=============================================================================== Super Robot Taisen L Complete Scenario Walkthrough Demitrius (demitel.demitri [gmail.com]) Version 0.3 =============================================================================== Table of Contents 1. Introduction [it00] 2. Player Expectations [pe00] 3. Combat Tips [ct00] 4. Scenario Walkthrough [sc00] 5. Thanks [tk00] 6. Version Information [vi00] 7. Copyright [cr00] =============================================================================== 1. Introduction [it00] This guide is merely a complete scenario walkthrough at the moment. I am also working on menu translations to assist and will hopefully have that linked through a photo hosting website soon. For those who don't know, Super Robot Taisen is a long standing game series that commonly includes characters and units from popular mecha anime from Japan. For multiple licensing reasons, these games never make it stateside, but as a result, large online communities have been created for this series. Within these communities, members are tirelessly making Super Robot Taisen accessible to non-Japanese readers through forum postings, walkthrough/guide documents, translation patches, and wiki resources. This document is just an addition to an already vast library of information. =============================================================================== 2. Player Expectations [pe00] It's imperative that you find a Katakana and Hiragana chart for reference while playing the game (provided you know very little Japanese) through Google or your search engine of choice. This will let you grasp simple allied, enemy, and unit names and commit them to memory as you progress. You're also expected to mess around with the controls in battle. Not sure what a certain command does? Quick Save and then try it out. Eventually, you'll gain pattern recognition and you'll know what it does on the spot. It's also important that you utilize the great source of information available at the Akurasu Wiki: http://akurasu.net/wiki/index.php?title=Super_Robot_Wars/L These people do amazing work and all credit goes to them for providing a plethora of tables, charts, and other information. =============================================================================== 3. Combat Tips [ct00] REAL ROBOTS AND SUPER ROBOTS These are the typical designations for the types of units you will control in Super Robot Taisen games. Bascially, Real Robots are units that excel in evasion and mobility, but suffer from low defense and HP. Examples of these kinds of units are: Mobile Suits from Gundam, Variable Fighters from Marcross, and Arm Slaves from Full Metal Panic. Super Robots are quick the opposite. They have high defense and HP and boast high attack potential. They often have multiple pilots, thus providing a plentiful supply of SP for Spirit Commands, but have no ability to evade and can have poor mobility. Examples of these units are: Mazinger Z/Great/Kaiser, Getter Robo G/Shin/Neo, and Robot Romance Trilogy units (Combattler V, Voltes V and Daimos). However, there are exceptions to the rule. Some real robots have exceptional defense and some Super Robots have subpar defense. There are also units that are proficient in all areas, but as a result don't necessarily excel in anything. However, a general rule of thumb is to regard a high evasion unit as a Real Robot and a low evasion unit is a Super Robot. QUICK SAVE Use START to quick save before any important attacks, phase endings, or attempts to defeat an enemy before they flee. It's far better to restart from the middle of a scenario than the beginning. COMMAND AURA Some units possess this trait that boosts the Accuracy and Evasion of the units occupying nearby panels. To see the extent of this aura, highlight any unit and see if a light blue area illuminates. If so, this is the extent of their ability. TERRAIN BONUSES Some of the terrain on any given map possesses terrain bonuses. These grant percentage increases in both Defense and Evasion, with some also granting HP and EN Regeneration. You can see the potential bonuses on any panel on the bottom of the top DS screen. For example: =============================== = = = = = TOP DS SCREEN = = = = = = DEF.% HP% = = EVA.% EN% = =============================== SUPPORT ATTACK/DEFEND When selecting where to move a unit, you may notice a red or blue triangle on certain units with a number inside. These correspond to their ability to provide a Support Attack (red) or Support Defense (blue). By moving next to these units, you can receive their support on the next attack you make, or they may defend an attack you receive during the enemy's phase. SUCCESSIVE EVASION PENALTY It's now far more difficult to send a lone unit into enemy territory and hope to remain unscathed. When a unit comes under continuous attack during an enemy phase, their evasion rate drops continuously. It's important to avoid this at all costs, especially when dealing with smaller, less durable units. SPIRIT COMMANDS Spirit Commands, or Seishin, are skills that consume SP to provide various positive attributes for your characters. These range from increasing accuracy and evasion to doubling the attack power of your next attack. Use these skills only as needed. There are only a couple of methods to restoring SP and you'll have access to none of them for most of the game. For reference, I'll refer to Spirit Commands using all uppercase letters, like ACCEL and VALOR. REPAIR/RESUPPLY UNITS (HP and EN/Ammo) Some units will have the ability to Repair HP or Resupply EN (Ammo) to adjacent units. To see if a unit as this ability, look at their skill icons next to their character portrait. A wrench denotes Repair and an ammo magazine with "EN" written under it denotes Resupply. A unit with Repair must be directly touching the unit in need of repair, and when these conditions are met, the repair option will appear, and after using it, the unit's turn will end. For Resupply, the unit with the ability may NOT move and then Resupply, the unit in need of EN/Ammo must move to the Resupply-using unit. Also, the unit being resupplied will lose 10 points of morale. Alternatively, units inside an allied battleship receive a percentage of their HP and EN with every turn they remain. Ammo is resupplied after one turn. PARTNER UNITS Partner Units is the result of skewing ideas explored in Super Robot Taisen Alpha 3, Super Robot Taisen Z, and Super Robot Wars K, and others to give you a system of creating a pair of 2 units that can give each other bonuses and combine their attacks on targets. Deciding who to pair up can depend on whether you want a unit that can fly, and this transporting a non-flying unit to a destination quicker, two powerful units for maximum attack, or a balance between Super Robot and Real Robot. =============================================================================== Scenario Walkthrough [sc00] Prologue 01 .............................