A Portable Challenge Run

Conditions: No upgrades or skill parts, low turns.

Resources Used:

Item Drop Checklist by Grandmaster Meio
http://www.gamefaqs.com/psp/944739-super-robot-taisen-a-portable/faqs/56787

Secrets FAQ by Grandmaster Meio
http://www.gamefaqs.com/psp/944739-super-robot-taisen-a-portable/faqs/57037

http://wiki.livedoor.jp/srw_ap/
http://akurasu.net/wiki/Super_Robot_Wars/A_Portable
http://wiki.cre.jp/SRW/%E3%82%B9%E3%83%BC%E3%83%91%E3%83%BC%E3%83%AD%E3%83%9C%E
3%83%83%E3%83%88%E5%A4%A7%E6%88%A6A_PORTABLE

Listings within tiers not in any particular order.

Top Tier:
Domon
Combattler-V
Voltes V
Shin Getter
Master Asia
Daimos
Zanbot 3
Bright
Fuunsaki (Support)
Light (Support)

High Tier:
Daitarn 3
Tetsuya
Getter-Dragon
Quattro
Duke
Trowa
Allenby
Yurika
Kyoshiro (Support)

Mid Tier:
Axel
Lamia
Kouji
Getter-1
Argo
Sai-Saichi
Chibodee
Duo
Wufei
Katoru
Zechs
Kamiyu
Kou
Kaine
Akito (Ace bonus only)
Tapp (Support, pre-upgrade)
Fa/G-Fighter (Support)

Low Tier:
Anyone else not mentioned


Judau
Roux
Puru
Puru 2
Rain
Kerot (Support)
Hiiro
Akatsuki
Meio
Gai
Amuro
Lalah
Jack
Noin
Burning
Ryoko
George
Hikaru (Nadeisco)
Hikaru (Mazinger)
Jun
Shiro
Sayla
Kayra
Miyuki
Lisa
George
Maria
Norris
Four
Rosamia
Tekkouki
Musashi
Izumi
Michiru (Support)
Boss (Support)
Aina (Support)
Kirika (Support)
Sayaka (Support)
Rubina (Support)



Seishin Level Notes:
Axel learns Strike at 8
Kazuya learns Valor at 10
Kouji learns Strike at 10
Amuro learns Valor at 10
Ryoma learns Valor at 14-16
Bright learns Strike at 12
Shiro learns Valor at 12
Axel learns Valor at 14
Tapp learns Valor at 14
Kou learns Valor at 15
Zanbot 3 learns Valor at 15
Light learns Valor at 16
Kouji learns Valor at 17
Shiro learns Strike at 17
Daitarn 3 learns Valor at 19
Domon learns Valor at 20
Kyoshiro learns Cheer at 21
Kaine learns Valor at 22


Walkthrough:

Unit placements are different between Lamia and Axel on the same stages. At
least for this first route split, the items are the same. Only different
enemies drop them.

For my first (possibly only) run I'm going to slow down a bit on turns to kill
fleeing bosses for parts/xp.

R1 (Axel Real) -


Meio (Falguen MAFFU) = Gunfight + 1
Dan (Gelf MAFFU) = Magnet Coating
Karl (Gelf MAFFU) = Ranged + 5
Wilner (Gelf MAFFU) = Repair Kit

- Meio retreats at 2460 HP.

R2 (Axel Real) -


Meio (Falguen MAFFU) = Infight + 1
Karl (Gelf MAFFU) = Accuracy + 5
Wilner (Gelf MAFFU) = Melee + 5
Dan (Gelf MAFFU) = Booster
one Gwei MAFFU (lower right) = Repair Kit
one Gwei MAFFU (lower left) = Propellant Tank
one Gwei MAFFU (upper left) = Cartridge

- Meio retreats at 2460 HP.
- Dan, Karl and Wilner retreat if Meio retreats or is defeated.


R3 (Axel Real) -


Ramba Ral (Gouf Custom) = Chobham Armor
Gaia (Dom II) = Ranged + 5
Mash (Dom II) = SP + 5
Ortega (Dom II) = Anti-Dust Module
one of the Zaku IIs to the right = Propellant Tank


S1 (Lamia Super) - 8 turns

Boss = Booster
Grunt = EN Tank


S2 (Lamia Super) -

On 3PP allies arrive N.



S3 (Lamia Super) -



S1 (Axel Super) - 7 turns

Dark General (Demon Fortress) = Gunfight +1. Flees at 8310 HP.
Grunts = Propellant Tank, Ranged + 5, Booster

On 2PP Kouji arrives E. On 5PP Tetsuya and Jun arrive E. It's possible to
complete this stage faster but I waited a turn to destroy the boss w/ Tetsuya's
support attack.




S2 (Axel Super) - 9 turns

Dangel (Magma Beast I) = Chobham Armor. Dangel retreats at 7260 HP.
Hidler (Mecha Fortress) = Melee + 5. Hidler retreats at 7110 HP.
Ankoku Daishogun (Demonica) = Infight + 1. Ankoku Daishogun retreats at 8310
HP.
Grunt = Repair Kit
Hakkotsuki (Hakkotsuki) = Propellant Tank
Tekkouki (Mecha Tekkouki) = Accuracy + 5
Kochou Oni (Mecha Kochou Oni) = Cartridge

Keep enemies away from the science lab. On 3PP Getter and Jack arrive.
Tetsuya's support attack can destroy all fleeing bosses if you keep his best
attack resupplied. Attack Dangel, move Boss S, and move others SW/SE to kill
the grunts. Turn 2 move Tetsuya back to get resuppled by Boss then destroy
Dangel on turn 3. Afterward clean up the rest of the grunts and other 2
bosses.




S3 (Axel Super) - 9 turns

Richter (Garunroll) = SP + 5. Richter retreats at 8910 HP.
Lyza (flying Robo Dari) = Anti-Dust Module
Balbas (flying Robo Dari) = Ranged + 5
Grunt = Propellant Tank
Grunt = Magnet Coating

On 2PP allies arrive NW. To defeat Richter, upgrade Axel's weapons for a more
powerful support attack, or reload until Kazuya's 4900 attack crits.


I could be finishing these faster but I'm taking extra turns to kill the
fleeing bosses for exp/parts.




S4 (Super) - 11 turns

Lisa: Take the Super Robot Route at the start of the game. Have Ryouma's kill
count be at 5 or more before stage 4. If you fail to recruit Lisa, there will
be an extra grunt in Stage 9 earth route that you can kill for a Mega Booster
instead.

Meio (Falguen MAFFU) = Gunfight + 1. Meio retreats at 2460 HP.
Ankoku Daishogun (Demonica) = High-Spec Radar. Ankoku Daishogun retreats at
8310 HP.
Hidler (Mecha Fortress) = Melee + 5. Hidler retreats at 7110 HP.
Warchimedes (Magma Beast Darkron) = Mega Booster. Warchimedes retreats at 8610
HP.
Hakkotsuki (Mecha Hakkotsuki) = Infight + 1
Grunts = Propellant Tank, Repair Kit, Cartridge, Shield Defense + 1

On 4PP Bright and some allies arrive SW, and enemies arrive NW. Again a bunch
of fleeing bosses, this time Kazuya + support attack should be able to handle
them.




S5 - 7 turns

Wilner (Gelf MAFFU) = Potential + 1
Karl (Reb Gelf MAFFU) = Flight Module
Dan (Gelf MAFFU) = SP + 5
Kyouji (Devil Gundam) = Melee + 10. - Kyouji retreats at 15000 HP.
Grunts = Repair Kit, Cartridge, Propellant Tank, Screw Module, Defense + 5

Domon joins on this scenario. He needs 30 kills by the end of scenario 18 to
recruit Master Asia, so 2.3 kills per scenario. There's a lot of grunts on this
stage to give Domon a head start. I did 14k to DG with valored Kazuya + Axel
support attack, should be easy to do 15k w/ upgrades.




