FAQ\Walkthrough for Super Robot Wars Impact for the Sony PS2 by Zhou Tai An (kain@pacific.net.sg) Version 0.05 ****** This is a PRELIMINARY version - as you can see, it has a LOT of unformatted text and is generally very messy. Basically, I'm only writing down what I can recall and what information I can readily obtain from Japanese sites - this is NOT, I repeat NOT the full walkthrough! I plan to go through the game at least once before starting on that (it shouldn't take long, a week at most at the rate I play) Please be patient. ****** Disclaimer : This document may not be used for anything besides non-profit and I must be notified if it's used anywhere. Thanks. Other notes : I reuse a lot of my material from my SRWA FAQ, as it's more or less applicable to every SRW game created. Whole paragraphs and sections will be repeated in both FAQs. Not that there's anything wrong with that, I'm just letting you know. ^_^ As regards translations, I'm leaving out most of the extraneous dialogue but including the main points and some jokes for humor. Occasionally, there will be short scenes I deem unimportant (just some light dialogue, not much plot going on) which will not be translated. I'd like to do everything, but since this IS a fan-based production, there are some limitations. Japanese encoding in this FAQ is best read with : 1) The Japanese language Regional Settings inside Windows 2) Internet Explorer Version 5 and up 3) NJWIN. http://www.njstar.com Finally, this FAQ is best read using WordPad. And that's about it for now. Enjoy! ****** Contents : 1. Version data, Disclaimers and general info. 2. Contents 3. FAQs and Game Basics (long section, contains translations as well) 4. Battle Hints and Tips 5. General Hints, Tips and Explanations 6. How to Win or Lose Experience Points 7. Convincing Enemy Characters 8. Secret Mecha 9. Walkthrough 10. Battle Quote Translations 11. Gameshark Codes 12. Credits FAQs : Q. Why can't I use Shining Finger Sword even though I have 140 morale? A. Domon needs to have the Clear Mirror Still Water skill, which he gains in Scenario 20. Be patient, it'll be worth it. Game Basics : (most of this information is taken from Edmund Chiu's Super Robot Wars F Final Guide, but it's been reformatted, looked over and basically given an overhaul to eliminate spelling\grammatical errors and make it clearer. Still, he's the guy who originally wrote it, so some thanks is in order. ^_^) (yes, there ARE explanations as well as translations...read carefully!) 1) Start-up Menu translations - When you first start up the game, you will be presented with four options: スタート - Start - start the game from the very beginning. ロード - load - load the game from a saved file from intermission between episodes. Each file takes up one memory block. コンティニュー - continue - to load the game from the in-game save during the battle part of an episode. You only get one of these saves. オプション - option - go to the option screen. In the option screen, you will be presented with these options: サウンド - sound - set the game to either: ステレオ - stereo モノラル - mono サウンドセレクト - sound select - play various musics from the game. Works just like a regular CD player, so you should not have any trouble using this. カラオケモード - karaoke mode - listen to the music themes from the various animes in the game, with the subtitles (in Japanese) being shown below. Unfortunately, they seem to have removed thje obligatory fighting scenes that play during karaoke mode...:( デモセリクト - demo select - watch the anime cut scenes that you have already seen in the game. キャラクター大事典 - character guide - brief background information of the characters that appear in the game. You will only see those characters that have already appeared (meaning he/she has had an actual conversation, not just been mentioned by your characters) that you have a save with. (either continue or save will be fine). You can listen to some of his/her spoken lines, if he/she has a seiyuu. Just press a button and you will here one or more of that character's spoken line. There will be a percentage figure on the top that indicates the total percentage of the characters you have seen. ロボット大図鑑 - robot encyclopedia - background information for the robots that appear in the game. You will only see those robots that have already appeared on the map and that you have a save with (either continue or save will be fine). The percentage figure on the top indicates the total percentage of the robots you have seen. If you choose start, you will be presented with the character creation screen: これでいい - choose this option if you like the present configuration for your character. 登録キャラクター中から選択する - choose among the eight preset characters. If you choose that character, just press the Circle button, but if you wish to change something, press the Cross button to go back to the previous screen. 主人公設定の変更 - change the six variable of your character. 顔 - face portrait - choose among the eight face portraits. Only the first four faces of each sex will have different emotional face portraits. 名前の入力 - Input your character's name. Only six characters are allowed for each part of the name. 名前 - the first name of your character. 名字 - the last name of your character. 愛称 - what you would like your character to be commonly referred to as. 誕生日 - birthday. 血液型 - bloodtype. 性 - personality. The personality will affect what will he/she say in the game. It might also effect the what weapons, etc., you are going to get. まじめでやさしい熱血漢 - Hot Blooded with a strong sense of Justice 理論家 けど異性好き - Logical but has an Affinity for the opposite sex ちょっとヘンな性 - A little Weird クールでニヒル - Cool and Nihilistic タイプ - type. What type of robots are you going to pilot and what type of pilot your character is. This will effect what storyline (Super Robot or Realistic Robot side) you are going to enter. It will also effect what "magics" you have, your stats, and your robot. 2) Battle Menu translations - Command menu: After you start a map, and when you select one of your robots, a menu will appear, with at least one of the following options : 移動 - move - move your robots. Your robot can attack afterwards only if the robot has a weapon capable of attack after movement. (any of the weapons marked with a (P) sign) It can also, repair, wait, combine, convince, or dock after a move. 精神 - magic - use any of your character's magic. This won't use up the pilot's turn. 能力 - ability - look at the ability of your robot and pilot. You can always use this command, even after the pilot has already moved, attacked, etc. 待機 - wait - only appears after a move. Stay at the current square without doing anything. 攻撃 - attack - attack using one of your robot's weapons. 変形 - transform - transform into another form if your robot has that ability. You can choose among the choices if your robot has more than two forms, otherwise your robot will immediate transform. This won't use up the pilot's turn. 発進 - launch - launch a robot from your battleship. You can use this command even after the battleship has already moved. 説得 - convince - convince an enemy right next to you to join your team or surrender. You will use up your robot's turn after using this command, and it won't always be successful, since some enemies require that a certain condition be met before you can convince him or her. In other cases, some enemies require more than one try at convincing. 地上 - ground - stop flying and stay on the ground. This won't use up the pilot's turn. 空中 - fly in the air - move your robot to the air. This won't use up the pilot's turn. 水中 - underwater - stop your robot from flying and stay in the water. This won't use up the pilot's turn. 分離 - separate - separate your robot into several robots (if your robots have the combine/separate ability). Some robots, like Re-GZ, can only separate but cannot change back to their previous form. This won't use up the pilot's turn. 合体 - combine - combine several robots into one (if your robots have the combination ability), as long as they can be combine with the robots close (about one or two squares) by. This won't use up the pilot's turn as long as you don't use the main pilot to initiate the command. パーツ - parts - use your equipped items to recover HP or EN. This won't use up the pilot's turn after using this command. 修理 - repair - repair a nearby team robot. 補給 - resupply - resupply a nearby robot. The morale of the robot you resupply will decrease by 10. 切断 - cut cable - Only can be used by EVAs. Cut the umbilical cable of EVA so the Unit won't have to stay within ten squares of an electric outlet or battleship. This won't use up the pilot's turn. 搭載 - dock - put the robot in the battleship. The robot will recover HP, EN and ammo while in the battleship (ammo will be immediately recovered, while HP and EN are restored gradually). The robot's morale will decrease by 10. Map command menu - when you press the Circle button when you are over an empty square, you will be presented with the following: フィイズ終了 - phase end - end your turn and begin the enemy's turn. 部隊表 - team list - lists your team members so you can easily locate them. (will be pretty much useless unless you can read the Japanese names) 反撃命令 - counterattack command - bring up the screen where you can choose to let the computer choose whether to counterattack or let you decide yourself. マニュアル - manual - lets you choose whether to counterattack or not, and the weapon to counterattack with. The following choices all let the computer to decide whether to counterattack (except for the last choice, which is always block or dodge). The computer will always pick a weapon that can normally (without being blocked, hit an AT Field, etc.) kill off the enemy or do maximum damage. The computer will block if the robot has very little agility, otherwise it will dodge. 積極的に - will always counterattack, as long as the enemy is within your attack range. 効率良く - will dodge or block if the enemy's level is lower than yours, but otherwise will counterattack. 反撃するな - will always dodge or block. 作戦目的 - combat goal - list the requirements for advancement to the next episode. The upper part is the goal for your victory, while the bottom part is the goal for the enemies' victory. 精神検索 - "magic" check - check the "magic" of your current team members (those that aren't on the map won't show up) to see what the "magic" does. If you choose any of them, you will then be presented with the list of members that has that "magic", with a number on top of the window that displays the SP cost of that "magic". The members who have that "magic" that have already moved or don't have enough SP will be shown in red. システ - system - change the configuration for the following: スクイア - square - decide whether you want the squares to appear on the map or not. It's a lot easier to count squares with it turned on, but I feel it gives the screen a "chunky" feel. サウンド - sound - you can pick ステリオ, stereo, or モノラル, mono. 主人公ボイス - main character voice - you can turn your own character's voice on or off. 戦闘BGMの設定 - fighting BGM configuration: 切り替え - will change the BGM back to the original BGM of that particular episode after every attack. 固定 - the BGM will remain the same until you attack using an unit from another series or when you switch to enemy's turn. ボタン設定 - change the button configuration. Since it's pretty standard and easy to learn the current button configuration, I suggest you leave it alone. セーブ - save - save in the continue slot. You can only save in this slot once. Anytime you use this save, you will erase the last continue save. 3) Inter-Episode Menu Translations - (after you beat an episode and watch the conversations, you will be brought to the following menu) データセーブ - data save - save the game. You can save as many games as you want, as long as you have enough space. ユニット改 - unit enhancement - enhance any of your units. They are sorted according to HP. 武器改 - weapon enhancement - enhance any weapon of your units. The units are sorted according to HP, and the weapons are sorted according to the damage. Some weapons, when powered up fully, will yield a new weapon for you to use, but there's no telling (outside of knowing the series the robot is from) which weapons will produce another one. ユニット能力 - unit ability - look at the ability of your units. Looks just like the ability screen when you are on the map. パイロット能力 - pilot ability - looks at the ability of your pilots. They are sorted according to their levels. Looks just like the pilot ability screen when you are on the map. のりかえ - change pilot - change what unit your pilot will pilot. You can also change what unit will your fairy be in. パイロット - pilot - change what unit your pilot will pilot. You can only choose among the pilots that can pilot other robots. 妖精 - fairy - change what unit your fairy will be in. (these commands are slightly different in Alpha, but you should be able to figure out what does what) 強化パーツ - enhancement items - put various enhancement items on your units. These items are found by either defeating current enemies or after a certain episode. 次のマップへ - go on to the next episode. 4) Ability screen Explanation - When you choose the ability option for an unit or pick a robot under unit ability in an Intermission, you will then go on to the ability screen for a robot. The screen will display of a picture of the unit, along some information about the unit : サイズ - size - the size of your unit. It can be SS (for people), S, M, L, and LL. S and SS size units get a 20 and 40 percent bonus for dodging while L and LL get 20% and 40% deduction for dodging respectively. 特殊能力 - special ability - this section, will list any special abilities of the unit: ビー コート - beam coating - will absorb 1000 worth of beam damage. If a beam attack causes over 1000 damage, only 1000 points worth of damage will be absorbed. Any use of this costs 5 EN. Iフィールド - I-Field - will totally block any beam attack that does less than 2000 damage. Any use of this cost 5 EN. オーラバリア - Aura Barrier - will totally block any beam attack that does less than 3000 damage. Any use of this costs 5 EN. If the pilot has the Aura Senshi skill, the effectiveness will also increase (see section under skill.) 分身 - after-image - will only be activated when the pilot's morale is at or over 130. The unit will have a 50% chance of using after-image, which makes the unit take no damage, even if the attack connects (or so we thought). It is common anime knowledge that humans can only see things moving below a certain speed, so when something move faster than what we can see, we see multiple images of the same thing in motion. That's after-image for you. ^_^ HP回復(小) - recover 10% of total HP after every turn. HP回復(大) - recover 30% of total HP after every turn. 変形 - transform - the unit can transform. 合体 - combine - the unit can combine with other units to form another unit. 分離 - separate - the unit can separate. All combined units can separate. タイプ - type - describes what type of terrain the unit is designed for. (refer to terrain explanation for different kind of terrain). 移動力 - mobility - the number of squares an unit can move. 運動性 - agility - this effect how well an unit can dodge or aim. 装甲 - armor - this affects how much damage an attack causes - the higher, the better. 限界 - limit - it is little hard to explain, but this is basically the limit of how well can the unit dodge or aim. How well you dodge depends on dodging ability and the agility of the unit. The sum of these two numbers is limited by the limit statistic of the unit. If the limit is 400 but the sum of the dodging ability and agility of the unit is 420, only 400 is used for calculating your chance of dodging an attack. Dodging, aiming, and reflex are limited by limit (as for how limit works for reflex, please refer to the pilot ability screen explanation.) 地形 - terrain - this shows how well the unit does in each terrain. An "A" means that the unit actually gets a bonus for being in that terrain. A "B" doesn't get any bonus, a "C" gets a little deduction, while a "D" gets a lot of deduction. A "F" means the unit cannot enter or be in that terrain. 空 - air. 陸 - land. 海 - sea. 宇 - space. シールド - shield. 有 - means the unit has a shield. 無 - means the unit doesn't have a shield. Weapon screen explanation. When you choose the third option in the ability screen, or when you choose the attack option, you will go to the weapon screen. 武器名 - the name of the weapon. [+] - when this comes before a weapon's name, it means the weapon will use the pilot's long range attack stats when the pilot use this weapon. If a hand appears before a weapon's name, it means the weapon will use the pilot's close range attack stats when the pilot use this weapon. If a "P" appears after a weapon's name, it means that the weapon can be used after a move. If a "B" appears after a weapon's name, it means that the weapon is a beam weapon. 攻撃力 - the attacking power of the weapon. 射程 - range. The range of that weapon. 命中 - hit rate. It's the number that will be added to the aiming statistic during an attack. The higher the number, the more likely the attack will connect. 弾数 - ammo. The number on the left indicates the current amount of ammo, while the number on the right indicates the maximum number of ammo the unit can have for that particular weapon. A -- means it doesn't use ammo. 必要気力 - required morale. Some weapons require the pilot to have reached a certain morale before the pilot can use that weapon. The number on the left indicates the requirement ( a -- means there's no requirement), while the number in () indicates the current morale. 消費EN - EN spent - the amount of EN spent to use that weapon. The number on the left indicates the amount of EN that will be used while the number in () indicates the current EN for the unit. A -- means that the weapon doesn't use EN. 地形 - how well a weapon does in certain terrain. Refer to terrain in the unit ability screen for details. A -- means that the weapon cannot be used in that terrain. 必要技能 - required ability - some weapons can only be used when the pilot has a certain ability. For example, funnels can only be used by Newtypes. クリティカル補正 - critial adjustment - the adjustment made to the rate of scoring a critical hit on an enemy. A critical hit is a hit that causes 50% more damage. 5) Pilot Ability screen explantations - When you choose to look at the pilot ability screen, it will show: サブパイロット - side pilot - if the robot is piloted or has two or more pilots (or has a fairy), this option will appear to tell you that if you press the Circle button, you will then switch to the next pilot ability screen. It will switch back to the main pilot after cycling through the pilots. シンクロ率 - synchronization rate - for EVA pilots only. The synchronization rate reflects how well the pilot is piloting the EVA. It ranges from 0% to 100%. An increase in levels or certain events will increase synchronization rate. 闘 - close range combat - the pilot's close range combat skill. The higher the number, the more damage the pilot can do when the pilot is using a close range weapon. The basic value is 100, and the highest is 255. 射撃 - long range combat - the pilot's long range combat skill. The higher the number, the more damage the pilot can do when the pilot is using a long range weapon. The basic value is 100, and the highest is 255. 命中 - aiming - how good the pilot is at scoring a hit on enemy. This number, combined with agility of the robot, is limited to the limit of the robot. When it's over the limit of the robot, the stat number will appear in red. 回避 - dodging - how good the pilot is at dodging. this number, combined with agility of the robot, is limited to the limit of the robot. When it's over the limit of the robot, the stat number will appear in red. レベル - level - the current level of the pilot. An increase in level will increase every stat, unless it goes over the limit (like attacking stats). The level can range from 1 to 99. 気力 - morale - morale will affect how much damage can caused and received. The starting morale is normally 100 (There is one exception - when the pilot appears in two consecutive episodes during attacks on bases) Morale can range from 50 to 150. Morale will go back to 100, with the exception on attacks on bases, after every episode. When the pilot takes a hit or if another team member kills off an enemy, morale will increase by 1. The pilot's morale will increase by 4 if the pilot kills an enemy. (without using MAP weapon.) The change in morale after one of your team member dies depends on the "mental strength" of the pilot killed. Mentally weak pilots' morales will decrease by 1 if any member of their team dies, while normal pilots' morales will stay the same. Mentally strong characters' morales will increase by 1 when one of their team members is dead. Some pilots, whose mental strength is extremely strong, will increase their morales by 2 when any of their team members die. You have to know the storyline from the series the pilot is from in order to determine the pilot's mental strength, but it's a safe bet that most bosses are extremely strong mentally, so that's why their morales are usually so high when you fight them. NEXT - the number of experience points requireed to advance to the next level. Normally, you need 500 experience points to advance to the next level. 反応 - reflex - the reacting speed of the pilot. This stat is limited by the robot's limit (just the reflex number, not including the agility of the robot). It also helps dodging and aiming, since this number is part of the equation in calculating the percentage for scoring or dodging a hit. 技量 - skill level - the stat for calculating the percentage of scoring or receiving a critical hit. The higher the number, the more likely the pilot is going to score a critical hit, and the less likely the pilot is to receive a critical hit. It is also used with "mercy", since you can only successfully use "mercy" when the pilot's skill level is HIGHER than the enemy's skill level. (which makes it a bitch to use on bosses, of course ^_^) 地形 - terrain - how well the pilot will perform at a particular terrain. The grades range from A to D. 精神ポイント - "magic" points - the amount of "magic" points, or SP, the pilot has. The number on the left, before the /, indicates the current SP, while the number on the right indicates the maximum SP. 精神コマンド - "magic" command - the list of "magic" the pilot has. A pilot can have a maximum of six "magics". 特殊技能 - special ability - lists the special ability, if any, of the pilot. ニュータイプ - Newtype - Amuro, Char, and other pilots from the Gundam Series fit in this catgory. Their piloting skills are exceptional and they have the ability to use Newtype weapons such as ファンネル (Funnels) and フィンファンネル (Fin Funnels). They are also able to move twice quicker than normal human pilots (most of them anyway). Funnels have a basic range of 7. Newtype level will increase dodging, aiming and the range of funnels based on the following chart: 強化人間 - Enhanced Human - like Four Murasame. An Artificial Newtype which has the exact same abilities as Newtypes. Enhanced Humans are normal human beings that have been genetically altered so the human will have Newtype abilities even though that human is not naturally a Newtype. In the Gundam anime, all Enhanced Humans are somewhat emotionally unstable. 聖戦士 - Aura Senshi - great pilots in Aura Battler Dunbine, since aura battlers are "powered" by aura of the pilot. Level 1 is required for オーラ斬リ, aura cut, while level 3 is required for ハイパーオーラ斬リ, hyper aura cut. In the anime, an extremely powerful Aura Senshi can go Hyper, which will expand the robot from a size S to size LL when the pilot's emotion reaches a certain state. Each Aura Senshi level will increase dodging ability, effectiveness of aura barrier and damage of hyper aura cut based on the following chart: シールド防御 - shield defense - the ability to use a shield (if the robot has one) to reduce the damage by half. The level indicates the percentage of using the ability. 