=============================================================================
Super Robot Wars L
Walkthrough / FAQ
Copyright TrueMallowman (
[email protected])
Version 1.0
=============================================================================
===Table of Contents===
Part 01: Introduction [part01]
Part 02: Controls and Mechanics [part02]
Part 03: Menus [part03]
Part 04: Walkthrough [part04]
Part 05: Secrets [part05]
Part 06: Thanks [part06]
Part 07: Credits and Copyrights [part07]
=============================================================
Part 01: Introduction [part01]
=============================================================
Released in Japan on November 11th, 2010, Super Robot Wars L is the last
Nintendo DS Super Robot Wars title, building on its predecessors K and W.
Although the game is in Japanese, with an understanding of the menus and
mechanics common to all SRW titles and the assistance of this walkthrough,
it's entirely possible to play the game without knowing a word of Japanese.
For those unaware, Super Robot Wars is a game franchise consisting of
bringing together various popular mecha anime in Japan into one setting,
giving players control over a small army of protagonists as they fight their
way through the combined plots of their respective shows. Knowledge of at
least some of the component series will greatly enhance your enjoyment of the
game, but this too is not entirely necessary to play.
=============================================================
Part 02: Controls and Mechanics [part02]
=============================================================
Super Robot Wars games all control in essentially the same manner. If you
are familiar with any other games in the franchise, L's overall design is
similar enough that you'll pick it up right away. If this is your first SRW
game, a rundown:
Play is divided into forty-three stages, each of which gives you control over
a set of units and pits you against a force of enemies, usually consisting of
more numerous but weaker units than your own along with stronger "boss"
units. Each unit has its own set of statistics and attacks, with varying
ranges, powers, costs, etc. Some attacks will require that you build up the
morale of your units first by defeating enemies. Each turn is divided into a
Player Phase, where you can move each of your units about the map and attack
enemies, and an Enemy Phase where they can do the same.
In addition to moving and attacking, each pilot has a set of special
abilities called spirit commands or seishin. These abilities can be used
whenever you like on your turn, as long as the unit hasn't moved yet, and
provide temporary boons such as increasing accuracy and evasion, reducing
damage, healing, or increased movement speed that can help turn the tide of a
battle. Using spirit commands drains from the pilot's pool of Spirit Points,
or SP, which only restores at the end of each stage. The pilot's pool of SP,
along with their available commands, increases as they level up. Judicious
use of spirit commands is often the key to victory.
In between each stage is an intermission menu where you can save, upgrade
your units, train your pilots, and arrange them into squads for deployment.
For information on the specific mechanics of spirit commands, pilot skills,
and mecha abilities, I will direct you to the Akurasu wiki, located here:
http://akurasu.net/wiki/Super_Robot_Wars/L
This walkthrough will primarily concern itself with giving you the
information on enemy deployments, mission requirements, and stage events, as
well as alerting you to any upcoming secrets.
=============================================================
Part 03: Menus [part03]
=============================================================
===Intermission===
----- ---- ------
PILOT MACHINE SYSTEM
----- ---- ------
PILOT STATS UNIT STATS SPIRIT COMMANDS LISTING
SKILL PARTS UNIT UPGRADE OPTIONS
CHANGE PILOT SQUADS SAVE
NEXT STAGE
TURN COUNT XXX MONEY XXXXXXXX
Pilot Stats: This lets you view the stats and skills of all your pilots.
Unit Stats: The same, but with mechs.
Spirit Commands Listing: This lets you see what spirit commands your pilots
know and who knows them.
Skill Parts: This lets you apply skill parts to your pilots. Skill parts are
one-use items gained by completing stages and defeating certain enemies.
Once a skill is given to a pilot, that pilot will forever know that skill,
including on repeat playthroughs - thus, with enough playthroughs, all pilots
can learn all learnable skills. You should prioritize giving out skill parts
based on what complements the pilot's fighting style, such as Guard for Kouji
or Hit and Away for Alto.
Unit Upgrade: Where you spend your money. This allows you to spend money to
upgrade one of a unit's six stats - their maximum HP, their maximum EN, their
Armor, their Mobility, their Accuracy, or their weapons. At the start of the
game, you will only be able to upgrade a unit to a maximum of five bars in
any given stat, which will eventually raise to ten bars. Upgrading a unit to
five bars in all six stats, which costs around 350,000 Credits on average,
will improve its Partner Bonus. Upgrading it to ten bars, costing around
1,200,000 Credits total, will improve it again. On a first play it's usually
best to focus on upgrading as many units to five bars as possible instead of
trying to get anything to ten. Three-four 5-bar units are much better than a
single 10-bar unit.
Options: This allows you to toggle various options such as background music.
Change Pilot: This allows you to switch pilots between units if they can
pilot multiple units. For instance, you can put Boss in Mazinger Z, or Kira
in the Duel Gundam. Each pilot has a list of what units they can pilot.
Squads: This lets you arrange your units into squads for deployment. You
must place units into squads to deploy them. A maximum of 96 squads can
theoretically be created. This menu also lets you view the partner bonuses
of all your units and see what effects they have on each other.
Save: This lets you save. SRW L offers room for up to 64 save slots at once,
so feel free to make new saves whenever you're about to start a path branch
or expect you'll want to replay a specific stage for the fun of it.
Next Stage: This moves you on to the next scenario.
===Unit Commands===
Note: Not all of these commands will be available to every unit. You should
be able to memorize the most common ones by sight fairly quickly.
MOVE
ATTACK
CHANGE
COMBINE
LAND/SUBMERGE/FLY
SQUAD CHANGE
SWAP
RETREAT
DEPLOY
PERSUADE
SPIRIT COMMAND
STATUS
Move: Self-explanatory, this command lets you move your unit. Moving ends
your turn unless you attack immediately after.
Attack: Also self-explanatory. You can move and attack in the same turn, but
if you move you can only use attacks with the blue P designator. Attacking
ends your turn, but pilots with the Hit and Away skill can attack, then move.
Change: This command lets units with multiple forms, such as the Valkyries or
Daiku-Maryu, change into their alternate mode. This usually adjusts movement
modes and available attacks.
Combine: This command lets units such as Godannar and Neo-Okusaer combine
into a stronger machine. The component units must be adjacent to one another
and have at least 110 morale each. Unlike in most SRW games, once combined,
the unit cannot be separated.
Land/Submerge/Fly: This command allows units capable of both flight and land
movement to land or take off. Units that can only fly, such as Valkyries in
fighter mode, cannot choose to land. Flight improves your mobility but does
not allow you to take advantage of defensive terrain bonuses.
Squad Change: This command can only be used when adjacent to another squad,
and lets you swap around units between the two. This immediately ends the
turn of both squads. While rarely useful, there may be times you feel the
need to transfer a partner over to another squad so a unit can use its combo
attacks.
Swap: This command lets you switch the squad leader and sub unit's positions.
For instance, you can switch Big Shooter into the lead to take advantage of
its flight and higher speed, then switch back to Jeeg for attacking. You
must elect to switch before moving or attacking, but can switch whenever you
want before then.
Retreat: This command allows you to have one or the other of the units in a
partner squad retreat. The unit leaves the stage permanently, but the other
unit is now free to use its combo attacks. This command should rarely if
ever see use.
Deploy: This command can only be used on a battleship, if you've already
loaded a unit into the ship by moving it on top of it. This lets you deploy
the unit, with its starting position as though it were on the ship. Units
stored in the ship replenish their ammunition, EN, and HP each turn at the
cost of some morale. Units can be deployed even if the battleship has
already acted, but a unit cannot be loaded into a ship and deployed on the
same turn. Several missions requiring fast movement will require that you
pile your units into a ship on the first turn, have the ship cast Accel and
move, then on the next turn have the ship cast Accel and move again before
deploying.
Persuade: This is a command that only appears under certain conditions,
requiring that a unit be next to a certain enemy. Using it ends the user's
turn as they have a conversation with the targeted unit. This almost always
triggers stage events. Some secret requirements will also require you to
persuade enemies at the right time. Don't worry, the walkthrough will
indicate where and when you're supposed to use this command.
Spirit Command: This allows you to select and use spirit commands for your
units. You can press Y to select multiple commands simultaneously, then
press A to use them all at once. If a spirit command would affect another
unit, such as Bless or Cheer, you can use them more easily by selecting them
from the bottom row, then picking the pilot you want to have do the casting
from a list. Spirit commands can only be used if the unit has not yet moved
or attacked, but can be used any time before then.
Status: This simply lets you check the status of your units. If an enemy has
been attacked at least once, you can check their status by selecting them and
pressing the A button twice. Maximum HP values above 99999 will display as
question marks until the unit has been brought down to five digits.
===Battle Menu===
-------
COMMAND
-------
END TURN
SPIRIT COMMANDS LISTING
UNIT LISTING
OPTIONS
QUICKSAVE
----
DATA
----
TURN XX
MONEY XXXXX
End Turn: This simply ends the Player Phase. Select this when you're done
moving and attacking with all your units. You will be prompted if any of
your units have not yet moved.
Spirit Commands Listing: This shows all the spirit commands available to you.
Commands in blue are unusable, such as Spirit if all units that can use it
are at maximum morale, while commands in red cannot be used for lack of SP.
Commands in gray cannot be used because all units capable of using them have
already acted in this turn.
Unit Listing: This lists all allied units. Press Select to switch to the
list of all enemy units.
Options: This lets you toggle various options such as background music.
Quicksave: This lets you make a save point in the middle of battle which you
can return to from the Continue selection at the main menu. Use this
whenever making a critical attack or other action you might need to repeat.
You can also quicksave at any time by pressing the Start button.
=============================================================
Part 04: Walkthrough [part04]
=============================================================
-----------
Prologue 01
-----------
Starting Allies:
-VF-25F Gerwalk (Alto)
-VF-25G Battroid (Michael)
-RVF-25F Battroid (Luca)
-VF-25S Battroid (Ozma)
-Voltes V (Kenichi)
Starting Enemies:
-Vajra Small (Vajra) x9
-Vajra Large (Vajra) x4
Allied Reinforcements
None
Enemy Reinforcements
None
Events:
None
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Any allied unit destroyed
=================================
Welcome to the first stage of the game. Vajra have broken into the Macross
Frontier, and it's up to the Valkyries and Voltes V to stop them. Everyone's
locked into their starting forms for now. The majority of your force should
move east to meet the Vajra, with Voltes using Accel to keep up. Alto should
move south and attack the Vajra there supported by Ozma, then let Michael or
Luca finish it off. Ozma should cast Focus, since he'll be leading the
charge against the Vajra. On turn 2 have Ozma cast Focus again, backing him
up with Kenichi and Alto as they take the center of the Vajra formation.
Michael should snipe the straggler in the top-left, while Luca picks off any
damaged units. You can be finished by turn 3 or 4 easily.
Clear Bonus:
1000 Credits
Gunfight Lv+1 Ranged +10
=================================
Prologue 01 Intermission
=================================
Welcome to the intermission screen. From here you can save, check your pilot
stats, upgrade your units, apply skill parts, and arrange partner units. For
now, though, you can't do much of any of these things. The squads are all
pre-arranged, and these units won't be available again for quite a long time
after these prologue stages, so you shouldn't upgrade them. Just save your
progress and move on.
-----------
Prologue 02
-----------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-VF-25F (Alto)
-VF-25G (Michael)
-RVF-25 (Luca)
-VF-25S (Ozma)
-VB-6 (Canaria)
-Queadlunn-Rea (Klan)
-Voltes V (Kenichi)
Starting Enemies:
-Vajra Small (Vajra) x6
-Vajra Large (Vajra) x3
Allied Reinforcements
Alto reaches the Vajra Carrier:
-Minerva (Talia, Arthur)
-Impulse Gundam (Shinn)
-Blaze Zaku Phantom (Rey)
-Gunner Zaku Warrior (Lunamaria)
Enemy Reinforcements
[1] All enemies destroyed:
-Vajra Carrier (Vajra Carrier)
-Vajra Small (Vajra) x4
-Vajra Large (Vajra) x2
[2] Less than 5 enemy squads remain:
-Vajra Small (Vajra) x4
-Vajra Large (Vajra) x2
[3] Alto reaches the Vajra Carrier:
-Vajra Small (Vajra) x4
-Vajra Large (Vajra) x2
Events:
All enemies destroyed:
-Enemy Reinforcements [1] appear
Less than 5 enemy squads remain:
-Enemy Reinforcements [2] appear
Alto reaches the Vajra Carrier:
-Alto and Luca enter the Vajra Carrier
-Ozma moves to the northwest
-Allied Reinforcements [1] appear
-Enemy Reinforcements [3] appear
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
VF-25F destroyed
VF-25S destroyed
RVF-25 destroyed
=================================
Wave hi to Auel, scenes like this are the only times you'll see him. Back
with your units, the Macross Quarter is engaging the Vajra. Notice all the
Valkyries now have the Transform ability. Whenever you wish, you can switch
between the long-range focused Fighter form and the close-range combat
Battroid form. Most of the time the Fighter form is all you'll use, as this
form gets all the additional weapons gained throughout the game, but early on
there are situations where Battroid is more useful.
Move northwest to fight the Vajra, keeping your units within Ozma or
Jeffery's command auras whenever possible. The Quarter should use Accel
every turn, as it's much slower than your other units. Use Focus again if
needed, but try to save it. When all enemies are defeated, more Vajra will
spawn, including a Carrier, and the victory conditions will change:
=================================
Victory Condition:
VF-25F reaches the marked point
Failure Conditions:
Allied battleship destroyed
VF-25F destroyed
VF-25S destroyed
Vajra Carrier destroyed
=================================
Alto needs to get to the carrier. In the meantime, a few waves of Vajra will
appear to stop you. The waves look infinite, but aren't; there's only four
counting the one that appears with the carrier. I suggest clearing them all
out for the extra cash, then move Alto next to the carrier when you're done
to trigger some events.
=================================
Victory Condition:
Reduce the Vajra Carrier to under 30% HP
Failure Conditions:
Allied battleship destroyed
Vajra Carrier destroyed
=================================
Alto and Luca will enter the carrier, so now your goal is to reduce it to
under 30% of its max HP without destroying it. Some new allies appear in the
northwest in the form of the Minerva crew, Ozma joining them, and a few more
Vajra will appear to occupy them. When you've mopped them up, reduce the
Carrier below the threshold to release Alto and Luca.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
=================================
Have Voltes cast Luck and Gain, then give the carrier a good whack with its
finishing move to destroy it and end the stage.
Clear Bonus:
2000 Credits
Infight Lv+1 Defense +10
=================================
Prologue 02 Intermission
=================================
All the menus are grayed out except the Options, Save, and Next Stage
buttons, so save and move on. You're done with the prologue, now the real
game begins. After the intermission, you'll be given a chance to rename your
protagonist, his subpilot, their mech, its attacks, and the name of your
group. The standard pilot name is Ichitaka Nagumo, his subpilot's name is
Alice. Their mech is named Rushbird, and the group is named LOTUS.
-----------
Scenario 01
-----------
Starting Allies:
-Rushbird (Ichitaka, Alice)
Starting Enemies:
-Arma (Katou Grunt) x6
-Idaten (Takuro)
-Kagatsuchi (Dimitri)
-Gundam Nataku (Wufei)
Allied Reinforcements
Player Phase 2 begins:
-Dancougar Nova (Aoi)
-Hind-Kind (Satoru)
-Painkiller (Miu)
-Linebarrel (Kouichi)
Enemy Reinforcements
None
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] appear
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Rushbird destroyed
=================================
The good doctor's been kidnapped, and Yuunagi's run off with Straybird,
leaving Ichitaka and Alice to fight the Katou Organization. Hold out until
turn 2, when some allies will appear along with Linebarrel. Linebarrel is
presently uncontrollable, and will prioritize Dimitri until he goes down.
Ignore him unless he's about to steal one of your kills, and instead focus on
taking down Wufei and Takuro. Note that Painkiller has the Repair ability if
Rushbird or Dancougar start taking too much damage. Bring down all the
enemies to clear the stage.
Clear Bonus:
3000 Credits
Support Attack Lv+1 Accuracy +10
=================================
Scenario 01 Intermission
=================================
You still can't arrange your squads, but you finally have things worth
upgrading. If you've been diligent about killing all enemies and using Luck
on named units whenever possible, you should have around 120,000 to spend
now, so use some of it. Rushbird will be your main unit throughout the
entire game, so it's well worth investing in it. Hind-Kind and Painkiller
aren't as good, though Hind-Kind's partner bonus will later include a highly
valuable upgrade to attack range. For now, though, focus your attentions on
Rushbird. When you're done upgrading, move on.
-----------
Scenario 02
-----------
Starting Allies:
-Jeeg (Kenji)
-Big Shooter (Kyo, Tsubaki)
-Build Angel (Mitsuko)
-Aphrodite A (Sayaka)
-Mazinger Z (Kouji)
-Boss Borot (Boss, Nuke, Mucha)
Starting Enemies:
-Daikaenguu (Ikuma)
-Mezura (Haniwa Empire) x2
-Tobira (Haniwa Empire) x2
-Magura (Haniwa Empire) x2
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x9
Allied Reinforcements
Player Phase 3 begins:
-Rushbird (Ichitaka, Alice)
-Hind-Kind (Satoru)
-Painkiller (Miu)
-Deceive (Shizuna, Izuna)
Enemy Reinforcements
None
Events:
All enemies except the Daikaenguu defeated:
-Jeeg learns Mach Drill
-Daikaenguu reduced to 8400 HP
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Jeeg destroyed
Big Shooter destroyed
=================================
Everyone's shooting at Jeeg for some reason, until the Haniwa Empire show up.
Move forward and start clearing out the grunts, using the hillside terrain
for its luscious defense bonuses. Note that Build Angel and Aphrodite A can
both Repair, and Big Shooter and Boss Borot can both Resupply. On turn 2
Jeeg will be close enough to hit the Daikaenguu. Do so to reveal its perfect
defense, the first of many you'll encounter throughout the game. Perfect
defenses make it either impossible to hit or impossible to damage an enemy
with them until a certain condition is met. In this case, the new victory
conditions:
=================================
Victory Condition:
Destroy all enemies except the Daikaenguu
Failure Conditions:
Jeeg destroyed
Big Shooter destroyed
=================================
Start attacking the grunts, using Focus on your lead units. On turn 3,
Rushbird will arrive together with Painkiller and Hind-Kind, along with a new
Machina called Deceive. Like Big Shooter and Boss Borot, it can Resupply,
but is fairly lacking in attack power for a Machina. Note that when Jeeg and
Big Shooter are within three squares of one another, Jeeg can use the
combination attack Jeeg Bazooka, which should be a one-hit kill against most
of the enemies here. Additionally, both Jeeg and Mazinger have abilities
which trigger at 130 morale and multiply their damage, allowing them to
easily sweep the remaining enemy forces. When you do, Jeeg will learn the
Mach Drill combination attack with Big Shooter and righteously smack Ikuma
what for with it. This leaves him with only 8,400 HP and breaks his perfect
defense.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Any allied unit destroyed
=================================
Finish Ikuma off to end the stage, using Luck and Gain or Bless and Cheer if
possible. For the absolute maximum cash, have Sayaka, Kyo, or Miu land the
killing blow.
Clear Bonus:
4000 Credits
Infight Lv+1 SP Up Lv+1
=================================
Scenario 02 Intermission
=================================
For the first time, you can arrange your own squads. You should do so now,
as if you arrange it during the stage you'll have to rearrange during each
turn. In general, it's best to concentrate your forces into pairs whenever
possible, as most units are much more effective when they have both partner
bonuses. It's best at this point to pair a main attacker with a support
unit, since support units have much stronger and more useful partner bonuses
while main units have stronger and better attacks. I put Rushbird with Build
Angel to give it flight capability and free evasion at 130+ morale, Jeeg with
Big Shooter to allow constant access to their combination attacks and let the
faster and flight-capable Big Shooter carry the slower, landbound Jeeg into
battle, Mazinger with Boss Borot to give it status immunity and a power
boost, Hind-Kind with Painkiller, and Deceive with Aphrodite. As for
upgrades, Jeeg is one of the game's best units and well worth investing in,
but I don't recommend upgrading Mazinger Z. Upgrades made to it won't carry
over to Mazinkaiser later in the game, and you won't really have anyone worth
putting into it. Deceive isn't great either, but there will be a time far
from now where you will want all of the Machina to have at least five bars of
upgrades. For now focus on Rushbird, Jeeg, and Big Shooter. When you're
done upgrading your units, move on.
-----------
Scenario 03
-----------
Starting Allies:
-Iczer Robo (Iczer-1, Nagisa)
Starting Enemies:
-Delos Theta (AI) x8
-Delos Theta (Cobalt)
Allied Reinforcements
[1] Player Phase 2 begins:
-Godannar (Goh)
-Neo-Okusaer (Mira)
-Core Gunner (Shizuru)
-G-Gunner (Tetsuya)
-Combattler V (Hyoma)
[2] Player Phase 2 begins:
-Up to 10 squads
Enemy Reinforcements
Player Phase 2 begins:
-Type-13 (Mimetic Beast) x6
-Type-13 (Mimetic Beast) / Type-13 (Mimetic Beast) x3
-Flying-Type (Mimetic Beast) x2
-Ground-Type (Mimetic Beast) x2
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] appear
-Enemy Reinforcements [1] appear
Player Phase 3 begins:
-Allied Reinforcements [2] appear
5 or fewer Delos Thetas remain:
-Iczer-1's HP, EN, and SP are fully restored
-Cobalt takes 7200 damage
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Iczer-1 destroyed
=================================
Delos Thetas are attacking, and it's up to Iczer-1 to stop them. That said,
Iczer Robo isn't capable of fighting all these enemies on its own, so just
hold your position for a turn and plant Iczer on defensive terrain. On turn
2, Mimetic Beasts will appear to make things even worse, but fortunately the
Godannar crew will show up to help.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Iczer-1 destroyed
Godannar destroyed, Neo-Okusaer destroyed
=================================
Watch out about sending Combattler in against the Mimetic Beasts, as their
attacks drain EN and Combattler can't dodge them. On turn 3, your main force
will arrive. If you forgot to put them in squads before, you can press X now
to do so, but these squad arrangements will not be kept after the scenario.
Make sure to stop and select the second option to move your units around so
you can place them closer to the fight. After this, it's just a matter of
bringing down the enemies and making sure nobody bites the dust. Feel free
to burn Iczer and Nagisa's SP, as they'll get a full restoration when 5 or
fewer Delos Thetas remain, injuring Cobalt a fair chunk in the process.
The Mimetic Beasts, as I mentioned, drain EN. This is why I told you to put
Boss with Kouji rather than Sayaka: Boss provides immunity to all status
effects, keeping Kouji from losing all his energy to the Mimetic Beasts. Not
to mention Mucha's Accel means Kouji can dive headlong into the thick of the
battle, which is where he wants to be; if you hadn't yet noticed, Kouji gains
a -lot- of morale every time he's hit, meaning he'll hit maximum very quickly
under the assault of the Mimetic Beasts. Cobalt is tougher than the other
units, but a few good hits and she'll go down. Don't be afraid to use Strike
and Focus whenever you need to. When you finish off all the enemies, Goh and
Mira will combine to defeat one last Mimetic Beast and the stage will end.
Clear Bonus:
5000 Credits
Gunfight Lv+1 Prevail Lv+1
=================================
Scenario 03 Intermission
=================================
Iczer-1 and the Dannar Base team have joined. Godannar is one of those units
where it will go from terrible to awesome by upgrading it, since it needs to
both dodge and tank to fight effectively, while Combattler is basically a
carbon copy of Voltes. The Neo-Okusaer, Core Gunner and G-Gunner aren't
really worth upgrading, while Iczer-1 is an interesting case. She comes
preloaded with four bars of upgrades in every stat, which should be
immediately suspicious. Sure enough, she's going to leave for the middle
half of the game, so don't spend money on her.
-----------
Scenario 04
-----------
Starting Allies:
-Stinger (Puria)
Starting Enemies:
-Dorman (AI)
-Domega (AI) x2
-Galgoras (AI) / Protex (AI) x4
-Protex (AI) / Bitra (AI) x4
-Bitra (AI) / Galgoras (AI) x4
-Protex (AI)
-Galgoras (AI)
-Bitra (AI)
Allied Reinforcements
[1] Player Phase 3 begins:
-Dancougar Nova (Aoi)
[2] Player Phase 4 begins:
-Kaikink (Daiya)
-Up to 16 squads
Enemy Reinforcements
None
Events:
Player Phase 3 begins:
-Allied Reinforcements [1] appear
Player Phase 4 begins:
-Allied Reinforcements [2] appear
=================================
Victory Condition:
Puria survives until turn 3
Failure Conditions:
Any allied unit destroyed
=================================
It's time to start...er...the last nine episodes of Gaiking. It's rather
truncated. At any rate, Proist has successfully punted Daiya and Puria back
to Earth from Darius, and even included a batch of monsters along for the
ride. Puria's Stinger isn't doing so hot, having only 10 EN left to its
name, so draw back to the southeast and cast Alert. On turn 2, though, stay
where you are, the enemies won't be able to reach you and it'll put your
reinforcements closer.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Any allied unit destroyed
=================================
It's Dancougar, here to save the day! Well, kind of. It can take the three
enemies in front of you, at least. Note that the Stinger can repair if need
be. A turn later, your main force will arrive and Daiya will be given some
poorly-made substitutes for his Gaiking's arms and legs, creating the rather
derpy Kaikink. Oh well.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Kaikink destroyed
Dancougar Nova destroyed
=================================
Move your better units up to protect Kaikink and start attacking the enemy
forces. Daiya isn't exactly -bad-, per se, but he's not very strong right
now, so don't send him into the thick of things and make sure Puria stays
close to heal him if need be. Remember that Godannar needs to combine in
order to be effective, so keep Goh and Mira close and make sure they combine
at the first opportunity. Both of their morales have to be 110 or greater to
do so. Use Focus as necessary and the enemies should pose no problem. Note
the two turtle-like enemies yield the most money and should be the target of
your units with Bless/Luck, even though the Dorman easily has the most HP.