S6 - 10 turns

Richter (Garunroll) = Infight + 1. Richter retreats at 8970 HP.
Gato (Gundam GP-02) = Sword Cut + 1. Gato retreats at 4740 HP.
Char (Char's Gelgoog) = Support Attack + 1. Char retreats at 1860 HP.
Aina (Apsalus) = Shuffle Emblem. Aina retreats at 1710 HP.
Norris (Gouf Custom) = Propellant Tank. If Aina is defeated first, Norris
retreats.
Lyza (flying Robo Dari) = Evasion + 5
Mash (Dom II) = Magnet Coating
Gaia (Dom II) = Large Generator
Ortega (Dom II) = Chobham Armor
Ramba Ral (Gouf Custom) = Repair Kit
Grunt = Apogee Motor

Apsalus - On stage 6 have Ez-8(Shiro) convince Apsalus(Aina). Then on stage 7
do NOT destroy the Apsalus(Aina). Better to destroy the Apsalus on stage 7 to
get an EWAC Enable part.

Part 1:
Defeat all enemies to finish, don't let any enemies touch the glowing base
tiles. On 2PP grunt reinforcements arrive SW. It's difficult to destroy
Richter's bship with Kazuya below 120 will. Might be possible with Kouji and
Axel support (I did 8690).

Part 2:
After defeating initial enemies, you can deploy 4 allies from base. Char and
Gato arrive near your base and flee north to the map edge without attacking,
it's not necessary to kill them. It's pretty easy to surround them with units
so they can't move anywhere. Other enemies arrive NW, defeat all of them to
finish.

Char has a useful +1 support attack if you're using skill parts. If you give
Domon or Kazuya support attack it should be much easier to kill fleeing bosses
even without weapon upgrades.




S7 - 11 turns

Stage 7 Parts:
Mash (Dom II) = Chobham Armor. Mash retreats at 2970 HP.
Gaia (Dom II) = Booster. Gaia retreats at 2820 HP.
Ortega (Dom II) = Magnet Coating. Ortega retreats at 2820 HP.
Char (Char's Gelgoog) = Skill + 5. Char retreats at 1860 HP.
Gato (Gundam GP-02) = Infight + 1. Gato retreats at 4740 HP.
All 5 flee when one is defeated, retreats, or reaches the NW base tiles.

Ramba Ral (Gouf Custom) = Beam Coating
Bitter (Zaku II) = Magnet Coating
Aina (Apsalus) = EWAC Module
Miyuki (Getter Q) = Dual Sensor
Grunt = Propellant Tank
Ankoku Daishogun (Demonica) = Mars Bowl. Ankoku Daishogun retreats at 8430 HP.
Hidler (Mecha Fortress) = Repair Kit. Hidler retreats at 7230 HP.
Warchimedes (Magma Beast Darkron) = Potential + 1. Warchimedes retreats at 8730
HP.
Dangel (Magma Beast Great I) = Cartridge. Dangel retreats at 7230 HP.
Ghineas (Apsalus) = Jammer. Ghineas retreats at 6300 HP.

Stage 7 Secrets:
Miyuki - On stage 7 have a battle encounter with Getter 1, 2 and 3 against
Getter Q at least once each. Next have Getter-1(Ryouma) convince Getter
Q(Miyuki) afterwards. Note that you get Miyuki anyway on stage 8 even if you
destroy her mech, so this secret is nearly pointless.

Minerva X - On stage 7 you must keep Ankoku Daishogun and Dragonar-3 alive,
then have Mazinger-Z(Kouji) convince Minerva X. She will then become an
uncontrollable ally for the rest of the stage. If Minerva X dies then you will
not receive her afterwards. Minerva X will attack fleeing bosses so careful she
doesn't mess up and make a boss retreat.

Char's Custom Gelgoog - On stage 7 destroy Char's Gelgoog.

G-Fighter       Have Sayla's kill count be more than Amuros before stage 8.
G-Fighter can resupply and is overall more useful than FA Gundam.
Full Armor Gundam       Have Amuro's kill count be more than Saylas before stage 8.

G-Fighter is very useful and way more useful than the FA Gundam.

You start with some event pilots. On 3PP or when Gato, Char, or Tri-Stars
retreat, Bright and 8 units appear. It's very easy to one shot Char with
Kazuya. Char's Gelgoog isn't anything special, might be better off getting a
chobham armor, booster, or magnet coating. On 3EP Char, Gato, and the Tri-Stars
start retreating NW to the base. Defeating Char, Gato, or one of the Tri-Stars
causes all initial enemies besides Ral, Norris, and Aina to retreat.

Deployment: (8)
Ryoma
Domon
Kouji
Kyoshiro
Amuro
Kou
Boss
Fa

Once Gato, Char, or Tri-Stars retreat, Kamiyu arrives at NW and more enemies
arrive at SW. Defeat all to finish. Probably better to kill Miyuki for a Dust
Sensor. This is another good opportunity to get Domon a lot of kills on the
Zaku grunts.



S8 - 8 turns (Space), 13 turns (Earth)

Stage 8 Space Parts:
one Death Army = Shield Defense + 1
one Death Army = Evasion + 5
Kyouji (Devil Gundam) = Ultimate Cell

Stage 8 Earth Parts:
Death Army grunts = Shield Defense + 1, Evasion + 5
Kyouji (Devil Gundam - 1st) = Ultimate Cell
Kyouji (Devil Gundam - 2nd) = Booster. The second Devil Gundam retreats at
15000 HP.
Min (Stark Deins) = Mars Bowl
Gon Jem (Geizam) = Flight Module
Master Asia (Master Gundam) = Biosensor. Retreats at 2850 HP.

Master Asia
1) On Scenario 8, choose Earth Route (option 2).
2) After Scenario 16, choose Guinea Highlands (option 3).
3) Succeed on recruiting Allenby (explained above).
4) Domon's kill count must be at 30 or higher before Scenario 19.


Stage 8 Split:
You get to choose earth or space at the start of the scenario. If you pick
Space, you need to last for 8 turns before liftoff into space. If you pick
earth you have to go through a longer scenario.

1 - Space Route: for Lalah, Gai and Borot Pressure Punch
2 - Earth Route: for Master Asia

Stage 8 Earth:

First goal is defeat all enemies while keeping them off the base, Another good
opportunity to get Domon some more kills. After destroying the grunts you can
keep DG busy or try to defeat it for an Ultimate Cell part. There's no penalty
for not destroying DG in 8 turns other than missing out on the Ultimate Cell. I
defeated it while minimizing seishin usage.

After 8 turns or destroying all enemies, Master Asia arrives NW, various
enemies arrive along the south part of the map, DG moves to the NE corner, and
Schwartz arrives at base. On 8PP four G Gundam allies arrive at base.

To the south are Jin, Min, Gol, Gon Jem, and two other named pilots. They will
all retreat (along with their grunts) if any of them or DG are defeated. The
good items are a Mars Bowl or Flight Module. I went for the Mars Bowl on Min
because they're rare and it might come in handy on the final scenario.

After the neutral units retreat, Master Asia and DG should be left. Master Asia
can be taken out pretty quickly with some Strike hits, then wear down DG like
usual. It's possible to do just enough with Schwartz w/ Spirit + Axel support
to deal 15k to DG's 2nd form, even with no upgrade/skill parts.





S9B (Earth) - 11 turns

Grunts = Propellant Tank, Cartridge, Magnet Coating
Butcher (Bandok) = Ranged + 10. Butcher retreats at 18000 HP.
Hidler (Mecha Fortress) = Potential + 1.
Heinell (Skullrook) = Gunfight + 1. Heinell retreats at 18690 HP.

Very easy stage with a few grunts and easy to hit bosses. There's pretty much
no chance of dealing 18k damage unless Domon has Valor or weapon upgrades, etc.
Once Butcher is destroyed or retreats, more enemies arrive SW. Defeat all of
them to finish. Heinell has an even higher retreat value at 18.6k HP. For some
reason Hidler didn't retreat at 7k in my playthrough.




