4th Super Robot Wars (Super Famicom/SNES) Challenge Run
Revision 1 - 9/5/2011
By: [email protected]

Challenge conditions: No upgrades, no units destroyed, low turn counts, and no
save/load spamming for low chances to hit or dodge.

Index
1. Ratings
2. Data
3. Playthrough

1. Ratings

Pilots: Only pilots involved in this playthrough were rated. Ratings within
tiers are not in any particular order.

Top Tier:
Main Character/Banpresto Robot and Gundam Robot
Amuro/Gundam Robot
Judou/Gundam Robot
Seabook/Gundam Robot
Kamiyu/Gundam Robot
Quattro/Gundam Robot
Getta Team (Ryou, Hayako, Benkei)/Getta Robot
Zanbot Team (Kappei, Uchuta, Keiko)/Zanbot 3
Akira/Raideen
Daba/L-Gaim Robot
Marvel/Aura Battler Robot
Goshogun Team/Goshogun
Masaki/Cybuster
Cecily/Gundam Pilot
Shuu/Granzon

High Tier:
Dancougar Team (Shi, Sara, Masato, Ryoma)/Dancougar
Main Character's Girlfriend/Gespenst and Gundam Robot
Shou/Aura Battler Robot
Kouji/Mazinger Robot
Kou/Gundam Robot
Leecee/L-Gaim Robot
Bright/Gundam Battleship
Lou/Gundam Robot
Gato/Gundam Pilot
Kazuya/Daimos
Saphine/Wizoll Kai
Monica/Norse Rei

Mid Tier:
Tetzuya/Mazinger Robot
Duke/Grendizer
Galaria/Aura Battler Robot
Maria/Mazinger Robot
Sayaka/Mazinger Robot
Shelia/Aura Battler Battleship
Mari/Resupply Team
Kyoshiro/Resupply Team
Jinguji/Resupply Team
Fanellia/L-Gaim Robot
Emma/Gundam Robot
Hikaru/Mazinger Robot

Low Tier:
Torres/Battleship
Keith/Gundam Robot
Fa/Gundam Robot
Hathaway/Gundam Robot
Boss/Mazinger Robot
Nana/Resupply Team
Jun/Mazinger Robot
Quess/Gundam Robot
Rei/Resupply Team


Robots: Only robots involved in this playthrough were rated. Ratings within
tiers are not in any particular order.

                       Best Ranged Damage/Range        Best Melee Damage
Top Tier:

Top Tier MAP:
Argamma/Gundam Battleship       1280  8 2000M 9         450
New Argamma/Gundam Battleship   1390B 8 2000M 9         500
L-Gaim mk II/L-Gaim Robot       1120  7 2800M 12        1150
ZZ Gundam/Gundam Robot          1200B 6 2000M 10        1080
T100/Gundam Robot               1120  6 2600M 12        940
Cybuster/Masaki                 4280  9 1700M 6         1150
GP-03D                          2100M   1400M           1700

Top Tier Ranged:
Samusido                        4400  7                 3180
Cybuster                        4280  9 (140m)          1150
Granzon                         4200  9 (130m) 1540M    1260
Goshogun/Goshogun Team          3500  8 (120m)          1380
Vigna Ghina                     3150  8                 1100
F-91/Gundam Robot               3300B 8 (110m)          1100
Dancougar/Dancougar Team        3040  8 (140m)          880
Wizoll Kai                      2900  8 (120m)          920
Huckebein/Banpresto Robot       2800  8                 1220
GP-02                           2450  6                 1760
Z Gundam/Gundam Robot           2400B 8                 1040
v Gundam/Gundam Robot           2000  9 (100m)          1050
Jagd Doga/Gundam Robot          1900  9 (100m)          1050

Top Tier Melee:
Shin Getta-1/Getta Team         1800  6                 5900 (130m)
Combattler V/Combattler Team    1600  6                 3840 (120m)     5100
(130m)
Getta-Dragon/Getta Team         1200  6                 4000 (120m)
Daitarn 3/Banjou                2100  7                 3900 (130m)
Mazinger/Mazinger Robot         1800P 3                 3850
Raideen/Akira                   2200P 2                 3100 (120m)
Bilvine/Aura Battler Robot      1270  8                 2000 (120m)     3000
(140m)
Sirbine/Aura Battler Robot      -                       2000 (120m)     3000
(140m)
Zanbot 3/Zanbot Team            1120P 3                 3000 (125m)
Daimos/Kazuya                   970P  3                 2900 (130m)

High Tier:
Getta-1/Getta Team              800   5                 2300
Getta-3/Getta Team              1800  6                 2000 (120m)
ReGZ (Air)/Gundam Robot         1870B 7                 880
ReGZ (Land)/Gundam Robot        1300P 3 1220  7         1020
Grendizer/Duke                  1800P 3                 2800
Mazinger Z/Mazinger Robot       1400P 3                 2040
Real Gespenst/Banpresto Robot   1600  7                 970
Calvary Temple/L-Gaim Robot     1650  5                 1480
Bastoll/Aura Battler Robot      980   6                 1290    2000/3000
(120m/140m)
Zuwath/Aura Battler Robot       -                       1150    2000/3000
(120m/140m)
S Gundam/Gundam Robot           1900  7                 1020

Mid Tier:
Double Spazer/Mazinger Robot    1850  5                 -
Marine Spazer/Mazinger Robot    1900  5 1760  5         -
Drill Spazer/Mazinger Robot     1570  6                 1800
GP-03S/Gundam Robot             1250  6                 940
L-Gaim/L-Gaim Robot             1070P 2                 1070
Novel D-Seed/L-Gaim Robot       1060  6 1110P 2         1080
D-Seed/L-Gaim Robot             1070P 2                 940
Botun/Aura Battler Robot        -                       1040    2000/3000
(120m/140m)
Dunbine/Aura Battler Robot      970   6                 1200    2000/3000
(120m/140m)
Garuba-FX II/Resupply Team      Used for Resupply
Bluegar/Resupply Team           Used for Resupply
Gurangaran/Aura Battler Bship   1550  8                 620
Venus A/Mazinger Robot          1100  6                 1000

Low Tier:
Gundam/Gundam Robot             1200  5                 890
Gundam mk II/Gundam Robot       1250  5                 920
GMIII/Gundam Robot              1100B 6                 980
GP-01Fb/Gundam Robot            1020B 6                 920
Nemo/Gundam Robot               1020B 6                 920
Guncannon/Gundam Robot          1000B 6                 300
Guntank/Gundam Robot            970   8                 350
Methuss/Gundam Robot            920   6                 840B
Aphrodite A/Mazinger Robot      880   5                 700
Boss Robot/Mazinger Robot       Used for Resupply
Dianan A/Mazinger Robot         1000  6                 1200B
Troy Horse/Battleship           1150B 8                 350
Norse Rei

Dancougar Separated Robots:
Big Moth N/Dancougar Robot      1300  7 1320 6          -
Big Moth H/Dancougar Robot      1300  7                 760
Big Moth A/Dancougar Robot      1300  7                 1520 (120m)

Land Cougar N/Dancougar Robot   1020  5                 -
Land Cougar H/Dancougar Robot   990   6                 720
Land Cougar A/Dancougar Robot   1020  5                 1500 (120m)

Land Liger N/Dancougar Robot    1070  7                 -
Land Liger H/Dancougar Robot    1070  7                 720
Land Liger A/Dancougar Robot    1070  7                 1200    1500 (120m)

Eagle Fighter N/Dancougar Robot 970   6                 1200
Eagle Fighter H/Dancougar Robot 1100  6                 800
Eagle Fighter A/Dancougar Robot 970   6                 1200    1540 (120m)

Zanbird Separated Robots:
Zanblue/Zanbot Robot            1240  7                 810
Zanbird/Zanbot Robot            970   6                 680
Zanbase/Zanbot Robot            920   6                 840


2. Data

Resources Used:
http://moxmound.srv7.biz/srw4
http://mfsrw.srv7.biz/SRWIVdata.html
http://www.geocities.jp/odoru7094/4sto.html
http://www.gamefaqs.com/snes/588179-dai-4-ji-super-robot-taisen/faqs

Please use these resources if you need more comprehensive data.