Once you beat all the enemies, the stage will end.
Clear Bonus:
6000 Credits
Support Defense Lv+1 Guard
Melee +10
=================================
Scenario 04 Intermission
=================================
Kaikink and Stinger have joined. Kaikink is kind of terrible, but it'll
upgrade after a few stages into Gaiking, one of the best units in the entire
game. Upgrade it heavily, both to facilitate its survival now and its ass-
kicking later. The Stinger's another support unit that can repair (and thus
grants HP Regen), though with the lovely bonus of letting the unit it's
partnered with fly. It's one of those units where its partner bonus becomes
increasingly ridiculously awesome at each cap, and it has three different
combination attacks available to it, so it's entirely feasible to use the
Stinger for most if not all of the game if you please. I advise pairing
Painkiller with Kaikink and Godannar with Stinger.
Also, if you want to defeat a running boss on the next stage, you should pair
up Godannar and Combattler, and try to upgrade at least one if not both of
their weapons. When you're done upgrading, move on.
-----------
Scenario 05
-----------
Starting Allies:
-Dancougar Nova (Aoi)
-Up to 18 squads
Starting Enemies:
-Linebarrel (Kouichi)
-Arma (Katou Grunt) / Arma (Katou Grunt) x15
-Gundam Nataku (Wufei)
-Kagatsuchi (Dimitri)
-Idaten (Takuro)
-?????? (???)
Allied Reinforcements
None
Enemy Reinforcements
None
Events:
?????? reduced to under 16,000 HP:
-?????? retreats
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Dancougar Nova destroyed
=================================
Back to Linebarrels and Dancougar Nova stuff, a pairing you'll be seeing a
lot in this part of the game. Kouichi's an uncontrollable NPC again, and
will attack both you and the enemies. He starts in the northwest with the
enemies in the southwest and your guys on the far east. As soon as the stage
starts, Dancougar and an unknown enemy will appear. Fans of Dancougar Nova
will recognize it as the R-Daigun. Start moving across the bridge and
attack. The R-Daigun has 32,000 HP, and retreats at 16,000, meaning that
while it's possible to beat her on a first play, you have to prepare for it.
She casts Mercy every turn and attacks only Dancougar, so your other units
are safe except from her counterattacks. Actually beating her is fairly
difficult even on a New Game Plus - you'll have to hit her with a Choudenji
Spin and a Soul Breaker back-to-back, preferably with some hefty weapon
upgrades on each, and hit her with a Rust Hurricane from Mazinger Z
beforehand to reduce her Armor. Boss's morale-lowering attacks wouldn't be a
bad idea either. Use Goh's Fighting Spirit command to make sure both
finishers are critical hits and it should be enough. She's worth a bonus
Guard skill part and quite a lot of both cash and experience if you
successfully shoot her down.
The rest of the stage is no big deal. The Armas aren't too tough to bring
down, and the three named characters are unchanged from your last bout.
Linebarrel has some hefty HP, but isn't very accurate and doesn't do a whole
lot of damage, even to unupgraded units. A few good hits assisted by Strike
and Focus will be enough to send him packing.
Clear Bonus:
7000 Credits
Gunfight Lv+1 Focused Lv+1
Maneuvering +10
=================================
Scenario 05 Intermission
=================================
Reiji and his Vardant have joined, per the end of stage events. Rushbird is
forced deployment, so you might as well put Vardant in his spot. Like Iczer-
1, Vardant comes with a suspiciously large number of upgrades pre-installed,
and also like Iczer-1 will be leaving the party for a very long time after a
while, so don't bother spending money on it.
-----------
Scenario 06
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffrey, Bobby)
-Impulse Gundam (Shinn)
-Gunner Zaku Warrior (Lunamaria)
-Blaze Zaku Phantom (Rey)
-Blaze Zaku Warrior (Athrun)
-Blaze Zaku Phantom (Heine)
-Slash Zaku Phantom (Yzak) / Gunner Zaku Warrior (Dearka)
-VF-25S AP (Ozma) / VF-25F SP (Alto)
-VF-25G SP (Michael) / RVF-25 SP (Luca)
-Queadlunn-Rea (Klan) / VB-6 (Canaria)
-Voltes V (Kenichi)
Starting Enemies:
None
Allied Reinforcements
[1] Player Phase 3 begins:
-Rushbird (Ichitaka, Alice)
-Up to 11 squads
[2] Player Phase 4 begins:
-Great Mazinger (Tetsuya) / Venus A (Jun)
Enemy Reinforcements
[1] Player Phase 2 begins:
-GINN High-Maneuver Type 2 (Sato)
-GINN High-Maneuver Type 2 (Terrorist) / GuAIZ R (Terrorist) x2
-GuAIZ R (Terrorist) / GuAIZ R (Terrorist) x2
-Taurus MA (Mobile Doll) / Taurus MS (Mobile Doll) x4
-CGUE (Terrorist) / GINN (Terrorist) x12
[2] Player Phase 4 begins:
-Type-13 (Mimetic Beast) / Type-13 (Mimetic Beast) x6
-Flying-Type (Mimetic Beast) / Ground-Type (Mimetic Beast) x2
-Ground-Type (Mimetic Beast) / Flying-Type (Mimetic Beast) x2
Events:
Player Phase 2 begins:
-Enemy Reinforcements [1] appear
Player Phase 3 begins:
-Allied Reinforcements [1] appear
Player Phase 4 begins:
-Allied Reinforcements [2] appear
-Enemy Reinforcements [2] appear
=================================
Victory Condition:
Secure the Meteor Breakers
Failure Conditions:
???
=================================
Meanwhile, the Minerva crew is busy trying to stop the remnants of Junius 7
from hitting the Earth, which requires that you secure the Meteor Breakers
against the incoming enemies. You'll meet your first secret requirement
here. Securing all six Meteor Breakers and keeping the units on them alive
until the end of the stage will unlock better units for Dearka and Yzak when
they join permanently late in the game. In order to do this, you'll have to
do something nonobvious, and pile all the units by the Macross Quarter into
the ship, then cast Accel and move it, while the Zakus should move up
manually, Athrun casting Accel. The Impulse and Rey's Zaku should stay near
the Minerva, which is presently immobile, as enemies will end up appearing
from the southeast. On the second turn, new enemies will appear along the
northwest and the victory conditions will change:
=================================
Victory Condition:
Secure the Meteor Breakers
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
3 or fewer Meteor Breakers secured at stage's end
All Meteor Breakers captured by enemies
Athrun, Shinn destroyed
=================================
Now you see why I said to move the units into the Quarter. Deploy something
like Klan and Canaria to cover the northeast Breaker, then have the Quarter
cast Accel again and move past the first enemy line so it can deploy units
onto the northmost and northwest Breakers. Lunamaria should take the
southernmost Breaker, while Dearka should take the middle. The westernmost
Breaker will have to be claimed on turn 3, on which your main force will
arrive and the loss conditions will change:
=================================
Victory Condition:
Secure the Meteor Breakers
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
3 or fewer Meteor Breakers secured at stage's end
All Meteor Breakers captured by enemies
Athrun, Shinn, Ichitaka destroyed
=================================
Secure all six Meteor Breakers to change the conditions again:
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
All Meteor Breakers captured by enemies
Athrun, Shinn, Ichitaka destroyed
=================================
With your main force here, sweeping the enemies should be a breeze, though
cast Strike on the Macross Quarter since its hitrate is very low and enemies
like to target it. On turn 4, Mimetic Beasts will appear to assault the
Minerva, but it'll be saved by the arrival of Tetsuya Tsurugi in Great
Mazinger, and his tagalong Jun. Assuming you moved some units southeast as
instructed, have them move in and start attacking the Mimetic Beasts. Note
the Mazingers can perform a powerful combination attack together, but it
requires a lot of morale and drains a lot of their energy to use it. On turn
5 the Phantom Pain goons will appear, but do nothing and leave. Clear out
all the enemies to end the stage.
Clear Bonus:
8000 Credits
Infight Lv+1 SP Up Lv+1
Evade +10
=================================
Scenario 06 Intermission
=================================
Great Mazinger and Venus A have joined. Venus is like Aphrodite, but it can
fly and boosts experience rather than money, both in spirits and in Jun's
partner bonus. I like Aphrodite more later in the game. Don't bother
organizing your squads or upgrading your units, though, because after the
intermission you'll be treated to the game's first route split.
Rescue the Mobile Suits Fall Back From This Area
----------- -----------
Kurogane no Linebarrels Mazinger
Iczer-1 Combattler V
Kotetsushin Jeeg Gaiking
Godannar
If you're waffling here, I suggest the Rescue route. Not only does it give
you one of two opportunities to recruit Ken and his Blade Gainer from
Godannar, which saves you from having to take the -very- painful Minerva
route later in the game, it contains several fleeing bosses who drop rare
parts that outright aren't available on the Fall Back route. If you really
want to see the Godannar ending later, though, go ahead and take the Fall
Back route. Afterwards, there will be another intermission. Use this to
reorganize your squads and make your upgrades. When you're done, move on.
------------------
Scenario 07 Rescue
------------------
Starting Allies:
-Minerva (Talia, Arthur)
-Impulse Gundam (Shinn)
-Blaze Zaku Phantom (Rey)
-Gunner Zaku Warrior (Lunamaria)
Starting Enemies:
-Gundam Heavyarms (Trowa)
-Jet Dagger L (EFA) / Dopplehorn Dagger L (EFA) x4
-Jet Windam (EFA) / Dopplehorn Dagger L (EFA) x6
-Jet Dagger L (EFA) x4
-Jet Windam (EFA) x2
-Zamza-Zah (EFA)
-Murasame MA (Orb) x6
-M1 Astray (Orb) / Murasame MS (Orb) x4
-Murasame MS (Orb) / M1 Astray (Orb) x2
Allied Reinforcements
Player Phase 2 begins:
-Up to 13 squads
Enemy Reinforcements
None
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] appear
Zamza-Zah is defeated:
-Shinn's HP is reduced by 50%
-Shinn's SEED activates
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Impulse Gundam destroyed
=================================
Orb's sold out to the EFA, and now you're trapped on both sides. Turn around
and start beating the tar out of Orb's forces first, as they're weaker and
less numerous. Make sure you use Focus. On turn 2 your main force will
appear around the Minerva. A point will appear in the south and the victory
conditions will change:
=================================
Victory Condition:
Destroy all enemies
Minerva reaches the marked point
Failure Conditions:
Allied battleship destroyed
Impulse Gundam destroyed
=================================
Send some of your units south to engage the EFA while you finish off Orb up
north. Daggers and Windams are pretty much like the GINNs and GuAIZ Rs you
faced last stage, but Trowa and the Zamza-Zah are a bit more interesting.
Trowa has a MAP attack, which if you're not careful can catch several units
in the blast radius and cause severe injuries. Hitting him hard and fast
will usually avoid any trouble from this. The Zamza-Zah has a Positron
Deflector barrier, which nullifies any attack that would do 2500 damage or
less to it. When it's destroyed, it'll regenerate and cut Shinn's HP in
half, only for Shinn's SEED ability to activate and allow him to destroy it.
When all enemies are destroyed, or if for some reason you move the Minerva to
the marked point in the far south, the stage will end. Meanwhile, assassins
have targeted Kira and Lacus, but Heero Yuy and a familiar face are there to
save the day...
Clear Bonus:
9000 Credits
Support Attack Lv+1 Prevail Lv+1
Hit & Away
=================================
Scenario 07 Rescue Intermission
=================================
The Minerva crew still haven't joined you, sadly - meanwhile, Vardant and
Hind-Kind have been pulled out of their squads for an event. Rearrange your
squads if needed, continue to upgrade Rushbird, Jeeg, and Godannar (Godannar
especially if you haven't), and move on. Pair up Godannar and Rushbird if
you want to get a rare part next stage.
------------------
Scenario 08 Rescue
------------------
Starting Allies:
-Dancougar Nova (Aoi)
-Gundam Sandrock (Quatre)
Starting Enemies:
-Apparition (Apparition)
-R-Daigun (???)
-Linebarrel (Kouichi)
Allied Reinforcements
Player Phase 2 begins:
-Vardant (Reiji)
-Hind-Kind (Satoru)
-Up to 11 squads
Enemy Reinforcements
Player Phase 2 begins:
-Kagatsuchi (Dimitri)
-Idaten (Takuro)
-Tsubachi-Hime (Yurianne)
-Gundam Nataku (Wufei)
-Arma (Katou Grunt) / Arma (Katou Grunt) x12
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] appear
-Enemy Reinforcements [1] appear
Apparition is destroyed / R-Daigun is reduced below 14,000 HP:
-R-Daigun retreats
Apparition is destroyed/ Linebarrel is reduced below 2,000 HP:
-Apparition retreats
-Linebarrel fully recovers
-All allied units HP reduced by 50%
=================================
Victory Condition:
Destroy Apparition
Failure Conditions:
Gundam Sandrock destroyed
Dancougar Nova destroyed
=================================
More Linebarrel shenanigans. As usual, Kouichi's being an utter dick - he
starts across from Apparition, the new Machina on the top-left. I would
suggest gunning for R-Daigun, which you need to kill before Apparition if you
want its cash rewards and a valuable Energy Save part. Let Kouichi and
Apparition duke it out for a while. On turn 2 your main force will appear,
as will enemies to the north.
=================================
Victory Condition:
Destroy Apparition
Failure Conditions:
Gundam Sandrock destroyed
Dancougar Nova destroyed
Vardant destroyed
Hind-Kind destroyed
=================================
Beat up the northern enemies for morale, including Wufei and the Arma bosses,
while defending against the R-Daigun's attacks. Standard Focus/Strike
tactics should be enough to deal with them. When you're ready, whittle R-
Daigun down to around 14,000 HP and perform a Soul Breaker / Lightning
Knuckle combo with Fighting Spirit to defeat the R-Daigun and obtain some
hefty cash, experience, and the Energy Save part. Now you can focus on
Apparition. When you destroy it, Kouichi will go even nuttier and knock
everyone down to half HP.
=================================
Victory Condition:
Reduce Linebarrel's HP to under 10%
Failure Conditions:
Gundam Sandrock destroyed
Dancougar Nova destroyed
Vardant destroyed
Hind-Kind destroyed
=================================
Teach the little snot what's what. A few good hits will knock him down to
size, and he has terrible range, so it's fairly easy to avoid reprisal. It's
even fine if you kill him, although you won't get any cash for it. When you
do, Quatre's Manganac Corps will finally arrive to help beat him up and the
stage will end.
Clear Bonus:
10000 Credits
Infight Lv+1 Counter
Combo Attack Lv+1
=================================
Scenario 08 Rescue Intermission
=================================
Quatre has arrived in his Sandrock, which as you saw has learned a new
attack. It's a solid unit that comes with two free bars of upgrades in every
stat, and Quatre learns the handy Bless spirit. If you scored that Energy
Save part off the R-Daigun, it would be great for Rushbird or Godannar now,
or to save for Gaiking when it returns. It reduces all energy costs by 20%,
giving the unit it's equipped to much greater longevity on the battlefield.
Everyone's forced deployment next stage, so no need to arrange your squads.
Just upgrade and move on.
------------------
Scenario 09 Rescue
------------------
Starting Allies:
-Iczer-1 (Iczer-1)
-Rushbird (Ichitaka, Alice)
-Gundam Sandrock (Quatre)
-Deceive (Shizuna, Izuna)
Starting Enemies:
-Iczer-2 (Iczer-2)
-Delos Theta (AI) x9
-Daikaenguu (Mimashi)
-Mezura (Haniwa Empire)
-Tobira (Haniwa Empire)
-Magura (Haniwa Empire)
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x6
Allied Reinforcements
[1] Player Phase 3 begins / Iczer-2 is defeated:
-Linebarrel (Kouichi)
[2] Player Phase 4 begins:
-Jeeg (Kenji) / Big Shooter (Kyo, Tsubaki)
-Build Angel (Mitsuko)
-Vardant (Reiji) / Hind-Kind (Satoru)
-Painkiller (Miu)
-Core Gunner (Shizuru) / G-Gunner (Tetsuya)
-Godannar (Goh) / Neo-Okusaer (Mira)
Enemy Reinforcements
[1] Player Phase 3 begins:
-Mezura (Haniwa Empire)
-Tobira (Haniwa Empire)
-Magura (Haniwa Empire)
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x6
[2] All enemies defeated:
-Baruba (Baruba)
Events:
Player Phase 3 begins / Iczer-2 is defeated:
-Allied Reinforcements [1] appear
-Enemy Reinforcements [1] appear
-Iczer-1 summons Iczer Robo
-Iczer-2 summons Iczer Sigma
Player Phase 4 begins:
-Allied Reinforcements [2] appear
Iczer Sigma is defated:
-Iczer Robo learns a new attack
All enemies defeated:
-Enemy Reinforcements [2] appear
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Any allied unit destroyed
=================================
You're being ganged up on, with the Haniwa Empire and Iczer-2 both attacking
the JUDA headquarters. Engage them, letting Rushbird lead the charge while
your other units focus on the relatively weak Ohkaenguus. If you want some
extra cash, you can try to kill Iczer-2. You only have two turns to do it,
so you'll need to get every support attack from Rushbird you can. When turn
3 arrives, or when you defeat Iczer-2, events will happen that cause both
Iczers to summon their giant robots and Kouichi to finally appear as a
controllable ally. Sigma is actually much less dangerous because of her
larger size, making her easier to hit. On turn 4, more allies will arrive in
the west.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Iczer-1 destroyed
Jeeg destroyed
=================================
Iczer Sigma should fall fairly quickly - when she does, Iczer Robo will learn </pre><pre id="faqspan-2">
a new finishing move. When you defeat all the enemies, Baruba the tiger from
Jeeg. It's only got 8,800 HP and short range, so go ahead and pound it.
When it gets hit, it'll cast Guard, Focus, and Vigor - you can either wait
its Guard out, or blast through it. When it goes down, dropping a Bullet
Save part in the process, the stage will end.
Clear Bonus:
11000 Credits
Gunfight Lv+1 Focused Lv+1
Predict
=================================
Scenario 09 Rescue Intermission
=================================
Linebarrel has finally stopped dicking around and joined the team. Like
Sandrock it comes with two free bars of upgrades in all stats. It's an all-
around excellent unit once upgraded, and only gets better and better
throughout the game. It's well worth investing heavily in. Remember the
events last stage destroyed all your squads, so you have to rebuild them all
now. Linebarrel, Godannar, and Neo-Okusaer are forced deployment next stage.
When you're done putting your squads back together and upgrading your units,
move on.
------------------
Scenario 10 Rescue
------------------
Starting Allies:
-Godannar (Goh)
-Linebarrel (Kouichi)
-Up to 12 squads
Starting Enemies:
-Type-13 (Mimetic Beast) / Type-13 (Mimetic Beast) x11
-Flying-Type (Mimetic Beast) / Ground-Type (Mimetic Beast) x3
-Ground-Type (Mimetic Beast) / Flying-Type (Mimetic Beast) x3
-Blade Gainer (Ken)
-Cosmo Diver (Lou)
Allied Reinforcements
Player Phase 2 begins:
-Go-Okusaer (Anna)
Enemy Reinforcements
None
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] appear
Player Phase 3 begins:
-Godannar can act again
Blade Gainer's HP reduced below approximately 8000:
-Ken and Lou retreat
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Godannar destroyed
Linebarrel destroyed
=================================
As soon as the stage starts, a lone Type-13 will be taken out by the arriving
Ken, and Mira will retreat. Goh also gets pulled out dangerously far ahead
of your other units and is rendered unable to act. Chase after him and get
ready for a fight. While it might seem advisable to attack Ken first, as
he's in your way, don't do so lest he retreat on turn 2. If you want to
unlock him later in the game, and you do, you need to hold off on that. On
turn 2, Anna will arrive in her Go-Okusaer, and the victory conditions will
change:
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Godannar destroyed
Linebarrel destroyed
Go-Okusaer destroyed
=================================
Goh still can't move, so move Anna in his direction while you beat up the
Mimetic Beasts for morale. On turn 3 Godannar will be able to move again.
Now your goal should be to take down Lou, which you need to do with either
Goh or Anna if you want to recruit Ken. She's not too difficult to whittle
down, her mech's lacking in both armor and mobility. Once she's gone,
continue wiping out the Mimetic Beasts. The trick is just to force them to
come out of the water and onto the land where you can hit them more
effectively. Make sure to finish off Ken when he's approaching the 8000 HP
mark. He's worth a bundle of cash and experience, along with a valuable
Predict skill part. Now finish the remaining Mimetic Beasts off to end the
stage.
Clear Bonus:
12000 Credits
Support Defense Lv+1 SP Up Lv+1
Melee +10
=================================
Scenario 10 Rescue Intermission
=================================
After the intermission, you will be given all the units from the other route.
The Daiku-Maryu has arrived, and with it Kaikink has been replaced with
Gaiking and Stinger with Superior Stinger. In addition, this means Kill
Jaguar and Crab Bunker have joined the team. In addition, the Macross
Quarter has joined, bringing with it the Macross Frontier units and Voltes V.
Finally, Zechs and Noin have joined up in the Tallgeese III and Taurus.
Also, as you saw, Anna has joined in her Go-Okusaer, which can combine with
Godannar for a stronger form than the one with Neo-Okusaer. Goh is barred
from fighting, so Shizuru is in Godannar for now. Kouichi is forced deploy
next stage. Reorganize your partners, upgrade units if desired, and move on.
---------------------
Scenario 07 Fall Back
---------------------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-Voltes V (Kenichi)
-Queadluun-Rea (Klan) / VB-6 (Canaria)
-VF-25S AP (Ozma) / VF-25F SP (Alto)
-VF-25G SP (Michael) / RVF-25 SP (Luca)
-Slash Zaku Phantom (Yzak) / Gunner Zaku Warrior (Dearka)
-Blaze Zaku Phantom (Heine)
-Up to 9 squads
Starting Enemies:
-Nuclear Missile (AI) x15
-Windam (EFA) / Windam (EFA) x3
-Dopplehorn Dagger L (EFA) / Dagger L (EFA) x4
-Dagger L (EFA) / Dopplehorn Dagger L (EFA) x2
-Agmemnon-class (EFA)
Allied Reinforcements
None
Enemy Reinforcements
None
Events:
None
=================================
Victory Condition:
Destroy all Nuclear Missiles
Failure Conditions:
Allied battleship destroyed
Any EFA unit attacked
Nuclear Missile reaches the marked area
=================================
The EFA's throwing nukes now. You have to keep them from reaching the
PLANTs, but you have to do it without attacking any of the Daggers or
Windams. If they attack you, and they will, you have to manually disable the
counterattack or it's an instant Game Over. Everyone on the Quarter team
should pile in, as it's the fastest way to get to the battlefield. Each nuke
has 5000 HP and only one attack. However, that one attack is, well, a nuke -
9999 power, +99 accuracy means it's horrendously hard to dodge and does
enough damage to one-shot virtually anything. Fortunately, it can only
target adjacent units, and destroys the nuke in use whether or not it's
dodged. When you destroy all the nukes, the stage will end. Meanwhile, Kira
and Lacus are attacked by assassins, only for Heero Yuy and a familiar face
to save the day...
Clear Bonus:
9000 Credits
Support Attack Lv+1 Prevail Lv+1
Hit & Away
==================================
Scenario 07 Fall Back Intermission
==================================
Zechs and Noin of Gundam Wing have joined, in their Tallgeese III and Taurus
respectively. The Tallgeese is a decent all-around unit, and while it
probably won't make endgame status, it's a solid unit all throughout this
part of the game. The Taurus is a support unit through and through - very
nice partner bonuses and some decent support spirits, and it can fight okay
too. The Macross Frontier and its complement have also joined up for good,
as has Heine, though Yzak and Dearka have not. Organize your squads to
accomodate your new allies, make upgrades as needed, then move on. Note
Kaikink is forced deployment on the next stage. It's about to go from weak
to awesome.
