Super Robot Wars Gaiden: The Lord of Elemental (SFC/DS) Challenge Run
Revision 1 - 9/20/2011
By:
[email protected]
Challenge conditions: No upgrades, no allied units destroyed, low turncounts,
and no save/load spamming for very low chances to hit or dodge.
The SFC and DS versions of this game are nearly identical.
Index
1. Ratings
2. Playthrough
1. Ratings (based on the challenge conditions)
Since SRW Gaiden is somewhat different from other SRWs in terms of pilots and
mech assignments, I'm going to talk a bit about each pilot in addition to
tiering them.
High Tier:
Masaki - Like in previous games, his best attacks have very high morale
requirements. This is bad news since it's difficult to raise morale in this
game due to low enemy counts and the Rally seishin being expensive, rare, and
single target. As the game wears on his non-morale attacks will barely scratch
the paint of grunts and he'll have poor dodge rating and almost no HP. Yet
he's still indespensible because his 130 morale ultimate attack ignores armor,
allowing you to punch through even the nastiest end game bosses like paper.
Just make sure he has plenty of Rally support to get him there.
Ryune - Better than Masaki in every way except that her ultimate attack
doesn't ignore armor. Might not seem like much at first but her ultimate
attack is excellent and she has one of the best dodge rates of any pilot,
which is a valuable commodity since there's no Focus seishin in this game.
Tootie - One of the only pilots with a good ultimate attack that also learns
Yell. She can Yell 3x and immediately use her ultimate attack, making her
invaluable even though she never learns Fervor.
Precia - The best support pilot in the game. Learns both Supply and Rally plus
Fortune for easy leveling. Her robot's ultimate attack isn't too shabby
either. Still, you'll want to keep her out of the frontlines for the most part
as her aim, dodge, and robots HP/armor are crap.
Zash - A solid support pilot that learns Rally. His best attack isn't that
strong but it only requires 1 morale to use and he can spam it on grunts.
Yan Long - He has great seishins and pilots a top tier robot. Flame Wall is
very useful and it can mow down rows of grunts when Fervored.
Shuu - Godlike, but you only get to use him in the last two Shuu scenarios.
Safine - Great ranged unit, again you can only deploy her in the last two Shuu
scenarios.
Mid Tier:
Fang - He's only worth using if you can get him a powerful ultimate attack on
whatever route you're in. Otherwise it's best to take someone who has Rally
such as Zash or Presia.
Ahmad - He's a solid pilot best used to tank incoming grunts with the Iron
Wall seishin active. His lack of Flash makes him fairly poor at dealing damage
to bosses. Only joins permanently in the Baravia route if your turn count is
under 250.
Mio - She never learns Fervor, limiting her boss killing potential. She does
get Iron Wall and Flash, though, so she's pretty good for tanking or pulling
multiple grunts and bosses and surviving. The main issue is that you can only
learn the ultimate attacks for three out of Masaki, Ryune, Tootie, and Mio,
and Mio just doesn't make the cut.
Jino/Tian/Rosary - Decent pilots that only join permanently on the Shuu route.
You'll likely be preoccupied leveling your better pilots like Masaki, Ryune,
Tootie, Yan Long, and Precia, though.
Low Tier:
Eris - Only useful for her Rally seishin.
Gennady - A mediocre pilot that you almost never have room for.
Xenia - Too weak and underleveled to consider using.
Becky - Gets some decent seishins but her robot isn't that great and she gets
double act relatively late.
Maddock, Zeoroot, Ricardo - All 3 of these pilots only join you temporarily,
if at all.
