
attack is a good opener(as it reduces defense). Dancougar is a good choice as
well, as 3 if its four pilots have Spirit, you can unlock its final attack
and still have enough left to Valor it. If you're concerned about your damage
output, know that GaoGaiGar has five attacks before it'll leave (though if it
does, you lose). Speaking of GGG, it'll launch on turn three with Choryujin,
Volfogg, and Mike as subpilots and with 150 morale. If you need to, you can
attack twice with Hell and Heaven Valored to soften up the Zonudar. Then,
just unleash all the most powerful attacks you have. Note that the character
that destroys the Zonudar will not retreat. GaoGaiGar will retreat either way,
so it's perhaps best to open with it attacking to minimize the amount of
characters lost(though then you lose that story effect).
Things aren't over, though. Irui and Hazel are in town, and the Balmarians
want to play. You main character will launch along with the enemy
reinforcements. It's quite the crew considering how few allies you may have
left, but don't be too concerned, some will leave. Enemies, that is. Destroy
three Valk Bens and the mian character will have an encounter with their
rival that doesn't end well for them. The last set of player reinforcements
will launch, and all the boss characters will bail. Clean up the remaining
Valk Bens to end the stage.
Ryusei and Viletta will join after this scenario with the R-Weapons.
GaoGaiGar and crew will be unavailable for the next mission.
Turn 2: Player Reinforcements Launch
KoRyu/AnRyu enter battle: KoRyu and AnRyu form TenRyuJin
Athrun is defeated: Athrun and Cagalli retreat
Items:
Pink Haro: Athrun
Notes:
If you took the space route last time, this is your first encounter with
Ghosts. Use Lock-On. Even Amuro and Kira can't hit the damn things
consistently without it. The BaCUEs are slightly better, but not by a whole
lot. Your battleships will be unable to move this mission, as if they did,
the Ambush just wouldn't have the same effect, you know? Destroy enough
enemies and said ambush will appear East of the battleships. You may want to
leave a unit there to help deal with them, but be aware that Guy is back
(yes, already) in the improved GaoFighGar along with two new Brave Robots,
KoRyu and AnRyu. That's all there is to this stage. Remember that PSArmor is
ridiculous and so you should either use Beam attacks or Fury when attacking
the Gundams.
The basic choice is the same this time, Earth Route or Space Route.
Secrets: If you want the Strike IWSP and the Duel Gundam, you'll need to go
Earth Route. Space route has nothing in particular.
Who goes where?
Earth Space
------- -------
All Gundam Gaiking
Mazinger Macross 7
Steel Jeeg Goshogun
Dancougar Getter Robo
Voltes V Combattler V
Daimos Raideen
EVAs GaoGaiGar
Virtua ON!
Ideon(Kinda)
Unlike last time, the split isn't simply Real and Super. Again, if you can't
decide, I'd go Earth.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Earth Route END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Space Route
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Within six turns, defeat Gabil and Grabil, defeating Grabil first.
Events:
Have a battle encounter with Gabil: Player Reinforcements arrive
Items:
Minmei Disc: Gabil
Notes:
I should confess now. My Macross Experience was first by way of Robotech.
So Hikaru Ichijo will always be Rick Hunter to me, and as such, I may slip
and call him Rick every now and then. Forgive me. On that note, Hikaru is like
the one guy to totally get the shaft in his own series. Not only does Max
have a better reputation than him and he can't get his woman, here he's not
even the leader of his show's squad. Fokker and Hikaru are relatively equal
in stats with Fokker having a slight lead (though Hikaru's leader bonus is
better). I like switching Hikaru in the lead, but truth be told, either will
do. This stage also makes me angry I can't read Japanese well enough to figure
out how the hell the time difference works with Macross and the Battle 7 and
what not. Maybe it's Alpha Gaiden stuff. Le Sigh. Back on topic, have Hikaru,
Fokker, and Kakizaki use Concentrate (or strike in Kakizaki's case) and move
forward. With Concentrate up, none of the grunts will be able to touch you,
and even Gabil and Grabil's chances are abyssmal. Turn two should be a repeat
of turn one, moving as close as you can to Gabil. He'll attack you on his
phase, and that'll summon your reinforcements. Now you'll need to move them
towards the enemy and take them out. Grabil is a full Protodevlin. This means
he has a rediculous ability simply called "Protodevlin". This reduces all
non-song energy attacks to a small fraction of there supposed power and it
activates at 100 Morale(translation: There's almost no way to avoid it). Now
you'll see what Sound Force can really do. Song Energy attacks actually do
damage to Protodevlins, and because they're not affected by the barrier, do
more damage. Holy Lonely Light did more damage than upgraded Stoner SunShine.
Yeah. Make sure you take out Grabil first, and try not to group too much, he
has a nasty map attack.
Fokker and Hikaru will join after this stage, Kakizaki isn't dead. Still.
Nothing special really. Destroy the bad guys. When the reinforcements
launch, have Basara and Mylene use Valor to take out the enemy in one shot.
Have Physica and Gamlin use missiles. Move on.
In Seven turns, defeat Grabil and Gabil, then reduce Gepelnich's
battleship to 50000 HP.
Events:
Notes:
Lots of HP on this level, best not to waste any time. The skill point
requires you to take down Gabil and Grabil and THEN reduce Gepelnich's
Battleship to 50000 HP, and you only have seven turns to do all that plus
take out whatever you can for cash. Unlike the last stage, Gabil and Grabil
can be taken out in whatever order you choose, meaning Gabil will most
certainly fall first. Grabil has got that protodevlin thing going on, of
course. Don't be afraid to send Sound force right into the thick of the enemy.
With Concentrate, they won't be hit, and two turns of it will send any of
the units packing. Plus, they're the only ones really effective against
Grabil. I'm not sure if Gabil will retreat if under 90 morale like all the
other Macross 7 enemies. As for Grabil, most units efforts are wasted on him,
so I would suggest just having Sound Force deal with him entirely. Have Basara
use Concentrate and Valor and repeat that until he's out of SP. Then have
Mylene do the same. Note that Mylene isn't the dodger that Basara is, so you
may wish to have Volfogg use Decoy when she's out front. On turn five, Balmar
will launch, but they'll be on your side. Gepelnich has well over 100000 HP,
so you have to really hit him hard to reach 50000.
If you got the skillpoint, you'll recieve a Destroid Monster after this
stage. It's a great unit if you're not using a particular Macross group's
group attack thanks to it's tied for the strongest PLA attack.
Turn 3: Player and Enemy Reinforcements arrive
Vargo, Gabil, or Grabil is defeated: Basara, Mylene, and Ray all get
the sound boosters and form one squad. Grabil retreats.
Enemies and Enemy reinforcements destroyed: Enemy and Player
reinforcements 2 arrive.
Items:
Custom OS: Gabil
Notes:
Hey, there's WATER on this stage! Too bad none of the enemies are in it,
ruining Shin Getter-3s one chance at useful-ness. Well, it's actually a good
thing for everyone else, but them's the breaks. This is the stage where you'll
finally recieve my precious sound boosters. In the beginning, you're
Basara-less but plus one Dokker. The Diamond Force combination attack will
therefore be available again, if you can get the morale for it (not too hard).
Macross Seven enemies abound, so take the usual route and concentrate and
move forward. On turn 3, both Basara and the 'bil duo will arrive in there
usual arrangement. At this point, you can take out Vargo, Gabil, or Grabil to
trigger the next event and recieve the sound boosters. The easiest of the
three to eliminate is obviously Gabil. However, taking out Grabil is ideal, as
he retreats after the event anyway. Of course, that can lead to time issues,
as taking out Protodevlin without Song energy is slow, and it'll take a turn
or two to get Basara/Mylene in position. It's your call, just remember that
Vargo has over 60000 HP and as such is a pain in the butt. Once you defeat the
protodevlins, it's not quite over. Ideon and the Solo Ship will arrive being
chased by Buff Clan. Toast those Buff Clan enemies. Frankly, you can just send
Ideon in with Iron Wall and he should do half the work for you. It's IDE gauge
starts at level 3, so the ALL attack is unlocked, just have Cosmo and Moira
use Spirit and send him into the fray. However you do it, the stage will
end with their defeat.
Kakizaki will return from the apparent grave again after this stage.
Ideon and the Solo ship will also rejoin.
I would STRONGLY consider upgrading Raideen's Mobility and EN, and the
Battle 7's EN before the next mission. It will easily pay for itself, if you
do.
Within 8 turns, defeat Etseera, Vargo, Grabil, the Gaburo Zan, and Gije.
Events:
Turn 2: Enemy Reinforcements Arrive
Grabil attacks a squad: Enemy Reinforcements 2 arrive, Solo Ship
immobilized.
Enemy Squads reduced to 15: Enemy Reinforcements Infinity arrive
Grabil is defeated: Raideen gains Mutron, is fully restored, and
unlocks his new attacks.
Notes:
Oh boy, crazyness. It's a four-way, but everyone's just against you.
Figures. You start out against Macross enemies. Now, notice the structure in
the middle. the first set of reinforcements, the Buff Clan, will appear on the
west side of that structure, north of your initial position. The second set,
the Balmar, will appear in a similar poisition...on the east side of the
structure. When sending your units out, send out a couple straight north to
deal with the Buff Clan. Weaker/Slower land-bound units are good, especially
if they have ALL attacks. Temjin is great for this (not weak or slow, but he's
got ALL attacks and is land bound). I would also reccommend sending the Solo
Ship up there. It's going to be disabled soon, and this is probably the only
group it can effectively reach. Move the rest forward as far as you can
(employing accelerate).When you either destroy enough of the enemies or Grabil
attacks someone, The Balmar will arrive and the Solo Ship will be stuck where
it is. Now, the Skill point will be officially revealed. Etseera is EASILY
the most dangerous enemy on the map. She has a range of ten, is very accurate,
and does a lot of damage. Send your most powerful units to deal with her.
Mylene, of course, should be sent after Vargo and Grabil, Grabil first. As you
take out the targets, make sure you keep your units moving. Vargo is a pain
to kill, especially as you don't have Basara. The Stage will end after Eight
turns. If you start to run low on enemies, namely only fifteen squads,
five reinforcements will show up in the south east over the water. They will
repeat this as long as you reduce the squads, and this is where upgrading the
Battle 7 and Raideen come in.
Both the Battle 7 and as of this map, Raideen, have powerful MAP attacks
with a good range. since the enemy units spawn in the same place forever, you
can sit Raideen and the Battle 7 in front of it. THEN, simply use Strike/Sense
and Bless, and repeatedly blast the troops away. You can easily get a couple
hundred thousand this way. Especially if Raideen(unlikely) or the Battle 7
(likely) has E Save. It's sweet. note that there also appears to be a unit
trigger for the reinforcements (as opposed to just squad numbers) though I
don't know the exact number there.
After this mission, the routes join back up.....and we head back to
character specific stages! So head back to your character's section. It's
upgrade time! Macross and Ideon units will also be unavailable for a while
again. Slackers.
After Stage Items: Propellent Tank x2
Cartridge x2
Repair Kit x2
SPACE ROUTE END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You MIGHT actually have occasion to need water attacks, for once. If you
want a chance at getting the F Parts for EVA Unit 1, you'll need to have
Shinji defeat the Angel when it arrives. It has a ridiculous range, so you'll
probably be bombarded by it by the time it arrives, but it's fairly easy to
kill, just make sure you avoid its attacks. Nothing else of note, move on to
the second half.
------------------------------------------------------------------------------
Stage 36(Second Half) - Brave vs. Brave
------------------------------------------------------------------------------
Environment: Gravity
Player Units:
GaoFighGar(Guy)
Goldymarg(Goldymarg)
Enemy Units:
Star GaoGaiGar(Mamoru)
Skill Point:
None
Events:
None
Items:
S-Adapter: Mamoru
Notes:
Goldymarg can't actually DO anything, so it's just Guy vs. Mamoru. Guy
starts with 150 Morale, to boot. You should just be able to use Courage on
the first turn, then counter him and finish him off on turn two with no issue.
Defeating Mamoru will end the stage with GGG Final events. Don't worry though,
Goldymarg will be back next stage good as new.
After the stage, you'll recieve a new Re-GZ with BWS, a new MP Nu Gundam
(with a set of Fin Funnels to spare) and a new Megarider.
After Stage Items: Minofsky Craft
Basara Disc
A Adapter
Devarium(Ace)
Valuk Ben }
-Valuk Ben} x2
-Valuk Ben}
Skill Point:
Defeat all enemies in six turns. The Devarium must be defeated last.
Events:
Enemy Squads reduced to five: Player and Enemy reinforcements arrive
Turn after Player Reinforcements arrive: Player Reinforcements 2 arrive,
Player Units Morale+20
Notes:
This stage is a nice mix of old and new. Old map (you'll be back, too)
and Old enemies, but this is the first stage you'll be able to employ Sound
Force's Sound Boosters AND you'll get some new units. A few things you should
do before this stage begins. Firstly, if Amuro has sixty kills or more, you'll
recieve the HWS for Nu Gundam before the stage begins, so make sure before you
actually deploy you equip that. Second, Sound Force set-up. Put Basara in one
squad, and Mylene and Ray in a different one. In the pre-battle deployment,
make sure both of the units are diagonal from each other. At the beginning of
the battle, switch Basara and Mylene to the lead of their squads. Now have
Basara use Spirit and Ray use Encourage until you reach 115 Morale (SP Up
or the Hope spirit will be needed), select the "SB" command to equip the
Sound Boosters to both of them. Now, move your units into a diamond formation
like the area the MAP songs will hit. Now Valor and Totsugeki love heart
the designated area. Laugh at the enemy. Now, just power through the
enemies. The only real danger is Ace, who has that stupid MAP attack again.
After defeating most of the enmies, Ace will arrive south of the original
enemies. It's about due east from where you started. Gunbuster and Friends
will also arrive and give you a 20 morale boost. Finish off the enemies and
then take out Ace to end the stage.
The two routes this time are designated as Solo Ship and Battle 7. There's
really no rhyme or reason to the split this time. Additionally, there's not
really any secrets specific to either route. Just pick the route you like the
units on best, unless you're really needing those kills counts.
Solo Ship Battle 7
------------- ------------
All Gundam All Macross
Space Runaway Ideon Gaiking
Neon Genesis Evangelion Dancougar
GaoGaiGar Gunbuster
Daitarn 3 Steel Jeeg
Getter Robo Mazinger
Raideen Goshogun
Combattler V
Voltes V
Daimos
Virtua ON!
Solo Ship route is the top choice, Battle 7 route is the bottom choice.
After you pick, you'll be given 2 propellant tanks, 2 cartridges, 2 repair
kits, a super repair kit, and a full SP restore item.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Solo Ship Route
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
END SOLO SHIP ROUTE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defeat Richter, then defeat Hainel, within seven turns.
Events:
Enough enemies are destroyed: 3rd Party Reinforcements arrive
Hainel is defeated: Enemy reinforcements arrive
Notes:
Once again, there's not much special to say about this stage. Heinel and
Richter may or may not be back from the grave, and this time for some reason
they've decided you're the enemy again. Whatever. Soud Boost everyone then
push forward to crush the you've-seen-them-too-much Romance Trilogy enemies.
Make sure you take Richter out first. Heinel will launch in his signature mech
after his Skullrock is defeated. You can use convince on him with Voltes, but
this doesn't actually seem to do anything. Once you beat Heinel, Goshogun will
get an event and unlock its GoFlasher Special, which will be added to its
attacks and not replace the normal GoFlasher this time.
Esurimu }
-Esurimu} x2
Zai Fa
-Zai Fa
-Zai Fa
Mammoth
-Zubanza
-Zubanza
Az-130A
-Fz-109A
-Fz-109A
Death Spider
-Aiai
-Aiai
Kurain
-Dali
-Dali
Jig Mack
-Dekka Bau
-Dekka Bau
Geara Doga }
-Geara Doga} x2
-Geara Doga}
DINN }
-DINN} x2
-DINN}
BaCUE }
-BaCUE} x2
-BaCUE}
Enemy Reinforcements:
Palparepa Plus(Palparepa)
Enemy Reinforcements 2:
Kurain
-Dali
-Dali
Mammoth
-Zubanza
-Zubanza
Zai Fa
-Zai Fa
-Zai Fa
Az-130A
-Fz-109A
-Fz-109A
Skill Point:
Defeat Palparepa Plus within seven turns
Events:
Enough Enemies are Destroyed or Turn 3: Player and Enemy Reinforcements
Arrive
Palparepa Plus is defeated: GaoFighGar is destroyed, Palparepa Plus
retreats, Enemy Reinforcements 2 arrive.
Notes:
See what I mean by not having enough material? It's a GGG Final stage, and
GGG went the other way. =p Despite not being Zondar metal (in fact, sort of
the complete opposite), the 11 Soul Masters enemies are remarkably similar.