Pilot Seishin Data (UNFINISHED):

MC/Hero 9/2 O:  Fortune, Flash (2), Focus (3), Accel (5), Soul (12), Miracle
(23)
Amuro:          Fortune, Focus, Accel, Fervor, Mercy (5), Soul (34)
Emma:           Flash, Scan, Focus (10), Fervor (17), Rally (31), Awaken (35)
Keith:          Accel (), Confuse (), Fortune (), Exhaust (), Faith (), Fervor
()
Fa:             Trust (), Flash (), Focus (), Fortune (), Rally (), Love ()
Sayaka:         Fortune (), Trust (), Friendship (), Strike (), Flash (), Re-
Enable (20)
Boss:           Explode, Huge Guts (), Yell (), Exhaust (), Rage (10), Fervor
()
Torres/Bright:  Accel (), Scan (), Guts (), Focus (), Strike (), Confuse ()
Kou:            Guard (1), Flash (2), Fervor (8), Fortune (10), Awaken (27),
Soul (48)
Kouji:          Guts, Iron Wall (2), Strike (4), Flash (9), Focus (13), Fervor
(22)
Daba:           Accel (), Fervor (), Mercy (), Focus (), Friendship (), Soul
(39)
Fanellia (Amu): Scan, Love (5), Focus (12), Fervor (31), Supply (39), Iron
Wall (43)
Hathaway:       Focus (2), Yell (8), Vanish (16), Awaken (23), Fervor (24),
Love (31)
Leecee:         Flash, Fervor (3), Focus (7), Love (15), Rally (19), Soul (46)
Kazuya:         Guts (), Yell (), Strike (), Focus (), Flash (), Fervor (28)
Kamiyu:         Focus, Fervor, Mercy (8), Coercion (18), Friendship (30), Soul
(36)
Louka:          Guts, Flash, Fortune, Fervor (13), Friendship (26), Supply (46)
Galaria:        Guts (), Accel (), Flash (), Fervor (), Iron Wall (), Yell (47)
Marvel:         Focus (2), Strike (7), Trust (19), Fervor (20), Awaken (23),
Friendship (27)
Shou:           Guts (), Focus (), Fervor (), Flash (), Yell (30), Soul ()
Maria:          Guts (), Focus (), Fortune (8), Fervor (33), Re-Enable (43),
Supply (47)
Heredia:        Scan (), Accel (), Search (), Focus (), Trust (), Re-Enable ()
Knee:           Search (), Guts (), Focus (), Strike (), Exhaust (), Fervor ()
Keen:           Scan (), Trust (), Focus (), Strike (), Friendship (), Fervor
()
Shelia:         Scan (), Accel (), Revive (), Focus (), Trust (), Supply (32)
Banjou:         Flash (), Strike (), Fervor (), Huge Guts (), Yell (), Soul
(42)
Akira (Kou):    Flash (), Focus (), Guts (), Strike (), Fervor (30), Yell ()
Duke:           Focus (), Strike (), Fervor (), Iron Wall (), Friendship (),
Love ()
Hikaru:         Search (), Flash (), Shackle (), Rally (), Re-Enable (),
Resurrection ()
Quattro:        Accel (), Mercy (), Focus (), Fervor (), Coercion (), Soul ()
Judou:          Flash (), Focus (), Guts (), Fervor (), Soul (38), Friendship
()
Seabook:        Focus (), Guts (), Trust (), Fervor (), Rally (16), Soul (39)
Jun:            Flash (), Focus (), Guts (), Trust (), Fervor (), Rally ()
Tetsuya:        Accel (), Focus (), Strike (), Fervor (), Iron Wall (), Huge
Guts ()
Quess:          Accel (), Flash (), Focus (), Strike (), Fervor (), Yell ()
Four:           Flash (), Focus (), Trust (), Fervor (), Awaken (), Love ()
Masaki:         Accel (), Flash (), Mercy (), Focus (), Fervor (52), Yell ()
Tootie:         Flash (), Focus (), Trust (), Fervor (), Rally (), Love ()
Lon Yang:       Flash (), Mercy (), Focus (), Guts (), Fervor (), Yell ()
Mio:            Focus (), Fervor (), Weakness (), Yell (), Awaken (),
Friendship ()
Rosamia:        Flash (), Focus (), Guts (), Strike (), Yell (), Love ()
Gato:           Accel (), Focus (), Fervor (), Yell (), Coercion (), Awaken ()
Cecily:         Mercy (), Focus (), Trust (), Fervor (), Awaken (), Friendship
()
Rimuru-Lucht:   Love (), Search (), Vanish (), Focus (), Awaken (), Rage (37)
Puru:           Mercy (), Guts (), Fervor (), Fortune (), Rally (), Love ()
Puru 2:         Focus (), Guts (), Fervor (), Coercion (), Awaken (),
Friendship ()
Gyabure:        Fervor (), Guts (), Focus (), Huge Guts (), Flash (), Soul ()
Lune:           Flash (), Fervor (), Iron Wall (), Huge Guts (), Yell (), Love
()
Monica:         Flash (), Yell (), Fortune (), Supply (37), Re-Enable (), Love
()
Shuu:           Fervor (), Huge Guts (), Yell (), Fortune (), Coercion (),
Vanish ()
Safine:         Fervor (), Huge Guts (), Yell (), Fortune (), Rally (),
Resurrection ()

Dancougar Team:
Shi:            Rage (), Fervor (), Huge Guts (), Yell (), Strike (), Accel ()
Sara:           Huge Guts (), Yell (), Fervor (), Flash (), Fortune (), Iron
Wall ()
Masato:         Guts (), Yell (), Fervor (), Focus (), Rally (), Love ()
Ryoma:          Guts (), Strike (), Fervor (), Flash (), Love (), Accel ()

Zanbot 3 Team:
Kappei:         Huge Guts (), Fervor (), Strike (), Yell (), Awaken (29), Love
()
Uchuta:         Focus (), Flash (), Accel (), Mercy (), Confuse (), Friendship
()
Keiko:          Search (), Scan (), Shackle (), Re-Enable (28), Love (),
Revive ()

Getta Team:
Ryou:           Guts, Strike, Fervor (10), Flash (20), Love (33), Awaken (35)
Hayato:         Accel, Flash, Focus (4), Mercy (5), Fortune (9), Friendship
(25)
Benkei:         Huge Guts, Yell (5), Strike (8), Scan (10), Friendship (28),
Search (40)

Combattler Team:
Hyoma:          Flash (10), Search (41), Fervor (2), Huge Guts (7), Yell (4),
Awaken (30)
Juzo:           Accel (13), Scan (40), Flash (7), Mercy (35), Focus (3),
Strike (1)
Daisaku:        Guts, Huge Guts, Fervor (5), Yell (10), Rage (18), Shackle (24)
Chizuru:        Trust, Flash, Friendship, Love (12), Fortune (33), Supply (48)
Kosuke:         Accel (5), Scan (1), Search (1), Guts (49), Trust (42), Vanish
(31)

Goshogun Team:
Shingo:         Focus (), Strike (), Fervor (), Huge Guts (), Yell (),
Friendship ()
Remi:           Accel (), Flash (), Trust (), Weakness (), Fortune (), Love ()
Kiri:           Mercy (), Search (), Guts (), Awaken (), Soul (45), Friendship
()