---------------------
Scenario 08 Fall Back
---------------------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-Gaiking (Daiya)
-Daiku-Maryu (Lulu, Rosa)
-Crab Bunker (Yanma, Hashio, Bubi)
-Kill Jaguar (Dick)
-Up to 18 squads
Starting Enemies:
-Dorman (AI)
-Domega (AI) x2
-Bitra (AI) / Protex (AI) x5
-Galgoras (AI) / Bitra (AI) x5
-Protex (AI) / Galgoras (AI) x5
Allied Reinforcements
None
Enemy Reinforcements
None
Events:
None
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
=================================
As soon as the stage starts, Daiya will drop the Kaikink parts and replace
them with the real deals, forming the mighty Gaiking. It's a breathtakingly
powerful unit, especially with its wide arsenal of combination attacks. Not
only can it combo with Kill Jaguar, Crab Bunker and the Daiku-Maryu itself
when the latter is in Volution Mode, if you get Stinger over to it it also
has a combination attack with that, which you can only see on this stage.
The Crab Bunker is a fairly tanky machine aided by its three-pilot crew,
while the Kill Jaguar is an all-around excellent unit. The Daiku-Maryu plays
a bit differently from the Macross Quarter or Minerva. Like the Quarter, it
can transform, which reduces its speed but allows it to access its finishing
move and a combination attack with Gaiking. All of its attacks are very
close-range, and it has no MAP, but its combination attacks make it much
better at single-target damage until very late in the game. It also has an
odd property: while Gaiking is not on the field, its torso becomes the Daiku-
Maryu's head, giving it a new, better set of attacks. This isn't worth
benching Gaiking for, but it can be useful in certain cases such as if you
need to heal Gaiking by parking it inside the battleship for a few turns..
Rush your units southeast and join the battle. You should prioritize killing
the Protexes where possible, as they drag the other two unit types into the
water, where it becomes very difficult for most attacks to damage them. Use
your super robots to take them out, as the Valkyries have C ranks on all
their attacks in the water and are thus virtually incapable of scratching
them. There's no tricks or gimmicks to this stage, just an exhibition of the
Gaiking units. Clear out all the enemies to end the stage.
Clear Bonus:
10000 Credits
Infight Lv+1 Counter
Combo Attack Lv+1
==================================
Scenario 08 Fall Back Intermission
==================================
New units means new squad arrangements, and everyone has something to
contribute. Crab Bunker will be Gaiking's best friend throughout the game,
providing it with more HP, a barrier, status immunity, Accel, and the ability
to freely hit underwater units. I like to pair Kill Jaguar with Rushbird a
lot, as it's fast, powerful, boosts money gains, and provides an automatic
dodge chance. In addition, you'll note that Stinger has been upgraded into
Superior Stinger, giving it some upgrades to all its stats, weapons included.
This also grants it a new combination attack with Gaiking to replace the old
one, and two separate combination attacks with the Daiku-Maryu when it's not
in Volution Mode. Next stage's forced deployments are Alto and Michael, so
put together your new squads, upgrade your units, and move on.
---------------------
Scenario 09 Fall Back
---------------------
Starting Allies:
-Minerva (Talia, Arthur)
-Daiku-Maryu (Lulu, Rosa)
-Macross Quarter (Jeffery, Bobby)
-Impulse Gundam (Shinn)
-Blaze Zaku Phantom (Rey) / Gunner Zaku Warrior (Lunamaria)
-VF-25F (Alto)
-Up to 19 squads
Starting Enemies:
-Gundam Heavyarms (Trowa)
-Zamza-Zah (EFA) / Gells-Ghe (EFA) x4
-Jet Dagger L (EFA) / Dopplehorn Dagger L (EFA) x4
-Jet Windam (EFA) / Windam (EFA) x2
-Murasame MA (Orb) / M1 Astray (Orb) x6
Allied Reinforcements
None
Enemy Reinforcements
[1] Player Phase 2 begins:
-Vajra Small (Vajra)
[2] Player Phase 3 begins or Enemy Reinforcements [1] destroyed:
-Vajra Small (Vajra) / Vajra Small (Vajra) x8
-Vajra Large (Vajra) / Vajra Large (Vajra) x4
-Vajra Carrier (Vajra) x2
Events:
Player Phase 2 begins:
-Enemy Reinforcements [1] appear
Player Phase 3 begins or Enemy Reinforcements [1] destroyed:
-Enemy Reinforcements [2] appear
-Alto leaves
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
VF-25F destroyed
Any enemy enters the marked area
=================================
You have to defend the concert against the EFA. Note that more enemies will
be appearing from the west in a bit, so leave a fair contingent there while
you go to start attacking the EFA in the southeast. Daggers and Windams
you've fought before, the new opponent of today being the Gells-Ghe. These
always come packaged together with Zamza-Zahs, and have the same Positron
Deflector to nullify low-damage attacks. It's best to hit them with focus
fire to take them down quickly. Make sure to prioritize targeting the Jet
Daggers and Jet Windams to slow the EFA's advance and you should be alright.
On turn 2, a lone Vajra will spawn in the west, an indicator of the main
force coming on turn 3 or when you kill it. These appear along the
southwest, so leave some units on the east to finish off the EFA stragglers
while the rest come help fight the Vajra. If an opportunity arises to use
Canaria's MAP attack, it can greatly thin out the Vajra's numbers. Remember
Trowa and the Zamza-Zahs have MAPs of their own, just another reason to take
them out quickly. When all enemies are defeated, the stage will end.
Clear Bonus:
11000 Credits
Gunfight Lv+1 Focused Lv+1
Predict
==================================
Scenario 09 Fall Back Intermission
==================================
Nothing new here - the Minerva still hasn't joined, while Michael and Alto
are forced deploy again. Upgrade and move on.
---------------------
Scenario 10 Fall Back
---------------------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-VF-25F (Alto)
-VF-25G (Michael)
-Up to 18 squads
Starting Enemies:
-Vajra Small (Vajra) / Vajra Small (Vajra) x10
-Vajra Large (Vajra) / Vajra Large (Vajra) x5
-Vajra Carrier (Vajra) x3
Allied Reinforcements
None
Enemy Reinforcements
9 or fewer enemy squads remain:
-Vajra Small (Vajra) / Vajra Small (Vajra) x8
-Vajra Large (Vajra) / Vajra Large (Vajra) x4
-Vajra Carrier (Vajra) x3
Events:
9 or fewer enemy squads remain:
-Enemy Reinforcements [1] appear
VF-25F reaches the marked area:
-VF-25G enters Battroid form
-VF-25F leaves
Player Phase after VF-25F reaches the marked area:
-VF-25F reappears
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
VF-25F destroyed
VF-25G destroyed
=================================
This is a water map. Now that you're done screaming, the opponents here are
more of the same Vajra you fought last stage. Pile everyone into the
battleships and move northwest so they can deploy next turn onto the center
island. Use whatever squad is partnered with Crab Bunker (probably Gaiking)
to take out the submerged large Vajra - don't worry too much about the small
ones, as they both fly. When you reduce the Vajra squads to nine or fewer,
more will appear in the far northwest. The center carrier of the new set
will be surrounded by indicator points, and the victory conditions will
change:
=================================
Victory Condition:
VF-25F reaches the marked area
Failure Conditions:
Allied battleship destroyed
VF-25F destroyed
VF-25G destroyed
Indicated Vajra Carrier destroyed
=================================
Keep plowing through the Vajra, casting Bless or Luck against the carriers
when able. Note the carriers have a MAP attack similar in range to the
Macross Cannon, which you can avoid by just attacking from a diagonal. When
you're ready, move Alto next to the Vajra Carrier. Some events will occur,
and the victory conditions will change again:
=================================
Victory Condition:
Rescue Ranka
Failure Conditions:
Allied battleship destroyed
Indicated Vajra Carrier destroyed
=================================
Finish off any remaining Vajra except the carrier, then end your turn. More
events will occur on the next Player Phase, and the conditions will change
once more:
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
VF-25F destroyed
=================================
Finish off the Vajra Carrier to clear the stage.
Clear Bonus:
12000 Credits
Support Defense Lv+1 SP Up Lv+1
Melee +10
==================================
Scenario 10 Fall Back Intermission
==================================
After the intermission, you will be given all the units from the other route.
Quatre Raberba Winner has joined in his Gundam Sandrock, and Kouichi has
joined in Linebarrel. Anna has joined in her Go-Okusaer, which can combine
with Godannar for a stronger form than the one with Neo-Okusaer, while Goh is
barred from fighting, so Shizuru is in Godannar for now. Kouichi is forced
deploy next stage. Reorganize your partners, upgrade units if desired, and
move on.
-----------
Scenario 11
-----------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Evangelion Unit-01 (Shinji)
-Linebarrel (Kouichi)
-Up to 21 squads
Starting Enemies:
-Sachiel (Sachiel)
Allied Reinforcements
None
Enemy Reinforcements
[1] Player Phase 2 begins:
-Daikaenguu (Haniwa Empire) x2
-Daikaenguu (Asamo)
-Mezura (Haniwa Empire) / Tobira (Haniwa Empire) x3
-Tobira (Haniwa Empire) / Magura (Haniwa Empire) x3
-Magura (Haniwa Empire) / Mezura (Haniwa Empire) x3
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x12
Events:
Player Phase 2 begins:
-Enemy Reinforcements [1] appear
Asamo's HP is reduced below 14,000:
-Daiku-Maryu's HP is reduced by half
-Daiku-Maryu casts Guard
Sachiel is defeated:
-Shinji retreats
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Evangelion Unit-01 (Shinji) destroyed
Linebarrel (Kouichi) destroyed
=================================
It's the start of Rebuild of Evangelion, and after a failed N2 Mine strike
and some more talking, you'll find yourself squaring off against Sachiel.
It's far and away the beefiest thing you've ever faced, at a whopping 52,300
HP, and the AT Field it mounts blocks any damage below 4000 completely. The
only unit that can ignore this is Shinji, but Shinji starts out damaged and
is highly vulnerable to Sachiel's counterattacks. Casting Alert before
attacking is mandatory to survival. Sachiel also regenerates both HP and EN
at an impressive rate. All this adds up to needing to hit it very hard and
very fast, and without morale that's going to be a difficult task.
Fortunately, on turn 2 Jeeg goons will arrive to the north led by Asamo. By
now you should be engaging with Sachiel - leave your battleships and maybe a
repair unit nearby the Angel, and move your forces north to demolish the new
arrivals. There's plenty of kills to go around, and everyone should be in
top fighting form by the time you're done wiping out the grunts. Your
battleships should simply support defend one another against Sachiel while
this is happening. When Asamo goes below 14,000 HP, there will be an event
in which the Daiku-Maryu's HP will be reduced by half and it will cast Guard.
Repair it if it's in danger and finish taking down Asamo. Make sure to cast
Luck and Gain when killing him, he's worth hefty amounts of cash and
experience. Sachiel's worth even more, though, so make extra-sure to leave a
casting in reserve for when you bring it down. A few hits from your
battleships and best supers should whittle Sachiel down in no time. Doing so
will trigger a series of events leading up to Sachiel's destruction at the
hands of a berserk Unit-01, at which point the stage will end. If you
destroy Sachiel first, Shinji will retreat after going berserk, but he's of
little consequence during this map anyway.
Clear Bonus:
13000 Credits
Gunfight Lv+1 Prevail Lv+1
Maneuvering +10 Ranged +10
=================================
Scenario 11 Intermission
=================================
Unit-01 has joined, but it and all the Linebarrels units but Deceive are
forced deploy next stage. This might mess up some of your squads, reorganize
them if so. Unit-01, like most units you get at this point, comes with two
free bars in all stats. Upgrade the Linebarrels units if you think they're
in danger, otherwise move on.
-----------
Scenario 12
-----------
Starting Allies:
-Dancougar Nova (Aoi)
Starting Enemies:
-Gundam Nataku (Wufei)
-Talisman (Soubi)
-Arma (Katou Grunt) / Arma (Katou Grunt) x15
-Idaten (Takuro)
-Kagatsuchi (Dimitri)
-Tsubaki-Hime (Yurianne)
-Jack Smith (Jack Smith)
-Glein-Neidr (Masaki)
Allied Reinforcements
Player Phase 3 begins:
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Linebarrel (Kouichi)
-Hind-Kind (Satoru)
-Vardant (Reiji) / Painkiller (Miu)
-Up to 18 squads
4 enemy squads destroyed:
-Evangelion Unit-01 (Shinji)
Enemy Reinforcements
4 enemy squads destroyed:
-Arma Version S (Katou Grunt) / Arma Version S (Katou Grunt) x3
Events:
Player Phase 3 begins:
-Dancougar Nova drops to 10 HP and 50 morale
-Allied Reinforcements arrive
4 enemy squads destroyed:
-Enemy Reinforcements arrive
-Hind-Kind is reduced to 10 HP and Satoru is reduced to 80 morale
-Shinji joins Satoru's squad
Jack Smith is defeated:
-Vardant's HP is reduced by 80%
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Dancougar Nova destroyed
=================================
A ton of named enemies, and you start out with nothing but Dancougar. This
is gonna suck. Don't attempt to move in, and -definitely- don't try to
attack Talisman, or you'll get your ass handed to you in one turn. Instead
pull back as much as possible, not that it does any good. On turn 3 an event
will happen and Dancougar will be crippled, but right then is when your main
force will show up.
=================================
Victory Condition:
Destroy the Glein-Neidr
Failure Conditions:
Dancougar Nova, any allied Machina destroyed
=================================
Put your fastest units in the front, rush them in to protect Dancougar, while
the rest of your units pile in the battleship and make a hasty dash for the
front lines. Note that Hind-Kind cannot move, but can use spirit commands.
I advise you to cast Invincible as a precaution.
Talisman will be the first named unit you encounter, most likely, as it's
closest when the stage begins. If you want to recruit it and Soubi later,
make sure Kouichi lands the killing blow. Alternatively, you can destroy the
Glein-Neidr within 7 turns, but that is much more difficult.
When four enemy squads have been destroyed, some events will happen that will
leave Hind-Kind with 10 HP and 80 morale, but Shinji will deploy and join
Satoru's squad. It's got a new gun, but it's also gotten disconnected from
the umbilical, causing it to lose 33% of its max EN every turn. When it runs
out, the Eva will retreat, which on this stage will cause you to instantly
fail the mission. This means you need to move a battleship over next to it
right away, probably the Daiku-Maryu, and have Shinji use the Plug command,
which is the second from the top if he's able to attack something. This
fully restores the Eva's energy supply and stops the countdown. However, the
battleship will not be able to move farther than 10 squares from the Eva
while connected. This applies for every battle involving the Eva units in
the future, so be aware. Unplugging the Eva will also increase the rate at
which the Synchro Rate rises, so if you want to run the risk, it may at times
be worth unplugging for a turn or two.
=================================
Victory Condition:
Destroy the Glein-Neidr
Failure Conditions:
Dancougar Nova, any allied Machina, Evangelion Unit-01 destroyed
Evangelion Unit-01 remains unplugged for three turns
=================================
Resume the attack, healing Hind-Kind so it doesn't get blown up - while it
and 01 can fight, they cannot move from where they're standing. There's
three new enemy squads, but they're so far away as to be inconsequential for
now. Sweep up most of the grunts for morale, then start taking down each of
the named enemies in turn. Note that Vardant will take a ton of damage when
Jack goes down - it shouldn't a big deal, since there won't be many enemies
left by that point, and Painkiller can repair it pretty quickly, but be
prepared for it, since it -is- still a losing condition to have Vardant be
destroyed.
The new Armas aren't really any different from the ones you've been
slaughtering thus far. Make any field repairs you need to and get ready to
rumble with the Glein-Neidr. He's big, at 35300 HP, but Sachiel was bigger.
He also doesn't regenerate like Sachiel does, though that barrier might still
be a pain to deal with. However, he has a somewhat nasty MAP attack on his
side, so be careful about clustering up too much. His maximum attack range
is 7, so Tallgeese and the Macross Quarter can snipe him if you like, as can
Great Mazinger, G-Gunner, and Linebarrel. There's a convenient piece of
terrain to the north and one square east of his position where I set up
Tallgeese that has 20% EN recovery available, letting you throw as many
rounds of the Mega Beam Cannon as you like, and a similar spot to the west
will let the Macross Quarter use its cannon freely. Several other such
squares are scattered around the battle site if you need some recovery, and
they provide hefty defensive bonuses as well.
On player phase turn 8 an event will occur, and the victory conditions will
change.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Dancougar Nova, any allied Machina, Evangelion Unit-01 destroyed
Evangelion Unit-01 remains unplugged for three turns
=================================
Once in position, it shouldn't take you more than a turn to bring down the
Glein-Neidr, at which point the stage will end.
Clear Bonus:
14000 Credits
Infight Lv+1 Evasion +10
Focused Lv+1 Defense +10
=================================
Scenario 12 Intermission
=================================
Depending on how diligent you were about killing face characters with Luck,
this stage may have been very nicely profitable. Dancougar Nova has joined
your team, and while it made a poor showing last stage, with some upgrading
it'll be one of your best units. It's similar to Rushbird in overall stats,
meaning it can't quite dish out the raw damage of Voltes or Combattler but is
fairly strong defensively. That S-rank on the ground is mighty fine, too.
Upgrade it and it'll serve you well. Next stage is more Linebarrels and Eva
action, with Shinji, Kouichi and Ichitaka being forced deploy. Rushbird
should be raring to go, but Linebarrel and 01 might go for some upgrading if
you haven't already done so. Also remember to put the other Linebarrels
units back in your squads.
-----------
Scenario 13
-----------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Rushbird (Ichitaka)
-Linebarrel (Kouichi)
-Evangelion Unit-01 (Shinji)
-Evangelion Unit-00 (Rei)
-Up to 19 squads
Starting Enemies:
-Shamshel (Shamshel)
Allied Reinforcements
None
Enemy Reinforcements
[1] Turn 2 player phase:
-Jet Dagger L (Mimetic Beast) / Dopplehorn Dagger L (Mimetic Beast) x6
-Jet Windam (Mimetic Beast) / Windam (Mimetic Beast) x3
-Zamza-Zah (Mimetic Beast) / Gells-Ghe (Mimetic Beast) x4
-Taurus MA Mode (Mimetic Beast) / Taurus MS Mode (Mimetic Beast) x6
-Fat Boy (Mimetic Beast) / Fat Boy (Mimetic Beast) x6
[2] Turn 4 player phase:
-Straybird (Yuunagi, Haruno)
Events:
Player Phase 2 begins:
-Enemy Reinforcements [1] appear
Player Phase 4 begins:
-Rushbird's HP is reduced by 30%
-Enemy Reinforcements [2] appear
Shamshel is defeated:
-Shinji retreats
Straybird is reduced to less than 30% of its max HP
-Rushbird is reduced to 18% of its current HP
-Straybird retreats
=================================
Victory Condition:
Destroy Shamshel
Failure Conditions:
Allied battleship destroyed
Evangelion Unit-01 or 00 destroyed
Linebarrel or Rushbird destroyed
=================================
One of the first things you'll notice is that you have a new ally, Evangelion
Unit-00 piloted by Rei. The second thing you'll notice is the several spaces
around the map marked with "PLUG". These, as highlighting either Eva will
reveal, are umbilical plug points. You can use these instead of a battleship
to connect the Eva, giving them a lot more flexiblity on maps that have these
points. Remember they have to stay plugged in, or it's game over. Also
remember that while plugged in, neither Eva can move more than ten squares
from the plug.
Shamshel is straight south of the Evas once the map begins, though it's
obvious from the forced deployments and the size of the map that enemy
reinforcements will soon appear. Like Sachiel, Shamshel is basically
indestructible when the fight begins due to its regeneration and AT Field, so
instead move west and wait for the arrival of enemy reinforcements, which
will arrive on turn 2.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Evangelion Unit-01 or 00 destroyed
Linebarrel or Rushbird destroyed
=================================
It's several Gundam and Godannar units, though they appear to be
replications. Either way, start taking them out for morale, ignoring
Shamshel for the moment. As usual, it'll target your battleships, which can
take the hits no problem if they defend instead of counterattacking. On turn
4, Straybird will arrive as an enemy, dealing a bit of damage to Rushbird in
the process. The victory and failure conditions change again:
=================================
Victory Condition:
Straybird's HP reduced to under 30%
Failure Conditions:
Allied battleship destroyed
Evangelion Unit-01 or 00 destroyed
Linebarrel or Rushbird destroyed
Straybird destroyed
=================================
Straybird has 35300 HP, so avoiding killing it shouldn't be a problem. Let
Rushbird handle Straybird while your other units mop up and move on to
Shamshel. When you defeat Shamshel, there will be some events and Shinji
will retreat. When you reduce Straybird's HP to the required level, Rushbird
will take a large amount of damage and Straybird will retreat. Once all
enemies are defeated, the stage will end.
Clear Bonus:
15000 Credits
Support Attack Lv+1 Focused Lv+1
Combo Attack Lv+1 Accuracy +10
=================================
Scenario 13 Intermission
=================================
Rei has joined in her Evangelion. While it's not very impressive in terms of
attack strength, it has the ability to repair and a nice array of partner
bonuses. That and its AT Field make it worth deploying as a support unit.
Remember to put the Evas, Linebarrel and Rushbird back in your squads, and
note that all the Godannar units have been taken out due to being forced
deployments next stage. Spend upgrades on whatever you like, though you
should consider upgrading the Linebarrels units in preparation for later, and
move on.
-----------
Scenario 14
-----------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Godannar (Shizuru)
-Go-Okusaer (Anna)
-Neo-Okusaer (Mira)
-G-Gunner (Tetsuya)
-Up to 19 squads
Starting Enemies:
-Fat Boy (Mimetic Beast) / Fat Boy (Mimetic Beast) x4
-Type-13 (Mimetic Beast) / Type-13 (Mimetic Beast) x8
-Flying-Type (Mimetic Beast) / Ground-Type (Mimetic Beast) x7
Allied Reinforcements
None
Enemy Reinforcements
[1] 4 enemy squads destroyed:
-Flying-Type (Mimetic Beast) / Ground-Type (Mimetic Beast) x4
-Type-13 (Mimetic Beast) / Type-13 (Mimetic Beast) x4
-Fat Boy (Mimetic Beast) / Fat Boy (Mimetic Beast) x2
-Type-18 (Mimetic Beast)
Neutral Reinforcements
-Blade Gainer (Ken)
-Cosmo Diver (Lou)
Events:
4 enemy squads destroyed:
-Enemy Reinforcements[1] arrive
-Neutral Reinforcements arrive
Type-18 Mimetic Beast destroyed:
-Cosmo Diver retreats
-Gainer becomes Blade Gainer Twin Drive Mode
-Goh becomes the pilot of Godannar
Blade Gainer TDM destroyed:
-Goh and Anna form Godannar Twin Drive Mode
-Ken retreats
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Godannar or Go-Okusaer destroyed
=================================
The stage starts you off in the east with an array of Mimetic Beasts to the
southwest. Send your forces there, but hold some back, or at least try not
to advance too far in. When you destroy 4 enemy squads, additional enemies
will appear to the northeast along with the arrival of Ken and Lou. Don't
let them jack your kills. When you kill the Type-18, Ken will retrieve
Celleblader to combine with his Gainer into Blade Gainer TDM...and promptly
go crazy with the Insania Virus, attacking Anna. This will lead to Goh
switching back in as Godannar's main pilot. Godannar can't combine, but you
can have them start chucking Dannar Formations at Ken while the rest of your
forces mop up the Mimetic Beasts. Ken has absolutely tiny range, so anything
with a good ranged attack can hit him without fear of reprisal. However,
odds are pretty good he's in the water, so your Valkyries are screwed in that
regard, and he has Prevail LV9 to make him increasingly hard to hurt as his
HP drops. All this means he'll take a good while to bring down, but it's
nothing you can't handle. When you beat him, enjoy the Fire Soul Breaker
animation.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Godannar TDM destroyed
=================================
If there's any enemies left, though there shouldn't be, finish them off to
end the stage.
Clear Bonus:
16000 Credits
Infight Lv+1 SP Up Lv+1
Guard
=================================
Scenario 14 Intermission
=================================
Shizuru's out of commission, and Goh still can't pilot, so Godannar's off the
roster for the time being. You've retrieved the Cosmo Diver, but nobody can
pilot it right now, so it's a bit useless. It'd make for a GreAT support
unit if you could just put Anna or Mira in it. Oh well. After this is a
route split, so you might want to wait to upgrade until you pick your path.
Stop the Runaway Protect JUDA
----------- -----------
Macross Frontier Gundam Wing
Iczer-1 Rebuild of Evangelion
Mazinger Kurogane no Linebarrels
Combattler V Kotetsushin Jeeg
Voltes V Gaiking
Dancougar Nova
Godannar
If you want to get Stella as a party member, you'll have to take the Runaway
route. If you want Soubi and his Talisman, the JUDA route will allow you to
fulfill some of the requirements, but it's possible to get him without it if
you're willing to give up saving Michael.