2. Playthrough
Resources Used:
http://homepage3.nifty.com/seidou/data/masou/masou.html
http://gamenandemo.stweb.jp/sfc/srw_masou/menu.htm
http://masoukisin.srw-wiki.com
http://masterwiki.net/masoukishin
http://www.gamefaqs.com/snes/575822-super-robot-taisen-gaiden-masou-kishin-the-
lord-of/faqs
Turncounts (Wendy Route):
2+4+3+5+5+6+4+6+6+1+1+3+3+8+4+9+2+1+2+5+12+9+4+1+1+6+3+8+7+9+5+4+4+8+8+9+4+10+5
+4+6+2+5+3+4 = 221 turns, 45 scenarios
Turncounts (Baravia Route):
2+4+3+5+5+6+4+6+6+1+1+3+3+8+4+9+2+1+2+5+12+9+4+1+1+6+3+8+7+9+5+4+4+8+8+9+4+9+5+
4+2+6+3+4+3 = 218 turns, 45 scenarios
Turncounts (Shuu Route):
2+4+3+5+5+6+4+6+6+1+4+3+3+8+4+9+2+1+2+5+12+9+4+5+5+7+7+7+5+5+5+5+7+6+6+23+6+6+7
+6+1+5 = 232 turns, 43 scenarios
Total for all 3 routes: 671 turns, 133 scenarios, 5 turns per scenario avg
Challenge conditions: No upgrades, no allied units destroyed, low turncounts,
and no save/load spamming for low chances to hit or dodge. However I did do
more save/loading than usual mostly because double attack is extremely lame
and unavoidable.
--------------------------------------------------------------
Chapter 1
S1 - 2 turns
Choose to 'go and look outside' (1st) to get the Jaomu mech. Get Masaki to lv
2-3 by letting him counterkill the grunts in the SW corner. Use someone to
weaken them first on turn 1 so Masaki can counterkill them all on enemy phase.
Choose to help Lan Gran (2nd), leads to S3.
S3 - 4 turns
Head into the middle and start blowing up grunts. They are fairly harmless.
Luzorl will show up in the NW with some golems once the initial enemies are
destroyed. He will start moving the turn after the golems appear so keep your
distance. He'll retreat right after once allied reinforcements arrive on turn
4. Luzorl is dangerous because he has double attack and your pilots are all
very weak and will likely die if he lands both hits. Expect double attack (and
block, and branching) to become a pain in the arse for most of the game.
S6 - 3 turns
Save enough EN for one of Tootie's strongest attacks. Once help shows up gang
up on Luzorl to reduce his health so he flees. Try to keep everyones health
topped off in case Luzorl double attacks.
S7 - 5 turns
Accel and hit the first grunt from the side. Once the first grunt dies 3 more
grunts appear NE of Masaki's position. Start by range attacking the nearest
drone then finishing it off while the other drone and boss catch up to you.
Use Guts and counter the remaining drone and boss, then finish them both off.
Choose to "go along with Tootie" (1st), leads to S9.
S9 - 5 turns
Accel SW and start counterkilling the golems. Once Saphine starts moving NE,
lure her back NE towards the temple gates. Use a Fervored attack from Masaki's
ally then an attack from Masaki and if both hits land then she'll flee. Finish
off the rest of the golems to continue.
S11 - 6 turns
Accel Masaki around the west end of the map and get into Luzorl's attack
range. Place Norse Rei in front of the grunts as a distraction so Masaki
doesn't get surrounded. You have to hit Luzorl for 0 damage for Tootie to
appear next turn. If you clash with him or he dodges it doesn't count. Once
you hit Luzorl and Tootie appears, Accel away and lead him towards Tootie. Hit
him once with her Familiar attack and the scenario will end on the next enemy
phase. It's possible to finish this in 5 turns but I made it 6 because Luzorl
loves pulling random branchings or blocks and screwing you over.
S12 - 4 turns
When Masaki gets into the Cybuster, his SP is refilled, so feel free to use
his SP before moving next to Cybuster. Granveil shows up from the SE on the
player turn after Masaki gets into the Cybuster. Get Wizoll to face its back
or side towards Granveil or Masaki then gang up on her to send her packing.
Defeating her immediately ends the scenario.
Choose not to follow Yan Long (1st) which leads to S15. I mainly did this to
keep turn counts low.
S15 - 6 turns
Move SW, start grinding down the grunts. Use MAP attacks safely if you can.