S10B (Earth) - 12 turns

Mileena (Megaborg Mileena) = Flight Module. Mileena retreats at 12750 HP.
Lisa (Megaborg Lisa) = Magnet Coating
Aiza (Megaborg Aiza) = Infight + 1
Combined Megaborg = SP + 10
Grunt = Chobham Armor

Don't destroy Daitarn 3 (duh). On 3PP allies arrive at SE. On 4EP enemies
arrive at enemy base. On 5EP grunts arrive to the left and right of enemy base
and you get control of Daitarn 3.

Once Aiza or Lisa are defeated, they combine into a new 60k HP enemy. If you
defeat them both at the same time with a MAP they won't combine. Mileena flees
at 12.7k, which is still tough on a no upgrade run. I got it by leveling
Daitarn 3 from 13 to 15, then using Zanbot 3 and Daitarn valored combo attack
(6500 damage), which does ~15k on its own.




S11B (Earth) - 11 turns

Jin (Stark Dauzehn) = Cartridge
Min (Stark Deins) = Mars Bowl
Ganan (Stark Gan-Dolla) = Booster
Gol (Stark Gwei) = Melee + 10
Gon Jem (Geizam) = Infight + 1
Grunts = Propellant Tank, Repair Kit

The cannon fires on enemy phase 2, 4, 6, etc. Have to stay behind cover. Stand
on the cannon to disable it. Once it's disabled more enemies arrive at S and N.
Kill everything to finish.

Pretty easy to rush Getter-2 to the cannon and trigger reinforcements. It takes
a few turns to mow through the grunts.




S12B (Earth) - 11 turns

Gol (Stark Gwei) = Hybrid Armor
Ganan (Stark Gan-Dolla) = EWAC Module
Min (Stark Deins) = Large Magazine
Jin (Stark Dauzehn) = Gunfight + 1
Allenby (Nobel Gundam) = Sword Cut + 1. Retreats at 5100 HP.
Rosamia (Psycho Gundam) = Melee + 10. Retreats at 11250 HP.
Four (Psycho Gundam) = Battle Spirit. Retreats at 11250 HP.
Gon Jem (Gilgazamune) = Solar Panel. Retreats at 13530 HP.
Grunt = Accuracy + 5

On 3EP, 4EP, and 5EP, enemies arrive E. Once Rosamia or Four is defeated or
retreats, the other also retreats. I got Rosamia with Valored Getter + Getter Q
combo w/ support attack, and Gon Jem with Valored Daitarn 3 + Zanbot 3 combo.

By the end of this scenario I have Axel at lv 20 with his ace bonus for better
support attacks. Domon has 35 kills and Daitarn has 20, working on getting both
ace bonuses.




S9A (Space) - 6 turns

Space Route: Fa, Sayla, Noin, Sayaka, Boss, Aina

Cima Garahau (Gelgoog M) = Gunfight + 1
Ortega (Dom II) = Apogee Motor
Gaia (Dom II) = Cartridge
Mash (Dom II) = Chobham Armor
Gato (GP-02) = Potential + 1. Gato retreats at 4800 HP.
Char (Zeong) = Ranged + 10. Char retreats at 5910 HP.
Lalah (Elmeth) = SP + 10. Lalah retreats at 2640 HP.
one of the Zaku II (Commander Type w/ fin on head) = Flight Module
another Zaku II (Commander Type w/ fin on head) = Magnet Coating

On 3PP enemies arrive at W and neutrals arrive at S. Neutrals move N and won't
attack. Keep all 3 alive to recruit them on stage 11. The stage ends when the
neutral retreat (usually on turn 6) or when all enemies are defeated.

Kill Gato before he can nuke, then kill Lalah and tri-stars for parts.

Ryoko, Hikaru, and Izumi join afterward. Gai will join on stage 11 if
recruited.




S10A (Space) - 6 turns

Kelly Layzner (Val Varo) = Infight + 1. Retreats at 5940 HP.
Cima Garahau (Gerbera Tetra) = Gunfight + 1. Retreats at 4440 HP.
Gelgoog M (near Cima) = Propellant Tank
Gelgoog M (near Cima) = Mars Bowl

No reinforcements, kill everything to finish.

Kou gets a new mech which means I probably should have been leveling him up
some more. lol

Kamiyu gets the Super Gundam (no subpilot?)




S11A (Space) - 7 turns

Gaia (Dom II) = Propellant Tank
Mash (Dom II) = Cartridge
Ortega (Dom II) = Mars Bowl
Karius (Dom II) = Repair Kit
Kelly Layzner (Val Varo) = Battle Spirit
Gato (Gundam GP-02) = Sword Cut + 1. Gato retreats at 4800 HP.
Char (Zeong) = Booster. Char retreats at 5910 HP.
Cima Garahau (Gerbera Tetra) = Melee + 10. Cima retreats at 4400 HP.
Lalah (Elmeth) = Support Defense + 1. Lalah retreats at 2640 HP.

On 2PP Gai will arrive if you recruited him.

When 9 enemies remain or 4PP, 6 grunts appear SW and SE, they have distortion
fields. Distortion Field nullifies some damage.

These battles must occur: Amuro x Lalah, Sayla x Lalah, Amuro x Char, Sayla x
Char

Once again keep Gato from using his nuke (exhaust or kill) and kill one
tri-star to keep them from using the combo attack.

Afterward all Nadesico cast joins.



S12A (Space) - 7 turns

Gato (Gundam GP-02) = Infight + 1
Gaia (Dom II) = EWAC Module
Karius (Dom II) = Hybrid Armor
Lalah (Elmeth) = Solar Panel
Char (Zeong) = Accuracy + 5
Cima Garahau (Gerbera Tetra) = Large Magazine

Deployment:
Daimos
Kouji
Kyoshiro
Amuro
Kou
Gai (Nadeisco)
Axel
Kamiyu
Akatsuki (Nadeisco)

On 3PP neutral units arrive at N, and some Wing Gundam allies arrive at E. The
neutral units will attack the other enemies if possible. Once Val Varo is
destroyed Gato gains 30 will, watch out for the nuke. Defeat all enemies within
9 turns. To get Lalah, destroy Char (Zeong), then convince Lalah with Amuro
Ray, in that order. Char must be destroyed first before convincing.



S13 - 8 turns

one of the Devil Aestivalis near the cannon = Melee + 5
another Devil Aestivalis = Battle Spirit
one of the Gespensts = Defense + 5
Rival = Hero's Mark. Rival retreats at 70% HP. Vai: 23100 / Anju: 24500 /
Ashby: 20300 / Lars: 21700

Deployment:
Shiro (Predeploy)
Zanbot 3
Ryoma
Domon
Kaine
Tapp
Light
Kyoshiro
Daitarn 3
Daimos
Kouji
Amuro
Kamiyu
Kou
Argo

None of your units can fly on this map before disabling the cannon, or they get
blown up. You have 7 turns to destroy all enemies or have someone reach the
glowing tiles. Getter-2 can accel to the cannon in 3-4 turns with little issue,
removing the turn limit and flight limit.

After destroying all enemies or reaching the glowing tiles, your hero's rival
and some more grunts appear NW. Rival flees at 70% HP. With the Vysaga she
retreats at 23100 HP, which I can't quite reach yet. If Daitarn had his ace
bonus I might be able to do it with a hot blood crit 6500 dmg Zanbot combo +
Axel support.



S14 - 11 turns

Richter (Garunroll) = Gunfight + 1. Richter retreats at 9090 HP.
Lyza (flying Robo Dari) = Shield Defense + 1
Balbas (flying Robo Dari) = Flight Module
Grunts = Propellant Tank, Repair Kit

Deployment:
Domon
Light
Tapp
Kaine
Zanbot 3
Ryoma
Axel
Daitarn 3
Kyoshiro
Kouji

On 3PP Nadeisco, Daimos, Akito, and Gai (if recruited) appear at base. On 4PP
10 allied units can deploy SE. Once Richter is defeated 6 29k HP enemies arrive
SW and NE and Quattro arrives NW. The grunts have high HP but are otherwise
harmless. Defeat all to finish.

