_ _ _ _ /_` _ _ _ /_/_ /_ _ _/_ | | |_ _ _ / `_ _ _ _ _ _ _/_ _/ ._//_//_//_'/ / \/_//_//_// |/|//_|/_\ /_,/_// / //_//_|/_ / ._/ / / Super Robot Wars Compact 3 Walkthrough Version 1.0 Copyright Juan Herrera 2011 intp00 (at) gmail (dot) com You are free to use this guide in any way in which you please as long as it remains intact and you don't remove my name from it. ===============================Table of Contents============================== I. Introduction II. The Basics III. Walkthrough IV. Credits =================================Introduction================================= Ah, Compact 3, a game that stands out from other SRWs for its unique cast. There is a reason not much else is famous about it: The gameplay is pretty bland, the plot is barebones, and there is literally no replay value. I mean it, there is no New Game+ at all. There is a serious lack of polish in this title, from Escaflowne having a Seishin that does absolutely nothing to a NPC Betterman Lamia exceeding its own limit stat. But that is not going to stop the completionist/curious SRW fan from giving it a go, so might as well try to enjoy it. This is a simple walkthrough for SRWC3, it is an eight year old game that has not aged well, released for an obscure console in what is already a niche fanbase over this side of the globe. Lets face it, if you're reading this guide then you already are familiar to SRW titles, so I won't bother with the basics, nor will I give detailed explanations of the game system. SRW titles for the portable consoles are not difficult to play by any stretch and this is no exception, the game saw the release of a story translation a few years ago and the Akurasu SRW Wiki holds plenty of information to help the fanboy understand what the hell these abilities do. What this document IS is a scenario guide so that unsuspecting players don't get stumped on its unique mission objectives and don't miss out on secrets. There aren't even that many of those, probably explaining why nobody wrote such a guide. Until now. I recommend the srw wiki (http://akurasu.net/wiki/Super_Robot_Wars/Compact_3) for all your menu translation needs, and nitake92's storyguide if you want to check out what this crossover fanfic is all about. ==================================The Basics================================== This game alternates between linear stage progression and the system that is traditional to the Compact series where you select which stage you want to go next. For the sake of simplicity, I will number selectable stages in the order they appear listed as, though you don't have to follow this order. I will be detailing each stage in the following fashion: Overview: This details which Units you have available to you, how many waves of enemies you will have to face and from where, important given the game rewards low turn counts with bonus PP, in addition to any special objectives you should keep in mind if you want to avoid a game over screen. Remarkable Enemies: How many Bosses or special enemies you have to take into consideration for the spending of your SP, either because you want to nuke them with a Hot Blooded attack ASAP or because they give good Cash and XP. Upgrades: How your roster is permanently boosted by any new Units, Pilots or Upgrades to said Units or Pilots, if any. To distinguish between the two in case you are not overly familiar with their source material, the Pilots will be in parentheses after the name of the Mecha they come with, if any. Tips: This section contains useful tidbits of information, such as recommended bosses to use Luck/Bless on, secrets you can unlock during the stage, and of course general gameplay advice to maximize the effectiveness of your turns. This game does not have many route splits or secrets, in fact it only has two: Before Stage 2 you may choose to head to the Photon Power Labs or to the Science Fortress. This choice will affect Stages 2, 3, 10 and 11. If you head to the Photon Power Labs you will obtain Shin Getter Robo and Tekkouki later in the game, where as if you go to the Science Fortress you will obtain Getter Robo G right now but no Shin Getter or Tekkouki, and instead you may choose to recruit Kochouki. After Stage 4 you may choose to head to follow Van or Niil, this choice will affect Stages 4, 5, 6 and 7. Following Niil will earn you the Night Camouflage Billbine and following Van the regular Billbine. As far as I know they have no difference in stats, so you don't lose out on anything. In addition to these route