The difference is that they're a littl bit more organized. While the enemies
will come from various series, they aren't mixed, and are squads you're used
to seeing, and they even make a little bit of sense. Those of you with
upgraded GaoFighGar's can simply cast strike and charge forward. Those without
may want to be a bit more cautious,even though none of the enemies are
particularly dangerous. Smash them until turn 3 or you trigger the
reinforcements through sheer destruction. Your units will deploy with half
SP. Furthermore, each turn after you launch you'll recieve a morale down
effect. For this reason, it's important to move quickly take out all of the
initial units, then take down Palparepa(within seven turns, of course). Doing
so will cause events to transpire and the second enemy reinforcements to
arrive. They're nothing special, but remember that the status effects will
continue.
The Routes will join back up at this point. GaoFighGar will be
unavailable for obvious reasons, and the rest of the GGG cast will also
unavailable.
After Stage Items: Min-mei Doll
Ace Symbol
BATTLE 7 ROUTE END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Haggai
-Esurimu
-Esurimu
Az-130A
-Fz-109A
-Fz-109A
Zai Fa
-Zai Fa
-Zai Fa
Magnum
-Zubanza
-Zubanza
Death Spider
-Aiai
-Aiai
Jig Mack
-Dekka Bau
-Dekka Bau
Doven Wolf
-Geara Doga
-Geara Doga
CGUE
-GINN
-GINN
This stage is a pain. Every normal human character will start at 50
morale and half SP. The Virtuaroids, Rei, J, Jeeg, and Basara will not.
Virtuaroids are machines, obviously, Jeeg's a cyborg, J just got here, and
you know why Rei is the way she is. Basara? If you've seen Macross Seven,
you understand. For this reason, the above mentioned characters are more
useful than usual on this stage. I'd bring them all. Charge forward and
take out the enemies to build your morale. Sound force will be unable to MAP
your morale into shape (as Mylene and Ray are still affected), but they can
still individually build up with the normal Totsugeki Love Heart. The big
thing to not on this stage is that the reinforcements will repeat....forever.
Simply reduce the squads to 8 and they'll appear in the northeast corner. Now,
to some, this may seem annoying. But you, you're an entrepenuer. You see
opportunity. Stick someone with a good MAP attack up there (Battle 7, Raideen
Alegras [if you've got her], Wing Zero) and just MAP the heck out of that
area. The downside, of course, is that you won't get morale from those
enemies. Course, since they're infinitely respawning, you could just get the
morale once you've exhausted your MAP supply. And it's not like you'll be able
to kill as many without the MAP attacks. The trick, of course, is getting your
morale high enough to USE the MAP attacks. Valor'd Sound Force is the trick,
though it's not instant. Just like the Space route 33, you can make some serious
cash this way. When turn six finally arrives, GaoFighGar will as well.
Hopefully, you're morale is appropriately high, as you're time constrained.
Yes, GaoFighGar is an enemy. Be appropriately afraid. Defeating GaoFighGar
will end the stage.
Pia Dekum Pit is defeated: Pia Dekum performs Giga Fusion and becomes
Pia Dekum Pick, J-Ark transforms into King J-Der.
IF Pia Dekum Pit was defeated by J, Pia Dekum Pit defeated: J learns
J Phoenix.
Palparepa Plus is defeated: Palparepa Prajuna is created...druggie.
Notes:
Lots of events here, but there's not that much that will change gameplay.
The good news, Genesic GaoGaiGar will be given to you at the start. The most
powerful form of GaoGaiGar is a sight to behold, and can make short work of
the enemies near it. J will be stuck in his J-Ark form for now, and the GGG
mobile corps will launch as well. Morale up with Sound Force and then plow
through the enemies. Defeating either Pia Dekum or Palparepa will cause them to
get a new form. NOTE: MAKE SURE THAT J TAKES OUT PIA DEKUM'S FIRST FORM. This
will unlock a powerful attack for King J-Der and make sure that Renais stays
a sub-pilot for J. You've got seven turns, and the only real barrier to this
is the bosses, so move it. When you beat them all, a ton of events will unfold
that can be summarized as simply: the 11 Soul masters make everyone mad. You'll
then be taken to the second part of the stage.
Genesic GaoGaiGar reaches the highlighted square within 4 turns
Events:
Enemy Squads reduced to 6: Enemy Reinforcements Infinity launch
Palparepa Prajuna(Palparepa) is defeated: Palparepa is restored
Pia Dekum Peak is destroyed: Pia Dekum Peak is restored
Notes:
You've got four turns to make it to the highlighted square with Guy.
You start with full SP but down some HP and EN. Guy can make it to the
highlighted square in two turns if you clear him a path, and that's fairly
easy to do. But you should wait until turn four (unless you're worried about
your turn count for the good ending) killing enemies for the PP and cash.
Note that only one of the Palparepa's is legit, the other's are 30000ish HP
clones. But they're worth quite a bit. Palparepa himself can be killed, but
will immediately be restored. He's worth 50000 with Lucky, so it may be worth
the effort. Maybe. Pia Dekum follows the same rules, only he has 50000 less
HP, but is worth less than half the cash (not worth the effort). The Fighters
aren't worth anything either. Just smash Palparepa Prajuna's until turn four,
then have GGG move to the space to unleash its ultimate attack. Whether you
want to focus on taking out the main Palparepa or the clones will depend on
the units you chose. If you've got lots of powerful ALL attacks, the Clones
work great. Otherwise, you may want to consider the original. Only waste your
time on the fighters when you have to. Hopefully they'll just get themselves
killed on the enemy phase.
After this stage, you'll be moving on to the final set of character specific
stages. Up you go.
AFTER you come back from stage 44, you'll be given a couple of choices and
sent on one of FOUR seperate paths. Each path will have three exclusive
missions before meeting up for a final mission that combines two of the paths.
There are two "areas", Earth and Space, and all the units in an area will take
part in Mission 48. For 45-47, you'll only have the smaller group.
Secrets wise, The best route is the SEED route, or, Top->Bottom choice.
There is one secret that's exclusive to either of the space routes, but it's
not that special of a secret(Gije). The VF-19 Excaliburs can be unlocked by
fufilling a condition on the Macross 7 route, but they can also be unlocked if
Max has at least 57 kills at this point, and really, they aren't that much
better than the VF-17s. Nothing special on the Irui Search route, the
SEED route has nothing TECHNICALLY required, but if you don't go this route
you'll have to get a 100 more kills with your EVAs to get the F-Type for EVA
Unit 01. Plus, those kill count requirements are looming for the Gundams.
Basically, it boils down to this. The Secrets on the SEEED route and the
Macross Seven route can be obtained by going a different way. However, the
secret on the SEED route is MUCH more difficult if you don't go that way.
If you either search for Irui or go the SEED route, you won't be able to
get Gije, but that's it.
Here's how it breaks down...
Irui Search SEED Macross 7 Romance Trilogy
------------- ------ ----------- -----------------
Gaiking All Gundam All Macross Space Runaway Ideon
All Mazinger Evangelion Gunbuster Combattler V
Getter Robo Goshogun Voltes V
Steel Jeeg Daitarn 3 Daimos
Dancougar Raideen
GaoGaiGar
The Banpresto Originals will all go where you choose.
To pick your route, you'll get two choices, the first is Earth and Space,
the second is dependant on whether you picked earth or space. Here's how to
get where you want to go.
Irui Search - Top, Top
SEED - Top, Bottom
Macross 7 - Bottom, Top
Romance Trilogy - Bottom, Bottom
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Search for Irui
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
SEARCH FOR IRUI END
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
SEED END
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
EARTH ROUTES END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Space Routes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All units except the Battle 7 reach the highlighted point.
Events:
Enough enemies are destroyed: Player Reinforcements launch
Notes:
Totally Event Squads for this stage. To win you just have to get everyone
that ISN'T the Battle 7 to the highlight square. There are no reinforcements,
and that FBz-99 isn't piloted by Gabil. Once everyone has reached the square,
you'll move on to the second half.
Defeat all enemies before reaching the highlight squares.
Events:
Enough Enemies are defeated: Macross fighter valkyries, and (if
applicable) Altairion (w/squad) move to the ravine, Gabil blocks ravine,
Enemy Reinforcements launch.
Gabil is destroyed: Gamlin is destroyed
Notes:
THe Second half isn't much more eventful than the first. Move forward
and take out the enemies. Once you've destroyed enough (MAP weapon sprees
prevent me from knowing the exact number), several of your units will move
to the South side of the Ravine and Gabil will move to block with some new
reinforcements. Once this happens, I believe you only have five turns to reach
the squares. Also, I believe that the skill point is that you must destroy all
the enemies before reaching said square. For the most part, this is a
non-issue. Grabil, however, will be as troublesome as always. Sound Force
helps, of course, don't forget them.
Within 8 turns of Player/Enemy reinforcements arrival, destroy all enemies
before escaping the stage.
Special Win Condition:
1) All enemies are east of the highlighted line.
2) All allies reach the highlighted squares in the corner.
Special Loss Condition:
Enemy Unit destroyed. Yes, you read that right. Destroy an enemy and you
lose.
Events:
All enemies cross the line: Player and Enemy Reinforcements arrive,
Sizzler Black and Goshogun join Gunbuster and Daitarn 3 respectively. 3rd
party units MAY arrive....or they may arrive when one unit reaches the
highlighted line.
Notes:
**** this stage. This is essentially a giant **** you to everyone that
can't read Japanese. Course, I mean, it's only supposed to be a Japanese
game, but considering how accessible everything ELSE is....
The goal of this stage with your limited forces is to get ALL of the enemy
units behind the highlighted line. The real trick to this is the enemy
Battleship. See, just moving back will not cause the Battleship to move. So
here's what you do. At the beginning, have Gunbuster, Sizzler Black, and
Goshogun run. Daitarn should change into Daifighter, use Flash, and move
forward. I attack the battleship, though this may not be strickly necessary.
Have him dodge the whole time during the enemy phase. On the next player phase
have Banjo use accelerate and RUN with everyone. The battleship should follow,
and you'll be a couple turns away from success. When running, you probably
don't want your units to get RIGHT up against the wall, else they'll just
leave as soon as the next part starts. Once everything gets away, a whole
bunch of events will happen and you'll be free to smash everything in sight
with a few waves of TK Missile. Player and Enemy units will launch, and the
STMC MAY launch. See, what I mentioned earlier about being against the wall
HAPPENED to me, and so I'm unsure of whether the STMC launch with everything
else or after someone leaves. In any case, they're included in the skill point
requirement, so take them out. As you're probably used to by now, only Grabil
is really a problem to kill, so send some of your more mobile units down there
to deal with him, including Sound Force. In reality, this stage isn't
difficult, it's just a pain to figure out what you're supposed to do.
Enough STMC are destroyed: Player Reinforcements arrive.
STMC destroyed: Gamlin is revealed to be possessed, kidnaps Mylene and
Enemy reinforcements arrive.
Enough reinforcments are destroyed: Stage Ends. Yep. Over.
Notes:
This is mind-numbingly simple after the hell that was the last stage.
Bundle and his buddies are all sitting in Bundle's Battleship surrounded by
STMC. Have Kernagul use Iron Wall and Bundle use Strike. Turn 2 comes around,
do the same, but add in a Guts command. Assuming you use Flasher Beam, your
allies should arrive early on in this phase. Now, the reinforcements appear to
the character's left, and so we don't want to send too many forward. You'll
almost be able to wipe them all out with Banpreios and his MAP attack if you
Renew it and Bundle and use Awaken twice (Hope is needed, of course). Once you
DO wipe them out, the reinforcements will launch after some events. Gamlin
and Mylene won't do anything against you, so if you zip over to the enemies,
you should be able to take them out very quickly. Just don't MAP them into
oblivion and life should be fine. For whatever reason, you won't have to
actually destroy all the enemies to end the stage. Destroying enough will
call a horde of STMC and you'll be teleported out.
After this stage, you'll meet up with the characters from the Romance
Trilogy path. You're done with this godforsaken path. I won't be back.
Macross 7 Route END
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Enough Enemies are defeated: Gabil and Grabil Merge to form Gabigra.
Zomud and Goram arrive.
Goram or Zomud Destroyed: Enemy units currently deployed retreat, STMC
arrive (Enemy Reinforcements 2).
Turn after STMC arrrive: 3rd Party Reinforcements arrive.
STMC reduced to six: Enemy reinforcements Infinity arrive (repeats)
Notes:
Not one, not two, but THREE Protodevlin enemies. Beautiful. Fortunately,
one set will dissappear. Move forward but don't waste too much SP here.
Destroying enough of the initial enemies will trigger the appearance Zomud and
Goram, as well as cause Gabil and Grabil to merge. Gabigra is suitibly tough
to crack, but keep at it and employ Sound Force and it'll eventually fall.
After you take him out, go after either Goram or Zomud. Defeating one will
cause events to transpire that'll leave you minus one Basara. STMC show up,
and Ideon launches. Now, if you want to have a chance at getting Gije back,
you need to max out Ideon's IDE gauge. If you want to do this, then have Gije
accelerate and have Kasha cast Iron Wall and throw Ideon into the STMC alone.
Have him Defend the whole turn. Next turn, you can resume your attack. Of
course, the next turn features a new suprise in the form of Buff Clan enemies
in the opposite corner. So if you have units left over on the turn the STMC
show up, you should send some up there to deal with the Buff Clan. The goal
here is to take out the Gaburo Zan. It's the Tube Buff Clan Battleship, it
should be fairly obvious from its placement and uniqueness. The STMC will
never end, but it's generally not worth the effort to farm them. THey just don't
give the cash.
After this stage, you'll meet up with the characters from the Earth Route.
We're winding down, so the next several stages will bring an end to the
storyline for several of our story series.
SPACE ROUTES END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle 7 reaches the marked square within 5 turns.
Special Loss Condition:
Six turns pass
Events:
None
Notes:
Some Macross 7 enemies for the first half of the Macross 7 finale. The
theoretical goal is for the Battle seven to reach the highlight square. But
to be honest, it's simple enough to eliminate all enemies. Use Strike and have
at them. The Protodevlin is sort of a problem, but with fifteen squads, you
can simply overpower him. Or heck, just bring enough units with Exhaust and
let him feel the full force of a Goldion Crusher without his Protodevlin
status. However, try to finish him off with Gamlin (White Haired Macross
Seven Pilot), as if you do so here and DON'T destroy him in the next part,
Gabil will join you in his FBz-99G. If you care. Destroy everything or have
Battle 7 reach the square to end the map and move on to part two. Note that
it'll take about four turns for the Battle 7 to get there, so if for some
reason you CAN'T kill them all (though any reason for this escapes me), you'll
want to have it book it. Don't worry about HP/EN/SP, as everything's fully
restored for the second half.
Turn 3: Enemy Reinforcements Arrive
Battle 7 reaches highligted point: Player and Enemy Reinforcements
arrive, Mylene and Gamlin's Squad retreat to the Battle 7.
Gepelnich loses 50000 HP: Gepelnich uses Guts, Goram and Zomud are
absorbed, Player Morale boosted to max.
Gepelnich loses ~80000 HP, after above: Gamlin's Squad and Mylene return.
Basara joins Mylene and Ray. All characters gain Valor status and a full HP
restore.
Basara attacks Gepelnich: Player Reinforcements 3 arrive, Try Again
combination attack performed on Gepelnich.
Items:
High Performance Radar: Gepelnich Battlship
Cost Down: Gepelnich
Notes:
Wee! Macross 7 Finale. Lots of events here. Your first goal is to get
the Battle 7 to the highlighted point in four turns. Cut a swath through the
enemies, though if you want to recruit Gabil, leave him alone(feel free to axe
his squadmates though). Additionally, you mauy ignore Grabil if you so choose.
They'll both retreat after a later event. The other enemies of note are Goram
and Zomud. They're in one squad together and they're as much of a pain as
always. However, like Gabil and Grabil, you may ignore them if you please.
There's nothing lost by killing them, of course, but it's a pain. On Turn 3,
Gepelnich's Battleship will arrive and park itself on top of the highlighted
square. You'll need to take its 180000 HP out before the Battle 7 can move on
it. You're limited on time. So hurry. Fortunately, only its HP is any good.
You should be able to evade its attacks with little effort. Do that and move
nto the highlighted square. At this point, a ton of events will happen, mainly
consisting of Max and Millia going WAY overboard on some grunts. After the
events, they'll be in a squad and Gepelnich will be here. You'll also lose
Mylene(but not Ray) and Gamlin's ENTIRE squad until you complete some later
events. It's usually not worth it in this case to exhaust Gepelnich's morale. I
did so, but it gained back 20 morale in a single encounter. Dealing 50000
damage will cause Gepelnich to simply restore the missing HP. However, at this
point, Minmei will start singing and boost your characters' morale to max.
