Super Robot Wars Advance (SRWAdvance) for Game Boy Advance Psycho Spell Guide by Daba Myrod (daba_myrod@srwgenesis.every1.net) Current Update: None ***** GUIDE DESCRIPTION This guide was created to help players master each Psycho Spell available in the this masterful game. Although not all pilots have decent spells, players will be able to make gameplay a lot easier and enjoyable, especially when attempting to defeat extremely annoying or powerful bosses and enemies. As always, this guide is my all-text mini-site version of the actual SRWA Psycho Spell listing in my site (http://surf.to/srwgenesis). If you wish to visit the online version, then go online and type in the URL for the page, and it's http://srwg.home.dk3.com/advancespells.htm. Enjoy! ***** WARNING AND OTHER PRE-EMPTIVE STUFF Again, as mentioned before, this guide can be found currently in my site, SRWGenesis. URL is http://surf.to/srwgenesis, in GameFAQs, http://www.gamefaqs.com and in Neoseeker http://www.neoseeker.com. That means that other sites that host this guide may be hosting illegally or otherwise. Usually, when webmasters want stuff from me, they would always write in their sites about them asking permission so they can be easily identified. If the disclaimer is not mentioned in the site, that means that they've taken it illegally. Report cases like this to me via e-mail on daba_myrod@srwgenesis.every1.net and you will be rewarded loyally. Psycho Spell names and translations are informal. Although there are no official names, they are translated literally via their chinese counterparts. There may be some minor errors since I'm not perfect. Should there be any mistakes or there IS an official name, don't hesistate to e-mail me and you'll be given all the credit in the world. Of course, you may also contact me if there are any corrections to be done in this guide, including spelling and grammar. Likewise, you'll be credited for your trouble. Plagiarism is a serious crime. To those who are not familliar with the term, it's the act of copying someone else's work (and that means ANY work) and claiming that it's yours. Imposing penalties may include imprisonment and perhaps a fine to pay for moral damages caused to the original author. If you take my work without my consent or giving me credit, the least you could do is to link back to my site and I'll reconsider. That's just one simple favor I ask and frankly it's not too dificul to do so. However if you want to take it the easy way and decided to ask permission, you may e-mail me and ask NICELY and I'll grant you consent. If you do e-mail me but express it in an unfriendly or uneducated matter, you will be ignored. Now for stuff regarding reporduction. You are allowed to download this guide provided that you swear not to reproduce it yourself for commercial reasons like selling it to people or publishing it on magazines or game guides. Although I won't stop you from printing it out ONCE, photocopying it and distributing it even without my consent is still illegal, even if it's not commercial in nature. In summary... don't reproduce it by any means. Violation of the afforementioned rules will subject you to criminal prosecution. Don't do anything as stupid as this and stay out of trouble for your sake. You've been warned. ***** FRESH MEAT SRWAdvance's Psycho Spells are given the turn for the better. Not only where they made a lot more cheaper, they are indeed unique as some of them have minor function changes. Here, I shall type down the spells as displayed in the Psycho Spell listing menu in the game. You can find the full picture in my site's Psycho Spell sector, which can be found in this URL: http://srwg.home.dk3.com/advancespells.htm. Here are the Psycho Spells arranged by order displayed in the game: Self-Destruct Spy Accelerate Flash Mercy Concentrate Heal Lock On Great Effort Trust Iron Wall Aid Full Heal Hot Blood Charge Luck Weaken Awaken Bless Confusion Raid Spirit Resupply Encourage Love Move Again Devote Assault Revive Miracle To access this so-called display menu, when in the map, press the "A" button. You'll be brought in a mini-menu. Select the 2nd to the last (the 4th) option and you'll be directed there. If there are "????" marks, that means that your party currently doesn't have that spell to cast. It can be averted if a pilot who levels up learns that unknown spell, or restart the scenario and choose a pilot who has it and let him sortie in battle. SPELL DESCRIPTIONS AND FUNCTIONS: 1) Self-Destruct- Costs 1 SP. The caster of this spell dies, but surrounding units, which includes allies, receive damage equal to the caster's HP before dying. For example, you let Heero cast it and Wing 0 Custom has 4000 HP. After the unit explodes, all units surrounding it receive 4000 HP damage. If you managed to destroy enemy units that way, you won't receive money or experience, obviously. However, damage will be based on current HP and NOT on maximum HP. For instance Wing 0 Custom's maximum HP is 4000 but currently has 3269 HP left. After casting the spell and the unit explodes, surrounding units will be dealt 3269 damage instead. Once you cast it, you can't cancel it, so think twice before doing it. 2) Concentrate- Costs 15 SP. The caster's dodge and hit rates will be increased by 30% for one full turn. Perfect for attempting to evade or hit skilled enemies. 