------------------------------------------------------------------------------- Dai-3-Ji Super Robot Taisen Alpha (a.k.a Super Robot Wars Alpha 3) Cobray Route FAQ V 1.0 (13/2/2008) by Daba Myroad ------------------------------------------------------------------------------- ------------ Introduction ------------ When the Super Robot Wars Genesis forums migrated to a new server, a large treasure trove of SRW-related knowledge was lost to the infinite depths of internet hell. One such gem is a thread containing a start-to-finish guide of Cobray Gordon's route for SRW Alpha 3 by the board's creator, Daba Myroad. Considering there's currently no English guide for any route other than Kushua's, it'd be a shame to let Daba's effort be unknown and forgotten. So I took it upon myself, with Daba's permission of course, to format the thread into a single text file for the benefit of the community. ------------------------------------------------------------------------------- ------------------ BIG-ASS DISCLAIMER ------------------ This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. In short, until further notice ONLY GameFAQs can ever and will ever host this guide. Plagiarize me and I'll pluck your eyes out. I, Ace Whatever, lay no claim to and take no credit whatsoever for this guide. All the work was done by Daba Myroad. I merely formatted the text and made whatever changes and additions necessary. In addition, it must be known that Daba Myroad has no intention of accepting questions about this FAQ. I repeat: DO NOT ATTEMPT TO CONACT DABA WITH QUESTIONS ABOUT THIS FAQ. The above applies to me as well, since I can't answer any questions about this FAQ. However I will accept valid corrections as long as they're not about the names. That'll always be a gray zone. ------------------------------------------------------------------------------- A word from Daba: This strategy guide is created solely for players who wish to go the way of Cobray Gordon, who pilots Werkbau, in which I nicknamed Gokiburi Robo(tm) (Cockroach Robo). Although whomever Cobray looks like is beyond me. I say he looks like a tamer, calmer Zengar, people say he looks like Yuzes, but since I dunno what Yuzes looks like I'll just shut up. Anyway, the guide cannot be reproduced anywhere, anytime, unless I say so. Cobray Gordon is the Male RR type character in SRW Alpha 3, his unit Werkbau designed by Kazuma Kaneko. Known to be a fused form of the remains of Astranagun and Cobray's orange unit, and one known weapon are the Gun Slaves. This guide assumes you'll be choosing Cobray as your main character, and that you'll follow exactly the same route/scenario arcs that I shall follow as I progress. You will be duly notified if there are any route splits or relevant choices to make that will affect gameplay, although no secrets are known at the moment. ------------------------------------------------------------------------------- SCENARIO 1 WALKTHRU 1. Cobray appears. A washed-out Astranagun comes out of the portal. Cobray brings in his unit and captures the Astranagun, but it had other plans. Using its DG-ish tentacles, it grabs Cobray's unit and fuses with it, forming your main unit, Werkbau. Cobray loses his memory, but for some reason knows his "new" unit's name as Werkbau. 2. 3 Megillots appear and attack Werkbau. You now get your 1st mission objective. MISSION OBJECTIVES Win: Destroy all enemies Lose: Werkbau is destroyed 3. This is no brainer, and you don't need special strategies for this fight. Just have fun with Werkbau in taking all Megillots down... easily. Once they are all exterminated, 5 Joella squads will sortie to attempt to eliminate you. Obviously, they are no match either, with their 2800 HPs and low stats. 2 of them will race towards Werkbau for you to destroy, while the 3 remain stationary in their places. 4. During your next turn, Bright, Amuro, Kayra and Katsu appear. Bright's in his Ra-Kailum, Amuro in his Nu, Kayra in MP-Nu (Incom Type) and Katsu in a Jegan. They sortie right behind the newly-appeared Joellas. Bright recognizes the amnesiac pilot in the Werkbau as Cobray Gordon. Cobray finally gets a breather for knowing his name, and the fight ensues. Your mission objectives change as well. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Werkbau or Ra-Kailum is destroyed SKILL POINT Destroy all units within 5 turns 5. Again, the battle is too easy. Have Bright cast "Lock On" and attack the center Mechirod with Ra-Kailum's main cannons. Instant kill. Bring Amuro to the right Joella squadron, and Kayra-Katsu to the left Joella squadron, making sure they both attack first with their Beam Rifles (or Incom Unit in Kayra's case). Since none of these weapons are ALL-types, you can't take down the entire squad like Bright did. However, in the enemy turn, as the surviving Joellas attack, you can finish off the job without any worries. -------------------- SCENARIO 2 WALKTHRU 1. You gain control of Seolla in her Wild Falken and Judo in his ZZ Gundam with an unpopular Captain piloting the Grapp (correct me) mothership. You're up against a team of ZZ Mobile Suits and a Sazeran Kai. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any one of your units is destroyed 2. Do not be fooled. Your units can still be hit by these grunt MS and can die if you're not careful. Beware of the Dobenwolf's Incom. One attack of this can spell death for ZZ or Wild Falken when hit. If you're not confident of the dodge rates Seolla and Judo are displaying, have them both cast concentrate. Also, make sure none of them are directly beside your Grapp mothership. 3. Once you attack the enemy's mothership, you'll get reinforcements in the form of 0083 and Z Gundam characters. Camille, Fa, Four and Emma are in one squad. Kou and Keith in another, Burning, Bate, Monsha and Adel in the last one. They'll deploy with the Albion. As they deploy, the Captain of the Sazeran Kai is not too happy with it and deploys 2 Nuke Missiles, to the horror of your team. The game will highlight the southern edge of the map. NEW MISSION OBJECTIVES Win: Destroy the 2 Nuke Missiles Lose: Any one of your units is destroyed or the Nukes reach the highlighted edge of the map SKILL POINT Win the scenario within 7 turns 4. Your mission is clear. Prevent the Nukes from reaching the highlighted edge of the map. 10000 HP is not much of a big deal; the Nukes can be destroyed in a jiffy. However, once you destroy one, an event will trigger. Joellas will come along, bombing your Grapp mothership to kingdom come. If any of your units are beside it and its HP are in critical condition, they will be destroyed along with it, which is why you are warned last time. 5. After this event, Bright and Amuro's squadron will deploy at the southern edge of the map, near the highlighted part. Use them to your benefit. Have Kayra cast "Accelerate" and bring Amuro's squad to the nearest Joellas. Destroy them as you approach. The golden Joella has 3300 HP, but even though it's got better stats, it's still weak. Not a hard battle to win. 6. Destroy the Sazeran Kai using Judo. Deplete its HP to 4000 or less. Have Keith cast "Aid" and Fa cast "Blessing" on Judo. Attack the Sazeran Kai using the Hi-Mega Cannon to defeat it. Judo is the best choice because of his squad skill that awards you 20% more money per kill that Judo makes if he's the leader. 7. Destroying the Sazeran Kai will trigger another event. Cobray will sortie in an MP-Nu (Incom Type) and will join with Seolla's squad. If the Nuke is nearing the highlighted edge of the map, immediately block its path with Amuro and Seolla's squad, including Ra-Kailum. Block the Nuke's left, right and front sides to force it to go behind and around your barricade. That should buy you more time to take it down. 8. Fa and Keith needed to have their levels boosted. To do this on Fa's side, have Emma cast "Great Effort" and make Camille blow up a squad using Z Gundam's Hi-Mega Launcher (ALL type). For Keith, have Keith cast "Aid" on himself (or Kou), then let Kou destroy a squad using GP-03's Mega Particle Cannon. Monsha has the "Luck" spell, so use it to your advantage and make Burning kill a squad using his GM Custom's strongest Rifle attack. -------------------- SCENARIO 3 WALKTHRU 1. All your squads are event-triggered. You can't arrange them yourself for now. Your MS squads will be joined by Mazinger units, Shin Getter, Koutetsu Jeeg and Combattler-V. As you deploy and go to space, you face the 31 Primevals (enemies from GaoGaiGar). Like the previous scenario, the southern edge is against highlighted. You can guess it correctly at this point. MISSION OBJECTIVES Win: Destroy all enemies Lose: Albion or Ra-Kailum is destroyed or Primevals reach the southern edge of the map SKILL POINT Win the scenario within 6 turns 2. An event will trigger, leaving 15 Primevals behind, out of the 31. Each of them has 7000 HP. They have a sniping range of 8 with lasers possessing a power of 3000, and they are all protected with Zonder Barriers. Most of your MS will be useless against them. Simple Beam Rifles won't work all the time once their Zonder Barriers are activated. You may need to rely on your Super Robots to do most of the damage. Also be aware of your MS squads. Just because Kou's GP-03 has 12000 HP, it doesn't make you feel indestructible. GP-03 may kick ass, but the GM Cannon on its squad will pull you down. You can't just attack the Primevals out of the blue. Their lasers are ALL-type. If you're not careful, the grunts in your squads may take damage and possibly get annihilated (take care of Fa's Methus and Keith's GM Cannon). However, the Primevals can't target any unit that's directly beside them, or at point-blank range. Consider this when attacking them using Mobile Suits. 3. Once 6 Primevals or so are killed, Soldat-J deploys in his J-Ark. Your mission objective is virtually the same, with just an added twist. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Albion, Ra-Kailum or J-Ark is destroyed or Primevals reach the southern edge of the map 4. On your 4th turn, Pagliaccio will make things more interesting. She'll bring out the ZX-03, the Mouth Primeval. It's got 26000 HP and has only 1 attack: and that's shooting a barrage of teeth at you like missiles. Avoid attacking it using squads with grunts in them. This teeth attack can cause 3000 damage on J- Ark alone, despite that J-Ark has a Generating Barrier equipped. It's fatal enough to virtually any MS in your team at the moment. It's also equipped with a Zonder Barrier, and can regenerate a small amount of HP and EN per turn. 5. Taking this Primeval down requires cleverness and brute strength. Use J-Ark to your advantage and keep attacking it. Jeeg is also a good candidate to bash this guy because of his high mobility. Another good candidate on attacking this Primeval without fear is any of your motherships (by now you would have finished off majority of the Primevals anyway). Once the Primeval is down to 4000 HP or less, save your game. Let Keith cast "Aid" on either Kou or Judo, and let Fa cast "Blessing" on your choice of attacker. Obliterate ZX-03 using Hi-Mega Cannon for ZZ Gundam or Mega Particle Cannon or Point Blank Mega Particle Cannon for GP-03. The reason why your choices are confined to these two is because Judo's squad skill is 20% more money, and Kou's is 20% more EXP per kill. Eventually, the choice is yours. Know what weighs more, money or EXP. -------------------- SCENARIO 4 WALKTHRU 1. Dangel leads his army while a Boazan Skullrook joins in on the fray to kick your ass. Some Muge Empire Zei-Fars are also deployed. A designated point in the map will be highlighted by the game. It's a noticeable thing, but virtually unimportant, especially to bloodthirsty players. MISSION OBJECTIVES Win: Destroy all enemies within 5 turns or all units reach the designated spot in the map within 5 turns Lose: Albion or Ra-Kailum is destroyed or you reached the 6th turn SKILL POINT Destroy all enemies within 5 turns 2. Dangel is Combattler-V's enemy, but Combattler-V's too slow and too far at the back to reach Dangel now that you have a 5 turn limit. Instead, let Combattler-V kill the Skullrook instead. Chizuro has "Luck", let her cast it before you let Combattler-V destroy the Skullrook. Despite the Skullrook is a Voltes-V enemy mobile base, it's an easy prey and can be taken down easily. However, beware of its giant drill. It's powerful enough to drain 1/3 of Mazinkaiser's HP. 3. At this point, you can cast "Blessing" and "Luck" two times, making it a total of 4 attacks that will yield double money if an enemy is successfully slain. Since this is the case, reserve these 4 money-making attacks to the top 4 enemies that will yield the most money when killed. They are: Dangel, the Skullrook and 2 of its Beast Fighter companions. Reserve the "Blessing" for Dangel though. 4. Dangel is easy prey, but be mindful of his Magnum's punches. His squad consists of 2 Spanzers. You have a reason to fear these 2 more because their anchors, if they hit you, will pull down your mobility (yes it's a status attack). As for Dangel, use Shin Getter to throw a Stoner Sun Shine on him, but not without casting "Flash" or "Resist" first. Dangel's punch can easily drain 4000 HP from Shin Getter in a snap. When Dangel's HP is low, attack his 2 Spanzer companions one by one using weak weapons. It's too risky to use an ALL- type attack because you might kill the 2 Spanzers even at full health. With Dangel and his 2 Spanzers' HPs down to near critical, cast "Bless" and "Aid" on Judo using Fa and Keith respectively, and have Judo execute the Hi-Mega Cannon to annihilate Dangel's squad completely. Again, the best choice is Judo because of his squad skill attack that awards 20% more money when a target is killed. See? You don't even need to rush your units to the designated spot... you just have to kill them all. 5. SCENARIO 4 OFFICIALLY STARTS AFTERWARDS THOUGH. You'll start this new scenario with a heavily damaged, half-bodied, half-HP'ed SRX. Ryusei and Rai have halved SP totals and Aya has 0 SP. Your mission objectives are as follows: MISSION OBJECTIVES Win: Destroy all enemies (if you can) Lose: SRX is destroyed 6. SRX will be surrounded by 4 Megillots. Have Ryusei or Rai cast "Concentrate" to avoid being hit by the Megillots. Yes, even in SRX's bad condition, its Nendou Field still works, and you can still dodge attacks. However, Nendou Field dissipates 5 EN per use. So it's still better to dodge than be hit. You can't move, attack, or do anything for that matter. You just cast spells. 7. Later an event will trigger. Make sure you watch what's gonna happen, it's very interesting. Just play along and watch the scenario's TRAGIC end. -------------------- SCENARIO 5 TIP: UPGRADE THE WEAPONS OF NU, Z AND ZZ GUNDAM BEFORE STARTING THE SCENARIO WALKTHRU 1. This time, you face the Muge Empire led by Death Gaia, along with a mixture of Boazan, Barm, Campbell enemies and 2 Black Monsters. This will be a tough scenario, so hopefully you burned your money in upgrading weapons. MISSION OBJECTIVES Win: Destroy all enemies Lose: Albion, Ra-Kailum or any one your squads is destroyed SKILL POINT Win the scenario within 6 turns 2. This will be your toughest scenario yet. If kill Death Gaia or if there are only 15 enemy squads left, all enemy motherships will retreat. Yes, Warchimedes, the Skullrook and the Garnroll, along with the 2 other Muge Motherships will retreat if this happens. So your technique here is to destroy all motherships except Warchimedes and Death Gaia before you reach the 15 squad cap. To do that, you need to rush using your Gundams upward to face the Skullrooks while Cobray and Combattler-V stay behind to face Death Gaia and the other Muge Motherships. Make sure some units are still left a bit on the southern part of the map. Don't move all units upward. Your motherships MUST PARTICIPATE in the battle. They should be left behind at the southern part along with Combattler-V. 3. Muge Motherships have 18000 HP, can snipe you with 3700 power cannons (which are ALL-type by the way), and worse, Death Gaia's Muge Mothership is deadlier because his squad skill is 20% more damage if he retaliates. Attacking Death Gaia with your MS squads is out of the question because if your good MS dodge him, the grunts can be killed easily by ALL-type cannons. Therefore, the best candidates to take care of Death Gaia are your 2 motherships along with your super robots. Kill the 2 Muge Motherships piloted by soldiers first before you take on Death Gaia. Remember, he's stronger whenever he counter-attacks, so make sure you cast "Flash", "Resist" or "Concentrate" for defensive purposes. 4. Ignore all the orange Muge spaceships for the time being. If you want, you can counter-attack them whenever they attack you, but avoid destroying the entire squad to prevent the escape situation from happening. Destroy them one by one, leaving one survivor per squad. The Zei-Far units can be killed though because you need the morale, but don't kill every last one of them though. By now your MS, Jeeg and others have destroyed the Skullrook and the Garnroll along with the 2 soldier-piloted Muge Motherships. Once there are 16 enemy squads left, you can go destroy Death Gaia using any character, provided you cast "Bless" and "Aid" on him/her. Judo's still the best to kill because of his squad skill, but I won't wanna be too repetitive and make him hog all the kills. It's up to you. 5. This is the reason why you should leave some units at the southern portion of the map. Once Death Gaia retreats (or if all motherships retreat), ZAFT units led by Captain Ades will deploy. Ades is in the Vesalius, accompanied by squads of Ginns. You will receive reinforcements in the form of Mwu La Fllaga in his Mebius Zero. Using your southern units, they will be near the ZAFT squads, so use them to destroy the Ginns easily. As for the northern units, cast "Accelerate" to help reach the southern units fast. 6. Later, Rau Le Creuze will deploy in his 14000 HP Cigue. Be mindful of his skill that gives him added dodge and hit rate when he hits 130 morale. His squad skill is 20% more damage for the entire squad, making him twice as deadly. If Amuro and Camille make it in time or if you left them behind in the southern part, use their ALL-type attacks to destroy Creuze's squad and mortally damaging him. Have Mwu cast "Flash" or "Concentrate" and use his Mebius Zero's Barrels to attack Creuze for even better damage. You should be able to take him down in no time if you have units near him. Ades is still trailing behind Creuze, and he'll snipe you when able, so make sure you rush towards him and finish him off quick, if you want to get the skill point. 7. If you're gonna run out of turns and need to drain Ades' Vesalius down faster, make sure Camille's squad is one of the squads that stay behind. Convert to Four as the squad leader. Her skill is 20% more chance of getting a critical hit, and it usually works. Attack the Vesalius with Four as the leader, and watch the criticals fly. You should be able to drain its HP down in no time, finishing off Ades before the time limit is over and getting the skill point. You may have to sacrifice casting spells though, but that's up to you. Skill point or money? The choice is yours. -------------------- SCENARIO 6 NOTE: BY NOW, IF YOU ARE FOLLOWING THIS WALKTHRU FAITHFULLY, YOU WOULD BE IN HARD MODE. TAKE NOTE THAT THIS WALKTHRU SHALL PROGRESS AS I DO. WALKTHRU 1. A simple scenario. You get another Grapp mothership, and this time you gain control of Seolla, Cobray, Judo, Roux and Mwu in their respective squads against Creuze, Ades and their squads of Ginns. MISSION OBJECTIVES Win: Destroy all Cigue or Vesalius Lose: Any of your units is destroyed SKILL POINT Destroy Cigue or Vesalius within 4 turns 2. This part is easy. Make sure Judo and Cobray gain a lot of morale by killing most of the Ginns. Mwu should be the one dissipating the enemy's HP. Upon reaching Creuze, make sure to cast "Concentrate" or "Gut Feeling". Don't let Judo consume any SP though. Once Creuze's HP is down to 3000 or less, have Judo cast "Luck" and "Gut Feeling" then finish off Creuze using ZZ Gundam's Mega Beam Saber. An event will trigger, causing you to lose your Grapp mothership again (you should be used to that by now). 3. Inside Heliopolis, trouble brews. Gundam SEED officially starts in SRW history. As Yzak, Dearka and Nicol steal the Duel, Buster and Blitz Gundams, they retreat, leaving one Ginn behind. Heero, Duo and Matilde sortie in Wing 0 Custom, DeathScythe Hell Custom and White Taurus, facing 4 squads of Ginns. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your units is destroyed 4. You don't need any special strategies to beat this map. Just kick ass. Once all 4 Ginn squads are destroyed, The Strike Gundam event will then trigger, and you'll get to do a one-on-one match with the last remaining Ginn, destroy it and the scenario ends. -------------------- SCENARIO 7 WALKTHRU 1. You can now freely edit your squads. You are allowed to launch only 4 squads in this scenario though. Mebius Zero will auto-sortie in an event, so it doesn't count. Quatre officially joins your party in his Sandrock Custom. Currently, putting Duo and Quatre in one squad is recommended since they are both melee and short-ranged. Hilde should be with Heero since they are both long-ranged attackers. As the scenario starts, you are to face squads of Ginns and Cigues. MISSION OBJECTIVES Win: Destroy all enemies Lose: Mebius Zero is destroyed SKILL POINT Destroy all enemies within 5 turns 2. Duo is a squad killer. Since he has a squad skill of +20% critical, attack a squad with the ALL-type Beam Scissors and watch them be destroyed in an instant. Remember that Ginns are cheap, and so are Cigues, you need good money. When using Judo, make sure you utilize his squad skill of +20% more money. Kill units that yield more money (in this case, the Cigue squads). Heero is a good squad killer too, using his Wing 0 Custom's Twin Buster Rifle. You wont' be able to use Hilde that much if you're using this attack since it's an ALL-type, but it doesn't matter. 3. Once all enemies are dead, Creuze deploys in his Cigue, along with new squads of Ginns. An event triggers, and Kira finally appears in a Sword Strike Gundam, along with Archangel. Mwu joins Kira and forms a squad with him. The game will show you a designated point in the map, and your mission objectives change. NEW MISSION OBJECTIVES Win: Archangel reaches the designated point in the map or destroy all enemies Lose: Any of your units is destroyed 4. First off, Murrue's a poor hitter. This scenario doesn't do her justice because she's cool in the anime. Archangel's attacks are all low in hit rating bonuses. Murrue and Natarle don't have any hit rate improving spells either, just defensive ones, so at this point, take Archangel's offensive capabilities with a pinch of salt, because you'll most likely miss. Use Kira and Mwu to attack the enemies instead. Put Sword Strike directly beside Archangel so Kira can take advantage of Murrue's leadership skill for added hit and dodge rate, especially since Kira's squad skill sucks (+10% dodge rate only). 5. With 4 enemy squads remaining, Athrun deploys in his Aegis Gundam with 14000 HP. don't worry about him, he's too far away. Concentrate your attack on Creuze first; he's nearby and more difficult. Smother Creuze's Cigue using Duo, Heero and Cobray. Don't bother attacking him using Archangel. Once Creuze's HP is 3000 or less, have Judo cast "Luck" and "Gut Feeling" and use the Hi-Mega Cannon to finish him off. 6. Athrun is surprisingly too easy. Let Quatre cast "Blessing" while Hilde cast "Aid" on Kira. Then use Heero, Duo, Cobray and Judo to pummel the Aegis Gundam down to 3000 HP or less. Athrun is an easier version of Creuze, so just repeat whatever you did to Creuze on Athrun. With Aegis Gundam's HP critical, have Kira cast "Concentrate", and use the Sword Strike's Anti-Ship Sword to slash Aegis Gundam into two, dynamically destroying it (since Aegis Gundam is gone from the screen after the slash because the slash is fatal). If Kira's LV9, he can easily reach LV12 if you cast "Aid" on him earlier. -------------------- SCENARIO 8 TIP: UPGRADE STRIKE GUNDAM'S EN, MOBILITY AND WEAPONS BEFORE THE START OF THE SCENARIO. WALKTHRU 1. As you deploy your squads led by Murrue in the Archangel, you engage in battle against ZAFT forces. This time, accompanying them are the 4 stolen Gundams... Duel, Buster, Blitz and Aegis. Since they'll go aggressive on you, there's no choice but to retaliate. As you prepare to advance your units, be sure that your snipers, namely Wing 0 Custom and Strike Gundam are directly beside Archangel to make use of Murrue's Leadership skill. MISSION OBJECTIVES Win: Destroy all enemies Lose: Archangel, Wild Falken or MP-Nu (Cobray) is destroyed SKILL POINT Destroy all 4 Gundams (Duel, Buster, Blitz and Aegis) in 5 turns 3. Of the 4 Gundams, Athrun goes on full offensive, but only against Kira's squad, hence you'll get more breather for the rest of your units. Athurn in his Aegis is the dumbest and easiest, ironically. Athrun is too easy, using Strike alone is sufficient enough. In fact, Aegis should be the 1st Gundam that you should be able to destroy. No special strategies are needed to kick Athrun's ass. Once you destroy Aegis, Athrun will leave behind Pink-Chan (Lacus' Haro) as an item! This will be very important for Archangel later. Aside from Athrun, Yzak in his Duel is another war freak that will attack you with the Shiva Cannon if possible, while Dearka's Buster and Nicol's Blitz will trail from behind. From the 3 Gundams, you must kill BUSTER first. The reason for this is that at an early 110 morale, Dearka can execute his strongest weapon, which is a 9-range sniper with 4000 attack power. Buster has 12500 HP, making him easier to blow up, whereas Duel has 14000 HP and Aegis with 14500. Blitz has the lowest at 12000 HP, but has Jamming Systems, rendering Missile attacks useless, plus Bunshin (although I'm not sure if this is due to its Mirage Colloid). On your 3rd turn, Bright will deploy in this Ra-Kailum, accompanied by Z Gundam with ReGZ and Super Gundam with Methus. 4. Buster can be taken down easily using your snipers, Kira and Heero, but leave Buster at low, critical HP, then switch to the remaining 3 Gundams. With Buster at low HP, save your game. Let Hilde cast "Aid" on Murrue, and have Murrue attack Buster with Archangel's Godfried cannons. If Dearka dodges, restart and do it again until successful. Killing Dearka will make Murrue reach LV14, making her learn the "Lock On" spell, which is vital since Murrue is poor on hit rates. 5. To take care of Blitz, you need to bring Judo and Cobray's squads towards it and go full offensive. Duo and Quattre make a good offensive team as well. The only thing you need to be worried about is Blitz's Gleipnir. Nicol can grab you with it at range 5, after moving, giving him a lot of reach. So far Blitz has not used Bunshin, but he may do it in your game, so don't belittle it. ZZ Gundam's Hyper Beam Saber is a good choice against him, supported with Cobray's Incom Unit. Since Blitz is frail with the lowest HP, you should be able to take him down easily, but somehow, he may be the last one to kill because Nicol prefers to stay in the backlines rather than be aggressive like Yzak and Athrun. If Archangel is within firing range, let Murrue cast "Lock On" (if she learned it) and shoot down Blitz if you're not comfortable with normal attacks or if you're scared that Blitz might Bunshin on you. If Camille is close to Blitz or is within firing range, have Camille cast "Gut Feeling" and bombard Blitz with the Hi-Mega Launcher. It should be strong enough to eat 3000-4000 HP. 6. One thing to be careful about Yzak is that his squad skill grants him +10% more damage when counter-attacking. Other than that, his Duel is a piece of cake. Upgrading Strike's mobility by 3-4 times will merit Yzak's hit rate to only 7%, as long as Kira is beside Archangel, benefiting from Murrue's Leadership. Show no mercy on Yzak and barrage him with Strike's Beam Rifles. To avoid being shot by the Shiva Cannon, attack him at point blank using Duo and Quattre. If Bright is within firing range, have Hilde cast "Aid" on Bright, while Bright cast "Lock On" and finish off Duel with Ra-Kailum's main cannons. Hopefully, Bright will learn "Accelerate" if he reaches the proper level. 7. Ades is annoying. Don't belittle his Vesalius. The best offensive measure against him is to attack him point-blank using Duo and Judo. Duo should be the leader of the squad, so you could take advantage of his +20% critical squad skill. Avoid being attacked by Vesalius' main cannons because it's an ALL-type and it could kill your MS in just one shot. When you're done toying with him, have Judo cast "Luck" and finish off Ades with the Hyper Beam Saber. With the entire ZAFT forces defeated, the Balmar will sortie with Megillots, Joellas and 2 Valk Bens. Your mission objectives will remain the same though. 8. Destroy the Megillots and Joellas easily, but make sure you leave 2 squads of Megillots behind (with only 1 unit in each squad remaining) before you take on the Valk Bens. The reason for this is that if there are only 3 squads remaining, or if you kill a Valk Ben, an event will trigger, ending the fight. So the final squad should consist of 2 squads of Megillots (with 2 Megillots in each squad) and 2 Valk Bens. Take advantage of the money and kill one Megillot per squad. This way, 4 Megillots in 2 squads will be 1 Megillot each in 2 squads, it's like killing a squad, without sacrificing squad count, hence you won't trigger the event. 9. The Valk Bens are hard. Not only do they have high dodge rates, they have 8600 HP and can snipe you at range 7. Make sure you bait them to be aligned or close enough to be shot down with a MAP weapon. Use Judo, Cobray and Camille to your advantage and have them all cast "Gut Feeling" and attack them with your strongest weapons, leaving them both at critical HP (take care not to be killed, their attacks are still fatal). To defeat them, make sure they are aligned, position Bright or Murrue in front of them, cast "Lock On", and have Quattre or Fa cast "Bless" on the attacking Captain, and shoot them down using their respective MAP weapons. Once they are down, an event will trigger, forcing Cobray and Seolla out of the scenario, and starting a fight on their own in a new battlefield. 