After the route decision, there's a second intermission screen where you can
rearrange your squads and make any upgrades you want. Take note of who's
forced deploy, and also note if you're on the JUDA route that none of the
Linebarrels units are going to be available despite most of them not
deploying.
-------------------
Scenario 15 Runaway
-------------------
Starting Allies:
-Minerva (Talia)
-Archangel (Murrue)
-Impulse Gundam (Shinn)
-Blaze ZAKU Warrior (Athrun) / Gunner ZAKU Phantom (Dearka)
-GOUF Ignited (Heine)
-Blaze ZAKU Phantom (Rey) / Gunner ZAKU Warrior (Lunamaria)
-Murasame (Andy)
-Freedom Gundam (Kira)
-Aile Strike Rouge (Cagalli)
Starting Enemies:
-Destroy Gundam (Stella)
-Jet Dagger L (EFA) / Dopplehorn Dagger L (EFA) x10
-Jet Windam (EFA) / Windam (EFA) x4
-Zamza-Zah (EFA) / Gells-Ghe (EFA) x4
-Destroy Gundam (Sting)
-Gundam Heavyarms (Trowa)
-Jet Windam (Neo)
Allied Reinforcements
[1] Stella's Destroy is damaged:
-Macross Quarter (Jeffery, Bobby)
-Up to 19 squads
Enemy Reinforcements
None
Events:
Stella takes damage:
-Destroy Gundam's HP is reduced by 10%
-Freedom Gundam's HP is reduced by 10%
-Shinn and Kira move to northeast corner
-Archangel crew becomes neutral units
-Allied Reinforcements [1] arrive
Every turn after the Archangel becomes neutral:
-Kira casts Focus
-Murrue casts Guard
Stella is reduced below 10% of her maximum HP:
-Kira's morale becomes 150, Kira enters SEED
-Stella's Destroy is defeated
-Shinn retreats
=================================
Victory Condition:
Reduce the Destroy Gundam (Stella) to under 10% of its max HP
Failure Conditions:
Allied battleship destroyed
Impulse Gundam destroyed
Destroy Gundam destroyed
=================================
We're back to SEED Destiny plot with the Butchering of Berlin, where the plot
of the show is about to go drastically off the rails. For one thing, Shinn
and Kira are on the same side - for another, there are two Destroys on the
map, one being Stella's and the other being Sting's. Trowa's here too. You
can't control the Archangel crew right now, but don't worry about them - any
time Kira's destroyed, he'll fully regenerate. Send the Minerva team north
towards Stella. She'll probably attack the Minerva on her turn. Whatever
you do, do -not- counterattack. Doing so with an attack that gets past her
barrier will trigger a series of events that turn the Archangel crew into
neutral forces and trigger the arrival of your main force. You want your
main force to have as much time to get to the enemy as possible, because the
Minerva crew isn't going to do so hot on its own. The victory conditions
change at this point.
=================================
Victory Condition:
Reduce the Destroy Gundam (Stella) to under 10% of its max HP
Failure Conditions:
Allied battleship destroyed
Impulse Gundam destroyed
Destroy Gundam destroyed
Freedom Gundam destroyed
Archangel destroyed
=================================
Trowa will be close by to your main force if you call reinforcements on the
player phase, so you might as well start by bringing him down. This will
also push Kira and his allies away from the enemy force, meaning less kill-
stealing. When you're ready, tackle the Destroy. It's big and bad, but
you've fought bigger and badder. When it gets down to around 7000 HP, have
Shinn land a hit that will take it below around 4000. If someone other than
Shinn reduces the Destroy below this threshold, the same events will occur
but Stella will not become an ally later. Since you probably took this route
in order to get her, make sure you do it. Regardless of what happens, Kira
will max out his morale and Shinn will retreat. The victory conditions also
change:
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Freedom Gundam destroyed
Archangel destroyed
=================================
Sting's Destroy is basically the same as Stella's, except you can kill this
one instead of reducing it below a threshold. Do so and mop up the remaining
enemy forces, they're nothing you haven't already faced. Neo's the only
character left on the map who's really any threat to Kira, remember that his
getting shot down -is- still a losing condition. Wrapup shouldn't take more
than a few turns.
Clear Bonus:
17000 Credits
Gunfight Lv+1 Prevail Lv+1
Bullet Save Ranged +10
=================================
Scenario 15 Runaway Intermission
=================================
No new units to be had, but Iczer-1 is forced deploy next stage. Nothing
else of note except that Bullet Save part would go quite nicely with any of
the Valkyrie pilots. Upgrade, move on.
-------------------
Scenario 16 Runaway
-------------------
Starting Allies:
-Minerva (Talia)
-Archangel (Murrue)
-Impulse Gundam (Shinn)
-Blaze ZAKU Warrior (Athrun) / Gunner ZAKU Phantom (Dearka)
-GOUF Ignited (Heine)
-Blaze ZAKU Phantom (Rey) / Gunner ZAKU Warrior (Lunamaria)
-Murasame (Andy)
-Freedom Gundam (Kira)
-Aile Strike Rouge (Cagalli)
-Macross Quarter (Jeffery, Bobby)
-Iczer-1 (Iczer-1)
-Up to 18 squads
Starting Enemies:
-Iczer-2 (Iczer-2)
-Delos Theta (AI) / Delos Theta (AI) x21
Allied Reinforcements
None
Enemy Reinforcements
[1] Iczer-2 is defeated:
-Iczer Sigma
Events:
Iczer-2 is defeated:
-Iczer-2 becomes Iczer Sigma
-Iczer-1 becomes Iczer Robo
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Iczer-1 destroyed
=================================
Once again the Archangel crew is uncontrollable. Well, don't let them take
your kills. Move up and start mowing the Delos Thetas down. Iczer-2, like
Ken, has a maximum range of 3 and has to be point-blank to use her stronger
attacks, meaning most of your units should be able to hit her from afar with
little difficulty. The problem is hitting her - use Strike and Focus if you
need to. When she's defeated, she'll become Iczer Sigma, who despite being
tougher is much easier to land hits on. However, she now has a maximum
attack range of 7, so sniping her is no longer possible. Instead use Focus,
Alert or Invincible if you need to, as her attacks can be punishing to
unprotected units. Attacking her from point-blank is unwise unless you're
aiming to drain her energy dry so she can't attack. When she and the other
enemies are defeated the stage will end.
Clear Bonus:
18000 Credits
Support Defend Lv+1 Energy Save
Defense +10 Accuracy +10
=================================
Scenario 16 Runaway Intermission
=================================
You're now reunited with the other team, and Athrun, Shinn, Rey, Lunamaria
and Heine have joined. Heine's old Zaku is available, as is the empty Gaia
Gundam. Jack Smith has joined the party, as has Doumyoji in a Jinrai. Both
are absolutely amazing, the Jinrai especially. The Evangelions are forced
deploy next stage, so be ready for another Angel brawl. Upgrade as you like
and move on.
----------------
Scenario 15 JUDA
----------------
Starting Allies:
-Linebarrel (Kouichi)
Starting Enemies:
-Vardant (Reiji)
Allied Reinforcements
[1] Turn 2 Player Phase:
-Rushbird (Ichitaka, Alice)
[2] Turn 4 Player Phase:
-Daiku-Maryu (Lulu, Rosa)
-Up to 12 squads
Enemy Reinforcements
[1] Turn 2 Player Phase:
-Jinrai (Doumyoji)
-Jinrai (Kiriyama Grunt) / Jinrai (Kiriyama Grunt) x3
[2] Turn 3 Player Phase:
-Arma Version S (Riku)
-Kagatsuchi (Dmitri)
-Idaten (Takuro)
-Talisman (Soubi)
-Tsubaki-Hime (Yurianne)
-Jack Smith (Jack Smith)
-Gundam Nataku (Wufei)
-Arma Version S (Katou Grunt) / Arma (Katou Grunt) x4
-Arma (Katou Grunt) x8
[3] All enemies destroyed:
-Jinrai (Kiriyama Grunt) / Jinrai (Kiriyama Grunt) x8
-Pretender (Eiji)
[4] Pretender is defeated:
-Jinrai (Kiriyama Grunt) x12
Events:
Turn 2 Player Phase:
-Enemy Reinforcements [1] and Allied Reinforcements [1] appear
Turn 3 Player Phase:
-Enemy Reinforcements [2] appear
Turn 4 Player Phase:
-Allied Reinforcements [2] appear
Vardant is defeated:
-Linebarrel fully recovers
-Linebarrel becomes Linebarrel Mode-B
-Emi becomes Linebarrel's pilot
-Riku is destroyed
Starting Enemies, Enemy Reinforcements [1] and [2] are destroyed:
-Linebarrel Mode-B becomes Linebarrel
-Kouichi becomes Linebarrel's pilot
-Enemy Reinforcements [3] appear
-Daiku-Maryu is immobilized
Pretender is defeated:
-Pretender regenerates
-Enemy Reinforcements [4] appear
-Daiku-Maryu is no longer immobilized
=================================
Victory Condition:
???
Failure Conditions:
Any allied unit destroyed
=================================
This stage starts off with Kouichi dueling against Reiji. Even with a maxed
Linebarrel you won't be able to do any kind of damage that he can't just
regenerate, so cast Invincible and wait for turn 2, when Rushbird and some
enemy reinforcements will appear.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Any allied unit destroyed
=================================
Rushbird and Linebarrel can start bringing down the MP Jinrai units with
thier Combo Attacks, but hold off on trying to beat Vardant for now, you
still just don't have the firepower. On turn 3 even more enemies will show
up, along with all the Katou faces and Wufei. Ignore all of them for now and
finish beating up the MP Jinrai units on turn 3. On turn 4 some much-needed
help will arrive.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Linebarrel destroyed
=================================
You know the drill - move in and deck the enemy force with everything you've
got. Leave Vardant alone until Kouichi's beaten Soubi, and try to sneak in a
few Luck castings on named enemies. When you're done beating up everything
else, take out Vardant. He's hard to hit and hard to keep down, but a few
good swings of Face Open and Mach Drill will down him. When you do, Riku
will be destroyed if he wasn't already, Emi will become Linebarrel's pilot
briefly and unlock its black Mode-B. Use it to demolish the remaining
enemies if there are any.
After this, Mode-B will shut down and more enemies will appear. There aren't
very many, though, so clear them out and finish with killing Pretender. Note
that the Daiku-Maryu can no longer move, which may prove a hindrance to your
Evas.
Unfortunately, no, the stage is -still- not over. In fact, the trickiest
part happens right now. Pretender regenerates, even more reinforcements
arrive, and you have to get the Daiki-Maryu to the northeast corner of the
map. Now, here's what makes this part suck:
=================================
Victory Condition:
Daiku-Maryu reaches the marked location
Failure Conditions:
Allied battleship destroyed
Linebarrel destroyed
Any enemy unit is attacked or counterattacked
=================================
That's right, you have to do it without attacking or counterattacking any
enemy. Doing so is an instant game over. Furthermore, there are sufficient
enemies that if you just pile everyone in the Daiku-Maryu and try to Accel
your way through, the Jinrais will surround and trap you, leaving you
helpless. Instead, you need to use your other units to keep the Jinrais from
blocking off your path. Personally, I formed everyone into a zig-zagging
line leading northwest and moved the Daiku-Maryu along the resulting
corridor. I suggest making a quick save when this segment begins, whatever
method you use, as one false move or forgetting to disable one counterattack
will force you to start from the very beginning of the stage. When the
Daiki-Maryu reaches the highlighted area, the stage ends.
Clear Bonus:
17000 Credits
Gunfight Lv+1 Prevail Lv+1
Bullet Save Ranged +10
=================================
Scenario 15 JUDA Intermission
=================================
Save that Bullet Save part until the Valkyries return. The Prevail will go
nicely with any super, though, and you have several. Linebarrel is forced
deploy again next stage, but Rushbird is not, so put it back in your squads,
do your upgrades and move on.
----------------
Scenario 16 JUDA
----------------
Starting Allies:
-Linebarrel (Kouichi)
-Daiku-Maryu (Lulu, Rosa)
-Up to 13 squads
Starting Enemies:
-Kagatsuchi (Dmitri)
-Idaten (Takuro)
-Talisman (Soubi)
-Tsubaki-Hime (Yurianne)
-Gundam Nataku (Wufei)
-Arma Version S (Katou Grunt) / Arma (Katou Grunt) x3
-Arma (Katou Grunt) x6
-Jinrai (Kiriyama Grunt) x6
-Jinrai (Kiriyama Grunt) / Jinrai (Kiriyama Grunt) x3
Allied Reinforcements
[1] Pretender reduced below 50% HP:
-Hind-Kind (Satoru)
-Painkiller (Miu)
-Deceive (Shizuna, Izuna)
Enemy Reinforcements
[1] 9 enemy squads remain:
-Jinrai (Kiriyama Grunt) x9
[2] 9 enemy squads remain:
-Jinrai (Kiriyama Grunt) x9
[3] 9 enemy squads remain:
-Jinrai (Kiriyama Grunt) x9
[4] 9 enemy squads remain:
-Jinrai (Kiriyama Grunt) x9
-Pretender (Eiji)
Events:
9 squads remain:
-Enemy Reinforcements [1] arrive
9 squads remain:
-Enemy Reinforcements [2] arrive
9 squads remain:
-Enemy Reinforcements [3] arrive
9 squads remain:
-Enemy Reinforcements [4] arrive
Pretender is reduced below 50% HP:
-Pretender's HP is set at 50%
-Allied Reinforcements [1] arrive
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Linebarrel destroyed
=================================
Time for revenge after that last bit last stage. Move northward and crush
everything in your path. On turn 2 there will be some dialogue inside the
base, but nothing will actually happen.
Make sure Kouichi is the one to defeat Soubi again if you want to recruit
him. When 9 enemy squads remain, nine more Jinrai enemies will spawn to the
south. Let them come to you while you deal with the remaining north forces.
The Jinrais will continue to spawn as you kill them, so get to work. After
about four waves, Eiji will appear back in the north with his Pretender
again. Knock him down to around half HP and he'll spring back up and trigger
an event. You can actually kill him if you nail him with the Gaiking/Daiku-
Maryu combination attack, but the events will occur regardless. While he </pre><pre id="faqspan-3">
can't be farmed for money twice, he can drop experience twice. At the end of
this, Pretender's HP will be put back at 50% no matter where it was before,
and he'll be moved next to Linebarrel. You'll also get the other three
Machina back, welcome help at this point. Finish off Eiji and you'll get a
new ally in the form of Domyouji in his Jinrai. Now just finish off the
remaining Jinrai units to clear the stage.
Clear Bonus:
18000 Credits
Support Defend Lv+1 Energy Save
Defense +10 Accuracy +10
=================================
Scenario 16 JUDA Intermission
=================================
You're now reunited with the other team, and Athrun, Shinn, Rey, Lunamaria
and Heine have joined. Heine's old Zaku is available, as is the empty Gaia
Gundam. Jack Smith has joined the party, as has Doumyoji in his Jinrai.
Both are absolutely amazing, the Jinrai especially. The Evangelions are
forced deploy next stage, so be ready for another Angel brawl. Upgrade as
you like, move someone into the Gaia Gundam if you want, and move on.
-----------
Scenario 17
-----------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Minerva (Talia, Arthur)
-Up to 20 squads
Starting Enemies:
-Ramiel (Ramiel)
Allied Reinforcements
[1] Player Phase 2 begins:
-Blade Gainer Twin Drive Mode (Ken)
[2] Player Phase 4 begins:
-Evangelion Unit-01 (Shinji)
-Evangelion Unit-00 (Rei)
Enemy Reinforcements
[1] Player Phase 1 begins:
-Taurus MA Mode (Mimetic Beast) / Taurus MS Mode (Mimetic Beast) x2
-Jet Windam (Mimetic Beast) / Windam (Mimetic Beast) x4
-Jet Dagger L (Mimetic Beast) / Dopplehorn Dagger L (Mimetic Beast) x8
-Zamza-Zah (Mimetic Beast) / Gells-Ghe (Mimetic Beast) x6
-Fat Boy (Mimetic Beast) / Fat Boy (Mimetic Beast) x4
[2] Player Phase 4 begins:
-Jet Windam (Mimetic Beast) / Windam (Mimetic Beast) x4
-Jet Dagger L (Mimetic Beast) / Dopplehorn Dagger L (Mimetic Beast) x8
Events:
Player Phase 1 begins:
-Enemy Reinforcements [1] appear
Player Phase 2 begins:
-Allied Reinforcements [1] appear
Player Phase 4 begins:
-Allied Reinforcements [2] appear
-Enemy Reinforcements [2] appear
All enemies except Ramiel defeated:
-Ken retreats
Ramiel is defeated:
-Ramiel regenerates to full
Player Phase 6 begins:
-Ramiel is defeated
-Shinji retreats
-Rei retreats
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
=================================
Another one of these, only this time you don't start out with any Evas. Make
sure your good units are dispersed evenly between left and right sides,
because enemy reinforcements will appear the moment the stage starts. Start
building up your morale, ignoring Ramiel for now. Don't get too close, as
Ramiel has a MAP attack at its disposal. The other enemies are the same set
of grunts you've faced on a few other missions now. I advise leaving a few
squads behind on each side and sending them southeast and southwest, you'll
see why shortly.
On turn 2 Ken will show up to help. You can't control him, but he's sporting
his boss-level stats, so let him take on Ramiel while you finish off the
grunts. Start moving south when you're done, as on turn 4 Shinji and Rei
will arrive along with some more enemies.
=================================
Victory Condition:
Protect Evangelion Unit-01 for 2 turns
Failure Conditions:
Allied battleship destroyed
Evangelion Unit-01 attacked
Evangelion Unit-00 destroyed
=================================
Shinji's manning the positron rifle, so he can't move or attack - nor can
Rei, who's shielding him from Ramiel's attacks. If he's attacked, it's a
Game Over. The new enemies are just some more Daggers and Windams, they
shouldn't be a big deal if you left some units in the south like I suggested.
Otherwise you may be in trouble. Once you clear them out, Ken retreats. On
turn 6, Shinji will use the positron rifle to kill Ramiel, and both Shinji
and Rei will retreat. Wipe out any remaining enemies to clear the stage.
You can, if you like, try to kill Ramiel on this stage before turn 6. This
is very difficult if you try straight away, as Ramiel has a behemoth 58,600
HP and deflects any attack doing under 4,000 damage with its AT Field. Many
of your units will likely die in the attempt as well due to its MAP attack.
In order to do it you'll have to assign all your best damage-dealers to the
northern team, build up your morale on the grunts, then go all out on the
Angel. Doing so, however, is quite rewarding, as Ramiel drops a rare and
valuable Break Morale Limit, arguably the best skill part in the entire game.
It will regenerate fully after being killed until the turn 6 event happens.
On a first play, you probably won't be able to beat it more than once, but on
a replay you can try for multiple times if you desire - unlike most
regenerating bosses, Ramiel is worth the full 20000 Credits on each kill.
Clear Bonus:
19000 Credits
Gunfight Lv+1 Focused Lv+1
Hit and Away Ignore Size
=================================
Scenario 17 Intermission
=================================
Unit-01 has gained a spiffy new attack. Next stage is Jeeg-centric, as the
forced deployment list shows, so upgrade Jeeg if you haven't already.
-----------
Scenario 18
-----------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Minerva (Talia, Arthur)
-Jeeg (Kenji)
-Big Shooter (Kyo, Tsubaki)
-Build Angel (Mitsuko)
-Up to 19 squads
Starting Enemies:
-Daikaenguu (Haniwa Empire) x2
-Daikaenguu (Asamo)
-Daikaenguu (Mimashi)
-Daikaenguu (Ikuma)
-Mezura (Haniwa Empire) / Tobira (Haniwa Empire) x3
-Tobira (Haniwa Empire) / Magura (Haniwa Empire) x3
-Magura (Haniwa Empire) / Mezura (Haniwa Empire) x3
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x12
Allied Reinforcements
None
Enemy Reinforcements
Asamo, Mimashi, or Ikuma destroyed:
-Baruba (Baruba)
Events:
Asamo, Mimashi, or Ikuma destroyed:
-Asamo, Mimashi and Ikuma retreat
-Big Shooter retreats
-Enemy Reinforcements [1] appear
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Jeeg destroyed
Big Shooter destroyed
Build Angel destroyed
=================================
The lineup here is nothing you haven't seen before, there's just more water.
Have flying units lead where possible as you move in. When you destroy any
of the three generals, some events will happen that cause Big Shooter to
leave, and Jeeg will enter a duel with Baruba.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Jeeg destroyed
=================================
If you've upgraded Jeeg, Baruba's a joke - otherwise, use Focus if needed and
cast Invincible as a safety net. Move Jeeg to the center west side of the
main structure, as this gives enormous defense, evasion, and regeneration
bonuses. Once you take down Baruba, the stage will end.
Clear Bonus:
20000 Credits
Infight Lv+1 SP Up Lv+1
Counter Combo Attack Lv+1
=================================
Scenario 18 Intermission
=================================
Despite Baruba being tamed and Rushbird using its Dimension Storm finisher in
the events, neither upgrade will show up at present. Big Shooter's
unavailable due to the events, while Jeeg and Build Angel are forced
deployments again. Upgrade and move on.
-----------
Scenario 19
-----------
Starting Allies:
-Jeeg (Kenji)
Starting Enemies:
-Daikaenguu (Haniwa Empire) x2
-Daikaenguu (Ikuma)
-Mezura (Haniwa Empire) / Tobira (Haniwa Empire) x5
-Tobira (Haniwa Empire) / Magura (Haniwa Empire) x5
-Magura (Haniwa Empire) / Mezura (Haniwa Empire) x5
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x6
Allied Reinforcements
Player Phase 2 begins:
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Minerva (Talia, Arthur)
-Build Angel (Mitsuko)
-Up to 20 squads
Enemy Reinforcements
[1] Ikuma destroyed:
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x8
-Tobira (Haniwa Empire) / Tobira (Haniwa Empire) x4
[2] Player Phase 5 begins:
-Daikaenguu (Asamo)
-Daikaenguu (Mimashi)
-Daikaenguu (Haniwa Empire)
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x6
-Mezura (Haniwa Empire) / Magura (Haniwa Empire) x2
-Magura (Haniwa Empire) / Mezura (Haniwa Empire) x2
-Tobira (Haniwa Empire) / Tobira (Haniwa Empire) x2
[3] 15 or fewere enemy squads remain:
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x6
-Mezura (Haniwa Empire) / Tobira (Haniwa Empire) x2
-Tobira (Haniwa Empire) / Magura (Haniwa Empire) x2
-Magura (Haniwa Empire) / Mezura (Haniwa Empire) x2
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] appear
Ikuma is defeated:
-Jeeg's HP is reduced by 80%
-Jeeg learns Baruba Rider attack
-Enemy Reinforcements [1] appear
Player Phase 5 begins:
-Jeeg retreats
-Enemy Reinforcements [2] appear
15 or fewer enemy squads remain:
-Enemy Reinforcements [3] appear
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Jeeg destroyed
=================================
Jeeg starts out solo facing the entire Haniwa Empire. Do not engage them,
even with a maxed Jeeg you'll die. Instead draw back and wait for
reinforcements on turn 2.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Jeeg destroyed
Build Angel destroyed
=================================
Move up and start wiping out the enemies. Slower units should head southwest
rather than north.
When you defeat Ikuma, Jeeg will take a lot of damage and learn its new
Baruba Rider finisher. Have someone repair it if you're worried. It will
also move quite a bit to the north.
On turn 5, there will be some events, Jeeg will retreat, new enemies will
appear in the southwest, and the victory conditions will change:
=================================
Victory Condition:
Destroy all enemies
Allied battleship reaches marked point
Failure Conditions:
Allied battleship destroyed
Build Angel destroyed
=================================
Finish off the remaining northern enemies while sending your battleships
southwest to the marked point. When enough enemies are destroyed, more will
appear in the south. Wipe them out as well. When any ship reaches the
marked point, or when all enemies are killed, the stage will end.
Clear Bonus:
21000 Credits
Support Attack Lv+1 Prevail Lv+1
Predict Maneuvering +10
=================================
Scenario 19 Intermission
=================================
Jeeg is missing and Big Shooter is empty. I advise against doing upgrades
right away, because after the intermission is the third route split.
Assist the Minerva Pursue the Haniwa Empire
----------- -----------
Gundam Wing Macross Frontier
Gundam SEED Destiny Kurogane no Linebarrels
Rebuild of Evangelion Iczer-1
Mazinger Kotetsushin Jeeg
Combattler V Voltes V
Dancougar Nova Gaiking
Godannar
If you didn't take the Godannar route at the first path split, you should
take the Assist the Minerva route, as this will let you recruit Ken.
Otherwise, it's up to you - there's no secrets on the other route.
After the route decision, there's a second intermission screen where you can
rearrange your squads and make any upgrades you want. If you're on the
Minerva route, note Lunamaria and Rey are out of their Zakus, with Lunamaria
being forced deploy in the Impulse. This means I'd advise saving at least
some of your cash, since Shinn's about to get an awesome upgrade. If you're
on the other route, notice all the Valkyries are forced deploy, with shiny
new Super Packs installed.
