Super Robot Wars Z Ex-Hard Walkthrough Playthrough conditions: Rand route, Ex-hard, low turns, minimal reloading, all 59 SR points, 21 total ending points, and as many ZEUTH points as possible while meeting the above. Video: https://www.youtube.com/playlist?list=PLi40GY1ofTAfFFFEEnUuLDRRF4WaK0Zys Resources used: http://akurasu.net/wiki/Super_Robot_Wars/Z http://srwzwiki.com/wiki/ http://gamers-high.com/srwz/ http://srwz.suparobofan.com/ http://gunlion2008.blog60.fc2.com/ http://srw-z.seesaa.net/ http://games.gaym.jp/PS2/suparobo_z_ps2/ Z Ex-hard differences: Difficulty is always Hard, No upgrades or spending PP, cannot buy any parts in the Bazaar, no robots join pre-upgraded, and enemies have an extra 2 upgrade bars. Rand 1 - 3 turns SR Point: Destroy all enemies by turn 4, player phase. I'm starting out with Rand and 11/11b bday. 10 SP Attune is extremely useful on some stages, even though Quick or Awaken would be useful as well. On 2PP or 2 enemies defeated, Garrod arrives N. The stage ends when the boss is killed so kill him last. Rand 2 - 3 turns SR Point: Destroy Adette(アデット)'s Dogozzo(ドゴッゾ). (Adette will flee at under 3000 HP) On 2PP or 3 enemies defeated, enemies arrive SW and allies arrive W. Adette is pretty easy to destroy. Already liking the 10 SP Attune for reliability. Rand 3 - 4 turns (-1) SR Point: Destroy the Buffalo(バッファロー) by turn 3, player phase. Rush ahead to defeat the Buffalo. Once it's defeated or 4PP some enemies and allies arrive including Gainer and Yasaba. Once Yassaba is below 50% HP or the following turn more allies arrive and Gainer gets a new attack. Afterwards, once you defeat Yasaba the stage ends. Optional Parts: Kejinan - Propellant Tank Enge - Repair Kit Jabori - Combat Manual Geraba - Cartridge Rand 4 - 4 turns SR Point: Defeat all other enemies, and then finally the Rush Rod(ラッシュロッド), by turn 5 player phase. On 3PP, 5 enemies defeated, or any combat with Holla, allies arrive E and enemies arrive SE including Yassaba. As usual with these types of SR points, attack the high HP targets on PP and kill the grunts with counters on EP. 11/11b Rand's Attune is again very useful. Rand 5 - 4 turns SR Point: Clear the map within 3 turns. On 2EP, below 11 enemies, or any combat with enemy bship, allies arrive N. It's a rush to get the SR point. On 1PP use Accel and load Hilda into your bship to get closer. On 2PP either defeat two enemies or get into combat with the enemy bship to trigger allies. Start attacking the bship asap, it takes a beating on ex-hard. Use Attune so nobody misses their counterattacks. For some reason even though I cleared on 3EP and got the SR point, the level counted as 4 turns on the save file. There are quite a few stages like this that add an extra turn onto the counter. Rand 6 - 3 turns SR Point: Defeat all other enemies, and then finally the Wodom(ウォドム), by turn 3 player phase. Once again Accel, load into bship, and +range to reach enemies asap. Rand 7 - 7 turns SR Point: Defeat Shagia(シャギア), Olba(オルバ) and Harry(ハリー) within 6 turns. Secrets: Tifa Adill & G-Bits #1 (Rand Only) - Destroy Enil(エニル)'s Jenice Kai Enil Custom(ジェニス改・エニル カスタム). Tifa Adill & G-Bits #2 (Rand Only) - Destroy either Shagia(シャギア) or Olba(オルバ). Spirit of Steel #1 (Rand Only) - Destroy either Shagia(シャギア) or Olba(オルバ). Spirit of Steel #2 (Rand Only) - After the scenario, purchase the Silver Accessory(シルバーアクセ) from the Bazaar. You start with someone in the Turn A, use them to damage the nearby grunts. On 3PP, 2 enemy platoons shot down, or any combat with Olba/Shagia, allies arrive mid-map. An event happens and Roland is given new weapons and platoon squadmates. On the next turn, combat with Olba/Shagia, or 3 enemy platoons shot down, neutral enemies (including Harry) arrive. Try to trigger this on 3PP so Harry moves towards you sooner. All 3 SR point targets are hard to hit, use support attacks, bship aura, focus/strike, and 11/11b Attune. If you defeat the 3 targets on 6PP you won't get the SR point until the end of 6EP. Destroy Enil's mech to meet one of the Tifa secret conditions. I'm not sure if it meets the conditions if Enil's mech is destroyed by NPCs. Once again even though the stage 'ends' on 6EP, it counts as 7 turns. Rand 8 - 3 turns SR Point: Destroy all enemies within 3 turns. Secrets: Hero's Mark #1 (Rand Only) - During the scenario, ensure Jiron(ジロン) and Apollo(アポロ) kill at least one enemy each. Hero's Mark #2 (Rand Only) - After the scenario, purchase the Smoked Lizard(トカゲのくんせい) from the Bazaar. Another rush map! Defeat one enemy and allies arrive around your bship. Do this on 2PP to get allies asap. In the vid I forgot to get Jiron a kill for the Hero's Mark, but I reloaded and got it. Rand 9 - 4 turns SR Point: Clear the map within 4 turns. Another rush map! Split up NE and NW. On 2PP, another grunt appears SE and Aquarion moves to attack it and loses some HP and can't hit any targets. After that defeat one enemy to trigger another event where Aquarion gets a new attack and max will. S10 - 4 turns SR Point: Destroy all enemies within 3 turns. Load Mai and Ria into the bship and accel towards enemy, drop counterkills and stuff. After defeating initial enemies, allies and a few weak grunts arrive, pick them off to finish. S11 - 3 turns SR Point: Destroy all the Archetype(アーキタイプ)s, and then finally the Mummy(マミー), within 3 turns of their arrival. Move up and one shot Beck. lol. Once Beck is destroyed, Rand and some enemies arrive. Defeat them all to finish. S12 - 6 turns (-1) SR Point: Destroy the Messala(メッサーラ) within 2 turns of it's arrival. On 3PP or combat with Jurgens, allies arrive. Jurgens drops a Dust Module if you can defeat him. On 5PP or Jurgens defeated allies arrive E and enemies arrive SE. Rush everyone SE towards the reinforcements and Scirocco's incoming spawn point. On next PP or defeating Kakurion Sirocco arrives SE. Destroy him in 2 turns for the SR point. Don't focus too much on attacking him the 1st turn he shows up, get in position to kill him on the 2nd turn w/ support attacks and attune/strike. S13 - 4 turns SR Point: Clear the map within 4 turns. Secrets: TFO #1 - Make sure the Double Spazer(ダブルスペイザー) gets hit at least once. TFO #2 - After the scenario, purchase the Fragment of Chougokin New-Z(超合金NZのかけら) from the Bazaar. On 2PP or 4 or less enemy squads remaining, neutral enemies arrive S/SE. Do this on 1PP by killing the weak grunts. Afterward on 4PP or 5 or less enemy+neutral squads remaining, Marin gets God Sigma and more enemies arrive S/SE. S14 - 4 turns SR Point: Clear the map by turn 6, player phase. Secrets: Tifa Adill & G-Bits #3 - Have Garrod(ガロード) convince(説得) Enil(エニル). Tifa Adill & G-Bits #4 - Do not destroy Enil(エニル)'s unit. On 3PP, 5 or less enemy squads remaining, or Enil/Po/Rand defeated, allies arrive N and enemies arrive S. Pretty easy to kill Rand on 2PP, and he regains full HP/EN anyway. Interestingly, you win extra copies of whatever parts you equipped on Rand during the intermission. Afterward, on next PP or combat with Po or Karen, neutrals arrive SE and goal changes to defeat Karen, Po, and Shagia or Oruba. Once Po is defeated all enemies retreat besides Karen, Enil and neutrals. Shagia has a +1 range part and Oruba has a screw module. S15 - 7 turns SR Point: Clear the map within 9 turns. Secrets: Stella #1 (Setsuko only) - Shinn(シン) battles Stella(ステラ): Stella Points +1 Stella #1 (Setsuko only) - Destroy Sting(スティング), Aule(アウル) and Stella(ステラ): Stella Points +1 Mega Bazooka Launcher #1 - Quattro(クワトロ) must kill at least 3 enemies during the scenario. Aki Points - Kappei(勝平) fights Butcher(ブッチャー): Aki Points +1 Aki Points - Destroy Butcher(ブッチャー): Aki Points +1 TFO #3 - Purchase the Intertial Engineering Manual(慣性制御工学マニュ アル) from the Bazaar after the scenario. You start with Rand and a few allies, accel forward and defeat Henry asap. After defeating Henry allies arrive SE and enemies arrive E. Stella drops a Ground adaptor, Aule drops a Hybrid armor, and Sting drops a booster. You get a Stella point for destroying all 3 but it's probably enough to just have Stella fight Shinn for 1 point. If Neo is defeated all enemy gundams retreat. After defeating Neo or 3 turns later, enemy gundams retreat, allies arrive N and enemies arrive NE. Next goal is to destroy one of the two enemy bships. The Elder Bship has a booster and less HP, but fighting and destroying Butcher awards 2 Aki points. On ex-hard you have to rush butcher to defeat him. After defeating one of the bships or 3 turns later, the current enemies retreat and allies arrive W and fallen wings arrive NW. If Rand is the hero, on the next turn or after destroying 2 or more enemies, Asakim arrives as an ally, and Rand gets Mail back and recovers his SP/HP/EN. If Setsuko is the hero, on the next turn Asakim appears as an enemy although you don't have to defeat him. I wasn't quite able to clear this in 6 turns on ex-hard, the extra enemy HP/armor is pretty tough to wear down. Might be possible though. Yes I realize the Setsuko route version of this level is more difficult. S16A - SR Point: Within 4 turns of the first enemy reinforcements arriving, destroy all enemies. Series: Godsigma, Gravion, Gundam SEED Destiny, Zeta Gundam, Gundam X Secrets: Mega Bazooka Launcher #2 - You must take the Pacific Route(太平洋部隊を希望す& #12427;) at the end of the scenario. Mega Bazooka Launcher #3 - After choosing your route split, purchase the High-Capacity Energy Pack(大容量エネルギーパ&# 