3) Iron Wall- Costs 30 SP. Caster's armor points will be doubled, giving extra durability for one turn. This spell is good for pilots that can't dodge well. When you anticipate a hit from an enemy, at least you can be sure that damage is minimized. It's also good if hordes of enemies gang up on the caster. Prior to this, it's also a good spell to raise the caster's morale. Since you gain 1 morale point for every hit you receive from one enemy, managing to survive as many hits as possible means more morale points later. And that would mean more powerful attacks or even the enabling certain morale-dependent weapons. 4) Luck- Costs 40 SP. If caster successfully defeats an enemy, the amount of money you receive will be doubled. Works best when killing enemies using a MAP weapon. This spell is essential so that you'll be able to afford the more expensive upgrades in future intermissions. 5) Raid- Costs 60 SP. Caster's gains the effects of the spells "flash", "lock on", "hot blood" and "accelerate". This is a good way to brutally damage or even kill bosses. 6) Move Again- Costs 90 SP. Choose an ally that spent up its turn (that is, an ally that has finished moving or attacking) and cast the spell on him. He will regain another turn, so that means he can attack and move again. However, stats will remain as it was left after using up the previous turn. Example, Mazinger-Z has attacked using Breast Fire and spent 30 EN, but after the attack has only 15 EN left. After casting the spell on him, consumed EN, SP and HP will not be restored to its original state when it started on its original turn. In that example, Mazinger-Z will still have 15 EN left and will not be able to attack using the Breast Fire, unless you replenish its EN gauge. 7) Spy- Costs 1 SP. Choose an unattacked enemy, then cast it on that enemy. You may be able to view its stats pre-emptively. That way, you would be able to adjust your strategies before commencing attack. It's a useful spell that prevents you from taking the risk of being killed by being attacked by an enemy first, especially if it happens to be a very powerful, annoying one. 8) Heal- Costs 20 SP. Caster's damaged unit recovers 30% of its total HP. 9) Aid- Costs 20 SP. Choose an ally then cast it on him. That ally will gain twice the experience after attacking or being attacked, provided that the attack executed by that ally connects, damages the enemy and does not get negated by barriers or other defensive means. The caster can even cast the spell on himself, which makes it very advantageous to gain even more levels quickly. This spell can be utilized fully if you cast it on an ally that has a MAP weapon and kills loads of enemies with it. Think of how much experience that ally will gain afterwards. 10) Weaken- Costs 40 SP. Choose and enemy and cast the spell on him. That enemy will lose 10 morale. Cast it again and he will lose another 10. Keep on casting until you run out of SP, if desired. However it's not too recommended to use it often because you can always attempt to evade an attack by the support system or by casting "flash". Besides, the enemy also gains morale by being hit by your attacks, and the worst part is that certain enemies gain morale if their soldiers or allies get killed. So personally, it's effects are temporary. Too temporary that there are other spells and defensive mechanisms that serve as better alternatives. 11) Spirit- Costs 60 SP. Caster's next attack is multiplied by 2.5. After that attack, damage will be dealt normally. Once you cast this spell, you can't cast "hot blood" or "spirit" immediately. You'll have to attack to use up the 1st spell before casting "hot blood" or "spirit" again. This spell helps in killing hard nut bosses or if you want to finish off opponents easily. 12) Devote- Costs 30 SP. Choose an ally and cast the spell on him. That ally recovers 10 SP if his SP is deducted by casting his own spells. The caster can't cast it on himself, obviously. However in the case of Super Robots or multi-pilot mechs, casting the spell on a multi-pilot mech will mean all pilots in that certain mech will recover 10 SP, provided that at least one of those pilots have spent as much as 1 SP. This is good for casting on pilots with the spells "bless" and "aid" in case that their SPs are insufficient. 