00000 00 00 00000 00000 00000 00 0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000 00 00 00000 00000 00 00 00 00 00 00 00 00000 0 00 00000 00 00 00 00 00000 000 00 00000 00 00 00000 000 00000 000 000000 00 00 00 00000 00000 00 00 00000 00 00 00000 000000 00 00 0000 00 00 00 0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000000 00 00 00 00 00 00 00 00 00 00 000 00000 00 00 00 00 00 00 00 00 00 00 000000 00000 00 00 00 00000 00 00 00000 00 00 00 00 00 00 00 0 00 00 00 000 00000 000 00 00 00 00 00 00 00 00000 00000 00 00 000 0 0000 00000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 000 00000 0 0 0 0 0 0 0 0 0 0 00000 0 0 0 0 0 0000 0 SUPER ROBOT WARS IMPACT for Playstation 2 by: KOTRT (mlau@ipoline.com) version 3.5 This document is copyright 2002 Michael Lau. This guide is prepared exclusively for GameFAQs. It may be distributed freely by other parties if the following terms are satisfied: this guide is not being sold or resold, none of the content is removed or changed in any way, not used in a commercial environment, not used or distributed in support of a commercial service or product, not used or distributed to support any kind of profit-generating activity, even if it is being distributed freely, and notify me of where it is used by email with the subject line "Super Robot Wars Impact". If you would like to distribute this guide in any commercial environment, contact me for written permission. Final approval is subject to my own discretion. If you have any comments, questions, suggestions and corrections, please also send them to the above email address. All email regarding this matter should have the subject line "Super Robot Wars Impact". Because this is my first walkthrough, I'm sure there are many mistakes and any corrections will be greatly appreciated. Finally, I hope you will find this useful. The game software Super Robot Wars Impact is copyright 2002 Banpresto ------ TABLE OF CONTENTS I. Update History II. Introductions III. General strategy IV. Game Rules/Calculations V. Walkthrough VI. Guides to secret Mechas and Characters VII. Credits ------ I. Update History v 3.5 (10-02-2002) - This version includes walkthrough up to Part 3 Scene 5. - Revised and edited the overall guide. v 3.0 (08-25-2002) - This version includes walkthrough up to Part 3 Scene 2. v 2.0 (07-02-2002) - This version includes walkthrough up to Part 2. - Section IV. Game Rules/Calculations added - Special thanks to Integrators for corrections on v1.0 Arigatou Gozaimashita! V 1.0 (06-05-2002) - This version only includes walkthrough up to Part 1. ------ II. Introductions All the basics about the game (control, menu, Japanese--->English translations and etc.) are very well explained in Kain's FAQ, which can be found on www.gamefaqs.com For the most part, this guide uses the translations found in Kain's FAQ (SP commands, Skills, Stages' title and etc.) Super Robot Wars Impact is quite similar to Shin Super Robot Wars (PSX). You have to first complete Part 1 (Earth), then Part 2 (space) with an almost completely new team of mechas, and finally Part 3 with mechas from both Part 1 and 2. A new feature in SRWI is that it encourages fast game play. The faster a stage is completed, the better the skill will be awarded. This guide mainly focuses on how to end stages faster (especially those which can be finished within 5 turns for the best skill in the game - Concentrate) Of course, it does not imply that only these stages are possible to be completed in 5 turns. I'm just sharing my experience and there might well be other stages that can be finished in 5 turns but I've missed the chance to do so. Please feel free to send me an email if you have any strategies for ending other stages faster. In the Walkthrough section, player units are usually named by their mecha's name and enemy units by their pilot's name, but sometimes the otherwise. There will be comment on each scene and each stage. The "Special" section under Comment in some stages are quick references to "hidden" mechas and characters or conditions that will lead to a different route. For each stage, there is a note on obtaining the AP point, beginning player units, player reinforcement, enemy reinforcement and a list for bosses. The boss's stats are listed in the following sequence "HP", "retreats when HP is below this %"; "item yielded"; "when do they appear"; "condition for retreating other than HP lost" Stages are listed as how they appear in intermission. Usually the first and last stage of a scene are mandatory. Stages in between are referred to as Selects. Please note that I've only decided to write this guide when I'm playing the last stage in Part 2, Scene 2. The data and strategy for previous stages are mostly based on my memory, the guide by Game Station (a game magazine in Hong Kong) and Kain's FAQ. ------ III. General strategy Super Robots have really become the "super robots". If their armours and weapons have been upgraded sufficiently, they're almost invincible and can cause lots of damage (at least in Part 1 and 2). Their aiming has also become good, even when against Mobile Suit or Aura Battler's enemies. On the other hand, there won't be any good player Mobile Suits until Part 2 and although Dunbine still has high agility after upgrade, it just can't do enough damage anymore... Super Robots are your friends to rely on. In order to be able to finish a stage faster, it is beneficial to first try it before actually playing. Knowing which units are compulsory, how many player units can be used, the type of enemy units, their location and if there will be any reinforcement is a great advantage. Try to kill ALL bosses. Getting more items (you'll get the good ones because they're bosses) and money will make game play easier. However, if you want to maintain low AP to get better mechas (such as FA Hyaku Shiki Kai and New Gundam HWS), you should only kill those AP-yielding bosses that give very good items (such as V-UP Unit and Halo). If you have been a conservative SRW player (like myself), it's now time to be brave. Don't be afraid to send a single or two units to take out several enemy units in an area. When it is done skillfully, it helps clearing a stage much faster. Also, don't be over conservative in SP usage. Sometimes using Hot Blood on non-boss enemy units will help to clear matters effectively. Encourage and Motivate are other SP commands that have high influence in the game and Love is probably the magic that resuscitates players from an adverse situation. Change Pilot. Change Pilot. Change Pilot. Change them when appropriate. This is most essential among MS pilots. There are several good pilots but very limited good Mechas. Repairing and Resupplying units are good ways to level up. Let weak characters who have good SP commands (i.e. Aina) be the pilot. There's no reason to leave Aina in Apsellas with her low attacking power. Finally, this might not be honourable but Save-Load is the best companion in all SRW series :p ------ IV. Game Rules/Calculations Here are some points that might be useful in planning your strategy I) In Part 1 and 2, enemy units will 99% attack its nearest player unit. Very occasionally, they will move and attack a different unit. II) When you cast Devotion on oneself, it firsts adds 10 SP, then reduces 40. In other words, it's not a good idea to do it when the pilot has full SP. This is useful when the unit has multiple pilots. III) Defense Level determines how much damage the shield can take. Lv 1 reduces damage by 500, each additional Lv reduces 100 more. It also determines the chances of using Sword-cut. I think it is Defense Level divided by 16. IV) Special container (those found in secret rooms) MUST be picked up. V) Assist Attack and Defense - The assisting unit must be able to reach the terrain of the beneficiary. For example, assume Mazingar Z is standing on ground. He can assist Elshank (the battleship) because Mazingar Z CAN fly. However, Elshank CANNOT assist Mazingar Z because it cannot stand on land (well... unless it crashes...) If you want Elshank to assist Mazingar Z, Mazingar Z must be flying. The following is from http://tekipaki.jp/~cybaster/ Assist Defense level has no effect on performance but is just an indicator of how many times the unit can Assist Defend in one turn. However, Assist Attack does affect the damage dealt. Lv 1 is 80% of normal damage, Lv 2 85%, Lv 3 90% and Lv 4+ 100%. IV) Throughout the guide, when the enemy reinforcement is said to come out in turn 5, it means turn 5 enemy phase. If it's player reinforcement, it'll be turn 5 player phase. ----- V. Walkthrough **************************** **************************** **************************** **************************** **************************** ****** ****** ****** ****** ****** ****** ****** PART 1 ****** ****** ****** ****** ****** ****** Earth Crisis ****** ****** ****** ****** ****** ****** ****** **************************** **************************** **************************** **************************** **************************** SCENE 1 Scene - It does not worth upgrading Gandol because it will break down Comment in early Part 3 (usable only a few times in Part 3). Make sure to upgrade each stat of Dancougar (HP, EN and etc) for at least 1 block. By doing so, Dancougar will acquire the new weapon Aggressive Beast in the last stage in Part 2 Scene 4. Otherwise, it'll be added in Part 3. When choosing wether to send Kouji Kabuto or Tetsuya to space, I recommend choosing Kouji because Tetsuya (Great Mazinger) is slightly stronger. In space, you'll also have Grendizer so it is better to let Tetsuya stay on earth. If the 4th Select (Fire On) is played last, you will be eligible to get the Production Model Great Mazingar if you choose the Scene 4B route and have Tetsuya stayed on earth. If Kouji stays on earth and Scene 4B is chosen, there will be a one-time enemy Danti(?). People who are trying to collect 100% profile on units should be aware of it. The Ninja team will join after the last Stage of this Scene. Upgrade them a little (EN at least) if you want to get the AP point of a stage in Part 2. Start saving some money for Scene 2. 1st stage, #1 - Flying Dragon Takes to the Clouds AP - defeat Norris Beginning Player units - Gandol, Dancougar, Altaisen, NT-1, Zaku Kai, EZ-8 and Metasu Boss list - Norris (HP 8000, 30%; Booster) Comment - This stage could be finished in 5 turns. I sent Gandol and Dancougar to handle the 3 Goufs, including Norris. The Goufs' to-air-weapons are weak so Dancougar could counter-attack with no problem. Move other units towards the base to lure the enemies to land or at least come closer to where you are. After Norris has run out of shield, Dancougar with Hot Blood, assisted by Gandol, should defeat Norris. Make sure to take advantage of all the Support Attack and Defense available. 2nd select (Saotome Research Institute) - Three Spirits AP - defeat Hydra Beginning Player units - Getta-1, Gandol and 6 units Boss - Hydra (HP 17000, 30%; Apojee Motor; turn 3) Comment - Nothing much special but if you want to clear the stage faster, send the Super Robots to kill Megasaurus Zai's, then move a little east and wait for Hydra and his reinforcement. Special - Upgrade Dancougar! 3rd select (Phototronic Research Institute) - Castle of Black Iron AP - defeat Ashura Beginning Player units - Boss Robo, Diana A, Mazinger Z, Gandol, 11 units Comment - Sorry, couldn't recall this stage... Special - Upgrade Dancougar! 4th select - Fire on AP - Clear the stage in 5 turns or less Beginning Player units - Gandol, 10 units Player reinforcement - Great Mazinger, Venus A (turn 3) Enemy reinforcement - 5 gogs (turn 3, near the seashore) Comment - Another chance to grab the skill Concentrate. Getta-3 is very useful in fighting the gogs. Special - Play this stage last and you could get Production Model Great Mazingar if you play Scene 4B and have Tetsuya stayed on earth. It's getting redundant but this is your LAST chance to uprade Dancougar (if this stage is played last). He'll be sent to space in the next stage so he won't appear in intermission after this stage. Do it now or you'll regret. I forgot to do it, so... :( 5th stage, #5 - Let's Get Masculine AP - defeat Butcher Beginning Player unit - Aestivalis Air type (Gai) Player reinforcement - Aestivalis Land type (Akito, turn 2) - Nadeisco, Gandol, 12 units - Zambot 3 (turn 4) Enemy reinforcement - (turn 3 and 4) Boss - Butcher (HP 16000, 30%; ???; turn 3) Comment - Gai will only be attacked by the closest enemy unit at first. However, after the arrival of the Gandol team, the enemy units will approach Gai and he WILL be killed if left alone. You could use Trust on him, and send 2 to 3 units to guard him and kill the surrounding units. Since the Nadesico team will retreat in turn 4 (beginning of Player Phase), it's not a bad idea to use Gai's Motivate at the beginning so he will take less damage and exploit all SP of the Nadesico team. Assuming Nadesico is at the east (thus Gandol at the bottom left corner), both groups of enemy reinforcement will appear at Gandol's north. Zambot 3 will also come out around there. Don't forget to take advantage of the terrain (buildings increase your defense, dodging and recover 10% EN) but you must be grounded, not flying. Last stage, #6 - Wings That Rise and Fall AP - Defeat Butcher or reduce his HP to below 30% before turn 5 Beginning Player units - Zambot 3, Gandol, 7 units Player reinforcement - Elshank, Joe, Lenny, Joe (turn 6) Enemy reinforcement - (turn 3 and 6) Boss - Butcher (HP 20000, 30%; V-UP Unit(W); turn 3) Comment - The challenge is to defeat Butcher. It is definitely worth the effort because he yields a V-UP Unit. He and his reinforcement will come out on the cliff opposite to the base. The trick is to know the exact location of where he shows up (save on turn 3, remember the location after he shows up, reboot). In turn 3, move a Super Robot (I used Getta-1) besides where he'll show up. Also move Great Mazinger besides this unit (thus two blocks from Butcher). When it becomes the enemy phase, he'll appear and make an attack on the closest unit. Counter attack with your strongest weapon. It is also good to use some SP commands (like Flash, 100% Hit, Iron Wall) or others that deem appropriate. Then in turn 4, attack Butcher with the rest of your Super Robots and he should be defeated with the help of Great Mazinger. This strategy really helps to clear a stage with reinforcing Boss faster, especially if that unit has Hot Blood. I'll refer this as the "Wait-&-Counter" strategy. When Butcher is defeated, the HLV will launch immediately and Zambot 3 will also leave. Therefore, it is good to exploit all SP of Zambot 3. Assuming Butcher appears at east, the second reinforcement and the Elshank team will come out at the middle south. SCENE 2 Scene - In the stage A Visitor, From Afar, Shou will join with Comment Dunbine. I recommend NOT to upgrade him. If you choose to play Scene 4A, you will get Bilvine. Otherwise, you'll get it in Part 3. If you're going for 4A, of course it's better to save your money for Bilvine. If you go for 4B, instead of upgrading Shou's Dunbine, upgrade Todd's. First of all, the pilots are interchangeable. Secondly, you won't want to put out 2 Aura Battlers in Part 1 unless you have Bilvine... Finally, at later stages when the player's Aura Battlers are compulsory units, Todd can come out in his upgraded Dunbine and Shou in Bilvine. It'll be a waste to leave an upgraded Dunbine behind for nothing. If you choose 4B, you'll be able to upgrade Grendizer who will be the major force in beginning Part 2. Continue saving money. You will need to upgrade the weapons of your 2 strongest Super Robot (Raideen and Great Mazingar recommended) to take out Aina in the last stage. It is a challenge to take off 13000+ HP at this stage. Note that Raideen will leave in Scene 5. Also, Dangaioh will soon leave for awhile but return in the last stage in Scene 5. Both units should still be upgraded. 1st Select (Shinjuku) - Cross Fight AP - Defeat Gil (Bloody 2) Beginning Player units - Gandol, Elshank, 11 units Player reinforcement - Dangaioh (turn 2) Enemy reinforcement - 6 units (when Gil (Bloody 1) is defeated) Boss - Gil (Bloody 1, HP 25000) - Gil (Bloody 2, HP 23000, 30%; Large-scale Generator; when Bloody 1 is defeated) Comment - Assuming the Gandol team is at south, all the beginning enemy units and reinforcement scatter around the buildings at north. Take advantage of the mini 2D map or it'll be extremely difficult to measure the distance between units... for me that is... At this stage, Gil shouldn't be a problem even though he will transform after the first destruction. Unlike Bloody 1, Bloody 2 is more like a real robot (high agility) but Gil's morale will be reset at 100. 2nd Select (Mutron Research Facility) - The Awaken Hero AP - Defeat Gil (Bloody 2) Beginning Player units - Brueger Player reinforcement - Gandol, Elshank, 11 units (turn 2) - Raideen (turn 3) Enemy reinforcement - Gil Boss - Shakin (HP 18000) - Gil (Bloody 1, HP 28000; turn 3) - Gil (Bloody 2, HP 26000, 30%; High Performance Targeter; when Bloody 1 is defeated) Comment - Sorry, couldn't really recall this stage... but if I've remembered correctly, assuming Raideen first appears at south, Gil should come out at middle east. 3rd Select (Iga Village) - The Lost Ninja Legend AP - Defeat Irubora Beginning Player units - Elshank, Joe, Lenny, Mike, Gandol, 11 units Player reinforcement - Tobikage Enemy reinforcement - Irubora and 10 units (turn 3) Boss - Irubora (HP 27000, 30%; Book of Ninjitsu; turn 3) Comment - Assuming the Gandol team is at south, Irubora will appear at the north island and the reinforcement will scatter around Irubora and north of the southern plain. 