12483;ク) from the Bazaar. ZEUTH Points - Destroy Kira(キラ) (Kira is a neutral ally, and hence can only be damaged with MAP weapons.): ZEUTH Points +1 S17A - SR Point: Clear the map by turn 6, player phase. S18A - SR Point: Clear the map within 7 turns. Gundam Mk-II (Black) #2 (Setsuko only) - If conditions are met, Amuro(アムロ) will join with it this stage. S19A - SR Point: Destroy all enemies within 3 turns. Mega Bazooka Launcher #4 - After the scenario, purchase the Mega Condenser(メガコンデンサー) from the Bazaar. The two items will be combined to form the Mega Bazooka Launcher. S16B - 5 turns SR Point: Destroy all enemies within 3 turns. Secrets: Rush Rod & Yassaba #1 - You must take the Gallia Route(ガリア部隊を希望す& #12427;) at the end of this scenario. Spirit of Steel #3 - You must take the Gallia Route(ガリア部隊を希望す& #12427;) at the end of the scenario. Haro #1 and #2 - You must take the Gallia Route(ガリア部隊を希望す& #12427;) at the end of the scenario. After scenario 16B, purchase the First Issue of ray-out(ray-out創刊号) from the Bazaar. Series: Grendizer, Zambot 3, Orguss, Xabungle, Turn A Gundam, King Gainer I'm going on the Gallia route to SAVE AKI!!1 Saving Aki is worth an ending point and I'm aiming for all ending points. After destroying initial enemies, more appear NE/E. Defeat Roberto to finish. Stack +mov on a bship to snipe Roberto quickly. Athena (in the black mech) drops a Booster if defeated. S17B - 5 turns SR Point: Complete the victory condition (Destroy the Golem(ゴレーム) within 4 turns of The Big-O(ビッグ・オー)'s arrival. You start with Gain vs Asuham. Equip Gain with a flight module and mobility and he'll be able to destroy Asuham on 2PP. Once Asuham is shot down or 4PP, allies arrive E and enemies arrive NW/W, and Asuham's Golem force moves NW. Destroy the Golem to finish, while getting as many optional parts as possible. Optional Parts: Kejinan = Repair kit Enge = Cartridge Jabori = Propellant tank Hora = Ground Module Zashiki = Apogee Motor S18B - 7 turns SR Point: Clear the map within 7 turns. Secrets: Aki Points - Kill at least two enemies before enemy reinforcements arrive: Aki Points +1 Rush Rod & Yassaba #2 - By the end of the scenario, Gainer(ゲイナー), Gain(ゲイン), Gauli(ガウリ), Sara(サラ), Bello(ベロー) and Adette(アデット) must have a combined kill count of over 100. Rush Rod & Yassaba #3 - After the scenario, purchase the Scrap (OM)(スクラップ(OM)) from the Bazaar. If your Kappei is lv 26 he'll have Accel which will help a ton getting the Aki point. If he's lv 28 he'll have 45+ SP which makes it even easier because he can use both Yell and Accel. Lv 26: Equip a ground module and +1 mov. Use Yell, change into robot form and move forward, then attack/counter w/ 4 crits. Quite a bit of luck involved. You don't need to get this Aki point as Rand if you got the two points in Scenario 15 and get the 2 points in Scenario 40. Lv 28: Equip a ground module and repair kit/barrier field. Use Yell, change into robot form and accel forward, then attack/counter w/ 4 crits. Use repair kit to keep HP up. This is much more reliable since he can take more hits and doesn't need to dodge. He still needs to crit, though. On 3PP or 2 enemies shot down, allies arrive W and enemies arrive S. Once 5 or less enemy squads remain more grunts appear mid-map and you have to stop any enemies from reaching the glowing tiles. On the next turn or 1 enemy squad shot down, Zanbot 3 and Aquarion arrive E and more grunts arrive E. Use MAPs to trash the initial enemies quickly. The SR point is pretty tight on ex-hard. S19B - 6 turns SR Point: Complete the victory condition (Destroy both the Wodom(ウォドム) and the Gold SUMO(ゴールドスモー)) within 4 turns. Secrets: Gundam Mk-II (Black) (Setsuko only) #2 - If conditions are met, Amuro(アムロ) will join with it after this stage. Spirit of Steel #4 (Rand Only) - After the scenario, purchase the Makeup Kit(化粧道具) from the Bazaar. You start with Roger, on 2PP Turn A arrives. After one squad defeated or 3PP, allies arrive N. If you want the SR point, trigger allies on 2PP. Load into a bship w/ +mov and accel towards the bosses. Once the Wodom and Sumo are defeated, initial enemies retreat and more enemies arrive mid-map near the building. For some reason your units lose all their ammo, including Roger and Elchi. Didn't notice until it was too late. 2nd goal is to defeat Beck and Asuham, with some optional part drops. Defeating either Beck or Asuham causes their series allies to retreat. I picked up an EN tank because those are pretty useful on the final stage. Optional Parts: Kejinan = Repair kit Enge = Cartridge Jabori = Propellant tank Hora = +1 range part S20 - 5 turns SR Point: Destroy the Mexbrute(メックスブルート) within 3 turns. Secrets: Haro #3 - After the scenario, purchase the Signed CD(サイン入りディスク) from the Bazaar. I have no clue why, probably distracted watching twitch tv, but I accidentally put two accels in Kappei's squad and none in God Sigma's squad. OOPS. This is one of those kind of messy stages with enemies running everywhere. Equip some good hit/dodge parts on your initial units. Enemies have high hit/dodge here for some reason, don't engage them too much. Get Rand, Jiron, and Garrod's will up and use Attune/Strike to hit the Mexbrute. On 4PP or Mexbrute shot down, allies arrive W (3 bships + 12) and enemies arrive S. Your initial units group up into 3 squads (led by Jiron, Gainer, and Kei). Next goal is to destroy Timp's Emperor Custom and Kashimaru's Puraneta. Destroy Enge and Jabori for optional parts. Optional Parts: Enge - Combat Manual Jabori - Tin Goldfish Rand 21 - 5 turns (-1) SR Point: Destroy all enemies within 3 turns. Rand has to destroy everything on his own by 4PP, I used +2 range to guarantee counters. After destroying all enemies or 4PP, allies arrive NE (1 bship) and enemies arrive W. Asakim shows up next to Rand along with neutral Setsuko. Destroy all enemies to finish. I'm having trouble cutting turns from my first run. It's just a tough game to cut turns on apparently. Only 3 so far. Setsuko 21 - SR Point: Destroy the Shurouga(シュロウガ) within 5 turns. S22 - 7 turns (+1) SR Point: Defeat all other enemies, and then finally the Dominator(ドミネーター), within 5 turns. Secrets: Rush Rod & Yassaba #4 - After the scenario, purchase the Overcoat(オーバーコート) from the Bazaar. The two items will be combined to form the Rush Rod. Back to 14 deployments, which means completely remaking the squad again. Once again stack a bship with +mov, load most units into it, and accel towards the targets. On combat with Puranetta, destroying the Emperor Custom, or 3PP, Gain joins Gainer's squad, the squad gets enable and all stats recovered, and the Dominator arrives N. Do this on 2PP so the Dominator is closeby on turn 5. Puranetta chases after Gainer's squad and above 130 will it gets strike, flash, focus, and awaken every turn, so be careful because he can easily kill Gainer in two hits. There's two ways to handle Puranetta. Try to avoid it reaching 130 will (it gains +2 for every enemy killed), or try to tank its attacks. It will use a TRI attack if it can which is pretty deadly to Gainer's squad. Use TRI/ALL counters and MAP attacks to destroy the grunts quickly while focusing player phase attacks on higher HP targets. Bright and Elchi both have useful MAPs. Strike/Attune is extremely valuable against the high dodge bosses especially on ex-hard. After destroying Dominator or 6PP, fallen wings arrive N/NE. Afterward, once 4 or less squads remain or a turn later, Ryoma arrives in the Getter Dragon. Clean up the fallen wings to finish. S23 - 7 turns (+1) SR Point: Clear the map within 7 turns. Secrets: Hero's Mark #3 - After the scenario, purchase the Natto(納豆) from the Bazaar. You start with Michiru and depressed Aquarion, kill all initial grunts to continue. Next a ton of grunts arrive N/NE/E, Roger arrives at the base, and Schwarz arrives nearby. On the next turn or combat with Schwarz, your bship (deploy 2) and allies deploy S. With the 7 turn limit it's important to kill initial grunts and get into combat with Schwarz so your bships deploy on 4PP. Elchi and Bright's MAPs are again useful for wiping out grunts quickly. Shoot down Schwarz and the other demon boss to finish. Pretty easy to boss snipe for a quick finish. It's difficult to defeat the boss when it's standing in water in 1 turn. Could probably go back and 6 turn it, maybe. S24 - 3 turns (-1) SR Point: Defeat all other enemies, and then finally Dokuganki(独眼鬼), within 3 turns. Secrets: Tekkouki #1 - Have Ryouma(竜馬) fight Tekkouki(鉄甲鬼) at least once. Great Booster #1 - On this scenario, have the Boss Borot(ボスボロット) move to the southern edge of the western side of the Photon Research Labs(光子力研究所), where Great Mazinger crashed into the barrier. An event will occur where Boss finds a fragment of the Great Booster. 