------------------------------------------------------------------------------- Dai-3-Ji Super Robot Taisen (a.k.a Super Robot Wars 3) Pilot FAQ V 0.98 (4/29/2008) by ZeroHazard ------------------------------------------------------------------------------- This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited. In short, currently ONLY GameFAQs can host this guide. ------------------------------------------------------------------------------- Contents: -Introduction - - - - - - - INTRODC -Stat and Ability explaination . . . . STATROW -Entry Format - - - - - - PLTFRMT -Super Robot Pilots . . . . . . SRPMAIN -Standard - - - - - - SRPSTDL -Mazinger Team . . . . . . SRPMZNG -Coplander Team - - - - - - SRPCPLN -Hidden . . . . . . SRPHIDN -Real Robot Pilots - - - - - - RRPMAIN -Static . . . . . . RRPSTTC -Standard - - - - - - RRPSTND -Hidden . . . . . . RRPHIDN -Hero Path - - - - - - RRPHERO -Standard . . . . . . RRPHSTD -Hidden - - - - - - RRPHHDN -Char Path . . . . . . RRPCHAR -Standard - - - - - - RRPCSTD -Hidden . . . . . . RRPCHDN -Comments and Strategies - - - - - STRTTRK -Reccomendations . . . . . . PLTCHSE -Credits - - - - - - CRDITPG ------------------------------------------------------------------------------- ============= Introduction INTRODC ============= Super Robot Wars 3 has a nasty habit of giving you far too many pilots than you'll ever use, and picking the ones you level up can be a challenge in itself. There are a few FAQs out there pointing out where you get characters and mecha, but the pilot abilities are generally ignored. I've tried to pick out as many of the pilots to get a read on their relative strengths and list them out for you to choose your own personal team. ------------------------------ Stat and Ability explaination STATROW ------------------------------ Every pilot has 6 basic statistics, 4 areas of adaptablility, 6 Ability slots, and a Spirit Point pool. The statistics are as follows: -Power: Similar to a strength stat in RPGs, this effects the general ability of a pilot to hurt a target. -Piloting: Similar to an agility stat in RPGs, this effects the evasion and damage reduction of a pilot when getting attacked. May also effect critical hits(unconfirmed). -Morale: Constantly changing statistic during battle, it is an overall multiplier to everything dealing with your pilot and mecha. Also needed at specific minimum values for some special attacks. -Hit%: Base accuracy of all attacks made by the pilot. -Response: Effects the rate at which your pilot dodges incoming attacks. Pilots with 130 Response or higher get 2 actions a round. -Intuition: A static(not changing) stat that corresponds with Piloting and Hit%, can be used to measure the general effectiveness of a pilot. *An important note is that Piloting, Hit%, and Response are limited by the Response of the mecha you put the pilot in.* Adaptability measures your pilot's overall ability to function in an environment and is added to the mecha's to give a composite value. This value points at the environment that the attack is landing in. Both pilot and mecha can be rated at 1-7, 7 being highest. Firing a weapon from a mecha with a combined value of 7 at a mecha with a combined value of 14 will result in much less damage and a lower Hit% than the other way around, so beware of the environment you're fighting on(both attacking and defending!). Abilities, also known as Spirit Powers, are the Pilot-specific special moves that can turn the tide of battle. They can also make or break a Pilot's usefulness. These are the possible abilities your pilots may learn, with the number in parenthesis as the Spirit Point cost: -Accel (10): Increases movement by 5 for an action. -Fervor (50): Next attack does double damage.(may still be evaded) -Flash (30): In the next battle, automatically evades the enemy attack. -Focus (50): Intuition +50 for a full turn. -Friend (90): Heals all allied units by 50% of their total HP. -Guts (30): Heals pilot's mecha by 1/3 of it's max HP. -XGuts (70): Heals pilot's mecha completely. -LockOn (40): Next attack automatically hits. -Love (140): Heals all allied units completely -Luck (20): Next action gives double EXP and money. -Rage (200): Deals 10-1000 damage to all enemy units. -Supply (80): Restores the mecha energy and ammo of target ally. -Yell (80): Raises Morale by 15. ------------- Entry Format PLTFRMT ------------- Each pilot has an entry that looks like follows: _______________________________________________________________________________ AI Unit LV1 Intuition: 150 Response:~LV58 Power: 480/13, 1200/43 | Hit%: 100/18, 150/35, 200/? Piloting: 80% SP1: (-)Focus SP2: (14)Accel SP3: (22)Luck | Sky/Land/Sea/Space SP4: (35)Fervor SP5: (47)LockOn SP6: (55+)?? | 4/6/2/6 Join Condition: Start of game Leave Condition: Leaves Mission 6: Seaside Panic taking the mecha it is in. Notes: this is an example, not a real character you can get -The top line has the pilot name, the level you get them at, their static Intuition score, and the level they clear the 130 Response threshold for their second action a round. If there is a tilde (~) that means the threshold is estimated, not confirmed. -The second line takes 2 sample Power ratings at specified levels, the levels the pilot clears 100, 150, and 200% accuracy, and the general ratio of Piloting skill to Response. -The 3rd and 