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SRW AP Guide FINAL

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  1. SRW AP Full Guide
  2.  
  3. MOST IMPORTANT THINGS:
  4.  
  5. *Accuracy issues and workarounds*
  6. -Use EWAC fields. EWAC-s gives you +15% Hit and Evade. EWAC-L gives you 30%. They do not stack
  7. with each other, but they do stack with Quattro's ace bonus and all other accuracy modifiers.
  8.  
  9. -Know how dodge decay works. An enemy cannot keep continuously evading you. For every time you
  10. miss, an extra 15% hit rate will be stacked on top of the base accuracy of the next attack you
  11. try. Enemies can also do the same to you. This does not carry over between turns or even
  12. between player and enemy phases. However, it does carry over if you support attack and both
  13. the attacker and the support attacker miss. The next attacker will have +30% to hit in that
  14. case.
  15.  
  16. -For this reason, "real" robots are not as useful as you might think. Enemies can bypass your
  17. mobility upgrades, terrain advantages and EWAC fields using dodge decay. Try not to get
  18. dogpiled.
  19.  
  20. -"Real" robots also run into accuracy issues more than you might think as well. In the
  21. original SRW A, mecha accuracy was tied to the mobility stat. To somewhat compensate for this,
  22. the stronger weapons of many "real" robots" were given negative accuracy modifiers. This was
  23. retained for AP, but in AP, mecha accuracy is no longer tied to mobility. The only way to
  24. affect it is through parts. This is not to say that "real" types are completely inaccurate.
  25. They still get the S size accuracy bonuses and such. Use Newtype pilots if you're concerned.
  26.  
  27. -Understand the way the accuracy seed works in this game. The next attack you make has a set
  28. percentage you need to clear in order to hit. This percentage does not change regardless
  29. of which character you attack with or what enemy you attack. Meaning that if you attack
  30. something with one character and miss, then you reload state and try to attack a different
  31. enemy with a different character, you are still guaranteed to miss if the hit rate is the
  32. same. There are only two things that change the hit percentage you need to clear for your
  33. next attack to connect. The first is taking any action. Simply moving a character will cause
  34. the game to recalculate the percentage. The other way is to perform a quicksave(exiting to
  35. the menu not necessary). Thus, IF YOU ABSOUTELY NEED AN ATTACK TO HIT AND YOU CAN'T USE DODGE
  36. DECAY AND YOU DON'T WANT TO USE SPIRITS AND IT CAN'T WAIT UNTIL LATER, HERE'S WHAT YOU DO:
  37. You save state, you attack, and if it misses, reload the save state, quicksave, save state
  38. again and then you attack and repeat as necessary. You can't simply just reload state if you
  39. miss because you'll get the same result every time. This also extends to several other things.
  40. If you're worried that an enemy phase will screw you over, save state before it and then
  41. reload and quicksave if you don't get the result you like. Enemies may miss you more often.
  42. Doing this also affects critical rate, and so if you need to get a critical hit, you can
  43. follow this process as well.
  44.  
  45. *Upgrading priorities*
  46. Weapons and EN first
  47. Mobility second
  48. Armor and HP third
  49.  
  50. -Weapons are important throughout the game. Early on there are many retreating bosses that are
  51. impossible to kill without having fully upgraded weapons. They drop lots of goodies that
  52. will be quite important. Later on, enemies will have obnoxious amounts of health, and you
  53. will need weapons to deal with that. EN is cheap and generally enables you to use your weapons
  54. more, though many weapon EN costs are quite pricy so check that you're getting your money's
  55. worth.
  56.  
  57. -The other stats you can generally get by without if you use parts to make up the difference.
  58. The problems with mobility are noted above. Armor does start out quite helpful, but enemy damage
  59. scales quite high throughout the game, so it will be less effective later on. The only unit that can
  60. tank well throughout the game is Daitarn 3 because of its sword and shield special defense types.
  61. Maybe a Vysaga could do it too.
  62.  
  63. -There are few custom bonuses that are worth what you pay for them, but exceptions will be
  64. noted below.
  65.  
  66. *Special Defense types*
  67. -"Super" robots in particular live and die on these abilities since they can't be relied on
  68. to dodge consistently. And the good news is that most of them have at least one. They are:
  69.  
  70. -Parry: Adds a special chance to avoid damage from missiles and most melee attacks depending
  71. on the pilot's skill stat and Parry level. Sword equipped units have this. Almost every unit
  72. worth using has a sword.
  73.  
  74. -Shield Defense: Reduces damage by around 60% when it activates. As above, activation chance
  75. depends on the pilot's skill stat and Shield Defense level. Two of the OGs have this, as does
  76. Daitarn 3 and many "reals" who probably won't use it much. Gundam Maxter has it, but oddly
  77. loses it after going into super mode. Shield Defense activates every time you defend or
  78. support defend as long as you have at least one level in it, hence why I gave so many pilots
  79. one level of shield defense. An oddly large number of pilots do not have shield defense by
  80. default despite coming in units with shields
  81.  
  82. -Double Image: A flat 50% chance to dodge any attack on top of your normal dodge chance. Two
  83. of the OGs have this, as do Dragon Gundam, Burning/God Gundam, Gundam Deathscythe Hell and
  84. Getter 2. Can be given to any unit with the Hyper Jammer part. Activates at 130 will.
  85. Extraordinarily useful.
  86.  
  87. -Open Get: Exactly the same as Double Image, except 25% instead of 50%, and activates at 120
  88. will. Exclusive to the main Getter Robo. Getter 2 has both Open Get and Double Image, making
  89. it practically invulnerable once it reaches 130 will.
  90.  
  91. -Distortion Field: The only Barriers in the game. Every Nadesico unit has one, enemies
  92. included. Distortion Fields halve all damage except for beam attacks and gravity blasts.
  93. A Distortion field will nullify a beam attack that would have done under 3,000 damage but will
  94. take full damage if it does over 3,000. Ditto for Gravity Blasts, except it's 5,000 instead
  95. of 3,000. Costs 20 EN per use. Note that some attacks are barrier piercing. Many "super" robot
  96. finishers are. Check by pressing square on the weapon screen.
  97.  
  98. -Beam coats, I-fields: Reduce Beam damage by 1,000 and 2,000 respectively. Or maybe it's the
  99. other way around. I don't give a shit.
  100.  
  101. -Jammer: Nullifies damage from missiles. Present on Dragonar 3, and can be given to anyone
  102. with the Jammer part. Some enemies' strongest weapons are missiles, like the Gilgazamunes.
  103. It's a lot more useful than you might think. There are loads of enemies that use missiles,
  104. and chances are that if a unit gets targeted by a missile user, all enemies in the area
  105. of the same type will attempt to shoot missiles at that same unit.
  106.  
  107. *OG choices*:
  108. -Axel vs. Lamia: Gameplay-wise they only differ in two ways: spirits and robot choices. And
  109. specifically, they only differ in two spirits. I'll get into the robots below, but the two
  110. spirits are that while Axel has a 10 SP Strike and a 10 SP Fortitude, Lamia has a 15 SP Focus
  111. and a 10 SP Alert. Meaning that Axel is superior in every way. His story is also better, if
  112. you're only going to play the game once. Don't worry about missing Lamia's story, it's a big
  113. part of SRW OG2 if you ever play that game. It's a much better game than AP for what it's
  114. worth. Be wary of stacking too many pilot parts on one of them and switching to the other.
  115. Whichever protagonist you pick, you will have to fight the other multiple times and they will
  116. retain all the parts from prior playthroughs.
  117.  
  118. -I listed some comparable units under each choice, and each of the comparable units I listed
  119. I wrote about in the "Good Units" section below to help give you an idea of what these OGs
  120. are like. The comparisons aren't perfect, but they are indicative of units that will pair
  121. well together (except in Soulgain's case). My most recent playthough used a Razangrith, which
  122. made a wonderful support attack sniper duo with the Heavyarms. It was a lot of fun shooting
  123. enemies from across the map.
  124.  
  125. -"Super" OGs:
  126. -As a general note, all of them can fly.
  127.  
  128. -Soulgain (Axel exclusive):
  129. The strongest choice in terms of armor and damage, but runs into problems considering its
  130. short range. Very difficult to take advantage of Axel's support attack considering its
  131. finisher is range 1. One of its other moves are also range 1, it has a 1-2 P move, a 1-3 P
  132. move (which has the smallest accuracy modifier at +0), and its weakest move is 2-5 non P. It
  133. does have the best animations among the OGs, but that's not a reason to pick it because you
  134. will be fighting many Soulgains regardless of which OG you pick. It has no special defenses,
  135. but does get HP Regeneration M, which becomes useless later on. However, it can tank if you
  136. shell out the cash to get its custom bonus, which reduces all damage by 30%
  137. Most comparable unit: Daimos, trading one kickass ace bonus for another
  138.  
  139. -Vysaga:
  140. Not as strong as Soulgain, but still quite strong. Finisher is range 1-2, meaning you can
  141. increase its range with parts or the Gunfight pilot skill. Has a Shield for Shield Defense, a
  142. sword to Parry with, and Double Image, meaning it's ridiculously hard to kill. Perfect for
  143. Support Attacking all your 1 range finisher guys with. Basically the best choice.
  144. Most comparable unit: God/Burning Gundam with a Shield and two more part slots
  145.  
  146. -Angelg (Lamia exclusive):
  147. Basically Vysaga, but with more range on its weapons and a Beam Coat instead of a Shield.
  148. The biggest problem with it is being Lamia exclusive and not having access to Strike, really,
  149. but if you're already set on using Lamia, it's not a bad choice. It is the second weakest of
  150. the OGs (with its best move topping out at 7300), but its range coverage is arguably the best,
  151. with its two strongest moves being 2-6 and 2-7. It also doesn't use quite as much EN as
  152. Vysaga or Soulgain, though that's not saying much. Lamia definitely needs Hit & Away to make
  153. the best use of it because only its weaker moves can be used post movement.
  154. Most comparable unit: Great Mazinger with Double Image
  155.  
  156. -"Real" OGs
  157. -As a general note, neither of them can fly, although getting Ashsaber's custom bonus will
  158. let it fly.
  159.  
  160. -Ashsaber:
  161. Renamed "Aschenretter" by the translators to cross reference with other robots in the OG
  162. mythos, but is generally known as Ashsaber elsewhere. The weakest OG, but easy to use. Most
  163. weapons are ammo based (one uses EN), so you won't need to resupply much. Has a Jammer and
  164. Beam Coat. Very long range, even on its P attacks. Note that as with the Razangrith below, its
  165. finishing move has a range of 3-6, so you will find it difficult to support with on finishers.
  166. Most comparable unit: Gundam Rose with its custom bonus but without a MAP
  167.  
  168. -Razangrith:
  169. Has several different romanizations. About as strong as Vysaga, but this comes at the cost of
  170. having its only P attack be its weakest one, making Hit & Away almost mandatory for using it
  171. although I went through a whole playthrough without it, so it's your call. Has very long
  172. range on basically all of its attacks, but notably has blind spots at close range. Its two
  173. strongest attacks have a range of 3-8 and 4-7, so it may be difficult to support attack with
  174. if you want to kill bosses. At least, until you get to around stage 17 anyway. On the other
  175. hand, its range makes it fantastic at support for chipping down the health of the beefy grunts
  176. you'll fight later on, especially since its weapons are entirely ammo based. Give it a Large
  177. Magazine and it will never need to resupply; you will get 10 shots of its finisher out of that
  178. as opposed to Vysaga's paltry three. Even with the Giga Generator, the absolute most you can
  179. get out of Vysaga or Soulgain is six shots. But Razangrith gets 10 with a Large Magazine
  180. because it's the Energizer Bunny of the OGs. It also Has a Jammer, a Shield for Shield
  181. Defense and a Sword for Parrying. Its finisher has a +50 accuracy modifier, making it ideal
  182. for using Lamia.
  183. Most comparable unit: Gundam Heavyarms Custom with special defenses
  184.  
  185. -None of the OG mecha have an upgraded form, however, you cannot use their finishers until
  186. you reach pilot level 20, so there's that, I guess.
  187.  
  188. -Whichever mecha you pick influences what mecha your rival has and what mecha you fight later
  189. in the game. Your rival picks whichever one is opposite yours in the same category (so if you
  190. chose Lamia and Vysaga, Axel will show up in Soulgain; if you choose Razangrith, your rival
  191. will be in Ashsaber and so on). You also have to fight grunts that are the same pick as yours
  192. in the opposite category (if you pick Razangrith, you will fight Vysagas and if you pick
  193. Vysaga you will fight Razangriths, etc). You do have to fight a bunch of Soulgain grunts
  194. either way. Keep in mind that fighting these grunts isn't quite so bad because the pilots
  195. can't, for example, actually do things like Parry you or use Shields against you. They
  196. don't have the pilot skills for that.
  197.  
  198. -Enemy grunts you fight do have different ranges on their attacks than the units piloted by
  199. your protagonists have. For example, the enemy grunt Vysaga's strongest attacks are 1 range.
  200. The Vysaga your protagonist can use has no 1 range attacks at all, with its strongest moves
  201. being 1-2 and 1-3. Additionally, enemy Soulgains have HP Regeneration S instead of HP
  202. Regeneration M.
  203.  
  204. *Combo Attacks*
  205. -I wanted to explain some special properties of combo attacks in this game that make them very
  206. important to use. The first is that they ignore barriers. If you want to crush Nadesico
  207. enemies, they're a huge help. The second is that they ignore support defense. This is HUGELY
  208. important because you will be fighting numerous OG grunts in this game, and all of them have
  209. 3 Support Defense uses and will try to line up together and stonewall you as much as possible.
  210. Combos are the way out.
  211.  
  212. *Secrets*
  213. (In order of appearance)
  214.  
  215. Risa (pilot for single pilot Getter units)
  216. How to get:
  217. Start the game with a Super Robot OG, and get 5 kills for Ryouma by stage 3. You'll get her after
  218. stage 4. She won't be able to pilot anything until you actually get a single pilot Getter unit though.
  219.  
  220. Worth it?:
  221. Absolutely not. Do not fret for a second if you want to start with a Real. Only bother if you
  222. want to do a female pilots only run.
  223.  
  224. Apsalus II (Gundam 08th MS Team mecha)
  225. How to get:
  226. Have Shiro (08th MS Team protagonist) convince enemy pilot Aina during stage 6. Then on Stage
  227. 7, don't shoot down Aina.
  228.  
  229. Worth it?:
  230. Absolutely not. Shoot down Aina on stage 7. It'll net you an EWAC device part that
  231. will equip any unit with an EWAC-s field (does not stack with units that already have an EWAC)
  232. You will still get Aina as a pilot, and she will join you in a better unit, the proto Zaku II
  233. (which you do get even if you do unlock the Apsalus)
  234.  
  235. Miyuki (pilot for single pilot Getter units)
  236. How to get:
  237. On Stage 7, have a battle encounter between Getter Q and each of the three Getter
  238. forms. Then convince Miyuki with Ryoma. She will join you on the spot.
  239.  
  240. Worth it?:
  241. It's a little complicated. Shooting down Getter Q gets you a Dual Sensor part, which boosts
  242. your accuracy. On the other hand, Miyuki has Attune and a cheap Bless, and is easily the best
  243. in terms of support oriented single pilot Getter units for that. Miyuki does not get Attune
  244. until she levels up a number of times, so keep that in mind. You do get Getter Q regardless.
  245.  
  246. Char's Geloog (Gundam 0079 mecha)
  247. How to get:
  248. Okay, so, when stage 7 begins, you are beset with about 8 different boss enemies. 5 of them
  249. (Char, Gato, Mash, Ortega, and Gaia) will retreat if any of the other 4 retreat or are shot
  250. down. To get the Gelgoog, you must shoot down Char.
  251.  
  252. Worth it?:
  253. If you can only shoot down one of the 5, I would shoot down Gato for his Infight part.
  254. However, using the Argama's MAP attack, it is entirely possible to shoot them all down given
  255. a ridiculously complex setup. The Gelgoog is by no means a high end unit, but if nothing
  256. else, it's durable and it's a better choice for Burning than his default GM Custom early game.
  257. It'll probably see some use if you take the space route, but not afterwards.
  258.  
  259. Minerva X (Mazinger Z mecha)
  260. How to get:
  261. On stage 7, deploy Kouji in something and make sure Dragonar-3 stays alive. Before you shoot
  262. down Ankoku Daishogun, convince Minerva X with Kouji. Preferably do this after you've shot
  263. down everything else since Minerva X will then turn into an AI controlled ally that you must
  264. keep alive for the rest of the stage if you want to obtain it.
  265.  
  266. Worth it?:
  267. Well, you don't really get anything good for shooting down Minerva X, so you may as well. See
  268. Minerva X under the "Niche Units" section.
  269.  
  270. Full Armor Gundam and G-Fighter (Gundam 0079 mecha)
  271. How to get:
  272. You will get one automatically on stage 9 of the Space route or after the Earth route.
  273. Which one you get depends on whether Amuro or Sayla's kill count is higher by stage 7.
  274. Sayla's being higher gets you the G-Fighter, Amuro's being higher gets you Full Armor Gundam
  275. You get both by default on NG+
  276.  
