A Portable Challenge Run Conditions: No upgrades or skill parts, low turns. Resources Used: Item Drop Checklist by Grandmaster Meio http://www.gamefaqs.com/psp/944739-super-robot-taisen-a-portable/faqs/56787 Secrets FAQ by Grandmaster Meio http://www.gamefaqs.com/psp/944739-super-robot-taisen-a-portable/faqs/57037 http://wiki.livedoor.jp/srw_ap/ http://akurasu.net/wiki/Super_Robot_Wars/A_Portable http://wiki.cre.jp/SRW/%E3%82%B9%E3%83%BC%E3%83%91%E3%83%BC%E3%83%AD%E3%83%9C%E 3%83%83%E3%83%88%E5%A4%A7%E6%88%A6A_PORTABLE Listings within tiers not in any particular order. Top Tier: Domon Combattler-V Voltes V Shin Getter Master Asia Daimos Zanbot 3 Bright Fuunsaki (Support) Light (Support) High Tier: Daitarn 3 Tetsuya Getter-Dragon Quattro Duke Trowa Allenby Yurika Kyoshiro (Support) Mid Tier: Axel Lamia Kouji Getter-1 Argo Sai-Saichi Chibodee Duo Wufei Katoru Zechs Kamiyu Kou Kaine Akito (Ace bonus only) Tapp (Support, pre-upgrade) Fa/G-Fighter (Support) Low Tier: Anyone else not mentioned Judau Roux Puru Puru 2 Rain Kerot (Support) Hiiro Akatsuki Meio Gai Amuro Lalah Jack Noin Burning Ryoko George Hikaru (Nadeisco) Hikaru (Mazinger) Jun Shiro Sayla Kayra Miyuki Lisa George Maria Norris Four Rosamia Tekkouki Musashi Izumi Michiru (Support) Boss (Support) Aina (Support) Kirika (Support) Sayaka (Support) Rubina (Support) Seishin Level Notes: Axel learns Strike at 8 Kazuya learns Valor at 10 Kouji learns Strike at 10 Amuro learns Valor at 10 Ryoma learns Valor at 14-16 Bright learns Strike at 12 Shiro learns Valor at 12 Axel learns Valor at 14 Tapp learns Valor at 14 Kou learns Valor at 15 Zanbot 3 learns Valor at 15 Light learns Valor at 16 Kouji learns Valor at 17 Shiro learns Strike at 17 Daitarn 3 learns Valor at 19 Domon learns Valor at 20 Kyoshiro learns Cheer at 21 Kaine learns Valor at 22 Walkthrough: Unit placements are different between Lamia and Axel on the same stages. At least for this first route split, the items are the same. Only different enemies drop them. For my first (possibly only) run I'm going to slow down a bit on turns to kill fleeing bosses for parts/xp. R1 (Axel Real) - Meio (Falguen MAFFU) = Gunfight + 1 Dan (Gelf MAFFU) = Magnet Coating Karl (Gelf MAFFU) = Ranged + 5 Wilner (Gelf MAFFU) = Repair Kit - Meio retreats at 2460 HP. R2 (Axel Real) - Meio (Falguen MAFFU) = Infight + 1 Karl (Gelf MAFFU) = Accuracy + 5 Wilner (Gelf MAFFU) = Melee + 5 Dan (Gelf MAFFU) = Booster one Gwei MAFFU (lower right) = Repair Kit one Gwei MAFFU (lower left) = Propellant Tank one Gwei MAFFU (upper left) = Cartridge - Meio retreats at 2460 HP. - Dan, Karl and Wilner retreat if Meio retreats or is defeated. R3 (Axel Real) - Ramba Ral (Gouf Custom) = Chobham Armor Gaia (Dom II) = Ranged + 5 Mash (Dom II) = SP + 5 Ortega (Dom II) = Anti-Dust Module one of the Zaku IIs to the right = Propellant Tank S1 (Lamia Super) - 8 turns Boss = Booster Grunt = EN Tank S2 (Lamia Super) - On 3PP allies arrive N. S3 (Lamia Super) - S1 (Axel Super) - 7 turns Dark General (Demon Fortress) = Gunfight +1. Flees at 8310 HP. Grunts = Propellant Tank, Ranged + 5, Booster On 2PP Kouji arrives E. On 5PP Tetsuya and Jun arrive E. It's possible to complete this stage faster but I waited a turn to destroy the boss w/ Tetsuya's support attack. S2 (Axel Super) - 9 turns Dangel (Magma Beast I) = Chobham Armor. Dangel retreats at 7260 HP. Hidler (Mecha Fortress) = Melee + 5. Hidler retreats at 7110 HP. Ankoku Daishogun (Demonica) = Infight + 1. Ankoku Daishogun retreats at 8310 HP. Grunt = Repair Kit Hakkotsuki (Hakkotsuki) = Propellant Tank Tekkouki (Mecha Tekkouki) = Accuracy + 5 Kochou Oni (Mecha Kochou Oni) = Cartridge Keep enemies away from the science lab. On 3PP Getter and Jack arrive. Tetsuya's support attack can destroy all fleeing bosses if you keep his best attack resupplied. Attack Dangel, move Boss S, and move others SW/SE to kill the grunts. Turn 2 move Tetsuya back to get resuppled by Boss then destroy Dangel on turn 3. Afterward clean up the rest of the grunts and other 2 bosses. S3 (Axel Super) - 9 turns Richter (Garunroll) = SP + 5. Richter retreats at 8910 HP. Lyza (flying Robo Dari) = Anti-Dust Module Balbas (flying Robo Dari) = Ranged + 5 Grunt = Propellant Tank Grunt = Magnet Coating On 2PP allies arrive NW. To defeat Richter, upgrade Axel's weapons for a more powerful support attack, or reload until Kazuya's 4900 attack crits. I could be finishing these faster but I'm taking extra turns to kill the fleeing bosses for exp/parts. S4 (Super) - 11 turns Lisa: Take the Super Robot Route at the start of the game. Have Ryouma's kill count be at 5 or more before stage 4. If you fail to recruit Lisa, there will be an extra grunt in Stage 9 earth route that you can kill for a Mega Booster instead. Meio (Falguen MAFFU) = Gunfight + 1. Meio retreats at 2460 HP. Ankoku Daishogun (Demonica) = High-Spec Radar. Ankoku Daishogun retreats at 8310 HP. Hidler (Mecha Fortress) = Melee + 5. Hidler retreats at 7110 HP. Warchimedes (Magma Beast Darkron) = Mega Booster. Warchimedes retreats at 8610 HP. Hakkotsuki (Mecha Hakkotsuki) = Infight + 1 Grunts = Propellant Tank, Repair Kit, Cartridge, Shield Defense + 1 On 4PP Bright and some allies arrive SW, and enemies arrive NW. Again a bunch of fleeing bosses, this time Kazuya + support attack should be able to handle them. S5 - 7 turns Wilner (Gelf MAFFU) = Potential + 1 Karl (Reb Gelf MAFFU) = Flight Module Dan (Gelf MAFFU) = SP + 5 Kyouji (Devil Gundam) = Melee + 10. - Kyouji retreats at 15000 HP. Grunts = Repair Kit, Cartridge, Propellant Tank, Screw Module, Defense + 5 Domon joins on this scenario. He needs 30 kills by the end of scenario 18 to recruit Master Asia, so 2.3 kills per scenario. There's a lot of grunts on this stage to give Domon a head start. I did 14k to DG with valored Kazuya + Axel support attack, should be easy to do 15k w/ upgrades. S6 - 10 turns Richter (Garunroll) = Infight + 1. Richter retreats at 8970 HP. Gato (Gundam GP-02) = Sword Cut + 1. Gato retreats at 4740 HP. Char (Char's Gelgoog) = Support Attack + 1. Char retreats at 1860 HP. Aina (Apsalus) = Shuffle Emblem. Aina retreats at 1710 HP. Norris (Gouf Custom) = Propellant Tank. If Aina is defeated first, Norris retreats. Lyza (flying Robo Dari) = Evasion + 5 Mash (Dom II) = Magnet Coating Gaia (Dom II) = Large Generator Ortega (Dom II) = Chobham Armor Ramba Ral (Gouf Custom) = Repair Kit Grunt = Apogee Motor Apsalus - On stage 6 have Ez-8(Shiro) convince Apsalus(Aina). Then on stage 7 do NOT destroy the Apsalus(Aina). Better to destroy the Apsalus on stage 7 to get an EWAC Enable part. Part 1: Defeat all