Afterward you get Quattro, Kayra, their mechs, and Sayla leaves permanently.
Pretty easy stage good for getting kills and/or leveling.



S15 - 8 turns

Hidler (Mecha Fortress) = Chobham Armor. Flees on 4PP.
Jigoku Daigensui (Demonica) = Magnet Coating. Flees on 4PP.
Ankoku Daishogun (Demonica) = Accuracy + 10. Flees on 4PP.
Warchimedes (Magma Beast Darkron) = Jammer
Dangel (Magma Beast Great I) = Melee + 10
Janela (Sento Magma) = Support Attack + 1. Janela retreats at 22500 HP.
Grunts = Cartridge, Mars Bowl, Booster

Stage 15 Secrets:
Musashi - Ryoma's kill count must be 15 or higher by the end of scenario 14.
Musashi joins as an individual pilot but can't re-enter the Getter-3.

Mecha Tekkouki - Keep Mecha Tekkouki alive on stage 15.

Deployment:
Daitarn 3
Domon
Light
Tapp
Kaine
Kyoshiro
Zanbot 3
Daimos
Anyone

On 3PP Tetsuya and Jun arrive SW and enemies N/NE. On 4PP you can deploy both
bships and 9 allies, and then all 3 initial enemy bships retreat. You probably
only have enough time to defeat one of the bships by 4PP.

Tetsuya is a totally awesome super, of course. Upgraded Getter is really good
too. Getter-Dragon gets a 4900 attack and Getter-Liger can dodge much better.
And Bright is still lv 12 for some reason.

If you can get Banjou his ace bonus by now you could probably defeat the 22.5k
boss with a hot blood critical Zanbot combo attack (6500 dmg) supported by
Tetsuya or Axel.

The difficulty of the last few scenarios has taken a nose dive. I have 5 EWACs
and a ton of powerful supers. Let's see if it picks up again.



S16 - 9 turns

Allenby (Nobel Gundam) = Shuffle Emblem. Flees at 5160.
Rosamia (Psycho Gundam) = Gunfight +1. Flees at 11310.
Four (Psycho Gundam) = Infight +1. Flees at 11310.
Ganan (Stark Gan-Dolla) = Apogee Motor
Gol (Stark Gwei) = Magnet Coating
Min (Stark Deins) = Ranged + 5
Jin (Stark Dauzehn) = Beam Coating
Gon Jem (Gilgazamune) = Counter
Grunts = Cartridge, Propellant Tank, Mars Bowl, Repair Kit

Four or Rosamia - On stage 16 have Kamiyu convince one or both of them. On
stage 18 have Kamiyu convince Four or Rosamia, you can only choose one.

Deployment:
Domon and Kamiyu (Predeploy)
Daitarn 3
Ryoma
Kyoshiro
Light
Tapp
Kaine
Kouji
Zanbot 3
Tetsuya
Daimos
Axel

My deployment feels very strong already, packed with good or great supers and
supports. What's confusing to me is how almost every real robot's best weapon
accuracy is -10 or even -20, while most supers 'spammable' attack costs 0 EN or
ammo, does the same or better damage, and often with better accuracy.

It also really hurts long range non-P reals that EWACs promote grouping up and
mobility, which means they're often left behind outside of EWAC range while the
EWAC + P melee train keeps charging ahead. Oh and there's evasion decay in the
game too, further screwing reals.

The only reason Light, Tapp, and Kaine work well together is their strong P
melee attack w/ decent accuracy that can hang with the supers. Plus I have EWAC
parts on two of them.

In addition, all the real routes (at least the ones I played so far) are much
more difficult than the super routes, and the super secrets are better. I get
the feeling whoever made A Portable didn't like reals very much, or just didn't
know what they were doing with game balance.

This applies to upgrade/skill part allowed runs as well. Why waste limited
funds bringing a real from 'bad' to 'decent' when you can dump into your supers
for even more damage and the ability to destroy bosses that flee at 20k+ HP?

Anyway. On 3PP Allenby arrives at N. On 4EP some grunts arrive in the middle of
the map underwater and Allenby becomes an enemy. I farmed Banjou some more
kills (43 now) and got Domon his ace bonus. Bright's ace bonus is looking
pretty good too, although he only has 12 kills atm.

Route Split secrets:
1. Nanbara Connection: Kerot, Combattler V's Grand Dasher
2. Big Falcon: Kochou Oni, Voltes V's Choudenji V no Jigiri
3. Guiana Highlands: Master Asia, Fuunsaiki, Daimos' Reppu Seikenzuki Kai




S17A (Nanbara Connection) -

Jigoku Daigensui (Demonica) = Evasion + 10
Warchimedes (Magma Beast Darkron) = Booster
Dangel (Magma Beast Great I) = Melee + 15
Ankoku Daishogun (Demonica) = Hybrid Armor
Janela (Sento Magma) = Gunfight + 1
Grunts = Propellant Tank, Cartridge, Repair Kit

- Janela retreats at 22560 HP.
- Jigoku Daigensui retreats at 8490 HP.

Combattler V's Grand Dasher - Take the Nanbara Connection Route on stage 16.
Combattler V will learn it on stage 28.

Kerot - Take the Nanbara Connection Route on stage 16.





S17B (Big Falcon) -

Kochou Oni (Mecha Kochouki) = Evasion + 10
Emperor Burai = Melee + 15
Heinell (Skullrook) = Gunfight + 1
Hidler (Mecha Fortress) = Booster
Grunts = Hybrid Armor, Repair Kit, Propellant Tank

- Heinell retreats at 18750 HP.

Voltes V's Choudenji Ball - Take the Big Falcon Route on stage 16. Voltes V
will learn it on stage 28.

Mecha Kochouki(Kochouki) - Take the Big Falcon Route on stage 16. Have Ryouma
be the first Getter Robo G pilot to battle Kochouki, then have him convince her
and she will join. (May need Lisa recruited)



S17C (Guiana Highlands) - 18 turns

Death Army = Magnet Coating
Zonnekaiser = Booster
Zonnekaiser = Hybrid Armor
Aizam (Gimeria) = Evasion + 10
Kyouji (Devil Gundam) = Gunfight + 1
Master Asia (Master Gundam) = Melee + 15

S17 Secrets:
Daimos' Reppu Seikenzuki Kai - Take the Guinea Highlands Route on stage 16.
Daimos will learn it on stage 28.

Master Gundam (TouHouFuhai) & Fuunsaiki - Take the Earth Route on stage 8. Take
the Guinea Highlands Route on stage 16. Recruit Nobel Gundam. Have Domon's kill
count be at 30 or more before stage 19. Master Gundam will join on stage 29.

Deployment:
Everyone but Burning, because he's terrible.

Well if Domon doesn't have his ace bonus now he will soon, considering he
starts surrounded by 10+ grunts. Don't kill all the grunts, leave some left for
your reinforcements to get some will from. On 3EP neutral enemies w/ 29k HP
arrive at NE, on 4PP allies arrive at SE.

I didn't mean for the scenario to take this long but I didn't want to spend
seishins killing the initial enemies to make sure I could kill DG and MA. DG
has 73k HP and HP regen, and Master Asia has 9k HP but is nearly impossible to
hit without Strike, just like Scenario 8 Earth. Destroy everything including DG
and Master Asia to finish.



S18 - 11 turns

Gol (Stark Gwei) = Chobham Armor
Min (Stark Deins) = Mars Bowl
Gon Jem (Gilgazamune) = Hyper Jammer
Ganan (Stark Gan-Dolla) = Booster
Jin (Stark Dauzehn) = Cartridge
Allenby (Nobel Gundam) = Support Attack + 1. Allenby retreats at 30% HP.
Four (Psycho Gundam) = Hit & Away
Rosamia (Psycho Gundam) = SP + 5
one of the Schwalgs = Propellant Tank
one of the Death Army = Repair Kit

Secrets:
Four or Rosamia - On stage 16 have Super Gundam(Camille) convince Psycho
Gundam(Four and/or Rosamia). Then on stage 18 have Zeta Gundam(Camille)
convince either Four or Rosamia. Note that if you convince one, you can not
convince the other.

