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Super Robot Taisen L
Complete Scenario Walkthrough
Demitrius (demitel.demitri [gmail.com])
Version 0.3

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Table of Contents
1. Introduction           [it00]
2. Player Expectations    [pe00]
3. Combat Tips            [ct00]
4. Scenario Walkthrough   [sc00]
5. Thanks                 [tk00]
6. Version Information    [vi00]
7. Copyright              [cr00]

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1. Introduction     [it00]

This guide is merely a complete scenario walkthrough at the moment.  I am also
working on menu translations to assist and will hopefully have that linked
through a photo hosting website soon.

For those who don't know, Super Robot Taisen is a long standing game series
that commonly includes characters and units from popular mecha anime from
Japan.  For multiple licensing reasons, these games never make it stateside,
but as a result, large online communities have been created for this series.

Within these communities, members are tirelessly making Super Robot Taisen
accessible to non-Japanese readers through forum postings, walkthrough/guide
documents, translation patches, and wiki resources.  This document is just an
addition to an already vast library of information.

===============================================================================

2. Player Expectations     [pe00]

It's imperative that you find a Katakana and Hiragana chart for reference
while playing the game (provided you know very little Japanese) through Google
or your search engine of choice.  This will let you grasp simple allied,
enemy, and unit names and commit them to memory as you progress.

You're also expected to mess around with the controls in battle.  Not sure
what a certain command does?  Quick Save and then try it out.  Eventually,
you'll gain pattern recognition and you'll know what it does on the spot.

It's also important that you utilize the great source of information available
at the Akurasu Wiki:

http://akurasu.net/wiki/index.php?title=Super_Robot_Wars/L

These people do amazing work and all credit goes to them for providing a
plethora of tables, charts, and other information.

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3. Combat Tips     [ct00]

REAL ROBOTS AND SUPER ROBOTS
These are the typical designations for the types of units you will control in
Super Robot Taisen games.  Bascially, Real Robots are units that excel in
evasion and mobility, but suffer from low defense and HP.  Examples of these
kinds of units are: Mobile Suits from Gundam, Variable Fighters from Marcross,
and Arm Slaves from Full Metal Panic.

Super Robots are quick the opposite.  They have high defense and HP and boast
high attack potential.  They often have multiple pilots, thus providing a
plentiful supply of SP for Spirit Commands, but have no ability to evade and
can have poor mobility.  Examples of these units are: Mazinger Z/Great/Kaiser,
Getter Robo G/Shin/Neo, and Robot Romance Trilogy units (Combattler V, Voltes
V and Daimos).

However, there are exceptions to the rule.  Some real robots have exceptional
defense and some Super Robots have subpar defense.  There are also units that
are proficient in all areas, but as a result don't necessarily excel in
anything.  However, a general rule of thumb is to regard a high evasion unit
as a Real Robot and a low evasion unit is a Super Robot.

QUICK SAVE
Use START to quick save before any important attacks, phase endings, or
attempts to defeat an enemy before they flee.  It's far better to restart from
the middle of a scenario than the beginning.

COMMAND AURA
Some units possess this trait that boosts the Accuracy and Evasion of the
units occupying nearby panels.  To see the extent of this aura, highlight any
unit and see if a light blue area illuminates.  If so, this is the extent of
their ability.

TERRAIN BONUSES
Some of the terrain on any given map possesses terrain bonuses.  These grant
percentage increases in both Defense and Evasion, with some also granting HP
and EN Regeneration.  You can see the potential bonuses on any panel on the
bottom of the top DS screen.  For example:

===============================
=                             =
=                             =
=         TOP DS SCREEN       =
=                             =
=                             =
=                 DEF.%   HP% =
=                 EVA.%   EN% =
===============================

SUPPORT ATTACK/DEFEND
When selecting where to move a unit, you may notice a red or blue triangle on
certain units with a number inside.  These correspond to their ability to
provide a Support Attack (red) or Support Defense (blue).  By moving next to
these units, you can receive their support on the next attack you make, or
they may defend an attack you receive during the enemy's phase.

SUCCESSIVE EVASION PENALTY
It's now far more difficult to send a lone unit into enemy territory and hope
to remain unscathed.  When a unit comes under continuous attack during an
enemy phase, their evasion rate drops continuously.  It's important to avoid
this at all costs, especially when dealing with smaller, less durable units.

SPIRIT COMMANDS
Spirit Commands, or Seishin, are skills that consume SP to provide various
positive attributes for your characters.  These range from increasing accuracy
and evasion to doubling the attack power of your next attack.  Use these
skills only as needed.  There are only a couple of methods to restoring SP and
you'll have access to none of them for most of the game.  For reference, I'll
refer to Spirit Commands using all uppercase letters, like ACCEL and VALOR.

REPAIR/RESUPPLY UNITS (HP and EN/Ammo)
Some units will have the ability to Repair HP or Resupply EN (Ammo) to
adjacent units.  To see if a unit as this ability, look at their skill icons
next to their character portrait.  A wrench denotes Repair and an ammo
magazine with "EN" written under it denotes Resupply.  A unit with Repair must
be directly touching the unit in need of repair, and when these conditions are
met, the repair option will appear, and after using it, the unit's turn will
end.  For Resupply, the unit with the ability may NOT move and then Resupply,
the unit in need of EN/Ammo must move to the Resupply-using unit. Also, the
unit being resupplied will lose 10 points of morale.

Alternatively, units inside an allied battleship receive a percentage of their
HP and EN with every turn they remain.  Ammo is resupplied after one turn.

PARTNER UNITS
Partner Units is the result of skewing ideas explored in Super Robot Taisen
Alpha 3, Super Robot Taisen Z, and Super Robot Wars K, and others to give you
a system of creating a pair of 2 units that can give each other bonuses and
combine their attacks on targets.  Deciding who to pair up can depend on
whether you want a unit that can fly, and this transporting a non-flying unit
to a destination quicker, two powerful units for maximum attack, or a balance
between Super Robot and Real Robot.

===============================================================================

Scenario Walkthrough                     [sc00]
Prologue 01 .............................[pr01]
Prologue 01 Intermission ................[pr01i]
Prologue 02 .............................[pr02]
Prologue 02 Intermission ................[pr02i]
Scenario 01 .............................[sc01]
Scenario 01 Intermission ................[sc01i]
Scenario 02 .............................[sc02]
Scenario 02 Intermission ................[sc02i]
Scenario 03 .............................[sc03]
Scenario 03 Intermission ................[sc03i]
Scenario 04 .............................[sc04]
Scenario 04 Intermission ................[sc04i]
Scenario 05 .............................[sc05]
Scenario 05 Intermission ................[sc05i]
Scenario 06 .............................[sc06]
Scenario 06 Intermission ................[sc06i]
Path Split 01 ...........................[ps01]
Scenario 07a ............................[sc07a]
Scenario 07a Intermission ...............[sc07ai]
Scenario 08a ............................[sc08a]
Scenario 08a Intermission ...............[sc08ai]
Scenario 09a ............................[sc09a]
Scenario 09a Intermission ...............[sc09ai]
Scenario 10a ............................[sc10a]
Scenario 10a Intermission ...............[sc10ai]
Scenario 07b ............................[sc07b]
Scenario 07b Intermission ...............[sc07bi]
Scenario 08b ............................[sc08b]
Scenario 08b Intermission ...............[sc08bi]
Scenario 09b ............................[sc09b]
Scenario 09b Intermission ...............[sc09bi]
Scenario 10b ............................[sc10b]
Scenario 10b Intermission ...............[sc10bi]