enemies to finish, don't let any enemies touch the glowing base tiles. On 2PP grunt reinforcements arrive SW. It's difficult to destroy Richter's bship with Kazuya below 120 will. Might be possible with Kouji and Axel support (I did 8690). Part 2: After defeating initial enemies, you can deploy 4 allies from base. Char and Gato arrive near your base and flee north to the map edge without attacking, it's not necessary to kill them. It's pretty easy to surround them with units so they can't move anywhere. Other enemies arrive NW, defeat all of them to finish. Char has a useful +1 support attack if you're using skill parts. If you give Domon or Kazuya support attack it should be much easier to kill fleeing bosses even without weapon upgrades. S7 - 11 turns Stage 7 Parts: Mash (Dom II) = Chobham Armor. Mash retreats at 2970 HP. Gaia (Dom II) = Booster. Gaia retreats at 2820 HP. Ortega (Dom II) = Magnet Coating. Ortega retreats at 2820 HP. Char (Char's Gelgoog) = Skill + 5. Char retreats at 1860 HP. Gato (Gundam GP-02) = Infight + 1. Gato retreats at 4740 HP. All 5 flee when one is defeated, retreats, or reaches the NW base tiles. Ramba Ral (Gouf Custom) = Beam Coating Bitter (Zaku II) = Magnet Coating Aina (Apsalus) = EWAC Module Miyuki (Getter Q) = Dual Sensor Grunt = Propellant Tank Ankoku Daishogun (Demonica) = Mars Bowl. Ankoku Daishogun retreats at 8430 HP. Hidler (Mecha Fortress) = Repair Kit. Hidler retreats at 7230 HP. Warchimedes (Magma Beast Darkron) = Potential + 1. Warchimedes retreats at 8730 HP. Dangel (Magma Beast Great I) = Cartridge. Dangel retreats at 7230 HP. Ghineas (Apsalus) = Jammer. Ghineas retreats at 6300 HP. Stage 7 Secrets: Miyuki - On stage 7 have a battle encounter with Getter 1, 2 and 3 against Getter Q at least once each. Next have Getter-1(Ryouma) convince Getter Q(Miyuki) afterwards. Note that you get Miyuki anyway on stage 8 even if you destroy her mech, so this secret is nearly pointless. Minerva X - On stage 7 you must keep Ankoku Daishogun and Dragonar-3 alive, then have Mazinger-Z(Kouji) convince Minerva X. She will then become an uncontrollable ally for the rest of the stage. If Minerva X dies then you will not receive her afterwards. Minerva X will attack fleeing bosses so careful she doesn't mess up and make a boss retreat. Char's Custom Gelgoog - On stage 7 destroy Char's Gelgoog. G-Fighter Have Sayla's kill count be more than Amuros before stage 8. G-Fighter can resupply and is overall more useful than FA Gundam. Full Armor Gundam Have Amuro's kill count be more than Saylas before stage 8. G-Fighter is very useful and way more useful than the FA Gundam. You start with some event pilots. On 3PP or when Gato, Char, or Tri-Stars retreat, Bright and 8 units appear. It's very easy to one shot Char with Kazuya. Char's Gelgoog isn't anything special, might be better off getting a chobham armor, booster, or magnet coating. On 3EP Char, Gato, and the Tri-Stars start retreating NW to the base. Defeating Char, Gato, or one of the Tri-Stars causes all initial enemies besides Ral, Norris, and Aina to retreat. Deployment: (8) Ryoma Domon Kouji Kyoshiro Amuro Kou Boss Fa Once Gato, Char, or Tri-Stars retreat, Kamiyu arrives at NW and more enemies arrive at SW. Defeat all to finish. Probably better to kill Miyuki for a Dust Sensor. This is another good opportunity to get Domon a lot of kills on the Zaku grunts. S8 - 8 turns (Space), 13 turns (Earth) Stage 8 Space Parts: one Death Army = Shield Defense + 1 one Death Army = Evasion + 5 Kyouji (Devil Gundam) = Ultimate Cell Stage 8 Earth Parts: Death Army grunts = Shield Defense + 1, Evasion + 5 Kyouji (Devil Gundam - 1st) = Ultimate Cell Kyouji (Devil Gundam - 2nd) = Booster. The second Devil Gundam retreats at 15000 HP. Min (Stark Deins) = Mars Bowl Gon Jem (Geizam) = Flight Module Master Asia (Master Gundam) = Biosensor. Retreats at 2850 HP. Master Asia 1) On Scenario 8, choose Earth Route (option 2). 2) After Scenario 16, choose Guinea Highlands (option 3). 3) Succeed on recruiting Allenby (explained above). 4) Domon's kill count must be at 30 or higher before Scenario 19. Stage 8 Split: You get to choose earth or space at the start of the scenario. If you pick Space, you need to last for 8 turns before liftoff into space. If you pick earth you have to go through a longer scenario. 1 - Space Route: for Lalah, Gai and Borot Pressure Punch 2 - Earth Route: for Master Asia Stage 8 Earth: First goal is defeat all enemies while keeping them off the base, Another good opportunity to get Domon some more kills. After destroying the grunts you can keep DG busy or try to defeat it for an Ultimate Cell part. There's no penalty for not destroying DG in 8 turns other than missing out on the Ultimate Cell. I defeated it while minimizing seishin usage. After 8 turns or destroying all enemies, Master Asia arrives NW, various enemies arrive along the south part of the map, DG moves to the NE corner, and Schwartz arrives at base. On 8PP four G Gundam allies arrive at base. To the south are Jin, Min, Gol, Gon Jem, and two other named pilots. They will all retreat (along with their grunts) if any of them or DG are defeated. The good items are a Mars Bowl or Flight Module. I went for the Mars Bowl on Min because they're rare and it might come in handy on the final scenario. After the neutral units retreat, Master Asia and DG should be left. Master Asia can be taken out pretty quickly with some Strike hits, then wear down DG like usual. It's possible to do just enough with Schwartz w/ Spirit + Axel support to deal 15k to DG's 2nd form, even with no upgrade/skill parts. S9B (Earth) - 11 turns Grunts = Propellant Tank, Cartridge, Magnet Coating Butcher (Bandok) = Ranged + 10. Butcher retreats at 18000 HP. Hidler (Mecha Fortress) = Potential + 1. Heinell (Skullrook) = Gunfight + 1. Heinell retreats at 18690 HP. Very easy stage with a few grunts and easy to hit bosses. There's pretty much no chance of dealing 18k damage unless Domon has Valor or weapon upgrades, etc. Once Butcher is destroyed or retreats, more enemies arrive SW. Defeat all of them to finish. Heinell has an even higher retreat value at 18.6k HP. For some reason Hidler didn't retreat at 7k in my playthrough. S10B (Earth) - 12 turns Mileena (Megaborg Mileena) = Flight Module. Mileena retreats at 12750 HP. Lisa (Megaborg Lisa) = Magnet Coating Aiza (Megaborg Aiza) = Infight + 1 Combined Megaborg = SP + 10 Grunt = Chobham Armor Don't destroy Daitarn 3 (duh). On 3PP allies arrive at SE. On 4EP enemies arrive at enemy base. On 5EP grunts arrive to the left and right of enemy base and you