Unlike most other times when this happens, MAX will really be max and not just
150 (in the case of Break Morale Limit). Now you'll have to take a lot of
Gepelnich's HP down again. A bit more than last time. Do so and Basara will
come out and give everyone Valor and full HP. As if that wasn't good enough,
attacking Gepelnich with Basara will cause Sybil to show up, join Basara's
squad, and the entire Sound Force with Sybil will unleash the most powerful
version of Try Again on Gepelnich. So, you've got Gepelnich already hurt, two
power attacks without the protodevlin resistence, and everyone remaining has
Valor. Yeah, you know what to do.
After this stage, Max and Millia will join with their VF-22s, Sybil will
join...as herself, and if you met the requirements, Gabil will join in a
FBz-99G. Exedore will become the permanent captain of the Battle 7.
This might not look like a Plot ending stage, but we're going to toast
Epen, the Balmar guy that's been tormenting you for a while. It's fairly
straight forward, with the big catch being that Neviim will randomly attack
your squads at the beginning of each turn. Defeating the Helmoze will launch
the bosses. The only thing you NEED to do at this point is defeat the Zufield.
But you may as well take out Etseera and Baran Doban. Keep an eye on your turn
count if you want the good ending, though.
(1) Athrun must reach the highlighted point. Dominion must be destroyed.
Special Loss Condition:
Nuclear Missile reaches highlighted line
Events:
Turn 2: You arrive.
Nuclear Missiles destroyed: Special Win Condition 1 becomes active, Enemy
and 3rd Pary Reinforcements arrive.
Phase after Nuclear Missiles are destroyed: Providence Gundam Launches.
Dearka has a battle encounter with Duel: Duel joins your side (for this
Battle at least)(Player Reinforcements)
Items:
Basara Disc: Shani
Notes:
Turn one is very very simple. You aren't there. On turn 2, you get there
and launch as normal. The goal of this stage at first is to smash all the
nuclear missiles. There's a lot of events here though. The Nuclear missiles
themselves are of little concern. If they get next to a character, they may
try to attack them, and if they hit, they'll explode. Destroy all of them
to unleash GENESIS and the reinforcements. The quickest way to get through all
this is to split your forces in half. Make sure Athrun heads up to the
square, and send enough down to deal with the Dominion and Three Bosses.
Providence will arrive the phase immediately after the missiles are destroyed.
Not a whole turn, just a phase. Oh, and you may notice that Yazan is hellbent
on Kamille if you launch him. If this is the case, then you should probably
send Kamille down there too, as it's just more epic that way. Dearka,
meanwhile, should be heading toward's Yzak. Having a battle encounter with
Yzak's squad (with Dearka) will cause him to join you, at least for this
stage. If you completed the other requirements for Duel and Yzak, then you
need to make sure neither him nor Dearka are shot down during this half.
Taking out the Dominion will move the Archangel, Kira's Squad, and
Providence's squad to the southeast part. Mu will be shot down protecting
the AA. Don't worry though, he survives (and the characters know it, no Neo
Roanoke HERE!) and will be available next scenario, though you WILL have to
put him back in the Strike. Moving Athrun onto the highlighted square will
cause him to go into the GENESIS. Once you've both defeated the Dominion and
moved Athrun to the highlighted square, you'll move on to the second half.
------------------------------------------------------------------------------
Stage 51 (Second Half)
------------------------------------------------------------------------------
You'll start at max morale but down HP/EN/SP. You're goal here is to
destroy the GENESIS core, which is that highlighted square. You'll have to
be somewhat in front to hit it however, as for some reason the sides are
blocked. Four turns will be kind of tight, but if you brought Banpreios it
can wipe out the Grunts on turn one (provided you also brought someone with
Renew) Then you'll have three turns to take out the generator and Rau. If
you met the requirements, then Yzak will arrive in Duel on turn two to help.
Hit Rau with everything you've got then finish off that generator.
That concludes Gundam SEED. Yzak will join after this scenario with the
Duel Gundam if you met the requirements. Cagalli and Lacus will have thier
SEED skill unlocked.
EVA Unit 01(Shinji)
EVA Unit 02(Asuka)
EVA Unit 00(Rei)
Player Reinforcements:
Ra Kalium
Archangel
15 Squads
Enemy Units:
Zeruel, the 14th Angel(Zeruel)
Enemy Reinforcements:
EVA Series x9
Enemy Reinforcements 2:
EVA Unit 1..God thing
Skill Point:
Asuka survives for 2 turns after the EVA series arrives.
Events:
Zeruel is destroyed: Rei retreats, Shinji becomes a green unit, and
Enemy reinforcements arrive.
2 turns pass after the arrival of the EVA Series/Asuka is destroyed:
Player Reinforcements arrive, Shinji and Asuka retreat.
All enemies defeated: Enemies return, Enemy reinforcements 2 arrive.
EVA Unit 1's HP drops below 50000: 5 Turn limit imposed.
Notes:
Before this scenario starts, you may want to give your Haros or Brave
Symbols to Asuka. Stage starts simple enough with the EVAs versus an Angel.
You'll badly outclass the Angel in power, and taking it down shouldn't take
much effort. Do this and EVA series will arrive and gang up on Asuka, who
literally tosses Sinji aside. For the skill point, you need to survive for
two turns. Hence the awesome items before the stage starts. Have Asuka run
to one side to limit the amount of encounters she has to have. If you're
defeated or after two turns have passed, the EVA series will take out Asuka,
the player reinforcements will appear and collect both the EVAs, and it'll
be on. As a bonus, you'll launch at 120 morale. Sadly, this is one map
where my "Banpreios annihilates everything with TK missile" strategy won't
work. You're going to have to beat them down hard. Push everyone forward, but
be careful with the Battleships. The EVA Series aren't pushovers. Their
accuracy is generally horrid, but they can do significant damage. Once you
defeat them all....they'll come back. The ensuing EoE events will piss off
all the super robots (just like Eva did to the fans!) and change the music
to be totally inappropriate for the gravity of the situation. At this point
your job is to defeat the EVA unit one. You're units will be moved into
formation again and you'll have to manually go after him. Note that while you
can destroy the EVA series, they'll immediately regenerate. They're not worth
the trouble, as they don't give money or PP appropriate to the difficulty.
Just cruise on by them. What's REALLY irritating is that the EVA unit 1 will
get TWO turns per turn. Sucks. Do enough damage to it and you'll start a
count down that will give you only five turns to smash it. This shouldn't be
too difficult to achieve, but be aware of it in case you're really intent on
farming the EVA Series kills. Defeat the Unit 1 to end this half of the stage.
-EVA Unit 00(Kaworu)
-EVA Unit 02(Asuka)
Ra Kalium
1 Battleship
15 Squads
Enemy Units:
EVA Unit 1 BEAST (Damipuragu)
EVA Series x9
Skill Point:
None
Events:
Turn 2: Player Reinforcements arrive
Notes:
Unless you've upgraded him, it's probably better for Shinji to just hang
back for a while. Although, that said, the BEAST wasn't able to break my AT
Field when it came right down to it, so perhaps it's safer than I think. On
Turn 2, the rest of your characters will arrive. This is exactly like the end
of the first part, only this time, the EVA unit 1 is WEAKER (as it doesn't
have Shinji), and the EVA series will stay dead. Though the Terrain sucks for
you now (Gravity and LCL, which is technically water), this is still easier
than the last part thanks to the previously mentioned factors. All you have to
do to end the stage is kill the EVA Unit 1, but feel free to take revenge on
the EVA Series.
Enemy squads reduced to 10: 3rd Party Reinforcements arrive
STMC Squads reduced to 6: 3rd Party Reinforcements Infinity arrive
(repeats)
Notes:
BEFORE the stage begins, you may recieve a small army of secret units
and special parts. As these can, and probably will, contain both the Hi-Nu
Gundam and the Sazabi, you may wish to switch pilots around before you launch
your squads. The stage itself is one of my favorites, but there's very little
to say about it. You start out against some Buff Clan enemies. If you're a
player that tends to enjoy spamming Banpreios' map attacks, I would suggest
limiting yourself a bit. smash the Buff clan enough and your real enemy of
the stage, the STMC, will arrive. At this point, you should focus on the Buff
Clan, as you don't want the STMC stealing your kills. And at this point, it's
just you killing as many STMC as you can. Reducing the STMC to six squads will
cause it to spawn more reinforcements in the center of the map (on top of the
Crossgate). That's...it. Spam your ALL attacks for 7 turns. If, on turn 8,
you've killed at least 230, you'll recieve the skill point and the map will
be over. It won't be over UNTIL turn 8 no matter what. 230 sounds like a lot,
but it really shouldn't be too difficult. I've killed over 600 on this map
before, though it was on a repeat playthrough.
Jumora(Etseera)
Shumuel Ben }
-Shumuel Ben} x5
-Shumuel Ben}
Enemy Reinforcements 2:
Bemidoban(Baran Doban)
Skill Point:
Defeat the Helmoze Hamisha and Helmoze Shisha before clearing the map and
clear the map in 10 turns.
Special Win Condition:
(1) SRX moves onto the Neviim that contains Aya.
Events:
Turn 1 Enemy Phase: Special Win Condition (1) active.
Jumora is defeated: All player and enemies retreat, Sanger relaunches,
Enemy Reinforcements 2 becomes active. If you're on Touma's route, Touma will
launch instead of Sanger
Notes:
Several High HP enemies, an annoying event, and an annoying boss. If you
didn't get the full power of Banpreios on this stage, I'd be upset with it.
Start out by moving everyone as far forward as you can (after Sound Force,
of course), making sure that Banpreios is getting closer to the white orbs.
On the first enemy phase, they'll activate, and the SRX team will sense Aya.
At this point, you need to go to the highlighted squares until you find her.
Which Neviim she's in is completely random. If you can, you may wish to
save before moving so you can check if she's in one, and reload if not. Or you
could do it completely legitamately. Banpreios should be powerful enough that
you'll only need a couple turns afterwards anyway. The stage won't end until
you reach the right square, even if you destroy all the enemies. Speaking of
which, the skill point requires you to kill the two Helmozes, but they aren't
required to clear the map. So make sure you do that before you destroy the
Jumora. The Jumora will appear after Banpreios finds the right square. Along
with her and her minions arrival, Banpreios will recieve its final attack
along with the combination attack. Make sure the Helmoze are dead for the
skill point, then finish off the Jumora to end the stage.....almost. Everyone
will retreat, but Baran Doban will require a bit more convincing. If you're
on Touma's route, he'll one on one Baran. Otherwise, the duel will take place
between Sanger and Baran. The Bemidoban only has a little under 14000 HP, and
your SP should be restored. Valor, Strike, and goodbye.
After this stage, Aya will be a sub-pilot for Banpreios, and Baran Doban
and Rulia will join with their units. Note that Rulia can be moved into the
R-Blade Custom, and if it's upgraded, you definately should do so.
------------------------------------------------------------------------------
Stage 55(First Half)
------------------------------------------------------------------------------
Zufields are destroyed: Enemy Reinforcements launch
Notes:
Lousy Gravity. Fortunately, this is the last time you'll have to deal with
an in-atmosphere stage in the game. Well, both halves of this stage, anyway.
Lots of enemies on this stage. The goal here is to take out the two Zufields.
You've got six turns for the skill point, and this might be a little tight
with all the enemies. Push forward and don't waste effort on the Zufields
until you're ready to kill one. They have a large HP regen, and even though
their HP is under 100000, this will make things very difficult if you try to
kill them over multiple turns. Finish them off and you'll be greeted by Ruaf
and his Gebel Guneden. If you've played Alpha 2, this is very similar to the
final boss. VERY. Be wary about Guneden. It gets two turns on its phase, is
quite accurate, does a lot of damage, and it's favorite attack will even
steal energy as if to kick you while you're down. Smash through its barrier
and 200000 HP and you'll move on to the almost as annoying second half of the
stage. It's Balmar's last stand. And there's still four levels left to go!
Megilot Ben }
-Megilot Ben} x6
-Megilot Ben}
Yoera Ben }
-Yoera Ben} x6
-Yoera Ben}
Valk Ben }
-Shumuel} x6
-Shumuel}
Devarim }
-Gadel} x3
-Gadel}
Valk Isha(Calico)
-Valk Ben
-Valk Ben
Valk Isha(Spectra)
-Valk Ben
-Valk Ben
Vyclone(Ace)
-Devarim
-Devarim
Enemy Reinforcements:
Gebel Guneden(Shiva)
Skill Point:
None
Items:
Multisensor: Spectra
Bio Computer: Ace
Events:
Calico/Spectra is defeated: Spectra/Calico casts Drive, Valor, Strike,
and Flash
All enemies are defeated: Enemy Reinforcements arrive
Notes:
There's five missions left, but the major original enemies are all dying.
Odd, eh? But where'd that bastard Son Ganlong run off too.....
This is the final battle against the Balmar enemies. Calico, Spectra,
Ace, and the mastermind Shiva are all here. You start this half at full
HP/EN/SP, but you also start with 150 Morale. I know I've mentioned
Banpreios' MAP attack before and will again, but you should be particularly
aware of it this map, as the enemies have been so kind as to form up
perfectly for it (or Alegras', if you have it). There's not a whole lot to
say about the initial enemies. You've fought them all before. Defeating either
Calico or Spectra will cause the other to Spirit up. While they have
conversations, nothing changes for Cobray or Spectra, the stage is identical.
Defeating all the them will cause Shiva to launch in the Gebel Guneden. He's
lacking the 2 turns skill, but he has 300000 HP instead of 200000, so he'll
take a bit more to kill. Wipe him out to end the stage and the last of the
Balmar.
After Stage Items: Full SP Restore x2
Ace Symbol
Fan's Bouquet
I hate the Buff Clan. You should use this stage to let out your aggression
on them. You've only got five turns and the Dorow Zan has lots of HP, so
make sure you make liberal use of Accelerate.
STMC Bug }
-STMC Bug} x8
-STMC Bug}
STMC Small Battleship x3
STMC Medium Battleship x2
Skill Point:
Clear the Map in 7 turns
Special Win Condition:
(1)Unit reaches highlighted square
Events:
Unit gets within 20 squares of Bairal Jin: 3rd Party Reinforcements
arrive, Special Win Condition becomes active.
Bairal Jin's HP reduced to 50%: Doba uses Guts(repeats)
Notes:
I'm not entirely sure what the initial win condition is, but it's
wholly irrelevent, as once you get close enough to the Bairal Jin the
req will change and you'll simply have to move onto the highlighted square.
The STMC will also arrive to make things more troublesome. On a more positive
note, you start the stage with 130 morale, so all but your highest morale
attacks will be available from the start. In truth, this stage is interesting
because you don't actually have to attack ever. With Awaken and Hope, you can
make it to the square in one turn and end it. If you want to do this, The
best way is to put multiple units with Awaken in one squad. So..Amuro,
Kamille, Judau, and one of the Purus. If you've got SP up on them, you may
not even need Hope. This, however, is only the recommended path if you're
running out of time (remember, good ending requires less than 420 turns and
57 skill points). Instead, try to kill as much as you can for six turns,
making sure you'll be in range of the square. Don't even mess with the Bairal
Jin, as when it's reduced to half HP, Doba will just use Guts. Whatever you
do, once you reach the highlighted square the stage is over.
*************AT THE VERY END OF THE STAGE, if you have already completed the
game once, you'll be asked a question. The FIRST(Top) choice will send you
on the IDEON ENDING stage 57 (it's located right below this one in the
guide). The SECOND(Bottom) choice, will send you on the normal path to the
route split.************************************************
AFter Stage Items: Propellent Tank x2
Cartridge x2
Repair Kit x2
Super Repair Kit x2
Isn't one, obviously, the universe is going to explode.
Events:
Eventually: Universe explodes. Everyone dies. Everyone. In the Universe.
Happy now?
Notes:
There are units and deployments in this mission, but they're meaningless.
People will talk when they attack, and eventually the turns will pass and
everyone will die since the IDE is going to restart the universe. You can
kill things until the end to build up money for the next time. If you decide
to start a new game from this clear data. Which I wouldn't. Unless, of course,
you accidentally saved over the data before this stage. Sucks for you. =O
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Route Split Time
The final route split of the game. Two choices, Ideon and Gunbuster. At this
point, there's only one secret left, and it's on the Ideon stage. If, however,
you didn't go on one of the space routes, you can't recieve it anyway. So if
you want Gije and went on the Space route, then Ideon route is the way to
go probably. If not...then just pick whatever route you like the units on
the most.
Ideon Gunbuster
------- -----------
Space Runaway Ideon Gunbuster
All Gundam All Macross
Daitarn 3 Evangelion
Getter Robo Mazinger
Combattler V Steel Jeeg
Voltes V Raideen
Daimos Goshogun
Gaiking
Dancougar
GaoGaiGar
Virtua ON!
Short and Simple. Top is Ideon, bottom is Gunbuster.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Enough Enemy Sqauds are destroyed: Enemy Reinforcements Appear. Special
Win conditions become active.
Items:
Mega Booster: Gataman Zan
Notes:
A few things I'd reccommend. 1, Moving the Solo Ship East to start. 2,
leaving half your forces at your start location. 3, spam that MAP attack, you
know what I'm talking about. Send about half your forces towards the current
enemy forces. The other half should basically just sit right where they are.