  277. Worth it?:
  278. See their entries under the "Niche Units" section.
  279.  
  280. Borot Pressure Punch (weapon for Boss Borot)
  281. How to get:
  282. You will get it automatically on stage 10 if you take the Space route.
  283.  
  284. Worth it?:
  285. Hell no. But of course, it isn't the only thing on the space route. Borot doesn't have any
  286. range without it, so go space if you really like Borot, I guess.
  287.  
  288. Gai and Aestivalis Gai (Nadesico pilot and mecha)
  289. How to get:
  290. On stage 9 of the Space route, Gai, Akito and the Nadesico will deploy as neutral NPC units
  291. on the far southwest corner of the stage after 2-3 turns. They will head directly north. The
  292. stage ends once they reach the north end of the stage. None of them can go under 2000-ish HP
  293. if you want Gai to survive. The Nadesico and Akito will join you on stage 11 with Gai if he
  294. survived.
  295.  
  296. Worth it?:
  297. I wouldn't say it's worth the alternative secret for going the Earth route. However Double
  298. Gekigan Flare is a powerful move, and Gai is a pretty decent pilot. He has nice story
  299. integration for a secret as well and is even force deployed a few times.
  300.  
  301. Lalah and the Elmeth (Gundam 0079 pilot and mecha)
  302. How to get:
  303. On stage 11 of the space route, you must deploy Sayla in a unit. Both she and Amuro must
  304. attack Char and Lalah at least once apiece without destroying them. May require a certain
  305. order; Amuro's lines I don't think triggered against Lalah when I attacked her. After that,
  306. shoot down Char on stage 12 and then convince Lalah with Amuro.
  307.  
  308. Worth it?:
  309. Not really, but Lalah does have a pretty decent Ace, which I didn't get because I've never
  310. recruited her. Another thing about her is that she's the only pilot able to hit Newtype lv 9
  311. aside from Judau. Her mecha Elmeth is pretty useless though.
  312.  
  313. Musashi (single pilot Getter pilot)
  314. How to get:
  315. Ryouma must have a kill count of 15 or higher by the end of stage 15
  316.  
  317. Worth it?:
  318. Not at all, but you'll get him anyway, so whatever.
  319.  
  320. Tekkoki Oni and Mecha Tekkoki (single pilot Getter pilot and mecha)
  321. How to get:
  322. On stage 15, he will deploy as an NPC ally. Make sure he doesn't die. Putting a repair kit on
  323. Mazinger Z before the mission will help immensely with this and you'll see why as soon as it
  324. starts.
  325.  
  326. Worth it?:
  327. I would say so, yes. He's the best of the single pilot Getter pilots for combat, and in
  328. general is a very good pilot for all around threat management. His ace bonus nullifies
  329. evasion decay used against him. This means that, if you stack a lot of evasion pilot parts
  330. on him, enemies will be unable to hit him, EVER. Very useful for baiting if you put him in an
  331. unupgraded robot. Watch his terrain ranks, though. His mecha isn't anything special, but it
  332. can tank since its custom bonus is -50% damage. You don't get anything for not getting him.
  333.  
  334. Kinta, Chie and Kerot (Combattler V pilots and mecha)
  335. How to get:
  336. Take the Nanbara Connection route after stage 16. You'll get them on stage 17.
  337.  
  338. Worth it?:
  339. It's the only unit that can both repair and resupply. Also has two pilots. Attacks aren't
  340. great, but getting its custom bonus will actually give it two lives and a new form with a new
  341. attack. Not a cheap unit, but may be fun to mess with.
  342.  
  343. Kouchi Oni and Mecha Kouchoki (single pilot Getter pilot and mecha)
  344. How to get:
  345. Take the Big Falcon route after stage 16. Attack Kouchoki with Ryouma and then convince her
  346. with Ryouma.
  347.  
  348. Worth it?:
  349. Mecha Kouchoki is weak, but does get Double Image with its custom bonus. Kouchi Oni gets a
  350. cheap Enable with her ace bonus, but isn't notable otherwise. The worst choice for this
  351. 3 way route split.
  352.  
  353. Four/Rosamia (Zeta Gundam pilots)
  354. How to get:
  355. Convince one of them with Kamille on stage 16. Then convince the same one with Kamille on
  356. stage 18. Only one can join you, and she will do so after stage 18.
  357.  
  358. Worth it?:
  359. Again, there's no reason not to pick one up. You have to shoot them down either way. Four is
  360. the better choice since she gets Attune and a cheap Enable with her Ace. Rosamia isn't bad
  361. either with her cheap Confuse (after getting her ace) and Daunt.
  362.  
  363. Allenby and Nobel Gundam (G Gundam pilot and units)
  364. How to get:
  365. Domon must convince Allenby on stage 18. On stage 19, deploy Rain, and then have her convince
  366. Allenby. After that, have Domon convince Allenby. Rain MUST convince her first. After Domon
  367. convinces her, defeat her with Domon. You'll get her after the stage.
  368.  
  369. Worth it?:
  370. Fuck you once again, SRW, for making Allenby a secret rather than Schwarz. Anyway, her combo
  371. with Domon is pretty cheap and not much weaker than the higher end combos he can do. She is
  372. the only G Gundam to get natural flight if you get her custom bonus. She is required to get
  373. Master Asia, but becomes worthless when you get him. No reason not to get her though. You
  374. have to shoot her down either way, like the above.
  375.  
  376. Fuunsaiki (G Gundam pilot and mecha)
  377. How to get
  378. Fail at least one of the requirements for getting Master Asia, but do have Domon's kill count
  379. above 30 by stage 20
  380.  
  381. Worth it?:
  382. No, he's pretty useless. Just give God/Burning a Flight Module. See his entry under the
  383. "Niche units" section.
  384.  
  385. Kirika (Grendizer pilot)
  386. How to get:
  387. Have Grendizer combined with the Drill Spazer attack Kirika's unit on stage 24. Then destroy
  388. Zuril's Battle Mothership. Decombine the Spazer from Grendizer and have Maria convince Kirika
  389.  
  390. Worth it?:
  391. Not even close. Her spirits are way too expensive. Shoot her down for a Giga Generator part.
  392.  
  393. Sekiha Love Love Tenkyoken (combo attack for God/Burning Gundam and Rising Gundam)
  394. How to get:
  395. Take the Devil Colony route after stage 25. It'll first be available for use on stage 28.
  396.  
  397. Worth it?:
  398. While you get nothing for going the other route, it is worth nothing that the Devil Colony
  399. route is longer and a bit more annoying than the other route. Getting this is useless if you
  400. get Master Asia since his strongest combo with Domon is the exact same, but has more range.
  401. It's also difficult to actually use because you need to be at 140 Will to use it, which is
  402. really hard to accomplish because of Rain gaining Will at a lower rate than everyone else in
  403. the entire game except Fa. You need her ace bonus, which makes her start the battle at 115
  404. will, and if you're going to use the Love Love Tenkyoken, definitely throw a Resolve part on
  405. her.
  406.  
  407. Puru, Puru Two and the Quebleys (ZZ Gundam pilots and units)
  408. How to get:
  409. On stage 28, deploy Kamille, destroy Glemy's Quin Mantha, then have Kamille attack Puru
  410. without destroying her. After you get Puru, defeat Puru Two with her to get Puru Two.
  411.  
  412. Worth it?:
  413. You get a Hero's Mark for destroying Puru, so hell no. Shame there's no way to save Puru Two
  414. afterwards, though.
  415.  
  416. Norris and the Gouf Custom (08th MS Team pilot and unit)
  417. How to get:
  418. Don't destroy him on stage 28
  419.  
  420. Worth it?:
  421. Norris is a fairly good pilot, and while his Gouf is kinda crap at base, it does come with a
  422. lot of free upgrades. All you get for shooting him down is a Mega Booster anyway.
  423.  
  424. Master Asia and Master Gundam (G Gundam pilot and unit)
  425. How to get:
  426. Take the first two G Gundam routes (stage 8 Earth route and stage 17 Guyana Highlands) and
  427. then recruit Allenby. He'll join you with Fuunsaiki on stage 29.
  428.  
  429. Worth it:
  430. He's only the best secret in the game. See his entry in the "Good Units" section below.
  431.  
  432. Choudenji Ball-V Slash (Voltes V attack)
  433. How to get: Take the Big Falcon route after stage 16 and it'll become available for use on
  434. stage 29.
  435.  
  436. Worth it?:
  437. I don't have the complete stats on this move, but I do know it tops out at 7700. The combo
  438. with Combattler is still much better than this move. There's no point in it.
  439.  
  440. Grandasher (Combattler V attack)
  441. How to get: Take the Nanbara Connection route after stage 16 and it'll become available for
  442. use on stage 29.
  443.  
  444. Worth it?:
  445. Stats on the move:
  446. Range 1-3 P move
  447. Usable at 120 will
  448. Melee/Barrier Pierce (though by the time you get it, there's only one remaining stage where
  449. Combattler can fight enemies with barriers)
  450. 42 EN cost with Hyouma's Ace
  451. +0 Critical, +30 Hit
  452. Maximum power of 7050 if you get Hyouma to lv 9 Infight.
  453.  
  454. It's a decent move for destroying grunts, and is stronger than every move Combattler has
  455. aside from Choudenji Spin. It's much more usable than, say, Big Blast and its
  456. stupid negative accuracy modifier. Still, as with the above move, it doesn't increase
  457. Combattler's maximum damage potential, unlike the following secret.
  458.  
  459. Reppu Seikenzuki Kai (Daimos Attack)
  460. How to get: Take the Guyana Highlands route after stage 16 and it'll become available for use
  461. on stage 29.
  462.  
  463. Worth it?:
  464. Stats on the move
  465. Range 1 P move
  466. Usable at 130 will
  467. Melee/Barrier Pierce (though by the time you get it, there's only one remaining stage where
  468. Daimos can fight enemies with barriers)
  469. 130 EN cost
  470. +30 Hit, don't remember critical
  471. Maximum power of 9050 once Kazuya's Infight hits lv 9.
  472.  
  473. Reppu Seikenzuki Kai is the strongest attack in the game that isn't a combo attack.
  474. This is extremely important because you can't support attack with combos, and some bosses have
  475. a very high retreat HP threshold. Arguably, though, your OG will do more damage supporting
  476. because of your OG's Ace bonus, but even then, we're talking 1500 points stronger than
  477. Vysaga's finisher and 1200 points stronger than Soulgain's with Kazuya at max Infight. On the
  478. other hand, your OG doesn't come with Infight, so subtract 450 from the above numbers if you
  479. decide to give your OG Infight (or Gunfight depending on the mecha) and you will definitely
  480. do more damage with your OG in that case. All the same, this move is still OP and truly
  481. pushes Daimos into All-Star unit status whereas it is merely "pretty damn good" without it.
  482.  
  483. MP Great Mazinger (Great Mazinger mecha)
  484. How to get:
  485. Tetsuya's kill count must be 30 or higher by the end of stage 29
  486.  
  487. Worth it?:
  488. You'll probably get it anyway. It's a novelty to use, but too fragile to be practical. It can't even
  489. fly.
  490.  
  491. Meio Plato and Falguen MAFFU (Dragonar pilot and mecha)
  492. How to get:
  493. Kaine's kill count must be 30 or higher by the end of stage 30
  494.  
  495. Worth it?:
  496. Possibly, if you're not too big of a spender and like the Dragonar guys. The MAFFU has the
  497. enormous advantage of joining you with 50% of its upgrades already paid for. See their
  498. entries in the "Good units" section below
  499.  
  500. Sazabi (CCA mecha)
  501. How to get:
  502. You'll automatically get it after stage 31 (after the split if you took the Little Bharm
  503. route) since I got Quattro's kill quota.
  504.  
  505. Worth it?:
  506. It's a very durable unit with base 1700 armor (actually higher than Mazinger Z) and three S
  507. terrain ranks, but it's not very powerful for the time you get it. Would have been broken
  508. if you got it on stage 5, maybe. A decent choice for support pilots, like Quattro.
  509.  
  510. Tsukumo Shiratori and Daitetsujin (Nadesico pilot and mecha)
  511. How to get:
  512. Take the Jovian route following stage 31 and he will only leave for one stage instead of
  513. permanently.
  514.  
  515. Worth it?:
  516. Not really. It's not a great unit for fighting but it is another decent bait unit
  517. because of Tsukumo's ace bonus working in tandem with the Distortion field. His ace also
  518. makes him fantastic at support defense. The mecha itself is basically a weaker Nadesico with
  519. a better pilot and with slightly more energy efficiency.
  520.  
  521. Full Armor ZZ Gundam (ZZ Gundam mecha)
  522. How to get:
  523. Judau's kill count must be 42 or higher by the end of stage 36 of the Ra Calium route. You will
  524. get it on the following stage.
  525.  
  526. Worth it?:
  527. It's the ZZ, but stronger, and also unable to transform. You can also purge the armor for a
  528. free EN refill, not that you generally need to since there is no stage where you have the
  529. FAZZ but not Bright, but it might be a good trick for the final stage.
  530.  
  531. GOOD UNITS AND ASSORTED PILOT CHOICE DISCUSSION:
  532. (In order of appearance)
  533.  
  534. Dragonar-3:
  535. The only unit with a natural EWAC-L field, making it indispensable in every mission it's
  536. available in. Also has a Jammer and can repair, plays a role in the Dragonar team's combo
  537. attacks as well. Its pilot Light gets Enable at higher levels, very useful even at endgame.
  538.  
  539. Dragonar-1 and 2:
  540. Not quite as useful as 3, but both can still be strong players using their
  541. combos and the eventual Photon Bazooka attack. Tapp gets Luck early for extra cash, and can
  542. also resupply between his first and second upgrades. Dragonar-1, meanwhile, has a Shield and
  543. Sword, making it very hard to kill. Its later combo with the Falguen MAFFU is slightly
  544. weaker than its combos with D-2 and D-3, but it only requires you to upgrade and manage the
  545. energy of two units, so it is something to consider.
  546.  
  547. Getter Robo:
  548. Starts strong and only gets stronger and stronger. Three pilots, special evasion
  549. chances and S rank terrain ace bonuses make it absurdly useful. Damage is on the low side, but
  550. only before you get Shin Getter, and only if you're not using combos at that. Note that
  551. Daisetsuzan Oroshi does almost as much damage as Getter Beam/Stoner Sunshine, but is
  552. significantly cheaper in terms of EN costs. The tradeoff is that it can't hit flying enemies
  553. and that Getter 3 has poor terrain ranks in space.
  554.  
  555. Daimos:
  556. Only has one pilot, but Kazuya is a retardedly broken pilot. He has all the spirits
  557. you could ever want, a stupidly high melee stat and his ace bonus makes Parry activate 100% of
  558. the time, meaning he is invulnerable against everything except beam and gunpowder attacks.
  559. As if that wasn't enough, Daimos has 3 parts slots and the strongest attack in the game that
  560. isn't a combo attack if you unlock it, which you will if you're getting Master Asia. His only
  561. real flaw is that his stronger attacks are 1 range. Max Daimos's weapons ASAP.
  562.  
  563. Galva XII:
  564. The support unit from Daimos. Has an EWAC-s field, can resupply after moving if you get its ace,
  565. very dodgy even without upgrades, two pilots, one of whom has nice support spirits, and even the
  566. weapons aren't too shabby for a support unit. Getting its custom bonus upgrades its EWAC field to
  567. EWAC-L, which will help when Dragonar 3 isn't around. They don't generally take the same routes.
  568. Very solid unit all in all. There's just one caveat in that Resupply units are made pretty redundant
  569. while you have Bright around, and the Galva follows Bright on basically every relevant route split.
  570.  
  571. Shining/Burning/God Gundam:
  572. Domon's Gundams are overpowered as hell. They seem to have this oddly high damage modifier
  573. that raises the final damage beyond what the numbers would suggest. They hit like a freight
  574. train even without combos, Domon is practically untouchable even with no upgrades once you
  575. give him a flight module, and best of all, Sekiha Tenkyoken is a 1-2 range finisher, meaning
  576. you can actually increase its bloody range. I gave him support attack just for that. Now,
  577. Domon doesn't have Strike, and that is a bit of an issue for him for enemies with Special
  578. Defense abilities, but as long as he's on favorable terrain, he doesn't generally need Strike.
  579. He does get Love, but it's the last spirit he gets
  580.  
  581. The Shuffle Alliance:
  582. Appearing on stage 8 once you choose the Earth route, all 4 are pretty good, particularly
  583. after their upgrade on stage 19. Maxter gets cheap strike and does heavy counterattack damage
  584. with its ace (alongside Bursting Machine Gun Punch having amazing range for a finisher),
  585. Rose has great range on all attacks and can use them all after moving if you get its custom
  586. bonus (even its MAP!), Dragon again has great range, lots of movement and gets Double Image,
  587. and Bolt has as much armor as Mazinger Z with 30 more mobility. All of them practically start
  588. the battle in super mode with their aces, which is great. Each one of them have a finisher
  589. that hits 8000 base damage, they just all have different ranges. Now if only the Shuffle
  590. Alliance Fist worked like it does in J, they'd be disgustingly OP. Note that Bolt Gundam will
  591. probably need a Flight Module since Gaia Crusher can't hit things in the air otherwise.