13) Accelerate- Costs 5 SP. Caster's range of movement will be added by 3. You can move farther and that means you can reach bosses, or escape from them, as fast as you can. Note that once you finished moving, the spell wears off. If for instance you cast it but you attacked and didn't move, then the effect of the spell will still remain until after you moved. 14) Lock On- Costs 20 SP. Caster's hit rate is 100% for one turn, and this time, it means that the caster WILL hit enemies even if they have the After-Image ability or their parry skills are high. However some enemies may still be protected if they have defensive mechanisms like the Jammer or other barriers. You will hit the enemy, but that doesn't mean you can damage them. In the Jammer's case, you are guaranteed that the missiles you shoot will hit the enemy, but its Jammer will still ward them off. For barriers, if you shoot beam-type weapons, you can still hit them, but the barriers will still negate the necessary points of damage. Tough luck if your attack is too weak and their barriers absorb it. 15) Full Heal- Costs 40 SP. Caster's damaged unit regains HP completely. 16) Awaken- Costs 50 SP. Caster will gain an extra turn as long as you cast it before moving or attacking (obviously you won't be able to cast spells if you moved already anyway). This is good to "make sure enemies die this time" or you could escape if in deep trouble. 17) Resupply- Costs 70 SP. Choose an ally and cast it on him. That ally's EN and ammo will be completely replenished without the 10 morale penalty. The caster can also cast it on himself, if desired. 18) Assault- Costs 25 SP. Caster can execute any attack except MAP weapons after moving. Perfect for attacking those "hard-to-reach" enemies. Note that after you have finished attacking, the spell's effect wears off. That means if the caster gets another turn (by casting "awaken" or an ally casts "move again" on him), then you will have to cast the spell again to gain its effects once more. 19) Flash- Costs 10 SP. Caster will dodge ANY attack once. Afterwards, the caster's dodge rates will be dealt normally. This is a temporary defensive move, but at least you get the assurance that you'll survive, temporarily. This is good when evading the killer attacks of bosses, but it will be waste if you dodge those weak, puny attacks of some soldiers. 20) Great Effort- Costs 15 SP. Caster gains twice the experience after attacking or being attacked, provided that the attack they executed connects and hits the enemy without being disrupted by defensive means like After Image, Jammers, barriers and the like. It also works best if you cast it then use a MAP weapon to kill loads of enemies. Think of how much experience the caster will gain. Take note: you will gain more experience if you KILL the enemy. Damaging them will still give you some experience, but it will most likely be a fraction of the experience you could get by actually killing them. 21) Hot Blood- Costs 40 SP. Caster's next attack is multiplied by 1.5. Caster can't cast "spirit" or "hot blood" immediately. He has to attack to use up the previously cast spell before casting another "hot blood" or "spirit". Again this spell is good for finishing off bosses and all other opponents. 22) Bless- Costs 45 SP. Choose and ally and cast the spell on him. You will gain twice the money obtained if that ally successfully kills an enemy. This is a perfect combo for the "aid" spell. Sometimes, some Super Robots or enemy killers don't have the "luck" and/or "great effort" spell, like Duke of Grandizer. You can cast this spell on pilots like them so that they get to have the chance to kill lots of enemies and gain more experience since killing an enemy yields more experience than simply damaging them. This is also best used on units with powerful MAP weapons like Nadesico, Gundam Rose, or perhaps Wing 0 Custom to name a few. 23) Encourage- Costs 70 SP. Choose an ally and cast the spell on him. That ally gains 10 morale. The caster can even cast it on himself if desired. Best used on robots with morale-requiring weapons. It also means that the ally casted on will have more powerful attacks from this point on, since more morale means stronger weapon damage against enemies. 24) Revive- Costs 100 SP. If you lost a unit, then cast this spell and that unit will be brought back to life with fully recovered SP, plus gained experience and level earned will be intact. The only down side is that his morale is reset back to 100. Not too bad though, for a second chance. This is one game where you are not allowed to make fatal mistakes unless you want to start over again. 