10. In a new battlefield, it's Seolla and Cobray alone. Seolla won't be able to move after the event took place earlier, and 6 squads consisting Megillots and Joellas will appear to fight you. You have no choice but to defeat them alone using Cobray in his MP-Nu. MISSION OBJECTIVES Win: Destroy all enemies except Calico's Valk Bahl Lose: Wild Falken or MP-Nu (Cobray) is destroyed 11. Destroying all the enemy units are no hard task. Once you destroy 2 squads, an event will take place (take a close look at Cobray and listen to his voice), and you'll finally regain control of the Werkbau. Finish off all remaining enemies to end the scenario. -------------------- SCENARIO 9 TIP: UPGRADE ARCHANGEL'S EN AND ARMOR BEFORE STARTING THE SCENARIO. WALKTHRU 1. You face ZAFT again. It's like the previous scenario, only this one included Creuze. MISSION OBJECTIVES Win: Destroy the Vesalius Lose: Archangel is destroyed 2. Creuze isn't being conservative this time. He'll go on full offensive like the rest of the ZAFT Gundam pilots. Employ the same tactics you did last scenario to Duel, Buster, Blitz and Aegis (this is getting repetitive). As for Creuze, it depends on whether you want to take him down early or not. Some people prefer killing him ahead due to his Mijigiri skill that gives him added hit and dodge rates when reaching 130 morale. In the other hand, his Cigue has no Phase Shift Armor, so he's brittle. The choice is yours. However, make sure you let the Archangel kill a Gundam, or perhaps Creuze himself. Once Natarle reaches LV15, she'll learn "Great Effort", which will give Murrue 2X EXP after battle if cast. 3. Later, Trowa and Wufei will deploy in their respective custom Gundams. They have joined ZAFT, and along with them is a Gamoff mothership and squads of Ginns and Cigues. By default, Wufei will attack Heero, and Trowa will attack Quattre/Duo. This applies only if they are within attack range, and believe it, they will get to them. 4. After they move, if Trowa ends up beside Wufei, make sure you kill Trowa first so that Wufei won't have any support defender. Heavy Arms Custom has 9200 HP and Altron Custom 9100. Wufei is deadlier because his squad skill gives him a +20% more damage when counter-attacking, while Trowa's is a +1 range to all weapons. If the two are not beside each other, then kill Wufei first. There's no convince command here, so don't worry. You can kill them without thinking twice. 5. Make sure you kill all enemies fast because once you reach your 5th turn, or if you kill Vesalius first, all surviving ZAFT forces will retreat. This feat is not difficult to accomplish. However, you can ignore the Gamoff at the moment (you won't have enough time to kill it anyway). Once the event finishes, a Muge mothership will deploy, and the west edge of the map will be highlighted. NEW MISSION OBJECTIVES Win: Muge Mothership hits 2000 HP before reaching the west edge of the map Lose: Archangel is destroyed or if the Muge Mothership reaches the west edge of the map SKILL POINT Destroy all enemies before eliminating or draining Muge Mothership's HP to 2000 or lower 6. This is a breather after the terror you encountered with ZAFT. Simply let Seolla, Mwu, Cobray, Duo and Murrue cast "Accelerate" and move to the Muge Mothership in time to block its path. While you're blocking it, have your other units destroy the Zei Fars that accompany it. Once the mothership's HP is 3000, you can finish it off using any of your characters; just remember to cast "Luck" or "Blessing" before doing so. Don't worry, despite that the mission objectives says you just need to drain its HP to less than 2000, you are still allowed to kill it, so don't waste the money and just destroy it straight away... it's simpler. -------------------- SCENARIO 10 TIP: UPGRADE Z GUNDAM'S WEAPONS BEFORE STARTING THE SCENARIO. WALKTHRU 1. Blitz Gundam goes on an offensive against the colony, and Judo's friends deploy in their MS to defend it. The Puru Twins in their respective Quebeleys, Bicha in Hyaku Shiki, El in Gundam mk II, Mondo in Jegan and Ino in Megarider. MISSION OBJECTIVES Win: Drain Blitz Gundam's HP to 7000 or less. Lose: Any of your units is destroyed 2. Blitz can't be attacked during your turn because Nicol activated the Mirage Colloid. You can only damage him by retaliating him whenever he attacks. It's simple really. In Puru's squad, assign Puru Two as the squad leader to take advantage of Puru's support defend. Have Puru Two cast "Concentrate". For some reason Nicol loves attacking them and ignoring the other weaker units. You might miss a few attacks or so, but that's what the save-restart is for. Simply save at the start of every turn, so in case you mess up you can redo it all over again. In no time, you would have drained Blitz' HP as required. Once you do, Yzak and Dearka, Wufei and Trowa deploy in their respective Gundams along with ZAFT units and Nicol will retreat. NEW MISSION OBJECTIVES Win: Destroy Gamoff (ZAFT mothership) if you can Lose: Any of your units is destroyed SKILL POINT Destroy Gamoff if you can (it retreats at 8000 HP or less) 3. Later, Isamu and Guld sortie in their Valkyries to assist you. Move your weaker ZZ units away from the ZAFT army to avoid being picked on by Dearka (as he can snipe). Archangel will deploy along with your other squads to help out. Balmar squads in the form of Megillots and Joellas will also deploy as neutrals. That means they can attack you or ZAFT. Enjoy them while you still can, because whenever they attack ZAFT or vice versa, they're in your side of the battlefield (to the right). Avoid leaving Ginns with critical HP so that the Balmars can't finish them off. Leave the ZZ grunts to the Balmars, they can take care of them. 4. Dearka and Yzak are easier this time around. In fact, Dearka hits only 17% to Isamu. However you need Guld more in this case. Switch to Guld as the squad leader and attack to raise his morale, making sure you conserve his last strongest attack in Fighter mode, the one where he shoots all this missiles and weapons all together. Make sure Camille also doesn't cast any spells, you'll need it later. Camille has to kill a lot of enemies too, to raise his morale as well. Dearka and Yzak require no special strategies to kill this time, you would have been used to them earlier already anyway. Just remember to kill Dearka first. 5. Wufei and Trowa are waaaaaaaay easier than Yzak and Dearka. Taking them down using your Gundams is one easy chore. Again, kill Trowa first, followed by Wufei. 6. The Gamoff is the tricky one to kill. Simply drain its HP to 8200 or so, if possible, 8100, or anything as long as it doesn't reach 8000. By now, Camille and Guld's morales are a bit high, at 120 or so. In this case, position them near the Gamoff, and make sure Guld is beside Camille. YF-21 should be in Fighter mode, and its strongest attack must be in range. Save your game, wait for your next turn. On your next turn, cast "Aid" and "Bless" on Camille, while Camille should cast "Charge" twice. Use Z Gundam to attack the Gamoff using its Hi-Mega Launcher (the NON-ALL type) supported with YF-21's strongest attack. Hopefully it should land a critical hit, and you can destroy the Gamoff easily. In fact, even without critical, you should be able to destroy it. -------------------- SCENARIO 11 TIP: UPGRADE WILD FALKEN'S STATS AND WEAPONS AS MUCH AS YOU COULD AND EQUIP AILE STRIKE GUNDAM WITH A RELOADER BEFORE STARTING THE SCENARIO. WALKTHRU 1. Kira rendezvous with Athrun so that he could return Lacus to her. Once the e vent finishes, 10 Ginns deploy. You are to take them down with just Strike Gundam alone. MISSION OBJECTIVES Win: Destroy all enemies Lose: Strike Gundam is destroyed SKILL POINT Destroy all Ginns in 5 turns 2. Technically, this is a one-sided battle. Kira can finish them all off with just the Strike alone. All you need to do is just let Kira cast "Concentrate", put Strike in the middle of all the Ginns, and watch them all commit suicide by attacking Kira... in vain. Don't be shy in using up ammo... if you're attacked by a squad, use Aile Strike's ALL-type Beam Rifle attack (the strongest weapon). If attacked by just one Ginn, use the non-ALL type Beam Rifle. Use the Reloader item if you run out of ammo. But either way, you should be able to finish them off easily. Later, Mwu deploys in his Mebius Zero along with Duo and Hilde, Heero and Quattre and finally, Cobray and Seolla as reinforcements. NEW MISSION OBJECTIVES Win: Destroy all units Lose: Any of your units is destroyed 3. Once there are only a few squads left, Trowa and Wufei will again appear. Since you're in a raise against time to destroy them just to get a skill point, don't use ALL-type attacks. Instead, make full advantage of the Squad Attacks. You can deal more damage by letting the entire squad attack Trowa and Wufei, followed by the squad leader's strongest attack, rather than just creating one attack with the squad leader's ALL-type weapon. Take this into consideration when finishing them off. By your 5th turn, you should be able to take them down. 4. When all ZAFT forces are annihilated, an events takes place. ZX-02 Hair Primeval deploys along with its Zonder Robo armies. A pleasant surprise happens as Arad finally deploys in his Wild Wurger. Watch the attack sequence, and Cobray joins Arad and Seolla's squad. Assign Arad as the squad leader due to his +20% EXP and money squad skill. Take note that Seolla's Wild Falken has only 960 HP after the event, so you can't afford to let her get hit. Have someone cast "Trust" on her so she could regain 2000 HP if you're not comfortable with her dodging ability. NEW MISSION OBJECTIVES Win: Destroy ZX-02 Hair Primeval Lose: Any of your units is destroyed 5. J-Ark appears to help you, and so will GaoGaiGar, Raideen, Dancougar, Getter Dragon, Jeeg, Combattler-V and your Mazinger forces. By now, Heero's morale would have been high enough to execute his MAP weapon. Do so against the Zonder Robos. You will need a lot of money, and Heero's "Strong Luck" skill gives him more money whenever he kills something. Hence, you must position Wing 0 near a bunch of Zonder Robos (try to visualize where the Twin Buster Rifle will hit), damage the Zonder Robos until their HP turns critical, save your game. Cast "Aid" and "Bless" on Heero then fire the MAP weapon to kill any Zonder Robo in its path. This should yield you 37000 or more if you managed to align Heero right. Arad should constantly kill some Zonder Robos too, because his squad skill will merit you more money. 6. Be careful of the Hair Primeval. Its Hair Missile (which I call Dandruff Attack) is an ALL-type, can snipe you at range 7 and has an initial power of 4100. If you're not careful, it could kill any MS squad in just one shot. Therefore, it's impractical to use your real robots at this point. Besides, give them a rest, they already worked hard against ZAFT earlier. Use your super robots this time, after all, it's their turn. With them around, this Primeval is a piece of cake (or a flake of dandruff). For added effect, you can let GaoGaiGar kill it with its Hell and Heaven, just to see GaoGaiGar extract the Primeval Core from ZX-02... painfully. Just make sure you cast "Bless" and "Aid" on Gai though. Don't worry, now that Sayaka and Jun are around, casting these are just a snap. 7. If you followed my advice earlier and upgraded Wild Falken's stats to as much as you could, Arad's Wild Wurger comes to your party upgraded as much as Wild Falken does! In other words, Wild Falken's upgrades carry on to Wild Wurger! That's extra upgrades at 50% the cost! -------------------- SCENARIO 12 TIP: EQUIP STRIKE GUNDAM WITH THE SWORD PACK BEFORE STARTING THE SCENARIO. WALKTHRU 1. Arrange your squads accordingly. You're up against an army of Campbell and Muge forces combined led by the brothers Dangel and Warchimedes for the Campbell army, and Death Gaia for the Muge army. MISSION OBJECTIVES Win: Destroy the Magnum (Dangel), Bramble (Warchimedes) and Sangaio (Death Gaia) Lose: Archangel or Wild Wurger (Arad) is destroyed SKILL POINT Destroy all units in 5 turns 2. The enemy units in this scenario are mixed up, and virtually easy. You can use Arad all you want to destroy them (due to his +20% money squad skill), just make sure there's a repair unit nearby in case he receives heavy damage. Once they are all taken down, you can focus on the bosses. Use Archangel to your advantage and attack the bosses with the Loehngrin. It's an ALL-type attack and can help kill the units in the bosses' squads. Since you're in a rush against time for the skill point, you can't afford to keep on sniping them. Sword Strike Gundam will be a big offensive unit, especially to Warchimedes who is weaker when attacked up close. Use the squad attack system often. Make sure you kill all grunts before killing the 3 bosses!!! 3. Of the 3 bosses, only Warchimedes will stand still. Take advantage of the bosses' stupidity. Although Death Gaia is more dangerous than Dangel, you should kill Dangel first because of these reasons: he can support attack, and his unit has smaller HP. To defeat Dangel, make sure you first destroy any enemy unit he's beside with so that if that unit attacks, he can't support attack with it. The rest of him is easy. Combattler-V is enough to defeat him. Death Gaia is another story. His mech Sangaio's strongest weapon is a gross melee attack that lowers down your armor when hit. To defeat him effectively, you must first destroy the 2 Zei Far units in his squad so that they'll avoid support defending him. Otherwise, you can use a strong ALL-type attack to destroy them both while damaging him (as mentioned earlier, Archangel's Loehngrin is a perfect candidate). When that is over, bring along Dancougar and finish him off with a Dankukougaken. Beware, his squad skill is +20% more power when retaliating, so that means if you attack him, and he'll still survive, make sure you cast defensive spells like "Resist", "Flash" or "Iron Wall". 4. Before you kill Warchimedes, make sure you have killed all the grunt enemies. I'll tell why later. Warchimedes is an easy boss. His Bramble has blind spot, and that's if you attack him point-blank. Although this is a dangerous proposition, it's riskier if you let him attack you with missiles, because it's an ALL-type, and generally, he will snipe your weaker MS squads (and therefore killing the grunts like Methus and Jegan). At least when you attack him point-blank you can only worry about only your main attacker being damaged. Just casting "Resist" or "Flash" is good enough. The only unit that can attack Warchimedes at a long distance is Archangel, who can fire the Loehngrin. Since it's a single unit, the ALL-type status of the missiles are something less to worry about. Keep doing it like that and you should be able to beat him easily. Once all units are dead and you claim the skill point, Spectra appears in her Varuch Isher, along with a few Varuch Bens, Joella Aphs and Megillot Aphs. Beware, if there are grunt units still alive by the time Spectra appears, she'll kill all of them. Hence the warning. NEW MISSION OBJECTIVES Win: Destroy all units Lose: Any of your units is destroyed 5. On your next turn, as Spectra moves in for the kill, an event triggers and Calico appears in his Varuch Baal, along with more Balmar units. However, in front of him, Trowa and Wufei will deploy, this time as allies. They'll permanently join Alpha Numbers. Cobray will also deploy along with your other Wing units. NEW MISSION OBJECTIVES Win: Destroy Varuch Baal (Calico) Lose: Archangel, Werkbau, Wild Wurger or Wild Falken is destroyed Nitpick note: Seolla's name is typed "Zerao" at the mission objectives. TYPO! 6. Bring Cobray and all the Wing boys near your squads for safety. Kill the orange Varuch Bens first because they are more annoying due to their high dodge rates. Both Calico and Spectra have virtually similar stats: they can snipe you at range 10, they all ignore size penalties whenever they attack (rendering 100% potent damage to you). Therefore, it would be wise if you never retaliate whenever they attack you. Just defend, don't attempt to dodge unless if it's critical. 7. Ignore Calico and concentrate your assault on Spectra's squads instead. The reason for this is because later, Calico will regenerate any lost HP from his Varuch Baal, making any attacks you made to him previously useless. As this event triggers, you gain a pleasant surprise as Viletta appear in the R-Gun Powered, Zengar in his Daizengar and of course, Elzam in the Huckebein Tronbe. After the event, Calico's Varuch Baal will have only 9000 HP left. NEW MISSION OBJECTIVES Win: Destroy Varuch Baal (Calico) Lose: Werkbau, R-Gun Powered, Daizengar or Huckebein Tronbe is destroyed 8. Now that Zengar is around, you can use his HUUUGE Zankantou to shred Calico to ribbons (as well as Spectra). Elzam won't be much help here because his Huckebein Tronbe's attacks are blocked easily by enemy barriers. Viletta will join in on Cobray's squad, but something happens to Cobray. Apparently he gets possessed as his hair turns blue. You do know that Werkbau is a combination of Cobray's Varuch Ben and Astranagun, and there's only one blue-haired pilot of the Astranagun... but anyway, Werkbau will gain the Action Buster, a new powerful sniping attack, and Cobray will reach 150 morale to boot. With Zengar and a possessed Cobray in hand, you will never lose. Finish them all off, easily. One thing you need to know is that you should NOT let Zengar, Elzam or Viletta kill any enemy. The reason for this is that they won't join your party just yet. They'll leave at the end of the scenario. Besides, Zengar can just cast "Force" to gain 130 morale instantly and use his Zankantou, so there's no need to kill stuff. -------------------- SCENARIO 13 WALKTHRU 1. A breather scenario starts as you are up against the ZX-06 Brain Primeval. MISSION OBJECTIVES Win: Destroy the ZX-06 Brain Primeval Lose: Archangel or Ra-Kailum is destroyed SKILL POINT All enemies except ZX-06 Brain Primeval are dead within turn 6, then kill it within that 6th turn 2. The Zonder Robos are easy, you only have the Brain Primeval to worry about. With Mic Sounders XIII around, all you have to do is just play Disc P on GaoGaiGar and Goldymarg every turn so that they can do the Goldion Hammer by the time you reach the Brain Primeval. To ensure that, make sure you change to Goldymarg as the squad leader, then attack Zonder Robos to make sure he gets a lot of morale boost (since he doesn't have "Charge", unlike Gai). Some Joella and Megillot Aphs will deploy later to make your life miserable, so split your team into two, bring the MS squads down to the Balmars, and let the super robots go face ZX-06. 3. Later after the Brain Primeval initiated the 1st attack on you, the EVA children appear to aid you (and surprisingly, they can live without those damn Umbilical Cords). Ask anyone who knows German what the hell "wie geht es ihenen" means. Anyway, make sure you enjoy every single moment that all 3 of them are together in one squad, because you'll be pissed later. 4. The Brain Primeval has 31600 HP, has a Zonder Barrier, and its only attack has a power of 4400, range 9. It hurls Asteroids at you and gives you an attack range -1 status effect. Hence this is a bad thing for snipers (and again, why super robots are better to kick its ass). All in all, this boss is still easy. It has a blind spot of range 2, so if you're within 2 blocks of it, it can't retaliate nor attack you, so take advantage of this. Use GaoGaiGar to kill it for an added dramatic effect (and so you can see the Hammer Heaven extract the Primeval Core). You should be able to finish the scenario easily and get the skill point. 5. This is the thing. The EVA children will join your party, but you can't put them all together in one squad because you'll get a COST OVER remark. Yes, a squad has a maximum of 5 bars, but since each EVA unit has 2 bars, 3 EVA units will give 6 bars, and that means you can't get them all 3 in one squad unless you give them a cost down, or fully upgrade them and give them a permanent cost down. So for now, remove Rei and put her somewhere else. Shinji and Asuka should be in one squad, at least you don't have to worry about putting them close together just to do the Unison Kick (the "Both of You, Dance Like You Wanna Win" kick). -------------------- SCENARIO 14 TIP: EQUIP STRIKE GUNDAM WITH THE LAUNCHER PACK AND UPGRADE DANCOUGAR'S WEAPONS AND ARMOR BEFORE STARTING THE SCENARIO. WALKTHRU 1. Approaching the Crossgate, you are now up against Balmar's intensely heavy artillery. Notice that on top of it all, there's this huge ass Helmoz, surrounded with 41000 HP Fulehs. Thus, your mission begins. MISSION OBJECTIVES Win: Drain Helmoz's HP to 80000 or less Lose: Archangel or Ra-Kailum is destroyed SKILL POINT Win the scenario within 7 turns 2. First of all, you are NOT expected to finish all enemies. You can't, you never will. Secondly, you can't even survive the current enemy roster if you do attempt it, so don't risk it. It's possible that you could be able to kill a Fuleh, or perhaps 2, but other than that, forget it. There are hordes of Joellas and Megillots there as well as other Balmar grunts. Kill them at once, as in as quick as you can because later, one of the Fulehs will retreat, and a Dibarium will deploy. 3. Fulehs can snipe you at range 8-9 with the Legion Eraser. They have 41000 HP, so don't bother killing it unless you wanna risk it. Their Legion Erasers are strong enough to break down an EVA unit's AT Field, so consider that before going on the offensive. The Helmoz however, has an eye-popping 131000 HP. So that means you're required to take down 51000 HP to win the scenario. Its strongest weapon, the Legion Buster, can snipe you too, roughly at range 9-10. Like its weaker version, the Legion Eraser, the Legion Buster is strong enough to pierce AT Fields. Therefore, when you get attacked, you should not retaliate. You must defend. Also, if there are 2 squads within its linear path of sight, it will execute its MAP version at you. Another thing to consider when EVA-01 is there, not unless you want Dummy Plug to rape your squads first. 4. The Dibarium is a grotesque, red, spider-like thing. It has only 1 initial attack, the rest are MAP attacks (and deadly ones I may add). The only way to survive this Dibarium is to prevent its pilot from reaching 110 morale. And to do that, you shouldn't kill anything. That's the reason why you should kill the grunts immediately, because once the Dibarium deploys, you can't kill anything anymore, lest you want to risk it. As long as its pilot's morale is less than 110, you should be fine. Otherwise, consider repeating the entire scenario. 5. Long-range attackers like Launcher Strike, EVA-00 and EVA-01 are best to deal with the Helmoz, but one of the best HP eaters is Dancougar. Simply make sure you let Shinobu and Sara cast "Charge", and let Dancougar kill a lot of grunts to activate its Aggressive Beast mode and smash Helmoz with the Dankukougaken. However, when you do consider this attack, make sure you are ready defense-wise, and make sure Dancougar is not in the same line of sight within Helmoz, or the MAP weapon of the Legion Buster will destroy them effortlessly. With Helmoz's HP drained to 80000 or less, the nightmare is over. -------------------- SCENARIO 15 TIP: UPGRADE STAR GAOGAIGAR'S WEAPONS BEFORE STARTING THE SCENARIO. WALKTHRU 1. The Magnificent 7 Primevals have successfully infiltrated the Orbit Base, but they failed in transforming it into a Zonder Metal Plant. Be prepared for a very long conversation, because that's an important story in GaoGaiGar. Anyway, on with the scenario. The Magnificent 7 has lost Liver, so they go out and combine to form the Fusion Primeval, a grotesque, cycloptic creature with a huge intestine that looks like slurpee shit. Composed of Arm, Eye, Ear, Rib, Nail and Intestine, these 6 combined pack a very nasty punch. Deploy your squads to face this terror. J-Ark will automatically sortie to assist you. MISSION OBJECTIVES Win: Destroy the Fusion Primeval Lose: Archangel, Ra-Kailum or J-Ark is destroyed SKILL POINT Destroy all enemies, then the Fusion Primeval within 7 turns 2. Have Gai cast "Charge" twice, and switch to Goldymarg as the squad leader. Have Mic Sounders XIII play Disc P on them every turn so that they gain +5 morale all the time you play it on them. Your enemies consist of ZAFT units and Zonder Robos, all of them easy. Remember that there won't be any more reinforcements, so give it all you got. Cast "Luck" and "Bless" when killing powerful squads, but remember to save at least one "Bless" for Star GaoGaiGar, whom you'll be using to kick the Fusion Primeval's... intestine. 3. Once you kill an enemy, an event triggers. J will cast "Flash" and go near the Fusion Primeval. Do take note that despite everything's all good, you can't belittle the forces. Make sure J-Ark is not in King J-Der form, not until you reach 120 morale that is. If the Fusion Primeval attacks J-Ark, defend. As for Goldymarg being the squad leader, keep on defeating enemies until Goldymarg reaches 140 morale, while of course, Mic Sounders XIII keeps playing Disc P on them. When he does reach 140 morale, switch to Star GaoGaiGar as the leader and head straight towards the Fusion Primeval. 4. Despite having 59600 HP, the Fusion Primeval is a relatively easy boss. Although don't be surprised that you'll be dealing less damage as you normally would due to its Zonder Barrier. Persistence is a good quality here. There's only one attack you need to watch out for: its wave attack generated by Arm can snipe you at range 9, has 4200 power, and has the Mobility Down LV3 ability embedded in it. Needless to say, MS squads are out of the question when attacking, since their measly rifles will be blocked by the Zonder Barrier anyway. However, there's a blind spot to this. Fusion Primeval can't attack you with it within range 3. Therefore, stick Star GaoGaiGar, J-Ark or any other powerhouse you have within that range, and barrage it with your strongest attack. Finally, when his HP is around 5000 or lower, cast "Aid" and "Bless" on Gai and have him execute the Goldion Hammer to instantly kill the Fusion Primeval. Enjoy Gai's line... GATTAI GENJUU YO... HIKARI NI NAREEEEEEEE!!!! -------------------- SCENARIO 16 WALKTHRU 1. You can't modify your squads, and you can't launch them because obviously, this takes place on a far away place... in the Solo Planet. Ideon makes its debut in years, and watch its combination animation. As you start, you gain control of Ideon, and going up against 2 Buff Clan units. MISSION OBJECTIVES Win: Destroy all enemies Lose: Ideon is destroyed 2. At this point, Ideon has only 1 attack... the Crotch Masher (my pun to Varshione-R's Cross Masher). You can execute it at range 4, and well, Cosmo's hit rate to these small Buff Clan enemies is 73%. You may hit, or miss. But whatever, it's virtually impossible to let Ideon die (unless you did it intentionally). Pray that a critical hit ensues, because it's fun seeing Ideon kick the enemy's crotch and the screen goes "critical!" Later, once both units are defeated, more conversations will take place, and then this time, it's Ideon VS Gijie, Damid and more Buff Clan units. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your units is destroyed SKILL POINT Clear the scenario within 4 turns 3. The skill point is easily accomplished here. Ideon now gains ranged weapons, namely its Gren Cannons and its Missiles. Don't let Cosmo or any of the Ideon's pilots cast any spells yet. Simply bring Ideon as close to the enemies as possible. at turn 2, the Diamond Force of Macross 7, composed of Ginryu, Docker and Gamlin, deploy to help you out. Bring their Valkyries in for the kill, but make sure they all cast "Concentrate" before commencing attack. 4. On turn 2, when the Diamond Force deploy, go back to Ideon. Cast "Great Effort" and "Lock On", move even closer in the middle of the army, and end your turn. During the enemy turn, Gijie will be the first to attack. Simply retaliate with Ideon's missiles and you'll instantly kill him in his 4100 HP Gond Bau.. You'll gain a lot of EXP because you cast "Great Effort" earlier. If any Buff Clan unit attacks you, you won't miss when you retaliate because "Lock On" is still in effect. The choice is up to you if you want to kill Damid this way too when he attacks you, but if you want to wait up on your next turn to cast "Great Effort" again and kill him on your turn, the choice is yours. With the Diamond Force around, you should be able to finish them off before the 4 turns is up, and grab the skill point. -------------------- SCENARIO 17 WALKTHRU 1. You gain control of Macross 7 as well as the Solo Ship. On the way out to space, the Buff Clan blocks the path, and commences aggression towards you, with particular regards to the Solo Ship. MISSION OBJECTIVES Win: Destroy the Jig Mack (Gijie's unit) Lose: Any of your units is destroyed SKILL POINT Destroy all enemies within 4 turns 2. The scenario is fairly easy. You have 2 motherships, the Diamond Force and Ideon, it's virtually impossible to lose. Don't move the Solo Ship though, because on your 2nd turn, however, you'll get a pretty neat twist. MISSION OBJECTIVES Win: Destroy the Jig Mack (Gijie's unit) Lose: Prevent the Jig Mack (Gijie's unit) from getting beside the Solo Ship or if any of your units is destroyed 3. That's something to rack up the difficulty a bit. But despite that, it's still a fairly easy thing to do. Don't advance Solo Ship. Besides, you're told beforehand not to move it anyway. If for some stupid reason Gijie managed to get beside the Solo Ship, it's game over. Anyway, when attacking Gijie's squad, make sure you destroy his squad members first to avoid them support defending Gijie. Also, make sure you go on a hurry and kill all other units, then kill Gijie last, because if you destroy his unit first, all surviving units will retreat. Once the Buff Clan are defeated, the Barota army appear. MISSION OBJECTIVES Win: Destroy the Fz-109 Elgazorn (Gigil's unit) Lose: Any of your units is destroyed 4. As you fight Gigil's forces, watch the event. Gigil will go towards Docker and drain him off his Spiritia, rendering him incapacitated. Therefore, you can't control him anymore. Hence, you're forced to fight with one less comrade. But it doesn't matter... the enemies are still easy. During the fight though, make sure Miho (the brown-haired chick of the Macross 7) doesn't cast any spell. You'll need her "Luck" and "Aid" spells when you kill the mothership. Advance Macross 7 near the enemy mothership, and when the enemy's HP is down, kill it. You have to be sure you kill all enemies, including this mothership at turn 6, because after turn 6, or if Gigil is defeated, Basara will deploy in his Fire Valkyrie and will start singing. Remember that once he sings and his songs hit an enemy squad twice, that squad will retreat, and will "explode" from the map as if they were defeated. So if he sings on a squad, kill that squad first. It will be difficult to kill the mothership and Gigil at the same time, so right now, choose. EXP by killing Gigil, or money from killing the mothership? The choice is yours. -------------------- SCENARIO 18 WALKTHRU 1. Physica will replace Docker in the Diamond Force. You start the scenario against the Barota army lead by Gigil in his own mothership. MISSION OBJECTIVES Win: Destroy Fz-109 Elzagorn (Gigil) Lose: Any of your units is destroyed SKILL POINT Win the scenario within 3 turns 2. During your 2nd turn, Basara deploys on this Fire Valkyrie. You still can't control him at this point, although he's still at your side. Move Ideon and Macross 7 towards Gigil, while the Solo Ship and your Valkyries towards the Barota mothership. If you can't get Macross 7 to snipe the Barota mothership and kill it, then have Physica kill it because his squad skill gives +20% more money. 