dependent secrets you may recruit Naria and Eriya during Stage 21. ==================================Walkthrough================================ +--------+ Stage 01 +--------+ Overview: Really simple, just the Argama crew and Folka (arriving on turn 3) vs two waves of Shura each with a single boss, the enemy reinforcements will spawn northeast of Folka's starting point. Remarkable Enemies: Alion, Fernando. Upgrades: Ialdabaoth (Folka), Argama (Bright), Z Gundam (Kamille), ZZ Gundam (Judau), Hyaku Shiki (Quattro), Super Gundam (Emma), Methuss (Fa), (Roux), (Liina). Tips: Just make sure to cast Focus before engaging either of the bosses and you'll be good. If Folka is running out of HP, remember that Fa has Trust. +--------------------------------+ Stage 02 (Photon Power Lab Route) +--------------------------------+ Overview: It is the Mazinger Z trio set up against a bunch of Mechanical Beasts, with the Argama coming to the rescue on turn 4 from the north. Remarkable Enemies: Ghoul. Upgrades: Mazinger Z (Kouji), Aphrodai A (Sayaka), Boss Borot (Boss) Tips: Kouji can more than handle the enemies that come at him, so just send the reinforcements to the west or east to mop up. +--------------------------------+ Stage 02 (Science Fortress Route) +--------------------------------+ Overview: Tetsuya and Jun are on their own for 3 turns, with the enemy sending a few more mooks when you're reinforced by the Argama Remarkable Enemies: Demonica. Upgrades: Great Mazinger (Tetsuya), Diana A (Jun) Tips: The Demonica is worth 24000 if you're lucky enough to get it with doubled funds. Ha Ha! See what I did there? +--------------------------------+ Stage 03 (Photon Power Lab Route) +--------------------------------+ Overview: Combattler will fight alone for all of 2 turns until the Argama shows up from the east. After felling Oreanna, Garuda and six Magma Beasts will sandwich your dudes. Remarkable Enemies: Oreanna, Garuda. Upgrades: Combattler (Hyoma, Juuzo, Daisaku, Chizuru, Kosuke) Tips: Cast Iron Wall if you're going to have Combattler tank the grunts instead of raising its morale with Yell. Oreanna is worth more money than our tragic general Garuda (24000 to 18000 with Bless) +--------------------------------+ Stage 03 (Science Fortress Route) +--------------------------------+ Overview: The Getter Team will be reinforced from the west after the enemy summons a few extra mooks northeast. Remarkable Enemies: Mecha Kochouki (Kochouki). Upgrades: Getter Robo G (Ryouma, Hayato, Benkei), Mecha Kochouki (Kochouki). Tips: You can recruit Kochou Oni by reducing her HP below 30% and having Ryouma use Convince on her. She is the only reason worth going into this route so don't skip out on her. +--------+ Stage 04 +--------+ Overview: On turn 2 enemy phase Jerid will show up with enemy reinforcements southwest, complemented by Yazan and his own batch from the east. Van and the Earth Dragon will have their duel at the northeast the next player phase. Remarkable Enemies: Jerid, Yazan, Earth Dragon. Upgrades: None. Tips: The Titans can blow up some of your Units if you're not careful, so make sure you split your forces evenly and send one repair unit for each team. Van may need one or more Trusts, so try to save your SP for him, defeating the Dragon will end the stage, so make sure you use Bless (and Great Effort) before Van butchers it, also do try nab Yazan's Minovsky Craft before ending the stage. The Dragon's Blessed 8000 behind will have to do, as there are no better targets around. +--------------------------+ Stage 05 (Follow Van Route) +--------------------------+ Overview: The first set of Units will retreat on turn 3, and you don't get your own Units until turn 4. Remarkable Enemies: Absolutely none. Upgrades: Escaflowne (Van) Tips: The goblin tribe bosses have a cartridge and a biosensor but I don't think it is possible to kill them before they leave. The NPCs will be content to focus on each other so you'll have to rush downwards if you want to end this stage before turn 7, note that the Stealth Manteau ability give the Alseides a Bunshin/Afterimage effect at a whooping 50% rate. +----------------------------+ Stage 05 (Follow Niil Route) +----------------------------+ Overview: On round 3 Acrobunch and the enemies will retreat from the battlefield so make full use of them in that period of time. Your Units will be the Argama, the non-Shou Dunbine folks and 9 other Units of your choice. Remarkable Enemies: Tokamak, Shou, Todd, Galaria. Upgrades: Dana O' Shee (Marvel), Fuou (Keen), Zelana (Niil) Tips: Nothing's worth more than 3000 in this stage, but there are plenty of juicy targets for your leveling needs. None of them are particularly difficult and you should be able to kill them easily with proper SP use. +---------------------------+ Stage 06 (Follow Van Route) +---------------------------+ Overview: During turn 2 EP reinforcements will come from your starting position, where Allen was, and around the middle point between you and the initial set of enemies. Dilandau will be leading these reinforcements from the southwest. Remarkable Enemies: Dilandau. Upgrades: Sherezzade (Allen) Tips: You're going to have to spread your pilots with Lock On if you don't enjoy missing a lot and taking ages just to kill one or two mooks... at least they don't have barriers. +----------------------------+ Stage 06 (Follow Niil Route) +----------------------------+ Overview: You start with the Argama + 12 Units + Shou in the Dunbine. A set of Doros and a Doramuro will serve as enemy reinforcements, this is a simple one without any real surprises. Remarkable Enemies: Todd, Burn, Galaria. Upgrades: Dunbine (Shou) Tips: Like before, the damn Dunbine enemies aren't worth crap. Shou can wipe most of the map on his own with proper SP usage and if you feel like it with some support from Keen in the Fuou the extra ammo will let him clean house. +---------------------------+ Stage 07 (Follow Van Route) +---------------------------+ Overview: On turn 4 EP Yazan will ambush you from the south, with Jerid from the west. Remarkable Enemies: Dilandau, Jerid, Yazan. Upgrades: None. Tips: Don't feel in a rush to catch the Sub, although Jerid shows up just in time to shield the Zaibach Sub turning southwards, it will go east after that and you have to destroy all enemies anyway so take it easy and slow making your way southwest. Jerid has a V-UP (W), so be careful about his attacks +----------------------------+ Stage 07 (Follow Niil Route) +----------------------------+ Overview: You get the usual + 12 Units of your choice. Jerid and Yazan will try to sandwich you again during turn 2 enemy phase. Remarkable Enemies: Todd, Burn, Galaria, Jerid, Yazan. Upgrades: None. Tips: You better get used to the Doramuros becoming more common. This stage has a bunch of bosses but they're all manageable, just don't let them get their morale too high. Jerid has a V-UP (U), making him less of a threat but more of an annoyance than his alternate route version. +---------------------------+ Stage 08 (Follow Van Route) +---------------------------+ Overview: Dilandau and his flying Alseides squad will arrive from the south during the second enemy turn. Remarkable Enemies: Todd, Burn, Dilandau. Upgrades: Dunbine (Shou), Dana O' Shee (Marvel), Fuou (Keen), Zelana (Niil) Tips: Todd and Burn shouldn't cause trouble as long as you don't let them get too much morale, and the fact that they will focus on Shou should make that easier. This is your first battle against a moderate amount of Aura Battlers though, and they only get stronger from here, so get used to their Barriers. +----------------------------+ Stage 08 (Follow Niil Route) +----------------------------+ Overview: You have the Argama + 12 Units, plus Van and Allen who pop up from the south during your third turn. Dilandau and his goons will come to harass you from the other side during that same enemy phase. Remarkable Enemies: Todd, Burn. Upgrades: Escaflowne (Van), Sherezzade (Allen) Tips: Simpler and easier than the previous stages, you should be able to clear it in 5 turns. Note Dilandau is the only target barely worth using Bless on. +--------+ Stage 09 +--------+ Overview: The Argama and the cursory 12 Units will reinforce you in turn 2, followed by the Titans and Alko south of your starting position. But that is not all! Magnus and a final wave of Shuras will attack from the north next up. Remarkable Enemies: Burn, Galaria, Jerid, Yazan, Alko, Magnus. Upgrades: None. Tips: Jerid has a darn annoying Beam Coating active, and Magnus has the largest amount of HP for a boss yet. He also yields over 20k so make sure you cast Bless/Luck. The large amount of enemies means you'll reach high morale without using SP, so play conservative until it is time to start pummeling the various bosses. They all have good hit rates and can pack quite a punch, make sure you have your repairmen on standby, and keep them close to the tougher Units that can support defend. The stage will end the moment Galaria is shot down, so