[pr01] Prologue 01 Intermission ................[pr01i] Prologue 02 .............................[pr02] Prologue 02 Intermission ................[pr02i] Scenario 01 .............................[sc01] Scenario 01 Intermission ................[sc01i] Scenario 02 .............................[sc02] Scenario 02 Intermission ................[sc02i] Scenario 03 .............................[sc03] Scenario 03 Intermission ................[sc03i] Scenario 04 .............................[sc04] Scenario 04 Intermission ................[sc04i] Scenario 05 .............................[sc05] Scenario 05 Intermission ................[sc05i] Scenario 06 .............................[sc06] Scenario 06 Intermission ................[sc06i] Path Split 01 ...........................[ps01] Scenario 07a ............................[sc07a] Scenario 07a Intermission ...............[sc07ai] Scenario 08a ............................[sc08a] Scenario 08a Intermission ...............[sc08ai] Scenario 09a ............................[sc09a] Scenario 09a Intermission ...............[sc09ai] Scenario 10a ............................[sc10a] Scenario 10a Intermission ...............[sc10ai] Scenario 07b ............................[sc07b] Scenario 07b Intermission ...............[sc07bi] Scenario 08b ............................[sc08b] Scenario 08b Intermission ...............[sc08bi] Scenario 09b ............................[sc09b] Scenario 09b Intermission ...............[sc09bi] Scenario 10b ............................[sc10b] Scenario 10b Intermission ...............[sc10bi] =============================================================================== ----------- Prologue 01 [pr01] ----------- Victory Condition: All enemy units defeated Failure Condition: Any allied unit defeated Starting Allies [0]- VF-25F Messiah G (Alto) [Macross Frontier] [0]- VF-25S Messiah B-AP (Ozma) [Macross Frontier] [0]- VF-25G Messiah B-SP (Michael) [Macross Frontier] [0]- RVF-25 Messiah B-SP (Luca) [Macross Frontier] [0]- Voltes V (Ken'ichi, Daijiro, Hiyoshi, Ippei, Megumi) [Voltes V] Starting Enemies [0]- Vajra (Small) x9 [Macross Frontier] [0]- Vajra (Large) x4 [Macross Frontier] Allied Reinforcements [1]- N/A Enemy Reinforcements [1]- N/A Other Reinforcements [1]- N/A Clear Bonus 1000 Credits Gunfight Lv+1 Ranged +10 Start this scenario by having Alto move down next to Ozma and support attack the nearest Vajra (Large), with Ozma finishing it off after. Have your other units move East to consolidate your forces. On your next phase, move your units to the inner city blocks and utilize terrain bonuses for the duration of the scenario. In addition to the terrain bonuses, you may keep your units within Ozma's Command Aura for additional statistical enhancement. If you notice Ozma or any other unit getting the majority of enemy attention, use FOCUS to give them a 30% increase in Accuracy and Evasion. For reference, this skill is Alto's first and Ozma's third. When one or two enemies remain, use GAIN for increased EXP for the Voltes V crew. It's Hiyoshi's second skill. Prologue 01 Intermission [pr01i] Don't bother upgrading these units via Skill Parts or Unit Upgrades. After the next scenario, you won't see these units for awhile. ----------- Prologue 02 [pr02] ----------- Victory Condition: All enemy units defeated Failure Condition: Ally battleship defeated VF-25F (Alto) defeated VF-25S (Ozma) defeated RVF-25 (Luca) defeated Starting Allies [0]- Macross Quarter (Jeffrey, Bobby) [Macross Frontier] [0]- VF-25S Messiah F-AP (Ozma) [0]- RVF-25 Messiah F-SP (Luca) [0]- VF-25F Messiah F-SP (Alto) [0]- VB-6 Konig Monster S (Canaria) [Macross Frontier] [0]- VF-25G Messiah F-SP (Michael) [0]- Voltes V (Ken'ichi, Daijiro, Hiyoshi, Ippei, Megumi) [0]- Queadluun-Rea (Klan) [Macross Frontier] Starting Enemies [0]- Vajra (Small) x6 [0]- Vajra (Large) x3 Allied Reinforcements [1]- Minerva (Talia, Arthur) [Gundam SEED Destiny] [1]- Blaze Zaku Phantom (Ray) [Gundam SEED Destiny] [1]- Gunner Zaku Warrior (Lunamaria) [Gundam SEED Destiny] [1]- Force Impulse Gundam (Shin) [Gundam SEED Destiny] Enemy Reinforcements [1]- Vajra (Small) x4 [1]- Vajra (Large) x2 [2]- Vajra (Small) x4* [2]- Vajra (Large) x2* [3]- Vajra (Small) x4 [3]- Vajra (Large) x2 *Reinforcements will spawn infinitely until Victory Condition is met. Other Reinforcements [1]- N/A Clear Bonus 2000 Credits Infight Lv+1 Defense +10 You should have Ozma lead your vanguard unit, keeping units within his Command Aura. Units that can't keep up, like Voltes V, stay within Macross Frontier's Command Aura. Alternatively, you could have both units use ACCEL to keep up with the vanguard. After defeating all the enemies, enemy reinforcements [1] appear within the center of the map and you lose Luca for the time being. The Victory and Failure Conditions change: Victory Condition: VF-25F (Alto) reaches Knight Warship Failure Condition: Ally battleship defeated VF-25F (Alto) defeated VF-25S (Ozma) defeated Knight Warship defeated Don't worry about rushing Alto towards the Knight Warship. Focus on the sparse enemy reinforcements, and after defeating 3 enemy units, enemy reinforcements [2] will appear near the Knight Warship. This will continue every time 3 enemy numbers drop to 3 or less, excluding the Knight Warship. Once you get closer to your goal, start using FOCUS on your pilots to increase their survivability. NOTE: With proper unit formation and management, it's possible to destroy several groups of enemy reinforcements for a considerable amount of money before moving Alto to the designated areas. You should try to destroy as many as you can manage to help with unit upgrades after the next Scenario and so on. Once you've gotten your units close enough, have Alto move to any yellow-boxed panel. Once you do, allied reinforcements [1] and enemy reinforcements [3] will appear from the Northwest of the map. The Victory and Failure conditions change: Victory Condition: Knight Warship reduced to 30% HP or lower Failure Condition: Ally battleship defeated Knight Warship defeated You have two options here. You can immediately concentrate on the Knight Warship and force its retreat, or you can clear up the remaining enemy units for additional funds and EXP for your units. I suggest the latter. Once you clear the Victory Condition, Luca returns and the Victory Condition changes: Victory Condition: Knight Warship defeated : Ally battleship defeated Give either a GAIN-using unit the EXP from the Knight Warship. Alternatively, you could give it to your lowest level unit. ----------- Prologue 02 Intermission [pr02i] ----------- You have no options here, so move on to the next scenario. =============================================================================== ----------- Scenario 01 [sc01] ----------- Victory Condition: All enemy units defeated Failure Condition: Any allied unit or battleship defeated Starting Allies [0]- Rushbird (Ichitaka, Alice) [Banpresto Original] Starting Enemies [0]- Aruma x6 [Kurogane no Linebarrels] [0]- Kagutsuchi (Dimitri) [Kurogane no Linebarrels] [0]- Idaten (Takuro) [Kurogane no Linebarrels] [0]- Altron Nataku (Wufei) [Gundam Wing: Endless Waltz] Allied Reinforcements [1]- Dancouga Nova (Aoi, Kurara, Sakuya, Johnny) [Dancouga Nova] [1]- Hind-Kind (Satoru) [Kurogane no Linebarrels] [1]- Painkiller (Miu) [Kurogane no Linebarrels] Enemy Reinforcements [1]- N/A Other Reinforcements [1]- Linebarrel (Kouichi) [Kurogane no Linebarrels] Clear Bonus 3000 Credits Support Attack Lv+1 Accuracy +10 Have Ichitaka engage the Western enemy group and take terrain bonuses as you move. On Player Phase 2, allied reinforcements [1] and other reinforcements [1] appear. Have your reinforcements gather around Ichitaka and ignore both the Linebarrel and the Kagutsuchi. They'll do nothing, but engage one another until you defeat the Kagutsuchi. Continue concentrating on the Aruma until the Idaten and Altron Nataku move on your units. At this point, there should be sufficient damage to the Kagutsuchi to finish it off in one phase. By having Alice use GAIN, you can receive enough EXP to jump from level 5 to 8 in one kill. After defeating Dimitri, note that Kouichi will attack whomever is closest to him. However, there's a good chance that Wufei will be his next target. Use that time to finish off the other units. Using GAIN with either Alice or Kurara finish off the Idaten and the Nataku, with their respective units. If you incur too much damage, keep in mind that Alice can cast VIGOR to restore 30% of the Rushbird's HP and Painkiller has the Repair skill. ----------- Scenario 01 Intermission [sc01i] ----------- At this point, you should have around 100,000 - 120,000 Credits. This depends on how many groups of enemy reinforcements you defeated in Scenario 2 and if Linebarrel got any of the kills in Scenario 3. If you didn't have a lot of trouble on the last scenario, then don't bother spending the money or expending the parts. However, you may want to consider upgrading the Rushbird in the future, since it is your protagonist unit for the game. Since the Rushbird is a super robot, it will need high HP and Defense levels, with a respectable amount of EN. Of course, upgrading attack power is always a good choice. Finally, if you really wish to put the majority of your resources to work, you may consider using the Infight and Gunfight skill parts. Personally, I purchase 3 EN, 1 Armor, 1 Accuracy, and 1 Weapon upgrade. =============================================================================== ----------- Scenario 02 [sc02] ----------- Victory Condition: All enemy units defeated Failure Condition: Jeeg (Kenji) defeated Big Shooter (Kyo) defeated Starting Allies [0]- Kotetsu Jeeg (Kenji) [Kotetsushin Jeeg] [0]- Mazinger Z (Kouji) [Mazinger Z] [0]- Big Shooter (Kyo, Tsubaki) [Kotesushin Jeeg] [0]- Build Angel (Mitsuko) [Kotesushin Jeeg] [0]- Aphrodai A (Sayaka) [Mazinger Z] [0]- Boss Borot (Boss, Nuke, Mucha) [Mazinger Z] Starting Enemies [0]- Ohkaenguu + Ohkaenguu x9 [Koutetsushin Jeeg] [0]- Magura x2 [Koutetsushin Jeeg] [0]- Mezura x2 [Koutetsushin Jeeg] [0]- Kajira x2 [Koutetsushin Jeeg] [0]- Taikaenguu (Ikuma) [Koutetsushin Jeeg] Allied Reinforcements [1]- Rushbird (Ichitaka, Alice) [1]- Hind-Kind (Yamashita) [1]- Painkiller (Miu) [1]- Deceive (Shizuna, Izuna) [Kurogane no Linebarrels] Enemy Reinforcements [1]- N/A Other Reinforcements [1]- N/A Clear Bonus 4000 Credits Infight Lv+1 SP Up Lv+1 The top of the airstrip and surrounding mountainous terrain provide a 20%/20% boost to your Defense and Evasion. I highly suggest you maneuver Jeeg and the other units there to stage your assault. After attacking the Taikaenguu once, the Victory Condition changes: Victory Condition: All enemy units, except the Taikaenguu, defeated. On Player Phase 3, allied units [1] appear near the Southeastern base. At this point, you may want to rush your reinforcements up towards the others. If you've upgraded the Rushbird, you may have an easier time outright destroying some units, and severely weakening others for the Kurogane no Linebarrels team to finish. The Taikaenguu will usually pick one target, like Mazinger Z or Jeeg, and continuously attack them. Whoever the target, they should always defend or evade. Counterattacking the Taikaenguu is pointless right now. Once you defeat the enemy units, the Victory and Failure Conditions change: Victory Condition: All enemy units defeated Failure Condition: All allied units defeated The Taikaenguu only has 8000 HP remaining, so defeating it shouldn't be a problem. I gave the kill to Boss, but not before casting BLESS and CHEER with Sayaka and Miu, respectively, to double the EXP and Money gained. As a rule of thumb, always strive to defeat boss-type enemies with at least LUCK or BLESS cast on the unit delivering the final blow. You'll want to maximize your profits as often as possible. You'll receive a respectable 20000 Credits from the Taigaenguu if you do this. ----------- Scenario 02 Intermission [sc02i] ----------- Depending on how much you've spent on upgrades, you may have anywhere around 90,000 to 130,000 Credits. Worthy candidates for upgrades include Mazinger Z and Jeeg, along with the previously mentioned Rushbird. The Big Shooter and Build Angel would only need Evasion upgrades in the short term. While the Kurogane no Linebarrel units could benefit from a mixture of Evasion and Defense. Finally, the Aphrodai A and Boss Borot need as much Defense as possible. Personally, I find their usefulness obsolete once your roster builds, so you may elect to leave them unupgraded. You will also have access to the Partner Unit system, allowing you to create custom groups consisting of 2 units a piece. Please note that failure to creating your Partner Units during the intermission will force you to create them during unit deployment in the next scenario, and that those Partner Unit configurations will not be saved after battle. Some advice on creating Partner Units: You may elect to put units together based solely on their respective anime of origin for the sake of simplicity, or choose to keep each unit individual of the others. However, there are a bevy of bonuses available to units that participate in Partner Units, as mentioned in the Combat Tips section of this guide. Another option is to pair a non-flying unit with a flying one. That way, the flying unit can lead, flying over water or other obstacles, and then switch to the more powerful unit on the next turn. For example, pairing Jeeg with Big Shooter. Finally, keep in mind that units with the Repair ability provide 10% HP Regeneration to their partner unit every turn, while those with the Resupply