SUPER ROBOT TAISEN ORIGINAL GENERATIONS


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|Table of Contents|
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I. Introduction
II. Version history
III. Updates
IV. Useful Terminology
V. Basics
VI. Pilots, Skills, and SCs
VII. Original Generation 1
VIII. Original Generation 2
IX. Original Generation 2.5
X. Parts and Special Bullets
XI. Secrets
XII. Frequently asked questions
XIII. Contact Policy
IXV. Legal Mumbo Jumbo
XV. Credits

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|I.Introduction:|
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Greetings one and all. This guide details the game Super Robot Taisen Original
Generations, for the Playstation 2.  I would like to note this is the first
game I've done an FAQ for that's in a foreign language, so bear with me. I will
be the very first to admit that this guide has lots of errors. Hell, there's an
entire new system (Special Bullets) that I don't understand very well. I've
tried to use the official Atlus translations as much as I can, though since I
don't have either English game in front of me as a I play, I have to rely on my
somewhat meager Japanese knowledge for some lesserknown names- sometimes I just
do not know what something is, and I apologize for that.

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|II.VERSION HISTORY|
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Version 0.6: Original Generation 1 Ryusei Route completed, Original Generation
2 completed except for Moon Route, Izu Route, and Earth Cradle route, Original
Generation 2.5 completed, Parts list completed, Special bullet list completed,
secrest completed except for Rand/Rathgrith Ravens. Need to do: Basics, Pilot
Skills and SCs, and game routes not completed.

Version 0.65: First 22 missions of Kyosuke's route completed! Various spelling
and typographical errors fixed.

Version 0.8: Kyosuke route of OG1 complete! Woo!

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|III.UPDATES|
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August 6th, 2007: First 22 missions of Kyosuke's route completed

December 29th, 2007 (I'VE BEEN BUSY LEMME ALONE): Kyosuke route completed!

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|IV. USEFUL TERMINOLOGY|
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In the realm of Super Robot Taisen, there are a large number of terms and names
that will probably leave a newbie to the series scratching his head. Because we
were all that newbie at one point, this section is here to help the unitiated
muddle through what all of this giant robobabble is all about.

+Mech+

A mech is essentially a universal term for robot, giant or otherwise. Mainly
because it incorporates the least amount of keystrokes for a name that handily
encompasses all of the units in the game, I'll be using this throughout the
guide quite extensively.

+Real Robot+

For the purposes of this guide, a real robot is a mech that can equip extra
armaments. This is by no means the definitive definition of an RR- indeed, many
debates rage on about what qualifies as Real and what qualifies as Super to
this day. Other characteristics of a Real Robot include smaller size, notable
evasivness, and being part of a mass production line. A good example of the
quintessential Real Robot is the Gespenst Mk II.

And no, a battleship is NOT a Real Robot just because it can equip repair and
supply modules, you doofus.

+Super Robot+

A Super Robot is, in essence, a unique, non-mass produced mech with specs and
weapons that defy the current laws of physics to varying degrees. Again, for
the sake of a clear cut definition, a super robot in relation to this guide is
a mech that can't equip extra weapons. A good super robot example would be the
Grungust. Mm... Grungust.

+Pilots+

A pilot and a mech are two very different things. Pilots and mechs, for the
most part, can be switched around and mixed and matched. They're not a single
unit. Pilot stats play an important role in which mech they go in. I'll cover
this in greater detail in the pilot chapter. Also, each pilot has a different
set of unique skills and spirit Commands. Pilots gain exp, mechs are upgraded
via cash. However, it should be noted that some pilots cannot switch mechs and
some mechs can only be piloted by one pilot.

+Spirit Commands/Seishins+

Anyway, these are extremely important. Each pilot has six spirit commands,
though only a few are available at lower levels. Getting anywhere in the game
without these guys is nigh impossible. They bestow, for a turn or a battle
various beneficial effects. For example, Strike raises your hit rate to 100%
for one turn, and Alert guarentees that you dodge one attack.

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|V. Basics|
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|VI. Pilots, Skills and SCs|
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|VII. Original Generation 1|
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~~~~~~~~~~~~~~
~RYUSEI ROUTE~
~~~~~~~~~~~~~~

Ryusei Stage 1:

Allies:

Elzam Von Branstein (Gespenst Mk II)

Enemies: Megillot x5

Skill point: All enemies destroyed by the start of turn 5

After we're treated to some lovely remixed balmarian music and the Hiryu having
troubles against some mysterious foes, we're thrust into a battle with Elzam
and his Gespenst Trombe against more of the same bugs. The skill point can be
troublesome if you don't position yourself well- on the upside, Elzam is almost
untouchable if you use Focus (the SC with the 8 next to it). Use Accelerate (SC
with 4 next to it) and attack the Megillot that's in your range and attack from
the east- that way, Elzam can dodge an extra attack and get some more morale.
On the next turn, check the movement ranges of the northern two bugs with O.
Move Elzam to the spot where both of them can attack with their post movement
range 1 ramming attack- that way, you can counterattack both of them. On turn
three, move Elzam west so that he's right next to the westernmost megillot and
that the two you weakened last turn have to move to attack. Attack the one you
just moved next to (he's at full HP), and you should be able to kill all three
with counterattacks. Note that you need to use accelerate again to reach this
spot. On turn 4, attack the last bug. If you get a critical hit, you should be
able to knock it out in one hit- if not, just kill it on the counter attack.
Your reward for this ardruous  task of perfect unit placement is a nice shiny
skill point.

*******************************************************************************

Intermission, Ryusei Route stage 1:

There's absolutely nothing to do here except save. >__>;

*******************************************************************************