4th lines have the Spirit Powers of the pilot in the order and level they are acquired at, with (-) meaning that the pilot has the ability when they have joined you. Also on the right are the Adaptability scores of the pilot. -Join and Leave conditions are supplied for all characters. This will prevent you from spending time building up a character that dies in a plot point! -Notes include requirements for plot, special interactions with other pilots, general observations, etc. -If there is an X in any field, that means you won't have the chance to get that particular trait. ------------------------------------------------------------------------------- =================== Super Robot Pilots SRPMAIN =================== Super Robot pilots generally only pilot their own specific mecha, with the exceptions of the Mazinger team and the Coplander team. These pilots depend on the high armor and hitpoints of their robots to survive a battle. They also have a very high power rating, so any attack they make is sure to hurt. All Super Robot pilots are available no matter what decisions you make during the game. The only difference from the alternate story paths would be when you get them. --------- Standard SRPSTDL --------- _______________________________________________________________________________ Masaki Ando LV32 Intuition: 189 Response: LV50 Power: 1630/56, 1020/32 | Hit%: 100/--, 150/--, 200/46 Piloting: 91% SP1: (-)Accel SP2: (-)Guts SP3: (-)Flash | Sky/Land/Sea/Space SP4: (-)Focus SP5: (-)XGuts SP6: (-)Yell | 7/7/6/7 Join Condition: Automatically joins during the mission after Conscon's Assault. Leave Condition: None Notes: One of the 'broken' set of characters, he's mobile like a Real Robot pilot but rides a Super robot. Cyflash x2 is your friend. _______________________________________________________________________________ Banjou Haran LV20 Intuition: 178 Response: LV51 Power: 1780/50, 1340/34 | Hit%: 100/--, 150/31, 200/46 Piloting: 82% SP1: (-)XGuts SP2: (-)LockOn SP3:(22)Yell | Sky/Land/Sea/Space SP4:(35)Flash SP5:(50)Fervor SP6:(50)Friend | 7/7/5/7 Join Condition: Joins during his introductory mission. Leave Condition: None Notes: A versatile pilot for a versatile mecha. Very adaptable and is one of the best Super Robot pilots. _______________________________________________________________________________ Ryouma Nagare LV6 Intuition: 164 Response: LV63 Power: 1810/51, 1280/32 | Hit%: 100/15, 150/33, 200/47 Piloting: 85% SP1: (-)Guts SP2: (-)XGuts SP3:(10)Focus | Sky/Land/Sea/Space SP4:(13)LockOn SP5:(15)Flash SP6:(24)Friend | 7/5/2/6 Join Condition: Starting Character Leave Condition: None Notes: The 'front man' of the Getta team, and the original 'broken' set. _______________________________________________________________________________ Hayato Kami LV6 Intuition: 168 Response: LV55 Power: 1790/51, 1540/42 | Hit%: 100/13, 150/31, 200/44 Piloting: 83% SP1: (-)Luck SP2: (-)Guts SP3: (-)XGuts | Sky/Land/Sea/Space SP4: (-)Focus SP5:(26)Fervor SP6:(40)Friend | 5/7/2/5 Join Condition: Starting Character Leave Condition: None Notes: The 'core' of the Getta team and the original 'broken' set. The first Getta pilot to get up to 130 Response, useful for Getta Vision. _______________________________________________________________________________ Musashi Tomoe LV6 Intuition: 158 Response: LV X Power: 1100/25, 1580/42 | Hit%: 100/16, 150/34, 200/48 Piloting: 82% SP1: (-)Guts SP2: (-)Fervor SP3: (-)XGuts | Sky/Land/Sea/Space SP4: (-)Yell SP5:(10)LockOn SP6:(15)Accel | 2/6/7/4 Join Condition: Starting Character Leave Condition: Always takes the Getta on his own during In Extreme Sorrow. Notes: The 'foundation' of the Getta team and the original 'broken' set. When you lose him, it doesn't matter because Benkei is almost identical. _______________________________________________________________________________ Benkei Kuruma LV40 Intuition: 151 Response:~LV65 Power: 1840/52, 0000/00 | Hit%: 100/--, 150/--, 200/47 Piloting: 83% SP1: (-)Accel SP2: (-)Guts SP3: (-)Focus | Sky/Land/Sea/Space SP4: (-)XGuts SP5: (-)Yell SP6: (-)Friend | 2/6/7/4 Join Condition: Automatically joins during Countdown Leave Condition: None Notes: Replaces Musashi's position in the Getta 'broken' team. The first mission you use him is pretty much the last time you'll actually use him. Becomes a Yell bot to give Ryouma access to his final attack. _______________________________________________________________________________ Akira Hibiki LV15 Intuition: 172 Response: LV51 Power: 1150/30, 1730/51 | Hit%: 100/16, 150/35, 200/54 Piloting: 76% SP1: (-)LockOn SP2: (-)Guts SP3: (-)Focus | Sky/Land/Sea/Space SP4: (-)XGuts SP5:(22)Yell SP6:(31)Accel | 7/6/5/6 Join Condition: Automatically joins during Brave Reideen. Leave Condition: None Notes: He's actually a middle-road pilot, having good reactions and decent power. The main reason to take him into later missions should be if you took the story path to get his hidden final attack. _______________________________________________________________________________ Duke Fleed (Taisuke) LV36 Intuition: 168 Response: LV59 Power: 1830/51, 1410/36 | Hit%: 100/--, 150/--, 200/47 Piloting: 89% SP1: (-)Guts SP2: (-)LockOn SP3: (-)Focus | Sky/Land/Sea/Space SP4: (-)Yell SP5: (-)Friend SP6: (-)Love | 6/7/6/7 Join Condition: Automatically joins 1 or 2 missions after Storm of Jaburo