4th Select (Tokyo) - A Visitor, From Afar AP - Clear the stage without defeating Galaria Beginning Player units - Dunbine Player reinforcement - Elshank, Great Mazingar, Venus A, Gandol, 9 units (turn 3) - Master Gundam, Shining Gundam, Nobel Gundam (turn 4) Enemy reinforcement - 13 units (turn 3) Boss - Galaria (HP 12500; ???) Comment - This stage looks complicated but it can be actually completed in 5 turns (or 6 if I've remembered it wrong...) In the first two turns, don't let Dunbine fight anything. Unless you're very lucky, Dunbine is likely to get hit and killed... Here's the trick when the Gandol team comes out. Assuming it is at the north, send a few units to take out the existing enemy units and also a few to the area at east (the buildings) to wait for the enemy reinforcement. In turn 4, the Gundam G team will arrive but let them stay there because some enemy reinforcement will come out near them. On turn 4 Enemy Phase, enemy reinforcement should come out in four areas (might be wrong...) The first should come out at the northwest corner, the second at east, the third at southeast and the last group near the Gundam G team. Concentrate on killing the Aura Battler units (the beginning enemy units) and the new 4 Einst units because in turn 5 or 6 (Enemy Phase), a new group of reinforcement will show up but retreat immediately with all the Death Army units (I'm not sure about the Einst units). It is possible to end the stage during this enemy phase. Touhou Fuhai will leave to chase after them but Shining and Nobel Gundam will stay. Special - Galaria will join with her unit if she's alive after all enemy units have been defeated. Last Stage (No-man Island), #11 - Two Newtypes AP - Defeat Aina Beginning Player units - Super Gundam Player reinforcement - Elshank, Gandol, 9 units (turn 2) - Re-GZ (turn 6) - Tobikage (turn 8) Enemy reinforcement - 5 units (turn 4) - 4 units (turn 6) Boss - Norris (HP 14400, 0%; Chobam Armor) - Rosamia (HP 13600, ???; turn 4) - Aina (HP 26800, 50%; Minovski Craft; turn 6) Comment - Needless to say, the challenge here is to defeat Aina. But before going into that, Rosamia and her reinforcement will appear at northeast of the island, assuming Norris is at west. You can convince Rosamia with Camille and she'll join immediately. In turn 6, Aina and her reinforcement will appear at west. Her MAP weapon's range is 3 (width) x 6 (length) and 1 extra block on the middle column. Watch out and feel free to first kill the reinforcement because she won't gain any morale from it. If there is not enough money to fully upgrade your Super Robots' weapons, the trick is to lure her to come closer to land. Again, assuming she's at west, you should find a terrain at her southeast (within her attacking range) that looks like the following ___________________ | | | | | where W = water; S = seashore; L = Land | W | W | S | L/S | |___|___|___|_____| Move a unit (underwater) to the W next to S. Because Apsellas cannot fire under water but that unit is within her attacking range, she'll move to the W right next to it. Now, you can put Raideen on S and Great Mazingar behind it and they can both stand on land to launch the attack. Because their terrain level is S on land, they are stronger when standing than flying. Exhaust Aina with Elshank and I used the almost fully upgraded Great Mazingar (1 block remaining) and Raideen (2 remaining) for the final blow. That costs me all the money saved so far (down to around $7000...) If you've reduced Aina's HP very close to 13400, God Bird Change with Hot Blood assisted by Great Booster (maybe the other way around) should be enough to take off the rest. Of course, if you have enough money to fully upgrade the weapons of both units, probably that's enough to defeat Apsellas while flying and save all the trouble. Also, because Tobikage will show up in turn 8, you might want to start your attack on Apsellas afterwards. It'll be annoying if Apsellas's HP is reduced close to 50% then Tobikage comes out and damages her HP to below 50%. Forgot to mention - I gave Raideen a V-UP Unit (W) Special - Convince Rosamia with Camille and she'll join immediately with her unit. You will also get the skill SP+15. However, her unit's HP will be reduced back to normal after this stage. SCENE 3 Scene - If the stage Hometown of the Soul is played last, you'll go to Comment Scene 4A. Otherwise, you'll go to Scene 4B. Choosing 4A will give you Bilvine in Scene 4A and Bilvine (camouflage version) in Part 3. For 4B, you will still get Bilvine in Part 3 and become eligible to get Touho Fuhai and Master Gundam. If you're planning to get Touho Fuhai, the last stage to be played should be the 2nd select (Central Asia Dessert Area) - I am Me, You Are Mileen. This will prevent you from going to 4A and when 4th Select (Southeast Asia Dessert Area) - Assault is played first or second, you can defeat Gato to get Hyaku Shiki Kai later. Save some money to upgrade Daitarn 3's weapons as his weapons MUST be fully upgraded if you want to defeat a boss in Part 2. He won't leave until late Scene 5 so no hurry. Combattler V's stats (HP, EN and etc) will receive an upgrade of 4 blocks automatically in Part 3 Scene 4. Except EN which is cheap and necessary at this stage, leave blank at least 4 blocks for other stats when upgrading. 1st stage (Nambara Connection), #12 - Launch, Ultimate Electric Robo AP - Defeat Garuda Beginning Player units - Elshank, Gandol, 11 units Player reinforcement - Combattler V (turn 2) Enemy reinforcement - 6 units (when existing enemy units are less than 10) Boss - Garuda (HP 25000, 30%; Spiritual Energy Device) - Alfimi (HP 20000, 50%; Biocensor; when existing enemy units is less than 10) Comment - Garuda who runs at 30% shouldn't be a problem by now. Alfimi looks scary (runs at 50% and has small HP recovery), but think of it this way - if you can defeat Aina in the previous stage, Alfimi is nothing ^_- Just Exhaust her so that she cannot use Prediction and it's also unlikely that she can ever launch her MAP weapon. However, if you want to make it challenging, try to defeat her with Combattler V and Great Mazingar to balance out the level among your team. Let them stand on the base for HP and EN recovery and they should be able to defeat Alfimi when her HP is close to 10000. 2nd select (Central Asia Dessert Area) - I am Me, You Are Mileen AP - Within 5 turns, destroy the 3 pyramids without defeating the 3 assistants; OR defeat Mileen Beginning Player units - Elshank, Gandol, 12 units Player reinforcement - Daitarn 3 (turn 5) Enemy reinforcement - 1 unit (when condition for gaining AP point is fulfilled) - 7 units (turn 5) Boss - Mileen (HP 28000, 50%; ???; turn 5) - Puru (???, 0%; ???; when the 3 assistants are rescued in 5 turns) Comment - Sorry... I couldn't remember the exact locations of where the Gandol team first appears. This is the first time players are required to destroy background buildings. Assuming they appear at somewhere at northeast, the three pyramids that need to be destroyed are the big one at west, the small one at south and another small at the southwest corner. Each pyramid only has 1000 HP but only one block (the small one is 2x2 and the big one is 3x3 by size) can be targeted. When 1 pyramid is destroyed, 1 assistant will be freed and retreat instantly. When all of them are rescued within 5 turns, Puru will appear at south. Defeat her to get her in Part 2. Mileen retreats at 50% and has even more HP than Aina but it should be manageable at this stage with sufficient upgrade. Special - If the Snow Mountain event is not triggered and this stage is played second or third, you will get Kempfer afterwards if Shiro is in this stage. 3rd Select (New York) - Hometown of the Soul AP - Defeat Touhou Fuhai (Master Asia) Beginning Player units - Elshank, Gandol, Shining Gudnam, Nobel Gundam, 9 units Enemy reinforcement - 10 unit (when all beginning enemy units have been defeated???) Boss - Touhou Fuhai (HP???, 0%; Shuffle Crest; when all beginning enemy units have been defeated???; retreat after 2 turns) Comment - Again... I couldn't remember when do the reinforcement units appear. I do think they appear before all enemy units have been defeated. Anyways... assuming the Gandol team first appears at the north island, Master Asia and other reinforcement will come out around the island at west (the Statue of Liberty). Even though it is the Enemy Phase, Domon will rush to Touho Fuhai and a combat event will reduce half of his existing HP... Therefore, it is advisable to move some Super Robots to that island beforehand to help guarding Domon and defeating Touho Fuhai. Taking him down is tedious but possible with the help of all Super Robots, Altaisen and maybe Amuro Ray (he has Command Attack). Make sure to take advantage of all possible Assist Attacks. Since he only yields a Shuffle Crest and the experience earned is limited (you won't get 20000 exp from killing this Lv 46 old man), defeating him virtually gives no benefit to future game play... it's more like the perseverance of a SRW player. :p Special - Convince Todd with Shou then defeat him with any character. He and his unit will be usable before stage 16. 4th Select (Southeast Asia Dessert Area) - Assault AP - Defeat Ginias Beginning Player units - Elshank, Gandol, EZ-8, 11 units Enemy reinforcement - 5(?) Units (turn 2 or 3) - 5 units (turn 5) Boss - Norris (HP 17200, 0%; Chobam Armor) - Aina (HP 28900, 0%; Bioncensor) * Gato (around HP 33000, 40%; V-UP Unit (W); turn 2 or 3; retreat in 2 turns) - Ginias (HP 25000, 50%; ???; turn 5) Comment - Assuming the Gandol team arrive at southwest, Gato will come out at east and Ginias at northwest (near Aina). I find 3 upgraded Super Robots enough to take out Gato. Let a Super Robot fly and have Beam Coat on, Gato's beam rifle can hardly do any damage to him (he can't use Beam Sabre to flying units) Again, the Wait-&-Counter strategy would help. However, make sure enough EN is saved for Ginias because he'll run at 50%. Special - Defeat Aina with Shiro to trigger the Snow Mountain event. Shiro will leave the team temporarily and return before stage 16. This event must be triggered to get Apsellas, Norris and Gouf B-3. However, Aina herself will join anyways. * Gato will only appear if this stage is played first or second. Defeating him or reducing his HP to below 40% will damage GP-02, causing him not to show up in Part 2's "Nightmare, returns". Because he won't show up to fire the Nuclear Bazooka to wipe out Solomon, it is possible to get Hyaku Shiki Kai later on. Actually, the title "Nightmare, returns" will no longer make sense in this case because Gato (Nightmare of Solomon) won't even show up...... If you do wonder, Gato and the Snow Mountain event can happen together. Last Stage (Jaburo), #16 - Disaster AP - Defeat Master Asia Beginning Player units - Elshank, Gandol, Shining Gundam, Nobel Gundam, 10 units Player reinforcement - Tobikage (turn 4) - Gundam Spigiel (when Master Asia is defeated or retreats) Enemy reinforcement - 16 Units (turn) Boss - Touhou Fuhai (HP 36450, 0%; Space Alloy Glen; turn 2; retreats in turn 5) Comment - Couldn't remember this stage except Domon and Touho Fuhai shouting "Ready... GOOOOOOOO"... But if you have defeated Master Asia before, you should be able to do it again. SCENE 4A Scene - The guide for 4A is preliminary because I still haven't played Comment it myself. 1st Stage (Kara Kara Mountain Range), #17 - Darkness, The Fearful Thing AP - defeat that battleship 2nd Select - Queen of Red Squall AP - defeat Myuji 3rd Select (Uro Puro City) - The Silent Fortress AP - complete the stage within 8 turns 4th Select (Doreiku City) - The Opened Road AP - defeat Alfimi Last Stage - (same as that of Scene 4B?) SCENE 4B Scene - Make sure to upgrade Grendizer. He will be the major force in Comment beginning Part 2 and all upgrade now will carry over. A full upgrade will make him invincible but several upgrade on HP, EN, armour and half its weapon will be sufficient. He and Aphrodite A will leave at the end of this scene. Combattler will leave temporarily after 3rd Select. It is better to first play 2nd Select to pick up Grendizer, then 4th Select and 3rd Select last. 1st Stage, #17 - Zero Degree Trap AP - Defeat the Great General of Darkness Beginning Player units - Elshank, Gandol, 12 units Player reinforcement - Tobikage (turn 6) - Grendizer, Aphrodite A (when all enemy units have been defeated) Enemy reinforcement - 11 Units (when all enemy units have been defeated) Boss - Great General of Darkness (HP 29000, 30%; Super Alloy Z) - Zuriru (HP 22000, 30%; Beam Coating; all enemy units are defeated) - Kirika (HP 15465, 30%; High Performance Radar; all enemy units are defeated) Comment - This stage is annoying. Assuming the Great General of Darkness is at the northeast corner, after you have defeated all enemy units, the reinforcement will appear at southwest... Special - If Tetsuya is on earth and Part 1 Scene 1's "Fire On" is played last, the Production Model Great Mazingers will show up as enemy. Convince any one of them with Tetsuya and it will be usable after the stage. 2nd Select (Atlantic Ocean Volcanic Island) - Last Gamble of the Prince AP - Defeat Shakin with Raideen Beginning Player units - Elshank, Gandol, Raideen, 11 units Player reinforcement - Tobikage (turn 4) Enemy reinforcement - 10 Units (turn 4) Boss - Shakin (HP 32000, 0%; Spiritual Energy Device) Comment - This stage can be completed in 5 turns. Upgrade the Super Robot's Armour (hopefully they've already been upgraded; the first few blocks are cheap anywayz...), give them some items that increase Armour and they should be almost invincible, especially Daitarn 3 with his shield. (With the items, my Grendizer has 2040 Armor and Daitarn 1800). Send them to the front line and keep counter-attacking. The enemy reinforcement will appear at where the Gandol team first appears. 3rd Select (Nambara Connection) - Within the Winds of Battle AP - Defeat Garuda Beginning Player units - Elshank, Gandol, Combattler, 11 units Boss - Garuda (HP 25000, 50%; ???) - Mia (HP 16300, ???; ???) Comment - One of the few stages that does not have reinforcement. The objective of this stage is to prevent enemy units from entering the base. Using the same idea in the previous stage, Super Robots with high armour will basically kill off most of them. This stage is straight forward and hopefully you could also end it in 5 turns (took me 6). BTW, Combattler will temporarily leave the team when Garuda is defeated. 4th Select (Giana Plateau) - One Drop of water AP - Defeat Master Gundam Beginning Player units - Shining Gundam Player reinforcement - Gundam Spigiel (turn 2) - Elshank, Gandol, Altaisen, 10 units (all enemy units are defeated) - Tobikage (3 turns after all enemy units are defeated) Enemy reinforcement - 11 units (all enemy units are defeated) Boss - Touhou Fuhai (???, 0%; Shuffule Alliance Badge; all enemy units are defeated; will retreat if Devil Gundam is defeated) - Devil Gundam (HP 38000, 0%; Space Alloy Glen) Comment - It is advisable not to do anything but just move away from the enemy units when Rain's controlling Shining Gundam. In turn 2, she will interchange with Domon and Gundam Spigiel will also come out. When all 6 Death Body's are killed, Master Asia and his reinforcement will appear in the enemy phase. As an event, he will fight against Domon and Gundam Spigiel will protect Domon and lose most of his existing HP (forgot how much but he won't get killed) Domon will then learn the Clear Mirror Still Water skill, transform into Shining Gundam S and morale rises to 150 (I think he recovers HP but I'm not too sure now...) As a test, I've tried to let Gundam Spigiel die before Touho Fuhai appears. When the 6 Death Body's are killed, he will come out again with full HP and SP to protect Domon and can still be used after the event... Touhou Fuhai goes next to Domon no matter where Shining Gundam is. It is possible to put Domon 1 block away from water beforehand. Then when Master Gundam comes out, he'll go into water and start the event. Because Master Gundam's terrain is only B for water, staying in water will reduce his damage, aiming and dodging rate. However, most of the Super Robots' weapons are also only B against water. Nonetheless, this could be a strategy if anyone wants to try. (OK... I didn't use this strategy, just a thought...) Touhou Fuhai seems dangerous with his high level Potential and Perseverance, but if you bombard him with Super Robots and he counter-attacks with Darkness Finger, he will run out of EN very soon and cause relatively low damage afterwards. Be aware that when Devil Gundam's HP is reduced to below 50%, he will fully recover once. Also watch out that the "Plants" will launch its MAP weapon when there are 2 or more player units in front of it (straight line). Last Stage, #21 - Shining in the Midst of the Storm AP - Let the Elshank launch without being attacked Beginning Player units - Elshank, Gandol, Joe, Lenny, Mike, EZ-8, 9 units Player reinforcement - Tobikage (turn 5) Enemy Reinforcement - 9 units (turn 4) - 1 unit (Aina, turn 5) Boss - Norris (HP 21000, 0%; ???) - Aina (HP 20500, ???; ???; turn 5) Comment - If you want to end this stage (and convince Aina and Norris) faster, add Items that increase mobility to Gandol. Assuming the Gandol team first shows up at east of the base, the enemy reinforcement will show up at north of the base and Aina at northwest. Return EZ-8 and Bernie to Gandol and start moving towards northwest. When you're there, release EZ-8 to convince Aina. Once done, move both of them back to Gandol and move towards Norris. Because Tobikage will show up in turn 5 and likely to combine with Joe, the transformed Joe can be used to lure Norris to move towards Gandol to speed things up. Daitarn 3 alone (with 1800+ armour) could kill all enemy units at the north (including reinforcement) without a single HP being reduced. Of course, it never hurts to send another one there to help. Special - If the Snow Mountain event has been triggered, convince Aina with Shiro, then Norris with Aina and Bernie to get Aina, Norris and their units. The skill Strong Luck will also be awarded. SCENE 5 Scene - Nothing special about this scene. Combattler will return in Comment 4th Select and Getta Robo will upgrade to Getta Dragon in 3rd Select. Make sure to upgrade Daitarn 3 before the last stage. 1st Stage, #22 - A Promise That If You're Aware of AP - Defeat Glowbine (runs at 30%) Beginning Player units - Nadesico and 6 Aestivalis Player reinforcement - Altaisen, EZ-8, Joe, Mike, NT-1, Zaku Kai and Gouf (turn 3) - Gandol, 9 units (1 turn after Glowbine shows up) - Machine Robo team (probably turn 9) Enemy reinforcement - 7 units (when Nanabushi is destroyed) - 10 units (when the Machine Robo team arrives) Boss - Nanabushi (HP 20000) - Glowbine (???, 30%; Psycho Frame; when Nanabushi is destroyed, will retreat when the Machine Robo team arrives) Comment - Assuming Nanabushi (the big cannon) is at north, the fastest way to go there is through the land route at west. Take advantage that some Aestivalis units have Accelerate. All Aestivalis are equipped with EN recovery items so use them when necessary. Don't let your units fly (if you give them Minovski Craft) before Nanabushi is destroyed or it will be shot down (99999 damage). The female Aestivalis team and Mike (most of them have assist attack) should be enough to destroy Nanabushi within 6 or 7 turns. Those "insects" can hardly do any damage to units under water. When Nanabushi has been destroyed, Glowbine and his reinforcement will appear at west. By default, he will be standing on top of the two consecutive cargos, which are located at the middle west and only one block away from the edge. To take the "Wait-&-Counter" strategy one step further, you can put two units on the cargos to "bump" Glowbine away. This can prevent him from benefiting from the cargos (defense and dodging increase, EN recovery). 2nd Select (Kyoto) - Commander's Legacy AP - Defeat Irubora Beginning Player units - Joe, Lenny, Mike Player reinforcement - Gandol, 13 units (after the Ninja team is transferred or one Teleport Machine is destroyed) - Tobikage Enemy reinforcement - 4 units (turn 5) Boss - Teleport Machine (HP 23000) - Irubora (???, ???; Book of Ninjitsu) - Meleen (HP 23000, 30%; High Performance Targeter; turn 5) Comment - If you do not want the ninja team to be teleported, you must destroy one of the three Teleport Machines in/before turn 4 (might be 3...) It is not difficult if SP Commands and Assist Attacks are used effectively. It will also be advantageous to give them Items that increase Mobility. Assuming Irubora is at northeast, the Gandol team will come out at southwest and Meleen and her reinforcement at north. If the Teleport Machine is not destroyed on time, the Ninja team, Irubora and most of the enemy units (may be all) will be teleported. However, there will be more reinforcement with Meleen. BTW, when one Teleport Machine is destroyed to stop the teleport, destroying the other two will have no effect on anything. 3rd Select (Saotome Research Institute) - Roar of G AP - Defeat Brai Beginning Player units - Gandol, 12 units Enemy reinforcement - (turn 5) Boss - Hidora (HP 24000, 0%; High Performance Radar) - Getta Dragon (HP 35000, 0%)
- Brai (HP 35000, 30%; Super Alloy New Z; turn 5)
Comment - In fact, Getta Dragon is not that strong considering its
strong weapons are all short-ranged. However, watch out for
Hidora because his attack range is very long. In turn 5, Brai
and his reinforcement will appear at southwest. Brai will be
at the southwest corner, standing on the left of two
consecutive buildings which gives him huge defense bonus.
Again, you could first send two units there to occupy the
buildings and "bump" him to normal terrain.
Special - If this stage is played first or second, Texas Cowboy will
show up and join. If it is played last, Texas Cowboy will not
join but there will be a CG for the fight between Getta Robot
and the stolen Getta Dragon.