~~~~~~~~~~~~~~~
~KYOSUKE ROUTE~
~~~~~~~~~~~~~~~

Kyosuke Stage 1:

Allies:

Kyosuke Nanbu (Wildraubtier FM mode)

Enemies:

EFA Tank x2
EFA Fighter Jet x2

Skill point: All units shot down by the start of turn 3

Quite a bit different from Ryusei's starting point. For one, it actually has
the main character right off the bat. Anyway, as opposed to the first mission
of Ryusei's adventure, this is cake. Focus, plop yourself in firing range of
your enemies, and get the skill point for your complete lack of effort. Also
enjoy Kyosuke's pilot suit-less cut in while you can. You have to give Kyosuke
props for being able to kick so much ass in what is revealed to be a rigged
machine. Hell, if you're lucky, you might finish the map before turn 2 even
rolls around.

*******************************************************************************

Kyosuke Route intermission stage 1: Not a lot to do here- save. You don't have
enough PP at present to do anything with Kyosuke (especially if you like saving
for expensive skills. SP Regeeeeeeeen, my looooooove.)

*******************************************************************************

Ryusei Stage 2:

Allies;

Ryusei Date (Gespenst Mk II Test Type)


Enemies:

Megillot X4

Skill point: All enemies shot down by the start of Turn 3

You get a bit of backstory about what's been going on. Of course, it's pretty
meaningless if you don't know Japanese, so just dig the nice orchestrated tune
and perhaps dredge up your knowledge of OG1 to remember what the hell happens
in this game. Oh, and fume in rage that they took the bastardized Divine Wars
version of the Burning PT tournament. Stupid Tenzan. Of course, we don't have
long to worry about that as some more bugs show up. One of which crashes right
into the Burning PT dome. D'oh. After a nifty start up slash homage sequence
(Gespenst RX-78!), you're at the helm. Cast focus and move towards the lone bug
and attack with the most powerful one in your arsenal. Note that focus is an
absolute must here, or Ryusei's somewhat lackluster Test Type will get eaten
alive. The bugs really hate you, so they like to attack you where you can only
use your weaker missiles. Even if the missiles do look gorgeous. Taking a few
hits here is fairly likely, so to that end, cast focus again on turn two and
move on to the dome for some much needed defensive cover. You should be able to
mop up the bugs on the enemy turn and gain the skill point without too much
bother. This time you gain five PP for it. Hawt. After the stage ends, Ryusei
gets acquainted with his new bud Ingram, and subsequently says goodbye to his
mom in the hospital. Then he meets Rai and Aya, his potential love interes-er,
new team members. WHILE INGRAM SMIRKS MASSIVELY. D:

*******************************************************************************

Intermission, Ryusei route stage 2:

NOW you can do stuff. The first three options just let you view pilot and mech
status, along with viewing a list of SCs. The first option under Custom is PP
(Pilot Point) distribution, where you can increase pilot stats, terrain ratings
and buy pilot skills. The next is mech customization, where you can spend your
hard earned cash to improve your mechs. The four stats are Hit Points, Energy,
Mobility, and armor. The next option is weapon upgrades, where you can increase
the damage output of your weapons. Moving on, the next option is where you can
equip various weapons to your mechs, if applicable. There's also another option
but that isn't available yet. Lastly, you have pilot assignment, where you can
switch pilots in between mechs. Under Parts, you can equip enhance parts to the
mechs you've accumulated, or under the second option, switch frames. You should
already be familiar with system. For now, just upgrade Ryusei's gespenst a bit,
then move on.

*******************************************************************************

Kyosuke Stage 2

Allies:

Kyosuke (Gespenst Mk II M)
Excellen Browning (Gespenst Mk II M)

Enemies:

EFA Tank x4
EFA Fighter Jet x3

Skill point: All enemies shot down by the start of turn 5

Another simple stage. Though this time you're forced into unupgraded Gespensts.
Four turns isn't a whole lot, so don't dillydally. Kyosuke should charge in,
Excellen should follow and clean up. Focus is a must, 'cause Gespies aren't all
that reknowned for doding well. Putting Kyosuke and Excellen next to the other
is also a good idea, to utilize support defense. The fighter Jets are pretty
mean, and they like to go after Excellen (who has weaker defense). Still, they
crumple very easily, and they don't do TOO much damage. Evade or defend if
things get too hairy, and don't skimp on the focus.

For your troubles, a cartridge and a repair kit.

*******************************************************************************

Kyosuke route intermission stage 2: You may wish to upgrade the Gespenst Duo,
but if you do, don't do it a lot. Just enough to stay alive- unlike the other
route, the main characters get their main mechs pretty fast here.

*******************************************************************************

Ryusei Stage 3:

Allies:

Ryusei (Gespenst Mk II TT)
Aya Kobayashi (Gespenst Mk II TT)
Raidiese F Branstein (Schutzwald)

Enemies:

EFA Tank X4

Enemy reinforcements: All enemies shot down:

EFA Tank x3
EFA Jet x3


Skill point: Clear the stage by the start of turn 5.

While Ingram and Kenzo plot mysterious schemes, Ryusei and Rai, are, shall we
say, having a bit of difficulty getting along, and Aya has her hands full just
keeping them in line. Perhaps some training will get things back on track. As
Ingram lectures Ryusei before deploying, Ryu is far too interested in all of
those shiny PTs hanging around to listen. But Ingram gives him a machine gun
anyway. >_< You can equip it to Ryusei, but not the other two. :( Oh well. You
also snag a beam saber. Remember the M950, if you upgrade it, it will serve you
very well. Anyway, Ryusei, being an idiot, charges out ahead. Anyway, Aya's TT
Gespenst is the exact same as Ryusei's was last chapter, with a bit more in the
form of weapons. Rai's Schutzwald Exchanges a bit of mobility for armor and
firepower. Anyway, with more than one unit, the skill point shouldn't be taxing
at all. Ryusei should have learned Invincibilty by now- cast this and focus,
and stand on top of a building for some cover. That way, on the off chance he
IS hit, he'll only take 10 damage. Aya and Rai should move forward, also with
focus cast. Note that Aya has Trust- this will be helpful if anyone gets hit
and needs to have some HP restored. Though she may just end up using it on her
own mech- her evade rates are the worst of the team, so be careful with her.
Despite being in a pretty bulky mech, Rai probably has the best hit and dodge
rates of the bunch, and his Twin beam cannons are exceedingly powerful.

On turn two, you may have enough morale to try out the twin battle system. It's
completely optional, and to be honest not that useful right now. When two units
with 110 morale get close to eachother, they can use the blue combine command
to form a two man squad with various benefits. But right now, you need as many
units that can attack individually as possible, and since a squad is treated as
one unit in that regard, only do it if you feel like experimenting. When you
finish mopping up the first four enemies, another six appear: 3 tanks and 3
jets. The tanks are more of the same, naturally. The Jets have good hit/evade
rates, but they don't pack much of a punch, and by the time you get to them,
your more powerful weaponry should be able to take them out in one hit. Though
if the RNG has hated you since Alpha 1, hitting them may prove difficult. >_<
For your troubles, you receive a Propellant Tank (restores EN) and a Repair Kit
which restores HP to equip. Ryusei also receives a chewing out from Ingram. But
what else is new? We also meet Giado, Garnet, and Latooni.

*******************************************************************************

Ryusei Route Stage 3 Intermission:

The three characters displayed to the right of the menu are your three top aces
and the amount of kills they have. At this point, it will invariably be some
combination of Ryusei, Rai, and Aya. The foremost character starts with an
extra five points of morale when a mission begins. This stacks with a natural
ace bonus, which you recieve when a character achieves 50 kills. With this
system, you could conceivably start a mission with max morale- have 50 kills,
be a top ace, and equip four medals-but that's pretty infeasable. Anyway,
upgrade stuff (your cash is probably pretty scant right now), equip or pawn off
your repair kit and propellant tank, and move on.

*******************************************************************************

Kyosuke stage 3:

Allies:

Brooklyn "Bullet" Luckfield (Gespenst MK II TT)

Allied reinforcements: Three megillots shot down/Turn 3

Kyosuke
Excellen
Sanger Zonvolt (Grungust Type 0)

Enemies:

Megillot x7

Enemy reinforcements: All enemies shot down:

Megillot x7

Skill point: All enemies shot down before the Transport reaches the edge of the
map

The first order of business is to head east and cast Invincible on Bullet. It's
not as good as focus right now, but you gotta make do. Putting him in the woods
is a good idea, as that's in the direction you want to go anyway. On turn 2,
most if not all of the bugs should be in firing range. On turn 3 (or if you
shoot down 3 Megillots- it's not hard to do if you get the T-Link ripper up
and running), the rest of the gang shows up. Including Sanger, his Type 0, and
the giant ass sushi knife of doom.  He has 136 morale to start with, so have
him dive in the remaining bugs and start Boost Knuckling them to kingdom come.
They'll either attack him or bullet, which will be a OHKO either way, netting
you the skill point. More appear when they go down, and Sangers heads back to
base. The bugs here pose no challenge- Invincible, Focus, and down they go.

*******************************************************************************

Kyosuke route intermission stage 3: Note the Type 0, and note it well. It's one
of the best mechs in the game- though it won't stick around for TOO long. It's
the only thing worth upgrading right now.

*******************************************************************************

Ryusei Stage 4

Allies:

Ryusei
Rai
Aya

Enemies:

Fighter Jet x4
Lion (Tenzan)

Skill point: Shoot Down Tenzan

Things are going swimmingly back at the ranch, mainly because Ryusei is a very
large dweeb. Time for another exercise. However, before that, somebody attacks
and Ryusei wheedles his way into participating. You also get two more machine
guns and a metal knife. Be sure to give a machine gun to Aya. It's a not really
necessary to give one to Rai, but it's even more redundant to equip one mech
with two. Anyway, your goal is to intercept the mystery enemy and stop them
from blowing up the Taussendfueseller. Or transport thingy. Your mechs function
perfectly well underwater, and suffer no movement penalties, but beam weapons
aren't so lucky. Use bullet based stuff if you find yourself fighting off a foe
when taking a dip. That being said, Aya and Ryusei don't do so well under the
ocean deep, so they should make a beeline straight for the island. Rai fares
much better, but he should probably get there so he can use his beam based mojo
on the enemy. One of the jets drops a container- don't bother with it, you'll
pick it up once the stage ends. Focus your efforts on Tenzan- he goes down
pretty handily under a sustained barrage. In the aformentioned containers are
a Repair kit and a Chobham armor. Sweet.

*******************************************************************************

Ryusei Route Stage 4 intermission:

More of the same, more of the same. Also, I reccomend saving those PP for pilot
skills. SP Regen has and always will be a favorite of mine. Don't forget about
that Chobham armor you just picked up- I reccomend equippig it on Ryusei's TT.

*******************************************************************************

Kyosuke Stage 4

Allies:

Tausendfueseller (EFA Pilot)

Allied reinforcements: Turn 3

Kyosuke (Alteisen)
Excellen
Bullet
Sanger
Tausendfueseller

Enemies:

??? Fighter Jet x10
Tenzan (Lion)

Skill point: Shoot down Tenzan by the start of turn 6

Before you even start, you get a Metal Knife, and an M950 machine gun, and an
M13 shotgun (along with a repair module!). Anyway, the Tausendfueseller should
head directly west. Hold out until turn 3 by defending until your allies show
up to help, including he brand-spankin' new Alteisen. The jets are evasive, but
they don't pack a terrible punch, and they pretty much die when you poke them.
Kyosuke should charge Tenzan and take out any planes on the way. Tenzan goes
down very easily- a single blast of the claymore will take him down to critical
HP, and KO him if it scores a critical. Your other allies should take down the
planes near the two transports.

In containers: a repair kit and a chobam armor.

For your troubles, a water jet.

*******************************************************************************

Kyosuke route stage 4 intermission: The Alt is a great unit, and it will serve
you very well throughout the entire game. Upgrading is highly reccomended. Be
sure to equip the Water Jet on someone- all water maps aren't much fun.

*******************************************************************************

Ryusei Stage 5

Allies:

Ryusei
Aya
Rai

Enemies:

Garoika x8
Huleh x1

NPCs:

Granzon (???. Yeah effin' right.)
Gespenst Mk II x3
EFA Tank x4
Shirogane (Daitetsu)

Skill point: Destroy all enemies but the Huleh by the start of turn 3

Ryusei is pondering how frail life is after his encounter with Tenzan, the dood
he lost to in the burning PT tournament and his narrow escape (yeah sure. Crazy
bastard went down like the obese incompetent he is.). However, he doesn't have
much time to do so, because we're going on a trip. Pack your bags with parkas,
kids, we're going to Antarctica! To witness the unveiling of a brand spanking
new top of the line battleship, no less. Security detail certainly has some
perks, doesn't it? Also, Ryusei learns about the wonders of military censoring.
Washington Irving, anyone? Ahaha.

Anyway, there shouldn't be much to do in the pre-battle menu, so just deploy.
However, something else deploys too- and it ain't no battleship. As the SRX
team marvels at the sheer badassery, some guests arrive. Take that as you may,
series veterans. D: Anyway, it appears to be some Aerogaters. However, things
rapidly go to hell in a handbasket when the Granzon starts up and brutalizes
the Huleh. Some distinctly non-aerogater mechs deploy- time to take out the
trash. Also, go green with envy at the Gespenst Mk II's and their confounded
good stats. The enemies are rather pathetic, especially if you use the ample
defensive cover and focus. Your allies are incredibly unhelfpul, but otherwise,
this shouldn't be very hard. Of course, the excrement really hits the Air
Conditioning when you fulfil the winning condition. This translates into the
Granzon blowing the everloving crap out of everything except your team. But
don't worry- after seeing Ryusei fall apart, Shu decides that he's a wanker too
and sets about killing him. Depending on how you positioned your units, this
could mean another dose of that very nasty MAP attack-which left Aya with 9 hp
in my case. x_o; Fortunately, after one enemy phase (at least that was my case,
since I blew up all of the Garoika's during the enemy's turn), Masaki and the
reknowned Cybuster show up to save your hash. However, instead of some epic
fight scene, Masaki's rantings just give Shu a headache and he leaves to find
some aspirin. Hey, whatever works. In a container is a Repair Kit. After the
dust settles, Bian Zoldark makes a broadcast: Mankind has nowhere to run! To
live through the coming times, we must fight! Rally behind the Divine Crusaders
! Or my eyebrows will murder you in your sleep! Stuff like that.

Admittedly, his words have lost a bit of clout since the days of Alpha, since
there's no Macross class ship crash landing in the middle of Japan. That's why
the DC are now more than just an organization of research- they're here to kick
ass and take names. The old men in charge ponder this while Ingram continues to
smirk massively. D:

*******************************************************************************

Ryusei Route stage 5 intermission:

I wish they'd give us a chapter or two with enough enemies to turn a bloody
profit. As it is now, make any upgrades you can afford and move on. Pawing off
your restoritive items is a good way to supplement the ol' income, so be sure
to do so if you don't have any use for them.

*******************************************************************************

Kyosuke stage 5:

Allies:

Hiryu Custom (Lefina Enfield)
F-28 Messer (Katina Tarask)
F-28 Messer (Russel Bergmen)

Allied reinforcements: Turn 3

Taussendfueseller
Kyosuke
Excellen
Bullet
Sanger

Enemies:

Gaorika x15

Enemy reinforcements:

Gaorika x6

Skill point: All enemies shot down by the start of turn 6

Well, you may seem a bit outnumbered here, but the fighter jets will (strangely
enough) be more than a match for the urchin-like foes. Move north towards the
Gaorikas, and put the units next to eachother to utilize friendship and support
defense bonuses, not to mention Lefina's command aura. On turn 3, your help
arrives. Kyosuke and Sanger move around fine in the water, though Excellen and
Bullet aren't so lucky. Compensate by giving one of them the Water Jet before
deploying. On enemy phase turn 3, Masaki appears along with some more Gaorikas,
which he and the Hiryu can mop up fairly well. On the next turn, keep blowing
things up. You should finish by turn 5 easily.

In a container is a repair kit.

For your troubles, a dustproofing and a resupply module.

*******************************************************************************

Kyosuke route stage 5 intermission: don't bother upgrading the F-28s. They just
aren't that good. However, they are prime candidates for Repair and Resupply
modules. Anyway, only Russel is stuck in one for now- Katina gets Kyosuke's old
Gespy... and paints in red! Why it doesn't get automatic upgrades in mobility I
will never fathom.

*******************************************************************************

Ryusei Stage 6

Allies:

Kai Kitamura (Gespenst Mk II)
Giado Venerdi (F28 Messer)
Garnet Sunday (F28 Messer)
Latooni Suvota (F28 Messer)

Enemies:

F32 Schwert x12

Skill point: destroy all units by the start of turn 5

More old people and more pondering of the DC's military action. Also, I swear,
the generic operator girl is prettier than most of the named females in the
game. >_>; Anyway, Ingram scrambles the SRX team to go assist in some battle or
other. Giado, Garnet, Latooni, and Major Kai Kitamura are having a difficult
time of things holding down the fort. Considering that they're using outdated
fighter jets... at least Kai has his own Gespenst, and it's pretty damn buff.
Careful with the jets. Latooni is pretty much unhittable, but neither Giado or
Garnet have focus to help them, so save often. They should fly towards the
enemy while Kai follows via the bridge. They shouldn't have much trouble and
the enemy jets shouldn't take much to drop, especially when Kai joins the fray.
Be sure to use his leadership aura. To be perfectly honest, this mission might
be easier if you just have Garnet and Giado hang back. The SRX team arrives on
turn 3. Though they start out a bit far away. Use Aya to heal anyone that got
hit, and Rai should accelerate forward. Also, GROOVE to Latooni and Kai's new
themes. There's not much else to say.

In various containers are a Servo Motor, a cartridge, a screw module, and...
something that has to do with this special bullet system.

For your troubles, a repair module, a resupply module, and another mystery
thingy. Hopefully I'll mess around with that and get an explanation later.

*******************************************************************************

Ryusei route stage six intermission:

Even with all the fighters you trashed, you still don't have a lot in the way
of cash, even with your influx of new units. That being said, your Messers are
rather lame. Stick repair/resupply modules on Garnet and Giado's to make them
nice little support units, and don't upgrade them. They aren't worth it.

*******************************************************************************

Kyosuke Stage 6

Allies:

Hiryu Custom
Kyosuke
Katina (Gespenst Mk II M)
Up to 3 other units

Enemies:

DC Fighter Jet x4
Landlion x5
Lion x5
Guarlion (Tempest)

Skill point: Tempest shot down by the start of turn 6

Let's not dillydally- you've got to hurry for the skill point here. Kyosuke and
Sanger should take on the Landlions, since they have better machines to work
with. Katina, Bullet, and Russel should take the western side. Russel should
hang back and take care of the planes, while Lefina brings up the rear. Try to
have the Hiryu stay near the base. Tempest crumples pretty quickly, with a less
than impressive 7000 HP. Of course, when he goes down, some large and genuinely
destructive lookings missiles appear. Dear dear. Fortunately, Excellen and her
new Weiss-chan make their debut. The Goal is to reduce them to 40% HP, but not
shoot them down or let them reach the base. Have Lefina head over to help while
Excellen deals with the missiles. Her Oxtongue rifle B mode should make them
retreat in one hit, as should her E Mode (Though it's a bit limited in range. 4
to 7? Quite a blind spot). When all three have been defused/shot down/whatever,
the mission ends.

In containers: A servo motor, a cartridge, 2 special bullet parts, and an
Apogee motor.

*******************************************************************************

Kyosuke route stage 6 intermission: The Weiss is another excellent unit that's
worth using throughout the game. Be sure to upgrade- though not any of it's
weapons. The one you sould upgrade will come in later. Also, put Russel in her
old Gespenst.

*******************************************************************************

Ryusei Stage 7

Allies:

Ryusei
Rai
Aya
Giado
Garnet
Latooni
Kai
Irmgult Kazahara (Gespenst Mk II)

Enemies:

F32 Schwert x 9
Killer Whale x2

Enemy reinforcements: All Schwerts shot down

Lion x6 (one is piloted by Tenzan)

Skill point: Shoot down Tenzan by the end of turn 6 (cannot be done in enemy
phase)

Ryusei meets Rob (and it was love at first sight! :D ...put those guns down.),
and he shows him the R-1. Ryusei is somewhat dissapointed, wanting to pilot a
Super Robot- Rob assures him that someday he will. As Rai and Ingram talk, the
alarm sounds. Let's earn our keep.

Anyway, we've got fighter jets and two new DC units- killer whales. They're
hard to bring down, but easy to hit. Basically, you have to make sure the two
of them don't reach the indicated area and bring them down to 20% HP. Because
they might have MAPWs on board, and them going boom would be baaad. Irm and Kai
are along for the ride- though Irm's Gespenst is nowhere near as beefy as Kai's
custom one. Oh well. Once the jets are gone, Tenzan and a squad of goons in
Lions appear. They aren't difficult to take down, though you are kinda caught
with your pants down in the water. Use Kai's leadership aura and SCs as much as
you need. When they're done for, turn your attention to the subs. This would be
an excellent time to use the Twin battle system to get in as much destruction
as possible. Once one sub retreats, the other stops defending (O_o;;;), making
your job easier. Remember, be sure not to kill them. Of course, once you're
done, Ingram phones in to let you know that the DC has been leading you around
by the nose and that this was a diversion. D'oh.

In containers are a Propellant tank,an analyser, an Energy drain status missile
and an apogee motor.

*******************************************************************************

Ryusei route stage 7 intermission: You still don't have much cash and an ever
growing roster of units, but do the best you can and equip/pawn off your new
parts for fun and profit.

*******************************************************************************

Kyosuke Stage 7

Allies:

Hiryu Custom
Sanger
Up to 5 other units.

Enemies:

Lion x12
Lion F (Leona)
Guarlion (Julia)

Enemy reinforcements:

Landlion x3
DC Fighter Jet x5
Lion x6
Guarlion (Thomas Bright)

Skill point: Shoot down Leona and Julia (Leona retreats at 30% HP)

The first part is pretty simple- have Sanger take the point and blow up as much
as you can. With luck, he'll reach 130 morale by turn 2. Finish mopping up the
Lions, but be sure to save Kyosuke and Sanger for Leona and Julia. A Claymore
(use Assail if out of range) to the face should take down Leona, and the sushi
knife of doom will fix Julia's wagon. While all this is going on, the Hiryu and
should head for the west side of the base, with another unit or two. Cause...
a whole mess of reinforcements appear. Where you aren't, and now your mission
is to protect the base.

My reccomendation is to twin up Kyosuke with a fast unit on the next turn, cast
focus, accelerate, and Consecutive attack (Twin SC), then dash towards the
nearest plane that can get in range of the base, trash it, seperate, the take
down two more. The other units should rush down there too. If the Hiryu is in
position, it should be able to take down the last plane that poses a danger.
Make sure that you block any Landlions that can make it to the base with your
units. The Lions will move down next, then thomas himself. Fortunately, neither
are hard to take out. The stage ends on a less than happy note... RIP, Greg.

In containers are: 2 propellant tanks, a dual sensor, an Energy Breaker, and a
Servo motor.

*******************************************************************************

Kyosuke route stage 7 intermission: Not a lot to say here- though the scrap you
just finished had a lot of enemies to smite, so you probably have a decent
amount of cash. Use it as you see fit (not too much on the Gespensts, please),
equip the water jet if you unequipped it, and move on.

*******************************************************************************

Ryusei Stage 8

Allies:

Kai
Rai
Ingram Prisken (Wildschwein)

Up to five other units

Allied reinforcements: Turn 5

Hagan (Daitetsu)

Enemies:

Lion x15
F32 Schwert x6

Enemy reinforcements: enemy phase turn 3

Lion x4
Schwert x3
Elzam (Guarlion Trombe)

Skill point: All enemies shot down by the start of turn six (except Elzam)

Bian talks with his subordinates- which include a retconned Van vat Tran and a
new guy with a monocle. Meanwhile, Laker and Daitetsu meet up, along with XO
Tetsuya, who agree to help with the war and captain the Hagane. Ryusei is with
Rob, testing the R-1. Which isn't going well. Irm informs them of some new
arrivals, to be boarding the hagane. These happen to be Rio and Kusuha. Whoever
cooked up that nurse outfit should be arrested for making something that cute.
Cue shocking reunion with Ryusei. And of course, an alarm. Elzam's contingent
is attacking, and since the old guys aren't surrendering, we've got no choice
but to fight our way out. While protecting the Hagane. Sounds fun.

There's lots going on here. You should send a goodly force towards the flashing
square to the west, which you need to protect. Make sure no enemy lands on it.
The rest should head northwest to deal with the oncoming lions. This is a damn
difficult mission, especially if you want the skill point. Don't be afraid to
use SCs to stay alive- the lion attacks aren't all that powerful, but they can
gang up on you. Make sure you make the most out of Kai and Ingram's leadership
bonuses. On turn three enemy phase, some enemy reinforcements show up. Now the
skill point makes sense- if only very difficult. At this point, all of the lion
units seem to charge the Hagane's launching point. Don't let them touch it. On
turn 5, the ship launches in a really kickass FMV. Use it to lay waste on the
surrounding enemies. Also, ignore the item boxes. There's too much to do. Once
all of your foes are downed, Elzam retreats, a MAPW launches, and Ryusei struts
his stuff as a sniper. Phew. Pat yourself on the back if you got the skill
point. I didn't. >_>;

In various containers: a servo motor, special bullet something, propellant tank
and another special bullet.

For your troubles, a something, a mega beam rifle x2, and a G Revolver, a metal
knife, and a repair kit. Ugh. This is hard if you don't know japanese. X_X;;

*******************************************************************************

Stage 8 Ryusei intermission: You finally have some notable cash reserves, and
Ryusei's wildraubtier. Hawt. Do your upgrades (I reccomend giving some to the
hagane, it's going solo next mission. o_o) and move on. Also, you have enough
special bullet parts to make one, so fiddle around with that if you feel the
need.

*******************************************************************************

Kyosuke Stage 8:

Allies:

Hiryu Custom
Sanger
Up to 5 other units

Enemies:

Lion x8
DC Fighter Jet x2
Landlion x3
Guarlion x2 (Tempest and Tenzan)

Enemy reinforcements: Tempest/Tenzan shot down

Sealion x4
Lion x6
Killer Whale x2
Guarlion Custom Trombe (Elzam Von Branstein)

Skill point: Shoot down tempest or Tenzan (both retreat at 4200 HP)

Pile up the two gespensts that DON'T have water jets onto the Hiryu, and move
it forward. Everyone else should just charge ahead as usual. The enemies here
aren't tough or new- the only obstacle at this point is the water. As you blow
things up, build up Sanger and Kyosuke's morale. Sanger can probably OHKO both
bosses with a single swipe of his Colossal Blade, though Tenzan is slightly
tougher due to his Chobham armor. Shoot down whoever you think has the most
valuable item: Tempest's Booster or Tenzan's aformentioned armor. When you do,
Elzam appears to raise some hell. His groupies include some Sealions- these are
probably the worst of the Terrain specific lions. Snipe them from land. It's up
to you whether or not to take down the killer whales- they aren't difficult to
blow up, though Elzam's support defense is a pain. So is Elzam himself- you'll
need Strike to hit him with any degree of regularity. He retreats at about 5000
HP. For an apogee motor, give him a Sushi knife to the face. He pops an Apogee
Motor if you do. Mr. Honcho buggers off after this mission.

MY TYPE 0. D:

In containers: 2 special bullet parts, a booster, and an apogee motor.

*******************************************************************************

Kyosuke route stage 8 intermission: Well, the Type 0 is gone. Aside from that,
all is pretty quiet. Equipping the booster/ an apogee motor to the Alt will be
in your best interest, so do that. Do what you wish, and move on.

*******************************************************************************

Ryusei Stage 9

Allies:

Hagane

Enemies:

Killer Whale x5

Skill point: Shoot down all enemies

More DC old farts. Whoo. Oh, and the DC subs have ambushed you a depth thought
impossible for them to go. Never underestimate a force who's head is a super
robot otaku. They're more awesome than you are. o_o Before starting, equip the
hagane with a Chobham armor. The mission itself is very straightforward. Just
charge in, and when you get in the middle, cast Guard/Focus and start dishing
out impact cannons. Don't forget about the torpedo as a post movement
option. On turn two, you figure out you need to get to the chopp-, er, marked
area in six turns. You should still be able to get the skill point. Though,
you'll be cutting it close. Fortunately, once you destroy all enemies, the
stage ends. The single container has a repair kit in it. In another impressive
graphical sequence, the Hagane uses it's overboost to escape the ocean depths
after being damaged. Also, Irm gets his Huckebein 009, and Latooni hops in his
old Gespenst. Yayz.

*******************************************************************************

Stage 9 Ryusei route: That old familiar tune- be sure to upgrade the 009 a bit,
it will serve you quite well for a while. Also, parts should get priority to
Ryusei, Irm, and latooni's machine.

*******************************************************************************

Kyosuke Stage 9

Allies:

Gilliam Yaegar (Gespenst Mk II R)
Radha Byraban (Schutzwald)

Allied reinforcements: Turn 4

Hiryu custom
up to 5 other units.

Enemies:

DC fighter jet x8

Enemy reinforcements: Enemy phase turn 3

DC tank x5
Lion x8
Guarlion Custom (Tenzan)

It's just Radha and Gilliam on their own for a while. Both have SP Regen, so
focus away as you split up. Gilliam should take the northern group, while Radha
takes the southern group. The planes down there will ignore her for the most
part- which is where her Schutzwald's long range capabilities come in. Gilliam
will face foes less intent on getting to the shuttle base, and they'll avidly
attack him. Blow 'em up, and utilize Gilliam's hit and away capabilities to
maximize what you can do in a turn. The enemy reinforcements don't do a whoe
lot when they appear, which makes your job tougher. As your own reinforcements
appear and deploy, put Kyosuke in the spot that gives him the most direct shot
at the enemies. With his booster and Accelerate, he should get there fairly
quickly. Excellen should follow as your Gespenst Squad of Mediocrity cleans up
any planes that are left. Because of some less than great placement on my part,
this came right down to the wire- I had to use Katina to cast Valor to take a
good chunk off of his HP and kill him with a counterattack from Kyosuke on the
enemy phase of turn 7. *sweat*

In containers: 2 repair kits and a propellant tank

For your troubles: a slash ripper, a mega beam rifle, a beam sword, an M13
shotgun, a metal knife, a hyper beam cannon, an SF-29 rangzen, an thruster
module, and a repair kit

*******************************************************************************

Kyosuke route stage 9 intermission: Radha's Schutzwald isn't all that great of
a unit, but it's miles better than a gespenst. Don't upgrade it too much, and
try to focus on the armor if you do. Gilliam's Gespenst Mk II R is actually a
good unit with good base stats and excellent terrain ratings- it's only problem
is the lack of any sort of powerful built in weapon. Anyway, do whatever, and
move on.

*******************************************************************************

Ryusei Stage 10

Allies:

Hagane
Ryusei
Irm
Latooni (in dress!)


Enemies:

F32 Schwert x4
Lion x5

Enemy reinforcements: 3 enemies remain

Lion x5

Skill point: Defeat all enemies but Tempest by the start of turn 5

Garnet tries to dress Latooni up with hilarious results. That, and the DC has
ambushed us again. Jeeeesus. Daitetsu should cast strike (I guess this is to
make up for the overpowered battleships in Alpha 3, J, and W? I mean, 30 sp?)
and hold his ground, while the rest of your force heads over to deal with the
other group. Surprisingly, the enemies ignore the Hagane for the most part.
Irm's boosted rifle is very powerful, and can OHKO Lions with a crit. The same
goes for his remote slasher. Once only three enemies remain, more show up, with
Tempest at the helm. Save him for last and take out the rest of the enemies.
After Tempest reaches below 14000 HP, allied reinforcements appear. Tempest is
a mean contender- use as much SP as you need to keep your units intact.

In containers are a repair kit, and another special bullet thing. It think it
ups damage and lowers hit. Damn moon language. Tempest drops another that I
really have no idea what does.

*******************************************************************************

Ryusei route stage 10 intermission: You may want to equip a water jet to Rai's
schutzwald so you can use his twin beam cannon more freely. Other than that,
there's nothing too special here.

*******************************************************************************

Kyosuke route stage 10

Allies:

Hiryu Custom
up to 7 other units

Enemies:

SF-28 Rangzen x7

Enemy reinforcements:

Cosmolion V x12 (Two contain Julia and Leona)

Skill point: Shoot down Julia or Leona by the start of turn 5

This stage is more than a little difficult, truth be told. The first part is
easy, however. Send a single unit to deal with the Rangzens (I picked Gilliam.
Excellen works well too, but she should save her ammo for the real threat), and
make sure to leave one alive for the next player phase. On turn 2, shoot it
down to trigger reinforcements. The Cosmolion Vs are very tough- they'll eat
your gespensts alive if you don't take the necessary precautions (like Russel
casting guard). Excellen becomes an MVP here- Weiss-chan's S rank in space is
quite a boon. Try to clear out as many as you can before aiming for Julia or
Leona. Note Julia OR Leona- Leona is much easier to shoot down, having about
8000 less HP. Once either goes down, the Cosmolions retreat.

And Sanger appears to put you through another trial. Whatever, man. Anyway, the
Type 0 is the beefiest enemy face so far, with 2000 armor and 26000 HP. Use
invincible/alert/sense/focus to keep from being chopped in half. The map ends
once he gets below 18000 HP. Mainly because the boss-man is currently fighting
you, you'll have a hard time shooting him down. That is, without the Colossal
Blade on your side, dealing 18000 damage is pretty much impossible. With the
Twin System it might be possible, so if you feel like it, go ahead and try to.
Anyway, Sanger will go for the Hiryu. Tasuku launches in the Gigan to intercept
him, support defends the Hiryu, and manages to break the colossal blade. It may
be a ship cleaving sword, but it ain't no Giganscudo cleaving sword.

In containers: 2 special bullet parts and cartridge

*******************************************************************************

Kyosuke route stage 10 intermission: The Giganscudo is now part of your roster,
and very much worth your attention. Upgrade it's HP, Armor, and EN- mobility is
pretty much a waste of money on such a tanky mech. Anyway, do whatever, and
move on.

*******************************************************************************

Ryusei Stage 11

Allies:

Hagane
Up to 8 other units

Enemies:

Gun Turret x14
Lion x5
DC Tank x 4
Aqualion x3

Enemy reinforcements: Allie passes between forward gun turrets

Killer Whale
Missile

Skill point: Destroy all enemies by the start of turn 7


The skill point probably seems like a tall order, but don't fret. Start moving
your mechs towards the island. The first thing you'll probably notice is the
new ordnance the DC is packing. The Gun Turrets, and Aqualions. The gun turrets
aren't exactly threatening, but they have decent range. The Aqualions are,
somewhat unsurprisingly, Lions that specialize in aquatic envrions. But to be
honest, they're not really any larger a threat than the normal lions, and your
units can take advantage of the fact that their attacks don't do so well on
land based targets. The Hagane, unfortunately, is immobile.

Once your units move past a certain point, Tenzan takes notice and launches a
killer whale with a nasty surprise- a missile. Not a MAPW, just a missile. To
that end, you can jus shoot it down (unlike a certain chapter in Kyosuke's path
for instance). On turn four, Cybuster appears once more- and totally hoses all
of those cannons. The Hagane can now move- not that it really matters, as it's
rather far away. You have to trash things pretty frantically to meet the six
turn deadline, but it's possible. The main concern is the killer whale, which
is difficult to bring down quickly, To that end, make sure that you leave some
units in it's vicinity to plug away at it.

In containers are a cartride and a propellant tank. Or, as I like to call them,
free cash. Following our fracas, madness ensues with Masaki's talking cats. XO
Tetsuya has a particularly difficult time with their existence. For your
troubles, you receive: an apogee motor, a servo motor, a beam coat, an assault
blade, an EN drain status missile, and what I believe to be a weapon breaker
status missile. Cybuster also joins the roster!

*******************************************************************************

Ryusei route stage 11 intermission: Behold, Cybuster! What I would consider one
of the few A-class mechs to join you during Ryusei's early game. I really
reccomend upgrading it. Aside from that, once again, there's nothing really of
note here.

*******************************************************************************

Kyosuke stage 11:

Allies:

R-Gun (Viletta)

Allied reinforcements:

Hiryu Custom
Up to 8 other units

Enemies:

Cosmolion x8
Barrelion x6
Peregrine x3 (one contains Siebel)

Skill point: All enemies shot down by the start of turn 6

Barrelions- THEY SUCK. I HATE THEM. ARGH. With that out of the way, Viletta
should move between the nearest Barrelions and attack one (cast Focus. And hope
you don't get hit on a 21% chance twice arrhgh.) Counterattack when possible,
then head up to the northern set of Cosmolions. Watch your double rifle ammo,
as it's your only ranged option until Metal Destroyer boots up at 130 morale.
Try to use the Beam Gladius when possible- even then, Viletta will probably run
out of EN and ammo by mission's end. Anyway, on turn 3, the peregrines retreat
and the Hiryu arrives. Near the southern set of cosmo and barrelions- that's
why Viletta should have gone over to the north. Anyway, try to have Tasuku and
Kyosuke at the forefront so they can charge in and start wreaking havoc on the
barrelions. Accelerate is very useful, especially for the slower Gigan. The
strategy should be to weaken as many enemies as possible one turn, then move on
towards Viletta the next. She should be countering the Barrels in her area with
Metal Destroyer, which will severely weaken them. The rest of your squad should
be the cleanup crew. With luck, you'll finish by the start of turn 6.

In containers: a cartridge and a booster.

*******************************************************************************

Kyosuke route stage 11 intermission: The R-Gun is a nice unit, with surprising
armor for such a dodgey little thing- just as much as the Alt's starting armor!
Upgrade primarily it's EN and mobility. Anyway, once you do what you want to,
move on.

*******************************************************************************

Ryusei Stage 12

Allies:

Irm (F-28 Messer)
Masaki Andoh (Cybuster)

Allied reinforcements: Irm reaches Taussenfuesseler

Irm (Grungust)
</pre><pre id="faqspan-2">
Allied reinforcements (2): One turn after Grungust launches

Hagane
up to seven other units

Enemies:

Lion x5
DC Fighter Jet x4
Aqualion x 2
Killer Whale x2
Guarlion Trombe (Elzam)

Skill point: All enemies shot down except Elzam within six turns/Elzam defeated
within six turns

..oi oi. Not fun. Irm needs to get to da choppa (that is, Taussendfuesseler)
ASAP while Masaki distracts the enemies. Irm doesn't have focus, so getting him
there in one piece in his dinky little jet takes some doing. To start, have him
cast Alert and move as far as possibe forward (or east, should we take a look
at the old compass), which should be right next to the southern killer whale.
Masaki should cast focus and alert and follow. Elzam will attack him as soon as
he can, and he moves first. He'll remain silent for the rest of the mission,
for whatever reason (The Trombe! is inert!?). On turn two, have Masaki change
to Cybird mode and cast focus again. Blast one of the jets menacing Irm's dad
and have Irm himself follow (cast Alert again). On turn three, Irm should be
able to move next the transport. Be sure to attack something before you wait by
it, as Irm gets another free move when he launches in...

The Grungust! This bad-boy can take all but the most powerful attacks off the
chin and dish it back out in spades. Together with Cybuster, you should be able
to level a good number of enemies. Allied reinforcements will appear one turn
after the grungust is launched. Mopping up the enemies shouldn't be difficult
at all, though doing so within six turns can be a bit difficult, again thanks
to the Killer Whales. Fortunately, Elzam skips town once his subordinates have
been blown up.

In various containers are a cartidge, a special bullet part, an apogee motor,
and another special bullet part. Dgaah. For your troubles, you also get an M13
shotgun, a slash ripper, a G revolver, and a mega beam rifle. You also get two
Mass Produced Gespenst Mk IIs and a dustproofing. Not bad for a day's work.

*******************************************************************************

Ryusei route stage 12 intermission: Well, with your two new gespensts and freed
up mech space thanks to the Grungust, you should reassign some pilots. I put
Latooni in the Huckbein, Giado in Lat's Gespenst, and Garnet in one of the new
ones. I also reccomend upgrading the Grungust- it's a very notable asset to the
team. Also, don't forget to reequip the repair and resupply modules if you had
them on the jets.

*******************************************************************************

Kyosuke Stage 12:

Allies:

Hiryu Custom
Up to 9 other units

Enemies:

Barrelion x5
Cosmolion x5

Enemy reinforcements: Turn 2 enemy phase

Cosmolion F x4
Barrelion x2
Peregrine x2

Enemy reinforcements: All enemies shot down

Gespenst Mk II xN (N being how many are left alive from the NPC group)

NPC reinforcements: Turn 3

Gespenst Mk II x5

Skill point: Shoot down all enemies by the start of turn seven

The initial enemies are nothing special. Do them in as quickly as possible. As
you do so, a few more enemies appear directly to the east (note- you don't have
to cross the gorge). On the next phase, a few NPC Gespensts appear to act as
the Moon Cradle's security system. You can either divide your forces or just
wait for the enemies to the east to come to you. If you're quick, you'll most
likely get to them before you have to do either of those. The Peregrines are
tough, but fall fairly easily under a sustained barrage. When the AI Gespensts
turn on you, fret not- they're neither powerful or difficult to bring down.
Also, for those that are interested in skill points, the Gespensts have no
bearing on it. You have to take out the DC forces within six turns to get it,
not finish the map. Not that Taking out the gespensts takes a long time, but it
would still be good to know.

In containers: an energy breaker, a repair kit, and 2 special bullet parts.

For your troubles, another energy breaker (o_o), a weapon breaker, a G-Revolver
a magna beam rifle, a boosted rifle,  an assault blade, a roche sabre, and an
ever handy Solar Panel.

*******************************************************************************

Kyosuke stage 12 intermission: Bullet is finally going to get his new mech next
