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- SRW AP Full Guide
- MOST IMPORTANT THINGS:
- *Accuracy issues and workarounds*
- -Use EWAC fields. EWAC-s gives you +15% Hit and Evade. EWAC-L gives you 30%. They do not stack
- with each other, but they do stack with Quattro's ace bonus and all other accuracy modifiers.
- -Know how dodge decay works. An enemy cannot keep continuously evading you. For every time you
- miss, an extra 15% hit rate will be stacked on top of the base accuracy of the next attack you
- try. Enemies can also do the same to you. This does not carry over between turns or even
- between player and enemy phases. However, it does carry over if you support attack and both
- the attacker and the support attacker miss. The next attacker will have +30% to hit in that
- case.
- -For this reason, "real" robots are not as useful as you might think. Enemies can bypass your
- mobility upgrades, terrain advantages and EWAC fields using dodge decay. Try not to get
- dogpiled.
- -"Real" robots also run into accuracy issues more than you might think as well. In the
- original SRW A, mecha accuracy was tied to the mobility stat. To somewhat compensate for this,
- the stronger weapons of many "real" robots" were given negative accuracy modifiers. This was
- retained for AP, but in AP, mecha accuracy is no longer tied to mobility. The only way to
- affect it is through parts. This is not to say that "real" types are completely inaccurate.
- They still get the S size accuracy bonuses and such. Use Newtype pilots if you're concerned.
- -Understand the way the accuracy seed works in this game. The next attack you make has a set
- percentage you need to clear in order to hit. This percentage does not change regardless
- of which character you attack with or what enemy you attack. Meaning that if you attack
- something with one character and miss, then you reload state and try to attack a different
- enemy with a different character, you are still guaranteed to miss if the hit rate is the
- same. There are only two things that change the hit percentage you need to clear for your
- next attack to connect. The first is taking any action. Simply moving a character will cause
- the game to recalculate the percentage. The other way is to perform a quicksave(exiting to
- the menu not necessary). Thus, IF YOU ABSOUTELY NEED AN ATTACK TO HIT AND YOU CAN'T USE DODGE
- DECAY AND YOU DON'T WANT TO USE SPIRITS AND IT CAN'T WAIT UNTIL LATER, HERE'S WHAT YOU DO:
- You save state, you attack, and if it misses, reload the save state, quicksave, save state
- again and then you attack and repeat as necessary. You can't simply just reload state if you
- miss because you'll get the same result every time. This also extends to several other things.
- If you're worried that an enemy phase will screw you over, save state before it and then
- reload and quicksave if you don't get the result you like. Enemies may miss you more often.
- Doing this also affects critical rate, and so if you need to get a critical hit, you can
- follow this process as well.
- *Upgrading priorities*
- Weapons and EN first
- Mobility second
- Armor and HP third
- -Weapons are important throughout the game. Early on there are many retreating bosses that are
- impossible to kill without having fully upgraded weapons. They drop lots of goodies that
- will be quite important. Later on, enemies will have obnoxious amounts of health, and you
- will need weapons to deal with that. EN is cheap and generally enables you to use your weapons
- more, though many weapon EN costs are quite pricy so check that you're getting your money's
- worth.
- -The other stats you can generally get by without if you use parts to make up the difference.
- The problems with mobility are noted above. Armor does start out quite helpful, but enemy damage
- scales quite high throughout the game, so it will be less effective later on. The only unit that can
- tank well throughout the game is Daitarn 3 because of its sword and shield special defense types.
- Maybe a Vysaga could do it too.
- -There are few custom bonuses that are worth what you pay for them, but exceptions will be
- noted below.
- *Special Defense types*
- -"Super" robots in particular live and die on these abilities since they can't be relied on
- to dodge consistently. And the good news is that most of them have at least one. They are:
- -Parry: Adds a special chance to avoid damage from missiles and most melee attacks depending
- on the pilot's skill stat and Parry level. Sword equipped units have this. Almost every unit
- worth using has a sword.
- -Shield Defense: Reduces damage by around 60% when it activates. As above, activation chance
- depends on the pilot's skill stat and Shield Defense level. Two of the OGs have this, as does
- Daitarn 3 and many "reals" who probably won't use it much. Gundam Maxter has it, but oddly
- loses it after going into super mode. Shield Defense activates every time you defend or
- support defend as long as you have at least one level in it, hence why I gave so many pilots
- one level of shield defense. An oddly large number of pilots do not have shield defense by
- default despite coming in units with shields
- -Double Image: A flat 50% chance to dodge any attack on top of your normal dodge chance. Two
- of the OGs have this, as do Dragon Gundam, Burning/God Gundam, Gundam Deathscythe Hell and
- Getter 2. Can be given to any unit with the Hyper Jammer part. Activates at 130 will.
- Extraordinarily useful.
- -Open Get: Exactly the same as Double Image, except 25% instead of 50%, and activates at 120
- will. Exclusive to the main Getter Robo. Getter 2 has both Open Get and Double Image, making
- it practically invulnerable once it reaches 130 will.
- -Distortion Field: The only Barriers in the game. Every Nadesico unit has one, enemies
- included. Distortion Fields halve all damage except for beam attacks and gravity blasts.
- A Distortion field will nullify a beam attack that would have done under 3,000 damage but will
- take full damage if it does over 3,000. Ditto for Gravity Blasts, except it's 5,000 instead
- of 3,000. Costs 20 EN per use. Note that some attacks are barrier piercing. Many "super" robot
- finishers are. Check by pressing square on the weapon screen.
- -Beam coats, I-fields: Reduce Beam damage by 1,000 and 2,000 respectively. Or maybe it's the
- other way around. I don't give a shit.
- -Jammer: Nullifies damage from missiles. Present on Dragonar 3, and can be given to anyone
- with the Jammer part. Some enemies' strongest weapons are missiles, like the Gilgazamunes.
- It's a lot more useful than you might think. There are loads of enemies that use missiles,
- and chances are that if a unit gets targeted by a missile user, all enemies in the area
- of the same type will attempt to shoot missiles at that same unit.
- *OG choices*:
- -Axel vs. Lamia: Gameplay-wise they only differ in two ways: spirits and robot choices. And
- specifically, they only differ in two spirits. I'll get into the robots below, but the two
- spirits are that while Axel has a 10 SP Strike and a 10 SP Fortitude, Lamia has a 15 SP Focus
- and a 10 SP Alert. Meaning that Axel is superior in every way. His story is also better, if
- you're only going to play the game once. Don't worry about missing Lamia's story, it's a big
- part of SRW OG2 if you ever play that game. It's a much better game than AP for what it's
- worth. Be wary of stacking too many pilot parts on one of them and switching to the other.
- Whichever protagonist you pick, you will have to fight the other multiple times and they will
- retain all the parts from prior playthroughs.
- -I listed some comparable units under each choice, and each of the comparable units I listed
- I wrote about in the "Good Units" section below to help give you an idea of what these OGs
- are like. The comparisons aren't perfect, but they are indicative of units that will pair
- well together (except in Soulgain's case). My most recent playthough used a Razangrith, which
- made a wonderful support attack sniper duo with the Heavyarms. It was a lot of fun shooting
- enemies from across the map.
- -"Super" OGs:
- -As a general note, all of them can fly.
- -Soulgain (Axel exclusive):
- The strongest choice in terms of armor and damage, but runs into problems considering its
- short range. Very difficult to take advantage of Axel's support attack considering its
- finisher is range 1. One of its other moves are also range 1, it has a 1-2 P move, a 1-3 P
- move (which has the smallest accuracy modifier at +0), and its weakest move is 2-5 non P. It
- does have the best animations among the OGs, but that's not a reason to pick it because you
- will be fighting many Soulgains regardless of which OG you pick. It has no special defenses,
- but does get HP Regeneration M, which becomes useless later on. However, it can tank if you
- shell out the cash to get its custom bonus, which reduces all damage by 30%
- Most comparable unit: Daimos, trading one kickass ace bonus for another
- -Vysaga:
- Not as strong as Soulgain, but still quite strong. Finisher is range 1-2, meaning you can
- increase its range with parts or the Gunfight pilot skill. Has a Shield for Shield Defense, a
- sword to Parry with, and Double Image, meaning it's ridiculously hard to kill. Perfect for
- Support Attacking all your 1 range finisher guys with. Basically the best choice.
- Most comparable unit: God/Burning Gundam with a Shield and two more part slots
- -Angelg (Lamia exclusive):
- Basically Vysaga, but with more range on its weapons and a Beam Coat instead of a Shield.
- The biggest problem with it is being Lamia exclusive and not having access to Strike, really,
- but if you're already set on using Lamia, it's not a bad choice. It is the second weakest of
- the OGs (with its best move topping out at 7300), but its range coverage is arguably the best,
- with its two strongest moves being 2-6 and 2-7. It also doesn't use quite as much EN as
- Vysaga or Soulgain, though that's not saying much. Lamia definitely needs Hit & Away to make
- the best use of it because only its weaker moves can be used post movement.
- Most comparable unit: Great Mazinger with Double Image
- -"Real" OGs
- -As a general note, neither of them can fly, although getting Ashsaber's custom bonus will
- let it fly.
- -Ashsaber:
- Renamed "Aschenretter" by the translators to cross reference with other robots in the OG
- mythos, but is generally known as Ashsaber elsewhere. The weakest OG, but easy to use. Most
- weapons are ammo based (one uses EN), so you won't need to resupply much. Has a Jammer and
- Beam Coat. Very long range, even on its P attacks. Note that as with the Razangrith below, its
- finishing move has a range of 3-6, so you will find it difficult to support with on finishers.
- Most comparable unit: Gundam Rose with its custom bonus but without a MAP
- -Razangrith:
- Has several different romanizations. About as strong as Vysaga, but this comes at the cost of
- having its only P attack be its weakest one, making Hit & Away almost mandatory for using it
- although I went through a whole playthrough without it, so it's your call. Has very long
- range on basically all of its attacks, but notably has blind spots at close range. Its two
- strongest attacks have a range of 3-8 and 4-7, so it may be difficult to support attack with
- if you want to kill bosses. At least, until you get to around stage 17 anyway. On the other
- hand, its range makes it fantastic at support for chipping down the health of the beefy grunts
- you'll fight later on, especially since its weapons are entirely ammo based. Give it a Large
- Magazine and it will never need to resupply; you will get 10 shots of its finisher out of that
- as opposed to Vysaga's paltry three. Even with the Giga Generator, the absolute most you can
- get out of Vysaga or Soulgain is six shots. But Razangrith gets 10 with a Large Magazine
- because it's the Energizer Bunny of the OGs. It also Has a Jammer, a Shield for Shield
- Defense and a Sword for Parrying. Its finisher has a +50 accuracy modifier, making it ideal
- for using Lamia.
- Most comparable unit: Gundam Heavyarms Custom with special defenses
- -None of the OG mecha have an upgraded form, however, you cannot use their finishers until
- you reach pilot level 20, so there's that, I guess.
- -Whichever mecha you pick influences what mecha your rival has and what mecha you fight later
- in the game. Your rival picks whichever one is opposite yours in the same category (so if you
- chose Lamia and Vysaga, Axel will show up in Soulgain; if you choose Razangrith, your rival
- will be in Ashsaber and so on). You also have to fight grunts that are the same pick as yours
- in the opposite category (if you pick Razangrith, you will fight Vysagas and if you pick
- Vysaga you will fight Razangriths, etc). You do have to fight a bunch of Soulgain grunts
- either way. Keep in mind that fighting these grunts isn't quite so bad because the pilots
- can't, for example, actually do things like Parry you or use Shields against you. They
- don't have the pilot skills for that.
- -Enemy grunts you fight do have different ranges on their attacks than the units piloted by
- your protagonists have. For example, the enemy grunt Vysaga's strongest attacks are 1 range.
- The Vysaga your protagonist can use has no 1 range attacks at all, with its strongest moves
- being 1-2 and 1-3. Additionally, enemy Soulgains have HP Regeneration S instead of HP
- Regeneration M.
- *Combo Attacks*
- -I wanted to explain some special properties of combo attacks in this game that make them very
- important to use. The first is that they ignore barriers. If you want to crush Nadesico
- enemies, they're a huge help. The second is that they ignore support defense. This is HUGELY
- important because you will be fighting numerous OG grunts in this game, and all of them have
- 3 Support Defense uses and will try to line up together and stonewall you as much as possible.
- Combos are the way out.
- *Secrets*
- (In order of appearance)
- Risa (pilot for single pilot Getter units)
- How to get:
- Start the game with a Super Robot OG, and get 5 kills for Ryouma by stage 3. You'll get her after
- stage 4. She won't be able to pilot anything until you actually get a single pilot Getter unit though.
- Worth it?:
- Absolutely not. Do not fret for a second if you want to start with a Real. Only bother if you
- want to do a female pilots only run.
- Apsalus II (Gundam 08th MS Team mecha)
- How to get:
- Have Shiro (08th MS Team protagonist) convince enemy pilot Aina during stage 6. Then on Stage
- 7, don't shoot down Aina.
- Worth it?:
- Absolutely not. Shoot down Aina on stage 7. It'll net you an EWAC device part that
- will equip any unit with an EWAC-s field (does not stack with units that already have an EWAC)
- You will still get Aina as a pilot, and she will join you in a better unit, the proto Zaku II
- (which you do get even if you do unlock the Apsalus)
- Miyuki (pilot for single pilot Getter units)
- How to get:
- On Stage 7, have a battle encounter between Getter Q and each of the three Getter
- forms. Then convince Miyuki with Ryoma. She will join you on the spot.
- Worth it?:
- It's a little complicated. Shooting down Getter Q gets you a Dual Sensor part, which boosts
- your accuracy. On the other hand, Miyuki has Attune and a cheap Bless, and is easily the best
- in terms of support oriented single pilot Getter units for that. Miyuki does not get Attune
- until she levels up a number of times, so keep that in mind. You do get Getter Q regardless.
- Char's Geloog (Gundam 0079 mecha)
- How to get:
- Okay, so, when stage 7 begins, you are beset with about 8 different boss enemies. 5 of them
- (Char, Gato, Mash, Ortega, and Gaia) will retreat if any of the other 4 retreat or are shot
- down. To get the Gelgoog, you must shoot down Char.
- Worth it?:
- If you can only shoot down one of the 5, I would shoot down Gato for his Infight part.
- However, using the Argama's MAP attack, it is entirely possible to shoot them all down given
- a ridiculously complex setup. The Gelgoog is by no means a high end unit, but if nothing
- else, it's durable and it's a better choice for Burning than his default GM Custom early game.
- It'll probably see some use if you take the space route, but not afterwards.
- Minerva X (Mazinger Z mecha)
- How to get:
- On stage 7, deploy Kouji in something and make sure Dragonar-3 stays alive. Before you shoot
- down Ankoku Daishogun, convince Minerva X with Kouji. Preferably do this after you've shot
- down everything else since Minerva X will then turn into an AI controlled ally that you must
- keep alive for the rest of the stage if you want to obtain it.
