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        SUPER ROBOT WARS ADVANCE PORTABLE

              DEFEATING BOSSES FAQ

               Written by Joekage

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This guide will give you tips to defeat runaway bosses. As always
in a SRW game, successfully shot down a boss before he retreats will
award you parts. In SRW A portable it is either a skill/pilot part
or a equiptable part which you can equip it to a robot. This guide
does not tell you how to defeat all the retreating bosses though.
It only offers strategy to beat the hard to kill bosses.

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Version Notes
=============

Version 1.0 (09/01/2011): First launch. Covered most of the info for
this FAQ.

Version 2.0 (09/08/2011): Corrected grammar mistakes (sorry since I'm
not a native English speaker) and added scenario 39. This version is
probably final.

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Strategies for defeating bosses
===============================

*Scenario 5*

Target: Devil Gundam (retreats at 15000 HP)

Item Drop: Melee +10

Tips: Get Kazuya (Daimos's pilot) to level 10. He will learn Valor at
that point. Have Kazuya cast Valor and hit Devil Gundam with Daimos's
most powerful weapon support by main character.

*Scenario 7*

Target: Char's Custom Gelgoog (retreats at 1860 HP), GP02 (retreats
at 4740 HP), Mash (retreats at 2970 HP), Gaia (retreats at 2820 HP),
Ortega (retreats at 2820 HP)

Item Drop: Skill +5, Infight +1, Chobham Armor, Booster, Magnet
Coating

Tips: Because all of the bosses mentioned above will retreat if
one of them is shot down, defeat all with map weapon is recommended.
Because the only unit with map weapon is the Argama, you must upgrade
Argama heavily (15 blocks is recommended). Also make sure Bright is
at lv12 before this stage so he can learn strike and his shooting
skill is at least 188 (not necessary if you manage to down GP02's HP
to below 5000 or if you feel unsure, equip Argama with a Anti-Dust
Module). The strategy is to surround Char will 3 units by the
diagram below:
 X
XC
 X
Leave Gato and the Black Tri Star alone. Make sure you weaken all
the bosses in 2 turns. 3PP, your reinforcement will arrive. Have
Bright cast accel and move him so that the Argama's map weapon
range is 5 squares to GP02 (you can save first so you can predict
Gato's move) like below:
 XXXX
GXXXXA
 XXXX
Fire the Argama's map weapon in the next turn and you're done.

*Scenario 8*

Target: Devil Gundam (retreats at 15600 HP)

Item Drop: Booster

Tips: The easiest way is to attack Devil Gundam with Schwartz's Soul
support by any pilot that has support attack (you probably don't need
support). However, if you don't want to waste your exp on Schwartz, pump
your money to weapons of main character's mech instead and try to get
him to lv14 in this stage. He will learn Valor at that point. Give
support attack to Shining Gundam (you have to push down Char in stage 6).
Have your main character attack Devil Gundam by Valor support by Domon's
Shining Finger Sword.

*Scenario 9 (Earth)*

Target: Bandok (retreats at 18000 HP), Skullrook
(retreats at 18690 HP)

Item Drop: Ranged +10, Gunfight +1

Tips: First, equip main character's mech with a Flight Module and a
Mars Bowl. Make sure he is at lv14 or more in this stage. Also,
weapons of main character's mech must be upgraded 10 or more blocks.
For Bandok, have main character cast Valor support by Shining Finger
Sword. Use the same tactic for Skullrook (use Mars Bowl on main
character so he can cast another Valor).

*Scenario 12 (Earth)*

Target: Psycho Gundam (Four), Psycho Gundam (Rosamia). Both retreat
at 11250 HP.

Item Drop: Battle Spirit, Support Defense +1

Tips: To defeat both Four and Rosamia, you must use Gundam Rose's
map weapon. The most difficult task here is to get George to lv24,
which is almost impossible without the resupply trick. Also, Gundam
Rose's weapons must be fully upgraded. Fire Gundam Rose's map weapon
with Valor and you're done.