切り払い - sword blocking - the ability to use a sword, beam saber or any sword-like weapon to cut down solid projectiles like missiles or funnels and block sword, saber, and any dashing like attacka like shining finger and progressive knife. The pilot will receive no damage after the attack. The level indicates the percentage of using the ability. 底力 - potential - when the unit's HP is at 1/8 of his\her maximum or below, the chance of scoring a critical hit increasea by 50%. A skill found in all Super Robot pilots. O - psychic power - a bit like Newtype ability; increases the pilot's evasion and accuracy as his\her level goes up. ro - SP regeneration - regenerates 6 SP per turn. W - concentration power - all magic costs 3/4 of it's original cost. 쐶 - bestiality - attack power goes up when over 130 morale. VN - synch-rate - attack, agility and accuracy increase with the stat. 6) Complete "magic" list and explanations - 偵察 - Detect - 1 SP - be able to take a look at the enemy's ability screen, even when you didn't fight it before in the map (since the only way you can look at an enemy's ability screen on the map is to either 1) have attack it before or 2) use Detect on the enemy). みがわり - Substitute - 35 SP - when you use it on one of your units, when an enemy is attacking the unit you casted the "magic" on, the caster of the "magic" will take the damage instead of the casted unit. Note that even you cast Flash, the caster of the "magic" will still take damage. 努力 - Great Effort - 30 SP - for one attack, you get double the experience than you would normally get (enemy's attack counts as an attack). Use this when killing bosses! 集中 - Concentrate - 15 SP - for one turn (from your turn to the enemies' turn), your dodging and hit rate (the final percentage) will increase by 30%. ひらめき - Flash - 15 SP - can 100% dodge one enemy attack, even over 100% Hit. The kanji is 閃. One of the most useful spells. 自爆 - Self Destruct - 1 SP - kills your own unit, but will cause damage equivalent to the unit's current HP to four surrounding units (your own or enemy's), regardless of enemy's armor, morale, etc. 必中 - 100% Hit - 25 SP - for one turn (from your turn to the enemies' turn), you will always hit your enemy or your own unit (if using a MAP weapon) unless that unit uses Flash. 性 - Perserverance - 15 SP - recover 1/3 of maximum HP. 脱力 - Exhaust - 50 SP - decrease the morale of any enemy unit on the map by 10. 信 - Trust - 20 SP - recover any team members' HP by 1/3. 熱血 - Hot Blood - 40 SP - do 1.5 damage for one attack. Cannot be used with Spirit at the same time. れ身 - Invisible - 60 SP - the enemy will not see you and will not attack you for one turn (even if you attack them and they are supposed to counterattack). 鉄壁 - Iron Wall - 30 SP - for one turn (from your turn to the enemies' turn), your armor stat will be doubled. 幸運 - Lucky - 40 SP - for one attack, you will get double the money than you normally get (enemy's attack counts as an attack). Of course, this only works if you kill the enemy. ド 性 - Great Perseverance - 40 SP - fully recover the caster's HP. 気合 - Motivate - 50 SP - increase the caster's morale by 10. 魂 - Spirit - 60 SP - do double damage for one attack. Cannot be used with Hot Blood at the same time. 激励 - Rally - 60 SP - increase the morale of any team member by 10. + かく乱 - Confuse - 70 SP - decrease the hit rate of all enemies (final percentage) by half. てかげん - Mercy - 10 SP - when your skill level is higher than your enemy's, and when your attack is supposed to kill off an enemy, an attack powered with this "magic" with leave the enemy unit with 10 HP. 再動 - Move Again - 90 SP - make any team unit on the map that has already moved (cannot move anymore) be able to move again. The unit will still be in greyed out, but it can move once only. 友情 - Friendship - 70 SP - recover all team units' HP by half. 愛 - Love - 90 SP - recover all team units' HP fully. 速 - Speed Up - 10 SP - increase mobility by 3 (will be used up when you move that unit). 挑発 - Provoke - 35 SP - when cast on enemy unit, that unit will always attack the caster's unit as long as the unit is in the attack range of at least one weapon of the enemy unit. 覚醒 - Awaken - 60 SP - makes the unit able to move one more time. There can be only one active Awaken on any unit, but you can cast it again after the unit has moved once. ?? - Devotion - 40SP - recovers 10 SP for all the members in a particular unit 補給 - Resupply - 65 SP - fully recover any team unit's ammo and EN. Will decrease that unit's morale by 10. 復活 - Resurrect - 120 SP - bring back one dead team member. Everything (morale, ammo, HP, EN) will back to normal. You can pick which unit to resurrect, but the unit will always appear in one of the four squares surrounding the caster. 奇跡 - Miracle - 100 SP - this "magic" will cast Motivate 3 time, Great Perseverance, Speed Up, 100% Hit, Lucky, Flash and Spirit all with just one "magic". P - Raid - 60 SP - Uses 100% Hit, Hot Blood, Speed Up, and Flash. _ - Sniping - 20 SP - Increases the range of non-MAP weapons by 2 for one turn. ?? - Cheer - 45P - Casts Great Effort on another pilot ?? - Fortune - 60SP - Casts Lucky on another pilot ?? - Assault - 25SP - For one turn, all non-MAP weapons become P ?? - Inspiration - 70SP - All pilots gain +5 morale ?? - Coercion - 30SP - Reduces a chosen pilot's Support Attacks and Defenses to zero ?? - Explosion - 25SP - Does damage to all units around targeted unit if targeted unit is destroyed ??? - Abandon - 30SP - Casts 100% Hit and Flash on the pilot. 7) Item List explanation - ブースター - booster - increase mobility by 1. メガブースター - mega booster - increase mobility by 2. Iフィールド発生機 - I-Field Generator - make the equipped unit able to generate I-Field. (reduces beam attack damage by 850) 高性能レーダー - high performance radar - increase all weapons that are not MAP or that have a range of 1 range by 1. You can equip multiple high performance radars to increase weapon range by more than 1. ?????? - high performance targeting system - increase Accuracy by 15 対ビー クーティオグ - anti-beam coating - make the equipped unit have beam coating. (reduces beam attack damage by 700) リペアキット - repair kit S - recover HP fully. Can only be used once. ??????? - Needless Ampule - Pilot recovers 50 SP. Can only be used once. ??? - Mercury Don (like gyudon, but from Mercury ^_^) - Pilot gains 10 morale. Can only be used once. ?????? - Space Abacus - Restore all uses of Support Attack. Can only be used once. プロペラントタンクS - Propellant Tank S - recover EN by 200. Can only be used once. マグネットコーティング - magnetic coating - increase agility by 5, limit by 20. バイオセンサー - bio sensor - increase agility by 10, limit by 15. サイコフレー - psycho-frame - increase agility by 15, limit by 30. ?? - Haro - increase agility by 30, movement by 2 and limit by 30 チョバ アーマー- chobam armor - increase HP by 500, armor by 150. ハイブリッドアーマ- hybrid armor - increase HP by 800, armor by 200. y - super alloy Z - increase HP by 500, armor by 200. j[y - new super alloy Z - increase HP by 1000, armor by 300, decreases mobility by 5 ??????? - Space Alloy Glen - increase HP by 1500, armor by 400, decreases mobility by 10 ミノフスキークラフト - Minovski craft - makes the equipped unit able to fly, and have a grade A in air. アポジモーター - apogee motor - increases mobility by 1, agility by 5. \Ə - high performance targeter - increases accuracy of all weapons by 30%. ????????? - Aura Converter - increases movement by 2 and mobility by 10 ???????? - Shuffle Alliance Badge - increases starting morale by 5 ????? - Book of Ninjitsu - increases all weapons critical rates by 15% ???????? - Spiritual Energy Device - increases pilot's SP by 10 ??????? - Solar Sail - regenerate 10% of total EN per turn ????????? - Ultimate Cells - regenerate 10% of total HP per turn ???????? - Crest of Rilis Royalty - regenerate 10% of total SP per turn ???????????? - Distortion Block - reduce all damage taken by 300 (generate Distortion Field) ???????? - Shuffle Crest - Starting morale +5 ???? - Wolf Sword Crest - Starting morale+10 ????????? - Large-scale Generator - Increase EN by 100 ???????? - Large-scale Cartridge - Restore all EN and ammunition. Can only be used once. V-UP????(W) - V-UP Unit (W) - increases weapon power of the mecha in accordance with the number of equipable spaces V-UP????(U) - V-UP Unit (U) - increases statistics of the mecha in accordance with the number of equipable spaces Table for V-UP Units : Number of spaces Weapon Power Stats 4 +400 HP+500 EN+100 Mobility+15 Armor+200 Limit+20 3 +300 HP+400 EN+70 Mobility+10 Armor+150 Limit+15 2 +200 HP+300 EN+50 Mobility+5 Armor+100 Limit+10 1 +100 Unknown Skill Coordinate System Information : Turns Skill Gained 5 Concentration 6 SP+15 7 Evade+15 8 Accuracy+20 9 Skills+1 10 Fighting Spirit 11 Critical+25 12 Potential 13 SP+5 14 Accuracy+10 15 Evade+10 16 Critical+15 ****** Battle Hints and Tips : (some of these will be taken off my Super Robot Wars F Final Battle Guide; the ones that are applicable, at least.) 1. The all-important damage algorithm. This is STILL the F Final algorithim, since I cannot find th Impact one...yet. This should be corrected soon. Attack Power = Weapon rating (the number in the weapons screen) X morale% (i.e, 136 morale would be the first rating times 136%) X pilot's attack rating% (same as above, changes for short and long range attacks) X terrain adjustment. Terrain adjustment is the average of the pilot's grade in the terrain you're on (Land, Sea, Air or Space) and the terrain value of the weapon (again, viewable through the weapons screen). A = 100%, B = 80%, C = 60% and D = 40%. That was a bit messy...I'll write it again below without the explanations this time. Attack Power - Weapon Rating X Morale% X Pilot's Attack Rating X Terrain Adjustment. Damage is, of course, Attack Power - Defense Power. Now you need to know Defense Power, which is quite simply Armor X Morale% X Terrain Adjustment (average of pilot and mecha) Chance of Sword Cut and Shield Defense being used is 16 divided by Skill Level : therefore, someone with a Shield Defense of 4 has a 16 divided by 4 = 1/4 chance of his\her ability being used. 2) Who to pick for battle? There are basically two kinds of pilots in SRWI : Realistic and Super. Realistic pilots are fast, don't rely on Morale heavily but lack super weapons. Super Robot pilots have lots of life and armor, can't hit a target to save their lives (without 100% Hit, that is) and need high Morale to unleash their most powerful attacks. Your party should consist of a mix of both of these, with a bunch of other pilots thrown in for good measure. Basically, Realistic pilots take out the normal enemy troops (considering that most of them, like Amuro and Char, can't even be hit normally) and Super ones do the boss in. Generally speaking, that is. Of course, the WHOLE point of the entire sRW series is for you to bring in the mecha you like, so don't let the classifications stop you. ^_^ 3) What to upgrade? For Gundams and the like, energy (to fire the big weapons) mobility (to avoid attacks, all of them in most cases) and limit (for when your pilot becomes too damn good for his\her mecha) are essentials. Don't bother with HP at all; though a bit of armor might be useful for those rare times when an attack actually hits a Gundam pilot. Super Robots need armor; lots of it. (A substitute for this is using Hybrid, Super Z and New Super Z Armor, though) HP doesn't hurt either (it's not required) and energy for the big guns. You won't even need to touch mobility for the most part - a base size of L for a Super Robot makes dodging laughable, and you'll be using 100% Hit to attack anyway. 4) More about upgrading. Use your money well - it doesn't come in easily. Upgrade the weapons you use most frequently; don't be afraid to blow over 100000 simply powering-up Beam Rifles, 'cause you use those a lot; conversely don't upgrade cheap stuff you won't use simply because it costs less. Be careful about upgrading mecha that will be outmoded by more powerful ones later. 5) Gundams Are Good. Why? As I've said before, their ability to avoid almost any normal attack is essential to winning battles. Give key units High Performance Radars (more on this below) to push their attack range higher than the bosses so they can nail them from afar. Place them into crossfires to weaken enemies who can't fire back. Keep in mind, though, that they CANNOT deal nor take significant amounts of damage, which makes them bad choices against bosses. 6) Distance is an important factor in many battles - always, ALWAYS try to attack from a position which is uncounter-attackable. The basic range for a normal enemy is 6 (the magic number of distance - take note!) and for bosses, usually 6 to 7. Some enemies like Aura Battlers, for instance, have horrible ranges (2 to 3 for their Aura Vulcans and worse for the Swords) Basically, a weapon range of 8 is safe as far as things go. However, watch out later in the game; several mighty bosses have ranges of up to 8 or 9 (though the last is a rare) especially the Guest ones. Normal enemies also will also increase their basic ranges as the game progresses, so your ultimate safe haven is probably having Amuro in Nu Gundam at a high enough level - pushing his Fin Funnels range to 10. 7) Use repair robots. Yes, I know they suck in battle, have lousy armor and HP and don't have half a decent weapon between all of them - but they can repair, but outside of wasting precious SP casting spells is the only way you can regain HP. Besides, repairing is an EXCELLENT way to level up. 8) Understand the use of Concentrate. When used on a powerful Newtype (Char comes to mind) or agile pilot, it will allow the pilot to stand directly in the range of incoming boss enemy fire and counterattack perfectly, Why? Do the math - bosses rarely have more than a 30% chance to hit an ace and the ace in question usually has a hit rate of 70% or more. What's more, since the "magic" lasts for another turn you're getting more free whacks in. This also works with normal enemies, though you'll rarely even need to use the skill in question - simply place the chosen Gundam in the midst of the opposing forces. 9) The Super Robot equivalent to the above strategy is equipping a heavily armored mecha (usually with two New Super Alloy Zs) sticking it in the middle of the enemies and plunking on a 100% Hit. Tada - instant massive damage. This can be used even early on in battle to rack up truly huge amounts of damage and Morale. 10) Use terrain than can recover energy to your advantage. Many powerful weapons (F91's VSBR, Shining Gundam's Shining Finger etc) use up tons of it, so place key units in those squares. Upgrade energy as well, of course. The same rule applies to map squares that can recover HP. 12) BTW, just a small mention - 100% Hit bypasses the protection that Sword Cut and any other attack-negating skill offers; something to remember. However, Shield Defense still applies and Flash will render the "magic" useless for one attack. 13) On the same note, remember that as powerful as Funnels are, they can be Sword Cut away. Save the game before firing a Spirit-powered one. 14) With a mere 15 point cost, Flash is one of the best "magics" in the game, especially to draw the fire of bosses who become insanely strong after a comrade\loved one is killed (they gain like, 100% Hit, Flash AND Spirit, to name but one) It's also powerful enough early on, when not every boss can move twice. 15) I've mentioned this one or twice in the above paragraphs, but it bears repeating clearly now - Spirit, Lucky, 100% Hit and all attack-related skills also work with MAP weapons. In fact, all normal skills (Shield Defense, for example) and applicable magics (Iron Wall, Flash) still work as per normal. The main differences MAP weapons have, actually (despite the obvious one of being able to attack more than one unit at a time) are 1) you can't choose to block or dodge them and 2) you don't receive morale from either killing units with or being hit by one. 16) More uses of Flash - it can be used to let a weak unit survive the two consecutive attacks a powerful boss usually levels at it (you can block the second shot and repair the unit later) as well as escaping enemy counterattacks easily. 17) With some especially powerful enemies, it's actually worth sitting there and absorbing as much enemy fire as possible from them to whittle down their ammo reserves - especially on, you guessed it - Guest bosses. This usually takes 15 turns at least but with enough patience (and a book nearby) it can turn the tide of battle in your favor by robbing the enemy of it's most powerful weapon/s. This technique is really useful on MAP weapons, but note that you need to have 3-5 units within the blast radius in order to have the boss attack you with it as opposed to a conventional weapon. How to decoy? Simple. Place ONE (and only one) unit JUST within the range of the weapon you want to exhaust. 18) Let your morale-dependent units (Super Robots) kill the enemy small fry in order to gain the prerequisite amount of it to use their superweapons - Motivate is rarely enough. 19) Always, if possible, wait for the enemy to come to you. (Retreat to recovery areas - towns etc too.) After all, as Sun Tzu said, if you can choose the battlefield war becomes a lot easier. The enemy will usually dispatch it's forces against you in waves, so hunkering down and taking them out one by one is better than venturing forth and getting plastered since the next wave will take longer to get to your position. You can also check the enemy movement ability by pressing the Circle button while on them - the green area is where they can move next turn. 20) Use terrain to your advantage - towns, forest and the like give you a 20% boost to both defense AND evade; not something to be taken lightly. Conversely, try to lure enemy units out of any cover they might be using. Note that flying units don't gain any defense\evade bonuses (though they do recover EN and HP) unless they've landed in the chosen terrain. ****** Series Information : Here is where I include story and character summaries for the series featured in the game. Because they are intended to be read by people who haven't seen the series so they can understand what's going on, the information will necessarily be rife with spoilers. I reason that if you you've already watched the series and formulated your own opinions of it, you don't need to re-read another version of the events. ^_^ Mazinger Z : Here we are, one of the true classics of mecha anime. Mazinger Z is widely considered the very first Super Robot of all time (the other contender being Tetsujin-28) and has been shown all around the world, from Japan to America, Greece, Puerto Rico and beyond. But you all already knew that. Kouji Kabuto : The pilot of Mazinger Z and the son of Professor Kabuto. Recognizable anywhere because of his signature squeaky voice and spiky hair, he is probably along with his robot one of the most popular anime heroes of all time. Hot-tempered to the point of rashness and not terribly good at communicating, he is nevertheless intelligent and a skilled combatant. His tendency to go overboard often leads him into situations only his friends can get him out of, but his determination to protect the Earth is unequalled. Sayaka : Kouji's girlfriend and comrade-in-arms. Again, she also has a squeaky voice. ^_^ Depsite at times irritating and bitchy, she is a great help to Kouji, curbing his impulsive tendencies and assisting in battle. Evaluation - Well, she's a Mazinger support pilot, not much to say about it. When it comes to them, it's basically choosing between Maria's Cheer and Inspiration, Jean's Encourage and Devotion, and Sayaka's Fortune and Resupply. Their piloting stats don't really matter, as they are support mecha. ^_^ Keep in mind, though, that Maria has a slight edge because of Predict. Boss : Kouji's...rival? Considering Boss Robo is built out of scrap material, I don't really think it stands a chance. The rotund Boss is one of Kouji's most stalwart allies (even if he might not look it) and helps him fight most of his foes. Boss (like the rest of the Mazinger cast) also has a squeaky voice, and speaks in a strange accent...who can forget the Super Deluxe Boss Robot punch? Evaluation - It's Boss. ^_^ While he has helpful in the series, he was never terribly good in battle. His only purpose in the game is to resupply and blow himself up (see Blowing Yourself Up For Fun and Profit) If you're bringing him, you're bringing him to use Self-Destruct, since there are much better resupply mecha. Still, Boss Robot's 4 slots ARE helpful. Great Mazinger : This series begins at the very end of Mazinger Z when it's about to be destroyed...in the very last episode, Great Mazinger appears and destroys Mazinger Z's foes when the latter is hard-pressed to survive, let alone emerge victorious. The saga continues as Great Mazinger continues to fight against those who would threaten the Earth's peace. Testuya Tsurugi : Boy, is this guy's name self-explanatory or what..."Iron Sword". Tetsuya is the other half of the Mazinger duo...he is also one of the few characters who doesn't have a squeaky voice. ^_^ Evaluation - Tetsuya, and Great Mazinger, will be your best friends throughout the entirety of Part 1, since he pilots hands-down the best unit there is then. With Command Attack, Hot Blood, range, power and everything in between, he is the prime choice to deal with bosses. I suggest upgrading Great Mazinger completely to take full advantage of his abilities. The only other alternatives are Combattler V (no Command Attack) and Daitarn (less power and range), who aren't in your party all the time, so take your pick. ON NO ACCOUNT should you send him to space, since you have Grendizer to assist you there. Give him whatever skills you wish, but don't override Command Attack (actually, that should be self-evident) He doesn't really need Peserverance, but it makes his high defense even higher, so you might want to keep it. The usual choices of Fighting Spirit and Accuracy are okay as well. Concentration is helpful but not essential. Mobile Battleship Nadesico : A bizzare mix of EVA parody, high drama, comedy and general anime parody, Nadesico manages to move and induce laughter in equal proportions...a good thing in my book. Seiya Uritabake : The engineer of the ship. Escaping from his prosaic existence as a henpecked husband and mad inventor, Seiya is quite at home aboard the Nadesico, where he can tinker to his heart's content. His dislike for authority often gets him into scrapes with the military, but they need his inventing genius and mechanical aptitude for their Aestivalises. Seiya also resembles a grown-up version of Boss from Mazinger. He had a brief relationship with Hikaru Amano (see below) but they broke it off later in the series. Irascible and short-tempered, Seiya is actually genuienly concerned for the welfare of the crew, their mecha, and humanity in general, and can be relied upon in combat. Ruri Hoshino : Daigouji Gai : "The name Yamada Jiro is just a mask - the name of my soul is
DAIGOUJI GAI!" Who can forget those immortal words? Part comic relief, part
Super Robot fan, part Aestivalis pilot...and all hero, Gai is definitely
someone to remember. Despite his tragic death in Episode 2 (and subsequent
"return" later) SRW gives you a chance to save the spirit of Gekiganger from
his untimely demise - what more could you ask for in a game? But back to the
point...Gai is a BIG fan of the old anime series Gekiganger, and constantly
shouts it's attacks in combat irregardless of whatever he's actually doing - in
fact, he joined the military so he could pilot a giant robot. He is also filled
with burning passion, fighting skill and friendship; all qualities of a great
Super Robot pilot. He never gives up, and is quick to move the crew to action
with exhortations to watch Gekiganger and quotes from his favorite show.