-------------------
Scenario 20 Minerva
-------------------
Starting Allies:
-Wing Gundam Zero (Heero)
Starting Enemies:
-Gundam Heavyarms (Trowa)
-Zamza-Zah (EFA) / Gells-Ghe (EFA) x5
-Jet Dagger L (EFA) / Dopplehorn Dagger L (EFA) x16
-Jet Windam (EFA) / Windam (EFA) x8
Allied Reinforcements
Player Phase 2 begins:
-Minerva (Talia, Arthur)
-Destiny Gundam (Shinn)
-Legend Gundam (Rey)
-Impulse Gundam (Lunamaria)
-Up to 18 squads
Enemy Reinforcements
15 enemy squads remain:
-Zamza-Zah (EFA) / Gells-Ghe (EFA) x2
-Jet Dagger L (EFA) / Dopplehorn Dagger L (EFA) x4
-Jet Windam (EFA) / Windam (EFA) x2
-Destroy Gundam (EFA) x4
-Destroy Gundam (Sting)
All enemies destroyed:
-Destroy Gundam (EFA)
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] arrive
Allied Reinforcements [1] arrive:
-Lunamaria joins Shinn's squad
15 enemy squads remain:
-Enemy Reinforcements [1] arrive
All enemies destroyed:
-Heero retreats
-Enemy Reinforcements [2] arrive
-Destroy Gundam reduced to 50% HP
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Wing Zero destroyed
=================================
Heero's awesome, but just like last stage, he can't handle the EFA solo.
Pull back until reinforcements arrive on turn 2.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Wing Zero destroyed
Allied battleship destroyed
Destiny Gundam destroyed
=================================
Shinn and Luna will start out deployed separately, but once you make your
deployment selections they'll form a squad together. Start chopping the
enemies up, keeping in mind that the water stops most of your attack options
cold. Try to keep the enemies out of the water as much as possible. Note
that Destiny has a Hyper Deuterion reactor, which replenishes 25% of its max
EN every turn, so don't be afraid to use its EN-heavy attacks if you need to.
It also has the Double Image ability, giving it a free 50% chance of evading
any attack once Shinn hits 130 morale. Legend's MAP attack doesn't work
outside space, but Wing Zero's works just fine. Cast Luck, use it on a
cluster of enemies, and rake in the cash. Speaking of MAP attacks, Trowa has
a nasty one if you're not careful.
When 15 squads or fewer remain, Sting will arrive in his Destroy along with
four more and another set of grunts. This is more annoying without Gaiking
or Linebarrel, but take on the Destroys one at a time and they'll be no
problem. Sting's is 10,000 HP stronger than the others, and worth about
three times as much, so save him for last. When he goes down another generic
Destroy will appear and be reduced to half HP by Shinn, though Heero will
retreat. Blow it up to end the stage.
Clear Bonus:
22000 Credits
Infight Lv+1 Break Morale Limit
Evade +10 Melee +10
=================================
Scenario 20 Minerva Intermission
=================================
As you've probably already noticed, the Destiny is an absolutely stellar
unit. Invest the 187K in maxing out its stats and you'll be even happier
with it. Sadly, Heero has not yet joined permanently, so he's not available
to upgrade. Save the Break Morale Limit part for whoever you want to give a
major upgrade - I'd suggest either giving it to Rushbird now or saving it for
Gaiking. Next stage is Godannar shenanigans.
-------------------
Scenario 21 Minerva
-------------------
Starting Allies:
-Minerva (Talia, Arthur)
-Neo-Okusaer (Mira)
-Go-Okusaer (Anna)
-Up to 18 squads
Starting Enemies:
-Flying-Type (Mimetic Beast) / Ground-Type (Mimetic Beast) x5
-Ground-Type (Mimetic Beast) / Flying-Type (Mimetic Beast) x5
-Type-13 (Mimetic Beast) / Type-13 (Mimetic Beast) x3
-Fat Boy (Mimetic Beast) / Fat Boy (Mimetic Beast) x2
-Type-18 (Mimetic Beast) x5
Allied Reinforcements
12 or fewer enemy squads remain:
-G-Zero Gunner (Tetsuya)
-Core Gunner (Shizuru)
Enemy Reinforcements
12 or fewer enemy squads remain:
-Jet Windam (Mimetic Beast) / Jet Windam (Mimetic Beast) x3
-Jet Dagger L (Mimetic Beast) / Jet Dagger L (Mimetic Beast) x6
-Zamza-Zah (Mimetic Beast) / Zamza-Zah (Mimetic Beast) x2
-Trojan Horse (Mimetic Beast)
Events:
12 or fewer enemy squads remain:
-Enemy Reinforcements [1] appear
-Neo-Okusaer is destroyed
-Allied Reinforcements [1] appear
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Enemy reaches the marked area
Neo-Okusaer destroyed
=================================
You have to defend the facility, so you know there's going to be
reinforcements. Keep the bulk of your force on the south and west of the
base while you send some fast units south to deal with the first wave of
Mimetic Beasts. The base and its pipes give you some nice terrain bonuses,
so stay on them if you can. When 12 or fewer enemies remain, there will be
an event that destroys Neo-Okusaer but gives you back the Core Gunner and the
new G-Zero Gunner, along with prompting the arrival of enemy reinforcements
from the west.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Enemy reaches the marked area
=================================
Keep your defensive posture, letting the enemies come to you in waves and
wiping them out as they do. The last to arrive will probably be the Trojan
Horse, which is a pain to destroy because it's in the water but isn't
actually all that tough. Surround it and keep pounding on it, it'll fall
eventually.
Clear Bonus:
23000 Credits
Gunfight Lv+1 Focused Lv+1
Prevail Lv+1
=================================
Scenario 21 Minerva Intermission
=================================
The G-Zero Gunner is basically the G-Gunner writ slightly stronger, and
inherits any upgrades you made to the G-Gunner. It's still not very good,
but that Water A-rank can be handy. The Core Gunner's also back with Shizuru
at the helm. Next stage has an eclectic forced deployment list, consisting
of the Okusaers, Evas, and Combattler V. Upgrade anything you feel is
lacking and move on.
-------------------
Scenario 22 Minerva
-------------------
Starting Allies:
-Minerva (Talia, Arthur)
-Go-Okusaer (Anna)
-Combattler V (Hyoma)
-Evangelion Unit-01 (Shinji)
-Evangelion Unit-00 (Rei)
-Up to 17 squads
Starting Enemies:
-Flying-Type (Mimetic Beast) / Ground-Type (Mimetic Beast) x4
-Ground-Type (Mimetic Beast) / Flying-Type (Mimetic Beast) x4
-Type-13 (Mimetic Beast) / Type-13 (Mimetic Beast) x4
-Fat Boy (Mimetic Beast) / Fat Boy (Mimetic Beast) x5
-Type-18 (Mimetic Beast) x2
-Super Mimetic Beast (Super Mimetic Beast)
Allied Reinforcements
Player Phase 4 begins:
-Godannar Twin Drive Mode (Goh, Mira)
Player Phase 5 begins:
-Gainer (Ken)
-Celleblader (Lou)
Super Mimetic Beast reduced below 30,000 HP:
-Celleblader (Lou)
Enemy Reinforcements
Player Phase 4 begins:
-Flying-Type (Mimetic Beast) / Ground-Type (Mimetic Beast) x3
-Ground-Type (Mimetic Beast) / Flying-Type (Mimetic Beast) x3
-Type-13 (Mimetic Beast) / Type-13 (Mimetic Beast) x3
Godannar is reduced below 50% HP:
-Destroy Gundam (Mimetic Beast)
-Zamza-Zah (Mimetic Beast) x2
-Jet Dagger L (Mimetic Beast) / Jet Dagger L (Mimetic Beast) x4
-Jet Windam (Mimetic Beast) / Jet Windam (Mimetic Beast) x2
Events:
10 enemy squads remain:
-All units except the Evangelions are immobilized
Player Phase 4 begins:
-Enemy Reinforcements [1] appear
-Shinji's HP is reduced by 90%
-Allied Reinforcements [1] appear
Player Phase 5 begins:
-Allied Reinforcements [2] appear
-Ken and Lou cast Focus
Player Phase 8 begins:
-Ken and Lou are destroyed
-Godannar separates
-Goh becomes an enemy unit
Godannar is reduced below 50% HP:
-Enemy Reinforcements [2] appear
Godannar is reduced below 10% HP:
-Neo-Okusaer learns a new attack
-Godannar becomes an ally unit
-Godannar enters Twin Drive Mode
Super Mimetic Beast is reduced below 30,000 HP:
-Allied Reinforcements [3] appear
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Go-Okusaer destroyed
Combattler V destroyed
Evangelion Unit-00, Unit-01 destroyed
=================================
Time for the final throwdown with the Mimetic Beasts, led by the Super
Mimetic Beast. It's another very water-heavy map, so it'll be slow going,
but don't hold back. When you reduce the enemy to 10 squads or fewer, the
Super Mimetic Beast will immobilize everyone but the Evangelions. They can
still attack, but they can't move from where they stand. On turn 4, enemy
reinforcements will arrive along with Godannar, who's also unaffected by the
immobilizing event. Just keep everyone alive and destroy whatever Mimetic
Beasts you can.
On turn 5 Ken and Lou will arrive. If you want to recruit Ken, you have to
keep both of them alive. This isn't too hard, as they both have boss-class
stats and autocast Focus, but keep a use of Trust or two in your back pocket
just in case.
On turn 8 an event will occur, Ken and Lou will be destroyed, and Goh will go
insane. The mission requirements will change:
=================================
Victory Condition:
Godannar's HP reduced to under 10%
Failure Conditions:
Allied battleship destroyed
Go-Okusaer destroyed
Neo-Okusaer destroyed
Godannar destroyed
=================================
Note all your units can move again. Stay out of the Super Mimetic Beast's
MAP range of 6 and start hitting Godannar, noting it has a new attack with a
range of 6. When Godannar's HP drops enough, enemy reinforcements will
appear from the southeast - have some guys beat them up while you finish off
Godannar. When you bring Godannar below 5000 HP, an event will occur and
Godannar will combine with Anna.
=================================
Victory Condition:
Destroy the Super Mimetic Beast
Failure Conditions:
Allied battleship destroyed
Godannar Twin Drive Mode destroyed
=================================
Get ready to beat down the Super Mimetic Beast, hit it with everything you've
got. When it goes below approximately 30,000 HP, Celleblader will reappear
from within it.
=================================
Victory Condition:
Destroy the Super Mimetic Beast
Failure Conditions:
Allied battleship destroyed
Godannar Twin Drive Mode destroyed
Celleblader destroyed
=================================
Not much longer now, hit it with everything you have and it'll fall. When it
does, enjoy the amazing Godannar Triple Drive animation.
Clear Bonus:
24000 Credits
Support Defense Lv+1 SP Up Lv+1
Combo Attack Lv+1
=================================
Scenario 22 Minerva Intermission
=================================
You're rejoined with the other route. Goh has taken up Godannar again, Lou
has joined in Celleblader, and if you fulfilled the requirements Ken has
joined in Gainer. On the other route the Jeeg team has reassembled, and
you've gained Hiroshi, the original Jeeg, and his Big Shooter. All of the
above are delicious additions to your lineup. Iczer-3 has also joined,
replacing Iczer-1, and will be forced deploy next mission. Arrange your
squads, spend the cash you've built up and move on.
-------------------
Scenario 20 Haniwa
-------------------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Iczer-1 (Iczer-1)
-VF-25F SP (Alto)
-VF-25S AP (Ozma)
-VF-25G SP (Michael)
-RVF-25 SP (Luca)
-VB-6 (Canaria)
-VF-27 (Brera)
-Up to 14 squads
Starting Enemies:
-Vajra Carrier (Vajra) x5
-Vajra Large (Vajra) / Vajra Large (Vajra) x5
-Vajra Small (Vajra) / Vajra Small (Vajra) x10
Allied Reinforcements
8 or fewer enemy squads remain:
Iczer Robo (Iczer-3, Nagisa)
Enemy Reinforcements
Turn 3 Player Phase begins:
-Big Gold (Big Gold)
-Delos Theta (AI) / Delos Theta (AI) x15
Events:
Every turn:
-Brera casts Focus, Accel, and Renew
Turn 2 Player Phase begins:
-All Vajra are rendered incapable of attacking
VB-6 attacks while Vajra are paralyzed:
-Vajra regain the ability to attack
10 or fewer Vajra squads remain:
-Vajra regain the ability to attack
8 or fewer enemy squads remain:
-Iczer Robo becomes Iczer-1 if active
-Allied Reinforcements [1] appear
-Nagisa's SP is fully restored
Big Gold is defeated:
-Iczer-1 retreats
-Iczer-3 retreats
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
VF-25F destroyed
VB-6 destroyed
Iczer-1 destroyed
=================================
The first space mission since the prologue, and it's against the Vajra. Move
in and start beating them down. Note Brera is currently uncontrollable -
since he autocasts Focus every turn, he's in little danger unless he gets
ganged up on.
On turn 2 Ranka's song will paralyze the Vajra - don't have the VB-6 attack
or it'll stop.
On turn 3 Big Gold will appear along with an array of enemies in the
northeast. Let them come to you while you take on the Vajra. When 10 or
less enemy squads remain Big Gold will provoke Canaria to attack, causing the
Vajra to reactivate. By now they should be easily finished off.
When 8 or fewer enemy squads remain, help will arrive in the form of Iczer-3,
who takes Nagisa to form Iczer Robo. If Iczer-1 had Robo out, this
deactivates it in the process.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
VF-25F destroyed
VB-6 destroyed
Iczer-1, Iczer-3 destroyed
=================================
Finish off the remaining Delos Theta units and close in on Big Gold. When
she's defeated, the two Iczers will retreat. Mop up anything you haven't yet
killed to end the stage.
Clear Bonus:
22000 Credits
Infight Lv+1 Break Morale Limit
Evade +10 Melee +10
=================================
Scenario 20 Haniwa Intermission
=================================
Iczer-3 has replaced Iczer-1, while Build Angel and Big Shooter are forced
deploy next stage. Put the Valkyries back in your squads, upgrade as you
like, and move on.
-------------------
Scenario 21 Haniwa
-------------------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Big Shooter (Hiroshi)
-Build Angel (Mitsuko)
-Up to 18 squads
Starting Enemies:
-Daikaenguu (Haniwa Empire) x3
-Daikaenguu (Ikuma)
-Daikaenguu (Asamo)
-Daikaenguu (Mimashi)
-Mezura (Haniwa Empire) / Tobira (Haniwa Empire) x3
-Tobira (Haniwa Empire) / Magura (Haniwa Empire) x3
-Magura (Haniwa Empire) / Mezura (Haniwa Empire) x3
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x9
Allied Reinforcements
Big Shooter reaches the target point:
-Jeeg (Hiroshi)
-Jeeg (Kenji)
-Big Shooter (Kyo, Tsubaki)
-Big Shooter (Miwa)
Enemy Reinforcements
Big Shooter reaches the target point:
-Daikaenguu (Haniwa Empire) x2
-Mezura (Haniwa Empire) / Tobira (Haniwa Empire) x4
-Tobira (Haniwa Empire) / Magura (Haniwa Empire) x4
-Magura (Haniwa Empire) / Mezura (Haniwa Empire) x4
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x12
Events:
All enemies destroyed:
-Big Shooter moves to the target point
Big Shooter reaches the target point:
-Allied Reinforcements [1] appear
-Enemy Reinforcements [1] appear
=================================
Victory Condition:
Big Shooter reaches the target point
Failure Conditions:
Allied battleship destroyed
Big Shooter destroyed
=================================
You've played this exact stage several times now, only this time it's in
space. Move north and start wiping out the enemies. Your goal is to get the
Big Shooter to the destination point, which is in the center of four
battleships. You can just straight-up kill everybody instead if you like.
Either way, Big Shooter moves to the point, and Hiroshi demonstrates he
doesn't need air as he transforms into the original Steel Jeeg. At the same
time, Kenji launches, and Miwa arrives in the original Big Shooter. Dead or
Alive starts playing, and you know it's time for a beatdown. The new enemies
are nothing but grunts, shred them at your leisure. It's not over yet...
Clear Bonus:
23000 Credits
Gunfight Lv+1 Focused Lv+1
Prevail Lv+1
=================================
Scenario 21 Haniwa Intermission
=================================
Hiroshi has joined along with his Big Shooter, and Kenji and Tsubaki are both
back in the game. All of them are forced deploy again next stage, so upgrade
whatever you like and get ready for the final rumble with Queen Himika.
-------------------
Scenario 22 Haniwa
-------------------
Starting Allies:
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Jeeg (Kenji)
-Big Shooter (Kyo, Tsubaki)
-Jeeg (Hiroshi) / Big Shooter (Miwa)
-Build Angel (Mitsuko)
-Up to 19 squads
Starting Enemies:
-Daikaenguu (Haniwa Empire) x4
-Daikaenguu (Ikuma)
-Daikaenguu (Asamo)
-Daikaenguu (Mimashi)
-Mezura (Haniwa Empire) / Tobira (Haniwa Empire) x5
-Tobira (Haniwa Empire) / Magura (Haniwa Empire) x5
-Magura (Haniwa Empire) / Mezura (Haniwa Empire) x5
-Ohkaenguu (Haniwa Empire) / Ohkaenguu (Haniwa Empire) x9
Allied Reinforcements
None
Enemy Reinforcements
All enemy units destroyed:
Susanoh (Susanoh)
Events:
All enemy units destroyed:
-Enemy Reinforcements [1] appear
Susanoh attacked:
-Big Shooter is destroyed
-Susanoh retreats
-Kenji becomes an enemy unit
-Kenji casts Invincible
Kenji reduced to under 8000 HP:
-Big Shooter reappears
-Kenji becomes an allied unit
-Big Shooter joins Kenji's squad
-Susanoh reappears
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Kenji destroyed
Hiroshi destroyed
Build Angel destroyed
=================================
You start in the southeast, with an impressive array of Haniwa Empire grunts
barring the path to the northwest. Move up and begin your attack, by now you
know exactly what each of these units can do and how to deal with them. The
first wave of Ohkaenguus will break off and attack on the first enemy phase -
wipe them out on turn 2 to build up some morale and force the next wave to
come to you. Each wave will come on a subsequent turn, you should be done by
turn 5 or 6.
When all the enemies are destroyed, Susanoh will arrive. Hit it with
something weak (I recommend Big Shooter or Kenji) to reveal that it's
invincible and trigger events that lead to its vanishing, Big Shooter being
destroyed, and Kenji going berserk.
=================================
Victory Condition:
???
Failure Conditions:
Allied battleship destroyed
Kenji destroyed
Hiroshi destroyed
=================================
Kenji has Invincible on, so hit him with something weak - this will also
change the victory conditions.
=================================
Victory Condition:
Kenji's HP reduced to 10% or less
Failure Conditions:
Allied battleship destroyed
Kenji destroyed
Hiroshi destroyed
=================================
8000's a pretty safe buffer zone, so just start pounding him. If someone
starts to run low on energy, you might consider moving over to the bell-
shaped base in the northwest, which gives 10% HP and EN regen along with nice
defense bonuses. When you finish beating him down low enough, Susanoh will
reappear, but so will Big Shooter. Kenji will snap out of his rage and Big
Shooter will join his squad. Time to take down this monster once and for
all.
=================================
Victory Condition:
Destroy Susanoh
Failure Conditions:
Allied battleship destroyed
Kenji destroyed
Hiroshi destroyed
=================================
Susanoh is big and bad, but as long as you don't let it end a turn with more
than 129 morale you should be fine. Hit it with whatever you have left from
knocking some sense into Kenji, then let it take a potshot at one of your
battleships and finish it off on the next turn. Each Double Spin Storm
should take off a good 13K from its health. The only thing to watch out for
is that its Prevail LV7 gets pretty nasty as its HP diminishes. When you
finally take it out, watch the awesome Kotetsushin Jeeg animation and
celebrate victory over the Haniwa Empire.
Clear Bonus:
24000 Credits
Support Defense Lv+1 SP Up Lv+1
Combo Attack Lv+1
=================================
Scenario 22 Haniwa Intermission
=================================
You're rejoined with the other route. Goh has taken up Godannar again,
Shizuru has picked up the Core Gunner, Tetsuya's upgraded to the G-Zero
Gunner, Lou has joined in Celleblader, and if you fulfilled the requirements
on stage 10 Ken has joined in Gainer. Shinn has gained his Destiny Gundam,
with Lunamaria picking up the Impulse, and Rey is now riding the Legend
Gundam. Iczer-3 and the Evas will be forced deploy next mission. Arrange
your squads, spend the cash you've built up and move on.
-----------
Scenario 23
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Iczer-3 (Iczer-3)
-Up to 16 squads
Starting Enemies:
-Seventh Angel (Seventh Angel)
Allied Reinforcements
Seventh Angel reduced to under 28,000 HP:
-Evangelion Unit-02 (Asuka)
-Gundam Deathscythe Hell (Duo)
-Taurus (Hilde)
Enemy Reinforcements
Seventh Angel is defeated:
-Delos Theta (AI) / Delos Theta (AI) x19
-Atross (Atross)
Events:
Seventh Angel reduced to under 28,000 HP:
-Seventh Angel fully regenerates
-Allied Reinforcements [1] appear
-Seventh Angel takes 28,000 damage
-Asuka connects to the Daiku-Maryu
Seventh Angel is defeated:
-Enemy Reinforcements [1] appear
-Asuka connects to the Daiku-Maryu
Atross reduced below 14,000 HP:
-Atross fully recovers
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Iczer-3 destroyed
=================================
Time to fight Clockiel. Unlike previous battles, there's no grunts to be had
- use Fury or quicksave and try for critical hits. Units that have the
ability to cast Spirit to boost their morale should use it. When it gets
under 28,000 HP, it'll regenerate and Asuka will arrive to beat it back down
to half health, along with Duo and Hilde.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Iczer-3 destroyed
Evangelion Unit-02 destroyed
=================================
Finish the Angel off to trigger several events - the arrival of the Iczer-3
opponents, and the destruction of the Angel at Asuka's hands. Note that as
the animation demonstrates, her finisher disconnects her from the umbilical
if she's attached, so always keep a battleship nearby.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Iczer-3 destroyed
=================================
Move east and start destroying the Delos Thetas. Make sure not to rush in
with Duo, Hilde, and Iczer, as their numbers can be overwhelming to single
units. If the opportunity comes up to use the Deathscythe's MAP attack, it
can be wonderfully devastating.
When Atross is knocked down to about half health, she'll regenerate. It's
not like she's particularly tough, though, a few good blows and she'll go
down.
Clear Bonus:
25000 Credits
Gunfight Lv+1 Prevail Lv+1
Combo Attack Lv+1 Ignore Size
Upgrade Limit Raised to 10 Bars
=================================
Scenario 23 Intermission
=================================
The upgrade limit having increased means all your units can now be made more
powerful. This should be a warning that your units are going to need that
kind of power in the future. Duo, Hilde, and Asuka have also joined.
Rushbird and Gaiking are forced deploy next stage. Rearrange your squads and
move on.
-----------
Scenario 24
-----------
Starting Allies:
-Daichi-Maryu (Vestaanu)
-Tenku-Maryu (Kain)
-Raiking (Nouza)
-Vulking (Lee)
Starting Enemies:
-Dvorak (Proist)
-Gareans (Nikita)
-Gareans (Termina)
-Gareans (Hegard)
-Gareans (Banium)
-Graneps (AI)
-Zergaia (Darius Empire) x2
-Domega (AI) x2
-Bareon (AI) / Dorman (AI) x4
-Galgoras (AI) / Protex (AI) x4
-Protex (AI) / Bitra (AI) x4
-Bitra (AI) / Galgoras (AI) x4
Allied Reinforcements
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Gaiking (Daiya)
-Rushbird (Ichitaka, Alice)
-Up to 16 squads
Enemy Reinforcements
None
Events:
None
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Any allied unit destroyed
=================================
It's the return of the Darius Empire, with some new units at their disposal.
You've got Raiking, Vulking, and their ships - not nearly enough to take on
the Darius forces with. Simply don't move and reinforcements will arrive on
the next turn.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Gaiking destroyed
Rushbird destroyed
=================================
Pull back Raiking and Vulking to the edge of the coast so the enemies are
drawn away from Proist and the generals, then attack. On turn 3 Straybird
will make its presence at the battlefield known, but quickly vanish.
Gradually move northwest, killing each wave of enemies as they come. Make
sure to cast Luck when killing each of the Gareans, as they're worth hefty
sums of cash. Proist herself has a nasty MAP attack, which you should try
not to get hit by more than once, but you've fought foes that were tougher
than Dvorak with fewer forces and come out on top. As long as you haven't
burned through all your energy yet and take appropriate defensive measures,
you should be fine.