*Scenario 13*

Target: Rival (retreats at 70% HP)

Item Drop: Hero's Mark

Tips: Repeat the same tactic in stage 9. Upgrade the main character's
mech (I use Vysaga) and Shining Gundam as much as possible. Get main
character to lv20 so that he can use Vysaga's most powerful weapon.
Attack Rival with Vysaga support by Shining Gundam.

*Scenario 15*

Target: Mecha Fortress, Demonica x2 (retreat at turn 5 Player Phrase)

Item Drop: Chobham Armor, Accuracy +10, Magnet Coating

Tips: In order to defeat these 3 bosses, you must fully upgrade weapons
of main character's mech (I use Vysaga). The key is to use Vysaga to
counterattack these 3 big ass mechas.

Equip Vysaga with High-Spec Radar, Booster & Flight Module. Vysaga's EN
must be also upgraded full. Equip Mazinger Z with 2 Repair Kit. Equip
Getter 1 with Flight Module.

First, use a Repair Kit on Mazinger Z. Move it north & use it as a decoy
to distract the grunts (Iron Wall might be used). Cast Accel on main
character and head the Vysaga towards the bosses. Remember to destroy
one grunt on the way. Cast Shout on Benkei and move Getter Dragon
northwest to destroy 1 grunt. At turn 2 player phrase, move Vysaga near
the 3 bosses. Cast Valor on main char and attack Ankoku Daishogun. Next
turn counter the 3 bosses with Vysaga (remember not to move Getter
Dragon near the 3 bosses or they will attack Getter Dragon instead).
When Great Mazinger arrives, have him cast Valor and attack Demonica
(Jigoku Daigensui). He should be down. Counter the 2 remaining bosses in
3 Enemy Phrase. Finally use Great Mazinger, Getter Dragon & Vysaga kill
them all by 4 Enemy Phrase (you probably need counterattack).

*Scenario 20*

Target: Zweizergain (retreats at 20000 HP or at Enemy Phrase 6)

Item Drop: Haro

Tips: The key to success here is to abuse support attack of main
character's mech. Make sure you call out the strongest team. Here is
my suggestion:Daitarn 3, Combattler V, Voltes V, Daimos, Methuss (Fa),
God Gundam, Great Mazinger, Mazinger Z, Texas Mack, Gundam, G Fighter,
whatever 2 more units. Remember to equip main character's mech and God
Gundam with Flight Module. Equip your Supers with Propellant Tank so
they can use their most powerful move twice. Equip Methuss with 2 Mars
Bowl.

First, have Fa cast Rally on Domon twice and on main character once.
Send Daimos, Gundam (MA) and Texas Mack west to deal with the 3 Gespents
and the Nadesico's crew. By turn 4, you should get rid of the Gespents
and most of the Aetivalises to build your team some morale. Cast Shout
on your Super once so they could reach 120 morale by turn 4. At this
point Domon should reach 130 morale and main character should reach more
than 120 morale. Remember to save at the end of turn 3 player phrase to
predict Vindel's appearance spot. Move main character's mech within 2
squares from the Zweizergain's spot (so you can use main character's
support attack on Vindel). Chose defend or dodge to survive turn 3 enemy
phrase. Give all you got to Zweizergain in turn 4 player phrase. You
should have the task done by turn 5 player phrase without any trouble.
To make it easier, try to spam Confuse (Dragonar Unit 3 has it).
Remember to finish Vindel with Domon's Valor support by main character.

*Scenario 23*

Target: Daimajin (retreats at 3 Player Phrase)

Item Drop: SP Consumption Down

You only have Akito in the Luna Frame to defeat the Daimajin (Gen'ichiro)
so the only way is to power up Akito and his mech.

This task is very difficult in first run. To do it, you must get Akito to
level 64 or above (which is impossible without the resupply trick and
even with it you have to level up your whole team like crazy). At level
64 Akito should have 252 points in ranged, 140 SP. The skill parts given
to Akito are: Gunfight lv7 (you have to save all the gunfight until after
stage 20 for Akito), Hit & Away (give it to Akito before stage 21). Use 2
Valor attack and 1 Zeal to defeat Gen'ichiro.