Evaluation -

Gai is probably the best Aestivalis pilot there is - while Ryouko isn't bad and
has more balanced magic, as well as Rebel Spirit, she cannot deal as much
damage, and Double Attack - Just Kidding! can in NO WAY compare to the power,
the speed, the majesty, the intensity and the sheer POWER of DOUBLE GEKIGAN
FLARE!

Ahem. But basically, Gai IS the best. If you're going to use him, BE SURE to
use Akito since that's the only way you can get Double Gekigan Flare. (Gai
Super Upper is good but not that good.) Upgrade EN a bit so you can use the
attack and still have enough left over for a few Distortion Fields hits, and
then some armor, Agility and HP on the side, if you want. Probably the most
important thing to do for Gai is to give him better weapons, so do that.

As for skills, it's really up to you. Accuracy+20 allows Gai to hit almost
anything, but if you stick twin Evades on him, he becomes almost as agile as a
Gundam. I prefer to go with Critical+25 so my Double Gekigan Flare is assured
of a critical (it already has +35) but your mileage may vary. He's probably one
of the few characters who doesn't need Concentration, as he has enough SP for
one Motivate and Hot Blood, which should be more than enough. Fighting Spirit
is probably a good bet, though, so he can start using Gekigan Sword, Shoot and
Flare ASAP.






******

New Stuff in Impact (to be sorted later)

---

Command Attacks : This is the Simultaneous Attack that you all have seen in the
intro. Its quite a powerful manuever, but is tricky to pull off...anyway, the
immediate effect of executing a Command Attack is that both attacks will
AUTOMATICALLY critical and strike at the same time. Needless to say, that's
quite a potent offensive weapon, but the catch is that firstly, all the
conditions of a Support Attack must first be fulfilled. In addition, the mecha
initiating the attack must have the Command Attack skill, and the mecha
reinforcing it must have the Support Attack skill (in order to fire). If a
mecha will Support Attack fires and in reinforced by another mecha with Command
and Support attack, the Simultanaeous Attack will NOT initiate, since the one
with Command did not execute the attack. Last point to note : skills like Hot
Blood and such will only work on the one using the Command Attack; they do not
affect the secondary attack in any way.


Support Attack and Support Defense : These function much in the same way they
did in Gaiden. When attacking, a comrade with Support Attack may add their
firepower to yours, and in may take fire for you in the case of Support
Defense. The conditions that must be met in order to trigger the Support are as
follows :

1. The units must be right next to each other.

2. The units must be on the same terrain (both flying, both on sea, or both on
ground)

3. In the case of attack, the units must both be able to hit the enemy.

4. In the case of defense, the defending unit must be able to withstand the
damage - if it cannot, it will not defend. This applies ONLY TO the enemy
units. Unlike in Gaiden, you CAN take fatal damage for a teammate.

All these rules apply to the enemy units as well.

Combination Attacks : First introduced in SRW 64 and making a return in Super
Robot Wars Advance and Alpha DC, it looks like they're here to stay.
Combination attacks are just that - attacks in which one or more mecha merge
their attacks into a powerful whole. Of course, some rules govern these moves,
and they are as follows :

1. The mecha which are combining their attacks must not be more than 2 squares
away from each other.

2. All the attacks which the mecha use to hit their enemy must be able to
connect. For example, in the case of Double Burning Fire, both Mazingers would
have to be really close to the enemy, since both Breast Fire and Burn are
1-range moves. However, for Ninja Killing Art, only Joe's Kuroshishi has to be
close to the enemy, since he uses his Beam Katana as his attack - Lenny and
Mike use long-range fire.

3. Morale requirements and energy costs must be paid.


Skills :

??? Concentration : All SP costs are reduced by 20%. Easily one of the best
skills in the game.

???? Prediction : At Morale 110, the pilot will have Flash automatically cast
on him/her at the beginning of a turn.

Strong Luck : All units killed by a pilot with this skill will yield 1.5 the
money.

????? Hard Worker : At the beginning of the turn, if the pilot has more than
120 Morale, Great Effort is automatically cast upon him/her.

??? Rebel Spirit - At 50% health or lower, the pilot gains +30 Accuracy, +200
Armor and Reverse Slash.

???? Perseverance - At 50% health or lower, the pilot gains +300 Armor and
Reverse Slash.

?? Ninja - Gain Mobility/Accuracy/+Critical per level of the skill.