- Worth it?:
- Well, you don't really get anything good for shooting down Minerva X, so you may as well. See
- Minerva X under the "Niche Units" section.
- Full Armor Gundam and G-Fighter (Gundam 0079 mecha)
- How to get:
- You will get one automatically on stage 9 of the Space route or after the Earth route.
- Which one you get depends on whether Amuro or Sayla's kill count is higher by stage 7.
- Sayla's being higher gets you the G-Fighter, Amuro's being higher gets you Full Armor Gundam
- You get both by default on NG+
- Worth it?:
- See their entries under the "Niche Units" section.
- Borot Pressure Punch (weapon for Boss Borot)
- How to get:
- You will get it automatically on stage 10 if you take the Space route.
- Worth it?:
- Hell no. But of course, it isn't the only thing on the space route. Borot doesn't have any
- range without it, so go space if you really like Borot, I guess.
- Gai and Aestivalis Gai (Nadesico pilot and mecha)
- How to get:
- On stage 9 of the Space route, Gai, Akito and the Nadesico will deploy as neutral NPC units
- on the far southwest corner of the stage after 2-3 turns. They will head directly north. The
- stage ends once they reach the north end of the stage. None of them can go under 2000-ish HP
- if you want Gai to survive. The Nadesico and Akito will join you on stage 11 with Gai if he
- survived.
- Worth it?:
- I wouldn't say it's worth the alternative secret for going the Earth route. However Double
- Gekigan Flare is a powerful move, and Gai is a pretty decent pilot. He has nice story
- integration for a secret as well and is even force deployed a few times.
- Lalah and the Elmeth (Gundam 0079 pilot and mecha)
- How to get:
- On stage 11 of the space route, you must deploy Sayla in a unit. Both she and Amuro must
- attack Char and Lalah at least once apiece without destroying them. May require a certain
- order; Amuro's lines I don't think triggered against Lalah when I attacked her. After that,
- shoot down Char on stage 12 and then convince Lalah with Amuro.
- Worth it?:
- Not really, but Lalah does have a pretty decent Ace, which I didn't get because I've never
- recruited her. Another thing about her is that she's the only pilot able to hit Newtype lv 9
- aside from Judau. Her mecha Elmeth is pretty useless though.
- Musashi (single pilot Getter pilot)
- How to get:
- Ryouma must have a kill count of 15 or higher by the end of stage 15
- Worth it?:
- Not at all, but you'll get him anyway, so whatever.
- Tekkoki Oni and Mecha Tekkoki (single pilot Getter pilot and mecha)
- How to get:
- On stage 15, he will deploy as an NPC ally. Make sure he doesn't die. Putting a repair kit on
- Mazinger Z before the mission will help immensely with this and you'll see why as soon as it
- starts.
- Worth it?:
- I would say so, yes. He's the best of the single pilot Getter pilots for combat, and in
- general is a very good pilot for all around threat management. His ace bonus nullifies
- evasion decay used against him. This means that, if you stack a lot of evasion pilot parts
- on him, enemies will be unable to hit him, EVER. Very useful for baiting if you put him in an
- unupgraded robot. Watch his terrain ranks, though. His mecha isn't anything special, but it
- can tank since its custom bonus is -50% damage. You don't get anything for not getting him.
- Kinta, Chie and Kerot (Combattler V pilots and mecha)
- How to get:
- Take the Nanbara Connection route after stage 16. You'll get them on stage 17.
- Worth it?:
- It's the only unit that can both repair and resupply. Also has two pilots. Attacks aren't
- great, but getting its custom bonus will actually give it two lives and a new form with a new
- attack. Not a cheap unit, but may be fun to mess with.
- Kouchi Oni and Mecha Kouchoki (single pilot Getter pilot and mecha)
- How to get:
- Take the Big Falcon route after stage 16. Attack Kouchoki with Ryouma and then convince her
- with Ryouma.
- Worth it?:
- Mecha Kouchoki is weak, but does get Double Image with its custom bonus. Kouchi Oni gets a
- cheap Enable with her ace bonus, but isn't notable otherwise. The worst choice for this
- 3 way route split.
- Four/Rosamia (Zeta Gundam pilots)
- How to get:
- Convince one of them with Kamille on stage 16. Then convince the same one with Kamille on
- stage 18. Only one can join you, and she will do so after stage 18.
- Worth it?:
- Again, there's no reason not to pick one up. You have to shoot them down either way. Four is
- the better choice since she gets Attune and a cheap Enable with her Ace. Rosamia isn't bad
- either with her cheap Confuse (after getting her ace) and Daunt.
- Allenby and Nobel Gundam (G Gundam pilot and units)
- How to get:
- Domon must convince Allenby on stage 18. On stage 19, deploy Rain, and then have her convince
- Allenby. After that, have Domon convince Allenby. Rain MUST convince her first. After Domon
- convinces her, defeat her with Domon. You'll get her after the stage.
- Worth it?:
- Fuck you once again, SRW, for making Allenby a secret rather than Schwarz. Anyway, her combo
- with Domon is pretty cheap and not much weaker than the higher end combos he can do. She is
- the only G Gundam to get natural flight if you get her custom bonus. She is required to get
- Master Asia, but becomes worthless when you get him. No reason not to get her though. You
- have to shoot her down either way, like the above.
- Fuunsaiki (G Gundam pilot and mecha)
- How to get
- Fail at least one of the requirements for getting Master Asia, but do have Domon's kill count
- above 30 by stage 20
- Worth it?:
- No, he's pretty useless. Just give God/Burning a Flight Module. See his entry under the
- "Niche units" section.
- Kirika (Grendizer pilot)
- How to get:
- Have Grendizer combined with the Drill Spazer attack Kirika's unit on stage 24. Then destroy
- Zuril's Battle Mothership. Decombine the Spazer from Grendizer and have Maria convince Kirika
- Worth it?:
- Not even close. Her spirits are way too expensive. Shoot her down for a Giga Generator part.
- Sekiha Love Love Tenkyoken (combo attack for God/Burning Gundam and Rising Gundam)
- How to get:
- Take the Devil Colony route after stage 25. It'll first be available for use on stage 28.
- Worth it?:
- While you get nothing for going the other route, it is worth nothing that the Devil Colony
- route is longer and a bit more annoying than the other route. Getting this is useless if you
- get Master Asia since his strongest combo with Domon is the exact same, but has more range.
- It's also difficult to actually use because you need to be at 140 Will to use it, which is
- really hard to accomplish because of Rain gaining Will at a lower rate than everyone else in
- the entire game except Fa. You need her ace bonus, which makes her start the battle at 115
- will, and if you're going to use the Love Love Tenkyoken, definitely throw a Resolve part on
- her.
- Puru, Puru Two and the Quebleys (ZZ Gundam pilots and units)
- How to get:
- On stage 28, deploy Kamille, destroy Glemy's Quin Mantha, then have Kamille attack Puru
- without destroying her. After you get Puru, defeat Puru Two with her to get Puru Two.
- Worth it?:
- You get a Hero's Mark for destroying Puru, so hell no. Shame there's no way to save Puru Two
- afterwards, though.
- Norris and the Gouf Custom (08th MS Team pilot and unit)
- How to get:
- Don't destroy him on stage 28
- Worth it?:
- Norris is a fairly good pilot, and while his Gouf is kinda crap at base, it does come with a
- lot of free upgrades. All you get for shooting him down is a Mega Booster anyway.
- Master Asia and Master Gundam (G Gundam pilot and unit)
- How to get:
- Take the first two G Gundam routes (stage 8 Earth route and stage 17 Guyana Highlands) and
- then recruit Allenby. He'll join you with Fuunsaiki on stage 29.
- Worth it:
- He's only the best secret in the game. See his entry in the "Good Units" section below.
- Choudenji Ball-V Slash (Voltes V attack)
- How to get: Take the Big Falcon route after stage 16 and it'll become available for use on
- stage 29.
- Worth it?:
- I don't have the complete stats on this move, but I do know it tops out at 7700. The combo
- with Combattler is still much better than this move. There's no point in it.
- Grandasher (Combattler V attack)
- How to get: Take the Nanbara Connection route after stage 16 and it'll become available for
- use on stage 29.
- Worth it?:
- Stats on the move:
- Range 1-3 P move
- Usable at 120 will
- Melee/Barrier Pierce (though by the time you get it, there's only one remaining stage where
- Combattler can fight enemies with barriers)
- 42 EN cost with Hyouma's Ace
- +0 Critical, +30 Hit
- Maximum power of 7050 if you get Hyouma to lv 9 Infight.
- It's a decent move for destroying grunts, and is stronger than every move Combattler has
- aside from Choudenji Spin. It's much more usable than, say, Big Blast and its
- stupid negative accuracy modifier. Still, as with the above move, it doesn't increase
- Combattler's maximum damage potential, unlike the following secret.
- Reppu Seikenzuki Kai (Daimos Attack)
- How to get: Take the Guyana Highlands route after stage 16 and it'll become available for use
- on stage 29.
- Worth it?:
- Stats on the move
- Range 1 P move
- Usable at 130 will
- Melee/Barrier Pierce (though by the time you get it, there's only one remaining stage where
- Daimos can fight enemies with barriers)
- 130 EN cost
- +30 Hit, don't remember critical
- Maximum power of 9050 once Kazuya's Infight hits lv 9.
- Reppu Seikenzuki Kai is the strongest attack in the game that isn't a combo attack.
- This is extremely important because you can't support attack with combos, and some bosses have
- a very high retreat HP threshold. Arguably, though, your OG will do more damage supporting
- because of your OG's Ace bonus, but even then, we're talking 1500 points stronger than
- Vysaga's finisher and 1200 points stronger than Soulgain's with Kazuya at max Infight. On the
- other hand, your OG doesn't come with Infight, so subtract 450 from the above numbers if you
- decide to give your OG Infight (or Gunfight depending on the mecha) and you will definitely
- do more damage with your OG in that case. All the same, this move is still OP and truly
- pushes Daimos into All-Star unit status whereas it is merely "pretty damn good" without it.
- MP Great Mazinger (Great Mazinger mecha)
- How to get:
- Tetsuya's kill count must be 30 or higher by the end of stage 29
- Worth it?:
- You'll probably get it anyway. It's a novelty to use, but too fragile to be practical. It can't even
- fly.
- Meio Plato and Falguen MAFFU (Dragonar pilot and mecha)
- How to get:
- Kaine's kill count must be 30 or higher by the end of stage 30
- Worth it?:
- Possibly, if you're not too big of a spender and like the Dragonar guys. The MAFFU has the
- enormous advantage of joining you with 50% of its upgrades already paid for. See their
- entries in the "Good units" section below
- Sazabi (CCA mecha)
- How to get:
- You'll automatically get it after stage 31 (after the split if you took the Little Bharm
- route) since I got Quattro's kill quota.
- Worth it?:
- It's a very durable unit with base 1700 armor (actually higher than Mazinger Z) and three S
- terrain ranks, but it's not very powerful for the time you get it. Would have been broken
- if you got it on stage 5, maybe. A decent choice for support pilots, like Quattro.
- Tsukumo Shiratori and Daitetsujin (Nadesico pilot and mecha)
- How to get:
- Take the Jovian route following stage 31 and he will only leave for one stage instead of
- permanently.
- Worth it?:
- Not really. It's not a great unit for fighting but it is another decent bait unit
- because of Tsukumo's ace bonus working in tandem with the Distortion field. His ace also
- makes him fantastic at support defense. The mecha itself is basically a weaker Nadesico with
- a better pilot and with slightly more energy efficiency.
- Full Armor ZZ Gundam (ZZ Gundam mecha)
- How to get:
- Judau's kill count must be 42 or higher by the end of stage 36 of the Ra Calium route. You will
- get it on the following stage.
- Worth it?:
- It's the ZZ, but stronger, and also unable to transform. You can also purge the armor for a
- free EN refill, not that you generally need to since there is no stage where you have the
- FAZZ but not Bright, but it might be a good trick for the final stage.
- GOOD UNITS AND ASSORTED PILOT CHOICE DISCUSSION:
- (In order of appearance)
- Dragonar-3:
- The only unit with a natural EWAC-L field, making it indispensable in every mission it's
- available in. Also has a Jammer and can repair, plays a role in the Dragonar team's combo
- attacks as well. Its pilot Light gets Enable at higher levels, very useful even at endgame.
- Dragonar-1 and 2:
- Not quite as useful as 3, but both can still be strong players using their
- combos and the eventual Photon Bazooka attack. Tapp gets Luck early for extra cash, and can
- also resupply between his first and second upgrades. Dragonar-1, meanwhile, has a Shield and
- Sword, making it very hard to kill. Its later combo with the Falguen MAFFU is slightly
- weaker than its combos with D-2 and D-3, but it only requires you to upgrade and manage the
- energy of two units, so it is something to consider.
- Getter Robo:
- Starts strong and only gets stronger and stronger. Three pilots, special evasion
- chances and S rank terrain ace bonuses make it absurdly useful. Damage is on the low side, but
- only before you get Shin Getter, and only if you're not using combos at that. Note that
- Daisetsuzan Oroshi does almost as much damage as Getter Beam/Stoner Sunshine, but is
- significantly cheaper in terms of EN costs. The tradeoff is that it can't hit flying enemies
- and that Getter 3 has poor terrain ranks in space.
- Daimos:
- Only has one pilot, but Kazuya is a retardedly broken pilot. He has all the spirits
- you could ever want, a stupidly high melee stat and his ace bonus makes Parry activate 100% of
- the time, meaning he is invulnerable against everything except beam and gunpowder attacks.
- As if that wasn't enough, Daimos has 3 parts slots and the strongest attack in the game that
- isn't a combo attack if you unlock it, which you will if you're getting Master Asia. His only
- real flaw is that his stronger attacks are 1 range. Max Daimos's weapons ASAP.
- Galva XII:
- The support unit from Daimos. Has an EWAC-s field, can resupply after moving if you get its ace,
- very dodgy even without upgrades, two pilots, one of whom has nice support spirits, and even the
- weapons aren't too shabby for a support unit. Getting its custom bonus upgrades its EWAC field to
- EWAC-L, which will help when Dragonar 3 isn't around. They don't generally take the same routes.
- Very solid unit all in all. There's just one caveat in that Resupply units are made pretty redundant
- while you have Bright around, and the Galva follows Bright on basically every relevant route split.
- Shining/Burning/God Gundam:
- Domon's Gundams are overpowered as hell. They seem to have this oddly high damage modifier
- that raises the final damage beyond what the numbers would suggest. They hit like a freight
- train even without combos, Domon is practically untouchable even with no upgrades once you
- give him a flight module, and best of all, Sekiha Tenkyoken is a 1-2 range finisher, meaning
- you can actually increase its bloody range. I gave him support attack just for that. Now,
- Domon doesn't have Strike, and that is a bit of an issue for him for enemies with Special
- Defense abilities, but as long as he's on favorable terrain, he doesn't generally need Strike.