Nobel Gundam (Allenby)  Have God Gundam(Domon) convince her on stage 18. Then
on stage 19 deploy Raising Gundam(Rain) and perform the following in order: 1.
Have Rain Convince Allenby. 2. Have Domon convince Allenby. 3. Have Domon deal
the finishing blow to Nobel Gundam.

Deployment 1:
Tetsuya
Voltes V
Izumi
Akatsuki
Hikaru
Akito
Ryoko

Deployment 2:
Kyoshiro
Tapp
Ryoma
Zanbot 3
Daitarn 3
Combattler-V
Daimos

On 4PP Bright and 7 allies arrive S, on 4EP Kamiyu arrives S and Four/Rosamia
arrive NE, on 5EP Domon, Rain, and Master Asia arrive SE and Allenby and some
grunts arrive NE.

You start with some Aestivals, which are decent when the bship is around, but
pretty useless otherwise. Soon allies and enemies start pouring in. Convince
Allenby and Four or Rosamia. I went with Four because she's the only Gundam
pilot with self-destruct which might come in handy later. Possibly.

No fleeing bosses besides Allenby so another pretty easy stage. Every time you
beat one of Gon Jem's lackeys he gains 10 willpower. Strange considering he
didn't seem to mind the last 5 times you destroyed his lackeys. Gon Jem is
annoying this time with mirror image equipped.

Akito's ace bonus seems pretty good, you could probably build up a lot of Mars
Bowls.. too bad he only has like 3 kills right now. Bright's ace bonus looks
great too, I'll try to get that by the last stage although it's harder to get
him kills. I probably should have been feeding Bright kills earlier.



S19 - 12 turns

Allenby (Nobel Gundam) = Accuracy + 5
Kyouji (Devil Gundam) = Support Defense + 1
Master Asia (Master Gundam) = Shield + 1
Grunts = Mega Booster, Shuffle Emblem, Multi-Sensor

Secrets:
Nobel Gundam (Allenby)  Have God Gundam(Domon) convince her on stage 18. Then
on stage 19 deploy Raising Gundam(Rain) and perform the following in order: 1.
Have Rain Convince Allenby. 2. Have Domon convince Allenby. 3. Have Domon deal
the finishing blow to Nobel Gundam.

Master Gundam (TouHouFuhai) & Fuunsaiki - Take the Earth Route on stage 8. Take
the Guinea Highlands Route on stage 16. Recruit Nobel Gundam. Have Domon's kill
count be at 30 or more before stage 19. Master Gundam will join on stage 29.

Deployment:
Rain
Kyoshiro
Tapp
Getter-Dragon
Combattler-V
Voltes V
Zanbot 3

No room for these guys because lol G Gundam predeploys:
Light
Kaine
Daimos
Banjou 3
Akatsuki
Kouji
Tetsuya
Quattro

Another mission with the G Gundam guys predeployed. They're not bad I guess, at
least the ones with strike (Chibodee and Argo). The other two, good luck
hitting anything with only focus. And you need to spend a slot on Rain to
recruit Allenby and get Master Asia later.

You start out against some grunts. When 6 remain Allenby, DG, and more grunts
arrive. DG is like scenario 17C, 76k HP with HP regen. After DG is defeated
Master Asia shows up on his horse. He has 10-11k HP and has to be defeated
twice yet again. He also recovers HP below 50% (not sure how many times, but
not worth the effort), just drop a strong attack to finish him from 5k to 0.

I took my time killing the grunts to make sure I had enough SP to take out DG
and Master Asia. Allenby is a pain in the arse to hit as well, had to use a few
strikes on her, and Attune on Domon to land the last hit. DG didn't last very
long, didn't need to conserve so much SP.

So I started feeding Bright kills for ace bonus. Only 21 atm. And Domon has 61
kills (oops?)

I'm wondering if I should have gotten the G-Fighter, a gundam resupply unit
might be useful. I read you can take it on the Don Saucer route which would be
pretty important.

Also might want 30 kills for Quattro's Sazabi.



S20 - 10 turns

Rival = Counter
Butcher (Bandok) = Support Defense + 1
Vindel (Zweizergain) = Haro. Vindel retreats at 20000HP, or at Enemy Phase 6.
Grunts = Mars Bowl, High-Spec Radar, Skill + 5

Deployment:
Zanbot 3 (Predeploy)
Axel (Predeploy)
Combattler-V
Voltes V
Domon
Kyoshiro
Tapp
Light
Kaine
Ryoma
Tetsuya
Daitarn 3
Daimos
Kouji
Quattro (Z Gundam)

On 2EP the Nadeisco cast arrives and turns against you. Luckily since they have
the same stats as normal, they're very easy to destroy (lol). The bship takes a
few hits, though. On 3EP enemies arrive SE including the rival and two 37k
grunts. Butcher and grunts start moving around 6EP. Vindel retreats on 6EP
(thankfully?).



S21 - 5 turns

Gen'ichiro (Majin) = Potential + 1. Gen'ichiro retreats at 4290 HP.
Tsukumo (Tetsujin) = Hyper Jammer
Grunts = Chobham Armor, Propellant Tank, Ranged + 5

Secrets:
Fuunsaiki - Fail one of the requirements for unlocking Master Gundam and have
Domon's kill count at 30 or more by stage 21.

This is a short filler stage with some weak grunts and 3 41k grunts that don't
pose much threat. On 2EP grunts arrive E. On 3PP the upgraded Dragonar trio
arrives. Good stage to deploy anyone who needs kills or leveling up.

Dragonar-2 loses its resupply, making the whole trio much less useful.



S22 - 16 turns

Richter (Cobrard) = Booster
Duke (Grendizer) = Sword Cut + 1
Blacky (Battle Carrier) = Thruster Module
Gandal (Battle Carrier) = Infight + 1
Grunts = Propellant Tank, Repair Kit, Cartridge

Deployment:
Voltes V
Ryoma
Combattler-V
Kyoshiro
Domon
Zanbot 3
Sayaka (Boss) or G-Fighter
Light

Axel
Quattro
Daitarn 3

Sadly, no more Dragonar trio. Without resupply they're not that great. Instead
of G-Fighter I'm deploying Sayaka in the Boss to resupply. Depending how useful
Bright's ace bonus is I might end up deploying only Kyoshiro for resupply.
Light's large size EWAC and repair is still useful.

The ally pilot will move north to the map edge and escape. Once he escapes on
phase 4 Grendizer arrives at NW. On 5PP enemies and allies arrive SE. Grunts
have quite a lot of HP to burn through. Once you destroy the SE reinforcement
bship your rival shows up and kidnaps Rubina. Um okay. lol

So Boss keeps getting targeted by enemies, not good. Not sure if G-Fighter
would be doing much better but blah. But I got Bright his ace bonus, let's see
how good it is. Current aces are Axel, Domon, Banjou, Bright, and soon
Quattro.



S23 - 12 turns

Gen'ichiro (Daimajin) = SP Consumption Down
Blacky (Battle Carrier) = Melee + 5. Blacky retreats at 18510 HP.
Grunts = Defense + 5, Cartridge

Deployment:
Kyoshiro
Zanbot 3
Ryoma
Combattler-V
Light
Voltes V
Daimos
Domon
Daitarn 3
Quattro

On 3PP enemies arrive SW and Grendizer arrives S. On 5PP your bships and 10
allies arrive.

I had to kite the enemies around for the first 3 turns, Akito can't hold them
off alone. After allies arrive it's a pretty easy grunt mop up.