3. Gigil's Fz-109 Elzagorn has 15500 HP. Despite that, he still remains easy. By now Kasha (Ideon's female co-pilot) has learned "Hot Blood". Don't cast it yet. During your encounter with Gigil deplete his HP to 8000 or less. Then when it's your 3rd turn (or as early as possible), have Kasha cast "Hot Blood" and Cosmo "Lock On". Attack Gigil using Ideon's missiles and you'll surely kill him with no effort whatsoever. 4. On the second half of the scenario, both Macross 7 and Solo Ship are deployed but won't be able to move. Gijie and Damid attack your forces, and the Diamond Force once again sortie. MISSION OBJECTIVES Win: Destroy the Jig Mack (Damid) Lose: Any of your units is destroyed 5. Another fairly easy thing to do. Have the Diamond Force cast "Concentrate" before engaging the enemy. Make sure you show no mercy in killing the Buff Clan enemies, for they will show you none. You won't be able to reach the Buff Clan mothership, so ignore it. Basara will deploy in your next turn, but of course he won't be usable. Finish off any enemy he sings to, just in case something nasty happens. When it's time to fight Damid and Gijie, make sure you leave Damid alive. Killing him will end the scenario despite many surviving enemies. 6. On the next turn, another set of Buff Clan enemies will sortie. Ideon will deploy as well, and your motherships will regain the ability to move. Let Cosmo cast "Lock On", and bring Ideon as close to the enemy reinforcements and let the missiles fly. Ideon has gained a new weapon, and that's to launch all missiles, which is an ALL-type attack. Leave the entire reinforcements to Ideon and let the Diamond Force concentrate on Gijie and Damid's army. Once Ideon crushes all enemies and Damid is left alive, you can finally kill him without worries. IMPORTANT: AFTER THE SCENARIO, YOU ARE GIVEN TWO CHOICES. PICK THE FIRST ONE (TO GO TO EARTH)! THIS GUIDE WILL FOLLOW THAT ROUTE ACCORDINGLY! -------------------- SCENARIO 19 IMPORTANT: BEFORE THIS SCENARIO STARTED, MAKE SURE YOU HAVE TAKEN THE FIRST OPTION AMONGST THE CHOICES GIVEN. THIS GUIDE SHALL FOLLOW THAT ROUTE. WALKTHRU 1. During your descent to Earth, before Atmospheric entry, you're interrupted by ZAFT forces. Kira will auto-sortie in his Aile Strike. MISSION OBJECTIVES Win: Destroy all enemies Lose: Aile Strike, Archangel or Ra-Kailum is destroyed SKILL POINT Destroy all enemies within 6 turns 2. The ZAFT forces will be led by, of course, Athrun, Yzak, Dearka and Nicol, in their respective Gundams. Battling them is nothing new to you by now. Amongst the 4, you should destroy the Blitz Gundam first because Nicol can support attack and defend and Duel Gundam should be killed last, when there are little or no more enemies left. Buster Gundam can be easily taken down by Archangel's Loehngrin provided Murrue continues casting "Lock On", while Aegis can be easily baited by Strike Gundam since Kira will be a constant target if he's within Athrun's attack range. Aegis is still the easiest of the 4, so regardless, they are still easy prey. 3. Destroying Duel Gundam will trigger an event, causing Kira to get into his first SEED mode, injuring Yzak in the process (like in the anime). The process will also cause Archangel to lose a huge chunk of HP (around 5000-6000) due to Yzak casting "Hot Blood" before initiating an attack. Therefore it's best to leave Yzak as the last enemy because if Archangel gets severely damage and there are more enemies around who will snipe it, things could get ugly. This is an easy scenario that can be accomplished in time to get the skill point, so no worries here. Once all enemies are dead, watch the grim scene in the event that will take place. -------------------- SCENARIO 20 TIP: EQUIP LAUNCHER STRIKE WITH THE MINOVSKY CRAFT BEFORE STARTING THE SCENARIO. WALKTHRU 1. You land on the desert, only to face Andy Bartfeldt, the Desert Tiger. This will be a very annoying scenario so prepare for the worst, and expect to do a lot of resetting. Transfer Mwu to the Sky Grasper and give it the Sword pack. MISSION OBJECTIVES Win: Destroy the Lesseps Lose: Archangel is destroyed SKILL POINT Destroy the Lesseps within 6 turns 2. Andy's army consists mainly of Dinns and BuCues. For the record, the BuCues (the quadruped MS) are worse than that Dinns. All of them have high dodge rates, and they have the uncanny power to hit you despite low hit rates of 23%. Dinns are terrible because they often attack you using ALL-type attacks. You will meet them first in the battlefield, so focus on killing them for now. Remember this rule: it's always best to destroy them one squad at a time rather than leaving a surviving unit in a squad. Since they open their offensive with an ALL-type attack, it's safer that you destroy a squad completely, because you receive more damage if they use the squad attack (they can't make their squads attack if the leader uses an ALL-type weapon). 3. While you're battling the Dinns, make sure your forces move forward towards Andy's Lesseps to avoid wasting time. That's the reason why Kira should have the Minovsky Craft installed... since the Launcher Strike can't fly, movement on the desert will be slow. If Launcher Strike can fly, you can let Kira handle the Dinns (as well as commence attack on the BuCues that are waiting at the backlines). Conserve Launcher Strike's EN by not retaliating with the Agni (its strongest ALL-type weapon). If there are a few BuCue squads in range, then shoot THEM first and let the rest take care of the Dinns. 4. After your terror with the Dinns, you now face Andy's 2nd line... the BuCues. These quadrupeds are worse, and have even higher dodge rates. Like the Dinns, they are notorious for attacking with ALL-type attacks first. Your best shot at them is to frequently cast "Gut Feeling" and "Lock On" if you're not comfortable with your hit rate against them. Sometimes, "Concentrate" alone doesn't work. You'll be lucky if you still hit them at 60%. EVA units are perfect for defense, but they are obviously not going to fall for the EVA bait trick. Most of the time they will snipe the most injured character you have, completely ignoring the rest of your team, and that makes them even deadlier. Don't fret. Launcher Strike, which should be flying right now if you installed the Minovsky Craft earlier, will be a good bait for them, as the BuCues would frequently target Kira. Remember, Kira's "Gut Feeling" spell is way better than " Concentrate". Consider that if you want Kira to constantly retaliate when being attacked. 5. Once you kill enough squads, the Albion will deploy along with GP-03 Stamen and the GM Customs and Cannons. Andy will be threatened, and to counter this, will deploy even more Dinns and BuCues to make your life a living hell. You will need to exert more effort than what you usually do. Burning's squad should avoid the BuCues if possible, but he can finish them off if they are in critical HP. Kou can be used as a frontline attacker provided you watch out for Keith's HP when attacking. Keep advancing your units forward as you finally reach the Desert Tiger himself. 6. Andy is annoying, for a mothership pilot. His squad skill is +20% hit rate, and not only does he have Potential LV3 that beefs up his stats the more his HP is low, but he also has the Guard skill that allows him to receive only 80% damage when he reaches 130 morale. By now he would have had 150 morale, so expect that you're dealing less damage than you normally would. Andy would frequently fire using the Lesseps' missiles, and that's not a pretty sight considering his squad skill. 7. During the 1st half of his HP, he will simply defend, so expect to deal even less damage. It's time to start casting "Hot Blood", since most of your MS pilots would have learned it by now after destroying his Dinn and BuCue army. Use Isamu and Guld to your advantage. Cast "Hot Blood" and attack him using their Valkyries' strongest weapons. Once his HP is halved, he will retaliate whenever attacked. During his attack phase, there's no need to worry. If Launcher Strike is on the attack range, you can use Kira to bait Andy because Andy will attack only him, completely ignoring the Archangel. You have to do this quickly and deal maximum damage as possible if you want to get the skill point. Now is not a good time to be picky. Hit him with all you got, casting "Hot Blood" whenever possible. Eventually you should be able to kill him. At the end of the scenario, you should receive the GP-01Fb. -------------------- SCENARIO 21 WALKTHRU 1. Continuing on in the desert, City 7 lands on Earth, but gets assaulted by Barota forces. Mayor Miria deploys the Diamond Force to defend the city from the invading enemies. MISSION OBJECTIVES Win: Destroy Gigil's mothership Lose: Any of your units is destroyed 2. Defeat any Barota enemy that goes to your path. The Diamond Force will make short work of them. On your 2nd turn however, Miria deploys in her own red VF- 1JS Valkyrie F. Attack as normal and proceed with the assault. On your 3rd turn, Archangel will deploy, and you'll be allowed to sortie your squads. The Diamond Force will join into one squad instead of being into separate units. 3. A surprise awaits. Andy will deploy in his RaGowe and Dacosta on a BuCue on turn 4. The surprise here is that you are able to control them! Although it's fun to use them, don't let them kill anyone to avoid wasting EXP and money. Instead, use them to support by damaging the grunt motherships. Cagalli will also deploy on a Sky Grasper to assist you, but keep her at bay instead because by now, you would have finished most of the valid targets anyway. 4. Gigil is easy, even in his own mothership. You can use Andy and Dacosta to substantially weaken his mothership before finishing him off using someone from your squads. No special strategy is needed for this guy. Once you have defeated him, an event will trigger. Sybil appears and will suck up Ginryu's Spiritia, rendering him incapacitated. The Diamond Force loses another member, this time, its leader. Sybil enters City 7, and Gigil pursues. 5. On the second half of the scenario, you get to control Gamlin and Physica, the 2 surviving members of the Diamond Force. Basara deploys in his Fire Valkyrie and this time, you get to use him. Sybil appears in the eastern edge of the map, while Gigil deploys on the opposite, western edge. NEW MISSION OBJECTIVES Win: Destroy Fz-109 Elzagorn (Gigil) Lose: Fire Valkyrie is destroyed SKILL POINT Destroy Fz-109 Elzagorn (Gigil) before it reaches Sybil 6. This is an easy feat to accomplish. Basara is nearer to Gigil, so take on the offensive. Let him cast "Concentrate" and sing "Totsugeki Love Heart" at Gigil's squad while the Diamond Force takes care of the other Barota soldiers on its side on the map. If you manage to sing twice to Gigil, his squad will retreat and "explode" from the map as if they were defeated, earning Basara EXP, kill count and PPs. It's up to you if you want Basara to sing to the other squads to have him earn PPs that way. But do take note that you won't be dealing any damage to Gigil so don't waste your time and bring the Diamond Force closer to Gigil and commence attack. 7. You will be allowed to deploy 6 squads. If you do, make sure you sortie pilots who can cast "Bless" and "Aid". You will need it. Anyway bring your squads closer to Gigil while Basara and the Diamond Force distract him. Apparently Gigil is persistent and will go to Sybil, so make sure that your squads cast "Accelerate" to move even faster and attempt to reach him. Even if Gigil is moving towards Sybil, he will attack Basara if he's on attack range so be careful of that. Have Basara play "Planet Dance" to the Diamond Force to increase their dodge and hit rates. Attack Gigil continuously. Later your squads should be able to reach Gigil in time to finish him off and grab the skill point. -------------------- SCENARIO 22 WALKTHRU 1. Another desert assault awaits as you fight Andy's army again, similar to Scenario 20. MISSION OBJECTIVES Win: Destroy the Lesseps Lose: Archangel is destroyed SKILL POINT Destroy the Lesseps within 5 turns 2. Do as you did in Scenario 20. Go on full offensive and rush towards Andy. By now most of your characters have learned "Hot Blood", so taking down the BuCues would be a bit easier compared to last time, but that still doesn't mean they're not difficult. They still can dodge good, and are still luckier when targeting you. More importantly, rush Aile Strike towards Andy for better results. 3. Andy's easier than last time because he doesn't defend on his 1st half of HP. Just do take care of yourself when he retaliates with the Lesseps' missiles, as they are ALL-type. Like last time, Andy has the Guard skill that allows him to receive only 80% of the damage you would normally deal. Also, another thing to mention is that you can use Kira to bait him so as to divert his attention from your other squads. As long as Kira is within firing range, Andy will attack him first. Once the Lesseps is destroyed, Andy will order Dacosta to retreat. Together with Aisha, they ride on Andy's personalized MS... the RaGowe. You have controlled this orange quadruped in the previous scenario. Now it's time to tame it. 4. Do not be overwhelmed. Despite having 16500 HP, the RaGowe is extremely easy to beat. As long as Kira is used to bait him, you won't have any problems. One thing you should consider is that Andy will frequently use the RaGowe's Beam Cannons, which is an ALL-type, with a mid-range of 7. One of the best things about this boss is that it has limited ammo for its weapons. You can always attack it and dodge him until he runs out of ammo then pummel him, or you can just go straight on kicking his ass. I prefer the latter. -------------------- SCENARIO 23 TIP: UPGRADE YF-19 AND YF-21'S STATS AND EQUIP THEM EACH WITH A HYBRID ARMOR AND DUAL SENSOR BEFORE STARTING THE SCENARIO. WALKTHRU 1. Prepare yourself for a grueling, annoying, painfully difficult scenario. While in the Battle 7, Sharon Apple, the virtual idol of Macross Plus, takes over and starts playing her song. Although the song is pretty catchy, it still is a pain to hear after you're gonna find out what happens to you. Isamu and Guld deploy in their Valkyries just in time to face this "menace". ZAFT deploys their units equipped with the Mobile Doll system of Gundam Wing, and Sharon Apple deploys 2 Ghost X9s to defend Battle 7 from the incoming duo threat. MISSION OBJECTIVES Win: Destroy the 2 Ghost X9s Lose: Any of your units is destroyed SKILL POINT Clear the map within 9 turns 2. Make sure YF-19 and YF-21 retain their Fighter modes and keep them beside each other. They're better off that way. There are only 2 Ghost X9s, and they have very weak weapons. However, they have very high dodge rates, so attacking with your highest hit rate weapons will sometimes, if not most of the time, allow them to dodge. Casting "Concentrate" isn't much of a help either because Sharon Apple's song causes your characters to have a headache, and you won't be able to cast any spells, but not to worry. Your attacks, if connected, can take down half of their HP. Just make sure Isamu initiates the attack while Guld support attacks. At least if Isamu fails, you still have a chance. if Guld fails, then restart the game. If you're really after the skill point you will want to save time, and hence you'll frequently restart because you'll miss... a lot. 3. Once both Ghost X9s are dead, an event will trigger and Isamu will gain a synchro attack with Guld. More Ghost X9s will appear to make your life miserable, and the ZAFT Mobile Dolls will be activated and will move for the kill. Your squads will deploy later, but Sharon Apple will once again play her song, giving your pilots an intense headache, making them lose the ability to use spells as well. This will be a very difficult scenario, but keep your cool. Expect that you will frequently miss. Don't let Isamu and Guld hog all the Ghost X9s. Bring your parties in for the kill (if you can hit them often in the first place). If any of your units' HP is halved and still get constantly attacked, it's a good time to defend and not retaliate. 4. Later, Basara will finally appear in his Fire Valkyrie. He'll play "Holy Lonely Night", rendering Sharon Apple's song useless. Your party will now gain the ability to use spells, so it's payback time. Make sure Rei conserves her SP though. You'll need her "Inspire" spell later. Another thing, Sharon Apple will lose control of Battle 7, so Max and the rest will helm the main. Once more, you can now use Battle 7! Gigil, Sybil and the Barota army will appear, and your mission objectives are now given. NEW MISSION OBJECTIVES Win: Destroy all ZAFT units and make Basara sing to Sybil Lose: YF-19, YF-21 or Fire Valkyrie is destroyed 5. Gigil and his army is easy to beat, especially now that Battle 7 is around and everyone's morale is boosted due to Basara's playing. The only thing you need to worry about the Barota soldiers is their weapons that drain Spiritia, which can drain your morale when hit. Battle 7 will be a constant target for this, and if Max's morale is low, he won't be able to execute the Macross Cannon, so make sure to defeat all squads that are incoming to him. Gigil's mothership is again, easy prey. Isamu and Guld should be able to reach him in time to destroy it (or if you have flying units that can go to him while the fight ensues). Now is also a good time to rake up kills for your MS pilots, namely Amuro, Camille, Judo, Kou, Puru and Puru Two, that is if you want to claim some nifty new MS later. 6. Sybil is easy to beat, since obviously she's Protodeviln, and has only 2500 HP. To beat her, simply let Rei cast "Inspire" on Basara so that he'll get the effect of "Lock On". After that, have him sing "Holy Lonely Night" on Sybil to instantly deal 9000 damage to her, defeating her in the process. -------------------- SCENARIO 24 WALKTHRU 1. Start the scenario with Voltes-V, Daimos, Tallgeese III and Noin's Taurus. This is a special treat for Filipinos because Voltes-V and Daimos are the most popular SRs in the Philippines. Anyway, you are to face some Balmar units, easy ones at that. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your units is destroyed SKILL POINT Clear the map within 3 turns 2. They are all easy enemies, so go on the offensive. Rush your units towards them and smash them (Kyoushiro, the pilot of the Galba FXII has the "Accelerate" spell). Retaliate when attacked, and you should be able to take them all down in time to get the skill point. Once all Balmar units are dead, more Balmar units appear. You are then prompted to deploy 2 motherships and your squads. The Sound Force make their debut as Basara, Mylene, Rey and Veffidas get in their Valkyries and join in one squad. Cut your team into two, bring your MS squads to the side where the enemy reinforcements are, and your SRs to the opposite side. You'll know why in a sec. 3. The Balmar units are easy prey. No special strategies needed to defeating them. However, when you defeat your 1st squad, Calico deploys in his Varuch Baal, along with his mini-army. They will deploy in the opposite direction to where the enemy reinforcements deployed, which is why your SRs should go to his direction, so that when he deploys, you'll greet him with a smash. 4. Varuch Baal is not too difficult if you know how to "micromanage" it. First off, it has 26600 HP, can regenerate a moderate amount of HP per turn, has a jammer and bunshin, not to mention a Deflect Field. Basically its line of defenses are near to perfect, but not for long. Calico has Mijigiri, the skill that grants him hit and dodge rate up if his morale is 130, and he ignores size penalties when attacking. The only attack Varuch Baal is deadly for, is its ALL-type missile assault. But not to worry, it has a blind spot of range 3, so any unit of yours within range 1-3 of him can't be targeted by it. Do be careful still because his strongest attack can be executed at range 1-4. One of the best units to crush him is Battle 7. Use Basara to play "Totsugeki Love Heart" while Mic Sounders XIII play Disc P. Sing it all to Max so that he gains a good morale boost, enabling him to activate the Macross Cannon as early as possible. Once the Macross Cannon is ready, consider the battle over. You will win against him. Use any SR of yours to finish him off, preferably those with the lowest levels. You will need it later. -------------------- SCENARIO 25 TIP: UPGRADE IDEON'S ARMOR AND HP AND EQUIP IT WITH GOOD ARMOR BEFORE STARTING THE SCENARIO. WALKTHRU 1. Be warned. You are about to face a difficult scenario. It's all 16 of your squads and 4 motherships VS the invading Ephesus, Calico and their Balmar army. MISSION OBJECTIVES Win: Destroy the Helmoz Lose: Any of your motherships is destroyed SKILL POINT Clear the map within 8 turns 2. Split your team into 3 groups. Ideon should move forward to Calico, while the two groups go east and west to meet up with the Fulehs in the opposite directions. Ideon must move forward so that you can help build up its Ideon Gauge to activate the Ideon Sword later. Remember this is a rush against time, so kill all the enemies quickly if you want the skill point. However, given the enemies you are about to face, getting the skill point is not worth it. Of course it's up to you. 3. With your current army, Fulehs are easy to exterminate. They're not like before where it's difficult because the Helmoz is within firing range. Simply rush towards them and destroy them easily as you would to any grunt mothership. As for Ideon, during enemy turn, do not retaliate. Instead, defend. Hopefully by then your Ideon Gauge should have reached its 4th-5th stage, activating the Ideon Sword. Once Ideon's HP is around 1/4 of its total, DO NOT HEAL IT OR ELSE THE IDEON SWORD WILL BE DEACTIVATED. By the time Ideon Sword is activated, you would have finished off the Fulehs and the other Balmar armies by now. So it's time to regroup and move forward to trample over Calico. 4. With the Ideon Sword, Calico poses zero threat unlike before. Simply decrease his Varuch Baal's HP to 21000 or less, then have Cosmo attack him using the Ideon Sword WITHOUT CASTING HOT BLOOD. Yes you read right. Just cast "Great Effort" and "Lock On", then have someone cast "Bless" on Cosmo. Attack Varuch Baal with the Ideon Sword to effortlessly deal 22000 damage or so, instantly destroy slicing Varuch Baal into two scrap pieces. Now, you head for the big cheese himself: Ephesus in his Helmoz. 5. The Helmoz, like before, is a sniper, only this time it's piloted by an asshole. Ephesus Mijigiri and Guard. That means once he reaches 130 morale, not only does he receive 80% of normal damage, his hit and dodge rate goes up. Of course, the hit and dodge rate up doesn't really matter. You can't expect him to maneuver a huge ass Helmoz to dodge anyway. Now's the time to smack the Helmoz with all you got. Use Mic Sounders XIII and attack the Helmoz using Disc X to lower its armor points down, to make your next attacks more damaging. The Helmoz's got 131000 HP still. Don't bring your units too close in a linear position to avoid him using the Legion Buster's MAP version. Save the Ideon Sword. You won't be able to destroy it because once his HP is halved... the Helmoz disappears and he deploys on the Zuphiroude Eved which is technically... a huge ass Zuphiroude's head. NEW MISSION OBJECTIVES Win: Destroy Zuphiroude Eved Lose: Any of your motherships is destroyed 5. The Zuphiroude Even has 75000 HP, which is tamer than the Helmoz. It can regenerate its HP and EN by a large amount every turn and has Full Block that renders status ailments useless. But even so, this guy is surprisingly easy. Remember to just defend whenever he attacks. Attack it with the Ideon Sword, this time after Kasha casts "Hot Blood", and the rest is history. Use any of your units to kick this guy's ass back to oblivion. -------------------- SCENARIO 26 WALKTHRU 1. Your team walks towards the Crossgate. The Crossgate opens, but fortunately, out pop 3 adorable little misfits that call themselves "Virtuaroids". Much to the surprise of many people, they talk, but being with the GGG team doesn't give them much of a shock anymore. The Virtuaroids introduce themselves as Temjin 747J, Fei Yen The Knight and Apharmd The Hatter. The greetings cut short when all of a sudden, the Crossgate once again opens and from within, hordes of STMCs emerge. Now THIS time your team gets the shock of their lives. The Virtuaroids decide to do battle, and thus form one squad to assist you. MISSION OBJECTIVES Win: Destroy all enemies Lose: Daiku Maryu, Solo Ship, Temjin 747J, Fei Yen The Knight or Apharmd The Hatter is destroyed SKILL POINT Destroy all enemies within 3 turns 2. Enjoy this rather easy engagement. Have Basara sing "Planet Dance" on the Virtuaroids while Mylene sing "Totsugeki Love Heart" to increase their morale. Now, let the Virtuaroids cast "Concentrate" and "Accelerate" and zoom their squad towards the middle of the STMC brigade (the one closest to them). Split your team into three groups again. One to go straight towards the pink 40700 HP STMC, while the other groups go east to battle the east brigade, and the west to assist the Virtuaroids. 3. Be wary of the green flea-like STMCs because they can dodge pretty good, despite having 4200 HP. Your MS should be able to take them down in a snap, but the EVA units will have a hard time hitting them though. For the moment, set Asuka as the squad leader to benefit her squad skill of +20% damage when counterattacking. 4. The pink STMC with 40700 HP is no walk in the park. Its assault move is deadly, so defend whenever it attacks. Retaliate only if you are ready defensively, such as if casting defensive spells. Other than that, you just smash it repeatedly because it can't do anything special in a defensive position. The skill point can be easily obtained in this scenario, so there's nothing much to say here. After the battle, the Virtuaroids leave, but Apharmd The Hatter desists and claims they are able to do whatever they want better if grouped with the Alpha Numbers. After momentary thinking, Temjin 747J concedes and agrees. Later he then names himself "Chief", and the Virtuaroids join the Alpha Numbers. -------------------- SCENARIO 27 TIP: UPGRADE STAR GAOGAIGAR'S ARMOR AND WEAPONS BEFORE STARTING THE SCENARIO. WALKTHRU 1. During the Alpha Numbers' assault to Jupiter to take down the 31 Primevals for good, they are sucked within a warped space created by the Lung Primeval. Being sealed within, you encounter various units possessed by Zonder Metals. Star GaoGaiGar auto-sorties. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships or Star GaoGaiGar is destroyed 2. This is your opportunity to make a lot of money and add kill counts for your MS pilots. Basically your opponents are easy to beat. However, to make a lot of money, cast "Luck" or "Bless" when destroying squads with units that have more than 8000 HP, like the Nibelungen Tanks of Daitarn-3. If possible, destroy squads after casting "Luck", making sure you deplete their HPs before initiating an ALL-type attack to instantly kill them. Once you destroy a certain amount of squads, enemy reinforcements, again in the form of random units possessed by Zonder Metals appear. Destroy them as well. Take no heed, cast all the spells needed when destroying them. Later, when all enemies are defeated, Shishio Leo, Gai's father discovers a way to break through the arresting field, and that's to find a unique point of escape and using GaoGaiGar's Gattling and Dividing Drivers. Leo deploys in a shuttle, and together with J-Der who appears suddenly to aid in the escape, everyone escapes the arresting field. Outside, big trouble awaits. Arm Primeval fuses with Jupiter's Moon Europa. With him are ZX-16 Wing Primeval, fused with Jupiter's Moon Io, ZX-19 Knee Primeval fused with Jupiter's Moon Amalthea, and ZX-26 Kidney Primeval fused with Jupiter's Moon Ananke, along with the other Octagon Primevals that you faced earlier. J-Ark and Star GaoGaiGar automatically deploy with your party. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships, Star GaoGaiGar or J-Ark is destroyed SKILL POINT Clear the map within 7 turns 3. Take note that all of your HP, EN and SP are HALVED. This is going to be trouble. Do your best to take on the Primevals. Also, take note that each squad has 2 Zonder Robos on it THAT SUPPORT DEFEND. So when you deal a normal attack, expect the squad members to support defend even if it means their deaths. Be careful of the Primevals too, since you encountered them before, you should remember that their main attack is an ALL-type laser beam. They won't be able to execute a squad attack since executing an ALL-type attack disables it. The squad members of Zonder Robos are meant for defense. 4. However, if you decided to go offensive with Star GaoGaiGar and it gets damaged, an event will trigger. Shishio Leo appears in his shuttle but unfortunately, dies after an assault by the Primevals. Gai goes to the shuttle but ends up being sucked in Jupiter. While inside, Leo realizes he's dead, and meets up with the love of his life... Gai's mother. Gai himself meets up with Mamoru's REAL father, Cain. Cain tells them to utilize THE POWER, an energy that remains latent from within Jupiter. Back in the scenario, Star GaoGaiGar finally re-appears, and Gai makes use of THE POWER. From this point on, everyone has 300 morale with all their HP, EN and SP regenerated! IT'S PAYBACK TIME! 5. Enjoy it while you still can. Display rather miraculous damage when dealt against the enemies. Make it more useful. Have Basara sing "Holy Lonely Night" on Star GaoGaiGar, while Mylene sing "Planet Dance". For the rest, sing "Planet Dance" on them, since "Totsugeki Love Heart" is useless now that everyone has 300 morale. Remember to cast "Luck" when destroying virtually every squad! Also, separate Ideon from the rest, making sure that you let Ideon keep getting damaged so that he could at least activate its ultimate "Launch All Missiles" attack. At this point it's almost impossible to activate the Ideon Sword if you're after the skill point, since you can't get constantly damaged. Primevals use their ALL-type laser attacks, so you get hit only once per squad. After you activate the missiles and all enemies are destroyed, it's time for the main boss Primevals. 6. ZX-16 Wing Primeval has 45600 HP and can snipe you at range 9 with an ALL- type missile attack. ZX-19 Knee Primeval is the easiest, having 46600 HP and an assault attack that has 4200 power with a blind spot of range 2, but can reach up to range 6. ZX-26 Kidney Primeval is the most difficult and the farthest of the mini-boss Primevals, having 49600 HP and has an ALL-type laser attack that can snipe you at range 10 with a power of 3900. Regardless of which, they are all easy to beat, with THE POWER being utilized by your party. The ZX-19 Knee Primeval needs no special strategy to beat. The ZX-16 Wing Primeval and ZX-26 Kidney Primeval all share one strategy: take care when you attack them due to their ALL-type weapons. It's not your squads' main characters that you're afraid of, it's the grunts in your squads. 7. ZX-07 Arm Primeval is surprisingly easy, despite having 55600 HP and can regenerate a small portion of HP and EN per turn. It has only one attack, and that's its wave attack that is an ALL-type, can snipe you at range 10, no blind spots, and has mobility down LV3 when hit. With THE POWER on your side, ZX-07 Arm Primeval is a piece of cake. Apply the same strategy you used on the ZX-16 Wing Primeval and the ZX-26 Kidney Primeval. Once all enemies are defeated (and you get the skill point), an event triggers. The Arm Primeval managed to snag the Zonder Crystals stored within J-Ark, and escapes to Jupiter, where Pagliaccio and Pasdar await. Together with Arm Primeval and the rest of the Zonder Crystals, they fuse into the ultimate Zonder... the Z-Master. The Z- Master emerges within Jupiter, and commences attack, but first, they shoot Zonder Spores all over Earth, slowly mechanizing it. You have no choice but to defeat this ugly, cycloptic energy entity. NEW MISSION OBJECTIVES Win: Destroy Z-Master within 5 turns Lose: Any of your motherships, Star GaoGaiGar or J-Ark is destroyed or if 5 turns have already passed 8. Do not be intimidated or fooled by appearances. Z-Master is terrifying, but he/she/it is IMMENSELY EASY. You have a time limit of 5 turns to defeat it, and that's a LOT of time. Anyway, your first attack to him must be a simple one without spells, because Z-Master automatically cast "Resist" on himself/herself, so your 1st attack deals only 10 damage. Any succeeding attack after that is dealt normally. So this is what you do: on your 1st 2 turns, bring your units close to him, taking care not to damage him that his morale doesn't reach 130 to prevent him from using a MAP weapon. On your 3rd turn, once all your units are near and you previously attacked him so that his "Resist" status is gone, PUMMEL HIM/HER WITH ALL THE HOT-BLOODED WEAPONS YOU HAVE. Finish him off using Star GaoGaiGar's Goldion Hammer, but of course, make sure Goldymarg is the leader of his squad and that his squad is completely beside or adjacent to Star GaoGaiGar. ZETO-MASUTA YO!!!!! HIKARI NI NAREEEEEEEEEEEEE!!!!! >.< -------------------- SCENARIO 28 WALKTHRU 1. Although Z-Master was defeated... the nightmare isn't over for Gai. Unfortunately, Mikoto was infected by a Zonder Spore years ago and it's just now that it has reached the peak of its maturity. Mikoto has transformed into the New Machine Species Zonuda. Escaping from Orbit Base, she descends into Earth to fulfill her mission: the mechanization of Earth. Galeon auto-deploys to fight Zonuda as she appears near the Tokyo Tower. MISSION OBJECTIVES Win: Destroy the Zonuda Robo Lose: Galeon is destroyed SKILL POINT Destroy Zonuda Robo within 5 turns 2. Tragic, yes. But there's nothing we can do at the moment. Get Galeon to attack Zonuda just for fun. Remember to Galeon cast "Resist" though. On the enemy turn Zonuda won't attack. On turn 2, Daiku Maryu sorties along with 8 squads of your choice. Make sure that at least half of your squads are powerhouses like Dancougar. You'll also need someone who can cast "Bless" and "Aid", so Quattre is a must deploy as well. Daiku Maryu isn't gonna be able to move, btw. Whatever you do, do NOT rush to Zonuda and attack her. That's best saved for later. Ignore her for the time being because once you attack, regardless of whether you dodged or get hit, any attacking squad will be assimilated and mechanized by Zonuda, causing the attacking squad to disappear from the map. That's bad. 3. On your next turn, Gai deploys, fuses with Galeon to form GaiGar, and the Gao Machines, piloted by the AIs of your Yuusha team will come in to perform Final Fusion manually. You now gain control of Star GaoGaiGar. Take advantage of this opportunity because you have Gai, ChoRyuJin, Volfogg, Goldymarg and Mic Sounders XIII all in one unit. Get your units nearer to Zonuda Robo, taking care not to attack it. Zonuda Robo has around 50000 HP, ignores mech size when dealing damage, Potential LV5 and her squad skill is damage received -10%. So actually, you're dealing less damage than you thought you're making. MISSION OBJECTIVES Win: Attack the Zonuda Robo 6 times, then destroy it using Star GaoGaiGar Lose: Daiku Maryu or Star GaoGaiGar is destroyed or if after being attacked 6 times, Zonuda Robo is still alive after Star GaoGaiGar attacks SKILL POINT Destroy Zonuda Robo within 5 turns 4. The skill point is very easy to obtain, in fact, you can accomplish this within just this 3rd turn. Now that your units are near Zonuda Robo, cast all the necessary spells you can muster and attack Zonuda Robo with your most powerful weapons to deplete its HP. Remember, once you attack her, the attacking squad will disappear from the map. Don't worry this is normal. Once you have attacked her 6 times, leaving Zonuda Robo in critical HP, cast "Bless" and "Aid" on Gai, and finish her off using Hell and Heaven. Watch the drama as it unfolds. However, the scenario isn't over. Ilui is discovered, and Balmar enemies led by Calico, Spectra, Baran, Eis and Son deploy. Cobray deploys in the Werkbau. So this is it. You have to fight an entire Balmar army using only Werkbau and 2 remaining squads that didn't disappear from the map since it never attacked Zonuda Robo. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Daiku Maryu or Werkbau is destroyed 5. Don't worry. Even though the army is composed of Varuch Bens, they are easy to defeat this time. Once you finish off a few of them, an event triggers. Viletta deploys in her R-Gun Powered as well as Zengar and Retzel in their respective Daizengar and Aussenseiter units. Watch the event as it unfolds further, and you gain control of these units. After finishing off all enemies, only R-Gun Powered will join you. Zengar and Retzel is off somewhere else. -------------------- SCENARIO 29 WALKTHRU 1. Compress your units to 13 squads. You're up against ZAFT enemies led by the 4 Gundams Duel, Buster, Blitz and Aegis. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships is destroyed SKILL POINT Destroy all enemies within 6 turns 2. Again, your motherships can't move. Bring your units towards to where the ZAFT warriors are waiting. Take on the offensive. You'll be met by souped up Ghost X9s (a whopping 8750 HP each). Like before, they have weak weapons but possess very high dodge rates, so expect to miss often. Note that Aegis and Duel Gundam are standing on mountain terrain, giving them +25% better armor and dodge rate. So as you destroy the Ghost X9s, Dinns and BuCues, it's time to concentrate on the 4 bosses. 3. Destroy Blitz Gundam first because it's the weakest at 17250 HP. Next, is Buster, with 17750 HP, then Duel at 19250 HP and finally Aegis at 19750 HP. Cagalli will deploy in a Sky Grasper at your 3rd turn, but keep her out of battle at the moment, you wouldn't want her anywhere with a frail unit surrounded by strong enemies. Later, Bright appears in his Ra-Kailum, together with Renais of GaoGaiGar Final, accompanied by Kouryu and Anryu. Gai will deploy in GaoFighGar to assist you, and ZAFT deploys more Ghost X9s and Dinns near them. 4. Once Kouryu or Anryu receive damage, they will perform Symmetrical Docking and form TenRyuJin, a female ChoRyuJin. The enemies that deploy near Gai will be able to skip the defenses and attack the closest of your non-moving motherships, so expect your motherships to engage in battle even when paralyzed. 5. You will need to cast more spells to defeat Duel and Aegis Gundam. Dancougar is the perfect choice for softening these guys up. Dankukougaken can eat up 9000-10000 HP per attack. Kill Duel first and leave Aegis last. Once you destroy Aegis, an event will take place, causing Cagalli to chase after Athrun and crash near the sea. Obviously, Cagalli will exit the scenario. If there is no more enemies left, the scenario ends and you get the skill point if you have it early. It isn't too hard to obtain it. IMPORTANT: LATER, YOU WILL BE GIVEN TWO CHOICES. PICK THE FIRST OPTION TO STAY ON EARTH. REMEMBER THAT THIS GUIDE WILL FOLLOW THAT ROUTE!! -------------------- SCENARIO 30 WALKTHRU 1. This is a grim scenario. You will again battle with the ZAFT forces. Cagalli will leave the scenario with Kisaka in the Sky Grasper, so don't expect to be using her here. MISSION OBJECTIVES Win: Destroy all enemies Lose: Archangel, Ra-Kailum or Aile Strike is destroyed SKILL POINT Clear the scenario within 7 turns 2. OK let's get the facts straight. Aegis and Blitz Gundam will go on the offensive while Duel and Buster will stay behind in the backlines. Obviously, if you watched Gundam SEED you'd know what's gonna happen by now. So take the helm and go to aggressive positions. Bring your party towards the enemy and smash them in the process. Now, as you meet Athrun and Nicol on the way, defeat the Blitz Gundam first. You may damage the Aegis Gundam but don't destroy it. In fact, ignore it once its HP is critical. 3. After destroying Blitz Gundam, Nicol will retreat. Go forth and destroy Duel and Buster next, ignoring Aegis as you annihilate them. Use Dancougar to take care of Duel, while Buster can be dealt with by your snipers. Yzak and Dearka will retreat, but Dearka gets stuck and hits the side of the island. Remember, this is your last warning. Destroy Duel and Buster before destroying Aegis! Once all enemies are defeated and Aegis is left alive, save your game and destroy Aegis Gundam. Watch the event carefully as it triggers. Wherever Aegis and Strike Gundam are positioned in the map, move your units close to that part. Reset the game, and just before you destroy Aegis, move your units close to where Aegis and Strike will make their encounter, then destroy Aegis Gundam. 4. Nicol suddenly appears in the Blitz Gundam and attacks Kira to no avail. Tolle then deploys in the Sky Grasper and attacks Blitz. Kira, feeling angered that Nicol might kill Tolle, destroys the Blitz Gundam, killing Nicol instantly. Athrun gets pissed off and goes to SEED mode, casting many spells: "Force" for morale +30, "Iron Wall", "Resist", "Lock On", "Hot Blood" and will regenerate Aegis Gundam's HP. If Yzak and Dearka are still alive, they too will do the same thing and cast those spells, which is why you're instructed to destroy them first, because it's gonna be hard to fight them in that condition. It's ok to battle Aegis twice, it's inevitable in this scenario. 5. Tolle attacks Athrun, only to be killed by Athrun in the process. Kira gets pissed and goes SEED mode. What you do is have Kira cast "Gut Feeling" and attack Athrun to disable his "Resist" status. End your turn. On your next turn, if you did what was instructed earlier, your units would be close to where Aegis Gundam is right now. Athrun's "Iron Wall" status would have worn off by now. You may now pummel Aegis Gundam to kingdom come. Athrun will drop you a Pink Haro when defeated, but unfortunately... you lose Kira and the Strike Gundam after Athrun self-destructs Aegis. Watch the events that follow and it will end the scenario. -------------------- SCENARIO 31 WALKTHRU 1. After the tragic events in the previous scenario, your party ends up in Alaska. Your party will go up against ZAFT units once again. Patrick Zala commences Operation Speedbreak. Wing Gundam 0 Custom deploys automatically in this scenario. MISSION OBJECTIVES Win: Destroy all enemies Lose: Wing Gundam 0 Custom is destroyed 2. Destroy all enemies easily. Once they are all done, a new set of ZAFT units will deploy in the far edge of the map behind you. Be warned, do not let them come to you. Instead, be aggressive and go to them. If possible, try to reach near the edge of the map from where the reinforcements deploy. You'll know why later. Archangel sorties, this time minus Natarle. Neumann will replace her, and he has her spells. Remember to be sure that your units must be near the edge of the map, where the enemy reinforcements deploy! This is very important! 3. Once the reinforcements are defeated, a second batch arrives, this time led by Yzak in the Duel Gundam. Unfortunately, Mobile Dolls in the form of UC Mobile Suits deploy where the 1st ZAFT reinforcements once sortied. Operation Speedstream spells death for everyone, because at the bottom of the map is the Cyclops System, which sends out a huge microwave blast that annihilates everything on top of it. Knowing that you all must escape, Bright and Murrue decide to escape. However, the Ghost X9s are blocking their path, in fact attacking them. All of a sudden, an unknown Gundam appears beside Archangel... it's the Freedom Gundam, piloted by Kira! 4. Yzak is surprised to see a new Gundam, let alone seeing Kira alive. He decides to "poke" Kira by attacking Freedom with the Duel. Unfortunately he fails and gets damaged in the process. Kira tells Yzak to quickly escape, else he'll die by the Cyclops System. Yzak gets shocked even further and concedes. From where the Mobile Dolls deploy, the edge of the map gets highlighted. NEW MISSION OBJECTIVES Win: Destroy all Mobile Dolls or all ZAFT units escape to the highlighted portion of the map Lose: Wing Gundam 0 Custom is destroyed SKILL POINT Clear the map without having a single ZAFT unit destroyed in the process 5. This is why you are told to send your troops to where the enemy reinforcements once deployed. Once you bring them there, it will make your team a lot more accessible to the Mobile Dolls when they deploy later! You can kill them outright and easily without extending too much moving effort, saving yourself the trouble from getting ZAFT units killed and losing the skill point! If you followed as instructed, you may now proceed with the bloodshed. If you're skillful enough, you'd cast a lot of spells just to let your units destroy the Mobile Dolls closest to the ZAFT units, namely the Jegans and the Ghost X9s. Remember, cast "Lock On" to kill the Ghost X9s, they have 8750 HP! IMPORTANT! IF YOU WANT TO RECRUIT YZAK LATER, DO NOT DESTROY HIS DUEL GUNDAM IN THIS SCENARIO! DESTROYING HIM HERE ALSO VOIDS YOU GETTING THE SKILL POINT! 6. Once you destroy 3-4 squads of Mobile Dolls, an event triggers. Heero goes to another edge of the map and fires the Twin Buster Rifle twice on a certain spot. Apparently he opens up a path for Relena and the rest to escape to, but gets blocked by 2 Mobile Dolls in the process. Fortunately for you, one of Relena's rescuers is Haran Banjou, and he summons Daitarn-3 to the rescue! Not only that, Allan Igol deploys in his Blackwing N and forms a squad with Daitarn-3. Use them to destroy the Mobile Dolls that are on their way, while you destroy the pesky Mobile Dolls that are heading towards the ZAFT units that are going to the highlighted area. Doing so, you gain the skill point because none of the Mobile Dolls are able to reach the ZAFT units since you already put your party in their spawn point, ready to ambush them. -------------------- SCENARIO 32 WALKTHRU 1. You start the scenario with Zengar and Retzel in their respective units, Daizengar and Aussenseiter. Their enemies consist of Flora Shogun and Marshall Hell, with their Haniwa Genjin and Metal Beasts soldiers. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your units is destroyed SKILL POINT Destroy the Megiros (Marshall Hell) or Yamada No Orochi (Flora) within 5 turns 2. Proceed to destroy enemies as planned. Depending on your mood, you may set either one as the squad leader. If you feel like making fun of enemies, set Retzel. If you want to finish them off quickly, choose Zengar. Either way, if one of them get severely damaged (around 2/3 HP lost), Ra-Kailum and Archangel will be deployed, and you'll be allowed to bring out your squads. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships, Daizengar or Aussenseiter is destroyed 3. Among the two bosses, Flora is easier, and defeating her will cause an extra event to trigger later on. So going that path... she has a squad skill of hit rate +20%, and she gains morale everytime she attacks. Her Yamada No Orochi's Dragon melee attack has a power of 4000 and has a status effect of attack down LV1, so if possible, avoid getting hit by it, but technically, the fire breathing of the Dragons is an ALL-type and can finish off your MS squads if you're not careful. Beside those warnings, she's still a piece of cake to beat and requires no special strategy to win against. Do it, and an event will trigger. 4. Shapiro makes his appearance with Helmatt, together with the deployment of Muge forces. Ilui also appears, followed by some Varuch Bens. Before she leaves, she tells about the End of The Galaxy, but speaks in riddles. After she leaves, Marshall Hell and Shapiro exit to chase after Ilui, leaving behind Flora, as her Yamada No Orochi explodes. Zengar and Retzel also leaves the map, leaving you, the Varuch Bens and the Muge forces. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships is destroyed 5. Knowing the Varuch Bens by now, they have high dodge rates and have an uncanny way of hitting you miraculously even with low hit rates. Take them down squad by squad if you can, using ALL-type attacks. Don't waste your spells on them; keep casting them if that means to finish them off. They all have 8900 HP, so you'll have to attack them with an ALL-type attack to deplete their HP, before executing another attack to finally destroy them all at once. 6. Helmatt is an easy enemy, even if his squad skill is attack power +10%. His Muge mothership has 19500 HP, but it can be easily taken down using Dancougar. No special strategies are needed to take down this guy, just consider him as another random soldier in a huge green mothership. -------------------- SCENARIO 33 WALKTHRU 1. Compress your squads to 13. Azrael, while in the Albion, leads an assault to Orb as part of his plans to rid the world of Coordinators. Kira deploys in his Freedom Gundam, along with Shinobu and Allan in one squad, inside Dancougar and Blackwing N. MISSION OBJECTIVES Win: Destroy all enemies except Albion Lose: Freedom Gundam, Dancougar or Blackwing N is destroyed SKILL POINT Destroy all enemies except the Albion within 8 turns 2. Getting the skill point is going to be a challenge. Split your army into two. One to take on the two Grapp motherships that go with Albion, and the others to go against the army of Strike Daggers. Strike Daggers are cannon fodder mecha, but don't belittle them... their dodge rates are unordinary of a soldier's, despite that they are Naturals. Destroy them one squad at a time if you're in for the rush, but don't go further to their side. Try to stay at bay, not leaving the premises to the point that you're bringing your units to the grasslands. Those who will go after the Grapp motherships and the Albion will be met by a horde of Ghost X9s. You can't hit them unless you cast "Lock On", or if you're confident with your current low hit rates. Back to Freedom Gundam, make sure that the terrain surrounding Freedom Gundam is not water. This is important for later. 3. Later, Archangel deploys. Mwu joins the fray in his Launcher Strike as well as Cagalli in the Aile Strike Rouge, together in a squad of M1 Astrays piloted by Asagi, Julie and Mayura. To counter this, Azrael tells Synapse to send the Albion to the other edge of the map. Synapse does so, and afterwards deploys the 3 Gundams piloted by "Human CPUs"... Raider, Forbidden and Calamity Gundam. By now, the Strike Dagger forces are significantly decreased. If you have squads that can cast "Accelerate", let those squads cast it, and head towards the X-shaped tower to the north. However, leave a few powerhouse squads behind in preparation for the worst. They have yet to come. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Freedom Gundam, Launcher Strike, Aile Strike Rouge, Dancougar, Blackwing N or Albion is destroyed 4. Don't dare attack the 3 nuts in Gundams yet. Instead, watch for an event to take place. Raider targets the Archangel, but all of a sudden Buster Gundam pops out of nowhere and attacks Raider, protecting the Archangel. Dearka then joins in with Mwu, forming a Launcher Strike-Buster Gundam squad. Forbidden and Calamity then attacks Freedom, but all of a sudden Justice Gundam drops by. Piloted by Athrun, he meets up with Kira, and performs a synchro-attack, greatly damaging Forbidden Gundam to around half of its HP. You're now free to attack Forbidden, Calamity and Raider as much as you want. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Freedom, Justice Gundam, Aile Strike Rouge, Dancougar, Blackwing N or Albion is destroyed 5. Since Calamity Gundam is the one badly damaged, that should be taken down first. Since both Kira and Athrun have high morales, you may let them attack either Forbidden and Calamity with their synchro-attack. Cast "Hot Blood" before doing so, and you could deal a significant amount of damage, around 10000 to 11000. You can instantly kill Calamity Gundam, or you can use this to attack to badly damage Forbidden Gundam, who is at full HP. Now you have two Gundams that are badly damaged. Bring in Launcher Strike/Buster Gundam, or Aile Strike Rouge to finish them off. Take note that you'll have to let Cagalli/Mwu/Dearka cast "Lock On" or "Intuition" to make sure they hit them 100% before killing them. As for Raider Gundam, you can always destroy in your next turn, letting the Freedom-Justice squad do that for you. The reason why Freedom Gundam shouldn't be surrounded by water as mentioned earlier is because Calamity Gundam doesn't fly. If Freedom is surrounded by water, Calamity will be underwater, giving it full protection from Beam Rifles, making it useless for Aile Strike Rouge, Launcher Strike and Buster Gundam to attack and kill it. 6. Once you seriously damage one of the enemy Gundams, Azrael decides to make it more fun, and deploy more Strike Daggers from where they originally deployed before, but this time accompanied by Yazan, Dangel and Ramsus in their 3 Hambrabis! If you took the advice earlier, you should have left behind some squads to take on the just-arrived enemies, while some of your squads head towards the X-shaped tower. Don't worry about the 3 Hambrabis. They will head straight towards the structure where Uzumi is, but thankfully, Camille sorties in his Z-Gundam. Yazan gets distracted, seeing Camille after a long time, attacks him, and fails, getting damaged in the process. The Hambrabis have 12000 HP, but don't worry, your squads would be easy and can take down the 3 idiots easily. 7. Afterwards, Helmatt appears in his Muge mothership, along with more Muge forces, and they deploy near the X-shaped tower! They attack, and an event triggers. Watch the tear jerking event as Allan enters the tower. Unfortunate for him, Commander Ross Igol, his father, dies during the assault. Shinobu asks Allan if Commander Ross is alright, but Allan doesn't answer back. Shinobu knows what it means, and gets enraged. Professor Hatsuki then tells Shinobu of the final keyword to combine all 5 Beast Machines. Shinobu does so, and combines Dancougar with the Blackwing N to form Final Dancougar. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Freedom, Justice Gundam, Aile Strike Rouge or Albion is destroyed 8. Take revenge and finish off Helmatt with just one shot. Bring Shinobu near his Muge mothership, fend off the attacking Muge forces. On your next turn (this will most likely be your 7th turn), cast "Hot Blood" and all the necessary spells, and shoot down Helmatt with Final Dancougar's strongest weapon... the Final Dankuhou. With Aggressive Beast activated, and if Dancougar's weapons are upgraded at around 3-4 slots, you can deal as much as 22000 damage to Helmatt, destroying his Muge mothership completely without effort. The rest of the Muge forces can be dealt using your SEED units that are close the X-shaped tower, as well as the previous squads you sent there earlier (the ones you're instructed to cast "Accelerate"). The ones left behind should still take care of the Strike Daggers. Later, on your 8th turn, Uzumi makes a sudden announcement. He will never falter to the Blue Cosmos and for their ideals, and to do that, he must detonate Orb to destroy it completely. NEW MISSION OBJECTIVES Win: Destroy all enemies and finish the scenario within the 9th turn Lose: Freedom, Justice Gundam, Aile Strike Rouge or Albion is destroyed 9. After much prepping as instructed earlier, you can now finish off the enemies completely, even on your 8th turn to get the skill point. At this point, Archangel should be near the X-shaped tower, so use the Loehngrin MAP weapon to clear out many of the Muge grunts nearby, then clean them up using Dancougar, Z-Gundam or the squads that make it to them. If ever you fail to get the skill point, it's not worth playing it all over again, for this is a very long scenario. But it's your choice. -------------------- SCENARIO 34 WALKTHRU 1. Deploy 10 squads and 2 motherships. You shall go against Shin RyuOuKi in battle for the first time. Werkbau, Wild Wurger and Wild Falken will auto- deploy in one squad. MISSION OBJECTIVES Win: Destroy Shin RyuOuKi Lose: Werkbau, Wild Wurger or Wild Falken is destroyed SKILL POINT Destroy Shin RyuOuki within 6 turns 2. Cast all your best spells to enable your super robots' final weapons, and cast "Accelerate" to reach Shin RyuOuKi faster. The best attacking forces that can significantly damage Shin RyuOuKi are GaoFighGar, Mazinkaiser, Dancougar, Combattler-V and Voltes-V. However, you real robots should stay behind. I repeat: your real robots should stay behind, where you initially sortie. Only super robots should go up against Shin RyuOuKi. 3. For starters, Son Kou Ryu will cast "Concentrate" and "Iron Wall" to pump up his defense on the 1st turn he gets. Shin RyuOuKi is the only boss in this scenario, so don't be shy in casting spells. Duke them out if you have to (although you wouldn't anyway). Don't be surprised if you deal little damage... the "Iron Wall" effect is still activated. You're most likely not gonna be able to hit Shin RyuOuKi without casting "Lock On" either, so do consider that when attacking. When you attack, make sure you're directly beside Shin RyuOuKi... point blank range in other words. That way Son Kou Ryu won't be able to execute the ALL-type thunder bolt, which is deadly and has a good chance to score a critical. However, his point-blank attack gives negative status effects to the pilot it hits... -10 to all stats. But don't worry, this effect will wear off sooner than you think. At least it's not an ALL-type attack, the grunts in your super robot squads can breathe a good sigh. If possible, block Shin RyuOuKi's path of movement and keep him steady in one place. Keep your real robots still stationary to their posts. 