??? Reverse Slash - Gain +2 Morale instead of 1 when struck.

???? First Strike : At 120 Morale, the pilot will counter ANY attack.

Open Gate : At 120 Morale, any Getta unit has a 50% chance to evade an attack,
even if the attack has a 100% success rate.

???  Fighting Spirit : Starting morale+5

?????  Counter : Counterattack as many times per turn as the skill level
indicates

2???  Move Twice : Like it says.

???  Resentment : Attack power increases by 1.5 if the specified pilot is
present. The known list :

Gil Barg - Mia Alice
Ginias Saharin - Shiro Amada

????  - Revival : If current HP, EN or SP falls below 20% of the maximum, all
of them will be restored to their maximum values next turn.

????  - Heart And Mind Are One : If current SP falls below 20% of the maximum,
10% will be restored next turn.

Combination Attacks :

Double Attack - Just Kidding! : Hikari (Rapid Rifle) + Izumi (Rapid Rifle) +
Ryoko (Distortion Punch)

Double Shining Finger : Domon (God Finger) + Rain (Shining Finger)

Double Shining Finger (second version) : Domon (God Finger) + Allenby (Beam
Ribbon)

Double God Finger : Domon + Allenby

Double Darkness Finger : Domon (God Finger) + Master Asia (Darkness Finger)

Double Gekigan Flare : Gai (Gekigan Flare) + Akito (Gekigan Flare)

Rampage Ghost : Kyousuke (Trump Card) + Excellens (Orcstan Launcher E-Mode)

Twin Aura Attack : Shou (Hyper Aura Slash) + Marvel (Hyper Aura Slash)

Twin Aura Attack (second version) : Shou (Hyper Aura Slash) + Todd (Hyper Aura
Slash)

Ninja Killing Art : Joe (Beam Katana) + Lenny (Cross Slash) + Mike (Kohadan)

Triple Mazinger Punch : Duke (Screw Crusher Punch) + Tetsuya (Drill Pressure
Punch) + Kouji (Iron Cutter or Rocket Punch)

Triple Mazinger Blade : Duke (Double Harken) + Tetsuya (Mazinger Blade) + Kouji
(Iron Cutter)

True Heavens Sword Secret Skill - Reaping the Whirlwind : Rom Stol + Blue Jet

Characters with Command Attack :

*Gundam-Type*

Shiro Amada
Amuro Rei
Quattro Bajina (it's Char Aznable, dammit!)
Schwartz Brueger
Master Asia
Norris Packard

*Nadesico*

Yurika Misumaru

*Mazinger Series*

Tetsuya Tsurugi
Duke Fleed

*Other Super Robots*

Banjo Haran
Rom Stol

Learnt and Acquired Skills : In Impact, depending on how fast you clear a
stage, you will gain either an Acquired skill. These differ from Learnt skills
in a number of respects, which are shown in this table here :

Learnt :

1. Cannot be Acquired through any means (things like Newtype, Ninja, etc) Some
Learnt skills are Acquired skills, though (like Potential) and vice versa.

2. Increase in level, there is no other way to increase them.

3. Once overwritten by an Acquired skill, you CANNOT, I repeat CANNOT regain
the skill, so be careful when assigning skills.

Acquired :

1. Obtained at the end of a level - the speed at which you clear the level
determines what skills you may choose from. You may only pick one. If not used,
say good-bye to the skill.

2. Acquired skills ALWAYS override any skill you place them on, but they cannot
be placed on the ??? slots (those denote a Learnt skill which the pilot will
get later) In this manner, you can override the older Acquired skills you want
in case you've made a bad decision.

A special thing to note is that if a skill is both Learnt and Acquired
(Potential and you override the Potential, then later restore it, the skill
will return at it's former value.

Warship Support : This allows a warship, when firing, to release a unit from
it's docking bay to add to it's total attack power. This counts as a Support
Attack, so the unit released must have Support Attack and be in range. It also
cannot fire any morale dependent weapons, as it's morale is considered to be
100. Again, because it's counted as a Support Attack, the battleship gains full
experience/money/morale from the shot, but the attack only takes place after
the enemy's counterattack. Finally, the unit released MUST be able to fly (if
on Earth) or be space-capable (if in space) in addition to the points above.
All warships possess this ability.

Defense : This comes in multiple levels, and is sort of a catch-all category
for Sword Blocking and well as other defensive manuevers (shields etc) It also
appears to affect a shield's Damage Threshold - the higher the level the
better.

Shields : All Shields now have 2 stats, Usage and Damage Threshold. Damage
Threshold is the amount of damage the shield will absorb when struck, Usage is
the amount of times you can use the shield per battle. Note that if the damage
inflicted on the unit does NOT exceed it's Damage Threshold, the Usage will NOT
decrease. Usage can be upgraded via the Shield option in the upgrade screen,
but I have no idea how to upgrade or even check Damage Threshold - I believe
it's fixed for each shield.

Experience Points And How to Get Them :

In the early game, killing the boss units before they retreat is quite a tough
thing to do, so if you're really going for a lot of Experience Points, you'll
need to upgrade your Super Robots. Good ones to pick are Combattler V
(strongest weapon) Daitarn 3 (has Command Attack) and Great Mazinger (has Great
Booster, excellent support weapon)

Note : There is only one Experience Point per stage

Scene 1 :

Flying Dragon Takes to the Clouds : Defeat Noris (runs at 30%)

Three Spirits : Defeat Hydra (runs at 30%)

Castle of Black Iron : Defeat Ashura (runs at 30%)

Fire On : Clear the stage in 5 turns or less

Stage 5 Let's Get Masculine : Defeat the enemy Bandock reinforcement (runs at
30%)

Stage 6 Wings That Rise and Fall : Make the enemy Bandock run away in 5 turns
(runs at 30%)

Scene 2 :

Cross Fight! : Destroy Bloody-II after it appears from Bloody-I (runs at 30%)

(at Mutron Research Facility) : Destroy Bloody-II after it appears from
Bloody-I (runs at 30%)

(at Iga Village) : Destroy Ihabora's Skeleton (runs at 30%)

A Visitor, From Afar : Clear the stage WITHOUT defeating Galaria

Stage 11 Two Newtypes : Defeat the Apsellas (runs at 50%, this is tough)

Scene 3 :

Launch, Ultimate Electric Robo  - Defeat Garuda (runs at 30%)

Hometown of the Soul - Defeat Master Asia in two turns (this is almost
impossible, I'd advise missing this one)

Assault - (if 1 and 2 are picked) Defeat Gundam-02

I am Me, You Are Mileen - Destroy the pyramid without destroying all the
enemies before Daitarn 3 appears.

Disaster - Defeat Master Asia in two turns (this is almost impossible, I'd
advise missing this one)

Scene 4 :

Stage 17 Zero Degree Trap : Defeat the Great General of Darkness (runs at 30%)

Last Gamble of the Prince : Defeat Shakin with Raideen

Within the Winds of Battle : Defeat Garuda (runs at 50%)

One Drop of water : Defeat Master Gundam

Stage 21 Shining in the Midst of the Storm : Let the Elshank launch

-Scene 4 Alternate Route-

Scenario 17 Black and Fearsome : Defeat Drake's Will Wisp (runs at 30%)

Queen of the Red Storm : Defeat Myuje's unit (runs at 30%)

Fortress of Solitude : Defeat or make Alen and Julie's units run by the 4th
turn

The Opened Door : Defeat Alfimi (runs at 30%)

Stage 21 Shining in the Midst of the Storm : Let the Elshank launch

-Scene 5-

Stage 22 (A Promise) That If You're Aware of : Defeat Glowbine (runs at 30%)
after the Nanabushi's destruction and before Rom appears.

Commander's Legacy : Defeat Ihabora's Skeleton (runs at 30%)

Roar of G : Defeat Brai when he appears (runs at 30%)

The Tragedy of Great Shogun Garuda : Defeat Garuda with Combattler V

Traitorous Collector : Defeat Benmel (runs at 30%)

The Battlefield, Towards the Skies : Clear in 7 turns.

-Scene 6-

Scenario 28 (Fragments of a Dream) : Clear in 6 turns.

(North Jaburo) The Head of the Devil : Defeat Zabine (26200) runs at 30%

(South Jaburo) He Who Guides, And He Who Is Guided : Defeat Alfimi (33000) runs
at 30%.

(East Jaburo) Messenger of Axis : Defeat Jerid (runs at 30%)

Scenario 33 (He Who Controls the Upheavals of the Earth) : Clear in 20 turns.

*Part 2 - Cosmoquake*

Scenario 34 (Attack) : Defeat Mashmar (runs at 50%)

Destroyer's Miracle : Defeat Butcher (runs at 50%)









Secret Units and Characters :

Galaria - In Scene 2, A Visitor, From Afar, clear the stage without defeating
Galaria and she will join.

Rozamia - In Stage 11, the last scene of Scene 2 (Two Newtypes) convince
Rozamia with Camille and she will join. You will also gain +15 SP.

Todd and Todd's Dunbine : In Scene 3, Hometown of the Soul, convince Todd with
Sho, then destroy him. He will join after the stage.

Kempfer (unit) : In Scene 3, I am Me, You are Mileen, you will get it after the
stage if Shiro is in it.

Aina Saharin, Norris Packard, Gouf Custom, Apsellas - All of the following can
be obtained in the last stage of Scene 4, Shining in the Midst of the Storm.

Aina - Convince her with Shiro when she appears.

Norris - Convince him with Aina, then Bernie. He will join and gain Strong
Luck.

Both pilots come with their units.

Val Walo - After defeating Kelly Layzner in Scenario 55 (Return to Paradise) a
container with it will appear.

Jegan - In Scenario 57 (Inside Lunar 2) the innermost of the two secret rooms
has a container with it inside.

Kina, Kolon and Jingimark II - In Scene 2 of Part 2, in the scenario
(Flame-Footed Sibling Warriors) convince them with Rom. In the last stage of
Part 2, after defeating Deondora, have Rom convince Kina again.

Core Booster - From Scenario 51 onwards, inside the gate of Zedan (A New
Invader) there will be a secret room with a container; it's inside.

Hyaku-Shiki Kai - In Scene 6 of Part 2 (Scenario unknown) there will be a
secret door with a container which the mecha is inside. Hyaku-Shiki Kai will
displace Hyaku-Shiki, but keep all it's previous upgrades.

Rainekku - If you go to Bystrom Well in Scenario 16, in Scenario 20, when you
defeat Burn, a container with it will appear.

Shazara and Aizam Zazard - In Scene 3 of Part 2, the scenario (Spiral Knuckle
of Tears) do the following :

1. Reduce Shazara to 5000 HP or less.

2. Convince her with Dangaioh.

3. Attack her with another unit that is NOT Dangaioh.

4. Convince her again.

She will join and you will gain the Rebel Spirit skill. Note that you can
either get Shazara and her mecha OR Spiral Knuckle and the Experience Point,
not both.

First Gundam - In a container in Scenario 33.

Psycho Gundam - In the last Scene of Part 1, if you go to East, then West
Jaburo, Psycho Gundams will appear as reinforcements. Destroy one with Camille
and it will appear in a container.

Jim-Cannon 2 - In Scenario 33, destroy the wall near Devil Gundam and a room
with it in a container will appear.

G-3 Gundam/Char Special Use Zaku - In the scenario "Traitorous Collector" they
will appear as reinforcements on Turn 10. Defeat G-3 with Chris and the Zaku
with Bernie to get them after the stage. *Warning : They have mad stats*

Production Model Great Mazinger - In Scenario 17 (Zero Degree Trap) convince
one with Tetsuya and it will join after the stage is over.

Todd and his Dunbine - In Scenario 13 (Hometown of the Soul) convince Todd with
Shou and then have Shou defeat him. You'll get them both after the stage.

Puru - In the scenario (I Am Me, You Are Mileen) destroy the pyramid on Turn 5
to get Puru after the stage.

X-Aestivalis Kai - From Scenario 63, select "Coros Shall Not Die - (Meganoid
Space)" as your first option to obtain it later.

ZII - From Scenario 63, select "Coros Shall Not Die - (Meganoid Space)" as your
last option to obtain it later.

Gato and Neue Ziel - Make Gremi retreat in Part 1, Scene 6. Attack him with Kou
and have Quattro convince him in Part 2, Scene 4. Finally, have Quattro and Kou
convince him in Part 3, Scene 5.

Line Weibritter OR Shin Getta - For the first, let the enemies invade the
Saotome Research Institute in Scenario 73 "The Meaning of the Getta Series" and
well as fulfill some other conditions (coming soon) For the latter, simply let
the enemies invade the Saotome Research Institute.

Kirika - In the last stage of the Moon Route "Just For the Sake of the Earth's
Peace" have Maria convince Kirika. You will gain her as well as the skill Heart
and Mind as One.

Master Gundam and Master Asia - In Part, take the Earth route, then in Scenario
33, defeat Master Asia with someone besides Domon. From Scenario 78 onwards,
take the La Kailum route and you will get Master Asia in the scenario
"Conspiracy of Devils".

---

Secret Weapons :

Dancougar (Aggressive Beast Charge) - Upgrade all of Dancougar's stats and
weapons at least once by the fifth scenario, and it will learn the skill in
Part 2 Scenario 45. If it does not, you will gain it by Scenario 68.

Dancougar (Gale Light Fang Sword) - In Part 3, Scene 3, in the scenario "God's
Fortune" have Dancougar attack Shapiro at 30% or lower life and end the attack
with both of them still alive. Use Flash to ensure success.

Dangaioh (Spiral Knuckle) - Defeat Shazara with Dangaioh in the scenario
"Spiral Knuckle of Tears"

Raideen (God Voice) - coming soon

God Gundam + Shining Gundam (Seki Love Love Tenkyouken) - In Scenario 90,
convince Rain in Devil Gundam with Domon to learn the skill.

******

Walkthrough

Scenario 1 : Flying Dragon Takes to the Clouds

Enemy Units -
Gouf Custom (Norris Packard)
Zaku X 2
Gog  X 2
Gouf X 4

Items Obtainable -
Magnetic Coating (Zaku)
Repair Kit S (Gog)
Booster (Gouf Custom)

This stage is easily cleared in 5 turns, Gouf and all. First, get all your
units into position and wait for the Gog's to land - do NOT fight them in the
water. Whack them, then get Dancougar and Shiro into place for the Gouf
assault. Once that's done with, hit Norris with everything you've got to knock
down his shields (he runs at 2400) and deal the finishing blow with Dankuu
Cannon Formation and Hot Blood.


Saotome Research Institute - Three Spirits

Friendly Units - Getta-1, Gandol, 6 units

Enemy Units -
Megasaurus Bat  X 2
Megasaurus Zai  X 2
Megasaurus Saki X 2
Megasaurus Zuu  X 2

Enemy Reinforcements (3rd Enemy Phase) -
Mecha White Bone Ghost X 5
Mecha Iron Armored Devil

Phototronic Research Institute - Castle of Black Iron

Friendly Units - Boss Robo, Diana A, Mazinger Z, Gandol, 11 units

Enemy Units -
Gul
Garada K7 X 4
Jenova M9 X 4
Doros  D7 X 4

Enemy Reinforcements (3rd Enemy Phase) -
Abdora X 4

Items Obtainable -

Cartridge - Garada K7
Magnetic Coating - Jenova M9
Super Alloy Z - Ashura in Gul

---

Science Fortress Research Institute - Fire On

Friendly Units - Gandol, 10 Units

Enemy Units -
Jenova M8 X 3
Alsos X 3
Zugarl X 6

Friendly Reinforcements (3rd Phase) -

Great Mazinger
Venus A

Enemy Reinforcements (3rd Enemy Phase) -

Gog X 5

Items Obtainable -

Repair Kit S - Zugarl
Needleless Ampule - Jenova M9
Booster - Gog

Clear the scenario in 5 turns or less (reinforcements included) to get the
Experience Point.