ability provide 10% EN Regeneration. =============================================================================== ----------- Scenario 03 [sc03] ----------- Victory Condition: All enemy units defeated Failure Condition: Iczer-1 defeated Starting Allies [0]- Iczer Robo (Iczer-1, Nagisa) [Fight! Iczer One] Starting Enemies [0]- Delos Theta x8 [Fight! Iczer One] [0]- Delos Theta (Cobalt) [Fight! Iczer One] Allied Reinforcements [1]- Goddanar (Goh) [Goddanar] [1]- Neo Okusaer (Milla) [Goddanar] [1]- Core Gunner (Shizuru) [Goddanar] [1]- G Gunner (Kouji) [Goddanar] [1]- Combattler V (Hyouma, Juzo, Daisaku, Chizuru, Kosuke) [Combattler V] [2]- LOTUS Partner Units x10* * The name of the multi-unit team for this game is called LOTUS. As a result, allied reinforcements you choose will be referred to as such. Enemy Reinforcements [1]- N/A Other Reinforcements [1]- Type 13 x6 [Goddanar] [1]- Type 13 + Type 13 x3 [1]- Flying Type x2 [Goddanar] [1]- Scout Type x2 [Goddanar] Clear Bonus 5000 Credits Gunfight Lv+1 Prevail Lv+1 Don't worry about engaging the enemy units and just find some terrain that offers a bonus. For the most part, ignore Cobalt's unit as much as possible. On the next Player Phase, allied reinforcements [1] and other reinforcements [1] appear. The Failure Condition changes. Failure Condition: Goddanar (Goh) or Neo Okusaer (Milla) defeated Pull Iczer-1 back towards your units. On the next Player Phase, allied reinforcements [1] appear. Take your time to establish some decent terrain bonuses and get Support Attack and Defense units near each other. While the Iczer Robo is a formidable unit, you shouldn't force it out in front of sturdier units, like Mazinger Z and Rushbird. Also, don't worry about Iczer-1 and Nagisa's SP consumption. Use as much as you'd like for the time being. Try to concentrate on the Type 13 Partner Units and remove their advantage quickly. When 4 or less Delos Theta units remain, an event will play out and Cobalt's Delos Theta will lose 30% of its HP. Iczer-1 and Nagisa will also have their SP fully restored. Don't take this opportunity to shift your focus to Cobalt's unit. Bring the Iczer Robo back into your unit formation (use ACCEL to reach sooner) and continue destroying the other units first. Cobalt has high evasion and attack potential. Fortunately, all of your units should have a high level or morale, so use a lot of Spirit Commands like STRIKE and CONCENTRATE to make sure your hits count. ----------- Scenario 03 Intermission [sc03i] ----------- The Goddanar and Combattler V groups are great additions to LOTUS. Goddanar could use HP, Defense, and even some Evasion, while the rest of the show's units would benefit from Evasion. The G Gunner is a sniping unit, so an Accuracy boost would go a long way, especially considering Kouji is without any Accuracy-increasing Spirit Commands at the moment. Treat Combattler V the same way you'd treat Mazinger Z, especially since all of its higher-tier attacks require a lot of energy. =============================================================================== ----------- Scenario 04 [sc04] ----------- Victory Condition: Stinger (Puria) survives until Turn 3 Failure Condition: Any allied unit or battleship defeated Starting Allies [0]- Stinger (Puria) [Gaiking: Legend of Daiku-Maryu] Starting Enemies [0]- Purotekusu [Gaiking: Legend of Daiku-Maryu] [0]- Garugorasu [Gaiking: Legend of Daiku-Maryu] [0]- Bitoru [Gaiking: Legend of Daiku-Maryu] [0]- Purotekusu + Bitoru x4 [0]- Garugorasu + Purotekusu x4 [0]- Bitoru + Garugorasu x4 [0]- Domega x2 [Gaiking: Legend of Daiku-Maryu] [0]- Doruman (Doruman) [Gaiking: Legend of Daiku-Maryu] Allied Reinforcements [1]- Dancouga Nova (Aoi, Kurara, Sakuya, Johnny) [2]- LOTUS Partner Units x16 [2]- Gaiking (Daiya) [Gaiking: Legend of Daiku-Maryu] Enemy Reinforcements [1]- N/A Other Reinforcements [1]- N/A Clear Bonus 6000 Credits Support Defense Lv+1 Guard Melee +10 Just move Puria to the terrain East of her position and you should be fine until Player Phase 3, when allied reinforcements [1] appear. The Victory Condition changes: Victory Condition: All enemy units defeated Maintain your positions for another turn, or drop down South if you're in serious trouble for whatever reason (improbable, since Stinger has Repair) and wait until allied reinforcements [2] appear from the South. The Failure Conditions change: Failure Conditions: Gaiking (Daiya) defeated Dancouga Nova defeated Gaiking and Stinger aren't the best units at this point and could prove to be a liability. Their participation in this battle should be limited to clearing up damaged enemies. The large turtle-like beasts, Domega, yield the most money you'll get from an enemy from this stage (4000) and should be dealt with accordingly. A healthy level of Partner Units will make short work of the enemy Partner Units and the rest of the stage is a matter of unified Northward progression. As for Doruman, he poses little threat and should be defeated by whichever unit needs the EXP. ----------- Scenario 04 Intermission [sc04i] ----------- Gaiking will become a more capable unit as time goes on, but is in immediate need of Armor and EN to become battle ready. Feel free to pair him with Stinger to gain a 10% HP boost, increasing his survivability. =============================================================================== ----------- Scenario 05 [sc05] ----------- Victory Condition: All enemy units defeated Failure Condition: Dancouga Nova defeated Starting Allies [0]- LOTUS Partner Units x18 [0]- Dancouga Nova (Aoi, Kurara, Sakuya, Johnny) Starting Enemies [0]- Aruma + Aruma x15 [0]- Kagutsuchi (Dimitri) [0]- Idaten (Takuro) [0]- Altron Nataku (Wufei) [0]- ?????? (???) [Dancouga Nova] Starting Other [0]- Linebarrel (Kouichi) Allied Reinforcements [1]- N/A Enemy Reinforcements [1]- N/A Other Reinforcements [1]- N/A Clear Bonus 7000 Credits Gunfight Lv+1 Focused Lv+1 Maneuvering +10 ??? has a lot of HP, but isn't too difficult to defeat. She retreats at around 30% HP or lower. By the time you force her retreat, the first group of Aruma units should have made contact. Shift your focus to them and try not to leave any units close to Linebarrel, since he will attack them. Keep your units on the positive terrain and the enemies should give little trouble. Once Dimitri and the other's start advancing, concentrate on Dimitri first, then Takuro, and finally Wufei. Aim to get 2x EXP and Money bonuses from them with proper Spirit Command usage. If you need to prioritize, go for Wufei since he yields the largest money bonus. Once all the enemy units are down, concentrate on Linebarrel. With all the morale you've gained, it shouldn't be hard to defeat it. Don't bother using GAIN or any similar skill, since you gain nothing for Kouichi's defeat. The Vardant (Reiji) [Kurogane no Linebarrels] will appear and join at the end of the