Clear Bonus:
26000 Credits
Infight Lv+1 Guard
Defense +10 Melee +10
=================================
Scenario 24 Intermission
=================================
Gaiking has learned the new Shinryu Hydro Blazer finisher, Rushbird has
finally unlocked its Dimension Storm and gotten a slight increase in all its
stats, and Raiking and Vulking have joined along with the Daichi-Maryu and
Tenku-Maryu. Li's Serpent has become available, but there's nobody to pilot
it and you'll usually want him in Vulking anyway, so like the Cosmo Diver it
will likely never see use unless you want to watch the Serpent Buster
animation. Gaiking, Raiking, Vulking, and Kill Jaguar are forced deploy next
stage. Upgrade as you wish and move on.
-----------
Scenario 25
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Gaiking (Daiya)
-Raiking (Nouza)
-Vulking (Lee)
-Up to 18 squads
Starting Enemies:
-Final Dvorak (Proist)
-Gareans (Nikita)
-Gareans (Termina)
-Gareans (Hegard)
-Gareans (Banium)
-Graneps (AI)
-Zergaia (Darius Empire) x2
-Domega (AI) x2
-Bareon (AI) / Dorman (AI) x4
-Galgoras (AI) / Protex (AI) x4
-Protex (AI) / Bitra (AI) x4
-Bitra (AI) / Galgoras (AI) x4
Allied Reinforcements
None
Enemy Reinforcements
[1] Whenever 12 or fewer enemy squads remain:
-Bareon (AI) / Dorman (AI) x2
-Galgoras (AI) / Protex (AI) x2
-Protex (AI) / Bitra (AI) x2
-Bitra (AI) / Galgoras (AI) x2
[2] Proist is defeated:
-King Darius (Proist)
Events:
Any Gareans is destroyed:
-Destroyed Gareans fully regenerates
Whenever 12 or fewer enemy squads remain:
-Enemy Reinforcements [1] appear
Proist is defeated:
-All other enemies are destroyed
-Enemy Reinforcements [2] appear
King Darius attacks:
-Kill Jaguar is destroyed
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Gaiking, Raiking, Vulking destroyed
Kill Jaguar destroyed
=================================
This rematch is basically the same as the last stage to start out with,
except there's slightly more Bareons and you have all your forces from the
start. Move into your preferred attack formation and let the opponents come
to you. When you destroy any of the Gareans units, it will regenerate and
the victory conditions will change.
=================================
Victory Condition:
Destroy the Final Dvorak
Failure Conditions:
Allied battleship destroyed
Gaiking, Raiking, Vulking destroyed
Kill Jaguar destroyed
=================================
The Gareans will continue to regenerate whenever killed, but each can only be
farmed once for cash. Proist has a new MAP attack that's very hard to avoid,
letting her fire on a large diamond-shaped area within 8 squares, so be
extremely careful as you approach. Grunts will continue to respawn as
they're destroyed, so take on Proist whenever you're ready. When she goes
down, all the other enemies will be sacrificed to revive her in the King
Darius.
=================================
Victory Condition:
Destroy the King Darius
Failure Conditions:
Allied battleship destroyed
Gaiking, Raiking, Vulking destroyed
Kill Jaguar destroyed
=================================
You're probably out of useful units after taking down Dvorak, so just try to
endure King Darius's MAP. It's more like Dvorak's than Final Dvorak's, so
staying at a diagonal of Proist will keep her from hitting your vulnerable
units. When it first attacks, an event will destroy Kill Jaguar.
=================================
Victory Condition:
Destroy the King Darius
Failure Conditions:
Allied battleship destroyed
Gaiking, Raiking, Vulking destroyed
=================================
King Darius is actually much easier than Final Dvorak, for a couple of
reasons. First, its MAP attack is more like Dvorak's than Final's, meaning
standing at a diagonal will keep your units safe. Second, there's no other
enemies on the map to harass you, especially not the four generals. Third,
while it has more HP, King Darius doesn't regenerate its EN nearly as quickly
as Dvorak, and it doesn't regenerate its HP at all. You can get it to run
out of energy very quickly if you keep pouring on the pressure, potentially
disabling its ability to attack altogether. When Proist finally falls,
Raiking and Vulking will lend Gaiking their parts to allow Gaiking the GreAT
to finish her off once and for all.
Clear Bonus:
27000 Credits
Support Attack Lv+1 Focused Lv+1
Bullet Save Accuracy +10
=================================
Scenario 25 Intermission
=================================
Gaiking, Raiking and Vulking can now combine into the mighty Gaiking the
GreAT, arguably the best unit in the entire game. You're losing two units to
form it, but you create an absolute powerhouse capable of slaughtering bosses
with ease, not to mention all of its attacks look really, really cool. Well
worth the cost, in my opinion. Linebarrel and Iczer-3 are forced deploy next
stage, put some of that cash towards them if you haven't already. Rearrange
your squads and move on.
-----------
Scenario 26
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Up to 19 squads
Starting Enemies:
-Apparition (Hideaki)
-Delos Theta (AI) / Delos Theta (AI) x23
Allied Reinforcements
None
Enemy Reinforcements
[1] Player Phase 2 begins:
-Atross (Atross)
[2] All enemies defeated:
-Kagatsuchi (Dmitri)
-Idaten Nogota (Takuro)
-Talisman (Soubi)
-Tsubaki-Hime (Yurianne)
-Gundam Nataku (Wufei)
-Arma (Katou Grunt) / Arma (Katou Grunt)
-Arma Version S (Katou Grunt) / Arma Version S (Katou Grunt)
Events:
Player Phase 2 begins:
-Enemy Reinforcements [1] appear
All enemies defeated:
-Enemy Reinforcements [2] appear
Apparition escapes:
-Kagatsuchi is destroyed
-Takuro's morale becomes 150
-Takuro casts Valor, Guard, and Focus
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Iczer-3 destroyed
Linebarrel destroyed
Apparition destroyed
=================================
More Iczer-3 shenanigans - while another foe will appear at the deployment,
she'll retreat as soon as the stage begins, so don't worry about her.
Apparition won't move, so head southeast to destroy the Delos Thetas. On
turn 2, Atross will appear in the east. If you want to recruit her, you'll
need to have Iczer-3 defeat her. When you finish, more enemies will appear
in the north, and Apparition will begin to move northeast. When it reaches a
certain point, there will be an even where Kouichi slays Dmitri, which causes
Takuro to go nuts and cast a bunch of spirit commands.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Linebarrel destroyed
=================================
Make sure to have someone use Alert to evade Takuro's Valored attack. His
Focus and Guard will make him hard to deal with on the first turn, but the
rest should be easy pickings. On the next turn, finish off Takuro and any
stragglers to finish the stage.
Clear Bonus:
28000 Credits
Infight Lv+1 SP Up Lv+1
Energy Save Ranged +10
=================================
Scenario 26 Intermission
=================================
Rushbird, Destiny, and Athrun's Zaku are all forced deploy next mission.
This also means the Gaia Gundam's been emptied out if you had Athrun in it.
Reorganize your squads, make your upgrades and move on.
-----------
Scenario 27
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Blaze Zaku Warrior (Athrun)
-Destiny Gundam (Shinn)
-Rushbird (Ichitaka, Alice)
-Up to 15 squads
Starting Enemies:
-Murasame MA (Orb) / Murasame (Orb) x12
-Jet Dagger L (EFA) / Doppelhorn Dagger L (EFA) x8
-Jet Windam (EFA) / Windam (EFA) x4
-Zamza-Zah (EFA) / Gells-Ghe (EFA) x4
Allied Reinforcements
[1] Player Phase 2 begins:
-Wing Gundam Zero (Heero)
[2] Player Phase 4 begins:
-Akatsuki (Cagalli)
[3] All enemies defeated:
-Strike Freedom Gundam (Kira)
-Infinite Justice Gundam (Athrun)
-Archangel (Murrue)
[4] Player Phase after Allied Reinforcments [3] appear:
-Straybird (Yuunagi, Haruno)
Enemy Reinforcements
[1] Player Phase 4 begins:
-Jet Dagger L (EFA) / Doppelhorn Dagger L (EFA) x4
-Jet Windam (EFA) / Windam (EFA) x2
-Zamza-Zah (EFA) / Gells-Ghe (EFA) x2
-Gundam Heavyarms (Trowa)
[2] All enemies defeated:
-Destroy Gundam (EFA) x5
-Jet Windam (EFA) / Windam (EFA) x2
-Jet Dagger L (EFA) / Dopplehorn Dagger L (EFA) x2
-Imperial Valley (GreAT)
-Cannon Valley (GreAT) / Strike Valley (GreAT) x2
-Strike Valley (GreAT) / Cannon Valley (GreAT) x2
-ORF-59 Reaves (GreAT) / ORF-59 Reaves (GreAT) x3
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] appear
Player Phase 4 begins:
-Allied Reinforcements [2] appear
-Enemy Reinforcements [1] appear
All enemies defeated:
-Allied Reinforcements [3] appear
-Enemy Reinforcements [2] appear
-Destroy Gundams take 15,450 damage each
-Cagalli retreats
Player Phase after Enemy Reinforcements [2] appear:
-Allied Reinforcements [4] appear
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Rushbird destroyed
Athrun, Shinn destroyed
=================================
Time to take Orb back from the EFA. Move northwest and start attacking the
enemy forces. On turn 2, Wing Zero will arrive.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Rushbird destroyed
Athrun, Shinn destroyed
Wing Zero destroyed
=================================
On turn 4, Cagalli will arrive in the Akatsuki along with a few more EFA
goons. Nothing you can't handle.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Rushbird destroyed
Wing Zero destroyed
Athrun, Shinn, Cagalli destroyed
=================================
The time is finally at hand for many of your units to learn the Valor spirit
command on this stage. Use its power wisely and even the strongest enemy
will swiftly fall before you. Even with his MAP attack, Trowa is barely a
footnote at this point. When you finish all of the enemies, a contingent of
Destroys will spawn in the northwest and be knocked down to half health by
Kira's new Strike Freedom Gundam. Athrun will pick up the Infinite Justice
that's counterpart to it, Cagalli will retreat and the Archangel will deploy
in the southwest. In addition, you'll get your first taste of battle with
the original enemies, as several GreAT units will deploy in the northeast.
Get ready for the real throwdown.
</pre><pre id="faqspan-4">
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Rushbird destroyed
Kira, Athrun, Shinn destroyed
=================================
The Destroys are ripe pickings for Gaiking the GreAT and Strike Freedom to
slaughter. The turn after the reinforcments appear, Straybird appears as
well, neutral but on your side. Don't let him steal your kills. The
Imperial Valley has 60,000 HP, but that's really all it has. Crush it and
the remaining enemies to clear the stage, unlocking Strike Freedom and
Infinite Justice's Combination Assault combination attack in the process.
Clear Bonus:
29000 Credits
Gunfight Lv+1 Prevail Lv+1
Hit and Away Maneuvering +10
=================================
Scenario 27 Intermission
=================================
Strike Freedom and Infinite Justice have -not- rejoined you at this time.
The Evas are forced deploy next stage, so make any necessary preparations,
rearrange your squads, and move on.
-----------
Scenario 28
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Evangelion Unit-01 (Shinji)
-Evangelion Unit-02 (Asuka)
-Evangelion Unit-00 (Rei)
-Up to 19 squads
Starting Enemies:
-Regulus Alpha (AI) x5
-Delos Theta (AI) / Delos Theta (AI) x16
Allied Reinforcements
None
Enemy Reinforcements
Any Evangelion reaches the marked point:
-Regulus Alpha (AI) x7
-Delos Theta (AI) / Delos Theta (AI) x4
Events:
All enemies destroyed:
-Evangelion Unit-01 moves to the marked point
Any Evangelion reaches the marked point:
-All Evangelions surround the marked point
-Marked point appears in the southwest
-All Evangelions outside plug range eject umbilicals
-Enemy Reinforcements [1] appear
=================================
Victory Condition:
Any Evangelion reaches the marked point
Failure Conditions:
Allied battleship destroyed
Evangelion Unit-01, 02, 00 destroyed
=================================
Iczer grunts, but Iczer's not forced deploy. Huh. The Regulus Alpha is a
new enemy unit, and annoyingly tough at that. 28,000 HP makes them
effectively minibosses. Your objective is to get one of the Evas to a point
underneath the central Regulus Alpha near the center of the stage, so move
forward and start beating up the enemies. The Delos Thetas are incapable of
hurting the Evas, so use them to increase the Synch Rates of the pilots by
letting their attacks ping off the AT Field. As you approach the center,
move your units southwest, letting Rei take the central point. Make sure
Shinji has not yet acted when you take the point. When you take the point,
new enemies will appear, all the Evangelions will move to the center of the
stage, ejecting their umbilicals if necessary, and the victory conditions
will change:
=================================
Victory Condition:
Any Evangelion reaches the marked point
Failure Conditions:
Allied battleship destroyed
Evangelion Unit-01, 02, 00 destroyed
3 turns pass
=================================
Eject Unit-01's umbilical and have Shinji cast Accel. The rest of your
forces should follow hot on his heels and start ripping apart the new enemies
while Shinji concentrates on getting to the point. Beat them all to end the
stage and unlock the Eva's new combination attack.
Clear Bonus:
30000 Credits
Support Defense Lv+1 Counter
Combo Attack Lv+1 Evade +10
=================================
Scenario 28 Intermission
=================================
That might have tasted like filler, but it was actually the ending of
Rebuild's story in this game. Yes, really. I'm disappointed too. Oh well,
don't make upgrades or squad arrangements yet, it's time for the last route
split:
Space Patrol Earth Patrol
----------- -----------
Gundam Wing Linebarrels
Gundam SEED Destiny Gaiking
Macross Frontier Rebuild of Evangelion
Iczer-3 Mazinkaiser
Kotetsushin Jeeg Dancougar Nova
Combattler V Godannar
Voltes V
If you didn't take the JUDA route earlier, the Earth route provides a second
chance to get Soubi as a party member. If you take the Space route, however,
you'll have a chance to rescue Michael from his plot-mandated death in the
Macross Frontier storyline.
After the route decision, there's a second intermission screen where you can
rearrange your squads and make any upgrades you want. If you took the Space
route, then Alto, Michael and Luca are forced deploy next stage, and Klan is
out of her suit. Make sure to put Legend Gundam and Build Angel in the same
squad. If you took the Earth route, then Linebarrel and Dancougar Nova are
forced deploy instead. Make your upgrades and move on.
-----------------
Scenario 29 Space
-----------------
Starting Allies:
-Up to 10 squads
Starting Enemies:
-Vajra Green (Vajra) / Vajra Green (Vajra) x15
Allied Reinforcements
Player Phase 2 begins:
-VF-25F (Alto)
-VF-25G (Michael)
-RVF-25 (Luca)
-Armored Klan (Klan)
Enemy Reinforcements
[1] Player Phase 2 begins:
-Vajra Green (Vajra) / Vajra Green (Vajra) x15
[2] All enemies destroyed:
-Vajra Green (Vajra) / Vajra Green (Vajra) x23
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] appear
-Enemy Reinforcements [1] appear
All enemies destroyed:
-VF-25G is destroyed
-Enemy Reinforcements [2] appear
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
All allies destroyed
=================================
It's a fight inside the colony - no battleships, no predeploys, just you and
a bunch of Vajra. These ones are new, but not much harder than the red or
yellow. They're just very dodgy, really, cast Strike and Focus if you need
it. On turn 2 more will arrive in the northeast and you'll get
reinforcements in the form of the VFs and the new Armored Klan.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
VF-25G destroyed
All allies destroyed
=================================
If you want Michael to survive, he has to kill at least 8 enemies during this
scenario, so make sure to get it done early. The Vajra get easier as your
morale rises. When you defeat them all, new enemies will appear in a ring
around the entire map, and Michael will protect Klan from an attack. His
unit will be shot down, but if you fulfilled the condition you'll get a
dialogue indicating his survival.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
All allies destroyed
=================================
The new Vajra are less dangerous than the first wave now that you're at or
nearly at max morale. Wipe them all out to clear the stage.
Clear Bonus:
31000 Credits
Gunfight Lv+1 Focused Lv+1
Predict
=================================
Scenario 29 Space Intermission
=================================
Klan Klan can now switch between her original unit and her new Armored Klan
form. If you didn't save Michael, she can also choose to pilot his VF-25G.
Alto, Luca, and Iczer-3 are forced deploy next stage. You should arrange
your squads to have whatever single units you think can handle themselves,
you will need manpower. Upgrade and move on.
-----------------
Scenario 30 Space
-----------------
Starting Allies:
-Iczer-3 (Iczer-3)
-VF-25F (Alto)
-RVF-25 (Luca)
-VF-27 (Brera)
-Up to 20 squads
Starting Enemies:
-Vajra Small (Vajra) / Vajra Small (Vajra) x8
-Vajra Green (Vajra) / Vajra Green (Vajra) x8
-Vajra Large (Vajra) / Vajra Large (Vajra) x8
Allied Reinforcements
None
Enemy Reinforcements
Whenever 12 or fewer enemy squads remain:
-Vajra Small (Vajra) / Vajra Small (Vajra) x8
-Vajra Green (Vajra) / Vajra Green (Vajra) x8
-Vajra Large (Vajra) / Vajra Large (Vajra) x8
Events:
Whenever 12 or fewer enemy squads remain:
-Enemy Reinforcements [1] appear
Enemy Phase turn 4:
-Iczer-3 retreats
=================================
Victory Condition:
Defend the base for 8 turns
Failure Conditions:
All allies destroyed
Any enemy reaches the marked area
VF-25F destroyed
Iczer-3 destroyed
=================================
ARGH. This is just a really, really nasty stage. Vajra appear on all sides,
and you have to defend the base against them. Even if all your squads are
single units, you're going to be one unit shy of being able to surround the
entire perimeter, since Brera is uncontrollable. Regardless, your best hope
is to play defense, as otherwise the Vajra are very hard to keep from
slipping through. On turn 4 Iczer-2 and Atross will appear, leading to
events where Iczer-3 leaves the stage for a bit.
The key to survival here is prioritization. If something won't make it to
the base on its next action, ignore it completely and focus only on killing
the things that will make it to the base right then. Try not to leave the
enemy with 12 or less squads on its turn so you have time to deal with the
reinforcements. If you can keep your discipline, not to mention a quicksave
in your back pocket, it's possible to keep the Vajra hordes in check. When
turn 8 arrives, the stage will end. Give yourself a pat on the back.
Clear Bonus:
32000 Credits
Infight Lv+1 SP Up Lv+1
Break Morale Limit
=================================
Scenario 30 Space Intermission
=================================
Combattler and Voltes finally get to do something next stage. Atross has
joined, regardless of whether you've met the conditions for her or not - if
you haven't, she'll be leaving again later on. She's basically identical to
Iczer-3 in almost every way, which is to say she's a really nice unit. Make
your upgrades and move on.
-----------------
Scenario 31 Space
-----------------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Combattler V (Hyoma)
-Voltes V (Kenichi)
-Up to 21 squads
Starting Enemies:
-AIF-7S Ghost (AI) / AIF-7S Ghost (AI) x5
-VF-171 Nightmare Plus (UN Spacy) / VF-171EX Nightmare Plus EX (UN Spacy)
x10
-VF-171EX Nightmare Plus EX (UN Spacy) / VF-171 Nightmare Plus (UN Spacy) x5
Allied Reinforcements
None
Enemy Reinforcements
Allied unit reaches the marked area:
-Imperial Valley (GreAT)
-Cannon Valley (GreAT) / Strike Valley (GreAT) x5
-Strike Valley (GreAT) / Cannon Valley (GreAT) x5
-ORF-59 Reaves (GreAT) / ORF-59 Reaves (GreAT) x4
Events:
Allied unit reaches the marked area:
-Enemy Reinforcements [1] appear
3 turns after Enemy Reinforcements [1] appear:
-Combattler V and Voltes V learn new attacks
-Imperial Valley loses its invincibility
-Imperial Valley's HP is reduced by 50%
=================================
Victory Condition:
Allied unit reaches the marked area
Failure Conditions:
Allied battleship destroyed
Voltes V destroyed
Combattler V destroyed
=================================
You're walking into a trap, so be prepared and break into two forces at the
start of the stage. One should head northeast to start wiping out the
Macross grunts, while the rest head southwest. When an allied unit enters
the marked area, GreAT will arrive and you'll be surrounded. The victory
conditions will change:
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Voltes V destroyed
Combattler V destroyed
=================================
The Nightmare Plus fighters aren't too different from fighting Vajra - cast
Focus or Strike and you'll be fine, they can go down easily in one or two
hits. GreAT's units are -much- tougher, but less evasive. Note all the
Valkyries have new equipment, the powerful MDE Missiles. If someone uses
them, it will trigger a conversation of some kind among the enemies but have
no other visible effect. Be warned - the Imperial Valley is currently
unhittable. Even Strike won't affect it. On turn 5, assuming turn 2 is when
you moved something into the area that summoned the GreAT units, Combattler
and Voltes will both pull out new attacks that will together stop just shy of
defeating the Imperial Valley. It will regenerate, but the regeneration
mechanism will fail and it will still take 30,000 damage. It's now possible
to hit, so get ready to pound it into the ground. Er, space. Whatever.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
=================================
Combattler and Voltes now have the Choudenji V Spin no Giri combination
attack, with which you can possibly one-shot the Imperial Valley. Otherwise,
mop up the enemy forces and finish it off to clear the stage.
Clear Bonus:
33000 Credits
Support Attack Lv+1 Prevail Lv+1
Ranged +10
=================================
Scenario 31 Space Intermission
=================================
You're reunited with the other route. Dancougar Nova has learned a new
attack and R-Daigun has joined, with which it can combine during battle to
form Dancougar Nova Max God. Linebarrel and Painkiller have both learned new
attacks, Hideaki has joined in Apparition, as have Takuro and Yurianne in
their Idaten Nogota and Tsubaki-Hime, and Reiji has returned with Vardant.
Wufei has also joined in his Gundam Nataku. Tetsuya and Kouji are rocking
new machines, Shin Great Mazinger and Mazinkaiser, while their old machines
are now open for new pilots. Ozma is back in the active party. Destiny
Gundam and Rushbird are forced deploy next stage, so arrange all your squads
into their new orders, make whatever upgrades you feel are necessary, and
move on.
-----------------
Scenario 29 Earth
-----------------
Starting Allies:
-Daiku-Maryu (Lulu, Rosa)
-Linebarrel (Kouichi)
-Dancougar Nova (Aoi)
-Up to 21 squads
Starting Enemies:
-R-Daigun (Eida)
-Glein-Neidr (Masaki)
-Idaten Nogota (Takuro)
-Tsubaki-Hime (Yurianne)
-Arma (Katou Grunt) / Arma (Katou Grunt) x6
-Arma Version S (Katou Grunt) / Arma Version S (Katou Grunt) x12
-Jinrai (AI) / Jinrai (AI) x12
Allied Reinforcements
24 or fewer enemy squads remain:
-Apparition (Hideaki)
Enemy Reinforcements
None
Events:
R-Daigun is defeated
-Dancougar Nova's HP, EN, and SP are fully restored
-Dancougar Nova's morale becomes maximum
-Dancougar Nova learns God Beast Mode attack
24 or fewer enemy squads remain:
-Allied Reinforcements [1] appear
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Linebarrel destroyed
Dancougar Nova destroyed
=================================
This might be your first time really using the Daichi-Maryu and Tenku-Maryu,
so note they can plug in Evas just like the main three battleships can. Move
forward and start attacking. R-Daigun will probably be the first boss unit
you encounter. When it's defeated, Dancougar Nova will learn the God Beast
Mode attack, and get a full recovery in the process.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Linebarrel destroyed
=================================
The remaining enemies are nothing you haven't seen before. The only thing
you really need to worry about is the Glein-Neidr's MAP attack, but if you
hit it hard and fast there shouldn't be any trouble. Defeat all the enemies
to clear the stage.
Clear Bonus:
31000 Credits
Gunfight Lv+1 Focused Lv+1
Predict
=================================
Scenario 29 Earth Intermission
=================================
Dancougar Nova's new attack makes it a much more useful unit, and Apparition
is an excellent addition to the team. Nova's forced deploy again, so upgrade
as you wish and move on.
-----------------
Scenario 30 Earth
-----------------
Starting Allies:
-Daiku-Maryu (Lulu, Rosa)
-Dancougar Nova (Aoi)
-Up to 22 squads
Starting Enemies:
-Iczer Sigma (Iczer-2)
-Delos Theta (AI) / Delos Theta (AI) x14
Allied Reinforcements
23 or fewer enemy squads remain:
-R-Daigun (Eida)
Enemy Reinforcements
[1] Player Phase 2 begins:
-Pretender (Eiji)
-Jinrai (AI) / Jinrai (AI) x14
[2] 23 or fewer enemy squads remain:
-Regulus Alpha (AI) x5
Events:
Player Phase 2 begins:
-Enemy Reinforcements [1] appear
23 or fewer enemy squads remain:
-Enemy Reinforcements [2] appear
-Allied Reinforcments [1] appear
-R-Daigun joins Dancougar Nova's squad
Any Regulus Alpha is defeated:
-All Regulus Alphas fully regenerate
Five Regulus Alphas are defeated:
-Dancougar Nova is fully restored
-Dancougar Nova and R-Daigun combine
-One Regulus Alpha is destroyed
-Regulus Alphas cease to regenerate
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Dancougar Nova destroyed
=================================
An Iczer stage without Iczer. Huh. You can move northwest to deal with the
Delos Thetas, but on turn 2 Linebarrels enemies will appear in the south.