Plot Translations :


Something has happened to Jaburo, and no communications can be established with
it. As you lack forces to repulse both the alien invasion and Jion at the same
time, you go around to find all of Earth's Super Robots to aid your efforts.

During the second battle, someone will comment that the way the enemies appear
seems very similar to each other.


When enemy forces appear to threaten the Nadesico, Gai will immediately launch
and rush right into the mass of enemies...where he will promptly be unable to
fight due to the energy supply from the Nadesico being interrupted due to
range. Akito will them appear to save him

The Lond Bell forces are rather taken aback at the image of a young
and...overly cheerful captain who greets them with an ebullient "V!"

Admiral Misumaru, despite being near tears at the "loss" of his daughter
(though apparently Bright and  do not share his sorrow) orders the Lond Bell
forces to advance on Jaburo to discover exactly what happened there. Since
there is still not enough military power to accomplish all three objectives
(pursue the Nadesico, go to Jaburo and fight The Boom invasion)  will decide to
split the team into 2 - one will go to space and the other remain on Earth.


Hayato ask whether all Latesians have split personalities, leading to Roll's
confusion and Pai saying that everyone thinks so too.



The Dangaioh Team go back to space for a while because Doctor Tarsan needs to
upgrade their mecha to fight the Bunker (Lambda is none too happy about this
idea because Spiral Knuckle means SHE'LL be the one flying at the enemy ^_^)

Meanwhile, the Apsellas has been completed, and Ginias launches it at

Nambara Connection is under attack by the Campbell aliens, and the doctor
contacts the Gandol forces who arrive in the nick of time to aid Combattler
(which cannot launch just yet) in repulsing them. during the battle, Alphimi
will appear, calling Kyousuke's name


Episode 20 : A Single Drop of Water

(G Gundam plot)

You get an Experience Point for killing Master Gundam

Episode 21 :


If the Elshank takes off successfully, you gain an Experience Point.

Noris dies, saying that he has no regrets, having served the Saharin family to
the very end. At the end of the stage, Shiro will rescue Aina, who will join
the party.


Ihabora and Coros talk about their operations proceeding apace as they request
the help of the shadowed figure (actually Don Zauser)

Meanwhile, the Gandol team is directed to destroy the Nanabushi, an enemy ship
with the capability of threatening the Nadesico with it's long-range weaponry.
The Nadesico attempts to take on the ship by itself, but is hit with the
gravity-impulse railgun; because the railgun is a solid projectile, the
Nadesico's Distortion Field does not affect it. (Episode 14 of Nadesico BTW)

If you want to take out Glowbine, be sure to position some units where he
appears (at the building in the middle-left side of the map) because he will
disappear in 3 turns upon the arrival of the Machine Robo units AS WELL as run
at 30%. Rom's apperance causes him to retreat, and if you haven't killed him,
you can mop up the rest of the units however you wish. (Rom's appearance also
causes Gai to go into paroxysms of envy, where he wishes he could appear like
him. ^_^)

At the end of the stage, Yurika will vouch for Rom's integrity, having met him
on Mars, and various people will ask him to join the Gandol forces - he
declines however, saying there is evil in many different places to be fought.
Yurika is finally reunited with her father, and is given orders to head back
into space to repulse the Jion forces there - this means no Nadesico for you.
:(



Episode 29 :

Jerid will run at about 30% HP, so kill him if you want the Experience Point.
Yazan will not.

(North Jaburo) The Head of the Devil

Zabine (26200) runs at 30% Ginias (35000)

Zabine will appear near to the end of the stage, heralding the arrival of the
Crossbone Vanguard.
Defeating him also yields an Experience Point.

After the battle, Ginias will still be alive...but barely. Zabine takes,
sensing his further usefulness, takes him to see Iron Mask.

(South Jaburo) He Who Guides, And He Who Is Guided

Alfimi, 33000 HP, runs at 30%.

(East Jaburo) Messenger of Axis

If you have defeated Jerid at West Jaburo, Gremi will retreat and you will be
treated to one of the easiest stages in the game. Just kill everything in
sight, you shouldn't need more than 5 turns (thus enabling you to get
Concentration for a character)


Before the final battle at Jaburo, the team members all talk amongnst
themselves, the topic of conversation being how that even though they are from
different planets and possess different abilities, they are all humans.

Gekidou no Chijou ni Shisei (?) Suru Mono

Scenario 33 :

None of the bosses will run. Destroy the barrier at the right hand side of the
stage for quick entry back to your original location. You have to clear the
stage in less than 20 turns for the Experience Point - not really that tough
considering that you can bring 15 units along with you. to speed things up,
don't be afraid to use your Super Robot's most powerful weapons as your
EN/ammonition will DEFINITELY run out before you meet Devil and Master Gundam.
Besides which, there are more than enough enemies for you to gain the morale
you lose being resupplied.

The bottleneck at the top far left of the corridor can be dangerous, but a
single Super Robot with Iron Wall (and full EN/ammo) should suffice to take out
at least half of the enemies. (Of course, be sure to retreat/resupply it the
turn after)

Scenario 34 : Attack

Kill Mashmar for the Experience Point (runs at 50%) If you are really quick,
you can end this scenario in 5 turns and grab Concentration for Excellens,
which I heartily recommend as the reduced SP cost will mean more Exhausts and
hence, easier stages.

During the next few stages, I HIGHLY RECOMMEND bringing Duke's level to 9 ASAP
so he learns Hot Blood. Once he does, you can relax, as he will likely be
killing all the bosses anyway.


(Seas Close to Earth) Hakaisha no Kyoi

Butcher will run at 50% (16000 HP) so taking him down is tough if your
Grendizer is insufficiently upgraded or has no Hot Blood. To end the stage
quickly, just rush him with Weibritter trailing - he will move towards you,
allowing you to get into place and Double Harken/Orcstan Launcher him into
submission. You might also want to come here later when Duke is at Level 9 so
he can get Hot Blood - with that, Butcher should be considerably easier.





Clear the stage in less than 4 turns to get an Experience Point. Elle will then
appear, and you'll have to defend her Gabela Tetra to win. Again, this stage
can be cleared with a minimum of fuss and bother, so you might as well grab
another chance to get Concentration. ^_^


(Colony Area) Raising the Winds : The Fist of Justice

The Experience Point here is with Godan, not Devil Satan, though BOTH will run
at about 30%. It's tricky if you want to get both...Rom and Co will only appear
later on, and even Vaikungfu isn't strong enough to take out Devil Satan
without Hot Blood. So you'll probably need to move Grendizer ALL the way to the
left of the map to kill Godan (again, with Weibritter) and then move him ALL
the way back to the right. This will increase your turn count, so you'll have
to pick speed or the item. (I've tried - even with Rom's combination with Rod,
it's highly unlikely they can deal enough damage to kill Devil Satan,
especially since Rom doesn't have Command Attack)

Aside from dealing with the bosses, the rest of the stage is easy enough,
though once again, you'll have to make sure your Gundams don't bite the dust
with their weak armor. Emma and Quattro work well here at killing off the
normal enemies because of their Concentrate, while Elle and Kou can bring up
the rear.

Bringer of Azure Spirit

Fend off the ninja forces attacking the Elshank - it really shouldn't be a big
problem. Gil Barg will run irregardless of what you do, so just finish off the
enemies and watch Machine Robo's cool attacks. ^_^


The Spell Called Hope

Devil Gundam units will appear to the upper right hand side, so be careful when
you go there to take out the Jovian Lizards there.

It is HIGHLY UNLIKELY you will be able to defeat Devil Gundam before it
runs...the only way I can think of you possibly succeeding is to fully upgrade
Grendizer and spend ALL the money you've earned so far on Weibritter's weapons.



The password is the first one (Whose Is the Blue Earth)

The Blue Earth in Danger

Scenario 41 : Buucha (19000) runs at 30% but he has a W-Unit, so I STRONGLY
suggest killing him.
Once again, Duke Freed with Hot Blood and Mazinger supporting is your strongest
attack. Gil holds the Experience Point, and will not release Bloody-2, so use
Dangaioh to pound on him and finish with Grendizer. Devil Satan can be taken
out normally, but watch out - he's strong and will disrupt your attack of the
bosses if not killed before you engage them.



Seas Near Earth 1



Seas Near Earth 2 The Pulse of Zeta, Once Again

If you want to clear the stage ASAP, use Ru's Concentrate to kill off the
enemies that pursue her (more will appear to the right) In Turn 3, Rod and Co
will show off, but they don't stick around for long, so just kill what you can.
When the Lond Bell forces do arrive on the scene, it's the same drill with
Grendizer/Mazinger/Godan again.

Stone Circle

Take out as many of the Einst as you can before Alfimi appears so she doesn't
gain morale bonuses from their deaths. After that, Exhaust her and the
Grendizer/Mazinger combo should work wonders.

The Song You Will One Day Sing

Daitarn appears on Turn 3, so just have Akito retreat to the north until then.

It's extremely difficult to kill Coros - again, the only way you will probably
manage it is with a fully upgraded Daitarn 3.

Seas Near Dirad (Lone Warrior)

Easy stage, no bosses. Just clean up fast. You should be able to do it in 6-7
turns. Lond Bell shows up on the 3 turn.

Seas Near Earth - Tulip

Glowbine will run if he fights Jet, so don't let him. (Unless of course you
want to see the speech)

Above Destroyed Colonies - Two Projects

Enemy reinforcements will appear in the exact same areas the units first
appeared. You should be able to grab another Concentration on this stage.

Colony Area - Spiral Knuckle of Tears

Neither Shazara nor Gil will run, so you can kill them at your leisure. For
Sharaza, you can either get her to join your party, earning Rebel Spirit in the
process, or kill her with Dangaioh to get Spiral Knuckle and the Experience
Point; it's your call. The stage itself is pretty straightforwards and doesn't
need any elaboration on my part.


The Second Coming of the Nightmare

In Turn 4, Gato will appear with a FULL MORALE GP-02, and will proceed to
immediately fire the Nuclear Bazooka at Solomon, just like in the anime. He
will probably kill any unit in the vicnity, so avoid being there. When fighting
him later, do NOT Exhaust him right off the bat since he is Super Strong Willed
and will gain considerable morale from your clearing of the stage. Take out
everything else and then concentrate on him (don't worry, he doesn't have a
second shot and the Hyper Beam Saber and Beam Rifle, while dangerous, don't
pose that great a threat) He will run at 30%, though.


Von Braun - Even If My Life Burns Through

Shigura (26500) runs at 50% and Mashmar (25400) will run at 30%. Shigura has
the Experience Point. Be sure to reduce his shield before attacking him;
remember, he runs at 50%, not 30%, so the shield can make a big difference.
Your Grendizer should be sufficiently upgraded to take him down with Mazinger
support, though.

Mashmar - Ninjutsu Book

Endora - Magnetic Coating

Shigura - Chobahm Armor

When Kirika is killed, she will trade the Minus Vegatron (which negates the
Vegatron poisoning in Duke's blood) in return for Duke not fighting alongside
the Lond Bell forces. Duke protests but is overruled by his friends' concern
and finally, Bright's order. This will result, not surprisingly, in Grendizer
leaving your party for a while.

Inside Gate of Zetan - A New Invader

Opinions in the Nadesico are divided as to whether they should send out the
Aestivalis to search for survivors or have Ruri scan the area - halfway through
the scan, Yurika lets Akito out to lend a search party, and Ruri, having
finished the scan, promptly announces they are surrounded.

Dangel runs at 30% (22000)

After the battle, a quick assessment of the surroundings revealed that the
invaders's purpose was not to destroy...so Yurika concludes that their mission
was a success (with a V!) But most of the members are concerned about the new
threat to Earth.

Seas Near Dirad - Dirad, Awaken

It turns out that the Bunker forces (which Devil Satan mispronounces, causing
momentary confusion as to what he is talking about) have teamed up with Gandola
to achieve their objections - basically, the subjugation of Earth. (It's what
bad guys always do.)

Devil Satan (23900) will run at 50%, making it quite difficult to kill him
without Rom's aid - do NOT use his Inspiration this time around; save your SP
for Hot Blood and Motivate. With Mazinger Z assisting you should be able to
take him down.

Mia asks for an explanation from Rom and Co as to what they are really doing
but true to form, Rom only reveals that Gandola's final objective is Earth and
says that the time may have come to rely on your power as well as his before he
disappears.

Devil Satan - Large Scale Cartridge

Large Cluster of Rocks - Jet, Break the Twin Slaughter Sword

Jet, in pursing Deondora, has distanced himself from the rest of the Machine
Robo crew, and senses another presence, which he calls upon to show up. It's
Glowbine, of course, who has lured Jet here to duel with him.

When Jet and Glowbine cross swords, they speak, and it turns out Glowbine's
planet was destroyed, but he does not care as long as he finds stronger
opponents to do battle with. Jet disagrees hotly with his statement that a
warrior need not care about his master, and continues to fight.

You get the Experience Point by reducing Glowbine's life to half by the third
turn - this is easy enough with Accelerate and Concentrate. Whether or not you
have succeeded, Devil Satan and some flunkies turn up to fight Jet, leading the
latter to cast asperion upon whether Glowbine is a true warrior. Glowbine for
his part is furious with Devil Satan for interrupting his duel and retreats,
swearing that he will conclude their battle one day.

As Devil Satan retreats, Jet calls out to him to tell Glowbine that he will be
ready to fight him whenever he is willing.

Falgos - Propellant Tank S
Devil Satan - Aura Converter
Flash - Shuffle Badge
Burst - Anti Beam Coating
Air Tank - Booster

Devil Satan (23600) runs at 30%.

Seas Near Moon - Thoughts of an Alchemist

Excellens comes to, expecting to see Alfimi, but is instead greeted with the
sight of lots and lots of Einst. Getting tired of their random appearances,
Excellens call for all of them to appear at once instead...and they do. ^_^

Place Excellens on the supply pod AT ONCE if you know what's good for you.

Later, Alfimi will appear with a fake Altaisen, which the Lond Bell forces do
not recognize until Excellens identifies it for them. Mia can feel Alfimi's
presence, but only Excellens can converse with her - you discover that Alfimi
feels something for Kyousuke, but cannot speak to him, nor does she know much
of him, which is why she needs Excellens.

Killing all enemy units will make Alfimi run away, so don't.

Altaisen (middle one) - Large-Scale Generator


Alfimi (22000) runs at 30%.

After a reprimand from Bright, Excellens rejoins the team, but can't help
wondering about Alfimi somemore...are they merely rivals in love or something
much deeper?

Once the battle is over, Bright receives the startling news that a colony is
headed for the moon! Some hurried consultation ensues, and the Nadeisco decides
to head for Earth to seize control there while the La Kailum handles space.

Following the 0083 plotline, the colony is of course not headed for the moon,
but for Earth - Jaburo, to be precise. (Don't these Jion have any other ideas?)