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Prologue 01 [pr01]
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Victory Condition: All enemy units defeated
Failure Condition: Any allied unit defeated

Starting Allies
[0]- VF-25F Messiah G (Alto) [Macross Frontier]
[0]- VF-25S Messiah B-AP (Ozma) [Macross Frontier]
[0]- VF-25G Messiah B-SP (Michael) [Macross Frontier]
[0]- RVF-25 Messiah B-SP (Luca) [Macross Frontier]
[0]- Voltes V (Ken'ichi, Daijiro, Hiyoshi, Ippei, Megumi) [Voltes V]

Starting Enemies
[0]- Vajra (Small) x9 [Macross Frontier]
[0]- Vajra (Large) x4 [Macross Frontier]

Allied Reinforcements
[1]- N/A

Enemy Reinforcements
[1]- N/A

Other Reinforcements
[1]- N/A

Clear Bonus
1000 Credits
Gunfight Lv+1          Ranged +10

Start this scenario by having Alto move down next to Ozma and support attack
the nearest Vajra (Large), with Ozma finishing it off after.  Have your other
units move East to consolidate your forces.

On your next phase, move your units to the inner city blocks and utilize
terrain bonuses for the duration of the scenario.  In addition to the terrain
bonuses, you may keep your units within Ozma's Command Aura for additional
statistical enhancement.

If you notice Ozma or any other unit getting the majority of enemy attention,
use FOCUS to give them a 30% increase in Accuracy and Evasion.  For
reference, this skill is Alto's first and Ozma's third.

When one or two enemies remain, use GAIN for increased EXP for the Voltes V
crew.  It's Hiyoshi's second skill.

Prologue 01 Intermission [pr01i]

Don't bother upgrading these units via Skill Parts or Unit Upgrades.  After
the next scenario, you won't see these units for awhile.

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Prologue 02 [pr02]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Ally battleship defeated
                  VF-25F (Alto) defeated
                  VF-25S (Ozma) defeated
                  RVF-25 (Luca) defeated

Starting Allies
[0]- Macross Quarter (Jeffrey, Bobby) [Macross Frontier]
[0]- VF-25S Messiah F-AP (Ozma)
[0]- RVF-25 Messiah F-SP (Luca)
[0]- VF-25F Messiah F-SP (Alto)
[0]- VB-6 Konig Monster S (Canaria) [Macross Frontier]
[0]- VF-25G Messiah F-SP (Michael)
[0]- Voltes V (Ken'ichi, Daijiro, Hiyoshi, Ippei, Megumi)
[0]- Queadluun-Rea (Klan) [Macross Frontier]

Starting Enemies
[0]- Vajra (Small) x6
[0]- Vajra (Large) x3

Allied Reinforcements
[1]- Minerva (Talia, Arthur) [Gundam SEED Destiny]
[1]- Blaze Zaku Phantom (Ray) [Gundam SEED Destiny]
[1]- Gunner Zaku Warrior (Lunamaria) [Gundam SEED Destiny]
[1]- Force Impulse Gundam (Shin) [Gundam SEED Destiny]

Enemy Reinforcements
[1]- Vajra (Small) x4
[1]- Vajra (Large) x2
[2]- Vajra (Small) x4*
[2]- Vajra (Large) x2*
[3]- Vajra (Small) x4
[3]- Vajra (Large) x2

*Reinforcements will spawn infinitely until Victory Condition is met.

Other Reinforcements
[1]- N/A

Clear Bonus
2000 Credits
Infight Lv+1     Defense +10

You should have Ozma lead your vanguard unit, keeping units within his
Command Aura.  Units that can't keep up, like Voltes V, stay within Macross
Frontier's Command Aura.  Alternatively, you could have both units use ACCEL
to keep up with the vanguard.

After defeating all the enemies, enemy reinforcements [1] appear within the
center of the map and you lose Luca for the time being.  The Victory and
Failure Conditions change:

Victory Condition: VF-25F (Alto) reaches Knight Warship
Failure Condition: Ally battleship defeated
                  VF-25F (Alto) defeated
                  VF-25S (Ozma) defeated
                  Knight Warship defeated

Don't worry about rushing Alto towards the Knight Warship.  Focus on the
sparse enemy reinforcements, and after defeating 3 enemy units, enemy
reinforcements [2] will appear near the Knight Warship.  This will continue
every time 3 enemy numbers drop to 3 or less, excluding the Knight Warship.
Once you get closer to your goal, start using FOCUS on your pilots to increase
their survivability.

NOTE: With proper unit formation and management, it's possible to destroy
several groups of enemy reinforcements for a considerable amount of money
before moving Alto to the designated areas.  You should try to destroy as many
as you can manage to help with unit upgrades after the next Scenario and so on.

Once you've gotten your units close enough, have Alto move to any yellow-boxed
panel.  Once you do, allied reinforcements [1] and enemy reinforcements [3]
will appear from the Northwest of the map.  The Victory and Failure conditions
change:

Victory Condition: Knight Warship reduced to 30% HP or lower
Failure Condition: Ally battleship defeated
                  Knight Warship defeated

You have two options here.  You can immediately concentrate on the Knight
Warship and force its retreat, or you can clear up the remaining enemy units
for additional funds and EXP for your units.  I suggest the latter.  Once you
clear the Victory Condition, Luca returns and the Victory Condition changes:

Victory Condition: Knight Warship defeated
                : Ally battleship defeated

Give either a GAIN-using unit the EXP from the Knight Warship.  Alternatively,
you could give it to your lowest level unit.

-----------
Prologue 02 Intermission [pr02i]
-----------

You have no options here, so move on to the next scenario.


===============================================================================

-----------
Scenario 01 [sc01]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Any allied unit or battleship defeated

Starting Allies
[0]- Rushbird (Ichitaka, Alice) [Banpresto Original]

Starting Enemies
[0]- Aruma x6 [Kurogane no Linebarrels]
[0]- Kagutsuchi (Dimitri) [Kurogane no Linebarrels]
[0]- Idaten (Takuro) [Kurogane no Linebarrels]
[0]- Altron Nataku (Wufei) [Gundam Wing: Endless Waltz]

Allied Reinforcements
[1]- Dancouga Nova (Aoi, Kurara, Sakuya, Johnny) [Dancouga Nova]
[1]- Hind-Kind (Satoru) [Kurogane no Linebarrels]
[1]- Painkiller (Miu) [Kurogane no Linebarrels]

Enemy Reinforcements
[1]- N/A

Other Reinforcements
[1]- Linebarrel (Kouichi) [Kurogane no Linebarrels]

Clear Bonus
3000 Credits
Support Attack Lv+1     Accuracy +10

Have Ichitaka engage the Western enemy group and take terrain bonuses as
you move.  On Player Phase 2, allied reinforcements [1] and other
reinforcements [1] appear.