  592.  
  593. Daitarn 3:
  594. After buffing the hell out of Banjo's parry and shield defense skills and his
  595. skill stat, a few armor upgrades will make Daitarn nigh invincible. Banjo's ace makes Valor
  596. and Soul attacks able to be critical, meaning you can absolutely wreck bosses. Unfortunately,
  597. Daitarn's weapon loadout isn't that great, though comboing with Zambot can mitigate this. His
  598. spirits aren't the best either. He does have Strike, but it's expensive. Also notable about
  599. Daitarn is that it has 4 levels of support defense and is in general probably the best
  600. support defender in the game given its shield, its LL size damage reduction, Prevail, and the
  601. fact that you can even Parry when support defending. Bottom line is that if you have a unit
  602. that gets consistently targeted, put Daitarn next to it and observe how difficult it is for
  603. that unit to die.
  604.  
  605. Zambot 3:
  606. Zambot doesn't have a shield, it doesn't have Daitarn's LL size, and Kappei's ace is near
  607. useless. It also has some of the same weapon loadout problems, albeit to a lesser extent
  608. (curse there only being two ammo on Zambot Buster). On the other hand, it is a 3 pilot unit
  609. and Keiko's spirits are so great, I dumped all my SP parts on her. She'll be your SP battery
  610. for the game. I don't want to undersell Space Combination either. It's a very strong combo,
  611. but it is the single most costly combo that's practical to use. Nonetheless, it also has a
  612. very low will threshold for using it, and considering you can get Banjo to do a critical
  613. hit on Soul with it, it's worth deploying Zambot just for that. Apart from being a spirit
  614. pool and a powerup for Banjo, it is hard to say that Zambot is useful on its own merits,
  615. though Kappei's support attack has helped out in a pinch or two.
  616.  
  617. Aestivalis Akito:
  618. Normally, this would be a mediocre unit. Due to the ridiculous roiding of Akito's pilot stats
  619. you have to do in order to take down a certain boss, you would be remiss not to use it. Note that it
  620. is only his range stat that should be strong. Melee attacks will be mediocre. Still, if you get Gai,
  621. Gai will benefit from having him around to do the Double Gekigan Flare anyway.
  622.  
  623. Great Mazinger:
  624. The only Mazinger unit that's halfway decent. Lots of range, and oddly much more power than
  625. all the other Mazingers. Their upgrades scale lower than Great's. Tetsuya is a fine pilot for
  626. it with his lv 4 support attack. You may also want to try Maria since she doesn't have a B in
  627. space (unlike Tetsuya) and does have a 20 SP Attune (but no support attack). Has a sword for
  628. Parrying, which Tetsuya gets some levels in.
  629.  
  630. Combattler V and Voltes V:
  631. Both are practically the same, and both are outstanding units that have a really strong combo
  632. attack for a cheap EN cost if you get their aces. Of course, they also have 10 pilots between
  633. them for the price of two units, but you already knew that. They can afford to cast whatever
  634. spirit whenever. They even have a fair amount of part slots. Both also have swords for
  635. Parrying.
  636.  
  637. Zeta Gundam:
  638. The first truly good UC Gundam unit you get. Its custom bonus gets you the Waverider Crash,
  639. which is the best attack you're getting out of a UC Gundam unit. Still very pricy since
  640. you need to fully upgrade both its stats and weapons to make the best use of it. However, even
  641. without the Waverider Crash, it's just a tad under the GP-03 in terms of power.
  642. Nonetheless, here are the stats on the Waverider Crash:
  643. Range 1-2P
  644. Melee/Barrier Pierce
  645. 60 EN per use
  646. Available at 130 Will
  647. Requires Newtype Lv 3
  648. +45 Accuracy, +40 Critical
  649. Usable in both Gundam and Waverider modes
  650. 4700 base power with a maximum of 7800 before Infight, 8250 if the pilot has Infight lv 9
  651.  
  652. It's a damn good weapon and is almost worth the exorbitant amount you have to pay to get it.
  653. Zeta is best used with Kamille since he has the highest melee stat among Newtypes other than
  654. maybe Judau, and you need Judau in the ZZ. The Zeta's only real problem is the lack of a MAP.
  655.  
  656. Gundam GP-03 Dendrobium:
  657. If you don't max out the Zeta, it's the best UC Gundam unit, and even then, you still might
  658. consider it the best since oldtypes can make use of it and also since it has a good MAP.
  659. Its attacks are very strong and very cheap to use, and it gets an LL size. I'd still put
  660. Kamille in it. Kamille is pretty much your heavy hitter for UC Gundam given his ace. If you're
  661. already using Kamille elsewhere, I'd go with Quattro, although Kou is perfectly fine for it
  662. if you need it to hit hard. Kou gets Soul and cheap Strike. However, since he isn't a Newtype,
  663. and since he doesn't have Quattro's ace, he's less useful when it comes to anything other than
  664. boss fighting. You also might consider putting Judau in it if you want to abuse its MAP and
  665. you feel that would be a better use of him than the ZZ, but High Mega Cannon is a more
  666. powerful MAP that covers a somewhat larger range and needs to be post movement more than
  667. the GP-03's does, so I would only do this if it was the only UC Gundam unit I was deploying
  668. and I needed Judau to also kill bosses.
  669.  
  670. Gundam Heavyarms Custom:
  671. Someone apparently thought that Trowa was the protagonist of Wing. All the other Wing
  672. boys top out at 3900 base power for their finishers (except Duo's at 3700, which he
  673. compensates for with a +50 critical rate and barrier pierce). Trowa's second most powerful
  674. move does 3900 base power and has 16 ammo. His strongest move is a oneshot move that has 5100
  675. base power. He has every spirit you could want. His ace is perfect. He has all the pilot
  676. skills he needs except for Gunfight, which I gave to him anyway. He has a great MAP. Get his
  677. weapons to max and give him a Large Magazine and watch as he tears the game in two.
  678.  
  679. Master Gundam:
  680. Basically a second Burning/God Gundam, albeit with no Double Image and a little more range on
  681. the weaker moves. To reiterate, it has 3 combos with Burning/God Gundam, two of which make the
  682. combos with Rain and Allenby completely superfluous. Unlike Domon, Master Asia does not have
  683. Infight, so he will deal slightly less damage. If you choose to give him Infight, don't forget
  684. that he'll use it against you if you play the game again. Shouldn't be an issue with the money
  685. you would have at that point though. Note that Master Asia and Domon cannot combo with each
  686. other if either are combined with Fuunsaiki.
  687.  
  688. Falguen MAFFU:
  689. Again, its combos with Dragonar-1 are weaker than the 3-man Dragonar combos, but on the other
  690. hand, they only require upgrading and deploying two units. Two other things to note: Meio has
  691. less range than Kaine with his Laser Sword, and their combo doesn't have as much range as the
  692. 3 man combos as well. However, Meio is the only Dragonar pilot to get Soul, which may make up
  693. the damage difference and then some.
  694.  
  695. ZZ Gundam/FA ZZ Gundam:
  696. At first glance, the ZZ looks pathetically weak for the time you get it. And then you look at
  697. High Mega Cannon's range and the fact that Judau's ace lets him use it after moving and
  698. realize that one shot of it will do more total damage than a Reppu Seikenzuki Kai. Judau does
  699. need someone to cast Attune on him, but lategame when you have swarms of beefy, dodgy enemies
  700. descending on you, ZZ is the best way to make them all die ASAP. Since it's tailor-made for
  701. Judau, I'll also mention that despite the lack of Strike, Judau's cheap Luck and Hot Blood
  702. makes him pretty good as far as Spirits go. He'll earn you lots of money. Here is the range
  703. on High Mega Cannon, to give you an idea:
  704. x= ZZ Gundam
  705. @= HMC range
  706.  
  707. @
  708. @@@
  709. @@@@@
  710. @@@@@
  711. @@@@@
  712. @@@@@
  713. x
  714.  
  715. So many enemies can be caught in that range, it is wonderful. Anyway, ZZ has one of the more
  716. useful custom bonuses as well, the classic "+300 power to all weapons" bonus. Fortunately,
  717. the ZZ is one of the cheaper units to get the custom bonus of, and of course, anything to add
  718. power to High Mega Cannon is going to be eminently helpful.
  719.  
  720. NICHE UNITS:
  721. (In order of appearance)
  722.  
  723. Mazinger Z:
  724. Mazinger is overloaded with problems that give it a poor showing. For example, it has no
  725. special defense abilities, and its armor isn't particularly high to compensate. Its weapons
  726. are also on a low upgrade tier and it basically relies on combos to do damage worthy of a
  727. protagonist unit, especially given how costly its weapons are otherwise. It's hard to
  728. recommend using, but if you're willing to put the money into it, getting its custom bonus to
  729. make it take -30% damage will go a long way into fixing its durability issues at least.
  730. Kouji's ace bonus also helps some with that, but reminder that he has a B in space.
  731. I recommend Mazinger Z more as a powerup to Great Mazinger than anything else.
  732.  
  733. Boss Borot:
  734. Borot has a hard time surviving, especially when it isn't on land. When it is on
  735. land, though, it has an S terrain rank, so there's that. Boss is the only pilot worth using
  736. for it because of Boss's ace. All its attacks are one range unless you unlock the secret Borot
  737. Pressure Punch. On the other hand, all of its attacks are very powerful and relatively cheap.
  738. Borot breaks the fucking 8000 mark. Mazinger and Grendizer need to combo to do that and none
  739. of the UC Gundams break that mark at all without Infight or Gunfight parts. Still, unless you
  740. have the cash to burn, I wouldn't use it. It needs that custom bonus to deal with its
  741. negative accuracy modifiers and its durability problems. Also note that without Borot
  742. Pressure Punch, it can't hit flying enemies. You could put a Flight module on it to fix this,
  743. but if you do, make sure you put someone other than Boss in it because just like Borot,
  744. Boss has C ranks in everything except land.
  745.  
  746. Gundam RX-78, Full Armor Gundam and G-Fighter:
  747. All are decent-ish in the early game, but fall out of use later on. They are still better than
  748. the majority of UC Gundam units you get. Full Armor Gundam can't combine with the G-Fighter;
  749. you have to purge the armor to do that. They are fully usable with oldtypes if you need that.
  750. The reason I list them down here mainly has to do with G-Fighter. Its ability to combine with
  751. the RX-78 gives you the only multi-pilot UC Gundam unit, so if you need a spirit battery,
  752. this is the way to go. There's also the fact that the G-Fighter can resupply. Note that the
  753. only combined form worth using is Gundam(MA). It has the most movement and the strongest
  754. weapons. The others are only there because their defense stats are slightly better, but
  755. honestly, who cares? They still ain't good. If there's one good thing to say about the
  756. Full Armor Gundam, it's the two lives factor. If the Gundam gets shot down, only the outer
  757. armor is destroyed and you can still use the RX-78 underneath.
  758.  
  759. Texas Mack:
  760. A two pilot unit with good range and a good ace bonus. Damage is pretty bad though and
  761. it has a hard time hitting things, but Jack's ace might be too good for you to pass up anyway
  762. Also has a shield to help it survive. GO TO HERRU
  763.  
  764. GM Custom:
  765. It's the only unit cheaper to get its custom bonus than it is to get its weapons to
  766. max. And for good reason. You wouldn't want to spend money on it otherwise. Its custom bonus
  767. gives it the mighty Will Down-10 effect for all of its weapons making it perfect for Burning
  768. as a support attacker. If you want to prevent the Final Boss from using its agonizingly
  769. cheapass MAP weapon, this is how you do it
  770.  
  771. Minerva X:
  772. If you're not going to dump money into it, its only real use is giving Mazinger Z
  773. someone to combo with in the early stages. Which, granted, is something that Mazinger does
  774. need if you're going to use it. Its base weapons aren't as cheap as they need to be.
  775. If you do dump money into it, it gains all S rank terrains making it hard to kill. Still, it
  776. can't participate in, say, Final Dynamic Special, or even the Triple Mazinger Punch, so its
  777. use is still questionable.
  778.  
  779. Single pilot Getter units, all of them:
  780. They're all pretty much trash except for the aforementioned mecha Tekkoki, and perhaps
  781. Getter G. They are extremely bad at surviving. That said, they can be useful for helping to
  782. power up the main Getter with combos and for other reasons, like using Tekkoki Oni to bait
  783. enemies, like I said earlier, or using Getter Q's repair, or having Miyuki around for Bless
  784. and Attune. Note that Stoner Sunshine Spark is the most powerful attack in the game in terms
  785. of base damage, but costs 200 EN to use.
  786.  
  787. Aestivalis Akatsuki:
  788. Akatsuki has the same ace bonus as Jack, but is more accurate, has his Distortion Field, gets
  789. the gravity wave antenna, and survives much more easily. His weapons also do more damage at
  790. base. On the other hand, he doesn't get a shield or second pilot, but I don't think he needs
  791. them. Worth noting is that Akatsuki can use a MAP while in the heavy artillery frame,
  792. extending how much money he can get in one hit, even if it's not a good MAP. You can use both
  793. Jack and Akatsuki but Akatsuki is the go-to moneymaker for me.
  794.  
  795. The Aestivalis lady trio:
  796. A good set of pilots with good support spirits. You use them mainly for their Formation Attack
  797. combo. Their usefulness is essentially in their sustainability. Since they get an EN refill
  798. every turn when near the Nadesico, you can just spam their combos endlessly, never having to
  799. stop to resupply. Very good for those timed event stages. Two things to note: they can only
  800. combo while they're all in the same frame, and they can only combo in the Aerial or 0G frames.
  801. You can swap frames in the middle of a mission by boarding a battleship and selecting
  802. "Re-equip" after launching. Of course, to get the most out of the 3, you have to upgrade all
  803. of them, which may be a deterrent. But their custom bonuses get you S ranks in their mecha,
  804. which alongside their Distortion fields and parry swords makes them stupidly unkillable.
  805. They're particularly good if you're going on the Jovian route later on in the game since
  806. there are no Resupply units on that route and you don't have Bright, making their free EN
  807. refills invaluable.
  808.  
  809. Rising Gundam:
  810. I discussed Nobel in the Secrets section. Rising has a very cheap, decent finisher with lots
  811. of range. Problem is Rain's melee stat isn't great if you want to use Love Love Tenkyoken,
  812. but she does have Strike, which is a spirit missing on most G Gundam units. She also has a
  813. sword and shield. Another problem is her godawful will gains (she only get +1 for KILLING AN
  814. ENEMY). Getting her ace will mitigate this, but getting enough will to use Love Love Tenkyoken
  815. will still be annoying without using Rouse. She is rendered completely pointless by Master
  816. Asia, and even without him around, I wouldn't use her if you don't unlock the Love Love
  817. Tenkyoken. She's on the same level as most of the Wing boys otherwise.
  818.  
  819. Grendizer:
  820. Just like Mazinger Z, it's on that low weapon upgrade tier where it needs combos to be good.
  821. However, it does differ significantly from Z in other ways that make it overall a better unit,
  822. I think. First, it is pilot locked to Duke Freed, though you can move Duke elsewhere.
  823. Duke is fine for it, and in fact, he is the only Mazinger pilot with Soul. Grendizer does
  824. have a Sword for special defenses, at least, unlike Mazinger Z. Its Spazers give it some
  825. flexibility and much needed multiple pilots on a Mazinger unit. Don't use the Drill Spazer
  826. though; it inhibits Grendizer's weapons. Also, you cannot use combos while combined with the
  827. Spazer. Again, though, I can only recommend it as a powerup to Great Mazinger, but it's a
  828. better powerup than Mazinger Z at that.
  829.  
  830. Altron Gundam:
  831. Getting its custom bonus will allow Wufei to survive with 1 HP after using Detonate.
  832. This makes it another bait unit that you can use to endlessly dodge attacks if you get Wufei's
  833. Prevail level high enough, though Wufei is still subject to dodge decay. His Ace bonus also
  834. feeds into this Prevail abuse by upping his critical rate even more, though sadly, the
  835. Altron's weapons aren't quite strong enough to make that matter so much. Still, an option to
  836. consider. I think Tekkoki is overall safer though, and obviously you'll do more damage via
  837. Stoner Sunshine Spark and such.
  838.  
  839. Fuunsaiki:
  840. So I'm going to use this spot to explain how combining works, since that's all Fuunsaiki's
  841. good for. When a unit combines with another, the combined unit takes the average of the
  842. health and EN of the units it combines from. This means that if you have, say, Domon at very
  843. low health and EN while Fuunsaiki is full, you can combine them and the combined unit will be
  844. at 50% health and EN. When you decombine them, each will now be at 50%. You can use this to
  845. get health and EN refills without costing Domon any will if you only keep repairing and
  846. resupplying Fuunsaiki. This works the same for any combining unit. Other than that, Fuunsaiki
  847. has some cheap support spirits and can make Domon or Master Asia fly, I guess, but they can't
  848. combo while combined, and Fuunsaiki has no EWAC, repair, resupply, special defenses, etc.
