SUPER ROBOT TAISEN Z ------------------- |Table of Contents| ------------------- I. Introduction II. Version history III. Updates IV. Useful Terminology V. Basics VI. Pilots, Skills, and SCs VII. FAQ/Walkthrough VIII. Parts IX. Secrets X. Bazarr Listings XI. Mecha Index XII. Frequently asked questions XIII. Contact Policy XIV. Legal Mumbo Jumbo and Credits ----------------- |I.Introduction:| ----------------- We meet again, my friends! Another star-studded Super Robot Wars release, and another FAQ from yours truly! I figure I've got to release more than a few of these for such an event to be star-studded as well, but I digress. As usual, as this game is in a foreign language (one that I have a rudimentary grasp of, at least), there may be translation errors and unofficial romanizations plaguing the document, but I'll do my best to keep it to a minimum. So let's sit back, relax, and get ready for one hell of a ride. Now, comrades, I need your help. You see, Super Robot Wars Z is as of yet a very undocumented game. There are many enigmas and mysteries regarding secret mechs and recruitable characters. If you know something that I don't, I beseech you to let me know! Conversely, if you know that the information I have is inaccurate, I implore you to tell me. Full credit will be given! --------------------- |II.Version History:| --------------------- Version .5: 10/19/08 Initial itinerary complete. Version .85: 11/29/08 Setsuko route complete, secrets complete, various things fixed and added. -------------- |III.Updates:| -------------- 10/19/08: initial itinerary complete! 11/29/08: Better late than never! Setsuko route complete, secrets completed and verified, and various things have been updated. Includes: Full walkthrough through Rand's route, Gallia, and Stay Behind route. Full listing of skill points, skills, parts, spirit commands, and bazarrs(Rand). Rand's mecha index mostly complete. Various and sundry miscellany also complete. Left to do: Make a few minor adjustments in some places, complete Patrol Route and Search for Renton Route ------------------------ |IV.Useful Terminology:| ------------------------ In the realm of Super Robot Taisen, there are a large number of terms and names that will probably leave a newbie to the series scratching his head. Because we were all that newbie at one point, this section is here to help the unitiated muddle through what all of this giant robobabble is all about. +Mech+ A mech is essentially a universal term for robot, giant or otherwise. Mainly because it incorporates the least amount of keystrokes for a name that handily encompasses all of the units in the game, I'll be using this throughout the guide quite extensively. +Real Robot+ While there are many out there that would rant and rave that the Real Robot and Super Robot distinctions don't exist- and I would find myself in agreement-, I believe that to form a base of knowledge, having a few parameters to go off of would not be a bad idea at all. The classical representation of a real robot would be a Gundam. In gameplay terms, these types of robots usually have above average dodging prowess, below average armor and HP ratings, and while they may have overall lower damage output than their Super Robot counterparts, they make up for it by having, generally speaking, a greater talent for keeping up long term assaults due to lower EN and Ammo requirements. Now, this is by no means the definitive definition- it's just that if I say something like "you may want to deploy a good number of Reals this mission", you deserve to know what I'm talking about. +Super Robot+ Super Robots are the logical opposites of Real Robots. Speaking from gameplay terms, they generally have high HP and armor, but low mobility and movement. One of the first super robots ever created is a good archetype: Mazinger Z! As as good rule of thumb, if a mech has a rocket punch, it's a super. Other such characteristics of note would be high damage output, especially for finishing moves, but due to high EN or Ammo requirements, they require numerous upgrades and enhancements to keep up any sustained attack. Also, as a rule of thumb, supers tend to be much larger than reals, and to that end, noticably inaccurate to compensate. +Pilots+ A pilot and a mech are two very different things. Pilots and mechs, for the most part, can be switched around and mixed and matched. They're not a single unit. Pilot stats play an important role in which mech they go in. I'll cover this in greater detail in the pilot chapter. Also, each pilot has a different set of unique skills and spirit Commands. Pilots gain exp, mechs are upgraded via cash. However, it should be noted that some pilots cannot switch mechs and some mechs can only be piloted by one pilot. +Spirit Commands/Seishins+ Anyway, these are extremely important. Each pilot has five spirit commands, though only a few are available at lower levels. Getting anywhere in the game without these guys is nigh impossible. They bestow, for a turn or a battle various beneficial effects. For example, Strike raises your hit rate to 100% for one turn, and Alert guarentees that you dodge one attack. ----------- |V.Basics:| ----------- This is the section that new players should definitely read thoroughly. It will explain how the game works, what things do, etc. These are all of the commands you will use in a mission. This menu is accessed by selecting an allied mech and pressing O. +COMMAND LIST+ -Move- As you would expect, you use this command to move your mech around the map. Each mech has a set movement range, which is indicated by the glowing spaces surrounding the selected unit. Use your cursor to choose which glowing space you would like to move to, and press O. -Attack- Again, this is pretty self explanatory. When you select this, the weapon select menu comes up. Here, you can select from available weapons to use (unavailable armaments will be in red). Once you select your weapon, you're then brought back to the map, where you can see your chosen weapon's range. Move your cursor on top of the enemy you wish to attack (in your range) and hit O. There will be a confirmation screen, displaying your Hit percentage (the chance you have to hit the enemy, out of 100. 100% means you'll hit, no matter what. 50% means you have an equal chance to hit or miss, and 0% means you won't hit period.), your chosen weapon, and your enemy's chance to hit you. You can also toggle whether or not you watch the battle animation. Hit select start to go through with your action. New to Z is the Tri Squad system. When you attack with two or more members in a squad, a few other options will appear. Before you attack, you can choose which formation you will do it in: TRI, Center, or Wide. TRI: Defensively vulnerable to all/TRI attacks, defensively strong against wide formation. Allows for the use of TRI attacks, which hit all members in the squad and pierce barriers. Center: Most akin to how squads worked in Alpha 2/3. Your two wingmen will use their Platoon attacks (PLA) first against the enemy for reduced damage, then the squad leader will attack as normal (with increased accuracy). Defensively weak against ALL/Tri attacks, defensively strong against wide attacks. Wide: Your two wingmen fan out. This is much the same to center formation, but your two wingmen attack the other two wingmen in an enemy squad instead of the leader. Defensively strong against ALL/Tri attacks, defensively weak against wide formation. Some attacks, labeled with ALL, will attack all members of a squad. TRI attacks do much the same, but are only used when in TRI formation. These pierce barrier fields and other barriers. -Spirit- This option opens up the spirit menu, where all available spells are displayed, along with current Spirit Points (SP).Move your cursor over the available spells to view what they do. The cost in SP is displayed to the right. Quite naturally, if you don't have the required SP, you can't cast that spell. Some spells can be used on allies. If that's the case, you can use your cursor to select which one. -Formation- This lets you change what formation you're in, at any time during your turn if that squad hasn't acted. See above for explanations of formations. -Change- This option is only available to units with different forms, such as Getter or Orguss. When used, the mech changes into its alternate form. It's that simple. If the mech in question has multiple alternate forms, you can select which one you want from a menu. -Air/Water/Ground- If the unit you've selected has flight capabilities, these options will appear. By selecting it, you can ascend into the sky, or descend to the ground or body of water. However, note that some flying units, like battleships, can't descend to the ground. Note that when in squads with multiple units, an inability to do something can override the ability to do something. For example, Gundam Impulse can fly. But the Blaze Zaku Phantom cannot. So if you put them in the same squad, the Impulse cannot fly. The Daifighter, one of Daitarn 3's alternate forms, can actually bypass this and allows all units in the squad to fly (Presumably because it's so huge the other units can hitch a ride). -Combine- This is only available when certain units are in the same squad. When used, the individual mechs become one, new machine. -Repair/Supply- This option is only available if the unit in question has the necessary unit ability (for example, Diana Ace knows how to Repair, while Boss Borot knows how to ressupply) Repair restores an adjacent squad's HP by a fixed amount that gradually increases by level (I'm unaware of the exact formula). Supply completely refils the ammo and EN of an adjacent unit, though without the Supply Plus skill, it can't be used post movement. Also, the recipient of a resupply loses 10 will, so be careful with it. -Standby- This simply confirms your move and ends the unit's action. -Status- Not a command in the true sense of the word. However, it pops up in the menu all the same. It takes you to a detailed breakdown of the mech and the pilot. +MAP MENU+ By hitting O on an unoccupied space, a new menu is brought up. -End Phase- Selecting this causes your turn to end and your enemy's turn to begin. The game will give you a second confirmation screen, and also notify you if units have not been moved yet. -Units- This will bring up a list of all units deployed in the mission. Note that the list uses mech names, not pilot names, though you can check the pilot by taking a peek at the middle right box on top. Current HP is also displayed, and mech names in red have already moved. By selecting a mech name and hitting A, you will exit out of the menu and your cursor will be on the selected mech. Pretty handy if you've split up your forces on a larger map. -Mission- Selecting this will tell you what you need to do to complete the mission, and how to lose it. -Battle Mastery- Selecting this will tell you how to achieve the battle mastery point for the episode. Battle mastery points increase the game's difficulty, but for each one you snag, all deployed pilots get +25 PP. -Search- This option lets you search for Spirit commands, Pilot skills, and mech skills. Names in red indicate that the pilot or mech with this skill has already moved. -System- This lets you turn the grid on or off, toggle mech and pilot Backround Music, and switch configuration from righthanded to lefthanded. -Save- This lets you save. Duh. +STATISTICS+ Statistics determine how much damage you do, how much damage you take, etc. Mech and pilot statistics are very different things- so I'll cover each one in detail in the appropriate section. +CHECKING TERRAIN/UNITS+ To briefly gloss over a unit and its most basic current statistics, select it with the cursor and press X. The current HP and EN of the mech will be shown, along with the Pilot's current Will, SP, number of units beaten, level, exp needed to level up, current PP, and number of offensive and defensive supports remaining for that turn. To check terrain, do the same. It will display the name of the terrain, any defensive bonuses it gives, any evade bonuses it gives, and if it has any EN or HP restoring qualities. -------------------------------- |VI:Skills, and Spirit Commands| -------------------------------- In this section, I'll detail pilot statistics, pilot skills, and spirit commands. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ +PILOT STATISTICS+ For those of you who wonder what all of those little numbers mean, this part of the guide should prove quite helpful. Unfortunately, I don't have any advanced formulas, so I can't tell you how much damage a character with 200 Ranged and the Beam rifle will do in any exact terms. -Fixed Statistics- These stats don't change until you level up or increase them manually via the intermission menu. Melee: This stat influences how much damage you do with a weapon of the subtype Melee. Range: This stat influences how much damage you do with a weapon of the subtype Range. Hit: This stat influences your hit rate against enemies. Evade: This stat influences your evasion rate against enemies. Defense: This stat influences how much damage you take from enemy attacks. Maneuver: This stat influences how often you get a critical hit (x1.5 normal damage) or an enemy gets a critical hit on you. It also influences how often Blocking activates or if Attack Again activates. -Fluctuating Statistics- These stats change as the battle progresses. Will: This is a fairly complicated stat. Most notably, it enables the use of high end weapons with Will requirements. If a pilot has certain skills, such as Abandon, then Will can enhance unit performance as well. Will starts at 100 in most cases (105 if the character has beaten over 50 enemies.) and increases at rates depending on the character. All characters get +3/5 Will when they beat an enemy, however. Will cannot increase further once it reaches 150, unless the Break Morale Limit skill is purchased. Some spirits and skills increase Will without battling, such as the Drive spirit and morale skill. The amount of will you have is proportionate to how much damage you deal and receive- generally, having high will makes you studlier. Skills like Guard and Abandon further boost the normal bonuses. Experience: Also known as Exp, units gain this whenever they successfully hit the enemy. How much is gained is determined by the levels of the pilots that are involved. For example, you will not gain a lot of exp if your level 25 Jiron hits a level 19 Calico. Generally, the amount of exp earned from just simply smacking something is fairly small. To gain substantial amounts of exp, the enemy unit needs to be destroyed. Some spirit commands can increase the amount of exp gained. Number of enemies beaten: A fairly simple stat. It increases by one whenever an enemy is downed. Its main use is that once you get 50 or more kills, you get a shiny little star, 105 will at the mission's outset. This increases to 110 at 100 Kills. -Expendable statistics- Spirit Points: Spirt points go down as you use spirit commands. Pretty simple. The max amount of SP a pilot has goes up as you level up. To restore spent SP, you can use an SP drink. Some pilots have a skill called SP Regen, which gives them back 10 SP a turn. It's also worth noting that some plot events fully restore a character's SP. Pilot Points: These don't have any use during a mission, but they're used in the intermission menu to purchase skills or boost pilot stats. You gain PP by defeating enemy units. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ +PILOT SKILLS+ In this section, I'll detail every buyable pilot skill . |Blocking| Cost: 300 PP This skill enables shield defense and sword cut, which activate depending on the skill stat |Potential| Cost: 100 PP, 50 PP to upgrade. Max level: 9. This skill increases Hit, Evade, Crit, and Armor when HP decreases. |Counter| Cost: 100 PP, 50 PP to upgrade. Max Level 9 This skill allows you to attack first even on the enemy's turn. Activation % is dependent on level |Support attack| Cost: 500 PP, 100 PP to upgrade. Max level: 4. This skill enables a pilot to add their own attack to an adjacent ally's when they engage in combat. You can do this as many times as the level of the skill. (IE, Support attack level 2 equates to two support attacks per turn) |Attack Again| Cost: 1200 PP This skill enables a unit to support attack itself if skill is 20 Higher than the enemy. |Defensive Support| Cost: 500 PP, 100 PP to upgrade. Max level: 4. This skill enables a pilot to take an enemy attack that was meant for an adjacent ally. Note that when the damage is dealt, the supporting pilot is for all intents and purposes in defend mode. Squadmates can defend a squad leader. You can do this as many times per turn as the level of the skill. |SP Up| Cost: 100 PP, 50 PP to upgrade. Max level: 9. Increases pilot SP by 5 per level. (IE, level 5 would be +25 PP, while level 9 would be +45) |Resolve| Cost: 400 PP This skill increases pilot morale by 5 at the beginning of the mission. |Battle Spirit| Cost: 700 PP This skill increases pilot morale by 3 per turn after turn 2. |Morale +Evade| Cost: 350 PP When a pilot dodges an enemy attack, Morale +1 |Morale +Hit| Cost: 350 PP When a pilot hits an enemy, Morale +1 |Morale +Damage| Cost: 350 PP When a pilot is hit by an enemy, Morale +2 |Morale +Shoot Down| When an enemy is destroyed (by either the pilot with the skill or by a different unit), Morale +1. This means that the unit will gain 2 morale for every unit shot down by his allies. |Morale Limit Break| Cost: 500 PP Increases max morale from 150 to 170. |E Save| Cost: 800 PP Attacks that cost energy have their costs cut to 80%. |B save| Cost: 800 PP Increases max ammo for ammunition based weapons by 1.5x. |Cooperative Attack| Cost: 1000 PP When support attacking, always land critical hits |Backup Attack| Cost: 1000 PP When using a platoon attack, damage is increased by 20%. |Focused Attack| Cost: 1000 PP When using an ALL attack, there is a 20% damage penalty for squads with 2 units and a 40% damage penalty for squads with three. This skill reduces the penalty by 5% and 25%, respectively. |Size ignore| Cost: 800 PP When attacking a unit of different size, a unit with this skill doesn't suffer any accuracy or damage penalties. |Abandon/Predict| Cost: 700 PP At 130 morale, a unit with this skill gains a 10% bonus to evade/hit/critical. |Guard| Cost: 700 PP At 130 morale, a unit with this skill takes 80% damage from enemy attacks. |Spiritual Fortitude| Cost: 400 PP A unit with this skill is protected from any negative status effects that affect the pilot (stat down, SP down, morale down). |Hit and Away| Cost: 1000 PP A unit with this skill can execute an attack, and then move normally. |Mechanic| Cost: 500 PP A unit with this skill gains a 1.5x bonus to HP healed by Repair. |Refueling expert| Cost: 700 PP A unit with this skill can use the Resupply command after moving This skill raises the maximum amount of SP a pilot has. Adder's reccomendation: Eh. Anything that increases SP is good, but SP Regen and Focus are better, IMO. Good on support pilots that don't have anything else to spend PP on. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ +SPIRIT COMMANDS+ Here, I'll detail what the individual spirit Commands do, and what I think of their overall usefulness. Note that in this installment, pilots have only 5 different commands, and significantly less SP. Inspire: Casts strike (100% accuracy) for one turn on one ally. Adder's opinion: Very useful for saving SP for frontline units, particularly so if you went with the 11/11 B birthday and have it on your main for 10 SP. Focus: For one turn, hit and evade rate goes up by 30%. Adder's opinion: A must have for dodgy machines being thrown into the thick of things, but be careful. You can't use it as freely as you used to and it won't make you invinicible. Strike: 100% accuracy (barring Alert) for one turn. Adder's opinion: Essential in some situations, helpful in others. Very good all around. Sense: Casts both Strike (100% accuracy) and alert (evade one attack). Adder's opinion: Characters with this usually don't learn the component spells, so you'll likely be forced to use it. On the bright side, it's usually cheaper than casting both. Flash: Evade one attack, no matter what. Adder's opinion: Essential for survival against tougher enemies and bosses. Very cheap, too. Invincible: Next attack that lands, take 10 damage. Adder's opinion: Excellent "insurance" for dodgy mechs. Only downside is that it won't protect you from status down moves. Iron Wall: For one turn, take 1/4th damage from enemy attacks. Adder's opinion: A tanker's answer to focus, very useful if throwing a heavily armored machine straight into the fray. A bit more expensive, though. Acellerate: Boosts squad movement by two for one movement. Adder's opinion: Kind of nerfed since the last games, but still an essential spell for getting around quickly. Boost: Boosts squad movement by four for one movement. Adder's opinion: Aw yeah, this is what we're talking about. Any pilot with this should be considered at very least a good squadmate. Hot Blood: Next attack does Double Damage. Adder's opinion: Essential against high HP bosses or when you need to clear out in a hurry. Expensive, and you learn it very late, but top tier. Soul: Next attac does 2.5x Damage. Adder's opinion: See Hot Blood. Those that learn soul don't learn the other, so you don't have a choice anyway. Usually given to pilots with machines with less offensive power to balance things. Snipe: Increases attac range for non-range 1 attacks by 2 for one attack. Adder's opinion: Situational, but can save your butt from time to time. Good for offensive rushes as well sniping. Direct attack: Ignore barriers, size differences, ALL attack modifiers and pilot skills on the next attack Adder's opinion: Great for enemies that come packing serious defensive measures and groups of tough enemies in squads. Kind of expensive, though. Double movement: Gain one extra action this turn Adder's opinion: expensive, rare and situational but extremely potent if used in the right way, like in tandem with a powerful MAP attack to get in position. Luck: Gain double money on the next enemy shot down Adder's opinion: Great for using in tandem with a MAP attack or defeating a boss to earn ludicrous amounts of capital. Don't go willy-nilly with it, though. Gain: Gain double experience on the next enemy shot down. Adder's opinion: Much less situational than luck, great for use on any unit that might be a underleveled. Rally: All squad members gain 5 morale Adder's opinion: Far too expensive to really be useful, given how easy morale is to come by in this game. Still, in some situations, it can be good to have. Mercy: If skill is higher, leaves an enemy that would be destroyed with 10 HP Adder's opinion: Useful for leveling weaker characters, and if any mission objectives dictate that you leave someone with a sliver of their HP. Aside from that, not too useful. Love: Casts Accelerate, strike, alert, hot blood, yell, gain, and luck. Adder's opinion: Powerful and expensive. Some characters are forced to use this for Hotblood, so keep that in mind. Good for dealing the finishing blow to boss characters Courage: Casts Accelerate, Strike, Invincible, Hot Blood, Yell, and Direct Attack Adder's opinion: More offensively oriented than love, but less profitable. More or less interchangable otherwise. Hope: Casts Yell, Bless, Cheer, and Friendship on one unit Adder's opinion: Damn good support spell, but expensive. Casting both Bless and Cheer is very helpful, and the extra morale is pretty great too. Bless: Casts Luck (double money) on one unit Adder's opinion: More versatile, but more expensive. Great all around. Cheer: Casts Gain (double exp) on one unit Adder's opinion: Very useful and versatile. Great for underleveled characters. Scan: Gain information on one enemy Adder's opinion: Very helpful for me, the FAQ writer, and for checking ranges of enemy bosses. Cheap to the extreme, as well. Usually on subpilots, so it's not really a waste. Analyze: Reduce defense and attack of an enemy by 10% Adder's opinion: Very awesome against beefy enemies. Enough folks learn this to let you use it for quite a few enemies on a map. Daunt/Exhaust: Reduce one enemy's morale by 10 Adder's opinion: Useful for strong bosses late in the game (OVERDEVIL ARGH) with morale based abilities. Resupply: Restore one unit's Ammunition and Energy Adder's opinion: Great, if expensive, especially during boss fights where you don't have the luxury of spending a turn to resupply manually. Disturbance: For one turn, all enemy units have their hit rates halved Adder's opinion: Definitely a great spell, especially during the later missions where you've got enemies coming from every nook and cranny of the map. Trust: Restore one unit's HP by 2500 HP Adder's opinion: Great early game when your units will be taking hits whether you like it or not, loses a bit of its utility later on. Still good for when you take a good whack across the face. Faith: Restore the entire HP of one squad Adder's opinion: great lategame when you've got more SP to use, and when ALL attacks become more prevalent. Bonds: Restore 50% HP to all allied units Adder's opinion: only useful in a few specific instances, but handy to have if you take a real beating. Guts: Restores 30% HP Adder's opinion: A surprising amount of characters learn this. It's actually pretty good, especially on units bound to take some hits. Nice and cheap. Guts Plus: Restores all HP Adder's opinion: The logical extension of Guts. Not as versatile because of the greater cost, but more effective. Yell: Gain +10 Morale Adder's opinion: Fun stuff, when you're low on enemies to trash for morale, but honestly, that's rarely the case in this game. Drive: Gain +30 Morale Adder's opinion: Expensive and kind of rare, but on Loran, who knows SP regen, this is actually pretty cool. He can cast it on turn one, then regain the lost SP naturally. Aside from that, though... use with caution. ---------------------- |VII.FAQ/Walkthrough:| ---------------------- GETTING STARTED: When you choose start game, you are presented with two choices: the top option lets you get right into the game, while the second presents you with a tutorial. Choose whichever you fancy. The next screen has you select the main character- the first choice: Rand in his Gunleon and the second is Setsuko in her Virgola. Eventually, this walkthrough will cover both routes. After you select your main character, you can tweak his/her birthday. This is mostly pointless, but if you enter 11/11 B as the birthday and bloodtype, your main character will get some very helpful Spirit Commands later on. Do it if you wish. You can also rename your character, if you wish. Up to you. The opening reel rolls (kudos to you if you can understand any of it!), and we're off! HOWEVER, BEFORE WE BEGIN, SOME IMPORTANT NOTES: Most importantly: About secrets. DO NOT LISTEN TO WHAT I SAY ABOUT SECRETS IN THE WALKTHROUGH. My musings were written when knowledge about secrets were much less concrete than they are now. Instead, either visit the Secrets section, or look out for SECRET ALERTS at the end of the stage breakdown. These are the most accurate requirements! This is a temporary measure until I get the time to rewrite the sections that need it. ALSO: If you can't find a certain scenario, they're arranged in blocks. Here's the break down. Rand Route 1-15 Setsuko Route 1-15 Gallia Route and Pacific route alternate through 16-19 Joined routes 20-25 (Rand and Setsuko have different stage 21s) Rand route 26-40 (33-35 Search for Renton, then 33-35 Stay Behind) Setsuko route 26-40 (33-35 Gibraltar, then 33-35 patrol route) Joined Routes 40-47 (Rand and Setsuko have different stage 47s) ZAFT Route 48-57 (joined routes 54-55 in here) ZEUTH Route 48-53, 56-57 Joined route 58-60 -------------------- |RAND ROUTE STAGE 1| -------------------- Allied units: Rand Travis (Gunleon) Allied reinforcements: Garrod Ran (Gundam X divider) Enemy units: Trand11 x2 Dagger x2 Calico x2 Prometheus(?) (Gelaba) Enemy reinforcements: None Skill point condition: Shoot down all enemies by the start of turn 5 LANDO CRUSHA With that out of the way, it's time to start things off. The enemies are kind of spread out here, but don't worry too much. Garrod will arrive on turn 2 to help clean up. For now, just have Rand start blasting whatever he can reach. When Garrod arrives, have him cast invincible and get to it as well. Dreams really kicks ass, doesn't it? Love that song. There's not much to be said here. Your foes aren't particularly accurate- they can get off a lucky shot on the GX, but when they do hit, they don't do a whole lot of damage. In Gunleon's case, they won't succeed in so much as scratching it. Rand may need a little boost to his hitrate, but for the most part he'll be throwing down quite righteously. Gelaba will mosey on over eventually. Double team him and finish him off with Rand's Giant Wrench finisher. Do it by the start of turn 5 for the skill point. ******************************************************************************** RAND ROUTE STAGE 1 INTERMISSION: Ah, the intermission menu. Marvel at how streamlined it all is. The character in the window is your top ace- he who has downed the most enemies. He'll get a morale boost at the start of each mission. The first option goes to this submenu Mech status: Lets you take a look at all of your machines Mech upgrade: Lets you upgrade your machines with hard earned cash, you can also upgrade weapons here. The new stat is accuracy: Up this if you miss a lot. Equip parts: Equip different enhancement parts on your machines Equip frames: This lets you switch various mech frames about, though you don't have any right now New parts: This lets you look at the parts you earned in the last mission Abilities and Spirit Command list: This gives you a grand list of all the mecha abilities and spirit commands you've seen The next major option gives you this sub menu: Pilot Status: Lets you take a look at your pilots Pilot upgrade: Lets you spend your PP and upgrade your pilots, you can upgrade stats, terrain rankings, and buy skills Pilot assign: When you get more machines and pilots, you can switch around who pilots who if you so wish Abilities and Spirit Command list: Second verse, same as the first. The next one brings you to one screen: The squad arrangement screen. Don't worry about this yet, as you can't do anything with it. Bazarr: Browse the Bazarr for parts and mecha with your blue stones. You can also sell your stuff for blue stones. The next one: Options: Lets you toggle various options Last one: Save: Let's you save your game The orange at the bottom is the next mission button. With all that out of the way: Use what little cash you have to upgrade a bit. Gunleon wants HP, EN, Armor and accuracy, while the Gundam X could do with more mobility, as could the Gotchko. You can't afford much at the Bazarr either-you can sell your booster for more funds if you wish, but I'd hold off on that. You can either save up or buy a smaller item. I'll leave that up to you. If you wish check the appropriate section for a complete Bazarr listing. Pilot Points are equally scarce, so you probably can't buy anything yet. Save up and move on. ******************************************************************************** -------------------- |RAND ROUTE STAGE 2| -------------------- Allies: Rand Garrod Allied reinforcements: Turn 2 Gainer (King Gainer) Gain (Gotchko) Sara (Panzer) Gauli (Panzer) Pero (Panzer) Enemies: Dogon (?) x4 Enge (Dogon) Keginan (Dogon) Enemy reinforcements: Turn 2 Dogon x3 Adette (Dogon) Enemy reinforcements: Skill point: Shoot down Adette (retreats at 3000 HP) Your enemies are still pretty pathetic. If you get a lucky critical, you should be able to OHKO them. If not, no big thing, they can't take more than 2 attacks. They're not particularly evasive, either. Watch for Enge and Keginan- they pose a mild threat, but they won't gang up on either unit, thankfully. On turn 2, you get a mess of reinforcements on both sides. The Panzers really aren't much cop- fortunately, King Gainer is pretty good (hard to hit with focus enabled, at very least), and Gotchko is surprisingly effective. Leave Rand and Garrod to handle the enemies in their sector and clean up over to the west with your superior numbers. It feels kind of weird saying that, to be honest, but let's just roll with it for now. On the Rand/Garrod front, Rand will definitely need strike to hit either Enge or Keginan, and Garrod could seriously benefit from it. If you chose the 11/11 B birthday for him, have Rand throw out some Inspires to help things along. If you want to shoot Adette down, you'll need to weaken her a bit with the Gauli squad (Gauli himself is a good candidate for this, as he knows Focus), then use Gainer to attack her supported by Gain (put the King on the ground next to Gotchko to achieve this). Use focus to boost your accuracy. Watch out for her leadership aura- she starts out far enough away for this not to be an issue, but if enemies are still about while she's in the vicinity, things can get hairy. Don't sweat it too much if you don't shoot her down, though. ******************************************************************************** RAND ROUTE STAGE 2 INTERMISSION: Sadly, we've got even less in the way of cash and blue stones this time, and yet more units. Not to worry, though. Do what you can and move on. ******************************************************************************** -------------------- |RAND ROUTE STAGE 3| -------------------- Allies: Rand Garrod Gain Sara Gauli Pero Allied reinforcements: Hora shot down/Turn 4 Gainer Allied reinforcements: Turn after Yasaba appears Iron Gear (Elchi) Walker Gallia (Jiron/Elchi) Xabungle (Rag) ??? Trand 11 ??? Trand 11 Enemies: Dogon x3 Trand11 x2 Dagger x2 Enge (Dogon) Keginan (Dogon) Jyapolee (Dogon) Adette (Dogon) Gelaba (Galapagos) Hora (Buffalo) Enemy reinforcements: Hora shot down/4 Yasaba (Rushrod) Calico x2 Dogon x2 Galapagos (Hora) Skill point: Shoot down Hora by the start of turn 4 If you want that skill point, things can get hectic. The basic strategy is to just bumrush the lot of them with Rand, Garrod, and Gain and then blast Hora's landship with everything on turn 3. However, this is really quite difficult and I wouldn't reccomend it on a first playthrough for a variety of reasons. Just do what you can, and Hora will either run away or blow up depending on how fast you are. The Gauli squad should be facing off with the Siberian Henchtrio (Enge, Keginan, and Jyapolee) and doing whatever damage they can. On turn 4, or when you shoot down Hoora, some reinforcements appear on both sides. Gainer and Sara should run from Yasaba. Your main group has two viable strategies: stay put or go and meet the new walker machines. If you opted to shoot down Hora, you probably need to stay and finish up the starting enemies. If not, feel free to head on over- if anyone got damaged in the fray, use the Gunleon's repair ability to fix 'em right up. Strangely, the Panzers have this ability too. Use it as you see fit. On turn 5, Yasaba activates... THE OVERSKILL. Fearsome! This basically equates to Gainer almost getting overwhelmed, but the Xabungle folks show up to help out a piece- right in the middle of Hora's group. Hoo-ha! On top of that, Gainer's morale goes up to 150 and he uses -his- overskill. This basically means he's untouchable, and he unlocks a powerful new attack. In the meantime, get with the trashing. The rest of the scenario is pretty simple. A few things of note: the Iron gear can transform, and has a leadership aura! Cool beans all around. Use it to boost your unit's hit and evade rates. The Iron Gear has a lot of HP, but not a lot of armor. Be wary. It is rather powerful, however. Both Xabungle and Gallia are good units, and Gallia has quite a lot of HP. Unfortunately, the only use the Trand11 units and their pilots have is, well, squad fodder and resupply ability. Finish up everyone and be on your way. ******************************************************************************** STAGE 3 RAND ROUTE INTERMISSION Even more units, and cash is still tight. Gradually build up your forces as best you can. You still probably don't have enough PP for any skills of note, so keep saving up. Things are pretty much the same on the bazarr front. You can probably buy a small item or two if you've been saving, but your income is just too low at this point. ******************************************************************************** -------------------- |RAND ROUTE STAGE 4| -------------------- Allies: Rand Garrod Gainer Gauli -Sara -Pero Allied reinforcements: Five enemies shot down Iron Gear Jiron Rag -the two Xabungle lackies Gain Enemies: Trad11x2 Calicox2 Daggerx2 Prometheusx2 Galapagos (Gelaba) Galapagos (Hora) Enemy reinforcements: Five enemies shot down Dogon x4 Keginan (Dogon) Enge (Dogon) Jyapolee (Dogon) Yasaba (Rushrod) Skill point: Defeat all enemies, Rushrod last, by the start of turn 6 Of most import is the introduction of the squad system. I believe the choice Pero is given at the beginning of the mission asks whether or not you want a squad tutorial. Doesn't really matter- here's what you need to know. The Tri Formation enables the use of Tri Attacks, which are powerful, use all three squad members, and hit all enemies in a squad. Center formation is basically the same as the squad system of yore- two wingmates attack first with platoon moves and then the leader attacks with a stronger technique. The Wide formation is much like center formation, except that the wingmen's platoon attacks hit the wingmen of the enemy squad. Good for widespread damage, and it reduces damage from enemy ALL/TRI attacks. Conversely, Wide formation is vulnerable to wide formation attacks. For now,you'll probably want to go with center formation for the Gauli squad and lead with Gauli himself. There's nothing here you haven't seen before, so get to it. Careful with them, though. It's not like they're particularly effective. Still, safety in numbers. If one gets damaged, switch the squad leader to the next member. It's not particularly important right now, but it works as a good primer. Once you shoot down five enemies, things get pretty hectic. Several named foes are running around, including the dangerous Rushrod which can really hurt even Gunleon. Exercise caution and try to take out everything as quickly as possible. If push comes to shove, forgo the skill point and just take out Yasaba. Note Rag has a squad as well, increasing the battle power and general usefulness of her two lackies. While the standard troops aren't much cop, Yasaba is, as mentioned, incredibly dangerous. He moves twice thanks to his overskill, has high hit and dodge rates, and is monstrously hard to damage. Conserve what little SP you have for this guy and the hitting thereof. Gunleon and Wakler Gallia are damage MVPs with their high powered moves (and Jiron's support attack). Congratulations if you do it in the five turn limit! ******************************************************************************** RAND ROUTE STAGE 4 INTERMISSION You still don't have much cash or many blue stones, but steadily, you're getting more and more. Weapons are still a little too expensive at this point. Focus on upping the surivability of your main machines. You can buy some stuff at the bazarr if you wish. There's nothing really of note, but now that you have the capital you can start bolstering your parts collection. Of particular import is that you can now start making your own squads. It's a rather simple procedure- simply choose the third option and get to making them. You can deploy four next mission. What I do is I choose four squad leaders and then fill in the blanks from there. As of now, you've only really got four units capable of leading a squad, so arrange as you like. When you're done with it all save and move on. ******************************************************************************** -------------------- |RAND ROUTE STAGE 5| -------------------- Allies: Rand Holland (Terminus 909) Eureka (Nirvash) Mash (Terminus 606) Hilda (Terminus 808) Talho (Gekko Go) Allied reinforcements: Two enemies shot down Iron Gear 4 squads Enemies: Big Ship Thingy? x1 Monsan 10 x8 Monsan 20 x3 Enemy reinforcements: Skill point: All enemies shot down by the start of turn 4 If you're aiming for the skill point, this gets... frantic. If not, then just enjoy the killer tunes. Anyway, Holland and Eureka should take the point, as the other two LFO folks are a little shaky on their own. Talho should provide long range support, and, as always, Rand should just crush things. Er, burn them? Dismantle them in a dignified manner? Whatever he wants, man. Whatever he wants. The Monsan 10s are pretty much your standard grunt (except with the powers of FLIIIIGHT), but the 20s can be kind of tough, so watch it. After you down two enemies, probably on turn 2, your four squads appear to help along with the Iron Gear. Your walker machines and silhouette engines will have trouble with the airborne foes, but that's why you've got the LFOs on hand to make things easier. On turn 3, you basically need to go all out and blow everything up ASAP if you want the skill point- if you do, you need to stay out of the battleship's range so it comes to you to clobber it. And by clobber, I mean clobber. This is one you might want to save for a later playthrough. Still, kudos to you if you can do it. This is short mission, and not particularly difficult, so just enjoy it. ******************************************************************************** RAND ROUTE STAGE 5 INTERMISSION Same stuff as usual. The only thing to note is that you need to assign Gunleon to a squad, and there's a new item for sale in the bazarr. Even if you don't want the donkey bun (the last item on the list), you can actually sell it back for a profit a bit later. ******************************************************************************** -------------------- |RAND ROUTE STAGE 6| -------------------- Allies: Loran Cehack (Turn A Gundam) Iron Gear 4 squads Enemies: Wad x2 Wad -Wad -Wad x6 Wadom (Po) Skill point: Defeat all enemies, Po last, by the end of turn 3 Once again, the skill point is pretty brutal. You need to rushrushrush if you want it. Also note the first fielding of enemy squads over the east. Loran has natural SP regen, which means he can cast his spells with borderline impunity. Do so and move down a little so you can counterattack better- don't leave the cover of the mountains, though. The Wads are very weak- you should be able to one or two shot them fairly easily, but they can get numerous. When dealing with the squads, use ALL attacks, or TRI attacks. Po will harass Loran throughout the battle- defend or evade when things get hairy, and use repair machines to keep the Turn A in good shape. Loran will rack up a lot of kills here, simply because the AI loves to throw itself at him. Po's Wadom is tough, but compared to Rushrod, not that much of a threat. HP regen is a pain, but she only has about 7000 HP. Your strongest attacks should tear through easily. Pretty easy mission again, but things will be getting more difficult soon. ******************************************************************************** RAND ROUTE STAGE 6 INTERMISSION Once again, not much to say. You're still lown on funding and PP, so make do and gradually beef up your units. You may want to give precedence to the turn A for now, as it can be a bit hard to keep alive without upgrades. There's a new item that boosts starting morale in the bazarr if you're interested, but it's rather expensive. ******************************************************************************** -------------------- |RAND ROUTE STAGE 7| -------------------- Allies: Lora(n) (Turn A Gundam) Allied reinforcements: Turn 3 Iron Gear Four Squads Sochie (Kapool)-Joins Loran's squad Meichie (Kapool)-Joins Loran's Squad Turn A gets powered up Enemies: Dotreis Neo x9 Gundam Ashtaron (Olba Frost) Gundam Virsago (Shagia Frost) Enemy reinforcements: Turn 3 Enil El (Jenice Custom) Frost Brothers attack: Wad -Wad -Wad x2 Wadom x2 Po (Wadom) Harry (Sumo) Phil (Almeyer) Skill point: Defeat Shagia, Olba, and Harry by the start of turn 7 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Tifa as a Subpilot and the G Bit attack: Shoot down Enil +1 Destroy at least one of the Frost Brothers +1 Spirit of Steel: Destroy at least one of the Frost Brothers. After the stage, purchase the special item in the bazarr. +1 First of all, Lora(n) is delicious. DELICIOUS TRAP YOU MUST EAT. Second of all, this mission is kind of tough. Lora is up against foes, that while not entirely difficult, still give him trouble because they can fly. Currently, the Turn A's weapons aren't suited for such foes. Still, put Loran in a forest and do your best to lure the foes towards you. The damage you'll be doing is absolutely terrible, but try to put as much hurt as you can on them. Even if he gets hit a few times, Loran should be fine, as the enemies use beams, which the I Field blocks by a sizable amount of damage. On Turn 3, your friends show up to help, and even better, the Turn A gets a powerup and quite a few new attacks. The beam rifle is now actually effective against airborne foes. Garrod and Gainer will be MVPs here, because they can actually hit flying enemies for full damage. The Walker machines and Gunleon will suffer a bit from damage reduction. As for the skill point, it's incredibly difficult to get on your first run through the game, so you may wish to skip it. If not, you need to absolutely focus everything you have on Harry, Shagia, and Olba when they show up/get in range. Sochie and Meichie aren't -great- but they're better than the Walker/ Silouette Machines you have now. When one of the frost brothers attacks you, the Dianna counter appears to make life miserable for you and maybe even steal some of your kills. Stay together and focus on the Frost Brothers/Harry, or just kill whatever comes in range. The trio you need to take down can be pretty brutal. It's probably best to defend when they attack. It depends on what shape you're in and the hit/evade percentages. If you stray into his range, beware of Phil- he's got some powerful ordinance and he's pretty accurate with it. Anyway, when you take down the three bosses or turn seven rolls around, the map ends (THANK GOD). ******************************************************************************** RAND ROUTE STAGE 7 INTERMISSION First thing's first- if Garrod fought with Enil last mission, you'll witness a small scene if you go to the bazarr. Once in, buy the Silver Necklace (it's at the bottom on sale for 10 BS). It's use isn't apparent, but it will help you get a secret later. Aside from that, not much to say. You can buy a donkey bun here and sell it back for a ten stone profit if you're so inclined. As for the rest, you know the score. You may want to invest in weapon upgrades for the Turn A or King Gainer, if you have the capital. You can deploy five squads next mission, so arrange them as you will. ******************************************************************************** -------------------- |RAND ROUTE STAGE 8| -------------------- Allies: Iron Gear Harry (SUMO) Gavan (Borganon) Reika (Aquarion Luna) Allied reinforcements: One enemy shot down Solar Aquarion (Apollo) Five squads Loran (Harry and Gavan join his squad) Enemies: Gelbeam x4 Enemy reinforcements: None Skill point: Defeat all enemies by the start of turn 4 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Hero's Mark: During this stage, Jiron and Apollo must each shoot down at least one enemy. After the stage, purchase the special item on sale at the bazarr. +1 It's Aquarion's big debut! Luna doesn't look entirely too studly, admittedly, but don't worry too much. Now, it might not seem like a difficult task to take out your foes in such a short time, but they have boatloads of HP. Harry and his mad skills will prove invaluable. Gavan and his not-zaku really aren't much cop, so keep him near the iron gear. After you take out a Golem, things rapidly go south with the somewhat disappointing Aquarion. However, your forces deploy and something... kind of... strange happens with the Aquarion jets. I'll be honest- it kind of sounds like something out of a hentai flick. REGARDLESS, you're now ready to kick ass. Solar Aquarion is pretty beefy- 1700 armor is what Gunleon started with. Keep it grounded so you don't suffer from that B air ranking. Apollo's platoon leader skill makes the damage he does against Fallen Angel foes skyrocket-he can take a Gelbeam all by himself. The rest of your units aren't as lucky, but they also have superior numbers. The fact that these guys aren't air units makes your walker machines very happy campers. Getting the skill point