Have your reinforcements gather around Ichitaka and ignore both the Linebarrel
and the Kagutsuchi.  They'll do nothing, but engage one another until you
defeat the Kagutsuchi.  Continue concentrating on the Aruma until the Idaten
and Altron Nataku move on your units.  At this point, there should be
sufficient damage to  the Kagutsuchi to finish it off in one phase.  By
having Alice use GAIN, you can receive enough EXP to jump from level 5 to 8
in one kill.

After defeating Dimitri, note that Kouichi will attack whomever is closest to
him.  However, there's a good chance that Wufei will be his next target.  Use
that time to finish off the other units.  Using GAIN with either Alice or
Kurara finish off the Idaten and the Nataku, with their respective units.  If
you incur too much damage, keep in mind that Alice can cast VIGOR to restore
30% of the Rushbird's HP and Painkiller has the Repair skill.

-----------
Scenario 01 Intermission [sc01i]
-----------

At this point, you should have around 100,000 - 120,000 Credits.  This depends
on how many groups of enemy reinforcements you defeated in Scenario 2 and if
Linebarrel got any of the kills in Scenario 3.  If you didn't have a lot of
trouble on the last scenario, then don't bother spending the money or
expending the parts.  However, you may want to consider upgrading the Rushbird
in the future, since it is your protagonist unit for the game.

Since the Rushbird is a super robot, it will need high HP and Defense levels,
with a respectable amount of EN.  Of course, upgrading attack power is always
a good choice.  Finally, if you really wish to put the majority of your
resources to work, you may consider using the Infight and Gunfight skill parts.

Personally, I purchase 3 EN, 1 Armor, 1 Accuracy, and 1 Weapon upgrade.

===============================================================================

-----------
Scenario 02 [sc02]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Jeeg (Kenji) defeated
                  Big Shooter (Kyo) defeated

Starting Allies
[0]- Kotetsu Jeeg (Kenji) [Kotetsushin Jeeg]
[0]- Mazinger Z (Kouji) [Mazinger Z]
[0]- Big Shooter (Kyo, Tsubaki) [Kotesushin Jeeg]
[0]- Build Angel (Mitsuko) [Kotesushin Jeeg]
[0]- Aphrodai A (Sayaka) [Mazinger Z]
[0]- Boss Borot (Boss, Nuke, Mucha) [Mazinger Z]

Starting Enemies
[0]- Ohkaenguu + Ohkaenguu x9 [Koutetsushin Jeeg]
[0]- Magura x2 [Koutetsushin Jeeg]
[0]- Mezura x2 [Koutetsushin Jeeg]
[0]- Kajira x2 [Koutetsushin Jeeg]
[0]- Taikaenguu (Ikuma) [Koutetsushin Jeeg]

Allied Reinforcements
[1]- Rushbird (Ichitaka, Alice)
[1]- Hind-Kind (Yamashita)
[1]- Painkiller (Miu)
[1]- Deceive (Shizuna, Izuna) [Kurogane no Linebarrels]

Enemy Reinforcements
[1]- N/A

Other Reinforcements
[1]- N/A

Clear Bonus
4000 Credits
Infight Lv+1     SP Up Lv+1

The top of the airstrip and surrounding mountainous terrain provide a 20%/20%
boost to your Defense and Evasion.  I highly suggest you maneuver Jeeg and the
other units there to stage your assault.  After attacking the Taikaenguu once,
the Victory Condition changes:

Victory Condition: All enemy units, except the Taikaenguu, defeated.

On Player Phase 3, allied units [1] appear near the Southeastern base.  At
this point, you may want to rush your reinforcements up towards the others.
If you've upgraded the Rushbird, you may have an easier time outright
destroying some units, and severely weakening others for the Kurogane no
Linebarrels team to finish.

The Taikaenguu will usually pick one target, like Mazinger Z or Jeeg, and
continuously attack them.  Whoever the target, they should always defend or
evade.  Counterattacking the Taikaenguu is pointless right now.  Once you
defeat the enemy units, the Victory and Failure Conditions change:

Victory Condition: All enemy units defeated
Failure Condition: All allied units defeated

The Taikaenguu only has 8000 HP remaining, so defeating it shouldn't be a
problem.  I gave the kill to Boss, but not before casting BLESS and CHEER
with Sayaka and Miu, respectively, to double the EXP and Money gained.  As
a rule of thumb, always strive to defeat boss-type enemies with at least
LUCK or BLESS cast on the unit delivering the final blow.  You'll want to
maximize your profits as often as possible.  You'll receive a respectable
20000 Credits from the Taigaenguu if you do this.

-----------
Scenario 02 Intermission [sc02i]
-----------

Depending on how much you've spent on upgrades, you may have anywhere around
90,000 to 130,000 Credits.  Worthy candidates for upgrades include Mazinger Z
and Jeeg, along with the previously mentioned Rushbird.  The Big Shooter and
Build Angel would only need Evasion upgrades in the short term.  While the
Kurogane no Linebarrel units could benefit from a mixture of Evasion and
Defense.  Finally, the Aphrodai A and Boss Borot need as much Defense as
possible.  Personally, I find their usefulness obsolete once your roster
builds, so you may elect to leave them unupgraded.

You will also have access to the Partner Unit system, allowing you to create
custom groups consisting of 2 units a piece.  Please note that failure to
creating your Partner Units during the intermission will force you to create
them during unit deployment in the next scenario, and that those Partner Unit
configurations will not be saved after battle.

Some advice on creating Partner Units:  You may elect to put units together
based solely on their respective anime of origin for the sake of simplicity,
or choose to keep each unit individual of the others.  However, there are a
bevy of bonuses available to units that participate in Partner Units, as
mentioned in the Combat Tips section of this guide.  Another option is to pair
a non-flying unit with a flying one.  That way, the flying unit can lead,
flying over water or other obstacles, and then switch to the more powerful
unit on the next turn.  For example, pairing Jeeg with Big Shooter.

Finally, keep in mind that units with the Repair ability provide 10% HP
Regeneration to their partner unit every turn, while those with the Resupply
ability provide 10% EN Regeneration.

===============================================================================

-----------
Scenario 03 [sc03]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Iczer-1 defeated

Starting Allies
[0]- Iczer Robo (Iczer-1, Nagisa) [Fight! Iczer One]

Starting Enemies
[0]- Delos Theta x8 [Fight! Iczer One]
[0]- Delos Theta (Cobalt) [Fight! Iczer One]

Allied Reinforcements
[1]- Goddanar (Goh) [Goddanar]
[1]- Neo Okusaer (Milla) [Goddanar]
[1]- Core Gunner (Shizuru) [Goddanar]
[1]- G Gunner (Kouji) [Goddanar]
[1]- Combattler V (Hyouma, Juzo, Daisaku, Chizuru, Kosuke) [Combattler V]
[2]- LOTUS Partner Units x10*

* The name of the multi-unit team for this game is called LOTUS.  As a result,
 allied reinforcements you choose will be referred to as such.