chapter, so bear that in mind when spending cash. Also be sure to check out the
various and sundry new weapons and equipment.

*******************************************************************************

Ryusei Stage 13:

Allies:

Hagane
Up to 8 other units (Masaki has the Energy drink blues, so he can't deploy just
yet)

Enemies:

Cosmolion x10 (one contains Julia, another contains Leona)

Enemy reinforcements: All enemies shot down

Valsion (Bian Zoldark)

Enemy reinforcements (2): Bian retreats

Lion V x7

Skill point: Reduce the Valsion's HP below 36000 in 8 turns

Cosmolions are strange. They're tougher and more mobile than your average Lion,
but have rather weak attacks. That, and they suffer from fighting under the
influence of the atmosphere. To make up for this, the Troy pilots are above
average in ability (and they have EYES. That's a rarity for grunt characters.)
and there are two normal characters in the squad. Anyway, start bashing them
into the ground. Julia's Cosmolion is pretty beefy, so it might take a while
to down. Once they go down, a certain someone pays a vist...

It's Bian Zoldark himself in his Valsion, a machine perhaps more fearsome than
even the Granzon. You have a few options. Gather round the Hagane and cower in
fear as he gloats and wait for him to go away, or fight. Fighting is more of a
challenge, naturally, but you the skill point this way. Hit him with everything
you have, and note that he can OHKO just about all of your units not named the
Grungust or Hagane (or Shutzwald, if given a few armor upgrades). You'll note
right off his barrier, which makes it impossible to do any significant damage
to him. Make sure you use Alert or Invincibility, not focus- cause chances are
he'll hit you anyway. Once his HP dips below 36000, Masaki flies out, feeling
more than a bit better after his close encounter with the dreaded energy drink,
and ready to throw down with Bian. Of course, he buggers off (THANK GOD) and
leaves you a contingent of Lion Vs to deal with.

These guys are tougher than a normal lion but not so much as the cosmolions you
just threw down with. Beat 'em down- Cybuster is in a perfect position to fire
off a Cyflash.


In various containers are an energy drain, a cartridge, a booster, and a
chobham armor.

*******************************************************************************

Ryusei route stage 13 intermission: Christ above, that was no picnic. Anyway,
there's nothing of note to say here, except to equip all of your energy drains
on characters with support attack. They'll come in handy later on and there's
no time like the present.

*******************************************************************************

Kyosuke stage 13:

Hiryu Custom
Up to 7 other untis

Allied reinforcements: Enemy phase turn 4

Bullet (Huckebein Mk II)

Enemies:

Rangzen SF-28 x3
Cosmolion x5
Cosmolion F x3

Enemy reinforcements: Enemy phase turn 2

Cosmolion x2
Cosmolion V x3

Enemy reinforcements: Enemy phase turn 3

Barrelion x5

Enemy reinforcements: Enemy phase turn 4

Rhinocerous x2

Skill point: All enemies shot down before win condition is achieved

In this map, the ol' Hiryu has to make a beeline for the highlighted squares
while the PT unit inflict as much destruction as possible on the enemies, which
is not all that difficult. Enemy reinforcements pop up at steady intervals as
you head towards the spot. The Hiryu should continually head towards yon square
set. The barrelions are a pain to take down quickly- plopping the Gigan amongst
them and counterattacking everything is a good plan, then mop up the remnants.
When the Rhinos show up, you get some reinforcements of your own- Bullet's new
Huckebein Mk II. Use your most powerful attacks to decimate them before the
end of turn 6. Just in case you can't make it, keep the Hiryu on standby to be
safe.

In a container is a cartridge.

*******************************************************************************

Kyosuke stage 13 intermission: Be sure to upgrade Bullet's Mk II. Aside from
that, there's not much to say.

*******************************************************************************

For your troubles, an apogee motor, a servo motor, and a beam coat

Ryusei Stage 14

Allies:

Hagane
Ryusei
Latooni
Up to six other units

Enemies:

Barrelion x12
Killer Whale x2
Barrelion V (Tenzan)

Enemy reinforcements: Turn four

Barrelion x6
Carrier

Skill point: Destroy all enemies by the start of turn 8

OI. I hate barrelions. Stupid support defending. This is the first mission, IMO
where the Twin battle system becomes useful in bypassing supports. It's pretty
mindless, in all honesty. Just blow things up as quickly as possible. Hagane's
Impact cannons are excellent here, being able to attack two adjacent enemies at
once. Any M16s you have can do this too.

After turn four rolls around, Tenzan calls up some more Barrelions and thinks
that it's checkmate. Ryusei for one is far from beaten and gets really pissed
off when Tenzan starts ragging on Latooni, raising him to max morale and giving
him a bevy of SCs. The carrier is a realy bugger to take down, but by now your
morale should be pretty high. Ryusei should just stay and exchange blows with
Tenzan to make mopping him up easier.

In various containers are a Hit Up special bullet (HA! I got the symbols right!
Bwahaha!), a repair kit, and a something up special bullet (so much for that HA
ing.) Tenzan drops a Hyrbid armor.

*******************************************************************************

Ryusei Route stage 14 intermission: Provided you blew everything up last stage,
your cash reserves are probably damn impressive right about now. Upgrade what
you wish and be on your way.

*******************************************************************************

Kyosuke Stage 14:

Allies:

Hiryu Custom
Up to 9 other units

Enemies:

Cosmolion x3
Cosmolion F x2
Barrelion x8
Peregrine

Enemy reinforcements: Skill point attained

Cosmolion V Troye x7
Guarlion Custom (Leona and Julia)

Enemy reinforcements: Enemy phase after reinforcements appear

Grungust Type 0 (Sanger)


Skill point: Reduce the peregrine to below 75% HP by the start of turn 4

The first part of this stage is odd- put your three fastest mechs out in front
(probably the Alt, Gigan and R-Gun, because the pilots know Accel). They should
rush the peregrine ASAP (the Gigan should soak up hits so it can use Sheath
Thunder). The Barrelions will blockade it, but they don't know support defend,
and Revolver Stake, Sheath Thunder, and the double magna rifle will most likely
bring it below 75% HP before it gets too far.

In containers are two special bullet parts, a chobham armor, and a dual sensor.
Sanger probably drops something as well.

*******************************************************************************

Ryusei Stage 15

Allies:

Hagane

Gespenst Mk II TT (Rio)
up to 8 other units

Enemies:

Lion x3
Barrelion x3
Lion-F (Ryoto)
Guarlion-C (Thomas)

Skill point: Thomas shot down within 7 turns

Aya's recovering from a particularly nasty test of the T-link system, so Rio
steps up to the plate and borrows her Test Type. Thomas has also devised what
might be thought of as a cunning plan. What you need to do here is totally
ignore poor Ryoto and trash everyone else. It's pretty simple. Thomas is a very
annoying, because all he does is defend, though he'll go down eventually.

The only container here has a... a... some kind of status weapon. Blast.

*******************************************************************************

Ryusei Route stage 15 intermission: Note that EVERYONE has to participate in
this next mission, inlcuding the now right as rain Aya. Thus, rearrange your
pilots. You CAN give Rio your last MP Gespenst, but by now they're probably
seeming more than a little inferior. But it's better than a F-28, so what can
you do? Upgrade whatever and prepare for another doozy.

*******************************************************************************

Kyosuke Stage 15

Allies:

Hiryu Custom
Up to 9 other units

Enemies:

Cosmolion F x8
Peregrine (Siebel)

Enemy reinforcements: Enemy phase turn 3

Cosmolion V x12
Guarlion Custom x2 (Leona and Julia)
Huckbein Mk II

Skill point: Peregrine shot down by the start of turn 11 (retreats at 9800 HP)

This stage might seem like a gimme at first, though rest assured reinforcements
are on the way. Anyway, Cosmolions are nothing new. Since there's no real hurry
here, I reccomend putting slower units in front and units with Accel in the
back of your formation, so exp and kills are distributed more equally. Russel
learns cheer at level 14, so be sure to abuse that if you want the Gespenst R/
Huckebein 008L. The satellites give meaty defensive bonuses, so keep that in
mind for when...

The Troye unit appears to harrass you again. The Cosmolion Vs are tough as ever
in terms of HP, so dig in at one of the satellites or Columna itself and repel
the attack. Columna is probably the better option, because it puts your units
in a much better posistion to take down Siebel in a timely manner. Leona and
Julia both drop very nice items (A chobham armor and a biosensor). However,
they both retreat at about 12000 HP. At this point in time, dealing THAT much
damage is no mean feat. My advice is to form up Kyosuke and Tasuku in one squad
and Excellen and Radha in another, with Kyosuke and Excellen as leaders. Have
Kyosuke and Tasuku use Revolver Stake and Sheath Thunder/Giga uragano (with
strike cast), while excellen and Radha follow up with Oxtongue Rifle B and Twin
Beam Cannon, both with focus. With luck, you'll be able to bring both down.
Also, don't bother doing anything special with the enemy Huckebein- just blow
it up, seeing as it's a trap and all. Siebel is rather easy to take out, both
retreating later and having less armor than the Guarlions- not even mentioning
the fact that a blind man could hit his peregrine. The Kyo/Task juggernaut will
steamroll over his 9800 HP requirement, especially with hightened levels of
morale. Cast Cheer, Bless and Training if Tasuku has enough SP left for extra
fun. He pops a booster.

In containers: a biosensor, a chobham armor, and a booster.

*******************************************************************************

Kyosuke route stage 15 intermission: Not much to say here, except that you'll
want to be aware that the lovely ladies of the squad will be unavailable for
the first part of the next mission.

*******************************************************************************

Ryusei Stage 16

Allies:

Hagane
Ryusei
Rai
Aya
Latooni
Giado
Garnet
Rio
Ingram
Irm

Enemies:

Barrelion x7
Lion F x3
Aqualion x4
Rhinocerous x2
Guarlion Custom (Thomas)
Guarlion Custom (Tenzan)

Enemy reinforcements: All enemies shot down

Granzon (Shu)

The first two things you'll note are the deep-sea trench that impedes movement
slightly and the new DC units. God only knows how the hell they got those Rhino
ships on the platform unless they were built there- which seems really, really
impractical. Oh well, they're going to get wrecked anyway. On turn 2, Ryoto
pops out to help in his own Lion F. It's not exactly a powerhouse, but it's a
welcome addition to your team. Also, note that the Hagane starts out at Half HP
to further complicate matters. Daitetsu should cast Guts to fix this. Open fire
on the Aqualions as they come in range, then move on to smiting the ever pesky
barrelions. Tenzan and Thomas will take potshots at you as you do, so either
counter or dodge/defend. I came right down to the wire getting the skill point,
perhaps because of poor unit placement and SC use. Anyway, once everything goes
down or retreats, Shu appears. For no real reason except to both praise and
taunt everyone at the same time. This, needless to say, really pisses off our
friend Masaki. Now, you've got two options. Stay and fight or run like a little
girl. Friend, let me tell you, there is no shame in running like a little girl
from the Granzon. Pull out with all speed- or if you feel really arrogant and/
or suicidal, face down Shu. If you do, you'd have best been saving SP and ammo.
He's basically a beatable Bian. Sort of. I didn't stick around to find out.
Actually, I took a peek at his attacks and stats. While the Granzon's armor, HP
and Mobility aren't quite as good as the Valsion was, his strongest attack is
just as powerful as the Grungust's Darkness Slash, as opposed to Valsion's some
what paltry 3700 Omega wave. He also has a post-movement MAP weapon. Happy
hunting if you want to try and shoot him down.

In various containers are a propellant tank and another bloody special bullet
part I have no idea what does. Tenzan, Thomas and Shu probably drop stuff, but
I'm not 1337 enough to shoot them down/take them on.

*******************************************************************************

Ryusei route stage 16 intermission: Hoo, that was close. You now have Ryoto's
Lion F, so upgrade it if you want. Aside from that, there's not much else of
note.

*******************************************************************************

Kyosuke Stage 16

Allies:

Hiryu Custom
Up to 5 units (females unavailable)

Enemies:

Cosmolion Fx6
Barrelion x3
BarrelionV x3

Enemy reinforcements: All enemies shot down

Cosmolion Fx6
Barrelion Vx6
Peregrine (Siebel)

Skill point: Shoot down Siebel's peregrine (retreats at 7500 HP) by the start
of turn 8

Talk about being undermanned. Radha appparently suckered in the girls on board
the hiryu to try out her yoga- and it'll take them a while to untangle. As
delightfully kinky as that sounds, it doesn't do you much good, and the more
masculine of your crew are left high and dry. Basically, blast forward as fast
as you can to protect the T-1. Also, don't let any enemy get on the highlighted
squares, or it's game over for j00. I let the Gigan handle the Cosmolions on
the right side of the map all by itself, while I devoted my other units to the
ever annoying barrelions. With luck and intelligent unit placement (see, making
sure that the barrels attack units that can counterattack), you should be able
to finish up by turn 3.

When you do take them all down, Siebel and his goon squad appear. Fortunately,
the now un-yogafied girls show up to help (though it's worth noting that poor
Viletta's hurting so bad she can't even speak). Get them down there to help out
those already in firing range ASAP. Now, the cosmolions will behave normally,
but the barrels will rush Columna and toss status weapons at whoever they can
along the way. They should be your priority, even though they don't move all
that fast. Anyway, once you're done with the grunts (which shouldn't take too
long), turn your attention to siebel. Despite his Hybrid Armor, he's actually a
bit easier to take down this time, retreating at 7500 HP>

In containers: a spirit drain, a propellant tank, a special bullet part, and
Siebel pops a hybrid armor.

*******************************************************************************

Kyosuke route stage 16 intermission: Be forewarned, if you want to get the next
skill point, you need to evenly distribute boosters and apogee motors, along
with powerful/upgraded equippable weapons. You might want to do some weapon
upgrading right about now, too.

*******************************************************************************

Ryusei Stage 17

Allies:

Hagane
Rai
Up to 9 other units (Ryusei is unavailable)

Allied reinforcements: Hagane reaches island

Ryusei (R-1)

Enemies:

Guarlion x15 (3 Twin Squads)
Guarlion Trombe (Elzam)

Enemy reinforcements: Hagane reaches island

Guarlion x5
Tempest (Guarlion Custom)

SKill point: Shoot down Tempest

Note that before you start, you get a Tesla Drive, which you can equip on any
ground-bound unit to give it flight capabilities. Anyway, thank god this isn't
a smash everything mission. The Hagane just needs to reach the south of the map
to complete the mission. Mind, you only have six turns to do it. Dealing with
twin squads isn't all that difficult, but be sure you're prepared for the extra
nasty counterattack, which consists of two units. The Guarlions themselves are
the nastiest units you've faced so far. They've got barrelion class armor and
mobility superior to a normal lion, along with powerful attacks. My strategy is
to destroy the most you can while buggering off to the south with the Hagane as
fast as possible. Once the hagane reaches a certain point, it's surrounded by
MORE Guarlions and crippled by Tempest's attack. Before he can finish it off,
Ryusei pops out and support defends. The exact point is unknown to me, but it
would be a safe bet to say that once you're adjacent to the island the event
triggers. Before this, I reccomend casting Guard and Focus or Strike on
Daitetsu. Also, take advantage of Ryusei's auto-casted SCs and smack Tempest
with the R-1's T Link Knuckle. It probably won't do much damage, but it's a
start. Next turn, you should probably get Ryusei to land so his evade doesn't
suffer quite so much. The rest is pretty much more of the same. Tempest is
annoying, but not THAT hard to drop.

In various containers are two burst railguns and a biosensor. I might have
missed one or two, since I left one guarlion and Elzam alive.

*******************************************************************************

Ryusei route stage 17 intermission: Thankfully, that was pretty much the last
of the water only stages. Ryusei has his R-1 now, so assign someone to the Wild
Raubtier (Latooni's a good choice). In my case, I could also assign someone to
the now free 009, and subsequently Aya's test type (which while still a gespy
was still much more upgraded than the normal ones.). If this is the case for
your team, put Rio in the TT, as she's the only pilot who can really utilize it
well (who doesn't have a better mech already).

*******************************************************************************

Kyosuke stage 17:

Allies:

Hiryu custom
Up to 9 other units

Enemies:

Cosmolion x3
Cosmolion Fx3
Barrelion x4
Barrelion V x3
Peregrine x6

Enemy reinforcements:Enemy phase turn 4

Cosmolion x6 (1 twin squad)
Barrelion x5 (1 twin squad)

Enemy reinforcements: Enemy phase turn 6

Cosmolion x4
Barrelion x4

Skill point: All peregrines shot down before mission ends

I hate this mission. I really and honestly do. It doesn't look so bad at first,
but shooting down all of those peregrines takes some doing, and you'll need a
few units to keep the reinforcements busy (I chose Gilliam and Viletta to help
them get levels). Anyway, blitz across the map as fast as you can. Try to take
out the enemies as you go- don't make any unnecessary stops. About by the time
you're in posistion to start whaling on the peregrines, some more enemies show
up. Use your chosen units not otherwise engaged to destroy them and keep them
busy. The peregrine bashing becomes much easier if you have a bunch of fully
upgraded weenie weapons (that is, the M950, the G revolver, etc.), but you
probably won't at this point. Make do, and don't be afraid to bail out if the
going gets tough. You can also attack while landing on the designated squares,
though the unit will retreat afterwards. You have until the end of turn 8 to
get everyone there, so don't dawdle. If you do, it could cost you the mission.
It's also worth noting that this is the first occurance of twin squads.

*******************************************************************************

Kyosuke stage 17 intermission: Well, now that that's over with, you should
probably have some pretty hefty cash reserves on hand. Do what you like, then
move on.

*******************************************************************************


Ryusei Stage 18:

Allies:

Hagane
Ryusei
Rai
Aya
Ingram
Garnet
Giado
Latooni
Rio
Ryoto
Irm
Masaki

Enemies:

Gunturret x8 (One twin squad)
Killer whale x3
Landlion x6 (three twin squads)
Lion V x4 (one twin squad
Rhioncerous x3
Barrelion Custom (Tenzan)
Guarlion Custom (Thomas)

Enemy reinforcements: Hagane nears bay

Guarlion x6
Kurogane (Elzam)
Stork (Adler)

Skill point: Shoot down the Kurogane by the start of turn 8

Oi oi. At least there's some land here. The first order of business is getting
the Hagane to the indicated spot. Of course, the Hagane starts out at about 2/3
HP, so cast Guts to remedy this (and I'm so absent-minded I just forgot to use
my owns strategy. XD). Everyone else shoud scramble onto the island and start
blowing things up. The Landlions can be trouble if you catch them on defensive
terrain and they have powerful attacks, but judicious use of your SCs should
prevail. The Lion Vs have gotten more powerful, but they're still just cannon
fodder. When the Hagane gets close to the bay, some reinforcements arrive. The
Kurogane, naturally, is your biggest worry. However, it hangs back while the
guarlions rush you.

When the Hagane reaches the Bay, bad shit goes down- namely Elzam rams it and
the ship is reduced to about 2000 HP. Thus, before moving, have Daitetsu cast
Guard and have Garnet and Aya on hand to spam Trust. Mop up whatever foes are
closing in, then turn your attention to the Kurogane. Irm should know Valor by
now. Using it on the Darkness slash (his strongest attack) will take a mighty
chunk off the Kurogane's HP. Without other such moves, it's difficult to damage
the ship because of it's E-Field, but keep plugging. He'll go down eventually,
admitting grudgingly that the Hagane's crew ARE good. Now, once that's done, 2
options present themselves. One-head into the building and leave all the grunts
behind- two, blow everything up. There's also the happy medium between the two
to destroy what you can, then head in. I reccomend this- Adler's stork is very
difficult to down, because it only defends until he attacks.

In various containers are a chobham armor and three special bullet parts.
For your troubles, you get an SP drink.

*******************************************************************************

Ryusei route stage 18 intermission: It's about time to settle things with Bian
and Shu, so upgrades should probably go to weapons. This next chapter is going
to be difficult- you've only got a few units truly capable of doing much to
bosses. Equip and upgrade accordingly. Don't forget that SP drink- it might
come in handy.

*******************************************************************************

Kyosuke stage 18:

Allies:

Hiryu Custom
Up to 9 other units

Enemies:

Cosmolion V x10 (two twin squads)
Barrelion V x7 (1 twin squad)
Peregrine x3 (one contains Siebel)

Skill point: Shoot down Siebel by the start of turn 7

Hoooo. More rushing to peregrines. Oh well, there's only three of them this
time, even if they are on defensive terrain. And Siebel's good enough not to
retreat this time. The first turn should be spent advancing. The Cosmolions
will rush you if you're not in range, so try to keep your distance. Afterwards,
shoot through them as fast as possible. The Alt's revolver stake is a godsend
here, as are other various powerful postmovement attacks. Getting to Siebel
takes some doing, but it's surprisingly easy to take down once you do. Plopping
a unit with high attack power among the barrelions is highly reccomended. The
map ends when Siebel goes down, so try to blow up the other peregrines before
him if possible.

In containers are two special bullet parts, a slash ripper, and a booster.

For your troubles, a chaff grenade and an SP drink.

*******************************************************************************

Kyosuke stage 18 intermission: Do whatever and move on. Be aware that you have
some tough bosses to take down next chapter.

*******************************************************************************

Ryusei Stage 19:

Allies:

Ryusei
Rai
Aya
Ingram
Giado
Garnet
Latooni
Ryoto
Rio
Irm
Masaki

Enemies:

Gunturret x21 (Three twin squads)
Landlion x4 (2 twin squads)
Granzon (Shu)
Valsion (Bian)

Enemy reinforcements: Enemy phase 3

Guarlion x6

Landlion x4

Enemy reinforcements (2): Enemy phase 4

Guarlion x6

Landlion x4 (one twin squad)

Skill point: Shoot down the Granzon (It retreats at 13200 HP)

The first thing that Banpresto makes perfectly clear is that you have to fight
both the Granzon and the Valsion. Along with a bunch of grunts, but hey, it's
free morale. You know, if they had to go with the Divine Wars PT tournament,
couldn't they have given us the ATX team here? Bah. Anyway, the glowly green
squares provide HP regeneration, and because Banpresto doesn't hate us THAT
much, Shu and Bian don't land on them. So, start trashing grunts, but save SP
(unless you bought regen for everyone already. Man, I'm such a freak. D:) and
slowly advance to the sides (split up your forces) and go north, then meet in
the middle.

Things get a bit hairy when random reinforcements start popping up in to get in
your way. Try to prepare in advance for them at the end of turns 3 and 4. Once
you do make it to the enclave where Bian and Shu are, be at ease, at least
somewhat. Shu won't attack you- though Bian will. His attacks are generally
more manageable than they were in chapter 13, and he likes to focus on Ryusei.
So if you switch to R-Wing mode, cast focus and invincibilty, you'll likely
lead him by the nose so that your other units can wipe out the gun turrets. I
sincerely reccomend leaving your Gespensts behind, though. They're just too
much of a liability, at least against such foes.

Now, you have a choice- aim for the skill point by taking on Shu, or ignoring
him entirely and focusing solely on Bian. Note that the Granzon is considerably
beefier than it was in chapter 16, at the cost of attack power. Right now, he's
essentially a carbon copy of the Valsion with slightly better passive stats. To
that end, take advantage of the fact that he's content just to watch unless you
attack him. You could theoritcally solo him with a powerful unit like Grungust
if you play your cards right. It helps if you give that said powerful unit an
SP Drink/Regen. Once Shu dips to about 15000-14000 HP, you have two choices.
The first is form a twin squad with Grungust and Cybuster (the only two units,
in all honesty, capable of dealing the amount of damage needed to shoot down
Granzon) and attack with a Valor'd Darkness Slash with cosmo nova as Masaki's
attack. Alternatively, if you gave Masaki support attack, you can do the same
but not bother with the silly TBS system. Either way, be sure to cast Bless and
Cheer on Irm for preposterous amounts of cash (30000!).

While all of this was going on, I had Ryusei keep Bian busy by using focus and
invincibilty and parking on the regen square next to him. Then I spammed T-link
knuckle counterattacks- though only for paltry damage. Now, wait for Grungust
to regenerate energy (by either parking him on the similar square next to Shu
or having someone resupply him. You should do the latter for Cybuster, since
Cosmo nova is ammo based.) and either drink the SP drink or wait for him to
regain enough SP to shoot off another valored Darkness Slash, then basically
gangbang Bian. Pat yourself on the back when you're done.

Shu forks over the only item on the map: an enhancer.

For your troubles, you get a biosensor, a multisensor, a chobham armor, and a A
adaptor.

*******************************************************************************

Ryusei route stage 19 intermission: if you were smart and cast Bless before you
made Bian and Shu hit the floor, you should have lots of cash right now. To be
honest, I reccomend saving some of it, as you're going to get a whole slew of
new units, some of which are quite excellent, in a few missions. Besides, man,
how much can you DO with the stuff you have now? >_>

*******************************************************************************

Kyosuke Route Stage 19:

Allies:

Hiryu Custom
Up to 9 other units

Enemies:

Cosmolion V x18 (two twin squads)
Barrelion V x6 (two twin squads)
Heavy Barrelion x2
Albatross x2
Guarlion Custom (Julia)
Grungust Type 0 (Sanger)
Macht (Maier)

Skill point: Shoot down Sanger (he retreats at 10800 HP)

It's time for the climatic final battle between the UCC fleet and the Hiryu
Custom squad. They're pulling out all of the stops here- the Troye unit's full
force, a new, even  more durable version of the barrelion, two even stronger
battleships, and the fellow with the giant sushi knife. Take it slow- there's
no time limit. Blow up all of the grunts, but don't rush or put yourself in any
unnecessary danger. Also note that Gilliam and Viletta need to be level 23 by
the end of this chapter for their secrets, so keep that in mind. The Troye
girls are as tough as ever, but not insurmountable. Slowly advance down towards
Maier and is merry band. Julia will rush you fairly quickly- she hasn't changed
at all, and she doesn't retreat. Blow her out of the sky for the last time and
raise a glass in toast to your longtime foe. Or just keep blowing things up.

As you keep advancing, you'll come under fire by the battleships. Putting the
Gigan out front is reccomended- while defending, it's AB field will drastically
reduce the damage of their beam based attacks. Sanger will probably be upon you
by now- getting him down to about 11000 HP and smiting him isn't difficult at
all- Bullet may have learned Valor by now, so use him to give yourself the umph
needed. Twin squads, as always, will make your job much easier. Taking down the
battleships isn't difficult, as they crumple quite easily under concentrated
fire. Maier is a different kettle of fish altogether- the Macht is very tough,
and has an E-Field. Back in the days of yore, you could drain its energy to
make it more managable, but now... keep yourself alive with SCs and you'll
prevail eventually. It's not until later do you get foes with HP regen. >_>
Watch the very cool scene of the Macht burning up in the atmosphere and salute
Maier for a worthy foe.

In containers: a burst railgun, a multisensor, and Sanger pops an enhancer.

For your troubles: a biosensor, a  dual sensor, a chobham armor, and an A
adaptor.

*******************************************************************************

Kyosuke route stage 19 intermission: Hoo. Fortunately, you should have a lot of
cash right about now- I reccomend saving it. You'll get a bunch of new mechs
soon. Also, if whatever Katina and Russel are in are unsatisfactory for the
purpose of surviving alone for a while, put them in something better.

*******************************************************************************

Ryusei Stage 20

Allies:

Up to ten units (Masaki unavailable)

Allied reinforcements

Enemies:

Megillot x12 (two twin squads)

Enemy reinforcements: all enemies shot down

Megillot x 9(two twin squads)

Enemy reinforcements (2): all enemies shot down

Jeremiah x11 (3 twin squads)

Skill point: Map cleared before the start of turn six

It's been a while since we've faced Megillots (chapter 2, would you believe?),
so let me give you a refresher course.

They suck.

They were easy to deal with back then, they're easy to deal with now. I mean,
think about it- they may have gotten a few paltry upgrades, but you've now got
plenty of machines that are awesome, like R-1, Grungust, and the WildRaubtier.
Let's get to it, boys and girls. I almost forgot to mention that the Hagane was
out of commission for a little while, but it's not like you need it. Strangely
enough, this stage's skill point can be difficult to snag. Leave a few units
near your starting point...

Because a whole new bunch of bugs appear near it. But these guys aren't any
tougher than the last bunch, so just blow them up. Again, don't divert too many
units to this, because once they all bite the dust, a whole new breed of insect
appears to the southern edge of the crater. These guys are more accurate and
pack more of a punch than the meggies, but they remain pretty easy to take out.
Use ALL attacks for the twin squads. The turn after they show up, ANOTHER group
appears- but so does Masaki, who caught wind of the battle and came dashing
back. Without getting lost, even. His Cyflash attack makes short work of the
new arrivals, leaving them as scrap. By the time he arrives, you should be just
about done, but use him anyway if he's in range. When you finish, he leaves
again to go and seek out Shu.

In various containers these are waiting to be plundered: a hit up critical down
special bullet and a god only knows special bullet. Yare yare~~

*******************************************************************************

Ryusei route stage 20 intermission: What's there to say? Save your some cash
after you upgrade and move on.

*******************************************************************************

Kyosuke Sage 20:

Allies:

Katina
Russel

Allied reinforcements: One turn after first set of enemies shot down

Hiryu Custom
Up to 7 other units

Enemies:

Megillot x8

Enemy reinforcements: All enemies shot down

Jeremiah x8 (three twin squads)

Enemy reinforcements: All enemies shot down

Megillot x18 (seven twin squads)

Skill point: Map cleared by the start of turn 6

The first part of this map depends on how confident you are in the Octopus Duo.
If they're in good mechs and/or tricked out Gespensts, feel free to split up to
deal with the bugs more efficiently. If not,stick together and have Russel cast
Guard and stay next to Katina so he can support defend if necessary. Be sure to
use the copious amounts of defensive cover in the form of space debris. Once
the enemies go down (shouldn't be too hard, given the suckitude of the bugs),
a new model appears to the northwest. They're tougher, but not by a whole lot.
The Gespensts probably aren't in a good posistion to take them on, so it will
take a turn or two to get to them.

The turn after enemy reinforcements appear, the Hiryu flies in and deploys the
squad- annoyingly far away from the action. Use Accelerate and haul ass. You're
probably better off just having Katina and Russel handle them as the main force
plops down just southeast of the satellite. When all of the jeremiahs go down,
a crapload of megillots appear. Taking them down in such a short time requires
finesse and a bit of strategy. What you've gotta do is make sure there are no
twin squads by the end of turn 5- you can most likely kill the rest on counter
attacks if that's the case. Kyosuke's Assail and consecutive attack (his Twin
SC) are both very useful here, making the Heavy Claymores a post movement move,
and Consecutive attack allowing for an extra move altogether if an enemy is KOd
during the first. Use of ALL and W attacks will see you through, though you'll
probably just make it for the skill point.

In containers: two special bullet parts.

For your troubles, a Tesla Drive.

*******************************************************************************

Kyosuke stage 20 intermission: For the time being, only the ATX team is present
for tinkering and upgrading purposes. Don't worry, it's only temporary. Anyway,
keep saving your money for the new mechs you're getting (unless you've been
neglecting Bullet's MK II or something).

*******************************************************************************

Ryusei Stage 21:

Allies:

Hagane
up to 10 other units

Enemies:

Lion F x8 (two twin squads)
DC Fighter jet x7 (one twin squad)
Stork (Tempest)

enemy reinforcements:

Barrelion Vx 4 (two twin squads)
Landlion x6 (three twin sqauds)
Barrelion custom (Tenzan)

Skill point: Shoot down Tempest's Stork (it retreats at 13200 HP)

Back to the DC's stock and trade, it seems. Lions are more of a threat than the
bugs, though the fighter jets are arguable. Your goal is to get a unit to the
flashing square on the palace- it's quite a ways away, so focus on getting
between the spot and your enemies. You should send a fast unit like the R-Wing
to go and get to the spot anyway, though. Especially if you overleveled Ryusei
by having him kill most of the bosses in chapters 18 and 19. >_>

On the enemy phase of turn four, Tenzan and some goons show up. The Barrelion V
model is pretty tough- they should get priority. Likely as not, Tenzan and some
Landlions will charge the palace, which I why I suggested sending someone over
there. Send some backup, though. Once you do claim the palace, Tenzan seems to
split off and head for the Hagane. Shooting down Tempest is essentially the
same as shooting down Shu. Except the Stork takes more damage and is not nearly
as powerful. This is good, because without Masaki around, it becomes much more
difficult to deal substantial damage. Also, the stage doesn't end when he eats
the floor, so don't worry about that if you want tenzan's goodies.

Tempest drops a radar module and Tenzan pops a hybrid armor.

For your troubles, you get 20000 bucks and a medal. Pretty sweet.

*******************************************************************************

Ryusei route stage 21 intermission: Save money, yadda yadda. Equipping the R-1
with that medal you just got isn't a bad idea...

*******************************************************************************

Kyosuke Stage 21:

Allies:

Kyosuke
Excellen
Bullet

Enemies:

DC Fighter Jet x3
Landlion x3 (one twin squad)
Lion F x5 (two twin squads)
Stork (Tempest)

Enemy reinforcements: Ally reaches square

Barrelion x6 (two twin squads)
Barrelion Custom (Tenzan)

Skill point: Any allied unit reaches the highlighted square within three turns

The skill point, at least compared to the last few, is a gimme. Have Kyosuke
accelerate towards the palace and he'll make it there easily. Bullet and Miss
Excel should follow suit while fighting off the advancing DC forces. You've not
had the pleasure of facing land-bound ordnance for a while, but rest assured,
they're actually weaker than your average cosmolion (and total pansies compared
to those scary Troye grunts). A few barrelions and Tenzan appear to make your
life miserable after you reach the square, but they're nothing you haven't seen
or blown up before. This is essentially a "get kills for the ATX team" mission-
Tempest and Tenzan don't even retreat. The Stork is fairly annoying, boasting
impressive armor, HP, and even an E-Field. However, If you conserve a bit of
Excellen's SP (or she has SP regen, if you're crazy like me :D), you can cast
daunt on him to lower his morale to levels where it won't activate.

Tenzan pops a hybrid armor while Tempest gives up a radar module.

For your troubles, an emblem and 20000 in cash. Sweet!

*******************************************************************************

Kyosuke stage 21 intermission: Keep saving that cash- one more mission and your
new units are here.

*******************************************************************************

Ryusei Stage 22:

Allies:

Ryusei (R-1)
Rai (R-2)
Kusuha Mizuha (Grungust Type 2)

Enemies:

Alteisen (Kyosuke nanbu)
Weissritter (Excellen Browning)
Huckbein Mk II (Brooklyn "bullet" luckfield)

Skill point: Achieve victory in four turns but don't shoot down Kyosuke

It's the return of the Cockpit of Steel (and the Vanishing trooper if you have
not played Kyosuke's route yet)! Ryusei and co. are confused as hell as to why
the ATX team is trying to kill their asses in. Apparently the mock combat that
Ingram arranged isn't quite as mock as planned... and he smirks massively. As
if I needed to tell you that.

Anyway, Kusuha can't do anything, despite being an allied unit. Once Bullet
attacks her, it's love at first sight and he feigns that his mech needs some
maintenance. Ryusei and Rai aren't quite so lucky- time to throw down with what
remains of the ATX team. Oh, and amidst all of the excitement, I forgot that
Rai has a new machine. Even unupgraded, it's much better than the Shutzwald.
Ryusei should cast focus and invincibility and attack. Kyosuke has Guard cast,
so you won't do much damage. Rai should advance, also with focus on. Parking
him on a building doesn't hurt, either. Next turn, just do the same. The Alt is
still pretty hard to damage, though the Weiss should go down in two or three
attacks. Once you reduce the Alt enough, a really kickass FMV takes place and
Ingram decides that he's seen enough.

OH MY GOD THE DEATH STA-oh. It's just the Neviim. Phew. Of course, if you've
played Alpha 3, you know that that thing has some SERIOUS destructive power on
it's side...

Excellen drops a special bullet part (ARRRGH).

For your troubles, a beam coat, a roche saber, a slash ripper, a boosted rifle,
a magna beam rifle, a thruster set, and 70000 in cash are all yours.

And the ATX team mechs are on your roster now, along with the Type 2.

*MOST* bitchin'.

*******************************************************************************

Ryusei Route stage 22 intermission: I reccomend upgrading all three ATX mechs,
along with the type two. Even if you don't use Kusuha, other pilots can use it
too, and it's a very good mech (even if it doesn't quite live up to it's big
brother).

..in all of the excitement, I forgot to upgrade Rai's mech. D'oh.

*******************************************************************************

Kyosuke stage 22:

Allies:

Kyosuke
Excellen
Bullet

Enemies:

R-1 (Ryusei Date)
R-2 (Raidiese F. Branstein)
Grungust Type 2 (Kusuha Mizuho)

Skill point: Reduce the R-1's HP below 60% within 3 turns. Do not shoot it down

It's the flipside of Ryusei's route, much like the rest of Kyosuke's route.
However, this time we're doing a complete role reversal as we play as the ATX
team during Ingram's crazy training exercise. First off, attack the Type 2 with
the Burrito to render them both NPCs. Excellen can entertain Rai, though it's
somewhat difficult to shoot him down. Kyosuke should gun straight for Ryusei
and put a stake in his face- for whatever reason they start out incredibly far
apart, so you'll need to use accelerate to get there quickly. Watch the kickass
FMV that even Ingram seems fairly impressed by, then the ensuing Latooni-in-a-
dress. :3

Death Star, is that you!? D:

For your troubles, a beam coat, an aqua module, 50000 in cash, a double magna
rifle, and a remote slasher.

*******************************************************************************

Kyosuke stage 22 intermission: Your new mechs! :D Upgrade all that interest you
(I highly reccomend the R-Series, both Grungusts, the Wildraubtier, and the
Hagane), equip parts, and make sure that the Octo Squad and Radha are upgraded
and or equipped with parts before the next mission. Also, note that the Alt and
Weiss have two new attacks.

*******************************************************************************

Ryusei Stage 23: (NOTE: while these are technically the same missions, they are
profoundly different due to route differences, so I'm doing two sections for
them.)

Allies:

Lefina Enfield (Hiryu Custom)
Russel Bergman (Gespenst Mk II M)
Radha Byraban (Shutzwald)
Tasuku Shinguji (Giganscudo)


Enemies:

Jeremiah x7 (1 twin squad)

Enemy reinforcements: All enemies shot down

Megillot Ben x8 (two twin squads)

Enemy reinforcements (2): All enemies shot down

Mishrei x 10 (two

NPCs:

Katina Tarask (Gespenst Mk II M Char Custo-er, scratch that)

NPC reinforcements:

Granzon (Shu)

Skill point: Clear map within six turns

Want to hear an oft quoted maxim (at least by myself)?

Banpresto hates us. Yare yare~~

Anyway, it's your job to make sure Katina doesn't kill herself in her wimpy
unupgraded Gespenst. Which is made difficult by the fact that all of your other
units are wimpy and unupgraded, except the Giganscudo, which is always awesome,
and the Hiryu. Abuse of Leadership auras, support defends, and trust is most
recommended. Note that is one of the few missions I feel it necessary to list
NPCs. Russel should spam his criminally cheap Guard, and Radha should use Focus
without reservation (YAY NATURAL SP REGEN :D). Tasuku doesn't need to cast any
SCs, with the possible exception of strike and accelerate. It's possible that
he'll get sniped- but that just draws heat off of Katina and lets him gain some
morale. Once the first wave is done, some more bugs show up- slightly off color
Megillots. They're a wee bit tougher than the normal variety, but that's not
saying a whole lot. If Tasuku has enough morale and in a good position, don't
hesistate to use Giga Burst.

Once you down all of the bugs, some birds show up. So does a certain Shu
Shirakawa, who does NOT like aliens, as if chapter 5 didn't demonstrate. You
could probably leave the entire chapter up to him (and to be honest, I used up
so much of the Gigan's energy, I pretty much had to.) Unfortunately for you,
the birds are smarter than they look and don't bother with him. And Katina is
still not under your control. ARGH. Fortunately, masaki shows up to save the
day. I reccomend putting russel next to her and Gigan out in front, if only to
draw their attention. Tch... didn't get the skill point. Oh well.

For your (numerous, in my case) troubles, you get the R-Gun, a repair module,
a resupply module, and an SF-29 rangzen.

*******************************************************************************

Ryusei route stage 23 intermission: Well, a whole lot of new units for you to
play around with. Of note are the R-Gun and the Giganscudo. I put Rio in the R-
Gun. Anyway, you probably don't have much cash, do do whatever you can and move
on. Aya is elsewhere at the moment, so if you had her in the 009, you can give</pre><pre id="faqspan-3">
that to someone else too.

*******************************************************************************

Kyosuke Stage 23:

Allies:

Hiryu Custom
Russel (Gespenst Mk II M)
Radha (Shutzwald)
Tasuku(Giganscudo)

Allied reinforcements: Turn after Granzon appears

Masaki Andoh (Cybuster)

Enemies:

Jeremiah x7 (1 twin squad)

Enemy reinforcements: All enemies shot down

Megillot Ben x8 (two twin squads)

Enemy reinforcements (2): All enemies shot down

Mishrei x 10 (two twin squads)

NPCs:

Katina Tarask (Gespenst Mk II M Char Custo-er, scratch that)

NPC reinforcements:

Granzon (Shu)

Skill point: Clear map within six turns

This map is much more managable on Kyosuke's route, since you aren't plonked
with a bunch of units you've never used before under a tight time limit with
Katina being an idiot. Granted, Katina is still an idiot, but since you've had
most of the game to upgrade her and her unit, she should be able to handle the
enemies here much easier. Anyway, the Gigan should rush out front while Radha
and Russel follow for backup. The Hiryu should also. The bugs really pose no
threat at this point in Kyosuke's route, so steamroll them as fast you can to
trigger some megillots. Deal with them in the same fashion, though it's even
easier. When the birds appear, so does Shu- who has a sincere dislike of alien
opressors. He'll help you out. Masaki comes in hot on his trail the next phase.
Change to cybird mode, or your evasion rate will suffer. Blow them up as fast
as you can (shouldn't be hard, especially if the Gigan has enough morale for a
MAP attack) to end the mission.

For your troubles, a repair and resupply module. You also get the R-Gun back!