4th Select (New Empty Volcanic Cave) - The Tragedy of Great Shogun Garuda
AP - defeat Garuda with Combattler
Beginning Player units - Combattler
Player reinforcement - Gandol, 12 units (turn 3)
Enemy reinforcement - 12 units (turn 5)
- 1 unit (when all enemy units are defeated)
Boss - Oreana (HP 30000, 0%; V-UP Unit(U))
- Mia (HP 19615, 0%; Book of Ninjitsu)
- Garuda (HP 30500, 0%; Super Alloy Z; when all enemy
units are defeated)
Comment - Nothing really challenging here because all bosses will not
run. Watch out for Oreana (the green woman) because her attack
range is long. Just a reminder, because Combattler V has just
return, it won't have any Items equipped. It is safer to wait
for the Gandol team before attacking.
5th Select (No-man Island) - Traitorous Collector
AP - defeat Benmel
Beginning Player units - Daitarn 3, Gandol, 12 units
Player reinforcement - Tobikage (turn 6)
Enemy reinforcement - 15 units (turn 2)
- 3 units (turn 3)
- 7 units (turn 4)
- 2 units (turn 10)
Boss - Benmel (HP 25000, ???; Halo; turn 4)
Comment - Finally, here's the chance to get some better Gundam units.
However, when G-3 Gundam and Char's Zaku come out as enemy
reinforcement, their stats are all fully upgraded, meaning
high agility and SUPER high attack power (yes, way more
dangerous than Benmel). They will appear near Benmel. In order
to get them, G-3 Gundam must be defeated by Chris and Char's
Zaku by Bernie. Bernie might be able to destroy it with Raid
but Chris is unlikely to do any damage or even hit the target.
Luckily, Assist Attack also counts so just rely on Super
Robots. Also, Chris and Bernie DO NOT have to be in NT-1
Gundam or Zaku Kai.
Special - Defeat G-3 Gundam with Chris and Char's Zaku with Bernie to
get these units before stage #27.
Last Stage, #27 - The Battlefield, Towards the Skies
AP - Clear the stage within 7 turns
Beginning Player units - Gandol, 12 units
Player reinforcement - Dangaioh (also Joe, Lenny and Mike if they were
teleported in the previous stage) (turn 5)
- Tobikage (turn 6)
Enemy reinforcement - 8 units (turn 2)
- 3 units (turn 5)
- 3 (turn 6)
Boss - Hidora (HP 37500, 0%; Large-scale Generator; turn 5)
- Brai (HP 46500, 0%; ???; turn 6)
Comment - This stage must be completed within 10 turns which is not bad.
However, it is very difficult to defeat all enemy units within
7 turns for the AP point. Even though I kept rushing to the
enemy units and counter-attack, it took me 8 turns and I was
too lazy to play again.
The first group of enemy reinforcement will come in two
groups, one on each of the corner of the southern void sky.
The next group of reinforcement will be at the front of the
circular architecture (the one in front of the big black
hole). The last reinforcement will appear at the back of that
circular architecture.
Dangaioh will appear on the left of the big black hole but I'm
not sure about the Ninja team. I don't have any good strategy
but to rely on Super Robots and MAP weapons. One suggestion if
the Ninja team was not teleported - send out only Lenny so
that Tobikage will combine with her. The new unit will have
MAP weapon and could do some decent damage with Hot Blood. If
you're desperate, don't send out any Ninja unit and let
Tobikage fight on its own. However, watch out for its MAP
weapon and don't let it destroy your own units.
SCENE 6
Scene - Last scene of Part 1. The 5 stages before the final battle
Comment are excellent chances to get some good skills for your pilots.
If 2nd Select (Jaburo East) is played before 4th Select
(Jaburo West), it is possible to acquire Psycho Gundam. If
West Jaburo is played before East Jaburo, Gremi will retreat
and make the stage very easy.
1st Stage (Kawasaki City), #28 - Fragments of a Dream
AP - Clear the stage in 6 turns
Beginning Player units - Nadesico, 4 Aestivalis, Dangaioh, Gandol, 9 units
Enemy reinforcement - 5 units (turn 3)
- 5 units (when Tetsujin's HP is below 50%)
Boss - Tetsujin (HP 27000, 0%; Magnetic Coating; turn 3)
- Majin (HP 26500, 0%; Super Alloy New Z; Tetsujin's
HP is below 50%)
- Gil (Bloody 1, HP 32000; Tetsujin's HP is below 50%)
- Gil (Bloody 2, HP 29800, ???; Spiritual Energy
Device; Bloody 1 is defeated)
Comment - This stage could be finished in 6 turns. I sent Getta-3
(Poseidon) and Mike to the right for the enemy units under
water; 2 Super Robots to the northwest for Tetsujin and the 4
reinforcement; and 1 Super Robot and the Nadesico team to the
northeast for the existing enemy units and Majin in later
turns. Gil and 3 other Bloody 1's will appear at south to
where the Gandol team originally is. If Tetsujin and Majin
seem hard, a strategy against that is to first waste all their
EN. Each Distortion Field activated costs 20 EN. Keep
attacking them and they will run out of EN quickly and become
unable to attack or launch Distortion Field.
2nd Select (Jaburo East) - Messenger of Axis
AP - Defeat Gremi
Beginning Player units - Gandol, 13 units
Enemy reinforcement - 6 units (turn 3)
Boss - Gremi (HP 31130, 50%; Halo)
- Yazan (HP 25720, 0%; Beam Coating)
Comment - This stage can be completed in 5 turns. The major challenge,
of course, is defeating Gremi. In order to do so, it is a
MUST to deplete his shields ASAP. 3 Super Robots would be
enough to take him down, however, 1 or 2 more extra units will
be helpful to take down the units around him. All the 3 Super
Robots should use Accelerate and the fastest one should be
able to attack Gremi in turn 3. Make sure to counter-attack
him and anything that attacks you. His shields should run
out in turn 5 as you bombard him in turn 4. If you are
wondering why he seems so strong with his not-so-impressive
stats, that's because he's standing on a terrain that gives
him huge defense and dodging bonus and recovers HP and EN.
As for the enemy reinforcement, assuming the Gandol team is at
south, they will appear at the southeast territory. Once
again, the Wait-&-Counter strategy will help defeating Yazan.
Special - If this stage is played after Jaburo West, Yazen
(HP 25720, 0%; Beam coating) will be there instead of Gremi.
Jerid will show up as reinforcement in turn 3.
3rd Select (Jaburo North) - The Devil Above
AP - Defeat Zabine
Beginning Player units - Gandol, 12 units
Player reinforcement - Tobikage (turn 6)
Enemy reinforcement - 9 units (turn 5)
Boss - Ginias (HP 40000, 0%; Minovski Craft)
- Zabine (HP 26200, 30%; Shuffle Crest; turn 5)
Comment - Another stage that can be completed in 6 turns (damn Zabine
who comes out in turn 5 enemy phase). The challenging part of
this stage is to kill all the enemy reinforcement in 1 turn.
I suggest dividing the team into three groups. Assuming Gandol
is at the northeast corner, move the first group (the weakest)
downwards, killing everything on its way and when it reaches
the bottom, move left towards Ginias. The second group should
move left to take out enemy units at the northwest corner and
wait for enemy reinforcement. The third group (probably the
strongest) should move diagonally towards Ginias. However,
when most enemy units on its way have been killed, part of the
group should return to prepare for the enemy reinforcement.
Zabine and 2 Apsellases will appear at northwest (right to the
river) and I think the 6 Denon Zons will be on the left to the
river (at least 3 for sure). Although the Denon Zons have
shields, they should not be a big problem. The Wait-&-Counter
strategy will work well on Zabine and Apsellases. However, pay
close attention to the Apsellases' MAP weapon range. It's
range is the same as the player's Apsellas' and they will fire
it if two or more player units are in range.
4th Select (Jaburo West) - The Phantom of Glips(?)
AP - Defeat Jerid
Beginning Player units - Gandol, 13 units
Enemy reinforcement - 1 units (turn 3)
- 3 units (when existing enemy units are less than 10)
Boss - Jerid (HP 39500, 40%; Psycho Frame; turn 3)
Comment - This stage can also be completed in 5 turns. Assuming the
Gandol team comes out at the northeast corner, Jerid will
show up at south and the enemy reinforcement will appear near
southeast. Kill as many enemy units ASAP so that the enemy
reinforcement will appear in turn 4 (or turn 3 the better).
Use the Wait-&-Counter strategy against Psycho Gundam and
Gundam MK-II. Finally, use Camille to destroy Psycho Gundam
to get it after the stage.
Special - If this stage is played after Jaburo East (Messenger of Axis),
Psycho Gundam will show up as enemy reinforcement. Destroy it
with Camille to get it after stage.
5th Select (Jaburo South) - He Who Guides, And He Who Is Guided
AP - Defeat Alfimi
Beginning Player units - Getta Dragon, Dangaioh, Combattler, Shining
Gundam, Altaisen, Gandol, 9 units
Player reinforcement - Tobikage (turn after first enemy reinforcement)
Enemy reinforcement - 12 units (when existing enemy units are below 10)
- 4 units (when existing enemy units are below 5)
Boss - Alfimi (HP 33000, 40; Solar Sail; existing enemy
units are below 5)
Comment - This stage can be finished in 6 turns. The trick is to spread
out your units nicely. Although I could not remember the
location of all enemy reinforcement, the two more tricky ones
will come out at northeast and north (assuming the Gandol team
is at northeast at the beginning).
When enemy units are below 5 after first reinforcement, Alfimi
and Einst units will come out in the "village" at south. Be
cautious that Alfimi will be hovering over a cottage which
recovers her HP and EN. Therefore, the Wait-&-Counter and
Bumping strategy should be used to defeat her faster. When
successful, she could be defeated in 3 attacks. For example,
Dangaioh with Hot Blood should take off 8000+ in the first
counter-attack, let him attack again and half of Alfimi's HP
is gone. Use another 2 Super Robots to attack together for the
finishing touch. Keep in mind that many enemy units have been
killed before her appearance, so the player units' morale is
way higher than hers.
Last stage, #33 (Jaburo Headquarter) - He Who Controls the Rousing Earth
AP - Clear the stage in 20 turns or less
Beginning Player units - God Gundam, Gandol, 15 units
Player reinforcement - Gundam Spiegel (turn 5)
Enemy reinforcement - 17 units (turn 3)
- 8 units (turn 5)
- 1 unit (after Devil Gundam is defeated)
- 1 unit (1 turn after appearance of Master Gundam)
Boss - Devil Gundam (HP 40000, 0%; Ultimate Cells)
- Touhou Fuhai (HP 54000, 0%; Shuffle Crest; after
Devil Gundam is defeated)
- The Einst Regisseur (HP 67800, 0%; I-Field Generator;
1 turn after Master Gundam)
Comment - At last, we've come to the ending stage of Part 1. The first
thing to do before this stage is to upgrade God Gundam. Even
without weapon upgrade he could do some decent damage but more
EN is a must. I recommend maxing his EN at least. Also note
that in this stage, Gandol will be unable to move. It is safe
to give him armour bonus Items.
This stage must be completed within 24 turns and 20 turns for
the AP point. Also, if Gandol is destroyed, it's game over.
Resupplying and Repairing units are a must. There just won't
be enough EN and ammo reserve. You could consider letting
Combattler V kill both Devil and Master Gundam as Chizuru will
learn the SP magic Resupply around level 40. Although it
reduces 15 morale of the beneficiary, it will be very handy
when needed.
It will help to divide the team into 3 groups. One move
along the left, another through the shortcut on the right and
one (the weakest) stay with Gandol. Most enemy reinforcement
will come out on the left-hand side but the 3 bosses are on
the right... So plan your team nicely.
Assuming Gandol is at the center south, there is a secret door
at east. Break it and there will be a shortcut to the
northeast. Enemy reinforcement scatters all over the map.
Devil Gundam will show up at northeast, standing on the
southwest HP-recovering green pool of the four. There will be
several units coming out near Gandol so it is beneficial to
leave some units (maybe just 1 good one) to protect him. In
turn 5, Gundam Spiegel will also appear near that area and he
could help defending Gandol. However, don't let his HP drop
below 50% or he won't join. It won't help even if you repair
him later on.
When Devil Gundam is defeated, Master Gundam will appear
(could be in player phase) at the northeast HP-recovering
green pool. Don't stand close to him but stay in other
green pool. He will move towards you, thus leaving the green
pool himself. Again, bombard him to waste his EN. Do not
let Domon defeat him or he'll die and won't join later on.
One turn after Master Gundam's appearance, the final boss from
the Einst series will come out at southeast and move towards
Gandol. It is EXTREMELY dangerous if you let it attack
Gandol. Even when equipped with armour plus Items, it could
take off over 2000 HP of Gandol even when guarding. Just if
that's not enough, it also has HP recovery.
Planning should be done before killing Devil Gundam. When it's
dying, return some units to the southeast to wait for the
Einst boss. Master Gundam is strong but not as dangerous. It
is possible to detain the Einst boss by surrounding it with 4
units.
Finally, don't forget the container at the northwest corner
and there's a secret room at the southwest of Devil Gundam.
Special - Do not let Gundam Spiegel's HP drop below 50% and he will
join with his unit. Repairing does not help.
If AP point is below 15, the container at northwest will be
$20000, otherwise, it is the Gundam RX-78 unit.
The container in the secret room at the southwest to Devil
Gundam is Gun Cannon II
If you've played Scene 4B, use Domon to attack Touho Fuhai
when his HP is below 50% to trigger a conversation, use
another character (MUST NOT be Domon) to defeat Master Gundam
and you will get him and his unit in Part 3.
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****** PART 2 ******
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****** CosmoQuake ******
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SCENE 1
Scene - Similar to Part 1 Scene 1, this is not a hard scene overall.
Comment If you have not upgraded Grendizer before, start saving
money for his weapon because you'll need it to defeat Devil
Gundam in the last stage.
1st stage, #34 - Attack
AP - defeat Mashma
Beginning Player units - Ra Kairam, Grendizer, Aphrodite A, Hyaku Shiki,
Rick Dias, Weibritter, Gundam GP-01FB
Boss - Mashma (HP 8000, 50%; Biocensor)
- Godan (HP 15000, 0%; Booster)
Comment - This stage could be finished in 5 turns, especially if your
Grendizer has been upgraded. Send two MS to the left, two MS
to the right and the rest to the south. Mashma could be dealt
with easily with Grendizer and Weibritter. To make it easier,
Exhaust him with Excellens.
If things are really not going well, cast Cheer (Aphrodite A)
on Grendizer and let him kill Godan first. This probably will
raise his level to 9 and he'll then learn Hot Blood. Mashma
wouldn't be able to stand Double Harken with Hot Blood and
Orcstan Launcher.
2nd select (Sea Close to Earth 1) - Threat of the Destroyer
AP - defeat Devil Satan
Beginning Player units - Ra Kairam, 6 units
Enemy reinforcement - 7 units (turn 3)
Boss - Butcher (HP 16000, 50%; Biocensor)
* Devil Satan (HP 18000, 30%; ???; ???)
Comment - A very easy stage. This stage could actually be done in 4
turns (enemy phase) if you play really fast. There is no
enemy reinforcement. Killing Butcher shouldn't be a problem
if Grendizer has Hot Blood.
* The AP point is tricky. Devil Satan will ONLY show up if the
4th Select is played before this stage. Also, there will be
some extra enemy reinforcement units.
3rd select (Sea Close to Moon - Reef Area) - Fighter from Moon
AP - kill all beginning enemy units within 4 turns (not including turn 4
Enemy Phase)
Beginning Player units - Ra Kairam, Grendizer, 5 units
Player reinforcement - Gabela Tetra (turn 4 Enemy Phase)
Enemy reinforcement - 4 units (turn 4)
Comment - Not a difficult stage. The beginning enemy units will not
attack you (will counter-attack though) until turn 2 Enemy
Phase. It only should take 3 turns to kill all of them. This
gives you at least 1 full turn to move towards where the enemy
reinforcement will appear.
Assuming the Lond Bell team comes out at the northwest corner,
the enemy reinforcement and Gabela Tetra will show up at
southeast (around the cluster). Gabela Tetra must not be
destroyed or it's game over. Basically, with counter-attacks,
Grendizer himself can take out all the 4 units in turn 5
Enemy Phase.
4th Select (Colony Area) - Raising the Winds - The Fist of Justice
AP - defeat Goman
Beginning Player units - Ra Kairam, Grendizer, 5 units
Player reinforcement - the Machine Robo team (turn 3 Enemy Phase)
Enemy reinforcement - 11 units (turn 3)
Boss - Goman (HP 19000, 30%; Biocensor)
- Devil Satan (HP 15000, 30%; Booster, turn 3)
Comment - Assuming the Lond Bell team comes out at north, majority
of the enemy reinforcement will be at northeast and 3 units
will be at northwest. The Machine Robo team will appear at
where the Lond Bell team originally is. They will not join
for now yet, but if you want to clear this stage faster, it is
not a bad idea to use them to defeat Devil Satan. First turn
Rom into Vaikungfu. His God Hand Smash, assisted by Jet's
most powerful weapon (NOT the combination attack), can then
take off over 8500 HP of Devil Satan thanks to Rom's Command
Attack. Of course, if you want all the EXP for your own team,
just let Grendizer defeat both bosses but that'll take a
little more time.
5th Stage (Sea near Earth 2), #38 - Bringer of Azure Spirit
AP - kill 3 or more units in turn 1
Beginning Player units - Joe, Lenny, Mike
Player reinforcement - Ra Kairam, 7 units (turn 2)
Enemy reinforcement - 8 units (???)
Boss - Gil (HP 25000, ???; ???; ???)
Comment - Condition for the AP point is extremely hard to fulfill if
the 3 Ninja Units have not been sufficiently upgraded. I
wasn't able to do it because I had not upgraded them at all.
If their EN are upgraded, let them move towards the enemy
together and each attack a different unit. Counter-attack
with the combination attack and hopefully that can kill the 3
units in Enemy Phase.
I couldn't remember the details of this stage, but when the
Lond Bell team shows up in turn 2, the Ninja team will leave.
Gil will appear soon with reinforcement. It is impossible to
defeat him because he will retreat in the next turn.
Last Stage (Sea near Colony Barrier), #39 - The Spell Called Miracle
AP - defeat Devil Gundam
Beginning Player units - Nadesico, Gai, Akito
Player reinforcement - Ra Kairam, 8 units (turn 3)
Master Gundam, Shining Gundam, Nobel Gundam
(turn 6)
Enemy reinforcement - 5 units (turn 5)
Boss - Devil Gundam (HP 40400, 40%; Ultimate Cell; turn 5)
Comment - The Nadesico team should be able to kill the approaching enemy
units but don't put too much pressure on them. In turn 3,
when asked to choose password 1 or 2, pick the first one. That
will deactivate the barrier and Ra Kairam will arrive
instantly. If password 2 is picked, you have to destroy the
four barriers before Ra Kairam can come to the stage.
Nadesico will leave 1 or 2 turns after the arrival of Ra
Kairam. Again, use their SP as much as possible. In turn 5,
Devil Gundam will show up at the northwest corner but the
Gundam G team will also come out as reinforcement at west. The
most effective and cost-saving way to defeat Devil Gundam is
by Touho Fuhai's Sekiha Tenkyouken, assisted by Grendizer.