Enemy Reinforcements
[1]- N/A

Other Reinforcements
[1]- Type 13 x6 [Goddanar]
[1]- Type 13 + Type 13 x3
[1]- Flying Type x2 [Goddanar]
[1]- Scout Type x2 [Goddanar]

Clear Bonus
5000 Credits
Gunfight Lv+1     Prevail Lv+1

Don't worry about engaging the enemy units and just find some terrain that
offers a bonus.  For the most part, ignore Cobalt's unit as much as
possible.  On the next Player Phase, allied reinforcements [1] and other
reinforcements [1] appear.  The Failure Condition changes.

Failure Condition: Goddanar (Goh) or Neo Okusaer (Milla) defeated

Pull Iczer-1 back towards your units.  On the next Player Phase, allied
reinforcements [1] appear.  Take your time to establish some decent terrain
bonuses and get Support Attack and Defense units near each other.  While
the Iczer Robo is a formidable unit, you shouldn't force it out in front
of sturdier units, like Mazinger Z and Rushbird.  Also, don't worry about
Iczer-1 and Nagisa's SP consumption.  Use as much as you'd like for the time
being.

Try to concentrate on the Type 13 Partner Units and remove their advantage
quickly.  When 4 or less Delos Theta units remain, an event will play out
and Cobalt's Delos Theta will lose 30% of its HP.  Iczer-1 and Nagisa will
also have their SP fully restored.  Don't take this opportunity to shift
your focus to Cobalt's unit.  Bring the Iczer Robo back into your unit
formation (use ACCEL to reach sooner) and continue destroying the other
units first.

Cobalt has high evasion and attack potential.  Fortunately, all of your units
should have a high level or morale, so use a lot of Spirit Commands like
STRIKE and CONCENTRATE to make sure your hits count.

-----------
Scenario 03 Intermission [sc03i]
-----------

The Goddanar and Combattler V groups are great additions to LOTUS.  Goddanar
could use HP, Defense, and even some Evasion, while the rest of the show's
units would benefit from Evasion.  The G Gunner is a sniping unit, so an
Accuracy boost would go a long way, especially considering Kouji is without
any Accuracy-increasing Spirit Commands at the moment.  Treat Combattler V
the same way you'd treat Mazinger Z, especially since all of its higher-tier
attacks require a lot of energy.

===============================================================================

-----------
Scenario 04 [sc04]
-----------

Victory Condition: Stinger (Puria) survives until Turn 3
Failure Condition: Any allied unit or battleship defeated

Starting Allies
[0]- Stinger (Puria) [Gaiking: Legend of Daiku-Maryu]

Starting Enemies
[0]- Purotekusu [Gaiking: Legend of Daiku-Maryu]
[0]- Garugorasu [Gaiking: Legend of Daiku-Maryu]
[0]- Bitoru [Gaiking: Legend of Daiku-Maryu]
[0]- Purotekusu + Bitoru x4
[0]- Garugorasu + Purotekusu x4
[0]- Bitoru + Garugorasu x4
[0]- Domega x2 [Gaiking: Legend of Daiku-Maryu]
[0]- Doruman (Doruman) [Gaiking: Legend of Daiku-Maryu]

Allied Reinforcements
[1]- Dancouga Nova (Aoi, Kurara, Sakuya, Johnny)
[2]- LOTUS Partner Units x16
[2]- Gaiking (Daiya) [Gaiking: Legend of Daiku-Maryu]

Enemy Reinforcements
[1]- N/A

Other Reinforcements
[1]- N/A

Clear Bonus
6000 Credits
Support Defense Lv+1     Guard
Melee +10

Just move Puria to the terrain East of her position and you should be fine
until Player Phase 3, when allied reinforcements [1] appear.  The Victory
Condition changes:

Victory Condition: All enemy units defeated

Maintain your positions for another turn, or drop down South if you're in
serious trouble for whatever reason (improbable, since Stinger has Repair)
and wait until allied reinforcements [2] appear from the South.  The Failure
Conditions change:

Failure Conditions: Gaiking (Daiya) defeated
                   Dancouga Nova defeated

Gaiking and Stinger aren't the best units at this point and could prove to
be a liability.  Their participation in this battle should be limited to
clearing up damaged enemies.  The large turtle-like beasts, Domega, yield
the most money you'll get from an enemy from this stage (4000) and should
be dealt with accordingly.

A healthy level of Partner Units will make short work of the enemy Partner
Units and the rest of the stage is a matter of unified Northward progression.

As for Doruman, he poses little threat and should be defeated by whichever
unit needs the EXP.

-----------
Scenario 04 Intermission [sc04i]
-----------

Gaiking will become a more capable unit as time goes on, but is in immediate
need of Armor and EN to become battle ready.  Feel free to pair him with
Stinger to gain a 10% HP boost, increasing his survivability.

===============================================================================

-----------
Scenario 05 [sc05]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Dancouga Nova defeated

Starting Allies
[0]- LOTUS Partner Units x18
[0]- Dancouga Nova (Aoi, Kurara, Sakuya, Johnny)

Starting Enemies
[0]- Aruma + Aruma x15
[0]- Kagutsuchi (Dimitri)
[0]- Idaten (Takuro)
[0]- Altron Nataku (Wufei)
[0]- ?????? (???) [Dancouga Nova]

Starting Other
[0]- Linebarrel (Kouichi)

Allied Reinforcements
[1]- N/A

Enemy Reinforcements
[1]- N/A

Other Reinforcements
[1]- N/A

Clear Bonus
7000 Credits
Gunfight Lv+1     Focused Lv+1
Maneuvering +10

??? has a lot of HP, but isn't too difficult to defeat.  She retreats at
around 30% HP or lower.  By the time you force her retreat, the first group of
Aruma units should have made contact.  Shift your focus to them and try not to
leave any units close to Linebarrel, since he will attack them.

Keep your units on the positive terrain and the enemies should give little
trouble.  Once Dimitri and the other's start advancing, concentrate on Dimitri
first, then Takuro, and finally Wufei.  Aim to get 2x EXP and Money bonuses
from them with proper Spirit Command usage.  If you need to prioritize, go
for Wufei since he yields the largest money bonus.

Once all the enemy units are down, concentrate on Linebarrel.  With all the
morale you've gained, it shouldn't be hard to defeat it.  Don't bother using
GAIN or any similar skill, since you gain nothing for Kouichi's defeat.  The
Vardant (Reiji) [Kurogane no Linebarrels] will appear and join at the end of
the battle.

-----------
Scenario 05 Intermission [sc05i]
-----------

Depending on your play style and spending habits, you should be near the
200,000 Credit area.  Take this opportunity to give some much needed upgrades
to some of your sub units as you see fit.  Evasion is great for smaller units,
with defense taking precedence with larger ones, but you can easily hold off
on any upgrades and save your money for later.

Focused Lv+1 is an interesting Skill Part.  It gives a reduction in SP cost to
whomever you use it on.  Worthy candidates are pilots that can cast BLESS,
CHEER, and on a lesser note, TRUST.  Eventually, you can have up to a 20%
decrease in SP cost, and with increasing SP numbers, you'll be able to
guarantee larger returns on EXP and money for your units.