4. Once Shin RyuOuKi loses around 2/3 of its HP, an event will trigger, causing Son Kou Ryu to deploy Gora Golems directly where you just sortied when you started the scenario. If you followed instructions carefully, your real robots should still be there, and hadn't moved, hence they'll be able to greet the enemy reinforcements just in time! Finish them off squad by squad, slowly but carefully. The Varuch Bens are the most difficult units here, still at 8900 HP, so destroy them first if you can. When the enemy reinforcements deploy, Son Kou Ryu will no longer cast "Iron Wall", but will resume casting "Concentrate". Shin RyuOuKi has HP recover, so once the enemy reinforcements arrive, don't bother attacking it anymore. Instead, wait for your real robots to finish off the reinforcements, then cast all the spells needed to destroy Shin RyuOuKi. Without "Iron Wall" in effect, Shin RyuOuKi can be destroyed with just 2 attacks, provided you cast the necessary spells. Dancougar should be one of the primary attackers, using Final Dankukougaken as a good choice of weapon. The rest is up to you. When Shin RyuOuKi is destroyed, you get rewarded with a Cost Down item. After destroying the boss, an event triggers, causing Cobray to be abducted, ending the scenario. -------------------- SCENARIO 35 WALKTHRU 1. Cobray manages to escape his captors by piloting a Varuch Ben, and brings along Armana along with him as collateral. As he flees, he is pursued by Baran Doban and Luria. MISSION OBJECTIVES Win: Destroy Bemidoban (Baran Doban) or Shumuel (Luria) Lose: Varuch Ben (Cobray) is destroyed SKILL POINT Destroy Bemidoban (Baran Doban) within 5 turns 2. Enjoy this while you still can. Cobray is back to piloting a Varuch Ben (as he did in the very first scenario), and a 12000 HP one at that. Don't be fooled by the high HP count... the enemies you'll face are uber strong, don't underestimate the Joellas on the frontlines. They will harm you, and can cause more than 1000 damage. Having high dodge rates will also make it more difficult to handle them than ever, so you have no choice but to go defeat them one by one, and being careful not to get to Baran Doban's reach. Once Cobray's HP gets depleted by around 2/3, you'll be prompted to deploy 3 motherships and 12 squads. There's no need to rush on accomplishing the objectives. Take your time in killing all nearby enemies for your 1st 3 turns, while constantly damaging Baran Doban. 3. Since you will get the skill point by defeating Baran Doban, and the objective is to defeat either him or Luria, focus on kicking Baran Doban's ass. In the long run, he's an aggressive attacker and won't wait for his troops to initiate the offensive. Now, ignoring his troops (after all, they are easy at this point), Baran Doban has a squad skill of damage -10%. His unit has 46050 HP and has weapon block, so any negative status to his weapons' attack power, range and hit rate don't affect him. He's still a big hulk of mass, but easy to beat nevertheless. His very catchy (and I mean REALLY CATCHY) music overrides your own during battle. First, attack him with armor-lowering weapons like Daimos' Reppu Sekken Tsuki or Voltes-V and Combattler-V's Chodenji Spin V No Jigiri synchro attack. Afterwards, soften him using Dancougar's Final Dankukougaken or Final Dankuhou, then finish him with any units you deem fit (if they can sustain enough damage to destroy him). Baran Doban has one ALL- type attack wherein he smashes an entire squad vertically using his Chain Ball and the power of gravity. His most powerful attack is him swinging his huge Chain Ball and pulverizing your squad leaders to powder keg. When attacking him, make sure you cast "Flash" or "Resist"... you'll need it if you want to stay in one piece. Once he's defeated, he'll retreat along with Luria, and Armana starts panicking, telling Cobray to quickly escape. 4. Calico deploys in this Varuch Baal, and laughs saying it's too late. Suddenly, in deep space, a frightening, monstrous, bat-like figure emerges. It goes near Cobray, ready to attack. It's nameless, but nevertheless, you must destroy it... for your own safety. NEW MISSION OBJECTIVES Win: Destroy the ???? Lose: Any of your motherships or Varuch Ben (Cobray) is destroyed 5. This frightening creature has 30000 HP, deflect barrier and can regenerate small amounts of HP and EN per turn. Do not be intimidated by its horrid monstrosity. It's still easy to beat. By now your units have high morale, so take it down easily, effortlessly. It requires no special strategy to beat. Once you do, watch the rather frightening and mind-boggling event. Eventually Cobray gets to control this... thing, and names it "Dis Astranagun". Much to the surprise of Calico, who expects Cobray to be destroyed, he instead becomes one with it and goes against him. NEW MISSION OBJECTIVES Win: Destroy Varuch Baal (Calico) Lose: Any of your motherships or Dis Astranagun is destroyed 6. With Dis Astranagun around, Calico is nothing but a piece of trash. Before, when taking out Calico is a hard chore, this time he's just a shove-away. First, destroy Calico's blue-colored squad grunts using an ALL-type attack, then finish off Calico without delay. After all, now when you have access to super powerful robots, there's no more need to pay attention to the "boss" anyway. Dancougar alone is sufficient enough to destroy him. For the first time, Calico requires no special strategy to beat. -------------------- SCENARIO 36 TIP: UPGRADE GAOFIGHGAR'S WEAPONS, ARMOR AND EQUIP IT WITH GOOD ARMOR BEFORE STARTING THE SCENARIO. WALKTHRU 1. Mamoru goes back to Earth after a new threat has been recognized. Much to the surprise of the 3G Team, Mamoru tells them to not get in his way, and he'll obliterate them if he has to should they interfere. He then fuses with Galeon and summons the Gao Machines and forms Star GaoGaiGar, much to Gai's shock. Gai wants to talk with Mamoru, but Mamoru deploys an impromptu set of AI units and flees. Gai wants to go after Mamoru but can't leave the team behind to face the enemies, but Jeeg insists that he go, so Gai leaves the scenario with Goldymarg. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships is destroyed SKILL POINT Destroy all units within 6 turns 2. Eliminate all enemies easily as you would normally. Remember to cast "Luck" or "Bless" before killing squads with units having more than 6000 HP. This is also a good opportunity to raise the kill count of your MS pilots, especially Burning of Gundam 0083. Check his kill count and add it with Monsha, Adel and Bate's. If it doesn't total 100, then do whatever you can to get the kill total to reach 100 so you can receive the GP-02 after the scenario. This is your last chance. You can also give your SEED pilots a chance to raise theirs as well. Once you kill enough enemies, the 5th Angel Ramiel suddenly appears, much to the surprise of Misato and the EVA pilots, who thought that Ramiel was defeated way back. 3. Do not be intimidated by Ramiel's apperance. He may be difficult in past games, but he gets tremendously easy here. Ramiel has 48000 HP, a strong AT Field and has a squad skill of hit rate +40%. He virtually has only one weapon, which is his laser beam that has a power of 4800, an ALL-type attack that is snipe-able at range 12, but has a blind spot on range 2. Ramiel moves slowly, just as he always does, so if you want to get the skill point, you have to rush to him and endure being sniped. 4. You can destroy Ramiel with just 2-3 attacks. By now, Kira and Athrun (if you deployed them) would have reached 140 morale and activated SEED mode. Have one of them cast "Spirit" and execute the Freedom-Justice synchro attack. Depending on how you upgraded their weapons in the past, it may deal as strong as 20000 damage. Next, bring in Dancougar to blast it using Final Dankuhou to soften it, then finish Ramiel off with Shinji using synchro attacks (either with Asuka doing the Unison Kick, or with both Asuka and Rei to fire all weapons). You will be rewarded with a Cost Down item afterwards, then you'll continue with the 2nd part of the scenario with Gai and Goldymarg. 5. Gai's pursuit of Mamoru goes a short way, and Mamoru insists to not get in the way because he's serious, he will destroy "Gai nii-chan". Gai persists and comes closer to talk, but Mamoru executes the first assault. Goldymarg gets angered, but Gai tells him not to interfere, the fight is between him and Mamoru. Goldymarg obliges, against his own judgment. NEW MISSION OBJECTIVES Win: Destroy Star GaoGaiGar (Mamoru) Lose: GaoFighGar is destroyed 6. Star GaoGaiGar is not an easy opponent, but he's not too difficult either. Both Gai and Mamoru will start with raised morale to activate Hell and Heaven. Don't be shy with spells. Let Gai cast "Lock On", "Hot Blood" and "Resist". Commence the 1st Hell and Heaven offensive. Don't go easy on Mamoru... Star GaoGaiGar has 49000 HP. To make matters worse, he will retaliate using Hell and Heaven, and during his attack phase, he will use Hell and Heaven. When Mamoru attacks, do the same thing and retaliate not with the default Drill Knee, but with Hell and Heaven. During your attack turn remember to let Gai cast "Hot Blood". By now, GaoFighGar's HP would have been depleted to more than half, activating Gai's "potential" skill, so casting "Lock On" will no longer be necessary. Once Mamoru is defeated, watch the scene. No more spoilers will be written this time. After the scenario, If Burning, Monsha, Bate and Adel's kill count total 100 or more, then you'll receive the GP-02 along with other extra Mobile Suits. You'll also receive the Heavy Weapon System parts for Nu-Gundam as a clear bonus. -------------------- SCENARIO 37 WALKTHRU 1. The entire Alpha Numbers go to the Crossgate, and tailing them are the Orbit Base 3G Crew and City 7. As they approach closer, the Balmar appear to have a little fun. This is not good, especially now that City 7 is tagging along. All 5 motherships are present, and you'll be prompted to deploy your squads. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships is destroyed SKILL POINT Destroy all enemies within 6 turns 2. The Balmar units are all easy to beat. You would have been used to the Varuch Bens by now. Just remember to destroy the Varuch Ben squad after casting "Luck" or "Bless" to gain a lot of moolah. Use Basara and Mylene to your advantage. Cast Basara and Mylene's spell that increases their Song EN by 10000. If one of them has more than 20000 Song EN, you will be able to equip their Valkyries with Sound Boosters, enabling the MAP versions of their songs. Of course, they would both need to have 120 morale or higher to activate "Totsugeki Love Heart", so use Mic Sounders XIII and play Disc P on Mylene. Basara can simply cast "Charge" and play the non-MAP version of "Totsugeki Love Heart" on Mylene for an added effect. Remember that to play the MAP versions of their songs, it requires the entire Sound Force to play, so if either Mylene or Basara doesn't meet the morale requirements, you can't play it. Once activated though, you can start singing "Planet Dance" on your MS squads and "Totsugeki Love Heart" on your super robots. 3. While you're busy revving up the Sound Force, it's time for Ideon. Bring Ideon in the middle of the Balmar fleet and defend whenever it's attacked until the Ideon Gauge reaches its stage where the Ideon Sword is activated. Don't heal Ideon's HP though. Once the Ideon Sword is activated, bring Ideon out of there and kill the squads outright. You'll need the Ideon Sword for later. 4. Once a certain number of enemies are defeated, Eis appears in his Dibarium, accompanied by 2 squads of Varuch Bens. You prolly remember this guy as the one who made Scenario 13 a living hell when you meet Helmoz for the first time. Don't worry... the Elterium appears, and along with it, Gunbuster and Sizzler Black. Everyone's morale will go up, and it's time to go on the offensive! On your next turn, Noriko notices some weird music playing. The Ghoshogun pilots immediately recognize the song as Strauss' "Blue Danube". The Dokuga Generals suddenly appear. Bundol, Kelnagul and Cuttnal deploy in their respective motherships to assist you. NEW MISSION OBJECTIVES Win: Destroy the Dibarium Lose: Any of your motherships, including Bundol's, Kelnagul's or Cuttnal's is destroyed SKILL POINT Destroy all enemies then finally, the Dibarium within 6 turns 5. When you go to the Dibarium, Eis will instantly greet you with a linear map attack that has an EN drain LV2 skill. Yes, Dibarium has only 1 non-MAP attack. The rest are MAP types. It has 48050 HP, can recover a small amount of HP per turn and has EN Block, meaning, EN down and EN drain skills from weapons do not affect it. Remember not to let Eis' morale go up to 110, so cast "Exhaust" at him. It's ok if he goes past 100, just don't let it reach 110. Besides, Gunbuster and Sizzler Black are around anyway, it's an easy battle. If you followed instructions earlier and Ideon Sword is already activated, have Cosmo and Kasha cast "Hot Blood", "Lock On" and "Resist", and attack Dibarium with the Ideon Sword. You should instantly drain 42000 or so HP. You can now finish him using anyone you wish. Watch the event. afterwards. IMPORTANT: AFTER THE SCENARIO, YOU WILL BE GIVEN TWO CHOICES. PICK THE FIRST OPTION TO JOIN THE CAST OF GUNDAM SEED, UC GUNDAMS AND IDEON. THIS GUIDE SHALL CONTINUE FROM THAT ROUTE POINT. -------------------- SCENARIO 38 WALKTHRU 1. Ideon will auto-sortie. The Buff Clan will deploy their armies to make short work of your forces. MISSION OBJECTIVES Win: Destroy the Buff Clan mothership Lose: Ideon or any of your motherships is destroyed 2. A relatively easy feat to accomplish. Gijie appears in his Galbo Jick. In Ideon's part, let Moera cast "Accelerate" and move Ideon near the entire fleet is. Obviously you should know by now that you're preparing Ideon to get hit so that the Ide Gauge will go up and activate the Ideon Sword. Well, now that you know what's supposed to be done, the strategy for this part of the scenario ends here. Gijie's Galbo Jick is a range 7 sniper with 12900 HP. Once he manages to attack Ideon, an event triggers and he fires some ripple energy wave. Apparently it's identified as a specific anti-Ide gun. Ideon gets significantly damaged because of it, but it's still nothing compared to what you can cough up. Simply charge up Ideon, and when he gets the Ideon Sword, destroy Gijie's unit using the Ideon Sword first without casting "Hot Blood". Have the rest of the party destroy the other Buff Clan grunts, then have Cosmo attack the 20500 HP Buff Clan mothership, this time casting "Hot Blood" before destroying it with the Ideon Sword. This is however, the first part of the scenario. The second part comes up next as you land on the Planet Caral, where Gijie again commences assault. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships is destroyed SKILL POINT Destroy all enemies within 7 turns 3. Another easy feat to accomplish, but don't waste time. Go on the offensive, be aggressive and attack Gijie's fleet head-on and grab the skill point. Gijie's still on an easy Galbo Jick, so apply whatever tactics deem necessary. Do not wait for the Ideon Gauge to pile up, because Gijie's not the last boss in the scenario. Once you destroy his entire fleet, Daram deploys with brand new troops. The skill point won't be credited to you despite killing Gijie's army. Instead, it will be credited only if you destroy Daram's entire forces along the 7-turn limit, which is why you should be aggressive. By now you would have been on your 3rd or 4th turn, so hurry it up and use ALL-type weapons! NEW MISSION OBJECTIVES Win: Destroy the Ganga Loop (Daram) Lose: Any of your motherships is destroyed SKILL POINT Destroy all enemies within 7 turns (credited only after Daram's defeated) 4. Daram's unit is fairly easy at 22900 HP. He's a range 8 sniper, and has the skill "Mikiri" that gives him +10% dodge, hit rate up. Simple... just destroy his squad, then use Freedom and Justice Gundam's Combination Assault synchro- attack to soften him or instantly kill him. Don't forget to cast "Luck" or "Bless" before destroying any squad with grunt Ganga Loops piloted by soldiers, they're worth a lot of dough. Once the map is cleared and you got the skill point, watch the scene. You will lose Moera as a sub-pilot for Ideon, be replaced by Gijie, and you'll get the Ideon Gun, for great justice. -------------------- SCENARIO 39 WALKTHRU 1. Moera has just passed. Unfortunately, the Buff Clan shows no sign of stopping and still continues the assault. Shin Getter and Lady Command will auto-sortie in one squad. Ideon won't be deployed yet. MISSION OBJECTIVES Win: Destroy the Gaburo Zan (Daram mothership) Lose: Shin Getter, Lady Command or any of your motherships is destroyed SKILL POINT Destroy all enemies, then Gauro Zan (Daram) within 8 turns 2. Relatively easy Buff Clan army to kill. They pose no challenge. When you kill enough, Ideon will deploy and an event will trigger, causing Gijie's once- used unit to fire another anti-Ideon ripple laser, and if your allies are on the way, they will be shot, and they will be penalized to not be able to move. But that's trivial matter. As long as you don't put your allies close to your mothership at this scenario, everything will be fine. During the event, Shin Getter will get its final weapon, the Shin Shine Spark. On your 3rd turn, the Balmar will deploy. Split your team into two... one to continue the assault on Daram's 28500 HP mothership, and the rest to go against the Balmar. NEW MISSION OBJECTIVES Win: Destroy the Gaburo Zan (Daram mothership) Lose: Shin Getty or Ideon is destroyed 3. Since the Balmar are composed of a lot of Varuch Bens, you need to slay them quick if you want to get the skill point. That means Daram's mothership must still be alive. If Daram's the only Buff Clan remaining with critical HP, ignore him and proceed with the Balmar. Use Dis Astranagun, ZZ Gundam and your SEED Gundams to initiate their strongest ALL-type attacks to take them down quick. After the chore is done, finish Daram off. -------------------- SCENARIO 40 WALKTHRU 1. The Alpha Numbers have reached Earth, much to their surprise. However, something still doesn't feel quite right, as experienced by some of the members of the team. Anyway, the Buff Clan are again set on a rampage, and your job is to stop them, but with a lot of handicaps. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships is destroyed SKILL POINT Destroy all enemies within 6 turns 2. All pilots start with only 80 morale and halved SP, losing 10 morale every turn. Those unaffected with this status are the GGG characters and Rei of EVA- 00. Apparently, something's wrong because those who got this weird status feel illusionary ecstasy and calmness. At this point there's nothing the "normal" pilots can't do so it's best to just focus the enemy at hand. Even with the dwindling morale, it's still not enough to be defeated. You can still destroy all Buff Clan units easily. Don't expect to be doing much in your current situation. Conserve your "Bless" and "Luck" spells for killing the bigger-HP enemies instead. Once all are gunned down, watch the event as the cause of the illusion is unmasked. Gai goes up against Palpareppa and his "Replijins", which are replications of other robots. GaoFighGar is surrounded of course. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: GaoFighGar is destroyed 3. Very easy task, no special strategies needed, after all Gai starts at 130 morale. Once all Replijins are destroyed, an event triggers. Battle 7 and Daiku Maryu arrive just to witness what is happening, although they are slowly being affected by the illusion... except Hiroshi/Jeeg. Palpareppa performs Chemical Fusion and forms Palpareppa Plus. Battle takes place, but suddenly Cain, Mamoru's real father appears. Gai gets distracted and Palpareppa managed to destroy GaoFighGar. Watch the event some more and it ends the scenario. -------------------- SCENARIO 41 TIP: BEFORE STARTING THE SCENARIO, SEPERATE THE FIRE BOMBER MEMBERS INTO DIFFERENT SQUADS. BASARA SHOULD BE IN HIS OWN SQUAD, WHILE MYLENE AND REY IN ANOTHER. WALKTHRU 1. As the scenario starts, the Buff Clan, this time led by Haruru, deploy, but they don't begin attack. Bes, the Captain of the Solo Ship will be given two choices. The first is to continue the war with them, and the 2nd is to try and make peace with them, to have talks per se. CHOOSE THE SECOND ONE TO TALK TO THEM. Watch the event that ensues after wards. You'll be all sent outer space, to fight hordes of Replijins. J-Ark deploys to help you, much to the surprise of the party, who thought J was dead. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships or J-Ark is destroyed 2. Everyone's morale is at 50 with SP halved except the Virtuaroids, Basara, Rei of EVA-00, Hiroshi of Jeeg and J. This will be a tough battle, so make the best out of it. Characters with the "Morale (Damage)" skill will be your friends here, so Dancougar and Mazinkaiser are very viable choices. As for Basara, continue to let him sing "Totsugeki Love Heart" to Mylene and Rey (their co-Fire Bomber member). That way, once Myelene's morale goes up to 120 and get their Song EN up to more than 20000, one of them can install their Sound Boosters. Once done, and their morale is up to 120, immediately sing "Totsugeki Love Heart", the MAP version, on your comrades. Don't forget to cast "Hot Blood" before singing to double its effect. As you continue your assault, make sure Dancougar, Gunbuster and Mazinkaiser get damaged often so that their pilots' morale will go up pretty fast. Repair them using your repair units if necessary. You will need them badly later. 3. If you destroy enough Replijin squads, a new batch will appear. Once you keep destroying them, another new batch appears again. This will be infinite so this is a lost cause if you're trying to get the skill point. If you're on your 5th turn, it's time to consider stopping in destroying enemies. Why? Because on your 6th turn, Gai appears in GaoFighGar... as an enemy. He's been stuck with a Chemical Bolt on him, courtesy of Palpareppa. During this berserk state, no amount of reason will get through him... so you must silence him by force. NEW MISSION OBJECTIVES Win: Destroy GaoFighGar Lose: Any of your motherships or J-Ark is destroyed SKILL POINT Destroy GaoFighGar within the 7th turn (you only have 2 turns to beat him) 3. With that, Gai deploys on turn 6, but to get the skill point, you need to beat him on turn 7. That saying, you have only 2 turns to defeat him, which is not really a hard thing to do if you have been paying attention and letting the Sound Force sing the MAP version of "Totsugeki Love Heart", or if you've been racking up the morale of both Shinobu and Koji. GaoFighGar has high HP, can regenerate 20% of EN per turn, and Gai's at 150 morale with the skill "Guard" activated, with a squad skill of attack power +50%, making him 50% more deadly! But that will soon be all put to moot, since GaoFighGar is a short ranged fighter, you can snipe him... easily. Of course, the question is whether you can pierce his protect wall at your condition, but that's out of the question. Use Dancougar, Gunbuster and Mazinkaiser to take him down, easily. J-Ark is also a viable candidate to use to soften him before you let one of your squads land the killing blow to him. -------------------- SCENARIO 42 WALKTHRU 1. Watch the very long event. Eventually you will get the Genesic GaoGaiGar. As the event progresses, Palpareppa, Pia Decem and J-Ark will deploy, and get tremendously damaged due to Pia Decem Pit's attack. As a result, J-Ark can't transform to King J-Der at the moment. MISSION OBJECTIVES Win: Destroy all enemies Lose: Genesic, J-Ark or any of your motherships is destroyed SKILL POINT Destroy all enemies within 7 turns 2. The GGG robots that accompany you will have 130 morale, while Gai will be at 150. You'll have to manually bring it up to 170 if you gave him the "Ignore Morale Limit" skill. Most of the Replijins you get to fight there are basically ZAFT units, but what strikes the attention are the Parts Cubes. They are pretty annoying, being range 8 snipers, at full 150 morale and can regenerate EN per turn. Thankfully, unlike the Primevals, their Soul Waves aren't ALL-type weapons. But still, they're kind of good in hitting you, so don't be too comfortable with your dodge rates anytime soon. Build up your morale with J and let him do some killing. 3. Focusing on the bosses: Pia Decem Pit is a hulking 85000 HK megalith, a bigger, badder J-Ark. It can snipe you at range 9, and its assault attack can reach you at range 4, being the deadliest weapon. Its range 9 attack has the "Attack Power Down LV1" skill, so if you get hit, expect to do less damage for a turn or two. Anyway, despite its big HP and Pia Decem's squad skill of damage -10%, he's still fairly easy. First you need to soften him using Mic Sounders XIII's Disc X to lower down its armor. Then, you can start pummeling it using J-Ark, Dancougar or your SEED Gundams if you want. However, this is important. YOU MUST LET J-ARK DEAL THE KILLING BLOW TO PIA DECEM PIT. You read right. Doing so will trigger an event, and surprise! Renais will join in with J, causing J-Ark to transform into King J-Der, and you'll receive the J-Phoenix as a final weapon. Also, doing this will make Renais a permanent sub-pilot for J- Ark, so there's nothing else to lose! 4. However, regardless of whether you used J-Ark to destroy Pia Decem Pit or not, Abel will be pissed and start commencing Mega Fusion of its own, turning Pia Decem Pit into an even larger leviathan... the Pia Decem Peak. Basically it's a bad guy version of the J-Ark. It's got 86050 HP, and now has 2 ALL-type attacks, both of which can snipe you at ranges 8 and 6. The stronger, range 6 weapon, can cause "Armor Down LV2" if it hits you, so take care of that. Again, Pia Decem Peak is easy, but admittedly it's got more challenge than the Pia Decem Pit. You can lower down its armor first by attacking using Mic Sounders XIII's Disc X or Voltes-V and Combattler-V's Chodenji Ball V No Jigiri synchro- attack. Then take out a huge chunk of HP by letting Kira or Athrun cast "Spirit" and attack Pia Decem Peak using their Gundam's Combination Assault synchro-attack, then the rest is history. Choose any of your allies to kick its ass. This is a good start to test the J-Phoenix. Why not deal the killing blow using J-Ark again... it's not so bad an offer. 5. Now for Palpareppa. He'll always attempt to attack Gai if he's in range, so you can use the bait tactic. At 72000 HP, he's a tad bit softer than Pia Decem, but he has one attack that is really annoying... that's the Poison Aura, which brings down all of your stats by 10 if you get hit. Other than that, he's as easy as Pia Decem, and you can take him down using Genesic (effortlessly, I may add). When you defeat him, Palpareppa Plus turns into Palpareppa Plajuna, having 131050 HP. Don't be intimidated... he's just a horny version of Palpareppa Plus, with more HP. Still easy to beat nevertheless. Be warned: his new squad skill is melee attack +20% and hit rate +10%, so better think twice in attacking him using squads of Mobile Suits. Give him the ol' Super Robot approach and smack him silly using Hell and Heaven if necessary. Once you defeat him, watch another event. The Campbell army arrives, then the Buff Clan, outnumbering you. Fortunately, Hinell and Richter will appear in your side to fight. You won't get to use them though, nor will you fight the just-arrived army. You'll be transported to another reality... the 2nd part of the scenario. 6. Here, notice that the ground is nothing but cubes. You'll be prompted to deploy 5 squads. The GGG team will auto-deploy so there's no need to worry. The Solo Ship too, will auto-deploy along with them, so pick the best Super Robots and Mobile Suits in your team. Dancougar is a must, as well as any good spell- casting character like Quattre or Fa. When the enemy sorties, you'll be met with Pia Decem, Palpareppa and... Replijins of Palpareppa. A certain spot on the map will be marked green, it's somewhere behind Palpareppa. NEW MISSION OBJECTIVES Win: Bring Genesic to the designated green spot on the map within 4 turns Lose: Genesic or Solo Ship is destroyed or if 4 turns have passed 7. Basically, this is easy to do. Simply ignore the fake Palpareppas and go for the 131050 HP one. Your characters will have good morale and replenished SP so you'll be fine. If you cast your spells to the max, spending every single point, you can even afford to destroy Palpareppa on your 2nd or 3rd turn. Palpareppa will revive himself once you defeat him. You can even destroy him again if you have the proper means during the span of 4 turns, provided you left Genesic the last unit able to move so you can bring him to the green spot to win the scenario. Unfortunately, Palpareppa would have been a good money pit if it weren't for the 4 turn limit. Anyway, to gain more morale, destroy the grunts, completely ignoring the Replijin Palpareppas and Pia Decem, then use Dancougar or any other Super Robot to deal with Palpareppa. Relatively easy prey. After putting Genesic in the designated spot, an event triggers. Gai will use the Goldion Crusher to completely annihilate Palpareppa and Pisa Sol, ending the scenario. -------------------- SCENARIO 43 WALKTHRU 1. Ryusei and Viletta auto-sortie in their respective units. The Balmar, led by Baran Doban, appear to take Armana back, or assassinate her. MISSION OBJECTIVES Win: Destroy all enemies Lose: Arblade Custom or any of your motherships is destroyed SKILL POINT Destroy the Bemidoban 2. OK to top off the scenario, prepare everyone by having Fire Bomber sing the MAP version of "Totsugeki Love Heart". Don't forget to cast "Hot Blood" before doing so. Arrange your party in a diamond pattern so that each and every one of them will be hit by the song. Once everyone's morale is high up in the clouds, you may now proceed with the attack. 3. The Balmar employ the same tactics that they do in previous scenarios, so you should be used to them by now. So for the meantime, let's get on with the boss, Baran Doban. Although he's fairly easy, the only thing you need to know is that his shell is tough, and that he tends to attack with an ALL-type if there are grunt units in your squad. So if you dare attack him, make sure your supportive units cast defensive spells like "Flash" and "Resist". Other than that, you should be able to take him down effortlessly, since your morale is up, you can pummel him with all your best weapons, but conserve them for later use. Grab the skill point! 