However, Grendizer's weapon must be at least 6 blocks
upgraded. This will give you a very slim margin (I think
they take off just a little more than 16200 HP), so you need
to measure your damage on Devil Gundam very precisely.
SCENE 2
Scene - Nothing special about this scene. Contrary to what most
Comment people think, Dangaioh's upgrade in Part 2 WILL carry over to
Part 3. Most people think that it will not carry over because
of time-line problem. Part 1 and 2 are supposed to be
simultaneous and Dangaioh's last appearance is in Part 1.
However, I've upgraded 2 blocks of Limit of Dangaioh in
Part 2 and it's there in Part 3 as well.
1st Select (something no.2 colony), #40 - The Angry Majin
AP - kill all existing enemy units in 4 turns or less
Beginning Player units - Mazingar Z or Great Mazingar, Diana A, Boss Robot
Player reinforcement - 3 female Aestivalises (turn 3)
Gai, Akito, Nadesico (turn 5)
Ra Kairam, Grendizer (turn 6)
Enemy reinforcement - 4 units (turn 3 Player Phase)
- 6 units (turn 5 Player Phase)
- 6 units (turn 6 Player Phase)
Comment - Whether it'll be Mazingar Z or Great Mazingar depends on your
choice in Part 1. Either one would be enough to take out all
the enemy units in front of him. Taking advantage of the
terrain that gives defense bonus and Diana A's repairing,
there is no real danger for him.
In turn 3, the female Aestivalis team will show up inside
the colony along with the enemy reinforcement. They are
able to clear that area. Don't forget to take advantage of
the green pools that recover HP and EN. In turn 5, enemy
reinforcement and Nadesico will appear right outside the
colony's exit. Move them right into the enemy units because
in the next turn, Ra Kairam will appear and the Nadesico team
will retreat.
There is a Rick Dias container ob the right of the colony's
exit. Break the wall to get in. There is another container
of $20000. Assuming the Lond Bell team appears at southeast,
that container is inside the colony at southwest. It is VERY
time consuming to get this. You need to send a Mecha to the
west (in space), then break the wall (facing north) to get in.
The container is inside the "room" at the bottom. This stage
would take only about 8 turns to clear normally, so it's a
trade off between a fairly good Skill and $20000 with a poor
Skill. A way to speed things up is to let Emma or Quattro
(they have Accelerate) pilot GP-01 and equip all Mobility-Up
Items available on it.
Special - There is a container for Rick Dias and one for $20000.
2nd Select (Sea near Earth 1) - The Blue Planet being Attacked
AP - defeat Gil
Beginning Player units - Ra Kairam, 11 units
Player reinforcement - Zambot 3 (turn 4)
Dangaioh (turn 5)
Enemy reinforcement - 6 units (turn 3)
Boss - Devil Satan (HP 18000, 0%; Shuffle Crest)
- Gil (HP 25000, 40%; nil)
- Butcher (HP 19000, 30%; V-UP Unit(W), turn 3)
Comment - This stage is pretty straight forward. In turn 3, Butcher and
his reinforcement will appear at northeast. Zambot 3 will
also show up in that area. In turn 5, Dangaioh will appear at
northwest and Gil will start moving towards him. It's not a
bad idea to move Dangaioh towards other player units to lure
Gil to come closer. BTW, Gil won't transform into Bloody 2
this time.
3rd Select (Sea near Earth 2) - The Pulse of Zeta, Once Again
AP - kill 4 units before Ra Kairam's arrival
Beginning Player units - Z Gundam
Player reinforcement - Machine Robo team (turn 3)
Ra Kairam, 12 units (turn 5)
Enemy reinforcement - 7 units (turn 2)
Boss - Goman (HP 19000, ???; Super Alloy Z)
Comment - Obtaining the AP point for this stage requires some risk and
luck. Use Accelerate and move Rou (Z Gundam) towards the
enemy units on the left. Rou should then be able to make
one attack. Make sure to use Concentrate every turn as well.
Don't bother with those at south because they won't move
towards Rou and there won't be enough time to kill them all.
There will be a total of 6 units moving towards Rou. Just
focus on killing 4. With counter-attacks, Rou should be able
to kill the 4 units in turn 2 Enemy Phase.
The Machine Robo team will come out in turn 3 at east. They
will leave in turn 5 when Ra Kairam arrives, so just let
them kill as many enemy units (preferably all) around them.
By doing so, the Ra Kairam can concentrate on killing enemy
units at north and south.
4th Stage (Stone Circle 1), #43 - Ring
AP - defeat Alfimi; or kill 8 Einst units within 5 turns; or use MAP
weapon; or let Boss Self-Destruct in turn 1....
Beginning Player units - Ra Kairam, Weibritter, Gabela Tetra, 10 units
Enemy reinforcement - 10 units (turn 5 or 6)
Boss - Alfimi (HP 20000, 50%; Shuffle Alliance Badge)
Comment - As for the AP point... it's what Game Station says. At least
I've tried to kill 8 enemy units within 5 turns and it works.
Nonetheless, it is beneficial to kill as many of them ASAP
before Alfimi shows up. This can increase the team's morale
without increasing hers. She will automatically use Flash
once her morale is over 110. Since there are many Super Robots
now, she shouldn't be a problem.
Last Stage, #44 - The Song You Will One Day Sing
AP - defeat Coros
Beginning Player units - Nadesico, Akito
Player reinforcement - 4 Aestivalises (turn 2)
- Daitarn 3 (turn 3)
- The Machine Robo team (turn 6 enemy phase)
Enemy reinforcement - 5 units (turn 2)
- 3 units (turn 5)
- 3 units (turn 6)
Boss - Coros (HP 41800, 30%; Spiritual Energy Device, turn5)
Comment - Assuming Akito is at north, if you keep moving him towards
west, Daitarn will appear somewhere south to him in turn 3.
4 other Aestivalises will also come out near Nadesico at that
time. Nadesico will be able to move in turn 4.
First group of enemy reinforcement will also appear at south
in turn 4. In turn 5, the second enemy reinforcement, with
Coros, will appear at north. The only possible way to defeat
her is with Daitarn's fully upgraded Sun Attack, assisted by
Akito. Think positively - if Daitarn 3's weapons are fully
upgraded, you're guaranteed to defeat her :p
In turn 6, the last enemy reinforcement will appear at the
west side. However, the Machine Robo team will also come out
near them simultaneously.
And yes... the Lond Bell team won't appear.
SCENE 3
Scene - If you're going to convince Shazara, plan ahead who do you want
Comment to give the skill Rebelling Heart to. If you want to give it to
Dancougar, play the 2nd Select first.
1st Select (Colony Area) - Spiral Knuckle of Tears
AP - defeat Shazara with Dangaioh
Beginning Player units - Dangaioh
Player reinforcement - Ra Kairam, 9 units (turn 2)
Enemy reinforcement - 11 units (turn 3)
Boss - Shazara (HP 26200, 0%; nil, turn 3)
- Gil (Bloody 1, HP 30000, 0%)
- Gil (Bloody 2, HP 26400, 0%; Crest of Rilis Royalty;
when Bloody 1 is defeated)
Comment - In turn 2, London Bell arrives at south (assuming Gil is at
the center north). In turn 3, Shazara and 7 units will appear
at the northeast corner and 3 units at west. After you have
defeated Gil once, he will transform. Must defeat Gil (second
transform) before convincing Shazara.
Although defeating Shazara will let you gain the AP point and
Spiral Knuckle, she and her unit are quite good and you'll
also get the Skill "Rebelling Heart".
Special - Convince Shazara with Dangaioh (after Gil has been defeated),
then the second time when her HP is below 20%. She will join
with her unit. You will also get the skill Rebelling Heart.
Defeat Shazara with Dangaioh and he will acquire a new weapon
Spiral Knuckle.
2nd Select (Seas Near Dirad) - Lone Warrior
AP - let Dancougar kill 5 enemy units by turn 3 Player Phase
Beginning Player units - Dancougar
Player reinforcement - Ra Kairam, 12 units (turn 4)
Enemy reinforcement - 6 units (turn 3)
Comment - It is very difficult to get the AP point if Dancougar is not
sufficiently upgraded. I didn't manage to get it because I
had not upgraded Dancougar at all... I killed 5 of them in
turn 3 (Enemy Phase) but I guess it's too late. However, it's
possible to end this stage in 5 turns.
Kill as many enemy as possible with Dancougar at first. Make
sure you have exploited all their SP (Iron Wall, Confuse,
Trust, etc...) Although the enemy reinforcement will appear
at the bottom, they'll move towards Dancougar and be close to
the Lond Bell team in turn 4. All Super Robots should move
north to help Dancougar (don't forget to use Accelerate). You
should be able to clear the stage in turn 5 (Enemy Phase).
3rd Select (Seas Near Earth - Tulip) - The warm cool formula(?)
AP - defeat Glowbine
Beginning Player units - Ra Kairam, 9 units
Player reinforcement - Nadesico and 5 Aestivalis (turn 2)
- Machine Robo team (turn 3)
Enemy reinforcement - 10 units (turn 2 player phase)
Boss - Devil Satan (HP 18900, 30%; High Performance
Targeter)
- Glowbine (HP 20000, 30%; Beam coating)
Comment - Assuming the Lond Bell team is at northeast, Nadesico will
arrive at the center north through the portal in turn 2. Enemy
reinforcement will appear at north of them. This is not a
really hard stage as the Machine Robo team will also show up
at the northwest in turn 3. When they appear, Glowbine will
start moving towards Jet. If they fight, Glowbine will
retreat.
4th Stage (Above Abandoned Colonies) - Two Projects
AP - Kill 9 enemy units within 3 turns
Beginning Player units - Ra Kairam, Nadesico, 10 units
Enemy reinforcement - 6 units (turn 2)
Comment - A pretty easy stage which could be finished in 5 turns. The
trick is that enemy reinforcement will appear near where Ra
Kairam originally is (3 units) and at the top of the map (3
units). Assuming Ra Kairam first appears at south, sending 2
to 3 Super Robots with 1 or 2 MS to the north should be enough
to kill the enemy units and reinforcement. Another 2 Super
Robots could take care of the units at the upper right corner.
The rest could stay to handle the units on the right and
reinforcement.
Last select (The Solomon Area) - The Nightmare, Returns
AP - defeat Gato
Beginning Player units - Ra Kairam, Nadesico, 12 units
Player reinforcement - ZZ Gundam (turn 5)
Enemy reinforcement - 12 units (turn 2)
Boss - Shima (HP ???, ???; ???; retreats in turn 4)
- Godan (HP 24850, 0%; Apogee Motor; turn 2)
Comment - If Gato has been defeated in Episode 1, this stage will be
relatively easy and straight forward. Gato will not appear
(as GP02 is damaged) but Shima will also retreat in turn 4
(Enemy Phase), making it virtually impossible to defeat her.
Using Accelerate every turn, Dangaioh could only make one
attack on her in turn 4 (Player Phase). Judo (ZZ Gundam)
will appear on the bottom right in turn 5. The enemy
reinforcement will scatter around northwest in turn 2.
If Gato does show up in turn 3, he will fire the Nuclear
Bazooka at Solomon, damaging Solomon and massacring units in
that area, be it player's or enemy's. Super Robots may survive
but don't expect any MS to stay unless they have Flash. To
make life easier, just don't go there before Gato arrives.
I think Shima will stay if Gato appears.
SCENE 4
Scene - I recommend playing the 4th Select (Inside Gate of Zetan)
Comment first because Nadesico will join up with Ra Kairam again after
that stage. Otherwise, Nadesico will not show up until
that stage is played. However, they will leave again before
the last stage.
1st Stage (Von Braun), #50 - Even If My Life Burns Through
AP - defeat Shigura
Beginning Player units - Grendizer, Aphrodite A, Ra Kairam, Nadesico,
11 units
Enemy reinforcement - 11 units (turn 3)
Boss - Shigura (HP 26500, 50%; Chobam Armor)
- Kirika (HP 20500, 0%; nil)
- Mashma (HP 25400, 30%; Book of Ninjitsu; turn 3)
- Godan (HP 20750, 0%; Magnetic Coating; turn 3)
Comment - This stage can be completed in 5 turns. Assuming the Lond
Bell team appears at southeast, Mashma and his reinforcement
will show up at northeast. I recommend sending Nadesico,
Akito, Gai (for their combination attack), Dancougar, Dangaioh
and Weibritter to handle that area. Mazingar, Grendizer and
the rest could take care of those enemy units on the west-hand
side. All the bosses could do no real harm to Super Robots
with 1700+ Armour. It will be better to first defeat Shigura
before Kirika. When Kirika is defeated, Grendizer and
Aphrodite A will temporarily leave to chase after her.
If Mazingar's and Grendizer's weapons are 9-block upgraded,
that's very sufficient to take out Shigura, considering
you have at least 3 Exhaust available (2 from Excellens and
1 from Yurika) If you do not want to upgrade as much, you can
also put Shazara in this stage. She can use Devotion on
Yurika 2 times for another Exhaust. Shigura will be quite easy
with 4 Exhausts...
2nd Select (Large Cluster of Rocks) - Jet, Break the Twin Slaughter Sword
AP - reduce Glowbine's HP to below 50% by turn 3 (Player Phase)
Beginning Player units - Jet
Player reinforcement - Machine Robo team, Ra Kairam, Dangaioh, 11 units
(turn 5 Enemy Phase)
Enemy reinforcement - 13 units (when Glowbine retreats)
- 8 units (turn 5)
Boss - Glowbine (???, 50%; ???; retreats in turn 3)
- Devil Satan (HP 23900, 30%; Aura Converter, when
Glowbine retreats)
- Burst (HP 24500, 0%; Beam Coating; turn 5; retreats
if Flash is defeated)
- Flash (HP 23500, 0%; Shuffle Crest; turn 5; retreats
if Burst is defeated)
Comment - With Accelerate and Concentrate and a little luck (have 1
critical hit), Jet will be able to reduce Glowbine's HP to
below 50% in turn 2 Enemy Phase. Devil Satan and his
reinforcement will appear when the AP condition is satisfied
or in turn 3 Enemy Phase the latest. Glowbine will retreat
when he shows up.
There's nothing special about the rest of the stage. Burst
and Flash will run when the other is defeated, so it's better
to use ZZ Gundam's MAP weapon to finish them both together.
3rd Select (Seas Near Dirad) - Dirad, Awaken
AP - defeat Abel before enemy reinforcement's arrival
Beginning Player units - Ra Kairam, Nadesico, 11 units
Player reinforcement - Machine Robo team (on the enemy phase after 3
enemy units are defeated)
Enemy reinforcement - 13 units (on the enemy phase after 3 enemy units are
defeated)
Boss - Abel (HP 18500, 0%; Super Alloy Z)
- Devil Satan (HP 23900, 50%; Large-scale Cartridge; on
the enemy phase after 3 enemy units are defeated)
Comment - This stage can be finished in 5 turns but if you also want the AP
point, some planning must be done ahead. In order to complete
this stage in 5 turns, the enemy reinforcement must appear in
turn 2 Enemy Phase, meaning that at least 3 enemy units must be
killed in turn 2 Player Phase (can include Abel).
I recommend giving Mobility-Up Items to Mazingar Z (let him move
9 blocks), ZZ Gundam and Z Gundam. Also, equip Shuffle Crest to
Super Robots. When launching the units, Mazingar Z, Dancougar,
Zambot 3, ZZ Gundam and Z Gundam should be on the front line.
Assuming the Super Robots all have Fighting Spirits, Dancougar
will reach 130 Morale with 2 Motivates and the Crest. For
Mazingar Z, Encourage him with Bright 2 times (use Devotion if
necessary). When done, move the 3 Super Robots towards Abel.
use Accelerate, Assault and Sniping where available. Dancougar
and Zambot 3 should be able to make an attack on the nearest
enemy unit immediately. Move ZZ Gundam and Z Gundam to the enemy
group on the right and they should also be able to kill at least
one unit by next turn. In the next turn, the 3 Super Robots,
with Hot Blood, could kill Abel easily.
At least 3 enemy units should have been killed by now so Devil
Satan and enemy reinforcement will appear in turn 2 Enemy Phase.
The Machine Robo team could take out Devil Satan and all enemy
units around him. There will be 3 units coming out near Abel and
another 3 near where the Lond Bell team first appears. Again,
turn Rom into Vaikungfu and his God Hand Smash (with Hot Blood),
assisted by Jet, could hit Devil Satan for more than 12850 HP.
Finally, be aware that the Machine Robo team will leave instantly
when Devil Satan retreats or is defeated.
4th Select (Inside Gate of Zetan) - A New Invader
AP - defeat Dangel
Beginning Player units - Nadesico, 6 Aestivalises
Player reinforcement - Ra Kairam, 8 units (turn 3 Enemy Phase)
Enemy reinforcement - 9 units (turn 3)
Boss - Dangel (HP 22000, 30%; V-UP Unit(U))
Comment - This stage will take long to complete so don't hurry. I
recommend launching the Aestivalises in Air-type. However, if
their ENs have not been upgraded, OG-type will be better
because it provides more EN. The enemy reinforcement will
appear on Nadesico's way to the inner part of the colony. The
Lond Bell team will arrive at where Nadesico originally is.
Assuming the Nadesico team comes out at northwest, at the
second corner, there is a door on the northern side. There
is another door on the left-hand side nearby, which leads to a
secret room with Core Booster. At the northeast of Dangel,
there is a $10000 container within a breakable wall.
Special - There is a container of Core Booster at the center, and
another one of $10000 at the northeast corner.
5th Select (Seas Near Moon) - Thoughts of an Alchemist
AP - defeat Alfimi
Beginning Player units - Weibritter
Player reinforcement - Nadeisico, Ra Kairam, 12 units (turn 5)
Enemy reinforcement - 3 units (turn 2)
- 6 units (turn 3)
- 3 units (turn 4)
- 4 units (turn 5)
Boss - Alfimi (HP 22000, 30%; nil, turn 5, when all other
enemy units are defeated)
Comment - Note that when all enemy units (besides Alfimi) are defeated,
she will retreat. Vice versa, when Alfimi is defeated, all
other enemy units will retreat as well. Therefore, the best
time to defeat Alfimi is when there is only one other enemy
unit left. I recommend leaving one of those that shows up
earliest in the stage because none of those yields item.
If Weibritter is not upgraded at all (mine), it will be
extremely tough to kill anything. It is more safe to stay on
the meteorite on the left for defense and dodging bonus. The
Lond Bell team will also arrive very near to there. However,
if your Weibritter is strong, take advantage of the Supply Pod
behind her to confront the enemy units.