kind of depends on luck. The last Fallen Angel seems to like to hide from you behind buildings, and he starts a good distance off regardless. Use boosters and accelerate if you want it. ******************************************************************************** RAND ROUTE STAGE 8 INTERMISSION Not much to say- nothing new at the bazarr. Though I'm told if you meet some requirement or other you can buy a smoked lizard at the bazarr, which does... something? I dunno. Secrets are a bit ill-defined as of yet. Anyway, you may want to upgrade Aquarion a bit, but your capital is at a record low due to the shamefully low enemy count last mission. ******************************************************************************** -------------------- |RAND ROUTE STAGE 9| -------------------- Allies: Iron Gear Five Squads Aquarion Mars (Sirius) Allied reinforcements: Enemies: Gelbeam x3 Jypalpa x3 Enemy reinforcements: Skill point: Map cleared by the start of turn 5 More rushing if you want the skill point. Take your time if you don't. Anyway, this stage introduces you to Aquarion's Getter-like ability to change forms and pilots mid-battle. You start out as Aquarion Mars, which is much more mobile than Solar. However, switch back to Apollo's form. You want his platoon leader ability. Split into two groups- don't count Aquarion into your equation because the game is mean and basically makes him double back to where you started and take some damage. Ignore that enemy- you can't hit it, no matter what you do. Enemy toughness level borders on absurd- use caution. When you shoot down an enemy, Aquarion goes to 150 morale- and, well, see for yourself. I hope he didn't hit anything important up there... finish the Gelbeam off with another smack of some sort from Apollo. The rest is pretty much the same as the last mission. I have a bit of advice- attack from a distance. The enemies are weaker when they can't get up close. You'll finish with them sooner than you expect. ...and then everything kind of goes to hell. Whooaah. Trippy. Oh, hey, Setsuko! And now for something completely different. ******************************************************************************** RAND ROUTE STAGE 9 INTERMISSION Whoah. Nothing there. Uh, save and move on. ******************************************************************************** --------------------- |RAND ROUTE STAGE 10| --------------------- Allies: Kei (Bronco II) Mai (Morapa Mai) Ria (Morapa Ria) Shiya (Glomar) Allied reinforcements: Turn 4/All enemies shot down Neo Roanoke (Windam) Sting (Chaos Gundam) Aul (Abyss Gundam) Stella (Gaia Gundam) Enemies: Aishkik x5 Enemy reinforcements: Turn 4/All enemies shot down Golgolni x6 Skill point: Clear map by the start of turn 4 Different indeed. Rand is nowhere to be found. You'll note that the Glomar is pretty pathetic as battleships go. But you'll still need to move everyone up to get the Skill point. Kei should use focus and go to town- his consecutive attack skill means that he can support attack himself if his skill 10 points higher than the enemy. He should rip through them pretty easily. Leave the remnants to the ladies (seriously, I have no idea what their names are, I'm making rough transliterations with what little knowledge I have). Very simple map, and rather easy compared to the shadow angel fights. When turn 4 rolls around, or you shoot down all enemies, reinforcements on both sides. These mysterious new foes aren't very difficult at all- your gundam reinforcements should steamroll them. This should be over pretty quick. ******************************************************************************** RAND ROUTE STAGE 10 INTERMISSION Well, after that explanation of events you probably didn't understand (neither did I), you can take a look at your new Orguss buddies. Save your money for now, however. No Bazarr, either. ******************************************************************************** --------------------- |RAND ROUTE STAGE 11| --------------------- Allies: Roger Smith (ZA BEEG O) Allied reinforcements Enemies: Beck Victory Deluxe (Beck) Enemy reinforcements Archetype x4 Mummy (Schwarzvald) Skill point: Defeat all enemies, saving Schwarzvald for last, within three turns of their appearance After what appears to be the Great Hunt for Roger by a hapless Rand and somewhat less hapless Dorothy, Rand is accosted by the crazed (and I mean crazed) R.D. Ironically, he's saved by Roger. Then... well, you know it. SHOW TIME! Time to throw down. Nothing to it, really. Start punching the crap out of Beck- with the Big O's high armor and Roger's natural guard, you shouldn't be taking a whole lot of damage. If you're concerned, cast invincible, but you may want to save your SP. I reccomend taking out Beck on your turn 2, so the reinforcements don't catch you unawares. When you take Beck out, Roger regains all lost HP and SP, and Gunleon pops out. Rand hops in and remembers his identity: The Heat has come to Paradigm City! Roger has four shots of Sudden Impact, his strongest attack. Use it on the foes Schwartzwald has sent at you. Between Roger and Rand, you should be able to mop up with minimal difficulty. Use caution when fighting the Mummy, but he too should fall quite easily. I usually let Rand finish him off, because he needs the experience more than Roger. Hopefully, this doesn't affect any secrets or anything. ******************************************************************************** RAND ROUTE STAGE 11 INTERMISSION You probably have quite a bit of money right now, so use it as you see fit on your only two units. I do have some advice, though- The Big O is a great unit, and definitely worth using. Still no bazarr, sadly. Move on when you're ready. ******************************************************************************** --------------------- |RAND ROUTE STAGE 12| --------------------- Allies: Rand Eureka (Nirvash) Allied reinforcements: Turn 3 Holland -Mash -Hilda Gekko Go Allied reinforcements: Turn 5/All enemies shot down Camille Bidan (Gundam Mk II) -Emma (Rick Dias) -Reccoa (Methuss) Quattro Bajeena (Hyaku Shiki) -Apori (Rick Dias) -Robert (Rick Dias) Shinn Asuka (Gundam Impulse) -Rey Zaburrel(Blaze Zaku Phantom) -Lunamaria Hawke (Gana Zaku Warrior) Argama (TEH BRIGHT) Minerva (Talia) Enemies: Monsan 20 -Monsan 10 -Monsan 10 x4 Big Battleship thingy Enemy reinforcements: Turn 5/All enemies shot down Dagger L -Dagger L -Dagger Lx3 Arasai -Hizak -Hizakx2 Karicorn (Arasai) -Arasai -Arasai Jerid (Arasai) -Arasai -Arasai Enemy reinforcements: One turn after the first group of reinforcements Scirroco (Messala) Enemie reinforcements: Skill point: Defeat Scirrocco within two turns of his arrival Looks like Rand has even more new friends in the form of Renton and his dad. Or granddad? I dunno. Could be either. Eureka comes out from out of nowhere to ask for some service for the Nirvash, and the military catches up and starts firing at stuff. Rand and Eureka go out to fight them. Despite Gunleon's lack of air proficiency, the LFOs are still pretty much outmatched. Take the fight to them. It's slow going, but you'll get some reinforcements soon. On turn 3, the Gekko Go and her crew appear to help the battle. Holland is, as always, RAEP on a surf board. Renton, who can apparently fly, joins Eureka in the cockpit, and she goes to 150 morale. Awesome. The Nirvash also gains an ALL attack, though you can't use it yet. A pity. Anyway, get to the smiting. On turn 5, your foes retreat to leave you to the Titans. Fortunately, the AEUG appears with some ZAFT allies to help. Converge in the center while trashing stuff. Unfortunately, Scirrocco appears next turn to ruin your fun. Be extremely wary around him- he has insane accuracy and his power isn't bad either. Stay out of his range on the turn he appears to lure him towards you. If you're going for the skill point, focus everything on him when he gets in range- even if you do not feel like getting it, it's still not a bad idea, as Scirrocco can mess up your crap real quick if you let him. The other titans are pretty weak, so deal with them when you get the chance. ******************************************************************************** RAND ROUTE STAGE 12 INTERMISSION There's quite the influx of new units to be had here, and while you probably have a goodly sum of money, not nearly enough to give all of the units the love and care they deserve at present. The Bazarr is back, note you, so take a look around there if you want. Also note that with the arrival of the Impulse, you can use the switch frame option to switch between the primary frame, the sword frame, and the blast frame. Mess around with that if you want, do your various upgrading, and move on. ******************************************************************************** --------------------- |RAND ROUTE STAGE 13| --------------------- Allies: Rand Kouji Kabuto (Double Spacer) -Maria Freed (Drill Spacer) Kappei (Zambot 3) Toshyiu (Space Emperor) Touga (Grankaiser) Allied reinforcements: Enemies: Halbea x6 Guraken x2 Enemy reinforcements: Shoot down four enemies Little flying tadpole thing -Little flying tadpole thing -Little flying tadpole thing x5 Enemy reinforcements: More enemies shot down Gurakenx3 Jirogiras Eldar Battleship (Rishi) Skill point: Clear map within 4 turns !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! TFO: During the stage, make sure Kouji's TFO is damaged. Any amount is fine. After the stage, purchase the special item on sale at the bazarr. Oh yeah! Time for some old-school super robot justice. Despite the fact that the Eldar grunts all seem to be channeling the Red Comet, they're pretty pathetic. The two Gurakens aren't too hard to down, either. The only hitch at this point is that this is the first stage where water plays a large part in your fight. Be careful with units that have a B in the air or can't fly at all. You might want to land them on that little peninsula. When you shoot down four enemies, some mysterious new foes appear. They're actually neutral units, and may attract the wrath of any remaining Eldar units. They have an advantage in numbers, to be sure, but they're not any tougher than the jets. As more enemies go down, a few more show up. A particularly mean looking dinsoaur enemy trashes Toshiyu around. Fortunately, Godsigma combines and drives it back. Godsigma is rather beefy, and has three pilots (and the strongest attack you've seen thusfar!), and a rather cool feature. Once per mission, you can use the Trinity C option to fully refil your energy. Fun times. As the mission progresses, Touga might hit 130 morale- when he does, you can... GATSHIIIIIN! Which means Gravion fun for all for a 3 turn period. You'll need all the firepower you can muster to take down the Eldar battleship in a timely manner. It's difficult, but possible, especially if you are proactive in your unit placement and move everyone over to towards the top left early. The Eldar monsters are tough and they pack a decent punch, but they aren't that hard. You should clean up pretty easily. ******************************************************************************** RAND ROUTE STAGE 13 INTERMISSION Another scenario, another boatload of units. This is getting a little out of hand. First thing is first- if Kouji got damaged in the preceeding battle (which is a likely occurance), head to the bazarr and buy the Super Alloy Z fragment at the bottom. This is the first step to getting the TFO early. It's not vital or anything, but it's still something to consider doing. Not much else to say here- do what you wish and move on. ******************************************************************************** --------------------- |RAND ROUTE STAGE 14| --------------------- Allies: Jamil Neat (Freeden) Roybea (Gundam leopard destroy) Witz (Gundam Airmaster Burst) Caris (Vertigo) Allied reinforcements: Turn 3 Iron Gear Jiron -Rag -Tank? Loran -Sochie -Meichie Garrod -Caris joins his squad Gainer -Gain Gauli -Sara -Pero Gavan -Joseph (Borjanon) Roybea and Witz join up Rand Enemies: Wad -Wad -Wad x4 Wadom x2 Wadom (Po) Jenice Custom (Enil) Gunleon (Rand) Enemy reinforcements: Turn 3 Coren Nander (Eagle) Enemy reinforcements: Po Attacks Dotreis Neo -Dotreis Neo -Dotreis Neo x6 Shagia Olba Skill point: Clear map by the start of turn seven !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Tifa as a Subpilot and the G Bit attack 2: Have Garrod convince Enil. DO NOT shoot down Enil. +1 Yeah. Yeah. You read that right. Rand, working as a mercenary while searching for his comrades, has ended up with the Dianna counter. And you have to fight him. If may quote the Heavy... ENTIRE TEAM IS BABIES Well, it's not that bad, but be wary. You can either wait a set number of turns or be proactive and blow up your enemies and the situation will be remedied. For the time being, advance cautiously and deal with the Wads. They aren't a bit stronger than you remember. Despite the fact that Jamil is an excellent pilot, the Freeden is kind of bad, so be careful. Fortunately, the Gundams and Caris are rather good, and they have quite a few all attacks to speed the process. I would reccomend just ignoring both Rand and Enil as they attempt to brutalize your beleagured troops. Enil can be convinced later for goodies. On turn 3... Everyone and Enil convinces Rand to go back to the side of justice and goodness. Time to kick some aaaasss. Coren also appears now that his sworn enemy is around to fight. When Po attacks, things get... ugly. A whole mess of new federation troops appear to start wreaking havoc, along with the frost brothers. Your first target should be Coren, who will simply not leave Loran alone. Attack from a distance. Don't forget to convince Enil with Garrod (the special option that appears when you move him next to her). You've got a lot to do here, and you're forced to use some of your weaker units. Open fire on anything that moves, but focus on eliminating Coren, whose massive levels of Potential make him a real terror at low HP. Fortunately, both Frost brothers retreat when you shoot down one, so go after Virsago. It's a bit weaker, but has a much nastier offense. Use your strongest moves to bring him down quickly. It's kind of a mess, but if you play carefully, you'll be okay. Sadly, getting the skill point kind of means you need to play recklessly... still, that's what subsequent playthroughs are for. When you finish, you get a heartfelt reunion with everyone. ******************************************************************************** RAND ROUTE STAGE 14 INTERMISSIOn This is really the last time this will happen, I promise. Rand's still on his Mail finding mission, so we're not all together just yet, but we're allllmost there. Upgrade some more, maybe buy a few parts at the bazarr, and move on to a rather... complex chapter. ******************************************************************************** --------------------- |RAND ROUTE STAGE 15| --------------------- Allies: Rand Kei (Orguss) -Mai -Ria Glomer Enemies: Aishkig x3 Aishfain x1 Aishkig Commander (Henry) -Aishkig -Aishkig Allied reinforcements: Henry shot down Gekko Go Holland -Mash -Eureka Argama Camille -Quattro -Emma Minerva Shinn -Rey -Lunamaria Allied reinforcements: Neo Shot down/Turn Six King Beal Kouji -Maria Touga Kappei Toshiya Allied reinforcements: Turn 8 Iron Gear Freeden Garrod -Witz -Roybea Loran -Sochie -Meichie Jiron -Rag -Tank Gainer -Gain -Sara Apollo Allied reinforcemens: Two enemies shot down/Turn 9 Asakim (Shurouga) joins Rand's squad Enemy reinforcements: Henry shot down Neo (Windam) -Windam -Windam Sting (Chaos) -Windam -Windam Aul (Abyss) -Dagger L -Dagger L Stella (Gaia) -Dagger L -Dagger L HiZack -HiZack -HiZack x2 Windam -Windam -Windam x2 Enemy reinforcements: Neo Shot Down/Turn 6 Golgol -Minifo -Minifo x3 Kumoganira -Tomira -Tomira x2 Guraken -Halbea -Halbea x2 Jirogiras -Halbea -Halbea Eldar Battleship (Teraul) Bandock (Butcher) Enemy reinforcements: Enemy battleship shot down/Turn 8 Jyapalpa x5 Golem x5 Skill point: Clear map by the start of turn 10 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Mega Bazooka Launcher: Quattro must shoot down at least 3 enemies by the end of the stage. +1 TFO 2: Purchase the special item on sale in the bazarr after the stage ends. You will receive the TFO on the spot. Due to the quite frankly -massive- amount of enemy and allied reinforcements, I've decided to change my usual format for ease of use. Anyway, nine turns may seem like quite a lot, but you've got a lot to do. Don't play defensively, get right out there in the fray with Kei's new orguss and Gunleon. Glomar is fragile so be careful with it. Kei should use focus when Henry gets near and use the Tri formation attack in tandem with the Glomar's all attack to make Henry's squad retreat. This brings in some new arrivals. You get the AEUG/ZAFT alliance and the Gekko Go crew, while the enemy gets the extended squadron and some grunts. The extended squad, which you were playing as not long ago, is bad news. VPS Armor makes them very tough against non-beam weaponry, and they have very high hit/dodge rates. I would honestly say that unless you're obsessive compulsive about getting every part you can, you should bypass them entirely and gun for the grunts and Neo, which will get you one step closer to your goal. Try to take down at least one of the extended, though. I would go for Aul- he drops a valuable hybrid armor and isn't too tough. Once turn six rolls around or Neo gets shot down... Yikes. A whole bunch of extraterrestrials. Fortunately, you get your SUPER ROBOT FORCES OF JUSTICE. They'll be more or less taking on this lot by themselves, as your other guys are pretty far away. The Golgols are pretty simple, and the Minifos are laughable. The Kumoganiras are pretty tough, and they can lower your mobility (which can spell curtains for the Grankaiser), but the Tomira platoon members are almost as pathetic as the Minifos. And even more ridiculous. Cut through as quickly as you can- Touga knows Yell by now, so use it to boost his morale and get to Gravion more quickly. Bandock looks incredibly beefy, and at this point in the game it is, but don't worry. It won't go after you, and the whole lot of them will probably retreat at turn 8 before you get to that point. Same with the Eldar battleship, unless you work fast. When Turn 8 rolls around.. LAST WAVE I PROMISE COUGH HACK WHEEZE The crews of the Freeden and Iron Gear arrive, along with the Aquarion, to fight the Fallen Angel/Datenshi menace. The only thing -new- here is that Aquarion has a new middle pilot, Pierre. This modifies some of the attacks the Aquarion can use. Aquarion also starts at 125 morale, meaning that it can throw around its strongest moves right off the bat, and the Element system is about to kick in. Your original forces should continue to advance towards the enemy, while those already there should get to work. Aquarion's mad attack powah will once again come in handy. If you're aiming for the Skill Point, you have to work very fast. When you shoot down a couple of fallen angels, a mysterious new ally appears and delivers Mail to Rand, and joins up for the time being. You may notice a few things about his attacks, and similarity they bear to a certain someone else. ...I really have no idea why I'm being coy, anyone who cares has already known for ages. Anyway, at this point, this is just a rush to blast the Fallen Angels as fast as humanly possible. Use all of your strongest moves and remaining SP. It's not too difficult if you play intelligently and use your support attacks and squads to the fullest. When you finish, Aquarion, The LFOs, and Asakim leave while the others stay together. For your troubles, you get a clear bonus! I think these fluctuate depending on your difficulty. I got 50000 in cash and 500 Blue Stones, but it might be different for you. ******************************************************************************** RAND ROUTE STAGE 15 INTERMISSION Yep, we're finally pretty much together. You can't arrange everyone -just- yet, because there's a routesplit to be had when you advance. Still, use your much bolstered funds to upgrade your machines some, and be sure to check out the bazarr. If you bought the SUper Alloy Z fragment, you can buy a Flight Manual and get the TFO right now! There's also Donkey Buns for sale again here. I guess Keith's influence is spreading! Sadly, the TFO is nowhere near as awesome as it was in MX, and in fact it's pretty bad compared to the spacers, but when you have more Mazinger Characters, it makes a good squad filler unit that can both repair and resupply. Before assigning parts, I would reccomend taking the route split first- makes things easier. ROUTE SPLIT When you get to the scene where Rand is discussing things with Gain, be ready to make a choice. Choice number one: Go to the Pacific Series: Godsigma Gravion Gundam SEED Destiny Zeta Gundam Gundam X Banpresto original Choice number two: Go to Gallia. Series: Grendizer Zambot 3 Orguss Xabungle Turn A Gundam King Gainer Banpresto Original Choose whichever you like. I believe that going to South Pacific will let you get the Hyaku Shiki's Mega Bazooka Launcher early, while going to Gallia will let you obtain the Rushrod Overman as a secret unit. When you choose, form up your squads and assign your parts. With a bit of maneuvering, you should be able to fill up all possible platoons for the next mission. ******************************************************************************** ----------------------- |SETSUKO ROUTE STAGE 1| ----------------------- Allies: Virgola Unit 1 (Denzel) Virgola unit 2 (Toby) Allied reinforcements: Virgola unit 3 (Setsuko) Enemy units: Nemo x3 Rick Dias x2 (Robert/Apolly) Enemy reinforcements: Gundam Mk II (Camille Bidan) Rick Dias (Quattro Bajeena) Skill point: Quattro/Camille shot down (retreats at 4000 HP) Okay then, here we go! After poor Setsuko is bullied by the Titans, the AEUG has launched their Gundam-stealing operation. In an interesting turn of events, it's up to you to stop them. Well, whatever. Have Denzel cast invincible, but save Toby's SP for later. Move both of them up. When one is attacked, Setsuko will pop out in unit 3. The Nemos should all be weakened by now, so finish them off. Next turn, work on Robert and Apolly. I reccomend having Setsuko finish one of them off, since she starts at level one. Once you take out both of them, Quattro and Camille will appear, Camille in the new Gundam MK II. Your new goal is to either shoot down or drop one of them below 4000 HP. If you want to get the skill point, then spend a turn or two getting into position. Setsuko knows the support attack skill, so put her next to Toby or Denzel. Use one member to take a shot at Camille, then the other two to finish him off. You can use this same strategy on Quattro, but he autocasts focus every turn, making him a real pain to hit. Once you do this, the map ends with a bright flash of light. Weird. ******************************************************************************** Setsuko route stage 1 intermission Check the first Rand route intermission for a breakdown on the intermission menu because quite frankly I'm not typing all that up again. >:E Anyway, don't concern yourself with the squad arrangement or bazarr options. You probably don't have much in the way of PP, either. Use what few funds you have to upgrade your Virgola units. Don't give precedence to one or the other, as it won't matter in the long run. ******************************************************************************** ----------------------- |SETSUKO ROUTE STAGE 2| ----------------------- Allies: Denzel Toby Setsuko Enemies: GaishR x3 Zaku Warrior Enemy reinforcements: All enemies shot down, support Gundam Jackers Impulse Gundam (Shinn) Zaku Warrior (Alex) GaishR x3 Enemy reinforcements: All enemies shot down, support ZAFT Chaos Gundam (Sting) Abyss Gundam (Aul) Gaia Gundam (Stella) Skill point: destroy all enemies by the start of turn 3. Well, the first part of this mission isn't entirely difficult. Try to put your units in every enemy's range. Now, you simply don't have the necessary numbers to do them all in by player phase turn 2, but you should be able to do it pretty easily during the enemy phase. The GaishR units aren't tough at all, but the Zaku Warrior is marginally stronger. Take it out on player phase turn 2 just to make sure he doesn't escape your wrath on the enemy phase. When you do take them out, you're presented with a choice after Impulse's debut. You can either try to escape the colony, and thus support the Extended trio in their stolen gundams, or try to stop them from causing more damage, which allies you with the ZAFT. If you go with the ZAFT, your task is to shoot down the three stolen gundams. This isn't actually too hard. Have all of your units focus on one of them, and when you down it, they'll all retreat, ending the mission. If you support the extended trio, they'll become neutral units and you'll be forced to fight Shin, Alex, and some extra ZAFT units. Also not that hard. Get your units to the highlighted square or shoot down the impulse. The stage ends more or less the same regardless of which route you took. ******************************************************************************** Setsuko route stage 2 intermission You've got some new units- the Impulse Gundam, Blaze Zaku phantom, and Gana Zaku Warrior. The Impulse will serve you well all throughout the game, though the two Zaku units... aren't that great. Squadmate material at best. Anyway, use your meager cash reserves to pump up the Impulse and your Virgola units, then move on to the next mission. Also note that the battleship Minerva has joined you. I'd hold off on giving that many upgrades as well. ******************************************************************************** ----------------------- |SETSUKO ROUTE STAGE 3| ----------------------- Allies: Minerva (Tallia) Impulse Gundam (Shinn) Blaze Zaku Phantom (Rey ZaBurrel) Gana Zaku Warrior (Lunamaria Hawke) Allied reinforcements: Gundam Trio and Exus Shot down Rick Dias (Robert) Rick Dias (Apolly) Rick Dias (Quattro) Gundam Mk II (Camille) Allied reinforcements: Midway through next enemy phase Setsuko Denzel Toby AEUG become controllable. Argama (Bright) Enemies: Dagger L x4 Chaos Gundam (Sting) Abyss Gundam (Aul) Gaia Gundam (Stella) Exus (Neo Roanoke) Girty Lue (Ian) Enemy reinforcements: Gundam Trio and Exus shot down Hizack x8 (two contain Jerid and Kakricon) Galpaltei Beta (Lila) Gundam Mk II Titans Colors (Emma) Alexandria (Jamaican) Skill point: Take out the Gundam Trio and the Exus by the start of turn 5 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Recruiting Stella: Destroy Stella on this stage +1 Gundam Mk II Titans Color: Do not shoot down Emma on this stage +1 This scenario can be a little complicated for one that takes place so early in the game, so bear with me. First, charge forward with your units. Be thrifty in regards to SP- you don't have a lot, and you'll need it to take down Neo and the Gundams. The enemy dagger L units are fairly weak and should pose no problem. The enemy gundams are made of sterner stuff, but are still not entirely that difficult to down. Use beam weapons to bypass the VPS armor they have, which otherwise reduces your damage by notable levels. Shin's Blast Impulse has some pretty hefty firepower going for it, so you should try putting him up front to deal out damage. Also, if you want to recruit Stella later, shoot her down with Shin. The Minerva's strongest weapon is a good candidate to deal some hefty damage to the enemy, though you'll probably need to use Strike to hit. Neo will mosey on down a few turns in. His Exus mobile armor is tough, but fairly easy to deal with compared to the VPS equipped gundams. When everything bites the dust.. Another one of those dimensional warp thingies happens, and out pop the AEUG, embroiled in battle with the Titans. While the game lists them as allied units, you can't control them just yet. For now, focus on blowing up the Hizack units with your ZAFT forces. Sometime during the next enemy phase, the Glory Star unit will sortie, and after negotiations break down with the rather stupid Titans, they join the battle on the side of the ZAFT and AEUG. Now, don't shoot down the Blue Gundam Mk II. If you leave it alive when the mission ends, you'll get it for your own later. Which is cool. Anyway, just chip away at the Alexandria to get it below 10000 HP and end the mission. ******************************************************************************** Setsuko Route stage 3 intermission Well, thanks to the dimensional instability, the Glory Star crew gets whizzed away again, so you can't do anything with the AEUG units. On the other hand, you have no choice but to pump your cash into the Virgola trio. Do whatever, maybe equip the parts you earned last mission, and move on. ******************************************************************************** ----------------------- |SETSUKO ROUTE STAGE 4| ----------------------- Allies: Duke Freed (Grendizer) Kouji Kabuto (Double Spacer) Maria Freed (Drill Spacer) Hikaru (Marine Spacer) Allied reinforcements: Turn 2 Setsuko Toby Denzel Enemies: Midifo x12 UFObeast Golgol x4 UFObeast GrawGraw (Gandol) King of Vega/Beer keg of death (Great King Vega) Enemy reinforcements: Vega's HP reduced below 10000 Domira x4 Skill point: Reduce Beer keg of death's HP below 10000 HP by the start of turn 4 Well, this is kind of new. Still, as any SRW affcianado knows, Vegan Midifos are pretty much the weakest enemies you'll ever face. All of your units will be able to finish them off in one hit. They won't really menace you much on the enemy phase, either. The Golgol units are better, but not entirely threatening. Before you get to them, though, the Glory Star will pop up much nearer King Vega's mighty beer keg on turn 2. This is good- to get the skill point, you need to go full tilt towards him from the getgo, and your spacers aren't the mightiest of units. They do give Grendizer more in the way of attacking options, though, so that's cool. Maria can repair other units, so keep that in mind if anyone starts hurting. Denzel also knows Trust, supercheap, so use that too if you need it. So does Maria. Anyway, king Vega is tough, but not insurmountable. Use the finishers of all 3 Balgora units, and Grendizer's double harken. You'll need at least two criticals, so save before you attempt the beatdown. Sadly, the Spacer Combination attacks can't be used postmovement. If necessary, get him down to the necessary level on a counterattack. When you do, some mysterious new foes appear. There's only four, and they're pretty darn weak, so clean them up and finish the mission. ******************************************************************************** Setsuko route stage 4 intermission The Grendizer folks have joined you for now. Grendizer itself is an excellent unit, but don't sink too much money into it, as you won't get it back for a long while when it leaves. The Spacers are okay-ish, but at this point, use most of your cash on the Glory Star's Virgola units. Still no Bazarr... ******************************************************************************** ----------------------- |SETSUKO ROUTE STAGE 5| ----------------------- Allies: Zambo Ace (Kappei) Allied reinforcements: All enemies shot down Setsuko Toby Denzel Duke Freed Kouji Maria Hikaru Enemies: Domira x2 Enemy reinforcements: All enemies shot down Domira x8 Skill point: Destroy all enemies within 3 turns of the reinforcement's arrival Well, Zambo Ace isn't exactly studly, but don't worry too much. It'll become the much better Zambot 3 a bit later. For now, Kappei should plunge headfirst into the fray. Put him on the houses/buildings for a bit of extra evasion. There's not a whole lot you can do right now except trade blows. Kappei should come out on top, but he won't emerged without moderate damage. You'll probably need to have Kappei cast Guts Plus on turn 2, where you can finish off the enemy. Only to have a lot more arrive. Zambo Ace simply isn't enough for this many- fortunately, he's not really in any immediate danger. Even more fortunately, the Glory Star and Grendizer Team arrive to help. Shooting down all the enemies in only 3 turns can be difficult, simply because of how spread out they are. Use all of your units to the fullest. Grendizer should probably go after the enemies farthest away, due to his greater firepower. Kappei can handle the enemies in his neck of the woods fairly easily, though since they don't like to surface from water, you'll probably finish them off on the last available enemy phase. These early game skill points can be a pain, can't they? ******************************************************************************** Setsuko stage 5 Intermission Well, there's not much to say on these early intermissions. Kappei's Zambo Ace has joined you, so upgrade that. Continue pumping up your units as the cash grrrraaadduuaaally starts to flow in. You still don't have enough PP for any good skills, though. No new parts, either. Move on when ready. Also note that this is the first mission in which you'll be using the Tri Squad system. ******************************************************************************** ----------------------- |SETSUKO ROUTE STAGE 6| ----------------------- Allies: Kappei (Zambo Ace) Duke Freed Denzel -Toby -Setsuko Kouji -Maria -Hikaru Allied reinforcements: Turn 2 Grankaiser (Touga) Enemies: Zeravia Soldier x8 Enemy reinforcements: All enemies shot down Zeravia Soldier x8 Teikril Skill point: All enemies shot down by the start of turn 3 Once again showing just how incredibly useless they are, the federation units are blown to smithereens simply by sortying. And these guys are pansies! Well, actually, in comparison to what you've been fighting, they're not pushovers, but dammit, come on! Anyway, the choice Setsuko is given determines whether or not you get a tutorial on formations. Here's the run down: Tri formation enables the use of TRI attacks, which hit all enemies in a squad. Center formation functions more or less the same as squads did in the Alpha series- two wingmen take shots at the enemy with their platoon attack and the leader follows up normally. Wide formation is essentially the same as Center Formation, except that the wingmen fire at enemy wingmen, instead of the leader. This formation is defensively strong against enemy ALL attacks, but weak against enemy wide formation. This won't really come into play right now, since the enemy only has one-man squads. Now, BACK TO ADVENTURE. The enemies start out annoyingly far away, the terrain is less than condusive to fast movement for the Glory Star team, and Zambo Ace is still rather weak. No rest for the weary. The Soldier Zeravia are pretty weak and they don't have much attack power, but they're actually kind of accurate. Simply because of its high movement, Zambo ace will probably be out front. This is good, as the jet form can counter and cripple most of the enemies pretty handily. On Turn 2, the game decides to be even meaner to you and has two of the Zeravia units split off. Fortunately, Touga sorties in his Grankaiser to fight them off. Now, if you're lucky, you damaged one of the enemies last turn. If not DON'T MOVE TOUGA YET. You need to raise his morale by shooting down some other Zeravia and save before moving him so he gets a critical both on his turn and the enemy's. If one of them is damaged, just whack the one that's at full health and kill them both on the enemy phase. Back at the main battle, there's not really much to say. Because we just -had- to group together, you've got less in the way of moves to work with. Focus on Zeravia that are at full health and leave the wounded ones for counterattacks. When you take them all down, some more soldiers arrive, along with a big guy. The Grankaiser's attacks have no effect, so Sandman authorizes the formation of God Gravion! From here, you've got three turns to blow everything up before it decombines. Get to it. Gravion has six pilots, but at this point, most of them don't know any useful spells. Have someone heal it with Trust when HP gets low and hope for the best. The rest of your units are too far away to help- I would reccomend backing up a bit so Gravion can use Graviton Arc. You should be able to finish up fairly quickly, even if the commander Zeravia unit has HP regen. ******************************************************************************** Setsuko Route Stage 6 Intermission The Grankaiser has joined you. For the uninitiated, every map, once Touga gets to 130 morale, you can use the Combine option to become Gravion for 3 turns. When those turns are up, it decombines back to Gravion. Anyway, invest heavily in him. Despite the turn limit, it will end up as a definite powerhouse unit- while its finishers might not seem that powerful at first, you'll soon value how many of its attacks are powerful enough to be considered finishers, and are on the cheap side, as well. ******************************************************************************** ----------------------- |SETSUKO ROUTE STAGE 7| ----------------------- Allies: Space Emperor (Toshiya) Allied reinforcements: Enemies: Domira x3 Enemy reinforcements: One turn after two enemies shot down Midifo x6 UFObeast Golgol x2 Domira x3 Kumoganira Skill Point: Two enemies shot down by the start of turn 3 I wish they'd stop throwing all of these weenie super robot component units at us. Well, whatever. The Space Emperor is a bit tougher than the Zambo Ace, but it's offensively weaker (LIKE THAT'S POSSIBLE). Still, Toshiya starts off at 130 morale, so you shouldn't have too tough a time here. Attack the first enemy in such a fashion that will make the second have to move down to attack- should you not, he'll snipe you and make getting the skill point impossible. Critical hits aren't even required here- you chould be able to take the two of them out with minimal difficulty. You should cast Invincible at every opportunity to be on the safe side, though. When two enemies are shot down, quite a few more show up. On the other hand, Kappei combines his machine with Uchuda's and Keiko's to form the Invincible Zambot 3! It's hell of a lot better than Zambo Ace. On the next turn, your own reinforcements arrive. ...aggravatingly far away from the action. Ah well. Anyway, this scenario is pretty straightforward from here on. The Virgola squad and to a lesser extent the grankaiser have some trouble here as they don't do well in the air or in the water. Toshiya should just run away. He's not much good in his dinky little component machine. ******************************************************************************** Setsuko Route Stage 7 intermission Of note is that your Gundam allies have joined up with you, along with the newly combined King Beal, which is probably one of the best battleships in the game. Anyway, you should do some upgrading of the UC folks- mostly the Gundam Mk II. The rest of the suits... aren't great. Anyway, still no bazarr or anyting really of note. Move on. ******************************************************************************** ----------------------- |SETSUKO ROUTE STAGE 8| ----------------------- Allies: Minerva Argama Quattro -Robert -Apolly Camille -Reccoa (Nemo) -Emma (Nemo) Shinn -Rey -Lunamaria Allied reinforcements: 2 JINNs remain King Beal Denzel -Toby -Setsuko Duke Freed -Touga -Toshiya Kouji -Maria -Hikaru Kappei Enemies: JINN High Maneuver model 2 x10 Enemy reinforcements: Turn 2 Dagger L -Dagger L x3 Hizack -Hizack x2 Gaia Gundam (Stella) Chaos Gundam (Sting) Abyss Gundam (Aul) Exus (Neo) Aarasai x2 (Jerid/Kakricorn) Galpaltei Beta (Lila) Girty Lue (Ian) Alexandria (Jamaican) Enemy reinforcements: 5 JINNs shot down Midifo -Midifo -Midifo x3 Domira x3 Kumoganira x2 Bandock (Killer the Butcher) Enemy reinforcements: All JINNs shot down JINN high maneuver model 2 (Zato) -JINN high maneuver model 2 -JINN high maneuver model 2 Skill point: Clear map by the start of turn 7 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Flying Armor Crash: Use Camille to shoot down Lilah's Galpatea Beta. You'll gain the attack on the spot. Don't worry, you'll gain it automatically after the end of the stage. Your goal here is to make sure none of the enemy JINNs cross the line in the back. The Minerva is immobile for the time being, but if anything gets in range, feel free to fire away. Move all your other squads and the Argama towards the enemy to intercept. On turn 2, a huge mess of Titans and Phantom Pain units will show up to the east. You don't have to worry about them crossing the line, but they are a pain. Keep blowing up the JINNs. Give priority to those nearest the line. When you take out five JINNs, Butcher and some vegans appear to the north. Your small unit is fast becoming outnumbered. Keep focusing on the JINNs- on the bright side, the Titans will fire indiscriminately- they'll go after Terrorist, Gaizock, and you alike. Fortunately, when two JINNs remain, your Super Robot Reinforcements arrive to help. Start blowin' stuff up with a vengeance, but do not forget about the remaining JINNs. Take out as much as you can, and the last Jinn. Zato will appear near the Minerva. Don't worry, you don't have to worry about not letting him cross the line. He's got some notable HP reserves, so send some units down to help take him out. Alex will pop out in a Blaze Zaku phantom to help. The map ends when you down him. ******************************************************************************** Setsuko Route Stage 8 Intermission While you can, in theory, put your squads together manually, it's a waste of time. Upgrade, equip, etc, and move on. Still no bazarr... bothersome. ******************************************************************************** ----------------------- |SETSUKO ROUTE STAGE 9| ----------------------- Allies: Bronco II (Kei) Bronco II (Orson) Allied reinforcements: Turn 2 Denzel Toby Setsuko Enemies: Dagger L x6 Windam x2 Skill point: Clear Map by the start of turn 4 Very simple map here. Kei (who has the excellent attack again ability) and his friend Orson should charge into the mass with focus active. This is only going to last 3 turns, so don't worry about running out of SP. Kei can one-round any Dagger L with his self-supporting antics, though Orson isn't quite as lucky. On Turn 2, the glory star appears. Kind of far away. If you gave a booster to unit 3, Denzel should be able to make it to an enemy by turn 3, and Toby knows the accelerate spell. Setsuko is kind of out of luck, sadly. Note that she's now in Virgola unit 1. The only enemies of note are the two Windams. Make sure that you can take them out by enemy phase turn 3. I managed to do it on the Ally phase. When you finish, everything just goes right to hell. Kei sets off the bomb, the Glory Star retreat, and Denzel... well, ouch. ******************************************************************************** Setsuko route stage 9 intermission Nothing to see here, folks. Move along. Though, note that any upgrades you put into Virgola unit 3 are refunded to you. Thank goodness. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 10| ------------------------ Allies: Kei (Bronco II) Mai (Morapa Mai) Ria (Morapa Ria) Shiya (Glomar) Allied reinforcements: Turn 4/All enemies shot down Neo Roanoke (Windam) Sting (Chaos Gundam) Aul (Abyss Gundam) Stella (Gaia Gundam) Enemies: Aishkik x5 Enemy reinforcements: Turn 4/All enemies shot down Golgolni x6 Skill point: Clear map by the start of turn 4 Well, continuing with Orugss in lieu of Setsuko. You'll note that the Glomar is pretty pathetic as battleships go. But you'll still need to move everyone up to get the Skill point. Kei should use focus and go to town- his consecutive attack skill means that he can support attack himself if his skill 10 points higher than the enemy. He should rip through them pretty easily. Leave the remnants to the ladies (seriously, I have no idea what their names are, I'm making rough transliterations with what little knowledge I have). Very simple map, and rather easy compared to your Junius Seven fight. When turn 4 rolls around, or you shoot down all enemies, reinforcements on both sides. These mysterious new foes aren't very difficult at all- your gundam reinforcements should steamroll them. This should be over pretty quick. (...yes, I did just C/P that from Rand's route.) ******************************************************************************** Setsuko Route Stage 10 Intermission Note that you probably now have your first blue stones (unless you're replaying) but sadly, the bazarr still isn't available for use. You can upgrade Kei's unit or the Glomar or the two support units if you wish, though it's unnecessary at the moment. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 11| ------------------------ Allies: Roger Smith (ZA BEEG O) Allied reinforcements: Beck shot down Setsuko Enemies: Beck Victory Deluxe (Beck) Enemy reinforcements Archetype x4 Mummy (Schwarzvald) Skill point: Defeat all enemies, saving Schwarzvald for last, within three turns of their appearance Welcome to Paradigm City! Setsuko joins Dorothy on a long and arduous hunt for the famous Roger Smith. After going every which way, Setsuko nearly gets done in by the super-crazy R.D. Fortunately, Roger pops in at just the right time. So does Beck, actually. Anyway, it's time for a duel! Beck's Victory Deluxe will fall easily to Roger's attacks. Feel free to use SP and be reckless. Just make sure to finish Beck off on your turn, so the reinforcements don't catch you with your pants down. Said reinforcements have a decent amount of HP, but are fairly easy to deal with. Roger can probably OHKO one of them with a single use of his Sudden Impact finisher, though Setsuko will have to attack once or twice. Try to get Roger in position to counterattack Schwarzvald's Mummy by the end of the second turn. He should fall easily to the Big O's powerful weapons. Setsuko and Roger will part ways when the mission ends, sadly. But we'll see Roger again at some point. ******************************************************************************** Setsuko Route stage 11 I reccomend slapping some upgrades on the Big O, it being one of the game's best units. Otherwise, continue as normal. STILL no bazaar! Jeez! ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 12| ------------------------ Allies: Setsuko Eureka (Nirvash) Allied reinforcements: Turn 3 Holland (Terminus 909) -Mash (Terminus 606) -Hilda (Terminus 808) Gekko Go (Talho) Allied reinforcements: Turn 5/All enemies shot down Camille Bidan (Gundam Mk II) -Emma (Rick Dias) -Reccoa (Methuss) Quattro Bajeena (Hyaku Shiki) -Apori (Rick Dias) -Robert (Rick Dias) Shinn Asuka (Gundam Impulse) -Rey Zaburrel(Blaze Zaku Phantom) -Lunamaria Hawke (Gana Zaku Warrior) Argama (TEH BRIGHT) Minerva (Talia) Enemies: Monsan 20 -Monsan 10 -Monsan 10 x4 Big Battleship thingy Enemy reinforcements: Turn 5/All enemies shot down Dagger L -Dagger L -Dagger Lx3 Arasai -Hizak -Hizakx2 Karicorn (Arasai) -Arasai -Arasai Jerid (Arasai) -Arasai -Arasai Enemy reinforcements: One turn after the first group of reinforcements Scirroco (Messala) Skill point: Defeat Scirrocco within two turns of his arrival Setsuko decides to help out her new friends (which include the kind of hormonal Renton who just cannot keep it in the damn pants), and sorties against the new EF forces alongside Eureka. Simple stuff, really. Eureka's S rank in the Air makes her very difficult to hit, and she has SP regen, so she can use Focus with impunity. On turn 3, Holland will appear with the Gekko State's LFOs to help out with the destruction. It's difficult to take out all enemies by turn 5, and there's no real incentive to do so. The Battleship in particular is difficult to down. On turn 5... The Titans arrive, with the AEUG in hot pursuit. Quattro has a brand spankin' new Hyaku shiki, and Reccoa's in the Methuss, which isn't nearly as great, but it can repair things. Move up and start blowing things up. This is probably the first mission where you'll be using Tri Attacks a lot. Next turn, Scirrocco will arive in his Messala Mobile armor. Damn he's glowy. He's probably the mightiest foe you've faced so far, so exercise caution. He has great hitrates on all of your units, and he's very mobile, as well. Stay out of his range on the first turn he arrives, then let loose with everything when you get close. The map ends when you bring him down, or 3 turns after he arrives. For the skill point, blow him up. If you put your battleships in range and use Center formation for extra damage, you should be able to do it. If not, the map ends automatically anyway.
******************************************************************************** Setsuko Route Stage 12 intermission All of the mobile suits and LFOs are available for upgrade at the moment, but due to the unique nature of these missions, they won't remain that way for long. Do whatever upgrades you want (Holland's 909, the Hyaku Shiki, and the Nirvash are all good choices), equip Setsuko with your screw module, and move on. Also note: The Bazarr is available for the first time! Sadly, you probably don't have a whole lot of blue stones, unless you're on a replay game. You can buy parts, and later mechs here with blue stones. It's an optional pursuit, but I usually pop in every mission and see what they have on sale. As there are no truly rare and expensive items to pop up in the bazarr later, spend your Blue Stones. No point in holding on to them. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 13| ------------------------ Allies: Setsuko Kouji Kabuto (Double Spacer) -Maria Freed (Drill Spacer) Kappei (Zambot 3) Toshyiu (Space Emperor) Touga (Grankaiser) Enemies: Halbea x6 Guraken x2 Enemy reinforcements: Shoot down four enemies Little flying tadpole thing -Little flying tadpole thing -Little flying tadpole thing x5 Enemy reinforcements: More enemies shot down Gurakenx3 Jirogiras Eldar Battleship (Rishi) Skill point: Clear map by the start of turn 5 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! TFO: Make sure that Kouji's Double Spacer takes some damage during the stage. Any amount of damage is fine. After the stage ends, visit the bazarr and buy the special item on sale. More meetings with old friends! Sadly, Duke Freed is absent, leaving you a bit shorthanded. Still, no biggie. The Halbea jets can easily be one hit KO'd by almost any unit you have, though the Guraken's are tough and pretty powerful. Still nothing you can't handle, though. If you're interested in the skill point, you'll need to be proactive in your unit placement. Move all of your units to the southeast as soon as possible. If you gave Setsuko your screw module, her Virgola should do fine in the water, and the only concern you should have is with Grankaiser's B in the Air. To that end, you should try to form Gravion as soon as possible. If you want the TFO early, make sure that Kouji's Spacer takes some damage during the battle. Not a difficult feat. When you take out a few enemies, some strange new foes arrive. The amount of Kanji in their names makes my mind boggle, so I'll just call them Algae for now. Regardless of what they're called, they're incredibly easy to beat. Blow up yet more enemies, and some more reinforcements appear- one being a worryling studly Cosmosaurus. It shrugs off Toshiya's attacks pretty handily, forcing him to retreat back to Trinity City. Fortunately, the other two machines are ready- and Godsigma forms! Godsigma is a beefy machine with High HP and Armor, and some very powerful moves to use. It also has a great special ability. Once per stage, you can fully recharge Godsigma's energy by using the Trinity Charge command. That said, go wild and blow things up with whatever resources available. Move towards the new Eldar Battleship and start whacking it at the earliest opportunity. It has high HP, but a concentrated attack from your Super Robot army should bring him down fairly easily. Within four turns shouldn't be a tall order if you took my advice and moved early. ******************************************************************************** Setsuko Route Stage 13 Intermission While the mobile suits and LFOs have taken their leave, your old Super Robot friends are here for the moment. Upgrade as necessary, and visist the bazarr for parts, and a hunk of Super Alloy Z, if Kouji got damaged last mission. When you are sufficiently prepared, get a move on. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 14| ------------------------ Allies: Jamil Neat (Freeden) Roybea (Gundam leopard destroy) Witz (Gundam Airmaster Burst) Caris (Vertigo) Allied reinforcements: Turn 3 Iron Gear (Elchi) Jiron (Walker Gallia) -Rag (Xabungle) -Tank? (Trand 11) Loran (Turn A gundam) -Sochie (Kapool) -Meichie (Kapool) Garrod (Gundam GX Divider) -Caris joins his squad Gainer (King Gainer) -Gain (Gotchko) Gauli (Panzer) -Sara (Panzer) -Pero (Panzer) Gavan (Borjanon) -Joseph (Borjanon) Roybea and Witz join up Rand Enemies: Wad -Wad -Wad x4 Wadom x2 Wadom (Po) Jenice Custom (Enil) Virgola Unit 1 (Setsuko) Enemy reinforcements: Turn 3 Coren Nander (Eagle) Enemy reinforcements: Po Attacks Dotreis Neo -Dotreis Neo -Dotreis Neo x6 Shagia Olba Skill point: Clear map by the start of turn seven !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Tifa as a subpilot and the G-Bit attacK: Have Garrod convince Enil. DO NOT shoot her down. Setsuko, working as a mercenary of sorts to fund her search for Toby, has landed with the Moon Race for the time being. To that end, she starts out as an enemy unit. While this won't inspire -quite- as much dread as it does on Rand's route, it's still worrying. Fortunately, your starting units are pretty good, and the other enemies aren't much cop. The WaD units are almost as fragile as the enemy fighters you faced last mission. The WaDOM units are much tougher and have HP regen, but they're not alarmingly difficult. Beware the ALL attacks. The basic idea here is to slowly advance and blow up the WaDs. You don't actually have to do this- all that's necessary is that you survive until turn 3, when a whole lot of new allies arrive and Setsuko switches sides. I don't actually know why she would, as she has no friends among the Rand Route characters... Well, wuteva. A whole lot of new units here- of note: Walker Gallia and Xabungle are both good walker machines that are powerful at all ranges, and can seat two pilots each. Gundam GX Divider will gain access to one of the game's most powerful attacks later on, and is a rather good unit with a useful Post Movement ALL attack as it stands now. The Turn A Gundam and King Gainer might not look like much now, but both units will grow vastly in strength as the game progresses, and they most assuredly aren't bad. The rest of the units are pretty much squad filler right now- the Panzers are famously bad, and while the Kapools are incredibly cute, they aren't great either. The Borjanons... are okay. The Trand 11 is pretty much the worst unit in the game, but fortunately, you won't have to put up with it for very long. Also, Gain's Gotchko is much more effective than it looks, and is worth investing in. Anyway, use your bolstered forces to charge ahead and lay waste. You'll probably want to engage Po as soon as possible to trigger the rest of the enemy forces. They'll come on turn 4 regardless- Coren appears in his eagle to fight the Turn A, his sworn enemy. The Frost Brothers and a bunch of new federation folks also sortie. These guys are annoying, simply because they're numerous and you're using unfamiliar units that aren't particularly good at fighting Airborne foes. If you want the skill point, you should more or less ignore them and focus on the named enemies. Coren is a real terror at low HP, but he's easy to lead around due to his insistence on attacking only Loran. Po isn't any tougher than the other WaDOMs, and if you take her out, the rest of the moon race units will flee. The Frost Brothers are very tough at this point in the game, and will take a lot to drop. Before we move on to them, note Enil- convince her with Garrode and don't shoot her down if you want Tifa as a subpilot and the G-Bit attack later on. It's a waste of resources, anyway. Now, the Frost Brothers have a ton of HP, and incredibly good hit/evade rates. They have very high attack power, as well. Use Setsuko's Gunnery Carver, Gainer's Overfreeze, Jiron's Full Power, Loran's Beam Saber, Garrod's Harmonica cannon... everything you can. It might take a turn or two. Shagia and Olba have a combo attack to use if they get close together, so try to avoid that contigency. Pat yourself on the back when you finish- fortunately, you only have to take down one of the brothers. I reccomend taking out Shagia's Virsago. It has a bit less armor and HP, but more offense. ******************************************************************************** Setsuko Stage 14 Intermission Tonnnns of new units, not that much cash. Well, priority should go to: Turn A Gundam, King Gainer, and Gundam GX. I mean, most of the units you get are fairly good, but you don't have nearly the capital for them. Check out the bazarr for new stuff (an apogee motor is on sale, which is cool) and move on. Get ready for a very long chapter. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 15| ------------------------ Allies: Setsuko Kei (Orguss) -Mai -Ria Glomer Enemies: Aishkik x3 Aishfain x1 Aishkik Commander (Henry) -Aishkik -Aishkik Allied reinforcements: Henry shot down Gekko Go Holland -Mash -Eureka Argama Camille -Quattro -Emma Minerva Shinn -Rey -Lunamaria Allied reinforcements: Neo Shot down/Turn Six King Beal Kouji -Maria Touga Kappei Toshiya Allied reinforcements: Turn 8 Iron Gear Freeden Garrod -Witz -Roybea Loran -Sochie -Meichie Jiron -Rag -Tank Gainer -Gain -Sara Apollo Allied reinforcemens: Two enemies shot down/Turn 9 Toby Enemy reinforcements: Henry shot down Neo (Windam) -Windam -Windam Sting (Chaos) -Windam -Windam Aul (Abyss) -Dagger L -Dagger L Stella (Gaia) -Dagger L -Dagger L HiZack -HiZack -HiZack x2 Windam -Windam -Windam x2 Enemy reinforcements: Neo Shot Down/Turn 6 Golgol -Minifo -Minifo x3 Kumoganira -Tomira -Tomira x2 Guraken -Halbea -Halbea x2 Jirogiras -Halbea -Halbea Eldar Battleship (Teraul) Bandock (Butcher) Enemy reinforcements: Enemy battleship shot down/Turn 8 Jyapalpa x5 Gelbeam x5 Enemy reinforcements: Two enemies shot down Skill point: Clear map by the start of turn 10 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Recruiting Stella: Shin should have a battle encounter with Stella. +1 Sting, Aul, and Stella are all shot down before Neo/before they retreat. +1 Mega Bazooka Launcher: Quattro must shoot down at least 3 enemies before the end of the stage. TFO 2: Purchase the special item on sale in the bazarr after the stage, and you will receive the TFO on the spot. For the sake of convenience, I switched around my usual order of reinforcement listing. There's just a metric assload of them this mission. Gird your loins for a toughie. Anyway, Setsuko and Kei in his new Orguss are up against some Chiram soldiers. Simple stuff. Run up and kill things, with the Glomer tailing behind. Kei's Orguss is pretty great- keep in TRI formation when Henry comes calling to cut his squad down to size. You should finish up by late turn 2 or turn 3. But the map is far from over- the extended squad arrives, with the AEUG hot on their heels. The Gekko State's LFOs are also on the scene- things are fast getting interesting. Now, your main goal should probably be taking down the 3 Gundams. They've got a variety of helpful parts, and taking them out (Stella with Shinn) is a step in recruiting Stella later, if you're interested. Now, this is... difficult. The trio has gotten much stronger since the last time you've fought, and they remain annoyingly difficult to damage without beams. However, you'll have an easier time here than on Rand's route- you'll be more familiar with the units you need to utilize. If you're going for the "all gundams shot down" flag, then you'll need to pretty much ignore the grunts. Blitz them with everything you have. If not, just fire away at everything that moves and take out Neo. You can still probably take out a Gundam or two this way anyway. I reccomend taking out Aul's Abyss for the Hybrid Armor. Anyway, when Neo goes down, or when turn 5 rolls around... The Trinity City Super Robot army dive in headfirst, in hot pursuit of some aliens, including Teral and Butcher. Pretty far away, as well. Phooey. Ah well. Hunker down around the King Beal and shoot at anything that gets in range while the rest of your forces hoof it up towards the battle. You might just want to ignore the Bandock and Eldar Battleship. You've only got until Turn 8 before they retreat automatically, so it might just not be worth the effort. Bandock in particular is very beefy at 36K HP. You're not getting far with that at this stage in the game. Anyway, when turn 8 arrives... JUST A LITTLE BIT MORE I PROMISE. Now, this will be the first time you've fought against the Fallen Angels on Setsuko's route. Here's what you need to know: they have a lot of HP, high accuracy, high attack power, tough armor, and HP regen. In short, they're a pain. Fortunately, they don't show up in large numbers. Even then, defeating this lot in two turns will take no small amount of effort. When you take down two Fallen Angels, a the mysterious foe that killed Denzel arrives to fight Setsuko. Toby follows hot on his heels. While it's nice to see him again, Asakim's powerful Shurouga will cause no end of trouble. Try not to let him get to 130 morale, or his Extreme skill will activate, which makes him practically undodgeable. On the Fallen Angel front, also note that Aquarion is a new arrival for you. It's definitely a beefy machine, with very long range. It has three different forms and pilots. Right now, you should only bother with the default form, Solar Aquarion. Apollo's unique squad leader skill boosts damage against Fallen Angels by 40%- he can really lay the hurt on your enemies. Use his attacks, center formation, and support attacks to blow through the enemy. Your reward for clearing this stage is a clear bonus! The amount of money is more or less dependent on your difficulty level. At the hard difficulty, you'll get 30000 in Cash and 300 Blue stones, while on normal you'll get 50000/500. ******************************************************************************** Setsuko route stage 15 intermission Yep, we're finally pretty much together. You can't arrange everyone -just- yet, because there's a routesplit to be had when you advance. Still, use your much bolstered funds to upgrade your machines some, and be sure to check out the bazarr. If you bought the SUper Alloy Z fragment, you can buy a Flight Manual and get the TFO right now! There's also Donkey Buns for sale again here. I guess Keith's influence is spreading! Sadly, the TFO is nowhere near as awesome as it was in MX, and in fact it's pretty bad compared to the spacers, but when you have more Mazinger Characters, it makes a good squad filler unit that can both repair and resupply. Before assigning parts, I would reccomend taking the route split first- makes things easier. ROUTE SPLIT When Setsuko and Toby start talking with Bright and Quattro, be ready to make a choice. Choice number one: Go to the Pacific Series: Godsigma Gravion Gundam SEED Destiny Zeta Gundam Gundam X Banpresto original Choice number two: Go to Gallia. Series: Grendizer Zambot 3 Orguss Xabungle Turn A Gundam King Gainer Banpresto Original Choose whichever you like. I believe that going to South Pacific will let you get the Hyaku Shiki's Mega Bazooka Launcher early, while going to Gallia will let you obtain the Rushrod Overman as a secret unit. When you choose, form up your squads and assign your parts. With a bit of maneuvering, you should be able to fill up all possible platoons for the next mission. Speaking of the Hyaku Shiki's Bazooka, when you choose the South Pacific split, check the bazarr before moving on. An energy pack -might- be there. Don't know the requirements yet. ******************************************************************************** ----------------------- |GALLIA ROUTE STAGE 16| ----------------------- Allies: Iron Gear King Beal Glomer Seven squads Enemies: Prometheus -Dagger -Trand11 Calico -Dagger -Trand11 Gapamento -Dagger -Calico Dagger -Calico -Trand11 Wad -Wad -Wadx3 Wadom Enemy reinforcements: All enemies shot down Aishkig -Aishkig -Aishkig x6 Aishfain -Aishfain -Aishfain Aishkig Commander -Aishkig -Aishkig x2 (one squad is lead by Henry, the other Robert) Enemy reinforcements: One turn after first wave appears ??? (Naikishk Atena Model) Skill point: Destroy all initial enemies by the start of turn 4 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Haro: After the scenario ends, purchase the special item in the bazarr. +1 Time for the first "normal" mission in a good wile. Walker machines and moonrace folks aren't too tough at this point, though enemy machines do get stronger with you. Don't expect a one-sided slaughter. This is probably the first map where you'll be actively spamming Tri Attacks- it's definitely in your best interest to do so. When those run out, switch to normal ALL attacks or the wide formation to cause even more widespread damage. Be wary of the wide formation, though- the squadmates are pretty vulnerable to damage in it. Mopping up shouldn't take you long. If you're aiming for the skill point, stay outside the range of the Wadom to lure it towards your group. When the breakers et al go down... Some Chiram flunkies appear to make life miserable. While not inordinately so, these guys can be a bit tough. Be careful, and take your time. On the next turn, a much tougher customer appears a bit farther away. She's in a unit that's just about the same as Orguss. Just beefier because of her enemy orientation. Don't underestimate her. Save Robert for last, as the mission ends when you down him. However, taking out his squadmates so he can't unleash TRI attack hell on you is a good idea. Provided you don't go crazy early on with the SP, Zambot 3 and the ever Trusty Gunleon should be able to down the mysterious woman with their finishing moves. ******************************************************************************** GALLIA ROUTE STAGE 16 INTERMISSION The scenarios are beginning to give out some significant capital, so I hope you enjoy that boon. Head for the bazarr first and buy the Ray Out magazine. I quite honestly don't know what it does, but it's only 10 BS. Also, the first mechs are available to buy at the bazarr! Hoo-ra! They're not great, but the Xabungle flunkies could definitely use some new rides. Buy 'em! Aside from that, do what you usually do and move on. I would note that by now some of your units should be getting enough PP to buy some skills. Good ones to have are Attack Again, Energy Save, Bullet save, Guard, and Abandon. Depending on the machine and the pilot, other skills might be better- for example, Gainer can seriously benefit from any Morale up skill- I reccomend +Evade or +Shoot Down. Also note that Gain and Sara are event units, so you may wish to equip them well with enhancement parts so they don't, well, die. Rearrange your squads accordingly. ******************************************************************************** ------------------------ |PACIFIC ROUTE STAGE 16| ------------------------ Allies: Minerva Argama Six squads Allied reinforcements: Gekko Go reduced below 10% HP Gekko Go Holland -Mash -Hilda Eureka Allied reinforcements: All enemies shot down Freedom Gundam (???) (yeah right) Enemies: Terminus 909 (Holland) Terminus 606 (Mash) Terminus 808 (Hilda) Nirvash (Eureka) Gekko Go (Talho) Enemy reinforcements: Gekko Go reduced below 10% HP Dotreis Neo -Dotreis Neo -Dotreis Neo x2 Windam -Windam -Windam x2 Monsoon 20 -Monsoon 10 -Monsoon 10 x3 Battleship x2 Enemy reinforcements: All enemies shot down Algae -Algae -Algae x8 Skill point: Map cleared within 4 turns of the first wave of enemy reinforcemnts Due to a regrettable misunderstanding involving missiles, we're chucked into a nasty firefight with the Gekko State. Now, it's a losing condition to shoot down any of the LFOs or the Gekko Go. You need to reduce the Go to less than 10% HP, which can be a major pain in the ass- save and reload a lot. Anyway, the first part is simple. Just bumrush the Gekko and ignore the other guys. When you do reduce it to that level, Renton resolves the situation by apologizing quite soulfully for the mishap. The appearance of new federation forces serves to expedite the process. The rest of the map is pretty easy. The Windams can be mildly worrysome with their powerful missile all attack, but aside from that, there's nothing out of the ordinary here. No named characters or anything! Just lay waste to your not-that-great enemies. When they all go down, which shouldn't take long (stay out of the battleship's range to get them to come to you), some more of those see-through UFO thingies from stage 13 will appear. A certain Maria from Orb will pass through, and will be subsequently menaced by some more of them. Fortunately, a mysterious ally appears to save her and help you. Don't let him steal your kills- if it takes more than one hit to take down any of the little guys, something is wrong. Or you're using Vulcans. Anyway, the Gekko State join you after the mission, though the Freedom's pilot leaves before you can even thank him for the help. ******************************************************************************** Pacific Route Stage 16 Intermission Well, with the addition of the LFOs, your forces are bolstered, and you've got some nice units to upgrade. Now, about Eureka- pump all of her PP into SP Up. Later in the game, she'll become the Nirvash's subpilot, and thus unalterable. And SP Up is really the only thing she benefits from. Aside from that, note that your newly assemebled squads are put into disarray almost immediately afterward. Thanks, game. Equip and upgrade event units as necessary- I reccomend buying a spare Screw Module and sticking both on the Virgola units. Your Minovksy craft (that you got from shooting down Neo in stage 15) should go to Roybea, so all of your squads can move about freely next mission. Alternatively, give Gunleon a screw module if you're playing Rand's route. ******************************************************************************** ----------------------- |GALLIA ROUTE STAGE 17| ----------------------- Allies: Gain Allied reinforcements: Asuham shot down Roger (Big O) Six Squads Iron Gear King Beal Glomer Enemies: Asuham (Golem Overman) Enemy reinforcements: Asuham shot down Asuham Dobeck(Keginan/Enge/Jyapolee) -Dogon -Dogonx3 Daffol(Hora) Galapagos (Gelaba) -Calico -Dagger Gapamendo -Calico -Trand11 Prometheus -Trand11 -Dagger Dogon -Dogon -Dogonx2 Ainda Golem (Zakki is one of the squad leaders) -Ainda Golem -Ainda Golemx2 Skill point: Winning condition achieved within 4 turns of the Big O's arrival Why, it's a relay! The entire gang gets in on the act. The choice you're given before going to the map screen is more or less inconsequential- it just chooses which team Rand joins. Sadly, Asuham isn't in the mood for sport and attacks during the proceedings. Gain sorties to intercept. He starts at 150 morale, so cast focus and sense then let loose with the Black Southern Cross attack. Use Gain's hit and away to position yourself in the forest after attacking. Counter with the Southern Cross again. Next turn, cast focus, save your game, and hope for the best. Reload if you miss. When Asuham goes down, he calls on his friends to fight the now sorely outnumbered Gain. However, a certain Negotiator has a few objections to this and pops out on his Big O Pimp Train thing. While the Negotiations kind of break down because Asuham and his flunkies are -incredibly- stupid, he still buys enough time for the rest of your troops to sortie. The real battle begins here. Fortunately, gain is fully restored, and Adette and Sara join his platoon. To get the skill point, as usual, you must rush. The Big O will be an MVP, what with how obscenely powerful the Chromium buster is. That and he can use Sudden Impact pretty quickly after we begin. Of note: Gelaba's walker machine has gotten pretty tough since we last saw him, both in terms of attack power and HP. If you're heading for Asuham, you might wanna ignore him. Same goes for Hora. Asuham himself has gotten kind of scary, gaining quite a bit of HP, Armor, and Mobility. The siberian idiot squad are more or less the same as they were back then, even if their units have been upgraded to Dobecks. Also of note are the two squads of Ainda Golems. Be careful of them- they're dodgier than most normal foes, and more powerful as well. Try to take them out before they get to high morale. Zakki, Asuham's faithful lacky, is also in one of them, and he's kind of tough. Asuham's barrier is a pain in the ass, but the JUSTICE WRENCH and Moon attack should bring him down without a whole lot of fuss. Sadly, since he's airborne, Sudden Impact doesn't reach. As an aside, whichever team got more kills will receive 50 PP at the end of the mission. I'm not entirely sure which team was on which, but free PP is always good. It seems that the Adette team has better luck with the contest, as they seem to have more folks with ALL attacks. ******************************************************************************** GALLIA STAGE 17 INTERMISSION Not much of note except that the Big O has rejoined, and the Apogee motor at the Bazarr is pretty cheap. Zambot is an event mech, so equip it well, if you aren't confident in it. ******************************************************************************** ------------------------ |PACIFIC ROUTE STAGE 17| ------------------------ Allies: Grendizer (Duke Freed) -Marine Spacer (Hikaru) Allied reinforcements: Turn 2 Freeden Gekko Go Toshiya Eureka -Garrod Touga Witz -Roybea Enemies: Algae x10 Enemy reinforcements: All enemies shot down Algae -Algae -Algae x6 Big octo x2 Altron Space Carrier (Afrotia) Enemy reinforcements: One turn after first wave Halbea -Halbea -Halbea x2 Domira x2 Guraken x2 Kraken Jyrogiras Skill Point: Clear map by the end of turn 6 As we know, Grendizer is far too befy to even be slowed down by foes such as these. RIP AND TEAR. The enemies don't even have huge guts. On turn 2, a good portion of your forces arrive to help. ...like Duke needs it. I would reccomend taking out the enemy on your turn, so reinforcements don't manhandle you. When you do take down the somewhat paltry force, the enemy commander, Afrotia, will show up with some more in tow, along with a new model of enemy: The Big Octo. Their teleporting antics will consternate the crew until Marin sorties in the mighty new super robot, Baldios! It gives the enemy what for with the Thunder Flash, bending time and space himself to combat the warping foe. Now, the rest of the scenario is pretty simple. Just blow up the rest of the enemies. The Big Octos are tough, but not very powerful. There are only two catches- the enemy starts out fairly far away, and Afrotia has both a barrier and the ability to dodge your attacks regardless of hit percentage. Use strike on her to makes sure your attacks land. Before you get to her, though, you'll run into some more resistance in the form of some Cosmosauruses and some Megaboosts. No biggie. Continue your sweep north. There's not a whole lot to say here, really. ******************************************************************************** Pacific Route Stage 17 Intermission The LFOs have taken their leave for the time being, as well as Duke Freed, but Baldios has joined you! And should probably be the main focus of your upgrades. It's a unit that will serve you very well throughout the whole game. Right now, I'd slap the barrier generator you just got on Baldios or Godsigma. They can really benefit from the damage reduction. You can deploy two squads next time, but this basically boils down to Quattro and Camille with whatever combination of squadmates you want. ******************************************************************************** ----------------------- |GALLIA ROUTE STAGE 18| ----------------------- Allies: Kappei (Zambo Ace) Allied reinforcements: Turn 3 Iron Gear King Beal Glomer Seven squads Allied reinforcements: One shadow angel downed Zambot 3 Aquarion (Apollo/Jun/Tsugumi) Enemies: Tomira X6 Enemy reinforcements: Turn 3 Golgol -Minifo -Mini x3 Kumoganira -Tomira -Tomira x2 Tomira -Tomira -Tomira Kraken -Tomira -Tomira Enemy reinforcements: Enemy squads drop to six Gelbeam x4 Jypalpa x3 Enemy reinforcements: Down one Fallen Angel Grave Gelbeam x2 Skill point: Clear map within 7 turns !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Rush Rod and Yasaba: By the end of the stage, make sure the cast of King Gainer (Gainer, Gain, Sara, Gauli, Pero and Adette) have a combined kill count of 100. After the stage, purchase the special item on sale in the bazarr. +1 Well, the Zambo Ace isn't great. It's a bit like the space Emperor from stage 13 in its pansyness, but if you give Kappei some armor parts, and maybe the barrier generator, he should be fine against the fairly weak megaboosts. Kappei should try and lure them towards the center of the map while weakening them as best he can. He'll probably run short on ammo pretty quick, but plug away until turn 3 when your reinforcements (and theirs) arrive. Instead of heading straight for the enemies, it may be better to head for the center and make them come to you. You've faced all of these enemies before, except the Kraken, which is very ugly but not all that tough. It's pretty standard. Sadly, just when things start going your way, everyone hears a voice. Great. Time to fight some more goddamn Fallen Angels. This time they're even more of a pain, because they ignore you and dash for the edge of the map, and you can't let them get there. You may wish to more or less ignore the megaboosts for now and start whacking at the Shadow Angels. Use your strongest moves against them and take down one as soon as possible. This causes three new types to appear. Fortunately, so does Aquarion, with two new pilots: Jun and Tsugumi. Sadly, Tsugumi seems to be having confidence problems, and one of the new Grave Gelbeam troops busts through the lines. Kappei goes to stop him, but Zambo Ace simply isn't studly enough. Some guy with blue hair (you're not fooling anyone, Terada! No one, I say!) gives him some encouragement, and Kappei calls out to Uchuda and Keiko, who combine with him to form the mighty Zambot 3 once more! Zambot gives the bloody thing a mighty shove, and Tsugumi finally gets her act together due to Gen Fudo's words of wisdom. Or something. I dunno. Whatever. The Aquarion folks have a joint orgasm again and combine, showing off an explosive new move. BACK TO ADVENTURE! Now that Aquarion is here, you may wish to switch back to Solar to abuse Mugen Punch and Apollo's 40% damage bonus. Zambot 3 is also back in action, lending the powerful moon attack to the fray. Prioritize the enemies nearest the line and get to it. This is pretty simple, actually. Let fly with everything and you should make it pretty easily. ******************************************************************************** STAGE GALLIA 18 INTERMISSION Both the Big O and Turn A are event units, so rearrange accordingly. When that's done, head for the Bazarr and pick up the scrap overman parts. Aside from that, not much to say. Head on out when you're ready. ******************************************************************************** ------------------------ |PACIFIC ROUTE STAGE 18| ------------------------ Allies: Argama Minerva 2 squads Shinn -Rey -Lunamaria Allied reinforcements: Enemies: Dotreis Neo -Dotreis Neo -Dotreis Neo x2 Monsoon 20 -Monsoon 10 -Monsoon 10 x2 Windam -Windam -Windam x2 Ashimar (Bran) Garuda Carrier (Ben) Enemy reinforcements: Turn 3 Zamzaza Murasame -Murasame -Murasame x4 (one contains Baba) Enemy reinforcements: Zamzaza shot down Algae -Algae -Algae x2 Halbea -Halbea -Halbea x2 Guraken x2 Jyrogiras Big Octo Altron Space Carrier (Afrotia) Eldar Battleship (Rishi) Skill point: Clear Map by the start of turn 8 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Gundam Mk II Titans Color 2: If Emma was left alive on Setsuko route stage 3, Amuro will sortie in this instead of his red Rick Dias. Well, the first order of business here is getting your mobile suits on dry land where they can function properly. Clamber on the nearest island and wait for the enemy to come to you. You can't do much more- none of your squads are capable of flight, making the water difficult to traverse or fight effectively in. On turn 3, things go from bad to worse. Orb sends some of its mobile suits after you, and even better, the feddies deploy a new mobile armor that blocks a Talhoizer shot. At this point, you should probably retreat the Minerva back to your other units. Not much you can do right now except fire away. Don't forget that Shinn can change frames to replenish energy and ammo- you might need this before the stage ends, simply because you're so outnumbered. By turn 4, you'll be well sandwiched between the two enemy fronts. Both Bran and Baba will probably be hounding you at this point as well. Treat both with caution, though Baba should fall fairly easily- just watch out for his powerful TRI attack. On turn 6, (or when you shoot down the Ashimar) the stalemate is finally broken by none other than the legendary White Devil, Amuro Rei! In either a red rick dias or a Titans Colored Gundam Mk II, depending on whether or not you fulfilled the requirements on Setsuko's route. Neither unit is particularly powerful, but the second Gundam is far and away the better deal. Even if it's not as strong as the original Mark II, it's much better than another Rick Dias- I dig that color scheme, too. Anyway, he'll join Rey and Luna's platoon while Shinn is out on his own against the severely weakened Zamzaza. Take out as many units as possible, then take out the Zamzaza. This will trigger the arrival of some Altron forces, and the rest of your units. Oh, uh also, Shinn's SEED mode. It increases damage slightly and increases hit, evade, and crit by a good margin, and activates from now on at 130 morale. ANYWAY, the Feddie and Orb forces will flee. Your reinforcements start at 120/25 morale depending on ace status, in more or less the same formations as last time. You'll probably want to have Touga cast yell to form God Gravion right off the bat. Dash in and cause as much chaos as you can before the skill point deadline. If you're pressed for time, just head straight for either Rishi or Afrotia. Irritatingly/conveniently, Amuro's platoon dashes right up to Shinn's to stop him from killing the pilot of the Zamzaza. This puts him in a good position to help with dealing with the aliens, but his unit isn't particularly good underwater, or against airborne foes. No matter. He probably won't figure very heavily into things regardless. The stage ends when either enemy battleship is downed. ******************************************************************************** Pacific Route Stage 18 Intermission Amuro has joined you, which is very cool, in whatever unit he came in. Katz has also joined up, which is... not cool at all, really, but he can fill a squad if you need him to. Put him in a spare Nemo for now. No need to put squads together at the moment, it's still all determined by events. Continue your upgrades as you have been. ******************************************************************************** ----------------------- |GALLIA ROUTE STAGE 19| ----------------------- Allies: Roger Allied reinforcements: Turn 2 Loran Allied reinforcements: One enemy squad shot down Iron Gear King Beal Glomer Seven squads Enemies: Wad -Wad -Wad x3 Wadom -Wad -Wad x3 (one contains Po) SUMO silver Type -SUMO Silver type -SUMO Silver type x2 SUMO (Harry) -SUMO Silver Type -SUMO Silver Type Almeyer x2 Soriel (Dianna, neutral) Enemy reinforcements: Harry and Po shot down Beck Victory Deluxe (Beck/TBone/Dow, Beck's is a bit beefier) x3 Galapagos (Gelaba/Hora) -Dagger -Calico x2 Dobeck (Keginan/Enge/Jyapolee) -Dogon -Dogon x3 Aind Golem (Zakki pilots one) -Aind Golem -Aind Golem x2 Jinpa (Asuham) SKill point: Achieve winning condition in 4 turns !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Gundam Mk II Titans Color 2: If you didn't shoot down Emma during stage 3 of Setsuko's route, you'll receive this secret after the mission. Spirit of Steel 2: After the stage ends, purchase the special item on sale at the bazarr. +1 This is a gnarly stage, so be careful. First off, we've got the Big O against a variety of Moonrace ordinance. The silver SUMOs are new, but they start out far away, so don't worry about them yet. Move the Big O up to intercept the enemies. The Turn A pops out on turn 2 to help. To get things moving, focus your efforts on one squad and take it out. The Chromium buster can do this nicely, but you should save your energy and take them out one at a time. Counter normally, punch one, then take out the last with a Gundam Hammer to the face. This will bring your allies to the fray. However... what the hey?! What happened to the Turn A's weapons? Asuham has his hand in this, somehow. For now, focus on the moon race. Specifically, Po and Harry. Fortunately, they'll rush you eventually. Build up your morale in the meantime. On player turn 3, someone else will have their ammunition bogarted. Soldier on and hope it isn't someone who needs it. Po can be brought down with a single Sudden Impact Critical, and severely crippled with a normal blow, so keep that in mind and try to use it before Roger's ammo is obsconded with. When Harry comes calling around Turn 3, be wary. Both he and his squadmates have excellent evasion and hitrates. Use strike or focus. Sadly, Sudden Impact can't hit the airborne SUMOs. Instead, have Roger use the Chromium buster. This hurts Harry further, and also deals with his pesky support defending squadmates. Even if you don't want to the skill point, it's better to just get it anyway. What with Asuham horking your weapons and the coming reinforcements, you want the Moonrace out of the way ASAP. When you do... Uwagh. Not good. No sir. You've got a veritable army of named enemies after you. Fortunately, there's no rush for anything here- be careful and take your time. Focus on one enemy at a time. Of direst concern are Hora and Gelaba, who are quite capable of severely damaging you. Take them out with extreme prejudice. Beck's lackies and his Victory Deluxes aren't entirely threatening, and the three Siberian idjits are still pretty pathetic. Asuham will go straight for Gain with an obnoxious overskill- he has 100% hit rate all the time no matter what except for the Alert spirit command. The Aind Golems in back won't reach you for a couple of turns, and they aren't too tough to handle. The real kicker here is that you have to face a simultaneous assault form multiple powerful foes right off the bat. For Gain, make sure he defends when Asuham comes knocking. Repair him next turn, or use Trust to heal 2500 HP. I'm not sure when his Over skill kicks in (maybe 130 morale?), but I managed to beat his face in before he got it. Note that all of the Siberian railroad folks retreat when you take him down, so either save him for last or gun him down first, depending. Beck and his flunkies are pretty simple. IF you want to take down everyone for the EXP, save Beck for last. He's by far the smallest threat, and if you take down both him and Asuham, the map ends. Give yourself a pat on the back for survivng. When all is said and done, you get a clear bonus of 100000 bucks and 300 Blue Stones! Groooovy. ******************************************************************************** STAGE 19 GALLIA INTERMISSION Roger, sadly, must take his leave, now that his various negotiations have been dealt with. Don't worry, we'll see him again. On a happier note, everyone is all back together again! Including the Eureka Seven folks. Oh boy. This is gonna be some messy squad assignment. There are a couple of new arrivals from the South America route. Of note: Baldios, a powerful super robot, the legendary hero of the One Year War Amuro Rey (in a kind of crappy Rick Dias), and Athrun Zala and his Savior Gundam. At the bazarr, grab the special item. Again, I have no idea what it does in the long run, but when you see a special item, grab that little bastard. If I'm not mistaken, this is a present for Tiffa from Garrod, but hell if I know. I could only form 11 full squads, so I took two of my worst characters (Reccoa and Tank) and put them in reserve. If you don't have any problems with fielding a squad with only 2 members, then go ahead and do so. I'm a bit neurotic. Get ready for quite the brawl, and move on. Also, you may wish to equip/upgrade your event units if you're not confident in them. As an aside, now that Eureka is on your team, immediately spend her PP on SP Up. Later on, she'll become the Nirvash's permanent subpilot, and you won't be able to modify her then. And SP up is really the only useful skill for a subpilot. Ergo, buy it for her. ******************************************************************************** ------------------------------ |SOUTH AMERICA ROUTE STAGE 19| ------------------------------ Allies: Kira Yamato (Freedom Gundam) Allied reinforcements: All enemies shot down Archangel (Murrue) Murasame (Bartfeld) Allied reinforcements: Next turn Gekko Go Holland Mash Hilda Eureka Banpresto Originals Garrod Roybea Witz Enemies: Dagger L x3 Monsoon 10 x2 Monsoon 20 Windam Enemy reinforcements: All enemies shot down Hizack x2 Galpalta Beta Monsoon 10 x2 Monsoon 20 Dotreis Neo x2 Murasame x6 (one contains Baba) Dagger L x3 Gator Skill point: All enemies shot down by the start of turn 3 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Mega Bazooka Launcher 2: After the stage ends, purchase the special item on sale at the bazarr. You'll receive the attack on the spot. Lacus sure attracts trouble from weird cyber-ninjas, I say. Anyway, we've got Kira Yamato, hero of the Bloody Valentine War, against some mooks/assasins. Assasimooks? Mookassins? Ours is not to question why, I guess. Anyway, Kira is borderline untouchable. Freedom is offensively underwhelming (at least compared to previous incarnations of the suit), but it has mobility to spare, phase shift armor, and Kira's stats are some of the best you've seen yet. SEED mode only sweetens the deal. Anyway, head for the middle of the enemies and start dealing out beatings. Casting focus is probably a good idea, but not entirely necessary. You should probably head up to deal with the two monsoons that hang back on turn 2, then clean up on turn 3. The HI-MAT burst should be able to take out any foe on the map in one hit, so use it if you're pressed for time. When that task is done, Kira decides to go a-weddin' crashing. It's now your job to get the Archangel to the opposite side of the map. Hum. Looks intimidating. Fortunately, there are no real squads here, and you have some reinforcements in bound anyway. Your enemies will probably still have their turn when they arrive, so let them come to you, then use a pincer movement on them the next turn to clear the way for Kira and company. The enemies shouldn't prove very difficult. Baba drops a nice hybrid armor, so be sure to take him out. You can either shoot down all the enemies or just get out of dodge. Up to you, so it is. You get another clear bonus for your troubles, 30/50000 in cash and 700 BS. ...and then you get another one, worth 100000 bucks and 500 BS. Well, certainly nothing to complain about. ******************************************************************************* South America Route Stage 19 intermission: First of all, if you snagged the Energy Pack back on stage 15, there should be a Condenser on sale now at the Bazzar. This allows for the early acquisition of the Hyaku Shiki's mega bazooka launcher. Anyway, back to more pressing business. There aren't any new units from the Gallia path split except Adette and her red Dobeck- the Savior Gundam is new to both routes and is a good unit with a nice post movement TRI attack. Now, you've got the somewhat unpleasant task of squad arrangement. Several of your units are event squads, so you might have trouble getting a full 12. Make sure to equip said event units well, as they'll be in a difficult position at the beginning of next mission. ---------- |STAGE 20| ---------- Allies: Banpresto Originals Garrod Gainer Gain Kei Jiron Renton/Eureka Adette Allied reinforcements: Keginan shot down 3 battleships 12 squads Jiron Joins with Rand, Kei and renton join with Garrod, Gain and Adette join up with Gainer Enemies: Dogon x5 Prometheus x2 Gapamendo x2 Galapagos Max Flute (Keginan) Planetea (Kashimar) SKill point: Shoot down Max Flute by the start of turn 4 Enemy reinforcements: Keginan Shot down Dogon -Dogon -Dogon x4 Calico -Trand11 -Trand11 Dagger -Trand11 -Trand11 Gapamendo -Dagger -Calico Galapagos -Dagger -Calico Prometheus -Dagger -Calico Dobeck (Jyapolee/Enge) -Dogon -Dogon x2 Daparoor Aasanda Emperor Custom (Timp) Skill Point: !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Haro 2: After the stage, buy the special item on sale at the bazarr. Awesomeness abounds in this scenario. After a truly righteous cross-series snow ball fight, including a brawl between The Hivemind Rodents, The Zambot Dog, and some ferret thing, Adette recruits some folks to go fishing for Sky Fish. The LFOs need the film from them to fly, or something. To this end, Adette instructs everyone to think Happy Thoughts. However, as anyone who watched King Gainer might guess, this is where Kashimar decides to make his debut and activate the thought-listening Overskill. Which leads to no small amount of hilarity. Sadly, things get less hilarious and more worrysome when Kashimar dodges even Gain's incredible shooting. He can hear thoughts, and all that. A few things at first: Because the enemy has a very unfair advantage in their thought hearing, they have Focus autocast on them. This is the very definition of TEH SUCK. Also note that Renton, compared to Eureka, is a terrible pilot. This is the first mission where you really need to spam your spirit commands to stay alive. Use focus, strike, sense, iron wall, the lot. Your goal is the Max Flute, Keginan's machine. He'll chase after you, so as long you stay out of his range, he should be in a good beating position on turn 3. Whack him with every thing you have to get this part of the scenario over with. Needless to say, Kashimar's unhittable, but since he starts out kind of far away, that's not that big of an issue right now. Kill as many grunts as necessary to get the heat off yourself and build your morale. You'll probably need Strike to even hit the bastard, but he's not too tough. When you blast him... well... Things get weird. Keginan proposes to Adette, she rebuffs him, Kashimar gets annoyed and drops his guard, letting Gain blast him. This gives Gainer an idea, and, quite avidly, professes his love to Sara. Who is not amused. Everyone gets in on the act. This has the intended effect, on the other hand- Kashimar is so annoyed he turns off his overskill. Bad move, my friend. Bad move. This brings in your main force, along with 3 battleships of your choice. However Kashimar brings in some reinforcements, along with an old friend of Jiron's... Timp the Invincible is back in action. Not much to say here, actually. With all of your units and all of theirs, it shouldn't be difficult putting the rest of the Siberian Railway on ice. You should be aware, however, of just how gnarly Kashimar gets when his Overskill activates at 130 morale. Take him out before then, or he'll cast all sorts of spirit commands on himself, including move again. If this happens, exercise extreme caution. To defeat him, waste his Alert by attacking with a weak move, then let loose on him with your strongest moves. He has both Abandon and Guard, making him insanely difficult to hit and tough to damage. Use Strike/Inspire and defensive measures as well. Note that Keginan is still alive, albeit much weakened. Use a single strong attack to finish him off. His overskill has probably activated by now, which increases his mobility to insane levels and gives him Double Image, which basically means that you miss 50 % of the time, no matter what. Use Strike to bypass this. The rest of the map is pretty simple. The two generic landships can be a pain, but the walker machine foes and Silhouette Machines are as always pretty pathetic. And you've got an absolutely -huge- army. The only enemy of concern is Timp, who is in a very very beefy landship. He'll gun straight for Jiron, but woe betide any who suffer his ALL attack wrath. It can wreak havoc on weaker squadmates, so be careful. He has a blindspot, though- use an airborne squad to attack from range one to escape being counterattacked. Use your strongest moves against him and you'll prevail. ******************************************************************************** RAND ROUTE STAGE 20 INTERMISSION First, head for the bazarr, as per usual. Gainer is one again shopping for Sara, perhaps to make up for the earlier embarassing incident. Renton and Moon Doggie point out the signed Lacus Clyne CD. Snag it, and maybe the Prometheus if you're using Xabunlge flunkies. Anyway, rearrange your squads some more. You can only
deploy 8 next mission, so keep that in mind. Now that you have enough members, it may be time to condense your characters and start leaving behind the weaker squadmates. It's up to you, but I reccomend you consider it. Anyway, not much else to say at the moment. Gain is currently MIA, since he's upgrading to an Overman and is on the hunt for parts. It would probably be a good idea to put a Minovsky Drive and a Targeting Radar on Gunleon, though. He'll be going it alone against some Orguss enemies next mission. Same for the two Virgola units if you are going with Setsuko's route, though it's less important for them. ******************************************************************************** --------------------- |RAND ROUTE STAGE 21| --------------------- Allies: Rand Allied reinforcements: All enemies shot down Asakim (Shurouga) Raven (Chaos Leo) One battleship 8 squads Enemies: Aishkik x9 Enemy reinforcements: All enemies shot down Dagger L -Dagger L -Dagger Lx2 Marasai -HiZack -HiZack x2 Monsoon 20 -Monsoon 10 -Monsoon 10x2 Gator -Dotreis Neo -Dotreis Neo x2 Windam -Windam -Windam Enemy reinforcements: One turn after first wave Setsuko (Balgora Custom) Skill point: All enemies shot down by the start of turn 4 Provided you took my advice and equipped Gunleon appropriately, you should be able to easily trash the Chiram enemies. Even an unupgraded Gunleon will do fine due to Rand's absolutely crazy levels of Potential, and the HP regen afforded by the repair ability. Use strike/Inspire if you feel the need. You should be done by Turn 3 player phase. A bunch of new Federation lackies pop out, making Rand rather angry. Asakim is also on hand, eager to lend a helping hand to Rand in turn. Your own folks then pop out. Nothing here you haven't faced before, except for the Gators, which aren't exactly a cause for concern. As you may remember from stage 15, Asakim is rather powerful and can use his strongest attacks right off the bat. Fairly standard scenario. Also of note is prettyboy Raven's Chaos Leo, which is on your side. It's got some truly beefy armor on it, and Raven is a pretty good pilot. Feel free to throw him in the fray- your enemies don't have particularly powerful attacks. The next turn, Setsuko pops out, gunning for Asakim. Rand is having none of that and blocks the blow, taking some pretty crazy damage. This... makes things go kind of trippy again, like they did in scenario 9. Fortunately, Rand is still good to go and things calm down. At this point, Rand can probably one-shot his new foe with a riot wrench to the face, so do so and clean up the rest of the enemies. I guess this is more of a cool-down chapter from the madness of the last one. Of course, the next scenario is pretty crazy too. Enjoy it while you can, I guess. You get a nice clear bonus of 50000 bucks and 300 Blue stones. Both Aasakim and Raven take off after this mission. ******************************************************************************** RAND ROUTE SCENARIO 21 INTERMISSION: The first thing you might notice is the pretty crazy amount of squads you can deploy next mission. There's nothing of particular note in the bazarr, so just organize your units as best you can and get ready for a doozy. Equip Gainer and Gauli well. Gain will return this mission, if you're curious. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 21| ------------------------ Allies: Setsuko Toby Allied reinforcements: ALl enemies shot down 8 Squads One battleship Allied reinforcements: Asakim shot down Levan General (Chaos Leo) Enemies: Aishkik x6 Aishfain x2 AishkiK Commander Model Enemy reinforcements: All enemies shot down ??? (Golgolni) -??? -??? x10 Shurouga (Asakim) Enemy reinforcements: Asakim shot down ??? -??? -??? x4 Gunleon (Rand) Skill point: Shurouga shot down by the start of turn 6 To start off with, it's the Glory Star against some Chiram units. No biggie. You should be able to tear through them fairly easily- use as much SP and EN as you need. You'll get refilled to full when you're done with the starting enemies. When they get rashed, Asakim arrives with a bunch of crows in tow. No worries, as ZEUTH is inbound as well. YOu can only deploy 8 squads and one battleship, but you should be fine. The crows aren't entirely difficult foes to fight. Your main concern is taking down Asakim within the timelimit. You probably only have two turns to do it. Fortunately, he'll move towards the Glory Star, so the vast distance he starts out from your troops is bridged quickly. In the meantime, the crows have got to go. When Asakim gets in range, use Analyze on him then start whacking him with your strongest moves. His armor is fairly thin, and his HP isn't incredibly high. Things rapidly go bad when he does hit zero HP- he regenerates and takes both Toby and Setsuko out of the battle. Doing one better, he totals unit 2 and kills Toby! The bastard. To make matters yet worse, some more crows arrive with... the Gunleon and Rand in tow!? Noooo! I can't fight him! ;_; Well, soldier on. On the bright side, Levan General appears in his Chaos Leo to help. It's not a -great- unit, but it's definitely servicable, and has a nice Post-move ALL attack. We're almost done here. Just blow up the birds and Rand, which is easy. He's got quite a lot of armor, but not a lot of HP to use it. You get yet another clear bonus, which follows the usual 30/50 pattern, along with 300 BS. You also get all of the money you put into Virgola unit 2 back. ******************************************************************************** Setsuko Route Stage 21 Intermission Well, that sucked. There's quite a doozy next mission, so make sure that Gauli's Panzer unit is equipped well enough to not die horribly. Of note is that Virgola Unit 3 has become the Virgola Custom. It's gotten slightly beefier and now has all three different gunnery carver attacks. Pretty sweet! Also, Gain will return next mission in a new machine. Look forward to it! On the subject of squads, it should be noted that you'll be hard pressed to make 14 full squads- I settled for 13. ******************************************************************************** ---------- |STAGE 22| ---------- Allies: Iron Gear Two Battleships 14 squads Gainer -Gauli Allied reinforcements: Turn 3 Gain (Enperanza) joins Gainer's platoon Allied reinforcements: 3 Fallen Angels shot down Aqua-er, Getter Dragon (Ryouma Nagare) Enemies: Galapagos -Dagger -Calico x3 Prometheus -Dagger -Calico x3 Dobeck -Dogon -Dogon x8 (two contain Enge and Jyapolee) Max Flute (Keginan) -Dobeck -Dobeck Planetea (Kashimar) -Dobeck -Dobeck Aisanda x2 Emperor Custom (Timp) Enemy reinforcements: Turn 3 ??? (Dominator) Enemy reinforcements: Emperor Custom shot down Timp (Gapamendo) Enemy reinforcements: Dominator shot down Gelbeam x3 Jyapalpa x3 Grave Belbeam x2 SKill point: All enemies shot down by the start of turn 6, The Dominator last !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Rush Rod and Yasaba 2: After the stage ends, purchase the special item on sale at the bazarr. You'll receive the Rushrod then and there. ...yeah. That's a lot of mooks. If you want the skill point, then rushing is the name of the game. Use accelerate and boost (Holland and Jiron have this, and it increases movement by 4) to get everyone there as quickly as possible. You won't get much accomplished on turn 1, sadly. Use anything at your disposal to target multiple enemies at once- ALL attacks, TRI formation, Wide formation, you name it. On turn 2, it's more or less the same deal. Just with more going on. Blast away! On turn 3, things get a bit interesting. A mysterious new Overman appears, and Kashimar activates his overskill. It's kind of broken, so it only works on Gauli. Apparently, he killed Gainer's parents, and this comes out into the open. Gainer is about to get like really angry, but Gain pops out in his sexy new Over man, the Enperanza, and blasts Kashimar out of the sky. On turn 3, you have an important task- make sure that Kashimar can't use a Tri Attack. If he can, the King Gainer platoon is absolutely toast, a losing condition. Use post movement Tri Attacks of your own (GodSigma, Walker Gallia, Savior Gundam) to cut Kashimar down to one member. Once that's done, continue your cleanup and start beating on Timp. Beware, his Emperor Custom is tough as ever. To top it off, once you take it down, Timp just pops out in an extra-beefy walker machine. Fortunately, he's a lesser threat in this machine. On Turn 4, it would be a good time to focus on downing Kashimar and Timp. Use your strongest moves, but leave some in reserve for the frightfully studly Dominator, which should be the focus of turn 5. By the start of that turn, your enemies should either all be shot down or just about done for. Finish them off if necessary, then go for the Dominator. It isn't as tough as it might seem, given that you probably have your entire army staring her down. If Rand still has that Minvosky craft on him, his Giant Wrench will do obscene damage to the Dominator, because it will have an S ranking in the Air and pierce her Photon Mat barrier. Aside from that, you'll need strike to even register a hit rating on her incredibly mobile machine. She'll go down with quite a fight. Beware the pudding attack! However, you're still not done, because the Shadow Angels show up again. Masters of appearing at incredibly lame times, they are. Fortunately, King Gainer powers up and unlocks a new move- overfreeze pellets. This powers up his other moves by a good margin, making King Gainer a generally more powerful machine all around. Truly groovy. At this point, your forces are so beefed up by morale the angels shouldn't pose a threat. In the immortal words of the Demoman: KILL 'EM ALLLLLL When you down three, three jets are shown inbound. It's Aquarion, all too ready to dispense some tickets to the moon to th-wait a minute. That's... It's the invincible Getter Robo! Like Aquarion, it has three different forms and pilots (only three, though). And it's pretty studly. Sadly it starts out kind of far away, but it starts out at 150 morale and you can probably get a couple of attacks from it. Aside from that, just finish up. Looks like the Exodus is over early, but there's still plenty to be done. Gainer resolves to go on his own Exodus. ******************************************************************************** STAGE 22 INTERMISSION If you took the Gallia route, drop by the bazarr and buy the spare overcoat to get Rushrod, a great supporting unit. Putting Adette in it is one of the small joys this game affords. Anyway, you've got a massive 15 squads to deploy next scenario. It's gonna be another BIG one, but not quite so hard. Also note that the GX's satellite cannon is ready for action- you can enable it by switching frames the same way you would with the Impulse. ******************************************************************************** ---------- |STAGE 23| ---------- Allies: Aquarion Luna (Reika) Lady Command (Michiru Saotome) Allied reinforcements: All enemies shot down Roger (Big O) Allied reinforcements: One turn after first wave 2 battleships 15 squads Enemies: Dotreis Neo x2 HiZack x2 Dagger L x2 Enemy reinforcements: All enemies shot down Gelbeam x6 Jyapalpa x6 Grave Gelbeam x3 Hundred Demons Combat Jet -Hundred Demons Combat Jet -Hundred Demons Combat Jet x8 Mecha Oni -Hundred Demons Combat Jet -Hundred Demons Combat Jet x5 Eyepatch Guy -Hundred Demons Combat Jet -Hundred Demons Combat Jet Big Duo (Schwarzvald) Skill point: Clear map by the start of turn 8 THE MOON IS OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Hero's Mark 2: After the stage ends, buy the special item on sale at the bazarr. ...ack. Not good. You are severely undermanned. Severely. To make matters worse, your one competent unit, Aquarion Luna, is having... issues. Reika, who is not only apparently a woman, also has a nack for misfortune. To that end, she starts out with only 60 morale. Fortunately, the enemies aren't that good, and there aren't many of them. Accelerate down to the enemies to take the fight to them. Your placement pretty much needs to be spot on to get the skill point: you need to have two enemies left on the map to finish off by the start of turn 3 to have the necessary time to get it. Don't sweat it if you don't, though. This is one of the biggest pains in the butt in the game. When all enemies are shot down, Michiru rounds up the bodies of the pilots you shot down for analyzing. They are apparently not entirely human... Elsewhere, Roger chases the faux-federation eyepatch guy into the night. Our friend Schwarzvald appears, revealing eyepatch guy's identity as a demon. After a small war of words, Roger and Schwarzvald head off to board their respective Bigs. A huge amount of fallen angels and hundred demon units appear. Fortunately Reika gets her act together and turns her misfortune upon the enemy with what could be called a truly righteous spinkick. The Big O sorties to help against the Fallen Angel menace. Head down, but don't charge into the morasse yet. Even Roger won't come out unscathed from that teeming mass. Instead, join head down to join Aquarion, who should head northwest a bit and land in the forest with Apollo leading so he can Mugen punch things. Keep this up til next turn and the cavalry arrive. Note that since this is nighttime, the GX can use the truly powerful satellite cannon. It takes a few turns to charge, and you need to take off the divider in the frames section before deploying, but used well, it can level the entire map or severely damage a boss. So, in regards to the skill point. Basically, bumrush. The Fallen Angels and The Hundred Demons have a goodly distance to go before they reach you, but on the bright side, Apollo should have weakened a few of his foes, and the majority of the demons are pansy jets. Of only real concern is eyepatch guy, who likes to hang out in the water. Use Getter Poseidon if this happens to you. The Mecha Oni units aren't too tough or powerful. About on par with high-end walker machines or Gaizock/Eldar enemies. On the other side of the field, the Fallen Angels you have all seen before. Note that they're at odds with the Hundred Demons and they will attack one another if the opportunity arises. This can be good for you, as the Cherubim soldiers of the Fallen Angels are just as annoying as they have always been. Schwarzvald is apparently in cahoots with them. His Big Duo can be nasty, but he'll always gun for Roger. If Roger's armor is high or you bought blocking for him earlier, you can make the damage he does pretty insignificant by defending when he attacks. The stage ends when you bring both Captain Patch and Getter 2 Head down, so keep that in mind if you're going for this rather annoying skill point. ******************************************************************************** RAND ROUTE STAGE 23 INTErMISSION Aquarion and the Big O rejoin. Hooray! 15 squads again next mission, Kouji being an event unit. Rearrange to incorporate your new arrivals accordingly. By now, you may really start to need to condense your squads and weak out the weaker units. I mean, if you really like Soshie or Pero or Emma, then by all means, keep using them. Just keep in mind that your roster is still growing. Anyway, nothing special at the bazarr, but they're selling high end parts now. If you feel like splurging, go ahead and grab them. Also, I reccomend giving the Big O an A-Adaptor or Minovsky Drive. He's a true beast with those equipped. ******************************************************************************** ---------- |STAGE 24| ---------- Allies: King Beal Two Battleships 15 squads Allied reinforcements: All enemies shot down Mazinger Z (Kouji) -Great Mazinger (Tetsuya Tsurugi) Boss Borot (Boss) -Dianna Ace (Sayaka) -Venus Ace (Jun) Enemies: Hundred Demon Combat Jet -Hundred Demon Combat Jet -Hundred Demon Combat Jet x8 Mecha Demon -Hundred Demon Combat Jet -Hundred Demon Combat Jet x5 Eyepatch MechaDemon -Combat Jet -Combat Jet x2 Captain Patch -Eyepatch Mechademon -Eyepatch Mechademon Enemy reinforcements: All enemies shot down Mecha Demon -Mecha Demon -Mecha Demon x6 Steel Demon Skill point: Shoot down all enemies by the start of turn 4 THE MOON IS NOT OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Steel Demon: Have Ryouma have a battle encounter with Steel Demon at least once. Great Booster: During the stage, have Boss Borot move to the southwestern wall of the Photon Lab. There will be a small event. +1 Another rush job for the skill point. It's simpler this time, though. Spam your TRI attacks and All attacks against the jets to clean them up quickly, and use your stronger stuff against the stronger enemies. The Eyepatch squads will take quite a while to get to you, so advance gradually to the upper left to make sure you can take them down quickly. Not much to say right now. If you've been going for skill points, then you should be familiar with this kind of scenario. If you aren't... well, you should still be kind of familiar with this kind of scenario. Prepare for -awesome- when you finish off Captain Patch. Finally back in action, it's the Double Mazingers! And they're pretty beefy. Great's armor is some of the highest in the game, and the Mazin Power ability beefs up their attacks to some pretty high levels. To top it off, Double Burning Fire is a post movement ALL attack that is righteously wicked. The only drawback is that both Kouji and Tetsuya need to be either next to one another or on a direct diagonal to use it. The Steel Demon pops out with some reinforcements to (futiley) counter this new threat. Now, be wary. He'll cast Strike every turn and gun for Getter. Defend and use defensive SCs as necessary. He -might- be convincable, but I think he joins automatically after next mission, so you may not want to bother trying. I believe if you move Boss Next to the photon lab, he'll pick up the parts of the great booster. I'm not sure what this does, to be honest, but it's worth doing anyway. Anyway, this a pretty standard mission afterwards. Clean house with the Mazingers. While I'm not 100% sure of the method, I do know for a fact that the Steel Demon is a recruitable character. I belive to get him, you must attack him with both Ryouma and Sayaka in this chapter. As a clarification, to get the special dialogue with Boss finding the great booster, move him to the center tile of the eastern side of the photon lab. ******************************************************************************** RAND ROUTE SCENARIO 24 INTERMISSION With the Mazingers on your team now, you may want to upgrade them. They're very studly. The support robos are pretty bad, sadly, but if you're a fan, they can be usable. In the bazarr is a rare solar panel for sale, as well as an A Adaptor. If you have the capital and inclination, buy them. 15 squads again, with Aquarion as an event unit. If you wish to recruit the Steel Demon, deploy Sayaka and Ryouma in some fashion. ******************************************************************************** ---------- |STAGE 25| ---------- Allies: King Beal Two Battleships 15 squads Solar Aquarion (Apollo/Sirius/Sylvia) Allied reinforcements: One turn after first wave Steel Demon Enemies: Marasai -Hizack -Hizack x3 Dagger L -Dagger L -Dagger L x3 Monsoon 20 -Monsoon 10 -Monsoon 10 x3 Windam -Windam -Windam x2 Gator -Dotreis Neo -Dotreis Neo x3 Enemy reinforcements: Enemy squads reduced to five Mecha Demon -Combat Jet -Combat Jet x4 Eyepatch Demon -Eyepatch Demon -Eyepatch Demon x3 Steel Demon Enemy reinforcements: One turn after first wave Mogoha Gelbeam x4 Grave Belbeam x4 Mecha Demon Fortress (Hidler) Steel Demon robo -Steel Demon Robo -Steel Demon robo Skill point; Winning condition achieved by the start of turn 7 THE MOON IS OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Steel Demon 2: If you fulfilled the previous requirement, an event will occur after all enemies are shot down. Ryouma and the Steel Demon will have a duel. Defeat him within 3 turns and he'll join you after the stage ends. Dijeh: If you're on Setsuko's route, you can obtain this secret. The cast of Zeta Gundam (Camille, Quattro, Amuro, Bright, Reccoa, Emma, Robert, Apolly, and Katz) must have an average level of 25. Amuro and Katz must have a kill count that adds up to 50, or an average of 25. If these requirements are met, you'll receive it after the stage. It might not seem like you'd need six turns to wrap this up, but believe me, you need to hurry if you want that dratted skill point. Fortunately, the enemies you face are pretty weak. The Windams have that pesky ALL attack, so prioritize them and run rampant among the weaklings. Try to get the enemy reinforcements to show up on turn 2. Now, I believe that to get the Steel Demon on your side you need to attack him with Sayaka and Ryouma, in that order. But he starts so far away it's nearly impossible to get to him, so maybe that's not it. Regardless, one turn after the enemy reinforcements appear... Well, things rapidly go bad. Some Fallen angels appear, along with one we've yet to see before now. Apollo rashly goes to attack it, despite the objections of his teammates. That never ends well. He misses his Mugen punch, and Mohora's counterattack makes Aquarion unable to attack or transform. D'oh. Hidler also appears in the newly completed mecha fortress and opens fire on Steel Demon, so he joins your side for the time being to deal with him. He's actually a pretty decent unit. Make use of him as you see fit. Now, Hidler's battleship is pretty beefy, and Mohora is quite frankly the scariest foe you've fought yet, even more than Cynthia's dominator. His attack power isn't -hugely- high, but he makes up for this by being able to move twice every turn. You may wish to heal Aquarion with Trust or Apollo's Guts and retreat towards the main group. This serves the double purpose of luring the enemies towards you and getting Aquarion out of any immediate danger. At present there's not much you can do except keep plugging away at the enemies that present themselves to you. You have two options: Keep up the assault on your foes until the total enemy squad count falls to 10 (or the Fallen Angel squads fall to 4) or reduce Mogoha to half HP. The latter is probably easier, but you may end up doing the former without really meaning to. On the other hand, reducing enemy squads makes fighting Mogoha a lot easier, as Aquarion will restore itself to max and unlock two new attacks, which are very powerful, and will drop Mogoha to 10500 HP. Finish him off to rid yourself of a rather annoying foe. Hidler takes his sweet time getting to you. Don't worry too much about the mass produced Steel Demons. They're the most powerful Oni foes you've faced thusfar, but they're still not on the level of Fallen Angels. The new Mecha Fortress is powerful, and can hit your squads hard, but a concentrated assault by your super robot army will fix his wagon. Do so in six turns for the skill point. Now, one of two things can happen now. If you didn't attack the Steel Demon with Ryouma and Sayaka in stage 24, the steel demon will take his leave. However, if you did, he'll request a final duel with Getter Robo. The three battleships will back off and everyone boards except for Ryouma, Hayato, and Benkei. They all get their SP restored, as does Getter's HP, EN, and Ammo. Cast Alert and Invincible and whack away. Do so the next turn as well. I don't believe there's a time limit or anything, so just enjoy the duel. When you defeat him, the stage ends. He also joins your cause. Not too bad for a day's work! Meanwhile, Banjou and the cleaning staff (Garrison, Norman, Dorothy, and Sandman's inexplicable Maid Army) deal with a demon infestation. He and Roger finally meet afterwards. >:3 After the scenes, you get a hefty clear bonus of 80000 bucks and 300 BS. Sweet. ******************************************************************************** RAND ROUTE STAGE 25 INTERMISSION It's time for a main character specific split, and lasts a good while- about 12 stages, if I'm not mistaken. Rand goes with the more free spirited folks, who fear that the military will cramp their style. Going with you: Getter Robo Baldios Orguss Xabungle Gundam x King Gainer Aquarion Eureka SeveN Not much else to say- rearrange your squads as needed to compensate for lost members and upgrade using your now impressive reserves fo cash. SETSUKO ROUTE STAGE 25 INTERMISSION On the flip side, Setsuko also goes a different way. She throws her lot in with the more dedicated military types, having a background there herself. Going with her: Mazinger Z Great Mazinger Godsigma Zambot 3 Zeta Gundam Gundam SEED Destiny Turn A Gundam Gravion Same as the first verse here- rearrange the old squads and upgrade as you wish. ******************************************************************************** --------------------- |RAND ROUTE STAGE 26| --------------------- Allies: Iron Gear Gekko GO Glomer Freeden 8 Squads Eureka Allied reinforcements: Enemies: Monsoon 20 -Monsoon 10 -Monsoon 10 x8 Enemy reinforcements: Eureka moves past a certain point on the map (most likely turn 2) Battleship (Yuergens) Gator -Dotreis Neo -Dotreis Neo x2 Dotreis Neo -Dotreis Neo -Dotreis Neo x2 Nirvash Type theEND (Anenome) Skill point: Defeat all enemies, Anenome last, by the start of turn 7 Enemy reinforcements: Turn 3 enemy phase Gelbeamx3 Jyapalpax3 Grave Gelbeam x2 THE MOON IS NOT OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Fallen Angel Feathers: During the stage, make sure Kei and Shaiya shoot down at least 8 enemies between them (Kei can get all 8,if you're not a huge Glomar fan) After the stage ends, purchase the special item at the bazarr. +1 Pretty simple mission, actually. Your goal at first is to get Eureka to that glowing square, though it seems to me that you should just advance normally and blast your enemies. On turn 2, move Eureka forward some more to get the enemy reinforcements to pop out. Keep advancing up the middle so both forces converge on you. All of the enemies here are honestly kind of weak, except for Anenome, and she's not too scary. The Dominator, ironically enough, was quite a bit more studly. Don't understimate her, though. Vascud Crisis is pretty powerful, and has long range. On Turn 3 enemy phase, who should show up but our friends the Fallen Angels? No named characters this time, just some Cherubim Soldiers. It is quite the annoyance, but it's nothing really of note. As usual, they're a seperate faction from the new federation. To this end, they may end up attacking each other instead of you. While this may seem like good news, it does slow up the work a bit. Still, nothing to worry about. Even taking it slow and easy will net you this skill point pretty easy. Yuergen's ship isn't much cop at this point, and Anenome falls pretty easily if you use strike. On the flipside, if you don't use it, good luck hitting her. She has high mobility and double image on her unit. The mission ends on a strange note, where your crew experiences their worst nightmares. Or something. And somehow, while everyone was tripping, those blasted Frost Brothers made off with Tifa. Bizarre. ******************************************************************************** RAND ROUTE STAGE 26 INTERMISSION 8 Squads again, but the large number of event units might mean that you'll go in with less than the optimal amount of members in one squad. There's a new special item available at the bazarr, the Hong Kong City Video. Dunno what it does, but grab it. There are some high end walker machines available for sale there too. Buy them if you're interested. Aside from that, make sure you equip your event units well and move on. Equipping Holland with a booster or two won't hurt, either. ******************************************************************************** ---------------------------- |RAND ROUTE STAGE 27 PART 1| ---------------------------- Allies: Garrod Eureka Enemies: Dotreis Neo x3 Gator x2 Raswato (Abel) Skill point: none THE MOON IS OUT (but this is mostly irrelevant) This is disgustingly simple, really. You've only got three turns to mop up the enemies before this part ends automatically. No biggie if you don't. Just cast focus and invincible on both parties and start blasting. It's quite possible to defeat Abel within the timelimit. He's not tough at all. Sadly, thanks to the FLASH system being used against you, Garrod, Eureka, and Renton and the entire Freeden are captured by the G-Bits. The betrayal of some old guy also seems to figure fairly heavily into this. NOTE: If you want the G-Bits and Tifa as a subpilot, take out Abel with Garrod. ---------------------------- |RAND ROUTE STAGE 27 PART 2| ---------------------------- Allies: Gekko Go Glomer 8 squads Holland Allied reinforcements: Holland reaches the base Jamil (Gundam GX) Renton (Nirvash) ALlied reinforcements: Patouria reduced below half HP Garrod (Double X) Enemies: Gator -Dotreis Neo -Dotreis Neo x3 Marasai -Hizack -Hizack x4 Zamzaza -Windam -Windam x2 Raswato (Abel) -Dotreis Neo -Dotreis Neo Enemy reinforcements: Holland reaches the base GBit x6 Patouria. Enemy reinforcements: Patouria reduced below Half HP Gbit x8 Skill point: All enemies shot down by the end of turn 4 before Holland reaches the base THE MOON IS OUT (this is pivotal to the plot, actually) !