- He does get Love, but it's the last spirit he gets
- The Shuffle Alliance:
- Appearing on stage 8 once you choose the Earth route, all 4 are pretty good, particularly
- after their upgrade on stage 19. Maxter gets cheap strike and does heavy counterattack damage
- with its ace (alongside Bursting Machine Gun Punch having amazing range for a finisher),
- Rose has great range on all attacks and can use them all after moving if you get its custom
- bonus (even its MAP!), Dragon again has great range, lots of movement and gets Double Image,
- and Bolt has as much armor as Mazinger Z with 30 more mobility. All of them practically start
- the battle in super mode with their aces, which is great. Each one of them have a finisher
- that hits 8000 base damage, they just all have different ranges. Now if only the Shuffle
- Alliance Fist worked like it does in J, they'd be disgustingly OP. Note that Bolt Gundam will
- probably need a Flight Module since Gaia Crusher can't hit things in the air otherwise.
- Daitarn 3:
- After buffing the hell out of Banjo's parry and shield defense skills and his
- skill stat, a few armor upgrades will make Daitarn nigh invincible. Banjo's ace makes Valor
- and Soul attacks able to be critical, meaning you can absolutely wreck bosses. Unfortunately,
- Daitarn's weapon loadout isn't that great, though comboing with Zambot can mitigate this. His
- spirits aren't the best either. He does have Strike, but it's expensive. Also notable about
- Daitarn is that it has 4 levels of support defense and is in general probably the best
- support defender in the game given its shield, its LL size damage reduction, Prevail, and the
- fact that you can even Parry when support defending. Bottom line is that if you have a unit
- that gets consistently targeted, put Daitarn next to it and observe how difficult it is for
- that unit to die.
- Zambot 3:
- Zambot doesn't have a shield, it doesn't have Daitarn's LL size, and Kappei's ace is near
- useless. It also has some of the same weapon loadout problems, albeit to a lesser extent
- (curse there only being two ammo on Zambot Buster). On the other hand, it is a 3 pilot unit
- and Keiko's spirits are so great, I dumped all my SP parts on her. She'll be your SP battery
- for the game. I don't want to undersell Space Combination either. It's a very strong combo,
- but it is the single most costly combo that's practical to use. Nonetheless, it also has a
- very low will threshold for using it, and considering you can get Banjo to do a critical
- hit on Soul with it, it's worth deploying Zambot just for that. Apart from being a spirit
- pool and a powerup for Banjo, it is hard to say that Zambot is useful on its own merits,
- though Kappei's support attack has helped out in a pinch or two.
- Aestivalis Akito:
- Normally, this would be a mediocre unit. Due to the ridiculous roiding of Akito's pilot stats
- you have to do in order to take down a certain boss, you would be remiss not to use it. Note that it
- is only his range stat that should be strong. Melee attacks will be mediocre. Still, if you get Gai,
- Gai will benefit from having him around to do the Double Gekigan Flare anyway.
- Great Mazinger:
- The only Mazinger unit that's halfway decent. Lots of range, and oddly much more power than
- all the other Mazingers. Their upgrades scale lower than Great's. Tetsuya is a fine pilot for
- it with his lv 4 support attack. You may also want to try Maria since she doesn't have a B in
- space (unlike Tetsuya) and does have a 20 SP Attune (but no support attack). Has a sword for
- Parrying, which Tetsuya gets some levels in.
- Combattler V and Voltes V:
- Both are practically the same, and both are outstanding units that have a really strong combo
- attack for a cheap EN cost if you get their aces. Of course, they also have 10 pilots between
- them for the price of two units, but you already knew that. They can afford to cast whatever
- spirit whenever. They even have a fair amount of part slots. Both also have swords for
- Parrying.
- Zeta Gundam:
- The first truly good UC Gundam unit you get. Its custom bonus gets you the Waverider Crash,
- which is the best attack you're getting out of a UC Gundam unit. Still very pricy since
- you need to fully upgrade both its stats and weapons to make the best use of it. However, even
- without the Waverider Crash, it's just a tad under the GP-03 in terms of power.
- Nonetheless, here are the stats on the Waverider Crash:
- Range 1-2P
- Melee/Barrier Pierce
- 60 EN per use
- Available at 130 Will
- Requires Newtype Lv 3
- +45 Accuracy, +40 Critical
- Usable in both Gundam and Waverider modes
- 4700 base power with a maximum of 7800 before Infight, 8250 if the pilot has Infight lv 9
- It's a damn good weapon and is almost worth the exorbitant amount you have to pay to get it.
- Zeta is best used with Kamille since he has the highest melee stat among Newtypes other than
- maybe Judau, and you need Judau in the ZZ. The Zeta's only real problem is the lack of a MAP.
- Gundam GP-03 Dendrobium:
- If you don't max out the Zeta, it's the best UC Gundam unit, and even then, you still might
- consider it the best since oldtypes can make use of it and also since it has a good MAP.
- Its attacks are very strong and very cheap to use, and it gets an LL size. I'd still put
- Kamille in it. Kamille is pretty much your heavy hitter for UC Gundam given his ace. If you're
- already using Kamille elsewhere, I'd go with Quattro, although Kou is perfectly fine for it
- if you need it to hit hard. Kou gets Soul and cheap Strike. However, since he isn't a Newtype,
- and since he doesn't have Quattro's ace, he's less useful when it comes to anything other than
- boss fighting. You also might consider putting Judau in it if you want to abuse its MAP and
- you feel that would be a better use of him than the ZZ, but High Mega Cannon is a more
- powerful MAP that covers a somewhat larger range and needs to be post movement more than
- the GP-03's does, so I would only do this if it was the only UC Gundam unit I was deploying
- and I needed Judau to also kill bosses.
- Gundam Heavyarms Custom:
- Someone apparently thought that Trowa was the protagonist of Wing. All the other Wing
- boys top out at 3900 base power for their finishers (except Duo's at 3700, which he
- compensates for with a +50 critical rate and barrier pierce). Trowa's second most powerful
- move does 3900 base power and has 16 ammo. His strongest move is a oneshot move that has 5100
- base power. He has every spirit you could want. His ace is perfect. He has all the pilot
- skills he needs except for Gunfight, which I gave to him anyway. He has a great MAP. Get his
- weapons to max and give him a Large Magazine and watch as he tears the game in two.
- Master Gundam:
- Basically a second Burning/God Gundam, albeit with no Double Image and a little more range on
- the weaker moves. To reiterate, it has 3 combos with Burning/God Gundam, two of which make the
- combos with Rain and Allenby completely superfluous. Unlike Domon, Master Asia does not have
- Infight, so he will deal slightly less damage. If you choose to give him Infight, don't forget
- that he'll use it against you if you play the game again. Shouldn't be an issue with the money
- you would have at that point though. Note that Master Asia and Domon cannot combo with each
- other if either are combined with Fuunsaiki.
- Falguen MAFFU:
- Again, its combos with Dragonar-1 are weaker than the 3-man Dragonar combos, but on the other
- hand, they only require upgrading and deploying two units. Two other things to note: Meio has
- less range than Kaine with his Laser Sword, and their combo doesn't have as much range as the
- 3 man combos as well. However, Meio is the only Dragonar pilot to get Soul, which may make up
- the damage difference and then some.
- ZZ Gundam/FA ZZ Gundam:
- At first glance, the ZZ looks pathetically weak for the time you get it. And then you look at
- High Mega Cannon's range and the fact that Judau's ace lets him use it after moving and
- realize that one shot of it will do more total damage than a Reppu Seikenzuki Kai. Judau does
- need someone to cast Attune on him, but lategame when you have swarms of beefy, dodgy enemies
- descending on you, ZZ is the best way to make them all die ASAP. Since it's tailor-made for
- Judau, I'll also mention that despite the lack of Strike, Judau's cheap Luck and Hot Blood
- makes him pretty good as far as Spirits go. He'll earn you lots of money. Here is the range
- on High Mega Cannon, to give you an idea:
- x= ZZ Gundam
- @= HMC range
- @
- @@@
- @@@@@
- @@@@@
- @@@@@
- @@@@@
- x
- So many enemies can be caught in that range, it is wonderful. Anyway, ZZ has one of the more
- useful custom bonuses as well, the classic "+300 power to all weapons" bonus. Fortunately,
- the ZZ is one of the cheaper units to get the custom bonus of, and of course, anything to add
- power to High Mega Cannon is going to be eminently helpful.
- NICHE UNITS:
- (In order of appearance)
- Mazinger Z:
- Mazinger is overloaded with problems that give it a poor showing. For example, it has no
- special defense abilities, and its armor isn't particularly high to compensate. Its weapons
- are also on a low upgrade tier and it basically relies on combos to do damage worthy of a
- protagonist unit, especially given how costly its weapons are otherwise. It's hard to
- recommend using, but if you're willing to put the money into it, getting its custom bonus to
- make it take -30% damage will go a long way into fixing its durability issues at least.
- Kouji's ace bonus also helps some with that, but reminder that he has a B in space.
- I recommend Mazinger Z more as a powerup to Great Mazinger than anything else.
- Boss Borot:
- Borot has a hard time surviving, especially when it isn't on land. When it is on
- land, though, it has an S terrain rank, so there's that. Boss is the only pilot worth using
- for it because of Boss's ace. All its attacks are one range unless you unlock the secret Borot
- Pressure Punch. On the other hand, all of its attacks are very powerful and relatively cheap.
- Borot breaks the fucking 8000 mark. Mazinger and Grendizer need to combo to do that and none
- of the UC Gundams break that mark at all without Infight or Gunfight parts. Still, unless you
- have the cash to burn, I wouldn't use it. It needs that custom bonus to deal with its
- negative accuracy modifiers and its durability problems. Also note that without Borot
- Pressure Punch, it can't hit flying enemies. You could put a Flight module on it to fix this,
- but if you do, make sure you put someone other than Boss in it because just like Borot,
- Boss has C ranks in everything except land.
- Gundam RX-78, Full Armor Gundam and G-Fighter:
- All are decent-ish in the early game, but fall out of use later on. They are still better than
- the majority of UC Gundam units you get. Full Armor Gundam can't combine with the G-Fighter;
- you have to purge the armor to do that. They are fully usable with oldtypes if you need that.
- The reason I list them down here mainly has to do with G-Fighter. Its ability to combine with
- the RX-78 gives you the only multi-pilot UC Gundam unit, so if you need a spirit battery,
- this is the way to go. There's also the fact that the G-Fighter can resupply. Note that the
- only combined form worth using is Gundam(MA). It has the most movement and the strongest
- weapons. The others are only there because their defense stats are slightly better, but
- honestly, who cares? They still ain't good. If there's one good thing to say about the
- Full Armor Gundam, it's the two lives factor. If the Gundam gets shot down, only the outer
- armor is destroyed and you can still use the RX-78 underneath.
- Texas Mack:
- A two pilot unit with good range and a good ace bonus. Damage is pretty bad though and
- it has a hard time hitting things, but Jack's ace might be too good for you to pass up anyway
- Also has a shield to help it survive. GO TO HERRU
- GM Custom:
- It's the only unit cheaper to get its custom bonus than it is to get its weapons to
- max. And for good reason. You wouldn't want to spend money on it otherwise. Its custom bonus
- gives it the mighty Will Down-10 effect for all of its weapons making it perfect for Burning
- as a support attacker. If you want to prevent the Final Boss from using its agonizingly
- cheapass MAP weapon, this is how you do it
- Minerva X:
- If you're not going to dump money into it, its only real use is giving Mazinger Z
- someone to combo with in the early stages. Which, granted, is something that Mazinger does
- need if you're going to use it. Its base weapons aren't as cheap as they need to be.
- If you do dump money into it, it gains all S rank terrains making it hard to kill. Still, it
- can't participate in, say, Final Dynamic Special, or even the Triple Mazinger Punch, so its
- use is still questionable.
- Single pilot Getter units, all of them:
- They're all pretty much trash except for the aforementioned mecha Tekkoki, and perhaps
- Getter G. They are extremely bad at surviving. That said, they can be useful for helping to
- power up the main Getter with combos and for other reasons, like using Tekkoki Oni to bait
- enemies, like I said earlier, or using Getter Q's repair, or having Miyuki around for Bless
- and Attune. Note that Stoner Sunshine Spark is the most powerful attack in the game in terms
- of base damage, but costs 200 EN to use.
- Aestivalis Akatsuki:
- Akatsuki has the same ace bonus as Jack, but is more accurate, has his Distortion Field, gets
- the gravity wave antenna, and survives much more easily. His weapons also do more damage at
- base. On the other hand, he doesn't get a shield or second pilot, but I don't think he needs
- them. Worth noting is that Akatsuki can use a MAP while in the heavy artillery frame,
- extending how much money he can get in one hit, even if it's not a good MAP. You can use both
- Jack and Akatsuki but Akatsuki is the go-to moneymaker for me.
- The Aestivalis lady trio:
- A good set of pilots with good support spirits. You use them mainly for their Formation Attack
- combo. Their usefulness is essentially in their sustainability. Since they get an EN refill
- every turn when near the Nadesico, you can just spam their combos endlessly, never having to
- stop to resupply. Very good for those timed event stages. Two things to note: they can only
- combo while they're all in the same frame, and they can only combo in the Aerial or 0G frames.
- You can swap frames in the middle of a mission by boarding a battleship and selecting
- "Re-equip" after launching. Of course, to get the most out of the 3, you have to upgrade all
- of them, which may be a deterrent. But their custom bonuses get you S ranks in their mecha,
- which alongside their Distortion fields and parry swords makes them stupidly unkillable.
- They're particularly good if you're going on the Jovian route later on in the game since
- there are no Resupply units on that route and you don't have Bright, making their free EN
- refills invaluable.
- Rising Gundam:
- I discussed Nobel in the Secrets section. Rising has a very cheap, decent finisher with lots
- of range. Problem is Rain's melee stat isn't great if you want to use Love Love Tenkyoken,
- but she does have Strike, which is a spirit missing on most G Gundam units. She also has a
- sword and shield. Another problem is her godawful will gains (she only get +1 for KILLING AN
- ENEMY). Getting her ace will mitigate this, but getting enough will to use Love Love Tenkyoken
- will still be annoying without using Rouse. She is rendered completely pointless by Master
- Asia, and even without him around, I wouldn't use her if you don't unlock the Love Love
- Tenkyoken. She's on the same level as most of the Wing boys otherwise.
- Grendizer:
- Just like Mazinger Z, it's on that low weapon upgrade tier where it needs combos to be good.
- However, it does differ significantly from Z in other ways that make it overall a better unit,
- I think. First, it is pilot locked to Duke Freed, though you can move Duke elsewhere.