S24 - 15 turns

Dorchenov (Gilgazamune) = Gunfight + 1. Dorchenov retreats at 15000 HP.
Cima Garahau (Gerbera Tetra) = Mega Booster
Kirika (Zume Zume) = Giga Generator
Zuril (Battle Carrier) = SP + 5
Grunts = Propellant Tank, Biosensor

Secrets:
Kirika - Destroy Zuril, and have Duke fight Kirika (can be done in any order).
After doing those two things, have Maria convince Kirika.

Deployment:
Kyoshiro
Voltes V
Light
Zanbot 3
Quattro
Combattler-V
Domon
Tetsuya

You start with Meio. On 2PP allied NPCs appear E. On 3PP your bships and 8
allies deploy NE. On 5PP Duke, Maria, and Getter appear SW. On 5EP Cima and
some grunts appears W, then 5PP Kou in GP-03 appears NW. After Dorchenov is
destroyed or retreats, more enemies including Kirika and Zuril appear SE.

Both Dorchenov and the two samurai things have MAP attacks, watch out.

Bright's ace bonus is godlike.



S25 - 10 turns

Soulgain (left) = Chobham Armor
Dorchenov (Gilgazamune) = Hit & Away. Dorchenov retreats at 15060 HP.
Gilgazamune = Shield Defese + 1
Gilgazamune = Evasion + 5

Deployment:
Voltes V
Ryoma
Combattler-V
Kyoshiro
Zanbot 3
Daitarn 3
Duke
Daimos
Domon
Tetsuya
Quattro
Anyone

Kaine turns against you for this stage, no point equipping parts on him. On 2PP
friendly units arrive SW. Grind through the initial grunts while friendlies
keep Dorchenov busy. Dorchenov will prob. waste his MAP attack on the
friendlies.

I had Daitarn 3 get a soul powered Zanbot combo (6500 dmg) crit on Dorchenov
for 20k. Ouch.




S26A (Devil Colony) - 36 turns

Grunts = Hybrid Armor, Biosensor
Dorchenov (Gilgazamune) = Dual Sensor
Won (Grand Master Gundam) = Support Attack + 1
DG Rain (Devil Gundam) = Skill + 10

Secret:
Seikiha Love Love Tenkyouken - Take the Devil Colony Route on stage 26.

Deployment:
Quattro
Voltes V
Kyoshiro
Daimos
Tetsuya
Kouji
Sayaka/Diana A
Chibodee
Argo

Lots of 28-38k+ HP grunts, DG has 121k HP and regen, and Grand Master Gundam
has 83k HP and regen. You have no good gundams (Z Gundam and GP-03? nope) and
unless the G Gundam crew is high level they won't be much help.

At least you get Bright, indoors no less. On 4PP Kaine and Meio join. It took
30 turns just to work through all the grunts and Dorchenov, without using
seishins of course.

GM Gundam has 83k HP, recovers 8.3k per turn. DG has 121k HP and 12k regen per
turn. No Prevail on either of them. Bright's ace bonus was extremely useful for
recovering everyone's HP/EN.

Don Zaucer has 181k HP with 18.1k regen per turn and Prevail, so he's
significantly tougher at low HP, plus you don't get Bright.



S26B (MO-III Colony) - 10 turns

Grunts = Biosensor, Dual Sensor
Wufei (Altron Gundam) = Skill + 10. Wufei retreats at 1680 HP.
Rival = Support Attack + 1. Rival retreats at 40% HP.

Deployment:
Daitarn 3
Combattler-V
Ryoma
Zanbot 3
Duke
Kou/GP-03
Kamiyu/Z Gundam
Akito
Akatsuki
Izumi

This stage is easier than the devil colony route. Just tear up some mostly low
HP grunts. I would deploy Fa in the G-Fighter if I had it, oh well. On 4PP
Yurika and 10 deployments arrive N. Save the initial grunts for Yurika's
deployment so everyone gets more will. On 4EP a few more enemies arrive.

The MO-III colony has a good regen bonus, try to regroup on it to make up for
lacking Bright or a resupplier. MAPs help a lot with weakening the initial
grunts.

I'm going to continue the playthrough on the 26B save for various reasons.




S27 - 11 turns

left Dragoon = Apogee Motor
Wufei (Altron Gundam) = Infight + 1
Soulgain = Repair Kit
Rival = Gunfight + 1. Rival retreats at 30% HP.

Deployment:
Daitarn 3
Combattler-V
Ryoma
Zanbot 3
Kou/GP-03
Kamiyu/Z Gundam
Akatsuki
Akito
Fa/Methuss or G-Fighter

You start with the Wing Gundam kids. On 3PP Axel arrives W and enemies arrive
SE. On 4PP Yurika and 9 allies deploy E and Wufei arrives NW. Destroy
everything to finish.




S28 - 14 turns

Ramba Ral (Gouf Custom) = Giga Generator
Bitter (Dom II) = Repair Kit
Norris (Gouf Custom) = Mega Booster
Ghineas (Apsalus Perfect) = Potential + 1
Dangel (Magma Beast Great II) = Sword Cut + 1
Rakan (Doven Wolf) = Accuracy + 10
Elpeo Puru (Qubeley Mk-II) = Hero's Mark
Glemy Toto (Quin Mantha) = SP + 10
Grunts = Mars Bowl, Biosensor, Cartridge, Propellant Tank, Hybrid Armor

Secrets:
Puru and Puru Two - Deploy Kamiyu. Destroy the Quin Mantha, then have Kamiyu
fight Puru and she'll join. Then have Puru destroy Puru Two's mech.

Norris - Leave him as the last enemy alive and he'll join.

Deployment:
Bright/Yurika
Aina (predeploy)

Kamiyu/Z-Gundam
Quattro/GP-03
Combattler-V
Voltes V
Zanbot 3
Daitarn 3
Domon
Tetsuya
Duke
Wufei
Daimos
Light

The W Gundam cast is pretty good. Near-super level damage (4000+) on spammable
attacks, and good weapon accuracy.

On 4EP enemies arrive NW, on 5EP enemies including Puru and Puru 2 arrive E.
Drop in the water and make the big aspalus thing waste all its EN. By about 7PP
initial enemies should be dead, then move NE to the middle base and hold off
the two reinforcement waves.

I probably should have killed Puru for the Hero's Mark, prob. more useful than
either of them or their mechs.

I still want Akito's ace bonus but I feel like it's too late now with only 12
stages left. If I replayed A Portable I'd try to get it asap and farm lots of
Mars Bowls.





S29 - 10 turns

Warchimedes (Magma Beast Darkron) = Infight + 1
Hidler (Mecha Fortress) = Apogee Motor
Emperor Burai = Defense + 10
Janela (Sento Magma) = Battle Spirit
Grunts = Repair Kit, Beam Coating, Propellant Tank

Deployment:
Shin Getter (Predeploy)
Combattler-V (Predeploy)
Voltes-V
Daimos
Quattro
Domon
Zanbot 3
Daitarn 3
Light
Wufei
Tetsuya
Duke

Norris' Gouf Custom is pretty nice since it comes with 5 upgrade bars. Not as
much damage/range as GP-03, but no EN cost and 4 part slots.

On 2PP Master Asia and Fuunsaki arrive NE if recruited. On 3PP bships +
Combattler + 10 allies arrive E. On 3EP enemies arrive N and S. On 4EP more
enemies arrive W. If you Accel Shin Getter onto the spot that Burai spawns, you
can make him arrive off the base tile, making him much easier to kill.

Another pretty easy stage with low HP and low hit/dodge grunts. Work on those
kill counts I guess. Master Asia is basically a 2nd Domon.




S30 - 10 turns

MP Great Mazinger = Propellant Tank
MP Great Mazinger = EWAC Module
Jigoku Daigensui (Demonica) = Ranged + 10
Jangal (Skullrook) = Multi-Sensor
Heinell (Godol) = Support Defense + 1

Secrets:
MP Great Mazinger - Have Tetsuya's kill count be at 30 or more before stage
30.