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Tifa as a Subpilot and the G Bit attack 3: Make sure either Jamil or Garrod shoot down the Patouria. After the stage, purchase the special item at the bazarr. This item will only be available if you fulfilled at least four of the requirements. You can miss one. First thing's first- when deploying, make sure that landlocked squads are put in the front of the pack so they can get to solid ground quickly. There are two things of note here- Abel's Roswato has been buffed up a bit since you have more units with you now. Secondly, there's a new enemy type being fielded. Zamzaza is a strange name, to be sure, but they're a pain the royal butt. They've got some powerful beam attacks and, more worryingly, a squad covering barrier. They'll take some doing to drop, and you don't have the luxury of time. You've got to get Holland to the base no later than turn 5. 4 if you're aiming for the skill point. This is a pretty standard rush in scenario, though you have the added attraction of having places to be. A bit of a wet blanket is that the four red Marasais are content to sit on their bums. Not gewd. Send some powerful units over thataways. Getter is a good choice, as it has quite a few powerful ALL attacks at its disposal. Aquarion can help snipe from a distance. As all this hoopla is going on, Holland should be charging towards the base. Use Boost to up his movement to make it there in four turns. A bit on the Zamzazas: their icky barriers block up to 2000 damage, but if you manage to break that, full damage is dealt. So just use TRI Attacks/Stronger moves to blast through. The placement can be tricky on this one. Make sure an adequate force takes on the Marasais. Once Holland breaks through to the base, he gets blasted down. Fortunately, he's still okay and raising hell in the facility. With the help of the old guy, as everyone seems to affectionately call him, he busts out everyone in the prison cell. Jamil pops out in the GX, and Renton's in the Nirvash. This is a sort of two sided deal. Jamil is actually notably more studly than Garrod, but as we saw back when, Renton still isn't a great pilot. To help, he gets the break morale limit skill, so he's at 170 right now. Cast invincible on him, and focus on Jamil and start plugging away at the Patoulia. It's pretty studly, and it has a barrier on it. Thanks to the bonuses the base affords, Renton and Jamil will need some help taking it down. Bust through the G-Bits (who are a bit better than the average grunt, thankfully there's only six) and start whacking. When you take the Patoulia down below half HP, some more events play out. The old guy sacrifices himself to get Garrod to the Double X, which he and Tifa hijack with a vengeance. Lucille posesses Tifa to help Jamil, who maneuvers the G Bits to group right in front of Garrod- who then nukes the bastards right off the map with a MAP strike from the Twin Satellite Cannon. Badass. Anyway, all you've got to do now is clean up the reinforcements and the Patoulia. Nothing too strenuous though some of your units are probably off on the first islands twiddling their thumbs because of the water. NOTE: If you want Tifa as a Subpilot and the Gbit attack, have a battle between Jamil and the Patouria. When Garrod sorties in the double X, have him fight it as well, then Jamil again. Finish it off with either character. ******************************************************************************** RAND ROUTE STAGE 27 INTERMISSION If you fulfilled the requirements, there should be a Black Box for sale at the Bazarr. Because of the somewhat enigmatic nature of secrets at this point in time, I didn't actually get it. Poor me. Anyway, put your squads back in order, do your upgrading, etc. I have a few suggestions: Give Getter either a solar panel if you bought one or a propellant tank. He might need a refill before the next mission is over. ******************************************************************************** ---------------------------- |RAND ROUTE STAGE 28 PART 1| ---------------------------- Allies: Ryouma Apollo Enemies: Hizack x4 Galpaltei x3 Marasai x2 Ashimar x1 Skill point: Nein. For no adequately explained reason, Getter and Aquarion are out together on a Mobile Suit trashing spree. Much like the beginning of the last mission, part 1 of this scenario is easy. Just, well, murder everything. You might want to go to Getter Lyger, due to the mass of grounded enemies. Solar Aquarion, as usual, is best for this, on that end. You might want to get things rolling by having our friend Apollo using Yell/Kiai to get his morale up so he can punch things into the moon more easily. There are actually a few new mobile suits here, but you shouldn't really have trouble with them. In fact, you might not even notice. Well, the Ashimar kind of sticks out, being a hot air baloon. But I digress. On player turn 3, or when you kill everything, the Aquarion and Getter teams start to get into an argument. Gen Fudo manages to disarm the situation by making a new training directive. ...which is cosplay. Don't question it, folks. Enjoy the ensuing hilarity, including the rare and somewhat disturbing Rina Fudo. ---------------------------- |RAND ROUTE STAGE 28 PART 2| ---------------------------- Allies: Ryouma Allied reinforcements: Sword Demon reduced below 50% HP Iron Gear Freeden (Sara) Glomer Gekko GO 8 squads Apollo Enemies: Mecha Sword Demon Enemy reinforcements: Sword Demon reduced below 50% HP Gelbeam x3 Jyapalpa x5 Grave Gelbeam x2 Faux Solar Aquarion Faux Aquarion Mars Faux Aquarion Luna Enemy reinforcements: One fake Aquarion shot down Faux Solar Aquarion Faux Aquarion Mars Faux Aquarion Luna Skill point: Clear map within 6 turns THE MOON IS NOT OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Hero's Mark 3: After the stage ends, purchase the special item at the bazarr. It's another one on one duel for Getter, though it's a bit harder this time. Use Alert, Invincible, and Yell to power up Getter Dragon and charge in. Note that this guy is -studly-, with 23000 HP and 1800 armor. His defense stat is through the roof, too. You may want to start right off the bat with Getter Beam. When you reduce his HP below 70%, the Sword Demon reveals that the Getter team was responsible for the killing of his son, who had already surrendered. Poor Ryouma is horrified and suffers a massive morale drop (I think he loses 50). Recast Alert and Invincible and keep using Getter Beam and hope you drop him to 50% by enemy turn 2. In fact, if you trigger the reinforcements on player turn 2, you may want to reset. This might seem kind of counter intuitive, but the enemy starts out a rather good distance away, and giving them the opportunity to move first actually saves you time and effort. You might suffer an attack right out the doors, but having all of the enemies right near you is rather helpful. It saves gas, and lets you use some of your powerful moves that aren't post-move, as well as support attacks. I reccomend taking out one of the fake Aquarions as soon as possible- both Getter and Aquarion will go to max morale and unlock two attacks: Aquarion's is... kind of bizarre. Getter's is really groovy. Both are very powerful. Sadly, the Sword Demon isn't done just yet. Use your new Shine Spark repeatedly to bring him back down- this is where that propellant tank will come in handy- no matter how high Getter's EN is, unless you like upgraded up to seven bars or so, you don't have enough for more than two shine sparks. Finish your cleanup and enjoy the rest of the mission. The fake Aquarions have high HP and fairly powerful attacks, but they're not what I would call entirely threatening. Apollo can do heinous damage to them thanks to his squad leader skill and variety of high-power moves. ******************************************************************************** RAND ROUTE STAGE 28 INTERMISSION Due to the fairly small amount of enemies last stage, you don't have as much cash as you usually do. Still, no big deal. The Orguss folks will be an event squad next mission, but if you're like me you had them in the same squad anyway. You'll probably have to have someone go with an incomplete squad next mission, thanks to your unit shortage. Aside from that, nothing of real interest at the bazarr or anything. ******************************************************************************** --------------------- |RAND ROUTE STAGE 29| --------------------- Allies: Iron Gear Freeden Gekko Go 8 Squads Xine (Elpis) Allied reinforcements: Enemy squads reduced to five Kei -Mai -Ria Enemies: Temora -Temora -Temora x8 Enemy reinforcements: Enemy squads reduced to five Temora -Temora -Temora x3 Enemy reinforcements: All enemies shot down Gouf Ignited (Yzak Joule) -Pabi -Pabi Pabi -Pabi -Pabi x2 Fleece Zaku Phantom -Zaku Warrior -Zaku Warrior Gana Zaku Warrior -Zaku Warrior -Zaku Warrior x3 Aishkik -Aishkik -Aishkik x4 Aishkik Commander Model (Henry/Robert) -Aishkik -Aishkik x2 Naikik Olson Model (Olson) -Naikik -Naikik Naikik Atena Model (Atena) -Naikik -Naikik Eman Battleship SKill point: defeat all Eman enemies by the start of turn 4 THE MOON IS NOT OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Fallen Angel Feathers 2: Purchase the special item at the bazarr after the stage Let's get one thing straight here- the skill point on this mission is quite frankly insane. I really can't give you that much advice except that you need to -rush-. Post movement TRI attacks and ALL attacks are your only hope- you'd best spam them like they're going out of style. Fortunately for you, aside from the skill point, this isn't a bad mission. The Temoras are very weak, though they have some dodging ability. You also have a new unit to play around with for a little while- Xine's Elpis. It's not great, but it featured pretty heavily into the previews. It has decently high armor, and Xine's high evade helps make up for the low mobility. Your dodgy folks might suffer a bit here, because while the Temoras aren't powerful, they're pretty darn accurate. The real kicker here is that they're all in Wide formation, which hits squadmates and makes them more resilient to your multi-man assaults. On the other hand, they are weaker to your own Wide formations. Unfortunately, even with this bonus, those just aren't fast enough if you're aiming for the Skill point. When you reduce the starting squads to five, a few more pop up with a carrier in tow. Great. Fortunately, Kei and the Glomer also pop out to help, and as we are all aware, Kei can lay some serious group smackdown. The main point of concern during turn 3 is the battleship. It's not exactly fearsome, but that 14000 HP is not entirely welcome, either. Also, I may be mistaken, but I think Orguss gets powered up a little in this mission. Awesome. To help with clearing out the mothership, have someone who knows it cast Analyze. Mash's subpilot, Stoner (!?) knows it as his third spirit command. I think it reduces the affected enemy's defense by 10%, I'll have to check. Anyway, depending on your planning/placement and luck, you can either finish without too much trouble, blow everything and barely making it (Not reccomended, you still have stuff to do after taking out the Eman), or not making it at all. Don't sweat it if you don't. Things rapidly go to pot afterwards, though. The Zaft appear, lead by our old friend Yzak Joule (and by old friend I mean "Jesus christ how many times did I have to blow you up in J/W/Alpha 3 before you got the message"). Garrod informs him that they're okay now, but Yzak doesn't seem to follow- he's been sent here to arrest you. Apparently some of the bigwigs don't like the idea of an only loosely affiliated branch of ZEUTH. To make matters worse, the Chiram attack as well. Of course, they're no friend of the Zaft, either, so it looks like another 3 way brawl. You probably haven't fought the ZAFT at all on Rand's route- they aren't a whole lot different from the other mobile suits you've crossed swords with, though the Zaku Phantom is tough for a grunt machine. Fortunately, there's only one. The Zaku Warriors will probably trade some blows with the Chiram machines before you get to them. Downing Yzak and Orson will cause their respective side to retreat, so either save them for last or bring them down ASAP if you don't think you have enough left to fight effectively. I will say this- Yzak looks a lot nicer than he used to. As for the Chiram, you've faced all these folks before, except Olson. He's more or less the same as Atena, just a teensy bit more beefy. The Zaft are probably nearer you at the moment, so take them out first. In the exchanges between the Zaft and the Chiram, the Chiram will get the worst of it, interestingly enough. The Zakus are pretty accurate. As an aside, when you shoot down Robert, he'll go on a last ditch attack on the Glomer. The Blue haired guy pops out to stop him, and they both eat it. Ack. I hope I was supposed to do that. ******************************************************************************** RAND ROUTE STAGE 29 INTERMISSION For whatever reason, you're swimming in cash and blue stones right about now. I guess the Chiram and Eman units gave some good cash. At the bazarr is an Eman Pendant. Snag it, and maybe that Hyper Jammer. I don't usually advocate the buying of parts from the bazarr (not that you shouldn't do it, I just don't go out of my way to reccomend them), but the Hyper Jammer is an extremely good part to have. It grants double image at 130 morale, which any unit can find useful. For lulz, give it to the Iron Gear. Aside from that, use your massive amount of money to upgrade away. The Nirvash, sadly, is not available next mission, due to Eureka's depression. :( ******************************************************************************** --------------------- |RAND ROUTE STAGE 30| --------------------- Allies: Iron Gear Freeden Gekko Go Glomer 8 Squads Allied reinforcements: Chiram squads reduced to six Archangel (Murrue Ramius) Gundam Freedom (Kira Yamato) -Murasame (Andrew Bartfeld) -Esperanza (Enil) Enemies: Aishkik -Aishkik -Aishkik x6 Aiskik Commander Model -Aishkik -Aishkik x2 Naikik -Aishkik -Aishkik x2 Chiram Aircraft Carrier ENEMY REINFORCEMENTS: Turn 3 Monsoon 20 -Monsoon 10 -Monsoon 10 x3 Gator -Dotreis Neo -Dotreis Neo x3 Galpaltei -Hizack -Hizack x2 Marasai -Hizack -HiZack Ashimar -Ashimar -Ashimar x2 Nirvash type theEND (Anenome) Battleship (Yuergens) Skill point: Defeat all enemies by the start of turn 7 THE MOON IS NOT OUT (WE'RE IN A CAVE, DUMMIES) As I said earlier, Eureka takes off with the Nirvash, and is unusable for now. However, Holland's somewhat disconcerting obsession with her aside, we have some bigger fish to fry, in the form of more Chiram harrasment. There's not much special to this scenario right now, except that this is probably the first time you've seen a Chiram Carrier and that the cave's unique topography might get in your way. Advance towards your enemies and layeth the smack down. On turn 3, a whole mess of new federation troops appear, with Anenome in tow. To make matters worse, they're on the same side as the Chiram (probably due to that shady deal between the Chiram head honcho and Jamitov). Don't worry about them too much and keep at it with the Chiram. When you reduce their squads, you get some allied reinforcements in the form of the Archangel and Kira Yamato with his freedom. It's probably the strongest mobile suit you've seen so far, unless you want to count the Double X's satellite cannon. The Archangel is also a pretty great battleship, with powerful ALL attacks and laminate armor that makes beam attacks much less potent. Kira has one incredibly damning flaw, though- he can't kill anything. He will always leave an enemy at 10 HP if he would KO it otherwise. TO actually kill stuff, switch to Enil or Bartfeld. Still, Kira makes a great squad weakener to let others get kills. You should move the Archangel and co. down gradually, blasting everything that comes in range. Continue to do so over the course of the mission, and use the Archangel's MAP attack if you get the chance. It's pretty gnarly. Anenome, as you may remember, is pretty crazy. She's very hard to hit, but some judicious use of Strike and defensive measures will see you through. Yuergens and the Chiram carrier are pretty simple to take down- or they would be if that Carrier didn't like to -run away from you-. Maybe it's because the Glomer was at the back of the map. I don't really know. Anyway, this isn't a complicated or entirely difficult map, but the enemies are spread out and Kira's refusal to kill things can put a wet blanket on your plans. When the mission ends, even more military LFOs appear. Renton finally finds Eureka, who... appears to be melting. This is new. He manages to get melty-Eureka to the Nirvash, and then activates the green drive thingy and activates the Seven Swell and blows some crap up but good. ******************************************************************************** RAND STAGE 30 INTERMISSION Well, nothing entirely new at the bazarr. Gunleon, Nirvash, and Holland's 606 are all event units, so rearrange as you will. Not much to say at this point, except that for obvious reasons, Eureka is not available right now. You may want to put a booster or two on Holland's 606. ******************************************************************************** --------------------- |RAND ROUTE STAGE 31| --------------------- Allies: Iron gear Freeden Gekko Go Glomer 8 squads Rand Renton (Nirvash) Holland Allied reinforcements: One squad shot down Asakim (Shurouga) Allied reinforcements: Xine attacked/attacks Levann (Chaos Leo) Enemies: Aishkik -Aishkik -Aishkik x6 Aishkik Commander Model -Aishkik -Aishkik x3 Naikik -Aishkik -Aishkik x2 Chiram Carrier Enemy reinforcements: Winning condition achieved Golnigus -Golnigus -Golnigus x10 Xine (Elpis) Skill point: Defeat all enemies and achieve the winning condition by the end of turn 3 THE MOON IS OUT This is a pretty simple map. You start out pretty near your foes, and none of them are particularly difficult to down. Holland should be ignoring battle, for the most part. He needs to be boosting over to the chiram carrier. Don't shoot it down! The guy that can heal Eureka is on board. That's why Holland needs to hork him. Anyway, no biggie. Just cut a swathe of destruction and get Holland over there. Asakim arrives after you shoot down one squad to help. Hey, the more the merrier! Things get more interesting when you achieve the winning condition. And by interesting I mean CURSE YOUR SUDDEN YET INEVITABLE BETRAYAL ASAKIM. Setsuko dashes in, goes straight for Asakim, Mail's father blocks the shot, Setsuko is surprised, Mail's father reveals that Mail is not actually alive in the traditional sense, and then Asakim uses some funky Akashic Buster kinda move and smacks rand around but good. And it wasn't Mail's father, it was SPY ALL ALONG. Er, Xine all along. Setsuko knocks out Rand to stop the dimensional rumblings and removes both Rand and Mail from the battle. Asakim retreats as well, leaving Xine and like a crapton of Crows to deal with you. They're easy enough, but the numbers are cause for concern. Try to trigger the events early on turn 3, if you can. When Xine attacks, Levann shows up to help you. He's most welcome, with his post movement all attack and high armor. Cast Drive and get to work. Fortunately, now that you can launch of a counterattack, the Golnigus should fall quickly. Xine herself isn't too bad, actually. By now, the DX's double satellite cannon will have charged. Use it to great effect against her. ******************************************************************************** RAND ROUTE STAGE 31 INTERMISSION
Hoo! That was sure something. Rearrange your squads (AGAIN), upgrade, and move on. Nothing new at the bazarr, nothing of real note elsewhere. Oh, well, that's not quite true. Levann's joined you with his Chaos Leo! Feel free to put it in a squad and upgrade away. The Nirvash is unavailable again, sadly. ******************************************************************************** --------------------- |RAND ROUTE STAGE 32| --------------------- Allies: Iron Gear Freeden Gekko Go Glomer 8 Squads Enemies: Marasai -Hizack -Hizack x6 Gelzuge -Dagger L -Dagger L x4 Zamzaza -Windam -Windam x2 Golgolni -Golgolni -Golgolni x4 Xine (Elpis) Aasakim (Shurouga) Skill point: All enemies shot down, Asakim last, by the start of turn 5 THE MOON IS NOT OUT Yeah. This skill point is pretty much ridiculous, even more so than 29's. You need to split up your forces and sweep both sides of the map and meet up again in the center- easy enough in theory, but there's a lot of ordinance on either side. A quick note about the Gelzuges- they're basically the same as the Zamzaza units, except land bound. That means they block up to 2000 damage, so use TRI attacks to bypass this. Aside from that, there's nothing really new about the battle except Asakim. On turn 3, or if you shoot down enough of the enemy, he'll charge you and fire off a MAP attack. It doesn't do anything, but it draws Rand and Gunleon out. He and Mail reconcile and go FULL POWA. This more or less works out to Gunleon going totally nuts and sprouting demon wings reminiscent of the true King of Braves. He blows away Asakim, but he regenerates (naturally) and continues to hound you. No worries, though. The birds are annoying as they were last mission, all in wide formation. Take them out as quickly as possible. Xine is pretty weak, and you should have pretty high morale right now, so blast her out of the sky. Asakim is more studly, and his Extreme skill jacks up his Hit and Evade rates to a pretty gnarly level. Use caution, though he'll usually go for Rand, who can take a hit fairly well if he defends. Surround him and Analyse him, then go to town. Finish him off with The Heat Crusher and boggle at how it looks. Your Clear bonus is 80000 bucks, 300 BS, a Barrier Field, a Minovsky Craft, and a Linear Sheet. Sweet! ******************************************************************************** RAND ROUTE STAGE 32 INTERMISSION Well, you've got some more money and more blue stones. That's always good. As are more parts. Spend and equip however you wish. Note that it's time for yet another route split, this time inside of one. Devious. And spreading your forces notably thin. After a spat with Holland, Renton runs off, tired of being abused. You can either choose to look for him or stay. Going to look for him deals with the Eureka Seven story, and a bit of the Big O. Staying will handle more King Gainer and Xabungle silliness. I actually don't know the exact breakdown of unit splits, but I believe that Jiron, Garrod, Kei and Gain will be unavailable if you stay behind. When you choose your route, rearrange your squads as you need to, and head out. ******************************************************************************** --------------------------------------- |RAND ROUTE STAGE 33 STAY BEHIND ROUTE| --------------------------------------- Allies: Iron Gear Gekko Go Glomer Freeden 7 squads Allied reinforcements: Graw shot down Marin Flick (Jura) Enemies: Mecha Demon -Combat Jet -Combat jet x4 Eyepatch Demon -Combat Jet -Combat Jet x2 Captain Patch -Combat Jet -Combat Jet Mecha Fortress (Graw) Enemy reinforcements: Graw shot down Big Octo -Algae -Algae x3 Akudaigan -Algae -Algae x3 Skill point: Mecha fortress shot down by the start of turn 4 THE MOON IS NOT OUT Well, the hundred demons have been pretty quiet lately, so I guess they're a bit anxious for screen time. We catch them in the act of raiding a dome. Baldios is still being serviced, so Marin isn't quite ready to deploy. This is pretty easy stuff, at least compared to last time. While the hundred demon robos are a bit on the tough side, they're only accompanied by combat jets, which are decidedly easy to take down. Graw himself has a lot of HP, but not much else of note. It can be a difficult task taking him down within the skill point time limit, but note that you don't have to kill all the other enemies. When you do so, the S1 forces appear to harass Marin. His old friend Flick shows up with them, but actually joins your side in his unit. It isn't great, but it isn't bad. The S1 units have high HP, but not much else going for them. The Gaizock and Eldar enemies are tougher. However, two turns afterwards, a dirty trick is played by the enemy commander, trapping the battlefield in a different dimension. Flick turns on you, mostly because he has no choice but to do so or die. You've got two turns to blast him. Do so immediately to unlock a very sad song, and a new attack for Baldios. You also return to real world. And end the scenario. That was honestly kind of disappointing. On the bright side, Grendizer and Duke Freed have arrived to join you! ******************************************************************************** RAND ROUTE STAGE 33 STAY BEHIND ROUTE INTEREMISSION Of greatest note is the arrival of Grendizer, which is beefy as hell. Definitely put some cash in to it. On the Bazarr front, there's a Maxflute for sail, which makes a great ride for one of the Gauli squad (who are good pilots stuck in terrible machines). Sadly, Sara is stuck in her Panzer for the next mission-put some parts on it to make it not suck. A difficult task, but not insurmountable. The next stage is a bit chaotic... to make matters worse, all of your LFOs are unavailable. ******************************************************************************** --------------------------------------- |RAND ROUTE STAY BEHIND ROUTE STAGE 34| --------------------------------------- Allies: Iron gear Gekko Go Freeden 8 squads Gainer -Sara Enemies: Prometheus -Calico -Calico x2 Galapagos -Dagger -Dagger x2 Toran -Toran -Toran x2 Aisanda x2 Dobeck -Dogon -Dogon x3 (Keginan/Enge/Jyapolee) Dogon -Dogon -Dogon x4 Emperor Custom (Timp) Planetea (Kashimar) -Aind Golem -Aind Golem Dominator (cynthia) Skill point: All enemies shot down by the start of turn 6, Cynthia last Okay, first of all, the skill point is once again frickin' crazy. I wouldn't even bother with this one if I were you. It. Is. Insane. Of note right now would be the flying walker machines, which you haven't seen before. They're not too bad, and they're easy to hit and dodge because they have a B in the Air thanks to the Average breaker's inefficiency at flying. If you're after the skill point I really can't help you much aside from this- precedence goes to bosses for a couple reasons. One- they can tear you apart, especially Kashimar, what with his Overskill. Two, you can get grunts on counter attacks. Anyway, it's probably in your best interest to stick together so that one squad doesn't get converged upon and gangbanged. There are two approaches: Stay together in a defensive formation and wait for the enemy to come to you, or rush out and take the fight to them. The first is reccomended, but the second is pretty much mandatory if you want the skill point because Timp refuses to move until about turn 4. Kashimar is as usual a beast, and you can't really stop his overskill from activating. He'll once again go right for Gainer and Sara. Fortunately, he's not in TRI formation, so you can survive two assaults fairly easily if you support defend. The strategy remains the same- get rid of his auto-alert with a weak attack or counter, then blast him with your strongest moves. Mail will probably know Hotblood by now, which is a very potent spell that doubles damage done. Use it if you wish to cripple our fabulous friend Kashimar in one shot. The Dominator and Emperor Custom haven't changed at all since last we saw them, and they go down the same. Just be aware that Cynthia also guns for gainer. When you take her out, well, things kind of hit the fan. Gainer leads her into the Agget fortress, and they inadvertently awaken the Overdevil. Some Fallen angels appear, but seem much more interested in the new foe than you. The overdevil promptly dispatches them in one go. on the other side of the Agget, Gainer is trying to talk some sense into Cynthia, who ignores him and gets him pretty bad in the side. The revelation that Gainer is bleeding leads to Cynthia being very surprised, and she knocks it off. The folks who went searching for renton appear with Roger and Enil, and everyone gets the hell out of Dodge. ******************************************************************************** RAND ROUTE STAGE 34 STAY BEHIND ROUTE INTERMISSION You have some new arrivals to play around with. The Big O you should be rather intimate with, but the G Falcon is totally new and you've seen the Esperanza all of once. The G Falcon inherits the upgrades made to the DX. If they're in the same squad, Paula and Garrod can combine into a single, beefy unit that reduces the Satellite Cannon's charge time by a turn. Groovy. Nothing new at the Bazarr, so just rearrange your squads until they fit your liking and move on. Note that Holland and the other LFO pilots, as well as the Gekko go, are still MIA. ******************************************************************************** --------------------------------------- |RAND ROUTE STAGE 35 STAY BEHIND ROUTE| --------------------------------------- (note that I'm not sure if the route split ends at 34 or 35) Allies: Iron Gear Freeden Glomer 10 Squads Gainer Enemies: Prometheus -Dagger -Dagger x2 Galapagos -Calico -Calico x2 Toran- -Toran -Toran x3 (one of which contains a new Xabungle enemy, Greta) Dobeck (Enge/Jyapolee) -Dogon -Dogon Max Flute (Keginan) -Dogon -Dogon Planetea (Kashimar) -Aind Golem -Aind Golem Buffalo (Hora) Brocolli (Timp) -Gapamendo -Gapamendo Dominator (Cynthia) Enemy reinforcements: Gainer attacks/attacked by Overdevil/Cynthia Gelbeam x4 Jyapalpa x4 Grave Gelbeam x2 Overdevil Skill point: Shoot down all enemies, Overdevil last, by the start of turn 7 THE MOON IS OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Xabungle Unit 2: Make sure to shoot down Timp's Broccoli. Then purchase the special item in the bazarr after the stage. Hooo boy. Well, the good news first- Kashimar starts out near you and can be taken out before his overskill kicks in pretty easily. The bad news... well, everything else, really. Lots of named characters to fight, very few normal grunts to build morale off of, they're spread out, and there's this Overdevil problem in the middle of the map. Gack. To make matters worse, Timp's new Walker Machine is almost as scary as the dominator, despite the ridiculous name. It exchanges quite a bit of mobility, armor, and a wee bit of HP for Timp's awesome stats and a post movement ALL attack. Yoiks. Well, at least you don't have to deal with him yet. First order of business- take out those goddamn Siberian Rail way idiots again, then blast away at Kashimar. Once this is done, move Gainer up in range of either Cynthia or the Overdevil with Focus activated. This will trigger a whole bunch of fallen angels to appear. This is good for you, being a neutral faction, and they'll pretty much throw themselves at the overdevil. They won't do any lasting damage, mind you, but the distraction is welcome. From hereonin, the mission becomes pretty much a mess. Give the overdevil a very wide birth- it's overskill debuffs any enemy that comes in range, and even worse a rather gnarly map blast awaits any foolish enough to get in range of it. As an aside, the Big O learns two attacks when the Fallen Angels arrive- O Thunder and the Plasma Gimmick Map attack. Sort of a consolation prize. To be honest, I kind of hung out at the edge of the Overdevil's range and sniped at what I could from across the map until he started moving towards me, then I blasted it. I didn't get the skill point, nor did I shoot down Timp, or quite a few Fallen Angels, but at that point I was tired of the mission. If you do want to take out all of them, sneak around the Overdevil and join the fray on the right. Beware, when the Overdevil reaches 130 morale, his overskill activates. This basically means anyone in a 5 square radius will suffer some serious debuffs to mobility, damage accuracy and armor. Be very careful. ******************************************************************************** RAND ROUTE STAY BEHIND ROUTE STAGE 35 INTERMISSION Phaaw. Well, at least the LFOs are back and you've got a pretty good force going now. You can deploy 11 squads, so organize that. Upgrade, buy anything at the kind of static bazarr, and get ready for a pretty big battle. Uoho. ******************************************************************************** --------------------- |RAND ROUTE STAGE 36| --------------------- Allies: Iron Gear Freeden Gekko Go Glomer Archangel 11 Squads Kira (Gundam Freedom) Enemies: Gyabaran -Gyabaran -Gyabaran x2 Marasai -Hizack -Hizack x4 Gelzuge -Dagger L -Dagger L x3 Ashimar -Ashimar -Ashimar x2 Zamzaza -Windam -Windam x2 Galda Carrier x3 (one contains Bask Ohm) Sting (Chaos Gundam) -Windam -Windam Neo (Windam) -Windam -Windam Destroy Gundam (Stella) Allied? reinforcements: Minerva Impulse Gundam (Shin) Saviour Gundam (Athrun) -Rey -Lunamaria Zeta Gundam (Camille) -AMuro (RE-GZ) -Quattro Mazinger Z (Kouji) Great Mazinger (Tetsuya) Zambot 3 (Kappei) Skill point: Shoot down all enemies, Stella last, by the start of turn 7 THE MOON IS OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Fallen Angel Feathers 3: Purchase the special item on sale after the stage. Eek. Lots of enemies, lots of stuff going on. As you move up and kill things, try to do so in a hurry. Split off into two groups on turn 2 to take care of the lefthand enemies. Kira should probably go with them, due to HI-MAT's beam properties and post movement ALL attackness. Pretty standard Feddy enemies, to be honest. However, things get a little bit more interesting when Neo attacks one of your squads (Which will probably happen on turn 2 or 3). Some of your ZAFT ZEUTH comrades appear to help! However... all is not well. Due to general lack of communication, government manipulation, and false information, the two teams are not on the best of terms at the moment. They're basically NPCs- they are on your side, but they're not controllable. Don't worry if they get shot down- Shin probably will, because he's kind of an idiot. He'll regenerate to max if he does, though, and will remain more or less unkillable for the rest of the map. Neo should be brought down ASAP to get Stella's tantrum out of the way- she'll cast Hot Blood, but she'll probably aim at Shin, wasting it. Just, uh, stay back from the MAP range. Or things could get icky. You'll need to eat it at least once, but doing so while she's all powered up is a bad idea. You need to take down Sting and Neo as quickly as possible- Sting is a giant pain in the ass, having both great stats, high HP, and phase shift armor to top off the deal. Use your strongest ALL moves to blow him away, though save Rand's Hotblood for the Destroy. Now, you have a choice to make. Go for the skill point and deal with those carriers in the back, or just go for Stella. Going for the carriers means that you need to -dash- up there and hit them with just about everything you have. It's very tough, but doable. A well placed Satellite cannon MAP can save you quite a bit of work, but I used both of mine on Sting and Stella. Stella herself is not too hard- her barrier is annoying and blocks quite a bit of your damage, but her unit is entirely EN based except for the MAP, so she can be drained pretty easily. When you do finish her off... Kira slices her up. Bad. And she dies. Shin... is upset. So is Kira. Heck, everyone is. Things end on a kind of forboding note: if either side of ZEUTH has to go against eachother on the battlefield, the ZAFTly guys won't hesitate to shoot our freebooting behinds down. ******************************************************************************** RAND ROUTE STAGE 36 INTERMISSION You can buy Enil's Jenice custom at the bazarr, which is a good unit for her, so do so. There's also a Chiram Bike to buy. Anyway, your squads should be good to go for now, barring Kira's need to be included, so upgrade, equip and move on. ******************************************************************************** --------------------- |RAND ROUTE STAGE 37| --------------------- Allies: Iron Gear Freeden Gekko Go Glomer Archangel 11 Squads Enemies: Monsoon 20 -Monsoon 20 -Monsoon 20 x4 Windam -Windam -Windam x2 Zamzaza -Windam -Windam Gabusrei -Gabusrei -Gabusrei x2 Gyabran (Yazan) -Gyabran (Dankel) -Gyabran (Ramses) Gundam Virsago (Shagia) Gundam Ashtaron (Olba) Skill point: Defeat both Shagia and Olba by the start of turn 4. They retreat at 8000 HP. THE MOON IS NOT OUT Well, this is actually pretty simple. In fact, I hardly need to write a guide for this. Run up and wreck stuff, putting emphasis on your high damage dealers. When Yazan and his lackies run up, wreck them too. The new Gabusreis are a bit tougher than the other mobile suits/armors and LFOs on the map, but they too shall fall. Taking out the Frost brothers is pretty simple at this point. For one, use Hot Blood and The Heat Crusher from Rand. For the other, Shine Spark and a support attack should do it. Simple, simple. This is just a warm up for next mission, though... Just for clarification, the mission doesn't end when you wipe out the Frost brothers. All in all, a very laid back scenario in terms of gameplay. ******************************************************************************** RAND ROUTE STAGE 37 INTERMISSION Well, no bazarr. Upgrade, equip, and stuff, then mentally prepare yourself for a uniquely challenging mission. Kira's an event unit, so if you put him in a squad be sure to fill his place. ******************************************************************************** --------------------- |RAND ROUTE STAGE 38| --------------------- Allies: Iron Gear Freeden Gekko Go Glomer Archangel 11 squads Kira Enemies: King Beal Argama Minerva Turn A Gundam (Loran) -Kapool (Sochie) -Kapool (Meichie) Borjanon (Gavan) -Borjanon (Joseph) Saviour Gundam (Athrun) -Blaze Zaku Phantom (Rey) -Gana Zaku Warrior (Lunamaria) Hyaku Shiki (Quattro) -Rick Dias (Apolee) -Rick Dias (Robert) RE GZ (Amuro) -Super Gundam (Emma) -Nemo (Katz) Zeta Gundam (Kamille) -Methuss (Fa) Mazinger Z (Kouji) -Drill Spacer (Maria) Great Mazinger (Tetsuya) Venus Ace (Jun) -Dianna Ace (Sayaka) -Boss Borot (Boss) Zambot 3 (Kappei) God Gravion (Touga) Godsigam (Toshiya) Impulse Gundam (Shinn) Skill point: Achieve winning condition by the start of turn 5 THE MOON IS NOT OUT OOHHH, THIS IS BAD Okay, here's the breakdown. Kira and Shinn get to have their little duel over in the corner as your two forces go down on one another. Now, trashing as many of your dudes as possible for profit is indeed profitable, but it can be difficult and, well, they're your friends! I suppose I would be remiss in my duties if I didn't at least try, so here goes. Anyway, on each enemy phase, a few "Real" Squad leaders will cast focus, and a few "Super" squad leaders will cast Strike. It's gnarly. Counter with spells of your own when you converge on turn 2/3. If you want to get the mission over with, Kira should blast away at Shinn over in the corner. Use Focus and sense to protect yourself. This is a simple, SC filled star studded slugfest. Take out what you can, and finish off Shin on Turn 4. Or the Minerva, if that's easier. ******************************************************************************** RAND ROUTE STAGE 38 INTERMISSION Well, that was interesting. Since there were so few enemies, the ones you shot down generally give more cash than usual. And Kei's buddy Orson has joined in the brand spankin' new Orguss II! He has a combo attack with Kei, even. And he comes with 3 upgrades to everything. Fun stuff. Anyway, Renton and Eureka are an event squad, so compensate for that with whatever and get a move on. Nothing new at the bazarr except a surprisingly cheap barrier field. ******************************************************************************** --------------------- |RAND ROUTE STAGE 39| --------------------- Allies: Iron Gear Gekko Go Freeden Glomer 11 squads Allied reinforcements: Anenome Shot down/Turn 4 Nirvash spec2 (Renton) Enemies: Monsoon 20 -Monsoon 10 -Monsoon 10 x8 VC-10 -VC-10 -VC-10 X4 Battleship x3 (One contains Yuergens) Nirvash type theEND (Anenome) Enemy reinforcements: Spore Coralian -Spore Coralian -Spore Coralian x8 Nematode Coralian -Nematode Coralian -Nematode Coralian x6 Mollusk Coralian -Mollusk Coralian -Mollusk Coralian x4 Skill point: Shoot down all enemies within 3 turns of the Arrival of Coralians THE MOON IS NOT OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Hero's Mark 4: Vist the bazarr after the scenario- you'll receive the item for free. Well, a few things to note. There's some new LFOs here- the big-footed VC-10s are tougher than the their surfing brethren, and a bit more firewpower.Anenome's theEND has been powered up quite a bit, and has a new attack that can immobilize you if it hits. You really want to take her out of the battle quickly. However, doing so will trigger the next part of the battle and cause all enemies to turn tail and run. So it may be in your best interest to leave her alive until turn 3 and focus on bashing down the feddies. The next part will trigger on turn 4, regardless of your actions, so take her down on 3. When you do, she drags the Gekko Go off a good distance and does her "MELT THEIR BRAINS" shtick on it. But, Hayato Kobayashi, of all people, appears in all his pudgy glory to give Renton the okay to sortie in the newly beefed up Nirvash Spec 2. He does so in a most spectacular manner. Unfortunately... well, the Rainbow Space Terrible Monster Crowd have arrived. And by that I mean the Coralians. Now, they're kind of interesting. They have almost -nothing- in the way of armor, meaning even the big buys will go down in a couple of hits, and they can't dodge very well, but by the gods are these guys accurate. They pack a mean punch too. Be careful with your reals. I've found that tough supers like Grendizer, Baldios and Gunleon do the best here. Sadly, no matter how beefy you are, the the ALL attacks of the Mollusk Coralians will hurt. On the bright side, Renton's seven swell MAP attack can seriously cause some mass destruction. Use it if things get hairy, or you don't mind that one unit is hogging all the kills. You should be able to clean up in three turns without too much bother, but beware- don't underestimate your enemies. ******************************************************************************** RAND ROUTE STAGE 39 INTERMISSION The Bazarr is still more or less the same, and you're probably low on blue stone capital right about now. Still, the Coralians are fairly profitable enemies in terms of normal money, so upgrade away. Note that your two teams will join up once again after this mission, so saving some money to facilitate mass upgrades then might not be a bad idea. Mentally prepare yourself once more, not for any thing truly unique, just... busy. ******************************************************************************** --------------------- |RAND ROUTE STAGE 40| --------------------- Allies: Gekko Go Iron gear Freeden Glomer 11 Squads Enemies: Aishkik Commander -Aishkik -Aishkik x3 Aishkik Commander II (Robert) -Aishkik Commander -Aishkik Commander Ashimar -Ashimar -Ashimar x3 Gabusrei -Gabusrei -Gabusrei x2 Battleship x2 Garuda Carrier Enemy reinforcements: Ally phase turn 2 Glebeam x4 Jyapalpa x4 Grave Gelbeam Gelbeam Shirurukupera (WTF?!) (Touma) Mecha Demon -Combat Jet -Combat jet x4 Steel Demon Robo -Mecha Demon -Mecha Demon x3 Sword Demon Robo -Mecha Demon -Mecha Demon x2 Captain Patch -Eyepatch Demon -Eyepatch Demon Mecha Fortress (Hidler) Enemy reinforcements: Touma attacks/Is attacked Vegan Battle Beast Graw Graw -Golgol -Golgol x2 Jyerograsu -Guraken -Guraken x2 Akudaigan -Big Octo -Big Octo x2 Dangaln -Domira -Domira x2 Bandock (Butcher) Altron Space Carrier (Afrotea) Edlar Battleship (Teral) Golgolni -Golgolni -Golgolni x8 Xine (Elpis) Skill point: Touma shot down by the start of turn 7 THE MOON IS OUT Now, believe me, I'm going to do my best here, but this scenario will teach you the meaning of the word "clusterfuck". My enemy count may be inaccurate. Please forgive any errors. Any, of particular note is Talho's stylin' new "I'm gonna be a mom" look and the addition of Moon Doggy as a subpilot for the Gekko Go. He has what can only be described as an insanely cheap Yell spell, making it easy to get the Gekko Go to high morale. Sadly, it doesn't exactly have any attacks that require high morale, but it's handy anyway. ANYWAY. For now, just move up and stick together. Don't rush or anything. On turn 2... Oi oi. What a mess. Well, for one, the Fallen Angels are the neutral faction-the hundred demons apparently will ignore the New Federation troops in favor of you and them. Your best bet, then, is to go after the demons and feddies. They go down easier, of course, and if you let them they'll suicide into Toma's Cherubim soldiers. Speaking of Toma, he's a nasty one. Make sure that Aquarion is in his range at all times- he'll go after Apollo and his friends exclusively. This is good for you, because Toma's sword attack has a nasty status effect- which the Aquarion is immune to. However, it's not that easy- Toma has double movement, which means two actions in a turn. Damn cheater. Speaking of which, when he does attack, a whole mess of alien alliance enemies appear. And some crows and Xine to the north. See what I mean? There are enemies absolutely everywhere. The only real upside to this is that they're not -all- trying to kill you. Stay calm and just blow everything up that you can. This isn't a complicated task, but the enemy phase takes forever and there's a lot of wasted of kills being made by the enemies. When the time comes on turn 6, Apollo can do some pretty righteous damage to Toma with Hotblood and Mugen Cross/3D attack. By now your Satellite Cannons should be charged. Unleash them in either map or single form to put the hurt on the enemies. Personally, I left most the named enemies alone. They may give out more parts, but I find it generally more profitable to trash as many grunts as possible for truly silly amounts of cash. Take out Toma when you're ready for yet more trippy events. Oh, and you get a clear bonus of 200000 bucks. Like we needed moooore. ******************************************************************************** RAND ROUTE STAGE 40 INTERMISSION (from now on, both Setsuko and Rand have the same scenarios) Well, by golly, everyone is back together again. Get to work reequipping, reorganizing, and upgrading. Most units you should be familiar with, but there are quite a few things to note. One: Godsigma has a new finisher, Great Mazinger has regained use of the truly mighty great booster, Daitarn 3(!!!) has joined you, very beefy unit, definitely worth using. The Gundam MK II can now become the Super Gundam, a great support unit, Kamille has upgraded to the Zeta Gundam as you saw before, another great unit which will only get stronger as we go on, the Hyaku shiki now has the Mega Bazooka launcher which gives it some genuine staying power, Reccoa has been replaced by Fa in the methuss (if you even care), Amuro is in the surprisingly good Re-Gz for now. The Turn A has been all around powered up and has gained a cool new ALL attack, the Impulse retains the +5 sword of Kira Killing, and God Gravion has ditched the whole "3 turn combination limit bitches" thing. Sweet. Anyway, you've got the grand total of 16 squads to deploy next mission. To be honest, I actually sort of reset my squads to incoporate everyone I needed. Also, I forgot to mention- Gravion is short two pilots. No big thing, really. When you're finally ready, get going. Deploy both Kei and Orson in some fashion. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 26| ------------------------ Allies: King Beal Argama Minerva 8 squads Allied reinforcements: Enemy squads reduced below 6? Shinn Camille Enemies: Marasai -Hizack -Hizack x4 Dagger L -Dagger L -Dagger L x4 Zamzaza -Windam -Windam x2 Ashimar (bran) -Ashimar -Ashimar Ben (Garuda) Abyss Gundam (Aul) -Dagger L -Dagger L Chaos Gundam (Sting) -Windam -Windam Windam (Neo) -Windam -Windam Enemy reinforcements: enemy squads reduced below 6? Gaia Gundam (Stella) -Dagger L -Dagger L Gaplant (Rosamia) -Dagger L -Dagger L Skill point: Shoot down Psycho Gundam by the start of turn 7 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Stella: Shin fights with Stella +1 Four: Camille fights with Four +1 Camille shoots down Four +1 The enemies start out deceptively far away from you, due to the fact that only a few of them can fly and there's a sizable water gap. There's also a distinct lack of units that can fly right about now, unless you arranged your squads meticulously to allow for flight. Which isn't a bad idea, I guess. Anyway, the enemies here are nothing new, though of note are the grunt Zamzazas. They're not as tough as the one you might have faced on the South American route, but their pilots are extended- meaning that they have much better hit rates on your units than they really should. Exercise caution- they retain the Reflector barrier, which makes Center formation pretty much useless, so go for TRI Attacks in stead to isolate them. If they really give you trouble, consider putting a squad under the waves for a bit. While you'll probably suffer a hit to your hit/evade, the enemy beam attacks will be less mighty while in the briny. As you near the end of the enemies, Four, Stella, and Rosamia will arrive. Four in the Psycho Gundam, which is... bad news for you. That thing is beefy. Waste no time in getting over there- given the water, this can be a difficult task, so try to trigger reinforcements early. Fortunately, Shinn and Camille are now in the fight. If you want to recruit them later, you should do the following things with Four and Stella. Fight Stella with Shinn, fight Four with Camille, and blow up the Psycho Gundam. To be on the safe side, you may want to go ahead and do Stella in with Shinn, but my sources lead me to believe that only a fight is necessary. Anyway, use your battleships to the utmost in this map- they can be some of your strongest attackers, especially with the Minerva and Argama's beam based weaponry and the foes with phase shift armor. If it gets down to the wire, you may just want to ignore Neo and Rosamia. The other units will probably fall as a matter of course. God Gravion is a real asset here- the minute the Psycho arrives, combine and start hitting it with your strongest moves. When Four goes down, Touga moves to finish her off (THE BASTARD I WAS STARTING TO LIKE YOU AND YOUR DELICIOUS MAID CROSSDRESSING), but Eiji interferes with his aim and Four manages an escape. ******************************************************************************** Setsuko Route stage 26 intermission If you fulfilled the requirements for it, the Dijeh is delivered to you for your use. Fun stuff. It makes a good squadmate with a powerful TRI attack. It's quite a bit better than a Rick Dias or Nemo, at any rate. Anyway, check out the bazarr if you want (admittedly on Setsuko's route, you're kind of short on Blue Stones) and do your upgrading. Make sure your event units are well equipped. Get ready for one heckuva annoying mission. Bring plenty of healers. ******************************************************************************** ------------------ |SETSUKO STAGE 27| ------------------ Allies: Minerva Argama King Beal 8 Squads Touga Loran -Harry Ord (SUMO) Allied reinforcements: All enemies shot down Shinn Enemies: Galpaltei Beta -Hizack -Hizack x4 Monsoon 20 -Monsoon 10 -Monsoon 10 x3 Gator -Dotreis Neo -Dotreis Neo x3 Gelzuge -Dagger L -Dagger L x3 Enemy reinforcements: All enemies shot down Gelzuge x6 Enemy reinforcements: All enemies shot down Tekril -Soldier Zeravia -Soldier Zeravia x2 Jyuetal -Soldier Zeravia -Soldier Zeravia x4 Skill point: Shoot down all enemies by the start of turn 5 The thing you'll probably notice first would be the bigass cannon at the east edge of the map. Shame on you, because the first thing you -should- notice is MOTHERFUCKING HARRY ORD, who is in Loran's squad. Other things of note would be that the Turn A has been powered up and can now fly, and the three new enemy mobile armors near the Lohengrin Gate. Speaking of that, a few random squads will suffer half HP loss every turn that thing is active, so... well, hurry it up. This isn't complicated or anything, but try to save some of your better TRI attacks for the Gelzuge trio to pierce their barriers more easily. Speed is once again the name of the game. When all enemies go down, it's not Shinn, but none other than Yasaba and Coren that disable the Lohengrin Gate. In a most badass manner. Shinn follows them up and puts paid to it but good. Still you've got six more of those Gelzuges to deal with it, so get to it. Not really hard at this point, especially since the cannon isn't sniping you. After they go down, Shinn starts blowing things up willynilly, but Loran and Harry manage to dissuade him from that sort of thing. This leads to more contention between Eiji and Touga, and Gravion still can't combine. This is bad news, because a few Zeravia arrive. No big deal, though. Mop them up. The Jyuetals are a new model, but entirely unworthy of note. Finish up this last wave to end the map. Woo. ******************************************************************************** Setsuko Route Stage 27 Intermission Not much to say here. Yet more event squads to work around, Grankaiser is still unable to become Gravion. You can deploy nine squads, but good luck finding enough pilots to fill all 9. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 28| ------------------------ Allies: King Beal Minerva Argama 9 Squads Toshiya Allied reinforcements: A kraken attacked Touga (Grankaiser) Enemies: UFObeast Golgol -Midifo -Midifo x4 Kumoganira -Domira -Domira x4 UFObeast GrawGraw -Midifo -Midifo Kraken x5 Enemy reinforcements: A Kraken attacked Guraken -Halbea -Halbea x4 Jyrogiras -Halbea -Halbea x2 Eldar Battleship (Teral) Enemy reinforcements: All Krakens downed/Teral shot down Jyuetal -Soldier Zeravia -Soldier Zeravia x4 Tekril -Soldier Zeravia -Soldier Zeravia x2 Hyudoel Skill point: Destroy all Krakens by the start of turn 5 This mission is a bit strange. First off, you're going to want to ignore the enemy forces to the east and head straight south. Feel free to counter on the enemy phase, but you want to be near the center of the city around turn 3. At the beginning of turn 3, have one unit attack a Kraken- this will cause them to reposition themselves and start running east towards the edge of the map. You need to intercept them for the skill point. Note that when you shoot them all down, all other enemies on the map will retreat. To that end, take down as much of the enemy as possible. When you do take down the rest of the Krakens, or turn 5 rolls around, or you shoot down Teral, or whatever, Teral will shoot down all of the Vegan and Gaizock units for you and retreat, leaving the Godsigma team with mixed feelings about their Eldar foes being actually kind of okay guys. Note that in the interim Touga will arrive in the Grankaiser to help. It still can't combine, and it can't even use the Gran Diva Assault attack. Consternation rules the day. No time to ponder, sadly, as some Zeravia arrive. And they definitely aren't kind of okay guys. A new face is leading them- a much stronger model than what has been faced previously. It has a -lot- of HP, even more than the monstrous psycho Gundam. It's got a barrier field, as well, but on the bright side, you'll snag the part when you shoot him down. But that's for later- focus on blowing up the small fry for fun and profit. On turn 2, the GranKnights will finally manage to get it together and form Gravion again. They even unlock the true finisher, which is pretty sweet. Because it involves Sandman. Yeeaah Sandman. Anyway, the enemy will regenerate (so as not to rob you of a bossfight, I guess), but just ignore it until you're done with the grunts. The HP regen makes potshots much less effective than usual. Take it down with a concentrated attack to earn a much appreciated Barrier Field and end the stage. Note that not only does Gravion have a new finishing move... it no longer has a time limit! You can sortie as is without any of that silliness! Three cheers for Sandman! ******************************************************************************** Setsuko Route stage 28 Intermission: Well, that's cool. As stated earlier, Gravion is now combine-trouble free. It more or less depends on how heavily upgraded it is, but in my case, I decided to put Gravion in the 9th squad by his lonesome. Anyway, Setsuko and Camille are together for the next mission, so equip them well. A screw module or, even more helpful, a minovksy craft wouldn't go amiss on either unit. Both is preferable. Aside from that, just do your normal stuff (don't forget to equip that barrier field on a battleship or a tanker), and move on. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 29| ------------------------ Allies: King Beal Argama Minerva 9 Squads Camille -Setsuko Allied reinforcements: Enemies: Marasai -Marasai -Marasai x3 Gelzuge -Windam -Windam x2 Zamzaza -Windam -Windam Chaos Gundam (Sting) -Windam -Windam Abyss Gundam (Aul) -Dagger L -Dagger L Gaia Gundam (Stella) -Dagger L -Dagger L Psycho Gundam (four) Gaplant (Rosamia) -Ashimar -Ashimar Windam (Neo) -Windam -Windam Ashimar (Bran) -Ashimar -Ashimar Garuda (Ben) Enemy reinforcements: Battle encounter with Named character/ Turn 2 Murasame (one contains Baba) -Murasame -Murasame x8 Enemy reinforcements: Battle encounter with named character/Turn 3 Archangel (Murrue) Freedom Gundam (Kira) Murasame (Bartfeld) Enemy reinforcements: Winning condition met Mahiro -Mahiro -Mahiro x5 (one contains Swesson) Wadom x5 Enemy reinforcements: one turn after Elpis (Xine) Golnigus -Golnigus -Golnigus x2 Skill point: Neo, Rosamia, and Bran shot down by the start of turn 6 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Stella: Shinn shoots down Stella +1 Four: Camille shoots down Four +1 This one... gets a bit messy. It doesn't look like it at first, though- it's almost like a more straightfoward retread of 26. Treat it in the same way. Sadly things fast spiral out of control- an Orb contigent of Murasames arrive to gank you, either on turn 2 or when a named Phantom Pain character is attacked or more than likely attacks you. These guys are much more dangerous than they look, for the simple reason they're in a very good posisition to crash into the rear of your force and start spamming TRI attacks at you. To alleviate this threat, try to focus not on mass destruction at first, but taking out one member of the squad so that Tris become impossible. Next turn, or when your next named battle encounter occurs, the crew of the Archangel arrives. Talia readies the Talhoizer but Kira disables it, the crumb. You can't use it for the duration of the battle which is rather unpleasant. Anyway, here's the deal- just ignore Kira and his friends. Kira will prove more helpful than a hindrance in this battle- he'll gun straight for Neo and pretty much manhandle him. Bartfeld... kind of just hangs out and heads south for some reason. Murrue will take potshots at your capital ships, but it's nothing you can't handle. For the skill point, use this as a guide. On turn 2, move up while bashing the Murasames for morale. Your faster units should start engaging the Phantom Pain gundams and Four's Pyscho Gundam. Turn 3 should mainly be firing away at the enemy gundams, taking out a few if possible. Try to have Four weakened by a good margin by the end of the turn. Turn 4 is basically gundam cleanup- if you're looking to recruit them, take Stella with Shinn and Four with Camille. Start working on Rosamia and Bran, and maybe start taking potshots at the Garuda and Neo. Neo practically takes care of himself as he fights Kira. Turn 5- blow up all that you can, finish off Rosamia, Bran, and Neo. It can be a tight squeeze, but it's definitely doable. When you achieve the winning condition, things go sour. The Archangel tries to make good its escape- Heine isn't having it. He pops out in his badass orange GOUF and gives chase. Setsuko follows him to the island- sadly, they're no match for Plot-armor Man. Before anything can further develop, an orbital bombardment from the Ginganam faction provides a handy moment for the ARchangel to escape- Heine kind of gets fried. This is superlame. I liked him, even if his hair kind of scared me. Swesson and his Mahiro squad arrives with some WaDOMs to round out the deal. It's probably been a while since you've fought the Moonrace. The new Mahiro model... is not to be taken lightly. They pack a disconcerting amount of firepower for a mobile suit, and they can use all moves except the TRI attack after moving. The damage can add up when they're in center formation. In this particular case, Swesson's leadership aura and good stats cause some problems as well. They'll probably gun for Camille and Setsuko on the island, first. This is why you should have equipped them with Minovksy crafts- they should get off that island posthaste and rejoin your main force, so you can take on the enemy in a concerted effort. The WaDOMs, at this point, aren't exactly difficult to defeat. While they were menacing at the beginning of the game, experience with high HP Gaizock and Fallen Angel Enemies should have made you used to stronger enemies. They don't even have squads to back them up. One turn after the arrival of the moonrace, it becomes apparent as to why I reccomend retreating Setsuko and Camille- Asakim phones in to take time out of his busy day to demoralize Setsuko and send in Xine and her Elpis, along with a couple of crows- now revealed to be Golnigus types (Not that this tells us an awful lot). They're... really not much of a threat. The birds are surprisingly tough and accurate, but they're so few at the moment it's hardly worth noting. Xine has little HP and armor. Take her out, and Setsuko will pursue her as she retreats. In her state, Xine easily outmaneuvers her- but... Toby of all people shows up in a Windam and makes her retreat. He doesn't stick around, sadly, but goes off in pursuit. I thought he was dead? Maybe? Man, I don't even know any more. To end the stage *coughackwheeze*, just take out Swesson. He's more of a grunt- class boss, which are ironically sometimes more dangerous than out and out boss units, because he's inconspicuous and has a huge leadership aura. ******************************************************************************** Setsuko Route stage 29 Intermission Well, take a breather, first off. Then head straight for the bazarr! There's an ultra-cheap FAITH badge for sale. Definitely grab it. Aside from that, your squads are once again in disarray, so compensate. Athrun's Savior is out on its own for next mission. Be aware. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 30| ------------------------ Allies: King Beal 8 squads Athrun Shinn -Rey -Lunamaria Allied reinforcements: Enemies: Windam -Windam -Windam x3 Murasame -Murasame -Murasame x4 Gelzuge -Dagger L -Dagger L x3 Zamzaza -Dagger L -Dagger L Ashimar -Ashimar -Ashimar x2 Pyscho Gundam (Four) Chaos Gundam (Sting) Abyss Gundam (Aul) Gaia Gundam (Stella) Windam (Neo) -Windam -Windam Enemy reinforcements: All enemies shot down Murasame (one contains Baba) -Murasame -Murasame x8 Garuda (Ben) Enemy reinforcements: Baba attacked/attacks/one turn after Archangel (Murrue) Freedom Gundam (kira) Murasame (Bartfeld) Skill point: Psycho Gundam shot down by the start of turn 6 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Four: Camille shoots down Four +1 Stella: Four shot down while Stella is still on the field +1 Shinn shoots down Stella +1 Well, this is a bit different. It's somewhat reminscent of the Junius Seven drop at the beginning of the game before Break the World happened. You're probably going to want to just stay put and let the enemy come to you. Stay out of Four's range, so she comes to you as well and doesn't snipe you in uncomfortable ways. The grunt units will be more interested in escaping than attacking you- thus, for the first few turns, your main concern will be the dispatching of these guys so they don't get through. On turn 3, send up a few units to start working away at Four's ever-beefy psycho while most of your other squads should clean up any enemies with escape on their minds. The mobile armors seem more intent on your destruction than escaping. Show them the error of your ways. Anyway, take out Four with Camille (again) to continue her recruitment process. Do so before taking out any of the Extended trio (especially Stella) for a sweet scene where Four finds the courage to go with Camille. She retreats from the battlefield with a smile. Now, back to business. If you're also trying to get Stella on your side, work on her next and take her out with Shinn. The secret is point-based- you'll earn an extra point towards getting her if Four is dealt with before Stella. Anyway, you're probably so good at dealing with these guys you're sick of them, so you shouldn't need much advice. When the Phantom Pain idiot brigade have all gone down, some more Orb jackoffs arrive with the long-suffering Ben in tow. There's a good number of them, all running towards the escape point, but keeping them from reaching it shouldn't be a task one would call taxing. The only thing of note is that the Garuda will use Invincible every turn, so keep that in mind. Hey, at least its not iron wall, right? >;D Once again, the Murasames are in Tri formation, so be careful of that post movement tri attack. When Baba attacks you or is attacked, or the next turn, the Archangel Crew shows up again to wreck yo' crap. Sigh. Ignore them and just keep blowing up the Orb flunkies. Save Baba for last, or at least until after Athrun acts- Kira will blow him up automatically when you take him out. Take out the Garuda to end the mission- and not on a happy note. ;_; ******************************************************************************** Setsuko route stage 30 intermission Hoi. Well, don't worry, Athrun and his Savior are still fine. Setsuko's turn again to go solo. Hopefully she's still got her minovksy craft- it will be most helpful next mission. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 31| ------------------------ Allies: Setsuko Allied reinforcements: Two enemy units shot down Levan (Chaos Leo) Allied reinforcements: Two turns after enemy reinforcements: King Beal Minerva Argama 9 squads Enemies: Aishkik x4 Aishfain x2 Aishkik Commander Model x2 Naikik Model Atena (Atena) Enemy reinforcements: Atena shot down Prometheus -Calico -Calico x2 Galapagos -Dagger -Dagger x2 Government -Dagger -Dagger x2 Gator -Dotreis Neo -Dotreis Neo x3 Monsoon 20 -Monsoon 10 -Monsoon 10 x3 Elpis (Xine) Skill point: Atena shot down by the start of turn 4 This is fairly straightforward. Given how long Setsuko has been on your team, she should be fairly well upgraded in all respects and well in hand to handle these Chiram ruffians. After you down two, Levan arrives in his Chaos Leo to support Setsuko. Cool beans! Atena doesn't have a whole lot of HP, and will decide to attack you on turn 2. You should be able to take her out easily with your two units. When you do, Xine arrives with a whole lot of units on her side. And Walker Machines, a noted rarity on Setsuko's route! To make matters worse, Setsuko drops to 50 morale. She can still dodge, but she won't be dealing a lot of damage. Alternatively, Levan can lead the squad. His high potential level will keep him more or less intact. Defend if things get hairy. Two turns later, the cavalry arrives, and the scenario becomes more or less a standard-beatdownathon. Setsuko is back into the swing of things as well. Not much of note here, honestly. Just beat down Xine when you're ready. Easy stuff. yep. ******************************************************************************** Setsuko Route stage 31 Intermission Hrumm. Well, she's off again, but on the other hand, due to certain things that
shall occur, Setsuko no longer needs that Minovsky Craft. Also, Levan joins you in his Chaos Leo. You should finally be able to fill up your squads now. Woo! ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 32| ------------------------ Allies: Setsuko (Virgola Custom with Wings!) Allied reinforcements: One turn after Xine's arrival King Beal Argama Minerva 9 Squads Enemies: Golnigus x6 Gunleon (Rand) Enemy reinforcements: All enemies shot down/Turn 4 Golnigus -Golnigus -Golnigus x6 Naikik -Aishkik -Aishkik x4 Gelzuge -Dagger L -Dagger L x2 Zamzaza -Dagger L -Dagger L Elpis (Xine) Skill point: Xine shot down within four turns of her arrival Well, to start out with, we've got a newly upgraded Virgola custom! ...which promptly malfunctions. Great. Well, the only weapon available should still be more or less adequate for the task of shooting down ze birds. And the big angry lion. Charge in with all guns (just one gun, I guess) blazing and blow stuff up. Setsuko's at maximum morale, so she should have no trouble. Rand is a tougher nut to crack (as opposed to the almost laughably weak showing of the Virgola in Rand's route), but he too should fall without much trouble. Use whatever SP is needed- a few casts of focus should really be the only spells you need. Note that taking out Rand isn't actually necessary. On turn 4, events will play out regardless of whether or not he's been shot down. Said events involve Setsuko gaining the upper hand, then promptly losing it because Rand is a pretty studly guy. Toby once again intervenes in his magic Windam. This heartens Setsuko to no end, and she resolves to take down Rand once and for all- even if it is magic, a Windam is just a windam. However... BETRAYAL!11 Yeah, that whole thing was kind of suspicious. Still, damn, what a kick in the proverbial balls. Suffice to say, IT WUZ DA SPY ALL ALONG, SAPPIN' RAND'S SENTRY. All parties involved (save Asakim, of course, who's grinning like a loon throughout) are kind of ticked off at this, but Gunleon's pretty badly damaged and Setsuko is not only ticked off but near catatonic with despair. Things could scarcely get worse. Then, Setsuko sheds one of those symbolic, single tears. And the Gunnery Carver starts looking... a little different. With power born of the utmost despair, behold the Virgola Glory! Setsuko blows her foe right out of the sky in one shot- much to Asakim's delight. What a weird fellow. Also note that Setsuko's ??? skill is finally unlocked- SP regen! Anyway, he buggers off to lick his wounds and leaves Xine and a mess of crowy types to deal with you. Some Chiram units seem to be along for the ride as well, for whatever reason. Setsuko could probably handle these guys all by her self, but reinforcements will be coming shortly. Sadly, the Ray Pistol has gone back to being a TRI attack, but a mess of others become available for your smashing pleasure, including a MAP attack. The straight-line pattern can be difficult to use, but it may come in handy later. Anyway, your reinforcements will make the scenario into a fairly simple beat-down-athon. Again. Woo. The large number of Golnigus crows can worrying-they're rather accurate, so exercise caution with more fragile units. Xine herself has gotten stronger, but not by that much. At this point, 40K HP isn't very intimidating. When you're done, it's ROUTE SPLIT TIEM. You'll also get a clear bonus: 80000 in cash (on normal mode), 300 BS, and a few extra parts: A barrier field, a minovsky craft, and a linear sheet. Not bad for a day's work, I say! ******************************************************************************** Setsuko route stage 32 intermission As mentioned a bit earlier, it's time for a routesplit within a routesplit. Most intriguing. Basically, if you head for the ZAFT base, you'll go with all of your mobile suits and gundams. If you choose patrol, you'll go with the super robots for some Zambot 3 and Grendizer storyline. I usually don't go into in-depth route split analyses, but I would reccomend taking the ZAFT split. You'll get overall less money, but snag a cool mobile suit from the bazarr. At this point in time, it occurs to me that to cover all routes in the game at this rate would take me two more playthroughs- so I think I'll make two saves here and go through both in one. Just so you know, the first choice is the Zaft Base at Gibraltar, and the second is patrolling with the King Beal. Your platoons will once again be in need of some rearrangement. Move on when ready. ******************************************************************************** ---------------------------------------- |SETSUKO ROUTE GIBRALTAR SPLIT STAGE 33| ---------------------------------------- Allies: Henken (Radish) Fa (Methuss) Allied reinforcements: Turn 2 Camille Reccoa Allied reinforcements: Turn 4 Camille (Zeta Gundam) Allied reinforcements: All enemies shot down Argama Minerva 6 Squads Enemies: Ashimar x4 Gapusrei x3 (Jerid/Kakricorn/Mauer) Enemy reinforcements: All enemies shot down Ashimar -Ashimar -Ashimar x2 Gaplant (one contains Yazan) -Gaplant -Gaplant x2 Gelzuge -Windam -Windam x2 Messalla (Scirroco) Skill point: All enemies shot down by the start of turn 6 Well, naturally, some reinforcements will be on their way at somepoint. Until then, just stay put with the Radish and Fa's methuss. Also note that the Radish is notable in its rarity of use in the SRW continuity. On turn 2, Camille and Reccoa will arrive. Unless you've beefed up the Methuss with parts or upgrades, it most likely won't be of a great help. The Radish won't be particularly handy either, but aside from the MK 2, it's the best you've got. On turn 4, Camille gets blasted pretty well by the combined efforts of the Gapusrei Trio, but it seems that Henken's carrying a little gift aboard the radish- the Zeta Gundam! It transforms into Waverider mode and heads over to the east. Switch back to mobile suit form and fire away with the powerful weaponry. You should be able to do away with your foes in short order. Try to finish them off on your turn, unless you're pressed for time. The reason why becomes apparent- your forces start out in the water with their pants down. You have two options- pile everyone up on the ships and ferry them to the nearest island, or just slosh through the deep. Given the severe lack of flying squadmates, it seems likely that almost all of your squads will be land locked. Anyway, the enemies here aren't particularly fearsome. Except the ever glowy Scirrocco, who is still rather dangerous. Exercise caution. Fortunately, since the last time you fought, you'll have more in the way of resources to deal with the villain and his equally villainous hair-do. Of sort-of note is the debut of Yazan, a sleazy fellow if ever there was one. Fortunately for you, he's not that studly. Good at surviving, sure, but his gaplant squad isn't going to break any fearsome records. Even Scirrocco isn't -that- tough. His HP hasn't even been beefed up from Stage 12. This is probably a good thing, as the lack of enemies makes morale a bit of an issue. Thankfully, most of your forces should not be in need of it overmuch- Mobile Suits are generally better at operating under these circumstances than your Super Robots. ******************************************************************************** Gibraltar Route Stage 33 Intermission Several things of note here- you can equip the G-Defensor frame on the Gundam Mk II now to power it up, the RE-GZ is now available for your use (and is a damn good unit, surprisingly), and the Ashimar is available at the Bazarr, a good and rather aesthetically awesome mobile suit for your use. You'll need to spend a bit of time reassigning pilots to new mobile suits to make up for the upgrades. Reccoa is once again an event squad, as is Loran. Anyway, move on when ready. If you're interested in recruiting Sara, deploy Katz in some fashion next stage. Equipping a megabooster or two to Loran's Turn A would be a good idea as well. ******************************************************************************** ---------------------------------------- |SETSUKO ROUTE GIBRALTAR SPLIT STAGE 34| ---------------------------------------- Allies: Reccoa Allied reinforcements: Reccoa reduced to critical/Turn 3 Six squads Loran -Harry (SUMO) Enemies: HiZack x4 Marasai x2 Windam x3 Ashimar -Ashimar -Ashimar x2 Gelzuge -Windam -Windam x2 Gaplant (Yazan) -Gaplant -Gaplant Gran Trooper (Fei) Enemy reinforcements: Turn 3/Reccoa reduced to critical Wadom (One contains Po) -Wad -Wad x5 Soriel (Phil) Enemy reinforcements: One turn after first wave Gapusrei (Jerid) -Gaplant -Gaplant Marasai (Sara) -Hizack -Hizack Skill point: Phantom Pain defeated !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Sarah and Reccoa: Have Katz have a battle encounter with Sara +1 Well, this doesn't look entirely fair. Don't worry, though. Just have Reccoa cast Iron Wall and hunkerdown on some defensive terrain. Counter if you're confident, defend if you're not. Keep this up til turn 3 and the cavalry arrives much to everyone's relief. Unfortunately, Reccoa gets shot down by Yazan and the damned Major Phil stages a military coup and intends to make off with Dianna's flagship, the Soriel, with her aboard it. Harry joins up with Loran. Your main goal in this mission is to get Loran's squad to the Soriel. Thus the earlier reccomendation of Boosters/Megabooster. Anyway, split your forces- some to deal with the Phantom Pain forces, others to deal with the WaDOMs and whatnot. The skill point becomes clear now- blow everyone up before you fulfill the winning condition and clear the map. Nothing too strenuous, actually. A small kink to work out here is the fact that Jerid and Sara arrive aggravatingly far away and in the water. If you want to recruit Sara later, you need to attack her with Katz, of all people. Good luck with that. It's quite a trek to her posistion. The Soriel will take its time in getting toward the edge of the map, and you should be in a good position to catch it by turn 5. You can swoop in and end the map whenever. Just remember that shooting it down is a losing condition! ******************************************************************************** Gibraltar Route Stage 34 Intermission Well, that was fun. Things aren't nearly as busy as they were last mission, and you can form seven squads now. I'm all aquiver. Aside from that, not much to say. Just deploy Camille or Katz again to continue the Sara recruitment process. ******************************************************************************** ---------------------------------------- |SETSUKO ROUTE STAGE 35 GIBRALTAR SPLIT| ---------------------------------------- Allies: Argama Minerva 7 Squads Harry (SUMO) Allied reinforcements: Swesson attacks/attacked Kira (Freedom Gundam) (NPC) Enemies: WaDOM -Wad -Wad x3 Silver SUMO (one contains Po) -Silver SUMO -Silver SUMO x3 Almeyer x2 Soriel (Fil) Enemy reinforcements: Enemy phase turn 3/several squads shot down Mahiro (one contains Swesson) -Mahiro -Mahiro x5 Enemy reinforcements: Swesson attacks/attacked Ashimar -Ashimar -Ashimar x2 Gelzuge -Windam -Windam x2 Zamzaza -Windam -Windam Messala (Sara) -Gaplant -Gaplant Skill point: All enemies shot down before winning condition achieved !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Sarah and Reccoa: Have Camille or Katz shoot down Sarah +1 It's our job to stop the Soriel from launching. You've got seven turns. Sadly, the terrain is not on your side. Landlocked squads should probably pile up into the Minerva and hitch a ride over to the main island. After that, things are rather standard. The Silver Sumos aren't to be underestimated, though. After a few squads go down, or turn 3 enemy phase, Swesson and his Mahiro squad arrive. They can pound you pretty good if you're unprepared, so be careful. Use ALL/TRI attacks. A bit later on, some phantom pain forces, led by Sara, will arrive. Our friend Kira will also arrive, but this time to help you out. He's borderline invincible, and he won't steal your kills, so he's the ideal NPC ally. Take out Sara with Katz or Camille if you wish to recruit her later on. Try to have most everything taken out by turn 6, so you can reduce the Soriel to 10% HP without undue interference. Use Mercy, or if necessary, let Kira do it- either method will leave the good ship with 10 HP. Shooting down is a game over condition, so don't. ******************************************************************************** Gibraltar Split Stage 35 Intermission You meet up with your Super Robots again after this. Gravion has lost a pilot, and Godsigma has gained a powerful new attack. Cool beans. Rearrange everything and upgrade, fill up your squads as best you can, and off with you. Deploy Shinn and Camille. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 36| ------------------------ Allies: King Beal Argama Minerva 10 Squads Allied reinforcements: Stella Attacked/attacks Archangel Kira (Freedom Gundam) Ryouma (Getter Robo G) Marin (Baldios) Garrod (Gundam Double X) -Jamil (Gundam GX) -Paula (G-Falcon) Kei (Orguss) -Mai (Morapa Mai) -Ria (Morapa Mia) Enemies: Marasai -Hizack -Hizack x4 Ashimar -Ashimar -Ashimar x2 Gaplant -Gaplant -Gaplant x2 Gelzuge -Dagger L -Dagger L x3 Zamzaza -Windam -Windam x2 Garuda x3 (one contains Bask) Chaos Gundam (Sting) -Windam -Windam Windam (Neo) -Windam -Windam Destroy Gundam (Stella) Enemy reinforcements: Stella attacked/attacks Psycho Gundam (Scary Four) Skill point: All enemies shot down by the start of turn 7 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Stella: Shinn shoots down Stella +1 Stella is destroyed while Four is still on the field +3 Four is destroyed while Stella is still on the field, and Four points are not sufficient to recruit her +2 Four: Camille destroys Four +1 Four is destroyed while Stella is still on the field +3 Stella is destroyed while Four is still on the field, and Stella points are not sufficient to recruit her +2 Great Booster 2: After the stage ends, purchase the special item in the bazarr. This will only be available if you had Boss find the remains during stage 24. You'll receive the attack on the spot. Well, we've got a lot to do and not a lot of time. Start by charging ahead into the group of Marasais, then fan out from there. None of these enemies are new to you, except Stella's destroy, which is incredibly beefy at over 60K HP with a powerful MAP attack she can and will use against you. Don't worry about that now though- you'll want to focus on taking out everything else first, especially Neo and his purple Windam for the umpteenth time. This will cause Stella to cast Hotblood on herself, and better sooner than later when you're crowded around her and in her MAP range. Sting's received a beefing up to make up for the fact that Aul is pushing up daisies and Stella is otherwise occupied. He's tough, and his phase shift armor makes him yet tougher. Bask's Garuda is a pain in the ass- its got way more HP than it should have and a barrier field to sweeten the deal. When Stella attacks or turn 4 rolls around, things get... interesting. The other Half of Zeuth arrives! Hot dog! ...but they're not under your direct control. Uh oh. Well, at least that means you don't have to worry about them digging in to your budget with repair fees. And they certainly will help the cleanup. Four also appears in her Psycho Gundam. Not good. As the final steps to recruiting Four and Stella, take them down with Camille and Shinn, respectively. Honest, that's the last time you have to do it. Now, about that. Stella's new ride has a reflector, which blocks all attacks below 2000 Damage, making Center formation useless. She's accurate and powerful so exercise caution. Godsigma's new move and strongest attack reduces armor- using it on her when you begin your concentrated assault ain't a bad idea at all. Analyze will also come in handy. The order you take on the various foes in this stage doesn't really matter, as long as you do it quickly. When you take out Stella or Four, the remaining one will seem to come around a little and go to 50 morale. It might very well be a viable strategy to take out Four first to render Stella's devastating MAP attack unusable, though you have to position yourself well. Regardless of what you do, things end on a spectacularly bad note. This could get messy before all is said and done. ******************************************************************************** Setsuko route stage 36 Intermission But for now, let us not concern ourselves. First off, head for the bazarr. If Boss took the Great Booster remains back in stage 24, then the Photon Research Lab Report will be available for purchase. This unlocks the Great Booster a few stages early. It's a great, powerful attack with a low morale requirement, so it definitely couldn't hurt. Aside from that, next mission is fairly unremarkable, so just deploy Camille/Katz again and move on. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 37| ------------------------ Allies: King Beal Minerva Argama 10 Squads Enemies: Windam -Windam -Windam x4 Monsoon 20 -Monsoon 20 -Monsoon 20 x4 Ashimar -Ashimar -Ashimar x2 Paiaran (Jerid/Mauer) -Ashimar -Ashimar x2 Messala (Sara) -Gaplant -Gaplant Gran Trooper (Fei) Skill point: All enemies shot down by the end of turn 4 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Sarah and Reccoa: Camille or Katz must have a battle encounter with Sarah +1 Compared to the last few missions, this is pathetically easy. I don't need to give much of a strategy here- just run up and blow things up with all possible dispatch. The only thing of note are Jerid's new Mobile Suit and the fact that Camille or Katz need a battle encounter with Sara here to recruit her later. It feels weird writing this little, but what you see is what you get, and if you have problems with it, I'm amazed you made it this far. If you run short on time Kouji, Eiji, and Tetsuya probably know Hot Blood by now, and Setsuko learns Soul at level 45. ******************************************************************************** Setsuko Route Stage 37 Intermission Well, get ready for an interesting chapter. Note that Shinn is out on his own, and will be dueling with quite a foe, so be careful and maybe equip him with some extra parts. Aside from that, there's no Bazarr, so I have little else to say. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 38| ------------------------ Allies: King Beal Argama Minerva 10 Squads Shinn Allied reinforcements: Kira/Archangel shot down Banjou Haran (Daitarn 3) Four Murasame (Gaplant) (if requirements were met) Enemies: Gekko Go (Talho) Freeden (Sara) Iron Gear (Elchi) Glomer (Shaiya) Archangel (Murrue) Getter Dragon (Ryouma) -Lady Command (Michiru) -Steel Demon Robo (Steel Demon) Baldios (Marin) The Big O (Roger) Orguss (Kei) -Mai Morapa (Mai) -Ria Morapa (Ria) Solar Aquarion (Apollo) Grendizer (Duke Freed) -Marine Spacer (Hikaru) Gundam GX Divider (Jamil) -Gundam Airmaster Burst (Witz) -Gundam Leopard Destroy (Roybea) Gundam DX (Garrod) -G-Falcon (Paula) -Esperanza (Enil) Terminus 909 (Holland) -Terminus 606 (Mash) -Terminus 808 (Hilda) Walker Gallia (Jiron) -Xabungle (Rag) -Dagger (Dike) Nirvash (Renton) Esperanza (Gain) -Dobeck (Adette) -Panzer (Gauli) King Gainer (Gainer) -Panzer (Sara) -Panzer (Pero) Enemy reinforcements: Kira/Archangel shot down Monsoon 20 -Monsoon 10 -Monsoon 10 x4 Ashimar -Ashimar -Ashimar x2 Zamzaza -Windam -Windam x2 Skill point: Archangel/Freedom Gundam shot down by the start of turn 5 OHHH THIS IS BAD Well, Setsuko has a decidedly more difficult time on this stage than Rand for a couple reasons. The most being that on her route there are plenty of weak mobile suits to whack at and not that many tough super robots or battleships, but good Christ above, you're actually outnumbered here, by a very tough assortment of enemies. To make matters worse, a couple of "real" squad leaders will cast focus each turn, and a few "super" squad leaders will cast strike. This can be some seriously bad mojo. Super-high levels of potential make it difficult to even damage your enemies when they're at low HP. It's probably in your best interest to get this over as quickly as possible- Shin should cast focus every turn and fire away at Kira. Use his new Excalibur attack if you wish to speed things up a bit. When either Kira or the Archangel falls, all of the other ZEUTH folks will retreat with Orson. Banjou uses his epic speech to singlehandedly validate taking Setsuko's route. If you went through the requirements, Four will also accompany him in a Gaplant. Now, to business.. well, it's basically the last mission again with fewer enemies and your main force considerably more battle worn. Nothing of note, to be perfectly honest. ******************************************************************************** Setsuko route stage 38 Intermission Banjou (and maybe Four) has joined you, which is great news- the Daitarn 3 is huge, and very powerful. Aside from that, the Force Impulse frame permanently has the Excalibur attack. More or less, this means you have very little reason to ever switch frames again. Anyway, you should probably have enough units by now to fill up your ten squads. Next mission is a giant pain in the butt if you want the skill point, an enjoyable spectacle of total destruction if not. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 39| ------------------------ Allies: King Beal Argama Minerva 10 Squads Enemies: Spore Coralian -Spore Coralian -Spore Coralian x8 Nematode Coralian -Nematode Coralian -Nematode Coralian x6 Flatfish Coralian x3 Enemy reinforcements: Turn 3 Izumo (Yuergens) VC-10 -VC-10 -VC-10 x3 theEnd (Anenome) Enemy reinforcements: 8 Coralian squads shot down (this will happen twice in the mission) Spore Coralian -Spore Coralian -Spore Coralian x6 Nematode Coralian -Nematode Coralian -Nematode Coralian x4 Flatfish Coralian Skill point: 75 Coralians shot down by the start of turn 6 Series veterans may remember a similar skill point from Alpha 3- welcome to the STMC: Party Favor edition. The enemy Coralians are made of paper mache and some wishful thinking, but they're incredibly accurate, incredibly numerous, and they pack a decent punch. Supers and units with high armor and barriers will probably do the best job here, but if you're aiming for that point, then you absolutely must use TRI, ALL, and MAP attacks to their fullest, meaning that you can't really help but throwing everyone into the act. Minerva and Argama should be front and center with those handy MAP attacks. Setsuko also might find herself using hers as well. While all this is going on, it's important to remember that you need to keep them from reaching the bottom end of the map. On turn 3, some neutral reinforcements arrive in the form of the Izumo, theEnd, and some new KLF types. Ignore them- they won't attack you, and technically they're your allies. For whatever reason, you can fire on them, but it's a general waste of time. All you -have- to do is hold out until turn 5. Be aware- the coralians may very well shoot down some of your less beefy mobile suits. I can't honestly give much in the way of advice to you. Whether or not you get the magic 75 is up to your unit placement, willingness to counterattack, and weapon upgrades. ******************************************************************************** Setsuko Route Stage 39 Intermission Hoo. Well, nothing new in the bazarr (your Blue Stones are probably just about spent by now anyway). Next mission is even busier than the last, but at least the enemies are less of a threat. Do your stuff and get to it. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 40| ------------------------ Allies: King Beal Argama Minerva 10 squads Enemies: Gelzuge -Windam -Windam x2 Zamzaza -Windam -Windam Ashimar -Ashimar -Ashimar x3 Gapusrei -Gapusrei -Gapusrei x2 Izumo Battleship x2 Garuda Enemy reinforcements: Turn 2 Mecha Demon -Combat Jet -Combat Jet x4 Steel Demon robo -Mecha Demon -Mecha Demon x3 Sword Demon Robo -Mecha Demon -Mecha Demon x2 Captain Patch -Eyepatch Demon -Eyepatch Demon Mecha Fortress (Hidler) UFObeast GrawGraw -UFOBeast Golgol -UFObeast Golgol x2 Akudaigan -Big Octo -Big Octo x2 Jyrogiras -Guraken -Guraken x2 Dangaln -Domira -Domira x2 Eldar Battleship (Teral) Altron Space Cruiser (Afrotia) Bandock (Butcher) Enemy reinforcements: Several enemies shot down (like you want me to really count this many?) Jypalpa x4 Gelbeam x4 Grave Gelbeam x2 Golnigus -Golnigus -Golnigus x8 Elpis (Xine) Skill point: Reduce Garuda to below 2000 HP by the start of turn 7 Well, things don't look too bad to start. The enemies start out a good distance away, but that's nothing a few accelerates and boosts can't cure. On turn 2, things become vastly more complicated with the arrival of the Hundred Demons (which you probably haven't seen in a while) and the aliens. The Hundred Demons decide to assist the Feddies, while the alien forces are confident enough to be a faction all their own. You should probably continue your northward sweep to the Garuda. Just attack everything that comes in range and blow up as much stuff as you can. As more destruction piles up, the Fallen Angels, Xine, and her crow batallion all make an appearance as well. By now, the entire map should be more or less covered in enemies trying to blow either you or eachother up. To that end, to maximize your profits, try not to leave any units barely alive on at the end of your turn, lest there be kill stealing shenanagins. Now, the amount of enemies is huge, but there's really not that much to say here except KEEL EVERYTHANG. The Garuda has 60K HP, if you're interested in the skill point, so be sure to send strong units thataways. The map ends either at the start of turn 7 or when the winning condition is met. Needless to say, the cash you earn from this mission is obscene. Also for your troubles: A clear bonus of 200000 in cash and 1500 Blue stones (on normal mode). Damn. ******************************************************************************** Setsuko Route stage 40 Intermission The reason for all of this becomes apparent- Welcome back, other half of Zeuth! Now, there's tons of things to note here, and I'll do my best. You've seen some of this stuff earlier in the Zeuth VS Zeuth battle. Garrod's received his new Double X Gundam, which also has the Satellite Cannon system. Enil has joined in the Esperanza, a nice resupply unit. Paula's G Falcon is capable of docking with the DX to add some new attacks and cut down on the cannon's charge time. Jamil has taken up residence in the original GX. Getter Dragon has received the Shine Spark attack, a very powerful finisher. Grendizer has rejoined, though you probably new that already. Baldios has been powered up a bit and has a new attack, Pal Saber Dringing. The low morale requirement and high power make it a keeper. The Orguss has also received a statistical powerup, and Orson has joined in the Orguss 2, which has a combo attack with the original. Gainer may or may not have received the Game Champ skill, which boosts his skill to insane levels at 130 morale. The Big O has received two new attacks, O Thunder and the plasma gimmick. The O thunder is a very powerful ranged move, only adding to the Big O's studlyness. Plasma Gimmick is a strong map attack, but it has somewhat small range. Still good to have. Aquarion has received... a lot of new attacks, actually. The Mugen Cross and Mugen 3D attack you'll be using quite a bit. Last but not least, Renton has taken over piloting the Nirvash, and it has been upgraded to the Nirvash Spec 2, who's main gimmick is the obscenely useful Seven Swell MAP attack, which has a massive radius and high power. Man, sort that lot out, I ask you. Fortunately, your massive reserves of cash should make upgrading fairly painless. Precedence should probably go to units you know are good but haven't had a chance to upgrade much (Big O, Getter Robo, Aquarion). Get your 16 (!!) squads together and move on, to begin the final 20 stages, together as a joint ZEUTH! (Rand and Setsuko's route join here, in case you couldn't infer) ******************************************************************************** ------------- |SCENARIO 41| ------------- Allies: Glomer 2 Battleships 16 squads Enemies: Temora -Temora -Temora x21 Eman carrier Enemy reinforcements: All enemies shot down/Eman Carrier shot down Aishkik -Aishkik -Aishkik x7 Aishkik Commander Model -Aishkik -Aishkik x5 Naikik -Naikik -Naikik x4 Chiram carrier x3 Aishkik Commander Model II (Robert) -Aishkik Commander Model II -Aishkik Commander Model II Naikik Atena model (Atena) Enemy reinforcements: Enemy phase turn 3 Golgolni -Golgolni -Golgolni x10 Skill point: Clear map by the start of turn 6 THE MOON IS OUT ENDING POINT ALERT: TWO POINTS First point: Do not destroy all Eman platoons and Battleship before the Chiram arrive! If you do destroy everything, you will lose an ending point! To do this, wait until turn 4 while leaving one Platoon and the battleship alive. The fun doesn't end there, though- to gain the point, you must leave the Chiram carrier group and some normal Chiram squads alive and take out Robert to end the map. My sources lead me to believe that if done correctly, the leader of the Chiram will arrive and rid you of the crows, then Anisha will arrive for negotiations. Second point: Convince Atena with Kei, then Orson. If successful, she'll join on the spot. !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Atena: During this stage, have Kei convince Atena, and then Orson. She'll join on the spot. The order of convincing matters! Fallen Angel Feathers 4: Head for the bazarr, and you'll receive it for free. It's our first battle once again as the joint ZEUTH! And it's an exceedingly simple bloodbath. Eman jets are pretty pansy, your supers just might need a bit of help hitting them. A leadership aura should fit the bill nicely. If you've used the King Beal extensively as I have (the Ion Cannon is a great all attack), it should have a pretty large aura. Anyway, the second turn is absolute mass murder. Beware, if you put a real out too far, it'll be in pretty grave danger of being gangbanged thanks to the successive attack penalty. Defend if things get too hairy. Stay out of the carrier's range so it comes to you on turn 3. A couple of attacks will down it easily, especially now that so many folks have finally learned hotblood. Once you take down the carrier... Chiram, thousands of them! The only thing to -really- note here is that you do not want to attack Atena. At the earliest opportunity, convince her with Kei, then Orson. The order matters! Do it Kei, then Orson. She'll join on the spot- I believe that she joins automatically, but you get her a bit earlier this way. Again, there's not a whole lot to say except that the scenario ends once you get rid of Robert, so keep that in mind if you're aiming for the skill point. On turn 3 enemy phase, a bunch of Asakim's crows appear to bother you. Fortunately, they're neutral, so they help clear out the Chiram for you. Now, it's actually possible to take out all enemies within the skill point time limit with sensible use of the Seven Swell Map attack. Even if you don't, you get an -absurd- amount of money on this mission, so just enjoy it. On top of that, you get a clear bonus of 100000 bucks and 1000 Blue stones. ******************************************************************************** SCENARIO 41 INTERMISSION If you've been getting all the Orguss items, head for the Bazarr and you'll grab a Fallen Angel Wing. Pretty cool. Also pretty cool is the Golem Overman on sale. Buy it for one of the Gauli squad. Anyway, several of your Supers are in event squads. It's actually kind of overkill, but I digress. Zambot, Daitarn and God Gravion are all out on their own, so equip them accordingly and fill in squad gaps. ******************************************************************************** ---------- |STAGE 42| ---------- Allies: King Beal Two battleships 16 squads Zambot 3 -Daitarn 3 God Gravion Allied reinforcements: Zerocross shot down Grantrooper (Fei) Enemies: Midifo -Midifo -Midifo x5 Grawgraw -Golgol -Golgol x2 Kraken -Domira -Domira x3 Dangaln -Kumoganira -Kumoganira x2 Jyrogiras -Halbee -Halbee x3 Parirat -Guraken -Guraken x2 Eldar Battleship x3 (one contains Teral) Enemy reinforcements: Teral's ship reduced below half HP Byudoer -Jyuetal -Jyuetal x4 Magald -Tekurel -Tekurel x2 Zerocross -Tekurel -Tekurel Skill point: Map cleared by the start of turn 7 THE MOON IS NOT OUT ENDING POINT ALERT: Point one: Aki survives (This is a very long and complicated process, look in the secrets section) This isn't a very complicated scenario. Just move in and blast the various Alien alliance enemies. Give 'em the ol' chopchop, as it were. The Midifos exist only to provide you with some early morale. They are utterly pathetic. The rest of the enemies are pretty much the same as always. The King Beal's squad leader ability is helpful here- group units around it when dealing with any Megaboost type enemies for a damage boost. I believe once you take out a megaboost... Aki, Kappei's friend, is apparently used as a human bomb. This, suffice to say, makes Kappei -incredibly- angry, and nobody else is entirely pleased. To this end, he rockets up to 200 Morale, making him quite the damage dealer for this mission. Now here's the deal- if you want the skill point, you need to reduce Teran's ship to below half HP by about Turn 4. Otherwise, you won't have the time to take down the enemy reinforcements. Now about those guys... The Zeravia, which are a first for Rand Route players, are tough bastards. High armor, HP regen, and high HP. Powerful attacks, as well. They kind of put you in a bad position, being attacked from both sides. Trigger them early in your turn. They're honestly kind of intimidating, but don't falter now. They're also rather accurate, but not anywhere near as bad as the Coralians. Once you start chewing into them, it's not so bad. The damn things look scary enough, though. On turn 5 I would reccomend giving your all into taking down the Zerocross to get events moving. Using Gravion as one of the units to do it is reccomended, because when you do take it out, something funky begins happening to Gravion. The Zerocross absorbs its power, and Touga pushes it back to the edge of the map to keep the others from being blown to smithereens by the self destruct. Eina... does... something to stop this from happening, but is killed herself in the process. Dismayed (understatement alert!), Touga leaves the battlefield. Fortuantely, the Gran Trooper, piloted by Fei, arrives to help you fight. It's not a bad unit at all, but that doesn't mean you should just throw it at your enemies. It's just cleanup at this point, thankfully. Your morale-maxed units should be able to easily tear through whatever's left. Teral is tough, and he only gets tougher as his HP dips. Even when you do him in, he's not quite through- but Kappei and Banjou team up to finish him off with a truly studly new combination attack. However, Teral decides that it's for good- he takes full responsibility for the Human Bomb stunt and goes down with the ship. But damn is this isn't a downer mission. ******************************************************************************** STAGE 42 INTERMISSION Hoo. Well, put Daitarn and Zambot back in your squads, and equip Shin and Rey with some enhancement parts. Check out the bazarr, if you wish, do your upgrades and whatnot, then move on. Next stage is a little weird. ******************************************************************************** ----------------- |STAGE 43 PART 1| ----------------- Allies: Shinn (Destiny Gundam) Rey (Legend Gundam) Enemies: Athrun (Savior Gundam) Skill point: None ENDING POINT ALERT: First point: Wait for turn 4 and let events play out Ugh... this is almost as bad as that time in MX where you had to control Ayato as he beat the living daylights out of Asahina. Despite the fact that Athrun is clearly in the right here, and has Meyrin aboard his ride to boot, you've got to take control of RRRAGING idiot and Rey to take him down. I can't look. On the bright side, Shinn's Destiny is a damn cool new mobile suit. Partly because of this, Athrun gets royally trashed. Don't worry, folks, he'll be okay. I'm sadly unsure if I can say the same for Meyrin. ----------------- |STAGE 43 PART 2| ----------------- Allies: Harry (SUMO) Bartfeld (Gaia) Lacus Clyne (Eternal) Allied reinforcements: Turn 2 Gym Gingaham (Turn X) Allied reinforcements: 3 squads shot down since the arrival of Gym Kira (Strike Freedom) Enemies: Galpaltea Beta x8 Gabusrei x4 Borink Zaman (Sara) Pallas Athene (Reccoa) Salamas Custom Enemy reinforcements: 3 squads shot down since the arrival of Gym Zaku Warrior x3 Gana Zaku Warrior x3 Gouf ignited x2 Gouf ignited White (Yzak) Skill point: Shoot down the Salamas Custom by the start of turn 6 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Yzak: During this half o the stage, have Kira shoot down Yzak Well, the situation could be worse, but it could be a good deal better. On one hand, you have ORD POWER on your side, and Bartfeld is no slouch either (or at least he wouldn't be if the damn gaia had the deceny to come with 3 upgrade bars like the Sumo, dammit), but the magic Pink battleship of doom has never been all that great. Still, you'll need to use all of your units to blast through to the battleship in back, so charge ahead, Harry with Focus in the lead. On turn 2, Gym motherfucking Gingaham appears. On your side, of all things! The Turn X is unbelievably studly, helped in no small part by Gym's incredible stats. Before unleashing hell with him, take down three squads with your original units to trigger some enemy reinforcements. This will delight Gym to no end, because they show up pretty near his line of fire. To make things even better for you, Kira flies in with, of all things, the Strike. He nearly gets his ass kicked thanks to the insane outdatedness of the strike, but makes it to the Eternal. Lacus, famed giver of stupidly powerful mobile suits, hands over the Strike Freedom. Which is gonna make some bitches stop. I mean, in terms of raw statistics, the Turn X is better, but of course it is! It's some goddamn black history thingy! Anyway, enough digressing, more slaughter. Gym should ram straight into the Zaft forces and have some fun with them, while Kira and the others should keep on at it with the original titans. Given that there are no true squads here, you won't have much difficulty in the owning department. The Turn X doesn't hit true OWNZ levels until Gym gets to 130 morale, where Extreme and Guard activate. That more or less means he's untouchable, and if he does get hit, the damage will be small to pathetic. Enjoy it while you can, because Gym will become a recurring boss later on. And that's a frightening prospect. The Salamas should fall easily, but it is a good distance off. Don't stop moving towards it. Reccoa and Sara are no match for Harry, Gingaham, and Kira. Bartfeld can help too, but the Gaia's lack of upgrades is crippling. Also, Kira should shoot dwon Yzak if you want to recruit him later. ******************************************************************************** STAGE 43 Intermission Well, that was fun. You've got some new toys- the Destiny, the Legend, and, most importantly, the Nu Gundam. Don't upgrade the Legend- it's definitely a good MS, but Rey will leave permanently pretty soon. Lunamaria is in the Impulse now, so the two Zakus that Rey and Luna were in are up for grabs. Sadly, you have no one really capable of piloting them. The RE-GZ is also pilotless, and definitely a good unit, so put someone else in it. I used Gavan from Turn A, because he's a sexy beast. Anyway, rearrange your squads to accomdate the new arrivals (Destiny is very beefy, as you might have seen earlier) and move on. Deploy Baldios in some fashion to unlock his most powerful move next mission. ******************************************************************************** ---------- |STAGE 44| ---------- Allies: King Beal 2 Battleships 16 squads Allied reinforcements: Rubina reaches edge of map/Necross/Afrotia shot down God Gravion (Touga) Gran Trooper (Fei) Allied reinforcements: Futaba shot down/Enemy squads reduced below 12 Sol Gravion (Touga) Allied reinforcements: Artificial Sun attacked after it is vulnerable David (Fixer 1) Enemies: Big Octo -Algae -Algae x5 Akutekan -Big Octo -Big Octo x3 Kraken -Domira -Domira x4 Jyura -Big Octo -Big Octo 2 Dangaln -Domira -Domira x2 Jyrogiras -Halbi -Halbi x2 Parirat -Guraken -Guraken Eldar battleship (Dalton) Altron Space Carrier (Afrotia) Artificial sun Enemy reinforcements: Turn 3/Battle encounter with Afrotia/squads reduced below 18 Necross (Altron space carrier) Enemy reinforcements: Necross shot down/Afrotia shot down/Rubina reaches edge of map Tekuril -Jyuetal -Tekuril x4 Magald -Tekuril -Tekuril x2 Zeracross -Tekuril -Tekuril x2 Enemy reinforcements: One turn after Zeravia appear Grave Gelbeam x10 Gelbeam (Futaba) Enemy reinforcements: Futaba shot down/ enemy squads reduced below 12 Bedoel x2 Skill point: Defeat all enemies before defeating the Artificial sun THE MOON IS NOT OUT ENDING POINT ALERT: Point one: Rubina escapes Point two: Futaba shot down by Aquarion Point Three: Map finished within two turns of Sol Gravion's arrival !