2 bship deploys. For some reason Maria left my party and went into the base. Anyway, it's another 3 turn rush map. Bright and Elchi's MAPs are still very useful. On 4PP or destroying intial enemies, Mazinger and Great Mazinger arrive along with Boss, Jun, and Sayaka. A couple reinforcement enemies arrive but they're easy to destroy. Defeating Tekkouki ends the stage. S25 - 8 turns SR Point: Clear the map within 6 turns (Dueling Tekkouki does not count against the turn limit). Secrets: Tekkouki #2 - After defeating all enemies, Ryouma(竜馬) and Tekkouki(鉄甲鬼) will duel. Defeat Tekkouki within 3 turns of the duel starting, and he will join you after the stage. Dijeh #1 (Setsuko only) - Camille(カミーユ), Quattro(クワトロ), Amuro(アムロ), Bright(ブライト), Emma(エマ), Reccoa(レコア), Apolly(アポリー), Roberto(ロベルト) and Katz(カツ) must have an average level of at least 25 by the end of the scenario. Dijeh #2 (Setsuko only) - Amuro(アムロ) and Katz(カツ) must have an average kill count of 25, or Amuro must have 50 or more kills by the end of the scenario. You start out against some grunts. Once 6 or less enemy squads remain, enemies including Tekkouki appear N. On the next turn or combat with Tekkouki, fallen angel enemies appear including a boss mid-map, Aquarion becomes disabled, Hidler and some grunts appear NW, and Tekkouki joins you temporarily. Try to get Tekkouki to appear and attack him on 2PP. Don't use Aquarion on the turn the fallen boss appears so you can move it out of danger. Advance bships and use MAP attacks. Next, if either enemy boss is below 50% HP, on 5PP, or 10 or less enemy squads remain, the angel boss moves to Aquarion, then Aquarion recovers all HP/EN/SP, learns a new attack(s), and reduces the angel boss to 30% HP. I found it was easiest to reduce Hidler below 50%, then gang up on the 10k HP angel boss before its HP regen procs. Screwed up attacking Hidler w/ Roger/Maria/Boss then not using trust on turn 5. Oops. In the vid I took 9 turns but reloaded the duel and got 8 turns by landing a few crits. Rand 26 - 7 turns SR Point: Defeat all other enemies, and then finally the Nirvash the END(ニルヴァーシュ the END), within 6 turns. Secrets: Shadow Angel Feathers #1 - During the scenario, ensure Kei(桂) and Shaiya(シャイア) kill at least eight enemies between them. Shadow Angel Feathers #2 - After the scenario, purchase the Hong Kong Souvenir Video(ホンコン土産のビデ& #12458;) from the Bazaar. Once you move far enough north or 3PP, enemies arrive W. On next EP or Nirvash moving close to the goal, fallen wings appear near the goal. Supports and MAPs help! Rand 27 - 6 turns (-1) SR Point: Destroy all enemies, and then finally have Holland(ホランド) reach the marked point, within 4 turns. Secrets: Tifa Adill & G-Bits #5 - Have either Garrod(ガロード) or Jamil(ジャミル) destroy the Patoulia(パトゥーリア). Tifa Adill & G-Bits #6 - If you have met at least FOUR of the five conditions, purchase the Black Box F(ブラックボックスF) from the Bazaar after the scenario. Part 1: Destroy the boss to continue. Cut a turn by finishing this on 1EP. Part 2: You start w/ Eureka and Orguss bships + deploy. Once Holland reaches the goal, the Patoulia appears on the base with some grunts. Once the boss is reduced below 50% HP, Garrod arrives in the Gundam DX along with more grunts. Destroy Patoulia with Jamil/Garrod for another secret condition. Rand 28 - 8 turns SR Point: Clear the second half of the stage within 6 turns. Secrets: Hero's Mark #4 - After the scenario, purchase the Smoked Giant Lizard(大トカゲのくんせい ) from the Bazaar. Part 1: You start w/ Aquarion and Getter vs some grunts. On 3PP or 1 enemy squad remaining, part 1 ends. Part 2: Getter vs a boss. Reduce its HP and shadow angels appear E and allies (all 4 bships) appear SE. Once one of the fake aquarions are shot down, an event happens and Getter recovers. Destroy one of the fake aquarions asap. Have Getter solo the boss in the corner, Aquarion handle the fake aquarions, and everyone else MAP/focus fire on the fallen wings. Use Analyze on getter boss on almost every turn. Rand 29 - 6 turns SR Point: Destroy all the Emaan(エマーン) within 3 turns. Secrets: ZEUTH Points - Destroy Issac without destroying any other Zaft soldiers. +2 Shadow Angel Feathers #3 - After the scenario, purchase the Emaan Souvenir Pennant(エマーン土産のペナ ;ント) from the Bazaar. You start w/ 3 bships (Elchi, Seven, and Turn X) and deploys. Accel forward w/ strong counterattackers (Holland, etc.) and Elchi in front, while a few others load into a bship. After destroying enough grunts, more grunts and an enemy bship (16k hp) arrive E. The bship is pretty easy to destroy if your supers can reach it. Afterward more enemies arrive W and S. Destroy Issac and Olson to finish. Issac has two Zaft soldiers with him so try not to destroy them if you want Zeuth points. Once Issac is defeated all Zaft units retreat. For optional parts, Athena has a booster and Roberto and Henry have Magnet Coatings. Rand 30 - 7 turns SR Point: Destroy all enemies within 6 turns. Secrets: ZEUTH Points - Do not let Murrue(マリュー), Kira(キラ), Waltfeld(バルドフェルド) or Enil(エニル) kill any enemies: ZEUTH Points +1 Load the Gundam X Bship with +mov parts to get around faster (it should have 14 mov with accel). On 3PP or 4 enemy squads shot down, enemies arrive N (do this on 2PP). On the next turn, Kira and Maryu arrive NE. To get the Zeuth point Kira and Maryu can't get any kills, but they can help weaken the two enemy bosses and other grunts. Rand 31 - 3 turns (-1) SR Point: Destroy all other enemies, and then finally have Holland(ホランド) or Renton(レントン) move adjacent to the Chiram Assault Mothership(チラム攻撃空母), within 3 turns. Another rush map! On 2PP, 2 enemy squads destroyed, or Holland/Renton moving far north, Asakim arrives as an ally E. Once you meet the initial win condition, enemies arrive SE, and Holland, Rand, and Asakim retreat. Use up Rand's Attune since he retreats anyway. On next turn or combat with Xine, Kaimera arrives as an ally. Defeat Xine to finish. Cut one turn by destroying Xine on the turn she appears. Rand 32 - 4 turns SR Point: Destroy all other enemies, and then finally the Shurouga(シュロウガ), within 4 turns. Send everyone north while countering. On 3PP, combat with Asakim, Xine destroyed, or 10 or less enemy squads remaining, Asakim moves next to one of your bships, Rand appears nearby, then they both force move north a bit. Attack Asakim on 2PP to get Rand asap. Not a freebie SR point on ex-hard. Rand 33A - 4 turns SR Point: Clear the map within 4 turns. Secrets: Charles & Ray #1 - You must take the Search for Renton(レントンを探しに行 く) route at the end of the scenario. Haro #4 - You must take the Search for Renton(レントンを探しに行 く) route at the end of the scenario. On 2PP or 4 enemies shot down, more enemies arrrive N, and allies arrive X. Move a few fast units like Ray, Charles, and Simon W/NW to deal with inc reinforcements. Pretty easy grunt filler stage. Rand 34A - 7 turns SR Point: Clear the map within 6 turns. Secrets: If Roger fights Beck, he learns 2 new attacks early. On 2 enemy squads shot down or combat with Roberto, allies arrive SW. On next turn or 2 enemy squads shot down or combat with Roberto, even more allies arrive E. You can get both sets of allies to arrive on 2EP. Once Roberto is shot down, initial enemies retreat and new enemies appear N. On next turn or combat with the reinforcement bosses, Charles arrives as an ally. Destroy Asuham, Hora, Greta, and Beck to finish. If Greta is defeated, some of her allies retreat, same with Asuham and Hora. Target those 3 to clear the map quickly. Rand 35A - 6 turns SR Point: Destroy all other enemies, and then finally Charles(チャールズ) and Rey(レイ), within 6 turns. Secrets: Charles & Ray #2 - Have Renton both convince and shoot down Charles and Ray. Haro #5 - After the scenario, purchase the Rare-looking Wheel(レアなウィール) from the Bazaar. Equip hit/dodge on the Terminus guys for more reliability. After destroying all enemies or 4PP, allies arrive S and enemies arrive N. It's pretty easy to destroy the initial enemies by 2EP. That gives you 4 turns to kill the reinforcements. Once you defeat either Charles or Rey, the other casts a bunch of seishins including full heal. The Charles & Ray secret is pretty useless because they don't show up against the final boss. I didn't bother with them this time. Unique robot in shop at end of scenario. Rand 33B - SR Point: Destroy the Mecha Yousaiki(メカ要塞鬼) within 3 turns. Secrets: Xabungle Unit-2 #1 - You must choose to Look after the ship(艦で留守番) at the end of this scenario. This robot is apparently exactly the same as the normal Xabungle. Rand 34B - SR Point: Defeat all other enemies, and then finally the Dominator(ドミネーター), within 5 turns. Rand 35B - SR Point: Destroy all other enemies, and then finally the Overdevil(オーバーデビル), within 6 turns. Xabungle Unit-2 #2 - During the scenario, defeat Timp(ティンプ)'s Blackali(ブラッカリィ). Xabungle Unit-2 #3 - After the scenario, purchase the Computer Core(コンピューターコア) from the Bazaar. Rand 36 - 6 turns SR Point: Defeat all other enemies, and then finally the Destroy Gundam(デストロイガンダム ), within 6 turns. ZEUTH Points - Shinn(シン) battles Stella(ステラ): ZEUTH Points +1 ZEUTH Points - Shinn(シン) (as an NPC) destroys Stella(ステラ) or shoots down 3 enemy squads: ZEUTH Points +2 Shadow Angel Feathers #4 - After the scenario, purchase the Chiram-made Bike(チラム製のバイク) from the Bazaar. On 3EP or combat with Stella, Neo, or Basque, neutral allies arrive NW. It's possible to attack Stella on 1PP and trigger allies immediately. If you trigger them on 1PP they'll kill most/all of the west grunts by 6PP without your help. Destroy Gundam has a huge 2 ammo MAP, be very careful. In the vid I accidentally left one of my squads in range. To get 3 Zeuth points have Shin battle and destroy Stella. You need to drain the destroy gundam's shields for Shin to have a chance. I had Shin finish Stella off on 6EP after destroying everything else. Rand 37 - 5 turns SR Point: Destroy both Shagia(シャギア) and Olba(オルバ) within 3 turns. (Both of them will flee at under 8000 HP) Shagia and Olba start moving on 1 EP, the far off enemies move once Shagia and Olba are defeated or 3 EP. Pretty easy