Last Select
AP - defeat Gato before enemy reinforcement's arrival
Beginning Player units - Ra Kairam, Hyaku Shiki, Gundam GP-01, 11 units
Player reinforcement - Machine Robo team (player phase after enemy
reinforcement's arrival)
Enemy reinforcement - 7 units (when more than 6 enemy units are defeated)
Boss - Gato (HP 37000, 30%; Psycho Frame)
- Shima (HP 15850, 0%; $10000; when more than 6 enemy
units are defeated)
- Kelly (HP 21000, 0%; Val Valo; when more than 6 enemy
units are defeated)
Comment - This stage must be completed within 10 turns. If you want the
AP point, separate the team into two groups. Note that
besides Belga Barus, the attack range of enemy units
surrounding Gato (including himself) is only 4. I recommend
sending Hyaku Shiki and GP-01 (mainly for convincing Gato),
Zambot 3 (or Dangaioh), Mazingar Z and ZZ Gundam (he's
relatively strong with his beam coat and shield in this case)
to Gato's side.
Gato has 9 shields, so it is extremely important to deplete
all of them ASAP. Make sure to take advantage of Assist
Attacks. Attack Gato once with Kou and Quattro will be able
to convince him but he will not join yet. There shouldn't be
much trouble if Dangaioh's weapons are fully upgraded. If
not, Zambot 3's 7-block upgraded Moon Attack, assisted by
Mazingar Z's fully upgraded weapon, will be able to defeat
Gato with a slight margin IF they both hit critical...
If you don't want to take the risk, it's never a bad idea to
MAX Zambot 3's weapon and also give a V-UP Unit (W) to
Mazingar Z.
Special - Attack Gato with Kou then convince him with Quattro.
SCENE 5
Scene - It should be easier if the Selects are played in order. It's
Comment very handy to first pick up Grendizer after having completed
the 2nd Select. The 3rd Select is easy and should not be a
problem. The 5th Select should be played last because it's
relatively more difficult (if you want the AP point that
is...)
The Machine Robo Team will stay for most of the time after
the last stage of this Scene.
1st Stage (Anaheim), #56 - Cosmic Area of Strategic Planning
AP - defeat Mashma
Beginning Player units - Ra Kairam, 12 units
Player reinforcement - Gundam GP-03 (turn 5)
Enemy reinforcement * 5 units (turn 4)
- 7 units (turn 5 player phase)
Boss - Mashma (HP 26160, 30%; Super Alloy New Z)
- Godan (HP 25750, 0%; Booster)
- Iria (HP 15940, 0%; Space Abacus, turn 5)
* Irubora (HP 32000, 30%; ???; turn 4)
Comment - This stage is not complicated and can be completed in 6 turns.
However, keep in mind that the purpose of this stage is to
prevent enemy units from entering Anaheim. Press [] to check
which blocks on the map are Anaheim. 2 Super Robots and 2 to 3
MS should be enough to deal with Mashma's area. The other
enemy units will move towards Anaheim but they are weak and
should be killed very quickly. Assuming the Lond Bell team is
at south, Iria and her reinforcement (6 Quebeley Mk II's) will
appear on the east-hand side.
* If the Ninja team is teleported in Part 1 Scene 5, they will
appear in this stage with Irubora.
2nd Select (Abandoned Colony Area) - Flame-Footed Sibling Warriors
AP - defeat Devil Satan or make him retreat
Beginning Player units - Elshank, Grendizer, Aphrodite A
Player reinforcement - Machine Robo team (turn 3)
- Ra Kairam, 10 units (turn 5)
Boss - Devil Satan (HP 27800, 30%; Large-scale Generator;
retreats in turn 5)
- Kina (HP 15000, ???; ???)
Comment - There are no enemy reinforcement. Whether this stage can be
finished in 5 turns depends ENTIRELY on how strong Grendizer
is. Mine has 1562 Armour and weapons are 9-block upgraded and
that is just marginally enough. Among stages completed in 5
turns, this is by far the hardest because almost all steps
must be done correctly. Don't try this unless you're very
comfortable with the game or desperate for Concentrate.
* Important requirement - Grendizer must have Fighting Spirit.
Otherwise, I don't know if it'll work....
Turn Grendizer into UFO and move towards Devil Satan. He
should be able to attack Devil Satan in turn 2, but do not do
so. Instead, transform back into Grendizer (for higher
armour) and attack the nearest enemy unit. By doing so, that
unit should be killed when you counter-attack and that will
open a "road" to Devil Satan.
Leave Aphrodite A to repair Elshank. Note that enemy units
killed by Elshank will NOT yield money... Also, be aware that
Elshank can Assist player units but NOT vice versa.
In turn 3, the Machine Robo team will arrive. Use Rom's
Inspiration and Encourage Jet with Reina. Jet, with Accelerate
and Assault, should be able to attack Devil Satan with his
Tenkuushinken Konoha Oroshi. Also, attack DS with Grendizer's
Double Harken (don't forget Hot Blood). It will be good if
Grendizer hits critical. DS will not attack in Enemy Phase
until turn 4, but he should be defeated by then... Don't
forget to move Rom straight towards Kina.
Because Drill moves too slowly, just leave him behind to deal
with the enemy units on the right. Depending on how much HP of
DS is reduced, in turn 4, use Jet to attack DS once more and
Assist with Grendizer if needed. As for the finishing touch,
Double Harken with Hot Blood can defeat DS if hit critical.
When the Lond Bell team arrives in turn 5, put the Super
Robots on the southern front line. With Accelerate, Assault,
Sniping, Motivate, Encourage and everything appropriate, they
would be able to defeat the Bloody 1 on the right. Make sure
to launch Zambot 3 and Shazara. That's a total of 4
Devotions, meaning an extra Hot Blood for Grendizer. He
would then be able to kill the Bloody 1 on the other side.
Special - Convince Kina with Rom.
3rd Select (Near Seas of Dirad) - Reincarnation of the Demon King
AP - defeat Shapiro
Beginning Player units - Ra Kairam, 13 units
Enemy reinforcement - 3 units (when enemy units are less than half)
Boss - Shapiro (HP 29000, 30%; Psycho Frame, when enemy
units are less than half)
Comment - This stage is easy and can actually be completed in 4 turns.
Assuming the Lond Bell team appears at the central north,
Shapiro and his 2 units will come out at the northwest corner.
They will come towards you. The trick is to kill the
beginning enemy units ASAP because Shapiro will only show up
on the Enemy Phase after half of them have been killed.
4th Select (Inside Lunar) - Ghosts that Take Action
AP - defeat Jerrid
Beginning Player units - Ra Kairam, 13 units
Enemy reinforcement - 5 units (turn 3)
Boss - Gremi (HP 28820, 30%; $20000)
- Jerrid (HP 33000, 30%; Needleless Ampule)
- Puru II (HP 24200, 0%; nil)
- Gil (HP 30500, 30%; Chobam Armor, turn 3)
Comment - Assuming the Lond Bell team is at the southwest corner, the
wall at its northeast is breakable. The wall on the right
of that room can also be broken down. Finally, break the
door at north and you'll be very close to majority of enemy
units.
Almost all units should go through those rooms to fight the
enemy units there. Z Gundam and 1 extra unit should be enough
to clear the 6 enemy units on the left. If Z Gundam has
Beam Coating, with the shields, beam weapons can hardly damage
him.
Judo is required to convince Puru II.
Special - Convince Puru II with Judo at anytime, then the second time
when her HP is below 20% and Gremi is defeated. She will join
with her unit immediately.
There is a container for Aura Converter and one for Jegan.
5th Select (Stone Circle 2) - Land of Darkness
AP - Clear the stage in 7 turns or less.
Beginning Player units - Raideen
Player reinforcement - Ra Kairam, Weibritter, 12 units (turn 4)
Enemy reinforcement - 6 units (turn 2)
- 6 units (turn 3)
- 1 units (turn 4 player phase)
Boss - Einst Regisseur (HP 48000, 0%; Minovsky Craft,
turn 4)
Comment - Assuming Raideen appears at northeast, the first group of
enemy reinforcement will come out at both corners at south.
The second group will come out at east and the center. The
boss in turn 4 will also appear at the center. It's the same
boss as the one in the last stage of Part 1.
The Lond Bell team will arrive at the south. It is
recommended to move Raideen towards there beforehand or to the
Resupplying Point at east.
Last Select (Above the Stardust Colony), #61 - In the Hopeless Universe
AP - Defeat Gato
Beginning Player units - Kou, Ra Kairam, 12 units
Player reinforcement - Machine Robo Team (turn 6)
Enemy reinforcement - 9 units (turn 5)
- 4 units (turn 8)
Boss - Iria (HP 21750, 0%; Mercury Don)
- Mashma (HP 27000, 0%; Biocensor)
- Gato (HP 44000, 30%; I-Field Generator)
- Shima (HP 34000, 0%; $10000, turn 5)
- Alfimi (HP 30000, 0%; Solar Sail)
Comment - This stage must be completed in 12 turns. Assuming Gato is at
the southeast corner, Shima and 5 enemy units will appear
around northeast in turn 5. 3 Quebeleys will come out at
south (east to Mashma). Watch out for GP02's Nuclear Bazooka
because Shima's also Super Strong Will.
The Machine Robo team will appear at south in turn 6 near
Mashma. They should be able to clear that area but it might
help to send 1 or 2 units to assist them.
In turn 8, Alfimi and her reinforcement will come out at east.
Although they will move towards you, it's better to move
some units there beforehand to speed things up.
* It appears that this stage is hard for some players. To make
it easier, weapons of Super Robots should be upgraded. Also,
after having equipped Armour+ Items to them, they should have
at least 1700 Armour (try to go for 1900 ~ 2000).
Launch both Repair Units and Core Booster is also good for
resupplying the Super Robots.
Move the Super Robots side by side. Take advantage of Assist
Attack and Defense. Counter-attack as much as possible.
Save Exhaust for Gato. Bombard Shima with Super Robots and try
to defeat her in 2 turns. Make sure to keep her morale under
120 during Enemy Phase or she will fire the Nuclear Bazooka...
After she has been defeated, start moving several units toward
where Aflimi will appear.
Grendizer / Vaikungfu + Mazingar should be your best
combination in finishing Gato.
SCENE 6
Scene - If the 5th Select (Meganoid Space) is played first or second,
Comment you'll get X Aestivalis Kai. If it is played third or fourth,
you'll get ZII Gundam. I recommend ZII because it has quite
high agility (100) and good weapon (3000, 12 shots, no morale
requirement). XAK has MAP weapon but it does not have
combination attack...
3rd Select (Inside Solomon) will be different if you let Gato
destroy Solomon. Solomon will be jammed and Hyaku Shiki Kai
will not be there. This guide is based on not letting Gato
destroy Solomon.
The 4th Select (Inside Glipus 2) will also be slightly
different depending on when it is played.
Finally, it is not a bad idea to first play the 2nd Select
(Frontier Colony 1) to pick up Gundam F91. It's definately
the best Gundam unit so far.
1st Stage (Nergal Moon Dock), #62 - Courage For Tomorrow
AP - defeat Genichiro or make him retreat within 3 turns
Beginning Player units - Daitarn 3, Akito
Player reinforcement - Ra Kairam, 8 units (turn 3)
- Nadesico, 5 units (turn 4)
Enemy reinforcement - 9 units (turn 5 player phase)
Boss - Genichiro (HP 26500, 30%; Shuffle Crest)
- Shiratori (HP 27000, 0%; Biocensor, turn 5)
Comment - This stage can be completed in 6 turns but the main
difficulty is the AP point. Probably this could only be done
if Daitarn 3's weapons are fully upgraded.
Move Akito towards Genichiro and fire the Anti-warship Missile
(with Hot Blood). Then, turn Daitarn 3 into Dai Fighter, cast
Hot Blood, and move towards Genichiro. Genichiro is likely to
hit Daitarn in enemy phase. In turn 2, move Daitarn 3 right
next to him and attack again with Hot Blood. Akito should
move behind Daitarn and fire the last Missile (Hot Blood
optional)
The Lond Bell team arrives in turn 3. Daitarn should be able
to use one more Hot Blood when someone casts Devotion on him.
Hot Blood Sun Attack, assisted by Akito's second strongest
weapon, should be sufficient to defeat Genichiro on time.
In turn 5 Player Phase, Shiratori will escape from Nadesico
and move to somewhere near Genichiro. Assuming the Lond Bell
team first appears at southwest, 4 of the enemy reinforcement
will come out at northeast (near Nadesico) and another 4 at
southeast.
2nd Select (Frontier Colony 1) - Eternal Wind
AP - Defeat Karozo
Beginning Player units - Ra Kairam, Nadesico, 11 units
Player reinforcement - Gundam F91, Vigna Gina (turn 5)
Enemy reinforcement - 9 units (turn 4)
Boss - Karozo (HP 45700, 30%; Spiritual Energy Device)
- Zabine (HP 26820, ???; Halo; turn 4)
Comment - This stage is pretty straight-forward but it is very, very
important to watch out for the enemy reinforcement. Assuming
the Lond Bell team comes out at south, 1 Apsellas will come
out in front of the 2nd bridge (counting from left to right),
another one in front of the 3rd bridge, Apsellas III will
be in between the above two, and the last Apsellas will be at
the southeast, again, in front of the bridge.
Not surprisingly, the Apsellases WILL fire MAP weapon if more
than 2 player units are in front of them. The 3 Apsellases at
north make it extremely annoying. They are very close to
each other so a large area in front of them are vulnerable to
their MAP weapons. Remember, place only a maximum of 1 unit
in their MAP weapons' attack range.
Needless to say, the Apsellas surrounding Karozo should be get
rid of ASAP. It's not a bad idea to send Mazingar Z (with
Iron Wall) there by himself and keep counter-attacking with
Big Wheel Rocket Punch.
Karozo is not *that* though if your Super Robots' weapons are
upgraded sufficiently. Exhaust him (you should be able to do
it at least 4 times, 2 from Excellens and 2 from Yurika.)
A fully upgraded Daitarn 3 should be the strongest with his
Command Attack.
3rd Select (Inside Solomon) - Seeker
AP - Defeat Alfimi
Beginning Player units - Ra Kairam, Nadesico, Raideen, Weibritter, 10 units
Enemy reinforcement - 3 units (turn 2)
- 3 units (turn 3)
- 3 units (turn 4)
- 4 units turn 5)
Boss - Alfimi (HP 33000, 30%; Super Alloy New Z; turn 5)
Comment - This stage is pretty straight forward if you haven't let Gato
destroy Solomon. The enemy reinforcement will appear
continually on your way to the inner part of Solomon. There is
a $10000 container at the northeast of where the Lond Bell
team first appears. You need to past the first corner to
break down the wall. The Hyaku Shiki Kai container is in a
secret room in the most inner part.
Special - There is a container of $10000 near the Lond Bell team.
If AP point is below 29, the container at the inner part of
Solomon will be FA Hyaku Shiki Kai, otherwise, it is Hyaku
Shiki Kai. This container will only be there if Gato has not
destroyed Solomon.
4th Select (Inside Glipus 2) - Twin Symphonies of Destruction
AP - Defeat Shapiro
Beginning Player units - Dancougar, Ra Kairam, Nadesico, 12 units
Enemy reinforcement - 6 units (when 4 enemy units are killed)
Boss - Shapiro (HP 32800, 30%; V-UP Unit(U) )
- Kim (HP 19350, 0%; Book of Ninjitsu; when 4 enemy
units are killed)
Comment - This stage can be completed in 5 turns. Assuming the Lond
Bell team is at south, Kim and his reinforcement will appear
at southeast. The trick is to kill 4 enemy units ASAP so
Kim will show up earlier. He is indeed pretty weak,
considering he has low HP and won't retreat. The focus
should be on Shapiro. It's a good idea to rush some Super
Robots towards him (with Accelerate) right from the beginning.
* If this stage is played first or second, Shapiro won't be
there at the beginning but Abel will show up at where Kim
would have been. Shapiro will appear when Abel is defeated.
He will be at the northwest, same location in both scenario.
Abel (HP 19350, 0%; Book of Ninjitsu)
5th Select (Meganoid Space) - Cannot kill Coros (Coros cannot kill?)
AP - Defeat Coros
Beginning Player units - Daitarn 3, Ra Kairam, Nadesico, 12 units
Enemy reinforcement - 6 units (turn 3)
Boss - Benmel (HP 26500, 0%; Super Alloy New Z)
- Coros (HP 48700, 30%; High Performance Targeter;
turn 3)
Comment - This stage can also be completed in 5 turns. Because
Benmel will not run, leave him for your MS and Aestivalises.
Start moving Super Robots towards the "tower", where Coros and
her reinforcement will appear. It shouldn't be hard if the
weapons of Super Robots are upgraded sufficiently.
Last Stage (Seas Near Earth, Star of Dirad), #67 - To the Quaking Cosmos
AP - Defeat Alfimi
Beginning Player units - Dancougar, Rom, Ra Kairam, Nadesico, 13 units
Enemy reinforcement - 16 units (when enemy units are less than half)
- 10 units (turn 5)
Boss - Kim (HP 20625, 0%; Book of Ninjitsu)
- Abel (HP 20625, 0%; Magnetic Coating)
- Alfimi (HP 36000, 30%; Solar Sail; when enemy units
are less than half)
- Einst Regisseur (HP 67800, 0%; Cartridge; when enemy
units are less than half)
- Devil Satan (HP 36100, 0%; $10000; turn 5)
- Deondora (HP 32400, 0%; Apogee Motor; turn 5)
- Galdi (HP 30800, 0%; Wolf Crest; turn 5)
- Kina (???, ???; ???; turn 5)
Comment - I would say this stage is easier than the last stage of Part
1. The Machine Robo enemy reinforcement will appear at
northeast in turn 5. When half of the enemy units have been
killed, 10 of the Alfimi's reinforcement will appear at
southeast while 6 will come out at around the center north.
Normally, if you approach the enemy right from the beginning,
more than half of the enemy units will be killed before turn
5 (i.e. when the 9 green units are killed) This will make
the stage more difficult. Alfimi and her reinforcement are
far away so it is hard to defeat them in a short time. Also,
even if the team is split into two groups, one single group
might not be powerful enough to handle her area.
When the next enemy reinforcement shows up in turn 5, there
will be a lot of enemy units on the map. Alfimi will gain
LOTs of morale when they are killed, making her very
dangerous.
Instead, I would recommend not to kill too many enemy units
at the beginning. Let more than half of them survive until
the turn 5 enemy reinforcement shows up. You could now split
your team into two groups, one takes care of those at
northwest and the other one handles the reinforcement group.
It should be at least 2 to 3 more turns before Alfimi's
reinforcement shows up in this case. After you have cleared
the enemy units at northwest, move back and concentrate on the
enemy reinforcements. Make sure to keep Alfimi's morale under
110 and use the SP command Love wisely. Also, Rom attacking
Galdi will trigger a conversation. However, it does not seem
to be relevant in convincing Galdi later on.
Just a reminder, except Alfimi, all bosses do not run.