get control of Daitarn 3. Once Aiza or Lisa are defeated, they combine into a new 60k HP enemy. If you defeat them both at the same time with a MAP they won't combine. Mileena flees at 12.7k, which is still tough on a no upgrade run. I got it by leveling Daitarn 3 from 13 to 15, then using Zanbot 3 and Daitarn valored combo attack (6500 damage), which does ~15k on its own. S11B (Earth) - 11 turns Jin (Stark Dauzehn) = Cartridge Min (Stark Deins) = Mars Bowl Ganan (Stark Gan-Dolla) = Booster Gol (Stark Gwei) = Melee + 10 Gon Jem (Geizam) = Infight + 1 Grunts = Propellant Tank, Repair Kit The cannon fires on enemy phase 2, 4, 6, etc. Have to stay behind cover. Stand on the cannon to disable it. Once it's disabled more enemies arrive at S and N. Kill everything to finish. Pretty easy to rush Getter-2 to the cannon and trigger reinforcements. It takes a few turns to mow through the grunts. S12B (Earth) - 11 turns Gol (Stark Gwei) = Hybrid Armor Ganan (Stark Gan-Dolla) = EWAC Module Min (Stark Deins) = Large Magazine Jin (Stark Dauzehn) = Gunfight + 1 Allenby (Nobel Gundam) = Sword Cut + 1. Retreats at 5100 HP. Rosamia (Psycho Gundam) = Melee + 10. Retreats at 11250 HP. Four (Psycho Gundam) = Battle Spirit. Retreats at 11250 HP. Gon Jem (Gilgazamune) = Solar Panel. Retreats at 13530 HP. Grunt = Accuracy + 5 On 3EP, 4EP, and 5EP, enemies arrive E. Once Rosamia or Four is defeated or retreats, the other also retreats. I got Rosamia with Valored Getter + Getter Q combo w/ support attack, and Gon Jem with Valored Daitarn 3 + Zanbot 3 combo. By the end of this scenario I have Axel at lv 20 with his ace bonus for better support attacks. Domon has 35 kills and Daitarn has 20, working on getting both ace bonuses. S9A (Space) - 6 turns Space Route: Fa, Sayla, Noin, Sayaka, Boss, Aina Cima Garahau (Gelgoog M) = Gunfight + 1 Ortega (Dom II) = Apogee Motor Gaia (Dom II) = Cartridge Mash (Dom II) = Chobham Armor Gato (GP-02) = Potential + 1. Gato retreats at 4800 HP. Char (Zeong) = Ranged + 10. Char retreats at 5910 HP. Lalah (Elmeth) = SP + 10. Lalah retreats at 2640 HP. one of the Zaku II (Commander Type w/ fin on head) = Flight Module another Zaku II (Commander Type w/ fin on head) = Magnet Coating On 3PP enemies arrive at W and neutrals arrive at S. Neutrals move N and won't attack. Keep all 3 alive to recruit them on stage 11. The stage ends when the neutral retreat (usually on turn 6) or when all enemies are defeated. Kill Gato before he can nuke, then kill Lalah and tri-stars for parts. Ryoko, Hikaru, and Izumi join afterward. Gai will join on stage 11 if recruited. S10A (Space) - 6 turns Kelly Layzner (Val Varo) = Infight + 1. Retreats at 5940 HP. Cima Garahau (Gerbera Tetra) = Gunfight + 1. Retreats at 4440 HP. Gelgoog M (near Cima) = Propellant Tank Gelgoog M (near Cima) = Mars Bowl No reinforcements, kill everything to finish. Kou gets a new mech which means I probably should have been leveling him up some more. lol Kamiyu gets the Super Gundam (no subpilot?) S11A (Space) - 7 turns Gaia (Dom II) = Propellant Tank Mash (Dom II) = Cartridge Ortega (Dom II) = Mars Bowl Karius (Dom II) = Repair Kit Kelly Layzner (Val Varo) = Battle Spirit Gato (Gundam GP-02) = Sword Cut + 1. Gato retreats at 4800 HP. Char (Zeong) = Booster. Char retreats at 5910 HP. Cima Garahau (Gerbera Tetra) = Melee + 10. Cima retreats at 4400 HP. Lalah (Elmeth) = Support Defense + 1. Lalah retreats at 2640 HP. On 2PP Gai will arrive if you recruited him. When 9 enemies remain or 4PP, 6 grunts appear SW and SE, they have distortion fields. Distortion Field nullifies some damage. These battles must occur: Amuro x Lalah, Sayla x Lalah, Amuro x Char, Sayla x Char Once again keep Gato from using his nuke (exhaust or kill) and kill one tri-star to keep them from using the combo attack. Afterward all Nadesico cast joins. S12A (Space) - 7 turns Gato (Gundam GP-02) = Infight + 1 Gaia (Dom II) = EWAC Module Karius (Dom II) = Hybrid Armor Lalah (Elmeth) = Solar Panel Char (Zeong) = Accuracy + 5 Cima Garahau (Gerbera Tetra) = Large Magazine Deployment: Daimos Kouji Kyoshiro Amuro Kou Gai (Nadeisco) Axel Kamiyu Akatsuki (Nadeisco) On 3PP neutral units arrive at N, and some Wing Gundam allies arrive at E. The neutral units will attack the other enemies if possible. Once Val Varo is destroyed Gato gains 30 will, watch out for the nuke. Defeat all enemies within 9 turns. To get Lalah, destroy Char (Zeong), then convince Lalah with Amuro Ray, in that order. Char must be destroyed first before convincing. S13 - 8 turns one of the Devil Aestivalis near the cannon = Melee + 5 another Devil Aestivalis = Battle Spirit one of the Gespensts = Defense + 5 Rival = Hero's Mark. Rival retreats at 70% HP. Vai: 23100 / Anju: 24500 / Ashby: 20300 / Lars: 21700 Deployment: Shiro (Predeploy) Zanbot 3 Ryoma Domon Kaine Tapp Light Kyoshiro Daitarn 3 Daimos Kouji Amuro Kamiyu Kou Argo None of your units can fly on this map before disabling the cannon, or they get blown up. You have 7 turns to destroy all enemies or have someone reach the glowing tiles. Getter-2 can accel to the cannon in 3-4 turns with little issue, removing the turn limit and flight limit. After destroying all enemies or reaching the glowing tiles, your hero's rival and some more grunts appear NW. Rival flees at 70% HP. With the Vysaga she retreats at 23100 HP, which I can't quite reach yet. If Daitarn had his ace bonus I might be able to do it with a hot blood crit 6500 dmg Zanbot combo + Axel support. S14 - 11 turns Richter (Garunroll) = Gunfight + 1. Richter retreats at 9090 HP. Lyza (flying Robo Dari) = Shield Defense + 1 Balbas (flying Robo Dari) = Flight Module Grunts = Propellant Tank, Repair Kit Deployment: Domon Light Tapp Kaine Zanbot 3 Ryoma Axel Daitarn 3 Kyoshiro Kouji On 3PP Nadeisco, Daimos, Akito, and Gai (if recruited) appear at base. On 4PP 10 allied units can deploy SE. Once Richter is defeated 6 29k HP enemies arrive SW and NE and Quattro arrives NW. The grunts have high HP but are otherwise harmless. Defeat all to finish. Afterward you get Quattro, Kayra, their mechs, and Sayla leaves permanently. Pretty easy stage good for getting kills and/or leveling. S15 - 8 turns Hidler (Mecha Fortress) = Chobham Armor. Flees on 4PP. Jigoku Daigensui (Demonica) = Magnet Coating. Flees on 4PP. Ankoku Daishogun (Demonica) = Accuracy + 10. Flees on 4PP. Warchimedes (Magma Beast Darkron) = Jammer Dangel (Magma Beast Great I) = Melee + 10 Janela (Sento Magma) = Support Attack + 1. Janela retreats at 22500 HP. Grunts = Cartridge, Mars Bowl, Booster Stage 15 Secrets: Musashi - Ryoma's kill count must be 