battle. ----------- Scenario 05 Intermission [sc05i] ----------- Depending on your play style and spending habits, you should be near the 200,000 Credit area. Take this opportunity to give some much needed upgrades to some of your sub units as you see fit. Evasion is great for smaller units, with defense taking precedence with larger ones, but you can easily hold off on any upgrades and save your money for later. Focused Lv+1 is an interesting Skill Part. It gives a reduction in SP cost to whomever you use it on. Worthy candidates are pilots that can cast BLESS, CHEER, and on a lesser note, TRUST. Eventually, you can have up to a 20% decrease in SP cost, and with increasing SP numbers, you'll be able to guarantee larger returns on EXP and money for your units. Keep in mind that Ichitaka and his Rushbird are auto-deployed for the next scenario. An easy move is to place the heavily upgraded Vardant in his place. =============================================================================== ----------- Scenario 06 [sc06] ----------- Victory Condition: Meteor Breakers occupied Failure Condition: ??? Starting Allies [0]- Minerva (Talia, Arthur) [0]- Blaze Zaku Warrior (Asuran) [Gundam SEED Destiny] [0]- Blaze Zaku Phantom (Ray) [0]- Gunner Zaku Warrior (Lunamaria) [0]- Force Impulse Gundam (Shin) [0]- Slash Zaku Phantom (Yzak) [Gundam SEED Destiny] [0]- Gunner Zaku Warrior (Deakka) [Gundam SEED Destiny] [0]- Blaze Zaku Phantom (Heine) [Gundam SEED Destiny] [0]- Macross Quarter (Jeffrey, Bobby) [0]- VF-25S Messiah F-AP (Ozma) + VF-25F Messiah F-SP (Alto) [0]- VF-25G Messiah F-SP (Michael) + RVF-25 Messiah F-SP (Luca) [0]- Queadluun-Rea (Klan) + VB-6 Konig Monster S (Canaria) [0]- Voltes V (Ken'ichi, Daijiro, Hiyoshi, Ippei, Megumi) Starting Enemies [0]- N/A Starting Other [0]- N/A Allied Reinforcements [1]- Rushbird (Ichitaka, Alice) [1]- LOTUS Partner Units x18 [2]- Great Mazinger (Tetsuya) + Venus A (Jun) [Great Mazinger] Enemy Reinforcements [1]- GuAIZ R + GuAIZ R x2 [Gundam Seed Destiny] [1]- GINN High Maneuver Type-2 + GuAIZ R x2 [Gundam Seed Destiny] [1]- CGUE + GINN x12 [Gundam Seed Destiny]+ [1]- Taurus + Taurus x2 [Gundam Wing: Endless Waltz] [1]- GINN High Maneuver Type-2 (Sato) [Gundam Seed Destiny] [2]- Type 13 + Type 13 x6 [2]- Flying Type x2 + Scout Type x2 [2]- Scout Type x2 + Flying Type x2 Other Reinforcements [1]- N/A Clear Bonus 8000 Credits Infight Lv+1 SP Up Lv+1 Accuracy +10 NOTE: Units occupying the Meteor Breakers will be unable to move for the duration of the battle. They can still perform any other action. The terrain bonuses small and you need to occupy the Meteor Breakers as quickly as possible. I suggest moving all the Macross Frontier units, and Voltes V, into the Macross Quarter, having Bobby cast ACCEL, and moving far towards the upper Meteor Breakers. As for the Gundam SEED Destiny units, move them up as far as possible, having Lunamaria take possession of the closest Meteor Breaker when she can and Deakka occupying the other one when he can. On Player Phase 2, enemy reinforcements [1] appear. The Victory and Failure Conditions change: Victory Condition: Meteor Breakers occupied All enemy units defeated Failure Condition: Allied battleship defeated 3 or less Meteor Breakers occupied by scenario's end Enemy units occupy all Meteor Breakers? Asuran, Shin defeated Once you start attacking, concentrate on Sato and eliminate him early, since his high evasion and accuracy make him a nuisance. Unfortunately, all of the units here boast medium-to-high evasion stats. You may need to use STRIKE or CONCENTRATE to make your hits count. Several pilots have CONCENTRATE and should use it for their own survival, especially units that will occupy the Meteor Breakers. Your goal for this turn is to occupy the first three Meteor Breakers and build a solid defense around them. I suggest deploying one unit from Macross Quarter and, using their superior movement and evasion capabilities, occupy the upper Meteor Breaker of the first column. As I said before, Deakka and Lunamaria should take the closest ones they can manage, specifically for their long rang attacks. As for the Macross Quarter itself, use ACCEL again and aim for the next column of Meteor Breakers, taking the Messiah units and others along with you and deploying them after moving, so they can occupy another two Meteor Breakers and Voltes V can act as a reliable shield. If you've positioned your units correctly, the Southwestern Meteor Breaker will be the only one you haven't occupied yet. On Player Phase 3, allied reinforcements [1] appear from the Southwest. The Failure Condition get amended: Failure Condition: Asuran, Shin, Ichitaka defeated Some Partner Units should move towards the Minerva in anticipation of enemy reinforcements. I recommend one involving Mazinger Z and one or two other Partner Units of your choosing. As for the final Meteor Breaker, use any unit you want, but it's important you make the occupation now. After this phase, an enemy unit will occupy it. On the next player phase, enemy reinforcements [2] and allied reinforcements [2] will appear from the Southeast. You should have sufficient units available to assist the Minerva and you shouldn't have trouble clearing the scenario now. One thing to consider, is the Minerva's MAPW attack. With it, you could potentially destroy several enemy units in one shot. Combined with a cast if BLESS from Sayaka, you can gain a considerable amount of extra money. Be careful though, as your own units could also get damaged in the attack. Either move them from the attack path, or cast a Spirit Command to evade or mitigate the damage. ----------- Scenario 06 Intermission [sc06i] ----------- If you've been saving, you should be around 300,000 Credits. Take this opportunity to upgrade Great Mazinger in a similar fashion to Mazinger Z and provide a further unit or two of upgrades to your existing roster. Try to keep a reserve of 100,000 to 150,000 Credits for future units, etc. =============================================================================== ----------- Path Split 01 [ps01] ----------- This is your first path split and it's more or less split between a Real Robot and Super Robot route. Pick whichever contains characters you enjoy using. Real Robot route (Earth) [a] Super Robot route (Space) [b] ----------- ----------- Kurogane no Linebarrels Mazinkaiser Series Fight!! Iczer-1 Combattler V Kotesushin Jeeg Gaiking: Legend of Daiku-Maryu Godannar Series Note that Rushbird and Ichitaka will join with whatever route you choose. =============================================================================== ----------- Scenario 07a [sc07a] ----------- Victory Condition: All enemy units defeated Failure Condition: Allied battleship defeated Force Impulse Gundam (Shin) defeated Starting Allies [0]- Minerva (Talia, Arthur) [0]- Blaze Zaku Phantom (Ray) + Gunner Zaku Warrior (Lunamaria) [0]- Force Impulse Gundam (Shin) Starting Enemies [0]- Murasame MA x6 [Gundam SEED Destiny] [0]- Murasame + M1 Astray x2 [Gundam SEED Destiny] [0]- M1 Astray + Murasame x4 [Gundam SEED Destiny] [0]- Windam x2 [Gundam SEED Destiny] [0]- Dagger L x4 [Gundam SEED Destiny] [0]- Windam + Dagger L x6 [Gundam SEED Destiny] [0]- Dagger L + Dagger L x4 [Gundam SEED Destiny] [0]- Zamza-Zah [Gundam SEED Destiny] [0]- Gundam Heavyarms Custom (Trowa) [Gundam Wing: Endless Waltz] Starting Other [0]- N/A Allied Reinforcements [1]- LOTUS Partner Units x13 Enemy Reinforcements [1]- N/A Other Reinforcements [1]- N/A Clear Bonus 9000 Credits Support Attack Lv+1 Prevail Lv+1 Hit & Away Move the Minerva down to better terrain and have the other units follow. On Player Phase 2, allied reinforcements [1] appear. The Victory Condition gets and addition: Victory Condition: Minerva reaches the highlighted point Have two of your units stay back and support your initial units in dealing with the Northern enemy units. The rest should concentrate on the Southern ones. While the enemies have greater numbers, they pose little threat. Just don't advance into the ocean, and when necessary, utilize the better terrain bonuses. Trowa is only a threat if his attacks connect on a weaker unit, but using CONCENTRATE or simple engaging him with sturdier units. Be aware that he does possess a MAPW and will use it when he can target at least 3 units. ----------- Scenario 07a Intermission [sc07ai] ----------- Rearrange your Partner Units to match the forced deployments for the next scenario. Provide upgrades as you see fit and consider giving your newly acquired Hit & Away to G Gunner (Kouji), but it's value may make it more useful for someone else later. The choice us up to you. =============================================================================== ----------- Scenario 08a [sc08a] ----------- Victory Condition: Hagure Machina defeated Failure Condition: Gundam Sandrock Custom (Quatre) defeated Dancouga Nova defeated Starting Allies [0]- Gundam Sandrock Custom (Quatre) [Gundam Wing: Endless Waltz] [0]- Dancouga Nova (Aoi, Kurara, Sakuya, Johnny) Starting Enemies [0]- Hagura Machina [Kurogane no Linebarrels] [0]- R-Daigun (???) Starting Other [0]- Linebarrel (Kouichi) Allied Reinforcements [1]- Vardant (Reiji) [Kurogane no Linebarrels] [1]- Hind-Kind (Yamashita) [1]- LOTUS Partner Units x11 Enemy Reinforcements [1]- Aruma + Aruma x12 [1]- Kagutsuchi (Dimitri) [1]- Idaten (Takuro) [1]- Altron Nataku (Wufei) [1]- Tsubaki-hime (Yurianne) [Kurogane no Linebarrel] Other Reinforcements [1]- N/A Clear Bonus 10000 Credits Infight Lv+1 Counter A. Combo Lv+1 Start attacking the Hagure Machina and ignore the R-Daigun. On Player Phase 2, allied reinforcements [1] and enemy reinforcements [1] appear. The Failure Conditions are amended: Failure Condition: Vardant (Reiji) defeated Hind Kind (Yamashita) defeated Finish off the Hagure Machina as quickly as possible, preferably on your current turn. Once you do, the R-Daigun retreats, but more importantly, all of your units receive a 50% reduction in HP. The Victory Condition changes: Victory Condition: Linebarrel (Kouichi) reduced to 10% HP or lower You're now in a race against the clock. The Aruma units will advance and create problems for your units if they reach before you've dealt with Linebarrel. The scenario ends after clearing the Victory Condition, so throw everything you have at him to end the scenario. An easy way to prevent counterattacks is to attack outside of his extremely limited range. Alternatively, you could evade Linebarrel and lead him to the advancing Aruma units. Use the opportunity to get Linebarrel to assist you and you can gain EXP and Money for your units. You'll be fine, so long as Linebarrel remains occupied and you can use the Build Angel and Painkiller to slowly heal all of your allies. ----------- Scenario 08a Intermission [sc08ai] ----------- Gundam Sandrock joins LOTUS with 2 upgrades in every area. There's not much else, though the newly acquired Counter Skill Part would make any frontline unit deadlier (Rushbird, Godannar, etc.) =============================================================================== ----------- Scenario 09a [sc09a] ----------- Victory Condition: All enemy units defeated Failure Condition: Allied unit or battleship defeated Starting Allies [0]- Rushbird (Ichitaka, Alice) [0]- Iczer-1 (Iczer-1) [0]- Gundam Sandrock Custom (Quatre) [0]- Deceive (Shizuna, Izuna) Starting Enemies [0]- Delos Theta x9 [0]- Ohkaenguu + Ohkaenguu x6 [0]- Magura [0]- Mezura [0]- Kajira [0]- Taikaenguu (Mimashi) [0]- Iczer-2 (Iczer-2) [Fight!! Iczer-1] Starting Other [0]- N/A Allied Reinforcements [1]- Linebarrel (Kouichi) [1]- Iczer Robo (Iczer-1, Nagisa) [2]- Kotetsu Jeeg (Kenji) + Big Shooter (Kyo, Tsubaki) [2]- Vardant (Reiji) + Hind-Kind (Yamashita) [2]- Painkiller (Miu) [2]- Build Angel (Mitsuko) [2]- Goddanar (Goh) + Neo Okusaer (Milla) [2]- Core Gunner (Shizuru) + G Gunner (Kouji) Enemy Reinforcements [1]- Iczer Sigma (Iczer-2) Other Reinforcements [1]- Baruba (Baruba) [Kotetsushin Jeeg] Spoils B Save - Baruba Clear Bonus 11000 Credits Gunfight Lv+1 Focused Lv+1 Predict Send your units South to positive terrain and engage the smaller group of enemy units. Iczer-2 will endlessly focus on Iczer-1 and I suggest you evade her as well as you can for the time being. On Player Phase 3, allied reinforcements [1] and enemy reinforcements [1] appear. Pull your units South once more and gain the upper hand with positive terrain boosts. Your goal is to defeat all the Delos Theta units while drawing the Northern enemy units to you in smaller, consistent waves. Iczer-2 will continue to focus on Iczer-1, and provided Iczer-1 can continue to evade her attacks, you can ignore her. Try to finish off all the Delos Theta units to gain some much needed moral. On Player Phase 4, allied reinforcements [2] appear and the Failure Conditions change: Failure Conditions: Iczer-1 defeated Jeeg (Kenji) defeated Once again, pull your units South and consolidate your forces. Once you have some morale, start concentrating on Iczer-2. You will need to use CONCENTRATE and STRIKE to guarantee success, but her attacks can be fairly powerful, so use ALERT or INVINCIBLE to avoid damage. Make sure you use either the G Gunner or Deceive to finish Iczer-2, as using LUCK will net you 30000 Credits. Once she's gone, concentrate on the other units and repeat the same tactics to defeat the Taikaenguu and net 20000 Credits. Once all the enemy units are defeated, a other reinforcement [1] appears from the East. Baruba has severely damaging attacks, but falls easily. In fact, Jeeg can reduce Baruba's HP to 10% or so using his most powerful attack. However, Baruba can just as easily destroy Jeeg in one attack and he has incredibly high evasion. NOTE: Jeeg must be the one to defeat Baruba. If