Keep in mind that Ichitaka and his Rushbird are auto-deployed for the next
scenario.  An easy move is to place the heavily upgraded Vardant in his place.

===============================================================================

-----------
Scenario 06 [sc06]
-----------

Victory Condition: Meteor Breakers occupied
Failure Condition: ???

Starting Allies
[0]- Minerva (Talia, Arthur)
[0]- Blaze Zaku Warrior (Asuran) [Gundam SEED Destiny]
[0]- Blaze Zaku Phantom (Ray)
[0]- Gunner Zaku Warrior (Lunamaria)
[0]- Force Impulse Gundam (Shin)
[0]- Slash Zaku Phantom (Yzak) [Gundam SEED Destiny]
[0]- Gunner Zaku Warrior (Deakka) [Gundam SEED Destiny]
[0]- Blaze Zaku Phantom (Heine) [Gundam SEED Destiny]
[0]- Macross Quarter (Jeffrey, Bobby)
[0]- VF-25S Messiah F-AP (Ozma) + VF-25F Messiah F-SP (Alto)
[0]- VF-25G Messiah F-SP (Michael) + RVF-25 Messiah F-SP (Luca)
[0]- Queadluun-Rea (Klan) + VB-6 Konig Monster S (Canaria)
[0]- Voltes V (Ken'ichi, Daijiro, Hiyoshi, Ippei, Megumi)

Starting Enemies
[0]- N/A

Starting Other
[0]- N/A

Allied Reinforcements
[1]- Rushbird (Ichitaka, Alice)
[1]- LOTUS Partner Units x18
[2]- Great Mazinger (Tetsuya) + Venus A (Jun) [Great Mazinger]

Enemy Reinforcements
[1]- GuAIZ R + GuAIZ R x2 [Gundam Seed Destiny]
[1]- GINN High Maneuver Type-2 + GuAIZ R x2 [Gundam Seed Destiny]
[1]- CGUE + GINN x12 [Gundam Seed Destiny]+
[1]- Taurus + Taurus x2 [Gundam Wing: Endless Waltz]
[1]- GINN High Maneuver Type-2 (Sato) [Gundam Seed Destiny]
[2]- Type 13 + Type 13 x6
[2]- Flying Type x2 + Scout Type x2
[2]- Scout Type x2 + Flying Type x2

Other Reinforcements
[1]- N/A

Clear Bonus
8000 Credits
Infight Lv+1     SP Up Lv+1
Accuracy +10

NOTE: Units occupying the Meteor Breakers will be unable to move for the
duration of the battle.  They can still perform any other action.

The terrain bonuses small and you need to occupy the Meteor Breakers as
quickly as possible.  I suggest moving all the Macross Frontier units, and
Voltes V, into the Macross Quarter, having Bobby cast ACCEL, and moving far
towards the upper Meteor Breakers.  As for the Gundam SEED Destiny units,
move them up as far as possible, having Lunamaria take possession of the
closest Meteor Breaker when she can and Deakka occupying the other one when
he can.  On Player Phase 2, enemy reinforcements [1] appear.  The Victory and
Failure Conditions change:

Victory Condition: Meteor Breakers occupied
                  All enemy units defeated

Failure Condition: Allied battleship defeated
                  3 or less Meteor Breakers occupied by scenario's end
                  Enemy units occupy all Meteor Breakers?
                  Asuran, Shin defeated
Once you start attacking, concentrate on Sato and eliminate him early, since
his high evasion and accuracy make him a nuisance.  Unfortunately, all of the
units here boast medium-to-high evasion stats.  You may need to use STRIKE or
CONCENTRATE to make your hits count.  Several pilots have CONCENTRATE and
should use it for their own survival, especially units that will occupy the
Meteor Breakers.

Your goal for this turn is to occupy the first three Meteor Breakers and build
a solid defense around them.  I suggest deploying one unit from Macross
Quarter and, using their superior movement and evasion capabilities, occupy
the upper Meteor Breaker of the first column.  As I said before, Deakka and
Lunamaria should take the closest ones they can manage, specifically for their
long rang attacks.  As for the Macross Quarter itself, use ACCEL again and aim
for the next column of Meteor Breakers, taking the Messiah units and others
along with you and deploying them after moving, so they can occupy another two
Meteor Breakers and Voltes V can act as a reliable shield.  If you've
positioned your units correctly, the Southwestern Meteor Breaker will be the
only one you haven't occupied yet.

On Player Phase 3, allied reinforcements [1] appear from the Southwest.  The
Failure Condition get amended:

Failure Condition: Asuran, Shin, Ichitaka defeated

Some Partner Units should move towards the Minerva in anticipation of enemy
reinforcements.  I recommend one involving Mazinger Z and one or two other
Partner Units of your choosing.  As for the final Meteor Breaker, use any unit
you want, but it's important you make the occupation now.  After this phase,
an enemy unit will occupy it.  On the next player phase, enemy reinforcements
[2] and allied reinforcements [2] will appear from the Southeast.

You should have sufficient units available to assist the Minerva and you
shouldn't have trouble clearing the scenario now.  One thing to consider, is
the Minerva's MAPW attack.  With it, you could potentially destroy several
enemy units in one shot.  Combined with a cast if BLESS from Sayaka, you can
gain a considerable amount of extra money.  Be careful though, as your own
units could also get damaged in the attack.  Either move them from the attack
path, or cast a Spirit Command to evade or mitigate the damage.

-----------
Scenario 06 Intermission [sc06i]
-----------

If you've been saving, you should be around 300,000 Credits.  Take this
opportunity to upgrade Great Mazinger in a similar fashion to Mazinger Z and
provide a further unit or two of upgrades to your existing roster.  Try to
keep a reserve of 100,000 to 150,000 Credits for future units, etc.

===============================================================================

-----------
Path Split 01 [ps01]
-----------

This is your first path split and it's more or less split between a Real Robot
and Super Robot route.  Pick whichever contains characters you enjoy using.

Real Robot route (Earth) [a]               Super Robot route (Space) [b]
-----------                                -----------

Kurogane no Linebarrels                    Mazinkaiser Series
Fight!! Iczer-1                            Combattler V
Kotesushin Jeeg                            Gaiking: Legend of Daiku-Maryu
Godannar Series

Note that Rushbird and Ichitaka will join with whatever route you choose.