You may want to move the battleships out a bit. The reason for this is that
defeating enough of the enemy will cause the reinforcements to appear right
where you started. Now, because Super Robot Wars places almost no emphasis on
the position of your enemies, this really isn't a big deal, but it takes time
to run back. When these show up, a highlighted square far to the east will
also show up. You goal is to move the Solo Ship to this square. However,
defeating all the enemies will end the stage as normal. There's still another
half, though....
Enough Enemies are defeated: If the requirements have been met, Player
Reinforcements Secret arrive.
Items:
Minmei Doll: Jig Mack
Notes:
The annoying part of this stage comes if you try to kill everything.
They've encircled you. If you want to kill everything equickly, you'll need
to split off a few squads and send them the opposite direction of the Dorowa
Zan. You may also need to send one to the Southeast to deal with that group.
Send the largest group to the southwest, as that's where the Dorowa Zan has
been sitting. Once you defeat enough enemies an Ideon event will take place.
If you've completed the secret requirements for Gije Returns, then he'll
arrive and Defuse the situation. If not, then nothing happens that affects
gameplay, IIRC. The IDE gauge may or may not max, I'm not sure, it's been a
while. Nothing else happens on this half. Just smash the Dorowa Zan by turn
six for the skill point. That's only one turn less than you have to finish the
stage before Game Over.
STMC Bug }
-STMC Bug} x8
-STMC Bug}
STMC Small Battleship x4
STMC Medium Battleship x3
STMC Large Battleship x2
Skill Point:
None
Events:
Enough Enemies are destroyed: 3rd party reinforcements arrive
Even MORE Enemies are destroyed: Move on to the second half of the stage.
Notes:
The first half of 58 consists of you just smashing them as much as you
can. Defeat enough and the STMC will appear. Defeat enough again and the
first half will come to an end. I'm unsure of the exact amounts, as Banpreios
was MAPing everything the first event, and the second time brought the stage
to an end, so I couldn't count. Yeah....the Buff Clan will debut their
superweapon, and you'll be moved onto the second half once you defeat enough
of the Buff Clan. Defeating STMC doesn't affect anything, and I believe that
if you destroy enough of them they'll simply spawn new ones.
STMC Bug }
-STMC Bug} x8
-STMC Bug}
STMC Small Battleship x3
STMC Medium Battleship x2
Skill Point:
Destroy the Bairal Jin within six turns
Events:
None
Items:
Mega Generator
Notes:
You start with max morale and are tasked with destroying the Bairal Jin,
and hence, the leader of the Buff Clan, so that the huge super weapon you're
fighting above can't be fired again. The STMC will join at the beginning of
the battle for once, and you can smash them without fear of reinforcements.
There actually aren't any events at all on this stage. The Bairal Jin you
should recognize by now, but this is the first time you've actually had to
fight the damn thing in earnest. It's got over 350000 HP, so it'll take some
time to fell. It also has some significant range behind it, but fortunately,
the ALL attack has a minimum range of 6, so if you move within five spaces,
you can save your sqadmates a lot of deaths. The downside, of course, is that
you'll then be in range for the Bairal Jin's final attack, but leaders should be
competent enough to dodge it. Defeat the BAiral Jin to end the stage.
AT this point, you'll move back to the combined stages..well, stage, at
least. It's the last two missions of the game.
After Stage Items: Minmei Disc
Basara Disc
Propellent Tank x2
Cartridge x2
Repair Kit x2
Super Repair Kit x2
Andromeda Snack x3
IDEON ROUTE END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Archangel (Murrue)
Battle 7 (Exedore)
Daikyu Maryu (Pete)
Eltoreum (Tashiro)
Eternal (Lacus)
Ra Kalium (Bright)
Solo Ship (Bess)
Ideon (Cosmo)
Gunbuster (Noriko)
-Sizzler Black (Jung)
18 Squads
Enemy Units:
STMC Bug }
-STMC Bug} x18
-STMC Bug}
STMC Small Battleship x6
STMC Medium Battleship x4
STMC Large Battleship x3
STMC Crusher Ship x2
Enemy Reinforcements Infinity:
STMC Bug }
-STMC Bug} x6
-STMC Bug}
STMC Small Battleship x2
STMC Medium Battleship x2
STMC Large Battleship
Skill Point:
None
Special Win Condition:
Turn 11 arrives
Special Loss Condition:
Enemy enters highlighted square
Events:
STMC reduced to 14 squads: Enemy Reinforcements Infinity appear (repeats)
Notes:
For many turns, you're going to have to block the STMC. The square they
have to enter is quite large which makes defending it quite the chore. The
easiest and BY FAR recommended way it to have your units box it in. Put a unit
on every single border space of the square. Then just bear with it for the
turns. If you want to minimize your work, just destroy the bugs and not any of
the battleships. This will keep reinforcements from appearing. If you do
reduce the number of units to 14, sizable reinforcements will arrive all
around you. The other way to approach this stage is to charge the STMC and
just take them out before they reach the square. This is MUCH harder. I
wouldn't recommend it. While dispatching the bugs is a minor issue, the
Battleships are problematic. The smalls and even the mediums can probably be
dealt with, as they have ONLY 40 and 65 thousandish HP. But the large
battleships have nearly 200000, and the crusher ships have over 250000. It's
not pleasent. Course, there are only two crushers, and only one large comes
in the reinforcements, so if you contain the initial batch, you may be able to
do it. But it's risky. Whatever you decide to do, as long as you don't let an
enemy within the square, the stage will end when you reach turn eleven
(letting one end is game over, don't get any funny ideas).
STMC Bug }
-STMC Bug} x12
-STMC Bug}
STMC Small Battleship x4
STMC Medium Battleship x4
STMC Large Battleship x3
STMC Crusher Ship x2
Skill Point:
Destroy all enemies within five turns
Special Win Condition:
6 Turns pass
Special Loss Condition:
Enemy enters highlighted square
Events:
Enough Enemies are destroyed: IDE Gauge Maxes
Notes:
First, the bad news. You're down HP and EN, furthermore, the enemies get
an evade/defense bonus and the terrain hinders your movement. Now for the
GOOD news. You start with full SP and MAX morale. You get the evade/defense
bonus too, and there's a finite number of STMC this time. While you still
have to guard a highlighted box, the box is off in a corner this time. The
enemy will likely never reach it as long as you give them a target. I would
focus on the westernmost group first, just to be safe (TK Missile them!).
At this point all you'll have to do is smash all the STMC in five turns for
the skill point. If you don't WANT the skill point, then you can simply wait
until turn six. The stage will end with your victory either way. The event
in the middle of the stage is nearly pointless. Though you will get the IDE
gauge maxed for free. The main characters of various series will also get
chatty when they attack the STMC after this point.
After this stage, if you have taken LESS than 420 turns and have at least
57 skill points, then you'll move on to the good ending. If you do not meet
BOTH of these conditions, then you'll be sent to the normal ending. Both are
fairly similar.
Also, since the next stage is the last one, you should sell all your
spare parts. Just a heads up. Other things to be aware of are that you'll
need to put Genesic GaoGaiGar, Shin Getter, and Raideen back in their squads.
------------------------------------------------------------------------------
Stage 60(Good Ending)
------------------------------------------------------------------------------
Environment: Space
Player Units:
Archangel(Murrue)
Battle 7(Exedore)
Daikyu Maryu(Pete)
Eltoreum(Tashiro)
Eternal(Lacus)
Ra Kalium(Bright)
Solo Ship(Bess)
20 Squads
??? is defeated: Enemy Reinforcements appear
Enemy reduced to 8 Squads: Enemy Reinforcements Infinity Appear(repeats)
Kaiser Ephes is reduced to under 100000 HP: Kaiser Ephes restores 150000
HP. Player Reinforcements arrive. Enemy Reinforcements 2 arrive.
Notes:
Unlike the Normal ending, where you just have to smash the defenseless
Egg/Ball thing, this version of the stage brings friends. This first set isn't
that impressive, so I would save my SP as much as possible. I would also make
sure that Sound Force pumps your Morale of your important units up to where
they can access their strongest attacks. Once you've dealt with all the
enemies except for ???...ignore him for a bit. You can damage him, but
wait to destroy him until your units are on the other side of him. You needn't
worry about that MAP attack he has, he'll never ust it. Once you have everyone
on the other side of ???, weaken it and then destroy it with the first unit
of a turn. Preferably something you won't miss too much, like the Eltoreum.
Do this and a whole mess of enemies will appear and the true boss, Kaiser
Ephes will lead them. Now, at this point, the only thing you have to do is
kill Kaiser Ephes. This is actually almost all it's worth your time to do.
Destroying too many of the enemies will simply cause more to spawn.
Considering the obscene HP and barriers these units have, it's best to mostly
just worry about Kaiser Ephes. I would destroy the Devarim, as the MAP attacks
are as pesky as always. I also destroy Son Ganlong, because he's a bastard
and deserves it. Kaiser Ephes himself is a beast. Huge energy supplies,
500000 HP, powerful attacks, and good accuracy, you're going to lose quite a
bit here. Oh, and did I mention he gets double turns? Yeah. He's fairly
worthy as a last bass. Keep on pounding away at him though. Once you take him
to below 100000, he'll restore 150000, and a whole bunch of events will occur.
Minmei's 12000 year old Excelions equipped with speakers will appear and
start playing GONG. Through these events, you'll regain 50 SP for all pilots.
Additionally, Irui will show up as Guneden. Unlike...every single other boss
that joins you in every game ever, Nashim Guneden is just as ferocius as it
was at the end of Alpha 2. I don't even know for sure how much HP it has,
because it's all question marks as its above 100000 HP. Now, as you've already
done 400000 damage to this punk before this event and they even give you more
SP, finishing off ihis last <250000 shouldn't be TOO difficult. Finish off
Kaiser Ephes and all the remaining enemies will die as well.
After this stage...you've beaten the game. Hooray! After the credits, you
can save your data, while you won't be able to play from this data, loading
it will start a new game with bonus money and PP based on how much you had
and how many times you've played through. If it's your first playthrough,
you'll also unlock EX Hard. If you were PLAYING on EX Hard, you've just
unlocked Special mode.
This was to be the entire guide when I started this document. It should be
more detailed than anything else available in English, at least, as I'm
writing this it is. I've divided it up into sections based on franchise. The
series order puts the big three first (Gundam, Mazinger, Getter) out of
respect that they're the big three. Nagahama's Romance trilogy is next as
it's three series cobbled together, and after that things go alphabetical
from Daitarn 3 to Virtua ON!, ending with the Banpresto originals. Gundam,
Macross, and the Banpresto Originals are further divided into individual
series sections (So, Zeta Gundam to Char's Counterattack, for instance). For
the originals, series is broken up into route, with route specific characters
first, followed by characters that join on all routes.
Series which features pilots that can change units will be divided into
Mecha and Pilot sections. I've tried to review the unit seperate of the
individual, but it's hard for my brain. A few notes about this. Not all
pilots can go in all units. Getter, for instance, can change units, but only
the Getter Trio can get into the Getters, Michiru is stuck in the Lady
Command. For the various Gundam series, any UC pilot can get into any UC
mech (0083, Z Gundam, ZZ Gundam, Char's Counter Attack), but not into a
Wing or SEED mech, and vise versa. Wing characters are stuck in Wing mecha,
and SEED ones in SEED. But if you want to stick Julie into the Freedom, you
can totally do it.
Pilots who cannot change units will be listed under their unit. There are a
couple exceptions, like Max and Millia. Both are unable to change units
manually, but both will be in multiple units during the game, but because
they're series generally can move around, they're just listed in the pilot
sections. Guy from Gaogaigar pilots multiple versions of GaoGaiGar, but no
one from his series can change units, so he's just listed under all of his
units.
(1) The name of the mech
(2) The HP range of the mech. The number before the "~" is no-upgrades.
The number AFTER the "~" is 100% upgraded. A few of the lower numbers are
estimated because certain units come pre-upgraded.
(3) The EN Range of the mech. Same rules as the HP.
(4) The Mobility range of the mech. Same rules as HP.
(5) Armor range of the mech. Same rules as HP.
(6) The number of squares the unit can move if in a squad by itself.
(7) The size of the mech. When fighting mechs smaller than you, you'll
recieve a damage bonus but recieve a hit/evade penalty. When fighting mechs
larger than you, you'll recieve a hit/evade bonus but recieve a damage
penalty. If you have the Ignore Size Modifier skill, you won't get a damage
penalty.
(8) The movement type of the unit. Units with the sky movement type are able
to fly. Units with the Land/Water type won't recieve a movement penalty on
that terrain.
(9) The cost to put a unit in a squad. Squads have a five point limit.
(10) The cost to repair a unit if it's destroyed. All units have this, even
ones that will cause a game over if destroyed.
(11) The Terrain ratings for the unit. The order from weakest to strongest is
CBAS. Units with a A ranking will recieve no penalty or bonus. B and C
rankings will penalize the unit, S rankings will provide a hit/evade bonus.
(12) Any Unit abilities the unit has. Ability explanation is found in the
Skill/Ability Encyclopedia.
(13) This begins the weapon section. What follows will be a listing of the
weapons of the unit.
(14) What you'll find here is a (M), (R), or (Music). (M) means the attack is
a melee attack and based off the pilot's Melee stat. (R) stands for a ranged
attack and is based off of the Shooting Stat. (Music) means that it's a song
and is basd of the song stat. Well, for Sound Force anyway. I'm not sure what
Mike bases his off of.
(15) The name of the attack...theoretically. Some use way too much Kanji
for me. If that's the case, I've imrpovised based on appearance. The letters
after the name are the traits of the attack. <P> stands for Post-movement,
<B> stands for Beam, <ALL> is an ALL attack, <MAP> is a Map attack.
(16) The power of the attack. Like HP, the number before the "~" is the
unupgraded power, the number after the "~" is the fully upgraded power.
(17) The morale needed to perform the attack.
(18) The attack's range.
(19) The hit and critical modifier. Before the "/" is hit, after is the
critical.
(20) The terrain ratings for weapons. From Weakest to strongest the letters are
DCBAS. The ratings of C-S are the same as on units. A D rating for a weapon
means it cannot be used in that terrain. This means that if the unit performing
the attack is in that terrain, it will be unavaialable, and if the unit that's
being attacked by that weapon is in that terrain, the attack will only do 10
damage.
(21) Lists the amount of ammo the weapon possesses or the amount of energy it
consumes. A plain number is ammo, a number between parentheses, like so
"(2)", means that number is consumed in EN.
(22) The total cost to upgrade from 0% to 100%. There's some estimation
involved with the units that have been upgraded before you get them.
(23) Sometimes weapons will not be available to you until a later point in the
game. These weapons will be listed here. If a unit has no unlockable attacks,
this section will be omitted.
(24) Some units will have combination attacks with other units. These will be
listed here. If there are no combination attacks the unit can perform, this
section will be omitted. Note that sometimes a combination attack will require
units that cannot initiate the attack. In this case, the attack will only be
listed on the units that can initiate the attack.
(25) The OTHER units required for a combination attack will be listed here,
whether they can initiate or not.
(26) My personal score for the unit. Take it with a grain of salt.
(27) My comments for the unit. Bag of salt, etc.
(1) The pilot's name. Pilots that are fixed in a unit will have "/" marks
above and below their name. Pilots that can be moved will have "-" above and
below the name.
(2) The skills that the pilot has naturally. If they level up, I'll try to
put the maximum level in parentheses next to the skill.
(3) The spirit commands the pilot learns, with the cost of the spirit next
to the name.
(4) The pilot's natural terrain ratings. These are combined with the unit they
pilot to get the final ratings.
(5) The ability recieved when the pilot is leading the squad. At the moment,
many of these are missing thanks to those stupid Kanji.
(6) Comments on the pilot. These are generally less expansive than unit
comments, simply because there's a lot less variety.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A. Gundam
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
I. 0083
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
%%%%%%%%
a. Mecha
%%%%%%%%
On the whole, 0083 are a bit...lacking. Even the secret units. Still, the
Dendrobium is a good unit, it's just...overshadowed.
------
Albion *Mothership*
------
HP: 17000~22000
EN: 210
Mobility: 60~110
Armor: 1400~2100
Move: 6
Size: 2L
Type: Sky Only
Repair Cost: 12000
Terrain Rankings:
Sky: A
Land: A
Sea: C
Space: A
Abilities:
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
(R) Sky Laser Launcher<P> 2300~3900 1~3 +40/0 SBBS 15
(R) Missile Launcher<ALL> 3300~4900 1~6 +35/+10 AABA 10
(R) Hyper Mega Cannon<B><MAP> 3400~4200 105 1~5 0/+10 AADA 3
(R) Main Mega Cannon<B><ALL> 3700~5300 1~8 +30/+20 ABDA 8
Weapon Upgrade Cost Total: 465000
Rating: 4
Notes:It's a battleship. Not that good, but it doesn't really matter. The
Albion leaves you quite early in this one (if it joins at all). Still, for
completeness' sake....