Sazabi - Have Quattro's kill count be at 30 or more before stage 31.

Deployment:
Combattler-V
Shin Getter
Master Asia
Zanbot 3
Daimos
Domon
Daitarn 3
Tetsuya
Duke
Trowa
Quattro/GP-03
Light
Anyone

On 2EP and 3EP grunts appear SE of the castle. MAP attacks help against the
initial grunt waves. The red/blue colored 27k grunts have combo attacks that
can't be support defended, make sure they're attacking a target that can dodge
or defend well.

On 4EP General Black, Skullrock, and grunts appear near the castle. If you
destroy Skullrock it's game over. After defeating General Black two bosses will
appear on the castle tiles on the map. Camp the castle before defeating Black
to make them spawn elsewhere. Destroy the two bosses within 5 turns to finish.




S31 - 11 turns

Mechaboost Galchic = Hybrid Armor
Soulgain = Shield Defense + 1
Vysaga = High-Spec Radar
Butcher (Bandok) = Evasion + 10. Butcher retreats at 12240 HP.
Rival = Battle Spirit. Rival retreats at 30% HP.

Secrets:
Falguen MAFFU (Meio) - Have Kaine's kill count be at 30 or more before stage
31.

Daitetsujin (Tsukumo) - Take the Nadesico Route on stage 32.

Full Armor ZZ Gundam - Take the Ra Cailum Route on stage 32. Make sure Judau
has at least 5 kills before the end of stage 36.

Deployment:
Shin Getter
Voltes V
Combattler-V
Daimos
Master Asia
Light
Quattro/GP-03
Domon
Wufei
Daitarn 3
Tetsuya
Duke

On 2PP your bships, Zanbot, and 12 allies arrive at X. On 4EP your rival and
grunts arrive NE. On 5PP Meio will arrive if you recruited him. Another pretty
standard stage, not much going on. Bright's ace bonus is easily the best in the
game, followed by Akito's. Going to play through both endgame routes.



S32B (Small Balm Ra Cailum Route) -


Gandal (Battle Carrier) = Hybrid Armor
Blacky (Battle Carrier) = Biosensor
Zuril (Battle Carrier) = Defense + 10
one Gin Gin (horned blue mecha) = Apogee Motor
one Gin Gin = Propellant Tank
Rival = Potential + 1. Rival retreats at 30% HP.



S33B (Small Balm Ra Cailum Route) -


Gandal (Battle Carrier) = Ranged + 10
Zuril (Battle Carrier) = Super Alloy Z
Blacky (Battle Carrier) = Mega Booster
Gin Gin to the left of Blacky = High-Spec Radar
Gespenst to the left of Olban = Dual Sensor
Olban (God Amon - 1st) = Infight + 1
Olban (God Amon - 2nd) = Haro




S34B (Small Balm Ra Cailum Route) -


left Gespenst blocking the left corridor = Mars Bowl
right Gespenst blocking the left corridor = Accuracy + 15
Zonnekaiser = Gunfight + 1



S35B (Small Balm Ra Cailum Route) -

Blacky (Battle Carrier) = Evasion + 15
Gandal (Battle Carrier) = New Super Alloy Z
one Gin Gin = Large Magazine
Zuril (Battle Carrier) = Skill + 10
another Gin Gin = Custom HUD
one Zume Zume = Psychoframe
one Gespenst = Propellant Tank
Lady Gandal (Gra Gra) = SP + 15
Vega Daioh (King of Vega) = SP Consumption Down




S32A (Jovian Union Nadesico Route) - 9 turns

Saburouta (Denjin) = Apogee Motor. Saburouta retreats at 4280 HP.
Gen'hachiro (Denjin) = Potential + 1. Gen'hachiro retreats at 6420 HP.
Gen'ichiro (Daimajin) = Defense + 10. Gen'ichiro retreats at 10200 HP.
Grunts = Hybrid Armor, Biosensor

Deployment: (12)
Shin Getter
Master Asia
Fuunsaki
Domon
Allenby
Trowa
Argo
Chibodee
Sai
Light
Wufei
Kou/GP-03

You start out surrounded, with more enemies on the way. On 2EP enemies arrive
NW, 3PP Akito and Gai (if recruited) arrive, and 3EP even more enemies arrive
NE. I moved south into the asteroids and camped there. MAP attacks help a lot
as usual.

These enemies are especially annoying with gravity shields and some kind of
mirror image at 130 will. I lured the two reinforcement waves together then
mass nuked them with valor MAPs.

Soo what's up with the Sazabi? Funnels only do 3800 dmg, +20 hit, and +20 crit,
blind spot of 3, only 6 ammo (?!) and no good P attack. I thought it was good?
I guess you have to upgrade it or something. I'd give him the double ammo part
but I have it on Trowa.



S33A (Jovian Union Nadesico Route) - 15 turns


Aiza (Megaborg Aiza) = High-Spec Radar
Liza (Megaborg Lisa) = Custom HUD
Combined Meganoid = Gunfight + 1
Mileena (Megaborg Mileena) = Infight + 1. Mileena retreats at 12990 HP.
Torrez (Megaborg Torrez) = Ranged + 10. Torrez retreats at 13740 HP.
Grunts = Propellant Tank, Repair Kit, Beam Coating

Deployment: (14)
Shin Getter
Master Asia
Fuunsaki
Domon
Allenby
Trowa
Argo
Chibodee
Sai
Zanbot 3
Light
Wufei
Kou/GP-03
Quattro/Z-Gundam

Although GP-03 can still deploy without a part, ground units are grounded.
Interestingly both Flight and Space modules can allow a unit to fly on this
map.

Once 7 enemies remain, more enemies arrive W and E, lots of Daitarn 3 grunts.
Destroy one of the turrets then back off and destroy the reinforcements while
tanking the bosses. Once again MAPs are useful.

If you destroy Aiza or Liza, the other will retreat and reform into a stronger
boss. If you destroy them both at the same time with a MAP they still reform
lol.



S34A (Jovian Union Nadesico Route) - 46 turns

Combined Megaborg = Super Alloy Z
Mileena (Megaborg Mileena) = Cartridge
Torrez (Megaborg Torrez) = SP + 15
Koros (AiAi) = Accuracy + 15
Koros (Koros) = SP Consumption Down
Don Zaucer = Halo
Grunts = Mars Bowl, Mars Bowl, Repair Kit, Propellant Tank

Deployment: (14)
Shin Getter
Master Asia
Fuunsaki
Domon
Allenby
Trowa
Argo
Chibodee
Sai
Zanbot 3
Light
Wufei/Duo
Kou/GP-03
Quattro/Z-Gundam

First of all, I had to reload from scenario 29 and kill Puru to get the Hero's
Mark, because it's extremely useful on this stage. Sorry Puru.

The stage takes place on mars, so both Flight and Thruster modules let a ground
unit fly and hit air targets. I had EN tanks on Daitarn, Zanbot, Yurika, and
Allenby. Others were equipped with +acc, flight modules, +evade, +EN, or hyper
jammers to negate some of the RNG.

Domon combined with Fuunsaki w/ Mega Generator and Solar Panel equipped is a
good combo. He has 350 total EN and 40 EN regen per turn, meaning he can use
his 40 EN attack for no cost. You can also split Domon/Fuunsaki, attack with
Domon, then recombine, which further lowers the EN cost. Using the recombine
trick Domon can use his 80 EN attack and only cost 7 EN after regen. You can do
the same trick with Master Asia if he's nearby, although the EN recovery won't
be as much if he doesn't have +100 EN equipped.

Use lots of support attacks + low or 0 cost attacks. Domon can freely use his
40-50 EN attacks without worry. Trowa w/ double ammo will have tons of support
attacks. Both Kou and Quattro have good support attack ability.

On 3PP fake Daitarns arrive SW and NE. On 4EP Korus in a weak mech arrives with
other enemies at NW, all allies lose 10 will except Daitarn who gains 50 will.
The shadow mirror grunts don't start moving until 13EP, and they don't have
support defense. Started fighting Korus on turn 16.