- Duke is fine for it, and in fact, he is the only Mazinger pilot with Soul. Grendizer does
- have a Sword for special defenses, at least, unlike Mazinger Z. Its Spazers give it some
- flexibility and much needed multiple pilots on a Mazinger unit. Don't use the Drill Spazer
- though; it inhibits Grendizer's weapons. Also, you cannot use combos while combined with the
- Spazer. Again, though, I can only recommend it as a powerup to Great Mazinger, but it's a
- better powerup than Mazinger Z at that.
- Altron Gundam:
- Getting its custom bonus will allow Wufei to survive with 1 HP after using Detonate.
- This makes it another bait unit that you can use to endlessly dodge attacks if you get Wufei's
- Prevail level high enough, though Wufei is still subject to dodge decay. His Ace bonus also
- feeds into this Prevail abuse by upping his critical rate even more, though sadly, the
- Altron's weapons aren't quite strong enough to make that matter so much. Still, an option to
- consider. I think Tekkoki is overall safer though, and obviously you'll do more damage via
- Stoner Sunshine Spark and such.
- Fuunsaiki:
- So I'm going to use this spot to explain how combining works, since that's all Fuunsaiki's
- good for. When a unit combines with another, the combined unit takes the average of the
- health and EN of the units it combines from. This means that if you have, say, Domon at very
- low health and EN while Fuunsaiki is full, you can combine them and the combined unit will be
- at 50% health and EN. When you decombine them, each will now be at 50%. You can use this to
- get health and EN refills without costing Domon any will if you only keep repairing and
- resupplying Fuunsaiki. This works the same for any combining unit. Other than that, Fuunsaiki
- has some cheap support spirits and can make Domon or Master Asia fly, I guess, but they can't
- combo while combined, and Fuunsaiki has no EWAC, repair, resupply, special defenses, etc.
- There is one other thing that might give it somewhat of a use: part slots. God/Burning and
- Master Gundams only have one part slot apiece. Combining them with Fuunsaiki will allow them
- to access Fuunsaiki's part as well. Again, same with other combiners. I generally don't find
- that God/Burning and Master need anything more than a Flight Module, though.
- BATTLESHIPS
- -Important note: Put your Mars Rice Bowls on these ships since they can use them on whoever
- needs them. You WILL inevitably run out of SP with someone who needs to have it and the
- Rice Bowls are your only means of restoring it other than the crappy Devotion spirit.
- Bright's ships:
- Early on, Bright is meant for supporting, though as you will see below, he is your only MAP
- attacker for awhile and has some use because of that. Later when he gets the Ra Calium, he's
- top tier bait for using Prevail because of his enormous HP pool. Not generally useful apart
- from that, but holy hell, you better get some use out of that ace.
- Nadesico:
- In theory, the Nadesico's Distortion field would make it sturdy. In practice, it costs too
- much EN for that, especially given how expensive the Nadesico's weapons are. The Nadesico does
- start with a very high base EN though. There's more problems: Yurika has no damage increasing
- spirit and no sub-pilots. It's hard to take advantage of Phase Transition Cannon because of
- these things, despite it being the most powerful MAP in the game. Her ace isn't great either
- given that she's not really meant to be attacking enemies en masse and since she has strike
- anyway (albeit a very expensive strike). But, there is one thing to say about the Phase
- Transition Cannon, and that is that it has the widest area coverage of any MAP attack apart
- from it also being the strongest, meaning that you can earn all kinds of money with it.
- But generall, the Nadesico is best used for support defending, and later on, spamming
- Confuse to keep you from getting screwed. You also might find use in getting its custom bonus
- to upgrade its EWAC-s field to EWAC-L.
- OTHER MISCELLANEOUS BULLSHIT
- -To begin with, there is a certain boss on stage 20 that will be made much easier if you
- deploy Akito in every stage between the time you get him and that stage. It will also be
- easier if you get Fa to at least level 18 (preferably higher) and upgrade the weapons of
- the Shuffle Alliance guys to max. See my notes for the stage in the timeline below if you want
- more details.
- -The Counter skill part doesn't actually bestow the Counter skill unto a pilot. It's a bug.
- -So if you want to shoot down Char, Gato and the Black Tri Stars on Stage 7, upgrade the
- Argama's Weapons to max and give it a Dustproof part. When the stage begins, get as close to
- them as you can and damage get them to as low an amount of health as possible. Check GameFaqs
- for their retreat values. The bosses will start moving at around Turn 3 enemy phase. Try to
- surround Char on all sides except the right. This will ensure he moves close to Gato. The Tri-
- Stars will generally follow suit, though it may take some finagling with where your units are
- positioned to get them all in the Argama's line of fire. Save and reload so you can see where
- they all move to so you know where to move the Argama on Turn 3. Don't worry too much if you
- can't get one Tri-Star; only Char and Gato give big prizes. You may need to use the Game Over
- Trick some to grind Bright so he can get Strike, but when I did this, his accuracy rate
- was high enough to where he wouldn't have really needed it if I had gotten Dragonar-3 nearby.
- Make sure to land the Argama to take advantage of its S rank land terrain with the Dustproof
- part.
- -Shooting down Rosamia and Four on stage 12, Earth route supposedly can't be done unless
- you've grinded George to lv 24 so he can get Valor and upgraded his weapons to at least 66%
- so he can Rose Screamer them. I never tried. If you can only shoot down one, shoot down Four.
- You don't get many Resolve parts.
- -Shooting down the Daimajin on stage 23 may be possible without grinding if you try and get
- all criticals. I gave Akito THAT many range parts. If you want to be safe rather than sorry,
- get Akito's valor. Note that he leaves you after stage 19 and will return at the same level he
- leaves at.
- -On stage 37, OCCUPY ALL OF AXIS BEFORE SHOOTING DOWN GATO, YOU FUCK. You will thank me later.
- JUST DO IT. YESTERDAY YOU SAID TOMORROW SO JUST DO IT.
- -The Cyber Newtype stages, 37, and 38, are indeed pure torture, but try to bear with them.
- They do get easier. The Zeongs they throw at you at the beginning are the worst, but the
- Psycho Gundams are actually pretty easy to hit. Using FAZZ is highly recommended.
- -When I say grinding using the Game Over Trick, enemy level will scale with yours, but it only
- recalculates based on your average level between stages. Therefore, it is best to increase
- level very early on and during route splits, when you don't have as many party members
- affecting your average level. On the other hand, you will not have access to the Cheer spirit
- early on without massive grinding. Keep in mind that when you get a game over, the level of
- joining allies will be reset. Only allies who are on your team before the mission starts
- retain their level and kill count.
- -Be careful when grinding levels. Supposedly enemy evasion stats and defense skill levels
- outpace yours in the scaling.
- -Infight parts increase base melee weapon damage by 50 per level. At level 4, you get +1
- to movement and at level 7, you get another +1 to movement. Gunfight parts are similar, except
- they increase ranged damage and weapon range (except for range 1 and MAP weapons). Neither
- increase the damage of MAP weapons.
- -I recommend stacking all your Gunfight parts on Trowa and Akito for reasons below.
- Your Infight parts I would give to Combattler and Voltes, maybe one of the Getter pilots if
- you're feeling saucy. Resolve goes to G Gundam pilots of course. Prevail I'd stack on Bright.
- Give Akito more Range, Banjo more Skill and Tekkoki more Evasion. Rest is up to you.
- -There are a few other units Judau can use that have MAP attacks. Specifically:
- >Hyaku Shiki
- Actually has a stronger MAP than ZZ, but with nowhere near the range width. Also can't fly,
- but then neither can FAZZ. If you get the custom bonus of the FAZZ, its MAP will be as strong
- as the Hyaku Shiki's.
- >Apsalus II
- Its map has the same range as the Hyaku Shiki's, except 1 less square (unless you get the
- custom bonus). It is also weaker. On the other hand, it costs only 40 EN to fire, but how
- often are you going to fire a straight line MAP, anyway? It can fly, I guess, but by the time
- you get Judau, that really won't matter.
- >GP-03 Dendrobium
- The GP-03's MAP doesn't really need to be used post movement to be good. Definitely deploy it,
- but not with Judau, unless the GP-03 is the only UC Gundam unit you're going to use, anyway.
- Even then, I'd still put Kamille in it over Judau.
- >Conclusion
- Judau is meant for the FAZZ.
- FULL TIMELINE
- "Super" Robot route
- Stage 1:
- Getter Robo (Ryouma, Hayato, Musashi) \\Lamia only
- Mazinger Z (Kouji) \\Axel only
- Boss Borot (Boss) \\Axel only
- Great Mazinger (Tetsuya) \\Axel only
- Diana A (Sayaka) \\Axel only
- Venus A (Jun) \\Axel only
- OG Mecha
- -Secret requirement (Risa):
- Take this route and have Ryouma have over 5 kills by the end of stage 4.
- Stage 2:
- Texas Mack (Jack, Mary)
- Getter Robo (Ryouma, Hayato, Musashi) \\Axel only
- Mazinger Z (Kouji) \\Lamia only
- Boss Borot (Boss) \\Lamia only
- Great Mazinger (Tetsuya) \\Lamia only
- Diana A (Sayaka) \\Lamia only
- Venus A (Jun) \\Lamia only
- Stage 3:
- Daimos (Kazuya)
- Galva FX-II (Kyoshiro and Nana)
- -Great Mazinger, Venus A and their default pilots leave after the stage
- Stage 4:
- -Gain everyone that joins on the "Real Robot" route
- -Secret pilot (Risa):
- Will join you if you met the previous requirement.
- -Notes:
- If you're having trouble with Akito getting shot down, try to leave weak enemies on
- the south end of the stage since Akito will aim for what he can kill. This way, he won't rush
- north like an idiot and suicide himself against the Mazinger bosses.
- "Real" Robot route
- Stage 1:
- OG Mecha
- Cavalier-0 (Kaine)
- Dragonar-2 (Tapp)
- Dragonar-3 (Light)
- Gundam RX-78 (Amuro)
- Taurus (Noin)
- Argama (Bright)
- Stage 2:
- Methuss (Fa)
- Sayla (UC Gundam pilot with no default unit)
- Stage 3:
- Cavalier-0 becomes Dragonar-1, loses EWAC-L field and Rail cannon attack
- Gundam Ez-8 (Shiro)
- -Notes:
- Watch out for Mash, Ortega and Gaia. They can combo attack you. Combos bypass most special
- defense abilities and also support defenses, although that shouldn't be too relevant yet.
- Bottom line is that the stage will be easier if you shoot down at least one of them ASAP.
- Stage 4:
- -Gain everyone that joins on the "Super Robot" route
- -Notes:
- If you're having trouble with Akito getting shot down, try to leave weak enemies on
- the south end of the stage since Akito will aim for what he can kill. This way, he won't rush
- north like an idiot and suicide himself against the Mazinger bosses.
- COMBINED ROUTE
- Stage 5:
- Shining Gundam (Domon)
- -Notes:
- This is my favorite stage in the game. Every single line of dialogue is pure magic. Anyway,
- it's an easy stage, but you will need to have all the weapons of at least Daimos and probably
- your protagonist upgraded to max in order to take down the Devil Gundam.
- Stage 6:
- Gundam GP-01 Zephyranthes (Kou)
- GM Custom (Burning)
- -Notes:
- There is a bit of a trap on this stage: you are directed to fight enemies in the northeast
- corner, but after shooting some of them down, more enemies will spawn in the southwest corner.
- If any enemy moves onto one of the base tiles, you fail the mission. Thankfully, they do not
- prioritize moving onto the base tiles, but it can still happen anyway if you're not careful.
- You may want to send some units to deal with them. Now, you do get reinforcements a turn or
- two after the enemies spawn in the southwest, but it may be too late by then. Also, Kazuya
- will have his will reduced by around 30 points near the beginning of the stage, so you can't
- rely too much on Daimos here. One last thing: some Gundam enemies spawn around the same time
- your reinforcements do, and these include Mash, Ortega and Gaia, who can combo attack you.
- If you haven't seen them yet, combos will ignore Daimos's Parry, support defense, and most
- other special defense abilities. Shoot down one of them ASAP. These Gundam enemies will spawn
- near the base and flee southwest. You want their things, so be sure to kill them before
- they get away.
- -Secret requirement (Apsalus II):
- Have Shiro convince Aina
- Stage 7:
- Gundam Mk-II (Kamille)
- Dragonar-1 becomes Dragonar-1 (L), gains flight and Missile Pod weapon, weapons upgraded
- Dragonar-2 becomes Dragonar-2 (L), gains flight, resupply ability and Missile Pod weapon,
- weapons upgraded
- Dragonar-3 becomes Dragonar-3 (L), gains flight and Anti-Radar Missile weapon, weapons
- upgraded
- -Secret unit [Minerva X] (no default pilot):
- Don't get Dragonar-3 shot down. Deploy Kouji. Before shooting down Ankoku Daishogun, convince
- Minerva X with Kouji. Minerva X will become an NPC ally and must survive the rest of the stage
- in order for you to obtain it as a unit.
- -Secret unit [Apsalus II] (Aina):
- If previous requirement is fulfilled, don't shoot down Aina and you will get it after the
- stage
- -Secret unit [Char's Gelgoog] (no default pilot):
- Shoot down Char's Gelgoog and you'll get it after the stage.
- -Secret pilot (Miyuki):
- Miyuki must have a battle encounter against each of the three Getter forms. After that,
- convince her with Ryouma. She will join you on the spot.
- -Joins after the stage:
- Getter Q (Michiru)
- Zaku II Prototype (Aina)
- -Notes:
- See above section on shooting down Char, Gato and the Black Tri-Stars.
- Shooting down Miyuki will get you an accuracy raising part, but she's a good pilot, so
- keep those things in mind. Deploying Sayla on this stage will also apparently get you 10,000
- bonus cash, though I never saw any indication of that. If you unlock the Apsalus, you will
- still get Aina and the Zaku II Prototype. You should shoot Aina down for the EWAC device part
- though.
- ROUTE SPLIT
- *Earth Route* *Space Route*
- G Gundam Gundam 0079
- Getter Robo Gundam 0083
- Dragonar Gundam Wing Endless Waltz
- Gundam 08th MS Team
- Zeta Gundam
- Mazinger Z
- Daimos
- Choice is made at the beginning of Stage 8.