-----------------------
GP-03 Gundam Dendrobium
-----------------------
HP: 12000~14500
EN: 180~330
Mobility: 105~165
Armor: 1500~2100
Move: 7
Size: L
Type: Sky
Squad Cost: 2
Repair Cost: 8000
Terrain Rankings:
Sky: A
Land: A
Sea: C
Space: S
Abilities: I Field
Seperate (Becomes Gundam Stamen)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 6
Notes: By far the best of the 0083 units, it's still..only ok. On the plus
side, several of its better weapons have S space rankings. But only in space.
If you're doing a Gundam centric playthrough, there may be room, but this is
probably going to end up in the back row at best. Note that if this is
destroyed, it'll turn into the Gundam Stamen
-------------
Gundam Stamen
-------------
HP: 4700~7200
EN: 115~265
Mobility: 110~170
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost:
Repair Cost: 4000
Terrain Rankings:
Sky: A
Land: A
Sea: C
Space: S
Abilities: Sword
Shield
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 5
Notes: Only very slightly better than the Gundam Mk. II, the stamen...isn't
very good. Fortunately, there's almost no reason to use it. The Dendrobium is
worth the extra squad cost if you're going to use this unit. Note that if the
Dendrobium is destroyed, it turns into this.
-------
GP-01Fb
-------
HP: 4800~7300
EN: 115~265
Mobility: 110~170
Armor: 1000~1600
Move: 7
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: S
Abilities: Sword
Shield
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating:4
Notes: The GP-01 is really kind of sad. It's supposed to be Gundam, but the
GM Cannon II is basically it's equal. Mobility is higher, significantly so, and
it's got more/better Post-movement attacks. But it's PLA attack AND its ALL
attack are both weaker. If you need survivabilty in your backup units, this is
a good choice. Otherwise though....
---------
GM Custom *Multiple*
---------
HP: 4700~7200
EN: 90~240
Mobility: 95~155
Armor: 900~1500
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 1600
Terrain Rankings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Shield
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
(R) 60mm Vulcan<P> 1600~3200 1 +45/-10 AABA 20
(M) Beam Saber<P><B> 3000~4600 1 +40/+20 DABA
(R) GM Rifle <P><PLA> 3000~4600 1~4 +20/+10 BABA 15
(R) GM Rifle <All> 3800~5400 2~6 +35/+15 AABA 6
Weapon Upgrade Cost Total: 400000
Rating: 2
Notes: Crap, plain and simple. Don't use these longer than you absolutely have
to.
------------
GM Cannon II *Multiple*
------------
HP: 5000~7500
EN: 90~240
Mobility: 90~150
Armor: 1200~1800
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 1600
Terrain Rankings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Shield
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: Better than the GM Custom, the GM Cannon II has a decent squad attack.
Really, the draw to this one is that 3600 squad attack. That's higher than the
MP Nu Gundam.
%%%%%%
Pilots
%%%%%%
---------
Kou Uraki
---------
Default Abilities: Sword Cut (lvl2)
Shield Defend (lvl5)
Support Attack (lvl1)
Spirit Commands: Concentrate(20)
Strike (15)
Flash(10)
Valor(35)
Spirit(35)
Soul(60)
Terrain Rankings:
Sky: A
Land: A
Sea: B
Space: A
Notes: Kou is a decent Gundam pilot, though his hit/dodge rates will be lower
than many gundam mains due to his lack of Newtype-ness. Also, he's terrible at
his skills. They won't naturally level up much at all.
--------
Keith
--------
Default Abilities: Support Attack (lvl3)
Support Defend (lvl3)
Shield Defend (lvl4)
Spirit Commands: Accelerate(25)
Cheer (15)
Strike(20)
Valor(40)
Snipe(30)
Hope(75)
Terrain Rankings:
Sky: B
Land: A
Sea: B
Space: A
Notes: Kou's right hand man makes for a decent support pilot, eventually
aquiring a very cheap Hope. Keep him in mind if you have an open spot in
a squad.
-------
Burning
-------
Default Abilities: Leadership
Support Attack
Shield Defend
Spirit Commands: Concentrate (20)
Mercy (5)
Critical+(35)
Valor(35)
Strike(15)
Invincible(10)
Terrain Rankings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: EN Use-20%
Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's
space and you run out of other units, they can be useful. They're all almost
identical, but Burning and Monsha are better than Adel and Bate.
------
Monsha
------
Default Abilities: Support Attack
Support Defend
Shield Defend
Spirit Commands: Vigor(20)
Luck(30)
Strike(20)
Valor(35)
Flash(15)
Exahust(40)
Terrain Rankings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Hit+10%
Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's
space and you run out of other units, they can be useful. They're all almost
identical, but Burning and Monsha are better than Adel and Bate.
----
Bate
----
Default Abilities: Support Attack
Support Defend
Shield Defend
Spirit Commands: Accelerate (25)
Vigor (20)
Concentrate(20)
Mercy(10)
Valor(40)
Fury(30)
Leader Ability: Evade+10%
Terrain Rankings:
Sky: A
Land: A
Sea: B
Space: A
Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's
space and you run out of other units, they can be useful. They're all almost
identical, but Burning and Monsha are better than Adel and Bate.
----
Adel
----
Default Abilities: Support Attack
Support Defend
Shield Defend
Spirit Commands: Iron Wall (20)
Snipe (30)
Trust(30)
Strike(25)
Valor(45)
Renew(60)
Leader Ability:
Terrain Rankings:
Sky: A
Land: A
Sea: B
Space: A
Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's
space and you run out of other units, they can be useful. They're all almost
identical, but Burning and Monsha are better than Adel and Bate.
-------
Synapse
-------
Default Abilities: Leadership
Support Attack
Cooperative Attack
Spirit Commands: Strike
Vigor
Leader Ability: Critical +20%
Terrain Rankings:
Sky: A
Land: A
Sea: B
Space: A
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
II. Zeta
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
UC Gundam series all have several units, but most are just filler at best.
Zeta is a perfect example. Except for the Zeta gundam, none of the units are
leader material. However, Zeta contains multiple good filler units for the
first half of the game, though as you get more and more CCA units, they
should be slowly replaced.
%%%%%
Mecha
%%%%%
-----------
Zeta Gundam
-----------
HP: 5200~7700
EN: 125~275
Mobility: 110~170
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost:
Repair Cost: 4400
Terrain Rankings:
Sky: A
Land: A
Sea: C
Space: S
Abilities: Sword
Shield
Transform (Waverider)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 7
Notes: Zeta was a monster in the original Alpha, but it suffered a bit in
Alpha 2. While it doesn' match up to its power in Alpha, it fairs much better
than it did in 2. The addition of the much needed ALL attck helps, but the
power itself is quite good. It's still probably not as good as the Nu Gundam
or Sazabi, though, so you may find yourself moving Kamille there late game.
Think before you upgrade.
*Additional Note: Beam Saber(Hyper) requires Kamille to be Newtype Level 3*
---------
Waverider
---------
HP: 5200~7700
EN: 125~275
Mobility: 120~180
Armor: 900~1500
Move: 8
Size: M
Type: Sky
Squad Cost:
Repair Cost: 4400
Terrain Rankings:
Sky: S
Land: A
Sea: C
Space: A
Abilities: Transform (Zeta Gundam)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 7
Notes: Zeta's flying form, it's pretty self-explanatory. Offensively, it's a
bit weaker, though the Waverider Crash is Zeta's strongest attack, it's melee,
while all of Zeta's other strong attacks are ranged.
*Additional Note: Waverider Crash requires Kamille to be Newtype Level 4*
-------------
Gundam Mk. II *Multiple*
-------------
HP: 4900~7400
EN: 110~260
Mobility: 100~160
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 2000
Terrain Rankings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Shield
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: This could go in either Zeta or ZZ, but since it debuted in Zeta, I
put it here. In any case, it's just not that good. Even with the G-Defensor
it's not spectacular, but at least it can fly then. Equipping the G-Defensor
will change the Gundam Mk-II to the Super Gundam. You get TWO Gundam Mk-IIs,
but only one G-Defensor, so one will be stuck in this form....
------------
Super Gundam
------------
HP: 5300~7800
EN: 120~270
Mobility: 110~170
Armor: 1300~1900
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1
Repair Cost: 3400
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 5
Notes: The Super Gundam is better is just about every possible way from the
Mk. II, even if only by a little bit. It's still not leader material of
course, but it's flying ability and all-around averageness make it a good
back up unit.
-------
Methuss
-------
HP:4400~6900
EN:90~240
Mobility: 95~155
Armor: 900~1500
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 2400
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Repair
Transform(Methaus(MA))
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
(M) Beam Saber<P><B> 2500~4400 1 +40/+20 DABA
(R) Arm Beam Gun<P><B><PLA>2700~4600 2~5 +30/0 BADA 8
Weapon Upgrade Cost Total:400000
Rating: 4
Notes: A crappy unit that exists only to heal. It's an oddity, as well, being
the only repair unit from a RR series. When not in the atmosphere, or when
it's possible for the Methaus' unit to fly while in the atmosphere,
the Methaus should probably stay in Mobile Armor mode, as the mobility is a
bit higher. Fa is the default pilot, and while she's not amazing, she is a
mild Newtype, so she'll generally be able to hold her own, by that I mean not
die to enemy ALL attacks. Consider giving it a few mobility increase items.
-----------
Methuss(MA)
-----------
HP:4400~6900
EN: 90~240
Mobility: 105
Armor: 800~1400
Move:
Size: 7
Type: M
Squad Cost: 1
Repair Cost: 2400
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Repair
Transform(Methaus)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: Slightly better than the Methaus in Mobile suit mode, the MA form
boasts 10 more mobility, the ability to fly, and it's PLA attack works from
range 1. Unless you're stuck on the ground, this is the way to keep the
Methaus, and in reality, you may want this form even when stuck on the ground.
-----------
Hyaku Shiki
-----------
HP: 5100~7600
EN: 115~265
Mobility: 105~165
Armor: 900~1500
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3400
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: It's better than I remembered. It's PLA attack is kind of weak, but
it's final attack has got some "umph" behind it. Course, it's nowhere near
good enough to be a leader unit, and that leads to the whole "it's PLA attack
is kinda weak. You could do worse, but you could also do much better.
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability:
Notes: Kamille is a great pilot with a good Spirit Set. Cheapish Soul is good.
His initial skills are generic but work well. He's a Gundam pilot, after all.
The only one I'd consider dropping (not that you CAN drop Newtype) is Shield
Defend, as rare is the enemy that will be able to hit him, and if they CAN,
then Zeta's shield is probably going to do little. Course, it can still do
something, so replacing it is probably unneeded. But, you know, you COULD.
Like with Focused Attack.
--------
Fa Yuiry
--------
Default Skills: Newtype (lvl5)
Support Attack (lvl3)
Support Defend (lvl3)
Spirit Commands: Trust(20)
Bless(45)
Concentrate(20)
Cheer(20)
Encourage(45)
Hope(75)
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: A
Leader Ability: HP/EN Regen +50%
Notes: She shouldn't fight, but she's good enough at dodging to stay alive in
the Methuss. Her very early Bless is well appreciated, and is reason enough to
include her in the beginning. Once her spirit set is complete, you'll have
one of the most pure Support pilots in the game, only Concentrate can't be
cast on others. Her Hope is very cheap (relatively, of course) as well. The
only thing of real concern is that B ranking in Sky. I'd reccommend bumping
that up to an A rank as soon as you can. Note that while she's a newtype,
it's fairly weak for her and won't reach the high levels of characters
like Kamille and Judau.
----------
Emma Sheen
----------
Default Skills: Shield Defend (lvl4)
Support Attack (lvl2)
Support Defend (lvl2)
Spirit Commands: Gain(15)
Strike(20)
Snipe(20)
Valor(45)
Iron Wall(25)
Flash(10)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Evade/Critical +10%
Notes: Emma is a 3rd tier leader. She's not really good enough for it, but
she's definately not geared toward being a support pilot. Still, her higher
stats will keep her alive and allow her to do more damage form the back.
Squad attack is key to optimizing her value.
Sky: B
Land: A
Sea: B
Space: A
Leader Ability: Weapon Range+1
Notes: Katz is a worthless piece of trash that should be killed. It's a shame
that no SRW has some form of permanant death, as I'd deploy him just for that
purpose. Also, his stats aren't any good. He's got support pilot stats
without the support spirits to support them. All kidding aside, he's not
worth your time. Low stats and the only Spirit wroth mentioning is Renew. While
it's cheap, by the time he learns it, there are many better pilots than him.
Kick him to the curb.
-------------
Four Murasame
-------------
Default Skills: Cyber-Newtype (lvl8)
Sword Cut (lvl5)
Support Defend (lvl2)
Spirit Commands: Concentrate(15)
Flash(10)
Iron Wall(30)
Valor(45)
Attune(30)
Love(90)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability:
Notes: Ah the magic of SRW. Four is a decent pilot whose Cyber-Newtype ability
and high Evade rating will allow her to stay alive. Stick her in a unit with
a good PLA attack, and move on.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
III. ZZ
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
ZZ has only a few units, and I'm not terribly impressed with any of them. ZZ
itself is good, of course, but it's got some issues. Note that several of
the ZZ units are secrets, and you won't be able to get them all on one
playthrough.
%%%%%
Mecha
%%%%%
---------
ZZ Gundam
---------
HP: 5500~8000
EN: 150~300
Mobility: 105~165
Armor: 1200~1800
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Shield
Transform (G Fortress)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
(R) Double Vuncans<P> 1800~3400 1 +30/0 AABA 20
(R) Missile Launcher<ALL> 3000~4600 1~5 +20/+25 AAAA 3
(R) Double Beam Rifle<B><PLA>3500~5100 2~6 +15/-10 BADA 6
(M) Hyper Beam Saber<P><B> 3700~5300 1~2 +35/+10 BABA (10)
(R) High Mega Cannon<B><MAP> 3900~4700 120 1~4 0/0 AADA (100)
(R) High Mega Cannon<P><B><ALL>
4600~5900 120 2~4 0/0 AADA (80)
(R) High Mega Cannon Full Power<B>
5200~6500 140 1~8 +20/+55 AADS (80)
Weapon Upgrade Cost Total: 520000
Rating: 6
Notes: ZZ seems like it got left behind. All the other mechs adjusted upward,
and ZZ sat where it was. This isn't exactly true(it's attacks ARE stronger),
just it SEEMS that way. ZZ has some good power behind it, and it's got plenty
of options. Two ALL attacks, a MAP attack, a long range PLA attack, attacks
that mix EN and Ammo. But it's got flaws to go with it. It's
strongest non-ALL attack is a major drop (and this is needed for Squadron and
Support attacks), for instance. But the big problem is Post-movement attacks,
where ZZ only has 2 before it reaches 120 morale, and only one of those is
worth your time. Don't misunderstand. ZZ is still a good unit. It's got some
nice power behind it, just takes a while for it to get there.
----------
G Fortress
----------
HP: 5500~8000
EN: 150~300
Mobility: 115~175
Armor: 1100~1700
Move: 7
Size: M
Type: Sky
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Transform (ZZ Gundam)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 5
Notes: ZZ Gundam's Mobile Armor mode, there are two cases where this is worth
your time, firstly, it gives you a better post-movement attack pre-120 morale,
and secondly, it can fly, possibly giving ZZ's squad better mobility. It
loses out on all the higher level abilities, though, so I wouldn't try to
seriously fight in this one.
---------
Megarider
---------
HP: 6000~8500
EN: 100~250
Mobility: 85~145
Armor: 1100~1700
Move: 7
Size: M
Type: Sky
Squad Cost: 1
Repair Cost: 5000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Resupply
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: It's an odd one, that's for sure. A support unit with a MAP attack. A
weak map attack, but a map attack nonetheless. Use it for the recharge, it's
as simple as that.
-------------
Quebely Mk.II *Multiple*
-------------
HP: 5300~7800
EN: 105~255
Mobility: 105~165
Armor: 1600
Move: 6
Size: M
Type: Sky/Land
Squad Cost: 1
Repair Cost: 4000
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: A
Abilities: Sword
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: You get two Quebelys, one Black/Purple, the other Red. They're...ok.
Nice range on Funnel, but you don't really want to use them for a leader
unit. So...yeah, that problem again. You could certainly find better units.
-------
Ge-mark
-------
HP: ~10000
EN: ~280
Mobility: ~160
Armor: ~2000
Move: 5
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3800
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: A
Abilities: Sword
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 6
Notes: It's a solid unit. Course, it's not any better than any of the Gundams,
and it's lack of Post-movement attacks are quite annoying. It might be good to
stick in a unit with no ALL attack, as it has two. Note that the this will
recieve the upgrades from SOMETHING when it arrives, but I can't be sure what,
as I have numerous UC Gundams upgraded. I'd suspect it's the ZZ, but that's
just a hunch.