Eiji's looking pretty crazy. You might want to garrison the defensive
terrain at the center of the map. When you defeat enough enemies, several
Regulus Alpha units will appear in the northeast, but R-Daigun will arrive to
assist as an ally and join Dancougar Nova's squad.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Dancougar Nova destroyed
R-Daigun destroyed
=================================
Iczer-2 and Eiji's forces are easily dealt with, the problem is the Regulus
Alphas. Focus on killing one and only one, as they'll all fully regenerate
when one is killed. Beat each of them in turn and a scene will occur that
causes the base in the center of the map to vanish, and Dancougar Nova and R-
Daigun to combine into Dancougar Nova Max God, righteously smiting one of the
Regulus Alphas and making the rest vulnerable to killing properly. Finish
them off to clear the stage.
Clear Bonus:
32000 Credits
Infight Lv+1 SP Up Lv+1
Break Morale Limit
=================================
Scenario 30 Earth Intermission
=================================
R-Daigun makes a stellar addition to the party, both on its own and with its
combination with Dancougar Nova. Next stage is a major one upgrade-wise -
Linebarrel, Hind-Kind, Painkiller, Rushbird, and the Mazingers are forced
deploy next stage. Don't upgrade the Mazingers if you haven't already,
though - they're about to become obsolete. Upgrade and move on.
-----------------
Scenario 31 Earth
-----------------
Starting Allies:
-Hind-Kind (Satoru)
Starting Enemies:
-Vardant (Reiji)
-Gundam Nataku (Wufei)
-Talisman (Soubi)
-Idaten Nogota (Takuro)
-Tsubaki-Hime (Yurianne)
-Arma (Katou Grunt) / Arma (Katou Grunt) x8
-Arma Version S (Katou Grunt) / Arma Version S (Katou Grunt) x9
-Jinrai (AI) / Jinrai (AI) x10
Allied Reinforcements
[1] Player Phase 2 begins:
-Mazinger Z (Kouji)
-Great Mazinger (Tetsuya)
-Rushbird (Ichitaka, Alice)
-Linebarrel (Kouichi)
-Painkiller (Miu)
[2] Player Phase 5 begins:
-Mazinkaiser (Kouji)
-Shin Great Mazinger (Tetsuya)
[3] Player Phase 6 begins:
-Daiku-Maryu (Lulu, Rosa)
-Up to 18 squads
Enemy Reinforcements
None
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] appear
Vardant is defeated:
-Vardant fully regenerates
Player Phase 4 begins:
-Mazinger Z's HP is reduced by 50%
-Mazinger Z is immobilized
-Painkiller is disabled
Player Phase 5 begins:
-Mazinger Z and Great Mazinger are destroyed
-Painkiller becomes usable again
-Painkiller casts Guard
-Allied Reinforcements [2] appear
Player Phase 6 begins:
-Allied Reinforcments [3] appear
Soubi is defeated:
-Painkiller learns a new attack
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Hind-Kind destroyed
=================================
Yeah, it should be obvious from the field conditions that beating everything
with Hind-Kind isn't happening. Wait for turn 2, when some backup will
arrive.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Any allied unit destroyed
=================================
If you stood still, Reiji's now right in front of your team. Beat him up,
and try to let Rushbird lead the charge against the remaining enemy forces.
Come turn 4, Soubi will land a hit that will keep Kouji from moving around,
and Miu will freak out, disabling Painkiller completely. Just hold out for
another turn, and something will happen that turns everything around.
Mazinger Z and Great Mazinger are destroyed, but in their place Kouji and
Tetsuya bring out Mazinkaiser and Shin Great Mazinger, both sporting four
bars of upgrades in everything and ready to lay the smackdown on the enemies.
Soubi's not that tough, but make sure Kouichi fights him twice to fulfill the
conditions for unlocking him. On turn 6, your main force will arrive.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Linebarrel destroyed
Hind-Kind destroyed
Painkiller destroyed
=================================
Honestly, the main force is all but superfluous with the Kaiser on your side.
When you take down Soubi, Painkiller will learn a new attack. When you
defeat Vardant after beating all other enemies, Linebarrel will unlock its
Mode-C along with a new attack and the stage will end.
Clear Bonus:
33000 Credits
Support Attack Lv+1 Prevail Lv+1
Ranged +10
=================================
Scenario 31 Earth Intermission
=================================
You're reunited with the other route. Atross has joined, whether she'll be
staying or not depends on if you've met the conditions to keep her, while all
of the Valkyries sport new MDE Missiles in fighter mode. They're presently
wearing their Super Packs as well. Michael has died, but Klan Klan can
choose to pilot his VF-25G if you like. Alternatively, she also sports a new
Armored Klan form more suited for ground combat. Destiny Gundam and Rushbird
are forced deploy next stage. Make whatever upgrades you think you need and
move on.
-----------
Scenario 32
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Rushbird (Ichitaka, Alice)
-Destiny Gundam (Shinn)
-Up to 12 squads
Starting Enemies:
-Windam (EFA) / Windam (EFA) x5
-Dagger L (EFA) / Dopplehorn Dagger L (EFA) x10
-Zamza-Zah (EFA) / Gells-Ghe (EFA) x5
-Destroy Gundam (EFA) x4
-Destroy Gundam (Sting)
-Agmemnon-class (EFA) x3
Allied Reinforcements
[1] Player Phase 2 begins:
-Wing Gundam Zero (Heero)
[2] All enemies destroyed:
-Gundam Heavyarms (Trowa)
-Strike Freedom Gundam (Kira) / Infinite Justice Gundam (Athrun)
-Akatsuki Shiranui (Mwu) / Aile Strike Rouge (Cagalli)
-Murasame (Andy) / DOM Trooper (Hilda)
-Archangel (Murrue)
-Eternal (Lacus)
[3] Player Phase after Enemy Reinforcments [1] appear:
-Straybird (Yuunagi, Haruno)
Enemy Reinforcements
All enemies destroyed:
-Imperial Valley (HL-1)
-Cannon Valley (GreAT) / Strike Valley (GreAT) x5
-Strike Valley (GreAT) / Cannon Valley (GreAT) x5
-ORF-59 Reaves (GreAT) / ORF-59 Reaves (GreAT) x4
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] appear
All enemies destroyed:
-Allied Reinforcements [2] appear
-Enemy Reinforcements [1] appear
Player Phase after Enemy Reinforcements [1] appear:
-Allied Reinforcements [3] appear
-Straybird casts Focus
Imperial Valley is attacked:
-Straybird becomes an allied unit
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Rushbird destroyed
Destiny Gundam destroyed
=================================
The last throwdown with the EFA, and they've brought out all their remaining
forces. Killing Windams and Daggers is old news by now, so move in and begin
your attack. On turn 2, Wing Zero will arrive.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Rushbird destroyed
Destiny Gundam destroyed
Wing Zero destroyed
=================================
Nothing is here you haven't already fought, but don't burn all your energy
just yet. When you defeat all the enemies, Trowa will join up in Heavyarms,
the Archangel crew will arrive, and so will GreAT in the northwest.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Rushbird destroyed
=================================
Move up to meet GreAT, noting that on the next turn Straybird will arrive as
a neutral ally. As usual, try not to let him steal your kills. If you need
somewhere to recover, the base off on the left side of the map offers large
defense and regeneration bonuses. When the Imperial Valley has a battle
encounter, some events will occur that turn Straybird into a proper ally,
though it goes from its 24,000 boss-class HP to a mere 8,000 in the process.
Oh well. Finish off any remaining enemies to clear the stage.
Clear Bonus:
34000 Credits
Infight Lv+1 Defense +10
Energy Save
=================================
Scenario 32 Intermission
=================================
Kira and Athrun have joined with their crews, as have the last two Wing boys
and Straybird. If you fulfilled the conditions earlier in the game, Stella
is now available as a pilot, though you'll have to manually put her in
something. I recommend her Gaia Gundam, it's a lovely support unit. Next
stage's forced deployments are the Destiny, Strike Freedom, and Infinite
Justice, while Rey has left the party. Arrange your squads, make your
upgrades, and move on.
-----------
Scenario 33
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Archangel (Murrue)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Strike Freedom Gundam (Kira)
-Infinite Justice Gundam (Athrun)
-Destiny Gundam (Shinn)
-Up to 16 squads
Starting Enemies:
-Human Machina (Human Machina) / Human Machina (Human Machina) x3
-Human Machina (Soubi)
-Gouf Ignited (Yzak)
-Blaze Zaku Phantom (Dearka)
-Cannon Valley (GreAT) / Strike Valley (GreAT) x4
-Strike Valley (GreAT) / Cannon Valley (GreAT) x4
-ORF-59 Reaves (GreAT) / ORF-59 Reaves (GreAT) x4
-Zaku Warrior (ZAFT) / GINN High-Maneuver Type 2 (ZAFT) x10
-Gouf Ignited (ZAFT) / GuAIZ R (ZAFT) x5
-Nazca-Class (ZAFT) x3
-Legend Gundam (Rey)
Allied Reinforcements
Player Phase 2 begins:
-Eternal (Lacus)
Enemy Reinforcements
None
Events:
Player Phase 2 begins:
-Allied Reinforcements [1] appear
28 or fewer enemy squads remain:
-Dearka and Yzak become allied units
-Dearka joins Yzak's squad
-Yzak and Dearka move next to the Archangel
Soubi is defeated:
-All enemies except Rey retreat
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Strike Freedom Gundam destroyed
Infinite Justice Gundam destroyed
Destiny Gundam destroyed
=================================
Well, you beat up one side of the war, might as well beat the other one up
too. For once this is more or less a straight-up brawl, with no nasty
surprises or enemy reinforcements to deal with, but there's several secret
requirements on this stage you should keep an eye on.
First, notice Soubi's presence up on the northwest part of the enemy force.
He's in the one Machina Human facing the wrong way. You have to convince him
with Kouichi in order to continue the process for his recruitment if you're
doing so. Move Linebarrel next to him and use the Persuade command that
appears, then destroy him with whatever you like. When you do, some of the
enemies will retreat.
Rey is also savable from his plotline death, and it's fairly easy to do so.
You'll have to let Kira attack him at least once, triggering his whole "you
are not a gun" speech, and then make sure Shinn lands the killing blow. Rey
can be dangerous because of the enormous area, accuracy and power of his MAP
attack. It attacks everyone within 6 squares of him, and because it doesn't
hit his allies he won't hesitate to use it the moment you have two or more
squads in range. Be careful about sending units like Jeeg too close to him
without the protection of Alert and/or Invincible.
The rest of the enemies are fairly stock, there's just a lot of them. You
haven't fought ZAFT units much at all, but they're basically similar to the
EFA's Daggers and Windams. On turn 2, Lacus will arrive to help, but she's
far off to the southeast and likely well away from any of the action. By the
end of the turn you'll probably have wiped out most of the Zaku units,
leaving only the more dangerous GreAT machines. Defeat enough, and Yzak and
Dearka will switch sides and join you. When all the enemies are cleared, the
stage will end.
Clear Bonus:
35000 Credits
Gunfight Lv+1 Focused Lv+1
Combo Attack Lv+1 Accuracy +10
=================================
Scenario 33 Intermission
=================================
Assuming you saved Rey, he and his Gundam are available again. Yzak and
Dearka have also joined, and if you secured all the Meteor Breakers way back
when in stage 6, they have the option of transferring into their old Gundams.
Iczer-3 and Atross are forced deployments next stage - upgrade whatever needs
upgrading and move on. I recommend splurging on all these four-bar units
that have been joining you lately to get them up to five, as you'll see a big
improvement in performance for little cost.
-----------
Scenario 34
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Iczer-3 (Iczer-3)
-Atross (Atross)
-Up to 19 squads
Starting Enemies:
-Neos Gold (Neos Gold)
-Regulus Alpha (AI) x10
-Regulus Alpha (Large HP) (AI) x2
-Delos Theta (AI) / Delos Theta (AI) x12
Allied Reinforcements
Neos Gold reduced to under 78,000 HP:
-Iczer-1 (Iczer-1)
Enemy Reinforcements
All enemies destroyed:
-Neos Gold (Neos Gold)
-Regulus Alpha (AI) x10
-Regulus Alpha (Large HP) (AI) x2
-Delos Theta (AI) / Delos Theta (AI) x6
Events:
All enemies destroyed:
-Daiku-Maryu enters Volution Mode if not already active
-Atross is destroyed
-Enemy Reinforcements [1] appear
Every turn:
-Neos Gold casts Guard
Neos Gold reduced to under 78,000 HP:
-Neos Gold fully regenerates
-Allied Reinforcements [1] appear
Neos Gold reduced to under 69,000 HP:
-Neos Gold's autocasting Guard ends
-Iczer-3 becomes Iczer Robo
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Iczer-3 destroyed
Atross destroyed
=================================
It is at approximately this point that the game begins to hate you, and
expresses its displeasure with an increasingly stupid number of Regulus
Alphas. On this stage you've got twelve to deal with. Some have "only"
23,000 HP, while two are gifted with a whopping 48,000. They all, however,
continue to possess the same glaring weakness of no ability to counterattack
against attacks made from 4 or more squares away, meaning nearly everything
can outsnipe them. Honestly, they're not so bad once you've got some morale
built up and the damage multiplier abilities start to come into play, but the
trouble is that the first wave will come at you before even the bulk of the
Delos Thetas, and while you're at 100-110 morale they're virtually
indestructible. Neos Gold isn't very tough. When you defeat her, she'll
take her second form and kill Atross, while more enemies will appear further
northwest.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Iczer-3 destroyed
=================================
Ignore Neos Gold for the time being, as she's autocasting Guard each turn,
and go beat up the other Regulus Alphas. As with the first wave, two have
48,000 HP instead of 28,300, but at least they're worth more money. Once
they're done, start hitting Neos Gold. She doesn't have any regeneration or
even decent long-ranged attacks, her only advantage is the autocast Guard and
even that matters less when you can just whittle her down. Once she hits
around 78,000 HP, there will be some events where Iczer-3 is saved by a
familiar face.
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Iczer-3 destroyed
Iczer-1 destroyed
=================================
Yes, Iczer-1's back and as good as ever, though like 3 currently unable to
summon Iczer Robo. That will change once you whack Neos Gold back down to
around 68,000. Not only will Neos Gold release the stolen Iczerion energy
and let Iczer-3 summon Robo again, but her autocasting Guard will stop.
Without this, Neos Gold is an incredibly pathetic opponent. Beat her down to
end the stage.
Clear Bonus:
36000 Credits
Support Defense Lv+1 SP Up Lv+1
Guard Melee +10
=================================
Scenario 34 Intermission
=================================
If you fulfilled the earlier condition, you'll have seen the events before
this where Atross survived, and she remains a party member. Iczer-1 has
returned at last. Both Iczer-1 and Iczer-3 are forced deployments next
stage, as are Dancougar Nova and R-Daigun. Patch your squads to cover their
absence, make your upgrades, and move on.
-----------
Scenario 35
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Iczer-3 (Iczer-3)
-Iczer-1 (Iczer-1)
-Dancougar Nova (Aoi) / R-Daigun (Eida)
-Up to 18 squads
Starting Enemies:
-Iczer-2 (Iczer-2)
-Regulus Alpha (AI) x3
-Delos Theta (AI) / Delos Theta (AI) x9
-Flying-Type (Mimetic Beast) / Ground-Type (Mimetic Beast) x3
-Type-13 (Mimetic Beast) / Type-13 (Mimetic Beast) x6
-Type-18 (Mimetic Beast) / Type-18 (Mimetic Beast) x3
Allied Reinforcements
None
Enemy Reinforcements
[1] All enemies except Iczer-2 destroyed:
-Regulus Alpha (AI) x2
-Delos Theta (AI) / Delos Theta (AI) x6
-Flying-Type (Mimetic Beast) / Ground-Type (Mimetic Beast) x2
-Type-13 (Mimetic Beast) / Type-13 (Mimetic Beast) x4
-Type-18 (Mimetic Beast) / Type-18 (Mimetic Beast) x2
[2] Iczer-2 defeated:
-Regulus Alpha (AI) x6
-Delos Theta (AI) / Delos Theta (AI) x12
-Big Gold (Big Gold)
-Original Dancougar (Moon WILL)
Events:
All enemies except Iczer-2 destroyed:
-Enemy Reinforcments [1] appear
Iczer-1 is defeated:
-Iczer-1 recovers fully
-Iczer-1 casts Valor, Guard, and Focus
Iczer-2 is defeated:
-Iczer-1 becomes Iczer Robo
-Dancougar Nova and R-Daigun combine
-Enemy Reinforcements [2] appear
Neos Gold is defeated:
-Iczer-1 desummons Iczer Robo
-Iczer-1 learns a new attack
-Iczer-1's HP, EN, and SP are fully restored
Moon WILL is defeated:
-Dancougar Nova Max God learns a new attack
=================================
Victory Condition:
Destroy Iczer-2
Failure Conditions:
Allied battleship destroyed
Iczer-1 or Iczer-3 destroyed
Dancougar Nova or R-Daigun destroyed
Anyone but Iczer-1 fights Iczer-2
=================================
Iczer-2 wants to duel, and throws out a ton of enemies to get in everyone
else's way. Start blowing the Mimetic Beasts up for morale while the sisters
have their duel. When you defeat everyone but Iczer-2, a second wave will
show up behind the first, so continue your rampage appropriately. Every time
you destroy all the enemies, a fresh set will appear, so now's a good chance
to grind experience and money if you so desire.
Don't worry about Iczer-1, she'll regenerate whenever she's beaten - which is
good, because even with Focus Iczer-2 has around a 50% chance of hitting her
on each attack. If you want to get a bonus item, you can try beating Iczer-2
without triggering this event - if so, you'll need to have invested heavily
in Iczer-1's Mobility and Accuracy, and you'll probably need to cast Focus
every turn. The duel won't end until Iczer-2 is defeated, nor will the
respawns, so take your time. When Iczer-2 is defeated, new enemy
reinforcements will appear on the north and south sides of the map, Iczer-1
will summon Iczer Robo, and Dancougar Nova and R-Daigun will combine into Max
God.
=================================
Victory Condition:
Destroy Big Gold and Moon WILL
Failure Conditions:
Allied battleship destroyed
Iczer-1 or Iczer-3 destroyed
Dancougar Nova Max God destroyed
=================================
I recommend picking one of the two bosses and going after them first. Big
Gold is only a little more impressive than her daughter - she has 120,000 HP
and a MAP attack, but it requires enough morale that you can kill her before
she brings it out if you're fast. Use those shiny new Valor and Soul spirits
to crush her quickly, which will cause four copies of Neos Gold to appear.
In response, Iczer-1 will pull out a new attack to finish her off once and
for all. Moon WILL is tougher than Big Gold, with more attacks, but Burning
Death Storm or Lightning Death Storm will defang him for a bit. You should
also consider throwing a few castings of Daunt at him if you have it, as
below 130 morale he won't be able to use his MAP attack and will generally
become much easier to defeat. When he goes down, enjoy the sheer awesome
that is Dancougar Nova Max God's new finisher.
Once both bosses are beaten, all other enemies will be destroyed, and Neos
Gold will reveal that she's not. Quite. DEAD! No matter, as the Iczer
family will handle that, with 2 joining the party so the three gynoids can
perform a new awesome and hilarious combo attack. After this, the stage will
finally end.
Clear Bonus:
37000 Credits
Gunfight Lv+1 Prevail Lv+1
Bullet Save Ignore Size
=================================
Scenario 35 Intermission
=================================
Depending on how many waves of reinforcements you killed during the duel,
you're either wealthy or -extremely- wealthy now. Which is good, because
Iczer-2 has joined, giving you another SS-sized happy go-lucky murder machine
to play with. Linebarrel is forced deploy next stage, upgrade it heavily if
you haven't already. Organize your squads and move on.
-----------
Scenario 36
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Linebarrel (Kouichi, Emi)
-Up to 21 squads
Starting Enemies:
-Pretender (Eiji)
-Glein-Neidr (Masaki)
-Human Machina (Human Machina) / Human Machina (Human Machina) x12
-Cannon Valley (GreAT) / Strike Valley (GreAT) x4
-Strike Valley (GreAT) / Cannon Valley (GreAT) x4
-ORF-59 Reaves (GreAT) / ORF-59 Reaves (GreAT) x4
Allied Reinforcements
None
Enemy Reinforcements
[1] All enemies except Glein-Neidr destroyed and Glein-Neidr has been
attacked once:
-Human Machina (Human Machina) / Human Machina (Human Machina) x18
[2] Glein-Neidr destroyed:
-Naked (Masaki)
[3] Whenever 2 or fewer enemy squads remain:
-Human Machina (Human Machina) / Human Machina (Human Machina) x18
Events:
All enemies except Glein-Neidr destroyed and Glein-Neidr has been attacked
once:
-Enemy Reinforcements [1] appear
Glein-Neidr is destroyed:
-Enemy Reinforcements [2] appear
Whenever 2 or fewer enemy squads remain:
-Enemy Reinforcements [3] appear
=================================
Victory Condition:
Destroy the Glein-Neidr
Failure Conditions:
Allied battleship destroyed
Linebarrel destroyed
=================================
Note that Linebarrel has Emi as a copilot for this stage. Don't get used to
it, but enjoy the power while you can. Machina Humans and GreAT's weapons
are your opponents for this stage - move up and start taking them down. On
turn 2 several waves of Machina Humans will begin to attack Earth - it
doesn't affect the stage, though, aside from turning the Earth red again.
Keep pressing the attack. There's a lot more Machina Humans than the last
time, meaning the pain they are in groups is much more evident. They're very
hard to hit, both due to high natural evasion and their Sword Cut ability,
and 10,000 HP is a pretty hefty total for the most common grunt on the stage.
Use Strike or Focus if you need to. By the time you're done clearing them
out, you'll be all hopped up on morale and ready to take down Eiji and
Masaki. Of course, there's a problem. Namely, Masaki is invincible. Attack
him to change the victory conditions:
=================================
Victory Condition:
Destroy all enemies except the Glein-Neidr
Failure Conditions:
Allied battleship destroyed
Linebarrel destroyed
=================================
While Masaki may be invincible, Eiji is quite, er, vincible. He's also got
pathetically low HP for this point in the game, if you maxed out Godannar
he'd probably go down with a single Valored Triple Drive. When he does,
he'll try to regenerate but overload himself and self-destruct. When you
destroy all enemies except the Glein-Neidr and have triggered the condition
switch, more enemies will arrive in the north and east, and the conditions
will change back.
=================================
Victory Condition:
Destroy the Glein-Neidr
Failure Conditions:
Allied battleship destroyed
Linebarrel destroyed
=================================
Take down the new Machina Humans and then destroy Masaki. He's got almost no
HP to speak of, so it's a fairly easy win once you start attacking him. Just
be careful not to get caught in his MAP attack, it can be a doozy. When you
defeat him, Masaki will reveal that the Glein-Neidr is really just protective
armor for the real Machina within.
=================================
Victory Condition:
Destroy the Naked
Failure Conditions:
Allied battleship destroyed
Linebarrel destroyed
=================================
Naked is both a more and less credible threat than Glein-Neidr. On the one
hand, it's not going down in one hit no matter how you slice it. On the
other, it lacks the MAP attack that often does a great deal to increase the
threat a boss poses. It's backed up, though, by infinitely spawning Machina
Human forces. Instead focus on the Naked itself. When it goes down, Emi
will die, and in response Kouichi will unlock the true power of Linebarrel...
Clear Bonus:
38000 Credits
Infight Lv+1 Energy Save
Evade +10 Maneuvering +10
=================================
Scenario 36 Intermission
=================================
Every Machina in your team is forced deploy next stage. That means Hind-
Kind, Painkiller, Deceive, Vardant, Apparition, and of course Linebarrel.
Hopefully you heeded my warnings far earlier in the game and upgraded all of
these units to five bars or more. If not, do so now lest you be in for a
nasty surprise. There's only five stages left, by now you should know what
works for your fighting style. Reorganize to compensate for the temporary
loss of the Machinas and get ready to rumble, making sure Wufei, Yurianne,
and Takuro are all in your squads. If you've been doing the Soubi
recruitment chain, now's the last step before the big payoff.