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****** GalaxyShowDown ******
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SCENE 1
Scene - Tough. Finally the game has become more difficult. Firstly,
Comment enemy units will no longer attack the unit nearest to them.
Secondly, most of the enemy units in this scene have very high
attacking power. In addition to that, during intermission,
you could not equip items to many units that will show up in
the next stage because they are not with you.
Playing which Select first has no effect on the game. I
played 2nd Select first because I wanted to pick up the
Machine Robo team ^_^ However, they will leave after Scene 1
but return in Scene 3.
1st Stage (Sea near Dirad Planet), #68 - Raid on Diard
AP - kill 4 enemy units within 3 turns
Beginning Player units - Dancougar, ZZ Gundam, Z Gundam, Rick Dias,
Gabela Tetra, Hyaku Shiki, Quebeley MK-II (Puru),
Quebeley MK-II
Player reinforcement - Gandol, Altaisen, 7 units (turn 4)
Enemy reinforcement - 3 units (turn 3)
- 3 units (turn 4 player phase)
Comment - This stage could be finished in 6 turns. In order to get the
AP point, it is better to focus on killing the 3 fake
Dancougar. Only the 3 enemy units at southwest will move at
the beginning. There should be enough time to kill one of
them in turn 3. Assist Defense is a MUST for MS's to survive.
It'll be hard to get the AP point if you don't have Puru.
Enemy units will NO longer attack their nearest unit. Be
prepared that they will fire at your weakest unit. Again,
make sure to take advantage of Assist Attack and Defense.
Player reinforcement in turn 4 should be the killer. With
Items in Part 1 and 2 combined, the 8 units should be super
strong. I recommend sending 2 units to assist the Dancougar's
team and the rest go straight up to clear the northeast
corner. It's not a bad idea to launch someone who has the SP
Command Love for a full HP recovery.
To help clearing the stage faster, launch units that has
Encourage so that Super Robots can use their strongest weapons
earlier. Aura Battler is a good choice because Cham the pixie
has Encourage and Todd has Motivate and Hot Blood.
2nd Select (North Dirad Planet) - The Thing called Seed of Life
AP - defeat Kim
Beginning Player units - Machine Robo team, GP03, F91, Kina, Vigna Gina,
GP01
Player reinforcement - Gandol, Dancougar, 6 units (turn 3)
Enemy reinforcement - 7 units (turn 3)
- 2 units (turn 4)
Boss - Kim (HP 19775, 30%; Space Abacus)
- Abel (HP 19775, 30%; Biocensor; turn 3)
Comment - This stage can be completed in 5 turns. Assuming the player
units first appear at northeast, player reinforcement will
come out at southwest. The first enemy reinforcement will
appear at the northwest and southwest corner and the second
reinforcement at west.
Don't move the Machine Robo team too far away because only
they will be able to defeat Abel on time. F91 should be
enough to keep the enemy units at northeast from coming
closer. Also, leave the enemy units at the bottom for player
reinforcement units.
Be aware that it is "difficult" to move to Abel. That area is
"jammed" and requires more movement point to move. Clearing
that area fast is the key to finish this stage within 5 turns.
Also watch out for the 2 enemy reinforcement. They are not
that strong but have over 10000 HP.
3rd Select (South Dirad Planet) - People Who See the Vacant Dream
AP - defeat Irubora (Zerokage)
Beginning Player units - Raideen, Shazara, Daitarn 3, Zambot 3
Player reinforcement - Gandol, Dancougar, 8 units (turn 3)
Enemy reinforcement - 5 units (turn 3)
- 1 units (when all enemy units are defeated)
- 6 units (when Irubora is defeated)
Boss - Shapiro (HP 34350, 30%; Book if Ninjitsu; turn 3)
- Irubora (Skeleton; HP 37700, 0%; nil; turn 6)
- Irubora (Zerokage; HP 40000, 30%; Spiritual Energy
Device; when Skeleton is defeated)
- Sharme (25700, 30%; nil; when Skeleton is defeated)
Comment - Just relax. This stage can't be completed fast because of
Irubora. Although Shapiro leaves at the beginning, he will
return in turn 3 in the same area. Assuming he is at the
northwest corner, Irubora will come out at southwest in turn
6. However, when Irubora is defeated, he will come out in
Zerokage at the very northeast corner.... the enemy
reinforcement will also be at northeast but closer. I don't
have any specific strategy for this stage but just watch out
for Zerokage. He will have 150 morale and can thus use
"after-image". Super Robots with 100% Hit should waste him
though.
Special - Let Joe attack Irubora once. When Irubora's HP is below 30%;
convince him with Joe.
Last Select (Dirad Center), #71 - Epilogue of Incandescence
AP - defeat Abel and Kim before player reinforcement
Beginning Player units - Nadesico, 6 Aestivalises, Aphrodite A, Diana A,
Boss Robot, Mazingar Z, Grendizer
Player reinforcement - Gandol, Great Mazingar, 6 units (when existing
enemy units are less than 8)
- Tobikage (turn 9, leaves in turn 11 if not
combined)
Enemy reinforcement - 13 units (when existing enemy units are less than 8)
Boss - Abel (HP 22625, 0%; High Performance Radar)
- Kim (HP 22625, 0%; Apogee Motor)
- Shapiro (HP 40000, 0%; Large-scale Generator; turn 7)
Comment - The requirement to get the AP point for this stage is
EXTREMELY demanding. I haven't attempted it myself so I don't
have a strategy for that... sorry.
Assuming the Nadesico team appears at the center bottom, I
encourage to first take out the 3 enemy units at north
because they will move towards you. Next, turn back and
deal with the 3 units on the right because they will start
moving in turn 3. Finally, finish the 3 on the left as they
will not move until turn 5.
Similar to previous stages, your reinforcement units will be
the main force. Be aware that the enemy reinforcement units
will scatter all around the map. Fortunately (maybe
unfortunately?), most of them will move towards the player
units so you can save some traveling time. Since no boss runs
in this stage, have fun.
SCENE 2
Scene - The key Select is the 2nd one (Saotome Research Institute).
Comment If you want to try both Line Weibritter and Shin Getta-Robo,
you should play this select last. You will get Line
Weibritter after 3 stages (if 2nd Select is played last) or
Shin Getta-Robo before the last stage of this scene.
Which unit is better depends on your game play strategy. Both
of them are strong and have HP Recovery (Small). Line
Weibritter has much better stats and stronger weapons than the
old Weibritter but its weapons' ranges have many "dead angle".
Its strongest weapon's range is 5-9 and it has only one weapon
for the range 1-2. It works well as a long range sniper.
Shin Getta-Robo has the strongest non-combination weapon in
the game but it still has the same problem as Getta-Dragon -
low EN and the weapons only have A in limited terrain.
However, its armour is upgraded so you can send it to the
front line and just resupply when needed. If you go for Shin
Getta-Robo, Altaisen Rieze and Weibritter will acquire a
powerful combination attack.
1st Stage (Nergal Dock), #72 - Cursed Joan of Arc
AP - before player reinforcement's arrival, defeat Allen or kill 5 enemy
units
Beginning Player units - Shiela, Shou, Todd, Marvel, Galaria, Nii, Kiin
Player reinforcement - Nadesico, 6 Aestivalises, 8 units (turn 4)
Enemy reinforcement - 10 units (turn 4)
Boss - Allen (HP 19600, 0%; Aura Converter)
- Jerryl (HP 19600, 0%; nil)
- Hyper Jerryl (HP 37000, 0%; High Performance
Targeter; when Jerryl is defeated)
Comment - This stage can be completed in 5 turns. The key is SP
Commands and to increase movement of your units. Because the
Aura Battler enemy units are weak, armour is not a concern. I
let Raideen move 11 blocks, Dancougar 7 and Zambot 3 8. With
Accelerate, they should be able to kill all the enemy units at
north by turn 5. Zambot 3 could launch its first attack in
turn 3 with Accelerate and Sniping (if you place him at the
front line).
The Items that you give to the 4 Aura Battlers could also make
a difference. Among the 4, enemy units will attack the one
with the least HP. In other words, if Marvel and Galaria have
more HP than Shou and Todd, enemy units will attack the latter
group instead. However, if you move Shiela (the battleship)
towards them, enemy units will go after her instead.
I recommend separating them into 2 groups. Send the strongest
unit (Todd in my case because I haven't upgraded Shou's
Dunbine) and either Marvel or Galaria to handle the 3 units at
north, and the remaining 2 to the 3 units at south. Assuming
Marvel and Galaria have higher HP than Shou and Todd, enemy
units will attack the latter two which is a big plus for
counter-attack. It will also help to Encourage or Motivate
Shou and Todd so they could use Aura Slash right away.
When they are done, send them north to take care of the enemy
units on their way. It is virtually impossible to defeat
Allen before player reinforcement's arrival. Whether you
could kill 5 units before that depends on how much upgrade
you've done to them. Players who have chosen route 4A
definitely have an advantage because of Bilvine.
It is beneficial to equip 2 Spiritual Energy Devices to
Nadesico, 1 to Izumi (so she can use 2 Exhaust) and some to
Metasu with Aina in (her SP commands are just handy...) Be
aware that Nadesico cannot move and the Aestivalises will
become unusable once Jerryl turns Hyper.
After player reinforcement has shown up, use 2 Inspiration
from Sheila (require 2 Devotions) and 2 from Aina (she could
probably use 3 but 2 should be enough). Before casting
Devotions on Sheila, make sure to use Bel's Exhuast once.
Because she has 80+ SP, she could cast another Exhaust with
the 2 Devotions.
Needless to say, rush Raideen, Zambot 3 and Dancougar to the
north. With such high morale (it never hurts for them to use
Motivate once more), they are just invincible in front of the
Aura Battler units. Don't forget 100% Hit though.
For the remaining 4 units, I've used Mazingar Z, Great
Mazingar, Z Gundam and Altaisen because they have good
attacking power and 3 slots for Items. Equipping High
Performance Radar(s) to Z Gundam and Altaisen will also help
in positioning for Assist Attack.
Enemy reinforcement come out in 3 groups. They are pretty
close to where the player reinforcement appears. I encourage
you to save at the beginning of turn 4, check the exact
locations and restart. The female Aestivalis team should be
enough to take care of the units at the bottom center. The
rest of the enemy reinforcement should not be a problem if
you counter-attack them with strong weapons. Mazingar Z
is a good choice. Hopefully Dancougar is high level enough
so that Hayato can cast Resupply on him.
Because Jerryl will be the first unit to move when the enemy
reinforcement shows up in turn 4, it is a good idea to move
a unit with Hot Blood and 100% Hit near her. She will turn
Hyper when defeated but you should be able to kill her in turn
5 with Assist Attacks. For the rest of the enemy units, you
should be able to kill them when counter-attacking during
enemy phase.
2nd Select (Saotome Research Institute) - That Meaning of Getta Beam
AP - Convince Excellens with Kyousuke
Beginning Player units - Getta-Dragon
Player reinforcement - One battleship, Altaisen, 11 units (turn 3)
Enemy reinforcement - 9 units (turn 3 player phase)
Boss - Excellens (HP 33000, 50%; Solar Sail; turn 3; retreat
after Kyousuke has convinced her)
Comment - This stage can be completed in 6 turns. It is quite easy
because there are only a few enemy units. The main concern
is whether you want to get Shin Getta-Robo or Line
Weibritter. If you want Shin Getta-Robo, simply let an enemy
unit go near Saotome Research Institute (the nearby forest
also counts.) If you're going after Line Weibritter, you
must not let any enemy unit go near the Institute. When an
enemy unit goes near it, there will be a little cut scene.
Assuming the "city area" is at north, only three enemy units
from south will move towards the Institute at the beginning.
With proper SP commands, Getta-Dragon should be able to kill
or at least stop them (if you don't want them move near the
Institute). The player reinforcement in turn 3 will arrive at
the southwest corner. The enemy reinforcement will scatter
around the map.
If you want to prevent enemy units from going near the
Institute, watch out for the closest enemy unit to the
northeast of the building. It can move near the Institute in
just 1 turn. A player unit with high movement (i.e. Bilvine
with Halo) with Accelerate should be able to "lure" it away
on time though.
Special - To get Shin Getta-Robo, let enemy units go near Saotome
Research Institute.
- To get Line Weibritter, do not let enemy units go near Saotome
Research Institute. When all enemy units besides Excellens
have been killed, convince her with Kyousuke.
3rd Select (Boston) - A sword that Cleaves the Will
AP - defeat Hyper Black Knight
Beginning Player units - Ere, Rimru
Player reinforcement - Daitarn 3 (turn 2 enemy phase)
- One battleship, Bilvine, 11 units (turn 3)
Enemy reinforcement - 9 units (turn 2)
- 4 units (turn 5)
Boss - Neros (HP 30500, 0%; Halo)
- Myuji (HP 21380, 0%; Mega Booster, turn 2)
- Shot (HP 26900, 0%; Needleless Ampule, turn 2)
- Black Knight (HP 24900, 0%; turn 5)
- Hyper Black Knight (HP 39000, 30%; Cartridge; when
Black Knight is defeated)
Comment - Before the arrival of player reinforcement, Ere and Rimru
should not attack the 3 units at the southeast corner. They
would not move or attack unless they are attacked. In turn 2,
the enemy reinforcement will show up at the southwest corner.
Daitarn 3 will arrive at the north of Ere. In turn 3, player
reinforcement will appear at the southeast corner, right next
to the 3 units. Black Knight and his reinforcement will
appear at north of where the turn 3 player reinforcement
appears. In order to finish this stage faster, I recommend
using Shiela's battleship and Aina. With enough Spiritual
Energy Device equipped, they could cast around 4 Inspirations.
That gives a great advantage because all the player units will
now have at least 120 morale and can deal some decent damage.
I'll refer this as the "Inspiration Strategy"
4th Select (Demon Castle) - Demon Monster(?)
AP - defeat Alfimi
Beginning Player units - Combattler V
Player reinforcement - One battleship, Altaisen, 12 units (turn 4)
Enemy reinforcement - 6 units (turn 4 player phase)
- 4 units (turn 4)
Boss - Walky Medis (HP 37000, 30%; High Performance Radar;
turn 4)
- Dangel (HP 32350, 30%; Mercury Don; turn 4)
- Alfimi (HP 37000, 20%; I-Field Generator; turn 4)
Comment - Assuming the Demon Castle is at north, player reinforcement
will appear at southeast in turn 4. I recommend moving
Combattler V towards that area. However, with proper SP
commands, Combattler V could still be able to do some damage.
If you want to end stage faster, similar to the previous
stage, use some Inspirations when player reinforcement
arrives.
In turn 4, Alfimi and her reinforcement will come out at the
"mountain" at the north of where player reinforcement first
arrives (across the river). Try to defeat her within 1 turn
to make the stage easier.
5th Stage (Inside Omoikane), #76 - I'm Alive Because of This
AP - arrive at Omoikane within 5 turns
Beginning Player units - Nadesico, Akito, Gai, Atlaisen, 13 units
Player reinforcement - Tobikage (the player turn after Einst Regisseur
has shown up)
Enemy reinforcement - 2 units (turn 2)
- 4 units (turn 4)
- 2 units (on the Enemy Phase after a player unit has
arrived at Omoikane)
Boss - Einst Regisseur (HP 63000, 0%; V-UP Unit(U); on the
Enemy Phase after a player unit has
arrived at Omoikane)
Comment - This stage could be finished in 5 turns. The basic requirement
is to end the stage within 10 turns or it's Game Over. The
"Inspiration Strategy" will help greatly. Be aware that there
are three "alleys" that connect the MIT library to the open
space. It will be beneficial to separate the team into 3
groups and approach the open space through each of the alleys.
Assume the player units show up at northeast. In turn 2, the
two enemy reinforcement units will appear at south to the
player units. If you equip Halo or other Movement-up Items to
a unit that has the SP command Accelerate, the unit will
probably arrive at Omoikane (the tree) in turn 3. Be aware
that only flying units can stay over it. In this case, Einst
Regisseur and Hyper Aura Battler will come out in turn 3 so
that you could have more time to deal with them. Einst
Regisseur will be next to Omoikane and the Hyper Aura Battler
will come out at northeast (near where the player team first
shows up)
Be aware that when Einst Regisseur is killed, all other enemy
units will self-destruct and the stage will end. Because
all the enemy reinforcement units are "boss" type, they yield
good money and you don't want to give them up. I recommend
not moving Nadesico, Akito, Gai and probably one repairing
unit so that they can handle the Hyper Aura Battler (Akito has
Lucky which is good.) Also, in turn 4, you should only reduce
Einst Regisseur's HP to around 5000. If Tobikage move towards
Einst Regisseur, it might be killed if too little HP's left...
The four enemy reinforcement units will appear in the open
space surrounding Omoikane. There is one standing close to
each of the 3 alleys. The fourth unit is sort of at the
middle. Take advantage of Assist Attack and bombard them with
the rest of your mechas. One of the reinforcement units is
Apsellas III so watch out for its MAP Weapon.
Note that only Yurika and Ruri will be in Nadesico.
Last Stage (Above Pacific Ocean), #77 - The Sea, The Earth
AP - defeat Excellens
Beginning Player units - Shiela, one battleship, Altaisen, Bilvine,
13 units
Player reinforcement - Tobikage (one turn after Excellens shows up)
Enemy reinforcement - 5 units (turn 3)
- 8 units (on the enemy phase after Hyper Black Knight
is defeated)
Boss - Myoji (HP 20580, 0%; Zuwasu)
- Shot (HP 31600, 0%; Mega Booster)
- Drake (HP 48400, 0%; Distortion Block)
- Black Knight (HP 28280, 0%; turn 3)
- Hyper Black Knight (HP 51800, 0%; V-UP Unit(W); when
Black Knight is defeated)
- Excellens (45200, 30%; Super Alloy Z; on the enemy
phase after Hyper Black Knight is defeated)
- Einst Regisseur (HP 67800, 0%; Apogee Motor; on the
enemy phase after Hyper Black Knight is defeated)
Comment - To make this stage easier, I recommend not to defeat Black
Knight too early to defer Excellens's arrival. Because the
first few bosses will not run, it is better to save most of
your SP magic for Excellens and Einst Regisseur. EN should
not be a big problem because Dancougar and Combattler V should
have the SP command Resupply by now.
Assuming the player units appear at east, Black Knight and his
reinforcement will show up at west. Excellens and 3 units
will show up at around where the player units originally are
and Einst Regisseur and 3 units will come out at the southern
island. Because Tobikage will show up after Excellens, it
might be better to send out a Ninja Unit to combine with it.
If you are going to launch Nadesico, make sure to add back
the sub-pilots. They are removed from Nadesico in the
previous stage and not added back. Also, I don't know if it
just happens to me but in this stage, only Shiela and her
assistance can be in the battleship (no pixies).
After this stage, you will be given three choices for where to
go next. The order is Earth (3A), Mars (3B) and Moon (3C).
3C has to be played before 3A if you want to get Glowbine.