- DECISION ANALYSIS:
- The Earth route is considerably easier since it has better units available and you fight
- mostly easy to hit 70s MotW enemies on it. However, you only gain two units during it and
- unlock no immediate secret units for taking it. On the other hand, this route does set a
- flag for unlocking Master Gundam much later in the game. That is a very powerful reason to
- take it. Another thing to note is that level grinding will be difficult on this route since
- you cannot swap anyone into resupply units. You also have no battleships. Going without Bright
- will be kind of a pain. The one other thing to say about it is that you will run into some
- bosses with very high retreat HP thresholds, so you better max out your OG and Shining Gundam
- if you haven't already. One last thing: this route offers you one more flight module than the
- Space route does. There are only 4 flight modules in the game. Getting all of them is
- extremely important if you like using the G Gundam guys or other units that can't fly by
- default
- The Space route, while harder in general, does have easier to shoot down bosses and you will
- have Bright. Going this route will give you the chance to unlock several things: Aestivalis
- Gai is the most important, but you'll also be able to get Boss Borot's Borot Pressure Punch
- and Lalah and the Elmeth. None of these are more useful than Master Gundam, though I will
- note that Gai has an incredible amount of lines for a secret character. It's almost as if he
- wasn't meant to be a secret. Level grinding is much easier here since you can put anyone in
- Boss Borot or the G-Fighter in order to gain experience quickly by resupplying, so it's a good
- route to take if you want to get Akito's Valor for fighting the Daimajin on stage 23. However,
- you also have many more characters join you than on the Earth route, so keep that in mind as
- well. This may also be mitigated by the fact that it's far easier to do the Game Over Trick on
- this route since you can just get your battleship shot down if you want to replay the stage
- instead of getting every single unit you fielded shot down.
- Stage 8:
- Gundam Maxter (Chibodee) (Earth route only)
- Gundam Rose (George) (Earth route only)
- Dragon Gundam (Sai Saici) (Earth route only)
- Bolt Gundam (Argo) (Earth route only)
- Joins you for the stage and leaves permanently afterwards:
- Shadow Gundam/Gundam Speigel (Schwarz) (Earth route only)
- -Secret requirement (Master Gundam):
- Take the Earth route to set the first flag for Master Gundam.
- -Notes:
- On the Earth route, a bunch of Dragonar bosses spawn. If any one of them is shot down,
- the others will retreat. They will also retreat if the Devil Gundam is shot down or retreats.
- The one you want to aim for is Gon Jem, he gives you a flight module.
- It may be possible to get a few of the others with prudent use of George's Rose Screamer, but
- it will probably be more trouble than it's worth. This stage on the Space route is the exact
- same, but it ends early (either when the Argama launches or when you shoot down the Devil
- Gundam, whichever happens first). The Shuffle Alliance and Schwarz appear directly after those
- events.
- Stage 9 (Space route):
- Full Armor Gundam (Amuro): FSWS mod parts added to Gundam RX-78. Upgrades HP, EN, Armor,
- decreases mobility and entirely changes weapon loadout
- G-Fighter (No default pilot)
- Lose Gundam GP-01 Zephyranthes
- -Secret requirement (Aestivalis Gai):
- Nadesico, Aestivalis Akito and Aesitvalis Gai will spawn at the southwest corner of the map
- after a few turns. They will be neutral NPC units and will move straight north. Don't let any
- of them go under 2,000 HP. The stage will end if you do. The stage will also end if they get
- to the north end of the map, which is what you want to happen.
- -Secret requirement (Borot Pressure Punch):
- Boss must have 5 kills by the end of the stage.
- Joins you after stage:
- Aestivalis Ryoko (Ryoko)
- Aestivalis Izumi (Izumi)
- Aestivalis Hikaru (Hikaru A)
- -Notes:
- I don't think it's possible to shoot down Delaz and protect the Nadesico at the same time, but
- if you ever do it, be sure to let me know if he drops anything. Anyway, the Full Armor Gundam
- and G-Fighter are technically secrets, but only on a first playthrough. You get them both
- by default on NG+, likely because which one you get is determined by whether Amuro or
- Sayla has the higher kill count at this point. Since Sayla leaves you permanently in about two
- stages and Amuro is with you the whole game, you can see why that would complicate things if
- they didn't do this. Though I do kind of want to see what happens if their kill counts are
- equal on a first playthrough.
- Stage 9 (Earth route):
- Zambot 3 (Kappei, Uchuta, Keiko)
- Stage 10 (Space route):
- Gundam GP-01 Zephyranthes Full Burnern (Kou)
- Super Gundam (Kamille): G-Defensor mod parts added to Gundam Mk-II. Upgrades all stats, adds
- Missile Launcher and Long Rifle weapons
- -Secret weapon (Borot Pressure Punch):
- Added to Boss Borot if previous requirement is met.
- Stage 10 (Earth route):
- Daitarn 3 (Banjo)
- Notes:
- You might think it a good idea to destroy both Lisa and Aiza at once with Rose Screamer since
- they combine when you take one out. Don't do this. They won't combine if you take them both
- out at once and you want them to combine because the combined Megaborg gives you an SP+10 part.
- Take out Aiza for the Infight+1. All Lisa gives you is a measly Magnet Coating. Another thing
- about the Twin Megaborgs is that they can combo you before they combine. As a reminder, combos
- bypass most special defenses and also support defense, so while you get the ridiculously meaty
- iron wall of support defense that is Daitarn 3 on this stage, don't overrely on it. The
- Nibelungen tanks do not move, so feel free to lure other enemies away from them.
- Stage 11 (Space route):
- Nadesico (Yurika)
- Aestivalis Akito (Akito)
- Aestivalis Akatsuki (Akatsuki)
- -Secret unit [Aestivalis Gai] (Gai):
- Will join you if he survived stage 9.
- -Secret requirement [Elmeth]:
- Deploy Sayla. Both she and Amuro must attack both Char and Lalah at least once each.
- Stage 11 (Earth route):
- There are no roster changes or secret requirements on this stage
- WARNING: Any units hit by the cannon will be instantly destroyed
- -Notes:
- Yes, the enemies can kill themselves with their own terrain hazard cannon weapon. They're
- that stupid. Even the bosses will suicide by moving in front of the cannon. You want their
- drops, so don't let them. Destroy the cannon by moving a unit onto it ASAP.
- Stage 12 (Space route)
- -Secret unit [Elmeth] (Lalah): If previous requirement was met, destroy Char's Zeong and then
- convince Lalah with Amuro.
- -Join for the stage and then leave afterwards:
- Talgeese III (Zechs)
- Gundam Deathscythe Hell (Duo)
- Sandrock Gundam (Quatre)
- -Sayla leaves you permanently after this stage.
- -Notes:
- Take note that the colony moves towards Earth by about one square every turn if you're trying
- to take advantage of its terrain effect. Cima's faction will spawn in above Delaz's fleet
- about three turns in. To counter them, the Wing boys will spawn on the north end of the Earth
- tiles the turn after. Cima's faction does attack the Delaz fleet, so try and use the Wing boys
- to prevent them from stealing your kills.
- Stage 12 (Earth route):
- There are no roster changes or secret requirements on this stage.
- -Notes:
- May want to view above discussion of shooting down both Four and Rosamia in the "Miscellaneous"
- section. If you don't want to bother, Four has a Resolve part while Rosamia has a Melee +10
- part. Your choice as to which to shoot down.
- COMBINED ROUTE
- Stage 13:
- Lose Argama
- Units that cannot land are unavailable for this stage
- WARNING: Before the Walking Stick is destroyed, any unit that attempts to fly will be
- instantly destroyed.
- -Notes:
- This stage has a gimmick, the Walking Stick artillery weapon. You must destroy it in 7 turns.
- While you can destroy the Walking Stick by placing a unit on it, you may also do so by
- destroying all enemies. The latter is recommended since an OG force will spawn in the
- northwest once you destroy it, and you don't want to deal with both the Nadesico and OG
- enemies at the same time. Either way, you will be able to fly once it is destroyed. Shoot
- down your rival for a Hero's Mark on this stage. It is important. Do not miss this because you
- haven't been upgrading weapons.
- Stage 14:
- Re-GZ (Kayra)
- Hyaku Shiki (Quattro)
- -Secret requirement (Musashi):
- Ryouma must have a kill count of 15 or higher by the end of the stage
- Notes:
- You have a couple of NPC ally Dragoons with you at the beginning of the stage. Stay away from
- them and do not help them. You want them all to die ASAP to keep the number of kills they
- steal from you to a minimum. Steal kills from them wherever possible. Remember that they will
- aim for whatever has the lowest amount of health that is in their range.
- Stage 15:
- Lose Getter Robo
- Getter Robo G (Ryouma, Hayato, Benkei)
- Great Mazinger (Tetsuya)
- Venus A (Jun)
- Nahel Argama (Bright)
- -Secret unit [Mecha Tekkoki] (Tekkoki Oni):
- Do not let Tekkoki Oni get shot down. This is considerably easier than other NPC ally
- protection missions because he retains all the pilot parts put into him, you can repair him,
- and he is affected by your EWAC fields.
- Joins after stage:
- Single pilot Getter Robo (Michiru)
- Miyuki becomes default pilot of Getter Q if you have her.
- -Secret pilot (Musashi):
- Will join you if the previous requirement was met.
- -Notes:
- Mazinger Z starts the stage with 10 HP, so put a repair kit on it so it doesn't die instantly.
- Ankoku Daishogun, Great Marshall of Hell and Hidler all retreat on about turn 4. Fortunately,
- Ankoku Daishogun is the only one with a worthwhile drop and is also the easiest to get to.
- Great Mazinger and Venus A spawn directly south of him on turn 3, so keep that in mind.
- Stage 16:
- -Secret requirement (Four/Rosamia):
- Convince either Four or Rosamia using Kamille. You can only convince one of them.
- -Notes:
- You will have control of Nobel Gundam for a few turns, after which it becomes an enemy. If I
- were you, I would move it to a distant corner of the map while you have control so that it's
- not close enough to annoy you while you're dealing with the other enemies.
- ROUTE SPLIT
- *Big Falcon Route* *Nanbara Connection Route* *Guyana Highlands Route*
- Getter Robo Nadesico G Gundam
- Mazinger Z Great Mazinger Daimos
- Gundam 0079* Gundam Wing Endless Waltz Dragonar
- Gundam 0083 Zambot 3 Daitarn 3
- Gundam 08th MS Team Quattro and Hyaku Shiki Zeta Gundam
- Gundam Char's Counterattack (except Quattro)
- *Char's Gelgoog is available on all routes
- Decision happens at the end of stage 16, before the save screen
- DECISION ANALYSIS:
- This is just a one stage route split, so I'll keep it brief.
- Guyana Highlands route:
- This route gets you no immediate rewards, and is a bit difficult, but it does set another
- flag for Master Gundam and also sets the flag for getting Reppu Seikenzuki Kai later in the
- game. Honestly, even if you went the Space route, I'd still take this route. Reppu Seikenzuki
- Kai alone is more useful than anything you get on the other routes.
- Nanbara Connection route:
- The stage here is generally pretty easy, I had no trouble clearing it, though it was a bit
- tough to avoid getting Kerot shot down at first. This route gets you Kerot, which is a meme
- support unit, and Combattler V's Grandasher, which is not a finisher but is good for grunt
- bashing.
- Big Falcon route:
- I never took this route, so I can't comment too much on it. It gets you Mecha Kochouki, which
- is a single pilot Getter unit, yay. It also unlocks a new finisher for Voltes, which is weaker
- than Voltes's combo with Combattler and is thus completely pointless. To be fair, it is
- probably the best route in terms of plot. Voltes is a good show.
- Stage 17 (Big Falcon Route):
- Voltes V (Kenichi, Ippei, Daijiro, Hiyoshi, Megumi)
- -Secret unit [Mecha Kouchoki] (Kouchou oni):
- Attack her once with Ryouma, then convince her with Ryouma
- -Secret Requirement (Choudenji Ball V Slash):
- Take this route to set the flag for Voltes V's secret weapon.
- Stage 17 (Nanbara Connection Route):
- Combattler V (Hyoma, Juzo, Daisaku, Chizuru, Kosuke)
- -Secret unit [Kerot] (Kinta, Chie):
- If you take this route, they will be the starting unit for this stage and will stay with you
- for the rest of the game. They start out in "Cardboardler V" form, before shedding the armor
- after two turns. You can get the armor back by getting Kerot's custom bonus.
- -Secret Requirement (Grandasher):
- Take this route to set the flag for Combattler V's secret weapon.
- Join you for the stage and then leave:
- Tallgeese III (Zechs)
- Sandrock Gundam (Quatre)
- Stage 17 (Guyana Highlands route):
- Gundam Maxter gains "Bursting Machine Gun Punch" weapon
- Gundam Rose gains "Rose Hurricane" weapon
- Bolt Gundam gains "Gaia Crusher" weapon
- Dragon Gundam gains "Shin Ryusei Kochoken" weapon
- -Secret requirement (Master Gundam):
- Take this route to set the second flag for Master Gundam, though if you didn't get the first,
- getting this one won't change things.
- -Secret requirement (Reppu Seikenzuki Kai):
- Take this route to set the flag for Daimos's secret weapon.
- After the stage ends:
- Lose Shining Gundam
- -Notes:
- You start this stage surrounded by enemies with no support units at all. While this isn't the
- only time this sort of thing happens, you have to go a good 4-5 turns before your allies spawn
- this time. Distribute parts accordingly and try not to get killed.
- COMBINED ROUTE
- Stage 18:
- All Aestivalis units gain "Field Lancer" weapon. It pierces barriers.
- Zeta Gundam (Kamille)
- God/Burning Gundam (Domon)
- Rising Gundam (Rain)
- -Secret pilot (Four/Rosamia):
- Whichever one you convinced previously, convince that one again with Kamille and she'll join
- you after the stage.
- -Secret requirement (Nobel Gundam and Master Gundam):
- Convince Allenby with Domon. You must recruit Allenby to recruit Master Asia.
- -Secret requirement (Master Gundam):
- Domon must have at least 30 kills by the end of this stage.
- -Notes:
- You will deploy units twice during this stage. The second deployment happens about 3 turns
- after the first. The second deployment also has many more units available than the first
- deployment. Any unused deployment slots from the first deployment do carry over to the second
- deployment. Save some SP for Gon Jem and his Gilgazamune. The bastard has a Hyper Jammer, so
- it'll be a pain to hit him without Strike and Attune. Fortunately, you get the Hyper Jammer
- after he dies. You may want to send a group towards the northwest part of the stage to prevent
- Master Asia from stealing all your kills when he spawns.
- Stage 19:
- The Shuffle Alliance gains the Erupting Shuffle Alliance Fist combo attack
- Lose Rising Gundam after this stage
- -Secret unit [Nobel Gundam] (Allenby):
- Deploy Rising Gundam. Convince Allenby with Rain first, then with Domon. Finish her off with
- Domon. She'll join you after the stage.
- -Secret requirement (Master Gundam):
- Recruit Allenby to set the final flag for Master Gundam. You'll know you did everything right
- if Master Asia's death scene seems anticlimactically short.
- -Notes:
- Master Gundam will regenerate its HP to maximum if it at any point goes under around 4,500 HP
- without dying. I am told there is a limit to the number of times it does this, but at any rate,
- finishing him off shouldn't be difficult. I use this stage quite a bit for kill count farming
- since there's a lot of relatively weak enemies here. It's also easy to fulfill the lose
- conditions, and unlike a lot of stages, the way you start off in this stage isn't full of shit.