depending on which route you take. Leave Condition: None Notes: Technically a Mazinger team member, but he can't be swapped out for some odd reason. I'd much rather have his sister in the seat of Grendazer! _______________________________________________________________________________ Shuu Shirakawa LV50 Intuition: 182 Response: LV53 Power: 1680/50, 2190/68 | Hit%: 100/--, 150/--, 200/-- Piloting: 87% SP1: (-)Accel SP2: (-)Guts SP3: (-)Focus | Sky/Land/Sea/Space SP4: (-)XGuts SP5: (-)Yell SP6:(55)Fervor | 7/7/7/7 Join Condition: Automatically joins during Rabi en Rose. Leave Condition: If you have less than 420 turns and he's out at the end of Final Battle, he won't be available in the hidden mission. Notes: The last super robot and pilot you get, available for the final stretch _______________________________________________________________________________ Hyouma Ki LV10 Intuition: 167 Response: LV58 Power: 1600/49, 1120/30 | Hit%: 100/17, 150/36, 200/55 Piloting: 56% SP1: (-)Accel SP2: (-)Guts SP3: (-)XGuts | Sky/Land/Sea/Space SP4:(15)LockOn SP5:(25)Fervor SP6:(27)Yell | 7/7/4/6 Join Condition: Joins during the Combattler introductory mission. Leave Condition: None. Notes: The main pilot of the Combattler V and thus the only one that matters. _______________________________________________________________________________ Juuzou Naniwa LV10 Intuition: 167 Response: LV ? Power: 1770/51, 1190/30 | Hit%: 100/13, 150/30, 200/00 Piloting: 83% SP1: (-)Accel SP2: (-)Guts SP3: (-)XGuts | Sky/Land/Sea/Space SP4: (-)Fervor SP5:(28)Focus SP6:(28)Flash | 7/5/2/6 Join Condition: Joins during the Combattler introductory mission. Leave Condition: None Notes: Only useful once in a specific mission due to mobility and Fervor. _______________________________________________________________________________ Koke Sueki LV10 Intuition: 155 Response: LV ? Power: 1550/51, 970/30 | Hit%: 100/00, 150/00, 200/00 Piloting: 87% SP1: (-)LockOn SP2: (-)Supply SP3: (-)Guts | Sky/Land/Sea/Space SP4: (?)Flash SP5:(28)Luck SP6:(28)Accel | 6/6/6/5 Join Condition: Joins during the Combattler introductory mission. Leave Condition: None. Notes: Only in use once, doesn't really matter. _______________________________________________________________________________ Chizuru Minamihara LV10 Intuition: 170 Response: LV ? Power: 1600/50, 1050/30 | Hit%: 100/00, 150/00, 200/00 Piloting: 83% SP1: (-)Luck SP2: (-)Guts SP3: (-)LockOn | Sky/Land/Sea/Space SP4: (-)Supply SP5:(28)Friend SP6: (?)Love | 6/4/7/5 Join Condition: Joins during the Combattler introductory mission. Leave Condition: None Notes: Only in use once, notible for being the 'hot chick'. _______________________________________________________________________________ Taisaku Nishikawa LV10 Intuition: 157 Response: LV ? Power: 1700/50, 1150/30 | Hit%: 100/00, 150/00, 200/00 Piloting: 85% SP1: (-)Friend SP2: (-)Guts SP3: (-)Focus | Sky/Land/Sea/Space SP4: (-)XGuts SP5: (-)Yell SP6:(28)Accel | 2/7/5/4 Join Condition: Joins during the Combattler introductory mission. Leave Condition: None Notes: Only in use once, doesn't really matter. _______________________________________________________________________________ -------------- Mazinger Team SRPMZNG -------------- The Mazinger team can switch between Mazinger Z, Aphrodite A, Venus A, Diana A, Great Mazinger, DoubleSpazer, Drill Spazer, and Marine Spazer. The exception is Duke Fleed, who remains in the Grendizer and is listed above. _______________________________________________________________________________ Kouji Kabuto LV6 Intuition: 169 Response:~LV59 Power: 1700/49, 1300/35 | Hit%: 100/15, 150/32, 200/47 Piloting: 80% SP1: (-)Guts SP2: (-)XGuts SP3: (-)LockOn | Sky/Land/Sea/Space SP4: (-)Flash SP5:(30)Accel SP6:(45)Fervor | 6/7/4/6 Join Condition: Starting Character Leave Condition: None Notes: Good for solid and consistent damage. _______________________________________________________________________________ Sayaka Kyuu LV3 Intuition: 171 Response: LV61 Power: 1590/51, 1030/31 | Hit%: 100/17, 150/34, 200/49 Piloting: 81% SP1: (-)Guts SP2: (-)XGuts SP3: (6)Flash | Sky/Land/Sea/Space SP4: (8)LockOn SP5:(10)Luck SP6:(33)Friend | 5/7/4/6 Join Condition: Starting Character Leave Condition: None Notes: Surprisingly good, she dodges often. Weakest power of the Mazinger team. Put her in one of the Mazingers to compensate, and she'll do well. _______________________________________________________________________________ Hikaru Makiba LV31 Intuition: 172 Response: LV53 Power: 1850/55, 1420/40 | Hit%: 100/--, 150/39, 200/57 Piloting: 81% SP1: (-)Luck SP2: (-)Friend SP3: (-)Love | Sky/Land/Sea/Space SP4:(40)Fervor SP5:(44)Yell SP6:(50)Supply | 7/5/7/6 Join Condition: Joins when Duke Fleed and Grendazer join. Leave Condition: None Notes: Strong power and good abilites. LockOn would be nice to compensate for her relatively low accuracy, though she's a great support pilot. You may want to put her in the Diana A between the time she gets her second action and Jun's second action. _______________________________________________________________________________ Tetsuya Ken LV35 Intuition: 169 Response:~LV59 Power: 1690/46, 1380/35 | Hit%: 100/--,150/--, 200/48 Piloting: 80% SP1: (-)Accel SP2: (-)Guts SP3: (-)LockOn | Sky/Land/Sea/Space SP4: (-)XGuts SP5:(43)Friend SP6:(50)Fervor | 7/7/5/5 Join Condition: Joins automatically