Keep Flash up and wait for the two named bosses to approach. On turn 5 it's
best to take out Laset first since he can hit Masaki so hard. Weaken Laset
then have Masaki finish him off with Fortune to reach lv 13. On turn 6 use
Masaki's best attack on Luzorl from behind which will deal a ton of damage,
then do whatever else needed to lower his health below 50% so he flees.
S17 - 6 turns
Once you beat two grunts, the existing enemies disappear and then Saphine and
3 grunts appear from the SW. Kicking her ass is pretty easy by now so go for
it. She won't retreat this time. Again get Masaki a Fortune kill on the boss
to get him to lv 16.
S18 - 1 turn
Event scenario. After the cutscene with Shuu you have an important choice to
make. The route you choose (1st choice is S19 and 2nd choice is S20) is
important later on in part 2, as it determines some route availability and
which pilot(s) you can recruit.
If you go to S19, you can only proceed to the Wendy or Baravia routes. If you
go to S20, you can proceed to all 3 routes, but if you refuse Presia in S40
you'll be forced onto the Shuu route, so you have to accept her into your
party in S40 if you want to go on to the Wendy or Baravia routes.
Going to S19 gives you Damecus in the Falk (in Wendy or Baravia routes only).
He's the only pilot who learns gekirei (rally) early at lv 33 as opposed to lv
45 for most pilots. While it might not seem like much, having him in the last
few scenarios where he can use Rally twice to boost a pilots morale by +20 can
be invaluable. Going to S20 gets you Fang if you beat him in the enemy killing
contest in S20.
S19 - 1 turn
Event cutscene.
OR
S20 - 4 turns
Doesn't matter if you win or lose, just clear out the grunts asap. You're not
going to beat Fang on a no-upgrade run without some lucky crits and/or double
attacks on the grunts.
You have 3 choices. The 2nd and 3rd option scenarios can both be completed in
3 turns. Choose the 2nd option since Tian is more useful than Damecus at this
point in the game.
S22 - 3 turns
Beat up the 4 grunts with Tian. Afterward, choose yes (1st) to head to S24.
This is an important step to saving Wendy which you really want to do on a no
upgrade run.
S24 - 3 turns
Accept Shuu's help (2nd) then clear out the grunts. If you wipe them out fast
enough (3 turns) you'll avoid reinforcements. Use Cyflash twice to get to S29.
S29 - 8 turns
Wait until turn 8 to kill the last golem so that the golden golem shows up in
the far NE corner. Killing it takes you to S31 which allows you to save Wendy
while avoiding S30.
S31 - 4 turns
Make sure to give Wendy the pendant when prompted (1st choice) so that you can
save her later. More grunt slaying in this scenario.
S32 - 9 turns
Deployment:
Yan Long
Fang
Ahmad
Ricardo
Head straight for the 3 Rujanoll Kais. Split up your forces SW and SE around
the city area so you don't end up bottlenecked. Carefully lower the 3
Rujanoll's HP down to under 600 or so then use a strong MAP attack to kill all
3 at once. Remember that increasing morale also increases weapon damage, so
use Yell if you need to boost your AOE damage. The Rujanoll Kais have a lot of
armor so you'll need some strong attacks to weaken them.
Another example of why double attack is uncontrollable BS - you might
accidentally double attack one of the Kais you were trying to weaken and kill
it.
S33 - 2 turns
I deliberately lost the match.
S34 - 1 turn
It doesn't matter who you sent out first aside from the stat bonus for Masaki.
With Zeoroot, use Awakening then attack Shuu twice to get blown up. With
Masaki simply move forward and use Cyblast. You have to pay a repair bill
despite Zeoroots defeat being mandatory to finish the scenario.
S35 - 2 turns
Attack Shuu, get your health below 50% which will unlock a new ultimate
attack. If he gets a lucky crit or double attack it's game over, of course.
Counter during enemy phase 2 and he'll be defeated or flee.
S36 - 5 turns
Move onto the nearest NW elevation and use Flash while countering. Build up
Masaki's morale so he can use his strongest attack.