15 or higher by the end of scenario 14. Musashi joins as an individual pilot but can't re-enter the Getter-3. Mecha Tekkouki - Keep Mecha Tekkouki alive on stage 15. Deployment: Daitarn 3 Domon Light Tapp Kaine Kyoshiro Zanbot 3 Daimos Anyone On 3PP Tetsuya and Jun arrive SW and enemies N/NE. On 4PP you can deploy both bships and 9 allies, and then all 3 initial enemy bships retreat. You probably only have enough time to defeat one of the bships by 4PP. Tetsuya is a totally awesome super, of course. Upgraded Getter is really good too. Getter-Dragon gets a 4900 attack and Getter-Liger can dodge much better. And Bright is still lv 12 for some reason. If you can get Banjou his ace bonus by now you could probably defeat the 22.5k boss with a hot blood critical Zanbot combo attack (6500 dmg) supported by Tetsuya or Axel. The difficulty of the last few scenarios has taken a nose dive. I have 5 EWACs and a ton of powerful supers. Let's see if it picks up again. S16 - 9 turns Allenby (Nobel Gundam) = Shuffle Emblem. Flees at 5160. Rosamia (Psycho Gundam) = Gunfight +1. Flees at 11310. Four (Psycho Gundam) = Infight +1. Flees at 11310. Ganan (Stark Gan-Dolla) = Apogee Motor Gol (Stark Gwei) = Magnet Coating Min (Stark Deins) = Ranged + 5 Jin (Stark Dauzehn) = Beam Coating Gon Jem (Gilgazamune) = Counter Grunts = Cartridge, Propellant Tank, Mars Bowl, Repair Kit Four or Rosamia - On stage 16 have Kamiyu convince one or both of them. On stage 18 have Kamiyu convince Four or Rosamia, you can only choose one. Deployment: Domon and Kamiyu (Predeploy) Daitarn 3 Ryoma Kyoshiro Light Tapp Kaine Kouji Zanbot 3 Tetsuya Daimos Axel My deployment feels very strong already, packed with good or great supers and supports. What's confusing to me is how almost every real robot's best weapon accuracy is -10 or even -20, while most supers 'spammable' attack costs 0 EN or ammo, does the same or better damage, and often with better accuracy. It also really hurts long range non-P reals that EWACs promote grouping up and mobility, which means they're often left behind outside of EWAC range while the EWAC + P melee train keeps charging ahead. Oh and there's evasion decay in the game too, further screwing reals. The only reason Light, Tapp, and Kaine work well together is their strong P melee attack w/ decent accuracy that can hang with the supers. Plus I have EWAC parts on two of them. In addition, all the real routes (at least the ones I played so far) are much more difficult than the super routes, and the super secrets are better. I get the feeling whoever made A Portable didn't like reals very much, or just didn't know what they were doing with game balance. This applies to upgrade/skill part allowed runs as well. Why waste limited funds bringing a real from 'bad' to 'decent' when you can dump into your supers for even more damage and the ability to destroy bosses that flee at 20k+ HP? Anyway. On 3PP Allenby arrives at N. On 4EP some grunts arrive in the middle of the map underwater and Allenby becomes an enemy. I farmed Banjou some more kills (43 now) and got Domon his ace bonus. Bright's ace bonus is looking pretty good too, although he only has 12 kills atm. Route Split secrets: 1. Nanbara Connection: Kerot, Combattler V's Grand Dasher 2. Big Falcon: Kochou Oni, Voltes V's Choudenji V no Jigiri 3. Guiana Highlands: Master Asia, Fuunsaiki, Daimos' Reppu Seikenzuki Kai S17A (Nanbara Connection) - Jigoku Daigensui (Demonica) = Evasion + 10 Warchimedes (Magma Beast Darkron) = Booster Dangel (Magma Beast Great I) = Melee + 15 Ankoku Daishogun (Demonica) = Hybrid Armor Janela (Sento Magma) = Gunfight + 1 Grunts = Propellant Tank, Cartridge, Repair Kit - Janela retreats at 22560 HP. - Jigoku Daigensui retreats at 8490 HP. Combattler V's Grand Dasher - Take the Nanbara Connection Route on stage 16. Combattler V will learn it on stage 28. Kerot - Take the Nanbara Connection Route on stage 16. S17B (Big Falcon) - Kochou Oni (Mecha Kochouki) = Evasion + 10 Emperor Burai = Melee + 15 Heinell (Skullrook) = Gunfight + 1 Hidler (Mecha Fortress) = Booster Grunts = Hybrid Armor, Repair Kit, Propellant Tank - Heinell retreats at 18750 HP. Voltes V's Choudenji Ball - Take the Big Falcon Route on stage 16. Voltes V will learn it on stage 28. Mecha Kochouki(Kochouki) - Take the Big Falcon Route on stage 16. Have Ryouma be the first Getter Robo G pilot to battle Kochouki, then have him convince her and she will join. (May need Lisa recruited) S17C (Guiana Highlands) - 18 turns Death Army = Magnet Coating Zonnekaiser = Booster Zonnekaiser = Hybrid Armor Aizam (Gimeria) = Evasion + 10 Kyouji (Devil Gundam) = Gunfight + 1 Master Asia (Master Gundam) = Melee + 15 S17 Secrets: Daimos' Reppu Seikenzuki Kai - Take the Guinea Highlands Route on stage 16. Daimos will learn it on stage 28. Master Gundam (TouHouFuhai) & Fuunsaiki - Take the Earth Route on stage 8. Take the Guinea Highlands Route on stage 16. Recruit Nobel Gundam. Have Domon's kill count be at 30 or more before stage 19. Master Gundam will join on stage 29. Deployment: Everyone but Burning, because he's terrible. Well if Domon doesn't have his ace bonus now he will soon, considering he starts surrounded by 10+ grunts. Don't kill all the grunts, leave some left for your reinforcements to get some will from. On 3EP neutral enemies w/ 29k HP arrive at NE, on 4PP allies arrive at SE. I didn't mean for the scenario to take this long but I didn't want to spend seishins killing the initial enemies to make sure I could kill DG and MA. DG has 73k HP and HP regen, and Master Asia has 9k HP but is nearly impossible to hit without Strike, just like Scenario 8 Earth. Destroy everything including DG and Master Asia to finish. S18 - 11 turns Gol (Stark Gwei) = Chobham Armor Min (Stark Deins) = Mars Bowl Gon Jem (Gilgazamune) = Hyper Jammer Ganan (Stark Gan-Dolla) = Booster Jin (Stark Dauzehn) = Cartridge Allenby (Nobel Gundam) = Support Attack + 1. Allenby retreats at 30% HP. Four (Psycho Gundam) = Hit & Away Rosamia (Psycho Gundam) = SP + 5 one of the Schwalgs = Propellant Tank one of the Death Army = Repair Kit Secrets: Four or Rosamia - On stage 16 have Super Gundam(Camille) convince Psycho Gundam(Four and/or Rosamia). Then on stage 18 have Zeta Gundam(Camille) convince either Four or Rosamia. Note that if you convince one, you can not convince the other. Nobel Gundam (Allenby) Have God Gundam(Domon) convince her on stage 18. Then on stage 19 deploy Raising Gundam(Rain) and perform the following in order: 1. Have Rain Convince Allenby. 2. Have Domon convince Allenby. 