in the Storm of Jaburo Leave Condition: None Notes: While he is stronger than Kouji, his lack of Flash makes him less desireable in later levels when you want to attack without getting hit back _______________________________________________________________________________ Jun Honoo LV33 Intuition: 170 Response: LV63 Power: 2010/61, 1230/33 | Hit%: 100/--, 150/34, 200/48 Piloting: 86% SP1: (-)Accel SP2: (-)Luck SP3: (-)Guts | Sky/Land/Sea/Space SP4: (-)Flash SP5: (-)XGuts SP6: (-)Yell | 7/7/5/5 Join Condition: Joins automatically in the Storm of Jaburo Leave Condition: None Notes: Basically a stronger version of Sayaka. For some reason, she usually ends up at the top of the pilot list a lot. I reccomend her for the Diana A since she can use Accel to compensate for its poor mobility. _______________________________________________________________________________ Maria Fleed LV42 Intuition: 172 Response: LV53 Power: 1560/42, 1950/56 | Hit%: 100/--, 150/--, 200/48 Piloting: 84% SP1: (-)Luck SP2: (-)LockOn SP3: (-)Fervor | Sky/Land/Sea/Space SP4: (-)XGuts SP5: (-)Love SP6:(51)Supply | 6/7/5/7 Join Condition: In the Sister! mission, have Duke talk to her and have her survive until the end of the scenario. Leave Condition: None Notes: This girl is violent! She's stronger than Kouji and has Luck. Don't let the Love and Supply skills fool you, she's a front-line headbasher. She's the best of the Mazinger team pilots, you'd better get her! **Actually a hidden pilot. _______________________________________________________________________________ --------------- Coplander Team SRPCPLN --------------- The 3 Coplander pilots can switch between the Bluegar, Pantagruel, and Garganchua mechs. _______________________________________________________________________________ Jinguuji, Isao LV15 Intuition: 168 Response:~LV58 Power: 1160/35, 1020/29 | Hit%: 100/--, 150/32, 200/46 Piloting: 88% SP1: (-)Accel SP2: (-)Guts SP3: (-)Fervor | Sky/Land/Sea/Space SP4: (-)Yell SP5: (-)XGuts SP6:(22)Focus | 7/6/5/6 Join Condition: Automatically Joins during the mission Brave Reideen Leave Condition: None Notes: Statistically good, but gets left in the dust by the other Coplanders. Geared for strong offense, but you need defensive abilities later in the game. Also painfully slow, so why bother leveling a single action pilot when you have 2 other doubles? _______________________________________________________________________________ Rei Asuka LV12 Intuition: 178 Response: LV37 Power: 1400/45, 1000/29 | Hit%: 100/15, 150/33, 200/48 Piloting: 64% SP1: (-)Accel SP2: (-)Guts SP3: (-)Flash | Sky/Land/Sea/Space SP4: (-)XGuts SP5:(20)Focus SP6:(50)Love | 7/6/4/5 Join Condition: Automatically joins during the mission Brave Reideen Leave Condition: None Notes: She dodges very well and is very quick, so she rides Pantegruel in my runs. Has most of the skills that count, and is the first Super Robot pilot to get her second action by a large margin. _______________________________________________________________________________ Mari Sakurano LV1 Intuition: 165 Response: LV38 Power: 1450/47, 1000/28 | Hit%: 100/28, 150/42, 200/59 Piloting: 80% SP1: (-)Guts SP2:(10)Luck SP3:(20)XGuts | Sky/Land/Sea/Space SP4:(25)Supply SP5:(27)LockOn SP6:(30)Love | 6/6/4/5 Join Condition: Automatically joins after the mission Brave Reideen Leave Condition: None Notes: My favored pilot of the Bluegar, since she has support Spirit Powers. Luck lets her pop the occasional baddie to keep her level on par with the rest of your pilots. _______________________________________________________________________________ ------- Hidden SRPHIDN ------- Maria Fleed is also a hidden pilot, but I listed her in the Mazinger Team. _______________________________________________________________________________ Ryune Souldark LV38 Intuition: 174 Response: LV49 Power: 1250/38, 1760/56 | Hit%: 100/--, 150/--, 200/45 Piloting: 79% SP1: (-)Guts SP2: (-)XGuts SP3: (-)Flash | Sky/Land/Sea/Space SP4: (-)Focus SP5: (-)Yell SP6:(42)Rage | 7/7/5/7 Join Condition: In her own mission, destroy all DC forces before they kill her, then after she has a speech box and refills life, defeat her. Leave Condition: None Notes: Once she hits 130 response, she becomes Bright's second ALL weapon. Pop her out and fire her map weapon, then jump back on the ship to reload! _______________________________________________________________________________ Kochou Oni LV34 Intuition: 162 Response: LV58 Power: 1310/38, 1880/58 | Hit%: 100/--, 150/--, 200/48 Piloting: 88% SP1: (-)Luck SP2: (-)Guts SP3:(36)Friend | Sky/Land/Sea/Space SP4:(38)Love SP5:(40)Supply SP6:(42)Rage | 7/7/4/6 Join Condition: In the Storm of Jaburo mission, have the Getta team talk twice and Kochou will join you. Leave Condition: None Notes: Seems to be geared specifically for finishing off weakened enemies and has many support skills, but low SP. Fairly good accuracy and good power, but the robot she pilots is weak. Easy to level, very survivable. _______________________________________________________________________________ ------------------------------------------------------------------------------- ================== Real Robot Pilots RRPMAIN ================== All real robot pilots in this game can freely switch between any real robot. Real robot pilots generally depend on evasion to survive in battle, since their