===============================================================================

-----------
Scenario 07a [sc07a]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Allied battleship defeated
                  Force Impulse Gundam (Shin) defeated

Starting Allies
[0]- Minerva (Talia, Arthur)
[0]- Blaze Zaku Phantom (Ray) + Gunner Zaku Warrior (Lunamaria)
[0]- Force Impulse Gundam (Shin)

Starting Enemies
[0]- Murasame MA x6 [Gundam SEED Destiny]
[0]- Murasame + M1 Astray x2 [Gundam SEED Destiny]
[0]- M1 Astray + Murasame x4 [Gundam SEED Destiny]
[0]- Windam x2 [Gundam SEED Destiny]
[0]- Dagger L x4 [Gundam SEED Destiny]
[0]- Windam + Dagger L x6 [Gundam SEED Destiny]
[0]- Dagger L + Dagger L x4 [Gundam SEED Destiny]
[0]- Zamza-Zah [Gundam SEED Destiny]
[0]- Gundam Heavyarms Custom (Trowa) [Gundam Wing: Endless Waltz]

Starting Other
[0]- N/A

Allied Reinforcements
[1]- LOTUS Partner Units x13

Enemy Reinforcements
[1]- N/A

Other Reinforcements
[1]- N/A

Clear Bonus
9000 Credits
Support Attack Lv+1     Prevail Lv+1
Hit & Away

Move the Minerva down to better terrain and have the other units follow.  On
Player Phase 2, allied reinforcements [1] appear.  The Victory Condition gets
and addition:

Victory Condition: Minerva reaches the highlighted point

Have two of your units stay back and support your initial units in dealing
with the Northern enemy units.  The rest should concentrate on the Southern
ones.  While the enemies have greater numbers, they pose little threat.  Just
don't advance into the ocean, and when necessary, utilize the better terrain
bonuses.

Trowa is only a threat if his attacks connect on a weaker unit, but using
CONCENTRATE or simple engaging him with sturdier units.  Be aware that he does
possess a MAPW and will use it when he can target at least 3 units.

-----------
Scenario 07a Intermission [sc07ai]
-----------

Rearrange your Partner Units to match the forced deployments for the next
scenario.  Provide upgrades as you see fit and consider giving your newly
acquired Hit & Away to G Gunner (Kouji), but it's value may make it more
useful for someone else later.  The choice us up to you.

===============================================================================

-----------
Scenario 08a [sc08a]
-----------

Victory Condition: Hagure Machina defeated
Failure Condition: Gundam Sandrock Custom (Quatre) defeated
                  Dancouga Nova defeated

Starting Allies
[0]- Gundam Sandrock Custom (Quatre) [Gundam Wing: Endless Waltz]
[0]- Dancouga Nova (Aoi, Kurara, Sakuya, Johnny)

Starting Enemies
[0]- Hagura Machina [Kurogane no Linebarrels]
[0]- R-Daigun (???)

Starting Other
[0]- Linebarrel (Kouichi)

Allied Reinforcements
[1]- Vardant (Reiji) [Kurogane no Linebarrels]
[1]- Hind-Kind (Yamashita)
[1]- LOTUS Partner Units x11

Enemy Reinforcements
[1]- Aruma + Aruma x12
[1]- Kagutsuchi (Dimitri)
[1]- Idaten (Takuro)
[1]- Altron Nataku (Wufei)
[1]- Tsubaki-hime (Yurianne) [Kurogane no Linebarrel]

Other Reinforcements
[1]- N/A

Clear Bonus
10000 Credits
Infight Lv+1     Counter
A. Combo Lv+1

Start attacking the Hagure Machina and ignore the R-Daigun.  On Player Phase
2, allied reinforcements [1] and enemy reinforcements [1] appear.  The
Failure Conditions are amended:

Failure Condition: Vardant (Reiji) defeated
                  Hind Kind (Yamashita) defeated

Finish off the Hagure Machina as quickly as possible, preferably on your
current turn.  Once you do, the R-Daigun retreats, but more importantly,
all of your units receive a 50% reduction in HP.  The Victory Condition
changes:

Victory Condition: Linebarrel (Kouichi) reduced to 10% HP or lower

You're now in a race against the clock.  The Aruma units will advance and
create problems for your units if they reach before you've dealt with
Linebarrel.  The scenario ends after clearing the Victory Condition, so
throw everything you have at him to end the scenario.  An easy way to
prevent counterattacks is to attack outside of his extremely limited range.

Alternatively, you could evade Linebarrel and lead him to the advancing Aruma
units.  Use the opportunity to get Linebarrel to assist you and you can
gain EXP and Money for your units.  You'll be fine, so long as Linebarrel
remains occupied and you can use the Build Angel and Painkiller to slowly
heal all of your allies.

-----------
Scenario 08a Intermission [sc08ai]
-----------

Gundam Sandrock joins LOTUS with 2 upgrades in every area.  There's not much
else, though the newly acquired Counter Skill Part would make any frontline
unit deadlier (Rushbird, Godannar, etc.)

===============================================================================

-----------
Scenario 09a [sc09a]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Allied unit or battleship defeated

Starting Allies
[0]- Rushbird (Ichitaka, Alice)
[0]- Iczer-1 (Iczer-1)
[0]- Gundam Sandrock Custom (Quatre)
[0]- Deceive (Shizuna, Izuna)

Starting Enemies
[0]- Delos Theta x9
[0]- Ohkaenguu + Ohkaenguu x6
[0]- Magura
[0]- Mezura
[0]- Kajira
[0]- Taikaenguu (Mimashi)
[0]- Iczer-2 (Iczer-2) [Fight!! Iczer-1]

Starting Other
[0]- N/A

Allied Reinforcements
[1]- Linebarrel (Kouichi)
[1]- Iczer Robo (Iczer-1, Nagisa)
[2]- Kotetsu Jeeg (Kenji) + Big Shooter (Kyo, Tsubaki)
[2]- Vardant (Reiji) + Hind-Kind (Yamashita)
[2]- Painkiller (Miu)
[2]- Build Angel (Mitsuko)
[2]- Goddanar (Goh) + Neo Okusaer (Milla)
[2]- Core Gunner (Shizuru) + G Gunner (Kouji)

Enemy Reinforcements
[1]- Iczer Sigma (Iczer-2)

Other Reinforcements
[1]- Baruba (Baruba) [Kotetsushin Jeeg]

Spoils
B Save - Baruba

Clear Bonus
11000 Credits
Gunfight Lv+1     Focused Lv+1
Predict

Send your units South to positive terrain and engage the smaller group of
enemy units.  Iczer-2 will endlessly focus on Iczer-1 and I suggest you evade
her as well as you can for the time being.  On Player Phase 3, allied
reinforcements [1] and enemy reinforcements [1] appear.

Pull your units South once more and gain the upper hand with positive terrain
boosts.  Your goal is to defeat all the Delos Theta units while drawing the
Northern enemy units to you in smaller, consistent waves.  Iczer-2 will
continue to focus on Iczer-1, and provided Iczer-1 can continue to evade her
attacks, you can ignore her.  Try to finish off all the Delos Theta units to
gain some much needed moral.  On Player Phase 4, allied reinforcements [2]
appear and the Failure Conditions change:

Failure Conditions: Iczer-1 defeated
                   Jeeg (Kenji) defeated

Once again, pull your units South and consolidate your forces.  Once you
have some morale, start concentrating on Iczer-2.  You will need to use
CONCENTRATE and STRIKE to guarantee success, but her attacks can be fairly
powerful, so use ALERT or INVINCIBLE to avoid damage.  Make sure you use
either the G Gunner or Deceive to finish Iczer-2, as using LUCK will net
you 30000 Credits.

Once she's gone, concentrate on the other units and repeat the same tactics
to defeat the Taikaenguu and net 20000 Credits.  Once all the enemy units
are defeated, a other reinforcement [1] appears from the East.