Sky: A
Land: A
Sea: B
Space: A
Leader Ability:
Notes: Another Good Gundam pilot, cheap Sense, and Awaken. Plus, he gets
Lucky, and early, allowing you to get some nice cash early.
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Manueverability+10% Damage+10%
Notes: Roux fills a similar role as Four does for Zeta. Solid back-up pilot.
Use when you have room. Her spirits could be better, Iron Wall on a RR type?
-----------
Beecha Oleg
-----------
Default Skills: Newtype
Support Attack
Support Defend
Spirit Commands: Accelerate (25)
Lucky(35)
Invincible(20)
Valor(45)
Iron Wall(20)
Strike(20)
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: A
Leader Ability:
Notes: Beecha has a utility Spirit set, and that's what makes him valuable.
He does tend to fall to ALL attacks for a while because of his lack of
defensive spirits. I used to use him all the time, though after watching ZZ,
my opinion of him soured a bit.
-----------
Elle Vianno
-----------
Default Skills: Newtype
Support Attack
Support Defend
Spirit Commands: Cheer(25)
Concentrate(20)
Flash(10)
Valor(40)
Bless(45)
Exhaust(60)
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: A
Leader Ability:
Notes: Elle is a fairly standard support pilot. Unlike Beecha, she has
defensive spirits to survive longer. Not much to say.
-----------
Mondo Agake
-----------
Default Skills: Newtype (lvl5)
Support Attack (lvl3)
Support Defend (lvl3)
Spirit Commands: Scan(1)
Iron Wall(30)
Great Effort(25)
Strike(25)
Accelerate(30)
Renew(55)
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: A
Leader Ability:
Notes: Mondo only gets useful late game when he gets his good Spirits. Until
then, he can tag along when you have space.
-----------
Iino Abbabu
-----------
Default Skills: Newtype
Support Attack
Support Defend
Spirit Commands: Concentrate(15)
Vigor(25)
Iron Wall(30)
Friendship(40)
Flash(10)
Encourage(45)
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Leader Ability: HP/EN Regen+50%
Notes: All of Judau's friends are nearly identical, but Iino is a bit
different with his A sky rank. He's more geared to being a support pilot.
He should come in a megarider, and it's probably a good idea to leave him
there.
----------
Elpeo Puru
----------
Default Skills: Newtype (lvl8)
Sword Cut (lvl4)
Support Defend (lvl2)
Spirit Commands: Concentrate(15)
Flash(10)
Bless(45)
Valor(40)
Attune(30)
Awaken(95)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Critical+10%
Notes: Puru and Puru Two are actually good pilots. Not spectacular ones, but
good ones. Puru has Bless, which is quite nice, and later on, they both get
Awaken, and are one of the few backup pilots (or pilots at all) to get the
skill. This can make one unit get a LOT of turns in one turn.
--------
Puru Two
--------
Default Skills: Cyber-Newtype(lvl8)
Sword Cut (lvl4)
Support Attack (lvl2)
Spirit Commands: Concentrate(15)
Accelerate(25)
Flash(10)
Valor(35)
Attune(30)
Awaken(95)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Critical+10%
Notes: Like the original, Puru Two is a pretty good pilot. Her accelerate
adds a lot of value for her squad, and just like Puru, she gets Awaken later
on. That puts her priority pretty high. In the back, anyway.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. Char's Counterattack
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
CCA features the top-level units for the UC Gundam characters. It also
features junk.
%%%%%
Mecha
%%%%%
---------
Ra Kalium *Mothership*
---------
HP: 17000~22000
EN: 240~440
Mobility: 65~115
Armor: 1300~2000
Move: 5
Size: 2L
Type: Sky Only
Repair Cost: 14000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities:
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 6
Notes: As far as battleships go, the Ra Kalium is pretty solid. It still
shouldn't see a whole lot of combat, but when it's attacked, it should be
able to hold it's own for a while. Like most battleships, I'd strongly
reccommend upgrading the EN as soon as you can. When it gets the nuclear
missiles, it'll jump to being the second strongest battlship, but you won't
get them for a LONG time.
//////////
Bright Noa
//////////
Default Skills: Leadership (lvl4)
Support Attack (lvl3)
E Save
Spirit Commands: Strike (25)
Guts(40)
Accelerate(5)
Iron Wall(30)
Valor(40)
Fury(30)
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Leader Ability: Damage+10%
Notes: Captain of the Ra Kalium, Bright is decent. His leadership skill
levels up quite fast, and really, that's one of the biggest draws for
battleships. Surprisingly, he's outdone statistically by most of the other
captains.
//////
Torres
//////
Spirit Commands: Scan(1)
Trust(30)
Cheer(30)
Luck(35)
Snipe(30)
Spirit(40)
Notes: Torres is the Ra Kalium's sub-pilot. That's...all there is to say
about him.
---------
Nu Gundam
---------
HP: 5400~7900
EN: 130~280
Mobility: 115~175
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: S
Abilities: Sword
Shield
I-Field Delta
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 8
Notes: Nu Gundam's signature attack is really what propels it so high. Without
the Fin Funnels, it's a strong but not spectacular machine. But with them,
it's deadly. Nu Gundam got a big upgrade from Alpha 2, as its Fin Funnels
are now an ALL attack (before, only Hi-Nu's were). What's really scary,
however, is that Nu is the weakest of the non-MP CCA machines. The stronger
ones are all secret, of course, but yes, things get stronger. Including Nu.
*Requires Newtype lvl1
-------------
Nu Gundam HWS
-------------
HP: 6000~8500
EN: 140~290
Mobility: 105~165
Armor: 1300~1900
Move: 8
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: S
Abilities: Sword
Shield
I-Field Delta
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 9
Notes: The Hi-Nu is the strongest Nu, and it will do significantly more damage
and for longer than the others. It's not a huge deal like it was in Alpha 2,
however, as the normal Nu's Fin Funnels are also ALL attacks. Still, Hi-Nu's
are stronger and have S ranks. Plus, at only 15 EN per pop, you can keep it
going for 20 uses when the Hi-Nu's EN is fully upgraded. Definitely the
superior machine. It shares the Nu's upgrades, so you can hop right in when
they give it to you. Assuming, of course, you earn it.
------
Sazabi
------
HP: 5800~8300
EN: 200~350
Mobility: 130~190
Armor: 1700~2300
Move: 7
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 4800
Terrain Ratings:
Sky: S
Land: S
Sea: B
Space: S
Abilities: Sword
Shield
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 9
Notes: While slightly weaker than the Hi-Nu, the Sazabi has better
post-movement attacks and mobility. That 1~7 post movement is amazing. S
Ranks in space solidify its awesomeness. The only real downside is that it
doesn't come upgraded, unlike the Hi-Nu, which shares Nu's upgrades. Upgrade
it and it'll basically be the equal of the Hi-Nu.
------------------------------
Mass Produced Nu Gundam(Incom) *Multiple*
------------------------------
HP: 5400~7900
EN: 110~260
Mobility: 105~165
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost:
Repair Cost: 4000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: For being a mass produced version of the amazing Nu Gundam, this thing
is quite underwhelming. It's not much better than the GM Custom, and it's
arguable whther it's really better than the GM Cannon II. Well, as a backup
unit anyway. Leaderwise, it's definately better, but there's just about no
reason that you'll ever need to have one of these things as a leader unit.
This is the Incom version of the MP Nu, which allows non-newtypes access to
Incoms, wired versions of Bits and Funnels. The Incoms are post-movement,
which is nice, but fairly short range. This version doesn't have an I-Field,
either. To switch between the Incom and Funnel version, just go into the
optional equipment menu.
-------------------------------
Mass Produced Nu Gundam(Funnel) *Multiple*
-------------------------------
HP: 5400~7900
EN: 110~260
Mobility: 105~165
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost:
Repair Cost: 4000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
I Field Delta
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: This is the Funnel version of the MP Nu. Newtype pilots will be able
to use the Fin Funnel, a watered down (like everything else on this machine)
version of Nu Gundam's Fin Funnel. Additionally, this version also has an
I-Field. This is more important, as it guards your whole squad to an extent.
If you've got a free Newtype, then this is a good place for them.
----------
Re-GZ(BWS) *Multiple*
----------
HP: 5000~7500
EN: 110~260
Mobility: 110~170
Armor: 1000~1600
Move: 7
Size: M
Type: Sky
Squad Cost:
Repair Cost: 3000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: S
Abilities: Seperate (Becomes Re-GZ)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: This, believe it or not, is the mass-produced version of the Zeta
Gundam. It looks the part more once it sheds the BWS, but it isn't really
as good without it. If at all possible, you want to keep your Re-GZs in this
form. It's better in everyone way but one, it's squad attack has one shorter
range. The S Rank in space and the added Mobility and Armor, not to mention
the ability to fly, more than make up for it. If this is destroyed, it'll turn
into the plain old Re-GZ.
-----
Re-GZ *Multiple*
-----
HP: 5000~7500
EN: 110~260
Mobility: 105~165
Armor: 950~1550
Move: 7
Size: M
Type: Land
Squad Cost:
Repair Cost: 3000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Shield
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 3
Notes: Looking more like it's supposed "prototype", the Re-GZ falls a bit
without the BWS. Less mobile, less armor, weaker attacks, and it can't fly.
If at all possible, don't eject the BWS (it's always possible). If the
Re-GZ(BWS) is destroyed, it'll turn into this.
-----
Jegan
-----
HP: 4900~7400
EN: 95~245
Mobility: 95~155
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 2000
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Shield
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 2
Notes: Look! It's the next-gen GM. Almost as bad as the GM Custom, the Jegan
is only slightly better performing, even if I do think it's way cooler
looking. Throw it in the junk heap as soon as you can.
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Eveade/Critical +10%
Notes: Amuro is nigh-untouchable and has a really good shooting stat, which
will fuel his funnels. Like Kamille, if you've gone through before, Shield
Defend is ripe to be replaced. Seriously, no one can touch Amuro. Even bosses
will max out at like 30-40% if you upgrade his suit, without Amuro
Concentrating.
--------
Keyra Su
--------
Default Skills: Shield Defend
Support Attack
Support Defend
Spirit Commands: Strike(20)
Accelerate(25)
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: A
Leader Ability: Manueverability+10%
Notes: The only real reason to use Keyra is her Acclerate. She's similar to
Four and Roux statistically, but seems a bit worse, and doesn't have the
newtype abilities to buff her hit/dodge.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
V. Wing
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
All of the Wing Gundams are solid units. But in the harsh Alpha 3 environment,
only Zero will probably make it as a leader. Most of the others are excellent
back-up leaders, but in a full time capacity, they fall short. Still, if you
can find room in your land-bound units (or can give them minovsky crafts),
you could do a lot worse than the Wing boys.
%%%%%
Mecha
%%%%%
----------------
Wing Gundam Zero
----------------
HP: 5000~7500
EN: 130~280
Mobility: 120~180
Armor: 1100~1700
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 400
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Shield
Zero System
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 10
Notes: About the only thing you could ask of ZERO are some lower morale
requirements for the Rolling Buster Rifle and Zero system. Other than that,
it's just amazing. A huge MAP attack, a post-movement ALL attack with S Ranks,
and even a good platoon attack. You'll need to upgrade its EN, but this is a
small price to pay for one of the best Gundams and overall units in the game.
-----------------------
Gundam Deathscythe Hell
-----------------------
HP: 4900~7400
EN: 120~270
Mobility: 115~175
Armor: 1000~160
Move: 7
Size: M
Type: Land/Sea
Squad Cost: 1 1/2
Repair Cost: 3500
Terrain Ratings:
Sky: A
Land: A
Sea: A
Space: A
Abilities: Sword
AB Field
Jamming
Double Image
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 6
Notes: Deathscythe is another example of a decent mech that's just
overshadowed by the awesome ones. It's got a lot of defensive abilities, but
of course as a Gundam shouldn't be hit that much. It's got an ALL attack even.
It's probably the third best Wing unit (after Zero and Tallgeese III), but
in Alpha 3, that's just not enough.
----------------
Gundam Heavyarms
----------------
HP: 5200~7700
EN: 110~260
Mobility: 110~170
Armor: 1100~1700
Move: 6
Size: M
Type: Land/Sea
Squad Cost: 1 1/2
Repair Cost: 3500
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities:
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 6
Notes: Heavyarms is a great squad member. Not only does it have a powerful
PLA attack with a huge range, but if you need an ALL attack, it can pop up
front and deliver one from long range. That said, I'm not convinced it's
really leader material. It only features two post-movement attacks and isn't
exactly a powerhouse. There are better choices.
---------------
Gundam Sandrock
---------------
HP: 5400~7900
EN: 115~265
Mobility: 110~170
Armor: 1500~2100
Move: 6
Size: M
Type: Land/Sea
Squad Cost: 1
Repair Cost: 3700
Terrain Ratings:
Sky: A
Land: A
Sea: A
Space: A
Abilities: Sword
Resupply
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 5
Notes: Sandrock doesn't get the respect it deserves. It should totally be
better than this. But it isn't. In the back row, it's EN Recharge makes it
quite valuable, and it's new PLA attack helps a lot. The new Maganac attack
is nifty, but it's not good enough to give Sandrock a place in the lead.
-------------
Altron Gundam
-------------
HP: 5100~7600
EN: 120~270
Mobility: 115~175
Armor: 1300~1900
Move: 6
Size: M
Type: Land/Sea
Squad Cost: 1
Repair Cost: 3500
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities: Sword
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 5
Notes: Altron is I believe the only suit to really get weaker from Alpha 2 to
3. In this case, while it got a much improved PLA attack, it did so at the
cost of its best attack. Now one version of Dragon Fang is considerably
weaker, and the other, while having more range, is not post movement. It
still makes a good squad unit, but it's not leader material anymore.
-------------
Tallgeese III *pre-upgraded 2 slots*
-------------
HP: 5300~7800
EN: 125~275
Mobility: 115~175
Armor: 1300~1420
Move: 6
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 4000
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities: Sword
Shield
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 7
Notes: Though tough, I really think that the Tallgeese III should be in the
back row. Unlike many, though, this is not for its lack of ability. On the
contrary, though not the strongest, Tallgeese III can hang up there in leader
territory. But, the 4000+(it COMES with upgrades) PLA attack is hard to come
by. It is, in fact, the strongest PLA attack in the game. Second is a tie
between the EVAs and Heavyarms.
------
Taurus
------
HP: 4600~7100
EN: 90~240
Mobility: 100~160
Armor: 900~1500
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3200
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: A
Abilities: Transform(Taurus(MA))
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 3
Notes: Yeah....the Taurus isn't very good. Shame too, I love the design. Not
strong, not mobile, not well armored. At least it can change to a flight
form.
----------
Taurus(MA)
----------
HP: 4600~7100
EN: 90~240
Mobility: 105~165
Armor: 800~1400
Move: 7
Size: M
Type: Sky
Squad Cost: 1
Repair Cost: 3200
Terrain Ratings:
Sky: A
Land: B
Sea: C
Space: A
Abilities: Transform(Taurus)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 3
Notes: Just as bad, now with flight. Moving on.
%%%%%%
Pilots
%%%%%%
---------
Heero Yuy
---------
Default Skills: Potential (lvl9)
Sword Cut (lvl4)
Fortune
Spirit Commands: Concentrate(15)
Flash(10)
Strike(20)
Valor(40)
Fury(30)
Soul(60)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Manuverability/Evade +10%
Notes: A quality pilot for a quality machine. I'm still not sold on
Potential, but I guess it DOES boost evade. His spirit set is mostly about
offense.
-----------
Duo Maxwell
-----------
Default Skills: Sword Cut (lvl6)
Support Attack
Counter
Spirit Commands: Invincible(10)
Concentrate(15)
Accelerate(20)
Valor(35)
Strike(10)
Drive(55)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Critical+20%
Notes: I'm always a fan of counter, and other than that, Duo is a fairly
standard RR pilot. Accelerate gives him more priority as a backup pilot, as
usual. Drive seems like a waste though. He does have a higher Melee stat
than ranged, to fit his Deathscythe.
------------
Trowa Barton
------------
Default Skills: Support Attack (lvl2)
Support Defend (lvl2)
SP UP (lvl7)
Spirit Commands: Iron Wall (15)
Snipe (20)
Strike(20)
Valor(45)
Fury(30)
Decoy(60)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Range+1
Notes: Trowa really accents the support nature of his default Heavyarms. Iron
Wall is a little funny for a real, but he holds it decently. You should
definitely play to his strenths and get him Squad Attack and Learning ASAP.
After that, I'd pump up his SPUP to max. If you really want to make him a
leader, BSave will take you a long way.