Resupply Team:
Kyoshiro:       Accel (), Guts (), Focus (), Flash (), Strike (), Fervor ()
Nana:           Scan (), Trust (), Vanish (), Confuse (), Love (), Rally ()
Jinguji:        Accel (), Flash (), Focus (), Guts (), Fervor (), Awaken ()
Rei Asuka:      Scan (), Friendship (), Vanish (), Fervor (), Confuse (),
Strike ()
Mari Sakurano:  Trust (), Strike (), Fortune (), Flash (), Love (), Supply (30)

Fairies:
Lilith (Fairy): Trust (2), Rally (3), Strike (5), Fortune (7), Iron Wall (12),
Love (34)
Cham (Fairy):   Trust (2), Flash (10), Iron Wall (12), Yell (15), Re-Enable
(20), Miracle (56)
Silky (Fairy):  Confuse (2), Vanish (7), Fortune (10), Search (11), Trust
(13), Yell (21)
Bell (Fairy):   Fortune (8), Scan (9), Guts (14), Friendship (36), Yell (39),
Revive (50)
Elle (Fairy):   Guts, Scan (5), Shackle (8), Exhaust (12), Vanish (20), Supply
(50)

Important Seishins:
Awaken - Kou 27, Kappei 29, Combattler 30, Marvel 23, Goshogun 34, Ryou 35,
Four, Cecily, Rimuru, Puru 2, Mio
Double Act - Amuro, Kamiyu, Judou, Seabook, Daba, Bright, MC
Re-Enable - Sayaka 20, Keiko 28, Cham 20, Monica, Maria, Heredia
Rally - Leecee, Seabook, Puru, Lilith, Four, Gato, Cecily, Rimuru, Puru 2
Soul - Hero, Amuro, Kou, Kamiyu, Judou, Seabook, Shou, Daba, Leecee, Banjou,
Gyabure, Goshogun
Supply - Fanellia, Lou, Shelia, Mari, Maria, Monica


Super Route Only

Super Gespenst & Grungust for MC + associated unique attacks
New Deimos weapon if you finish Scenario 33
Scenarios 28, 42, and 43

Real Route Only

Real Gespenst & Huckebein for MC + associated unique attacks
Gabthley
Ex-S Gundam
Ashura Temple
Qubeley mk II x2
Atomic Bazooka (GP-02)
Scenarios 27 and 41

Differences between 4th SRW for SFC and 4th SRW S for Playstation:

Birthday seishin table changed.
You don't have to choose between Dancougar and Combattler V.
Item locations changed.
Units, weapons, and seishin assignments changed.
Extra or modified scenarios. Scenario 1 "Contact" and Scenario 41 "Rescue".
You aren't forced to sell or dismantle units.


How to obtain the Atomic Bazooka:

In Scenario 41, convince Olibee with Daba, which causes her to flee the battle.

During the pre-scenario chat of Scenario 46, choose the 1st option, then
during the escort "chat" during turn 3 of the battle, choose to run to the
left (2nd option), which causes an NPC to die, the result being that Quattro
leaves your party.

In Scenario 54, have Daba convince Olibee, so that both Olibee and Gablae join
your party.

In Scenario 55A Gato and his GP-02 will appear as an NPC and join you as long
as he survives the battle.

In Scenario 56 have Judou convince either of the Ple sisters.

In Scenario 59 convince Hamaan with Judou. After Scenario 59 the GP-02 will be
equipped with the Atomic Bazooka. There won't be a message that it's been
equipped, you'll have to check for yourself.


3. Playthrough

Scenario numbering based on CMori's guide on GameFAQs.

Challenge conditions: No upgrades, no units destroyed, low turn counts, and no
save/load spamming for low chances to hit or dodge.

My pilot choice (named MC or Main Character): 9/2 Type O, Real Robot.

Turncount total:
3+4+5+6+4+4+5+3+5+3+5+4+6+7+5+5+3+2+8+2+4+3+2+4+3+2+4+2+2+2+2+4+1+2+2+2+3+3+2+2
+3+2+1 = 146 turns

Scenario Log:

Scenario 1A - 3 turns
Sort the robots by HP then select everyone but Keith for deployment. This
changes the starting positions and places Getta closer to the Ghouls and Fa
closer to the NW corner to grab the High Efficiency Radar. Accel Getta NW one
square into both bosses attack range to aggro them, then start countering.
Getta will take a beating but won't die even if both bosses attack it. Get MC
and Amuro both Fortune kills on the bosses. Grab the High Efficiency Radar
with Fa by sneaking past the bosses on the west side of the map. You'll
probably have to counterkill the last couple of trash mobs on enemy turn 3 -
no big deal.


Scenario 2 - 4 turns

Assignment:
Amuro           Gundam mk II
Emma            GP-01Fb
Kou             Gundam
Sayaka          Marine Spazer
Boss            Aphrodite A

Equipment:
Gespenst        High Efficiency Radar

Get into the bosses attack range then lure it SE towards Londo Bell. The boss
is easily beaten down by Kouji and Ryou. Finish the boss with MC + Fortune
seishin so he reaches lv 6 and learns Accel. Send Fa towards the EN Tank.


Scenario 3 - 5 turns

Sort by Level then deploy in that order, with MC and Amuro in the first two
spots. This will place them closer to Gablae. Send Amuro and MC towards
Gablae. The safest method is to lure him into the water while not aggroing any
unnecessary trash. Send Fa in the Methuss to support MC and Amuro if needed
and grab the Booster. Use the rest of your units to fend off the incoming
grunts by standing on the city tiles, which grant +25% avoid. Grab the Chobham
Armor and Magnetic Coating while you're at it. On turn 4 load anyone you need
to help defeat Leecee into the Troy Horse, defeat any nearby trash, then
finish off Gablae.


Scenario 4B - 6 turns

Assignment:
Getta-3         Booster

Getta beam the first two grunts, then switch to Getta-3 for the third grunt
underwater. Attack Ashura as soon as  shows up. Counterkill the other grunts
that come close. Texas Mack can get in a safe hit on Ashura with his 7 range
weapon. No lucky crits required to get 6 turns. Getta team should be lv 8 by
the end.


Scenario 6 - 4 turns

Assignment:
Mazinger Z      Booster
Gundam mk II    Chobham Armor

Load everyone (except Fa and Boss) into the Troy Horse and Accel north. Drop
off your units on turn 2 and start killing everything. Accel Amuro, Ryou, and
MC to the NW corner to deal with the grunts there. Send Fa to grab the Hybrid
Armor and Boss to grab the EN tank.


Scenario 7 - 4 turns

Equipment:
Troy Horse      Booster

Assignment:
Amuro           ReGZ
Kou             Gundam mk II
Emma            Gundam
Keith           GM III
Hathaway        GP-01Fb

Even with no lucky crits you can take the Dragon out in 4 turns if you launch
an optimal attack. It really helps if Jerid & Co get blown up, otherwise you
won't be able to use Getta's Hurricane. All of the enemy reinforcements
disappear as soon as you kill the Dragon, so ignore them. I've had Dragon try
to flee on turn 4 so try to surround him if possible. Bring all of your
strongest water based attacks and anyone with Fervor. It's likely Getta will
get the killing blow since Hurricane does about 3k dmg to it, so reserve 40 SP
for Fortune. That should bring Getta to about lv 12 and access to Fervor.


Scenario 10 - 5 turns

Equipment:
Getta           Hybrid Armor    Chobham Armor
Mazinger Z      Chobham Armor

Have Kyo use Accel/Focus and head north with Daimos following. Send Londo east
and tear up the Ghouls again. In order to get 5 turns you'll need a good
counterattacker dealing damage on turns 3 and 4 enemy phase. Use the Garuba-FX
II's Supply on Daimos so it can keep using its strongest attack. The Booster
here is strangely located.. don't miss it since Boosters are awesome. Get MC
to lv 12+ on this scenario to get him the Soul seishin.