plan accordingly. +--------+ Stage 10 +--------+ Overview: Mechander Robo will be on his own until the Argama + 12 Units come to the rescue on turn 2 from the northwest. This predictably leads to two batches of foes showing up during the enemy phase trying to sandwich your dudes as usual, led by Fernando and Alion. Mechander's godawful Omega Missile will show up during enemy phase 5 from the southwest so be careful about that. Remarkable Enemies: Fernando, Alion, Omega Missile. Upgrades: Mechander MAX (Jimmy, Ryuusuke, Kojiro). Tips: You'll get a game over if Mechander Robo buys the farm at any point during the stage, not only that but the drat Omega Missile has a post movement MAPW with a range of 1-6 around itself that hits for about 4k damage and NEVER misses, make sure you bait it with a tanky unit such as the Zelana or a Mazinger so it won't blow up in the middle of your reals. Keep Gundams away from it as it has a preference for them, too. I think additional missiles will show up if you take too long in this as well as other stages with them(5 more turns?) so don't get too comfortable. All in all, the damn thing sucks to deal with. +--------------------------------+ Stage 11 (Photon Power Lab Route) +--------------------------------+ Overview: You have Tetsuya and Jun for 2 turns, after which you acquire the Argama and 12 Units as usual. Medusa will lead a pack of reinforcements from the east during the very next EP. An Omega missile will show up from the southwest in turn 5 EP. Remarkable Enemies: Demonica, Medusa, Omega Missile. Upgrades: Great Mazinger (Tetsuya), Diana A (Jun) Tips: Don't rush your reinforcements to the aid of Tetsuya and Jun, instead get them the hell out of there before the Omega Missile ruins your wallet by killing your Units AND stealing your own kills. That Demonica is squishier than you would think! +--------------------------------+ Stage 11 (Science Fortress Route) +--------------------------------+ Overview: It starts basically like Stage 02 of the other route, but with the initial enemies coming from the west and your reinforcements appearing on Turn 4. During Turn 5 EP Medusa and assorted goons will attack from the southeast, while the Omega missile will launch from the southwestern corner. Remarkable Enemies: Ghoul, Medusa, Omega Missile. Upgrades: Mazinger Z (Kouji), Aphrodai A (Sayaka), Boss Borot (Boss) Tips: The Omega Missile starts in prime position to wreck your Units and the initial enemies so don't throw your dudes in the direction of the Ghoul as soon as they appear. Lure the enemies upwards and send some bait for the Missile westwards. If you want to, you can use the OM to soften them up. +--------------------------------+ Stage 12 (Photon Power Lab Route) +--------------------------------+ Overview: Tekkouki and Shin Getter have to hold out for 2 turns (with enemy reinforcements coming in from the north on turn 2) after which you get to deploy from the northwest. Not too bad, right? Think again, Yazan and Rakan will show up from the south in the next enemy phase. Add an Omega missile from the west right where your troops will be if you're using Accel and you've got the makings of a lovely stage. Remarkable Enemies: Yazan, Rakan, Omega Missile. Upgrades: Shin Getter Robo (Ryouma, Hayato, Benkei), Mecha Tekkouki (Tekkouki). Tips: You're going to want to have both Tekkouki and Getter to move upwards unless you want them to be gangbanged somewhat fierce, but keeping in mind that accursed Omega Missile. Rakan's Large Magazine won't do him much good in his Dreissen, but it will be great for YOU. The Doven Wolf Units are worth 5000k with bless if you want to make some cash. +--------------------------------+ Stage 12 (Science Fortress Route) +--------------------------------+ Overview: This time Combattler is playing defense to Oreanna's siege from the northwest for 2 turns with the Argama and 12 other Units coming from the southeast. Yazan and Rakan will ambush from right below the starting point of your Units in turn 4 EP, followed by the Omega Missile in EP 5 southwest. Once you take down Oreanna, Garuda pops from the north for a final battle. Remarkable Enemies: Oreanna, Garuda, Omega Missile. Upgrades: Combattler (Hyoma, Juuzo, Daisaku, Chizuru, Kosuke) Tips: The super electromagnetic labs are within range of the omega missile the moment it spawns, but you can use that to your advantage by parking Combattler there and luring the initial enemies to it. Oreanna and Garuda both give a good chunk of money (Oreanna