any other unit does it, you will gain the EXP and Money the first time, but Baruba will regain 2000+ HP and have a number of Spirit Commands cast on him. Among them is ALERT, which will make the next attack on him miss, forcing you to sacrifice a unit's attack. The money is worth doing this, but make sure you have Jeeg nearby to end the battle quickly afterwards. You will still gain EXP, but you will not receive money or the B Save item again. ----------- Scenario 09a Intermission [sc09ai] ----------- Linebarrel and Kouichi are finally members of LOTUS and come with 2 upgrades in every area. You may want to max out Linebarrel's EN, since it consumes some for nearly all of its attacks. Make whatever upgrades you feel are necessary, but try to keep a minimum of 200,000 for the next intermission. Also, make sure to create Partner Units, since everyone was automatically deployed in the last scenario. =============================================================================== ----------- Scenario 10a [sc10a] ----------- Victory Condition: All enemy units defeated Failure Condition: Godannar (Goh) defeated Linebarrel (Kouichi) defeated Starting Allies [0]- Goddanar (Goh) [0]- Neo Okusaer (Milla) [0]- Linebarrel (Kouichi) [0]- LOTUS Partner Units x12 Starting Enemies [0]- Type 13 + Type 13 x11 [0]- Scout Type + Flying Type x3 [0]- Flying Type + Scout Type x3 Starting Other [0]- Blade Gainer (Ken) [Goddanar] [0]- Cosmo Diver (Lou) [Goddanar] Allied Reinforcements [1]- Go Okusaer (Anna) [Godannar] Enemy Reinforcements [1]- N/A Other Reinforcements [1]- N/A Spoils Predict - Blade Gainer Clear Bonus 12000 Credits Support Defense Lv+1 SP Up Lv+1 Melee +10 Try to aim for limited encounters with Blade Gainer and let him get tied up with the Type 13 units. On Player Phase 2, allied reinforcements [1] appear from the East. The Failure Condition is amended: Failure Condition: Go Okusaer (Anna) defeated Continue ignoring the Blade Gainer and Cosmo Diver. However, feel free to counterattack these units to soften them up. The Cosmo Driver is a decent unit, stat-wise, but the Blade Gainer should be met with a more defensive approach. His attacks have high critical hit-rates and are otherwise very damaging. Once you begin your assault on these units, you should destroy the Cosmo Diver first with little trouble. You should whittle Blade Gainer's HP down to around 25%-30% before finish it off. Ken will retreat once he's below that level and his defeat is worth a considerable amount of money and a Skill Part. ----------- Scenario 10a Intermission [sc10ai] ----------- You will now join with the units from the route you didn't take and have almost 20 new units to upgrade and deploy. You've had ample experience with the majority of these units and should have an understanding of the strengths and weaknesses of Super Robots and Real Robots and how they incorporate into your strategy. In the next scenario, you can deploy up to 21 Partner Units, so it's possible to deploy all of your units. As for prioritizing upgrades, star units like Mazinger Z, Great Mazinger, Rushbird, Jeeg, the Messiah units, and others are all worthy candidates. At this point, it all comes down to personal preference and play style. =============================================================================== ----------- Scenario 07b [sc07b] ----------- Victory Condition: Nuclear Missiles destroyed Failure Condition: Allied Unit or Battleship defeated Earth Federation units attacked Nuclear Missile reaches highlighted area Starting Allies [0]- LOTUS Partner Units x11 [0]- Slash Zaku Phantom (Yzak) + Gunner Zaku [0]- Blaze Zaku Phantom (Heine) [0]- Macross Quarter (Jeffrey, Bobby) [0]- VF-25S Messiah F-AP (Ozma) + VF-25F Messiah F-SP (Alto) [0]- VF-25G Messiah F-SP (Michael) + RVF-25 Messiah F-SP (Luca) [0]- Queadluun-Rea (Klan) + VB-6 Konig Monster S (Canaria) [0]- Voltes V (Ken'ichi, Daijiro, Hiyoshi, Ippei, Megumi) Starting Enemies [0]- Nuclear Missile x15 [0]- Dagger L + Dagger + L x6 [0]- Windam + Windam x3 [0]- Agamemnon Starting Other [0]- N/A Allied Reinforcements [1]- Tallgeese III (Zecks) [Gundam Wing: Endless Waltz] [1]- Taurus (SK) (Noin) [Gundam Wing: Endless Waltz] Enemy Reinforcements [1]- N/A Other Reinforcements [1]- N/A Clear Bonus 9000 Credits Support Attack Lv+1 Prevail Lv+1 Hit & Away Place all units near Macross Quarter inside and have Bobby cast ACCEL. Move to the far Southwest and move the other units East. This will give you a decent covering of units to spread out for the missile attack. Don't concern yourself with the other enemy units. Attacking them will result in an automatic failure of the scenario and you should be done here before many of them can reach you for attack. Have your units engage the enemy from at least one panel away from the missiles to avoid their counterattack. It's extremely powerful and easily capable of destroying a unit. The only exception would be Yzak, who has a powerful 1-panel move that can destroy a missile in one hit. Also, sometimes a missile will attack a unit during an enemy phase. If you're unable to evade it, then defend. Super Robots have a chance of surviving the hit and the missile will be destroyed after. Once you've cleared the Victory Condition, allied reinforcements [2] appear. ----------- Scenario 07b Intermission [sc07bi] ----------- The Macross units thrive on evasion and you should invest if you want to keep them healthy. As for the Macross Quarter, defense and HP will go a long way, but most battleships are sturdy enough to go without any large upgrades. The choice is yours. In preparation for the next scenario, you may want to partner your units in a way that gives you as many flying Partner Units as possible. =============================================================================== ----------- Scenario 08b [sc08b] ----------- Victory Condition: All enemy units defeated Failure Condition: Allied battleship defeated Starting Allies [0]- Macross Quarter (Jeffery, Bobby) [0]- LOTUS Partner Units x18 [0]- Gaiking (Daiya) [0]- Daiku-Maryu (Lulu, Rosa) [Gaiking: Legend of Daiku-Maryu] [0]- Crab Banker (Yanma, Haccho, Bubi) [Gaiking: Legend of Daiku-Maryu] [0]- Kill Jaguar (Dick) [Gaiking: Legend of Daiku-Maryu] Starting Enemies [0]- Purotekusu + Garugorasu x5 [0]- Bitoru + Purotekusu x5 [0]- Garugorasu + Bitoru [0]- Domega x2 [0]- Doruman (Doruman) Starting Other [0]- N/A Allied Reinforcements [1]- N/A Enemy Reinforcements [1]- N/A Other Reinforcements [1]- N/A Clear Bonus 10000 Credits Infight Lv+1 Counter A. Combo Lv+1 The terrain is working against you in this scenario with an abundance of water
and your units possess a multitude of beam weaponry, which will do severely 
less damage against submerged units.  In short this battle is mostly about 
reaching the Daiku-Maryu quickly, using the Command Aura's of your two 
battleships, and going for quick defeats.