Scenario 55 Von Buruan - Return to Paradise

Kou will automatically launch in GUndam Unit-01 and Quattro in Hyaku Shiki, so
be sure to give those two units items before the battle. (You have to go up the
cliff to the upper left side, BTW, you can't get up any other way.)

Kill Gato before the enemy reinforcements turn up to get the Experience Point.
He will run at 30% (35000)

Gato - Haro OR Psycho Frame

Tarsan tells them about Kirai Stol, one of the greatest warriors in the
universe and the creator of the Heaven Space Spirit Style and how the planet
Cronos was invaded by Gandola. They all realize that Rom Stol must be somehow
related to Kirai, probably his son, which explains his battle ability.

The crew wonders about the strange energy emissions from the PLS Black Point

Scenario 56 -

The Lond Bell forces head to Anaheim Electronics to get Gundam Unit-03, but
enemies attack while Kou is gone - Bright gives to order to scramble and buy
time for him to return.

The safest way to play this scenario is to have your units block the entrance
to Anaheim totally so no enemies can even land there. There is one space that
LOOKS like a normal piece of ground but is actually part of Anaheim (farthest
to the right) so watch out for it as well.

Mashmar (26200) runs at 30%. Ihabora (32000) also runs at 30%, and is by far
the harder of the two thanks to his Ninja and Potential skills, so exercise
caution when fighting him.


Super Alloy New Z - Mashmar Zero
Ihabora - High Performance Aiming System

Destroyed Colony Area - Flame-Footed Sibling Warriors

If you wish to convince Kina and Colon to get them later, be sure to use
Motivate and Encourage on Rom to increase his morale enough for him to break
through the enemy line and get to Jingimark ASP, as the enemies will run when
Lond Bell shows up on the 4th turn. You can barely make it, but forget about
defeating Devil Satan - it's nearly impossible, even with Grendizer assisting.
(If you send Duke there right off the bat without defending the Elshank it
MIGHT be possible, but I haven't tried.)




Near Seas of Dirad - Reincarnation of the Demon King



Shapiro (29000) will appear at Turn 3 at the top of the screen and he runs at
30%. Becuase he will advance towards you, you can clear out all the enemies and
take him out easily, making this another stage to get Concentrate. He also
holds the Experience Point.

When Shapiro appears, most of the Lond Bell members will express various
degrees of disbelief, considering that he was supposed to have been killed in
the first war. Shinobu is of course extremely pissed, but does not believe for
one second that it really is Shapiro. Sara harbors her own doubts, but
suppressed them as Dancougar goes into battle.

After the battle, the discussion turns to the possible identity of the
mysterious interloper...Sara, having watched his actions in during the fight,
is now completely convinced that somehow, the person is Shapiro. Shinobu
doesn't believe her (of course, did you expect anything else) and most of Lond
Bell is skeptical.





Inside Lunar 2 - Ghosts Take Action

The Lond Bell crew comes into Lunar 2 to resupply quickly before continuing to
the main battlefield, but they are interrupted by the appearance of enemies,
among them Gil Barg, back to continue his endless feud against Mia Alice.


Puru-2 does not give you anything, so you should save her. ^_^

Gremi (28820) runs at and 30% Jerid (33000) runs at 30%. Jerid has the
Experience Point. Gremi is easy to take out, but Jerid and Gil Barg are a bit
tougher. Once again, Gil Barg will not release Bloody-2. The main problem with
this stage is the bottleneck at the last corner of the map...the Quebeleys and
boss units will clog up the passageway, making it difficult for you to take out
the enemies singly. Either make judicious use of MAP weapons, or simply toss in
one Super Robot with Iron Wall to weaken the opposition.



Scenario 60 -

The enemies only start moving on Turn 5, so clearing the stage in 7 turns for
the Experience Point is a rather tall order - but it CAN be done.

After the scenario, Kou will discover that the Elshank has brought a Doven Wolf
and comments on how it will add to their attack power. Burning discovers him
looking at him and talks about how, no matter how many times he looks at it,
the GP-03 resembles a weapons storehouse more than a mecha. He also admonishes
Kou against picking a private quarrel with Gato in battle.

DOctor Tarsan contacts the Lond Bell forces, revealing why Gandola has an
interest in Earth

Mia pleads to go back to Earth with the Tobikage team, who are travelling by
warp beam since their units cannot handle atmospheric re-entry.

Stardust Above the Colony - To the Space of Despair

This is a hard stage, made harder by having to complete it in 12 turns. Here
are some tips that should help :

1) None of the bosses run except Gato, who incidentally holds the Experience
Point.

2) Rom and Co. appear in Turn 6, so avoiding killing enemies until then because
they will need the morale badly. Enemy reinforcements appear in droves on Turn
4.

3) Do NOT forget that Cima is Strong-Willed and WILL fire the Nuclear Bazooks
quite easily. That alone can wipe you out, so save some Exhaust for her.

4) Alfimi is dangerous, but she only has 28000 life this time around, making
taking her out in one turn doable. She will also advance towards you, which is
quite convenient. Watch out for her MAP attack - while not as damaging as the
Nuclear Bazooka, it has TREMENDOUS range and can be deadly.

5) Rom and Co. appear near Mashmar, so let them take him out. (It's not worth
moving to his position since he's so out of the way; it will cost you precious
turns.) Make use of the fact that Rom recovers all his HP/EN when he transforms
into Vaikungfu and use his and Jet's combination attack. (You'll want to save
Drill's for their powerful one when he becomes Vaikungfu.)

Since the enemies here are protecting the colony, they Will NOT move to attack,
but they WILL move to attack if you are in the same general area and cannot be
hit by long-range fire.

Alfimi (28000)

The Machine Robo crew will join you after this battle - while undoubtedly good,
this means you won't hear Rom's famous "Wait!" and speeches anymore. :( They
almost come with lots of other upgrades, though I would advise pumping them up
a little more and maxing out Rom's energy at least.

Banjo tells Akito that one day, the war will end...and until that day, just
continuing to run away might be a pretty hard thing to do with people to
protect.


---

Scenario 61 Nergal Moon Dock - Courage For Tomorrow

You only get to launch 8 units in stage (though the Nadesico will appear as a
reinforcement), so be careful. Keep in mind that since Aktio will use the
Moon-type Aestivalis, he and Gai will not be able to use the mighty Double
Gekigan Flare, severely cutting down on your offensive power. (Though the
Moon-Type Aestivalis IS pretty good in it's own right.)

Do not move the Nadesico straight towards Genichiro until you are certain you
can take him on - the battleship should reach him just as your other forces do,
allowing you to pincer him in the middle. The main reason for this caution is
the fact that new Batta will appear from the top left hand side and near the
original forces, and these things pack a punch, in addition to having a
Distortion Field as well. The Majin and Tetsujin can actually be taken out
relatively easily by depleting their EN stores (by attacking to trigger the
Distortion Field) once at zero EN, they will be completely unable to retaliate.

Genichiro (26500) runs at 30%. Shiratori, on the other hand, will not run.

Scenario

Coros (48700) runs at 30%.

Frontier 4 Colony - Eternal Wind

Karozo and his soldiers will turn up, trying to seize control of the colony
forces. He is prepared for the appearance of Lond Bell, having been warned by


Be careful, as the enemy reinforcements will appear RIGHT AT THE BRIDGE TOP -
which is where you will probably be fighting in Turn 4. What's more, they also
appear with 3 Apsellases (or should that be Apselli?) and Zabine. Zabine can be
dealt with in due time, especially with Seabook and Cecily, but the 3
Apsellases will fire their MAP weapons if you are within range, so avoid being
caught in that area when they appear. Detach a small contigent to deal with the
3 units below and move on to Karozo.

Karozo retreats at 30% (45700) and like Coros, he is terribly hard to
kill...you'll probably need at least one fully-upgraded unit to do the job. (I
used Vaikangfu.) The other 3 Apsellases (boy I'm getting tired of typing that)
are a pushover, seeing as you'll probably be at full morale or near it when you
get to them - but once again, be wary of their MAP weapons.

Solomon - Twin Symphonies of Destruction

The Dancougar team recognize the enemies


Shapiro appears right at the top - you can take him out after you take out Abel
if your units are there. The rest of the enemies will stay in place except the
ones who appear at the bottom.

Solomon -

The inside of Solomon has been totally ruined due to Gato's nuclear attack, but
the Einst are there in full force. The Lond Bell forces again speculate as to
their true nature and purpose, but Rom offers a new perspective; he says that
although they give no metallic nor organic signature, they nevertheless possess
a will.

Send all your units which cannot fly to the left side, and the ones that can
fly to the right. You can however break the adjoining wall to the left. Enemy
reinforcements will appear en masse at the wreckage at Turns 3 and 4 (the area
ground units cannot cross) so be wary. 4 of the long-range type will also
appear, and they can all fire MAP weapons. Don't forget to use the energy tanks
in the area.

Alfimi will appear in Turn 6, saying that although Raideen has the strongest
reaction to her, she has no need of such power and wants Excellens instead.

Cannot get Hyaku-Shiki Kai if you let Solomon get blown up.

Alfimi runs at 30% (33000)

Excellens recalls everything the Einst said during the battle and manages to
piece together a coherent sentence "We do not have power, so we search..."

After the last stage is over, the PLS Black Point will continue to move closer
to Earth. Preparations for the colony laser have been completed, but at the
critical moment, it does not fire. Much panic ensues, but finally Rom and Banjo
resolve to enter the Black Point itself to confront whoever is controlling it.

Scenario 67 Seas Near Earth, Star of Dirad - To the Quaking Cosmos


Dispatch a team to take out Abel and Kim above, and Alfimi and reinforcements
who show up near Earth - this is to minimize the amount of morale the later
bosses will gain when they show up.

All the bosses do not run except for Alfimi (34000) who runs at 30%

You will get the skills Hard Worker (Jingimark), Revive and Command Attack at
the end of the stage.

Akito expresses doubts

everyone assmebles at the bridege for the final battle of space

Shapiro asks what happens when you there is only pride or failure left

Scenario 68


South of Dirad

Ihabora (40000)  Sharme run at 30%.

Ihabora also holds the Experience Point.

North of Dirad

Abel and Keim (19775) both run at 30%.


Dirad Center - Seal of White Heat

None of the bosses will run, so you don't need to worry about killing them off
in one shot. Your reinforcements will only appear once you have killed enough
enemy units, and you only get 6, so plan your strategy well. You get the
Experience Point for killing Keim and Abel BEFORE your reinforcements
arrive...so I'd advise missing this one.

Scenario 72 Nergal Dock - Cursed Joan of Arc



Scenario 74 - A Sword that Cleaves the Will

The Black Knight (39000) will run 30% in his Hyper form.

Scenario Demon Castle

Alfimi (37000) will run at 30%. Dangel (32350)  and will run at 30%.


Scenario 77 :

The Black Knight will run at 30% (48900) Excellens (42000) will run at 30%.

Nadesico Regroup Episode

53400

Scenario (Tobikage joins)

Ihabora (37000) runs at 30%. Sanjiro (29200) also runs at 30%, and he has the
Experience Point.

Scenario (Those Who Bear Not Life)

Scenario 80 - Burning Space

You get the Experience Point here by downing the first 3 enemies Zambot 3
encounters in 3 turns. (Do you sense a pattern here?) The rest of the stage is
simple - just beat up on the enemies. Gaizock doesn't even recover it's HP or
EN, and it will exhaust it's energy in a few attacks, so while you're wailing
away at it, move your forces to the left side to prepare for the appearance of
the Einst units - you will only have 5 turns to take out the boss. There is
also a secret room below Gaizock. All in all not a tough mission, (no running
bosses) just be ready to take out the reinforcements when they arrive.

Batos Isle

Defeat 3 enemies in 2 turns for the Experience Point (easy to get, just
Accelerate in and cut loose with Scramble Cutter/Drill Pressure Punch)


The Star of Ra - Mu
Devil Satan (33600), Deondara (36400) Gekiretsu (35000) all run at 30%.

Demon Bird Island

You gain the Experience Point and God Voice by letting Raideen destroy the
Paragon.


Spirit of the White Knight

Tough stage. You'll be having to deal with BOTH Alfmi and Excellens, with no
one to Exhaust them. Thankfully, the new Altaisen - Rieze

Alfimi (46000) retreats at 30%

Revenge of the Ghosts

Flash and Burst retreat at 30% (HP about 28000, can't remember exact number)

Gil Barg (42000), Bug (28800)  will run at 30%. Galdi The only boss who doesn't
run is Glowbine.

Devils and Conspiracies and

Enemy reinforcements appear on turn

But for the Sake of the Earth

Reasonably tough stage, but at least none of the bosses will run. Take the
opportunity to level up your weaker characters. Enemy reinforcements show up in
droves all around the map at Turn 4, so be careful - Rom and Co. appear at Turn
5.

The Eternity Within You

Flash (30200) and Burst run at 30%.

Machine Robo - Flame

Getting the Experience Point in this scenario is a bit tough, but not that hard
- immediately use
all your Encourages on Jet and Drill, have Jet move forwards with Accelerate
and Hot Blood with Drill bringing up the rear. As long as you can goad all the
3 enemies into attacking you quickly, you should be able to obtain the Point by
the start of Turn 3.





Notes (to be sorted)

Shining upgrades DO NOT carry over to God

Getta upgrades carry over to G

Leave Great on Earth because most of your other Super Robots will leave at
different intervals

Upgrade Grendizer as much as you can before it leaves your party since it will
be the only good unit you have for the first few scenarios in the space route

When Rom becomes Vaikungfu, he recovers all HP and EN, but not SP

Using Devotion on a unit will recover 10 SP for ALL the members of the unit
(for example, if used on Dangaioh, Roll, Mia, Lambda AND Pai will recover 10
HP) This makes the Dangaioh, Dancougar, Combattler V and the Nadeisco deadly
when used in concert, since they all have support magic and multiple pilots :

Dangaioh - Lambda has Cheer, Pai has Motivate, Roll has Explosion, and Mia has
Heart and Mind As One, letting her use multiple Devotions.

Combattler V - Chizuru has Encourage, Devotion AND Resupply, Daisaku has
Motivate, and the rest have battle magic.

Dancougar - Shinobu has Raid (great for attacking) Ryo has Fortune and
Coercion, Masato has Resupply and Sara has Encourage.

Nadesico - Yurika has both Exhaust AND Inspiration, Ruri has Confusion and
Trust, Jun has Explosion and Trust, Megumi has Cheer and Encourage and Minato
has Cheer, Encourage AND Devotion. Tell me, is this battleship good or what?

Only Dancougar does not have a pilot with Devotion, so it can't "bounce back"
Devotions. Use this strategy with a Crest of Rilis Royalty (and Concentration,
if you can get it) for devastating results.

Speaking of which, before I forget, items which regenerate SP will regenerate
SP for all pilots in a unit.

WHen launching your units, they will appear in clockwise order around your ship
in the order that that you select them in, for example :

	1

4	Ship	2

	3


And so on, spiraling outwards. This is important in maps where positioning is
vital.

Regarding Parts 1, 2 and 3 :

a) Units which are upgraded in Part 1 and that appear in Part 2 will have all
their upgrades. The reverse is NOT true, however, since you can only get to
Part 2 by beating Part 1. Examples :

Grendizer, which joins the in Part 1 but it sent into space to aid Lond Bell,
has all it's upgrades when you begin Part 2.