  849. There is one other thing that might give it somewhat of a use: part slots. God/Burning and
  850. Master Gundams only have one part slot apiece. Combining them with Fuunsaiki will allow them
  851. to access Fuunsaiki's part as well. Again, same with other combiners. I generally don't find
  852. that God/Burning and Master need anything more than a Flight Module, though.
  853.  
  854. BATTLESHIPS
  855. -Important note: Put your Mars Rice Bowls on these ships since they can use them on whoever
  856. needs them. You WILL inevitably run out of SP with someone who needs to have it and the
  857. Rice Bowls are your only means of restoring it other than the crappy Devotion spirit.
  858.  
  859. Bright's ships:
  860. Early on, Bright is meant for supporting, though as you will see below, he is your only MAP
  861. attacker for awhile and has some use because of that. Later when he gets the Ra Calium, he's
  862. top tier bait for using Prevail because of his enormous HP pool. Not generally useful apart
  863. from that, but holy hell, you better get some use out of that ace.
  864.  
  865. Nadesico:
  866. In theory, the Nadesico's Distortion field would make it sturdy. In practice, it costs too
  867. much EN for that, especially given how expensive the Nadesico's weapons are. The Nadesico does
  868. start with a very high base EN though. There's more problems: Yurika has no damage increasing
  869. spirit and no sub-pilots. It's hard to take advantage of Phase Transition Cannon because of
  870. these things, despite it being the most powerful MAP in the game. Her ace isn't great either
  871. given that she's not really meant to be attacking enemies en masse and since she has strike
  872. anyway (albeit a very expensive strike). But, there is one thing to say about the Phase
  873. Transition Cannon, and that is that it has the widest area coverage of any MAP attack apart
  874. from it also being the strongest, meaning that you can earn all kinds of money with it.
  875. But generall, the Nadesico is best used for support defending, and later on, spamming
  876. Confuse to keep you from getting screwed. You also might find use in getting its custom bonus
  877. to upgrade its EWAC-s field to EWAC-L.
  878.  
  879.  
  880. OTHER MISCELLANEOUS BULLSHIT
  881. -To begin with, there is a certain boss on stage 20 that will be made much easier if you
  882. deploy Akito in every stage between the time you get him and that stage. It will also be
  883. easier if you get Fa to at least level 18 (preferably higher) and upgrade the weapons of
  884. the Shuffle Alliance guys to max. See my notes for the stage in the timeline below if you want
  885. more details.
  886.  
  887. -The Counter skill part doesn't actually bestow the Counter skill unto a pilot. It's a bug.
  888.  
  889. -So if you want to shoot down Char, Gato and the Black Tri Stars on Stage 7, upgrade the
  890. Argama's Weapons to max and give it a Dustproof part. When the stage begins, get as close to
  891. them as you can and damage get them to as low an amount of health as possible. Check GameFaqs
  892. for their retreat values. The bosses will start moving at around Turn 3 enemy phase. Try to
  893. surround Char on all sides except the right. This will ensure he moves close to Gato. The Tri-
  894. Stars will generally follow suit, though it may take some finagling with where your units are
  895. positioned to get them all in the Argama's line of fire. Save and reload so you can see where
  896. they all move to so you know where to move the Argama on Turn 3. Don't worry too much if you
  897. can't get one Tri-Star; only Char and Gato give big prizes. You may need to use the Game Over
  898. Trick some to grind Bright so he can get Strike, but when I did this, his accuracy rate
  899. was high enough to where he wouldn't have really needed it if I had gotten Dragonar-3 nearby.
  900. Make sure to land the Argama to take advantage of its S rank land terrain with the Dustproof
  901. part.
  902.  
  903. -Shooting down Rosamia and Four on stage 12, Earth route supposedly can't be done unless
  904. you've grinded George to lv 24 so he can get Valor and upgraded his weapons to at least 66%
  905. so he can Rose Screamer them. I never tried. If you can only shoot down one, shoot down Four.
  906. You don't get many Resolve parts.
  907.  
  908. -Shooting down the Daimajin on stage 23 may be possible without grinding if you try and get
  909. all criticals. I gave Akito THAT many range parts. If you want to be safe rather than sorry,
  910. get Akito's valor. Note that he leaves you after stage 19 and will return at the same level he
  911. leaves at.
  912.  
  913. -On stage 37, OCCUPY ALL OF AXIS BEFORE SHOOTING DOWN GATO, YOU FUCK. You will thank me later.
  914. JUST DO IT. YESTERDAY YOU SAID TOMORROW SO JUST DO IT.
  915.  
  916. -The Cyber Newtype stages, 37, and 38, are indeed pure torture, but try to bear with them.
  917. They do get easier. The Zeongs they throw at you at the beginning are the worst, but the
  918. Psycho Gundams are actually pretty easy to hit. Using FAZZ is highly recommended.
  919.  
  920. -When I say grinding using the Game Over Trick, enemy level will scale with yours, but it only
  921. recalculates based on your average level between stages. Therefore, it is best to increase
  922. level very early on and during route splits, when you don't have as many party members
  923. affecting your average level. On the other hand, you will not have access to the Cheer spirit
  924. early on without massive grinding. Keep in mind that when you get a game over, the level of
  925. joining allies will be reset. Only allies who are on your team before the mission starts
  926. retain their level and kill count.
  927.  
  928. -Be careful when grinding levels. Supposedly enemy evasion stats and defense skill levels
  929. outpace yours in the scaling.
  930.  
  931. -Infight parts increase base melee weapon damage by 50 per level. At level 4, you get +1
  932. to movement and at level 7, you get another +1 to movement. Gunfight parts are similar, except
  933. they increase ranged damage and weapon range (except for range 1 and MAP weapons). Neither
  934. increase the damage of MAP weapons.
  935.  
  936. -I recommend stacking all your Gunfight parts on Trowa and Akito for reasons below.
  937. Your Infight parts I would give to Combattler and Voltes, maybe one of the Getter pilots if
  938. you're feeling saucy. Resolve goes to G Gundam pilots of course. Prevail I'd stack on Bright.
  939. Give Akito more Range, Banjo more Skill and Tekkoki more Evasion. Rest is up to you.
  940.  
  941. -There are a few other units Judau can use that have MAP attacks. Specifically:
  942. >Hyaku Shiki
  943. Actually has a stronger MAP than ZZ, but with nowhere near the range width. Also can't fly,
  944. but then neither can FAZZ. If you get the custom bonus of the FAZZ, its MAP will be as strong
  945. as the Hyaku Shiki's.
  946.  
  947. >Apsalus II
  948. Its map has the same range as the Hyaku Shiki's, except 1 less square (unless you get the
  949. custom bonus). It is also weaker. On the other hand, it costs only 40 EN to fire, but how
  950. often are you going to fire a straight line MAP, anyway? It can fly, I guess, but by the time
  951. you get Judau, that really won't matter.
  952.  
  953. >GP-03 Dendrobium
  954. The GP-03's MAP doesn't really need to be used post movement to be good. Definitely deploy it,
  955. but not with Judau, unless the GP-03 is the only UC Gundam unit you're going to use, anyway.
  956. Even then, I'd still put Kamille in it over Judau.
  957.  
  958. >Conclusion
  959. Judau is meant for the FAZZ.
  960.  
  961. FULL TIMELINE
  962.  
  963. "Super" Robot route
  964. Stage 1:
  965. Getter Robo (Ryouma, Hayato, Musashi) \\Lamia only
  966. Mazinger Z (Kouji) \\Axel only
  967. Boss Borot (Boss) \\Axel only
  968. Great Mazinger (Tetsuya) \\Axel only
  969. Diana A (Sayaka) \\Axel only
  970. Venus A (Jun) \\Axel only
  971. OG Mecha
  972.  
  973. -Secret requirement (Risa):
  974. Take this route and have Ryouma have over 5 kills by the end of stage 4.
  975.  
  976. Stage 2:
  977. Texas Mack (Jack, Mary)
  978. Getter Robo (Ryouma, Hayato, Musashi) \\Axel only
  979. Mazinger Z (Kouji) \\Lamia only
  980. Boss Borot (Boss) \\Lamia only
  981. Great Mazinger (Tetsuya) \\Lamia only
  982. Diana A (Sayaka) \\Lamia only
  983. Venus A (Jun) \\Lamia only
  984.  
  985. Stage 3:
  986. Daimos (Kazuya)
  987. Galva FX-II (Kyoshiro and Nana)
  988.  
  989. -Great Mazinger, Venus A and their default pilots leave after the stage
  990.  
  991. Stage 4:
  992. -Gain everyone that joins on the "Real Robot" route
  993.  
  994. -Secret pilot (Risa):
  995. Will join you if you met the previous requirement.
  996.  
  997. -Notes:
  998. If you're having trouble with Akito getting shot down, try to leave weak enemies on
  999. the south end of the stage since Akito will aim for what he can kill. This way, he won't rush
  1000. north like an idiot and suicide himself against the Mazinger bosses.
  1001.  
  1002. "Real" Robot route
  1003. Stage 1:
  1004. OG Mecha
  1005. Cavalier-0 (Kaine)
  1006. Dragonar-2 (Tapp)
  1007. Dragonar-3 (Light)
  1008. Gundam RX-78 (Amuro)
  1009. Taurus (Noin)
  1010. Argama (Bright)
  1011.  
  1012. Stage 2:
  1013. Methuss (Fa)
  1014. Sayla (UC Gundam pilot with no default unit)
  1015.  
  1016. Stage 3:
  1017. Cavalier-0 becomes Dragonar-1, loses EWAC-L field and Rail cannon attack
  1018. Gundam Ez-8 (Shiro)
  1019.  
  1020. -Notes:
  1021. Watch out for Mash, Ortega and Gaia. They can combo attack you. Combos bypass most special
  1022. defense abilities and also support defenses, although that shouldn't be too relevant yet.
  1023. Bottom line is that the stage will be easier if you shoot down at least one of them ASAP.
  1024.  
  1025. Stage 4:
  1026. -Gain everyone that joins on the "Super Robot" route
  1027.  
  1028. -Notes:
  1029. If you're having trouble with Akito getting shot down, try to leave weak enemies on
  1030. the south end of the stage since Akito will aim for what he can kill. This way, he won't rush
  1031. north like an idiot and suicide himself against the Mazinger bosses.
  1032.  
  1033. COMBINED ROUTE
  1034.  
  1035. Stage 5:
  1036. Shining Gundam (Domon)
  1037.  
  1038. -Notes:
  1039. This is my favorite stage in the game. Every single line of dialogue is pure magic. Anyway,
  1040. it's an easy stage, but you will need to have all the weapons of at least Daimos and probably
  1041. your protagonist upgraded to max in order to take down the Devil Gundam.
  1042.  
  1043. Stage 6:
  1044. Gundam GP-01 Zephyranthes (Kou)
  1045. GM Custom (Burning)
  1046.  
  1047. -Notes:
  1048. There is a bit of a trap on this stage: you are directed to fight enemies in the northeast
  1049. corner, but after shooting some of them down, more enemies will spawn in the southwest corner.
  1050. If any enemy moves onto one of the base tiles, you fail the mission. Thankfully, they do not
  1051. prioritize moving onto the base tiles, but it can still happen anyway if you're not careful.
  1052. You may want to send some units to deal with them. Now, you do get reinforcements a turn or
  1053. two after the enemies spawn in the southwest, but it may be too late by then. Also, Kazuya
  1054. will have his will reduced by around 30 points near the beginning of the stage, so you can't
  1055. rely too much on Daimos here. One last thing: some Gundam enemies spawn around the same time
  1056. your reinforcements do, and these include Mash, Ortega and Gaia, who can combo attack you.
  1057. If you haven't seen them yet, combos will ignore Daimos's Parry, support defense, and most
  1058. other special defense abilities. Shoot down one of them ASAP. These Gundam enemies will spawn
  1059. near the base and flee southwest. You want their things, so be sure to kill them before
  1060. they get away.
  1061.  
  1062. -Secret requirement (Apsalus II):
  1063. Have Shiro convince Aina
  1064.  
  1065. Stage 7:
  1066. Gundam Mk-II (Kamille)
  1067. Dragonar-1 becomes Dragonar-1 (L), gains flight and Missile Pod weapon, weapons upgraded
  1068. Dragonar-2 becomes Dragonar-2 (L), gains flight, resupply ability and Missile Pod weapon,
  1069. weapons upgraded
  1070. Dragonar-3 becomes Dragonar-3 (L), gains flight and Anti-Radar Missile weapon, weapons
  1071. upgraded
  1072.  
  1073. -Secret unit [Minerva X] (no default pilot):
  1074. Don't get Dragonar-3 shot down. Deploy Kouji. Before shooting down Ankoku Daishogun, convince
  1075. Minerva X with Kouji. Minerva X will become an NPC ally and must survive the rest of the stage
  1076. in order for you to obtain it as a unit.
  1077.  
  1078. -Secret unit [Apsalus II] (Aina):
  1079. If previous requirement is fulfilled, don't shoot down Aina and you will get it after the
  1080. stage
  1081.  
  1082. -Secret unit [Char's Gelgoog] (no default pilot):
  1083. Shoot down Char's Gelgoog and you'll get it after the stage.
  1084.  
  1085. -Secret pilot (Miyuki):
  1086. Miyuki must have a battle encounter against each of the three Getter forms. After that,
  1087. convince her with Ryouma. She will join you on the spot.
  1088.  
  1089. -Joins after the stage:
  1090. Getter Q (Michiru)
  1091. Zaku II Prototype (Aina)
  1092.  
  1093. -Notes:
  1094. See above section on shooting down Char, Gato and the Black Tri-Stars.
  1095. Shooting down Miyuki will get you an accuracy raising part, but she's a good pilot, so
  1096. keep those things in mind. Deploying Sayla on this stage will also apparently get you 10,000
  1097. bonus cash, though I never saw any indication of that. If you unlock the Apsalus, you will
  1098. still get Aina and the Zaku II Prototype. You should shoot Aina down for the EWAC device part
  1099. though.
  1100.  
  1101. ROUTE SPLIT
  1102.  
  1103. *Earth Route* *Space Route*
  1104. G Gundam Gundam 0079
  1105. Getter Robo Gundam 0083
  1106. Dragonar Gundam Wing Endless Waltz
  1107. Gundam 08th MS Team
  1108. Zeta Gundam
  1109. Mazinger Z
  1110. Daimos
  1111.  
  1112. Choice is made at the beginning of Stage 8.
  1113.  
  1114. DECISION ANALYSIS:
  1115. The Earth route is considerably easier since it has better units available and you fight
  1116. mostly easy to hit 70s MotW enemies on it. However, you only gain two units during it and
  1117. unlock no immediate secret units for taking it. On the other hand, this route does set a
  1118. flag for unlocking Master Gundam much later in the game. That is a very powerful reason to
  1119. take it. Another thing to note is that level grinding will be difficult on this route since
  1120. you cannot swap anyone into resupply units. You also have no battleships. Going without Bright
  1121. will be kind of a pain. The one other thing to say about it is that you will run into some
  1122. bosses with very high retreat HP thresholds, so you better max out your OG and Shining Gundam
  1123. if you haven't already. One last thing: this route offers you one more flight module than the
  1124. Space route does. There are only 4 flight modules in the game. Getting all of them is
  1125. extremely important if you like using the G Gundam guys or other units that can't fly by
  1126. default
  1127.  
  1128. The Space route, while harder in general, does have easier to shoot down bosses and you will
  1129. have Bright. Going this route will give you the chance to unlock several things: Aestivalis
  1130. Gai is the most important, but you'll also be able to get Boss Borot's Borot Pressure Punch
  1131. and Lalah and the Elmeth. None of these are more useful than Master Gundam, though I will
  1132. note that Gai has an incredible amount of lines for a secret character. It's almost as if he
  1133. wasn't meant to be a secret. Level grinding is much easier here since you can put anyone in
  1134. Boss Borot or the G-Fighter in order to gain experience quickly by resupplying, so it's a good
  1135. route to take if you want to get Akito's Valor for fighting the Daimajin on stage 23. However,
  1136. you also have many more characters join you than on the Earth route, so keep that in mind as
  1137. well. This may also be mitigated by the fact that it's far easier to do the Game Over Trick on
  1138. this route since you can just get your battleship shot down if you want to replay the stage
  1139. instead of getting every single unit you fielded shot down.
  1140.  
  1141. Stage 8:
  1142. Gundam Maxter (Chibodee) (Earth route only)
  1143. Gundam Rose (George) (Earth route only)
  1144. Dragon Gundam (Sai Saici) (Earth route only)
  1145. Bolt Gundam (Argo) (Earth route only)
  1146.  
  1147. Joins you for the stage and leaves permanently afterwards:
  1148. Shadow Gundam/Gundam Speigel (Schwarz) (Earth route only)
  1149.  