To start, place all your units inside the Macross Quarter to bring them 
closer to the Daiku-Maryu crew.  On your next Player Phase, you should 
be able to get some units into the battle (casting ACCEL helps).  If any 
of your units get damaged, you have Repair units, two battleships, Spirit 
Commands, and the option of simply having the unit escape.

-----------
Scenario 08b Intermission [sc08bi]
-----------

Rearrange your Partner Units to compensate for forced deployment and to make 
room for your new additions.  Hold off on upgrades for now until you get after 
the route split to make the wisest decisions with your funds.  However, feel 
free to spend if the upcoming battles are too tough.

===============================================================================

-----------
Scenario 09b [sc09b]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Allied battleship defeated
                   VF-25F (Alto) defeated
                   Enemy unit reaches Diokia

Starting Allies
[0]- LOTUS Partner Units x19
[0]- VF-25F Messiah F (Alto)
[0]- Blaze Zaku Phantom (Ray) + Gunner Zaku Warrior (Lunamaria)
[0]- Force Impulse Gundam (Shin)

Starting Enemies
[0]- Murasame (MA) + Murasame x6
[0]- Windam + Windam x2
[0]- Dagger L + Dagger L x4
[0]- Zamza-Zah + Gells-Ghe x4 [Gundam SEED Destiny]
[0]- Gundam Heavyarms Custom (Trowa)

Starting Other
[0]- N/A

Allied Reinforcements
[1]- N/A

Enemy Reinforcements
[1]- Vajra (Small)
[2]- Vajra (Small) + Vajra (Small) x8
[2]- Vajra (Large) + Vajra (Large) x4
[2]- Vajra (Knight) x2

Other Reinforcements
[1]- N/A

Clear Bonus
11000 Credits
Gunfight Lv+1     Focused Lv+1
Predict

Priority should be given to the Murasame units, but only the first ones.  The 
sub units are all ground base and will not switch to their MA or other flying 
modes for this battle.  As with the Nuclear Missile situation, try to create 
a blockade with your units if they get close by moving directly in their way.

On Player Phase 2, enemy reinforcements [1] appear from the West.  This is 
merely a sign of what's to come.  On Player Phase 3, enemy reinforcements [2] 
appear from the West.  Send Macross Quarter and some units to intercept (the 
other Macross units are great for their movement ability).  The larger units 
from the initial group and the Heavyarms should be close at this point, but 
you should have sufficient morale to access your more powerful attacks.

As for using BLESS and other Spirit Commands to reap the most money, use it 
in defeating Trowa and the two Vajra Knight ships.

-----------
Scenario 09b Intermission [sc09bi]
-----------

This next scenario involves a lot of water, so making Partner Units with at 
least one unit that can maintain flight will help tremendously.  This way, you 
can have the flight unit get to solid ground, then switch to your other unit.

===============================================================================

-----------
Scenario 10b [sc10b]
-----------

Victory Condition: All enemy units defeated
Failure Condition: Any allied battleship destroyed
                   VF-25F (Alto) destroyed
                   VF-25G (Michael) destroyed

Starting Allies
[0]- Macross Quarter (Jeffery, Bobby)
[0]- Daiku-Maryu (Lulu, Rosa)
[0]- LOTUS Partner Units x18
[0]- VF-25F Messiah F (Alto)
[0]- VF-25G Messiah F (Michael)

Starting Enemies
[0]- Vajra (Large) + Vajra (Large) x5
[0]- Vajra (Small) + Vajra (Small) x10
[0]- Vajra (Knight) x3

Starting Other
[0]- N/A

Allied Reinforcements
[1]- N/A

Enemy Reinforcements
[1]- Vajra (Large) + Vajra (Large) x4
[1]- Vajra (Small) + Vajra (Small) x8
[1]- Vajra (Knight) x3

Other Reinforcements
[1]- N/A

Clear Bonus
12000 Credits
Support Defense Lv+1     Sp Up Lv+1
Melee +10

For your first turn, place your units inside either battleship, cast ACCEL 
and move as far towards the enemy units as possible.  On your next Player 
Phase, you'll be near land terrain and can start your assault sooner.

These enemies are nothing you haven't faced before.  When 12 or less enemy 
units remain, enemy reinforcements [1] appear from the Northwest.  The 
Victory Condition changes and the Failure Condition is amended:

Victory Condition: VF-25F (Alto) reaches Vajra (Knight)
Failure Condition: Any allied battleship destroyed
                   VF-25F (Alto) destroyed
                   VF-25G (Michael) destroyed
                   Vajra (Knight) destroyed

There's no time limit to reach the ship, so take your time and build up your 
morale while gaining EXP and some much needed money for the upcoming 
intermission.  During this time, you may have one or more units run out of 
EN.  You may need to designate one unit to Resupply duty and have your units 
fall back to them as needed.  Once Alto reaches one of the highlighted points, 
the Victory Condition changes:

Victory Condition: Ranka rescued

During this phase, do nothing to damage the remaining Vajra (Knight).  On 
the next Player Phase, the Victory Condition changes:

Victory Condition: All enemy units defeated

Finish up the remaining unit and you're done here.  Just remember to use any 
EXP or money-increasing Spirit Commands before you deliver the final blow.

-----------
Scenario 10b Intermission [sc10bi]
-----------

You will now join with the units from the route you didn't take and have 
almost 20 new units to upgrade and deploy.  You've had ample experience with 
the majority of these units and should have an understanding of the strengths 
and weaknesses of Super Robots and Real Robots and how they incorporate into 
your strategy.  In the next scenario, you can deploy up to 21 Partner Units, 
so it's possible to deploy all of your units.

As for prioritizing upgrades, star units like Mazinger Z, Great Mazinger, 
Rushbird, Jeeg, the Messiah units, and others are all worthy candidates.  At 
this point, it all comes down to personal preference and play style.

===============================================================================

5. Thanks     [tk00]

Thanks go out to the multiple contributors of the SRW Akurasu wiki for 
providing charts regarding Spirit Commands, Partner Unit Bonuses, and other 
information.  They are a dedicated group that provided a greatly appreciated 
service.

===============================================================================

6. Version Information     [vi00]

Version 0.3
Completed Prologue 1 & 2, Scenarios 1-10 (including both route splits).  
Added basic information for Introduction, Combat Tips, Player Expectations, 
Thanks, Version Information, and Copyright sections.

===============================================================================

7. Copyright     [cr00]

This document and all information is the work of Demitrius and is ONLY 
available for use on Gamefaqs.  Any other posting or edit of this document on 
any other website is in violation of this copyright and should be reported to 
myself at the email address provided at the top of this document.  

Super Robot Taisen is the property of Banpresto and all Characters and Mecha 
are the products of their specific companies.