*******************************************************************************

Kyosuke stage 23 intermission: Do anything you didn't do last intermission and
move on.

*******************************************************************************

Stage 24: The routes are exactly the same from here on out- the only difference
here is totally player oriented by what units you're using, which is probably
influenced by which route you took. However, it should be noted that the coming
walkthroughs are written from a Ryusei Route point of view.

Allies:

Hagane
Hiryu custom
Masaki
Up to 12 other units

Enemies:

Cosmolion x14 ( four twin squads)
SF-29 Rangzen x8 (two twin squad)
Guarlion Custom (Leona)
Peregrine x2 (one contains Siebel)

Skill point: Shoot down Siebel's peregrine (it retreats at 15300 HP)

This is probably the first stage you'll actually have to leave some units in
reserve- but to be honest, you'll probably be relieved by this. Pick only your
better units. Anyway, everyone deploys... and subsequently get totally freaked
out by the Valsione, the big bad Valsion's little sister/daughter/whatever. As
always, Irm's expression is freaking priceless. Oh, and Ryusei's mech fetish
comes to light. Anyway, Lune wants revenge for the death of her father, but
before she can (vainly) attempt to carry it out, Siebel and his goon squad pop
up to make life miserable. Lune shows her immense distaste towards the new DC
and promptly blows up the rangzen squad and becomes an NPC. However, this NPC
can actually take care of herself.

Anyway, the Cosmolion Vs are new to Ryusei Route players. They have an S in the
sea of stars, hence the name, but other wise aren't that intimidating. Rangzen
SF-29's are essentially fighter jets. But, like, spacey-ish. In other words,
somewhat difficult to peg, but they crumple like paper when hit. Leona is also
here in her Guarlion-you've faced her before in chapter thirteen, but Bian's
big scary entrance was probably the only thing you remember about that stage.
When the time comes, be sure to have Tasuku or Rai finish her off. You'll keep
her Guarlion that way. To be honest, this might have become a compulsory unit
in OGs, but better safe than sorry. Anyway, using this information at your
disposal, the stage becomes a rather mindless beat 'em up. Blowing up Siebel's
Peregrine is rather easy- provided Lune doesn't muck something up and make him
retreat. With all of the units at your disposal with powerful attacks (Grungust
Alteisen, Cybuster, Giganscudo to some extent, etc.) and your units gradually
learning Valor, forming up a twin squad and beating his face in shouldn't be
hard.

Of course, when you finish everyone off, Lune goes back to being bent on her
whole revenge thing. Time to beat her down (Wow, first the ATX team, then Leona
now this. All this ally fighting is giving me a bad taste in my mouth. :(). But
it's not like it's hard. Just smack her. around a bit- those 15000 HP go away
real quick.

In various containers defying gravity by not being pulled down to earth, there
are: a propellent tank, a multisensor, a special bullet part (WAAAAAH), yet
another special bullet, another one (!?  *bites self*), and yet another, and a
bio-sensor (Siebel drops this).

For your troubles, a special bullet and an emblem.

*******************************************************************************

Ryusei route stage 24 intermission: At this point, there's not really much to
say. Upgrade the Valsione, though. It's a very nice unit. If you got it, the
Guarlion is a nice mech too, though it becomes obsolete fairly quickly.

*******************************************************************************

Stage 25

Allies:

Kai (Gespenst Mk II M of beefiness)

Allied reinforcements: Enemy phase turn 3

Hagane
Hiryu Custom
up to 13 other units

Enemies:

Lion V x13 (three twin squads)
Barrelion V x9 (three twin squds)
Guarlion x4
Killer Whale
Guarlion Custom (Thomas)

Skill point: All enemies shot down by the start of turn 7

What madness is this!? Kai's gespenst is actually GOOD!? Strange but true, my
friends. Unfortunately, despite his awesome Gespenst, Kai still can't do an
awful lot against that many DC forces. He should head for the group of Lion Vs
and do his best to weaken them. Cast focus and invincibilty, then hop on one of
the buildings when the chance presents itself. Hold out for a few turns and
some much needed reinforcements appear- in an optimal posistion to smite your
more powerful foes, no less. Note that Thomas retreats as soon as Hans escapes.

This is another pretty simple  mission- but it's rather frantic if you want the
skill point, which isn't exactly generous. Send some faster units over to help
Kai deal with the lions (I sent Cybuster and the Wildraubtier). The Barrelion
V's are tough, and there are quite a few of them, but by now, your force should
be pretty much comprised of higher end units and pilots. ALL attacks come in
handy here, to be sure. Don't be afraid to use Valor to speed things along.

In various containers are: an apogee motor and an SP drink.

For you troubles, you get 2 repair kits, 2 cartidges, 2 propellant tanks, and
the... Armorlion? That was random, but hey. No complaints from me!

*******************************************************************************

Ryusei route stage 25 intermission: The Armorlion is a fun little mech with
toughness to spare. I reccomend giving it to Russel- he's really the only pilot
I can think of that doesn't have some sort of mech to use already that goes
well with the machine. Katina might, or perhaps Giado or Garnet, but Russel's
sky-high defense and defense oriented SC set, he does best. On the subject of
Katina and russel, you might want to put them in better mechs, at least for the
next mission.

*******************************************************************************

Stage 26

Allies:

Lune
Masaki

Allied reinforcements: Turn 3

Katina
Russel

Allied reinforcements: Turn 4

One battleship
up to 9 other units

Enemies:

Landlion x12 (six twin squads)
Lion V x5 (two twin squads)
Barrelion V x7 (three twin squads)
Rhinocerous (siebel)

Enemy reinforcements: enemy phase turn 2

Guarlion x8

Enemy reinforcements: turn 3

Landlion x4

Enemy reinforcements: turn 5

Grungust type 0 (Sanger Zonvolt)

Cybuster and valsione should head south to meet the incoming threat. Cast focus
when you get near. Hell, do it at the end of turn two anyway even if you aren't
close, 'cause 8 guarlions appear round the two mechs during the enemy phase. On
player phase turn 3, Katina appears, but do another  four landlions. D'oh. Then
again, so does Russel. The subsequent turn, more player reinforcements arrive.
Get to it. It's worth noting that on this stage, it seems like the enemies have
unnaturally good hit rates...

After another turn passes, Sanger Zonvolt comes to pay a call. He's immobile
for the time being, but he'll start moving after a turn or two- if the FMV was
any indication, he'll head straight for Kyosuke. Use this to your advantage and
position your units accordingly. He only has 27000 HP, which is pretty much not
a big deal anymore, but he retreats at 13500 HP. At this point, you should know
the drill. You have to finish him off if you want the Shishio blade (you also
need to have your main character at over 50 kills and have 22/25 skill points)
and the skill point, so get to it. Siebel is pansy, and he doesn't even retreat
so have fun with him. Also, if you're playing Kyosuke's route, I believe that
Kyosuke needs to have 70/75 kills for the Shishio Blade.

In various containers are a cartridge, a special bullet part, another special
bullet part, Sanger drops a megabooster, a special bullet part, and Siebel
drops a radar module.

If you fulfilled the requirements, the Shishio blade is yours right before you
it the intermission menu.

*******************************************************************************

Ryusei Route stage 26 intermission: Be sure to equip the Shishio Blade if you
got it. Aside from that, the only thing of note is that Aya has the R-3 now. I
wouldn't call it a good mech, but Aya's a good support character.

*******************************************************************************

Stage 27:

Allies:

One battleship
Masaki
Lune
Up to 13 other units

Enemies:

Guarlion x13 (four twin squads)
Valsion Custom (Tempest)

Enemy reinforcements: Tempest reduced below 18000 HP

Landlion x6 (three twin squads)
Barrelion V x7
DC fighter jet x7 (one twin squad)
Stork x4 (one contains Hans)


Skill point: Reduce the Valsion Custom's HP below 18000 before the start of
turn four

Oi oi, I hate this mission. To get the skill point, you pretty much have to bum
rush Tempest- which can be difficult for land bound units. Combine that with
the fact that Tempest stays put and is on regenerative terrain, you really have
to haul ass. Cybuster and Grungust Type 2 managed to make it and dish out the
required amounts. Once you do this, a whole mess of reinforcements appear, so
be prepared.

Said reinforcements are pretty tough, especially with so many storks. The jets
are actually pretty competent, and the barrelion and landlion squads downright
nasty. Don't be afraid to use your more powerful attacks here. The Leadership
auras are a pain in the ass, but it's better to get rid of the small fry first.
It's simple, if somewhat difficult- use Focus and Guard liberally. Tempest is
actually easier to take down than the storks, if you can believe me. XD

In various containers: a generator and a thruster.

*******************************************************************************

Ryusei Route stage 27 intermission: Not much to say here. Just do whatever you
want and move on.

*******************************************************************************

Stage 28

Allies:

One battleship
up to 16 other units

Allied reinforcements: Victory condition reached

Sanger (Grungust Type 0)

Enemies: (all units unless otherwise specified are in a twin squad)

Lion V x12
Barrelion V x10
Guarlion x8
Stork x2 (not twin)
Valsion Custom (Tenzan) (not twin)

Enemy reinforcements: Enemy phase turn 3

Stork x3 (argh)
Barrelion Custom x10
Valsion Custom (Shine Hausen)

Skill point: Reach the victory condition in five turns after the second Valsion
Custom arrives

That's quite a bit of ordnance, but it's no big deal. The enemies seem to have
pansified again. Advance towards the center of the map (the building that looks
like the White house). The lions will rush you, so take them out as you go. The
Barrels and Guarlions will hang back. Reinforcements appear during the enemy
phase of turn three. To prepare for this, have Latooni get near the White House
(I'm calling it that because it's the fourth of July D:) and cast Sense before
you end your turn. Shine will show up in a very drugged up manner and at the
controls of a Valsion Custom to boot. What's worse, she casts Strike and Alert
right off. She'll always go after Latooni, though, thus the casting of sense.
Anyway, on your turn, waste her alert with a weak attack then begin pounding on
her- but don't kill her! Reduce her to below 10% HP (3000) before the start of
turn six to get the skill point. After you do so, Sanger will show up to help.
Boo-ya. As an added bonus for getting the skill point, you get a Valsion Custom
of your very own. I effing love that mech, so this is a major boon.

By now, most of the enemy has probably started advancing. Go and give them a
warm reception, while Sanger cuts a swath through the Guarlions (Strike and
Guard reccomended). Tenzan is a rather unimpressive boss at this point. When
the time is right, blow his ass out of the sky and rid him of his delusions.
The storks, as usual, are a pain in the ass. Use of Valor is most reccomended.


In various containers are a special bullet part, a repair kit, an armor breaker
a solar panel, a special bullet part, and an Orichalconium.

*******************************************************************************

Ryusei route stage 28 intermission: If you met the requirements (to be honest I
don't know if this is a compulsory unit or not), the Valsion custom is yours. I
sincerely reccomend upgrading it. If you are going to use it, upgrade its EN
fully and its HP and Armor. It used to be beefier than the Giganscudo, but they
seem to have toned it down a little. Put a pilot with good range and support
attack in it- Leona is a perfect candidate. I also reccomend upping Cross
Smasher a bit too.

*******************************************************************************

Stage 29:

Allies:

One battleship
Up to 15 other units

Enemies:

Megillot x6 (two twin squads)
Jeremiah x7 (three twin squads)
Mishrei x5 (two twin squads)

Enemy reinforcements: All enemies shot down

Vaikul (???. Gimme a break.)

Skill point: all enemies shot down by the start of turn 5

This is sort of a cool-down mission (not that the last one was particularly
-taxing-, just long.), much like chapter 20 was. Also like 20 is the fact that
the skill point can be a pain in the ass if you don't haul it. The Aergogater
bugs STILL suck, and the Mishrei units aren't exactly top of the line. The only
difficulty lies in getting there quickly. Get to it- that's really the only
strategy I can give you except maybe use accelerate. The little buggers don't
even move, so you gotta be fast. You'll be unpleasantly surprised by the how
accurate the jeremiahs are, and how much it sucks that they use defensive
terrain well. I blame status weapon spam. The Mishreis MAY require strike or
focus to hit with your less accurate characters (like Kyosuke), but otherwise
don't put up much of a fight. Once they've all been cleared out, some new AGX
ordnance appears- a Vaikul. This fellow has a rather lot of HP, but you don't
need to knock it all off before it retreats. You'll probably need to use strike
or focus to hit it, however. Before you cause it to retreat, making sure all of
your units are reasonably near the Hagane/and or Hiryu is reccomended.

..because when the Vaikul takes a hike, some MAPWs are predicted to come in at
any second, due to some analyzing of previous enemy data by Ingram.  Hey, as
long as we don't get toasted. Three turns to GET TO DA CHOPPA. Or board the
resident mothership. To do so, just have a unit move on to the square its on
and wait. Simple, eh? It doesn't matter if the Hagane has moved or not if units
want to board it, so use this to your advantage. Once everyone boards, what's
left of poor Geneva gets blown to smithereens. Damn. Radha does a wee bit of
digging on the brainwave she recorded, and is quite surprised by her findings..
and Kyosuke starts to suspect something. The Aerogater chicks act evil (except
for poor Viletta, who isn't digging this at all).

In containers are: an analyzer and a Weapon Breaker.

For your troubles, a thruster set, a dustproofing, and an apogee motor.

*******************************************************************************

Ryusei route stage 29 intermission: Well, your cash reserves aren't exactly
what they used to be, but do what you can. Also, Ingram is horking the R-Gun
for use in the next chapter, so if you have anyone using that, reassign them to
a different mech- like the wildschwein. Also, put any parts on said R-Gun onto
said wildschwein, along with weapons. It won't be doing much next scenario.

*******************************************************************************


NOTE: CERTAIN EVENTS IN THE NEXT CHAPTER REQUIRES THAT I HAVE SOME SPOILERS IN
THE NEXT STAGE WALKTHROUGH. BE WARNED.










Stage 30:

Allies:

One battleship
Bullet
Up to 12 other units (R-Series and Grungust Type 2 unavailable)

Allied reinforcements: All enemies shot down

R-1 (Ryusei)
R-2 Powered (Rai)
R-3 Powered (Aya)
R-Gun (Ingram) (immobile)
Grungust Type 2 (Kusuha) (immobile)

Allied reinforcements (2): Enemy huleh shot down

Kurogane (Elzam)

Enemies:

Megillot x8 (two twin squads)
Jeremiah x8 (three twin squads)
Mishrei x6 (two twin squads)

Enemy reinforcements: All enemies shot down

Zechariah x10 (five twin squads)
Huleh x1

Enemy reinforcements: 8 Zechariahs remain (this listing is sketchy, I'm sorry
to say)

Habbukuk x7 (three twin squads)
Zechariah x6 (two twin squads)
R-Gun (Ingram)

Enemy reinforcements: Huleh shot down

Huleh

Skill point: Shoot down the R-Gun (retreats at 17500) after shooting down all
of the other enemies

Iiiiiit's beach time! Ogle the lovely ladies (or manly men, if you want) in
their beach gear, then move on to bigger and more important things. Like the
SRX's first field test! You start this mission a bit undermanned, but the game
will soon send reinforcements. Anyway, the bugs and birds are pretty much the
same as they were last mission, but you're under no time limit and you've got
plenty of defensive cover. Piece of cake. However, try not to advance too far
south, as enemies will appear to the north.

Said reinforcements are a new type of Aerogater mech: the Zechariah. Thankfully
the newly powered up R-Series is here to help. Head back up north and start
smiting things. R-2's hi-zol launcher is quite useful in attacking multiple
enemies at once, and the way they group together makes them fodder for Cyflash
and Psychoblaster. The Zechariahs can take ample punishment, but they're rather
inaccurate and their attacks are fairly weak. When eight are left, Ingram kicks
things into high gear and suggests formation OOC (why I have no idea. Those
bitches were SO toasted anyway). The R-series head to the open area to the east
and... fail pretty miserably. Ingram thinks so too, with his trademark massive
smirk- so he blows Aya out of the sky and horks the R-Gun while he's at it.

DAMN. Apparently he can change his outfit in the blink of an eye, too. He'd
make Chief Taiga proud if he wasn't such a traitorous bastard. He calls up some
more buddies, including a new model. Habbakuks are more powerful than the Zechs
(no, not Merquise) and can take more punishment, but they can't really dodge at
all. On the plus side, Kusuha is now functioning perfectly, and pretty near the
action. Start trashing things and watch out for Ingram's potshots. The Huleh up
in the corner is rather resilient. For the forces up there, Valor is a handy
asset to speeding the process of blowing it up. Note that its accuracy borders
on INSANE, so be careful. Once it blows up, another one pays a call. However,
another, more powerful battleship appears on your side: The Kurogane! It rams
the enemy Huleh before it can ram your own mothership. This Huleh is pretty
much the same as the last one, except for the fact that it just got 15000 HP
knocked off of it. Also, its attacks are less accurate. All that's left now is
Ingram. If you want your R-Gun back, you have to inflict at least 17500 points
of damage on Ingram. My advice is to form up two Twin Squads (for example, Type
1 Grungust and Giganscudo with Valsion Custom and Grungust Type 2) and have one
support the other.

In various containers are an energy drain, a special bullet part, another one,
a propellant tank, a Custom HUD , a special bullet part, and Ingram drops a
*Custom CPU*. This is the equivalent of a Haro, folks.

*******************************************************************************

Ryusei Route stage 30 intermission: As opposed to your piddling harvest after
stage 29, you should have an awful lot of cash right now. Get to upgrading.
If you got it, be sure to equip that Custom CPU. I gave it to the alt to solve
it's accuracy and range problems. Naturally, the Type 2 won't be available for
a while since it kinda got bogarted.

*******************************************************************************

Stage 31:

Allies:

One battleship
Kyosuke
Up to 14 other units

Allied reinforcements: Enemy phase after enemy reinforcements

Gillaim Yaeger (Gespenst Mk II R)

Enemies:

Mishrei x6
Megillot x6 (two twin squads)
Zechariah x11 (five twin squads)

Enemy reinforcements: 8 enemies remain

Jeremiah x10 (two twin squads)

Enemy reinforcements (2): enemy phase after first reinforcements

Habbakuk x10 (three twin squads)
Ezekiel (Gaulin)

Skill point: Shoot down Gaulin (retreats at 16000 HP) by the start of turn 8



The only thing to note here is that your enemies start pretty far away from you
and requires you to cross some less than ideal terrain. Fortunately, even if it
slows you down, city tiles offer lots of great cover. Once again, only the bugs
move toward you. Aside from the distance, there's nothing all that noteworthy
here. Once 8 enemies remain, some more bugs pop up. The turn afterwards, Gaulin
appears with a cadre of Habbukuks, but Gilliam shows up on your side in a very
tricked out gespenst. Well, it would be if it could do any significant damage.
Anyway, the skill point becomes apparent. You can either head straight for him
and ice him to end the stage or take your time and blast his buddies.

In containers are a ________, a cartridge, and Gaulin drops an AB Field.

For your troubles, a Tesla Drive S (SCORE), a G-territory, an biosensor, a
thruster set, a thruster (CONFUSING D:)
a roche saber, a double magna rifle, a remote slasher, a beam coat, and a radar
module x2. Aie.

*******************************************************************************

Ryusei Route stage 31 intermission: Well, Gilliam joins you with his tricked
out Gespy. Even if you don't plan on using him, you can bogart it's weapons.
Anyway, do whatever and move on.Also note that the R-Series will be unavailable
for the next chapter.

*******************************************************************************

Ryusei Stage 32: (the routes split up again. This is Ryusei's route)

Allies:

One Battleship
Bullet
Up to 13 other units

Enemies:

Megillot x5 (one twin squad)
Zechariah x7(three twin squads)
Habbakuk x8 (two twin squads)
Ezekiel (Gaza)

Once again, you'll probably find yourself a bit undermanned due to the absence
of the R-series and the Type 2. Still, Balmarian ordnance has never been all
that great, so you should be okay. Basically, advance north and trash things.
Beware of Gaza if you go too far and get in his range, however. His upgraded
Ezekiel model is quite powerful if it hits. Aside from that, not much happens
until 8 enemies and Gaza remain.

Then brainwashed Kusuha and some more grunts appear. D: Said grunts aren't all
that special, and Kusuha actually loses morale for each enemy destroyed. Gaza
is a different kettle of fish altogether- he's on defensive terrain and has
a barrier- not to mention he retreats at 17200 HP. The same tactics you've been
using to smite these fellows still apply. Once you're ready to take her on (I
believe the stage is over should you get her to retreat first), be forewarned
that you have to get her to less than 1300 HP but not shoot her down.

In containers are: a special bullet part, another one, yet another one, Gaza
pops a mega generator.

*******************************************************************************

Stage 32 intermission: Still no Type 2. :( Do whatever, but equip a few hitrate
boosting items to Excellen's mech. They'll come in handy.

*******************************************************************************

Kyosuke Stage 32: (the routes split up again. This is Kyosuke's route)

Allies:

Kyosuke (Alteisen)
Excellen (Weissritter)
Bullet (Huckebein Mk II)

Allied Reinforcements: One turn after Kusuha reduced belowe 10%

One Battleship
Up to 10 other units (R Series unavailable)

Enemies:

Megillot x7(one twin squad)
Zecharaiah x6(one twin Squad)
Grungust Type 2 (Kusuha)

Enemy reinforcements: Kusuha reduced below 10%

Jeremiah x7 (three twins)
Habbukuk x14 (five twins)
Ezekiel Atom (Gaza)

Skill point: Reduce Kusuha below 10% HP by the start of turn 3

Before the chapter begins, you get a Roche Sabre and a Photon Rifle. Random.
Anyway, it's the ATX team against the brainwashed Kusuha. To meet the rather
tight skill point requirement, you must damn the torpedoes and CHAAARGE. This
should not prove difficult, given the wimpy nature of your enemies. On turn 2,
you have to reduce Kusuha's HP to 10% or below without destroying her. This can
be problematic, but the handy-dandy save/reset function is there for a reason.

Once this is accomplished, Excellen saves Bullet from getting Grungust'd in to
paste, but is kidnapped for her troubles. Fortunately, Kusuha (and the Grungust
for whatever reason) are alright, and the mission is technically a success.
However, Kyosuke's hopping mad and a whole mess of reinforcements appear. Our
heroes may seem hard pressed, but help is on the way. On the following turn,
the cavalry arrive. Deal with any stragglers from the initial group, then begin
the task of taking on the Habbakuks. Annoying fat guys, I must say. Gaza is a
rather annoying foe, being submerged in water to provide partial protection to
most attacks. He retreats at 10000 HP, but he has no item to offer, so blowing
him up is really up to you. Try to use attacks with an S or A rank in water.

In containers are: a special bullet part, another and yet another.

*******************************************************************************
Kyosuke stage 32 intermission: The Type 2 is back, but the Weiss-chan and its
most excellent pilot are gone. Don't worry, you'll get 'em back soon enough. As
it stands now, just do your normal upgrades. You may want to save a bit of your
funds, though, as two excellent units are coming your way (admittedly, you've
probably arleady upgraded one of them a bit) quite soon. Also, the R-Series
will be going solo next chapter, so you may want to equip them with some higher
end parts if you're not confident in them.

*******************************************************************************

Ryusei Stage 33

Allies:

Masaki
Lune
Excellen

Allied reinforcements:

One mothership
up to 12 other units (R-series available now)

Enemies:

Granzon (Shu)
Valsion (Bian)
Megillot

Enemy reinforcements: Enemy phase turn 3

Ezekiel (Atad)

Enemy reinforcements: Atad hit by Excellen

Jeremiah x9 (two twin squads)
Zechariah x11 (four twin squads)
Habbakuk x8 (two twin squads)

Skill point: Shoot down all enemies by the start of turn 8

..this is a strange stage. Very. First off, ignore the fellows down there. It
may not seem like a good idea to ignore Granzon and Valsion, but just trust me
on this one. Instead, you should head to the middle of the southern side of the
map. Cast Focus on Excellen before you move her on Turn three. Hit Atad with
Excellen (this can be difficult, which is why I reccomended hitrate boosters)
to cause the Granzon and Valsion to turn into megillots and for both enemy and
allied reinforcements appear. It's just the general Aerogater stock, so don't
feel like you need to do anything special except hurry for the skill point. The
seven turn deadline is more like a three turn one. When you get ready to bash
Atad's face in, be sure to use strike. Otherwise, there's a possibilty that her
Ezekiel will use Double Image, which means that even on 100% hit chances there
is a chance you'll miss anyway. Otherwise, she's just a weaker version of Gaza
and she doesn't bugger off when pounded on sufficiently.

The only container here has an SP drain.

For your troubles you get a Hyper Jammer, which gives you the ability I just
discussed.

*******************************************************************************

Stage 33 ryusei route intermission: Ho hum. Same old, same old. However, I do
have a reccomendation: put an armor breaker on one of your more insignifcant
attackers (like Latooni in Wildraubtier).

*******************************************************************************

Kyosuke stage 33:

Allies:

R-Wing (Ryusei)
R-2 Powered (Rai)
R-3 Powered (Aya)

Allied reinforcements: Turn 7

One battleship
up to 12 other units

Enemies:

Mishreix7 (two twins)

Enemy reinforcements: Enemy phase turn 2

Megillot x6 (two twins)

Enemy reinforcements 2: Turn 4

Zecharaiah x11 (four twins)
Habbakuk x8 (two twins)
Vaikul (???)

Skill point: All enemies except the Vaikul destroyed by the start of turn 8

Well, you're a bit undermanned at the start. You should move everyone down and
to the right to intercept the incoming enemy reinforcements. The Mishreis will
go straight for Aya, annoyingly enough, and she can't move until turn 2. So
keep going until you're about midway between the oasis and your starting point,
then start blasting. Megillots appear on enemy phase turn 2. A whole mess of
enemies appear on turn 4. By now, Aya probably has enough morale to use her MAP
attack. It's rather weak, but if you use Valor and Focus, you should be able to
take out quite a few of your foes in one move- and it's ally friendly, as well.
On turn six, Everyone decides to kick things into high gear and they form the
SRX. Except it kinda sucks, thrown to the wolves totally unupgraded. Still, do
your best and cause as much havoc as you can. If things get hairy, evade or
defend. When turn seven rolls around, the real fun begins- taking out those
stupid Habbukuks in one freaking turn. Use Valor, accelerate, Zeal and Enable,
along with any morale boosting SCs you have to win the day. Be sure to heal the
SRX, because it's probably hurting. This is rather mindless, but it takes all
you have to meet the deadline. Once they're all dead but the Vaikul, reduce to
below 20% HP to end the stage (note that if you do this -before- you take out
the other enemies, the stage ends and you don't get the skill point). This is
the only time you get to use SRX on Kyosuke's route, so enjoy it. D:

In a single container is a Spirit Drain.

*******************************************************************************

Kyosuke stage 33 intermission: Save some some money for new arrivals arriving
in the next chapter.Equip Valsione and Cybuster with some high-end parts, as
they're the next to go solo. Aside from that, there's not much to say.

*******************************************************************************


Ryusei Stage 34:

Allies:

One mothership
R-1 (Ryusei)
R-2 Powered (Rai)
R-3 Powered (Aya)
Huckebein Mk II (Bullet)

Enemies:

Megillot x8 (one twin squad)
Jeremiah x8 (Two twin squads)
Mishrei x8 (two twin squads)

Enemy reinforcements: All enemies shot down

Zechariah x12 (4 twin squads)
Habbakuk x11 (4 twin squads)
Grungust Type 2 (Kusuha)
R-Gun (Ingram)

Skill point: Reduce Ingram below 64000 HP by the start of turn 9

For whatever reason, you get a roche Saber and photon rifle before the mission
starts. You're working under an unseen time limit if you want the skill point,
so get cracking. When you shoot down all of the enemies, Ingram brings along
some more goons, along with brainwashed Kusuha. Trash said goon squad while
making your way to Ingram. Kusuha will chase after Bullet, so divert a few of
your units when you get the chance. Remember, you have to reduce her to below
1600 HP with BULLET. Once you do, Bullet will take some damage, but Kusuha will
be rescued and you'll get your type 2 back after this chapter. ^_^ Anyway, when
you get ready to take on Ingram, try to use as few units as possible and be
sure to save a good deal of SP and Ammo/En. Be sure to defeat him at the very
beginning of your turn. Cause when you defeat him, his R-Gun powers up into
something... rather nasty.

Behold, the R-Gun Rivale. First thing you wanna do is slap him with your Armor
Breaker. If you watch the animations, first thing you'll notice is probably the
fact that the Axion buster is no longer Balarina Crotch Buster. After you've
done that, you need to start POUNDING on him with your strongest, Valor'd moves
while protecting yourself. Damage it sufficiently, and Ingram totally owns the
R-1. However, it hangs on by a thread, and Ryusei isn't done yet. He, Aya and
Rai try once again to perform Variable formation... and they succeed, much to
Ingram's delight. Laugh now, man. You're about to get your ass HANDED to you.
The first thing you'll notice about the SRX is it's STAGGERINGLY high base
attack power. Combine this with the fact that it's got three pilots... what you
do next may depend on Ryusei's level. If he has a sufficiently high enough
level, you can use his strongest attack (he needs a certain level of the TK
skill). Additionally, should he be at a high enough level, have him use Zeal to
get two moves in. Note that the SRX and it's pilots are fully healed and filled
up with SP. This isn't the case with EN, but since Aya should know resupply,
this isn't much of a problem. Naturally, Ryusei had level 7 TK when I reached
this point, as opposed to the required 8. D'oh. Anyway, you don't have to shoot
Ingram down- just reduce him below 64000 HP. Do so within 8 turns and the skill
point is yours.

In containers are a propellant tank and three special bullet parts.

For your troubles, you get a ZO Armor and if you met the requirements a Hero's
mark. The Grungust Type 2 is back, but the SRX isn't available just yet.

*******************************************************************************

Ryusei route stage 34 intermission: Finally, the Type 2 is back. The SRX can't
be used again quite yet, but you'll get your chance. Anyway, do whatever and
move on.

*******************************************************************************

Kyosuke Stage 34

Allies:

Masaki (Cybuster)
Lune (Valsione)
Kai Kitamura (Gespenst Mk II of DOOM)

Allied reinforcements: One turn after Gespensts arrive

Sanger (Type 0)
Elzam von Branstein (Kurogane)

Allied reinforcements: One turn after Sanger and Elzam appear

One Battleship
Up to 12 other units

Enemies:

Ingram (R-Gun)

Enemy reinforcements: Ingram retreats

Gespenst Mk II M x12 (four twins)

Enemy reinforcements: One turn after Sanger and Elzam appear

Mishrei x9 (three twins)
Gespenst Mk II S (Gaulin)

Skill point: Shoot down the Gespenst Mk II S, who retreats at 18600 HP

To start off, it's Lune, Masaki, and our man Kai against Ingram. Admittedly,
Kai doesn't need the help, but Lune's long range prowess make this much easier.
A normal cross smasher and a valor'd one should reduce Ingram to below 27000 HP
and trigger the next part of the stage. If not, use Masaki to inflict the extra
damage. When he retreats, some gespensts show up to the north. Head north and
use the base's cover to your advantage. The gespensts have decent HP reserves,
but they really don't pose much of a threat. A turn after the Gespensts show up
so too do Elzam and Sanger to help you. :D COME TO PAPA, TYPE 0. The Gespensts
do pack a decent punch, so have Sanger cast Iron Wall, and try not to get hit
with your dodgier fellows.

A turn after Sanger and Elzam sortie, both your main force and some more foes
appear. The Mishreis are nothing new, but -beware- the Mk II S. This thing has
some serious firepower. Mop up your foes, and get ready to smite this black
Ghost. He retreats at 40%, but twinning up, say, the Alt and a Grungust, should
fix his wagon. He doesn't pop anything unfortunately. Kai, Sanger, and Elzam
join after this stage, and you get the Hero's Mark if you met the requirements
for it.

In containers are a propellant tank and 3 special bullet parts.

*******************************************************************************

Kyosuke stage 34 intermission: With your new ordnance, take the time to upgrade
them. Also, be sure to equip one of your favorite supers with the Hero's Mark
if you got it. Also, bring someone with at least one weak attack with you. You
may need it.

*******************************************************************************

Ryusei Stage 35

Allies:

Elzam (Huckebein Mk II Trombe)
DC Officer (Kurogane)

Enemies:

Megillot x6 (one twin squad)
Zechariah x7 (two twin squads)
Huleh.

Enemy reinforcements: All enemies but Huleh shot down

Mishrei x6 (two twin squads)
Zechariah x9 (two twin squads, two in squads with Ezekiels)
Habbakuk x8 (three twin squads)
Ezekiel x3 (squad partners are Zechariahs)

Skill Point: Map cleared by the start of turn 9


The first thing you'll notice before you even start the map or get a minute in
to the pre battle dialogue is OMGCOBRAY. Oh, and Kusuha back in her normal get
up a bit later. Anyway, a familiar scene greets us- the Shirogane at the south
pole. The geniuses of the EOTI council have decided to take it and try to make
peace with aliens who have made it very clear that they want no such thing- the
trained eye will see through this plot as a vain bid to save their own skins.
Elzam, however, is having none of THAT and pops up in the Kurogane. However,
before he can meet out retribution, some Aeorgaters pop out. He launches in the
Huckebein MK II Trombe. I find it freaking awesome that you can control one of
the DC officers if only for a little while. Anyway, first thing you should do
is to have Elzam cast focus and accelerate, then attack the Huleh. This will
cause Sanger to appear. Move him next to Elzam for a hefty friendship bonus (it
increases hit and dodge) and cast Guard. The Kurogane should take potshots at
whatever's in range. Rinse and repeat until you smite all of the grunts- try to
do so on a player phase.

This is because the Hagane and Hiryu appear, along with a mess of Aerogater
reinforcements. This is where protecting the Shirogane can become difficult.
Dash out ahead with units that know accelerate and try to intercept the enemy
before they can do any major damage. Also, don't panic when you see the looming
Ezekiels. They're tough, but very downgraded compared to the ones piloted by
the Aerogater generals. The Huleh is the same as ever- hard to bring down if
you don't use Valor, a real pansy if you do. Since there's nothing else to do
after you beat its face in, use it to speed the game along. The entire mission
of protecting the Shirogane kinda goes to pot when Viletta cripples it anyway,
but the way I see it is that the idiot businessmen on board are far better off
feeding the worms.

In a single container is a cartridge.

For your troubles, you receive a beam coat, a generator, a solar panel, a beam
sword, and a photon rifle.

*******************************************************************************

Ryusei route stage 35 intermission: At this point, I shouldn't need to give you
much direction. Do what you want and head out.

*******************************************************************************

Kyosuke stage 35

Allies:

One battleship
Kyosuke
Up to 15 other units

Enemies:

Megillot x7 (one twin)
Jeremiah x8 (two twins)
Mishrei x6

Enemy reinforcements: Enemy phase turn 2

Zecharaiah x8 (four twins)
Habbakuk x 14 (seven twins)
R-GUn (Ingram)
Weisritter (Excellen)

Skill point: Reduce Weisritter to Critical before the end of turn 4

Nothing new, here. Just some more Balmarian grunts. Get to bashing them to
build up some morale. On the enemy phase of turn 2, more enemies show up with
Ingram and a brainwashed Excellen in tow. Kyosuke gets -pissed- and gets a ton
of SCs cast on him. The main goal becomes rescuing Excellen. This entails a
rather delicate operation of gettin her down to under 900 HP. If you have a
unit with mercy nearby, attack and let loose. If not, save and hope for the
best- Weiss-chan's armor, is, naturally, rather thin. Don't bother attacking
Ingram before rescuing Excellen- he'll just regenerate. When she is rescued,
beat Ingram's traitorous face in. This should not be difficult. Blow him up via
whatever means you prefer, and watch the Rivale's ridiculous entrance- and its
subsequent retreat after being whacked by Kyosuke.


In containers: a cartridge. For your troubles, a Z.O Armor.

*******************************************************************************

Kyosuke stage 35 intermission: Things are starting to set in a certain rhythym
by now. Anyway, give Masaki your headband and your medal, and maybe give him a
few upgrades. He and Lune are going Solo again, against a rather tough foe.

*******************************************************************************

Ryusei Stage 36

Allies:

One battleship
Up to 16 other units

Enemies:

Jeremiah x5 (two twin squads)
Zechariah x11 (three twin squads, one is a squadmate of an Ezekiel)
Habbakuk x9 (three twin squads)
Ezekiel x5 (one twin squad, one has a Zechariah squadmate)
Ezekiel Raven (Gaulin)
Ezekiel Atom (Gaza)

Skill point: Clear the map before the start of turn 11

..BUNNY SUITS.

I'm tempted to leave it at that, but meh. Anyway, 10 turns is pretty generous
here, though once again you start out pretty far away from your enemy. Haul ass
and get there. This is standard Aerogater fare. You've been facing this for the
past six chapters, so you shouldn't have any trouble. Of course, once you whack
Gaza sufficiently, he gets really pissed off and summons up some MAPW missiles.
This is a bad thing. Don't shoot them down or attack from range one- the former
means game over and the latter means you'll probably lose a unit. Don't let one
reach the battleship, either. I would like to note that all of the enemies here
have gotten much tougher, though the two Ezekiels most of all. Still, they're
pretty easy to deal with as bosses go.

The missiles themselves are rather frail- and you don't want to shoot them down
which complicates matters. Thus, use your weaker attacks and Mercy if available
on any of your pilots (only Daitetsu had it when I did this mission.). Another
helpful tactic is to use map attacks. You'll probably be resetting your game a
lot here. I used a Twin Squad of Masaki and Ryusei, used fighting spirit, and
used Cyflash to make them all retreat.

In containers: Four special bullet parts, a T-Link sensor, and a mega booster.

The SRX is now available for upgrade!

*******************************************************************************

Ryusei route stage 36 intermission: Considering the fact that the only reason a
lot of players go for Ryusei's route is to get the SRX, you should upgrade the
living crap out of it. All of its stats will come into play- Ryusei can make it
dodge obscenely well for such a large unit and it can take hits very nicely as
well.

*******************************************************************************

Kyosuke stage 36

Allies:

Masaki
Lune

Allied reinforcements: Shu reduced to 70% HP

One battleship
Up to 14 units

Enemies:

Granzon (Shu)

Enemy reinforcements: Shu reduced to 70% HP

Megillot x6 (two twins)
Jeremiah x7 (two twins)
Zecharaiah x10 (four twins)
Ezekiel Atom (Gaza Haganer)
Ezekiel Sagol (Atad Shamran)

Skill point: Reduce Granzon to below 70% HP by the start of turn 4

If you took my advice and put both morale boosting items on Masaki, he'll have
115 morale (120 if he's an ace). Cast Spirit to get it up higher, and approach
Shu so that you can counterattack with Akashic Buster on his turn. Use focus
and alert. Lune should follow so she can attack with Cross smasher next turn.
On that turn, attack again with the buster (use Valor if you need to), and you
should be able to to do this in two turns. You can take longer, since -this-
form of Granzon doesn't have any regen. When this happens, it's revealed to be
a fake, and enemy reinforcements show up (so try to trigger this on a player
phase), along with allies.

The rest of the scenario is pretty basic. The Ezekiels are annoying, and Sagol
has double image, so use strike. But aside from that, these enemies are nothing
new. The two bosses don't even have that much HP, though they will take the
ocassional potshot at you.

In containers: 3 special bullet parts, Atad pops a Hyper Jammer, and Gaza gives
up a Mega Booster.

*******************************************************************************

Kyosuke stage 36 intermission: Not a whole lot to say here. Upgrade what you
want (by now, Weapons are probably of higher importance), equip your parts (the
Hyper jammer you just got would go great on a super like Grungust), and get a
move on. Nobody's going solo this mission.

*******************************************************************************


Ryusei Stage 37

Allies:

Huckebein 008L/Grungust Type 1 (Ring Mao)

Enemies:

Megillot x5
Jeremiah x6 (one twin squad)
Mishrei x9 (three twin squads)

Enemy reinforcements: All enemies shot down

Zechariah x7 (three twin squads)
Habbakuk x7 (three twin squads)
Gespenst Mk II S (Gaulin)


Skill point: Map cleared by the start of turn 8

Holy crap Ring doesn't look like a man this time. Anyway, it's just her versus
the world right now. Fortunately, her Grungust has received plentiful upgrades
(and the 008L is in a class of its own, being powered by a black hole engine)
and the enemies aren't exactly tough. Cast Focus and dive in. If you want, you
can cast Drive, too- Ring's will gains aren't all that great. Your crew shows
up on turn 3. Get to smashing the surprisingly tough bugs and birds. Some more
enemies show up to the southeast. There's not that many of them, but these guys
have been upgraded pretty highly. Lemme tell you, only through use of Zeal did
I get the skill point here. It's deceptively difficult. Fortunately, the Gespy
S is actually weaker than the Ezekiels you've faced before and Gaulin has lower
morale. He pops an S-Adaptor.

*******************************************************************************

Ryusei route stage 37 intermission: Unfortunately, Ring doesn't join you or
give up her Grungust (if you got the 008L, she forks it over). Anyway, do what
you want (weapon upgrades should take precedence at this point in the game) and
move on.

*******************************************************************************

Kyosuke stage 37

Allies:
One Battleship
Up to 15 other units

Allied reinforcements: One turn after enemy reinforcements appear

Viletta (Huckebein 008L/Grungust model 2/R-Gun)

Enemies:

Mishrei x6
Zecharaiah x9
Ezekiel Raven (Gaulin)

Enemy reinforcements: All enemies shot down

Jeremiah x7 (two twins)
Mishrei x8 (three twins)
Habbukuk x14 (seven twins)
Ezekiel Atom (Gaza)


Skill point: Shoot down all initial enemies before the start of turn 7

The initially placed enemies are acting a little on the intoxicated side. Some
will charge you, some will retreat, some willl... just kinda go wherever. Since
you've got some considerable ground to cover, transform any units that can go
faster in their alternate forms, and use accelerate for those that can't. Note
the defensive colony terrain as you bash the now overly familiar Aerogater mech
force. They love to scatter and make you hunt them down. Be sure to send a few
powerful units after Gaulin so you can take them all down in time. He goes down
with surprisingly little hassle.

However, a larger force appears near where you started the mission. Nothing to
really worry about, though. On the turn afterwards, Viletta appears to help as
part of Ingram's latest game of Xanatos Roulette. The mech she's in depends on
whether or not you got the R-Gun and met the requirements for the 008L. If you
have the R-Gun already but didn't get the 008L, she'll show up in another
Grungust. Blow up the enemies, then Gaza. He should pose little difficulty.

Gaza pops a Giga Generator.