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Rubina: Make sure that Rubina escapes, either by protecting her until she gets to the edge of the map or destroying Aphrotia or Negross before she's shot down Baldios's Baldiorizer: Deploy Baldios and make sure it survives through the whole stage. It will unlock automatically when the Artificial Sun is shot down. Don't let the skill point fool you, there's a time limit on this stage, it just doesn't start until later, thankfully. For now, don't get into Afrotia's range! She's the pink battleship up front. Stay at least nine squares away so she can't snipe you- if you initiate a battle with her, then you'll trigger events before you want them to be triggered. Also, do -not- take out more than four enemy squads before turn 3! You'll thank me for this later. You can keep track of how many enemy squads there are on the fifth option down on the command menu. For the first two turns, just blast what rushes towards you and remember to check frequently how many squads are left. On turn 3... Rubina escapes in a slightly beefier than normal Midifo. You need to make damn sure she doesn't get shot down. To this end, blow up everything around her. You'll want to send a few powerful units to blow up Necross over to the north, or Rubina won't last long. Keep Baldios around near Afrotia to draw her fire. Now, if you want the skill point, it might behoove you to send Renton up north near the artificial sun to nuke the coming reinforcements with the seven swell. Now, this isn't -necessary-, and I dislike having one unit get so many kills, so it's up to you. Which way Rubina will go is pretty much anyone's guess. Save at the beginning of turn 3 and hope for the best. Turn 5 should be the time where you blow up Necross- this will let Rubina escape and trigger the arrival of some Zaravia, and God Gravion and the Gran Trooper. Use Trust on God Gravion and lure the Zaravai towards your forces- or nuke the bastards with Renton, if you got him into position. The next turn, or when you take out a couple squads, Futaba arrives with some Fallen Angel friends to make life miserable. He's not actually too bad, but he does have that blasted Double Movement skill. The Grave Gelbeams have gotten a bit stronger, and they can do mean damage even to heavily armored super robots. Work on them as the Zeravia come towards you. If I may make one small suggestion, start moving towards the Artificial Sun. When you take down Futaba, a million things seemt to happen at once. Aquarion has a neat scene with him where Apollo uses some sort of Mugen punch variant to knock him out, even more Zeravia appear, the Sol Gravion arrives and takes them out, Eina is still alive, even -more- Zeravia appear, Sol Gravion takes them out again in a rather spectacular fashion. Also, everyone gets to act again and is fully restored. THIS JUST IN: To make Rubina's escape much easier, just take out Afrotia. This will speed events along, but it makes keeping her alive much easier and doesn't necessitate a mad dash towards Negross. HOOM. I think you're probably getting kind of tired of this scenario right about now. If you want the skill point, stick it out and blow up more doods. If you don't, head right for the artificial sun, which is now vulnerable. You've got three turns to do it in. Note that the Zeravia are actually quite a bit weaker than in mission 42. When you attack the artificial sun, David shows up in the fixer one. WHO BLOODY CARES. Now, the Artificial Sun has neither prevail nor HP regen. You can easily reduce it to critical HP at the first opportunity, then leave it as you clean up. I don't know what the trigger for the Baldiorizer move is, but I think all you have to do is deploy Baldios and he'll get it when you take out the Artificial Sun. It's pretty FABULOUS. Pat yourself on the back if you manage to get the skill point -and- Rubina. ******************************************************************************** STAGE 44 INTERMISSION Well, take a short breather. Sol Gravion has joined you, as has the GranTrooper. Jiron and Rag (Gallia and Xabungle pilots) are event units, so equip them well. So is Holland's 909. Anyway, nothing new in the bazarr, use your cash to upgrade, etc, compensate your squads for event units, etc. ******************************************************************************** ---------- |STAGE 45| ---------- Allies: Jiron (Gallia) Elchi (Xabungle) Holland Minerva Gekko Go Two battleships 16 squads Allied reinforcements: Sting Shot down Jiron HOlland Purin (Doran) Enemies: Galzuge -Windam -Windam x3 Zamzaza -Windam -Windam x2 Paiaran -Paiaran -Paiaran x2 Yuurid -Dotreis Neo -Dotreis Neo x5 Ashimar -Ashimar -Ashimar x3 Raswado (Abel) -Dotreis Neo -Dotreis Neo Gundam Ashtaron (Olba) -Gator -Gator Gundam Virsago (Shagia) -Gator -Gator Garuda (Bask) Enemy reinforcements: Holland/Jiron reaches the marked spot Destroy Gundam x3 (one contains Sting as is very beefy) Psycho Gundam x2 Enemy reinforcements: Sting shot down Big Duo (Schwartzvald) Skill point: Clear map by the start of turn 6 ENDING POINT ALERT: First point: Holland/Jiron reaches the designated point Second point: All Titans squads survive the battle (the neutral forces) !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Xabungle Unit 2 2: Visit the bazarr after the stage and purchase the special item on sale. Well, this is a fairly nice break. Not every enemy you face has 8K plus HP, but the larger mobile armors are equipped with reflectors, which, as you know, are a big pain. Your goal is to get Jiron or Holland to the highlighted squares. Both characters know Boost, so no big thing there. The real thing to worry about here is getting rid as many squads as possible while heading towards the middle of the map. The enemy reinforcements... can be gnarly. On turn 3, bring Jiron or Holland to the glowing squares first thing- then get ready to blitz Sting, who appears in the center of the map. The weaker suits piloted by grunts can be kind of annoying, but they're not too bad. Sting is the kicker. He'll not hesitate to unleash his MAP attack against you no matter what all's in range. Focus all your fire on him to trigger the return of Jiron, Holland, and Purin. Walker Gallia gets a totally sweet new attack, the ICBM toss. Let a Psycho Gundam have a taste of the destructive hilarity. On a different note, the Titans that show up after Jiron and Holland reach the building are your allies for now. They won't attack you and you can't attack them. They'll get wrecked pretty quick against the superior ordinance, but no matter. Big Duo will also appear when Sting is shot down. He's always fun to fight- he'll go for Roger, as per usual. The Titans will probably wear him down a good bit before he gets a chance to go after you, so that's good. Anyway, this is mostly cleanup. Bask's Garuda is incredibly tough, and his high levels of Potential don't help, but your army of superpowered bots should plow through easy enough. The high HP psycho and destroy gundams are a pain, but you've got plenty of time if you move intelligently. Note that when you take down one Frost
brother, the other retreats. You can get both with the satellite cannon if you want, but honestly it's kind of a bother. ******************************************************************************** STAGE 45 INTERMISSION Well, we're getting to that point in the game where upgrading becomes a bit more of a hassle. Stuff's getting more expensive, and all that, and the amount of units you have is ever growing. At this point, weapon upgrades are probabl your best bet. After a while, upgrading the other stats gets kind of overkill. Anyway some new Titans mobile armors at the bazarr if you're interested. Though most UC characters worth using already have a mobile suit to call their own... maybe one of the Turn A folks. Anyway, no event squads to note next mission, so put Jiron, Holland, and Rag back in their squads. ******************************************************************************** ---------- |STAGE 46| ---------- Allies: Minerva Argama One battleship 16 squads Allied reinforcements: Enemy squads reduced to 10 Kira (Strike Freedom) Archangel Allied reinforcements: Lancerow attacks Harry Ord (Sumo) Allied reinforcements: Phase after Harry arrives Infinite Justice (Athrun) Akatsuki (Neo) Enemies: Murasame -Murasame -Murasame x6 Yuukurid -Dotreis Neo -Dotreis Neo x5 Gelzuge -Windam -Windam x3 Zamzaza -Windam -Windam x2 Paiaran -Paiaran -Pairan x2 Destroy Gundam x2 Battleship x2 Garuda (Jamaican) Enemy reinforcements: Enemy squads reduced to 10 Gaza C -Gaza C -Gaza C x6 Kurawada -Kurawada -Kurawada x6 Kurawada (Lancerow) -Kurawada -Kurawada Turn X (Gym Gingaham) Skill point: Clear map by the start of turn 5 THE MOON IS NOT OUT ENDING POINT ALERT: First point: 12 squads shot down by the end of turn 4. This is very easy and you will probably end up doing it anyway- Ginganam will arrive and whack Shinn when this is achieved. HOORAY MEYRIN'S STILL ALIVE *ahem* Sorry, I've never seen SEED Destiny, and I don't think I could bear to see yet another cute girl get blown to bits/cut to ribbons/etc. by the RRRAAAGE of some idiot with weird eyes. Anyway, Alpha 3 players might find this map to be a bit nostalgic- we're in Orb again! Though in a rather different capacity- we're the attackers now, not the defenders. Some of your squads might start off in the drink, so try to make it so that your landlocked folks start on or near the dock to cut down on lost time. You don't have a lot of time to lose in this mission if the skill point is your aim. Dash forward with accelerate and boost and lay into the kind of weak murasames with post movement TRI/ALL attacks. When you take down 3 enemy squads, Athrun will appear in a Gold Murasame unit. He's on your side, but he won't talk to you and he's an uncontrollable kill stealer. Grar. What a pain. On turn 2, DON'T MOVE SHINN, continue on as you were, taking out as many squads as possible. When the squad number drops to ten, a bunch of events happen. One of the few ballsy SEED characters, Cagalli, appears in the Akatsuki to wrest Orb back from the dipstick who took over from her, or something. All of the titans and Logos folks retreat. For whatever reason, this makes Shinn really mad. He dashes over and faces her down, despite the entreaties of his friends/and or superiors. Before anything further can happen, Gym Gingaham shows up to wreck things (sadly not on your side). He smacks Shinn a good one (cool!) and blows yet more things up. However, Kira appears to yell STOP IT ALREADY at him, which prevents from Cagalli from eating it. Shinn agrees not to lose it and let the Archangel crew help. However, some new enemies appear- with the ever sexy Lancerow in charge. This could be kind of bad, since by now your force is most likely almost all moved. Shinn's squad needs to -run- from Gym, who has strike autocast. This could hurt. Fortunately, the mobile suits on show aren't that powerful. You should able to survive okay. Defend when Gym attacks- if he uses the ALL attack, you should survive. Have someone cast friendship to heal up next round. When Lancecrow attacks, Harry Ord arrives with Lacus in tow. She delivers the Infinite Justice (GAG) to the Archangel. The phase afterwards, the IJ and Akatsuki (with Neo at the helm) join the same squad. This is what, 3 turns into the mission? Jebus. Visit your terrible wrath upon the enemy, but watch out for that bastard Gym. On turn 4, SURROUND AND RESTRAIN THE TURN X UNII-ahem. Gym is surprisingly not too tough at this point- he doesn't have a -ton- of HP and his ALL attack isn't insanely powerful. Blow him up, then go after the remaining enemies. Lancerow goes last. ******************************************************************************** STAGE 46 INTERMISSION None of the new mobile suits from last mission join you yet, because Destiny is kind of a complicated show. Gunleon is an event squad, so make sure you take that into account. Harry and Caris have joined you in the SUMO and Vertigo, on the other hand, which is pretty sweet. Upgrade, assign PP, etc. Oh, also note that Levan's Chaos Leo is also an event squad. Nothing new in the bazarr, sadly. ******************************************************************************** --------------------- |RAND ROUTE STAGE 47| --------------------- Allies: Asakim (Shourouga) Allied reinforcements: Turn 2 Rand Levan Allied reinforcements: All enemies shot down Iron Gear 2 battleships 16 squads Allied reinforcements: One turn after first wave Yasaba (Dogon) -Keginan (Dogon) -Enge (Dogon) Enemies: Hizack x2 Ashimar Dagger L x2 Gelzuge Monsoon 10 x2 Monsoon 20 Enemy renforcements: All enemy units shot down Yukurido -Gator -Gator x5 Gelzuge -Windam -Windam x3 Zamzaza -Windam -Windam x2 Golnigus -Golnigus -Golnigus x8 Chaos Leo (Levan, Crazy edition) Chaos Angaisu (Shuran) Chaos Caper (Xine) Shurouga (Asakim) SKill point: Down one of the Chimera units within three turns of their arrival THE MOON IS NOT OUT ENDING POINT ALERT: First point: Rand has a battle encounter with Asakim !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Rushrod and Yasaba 3: If you've obtained the Rushrod, Yasaba will appear during the stage and join afterwards. Well, to start off with, Asakim repays Rand for the friendly drink by taking on these noobs in his now much beefed up Shourouga. Rand and his relationship is an interesting one. Anyway, since it's pretty obvious that Asakim isn't staying around, you can either tank/weaken the enemies with Asakim during the first turn or destroy them. Up to you. It's no big loss either way, since Rand is probably one of your highest leveled characters. I have to say it's pretty lame you only get Battle Choir for his theme when he's on your side, though. Anyway, make sure you finish off all enemies on your turn. Because when you do... Well, that was new. Levan reveals that instead of the nice, pretty, cleancut guy we all thought he was, he's -fucking nuts-. And evil. So he attempts a surprise attack on the Gunleon. Rand, apparently since Asakim's betrayal some sort of supertraitordetector guy, expects this and shrugs off the blow pretty handily. This makes Levan pretty upset, so he retreats towards the cliffs and calls in his friends, including the other Chimera folks. Well, that's just fine, as ZEUTH is also on the scene. Kind of confused about all this, but on the scene none the less. The UN Manipulation, false information, and whatnot were all part of the Chimera's plan to get ZEUTH to destroy itself. Well, that didn't work, so now they're here to do you in personally. Yeah, right. YOu don't have much time, so charge ahead and blast everything you can. On the next turn, Yasaba of all folks shows up with two of the Siberian idiots in tow in a massively upgraded Dogon. ...It still kind of sucks, so keep him away from the action, since getting any of those guys shot down is a losing condition. This may depend on wether or not you got the Rushrod. Don't honestly know. Anyway, the first Chimera Brigade to reach you will probably be Xine, also the least studly. Analyze her, maybe use a move that reduces armor (Godsigma's final attack does this, as does Daitarn 3's) and hit her with your strongest moves. She should fall pretty quick, honestly. When she, does the mission ends. IMPORTANT NOTE: If this is your second playthrough (or any subsequent play after that), you will have a choice during the after-mission dialogue when Tallia is speaking with Holland, Jamir, Quattro, and Bright. The first choice is to stay with ZEUTH, which brings you to a new, slightly different set of missions where the Minerva crew stay with you. ******************************************************************************** RAND STAGE 47 INTERMISSION Well, your Zaft folks have left. Sadface. To make up for it, Coren Nander and Yasaba join your brigade! I'll take these guys over the Zaft prettyboys (minus Lunamaria, I like her <3) any day. In the bazarr are some flowers for Tifa if you've been following the whole Love Gift bazarr chain, and a RE-GZ (!!!) and Coren's old unit, the Eagle. Sweeeet. Also, Holland gets his Devilfish, which is nearly as studly as the Spec 2 nirvash (no sweet MAP attack, sadly). I had to sell a few spare parts to finance my purchases in the Bazarr (no blue stones for aaages), but I figure it was worth it. Also note that at long last, you're going into space. Some of your characters (Turn A, King Gainer, and Xabungle folks) won't do entirely too well up there, so be sure to compensate somehow (put them in powerful squads, equip thruster modules/A Adaptors, etc.). IF ON ZEUTH ROUTE: We're not going to space just yet, here- instead, we'll be dealing with Aquarion a bit earlier, so be sure to adjust and equip as you need to. ******************************************************************************** ------------------------ |SETSUKO ROUTE STAGE 47| ------------------------ Allies: Setsuko Levan Allied reinforcements: Both Virgola units shot down Enemies: Shurouga (Asakim) Virgola Unit 2 (Toby) Virgola Unit 3 (Denzel) Enemy reinforcements: Both Virgola units shot down Golnigus -Golnigus -Golnigus x8 Yurid -Gator -Gator x5 Gelzuge -Windam -Windam x3 Zamzaza -Windam -Windam x2 Chaos Caper (Xine) Chaos Anguis (SHuran) Chaos Leo (Crazy Levan) Skill point: Map cleared within 4 turns of the first enemy reinforcement wave THE MOON IS NOT OUT ENDING POINT ALERT: First point: Alternate Glory Star team defeated within 4 turns Well, this is strange. Looks like Asakim's yanked an alternate Glory Star team (sans Setsuko) from some world or other to fight her. He's marvelous company. Well, no matter- the Virgola Glory should make mincemeat of them by turn 2 enemy phase at latest. When you do this, things rapidly go south (as they are apt to do when Setsuko chases after Asakim). Levan reveals himself as being, instead of a pretty nice guy with a few neuroses about women, in need of -serious- -mental- -help- and attacks Setsuko while her back is turned. Apparently not being the super-traitor-detector-guy Rand is, Setsuko takes the brunt of this blow. Things get kind of weird. I would be tempted to say that Setsuko goes SEED mode, but that usually doesn't make you speak exclusively in katakana. Fortunately, before things can get too wiggy, ZEUTH arrives to lay some righteous smackdown on the Chimera unit. The Virgola Glory has actually been powered up a bit- most notably, the attack power of the MAP attack, Nautilus Carver, and The Glory Star has gone up and the unit has gained En Regen (small). The mission becomes kind of standard after all of the hoopla- you've faced all of these enemies, except Levan and Shuran, many times before. Use the same tactics as you always have. The Chimera units are moderately tough, but you should honestly be used to that sort of foe by now as well- Ginganam's Turn X was a bigger threat last mission. If you can swing it, I reccomend ganking Levan for his barrier field- I find those to be among the most useful of parts. I tell you this because when you down one Chimera, the others will bugger off. Very impolite. IMPORTANT NOTE: If this is your second playthrough (or any subsequent play after that), you will have a choice during the after-mission dialogue when Tallia is speaking with Holland, Jamir, Quattro, and Bright. The first choice is to stay with ZEUTH, which brings you to a new, slightly different set of missions where the Minerva crew stay with you. ******************************************************************************** Setsuko Route Stage 47 Intermission Coren has joined you with his Red Capool (three times as beefy!), and Holland's 303 Devilfish has also been delivered. On the flipside, the Minerva and her crew have left, so you'll need to rearrange your squads a bit. On the Bazarr front, two new machines are available for purchase: Another RE-GZ (!!) and Coren's old unit, the Eagle. Both are very worthy purchases, though at this point you may need to sell some older parts to finance this. Blue stones get mighty rare at this point. Of important note is that next mission you'll be heading into space, and your Overmen, Walker machines, and Turn A characters might need some help in the form of Thruster Modules to make sure that their B-Ranks don't hinder them overmuch. IF ON ZEUTH ROUTE: We're not going to space just yet, here- instead, we'll be dealing with Aquarion a bit earlier, so be sure to adjust and equip as you need to. ******************************************************************************** --------------- |ZAFT STAGE 48| --------------- Allies: King Beal 2 Battleships (Iron Gear and Freeden Unavailable, of course) 16 squads Allied reinforcements: Enemy squads reduced to 16 Archangel Kira -Athrun -Neo Enemies: Grawgraw -Golgol -Golgol x4 Kraken -Domira -Domira x3 Dangaln -Kumoganira -Kumoganira x2 Akudaigan -Big Octo -Big Octo x3 Jura -Big Octo -Big Octo x2 Altron Space Cruiser x2 Jyrogiras -Guraken -Guraken x3 Parirat -Guraken -Guraken x2 Eldar Battleship (Dalton) Enemy reinforcements: Gana Zaku Warrior -GaishR -GaishR x6 Blaze Zaku Phantom -GaishR -GaishR x6 Gouf Ignited -Zaku Warrior -Zaku Warrior x4 Naska Custom x3 Gouf Ignited White (Yzak) -Gouf Ignited -Gouf Ignited Skill Point: Shoot down all enemies, Dalton last, by the start of turn 5. THE MOON IS OUT (you're on it...?) ENDING POINT ALERT: You will -lose- an ending point if all ZAFT squads are shot down. !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Yzak 2: Convince Yzak with Athrun during this stage Two approaches to this map. If you want the skill point, fan out and take the fight to the enemy. If not, just wait on the first turn and let the enemies come to you. Should you want to hurry things along, keep a few things in mind. The Vegans (Northeast) won't require a whole lot of effort to down, so only send a few squads that way. The Megaboosts (northwest) aren't too bad either, more so if you send the King Beal that way to take advantage of the 40% damage boost to adjacent units. The Eldar and Altron enemies are toughest here, so devote the majority of your energies to them. Still, nothing here you haven't seen before. The annoying thing is that Dalton won't even move his butt until it's too late for the skill point. I made the mistake on focusing on the Altron machines. Try to take out Dalton near the beginning of your turn. Because things kind of hit the fan when you do. Black Charisma evacutes Dr. Wily (beats me what his real name is, but doesn't he look like a Wily?) and severely damages the King Beal. Cast guts a few times to regain that lost HP. And a huge mess of Zaft appear to the west. Be careful, there's a -lot-. A Twin Satellite Cannon MAP attack can take out a couple of squads if Garrod is placed well when they appear (this is mostly up to luck, he happened to be in the thick of things for me). Take out a couple of squads and the Archangel and Kira will arrive to help. Some of those on the militarily inclined routesplit are a little uneasy about this, but Quattro approves of their support. On the topic of the ZAFT, go for the squad leaders almost exclusively. The GaishR units are pretty pansy, but the Zakus and Goufs are not to be underestimated. Yzak is almost at this point a formality. Even with his boosted HP, he's pretty much a joke. You should take out everything- there's no timelimit. ******************************************************************************** STAGE 48 INTERMISSION Garrod and Paula are an event squad next mission, so adjust as necessary. The bazarr has gone back to selling normal mobile suits/armors. The Archangel's crew have joined you to a man, at long last. Incorporate them as you wish and move on to the next stage. Be sure to deploy Camille in some fashion. ******************************************************************************** ---------------------- |ZAFT STAGE 49 Part 1| ---------------------- Allies: Lacus (Eternal) Henken (Radish) Enemies: HiZack -HiZack -HiZack x6 Marasai -Marasai -Marasai x4 Yurido -Windam -Windam x6 Drake Custom x4 Arekisandoria (Jamaican) SKill point: none Very simple. Hardly really worth a write-up. Both Battleships should cast Iron Wall and charge. Try to blow up anything you can- you've only got two turns before this part of the scenario ends. Have fun using Henken for a little bit- a rare happening in the SRWverse. ---------------------- |ZAFT STAGE 49 PART 2| ---------------------- Allies: Eternal Radish Argama One Battleship 16 squads Garrod -Paula Enemies: Kurawata -Kurawata -Kurawata x9 Vertigo -Kurawata -Kurawata x3 Patouria Kurawata (Lancerow) -Kurawata -Kurawata GazaC -GazaC -GazaC x6 Endora x2 Guwatan Enemy reinforcements: Lancerow shot down/Turn 3 Messala -Gabsurei -Gabusrei x4 Paiaran _Gabusrei -Gabusrei x2 (Jerid/Mauer) Pallas Athene (Reccoa) -Pallas Athene -Pallas Athene Hamrabi (Yazan) -Hamrabi -Hamrabi (Ramses/Dangel) Anguis -Golnigus -Golnigus x3 Chaos Anguis (Shuran) -Anguis -Anguis Skill point: Clear map by the start of turn 7 THE MOON IS OUT ENDING POINT ALERT: First point: Camille, Quattro, Fa or Emma fight Reccoa and both survive !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Biosensor for Zeta Gundam: Make sure that you deploy Camille in the Zeta. Have him shoot down Yazan. An event will play out and the Zeta Gundam will gain the Hyper Beam Sabre and Waverider assault moves, as well as Biosensor mode, which activates at 130 morale. Sarah and Reccoa: Have Quattro, Camille, Emma, or Fa fight with Reccoa, then have Camille or Fa convince her. Yack, enemies everywhere. Now, they're not -new- enemies, but note that the Gaza C units do much better in space than in the atmosphere. Split your forces in two for now- western platoons should deal with the space revolution army, while the eastern squads should more or less stay put. A small note- keep Camille with the eastern group so he can easily get his new attacks. If you want, you can move the forces staying behind over east a little, towards the corner. This mightn't make sense at the moment, but reinforcements will be coming. The Strike Freedom and Infinite Justice should stick near the eternal for the Meteor combo attack. Enemy reinforcements appear when you blast Lancerow, or turn 3 rolls around. In my case it was turn 3, because I didn't hoof it enough to get in range on turn 2. This becomes quite the battle. This is why I reccomended you to head down toward the southeastern corner. You want to take out Shuran's Chaos Anguis ASAP. The MAP attack it has is -crippling- stopping any unit cold that it hits. Thankfully his unit isn't that beefy. Hopefully you've got a good amount of Supers down there. When you take him down, you can rest a bit easier. The MP Anguis aren't too bad, though they have high HP. Be careful of Camille here- with all of the Titans and whatnot that will be gunning for him, he can get gangbanged fairly easily. Take the necessary measures to keep him alive. As an aside I sort of forgot, Garrod will take five when the reinforcements arrive after receiving a drubbing from Lancerow. Don't worry, he's fine. Now the only special part of this scenario is that you need to take out Yazan with Camille to get some cool new weapons. The rest is pretty simple. If not entirely easy. I'd reccomend having someone cast Disturbance, which cuts enemy hitrates by half. YOu'll be facing a long enemy phase. Yazan's Hamrabi squad has a lot of collective HP, but otherwise, they're actually not that strong. In fact, their attacks are kind of weak (with the exception of their Spider Net combo attack which they can't use when one of them is shot down). To have Camille learn some cool new moves, use him to deal the finishing blow on Yazan. He'll learn the Waverider crash and the Hyper Beam Sabre. A note about Reccoa: when she attacks Quattro, Camille will recognize who she is, and the convince command becomes available. I don't think it has any effect right now, but you can do it anyway. Clearing the map in six turns is honestly tougher than it looks because those bloody capital ships start out so far away. If the skill point is your aim, have some powerful units break off early on to deal with them . The stage ends automatically on turn seven. It seems your foes have forgotten that they're not the only ones with a superweapon and leave their precious colony laser open to nuking by the Satellite Cannon. Woot! ******************************************************************************** STAGE 49 INTERMISSION If you've been following the whole love gift bazarr thing, visit the bazarr to get a rather nice reward: A soul of steel! This very powerful part is perfect for any unit. Aside form that, nothing new at the bazarr, or anywhere else, for that matter. Aquarion is an event unit- so if you want, you can give it that soul of steel to beef it up. Rolan, Coren, and Harry are also in an event squad together, but if you're like me, those units are pretty heavily upgraded anyway. Adjust as necessary and get going. ******************************************************************************** --------------- |ZAFT STAGE 50| --------------- I am D.O.M.E... Allies: Eternal Argama 2 Battleships 16 squads Solar Aquarion (Apollo/Sirius/Reika) Loran -Harry -Coren Enemies: Marasai -Hizack -Hizack x8 Yurido -Windam -Windam x6 Destroy Gundam x2 Raswado (Abel) Arekisandoria (Bask) Girty Lue (Ian) Enemy reinforcements: Enemy squads shot down Mahiro -Mahiro -Mahiro x6 Mahiro (Swesson) -Mahiro -Mahiro Bandit (Marybell) -Mahiro -Mahiro Turn X (Gym) -Mahiro -Mahiro Enemy reinforcements: Both enemy battleships shot down G-Bit -G-Bit -G-Bit x12 Gundam Virsago (Shagia) -Gundam Ashtaron (Olba) Enemy reinforcements: One turn after the second wave Golnigus -Golnigus -Golnigus x6 Leo -Golnigus -Golnigus x4 Assault Aquarion (Glenn) Chaos Leo (Crazy Levan) -Leo -Leo Skill point: Defeat all earth federation enemies, then shoot down the Girty Lue and Arekisandoira by the start of turn 4 THE MOON IS OUT ENDING POINT ALERT: First point: Destroy Shagia and Olba at the same time !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! G Bits 3: If you got the Black Box F after stage 27, the G-Bits will be on sale in the bazarr after the stage ends. Purchase them to unlock the attack. If you haven't fulfilled all the requirements, or you're on Setsuko's route, you can still obtain them if you have 50 skill points. Tifa as a subpilot: If you got the Black Box F after stage 27, Tifa will join Garrod in the DX during the stage. Alternatively, if you're on Setsuko's route, or missed two of the requirements, if you have over 40 skill points, you can still obtain this. Haro: If you've obtained all the other items in the chain, you'll receive it for free when you visit the bazarr after the stage. Well, the first part of this mission is exceedingly simple. All units start out with maximum morale, and the enemies aren't particularly tough. Waste them. To be honest, that's all the advice I can really give you at this point. After you take out a couple of squads, Gym appears with Marybell and some Mahiros. Don't concern yourselves with them- they're not tough or powerful, and you need to hoof it to get that there skill point. On turn 2, your main targets should be the Destroy Gundams. Feel free to take out the Mahiros on counters, but don't exert any of your offensive energies on them. Note that when Abel takes enough damage, he'll heal himself, gain the newtype X ability, and get two units in his squad. He's still a joke, though. Just blow him up again. Taking out the feddy ordinance should be no problem for you. Bask takes annoyingly little damage from even your strongest attacks, but he doesn't much HP. The Girty Lue is a complete joke, even though Ian has guard. Also, feel free to blow as much SP as you need, though that shouldn't be a lot. Anyway, the Requiem -almost- fires, but DOME and Tifa stop it. The Space Revolution Army arrives, but Dianna stops things from escalating to show us all... the Black History. This shit's way too complicated for me to really grasp in a foreign language, but rest assured, bad mojo has gone down in the past, and it's about to go down now. The Frost brothers use their satellite launcher to nuke the two Presidents, and then move to fire on Requiem- with various important folks like Dianna still inside. Loran moves to intercept- and activates the Moonlight Moth. This is kind of a double edged sword, because Gym's Turn X also activates the system. He uses it to melt Agrippa into goo, then buzzes off. Since the frost brothers are too crazy for anyone to really help, they've employed a whole lot of G bits to fight you. Now, here's the thing- there's no timelimit now for anything. What you want to do is land everyone on the Requiem Facility (not the round launcher, a small strip of concrete with a small dome on it) to take advantage of the regenerative bonuses it affords to landed squads and just wait there for the mass of G-Bits. Since you've probably already moved a few squads, finish your migration on the next turn. Speaking of which, Crazy Levan woman-hater extrordinaire appears with some more enemies- fortunately, they're neutral, so they might actually tangle with the G Bits. Anyway, just kind of stay put and blast anything that comes in range. Levan has a nasty MAP attack, but it has no status effect, so you can probably tank it. If you just want to be done with the Feddie forces, blow up Glen. He'll get out of dodge. Toma appears, and entices Sirius to join him. Apparently he's fed up with humanity's ugliness. Like the Fallen Angels are much better. Blagh. Well, Silvia combines with Reika and Apollo to form Aquarion Angel, which kind of sucks, but it's better than nothing. Now just focus on the G-Bits and the Frost brothers. Neither are very tough. The annoying thing about the Frosties is that they DON'T BLOODY MOVE. You've got quite a trek to get to them. Despite beefed up HP, they should prove to be very easy foes. The only stumbling block is that if you want both Solar Panels (and quite a bit of cash), you need to blast both in one attack. You'll need to work around Olba's support defense. To do this, either just ping them with weak attacks or use Direct Attack/Fury. The other option is to just use strong ALL attacks, like the Chromium Buster or ICBM toss. The satellite cannon fits the bill as well- I used it for the finishing blow. ******************************************************************************** STAGE 50 INTERMISSION I don't know what the trigger is for it, or if it's compulsory, but Lancerow joined me in his custom Kurawata. His cheap Faith and fairly beefy mobile suit, as well as good overall stats make him a good squad member, but damn if you're not just running the hell out of room. The Bazarr is the same as it has been. Don't worry about the Aquarion crazyness for now. It'll resolve itself soon enough. Put your Turn A folks back in squads and move on. ******************************************************************************** --------------- |ZAFT STAGE 51| --------------- Allies: Iron Gear Gekko Go One Battleship 16 squads Aquarion (Apollo/Pierre/Reika) Enemies: Naikik -Naikik -Naikik x3 Aishkik Commander Model -Aishkik -Aishkik x2 Aishkik Commander Model II (Henry) -Aishkik Commander Model II -Aishkik Commander MOdel II VC10 -VC10 -VC10 x8 Assault Aquarion Alpha (Glenn) Assault Aquarion Delta Assault Aquarion Omega Nirvash Type theEnd (Anenome) Battleship (Yuergens) Enemy reinforcements: Glen/Anenome attacks Steel Demon Robo -Mecha Demon -Mecha Demon x8 Sword Demon Robo -Mecha Demon -Mecha Demon x4 Combined Hundred Demon Robo x2 Captain Patch -Eyepatch Demon -Eyepatch Demon Mecha Fortress (Hidler) Mohora (Gelbeam Aiskyuron) Sirius (Gelbeam Mars) Skill point: Clear map by the start of turn 6 THE MOON IS NOT OUT ENDING POINT ALERT: First point: Moroha shot down You will LOSE an ending point if you shoot down Glenn! !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Assault Aquarion: To obtain Assault Aquarion a bit earlier, shoot down Aquarion Delta and Omega before shooting down Aquarion Alpha or Moroha. After the stage, visit the bazarr and purchase the special item on sale. You'll get it on the spot. Well, we're back on earth, which is good news for your Overmen, Walker Machines, and Turn A support characters. Anyway, charge ahead as per usual in these sorts of scenarios. Note that the Chiram units have been beefed up a bit. No big thing at all, just note it. You can probably take out all the Chiram sans Henry by the end of turn 1. On turn 2, focus on clearing out the Feddie forces and the two Aquarions not piloted by Glen. STAY OUT OF ANENOME'S RANGE so she'll come to you to make beating her down easier. On Turn 2 ENemy phase, she'll attack, which triggers a bunch of Oni slamming into your rear flank. Don't worry, you want this to happen. Sirius the traitor (like we care) and Mohora also arrive, both with Double Move (...WHY DOES HE GET THAT NOW). Don't worry, though. They start out far away. Better yet, you can get rid of them both pretty easily. First, take out Anenome. Then blast Glenn (after you've gotten rid of the other two Assault Aquarions!). After a bunch of events, any remaining Feddies and the two Fallen Angels will retreat. Enjoy the next Aquarion attack- though you can't use it. I guess we've been overcrowded on Aquarion attacks for a while. Now, the rest of the mission is Oni cleanup. No big deal- though watch out for the combined demon robos. They're tough and powerful. Move on down to blast them all. Hidler's Mecha Fortress has been beefed up by a goodly margin, but you can handle him easy enough. For someone who seems to be some sort of strange Hitler parody, he goes out in a pretty noble way. Things rapidly go to pot, however. A bunch of Megadeus Archetypes appear, so ZEUTH decides to buy some time for Renton to talk with Sakuya. After a lengthy talk, Norb and Sakuya send the blasted things away. Sadly, Alan Gabriel makes off with Dorothy. Bad, but not something that really affects you. However, the Overdevil appears and absorbs Gainer. -Really- bad, and it does affect you. Argh. ******************************************************************************** STAGE 51 INTERMISSION: If you took my advice and blew up the two AI controlled aquarions before Glen, head for the bazarr and buy the Vector machine. The Assault Aquarion is yours! Speaking of the bazarr, the Brocolli is for sale there- and it's the best walker machine available that's not the Xabungle/Gallia. Anyway, the Assault Aquarion is now available, the pilots being Reika, Jun, and Tsugumi. It will require more than a little in the way of upgrades to put it on the level of your normal unit, but it's actually every bit as effective as the original when you bridge the upgrade gap. ANYWAY, Gain, Sara, and Gauli are all event squads next mission. Infuriatingly, Gauli and Sara are in their Panzers. Gack. Rearrange squads as you need and buff up the Panzers with parts. Also, put some SP restoring parts on units with pilots that know Exhaust/daunt. ******************************************************************************** --------------- |ZAFT STAGE 52| --------------- Allies: Iron Gear Two battleships 16 Squads Gain (Emperanza) Allied reinforcements: Frozen Sara shot down Sara (Jinpa) joins Gain's platoon Keginan -Enge -Jyapolee (all in Dobecks) Enemies: Prometheus -Calico -Calico x4 Galapagos -Dagger -Dagger x4 Doran -Doran -Doran x3 Doran (Greta) -Doran -Doran Buffalo x3 Emperor Custom x2 Gear Gear (Hora) Broccoli (Timp) -Gapamento -Gapamento Black Domi -Black Domi -Black Domi x8 Dominator (Asuham) -Black Domi -Black Domi Golem (Frozen Gauli) Jinpa (Frozen Sara) Gainer B Black (Frozen Gainer) Enemy reinforcements: Frozen Sara's HP reduced below 50% Spore Coralian -Spore Coralian -Spore Coralian x8 Nematode Coralian -Nematode Coralian -Nematode Coralian x4 Mollusk Coralian -Mollusk Coralian -Mollusk Coralian x2 SKill point: All enemies shot down by the start of turn 7, Overdevil last. THE MOON IS OUT Yeah, this looks incredibly unpleasant. First thing's first, Exhaust the crap out of the Overdevil. Next thing, pump up any units that can give themselves morale and head straight for Frozen Sara. Analyze her, then shoot her down. Of course, when you reduce her below 50% HP, a whole bunch of coralians appear to give you trouble. Of course, they'll go after anyone in their range, and given where they appear, that could be anyone. Ignore 'em for now and finish off Sara. This will bring her back to her senses, as well as Gauli. Now that you've got that out of the way, you've got a choice. Go straight for evil Gainer, or spend some time getting cash from the various grunts. Once you snap Gainer out of it, everyone goes to maximum morale and the vast majority of enemies retreat, so there's not much point to this. Now, if you want the skill point, you still need to clean up the rest of the named enemies and the dominators. Which is a giant pain in the ass, but doable. Note that Hoora will transform to Mecha mode when beaten down. Personally, I'd just daunt the Overdevil again and kill his sorry ass in once and for all. Up to you. The skill point is certainly more profitable but it's more difficult too. I was kind of sick of it all at this point. Having the boss just sitting there in the middle ripe for owning was too great lure for me. Goddamn Overpiggy needs to -die-. Which isn't too tough if you keep the damn thing below 130 morale, actually. Don't let the high HP intimidate you, there's nothing to it. When you do him (and everyone else, if you want) in, welll... Just get ready to the monkey. ;) ******************************************************************************** STAGE 52 Intermission: Well, Cynthia's joined you in the Dominator. I think. Maybe. You also get a free Jinpa, which... isn't that great, but it's better than the Panthers. You'll need to put the various overmen back in squads. Godsigma is out on his own next time, so take the necessary precautions. Also, be sure to deploy Mazinger Z, Grendizer Great Mazinger, Getter Robo G, and the Big O! ******************************************************************************** --------------- |ZAFT STAGE 53| --------------- Allies: King Beal 2 battleships Godsigma 16 squads Allied reinforcements: Enemies: Halbi -Halbi -Halbi x6 Midifo -Midifo -Midifo x6 Jyrogiras -Guraken -Guraken x6 Barirat x4 Grawgraw -Golgol -Golgol x2 Grawgraw (Gandol) -GrawGraw -Grawgraw Eldar Battleship (Dr. Wily?) King of Vega/Beer Keg of Death (Great King Vega) Enemy reinforcements: Turn 3 Combat Jet -Combat Jet -Combat Jet x8 Steel Demon Robo -Mecha Demon -Mecha Demon x6 Sword Demon robo -Mecha demon -Mecha demon x4 Combined Hundred Demons Robo x2 Captain Patch -Eyepatch Demon -Eyepatch Demon Giant pie in the sky with spikes (Brai) Enemy reinforcements: Dr. Wily (?) reduced to 10 HP Skill point: Map cleared by the start of turn 8 THE MOON IS OUT ENDING POINT ALERT: First point: Reduce Doctor Wily/Professor Kazami's HP to below 2000 !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Big O Final Stage: To obtain this attack early, deploy the Big O and make sure it survives the stage. Shoot down the Big Duo Inferno, and you'll unlock this attack. Final Dynamic Special: Deploy Mazinger Z, Great Mazinger, Grendizer, and Getter Robo G and make sure they all survive the stage. Make sure that Grendizer shoots down the King of Vega, and you'll obtain the attack automatically. Alternatively you'll gain this attack when you shoot down Emperor Brai. Well, this is a much nicer map than the last one. You can take your time a bit more, the bosses aren't -right- in your face, nor do they have crippling Over Skills or MAP attacks. In fact, the enemies right in front of you are kind of pathetic. I do have some advice, though- lead with your tankers. The reason why will become readily apparent when any Cosmosaurus enemy attacks- because he had been on your side for such a long time, he's inputted your evasion data into the Eldar weapons. This puts your dodgy units in jeopardy due to their jacked jacked up accuracy. If you're the type to just MAP everything with seven swell, have Renton chill near the western side of the map. If not, do whatever. Chew into the easy enemies before you. On turn 2, take out as many of the Cosmosaurus platoons as possible. On turn 3, everyone will realize what's going on, and they resolve to take down the good doctor's battleship to critical status and rescue Toshiya's father. Sadly, a metric asston of Hundred Demons appear, along with Emperor Brai himself in... what appears to be a giant disc with spikes on it. If you wished to Seven Swell the enemy, now is your time. However, either way, your new goal is to reduce the professor's battleship to critical HP. Use Mercy- Kira has it, among others. When you do so- try to do it on turn 3- various events happen, the most notable being the arrival of Sandman in the Godsigma Gravion (G-godsigma, cries Toshiya!) and Alan Gabriel in the Big Duo Inferno (this is not good news, sadly). Sandman should, well, run from the mob of Hundred Demons. His unit is basically God Gravion with a different color scheme, and thus not capable of taking on an entire army. Make no mistake, it's still a good unit, but on its own it can't do much. Finish off the professor to keep him from pestering you any more (and so Alan doesn't mosy on over and steal your kill, if you leave him alone for that long). Do it with Godsigma for a new attack. Or maybe it's automatic? Dunno. ANYWAY. On turn 4, you should clean up any remaining Vega enemies (Gandal has this annoying habit of running after Alan who he can't even touch, so you'll probably get rid of him later, -after- King Vega, ironically) and stay out of the Beer Keg's range to get him to come to you to make the blowing up thereof easier. Alan will charge right at Roger, so don't worry about that. Turn 5 should be spent cleaning up Hundred Demons on the right and dealing with King Vega and Alan. To obtain the Final dynamic special, finish off the Beer Keg with Grendizer/Mazinger/Great/Getter. To get the Final Stage for Big O early, finish off Alan with Roger. Groooovy. Turn Six should be you getting in position to deal with Brai, who is the studliest guy on the map. Stay out of his considerable range on that turn and group everyone together- though, I had to leave some units behind to deal with Gandal. No big thing. Use your newly acquired moves to lay it into Brai and end the threat of the Hundred Demons (and the map) once and for all. ******************************************************************************** Stage 53 Intermission You've probably got a whole lot of cash. What you may also notice is that you've got a grand total of 18 squads to deploy next mission. Awesome. Also nice is the joining of Sandman with his God Sigma Gravion. Having another Gravion, even if it is slightly less studly, is always good, so sink some funds into that. Our man Sandman is also a great pilot, especially for a super robot. Anyway, get your squads together and get ready for a real fight. It's time to defend earth from the final alien offensive! ******************************************************************************** ---------- |STAGE 54| ---------- Allies: King Beal 3 battleships 18 squads Enemies: Kraken -Domira -Domira x4 Dangaln -Kumoganira -Kumoganira x4 Magald -Solider Zeravia -Soldier Zeravia x4 Zerocross -Tiegrell -Tiegrell x3 Hyudyoer -Jyuedar -Jyeudarx2 Agudaigan -Algae -Algae x4 Jura -Big Octo -Big Octo x4 Altron Space Cruiser x3 (one is beefier and contains Necross) Jyrogiras -Halbi -Halbi x4 Barirat -Guraken -Guraken x4 Eldar Battleship x2 (Nesa/Dalton) Butcher (Bandock) Enemy reinforcements: Enemy squads reduced below 30 Spirit Gatora (Gatora) Zeravaon (Hyugee) Galgos (Gagan) Skill point: Clear map by the start of turn 7 THE MOON IS OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Baldiroizer: If you didn't obtan this earlier, you can gain it here by deploying Baldios. Make sure it survives through the stage. You'll gain this attack when you shoot down the Spirt Gatora. Hooooo boy. This is... messy. You cannot split up, or you'll be overwhelmed. Move up towards the center in one mass, and blow things up as you go. If you're interested in the skill point, put Renton out in front so he can get morale, and get it quick. He'll need to have Seven Swell ready by turn two (use morale boost spells if necessary) to blow up large amounts of enemies. You need to reduce the enemy squads below 30 by then, or you really won't have much chance of cleaning up quickly. When you do, the three big bosses appear. They're all pretty studly. Don't worry about them for now, though. Just deal with what comes at you as you crawl up in a unit. Do not send any units off to deal with the Altron forces! You need all of your firepower in one place to deal with the quartet of bosses. They'll all come after you anyway. Now, for the bosses. They're all pretty tough, but not absurdly so. Gagan and Hyugi are probably your primary concerns, as they're the most proactive in going after you. There's nothing really out of the ordinary about them as bosses go, except for absurdly high levels of COunter and Potential. Now, here's the deal. When you take out Gagan, Godsigma chases after him. When you take out Hyugi, Sandman also goes after him. When you destroy the Spirit Gatora, Marin pursues him. Thus, you'll be deprived of three powerful units as the battle wears on. Plan around this. I actually had all three units take out their respective boss. For whatever reason, Zambot 3 doesn't follow Butcher when he explodes/retreats. Well, one less thing to worry about. The general rules of boss smiting apply- Analyze, use armor reducing attacks and hotblood to plow through. This isn't complicated, but it gets hectic. Clearing up in time for the skill point can be harrowing, but if you take my advice and stick together until the bosses come at you, you should be able to do it. ******************************************************************************** Stage 54 Intermission Well, no Bazarr. Godsigma Gravion isn't available right now (Don't worry, you'll get it back), and Zambot and the other two Gravion units are event squads. Given that you can still deploy 18 squads, you're going to be scrambling for units to deploy with the event units as they are. On the bright side, MEIN GOTT there's a lot of cash to go around. Deploy as many pilots that know Exhaust as possible. You may wish to put Fatman as one of your Walker Machine's subpilots, since you can't deploy the Iron Gear. ******************************************************************************** ----------------- |STAGE 55 PART 1| ----------------- Allies: King Beal One battleship 18 squads Zambot 3 Sol Gravion -Gran Trooper Allied reinforcements: God Sigma Gravion (Sandman) Allied reinforcements: Goma reduced below ~50% HP Eternal Soriel (Dianna Soriel) Enemies: Teiguril -Soldier Zeravia -Soldier Zeravia x5 Jyuedar -Soldier Zeravia -Soldier Zeravia x5 Magald -Teiguril -Teiguril x3 Zerocross -Teiguril -Teiguril x3 Hyudoel -Teiguril -Teiguril x3 Goma Enemy reinforcements: Turn 3 Gelbeam x5 Grave Gelbeam x5 G-Bit -G-Bit -G-Bit x8 Gundam Virsago (Shagia) -Gundam Ashtaron (Olba) Mahiro (one contains Swesson) -Mahiro -Mahiro x5 Bandit (Marybell) -Bandit -Bandit Turn X (Gym Ginganam) Skill point: All Zeravia, Goma last, shot down by the start of turn 6 THE MOON IS OUT ENDING POINT ALERT: First point: Ginganam shot down Second Point: Shagia Shot down Third Point: Olba shot down Well, the Goma is probably the toughest foe you've faced thus far. To make matters worse, you need to blow that bastard up before it reaches the edge of the map. You cannot slow it down with unit placement, and it will be able to move and attack every turn. If I may make a suggestion, before assaulting it, you should be on a diagonal so it doesn't blow your ass up with its gnarly MAP attack. Aside from that, just boost up and trash the Zeravia. On turn 3, things just go to hell. The Frost Brothers and Fallen Angels arrive, bent on the total destruction of the world. Gym Ginganam also arrives, just bent on destruction. He doesn't really care of what. Ignore all these guys and continue blowing up the Zeravia. Also, begin using Exhaust on the Goma so he doesn't MAP you. Using Disturbance/Confusion wouldn't be a bad idea. Also note that on turn 3, Zambot 3 is knocked out of the battle. On turn 4, you should focus on blowing up the Goma. Wait any longer and quite frankly you'll have a hell of a time catching it. Even if you're going for the skill point, you should still go for it. When you reduce the Goma's HP below about 40 or 50% percent, something extraordinarily awesome happens. Listen... to Meer's song! The ZAFT and the Federation do just that, and blow away the newly summoned Zeravia. Even the Frost Brother's immense hatred and Gym's bloodlust are stayed. You also get the Soriel on your side, which is damn cool. Now, mop up any remaining Zeravia and blow away the Goma. All your units are at Maximum Morale and SP, so it shouldn't be hard. When you do take him out, he regenerates a bit, but Sol Gravion and God Sigma Gravion unlock their most powerful attack and combine to become... ULTIMATE GRAVION! And they blow shit up but good. But there's still the question of Kappei... ----------------- |STAGE 55 PART 2| ----------------- Allies: Zambot 3 King Beal One battleship 10 squads Enemies: Tesugain x5 Hellguin x5 Bandock (Unit 8) Skill point: none. THE MOON IS OUT Well, everyone starts at Maximum morale. Kappei's got his 200 morale RRRAAAGE face on, too. The only downside is that you can only deploy 10 squads and the enemies are a bit tough. Fortunately, the King Beal will let you lay down the hurt on them posthaste. You can pursue this map in whatever way you want. Since the game doesn't allow me many opportunities to do so, and it's sort of my play style, I actually retreated a bit and hunkered down around the King Beal and let the enemy come to me. Just blast 'em all then blow up the Bandock one last time. Watch out for the MAP attack. ******************************************************************************** Stage 55 Intermission Well, not quite as much money as last time, probably, but still a lot. All of your event units are back, and Po has joined in her Silver Sumo, along with the Soriel, which is probably one of the best battleships in the game due to Queen Dianna's excellent support spells. Check the Bazarr for stuffs, upgrade, fix the squads that were mussed by the events, and move on. The next mission is a real doozy. IF ON ZEUTH ROUTE: Be sure to deploy both Shinn and Kira next mission so you can save Rei and Tallia. ******************************************************************************** --------------- |ZAFT STAGE 56| --------------- Allies: Argama Archangel Eternal One battleship 18 squads Enemies: Kurawata -Kurawata -Kurawata x4 Vertigo -Kurawata -Kurawata x3 Patouria x2 GazaC -GazaC -GazaC x6 Blaze Zaku Phantom -Gana Zaku Warrior -Gana Zaku Warrior x6 Gana Zaku Warrior -Zaku Warrior -Zaku Warrior x6 Gouf Ignited -Gouf Ignited -Gouf Ignited x3 Endora x2 Nasca Custom x2 Gondowana Custom x2 Guwadan Enemy reinforcements: Enemy squads reduced below 13 Marasai -Marasai -Marasai x6 Yurid -Yurid -Yurid x4 Paiaran -Gyabran -Gyabran x4 Messala -Gabusrei -Gabusrei x2 Bowando Dog (Jerid/Mauer) -Paiaran -Paiaran x2 Hamrabi (Yazan) -Hamrabi (Ramses) -Hamrabi(Dangel) Golnigus -Golnigus -Golnigus x4 Agamemunon Custom x2 Drake Custom x3 Alexandria x2 Dogos Gear (Scirrocco) Chaos Leo (Crazy Levan) -Leo -Leo Chaos Anguis (Shuran) -Anguis -Anguis Quebely (Haman) Legend Gundam (Rey) Impulse Gundam (Lunamaria) Gouf Ignited (Yzak) Destiny Gundam (Shinn) Minerva (Talia) Enemy reinforcements: Dogos Gear shot down Pallas Athene (Reccoa) -Messala -Messala Borink Saman (Sara) -Messala -Messala The O (Scirrocco) skill point: Clear the map by the start of turn 9 THE MOON IS OUT ENDING POINT ALERT:
First point: Convince Lunamaria with Lacus while Shinn is still on the field You will LOSE an ending point if you shoot Lunamaria down. !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Yzak 3: Have Athrun convince Yzak. He'll retreat and join you after the stage. Sarah and Reccoa: Shoot down Sarah, then convince Reccoa. Leave her on the field when you clear the stage. Both of them will join you after the stage. Stella: She'll join you after the stage if you met the requirements (see the secrets section for a detailed rundown) Biosensor for Zeta Gundam: If you didn't get this earlier, deploy Camille in the Zeta. Make sure he survives. You'll obtain the Biosensor when you shoot down Yazan. Ho mans. This is gonna be messy. There's the easy way, and the skill point way. The easy way is to just stay together and plow through the enemies. The skill point way... is more complicated. Split into three groups- well, two groups and Renton or Loran. You'll need their studly MAP attacks. Whichever one you choose goes southeast. Now, the Eternal, Archangel, and Athrun, along with the bulk of your forces, should just CHAAAAARGE straight up. A respectable amount of units should stay behind and head southwest. Whatever MAPper didn't go southeast would be best off going this way. The Argama and your other battleship should be going this way as well. Camille should be a part of this group if you're interested in recruiting Reccoa and Sara. If you're not interested in any of this, just head on up and blow shit up but good. Anyway, as you blow things up, try to trigger enemy reinforcements as soon as possible. The Titans and the Chimera brigade will appear in the southwestern and and southeastern corners. The Minerva, Destiny Idiots, and Haman will pop out near the Messiah. Yep, messy. First off, you can convince Yzak and Lunamaria (bless their pretty hearts) to leave with Athrun/the Eternal, respectively. Sadly, but not unpredictably, everyone else you have to blow up. Now, if you're going for the skill point, this is where you put your cunning plan into action. Renton uses his Seven Swell after Eureka uses Move Again. Someone uses resupply. Seven swell again. And the southeastern corner is cleared! Hurrah! Loran could conceivably do this as well, and do more damage thanks to soul, but he'll need a squadmate with Move Again and some careful positioning. Renton is easier. Also, if you want to spread your forces even thinner, you don't even need MAP attacks. But this is probably the most efficient method. On the Titans front, less mapping will be going on, and more oldfashioned beat downing. By far the biggest threat is Scirroco, in his big ol' battleship. Which he can make dodge because of how -insanely- glowy he is. Caaaareful. The rest of them aren't really worth noting, except that when you take out Jerid or Mauer, Jerid will cast Guts Plus, Strike, and Invincible. If you take out Jerid first, Mauer will be taken out covering him. If you take her out first, the spells are cast regardless. So do whatever. When Scirroco is blown up, he pops out in the O (not to be confused with the -Big- O), along with reccoa and Sara. Ignore them and take him out in his absurdly-tough-for-a-mobile-suit-suit. On the northern front, be sure to take out Haman for her Haro before taking out the Minerva. Aside from that... well, just blow everything up. And there's a lot of stuff to blow up, so get to it. If you took the easy way, just let the enemy reinforcements come to you and deal with being attacked on two fronts. Better than splitting up, really, but slower. A few notes: The Minerva is probably the most resilient boss you've fought so far. You may want to take potshots at it throughout the mission to speed the work. Guard is rather potent, it seems. Very few of the boss characters have Potential as a skill, nor do they have HP regen, so potshotting (if you can hit the enemy) is not only acceptable but encouraged. ******************************************************************************** Stage 56 Intermission: Depending on how much you blew up and if you used Luck to bolster your funds, your total cash right now could very well be pushing near the one million mark. Woot. Anyway, Loran, Harry, and Po are an event squad, as are Aquarion and Assault Aquarion (if you got it?). Also, you have the Destiny and Impulse Gundams back! If you convinced him, Yzak will also join you in his nice Gouf Ignited. Next Scenario is back on earth, so compensate for that in the squads you have arranged if necessary. ******************************************************************************** --------------- |ZAFT STAGE 57| --------------- Allies: Gekko Go Soriel Two Battleships 18 squads Aquarion -Assault Aquarion Loran -Harry -Po Allied reinforcements: Enemies: Gelbeam x4 Jyapalpa x6 Grave Gelbeam x3 Faux Solar Aquarion x2 Faux Aquarion Mars x2 Faux Aquarion Luna x2 Gelbeam Mars (Sirius) Enemy reinforcements: Turn 2 Overdevil x2 Mahiro -Mahiro -Mahiro x6 Mahiro (Swesson) -Mahiro -Mahiro Bandit (Marybell) -Bandit -Bandit Turn X (Gym) -Bandit -Bandit Gundam Virsago (Shagia) Gundam Ashtaron (Olba) Enemy reinforcements: Four enemies shot down (?) AFX -AFX -AFX x10 VC10 -VC10 -VC10 x4 Nirvash type theEND (Anenome) Golnigus -Gonigus -Golnigus x2 Chaos Caper (Xine) -Golnigus -Golnigus Enemy reinforcements: Toma, Ginganam, Frost Brothers and Anenome shot down Ginga Go (Dewey) Skill point: Clear map by the start of turn 9 THE MOON IS OUT ENDING POINT ALERT: Both Otoha and Toma are destroyed Well, on the bright side, no splitting up is necessary. On the not very bright side, your ground squads will hate this mission because of the screwy terrain. The Fallen angels are tough as usual, and due to their smaller numbers, are not good sources of morale. Things only go down from here- TWO Overdevils arrive on Turn 2, followed by the frost brothers and Gym Ginganam. As Dianna says, it's more or less the second coming of the Black History. Keep moving all of your units toward the middle- you absolutely do not want to be split up here. While the two Overdevils have surprisingly low HP, they still have that lethal Over Skill and MAP attack. Fortunately, they'll probably focus more on the Fallen Angels than you. After taking out a couple of enemies... a whole lot more arrive in the form of Dewey's forces, with Anenome in tow. Oh jebus. Well, keep calm. Don't panic. Begin the mass murder to raise your morale. Keep Aquarion out of Sirius's range to draw him towards you. On turn 3, your main concern should be eliminating Anenome and Sirius. Downing Sirius will cause a bunch of Aquarion events to happen. Sirius comes to his senses, Rina joins up with the Assault Aquarion, which is awesome because she's a great pilot and makes Aquarion luna awesome. This also brings out Toma and Otoha, which isn't great news... on the bright side, Aquarion's new finisher can wreak serious havoc on Toma. To make the most of it, don't attack. Cast Hot Blood, strike, and any defensive measures and counterattack him twice. Then you can finish him off the next turn with Rina and her team's help. (In case I wasn't clear, IRON WALL IS A MUST) In the meantime, finish cleaning up grunts. The Ginganam faction will prevail over the sorely outnumbered Fallen Angels, but they'll suffer no small amount of casualties in doing so. Ignore them, especially the overdevils. You just don't want to mess with more than you have to. Stay as far away as you can! Now, as I said earlier, Apollo and Rina can pretty much solo the two Fallen Angel bosses with judicious use of Iron Wall and Resupply. Now, for the other enemies- group around the western side of the map near the center and make Ginganam et al come to you. Olba will probably show up first. Shoot him down. This will make Shagia kind of mad, and he'll cast Invincible and Guts. Remember this, lest it come back to bite you in the ass later. The Turn X will probably come calling next. Analyze, armor break, fire away. He's tough, but he has no Potential, so Gym probably won't take too much out of you. Shagia may or may not be in range- if so, do him in too. You're probably pretty far in turns by now- don't worry, just a bit more. Dewey will appear in the Ginga Go. It's large, and has a whole lot of HP. Dewey himself has high defense, Potential level 9, and Guard, not to mention size and armor working for him. If you deployed the necessary characters, using Exhuast to prevent his Guard from activating is a good idea. But you may be exhausted yourself by now, so if not, don't sweat it. The Ginga Go just has a lot of HP- no regen or anything. You can eventually bring him down. Pat yourself on the back if you did it in 8 turns. Hell, if you did it at all. ******************************************************************************** Stage 57 intermission Phew... take a breather, then do your upgrades and whatnot. Put your 20 (!!!!) squads back together. No Bazarr, alas, and Renton's lost Eureka as a subpilot. Laaame. Well, soldier on and get to the next mission for more madness. ******************************************************************************** ---------------------- |STAGE 48 ZEUTH ROUTE| ---------------------- Allies: Gekko Go 2 Battleships Solar Aquarion (Apollo) 16 squads Allied Enemies: Steel Demon robo -Mecha Demon -Mecha Demon x8 Sword Demon Robo -Mecha Demon -Mecha Demon x4 Combined Hundred Demons Robo x2 Captain Patch -Eyepatch Demon -Eyepatch Demon Mecha Fortress (Hidler) Enemy reinforcments: Hidler shot down VC-10 -VC-10 -VC-10 x12 Nirvash type theEnd (Anenome) Juergens (Izumo) Aquarion Alpha (Glen) Aquarion Omega Aquarion Delta Skill point: Mecha Fortress shot down by the start of turn 5 (?) ENDING POINT ALERT: First point: Big Duo Inferno shot down THE MOON IS NOT OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Assault Aquarion: To obtain Assault Aquarion a bit earlier, shoot down Aquarion Delta and Omega before shooting down Aquarion Alpha or Moroha. After the stage, visit the bazarr and purchase the special item on sale. You'll get it on the spot. This is a pretty standard fragdown with the Hundred Demons, actually. Not much to say about it at first, except that during your first battle encounter with one of the new combined demons (which are very tough and very strong, use some caution), it's revealed that the Hundred Demons are using humans in some way that makes the entirety of your team incredibly upset (in particular Four, so I think it has something to do with using them as weapons against their will). To this end, everyone jumps up to 150 morale, making demon mop-up pretty easy. The winning conditions don't change, so I don't think there's any penalty for the destruction of the Combined Demons. Not even any dialogue, so whatever. Just accept the free morale and go to town. Try to take out Hidler early on in turn 4 so that... ...the reinforcements don't catch you pants-down. Don't worry, though. At your current level of morale, these guys are pretty easy. The VC-10s pack a decent punch, granted, but they're not much to worry about. Two things of note- in case you haven't fought her before now, Anenome should be avoided until you can gang up on her and shoot her down, because she has the ability to immobilze your squads with her most powerful attack. Second, take out the two unmanned Assault Aquarions before shooting down Glen so you can get the Assault early. Aside from that, you'll not run into much trouble. ...that is until the next turn, when Alan Gabriel arrives in the Big Duo inferno and a whole mess of Megadeus archetypes. The Bonaparte squadleaders should not be underestimated- be careful of their tough armor and powerful attacks. The Big Duo itself is arguably less dangerous now, given that it's lost its Postmovement ALL attack. On the other hand, it's gained a lot of HP and Medium HP regen, so you'll need to focus on it a deal more than the original. This would also be a good time to take out Anenome so she can't wreak havoc. The Assault Aquarion team will probably be harassing you, but they honestly can't do much damage. Gwen is much more competent than the AI controlled ones, but he'll chase after Aquarion exclusively. Take him out -last- so you get the massive amounts of cash (and Alan's ending point). When you do, Sirius betrays the team (it doesn't really seem like he has much choice, what with his arm being on fire?) and then Sylvia forms Aquarion Angel with Reika and Apollo. Renton and Eureka head for the temple while the rest of your team holds off the Fallen Angels. They have their little talk with Norb and Sakuya, who send away the Gelbeams. Sadly, Alan makes off with Dorothy. ******************************************************************************** ZEUTH route stage 48 Intermission First thing's first- if you took my advice and shot down Glen last, a Vector Machine will be available for purchase in the bazarr, which nets you the helpful Assault Aquarion. It's not quite as good as the real aquarion, but it has its advantages. The Big O is an event squad next stage. Also, I would highly suggest that you deploy all 4 Dynamic robos (Mazinger, Great, Dizer, Getter). You may start feeling a little cramped- 16 squads is starting to be not enough, which kind of sounds preposterous in retrospect, but it's true. ******************************************************************************** ---------------------- |ZEUTH ROUTE STAGE 49| ---------------------- Allies: Roger Allied reinforcements: Turn 3 King Beal 2 Battleships 16 Squads Beck the Great RX3 (Beck) Enemies: Big Duo Inferno (Alan Gabriel) Enemy reinforcements: Turn 3 Bonaparte -Archetype -Archetype x15 Enemy reinforcements: Alan shot down Combat Jet -Combat Jet -Combat Jet x10 Steel Demon Robo -Mecha Demon -Mecha Demon x8 Sword Demon Robo -Mecha Demon -Mecha Demon x6 Combined Hundred Demons Robo x2 Giant Spiky Top of Doom (Brai) Skill point: Big Duo Inferno shot down by the start of Turn 5 THE MOON IS NOT OUT ENDING POINT ALERT: Beck survives until Big Duo Inferno is shot down !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Big O Final Stage: To obtain this attack early, deploy the Big O and make sure it survives the stage. Shoot down the Big Duo Inferno, and you'll unlock this attack. Final Dynamic Special: Deploy Mazinger Z, Great Mazinger, Grendizer, and Getter Robo G. Make sure they all survive. Assuming they do, you'll gain this attack automatically when you shoot down Emperor Brai. Huh. Well, it's time for a one-on-one duel with Big Duo Inferno. Roger finds himself in these situations quite often, for whatever reason. Basically, hold out for three turns. On turn 3, things go south as Alan lands a direct hit on Big O, and the interface goes a little haywire. Fortunately, BECK THE GREAT is on hand to deliver Dorothy back to Roger. The rest of Zeuth also arrive. Now, fighting in Paradigm is a giant pain in the ass- the buildings get in your way incessantly. You should be familiar with the Megadeus enemies by now- get to it. The skill point is honestly kind of tough- you don't have much morale to work with and you only have two turns. Still, if you split up and designate morale effectively, it shouldn't be too hard. Note that Dorothy is now Roger's subpilot which is awesome- she knows accelerate. If you take down Alan with Roger, he'll learn his most powerful attack, FINAL STAGE, much earlier than he normally would and since this attack is very useful, I highly reccomend doing so. When Alan is shot down, he'll muster the resolve to keep going, thanks to his cybernetic link with his machine. But Roger puts an end to that with a rather large energy blast. Beck takes his leave, not intent on fighting you- he's smart enough to know that he'd get his sorry butt kicked. Sadly, the Hundred Demons lack this foresight and pop up in what will probably be the smack dab middle of your forces. If you have someone who can, cast Disturbance/Confusion. If not, just prepare for the worst. Beware Brai's magic top thing- it might not look like much, but it's incredibly tough and very powerful. Brai didn't get to be emperor for nothing, it seems. The Hundred Demons have numbers and the element of surprise on their side, yes, but you should be able to take them out with judicious use of SP, ALL and MAP attacks. Brai will put up quite a fight and will probably snipe at your units (worst case scenario he uses his own MAP attack- try to group your units as to avoid this) as you clean up the enemy. Take him down with Getter Robo or another one of the dynamic robos to get the Final Dynamic Special, which is pretty much the game's most powerful attack. The Map ends when Brai goes down, so keep that in mind if you're not OCD about money and EXP. Things end on a decidedly sour note- Gainer gets absorbed by the Overdevil. Time to give chase! ******************************************************************************** ZEUTH Route stage 49 Intermission As is the norm at this point in the game, your cash reserves are probably fairly impressive. Sadly, this is only to compensate for the fact that upgrades are getting more expensive. Do what you usually do. Note that while the two panzers are event squads, you don't actually have to worry about them. Naturally, Gainer isn't available right now. It would behoove you to deploy as many people with Exhuast/Daunt as possible. Annoyingly, Assault Aquarion is unavailable due to Aquarion's forced pilot formation next mission. ******************************************************************************** ---------------------- |ZEUTH ROUTE STAGE 50| ---------------------- Allies: Iron Gear 2 Battleships 16 squads Gain Apollo/Jun/Tsugumi Allied reinforcements: Keginan -Enge -Jyapolee (Dobeck x3) Sara (Jinpa) joins Gain's platoon Allied reinforcements: Evil Big Gainer shot down Gainer (King Gainer) joins and leads Gain's platoon Enemies: Prometheus -Calico -Calico x4 Galapagos -Dagger -Dagger x4 Doran (one contains Greta) -Doran -Doran x3 Broccoli (Timp) -Government -Government Emperor Custom x2 Gear Gear (Hoora) Black Dominator -Black Dominator -Black Dominator x6 Jinpa (Frozen Sara) Golem (Frozen Gauli) Dominator (Asuham) -Black Dominator -Black Dominator Evil Big Gainer Overdevil (cynthia) Enemy reinforcements: Sara attacked/attacks Naikick -Naikick -Naikick x3 Aishkick commander model -Aishkick -Aishkick x2 Anguis -Golnigus -Golnigus x3 Aquarion Alpha (Glen) Aquarion Delta Aquarion Omega Aishkick Commander Model 2 (Henry) -Aishkick Commander Model 2 -Aishkick Commander Model 2 Chaos Anguis (Shuran) -Anguis -Anguis Gelbeam Mars (Sirius) Gelbeam Isgyron (Moroha) Enemy reinforcements: Moroha/Sirius/Glen shot down Dominator (Keith) Skill point: All enemies shot down, overdevil last THE MOON IS OUT ENDING POINT ALERT: First point: Moroha shot down You will LOSE an ending point if you shoot down Glenn, and you will also lose a point if Sirius is still alive at the end of the stage Well, this stage is actually a lot more tolerable than the normal version, if you ask me. The Overdevil and the bosses start out a good distance away instead of right in your face, giving you ample time to build morale. Do so with the walker machines, which at this point should be pretty easy to deal with, more so if you attack from the air. The frozen trio will more or less charge you from the start. Now, it might behoove you to hang back and stay out of Sara's range, at least until the player phase. Because when she attacks you...things get weird. The Chimera and New Federation forces, along with some Chiram, arrive. Shuran and Henry lead them, and Glen is in tow with his Assault aquarions. These guys are apparently more intent on getting rid of you than the Overdevil. Geniuses, the lot. The Fallen Angels get into the act two, transporting the entire battle field to -space-, which royally screws with some of your terrain rankings. The walker machines are pretty much fish out of water right about now. Your first order of business is to focus your efforts on blowing up Moroha. Doing so won't pose much of a challenge, really. When you do, he'll muster the resolve to keep on fighting, but Glen comes to his senses and self-destructs to take Moroha with him- this saves you from taking on a powerful foe and earns you an ending point. It also causes Tsugumi to lecture Sirius and blow us all out of the dimensional thingy the Fallen Angels created with a big heart. ...kay... Now that that's over with, both Gauli and Sara come to their senses, and Sara joins up with the Jinpa. The Siberian Idiot Trio and their master also arrive- showing a surprising case of good thinking, the Trio decide that Keith is off his beans and join your side, giving you a considerable amount of support spells to help out. Now, the rest of this stage is more or less up to you in terms of what order you do it- you can focus on taking out all the bosses (at very least, you should take out Sirius to save yourself from losing an ending point- and for another cool Aquarion scene. A few notes- Shuran's MAP attack be very crippling to your forces, as it can immobilize your units. Try to take him out before he gets a chance to use it. Not that hard. The Gear Gear, the green Iron Gear clone Hoora is captaining, will rejuvenate and transform to Walker mode when you blow its HP down to about 1/3rd. Don't bother with Keith's dominator, as he'll more or less take care of himself when you shoot down Evil Big gainer. The Black Dominators and Asuham are supremely annoying- they have barriers, wide formation and double image at 130 Morale. Be careful. Speaking of him, whenever you want to move on with the mission, shoot him down. This will cause him to come to his senses, thankfully, and he retrieves both his beloved King Gainer and Cynthia from the Overdevil, using Overheat to deal some righteous damage. Unfortunately, the Overdevil will probably just recover from it since he starts out so far away. Now, here's what you do- wait for the stupid Overpiggy to come to you and gather outside his range. When you ready your final assault, use Daunt/Exhaust to bring down to 50 morale- at very least, he cannot activate his Overskill at 130 morale! This will cripple your forces within a 5 square radius. When ready, let loose with your strongest attacks and end this fight once and for all. By now, the satellite cannons should be primed and ready so fire at will! When you finally do the bastard in... Ain't it somethin'? ******************************************************************************** ZEUTH Route Stage 50 Intermission Well, we're -finally- going to space. To that end, equip your Walker Machines, Overmen, and Turn A support characters with Thruster Modules. Your SEED Destiny suits are all event squads, so compensate for that with whatever. For Walker Machine fans, the Broccoli is now on sale at the bazarr. Note that since you're going to space, Elchi and Fatman become walker machine pilots, since, obviously, the Iron Gear lacks the facilities to get out of the atmosphere (barring Fallen Angel intervention). Deploying Camille in the Zeta is necessary for a few secret acquisitions, so be sure to do so. I almost forgot, Cynthia's joined you, which is very cool. (Still only 16 squads? I'm starting to get cramped here!) ******************************************************************************** ---------------------- |ZEUTH ROUTE STAGE 51| ---------------------- Allies: Minerva Argama 16 squads Shinn -Rey -Lunamaria Allied reinforcements: Many enemies shot down Archangel (Murrue) Eternal (Lacus) Kira (Strike Freedom) -Athrun (Infinite Justice) -Neo (Akatsuki) Enemies: Gaplant -Galpaltea beta -Galpaltea beta x3 Gaplant -Hizack -Hizack x3 Yurid -Yurid -Yurid x3 Messala -Marasai -Marasai x4 Drake custom x2 Salamis Custom x2 Paiaran (Jerid/Mauer) -Gapusrei -Gapusrei x2 Pallas Athene (Reccoa) -Pallas Athene -Pallas Athene Hanrabi (Yazan) -Hanrabi (Ramses) -Hanrabi (Dangel) Alexandria (Gate) Enemy reinforcements: Many enemies shot down Kurawata -Kurawata -Kurawata x6 vertigo -Kurawata -Kurawata x4 Patouria Kurawata (Lancerow) -Kurawata -Kurawata Enemy reinforcements: Enemy squads reduced below 12 Chaos Leo (Crazy Levan) -Leo -Leo Leo -Golnigus -Golnigus x5 Skill point: Clear map within 6 Turns THE MOON IS OUT ENDING POINT ALERT: First point: Camille, Quattro, Fa or Emma fights Reccoa and both survive !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Biosensor for Zeta Gundam: Make sure that you deploy Camille in the Zeta. Have him shoot down Yazan. An event will play out and the Zeta Gundam will gain the Hyper Beam Sabre and Waverider assault moves, as well as Biosensor mode, which activates at 130 morale. Sarah and Reccoa: Have Quattro, Camille, Emma, or Fa fight with Reccoa, then have Camille or Fa convince her. Stella: If you fulfilled the requirements for her (Check the secrets section for more details), she'll join after the stage. Haman: She'll join after the scenario. Despite this being your first mission in space, it's fairly uncomplicated at the beginning. A few things to note right off- you're going to want to have Camille, Quattro, Fa, or Emma have a battle encounter with Reccoa as soon as you can, so you can convince her with Camille or Fa ASAP. You're also going to want to have Camille hang around Yazan, and eventually destroy his unit with him- this will unlock the immensely useful Biosensor for Zeta, which improves stats and adds a couple new weapons to the Zeta's repetoire. You start refreshingly close to the enemy, so just fire away. You'll probably trigger reinforcements some time in turn 2. The enemy gets some space revolution forces (you've faced some of these before during stage 46, though the vertigos are new. Be careful of them, they're piloted by newtypes), while you get Kira and friends. Actually, the space forces are neutral, so they may engage the titans instead of you. As you continue blowing stuff up (the reinforcements really aren't much to note, I can't give much advice), Levan and some mass produced Leos arrive. No big deal there, either. Just split up effectively. By now, you should probably be in the posistion to deal with Yazan with Camille- I can't stress how much you want to do this, the Zeta's output goes up a ton if you unlock the new attacks early. None of the enemies here will really put up much of a fight- you've fought Levan and his ilk enough for them to be fairly familiar. When you clear the map, your folks deal with the big laser facility thingy and Haman's Neo Zeon forces come to negotiate. Tallia then decides now is the time to take her leave, for the good of the entire lot of us- Rey follows along, but Shinn and Lunamaria, in a show of good sense, decide to stay behind. ******************************************************************************** ZEUTH Route Stage 51 Intermission Well, a couple things. First off, the Archangel, Eternal, and their Mobile Suits have joined you. So has Haman Karn in her Quebely (!!!!). If you fulfilled the requirements, Stella joins with her Gaia Gundam. Awesome. Nothing new in the ol' bazarr, sadly, but you've got your hands full already. 16 squads is still not enough, I say! Still, things aren't as bad as they could be- several units are in event squads, freeing up quite a bit of space. Make sure the Turn A and X teams are well equipped, then head out. ******************************************************************************** ---------------------- |ZEUTH ROUTE STAGE 52| ---------------------- Allies: Archangel Eternal King Beal Argama 16 Squads Loran -Harry -Coren Garrod -Jamil -Paula Enemies: Marasai -Hizack -Hizack x8 Yurid -Windam -Windam x6 Destroy Gundam x2 Raswate (Abel) Alexandria (Bask) Girty Lue (Ian) Enemy reinforcements: Girty Lue and Alexandria Shot down G-Bit -G-Bit -G-Bit x16 Gundam Virsago (Shagia) -Gundam Ashtaron (Olba) Mahiro (one contains Swesson) -Mahiro -Mahiro x7 Bandit (Marybell) -Bandit -Bandit Turn X (Ginganam) -Mahiro -Mahiro Skill point: All enemies shot down before the Girty Lue and Alexandria THE MOON IS OUT Ending point alert: First point: Reduce Gym Ginganam to below 50% HP Second Point: Take out both Frost Brothers in one attack !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! G Bits 3: If you got the Black Box F after stage 27, the G-Bits will be on sale in the bazarr after the stage ends. Purchase them to unlock the attack. If you haven't fulfilled all the requirements, or you're on Setsuko's route, you can still obtain them if you have 50 skill points. Tifa as a subpilot: If you got the Black Box F after stage 27, Tifa will join Garrod in the DX during the stage. Alternatively, if you're on Setsuko's route, or missed two of the requirements, if you have over 40 skill points, you can still obtain this. Haro: If you've obtained all the other items in the chain, you'll receive it for free when you visit the bazarr after the stage. Well, bad news first: You've got three turns, or Requiem launches and thousands die. Good news: Everybody is at 150 morale, and the enemies aren't that tough. Rip 'em to shreds. The only foes of note are the Destroy Gundams, which you should know how to deal with by now. Well, actually, Abel's Raswate has a new trick- when you deal significant damage to him, he'll recover his lost HP, gain the Newtype (X) skill, and gain two squadmates. This... can catch you off guard, but shouldn't pose a problem at all. The Girty Lue is actually the same as it was at the beginning of the game (if you took Setusko's route), and Bask does much better in a Garuda. Very simple. When you take out everyone, DOME invites everyone inside to reveal... the Black History. This is insanely complicated, involving time loops, dimensional travel, and in all liklihood a whole lot of duct tape, so I can't really explain just what's going down. But the Frost Brothers attack just then, so everyone sorties to get rid of the annoying bastards. However, they've got a new trick- a copycat of the Sattellite Cannon, the Sattelite Launcher. With it, they blow away the two big wigs that were also present when DOME was exposifiying and move to take out the Requiem- with Dianna still in it. Loran is not down with this, suffice to say. He charges and somehow activates the Moonlight Moth, which makes the brothers back off. Unfortunately, Ginganam decides that this would be an ideal time to arrive- he registers the Moonlight Moth on his own Turn Type. Now you've got to deal with both the Gignanam faction and the Frost Brother's G Bit force. Here's the deal- you're going to want to make a break for the Requiem facility (not the round launcher, the strip on the lunar surface) to meet this threat. It offers a small HP and EN regeneration bonus- always welcome. You have to be on the ground for it to take effect, however. Anyway, the G-Bits are numerous and annoyingly accurate, but they don't pack any postmovement attacks, or much in the way of firepower. Beware that the numbers can tell on you, so be careful with fragile Reals. The most pressing of your problems is probably Ginganam, who will not hesitate to go after you. His Extreme skill basically means he's going to hit you whether you like it or not. You should get rid of him, post-haste. Doing so actually isn't that hard- at half HP, he'll activate the Moonlight Moth system. Agrippa will pop out and try to get him to stop, but Gym makes him taste the Rainbow. As it were. Ahaha. After that, he buggers off, taking any remaining Moon race units with him, so plan around that. Once he's gone, you can take out the G-Bits in relative peace. Now, the Frost Brothers. They never used it against me on my first playthrough, but -beware-. They've not only got a powerful combination attack, but a -MAP- combination attack, the Satellite Launcher. It's powerful, accurate, and has a much wider radius than the Satellite Cannon (damn cheating computer). However, this can be mitigated if you simply approach from a diagonal. It's a bit of a trek to reach them, and they're content to just sit and watch. For two Solar Panels, take both of them out at the same time. This can be difficult, but here is a bit of information that might help: When the enemy is in Wide formation, you can choose which target to attack. Use this handy feature to work around support defense and Wide formation damage reduction. Blow 'em away with the ol' Satellite Cannon when ready. Sadly, the gradually-getting-kind-of-crazy Godsigma professor guy makes an untimely departure with Black Charisma. Apparently, the Black History went to his head. ******************************************************************************** ZEUTH ROUTE STAGE 52 Intermission First thing you'll notice is that you've -still- only got 16 squads to deploy. Give me a break, man! At this point, I had to make a few more squads and go into battle leaving a few of them behind. Also, Lancerow has joined in his Kurawata Custom, which is a nice Squadmate- Lancerow's accelerate and cheap friendship are also considerable boons. Aside from that, there's not much to note except that Godsigma is an event squad. ******************************************************************************** ---------------------- |ZEUTH ROUTE STAGE 53| ---------------------- Allies: King Beal 2 Battleships 16 squads Godsigma (Toshiya) Allied reinforcements: Turn 3 Sandman (Godsigma Gravion) Enemies: Halbea -Halbea -Halbea x8 Jyrogiras -Guraken -Guraken x9 Barirat x4 Eldar Battleship (Professor Kazazami/Doctor Wily) Midifo -Midifo -Midifo x8 UFObeast Grawgraw (one contains Gandol and is very beefy) -UFObeast Golgol -UFObeast Golgol x5 King of Vega/Giant Beer Keg of Death (Great King Vega) Enemy reinforcements: Turn 3 Magald -Tekril -Tekril x2 Zerocross -Tekril -Tekril x3 Hyudoel -Jyuetal -Jyuetal x2 Enemy reinforcements: Doctor Wily shot down Eldar Battleship x2 (Dalton/Mesa) Skill point: Map cleared by the start of turn 7 THE MOON IS OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Spirit of Steel: Provided you got all of the preceeding items, you'll obtain this item for free when you visit the bazarr after the scenario. This looks like, more or less, a basic, if giant, fragdown between ZEUTH and the forces of Eldar and Vega. However, you will soon find that this isn't quite the case- the cosmosaurus enemies are insanely accurate, because Doctor Wily has shown that integrity is not his strong suit and inputted all of your motion data into the Cosmosaurus AI. The best option you have is to lead your squads with tanky supers who can take the hits. Sniping is also a feasable option. Whatever you do, it would be in your best interest to get rid of them quickly- they can really wreak havoc on your weaker units who depend on evasion. The rest of your foes aren't much of note. Just sweep towards the Skull Moon Base and blow up all that gets in your way. On turn 3, some Zeravia arrive and Hyugi announces his presence in quite the grand manner. However, he doesn't seem all that keen on fighting you. Odd. He just leaves some Zeravia for you to play with and leaves. However, Sandman makes an appearance in the Godsigma Gravion (essentially God Gravion v.2). Since that was a good unit when you had it, his appearance is most welcome. So keep on your sweep. There's not much to say about this scenario, honestly. Just lots of foes. When you take down Doctor Wily, two more Eldar battleships arrive to the north at the skull moon base. They're the weak 22000 HP variety, and they'll advance towards you, so it's no big thing. Also, Godsigma learns a new move, the Big Wing. Cool beans. The giant Beer Keg of death and King Vega aren't much cop, really. It has a good amount of HP, but Emperor Brai was a much more dangerous foe. Gandal isn't very dangerous either, though he does have high levels of potential and HP. I've a feeling I'm repeating things here, but... just kill everything. If for whatever reason you didn't get the Final Dynamic Special during stage 49, you can get it here by deploying the dynamic robos. ******************************************************************************** ZEUTH Route Stage 53 Intermission: Well, of most note is that Sandman has joined you, and you can finally deploy 18 squads. 'bout damn time. Adjust as necessary. Get ready for a pretty gnarly battle. The ZAFT and ZEUTH routes rejoin for the next two missions, so refer to stage 54 and 55 walkthroughs. ******************************************************************************** ---------------------- |ZEUTH ROUTE STAGE 56| ---------------------- Allies: Eternal Argama Archangel One battleship 18 squads Enemies: Kurawata -Kurawata -Kurawata x6 Vertigo -Kurawata -Kurawata x4 Patouria x2 Gana Zaku Warrior -Zaku Warrior -Zaku Warrior x6 Blaze Zaku Phantomm -Zaku Warrior -Zaku Warrior x6 Gouf Ignited -Zaku Warrior -Zaku Warrior x3 Nazca Custom x4 Gondwana Custom x2 Enemy reinforcements: Many enemies shot down Marasai -Marasai -Marasai x6 Paiaran -Gaplant -Gaplant x4 Yurid -Yurid -Yurid x4 Pawando Dog (Jerid/Mauer) -Paiaran -Paiaran x2 Hamrabi (Yazan) -Hamrabi (Ramses) -Hamrabi (Dangel) Messala -Gapusrei -Gapusrei x2 Golnigus -Golnigus -Golnigus x4 Drake Custom x3 Agamemon Custom x2 Alexandria x2 Dogos Gear (Scirroco) Chaos Leo (Crazy Levan) -Leo -Leo Chaos Anguis (Shuran) -Anguis -ANguis Gouf Ignited White (Yzak) Legend Gundam (Rei) Minerva (Tallia) Enemy reinforcements: Logos Gear shot down Skill point: Map cleared by the start of turn 8 THE MOON IS OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Yzak 3: Have Athrun convince Yzak. He'll retreat and join you after the stage. Sarah and Reccoa: Shoot down Sarah, then convince Reccoa. Leave her on the field when you clear the stage. Both of them will join you after the stage. Stella: She'll join you after the stage if you met the requirements (see the secrets section for a detailed rundown) Biosensor for Zeta Gundam: If you didn't get this earlier, deploy Camille in the Zeta. Make sure he survives. You'll obtain the Biosensor when you shoot down Yazan. Rey and Talia: Have both Kira and Shinn battle with Rey, then have Shinn convince him. Finally, have Shinn shoot him down. They'll rejoin after the end of the stage. This map is almost identical to its ZAFT route counterpart, actually. I will do my best to detail the differences, but for indepth strategies, you'd probably be best off just looking at the walkthrough for stage 56 ZAFT. The main difference, of course, is that only Rey and Yzak will arrive on the enemy side. Yzak can and should be convinced by Athrun to get him to retreat. To save Tallia and Rey from their grisly fate, have Shinn and Kira fight Rey, then have Shinn convince him. This is probably the big reason to take this route (unless you're a big Haman fan, which is understandable), so be sure to do it. If you've been following the "recruit Sara and Reccoa" line of events, take out Sara's unit, then convince Reccoa with Camille and leave her alive while you deal with Scirrocco. There's nothing else truly different enough here to really recount in a seperate guide. ******************************************************************************** ZEUTH ROUTE STAGE 56 Intermission If you fulfilled the requirements, Yzak, Rey, and the Minerva will all join you. Cool beans! And you've probably got insane amounts of money. Also cool. Aquarion and assault Aquarion are event squads, so be aware and compensate. Unlike on the ZAFT route, you're still in space for the next mission. Woo. ******************************************************************************** ---------------------- |ZEUTH ROUTE STAGE 57| ---------------------- Allies: Gekko Go Minerva (if recruited) Soriel One battleship 18 squads Aquarion -Assault Aquarion Enemies: VC-10 -VC-10 -VC-10 x4 AFX -AFX -AFX x12 Golnigus -Golnigus -Golnigus x4 Chaos Caper (Xine) Nirvash Type theEnd (Anenome) Enemy reinforcements: Turn 2 Gelbeam x4 Grave Gelbeam x4 Faux Solar Aquarion x2 Faux Aquarion Mars x2 Faux Aquarion Luna x2 Gelbeam Mars (Sirius) Mahiro -Mahiro -Mahiro x7 (one contains Swesson) Bandit (Marybell) -Bandit -Bandit Turn X (Ginganam) -Bandit -Bandit Gundam Virsago (Shagia) Gundam Ashtaron (Olba) Enemy reinforcements: Sirius Shot down Toma Otoha Enemy reinforcements: Anenome, Frost Brothers, and Ginganam shot down Ginga Gou (Dewey) Skill point: Anenome, Shagia, Olba, and Ginganam shot down before the start of turn 7 THE MOON IS OUT This is more or less the same mission as ZAFT 57, though there are quite a few more differences than, say, between either version of 56. The main thing here is that you start out facing Dewey's anti-coralian forces. Hurry on up and start laying down the hurt on them. On turn 2, pretty much every other remaining enemy faction arrives- Ginganam, the Fallen Angels, and the Frost Brothers all show up at once (fortunately, there aren't any Overdevils this time). This makes things both easier and more difficult. On one hand, your foes start out quite a bit closer to you and thus cuts down on time in transit. On the other, it means that they'll all start shooting at you (or eachother) at once. This isn't -very- complicated, but it can be difficult. A few hints I can give you: Stay away from Ginganam until you're ready to blow him up- his MAP attack will -destroy- you if you aren't ready. Xine is of no real consequence here, her unit has been -downgraded- since the last time you fought her. One or two attacks should fell her. The Frost Brothers can't use their Satellite Launcher MAP attack unless they're next to eachother- take advantage of this and take one of them out early if you feel concern. Anenome should fall easily, provided you use Strike to bypass her double-image skill. Doing so should be a priority- her immobilizing ALL attack can be very devastating in an environment with so many enemies. Also, importantly, take out Sirius as soon as you can. Apollo's squad leader skill of Fallen Angel busting makes this easy, provided you're willing to take a few strong hits while countering him. Don't worry- when he is taken out, Toma will arrive and pretty much leave Sirius out to dry. This causes him to come to his senses, and he rejoins with Apollo and Sylvia. Pierre and Reika combine with Rina in the Assault (which is very cool, because Rina is the Assault's best pilot), and both units are fully restored. On top of that, Apollo learns his most powerful move- and it's a doozy. Here's where you can have some fun- cast Hot Blood, Strike, and Iron Wall on Solar Aquarion, then place him next to Toma. On that enemy phase, counter with the Solar Sword. The damage, you'll find, is massive. Since Toma can move twice, he'll attack once more, allowing you to once again unleash hell on him. By the player phase, you should be able to do him in. Use Resupply and get to work on Otoha. Shooting them both down is worth a shiny new ending point and some cash. Now, for the other bosses. Ginganam is quite a bit studlier now, with about 90K HP. The Frost Brothers haven't changed much, though. The Turn X should be your highest priority, given the massive amounts of havoc it can wreak- thanks to his Soul of Steel and extreme, Gym -does not miss-. Ever. Unless you use alert. Use powerful ALL attacks (the satellite cannon comes to mind) to blast his Bandit platoon members, then use your strongest attackers to defeat him. He's not down for the count just yet, though he's wise enough to retreat- not even the Turn X will hold together much longer after receiving such a beating. While this is going on, any units not occupied with fighting the Turn X should be handling the high HP fallen angels. The Frost Brothers are legitimate threats, but will seem kind of puny compared to Ginganam. Don't underestimate them, though. Blow them up when you've blown everything else up- or on turn 6 when you're out of time for the skill point. Up to you. When you do, something pretty awesome happens- both brothers return with some more G-Bits, still ready to keep going even in the face of your total beef- itude. However, the Messiah is still around- it fires Neo Genesis straight at them! Farwell, Chairman Durandal. That was an awesome way to go out. Now, to apply ourselves to more practical matters. Dewey pops out in the Ginga Gou, which you actually saw before the mission began. Despite being a battleship, which are not renowned as very vicious foes, -beware-. Dewey is absurdly tough. His squad leader skill reduces damage by 20%, he has guard, level 9 potential, high armor, high defense, and a very large ship. This makes for you not doing a whole lot of damage in a hurry. To make matters worse, you've got four turns to defeat him before his own satellite cannon fires. You should throw out all the stops for him- Analyze, armor breaking moves, Exhaust/Daunt, move again, the works. He doesn't have HP regen (thank god!), so don't be afraid to leave him alive at the end of your turn. When you do take him down, things, which have been already kind of crazy, go straight to hell, make a right, keep going, and end up somewhere even demons are reluctant to think about. Messiah crashes, revealing Atlantia and the Tree of Life. Eureka and Renton catch up with Anenome, who is reunited with Dominic. The Fallen Angels start doing weird stuff, but the ever crazy Gym Ginganam is having none of it- he starts firing upon the tree of life. This is bad. The world needs this thing. Loran arrives on the scene with everyone else in hot pursuit. Loran manages to wrestle Gym into submission (awesome!), but is unable to prevent him from using the Moonlight Moth on the Tree (not awesome). Gym dies laughing, on his own terms (pretty badass). The very fabric of reality warps and bends, and Eureka leaves to become the new Command Center thing (don't even comprehend). ...hoi... ******************************************************************************** ZEUTH ROUTE STAGE 57 INtermission Well, this is where the routes join up again, for the last time. The last three stages are the same, regardless of route. The Big O is an event squad (the game is kind enough to -tell- you on this route), so as usual, compensate for this with whatever you need. You can deploy -20- squads next mission. Awesome. Fill 'em up, upgrade (no bazarr yet again, ZEUTH has been rather busy), and move on. ******************************************************************************** ---------- |STAGE 58| ---------- Allies: Roger (Big O) Allied reinforcements: Turn 3/Rosewater reduced below half HP Two Battleships 20 Squads Enemies: Alxe RoseWater (Big Fau) Enemy reinforcements: Turn 3/Rosewater reduced below half HP Bandit -Mahiro -Mahiro x6 Bonaparte -Archetype -Archetype x7 Destroy Gundam x2 Psycho Gundam x2 Overdevil x2 Enemy reinforcements: Alex shot down Big O x7 Big Duo X7 Big Fau x7 Skill point: All enemies defeated before Roger reaches Angel THE MOON IS NOT OUT ENDING POINT ALERT: If you choose to live in Paradigm City (the first dialogue option), you LOSE an incredible FIFTEEN points. Well, to start off, it's a one on one duel between Roger and Rosewater. If you want, you can waste SP and fight him, or you can just defend until turn 3. Up to you, really. I chose to be silly and fight him. It's truly useless- Alex has medium HP regen and fairly high armor. Whatever damage you do is just regened right back, unless you really blow it on Soul. Anyway, on turn 3, ZEUTH arrives to give Roger a hand. Remember to shove someone in the platoon he was in. On the other hand, Gwen reveals himself as Alex's co-conspirator, having dug up all this Black History ordinance for him. Great. As usual, the overdevils are the greatest threats on the map. Fortunately, when the time comes, they're not too bad, especially if you deploy Exhausters. For now, though start blowing up the grunt class machines. Maneuvering here is a pain, thanks to all the buildings. Stick supers like the Big O on top of buildings where possible for defensive boons and EN regen and lay into the foe. Attacking the enemy megadeuses up close would probably serve your interests best. The bandits and Mahiros aren't really new, though. The Overdevils will move toward you along with Alex, who will go straight for Roger. There is no time limit during this part of the stage, so take the necessary time to blow up everything. Expend some SP on the two Over Devils (Damn things are not meant for mass production! Either give them the debuff overskill or the MAP attack, not both!), but just chip away at the Psycho and Destroy gundams. Stick a repair unit next to Roger and defend. Alex can just whack away as long as he wants, but he won't get much of anywhere. Not that your cleanup should really take that long... Now, when you're ready, blast Rosewater to bits. Guard makes him a pain in the ass, but he shouldn't take up much of your resources. This is good... because... well, yeah. It's an army of Bigs. All of which have a lot of HP. When given a choice by the original enemies, choose the second option to keep on track for the good ending (further research is merited). Besides, after you've come this far, you can't just accept having your memories restarted, now can you!? On top of that, you'll end up fighting the Bigs anyway because some of the more soulful pilots won't let Roger speak for them on that matter. For the record, the choice