S37 - 12 turns
To complete the scenario you have to reduce Luzorl's health to under 50% at
which point he heals himself. Then you have to reduce it under 50% again and
he'll flee. However even when he flees you still have to kill the rest of the
grunts, so I suggest backing away from him and leaving him for last. Save your
SP and strongest attacks for when reinforcements arrive and Luzorl starts
moving. Start using Flash to lessen the chance of being owned by Luzorl's
double attack.
S38 - 9 turns
Move towards Lubicca while dodging Tootie's attacks. Finish him off then talk
to Tootie. Clear the grunts and reduce Saphine under 50% to make her flee.
S39 - 4 turns
Grunt beatdown.
--------------------------------------------------------------
Chapter 2 (Wendy/Bairava Route)
S40 - 1 turn
Event scenario. You have to reject Presia if you want to get onto the Shuu
route. If you're going for the Wendy or Baravia route, you can accept or
reject her which leads to a different set of scenarios. If you accept Presia
you'll be able to skip the 'Joining up with Presia' scenario later. If you are
going for the Wendy route then you'll go to S93 and S94 if you reject Presia,
or you'll go to S95 and S96 (in addition to skipping joining up with Presia)
if you accept Presia.
The guide on gamefaqs is wrong. If you didn't go through S20 there is no way
to access Shuu's route even if you finish the map by killing multiple enemies.
I refused Presia which leads to S41, declined to fight in S41 which leads to
S46, then after S46 I choose explore the temple which leads to S48, S50 and
then S55.
S41 - 1 turn
Depending on if you went to S19 or S20, you'll either be forced onto the Shuu
route (S20), or onto the Wendy/Baravia route (S19).
I went to S19 earlier so I ended up refusing to fight and heading to S46.
S46 - 6 turns
Golem smacking. Get some XP for your lv 16-17 recruits.
S48 - 3 turns
If you clear this map fast enough, Luzorl won't show up. Proceed!
S50 - 8 turns
Pretty tough map under my challenge conditions. Lots and lots of grunts then
two bosses both of which can double attack and destroy any of your units. Keep
away from them until you're ready to gang up with strong attacks.
S55 - 7 turns
It's pretty hard to get Eris to die here so might as well let her live.
Although the next scenario will definitely up the turn counts. Oh well.
S57 - 9 turns
Get Eris up to lv 23 so she learns Fervor, then drop a Fervored attack on the
left side boss to make him flee. Use everyone else to clear out the grunts.
Once the left side is clear, focus on the right side grunts. If Eris dies here
you'll be forced onto the 2nd route.
S58 - 5 turns
Grunt cleanup.
S73 - 4 turns
Lots of retarded random crap can go on here since there are tons of enemies
with double attack and ultimate attacks. Try pulling 1-2 at a time and slowly
working through them. I suggest taking Masaki and Ryune since Mio's ultimate
attack in this route is pretty lame.
S74 - 4 turns
Even grunts start getting double attack, meaning you're always at risk of
being ORKOed. Try to keep Flash up at all times and play defensively instead
of going into enemy turn without Flash. Raise Tootie's morale up and use her
ultimate attack on the bugs. Use Fervored flame wall to take out the trash
quickly.
No clue whether S75/S76 or S77/78 are faster.
S75 - 8 turns
Open up with a flame wall on the 3 nearest grunts. Reinforcements will arrive
from the SW on turn 4, then again on turn 7. The boss reinforcement from the
SW on turn 4 has a ton of HP and high regen so you'll have to focus fire.
S76 - 8 turns
Enemies here will aggro if you're in their attack range, so pull at whatever
pace you need to. If you have Damecus (I did) try to get him to lv 33 asap so
he learns Rally/gekirei.
S79 - 9 turns
Use Zash to clear out some of the initial grunts by using his seishins. Once
Masaki arrives, pull the bosses. Jino retreats at 75%, so focus most of your
attacks on the other guy. Of course Fang shows up afterwards with more grunts.
Save up some strong attacks to take him out and pray he doesn't bunshin or
block or double attack and instantly kill your pilots lol.
S81 - 4 turns
Yan Long can one shot the grunts on this stage w/ Fervor thanks to elemental
affinity - use him to solo the group of 7 to the NE. Everyone else can clean
up the trash and pull the boss so you don't have to trek up the mountain.