For your troubles: A Beam Coat, A Solar Panel, and a great generator.

*******************************************************************************

Kyosuke stage 37 intermission: Get ready for a doozy of a mission, and maybe
upgrade Viletta's new unit. Move on when you're ready.

*******************************************************************************

Ryusei Stage 38: Operation SRW

Allies:

Hagane
Hiryu Custom
Up to 18 other units

Enemies:

Megillot x5 (two twin squads)
Jeremiah x7 (three twin squads)
Mishrei x7 (three twin squads)

Enemy reinforcements: All enemies shot down

Huleh x12 (!?!)

Skill point: Destroy all enemies before achieving the victory condition

I must be frank- 18 units is way too much. I had three empty slots- mainly in
anticipation for the soon to join Germanic Duo. Anyway, this stage is fairly
simple. Your two battleships are immobile, but take advantage of their support</pre><pre id="faqspan-4">
spells. Aside from that, this basically more trashing of Aerogater ordnance. Of
coure, when you shoot them down... yeah, that's a lot of Hulehs. And even more
HP that you need to nock off. Use of Valor is highly reccomended. Use of Luck
or bless on finishing blows is reccomended even more- you'll become obscenely
rich if you do. If you want the skill point, you have to blow up all of the
enemies before you end the map by getting your battleships to the indicated
spot by Neviim. Piece of cake.

The containers have four special bullet parts in them.

*******************************************************************************

Stage 38 ryusei route intermission: You could blow all your cash on upgrades to
your current machines, but I reccomend saving a healthy amount for some very
nice new arrivals you'll be getting next stage. Giving armor breaker to a unit
with fury (Elzam is a good choice!) is a good idea.

*******************************************************************************

Kyosuke stage 38

Allies:

Hiryu Custom
Hagane
Up to 16 other units

Enemies:

Megillot x7 (two twins)
Jeremiah x7 (two twins)
Mishrei x7 (two twins)

Enemy reinforcements:

Zecharaiah x14 (six twins)
Huleh x4
Vaikul (Atad)

Enemy reinforcements: All enemies shot down

Nuke x8
R-Gun Rivale (Ingram)

Skill point: Clear map in 12 turns

OMG COBRAY (a few chapters later that Ryusei). Anyway, 12 turns may seem like a
lot, but you've got a loooooot to do. So don't dilly dally- rush the bugs and
build some morale. Beware, though- they're tougher and more accurate than they
used to be. Exercise a bit of caution. When they all bite the dust, some more
enemies appear near the allied battleships. liek o noez. Dash over and try to
make yourself a more pleasing target than the NPCs. Again, these folks are a
bit tougher than you're used to, but they shouldn't pose -many- problems. What
rankles here are the Hulehs- with 50K HP a pop, they might take a few turns to
down. And you're still working under that 12 turn time limit. Take my advice
and be sure not to blow all your resources on them and Atad. Speaking of her,
her Vaikul has Double Image again and quite a few HP, but at this point, with
all of the powerful units you have (like, Three Grungusts, Alt and Weiss, etc.)
a few valor'd attacks will do her in. Be sure to use strike. When all of those
folks go down in flames, Ingram and his Rivale show up to rumble. Along with a
little something extra...

Nukes. D: My advice to you is to save -often-. You can't shoot these guys down,
only weaken them to be below 2000 HP. At this point in the battle, with your
morale high, this can be difficult. Save often and try to reduce them below the
2000 Mark in one go- most non-valor'd 4000+ moves should be able to do this. Be
warned that attacking from range one can lead to a thunderous nuclear rebuke,
so be careful. When that task is done, turn your attention to Ingram (who has
probably taken a few potshots at you, depending on how long you took disarming
the missiles). The Rivale is the nastiest customer you've faced so far- his HP
breaks the bar- he's got 160000 in total. He also has significant armor and a
Distortion Field, which halves all attacks that don't pierce barriers. Don't
panic- most of your finishers -are- barrier piercing, and if you need to, you
can twin up with a pilot that knows Fury (Elzam, Leona, Rai) to bypass the
field entirely. Combination attacks also do this, making Rampage ghost a very
damaging option. Fortunately, you only have to reduce ingram to about 60000 HP
before he buggers off. If you did all that in under 12 turns, pat yourself on
the back.

In containers:4 special bullet parts and a T-Link sensor.

*******************************************************************************

Kyosuke stage 38 intermission: By now, you shouldn't need any direction. Equip
and upgrade what you want, and move on.

*******************************************************************************

Ryusei Stage 39

Allies:

Hagane
Hiryu Custom
Up to 18 other units

Allied reinforcements: Two turns after the Hagane reaches the indicated spot

Kurogane (Elzam)
Grungust Type 0 (Sanger)

Enemies:

Mishrei x5
Zechariah x7 (three twin squads)
Habbakuk x7 (three twin squads)
Ezekiel x6 (three twin squads)
Ezekiel Raven (Viletta)

Enemy reinforcements: Hagane reaches indicated spot

Habbakuk x8 (three twin squads)
Huleh x4
Ezekiel Atom (Gaza)

Skill point: Move the Hagane on to the marked square by the end of turn 4

You really have to be trying to not get the skill point here. Just have your
units blow a hole in the blockading forces and move the Hagane in. Something of
note is that the Habbakuks are -ridiculously- well armored. When you get close,
the enemy WILL target the Hagane, as opposed to the usual taking the closest
target. Use Guard to keep it intact. Because Banpresto hates you, it'll take
you the full four turns to get there (by one space. D:). When you do get there,
our friend Gaza appears and fires off a shot at the Hagane and vastly reducing
the range of the Tronium cannon.

Thusly, the next order of business is getting the Hagane to the Neviim itself.
The white star offers some truly impressive bonuses to defense, making the
enemies there difficult to destroy. Fortunately, you can also take advantage
of these bonuses and become practically invincible. On the turn after enemy
reinforcements appear, Gaza sees fit to blow Viletta's unit out of the sky and
summon up some more Hulehs. IE, more cash. To help you out, Elzam and Sanger
appear, in the Kurogane and Type 0. Unfortunately, both of these units are
unupgraded, and can be a liability. However, if you keep them behind, the enemy
AI will just have them target the nearest unit. Some of them will head straight
for the Hagane, though. Anyway, bash Hulehs to your heart's content. Gaza will
just NOT die here. Blow him up as many times as you want, he just comes back
for more. You can use this to your advantage to gain lots and lots of cash, but
I'm generally sick of this stage by now. When you get the Hagane to the marked
point once again, Tetsuya shows his salt by going over Daitetsu's head and
firing the Tronium cannon (note the different cutin!), blasting the crap out of
Gaza in the process. Don't worry, folks, everyone onboard the Hagane's okay.
The ship itself isn't, but that's what the Kurogane's for.

Sanger and Elzam FINALLY join with their respective mechs. Daitetsu takes over
the mantle of commanding the Kurogane.


*******************************************************************************

Ryusei route stage 39 intermission: Both Sanger and Elzam have excellent mechs
which I highly reccomend upgrading. Aside from that, do whatever (I didn't have
a whole lot of cash left, admittedly) and move on.

*******************************************************************************

Kyosuke stage 39

Allies:
Hiryu Custom
Hagane
Up to 18 other units

Enemies:
Mishrei x5 (two twins)
Zecharaiah x8 (two twins)
Habbakuk x8 (two twins)
Ezekiel x7 (three twins)
Huleh x2

Enemy reinforcements: Battleships reach destination

Barrelion Vx6
Guarlion Vx15 (five twins)
Ezekiel Atom (Gaza)

Skill point: Destory all enemies before fulfilling the victory condition

Your goal here is to bust through enemy lines and get your battleships to the
White Star. Nothing new here except the mass produced Ezekiels- which pack a
punch, but aren't too tough otherwise. Cutting a swath should be a fairly easy
task at this point, though Zecharaiahs and Habbakuks are, as always, durable.
Keep moving your battleships up as you blast your way through. The skill point
is rather easy- just kill everything before landing your battleships. The Huleh
units parked on the Neviim are tough to kill, bu aside from that... something
you should remember is that the Neviim affords some righteous defensive bonuses
to units standing on it. The EN regen also lets you spam some of your stronger
attacks with abandon. Make sure that your battleships land on the White Star
itself, because they're in for a beating...

When the reinforcements show up, with, surprisingly enough, DC ordnance. I hope
you haven't forgotten these guys- they're back and tougher than ever. Guarlions
are durable and they pack a punch, and the Barrelions doubly so. Still, all of
your old strategies should work just as well here- especially since your units
are parked on the Neviim. Gaza himself is significantly stronger than he was
before, and unless you fill up the White Star with your units beforehand, he'll
probably land on it sooner or later, which is bad news. Try to keep him off of
it as you take care of the other threats. If attacked, the battleships should
just defend. The defensive bonuses and E-Fields should keep them in tact.

In containers: 4 special bullet parts and a G Territory. For your troubles, an
SP Drink.

*******************************************************************************

Kyosuke stage 39 intermission: Be sure to equip any morale boosting items you
have- you'll need them. If you've been using Russel, be sure to bring him along
next mission for his rouse spell. The battleships are no longer available.

*******************************************************************************

Ryusei Stage 40:

Allies:

Kurogane
Up to 20 other units

Allied reinforcements: Valsion Customs shot down

Viletta (R-Gun/Gespenst Mk II S)

Enemy reinforcements: Enemy phase turn 2

Cosmolion x5 (two twin squads)
Landlion x6 (two twin squads)
Barrelion V x4 (two twin squads)
Barrelion X x2
Guarlion Custom x6 (three twin squads)

enemy reinforcements (2): All enemies shot down

Valsion Custom x3

Enemy reinforcements (3): Valsion customs shot down

Cybuster
Valsione
Grungust
Grungust Type 2
Giganscudo
Gespenst Mk II R
Guarlion Custom
Wildschwein
Weissritter
Alteisen
SRX

Enemy reinforcements (4): All enemies shot down

Guarlion Custom x4
Barrelion custom x4
Vaikul x2 (Gaza and Atad)

Skill point: Valsion Customs shot down before the start of turn 7

Oi oi. 20 units? Well, whatever floats your boat, Banpresto. Anyway, strangely
enough, there are no starting enemies (and it's kind of creepy in the corners
where parts of the land are under construction). Advance north. Nothing on turn
2, either. However, on the enemy phase, something more than a little unexpected
pops up- a bunch of (really crappy) armored modules! Apparently, the Aerogaters
got bored of using the bugs all of the time. This would have been a good move
if they had taken the time to upgrade these guys, but as it stands, they petty
much suck. Anyway, start blowing them up. The Guarlions up in the corner are
actually pretty durable, but suck otherwise. Once all of the enemies are blown
up, three Valsion customs appear. They're significantly tougher than the last
time you fought them, but should fall pretty quickly if Valor is used. Once
they do...

Holy crap, you're me! The Aerogaters try one last dirty trick- they send copies
of you and your mechs to fight you. Show 'em that a copy's just a copy without
COURAAAAAGE. [/Taiga] All things considered, they aren't tough at all. Though I
turn the animations off because I can't bear to see any incarnation of my team
get beat up. Oh, and viletta shows up. In the R-Gun if you didn't blow it up
and a very powerful Gespenst Mk II S (Sans Gespy Kick D:) if you did. I will
always find it strangely amusing that faux-Leona's guarlion custom has more HP
than the faux-Gigan. When they all go down...

LAST WAVE, I PROMISE! You're probably running low by now, so be conservative as
you do an about face to take on the oncoming threat. All of the enemies have a
ton of HP (20000 +) and you probably left that side of the map rather unguarded
when you were dealing with your copies. Do the best you can and counterattack.
The two Vaikuls are pretty damn tough too. Any status weapons you have pretty
much do not work- they're not potent enough to get through the barriers without
the aid of Fury. Atad generally doesn't have enough morale to withstand a Daunt
from Excellen (lowers morale by 10) and still keep her barrier up, so you can
try that. I'm not entirely sure if Atad keeps her Double Image, but I'd cast
strike just to be safe anyway.

In containers are: 3 special bullets, an SP drink, an S-Adaptor, a G-Territory,
and a Generator.

*******************************************************************************

Ryusei route stage 40 intermission: We're getting close to the end now. Your
money should probably go to weapon upgrades at this point.

*******************************************************************************

Kyosuke stage 40:

Allies:

Up to 20 units

Enemies:

Valsion Custom x4
Gespenst S (Gaulin)

Enemy reinforcements: All enemies shot down

R Gun Rivale (Ingram)

Skill point: Gespenst S shot down by the start of turn 6

This stage is a pain in the ass, because you need to manage morale well and
probably blow some SP on making it go up. Using Rouse and Great Rouse (Elzam's
Twin SC) is highly reccomended, especially if you have SP regen. If not, you're
going to have rather noticable problems with using your most powerful attacks/
activating attacker. Pilots that know Spirit/Drive should definitely use it.
There's actually nothing here that you haven't faced before, but you don't have
the virtue of morale to help you. So, go at it, but go at it carefully, and try
to make up for your lack of will by taking your time with the customs. To be
honest, six turns is quite plenty. When your initial foes go down, Ingram pops
up for one final rumble.

This should be nothing new- just consider it a fight you have to finish. It's a
battle to the death, and Ingram has no intention of retreating. If you have SP
regen, feel free to let most of it come back to you before taking him on- he
doesn't move from his spot. When you're ready, fire off an Armor Breaker, if
you have one on you, and get to work. When he finally dies, the mission is over
and done with.

Gaulin drops a G Territory, while Ingram gives up an S adaptor (omgz!).

*******************************************************************************

Kyosuke stage 40 intermission: Do what you wish, and move on. Not much else to
say except maybe equip an SP drink or two.

*******************************************************************************

Ryusei Stage 41

Allies:

Kurogane
Up to 20 other units

Enemies:

Zechariah x3 (one twin squad)
Habbakuk x4 (two twin squads)
Ezekiel x6 (three twin squads)
R-Gun rivale

Skill point: Defeat Ingram by the start of turn 8

This will probably be the first test of morale management you have to pass (and
your only one in OG1, really). There are thirteen enemies. Try to equally
distribute kills and factor in SCs (if a pilot knows Love, Spirit or Drive, put
less of a priority on them, unless we're talking about Cybuster) that can raise
your will. Also, bringing along someone who knows Rouse (like Russel) can be
very helpful as well. Aside from that, this stage is simple, if difficult. Once
you trash the grunts, you have to deal with Ingram himself. His R-Gun Rivale
has gotten even tougher since the last time you fought, so ready your armor
breakers (which will work this time. The Warp Field halves damage, but doesn't
nullify it. On that subject, certain attacks pierce barriers- combination moves
and generally your more powerful ones do so.) and get to it. Form up any twin
squads you want and get in position for optimal support attacking, etc. Ingram
is essentially just a more durable boss than you've faced thus far. He might
take more than one turn to drop, but he doesn't regain ALL that much HP per
turn. Back in the days of OG1, I remember just getting rid of his barrier with
EN missiles- but with those now useless, you've gotta do it the old-fashioned
way. When Ingram finally gives in, he gets his sad death scene and the Kurogane
escapes the white star in a spectacuar manner. But we're not done yet...

Stage 41 Part 2

Allies:

Kurogane
Hiryu Custom
Up to 20 other units

Enemies:

Vaikul x15
Judecca (Levi Tolar)

Don't forget that you can use the cash you gained from the last mission to do a
bit of upgrading before you deploy. I also switched Katina from the R-Gun to
the Gespy S so I could better utilize her Soul Twin SC. Anyway, first thing you
should do is save. Even if you don't like making in-game saves, if you lose in
this mission, you start all the way back in Neviim to fight Ingram again. Damn
2 parters. Anyway, there's no skill point here, so take your time and have some
fun. The Judecca is actually WEAKER than the Rivale in everything but HP. It
does have a MAP attack, however, so you should be wary of that. Fortunately, if
you look, the squares where you'll assault Judecca from are on top of the White
Star itself- if you remember from stage 39, these give some kickass bonuses to
defense, making most of Levi's attacks quite a bit weaker than they should be.
IMHO, Ingram was the -true- final boss of Ryusei's route, whereas Levi is more
of an afterthought.

Anyway, enough about Levi. First, you have to plow through her sizable number
of Vaikuls. They don't have a whole lot going for them except HP and range. To
that end, you should let them come to you, especially the ones parked on the
Neviim. As far as I know, Levi won't move the entire time. Morale management
isn't quite as much of a problem here, but the advice I gave earlier still goes
if only to a lesser degree. Because the Vaikuls are so difficult to drop in any
quick or efficient manner, you'll probably gain more morale than you'd think.
Once you get ready to throw down with Judecca, be sure to use the white start
to regenerate. Also, if you feel evil and gave Excellen SP Regen, you can cast
Daunt over and over again on her. On the other hand, she gains 4 points of will
for missing you. So it might not be worth the effort if you don't have any SP
drinks. Beating her face in should not prove all that challenging at this point
since you've just done something similar. Once she finally goes down, you're
still not done, as something weird starts happening back at the old DC base...

*******************************************************************************

Ryusei route final intermission: Well, this is it. Save your game, and upgrade
your weapons. Equip any SP drinks you have and move on.

*******************************************************************************

Kyosuke stage 41

Allies:

20 units

Enemies:

Vaikul x20
Judecca (Levi Tolar)


Skill point: Defeat Levi by the start of turn 11

Eek. Unlike Ryusei's route, you're under a time limit for the skill point. My
advice is to split into three, with a larger group going up the middle. Vaikuls
are tough, but this is as much of a blessing as it is a curse- they give lots
of morale that way. Have a strong unit with a powerful, cheap attack (Kyosuke's
Revolver Stake, Gilliam's Neutron Beam if you got it, Valsion/Valsione's Cross
Smasher) take the point and counter all of the Vaikuls to damage them quickly,
then mop them up while advancing forward. When you get near Levi's room, you'll
have to deal with her potshots and MAP attacks. She always goes last, so keep
that in mind. Time is of the essence- as your three groups converge, keep your
momentum going and push forward into Levi's chamber. Fan out again and take out
the remaining Vaikuls for more morale, while expending as little of your SP, EN
and Ammo as possible. When Levi is alone at last, position yourself so that you
have support attackers on standby next to your heavy hitters. It is -highly-
reccomended that you use someone with Fury to fire off an armor breaker at the
Judecca- this thing is very beefy, clocking in at about 280000 HP and a 2400 in
the armor department. Her TK Field is rather unimpressive, blocking only a 1000
or so points of damage at most. Seeing as most of your attacks break barriers
anyway, that should not be a problem. It may take more than a turn, given her
significant HP reserves, but with good planning, Attacker and Weapon upgrades,
you should be able to drop her in one player phase. If you managed that in 10
turns, pat yourself on the back for a job well done. But we're not done yet, it
seems. Back at Aidoneus, something terrible is going down...

*******************************************************************************

Kyosuke Route final intermission: Equip any last SP drinks and parts you have,
make a few last upgrades to weapons, and get a move on.

*******************************************************************************

OG1 FINAL STAGE (this scenario is the same for both Ryusei and Kyosuke, except
that in Ryusei's route you control the Kurogane)

Allies:

Hagane/Kurogane
Hiryu Custom
Up to 20 other units

Enemies:

EFA Fighter Jet x5 (two twin squads)
DC Fighter Jet x5 (two twin squads)
Landlion x6 (three twin squads)
Rhinocerous x2
Stork
Habbakuk x5 (two twin squads)
Ezekiel x6 (two twin squads)
Septuagint

Enemy reinforcements: Septuagint reduced below 75% HP

Huleh x4

Enemy reinforcements (2):Septuagint reduced below 50% HP

Vaikulx8

Skill point: None

This is the end, my friend. Well, of OG1. There's still 2 and 2.5 to do after
this, y'know. >>; Anyway. The first thing you'll notice is the amalgalmation
of units Septuagint has put together. All this really means to you is that for
once you don't have any morale problems. The jets are as always difficult to
hit, but crumple like paper when tagged. The battleships are a pain to drop,
but good sources of morale. You should know the drill with the Habbakuks and
Ezekiels by now. As you continue to run the gauntlet of foes, be forewarned-
the Septuagint can and WILL snipe your ass the minute you get within 14 squares
of it. Be sure to take advantage of the various regenerative tiles strewn about
the base. That way, you can spam your more powerful attacks without any real
fear of not having enough left for the boss. This is good, because Storks, as
you know, are a real pain. And to be perfectly honest, so are grunts with Stork
like armor and E-Fields. D: Oh well. Keep plugging and make sure to save as
much as possible for the giant rock over there.

When you want to begin your maiming of said rock, get everyone in position
BEFORE you begin. You'll thank me for it later. Because after you hack off some
of his HP (what appears to be a fourth? Hard to tell when the HP bar breaks.),
Septuagint summons four Hulehs. Ignore them and continue the assault, unless
they get in your way. Then you kinda have to blow them up. See why I told you
to get in position first? As you damage him further, down below 50 percent, he
summons a crapload of Vaikuls. Again, ignore them and continue to hack away.
When you reduce Septuagint to a visible HP bar, he starts resurrecting the
*Judecca*. You've got five turns to finish him off. Hagane no Messiah starts
playing to offer moral support- finish him off! It might take you two turns,
but nowhere near five. When you do, enjoy the ending, and remember to save so
you can replay with bonuses. Also, if you want, you can go directly on to OG2
with 25% of the cash you earned in OG1 directly carried over. Sweeeet.

*******************************************************************************

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

-----------------------------
|VIII. Original Generation 2|
-----------------------------

Stage 1:

Allies:

Raul Gureden (Excellence Striker)
Fiona Gureden (Excellence Striker)

Enemies:

Gespenst Mk II M x4

Skill point: All enemies shot down by the start of turn 3

This is the first stage of both OG2 and the added stages for the OGs version.
Time to kick some ass. Move up and use focus. If you're a cautious bastard like
me, you can have Fiona cast invincibilty, too. Provided you use the strongest
attacks available when counterattacking and attacking, you should get the skill
point no problem. Fiona probably won't see a whole lot of action here.

No items are dropped. :(

*******************************************************************************

Stage 1 intermission:

You can upgrade the the Striker frames if you want- they're good mechs to be
sure, but it's pretty pointless. After the next chapter, they'll be gone for a
loooong while.

*******************************************************************************

Stage 2:

Allies:

Raul
Fiona

Enemies:

Sorpresa x4

Skill point: All enemies shot down before the start of turn 4

Hey, it's like the last stage! But with planes. Thus, harder to hit. Raul knows
strike, so be sure to use it along with focus. The skill point and the stage
itself is ridiculously easy, so just enjoy using the Reversal folks. Oh, and
there's a transport NPC. Presumably, you have to protect it. The Sorpresas have
a strange habit of not attacking you, so you have to do most of the work on the
player phase. No biggy, seeing as you have an extra turn. In the ensuing events
Axel pays a visit and knocks out Fiona. Then a giant pink thing named Duminuss
appears and things go terribly terribly wrong. Like, wronger than they already
are. There are lots of shiny light things involving time flow engines, Fiona
apparently dying two stages in (Jeez, banpresto), and Axel being confused as
hell. Smile and nod, folks.

*******************************************************************************

Stage 2 intermission: ...I don't even know why I bothered writing this bit. You
don't even have any characters. D:

*******************************************************************************

Stage 3:

Allies:

Axel Almer (Soulgain)

Enemies:

Gespenst Mk II M x4

Skill point: All enemies shot down before the start of turn 4

Oooh. Banpresto knows how to treat its fans (except when they kill people off
for no real reason early during stage 2. o_o;), so you get to play as Axel for
a little while. If his attacks were a bit more powerful, I'd kill for Soulgain
joining permanently. It shouldn't really get hit here, and if it does, it has
armor to spare. The only annoying thing here is the terrain that slows you down
and doesn't let you use your range one attack. :(

Anyway, when you're done, marvel at how homicidal Beowulf looks and how strange
the Alteisen Nacht looks. After that, it's back to our own dimension.

*******************************************************************************

Stage 3 intermission: And you still have no characters. u hv nuttin lul. Save
and move on, unless you like empty screens.

*******************************************************************************

Stage 4:

Allies:

Kyosuke (Alteisen nacht)
Excellen (Weissritter)
Bullet (Huckebein Mk II)

Enemies:

Lion x8

Skill point: All enemies shot down by the start of tun 4

The ATX team returns! With a Blue Alt that saps Kyosuke of his leadership skill
and this makes me sad. :( Anyway, charge the Lions. Kyosuke should cast focus,
as should Excellen. Bullet will have to make do with Invincibilty. To make up
for Kyosuke's lack of Leadership, try to put people next to eachother to reap
the Friendship bonuses. Even with them, the enemies have frighteningly good
hitrates on your team. Fortunately, their attacks are pretty weak- so are the
units in general. They should fall very quickly.

*******************************************************************************

Stage 4 intermission: Finally, something I can talk about. Anyway, if you have
the cash from OG1, save most of it and don't go buck wild on the Alt and Weiss
exclusively. If you don't, then do what you can. I reccomend upping the Alt's
armor for now.

*******************************************************************************

Stage 5:

Allies:

Kyosuke
Excellen

Allied reinforcements:

Kai (Gespenst Mk II M)
Latooni (Wildraubtier)
Rai (Huckbein Mk II M)
Ryoto (Huckbein Mk II M)
Rio (Huckbein Mk II M)
Bullet (Grungust Type 2)

Enemies:

Lion x6
Barrelion x2
Landlion x2
Guarlion x2
Guarlion Mumyou Custom (Murata)
Valsion Custom CF (Lorenzo)

Skill point: Shoot down all units except for Lorenzo and Murata before the end
of turn six

The first turn, you are not allowed to do anything. Anything at all. Just end
your turn. On turn two, the cavalry arrive and you can move without a game over
message. Bullet also boots up the Type 2, though it's immobile and he's at 70
morale. Anyway, start trashing things while Bullet casts invincible and does
nothing. He'll take a beating to be sure, though you should counterattack the
damn barrelions. Bloody things. Kai's gespy is no longer the beefy stud we know
and love, but you'll want to get him as many kills as possible anyway. Gespy S
is made of win. Bullet will eat it if you're not careful, so cast invincible
every turn. On turn five, Bullet fully regenerates and goes to 150 will. The
'Gust also becomes fully mobile. Once all enemies have been downed except for
Murata and Lorenzo, you have two options: wail on Lorenzo from close range and
make him retreat early or just wait until he does so of his own voltion. There
is absolutely no way you can shoot him down at this point in the game, so don't
worry about that. Seeing as a slightly upgraded Rampage ghost didn't even do
3000 damage... I reccomend just waiting. As always, Murata goes after Bullet.
Enemy phase turn six, they bugger off using ASRS cloaking.

*******************************************************************************

Stage 5 intermission: Bullet's Huckbein is available for upgrade now. Even if
you did carry over cash, don't upgrade it a lot. It's good for now, but becomes
relegated to a backup unit later on.

*******************************************************************************

Stage 6:

Allies:

??? (Angelg)

Allied reinforcements:

Shirogane
Kyosuke
Excellen
Bullet

Enemies:

Lion F x5
Landlion x3

Skill point: All enemies shot down by the start of turn 5

You know, it's pretty weird writing a new walkthrough for this stage (and many
stages to come). Almost makes me wish I could just copy and paste some stuff
from my old FAQ... no such luck. Eh. Anyway, the Angelg's pilot (we know who it
is. I'm just going to call her Lamia) should head for the lion Fs, as the ATX
team will pop out nearest the Landlions once you down two enemies. Casting
Guard isn't a bad idea either. Strike isn't necessary. I reccomend getting in
between the two lions directly north and hitting the one to the east with the
Angelg's Mirage Sword. That way, you'll shoot it down on a counterattack and
cripple the Lion on the other side. On turn two, you can shoot it down and move
towards the Lions at the same time by using Shadow Lance. But above all, enjoy
the totally BITCHING remix of Ash to Ash. Anyway, once two enemies are shot
down...

The ATX team along with Lee at the helm of the Shirogane appears. You should be
fairly familiar with the ATX team, but lemme give you a rundown on Lee- most
importantly, he sucks and you don't have him for very long anyway. Still, he
has his uses, such as cheap Guard and a leadership aura, which Kyosuke still
lacks. Ah well. Blow up the nearby landlions, and designate kills to Bullet if
you want the shishio blade. I never found it all that good, so meh. If you've
been playing through from OG1, you'll notice something here- the enemy attacks
are brutal. Even upgraded, the Alt can only take about three hits from the
landlions, and they have decent hitrates, too. So much for supers ruling the
roost. Anyway, the enemies, being the little bitches they are, actually ignore
Lamia after turn three and head for the ATX team, making your job a bit tougher
if you're going for the battle mastery. Mirage sign can OHKO a lion, so be sure
to use it if you don't mind playing the odds a bit- it isn't very accurate.

*******************************************************************************

Stage 6 intermission: You'll definitely want to upgrade the Angelg, as it's a
very nice unit. Aside from that, there's not much else to say. Don't spend much
(or any) money on the Shirogane, however.

*******************************************************************************

Stage 7

Allies:

Ibis Douglas (Calion)
Sleigh Presty (Calion)

Allied reinforcements: Turn three

Kyosuke
Excellen
Bullet
Lamia

Enemies:

Lion F x4
Guarlion x4
Guarlion Custom (Archibald)

Enemy reinforcements: Enemy phase turn two


Lion F x5

Skill point: All enemies but the Guarlion Custom shot down by the start of turn
5

After a somewhat postponed Weiss-waving sequence, we switch to the folks over
at Project TD, who come under attack by some DC remnants. Sleigh should cast
Focus and Accelerate, while Ibis should cast invincibility (real robot pilots
with invincibilty give me a fuzzy feeling on the inside ^_^) and advance toward
the Lions. Leaving the Lions alive but badly wounded is actually in your best
interest, since Sleigh and Ibis won't be joining for a while (Sleigh won't be
joining at all, for that matter. >_>). On the enemy phase of turn two, the base
will launch some mass produced huckbeins. Unfortunately, the Guarlions are so
fast they actually manage to bogart them before the pilots can react. D'oh. On
turn three, the ATX team arrives and Sleigh and Ibis retreat. You can have
either Bullet or Lamia take down the damaged Lion Fs- or excellen or Kyosuke if
you aren't going for any secrets. Whoever you didn't have take care of the Lion
squad should head along with the other three units and deal with the incoming
five. Archibald buggers off when all of his flunkies are downed.

Man, seven stages and still no drops? Straaange.

Fortunately, it's the game to the rescue! For your troubles, you get a Repair
Kit, a Propellent tank, an aqua module, and a chaff grenade.

*******************************************************************************

Stage 7 intermission: Not much to say here. Equip the water jet on the Huckbein
Mk II for later.

*******************************************************************************

Stage 8

Alllies:

Lee
Kyosuke
Excellen
Bullet
Lamia

Enemies:

Sorpresa x5
Flygia x5
Landlion x2
Lion V x2
Barrelion x2
Guarlion Custom x2 (Carla and Yuki)
Rhioncerous (Archibald)

Skill point: Reduce Archibald's rhino below 22400 HP by the start of turn 5

Some new ordnance from the DC- Flygia tanks. The sorpresa jets would be new,
but you faced them with Raul earlier on. Anyway, there are a few ways to finish
this stage. There's the bumrush, in which you send everyone charging in, the
secret bumrush, in which you send Bullet and Lamia charging in and having Kyo
and Excellen stay behind, or the slow and steady route, which doesn't work very
well if you want the skill point. Anyway, cast focus and strike as you dash in.
Lee can weaken stuff with his Spider Net. Bullet will probably fall behind your
other forces, which can be a kink in your plans if you want the Shishio blade.
Lamia's beam coat can soak up Sorpesa attacks very well even without guard, so
don't worry about her. By the end of turn three, having everyone in position to
blast the Rhinocerous next turn. Try to cause as much damage as possible before
smiting the Rhino, 'cause everyone retreats when Archy does. If you fulfil the
skill point requirements, you receieve an extra 5200 in cash.

In containers (finally!) are a propellant tank and a repair kit.

*******************************************************************************

Stage 8 intermission: If you didn't already, put the water jet on Bullet. Aside
from that, there's not much else to say.

*******************************************************************************

Stage 9

Allies:

Rai (Huckbein Mk II M)
Kai (Gespenst Mk II M)
Latooni (Wildfalken) (immobile)

Enemies:

Lion F x6
Barrelion x2
Lion V x2 (Seolla and Arado)
Guarlion Custom x2 (Yuki and Carla)

Skill point: All enemies but Yuki and Carla shot down before the start of turn
5

Nngh, I hate this mission. First thing, have Kai move just right outside the
range of the Barrelions (8), so they come to him on the next turn. Rai should
shoot one of the lions surrounding him with his photon rifle (it has plenty of
ammo,  so don't worry), but don't use focus. The Lions won't do anything next
turn. Latooni, unfortunately, is not of much use right now. Which really sucks
'cause the Wildfalken is the best mech on the map. >_<; On turn two, save your
game and move Kai between the two barrels and hack away at one. Reset if he
gets hit, since his Gespenst can't take much punishment and it isn't very good
in the dodging department either. And he doesn't even have focus. Grargh. Rai
should attack a different Lion. The ATX team arrives on turn 3, thank goodness.
Kyosuke should accelerate and head straight for Kai to help out, and Bullet and
Lamia should follow. Excellen can help out with Rai's Lion predicament. Rai
needs to cast Focus now, as the Lions will counterattack. Arado will probably
have ended up next to a barrelion, and he knows support defend. To that end,
attack the Barrelion he's not next to- since Kai doesn't have anything better
to spend his SP on,, use Valor and attack it with jet magnum, hopefully blowing
it up. If not, no big deal, just kill it on the counter- just hope you don't
get hit. It really helps if you deploy so Kyosuke can reach a Lion F within one
turn with accel- to do this, check the second to bottom option on the predeploy
menu. The numbers corespond with the numbers assigned to the mechs on the
deployment screen. It's confusing, but not as much as it sounds. Once all of
the enemies go down, start whacking either carla or yuki around. They'll run
off fairly quickly, though you'll have trouble hitting them without strike.

In a single container is a servo motor.

For your troubles, you receive an F-32 V Schwert, the Wildraubtier (:D), and a
repair and resupply module.

*******************************************************************************

Stage 9 intermission: Guh. Stupid chapter. Anyway, I reccomend putting Kai in
the WildRaubtier and Latooni in the fighter jet you just got, if only for this
mission- Kai's gespenst is absolutely worthless in the next all water mission
and he needs kills more than Lat (at least if you want the Gespy S). Lat can be
of use if you put the repair and supply modules on the jet, though.

*******************************************************************************

Stage 10

Allies:

Shirogane
Up to 7 other units

Enemies:

DC Fighter Jet x5
Sorpresa x5
Sealion x5

Enemy reinforcements: All enemies shot down

Barrelion x8

Skill point: All enemies shot down by the start of turn 5

Even if it is an all water map, I still vastly prefer this to the BS of the
preceeding stage. Anyway, if you took my set up (Kai and Latooni are mostly
interchangable, I just picked Kai because he needs more love) all of your mechs
should be able to at least move without restrictions. Well, except Lee, who is
quite immobile. Lamia should dash out ahead with strike cast to bolster her
kill count even more. Bullet can do so too, though his attacks aren't as strong
as hers. Lamia might need to cast Guard- the enemy jets are deceptively strong.
Anyway, Sealions can pack a punch, but aren't that accurate. Once they all go
down, 8 barrelions surround the Shirogane. If it's in the player phase, cast
Iron Wall (strike isn't needed) and blast one. There are three possibilities
from here- the shirogane gets beaten to a pulp and rescued, two turns pass, or
you blow up three Barrelions. Regardless of which, the Hagane appears and the
chapter ends. If you can, try downing the barrelions.

*******************************************************************************

Stage 10 intermission: Not much to say here, though Kai can get back in the ol'
Gespenst now.

*******************************************************************************

Stage 11:

Allies:

Ryusei (R-blade)
Viletta (Wildschwein)

Allied reinforcements: Irm damaged below 70%

Irm (grungust)

Enemies:

Grungust (Irm)

Enemy reinforcements: Irm reduced below 5000 HP

Sorpresa x8
Lion F x4
Randgrith x3 (Seolla, Yuki and Carla)

Skill point: Defeat all enemies before shooting down Seolla, Yuki, and Carla.

Time for a training exercise! Move four squares away and smack Irm with the ol'
Blade Tonfa to get the stage going properly. Some grunts appear and Viletta
falls under your control. To get the Graviton Launcher, you need to have her
shoot down all of the grunts. This is pretty easy thanks to her S on the ground
and the Wildschwein. Stick Irm and Ryusei on tiles that offer regeneration and
keep them out of the way. The enemies will go exclusively after Viletta that
way, since she's closest. Taking them down with her exclusively has never been
easier. Once you're ready, take on Seolla. The stage ends when she reaches 30%
HP or below. If you can shoot her down, you get a booster and a hefty bit of
EXP. Note that this doesn't muck up your Graviton Launcher fun.

In containers are: Two special bullet parts. As mentioned earier, Seolla pops a
booster.

For your troubles, you get the R-2 Powered (!), the Wildshwein (!!!), a chobham
armor, an analyzer, an M950 Machine gun, and a mega beam rifle. You also get
the Amorlion if you transferred data from OG1.

*******************************************************************************

Stage 11 intermission: You've got lots of new mechs now, all of which make Kai
a very happy fellow. My favorite pick is the Armorlion. Anyway, do whatever and
move on.

*******************************************************************************

Stage 12:

Allies:

Hagane
Excellen
Rai (R-2 powered)
Lamia
Up to six other units

Enemies:

Lion F x4
Barrelion x4
Randgrith x3 (Yuki, Carla and Echidna)
Guarlion Custom (Archibald)

Enemy reinforcements: Enemy phase turn two

Einst Knochen x 12
Einst Glied x6

Skill point: Destroy four units by the end of turn 2

The terrain here is pretty treacherous (but pretty cool looking), so grounded
units will have troubles moving quickly without accelerate. Anyway, if you're
going for the skill point and you're remotely sober, you'll head for the Lion F
squad. Both Lamia and Excellen start out at the front lines (as did Kai in the
Armorlion in my current runthrough), so get them there posthaste. This is in
all honesty pretty easy, cause the lions actually move towards you. Hell, if
you're quick enough and feeling leetsauce, you can try taking down a few barrel
lions as well. On enemy phase turn two, the DC forces bugger off and leave you
to deal with the new arrivals: Einsts. D:

They're a pain in the ass, especially since they come in before you have any
chance to prepare. But they're not that hard to beat- treat them as slightly
tougher Lions and slightly weaker barrelions and you'll get by fairly easily.

In containers are: a propellant tank and a repair kit. Well, they can't all be
exciting. >_>

*******************************************************************************

Stage 12 intermission: Because Banpresto hates us, they've forced Latooni into
Rai's old MP Huckbein. Make sure it has a few weapons before deploying.

*******************************************************************************

Stage 13:

Hagane
Latooni (Huckbein Mk II M)
Up to 8 other units

Enemies:

Landlion x3
Lion V x4
Flygia x3
Barrelion x9
Randgrith x3 (Yuki, Carla, and Seolla)

Skill point: All enemies except Yuki, Carla and Seolla shot down by the start
of turn 5

This stage used to be a pain in the ass to clear quickly, but they've hacked
down the number of barrelions. As it stands now, it's just a matter of dashing
in and blowing everything to kingdom come. Barrelions are as usual a pain, but
there used to be four more. Hopefully, that water jet is still on the Mark 2.
On enemy phase turn 3, Seolla casts Spirit and rushes Latooni. Prepare for this
by casting focus or alert. If you're going for secrets, put Bullet and Lamia in
frontline positions. Also, since the shishio blade has a level requirement, you
may want to cast Gain before bullet kills things.  Anyway, once all that is out
of the way, go for Seolla and reduce her HP to below 10%. She packs a real
punch, so use defensive SCs to stay alive. Don't shoot her down, though, or it
is teh gaem ova.

In containers are: 2 special bullets, a propellant tank, and an analyzer.

*******************************************************************************

Stage 13 intermission: Put Lat back into whatever mech, and move on.

*******************************************************************************

Stage 14:

Allies:

Ibis (Calion)
Sleigh (Calion)
Kusuha (Grungust Type 2)
Tsugumi (Guarlion)

Enemies:

Gunturret x4
Tank x5

Enemy reinforcements: All enemies shot down

Gunturret x10 (5 twin squads)
Grungust Type 1

Skill point: All enemies shot down by the start of turn 5



Now for something completely different! It's the Project TD folks with some
added Kusuha goodness. Sleigh owns Ibis 20-0 in the sims, though she takes her
ample lumps from Kusuha by losing 7 matches out of ten. Then womanly bonding
between Ibis and Kusuha. ^_^ Anyway, when the training scenario starts, each
mech should take their respective wing while casting Invincible/Focus. Kusuha
may want to lay off Guard for later. Once all enemies are shot down (not very
difficult), the AI goes haywire. Tsugumi becomes mobile, though she only has 80
morale, along with Ibis. Kusuha and Sleigh are still fine. Tsugumi should take
advantage of the base's terrain and try to dish out some pain that way. Two
turns later, the Type 1 will make a run at Ibis... for really piddling damage.
She counterattacks for a hefty sum of 6000. Everyone's morale boosts by 30,
which will probably bring Sleigh and Kusuha to max. She should cast Guard and
whack the Type 1 with her strongest attack. That should take off a good 8000 or
so. Depending on her posistion, Sleigh might be able to snipe the Type 1 with
her G-Drive. Do so if possible. It should be weakened enough to quite moving by
now. Whoever didn't move should go and help Tsugumi with the Gun Turret problem
but be sure to save and be careful. It should be noted that Tsugumi is adorable
when performing Sonic Breaker. Anyway, once you're done, Ibis crashes for some