stage other than killing the bosses. Rand 38 - 2 turns SR Point: Complete the victory condition within 4 turns. ZEUTH Points - Clear the scenario by destroying Shinn(シン): ZEUTH Points +1 ZEUTH Points - Kira(キラ) is shot down: ZEUTH Points -1 Why am I fighting my own guys in Z? This isn't how route splits are supposed to end! To get the Zeuth point win the stage by destroying Shinn. It's pretty easy to win the duel with Shinn by turn 2, equip two +1000 HP parts and use Trust/Analyze/Exhaust to support. Everyone starts with +20 will, so it's basically free XP farming or having fun watching your pilots fight each other. To save on time I just finished the duel in the video, but went back and got some kills on turn 2. Rand 39 - 5 turns SR Point: Destroy all enemies within 3 turns of the Coralian(コーラリアン)s' arrival. Hero's Mark #5 - After the scenario, obtain the Hero's Mark from the Bazaar. Anemone has an ALL attack debuff that limits any action, and she has counter, so non-tri attacks and flash are recommended. On 4PP or destroying Jurgens or Anemone, an event happens and the Seven bship moves SE, Renton arrives near the bship, initial enemies retreat, and new enemies (Coralians) arrive N. Renton has max will and a new MAP attack, with Valor it can one shot any of the smaller grunt squads. This is also a good chance to start using Confuse as the grunts have high hit rates. You should be learning Valor on your supers from 40-44 which helps a lot one shotting the higher HP grunts. Spam seishins to stay alive against the Coralians, they have high accuracy and deal a lot of damage. Rand 40 - 3 turns (-1) SR Point: Defeat the Cherubim Ciel Lugubre(ケルビム・シュルル ;クベラ) within 6 turns. Aki Points - Destroy Butcher(ブッチャー): Aki Points +1 on Setsuko route, +2 on Rand route Mega Bazooka Launcher #4 and Great Booster #3 - If you didn't unlock these early you'll unlock them at the end of the scenario. Talho's bship gets a new subpilot with 10 SP Yell (wat). On 2PP, demon empire and fallen wing enemies appear NW and SE. Next, on combat with Garuda or Atama(?) or 4 neutral squads shot down, even more enemies appear NE and SW, including Butcher NE. Butcher and Atama both appear close to your start position. Butcher has a powerful MAP so I suggest triggering enemies on 2PP then killing him before he can do anything. This also lets you stay in the SW corner to avoid being surrounded. On ex-hard it basically takes all of turn 2 to kill Butcher. Save Valor for Atama to kill him in 1 turn and avoid his HP regen. On 2EP enemies will mostly fight amonst themselves and take some swings at your units. On turn 3 or 4 kill Atama. Atama has double act and will be very close to your units by 3PP, he generally aims for the Aquarion. The stage ends either on 7PP or after Atama or Garuda are destroyed. If you have attacks to spare try getting the Thruster Module from Afrodee. Optional parts on this stage: Butcher - Barrier Field Roberto - Sensory Helmet Henry - Chobham Armor Hidler - Mega Booster Xine - Hyper Jammer Terral - Radar Afrodee - Thruster Module Atama - Punchy Stew S41 - 3 turns (-1) SR Point: Clear the map within 5 turns. Ending Points - Do not destroy ANY of the Emaan(エマーン) units before destroying the Emaan Ship(エマーン艦): Ending Points +1. Athena #1 - During the scenario, have Kei(桂), and then Olson(オルソン), convince(説得) Athena(アテナ). She will immediately join your side then and there. Olson convincing Athena is also worth +1 ending point. Shadow Angel Feathers #5 - After the scenario, obtain the Shadow Angel Feathers from the Bazaar. So you have a deployment limit of 16, or 48 individual units. I benched Jun, Ria, Dyke, Apolly, Roberto, Noshie, Gavan, Joseph, Witz, Lavie, Pala, and Raven. You start with Orguss bship, 2 bships and deploys. After destroying the Emaan ship or 4PP, enemies arrive NW including Roberto. On the next turn, combat with Roberto, or 4 enemy squads shot down, more grunts appear SW. Destroy Roberto to finish. Henry has an optional A-Adaptor. This stage is basically a freebie to catch up on route split leveling, etc. S42 - 4 turns (-1) SR Point: Clear the map within 6 turns. Ending Points - Aki survives: Ending Points +1. Rand needs 4 Aki points, Setsuko needs 7. You might notice some of the pilots levels are different from S40-S41. I replayed those two stages to level some pilots differently to learn important seishins earlier. Same strats, just different pilots getting the killing blows. You start with Zanbot bship, 2 bships, and deploys. On 5PP or Terral below 50% HP, more enemies arrive mid-map and the Terral recovers 30% HP. Once Terral is destroyed Kappei and Daitarn learn a new combo attack. Once Zarugarosu (the balloon looking enemy) is destroyed Fay arrives and Gravion retreats. Terral's pilot has high lvl Prevail. The reinforcements have pretty high HP so break out the (newly learned) hot blooded super attacks. Also fury + ALL = dead enemy squads. Could prob. 4 turn this. I had 5 Aki points as Rand, more than enough to save her. S43 - 9 turns SR Point: In the second half of the stage defeat all other enemies, and then finally the Salamis Kai(サラミス改), within 5 turns. ZEUTH Points - Clear the scenario by waiting until turn 4: ZEUTH Points +1 Ending Points - Clear the stage by waiting until turn 4: Ending Points +1 ZEUTH Points - Shinn(シン) destroys Athrun(アスラン): ZEUTH Points -1 Ending Points - Rey(レイ) destroys Athrun(アスラン): Ending Points -1 Yzak #1 - During the second half of the scenario, have Kira(キラ) destroy Yzak(イザーク)'s GOUF Ignited(グフイグナイテッド ;). Hit/dodge rates can be a bit sketchy if you want the SR point on ex-hard, not much you can do about it. Part 1: Wait 4 turns for the stage to end for +1 ending and zeuth points. Athrun does have a +10 will part drop, though. If you destroy Athrun with Shinn it's -1 zeuth point, and -1 ending point with Rey. If you want the ending point you must wait 4 turns. Part 2: After destroying 3 enemies or 2PP, Ghingnham arrives as an ally W. After Ghingnham arrives, on combat with the bship, 4PP, or destroying 3 enemies Kira arrives near your bship and grunts arrive NW. Move everyone N and destroy everything. Hit/dodge rates can be a bit sketchy if you want the SR point on ex-hard, not much you can do about it. S44 - 5 turns (-1) SR Point: Defeat all other enemies before destroying the Artificial Sun(人工太陽). Secrets: Rubina #1 - Allow Rubina(ルビーナ) to flee the map without being shot down. Destroying either Aphrodia(アフロディア) or Negross(ネグロス)'s ships will also cause her to escape successfully. Rubina will join you as a pilot after the stage. Also worth +1 Ending point. Ending Points - Destroy Futaba(双翅) with the Aquarion(アクエリオン): Ending Points +1 Baldirosier #1 - Destroy the Artificial Sun(人工太陽) within the time limit. Also worth an ending point if done within 2 turns of Sol Gravion(ソルグラヴィオン) arriving. Equip Renton with +will parts and get him 150 will ASAP to use his MAP multiple times. Everyone else can spam their SP before the full recovery later in the stage. Roger and Bright's MAPs are also useful. You start with 2 bships, Zanbot bship, and 16 deploys. On 3PP, combat with Aphrodia or Fake Sun, or 17 or less squads remaining, Rubina arrives near the enemy aircraft carrier and Negros arrives NE. Next, if Negros, Aphrodia, or Rubina are destroyed, or Rubina arrives at her escape point, God Gravion and Fay arrive NE and insect enemies arrive N. Move God Gravion S so the insects follow. Next, on the next turn or 3 enemy squads shot down, fallen wings arrive S including Futaba. Once Futaba is destroyed an event happens and Aquarion force moves to the SW corner. Next, on the next turn or 5 enemy squads shot down, God Gravion turns into Sol Gravion, all allies recover all stats + max will and can act again, and the Fake Sun can be damaged. Renton should use his MAP before this happens so he'll be at full stats to do it again. Try not to trigger this on an enemy phase because it counts towards the 2 turn ending point limit. On the next turn or combat with the Fake Sun, Debit arrives. After destroying the Fake Sun or 4 turns after Debit arrives, the stage ends. PP1 - Move forward, attack. EP1 - Aphrodia attacks, Rubina arrives. PP2 - Attack, don't kill Aphrodia. EP2 - Counter, don't kill Aphrodia. Rubina moves. PP3 - Destroy as many grunts as possible first, then kill Aphrodia. God Gravion arrives with bugs. Afterward don't destroy 3+ squads. Move Renton into MAP position. EP3 - Don't destroy 3+ squads. PP4-5 - Fallen wings arrive, MAP them with Renton. Move Roger and bships into MAP position. Do as much as possible then destroy 5+ squads to trigger the full recovery event. MAP a 2nd time and clear out all the grunts and boss. S45 - 4 turns SR Point: Clear the map within 5 turns. Ending Points - Holland(ホランド) or Jiron(ジロン) reach the marked point: Ending Points +1 Ending Points - Clear the scenario without a single neutral reinforcement having been shot down: Ending Points +1 Xabungle Unit-2 #4 - After this scenario, purchase the High-Power Gasoline Engine(高性能ガソリンエン ジン) from the Bazaar. The two items will be combined to form the Xabungle Unit-2. You start with Talia, Talho, 2 bships, and deploys. Moon is out. If Holland or Jiron reach the destination or Basque/Shagia/Orba are destroyed, 3 enemies arrive mid-map, neutrals arrive mid-map SE at the harbor, and Holland and Jiron retreat. Sting's Destroy Gundam still has its powerful MAP, use Exhaust or destroy it asap. The other two