--------------------
Quatre Rebaba Winner
--------------------
Default Skills: Support Defend (lvl2)
Sword Cut (lvl3)
SP Regen
Spirit Commands: Scan(1)
Bless(45)
Concentrate(15)
Friendship(40)
Valor(45)
Encourage(45)
Terrain Ratings:
Sky: A
Land: A
Sea: A
Space: A
Leader Ability: Support Defend Damage Taken-10%
Notes: SP Regen AND Bless? A really great support pilot. I'd reccommend
using him and his Sandrock whenever you have the chance.
-----------
Wufei Chang
-----------
Default Skills: Sword Cut (lvl5)
Support Attack (lvl2)
Potential (lvl9)
Spirit Commands: Accelerate(20)
Strike(15)
Invincible(10)
Valor(35)
Fury(30)
Drive(50)
Terrain Ratings:
Sky: A
Land: A
Sea: A
Space: A
Leader Ability:
Notes: Accelerate, as usual, makes Wufei a good choice to stick in the back
of your squad. His lack of Concentrate hurts his leader ability, though his
Skills are made for it. Potential is a little funny. If you want to make use
of it, you'll really need to pump up his unit's HP.
--------------
Zechs Marquise
--------------
Default Skills: Sword Cut (lvl6)
Shield Defend
Support Attack (lvl2)
Support Defend (lvl2)
E Save
Spirit Commands: Sense(25)
Concentrate(15)
Accelerate(25)
Lucky(40)
Valor(40)
Soul(60)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Manuverability +10%/Evade+10%
Notes: Zechs comes pre-stacked. How you use that last slot will be determined
on how you're going to use him. If you want him up front, then you're going
to want SP UP above all. If you're going to use him in back, then Squad
Attack is a must, and then learning and SP UP. Course, to do all that you'll
have to replace some skills. In the back, Support attack is obvious, but the
other one is up to you. I'd keep E Save and Support Defend, though. Keeping
him good for either the front or back is a bit more tricky. You'll have to
sacrifice something.
-------------
Lucretia Noin
-------------
Default Skills: Support Attack (lvl2)
Support Defend (lvl2)
Squad Attack
Spirit Command: Trust(30)
Accelerate(25)
Concentrate(15)
Fury(30)
Love(80)
Encourage(50)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability:
Notes: Oh look! It's another support character! Why do they always give them
Support attack? I mean, it only works when they're leaders, and they should
never BE leaders. Bah. Noin, to her credit, has stats that rival the other
Gundam W pilots. Not enough to replace them (her melee is lower than Duo,
Quatre, or Wufei, her shooting is lower than Heero, Zechs, and Trowa), but
they're good. She's odd as she learns Love(odd enough) BEFORE the last
spirit.
---------------
Hilde Shubacher
---------------
Default Skills: Support Attack (lvl2)
Support Defend (lvl3)
Spirit Commands: Cheer(30)
Trust(25)
Concentrate(15)
Flash(10)
Encourage(45)
Renew(55)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability:
Notes: Offensively, she's nothing. Defensively, she can stay alive, which
is always nice. She has a nice support spirit set.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
VI. SEED
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
There's one particular trick that makes SEED Gundams more useful than most.
Only the mains are really leader material, but you can get some nice backup
units from this Gundam-verse.
The trick isn't really a trick, it's just that you should upgrade the Strike
Gundam, and it should probably get priority over...everything, or, at least
you should do it before it leaves initially. Why? Well, because of upgrade
carry-overs. Freedom, Strike's replacement, keeps the upgrades that you made
to Strike. Along with Freedom, Buster and the Strike Rouge also gets the
upgrades that Strike recieved, AND you get to keep the Strike. Justice,
which joins a few missions later, will get any upgrades that Freedom recieved,
meaning that the upgrades will continue to carry over. Finally, Duel, a secret
unit, will get Buster's upgrades, and, as you know, Buster got Strike's
upgrades. So, by upgrading ONE unit, you get FIVE. Even if only Freedom and/or
Justice end up leading squads, the back up units are great.
%%%%%
Mecha
%%%%%
---------
Archangel *Mothership*
---------
HP: 18000~23000
EN: 250~450
Mobility: 70~120
Armor: 1500~2200
Move: 6
Size: 2L
Type: Sky Only
Squad Cost: 5
Repair Cost: 14000
Terrain Ratings:
Sky: A
Land: A
Sea: A
Space: A
Abilities: Laminated Armor
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 6
Notes: The Archangel is another good battleship for you to use It starts out
quite a bit stronger than the Ra Kalium, but ends a bit weaker, as it gets
no upgrades, while the Ra Kalium will recieve its nuclear weapons late game.
In general, I deploy this one.
/////////////
Murrue Ramius
/////////////
Default Skills: Leadership (lvl4)
Support Attack (lvl3)
Cooperative Attack
Spirit Commands: Accelerate(5)
Iron Wall(30)
Strike(20)
Valor(40)
Guts(30)
Love(90)
Terrain Ratings:
Sky: A
Land: A
Sea: A
Space: A
Leader Ability:
Notes: She's nothing special statistically, but her default skills are perfect
and she learns her spirits in a proper order. Plus, she gets Love later on.
Another reason to use the Archangel.
////////////////
Nataru Badgerial
////////////////
Spirit Commands: Scan(1)
Invincible(10)
Notes: Archangel's first subpilot, she gets replaced about halfway through
the game. You'll notice that her stats are actually higher than Murrue's.
No, you can't switch them.
Rating: 3
Notes: I've decided that someone at Banpresto must have something against the
Eternal. In both of the outings I've played that have it in it, It's just BAD.
In J, it's a UNIT, and there's almost no battleship that could compete for that
spot. Here though, it's just bad. Weaker than the other battleships, and its
captain doesn't have leadership. It's final attack isn't even an ALL attack.
It's mobile for a battleship, I guess. Look, the ONLY reason to deploy this is
for Lacus' spirit commands, as she has some decently rare ones in there. Other
than that, there are definitely better choices.
///////////
Lacus Clyne
///////////
Default Skills: SEED(Locked initially)
SP Regen
Support Attack (lvl3)
Spirit Commands: Bless(50)
Cheer(30)
Sense(30)
Mercy(10)
Exhaust(50)
Love(80)
Terrain Commands:
Sky: A
Land: A
Sea: C
Space: A
Leader Ability:
Notes: This is the only reason to deploy the Eternal. Lacus is a very good
support pilot thanks to SP Regen. She possesses both Bless and Cheer, plus she
has the rare Exhaust, when you want that. What you may be surprised to hear,
though, is that statistically, she's probably better than all the other ones.
Cept maybe Max. A shame her unit is horrible.
////////////////
Andrew Bartfield
////////////////
Spirit Commands: Concentrate(15)
Invincible(10)
Strike(20)
Valor(40)
Accelerate(5)
Fury(30)
Notes: If you insist on making the Eternal fight, you'll need Bartfield's
Spirit commands.
-------------
Strike Gundam
-------------
HP: 4900~7400
EN: 130~280
Mobility: 115~175
Armor: 1200~1800
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
Sky: B
Land: A
Sea: B
Space: A
Abilities: Sword
Shield
Phase Shift Armor
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: Vanilla Strike isn't very good, and the makers were even a bit
generous to it by giving it a Shield and Beam Rifle that it isn't supposed to
have. With that said, of course, you never have to actually USE Vanilla Strike
so this is very much irrelevent. Just remember, always use a Striker Pack.
------------------
Aile Strike Gundam
------------------
HP: 5200~7700
EN: 130~280
Mobility: 125~185
Armor: 1300~1900
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
Sky: A
Land: B
Sea: C
Space: A
Abilities: Sword
Shield
Phase Shift Armor
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 6
Notes: The preferred pack, Aile Strike offers a lot. It's got a long range ALL
attack, and it's got decent powered post-movement attacks. Plus, it can fly
and is the most mobile of the Strikes. It IS the weakest of the three, but
not by a whole lot, and I think the rest makes up for it.
-------------------
Sword Strike Gundam
-------------------
HP: 5100~7600
EN: 130~280
Mobility: 120~180
Armor: 1400~2000
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
Sky: B
Land: A
Sea: A
Space: A
Abilities:
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 6
Notes: Sword Strike is the alternative to Aile. You give up the ALL attack,
the ability to fly, and a little mobility, and get back some power and armor.
Sword's A Rank in water is worth noting, as if you're actually on a water
stage, Sword might be a better pick than Aile, since it's weapons can work
in the water AND it will move fine in the water compared to other units.
----------------------
Launcher Strike Gundam
----------------------
HP: 5000~
EN: 130~
Mobility: 115
Armor: 1200
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Phase Shift Armor
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 5
Notes: The Launcher is only better than a packless Strike. While Aguni is
the most powerful attack the Strike has, Launcher's almost complete lack of
post-movement weapons makes this a bad choice for leading a unit. Besides,
the Aile pack has an ALL attack AND it can fly. On the other hand, if for
some reason you decide that the Strike should be a back-line unit (say, in
the part after you get Freedom), Launcher then becomes a great choice. It's
PLA attack is both powerful and long-range, and the lack of post-movement
isn't an issue. Still can't fly though, but in space that's not an issue.
-----------
Duel Gundam
-----------
HP: 5200~7700
EN: 150~300
Mobility: 115~175
Armor: 1300~1900
Move: 7
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Shield
Phase Shift Armor
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 5
Notes: There's nothing particularly WRONG with Duel, it's just,well, there's
nothing particularly right with it either. It's just plain and average. You
don't ever get it without going through a bit of work, and the only reason
it's worth the work is because any upgrades made to Buster before Duel joins
are carried over. Since the Strike upgrades carry over to Buster, you'll
likely have a powerful backup unit when he joins. OF course, if you're on a
EX hard mode game, some of the flare is take out, but it definitely could be
worse.
-------------
Buster Gundam
-------------
HP: 4900~7400
EN: 150~300
Mobility: 110~170
Armor: 1100~1700
Move: 7
Size: M
Type: Land
Squad Cost:
Repair Cost: 3600
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities: Phase Shift Armor
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 6
Notes: The Buster is better than I expected. It's not amazing, of course, but
it features a nice blend of post-movement, ALL, and long-range weapons. The
post-movement ALL weapons is of particular note. BSave would be a good idea
for the pilot to get the most out of Buster.
------------
Blitz Gundam
------------
HP: 4800
EN: 150
Mobility: 120
Armor: 1400
Move: 7
Size: M
Type: Land
Squad Cost: N/A
Repair Cost: 3700
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities: Sword
Shield
Phase Shift Armor
Jamming
Double Image
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 5
Notes: For the four missions you have it, it's decent. Lancer Dart give it a
nice ranged option, and Grip Niru is decent power and range. What is
particularly nice about Blitz is all the defensive abilities. If you had it
for the whole game, this puppy would probably be the hardest thing to kill in
the game.
////////////
Nicol Amalfi
////////////
Default Skills: Support Attack
Support Defend
Shield Defend
Squad Attack
Spirit Commands: Scan(1)
Flash(10)
Concentrate(15)
Trust(20)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Critial+10%
Notes: Nicol is a backup pilot. This is convinient, since most of the time
he's with you, he's in a squad with Aegis and Athrun. No point going much
deeper than that though, he's only with you for four missions on one route.
------------
Aegis Gundam
------------
HP: 5000
EN: 150
Mobility: 120
Armor: 1200
Move: 8
Size: M
Type: Land
Squad Cost: N/A
Repair Cost: 3600
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Abilities: Sword
Shield
Phase Shift Armor
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 5
Notes: I don't think Alpha 3 has done Aegis justice. It's probably the worst
of the four. The Scylla cannon is nice, but outside of that, the lack of
post-movement range hurts him. Still, if you got to keep it, it'd be great
in the back row.
--------------
Freedom Gundam
--------------
HP: ~7800
EN: ~310
Mobility: ~195
Armor: ~1900
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities: Sword
Shield
PSArmor
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 10
Notes: Look! It's the second coming of Wing Zero! The similarities are
striking. The only thing it lacks is the awesome MAP and the Zero System.
In exchange, it has bettwer HP,EN, Mobility, Armor, and weapon power.
HiMAT Full Burst's damage is probably going to be about equal to Rolling
Buster Rifle all things considered, as it doesn't have an S rank. The only
question with using Freedom is whether or not to use the Freedom METEOR pack.
----------------------
Freedom Gundam(METEOR)
----------------------
HP: ~13500
EN: ~340
Mobility: ~190
Armor: ~2400
Move: 9
Size: L
Type: Sky
Squad Cost: 2
Repair Cost: 9000
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: S
Abilities: Seperate(Freedom Gundam)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 10
Notes: I'm just not sure if this is better than the normal Freedom Gundam. On
the one hand, it's final attack IS stronger than Freedom's. But it's not
post-movement. But it's got an S ranking. But no combination attack(leaving
overall strength probably weaker) But defensively it's got way more HP and
Armor. Bah. The best course of advice is probably to deploy it this way and
eject the METEOR if you want.
---------------
Justice Gundam
--------------
HP: ~7900
EN: ~310
Mobility: ~195
Armor: ~1800
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities: Sword
Shield
PS Armor
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
(R) Combination Assault<P> ~7200 140 1~4 +20/+10 AADA (60)
Rating: 9
Notes: It's amazing how a few tweaks can really alter the perception of a
unit. Justice has lower Morale requirements than Freedom, but pays for it with
many fewer guns and less power on its final attack. If you really want to keep
the normal Freedom, then I suggest you stay with this Justice, otherwise,
into the METEORs with them.
----------------------
Justice Gundam(METEOR)
----------------------
HP: ~13500
EN: ~340
Mobility: ~190
Armor: ~2300
Move: 9
Size: L
Type: Sky
Squad Cost: 2
Repair Cost: 9000
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: S
Abilities: Seperate(Justice Gundam)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 10
Notes: At first glance, Freedom and Justice appear identical with the METEORs
equipped. They're not though. Ranges are all the same, but the Terrain ratings
and hit/crit numbers are different for some unfathomable reason. Justice also
has less armor, but that's just like without the METEOR. But it loses its HP
advantage that it has without METEORs. So....it's kind of weird. Still a
Great unit, of course.
------------
Strike Rouge
------------
HP: 4900~7400
EN: 130~280
Mobility: 115~175
Armor: 1200~1800
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
Sky: B
Land: A
Sea: B
Space: A
Abilities: Sword
Shield
Phase Shift Armor
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: The only difference between the Strike and the Strike Rouge is that
one is Blue and White while the other is Red and Pink. Oh, and Strike Rouge
has it's own seperate Aile Pack(as opposed to the one shared between Strike
and the Skygraspers) and if you fufilled some difficult requirements, you
can get the IWSP pack for it. As with the original Strike, there's no reason
to use this form of the Rouge.
-----------------
Aile Strike Rouge
-----------------
HP: 5200~7700
EN: 130~280
Mobility: 125~185
Armor: 1300~1900
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
Sky: A
Land: B
Sea: C
Space: A
Abilities: Sword
Shield
Phase Shift Armor
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 6
Notes: It's just the Girl version of the Strike. It's a solid unit, especially
if you upgraded the Strike(because of carryover upgrades). By the time you
get it, it's not leader material, but it makes a solid backup unit.
Rating: 3
Notes: Think of it like the late game GM Custom. Only with more support
oriented pilots. It's not very good, it can't fly, but the pilots have nice
spirits that you may wish to employ.
-----------
Mobius Zero
-----------
HP: 3800~6300
EN: 120~270
Mobility: 120~180
Armor: 1000~1600
Move: 7
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 2000
Terrain Ratings:
Sky: B
Land: B
Sea: C
Space: S
Abilities:
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 3
Notes: In Space, the Mobius Zero is a nice little unit. Plenty of mobility,
S rank, a long range PLA attack, and a post-movement ALL attack. This all
falls apart, however, once it gets in the atmosphere. B ranks for the unit,
C ranks for the weapons make it nigh useless. Course, that's why they give
you the Skygrasper. Use it.
----------
Skygrasper
----------
HP: 3300~5800
EN: 100~250
Mobility: 120~180
Armor: 900~1500
Move: 7
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 1500
Terrain Ratings:
Sky: S
Land: A
Sea: C
Space: C
Abilities: Resupply
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 2
Notes: The BaCUE is given to you VERY late in the game. And...I'm not entirely
sure why they do. Perhaps as some reference to Astray? In any case, while
BaCUE make for annoying enemies, the S rank on land is ALMOST worthless by the
time you get this, and the Small size helps, but the B ranking in space almost
destroys that. It's PLA attack is decently strong, but this is only here in
case you love the BaCUE for some reason.
Rating: 3
Notes: Rau's CGUE is crap. The Post-Movement ALL attack is nice though.
It's the only thing that's really worthwhile though.
/////////////
Rau Le Cruset
/////////////
Default Skills: Potential
Counter
Shield Defend
Sword Cut
Leadership
Pre-Emptive
Spirit Commands: Sense(15)
Accelerate(20)
Concentrate(10)
Terrain Ratings:
Sky: A
Land: A
Sea: A
Space: A
Leader Skill: Squad Attack+20%
Notes: Rau doesn't even actually join you, but if you're on Selena's route,
he launches in four missions early on. He's decent, but his most valuable
asset is the Leadership skill he has. Quite valuable for the short time
you've got him.