reason, and it's revealed that it was all a set up by the crazy old men. Bear
in mind these are the same guys who designed the fairlions, so their antics
aren't quite as strange as they seem.

*******************************************************************************

Stage 14 intermission: You can use the cash you got from the previous mission
on your main party, or you can save it. Anyway, do whatever and move on for
more side-story fun!

*******************************************************************************

Stage 15

Allies:

Hiryu Custom (Lefina in pajamas)
Gespenst Mk II M (Katina)
Gespenst Mk II M (Russel)
Giganscudo (Tasuku)
Guarlion Custom (Leona)

Enemies:

Cosmolion x4

Enemy reinforcements: Enemy phase turn 3

Lion V x5
Barrelion x 4
Barrelion V x3
Guarlion Mumyou Custom (Murata)

Skill point: Destroy 7 enemies (reduce HP to 0, all enemies retreat at 40% HP)
by the start of turn 7

Oi oi. The only thing I like about this stage is Lefina in her PJs, because it
is most adorable. Anyay, have Katina and Russel chase after the cosmolions,
which will lead you a merry dance around the place. Tasuku and Leona need to
stay put-they'll just get sent back to where they were if you do. Makes you
wonder why they're not just immobile. Meh. Anyway, on turn 3, have the pair of
them cast focus and strike. Enemy reinforcements arrive to the north of the
Hiryu. Now it becomes a pain, because all of your enemies retreat at 40% HP and
you have to blow up seven of them for the skill point. Katina and russel should
still be chasing the errant cosmolions. Meanwhile, you have to be careful with
your enemies down here. The Gigan's knuckle will have no problem 2HKOing them,
but Leona has problems until Sonic Breaker can be used. Have Lefina help out.
Putting Tasuku and Leona next to eachother will increase damage output, so be
sure to do that. The Cosmolions will do an about face on turn 4, so don't move
Katina and russel, or they'll be shot down in short order. Damn wimpy gespensts
and crap. Anyway, on their end, provided you shoot down all of the Lion Vs (not
difficult), you only have to down 2 Cosmolions. Position your units so that the
Rus-man can support defend Katina on the enemy phase after he attacks and takes
a decent chunk off the enemy's HP, then have Katina finish it off. Next turn,
Russel can use support attack so you can finish off the lion in one go. When
you achieve the skill point, the Hiryu forces should make a tactical withdrawal
from the menacing Barrelions- you're undermanned and they're too hard to shoot
down anyway.

On the start of turn 7, everyone but Murata retreats and he heads straight for
the Gigan. Fighting him is quite difficult in your current state, and things go
badly awry when the Gigan's HP starts falling. I wish for once I could have a
freaking fair fight with this guy. When the Giganscudo's HP falls below about
2000, Murata goes after Leona, Tasuku support defends, the shield unit breaks
up, and the Anchor unit is launched. Behold the Gan-Duro! He also gets Guard
and Strike, but in my case it happened in the enemy phase so I lost those. >_<
Anyway, you can either wait him out for three turns or try and beat him. Except
that Murata has a new attack that he won't hesitate to use, and it chips off
about half of the Giganscudo Duro's HP in one go. Jeez. You get 3600 in cash
for your (ample) troubles.

*******************************************************************************

Stage 15 intermission: The only units here truly worth upgrading are the Hiryu</pre><pre id="faqspan-5">
and the Gan-Duro. But if you brought over cash from OG1 and you still have some
left, then I reccomend upgrading all of the units at least a little bit. Your
better mechs can't teleport and you're stuck with gespensts right now. Also,
this is important if you want to beat the inspectors and take the Ethiopia path
split: Equip your repair and resupply modules to the Hiryu now! And upgrade it
a lot.

This just in! Guarlion custom upgrades go to the Sieguarlion- so that's another
unit worth upgrading.

*******************************************************************************

Stage 16:

Allies:

Tasuku (Giganscudo duro)
Leona (Guarlion)
Katina (Gespenst Mk II M)
Russel (Gespenst Mk II M)

Enemies:

Gaorika x10

Enemy reinforcements: Win condition achieved

Rangzen SF 28 x8
Gaorika x4
Huckbein Mk II M x6

Skill point: Shoot down 9 Gaorikas and leave one with less than 5% HP by the
start of turn 3

Ah, finally. Back to things I'm familiar with. Though, there has been a fairly
large change- intsead of bugs, we get some Gaorikas, something we haven't seen
since all the way back in Chapter 5 of Ryusei's route. Anyway, this mission is
perhaps made more of a pain because the Gaorika are tougher than Megillots. On
the other hand, that does make it easier to leave one intact. Anyway, Leona's
skillz (and maybe a few mobility upgrades) let her charge in with Accelerate
and focus to lay down the law to the furthest enemies. Russel and Katina should
follow as Tasuku and Lefina head straight north. Remember, leave one bug alive.
Mercy is practically a necessity here, so designating a Gaorika near Lefina for
capturing purposes is probably for the best. The skill point here is, IMO, one
of the hardest in the game. If you have extra cash, upgrading Leona's burst
railgun before hand can work wonders. Anyway, once you've accomplished your
goal, more enemies appear.

Gaorikas,as you should know, are pansies. So are the rangzens, but they're much
harder to hit and have better accuracy. The Huckbeins aren't all that great,
really. Use the asteroid field for cover, and don't forget to leave one alive.
Use mercy if needed.

In containers are: an energy breaker and a thruster set.

For your troubles, an A adaptor, a  booster, and another set of repair/supply
modules.

*******************************************************************************

Stage 16 intermission: it's time for a rooooute spliiiit! Take a peek to the
next section if you want to know who goes where. If you're one of those fellows
that just has to get all of the secrets possible, then you should definitely go
for the Ethiopia route (first choice) to get more kills for Bullet and Lamia.

*******************************************************************************

ROUTE SPLIT:

ETHIOPIA ROUTE: (all characters have their default mechs)

Hagane

Kyosuke
Lamia
Bullet
Kai
Latooni
Irm
Rai

Wildraubtier, Wildschwein, Armorlion and F-32 V Schwert are also available

MOON ROUTE: (all characters have their default mechs)

Hiryu Custom

Excellen
Ryusei
Tasuku
Leona
Katina
Russel

Like I said earlier, the ethipopia route is best for secrets. The Moon route is
no longer necessary to upgrade and equip the Hiryu, due to the last two stages,
so don't let that influence your decision. The routes are about equal in terms
of difficulty.

*******************************************************************************

Stage 17 ethiopia route:

Allies:

Hagane
Latooni (Huckbein Mk II M)
Lamia
Up to 5 other units

Enemies:

Gespenst Mk II M x17

Enemy reinforcements: All enemies shot down

Gespenst Mk II M x6
R-Eins (Ouka Nagisa and Echidna)

Skill point: Shoot down all enemies by the start of turn 7

Latooni is once again stuck in the Huckbein MK II M while the Raubtier sits all
lonely in the hangar. Friggin' Banpresto. Anyway, before you begin, if you want
some bonus parts and you're a stickler for taking down retreating bosses, then
you should put Kai in the Grungust unless you've been usng Irm a lot and he's
at level 15/will soon be at level 15. You'll need valor to trash the bosses.

Anyway... that's a whole lot of gespy. Move forward, and position yourself on
turn 2 so that you can counter most of the enemy attacks (check movement range
on the enemy. 6 to 7 squares away is a good indicator). Again, if you want your
secrets, bullet and lamia should be out front. The gespensts may look durable,
but the 6900 HP they sport crumples pretty quickly. The second wave will be
incoming- I took the initiative here since they were close. I took the stage
slow and steady and still had time to spare for the skill point. Anyway, once
the gespensts go down, a few more appear for you trashing pleasure, along with
two tougher customers...

After you finish up the new gespy squad, Echidna and Ouka will be upon you in a
turn or two. They're tough, so use whatever SCs you need to stay alive. If you
want Lamia's secret mech, you need to make Echidna retreat (or shoot her down)
first, then put Lamia on the square from which she retreated. Ouka will most
likely get to you first, so keep her busy by casting Alert on Latooni and
putting her in Ouka's range. Before you make Echidna retreat, mark her square
by pressing the left analog stick down so you know where to put Lamia. Ouka is
essentially Echidna with higher stats and more morale.

In containers are: a propellant tank, a servo motor, and 2 special bullet parts

*******************************************************************************

Stage 17 ethiopia route: Hrm. Not a lot to say here, except that you can put
poor Lat back in the Wildraubtier.

*******************************************************************************

Stage 18 ethiopia:

Allies:

Hagane
Kyosuke
Up to 6 other units

Enemies:

Einst Knochen x8
Einst Glied x4

Enemy reinforcements: All enemies shot down

Skill point: Shoot down all enemies by the start of turn 4

Einsts are a pain, but this stage isn't too difficult if you charge as quickly
as possible. The allied jets suck ass, so you need to wipe out the Glieds ASAP.
This is rather mindless- the standard tactics apply if you want Bullet and
Lamia to get kills. After all of them have been mopped up, which shouldn't take
more than 3 turns anyway, Alfimi and some more bones appear. Let them come to
you so you don't have to cross the water. Alfimi will go almost exclusively
after Kyosuke, so use this to your advantage. I wouldn't bother with Alfimi-
just wait her out and she'll leave on her own. If you want to, you can get her
to retreat prematurely by reducing her HP by 10%.

In a single container is an Energy Drain.

For your troubles, a dustproofing, a cartridge, a repair kit, a propllant tank,
an M950 machine gun, weapon breaker, and a chaff grenade.

*******************************************************************************

Stage 18 ethiopia route intermission: Again, not a whole lot to say here. Maybe
I should just skip these unless there's something worth noting?

*******************************************************************************

Stage 19 ethiopia:

Allies:

Hagane
Lamia
Bullet
Up to 5 other units

Enemies:

Flygia x4
Landlion x6 (two twin squads)
Randgrith x5
Rhinocerous x3

Enemy reinforcements: One Rhinocerous shot down

Gespenst Mk II m x10
R-Eins x2 (Yuki and Carla)
Rathgrith (Echidna)


Skill point: Clear map by the start of turn 11

This stage is fairly violent, though it doesn't take very long nor does it go
by quickly. The turn limit is fairly generous. Anyway, the goal here is to keep
the Rhinos from reaching the highlighted line. Simple enough- destroy one at a
time and surround what you can. Once you take out a Rhino, some Gespensts show
up, along with Yuki, Carla, and Echidna. The gespensts will go after the Hagane
specifically, so oblige them by casting strike and guard. They're very annoying
when not attacking the Hagane, because they Evade or defend when in danger. As
a second rhino goes down, Carla dashes in to help her comrades but Bullet stops
her from doing anything but getting pwned. Yuki steps in, and moves much closer
to your troops. Both bosses retreat, so if you want to get what they have, take
the necessary steps. Of course, Echidna's Rathgrith is exceedingly tough, so
she's somewhat out of the question.

In containers are: 2 special bullet parts and a chobham armor.

*******************************************************************************

Stage 19 ethiopia: You probably have a decent amount of cash on you right about
now, so put it to good use. And get ready for a very annoying chapter. D:

*******************************************************************************

Stage 20 Ethiopia:

Allies:

Shirogane
Tasuku (Gan-Duro)
Leona (Guarlion)
Katina (Gespenst Mk II M)
Russel (Gespenst Mk II M)
Ryusei (R-1)
Excellen (Weissritter)

Enemies:

Sorpresa x6

Enemy reinforcements: All enemies shot down

Lion vx6
Guarlion x2

Enemy reinforcements (2) All enemies shot down

Barrelion x9

Skill point: All friendly barrelions must survive

Well, Barrelions are fairly durable. Keeping them alive shouln't be TOO hard.
Anyway, your flying units should charge the planes and blow them up pronto. if
they reach the base, gaem ova. R-1 should switch the R-Wing, though you should
know this. >_> The Gan Duro and Shirogane can't move because Lee is an idiot.
This is important- don't trigger reinforcements by shooting down all enemies in
the enemy phase! You're pretty much boned if you do. Anyway, the lions will
totally ignore you and gun for the base unless you're in the direct line of
fire for a vulcan shot. Thus, try to position yourself so that you are indeed
there by checking movement ranges. This takes guess work, perservance, and lots
of save-reloading. Once you get through it all, barrelions appear to the north.
Move up the Gan-Duro- accelerate and guard are most helpful. The next term, the
Hagane and crew appear. Hurry and destroy the enemy barrels before they can get
your surprisingly helpful if not frail friendlies. Once you do, Wodan appears
and manages to destory the base with his sword. Well, with the help of like a
few HUNDRED RANDGRITHS OMG!!11

Anyway, in various containers are a servo motor and a propellant tank.

For your troubles, a chobham armor and an apogee motor.

*******************************************************************************

Stage 20 intermission: Everyone's back together again! :D Aside from that, I
reccomend assigning Katina and Russel to better mechs (not difficult, given all
of the bonus ordnance you have) before moving on.

*******************************************************************************

Stage 21:

Allies:

Lion F (marco)

Allied reinforcements: Turn 2

Hagane
Rai
Latooni
Up to 11 other units

Enemies:

Sorpresa x3

Enemy reinforcements: Turn 2

Lion F x6
Barrelion x12
Guarlion x7
R-Eins (archibald)

Skill point: defeat 15 enemies by the start of turn 5


First thing, cast vigor twice and move directly east. On turn 2, the Hagane
shows up, along with Lat and Rai. So does Archibald's goon squad. Jeez, just
how much firepower does he need to go lion-hunting? Anyway, Rai and Lat have
accel and focus automatically cast on them, so dive into he fray. Naturally,
you'll want to target Lion Fs (and try to keep the R2 on solid ground. All of
its attacks save the vulcan suffer underwater). Anyway, everyone else should
follow, then split up on the next turn. Don't forget to keep moving that Lion.
The rest is essentially smashing everything in the most frantic manner you can
manage.

In containers I found a spider net(?), a propellant tank, a cartridge, and a
special bullet part.

*******************************************************************************

Stage 21 intermission: It's time for that ever wacky string of missions where
you have no control over who deploys at all! Do what you can now, or save up
cash for the influx of new units.

*******************************************************************************

Stage 22:

Allies:

Hiryu Custom
Lune (Valsione)
Gilliam (Gespenst)
Viletta (Gespenst Mk II R)

Enemies:

Cosmolion x6 (paired with Gaorikas)
Gaorika x10 (six paired with Cosmolions)
Huckbein Mk II M x6
Peregrine x2

Enemy reinforcements: Turn 3

Graterkin (Mekibos)
Silbelwind (Aguija)
Drukin (Sikalog)

Skill point: 15 enemies shot down before the start of turn 5

Ick. Well, let's get cracking. Viletta should take the southern group, Gilliam
should assist (he -could- try taking on the distant southeast group, but with
no aid from space debris this is a bad idea until they come to you. The Hiryu
and Lune should stick together and head east to deal with that group. Use focus
all around, but go easy on everyone but Gilliam if you plan on sticking it out
later. Cosmolions are the biggest threat here. Before you end turn 2, note how
many enemies you've shot down (menu, fifth option, first number) and count how
many you take down on the enemy phase. When you get to 14, STOP and just evade
the rest of the attacks. Next turn, finish off the last enemy with Gilliam,
then use his Hit and Away to get back to the white star... 'cause here come the
Inspectors.

Two options: stay and fight, or run. The former is insane, difficult, and very
tedious with lots of resetting. But it offers rewards that make your eyes pop
out. The latter is quick and easy. Since it's self explanitory, the former will
be covered. Anyway, get everyone back to the white start, post haste. Hole up
around the very edges of the regenerative tiles, though viletta should get far
back, so she can snipe with her graviton launcher (provided you got it >>).
Everyone else should stand next to the hiryu on the regenerative tiles.

The inspectors each target a specific unit:

Mekibos attacks Gilliam
Aguija attacks Lune
Sikalog attacks the Hiryu
Viletta is ignored.

Gilliam should cast focus every turn, since the attacks he's going to be
targeted by probably won't be able to be support defended against. It might
take a little while to get the positioning right. Basically, you want to get
Sikalog 2 spaces away from the Hiryu but not on the white star, and Aguija and
Mekibos can be wherever while you whittle down Sikalog with Gravity Cannon
counterattacks and sniping with the Graviton Launcher. Fun times. Aguija's
morale will slowly go down as she continues to miss Lune. Same with Mekibos.
Settle in, 'cause it's going to be a long ride. Save often as you beat down on
Sikalog. He has a very large 190000 HP to take off- it will take a while.
While I'm at it, make sure you take out Mekibos LAST, or you won't get the much
appreciated goodies.

Once Sikalog goes down, focus your efforts on Aguija. She is much harder to hit
and will require SC use. Gilliam's sense and Viletta's focus will rule the day
here. Of course, once she drops down, Focus becomes useless. Don't let her will
go above 130, or Double Image will activate. And that's no gewd. Also, Gilliam
can now use his Neutron Beam- it pierces barriers, so no more absorption. It
will take a long time and a lot of soft resetting, but Gilliam's SP regen will
win the day eventually if you're willing to put in so much time. Note that our
pal Mekibos doesn't DROP the bonus items- you get a message like when you get
items after a stage is through. When you're done, pile up everyone in the Hiryu
and hightail it out of there.

Sikalog drops an armor breaker, Aguija pops a Hyper Jammer, and Mekibos gives
up a weapon breaker. In one other container is a chobam armor.

*******************************************************************************

Stage 22 intermission: Hoo. Pat yourself on the back if you beat the inspectors
and got their swag. Don't bother with Viletta's Type R, upgrade the Valsione.
Maybe the Hiryu too. Anyway, you might wanna take a break, because it's time
for yet another mission that will cause a lot of resets.

*******************************************************************************

Stage 23:

Allies:

Radha (Schutzwald)

Allied reinforcements: Turn 2

Arado (MP Huckbein Mk II)

Allied reinforcements: ALl enemies shot down

Ring (Huckbein)
Rio (AM Gunner)

Enemies:

Gunsect x9

Enemy reinforcements: All enemies shot down

Huckbein Mk II M x15

Skill point: Taussenfueseller takes no damage

I hate this stage. Anyway, Radha should cast focus and move southwest. Attack
the furthest Gunsocket, then evade all of the attacks thrown at you (or defend,
the Schutzwald has pretty good armor). Arado will arrive in a MP huckie next
turn, with a very nice weapon known as the Boost Hammer. Radha should continue
to move south (Taking another potshot at a Gunsect isn't a bad idea, but don't
kill a weakened one!) while Arado deals with the Guns. To keep the boost hammer
Arado needs to take all these guys out on his own. Cast Invincibility and Focus
to start. You'll kill most of these fellow on counterattacks. On turn 3, try to
make sure you can counter all but one of them. Radha should keep going south.

This next part is very important- don't trigger enemy reinforcements on the
enemy phase. That would be bad. Leave one gunsect alive to finish off on the
player phase. When you do, a whole lot of MP Huckbeins show up, but so do Rio
in the AM Gunner and Ring in the -original- Huckbein (sadly not as godly as it
was in OG1). Ryoto is also at the helm of the transport. This is where things
get tough, but not quite as tough in the original since the AI is easier to
abuse. Radha should be in the general vicinity of the enemy already- cast focus
(alert doesn't hurt either) and try to weaken them as the rest of your forces
head down. Things get easier when prophesy kicks in. After three turns of such
silliness (Rio shouldn't be put at the frontlines, her Gunner is pretty frail
and she doesn't know focus yet), you get the skill point if the transport took
no damage (it can be attacked, it just has to dodge, which isn't quite as silly
as it sounds, since Ryoto has focus cast every turn and will do nothing but
evade). However, Mekibos also appears to make life miserable. You can hold your
ground and fight, hold your ground and wait him out, or retreat and wait him
out. The second way is probably easiest if you haven't blown all your SP. What
way you choose has little effect on the outcome- Ryoto actually produces some
testosterone and launches in the Mark III after 5 turns of punishment. After
taking a photon beam to the face, the Huckbein's Uranus System activates and
Ryoto starts screaming like a maniac (or Shinji. Take your pick.). He and Rio
also manage to dock the Huckbein and the Gunner,creating a more powerful mech.

I find it strangely amusing that someone voiced by Athrun's seiyuu is the first
victim of a Hi-Mat full burst lookalike.

Anyway, in the numerous containers: a repair kit, a propellant tank, 2 special
bullet parts and a servo motor. If you fulfilled the requirements, the game
will let you know if you got the boost hammer.

*******************************************************************************

Stage 23 Intermission: Well, if you got anything out of that, it's three new
huckbeins. Upgrade as much as your cash allows, really. There's no point in
reassinging or equipping anything, because when you're done here, the focus of
attention is whisked off to the Tesla labs.

*******************************************************************************

Stage 24

Allies:

Kusuha (Grungust Type 2)
Sleigh (Calion)

Enemies:

Gunsect x20 (8 twin squads)

Enemy reinforcements: All enemies shot down

Huckbein Mk II M x6
Gunsect x13 (4 twin squads)
Landlion x4
F-32 schwert custom x2
Gaulgau (Vigagi)

Skill point: All enemies shot down by the end of turn 3

Christ above. That's a lot of enemies for just two units. Kusuha needs to cast
Guard and charge in as far as she can go. Attack a gunsect with boost knuckle,
then hav Sleigh follow. However, keep her out of the way so the enemies don't
target her- you need to spam Kusuha's MaxiBlaster to get through here. On the
next turn, cast Guard for Kusuha and focus and accelerate for Sleigh, then dive
in and start the blowing up. Sleigh needs to go for the four in the back. To be
honest, this requires more than a bit of luck, though you should get through OK
if you followed my advice. If not, there's always resetting. >__>: Anyway, if
you have a choice, leave one gunsect alive to kill during the player phase. As
we know, triggering enemy reinforcements during enemy phases should be avoided
when possible. When you finish them all off...

Vigagi appears, but Ratsel shows up in a timely manner to keep ol' baldy busy
while the team escapes. Ratsel should use focus and Ibis's support attack skill
to clear things out. Ibis should help as well (cast invincibility), and act as
the Ladybird's healer with her faith SC (Ratsel retains his from OG1, so
remember that he's an option too). Kusuha and Sleigh should head down, too.
Kusuha should primarily focus on the Gunsects and Sleigh should go and help
Ratsel and Ibis. Ratsel should evade Vigagi's attacks and hope for the best.
When the Ladybird transport finally reaches the edge of the map, the stage ends
and you receive a generator, a solar panel, a hybrid armor, a tesla drive, a
spirit drain (?) an M13 shotgun, a rectangular launcher, and if you fulfilled
the requirements,  the Shishio Blade.

*******************************************************************************

Stage 24 intermission: Another batch of new units! Though Ratsel and his Hucky
won't be sticking around for very long. Anyway, upgrade what you want. If you
want an extra Tesla Drive, upgrade Ibis's calion as heavily as possible, and
stick all of the Inspector's parts on her.

*******************************************************************************

Stage 25:

Allies:

Ibis (Calion)

Allied reinforcements: 5 turns pass/Sleigh shot down/Ibis shot down

Ratsel
Kusuha

Allied reinforcements (2): 13 (?) units shot down

Masaki (Cybuster)

Enemies:

Sleigh (Calion)

Enemy reinforcements: 5/turns pass/sleigh shot down/Ibis shot down

Guarlion x10
F-32 V Schwert x13
Landlion x2 (1 twin squad)

Skill point: Shoot down all enemies within four turns of their arrival

Needless to say, Sleigh's taken the fact that the new TD mech does not belong
to her less than well. In some semi-insane bid to prove that she's better than
Ibis (despite the fact that everyone bloody acknoweldges this), she challenges
Ibis to a duel. If you shot down the Inspectors and put their items on Ibis,
you have a good chance to shoot her down. If not, there's no point in trying.
Regardless of the outcome, Sleigh owns Ibis anyway (like hell. If MY units had
the ability to cast Guts upon being shot down, they'd never lose either) and
bigger problems in the form of Inspectors appear.

Basically, more free kills for Ratsel and Kusuha. Our well-endowed heroine
should move towards the southern group of enemies, and our well-goggled hero
should take care of the western group. Focus, Strike, and Guard should be cast.
As mroe enemies fall, Masaki shows up to help out. I sent him to help Ratsel,
since Kusuha had pretty much mopped up her side. Once you're done, lots of crap
happens that culminates in Aguija getting her ass handed to her by Ibis and
Masaki.

Oh, and the next time Mai smiles straight at the screen in her Pajamas, my head
is going to explode. Very violently. A guy can only take so much cute.

In containers: A tesla drive (if you shot down Sleigh), an SP drink, 2 special
bullet parts, and a repair kit.

Also, the Grungust Model 2 is delivered to you. Sweet.

*******************************************************************************

Stage 25 intermission: Well, everyone's back together again. This means lots of
work for you, since you've got a plethora of extra mechs to assign to and most
of your pilots are in their default units. This is troublesome for those who's
default units SUCK. The R-Blade is currently Arado's- I reccomend putting the
ol' Boost Hammer on that, at least for the time being. Aside from that, reequip
and reassign as necessary. Giving the R-Blade a tesla drive and maybe a few
mobility enhancing items as well wouldn't hurt.

*******************************************************************************


Stage 26:

Allies:

Arado (R-Blade)
Lamia (Angelg)

Allied reinforcements: Three turns after Seolla is reached

Hagane
Hiryu Custom
Shirogane
Kyosuke
Excellen
Up to 11 other units

Enemies:

Gespenst Mk II M x5
Wildfalken (Seolla)

Enemy reinforcements: Wildfalken reached

Gespenst Mk II M x12 (four twin squads)
R-Eins x5 (two are paired with a Randgrith)
Randgrith x2 (R-eins squadmates)
Landlion x10 (five twin squads)
Rathgrith (Axel)

Enemy reinforcements (2):Three turns after Seolla is reached

Zweizergain (Vindel)

Skill point: Shoot down all units but Zweizergain by the start of turn 11?

Hrm. Well, for Arado and Lamia's secret mechs, there are some special things
you need to do in this chapter. First off, Arado needs to destroy 5 gespensts
before reaching Seolla if you want the Wurger L. It might be 4, since there's
actually 1 less gespenst to deal with this time, but I'm playing it safe. You
can either form a twin squad or go it alone. I prefer the latter, just so I
make absolutely certain I don't screw anything up. Note that Seolla can ATTACK
Arado and vice versa, you just can't move him next to her until you blast all 5
of the Gespensts. Once you do, a whole mess of enemies appear, along with Axel
in a Rathgrith. Now for the second special thing- Lamia must have 1 or 2 battle
encounters with Axel. 1 for the Vaisaga, 2 for the Ashsaber. This time, being
on a new game + or not has no bearing on getting the Vaisaga, so if this is
your first playthrough, don't let that deter you. Also, ONLY have one or two.
Any more (or none at all) will net you nothing. Anyway, after three turns pass,
your own reinforcements appear and the enemies aren't quite so keen on defense
once they do.

Of course, the Zweizergain shows up. D'oh. Ignore it, and when it attacks,
defend or evade. I'm not really sure about the skill point here- I THINK it's
defeat all enemies except Zweizergain by the start of turn 11. I could be wrong
though. Either way, blow things up quickly and you should get it.

In containers are: a multisensor, 2? Sp drinks, and a Propellant tank.

*******************************************************************************

Stage 26 intermission: It's time for a route split! Generally, I find it easier
to upgrade accordingly AFTER you take the split (Banpresto is kind enough to
give you another intermission afterwards now).

*******************************************************************************

ROUTE SPLIT NUMBER TWO:

RETAKING RIKSENT:

Hagane
Ryusei
Rai
Latooni
Arado
Viletta
Radha
Leona (Huckbein)
Irm
Ibis
Kai
Guarlion
Wildschwein
Wildraubtier
Huckbein Mk II M

GOING TO IZU:

Hiryu Custom
Kyosuke
Excellen
Bullet
Ryoto
Rio
Katina
Russel
Masaki
Lune
Kusuha
Tasuku
Lamia
Armorlion
Grungust Model 2
F-32 schwert custom

*******************************************************************************

Stage 27 Riksent Route

Allies:

Hagane
Your units

Enemies:

Sorpresa x3 (one twin squad)
Sealion x2
Barrelion V x4 (two twin squads)
Landlion x4 (two twin squads)
Randgrith x9
Rhinocerous x3 (one contains Archibald)
R-Eins x2 (Yuki and Carla)

Enemy reinforcements: All Randgriths shot down

Barrelion V x4 (two twin squads)
Barrelion X x4 (two twin squads)
R-Eins x8 (three twin squads)


Before you start, you should make sure all of the mechs you're deploying have
long ranged weaponry attached. Also, move Kai and Viletta into better mechs.
Latooni will get one later on in this stage, so don't worry about her. My picks
were the Wildraubtier for the Viletta and the Wildschwein for Kai. For now, it
would be best to keep Radha in her Schutzwald, as it has decently powerful long
ranged weapons built in. Equip it with some of your more high-end parts to help
compensate for the fact that it's not very good.

ANYWAY. This stage is, was, and always will be a pain in the ass. And pretty
weird to boot. You can't enter the city portion of the map, but you have to
bash all of those Randgriths by the start of turn 5 (6 if you don't care about
the skill point). Thus, the reccomendation of long range weapons. You don't
have Ryusei, Rai, or Lat to help out either. Let's get cracking. Charge the
walls (change the Grungust to Gust Lander) and try to make sure you can counter
the Randgriths. My only advice to you is to put units with a range of 8 or more
nearest the walls- that way they can always counter. When you're done, you're
in for a real treat- it's Shine and Latooni in their Fairlions, and Lat even
got dressed up! :3

Anyway, the fairlions are nigh unhittable, especially when next to eachother or
using Focus. Of course, Archibald summons up a mob of R-Eins, so that will be
put to the test (especially if you triggered them during an enemy phase). Royal
Heartbreaker is delightfully spammable. You should ignore the R-blades for now
and mop up the other enemies, then merge for a concentrated assault. Once you
have cleared out most of the enemies (or all of them), whack Yuki and Carla
around a little. They'll retreat pretty quick (all at once, even. They drop
some nice stuff, but shooting them down is very difficult, since they retreat
at 70%. o_o

In containers: 2 special bullet parts. You also get a medal for clearing the
map (it wasn't THAT hard. *shot for lame joke*, along with a boosted rifle and
20000 in cash. w00t.

*******************************************************************************

Stage 27 Riksent intermission: Fairlions are interesting. It's pretty much a
bad idea to upgrade anything but EN and mobility (and maybe weapons), since no
amount of cash will change the fact that they just can't take any major hits.
One of my all time favorite strategies is giving them each a secret weapon (if
you beat the inspectors and got the Shishio blade normally, you probably don't
know what to do with them all. >>;). They become little monsters. -adorable-
little monsters. Also, put Radha in the Guarlion Custom. Her Schutzwald's long
ranged weaponry is no longer all that useful.

*******************************************************************************

Stage 28 Riksent route:

Allies:

Lee (Shirogane)

Allied reinforcements: Lee reaches island

Ibis (Astelion)

Allied reinforcements: Sleigh shot down/Ibis reduced to below 20% HP

Hagane
Up to 10 other units

Enemies:

Rhinocerous x2

Enemy reinforcements: Shirogane reaches land

R-Eins x5 (two twin squads)
Landlion x4 (two twin squads)
Sorpresa x2
Gespenst Mk II M x9 (4 twin squads)
Randgrith x5 (1 twin squad)
Rathgrith (Echidna)
Calion (Sleigh)

Skill point: Clear the map by the end of turn 8

Lee decides to be an idiot and go chasing after some Rhinos. Oblige him and do
so, if only to get the stage over with. Anyway, once you reach the island, Lee
is introduced to the W-Series. Ibis shows up to try and save the day, but gets
waylayed by Sleigh, who just doesn't seem to understand that her pathetic one
sided rivalry isn't that bloody important.

Yeah, I hate Sleigh. >_>

Anyway, strange as it sounds, you need to have Ibis get her ass kicked ASAP to
trigger Allied reinforcements. Not shot down- just hit below 20%.  Save, then
move forward and attack with the autocannon. Unless you still have teh ubar
items on the Astelion, your hitrate will be best described as abysmal. Still,
you're not here to beat her. Anyway, once Ibis gets hit (one should be enough
to drop her to that level), allied reinforcements arrive. Randgriths are a real
pain, and Echidna will be harrassing you throughout the battle. You've got 8
turns to smite all of the enemies or make Echidna retreat. I reccomend the
latter. Shooting her down is also pretty easy- she retreats at a paltry 13200
HP. A twin squad with Grungust should be able to take that off easily. Ibis
will be having trouble with the horde of enemies that are presumably chasing
her. Thusly, cast focus and invincible and hightail it towards the Hagane. The
enemies tend to bunch up, making W attacks quite devastating. Trash as many as
you can, then finish off Echidna on turn 8. She drops a biosensor if you shoot
her ass down.

*******************************************************************************

Stage 28 intermission: Araa, that was annoying. Anyway, there's not much to say
here. Note that Arado's not going out in the R-Blade next mission, so if you
want you can put someone in it.

*******************************************************************************

Stage 29 riksent route:

Allies:

Arado (Lion F)

Allied reinforcements: Seolla/Arado reach critical HP

Ryusei
Ibis
Latooni
Shine
Rai
Hagane
Up to 5 other units

Enemies:

Seolla (Wildfalken)

Enemy reinforcements: Arado/Seolla reach critical HP

Landlion x6 (one twin squad)
Sorpresa x7 (three twin squads)
Guarlion x5 (two twin squads)
Randgrith x2
Barrelion
R-Eins (Archibald)

Skill point: Clear the map within 5 player turns

Oi oi. There's no way that you can reduce the Wildfalken's HP to 10% in Arado's
mighty Lion F, so let's try a different approach. Instead of trying to whittle
her down, just let Arado get beaten up. Move forward and do nothing, counter
her (if you get a crit, reset) and attack her the next turn. With luck, the
events will be set in motion and Arado gets his Wurger. Aside from that first
little kink, this map is very straight forward, though the skill point can be
difficult. Once you've shot down all you want to (this is a very good place to
get some kills for Arado), whittle down Seolla, but don't shoot her down. When
she's gone, go after our friend Archibald. His R-Eins is tough and he has the
Guard skill, but he should go down fairly easily. He doesn't ever retreat.

In containers: 2 special bullet parts, a repair kit, a cartridge, and a radar
module.

*******************************************************************************

Stage 29 riksent intermission: Well, you finally have the wurger. If you want,
donate the R-Blade to a good cause, though this shouldn't really be necessary
with all of the other mechs floating around. Upgrade the wurger as much as you
can- it is an excellent mech.

*******************************************************************************

Stage 30 Riksent route:

Allies:

Hagane
Arado
Latooni
Up to 9 other units

Enemies:

DC Tank x6
Randgrith x6 (two twin squads)
Landlion x4 (two twin squads)
Barrelion V x8 (four twin squads)
Guarlion x4
Rhinocerous x3

Enemy reinforcements: 15 enemies shot down

Landlion x6 (two twin squads)
Barrelion x4 (two twin squads)
Flygia x4
Guarlion x4 (two twin squads)
Barrelion X x2

Skill point: Shoot down 15 enemies by the start of turn 4

Heh, this is a fun stage, at first. Just a bunch of mindless smashing. Arado
and Kai should take center stage here, so they can get kills for their secrets.
Anyway, my advice is to move the majority of your force to the southern group
of enemies and trash them all. A few units should head north to start taking
the enemies up there out. The skill point is pretty easy, all things considered
and whatnot. When you do shoot down enough enemies, some more appear. Mm, more
kills for Kai. :D They have annoying support defend, though, so take this into
account. Also note the various healing tiles- use primarily Energy based moves
here, as you have 3 Rhinos to cut down to size. If you snagged the two shishio
blades and boost hammer, I used those to blast them in short order while the
rest of my team recovered EN. Having two shishio blade users in one squad was
brutal. For the enemies in particular, but all the rumbling didn't do my hands
much good.

Once all of the enemies are shot down, Ouka appears in her brand spanking new
Rapiecage. No, not Rapecage. Anyway, she starts out in a fairly inopprotune
spot, so try and make her come to you. She has the dratted GEIM system on her
side, so take the necessary steps- that is, have somebody with Aler/Invincible
get rid of her Alert and then whack away. You only need to get her down to
about 75000 HP to get her to retreat. Unfortunately, those Machine Children
idiots appear and leave one of their own behind to deal with you. Unlike Ouka,
he goes after the closest unit, so use this to your advantage. He retreats with
less effort than Ouka, but by now you're probably hurting in terms of ammo and
SP, so get him to bugger off at whatever rate you can. For me, a single Soul'd
Darkness Slash/Shishio Blade twin attack did it.

For your troubles: a generator, an apogee motor, a mega booster, and an armor
breaker.

*******************************************************************************

Stage 30 intermission: Well, everyone's back together again. You also have a
new mech, the Ryukooh/Koryuoh. It's a very nice machine, which I reccomend
upgrading a lot. Anyway, you have a lot of reassigning to do (or maybe not at
all. It depends on what characters you're using). Anyway, equip Excellen with a
few mobility enhancers and maybe an Inspector weapon or two. Ibis and Lune also
might benefit from these. The boost hammer is probably the best choice for miss
Excell- her ammo runs out pretty quick. A dustproofing is also reccomended to
make her Oxtongue W mode attack more effective against ground based enemies.

*******************************************************************************

Stage 31:

Allies:

Excellen

Allied reinforcements: Glieds shot down

Ibis
Lune
Masaki
Lamia

Allied reinforcements (2): Turn 6

Kyosuke

Enemies: Einst Knochen

Enemy reinforcements: Knochen shot down

Knochen x4

Enemy reinforcements (2): Knochens shot down

Einst Glied x4

Enemy reinforcements (3): Glieds shot down

Einst Gemuet x3

Enemy reinforcements: (4): Gemuets shot down

Einsteisen x11 (5 twin squads)
Lichkeit (Alfimi)

Skill point: All enemies but Lichkeit shot down by the end of turn 7

Araaaa. This used to be a fairly painless mission. Not so now unless you took
my advice, and it's still a pain. The boost hammer is really the best choice
here- even with Excellen's subpar melee it can tear through the grunts like
nobody's business and has very good range, too. Cast focus, and KO the Knochen
to trigger more. Counter away during the enemy phase and Glieds show up. More
hammering/Oxtongue Bing of the enemy. It'll probably take you the next two
phases to wipe them up, bringing the Gemuets at enemy phase, along with your
own reinforcements. Depending on your placement, you should be able to mop up
all of them on player turn 3 if you counter each attack with the most powerful
one available, provided you have the inspector weapons equipped. Well, great,
you might be saying, we cleared it in record time- not so. Some more Einsts
appear in the form of an Alteisen cosplay fest. Except, like, they're twinned
up. See why you needed the extra time?  Hack, slash, stake, shoot, and bludgeon
your way through. The enemies love to target Excellen, so keep her casting
focus. Even Alfimi's status weapons pack a serious punch against Excellen's
lightly armored Weissy, so defending might be better than Evading when attacked
by the Lichkeit. After you've trashed all of her grunts, Alfimi will spend a
few turns attacking Kyosuke. Wait her out and she'll leave.

In containers: 2 special bullet parts and a weapon breaker.

*******************************************************************************

Stage 31 intermission: Reequip all of the secret weapons and such on characters
you can use in the next scenario and get ready for a real firefight. You'll
want to put at least a resupply module on two units, 'cause there's gonna be a
lot of smiting going on and you may find yourself running low on ammo.

*******************************************************************************

Stage 32:

Allies:

Hagane
Hiryu Custom
Ryusei (R-1)
Rai (R-2 powered)
Aya (R-3 powered)
Kusuha/Bullet (Ryukooh)
Ryoto (Huckbein Boxer)
Up to 9 other units

Enemies:

Einst Knochen x3
Einst Glied x4
Einst Gemuet x3
Einsteisen x11

Enemy reinforcements:
Einst Knochen x6
Einst Glied x6

Enemy reinforcements:

Einst Knochen x6
Einst Glied x6

Enemy reinforcements:

Einst Gemuet x3
Einsteisen x3

Enemy reinforcements:

Einst Reggiseur

Skill point: Map cleared by the start of turn 10

It may not look like a whole lot of enemies at first, but take my word for it-
there are lots more coming. First thing you'll note is two new units (or one
new unit and a new frame): the R-3 powered and the ridiculously good Huckbein
Boxer. Anyway, send a few units down to deal with the multitudes of Einsteisens
menacing you. Everyone else should head north and start cleaning house. To be
honest, it's difficult to count the amount of enemies that are required to
trigger reinforcements. Just be prepared. That, and it's pretty difficult to
actually tell the reinforcements from the troops already there. Before you know
it, you'll be swimming in einsts. Once you finally finish them all off, big
daddy einst comes out to play.

Our friend Reggiseur as more HP than any boss to date (except maybe the Valsion
CF custom. I have no idea how much that has). Fortunately, Ryukooh and Koryuoh
cast a bunch of SCs on themselves- be sure to capitalize on this. If you put an
armor breaker on someone with fury, by all means, use it (though watch out for
the counterattack). After you do enough damage, he regenerates, but the SRX
forms and whacks him a good one. Damage him some more and he regenerates AGAIN.
Mai is having none of this and dashes out in the R-Gun. The ensuing blast of
laser cannon fire is so incredibly MIGHTY that it sends the Reggiseur off with
whatever you would call its tail between whatever you would call its legs.

For your troubles, a hybrid armor, a multisensor, an AB field, a beam cannon, a
rectangular launcher, an energy breaker plus, an energy drain plus, and...
80000 in cash!?

*******************************************************************************

Stage 32 intermission: Hwah... That's a lot of money. Personally, I use the
bulk of it to upgrade the SRX, which is, IMO, one of the best units in the game
both in performance and damage output. There are a multitude of pilots that you
can put in the boxer and do well- Ryoto benefits from the fact that it doesn't
require much morale to fire off its best attacks, for one. Tasuku also does
great if you're not a Gigan fan. Anyway, do whatever and move on.

*******************************************************************************

Stage 33:

Allies:

Hagane
Hiryu Custom
Kyosuke
Excellen
Lamia
Up to 13 other units

Enemies:

Gepsenst Mk II M x10 (four twin squads)
Flygia x4
Randgrith x4
R-Eins x8
Thrudgelmir (Wodan)
Rathgrith (Echidna)


Skill point: All enemies but the Thrudgelmir and Rathgrith shot down by the
start of turn 4

Well, like, four betrayals happen in the span of four minutes, not to mention
the fact that one of them is an impromptu double-double cross. Anyway, because
of that, Lamia isn't available. Now then- there aren't a whole lot of enemies
here, but 3 turns is a tall order. Split up your forces evenly, sending a few
heavy hitters with both groups. Personally, I found the SRX to be a godsend
here- it ripped things up at alarming speed. Aside from that, it's just grunt
bashing. Beware the R-Eins, though. They're tough and dodgy, thanks to the W
Series pilots. Don't be afraid to use valor if you have to KO a Randgrith or
R-Eins in a hurry.