  1150. -Secret requirement (Master Gundam):
  1151. Take the Earth route to set the first flag for Master Gundam.
  1152.  
  1153. -Notes:
  1154. On the Earth route, a bunch of Dragonar bosses spawn. If any one of them is shot down,
  1155. the others will retreat. They will also retreat if the Devil Gundam is shot down or retreats.
  1156. The one you want to aim for is Gon Jem, he gives you a flight module.
  1157. It may be possible to get a few of the others with prudent use of George's Rose Screamer, but
  1158. it will probably be more trouble than it's worth. This stage on the Space route is the exact
  1159. same, but it ends early (either when the Argama launches or when you shoot down the Devil
  1160. Gundam, whichever happens first). The Shuffle Alliance and Schwarz appear directly after those
  1161. events.
  1162.  
  1163. Stage 9 (Space route):
  1164. Full Armor Gundam (Amuro): FSWS mod parts added to Gundam RX-78. Upgrades HP, EN, Armor,
  1165. decreases mobility and entirely changes weapon loadout
  1166. G-Fighter (No default pilot)
  1167. Lose Gundam GP-01 Zephyranthes
  1168.  
  1169. -Secret requirement (Aestivalis Gai):
  1170. Nadesico, Aestivalis Akito and Aesitvalis Gai will spawn at the southwest corner of the map
  1171. after a few turns. They will be neutral NPC units and will move straight north. Don't let any
  1172. of them go under 2,000 HP. The stage will end if you do. The stage will also end if they get
  1173. to the north end of the map, which is what you want to happen.
  1174.  
  1175. -Secret requirement (Borot Pressure Punch):
  1176. Boss must have 5 kills by the end of the stage.
  1177.  
  1178. Joins you after stage:
  1179. Aestivalis Ryoko (Ryoko)
  1180. Aestivalis Izumi (Izumi)
  1181. Aestivalis Hikaru (Hikaru A)
  1182.  
  1183. -Notes:
  1184. I don't think it's possible to shoot down Delaz and protect the Nadesico at the same time, but
  1185. if you ever do it, be sure to let me know if he drops anything. Anyway, the Full Armor Gundam
  1186. and G-Fighter are technically secrets, but only on a first playthrough. You get them both
  1187. by default on NG+, likely because which one you get is determined by whether Amuro or
  1188. Sayla has the higher kill count at this point. Since Sayla leaves you permanently in about two
  1189. stages and Amuro is with you the whole game, you can see why that would complicate things if
  1190. they didn't do this. Though I do kind of want to see what happens if their kill counts are
  1191. equal on a first playthrough.
  1192.  
  1193. Stage 9 (Earth route):
  1194. Zambot 3 (Kappei, Uchuta, Keiko)
  1195.  
  1196. Stage 10 (Space route):
  1197. Gundam GP-01 Zephyranthes Full Burnern (Kou)
  1198. Super Gundam (Kamille): G-Defensor mod parts added to Gundam Mk-II. Upgrades all stats, adds
  1199. Missile Launcher and Long Rifle weapons
  1200.  
  1201. -Secret weapon (Borot Pressure Punch):
  1202. Added to Boss Borot if previous requirement is met.
  1203.  
  1204. Stage 10 (Earth route):
  1205. Daitarn 3 (Banjo)
  1206.  
  1207. Notes:
  1208. You might think it a good idea to destroy both Lisa and Aiza at once with Rose Screamer since
  1209. they combine when you take one out. Don't do this. They won't combine if you take them both
  1210. out at once and you want them to combine because the combined Megaborg gives you an SP+10 part.
  1211. Take out Aiza for the Infight+1. All Lisa gives you is a measly Magnet Coating. Another thing
  1212. about the Twin Megaborgs is that they can combo you before they combine. As a reminder, combos
  1213. bypass most special defenses and also support defense, so while you get the ridiculously meaty
  1214. iron wall of support defense that is Daitarn 3 on this stage, don't overrely on it. The
  1215. Nibelungen tanks do not move, so feel free to lure other enemies away from them.
  1216.  
  1217. Stage 11 (Space route):
  1218. Nadesico (Yurika)
  1219. Aestivalis Akito (Akito)
  1220. Aestivalis Akatsuki (Akatsuki)
  1221.  
  1222. -Secret unit [Aestivalis Gai] (Gai):
  1223. Will join you if he survived stage 9.
  1224.  
  1225. -Secret requirement [Elmeth]:
  1226. Deploy Sayla. Both she and Amuro must attack both Char and Lalah at least once each.
  1227.  
  1228. Stage 11 (Earth route):
  1229. There are no roster changes or secret requirements on this stage
  1230.  
  1231. WARNING: Any units hit by the cannon will be instantly destroyed
  1232.  
  1233. -Notes:
  1234. Yes, the enemies can kill themselves with their own terrain hazard cannon weapon. They're
  1235. that stupid. Even the bosses will suicide by moving in front of the cannon. You want their
  1236. drops, so don't let them. Destroy the cannon by moving a unit onto it ASAP.
  1237.  
  1238. Stage 12 (Space route)
  1239.  
  1240. -Secret unit [Elmeth] (Lalah): If previous requirement was met, destroy Char's Zeong and then
  1241. convince Lalah with Amuro.
  1242.  
  1243. -Join for the stage and then leave afterwards:
  1244. Talgeese III (Zechs)
  1245. Gundam Deathscythe Hell (Duo)
  1246. Sandrock Gundam (Quatre)
  1247.  
  1248. -Sayla leaves you permanently after this stage.
  1249.  
  1250. -Notes:
  1251. Take note that the colony moves towards Earth by about one square every turn if you're trying
  1252. to take advantage of its terrain effect. Cima's faction will spawn in above Delaz's fleet
  1253. about three turns in. To counter them, the Wing boys will spawn on the north end of the Earth
  1254. tiles the turn after. Cima's faction does attack the Delaz fleet, so try and use the Wing boys
  1255. to prevent them from stealing your kills.
  1256.  
  1257. Stage 12 (Earth route):
  1258. There are no roster changes or secret requirements on this stage.
  1259.  
  1260. -Notes:
  1261. May want to view above discussion of shooting down both Four and Rosamia in the "Miscellaneous"
  1262. section. If you don't want to bother, Four has a Resolve part while Rosamia has a Melee +10
  1263. part. Your choice as to which to shoot down.
  1264.  
  1265. COMBINED ROUTE
  1266.  
  1267. Stage 13:
  1268. Lose Argama
  1269. Units that cannot land are unavailable for this stage
  1270.  
  1271. WARNING: Before the Walking Stick is destroyed, any unit that attempts to fly will be
  1272. instantly destroyed.
  1273.  
  1274. -Notes:
  1275. This stage has a gimmick, the Walking Stick artillery weapon. You must destroy it in 7 turns.
  1276. While you can destroy the Walking Stick by placing a unit on it, you may also do so by
  1277. destroying all enemies. The latter is recommended since an OG force will spawn in the
  1278. northwest once you destroy it, and you don't want to deal with both the Nadesico and OG
  1279. enemies at the same time. Either way, you will be able to fly once it is destroyed. Shoot
  1280. down your rival for a Hero's Mark on this stage. It is important. Do not miss this because you
  1281. haven't been upgrading weapons.
  1282.  
  1283. Stage 14:
  1284. Re-GZ (Kayra)
  1285. Hyaku Shiki (Quattro)
  1286.  
  1287. -Secret requirement (Musashi):
  1288. Ryouma must have a kill count of 15 or higher by the end of the stage
  1289.  
  1290. Notes:
  1291. You have a couple of NPC ally Dragoons with you at the beginning of the stage. Stay away from
  1292. them and do not help them. You want them all to die ASAP to keep the number of kills they
  1293. steal from you to a minimum. Steal kills from them wherever possible. Remember that they will
  1294. aim for whatever has the lowest amount of health that is in their range.
  1295.  
  1296. Stage 15:
  1297. Lose Getter Robo
  1298. Getter Robo G (Ryouma, Hayato, Benkei)
  1299. Great Mazinger (Tetsuya)
  1300. Venus A (Jun)
  1301. Nahel Argama (Bright)
  1302.  
  1303.  
  1304. -Secret unit [Mecha Tekkoki] (Tekkoki Oni):
  1305. Do not let Tekkoki Oni get shot down. This is considerably easier than other NPC ally
  1306. protection missions because he retains all the pilot parts put into him, you can repair him,
  1307. and he is affected by your EWAC fields.
  1308.  
  1309. Joins after stage:
  1310. Single pilot Getter Robo (Michiru)
  1311. Miyuki becomes default pilot of Getter Q if you have her.
  1312. -Secret pilot (Musashi):
  1313. Will join you if the previous requirement was met.
  1314.  
  1315. -Notes:
  1316. Mazinger Z starts the stage with 10 HP, so put a repair kit on it so it doesn't die instantly.
  1317. Ankoku Daishogun, Great Marshall of Hell and Hidler all retreat on about turn 4. Fortunately,
  1318. Ankoku Daishogun is the only one with a worthwhile drop and is also the easiest to get to.
  1319. Great Mazinger and Venus A spawn directly south of him on turn 3, so keep that in mind.
  1320.  
  1321.  
  1322. Stage 16:
  1323. -Secret requirement (Four/Rosamia):
  1324. Convince either Four or Rosamia using Kamille. You can only convince one of them.
  1325.  
  1326. -Notes:
  1327. You will have control of Nobel Gundam for a few turns, after which it becomes an enemy. If I
  1328. were you, I would move it to a distant corner of the map while you have control so that it's
  1329. not close enough to annoy you while you're dealing with the other enemies.
  1330.  
  1331. ROUTE SPLIT
  1332.  
  1333. *Big Falcon Route* *Nanbara Connection Route* *Guyana Highlands Route*
  1334. Getter Robo Nadesico G Gundam
  1335. Mazinger Z Great Mazinger Daimos
  1336. Gundam 0079* Gundam Wing Endless Waltz Dragonar
  1337. Gundam 0083 Zambot 3 Daitarn 3
  1338. Gundam 08th MS Team Quattro and Hyaku Shiki Zeta Gundam
  1339. Gundam Char's Counterattack (except Quattro)
  1340.  
  1341. *Char's Gelgoog is available on all routes
  1342.  
  1343. Decision happens at the end of stage 16, before the save screen
  1344.  
  1345. DECISION ANALYSIS:
  1346. This is just a one stage route split, so I'll keep it brief.
  1347.  
  1348. Guyana Highlands route:
  1349. This route gets you no immediate rewards, and is a bit difficult, but it does set another
  1350. flag for Master Gundam and also sets the flag for getting Reppu Seikenzuki Kai later in the
  1351. game. Honestly, even if you went the Space route, I'd still take this route. Reppu Seikenzuki
  1352. Kai alone is more useful than anything you get on the other routes.
  1353.  
  1354. Nanbara Connection route:
  1355. The stage here is generally pretty easy, I had no trouble clearing it, though it was a bit
  1356. tough to avoid getting Kerot shot down at first. This route gets you Kerot, which is a meme
  1357. support unit, and Combattler V's Grandasher, which is not a finisher but is good for grunt
  1358. bashing.
  1359.  
  1360. Big Falcon route:
  1361. I never took this route, so I can't comment too much on it. It gets you Mecha Kochouki, which
  1362. is a single pilot Getter unit, yay. It also unlocks a new finisher for Voltes, which is weaker
  1363. than Voltes's combo with Combattler and is thus completely pointless. To be fair, it is
  1364. probably the best route in terms of plot. Voltes is a good show.
  1365.  
  1366. Stage 17 (Big Falcon Route):
  1367. Voltes V (Kenichi, Ippei, Daijiro, Hiyoshi, Megumi)
  1368.  
  1369. -Secret unit [Mecha Kouchoki] (Kouchou oni):
  1370. Attack her once with Ryouma, then convince her with Ryouma
  1371.  
  1372. -Secret Requirement (Choudenji Ball V Slash):
  1373. Take this route to set the flag for Voltes V's secret weapon.
  1374.  
  1375. Stage 17 (Nanbara Connection Route):
  1376. Combattler V (Hyoma, Juzo, Daisaku, Chizuru, Kosuke)
  1377.  
  1378. -Secret unit [Kerot] (Kinta, Chie):
  1379. If you take this route, they will be the starting unit for this stage and will stay with you
  1380. for the rest of the game. They start out in "Cardboardler V" form, before shedding the armor
  1381. after two turns. You can get the armor back by getting Kerot's custom bonus.
  1382.  
  1383. -Secret Requirement (Grandasher):
  1384. Take this route to set the flag for Combattler V's secret weapon.
  1385.  
  1386. Join you for the stage and then leave:
  1387. Tallgeese III (Zechs)
  1388. Sandrock Gundam (Quatre)
  1389.  
  1390. Stage 17 (Guyana Highlands route):
  1391. Gundam Maxter gains "Bursting Machine Gun Punch" weapon
  1392. Gundam Rose gains "Rose Hurricane" weapon
  1393. Bolt Gundam gains "Gaia Crusher" weapon
  1394. Dragon Gundam gains "Shin Ryusei Kochoken" weapon
  1395.  
  1396. -Secret requirement (Master Gundam):
  1397. Take this route to set the second flag for Master Gundam, though if you didn't get the first,
  1398. getting this one won't change things.
  1399.  
  1400. -Secret requirement (Reppu Seikenzuki Kai):
  1401. Take this route to set the flag for Daimos's secret weapon.
  1402.  
  1403. After the stage ends:
  1404. Lose Shining Gundam
  1405.  
  1406. -Notes:
  1407. You start this stage surrounded by enemies with no support units at all. While this isn't the
  1408. only time this sort of thing happens, you have to go a good 4-5 turns before your allies spawn
  1409. this time. Distribute parts accordingly and try not to get killed.
  1410.  
  1411. COMBINED ROUTE
  1412.  
  1413. Stage 18:
  1414. All Aestivalis units gain "Field Lancer" weapon. It pierces barriers.
  1415. Zeta Gundam (Kamille)
  1416. God/Burning Gundam (Domon)
  1417. Rising Gundam (Rain)
  1418.  
  1419. -Secret pilot (Four/Rosamia):
  1420. Whichever one you convinced previously, convince that one again with Kamille and she'll join
  1421. you after the stage.
  1422.  
  1423. -Secret requirement (Nobel Gundam and Master Gundam):
  1424. Convince Allenby with Domon. You must recruit Allenby to recruit Master Asia.
  1425.  
  1426. -Secret requirement (Master Gundam):
  1427. Domon must have at least 30 kills by the end of this stage.
  1428.  
  1429. -Notes:
  1430. You will deploy units twice during this stage. The second deployment happens about 3 turns
  1431. after the first. The second deployment also has many more units available than the first
  1432. deployment. Any unused deployment slots from the first deployment do carry over to the second
  1433. deployment. Save some SP for Gon Jem and his Gilgazamune. The bastard has a Hyper Jammer, so
  1434. it'll be a pain to hit him without Strike and Attune. Fortunately, you get the Hyper Jammer
  1435. after he dies. You may want to send a group towards the northwest part of the stage to prevent
  1436. Master Asia from stealing all your kills when he spawns.
  1437.  
  1438. Stage 19:
  1439. The Shuffle Alliance gains the Erupting Shuffle Alliance Fist combo attack
  1440. Lose Rising Gundam after this stage
  1441.  
  1442. -Secret unit [Nobel Gundam] (Allenby):
  1443. Deploy Rising Gundam. Convince Allenby with Rain first, then with Domon. Finish her off with
  1444. Domon. She'll join you after the stage.
  1445.  
  1446. -Secret requirement (Master Gundam):
  1447. Recruit Allenby to set the final flag for Master Gundam. You'll know you did everything right
  1448. if Master Asia's death scene seems anticlimactically short.
  1449.  
  1450. -Notes:
  1451. Master Gundam will regenerate its HP to maximum if it at any point goes under around 4,500 HP
  1452. without dying. I am told there is a limit to the number of times it does this, but at any rate,
  1453. finishing him off shouldn't be difficult. I use this stage quite a bit for kill count farming
  1454. since there's a lot of relatively weak enemies here. It's also easy to fulfill the lose
  1455. conditions, and unlike a lot of stages, the way you start off in this stage isn't full of shit.
  1456. If I didn't get enough ace bonuses for you, maybe try this stage to help get more. THIS IS THE
  1457. DEADLINE FOR UPGRADING AKITO. He will leave at the start of next stage and not be back until
  1458. the Daimajin fight.
  1459.  
  1460. Stage 20:
  1461. Lose entire Nadesico cast
  1462.  
  1463. -Secret requirement (Fuunsaiki): Domon must have at least 30 kills before the end of the stage
  1464.  
  1465. After stage ends:
  1466. Lose Dragonar cast
  1467.  
  1468. -Notes:
  1469. On turn 2 enemy phase, the Nadesico cast will appear to the west of your deployment position
  1470. and will begin attacking you. I recommend sending a small force over to deal with them while
  1471. your main force moves directly south (and not southwest towards the Gaizok). On turn 3 enemy
  1472. phase, an OG force will appear around the riverbank below the crescent shaped forest. Your
  1473. target is Vindel and his Zweizergain, which will spawn five squares to the left of and five
  1474. squares above the bottom right corner of the map. You have until turn 6 enemy phase to defeat
  1475. him. The problems, therefore are twofold: first, that you will not have enough Will in that
  1476. timeframe to use your most powerful moves, and second, that surviving is extremely difficult.