4. Once Baran Doban is defeated, he retreats, and Hazar will appear in his Vaikran, along with a Fuleh. An event will take place, so watch it and observe what happens. You'll be surprised. NEW MISSION OBJECTIVES Win: Destroy either the Vaikran or the Fuleh Lose: Arblade Custom or any of your motherships is destroyed 5. Vaikran has 71050 HP, but Ryusei damaged it previously during the event, leaving him down to 56840 HP. It can regenerate 10% of its HP and EN per turn and has Nendou Field and Cockpit Block (that negates any P status effects). Hazar starts at 130 morale, so move Ryusei and Viletta out of the way from him. Hazar will always attempt to attack Ryusei if he's within range, and considering that Vaikran is a sniper unit... you better be careful. Once all your comrades are near him, concentrate on Vaikran, completely ignoring the Fuleh. Don't even bother attacking the Fuleh either. Ideon's useful in this scenario, you can use the Ideon Gun or the Ideon Sword to mash them or at least soften them for your other units to kill. At this point, if you kill any of them, an event will take place, and the survivor will retreat. Therefore, it's preferable that you kill Hazar instead. However, you can kill both of them using a really strong MAP attack (hint: Ideon Gun). Destroy Hazar easily, effortlessly and enjoyably. Dancougar is a good candidate to crush him, but you can use anyone you want. Just take note, if he shoots with an ALL-type attack, defend unless you are confident you'll survive. This guy's squad skill is hit and critical rate +10%. Once you defeat any of them and the event triggers, you'll be led to the 2nd part of the scenario with Cobray and Calico alone. NEW MISSION OBJECTIVES Win: Destroy the Varuch Baal Lose: Dis Astranagun is destroyed 6. Varuch Baal can be defeated with just two attacks. Cast "Spirit" and "Intuition", then attack using the Ain Soph Aur, the strongest attack. Calico won't attack in his turn. On your next turn cast "Hot Blood" and "Intuition" then attack using Ain Soph Aur again. No challenge. -------------------- SCENARIO 44 IMPORTANT: BEFORE STARTING THE SCENARIO, CHECK THE KILL COUNTS OF PURU AND PURU TWO, BEECHA AND MONDO, KOU, BURNING, KEITH, BATE, MONSHA AND ADEL. IT WILL DEPEND ON THE SECRET UNITS YOU WILL GET LATER!! THIS IS AN ADVANCED PREPARATORY WARNING!! REFER TO THE SECRETS GUIDE IN SRWG FOR DETAILS!! WALKTHRU 1. Ryusei, Viletta, Arad and Seolla deploy in their own respective units. Shin Ryu Ou Ki appears with its Balmar army. Deploy your units accordingly. Again, as you are tipped, deploy the Gundam characters that need kill-count adjustments. This is your 2nd to the last chance to adjust their kill counts accordingly. MISSION OBJECTIVES Win: Destroy all enemies Lose: Arblade Custom, R-Gun Powered, Wild Wurger, Wild Falken or any of your motherships is destroyed 2. Pretty straightforward. Destroy all Balmar units that get into your way. Don't gang up in a linear line formation towards Shin Ryu Ou Ki, or else Son Gan Long will fire a strong MAP weapon at you. Shin Ryu Ou Ki has 79050 HP, but other than that and its annoying MAP weapon, it's easy to beat. Every turn, it regenerates 20% HP and 30% EN. Be careful when attacking him at long range, its ALL-type Dragon breath attack is extremely deadly. Use any armor-lowering weapons first before attacking it continuously with your Super Robots. Once you destroy all Joellas and Megillots, Hazar will again appear in his Vaikran. NEW MISSION OBJECTIVES Win: Destroy Vaikran Lose: Arblade Custom, R-Gun Powered, Wild Wurger, Wild Falken or any of your motherships is destroyed SKILL POINT Upon Vaikran's appearance, destroy it within 3 turns 3. Vaikran, like last time is easy, even at 71050 HP. Watch out for his ALL- type attack because it can drain your SP. Employ the same tactics you did in the previous scenario to this one. Once you defeat him an event triggers. Eis will be summoned, and both Vaikran and Dibarium will form a squad. They also gain a cheesy synchro-attack. Luria, Armana's bodyguard will appear in her Shumuel, and she'll be joined by Cobray, Retzel and Zengar. Ryusei will get the new SRX... Banpreios. 4. Luria, Arad, Seolla and Cobray will form one squad, while Zengar and Retzel in another. Since Hazar and Eis are also in one squad, a big decision has to be made. Thankfully, it's easy. You must destroy Eis' Dibarium first. If you attack Vaikran first, the Dibarium will do support defense, and that's bad. Very bad. Thankfully, Dibarium is not the squad leader, so that means no deadly MAP weapons. Although the Vaikran's HP is 96050, it is decreased to 76840, but it's not important. Since you're concentrating on Eis, Vaikran will eventually recover some HP due to its HP recovery ability. 5. The Dibarium has 58050 HP. Being in a squad, it's almost close to being useless. Concentrate your attacks on it. Hazar won't support defend it. How sad. The Dibarium is so helpless. Count this moment as revenge for making your life hell in Scenario 13. Once Dibarium's down for the count, it's time for Vaikran. Once you deplete its HP to a certain degree, it will regenerate, but no matter. The only difference from this Vaikran and the previous one is that this one has more HP. Despite that, it's still as easy as pie. CRRRRRRRRRRUSH IT. Once it's all over... watch a shocking event as Eis opens his mask... 6. After the scenario, you'll receive the Banpreios (I prefer calling it SRX to make it short). Zengar and Retzel will finally join you in their respective units. Also, you will IMPORTANT: AFTER THE SCENARIO, YOU WILL BE GIVEN TWO CHOICES. PICK THE FIRST OPTION. AFTERWARDS, YOU'LL BE GIVEN ANOTHER SET OF CHOICES. PICK THE SECOND ONE THIS TIME. AGAIN, THAT'S FIRST OPTION, THEN SECOND OPTION!! THE GUIDE WILL FOLLOW THE ROUTE FROM HERE SO FOLLOW IT ACCORDINGLY!! -------------------- SCENARIO 45 IMPORTANT: BEFORE STARTING THE SCENARIO, CHECK THE KILL COUNTS OF PURU AND PURU TWO, BEECHA AND MONDO, KOU, BURNING, KEITH, BATE, MONSHA AND ADEL. IT WILL DEPEND ON THE SECRET UNITS YOU WILL GET LATER!! THIS IS YOUR LAST CHANCE TO ADJUST THEIR KILL COUNTS ACCORDINGLY!! REFER TO THE SECRETS GUIDE IN SRWG FOR DETAILS!! WALKTHRU 1. This will be a breather scenario. The EVA units will sortie automatically. The enemies are a small band of ZAFT units. As stated above, this is your last chance to adjust the kill counts of your Gundam pilots. Deploy the pilots that needs adjustment (technically, adding their kill count). This is your last chance to do so. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of the EVA units or motherships is destroyed SKILL POINT Destroy all enemies within 5 turns 2. A fairly easy scenario, there are 2 Gamoffs and 1 Vesalius. The rest are ZAFT units, and they introduce the new MS, the Gates. If you are to destroy a squad of these MS, cast "Luck" or "Bless" because they are worth a lot of money. Remember your Gundam pilots! Let them take a huge chunk of the kills so that you can get the desired secret unit later when you finish the scenario. Once all ZAFT units are defeated, the Angel, Almisael will deploy. NEW MISSION OBJECTIVES Win: Destroy Almisael Lose: Any of your EVA units or motherships is destroyed 3. Set Shinji or Rei as the squad leader. Rei's squad skill gives 30% decrease of damage to any support defender, while Shinji's squad skill gives the AT Field 20% more effectivity, meaning it is hardier than Asuka or Rei's. Almisael has 47000 HP, and its squad skill is hit rate +30%. It's very accurate, and its only attack, a stabbing motion, is snipe-able at range 10 with a power of 4200. Be aware that it may not be strong, but it's very accurate. You still have to be very careful with any Mobile Suit squads nearby. 4. Almisael is a piece of cake. Have Shinji or Asuka cast "Spirit" and execute the Unison Kick, then barrage the Angel using your SEED units and Archangel. Finally, use Shinji to destroy it. IMPORTANT! IT IS SHINJI WHO'S SUPPOSED TO DESTROY ALMISAEL IF YOU WANT THE F-TYPE PARTS FOR EVA-01 LATER! Watch the event afterwards. Rei will receive EVA-00's strongest weapon... the Lance of Longinus. 5. After the scenario, it's time to reap your rewards. If you checked out the secrets section, you should be obtaining new Mobile Suits. For Puru and Puru Two, you receive either Haman's Quebeley, a Quin Mantha, or 2 MP Quebeleys. For Beecha and Mondo, you receive either the Geymalk or the Dobenwolf, and for your 0083 pilots, you obtain either the Neue Ziel, Val Varo or the Gerbera Tetra. Of course, the 1st MS mentioned per set is always the best. If you didn't get the best units... well that's your call. -------------------- SCENARIO 46 WALKTHRU 1. Lacus Clyne makes her daring escape in her PIIIIIIIIIIIIIIIIINK mothership, Eternal. Patrick Zala commands the ZAFT forces to pursue her, and the order is obeyed. The Eternal is all alone, against an entire horde of ZAFT enemies. This doesn't seem to be good, especially to the Andy Bartfeldt, who is second in command. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your units is destroyed 2. Enjoy Lacus Clyne's EXTREMELY SEXY cut-in whenever she fires Eternal's main cannons, her SP recover skill, and her insanely high hit rate. She's the most accurate of all the mothership captains. During the battle, once Eternal gets damaged to a certain degree, your allies will appear. At this point, you only have 5 turns to reduce the ZAFT forces to 5 squads. If you reach your 6th turn, or once you have reduced the ZAFT forces to 5 squads, an event will trigger. Therefore, since there are 2 Vesalius motherships, you must count and leave 7 ZAFT squads (motherships included), then destroy the 2 Vesaliuses, leaving only 5 squads behind. That way, you get the most of the money. 3. Watch the event afterwards. The ZAFT units suddenly blew up. Sai informs that the surviving ZAFT units were destroyed by Godfried. Of course, Murrue says it's impossible because Archangel didn't fire any Godfrieds. Unfortunately, they spoke to soon, as ANOTHER Archangel appeared, only this one is colored black. But what surprised them even more is the one commanding it... is Natarle. NEW MISSION OBJECTIVES Win: Destroy the Dominion (the black-colored Archangel) Lose: Any of your motherships, Freedom or Justice Gundam is destroyed SKILL POINT Destroy the Dominion (it will retreat in 20000 HP or less) 4. Along with Dominion are its 3 Gundams with "Biological CPUs"... namely Forbidden, Raider and Calamity. Yazan, Dangel and Cooper also appear in their Hambrabis. Like last time, they are easy to beat. Cast "Luck" only when you defeat Yazan. For Dangel and Cooper, just "Great Effort" is fine. Kira and Athrun can make short work for these three, while you can use Camille to finish Yazan off. The 3 Gundams are gonna be a bit more challenging though. 5. The first Gundam you should kill should either be Shani or Orga's, namely either Forbidden or Calamity, because any of them is more difficult than Raider. Another reason for this is because once you destroy one of them, the one you destroyed regenerates a bit of HP, and an event will trigger. Don't worry though... Lacus will then order to launch the Meteor, to be attached to Freedom and Justice Gundam. After all, Eternal is specially built for Freedom and Justice after all. For the 3 Gundams, if they have around 12000 HP left, simply have Kira and Athrun cast "Spirit" and "Intuition", then attack them using the strongest attacks while having Meteor equipped. Since Forbidden's got extra shields, use the Beam Sword. For Calamity, use the Cannons. You'll be able to dish out 15000 damage or more. As for Raider... just make it swift but painful Crot sucks anyway. 6. The Dominion is a bulkier version of the Archangel, and Natarle has surprisingly better stats than Murrue, but that's no bother. Natarle will attack Lacus if within range. Dominion is easy to beat, and to do that, you need to deplete its HP to around 23000 or 21000 HP left. Afterwards, put Dis Astranagun beside another support attacker. Have Cobray cast "Spirit", and cast "Bless" and "Aid" on him, then execute the Ain Soph Aur, supported by any other attacker, preferably someone who has a strong, non-BEAM type weapon so that Dominion's Laminate Coating will not block it. Once the Dominion is down, Azrael will order to retreat. Natarle defers and does so. At the end of the scenario, you will receive the BuCue (the quadruped MS you faced in the desert before), Lacus Clyne's mothership Eternal as well as the Meteor for both Freedom and Justice Gundam. -------------------- SCENARIO 47 WALKTHRU 1. Kira, Mwu and Dearka auto-sortie in 1 squad. The EAF launches Dominion, along with its companions, the 3 Gundams Forbidden, Raider and Calamity as well as the 3 Hambrabis. MISSION OBJECTIVES Win: Destroy all enemies Lose: Freedom, Strike or Buster Gundam is destroyed 2. The 3 EAF Gundams and the Hambrabis will go on the offensive. Yazan will attack Camille if in range, so again, the bait tactic can be used here. IMPORTANT! IF YOU WANT TO RECRUIT YZAK LATER, THEN RAKE UP DEARKA'S KILL COUNT AS HIGH AS POSSIBLE. IF IT REACHES 50, THEN SO MUCH THE BETTER. You need to damage the 3 EAF Gundams first. Try to get their HP to around 12000 or less, if ever. Employ last scenario's tactics against them here. 3. On the 2nd turn, ZAFT appears, led by Creuze, then followed by Yzak. At this point, you are caught on a 3-way battle against the EAF and ZAFT. This thing feel so bas as it looks. This battle is not gonna be easy, but it's not too hard either. Show no mercy on both sides. Split your team into two, one to tackle with ZAFT and the other to continue the assault on the EAF. A long event will trigger later, once you mortally damage one of the 3 EAF Gundams and it leads to Fllay being put by Creuze in a neutral side Ginn. The 3 EAF Gundams will reposition themselves in front of Dominion. Kira, seeing Fllay in danger, goes into SEED mode as he, Mwu and Dearka split into 3 different squads. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Freedom Gundam or any of your motherships is destroyed SKILL POINT Destroy the Forbidden, Raider and Calamity Gundam before Fllay's Ginn reaches Dominion 4. If the 3 EAF Gundam's HP is around 12000 or 13000, perhaps lower, then they can be easily taken down by both Freedom and Justice. Like last time, simply let Kira and Athurn cast "Intuition" and "Spirit", and attack any of them with their strongest weapons, either the Beam Sword or the Cannon. However, leave Raider Gundam alone. Damage it, but don't destroy it. Again, the reason for this is that if you trigger the event, the Dominion, as well as Raider Gundam and Creuze will retreat. That's a waste of money and EXP. Once there's only Raider Gundam left, shift your attention to Creuze and Yzak. 5. Creuze's Gates has 22000 HP, and has no squad, which makes it really nifty. However, he's still a bit bitchy to hit, since he has Mikiri, which increases his dodge and hit rate upon reaching 130 morale. This is a good time to go dramatic and use Mwu in his Strike Gundam to finish him off. As for Yzak, just add a dramatic touch to it and let Dearka attack him. Destroy him using any character as you please. He's no challenge. 6. Dominion is a very easy money pit. Once you destroy it, Natarle will say it's not yet over, and she will recover Dominion's HP fully. If you destroy it again, she'll do the same thing over and over. If you've still got turns to spare, go ahead and repeat. However, check up on Fllay. Her Ginn is heading closer and closer to the Dominion every turn. Take note that it doesn't require her to touch the Dominion to end the scenario. Even if her Ginn reaches NEAR the Dominion, the event will automatically take place. Therefore, you have to destroy all Creuze, Dominion (no matter how many times) and Raider Gundam before her Ginn gets even 3 squares close to it. Once the event's over, Ades will be left behind in the Vesalius. NEW MISSION OBJECTIVES Win: Destroy the Vesalius Lose: Any of your motherships is destroyed 7. This would probably be your nth time you faced Ades, or his Vesalius, so you prolly know how to deal with him. This time, once you defeat him, he's gone for good. Drama surges thru Athrun and Dearka. -------------------- SCENARIO 48 TIP: BEFORE STARTING THE SCENARIO, UPGRADE DANCOUGAR, MAZINKAISER, SHIN GETTA, KOUTETSU JEEG AND GAIKING'S WEAPONS. INSTALL GOOD ARMOR ON DANCOUGAR. WALKTHRU 1. Be prepared for a very long, arduous scenario. Your party initiates an invasion this time, straight to Emperor Muge's city. Fortunately, one of the objectives, to rescue Ilui, has been attained and successful. That's not your main objective, however. Muge sends out Gildrom, Helmatt and Death Gaia as a welcoming party. MISSION OBJECTIVES Win: Destroy Sangaio (Death Gaia), Gibauer (Gildrom) and Helmatt's Muge Mothership Lose: Any of your motherships is destroyed 2. On your 2nd turn, Gildrom decides to make things a little more interesting. He emits some sensitive illusionary waves that causes your squads to hallucinate, thinking that 6 of your squads are the enemy! At every turn, a random set of 6 of your squads will go to the bad guy's side. Some will remain bad, some will go back to being good, others will turn bad. It's a random combination per turn. The only way to remedy is to rush towards Gildrom, and do it quick! Thankfully, Gibauer is nearby and an easy 37050 HP boss. Gildrom's squad skill is +20% dodge rate, and his strongest beam attack is a 4300-power ALL-type weapon snipe-able at range 9. If it hits you, all your stats go down by 20. It's not too serious really. Once his HP is depleted to less than 17000, he'll cast "Resist", "Hot Blood", "Spirit" and "Iron Wall". Unfortunately for him, that is not enough to save him from his doom. You don't need to cast too many spells to defeat him. He's so tad easy. Once he's gone, your squads will stop hallucinating and everything will be back to normal. 3. Helmatt, like always, pilots a Muge Mothership. He's more dangerous than the random Muge Mothership grunt because he has 81500 HP and his stats are fairly higher, obviously. The only thing that you need to be careful of is if he attacks a squad with grunts or support characters in them. Do not belittle him! He has a ton of HP, and that makes him hardier! Rain in your motherships on this guy, and finish him off with any character you please, as long as you're sure that the support mechs in the attacker's squads are safe and already casted defensive spells. 4. Now for the last, Death Gaia's Sangaio. Like Gildrom, this guy is easy picking. He will attack Dancougar if within range, so the bait tactic works on him. Having 41050 HP, regenerating 10% HP per turn and a squad skill of 20% counterattack damage isn't helping him either. Flying units have more advantage over him because he can't bite you with strongest melee attack that lowers your armor. Once his HP goes down, he will also cast "Lock On", "Resist" and "Hot Blood" or "Spirit". Attack him once to remove the "Resist" status, and make him retaliate so the "Hot Blood" effect wears off, then finish him off. 5. OK this is important. If you're about to kill the last of the 3 bosses... make sure that there are a lot of movable units in your turn. If you exhausted your movements, end your turn. On your next turn, THEN finish him off. Because once all three are defeated, Emperor Muge will bring out this huge ass gun that revives ALL OF THE EVIL KINGS AND BOSSES OF FAMOUS SR SERIES! Namely, Great Mazinger's Marshall Hell and Yami No Teiou, Getter's King Gol, Jeeg's Ryuma Teiou and Gaiking's Darius Daitei. After which, Emperor Muge himself appears to make this one final showdown with Dancougar. NEW MISSION OBJECTIVES Win: Destroy Emperor Muge Zolbatos Lose: Any of your motherships, Daizengar or Aussenseiter is destroyed SKILL POINT Upon Emperor Muge's arrival, destroy all enemies, then Emperor Muge last, within 6 turns 6. This is one great Battle Royal you won't wanna miss. This rarely happens in a SRW game, so better take advantage of it while you still can. The presence of all the big bosses of various SR series is intimidating, but you got not choice but to exterminate them. In this case, your only chance to victory is by destroying them one at a time. One extra note: these bosses will attack their respective rival heroes, or the squads that they're in. For instance, Ryuma Teiou will attack Koutetsu Jeeg. If Jeeg's not the leader, he will attack the squad where Jeeg's in. Keep that in mind, especially if the rival hero's got low HP and the respective rival villain is still alive. Let's begin the painful process. 7. Start off with Yami No Teiou. The reason for this is that he's closest, and that he has the most defensive maneuvers and the deadliest attack. His Darkness Fire is an ALL-type attack, and any unit it hits will not be able to cast any spells for a turn! This is proven to be extremely dangerous, especially when surrounded with 6 of the most powerful SR bosses, plus there's the fact that SRs in general are not known for dodging. Having 72400 HP and Bunshin, Yami No Teiou also has sharp accuracy (+30% hit rate). To bring him down, open the first attack with Voltes-V and Combattler-V and use their synchro-attack, the Chodenji Spin V No Jigiri. That should lower down his armor a bit. Afterwards, you can then repeatedly mash him using Mazinkaiser (by now, Mazin Power would have been activated) and then the rest of your party. If he still survives after your turn, he'll most likely go for Great Mazinger's squad. Expect Tetsuya and everyone in his squad to not cast spells in your next turn. Whomever Yami No Teiou hits, it will be your first priority defensively. 8. Next on the list is Marshall Hell. Of the 5 bosses, he's the easiest, having a 37400 HP Demonica. He has a squad skill of accuracy and attack power +20%, but it's small business. Finish him off using Mazinkaiser without any problems. 9. Next is King Gol. His Megasaurus Dai has 67400 HP. He poses danger to snipers and non-flying units. Cannons are fired from range 4~9, and he'll trample on ground units that are within range 3. He's again another easy pick. Not at all threatening. 10. Then we have Ryuma Teiou. Having the most HP at 82400, his biggest threat is his Ryumaken, an ALL-type attack that can be executed at range 5, and it lowers down your attack power if it hits. He also has an ultimate skill that gives him +30% more hit, dodge and critical rates when morale reaches 130. Your only solace is to attack him at point blank range. Other than that, make sure you survive if you get hit by his sword. Like Yami No Teiou, you have to lower down his armor first by attacking him with any armor-lowering weapon like Mic Sounders XIII's Disc X or the Chodenji Spin V No Jigiri. The Disc X approach is not recommended though. 11. Then we have Darius Daitei, the most adorable kabuki-king with his mouth on his forehead. at 67400 HP, his only ace against you is that he's a sniper. His breath attack can reach as far as range 12, and he'll attack Daiku Maryu or Gaiking when necessary. If Gaiking's squad consist of support units, then you better watch out for this guy and stay within 2 spaces of him to avoid being hit by his ranged attack. Other than that, he poses little threat at all. 12. Once all 5 kings are defeated, it's time to go for the stout, 172400 HP Emperor... Muge Zolbatos. Unlike his otherwise intimidating appearance in SRW Impact, this Emperor Muge is short. The Danny de Vito of all the bosses in Alpha 3. Although his appearance is far from intimidating, he has all the things you won't want a boss to have: bunshin, HP and EN regeneration. He has the Guard skill and like Ryuma Teiou, he'll get +30% on his hit, dodge and critical rates if he reaches 130 morale. To make matters worse, his squad skill is +20% critical rate, and so that means a maximum of 50% chance of getting a critical rate if hit! His attacks are some of the deadliest in this game. His Death Spirit, a range 12 sniper, can cause your stats to go down by 30 when hit, and his deadliest attack, the Soul Eater, will cancel spell casting for one turn if it hits you, just like Yami No Teiou's Darkness Fire. This will be one of the biggest boss fights in your career. Whatever you do, DO NOT USE THE SQUAD ATTACK AGAINST HIM. His morale increases more whenever you damage him, SO ATTACK HIM ONLY ONCE! IF POSSIBLE, REFRAIN FROM USING SUPPORT ATTACKS UNLESS IT'S A REALLY STRONG ONE! 13. Muge is one smart asshole. Unlike the 5 Kings he revived, he usually won't go for Dancougar, his rival hero. Instead, he'll go to whomever has the lowest HP, and he'll use the Soul Eater to make sure his target won't cast any spells. Whenever he uses this attack, he shows the most disturbing of eyes and a ghostly background sequences in this game. If you have only 3000 HP left, regardless of whatever character he targets, consider it finished and restart your turn. However, there is one way to beat him quicker. First, you need to weaken his armor by using Voltes-V and Combattler-V. No, Mic Sounders XIII is not an option. With his armor down, go within range 3 of him to avoid his ALL- type Death Spirit attack and bombard him with all the spells and most powerful weapons you got. Don't hold back on the casting. Cast "Anticipate" to recover SP if necessary. Using Rei (EVA-00) and Monsha (0083 pilot), use up all your "Exhaust" spells on Muge to lower his morale and deactivate his Bunshin and other skills. From there, he should be a pussy. Continue your assault from within range 3 of him and you should be fine. Watch the final event with Final Dancougar after defeating him yourself. 14. Later, after this arduous scenario, you will receive 3 VF-19 Excalibur Valkyries. One VF-19S for Gamlin and 2 VF-19Fs for Physica and another Valkyrie pilot. Enjoy and take a rest. You have been a lot and deserve a break. -------------------- SCENARIO 49 TIP: EQUIP GOOD ARMOR OR MOBILITY-BOOSTING EQUIPMENT ON GAMLIN, MYLENE AND REY'S VALKYRIES BEFORE STARTING THE SCENARIO. WALKTHRU 1. Mylene and Rey auto-sortie in their respective Valkyries. Gravira appears with a load of Barota units to block your way. A designated point is highlighted on the map. Take note of this carefully. MISSION OBJECTIVES Win: Destroy all enemies or let Battle 7 reach the designated point within 5 turns Lose: Any of your motherships is destroyed SKILL POINT Destroy Gravira 2. It's better to destroy all enemies because it's more productive, instead of just moving Battle 7 close. The Barota soldiers are easy, but there's only one attack that you need to be aware of. It's their Spiritia Drain Beam. That beam can drain your morale by 20-30 in one hit, and that's bad. Quickly finish them off using SRX's Telekinesis Missile. Cast "Hot Blood" and all other necessary spells of course. Also, pick the best site of nuking them, make sure a whole lot of them are within target range. Don't worry if allies are on the way, the Telekinesis Missile won't hit allied units. Whatever you do, ALWAYS REMEMBER THAT BATTLE 7 SHOULD ALWAYS BE THE LAST UNIT TO MOVE DURING YOUR TURN. THIS WAY YOU CAN AVOID NASTY SITATIONS LIKE IF IT CAN'T MAKE IT ON THE DESIGNATED POINT OR WHATEVER. 3. Gravira is an easy opponent to beat. The only thing that makes him annoying is his hardiness despite having 60400 HP. Gravira's a Protodeviln, and that skill automatically decreases all normal attacks (except Songs) by half. It's like battling a 120800 HP monster. The bait tactic works on him because he will attack Battle-7 if it's on attack range. If not, he will go towards it. Watch out for his strongest ALL-type attack. It's a snipe-able 8-range wave that drains your SP if it hits you. Other than that, just be persistent and vigilant, and expect to be doing 4-digit damage often than 5-digit ones. Eventually you can get the skill point. IMPORTANT!! IF YOU WANT TO RECRUIT GABIL LATER, MAKE SURE GAMLIN IS THE ONE THAT DEFEATS GRAVIRA!! Having Gamlin defeat it is no hard task really... just leave Gravira with around 4000 or so HP and make sure Gamlin casts all his good spells before killing him and you're on the go. 3. On your 3rd turn, a set of new Protodeviln appear. Goram and Zomud. Don't worry, even if they appeared, if you killed all the Barota soldiers and Gravira, you'll still get the skill point. As for them... they're kinda bitchy to kill. They are 79000 HP Protodevilns, so it's like fighting two 158000 HP Siamese Twins! They regenerate 10% of HP AND EN per turn, and they have a nasty synchro-attack that lowers attack power. Their Eye Beams lower down your accuracy, while their Hand Beams lower your mobility. Really annoying twosome. 4. To defeat them, it's really simple. You go after them one at a time. Of the two, Goram has slightly higher pilot stats, so take out that yellow guy. One rule to follow: once you've attacked one, never attack nor retaliate at the other one. At least if you concentrate your attacks on one, the other won't gain morale, and their synchro-attack won't be readily available. When attacking, try to stay within range 2 so that they can only attack you with an Eye Beam. Since there won't be any more reinforcements, cast all the spells needed and attack until Goram's down. Do the same on Zomud, since they basically have the same stats unit-wise. Remember you have a time limit, so you've got not time to slack off. Once all enemies are gone, you are to proceed to the 2nd part of the scenario, the final stage for Fire Bomber to perform on to end Macross 7's storyline! 