- If I didn't get enough ace bonuses for you, maybe try this stage to help get more. THIS IS THE
- DEADLINE FOR UPGRADING AKITO. He will leave at the start of next stage and not be back until
- the Daimajin fight.
- Stage 20:
- Lose entire Nadesico cast
- -Secret requirement (Fuunsaiki): Domon must have at least 30 kills before the end of the stage
- After stage ends:
- Lose Dragonar cast
- -Notes:
- On turn 2 enemy phase, the Nadesico cast will appear to the west of your deployment position
- and will begin attacking you. I recommend sending a small force over to deal with them while
- your main force moves directly south (and not southwest towards the Gaizok). On turn 3 enemy
- phase, an OG force will appear around the riverbank below the crescent shaped forest. Your
- target is Vindel and his Zweizergain, which will spawn five squares to the left of and five
- squares above the bottom right corner of the map. You have until turn 6 enemy phase to defeat
- him. The problems, therefore are twofold: first, that you will not have enough Will in that
- timeframe to use your most powerful moves, and second, that surviving is extremely difficult.
- Be prepared to sacrifice a unit or two to do this. As for the problems of Will, there are a
- few ways to deal with this. The first is to simply use units with finishers that have small
- Will requirements, like the Dynamic Pro units. The second is to use the (aced) Shuffle Alliance.
- The third requires a bit of preparation and setup: Use Fa's Rouse on everyone that you're
- going to fight Vindel with. This requires you to have lots of Mars Rice Bowls, which you can
- get by using aced Akito on prior stages. It also requires you to have Fa to a high enough level to
- have Rouse. Anyway, you'll need 7-8 Bowls. Load both whatever unit Fa is using with them
- (Methuss is fine) as well as the Nahel Argama, since it can use them on her. If you have
- extra, put them on Zambot before the stage since Keiko has Rouse and Attune, and you'll
- probably need both. As I said, you will have problems surviving, and the solution to this is
- using Confusion after the OG force spawns, and possibly even during turn 3. Your prize for
- victory is a Haro, one of 3 in the game. And it is an extremely useful prize since one of the
- other 3 can only be used in the final stage.
- Stage 21:
- Regain Nadesico cast except Akito and Akatsuki
- Dragonar-1 Custom (Kaine): Gains 25 mm Autocannon and Photon Bazooka weapons, weapons upgraded
- Dragonar-2 Custom (Tapp): Loses Resupply ability, gains Assault Knife and Photon Bazooka
- weapons, weapons upgraded
- Dragonar-3 Custom (Light): Gains Photon Bazooka weapon, weapons upgraded
- After the stage ends:
- Aestivalis Akatsuki (Akatsuki)
- Secret unit [Fuunsaiki] (Fuunsaiki): Joins if previous requirement was met and you failed at
- least one of the requirements for unlocking Master Gundam
- Stage 22:
- Drill Spazer (Maria)
- Marine Spazer (Hikaru M)
- Joins you for the stage, then leaves:
- Double Spazer (Rubina)
- After the stage ends:
- Lose Kou, but not the GP-01
- -Notes:
- Get used to enemies having this much health. It's not going away anytime soon.
- Stage 23:
- Aestivalis Lunar Frame (Akito)
- Grendizer (Duke Freed)
- After the stage ends:
- Nadesico becomes Nadesico (Y-Unit): Phase Transition Cannon MAP weapon added, weapons
- upgdraded
- -Notes:
- Here it is, the battle with the Daimajin. If you've upgraded all of Akito's weapons to maximum,
- you may be able to take it down only with critical hits, but even then, you'll probably need
- valor. If you beat him, you get one of the three SP Use Down parts in the game. He retreats on
- turn 3 player phase, so you can hit him exactly four times. Make them count. The mission after
- that is mostly just mopping up grunts. Grendizer will spawn to the southwest once you're done
- fighting Daimajin and your main team will spawn in the southeast corner about two turns later.
- Note that you only get one Lunar Frame for all of your Aestivalises, unlike in later games.
- May as well give it to Akatsuki since he's the only one that can't combo and no one else can
- combo using it. Of course, if you didn't save Gai, you may want to keep it on Akito anyway.
- However, the Lunar Aestivalis is the only one that doesn't recieve a free EN refill from the
- Nadesico every turn, so keep that in mind as well. It does have much more EN to compensate for
- that.
- Stage 24:
- Gundam GP-03 Dendrobium (Kou)
- -Secret pilot (Kirika):
- Fight Kirika with Grendizer combined with the Drill Spazer. Destroy Zuril's Battle Mothership
- and then separate the Spazer and convince Kirika with Maria. She will join you after the stage.
- Joins you for the stage then leaves:
- Falguen MAFFU (Meio)
- -Notes:
- Mind the Gilgazamunes' MAP weapons. Although Meio is not officially part of your team,
- Kaine can still combo with him while he's around. The stage starts with Meio alone, and
- then his buddies will spawn as NPCs to the east one turn after. Your team will spawn in the
- northeast corner a turn after that. On Turn 5 enemy phase, some Zeon forces will spawn in the
- center west part of the stage, probably flanking whatever battle was going on, and the player
- phase after that, the GP-03 spawns behind them near the northwest corner. When you take out
- Turchinov, Meio and his pals will leave and a bunch of Grendizer enemies will spawn in the
- southeast corner of the map, likely right on top of you if you've been holding the line where
- the mission starts. Hold off on killing him until you've dealt with everything else. Here are
- the reasons for sparing Kirika instead of killing her for the Giga Generator she drops:
- Stage 25:
- Lose OG Mecha and Protagonist
- Lose Dragonar-1 Custom
- ROUTE SPLIT
- *Devil Fortress route* *Mariemaia Army route*
- Gundam Char's Counterattack Nadesico
- G Gundam Daitarn 3
- Voltes V Zambot 3
- Mazinger Z Getter Robo
- Great Mazinger Combattler V
- Dragonar Gundam 0079*
- Daimos Zeta Gundam*
- Gundam 08th MS Team Gundam 0083*
- Zeta Gundam* Gundam Wing Endless Waltz
- Gundam 0083* Grendizer
- Decision is made at the end of stage 25, before the save screen
- *Which units and pilots you get depend on the route. On the Devil Colony route, you get
- Quattro and his Hyaku Shiki as well as Four/Rosamia with the Super Gundam for Zeta Gundam.
- For 0083, you get Burning, along with the GM Custom and GP-01 Fb. On the Mariemaia route
- you get Kamille and the Zeta Gundam and Fa and the Methuss for Zeta Gundam, and Kou with
- the GP-03 for 0083. This time, the Gelgoog Char Custom is exclusive to the Devil Fortress
- route despite the rest of 0079 going the other route. I guess it's following Quattro around.
- No decision analysis this time, though there is a bit of that in the following stage notes.
- Stage 26 (Devil Fortress route):
- Dragonar-1 Custom (Kaine)
- Joins for the stage, then leaves:
- Falguen MAFFU (Meio)
- After the stage ends:
- Rising Gundam (Rain)
- -Secret weapon (Sekiha Love Love Tenkyoken):
- Take this route and it will be available after the stage.
- -Notes:
- The length of this stage depends on how many upgrades you've given the Shuffle Alliance.
- It's about normal stage length if they are at max weapons/EN. If not, it is arguably even more
- painfully long than the penultimate Cyber Newtype corridor stage later in the game, and with
- that out of the way, this, too, is a corridor stage. Enemies will not move here; you have to
- actively go to them. There are no advantageous terrain squares except for the sparse energy
- tanks, not that those matter all that much. The silver lining is that since the enemies don't
- move, it is easy to position yourself wherever you need to be. The stage is more or less over
- after defeating Turchinov. You will have to deal with Wong and DG Rain, but there will be no
- more grunts that spawn with them. DG Rain's HP count is 121,000.
- Stage 26 (Mariemaia Army route):
- Join for the stage, then leave:
- Tallgeese III (Zechs)
- Wing Gundam Zero Custom (Heero)
- Sandrock Gundam Custom (Quatre)
- Gundam Deathscythe Hell (Duo)
- Gundam Heavyarms Custom (Trowa)
- -Notes:
- You start with Zechs only, and then the rest of the Wing boys will spawn behind him on turn 2
- On turn 3, OG units will spawn on both the center east and center west sides of the map. On
- turn 4, your main team will spawn on the center north part of the map, above the MO-III
- satellite. Your rival and Wufei will spawn at the point of the OG groups on enemy phase.
- Defeating Wufei will cause Heero to leave. A much simpler and quicker stage than the above.
- The only real problems are that you don't have Bright or Dragonar-3. Also this stage is pretty
- pointless in terms of plot since the conflict isn't actually resolved until next stage. This
- is just filler.
- COMBINED ROUTE
- Stage 27:
- Tallgeese III (Zechs)
- Sandrock Gundam Custom (Quatre)
- Gundam Deathscythe Hell (Duo)
- Gundam Heavyarms Custom (Trowa)
- OG mecha and protagonist
- Wing Gundam Zero Custom (Heero)
- After the stage ends:
- Altron Gundam (Wufei)
- -Notes:
- You start with Zechs, Quatre, Duo and Trowa on the upper west side of the map. Unfortunately,
- there's a lot of forest around and only the Tallgeese can fly, so the Wing Boys are gonna be
- pretty useless for the stage. Why the hell can't the Deathscythe fly? Anyway, on turn 3, an
- OG force spawns on the southeast corner of the stage, while your OG protagonist spawns in the
- center west. On turn 5, Heero and Wufei spawn in the northwest corner of the stage, while your
- main force spawns in the northeast. Your "main force" consists only of units that went on the
- Mariemaia army route, but you do go to this stage regardless of which route you took. You'll
- get everyone else back after the stage.
- Stage 28:
- Lose Getter Robo G
- -Secret unit [Gouf Custom] (Norris):
- Will join you if you don't shoot him down on this stage.
- -Secret unit [Quebley Mk-II] (Puru):
- Deploy Kamille, shoot down Glemy and then attack Puru with Kamille without destroying her unit
- She will join you on the spot.
- -Secret unit [Quebley Mk-II] (Puru Two):
- Defeat Puru Two with Puru
- After the stage ends:
- -Secret weapon (Choudenji Ball V-Slash):
- Added to Voltes V if the Big Falcon route was taken
- -Secret weapon (Grandasher):
- Added to Combattler V if the Nanbara Connection route was taken
- -Secret weapon (Reppu Seikenzuki Kai):
- Added to Daimos if the Guyana Highlands route was taken
- -Notes:
- Aina autodeploys here. If you got the Apsalus II, she will deploy in that, otherwise, she will
- be in her Zaku II Prototype. On turn 5, a mixed group of 70s enemies will spawn to the north
- of the base terrain you start on, and then on the following turn, Neo Zeon forces will spawn
- on the other base terrain. Be sure to shoot down Puru for the Hero's Mark. Also, watch out for
- the Apsalus units on this stage. They seem to be able to use their MAP after moving for some
- reason. And the Apsalus III's MAP will destroy you if you let it. Be careful, and remember,
- it's a beam weapon. Beam weapons can't do shit against units in water, and there's quite a bit
- of water in this stage.
- Stage 29:
- Shin Getter Robo (Ryouma, Hayato, Benkei)
- -Secret unit [Master Gundam (F)] (Master Asia and Fuunsaiki):
- Joins if you met all previous requirements
- Secret requirement (MP Great Mazinger):
- Tetsuya's kill count must be 30 or higher before the end of the stage.
- -Notes:
- You start the stage with Shin Getter and, if you got it, Master Gundam riding Fuunsaiki. On
- turn 3, the rest of your forces spawn in the center east part of the stage, off the coast and
- near the valley between the east mountains. On the enemy phase on that turn, MP Great
- Mazingers spawn on the north and south ends of the huge valley in the center of the stage.
- Getter units will spawn on the west end of the stage around the base tiles on the following
- enemy phase. Do watch out for the Armor Beasts Daimon and Saimon. They can combo attack you.
- Combos will get past things like Daimos's 100% parry wall and other special defenses.
- Stage 30:
- -Secret requirement (Falguen MAFFU):
- Kaine's kill count must be 30 or higher by the end of the stage
- -Secret requirement (Sazabi):
- Quattro's kill count must be 30 or higher by the end of the stage
- After the stage ends:
- Single pilot Getter Dragon (no default pilot)
- -Secret unit [MP Great Mazinger] (no default pilot):
- Obtained if the previous requirement was met.
- -Notes:
- There are loads of forest tiles covering about half the stage. Units that can't fly will have
- it tough. Once again, you deal with the Armor Beasts Daimon and Saimon. On turn 3 enemy phase,
- some reinforcements will spawn at several points on the map, but they generally show up
- southeast of the castle. The next enemy phase, more reinforcements will come. The next enemy
- phase, even more reinforcements will come, this time closer to the castle, and this time, it's
- MP Great Mazingers and Great Marshal of Hell. Also a Skullrook spawns, but you are unable to
- destroy it for plot reasons. If you do, you get a game over. Once you destroy the Demonika,
- Heinel and Jangal will spawn on the castle as the two end bosses for the stage. You have five
- turns to defeat them. This will be extremely easy if you occupy the castle territory before
- they spawn and deny them the terrain benefits. This stage is nice for grinding money on since
- all you need to do is blow up that Skullrook to game over.
- Stage 31:
- -Secret unit [Daitetsujin] (Tsukumo):
- Joins you now on this stage, but will leave permanently after this stage if you do not
- subsequently go on the Jovian route following this stage.
- -Secret unit [Falguen MAFFU](Meio):
- Joins if the previous requirement was met.
- After the stage ends:
- Nu Gundam (Amuro)
- Ra Calium (Bright)
- -Secret unit [Sazabi] (Quattro):
- Obtained if previous requirement was met.
- -Notes:
- You start off with Tsukumo alone, surrounded by enemies. Don't worry too much about that;
- the Daitetsujin is really durable. On turn 2, your allies spawn in the southeast. On turn 4
- enemy phase, some OG enemies will spawn around the colonies in the northeast. The following
- player phase, Meio will spawn in the southwest corner.
- ROUTE SPLIT
- *Jovian Route* *Little Bharm route*
- Nadesico Daimos
- Daitarn 3 Gundam Char's Counterattack [2]
- Zambot 3 Gundam 08th MS Team
- G Gundam Gundam 0079 [4]
- Getter Robo ZZ Gundam
- Dragonar Mazinger Z
- Gundam 0083 [5] Great Mazinger
- Zeta Gundam [3] Grendizer
- Combattler V
- Voltes V
- 1 Gundam Wing Endless Waltz goes on whichever route you choose
- 2 While all other Char's Counterattack pilots and mecha go on the Little Bharm route, the
- Sazabi goes on the Jovian route.
- 3 While all other Zeta Gundam pilots and units go on the Jovian route, Four/Rosamia goes on
- the Little Bharm route. In addition, the Super Gundam is available on both routes.