Destroy Gundams also have MAPs but the generic pilots don't gain will for units destroyed, so they prob. won't use them. Next, on the next turn or 1 of the reinforcement enemies killed, Holland and Jiron reappear w/ full stats and max will, and Big Duo appears mid-map near the docks. Destroy the Psycho Gundams, Destroy Gundam, and Big Duo to finish. Don't get any neutrals destroyed for an ending point. If I replayed this I could probably get off Renton's MAP once or twice and kill everything faster, might be able to fit in killing Basque along with Shagia and/or Orba. Optional Parts: Shagia - Solar Panels (will retreat if the other is defeated first) Orba - Nanomachine Unit (will retreat if the other is defeated first) Basque - A-Adaptor Abel - Sensory Helmet S46 - 2 turns (-1) SR Point: Clear the map within 4 turns. Ending Points - Destroy at least 12 enemy platoons within 4 turns: Ending Points +1 You start over water w/ Maryu, Bright, 1 bship, and deploys. Hope most of your units are flying by now (lol). On 2PP or 3 enemy squads destroyed, Athrun arrives W as a neutral. I'm pretty sure if Athrun destroys a squad it doesn't count for the ending point. On 5PP or 12 enemy squads destroyed, Kira and Maryu arrive mid-map near the docks, initial enemies retreat, and new enemies arrive including Ransuro E and Ghingnham N. New win condition is to destroy Ransuro. Next, on the next turn, 3 enemy squads destroyed, or combat with Ghingnham or Ransuro, Harry arrives E and an event happens where Shinn moves near Ghingnham. Ghingnham casts Strike, which could be dangerous for Shinn. Two turns later or 2 enemy squads destroyed, Athrun and Neo arrive and join up with Kira. Destroy Ransuro to finish. If Ghingnham moves south it's very easy to kill him for the S-Adaptor. Optional Parts: Jamacian - Radar Ghingnham - S-Adaptor Rand 47 - 3 turns SR Point: Clear the map within 3 turns of Xine(ツィーネ) arriving. The turn the Chimera forces arrive counts as the first turn. Ending Points - Rand(ランド) battles Asakim(アサキム): Ending Points +1 Yassaba #5 - After scenario 47, if you have obtained the Rush Rod, Yassaba will join you after the stage. Spirit of Steel #5 - After the scenario, purchase the Bouquet of Flowers(花束) from the Bazaar. Haman #1 - You must take the ZEUTH route(ZEUTHとして戦う) at the end of this scenario. Rey & Talia #1 - You must take the ZEUTH route(ZEUTHとして戦う) at the end of this scenario. After recording the video I went back and replayed this stage in 3 turns. Same strategy just killed the initial enemies a turn faster. On 2PP or 7 enemy squads remaining, Rand and Raven arrive N. It seems theoretically possible to kill all enemies by 2PP on ex-hard if Asakim gets an unlikely string of crits and only 4 enemies remain on 2PP. Or 5 enemies if Rand has Awaken somehow. Once all initial enemies are destroyed, Asakim and Raven retreat, allies deploy N and new enemies arrive SW, including 4 named bosses. Rand recovers full stats, max will and force moves near your bship. On the next turn or combat with any of the named enemies, Yassaba arrives W. The stage ends when you defeat any of the 4 named bosses. Once again, the Turn X Bship loaded with +mov will get you to the bosses very quickly. Kill one boss and finish. Optional Parts: Asakim - Super Repair Kit Levene - Barrier Field Vacherin - Linear Seat Xine - Hyper Jammer S48A - 3 turns (-1) SR Point: Defeat all other enemies, and then finally the Mecha Yousaiki(メカ要塞鬼), within 4 turns. Ending Points - Destroy Alan(アラン): Ending Points +1 Aquarion Alpha - Defeat both the Aquarion Omega(アクエリオンオメガ) and Aquarion Delta(アクエリオンデルタ) before defeating the Aquarion Alpha(アクエリオンアルフ& #12449;). After the stage, purchase the Vector Machine(ベクターマシン) from the Bazaar. You will receive the Aquarion Alpha. If you fail to meet this you'll get it on Scenario 53. You start w/ Talho, 2 bships, Aquarion, and deploys. On combat with one of the turtle demon things, everyone gains max will. Pretty easy to have Renton nuke everything, then everyone else move in to clean up. After destroying the boss, more enemies arrive S and goal changes to destroy Aquarion Alpha. On the next turn or combat with Aquarion Alpha, neutral enemies appear E/NE including Alan, worth an ending point. The only way you can assign pilots to Aquarion Alpha (before getting Sirius back) is if you assign Apollo, Pierre, and Silva to regular Aquarion. Optional Parts: Anemone - +5 will Jurgens - EN Tank Alan - Hypnosis Device S49A - 3 turns (-1) SR Point: Destroy the Big Duo Inferno(ビッグデュオ・イン ;フェルノ) within 4 turns. Big-O Final Stage #1 - Ensure Big-O(ビッグオー) is deployed for, and survives, this scenario. Destroy the Big Duo Inferno(ビッグデュオ・イン ;フェルノ), and the Big-O will learn the Final Stage attack. If you fail this you still learn it on S58. Ending Points - If Beck(ベック) is still alive when the Big Duo Inferno(ビッグデュオ・イン ;フェルノ) is destroyed: Ending Points +1 Final Dynamic Special #1 - Ensure Mazinger Z(マジンガーZ), Great Mazinger(グレートマジンガӦ 0;), Grendizer(グレンダイザー) and Getter Dragon(ゲッタードラゴン) are deployed. Assuming they survive, you will gain the Final Dynamic Special combination attack when you destroy Emperor Burai(ブライ大帝). You start with Roger vs Alan. Move Roger SW to lure Alan closer to your allied spawn point. On 3PP or Big Duo reduced to 60% HP, allies (Zanbot bship and 2 bships) deploy S and enemies arrive N/NW/NE. Roger force moves E, recovers all stats and gains Dorothy as a sub-pilot. With Alan lured close to your allies he's very easy to kill. Once Big Duo is destroyed, all initial enemies are destroyed and demon empire enemies arrive mid-map along the main street. Destroy Burai to finish. Burai has a very powerful MAP attack, spam exhaust to prevent it if you go into enemy phase. He has 100k HP, 3L size, and small HP regen. S50A - 8 turns (-4) SR Point: Destroy all other enemies before defeating the Overdevil(オーバーデビル). Ending Points - Destroy Moroha(両翅): Ending Points +1 Ending Points - Sirius(詩翅) is alive when the stage ends: Ending Points -1 Ending Points - Glenn(グレン) is destroyed outside of the cutscene: Ending Points -1 Haro #6 - After the scenario, obtain the Haro from the Bazaar. This is one of the more complicated stages in the game. You start with Elchi, 2 bships, and deploys. On 3PP or combat with Gainer, Gauli, Sara, Cynthia or Asuham, fallen wings/other grunts arrive SE, Sirius and Moroha arrive SW, and the map changes to space terrain. Condition changes to defeat Sirius or Moroha within 3 turns. Defeat both of them for +1 ending point. They both have double act and large HP regen. It's fastest to trigger Sirius and Moroha on 2PP then kill one on 2PP. Once Sirius or Moroha are destroyed, terrain changes back to earth, all Xabungle enemies except Hora, Greta, and Timp retreat, Gauli's mech explodes, Sara becomes an ally and joins Gain's squad, allies arrive N and a new Dominator arrives N next to Overdevil. Aquarion gains full stats and max will and uses some kind of love beam (wtf?). If Moroha is destroyed, an event occurs where Aquarion Alpha is also destroyed. If Sirius is destroyed, an event happens where Aquarion force moves NW. Condition changes to destroy B-Gaynor. At this point, clear out the rest of the enemies while ignoring Kizzu and not killing B-Gainer yet. Deal with most of the grunts using Renton's MAP. You still have to kill Sirius or Moroha, the Xabungle bosses, two fake aquarions, Asuham, Obaru, and 10+ grunt squads. All of the Gainer enemies have extremely high evade, most of your units will be 0% to hit without strike. 11/11b Rand's Attune + 10 SP Regen part is great here. MAPs can clear out tons of grunts quickly. Once Hora's bship is below 50% HP, it transforms into its walker form and regains full HP. Obaru's mech has a nasty MAP. Keep using supply seishin, resupply mechs, or just moving into a bship to recover and keep going. Once B-Gainer is destroyed, Gainer becomes an ally and attacks overdevil for 30% HP, at which point it can be damaged, and Kizzu disappears. It resets down to 105 will so it's easy to keep exhausted and unable to use its MAP/ALL attack and debuff aura. Save up a few valors to take it down in 1 turn, preferably the turn Gainer does 30% damage to it. The stage ends when Overdevil is defeated. I cleared this stage in 5 turns but the intermission counter said 8 turns. S51A - 5 turns SR Point: Clear the map within 6 turns. Biosensor Weaponry #1 - Deploy Camille(カミーユ) in the Zeta Gundam during this scenario and have him defeat Yazan(ヤザン). An event will play out where the Zeta obtains the Biosensor and finishes Yazan with the Hyper Beam Sabre. Sarah & Reccoa #5 (Setsuko only) - Have either Quattro(クワトロ), Camille(カミーユ), Fa(ファ) or Emma(エマ) fight Reccoa(レコア). Then, have either Camille or Fa convince(説得) Reccoa. Stella #2 (Setsuko only) - If, when Stella was destroyed on stage 36, you had at least 8 Stella Points (or at least 7 Stella Points and 28+ SR Points), then Stella will join you after the scenario. Ending Points - Quattro(クワトロ), Camille(カミーユ), Fa(ファ) or Emma(エマ) fight Reccoa(レコア) and both survive: Ending Points +1 You start with Bright and Talia. This stage is in spaaaaaaaaaace! On 4PP or less than 8 enemy squads, allies arrive SE and enemies arrive S. After destroying 6 more squads (?), a couple enemies including Raven arrive NE. Destroy everything to finish. I cut a turn by using Renton and Roger's MAPs to
destroy the reinforcements quickly. Haman joins after the scenario.