Dangaioh, because it comes BACK to Earth after having been in space for some
time, has all it's Part 1 upgrades in Part 2 - BUT, upgrading it further in
Part 2 is useless and will NOT carry over to Part 3, because of the timeline
difference. Remember, it came and went back.

This of course means that you can make Part 2 easier by upgrading your mecha in
Part 1 like crazy. The whole list of which mecha go where and when is at the
bottom of this section.

b) Items will be combined in Part 3 - you will get all your Part 1 and 2 items.
So stock up. ^_^

c) Pilot skills gained in Part 1 will be there in Part 2 - if you've given Roll
Fighting Spirit in Part 1, he will have it in Part 2.

d) Pilots will be drastically different levels so as not to unbalance the game.
For example, if Duke is Level 27 when it goes to space, he will only be Level 9
when you start Part 2. The only exception to this is Daitarn 3, who appears for
only one scenario.


Containers will be grabbed automatically at the end of battle, so don't worry
about missing out one or two. However, if an enemy lands on a square with a
container and you DON'T kill it before it ends it's turn, the item is lost
forever, even if you should subsequently defeat the unit. Enemies WILL, I
repeat, WILL head for the containers, so don't leave them in the open.

About Tobikage :

a) Tobikage will appear more if you have a lower Experience Point score.

b) Tobikage will combine with the unit with the highest level.

c) Destroying a unit combined with Tobikage will ressurect Tobikage, but the
unit will still be dead and you will still have to pay repair costs

d) If you want to kill Tobikage because it's blowing up all the enemies for
you, the only way to do so is with Self-Destruct

e) Upgrading the unit also upgrades the weapons usable in the combination.

This is just a small note, but if you want to reset the game and start again
really fast, do a soft reset (R and L buttons, all four buttons) and then press
start rapidly to get to the main menu. It takes about 15-20 seconds, all told.

Killing Bosses Made Easy :

By this, I am referring, of course, to those bastards who always run away. ^_^
Things to note :

a) Bosses run at either 30% or 50% life. This is fixed. I will indicate in the
walkthrough their life totals and percentage they retreat at wherever possible.

b) The person who downs the boss should always have Command Attack, Hot Blood,
and a powerful weapon. His teammate should have a powerful weapon and of
course, Support Attack. Either one of them should have a weapon with range. The
priority of the factors goes something like this :

1. Powerful weapon. Because of the way SRW calculates damage, this is really
important. The base strength of the weapon is MOST (notice I said most) the,
well, most important factor to take into consideration. Also, please note what
kind of attack it is. Zambot 3's Ion Cannon is strong, but because it uses the
Long-Range instead of Melee stat, it degrades it's performance considerably
when you realize that Zambot 3 is not exactly a master at clay pigeon shooting.

2. Hot Blood. Hot Blood is really important because it increases the total
damage by 1.5. In some instances, a unit with Hot Blood is BETTER than a unit
with a powerful weapon. Again, this all depends on the damage calculation
because Hot Blood increases the FINAL damage of a weapon by 1.5...which in some
instances, with a weak weapon, does not amount to much. Still, keep the key
difference in mind.

3. Command Attack. Don't get me wrong - you CAN kill the boss without a mecha
with Command Attack doing the killing (especially against Gundam bosses, which
are pussies without their shields) But it makes it a whole lot easier when both
mecha Critical, especially if one mecha has Hot Blood as well. Command Attack
aids the support mecha more, as he/she cannot use Hot Blood/Spirit to enhance
their damage in any way.

Other things to do :

a) Increase your morale. If the boss is the last thing on the map (and it
usually is) use whatever Motivates and Encourages you can spare.

b) Decrease it's morale. Exhaust is one of the best magics in the game, since
it decreases enemy morale, and morale affects EVERY calculation in the game
(except for hitting/evasion) from damage to defense. Against some bosses (like
Alfimi) it's well-nigh essential to keep their morale low so that they can't
use their more powerful attacks. If it comes to increasing your morale or
decreasing the bosses's morale, it's almost always better to do the latter.

As a collorary to this, in some stages, it's more beneficial to NOT kill the
normal enemies (or kill enough to use your special attacks) and head straight
for the boss, especially if the boss in question is Strong Willed or Super
Strong Willed. Killing enemies will make their morale skyrocket, and this is
Not A Good Thing.

c) Reduce it's HP as far down as possible by using powerful attacks. Remember,
each attack that connects makes the boss gain morale - this is especially bad
against bosses like Gil Barg, who have Reverse Slash. So if you've got to hit
them, hit them hard. Only use weak attacks when you're near their limit and
don't want him/her to run away.

d) Finally, against bosses with shields, destroy their shields. This isn't a
hard and fast rule by any means, but some bosses have REALLY GOOD shields (like
Norris Packard) and those can make it really hard for you to kill them, as each
attack will be blocked and correspondingly, have it's damage reduced. Of
course, with some others, you can just hammer them and them will go down,
shield or no (Mashmar Zero comes to mind - I took him down with ONE ATTACK)

Remember that Super Robots protect to fight the EARTH, not space.
Correspondingly, they have S on land and only A in air (unless it's
Getta-1/Getta Dragon, of course, which is made for aerial combat) So, to defend
their green earth and protect the peace of mankind, always make them move on
the ground whenever possible - not only do they fight better and take less
damage, they also gain back 5 EN per round (okay, so it's only 5 EN, but it's
still something...14 turns and you could use another Psychic Slash!) Do keep in
mind that you will need to take to the air to cover distance as well as attack
certain enemies which cannot target air units.

Getta-2/Rygar can attack while underground, making it ideal for Support Attacks
- it can assist without fear of retaliation on the enemy's turn. Best of all,
you can switch to 1/Dragon/3/Poseidon at any time and kick some ass whenever
you want.

Blowing Yourself Up For Fun and Profit

No, I'm not talking about Heero Yuy's latest testimonial, I'm talking about
Bernie and Boss's skill. Yes, they are the two only two lucky guys in the game
who have this skill, so let's have a round of applause for these two gentlemen
who are going to for the good of mankind.

But if you're gonna go down, you're going to have to do it with STYLE. So here
are some tips.

a) Boss Robot is obviously the unit of choice for Boss (it's called BOSS ROBOT)
and it has a repair cost of 10 credits - 5 credits to go to the junkyard for
parts, and 5 credits to take a bus back. ^_^ Bernie, on the other hand, can
pick from his choice of mecha. He can either take something with 4 spare parts
(a lot) or take Re-GZ, since it's fast and can blow up twice.

b) To do more damage when you blow up, upgrade only HP. This shouldn't be too
hard to figure out. To increase HP, equip lots of armor. Again, simple.

c) Why blow up? Well, there is only one reason to Self-Destruct in SRW...to do
damage. Self-Destruct ignores armor and hit/miss chances and just does damage
to all four spaces around the unit in question - simple, no frills DAMAGE. Of
course, you don't get money and experience for destroying enemy units.

d) Which brings us to our last point. You don't waste your unit on normal
enemies...you hit the boss with it. ESPECIALLY bosses with thick armor/good
evasion/lots of morale. In one hit, you can remove 1/3 to 1/2 of their HP. in
fact, if your unit is sufficiently upgraded, you can probably kill the boss
outright if their HP is low enough (handy if you have no unit powerful enough
to do the trick) Be careful if using Re-GZ to do the deed, though...the boss
might run after the first explosion.

e) The whole drawback to this blowing up thing is of course the fact that you
lose the unit and don't gain money or experience. But it's still something to
remember in case you decide to make use of the strategy. It also has another
application, which I will detail below.

Unlock the Potential of...ummm...Potential

This trick showcases the awesome power of Newtypes with Super Robot skills...in
this case, THE Super Robot skill, Potential. It's the quinessential Super Robot
skill - all of them have it, all of them use it. But now, in this game, YOU can
have it TOO, at the low, low, cost of completing the scenario in less than 10
turns.

Okay, we've established that your first step is to get Potential. Once you've
gotten it, throw it onto a Newtype ace, preferably Amuro and Char. (who get
Miracle later for GOODNESS KNOWS WHAT REASON) Throw away another skill if you
have to, it won't matter.

Now, get Boss Robo or Bernie in a lousy Gundam, it doesn't matter either. Place
him next to your chosen Gundam. Blow him up. MAKE SURE the damage done can
trigger Potential - upgrade either the mecha that blows up or the Gundam enough
to make sure this happens. Tada, instant Potential activation!

But, you say, my Gundam is now near death. You suck. While that may be true,
here are several facts :

1. Potential INCREASES EVASION RATE. Now, as we all know, Gundams are fast and
speedy - with Potential, they become even more so. If your pilot is good
enough, with Concentrate, he should be able to avoid ANYTHING that's thrown at
him.

2. A Gundam will die if it's hit anyway. Come on, don't deny it, for all their
good points, Gundams CANNOT take damage. If a Gundam takes damage, it dies.
It's...that...simple! But with this trick, you can prevent that messy
eventuality, since your Gundam will NOT be hit.

To get full mileage out of this strategy, you can also do the following :

a) Max out the unit's Agility/Limit. With a good pilot, the Potential bonus,
AND Concentrate (which all good pilots have) you will not be hit.

b) Max out the unit's weapons. You cannot be hit. This renders HP and Armor
useless concerns. Oh, and get enough Energy to fire as much as you want. But
mainly power up your weapons, since defense is now a non-issue.

c) Get Critical+25. Again, the Potential rule applies : Potential = more
Criticals. Good pilots have high Skill totals by default. Add Critical+25. You
should critical every hit, even on bosses, which means more damage.

d) Get Evasion+15/Accuracy+20. You shouldn't need these after all the bonuses
above, but go ahead if you want.

e) Get Concentration so you can use more Hot
Bloods/Spirits/Concentrations/Miracles.

Good Gundams to use this strategy on :

a) EZ-8. With enough V-UP Units and a Minovsky Craft, this humble machine from
the One Year War becomes a nightmare. You'll have to max Agility on this one,
of course, but it does have Fire All Shots, which can do serious damage.

b) Gouf Custom. It's basically like the EZ-8, with it's main advantage being
the 4 slots. Replace Fire All Shots with the weaker but more reliable Heat Rod.

c) Zeta Gundam. It's Zeta Gundam, I shouldn't need to explain why it's good. It
only has 3 slots (so you can add less V-UP Units) and costs more to upgrade,
but in terms of performance it's much better than the other 2.

d) Re-GZ. I personally wouldn't recommend this one (3 slots, no good weapons)
but it makes one helluva cleansweeper given it's range and movement capability.
It also allows you to make one mistake and get hit, because it's Gundam
component will pop out.

The application of this strategy should be obvious...you now have a powerful,
invincible unit. Go wild. However, using this trick truly shines when you need
to clear stages fast - though you will necessarily waste a turn setting up the
Self-Destruct (you can move forwards a bit though) you can rip through the
enemies in all the turns thereafter - use Accelerate to get started on the
action, you won't need to save SP.

Keep in mind, though, that for all this power, Gundams STILL CANNOT kill bosses
reliably. They just don't have enough power - unless of course you happen to
get every single V-UP (W) Unit in the game; and even then it's a bit short. You
might manage a few kills now and then, though, especially with the Units...use
your discretion and my walkthrough to judge.

One Turn Clear :

Get Barnie, Aina, Chris and Mari to Level 99. (possible with the repair mecha
trick usable on any stage where Alfimi appears) Bernie goes in Gundam-Mk2, Aina
in G-Defenser, Chris in a weak Gundam and Mari in Brueger. (I recommend Rei as
a support pilot.) Place Brueger next to Chris, and make sure the Brueger has
less HP than the Gundam Chris is in.

1. First, combine into Super Gundam and move.

2. Have Mari cast Move Again on it.

3. Once Mari's SP is gone, Self-Destruct.

4. Ressurect Mari with Chris. Once her SP is gone, Self Destruct Mari to kill
her Chris.

5. Have Aina ressurect Chris. Chris ressurects Mari. When Aina's SP is gone,
Self-Destruct Bernie.

6. Chris ressurects Aina.

7. Mari casts Move Again on Gundam-Mk2.

8. Combine into Super Gundam.

9. Rinse and repeat.

Though troublesome as HELL, you can use this trick to clear a stage in one
turn. There is another application of this (infinite SP trick) but the Impact
variant hasn't been worked out yet. Concentration will make doing this a LOT
easier, as will a strong Super Gundam.




Complete Magic List :

*Gundam 0080 War in the Pocket*

Chris 	Flash	        Trust	Concentrate	        Hot Blood	 Fortune	Ressurect
Bernie	Self-Destruct	Raid	Great Perseverance	Flash		 Sniping	Spirit

*Gundam 0083 Stardust Memory*

Kou	Great Effort	Assault		Hot Blood Concentrate Awaken Spirit
Burning Explosion Mercy Hot Blood Concentrate Encourage Spirit

*Gundam The 8th MS Team*

Shiro Love Assault Sniping Hot Blood Concentrate Spirit
Aina Love Devotion Fortune Concentrate Inspiration

*Zeta Gundam*

Quattro Accelerate Concentrate Sniping Explosion Hot Blood Miracle

Camille Concentrate Flash Hot Blood Motivate Coercion Assault

Emma Accelerate Concentrate Trust Hot Blood Fortune Assault

Fa Trust Lucky Flash Devotion Encourage Resupply

Rozamia Accelerate Concentrate Flash Confuse Hot Blood Exhaust

*G Gundam*

Domon Great Perseverance Accelerate Motivate Hot Blood Abandon Love
Allenby Accelerate Motivate 100% Hit Hot Blood Concentrate Cheer

*Nadesico*

Yurika Exhaust Cheer Confuse Trust Inspiration Love
Ruri Search Confuse Mercy Flash Sniping Trust
Ryouko Motivate Hot Blood Concentrate Flash Great Perseverance Encourage
Izumi Mercy Exhaust Sniping Hot Blood Flash 100% Hit
Hikari Lucky Concentrate Cheer Confuse Hot Blood Raid
Jun Perseverance Great Perseverance Trust Love Assault Explosion
Megumi Cheer Great Effort Accelerate Love Trust
Minato Accelerate Flash Trust Devotion Love Ressurect
Akito Hot Blood Lucky Concentrate Flash Assault Awaken
Gai Hot Blood Motivate Great Perseverance Iron Wall 100% Hit Explosion

*Super Deified Beast Dancougar*

Shinobu Accelerate Hot Blood Assault Great Perseverance Raid Motivate
Ryo Mercy Coercion Iron Wall Motivate Abandon Fortune
Hayato Great Effort Confuse 100% Hit Flash Lucky Resupply
Sara Trust Motivate Concentrate Hot Blood Encourage Love
Hazuki Accelerate Trust Assault Encourage Hot Blood Move Again

*Ultimate Electric Robot Combattler V*

Ryouma Perseverance Motivate 100% Hit Hot Blood Iron Wall
Juusan Sniping Accelerate 100% Hit Flash Concentrate
Daisaku Great Perseverance MOtivate Iron Wall Great Effort Trust
Koji Search Confuse Great Effort Lucky Perseverance
Chizuru Trust Flash Encourage Devotion Resupply

*Raideen*

Hikaru Flash 100% Hit Hot Blood Motivate Assault Awaken
Accelerate Sniping Hot Blood 100% Hit Assault Self-Destruct
Mari Search Trust Love Lucky Devotion Move Again
Rei Accelerate Concentrate Flash Fortune Awaken Ressurect