  1477. Be prepared to sacrifice a unit or two to do this. As for the problems of Will, there are a
  1478. few ways to deal with this. The first is to simply use units with finishers that have small
  1479. Will requirements, like the Dynamic Pro units. The second is to use the (aced) Shuffle Alliance.
  1480. The third requires a bit of preparation and setup: Use Fa's Rouse on everyone that you're
  1481. going to fight Vindel with. This requires you to have lots of Mars Rice Bowls, which you can
  1482. get by using aced Akito on prior stages. It also requires you to have Fa to a high enough level to
  1483. have Rouse. Anyway, you'll need 7-8 Bowls. Load both whatever unit Fa is using with them
  1484. (Methuss is fine) as well as the Nahel Argama, since it can use them on her. If you have
  1485. extra, put them on Zambot before the stage since Keiko has Rouse and Attune, and you'll
  1486. probably need both. As I said, you will have problems surviving, and the solution to this is
  1487. using Confusion after the OG force spawns, and possibly even during turn 3. Your prize for
  1488. victory is a Haro, one of 3 in the game. And it is an extremely useful prize since one of the
  1489. other 3 can only be used in the final stage.
  1490.  
  1491. Stage 21:
  1492. Regain Nadesico cast except Akito and Akatsuki
  1493. Dragonar-1 Custom (Kaine): Gains 25 mm Autocannon and Photon Bazooka weapons, weapons upgraded
  1494. Dragonar-2 Custom (Tapp): Loses Resupply ability, gains Assault Knife and Photon Bazooka
  1495. weapons, weapons upgraded
  1496. Dragonar-3 Custom (Light): Gains Photon Bazooka weapon, weapons upgraded
  1497.  
  1498. After the stage ends:
  1499. Aestivalis Akatsuki (Akatsuki)
  1500. Secret unit [Fuunsaiki] (Fuunsaiki): Joins if previous requirement was met and you failed at
  1501. least one of the requirements for unlocking Master Gundam
  1502.  
  1503.  
  1504. Stage 22:
  1505. Drill Spazer (Maria)
  1506. Marine Spazer (Hikaru M)
  1507.  
  1508. Joins you for the stage, then leaves:
  1509. Double Spazer (Rubina)
  1510.  
  1511. After the stage ends:
  1512. Lose Kou, but not the GP-01
  1513.  
  1514. -Notes:
  1515. Get used to enemies having this much health. It's not going away anytime soon.
  1516.  
  1517. Stage 23:
  1518. Aestivalis Lunar Frame (Akito)
  1519. Grendizer (Duke Freed)
  1520.  
  1521. After the stage ends:
  1522. Nadesico becomes Nadesico (Y-Unit): Phase Transition Cannon MAP weapon added, weapons
  1523. upgdraded
  1524.  
  1525. -Notes:
  1526. Here it is, the battle with the Daimajin. If you've upgraded all of Akito's weapons to maximum,
  1527. you may be able to take it down only with critical hits, but even then, you'll probably need
  1528. valor. If you beat him, you get one of the three SP Use Down parts in the game. He retreats on
  1529. turn 3 player phase, so you can hit him exactly four times. Make them count. The mission after
  1530. that is mostly just mopping up grunts. Grendizer will spawn to the southwest once you're done
  1531. fighting Daimajin and your main team will spawn in the southeast corner about two turns later.
  1532. Note that you only get one Lunar Frame for all of your Aestivalises, unlike in later games.
  1533. May as well give it to Akatsuki since he's the only one that can't combo and no one else can
  1534. combo using it. Of course, if you didn't save Gai, you may want to keep it on Akito anyway.
  1535. However, the Lunar Aestivalis is the only one that doesn't recieve a free EN refill from the
  1536. Nadesico every turn, so keep that in mind as well. It does have much more EN to compensate for
  1537. that.
  1538.  
  1539. Stage 24:
  1540. Gundam GP-03 Dendrobium (Kou)
  1541.  
  1542. -Secret pilot (Kirika):
  1543. Fight Kirika with Grendizer combined with the Drill Spazer. Destroy Zuril's Battle Mothership
  1544. and then separate the Spazer and convince Kirika with Maria. She will join you after the stage.
  1545.  
  1546. Joins you for the stage then leaves:
  1547. Falguen MAFFU (Meio)
  1548.  
  1549. -Notes:
  1550. Mind the Gilgazamunes' MAP weapons. Although Meio is not officially part of your team,
  1551. Kaine can still combo with him while he's around. The stage starts with Meio alone, and
  1552. then his buddies will spawn as NPCs to the east one turn after. Your team will spawn in the
  1553. northeast corner a turn after that. On Turn 5 enemy phase, some Zeon forces will spawn in the
  1554. center west part of the stage, probably flanking whatever battle was going on, and the player
  1555. phase after that, the GP-03 spawns behind them near the northwest corner. When you take out
  1556. Turchinov, Meio and his pals will leave and a bunch of Grendizer enemies will spawn in the
  1557. southeast corner of the map, likely right on top of you if you've been holding the line where
  1558. the mission starts. Hold off on killing him until you've dealt with everything else. Here are
  1559. the reasons for sparing Kirika instead of killing her for the Giga Generator she drops:
  1560.  
  1561.  
  1562. Stage 25:
  1563. Lose OG Mecha and Protagonist
  1564. Lose Dragonar-1 Custom
  1565.  
  1566. ROUTE SPLIT
  1567.  
  1568. *Devil Fortress route* *Mariemaia Army route*
  1569. Gundam Char's Counterattack Nadesico
  1570. G Gundam Daitarn 3
  1571. Voltes V Zambot 3
  1572. Mazinger Z Getter Robo
  1573. Great Mazinger Combattler V
  1574. Dragonar Gundam 0079*
  1575. Daimos Zeta Gundam*
  1576. Gundam 08th MS Team Gundam 0083*
  1577. Zeta Gundam* Gundam Wing Endless Waltz
  1578. Gundam 0083* Grendizer
  1579.  
  1580. Decision is made at the end of stage 25, before the save screen
  1581.  
  1582. *Which units and pilots you get depend on the route. On the Devil Colony route, you get
  1583. Quattro and his Hyaku Shiki as well as Four/Rosamia with the Super Gundam for Zeta Gundam.
  1584. For 0083, you get Burning, along with the GM Custom and GP-01 Fb. On the Mariemaia route
  1585. you get Kamille and the Zeta Gundam and Fa and the Methuss for Zeta Gundam, and Kou with
  1586. the GP-03 for 0083. This time, the Gelgoog Char Custom is exclusive to the Devil Fortress
  1587. route despite the rest of 0079 going the other route. I guess it's following Quattro around.
  1588.  
  1589. No decision analysis this time, though there is a bit of that in the following stage notes.
  1590.  
  1591. Stage 26 (Devil Fortress route):
  1592. Dragonar-1 Custom (Kaine)
  1593.  
  1594. Joins for the stage, then leaves:
  1595. Falguen MAFFU (Meio)
  1596.  
  1597. After the stage ends:
  1598. Rising Gundam (Rain)
  1599.  
  1600. -Secret weapon (Sekiha Love Love Tenkyoken):
  1601. Take this route and it will be available after the stage.
  1602.  
  1603. -Notes:
  1604. The length of this stage depends on how many upgrades you've given the Shuffle Alliance.
  1605. It's about normal stage length if they are at max weapons/EN. If not, it is arguably even more
  1606. painfully long than the penultimate Cyber Newtype corridor stage later in the game, and with
  1607. that out of the way, this, too, is a corridor stage. Enemies will not move here; you have to
  1608. actively go to them. There are no advantageous terrain squares except for the sparse energy
  1609. tanks, not that those matter all that much. The silver lining is that since the enemies don't
  1610. move, it is easy to position yourself wherever you need to be. The stage is more or less over
  1611. after defeating Turchinov. You will have to deal with Wong and DG Rain, but there will be no
  1612. more grunts that spawn with them. DG Rain's HP count is 121,000.
  1613.  
  1614. Stage 26 (Mariemaia Army route):
  1615.  
  1616. Join for the stage, then leave:
  1617. Tallgeese III (Zechs)
  1618. Wing Gundam Zero Custom (Heero)
  1619. Sandrock Gundam Custom (Quatre)
  1620. Gundam Deathscythe Hell (Duo)
  1621. Gundam Heavyarms Custom (Trowa)
  1622.  
  1623. -Notes:
  1624. You start with Zechs only, and then the rest of the Wing boys will spawn behind him on turn 2
  1625. On turn 3, OG units will spawn on both the center east and center west sides of the map. On
  1626. turn 4, your main team will spawn on the center north part of the map, above the MO-III
  1627. satellite. Your rival and Wufei will spawn at the point of the OG groups on enemy phase.
  1628. Defeating Wufei will cause Heero to leave. A much simpler and quicker stage than the above.
  1629. The only real problems are that you don't have Bright or Dragonar-3. Also this stage is pretty
  1630. pointless in terms of plot since the conflict isn't actually resolved until next stage. This
  1631. is just filler.
  1632.  
  1633. COMBINED ROUTE
  1634.  
  1635. Stage 27:
  1636. Tallgeese III (Zechs)
  1637. Sandrock Gundam Custom (Quatre)
  1638. Gundam Deathscythe Hell (Duo)
  1639. Gundam Heavyarms Custom (Trowa)
  1640. OG mecha and protagonist
  1641. Wing Gundam Zero Custom (Heero)
  1642.  
  1643. After the stage ends:
  1644. Altron Gundam (Wufei)
  1645.  
  1646. -Notes:
  1647. You start with Zechs, Quatre, Duo and Trowa on the upper west side of the map. Unfortunately,
  1648. there's a lot of forest around and only the Tallgeese can fly, so the Wing Boys are gonna be
  1649. pretty useless for the stage. Why the hell can't the Deathscythe fly? Anyway, on turn 3, an
  1650. OG force spawns on the southeast corner of the stage, while your OG protagonist spawns in the
  1651. center west. On turn 5, Heero and Wufei spawn in the northwest corner of the stage, while your
  1652. main force spawns in the northeast. Your "main force" consists only of units that went on the
  1653. Mariemaia army route, but you do go to this stage regardless of which route you took. You'll
  1654. get everyone else back after the stage.
  1655.  
  1656. Stage 28:
  1657. Lose Getter Robo G
  1658.  
  1659. -Secret unit [Gouf Custom] (Norris):
  1660. Will join you if you don't shoot him down on this stage.
  1661.  
  1662. -Secret unit [Quebley Mk-II] (Puru):
  1663. Deploy Kamille, shoot down Glemy and then attack Puru with Kamille without destroying her unit
  1664. She will join you on the spot.
  1665.  
  1666. -Secret unit [Quebley Mk-II] (Puru Two):
  1667. Defeat Puru Two with Puru
  1668.  
  1669. After the stage ends:
  1670. -Secret weapon (Choudenji Ball V-Slash):
  1671. Added to Voltes V if the Big Falcon route was taken
  1672.  
  1673. -Secret weapon (Grandasher):
  1674. Added to Combattler V if the Nanbara Connection route was taken
  1675.  
  1676. -Secret weapon (Reppu Seikenzuki Kai):
  1677. Added to Daimos if the Guyana Highlands route was taken
  1678.  
  1679. -Notes:
  1680. Aina autodeploys here. If you got the Apsalus II, she will deploy in that, otherwise, she will
  1681. be in her Zaku II Prototype. On turn 5, a mixed group of 70s enemies will spawn to the north
  1682. of the base terrain you start on, and then on the following turn, Neo Zeon forces will spawn
  1683. on the other base terrain. Be sure to shoot down Puru for the Hero's Mark. Also, watch out for
  1684. the Apsalus units on this stage. They seem to be able to use their MAP after moving for some
  1685. reason. And the Apsalus III's MAP will destroy you if you let it. Be careful, and remember,
  1686. it's a beam weapon. Beam weapons can't do shit against units in water, and there's quite a bit
  1687. of water in this stage.
  1688.  
  1689. Stage 29:
  1690. Shin Getter Robo (Ryouma, Hayato, Benkei)
  1691.  
  1692. -Secret unit [Master Gundam (F)] (Master Asia and Fuunsaiki):
  1693. Joins if you met all previous requirements
  1694.  
  1695. Secret requirement (MP Great Mazinger):
  1696. Tetsuya's kill count must be 30 or higher before the end of the stage.
  1697.  
  1698. -Notes:
  1699. You start the stage with Shin Getter and, if you got it, Master Gundam riding Fuunsaiki. On
  1700. turn 3, the rest of your forces spawn in the center east part of the stage, off the coast and
  1701. near the valley between the east mountains. On the enemy phase on that turn, MP Great
  1702. Mazingers spawn on the north and south ends of the huge valley in the center of the stage.
  1703. Getter units will spawn on the west end of the stage around the base tiles on the following
  1704. enemy phase. Do watch out for the Armor Beasts Daimon and Saimon. They can combo attack you.
  1705. Combos will get past things like Daimos's 100% parry wall and other special defenses.
  1706.  
  1707. Stage 30:
  1708.  
  1709. -Secret requirement (Falguen MAFFU):
  1710. Kaine's kill count must be 30 or higher by the end of the stage
  1711.  
  1712. -Secret requirement (Sazabi):
  1713. Quattro's kill count must be 30 or higher by the end of the stage
  1714.  
  1715. After the stage ends:
  1716. Single pilot Getter Dragon (no default pilot)
  1717. -Secret unit [MP Great Mazinger] (no default pilot):
  1718. Obtained if the previous requirement was met.
  1719.  
  1720. -Notes:
  1721. There are loads of forest tiles covering about half the stage. Units that can't fly will have
  1722. it tough. Once again, you deal with the Armor Beasts Daimon and Saimon. On turn 3 enemy phase,
  1723. some reinforcements will spawn at several points on the map, but they generally show up
  1724. southeast of the castle. The next enemy phase, more reinforcements will come. The next enemy
  1725. phase, even more reinforcements will come, this time closer to the castle, and this time, it's
  1726. MP Great Mazingers and Great Marshal of Hell. Also a Skullrook spawns, but you are unable to
  1727. destroy it for plot reasons. If you do, you get a game over. Once you destroy the Demonika,
  1728. Heinel and Jangal will spawn on the castle as the two end bosses for the stage. You have five
  1729. turns to defeat them. This will be extremely easy if you occupy the castle territory before
  1730. they spawn and deny them the terrain benefits. This stage is nice for grinding money on since
  1731. all you need to do is blow up that Skullrook to game over.
  1732.  
  1733. Stage 31:
  1734.  
  1735. -Secret unit [Daitetsujin] (Tsukumo):
  1736. Joins you now on this stage, but will leave permanently after this stage if you do not
  1737. subsequently go on the Jovian route following this stage.
  1738.  
  1739. -Secret unit [Falguen MAFFU](Meio):
  1740. Joins if the previous requirement was met.
  1741.  
  1742. After the stage ends:
  1743. Nu Gundam (Amuro)
  1744. Ra Calium (Bright)
  1745.  
  1746. -Secret unit [Sazabi] (Quattro):
  1747. Obtained if previous requirement was met.
  1748.  
  1749. -Notes:
  1750. You start off with Tsukumo alone, surrounded by enemies. Don't worry too much about that;
  1751. the Daitetsujin is really durable. On turn 2, your allies spawn in the southeast. On turn 4
  1752. enemy phase, some OG enemies will spawn around the colonies in the northeast. The following
  1753. player phase, Meio will spawn in the southwest corner.
  1754.  
  1755. ROUTE SPLIT
  1756.  
  1757. *Jovian Route* *Little Bharm route*
  1758. Nadesico Daimos
  1759. Daitarn 3 Gundam Char's Counterattack [2]
  1760. Zambot 3 Gundam 08th MS Team
  1761. G Gundam Gundam 0079 [4]
  1762. Getter Robo ZZ Gundam
  1763. Dragonar Mazinger Z
  1764. Gundam 0083 [5] Great Mazinger
  1765. Zeta Gundam [3] Grendizer
  1766. Combattler V
  1767. Voltes V
  1768.  
  1769. 1 Gundam Wing Endless Waltz goes on whichever route you choose
  1770.  
  1771. 2 While all other Char's Counterattack pilots and mecha go on the Little Bharm route, the
  1772. Sazabi goes on the Jovian route.
  1773.  
  1774. 3 While all other Zeta Gundam pilots and units go on the Jovian route, Four/Rosamia goes on
  1775. the Little Bharm route. In addition, the Super Gundam is available on both routes.
  1776.  
  1777. 4 Char's Gelgoog is once again available on both routes. Yaaaaaaaaayyyyyyyy
  1778.  
  1779. 5 The GP-01 Fb is available on both routes.
  1780.  
  1781. DECISION ANALYSIS
  1782.  