S52A - 3 turns (-1)
SR Point: Destroy all other enemies before completing the victory condition
(Destroy both the
Alexandria(アレキサンドリア)
and the Girty Lue(ガーティ・ルー))

Ending Points - Destroy Shagia(シャギア) and
Olba(オルバ) at the same time: Ending Points +1
Ending Points - Reduce Ghingnham(ギンガナム) to
below 50% HP: Ending Points +1
G-Bits/Tifa - If you met the conditions you'll get both after the scenario +
visiting the bazaar.

Not in space anymore, put those flight modules back on. You start with Bright,
Maryu, Lacus, and Zanbot bship. First condition is destroy one of the enemy
bships in 3 turns, and SR point is kill all enemies as well. Everyone starts at
max will, making the stage very easy. On combat with Rasuveto he recovers and
splits into 3. One Renton MAP is enough to wipe out almost everything.

After destroying all initial enemies, your units force move E of the dome and
recover all SP, Ghingnham and grunts appear W, and Shagia, Olba, and grunts
appear W. Stage ends when Shagia or Olba are destroyed. Ghingnham retreats
under 29375 HP. It should be possible to kill him using a strong combo attack,
but I didn't bother. The two ending points here are basically freebies, really
easy to get.

Optional Parts:
Ghingnham - Nanomachine Unit
Meribell - Tin-Plated Goldfish
Suesson - Punchy Stew