moreso) though it is worth of note that Garuda is packing an I-Field, so be careful with relying on MSes against him. +--------+ Stage 13 +--------+ Overview: The seven Endless Waltz Units must hold the fort until turn 3. Shura and more Barton soldiers will pop up when your dudes do, you get to deploy the Argama and 8 Units. Plus an Omega Missile from the west in two more turns. Remarkable Enemies: Omega Missile. Upgrades: Wing Zero Custom (Heero), Deathscythe Hell Custom (Duo), Heavyarms Custom (Trowa), Sandrock Custom (Quatre), Altron Custom (Wufei), Tallgeese III (Zechs), Taurus SK (Noin). Tips: Pretty unremarkable, the number of grunts isn't even that high. Just send a tank eastwards so that you'll be able to intercept the Omega Missile. +--------+ Stage 14 +--------+ Overview: Betterman Forte will appear as an uncontrollable ally to try and killsteal Chika, once Chika goes boom more UMA will appear in two squads northwards, with your forces (Argama + 8 Units) to the southeast. Galaria will arrive from the northwest the turn after, and the mandatory Omega Missile will show up the turn after from the usual direction. Remarkable Enemies: Chiika, Galaria, Omega Missile. Upgrades: None. Tips: Getting the kill on Chiika is not difficult. It is getting the kill on your turn with Luck that will require a certain degree of guile. Do not even think of sending the Kakuseijin to the defensive terrain due south, it is JUST in range of that stupid Omega Missile's starting point. +--------+ Stage 15 +--------+ Overview: Argama + 8 Units will have to hurry up to save the Rairan and the Kakuseijin from a horrible demise. During turn 2 EP Behemoth will arrive from the southwest, followed by Betterman Forte in PP 3. Amuro and Chen will come to your (late!) aid on turn 4 PP from the east. The moment Behemoth bites the dust, Yazan, Galaria and Rakan will attack from the northern pathways AND from where the Behemoth was. As if that wasn't enough, guess who'll show up AGAIN during turn 5 EP and from which direction? If you guessed Omega Missile from the west... you're wrong; It comes from the south. Remarkable Enemies: Behemoth, Yazan, Rakan, Galaria, Omega Missile. Upgrades: Nu Gundam (Amuro), ReGZ (Chen) Tips: The early UMA are annoying to land a hit on, but you should save your SP for the reinforcements. Split your party into three and send your best damage dealers southwest as they'll have to outdamage Betterman Forte (unless you want it to kill Behemoth for you) and THEN deal with Rakan and his 10k+ HP Doven Wolf squad. The Omega Missile will go after whomever is closest, happily running into a wall if the closest unit is behind one. So go ahead and take the chance to shoot the bastard down for once, or just let it blow up safely against an unit of your choice if you're the lazy type. +--------+ Stage 16 +--------+ Overview: Shion and the Sirbine aren't in any kind of danger, you get the Argama + 12 Units from the west in your second turn. Send the Black Knight back home and you'll have to deal with Alion and Meigis next. Remarkable Enemies: La Burn, Bilana, Garl, Alion, Meigis. Upgrades: Sirbine (Shion, Silky Mau) Tips: Most of the initial grunts will be lucky to survive more than one hit from your team, but their hit and dodge rates can make it tedious. It is worthy of note that the Sirbine has only range 1 attacks, but so does the Black Knight. Alion has an I-Field to compensate for his low HP, and Meigis has powerful attacks with decent range so be careful around her. Make sure to use either of Luck or Bless on the Zwarth and Peirines as they're worth a ton of cash each. +--------+ Stage 17 +--------+ Overview: You get the Sirbine plus the Argama and 12 other Units against the rest of the La Burn forces. In a surprising twist, you have to deal with Alion and Meigis after La Burn himself bites the dust. Remarkable Enemies: La Burn, Bilana, Alion, Meigis. Upgrades: Apotheosized Yaldabaoth (Folka) Tips: Actually easier than the previous stage, though La Burn the Black Knight has a Psychoframe this time making him slightly more annoying. +--------+ Stage 18 +--------+ Overview: And now for your regularly scheduled Argama + 12 Units vs Burn Burnings, who will be reinforced in turn 2 EP by Fei and Myuji from the west. Clean up the place and you'll get both Acrobunch and his enemies to spawn. Remarkable Enemies: Burn, Myuji, Fei, Ciela, Kuroishi. Upgrades: Botun, (Rimuru) Tips: Another boss rush! The aura battler named enemies will appear relatively close so if you've