Scenario 11 - 3 turns

Equipment:
Troy Horse      Booster         Booster
ReGZ            Magnetic Coat
Real Gespenst   Hybrid Armor    Magnetic Coat
Getta-1         Chobham Armor
Gundam          Chobham Armor
Gundam mk II    Chobham Armor

Assignment:
Kyoshiro        Garuba-FX II

This will be your first time encountering highly evasive enemies, but luckily
they have fairly low HP. Use Strike and Focus to land hits on them while
others deal with the nearby trash. MC, Amuro, Daimos, Getta, and Mazinger Z
will be able to quickly deal with the bosses if they are the appropriate
level. Watch out for the city tiles, since the accuracy penalty will make it
difficult to hit the bosses.


Scenario 12 - 5 turns

Position Kappei right outside Butcher's 9 attack range. Once he retreats and
enemies spawn, move Zanbot in the middle of the enemy group and start
countering. Focus on breaking up the Gabitans. On turns 4-5 Divide and send
someone to grab the Hybrid Armor while the other two finish off the remaining
enemies.


Scenario 13 - 3 turns

Equipment:
Daimos          Booster         Booster
Mazinger Z      Chobham Armor
Cavalry Temple  High Tech Radar
Getta-1         Chobham Armor
Gespenst        Hybrid Armor    High Tech Radar
ReGZ            Chobham Armor   Psycho Frame
L-Gaim          Hybrid Armor

Deployment Position Order:

      15
    14          05
      13  BS      04
    12          03
      11  01  02  06
        10  09  07
              08

Deployments are determined by party order, but you can only sort your party by
level or HP. Alter your robots HP values to position them correctly. You'll
want ReGZ in position 6, 7, or 8. Make sure slower units like Daimos and
Mazinger Z aren't deployed too far away. You can see the equipment setup I
used to arrange the deployment spots above.

Accel ReGZ into the battleships 8 square attack range, so it moves forward to
attack on enemy turn 1. Amuro should still be in the ReGZ and he will have an
impressive dodge rating. Move everyone else on the right side SE as well. Your
weaker deployments on the left should handle the small force coming from the
west. Send Fa, Kyoshiro, etc. towards the Chobham Armor and Psycho Frame.

Once the battleship moves north to attack, it should be in very close range.
Focus on killing the Black Trinary as they are too much trouble when left
alive. On turn 3 you should have more than enough firepower to take the
battleship down.


Scenario 15 - 5 turns

Equipment:
Dancougar       Hybrid Armor    Hybrid Armor
Argamma         Booster         Booster

Assignment:
Louka           GP-01Fb

Move in and transform into Dancougar. Save at least 80 EN so you can use
Dancouga's best attack on Ghoul w/ Fervor seishin, which should do about 10k
dmg non-crit. Eventually Dancouga will run out of ammo/EN and won't be able to
attack at all anymore. At that point use a Huge Guts seishin to heal then
divide and use individual attacks. Try luring the enemies west on turn 4 so
they are closer to the NW where Londo Bell shows up. On turn 5 there should
only be a few holdouts on the east mountains so Accel your fastest units east
to help out while everyone else finishes off the Ghoul. Get Bright the boss
kill.


Scenario 16 - 4 turns

Equipment:
Daimos          Booster         Apogee Motor
Dancougar       Hybrid Armor    High Tech Radar
Gespenst        Hybrid Armor    High Tech Radar
Garuba-FX II    Psycho Frame    Psycho Frame
Marine Spazer   Booster

Move Daimos towards the NW where Gespenst, Dancougar, and Garuba will appear.
Send Gespenst's group SE to engage. On turn 3 use Dancougar and Gespenst's
best attacks w/ Fervor to take down the Zonnekaisers chasing Daimos. On turn 4
finish off any remaining enemies. Keep Garuba around to resupply - he can also
dodge tank very effectively using Focus + 2 Psycho Frames. Send Marine Spazer
south to grab the Booster.


Scenario 18 - 6 turns

Equipment:
Unlike scenario 13, the lowest HP units get the best spots closest to the
boss, so you'll want to equip +HP items on your lower HP units to raise them
above your more useful units. And equip +Mobility items on your valuable boss
killing units (Getta, Zambot, Daimos, etc.)

If you defeat Galaria, you'll get Heredia in the Goaron, Knee, and Keen in
Botune units in S23. The main advantage here is that the Goaron has a MAP
attack (similar to the Argamma) and one more mobility than the Gurangaran
battleship. Botunes are just generic Aura Battler robots with no ranged
attack, and Knee and Keen don't have the Aura Senshi ability so they can't use
the strongest Aura Battler attack.

If you don't defeat Galaria, you'll get Galaria, Shelia in the Gurangaran, Elle
(Fairy) and Bell(Fairy) in S22. Galaria is one of 3 pilots with the Aura
Senshi ability, the other two being Shou and Marvel. She's also the only Aura
pilot to get Accel and eventually learns Yell. Shelia learns Supply at lv 30,
which is a plus. Elle and Bell both go perfectly with Shelia and Galaria,
giving you in effect two extra pilots worth of seishins. The Gurangaran is the
bad part of the deal, having 1 less mobility and no MAP attack compared to the
Goaron.

I'm not sure whether scenario 22 or 23 takes longer to complete.

Move NE while defending or dodging against Galaria. Enemies show up in the NE
on turn 3 enemy phase, or as soon as you defeat Galaria. Stay at a distance
from the reinforcement zone on turn 2 so Galaria doesn't get destroyed by the
reinforcements on turn 3. On turn 3 land and move onto a city tile in the
middle of the reinforcement zone while using Iron Wall and Focus. This should
let you tank/dodge everything. Use Focus again and lure the Gearing south
towards where Londo Bell will appear. Once Londo Bell shows up, move north
while hitting anything you can and getting into position to kill the Gearing
on turn 6.


Scenario 19 - 7 turns

Equipment:
Mazinger Z      Booster         Booster
Dianan A        Booster         Apogee Motor

Don't miss the Minovsky Craft. Other than that just beat up the grunts and
earn some XP for Sayaka and Kouji. If you don't mind a unit being destroyed,
use Boss' Explode seishin. 6 turns might be possible but I wasn't willing to
use the Explode seishin, weapon upgrades, etc.


Scenario 20 - 5 turns

Assignment:
Shou            Bastoll
Galaria         Dunbine
Marvel          Botun
Sayaka          Marine Spazer
Kou             GP-03S
Emma            Gundam mk II
Lou             Gundam

Equipment:
Dancougar       Minovsky Craft          Booster
Argamma         Mega Booster            Booster

Once again the lowest HP units get the best deployment spots, so equip +HP on
the weaker units so your better ones can start further ahead, and equip
+Mobility on the units with strong attacks. If all else fails load the unit
into the Argamma.

Assignment:
Daba            Cavalry Temple
Leecee          L-Gaim

Deployment:
Dancougar, Daimos, Getta, Mazinger Z, Zambot 3, Cavalry Temple, Z Gundam,
ReGZ, Bastoll, Gespenst, L-Gaim, Drill Spazer

Send Combattler to kick Mia's ass. One Fervored Choudenji Spin will one shot
it. Pick up the Psycho Frame on the way north, then for the rest of the
scenario use the Combattler to clean up the rest of the grunts that are moving
towards it. Once Londo Bell shows up, rush east asap and lure the bosses
closer west towards you. Break out the Fervor, Yell, and Soul seishins and
drop as many uber attacks as you can.

When given the choice, you want Kyoshiro as the lead pilot in the Garuba-FX
II. This choice occurs directly after the scenario ends, not after the
intermission.