*Dangaioh*

Roll Accelerate Perseverance Concentrate Hot Blood Explosion Motivate
Mia Mercy Flash Trust Devotion Love MIRACLE
Lambda Sniping 100%Hit Great Effort Cheer Encourage Lucky
Pai Great Perseverance Motivate Assault Iron Wall Coercion Hot Blood

*Aura Battler Dunbine*

Shou Accelerate Mercy Concentrate Flash Hot Blood Motivate
Cham Lucky Cheer Trust Encourage Fortune Ressurect
Galaria Accelerate Great Perseverance MOtivate

*Invincible Robot Zambot 3*

Kappei Great Perseverance Accelerate Sniping Hot Blood Motivate Lucky
Uchuu 100% Hit Great Perseverance Mercy Flash Iron Wall Miracle
Meguko Search Confuse Trust Devotion Fortune Self-Destruct

*Mazinger Z*
Kouji Great Perseverance Iron Wall 100% Hit Hot Blood Motivate Accelerate
Sayaka Trust 100% Hit Flash Fortune Hot Blood Resupply
Boss Self-Destruct Great Perseverance Motivate Hot Blood 100% Hit Flash

*Great Mazinger*
Tetsuya Accelerate Great Effort 100% Hit Hot Blood Flash Assault
Jun Great Effort 100% Hit Flash Encourage Hot Blood Devotion

*UFO Robo Grendizer*
Duke Mercy 100% Hit Hot Blood Iron Wall Encourage Spirit
Maria Accelerate Cheer Lucky 100% Hit Hot Blood Inspiration

*Getta Series*

Ryou Great Effort Perseverance Hot Blood 100% Hit Motivate Abandon
Hayato Accelerate Flash Confuse Concentrate Raid Love
Benkei Great Perseverance Motivate Iron Wall Hot Blood Lucky Encourage

*ZZ Gundam*

Judo Flash Lucky Concentrate Motivate Hot Blood Awaken
Rou Accelerate Concentrate Sniping Hot Blood Lucky Encourage
Puru COncentrate Lucky Flash Cheer Exhaust Hot Blood
Puru-2 Concentrate Fortune Flash Great Effort Motivate Hot Blood
Elle Flash Lucky 100% Hit Hot Blood Great Perseverance Awaken

*Machine Robo - Cronos's Counterattack*

Rom Inspiration Motivation Concentrate Hot Blood Abandon Spirit
Jet Accelerate Assault Concentrate Hot Blood Abandon Spirit
Reina Encourage Fortune Devotion Flash Love Ressurect
Jim Trust Perseverance Cheer Fortune Encourage Resupply
Drill Great Perseverance Motivate Hot Blood 100% Hit Flash Exhaust

*Ninja Senshi Tobikage*

Joe Great Perseverance Concentrate Hot Blood Motivate Raid Awaken
Mike Great Effort Concentrate Hot Blood Assault Sniping Resupply
Lenny Accelerate 100% Hit Flash Hot Blood Lucky Love
Romina Trust Exhaust Devotion Lucky Raid Love

*Banpresto Originals*

Kyousuke Accelerate Assault Concentrate Hot Blood Abandon MIRACLE
Excellens Exhaust Sniping Concentrate Hot Blood Assault Awaken

Morale Reduction

Entering warship : -5
Being resupplied by friendly unit : -10
Having Resupply cast : -15



******

Battle Quote Translations :

(First, some notes)

1. I'm only going to be doing translations of the pilots whom you'll use a
lot - I can't be bothered doing, for example, Apollie and Robert's voices.
Too tiring, and I'm not being paid for this. ^_^

2. Notations :

(l) indicates when light damage is done
(m) for medium and
(h) for heavy
(c) is when the pilot is counterattacking
(s) quotes for special situations, like when series rivals are fighting


------

Excellens Browning

"Okuustan wa "yari" no imi wo motteru...benkyou ni naru deshou?" (Orcstan means
"spear"...isn't that learning something?)

------

Namba Kyousuke

"Totte yuki na...ikuzo!" ("I'll take you out...let's go!")

"Kore hodo no bearingu ho...kawaseru ka? ("Can you avoid this many bearing
cannons?)

------

Amuro Rei

"Ike! Fin Funnel!" - ("Go, Fin Funnels!")


------

Tetsuya (Great Mazinger)

"Kurae! Drill Pressure Punch!" ("Take this!")

---

Kou Uraki

"Kiichainai!" ("That didn't hurt!")

"Moratta!" ("How about this!")

"Kore de, daun da!" ("You're going down with this one!")

"Amai!"


Akira (Raideen)

"Neriai wa, amai ze!" ("Your aim is off!")

"Huu, abunakatta ze." ("Whew, that was dangerous.")

"Makeru na, Raideen!" ("Raideen, you can't lose!")


---

Combattler V Team -

*getting hit*

"Sonna kougeki ga Kon Batoru wo katteru to omou na!" ("Don't think you can beat
Combattler with something like that!")

"Nante, sonna mon ka? ("What was that? A scratch?")

"Kondo wa kocchi kara ikuze!" (c) ("This time it's coming from over here!")

"Kore demo kurae!" ("Chew on this!")

"Yokumo yatte kureta na!" ("Not bad at all!")

"Nanda? Kasukatta dake sa!" ("What? That was it?")

---

Kouji (Mazinger Z) -

"Sonna mon de, kono Mazinger wo taosu ki ka yo!" ("You wanna beat Mazinger with
something like that?")

"Koitsu wo okaeshi da ze!" (c) ("Here's something in return!")

---

Ryouma (Getta) -

*attacking*

"Ikuzo!"

"Kurae!"

"Kore de dou da!" ("How's this?")

*getting hit*

"Nan no koreshiki?" (l) ("What's this?")

*avoiding*

"Otto!" ("Whoa!")

"Joto da!" ("Too high!")

"Mikitta zo!" ("I caught that!")

---

Bright Noah (Agahma) -

*attacking*

"Shinro, kuria! (Course clear - Tress) Yosh, mega ryushihou, ute!" ("Alright,
mega-particle cannons, fire!")


"Taiku houka, teki wo chikazukeru na!" ("AA fire, don't let the enemies near!")

---

Emma Sheen -

"Shizume!" ("Prepare to die!")

"Ahh, sasuga ni..." ("Just as good as I thought...")

---

Sleggar Row

*attacking*

"Itadaki!" ("A present!")

*avoiding*

"Huuu, abunee, abunee!" ("Whew, dangerous, dangerous!")

---

Camille Vidan (Zeta Gundam) -

*attacking*

"Soko wo doke!" ("Get out of my way!")

"Asobi de yatten ja nai da yo!" ("I'm not playing around!")

"Kisama no you na ga iru kara, tatakai wa owaranain da! Kiero!" (s) ("Because
of people like you, the war won't end! Die!")

"Kore nara!" ("If this...")

"Atareee!"

"Ukatsu na!" ("Don't be careless!")

"Ikeru ka?" ("Can I do this?")

"Saseru ka!" ("I won't let you get any further!")

"Jiriido ka?" (s) ("Jerid?")

"Omae wa ikiteiru ikenain da!" ("You won't be alive for long!")

*avoiding*

"Mieru!" ("Saw that!")

"Ataru ka yo?" ("Think that'll hit?")

"Sou kantan ni!" ("Not so easy!")

"Hidan? Iya, kasumete daka da."

"Kono kougeki,

*getting hit*

"Atatta? Yatte kureru!" ("Got me? Not bad!")



Quatro Bajina (Char Aznable)

*attack*

"Osoi!"

"Soko da!" ("Over there!")

"Yaraseru ka!" ("Think I'll let you?")

"Kore ijou wa yarasen!" ("This stops here!")

"Atare yo!" ("This will get you.")

*avoiding*

"Sou sou ataru mono dewa nai!" ("That's not something that will hit.")

"Amai na!"

"Atarimasen yo!" ("Missed!")

*getting hit*

"Nanto!"

---

Jerid Mesa -

*attacking*

"Sonna ni otoseretai ka?" ("Do you really want to lose that badly?")

"Kisamaaa!" ("Youuuuuuuu!")

"Shizume!" ("Go to hell!")

"Camille, kisama!" (s) ("Camille, you bastard!")

*getting hit*

"Mada mada!" ("Not yet!")

"Ii ki ni naru na!" ("Don't get any ideas...")

"Nameta mane shita kure ze!" ("Looks like I've underestimated you a bit...")

*upon death*

"Naze da...naze kattenai?" ("Why...why can't I win?")

---

Kakricon -

"Shizume!"

*getting hit*

"Sono teido no dameeji nado..." (l)

"Nakanaka yaru..." (m)

*upon death*

"Nani?"

"Chi, jikujitta."


Yazan Gable :

"Nezumi ga...shini na!" ("Rats...are meant to die!")

*upon death*

"Bakana...kono ore ga ochiru da to?" ("Dammit...you mean to say that *I've*
lost?")



Basque Ohm

*attacking*

"Uteee!" ("Fireeee!")

"Kechirase!" ("Destroy them!")

"Zenhoumon hirake! Issei shageki!" ("All cannons, salvo!")

*getting hit*

"Hun, katonbo ka..."



Mashma Zero -

*attacking*

"Moratta!"

"Ochiroooo!"

*getting hit*

"Kisama...watashi wo okoresetai rashii na!" ("You seem to want to make me
angry...")


No-name Pilots :

*getting hit*

"Yaru, sasuga wa!" ("Just as good as I thought!")

"Mada da, mada korekara yo!" ("Not yet, it's not over yet!")

"Chi, mada mada!"

"Kono!"

*attacking*

"Ochiro!"

"Ikuzo!"

"Koitsu de kimete yaru!" ("I'll decide the fight with this!")

"Jauma nanda yo!" ("Out of my way!")

*upon death*

"Shimatta, shokugeki ka?" ("Damn, a frontal attack?")

"Na...bakana!"



Zanscale Pilots :

*attacking*

"Kozokashii!"

*avoiding*

"Yosh, kawashita!" ("Alright, avoided!")

*getting hit*

*upon death*

"Kuu...shimatta!"

"Ba...bakana!"


Jion Soldiers :

*attacking*

"Ochiro-tten da yo!"

"Tsuyoi, tsuyo-sugiru!" ("To...too strong!")

"Yatte yaru!" ("Here I come!")

"Kakugo!" ("En guard!")

"Ko, kono!"

"Uggh! Koitsu, tsuyoi zo!" ("Guugh, this one's strong!")

*getting hit*

"Uwwaaa, yararechimau!" (h)

"Uwaaaa, pawaa ga chigaisugiru!" ("Aaah, the power difference is too great!")

*upon death*

"Meu...shimatta!"

Zentraedi Pilots

*attacking*

"Kougeki wo kaishi suru!"

"Zentran no chikara wo omoi

"Tekikai wo hakai suru!"

"Uchi-otoshite yaru!"

*avoiding*

"Hun...nasakenai!"

"Kaihi!"

*getting hit*

"Nanda kono chikara wa?"

"Atatta da to? Nante koto da?"

"Kono mama dewa mazui!"

*upon death*

"Shimatta! Nan to iu koto ka?"

"Yarareta...daishutsu suru!"




Domon Kasshu :

Omae to asonderu hima wa nai! ("I don't have time to play around with you!")

Kore de! Kimari da! ("I'll finish it! With THIS!")

Ore wa KOKO DA! (I'm over HERE!")

Omae no kougeki, sude ni mikitta! ("I've seen right through your attack!")

Mada mada! ("Not yet!")

TORRYYYYYYYYAH! ("TORRAAAYH!!)

Ore wa maken! Kingu Obu Haato no na wo kakete! ("I shall not lose! By the name
of the King of Hearts!")

Bunshin sappo! GOOOOOOOOOOOODO SHADOU! ("Split-Image Art! GOOOOOOOOOOOOD
SHADOW!")

Shining Finger : "Ore no kono te ga hikkate naru! Omae to taose to kagayake
sakebu! HISSATSU! SHINNNNNNNNNNIGU! FINGAAAAAAAAA! -upon striking-
Taaaaaaaaah...TAAAH!

("Mine hand shines forth! It's radiant cry shall defeat you! Special Attack!
SHINNNNNNNNNNING! FINGEEEEEEER! -upon striking- Taaaaaaaaah...TAAAH!)

Shining Finger Sword : "Ore wa kono te de hikkate naru! Shouri wo tsukae to
todoroki sakebu! Ai to ikari to kanashimi no! SHIIIIIIIIINGU FINGAAAAAAAA
SOOOOOOOOOODO! Men! Men! MEEEEEEEEEEENNNNNNN!"

("Mine hand shines forth! It's radiant cry shall defeat you! Special Attack!
The blade of love, rage and sorrow! SHINNNNNNNNNNING FINGEEEEEEER
SWOOOOOOOOOOOORD! Forwards! Forwards! FOOOOOOOOORRRWAAAAAAAARDS!)

God Finger : "Ore no migite ga makka ni moeru! Shouri wo tsukamae to todoroki
sakebu! BAAAAAAAAAAAAAAAKURETSU! GOODO! FINGAAAAAAAAAA! -upon striking-
HIIIIIIIIIIIIITO! ENDO!

(This right hand of mine burns a true red! It's thunderous cry calls out to
grasp victory! EXXXXXXXXXXPLOSIVE! GOD! FINGEEEEEEEER! -upon striking-
HEEEEEEEEEEAT! END!

Sekihatenkyouken : "Ryuha! Touhou Fuhai no na no moto ni!" ("Flowing Style! By
the name of the He Who Is Undefeated in the East!")

"Ore no migite ga makka ni moeru! Shouri wo tsukamae to todoroki sakebu!
SEKIHA! TENKYYYYYYYOUKEEEEEEEEEEEEEEN!

(This right hand of mine burns a true red! It's thunderous cry calls out to
grasp victory! SEKIHA! TENKYYYYYYYOUKEEEEEEEEEEEEEEN!)

Rom Stol :

"Omae ni nanoru namae wa nai!" ("I have no name to give you!")

Sonna kougeki wo kuu ka? ("A attack like that taking me down?")

TenkuuChuuShinKen keishousha, Romu Sutooru, iku zo! ("Successor to the Heavens
Space Spirit Style, Rom Stol, go!")

Aku wo mushibamu mono wa...ore ga yurusan! ("Those who bind themselves to
darkness...I shall not forgive!")

Kenrou yo! Michibiki wo!" ("Wolf Sword! Guide me!")

"Hi yo mizu yo, kaze yo daichi yo, ware ni chikara wo ataetamae!" ("Flame and
water, wind and earth, grant unto me power!")

"Basuuto Kikku! Toryaaaaaaaah! Ougi wo ukero! Goooooooodo! Handu!
SUMMMMMMMMMMASHHH! SEIBAI!"

("Burst Kick! Toryaaaaaaaaaah! Receive my final skill! Gooooooood! Hand!
SMMMMMMMMMMASSH! Judgment be upon you!")

R : Ikuzo, Jetto! ("Let's go, Jet!")

J : Aah, saki ni shikakereze, Romu! Jeeeeeeeeeto! ("Alright, I'll go get him
first, Rom! Jeeeeeeet!")

B : Tenkuushinkenouji - Kasane Kamaitachi! (Heavens True Sword Secret Skill -
Reaping the Whirlwind!")

J : Kirisute gomen! ("Apologies for killing you!")


Yami wo ayatsuri, hito no kokoro wo mushibamu mono tachi