--------------------------------------------------------------
Wendy Route
S82 - 10 turns
Make sure your morale heavy pilots like Masaki and Ryune get the most kills to
build their morale. Use flash liberally on the turn before enemy
reinforcements arrive. The boss has double act so lure him carefully and kill
him in one turn. Use Rodney's Iron Wall to pull grunts or the boss with a
fairly high chance of survival. Iron Wall is pretty useful for tanking groups
of grunts or boss pulling so use him often. You can finish this map sooner if
you don't care to recruit Eris, but if you were going for the Baravia route
you'd probably have let Rodney or Eris perish or leave earlier anyway.
S85 - 5 turns
Yeah, I sent Simone packing, but this scenario has a lower turn count than
S92, so that's how it goes. Pretty standard map with two bosses. The 2nd boss
arrives as reinforcement on turn 3 enemy from the SW.
S95 - 4 turns
Since I went through 'meeting up with presia' I'm headed to S95 then S96. Yan
Long is a pretty godlike unit on a no upgrade run because the game
automatically upgrades him after Yan Long's Training.
Anyways, deal with the trash while pulling the bosses as soon as possible.
Masaki and Ryune should both have double act. Tootie should Yell and use her
ultimate while getting resupplied. Have Masaki and Ryune build morale or have
Rally cast on them. Presea is pretty useful by now as she has both supply and
gekirei. Once Masaki and Ryune hit high morale levels it's pretty much over
for the bosses. If Presia is lv 42 by the end of this scenario she'll get an
ultimate attack.
S96 - 6 turns
Uh oh. All the grunts have double act now. Pull carefully as the chance of
dying is high. Keep Flash up on almost everyone and place your highest evasion
units in front. If the game decides to, you will lose units to double act +
double attack BS. You definitely want to kill Fang before Zet arrives to avoid
S97 and S101.
S98 - 2 turns
Position Masaki to the east of Ismile and Ryune to the west. This will cause
Ishmail to stand in place on enemy turn and put its back towards Ryune. You'll
get Becky, Damecus, or Presia as a reinforcement on turn 2. Use them to Rally
Ryune to 20 morale then use 2-3x Fervored ultimate attacks on its back (keep
Flash up too). Try to counterkill it on enemy turn 2. If you reach turn 3
you're probably screwed because Ishmail tons of HP and if Ryune runs out of EN
for her ultimate attack you're in trouble. Masaki is more or less useless
without upgrades as his default, non-upgraded attack will barely scratch the
enemy.
S99 - 5 turns
Deployment:
Rodney
Tootie
Presia
Yan-Long
Zash/Fang
Again with the double act trash. They aren't bunched up enough for Yan Long to
hit on turn 1. Use lots of Flash, high evasion units in front, and expose your
units backs as little as possible. Once the grunts are dead two Volkruss and
some grunts show up. The Volkruss show up in the SW and SE. They take a
beating but your ultimate attacks should be able to slay them pretty easily.
The SW Volkruss doesn't immediately aggro so pull it whenever you're ready.
S100 - 3 turns
If you gave Wendy the pendant in S31, you can convince her with Masaki then
Ryune and she'll be saved. Her unit will also auto destruct, saving you the
effort of killing it. The other two bosses retreat at 75%. On turn 1 just hang
back and wait for them to approach. Talk to Wendy on turn 2 so her unit
disappears, then lure the bosses NE towards where your allied reinforcements
will arrive on PP3. No offense to Ryune and Masaki, but they are pretty
worthless on a no-upgrade run without enough morale to use their ultimate
attacks. They won't even be able to scratch the paint of the bosses with their
default attacks. Deploy pilots with Rally or Yell and pummel the bosses with
ultimates to make them flee.