Scenario 21 - 5 turns

Land the Combattler and move in with 120+ morale. Use a Choudenji Spin (non-
crit), which should take him down to 11k. Since he heals at half health, you
want to avoid critting him with the first attack. Use Fervor w/ another
Choudenji Spin to finish him off on turn 2. Enemies spawn along the north end
of the map. It's a bunch of grunts and Richter again, easy enough to kill.
Send Shou to pick up Silky at 3E, 2N from the SW corner and the nearby Chobham
Armor.

Deploy the Garuba-FX II for resupplying Combattler. Once Londo Bell arrives,
it's time to bring out an old 3rd SRW chestnut - using the Rage seishin to
provoke reluctant enemies into action. Rage is actually an extremely rare
seishin in 4th SRW. Only 3 pilots get it - Shinobu (Dancougar), Daisaku
(Combattler V), and Boss. Load into the Argamma and head north. Send any
highly mobile units like ReGZ ahead to start counterkilling grunts.

Right after the scenario ends you can choose between the Sirbine, Zuwath, or
Dunbine units in that order. You want the Sirbine as it has 1 more mobility
and 8 more speed than the Zuwath with only 500 less HP and 50 less armor.


Scenario 22 - 3 turns

Assignment:
Galaria         Bastoll
Cham(Fairy)     Shou
Silky(Fairy)    Galaria

Ignore the initial enemies as they leave on turn 2. Head SW to where the
reinforcements will arrive on turn 3. Send one high movement like the ReGZ or
GP-03S w/ Minovsky Craft to the NW corner to grab the Hybrid Armor. The
Argamma's beam MAP attack can pierce through the weaker grunts Beam Coating,
so line up a good shot. Unfortunately Bright's aim is awful so you'll probably
miss most of them anyway. You will probably need to counterkill a few enemies
on enemy turn 3 since there are so many to kill in one phase.


Scenario 25 - 2 turns

Assignment:
Bell(Fairy)     Shelia

Equipment:
Gurangaran      Mega Booster            Booster
Sabain/Zuwath   Booster                 Booster

Load the Sabain and another flying unit into Gurangaran, then Accel NE. Deploy
the flying unit onto the Biosensor in the mountains and deploy the Sabain onto
the base. Get XP for anyone you like on turn 2 before finishing.


Scenario 26 - 8 turns

Equipment:
Getta-2         Booster         Booster
Sirbine         Mega Booster    Booster

Deployment:
Lowest HP/level units start closest to the boss.

The strategy is to rush up to the boss asap, kill it, then flee before the
base explodes. You're limited in your pilot assignments for no reason. In
addition, Amuro is not available for no particular reason. Put +range items on
your ranged attackers to help fire over the walls and cover the boss killing
team. Anyone with reasonably high MOV and/or Accel should go on the boss
killing team - Getta, Sirbine, Gespenst, Daba, and Galaria are all good picks.
You can send some slightly fast units like Zanbot 3 to help fend off grunts,
but don't move them too far into the base or they won't be able to escape on
turn 8. Ashura should be defeated on turn 4 by a Fervored Getta-1 and Shou,
then it'll take another 4 turns to move back out of the base. If you let
Ashura die on enemy turn 4, you can spend one extra turn fleeing before
reinforcements arrive.

Fend off pursuing enemies as best as you can and pick them off with your
ranged units. Have a few units by the SW corner to fend off reinforcements
that will try to get in the way. You'll need a clean route for Sirbine as it
doesn't have much mobility to spare.

If you don't mind your units being destroyed, you can kill the boss, escape
everyone else except the boss killing team, then have the boss killing team
die, which will complete the mission since at least one person escaped. This
is much faster than having to run the boss killing team all the way back to
the entrance. I didn't use this strat since I'm trying not to let any units be
destroyed.


Scenario 27 - 2 turns

Equipment:
Guranguran      Mega Booster    Booster

Use your Rage seishin to provoke all enemies, then head SE to engage. Deploy
and wipe them out - you have more than enough units to kill each one assuming
every unit gets a one shot kill.

Directly after the battle you'll get an option to exchange the Guntank for the
S Gundam (first option). This is a great trade since the S Gundam is light
years ahead of the Guntank in combat ability.


Scenario 29 - 4 turns

Assignment:
Place whoever is your best gundam pilot aside from Amuro, Kamiyu, or MC/Hero
into the S Gundam.

Equipment:
Guranguran      Mega Booster    Mega Booster

Bring one of your battleships with an AOE. Use your Rage seishin to provoke
all enemies, then head N to engage. Send a high mobility unit like the Garuba-
FX II to grab the Anti-Beam Coating. Those new Azzam units might look weak,
but they will use their MAP attacks, so they need to die first over anything
else. The Kareituedo beam attacks are pretty deadly as well. Other than that,
tear into the enemy. By turn 4 only Dis and/or Ghouls should be left to kill.


Scenario 30 - 3 turns

Assignment:
Bluegar         Mari

Equipment:
Bluegar         ALICE           Psycho Frame

So you've got Mari again, back from 3rd SRW. It's easier to level her this
time with +hit equipment. Once she reaches levels 3-5 she learns Strike and
Fortune, making her much, much easier to level than 3rd SRW. It's worth it too
since she gets double act sooner than any resupply pilot, and is the only
pilot to learn the Supply seishin at 30. With an ALICE and Psycho Frame at
level 2 she'll have a decent hit rating, so you can go kill some of the weaker
enemies in this scenario and easily bring her up a couple levels.

Use your Rage seishin to provoke all enemies, then head SW to engage. The
grunts are easily dealt with, then you just need to gang up on the big UFO
thing.

Make sure Sayaka is lv 16+ by the end of this scenario, if you're taking the
Space route. This ensures you'll have her Re-Enable seishin ready for later
use. Get Marvel to lv 19 if possible.


Scenario 31 - 2 turns

I've decided to take the space route. The pilots you get to take with you are
Dancougar Team, Zanbot Team, Coplander Team, all L-Gaim pilots, Raideen, MC,
Amuro, Fa, Keith, and Kou. Fa and Keith are just as useless as ever and
probably still around lv 1 If you used Kou a bit he should be lv 10+ and
fairly useful with Flash, Fervor, Wall, Fortune, and a decent hit rate. If
your Kou isn't up to speed you should try to level him since he's the most
useful out of Fa, Keith, and Kou.

You'll want some very high evasion or HP/armor units to counterkill the
enemies quickly. Amuro and Daba are probably your only pilots that can pull
off the evasion thing so just buff the rest of your units HP. Deployment is in
a strange circle formation. Hard to get your units in the spots you want. See
below for the HP values I used.


          12
    05  04  03
              02
    06
  13          01  11
    07
      08  09  10

01      Dancougar       4300
02      Zanbot 3        3900
03      Raideen         3800
04      Gundam mk II    3600
05      GM III          3400
06      S Gundam        3500
07      Cavalry         3300
08      ReGZ            2500
09      ZGundam         2600
10      D-Seed          2300
11      L-Gaim          2000
12      Garuba-FX II    1300
13      Bluegar         1200

Start with Rage and Confuse seishins (the Coplander pilot Rei has Confuse).
Move your best counterattackers into position to clear out as much as
possible. The frontmost 2 enemies in each corner will move forward without
attacking, so target them first. Divide up Zanbot 3 on turn 2 so you have more
units to finish off weakened enemies with. Send MC/Hero SE to recruit his
Girlfriend/GF. Even your lower level units and Bright can help out by
positioning to kill the passively moving enemies. I sent MC/Hero SE, Raideen,
Dancougar, and Zanbot NE, and Amuro, Daba, and Kou SW. Any other pilots were
used to clean up the passive enemies running towards the Argamma from the SW
or SE.