3. Have Domon deal the finishing blow to Nobel Gundam. Deployment 1: Tetsuya Voltes V Izumi Akatsuki Hikaru Akito Ryoko Deployment 2: Kyoshiro Tapp Ryoma Zanbot 3 Daitarn 3 Combattler-V Daimos On 4PP Bright and 7 allies arrive S, on 4EP Kamiyu arrives S and Four/Rosamia arrive NE, on 5EP Domon, Rain, and Master Asia arrive SE and Allenby and some grunts arrive NE. You start with some Aestivals, which are decent when the bship is around, but pretty useless otherwise. Soon allies and enemies start pouring in. Convince Allenby and Four or Rosamia. I went with Four because she's the only Gundam pilot with self-destruct which might come in handy later. Possibly. No fleeing bosses besides Allenby so another pretty easy stage. Every time you beat one of Gon Jem's lackeys he gains 10 willpower. Strange considering he didn't seem to mind the last 5 times you destroyed his lackeys. Gon Jem is annoying this time with mirror image equipped. Akito's ace bonus seems pretty good, you could probably build up a lot of Mars Bowls.. too bad he only has like 3 kills right now. Bright's ace bonus looks great too, I'll try to get that by the last stage although it's harder to get him kills. I probably should have been feeding Bright kills earlier. S19 - 12 turns Allenby (Nobel Gundam) = Accuracy + 5 Kyouji (Devil Gundam) = Support Defense + 1 Master Asia (Master Gundam) = Shield + 1 Grunts = Mega Booster, Shuffle Emblem, Multi-Sensor Secrets: Nobel Gundam (Allenby) Have God Gundam(Domon) convince her on stage 18. Then on stage 19 deploy Raising Gundam(Rain) and perform the following in order: 1. Have Rain Convince Allenby. 2. Have Domon convince Allenby. 3. Have Domon deal the finishing blow to Nobel Gundam. Master Gundam (TouHouFuhai) & Fuunsaiki - Take the Earth Route on stage 8. Take the Guinea Highlands Route on stage 16. Recruit Nobel Gundam. Have Domon's kill count be at 30 or more before stage 19. Master Gundam will join on stage 29. Deployment: Rain Kyoshiro Tapp Getter-Dragon Combattler-V Voltes V Zanbot 3 No room for these guys because lol G Gundam predeploys: Light Kaine Daimos Banjou 3 Akatsuki Kouji Tetsuya Quattro Another mission with the G Gundam guys predeployed. They're not bad I guess, at least the ones with strike (Chibodee and Argo). The other two, good luck hitting anything with only focus. And you need to spend a slot on Rain to recruit Allenby and get Master Asia later. You start out against some grunts. When 6 remain Allenby, DG, and more grunts arrive. DG is like scenario 17C, 76k HP with HP regen. After DG is defeated Master Asia shows up on his horse. He has 10-11k HP and has to be defeated twice yet again. He also recovers HP below 50% (not sure how many times, but not worth the effort), just drop a strong attack to finish him from 5k to 0. I took my time killing the grunts to make sure I had enough SP to take out DG and Master Asia. Allenby is a pain in the arse to hit as well, had to use a few strikes on her, and Attune on Domon to land the last hit. DG didn't last very long, didn't need to conserve so much SP. So I started feeding Bright kills for ace bonus. Only 21 atm. And Domon has 61 kills (oops?) I'm wondering if I should have gotten the G-Fighter, a gundam resupply unit might be useful. I read you can take it on the Don Saucer route which would be pretty important. Also might want 30 kills for Quattro's Sazabi. S20 - 10 turns Rival = Counter Butcher (Bandok) = Support Defense + 1 Vindel (Zweizergain) = Haro. Vindel retreats at 20000HP, or at Enemy Phase 6. Grunts = Mars Bowl, High-Spec Radar, Skill + 5 Deployment: Zanbot 3 (Predeploy) Axel (Predeploy) Combattler-V Voltes V Domon Kyoshiro Tapp Light Kaine Ryoma Tetsuya Daitarn 3 Daimos Kouji Quattro (Z Gundam) On 2EP the Nadeisco cast arrives and turns against you. Luckily since they have the same stats as normal, they're very easy to destroy (lol). The bship takes a few hits, though. On 3EP enemies arrive SE including the rival and two 37k grunts. Butcher and grunts start moving around 6EP. Vindel retreats on 6EP (thankfully?). S21 - 5 turns Gen'ichiro (Majin) = Potential + 1. Gen'ichiro retreats at 4290 HP. Tsukumo (Tetsujin) = Hyper Jammer Grunts = Chobham Armor, Propellant Tank, Ranged + 5 Secrets: Fuunsaiki - Fail one of the requirements for unlocking Master Gundam and have Domon's kill count at 30 or more by stage 21. This is a short filler stage with some weak grunts and 3 41k grunts that don't pose much threat. On 2EP grunts arrive E. On 3PP the upgraded Dragonar trio arrives. Good stage to deploy anyone who needs kills or leveling up. Dragonar-2 loses its resupply, making the whole trio much less useful. S22 - 16 turns Richter (Cobrard) = Booster Duke (Grendizer) = Sword Cut + 1 Blacky (Battle Carrier) = Thruster Module Gandal (Battle Carrier) = Infight + 1 Grunts = Propellant Tank, Repair Kit, Cartridge Deployment: Voltes V Ryoma Combattler-V Kyoshiro Domon Zanbot 3 Sayaka (Boss) or G-Fighter Light Axel Quattro Daitarn 3 Sadly, no more Dragonar trio. Without resupply they're not that great. Instead of G-Fighter I'm deploying Sayaka in the Boss to resupply. Depending how useful Bright's ace bonus is I might end up deploying only Kyoshiro for resupply. Light's large size EWAC and repair is still useful. The ally pilot will move north to the map edge and escape. Once he escapes on phase 4 Grendizer arrives at NW. On 5PP enemies and allies arrive SE. Grunts have quite a lot of HP to burn through. Once you destroy the SE reinforcement bship your rival shows up and kidnaps Rubina. Um okay. lol So Boss keeps getting targeted by enemies, not good. Not sure if G-Fighter would be doing much better but blah. But I got Bright his ace bonus, let's see how good it is. Current aces are Axel, Domon, Banjou, Bright, and soon Quattro. S23 - 12 turns Gen'ichiro (Daimajin) = SP Consumption Down Blacky (Battle Carrier) = Melee + 5. Blacky retreats at 18510 HP. Grunts = Defense + 5, Cartridge Deployment: Kyoshiro Zanbot 3 Ryoma Combattler-V Light Voltes V Daimos Domon Daitarn 3 Quattro On 3PP enemies arrive SW and Grendizer arrives S. On 5PP your bships and 10 allies arrive. I had to kite the enemies around for the first 3 turns, Akito can't hold them off alone. After allies arrive it's a pretty easy grunt mop up. S24 - 15 turns Dorchenov (Gilgazamune) = Gunfight + 1. Dorchenov retreats at 15000 HP. Cima Garahau (Gerbera Tetra) = Mega Booster Kirika (Zume Zume) = Giga Generator Zuril (Battle Carrier) = SP + 5 Grunts = Propellant Tank, Biosensor Secrets: Kirika - Destroy Zuril, and have Duke fight Kirika (can be done in any order). After doing those two things, have Maria convince