got a bunch of Units yet unmoved you can take them down before they get a turn. The money they're worth is not great, but the XP is. +--------+ Stage 19 +--------+ Overview: The Argama + 12 Units are in a stand off with Allen (Dunbine's not Escaflowne's!) and Jeryll, with an assortment of Doramuros. Todd will later come in from the south of the castle, with the catgirl sisters from the north. Remarkable Enemies: Allen, Jeryll, Naria, Eriya, Todd. Upgrades: Billbine. Tips: This one is a bit of a toughie if you don't play defensively, the various named enemies all have good hit and evade rates and hit hard, most of the grunts have aura barriers also. Park yourself in the castle and let them come to you, that way you will outlast them for sure. +--------+ Stage 20 +--------+ Overview: You have Van, the Argama and 11 other Units to start with. Dilandau and a handful of Saibach forces will show up from the northwest in turn 4 EP, with Ciela following from the southwest with a much more sizable force afterwards. Fortunately, Acrobunch will also appear right next to them, unfortunately it does so only to get pummeled at while it flails aimlessly. You'll lose control of Van temporarily until Dilandau is defeated. Remarkable Enemies: 4 Flying Castles, Dilandau, Ciela. Upgrades: None. Tips: Oh boy, more Stealth Mantle enemies! Take note the Castles are worth a whooping 15000 each. +--------+ Stage 21 +--------+ Overview: The Argama, Acrobunch and 12 Units of your choice are up against a rather large army, led by Ciela and Kuroishi. Folken's kittens will sandwich you from the northeast and northwest in turn 4 EP. Remarkable Enemies: Ciela, Kuroishi, Naria, Eriya. Upgrades: Acrobunch (Tatsuya, Jun, Hiro, Ryou, Miki, Reika), Teiring (Naria), Teiring (Eriya) Tips: You should be able to have dealt with the Acrobunch enemies by the time the twins reach you, make sure you don't blow them up if you want to recruit them and just reduce their HP. They're not exactly ace material, but they're not worth a lot of money either, and while Naria only has an I-Field Eriya does carry one of Hitomi's Pendant. They do have the Escaflowne Boss Theme though. +--------+ Stage 22 +--------+ Overview: You get the Argama + 15 Units this time around. Predictably enough, enemy reinforcements (Led by Dilandau and Jajuka) will fill the huge empty space between you and the main enemy forces, in turn 2 EP. Magnus and the original Black Knight will then attack from the southeast and southwest respectively in turn 4 EP. Remarkable Enemies: 4 Flying Castles, Dilandau, Jajuka, Magnus, Black Knight. Upgrades: None. Tips: I hope you've deployed someone with Disturbance. Your guys will get stormed from all sides no matter what you do unless you turtle up and the terrain isn't very good for that. Burn's Zwarth has a Haro, so shoot down that jerk ASAP before he raises his morale. +--------+ Stage 23 +--------+ Overview: The Argama and 15 Units have to destroy 3 Omega Missile launchers in 5 turns and the rest will pull back to make way for Fernando, Alion and the Kuragellar, which now you have to shoot down in 5 more turns. Remarkable Enemies: 3 Omega Missile Launchers, Fernando, Alion, Kuragellar. Upgrades: None. Tips: The Omega Missile Launchers don't have MAPWs thankfully, but they do hit pretty hard... when they do hit something that is. They only have 5 shots each and a range of 1-5 so they're not that bad. Make sure to down them with Luck for their full 20000 value. Once they're done... well, at least your Units are halfway there. Make sure whomever you send southwest doesn't absolutely suck attacking targets underwater as unlike the OMLs the Shura mooks don't fly. +--------+ Stage 24 +--------+ Overview: Betterman Lamia will show up to steal kills on turn 3 as usual, with your dudes on tow by turn 4, followed by enemy reinforcements all around. EP 5 will see a bunch of aura battlers appear around your starting location, followed by the King Behemoth from the north and the allied Betterman Lume near your location. Remarkable Enemies: 3 Icarus, Myuji, Shott, King Behemoth. Upgrades: Rairan (Yanagi, Kaede) & Kakuseijin (Hinota, Keita), Sakura Tips: The Icarus are worth 14000 with Luck so don't just blow them up, even if they look like moooks, Shott is the grand prize though. +--------+ Stage 25 +--------+ Overview: The Argama + 14 Units + Goraon + Mechander Max are up against the Drake army, with Medusa as reinforcements from the southeast. Jeryl will go Hyper after being shot down once, shoot her