S102 - 4 turns
Deployment:
Ryune
Yan Long
Tootie
Presea
Eris
Zash/Fang
All enemies will aggro from turn 1, so you should back off a bit and allow
them to approach, then start killing on turn 2. Spam Flash, Rally and dump
ultimate attacks. Try to conserve Presea's SP for Supply instead of Rally. Use
Zash and Eris's Rally first. I suggest focusing down the first two bosses on
turn 2 then clearing out the grunts on turn 3, then taking out Ishmail on turn
4 who will arrive after the first set of enemies are dead. Don't waste all of
your SP/ultimate attacks because Ishmail has 57k health and takes a beating.
Ishmail will aggro as soon as it appears so make sure you are near the NE
corner to avoid double attack + double act bull.
--------------------------------------------------------------
Baravia Route
S82 - 9 turns
Make sure your morale heavy pilots like Masaki and Ryune get the most kills to
build their morale. Use flash liberally on the turn before enemy
reinforcements arrive. The boss has double act so lure him carefully and kill
him in one turn. It's very possible to get unlucky and lose units. I killed
Eris in this version of S82 to get onto the Baravia route.
It's possible to get onto the Baravia route earlier (S77, S78, S81, S83, S84)
but I went with my most recent save.
S85 - 5 turns
In this version of S85, I arrived here because I killed Eris in S82, not
because I rejected Simone. Pretty standard map with two bosses. The 2nd boss
arrives as reinforcement on turn 3 enemy from the SW.
S86 - 4 turns
The boss will move and attack so pull him after dealing with the frontline
trash. After you kill the first boss another boss and 3 grunts appears from
the NW. Once he's dead the scenario is over. Simone might appear but I
finished too quickly.
S87 - 2 turns
Since I got here with a turn count under 249 Ahmad joined my party. He doesn't
have Flash but does have Iron Wall. Iron Wall is expensive but it lets him
survive boss attacks so he can still attack without too much risk of dying.
Move forward a bit on turn 1, then on turn 2 use lots of move+attack (P) AOEs
to tear up the rows of golems before they can do anything. Mostly Masaki,
Ryune, and Yan Long. Use Ahmad's Awakening x2 to help mop up.
S88 - 6 turns
Deployment:
Ryune
Yan Long
Tootie
Zash
Presia
Ahmad
Oh boy, again with the double act, double attack grunts. Conserve your SP and
pull the grunts at your own pace. I used Ahmad's Iron Wall to pull and tank
most of the grunts. Let Masaki and Ryune build up on the trash as much as
possible. After clearing out the first wave of crap the boss will arrive in an
even bigger mech from the SE. He might even use seishins like Iron Wall. Make
sure nobody is near the SE area when the reinforcements show up as they'll
probably be destroyed. In fact you should probably retreat up the hill so you
don't risk any double attack + double act BS. As usual once the boss is in
your face you have one turn to kill it with ultimates.
S89 - 3 turns
Use Mio's Iron Wall and Flash and place her in golem attack range but out of
boss attack range. Move Masaki NE towards where your reinforcements will
arrive and place him in boss attack range. Deploy pilots w/ Gekirei or Yell
then reduce the boss below 50% to make her flee. Clean up the rest of the
golems to finish.
S90 - 4 turns
Deployment:
Ryune
Yan Long
Tootie
Zash
Presia
Ahmad
A Duraxyll and Euclid show up in the NW area after clearing the first wave so
save up your SP and ultimates. As usual all of the grunts have double act +
double attack so pull them with Iron Wall and mow them down before moving onto
the bosses. You can either back off from the NW before the reinforcements
arrive, or surround the NW and finish off a grunt on player phase, then try to
kill the reinforcements before they can act.
S91 - 3 turns
Deployment:
Ryune
Yan Long
Tootie
Zash
Presia
Damecus
Hopefully you can rescue Wendy since you need to conserve your SP and
ultimates for the other multiple high HP bosses. Convince her with Masaki then
Ryune and her unit will self-destruct, saving you the effort of having to
destroy it. I doubt it's possible to do a no-upgrade clear of this scenario if
you can't save Wendy as you'll run out of SP and ultimate attacks pretty
quickly.
Take out the Duraxyll and grunts, at which point you'll face another Duraxyll
and the Baravia. Conserve Masaki's SP and ultimates because you'll want to use
them on the Baravia. The Baravia has almost 6000 armor, so it's best to use
Masaki's ultimate attack which ignores armor.