Enemy reinforcements will spawn on the enemy turn after a certain number of
enemies are killed. Probably something like under 10 enemies remaining like
usual. Anyway, if you don't clear the map by turn 2 you'll probably have to
deal with the reinforcements which will drag down your turn count. This map is
much more difficult if you're under my challenge conditions because you won't
have many one shot counterattack options. If you spend funds to upgrade your
weapons, you'll be able to comfortably one shot counterkill just about
everything, making 2 turns much easier.


Scenario 33 - 4 turns

Place Quattro in the +20% avoid tiles, since his dodge rate is awful even with
Focus. Grendizer is a great tank with the Wall seishin but it eventually runs
out of ammo/EN and isn't very useful at killing things. Once Londo Bell shows
up, use your Rage seishin to provoke the reluctant bosses. You could also
bring Rei and use her Confuse seishin to help out. If you want Londo Bell to
help kill things on turn 4, make sure to put +mov items on your high mobility
units so they can reach far enough, as it's quite a stretch. Not too much to
say here otherwise.

Try to get Zanbot 3 to lv 29 asap, so it can use Confuse, Enable, and Re-
Awaken. Try to get Kou to lv 27 so he can use Awaken.


Scenario 35 - 3 turns

Equipment:
Argamma         Mega Booster    Mega Booster

Assignment:
MC/Hero         T100
Quattro         Z Gundam
Kou             S Gundam

It takes Bright 34 mobility to reach the colony assuming no asteroid fields or
enemy blockades. That means you can reach it on turn 3 by the earliest. Use
Rage if you think you can handle all enemies at once. Use Confuse on turn 2
once you engage the enemy, and again on turn 3 for good measure. Use Miracle
or Accel/Soul and line up as many enemies as possible for an AOE. Keele in the
Val Varo is the most dangerous enemy since he'll use his MAP attack. Most of
the named enemies have high evasion rates so use Strike before loading into
the Argamma.

Enemies will target the Argamma frequently so make sure it's not going to get
wrecked by placing it too close on turn 2. You don't have to move it very far
on turn 2 to be able to reach the colony on turn 3. I'm not sure if defeating
Gato in this scenario prevents you from being able to recruit him or obtain
the Atomic Bazooka.

Directly after the battle, you'll be asked to keep either the L-Gaim or
Cavalry Temple. You want the superior Cavalry Temple (second choice). You also
finally get some L-Gaim bots that aren't crap.


Scenario 37 - 2 turns

Equipment:
Argamma         Mega Booster    Booster
ZZ Gundam       Mega Booster    Mega Booster
L-Gaim mk II    Booster         Booster
T100            Booster         Apogee Motor

So you suddenly get handed two more AOE units for no particular reason. You've
now got the Argamma, T100, L-Gaim mk II and ZZGundam. They are all beam
attacks, though, so you'll want Fervor or Soul seishin pilots to overpower any
Beam Coating grunts.

Start out with a Rage seishin. Provoke the grunts into a good position to
blast them all with AOEs on turn 2 - there should be no survivors. If you land
a huge AOE + luck with the ZZ Gundam you can bring one of your lv 25 Gundam
pilots levels up to 45+. I suggest allowing Amuro to get the XP since he'll
immediately get Soul, double act, and a ridiculous hit/dodge rate, which makes
him nearly unstoppable for the next couple scenarios. I suggest using Bright's
AOE to try to get him some levels if he's lagging behind. Don't forget to send
Daba to talk to Olibee. I've read in CMori's guide that it doesn't matter if
you talk to her or not, but better safe than sorry IMO.


Scenario 39 - 4 turns

As far as equipment goes, you should know what to do already. Buff up low
dodge pilots HP/armor, buff up high dodge pilots evasion rates, and buff up
low mobility super robot pilots with boosters.

You'll notice everyone went up 4 levels, even the lower end. This map is
another perfect opportunity for the ZZ Gundam's AOE to obliterate a huge enemy
force and grant a Gundam pilot a huge level increase. Kamiyu or Lou are both
decent choices, but you probably want Kamiyu since he learns Soul at 36 and
gets double act at around 35. Try getting Sayaka to lv 20+ to obtain her Re-
Enable seishin. I suggest giving the ZZ Gundam an EN recover item so once
Kamiyu can double act he can use the EN recovery to fire twice without needing
a Resupply. If you have the Goaron its AOE attack will be extremely useful
here.

Start with Rage seishin as usual. Accel and move W/NW to engage. Line enemies
up and fire the ZZ Gundam AOE. If you have any Awaken or Re-Enable seishins on
Cham, Marvel, or Sayaka, use them to speed up your clear times. As soon as the
enemy count is down to 10, reinforcements arrive on the west side of the map.
You'll want to position and AOE them so they go down quickly. Use Awaken, Re-
Enable, EN recovery items, and Kamiyu's double act to blast the reinforcements
quickly. You can try using an EN recovery unit but be careful as they'll draw
enemy fire.


Scenario 40 - 2 turns

Londo Bell is back together again. 5 pages of pilots and units to sort
through. With that in mind, I'll do a fairly comprehensive list of my current
pilot and unit setups. At this point if you want the atomic bazooka you should
stop using Quattro, and you should stop using Combattler V or Dancougar,
depending on which one you want to keep. I suggest keeping Combattler V
because it has a wider variety of seishins and is geneKamiyu more useful.

MC              Yukeban
Girlfriend      Z Gundam
Amuro           v Gundam
Kamiyu          T100
Kou             ReGZ
Judou           F-91
Seabook         ZZ Gundam
Quattro         S Gundam
Tetsuya         Mazinger
Koji            Mazinger Z
Sayaka          Drill Spazer
Shou            Bilvine
Marvel          Sabain
Galaria         Bastoll
Daba            L-Gaim mk II
Leecee          Cavalry Temple
Mari            Bluegar
Kyoshiro        Garuba FX-II

Lilith          Daba
Cham            Marvel
Silky           Shou
Bell            Galaria
Elle            Heredia/Shelia

Defeating Bundle will cause all enemies to retreat and the mission to end, so
make defeating her a priority. Whatever you do, get it done before turn 4
enemy phase when reinforcements arrive.  Whoever is in the ZZ Gundam will be
getting plenty of XP if you line up a good shot on turn 2. Candidates are Lou,
Seabook, or Judou. I recommend Seabook as his ability to move+Rally is very
useful.

Start out with Rage, as always. Accel towards Bundle with your heavy hitters
in tow, while your AOErs set up on dry land. If you have Marvel+Cham with
Awaken and Re-Enable use that on the Argamma to bring it closer to the boss
and set up for an AOE on turn 2. Use Confuse on turn 2. Getta, Daitarn, and
Zanbot will be able to kill the boss on their own while your other pilots grab
some free XP off the grunts.


Scenario 41 - 2 turns

Deployment:

            15  14
              13
            12  01
          11  02
        10  03  BS
          09  04
            08  05
              07
                06

Assignments:
Amuro           ZZ Gundam
Kamiyu          T100
Marvel          Sabain/Cham
Kou             Z Gundam

Equipment:
T100            Minovsky Craft          Mega Booster
ZZ Gundam       Mega Booster            Mega Booster
Z Gundam        Hyper                   Booster
Sabain          Booster                 Booster

You're given the choice of which pilot to main the Bluegar. Choose Mari. Once
again you can complete this mission by killing all enemies before the enemy
turn 2 reinforcements arrive. There's only a tiny enemy force over the
mountains and you are packing tons of AOEs, Re-Enable, Awaken, double act
pilots, etc. Another easy steamroll map. Note that the super robot route
(scenario 42 and 43) is more difficult with no way to avoid the Guest enemies,
not to mention a boss that only one attack in the game can damage.