rides have lower armor and hitpoints than the super robots in the game. They also tend to have higher accuracy and get their second action earlier. This section is broken up into 3 parts to account for the different pilot selection you recieve based on the choices you make. ~~~~~~~~~~~~~~~~~ Static/All Path RRPSTTC ~~~~~~~~~~~~~~~~~ All pilots in this section are available to you no matter which story path you take. --------- Standard RRPSTND --------- _______________________________________________________________________________ Bright Noah LV6 Intuition: 171 Response: LV58 Power: 1010/38, 1520/60 | Hit%: 100/17, 150/34, 200/49 Piloting: 90% SP1: (-)Guts SP2: (-)Accel SP3:(10)LockOn | Sky/Land/Sea/Space SP4:(17)Luck SP5:(22)Focus SP6:(39)Fervor | 6/6/4/7 Join Condition: Starting Character Leave Condition: None Notes: Okay, he's not a robot pilot, but he's technically from this genre so I put him here. He seems to need target practice most of the time, but will eventually outgrow each ship they put him in. This is bad since you can't upgrade the ship's response. _______________________________________________________________________________ Amuro Rei LV8 Intuition: 200 Response: LV36 Power: 1010/37, 1350/52 | Hit%: 100/14, 150/26, 200/39 Piloting: 68% SP1: (-)Accel SP2: (-)Guts SP3: (-)Fervor | Sky/Land/Sea/Space SP4: (-)XGuts SP5: (-)Yell SP6:(24)Friend | 6/6/5/7 Join Condition: Starting Character Leave Condition: None Notes: The fastest character you get, his best ability is dodging incoming fire and taking no damage. This loses its novelty later in the game when enemy accuracy takes a huge jump and you realize Amuro has average-low Power. _______________________________________________________________________________ Kai Shiden LV2 Intuition: 172 Response: LV57 Power: 980/37, 1250/49 | Hit%: 100/17, 150/34, 200/49 Piloting: 80% SP1: (-)Guts SP2: (4)Luck SP3: (6)Yell | Sky/Land/Sea/Space SP4:(11)Accel SP5:(20)Fervor SP6:(28)Focus | 4/6/3/6 Join Condition: Starting Character. Leave Condition: None. Notes: I've tried to like Kai. Unfortunatly he keeps getting hit, and his skills don't make up for his flaws. Statistically better than Fa except for Intuition, which seems to cripple his effectiveness. Use him only for Luck. _______________________________________________________________________________ Ryuu Jose LV2 Intuition: 164 Response: LV X Power: 160/02, 400/14 | Hit%: 100/00, 150/XX, 200/XX Piloting: 67% SP1: (-)Guts SP2: (8)XGuts SP3:(12)Accel | Sky/Land/Sea/Space SP4: (?) SP5: (?)X SP6: (?)X | 4/6/3/6 Join Condition: Starting Character. Leave Condition: Automatically leaves after Seaside Panic Notes: Not really worth leveling since you lose him automatically. _______________________________________________________________________________ Hayato Kobayashi LV2 Intuition: 165 Response: LV X Power: 180/03, 400/14 | Hit%: 100/00, 150/XX, 200/XX Piloting: 65% SP1: (-)Guts SP2: (-)XGuts SP3: (7)Yell | Sky/Land/Sea/Space SP4: (?) SP5: (?)X SP6: (?)X | 4/6/3/6 Join Condition: Starting Character Leave Condition: Automatically leaves after Seaside Panic Notes: Not really worth leveling since you lose him automatically _______________________________________________________________________________ Fa Yuri LV4 Intuition: 181 Response: LV43 Power: 1290/59, 1070/48 | Hit%: 100/16, 150/34, 200/49 Piloting: 70% SP1: (-)Guts SP2: (5)Flash SP3:(10)Luck | Sky/Land/Sea/Space SP4:(20)XGuts SP5:(33)Friend SP6:(40)Love | 6/6/4/7 Join Condition: Joins automatically after the Mission G-3. Leave Condition: None Notes: Takes a page from Amuro's book in not being hit, a great pilot for the Methuss since she's easy to level up. Weaker power than Amuro. _______________________________________________________________________________ Reccoa Rond LV6 Intuition: 178 Response: LV46 Power: 560/17, 1010/35 | Hit%: 100/16, 150/33, 200/48 Piloting: 78% SP1: (-)XGuts SP2: (8)Yell SP3:(10)Fervor | Sky/Land/Sea/Space SP4:(13)LockOn SP5:(18)Luck SP6:(20)Flash | 6/6/4/7 Join Condition: Joins automatically after Mission G-3. Leave Condition: Will leave just before the Shadow of Brocken mission starts if Amuro talked to Char and you clear the mission Pursuit Battle. Notes: An exceptional Real Robot pilot with all-round good abilities and strong power. Be careful about losing her! _______________________________________________________________________________ Sayla Mass LV1 Intuition: 179 Response: LV38 Power: 1420/57, 1100/43 | Hit%: 100/16, 150/34, 200/49 Piloting: 65% SP1: (-)Guts SP2: (7)Yell SP3:(14)Fervor | Sky/Land/Sea/Space SP4:(21)Luck SP5:(40)Friend SP6:(45)Love | 5/6/3/7 Join Condition: Starting Character. Leave Condition: Will leave after the Into Space mission if Amuro talked to Char during the opening missions. Notes: Turns out pretty good if you build her up, even if her power is on par with Amuro. She's stronger than Fa if you want someone in the Methuss that can actually fight off potshots. An aggressive support pilot. _______________________________________________________________________________ Camille 'Kamiyu' Viden LV7 Intuition: 199 Response: LV36 Power: 1390/54, 1000/37 | Hit%: 100/14, 150/26, 200/39 Piloting: 68% SP1: (-)Accel SP2: (-)Luck SP3: (-)Guts | Sky/Land/Sea/Space SP4: (-)Fervor SP5: (-)XGuts SP6: (-)Yell | 7/6/4/7 Join Condition: Automatically joins shortly after G-3. Leave Condition: Technically won't leave, but if you defeat Scirocco with him and you did not recruit Four, he will be crippled and useless as a pilot. Notes: An excellent pilot with enough accuracy to make up for not having LockOn to use with Luck and Fervor. His only failing is his Amuro Power. _______________________________________________________________________________ Chris McKenzie LV6 Intuition: 182 Response: LV47 Power: 1360/54, 990/38 | Hit%: 100/16, 150/34, 200/48 Piloting: 77% SP1: (-)Guts SP2:(14)Yell SP3:(18)Friend | Sky/Land/Sea/Space SP4:(23)Flash SP5:(29)Love SP6:(31)Fervor | 4/6/3/7 Join Condition: Automatically joins after the mission Gato's Raid. Leave Condition: None. Notes: Very useful average pilot, especially if you run into trouble keeping your robots alive. Her low SP is her main weakness, but it's managable. _______________________________________________________________________________ Kou Uraki LV4 Intuition: 177 Response: LV46 Power: 1600/52, 990/30 | Hit%: 100/16, 150/33, 200/48 Piloting: 84% SP1: (-)Guts SP2:(12)Accel SP3:(22)Yell | Sky/Land/Sea/Space SP4:(28)XGuts SP5:(34)Flash SP6:(36)Fervor | 5/7/4/7 Join Condition: Automatically joins when you save him and Keith after your first atmospheric entry. Leave Condition: None. Notes: A very strong Real Robot pilot, worth building up. Takes a long time to acquire abilities, but you'll need his power. _______________________________________________________________________________ Slugger Row LV14 Intuition: 172 Response: LV47 Power: 1020/34, 1300/45 | Hit%: 100/16, 150/34, 200/48 Piloting: 71% SP1: (-)Accel SP2: (-)Guts SP3: (-)XGuts | Sky/Land/Sea/Space SP4: (-)Yell SP5:(23)Fervor SP6:(30)LockOn | 5/6/3/7 Join Condition: Joins after Gato's Raid Leave Condition: Lose him if Amuro talked to Char during the starting missions, you chose to go attack DC after the Suspicion mission, and you launched him the Terror! Mobile Big Zam! mission. Notes: Slightly stronger than the average Real Robot pilot. I see him as a weaker, less useful version of Kou. _______________________________________________________________________________ Judou Ashita LV27 Intuition: 200 Response: LV44 Power: 1630/51, 1100/32 | Hit%: 100/--, 150/--, 200/39 Piloting: 73% SP1: (-)Accel SP2: (-)Guts SP3: (-)Fervor | Sky/Land/Sea/Space SP4: (-)XGuts SP5: (-)Yell SP6:(32)Friend | 7/6/4/7 Join Condition: Automatically joins shortly after you return to space. Leave Condition: None Notes: A Stronger version of Amuro, definatly one of the best pilots. _______________________________________________________________________________ Seabuck Anoh LV28 Intuition: 193 Response: LV46 Power: 1300/45, 1000/33 | Hit%: 100/--, 150/--, 200/40 Piloting: 74% SP1: (-)Accel SP2: (-)Guts SP3: (-)Flash | Sky/Land/Sea/Space SP4: (-)Fervor SP5: (-)XGuts SP6: (-)Yell | 6/6/3/7 Join Condition: Joins with Judou or the mission after, depending on your choices up to this point. Leave Condition: None Notes: Very balanced character, will do well in just about any situation. _______________________________________________________________________________ Lou Ruka LV24 Intuition: 177 Response: LV47 Power: 1180/37, 820/24 | Hit%: 100/--, 150/34, 200/49 Piloting: 76% SP1: (-)Luck SP2: (-)Guts SP3: (-)Friend | Sky/Land/Sea/Space SP4: (-)XGuts SP5:(32)Fervor SP6:(50)Rage | 7/6/4/7 Join Condition: Joins automatically with Judou, or during Pursuit Battle. Leave Condition: None Notes: Good power for real robot pilot. Good for mop-up and grabbing cash with timely kills under luck effect. Consider her for a support unit to kill expensive enemies with Luck skill. Ignore Rage, it's not useful by the time you get enough SP to use it. _______________________________________________________________________________ Elle Viano LV22 Intuition: 177 Response: LV44 Power: 1000/38, 1230/48 | Hit%: 100/--, 150/35, 200/50 Piloting: 86% SP1: (-)Guts SP2: (-)Flash SP3: (-)Fervor | Sky/Land/Sea/Space SP4: (-)Yell SP5: (-)XGuts SP6:(24)Focus | 5/6/4/7 Join Condition: Joins after the mission Shangri La. Leave Condition: None Notes: Of the group of pilots that get dumped on you after the mission, she's the only one with most of her skills already learned. Average accuracy, and has a decent spread of spirit powers. She's a fair pilot, but you have access to so many better pilots. _______________________________________________________________________________ Beacher Arleg LV23 Intuition: 172 Response: LV48 Power: 1330/47, 1000/34 | Hit%: 100/--, 150/34, 200/49 Piloting: 57% SP1: (-)Accel SP2: (-)Guts SP3: (-)XGuts | Sky/Land/Sea/Space SP4: (-)Yell SP5:(24)Fervor SP6:(60)Friend | 5/6/3/7 Join Condition: Joins after the mission Shangri La. Leave Condition: None. Notes: Below average at just about everything, he's not that useful as a pilot. His only good statistic is power, but you can find better alternates to put in the hotseat. Almost identical to Slugger except for his last Spirit Power which takes rediculously long to get. _______________________________________________________________________________ Mond Akage LV13 Intuition: 168 Response: LV56 Power: 420/13, 1020/39 | Hit%: 100/19, 150/38, 200/57 Piloting: 66% SP1: (-)Luck SP2: (-)Guts SP3: (-)XGuts | Sky/Land/Sea/Space SP4:(20)Focus SP5:(26)Yell SP6:(38)LockOn | 5/6/3/7 Join Condition: Joins after the mission Shangri La. Leave Condition: None Notes: A fairly