In containers: a cartridge, 2 special bullet parts, and a propellant tank. Also
something that one of those blasted R-Eins bogarted before I got to it.

*******************************************************************************

Stage 33 intermission: Well, you don't have a lot of cash at this point, but do
what you can and move on.

*******************************************************************************

Stage 34:

Allies:

Mai (Huckbein MK II M/Wild Wurger L)

Allied reinforcements:

Ryusei
Aya
Latooni
Arado

Allied reinforcements: Three turns from first allied reinforcements

Viletta
Rai

Allied reinforcements:

Hagane
Hiryu Custom
Up to 9 other units

Enemies:

Guarlion x9
Killer Whale

Enemy reinforcements: Three turns from first allied reinforcements

Sealion x3 (1 twin squad)
Guarlion 7 (three twin squads)
Barrelion X x8
Seolla (wildfalken)

Skill point:

It's Mai against the world for now. If you fulfilled the requirements, she'll
be in the Wurger L, a hefty improvement over the MP hucky. Move forward the
first turn and counter attack away when attacked. Land the next turn, so you
can take advantage of the Wurger's S on the ground. To keep this lovely little
mech, Mai has to kill 5 enemies before allied reinforcements- piece of cake.
Try to kill the fifth on a player phase, and try to weaken as many of them as
you can before going in for the kill- it'll be helfpul for the skill point. For
the next two turns, just dodge everything. As usual, Ouka will go after Lat,
so be sure to keep her Focus'd up and next to Arado- their friendship bonuses
will make Latooni very hard to hit, even for a boss unit. Anyway, once the rest
of the SRX team shows up, Agila deploys the rest of her troops and the skill
point comes into effect: destroy 9 enemies within two turns of their arrival.
If you weakened the Guars like I suggested, this becomes easier- Especially now
that the SRX has formed and everyone is at 150 will. You might want to have Aya
use trust on Mai. The rest is just cleanup work. With careful planning, you can
shoot down Ouka, who retreats at 60000 HP, but it's not really worth it.

For your troubles, a repair kit, a super repair kit, an SP drink, and the Wild
Wurger L if you got it.

*******************************************************************************

Stage 34 intermission: Put Mai back in the R-Gun, if you want, and upgrade the
L a bit. Putting Kai or Leona in it is good idea. Aside from that, not much to
say.

*******************************************************************************

Stage 35:

Allies:

Lamia (Angelg/Ashsaber/Vysaga)

Enemies:

Gespenst Mk II M x6
R-Eins x5
Flygia x5
Trilobite
Shirogane (Lee)
Soulgain (Axel)

Enemy reinforcements: Turn 7/skill point attained

Randgrith x3 (each has an R-eins partner)
R-Eins x15 (two twin squads, 3 are squadmates of rathgrith)

Skill point: 15 enemies shot down by the start of turn 7

It's just Lamia on her own for a while here, either in the Angelg, the Ashsaber
or the Vysaga. She should head north while firing at any gespensts near her.
Cast Alert so that Axel doesn't hit her. Continue this process until turn 3,
where the agressors show up. This is where the skill point becomes available.
Lamia should do her best to keep weakening things. Depending on how much you've
used her, you may want her to get some kills and exp here, or you may want the
Agressors to have priority. Anyway, the skill point shouldn't be too taxing.
When you do earn it, or turn 7 starts, a whole mess of R-eins appear, and Axel
and Sanger get a whole load of SCs. Ideally, you should have someone cast alert
and have Axel waste his valor. Axel will go after Sanger specifically. Sanger
should camp out on a warehouse for defensive bonuses and regeneration. Ignore
the enemies until your own reinforcements appear: you'll need the morale to
beat off Axel.

When your reinforcements show up, beging the R-Eins beatdown. Axel will go
after Kyosuke exlcusively. Once you gain enough morale, start whacking Axel
around. At this point, I reccomend using the Armor Breaker and stun shot combo-
Kai/Leona uses the Wurger L's stun shot, Rai uses Armor breaker, and the beat
down begins. It makes tough bosses much more manageable- they have weaker armor
and can't counter. The dratted Trilobite retreats when Axel does, so don't feel
like you have to take off its 100K HP.

In containers: 3 special bullet parts, a biosensor, and an SP drink.

*******************************************************************************

Stage 35 intermission: Well, Sanger, Ratsel and Gilliam are all part of your
squad now, though the first two won't be available next mission. To that end,
I reccomend upgrading the Grungust Type 3 as much as you can and equip it with
some armor parts before you get through here. If you have any cash left over,
use it on Lamia's new secret mech, if you got it, and the Gespenst RV. Also,
equip the R-3 with a few mobility boosters if you haven't upgraded it (which is
understandable). If you want, equip the Astelion and Valsione with extra stuffs
too.

*******************************************************************************

Stage 36:

Allies:

Masaki
Lune
Ibis
Aya

Allied reinforcements:

Hagane
Hiryu Custom
Your units

Enemies:

gaorika x6 (two twin squads)
Landlion x6 (three twin squads)
Huckbein Mk II M x9 (three twin squads)
BarrelionV x6 (one twin squad)

Enemy reinforcements: Hagane/Hiryu near highlighted square

Gaorika x8 (1 twin squad, squadmate of Gaorika custom)
Gaorika custom x4 (Gaorika squadmates)
Lion V x6
Barrelion X x4

Skill point: Winning condition met by the end of turn 4

Well, your goal is to get Masaki or Ibis to the glowing square at the edge of
the map. Essentially, cast focus on everyone and chaaaaarge. The MP huckies are
nasty (but just about anything is when it's 50% upgraded. D:), but everything
else is fairly standard. The Gaorikas are a bit tougher than when faced last,
but that's not saying an awful lot. When you down one barrelion blockading the
required spot, Sleigh appears to help. Of course, at this point, Ibis will</pre><pre id="faqspan-6">
probably reach the spot in the next turn or even this one, so she doesn't stick
around long. When your reinforcements appear, it's just cleanup work. When the
ships get near your destination, some more enemies appear- but hey, it's just
more cash for you, right? :D

*******************************************************************************

Stage 36 intermission: Meh, not a lot to say, except a bit of an "I told you so
" moment about upgrading the Type 3.

*******************************************************************************

Stage 37:

Allies:

Sanger (Grungust Type 3)
Ratsel (Huckbein Mk III trombe)

Allied reinforcements: 3 turns after Ratsel exits

Wodan (Thrudgelmir)

Allied reinforcements: 3 turns after wodan appears

Ratsel (Aussenseiter)
Hagane
Hiryu custom
Up to 15 other units

Enemies:

Gunsect x4 (1 twin squad)
Huckbein Mk II M x6(two twin squads)
Landlion x4 (two twin squads)
Barrelion x8 (two twin squads)

Enemy reinforcements: Winning condition achieved

Huckbein Mk II M x6 (three twin squads)
Gaorika Custom x2
Guarlion x3 (one twin squad)
Galgau (Vigagi)

Skill point: Get Ratsel to the required spot in 4 turns

Hmm, more barrelion blockades. Charge forward and wreak havoc as you go- there
isn't really a whole lot else to say. If you use Sanger's omega blaster, you
don't even have to worry about the barrelions supporting eachother, giving
Ratsel the needed chance to get inside. Provided you have someone counter the
barrels on the turn before hand, you should be able to bust through easily
enough, especially since Ratsel has hit and away. Once you do, Vigagi shows up
with some more goons, and Sanger gets quite the arsenal of SCs cast. You can
stay and fight or bugger off to avoid the wrath of foes against a 10% HP sanger
that can't do anything. Anyway, three turns after, that's what happens. Wodan
appears to hold off the enemy while Sanger figures a way out of his predicament
and finds a new sword. Wodan takes center stage. Take this opprotunity to see
all of his attacks- you actually get to control him here. Mm, power-rush.

Anyway, after a turn, Sanger gets in his DyGenGuard, but it isn't working. D'oh
and whatnot. Two more turns and Wodan tosses him the Type 3 Colossal Blade.
Awesomeness ensues. Anyway, your allies are here now, so mop up. However, don't
let Sanger get any kills in his new mech (the type 3 is fine). If you stay your
bloodlust, you get two very handy weapons later. Also take the time to test out
the Aussenseiter (which you can get kills with).

In containers: three special bullet parts.

For your troubles, an emblem (woo!), an enhancer, a dustproofing, a Tesla Drive
S, a mega generator, a G-Territory, a repair kit, a propellant tank, a
cartridge, a super repair kit and an SP drink.

*******************************************************************************

Stage 37 intermission: At this point, I devote most of my cash to the upgrading
of the Aussenseiter. Anyway, distribute boosters and tesla drives to units that
don't move as fast as normal underwater (and water jets, of course) and move on
to Operation Plantanegent.

*******************************************************************************

Stage 38:

Allies:

Hagane
Hiryu Custom
Masaki
Up to 16 other units

Enemies:

Sealion x4 (two twin squads)
Killer Whale x2
Huckbein Mk II M x5 (four have randgrith squadmates)
Randgrith x5 (four have Huckbein squadmates)
Landlion x2
Barrelion X x2
R-Eins x6 (two twin squads)
Rhinocerous x3
Stork x2
Silbelwind (Aguija)

Enemy reinforcements: Hagane reaches the land

Drukin (Sikalog)

Skill point: All enemies shot down and all allies escaped by the end of turn 9

I hate this map with a burning passion. I'd like to say you're on your own, but
I can't do that. Thus... anyway, charge forward through the water and take out
the Sealions. The main difficulty in this map, IMO, is the amount of High HP
enemies you have to smite. The Randgriths in the center 18000 HP, the Rhinos
and the Killer whales are standard in durability, but it's the R-Eins and Stork
ships that are truly aggravating. The R-Eins have -32000-  and the Storks have
72000. To top it off, Silbelwind is on the scene. Take it slow and don't skimp
on the SCs to stay alive. Once the Hagane reaches the land, Sikalog appears and
whacks it with his hammer for 50% HP. Aguija charges Masaki as well. Depending
on how many enemies are left, either ignore the two and keep trashing your foes
for morale or deal with them now. Go after Silbelwind, which is very frail (as
bosses go). After she reaches about 40000 HP, she buggers off with Sikalog.
Keep plugging away at the enemies and keep gravitating towards the highlighted
squares. With use of Valor and your stronger attacks, you should be able to cut
through without TOO much trouble. When you're done, move all of your units onto
the highlighted squares. Alternatively, load everyone up in the ships and move
them onto the squares.

In containers are: a super repair kit and an SP Drink

*******************************************************************************

Stage 38 intermission: Do whatever and get ready for a difficult stage.

*******************************************************************************

Stage 39:

Allies:

Yuki (Rathgrith)
Carla (Randgrith)

Allied reinforcements: turn 3

Hagane
Hiryu Custom
Kyosuke
Excellen
Lamia
Bullet/Kusuha
Sanger
Gilliam
Up to 9 other units

Enemies:

Barrelion x5 (two twin squads)
Gespenst Mk II M x8 (four twin squads)
R-Eins x4 (two twin squads)
Barrelion X x3
Graterkin (Mekibos)
Galgau (Vigagi)

Enemy reinforcements: All enemies but Vigagi and Mekibos shot down

MP Ashsaber x12
Rathgrith (Echidna)
Weiss Saber (Lemon)
Thrudgelmir (Wodan)
Soulgain (Axel)
Shirogane (Lee)

Friendlies:

Landlions x4
Rhioncerous (Van)

Skill point: All enemies shot down except for Graterkin and Galgau by the start
of turn 6

Controlling the NDC is fairly odd, but hey, I like Yuki, Carla, and Van. Their
job is to clear out the barrelions nearby. Your allies are surprisingly good,
but they still won't last long, except for Van. Anyway, Yuu should accelerate
and focus forward onto the building. Carla should follow.  The griths are in
all honesty very nice units- I just wish we got some earlier. On turn 3 your
allies appear. Now you've really got to haul ass and smite all of your enemies
for the skill point... prioritize morale for Masaki and Lune, you'll need the
MAP attacks in a minute.

The strategy for the skill point is fairly simple: rush as fast as you can
towards the farthest enemies while taking out the enemies nearer you with
stragglers. The grunts here are -insane-. You need to use numerous SCs each
turn or be very frustrated with you 50% hitrates. Fortunately, there are no
enemies with 10K+ HP and the Gaorikas and Barrelions are pretty bad.

In containers: 3 special bullets, a cartridge, and an SP drink. There might
have been more stuff in the Ashsabers, but meh. >>

*******************************************************************************

Stage 39 intermission: *sob* That was sad... anyway, equip Shine's fairlion
with a water jet and Latooni's with an A-Adaptor. Wouldn't be a bad idea to
equip them with some better weapons if you haven't already.

*******************************************************************************

Stage 40:

Allies:

Arado
Latooni
Shine

Enemies:

Gespenst Mk II M x8 (two twin squad)
R-Eins x6 (one twin squad)
Wildfalken (Seolla)

Enemy reinforcements; Seolla reduced below 30%

R-Eins x17 (6 twin squads)
Bergelmir (Thurisuz)
Bergelmir (Anthuz)


Skill point: All enemies but Seolla shot down by the start of turn 5

A very nice breath of fresh air from last time. Anyway, have whoever you feel
most confident in take the point- be sure to take advantage of friendship
bonuses. Be sure to use focus. When all of them have gone down, focus on poor
Seolla. Placing Lat between Shine and Arado will be your best bet, because of
the huge friendship bonuses. You can etiher spam Royal heartbreaker or a secret
weapon. Once you reduce her to 30% HP, things go to hell when Ouka interrupts
along with those idiot machine children. The objective changes to survival.
Which can be difficult underwater. >>; Dodge/Evade for the next few turns. On
the plus side, Seolla becomes an NPC. Though you're immobile...fortunately, you
can cast as many SCs as you want. Ouka will focus on Lat while Thurisuz turns
his attention to Arado. After three turns, Seolla breaks the mind control she's
been under and whack Thurisuz with the TBS (and the Wild Flug). The cavalry
also arrive.

Note that this is the last chance you have to get Kai to level 33 for his Gespy
S. Aside from that, use the Fairlions and Wild pair to wreak havoc on Thurisuz
and get him to retreat. With your refilled SP, it shouldn't be difficult. Then
whack the rest of the R-eins around. Simple.

In containers: A multisensor, and a generator.

For your troubles: a thruster set, an orichalconium, a super repair kit, a
repair kit, an SP drink, a spirit breaker plus, a spirit drain, and an armor
breaker.

*******************************************************************************

Stage 40 intermission: Note that you don't go right to the route split after
this stage anymore- it's bonus stage time!

*******************************************************************************

Stage 41:

Allies:

Raul (Excellence Striker)

Enemies:

Einst Knochen x8
Einst Gemuet x3

Enemy reinforcements: Turn 3

Einst Gemuet x8

Enemy reinforcements: Turn 6

MP Ashsaber x6 (two are randgrith squadmates)
Randgrith x2 (each has an Ashsaber squadmate)
Axel (Ashsaber- the soulgain was trashed by the fight with Kyosuke and Mekibos'
Thunder Crush)

Skill point: Map cleared by the start of turn 11

Due to the ever silly temporal mechanics of dimension jumping, Raul and crew
(sans Fiona D:) appear a bit late to the party.  They angst over said absence,
but some Einsts appear to interrupt the mourning. D'oh. If the skill point is
any indication, you'll be in for a long haul. Anyway, don't use any SP right
now (unless this is like a new game plus and you managed to get Raul SP regen
in the very beginning). Charge the Knochens and start blowing them up. Conserve
energy, though you can be a bit liberal with it since the Excellence has EN
regen. Yeah, you might be thinking that not using any SP here is a deathwish,
but believe me, it'll be much better to have some later. Anyway, don't be too
alarmed by the Gemuet reinforcements and continue the skeleton dancing. Er,
trashing. You should be able to OHKO them now with the Striker's second most
powerful attack. Raul's HP is probably running low now, though. You can only do
so much with 60% evade rates- fortunately, the Flyer frame launches on turn 4
and fully refills HP. You can either start beating down the Gemuets, though I
reccomend against it, myself. All of 'em will be gone in two turns. Just try to
keep Raul from taking any hits here.

On turn 6, Axel and the goon squad shows up- this is where you want to use your
SCs. Focus, Invincible, and Strike are all good choices. Cast them and hold the
ground you have now- snipe one of the Ashsabers, if you want. They're on bloody
defensive terrain, though, so be cautious, and they Have Axel's leadership
aura to utilize. Maaan. I reccomend leading at least a few of them out onto the
terrain that doesn't give any bonuses and hope for the best. Fortunately, the
cavalry (Gilliam and Lamia) arrive on turn 8. Raul's probably in pretty bad
shape right now, so have him cast invincible to ward off any attacks from Axel
and have the other two get to work. Judicious use of Gilliam's ALL attack won
the day for me- Axel retreats after two enemies excluding him are left.

Afterwards, Gilliam clues the other newcomers in about just
what's going on. The R Crew (IE Raul) decides to join up with the crew.

For your troubles: you get all of the excellence's frames and if you fulfilled
the conditions, another G-Impact Stake and a Neo Chakram shooter. You also get
the Alteisen Riese and the Sieguarlion. Score. These inherit the upgrades of
the Alteisen and the Guarlion Custom respectively

*******************************************************************************

Stage 41 intermission: Time for the last route split. Let's take a peek.

*******************************************************************************

ROUTE SPLIT:

Earth Cradle Route:

Kurogane
Ryusei
Rai
Aya
Mai
Viletta
Yuki
Carla
Arado
Seolla
Latooni
Sanger
Elzam
Shine
Radha
Tasuku
Leona
All non-default mechs

Moon Cradle Route:

Hiryu Custom
Kyosuke
Kai
Gilliam
Ring
Irm
Ryoto
Rio
Masaki
Lune
Bullet/Kusuha
Ibis
Lamia
Katina
Russel
Raul
All non-default mechs

Note that the Gespenst Mk II S is delivered as soon as you take the moon cradle
route.

*******************************************************************************

Stage 42 moon cradle:

Allies:

Hiryu Custom
Irm
Ring
Kyosuke
Bullet/Kusuha
Raul
Up to 10 other units

Enemies:
Einst Knochen x12 (4 twin squads, two are Glied squadmates)
Einst Glied x5 (two have knochen squadmates)

Enemy reinforcements: Hiryu reaches a certain point

Einsteisen x8 (one is a Gemuet squadmate)
Eisnt gemuet x6 (one is an einsteisen squadmate)

Enemy reinforcements: Enough enemies shot down

Einst Gemuet x4 (two have Einsteisen squadmates)
Einsteisen x6 (two are Gemeut squadmates, two have Glied squadmates)
Einst glied x6 (two are einsteisen squadmates)

Skill point: Defeat all enemies by the start of turn 9

Just some small fry at first- your main goal is to make sure the Hiryu has a
clear path to the highlighted squares. Provided it's unimpeded, it's third move
should trigger reinforcements. These guys love to defend (and will evade if an
attack will kill it, strangely) and they prevent the Hiryu from moving by
surrounding it. Fortunately, this should make it ridiculously easy to MAP their
asses into space dust. All of your map attackers (Masaki, Lune and Kusuha slash
Bullet) know Spirit, and Ring knows rouse, so just use those and go to town,
then kill off the weakened einsts with those that need EXP. As you knock off
more (I think 24 Einsts total), a last batch appears right by the targeted area
(this mission is quite a bit like the Earth Cradle stage 42). Move forward and
kill 'em- they still love to defend, but by now your morale is pretty high, so
you can blast them with relative ease. When you shoot down all enemies, get the
Hiryu to the highlighted squares and you're done.

In containers: 3 special bullet parts, an SSP drink, a biosensor, a cartrdige,
and a hybrid armor.

*******************************************************************************

Stage 42 moon cradle intermission: Do your upgrades and be sure to equip your
repair/resupply modules on a few units- you'll need them due to the masses of
enemies. Equipping the Cybuster with a morale increasing item or two certainly
doesn't hurt, either.

*******************************************************************************

Stage 43 moon route:

Allies:

Hiryu Custom
Kyosuke
Kusuha/Bullet

Enemies:

Einst Knochen x10 (squadmates only)
Einst Glied x18
Rein Weissritter (Gothcellen)

Enemy reinforcements: Kyosuke convinces Excellen

Einsteisen x5 (two have Gemuet squadmates)
Einst Gemuet x5 (two have Einsteisen squadmates)
Lichkeit (Alfimi)

Enemy reinforcements: 5 or six waves: too many to count, really.

Skill point: Have Kyosuke convince Excellen by the end of turn 4

Oi oi. Not fun. Well, it would be if these idiots did something other than just
defend. Map attacks are your beeeest friends- cast rouse/spirit on Masaki and
Lune, then go to town and blow a way open. You need to get Kyosuke to Excellen
and choose the new command (it should be in the middle) to move things along.
You can probably blow up most of your foes by turn 4, then convince Excellen
with Kyosuke. Alfimi shows up afterwards- along with some more Einst. The first
wave of many.The rest is mindless bashing the hell out of Einsts as they come
while dodging attacks from Alfimi and Excellen. I can't give much advice except
to save some SP. EN, and Ammo for Alfimi. You have to knock off 120000 of her
135000 HP to get her to bugger off. All things considered, it's pretty east to
shoot her down and get her S adaptor. Just ignore Excellen.

In containers: a cartridge, a propellant tank, a repair kit, an SP drink, and
Alfimi pops an S-Adaptor.

*******************************************************************************

Stage 43 intermission: That's a lotta cash right thar. Use it as you see fit
and equip Ring's, Lamia's, and Ibis's units with some parts.

*******************************************************************************

Stage 44 moon cradle route:

Allies:

Hiryu Custom
Irm
Up to 11 other units (Lamia, Ring and Ibis unavailable)

Enemies:

Gaorika x4 (two are Gaorika custom squadmates)
Gaorika custom x2 (both have gaorika squadmates)
Cosmolion V x4 (each has a Huckbein MK II M squadmate)
Huckbein Mk II M x4 (each has a Cosmolion squadmate)
Barrelion X x7
Albatross x4
Galgau (Vigagi)

Skill point: All enemies but vigagi shot down by the start of turn 7

This is very simple- move forward and trash everything. There are no events, no
reinforcements, just a bunch of inspector mechs, Galgau, and four captial ships
that do nothing but defend until they attack on the enemy phase. You can either
counter-kill them or just wallop on them with your most powerful Valor'd moves.
Once all of the enemies go down, Vigagi retreats and the second part of the
stage begins.

In containers: 3 special bullet parts, a solar panel, a hybrid armor, a mega
generator, and a super repair kit.

Stage 44 moon cradle route part 2:

Allies:

Lamia
Ibis
Ring

Allied reinforcements: Middle of the map reached

Sleigh

Enemies:

Landlion x2
Gaorika custom x6 (two twin squads)
Gunsect x4
Huckbein Mk II M x7 (three twin squads)
Barrelion X x5

Enemy reinforcements: middle of the map reached

Mekbios

Enemy reinforcements: Three turns pass

Galgau (Vigagi)

NPCs:

R-Eins x6

Time for part two! It's quite simple- whoever you feel most confident in should
take the point and deal out divine punishment from above. Note that ther's a
new Gaorika model here- it's a darker green than the custom version, but to be
honest it's so difficult to tell the difference I list them both as customs.
Anyway, the NPCs are pretty bad, and will get toasted anyway, so don't worry
about them. After crossing a certain point, Mekibos appears and perpetrates
said toasting. Fortunately, Sleigh appears to help, who finally understands how
silly she was being. However, you should probably just wait three turns until
your reinforcements show. With so few units, it's difficult to take on the
heavy duty ordnance with regenerative properties (damn cradle). After three
turns, Mekibos pulls out his trump card- a gravity wave that has rendered your
mechs quite inert. He snatches the original Huckbein, and your allies show up.
Irm gets to play Banjo for a bit until Shu appears to set things right. Even
Inspector tech can't stand up to the Granzon's 1337 gravity powers. With that
out of the way and Mekibos fled, it's time to get cracking and take down Vigagi
and retake the moon cradle.

This can be a bit difficult with so little enemies to build morale. Make do and
don't skimp on the Rouse (with Ring and Lefina on the field, as well as Russel,
this won't be too difficult), Spirit and Love. Because of the conditions and
the fact that a goodly number of your heavy hitters are on earth at the moment
makes taking down Galgau a bit tougher than it normally would be. Don't feel
like you need to defeat him in one turn.

In containers: an SP drink, a cartridge, a repair kit, a propellant tank, and a
T-Link sensor.

*******************************************************************************

Stage 44 intermission: Everyone's back together again! Get everything shipshape
once more as you reassign pilots and parts, then equip a good long ranged
weapon on the Alteisen Riese. The Neo Chakram Shooter is a favorite of mine.

*******************************************************************************

Stage 45:

Allies:

Kyosuke
Kurogane
Hiryu Custom

ALlied reinforcements:

Lamia
Kusuha/Bullet
Up to 16 other units

Enemies:

Einsteisen x10 (two twin squads)
Rein Weisritter (Gothcellen)

Enemy reinforcements: Winning condition met

Einst Gemuet x9 (3 have Glied squadmates, four have knochen squadmates)
Einst Glied x9 (3 have Gemuet squadmates)
Einst Knochen x4 (all have Gemuet squadmates)

Skill point: Reduce Rein Weissritter's HP below 80% by the start of turn 6.

It's just Kyosuke against the wide wide world right now- fortunately, a bit of
motivation from his currently immobile comrades, he gains 30 will, Guard, focus
strike and accelerate. Go to town. If you equipped the Neo Chakram shooter, he
can't be sniped by anyone but Excellen, and you don't want to start damaging
her until you're near anyway. After blowing your way through the Einsteisens,
try to end up next to Excellen with Invincible and Focus cast. When she attacks
Kyosuke, counter with Claymore Overlord. On the next turn, cast Valor, strike,
focus and if needed invincible again, then attack once more with the Riese's
Claymore Overlord. With luck, you should get her below 80%. After which, you
get your own reinforcements as Alfimi appears with hers.

The rest is fairly standard Einst-killing- though choosing who to bring can be
painful. So many units... Anyway, when you're ready, beat up on Alfimi. Using
an armor breaker (fury needed) on her is highly reccomended- Guard gets very
annoying after a while, more so if you want to shoot her down. Once you do or
get her to retreat, go after Excellen. She's much easier to deal with, but do
NOT shoot her down. Just bring her below 5% HP (7250) and the stage will end.

In containers: a super repair kit, and Alfimi pops a thruster if you shoot her
down.

*******************************************************************************

Stage 45 intermission: Excellen is finally back to normal- though Weiss-chan
isn't. It keeps it's Eisnty upgrades to match the Alteisen Riese, making it a
more powerful unit than it used to be. All the better for us. Anyway, do what
you want (cause a pirate is free. A pirate should also prioritize weapons at
this point, IMO) and move on. Note that Irm, Ring and Masaki are required for
deployment.

*******************************************************************************

Stage 46:

Allies:

Kurogane
Hiryu Custom
Masaki
Irm
Ring
Up to 16 other units

Enemies:

Cosmolion x4 (two twin squads)
Cosmolion V x4 (Guarlion Squadmates)
Guarlion x5 (four are cosmolion squadmates)
Giganspada (!?) x7
Gaorika Custom x2
Albatross x2
Graterkin (Mekibos)

Enemy reinforcements: Enoughe enemies shot down

Huckbein Mk II M x8 (1 twin squad, 2 have Cosmolion squadmates, 2 have R-Eins)
Cosmolion x2 (Huckbein Squadmates)
R-Eins x6 (two have Huckbein squadmates)
MP Ashsaber x4

Enemy reinforcements: one Albatross shot down

MP Ashsaber x12

Skill point: Graterkin shot down (retreats at 30K HP)

This is a fun stage- lots of enemies to blow up with no strings attached. It's
quite a bit like Moon route stage 44 part 1- just with more enemies and two
less defending albatross, and a bit more defensive cover. That said, you should
treat it as such- the MP Ashsabers are a pain, as you practically need to use
SCs to hit them. Aside from that, it's smooth sailing, seeing as the enemy
reinforcements aren't exactly overwhelming or numerous no matter when you end
up triggering them. The Albatross are a pain in the ass, but killing them on
counters and using valor still wins the day- just be careful Mekibos doesn't
MAP your units into oblivion. When you take down one ship, a whole mess of MP
Ashsabers appear- but these are less upgraded and easy pickings for a MAP of
your own. Defeating Mekibos is simple- armor break makes the job easier. Taking
off 30K in one shot is nowhere near as bad as it seems- twin up the SRX with
the unit of your choice, HTB Cannon, boom. For extra overkill, make the squad
mate someone who can perform a combo attack and support them with other combo
attacks. Dun dun dun. D:

Containers: 4 special bullet parts, a repair kit, a biosensor, a propellant
tank, a cartridge, an SSP drink, and Mekibos pops a G-Territory.

*******************************************************************************

Stage 46 intermission: Get ready for a huge brawl outside of the White Star-
equip your medals and emblems, and bring along a few people with Rouse.

*******************************************************************************

Stage 47:

Allies:

Kurogane
Hiryu Custom
Kyosuke
Excellen
Lamia
Up to 17 other units

Shadow Mirrors/Inspectors:

Gaorika Custom x10 (Two twin squads, the rest are Cosmolion squadmates)
Cosmolion x6 (two twin squads, the rest are Gaorika squadmates)
Giganspada x7
MP Ashsaber x9 (four twin squads)
Trilobite x2
Soulgain (Axel)
Rathgrith (Echidna)
Shirogane (Lee)

Einsts:

Einst knochen x4
Einst Glied x4
Einsteisen x2 (one twin squad)

Einst reinforcements: Axel retreats

Einst Knochen x5 (two twin squads)
Einst Glied x5 (two twin squads)
Einst Gemuet x5 (two twin squads)
Einsteisen x5 (two twin squads)
Lichkeit (Alfimi)

Skill point: Axel reduced below 30% HP by the start of turn 6

Ooh, messy. There's plenty of morale to be had here, but it takes a while to
garner- time you don't have if you want the skill point. Split up- the smallest
group should be the one opposite of the direction that Kyosuke's going. You
want most of your units near him, because that's where Axel will head for.
Don't be shy about casting Spirit, Drive, and Rouse- you might need it by turn
5 and you only have one turn to knock Axel down to size. In the mean time, try
to blow up all of the shadow mirror mechs you can. They retreat when he does.
Naturally, don't bother with those 100000 HP trilobites. *shudder* Also note
that the einsts won't last long if left to their own devices- the Shadow mirror
units will pretty much rape them. Do so before them so they don't steal your
kills. Anyway, when you reduce Axel to 30%, Echidna saves his hash but dies in
the process, and he buggers off along with everything but the Shirogane.

For good reason- Alfimi and a cadre of Einsts appear to make life miserable.
What you do now depends on what shape you're in. If you've been drained by the
fight with Axel, head for the White star to regroup and recuperate- Lee's pot
shots are hardsly a threat at this point. Let the einsts come to you. If you're
still feeling chipper, then by all means, trash them at your leisure. Lichkeit
is the same as always. For such a flimsy looking thing, it can take some ample
punishment. Take it out in the normal manner (Armor breaking things is becoming
more and more useful the deeper in we get. Stun shot helps immensely too, if
you have the Wurger L). Lee is as stupid as ever- gather outside his range and
he'll charge in like an idiot- off the white star, his only hope of not getting
his ass handed to him. Strangely enough, I feel bad beating up on him. Perhaps
because in a few ways I can sympathize with his plight. Then again, the more
bloodthirsty will probably relish in the chance to kick his face in. How many
times has the Shirogane been blown up again? This time, Lee escapes... perhaps
to rethink his ways, one could hope?

In containers: a megabooster and an Orichalconium, dropped by Alfimi and Lee.

*******************************************************************************

Stage 47 intermission: Use your ample cash to upgrade things. You may wish to
start equipping SP drinks for emergencies, though if you do, try to save them.

*******************************************************************************

Stage 48:

Allies:

Kurogane
Hiryu Custom
Kyosuke
Lamia
Gilliam
Masaki
Lune
Up to 15 other units

Enemies:

Randgrith x4 (two are gunsect squadmates)
Gunsext x4 (two have Randgrith squadmates)
Cosmolion x4 (two twin squads)
Gaorika custom x3
Giganspada x4

Enemy reinforcements: Enough enemies shot down

Barrelion X x8 (two twin squads)

Enemy reinforcements: Area with Barrelions crossed by a unit

MP Ashsaber x6 (one twin squad)
Giganspada x2
Soulgain (Axel)

Enemy reinforcements: Axel shot down

Silbelwind (Aguija)
Drukin (Sikalog)

Enemy reinforcements: Inspectors shot down

Dikastis (Wendolo)

Skill point: shoot down 20 enemies by the start of turn 5

This piece of advice requires a line all of its own: IF YOU DON'T HAVE SP REGEN
FOR THE MAJORITY OF YOUR CHARACTERS, DO NOT USE A SINGLE POINT UNLESS YOU HAVE
TO.

Well, if the number of enemies present as to the skill point means anything to
you, you'll note that there must be more on the way. To that end, hurry up and
get trashing. There's nothing here you haven't seen before- except maybe walls.
Walls are a pain, because you can't shoot through them (not even the titanic
drill can. D:) and they impeded your movement. Work your way down the winding
corridor while blowing things up as you go. The Randgriths only defend (GROAN)
on their turn, however. After enough enemies are downed, a barrelion blockade
appears in the northern passage way. MAP attacks are your FRIENDS, because
these guys just defend and support defend. Weaken them all, mop them up, then
gather everyone together in a line where the blockade once stood. Send your
ships charging forward (to the regen tiles). Hey-presto! Reinforcements show up
in the form Axel and his goons.

The MP ashsabers pretty much require strike. Another dose of MAP attack is very
helpful as well. The Giganspadas are the same as always, really, though they
love to support defend, like the Ashsabers and Barrelions. Axel, strangely,
does not go specifically for Kyosuke- just the nearest available target like
your average enemy. Use this to your advantage as you set up your forces. He
should be easier than he was last chapter- if only because you're under no time
limit to set up. Armor break him and go to work. However, he's only the tip of
the iceberg, here- be sure to conserve your SP if you're not at liberty to sit
around and regenerate it afterwards. Also, make sure that before he goes down
for the count that you have units on the two regeneration tiles...

Because that's exactly where the inspectors show up. If they land on those two
tiles, they gain 20% HP regeneration.  Not good. Fortunately, they can't just
oust a unit that's sitting there already, so if you park someone on them, the
duo is pretty much out of luck. Anyway, Sikalog and Aguija aren't any different
from your past encounters. Aguija requires practically no effort to drop- all
that's -truly- required to beat her is Strike and Alert/Invincible to keep her
from Double Imageing your attacks and making you rip out your hair. Note that
when either foe is shot down, the other casts Strike, Valor, and Guard. Thus,
when that happens, have someone cast alert/invincible and attack them to make
sure that nobody gets clobbered on the enemy phase. Anyway, Sikalog is a pain
in the ass, since he has Guard, Prevail, and a naturally hefty armor rating.
Don't waste TOO much on him, though to do any damage at all, Valor is a most
welcome addition. When -HE- goes down...

Wendolo himself appears. D'oh. Before even thinking of taking our prepubescent
adversary on, resupply, repair, and regenerate your resources. This may take a
while. While you're doing this, having Excellen cast daunt on him can be very
helpful in both doing damage to him and reducing the damage he inflicts on you.
When you are ready to face him (whether or not he's at 50 morale), move down
into his lair with alert or invincible cast. Our friend has a MAP attack to use
on your units, so be prepared (he can use it no matter what his morale is). Try
to position yourself optimally as you survive the barrage, then Armor Break him
and use any other status missile you have on him. When this is done, start the
Wendolo beatdown.

You'll find he has the most HP of any boss faced so far- 300000, give or take.
Fortunately, his armor is actually weaker than Sikalog's. Unlike the other
mechs of inspector make, the Dikastis has HP Regen, encouraging you to take him
down in one turn. Attack with your combo attacks and your support attacks. Any
of your units unable to perform such an attack needs to use a barrier piercing
attack. That being said, most of the strongest attacks do pierce barriers. The
arrogant little twit will put up a pretty good fight (and royally trash the
already in bad shape Neviim with that Mega Flasher of his), but a concentrated
assault (perhaps with various doses of Zeal and Enable interspersed) will fix
his wagon eventually.


In containers: Sikalog drops an emblem, Aguija drops a thruster, Axel a custom
HUD, Wendolo drops a Z.O Armor, and a random grunt drops a special bullet part.

*******************************************************************************

Stage 48 intermission: Equip all of that neat stuff you got, do your upgrades,
and equip your SP drinks if you haven't already. Save and move on.

*******************************************************************************

Stage 49:

Allies:

Kurogane
Hiryu Custom
Kyosuke
Excellen
Lamia
Gilliam
Bullet/Kusuha
Up to 15 other units

Enemies:

Einst Glied x5 (two have Gemuet Squadmates)
Einst Gemuet x4 (two are Glied squadmates, two are Einsteisen squadmates)
Einsteisen x4 (two twin squads two have gemuet squadmates)
Lichkeit (Alfimi)
Einst Reggiseur

Enemy reinforcements: Einst Reggisuer reduced below 40% HP

MP Ashsaber x21 (6 twin squads)
Rathgrith x4
Giganspada x3
Trilobite
WeissSaber (Lemon)
Zweizergain (Vindel)

Skill point: Shoot down Alfimi (she retreats at 27000 HP)

Not a lot of morale to be had here at first (as a consolation, Ryukooh/Koryuooh
starts out at 150 morale and has Valor cast on it right off the bat. If you
want, you can keep it out of the action until it's time to smite the bosses to
save some SP), so spend your first few times casting Spirit, Drive, and Rouse
on your heavy hitters (SRX and the R-Gun get priority!). Wait for the einsts
to come to you- they will on turn 3 enemy phase. Once all of the small fry are
gone, toast alfimi, as usual.  She retreats at 27000 HP- however, if you twin
up the SRX with another combo attacker and hit her with both, you shouldn't
have much trouble shooting her down. When you do, turn your attention to the
large fellow in the back. He won't move- he'll just snipe you. His 250000 or so
HP go down fairly fast- at least compared to Wendolo. Still, conserve your now
dwindling resources, because once you get him down to 40%...

Yikes. The last gasp of the Shadow Mirrors is not going to be a quiet. The Ash
sabers are tough and evasive, the Giganspadas are just tough, and the Rathgrith
quartet is hellish- they each have 44000 HP. That, and Vindel shows up in his
1-13 post movement 6000 power monster. Oh, and there's Lemon and a Trilobite,
but the former is easy to take out and the latter is completely optional. Check
your rush to start clobbering the enemies- finish off the Reggiseur first or
he'll just regenerate the damage. The ensuing fragdown is violent and lengthy-
if for the most part simple. You're probably going to have to expend some SCs
here, which is why I always advocate SP regen for every pilot. You'll need to
lure the Rathgriths and back-line Giganspadas to you by camping outside their
most copious firing range. This will take a while- when you're finally done,
take your time to resupply, repair, and regenerate so that you're in the best
form possible to fight with Vindel and Lemon. Here's a favorite tactic of mine-
use Excellen's Daunt (first SC) to get Vindel to 50 morale (this will require
quite a few turns, as you need to regenerate SP/use a few SP drinks/use Hope to
do so. However, he's much easier to take down when that's so. You shouldn't
devote too many resources to Lemon- her WeissSaber only has about 120000 HP.
Yeah, only. *groan*

Vindel is a different kettle of fish entirely. He has high armor, powerful
attacks, double image, and over 300000 HP. Not to mention a theme that makes
lesser men quiver in awe. However, the basic strategy you used for Wendolo
still applies here, so use it. Armor break, stun shot if possible, whack away
and use Zeal where applicable. With good management, you can shoot off the HTB
cannon multiple times in a turn.  Vindel will go down eventually, though I must
admit that this is where I faltered on my very first OG2 runthrough.

In containers: a thruster (if you shot alfimi down), a Giga Generator, and an S
Adaptor.
After the mission, you get a Custom CPU (it might have something to do with the
number of skill points you have- I got all of them.)

*******************************************************************************

Final intermission: Get ready for da final battle. Equip, upgrade and assign in
an optimal fashion, plan out your team (19 units plus the battleships!) and get
ready for a very annoying stage.

*******************************************************************************

OG2 Final Stage:

Allies:

Kurogane
Hiryu Custom
Up to 19 other units

Allied reinforcements: Lichkeit shot down

Alfimi (Lichkeit)

Enemies:

Einst Reggiseur x11
Lichkeit (Alfimi)

Enemy reinforcements: Lichkeit shot down

Stern Reggiseur

Skill point: none

..oy. One look at this should tell you that morale is a -scarce- commodity.
Bringing along a few pilots with rouse is practically imperative. Alas, it is
nowhere near as easy to abuse as it was in the original OG2, but you have to
make do. Now, last time, you could either rouse abuse or take on the Reggies.
Now you pretty much have to do both. Not fun. These reggiseurs are pretty much
the Einst equivalent of the mass produced model. As opposed to 250K, they only
have about 120k. And since they're your only source of morale, you should milk
that HP for all it's worth and whack away. The Einsts are pretty lousy shots
when not using status missiles, and when they're out of those, they can't hit a
unit that's two squaress away, so use this to your advantage. Basically, hop
from Einst to Einst in one big group and head for Alfimi when you're done. It
may be tempting to resupply here- don't if you can help it. It's easier when
she's no longer an enemy. Needless to say, use the bare miminum SP, Ammo and EN
when busting the big guys. Easier said than done. Lichkeit is nothing new at
this point- you've been fighting Alfimi since stage 16. When she's gone, the
-real, true, real McCoy- Einst leader appears, already fused with the Neviim.
One less thing we have to blast, says I.

Stern Reggiseur is surprisingly easy to lead around by the nose. To start, have
a few units that know invincible park in the general vincity and wait, while
the rest of your crew backs up out of the MAP range. Resupply, repair, and get
your SP back while the group you chose soaks up the blows. He has five shots,
so you have five turns before he switches to normal attacks. Now, this is where
we use Excellen's daunt to render the fellow totally impotent. Get him down to
100 (or 50) morale, and park a unit with Alert right next to him. He'll attack
with his status missiles- which he has a limited supply of- 8 of them. Use the
following 8 turns to position your units (except the SRX, which needs room)
within three squares of him, while continuing to whittle away at his missile
supply with an alert'd unit. When he's out of those, he can't attack at close
range. At all. Make sure that you're reasonably full on ammo, EN, and SP and
get to work.

Stern, however, is a tough nut to crack. He has -550000- HP. That's right, my
friends. Armor break is essential, daunt is very helpful, and stun shot helps
save SRX the SP of casting alert and invincible. Keep him below 130 morale- you
REALLY don't want guard kicking in on this monster. Aside from that, use your
standard boss smiting tactics to win the day- that is, HTB cannon spam. Sterny
has a barrier- but the attacks you'll be using here will almost certainly
ignore it or pierce through it. Strangely, it activates at about 70 morale. The
best thing you can do is fire off the HTB cannon as many times as possible.
This is pretty easy to do- Ryusei has Zeal, as does Mai, and Lefina and Alfimi
have enable. Combine that with a few doses of Hope or Sp drinking and you've
got a well oiled sun-blasting machine on your hands. When Stern gets down to
about 25% (COUGH HACK WHEEZE MAKE IT STOP), GO! starts playing, much like the
Septuagint's Hagane No Messiah, to offer morale support. You're almost there-
keep going! When you FINALLY do him in, enjoy the ending! Oh, and OG2.5.

No rest for the weary. *sighs and begins new section*

*******************************************************************************

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

-----------------------------
|IX. Original Generation 2.5|