The strat is to send as many Awakened, double act, or Re-Enabled as possible
pilots westward. If you want to 1 turn this you'll have deploy pilots in an
optimal order by manipulating robot HP values. That includes Amuro, Kamiyu,
Kou, Kappei, Marvel and any other double act units you might have. Combattler
V and Getta learn Awaken at lv 30 and lv 35, but it's not likely they are that
level yet. Marvel and Zanbot 3 can Awaken, move, Re-Enable another pilot, then
move onward to attack. You can also position units close to the front, Accel
them and attack with P range weapons. If you don't get it in 1 turn, you can
certainly finish it in 2 turns.


Scenario 44 - 2 turns

Start out with 2x Rage seishin. With 32 enemies and 1000 average dmg, that's
32,000 average damage. Not bad for 140SP. Use Confuse seishin on turn 1.
Spread your AOErs out between the NW, N, and E groups of enemies. Send ZZ
Gundam NW, T100/L-Gaim mk II N, and Huckebein NE. Use the rest of your units
to Resupply, Re-Enable, Rally, and clean up any remaining grunts.

Huckebein's target AOE might not look imposing at 1400 damage, but with
Miracle and the fact that it has 3 ammo, you can cause ridiculous amounts of
damage far more easily than it takes to fire the ZZ Gundam then Resupply and
Rally it. In fact, Huckebain can basically solo the entire eastern part of the
map on turn 2 when they all bunch together trying to get through the narrow
corridor.

The C Beast and 2x Grantinos make 2 turning this scenario more difficult. You
can use Coercion on them so they don't move away from your line of fire,
making it easier to range nuke them on turn 2. The closest Grantinos can reach
over the wall so you can place a unit there to counterattack it instead of
using Coercion on it, if you can get someone in position.


Scenario 45 - 2 turns

Another scenario where you have to kill a small enemy force before more
reinforcements arrive. You can line up another huge kill with the ZZ Gundam on
this stage to powerlevel a lucky Gundam pilot. Even with no upgrades, the
grunts here have such low HP that anyone with Fervor will be able to one shot
everything with the ZZ Gundam MAP attack. The Gundam pilots you should be
leveling are the ones who learn double act early or learn the Soul seishin,
such as Amuro, Kamiyu, MC, Judo, Seabook, and Kou. Keep in mind that enemies
will not attack you on enemy phase. They'll run straight for the battleship,
so position yourself appropriately.

Clearing the scenario before Four shows up means you can't recruit her, and
you have to kill her in the next scenario. That's ok, though, since you get
Rozamia (if you wait around for her to show up) and the Ex-S Gundam instead.


Scenario 46 - 4 turns

Raideen's God Voice is unlocked, but if you use it 11+ times before the final
scenario, Raideen won't be available for deployment for that last scenario.

If you want to get the atomic bazooka, during the pre-scenario chat, choose
the 1st option, then during the escort "chat" during turn 3 of the battle,
choose to run to the left (2nd option), which causes an NPC to die, the result
being that Quattro leaves your party. MC and Quatro won't be available for
deployment on this scenario if they are escorting the NPC. Note that you don't
need the atomic bazooka to clear the game quickly, since you can assassinate
the bosses while ignoring the grunts.

This is another fairly easy scenario with a few enemies to dispatch. As long
as you finish by turn 4 you won't deal with reinforcements. The usual strategy
will work here. Rage seishin, load into the battleship, Accel SE while using
Re-Enable to cover more ground, unload, Confuse seishin, drop AOEs, kick the
bosses ass, etc. This is another opportunity to earn lots of XP. If Bright
isn't lv 45 yet, get him there on this mission. The two named enemies take a
bit of a beating but it's nothing you can't handle by now with Soul seishins
and your strongest super robot attacks. Don't forget to grab the Alice item in
the SE corner - hasn't been a decent item to grab in a while. Keep working on
getting more pilots Awakening, it's like early double act. Especially useful
for your super robot pilots like Combattler V, Getta, and GoShogun that take a
long time to learn double act and can't level up on the cheap with an AOE
attack.

The scenario won't end until you defeat the reinforcements that arrive on turn
4. You should be able to kill all the initial forces on turn 3 and set up to
finish off the reinforcements in one turn, though.

Scenario 48 - 3 turns

You have to give up Combattler V or Dancougar during the pre-battle chat -
pick the first choice to send Dancougar packing. I suggest giving up Dancougar
since Combattler V has a wider variety of seishins, can fly, doesn't run out
of ammo as easily, more damaging ultimate attack, etc. You might think that
Dancougar's separated parts are useful, but in almost any scenario I've wanted
to divide them up, the option to Divide wasn't there to use.

The grunts here have aura barriers, meaning you need someone with Soul seishin
in the ZZ Gundam to break through their barrier. Bright's MAP attack is all
but useless since he has no damage boosting seishins (although you could
upgrade it, but this is a no upgrade run). The T100 and L-Gaim mk II can break
through the aura barriers with Fervor, since they have a higher base damage.

Once you decimate the first wave of grunts with the ZZ Gundam, reinforcements
arrive in the SW corner. Have the rest of your team seishined and Rallied up
and ready to destroy them. Once you destroy Todd he comes back with 43k HP,
140 morale, and a 4000 damage melee attack. Be ready to gang up on him and
take him out in one turn using your strongest attacks with Soul, Fervor,
Awaken, Re-Enable, Flash, Strike, Confuse, etc. seishins. He only has 6 range
on his attacks so it's very easy to outrange and nuke him. Unfortunately even
if you kill Todd on turn 2, the GeaGring has 45k and takes a beating. Hurry
north and take it out on turn 3 before further reinforcements arrive.


Scenario 49 - 1 turn

Assignment/Deployment:
Amuro           ReGZ
MC              Huckebein
Daba            L-Gaim mk II
Marvel          Sirbine
Seabook         Anything
Combattler V
Goshogun
Getta
Zanbot 3

Fly straight up to the boss and tear it up. In order to get close enough, use
Marvel w/ Cham to give your battleship an extra action after moving once. Your
battleship pilot will need double act to get close enough. Break out the
Rally, Awaken, Re-Enable, double act, and anything else you can to reach the
boss and pummel it.


Scenario 51 - 2 turns

Assignment/Deployment:
Argamma
Leecee          L-Gaim mk II
Amuro           ZZ Gundam
Kamiya          Ex-S Gundam
Kou             T100
Seabook         F-91
MC              Huckebein
Kouji           Mazinger
Shou/Silky      Bilvine
Marvel/Cham     Sirbine
Cybuster
Goshogun
Getta
Daitarn 3
Raideen
Zanbot 3


Note that whatever units your pilots were in will usually move into the
separate teams. Seabook, Kamiya, and Quess will be headed to team B, so put a
decent robot on Quess because you'll have a glut of gundam pilots on team A.
You probably want team B to have the T100 at least, since they'll be short on
MAP attacks.

Start out with Rage/Confuse. Send Tootie and Mio south to handle the SE group
of enemies. Send Yang Long and most of your heavy hitters toawrds the Geiosu
Gurudos. Position the ZZ Gundam to MAP attack the NW group with some others
nearby to clean up. Load some units including the T100 or L-Gaim mk II into
your bship and send it towards the S/SW groups.


Scenario 52 - 2 turns

Another party split. You should have MC, Amuro, Judou, Kou, Daba, etc. who
should all be heavy hitters with Soul and double act by now. Enemies here have
fairly low HP so it's a good opportunity to MAP attack level up any Gundam
pilot who needs it. Send Zanbot 3, MC, and 1-2 others NW. Send ZZ Gundam to
MAP the east group. Line up the L-Gaim mk II or T100 to hit the south group.
Load some double act units into the Argamma and drop off near the SW and W
groups to start counterattacking. Watch out as enemies have double act from
this scenario onward.


Scenario 53 - 2 turns

Hopefully you have the T100 here to help clear out some of the grunts, or the
Goaron battleship. Non-upgraded Cybuster MAP attack only does a light dusting
on these enemies. Send the bship north using Marvel/Cham to get close to the
enemies on turn 1. Deploy your most evasive pilots and use Confuse to help
out - Masaki with Sharp+Confuse+two ALICE items = enemies with 4% hit chance,
or Shou with double image, etc. On turn 2 use as many MAP attacks as you can
to clear out the trash while your heavy hitters take out the bigger enemies.