If you fail to defeat Gen'ichiro in your first playthough, it is still
possible in 2nd playthough. Here is a proper strategy:

-Make sure you pump his ranged to 244 at least. It was in my game and I
imagine it very hard, if not impossible if Akito is below it.
-Akito's skill is as high as possible. This is because you might want him
to land at least one critical hit on Gen'ichiro. My Akito's skill is 170
and with critical he does 6000 damage on Gen'ichiro.
-Make sure Akito's SP is at least 80 so he can cast Valor twice. (It's a
lot better if his SP is at least 95 so he can cast Valorx2 and Focusx1)
Recommend Akito at lv25 or above. This must be done before stage 20.
-Make sure you give him Hit & Away so that when he hit Gen'ichiro with
Aetivalis's most powerful attack he can reach near Gen'ichiro. This is
because Gen'ichiro will not move from his spot so you have to make sure
Akito is in the Daimajin's range.
-Make sure Akito get Gunfight lv9 to increase his damage. It's HUGE so
don't underestimate it.
-Equip Akito with Battle Spirit. This maybe optional but the more
morale the better.
-Aetivalis's weapons remodelling have to be 15 levels of course.

That's done. Now do the below:
-First cast Valor & Focus on Akito. Hit Gen'ichiro with the most powerful
attack and move within the Daimajin's range 3 squares. You should do
10200 damage at least and have 1 bullet left.
-Save and pray the next hit (chose the 30 EN cost one) does a critical.
The higher skill the better with this. You should do 6000 damage.
-Now the Battas will attack you. Counter with everything you can and
make sure Akito reaches 130 morale at the beginning of turn 2.
-Next, cast Valor on Akito and attack Gen'ichiro with the most powerful
weapon. You should do 13000 damage with this.
-Counter the freaking Daimajin in next phrase. Does 4900 damage. There,
you're done. XD

*Scenario 39*

Target: Soulgain, Blue Helldine, Red Deathgain, Gra Gra, Mecha Warrior
Gimeria, Gilgazamune, Weiss Savior (Lemon), Zweizergain (Vindel)

Item Drop: Accuracy +15, Infight +1, Gunfight +1, Hit & Away, Evasion +15,
Ranged +15, Skill +15, SP Consumption Down

Tips: You have 10 turns to complete this scenario, so don't sit still on
Axis and wait for enemies to come. Be agressive instead. I recommend split
your team into 2 groups, one deal with the Gespensts at the top side of the
map, while one deal with the Gespensts at the bottom side of the map. Try to
take care of the Gespensts in 2 turns. Send ZZ Gundam toward the Gra Gra as
a decoy (Its map weapon do help a ton). Besure to cast focus on Judau so he
can survive waves of attack. Once you get rid of the Gespensts, focus your
attacks on the enemies from Dragonar series (Gilgazamune, Geyzam) and Daimos
(Mecha Warrior Gimeria, Mecha Warrior Zonnekaiza). If you feel you run out
of time to kill all the enemies, just ignore the original units near Lemon
and Vindel, although note that one of the Soulgain a the top right side of
the map drop animportant skill part accuracy +15. Equip the Nadesico with 2
Mars Bowls sothat Yurika can cast Exhaust on Vindel to prevent him from using
his mapweapon. Two turns is enough to bring Vindel down, though if you use
some Zeal and Enable seishins you can own him in one turn.


==========
Conclusion
==========

Since most of the tasks use main character's mech, it would be wise to fully
upgrade its weapons as soon as possible. Save some money for Shining Gundam
too, since Shining Gundam's upgrade will carry over to God Gundam, which will
help you a ton in later scenarios, especially near the end. Also note that
some of the task require ridiculous leveling so you might want to do the
resupply trick to level up your pilots. Finally, shot down Gato & co in stage
7 is impossible in your first run, since you need a large amount of money to
remodel Argama's weapons.

==================
Credits & Contacts
==================

The wiki pages at http://wiki.livedoor.jp/srw_ap
For many info which make the backbone of this FAQ

Banpresto:
For making the legendary SRW games

Any suggestion please go to: [email protected]