5. In the planet, Rey and Mylene again auto-sorties, and again, a certain point in the map will be highlighted. Battle 7 isn't able to transform to battle mode at the moment so make use of what you have at the moment. NEW MISSION OBJECTIVES Win: Battle 7 must reach the designated point within 6 turns Lose: Mylene or Rey's Valkyries or any of your motherships is destroyed, or if Battle 7 fails to reach the designated point within 6 turns 6. Ignore all the Protodeviln bosses you see because they are a waste of time. Gabil and Gravil are in separate squads, but Goram and Zomud are in one squad alone. At this point, it's virtually pointless to try to defeat Goram and Zomud. So just kill the Barota soldiers and let Battle 7 head straight towards the point. IMPORTANT!! IF YOU WANT TO RECRUIT GABIL LATER, IGNORE HIM HERE AND MAKE SURE HE SURVIVES UNTIL THE END OF THE SCENARIO!! Just to make your life simple and short, do not attack any Protodevilns. That's it. Kill all soldiers, move towards the point, that's all you have to do. Unfortunately, when you go closer, Gepelnich's Mothership appears exactly on the point where you need to put Battle 7 in! This looks like a problem, but it really isn't. 7. Gepelnich's Motership has 180000 HP, and it has an ALL-type Beam shower that can snipe you at range 10. There is no specific strategies needed to beat this guy down since it's piloted by a Barota soldier. Cast your spells sparingly though. You will need it later. This mothership looks an intimidating Galaga- like ship, but it's just a big, hulking grunt. Once you blow it up, bring Battle 7 to the designated point, and this is where the party REALLY begins. Gepelnich appears in his monstrous form, and watch the event closely as the Barota soldiers and the Protodeviln go down... one squad at a time... NEW MISSION OBJECTIVES Win: Defeat Gepelnich Lose: Rey's Valkyries or any of your motherships is destroyed 8. Gepelnich has 264000 HP. Since he's Protodeviln, let's say he has 528000 HP. He's one of the hardiest bosses in this game. His attacks are straightforward and simple. His Spiritia Tentacles are 4300-power, 5-range attacks that lowers your stats by 30 when hit. That is, if you survive. His next is the Spiritia Storm, a 4700-power 8-range attack that brings down your morale by 30 when hit. Again, if you survive. His final attack is the nasty Spiritia Wave that is an ALL-type, a whopping 5200 power, 13-range attack that absorbs 30% of your SP. Like the 1st two, if you don't survive it doesn't even matter since you won't be casting spells when you're dead anyway. Now is a good time to cast most of the spells you were told to conserve. Attack him with your best weapons, but first start of with armor-lowering attacks like Combattler-V and Voltes-V's Chodenji Spin V No Jigiri. Mic Sounders XIII's Disc X is not an option unless you are confident that his squad will survive Gepelnich's attack. 9. Once you eat up around 63000 HP or more, an event triggers. He'll recover his HP fully, but a pleasant surprise happens. Saving you the spoiler, a very famous song will play, causing everyone's morale to reach the maximum. Continue attacking Gepelnich and another event will trigger once you deal more than 63000 damage again. Basara will deploy, along with Mylene and Gamlin. Of course, Basara has a new song to play... "Try Again". NEW MISSION OBJECTIVES Win: Defeat Gepelnich Lose: Basara, Myelene or Rey's Valkyries or any of your motherships is destroyed, or if Battle 7 fails to reach the designated point within 6 turns 10. At this point you are being rewarded for working very hard in enduring Gepelnich's nearly hopelessness-inducing assaults. Use Basara to attack Gepelnich by singing "Try Again". You won't believe how much damage it can do to him. Once you do damage him, Sybil appears, much to the surprise of Gepelnich, who thought he imprisoned her. Sybil will not attack, but rather join Fire Bomber's concert! NEW MISSION OBJECTIVES Win: Defeat Gepelnich Lose: Basara, Mylene or Rey's Valkyries, Sybil or any of your motherships is destroyed 11. Now, keep on singing "Try Again", again and again and again until Gepelnich succumbs to the power of music. The Galaxy has heard Basara's singing at last. That's what he yearns for during the entire Macross 7 story. If you followed instructions earlier to recruit Gabil, you will get him after the scenario. -------------------- SCENARIO 50 TIP: BEFORE STARTING THE SCENARIO, PUT IDEON IN A SQUAD WHERE A CHARACTER HAS THE SPELL "AWAKEN" AND "ACCELERATE". WALKTHRU 1. The Alpha Numbers go against Ephesus. Basically he's almost the same as before, in a Helmoz, and with Fuleh armies. However, there's one thing behind him. Notice that huge white Death Star Volleyball? It will help determine whether you'll have a hard time... or a harder time. There is this highlighted point in the map, just where that gigantic Volleyball is. MISSION OBJECTIVES Win: Destroy the Helmoz Lose: Any of your motherships is destroyed SKILL POINT Destroy the Helmoz within 5 turns 2. The Neviim is that huge Volleyball that clashes out thunderbolts randomly to 6 of your squads. The effect is that it takes away a certain amount of EN, and it definitely damages 50% of the total HP of each unit. Therefore, this will be very dangerous and hence you can't end your turn with less a unit whose HP is halved or less! You will most likely convert to your support characters as the leaders in many squads to repair, and you may even consider casting the "Bond" spell that recovers all damaged allies' HP by half. Of course, in order to stop the Neviim from shooting your ass to space dust, you need to destroy it, and that's what the highlighted point is. You need to ATTACK that highlighted point like you would any normal target to damage and ultimately destroy it. 3. The fun part of this is that the Neviim is located behind the Helmoz, and to get to the Helmoz you need to brave a swarm of Balmar units, not to mention 3 Fulehs, and the Helmoz itself. Since this is going to be a painful ordeal, you should send your biggest crotch-masher... Ideon. So there you go. Cast "Accelerate" to bring Ideon forward to meet the Balmar. As stated earlier, Ideon should be in a squad wherein one of the members has "Awaken". Don't cast that spell yet. Instead, bring Ideon in front of the Balmar army. The reason is obvious. You want to charge the Ideon Gun, so do it. While Ideon is busy being the masochist martyr, advance your units a bit, and keep repairing those 6 squads that get recently damaged. 4. Remember that for every turn, the Neviim will fire at 6 squads of yours... it doesn't care if it has hit it last turn. It will choose 6 squads and strike it down. If you get lucky and if the Balmar doesn't snipe other units, they will concentrate their attack on Ideon. By your 3rd or 4th turn, Ideon would be so beat up, that the Ide Gauge might have been full right now, activating the Ideon Gun. Now is the time for revenge. Use the Ideon Gun MAP weapon. Cast "Hot Blood", "Lock On", "Awaken" and "Mercy". THE MERCY SPELL IS IMPORTANT! DO IT! When you fire the Ideon Gun, and hit all those pussies, many of them would have had 10 HP due to the effects of the "Mercy" spell, and the Neviim would be tremendously damaged. Once that is over, cast "Hot Blood", "Luck" and "Great Effort", then fire the Ideon Gun again. This time the 10-HP Balmar units and the Neviim would be destroyed, while the Helmoz would be tremendously damaged. Since you killed a lot of units, the Ideon Gauge will go down, and hence Ideon will be brought back to its "normal" state. Since the Neviim is destroyed, Ephesus will be pissed about it, and so he casts "Lock On", "Hot Blood" and "Resist". Simply attack him with a quick weapon and make sure he retaliates to remove the "Hot Blood" and "Resist" status. 5. The Helmoz has 131500 HP, and like before, its Legion Buster is a range-13 sniper. By now, the Ideon Gun would have damaged it very badly, and since that the Balmar squads in front of him would have been dead, now is the time to zero in using your own comrades and kick its ass. However be warned... if you're about to destroy the Helmoz, make sure a lot of your units have still not ended their turns yet. The reason is once destroyed, like before, Ephesus respawns in the Zuphiroude Eved. Baran Doban and Etzuira will deploy in their own respective units. So that's 3 bosses to face. You have already kicked Baran Doban's ass, but meeting Etzuira is new, and she's one bitchy boss you don't wanna mess with. NEW MISSION OBJECTIVES Win: Destroy the Zuphiroude Eved Lose: Any of your motherships is destroyed 6. Etzuira's 74050 HP Jumora is an annoying Baphomet-Minotaur mech that looks like the Haradrim troops of Mordor in Lord of The Rings. She has this skill that makes any ALL-type attack she executes to score a critical hit automatically. The problem is her ALL-type attack. It's the strongest, at 4800 power, snipe-able at range 10, and brings down your stats by 30 when hit. Again, you will feel bad ONLY IF YOU SURVIVE. This attack is very strong, and the main victims are usually the squad grunts and support units. Do not belittle this, because even defending is going to help so little. Between her and Baran Doban, you should kick her ass out of her misery first. Ignore Baran Doban and Ephesus for later. Baran Doban's Bemidoban has 56050 HP and requires no special strategy to beat since you have already kicked his butt so many times before that you already know what to do. Just be careful of his ALL-type attack and that's it. 7. Zuphiroude Eved is not that hard to beat despite having 97400 HP, surprisingly. It has a MAP attack, but it triggers at 120 morale, and you can easily vanquish it by casting "Exhaust" at Ephesus. If you attack Zuphiroude Eved with Ideon and if Ideon gets damaged, be thankful if the Ide Gauge goes up and the Ideon Gun is again re-activated once more. If the Ideon Gun is back, cast "Hot Blood" and "Lock On", then fire to instantly eat 55000 HP away. With 42000 HP remaining, you can leave it for SRX, Dancougar or any other Super Robot to kill. Once you defeat it, Ephesus will SURELY perish, and the scenario ends. -------------------- SCENARIO 51 TIP: BEFORE STARTING THE SCENARIO, UPGRADE SRX'S WEAPONS, MAKING SURE ITS TELEKINESIS MISSILE MAP ATTACK POWER IS MORE THAN 3900. MAKE SURE THAT DEARKA'S KILL COUNT IS 50 OR MORE AND THAT YOU DEPLOY HIM WHEN THE SCENARIO STARTS. WALKTHRU 1. The finale of Gundam SEED arrives as the EAF begins the invasion of ZAFT and launches Nuclear Missiles to finish all the Coordinators off once and for all. ZAFT deploys their own defensive army led by Yzak, and a certain edge of the MAP is highlighted. MISSION OBJECTIVES Win: Destroy all nukes Lose: Any of the nukes reaches the highlighted edge of the map or if Freedom, Justice Gundam, Strike Rouge or any of your motherships is destroyed 2. The 10750 HP nukes are no laughing matter. First, get Fire Bomber to play the MAP version of "Totsugeki Love Heart" to increase everyone's morale, especially SRX. Move SRX fast towards the nukes, cast the necessary spells and execute the MAP version of Telekinesis Missile. Hopefully at full morale, it should be enough to destroy all nukes in range. Target the ones that are closest to the highlighted line. Once all the nukes are obliterated, it's time for ZAFT's retaliation. They unravel the ultimate weapon, the Genesis. General Miwa, the idiotic general of Daimos, appear with EAF reinforcements. Patrick Zala believes it's time to show the EAF they aren't kidding around, so they fire the Genesis, and in a second, destroyed General Miwa and his fleet. Take this opportunity to enjoy his sweet, sweet demise for being an asshole. After the event, Kira, Athrun, Cagalli and Lacus will go SEED mode, and a certain point in the map will be highlighted. It's somewhere on the asteroid. NEW MISSION OBJECTIVES Win: Destroy the Dominion and let Athrun reach the designated point in the map Lose: GaoFighGar is destroyed 3. The EAF, led by Natarle and Azrael in the Dominion has their army of Strike Daggers, Ghost X9s, the 3 Gundams Forbidden, Raider and Calamity and the 3 Hambrabis piloted by Yazan, Dangel and Cooper. The 3 Hambrabis are not hard to beat. Like the previous times you've met them, they are trash and require no special strategies to kill. This time, Yazan and co. will be finally put out of their misery. As for the 3 Gundams... this is totally up to you. By now Fire Bomber must have geared up everyone's morales. You can finish them off easier now as 1, 2, 3. Depending on your mood, choose the one Gundam that annoys you most. Personally, it's either Forbidden for its tough defense or Calamity for its sniping sessions, and leave Raider Gundam last. In any way, this will be an impromptu battle, and it will be easy to win it, seeing that you would have had all the experience after fighting them lots of times already. Ignore the Dominion for now. 4. Now for the ZAFT's side. IMPORTANT! IF YOU WANT TO RECRUIT YZAK, HAVE DEARKA ATTACK HIM ONCE ALL THE EAF NUKES ARE DESTROYED. Doing so will trigger an event, and Yzak will join you. Now, depending on what you did earlier, he will either join you temporarily or permanently. That's unimportant right now. You have Duel Gundam at your side. Destroy the remaining ZAFT side, and in a few turns, Creuze will appear in this instrument of destruction: the Providence Gundam. 5. Providence Gundam is a challenge to beat, but at least it's not too hard. It has 96400 HP, and its Dragoon System, aka the Funnels are ALL-type and snipe- able at range 12. Using either Dearka or Yzak to attack Creuze is certainly not an option, especially since he's dangerous. Attack him at point blank range to avoid being targeted by the Dragoons. Remember that Creuze dodges like hell because of his Mikiri skill. One thing you need to know is that Providence is a money pit, because once you defeat it, Creuse will regenerate his HP over and over again. Depending on your spells remaining, you can bitchslap him around 6 to 8 times as long as the Dominion is still alive! Plus you gain 50000 credits per kill if you cast "Luck". Once you've ran very low on SP, or are simply too tired or have gotten over your being annoyed with him, you can now proceed to destroy the Dominion. Make sure you have enough SP to defeat Creuze one last time though. 6. Dominion is not gonna let itself down without a fight. Fortunately, it's still requires little or no effort beat. Once you bring it down to more than half HP, Azrael will go ballistic. Defeat the Dominion using Archangel for a dramatic effect. Once Dominion is destroyed, an event will take place, and saving the spoiler, you'll lose Mwu and the Strike Gundam. The fight goes on. Creuze is still around waiting for his ass to be kicked. Do so, and he'll finally leave the battle. He's not yet killed, sadly. Bring Athrun to the designated point in the map, and you'll get to the 2nd part of the scenario. 7. Inside, there's the generator that charges Genesis. There's a designated point that you have to attack in order to destroy it. Kira, Athrun and Cagalli auto-sortie. You'll also be prompted to deploy 6 squads. Pick 6 of the best, Genesic and Dancougar should be included. You can give Ideon a rest. Providence Gundam deploys with more Gates and Ghost X9s to defend the generator. NEW MISSION OBJECTIVES Win: Attack and destroy the designated point within 4 turns Lose: Freedom Gundam is destroyed or if 4 turns have passed SKILL POINT Destroy Providence Gundam 8. There will be no motherships, all allies' HP and EN are halved and SPs are depleted to a certain degree, but everyone's morale is at full. Depending on what you did in the past scenarios, Yzak will deploy as a reinforcement in his Duel Gundam if you meet all the requirements. If that's the case, he's joined your permanently. Anyway, attack the generator at once without delay, and cast "Lock On" before destroying the Ghost X9 squads. The Gates squads can be taken care off by Freedom and Justice Gundam. Go to Providence Gundam to kick Creuze's ass. 9. The Providence Gundam this time has 122400 HP. However, the strategies remain the same. Kira and Athrun should cast "Spirit" and "Intuition" before attacking. Take care of Cagalli, because Creuze will use the Dragoon System if he has to. Cagalli should cast "Intuition" as well. Just pummel his ass quickly using Genesic's Goldion Crusher and Dancougar's Final Dankukougaken. Cast "Awaken" if necessary for the extra move. You should be able to take him down quick at turn 3. This time, Creuze is gone for good. Before destroying the Genesis Generator, cast "Luck". It has around 100000 or so HP. Once it's over, the ordeal is done, and so is the Gundam SEED storyline. -------------------- SCENARIO 52 TIP: BEFORE STARTING THE SCENARIO, EQUIP EVA-01 WITH A MINOVSKY CRAFT AND EVA- 02 WITH A REPAIR KIT AND A MEGA BOOSTER OR HARO. WALKTHRU 1. The Angel, Zeruel makes its appearance once more in the Alpha timeline. The EVA children deploy, each in his/her own squad. All 3 pilots have full morale. MISSION OBJECTIVES Win: Destroy Zeruel Lose: Any of your units is destroyed 2. The Zeruel is extremely easy, despite having 50000 HP. No special strategy is required, but however DON'T LET ASUKA GET DAMAGED OR CAST ANY SPELLS. Therefore, move Asuka out of the way and leave the Angel to Shinji and Rei. When you're about to kill Zeruel, make sure Asuka still hasn't turned. IMPORTANT! MAKE SURE SHINJI IS THE ONE WHO DESTROYS ZERUEL IF YOU WANT TO GET THE TYPE-F EQUIPMENT FOR EVA-01 LATER!! When Zeruel is defeated, an event triggers. Rei leaves, the EVA-05s appear, Asuka hurls Shinji away, leaving her surrounded by those white monstrosities. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: EVA-01 is destroyed SKILL POINT EVA-02 survives or doesn't get destroyed/defeated for 2 turns 3. Getting the skill point is tricky. First, have Asuka cast "Intuition", then move up, towards Shinji. Here's the drill. EVA-05s have two weapons: a non-ALL type sword and an ALL-type spear. If you get attacked by a sword, defend so that the AT Field can block it. If you get attacked by the ALL-type spear, defend again, but you will get damaged. Start dodging only if your HP is 2800 or so. This will depend on whether you upgraded EVA-02's HP or armor. If you survive your 1st turn, use the Repair Kit to recover all HP, cast "Intuition" and continue moving up. If you're lucky, some of the EVA-05s below can't even reach or snipe you. But be prepared. You might be doing some soft resetting often if you want the skill point. Once EVA-02 is defeated or if you survive two turns, an event will trigger. Misato will have both EVA units retrieved, and sending out your own troops against these 9 ugly things. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships is destroyed 4. EVA-05s again, as stated earlier, have 2 kinds of attacks. An ALL-type attack that can be snipe-able at range 11, but with a blind spot as long as you stay within range 4. The other is a sword attack. Each has 40000 HP. They are considerably easy, so take them out without any worries. Remember that they have AT Fields, so squad attacks as well as support attacks are out of the question, unless of course you're confident that the support attack can dish out more than 4000 damage. Defeat all 9, and an event will trigger. Spoilers will be spared. Eventually, EVA-01 is released, but goes on its Sephiroth form, and he'll be accompanied by more EVA-05s. Conserve your SPs. NEW MISSION OBJECTIVES Win: Destroy EVA-01 Lose: Any of your motherships is destroyed 5. You shall now be entertained with the freakiest BGM in the history of SRW. It all returns to nothing... it all comes tumbling down tumbling down tumbling down... Anyway. Despite your new formation, all EN, HP and SP spent will still remain. You didn't start a new part of the scenario, you're continuing it, which is why you were told to conserve. Don't bother destroying the EVA-05s. They will revive once defeated anyway. Comparing their HP, and the money you get for slaying them... it's not worth it. In fact, ignore them and go straight for the boss. EVA-01 has 170000 HP. It can move twice and has the skill that increases its hit, dodge and critical rate by 30% if morale is 130. But however that's not the case. EVA-01's wave attack isn't really that strong, but its ability to move twice is annoying, especially that once it finds a target, it will stick with it. Keep your motherships out of this boss' range. Remember its AT Field! No squad attacks for this boss. Cast "Awaken" if necessary and bash it! Once an amount of HP is down, say 75000 HP left, an event triggers. Everyone's turning into LCL as you see all the crosses rise from the ground... the world is slowly being fused into Lilith! NEW MISSION OBJECTIVES Win: Destroy EVA-01 within 5 turns Lose: Any of your motherships is destroyed or if 5 turns have passed 6. This time, the view gets more and more gruesome and disturbing. The freaky BGM will help ease your tension down. Just ignore all the disturbing things you see around you and waste away with the boss. Eventually you should be able to defeat it. Watch the event. It ends as Shinji and the rest reach Central Dogma and he gets a nice father-and-son chat with Gendou. An EVA-01, this time Dummy Plug, deploys with more EVA-05s. NEW MISSION OBJECTIVES Win: Destroy EVA-01 (Dummy Plug) Lose: EVA-01 (Shinji) is destroyed 7. Another record is broken in SRW history. Kaworu Nagisa will join you in the EVA-00 in place of Rei. Yes. Tabris, the Angel of Free Will joins your party along with Asuka, and you get to control him!! Asuka also joins the fray in EVA-02 as all 3 EVA units form a squad, and the Alpha Numbers arrives. The boss, Dummy Plug, is waiting. Let the Alpha Numbers take care of the surrounding EVA-05s. Dummy Plug is Shinji's business. 8. Dummy Plug is basically a more harmless version of the previous EVA-01 boss. It has 130000 HP and its wave attack is basically weaker. However, like the previous EVA-01 boss, it can move twice. Don't worry, he's a whole lot easier, and there is little or no tension or time limit going on anyway. Just take your time and destroy it. Just apply whatever strategy you have used against the previous boss to this one. IMPORTANT!! IF YOU WANT TO OBTAIN THE F-TYPE PARTS FOR EVA-01 LATER, MAKE SURE SHINJI IS THE ONE WHO KILLS DUMMY PLUG!! MAKE SURE YOU DON'T USE THE SYNCHRO-ATTACK TO KILL IT!! After this, watch the relatively happy EVA ending (thank God), and thus endeth Evangelion's storyline. This is indeed, the End of Evangelion. -------------------- SCENARIO 53 TIP: BEFORE STARTING THE SCENARIO, EQUIP A CARTRIDGE TO SRX AND GUNBUSTER TO REPLENISH THEIR AMMO. WALKTHRU 1. The scenario starts with a huge army of Exelions and the entire Alpha Numbers, along with a few more motherships including the original Macross and Eltrium. Ilui opens the Crossgate, but the Buff Clan come out. The offensive has just begun. Make sure that Fire Bomber is in only one squad. The Fire Bomber squad must include Basara, Mylene, Rey and Sybil. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships is destroyed SKILL POINT Destroy 230 enemy units within 7 turns 2. The Buff Clan are slightly easier since the units they bring out are not too hardy. Ideon is a must-deploy in this scenario. There are 3 Buff Clan motherships, but it's not them that's annoying. It's the soldiers. Prepare Fire Bomber and arrange your party in such a manner that when you use the MAP version of Songs, each will receive its effect. Have Mic Sounders XIII cast "Hot Blood" and play Disc P on the Fire Bomber squad to increase their morale by 10. Have Sybil cast "Awaken" while Basara casts "Hot Blood" and sings "Totsugeki Love Heart" to increase everyone's morale. When your 1st song is done, sing another "Totsugeki Love Heart" or "Planet Dance", whichever is your priority at the moment. 3. The slaying then begins. Use ALL-type attacks frequently, but sparingly on the MAP-type weapons. Once you kill enough squads, an event happens and Ilui gets kidnapped AGAIN. Watch the event further, and the STMCs appear. This will be a fun battle. When the STMCs appear, your priority goes to destroying the pink ones first. 4. The pink STMCs have 40000 HP, and the small, flea-like green STMCs come in squads of 4 members each, with around 5500 HP. The little critters are not a bother, but the pink ones are. Their ALL-type attacks are snipe-able at range 10 and decreases your armor if you get hit, so this is bad for any mothership. The green STMCs also have mobility-decreasing attacks, so if they attack an MS squad, or any unit that relies on dodging for defense, watch out for it. The green STMCs move fast, and hence resulting in high dodge rates for them (but not too high at least). 5. Whenever you slay enough squads, the STMCs will keep on coming, usually 4-5 squads per spawn, although I lost count since they appear to fast. Here's one tip: Gunbuster's Homing Missile and SRX's Telekinesis Missile MAP weapons. They are good STMC eradicators. Don't worry about bosses, there aren't any. The pink and green STMCs will just keep on coming and coming and coming. So keep killing and killing and killing. For Ideon, once the Ide Gauge is full, Ideon is in critical, yellow-color HP and the Ideon Gun is enabled, you would want Tec to cast "Mercy" before firing the Ideon Gun just in case, because it's usually instant death if you cast "Hot Blood" and attack it. Use Ideon mainly as a Downy STMC fabric softener, not as a killer because if you kill too much, the Ide Gauge will go down, complete disabling the killer weapons once more. Be careful when using it though... you won't want your SRs to have 10 HP and be instantly killed by the little green things. Continue doing that for 7 turns, and you'll eventually get 300 or more kills. Just remember: MAP and ALL-type weapons are you friends. If you run out of ammo for Gunbuster and SRX, have someone cast "Resupply" or use up a Cartridge. Watch the event as you finish the scenario. You'll be semi-shocked at what you'll see. -------------------- SCENARIO 54 TIP: BEFORE STARTING THE SCENARIO, FULLY UPGRADE SRX'S WEAPONS AND/OR STATS. IDEON MUST BE IN A SQUAD WHERE A CHARACTER CAN CAST "AWAKEN". WALKTHRU 1. Watch the event before the scenario. The Alpha Numbers reach the planet of Balmar to bring back Ilui, who is kidnapped. On the defensive are Sardis and Hiradelhere on their own customized based-on-their-hair-color Helmozes. SRX and R-Gun Powered are auto-sortied units. Bring out Ideon, you'll need him to make your life easier. MISSION OBJECTIVES Win: Destroy all enemies Lose: SRX, R-Gun Powered or any of your motherships is destroyed SKILL POINT Destroy the 2 Helmozes before clearing the map within 10 turns 2. The battle tactics will be straightforward and simple. There are some Fulehs (40000-something HP motherships) and more Balmar units. Bring Ideon near them so that it could get hit, and the Ideon Gun would be charged up. Be reminded that in order to use the MAP versions of the Ideon Sword and Ideon Gun, Ideon's HP should be at the yellow-line... so try to watch out for it. Once the Ideon Gauge enables these 2 weapons, hold on to Ideon and go near Sardis (the red- haired guy). Cast "Resist" or "Iron Wall" if necessary to stay alive from the Helmoze's Legion Buster. 3. Unlike last time, there are 3 small Neviims. They shoot out sparks at random, but they're not totally as serious as the ones you encountered before. As you proceed with the killing, an event triggers as Mai feels what she believes is Aya's Psychic reading. The SRX team is shocked in disbelief, but Mai is certain of it, and says she's in one of those small Neviims. The SRX team then decides to rescue Aya, as all 3 Neviims gain highlighted points. NEW MISSION OBJECTIVES Win: Bring SRX to one of the highlighted points (Neviims) Lose: SRX, R-Gun Powered or any of your motherships is destroyed 4. Go to the Neviim closest to you. Although it's not certain if the correct location of Aya is in random. If nothing happens, reset. If nothing still happens despite constant resets, then try another Neviim location. You'll eventually trigger an event as the SRX infiltrate the Neviim. Apparently, Aya IS controlling them, but she's not... what she appears to be, and it gives Mai a huge shock. Mai goes on a rampage, and Etzuira deploys in her minotauric Jumora, along with squads of Red Shumel Bens. Thankfully, Luria and Baran Doban deploy in their own respective units, and they have brought Aya! Confused at what's happening, the rest are puzzled, but Mai is relieved that the Aya Luria and Baran Doban brought is real. Aya is brought to the SRX where she becomes the 4th pilot. Etzuira is ticked at Baran Doban's betrayal though. But enough of that. SRX gets an upgrade, since now that Aya's here, they can now fully utilize SRX's weapons. NEW MISSION OBJECTIVES Win: Destroy the Jumora (Etzuira) Lose: SRX, R-Gun Powered or any of your motherships is destroyed 5. One thing you have to know: once you defeat Etzuira, the map ends. Therefore, you should ignore her for the time being. Concentrate your assault on the two Helmozes. As for SRX, bring a few units close to him for support. This should help divert the Red Shumel Ben's attention from SRX so that their attacks won't be concentrated at it. Destroy the Red Shumel Bens as you would any enemy, they're easy to beat, just be careful of their rifles... if you get hit, you won't be able to move. 6. Now for the two 131500 HP Helmozes. Use Ideon to the fullest. Your party deploys near Sardis, the red-haired guy, however, don't look at Sardis, look at Hiradelhere, the blue-haired guy. Count 15 spaces away from Hiradelhere, where Hiradelhere's on the 15th square. So count backwards, 14, 13, 12 and so on, until you reach 0. Bring Ideon on that point. Ideon should be near Sardis, but far away from Hiradelhere. If we are to illustrate it, it would look something similar to this: I _ _ _ S _ _ _ _ _ _ _ _ _ _ H *Where _ is a block of space, I is Ideon, S is Sardis and H is Hiradelhere. So now that this is done, check for enemies. If there are some enemies between Sardis and Hiradelhere, it's better if you kill them off first, or leave a squad behind. The purpose of this is because if Ideon kills too much enemies, the Ide Gauge will drop, and that's not what we want. What we want is to mortally wound the bosses at the shortest time possible. 7. The reason for this is because you would need to snipe Hiradelhere using the Ideon Gun. On that position, save your game. Target the Ideon Gun towards Sardis and Hiradelhere. As you would see, you should also be able to hit Etzuira's mech, from where she deploys. If that's the case, make sure you clear the Ideon Gun's range of all allies. Once you do, have Ideon's squad mate cast "Awaken", while Ideon's pilots cast "Hot Blood", "Lock On" and "Mercy" (if there are grunts on range, if not, skip it). Fire the Ideon Gun to damage everything on its path. With the "Mercy" on effect, most of the soldiers or grunts will get 10 HP left. Look at Etzuira's HP. You must have damaged more than half of it. This time, don't cast "Hot Blood". Instead, just shoot again, and this time, it should leave around 10000 or 9000 or so HP for the Jumora. The 2 Helmozes, well that's up to you. If you're cheesy enough, you can always have someone cast "Anticipate" on Ideon's squad mate so that he/she can cast "Awaken" again, and Ideon can shoot the non-MAP version of the Ideon Gun at Hiradelhere (remember, shoot Hiradelhere because he can't retaliate since you're too far away). 