25) Mercy- Costs 10 SP. If the caster's next attack is fatal and his "skill" is higher than the enemy's, then that caster's next attack won't be fatal and will leave the enemy with only 10 HP left isntead. This is also a good way to kill bosses with tremendous amounts of HP but the pilot you want to level up doesn't have the decent spells or weapons to execute such massive damage. The "skill" I was referring to can be found in the pilot's stats screen. When looking at the numbers found in the stats, look for the numbers located at the lower left hand corner of the pilot's stats, the one to the right side of the pilot's hit level. If the caster's "skill" is higher than the enemy that you wish to "leave alive", then the fatal attack will spare that enemy's life and leave 10 HP. If not, then it will simply kill them. However, a down side to this is that if the enemy survives, it's given the chance to counter-attack. Therefore, if they do and it kills the caster, tough luck. 26) Trust- Costs 30 SP. Choose adamaged ally and cast it on him. That ally recovers 30% of his maximum HP if he is damaged. The caster can cast it on himself if desired. 27) Charge- Costs 40 SP. Caster gains 10 morale. This is one way to strengthen attacks or enable attacks that require morale activation. 28) Confusion- Costs 30 SP. All enemies' hit rates are halved for one turn. This spell is a defensive move in your part, as it attempts to prevent allies from being attacked, so those with critical HP can be saved from annoying enemies. 29) Love- Costs 70 SP. All damaged allies' HP is fully recovered. 30) Miracle- Costs 100 SP. Only a handful of pilots have it. This spell is the ultimate Psycho Spell. The caster's morale is increased by 30, then gains the effects of the spells "flash", "lock on", "spirit", "luck" and "accelerate". Although it lacks the effects of "great effort", you can always cast it if the pilot has the spell, or perhaps cast "aid" on him. Well, that's about it. I hope that you will take my description and examples with great consideration so that you may know how to use them to recognize their full potential. Good luck with your game and have a happy time playing! ***** CREDITS 1) The MB Boys (http://accessboards.com/messageboard/robotwar.html)- My primary source of info. All of you there no by now how deeply I owe this guide to you. Thanx for all of your help! 2) GameFAQs (http://www.gamefaqs.com)- For hosting my guide, of course. That also includes the people in the message board whom have been nice and supportive in my return after a full absence of one year. A million thanx to you guys for your kind attention and facilitation! 3) Banpresto (http://www.banpresto.co.jp)- Without them, SRW would never have been created. Demo, arigatou! 4) Banpresto's Hotline Web (http://www.hotline-web.com)- For every new source, there's always a new update. Arigaou! 5) Jamil Neate (jamilneate@srwgenesis.every1.net)- My childhood friend who wrote the SRWAdvance sector in my site for me due to his free time and interest in SRW. 6) Yurika Misumaru (yurika@srwgensis.every1.net)- Thanx for filling in for me chick! 7) Ingram Brisken (ingram_brisken@srwgenesis.every1.net)- Thanx for filling Yurika err the site too I mean! 8) YOU (yes, you, the one reading right now)- This guide is for you to use. Thanx for taking the time to read it! Of course, to my beloved parents who understood me and gave me the time to write this guide even in the wee hours in the morning and to may siblings who sacrificed playing Yuri's Revenge and CS on the PC just so I could write this guide. Finally, my greatest thanx to God Almighty for giving me the strength to write this guide, and for giving me inspiration to go on and write more guides to serve my fellowmen. ***** APOLOGIES AND OTHER AGENDAS This is one humble section dedicated to those whom I have missed or not mentioned in the credits. Therefore, sorry for those whom I forgot... please e-mail me so I'll add you ASAP! Also, I admit that I have made millions of mistakes in the past (and stupid, selfish ones too). So I deeply apologize to all those people online whom I may have offended, whether it's by e-mail, by the message board or by any means necessary. I hope to reconcile with you guys. I know I may have made mistakes in the past, and I hope you people will find the time to forgive me. Of course, I won't expect you guys to do so if you think I'm not worth forgiving at all. At least I get to apologize and that works good for me. ***** This guide is currently 20.90 KB in size, written in Notepad, Courier New font, size 10. Guide Copyright: Daba Myrod, December 2001. All names and other copyrighted material are trademarks of their owner