S53A - 3 turns (-1)
SR Point: Clear the map within 6 turns.

Aquarion Alpha #3 - In the event you failed to meet the conditions, you will
receive the unit after this scenario.
Spirit of Steel #6 - After the scenario, obtain the Spirit of Steel from the
Bazaar.

You start with Zanbot bship and two bships. On 3PP or Weathervane reduced below
60%, Sandman arrives W and more insect grunts arrive W. SE enemies move on turn
2, reinforcements move immediately. Once Weathervane or Vega Great bship are
destroyed, God Sigma learns a new attack and two more bships arrive SE near the
base.  Destroy everything to finish. Cut one turn by using dem MAPs.




S54 - 5 turns
SR Point: Destroy all enemies within 6 turns.

You start with Zanbot bship and 3 bships. Another big kill stage. The Zanbot
bship w/ +mov parts should have 15+ mov with accel. Load your supers in to
reach the bosses while your reals and other bships counter/MAP the grunts. Your
MAPs should be extremely powerful at this point. Pair Awaken pilots with Renton
or Turn A and deploy MAP bships. Zeravia and pink aliens move 1EP.

After 10 enemy squads destroyed or Butcher's HP below 50%, 3 bosses arrive N.
They all have high HP/armor and good defensive skills, save some Valor/Fury.
Gatorra has a MAP so exhaust or kill him first. Once Hyugi is defeated Sandman
retreats, once Gattora is defeated Baldios retreats, and once Gagan is defeated
God Sigma retreats.

I should have put Chris with Renton for support defense reliability.



S55 - 3 turns (-2)
SR Point: Destroy all the Zeravire(ゼラバイア),
and then finally the Goma(ゴーマ), within 5 turns.

Ending Points - Destroy Ghingnham(ギンガナム):
Ending Points +1
Ending Points - Destroy Shagia(シャギア): Ending Points
+1
Ending Points - Destroy Olba(オルバ): Ending Points +1

Part 1:

Getting the SR point and all 3 endings points is tricky. You need to kill all
the Zeravires, Shagia, Olba, Ghingnham, and finally Goma within 5 turns. Not
easy when they're spread around the map and have very high HP.

You start with Zanbot bship, Kappei, Sol Gravion, and 1 bship, 57 units to
deploy. On 3PP or Goma reduced below 80%(?) HP, Shagia/Olba arrive W, Ghingnham
arrives SE (right at your start position), and fallen wings arrive NE. Zanbot
retreats and Sandman joins God Gravion's squad, which recovers full stats + act
again. Goma has an extremely powerful MAP, exhaust it below 120 will. It has
140k HP and small HP regen.