SCENE 3A
Scene - Enemy units in this scene are not that strong but it will
Comment still be difficult if you do not have G-3 Gundam and Char's
Zaku. Shin-Getta will be a great asset if you have opted for
him. I recommend playing the 1st Select first to get
Dancougar's new weapon or the 2nd Select first to pick up
Great Mazingar.
Be aware that if this route is played last, the Items you
give to the two Aura Battler Battleships in the last stage
will DISAPPEAR when your teams combine in Scene 4. The two
battleships will not be usable anymore. I played this route
second and it *seems* that I still have the Items.
1st Select (The Dancougar Base) - God Blessing
AP - defeat Shapiro
Beginning Player units - Dancougar, one battleship, 12 units
Enemy reinforcement - 12 units (turn 3)
Boss - Shapiro (HP 45400, 30%; Psycho Frame; turn 3)
Comment - Assuming the player units come out at southeast, Shapiro and
3 units will appear at southwest, some units around the
bridge, and some at east.
To get Dancougar's final weapon - Dancoukougaken, reduce his
HP to below 35%. Then, attack Shapiro (must be the FIRST fight
between Dancougar and Shapiro). It will also work if
Dancougar has more than 35% HP before the attack but Shapiro
reduces it to below 35%. There will always be a conversation
before their first fight. However, if you have satisfied the
requirement to get the new weapon, there will be a cut scene
after the fight in which Shinobu is beaten the crap out of
him :p He will then turn bestial and use Dancoukougaken in
the CG. Shapiro will retreat right after.
Special - If Dancougar's HP is below 35% after his first fight with
Shapiro, the new weapon Dancoukougaken will be acquired.
2nd Select (Batos Isle) - General Offense without Tomorrow
AP - kill 3 enemy units in the first 2 turns (including enemy phase)
Beginning Player units - Great Mazingar, Venus A
Player reinforcement - Mazingar Z, one battleship, 12 units (turn 3)
Enemy reinforcement - 4 units (when Ashura and Brocken are defeated)
- 7 units (1 turn after Ashura and Brocken
are defeated)
Boss - Ashura (HP 35000, 0%; Magnetic Coating)
- Brocken (HP 34500, 0%; Super Alloy Z)
- Darkness General (HP 45000, 0%; Wolf Crest; 1 turn
after Ashura and Brocken are defeated)
- Hell General (HP 42000, 0%; $15000; 1 turn after
Ashura and Brocken are defeated)
Comment - The requirement to get the AP point for this stage is easy.
Just move Great Mazingar towards the 3 units and counter-
attack. Enemy reinforcement will show up in turn 3 and
beat the crap out of Tetsuya (just like Shinobu :p) in the CG.
If you think about the CG carefully, it's really hilarious.
First of all, those K7 are firing missiles behind the Fake
Mazingars. How can they hit Great Mazingar without damaging
the Fake Mazingars... they sure are good at aiming. Then...
Mazingar Z comes in from the sky. I wonder how can his Iron
Cutter flies UPWARD to cut the hand of Fake Mazingar... The
same goes to his Phototronic Beam... Finally, when its hand
gets cut, the Fake Mazingar holds its hand like it's feeling
the pain and when Kouji and Tetsuya fire Breast Fire/Burn,
they hold up their hands trying to cover themselves.... they
must be Super AI! I know it's Super Robots so it doesn't have
to be logical but oh well... hm... way too off topic now.
Anyways... assuming the sea is at west, player reinforcement
will appear at west (over the sea) but Mazingar Z will be
at where Great Mazingar originally is. For the first group
of reinforcement, 1 unit will be at northwest and 3 at
northeast. The two Generals and their reinforcement will show
up at southeast, near where Brocken has been. Similar to the
previous Select, none of the bosses will run.
3rd Select (Mutron Relic) - The Star of Ra-Mu
AP - Defeat Gostun with Raideen
Beginning Player units - Raideen, Brueger
Player reinforcement - One battleship, 12 units (turn 2)
- Machine Robo team (2nd Player Phase after Devil
Satan's arrival)
Enemy reinforcement - 4 units (when Gostun is defeated)
- 8 units (when existing units are less than 9)
- 5 units (2nd player turn after Devil Satan's arrival)
Boss - Gostun (HP 35000, 30%; Apogee Motor)
- Bangar (HP 37000, 50%; Mega Booster)
- Devil Satan (HP 33600, 30%; Space Abacus; when
existing units are less than 9)
- Deondora (HP 36400, 30%; Book of Ninjitsu; 2nd Player
Phase after Devil Satan's arrival)
Comment - Unlike the previous Selects, all bosses in this stage will
run. The player reinforcement in the 2nd turn will show up
at where Raideen originally is. Devil Satan and his
reinforcement will show up at east. Deondora and hers will
appear at the northeast corner. The 4 units that will appear
when Gostun is defeated will be at the center. Watch out
that the Raideen's enemy units and Machine Robo's enemy units
will fight against each other. You can let them fight but
don't let them kill each other or you won't get the money...
Special - Defeat Gostun with Raideen is the first step to get Raideen's
MAP weapon - God Voice.
Last Stage (Demon Isle) - Demon Isle
AP - Defeat Bangar and Baragon with Raideen
Beginning Player units - Raideen, one battleship, 13 units
Enemy reinforcement - 2 units (when Bangar is defeated)
- 9 units (turn 6)
Boss - Bangar (HP 43000, 0%; Super Alloy Z)
- Baragon (HP 44000, 0%; Space Abacus; when Bangar is
defeated)
- Emperor Barao (HP 56500, 0%; Large-scale Cartridge;
when Bangar is defeated)
Comment - Quite a lot of enemy units in this stage yield good money.
Make sure you save enough Lucky and Fortune for them.
Bangar and Baragon will appear at the head of the Demon Isle.
Assuming the Demon Isle is at north, 6 Einst units will show
up at southwest and 3 at southeast. All enemy units will
start moving in turn 6 when the Einst units appear. Once
again, the two forces of enemy units will fight against each
other.
Special - If Raideen has defeated Gostun in the 3rd Select, defeat
Bangar and Baragon with Raideen to get his MAP weapon.
SCENE 3B
Scene - I recommend playing the Selects in reverse order - 3rd, 2nd,
Comment then 1st the last. By doing so, you will have 2 battleships
in the 2nd Select and the most powerful team to finish the
1st Select in 5 turns. When Joe pilots Tobikage, he can still
combine with other Ninja Units but of course... they will not
recover HP and EN anymore... Be aware that Tobikage comes
with MAX upgrade but you can still add the Maximum Upgrade
Bonus to him.
This route is quite challenging. Most of the enemy units and
especially bosses have high HP. Other than that, there's
nothing much special.
1st Select (Mars Mountain Area) - People who Bear No Life
AP - defeat Coros
Beginning Player units - One Battleship Daitarn 3, 12 units
Enemy reinforcement - 5 units (turn 2)
- 6 units (turn 4)
Boss - Coros (HP 52600, 30%; Minovski craft)
Comment - This stage could be finished in 5 turns. It will help greatly
if you first pick up Nadesico and Tobikage. Assuming the
player units first appear at southeast, in turn 2, the 5 fake
Daitarn 3's will come out near Coros. In turn 4, 3 units will
show up at east and 3 at middle south.
I recommend sending Tobikage alone to take out the enemy units
at east and the upcoming reinforcement. All of your other
powerful robots should go to Coros. Leave the remaining units
at south to take care of enemy units and reinforcement.
Z Gundam is very helpful in this stage. Because of its long-
range weapon, while staying close to Coros for Assist Attacks
and such, it can still attack and counter-attack those "tanks"
nearby to ensure all enemy units can be killed on time.
It is also not a bad idea to take advantage of the SP command
Explosion. Because the Fake Daitarn 3's have over 10000 HP,
they can do a decent damage on Coros when detonated. Coercion
might also help if you want to get rid of Coros' Assist
Attack and Defense.
Be aware that Coros is standing on the building that recovers
20% HP and EN. However, if you take advantage of Assist
Attack, you should be able to defeat her in turn 5 and kill
all the rest of the enemy units when counter-attacking in
turn 5 Enemy Phase.
The female Aestivalis could be helpful as Izumi has Exhaust.
2nd Select (Mars Base of Development) - The Great Omen
AP - defeat Dinjin
Beginning Player units - Elshank, Nadesico (if applicable), Mike, Lenny,
10 units
Player reinforcement - Tobikage, Black Lion (piloted by that barbarian
Damien :p ) (after turn 3 Player Phase)
Enemy reinforcement - 14 units (turn 3)
- 7 units (turn 6)
Boss - Hazard (HP 35000, 0%; Mercury Don)
- Sharme (HP 42600, 0%; Book of Ninjitsu; turn 3)
- Zerokage (HP 37000, 30%; Psycho Frame, turn 3)
- Dinjin (HP 29200, 30%; Beam Coating; turn 6)
Comment - If the 3rd Select is played before this Select, both Elshank
and Nadesico will come out. Assuming the city is at east,
Zerokage and his reinforcement will appear at south while
Sharme and hers will be at the southwest border of the city.
Tobikage will show up at the beginning of turn 3 Enemy Phase
near where the player units first appear. Sharme must be
defeated before Joe can convince Irubora. In turn 6, Dinjin
and his reinforcement will appear at west. Hazard will not
move for a long time (he sucks anyways...)
To avoid being attacked from all directions, after having
killed the beginning enemy units that approach you, it is
beneficial to first take out Sharme. Convince and defeat
Irubora, then turn back to Dinjin. The rest should be easy.
Special - Convince Irubora after Sharme has been defeated.
3rd Select (Area near Mars) - Last Day of Butcher
AP - defeat Kannatsuki (the big battleship)
Beginning Player units - Nadesico, 6 Aestivalises
Player reinforcement - Zambot 3, 6 units (turn 3)
Enemy reinforcement - 4 units (turn 3 Player Phase)
- 15 units (turn 3)
Boss - Kannatsuki (HP 53400, 30%; Aura Converter; retreat
when Dinjin is defeated)
- Dinjin (HP 27200, 0%; Magnetic Coating, turn 3 PP;
retreat when Kannatsuki is defeated)
- Butcher (HP 42600, 0%; turn 3)
- Butcher (HP 49200, 0%; Space Alloy Glen; when
Butcher is defeated)
Comment - I had made two mistakes in this stage - I had not upgraded
my weapons sufficiently and had used Exhaust too early on
Kannatsuki. It became a real pain in having Kannatsuki
defeated...
Defeating Kannatsuki now is indeed quite similar to defeating
Aina the first time in Part 1. Your weapons should be
upgraded sufficiently. If you are thinking of using
Daitarn 3, forget it. Although he has Command Attack, he is
only A in space. He'll not be able to deal enough damage on
Kannatsuki. Z Gundam should be your best choice. S in space
and its final weapon is among the best in your team. Although
it is a close-range weapon, it'll still work. If you are
still not confident, equip 2 or even 3 V-UP Unit(W) to
Z Gundam. Combattler V or Zambot 3 are good for the Assist
Attack. To deal 16000+ damage in total, both units have to
make a critical hit unless you are really going to give
Z Gundam 3 V-UP Unit(W)...
That is the solution to my first mistake but my second mistake
is even worse. It took me FOREVER to deplete Kanantsuki's
EN. It is impractical to try to defeat him when he can still
activate Distortion Field. The trick is NOT to Exhaust him
too soon. Keep his morale between 110 ~ 119 (he will fire MAP
weapon when his morale reaches 120). When his morale is above
110, he will use the weapon that takes 50 EN. In this case,
you can probably waste all his EN in 5 hits. Be aware that
Kannatsuki will always go after Nadesico. If you want to
align your units to give him the final blow, move Nadesico
right next to him so he won't move away. Also, Dinjin will
retreat when Kannatsuki is defeated and vice versa.
As if this is not enough, Butcher and his reinforcement will
appear in turn 3 Enemy Phase right behind Nadesico. Although
he won't move for a long while, it will still become a melee.
I recommend moving Nadesico towards Kannatsuki in turn 3. Let
the Aestivalises stay together to take advantage of Assist
Defense (very important) and Attack. Try to clear the
Nadesico's enemy units ASAP then concentrate on those at
north.
Last Stage
AP - kill 3 units in the first 2 turns (including enemy phase)
Beginning Player units - Zambot 3
Player reinforcement - One battleship, 13 units (turn 3)
Enemy reinforcement - 8 units (turn 3)
- 6 units (turn 4 (I forgot))
- 10 units (when Gaizock is defeated)
Boss - Gaizock (HP 57800, 0%; Ultimate Cell)
- Einst Regisseur (HP 69800, 0%; V-UP Unit(U); when
Gaizock is defeated)
Comment - The AP point is not difficult to get. Move Zambot 3 towards
the 3 enemy units and start attacking. If you are having
difficulties, Motivate Zambot 3 once so he can use Glove
Combination right away and Moon Attack sooner.
Assuming Zambot 3 is at south, the player reinforcement will
come out at the southwest corner. All of Gaizock's units,
including reinforcement, will be on the eastern side. The
Einst units that will appear when Gaizock is defeated will be
at north and the northeast corner. The are 4 walls that can
be broken down. One is at west, outside the room that has a
$50000 container. Two are at center north, so you can go to
the Einst units quickly when Gaizock is defeated. The last
one is at east, south of where Gaizock is. It is a secret
room that contains a Aura Converter container. The wall is at
west of the room.
Gaizock's MAP weapon has no morale requirement and it will
fire when two or more player units are in its range. Watch
that out but if you can lure it to move away from its EN-
recovering block, it will use up its EN very soon. Bombard
it with your powerful mechas but keep it alive with low HP.
Move the powerful units to northwest to prepare for the Einst
units. Defeat Gaizock when done.
When Gaizock is defeated, Einst Regisseur and 3 units will
appear at the northwestern room and 6 units will scatter
between that room and center north. It's game over if Einst
Regisseur is not defeated in 5 turns. It should not be hard
if you have already moved some units to that area. If you let
Nadesico stay in the second EN-recovering field at northwest,
her last MAP weapon should be able to hit 4 Einst units.
Special - The container at east is $50000.
The container inside the secret room at northeast is a Aura
Converter.
SCENE 3C
Scene - You will get New Gundam (or New Gundam HWS), Full Armour ZZ
Comment Gundam and Altaisen Reize in this route. The enemies are
quite strong but these new mechas will make up for it.
You will be able to convince Glowbine if this route is played
before 3A. If you are also getting Touho Fuhai AND you want
to give Master Asia the skill Revival, you should play the 3rd
Select before the 2nd one.
Trust me... if you are getting Touho Fuhai, give him Revival.
He will be really, REALLY tough with the skill. He has good
SP commands (Inspiration), uses up EN very fast and because
he has both the skill Potential and Perseverance, you can
safely send him to the front line to take damage. As his HP
is low (approaching 20%), his Armour will sky-rocket so you
don't have to worry that the mecha will get killed before
Revival is activated.
I still recommend playing the 1st Select first as Excellens is
a good member whether you are getting the old Weibritter or
new Line Weibritter.
1st Select (Sea near Moon, Reef Area) - Spirit of the White Knight
AP - defeat Alfimi
Beginning Player units - Ra Kairam, Altaisen Reize
Player reinforcement - 12 units (turn 3)
Enemey reinforcement - 7 units (turn 2)
Boss - Excellens (HP 52000, 0%; nil)
- Alfimi (HP 46000, 30%; Biocensor, turn 2)
Comment - This is not an easy stage, especially that most of the
powerful Super Robots are not in this team. I recommend
equipping 3 Armour-Up Items to Altaisen Reize. Ra Kairam's
Armour should also be raised a bit. The basic requirement
is to kill all enemy units besides Alfimi and Excellens, then
defeat Alfimi and at last defeat Excellens by Kyousuke.
Excellens and the 3 units at south will move towards Ra
Kairam. If you have not upgraded Weibritter's weapons before,
she will not do much damage now. Atlaisen Reize with 2500+
Armour will be very safe as well. Stand right next to Ra
Kairam and protect it with Assist Defense.
In turn 2, Alfimi will show up and your reinforcement can
come out from Ra Kairam in turn 3. If you do not have Puru
in your team, nobody will be able to Exhaust Alfimi.
Nevertheless, her morale WILL go over 110 by the time all
other enemy units have been killed. So watch out for her
MAP weapon and don't forget to first attack her with someone
to cancel out her SP Command Flash.
Also, pay attention to those Geshphenst Mk-II's at the
northwest corner. Their Armour are quite strong and they have
I-Field.
Special - Just follow the basic requirement of this stage - kill all
enemy units besides Alfimi and Excellens, then defeat Alfimi
and at last use Kyousuke to defeat Excellens. Excellens
will return with her Line Weibritter or the old Weibritter,
depending on your decision made in Scene 2.
2nd Select (Texas Colony) - Revenge of the Ghosts
AP - defeat Gil
Beginning Player units - Ra Kairam, Dangaioh, 12units
Player reinforcement - Machine Robo team (turn 5)
Enemey reinforcement - 5 units (when Burst or Flash is defeated)
- 4 units (turn 5 Player Phase)
- 5 units (turn 5 Enemy Phase)
Boss - Burst (HP 27350, 20%; High Performance Targeter)
- Flash (HP 28450, 20%; Book of Ninjitsu)
- Glowbine (HP 29700, ???; nil?)
- Gil (HP 42000, 30%; Crest of Rilis Royalty; when
Burst or Flash is defeated)
- Bagu(?) (HP 28800, 30%; Apogee Motor; turn 5 PP)
- Galdi (HP 40800, 30%; Badge of Shuffle; turn 5 EP)
Comment - Assuming that player units first appear at northwest, Gil and
his reinforcement will come out on top of the dune nearby.
The Machine Robo team will appear on the center left-hand
side.
The Aizam Za Zard's at northeast will start moving in turn 3,
the green ones at south in turn 4 and Bagu in turn 7.
I recommend to defeat Gil before turn 6. After you have
killed most of the enemy units coming from northeast, defeat
Burst and Flash to bring out Gil. Defeat him and then
focus on Galdi. It will be a mess to handle Galdi and Gil
at the same time because both of them are strong.
On the other hand, you could also leave Gil till the end and
defeat Galdi first. Burst and Flash won't cause much problem
because they're likely to go after Ra Kairam. Keep repairing
it with Maria and it should be alright. However, this will
take a long time to finish the stage.
Special - Convince Glowbine with Jet. He will join instantly and the
Skill Revival will also be awarded.