down again to be rid of her. Remarkable Enemies: Drake, Jeryl, Allen, Medusa, Hyper Jeryl. Upgrades: None. Tips: You get your first aura battleship, the Goraon, which is basically the Argama but without the major sucking. The only enemy worth mentioning is Hyper Jeryl and she goes down pretty easily to a pair of hot blooded attacks. +--------+ Stage 26 +--------+ Overview: The Argama + 15 Units will reinforce the Guran Galan from its starting point in turn 2. Beat up some grunts and Fernando will arrive with a bunch of goons from the west. Remarkable Enemies: Black Knight, Todd, Bishott, Fernando. Upgrades: Guran Galan (Sheila, Kawase, Ell, Bell) Tips: The Guran Galan can clean up house damn well on its own, but there's no harm in having your dudes make the task a little faster. +--------+ Stage 27 +--------+ Overview: Battleship + 15 Units as usual. Everyone's favorite KSer Lamia pops up on turn 3 from the southeast. Down enough enemies and Altis will visit with an entourage of Shuras from the southwest. Remarkable Enemies: Mammon, Altis. Upgrades: (Mika). Tips: They -do- have quite a bit of HP, but these bosses are chumps by now. +--------+ Stage 28 +--------+ Overview: A Battleship of your choice and another 15 Units, no reinforcements from either side. Except Fernando and Meigis that show up on turn 2 to... steal your kills. Thanks guys. Remarkable Enemies: Misaru Upgrades: None. Tips: Even if it looks like Fernando and Meigis will join after you get rid of Misaru's jerk face, they will die in an event right after because Alkaid is a prick. +--------+ Stage 29 +--------+ Overview: This time you only get 12 Units plus the battleship, and Lamia as an ally. Beat up Mammon once more and you'll have to fight Kankel, with Lamia receiving an upgrade while at it. Remarkable Enemies: Mammon, Kankel. Upgrades: None *shakes fist at Banpresto* Tips: The stage ends when Kankel is defeated, so if you don't want to deal with the grunts anymore at this point... now you know. No, you don't get the titular character from Betterman for your roster. Enjoy your Kakuseijin. +--------+ Stage 30 +--------+ Overview: The last stand of the Conquerer army is a breeze at Battleship + 15 Units. A handful of Cyborgs will appear on turn 2 EP, Ozmel and two escorts will decide to try their luck once you blow up some more Units. Remarkable Enemies: Kuragellar, 2 Dragon Drillers, Ozmel. Upgrades: None. Tips: The lone Kuragellar is worth only 8000 and yet it is the most valuable enemy in the entire stage before Ozmel and his Dragons show up, the Dragons are worth more than Ozmel himself for some reason. +--------+ Stage 31 +--------+ Overview: This one will take a while. You get your Battleship and 15 Units against, initially, Bishott's army led by Todd, who goes Hyper after downed. On turn 2 EP Shot and Myuji will attack from the southwest, followed soon after by Drake and the Black Knight from your original starting point to finish the job, both with their troops of course. Remarkable Enemies: Bishott, Todd, Hyper Todd, Shot, Myuji, Drake, Black Knight, Hyper Black Knight. Upgrades: None. Tips: With high HP, Aura Barriers, Bunshin -and- 4k damage attacks the Hyper Aura Battlers will beat unupgraded Units like a redheaded stepchild, so either send them packing as soon as they rear their gigantic faces or make sure they only have tanky Units in reach. +--------+ Stage 32 +--------+ Overview: You get a Battleship and 14 Units to help Folka put an end to this. Two squadrons of 6 Harpas will try to gangbang you from the east and west on turn 2 EP. Blow up Alkaid's first form and he'll summon the Mecha of the other five Shura generals to aid him. Remarkable Enemies: Shura King Alkaid, Grasha Labolas, Maledict, Valefor, Peirines, Andras, Shura King Alkaid. Upgrades: None. What were you expecting? Tips: This mission takes place wherever you had your last fight, if you're confident in your offensive burst power you can try to beeline for Alkaid and end the stage without having to deal with the grunts. As a reward the game gives you bonus PP even though there isn't a New Game+... ====================================Credits=================================== This document would not have happened without the following: - SRWGenesis for some of the information that this guide compiled. - nitake92 for his storyguide. - The Akurasu SRW Wiki for having all that useful data in, you know, English. - SRWonderful and CJayC for the Robot Series Guide. - And, of course, Banpresto for making these games.