comes after the automatic battle scene between Alex, after your original glows. Take note of when Roger closes his eyes, then choose wisely. Now, about those Bigs... Don't be too intimidated. This is the end of the map. Cast Disturbance/Confusion to lower their hitrates. If you've deployed renton, get him up into the thick of things on one side. He doesn't have focus, so save your game first and do this right as you end your turn. The idea is to unleash the Seven Swell on your next turn. It won't kill anything, but it will make your job easier. Go all out on the bigs- use hotblood, soul, fury, etc. Also, don't forget that you need to get Roger to the glowing square. It's not nearly as hard as it looks at this point- the Bigs are tough and powerful, but you're at maxium morale and you don't have to conserve anything. Just make sure you get Roger there in time- though you shouldn't really run short. ******************************************************************************** Stage 58 Intermission Things should be business as usual at this point. Put the Big O back in whatever squad it was in, upgrade away, and get going... TO RETAKE THE INTERNET. Bring your Guy Fawkes mask. Also note that the bazarr is back, but at this point you probably either don't care, or you're out of Blue Stones. ******************************************************************************** ---------- |STAGE 59| ---------- Allies: 4 Battleships 20 Squads Enemies: Reicus Golnigus -Golnigus -Golnigus x10 Leo -Leo -Leo x4 Anguis -Anguis -Anguis x4 Caper -Caper -Caper x4 Destroy Gundam x3 Psycho Gundam x3 Patouria x3 Chaos Leo (WARPAINT LEVAN) Chaos Anguis (Shuran) Chaos Caper (Xine) Skill point: Clear map by the start of turn 8 THE MOON IS OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Xine: If you have 15 or more ending points, have any unit fight Xine. Then have your main character have a battle encounter with her. Then have your main character convince her. Shoot her down with anyone, and she'll join you after the end of the stage. Okay, time for one last rumble with the Chimera for the fate of the internet! This is probably the first scenario in a long while where what you see is what you get. No reinforcements on either side. 7 turns should be plenty of time, even if you don't feel like rushing. Anyway, start out with the psycho gundams in front of you. At low morale, they're a bit more of a pain than usual, but they're still not all that imposing. Note the upgraded crow model- these guys are -accurate-. Best to lead with supers. The Patourias and Destroys will come after you, as will the small fry. The beefier grunt units will follow a little while afterwards, while the Chimera commanders themselves won't move until about turn 4. They've been beefed up quite a bit, but given that they're the only real bosses on the map, they shouldn't be too hard to defeat. Levan will probably go first- I reccomend this, only to see how Shuran reacts. Poor fella. Note that he'll cast Strike, Invincible, and Zeal, but provided you don't move out west too far, he shouldn't menace you much. Put him out of his misery. Finish off Xine as well, and any other enemies around. Very simple mission, and kind of short, too. Watch as Quattro gives his speech. Note that you may or may not be given some sort of dialogue choice in this chapter that may affect the ending. I didn't get it, but others did. As usual, more research is merited. ******************************************************************************** Stage 59 Intermission It's the last intermission! Renton is an event unit, but don't worry- he'll return, in one of (if not the best) the best units in the game. Anyway, check out the bazarr one last time, do your last bits of upgrades... and get ready for DA FINAL BATTLE. ******************************************************************************** ----------------- |STAGE 60 PART 1| ----------------- ...but first, soccer. Pierre kind of has an unfair advantage, what with the fact he can light the damn ball on fire. ANYWAY. Allies: Glomar Soreiyu King Beal Iron Gear Freeden 20 Squads Allied reinforcements: Turn 3 Anenome (theEnd) Yuergens (battleship) Asuham (Golem) -Keginan (Dobeck) -Enge (Dobeck) Renton (Nirvash Spec 3) Enemies: Reicus Golnigus -Reicus Golnigus -Reicus Golnigus x15 Leo -Leo -Leo x4 Anguis -Anguis -Anguis x4 Caper -Caper -Caper x4 Reimureis (Edel) Enemy reinforcements: Turn 2 Shurouga (Asakim) Skill point: NAI THE MOON IS OUT !!!!!!!!!!!!! SECRET ALERT: !!!!!!!!!!!!! Asakim: If you're on Rand's route, and you recruited Xine, have Rand shoot down Asakim during the first half of this stage. He'll appear as an ally during the next half. This scenario is basically a reversal of the last one. You need to protect the UN servers from the oncoming hordes of Chimera ordinance. And Edel's big scary Reimureis. Your goal is stop it from getting to the protected area. Not too hard to do. What you do in this scenario is up to you. There's no time limit, and all of the enemies will charge after you. Thus, I adopted the strategy of just jamming my units into the white area and knocking the bastards down as they came to me. Provided you don't let Edel get to the point, you can also take a more aggressive posture. On turn 2, Asakim will arrive. No biggie. Given the nature of the mission objective (shoot down the Reimureis), you can pretty much ignore him. Now, the Reimureis will not waste time in reaching it's goal, and it's got some hefty MAP weaponry on it. You don't really have much choice but to eat it a few times, unless you take the necessary steps to keep Edel' s morale low. And with all the enemies that the mission throws at you, that can be difficult. On the bright side, her MAP weaponry might hit some of her own subordinates. Turn 3, things get a little messy. The Glomar is forced to the right side of the map, and Henry, still carrying on his mad vendetta, appears. The robot the crew picked up saves them all by self destructing. Edel is about to take advantage of this junction... but then Yuergens and Anenome appear, on your side! But that still might not be enough. But then, a mysterious voice! Rom stoll!? The sword that cleaves evil!? Nay! It's Asuham Boon and the Siberian Idiots! ...any port in a storm! And not only that, Renton sorties, and... really beefs up that there Nirvash. The spec 3 is truly studly. Nigh unhittable, with incredibly powerful attacks. At least for how much they cost. Now, it's basically just clean up. Have a large number of units stick by the area you need to protect, but send a good number of strong units to deal with Asakim. This is optional, but profitable. Now, Edel's unit is very strong, but actually not that tough. It's got about 140K HP, but fairly low armor. The only thing to really watch out for would be the MAP weapons, which have been covered. Blow up everything you want, then take out the Reimureis to end this part of the mission... ----------------- |Stage 60 Part 2| ----------------- Allies: Argama Eternal Archangel Gekko Go 20 Squads Renton Enemies: Nematode Coralian -Nematode Coralian -Nematode Coralian x48 Mollusk Coralian x6 Skill point: NAI THE MOON IS OUT ...yeah. 150 enemies all told. Now, here's what you need to do. Send -everyone- along with Renton towards the marked spot. Save your SP and EN for the final boss, but take out as many Coralians as necessary. You'll want everyone at max morale (which should be easy) and a clear path for Renton. If you move him full tilt every turn, you should be able to make it by turn 5. In the meantime, lead with your high-armored mechs with barrier fields. All but the studliest of RRs are dead men walking among the accurate and insanely numerous enemies. Note that this is space terrain as well. As a small aside, you can use the cash gained from the first part of the mission before you deploy, if you wish. Anyway, this part of the scenario is more or less straightforward. Conserve your resources as best you can and muscle through the teeming throng of Coralians. This is how the STMC battles in Alpha 3 should have been! Anyway, get Renton to the space at the very beginning of your turn. This is important, and there's no reward for any more Coralian destruction than necessary. When Renton does make it there, even more Coralians arrive to stop him. However, Edel is still somehow alive, and shows up with revenge as her aim. She blows up the newly arrived Coralians for you, but... Black Charisma reveals himself at last! Apparently, Edel is his unknowing puppet- whenever he says "I love you!", she must obey any order. This doesn't sit well with her. Black Charisma decides to take a new name, The Edel, and forms a rather studly looking combined machine with some sort of occult magic and blows Edel away. ZEUTH resolves to take out this psychopath and save the world once and for all. Realizing that he's perhaps a bit outnumbered, The Edel summons... himself? Two of his alternate selves also arrive to fight you. They blow up any remaining coralian enemies for you. It's the grandest of situations! Time to fight! (NOTE: IF this is not the case with you, scroll down to the Update at the end of this stage walkthrough.) Note that The Edels only start out at 105 morale- they can only use the weaker of their attacks for now, though they all have double move. Spend some time to get your units into position. Unless you are very well placed, have your squads arranged immaculately, and a ton of pilots with support attack, you're not gonna do this in one turn. You have to take out all three Chaos Reimureis on the same turn, or he'll just summon another one to take its place. To this end, you're probably gonna need to leave the three of them in a crippled state at the end of the turn. The original in the far corner will probably be in the best shape, due to the distance. This means that you'll probably eat a couple of MAP attacks on the enemy phase. You may lose a weaker unit or two, especially since the only MAP attack he likes to use is the one that reduces pilots stats by an insane amount if it hits. Don't sweat it too much, though. No repair costs to pay, this being the final battle and all, and it's hard to account for all those squad mates. To prevent massive casualties from being taken, I propose two things: Use anyone with it to Exhaust one of the Edels to low morale, and cast Disturbance to lower his hitrate. As for fighting him, split into three groups with evenly distributed firepower and unleash everything you have on him. Sadly, you can't reduce his stats, even if you use Direct Attack. On the bright side, his defense isn't hugely high anyway. Remember, take them all out on the same turn! When you're done, pat yourself on the back and enjoy the ending, whichever one you ended up with. Speaking of which, I believe there are various versions of this stage depending on which ending you get. I don't know the specifics on this as of yet, nor does anyone, really. I believe that you may run into a single, strong version of the Chaos Reimureis, with 500K HP. Or something. It's probably easier overall, but more tedious. Wuteva. Anyway, be sure to save your game so you can do a New Game Plus on the other route! UPDATE: My sources and my own experiences lead me to believe that Setsuko's version of this stage is a bit different. The Coralians start out a bit farther away, all in a big group, none of them flanking you. There will only be one Chaos Reimureis, but The Edel will bring along a never ending supply of Chimera mecha. This version has more HP, but is -much-, -much- easier. Surround him and Exhaust him to heck and back, then beat him up at your leisure. He won't be able to use any MAP attacks this way, and a good cast of disturbance will render his little friends useless as well. All in all, it's much easier. ************************* NEW GAME PLUS DIFFERENCES ************************* -On the first new game plus, you inherit 50% of cash, Blue Stones, and PP, the second, 75%, and the third, 100%. -You gain access to a secret route split late in the game- after mission 47, Tallia is given a choice to go with the ZAFT or stay with ZEUTH. Staying with ZEUTH gives you a slightly different set of missions, and the opportunity to get two new secrets: Haman and her Quebely, and saving Rey and Tallia. -You have the opportunity to choose EX Hard on your first new game plus. In this mode, you cannot upgrade pilots or machines at all, and the enemies all have significant upgrades on them. It's brutal. -After clearing both Rand and Setsuko's route, you have the opportunity to try Special Mode. This is basically normal mode, but with all units having 15 slots for upgrades, and you start with one of each item. ------------- |VIII.Parts:| ------------- In this section, I'll list all of the parts you can obtain thoughout the game and what they do, and if they're available in the bazarr. Booster: Movement Plus 1 (Available for purchase) - Megabooster: Movement Plus 2 (Available for purchase) - Apogee Motor: Movement Plus 1, Mobility +5 (Available for purchase) - Magnetic Coating: Mobility +10 (Available for purchase) - Behavior Restraint System: Mobility +20 (Available for purchase) - VR Net: Accuracy +10 (Available for purchase) - Sensory Helmet: Accuracy +20 (Available for purchase) - Targetting Radar: Range +1 (Available for purchase) - Linear Sheet: Range +1, Accuracy +20 (Available for purchase) - Haro: Movement +2, Accuracy/Mobility +25, Range +1 (Unavailable) - Chobham Armor: HP +500, armor +100 (Available for purchase) - Hybrid Armor: HP +1000, armor +150 (Available for purchase) - Nanoskin Armor: HP +1000, armor +200 (Available for purchase) - Solar Panel: Bestows 10% Energy regeneration per turn (Available for purchase) - Nanomachine Unit: Bestows 10% HP regeneration per turn (Available for purchase) - Barrier Field: Gives the unit a barrier that blocks 1000 damage (Available) - Hyper Jammer: Bestows Double Image at 130 morale (30% chance of evasion) (available) - Hero's Mark: Mobility/Accuracy +25, Critical rate +25, armor +200 (unavailable) - Soul of Steel: Mobility/Accuracy/Critical Rate +30, armor +250 (unavailable) - Minovsky Craft: Gives unit an S ranking in Air terrain, bestows flight (unavailable) - Thruster module Gives unit an S ranking in Space terrain (available) - Dustproofing: Gives unit an S Ranking in Ground terain (available) - Screw Module: Gives unit an S Ranking in Water terrain (unavailable?) - A Adaptor: Gives unit A ranking in all terrains (Available) - S Adaptor: Gives unit S ranking in all terrains (unavailable) - Propellant Tank: restores all EN, vanishes upon use (available) - Cartridge: restores all ammo, vanishes upon use (available) - Repair Kit: restores all HP, vanishes upon use (available) - Super Repair Kit: restores all HP, EN, and ammo, vanishes upon use (available) - Donkey Bun: Restores 50 SP, vanishes upon use (available) - Puncher's Truth: Restores all SP, vanishes upon use (available) - Buriki's Goldfish: Starting Morale +5 (available) - FAITH's Badge: Starting Morale +10 (unavailable) - Fallen Angel Feather: Restores 10 SP per turn (unavailable) - Hypnosis System: After turn 2, gives +3 morale per turn (available) - Training Manual: Squadmates equipped with this receive full PP and EXP (available) -------------------------------------------- |IX. Secrets, Ending points, and miscellany| -------------------------------------------- THIS SECTION IS UNDER -HEAVY- CONSTRUCTION. THERE WILL BE MISSING AND INACCURATE INFORMATION HERE UNTIL KNOWLEDGE OF SECRETS BECOME MORE CONCRETE. ALSO NOTE THAT THIS SECTION CONTAINS THE MOST ACCURATE INFORMATION REGARDING SECRETS- NOTES IN THE WALKTHROUGH MAY BE GUESSWORK. SECRET ALERTS HOWEVER ARE ALSO ACCURATE. THE SECRETS HERE ARE LISTED IN NO PARTICULAR ORDER $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Unlocking the Gundam Mk II's Flying Armor Crash early $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ To unlock the Flying Armor Crash early, simply have Camille shoot down Laila's Galpaltea Beta during Setsuko Stage 8. You will gain this attack regardless once the stage is over, or on stage 12 of Rand's route. $$$$$$$$$$$$$$$$$$$$$$$ Unlocking the TFO Early $$$$$$$$$$$$$$$$$$$$$$$ To unlock the TFO early, the Double Spacer must take damage sometime during stage 13. If this requirement is met, you can buy the special item in the bazarr during stage 13 intermission. During stage 15's intermission, by the special item from the bazarr. You will get the TFO on the spot. You will gain this unit regardless after stage 24. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Unlocking the Hyaku Shiki's Mega Bazooka Launcher early $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ To unlock this weapon early, Quattro must shoot down 3 enemies during stage 15. After the stage ends, choose to take the Pacific route split, then visit the bazarr again before moving on. Buy the special item. Visit the bazarr again after stage 19 and buy the next special item- you'll unlock the attack on the spot. You will gain this attack regardless after stage 33 Setsuko/Stage 40 Rand. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Unlocking the Titans Colored Gundam Mk II $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ To unlock the second Gundam Mk II, you must be playing on Setsuko's route.During stage 3, do not shoot down Emma. After stage 15, take the Pacific route. Amuro will join with this unit during stage 18. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Unlocking the Rushrod Overman $$$$$$$$$$$$$$$$$$$$$$$$$$$$$ To unlock this mech, take the Gallia route after stage 15. By the end of stage 18, Gainer, Gain, Gauli, Sara, Bero, and Adette must have a combined kill count of 100 or more. If this condition is met, visit the bazarr after stage 18 and purchase the special item. After stage 22, visit the bazarr again and buy the special item. Rushrod will be added to your roster. $$$$$$$$$$$$$$$$$$$ Unlocking the Dijeh $$$$$$$$$$$$$$$$$$$ To unlock this mech, you must be playing on Setsuko's route. Camille, Amuro, Quattro, Bright, Apolly, Robert, Emma, Reccoa, and Katz must have an average level of 25 by the end of stage 25. Amuro and Katz must have an average of 25 kills by the end of stage 25. If these requirements are met, you will receive the unit at the beginning of stage 26 Setsuko. (Regarding the average- just get Amuro 50 kills and you won't have to worry about Katz's.) $$$$$$$$$$$$$$$$$$$$$$ Recruiting Steel Demon $$$$$$$$$$$$$$$$$$$$$$ To recruit this Getter Robo enemy, have Ryouma fight him at least once on stage 24. During stage 25, after all enemies are shot down, Ryouma and he will duel. Defeat him within 3 turns and he will join you after the stage. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Tifa Adill as a subpilot and the G-Bits attack $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ This is a multi-step process throughout the game. There are several flags you must trigger. Stage 7 Rand: Enil's Jenice Custom shot down Stage 7 Rand: Either Shagia or Olba shot down Stage 14: Garrod Convinces Enil Stage 14: Enil's Jenice custom NOT shot down. Repeat, NOT. Stage 27 Rand: Either Jamil or Garrod shoot down the Patouria during part two If 4 or more of these flags are met (you can miss one), the Black Box F will be available for purchase in the Bazarr after stage 27. Buy it. Much later, during stage 50 ZAFT/52 ZEUTH, Tifa will join you as a subpilot for the Gundam DX. Visit the bazarr again after that stage and the G-Bits will be on sale. Buy them and you'll gain the attack then and there. If you're playing on Setsuko's route, you can still obtain this secret. During stage 14, meet both requirements. Tifa will join you if you have over 40 skill points, and if you have over 50, the G-Bits will be available for purchase after the stage regardless. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Unlocking the Great Booster early $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ To unlock this weapon early, you must be playing on Setsuko's route. During stage 24, have Boss move to the side of the photon lab that Tetsuya crashed into to trigger a bit of dialogue. After stage 36 Setsuko, visit the bazarr and buy the special item on sale. You'll get the attack then and there. You'll gain this attack regardless after stage 40. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Unlocking the Plasma Gimmick and O Thunder early $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ To unlock these weapons early, you must be on Rand's route. Take the Search for Renton split after stage 32. During stage 34, have the Big O fight Beck the Great RX3. Both must survive the encounter. The weapons will be unlocked right then. You will gain these weapons regardless on Stage 35 Rand (either route) or stage 41 Setsuko. $$$$$$$$$$$$$$$$$$$$$$$$ Recruiting Four Murasame $$$$$$$$$$$$$$$$$$$$$$$$ To recruit Four to your roster, you must be playing on Setsuko's route. Like the G-Bits secret, this is a long process with several flags you must meet. It's convenient to simply call them points. Stage 26: Camille battles Four (+1 point) Stage 26: Camille shoots down Four (+1 point) Stage 29: Camille shoots down Four (+1 point) Stage 30: Camille shoots down Four (+1 point) Stage 36: Camille shoots down Four (+1 point) Stage 36: Four is shot down while Stella is still on the field (+3 points) Stage 36: Stella shot down while Four is still alive, but Stella points are not enough to recruit her (+2 points) If you have 5 points, or 4 points and 28 Skill points by the end of stage 36, Four will join you in a Gaplant during stage 38 after the other part of ZEUTh retreats. $$$$$$$$$$$$$$$$$$$$$$$$$$ Recruiting Stella Loussier $$$$$$$$$$$$$$$$$$$$$$$$$$ Much like Four, Stella has a long and complicated series of points has her recruitment requirement. You must be playing on Setsuko's route to recruit her. Stage 3: Stella shot down (+1 point) Stage 15: Shinn battles Stella (+1 point) Stage 15: Sting, Aul, and Stella shot down (+1 point) Stage 26: Shinn Battles Stella (+ 1 point) Stage 29: Shinn shoots down Stella (+1 point) Stage 30: Four is shot down while Stella is still on the field (+1 point) Stage 30: Shinn shoots down Stella (+1 point) Stage 36: Shinn shoots down Stella (+1 point) Stage 36: Stella shot down while Four is still on the field (+3 points) Stage 36: Four shot down while Stella is still on the field, but Four points are not enough to recruit her If you have 8 Stella points (or 7 and 28 Skill points) by the end of stage 36, Stella will join you afte Stage 56 ZAFT or Stage 51 ZEUTH. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Recruiting Atena Henderson Early $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ To recruit Atena early, convince her with Kei, then Orson during stage 41. The order matters. If done successfully, she will join on the spot. If you do not do this, she will join after the stage regardless. $$$$$$$$$$$$$ Saving Rubina $$$$$$$$$$$$$ To save Rubina and recruit her to your side, you must either allow her to escape during stage 44 or shoot down Afrotia or Negross before she's shot down. The latter is far and away the easiest option. $$$$$$$$$$$$$$$ Xabungle Unit 2 $$$$$$$$$$$$$$$ To obtain a second Xabungle unit, you must be playing on Rand's route. Choose to take the Stay Behind route after stage 32. During stage 35, shoot down Timp's Broccoli. After the stage, visit the bazarr and purchase the special item for sale. Visit the bazarr again after stage 45 and purchase that item. You'll gain the second unit on the spot. It inherits all upgrades to the first unit. $$$$$$$$$$$ Baldiroizer $$$$$$$$$$$ You have two opportunities to unlock this weapon. During stage 44, deploy Baldios. Make sure it survives until the end of the mission. When you shoot down the artificial sun, Baldios will unlock this attack automatically. If you fail to meet this requirement, then do the same during stage 54. When you shoot down the Spirit Gatora, Baldios will unlock this attack automatically. $$$$$$$$$$$$$$$$$$$$$ Final Dynamic Special $$$$$$$$$$$$$$$$$$$$$ To unlock this combination attack, deploy Mazinger Z, Great Mazinger, Grendizer, and Getter Robo G during stage 53 ZAFT/49 ZEUTH. When you shoot down Emperor Brai, you will automatically get this attack. If on the ZAFT route, you can trigger this by shooting down Great King Vega first, if you so wish. $$$$$$$$$$$$$$$$$ Big O Final Stage $$$$$$$$$$$$$$$$$ Note that you will gain this attack regardless of your actions, but you can unlock it early. During stage 53 ZAFT/49 ZEUTH, make sure the Big O is deployed and on the field when you shoot down Big Duo Inferno. You will unlock this move automaticalyl when you do. Even if you don't do this, you'll get this attack during stage 58 after you shoot down Big Fau. $$$$$$$$$$$$$$$$$$ Biosensor Weaponry $$$$$$$$$$$$$$$$$$ To obtain this upgrade for the Zeta Gundam, deploy Camille in the Zeta during stage 49 ZAFT/51 ZEUTH. Have Camille shoot down Yazan- he'll unlock it after you do so (this includes the Hyper Beam Saber, Waverider Assault, and Psychofield barrier, all of which become available at 130 morale). If you miss the first opportunity, you can do the same thing on stage 56 (either route) and you'll unlock it then. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Unlocking Assault Aquarion early $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ You will obtain this unit regardless during stage 53 (either route), but you can get it a little early. During stage 51 ZAFT/48 ZEUTH, shoot down Aquarion Delta and Aquarion Omega before shooting down Aquarion Alpha (Glenn) or Moroha. After that stage, visit the bazarr and buy the special item from the bazarr. You'll receive it on the spot. $$$$$$$$$$$$$$$$$$$$$$$$$$ Haman Karn and the Quebely $$$$$$$$$$$$$$$$$$$$$$$$$$ The only requirement for recruiting Haman is taking the ZEUTH Route after stage 47. She'll join you afters tage 51. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Saving Rey Za Burrel and Tallia Gladys $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ To save and re-recruit these two characters, you must first take the ZEUTH Route after stage 47. During stage 56, fight Rey with Shinn and Kira, then convince him with Shinn. Finally, shoot him down with Shinn. He'll rejoin after the stage with Tallia. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Yzak Joule and the Gouf Ignited $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ To recruit Yzak, you must shoot him down with Kira during the second half of stage 43. If you take the ZAFT route, you must convince Yzak with Athrun during stage 48- this is unnecessary if you take the ZEUTH route. On either route, convince Yzak with Athrun again during stage 56. He'll retreat from the battle and join after the stage in his Gouf Ignited. $$$$$$$$$$ Yasaba Jin $$$$$$$$$$ To recruit Yasaba jin, you must be playing on Rand's route. The only requirement is to unlock the Rushrod- refer to that secret for instructions. He'll arrive during stage 47 as a reinforcement. He'll join you if Rushrod is in your roster. He has no unit of his own when he joins, but given the amount of overmen on Rand's route, this shouldn't be a problem. $$$$$$$$$$$$$$$$$$$$$ Charles and Ray Beams $$$$$$$$$$$$$$$$$$$$$ First and formost, you cannot permanently recruit these units. If you fulfil the requirements, they will only arrive during the first half of the final stage as allied reinforcements. You must be playing on Rand's route. Take the search for Renton route. During stage 33, have Charles and Ray shoot down 10 units between them. During stage 35, have Holland have a battle encounter with both Charles and Ray, then have Renton convince both of them. Shoot them both down with Renton. This will cause them to arrive during the first half of the final stage. $$$$$$$$$$$$$$$$ Sarah and Reccoa $$$$$$$$$$$$$$$$ To recruit these two, you must be playing on Setsuko's route. You must also choose the Gibraltar split after stage 32. During stage 34, have Katz have a battle encounter with Sara. During stage 35, have Katz or Camille shoot Sara down. During scenario 37, have Camille or Katz fight her again (if you miss this one, you can convince Sara with Camille during stage 56). During stage 49 ZAFT/ Stage 51 ZEUTH, have Camille, Quattro, Fa, or Emma fight with Reccoa, then have Camille or Fa convince her. Finally, during stage 56, shoot down Sara, then have Camille convince Reccoa again. Leave her alive for the rest of the scenario. If all of this has been done, both characters will join you after the stage. $$$$$$$$$$ Xine Espio $$$$$$$$$$ To recruit Xine, you must have 15 or more ending points by the end of stage 58, or 7 or more and over 46 skill points. During stage 59, have anyone fight Xine, then have your main character fight Xine. Then have him/her convince her. Shoot her down with any unit, and she'll join after the stage. $$$$$$$$$$$$ Asakim Dowan $$$$$$$$$$$$ Like the Beams, Asakim is only a reinforcement during the final stage and is only available on Rand's route. You must recruit Xine, then shoot down Asakim with Rand during the first part of the final stage. He'll arrive to help you fight the final boss in a much-upgraded Shurouga. $$$$$$$$$$$$ Secret Items $$$$$$$$$$$$ There are four secret items, all of which are obtained by buying items from the bazarr. All four are only available on Rand's route. Hero's Mark: During stage 8, both Jiron and Apollo must shoot down one enemy. After stage 8, buy the special item in the bazarr. After stage 23, buy the next special item. After stage 28, buy the next one. After stage 39, visit the bazarr and you'll receive it for free. Spirit of steel: During stage 7, shoot down either Shagia or Olba After stage 7, buy the special item in the bazarr. Take the Gallia route. After stage 19, buy the special item. After stage 47, buy the next one. After stage 49 ZAFT/53 ZEUTH, visit the bazarr and you'll receive it for free. Haro: Take the Gallia route. After stage 16, buy the special item in the bazarr. After stage 20, buy the special item. Take the search for Renton route. After stage 35, buy the next one. After stage 50 ZAFT/52 ZEUTH, you'll receive it for free Fallen Angel Feathers: During stage 26, Kei and Shaiya should shoot down 8 enemies between them After stage 26, buy the special item in the bazarr. After stage 29, buy the special item. After stage 36, buy the next one. After stage 41, visit the bazarr and you'll receive it for free. EEEEEEEEEEEEE ENDING POINTS EEEEEEEEEEEEE While the exact nature of ending points are as of yet unknown, it can be extrapolated that they affect which ending you get, and they also affect a few secrets. Here's a complete listing. Note that there are no ending points to earn before stage 41. Note that I'll also list actions that cause you to lose ending points. If you have questions or need a more detailed explanation, check the stage walkthroughs. 41: Any Eman platoons (except the ship) shot down: -1 Ending point 41: Only Eman platoon shot down before reinforcements arrive is the battleship: + 1 ending point 41: Kei, then Orson convince Atena: + 1 ending point 42: Aki survives: Ending point +1 (refer to the Aki points section for details) 43: Don't shoot down Athrun (wait until turn 4 for the stage to end): +1 Ending point 43: Rey shoots Athrun down: -1 ending point 44: Rubina escapes successfully: +1 ending point 44: Artificial Sun shot down within 2 turns of Sol Gravion's arrival: +1 point 44: Futaba shot down by Aquarion +1 45: Stage completed with no allied platoons (Titans lead by Jerid) shot down: +1 point 46: 12 enemy platoons shot down by the start of turn 5: +1 point 47 Rand: Rand battles Asakim: +1 point 47 Setsuko: Alternate Virgola units shot down by the start of turn 5: +1 point -here we split into either the ZAFT or ZEUTH route- 55: Shoot down Ginganam, Shagia, and Olba: +1 point for each shot down 58: Choose to live in Paradigm City: -15 points ZAFT ROUTE: 48: All ZAFT platoons destroyed: -1 point 49: Camille, Quattro, Emma or Fa battle with Reccoa and both survive: +1 point 50: Shagia and Olba shot down at the same time: +1 point 51: Moroha shot down: +1 point 51: Glenn shot down: -1 Point 53: Reduce Dr. Wily's/Kazami's HP below 2000 without shooting him down: +1 point 56: Convince Lunamaria to retreat with Lacus: +1 point (Shinn must be present) 56: Lunamaria shot down: -1 point 57: Both Otoha and Toma shot down by the end of the stage: +1 ZEUTH ROUTE: 48: Big Duo Inferno shot down: +1 point 49: Beck survives until Big Duo Inferno shot down: +1 point 50: Moroha shot down: +1 point 50: Glenn shot down: -1 Point 50: Sirius still on the map when stage is finished: -1 point (in other words,you lose a point if he hasn't been shot down by the end of the map) 51: Camille, Quattro, Emma or Fa battle with Reccoa and both survive: +1 point 52: Shagia and Olba shot down at the same time: +1 point 52: Ginganam reduced to below 50% HP: +1 point 57: Both Otoha and Toma shot down by the end of the stage: +1 ZZZZZZZZZZZZ ZEUTH POINTS ZZZZZZZZZZZZ Zeuth points can be obtained on the first playthrough to unlock the ZEUTH route without having to be on a newgame plus. It's a long and drawn out process, and probably not worth your time, but I would be remiss in my duties if I didn't cover it in some capacity. Setsuko 2: Choose to side with ZAFT and subdue the stolen gundams" +1 point Setsuko 8: Have Alex (Athrun) shoot Sato down +1 point Pacific 16: Kira shot down (this requires the use of a MAP weapon, as you can't actually target him) +1 point Setsuko 29: Shoot down Kira and Murrue: +1 each Rand 29: Shoot down no ZAFT platoons and destroy Yzak immediately +2 points Rand 29: Leave 3 Zaft Platoons alive and then destroy Yzak +1 point (you can't get this point if you got the +2 points anyway) Setsuko 30: Shoot down Kira and Murrue: +1 each Rand 30: Don't let Kira, Murrue, Bartfeld, or Enil shoot down any enemies: +1 Setsuko Gibraltar 35: Simply complete stage +1 Setsuko 36: Complete requirements for recruiting Stella +1 Rand 36: Shinn (NPC) battles Stella +1 Rand 36: Shinn (NPC) shoots down Stella +2 Rand 36: Kira shoots down Stella -1 Setsuko 38: Shinn shot down while Kira is still on the map +2 Setsuko 38: Kira shot down without Shinn ever fighting him +1 Rand 38: Clear stage by shooting down Shinn +1 Rand 38: Kira shot down -1 43: Stage cleared by waiting til turn 4 +1 43: Shinn shoots down Athrun -1 If you have 9 points by the end of stage 47, you will automatically take the ZEUTH route (alternatively, have 7 and +36 skill points). If you have 10 points and +36 skill points, you'll receive a choice whether to stay with ZEUTH or go back to ZAFT after stage 47. AAAAAAAAAA Aki Points AAAAAAAAAA ------------------- |X.Bazarr Listings| ------------------- RAND STAGE 1: Parts: Booster: 100 BS Apogee Motor: 120 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Dustproofing: 100 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: None Special: None RAND STAGE 2: Parts: Booster: 100 BS Apogee Motor: 120 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Dustproofing: 50 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: None Special: None RAND STAGE 3: Parts: Booster: 100 BS Apogee Motor: 120 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Dustproofing: 50 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: None Special: None RAND STAGE 4: Parts: Booster: 100 BS Apogee Motor: 120 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Dustproofing: 50 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: None Special: None RAND STAGE 5: Parts: Booster: 100 BS Apogee Motor: 120 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Donkey Bun: 80 BS Mecha: None Special: None RAND STAGE 6: Parts: Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Donkey Bun: 80 BS Buriki's Goldfish: 120 BS Mecha: None Special: None RAND STAGE 7: Parts: Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Donkey Bun: 40 BS Buriki's Goldfish: 120 BS Mecha: None Special: None RAND STAGE 12: Parts: Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS High Efficiency Radar: 150 Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Buriki's Goldfish: 200 BS Mecha: None Special: None RAND STAGE 13: Parts: Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS High Efficiency Radar: 150 Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Hypnosis System: 250 BS Mecha: None Special: Super Alloy Z fragment: 10 BS (Appears if Kouji got damaged during stage 13, buy for first step in unlocking TFO early) RAND STAGE 14: Parts: Booster: 80 BS Apogee Motor: 80 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Dustproofing: 120 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: None Special: None RAND STAGE 15: Parts: Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Dustproofing: 120 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Donkey Bun: 80 BS Mecha: None Special: Flight Manual: 10 BS (Available if you bought the Super Alloy Z fragment, gives you the TFO early) RAND GALLIA STAGE 16: Parts: Booster: 100 BS Apogee Motor: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS Targeting Radar: 120 BS Chobham Armor: 40 BS Dustproofing: 120 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Dagger: 100 BS Calico: 120 BS Special: Ray=Out Magazine: 10 BS (Don't know what this does as of yet) RAND GALLIA STAGE 17: Parts: Booster: 60 BS Apogee Motor: 80 BS Magnetic Coating: 40 BS VR Net: 40 BS Targeting Radar: 150 BS Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Dagger: 100 BS Calico: 120 BS Special: None RAND GALLIA STAGE 18: Parts: Booster: 100 BS Apogee Motor: 120 BS Magnetic Coating: 40 BS VR Net: 40 BS Targeting Radar: 120 BS Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Dagger: 100 BS Calico: 120 BS Special: Scrap (Overman): 10 BS (buy this to obtain the Rushrod later) RAND GALLIA STAGE 19: Parts: Booster: 100 BS Apogee Motor: 120 BS Magnetic Coating: 40 BS VR Net: 40 BS Targeting Radar: 150 BS Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Dagger: 100 BS Calico: 120 BS Special: ???(Present for Tifa?): 10 BS (unknown effect as of yet, buy it anyway) SOUTH AMERICA STAGE 16: Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Screw Module: 80 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Puncher's Truth: 200 BS Mecha: None Special: None SOUTH AMERICA STAGE 17: Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS Targetting Radar: 150 BS Chobham Armor: 40 BS Screw Module: 80 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: None Special: None SOUTH AMERICA STAGE 18: Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS Targetting Radar: 120 BS Chobham Armor: 40 BS Screw Module: 80 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS SOUTH AMERICA STAGE 19: Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS Targetting Radar: 150 BS Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Donkey Bun: 80 BS Mecha: None Special: Mega Condenser (available if you bought the energy pack, creates Mega Bazooka launcher) STAGE 20: Parts: Apogee Motor: 120 BS Magnetic Coating: 40 BS VR Net: 40 BS Targeting Radar: 150 BS Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Training Manual: 150 BS Mecha: Calico: 120 BS Prometheus: 200 BS Special: Signed Lacus Clyne CD: 10 BS (unknown effect as of yet, buy it anyway) STAGE 21: Parts: Apogee Motor: 120 BS Magnetic Coating: 40 BS VR Net: 40 BS Targeting Radar: 150 BS Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Training Manual: 150 BS Mecha: Calico: 120 BS Prometheus: 200 BS Special: None STAGE 22: Parts: Apogee Motor: 100 BS Magnetic Coating: 30 BS VR Net: 30 BS Targeting Radar: 120 BS Chobham Armor: 30 BS Propellant Tank: 20 BS Cartridge: 20 BS Repair Kit: 20 BS Training Manual: 120 BS Mecha: Prometheus: 200 BS Dobeck: 200 BS Special: Overcoat: 10 BS (Appears if you bought the scrap overman parts, buy to obtain Rushrod) RAND STAGE 23: Parts: Apogee Motor: 100 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Targeting Radar: 150 BS Hybrid Armor: 80 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Training Manual: 150 BS Mecha: None Special: Overcoat: None RAND STAGE 24: Apogee Motor: 120 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS Solar Panel: 200 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Training Manual: 150 BS Mecha: None Special: none RAND STAGE 25: Apogee Motor: 120 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS Solar Panel: 200 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Training Manual: 150 BS Mecha: None Special: none RAND STAGE 26: Apogee Motor: 120 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS Solar Panel: 200 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Puncher's Truth: 200 BS Mecha: Gapamendo: 250 BS Galapagos: 280 BS Dobeck: 200 Special: Hong Kong City Video: 10 BS (effect unknown) RAND STAGE 27: Apogee Motor: 120 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Linear Sheet: 250 BS Hybrid armor: 120 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Gapamendo: 250 BS Galapagos: 280 BS Dobeck: 200 Special: Black Box? Maybe? if the requirements are fulfilled? RAND STAGE 28: Megabooster: 200 BS Apogee Motor: 120 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS Targetting Radar: 150 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Gapamendo: 250 BS Galapagos: 280 BS Dobeck: 200 Special: None RAND STAGE 29: Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS Hyper Jammer: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Hypnosis System: 350 BS Training Manual: 150 BS Mecha: Gapamendo: 250 BS Galapagos: 280 BS Dobeck: 200 Special: Eman Warrior Penant RAND STAGE 30: Behavior restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Nanoskin Unit: 200 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Panchy no?: 250 BS Training Manual: 150 BS Mecha: Gapamendo: 250 BS Galapagos: 280 BS Dobeck: 200 Special: None RAND STAGE 31: Megabooster: 250 Behavior restraint System: 100 BS Sensory Helmet: 100 BS Linear Sheet: 300 BS Nanoskin Armor: 200 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Gapamendo: 250 BS Galapagos: 280 BS Dobeck: 200 Special: None RAND STAGE 32: Megabooster: 250 Behavior restraint System: 100 BS Sensory Helmet: 100 BS Linear Sheet: 300 BS Nanoskin Armor: 200 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Gapamendo: 250 BS Galapagos: 280 BS Dobeck: 200 Special: None RAND STAGE 33 STAY BEHIND: Megabooster: 250 Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Training Manual: 150 BS Mecha: Galapagos: 280 BS Dobeck: 200 BS Maxflute: 250 BS Special: None RAND STAGE 34 STAY BEHIND: Megabooster: 250 Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Training Manual: 150 BS Mecha: Galapagos: 280 BS Dobeck: 200 BS Maxflute: 250 BS Special: None RAND STAGE 35 STAY BEHIND: Megabooster: 200 Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Training Manual: 150 BS Mecha: Galapagos: 280 BS Dobeck: 200 BS Maxflute: 250 BS Special: None RAND STAGE 36 Apogee Motor: 12 Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS Barrier Field: 300 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Galapagos: 280 BS Jenice Enil Custom: 200 BS Maxflute: 250 BS Special: Chiram bike RAND STAGE 38 Apogee Motor: 120 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS Barrier Field: 250 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS mecha: Galapagos: 280 BS Jenice Enil Custom: 200 BS Maxflute: 250 BS Special None RAND STAGE 39 Apogee Motor: 120 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS Barrier Field: 300 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS mecha: Galapagos: 280 BS Jenice Enil Custom: 200 BS Maxflute: 250 BS Special None SETSUKO STAGE 12 Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS High Efficiency Radar: 150 Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Puncher's Truth: 200 BS Mecha: None Special: None SETSUKO STAGE 13: Parts: Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS High Efficiency Radar: 150 Chobham Armor: 40 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Hypnosis System: 250 BS Mecha: None Special: Super Alloy Z fragment: 10 BS (Appears if Kouji got damaged during stage 13, buy for first step in unlocking TFO early) SETSUKO STAGE 14: Parts: Booster: 80 BS Apogee Motor: 80 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Dustproofing: 120 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: None Special: None SETSUKO STAGE 15: Parts: Booster: 100 BS Magnetic Coating: 40 BS VR Net: 40 BS Chobham Armor: 40 BS Dustproofing: 120 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Donkey Bun: 80 BS Mecha: None Special: Flight Manual: 10 BS (Available if you bought the Super Alloy Z fragment, gives you the TFO early) SETSUKO STAGE 25: Apogee Motor: 120 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Hybrid Armor: 120 BS Solar Panel: 200 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: None Special: none SETSUKO STAGE 26: Apogee Motor: 120 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Linear Sheet: 300 BS Hybrid Armor: 120 BS Solar Panel: 200 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: None Special: None SETSUKO STAGE 27: Apogee Motor: 120 BS Behavior restraint System: 100 BS Sensory Helmet: 80 BS Linear Sheet: 300 BS Hybrid Armor: 120 BS Nanomachine Unit: 200 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Special: None Mecha: none SETSUKO STAGE 28: Megabooster: 250 BS Apogee Motor: 120 BS Behavior Restraint System: 100 BS Sensory Helment: 100 BS Targetting Radar: 150 BS Hybrid Armor: 120 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Special: None Mecha: None SETSUKO STAGE 29: Apogee Motor: 120 BS Behavior Restraint System: 100 BS Sensory Helment: 100 BS Hybrid Armor: 120 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS FAITH Badge: 30 BS Training Manual: 150 BS Special: None Mecha: None SETSUKO STAGE 30: Apogee Motor: 120 BS Behavior Restraint System: 100 BS Sensory Helment: 100 BS Hybrid Armor: 120 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Hypnosis system: 350 BS Training Manual: 150 BS Special: None Mecha: None SETSUKO STAGE 31: Megabooster: 250 BS Behavior Restraint System: 100 BS Sensory Helmet: 100 BS Linear Sheet: 300 BS Nanoskin Armor: 200 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Special: None Mecha: None SETSUKO STAGE 32: Megabooster: 250 BS Behavior Restraint System: 100 BS Sensory Helmet: 100 BS Linear Sheet: 300 BS Nanoskin Armor: 200 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Special: None Mecha: None GIBRALTAR STAGE 33: Apogee Motor: 120 BS Behavior Restraint system: 100 BS Sensory Helmet: 100 BS Linear Sheet: 300 BS Hybrid Amor: 120 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Ashimar: 200 BS Special: None GIBRALTAR STAGE 34: Apogee Motor: 120 BS Behavior Restraint system: 100 BS Sensory Helmet: 100 BS Linear Sheet: 300 BS Hybrid Amor: 120 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Ashimar: 200 BS Special: None GIBRALTAR STAGE 35: Apogee Motor: 120 BS Behavior Restraint system: 100 BS Sensory Helmet: 100 BS Linear Sheet: 300 BS Hybrid Amor: 120 BS
A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Ashimar: 200 BS Special: None SETSUKO ROUTE STAGE 36: Apogee Motor: 120 BS Behavior Restraint system: 100 BS Sensory Helmet: 100 BS Hybrid Amor: 120 BS Barrier Field: 300 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Ashimar: 200 BS Special: Photon Research Lab report: 10 BS (available if Boss picked up the great booster remains on stage 24, unlocks Great Booster early) SETSUKO ROUTE STAGE 38: Apogee Motor: 120 BS Behavior Restraint system: 100 BS Sensory Helmet: 100 BS Hybrid Amor: 120 BS Barrier Field: 250 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Ashimar: 200 BS Special: None SETSUKO ROUTE STAGE 39: Apogee Motor: 120 BS Behavior Restraint system: 100 BS Sensory Helmet: 100 BS Hybrid Amor: 120 BS Barrier Field: 250 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Mecha: Ashimar: 200 BS Special: None STAGE 41 Behavior restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Solar Panel: 200 BS Nanomachine Unit: 200 BS Thruster Module: 150 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS mecha: Galapagos: 280 BS Jenice Enil Custom: 200 BS Golem: 280 BS Special: None, but if you went through all the Orguss hoopla, you get a Fallen Angel Wing STAGE 42 Megabooster: 250 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Linear Sheet: 300 BS Nanoskin Armor: 200 BS Thruster Module: 150 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS mecha: Galapagos: 280 BS Jenice Enil Custom: 200 BS Golem: 280 BS Special: None STAGE 43 Behavior restraint System: 100 BS Sensory Helmet: 100 BS Linear Sheet: 300 BS Nanoskin Armor: 200 BS Barrier Field: 300 BS Thruster Module: 150 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS mecha: Galapagos: 280 BS Jenice Enil Custom: 200 BS Golem: 280 BS Special: none STAGE 44 Megabooster: 250 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Thruster Module: 150 BS A Adaptor: 250 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS mecha: Galapagos: 280 BS Jenice Enil Custom: 200 BS Golem: 280 BS Special: None STAGE 45 Megabooster: 250 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Thruster Module: 100 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS mecha: Messala: 250 BS Gapasurei: 240 BS Golem: 280 BS Special: None STAGE 46 Behavior restraint System: 80 BS Sensory Helmet: 80 BS Nanoskin Armor: 150 BS Thruster Module: 100 BS A Adaptor: 300 BS Propellant Tank: 20 BS Cartridge: 20 BS Repair Kit: 20 BS Training Manual: 120 BS mecha: Messala: 250 BS Gapasurei: 240 BS Golem: 280 BS Special: None STAGE 47 Behavior restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Propellant Tank: 30 BS Cartridge: 30 BS Repair Kit: 30 BS Training Manual: 150 BS mecha: RE-GZ: 250 BS Eagle: 240 BS Golem: 280 BS STAGE 48 Megabooster: 250 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Training Manual: 150 BS mecha: Messala: 250 BS Gapasurei: 240 BS RE Gz: 250 Special: None STAGE 49 Megabooster: 250 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Training Manual: 150 BS mecha: Messala: 250 BS Gapasurei: 240 BS RE Gz: 250 Special: None, but if you've purchased all of the gifts, you'll receive a soul of steel, free of charge! STAGE 50 Megabooster: 250 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Training Manual: 150 BS mecha: Messala: 250 BS Gapasurei: 240 BS RE Gz: 250 Special: None STAGE 51 Megabooster: 250 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Training Manual: 150 BS mecha: Broccoli: 250 BS Gapasurei: 240 BS RE Gz: 250 Special: None STAGE 52 Megabooster: 250 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Training Manual: 150 BS mecha: Broccoli: 250 BS Gapasurei: 240 BS RE Gz: 250 Special: None STAGE 53 Megabooster: 250 BS Behavior restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Training Manual: 150 BS mecha: Broccoli: 250 BS Gapasurei: 240 BS RE Gz: 250 Special: None STAGE 55 Megabooster: 250 BS Linear Sheet: 300 BS Barrier Field: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Hypnosis System: 350 BS Training Manual: 150 BS mecha: Broccoli: 250 BS Gapasurei: 240 BS RE Gz: 250 Special: None STAGE 48 ZEUTH Megabooster: 250 BS Behavior Restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Training Manual: 150 BS Mecha: Mesalla 250 BS Gapusrei 240 BS RE GZ 250 BS Special: Vector Machine (for sale if you shot down Glen last in stage 48, will unlock Assault Aquarion early) STAGE 49 ZEUTH: Megabooster: 250 BS Behavior Restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin Armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 30 BS Training Manual: 150 BS Mecha: Mesalla 250 BS Gapusrei 240 BS RE GZ 250 BS Special: none STAGE 50 ZEUTH: Megabooster: 200 BS Behavior Restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Training Manual: 150 BS Mecha: Broccoli: 260 BS Gapusrei: 240 BS RE GZ: 250 BS Special: None STAGE 51 ZEUTH: Megabooster: 250 BS Behavior Restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Training Manual: 150 BS Mecha: Broccoli: 260 BS Gapusrei: 240 BS RE GZ: 250 BS Special: None STAGE 52 ZEUTH: Megabooster: 250 BS Behavior Restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Training Manual: 150 BS Mecha: Broccoli: 260 BS Gapusrei: 240 BS RE GZ: 250 BS Special: None STAGE 53 ZEUTH: Megabooster: 250 BS Behavior Restraint System: 100 BS Sensory Helmet: 100 BS Nanoskin armor: 200 BS Thruster Module: 150 BS A Adaptor: 350 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Training Manual: 150 BS Mecha: Broccoli: 260 BS Gapusrei: 240 BS RE GZ: 250 BS Special: None STAGE 58 Megabooster: 250 BS Linear Sheet: 300 BS Barrier Field: 300 BS Thruster Module: 150 BS A Adaptor: 250 BS Super Repair Kit: 200 BS Donkey Bun: 80 BS Hypnosis System: 350 BS Training Manual: 150 BS mecha: Broccoli: 250 BS Gapasurei: 240 BS RE Gz: 250 Special: None STAGE 59 Megabooster: 200 BS Linear Sheet: 250 BS Barrier Field: 250 BS Thruster Module: 100 BS A Adaptor: 300 BS Super Repair Kit: 150 BS Donkey Bun: 50 BS Hypnosis System: 300 BS Training Manual: 100 BS mecha: Broccoli: 250 BS Gapasurei: 240 BS RE Gz: 250 Special: None ---------------- |XI.Mecha Index| ---------------- While it is fairly easy to just CTRL F search for any mech you want to find, I thought that including a list of when machines join you would be helpful for easy reference. Due to the large differences between them, there will be a list for Rand's Route and a list for Setsuko's Route. Secrets will be included as I learn of them. RAND ROUTE MECHA JOINING TIMES Stage 1: Gunleon, GX Gundam Stage 2: King Gainer, Panzer x3, Gotchko Stage 3: Iron Gear, Walker Gallia, Xabungle, Trand 11x2 Stage 5: Terminus 909, Nirvash, Terminus 606, Terminus 808, Gekko Go (temporary) Stage 6: Turn A Gundam Stage 7: Power up Turn A Gundam, Kapool x2 Stage 8: SUMO (Temporary), Borjanon, Aquarion (temporary) Stage 9: Aquarion (temporary) Stage 10: Bronco II, Morapa Mai, Morapa Ria, Glomar, Windam, Gaia Gundam, Chaos Gundam, Abyss Gundam (temporary) Stage 11: The Big O (temporary) Stage 12: Nirvash, 909, 606, 808, Gekko Go, Gundam Mk II, Rick Dias x2, Methuss, Hyaku Shiki, Argama, Gundam Impulse, Blaze Zaku Phantom, Gana Zaku Warrior, Minerva (Temporary) Stage 13: Double Spacer, Drill Spacer, Zambot 3, Godsigma, Grankaiser/Gravion, King Beal(temporary) Stage 14: Freeden, Gundam Leopard Destroy, Gundam Airmaster Burst, Vertigo, Iron Gear, Wallker Gallia, Xabungle, Trand 11 x2, Turn A Gundam, Kapool x2, GX Gundam King Gainer, Gotchko, Panzer x3 (Temporary) Stage 15: All units from 10 to 14, except the Big O, Bronco II, Windam, Gaia Gundam, Chaos Gundam, Abyss Gundam (temporary), Orguss, Shurouga (temporary), Aquarion (temporary). All units from 10 to 15 now join permanently, except the cast of Eureka SeveN and Aquarion. Gallia Stage 16: Dobeck v.Adette Gallia Stage 17: The Big O (temporary from stage 17 to stage 19) Gallia Stage 18: Aquarion (temporary) Routes join up: Savior Gundam, Rick Dias/Gundam Mk II, Baldios, Dobeck v.Adette Stage 21: Shurouga (temporary), Chaso Leo (temporary) Stage 22: Enperanza, Getter Dragon/Lyger/Posiedon Stage 23: Aquarion, Lady Command, The Big O (temporary, stage 23-25), GX Gundam Satellite Frame Stage 24: Mazinger Z, Great Mazinger, Dianna Ace, Venus Ace, Boss Borot Stage 25: Steel Demon (if requirements met) Stage 27 Part 2: Gundam DX Stage 29: Elpis (temporary) Stage 30: Archangel, Gundam Freedom, Murasame, Esperanza (temporary) Stage 31: Chaos Leo (temporary, stage 31-47) Stage 32: Upgraded Gunleon Stay behind stage 33: Grendizer, Marine Spacer, Baldios gains Pal Saber Dringing Stay behind stage 34: The Big O, G Falcon, Esperanza Stage 36: Archangel, Gundam Freedom (temporary, stage 36-38) Stage 39: Orguss II, Nirvash Spec 2 Stage 40: At the end of the mission, all of the units that went with ZAFT will join you. New units include: Daitarn 3, Super Gundam, RE-Gz, Zeta Gundam, Gravion no longer has time limit Stage 41: Naikik Atena Model Stage 42: Grantrooper Stage 43 Part 1: Destiny Gundam, Legend Gundam (Temporary, stage 43-47) Stage 43 Part 2: Eternal, SUMO, Gaia Gundam, Strike Freedom, Turn X (temporary) Stage 44: Nu Gundam, Sol Gravion, Baldios gains Baldiroizer| Fixer 1 (temporary) Stage 45: Walker Gallia gains ICBM toss Stage 46: SUMO, Vertigo| Strike Freedom, Infinite justice, Akatsuki (temporary) Stage 47: Shurouga, Dogon x3 (if requirements for Yasaba are met?) (temporary) ZAFT Stage 48: Coren's Red Kapool, Terminus 303 Devilfish, Strike Freedom, Infinite Justice, Akatsuki, Archangel ZAFT Stage 49: Eternal| Radish (temporary) ZAFT Stage 50: Turn A gains Moonlight Moth, Aquarion Angel ZAFT Stage 51: Kurawata Lancerow Custom ZAFT Stage 52: Assault Aquarion (if requirements were met?), Jinpa| Dobeck x3 (temp.) ZAFT Stage 53: God Sigma Gravion, Dynamic Quartet gains Final Dynamic Special, Big O gains Final Stage, Godsigma gains Big Wing Attack (units must be deployed) Stage 55: Soriel ZAFT Stage 57: Gundam Destiny,Gundam Impulse, Gouf ignited (if requirements were met) Aquarion gains Solar Sword Stage 58: The Big O gains Final Stage (if not learned earlier) Stage 60 Part 1: Yuergens Battleship, Nirvash type theEND, Asuham Golem, Dobeck x2 (temporary)| Nirvash Spec 3, Chaos Caper (if requirements were met) Stage 60 Part 2: Shurouga (if requirements were met) --------------------------------- |XII.Frequently Asked Questions:| --------------------------------- Q: What gundams are in this game? A. For your convenience, here's an entire series list, with Gundams up front. Just for you. Adder loves ya, baby. Mobile Suit Gundam Zeta (Movie Anthology version) Mobile Suit Gundam Char's Counterattack Afterwar Gundam X Turn A Gundam Mobile Suit Gundam SEED Destiny Mazinger Z Great Mazinger UFO Robo Grendizer Getter Robo G Space Warrior Baldios Space Emperor Godsigma Invincible Ironman Daitarn 3 Invincible Superman Zambot 3 Psalm of Planets Eureka SeveN Blue Tornado Xabungle Overman King Gainer The Big O (Seasons 1 and 2) Super Dimensional Century Orguss Gravion and Gravion Zwei Legend of Aquarion Banpresto Originals Q. Is this game available in english? A. No. And unless some cataclysmic interdimensional event also happens in the world of licensing, it never will be. Brush up on your moonspeak, friends! Q. How do I... etc.? A. Check the guide. Q. How do I contact you? A. Check the contact policy. Q. How exactly did you get this game? A. Importation is a wonderful thing. Check www.playasia.com for more details. Q. Do you actually know Japanese? A. Not a whole lot, but some. Mostly from memorization. Q. Is it necessar to know any? A. Not really necessary, but, of course, it helps. ---------------------- |XIII. Contact policy| ---------------------- If you plan to contact me at all, I IMPLORE you to read this section. Yes, my friends, IMPLORE. You may reach me at IrtehAdder on AIM. I'm on most of the day, Pacific Timezone (IE, California. Howdy to all fellow Californians?). However, before you do contact me out of the blue, read these guidelines. HOW TO CONTACT ADDER: Only IM me if I'm set to online status. That's just common courtesy, ya? Try to be nice, and, barring that, at least not hostile. The IM you send me should probably have the words FAQ in it, so I don't promptly block you for taking advantage of the fact that I posted my AIM SN at an easily available place. Examples of good ways to contact me: "Hi! I was reading your FAQ, and I found a mistake. Mind if I point it out?" "In your FAQ, there's something a bit unclear... could you maybe word it a bit better?" "Hey, I found out the exact *insert requirement of something I'm unsure of here *. Think you could add it in?" Stuff like that. Any contributions made will be placed in the "Updates" and "Credits" chapters, along with your SN, unless you object. :3 HOW NOT TO CONTACT ADDER: Being excessively confrontational, swearing profusely, personal insults, and other likeminded things will not get you far- heck, they'll probably get you blocked. "omg u fkin farg0t u mssed up *insert mistake here*!!111" "Your FAQ sucks. Go to hell." "OMG, I can't believe you're advocating that strategy. Do you suck at this game or something?! Retard." So if you did have a point or contribution to make, good luck doing it now. -Why I don't use E-Mail- This is a personal flaw of mine, it really is. And I should really fix it. But I just can't ever remember to check my e-mail. Maybe if GameFAQs had a Personal Message System or something... If you don't have access to AIM, then you can always try making a topic on the SRWZ board. I'm often there- if only lurking. ------------------------------------ |XIV. Legal Mumbo Jumbo and Credits| ------------------------------------ This FAQ is for personal use only, don't host it without permission, as of yet only GameFAQs has permission to do so, etc. etc. This guide is copyright 2008, Nick Pappas Credits go to... CJayC, for creating this fine site and repository of gaming information. Banpresto, for being awesome (and making SRW Z so quickly!) PlayAsia, for fast and easy game imports The SRWZ Board, SRW Genesis, and the SRW Wiki for many lovely pieces of info. If there's something in here that you can't find, you can probably find it in one of those places. And you, the reader, for giving purpose to this little document