Baruba has severely damaging attacks, but falls easily.  In fact, Jeeg can
reduce Baruba's HP to 10% or so using his most powerful attack.  However,
Baruba can just as easily destroy Jeeg in one attack and he has incredibly
high evasion.

NOTE: Jeeg must be the one to defeat Baruba.  If any other unit does it,
you will gain the EXP and Money the first time, but Baruba will regain
2000+ HP and have a number of Spirit Commands cast on him.  Among them is
ALERT, which will make the next attack on him miss, forcing you to sacrifice
a unit's attack.  The money is worth doing this, but make sure you have Jeeg
nearby to end the battle quickly afterwards.  You will still gain EXP, but
you will not receive money or the B Save item again.

-----------
Scenario 09a Intermission [sc09ai]
-----------

Linebarrel and Kouichi are finally members of LOTUS and come with 2 upgrades
in every area.  You may want to max out Linebarrel's EN, since it consumes
some for nearly all of its attacks.  Make whatever upgrades you feel are
necessary, but try to keep a minimum of 200,000 for the next intermission.

Also, make sure to create Partner Units, since everyone was automatically
deployed in the last scenario.

===============================================================================

-----------
Scenario 10a [sc10a]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Godannar (Goh) defeated
                  Linebarrel (Kouichi) defeated

Starting Allies
[0]- Goddanar (Goh)
[0]- Neo Okusaer (Milla)
[0]- Linebarrel (Kouichi)
[0]- LOTUS Partner Units x12

Starting Enemies
[0]- Type 13 + Type 13 x11
[0]- Scout Type + Flying Type x3
[0]- Flying Type + Scout Type x3

Starting Other
[0]- Blade Gainer (Ken) [Goddanar]
[0]- Cosmo Diver (Lou) [Goddanar]

Allied Reinforcements
[1]- Go Okusaer (Anna) [Godannar]

Enemy Reinforcements
[1]- N/A

Other Reinforcements
[1]- N/A

Spoils
Predict - Blade Gainer

Clear Bonus
12000 Credits
Support Defense Lv+1     SP Up Lv+1
Melee +10

Try to aim for limited encounters with Blade Gainer and let him get tied up
with the Type 13 units.  On Player Phase 2, allied reinforcements [1] appear
from the East.  The Failure Condition is amended:

Failure Condition: Go Okusaer (Anna) defeated

Continue ignoring the Blade Gainer and Cosmo Diver.  However, feel free to
counterattack these units to soften them up.  The Cosmo Driver is a decent
unit, stat-wise, but the Blade Gainer should be met with a more defensive
approach.  His attacks have high critical hit-rates and are otherwise very
damaging.

Once you begin your assault on these units, you should destroy the Cosmo
Diver first with little trouble.  You should whittle Blade Gainer's HP down
to around 25%-30% before finish it off.  Ken will retreat once he's below
that level and his defeat is worth a considerable amount of money and a
Skill Part.

-----------
Scenario 10a Intermission [sc10ai]
-----------

You will now join with the units from the route you didn't take and have
almost 20 new units to upgrade and deploy.  You've had ample experience with
the majority of these units and should have an understanding of the strengths
and weaknesses of Super Robots and Real Robots and how they incorporate into
your strategy.  In the next scenario, you can deploy up to 21 Partner Units,
so it's possible to deploy all of your units.

As for prioritizing upgrades, star units like Mazinger Z, Great Mazinger,
Rushbird, Jeeg, the Messiah units, and others are all worthy candidates.  At
this point, it all comes down to personal preference and play style.

===============================================================================

-----------
Scenario 07b [sc07b]
-----------

Victory Condition: Nuclear Missiles destroyed
Failure Condition: Allied Unit or Battleship defeated
                  Earth Federation units attacked
                  Nuclear Missile reaches highlighted area

Starting Allies
[0]- LOTUS Partner Units x11
[0]- Slash Zaku Phantom (Yzak) + Gunner Zaku
[0]- Blaze Zaku Phantom (Heine)
[0]- Macross Quarter (Jeffrey, Bobby)
[0]- VF-25S Messiah F-AP (Ozma) + VF-25F Messiah F-SP (Alto)
[0]- VF-25G Messiah F-SP (Michael) + RVF-25 Messiah F-SP (Luca)
[0]- Queadluun-Rea (Klan) + VB-6 Konig Monster S (Canaria)
[0]- Voltes V (Ken'ichi, Daijiro, Hiyoshi, Ippei, Megumi)

Starting Enemies
[0]- Nuclear Missile x15
[0]- Dagger L + Dagger + L x6
[0]- Windam + Windam x3
[0]- Agamemnon

Starting Other
[0]- N/A

Allied Reinforcements
[1]- Tallgeese III (Zecks) [Gundam Wing: Endless Waltz]
[1]- Taurus (SK) (Noin) [Gundam Wing: Endless Waltz]

Enemy Reinforcements
[1]- N/A

Other Reinforcements
[1]- N/A

Clear Bonus
9000 Credits
Support Attack Lv+1     Prevail Lv+1
Hit & Away

Place all units near Macross Quarter inside and have Bobby cast ACCEL.  Move
to the far Southwest and move the other units East.  This will give you a
decent covering of units to spread out for the missile attack.

Don't concern yourself with the other enemy units.  Attacking them will result
in an automatic failure of the scenario and you should be done here before
many of them can reach you for attack.  Have your units engage the enemy from
at least one panel away from the missiles to avoid their counterattack.  It's
extremely powerful and easily capable of destroying a unit.  The only
exception would be Yzak, who has a powerful 1-panel move that can destroy
a missile in one hit.  Also, sometimes a missile will attack a unit during an
enemy phase.  If you're unable to evade it, then defend.  Super Robots have a
chance of surviving the hit and the missile will be destroyed after.  Once
you've cleared the Victory Condition, allied reinforcements [2] appear.

-----------
Scenario 07b Intermission [sc07bi]
-----------

The Macross units thrive on evasion and you should invest if you want to
keep them healthy.  As for the Macross Quarter, defense and HP will go a
long way, but most battleships are sturdy enough to go without any large
upgrades.  The choice is yours.

In preparation for the next scenario, you may want to partner your units in a
way that gives you as many flying Partner Units as possible.

===============================================================================

-----------
Scenario 08b [sc08b]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Allied battleship defeated

Starting Allies
[0]- Macross Quarter (Jeffery, Bobby)
[0]- LOTUS Partner Units x18
[0]- Gaiking (Daiya)
[0]- Daiku-Maryu (Lulu, Rosa) [Gaiking: Legend of Daiku-Maryu]
[0]- Crab Banker (Yanma, Haccho, Bubi) [Gaiking: Legend of Daiku-Maryu]
[0]- Kill Jaguar (Dick) [Gaiking: Legend of Daiku-Maryu]

Starting Enemies
[0]- Purotekusu + Garugorasu x5
[0]- Bitoru + Purotekusu x5
[0]- Garugorasu + Bitoru
[0]- Domega x2
[0]- Doruman (Doruman)

Starting Other
[0]- N/A

Allied Reinforcements
[1]- N/A

Enemy Reinforcements
[1]- N/A

Other Reinforcements
[1]- N/A

Clear Bonus
10000 Credits
Infight Lv+1     Counter
A. Combo Lv+1

The terrain is working against you in this scenario with an abundance of water </pre><pre id="faqspan-2">
and your units possess a multitude of beam weaponry, which will do severely
less damage against submerged units.  In short this battle is mostly about
reaching the Daiku-Maryu quickly, using the Command Aura's of your two
battleships, and going for quick defeats.