poor pilot until he gets his final skill. His lowish accuracy is compensated by the LockOn skill, and combined with Luck, should make a decent pilot for something that hits once very hard, like the Hyaku Shiki. Otherwise he needs to be in something with funnels. _______________________________________________________________________________ Ino Abbarg LV8 Intuition: 166 Response: LV45 Power: 480/13, 1080/34 | Hit%: 100/18, 150/37, 200/56 Piloting: 66% SP1:(10)Guts SP2:(26)XGuts SP3:(34)Friend | Sky/Land/Sea/Space SP4:(48)Love SP5:(50)Fervor SP6:(53)Rage | 4/6/3/7 Join Condition: Joins after the mission Shangri La. Leave Condition: None Notes: One of the most inaccurate pilots in the game, which makes him difficult to level. I reccomend ignoring him, since in my opinion he's worse than Bernie. _______________________________________________________________________________ ------- Hidden RRPHIDN ------- _______________________________________________________________________________ Emma Sheen LV11 Intuition: 176 Response: LV47 Power: 1010/35, 1390/50 | Hit%: 100/16, 150/33, 200/46 Piloting: 84% SP1: (-)Guts SP2: (-)Focus SP3:(16)Yell | Sky/Land/Sea/Space SP4:(25)Fervor SP5:(30)Love SP6:(56)Friend | 6/6/4/7 Join Condition: Have Amuro talk to her during the G-3 mission before destroying the Musai, then have Amuro or Camille talk to her when she shows up again. Leave Condition: None Notes: Stronger than Amuro, but that's not saying much. Still, she's better than several other pilots you have at that point. Develops into a fairly good support pilot, with decent accuracy and power. Dodges well. _______________________________________________________________________________ Chuck Keith LV4 Intuition: 169 Response: LV53 Power: 1020/39, 1200/47 | Hit%: 100/14, 150/32, 200/47 Piloting: 84% SP1: (-)Luck SP2: (5)Guts SP3:(30)XGuts | Sky/Land/Sea/Space SP4:(33)Yell SP5:(36)Focus SP6:(38)Fervor | 4/6/4/6 Join Condition: Joins with Kou only if you chose to investigate the mysterious enemies first, OR if you went after DC, you did not go to Van Braun and did not overshoot your atmospheric entry. Leave Condition: None Notes: Good when you get him and starts with the Luck skill. A little slow, and his growth seems stunted compared to other pilots. Semi-hidden. _______________________________________________________________________________ Bernard'Bernie' Wiseman LV18 Intuition: 166 Response: LV44 Power: 760/28, 1010/39 | Hit%: 100/29, 150/41, 200/60 Piloting: 93% SP1: (-)Luck SP2: (-)Guts SP3: (-)XGuts | Sky/Land/Sea/Space SP4:(35)Friend SP5:(42)Love SP6:(48)Fervor | 3/6/3/6 Join Condition: Have Chris attack Bernie in the Into Space mission, then have Chris talk to him during In The Middle Of Silence to make him join. Leave Condition: None. Notes: Ah, Bernie. A Hoover has nothing on you. One of the morts of the game, he's got extremely poor accuracy with only high critical strike ability to compensate. Get him and his Zaku only for novelty value, as he is the only hidden pilot that really isn't worth picking up. _______________________________________________________________________________ Cecily Fairchild LV42 Intuition: 189 Response: LV- Power: 1360/48, 1210/42 | Hit%: 100/--, 150/--, 200/48 Piloting: 69% SP1: (-)Accel SP2: (-)Guts SP3: (-)Flash | Sky/Land/Sea/Space SP4: (-)LockOn SP5: (-)XGuts SP6: (-)Love | 6/6/4/7 Join Condition: In Matilda Rescue Operation, have Seabook talk to her. Leave Condition: None Notes: She's pretty good and shows up with almost everything you'll want from her. 2 actions a round, all of her abilities, and decent power. Balanced like Seabook, so drop her in anything. Much faster and only slightly less accurate. _______________________________________________________________________________ Elpy Puru LV43 Intuition: 196 Response: LV- Power: 1210/48, 1610/65 | Hit%: 100/--, 150/--, 200/-- Piloting: 72% SP1: (-)Luck SP2: (-)Guts SP3: (-)Fervor | Sky/Land/Sea/Space SP4: (-)Yell SP5: (-)Love SP6:(60)Rage | 6/5/4/7 Join Condition: In the mission Sister! have Judou talk or attack her. Leave Condition: None Notes: She's Amuro fast and has a good crit chance. A little weak. _______________________________________________________________________________ Puru 2 LV47 Intuition: 193 Response: LV- Power: 1370/53, 1250/48 | Hit%: 100/--, 150/--, 200/-- Piloting: 71% SP1: (-)Accel SP2: (-)Guts SP3: (-)Flash | Sky/Land/Sea/Space SP4: (-)Fervor SP5: (-)Yell SP6:(59)Love | 6/5/4/7 Join Condition: Have Puru, then Judou and Puru talk to her when she appears. Leave Condition: None Notes: Similar to Puru, just has different Spirit Powers. _______________________________________________________________________________ ~~~~~~~~~~~ Hero Path RRPHERO ~~~~~~~~~~~ This is the first main branching point of the game story, and is triggered by defeating Char without talking to him with Amuro in the first few stages. This path tends to be slightly easier. I call this the Hero path due to the pilots you get being saved/turned to your side as opposed to canon pathos. --------- Standard RRPHSTD --------- _______________________________________________________________________________ Keara Suu LV24 Intuition: 176 Response: LV49 Power: 1350/47, 1020/34 | Hit%: 100/--, 150/34, 200/48 Piloting: 88% SP1: (-)Accel SP2: (-)Guts SP3: (-)Focus | Sky/Land/Sea/Space SP4: (-)XGuts SP5: (-)Yell SP6:(34)Fervor | 