Once you shoot down Korus she redeploys in a 151.5k mech. Korus has 3k armor so
she's hard to scratch, but she'll run out of EN fast so it's pretty easy to
keep picking on her. Keep rotating units in and out of the bship to recover
EN/ammo. Below 30k HP she has 4050 armor. I killed her on turn 26 with only a
few accuracy seishins, no valor needed.

Once she's defeated Don Zauser w/ 181.5k HP appears at the NW crater. Cover the
crater with units so he doesn't appear on it. Once he appears, load everyone
into the bship to recover EN for a few turns, he won't move. Don is basically
the same as Korus except he has 300 more armor, 30k more HP, 3k more HP regen,
more hit/evade/mobility, an extra level of prevail, and a free 11 range attack.
He also has an S hit/evade on ground so get as many of your units flying as
possible.

Use the same strat except be more careful of his attacks. This is where hyper
jammers, bunshin, flight/thruster modules and +dodge come in handy. At about
90k HP start using everything possible to kill him, including seishins and EN
tanks. At his highest prevail he has 4785 armor, so only the strongest attacks
can scratch him. Don't even try attacking with the weaker guys like Wufei,
they'll just do 10 damage then get one shot.

I finished him off from 90k in 3 turns. Domon and MA's strongest combo can
still do a valored 14-15k at his highest level of prevail. I used 3 resupply
seishins, 3 EN tanks, one use of Enable on Domon, and everyone else spamming
their strongest possible attacks. Most of my pilots were lv 47-50 by the end of
the stage. Didn't do any game over grinding of course.

Started fighting Don on turn 32, killed on turn 46, so 14 turns.



S35A (Jovian Union Nadesico Route) - 10 turns

Majin in reinforcements = Psychoframe
Tetsujin in reinforcements = Large Magazine
Gen'ichiro (Daimajin) = New Super Alloy Z
Saburouta (Denjin) = Evasion + 15
Gen'hachiro (Daitetsujin) = Skill + 10

Deployment:
Daitarn 3
Shin Getter
Master Asia
Fuunsaki
Domon
Allenby
Trowa
Argo
Sai
Chibodee
Zanbot 3
Light
Quattro/GP-03
Kamiyu/Sazabi
Axel

This stage has 3 waves of reinforcements on turns 3 NW, 5 SE, and 6 SW and ends
on turn 10. Additional reinforcements arrive if you reduce enemy numbers to 6
or less. Make sure to pick up the Large Magazine so both Trowa and Tetsuya can
have double ammo on their best attacks. Not much to do here but farm kills and
XP.




S36 - 12 turns

Gaia (Dreissen) = Psychoframe
Ortega (Dreissen) = Shield Defense + 1
Mash (Dreissen) = Jammer
Gato (Gundam GP-02) = Sword Cut + 1. Gato retreats at 5100 HP.
Butcher (Bandok) = Super Alloy Z
Grunts = Melee + 15, Support Defense + 1, EWAC Module, I-Field Barrier, Beam
Coating

Deployment: (12)
Kou/GP-03
Light
Domon
Allenby
Master Asia
Trowa
Shin Getter
Combattler-V
Zanbot 3
Daitarn 3
Voltes V
Daimos
Tetsuya

Space stage, don't let any enemies on the satellite thing. On 3EP enemies
appear SE. When 9 or less enemies remain, neutral enemies appear NE. Just camp
the sattelite and kill everything, not much going on here. Gato's nuke is
extremely powerful so kill him as soon as he rolls up.




S37 - 17 turns

Chara Soon (Germalk) = Potential + 1
Gato (Neue Ziel) = Counter
Rival = Steel Soul. Rival retreats at 30% HP or if Lemon retreats/is defeated.
Lemon (Weiss Savior) = Ranged + 15. Lemon retreats at 28620 HP.
Grunts = Sword Cut + 1, Psychoframe, New Super Alloy Z

Deployment: (14)
Allenby
Shin Getter
Domon
Trowa
Light
Combattler-V
Voltes V
Master Asia
Zanbot 3
Daitarn 3
Daimos
Tetsuya
Quattro/ZZ Gundam
Duke

Basically the same as last stage except enemies are tougher. Initial Zeong
grunts have very high dodge. On 2EP a bunch of low HP shadow mirror grunts
appear E. Once 6 enemies or less remain more enemies appear E, 10 24-26k
grunts, two 64k grunts, and Gato in an 88k. Use MAP attacks liberally and watch
out for Kayra's MAP.

Once all of those enemies are destroyed Lemon (in a 94k HP mech) and your rival
appear on top of the east colony. Cover the east colony so they don't get the
terrain bonus. They're both extremely hard to hit even without the terrain
bonus.




S38 - 36 turns

Haman (Qubeley) = Defense + 15
Rival = Haro
Grunts = Gunfight + 1, SP + 10, Psychoframe, New Super Alloy Z, Support Attack
+ 1, Sword Cut + 1

Deployment: (14)
Allenby
Shin Getter
Domon
Trowa
Light
Combattler-V
Voltes V
Master Asia
Zanbot 3
Daitarn 3
Daimos
Tetsuya
Quattro/GP-03
Duke

Indoors mission, initial enemies include Mashmyre and more high HP/dodge
grunts.
Giving accuracy parts to anyone without strike is a good idea. Pretty easy to
mow through the initial grunts. Mashmyre will probably need a Strike or two.

Once 10 or less enemies remain, Haman and more high HP grunts appear W/NW. The
91k grunts have a lot of HP but they have B air and ground, so they're
basically big punching bags. The grunts surrounding Haman all have MAP attacks
so run them out of EN or kill quickly. Haman has 73k HP, lv 9 newtype, lv 9
prevail, and 251 dodge, more or less requiring strike to hit her.

Once all of those enemies are defeated Rival and shadow mirror grunts appear SW
and NW and all gain 150 will. Kill everything to finish. Rival has a Halo
equipped so more Strike is probably needed.

I've seen people complain about this stage but it wasn't too bad with my setup.
Bright's ace bonus makes it very easy to keep up the offense with constant
ultimate attacks.




S39 - 8 turns

Deployment:
Domon
Master Asia
Allenby
Shin Getter
Combattler-V
Voltes V
Zanbot 3
Daimos
Tetsuya
Daitarn 3
Trowa
Fuunsaki
Light

All pilots except Fuunsaki, Yurika, and Light are aced.

Equip mostly EN tanks and Mars Cups. Spend the first 3-4 turns killing the
initial 12 grunts. It's ok to use some yell and focus/strike to hit them. On
turn 4 load most units into Bright's bship and accel towards the boss, then
unload on turns 5-6. On turns 7-9 kill the boss.

Use Axel and Light w/ dodge parts equipped to draw some grunt fire. Use confuse
every turn and try to survive as best you can using support defense and tons of
dodging. Use Exhaust on the boss from Yurika and Voltes so he doesn't use his
MAP attack.

Spam your strongest attacks, EN tanks, Mars Bowls, Resupply, Rally, and use two
Enable on Domon to help finish him off. It's normal to lose units like Daimos,
Tetsuya, and Trowa. It's ok as long as critical units like Domon/MA/Allenby and
V twins don't die.

It should only take 3 turns to kill the boss otherwise you'll probably be
overwhelmed. Daimos at low HP w/ ace bonus, dodge parts, and support defenders
is nearly unkillable and attracts enemy attacks like a magnet.

With MA combo, Domon combo, Allenby combo, V Twins combo, Zanbot/Daitarn combo,
Troyes, Tetsuya, and Getter or Daimos attacking every turn, I was doing about
100-110k damage per turn, and managed to kill him on turn 3 of fighting by
spamming Enable, Resupply, Attune, and Mars Bowls on Domon to keep spamming his
MA combo attack for 16-17k. On turn 3 of fighting it's ok to deliberately get 1
range attackers killed to make room for other 1 range attackers, anything that
works to burn him down at that point.