To start, place all your units inside the Macross Quarter to bring them
closer to the Daiku-Maryu crew.  On your next Player Phase, you should
be able to get some units into the battle (casting ACCEL helps).  If any
of your units get damaged, you have Repair units, two battleships, Spirit
Commands, and the option of simply having the unit escape.

-----------
Scenario 08b Intermission [sc08bi]
-----------

Rearrange your Partner Units to compensate for forced deployment and to make
room for your new additions.  Hold off on upgrades for now until you get after
the route split to make the wisest decisions with your funds.  However, feel
free to spend if the upcoming battles are too tough.

===============================================================================

-----------
Scenario 09b [sc09b]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Allied battleship defeated
                  VF-25F (Alto) defeated
                  Enemy unit reaches Diokia

Starting Allies
[0]- LOTUS Partner Units x19
[0]- VF-25F Messiah F (Alto)
[0]- Blaze Zaku Phantom (Ray) + Gunner Zaku Warrior (Lunamaria)
[0]- Force Impulse Gundam (Shin)

Starting Enemies
[0]- Murasame (MA) + Murasame x6
[0]- Windam + Windam x2
[0]- Dagger L + Dagger L x4
[0]- Zamza-Zah + Gells-Ghe x4 [Gundam SEED Destiny]
[0]- Gundam Heavyarms Custom (Trowa)

Starting Other
[0]- N/A

Allied Reinforcements
[1]- N/A

Enemy Reinforcements
[1]- Vajra (Small)
[2]- Vajra (Small) + Vajra (Small) x8
[2]- Vajra (Large) + Vajra (Large) x4
[2]- Vajra (Knight) x2

Other Reinforcements
[1]- N/A

Clear Bonus
11000 Credits
Gunfight Lv+1     Focused Lv+1
Predict

Priority should be given to the Murasame units, but only the first ones.  The
sub units are all ground base and will not switch to their MA or other flying
modes for this battle.  As with the Nuclear Missile situation, try to create
a blockade with your units if they get close by moving directly in their way.

On Player Phase 2, enemy reinforcements [1] appear from the West.  This is
merely a sign of what's to come.  On Player Phase 3, enemy reinforcements [2]
appear from the West.  Send Macross Quarter and some units to intercept (the
other Macross units are great for their movement ability).  The larger units
from the initial group and the Heavyarms should be close at this point, but
you should have sufficient morale to access your more powerful attacks.

As for using BLESS and other Spirit Commands to reap the most money, use it
in defeating Trowa and the two Vajra Knight ships.

-----------
Scenario 09b Intermission [sc09bi]
-----------

This next scenario involves a lot of water, so making Partner Units with at
least one unit that can maintain flight will help tremendously.  This way, you
can have the flight unit get to solid ground, then switch to your other unit.

===============================================================================

-----------
Scenario 10b [sc10b]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Any allied battleship destroyed
                  VF-25F (Alto) destroyed
                  VF-25G (Michael) destroyed

Starting Allies
[0]- Macross Quarter (Jeffery, Bobby)
[0]- Daiku-Maryu (Lulu, Rosa)
[0]- LOTUS Partner Units x18
[0]- VF-25F Messiah F (Alto)
[0]- VF-25G Messiah F (Michael)

Starting Enemies
[0]- Vajra (Large) + Vajra (Large) x5
[0]- Vajra (Small) + Vajra (Small) x10
[0]- Vajra (Knight) x3

Starting Other
[0]- N/A

Allied Reinforcements
[1]- N/A

Enemy Reinforcements
[1]- Vajra (Large) + Vajra (Large) x4
[1]- Vajra (Small) + Vajra (Small) x8
[1]- Vajra (Knight) x3

Other Reinforcements
[1]- N/A

Clear Bonus
12000 Credits
Support Defense Lv+1     Sp Up Lv+1
Melee +10

For your first turn, place your units inside either battleship, cast ACCEL
and move as far towards the enemy units as possible.  On your next Player
Phase, you'll be near land terrain and can start your assault sooner.

These enemies are nothing you haven't faced before.  When 12 or less enemy
units remain, enemy reinforcements [1] appear from the Northwest.  The
Victory Condition changes and the Failure Condition is amended:

Victory Condition: VF-25F (Alto) reaches Vajra (Knight)
Failure Condition: Any allied battleship destroyed
                  VF-25F (Alto) destroyed
                  VF-25G (Michael) destroyed
                  Vajra (Knight) destroyed

There's no time limit to reach the ship, so take your time and build up your
morale while gaining EXP and some much needed money for the upcoming
intermission.  During this time, you may have one or more units run out of
EN.  You may need to designate one unit to Resupply duty and have your units
fall back to them as needed.  Once Alto reaches one of the highlighted points,
the Victory Condition changes:

Victory Condition: Ranka rescued

During this phase, do nothing to damage the remaining Vajra (Knight).  On
the next Player Phase, the Victory Condition changes:

Victory Condition: All enemy units defeated

Finish up the remaining unit and you're done here.  Just remember to use any
EXP or money-increasing Spirit Commands before you deliver the final blow.

-----------
Scenario 10b Intermission [sc10bi]
-----------

You will now join with the units from the route you didn't take and have
almost 20 new units to upgrade and deploy.  You've had ample experience with
the majority of these units and should have an understanding of the strengths
and weaknesses of Super Robots and Real Robots and how they incorporate into
your strategy.  In the next scenario, you can deploy up to 21 Partner Units,
so it's possible to deploy all of your units.

As for prioritizing upgrades, star units like Mazinger Z, Great Mazinger,
Rushbird, Jeeg, the Messiah units, and others are all worthy candidates.  At
this point, it all comes down to personal preference and play style.

===============================================================================

5. Thanks     [tk00]

Thanks go out to the multiple contributors of the SRW Akurasu wiki for
providing charts regarding Spirit Commands, Partner Unit Bonuses, and other
information.  They are a dedicated group that provided a greatly appreciated
service.

===============================================================================

6. Version Information     [vi00]

Version 0.3
Completed Prologue 1 & 2, Scenarios 1-10 (including both route splits).
Added basic information for Introduction, Combat Tips, Player Expectations,
Thanks, Version Information, and Copyright sections.

===============================================================================

7. Copyright     [cr00]

This document and all information is the work of Demitrius and is ONLY
available for use on Gamefaqs.  Any other posting or edit of this document on
any other website is in violation of this copyright and should be reported to
myself at the email address provided at the top of this document.

Super Robot Taisen is the property of Banpresto and all Characters and Mecha
are the products of their specific companies.