On turn 1, wait for 2 grunts and the Duraxyll to approach. Kill those 3 then
convince wendy on turn 2. Take out the other two bosses on turn 3 or 4. If you
run out of SP or ultimate attacks you're probably screwed.
--------------------------------------------------------------
Shuu Route
S40 - 5 turn
You must have passed through S20 (Rivals) during Chapter 1 in order to get on
the Shuu route.
I chose to fight in this scenario to avoid S44. Very easy scenario, just mow
down some more grunts. If you choose to fight you must finish the map by
killing multiple enemies, otherwise you'll be sent onto the Wendy/Bairava
route.
S42 - 5 turns
Grunt beatdown.
S43 - 7 turns
Deployment:
Mio
On enemy turn 1, 6 grunts will show up near the boss. Build up Masaki's morale
and gang up on the boss. If you're playing no upgrades and don't get lucky
crits or double attacks it will take two turns to wear the boss down.
S44 - ?
Fang shows up in a 26k HP unit in this scenario and immediately starts
attacking. It's possible to complete this scenario with no upgrades and no
deaths, but you have to do save/loading to avoid double attacks and maybe get
a few double attacks or crits of your own.
The best strat is to ignore Fang and build up morale on the grunts while
conserving your SP/attacks. Of course Fang can proc double attack at any time
and likely kill any of your units. Once you've cleared out most of the initial
grunts and Masaki and Presia have their best attacks available, gang up on
Fang and kill him in 2 turns. You have to kill Fang before the other boss
reaches you and starts attacking, because it's not likely you'll survive both
bosses and a bunch of grunts attacking you.
S45 - 7 turns
This map is similar to S44 except no Fang to deal with. You also get the
chance to beat up on grunts before facing the bosses instead of being
immediately attacked by Fang.
S56 - 7 turns
Build up Tian and Masaki's morale on the grunts then unload on the bosses.
Laset flees under 50%.
S58 - 5 turns
Grunt cleanup. If you're on the Shuu route I suggest letting Yan Long solo the
first set of golems (make sure to use his ultimate attack once) so that
Saphine learns her ultimate later when she joins. Saphine can still help by
weakening the golems as long as she doesn't kill any.
S59 - 5 turns
Deployment:
Masaki
Ryune
Tootie
More random BS can happen in this scenario, since enemies all have double
attack and can one shot your units with their 50 morale attacks. Keep Flash up
at all times. You might want to refrain from attacking (unless it's a killing
blow) just to have Flash up for enemy turn.
S60 - 5 turns
Deployment:
Yan Long
Ryune
Since I chose to fight in S40, I'm headed to S60. If you avoided Fang in S44
you'll have to face him now. The scales are a bit more even since you now have
several boss killing ultimate attacks. Try to get Presia a Fortune boss kill
so she learns Resupply.
S62 - 5 turns
Deployment:
Yan Long
Ryune
Tootie
Tian
Mio
Pretty standard fight. Grind up the trash for morale, pull the boss and then
dump ultimate attacks.
S63 - 7 turns
Deployment:
Yan Long
Ryune
Presia
Tootie
Tian
If you want to rescue Rosary, rush past her to pull Zet and kill him. Use
Tootie's Yell + ultimate to destroy Zet quickly.
S64 - 6 turns
Deployment:
Ryune
Tian
Yan Long
Presia
Tootie
Convince Fang with Masaki to make him join you or run away. I didn't get Fang
because I didn't feel like save/loading S20 until I won the contest. This is
probably the only mission in the game where you get to control a unit with
boss level HP and regen. Yan Long can cause some heavy damage with flame wall
if he hits the reinforcements that line up along the NE border.
S65 - 6 turns
Deployment:
Yan Long
Presia
Zash
Jiao
Tootie
Mio/Fang
I didn't deploy Tian because golden golems appear as reinforcements if he's on
the map. The next scenario is quite difficult with Masaki and Ryune vs an
Ismile. You should get Masaki to lv 45 so he learns Fervor for the next
scenario, and get Ryune Double Act. Let Masaki get all the kills if you have
to, he needs Fervor.