- 4 Char's Gelgoog is once again available on both routes. Yaaaaaaaaayyyyyyyy
- 5 The GP-01 Fb is available on both routes.
- DECISION ANALYSIS
- Playing the Little Bharm route will net you the FAZZ, which will make the Cyber Newtype stages
- that much easier. And you don't really get much on the other route. At first glance, it might seem
- that the game took away most of your good units. Look again and realize that you have
- Daimos, Combattler, Voltes, Great Mazinger, Gundam Heavyarms, your OG, and the Galva. In
- addition, you just got the Ra Calium and its stupidly large HP pool and you also just got the
- Nu Gundam, which isn't great, but it's serviceable. You're also about to get the ZZ Gundam,
- and abuse MAP attacks like you never have before. It's plenty to make a workable team. The
- other Mazingers make fine filler units. The route didn't feel difficult when I played it.
- The Jovian route nabs you the Daitetsujin as stated earlier, but I don't really think it's
- worth the price of taking this route. This route is honestly a pain in the ass, and the
- reason for that comes down to two things: one is that practically every enemy on the route
- has either a Distortion field or HP regen, and I wouldn't really see that as a problem if not
- for the second thing: you have neither Bright nor a single Resupply unit on this route. What
- this effectively means is that unless you've been focusing on upgrading the Nadesico cast,
- this route is going to be very slow and will require all kinds of turtling. If you have
- upgraded the Nadesico cast, though, this route is probably even easier than the Little Bharm
- route. Just spam combos and you're golden. And when I say "the Nadesico cast," I do mean the
- Nadesico battleship itself as well. It doesn't get any free EN refills, but it does have the
- Phase Transition Cannon, which is going to be very important on the last mission of this
- route.
- Stage 32 (Jovian route):
- Lose Tsukumo and Daitetsujin
- After the stage ends:
- Regain Daitetsujin (Tsukumo)
- -Notes:
- For the second stage in a row, you start off surrounded. Anyway, on turn 2 enemy phase, the
- enemy gets more reinforcements in the northwest, and then on the next player phase, Akito
- (and Gai if you got him) will spawn in the center of the stage, right about in the middle of
- the ring of asteroids. On turn 3 enemy phase, more reinforcements will spawn in the northeast.
- There's nothing but bastards in Distortion fields this stage, so be sure to use upgraded
- beam weapons and barrier piercing. GP-03 will really shine here, as will the the Aestivalises
- (except Lunar Frame since it can't use Field Lancer or combo). What won't do so well is Shin
- Getter, which has no barrier piercing outside of Stoner Sunshine Spark, and and most of the
- Shuffle Alliance. If you don't have Master Asia, this would be the one time I'd suggest
- fielding Allenby.
- Stage 32 (Little Bharm route):
- ZZ Gundam (Judau)
- Zakrello (Roux)
- Double Spazer (Rubina)
- -Notes:
- For the second stage in a row, you start off surrounded. Try to avoid getting the Double
- Spazer targeted; it can't take hits. Anyway, if I remember right, your main force spawns on
- turn 3, in the southwest part of the map. I think on turn 5, some OG forces spawn. The OGs and
- their annoying support defenses should be pretty easy to deal with now that you can nuke them
- to death with the ZZ. ANIME JA NAI
- Stage 33 (Jovian route):
- There are no roster changes or secret requirements on this stage.
- -Notes:
- There are two large crevaces on this stage which only flying units can pass. There's also
- cliff terrain that can't be occupied by grounded units. Anyway, once you destroy Lisa and/or
- Aisa (both can be destroyed at once with a MAP this time), the Combined Megaborg spawns,
- along with Megaborg Torres near where Mylene is and a bunch of copy Daitarn 3s on the center
- east and center west sides of the map. The Daitarn 3s drop 4500 money apiece, meaning you
- could be looking at an extra 20000-30000 if you use Bless and MAP a big group of them. As
- with before, the Nibelungen tanks do not move.
- Stage 33 (Little Bharm route):
- There are no roster changes or secret requirements on this stage.
- -Notes:
- BATTLE TURN
- You start with Daimos by itself, which would honestly be almost enough to take on the whole
- stage, but there you have it. After two turns, Richter spawns as an NPC ally in the southwest
- part of the map. After another two turns or so, the rest of your team spawns near the bottom
- of the map, while Olban and some OG forces spawn near the top around the temple area... at
- least I think it was a temple. Anyway, once you defeat Olban, another Olban spawns (the first
- one was an imposter), but he doesn't bring any friends with him. Both Olbans have the same
- stats, and as I recall, around 160,000 HP. Oh, and you can repair and resupply Richter if you
- like, but honestly, he hardly needs it given how much health he has.
- Stage 34 (Jovian route):
- There are no roster changes or secret requirements on this stage.
- -Notes:
- Lots of crevaces again, but these aren't arranged in such a way to screw over your ground
- based units. On turn 3 enemy phase, Torres spawns with his fake Daitarns again, which show
- up in the southwest and northeast. The following enemy phase, Koros spawns along with some
- Gespensts near the ruins in the northwest. When she does, you will be subject to an event
- that will reduce the Will of most pilots you have deployed. But anyway, the tanks don't move,
- and Koros doesn't move either. The Gespensts move, but they don't start moving until Turn 13
- Note that these Gespenst are not piloted by Shadow Mirror soldiers, but actually Meganoids,
- so they can't support defend each other. After you destroy Koros's little plane, she will
- become a Megaborg to fight you (something that she did not do in the show; her Megaborg form
- is completely made up). Her Megaborg form will also spawn on the ruins terrain, so make sure
- to block it off with your own units before you shoot down the plane. Koros has 151,000 HP but
- only 300 EN in Megaborg form. Her strongest move costs her 30 EN to use and she has no regen,
- so it is very easy to run her EN out and make her unable to attack farther than 1 square away.
- After downing Koros, "Teflon" Don Zauther appears, again trying to spawn on the ruins, so
- keep camping on them. Don Zauther is a big pain in the ass because of his HP regen and lv 9
- Prevail giving him over 4000 armor. I beat him in one turn, but only after being extremely
- conservative with my energy and SP throughout the stage and taking advantage of as many
- support attacks as humanly possible. I had to use both Stoner Sunshine Spark and the Shuffle
- Alliance Attack on said turn, and when I was done, I only had one unit that could actually
- fight that hadn't moved. Anyway, I don't know what's up with this stage plot-wise. All the
- implications it's making here were never in the show as far as I remember. Translator
- liberties I guess.
- Stage 34 (Little Bharm route)
- There are no roster changes or secret requirements on this stage
- -Notes:
- This stage is... different. So you start off with Daimos alone once again in this small
- corridor stage, and you have to destroy all enemies within ten turns. The rest of your team
- will spawn in around turn 4. You'll need to break them up into groups in order to take out
- everything, so be careful in designing your formations. Should be an easier time than I had
- if you gave Hyouma and Kenichi those Infight parts. Anyway, on turn 6, some Gespensts
- will spawn, blocking off most of the corridors with their blasted support defenses, so you'll
- need combo and MAP attacks to deal with them. See why I keep harping on about the ZZ?
- And yeah, if you haven't used the Mazinger cast yet, now's the time. Richter will also spawn
- in to help you as an NPC ally again, on the same turn, I believe in the southwest corner. I
- recommend keeping the Mazingers seperate from ZZ, and preferably have Combattler and Voltes
- in a third group. The Gespensts spawn all over the map and you do not have time to screw
- around. For reference, the formation I used was having Daimos and the Mazinger cast tackle
- the westernmost corridor, Combattler + Voltes, Heavyarms and my OG taking the central corridor,
- and I sent ZZ, Galva, Nu Gundam and Shiro in the RX-78 (and I think also Tallgeese) down the
- easternmost corridor (which has the fewest Gespensts to deal with anyway). You will not have
- Bright on this stage, so watch the amount of damage you take.
- Stage 35 (Jovian route)
- There are no roster changes or secret requirements on this stage
- -Notes:
- IMPORTANT:Equip the Nadesico with some Fuel tanks. It will make this stage much easier.
- If, for whatever reason, you upgraded Wing Zero or Tallgeese, they're pretty good here too
- because of their beam-based MAPs, but those do run on ammo.
- Here we have another gimmick stage. You start off surrounded by enemies while sitting on the
- polar ruins. The Nadesico can't move and you have to defend it for ten turns. After shooting
- down enough enemies, reinforcements will spawn. This will repeat infinitely. Lots of
- opportunity for earning money on this stage. On turn 3 Saburota and Gekigan types appear
- in the northwest. On turn 5 enemy phase, Genpachiro will spawn in the southeast with more
- Gekigan types. Turn 6 enemy phase has Genichiro show up with the last batch of Gekigan types
- in the southwest. Okay, so enemies prioritize targeting the Nadesico, meaning it's absolutely
- crucial that you have enough energy to keep the Nadesico's Distortion Field going. It also
- means that you're going to build up the Will to use the Phase Transition Cannon very quickly,
- and you want to use it because it's the only MAP in the game that inherently barrier pierces.
- Every enemy on this stage has a Distortion Field, and if you use the PT Cannon, you can clean
- house easily. But it costs 120 EN per shot. Hence the Fuel tanks. Also keep someone
- who can use the Renew spirit as a backup. Try to keep someone support defending the Nadesico
- at all times. Every hit it doesn't take is 20 EN it doesn't lose. Obviously prioritize taking
- down the Gekigan types, because they exist apart from the normal reinforcements. I'll
- recommend sending one unit to take down Saburota after the Gekigan types around him start
- moving towards you. That way, the same unit can safely head south towards Genichiro once he
- spawns and take him out as well.
- Stage 35 (Little Bharm route):
- -Secret requirement (Full Armor ZZ Gundam):
- Judau's kill count must be 42 or higher by the end of this stage.
- -Notes:
- Once again, you start off more or less surrounded, but this time it hardly matters because
- you don't even really want to move. Just camp out on the Little Bharm tiles for the whole
- stage. Reinforcements will spawn, but really it doesn't matter where or when because you'd be
- dumb to change your positioning. The only reason you might want to move is because a few
- units may be in the line of fire of King of Vega's MAP, but King of Vega itself doesn't move,
- and so he can only hit a few units on the south end of the Little Bharm tiles. This stage is
- a joke compared to the equivalent stage on the other route, and I bring this up because it's
- functionally quite similar. In that stage you are surrounded, and in this stage you are
- surrounded. In that stage, you camp because you are forced to, in this stage, you camp
- because it makes things much easier (Little Bharm tiles restore HP and EN, unlike polar ruins
- tiles). The other big difference is no time limit. About the only thing to watch out for is
- that when you shoot down Gandal's mothership, a new enemy will spawn in its place piloted by
- Lady Gandal (Nagai either really likes hermaphrodites or is a complete hack, it seems).
- COMBINED ROUTE
- Stage 36:
- -Secret unit [Full Armor ZZ Gundam] (Judau):
- Full Armor System mod parts added to ZZ Gundam added if previous requirement was met.
- Upgrades all stats and weapons, but removes transform ability.
- -Notes:
- Welcome to the last stage in the game that isn't full of shit. And it's another camping stage.
- On turn 3 enemy phase, Gato will show up with some Neo Zeon mecha to the south of Gryps II.
- Gato's exact spawn location is three squares from the bottom of the stage in the same column
- as the second square from the right of the Gryps II territory. Send someone there to head him
- off. I used Domon and took out much of his posse at once with a good old Chokyu Haou
- Den'eidan. You didn't forget that Domon has a MAP, did you? Anyway, you do this to prevent
- Gato from using his own MAP on you. Being forced to camp on Gryps means he can screw you over
- badly. Anyway, after killing enough enemies, Butcher spawns with some OG enemies north of
- Gryps, and it's just mop-up after that, but note that the the Helldyne and Deathcain can
- combo you.
- There is no more unit acquisition in the game. You now have your final team with all their
- final attacks. As such, I will only be doing stage breakdowns for the rest of this timeline.
- Stage 37 breakdown:
- Welcome to die.
- Cyber Newtype time. Calm down. Take a deep breath. And perhaps more importantly, get your part
- slots worked out. You should have a load of accuracy raising parts by now. Make damn sure
- that anyone who needs one has one. This is also another good stage for your battleships to be
- stacked with Mars Rice Bowls. Another thing: this stage has a boss that retreats at almost
- 30,000 HP. You want that Range + 15 part, so plan on using the Shuffle Alliance Attack or
- Stoner Sunshine Spark, preferably supported by Kamille's Waverider Crash or failing that,
- your OG. If you don't have Waverider Crash and your OG's range doesn't work for that, then
- you still have options, such as having Domon support Stoner Sunshine Spark, or having
- Heavyarms support either, or maybe even using Ultimate Tenkyoken supported by Reppu Seikenzuki
- Kai. All depends on who you gave support attack to.
- Another thing to plan on using is the ZZ. It will make the beginning of the stage much
- easier. I recommend putting a Shuffle Crest on it so it can start blasting High Mega Cannon
- right away. You won't be able to destroy any enemies before you start dealing with the thing
- you need the ZZ for.
- Deployment slots: 14
- Auto deployed: No one
- Primary terrain: Space
- Units I used on my previous playthrough:
- Unit: Equipped Parts:
- Daitarn 3 Hero's Mark and Hyper Jammer
- Zambot 3 Hero's Mark and Hyper Jammer
- Heavyarms Large Magazine and Dustproof (irrelevant)
- Zeta Gundam None
- FAZZ Shuffle Crest and a Generator
- Dragonar-3 None
- Daimos 2 Hybrid Armors and the Giga Generator
- Combattler V Super Alloy New Z and Multi-Sensor
- Voltes V Super Alloy Z and Multi-Sensor
- God/Burning Gundam Thruster Set
- Bolt Gundam Super Alloy Z and Apogee Motor
- Dragon Gundam Psychoframe and Dual Sensor
- Gundam Maxter Mega Booster
- Gundam Rose Psychoframe and Apogee Motor
- Ra Calium 3 Mars Rice Bowls
- Nadesico None
- Deployment location note: Have FAZZ be up front
- Stage Events
- Turn 3:
- 3 Gespensts squads spawn, each behind one of the Neo Zeon squads
- Enough enemies shot down:
- Gato spawns in the Neue Ziel with two Psycho Gundam Mk-IIs behind
- Axis. Two squads also spawn, one above him and one below, consisting of 2 Jagd Dogas and 3 MP
- Quebleys each.
- Neue Ziel shot down:
- Weiss Savior and your Rival spawn on Axis
- Strategy:
- Aaaaannnnnndddd it's yet another camping stage. Don't worry, it's the last one. Make sure to
- have FAZZ camping on the top rightmost square of Gryps. The reason is because of these
- absolute bastard Zeongs they immediately throw at you. Not only are these dickheads piloted
- by Cyber Newtypes, they have 135 mobility. These are the worst enemies you will have to fight
- for the whole stage. Fortunately, there are only six of them and their HP is relatively
- small. Blast them with High Mega Cannon. You only need 1-2 casts of Attune to take them all
- out if you can manage to hit them with the rest of your team. Next are the Jagd Dogas, which
- are pretty much Zeongs with 5 less mobility. Still annoying, but not quite as bad. Keep
- Judau where he is so he can blast them too. The Doven Wolves afterwards have 110 mobility.