-----------
Scenario 37
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Hind-Kind (Satoru)
-Painkiller (Miu)
-Deceive (Shizuna, Izuna)
-Vardant (Reiji)
-Apparition (Hideaki)
-Linebarrel Mode-C (Kouichi)
-Up to 15 squads
Starting Enemies:
-Naked (Masaki)
-Human Machina (Soubi)
-Human Machina (Human Machina) / Human Machina (Human Machina) x27
-Cannon Valley (GreAT) / Strike Valley (GreAT) x3
-Strike Valley (GreAT) / Cannon Valley (GreAT) x3
-ORF-59 Reaves (GreAT) / ORF-59 Reaves (GreAT) x3
Allied Reinforcements
Third turn after Human Machinas begin to spawn, if conditions met:
-Talisman (Soubi)
Enemy Reinforcements
[1] Naked is destroyed:
-Central (Central)
[2] Central is destroyed / All enemies destroyed:
-Human Machina (Human Machina) / Human Machina (Human Machina) x24
Events:
Every turn:
-Linebarrel casts Guard, Strike, Zeal
Naked is destroyed:
-Enemy Reinforcements [1] appear
-Linebarrel becomes controllable
-Linebarrel's D-SOIL becomes "Infinite" (locked at 150)
Central is destroyed / All enemies destroyed:
-Enemy Reinforcements [2] appear
Turn after Human Machinas begin to spawn:
-All Machinas lose 20% of their max HP
Third turn after Human Machinas begin to spawn:
-All Machinas lose 30% of their max HP
-Allied Reinforcements [1] appear
=================================
Victory Condition:
Destroy the Naked
Failure Conditions:
Allied battleship destroyed
Linebarrel, Hind-Kind, Painkiller, Deceive, Vardant, Apparition destroyed
=================================
Only 15 squads is a pain, but with this many forced deployments it can't be
helped. Worse is the fact that Kouichi's gone mad with rage and is
completely uncontrollable. He'll charge headfirst at the enemy forces, so
quickly follow and make sure he doesn't get killed. Note Soubi in the
center; make an effort to get Wufei, Takuro or Yurianne over to him ASAP and
use the Persuade command to finish his recruitment process. The Human
Machinas will cluster left and right of center, so if you can, try to get
Kira in position to fire a HiMAT Full Burst on turn 3. Properly aimed it can
take out an enormous chunk of the enemy force, so cast Sense, Soul,
Bless/Cheer, and rake in the cash. The more enemies you clear, the less
danger Kouichi's in. When you defeat them all, take down Naked, and
celebrate...or not. The final boss is still ahead.
=================================
Victory Condition:
Destroy Central
Failure Conditions:
Allied battleship destroyed
Linebarrel, Hind-Kind, Painkiller, Deceive, Vardant, Apparition destroyed
=================================
The good news is, Linebarrel is controllable again, with its D-SOIL stat set
to "Infinity" (actually locked at 150). Take a turn off while you move your
forces into position to fight Central. Like most bosses, its MAP attack
requires at least 130 morale to use, so you're safe until you start
attacking. Assuming you saved at least enough SP for your better units to
use their finishers with Soul/Valor, you'll be able to sweep Central before
it can retaliate. Don't burn -all- your energy, though, because it's not
quite over. All of the Machina will form up at the center of the map to seal
the portal, but an endless legion of Human Machinas will appear to stop them.
=================================
Victory Condition:
Defend the Machina for four turns
Failure Conditions:
Allied battleship destroyed
Linebarrel, Hind-Kind, Painkiller, Deceive, Vardant, Apparition destroyed
=================================
This section can be very, very hard, or relatively simple. Which one it is
will depend on your trigger discipline. The next wave of Human Machinas
won't spawn until the last one is killed, so simply kill all but one and then
surround the last so it can't approach your units. You'll make less money,
but by now all your units are likely exhausted, so this strategy is much
safer. On the first and third turns, all the Machinas will take damage - on
the third, if you met all the conditions, Soubi will appear in his Talisman
to help. The turn after this, the last of the Human Machinas will be
destroyed, and with the help of the Evas Kouichi will perform the Final Phase
combination attack to seal the portal once and for all.
Clear Bonus:
39000 Credits
Support Attack Lv+1 Focused Lv+1
Hit and Away Bullet Save
=================================
Scenario 37 Intermission
=================================
Linebarrel has gained the Mode-C ability and learned the Final Phase
combination attack. If you fulfilled all the conditions, Soubi is now a
party member as well. The only thing left to deal with is Macross Frontier's
story, so Alto is forced deploy next stage. You know the drill.
-----------
Scenario 38
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-VF-25F (Alto)
-Up to 20 squads
Starting Enemies:
-Giant Space Ranka (Ranka)
-Vajra Green (Vajra) / Vajra Small (Vajra) x7
-Vajra Small (Vajra) / Vajra Large (Vajra) x14
-Vajra Large (Vajra) / Vajra Green (Vajra) x2
-Vajra Carrier (Vajra) x5
Allied Reinforcements
None
Enemy Reinforcements
[1] Alto convinces Ranka:
-VF-27 Lucifer (Brera)
-VF-27 Lucifer (Grace)
[2] Giant Space Ranka is defeated:
-Battle Galaxy (Battle Galaxy)
-VF-27 Beta Fighter Mode (AI) / VF-27 Beta Battroid Mode (AI) x6</pre><pre id="faqspan-5">
-AIF-9V Ghost (AI) / AIF-9V Ghost (AI) x12
Events:
Alto convinces Ranka:
-Enemy Reinforcements [1] appear
-Alto's HP is reduced by 30%
Giant Space Ranka is defeated:
-Enemy Reinforcements [2] appear
-Macross Quarter learns Macross Cannon Sword
-Battle Galaxy takes 72,000 damage
-Brera becomes an allied unit
-Brera joins Alto's squad
-Grace retreats
Battle Galaxy is defeated:
-Macross Quarter learns Macross Attack
=================================
Victory Condition:
Alto convinces Ranka
Failure Conditions:
Allied battleship destroyed
Alto destroyed
Ranka destroyed
=================================
Yes, that's a giant space Ranka on the bottom. Your goal is to get Alto
through the Vajra and to her. This is easily doable by turn 2, at which
point Brera will appear, damage Alto a bit, and change the victory
conditions:
=================================
Victory Condition:
Destroy Giant Space Ranka
Failure Conditions:
Allied battleship destroyed
Alto destroyed
=================================
Giant Space Ranka has a MAP attack, but like all bosses it only activates at
130+ morale. Try to bring her down before then if possible, or use Daunt to
reduce her morale. Brera is unhittable, so don't bother trying. Giant Space
Ranka has 150,000 HP, so go ahead and hit her with a few Valored or Souled
finishers, but don't blow all your resources yet as there's a much stronger
boss just ahead. Try to make sure the Macross Quarter hasn't acted yet when
you land the killing blow, and wipe out all the Vajra first if you want the
maximum experience and cash, because when Giant Space Ranka drops, it's
revealed to be a hologram created by the Battle Galaxy. The Macross Quarter
hits it hard with a new attack, Brera becomes an ally, Grace retreats, all
the Vajra retreat, new enemies appear, and the victory conditions change:
=================================
Victory Condition:
Destroy the Battle Galaxy
Failure Conditions:
Allied battleship destroyed
Alto destroyed
=================================
The Battle Galaxy has 180,000 HP and its own Macross Cannon MAP, but starts
at 100 morale again. The real threat is its fighter escort, which consists
of very fast, evasive, and accurate VF-27s and their Ghost counterparts. At
10,000 HP a pop, VF-27s are actually rather tough as well, so cast Strike
when needed. The Quarter starts out in a very dangerous position, so pull it
back. When the Battle Galaxy goes down, the Quarter will finish it off with
-another- new attack. Like 36, there's a cliffhanger and the stage ends.
Clear Bonus:
40000 Credits
Infight Lv+1 SP Up Lv+1
Counter Combo Attack Lv+1
=================================
Scenario 38 Intermission
=================================
Alto's forced deployment again, as is Brera. No real differences from last
stage, so spend the cash you just made and move on.
-----------
Scenario 39
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-VF-25F (Alto) / VF-27 (Brera)
-Up to 21 squads
Starting Enemies:
-Vajra Queen (Grace)
-Vajra Green (Vajra) / Vajra Small (Vajra) x10
-Vajra Small (Vajra) / Vajra Large (Vajra) x20
-Vajra Large (Vajra) / Vajra Green (Vajra) x10
-Vajra Carrier (Vajra) x6
Allied Reinforcements
None
Enemy Reinforcements
23 or fewer enemy squads remain:
-Vajra Green (Vajra) / Vajra Small (Vajra) x2
-Vajra Small (Vajra) / Vajra Large (Vajra) x4
-Vajra Large (Vajra) / Vajra Green (Vajra) x2
-Vajra Carrier (Vajra) x2
-VF-27 Beta Fighter Mode (AI) / VF-27 Beta Battroid Mode (AI) x4
-AIF-9V Ghost (AI) / AIF-9V Ghost (AI) x2
Events:
23 or fewer enemy squads remain:
-Enemy Reinforcements [1] appear
-Ranka and Sheryl begin singing
Grace is attacked:
-Grace's invincibility ends
=================================
Victory Condition:
Destroy the Vajra Queen
Failure Conditions:
Allied battleship destroyed
Alto or Brera destroyed
=================================
It's like last time, but with more Vajra. Start mowing them down. When less
than 24 enemy squads remain, events will occur and some more will spawn in
the south. Ranka and Sheryl both begin to sign, switching songs on each
phase. These might affect the Vajra in various ways, but it's hard to tell.
Just do your best to wipe them out as efficiently as possible so you can deal
with Grace. The first time she's attacked, she'll display invulnerability
thanks to her Super Dimension Shield, but the Vajra will help weaken it into
what's just a strong barrier, reducing all damage Grace takes by 2,500, which
further lengthens her 200,000 HP. Her MAP attack is kind of odd, hitting
every other row much like the VB-6's. Hit her with powerful attacks and
she'll fall like any boss. Afterwards, enjoy the full 90-second(!)
combination attack between Alto and Brera.
Clear Bonus:
41000 Credits
Gunfight Lv+1 Support Defend Lv+1
Predict Break Morale Limit
=================================
Scenario 39 Intermission
=================================
Alto and Brera have a new combination attack, as you've just seen. Only two
stages to go, by now you don't need me to tell you what to do or how to
fight. Next stage's forced deployments are Rushbird and Straybird, which
should both be long-since upgraded. Put Alto and Brera in their place and
move on.
-----------
Scenario 40
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Rushbird (Ichitaka, Alice) / Straybird (Yuunagi, Haruno)
-Up to 21 squads
Starting Enemies:
-Nuclear Windam (AI) / Nuclear Windam (AI) x5
-Destroy Gundam (AI) / Destroy Gundam (AI) x5
-Fat Boy (AI) / Fat Boy (AI) x5
-Jinrai (AI) / Jinrai (AI) x5
-AIF-7S (AI) / AIF-7S (AI) x5
-Cannon Valley (GreAT) / Strike Valley (GreAT) x3
-Strike Valley (GreAT) / Cannon Valley (GreAT) x3
-ORF-59 Reaves (GreAT) / ORF-59 Reaves (GreAT) x3
-Imperial Valley (HL-1)
Allied Reinforcements
None
Enemy Reinforcements
HL-1 is defeated:
-Imperial Valley (HL) / Imperial Valley (HL) x6
Events:
HL-1 is defeated:
-Rushbird and Straybird learn Mode Archionis
-Enemy Reinforcements [1] appear
=================================
Victory Condition:
Destroy all enemies
Failure Conditions:
Allied battleship destroyed
Rushbird destroyed
Straybird destroyed
=================================
Your team comes back from dealing with the Vajra to find Dannar Base in ruins
and many of your friends prisoners of GreAT. Time to beat them up. They've
got a mix of units from various factions, plus their own, but by that same
token this means you've fought everything they have a dozen times over. That
said, they do have -one- new trick, the Nuclear Windam. These are pretty
much like the Dopplehorn Dagger Ls from earlier in the game, just a bit
stronger. Destroys were big and bad twenty stages ago, but now they're only
a little tougher than average. They do, however, do some impressive damage
to your tankier units while morale's low, so let the reals handle the task of
whittling them down. When you beat HL-1, Rushbird and Straybird will unlock
their Mode Archionis combination attack to finish him off, but it's not over
yet, as twelve more HL-series androids will appear in their own Imperial
Valleys in the southwest. All of them are, in fact, exactly as strong as HL-
1, only they come in pair squads to make them even tougher. I advise hanging
out on the Dannar Base for its bonuses, and try to lure them into a formation
where you can use Kira's Full Burst to wipe them out with Bless for some
rather amazing cash gains. When you take them all down, the stage will end.
Clear Bonus:
None
=================================
Scenario 40 Intermission
=================================
Rushbird and Straybird can now use Mode Archionis. Rushbird must initiate
this combination attack, but it's got some hefty power behind it. Next stage
is the last, so burn all your skill parts and all your cash, there's nothing
left to save them for. No forced deployments, it's time to rumble.
-----------
Scenario 41
-----------
Starting Allies:
-Minerva (Talia, Arthur)
-Macross Quarter (Jeffery, Bobby)
-Daiku-Maryu (Lulu, Rosa)
-Up to 22 squads
Starting Enemies:
-Gartdeus (Rudolf Gloria)
-Nuclear Windam (AI) / Nuclear Windam (AI) x4
-Destroy Gundam (AI) / Destroy Gundam (AI) x4
-Jinrai (AI) / Jinrai (AI) x4
-AIF-7S (AI) / AIF-7S (AI) x4
-Cannon Valley (GreAT) / Strike Valley (GreAT) x5
-Strike Valley (GreAT) / Cannon Valley (GreAT) x5
-ORF-59 Reaves (GreAT) / ORF-59 Reaves (GreAT) x5
-Imperial Valley (HL-1)
-Imperial Valley (HL) x4
Allied Reinforcements
None
Enemy Reinforcements
[1] Gartdeus is attacked:
-Core Fortress (Core Fortress) x6
[2] All Core Fortresses destroyed:
-Conquest Bomb (AI) x6
[3] Less than 20 enemy squads remain:
-Cannon Valley (GreAT) / Strike Valley (GreAT) x4
-Strike Valley (GreAT) / Cannon Valley (GreAT) x4
-ORF-59 Reaves (GreAT) / ORF-59 Reaves (GreAT) x4
-Imperial Valley (AI) x4
Events:
Gartdeus is attacked:
-Gartdeus takes 0 damage
-Enemy Reinforcements [1] appear
Gartdeus is attacked before all Core Fortresses have been destroyed:
-Gartdeus takes 0 damage
All Core Fortresses destroyed:
-Enemy Reinforcements [2] appear
Less than 20 enemy squads remain:
-Enemy Reinforcements [3] appear
All Conquest bombs destroyed:
-Enemy Reinforcements [2] appear
=================================
Victory Condition:
Destroy the Gartdeus
Failure Conditions:
Allied battleship destroyed
=================================
You've come to square off with the president of GreAT, Rudolf Gloria, in his
personal Gartdeus. Right away looking at the map you'll see six squres
around him marked with question marks - those will be important in a bit.
For now, move up and start wrecking the enemy forces to build up your morale.
The enemy force is pretty much just like last stage, minus the Fat Boys and
with a few more HL-Series from the start, so the tactics you used then will
work now. Be careful, however, not to charge straight in. Gloria acts twice
per turn and has a horridly powerful and accurate MAP attack that will
slaughter your forces if you let him use it on your weaker units. Break into
two teams and send them off to either side. Ping Gartdeus with something
weak to reveal his perfect defense, maintained by the six Core Fortress
devices around him.
=================================
Victory Condition:
Destroy the Core Fortresses
Failure Conditions:
Allied battleship destroyed
=================================
Each Fortress has 50,000 HP and attacks that can be absorbed by Rushbird's
Laplace Wall. Personally, I sent Rushbird down the middle to deal with
Gartdeus and the Core Fortresses while my other units fought the assembled
enemies. If you use multiple units to destroy the Fortresses, keep your
units at least 7 squares away from each other when within the crater so
Gartdeus doesn't use its MAP. Outside the crater you're basically safe.
When you blow up the last Core Fortress, the real fun begins:
=================================
Victory Condition:
Destroy the Gartdeus
Failure Conditions:
Allied battleship destroyed
Conquest Bomb reaches the marked line
=================================
Gloria plans to launch the Conquest Bombs at the PLANTs, meaning you have to
stop him. In addition, GreAT's main force begins dimensionally warping in,
meaning there's a newly infinite horde of enemies aiming to stop you. The
Conquest Bombs will respawn whenever destroyed, and the enemy reinforcements
are infinite, so I advise you just ignore all that and go for the Gartdeus.
There's a spirit command you probably haven't given any thought to using up
until now, called Disturbance. It will save your life here. Use it to cut
the hit rates of every enemy on the field in half for a turn, including
Gartdeus's dreaded MAP attack. Use it, cast whatever defensive spirits you
can muster, and charge in guns blazing. Gartdeus has 300,000 HP, Prevail
LV9, and HP Regen S, but you beat the Darius Empire, you beat the Vajra, you
beat both sides of the Second Bloody Valentine, you can sure as hell beat
him. You are LOTUS. Save the world.
When you win, enjoy the ending credits. You can now choose to save your game
as clear data and begin a New Game Plus, keeping half of your total monetary
winnings and the 10-bar upgrade cap. Try a different route, play around with
your squads to find what you like best. Congratulations on beating SRW L!
=============================================================
Part 05: Secrets [part05]
=============================================================
A long-standing tradition of SRW games is unlockable secrets gained by
performing certain actions and/or taking certain routes. SRW L continues
this tradition with seven different available secrets. The main walkthrough
will notify you when secret decisions are available, but if you want the
summary, here's each secret's requirements and my opinion on it:
============================================
Duel Gundam Assault Shroud and Buster Gundam
============================================
This secret allows you to acquire the Duel Gundam and Buster Gundam from
Mobile Suit Gundam SEED. They can be used by any Cosmic Era pilot except
Cagalli, Mwu, or Stella.
Requirements:
-On Scenario 6, place units on all six Meteor Breakers and keep those units
alive until the end of the stage.
-You will unlock the units when Dearka and Yzak join after Scenario 33. They
come with four free bars of upgrades in all stats.
Opinion: These units are actually fairly nice, and may see some play
throughout the mid-30s, but it's debatable if you'll use them on the final
stages. Still, they may find a way in, and they're easy to acquire, so
there's no point in not going for this secret. Note Yzak and Dearka will
still join on Scenario 33 if you fail to get this secret, but they'll be
stuck with their Zaku and Gouf.
==========================
Stella Louisser as a pilot
==========================
This secret allows you to use Stella from Mobile Suit Gundam SEED Destiny as
a pilot. While Stella will survive the events of stage 15 either way, she
will not become a pilot.
Requirements:
-Take the Stop the Runaway route after Scenario 14.
-On Scenario 15 Runaway, have Shinn be the one to reduce Stella's Destroy
Gundam to 10% HP or less.
-Stella will become a pilot after Scenario 32. You must manually place her
in a unit.
Opinion: Stella's part of the trifecta of secrets where you must choose two
out of three - getting her as a pilot, saving Michael, and getting Soubi and
his Talisman. Of the three, Stella is available the second-soonest, and can
pilot the widest variety of units. She can pilot the Akatsuki, Murasame, or
Strike Rouge, but is probably best-suited for her old Gaia Gundam. On a
first playthrough, I suggest getting Stella and Soubi, as both of these
characters will get a batch of free kills on the first play that won't be
given to them on repeat plays. Since she survives even if you don't recruit
her, though, don't feel too bad if you pass up on Stella.
=====================
Ken with Blade Gainer
=====================
This secret allows you to save Ken of Godannar from his plot-related death,
and recruit him and his Blade Gainer as a playable unit.
Requirements:
-Either take the Attempt to Rescue the Mobile Suits route after Scenario 6,
or the Assist the Minerva route after Scenario 19.
-On Scenario 10 Rescue, destroy Lou using either Goh or Anna.
-On Scenario 22 Minerva, do not allow Ken or Lou to be destroyed until the
event with Blade Gainer Twin Drive Mode.
-Ken will join immediately after stage 22.
Opinion: You only have to take either the Godannar split on Scenario 6 or
Scenario 19, not both. This gives you two chances to save Ken, and you don't
have to give anything else up to get him. I advise doing the Scenario 6
split, because Scenario 22 Minerva gets my vote for worst stage in the game.
Ken suffers from abysmal attack range, even worse than Godannar's, but has
some hefty power and can combine with Celleblader if you don't want to use
Godannar Triple Drive. I paired it with the Idaten Nogota in the late game
for a high-speed close-combat pair that was delightfully strong.
======
Atross
======
This secret allows you to save Iczer-3's Atross from her plot-related death.
Atross will join you briefly regardless of whether or not you get this
secret, but will die on Scenario 34 if you don't. Even if you get this
secret, Atross will be shot down on Scenario 34, but dialogue after the stage
will indicate her survival.
Requirements:
-On Scenario 26, have Iczer-3 shoot down Atross.
-Atross will survive after Scenario 34.
Opinion: Atross is basically a fourth Iczer, without the ability to summon a
Robo or participate in the combination attack. This makes her less useful
than the others, but she's still a wonderfully dodgy little thing with a
barrier and status immunity for her partner bonuses, making her a solid
companion for one of your supers. Between this and a really easy unlock
requirement, there's no reason not to get her.
======================
Rey with Legend Gundam
======================
This secret lets you save Gundam Seed Destiny's Rey from his plot-related
death on Scenario 33, letting you keep him and his Legend Gundam.
Requirements:
-On Scenario 33, have Kira attack Rey at least once, then have Shinn shoot
him down.
-Rey will rejoin after the scenario.
Opinion: Rey's another easy one to get, and there's precious little point in
not doing so. His Legend Gundam's only any use in space unless you partner
it with something like Build Angel, and might not make the final roster, but
he's sufficiently easy to get that it doesn't matter much.
============
Save Michael
============
This secret lets you save Macross Frontier's Michael from his plot-related
death. You will keep his VF-25G even if you fail to save him, and Klan Klan
will be allowed to pilot it in his place. If Michael has over 991 kills at
the end of Scenario 28, this secret is no longer obtainable.
Requirements:
-Take the Space Patrol route after Scenario 28.
-During the first part of Scenario 29 Space, have Michael kill at least 8
enemies.
-Michael will survive the events on Scenario 29 Space.
Opinion: Michael is part of the trifecta of mutually exclusive secrets, where
getting him locks you out of either Stella or Soubi. On a first play, I
suggest letting Michael die. The VF-25G isn't likely to make the final cut,
and Klan can take it anyway, plus you're missing out on free kills for both
Stella and Soubi if you rescue Michael on a first play. If you really like
him, though, or if you're trying to save everyone's life, 8 kills isn't that
hard to attain. Don't worry about the 991 kills thing, as unless you've been
playing this game -way- too much, he'll likely never be in danger of hitting
the cap.
===================
Soubi with Talisman
===================
This secret lets you unlock Soubi and his Talisman. If unlocked, Soubi will
be required to use Linebarrel Mode-C's Final Phase combination attack, and
the attack power of Final Phase will increase. Talisman comes with five bars
of upgrades in every stat.
Requirements:
-On Scenario 12, have Kouichi destroy Soubi.
-Fulfill either the first two, first and fourth, or third and fourth of the
following:
1: On Scenario 15 JUDA, have Kouichi destroy Soubi before Vardant is
destroyed.
2: On Scenario 16 JUDA, have Kouichi destroy Soubi.
3: On Scenario 31 Earth, have Kouichi fight Soubi at least two times.
4: On Scenario 33, have Kouichi persuade Soubi.
-On Scenario 37, have Takuro, Yurianne, or Wufei persuade Soubi. Anyone can
destroy Soubi afterward.
-Soubi will appear in Talisman during the last part of Scenario 37, and will
join after.
Opinion: Soubi is the most complex secret in the game to acquire by far, and
his requirements mandate that you give up either Stella as a pilot or
rescuing Michael in order to recruit him. Talisman is powerful and has some
excellent partner bonuses, but arriving only four stages before the end of
the game limits its usefulness, plus it makes Final Phase even more
horrendously complicated to use. However, I still recommend picking up Soubi
on a first play alongside Stella, as this will give both of them a set of
free kills given on a first but not subsequent plays. For a no deaths run,
Michael and Soubi will keep everyone alive.
=============================================================
Part 06: Thanks [part06]
=============================================================
Thanks go out to the contributors at the Akurasu Wiki for their hard work and
dedication in cataloguing information about the game, as well as to the
denizens of /m/ for their help in figuring out the more obtuse stage
conditions, as well as general advice while I played. Thanks also to
Demitrius for his walkthrough, which helped me through the first ten stages
of the game.
=============================================================
Part 07: Credits and Copyrights [part07]
=============================================================
This document and all information is copyright of TrueMallowman, and is only
allowed for use on Gamefaqs. Any other website wishing to host this document
should contact me at the email address at the top of this document - failure
to do so will be a violation of this copyright and should be reported to me
if discovered.
Super Robot Wars is the property of Banpresto. All series, characters and
mecha contained within are property of their respective creators.
Copyright September 3, 2011