Kirika. Deployment: Kyoshiro Voltes V Light Zanbot 3 Quattro Combattler-V Domon Tetsuya You start with Meio. On 2PP allied NPCs appear E. On 3PP your bships and 8 allies deploy NE. On 5PP Duke, Maria, and Getter appear SW. On 5EP Cima and some grunts appears W, then 5PP Kou in GP-03 appears NW. After Dorchenov is destroyed or retreats, more enemies including Kirika and Zuril appear SE. Both Dorchenov and the two samurai things have MAP attacks, watch out. Bright's ace bonus is godlike. S25 - 10 turns Soulgain (left) = Chobham Armor Dorchenov (Gilgazamune) = Hit & Away. Dorchenov retreats at 15060 HP. Gilgazamune = Shield Defese + 1 Gilgazamune = Evasion + 5 Deployment: Voltes V Ryoma Combattler-V Kyoshiro Zanbot 3 Daitarn 3 Duke Daimos Domon Tetsuya Quattro Anyone Kaine turns against you for this stage, no point equipping parts on him. On 2PP friendly units arrive SW. Grind through the initial grunts while friendlies keep Dorchenov busy. Dorchenov will prob. waste his MAP attack on the friendlies. I had Daitarn 3 get a soul powered Zanbot combo (6500 dmg) crit on Dorchenov for 20k. Ouch. S26A (Devil Colony) - 36 turns Grunts = Hybrid Armor, Biosensor Dorchenov (Gilgazamune) = Dual Sensor Won (Grand Master Gundam) = Support Attack + 1 DG Rain (Devil Gundam) = Skill + 10 Secret: Seikiha Love Love Tenkyouken - Take the Devil Colony Route on stage 26. Deployment: Quattro Voltes V Kyoshiro Daimos Tetsuya Kouji Sayaka/Diana A Chibodee Argo Lots of 28-38k+ HP grunts, DG has 121k HP and regen, and Grand Master Gundam has 83k HP and regen. You have no good gundams (Z Gundam and GP-03? nope) and unless the G Gundam crew is high level they won't be much help. At least you get Bright, indoors no less. On 4PP Kaine and Meio join. It took 30 turns just to work through all the grunts and Dorchenov, without using seishins of course. GM Gundam has 83k HP, recovers 8.3k per turn. DG has 121k HP and 12k regen per turn. No Prevail on either of them. Bright's ace bonus was extremely useful for recovering everyone's HP/EN. Don Zaucer has 181k HP with 18.1k regen per turn and Prevail, so he's significantly tougher at low HP, plus you don't get Bright. S26B (MO-III Colony) - 10 turns Grunts = Biosensor, Dual Sensor Wufei (Altron Gundam) = Skill + 10. Wufei retreats at 1680 HP. Rival = Support Attack + 1. Rival retreats at 40% HP. Deployment: Daitarn 3 Combattler-V Ryoma Zanbot 3 Duke Kou/GP-03 Kamiyu/Z Gundam Akito Akatsuki Izumi This stage is easier than the devil colony route. Just tear up some mostly low HP grunts. I would deploy Fa in the G-Fighter if I had it, oh well. On 4PP Yurika and 10 deployments arrive N. Save the initial grunts for Yurika's deployment so everyone gets more will. On 4EP a few more enemies arrive. The MO-III colony has a good regen bonus, try to regroup on it to make up for lacking Bright or a resupplier. MAPs help a lot with weakening the initial grunts. I'm going to continue the playthrough on the 26B save for various reasons. S27 - 11 turns left Dragoon = Apogee Motor Wufei (Altron Gundam) = Infight + 1 Soulgain = Repair Kit Rival = Gunfight + 1. Rival retreats at 30% HP. Deployment: Daitarn 3 Combattler-V Ryoma Zanbot 3 Kou/GP-03 Kamiyu/Z Gundam Akatsuki Akito Fa/Methuss or G-Fighter You start with the Wing Gundam kids. On 3PP Axel arrives W and enemies arrive SE. On 4PP Yurika and 9 allies deploy E and Wufei arrives NW. Destroy everything to finish. S28 - 14 turns Ramba Ral (Gouf Custom) = Giga Generator Bitter (Dom II) = Repair Kit Norris (Gouf Custom) = Mega Booster Ghineas (Apsalus Perfect) = Potential + 1 Dangel (Magma Beast Great II) = Sword Cut + 1 Rakan (Doven Wolf) = Accuracy + 10 Elpeo Puru (Qubeley Mk-II) = Hero's Mark Glemy Toto (Quin Mantha) = SP + 10 Grunts = Mars Bowl, Biosensor, Cartridge, Propellant Tank, Hybrid Armor Secrets: Puru and Puru Two - Deploy Kamiyu. Destroy the Quin Mantha, then have Kamiyu fight Puru and she'll join. Then have Puru destroy Puru Two's mech. Norris - Leave him as the last enemy alive and he'll join. Deployment: Bright/Yurika Aina (predeploy) Kamiyu/Z-Gundam Quattro/GP-03 Combattler-V Voltes V Zanbot 3 Daitarn 3 Domon Tetsuya Duke Wufei Daimos Light The W Gundam cast is pretty good. Near-super level damage (4000+) on spammable attacks, and good weapon accuracy. On 4EP enemies arrive NW, on 5EP enemies including Puru and Puru 2 arrive E. Drop in the water and make the big aspalus thing waste all its EN. By about 7PP initial enemies should be dead, then move NE to the middle base and hold off the two reinforcement waves. I probably should have killed Puru for the Hero's Mark, prob. more useful than either of them or their mechs. I still want Akito's ace bonus but I feel like it's too late now with only 12 stages left. If I replayed A Portable I'd try to get it asap and farm lots of Mars Bowls. S29 - 10 turns Warchimedes (Magma Beast Darkron) = Infight + 1 Hidler (Mecha Fortress) = Apogee Motor Emperor Burai = Defense + 10 Janela (Sento Magma) = Battle Spirit Grunts = Repair Kit, Beam Coating, Propellant Tank Deployment: Shin Getter (Predeploy) Combattler-V (Predeploy) Voltes-V Daimos Quattro Domon Zanbot 3 Daitarn 3 Light Wufei Tetsuya Duke Norris' Gouf Custom is pretty nice since it comes with 5 upgrade bars. Not as much damage/range as GP-03, but no EN cost and 4 part slots. On 2PP Master Asia and Fuunsaki arrive NE if recruited. On 3PP bships + Combattler + 10 allies arrive E. On 3EP enemies arrive N and S. On 4EP more enemies arrive W. If you Accel Shin Getter onto the spot that Burai spawns, you can make him arrive off the base tile, making him much easier to kill. Another pretty easy stage with low HP and low hit/dodge grunts. Work on those kill counts I guess. Master Asia is basically a 2nd Domon. S30 - 10 turns MP Great Mazinger = Propellant Tank MP Great Mazinger = EWAC Module Jigoku Daigensui (Demonica) = Ranged + 10 Jangal (Skullrook) = Multi-Sensor Heinell (Godol) = Support Defense + 1 Secrets: MP Great Mazinger - Have Tetsuya's kill count be at 30 or more before stage 30. Sazabi - Have Quattro's kill count be at 30 or more before stage 31. Deployment: Combattler-V Shin Getter Master Asia Zanbot 3 Daimos Domon Daitarn 3 Tetsuya Duke Trowa Quattro/GP-03 Light Anyone On 2EP and 3EP grunts appear SE of the castle. MAP attacks help against the initial grunt waves. The red/blue colored 27k grunts have combo attacks that can't be support defended, make sure they're attacking a target that can dodge or defend well. On 4EP General Black, Skullrock, and grunts appear near the castle. If you destroy Skullrock it's game over. After defeating General