3rd Select (Neo Japan Colony) - Devils and Conspiracies
AP - kill all Bugs before turn 3 (including turn 3 Enemy Phase)
Beginning Player units - Ra Kairam, God Gundam, Shining Gundam, Nobel
Gundam, Gundam F91, Vigna Gina, 12 units
Player reinforcement - Master Gundam (turn 5, if applicable)
Enemey reinforcement - 15 units (when all Bugs are killed)
- 6 units (when Devil Gundam is killed)
Boss - Devil Gundam (HP 30000, 0%; I-Field Generator)
- Karozo (HP 51600, 0%; Spiritual Energy Device; when
all bugs are killed)
- Zabine (HP 32440, 0%; Apogee Motor; when all bugs
are killed; retreat when Karozo is defeated)
Comment - Not a very difficult stage. If you want the AP point, move
several units towards the Bugs at the corner right from the
beginning. 6 Einst units will appear at the center when
Devil Gundam is killed and the Death Army units will retreat.
None of the bosses will run but Zabine will retreat if Karozo
is defeated before him. Touho Fuhai will appear as
reinforcement if previous requirements are met.
Last Stage (Skull Moon Base) - Just for the Sake of the Earth
AP - kill 9 enemy units before turn 3
Beginning Player units - Grendizer, Ra Kairam, 13 units
Player reinforcement - Machine Robo team (turn 5)
Enemey reinforcement - 17 units (turn 4)
Boss - Kirika (HP 24875, ???; ???)
- King Bega (HP 58700, 0%; Space Alloy Glen, turn 5)
- Jigura (HP 32125, 0%; $15000, turn 5)
- Gandal (HP 32400, 0%; Super Alloy Z, turn 5)
- Goman (HP 39750, 0%; Needleless Ampule, turn 5)
- Zuriru (HP 36750, 0%; Mega Booster, turn 5)
Comment - This stage is easier than it seems. The requirement for the
AP point is not that hard because many of the beginning
units (the "UFOs") are weak. Furthermore, it is beneficial
to kill most of the enemy units ASAP to increase your own
morale without increasing those of the enemy.
Most of the Boss units will be at the center. Be aware that
some of them are hovering over the area that recovers lots of
HP and EN. Try to kill them in one turn or save them till
the end. Also, take advantage of the concave area surrounding
the center. It gives good Defense and Dodging bonus.
I recommend not to use Maria to convince Kirika too soon
because it is dangerous to send her to the front line. Other
than that, have fun in this stage as no bosses will run.
Special - Convince Kirika with Maria. She is not usable as a pilot. The
skill Heart and Mind as One will be awarded.
Scene 4
Scene - I recommend playing the 4th Select last because the Machine
Comment Robo team will leave during the stage and will not return
until the Last Stage of this scene.
Before going into the 4th Select, it is recommended to first
upgrade every stat of Combattler V but leave the last 4 blocks
of each stat blank. When the stage begins, a 4-block bonus is
added to each stat of Combattler V. 4 blocks will be added,
no matter it is the first 4 blocks or the last 4. It is a
very cost-effective way to fully upgrade him.
1st Stage (Inside Devil Colony), #90 - The Eternity Inside You
AP - defeat Rain
Beginning Player units - Domon, one battleship, 12 units
Player reinforcement - Shining Gundam (after Domon has convinced Devil
Gundam)
Enemey reinforcement - 12 units (turn 3)
Boss - Grand Master Gundam (HP 42000, 0%; High Performance
Radar)
- Devil Gundam (HP 53000, ???; Ultimate Cell; when
Grand Master Gundam is defeated)
- Flash (HP 31400, 30%; Biocensor, turn 3)
- Burst (HP 30200, 30%; Apogee Motor, turn 3)
Comment - This stage can be completed in 5 turns. It is not hard at
all given that now you can use the best of the best mechas ^_^
Assuming the player units first appear at south, Flash and 5
units will come out at west and Burst and 5 units at east.
When Grand Master Gundam is defeated, Devil Gundam will come
out right behind it.
Both "Wait-&-Counter" (haven't used it for a long time) and
Inspiration strategy will be beneficial. Counting from the
bottom, Flash will hover over the 2nd "tree" at west and Burst
also over the 2nd "tree" at east. Be aware that only flying
units can stay on those "trees". Because Flash and Burst will
be the first units to attack, feel free to cast Hot Blood on
the units that are going to counter-attack them.
I recommend separating the team into 3 groups. Send 1 to the
north for Grand Master Gundam, 1 to east and 1 to west. It'll
be even easier if Domon convinces Devil Gundam. You cannot
get the AP point but you'll still get the Item and acquire the
most powerful combination attack - Sekiha Love Love Tenkyouken
However, be warned that Shining Gundam is sort of useless (
with Rain in it at least...) With so many other powerful
Super Robots around, you should consider whether to spend
money to upgrade Shining Gundam or the others. If you like
Gundam G, good. Otherwise, Devil Gundam yields $50000 with
Lucky.
Special - Convince Devil Gundam with Domon to acquire the combination
attack Sekiha Love Love Tenkyouken.
2nd Select (Fifth Luna) - The Cosmo Guidepost
AP - defeat Mashma before enemy reinforcement's arrival (turn 6 Enemy
Phase)
Beginning Player units - Judo, Rou, Elle
Player reinforcement - One battleship, Kou, 11 units (turn 2)
Enemey reinforcement - 6 units (turn 2)
- 20 units (turn 6)
Boss - Mashma (HP 36000, 0%; Zaku III Kai)
- Godan (HP 33000, 0%; Mercury Don)
- Iria (HP 26750, 0%; Space Abacus)
- Gato (HP 42130, 0%; nil, turn 2)
- Shima (HP 25625, 0%; Needleless Ampule; turn 2)
- Haman (HP 52000, 0%; Quebeley; turn 6)
- Gremi (HP 44000, 0%; Queen Mantha; turn 6)
- Rakan (HP 36720, 0%; Book of Ninjitsu; turn 6)
Comment - The beginning units are almost useless. Judo will come out
with Double ZZ but Rou and Elle will be in Gundam MK-II and
Gabela Tetra respectively... You don't need to hurry even if
you want the AP point. The player reinforcement should have
enough time to go and defeat Mashma.
When the player reinforcement arrives in turn 2, the basic
game requirement has changed and you must clear the stage in
the next 10 turns. However, it's not difficult. Send several
strong units (3 to 4 should be enough) to where Judo
originally is as Gremi and his reinforcement will appear in
that area. Haman will come out right next to Gato.
Be aware that Gemaruku (the orange units) can fire MAP weapon.
Also, if you don't send some player units to fight Gremi's and
Haman's units, they are going to fight against each other.
You won't get any money if the unit is killed by another enemy
unit.
If you are going to convince Gato, make sure to send out
Quattro.
Special - Convince Gato with Quattro. Defeat Haman and Gremi then
convince Gato again with Kou.
3rd Select (Stone Circle 3) - The Meaning of Once (as in "once" upon the time)
AP - defeat Alfimi (the second time)
Beginning Player units - Kyousuke, Excellens, 12 units
Enemey reinforcement - 9 units (turn 3)
Boss - Alfimi (HP 51000, 0%; nil; turn 3)
- Alfimi (HP 51000, 30%; Halo; next Enemy Phase after
Alfimi has been defeated the first time)
Comment - Not a difficult stage. Alfimi will come out at the
resupplying spot at the opposite side of where the player
units originally are. When she is defeated, in the next enemy
phase, she will re-appear at the resupplying spot near where
the player team originally is. It is not a bad idea to occupy
both spots ASAP. You can leave only several units at the
nearby resupplying spot to defeat Alfimi the second time and
rush the other units to the other spot.
The enemy reinforcement will be pretty close to the existing
units. Assuming the player units first come out at northeast,
the farthest ones are those at south. Alfimi has the same
stats in both times.
4th Select (Green Oasis Area) - Settle, and a New Enigma
AP - kill all enemy units in the first 6 turns
Beginning Player units - Machine Robo team, Combattler V, one battleship,
8 units
Enemey reinforcement - 12 units (when the Queen is defeated)
Boss - Queen Janera (HP 61250, 0%; Large-scale Cartridge)
- Walky Medis (HP 40000, 0%; $15000)
- Dangel (HP 33400, 0%; Beam Coating)
- Galdi (HP 47000, 30%; High Performance Targeter;
when the Queen is defeated)
- Devil Satan (HP 36600, 30%; Super Alloy Z; when the
Queen is defeated)
Comment - Again, not a difficult stage but you need to hurry if you are
going after the AP point. Be warned that the Queen hits HARD.
Dangel is also quite powerful but Walky Medis sucks big time.
Also, the Queen and Dangel are standing on HP-recovering spot.
Assuming the player first appears at northwest, Galdi will
come out at north and Devil Satan at southwest. When Galdi
retreats or is defeated, the Machine Robo team will chase
after him and thus leave temporarily. They will be back in
the last Stage of this scene.
Special - Combattler V will receive a free 4-block upgrade on all its
stats when the stage begins.
Last Stage (The Gandora Base), #94 - Machine Robo, Flame
AP - kill 3 enemy units in the first 2 turns
Beginning Player units - Machine Robo team (except Rom)
Player reinforcement - One battleship, 10 units (turn 3)
- Rom (when Galdi's HP is below 90%)
Enemey reinforcement - 13 units (Enemy Phase after existing units are less
than 8)
- 1 unit (when Galdi's HP is below 90%)
Boss - Devil Satan (HP 42300, 0%; Mercury Don)
- Deondora (HP 47400, 0%; $15000)
- Galdi (HP 54200, 0%; Large-scale Generator; Enemy
Phase after existing units are less than 8)
- Gadess (HP 61600, 0%; Solar Sail; when Galdi's HP is
below 90%)
Comment - If you have not upgraded your Machine Robo team, it will be
more challenging to get the AP point but it is manageable.
Kina the Bull and Glowbine will be a big help. Glowbine and
Drill should use Motivate. Encourage Jet and Glowbine so they
both will be able to use their most powerful weapon. Focus on
the units on the right-hand side.
I recommend using Jet for the first wave of attack.
Accelerate, Assault, Hot Blood, and maybe Concentrate (if you
don't want to bet on luck) and Jet will be able to attack
the unit at the farthest east (assuming the Machine Robo team
first comes out at northwest.) It is beneficial to attack
that unit because Jet can counter-attack the other two during
enemy phase.
Align Kina, Jim and Glowbine so that they can snipe the enemy
units from a distance in turn 2. Because the enemy units are
going to surround Jet in turn 1 Enemy Phase, his position is
a good indicator to make your formation. Transform Jim into
a car and he can use a 6-block weapon. It is not powerful but
Glowbine's Assist Attack is. Drill can also do some decent
damage with Hot Blood. Try to kill the 3 units by turn 2
Player Phase. I've tried to let one of them survive but
instead of attacking me in turn 2 Enemy Phase, they move away.
The enemy reinforcement will scatter around. Galdi and 3
units will appear at northeast, 3 near Devil Satan, 3 at west
(south to where the player units first appears) and 3 at
southwest. Gadess will also come out at southwest. Rom, who
will have 150 morale and turned into Vaikungfu, will be at
east.
To kill or convince Galdi should be based on whether you find
the Skill Heart and Mind as One useful. I've convinced him
and given the skill to Aina. With 160+ SP, the skill and a
Crest of Rilis Royalty, she can recover 32+ SP (meaning a free
Devotion every turn) when her SP is low. However, if you
don't find the skill useful, it's also good to defeat Galdi
for the money, exp and Item.
The secret room at east is tricky. The breakable wall is at
the side facing the open space. You could first break the
wall at the east to that room, go out from there, then break
the wall of the secret room.
Special - Convince Galdi with Rom then Reina. He is not usable as a
pilot. The skill Heart and Mind as One will be awarded.
The container at north is Space Alloy Glen.
The container inside the secret room at east is New super
Alloy Z
SCENE 5
Scene - There's nothing special about this scene except it's the last.
Comment It is now time to start leveling pilots for their 6th SP
command (such as Miracle and Spirit). All the stages must
be played in order.
1st Stage (The Mars Meganoid Base), #95 - Mars Attack
AP - defeat Coros in the first 6 turns
Beginning Player units - Nadesico, Elshank, Daitarn 3, 13 units
Enemey reinforcement - 15 units (turn 3)
- 4 units (when Coros is defeated)
- 1 unit (second Enemy Phase after Coros is defeated)
Boss - Mileen (HP 40000, 0%; Mercury Don)
- Coros (HP 57500, 0%; High Performance Radar; turn 3)
- Irubora (HP 51000, 0%; Aura Converter; when Coros is
defeated)
- Don (HP 59000, 0%; Large-scale Cartridge; second
Enemy Phase after Coros is defeated)
Comment - If you want to get Tsukumo Shiratori, this stage must be
completed in 10 turns. Assuming the player units first come
out at southeast, Coros and her reinforcement will appear at
east (east to Mileen.) When she is defeated, Irubora and his
reinforcement will come out at the area northwest to the
center tower. At the beginning of the 2nd Enemy Phase after
Coros is defeated, Don will come out at the center tower.
Because the tower area recovers HP and EN, it is beneficial to
first occupy all 6 spots and bump Don away. However, if you
want to lure Irubora to come closer, you could leave the
northwest spot empty because it is within Irubora's attack
range. Attack him then move away or snipe him from a
distance. It is easier and safer for Romina to convince him
if he comes closer first.
Special - Complete this stage within 10 turns and Tsukumo Shiratori
will join after Stage 96.
If the Snow Mountain event has been triggered, destroy Gundam
GP02 with Shiro to get it after the stage.
If previous requirements have been satisfied, convince Irubora
with Romina (Elshank) then destroy him with Joe. He will join
with Zerokage after the stage.
2nd Stage (The Mars Relic), #96 - ???
AP - Akito reaches the inner part of the relic within 4 turns
Beginning Player units - Akito, Nadesico, Elshank, 12 units
Enemey reinforcement - 24 units (when Akito arrives at the relic)
Boss - Akatsuki (same stats as the player's one)
- Saburouta (HP 30000, 0%; Space Abacus; when Akito
arrives at the relic)
- Genichiro (HP 27500, 0%; Super Alloy New Z, when
Akito arrives at the relic)
- Akiyama (HP 32000, 0%; Biocensor; when Akito arrives
at the relic)
- Kusakabe (HP 50000, 0%; Distortion Block; when
Akito arrives at the relic)
Comment - The basic requirement is NOT to defeat Akatsuki. When Akito
reaches the inner part of the relic which is almost completely
black, the enemy reinforcement will show up and scatter around
the open area. Akatsuki will once again return to the Lond
Bell team and all the AI Aestivalises will retreat.
3rd Stage (Inside the Banker Flagship), #97 - By the Honest Heart
AP - kill 3 units before turn 3 (including turn 2 Enemy Phase)
Beginning Player units - Dangaoih, One battleship, 13 units
Enemey reinforcement - 7 units (Enemy Phase after existing units are less
than 10)
Boss - Garimos (HP 60000, 0%; Crest of Rilis Royalty)
- Flash (HP 36875, 0%; High Performance Targeter)
- Burst (HP 35625, 0%; Shuffle Crest)
- Gil (HP 54000, 0%; Wolf Crest; Enemy Phase after
existing units are less than 10)
Comment - The basic requirement is to end the stage in 13 turns.
Originally, there is no specific requirement. When the player
reinforcement arrives, the requirement is changed to
completing the stage within the next 10 turns.
Assuming Dangaioh first arrives at southwest, Gil will show
up at north hovering over a HP-recovering spot.
Fortunately, there is a secret corridor at the center of the
map. I recommend sending 3 to 4 units with high Movement to
handle Flash's area at southeast. Once done, they will still
be able to re-group with other teammates for more killings.
The main force should go through the corridor. Out of the 4
HP-recovering spots, Gil will come out at the southwest one. A
player unit should stay in there to bump him away. The
breakable wall of the secret room is at north of where Garimos
orginally is.
Special - There is a secret corridor at the center of the map.
The container at northwest is $50000
The container inside the secret room at east is a V-UP Unit(U)
4th Stage (The Red Cosmo), #98 - Requiem to People who have been Lost
AP - Defeat Alfimi
Beginning Player units - Dancougar, Kyousuke, Excellens, 14 units
Enemey reinforcement - 5 units (when Shapiro is defeated)
- 10 units (when Einst Regisseur is defeated)
Boss - Shapiro (HP 50800, 0%; Psycho Frame)
- Einst Regisseur (HP 69800, 0%; V-UP Unit(W); when
Shapiro is defeated)
- Muge (HP 62000, 0%; Halo; when Einst Regisseur is
defeated)
- Alfimi (HP 54000, 30%; Spiritual Energy Device;
when Einst Regisseur is defeated)
Comment - Assuming the player units first appear at southeast, the Einst
reinforcement will come out at northeast. Alfimi will come
out at southwest, Muge and 4 units at the center and there
will be 1 unit at north, east, south and west.
To make the stage easier, you could leave alone the boss units
until other enemy units are cleared so that you could deal
with each group of enemy units one by one.
For those who don't want to re-play a stage to gain extra
experience, Muge in this stage is a good target to level up
pilots for their last SP command. With HP recovery but no EN
recovery, he will run out of EN quite quickly and recover
large amount of HP so you can keep hitting him without getting
hit. Since he is level 64, there should not be any problem
for player units in this stage to become level 62 at least.
Last Stage (Einst Space), Last Stage - Then, to Galaxy of the Decisive Battle
AP - nil
Beginning Player units - Kyousuke, Excellens, 13 units
Player reinforcement - Alfimi (when Alfimi is first defeated)
Enemey reinforcement - 9 units (when Alfimi is defeated)
Boss - Alfimi (HP 48000, 0%; nil)
- Einst Regisseur (HP 74600, 0%; V-UP Unit(U))
- Einst Regisseur (HP 74600, 0%; Distortion Block)
- Neu Regisseur (HP 99000, 0%; nil)
Comment - Finally... considering this is the last stage, it is not that
hard. Don't be scared by all the boss-class units. They are
not as strong as when they are piloted by real bosses. Be
aware that all enemy units will start moving in turn 5.
The two Einst Regisseur could be dangerous because they are
close together. I recommend sending a high agility unit to
lure one of them. After it has attacked or is attacked, it
will start moving in the next Enemy Phase. Try to kill all
nearby enemy units before the first Einst Regisseur
approaches. After that, it should not be hard to kill the
Einst Regisseur one by one.
To make the stage even more easier, you could keep Alfimi
alive until you have killed all the other enemy units. When
Alfimi is defeated, the final boss - Neu Regisseur, will come
out with several units. Alfimi will join with full HP but her
EN will not be restored......
Defeating Neu Regisseur will end the stage instantly. If you
are going after the secret stage or to re-start the game once
again, I recommend killing all the enemy units for the money.
Exhaust Neu Regisseur to 50 morale and it should not be hard
to defeat it in 1 turn. Even easier if your team has Miracle
and Spirit. However, watch out for its MAP weapon. It has
only 2 shots but a radius of 6 blocks.
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VI. Guides to secret Mechas and Characters
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VII. Credits
Zhou Tai An (Kain) - SRWI FAQ on GameFAQs
Game Station - Guide on SRWI
Integrators - for pointing out the errors in Ver 1.0, thanks!
Durendal - G-Generation F FAQ on GameFAQs for names of some Gundam mechas
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