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