- They're okay to deal with. The Quebleys have 125 mobility and only 21k HP, so they're not
- bad either. The Psycho Gundams are the Cyber Newtype tanks. 90 mobility and 60k health.
- This makes them jokes. Though for some reason, you can't Parry the Psycommu Beam sword.
- Gato is another matter. The Neue Ziel has 88K HP, 140 mobility and 2300 armor, along with an
- S rank in Space and, of course, Lv 9 Prevail. And his Large Beam Saber can't be parried
- either. Bastard. Try not to use much SP in fighting him so you can deal with what comes after
- him.
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
- Are we clear?
- Don't worry too much about Gato taking Gryps. His AI will prioritize trying to destroy your
- units rather than going to Gryps. After you get to Axis, sit and let your units recover a bit
- if you need before destroying Gato. It's not going to get easier afterwards.
- When you destroy the Neue Ziel, your rival spawns, and so does Lemon in the Weiss Savior
- (renamed Weiss Retter by the translators as another OG in-joke despite the fact that you can
- clearly hear her say "Weiss Savior" in her voiced battle lines). Shoot down your rival first.
- If you beat Lemon first, your rival retreats and you don't want that because of the Soul of
- Steel you can get. Soul of Steel is always the best equippable part. Your rival shouldn't be
- hard, you've fought him or her many times now. But Lemon is a different beast.
- Here are her skills:
- Revenge (1.5 times damage on counterattacks)
- Prevail Lv 8
- Parry Lv 8
- Counter
- And her unit stats:
- 95,400 HP
- 380 EN
- 185 mobility
- 2500 armor before Prevail
- S ranks in all terrains
- Ouch. She retreats at just under 29K HP, as I said. This is why I had you take Axis first. If
- she was sitting on Axis while you tried to get her HP down, you would drive yourself crazy.
- I literally spent like 5 hours getting her Will down to 50 in order to actually take her out.
- Fortunately, on my second playthrough, I knew what was coming and hit her with a fully
- upgraded Shuffle Alliance Attack and it did 43K damage. Didn't even need a support. In fact,
- I didn't even need the Rice Bowls, though admittedly a lot of that was probably because I
- used dodge decay to take down Gato. Her not getting that terrain defense bonus really makes a
- difference.
- Stage 38 Breakdown:
- Prep for this stage is a simpler affair and it is a simpler stage in general. There are no
- more retreating bosses for the rest of the game, so you can generally take things as you like
- for this stage. Unlike the prior and following stage, there's really not much to say except
- there's going to be more Cyber Newtype shit going on here, so you better keep up with the
- accuracy parts.
- Deployment slots: 14
- Auto deployed: No one
- Units I used on my previous playthrough:
- Same as last stage except I put my new Psychoframe on Maxter, swapped out Voltes V's old
- Super Alloy Z with a shiny new New Super Alloy Z, and then replaced Daimos's Hybrid Armors
- with the Super Alloy Z I took off of Voltes and the Soul of Steel. Oh, and I went with
- Quattro in the GP-03 with a Haro instead of the Zeta. I... probably should have put the
- Dustproof on the GP-03 since most of its attacks can't hit enemies on the ground, and every
- enemy in this stage is grounded except for some of the OGs at the end.
- Stage Events:
- Enough enemies destroyed: 3 Psycho Gundam Mk-IIs and 2 Alpha Azieru's spawn further down
- the corridor behind Mashymre's group. Beyond the group with the Azierus, Haman spawns with 3
- Quin Manthas surrounding her.
- All Neo Zeon forces destroyed: OG forces spawn in the westmost corridor. Four Gespensts spawn
- at the extreme north end of that corridor above where Haman was, while the rest spawn in the
- room behind her.
- Strategy:
- Finally, a stage that isn't a camping stage. Instead this stage is more or less a redux of
- stage 26 on the Devil Colony route. It's a corridor stage with dodgy enemies that have way
- more health than they need to. At least they don't shoot off MAPs at you this time. However,
- they WILL move at you if you are in range, but they generally don't move apart from that.
- In fact, the only group that seems to move at all is the one that you fight at the beginning
- of the stage. Because of this, if you like using the ZZ as much as I do, this could be the
- time to put someone other than Judau in it. A good alternative choice would be Norris since
- he has Soul and his ace is the same as Hyouma and Kenichi's. The ZZ is really the only UC Gundam
- unit where that ace would be useful. I still use Judau because he's a Newtype and because of that
- 30 SP Luck. I don't know if you've noticed yet, but Cyber Newtype enemies drop at the very least 6k
- per kill. Nuking a whole group of them with High Mega Cannon in this stage can get you like
- an extra 40K money if you use Luck, which is more than you would get from an entire stage
- at the beginning of the game. By shooting down the 3 Azierus and the 2 Psycho Gundams all
- at once with High Mega Cannon (or Phase Transition Cannon, mind you), you get 132000 money if
- you use Luck. Stupid amounts of cash.
- Alright, so to give you an overview of the Azierus, they have 91000 HP, 130 mobility and
- 2500 Armor (one has a new Super Alloy Z, and another has a Psychoframe). You would think that
- this would make them a pain to take down but it is less so than you would expect because they
- are flying. They have B ranks in air and are L size, so they are much easier to hit than, say,
- a Zeong. They do have too much health, all the same, but that's what support attacks are for.
- Now, be careful when you get in the area where they are because Haman's Funnels can hit you
- from 10 spaces away. Shouldn't take you more than 3 turns or so to mop up that group though.
- Now, when you're done with them, you deal with the Quin Manthas, who you already fought when
- you fought Glemy, but now you fight three of them. You may not have even noticed when you
- fought Glemy, but each of them has the same High Mega Cannon as the ZZ, and each of them will
- absolutely devastate your group if you let them. They will fire on each other to hit you, so
- don't think you're safe from any angle. Because of this, you may find it a good idea to snipe
- them with the Heavyarms and/or Gundam Rose or what have you.
- Haman herself is another Quebley pilot and as I state, she has a very high amount of range.
- But ultimately, she just uses another Quebley and is not a big deal aside from her massive
- health and dodginess. Both are typical of the enemies you've been fighting. The Quin Manthas
- around her are the real threat.
- After she and her cronies go down, you fight the same OG enemies you've fought a thousand
- times by now and it should be a piece of cake compared to the shit you've been through.
- Once you're done with Haman, you're done with the Cyber Newtypes, and Gespensts seem like a
- joke in comparison. They try to make them relevant by giving them 100% upgrades, but it's
- all just polishing a turd. Fighting enemy Vysagas or Angelgs is a bitch though. There's
- nothing you can do about their Double Image aside from casting Strike.
- Final Stage Breakdown: MANY STRONG MEN AWAIT YOU
- For this stage in particular, you will want to prioritize units with MAP attacks. The reason
- for this is because this final stage is a timed stage and there are many goodies for you to
- grab for any NG+ files you decide to create. You can't afford to dick around. At the same
- time, your ultimate goal is to kill the final boss, so make sure you bring along some units
- that can deal heavy damage, but even with this, you still want to prioritize anyone who has a
- MAP because you are going to be fighting mostly (but not entirely) OG enemies, enemies that
- will all try to support defend the final boss.
- Deployment slots: 13
- Auto deployed: OG Mecha
- Units I used on my previous playthrough:
- Unit: Parts:
- FAZZ (Judau) Shuffle Crest and Generator
- God/Burning Gundam Thruster Set
- Heavyarms Large Magazine and Haro
- GP-03 (Quattro) Haro
- Dragonar-3 2 Psychoframes
- Daitarn 3 Hero's Mark and Hyper Jammer
- Zambot 3 Hero's Mark and Hyper Jammer
- Zeta Gundam (Kamille) Radar Module and Mega Generator
- Combattler V Super Alloy New Z and Multi Sensor
- Voltes V Super Alloy New Z and Multi Sensor
- Gundam Rose Shuffle Crest and Mega Booster
- Aestivalis Akito (Heavy) EWAC Device, Psychoframe and Mega Booster
- Daimos Soul of Steel, Super Alloy New Z and Giga Generator
- OG Mecha Large Magazine, Custom HUD and Haro
- Ra Calium 3 Mars Rice Bowls
- Nadesico Mars Rice Bowl and Fuel Tank
- The Heavy Artillery Frame Aestivalis is probably something you never used before, but it does
- have a MAP, and also a lot of range. Its attacks are all range based, so it takes advantage
- of Akito's overinflated Range stat, and it's perfect for making use of his Support Attack.
- Additionally, its best attack is EN based, and it only costs a measly 10 EN. It can go a long
- time without being in the Nadesico's Gravity Wave. It can't combo, but obviously, that's not
- what I had in mind here. It's a good sniper unit apart from its MAP in a way that the other
- frames just aren't.
- The rest of my deployment is fairly standard, though you might find it eyebrow raising that I
- used Gundam Rose but not the other Shuffle Alliance guys. You know what the idea was there.
- I'd like to mention that I got the custom bonus of both the FAZZ and the Zeta. I definitely
- wouldn't have used the latter otherwise. FAZZ, however, is pretty essential to this stage,
- bonus or no bonus.
- If we're accounting for alternate playthroughs, I have to say, I would not have used Akito
- if I had Master Gundam. My first playthrough did have Master Gundam and my roster did look
- somewhat different. I used Master Gundam instead of Akito, yes, and also instead of Gundam
- Rose, I used Shin Getter. I did not have the Zeta's custom on my first pass, so I had Kamille
- in the GP-03 and Quattro in the Sazabi. I still did fairly well with that setup.
- Strategy:
- You have ten turns to complete the stage. No new enemies spawn; what you see is what you get.
- In terms of accomplishing your mission, your only goal is to destroy the Zweizergain. Of
- course, there's all sorts of nonsense in your way, but if you wish to end the mission quickly,
- you could always attempt to make a beeline for him. I do not believe this to be a practical
- course of action, both because you miss out on the numerous pilot parts available for
- playthroughs afterwards and because you will have extreme difficulty surviving.
- The basic strategy is thus: you send one group north, one group south and the FAZZ east.
- You need to deal with those Gespensts and build some Will ASAP, while the FAZZ does its job
- softening up the enemies in front of Weiss Savior. After dealing with the Gespensts, your
- two groups will make their way east, meet up in the center of the stage, and push forwards
- towards the Zweizergain, taking down as many pains in the ass as possible. You will likely
- not be able to destroy every enemy, but fortunately, you do not really need to.
- Other things to note are that, like stage 12 on the Earth route, Axis will move eastward by
- one square every turn. Also, Zweizergain has a ridiculously accurate, super powerful MAP that
- covers an enormous area about the size of the Phase Transition Cannon and that he can use
- from a huge distance away. Use the Phase Transition Cannon's range as a benchmark and start
- casting Confusion for every turn you're in range of him.
- Play log
- Turn 1:
- Moved Akito, Gundam Rose, Zeta, Heavyarms, Combattler, Voltes and Ra Calium north, taking
- down two Gespensts and weakening another. Moved Daitarn, Zambot, Dragonar 3, GP-03, Daimos,
- God/Burning Gundam, Nadesico and OG south, taking out another Gespenst and weakening one.
- Moved FAZZ east and shot the Gura Gura. Didn't manage to destroy any Gespensts on enemy
- phase but did manage to weaken all but one of them.
- Turn 2:
- Casted Focus on Judau, moved directly in front of the Gura Gura and used High Mega Cannon
- eastwards. Hit all enemies. Used Quattro's Focus to use GP-03's Micro Missile on the southern
- Gespensts and did mop-up after that, leaving only one remaining. In the north, destroyed one
- with Gundam Rose, two using Heavyarms's Micro Missile and another with Akito supported by
- Zeta, leaving none remaining. Moved Voltes V into Ra Calium for repairs. Shot a Geyzam with
- the Waverider. Began to be of the opinion that I should have swapped the positions of
- Heavyarms and GP-03. Countered most enemies on enemy phase, severely weakening the Dragonar
- enemies in particular.
- Turn 3:
- Cast Focus on Judau and shot High Mega Cannon east again, leaving the Deathcain and Helldyne
- near death. Destroyed the Geyzam I previously shot with Akito. Destroyed the Gilgazamune and
- hit the other Geyzam with Voltes. Destroyed the final Gespenst with Dragonar 3. Destroyed
- Gimera with Zambot 3. Countered and weakened some enemies on enemy phase, but did not destroy
- any.
- Turn 4:
- High Mega Cannon again, this time destroying the Deathcain, Helldyne, and the OG enemy in
- front of Weiss Savior. Destroyed one Sonnekaiser with the GP-03 and took out the other with
- Daimos. Sniped one of the Saucer Beasts with Heavyarms before laying into it with Zeta and
- Voltes. Destroyed the remaining Geyzam with Akito. Moved the Nadesico up to Axis to recover.
- Started hitting the Gura Gura with my OG and Zambot. Enemy phase, Lemon misses the Ra Calium,
- I destroy one Saucer Beast with Voltes and weaken the other, the Gura Gura is an asshole and
- starts moving towards the Nadesico.
- Turn 5:
- I use Valor with Judau and cast Attune on him, move him in front of Weiss Savior and shoot
- High Mega Cannon eastward, damaging Weiss Savior, Zweizergain and 3 OGs. I use my snipers to
- finish off the Gura Gura, use Waverider Crash on Weiss Savior, destroyed one of the OGs behind
- it with Daimos and another with Combattler (the OGs I were fighting are Vysagas, so I
- prioritized destroying them before they hit 130 Will so they couldn't use Double Image on me)
- Finished off the Saucer Beast and moved the Ra Calium out of range of the Weiss Savior. On
- Enemy Phase, Combattler gets damaged a bit in the northwest. Zweizergain attacks my OG and
- whiffs twice while I hit him both times.
- Turn 6:
- Used my snipers to take down Weiss Savior after several casts of Attune. Blew up the
- remaining OG behind it with my own OG. Destroyed the northmost Soulgain with Combattler,
- Voltes and Waverider (it drops an accuracy part). Began advancing on Vindel with anyone who
- could still move. Hit Zweizergain with Reppu Seikenzuki and Sekiha Tenkyoken, both Valor
- enhanced. On enemy phase, Zweizergain uses its infernal MAP on me. I manage to survive.
- Turn 7:
- I lay into Vindel using my support attacking snipers and manage to take him down completely.
- I even still had Combattler, Voltes, Dragonar 3 and Nadesico available after beating him.
- CONGRATURATION
- THIS STORY IS HAPPY END
- THANK YOU
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