8. Assuming you went for the cheesy path, like you've been casting "Anticipate" on Ideon's squad mate that casts "Awaken", and you've been casting it again and again and again, and shooting the Ideon Gun again and again and again... Hiradelhere's HP should be really low. You can ignore Hiradelhere now and concentrate your attacks on Sardis. Just rain on him with your best attacks, and do take care of his Megillot Missiles and the Legion Buster... they are both strong ALL-type attacks. Don't stay on a linear position near him to avoid him shooting the MAP version of the Legion Buster. You should be able to take down Sardis' in no time. He'll retreat once defeated. As for Hiradelhere, he would have been badly wounded by Ideon, so pummel him the same way you did with Sardis. He should also retreat, leaving Etzuira behind. 9. Etzuira should be mortally wounded by now if you followed the above strategy. Just have SRX cast all the necessary spells and field test the new Tenjou Tenga Nendou Musouken to kill Etzuira instantly. Watch the event to again, see SRX kick Etzuira's ass. Once she's defeated, an event triggers, leaving only Baran Doban and Zengar alone for a duel. NEW MISSION OBJECTIVES Win: Destroy the Bemidoban Lose: Daizengar is destroyed 10. This is too easy. Just let Zengar cast "Hot Blood" and "Lock On" and attack Baran Doban with the strongest Zankantou attack to end the duel and the scenario. Baran Doban, along with Luria, will join you after the scenario. -------------------- SCENARIO 55 TIP: BEFORE STARTING THE SCENARIO, MAKE SURE IDEON IS IN A SQUAD WITH SOMEONE WHO CAN CAST "AWAKEN". ALSO, EQUIP THAT PERSON'S MECH WITH ANY SP-RECOVERING ITEMS. WALKTHRU 1. The Alpha Numbers enter the Balmar's planet to meet Ruaph. As they land, they already get a welcoming party in the form of Sardis and Hiradelhere, not in Helmozes, but in Zuphiroud Eveds! MISSION OBJECTIVES Win: Destroy all enemies Lose: Freedom, Strike or Buster Gundam is destroyed SKILL POINT Destroy the 2 Zuphiroud Eveds within 6 turns 2. The map itself is pretty straightforward, and easy. Do not be fooled and intimidated by the 2 gigantic heads that you're about to face. Just keep your cool and challenge the Balmar army as you get close. The best way to get rid of them is through Ideon. Yes, it's time to once again abuse Ideon, so bring it closer to the enemies and have him get hit and hit until the Ide Gauge activates the Ideon Gun. From your vantage point, you won't use the Ideon Gun MAP weapon unless you want to reposition Ideon over and over again, and it's a waste of time. So that means, while you're charging the Ide Gauge, make sure Ideon is already in a good position where in he can hit majority of the enemies with the MAP version of the Ideon Gun. Conserve the Ideon pilot's spells. This is very important. 3. The Zuphiroud Eveds have 97400 HP, can regenerate 30% of their total HP and EN per turn and can snipe you at range 10. Despite that, they are both easy to beat. The good strategy to beat them is to split your team into two, where one goes against Sardis and the one to take on Hiradelhere. Conserve your spells though. If you want to eat up a huge chunk of HP, then spam the non-MAP version of the Ideon Gun at them. When "Hot Blood" is cast, that weapon can take down 50000 or so HP in one shot. However, you'll need the Ideon Gun for later. Just use your Super Robots. Daizengar's Zankantou is an excellent weapon against it, and so does Gunbuster's Super Inazuma Kick. Watch out for its ALL-type attack. If you think the support characters in your squad won't survive the shot, defend. Eventually you will be able to defeat both of them in turn 5 or 6. Once you destroy all enemies, the fun begins, as Ruaph brings out the testosterone- laced Gebel Ganeden. NEW MISSION OBJECTIVES Win: Destroy Gebel Ganeden Lose: Any of your motherships is destroyed 4. Contrary to what you think, this is NOT the final scenario. This is just the beginning. Gebel Ganeden is not like Ganeden as you faced her in Alpha 2. Gebel Ganeden is a sausage fest with washboard abs. It has 300000 HP, 600 EN, Super Nendou Field, can regenerate 30% EN per turn (not that it matters), and it has Full Block, so any status ailments can't affect it! Its dangerous attack, Catch The Sun, is a 5100-power, 12-range snipe-able attack that drains your EN when you get hit! It doesn't get any worse than this, but it does. Ruaph can move TWICE! That means Gebel Ganeden gets to attack TWICE per turn. 5. Despite all that muscle presented, Gebel Ganeden is EASY. Yes, it's EASY. This is where the tip comes in. Like what you did with Hiradelhere in the previous scenario, snipe Gebel Ganeden 15 blocks away with Ideon. Yes, you are to snipe it with Ideon Gun. Now, to show how this works. With Gebel Ganeden 15 blocks away and snipe-able, you then cast "Hot Blood", however, you let Ideon's squad mate cast "Awaken". Immediately after casting, have someone cast "Anticipate" and cast it on IDEON'S SQUADMATE so that he/she can cast "Awaken" again. Use Ideon to attack Gebel Ganeden with the Ideon Gun. Afterwards, it should be able to move again. Since Ideon's squad mate was cast "Anticipate" on, he/she would have regenerated enough SP to cast "Awaken" again, so cast it. Immediately after casting, look for other support characters to cast "Anticipate" on Ideon's squad mate. Attack Gebel Ganeden, rinse and repeat until none of your support characters can cast "Anticipate" anymore. By then Gebel Ganeden's HP would be less than half. You can let your own Super Robots take care of him now, until that brat Ruaph goes down. It's not yet over though. Once you defeat it, you reach the 2nd part of the scenario as you enter the temple. NEW MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships is destroyed 6. Eis meets you in the Vaikran, complete with 2 Dibariums in his squad! To make matters worse, there are 3 other Dibariums, each in different squads, while Calico and Spectra appear, unmasked. Everyone starts at 150 morale though. Like in the previous scenario, you bring Ideon first, and have the Ide Gauge go up until the Ideon Gun is enabled. You then put Ideon in the point where he can shoot most of the enemies in the map, then in its next turn, you let Cosmo or Kasha cast "Hot Blood" and "Lock On" while Tek casts "Mercy", fire the Ideon Gun and leave a lot of enemies with 10 HP. Finish them all off easily. 7. Calico and Spectra are virtually the same. Both their mechs have 52900 HP, and after the Ideon Gun smothered them they would have had low HP by now. Just finish them off easily, if possible, using a MAP weapon, because once you destroy one of them, the surviving partner will cast "Hot Blood", "Lock On" and "Resist". When he/she does, simply attack it to remove the "Resist" effect, and let him/her attack to remove the "Hot Blood" status, then continue pummeling him/her until they're dead. They will die for good this time, good riddance. 8. Now for Eis' Vaikran. It has 121500 HP and can regenerate 20% HP per turn. With the 2 Dibariums on Eis' squad, Eis can execute its strong 12-range sniping synchro-attack. To avoid this, you must destroy the 2 Dibariums first. Since the Ideon Gun would have damaged them badly (or destroyed), attack using a strong ALL-type attack to finish them off. The Dibariums have 20050 HP, even the ones that have their own squad. Without the Dibariums in Eis' squad, he's as good as useless. Finish him off using anyone you wish, but the battle is not over. Once you destroy all enemies, Shiva will deploy from the spot where Eis is. He's deployed in a GEBEL GANEDEN. Yes, you need to destroy another one of those once again. 9. Have no fear, this Gebel Ganeden is equally as easy as the previous one, if not easier. Shiva's Gebel Ganeden basically has the same abilities as Ruaph's, only that this Gebel Ganeden has a linear MAP weapon that can be shot at range 8, and Shiva can only move once, compared to Ruaph who can move twice. Just take note not to bring too much units close in one line to him, his linear map weapon spreads out at the middle then goes back to being linear. To see how the map weapon is shot, go to its weapons list, highlight the MAP weapon and press the Triangle button to see how it's shot. Shiva will shoot the MAP weapon in his turn even if there's only 1 unit at range. This is your chance to abuse him once again using Ideon. No need for further explanations. Whatever you did with Ruaph's Gebel Ganeden in the earlier part of the scenario, you can do it again here. Watch the event after beating him, because it's worth it. -------------------- SCENARIO 56 WALKTHRU 1. This will be a breather scenario, after all you deserved it, kicking the behinds of 2 gigantic testosterone sausage angels in the previous one. In this scenario, Haruru leads the assault against you, and attacks. The Solo Ship will auto sortie. MISSION OBJECTIVES Win: Destroy the Dorowa Zan (Haruru) within 5 turns Lose: Any of your motherships is destroyed or if you reached 6 turns 2. Another feat easy to accomplish. Heck even Haruru is so easy, you won't need any special strategies to beat her, it's like she's a grunt soldier at her own right, only her Dorowa Zan has 100500 HP and can snipe you at range 10. Just do what you would normally do against any other Buff Clan army. In fact, you should be able to finish this within 4 turns, maybe 3. Anyway, once she's defeated, you'll reach the 2nd part of the scenario, and this is where it gets a bit interesting. NEW MISSION OBJECTIVES Win: Solo Ship goes beside the Bairal Jin Lose: Any of your motherships is destroyed SKILL POINT Clear the map within 7 turns 3. You're up against the Buff Clan once again, but this time against Karara's father, Doba. Everyone's morale start at 130, so bring Ideon in and have its Ide Gauge charged up once more to ready the Ideon Gun. Once ready, DO NOT FIRE YET. REPEAT, DO NOT FIRE IT YET. The reason for this is because once you reach your 4th turn, or if you leave 22 enemy squads left, or if you reach a certain point closer to the Bairal Jin, an event triggers, and the point directly beside Bairal Jin will be highlighted. Once the point in the map is highlighted, hordes of STMC will appear. NEW MISSION OBJECTIVES Win: Bring any of your units to the highlighted point in the map (beside Bairal Jin) Lose: Any of your motherships is destroyed 4. Now that there are a lot of enemies, NOW is the time to fire the Ideon Gun. However, unlike before, if you want to fire the Ideon Gun, show no mercy. Do not cast "Mercy" if you do, because the STMC are on neutral side, meaning they will attack the Buff Clan too. If you cast "Mercy" and fire the Ideon Gun, everyone's HP will be 10, and if you don't kill them quick, the STMC or the Buff Clan can easily kill each other, and that's a waste of EXP and money. However, if you feel you are confident you can reach to them, make sure that at least SRX is close enough. Let Ryusei cast "Awaken", then fire the Telekinesis Missile MAP weapon, making sure it hits a lot of targets. Then, have someone cast "Resupply" on SRX just so it can fire its Telekinesis Missile MAP weapon again, then have someone cast "Anticipate" on Ryusei a few times to regenerate his SP to cast "Awaken" again and again until the Buff Clan and the STMC that are closest to each other are destroyed. The far away Buff Clan can take care of themselves, just bring your forces to them. 5. Now for the STMC. We have the little green ones, the big pink ones, and now, the 66050 HP ones, the one with the coconut or banana leaf or feather-like things on its rear end. These guys can fire energy balls at range 12, making them dangerous snipers since their energy balls are ALL-type. If you want to kill these alien vermin, make sure you eradicate these ones first. They are annoying. The rest, you can handle on your own. 6. Now for Doba's Bairal Jin. It can snipe you by showering you with missiles at range 12. However, you can never defeat it. Why? Because when you deplete 160000 HP, it recovers its HP to full, and no power in this game can make you destroy it in 2 shots. Therefore, it's useless to think of strategies for something you can't beat. Once all the Buff Clan and STMCs are dead, just head for the highlighted point beside it to end the scenario. Be warned, if you go to that point, even if there are still surviving enemies, all surviving STMCs will retreat, and so will your forces, leaving the Buff Clan behind. So again, destroy all enemies, leave the Bairal Jin behind standing, go to the highlighted point and exit, to end the scenario. IMPORTANT: AFTER THE SCENARIO, YOU ARE GIVEN TWO CHOICES. PICK THE FIRST OPTION TO CONTINUE THE FIGHT AGAINST THE BUFF CLAN!! THIS GUIDE WILL CONTINUE FROM THAT POINT IN THAT ROUTE!! -------------------- SCENARIO 57 WALKTHRU 1. As you proceed with the assault on the Buff Clan, their army appears to help slow you down. MISSION OBJECTIVES Win: Destroy all enemies Lose: Any of your motherships is destroyed 2. The Buff Clan are easy to beat, requires no strategies to beat. On your 4th turn, Buff Clan reinforcements appear. A certain point in the map will be highlighted. NEW MISSION OBJECTIVES Win: Bring Solo Ship to the highlighted point in the map Lose: Any of your motherships is destroyed 3. Ignore the mission objective. Don't waste the money. Proceed killing with the Buff Clan enemies. Annihilate them until they are no more. Eventually the Solo Ship will execute the DS Drive to warp. However, it happens that the enemy is indeed expecting the Solo Ship to warp! Once your party appears, all of them are near the heart of the Rapid Star! To make it worse, Haruru's forces have surrounded everyone! Time is running out because everyone's getting closer and closer... to be burned to a crisp. NEW MISSION OBJECTIVES Win: Destroy all enemies within 7 turns Lose: Reach the 8th turn or any of your motherships is destroyed SKILL POINT Destroy all enemies within 6 turns 4. Evenly spread out your forces, but bring the hardier units like SRX and Hi- Nu Gundam to where Haruru is. Her unit still has 100500 HP, and can still snipe you, but she's still immensely easy, and requires no special strategy to beat. There is no time to charge up the Ideon Gun because the enemy forces are spread out and that there are not enough enemies to hit Ideon to bring up the gauge. All in all this is a pretty easy task and you should be able to finish them all off even on your 5th turn. -------------------- SCENARIO 58 WALKTHRU 1. With Haruru down, there's only one Buff Clan thread left... her father Doba. Ideon will auto-sortie in this scenario, so you won't be able to use the Ideon- Awake-Ideon Gun strategy for now. Split your forces into two, one two move towards the Buff Clan, and one to stay behind. MISSION OBJECTIVES Win: Destroy the Bairal Jin Lose: Any of your motherships is destroyed 2. On your 2nd turn, STMCs appear. There are two new additional STMCs to meet this time. These huge, purple STMCs can shoot energy balls at you, snipe-able at range 12 and can lower down all weapons' hit rate. Here's the deal, if you leave 6 STMCs left, 9 STMC reinforcements will appear. Don't worry, the purple ones won't be respawning, but the feathered, pink and green ones will. It's a waste of time to destroy them all, so just concentrate on killing the 2 huge purple STMCs. They have 181050 HP, so lower their armor first using Daitarn-3's Sun Attack before attacking them fully. 3. Again, like the previous scenario, ignore the mission objective. Ignore the Bairal Jin. You won't be able to kill it in time, not with the STMCs bugging at the back. Plus, there's a thing to consider when destroying Buff Clan enemies: when you reach the 6th or 7th turn, or if you kill enough Buff Clan squads, the Bairal Jin will retreat, triggering an event. The Gando Rowa will be activated, destroying the planet on the background, and you will be moved to the 2nd part of the scenario. NEW MISSION OBJECTIVES Win: Destroy Bairal Jin Lose: Any of your motherships is destroyed SKILL POINT Destroy Bairal Jin within 6 turns 4. One thing, the only mothership left would be the Solo Ship. However, everyone's morale is on 150, but HP and EN are decreased. It's only a minimal amount so there's no need to worry. Bring Ideon close to the Buff Clan to charge up the Ideon Gun. STMCs will spawn from the east side of the map. Bring your other units close to them and annihilate them as soon as possible. Once the Ide Gauge enables the Ideon Gun, cast "Mercy", then fire the MAP version. This should leave a lot of enemies with 10 HP. You can then finish them off easily. 5. As for the STMCs, while you are charging up the Ide Gauge, you would have already annihilated them using your own units, so they are not really much of a problem. Don't be shy in casting spells if you want to get the skill point, because you would want to eliminate them as early as possible. 6. The Bairal Jin has a whopping 351500 HP. That's a whopping amount, but easy to beat nevertheless. By default, if Ideon or Solo Ship are in range, Doba will attack any of them, so this makes this boss bait-able. That's not the case however. Its missiles can snipe at range 12, but Ideon Gun can snipe at range 15, so you should snipe back at it. Its strongest attack is cute though, when it launches a lot of Battle Mecha just to smother you and one of them get destroyed by friendly fire in the process! Persistence is the key to victory. -------------------- SCENARIO 59 WALKTHRU 1. The Alpha Numbers opt to end the STMC menace once and for all. The Buster Machine 3 is there, waiting to be detonated. However the preparations aren't all complete. As they are being done, STMCs dive in to ruin it, and they do it by attacking from all directions. A huge square portion of the Buster Machine is highlighted. Gunbuster and Ideon are auto-deployed. MISSION OBJECTIVES Win: Reach 11 turns Lose: Any STMC reaches the highlighted point of the map or any of your motherships is destroyed 2. The STMCs will be very annoying in this scenario, because they will show determination in infiltrating the illuminated spot. Immediately cover the entire perimeter with your units, forming a chain of robot walls. Switch to your snipers and bombard them in long-range. Goshogun will be useful here. There will come a time that you'll be forced to break away from the chain and go to the STMCs yourself, but for now, just cover it up and destroy them straight away. When you kill enough STMCs, more will respawn, so if you're up to it, here's the plan: for 1 squad of the small green STMCs, leave only 1 survivor. That way, you can still destroy units without destroying the entire squad. Promise, you will encounter a few respawns in this scenario, so bear with it. This is a test of your endurance. 3. Ideon should not be part of the chain. Instead, move Ideon closer to the STMCs so that it could be attacked, as its gauge goes up, and up, and then activate the Ideon Gun. You will need it to bash the new STMCs that you'll see. 4. The STMCs now bring their biggest bother... the cymbals, spiky sea-urchin like STMC. It is the worst of its kind, having 251050 HP each, and can snipe squads at range 14, with a power of 4600! They got no blind spot either, despite that this is their only attack where they split into two and squash you in between like cymbals. Unlike its other more primitive counterparts, this STMC is smart and will attack any unit in sight that it deems squashable and they cannot be baited by Gunbuster or Eltrium. The best way to defeat them is through perseverance. Do not attempt to dodge unless you are confident of your dodge rate, because they have a nasty luck factor that they are still able to hit you even at 10% hit rate. The good news to this is that there are only 2 of them. Ideon Gun is the only weapon that will deal "good-to-the-eyes" damage to it, so keep on doing it. Remember, Ideon Gun is snipe-able at range 15, those STMCs can't snipe back at range 14. Use that tactical advantage. Gunbuster is also a good candidate, because Noriko's squad skill is 20% more damage to STMCs. Use the Super Inazuma Kick often if necessary. 5. Actually, the more annoying ones are the green and pink STMCs, rather than the big ones. Since they move really fast and far, they have the tendency to reach the illuminated area easily. To counter this, highlight an STMC squad and press the X button to reveal its range of movement. If you see that they are gonna touch the highlighted area on their next movement turn, block their way by moving a squad next to the highlighted area, or on it if possible. It doesn't have to necessarily be on the exact highlighted area, as long as the STMC won't have access to it, it's fine. If you think you can't deal with the closer STMCs anymore, kill it. However, you can play ping-pong with them. When there's an opening, the STMCs will attempt to approach it. So block it to leave one side open (if your other units are busy handling the bigger ass ones). On their turn, the STMCs will attempt to go to the unblocked section. On your next turn, block the open section, and leave one spot open. The next turn, they will again approach that open area, with failure. Do this again and again and watch in amusement as the STMCs switch from one side to another back and forth with vain. It's absolutely stupid, but that proves that you're the highly intelligent life form. 6. Once you have reached your 11th turn, it all ends. However, it's not yet done. You are still going to the 2nd part of the map. This time, there will be a definite set of STMCs. 2 of the huge cymbals ones, 3 of the big purple ones, and some of the feathered, pink and green STMCs. There will be another illuminated area on the left side. NEW MISSION OBJECTIVES Win: Destroy all enemies or you have reached the 6th turn Lose: Any STMC reaches the highlighted point of the map or Gunbuster, Sizzler Black or any of your motherships is destroyed SKILL POINT Destroy all enemies within 5 turns 7. This one skill point is something you can afford to lose if you think it's not worth it. Although getting it is attainable at this point, since you have been to a lot of hardships. Anyway, the illuminated area is on the far left of the map, so simply destroy all the STMCs that are closest to that area and you'll be fine. The key to victory is no longer perseverance, but aggression. Attack head on. However, Ideon will not be able to charge up yet, as the Ide Gauge is not responding, so don't put Ideon too much on the front lines. Make sure Ideon gets damaged, but don't let him take all of the hits, because the 2 cymbals STMCs are deadly. Remember that the Ide Barrier is non-functional at the moment. 8. Not to worry, on your 2nd turn, the Ide Gauge will go max, and if it's significantly damaged earlier, the Ideon Gun will be enabled. Quickly execute the MAP version. Then, when a lot of the STMCs are dead, concentrate, one cymbals STMC at a time, using the Ideon Gun to snipe it. You only have 5 turns if you want to get the skill point, so don't be shy in casting spells. Be aggressive and you should win. Remember, Noriko's squad skill is 20% more damage to STMCs, so use Gunbuster to your advantage and execute a hot-blooded Super Inazuma Kick. Apply whatever tactics you did on the 1st part of the scenario to this part. Once all STMCs are obliterated, watch the long event. It's worth it. -------------------- FINAL SCENARIO IMPORTANT!! IMMEDIATELY PLACE IDEON ON A SQUAD WITH SOMEONE WHO CAN CAST "AWAKE". INSTALL SP-RECOVERING ITEMS ON YOUR SUPPORT PILOTS' UNITS, ALL SP- RECOVERING ITEMS IF NECESSARY. WALKTHRU 1. And you thought everything's over. Apparently, Cobray soon realizes that Ruaph is not the real Reitei. Apparently, it's someone else. As the shock goes through everyone's heads, something appears. It's an egg, as perceived to be. A circular, moon-like egg. The Alpha Numbers get even more shocks as there are Balmar units that suddenly appeared to help protect it. MISSION OBJECTIVES Win: Destroy the ???? ("The Egg") Lose: Any STMC reaches the highlighted point of the map or any of your motherships is destroyed 2. Apparently, these guys pose no challenge. Just bring Ideon near a huge swarm of them, have him charge the Ide Gauge, activate the Ideon Gun, and shoot. Cast "Mercy" though. That will leave almost every enemy with 10 HP, so you can finish them all off with just one ALL-type attack. Oh, don't bother casting "Luck" or "Great Effort". This is the final scenario after all. 3. As for the ???? with 120000 HP, which we shall call "The Egg", has only 1 attack... and it's a MAP-type. It's a spread-out kind of attack, but it's irrelevant. The Ideon Gun should have decreased its HP to half or so already. You may snipe it, but if you bring a lot of units close to it, make sure you kill it quick. It won't retaliate anyway. Once it is cracked... well... this is where the fun really starts. Watch the long event, and witness the birth of the final boss... the REAL Reitei... Keisar Ephes. NEW MISSION OBJECTIVES Win: Destroy Keisar Ephes Lose: Any of your motherships is destroyed 4. Keisar Ephes has some tricks up his sleeve. He revived the 3 Gustos. Remember Kanaph the Bird, Zanev the Cat and Khelen the Fish that you fought on Alpha 2? They're baaaaaaaaaaaaack. Not only that, Son Gan Ron and Etzira deploys in their own respective units, but Keisar Ephes eliminates Etzira, shutting her up once and for all. Not to mention that there are more Zuphiroude Eveds! When you kill enough enemy squads, more will respawn, 2 Zuphiroude Eveds included. So there's no more point in wasting you spells fighting them one on one. 5. Don't worry about those things... it's time to abuse Ideon. From Ideon's standpoint, immediately abuse the Ideon Gun, its MAP type. Cast "Lock On" and "Mercy" though. Cast "Awaken" (the other character in Ideon's squad). When their SP runs out, have a support pilot like Fa and Jun cast "Anticipate" to recover 50 SP (to both the "Awaken" caster and Cosmo/Kasha). So, cast "Hot Blood", "Awaken" and "Mercy" for every extra turn. Shin Ryu Ou Ki and the 3 Gustos will be killed in the process, even if you cast "Mercy", because their "skill power" is too high. "Mercy" can only leave 10 HP to those whose "skill power" stat is lower than Cosmo's. Hence, any other enemy will have either 10 HP, or lower than that. Keisar Ephes would also be significantly damaged. 6. To reiterate this technique... Step 1: Have Cosmo/Kasha cast "Hot Blood" while Tec cast "Mercy", then let Ideon's squad mate cast "Awaken". Step 2: Attack using the Ideon Gun MAP version. Step 3: Cast "Anticipate" on Ideon's squad mate to recover his/her SP and enable the re-casting of "Awaken". Step 4: Have Cosmo/Kasha cast "Hot Blood" while Tec cast "Mercy". Step 5: Attack using the Ideon Gun MAP version. Step 6: If the support pilots' SP run down, use SP- recovering items. Step 7: Have support pilots cast "Anticipate" on Cosmo/Kasha and/or Ideon's squad mate. Repeat these steps all over again. 7. Keisar Ephes has a whopping, eye-popping 500000 HP!! He has a spread-type MAP attack which will most likely will never be used, so it's no biggie. However, this guy is the ultimate sniper. His "breath attack", Reitei No Fuuin, has a sniper range of 15, which is at par with the Ideon Gun. It's not an ALL- type, but it's 5100, and immensely powerful. His strongest attack, called "Shuen No Ginga", is an extremely disturbing ALL-type attack with 5900 power, and snipe-able at range 13. Don't expect to be dodging normally from this old fart, his hit stat is 389, just 11 points away from the maximum, and HE MOVES TWICE!!! The good news is that he doesn't regenerate his HP. He will move in after a few turns, so be careful of Ideon! Be mindful of his AI, when he attacks someone, and that unit dodges or isn't obliterated, he'll switch targets to hit someone else! 8. As you go on with the scenario and deplete its HP until it becomes visible, an event triggers. Keisar Ephes will recover 150000 HP, and a load of allies will deploy. More dramatic events appear as the dead appear to their respective character connections. Char to Amuro, Haman to Judo, Quattro to Camille, Hinell to Kenichi, Leo to Gai... and finally Ingram to Cobray. Look at Ingram's face when he smiles... it's astounding. Basara will play Gong Ver. Alpha III, which will be the new BGM as a prelude to your victory. Everyone will recover some SP, and the attack continues. From this point, continue your assault. Be more aggressive now, and cast all the spells you can muster! This is the final fight after all. Once you defeat Keisar Ephes, watch the extremely long ending, and JAM Project tops it off with a serenade, singing "Brother in Faith". CONGRATULATIONS~!! YOU HAVE SUCCESSFULLY BEATEN SUPER ROBOT WARS ALPHA III~!! ENJOY THE ENDING, THEN AFTERWARDS CREATE A CLEAR SAVE AND START A NEW GAME~!! ------------------------------------------------------------------------------- ------- Credits ------- - Aslan Cross for correcting me on Megillot on Scenario 1 and for the Hebrew names all Balmar units. - Wookieman for the minor correction on the #3 part of Scenario 2 and adding that Primevals can't retaliate when attacked at point blank range (range 1 or directly beside it). - Blood Emperor for removing the redundant numbers 6-8 from Scenario 3 that were originally part of the text in Scenario 2. - Orochi Kusanagi, catdude and Eis for explaining how the hell this Ideon Gauge works in this game ~.~ - GaoGaiGar for correcting Shin RyuOuKi's name. ------------------------------------------------------------------------------- ------- Closing ------- This guide is Copyright 2008 Daba Myroad (http://www.srwg-w.org/) Text formatting by Ace Whatever (http://www.gamefaqs.com/features/recognition/54416.html) Super Robot Wars is Copyright Banpresto