  1783. Playing the Little Bharm route will net you the FAZZ, which will make the Cyber Newtype stages
  1784. that much easier. And you don't really get much on the other route. At first glance, it might seem
  1785. that the game took away most of your good units. Look again and realize that you have
  1786. Daimos, Combattler, Voltes, Great Mazinger, Gundam Heavyarms, your OG, and the Galva. In
  1787. addition, you just got the Ra Calium and its stupidly large HP pool and you also just got the
  1788. Nu Gundam, which isn't great, but it's serviceable. You're also about to get the ZZ Gundam,
  1789. and abuse MAP attacks like you never have before. It's plenty to make a workable team. The
  1790. other Mazingers make fine filler units. The route didn't feel difficult when I played it.
  1791.  
  1792. The Jovian route nabs you the Daitetsujin as stated earlier, but I don't really think it's
  1793. worth the price of taking this route. This route is honestly a pain in the ass, and the
  1794. reason for that comes down to two things: one is that practically every enemy on the route
  1795. has either a Distortion field or HP regen, and I wouldn't really see that as a problem if not
  1796. for the second thing: you have neither Bright nor a single Resupply unit on this route. What
  1797. this effectively means is that unless you've been focusing on upgrading the Nadesico cast,
  1798. this route is going to be very slow and will require all kinds of turtling. If you have
  1799. upgraded the Nadesico cast, though, this route is probably even easier than the Little Bharm
  1800. route. Just spam combos and you're golden. And when I say "the Nadesico cast," I do mean the
  1801. Nadesico battleship itself as well. It doesn't get any free EN refills, but it does have the
  1802. Phase Transition Cannon, which is going to be very important on the last mission of this
  1803. route.
  1804.  
  1805. Stage 32 (Jovian route):
  1806. Lose Tsukumo and Daitetsujin
  1807.  
  1808. After the stage ends:
  1809. Regain Daitetsujin (Tsukumo)
  1810.  
  1811. -Notes:
  1812. For the second stage in a row, you start off surrounded. Anyway, on turn 2 enemy phase, the
  1813. enemy gets more reinforcements in the northwest, and then on the next player phase, Akito
  1814. (and Gai if you got him) will spawn in the center of the stage, right about in the middle of
  1815. the ring of asteroids. On turn 3 enemy phase, more reinforcements will spawn in the northeast.
  1816. There's nothing but bastards in Distortion fields this stage, so be sure to use upgraded
  1817. beam weapons and barrier piercing. GP-03 will really shine here, as will the the Aestivalises
  1818. (except Lunar Frame since it can't use Field Lancer or combo). What won't do so well is Shin
  1819. Getter, which has no barrier piercing outside of Stoner Sunshine Spark, and and most of the
  1820. Shuffle Alliance. If you don't have Master Asia, this would be the one time I'd suggest
  1821. fielding Allenby.
  1822.  
  1823. Stage 32 (Little Bharm route):
  1824. ZZ Gundam (Judau)
  1825. Zakrello (Roux)
  1826. Double Spazer (Rubina)
  1827.  
  1828. -Notes:
  1829. For the second stage in a row, you start off surrounded. Try to avoid getting the Double
  1830. Spazer targeted; it can't take hits. Anyway, if I remember right, your main force spawns on
  1831. turn 3, in the southwest part of the map. I think on turn 5, some OG forces spawn. The OGs and
  1832. their annoying support defenses should be pretty easy to deal with now that you can nuke them
  1833. to death with the ZZ. ANIME JA NAI
  1834.  
  1835. Stage 33 (Jovian route):
  1836. There are no roster changes or secret requirements on this stage.
  1837.  
  1838. -Notes:
  1839. There are two large crevaces on this stage which only flying units can pass. There's also
  1840. cliff terrain that can't be occupied by grounded units. Anyway, once you destroy Lisa and/or
  1841. Aisa (both can be destroyed at once with a MAP this time), the Combined Megaborg spawns,
  1842. along with Megaborg Torres near where Mylene is and a bunch of copy Daitarn 3s on the center
  1843. east and center west sides of the map. The Daitarn 3s drop 4500 money apiece, meaning you
  1844. could be looking at an extra 20000-30000 if you use Bless and MAP a big group of them. As
  1845. with before, the Nibelungen tanks do not move.
  1846.  
  1847. Stage 33 (Little Bharm route):
  1848. There are no roster changes or secret requirements on this stage.
  1849.  
  1850. -Notes:
  1851. BATTLE TURN
  1852. You start with Daimos by itself, which would honestly be almost enough to take on the whole
  1853. stage, but there you have it. After two turns, Richter spawns as an NPC ally in the southwest
  1854. part of the map. After another two turns or so, the rest of your team spawns near the bottom
  1855. of the map, while Olban and some OG forces spawn near the top around the temple area... at
  1856. least I think it was a temple. Anyway, once you defeat Olban, another Olban spawns (the first
  1857. one was an imposter), but he doesn't bring any friends with him. Both Olbans have the same
  1858. stats, and as I recall, around 160,000 HP. Oh, and you can repair and resupply Richter if you
  1859. like, but honestly, he hardly needs it given how much health he has.
  1860.  
  1861. Stage 34 (Jovian route):
  1862. There are no roster changes or secret requirements on this stage.
  1863.  
  1864. -Notes:
  1865. Lots of crevaces again, but these aren't arranged in such a way to screw over your ground
  1866. based units. On turn 3 enemy phase, Torres spawns with his fake Daitarns again, which show
  1867. up in the southwest and northeast. The following enemy phase, Koros spawns along with some
  1868. Gespensts near the ruins in the northwest. When she does, you will be subject to an event
  1869. that will reduce the Will of most pilots you have deployed. But anyway, the tanks don't move,
  1870. and Koros doesn't move either. The Gespensts move, but they don't start moving until Turn 13
  1871. Note that these Gespenst are not piloted by Shadow Mirror soldiers, but actually Meganoids,
  1872. so they can't support defend each other. After you destroy Koros's little plane, she will
  1873. become a Megaborg to fight you (something that she did not do in the show; her Megaborg form
  1874. is completely made up). Her Megaborg form will also spawn on the ruins terrain, so make sure
  1875. to block it off with your own units before you shoot down the plane. Koros has 151,000 HP but
  1876. only 300 EN in Megaborg form. Her strongest move costs her 30 EN to use and she has no regen,
  1877. so it is very easy to run her EN out and make her unable to attack farther than 1 square away.
  1878. After downing Koros, "Teflon" Don Zauther appears, again trying to spawn on the ruins, so
  1879. keep camping on them. Don Zauther is a big pain in the ass because of his HP regen and lv 9
  1880. Prevail giving him over 4000 armor. I beat him in one turn, but only after being extremely
  1881. conservative with my energy and SP throughout the stage and taking advantage of as many
  1882. support attacks as humanly possible. I had to use both Stoner Sunshine Spark and the Shuffle
  1883. Alliance Attack on said turn, and when I was done, I only had one unit that could actually
  1884. fight that hadn't moved. Anyway, I don't know what's up with this stage plot-wise. All the
  1885. implications it's making here were never in the show as far as I remember. Translator
  1886. liberties I guess.
  1887.  
  1888. Stage 34 (Little Bharm route)
  1889. There are no roster changes or secret requirements on this stage
  1890.  
  1891. -Notes:
  1892. This stage is... different. So you start off with Daimos alone once again in this small
  1893. corridor stage, and you have to destroy all enemies within ten turns. The rest of your team
  1894. will spawn in around turn 4. You'll need to break them up into groups in order to take out
  1895. everything, so be careful in designing your formations. Should be an easier time than I had
  1896. if you gave Hyouma and Kenichi those Infight parts. Anyway, on turn 6, some Gespensts
  1897. will spawn, blocking off most of the corridors with their blasted support defenses, so you'll
  1898. need combo and MAP attacks to deal with them. See why I keep harping on about the ZZ?
  1899. And yeah, if you haven't used the Mazinger cast yet, now's the time. Richter will also spawn
  1900. in to help you as an NPC ally again, on the same turn, I believe in the southwest corner. I
  1901. recommend keeping the Mazingers seperate from ZZ, and preferably have Combattler and Voltes
  1902. in a third group. The Gespensts spawn all over the map and you do not have time to screw
  1903. around. For reference, the formation I used was having Daimos and the Mazinger cast tackle
  1904. the westernmost corridor, Combattler + Voltes, Heavyarms and my OG taking the central corridor,
  1905. and I sent ZZ, Galva, Nu Gundam and Shiro in the RX-78 (and I think also Tallgeese) down the
  1906. easternmost corridor (which has the fewest Gespensts to deal with anyway). You will not have
  1907. Bright on this stage, so watch the amount of damage you take.
  1908.  
  1909. Stage 35 (Jovian route)
  1910. There are no roster changes or secret requirements on this stage
  1911.  
  1912. -Notes:
  1913. IMPORTANT:Equip the Nadesico with some Fuel tanks. It will make this stage much easier.
  1914. If, for whatever reason, you upgraded Wing Zero or Tallgeese, they're pretty good here too
  1915. because of their beam-based MAPs, but those do run on ammo.
  1916. Here we have another gimmick stage. You start off surrounded by enemies while sitting on the
  1917. polar ruins. The Nadesico can't move and you have to defend it for ten turns. After shooting
  1918. down enough enemies, reinforcements will spawn. This will repeat infinitely. Lots of
  1919. opportunity for earning money on this stage. On turn 3 Saburota and Gekigan types appear
  1920. in the northwest. On turn 5 enemy phase, Genpachiro will spawn in the southeast with more
  1921. Gekigan types. Turn 6 enemy phase has Genichiro show up with the last batch of Gekigan types
  1922. in the southwest. Okay, so enemies prioritize targeting the Nadesico, meaning it's absolutely
  1923. crucial that you have enough energy to keep the Nadesico's Distortion Field going. It also
  1924. means that you're going to build up the Will to use the Phase Transition Cannon very quickly,
  1925. and you want to use it because it's the only MAP in the game that inherently barrier pierces.
  1926. Every enemy on this stage has a Distortion Field, and if you use the PT Cannon, you can clean
  1927. house easily. But it costs 120 EN per shot. Hence the Fuel tanks. Also keep someone
  1928. who can use the Renew spirit as a backup. Try to keep someone support defending the Nadesico
  1929. at all times. Every hit it doesn't take is 20 EN it doesn't lose. Obviously prioritize taking
  1930. down the Gekigan types, because they exist apart from the normal reinforcements. I'll
  1931. recommend sending one unit to take down Saburota after the Gekigan types around him start
  1932. moving towards you. That way, the same unit can safely head south towards Genichiro once he
  1933. spawns and take him out as well.
  1934.  
  1935. Stage 35 (Little Bharm route):
  1936.  
  1937. -Secret requirement (Full Armor ZZ Gundam):
  1938. Judau's kill count must be 42 or higher by the end of this stage.
  1939.  
  1940. -Notes:
  1941. Once again, you start off more or less surrounded, but this time it hardly matters because
  1942. you don't even really want to move. Just camp out on the Little Bharm tiles for the whole
  1943. stage. Reinforcements will spawn, but really it doesn't matter where or when because you'd be
  1944. dumb to change your positioning. The only reason you might want to move is because a few
  1945. units may be in the line of fire of King of Vega's MAP, but King of Vega itself doesn't move,
  1946. and so he can only hit a few units on the south end of the Little Bharm tiles. This stage is
  1947. a joke compared to the equivalent stage on the other route, and I bring this up because it's
  1948. functionally quite similar. In that stage you are surrounded, and in this stage you are
  1949. surrounded. In that stage, you camp because you are forced to, in this stage, you camp
  1950. because it makes things much easier (Little Bharm tiles restore HP and EN, unlike polar ruins
  1951. tiles). The other big difference is no time limit. About the only thing to watch out for is
  1952. that when you shoot down Gandal's mothership, a new enemy will spawn in its place piloted by
  1953. Lady Gandal (Nagai either really likes hermaphrodites or is a complete hack, it seems).
  1954.  
  1955. COMBINED ROUTE
  1956.  
  1957. Stage 36:
  1958.  
  1959. -Secret unit [Full Armor ZZ Gundam] (Judau):
  1960. Full Armor System mod parts added to ZZ Gundam added if previous requirement was met.
  1961. Upgrades all stats and weapons, but removes transform ability.
  1962.  
  1963. -Notes:
  1964. Welcome to the last stage in the game that isn't full of shit. And it's another camping stage.
  1965. On turn 3 enemy phase, Gato will show up with some Neo Zeon mecha to the south of Gryps II.
  1966. Gato's exact spawn location is three squares from the bottom of the stage in the same column
  1967. as the second square from the right of the Gryps II territory. Send someone there to head him
  1968. off. I used Domon and took out much of his posse at once with a good old Chokyu Haou
  1969. Den'eidan. You didn't forget that Domon has a MAP, did you? Anyway, you do this to prevent
  1970. Gato from using his own MAP on you. Being forced to camp on Gryps means he can screw you over
  1971. badly. Anyway, after killing enough enemies, Butcher spawns with some OG enemies north of
  1972. Gryps, and it's just mop-up after that, but note that the the Helldyne and Deathcain can
  1973. combo you.
  1974.  
  1975.  
  1976. There is no more unit acquisition in the game. You now have your final team with all their
  1977. final attacks. As such, I will only be doing stage breakdowns for the rest of this timeline.
  1978.  
  1979. Stage 37 breakdown:
  1980.  
  1981. Welcome to die.
  1982. Cyber Newtype time. Calm down. Take a deep breath. And perhaps more importantly, get your part
  1983. slots worked out. You should have a load of accuracy raising parts by now. Make damn sure
  1984. that anyone who needs one has one. This is also another good stage for your battleships to be
  1985. stacked with Mars Rice Bowls. Another thing: this stage has a boss that retreats at almost
  1986. 30,000 HP. You want that Range + 15 part, so plan on using the Shuffle Alliance Attack or
  1987. Stoner Sunshine Spark, preferably supported by Kamille's Waverider Crash or failing that,
  1988. your OG. If you don't have Waverider Crash and your OG's range doesn't work for that, then
  1989. you still have options, such as having Domon support Stoner Sunshine Spark, or having
  1990. Heavyarms support either, or maybe even using Ultimate Tenkyoken supported by Reppu Seikenzuki
  1991. Kai. All depends on who you gave support attack to.
  1992.  
  1993. Another thing to plan on using is the ZZ. It will make the beginning of the stage much
  1994. easier. I recommend putting a Shuffle Crest on it so it can start blasting High Mega Cannon
  1995. right away. You won't be able to destroy any enemies before you start dealing with the thing
  1996. you need the ZZ for.
  1997.  
  1998. Deployment slots: 14
  1999. Auto deployed: No one
  2000. Primary terrain: Space
  2001.  
  2002. Units I used on my previous playthrough:
  2003.  
  2004. Unit: Equipped Parts:
  2005. Daitarn 3 Hero's Mark and Hyper Jammer
  2006. Zambot 3 Hero's Mark and Hyper Jammer
  2007. Heavyarms Large Magazine and Dustproof (irrelevant)
  2008. Zeta Gundam None
  2009. FAZZ Shuffle Crest and a Generator
  2010. Dragonar-3 None
  2011. Daimos 2 Hybrid Armors and the Giga Generator
  2012. Combattler V Super Alloy New Z and Multi-Sensor
  2013. Voltes V Super Alloy Z and Multi-Sensor
  2014. God/Burning Gundam Thruster Set
  2015. Bolt Gundam Super Alloy Z and Apogee Motor
  2016. Dragon Gundam Psychoframe and Dual Sensor
  2017. Gundam Maxter Mega Booster
  2018. Gundam Rose Psychoframe and Apogee Motor
  2019. Ra Calium 3 Mars Rice Bowls
  2020. Nadesico None
  2021.  
  2022. Deployment location note: Have FAZZ be up front
  2023.  
  2024. Stage Events
  2025. Turn 3:
  2026. 3 Gespensts squads spawn, each behind one of the Neo Zeon squads
  2027.  
  2028. Enough enemies shot down:
  2029. Gato spawns in the Neue Ziel with two Psycho Gundam Mk-IIs behind
  2030. Axis. Two squads also spawn, one above him and one below, consisting of 2 Jagd Dogas and 3 MP
  2031. Quebleys each.
  2032.  
  2033. Neue Ziel shot down:
  2034. Weiss Savior and your Rival spawn on Axis
  2035.  
  2036. Strategy:
  2037. Aaaaannnnnndddd it's yet another camping stage. Don't worry, it's the last one. Make sure to
  2038. have FAZZ camping on the top rightmost square of Gryps. The reason is because of these
  2039. absolute bastard Zeongs they immediately throw at you. Not only are these dickheads piloted
  2040. by Cyber Newtypes, they have 135 mobility. These are the worst enemies you will have to fight
  2041. for the whole stage. Fortunately, there are only six of them and their HP is relatively
  2042. small. Blast them with High Mega Cannon. You only need 1-2 casts of Attune to take them all
  2043. out if you can manage to hit them with the rest of your team. Next are the Jagd Dogas, which
  2044. are pretty much Zeongs with 5 less mobility. Still annoying, but not quite as bad. Keep
  2045. Judau where he is so he can blast them too. The Doven Wolves afterwards have 110 mobility.
  2046. They're okay to deal with. The Quebleys have 125 mobility and only 21k HP, so they're not
  2047. bad either. The Psycho Gundams are the Cyber Newtype tanks. 90 mobility and 60k health.