----
GINN
----
HP: 4200
EN: 130
Mobility: 80
Armor: 1100
Move: 5
Size: M
Type: Land
Squad Cost: N/A
Repair Cost: 1800
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities: Sword
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
(R) 76mm Machine Gun<PLA> 2200 1~6 0/+10 BADA 15
(M) GINN Blade<P> 2800 1 +20/+30 DABA
Weapon Upgrade Cost Total:
Rating:1
Notes: Of all the units you get to control (even if you only get them for
one mission), the GINN is the worst. It can't break 3000 power, and the
only post-movement attack it has, has a range of one. It's a good thing
you don't have to really use these.
//////////
ZAFT Pilot
//////////
Spirit Commands: Vigor(10)
Concentrate(20)
Notes: Yes, if you go Selena's route, you will get generic ZAFT Pilots for
one mission. Theyy have no skills, but have surprisingly decent offensive
stats.
----------
Versailius
----------
HP: 16000
EN: 250
Mobility: 65
Armor: 1400
Move: 6
Size: 2L
Type: Sky Only
Squad Cost: N/A
Repair Cost: 18000
Terrain Ratings:
Sky: B
Land: B
Sea: D
Space: A
Abilities:
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
/////
Ades
////
Default Skills: Leadership
Support Attack
Spirit Commands: Iron Wall(20)
Invincible(15)
Accelerate(5)
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Leader Ability: Move+1
Notes: Like his ship, he's better than I expected. Course, he's only around
for a tiny bit, but...
%%%%%%
Pilots
%%%%%%
-----------
Kira Yamato
-----------
Default Skills: SEED(originally locked)
Sword Cut (lvl5)
Shield Defend
Spirit Commands: Concentrate(10)
Mercy(1)
Sense(20)
Valor(40)
Friendship(60)
Soul(65)
Terrain Ratings:
Sky: A
Land: A
Sea: A
Space: A
Leader Ability: Evade+10%
Notes: A great pilot, it'd be nice if he didn't waste a spirit slot on Mercy.
Still, even with only five good spirits, he's got high stats to back him up. Be
nice if Soul wasn't so expensive, either. Use him.
-----------
Athrun Zala
-----------
Default Skills: SEED
Sword Cut (lvl5)
Shield Defend
Support Attack (lvl2)
Spirit Commands: Sense(20)
Concentrate(15)
Accelerate(25)
Valor(40)
Fury(25)
Soul (65)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Move+1
Notes: He's basically Kira's equal. Basically, Kira's stats are marginally
better. Justice is slightly less competent than Freedom, however, and it
stacks a bit. Still, he's a great choice.
--------------
Dearka Elseman
--------------
Default Skills: Support Attack (lvl3)
Focused Attack
Cooperative Attack
BSave
Spirit Commands: Snipe(10)
Concentrate(15)
Strike(20)
Valor(40)
Luck(30)
Flash(10)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability:
Notes: Dearka is....much better than he should be. He's worse than Athrun, and
he doesn't have SEED, but Dearka is a man who knows what he wants. With
Support, Focused, AND cooperative attacks, it's hard to find a better support
attacker. And his unit has a nice Post-movement ALL attack. He's not top tier,
but he's damn close.
-----------
Mu La Flaga
-----------
Default Skills: Potential (lvl6)
Counter (lvl6)
Support Attack (lvl2)
Spirit Commands: Concentrate(10)
Accelerate(20)
Flash(10)
Valor(40)
Fury(30)
Love(80)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability:
Notes: An excellent pilot, his stats are only slightly lower than most of the
Gundam mains. Potential is even more wasted than normal since he spends most
of the game is things with such low HP. Unfortunately, slightly lower means
way more time in the back. Just the way it is. Counter will fall into disuse
very quickly as a result. Still, those stats power a great backrow character.
-----------------
Cagalli Yula Atha
-----------------
Default Skills: SEED(Locked)
Fortune
Support Attack
Spirit Commands: Gain(15)
Cheer(30)
Concentrate(15)
Sense(25)
Valor(30)
Hope(90)
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Leader Ability: Squad Attack +20%
Notes: Cagalli is trying really hard to be a leader...but she's short. Still a
quality backup character, and she gets a quality unit handed to her in the late
game. Plus, she seems to resign herself to the backrow in the late game, as
she'll learn Hope.
-------------
Asagi Codoulu
-------------
Default Skills: Sword Cut (lvl3)
Shield Defend (lvl3)
Support Defend (lvl3)
Spirit Commands: Strike(20)
Accelerate(30)
Concentrate(15)
Valor(40)
Encourage(50)
Decoy(70)
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Leader Ability: Evade+10%
Notes: Asagi is I believe the technical leader of the M1 trio, but she can't
compete with their utility value. Decoy is kinda expensive on her, but it,
Encourage, and Accelerate together should be enough to stick her in a back
row spot somewhere.
---------------
Mayura Rabattsu
---------------
Default Skills: Shield Defend (lvl2)
Support Defend (lvl3)
Support Attack (lvl3)
Spirit Commands: Trust(15)
Gain(10)
Concentrate(15)
Valor(40)
Friendship(50)
Exhaust(55)
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Leader Ability: Hit+10%
Notes: Most of her spirit commands aren't really strongly desired ones, but
they're all useful. She has the cheapest Trust in the game, and if you give
her SP Up, ou can get a LOT of milage out of that.
-------------
Julie uu Nien
-------------
Default Skills: Sword Cut (lvl2)
Support Defend (lvl3)
Squad Attack
Spirit Commands: Concentrate(15)
Iron Wall(30)
Strike(25)
Valor(40)
Hope(90)
Renew(70)
Terrain Ratings:
Sky: A
Land: A
Sea: C
Space: A
Leader Ability: Critical +10%
Notes: Hope AND Renew? Miwa may just not be the best support pilot in the
whole game. You should definitely put Julie somewhere, put her in the
Mobius Zero or Skygrasper if you must. The only downside is that her SP
won't last very long, but having both available on one pilot is great.
Alpha 3 is full of really great units, as I've mentioned before. Because of
that, even good units get tossed aside. In this case, Mazinkaiser is one of
the best units in the game, and is responsible for the tossing aside of
numerous others. Mazinger Z and Great Mazinger are both eligible for this.
Ironically, even though the Diana A and Venus A are definitively worse units
than Mazinger Z and Great Mazinger, they're support abilities make them less
likely to get kicked.
%%%%%
Mecha
%%%%%
----------
Mazinger Z
----------
HP: 7500~11000
EN: 170~320
Mobility: 75~125
Armor: 1700~2450
Move: 6
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 6500
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities: Mazin Power
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
(M) Double Mazinger Blade<P> 3900~5200 1~3 +10/+20 AABA
Performed With: Great Mazinger
(M) Double Ningu Fire<P><ALL>4800~6100 1~2 +20/+30 AAAA (30)
Performed With: Great Mazinger
Rating: 7
Notes: When Mazinkaiser has some issues, Mazinger Z is called back into the
fray, and he's kind of a dissappointment. It's still a solid unit, but it's
not the amazing piece of work that Mazinkaiser is. Upgrading it is a smart
move since the upgrades carry over to Mazinkaiser (and you get to KEEP
Mazinger Z). Not really much else to say. It's got some solid attacks and
will do more damage than it seems thanks to mazin power.
--------------
Great Mazinger
--------------
HP: 7900~11400
EN: 180~330
Mobility: 75~125
Armor: 1800~2550
Move: 6
Size: M
Type: Sky/Land
Squad Cost:
Repair Cost: 5000
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities: Sword
Mazin Power
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
(M) Double Mazinger Blade<P> 3900~5200 1~3 +10/+20 AABA
Performed With: Mazinger Z
(M) Double Ningu Fire<P><ALL>4800~6100 1~2 +20/+30 AAAA (30)
Performed With: Mazinger Z
Rating: 7
Notes: Great Mazinger is a good super robot in a game full of great ones. A
couple issues hold it back, energy consumption and over all lack of power.
Mind you, Mazin power makes up for some of the damage deficiency, but Why
did they have to make Thunder Break a ranged ability. =\
-----------
Mazinkaiser
-----------
HP: 8000~11500
EN: 190~340
Mobility: 90~140
Armor: 1800~2550
Move: 8
Size: M
Type: Land (Gains Sky after Irui Search Route)
Squad Cost: 2
Repair Cost: 6500
Terrain Rankings:
Sky: S
Land: S
Sea: A
Space: S
Abilities: HP Regen(Small)
Mazin Power
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 10
Notes: There's a lot to love about Mazinkaiser. Unlike most super robots, he
doesn't require morale for any of his attacks initially, meaning he can start
demolishing things right from the gate. Fire Blaster is the cheif beneficiary
of this. There are stronger ALL attacks, even post-movement ones, but they
take morale. On the downside, it's kind of an energy hog, and by the
time it can fly, there's almost no Gravity stages left. All-in-all, it's an
amazing unit. Tis' a shame they take this from you early on for many missions.
-------
Diana A
-------
HP:5800~9300
EN: 120~270
Mobility: 70~120
Armor: 1200~1950
Move: 6
Size: M
Type: Land
Squad Cost:
Repair Cost: 4000
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities: Repair
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 4
Notes: The Diana is the Mazinger support unit, but...well...it's not very
good. It can't even fly (though, to be fair, neither can Mazinkaiser for
most of the game). It's survivability is questionable at best, so stick this
one in the back, and consider giving it armor boosting items.
-------
Venus A
-------
HP:6200~9700
EN:140~290
Mobility: 70~120
Armor: 1300~2050
Move: 6
Size: M
Type: Sky/Land
Squad Cost:
Repair Cost: 6000
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Abilities: Repair
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
(R) Finger Missile<P><ALL> 2700~4600 1~4 +35/0 AAAA 20
(M) Photon Beam<PLA> 3000~4900 1~5 +20/0 AADA (5)
(R) Photon Missile 3300~5200 2~7 +10/0 AABA 10
Weapon Upgrade Cost Total:400000
Rating: 4
Notes: The Venus is roughly equal in value to the Diana. The Venus can fly
and has a bit more HP and Armor, but does less damage with squad attacks.
The flight is very valuable, though. Never should be a leader, but it's
good enough for the backrow.
----------
Boss Borot
----------
HP: 4600~8100
EN: 80~230
Mobility: 55~105
Armor: 1100~1850
Move: 5
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 10
Terrain Ratings:
Sky: B
Land: S
Sea: C
Space: B
Abilities: Resupply
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 2
Notes: Boss Borot only has two real values. 1) Humor 2) Recsupply. On the
bright side, when/if it's destroyed, it only costs a measly 10 bucks to
get repaired. So you can basically use it with impunity.
%%%%%%
Pilots
%%%%%%
------------
Kouji Kabuto
------------
Default Skills: Potential (lvl9)
Sword Cut (lvl3)
Morale+(Damage)
Spirit Commands: Strike (20)
Spirit(35)
Iron Wall(20)
Valor(35)
Accelerate(25)
Flash(10)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Damage+20%
Notes: Kouji and his freakishly high defense makes him a wonderful complement
to the already very defensive Mazinkaiser. His default skills kind of suck
though. Morale+(Damge) is ok, but the last third of the game it won't have
much purpose. Mazinkaiser doesn't even HAVE a sword to use the Sword Cut
ability. Max out his damage with Break Morale Limit and Ignore Size to really
wreck some havok, if you have the PP, you may want to consider replacing
Sword Cut, though with the high cost of SPUp, you might not be able to until
after the first playthrough. The real trick of Kouji is deciding what to
not give him early, as ESave would really help him.
-----------
Sayaka Yumi
-----------
Default Skills: Support Attack
Support Defend (lvl3)
Squad Attack
Spirit Commands: Bless(45)
Trust(25)
Iron Wall(30)
Strike(20)
Valor(40)
Encourage(50)
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: A
Leader Ability: HP/EN Regen+50%
Notes: A fairly standard support pilot, Sayaka has healing abilities and the
Squad attack ability standard. Giving her SPUP will allow her to bless many
more. Her SP is already naturally high, so the ability to rocket it high
enough that she can afford a few Iron Walls to survive.
Sky: A
Land: A
Sea: B
Space: A
Leader Ability: Manuverability+10% Critical +20%
Notes: Tetsuya is a good, surprisingly balanced pilot. I love the counter
ability, and cheap Strike and early Iron Wall is always appreciated. ESave
would probably be a good investment, and Focused attack would boost the damage
from Thunder Break. HIS unit actually DOES have a sword, so sword cut is
appreciated.
--------
Jun Hono
--------
Default Skills: Potential
Support Attack
Support Defend (lvl2)
Spirit Commands: Cheer(25)
Trust(25)
Strike(20)
Iron Wall(30)
Valor(40)
Hope(75)
Terrain Ratings:
Sky: A
Land: A
Sea: B
Space: A
Leader Ability:
Notes: Jun is, surprise suprise, very similar to Sayaka. Unfortunately, the
changes that are made aer generally for the worse, as Bless is way better
than cheer, and for a support pilot, I'll take Squad Atttack over Potential.
Still, serves her purpose well enough, and her Hope Spirit is very cheap.
----
Boss
----
Default Skills: Potential
Support Attack
Support Defend
Spirit Commands: Guts(35)
Friendship(55)
Invincible(15)
Iron Wall(30)
Valor(35)
Drive(70)
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: B
Leader Ability:
Notes: Not as bad as you'd think. His shooting stat is perhaps the worst in
the entire game, and he can't dodge to save his life, but outside of that,
his stats are decent, and his Spirit list has got a lot of survival. Really,
if you're willing to boost up Boss Borot's HP, you could get a lot of milage
out of him.
----
Nuke
----
Spirit Commands: Trust(30)
Cheer(30)
Notes: Nuke is Boss' first sub-pilot. Yes, they go with Boss. if you put
Boss in Mazinkaiser (don't do it), Nuke and his co-hort come with. The only
thing notable is that Boss's subpilots are the only units in the game that
don't recieve a full set of Spirits. The two Nuke starts with are the only
two he's going to get.
-----
Mooch
-----
Spirit Commands: Scan(1)
Vigor(20)
Notes: Mooch is Boss' second sub-pilot, and behaves exactly like Nuke. Goes
with Boss, only two Spirits, nuff said.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C. Getter Robo
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
%%%%%
Mecha
%%%%%
<SHIN GETTER>
-------------
Shin Getter-1
-------------
HP: 8200~11700
EN: 200~350
Mobility: 90~140
Armor: 1300~2050
Move: 7
Size: L
Type: Sky/Land
Squad Cost: 2
Repair Cost: 8000
Terrain Ratings:
Sky: A
Land: B
Sea: C
Space: A
Abilities: HP Regen(Small)
Transform(Shin Getter-2, Shin Getter-3)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 9
Notes: Shin Getter got a lot better between Alpha 2 and Alpha 3, and it was
good in Alpha 2. Most notable is the rediculous power of Stoner Sunshine,
and there's another attack to be unlocked after that. Morale requirements are
stiff, but Sound Force can take care of that. The most important thing to
remember with Getter is Upgrades. Before you upgrade it, it dies too easily
and runs out of power too quickly. For whatever reason, it has RR Armor and SR
mobility. AFTER upgrades, it's nigh unstoppable. It's one of the biggest gaps
between upgraded and non, and if you plan on using it, Shin Getter should get
some priority. Note that it'll be taken from you early in the game and
replaced with Getter Robot G for a while, so you can wait, as G isn't near as
good. Any upgrades you make will carry over, however. Range is also a
problem, and Mazinkaiser's slight range advantage is part of the reason I
prefer it.
While Shin Getter can transform,there's ALMOST no reason to do so. Shin
Getter 2 has an ALL attack that you may want to take use of since Shin-1 has
no ALL before Shin Shine Spark.
-------------
Shin Getter-2
-------------
HP: 8200~11700
EN: 200~350
Mobility: 105~155
Armor: 1100~1850
Move: 8
Size: L
Type: Land
Squad Cost:
Repair Cost: 8000
Terrain Ratings:
Sky: B
Land: A
Sea: C
Space: A
Abilities: Double Image
HP Regen(Small)
Transform(Shin Getter-1, Shin Getter-3)
Weapons:
Type Name/Traits Power Will Range Hit/Crit Terrain Ammo/(EN)
ALWS
Rating: 7
Notes: Less of an energy hog than Shin-1, but you get a lot less out of it
for it. In the atmosphere, you're going to want to fly, so Getter-2 loses
out there. The only reason to switch to this is to use the Drill Tempest <ALL>
attack. I suppose, as well, that early on before you upgrade Shin Getter,
this one has better survival, but....I wouldn't count on it.
One last thing, Getter-2's S Ranks (for his attacks) on land are going to
give him a noticeable damage difference there. This only works if the ENEMY
is on the ground though. Flying Enemies are going to take more from Shin-1