The frost bros don't move, Ghingnham does move but he's far away. If you defeat
the Frost Bros or Ghingnham they recover all HP. Defeating each of them once is
good enough for the +3 ending points.

Leave a small group behind to defeat Ghingnham, then split your forces into
your bships to take out Goma and the Frost Bros. Use Renton and Roland's MAPs
to quickly clear out the bugs and raise everyone's will. Reduce Goma below 80%
to trigger reinforcements, defeat Frost Bros and Ghingnham, then reduce Goma
below 40%, finish off any remaining bugs with everyone's SP resupplied, then
kill Goma.

Once Goma is reduced below 40%, all non-bug enemies retreat (frost bros,
Ghingnham, etc.) Lacus and Diana arrive SW, and everyone recovers full SP and
max will (not HP/EN/ammo).

Part 2:

Everyone starts with max will, kill Butcher to finish. Pretty much free XP.





S56A - 4 turns (-2)
SR Point: Destroy all enemies within 7 turns.

Rey & Talia #2 - Have both Kira(キラ) and Shinn(シン)
fight Rey(レイ). After that, have Shinn convince(説得)
Rey, and then finally have Shinn destroy his Legend
Gundam(レジェンドガンダム
). If these requirements are met, Rey and Talia will join you after the stage.

Yzak #3 - Have Athrun(アスラン)
convince(説得) Yzak. He will retreat from the map then join after
the stage.

You start with Bright, Maryu, Lacus, and 1 bship. Most grunts have very low HP.
At 21 enemy squads remaining (15 destroyed), more enemies arrive SW, and SE,
and Yzak, Rey, and Talia arrive N. The giant colony satellite thing on the map
fires a giant laser southward and allies in its path force move to the sides if
they were in its range. First row of grey/pink grunts moves on 1EP.

Yzak withdraws after being convinced by Athrun. Once you defeat Jerid, Mauer's
entire squad explodes and Jerid uses guts, invincible, and strike. Kira and
Shinn need to fight Rey, then Shin convince Rey, then Shin destroy Rey's mech.

Once the Dogus Gear is defeated Scirocco arrives near the Dogus' position. If
Scirocco is defeated Reccoa and Sarah retreat. If you're on Rand's route,
there's no point defeating Sarah or Reccoa except XP/kills.




S57A - 4 turns (-2)
SR Point: Destroy Anemone(アネモネ),
Shagia(シャギア),
Olba(オルバ)、Ghingnham(ギンガナ
;ム) and Sirius(詩翅) within 6 turns.

Ending Points - Destroy both Otoha(音翅) and
Touma(頭翅): Ending Points +1

You start with Talia, Talho, Diana, Aquarion, 1 bship, and deploys. On 2PP or
combat with Anemone, Frost Bros & Ghingnham appear SE, and fallen wings appear
NW. First goal is to destroy Anemone, Frost Bros, Ghingnham, and Sirius. Move
in with MAPs to clear out most of the grunts. Ghingnham uses strike every turn
and will use his MAP if able, kill him asap or use exhaust. Xine also has a MAP
but she's pretty far from the action.

Once Sirius is destroyed, Touma and Otoha arrive. Aquarion regains Sirius as a
pilot, full stats/max will, and gains its best attack. Aquarion Alpha also
gains full stats/max will and Rina joins as a pilot. Both Aquarion and Alpha
can act again. Touma and Otoha can be triggered and defeated before or after
the SR point.

After completing the first goal, Dewey arrives and the goal changes to destroy
his bship in 3 turns (on hard). Stage ends once Dewey is defeated.

Optional Parts:
Meribell - Tin-plated Goldfish
Suesson - Punchy Stew
Touma - Fallen Wings
Otoha - Hyper Jammer




S58 - 3 turns (-3)
SR Point: Before having Roger(ロジャー) reach the
marked point, destroy all enemies.

Big-O Final Stage #2 - In the event you failed to meet the conditions, you will
receive the attack when you defeat the Big
Fau(ビッグファウ) on this scenario.

Xine & Asakim #1 - Have at least 15 Ending Points, or alternatively at least 7
Ending Points and 46 SR Points, by the end of the scenario.

Oh great, suddenly a ground/air map. Time to rearrange the party again and
equip flight modules. You start with Roger vs Big Fau. Once Big Fau is 70% or
less HP or 3PP, allies arrive S (2 bships), enemies arrive mid-map, and Big Fau
moves north. You can reduce Big Fau below 70% by 2PP.

Once Big Fau is defeated, all initial enemies are destroyed, Roger can act
again, and a new set of high HP grunts arrive N. Destroy everything and then
move Roger to the goal for the SR point, no time limit. The grunts have 45-50k
HP but no HP regen so MAP spamming is a great idea.





S59 - 5 turns (-1)
SR Point: Complete the victory condition (Destruction of all enemies) within 7
turns.

Xine & Asakim #2 - Have any character fight
Xine(ツィーネ) to trigger her battle dialogue, before
having your main character (Setsuko(セツコ) or
Rand(ランド)) do the same. Then, have your main character
convince(説得) Xine. Destroy her Chaos Capra with any unit, and she
will join after the scenario.

You start with 4 bships + deploys. Pretty simple stage, defeat everything with
no reinforcements. Raven has a tiny 2 range MAP, Shuran has a dangerous MAP,
and Xine has a very dangerous MAP. Load into the bship(s) and boss snipe +
exhaust before they can MAP. If you kill them last they'll have way too much
will to exhaust. Also watch out for the destroy gundam MAPs.

If you defeat Shuran first, Raven casts Strike, Invincible, and Awaken. If you
defeat Raven first, Shuran recovers all stats and casts Strike, Invincible, and
Awaken. Either one starts moving immediately on EP. Defeat Raven first and
Shuran will move from NW corner and waste his Awaken while getting closer.

1EP initial enemies advance, boss and henchmen grunts stay. 3EP henchmen grunts
move.





Final Scenario Good End (Rand) - 7 turns

Charles & Ray #4 - If the requirements are met, Charles and Ray will appear as
reinforcements on the first half of the the stage. (pretty much useless since
they don't join on part 2)

Asakim #3 - If you have recruited Xine(ツィーネ), have
Rand(ランド) destroy
Asakim(アサキム)'s
Shurouga(シュロウガ) on the first half of the
stage. Asakim will then appear to assist you in fighting the final boss during
the second half.

Part 1: 2 turns

Orguss Bship, Elchi, Zanbot bship, Diana, Ferelden + 20 deploys. First goal is
to destroy Remuresu. Pretty easy w/ only 142k HP.

On 2PP or combat with Remuresu, Asakim arrives W. On the next turn or Remuresu
reduced below 60% HP, allies arrive E including Renton.

Very easy to 2 turn this while also defeating Asakim with Rand. It helps having
Asakim on part 2.


Part 2: 5 turns

Bright, Maryu/Archangel, Lacus/Eternal, Talho, and Minerva/Thalia + 20 deploys.
Goal is to move Renton to the destination. Once Renton arrives, all initial
enemies are destroyed, the final boss appears and splits into 3, and everyone
gains max will. Since everyone gains max will there's not much point killing
the initial enemies besides kill counts for NG+.

Third goal is to destroy all 3 final bosses on the same turn. They all have
242k and small HP regen. Carefully lower each one then destroy them all on turn
3 or 4. Use all the SP consumables available to keep damage at max. The full SP
recovery item works only on the main pilot but it's still great on your hardest
hitters. All 3 bosses have extremely powerful MAPs but they rarely use them, so
just keep confuse, faith, and defensive seishins up.


Final turn count: 286