Black two bosses will appear on the castle tiles on the map. Camp the castle before defeating Black to make them spawn elsewhere. Destroy the two bosses within 5 turns to finish. S31 - 11 turns Mechaboost Galchic = Hybrid Armor Soulgain = Shield Defense + 1 Vysaga = High-Spec Radar Butcher (Bandok) = Evasion + 10. Butcher retreats at 12240 HP. Rival = Battle Spirit. Rival retreats at 30% HP. Secrets: Falguen MAFFU (Meio) - Have Kaine's kill count be at 30 or more before stage 31. Daitetsujin (Tsukumo) - Take the Nadesico Route on stage 32. Full Armor ZZ Gundam - Take the Ra Cailum Route on stage 32. Make sure Judau has at least 5 kills before the end of stage 36. Deployment: Shin Getter Voltes V Combattler-V Daimos Master Asia Light Quattro/GP-03 Domon Wufei Daitarn 3 Tetsuya Duke On 2PP your bships, Zanbot, and 12 allies arrive at X. On 4EP your rival and grunts arrive NE. On 5PP Meio will arrive if you recruited him. Another pretty standard stage, not much going on. Bright's ace bonus is easily the best in the game, followed by Akito's. Going to play through both endgame routes. S32B (Small Balm Ra Cailum Route) - Gandal (Battle Carrier) = Hybrid Armor Blacky (Battle Carrier) = Biosensor Zuril (Battle Carrier) = Defense + 10 one Gin Gin (horned blue mecha) = Apogee Motor one Gin Gin = Propellant Tank Rival = Potential + 1. Rival retreats at 30% HP. S33B (Small Balm Ra Cailum Route) - Gandal (Battle Carrier) = Ranged + 10 Zuril (Battle Carrier) = Super Alloy Z Blacky (Battle Carrier) = Mega Booster Gin Gin to the left of Blacky = High-Spec Radar Gespenst to the left of Olban = Dual Sensor Olban (God Amon - 1st) = Infight + 1 Olban (God Amon - 2nd) = Haro S34B (Small Balm Ra Cailum Route) - left Gespenst blocking the left corridor = Mars Bowl right Gespenst blocking the left corridor = Accuracy + 15 Zonnekaiser = Gunfight + 1 S35B (Small Balm Ra Cailum Route) - Blacky (Battle Carrier) = Evasion + 15 Gandal (Battle Carrier) = New Super Alloy Z one Gin Gin = Large Magazine Zuril (Battle Carrier) = Skill + 10 another Gin Gin = Custom HUD one Zume Zume = Psychoframe one Gespenst = Propellant Tank Lady Gandal (Gra Gra) = SP + 15 Vega Daioh (King of Vega) = SP Consumption Down S32A (Jovian Union Nadesico Route) - 9 turns Saburouta (Denjin) = Apogee Motor. Saburouta retreats at 4280 HP. Gen'hachiro (Denjin) = Potential + 1. Gen'hachiro retreats at 6420 HP. Gen'ichiro (Daimajin) = Defense + 10. Gen'ichiro retreats at 10200 HP. Grunts = Hybrid Armor, Biosensor Deployment: (12) Shin Getter Master Asia Fuunsaki Domon Allenby Trowa Argo Chibodee Sai Light Wufei Kou/GP-03 You start out surrounded, with more enemies on the way. On 2EP enemies arrive NW, 3PP Akito and Gai (if recruited) arrive, and 3EP even more enemies arrive NE. I moved south into the asteroids and camped there. MAP attacks help a lot as usual. These enemies are especially annoying with gravity shields and some kind of mirror image at 130 will. I lured the two reinforcement waves together then mass nuked them with valor MAPs. Soo what's up with the Sazabi? Funnels only do 3800 dmg, +20 hit, and +20 crit, blind spot of 3, only 6 ammo (?!) and no good P attack. I thought it was good? I guess you have to upgrade it or something. I'd give him the double ammo part but I have it on Trowa. S33A (Jovian Union Nadesico Route) - 15 turns Aiza (Megaborg Aiza) = High-Spec Radar Liza (Megaborg Lisa) = Custom HUD Combined Meganoid = Gunfight + 1 Mileena (Megaborg Mileena) = Infight + 1. Mileena retreats at 12990 HP. Torrez (Megaborg Torrez) = Ranged + 10. Torrez retreats at 13740 HP. Grunts = Propellant Tank, Repair Kit, Beam Coating Deployment: (14) Shin Getter Master Asia Fuunsaki Domon Allenby Trowa Argo Chibodee Sai Zanbot 3 Light Wufei Kou/GP-03 Quattro/Z-Gundam Although GP-03 can still deploy without a part, ground units are grounded. Interestingly both Flight and Space modules can allow a unit to fly on this map. Once 7 enemies remain, more enemies arrive W and E, lots of Daitarn 3 grunts. Destroy one of the turrets then back off and destroy the reinforcements while tanking the bosses. Once again MAPs are useful. If you destroy Aiza or Liza, the other will retreat and reform into a stronger boss. If you destroy them both at the same time with a MAP they still reform lol. S34A (Jovian Union Nadesico Route) - 46 turns Combined Megaborg = Super Alloy Z Mileena (Megaborg Mileena) = Cartridge Torrez (Megaborg Torrez) = SP + 15 Koros (AiAi) = Accuracy + 15 Koros (Koros) = SP Consumption Down Don Zaucer = Halo Grunts = Mars Bowl, Mars Bowl, Repair Kit, Propellant Tank Deployment: (14) Shin Getter Master Asia Fuunsaki Domon Allenby Trowa Argo Chibodee Sai Zanbot 3 Light Wufei/Duo Kou/GP-03 Quattro/Z-Gundam First of all, I had to reload from scenario 29 and kill Puru to get the Hero's Mark, because it's extremely useful on this stage. Sorry Puru. The stage takes place on mars, so both Flight and Thruster modules let a ground unit fly and hit air targets. I had EN tanks on Daitarn, Zanbot, Yurika, and Allenby. Others were equipped with +acc, flight modules, +evade, +EN, or hyper jammers to negate some of the RNG. Domon combined with Fuunsaki w/ Mega Generator and Solar Panel equipped is a good combo. He has 350 total EN and 40 EN regen per turn, meaning he can use his 40 EN attack for no cost. You can also split Domon/Fuunsaki, attack with Domon, then recombine, which further lowers the EN cost. Using the recombine trick Domon can use his 80 EN attack and only cost 7 EN after regen. You can do the same trick with Master Asia if he's nearby, although the EN recovery won't be as much if he doesn't have +100 EN equipped. Use lots of support attacks + low or 0 cost attacks. Domon can freely use his 40-50 EN attacks without worry. Trowa w/ double ammo will have tons of support attacks. Both Kou and Quattro have good support attack ability. On 3PP fake Daitarns arrive SW and NE. On 4EP Korus in a weak mech arrives with other enemies at NW, all allies lose 10 will except Daitarn who gains 50 will. The shadow mirror grunts don't start moving until 13EP, and they don't have support defense. Started fighting Korus on turn 16. Once you shoot down Korus she redeploys in a 151.5k mech. Korus has 3k armor so she's hard to scratch, but she'll run out of EN fast so it's pretty easy to keep picking on her. Keep rotating units in and out of the bship to recover EN/ammo. Below 30k HP she has 4050 armor. I killed her on turn 26 with only a few accuracy seishins, no valor needed. Once she's defeated Don Zauser w/ 181.5k HP appears at the NW crater. Cover the crater with units