-----------------------------

Stage 1:

Allies:

Fighter Roa (Kouta)

Enemies:

Gunsect x4

Enemy reinforcements: All enemies shot down

Gaorika x6 (two twin squads)
Barrelion x2

Skill point: All enemies shot down by the start of turn 3

To kick things off, it's time for some on-foot master asia style action! Kouta
should use focus and melee the Gunsect directly west of him. On the enemy turn,
counter everything you can, then attack the strongest Gunsect on turn two. If
you counter the full health gunsect with Roa's strongest attack, you should be
able to finish them all off on the enemy phase. Some more show up- keep at it.
Once you shoot down two enemies, the Compatible Kaiser launches and Kouta gains
150 morale. He has natural attacker, so this is good news. Kaiser has 100 base
mobility (very nice for such a large and well armored mech), so with focus and
some defensive cover, the enemies won't have very good hitrates against him.
Just enjoy using all of the Kaiser's attacks.

*******************************************************************************

Stage 1 intermission: Ah, the good ol' intermission menu. Considering the only
way to get here is through a clear game, you have a lot of cash. Upgrade the
Kaiser as much as you want, and maybe equip it with a part or two- you have one
two or three of most of the low-end parts in the game to start with.

*******************************************************************************

Stage 2

Allies:

Kouta (Compatible Kaiser)
??? (Yaidabout)
??? (Valefar)

Enemies:

Lion x3
Landlion x3
Barrelion x2
Guarlion x1

Skill point: All enemies defeated by the start of turn 5

Well, looky here. Compact originals (that I know nothing about. D'oh!) are here
to help (maybe?) out Kouta, each with a trio of enemies to smite. Fernando, who
is nearest Roa, should take the southern enemies. Folka, who is isolated on the
bridge, shouldtake out northeastern trio, while Kouta goes for those directly
north of him. To be honest, Fernando and Kouta are interchangable in roles.
Cast Focus on Folka and Kouta- make sure that Fernando is on defensive terrain.
Your 150 morale units will make mincemeat out of the generic grunts. When 3
foes remain, Kai and Lamia appear to save the day. Kai will show up in the good
old Gespy S if you unlocked it in your OG2 playthrough. If not, he'll be in the
normal Gespenst Mk II. Lamia will be in a custom pink Guarlion regardless of
what you unlocked with her. Use them to finish things up- though most likely
only the tougher foes remain. If Kai is in his S, then that's no problem- send
him toward the Barrelion farthest from Kouta and blow it up- a Valor'd mega
blaster cannon should do the trick. If no S is to be found, Lamia should go
with him to provide fire support- casting Guard isn't a bad idea. If Kai can
handle the foe himself, then send Lamia up to assist Kouta. Guard still applies
even though Guarlions can't do as much damage as Barrelions. Roa will probably
have moved already- though when it comes your turn again he should head for the
remaining foe. Bear in mind, because of Fernando's surprise betrayal/attack/etc
the Kaiser is at half HP. The enemies will start actively coming after Kouta
on the enemy phase of turn 3. Use this knowledge to your advantage.

*******************************************************************************

Stage 2 intermission: ...there's actually nothing you can right now, so, uh...
save and move on.

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Stage 3

Allies:

Kurogane (Ratsel)
Sanger (Dygenguard)
Yuki (Rathgrith)
Carla (Randgrith)

Enemies:

Landlion x6 (three twin squads)
Lion V x3
Barrelion V x2

Enemy reinforcements: Six enemies shot down

Guarlion x3
Guarlion Custom Mumyou (Murata)

Skill point: 5 enemies defeated by the start of turn 3

Naturally, the action here is going to be confined to turn 2, because you need
to spend a turn getting into position. Which essentially involves moving all of
your units east towards your foes- have the Kurogane accelerate ahead so it's
in range. Yuu should also do the same so he can hit the farthest batch of Land
Lions with his matrix missile next turn. The enemies are quite inert on turn 1,
so don't bother casting any SCs. On turn two, Carla should go after the group
of Lions- if you got the Stealth Boomerang during your OG2 playthrough, then be
sure to use it. If not, her Spider Net should suffice as a post movement attack
on one of the Lions. Yuu should do the aformentioned blasting and move near the
easternmost set of Landlions. Ratsel should cast focus and attack the closest
twin squad with the Impact Cannons. Sanger can help Ratsel clean up or do what
ever you want him to do. He doesn't really have a set role. With luck, you'll
get the skill point. However, once you do, stop killing things until it's your
phase again.  When six enemies go down...

That idiot Murata shows up and whacks the Kurogane with his Shishio Blade. Raul
intervenes in his Striker Frame before he can go in for another blow. Now you
have Raul on the field- have him switch over to the Flyer Frame, as most of the
enemies that are left are airborne. Speaking of which, you should take care of
the starting group before moving on to Murata's goons. The Kurogane should also
move to safer climbs- it'll come under some heavy fire if left as is, and that
is no good when you have only about 3/5ths your normal HP. Raul can either keep
the guarlions busy or join the Barrelion busting squad. Also, if you want, the
Kurogane can burrow underground to keep it safe. Try to get your units to about
130 morale so you can hit Murata with your strongest attacks- though this only
really applies to Sanger and Ratsel. Carla has rouse, so use it if you want.
Murata is a quite a bitch to take down, because you don't have anyone with the
Valor SC (where are you when I need you, Kai!?) or any really powerful attacks
aside from Ratsel and Sanger. Fortunately, he does start out at only 50000 HP,
thanks to the efforts of Raul. Blasting him with your most powerful attacks
will send him packing after a turn or two- just be sure you take the necessary
measures to stay alive. Man, the DC just will NOT die.

*******************************************************************************

Stage 3 intermission: Once again, there's nothing to do. Save and move on.

*******************************************************************************

Stage 4

Allies:

Hagane (Tetsuya)
Ryusei (R-1)
Rai (R-2)
Aya (R-3)
Viletta (R-Gun)
Mai (R-Sw-er, scratch that. I got carried away. She's in a Huckbein Mk II M)
Rio (AM Gunner)
Ryoto (Huckbein Mk III)
Irm (Grungust)

Enemies:

Lion V x5
DC fighter jet x6
Guarlion x3
Guarlion Last Battalion Custom x2

Enemy reinforcements: All enemies shot down

Lion V x13
Guarlion x4
Guarlion Last Battalion Custom


NPCs:

Ladybird

Skill point: Ladybird takes no damage

Believe me, I'm as confused as you are about that whole scene beforehand. Moon
speak makes my head hurt sometimes. :( Anyway, this shouldn't be too difficult,
since unlike the last mission where you had to protect something, you're not
terribly undermanned. The basic goal is to just get in the way- though be sure
to take out the lions that are in firing range anyway. The SRX can't transform
right now, but that's almost a good thing, as you want to have as many units as
possible here. You should focus on the fighter jets- they'll singlemindedly go
after the Ladybird. The Guarlions and Lion Vs will stick around and fight it
out with you. When you destroy the enemies, a whole lot more show up, but so
does a Mironga, who makes up for the horrendous pilot stats with auto-cast
Focus, strike, Guard, Valor, and Zeal.

Needless to say, the Mironga doesn't really need to be protected at all.  You
should engage the enemies to the north- that's all there is to say here. The
Mironga needs no protection.

*******************************************************************************

Stage 4 intermission: D:

*******************************************************************************

Stage 5

Allies:

Bullet (G-Raptor)
Kusuha (G-Bison)
Ibis (Astelion AX)

Enemies:

Huckbein Mk II M (Seolla and Arado)
Guarlion Custom (Lamia)
Wildraubtier FM (Latooni)

Enemy reinforcements: All enemies shot down

Mironga x7

Skill point: Three Mirongas shot down within 4 turns of their arrival

It's time for a training exercise! It's Bullet and Kusuha VS Seolla and Arado,
with Ibis and Tsugumi VS Latooni and Lamia. Use as much SP as you need to- it
gets fully regenerated when the enemy reinforcements appear. Also, don't worry</pre><pre id="faqspan-7">
about triggering them on the enemy phase- the game is good enough to wait until
you're ready until they send in the big guns. The bigs guns being 7 Mirongas.
These fellows get accelerate, focus and alert each enemy phase. Thusly, you
need to counter three while simultaneously protecting yourself with SCs. When
you do, focus your entire efforts on said three. Strike, Guard, focus, etc. If
Bullet has enough morale, use the Type 3 Shishio blade- it will severely damage
if not OHKO any chosen Mironga. The foursome in mass produced models have a
difficult time, being in weaker units and having less morale, but the Mirongas
don't take hits ALL that well. Thus, a sustained assault will do the trick. Of
course, when you take down 3, the ODE system boots up for REAL, and you have to
take one more down- these guys get strike, focus, alert, and -guard- every
enemy turn. Naturally, you want to get this over with ASAP. Counter one on the
enemy turn to waste it's alert, defend against everything else, and whack the
Mironga with everything you have. With luck, you'll finish it off. Worst case
scenario, it takes two turns.

*******************************************************************************

Stage 5 intermission: *Ibis plushie rolls bye*

*******************************************************************************

Stage 6

Allies:

Kouta (Compatible Kaiser)

Allied reinforcements: Five bartolls shot down

Kyosuke (Alteisen Riese)
Excellen (Rein Weisritter)
Bullet (Grungust Type 3)
Kai (Gespenst Mk II M/Gespenst Mk II S)

Allied reinforcements 2: One turn after Enemy reinforcements appear

Hagane
Ryusei (ART 1)
Rai (R-2)
Aya (R-3)
Viletta (R-Gun)
Mai (Huckbein Mk II M)
Irm (Grungust)
Ryoto (Huckbein Mk III)
Rio (AM Gunner)

Enemies:

Bartoll x6

Enemy reinforcements: All Bartolls shot down

Bartoll x15 (three twin squads)

Skill point:

Enough of this dicking around! Time to get to the heart of the matter- episode
1 of the OVA, start! Well, actually, I tell a lie. There's a whole bunch of
assorted craziness beforehand, such as Folka talking with Altis. Kouta, Shoko,
and their grandpa also talk. There's some underhanded dealings going on with
Mitsuko (>_<), and the two people in charge of the whole ODE system thing get
into an altercation and the woman kills the man. Boy I wish I knew what was
happening. Tsugumi and Gilliam also converse. All of this culminates in Kouta
and friends and Kusuha's group converging on the unveiling of the Bartoll units
while Ibis meets up with Rob and Lune at Tesla. ...I'VE GOTTA LEARN MOONSPEAK!
*headwall* Oh, here we go. Finally. The Bartolls go berserk and start blowing
things up, Folka and Arko kidnap Shoko in the ensuing mayhem, Kouta changes in
to figher Roa, and it's time to kick some ass.

Cast Focus and Invincible, then attack the Bartoll that's chilling in the west
over the river. On the enemy turn, counter everything. Next turn, do an about
face and attack the nearest enemy in the stadium. Thus, you'll smite everything
on counterattacks and get the skill point. When you do, the ATX team plus Kai
show up. Kouta buggers off, needing to find his sister and all. There should be
Three fairly weakened Bartolls left. Mop 'em up. Of course, when you do, 15
more show up to pay a call. Hold out for a turn, and your reinforcements show
up. Take note of Ryusei's pimpin' new ART-1 and get to work. This is simple-
no crazy SC casting, just above average enemies to deal with. But it's a short
chapter, so you can use all of the SCs you want, eh?

In containers: an SP drink, an A Adaptor, and a special bullet part.

You also get all of the mechs afterwards, along with a Shishio Blade and a
Graviton Launcher?

*******************************************************************************

Stage 6 intermission: FINALLY! I CAN UPGRADE THINGS! AHAHAHAHA!

*ahem*

Anyway, upgrade as you see fit. I put Ryusei back into the R-1 so the mighty
SRX could be formed and Mai in the ART-1. Of course, you won't be able to use
any of these mechs next chapter. >_>

*******************************************************************************

Stage 7

Allies:

Lune (Valsione)
Ibis (Astelion AX)

Enemies:

Mironga x6
Lion V x2
Guarlion Custom Mumyou (Murata)

Enemy reinforcements: Murata's HP reduced below about 42000 HP

Mironga x8 (two twin squads)
OMGWTF Mironga (Kyle)

Skill point: Reduce Murata's HP below 45% by the start of turn 9

Oiii. Just Lune and Ibis against some Mirongas. Fortunately, these guys aren't
nearly as 1337 as they were a chapter or two ago. Note that Lune can't use her
Psychoblaster right now. Anyway, your enemies won't attack right off- but they
will counter. Save your game and try to take one out with a join attack by Lune
and Ibis. Don't use focus- you'll need your SP later. On the next turn, do use
focus and continue the assault. Don't be shy with Lune's Cross Smasher- it's
both accurate and powerful. Ibis should head up by Murata with Invincible and
focus cast- three spaces below him is optimal. Counter all of the Mironga. On
turn 3, the Valsione goes haywire, but the new girl at TLI sets things right-
though she's probably the one who did it anyway. Moonspeak, gotta learn, Atlus
needs to translate, etc. Anyway, who should spring up but Master Rishu in the
Type 0! He starts at 130 morale, has strike, guard and valor auto-cast, and he
has a range three Zankantou Shippu Dotou. Run up and whack Murata in the face
with it (Ibis should support). When you've done this, take out as many Mirongas
as you can with Lune and Ibis. Once Murata dips below about 42000 HP...

Kyle appears with a host of Mirongas. D: Fortunately, so does Masaki, who's
Cyflash is in perfect condition. Use Focus and let slip the dogs of war! As the
newly arrived Cybuster wreaks havoc, polish off Murata with another Zankantou
strike, perhaps supported by Cross Smasher or Sonic Break. Do so within 8 turns
(piece of cake!) and reduce his HP below 45% for the skill point. Afterwards,
head for Kyle. You only have to reduce him below 80% HP. A Cosmo Nova paired
with Rishu's Colossal Blade will send him packing. Of course, being able to hit
him with the Nova is another matter entirely- Masaki doesn't know strike. Use
Focus- and maybe the save and reset buttons. Rishu has a much easier time due
to the fact that not only does he have strike, he has dirt cheap strike. Once
he buggers off, the mission ends rather abruptly.

A single container holds an apogee motor.

*******************************************************************************

Stage 7 intermission: MORE THINGS YOU CAN UPGRADE AHAHAHA! That being said, do
so and whatnot, then move on

*******************************************************************************

Stage 8:

Allies:

Kurogane (Ratsel)
Sanger (Dygenguard)
Yuki (Rathgrith)
Carla (Randgrith)
Raul (Excellence Flyer)

Enemies:

Gaorika custom x10 (three twin squads)

Enemy reinforcements: All enemies shot down

Gaorika custom x8 (two twin squads, four have Gaorika squadmates)
Gaorika x4 (Gaorika custom squadmates)
Tugatell (Tess)
Eleoth (Despinis)

Skill point: Reduce one of the Lolis to below 30% by the start of turn 7

At first, it's just a Gaorika fest- They've never exactly been tough opponents.
Just move south-Sanger should land while Ratsel and Yuki use accelerate. Don't
use any SP yet. Even without it, Gaorika trashing should pose no problem as you
move towards the southwestern patch of land. When you finish them off, Folka
makes an appearance, with Kouta in hot pursuit. Unfortunately, the Duminuss
Loli squad appears to muck things up. The Gaorikas are small potatoes- their
only purpose is to provide morale. However, try not to use any EN consuming
attacks on them. You'll need them later for the two girls. Once you've cleaned
up, start beating on Tess (the girl in the mech that first appeared. She's a
brighter yellow, and is nearest Roa) with your strongest attacks. You don't
have the luxury of of Valor right now, but most everyone knows the SCs needed
to at least stay alive. Two rounds of your most powerful attacks should send
her packing (and by extension Despinis). She'll go after Roa, so if you're not
in any imminent danger of getting knocked out, counter with Kaiser Tornado.

In the single container is a special bullet part.

*******************************************************************************

Stage 8 intermission: Radha and Gilliam join you- Radha's in her old Schutzwald
so you might wish to put her in something better like the armorlion. Put some
better weapons on Ibis (preferably an all attack, as Astelion AX doesn't have
one), Kai should get an Armor Breaker, Rai a mindblast (if you can figure which
one it is... arrr). Put Ryusei in the R-1 and someone else in the ART-1 if you
haven't arleady. Also, you might want to put some armor on Valsione and upgrade
the same. Giving Ibis a dustproofing, too, so you can land her without penalty.

*******************************************************************************

Stage 9

Allies:

Masaki
Lune
Ibis
Rishu

Enemies:

Bartoll x15 (three twin squads)
Mironga x4 (1 twin squad)
Guarlion Custom Mumyou (Murata)
OMGWTF Mironga (Kyle)

Enemy reinforcements: Turn 4

Bartoll x22 (four twin squads)


Skill point: All enemies shot down before Murata and Kyle

Urk. Have Ibis take the point and cast focus. She should land in the forest
while the others gather behind her to provide fire support. The general goal
here is take out as many Bartolls as possible before turn 4. I gave Ibis the
linear missile launcher, and it worked wonders. On turn 4, the Hagane shows up
to help. So does Shu (!!!). You need all of the help you can get, to be honest.
Start whacking what's in range and have Lune cast Alert. Kyle will chase after
her, and he has Zeal, so try to stay outside his range. He'll have to spend one
of his moves going towards you and another attacking, so you should be okay.
Now, you have three turns to take his ass down. Keep Murata occupied by casting
Invincible on Rishu each turn as you trash the incoming Bartolls. They become
increasingly easier to deal with as their numbers dwindle. Split up into groups
to deal with them, but don't stray very far from Kyle- the timelimit here is
pretty tight. Shu can easily take down the batch of Bartolls nearest him with
no help if you cast Guard and Strike- don't forget that he and Masaki have MAP
attacks. Of course, Shu's doesn't differentiate allies and enemies so use it
with care. A few units will probably have to skip out on the Kyle killing if
the skill point is your aim. Even though he does have 88000 HP, he has CRAP for
armor. If you use an armor breaker, he goes down to -250-. Any attack will do
some hefty damage to him, which is good because very few characters know valor
right now. Shu is one of them, making him quite the asset here. Finish Kyle
with Lune for the Mironga.

In containers are a super repair kit and a special bullet part.

*******************************************************************************

Stage 9 intermission: Well, that was fun. If you got the mironga, the first
thing you'll notice is how weak it's attacks are, and you can't equip weapons
to it. Jeez, couldn't they have given us Kyle's OMGWTF mironga? Sigh. Oh well.
It makes good filler, and it's most powerful attack is absolutely free. Anyway,
upgrade what you want (you may have enough PP for some pilots to get a pilot
skill or two)

*******************************************************************************

Stage 10

Allies:

Hiryu Custom (Lefina)
Leona (Sieguarlion)
Tasuku (Giganscudo Duro)
Katina (Gespenst Mk II M D:)
Russel (the same)

Enemies

Bartoll x8

Enemy reinforcements: All enemies shot down

Bartoll x9

Enemy reinforcements: Two bartolls shot down

Gaorika x6
Gaorika custom x4 (two twin squads)
Folka (Yaidabout)
Alion (Agares)
Lalia (???)

Skill point: Shoot down Yaidabout

Don't worry about the skill point right now- Folka hasn't even shown up yet.
Anyway, have Leona out in front with focus on. Tasuku should be next to her to
cover if she gets hit and for the love bonus. The hiryu should be close by for
the leadership bonus, and russel and katina should follow behind to clean any
bartolls up as you slowly move forward. After they're all gone, some more show
up to the north. Fortunately, Sleigh appears to help and maps a few right off
the bat. Focus and accelerate, then head east into the atsteroids for bonuses.
Weaken the bartolls, but leave them alive for now. After a turn, the Kurogane
crew appears to help.

Now, don't use any SP with Sanger. You'll need it later. This presents a bit of
a dillemma, though. You need to get him to level 23 so he can use valor. The
best I can reccomend is saving and resetting until he hits his target. Using
his friendship bonus with Gilliam and Ratsel helps. Anyway, you should aim for
the the same rock formation. When you down two bartolls, some more enemies show
up- along with Kouta. Time to continue the craziness! Anyway, as you should
know, Bartolls are by an order of magnitude a bigger threat than Gaorikas. Keep
attacking them til they're gone- and send Roa down to deal with the Gaorikas.
A thing to note here is that Alion's mech is freaking -fast-. It has a movement
range of -11-. It's ridiculous. It's not even funny. Getting the skill point
isn't much fun, but it's possible if you've saved up your SCs. Soften him up to
the point of 20000 HP (this is easier if you WEREN'T an idiot and led him to a
an asteroid tile), then twin up Kouta and Sanger, cast valor on the leader's
attack, strike, and go to town. If you're not positive you can do it, Raul and
Yuuki know Support attack.

In a single container is a high performance radar.

*******************************************************************************

Stage 10 intermission: Can you believe we're almost at the end already? Well,
this is just a teaser/slash prologue. Anyway, it's time to do a bit of musical
mechs. If you're confident in the SRX's upgrades, then by all means, keep Ryu
in the R-1. If not, put him in the ART-1. Leona should go in the mironga for
the infinite use End Breaker, Mai should go in the Sieguarlion if ousted from
the ART-1, and Tasuku should go in the Huckbein Boxer. If you kept Ryusei in
the R-1, then Ryoto should go in the Siguarlion. Equip weapons and whatnot,
then get ready for... the FIGHT OF INFINITE BARTOLLS.

*******************************************************************************

Stage 11:

Allies:

Hagane
Hiryu Custom
Up to 16 other units

Enemies:

Bartoll x30 (8 twin squads)

Enemy reinforcements: Hagane/Hiryu nears destination

Bartoll x4 (Seolla, Arado, Kusuha, Latooni)
Bartoll x12

Enemy reinforcements: Enemy count drops below 10 (infinite waves)

Bartoll x12

Skill point: 80 bartolls shot down before the winning condition is met

Oi oi... Well, this stage is straight forward, at least. The Bartolls have some
inhuman hit and evade rates at the start because there are so many- so the
first order of business is to clear out as many as possible while your ships
rush the highlighted square. Five turns is very tight here- and it might seem
impossible to get the skill point, but Bartolls go down pretty fast. Anyway,
Leona, Tasuku and Mai should probably take the point. Focus on getting Leona
morale- at 130 she becomes a bartoll smiting machine. When the ships get near
the spot, some more pop out- along with four special ones. These bartolls house
the four kidnapped friends: Seolla, Arado, Latooni, and Kusuha. Naturally, you
can't just shoot them down- you have to reduce them to about 770 HP. This is le
pain in the ass, but doable. A pity neither Lune nor Masaki knows mercy. Still,
unless you've been upgrading Cylfash/Psychoblaster, a single valor burst should
bring them all down to the desired level. If not, prepare to save and reload a
lot. Brining Ryoto along is helpful just because he DOES know Mercy, along with
Rishu.  Anyway, when they've all been woken up, it's just business as normal-
except for one small detail.

IT'S THE FIGHT OF INFINITE BARTOLLS, LADIES AND GENTLEMEN. Unfortunately, due
to the strict timelimit imposed, you don't have a chance to really farm it.
Thusly, you need to hurry and get Leona and Tasuku up to the very north end of
the map inbetween the two spawn points. Leona on her own might be better, so
they don't target Tasuku (who, while being very competent and Bartoll smashing
in the good ol' boxer, has a finite amount of his more powerful attacks.). Due
to some mismanagement on my part, I only had one enemy phase to rack up the
kills- try to get the chosen units up there by turn 3. Accelerate helps oodles.
Your other units should trash the reinforcements that appear to the south for
fun and PP. Bartolls have annoying support defending tendencies- good use of
all attacks will fix their wagons. As turn 5 draws to a close, make sure that
at least one of your battleships can reach the spot indicated. Killing 80 isn't
as hard as you might think... but I cut it pretty close, so what do I know? ^^;


In containers: 2 special bullet parts and an SSP drink.

*******************************************************************************

Final intermission: Time to prepare for DA FINAL (Final! Really!) BATTLE. Be
sure to use your copious cash reserves to upgrade the Wurger and Falken. Put
Leona back in the Sieguarlion, Latooni in the mironga, and make sure the SRX
can be formed. Also make sure Kai has the armor breaker and someone has some
repair and reuspply modules equipped. Mai should be put in a good unit- I like
the ART-1. Also, due to the obscene amount of PP that bartolls hand out, some
of your units may have enough for SP regen. Get it. It's extraordinarily
helpful.

*******************************************************************************

Final Stage:

Allies:

Hagane
Hiryu Custom
Kyosuke
Excellen
Up to 18 other units

Enemies:

Bartoll x28 (7 twin squads)

Enemy reinforcements: Certain line crossed

Bartoll x6 (three twin squads)
OMGWTF Bartoll (naked green Lamia)

Enemy reinforcements: OMGWTF Bartoll shot down with Kyosuke

OMGWTF Mironga x2 (Giganspada squadmates)
OMGWTF Bartoll x2 (Giganspada squadmates)
Giganspada x4 (Bartoll and Mironga squadmates(
Valsion CF Custom (Juergen)

Skill point: Nein

This is the end, my friend. I mean it this time. There's nothing else after
this until OG Gaiden. Sure, there are always replay games, but no more new
scenarios, games, or portions. So let's make it a good one. GO!! Deploy all of
your best boss smiters and support characters (in all honesty you can pretty
much deploy your entire squad).

Lots of bartolls- you should be used to this by now. Mai and anyone else with
SP regen should be leading your pack, since as always, Focus is practically a
required SC to cast. Well, except Radha if you brought her along. She's not all
that good of a pilot. This is very simple- plow through them. Once you reach a
certain point on the map (think of an invisible line about where the first line
of Bartolls are), a few more show up, along with one containing Naked Green
Lamia (TM!) and... 98000 HP. *sob*

Panic not- the only kink here is that you have to take it out with Kyosuke or
it's teh gaem ova. It has no HP regen or EN regen- it just blocks status down
missiles and has Double Image. It still retains it's -paltry- 1000 armor- take
your time, conserve your resources, and bash it's face in. When you're ready,
blast it with Kyosuke to start the next set of events. He yanks Lamia out, but
Juergen blasts the Alt, and Lamia is presumed KIA. This guy has no idea who he
chose to mess with. Anyway, he's in the ever-fugly Valsion CF custom, much more
powerful than back in Stage 5 of OG2. Most notably is that you can no longer
hit from close range and be free from counterattacks and that he has a bloody
warp field. Thankfully, no HP regen. However, to make things interesting, he's
brought along four enemies of Kyle and Naked Green Lamia class. Ignore them-
you don't have the resources to take them out AND the 300000 HP Valsion. I like
to put Bullet in the Type 3 inbetween them all with Guard cast by Kusuha. That
way, if he defends, his TK field will absorb the damage and you can get into
position. You have less to work with here, but the same principles of big boss
smiting apply. Armor break him with Kai (Rai probably isn't at a high enough
level to have Fury), then whack him with everything you have. Don't bother with
SP conservation now- at this point, it's highly unlikely that characters with
no SP regeneration will have enough left for two rounds of Valor, so use it now
and hope for the best. The SRX team (with Viletta as the R-Gun pilot) are very
helpful here- the relatively cheaper HTB cannon can wreak havoc on Juergen's
HP, even with his Guard skill. That, and Ryusei and company can fire it off and
use valor just about each time. Your other combo attackers should go at it as
well- Seolla and Excellen only have Focus to boost their evade and ensure their
survival, so be careful. You probably won't be able to do him in in one turn,
so keep plugging away and hope his little helpers (who are pretty much more
dangerous than Juergen himself) don't kill anyone. When you finish him off, pat
yourself on the back... and enjoy what could be called an ending. Damn teasers.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

------------------------------
|X. Parts and Special bullets|
------------------------------

+Part List+

Booster: Movement +1

Mega Booster: Movement +2

Apogee Motor: Movement +1, Mobility +5

Servo Motor: Mobility +5

Biosensor: Mobility +20

Thruster: Mobility +25

Custom CPU: Mobility +25, Movement +2, Range +1, Hit Rate +20%

Tesla Drive: Enables Flight and gives an A rank in Air

Tesla Drive S: Enables Flight, movement +1, gives an S rank in Air

Thruster Set: Gives an S rank in space

Dustproof: Gives an S Rank on ground

Water Jet: Gives an S rank in water, no movement penalty in water

A-Adapter: Gives an A rank in all terrains

S-Adapter: Gives an S rank in all terrains

Chobham Armor: HP +500, Armor +100

Hybrid Armor: HP +1000, Armor +150

Orichalconium: HP +1000, Armor +200

Z.O. Armor: HP +1500, Armor +250

Generator: EN +50

Large Generator: EN +100

High Generator: EN + 200

Solar Panel: 10% of Max EN recovered each turn

Beam Coat: Reduces damage by beams by 900, costs 5 EN to activate

AB Field: Reduces damage by beams by 1200, costs 10 EN to activate

G. Wall: Damage below 800 nullified at 120 will, costs 5 en to activate

G. Territory: Damage below 1800 nullified at 120 will, costs 15 en to activate

Hyper Jammer: At 130 will, there is a 50% chance of evasion regardless of enemy
hitrate

Hero's mark: Armor +200, Mobility +25, hitrate +30%

Steel Soul: Armor +250, Mobility +30, Hitrate +35%

Dual Sensor: Hitrate +10%

Multi-Sensor: Hitrate +20%

Custom H.U.D: Hitrate +30%

T-Link Sensor: Hitrate +40%

Enhancer: Critical hitrate +20%

Radar Module: All non-range 1/MAP attacks get +1 to range

Repair Kit: All HP restored upon use

Fuel Tank: All EN restored upon use

Cartridge: All Ammo restored upon use

Repair Kit DX: All HP, EN, and Ammo restored upon use

SP Drink: 50 Sp recovered use

SP Drink DX: Al SP recovered upon use

Emblem: Unit equipped with this starts the battle with 5 more will

Medal: Unit equipped with this starts the battle with 10 more will

+Special bullet list+

Attack up, Range down

Range up, Attack down

Hit up, range down

Hit up, critical down

Critical up, range down

Critical up, hit down

Will up, attack down (that is, will requirement goes down by 5)

Will up, ammo down

Terrain Adaptation Air (Air rank goes up by one, IE, A->S)

Terrain Adaptation Ground (Ground rank goes up by one)

Terrain Adaptation Water (Water rank goes up by one)

Terrain Adaptation Space (Space rank goes up by one)

Post movement attack (allows for attack to be used after moving)

Attack Up

Range up

Hit up

Critical up

Will up

Attack up, Critical up

Range up, hit up

Terrain Adaptation (all ranks go up by one)


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

------------
|XI.Secrets|
------------

-Original Generation 1-

$$$$$$$$$$$$$$
Valsion Custom
$$$$$$$$$$$$$$

Get the skill point in chapter 28 of either Ryusei or Kyosuke's route. That is,
bring the Valsion Custom Shine is piloting down below 10% HP by the start of
turn six.

A very nice supporting unit with great HP and Armor ratings. Very easy to get,
and thus is highly reccomended.

$$$$$$$$$$$$$$$$
Leona's Guarlion
$$$$$$$$$$$$$$$$

In chapter 24 of either route, shoot down Leona and her Guarlion with either
Rai or Tasuku. It will be available after the mission.

Again, not a difficult secret to get, but the Guarlion isn't all that great.
Leona generally finds her way into the Valsion Custom.

$$$$$$$$$$
Gespenst R
$$$$$$$$$$

To obtain this unit, you must be on Kyosuke's route. Gilliam must be level 23
or above by the end of chapter 19. Gilliam will appear in this unit instead of
the normal Mk II R.

Somewhat difficult to obtain if you don't abuse Gain and Cheer, but that's not
a problem with Russel and Lefina running around. A very nice unit for Gilliam.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Kai Kitamura and his beefy Gespenst Mk II of doom
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

The only requirement for this is to play Kyosuke's route. That's all. Kai joins
automatically in that route.

Kai's custom Gespenst is actually a good unit. The Range 2 4600 power jet
magnum is nothing to scoff at.

$$$$$$$$$$$$$$$$
Gespenst Mk II S
$$$$$$$$$$$$$$$$

This is only available on Ryusei's route. The only requirement is to shoot down
the R-Gun during chapter 30 (that is, not have it retreat. Blow it up/reduce HP
to zero.). Viletta will appear in this unit during chapter 40.

There's no reason NOT to get this unit, and it's easier than ever what with the
Twin battle system. It's also the Gespenst with the most attack power.

$$$$$$$$$$$$$$
Huckebein 008L
$$$$$$$$$$$$$$

This is obtainable on both routes, but the requirements are different.

Ryusei's route: Ingram must be at level 32 before the end stage 29.
Kyosuke's route: Viletta must be at level 23 before the end of stage 19.

Both routes receive it during chapter 37, though in Ryusei's route, Ring is the
Huckebein's pilot and in Kyosuke's route, Viletta is.

Difficult to obtain (especially in Kyosuke's route if you're aiming for the
Gespenst R), but well worth the effort. This is probably best saved for a new
game plus.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Grungust Type 1 Model 2 (Ichishiki Nigouki)
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

This is only obtainable on Kyosuke's route. Shoot down the R-Gun, but don't
fulfill the 008Ls requirements. Viletta will join in this unit during chapter
37.

Hey, another grungust can't possibly be a bad thing. A very nice consolation
prize for those who didn't quite get the 008L.

$$$$$$$$$$$$$$$$$
Keeping the R-Gun
$$$$$$$$$$$$$$$$$

This is obtainable on both routes. Shoot down the R-Gun during chapter 30, and
it will still be in your roster afterwards.

It may not make sense, but it's still something you should do. It's a very nice
unit, and it opens up many other secrets.

$$$$$$$$$$$$$
Shishio Blade
$$$$$$$$$$$$$

This is obtainable on both routes. In Ryusei's route, Ryusei must have 50 kills
before the end of stage 26, and Sanger must be shot down in that chapter. In
Kyosuke's route, Kyosuke must have 75 kills by the end of chapter 26 and Sanger
must be shot down during that chapter. Also, you must have at least 23 skill
points by the end of the chapter. It will be delivered afterwards.

Much easier to get in Ryusei's route, for evident reasons. Still, with all of
the twin squads and whatnot in the game, it's not too hard to obtain, even on
kyosuke's route- if only because he gets his Alt so much earlier. A very nice
weapon, if a bit limited in range.

$$$$$$$$$$$$$$$$$
Graviton Launcher
$$$$$$$$$$$$$$$$$

This is obtainable on both routes. In Ryusei's route, Kyosuke must have 55
kills by the end of chapter 31. In Kyosuke's route, Ryusei must have 55 kills
by the end of chapter 31. It will be delivered afterwards.

Difficult to get (especially in Kyosuke's route. The R-1 isn't all that good at
killing things), but pretty much the best equippable weapon in the game. Goes
well on the Huckebein 009.

$$$$$$$$$$$
Hero's mark
$$$$$$$$$$$

This is obtainable on both routes. In Ryusei's route, Daitetsu must be level 35
or above by the end chapter 34. It will be delivered afterwards. In Kyosuke's
route, Lefina must be level 35 or higher by the end of chapter 35. Skill points
might have something to do with it, but I always get them all anyway. >____>;;

Nice and easy to obtain. Just cast gain a lot on your battleships to make up
for the lack of action they see. The item itself is awesome- 200+ armor, 25+
mobility, and 30%+ hitrate.

$$$$$$$$$$
Steel Soul
$$$$$$$$$$

This is obtainable on both routes. In Ryusei's route, Lefina must be level 38
or higher by the end of chapter 37. In Kyosuke's route, Daitetsu must be level
38 by the end of chapter 37. Skill points might have something to do with it,
but I always get them all anyway. >_____>;;;

A bit more difficult to obtain- you have to switch battleships midway through.
It's almost impossible to get both the Hero's Mark and Steel Soul, though the
Steel Soul is slightly better. +250 armor, +30 mobility, and +35% hitrate.

^^^^^^^^^^^^^^^^^^^^^^^
<Original Generation 2>
vvvvvvvvvvvvvvvvvvvvvvv

$$$$$$$$$$$$
Stealth Wing
$$$$$$$$$$$$

There are two ways to obtain this weapon. The first is to shoot down Carla in
any of her appearances by chapter 39. It will be on her Randgrith when Carla
joins in that chapter. The second is to stay on Easy mode by not getting any
skill points- if you're on Easy mode by chapter 35, Gilliam will have this
equipped on his Gespenst RV during that chapter.

$$$$$$$$$$$$$$$$$
Graviton Launcher
$$$$$$$$$$$$$$$$$

In chapter 11, have Viletta shoot down all of the normal enemies (not Yuuki,
Carla, or Seolla.) while Ryusei and Irm twiddle their thumbs. She'll have it
equipped on her Gespenst Mk II R during chapter 22, after which you'll receive
it.

Much easier to get in OG2, and every bit as good as it used to be.

$$$$$$$$$$$$$$$$
Ashsaber/Vaisaga
$$$$$$$$$$$$$$$$

To obtain this, Lamia needs to have 55 kills by the end of stage 31. On stage
17 Ethiopia/20 Moon route, Lamia needs to land on the square that Echidna
retreats from. There will be no confirmation that something special has been
done. During chapter 26, Lamia needs to have either one or two battles with
Axel. One nets you the Vaisaga, two gets you the Ashsaber. Having none at all
or more than two gets you NOTHING, so have either ONE or TWO. Got it? ONE and
only ONE encounter for the Vaisaga, TWO and only TWO for the Ashsaber. Note
that the Vaisaga can now be obtained on the first playthrough. Lamia will show
up in either during chapter 35.

VERY good mechs indeed. This time around, the Vaisaga wins out over Ashsaber,
IMO, because there are a lot more good mechs you can deploy with now.

$$$$$$$$$$$$$
Shishio Blade
$$$$$$$$$$$$$

Bullet must have 45 and be at level 18 or above by the end chapter 21. It will
be delivered after chapter 24.

Easier to get now because of the extra scenarios, but still not quite worth the
effort. Still, spamming two shishio blades gives you a warm and fuzzy feeling.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Defeating the Inspectors during chatper 22
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

By shooting down the inspectors (Sikalog, Aguija, and Mekibos), you get various
swag: a custom CPU, a Hero's Mark, a Steel Soul, a Shishio Blade, and a GImpact
Stake. You will NOT get these if Mekibos is not shot down last. I repeat, the
Graterkin and Mekibos must be shot down LAST. Read the stage 22 walkthrough for
tips on how to accomplish this.

Basically a reward for the hardcore. Worth every turn invested, IMO.

$$$$$$$$$$$$
Boost Hammer
$$$$$$$$$$$$

During stage 23, Arado must shoot down all of the Gunsects. He may (and should)
use the Boost Hammer to do so. Radha may assist him, but she must not get any
kills. Getting the skill point isn't necessary. You receive it after the stage
if you obtained it (it's in storage). You must down them all before enemy
reinforcements arrive, however.

One of the best weapons in the game, hands down, and rather easy to get.

$$$$$$$$$$$$$$$$$$
Huckebein Mk III R
$$$$$$$$$$$$$$$$$$

Ratsel must have 35 kills before the end of episode 25 (30 if you take the Izu
route?). Tasuku, Leona, Ryoto, Rio, Kusuha, and Bullet's levels must add up to
185 before the end of stage 40. It will be converted from the Mk III trombe
after stage 39, and retain all of it's upgrades.

Meh. It's even less useful now with all of the great mechs running around that
you can deploy. If you want to use Gunner and Boxer in tandem, then go for it.

$$$$$$$$$$$$$
Wild Wurger L
$$$$$$$$$$$$$

Arado must have 55 kills by the end of chapter 33. Also, during stage 26, he
must destroy at least 4 gespensts (5?) before he moves next to Seolla. He can
as many battle encounters with Seolla as necessary, just don't move next to her
before shooting the gespensts down. Mai will deploy in the L during stage 34.
To keep it, she must shoot down five enemies before allied reinforcements show
up to help.

Another wurger is always a good thing, and this one has stun shot! :D Highly
reccomended, especially now that Kai knows fury.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Neo Chakram Shooter and G Impact Stake
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

Dygenguard must not get any kills during stage 37. Sanger can get as many kills
as he wants in the Type 3, just not Dygenguard. The weapons will be delivered
after stage 41.

So mindnumbingly simple to get, you should be flogged if you don't. The Neo
Chakram shooter turns the Alt Riese into a death god.

$$$$$$$$$$$$$$$$
Gespenst Mk II S
$$$$$$$$$$$$$$$$

Kai must have 55 kills and be at level 33 or higher before the end of stage 40.
The unit is delivered before stage 45 on the Earth Cradle route and before
stage 42 on the moon route.

Even simpler to get than before, and reason enough to use Kai (like you needed
another one. IMO, he ties with Ratsel for best aggressor.). OUGI! GESHPENSTO!
KIIIIIIICKU!

$$$$$$$$$$$$$$$$$$$$$$$$$$
Hero's Mark and Steel Soul
$$$$$$$$$$$$$$$$$$$$$$$$$$

On any new game + of OG2, these will be delivered to you free of charge after
stage 40.

You can gain an additional set by defeating the inspectors in stage 22.

Hey, free stuff. ^_^

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Randgrith and Rathgrith Ravens
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

More research must be done...

$$$$$$$$$$$$$$
Mironga (OG2.5
$$$$$$$$$$$$$$$

In chapter 7, Lune must have a battle encounter with Kyle. In chapter 9, Lune
must shoot down Kyle. It will be delivered afterwards.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

---------------------------------
|XII. Frequently asked Questions|
---------------------------------

Q: What gundams are in this ga-
A. *lowers smoking bazooka*

Q. Is this game available in english?
A. No. Not yet, at least. It might be, one day.

Q. How do I... etc.?
A. Check the guide.

Q. How do I contact you?
A. Check the contact policy.

More to come when I'm not exhausted from typing all evening.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

----------------------
|XIII. Contact policy|
----------------------

If you plan to contact me at all, I IMPLORE you to read this section. Yes, my
friends, IMPLORE.

You may reach me at IrtehAdder on AIM. I'm on most of the day, Pacific Timezone
(IE, Oregon. Howdy to all fellow Oregonians?). However, before you do contact
me out of the blue, read these guidelines.

HOW TO CONTACT ADDER:

Only IM me if I'm set to online status. That's just common courtesy, ya?

Try to be nice, and, barring that, at least not hostile.

The IM you send me should probably have the words FAQ in it, so I don't
promptly block you for taking advantage of the fact that I posted my AIM SN at
an easily available place.

Examples of good ways to contact me:

"Hi! I was reading your FAQ, and I found a mistake. Mind if I point it out?"

"In your FAQ, there's something a bit unclear... could you maybe word it a bit
better?"

"Hey, I found out the exact *insert requirement of something I'm unsure of here
*. Think you could add it in?"

Stuff like that. Any contributions made will be placed in the "Updates" and
"Credits" chapters, along with your SN, unless you object. :3

HOW NOT TO CONTACT ADDER:

Being excessively confrontational, swearing profusely, personal insults, and
other likeminded things will not get you far- heck, they'll probably get you
blocked.

"omg u fkin farg0t u mssed up *insert mistake here*!!111"

"Your FAQ sucks. Go to hell."

"OMG, I can't believe you're advocating that strategy. Do you suck at this game
or something?! Retard."

So if you did have a point or contribution to make, good luck doing it now.

-Why I don't use E-Mail-

This is a personal flaw of mine, it really is. And I should really fix it. But
I just can't ever remember to check my e-mail. Maybe if GameFAQs had a Personal
Message System or something... If you don't have access to AIM, then you can
always try making a topic on the OG2/OGS board. I'm often there.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

------------------------
|XIV. Legal Mumbo Jumbo|
------------------------

This FAQ is for personal use only, don't host it without permission, as of yet
only GameFAQs has permission to do so, etc. etc.

This guide is copyright 2007, Nick Pappas

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

-------------
|XV. Credits|
-------------


CJayC, for creating this fine site and repository of gaming information.

Banpresto, for being awesome (and making OG Gaiden so quickly!)

PlayAsia, for fast and easy game imports

The OGs Board, SRW Genesis, and the SRW Wiki for many lovely pieces of info. If
there's something in here that you can't find, you can probably find it in one
of those places.

SASHASABO, for pointing out that only Mai and Viletta can use the ART 1. Curse
you, Banpresto! Curse you for your duplicity!

And you, the reader, for giving purpose to this little document