Scenario 54 - 3 turns

I ended up skipping recruiting Olibee because I didn't feel like waiting
around to recruit her, so I miss out on the atomic bazooka. So basically I
ditched Quattro for nothing. Oh well. As if you didn't need more MAP attacks
on Team A, Kou gets the GP-03D with yet another MAP. It's a line attack
similar to Yang Long's MAP. The trash isn't a big issue here, though, it's the
3 high HP bosses that are tough to take down. Most of your heavy hitters are
in Team A so they will take a beating if you are doing no upgrades/no units
destroyed.


Scenario 55A - 3 turns

In Scenario 55A Gato and his GP-02 will appear as an NPC and join you as long
as he survives the battle. I decided to skip the Atomic Bazooka halfway
through, so I probably should be on 55B and still have Quattro. Oops.

Anyway, this map takes a little while since you're so far away from the bosses
and reinforcements show up on enemy turn 1. You have Gato to help out but
enemies will likely be scattered all over the place, making it difficult to
AOE them all down, especially if you don't have the ZZ Gundam. I'm pretty sure
Scenario 55B is shorter because you don't have to deal with reinforcements for
2 turns and there are less enemies overall. Oh well.


Scenario 55B - not completed

Similar to 55A except you get Gilliam instead of Gato. This is probably
shorter than 55A since you have 2 turns to clear out before reinforcements
arrive, while 55A only gives you one turn.


Scenario 57 - 2 turns

You'll have to clear this scenario in 2 turns or face a bunch of high HP
grunts and two Ghaos Gulds. Luckily almost every enemy except the battleship
has low HP, so it's pretty easy to tear into them with a competent team. Use
Confuse and dodge tank/counterkill most of the grunts on enemy turn 1. Don't
be afraid to drop a God's Voice on the bship, although it's not necessary.
This is your last chance to get a pilot a free/cheap mega level up from level
10-15 to level 50+. I suggest leveling Fanellia or Lou so that they learn
Supply. It's especially easy to do here since almost every enemy has low HP.


Scenario 58 - 2 turns

You have 3 turns to clear this scenario before reinforcements arrive. There
aren't a lot of enemies, and you are packing some heavy hitters like Getta.
Use the usual Accel/Awaken/Re-Enable strat to engage the enemy quickly. Drop
AOEs on the grunts and ultimate attacks on the high HP enemies. Not too much
to say here, it's a fairly simple scenario.


Scenario 60C - 3 turns

Assignment:
Kou             F-91
Amuro           ZZ Gundam
MC              Huckebein
Daba            L-Gaim mk II
Judou           v Gundam
Girlfriend      GP-03D
Quattro         ?

Since this is a no upgrade run, it's going to be much more difficult to kill
the bosses while conserving SP/EN/Ammo. You should definitely have some pilots
with Supply by now - Lou, Emma, Fa, Mari, or Fanellia. If not you can still
make up for it by giving your best units (ZZ Gundam, Raideen, L-Gaim mk II,
Huckebein, etc.) Energy Tanks. You should have collected about 10-12 Energy
Tank S + Energy Tank throughout the game. I should have Quattro at this point.
Since I decided not to get the atomic bazooka I lost him for nothing. D'oh!

On turn 1 you'll want to get most of your ranged units in position to reach
the boss(es), so make sure they have Sharp, Flash, Wall, etc. up to fend off
the grunts. Keep Confuse seishin up for all 3 turns using Bright and Uchuta.
With Confuse + Sharp, Daba, Amuro, MC, etc. will have a dodge rate around 10-
15% against the grunts. On turn 2 kill the first boss and clear out some of
the grunts. Use Supply seishins, Rally, Awaken, Re-Enable, etc. Try not to
waste any SP on Yell as it's usually better spent on other seishins. Don't
bother attacking either of the bosses until you are positive you can kill them
in one turn, otherwise they'll regain a ridiculous amount of HP. If you kill
the first boss before enemy turn 2, you'll cancel out the first wave of
reinforcements.

On enemy turn 2 the 2nd boss and Ghaos Gulds next to him will move to attack,
so make sure any fragile units are out of their attack range. Having a good
dodge tank is very useful at this point, or just staying far out of their
attack range by using High Efficiency Radar boosted range attacks on the 1st
boss. On turn 3 Daba, Amuro, and MC are likely out of EN so use Resupply, EN
Tanks, or the Bluegar to get them back up. Use Reideen's God Voice which
should deal a good 16k dmg to the second boss. Killing the 2nd boss ends the
mission despite the objective stating 'defeat all enemies'.


Scenario 61 - 2 turns

Assignment/Deployment:
Getta-1
Combattler V
Cybuster
Goshogun
Daitarn 3
Samusido
Kamiya          Ex-S Gundam
Seabook         Jagd Doga
Marvel/Cham     Bilvine
Shou/Silky      Sirbine


It's possible to 1 turn this but I didn't have double act on enough units to
do it. 2 turn strat: On turn 1, use Rage seishin, move closer to the 1st boss
while setting up for the 2nd boss that appears in the NE. On turn 2 kill both
of them before having to deal with any grunts. Use the same boss killing
strats as the last mission, with plenty of Awaken, Resupply, and Re-Enable
spamming. Getta alone should be able to kill the first boss with
Awaken/Resupply spam.

Note: If you 1 turn this scenario, you won't have Team A rejoin you for the
final scenario.

Scenario 62 - 1 turn

Assignment/Deployment:
Granzon
Samusido
Goshogun
Wizoll Kai
Getta
Combattler V
Daitarn 3
Raideen
Zanbot 3
Norse Rei
Cybuster
Shou/Silky      Bilbine
Marvel/Cham     Sirbine
Daba            L-Gaim mk II
Leecee          Cavalry Temple
MC              Huckebein
Kou             F-91
Judou           v Gundam
Quattro/Gato    Z Gundam
Seabook         Jagd Doga
Amuro           ZZ Gundam

Give priority to anyone with double act, Awaken, or double act/Awaken+Re-
Enable.

Once you deal over 20k dmg to the boss, he'll recover all his HP, so don't
waste excess damage. That means you have to deal 85535 damage to kill him in
one turn. As usual he has ridiculous HP regen so you'll have to defeat him in
one round.

Accel Bright NE. Use Awaken on Zanbot and Marvel. Unload Zanbot 3 and Monica
next to eachother, then unload your best damage dealers next to them. Use Re-
Enable on Monica, then another 3 Re-Enables on your best damage dealers.
Marvel/Cham should also have a Re-Enable or two to use. Getta and Combattler
should be able to reach the boss from their start position just by spamming
Awaken. Between the 3-4 Re-Enables and your other units spamming Awaken (Kou,
Kappei, Marvel, Goshogun, Mio) he should go down. Getta, Combattler,
Huckebein, Granzon, and Raideen should be able to do the most damage. He has
an 11 range attack so it's nearly impossible to outrange him.

Here are some of the specific damages each unupgraded ultimate attack can do
w/ Rage seishin: Getta - 22.5k, Raideen - 19.5k, Combattler V - 16.2k. One of
Getta's attacks should damage and reset the bosses health, then an attack from
Getta, Raideen, then Combattler should bring the boss down to 6-7k health. Use
the rest of your units to finish him off.

Once again, if you can't 1 turn it, you can still easily 2 turn it by getting
closer and killing him on turn 2 instead. Watch out for the nearby grunts as
they can easily tear up the Argamma on turn 1 enemy phase.  If you're going
for the 2 turn strat I suggest using Rage to get the grunts out of the way of
the boss.