  2048. This makes them jokes. Though for some reason, you can't Parry the Psycommu Beam sword.
  2049. Gato is another matter. The Neue Ziel has 88K HP, 140 mobility and 2300 armor, along with an
  2050. S rank in Space and, of course, Lv 9 Prevail. And his Large Beam Saber can't be parried
  2051. either. Bastard. Try not to use much SP in fighting him so you can deal with what comes after
  2052. him.
  2053. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2054. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2055. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2056. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2057. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2058. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2059. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2060. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2061. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2062. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2063. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2064. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2065. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2066. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2067. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2068. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2069. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2070. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2071. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2072. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2073. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2074. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2075. DO NOT DESTROY NEUE ZIEL BEFORE OCCUPYING ALL AXIS TERRAIN SQUARES
  2076.  
  2077. Are we clear?
  2078.  
  2079. Don't worry too much about Gato taking Gryps. His AI will prioritize trying to destroy your
  2080. units rather than going to Gryps. After you get to Axis, sit and let your units recover a bit
  2081. if you need before destroying Gato. It's not going to get easier afterwards.
  2082.  
  2083. When you destroy the Neue Ziel, your rival spawns, and so does Lemon in the Weiss Savior
  2084. (renamed Weiss Retter by the translators as another OG in-joke despite the fact that you can
  2085. clearly hear her say "Weiss Savior" in her voiced battle lines). Shoot down your rival first.
  2086. If you beat Lemon first, your rival retreats and you don't want that because of the Soul of
  2087. Steel you can get. Soul of Steel is always the best equippable part. Your rival shouldn't be
  2088. hard, you've fought him or her many times now. But Lemon is a different beast.
  2089.  
  2090. Here are her skills:
  2091. Revenge (1.5 times damage on counterattacks)
  2092. Prevail Lv 8
  2093. Parry Lv 8
  2094. Counter
  2095.  
  2096. And her unit stats:
  2097. 95,400 HP
  2098. 380 EN
  2099. 185 mobility
  2100. 2500 armor before Prevail
  2101. S ranks in all terrains
  2102.  
  2103. Ouch. She retreats at just under 29K HP, as I said. This is why I had you take Axis first. If
  2104. she was sitting on Axis while you tried to get her HP down, you would drive yourself crazy.
  2105. I literally spent like 5 hours getting her Will down to 50 in order to actually take her out.
  2106. Fortunately, on my second playthrough, I knew what was coming and hit her with a fully
  2107. upgraded Shuffle Alliance Attack and it did 43K damage. Didn't even need a support. In fact,
  2108. I didn't even need the Rice Bowls, though admittedly a lot of that was probably because I
  2109. used dodge decay to take down Gato. Her not getting that terrain defense bonus really makes a
  2110. difference.
  2111.  
  2112. Stage 38 Breakdown:
  2113.  
  2114. Prep for this stage is a simpler affair and it is a simpler stage in general. There are no
  2115. more retreating bosses for the rest of the game, so you can generally take things as you like
  2116. for this stage. Unlike the prior and following stage, there's really not much to say except
  2117. there's going to be more Cyber Newtype shit going on here, so you better keep up with the
  2118. accuracy parts.
  2119.  
  2120. Deployment slots: 14
  2121. Auto deployed: No one
  2122.  
  2123. Units I used on my previous playthrough:
  2124. Same as last stage except I put my new Psychoframe on Maxter, swapped out Voltes V's old
  2125. Super Alloy Z with a shiny new New Super Alloy Z, and then replaced Daimos's Hybrid Armors
  2126. with the Super Alloy Z I took off of Voltes and the Soul of Steel. Oh, and I went with
  2127. Quattro in the GP-03 with a Haro instead of the Zeta. I... probably should have put the
  2128. Dustproof on the GP-03 since most of its attacks can't hit enemies on the ground, and every
  2129. enemy in this stage is grounded except for some of the OGs at the end.
  2130.  
  2131. Stage Events:
  2132. Enough enemies destroyed: 3 Psycho Gundam Mk-IIs and 2 Alpha Azieru's spawn further down
  2133. the corridor behind Mashymre's group. Beyond the group with the Azierus, Haman spawns with 3
  2134. Quin Manthas surrounding her.
  2135.  
  2136. All Neo Zeon forces destroyed: OG forces spawn in the westmost corridor. Four Gespensts spawn
  2137. at the extreme north end of that corridor above where Haman was, while the rest spawn in the
  2138. room behind her.
  2139.  
  2140. Strategy:
  2141. Finally, a stage that isn't a camping stage. Instead this stage is more or less a redux of
  2142. stage 26 on the Devil Colony route. It's a corridor stage with dodgy enemies that have way
  2143. more health than they need to. At least they don't shoot off MAPs at you this time. However,
  2144. they WILL move at you if you are in range, but they generally don't move apart from that.
  2145. In fact, the only group that seems to move at all is the one that you fight at the beginning
  2146. of the stage. Because of this, if you like using the ZZ as much as I do, this could be the
  2147. time to put someone other than Judau in it. A good alternative choice would be Norris since
  2148. he has Soul and his ace is the same as Hyouma and Kenichi's. The ZZ is really the only UC Gundam
  2149. unit where that ace would be useful. I still use Judau because he's a Newtype and because of that
  2150. 30 SP Luck. I don't know if you've noticed yet, but Cyber Newtype enemies drop at the very least 6k
  2151. per kill. Nuking a whole group of them with High Mega Cannon in this stage can get you like
  2152. an extra 40K money if you use Luck, which is more than you would get from an entire stage
  2153. at the beginning of the game. By shooting down the 3 Azierus and the 2 Psycho Gundams all
  2154. at once with High Mega Cannon (or Phase Transition Cannon, mind you), you get 132000 money if
  2155. you use Luck. Stupid amounts of cash.
  2156.  
  2157. Alright, so to give you an overview of the Azierus, they have 91000 HP, 130 mobility and
  2158. 2500 Armor (one has a new Super Alloy Z, and another has a Psychoframe). You would think that
  2159. this would make them a pain to take down but it is less so than you would expect because they
  2160. are flying. They have B ranks in air and are L size, so they are much easier to hit than, say,
  2161. a Zeong. They do have too much health, all the same, but that's what support attacks are for.
  2162. Now, be careful when you get in the area where they are because Haman's Funnels can hit you
  2163. from 10 spaces away. Shouldn't take you more than 3 turns or so to mop up that group though.
  2164.  
  2165. Now, when you're done with them, you deal with the Quin Manthas, who you already fought when
  2166. you fought Glemy, but now you fight three of them. You may not have even noticed when you
  2167. fought Glemy, but each of them has the same High Mega Cannon as the ZZ, and each of them will
  2168. absolutely devastate your group if you let them. They will fire on each other to hit you, so
  2169. don't think you're safe from any angle. Because of this, you may find it a good idea to snipe
  2170. them with the Heavyarms and/or Gundam Rose or what have you.
  2171.  
  2172. Haman herself is another Quebley pilot and as I state, she has a very high amount of range.
  2173. But ultimately, she just uses another Quebley and is not a big deal aside from her massive
  2174. health and dodginess. Both are typical of the enemies you've been fighting. The Quin Manthas
  2175. around her are the real threat.
  2176.  
  2177. After she and her cronies go down, you fight the same OG enemies you've fought a thousand
  2178. times by now and it should be a piece of cake compared to the shit you've been through.
  2179. Once you're done with Haman, you're done with the Cyber Newtypes, and Gespensts seem like a
  2180. joke in comparison. They try to make them relevant by giving them 100% upgrades, but it's
  2181. all just polishing a turd. Fighting enemy Vysagas or Angelgs is a bitch though. There's
  2182. nothing you can do about their Double Image aside from casting Strike.
  2183.  
  2184. Final Stage Breakdown: MANY STRONG MEN AWAIT YOU
  2185.  
  2186. For this stage in particular, you will want to prioritize units with MAP attacks. The reason
  2187. for this is because this final stage is a timed stage and there are many goodies for you to
  2188. grab for any NG+ files you decide to create. You can't afford to dick around. At the same
  2189. time, your ultimate goal is to kill the final boss, so make sure you bring along some units
  2190. that can deal heavy damage, but even with this, you still want to prioritize anyone who has a
  2191. MAP because you are going to be fighting mostly (but not entirely) OG enemies, enemies that
  2192. will all try to support defend the final boss.
  2193.  
  2194. Deployment slots: 13
  2195. Auto deployed: OG Mecha
  2196.  
  2197. Units I used on my previous playthrough:
  2198. Unit: Parts:
  2199. FAZZ (Judau) Shuffle Crest and Generator
  2200. God/Burning Gundam Thruster Set
  2201. Heavyarms Large Magazine and Haro
  2202. GP-03 (Quattro) Haro
  2203. Dragonar-3 2 Psychoframes
  2204. Daitarn 3 Hero's Mark and Hyper Jammer
  2205. Zambot 3 Hero's Mark and Hyper Jammer
  2206. Zeta Gundam (Kamille) Radar Module and Mega Generator
  2207. Combattler V Super Alloy New Z and Multi Sensor
  2208. Voltes V Super Alloy New Z and Multi Sensor
  2209. Gundam Rose Shuffle Crest and Mega Booster
  2210. Aestivalis Akito (Heavy) EWAC Device, Psychoframe and Mega Booster
  2211. Daimos Soul of Steel, Super Alloy New Z and Giga Generator
  2212. OG Mecha Large Magazine, Custom HUD and Haro
  2213. Ra Calium 3 Mars Rice Bowls
  2214. Nadesico Mars Rice Bowl and Fuel Tank
  2215.  
  2216. The Heavy Artillery Frame Aestivalis is probably something you never used before, but it does
  2217. have a MAP, and also a lot of range. Its attacks are all range based, so it takes advantage
  2218. of Akito's overinflated Range stat, and it's perfect for making use of his Support Attack.
  2219. Additionally, its best attack is EN based, and it only costs a measly 10 EN. It can go a long
  2220. time without being in the Nadesico's Gravity Wave. It can't combo, but obviously, that's not
  2221. what I had in mind here. It's a good sniper unit apart from its MAP in a way that the other
  2222. frames just aren't.
  2223.  
  2224. The rest of my deployment is fairly standard, though you might find it eyebrow raising that I
  2225. used Gundam Rose but not the other Shuffle Alliance guys. You know what the idea was there.
  2226. I'd like to mention that I got the custom bonus of both the FAZZ and the Zeta. I definitely
  2227. wouldn't have used the latter otherwise. FAZZ, however, is pretty essential to this stage,
  2228. bonus or no bonus.
  2229.  
  2230. If we're accounting for alternate playthroughs, I have to say, I would not have used Akito
  2231. if I had Master Gundam. My first playthrough did have Master Gundam and my roster did look
  2232. somewhat different. I used Master Gundam instead of Akito, yes, and also instead of Gundam
  2233. Rose, I used Shin Getter. I did not have the Zeta's custom on my first pass, so I had Kamille
  2234. in the GP-03 and Quattro in the Sazabi. I still did fairly well with that setup.
  2235.  
  2236. Strategy:
  2237. You have ten turns to complete the stage. No new enemies spawn; what you see is what you get.
  2238. In terms of accomplishing your mission, your only goal is to destroy the Zweizergain. Of
  2239. course, there's all sorts of nonsense in your way, but if you wish to end the mission quickly,
  2240. you could always attempt to make a beeline for him. I do not believe this to be a practical
  2241. course of action, both because you miss out on the numerous pilot parts available for
  2242. playthroughs afterwards and because you will have extreme difficulty surviving.
  2243.  
  2244. The basic strategy is thus: you send one group north, one group south and the FAZZ east.
  2245. You need to deal with those Gespensts and build some Will ASAP, while the FAZZ does its job
  2246. softening up the enemies in front of Weiss Savior. After dealing with the Gespensts, your
  2247. two groups will make their way east, meet up in the center of the stage, and push forwards
  2248. towards the Zweizergain, taking down as many pains in the ass as possible. You will likely
  2249. not be able to destroy every enemy, but fortunately, you do not really need to.
  2250.  
  2251. Other things to note are that, like stage 12 on the Earth route, Axis will move eastward by
  2252. one square every turn. Also, Zweizergain has a ridiculously accurate, super powerful MAP that
  2253. covers an enormous area about the size of the Phase Transition Cannon and that he can use
  2254. from a huge distance away. Use the Phase Transition Cannon's range as a benchmark and start
  2255. casting Confusion for every turn you're in range of him.
  2256.  
  2257. Play log
  2258.  
  2259. Turn 1:
  2260. Moved Akito, Gundam Rose, Zeta, Heavyarms, Combattler, Voltes and Ra Calium north, taking
  2261. down two Gespensts and weakening another. Moved Daitarn, Zambot, Dragonar 3, GP-03, Daimos,
  2262. God/Burning Gundam, Nadesico and OG south, taking out another Gespenst and weakening one.
  2263. Moved FAZZ east and shot the Gura Gura. Didn't manage to destroy any Gespensts on enemy
  2264. phase but did manage to weaken all but one of them.
  2265.  
  2266. Turn 2:
  2267. Casted Focus on Judau, moved directly in front of the Gura Gura and used High Mega Cannon
  2268. eastwards. Hit all enemies. Used Quattro's Focus to use GP-03's Micro Missile on the southern
  2269. Gespensts and did mop-up after that, leaving only one remaining. In the north, destroyed one
  2270. with Gundam Rose, two using Heavyarms's Micro Missile and another with Akito supported by
  2271. Zeta, leaving none remaining. Moved Voltes V into Ra Calium for repairs. Shot a Geyzam with
  2272. the Waverider. Began to be of the opinion that I should have swapped the positions of
  2273. Heavyarms and GP-03. Countered most enemies on enemy phase, severely weakening the Dragonar
  2274. enemies in particular.
  2275.  
  2276. Turn 3:
  2277. Cast Focus on Judau and shot High Mega Cannon east again, leaving the Deathcain and Helldyne
  2278. near death. Destroyed the Geyzam I previously shot with Akito. Destroyed the Gilgazamune and
  2279. hit the other Geyzam with Voltes. Destroyed the final Gespenst with Dragonar 3. Destroyed
  2280. Gimera with Zambot 3. Countered and weakened some enemies on enemy phase, but did not destroy
  2281. any.
  2282.  
  2283. Turn 4:
  2284. High Mega Cannon again, this time destroying the Deathcain, Helldyne, and the OG enemy in
  2285. front of Weiss Savior. Destroyed one Sonnekaiser with the GP-03 and took out the other with
  2286. Daimos. Sniped one of the Saucer Beasts with Heavyarms before laying into it with Zeta and
  2287. Voltes. Destroyed the remaining Geyzam with Akito. Moved the Nadesico up to Axis to recover.
  2288. Started hitting the Gura Gura with my OG and Zambot. Enemy phase, Lemon misses the Ra Calium,
  2289. I destroy one Saucer Beast with Voltes and weaken the other, the Gura Gura is an asshole and
  2290. starts moving towards the Nadesico.
  2291.  
  2292. Turn 5:
  2293. I use Valor with Judau and cast Attune on him, move him in front of Weiss Savior and shoot
  2294. High Mega Cannon eastward, damaging Weiss Savior, Zweizergain and 3 OGs. I use my snipers to
  2295. finish off the Gura Gura, use Waverider Crash on Weiss Savior, destroyed one of the OGs behind
  2296. it with Daimos and another with Combattler (the OGs I were fighting are Vysagas, so I
  2297. prioritized destroying them before they hit 130 Will so they couldn't use Double Image on me)
  2298. Finished off the Saucer Beast and moved the Ra Calium out of range of the Weiss Savior. On
  2299. Enemy Phase, Combattler gets damaged a bit in the northwest. Zweizergain attacks my OG and
  2300. whiffs twice while I hit him both times.
  2301.  
  2302. Turn 6:
  2303. Used my snipers to take down Weiss Savior after several casts of Attune. Blew up the
  2304. remaining OG behind it with my own OG. Destroyed the northmost Soulgain with Combattler,
  2305. Voltes and Waverider (it drops an accuracy part). Began advancing on Vindel with anyone who
  2306. could still move. Hit Zweizergain with Reppu Seikenzuki and Sekiha Tenkyoken, both Valor
  2307. enhanced. On enemy phase, Zweizergain uses its infernal MAP on me. I manage to survive.
  2308.  
  2309. Turn 7:
  2310. I lay into Vindel using my support attacking snipers and manage to take him down completely.
  2311. I even still had Combattler, Voltes, Dragonar 3 and Nadesico available after beating him.
  2312.  
  2313. CONGRATURATION
  2314. THIS STORY IS HAPPY END
  2315. THANK YOU
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