so he doesn't appear on it. Once he appears, load everyone into the bship to recover EN for a few turns, he won't move. Don is basically the same as Korus except he has 300 more armor, 30k more HP, 3k more HP regen, more hit/evade/mobility, an extra level of prevail, and a free 11 range attack. He also has an S hit/evade on ground so get as many of your units flying as possible. Use the same strat except be more careful of his attacks. This is where hyper jammers, bunshin, flight/thruster modules and +dodge come in handy. At about 90k HP start using everything possible to kill him, including seishins and EN tanks. At his highest prevail he has 4785 armor, so only the strongest attacks can scratch him. Don't even try attacking with the weaker guys like Wufei, they'll just do 10 damage then get one shot. I finished him off from 90k in 3 turns. Domon and MA's strongest combo can still do a valored 14-15k at his highest level of prevail. I used 3 resupply seishins, 3 EN tanks, one use of Enable on Domon, and everyone else spamming their strongest possible attacks. Most of my pilots were lv 47-50 by the end of the stage. Didn't do any game over grinding of course. Started fighting Don on turn 32, killed on turn 46, so 14 turns. S35A (Jovian Union Nadesico Route) - 10 turns Majin in reinforcements = Psychoframe Tetsujin in reinforcements = Large Magazine Gen'ichiro (Daimajin) = New Super Alloy Z Saburouta (Denjin) = Evasion + 15 Gen'hachiro (Daitetsujin) = Skill + 10 Deployment: Daitarn 3 Shin Getter Master Asia Fuunsaki Domon Allenby Trowa Argo Sai Chibodee Zanbot 3 Light Quattro/GP-03 Kamiyu/Sazabi Axel This stage has 3 waves of reinforcements on turns 3 NW, 5 SE, and 6 SW and ends on turn 10. Additional reinforcements arrive if you reduce enemy numbers to 6 or less. Make sure to pick up the Large Magazine so both Trowa and Tetsuya can have double ammo on their best attacks. Not much to do here but farm kills and XP. S36 - 12 turns Gaia (Dreissen) = Psychoframe Ortega (Dreissen) = Shield Defense + 1 Mash (Dreissen) = Jammer Gato (Gundam GP-02) = Sword Cut + 1. Gato retreats at 5100 HP. Butcher (Bandok) = Super Alloy Z Grunts = Melee + 15, Support Defense + 1, EWAC Module, I-Field Barrier, Beam Coating Deployment: (12) Kou/GP-03 Light Domon Allenby Master Asia Trowa Shin Getter Combattler-V Zanbot 3 Daitarn 3 Voltes V Daimos Tetsuya Space stage, don't let any enemies on the satellite thing. On 3EP enemies appear SE. When 9 or less enemies remain, neutral enemies appear NE. Just camp the sattelite and kill everything, not much going on here. Gato's nuke is extremely powerful so kill him as soon as he rolls up. S37 - 17 turns Chara Soon (Germalk) = Potential + 1 Gato (Neue Ziel) = Counter Rival = Steel Soul. Rival retreats at 30% HP or if Lemon retreats/is defeated. Lemon (Weiss Savior) = Ranged + 15. Lemon retreats at 28620 HP. Grunts = Sword Cut + 1, Psychoframe, New Super Alloy Z Deployment: (14) Allenby Shin Getter Domon Trowa Light Combattler-V Voltes V Master Asia Zanbot 3 Daitarn 3 Daimos Tetsuya Quattro/ZZ Gundam Duke Basically the same as last stage except enemies are tougher. Initial Zeong grunts have very high dodge. On 2EP a bunch of low HP shadow mirror grunts appear E. Once 6 enemies or less remain more enemies appear E, 10 24-26k grunts, two 64k grunts, and Gato in an 88k. Use MAP attacks liberally and watch out for Kayra's MAP. Once all of those enemies are destroyed Lemon (in a 94k HP mech) and your rival appear on top of the east colony. Cover the east colony so they don't get the terrain bonus. They're both extremely hard to hit even without the terrain bonus. S38 - 36 turns Haman (Qubeley) = Defense + 15 Rival = Haro Grunts = Gunfight + 1, SP + 10, Psychoframe, New Super Alloy Z, Support Attack + 1, Sword Cut + 1 Deployment: (14) Allenby Shin Getter Domon Trowa Light Combattler-V Voltes V Master Asia Zanbot 3 Daitarn 3 Daimos Tetsuya Quattro/GP-03 Duke Indoors mission, initial enemies include Mashmyre and more high HP/dodge grunts. Giving accuracy parts to anyone without strike is a good idea. Pretty easy to mow through the initial grunts. Mashmyre will probably need a Strike or two. Once 10 or less enemies remain, Haman and more high HP grunts appear W/NW. The 91k grunts have a lot of HP but they have B air and ground, so they're basically big punching bags. The grunts surrounding Haman all have MAP attacks so run them out of EN or kill quickly. Haman has 73k HP, lv 9 newtype, lv 9 prevail, and 251 dodge, more or less requiring strike to hit her. Once all of those enemies are defeated Rival and shadow mirror grunts appear SW and NW and all gain 150 will. Kill everything to finish. Rival has a Halo equipped so more Strike is probably needed. I've seen people complain about this stage but it wasn't too bad with my setup. Bright's ace bonus makes it very easy to keep up the offense with constant ultimate attacks. S39 - 8 turns Deployment: Domon Master Asia Allenby Shin Getter Combattler-V Voltes V Zanbot 3 Daimos Tetsuya Daitarn 3 Trowa Fuunsaki Light All pilots except Fuunsaki, Yurika, and Light are aced. Equip mostly EN tanks and Mars Cups. Spend the first 3-4 turns killing the initial 12 grunts. It's ok to use some yell and focus/strike to hit them. On turn 4 load most units into Bright's bship and accel towards the boss, then unload on turns 5-6. On turns 7-9 kill the boss. Use Axel and Light w/ dodge parts equipped to draw some grunt fire. Use confuse every turn and try to survive as best you can using support defense and tons of dodging. Use Exhaust on the boss from Yurika and Voltes so he doesn't use his MAP attack. Spam your strongest attacks, EN tanks, Mars Bowls, Resupply, Rally, and use two Enable on Domon to help finish him off. It's normal to lose units like Daimos, Tetsuya, and Trowa. It's ok as long as critical units like Domon/MA/Allenby and V twins don't die. It should only take 3 turns to kill the boss otherwise you'll probably be overwhelmed. Daimos at low HP w/ ace bonus, dodge parts, and support defenders is nearly unkillable and attracts enemy attacks like a magnet. With MA combo, Domon combo, Allenby combo, V Twins combo, Zanbot/Daitarn combo, Troyes, Tetsuya, and Getter or Daimos attacking every turn, I was doing about 100-110k damage per turn, and managed to kill him on turn 3 of fighting by spamming Enable, Resupply, Attune, and Mars Bowls on Domon to keep spamming his MA combo attack for 16-17k. On turn 3 of fighting it's ok to deliberately get 1 range attackers killed to make room for other 1 range attackers, anything that works to burn him down at that point.