S66 - 23 turns
It is possible to complete this scenario with no upgrades and no deaths, but
you might have to do more save/loading than usual. You have to dodge/attack
Ismile until Masaki has enough morale to use his ultimate attack. You might
want to get Ryune to 120 as well to help out, but mostly save her SP for the
Love seishin to keep Masaki alive if he gets hit. Attack it from behind with
two of Masaki's Fervored ultimate attacks while he is under 1/4 HP (to proc
Underlying Strength) and it will go down.
S67 - 6 turns
Deployment:
Yan Long
Presia
Zash
Tootie
Tian/Jiao/Fang
Your next goal should be getting Rally for Presia and Zash. Presia learns it
at 38 so she should probably have it already. Make sure to get Zash to lv 41
by the end of the scenario so he learns his ultimate. Every scenario from now
on should be in preparation for the final scenario. You'll want Presia with
120 SP, Yan Long and Tootie with double act, and Zash with Rally at lv 50.
Side characters like Tian, Jiao, Rosary, etc. are second in EXP priority.
S68 - 6 turns
Deployment:
Yan Long
Zash
Presia
Tootie
Tian/Jiao/Fang
After clearing out the trash, you'll have to pull the bosses carefully as you
can only aggro both of them at once. They have double attack levels so high
that they almost always double attack. Try tanking with a highly evasive unit
like Ryune or just wait for one to aggro on its own while the other stays put.
S69 - 7 turns
Deployment:
Zash
Presia
Work through the trash on the east hill while building morale. Once you finish
off the first boss, two more bosses and some grunts appear from the west. This
is the first scenario where Rally will come in handy since Masaki and Ryune
appear on turn 4 and could use a morale boost. The reinforcements all start
moving immediately. Wait for them to approach up the hill so you have a slight
height advantage. Dump your ultimate attacks while using your minor characters
or possibly flame wall to mow down the grunts.
S70 - 6 turns
Deployment:
Zash
Yan Long
Tootie
Presia
Tian/Jiao/Fang
Zet will randomly use any of his seishins including Iron Wall and Flash. Use
Rally to boost Masaki and Ryune's morale. There are very few enemies to beat
up on for morale so distribute kills judiciously. Gatswo has an enormous
amount of armor so Masaki's armor ignoring ultimate will be most effective at
dealing damage. Even with Iron Wall up, Masaki's ultimate will tear Gatswo a
new one, so make sure to get him to 130 and use it. Don't worry too much about
using Tian/Jiao/Fang since you'll get Shuu and Saphine next.
S71 - 1 turn
Basically a last chance to level up anyone who needs it. Well it would be,
except you can MAP attack all the golems in one turn using Neo Granzon.
S72 - 5 turns
Deployment:
Yan Long
Tootie
Zash
Presia
Saphine
Deal with the grunts as they approach and build up your morale. Shin-Nagazadd
starts moving on turn 4 EP and the Volkruss images start moving on turn 5 EP.
Shuu won't ever aggro on his own so you have to provoke him or move next to
him. Start pulling the two closest Volkruss images and Shuu on turn 1 or 2.
Work on killing them and recruiting Shuu before Shin-Nagazadd starts moving.
Make it an absolute priority to recruit Shuu as soon as he's been pulled. Shuu
can immediately start dumping Fervored ultimates or AOEs on the golems and
Volkruss images which will clear them out in short order. Reserve enough of
Shuu's SP to use two Fervored ultimate attacks on the boss. Don't waste
Masaki's ultimate on the Volkruss images, save them for the boss. Everyone
else can go nuts, though.
You'll probably end up having Shin-Nazagadd move towards you, but that's ok as
long as you've killed the Volkruss images in that time. Attack the boss with
Black Hole Cannon to break its invincibility (that's the 2nd to last attack).
Attack with fervored ultimate attacks from Masaki and Shuu and the boss will
easily die even if it's using Iron Wall. The scenario ends when Shin-Nagazadd
is defeated.