6/6/5/7 Join Condition: Joins up after the Into Space mission if Amuro did not talk to Char in the beginning missions. Leave Condition: None Notes: Yet another average pilot, gets her skills early and has a fairly high rate of critical hits. _______________________________________________________________________________ Anavel Gato LV55 Intuition: 187 Response: LV- Power: 1710/55, 1280/40 | Hit%: 100/--, 150/--, 200/-- Piloting: 82% SP1: (-)Accel SP2: (-)Guts SP3: (-)Fervor | Sky/Land/Sea/Space SP4: (-)Flash SP5: (-)XGuts SP6: (-)Yell | 6/7/6/7 Join Condition: Will join during the mission Moonlight if Amuro did not talk to Char during the beginning missions. Leave Condition: None Notes: One of the last Real Robot pilots available to you. A powerhouse, nearly maxed out when you get him. An improved version of Kou. _______________________________________________________________________________ ------- Hidden RRPHHDN ------- _______________________________________________________________________________ Katsu Kobayashi LV20 Intuition: 175 Response: LV41 Power: 860/32, 990/38 | Hit%: 100/--, 150/35, 200/49 Piloting: 62% SP1: (-)Luck SP2: (-)Guts SP3: (-)XGuts | Sky/Land/Sea/Space SP4:(30)Fervor SP5:(34)Flash SP6:(42)Supply | 5/6/4/7 Join Condition: Will join if you have Emma and Amuro has not used the Talk command on Char before getting Emma. Leave Condition: None Notes: Fairly quick and moderatly accurate. He's an okay pilot, but needs to dodge more. Big upgrade on Kai if you're going for a Luck squadron. Fast. _______________________________________________________________________________ Quess Palaya LV13 Intuition: 194 Response: LV37 Power: 1440/52, 1040/36 | Hit%: 100/14, 150/26, 200/40 Piloting: 66% SP1: (-)Guts SP2: (-)Flash SP3: (-)Yell | Sky/Land/Sea/Space SP4:(16)XGuts SP5:(31)Love SP6:(40)Fervor | 4/6/3/7 Join Condition: In the Luna-Two mission Shangri-La, move Amuro to the building northeast of the rightmost bridge. Another don't talk to Char character. Leave Condition: None. Notes: Oh look, another pilot stronger than Amuro. She's always just behind him in every statistic except power. _______________________________________________________________________________ Four Murasame LV51 Intuition: 196 Response: LV- Power: 1520/54, 1210/42 | Hit%: 100/--, 150/--, 200/40 Piloting: 70% SP1: (-)Accel SP2: (-)Guts SP3: (-)Flash | Sky/Land/Sea/Space SP4: (-)Fervor SP5: (-)LockOn SP6: (-)Love | 6/6/4/6 Join Condition: When she appears in a Psycho Gundam, have Camille talk to her. If your turn count is 350 or less, she will join you after you defeat her. Leave Condition: None. Notes: Strong. Her high accuracy and Accel ability make her mecha of choice the Type 100(Hyaku Shiki). _______________________________________________________________________________ ~~~~~~~~~~~ Char Path RRPCHAR ~~~~~~~~~~~ If you convince Char in the first few missions, you switch to this parallel story path. This path tends to be easier early on, but much more difficult as the story progresses. Your choice after the mission Suspicion is a pseudo- branch point, but it's a minor change in story outcome. This path tends to follow actual canon storylines more closely. --------- Standard RRPCSTD --------- _______________________________________________________________________________ Quattro Bajina LV29 Intuition: 190 Response: LV41 Power: 930/29, 1330/45 | Hit%: 100/--, 150/30, 200/44 Piloting: 00% SP1: (-)Accel SP2: (-)Guts SP3: (-)Fervor | Sky/Land/Sea/Space SP4: (-)Focus SP5: (-)XGuts SP6: (-)Yell | 6/6/5/7 Join Condition: Joins after the mission Into Space if Amuro talked to Char in the beginning missions Leave Condition: Notes: You get him as a much higher level than the rest of your pilots, and with all of his skills already learned. He's a stronger, slower version of Amuro, but overall not as good. Scales down to a Slugger that dodges. _______________________________________________________________________________ Robert LV24 Intuition: 163 Response: LV58 Power: 680/24, 1160/45 | Hit%: 100/--, 150/33, 200/46 Piloting: 81% SP1: (-)Accel SP2: (-)Guts SP3: (-)Fervor | Sky/Land/Sea/Space SP4: (-)XGuts SP5: (-)Yell SP6:(29)Focus | 5/6/4/7 Join Condition: Joins after the mission Into Space if Amuro talked to Char in the beginning missions Leave Condition: None Notes: The less useful of the two pilots that come with Quattro. Neither is very good, but they're better than a few other pilots that you get. _______________________________________________________________________________ Apolly LV24 Intuition: 162 Response: LV58 Power: 690/24, 1100/42 | Hit%: 100/--, 150/33, 200/47 Piloting: 82% SP1: (-)Accel SP2: (-)Guts SP3: (-)Flash | Sky/Land/Sea/Space SP4: (-)LockOn SP5: (-)XGuts SP6: (-)Yell | 5/6/4/7 Join Condition: Joins after the mission Into Space if Amuro talked to Char in the beginning missions Leave Condition: None Notes: I nicknamed him Stump because that's what he sits like when people shoot at him. Absolutely cannot stop walking into shots. Marginally better than Robert due to having LockOn. _______________________________________________________________________________ ------- Hidden RRPCHDN ------- _______________________________________________________________________________ Four Murasame LV36 Intuition: 196 Response: LV- Power: 1520/54, 1210/42 | Hit%: 100/--, 150/--, 200/40 Piloting: 70% SP1: (-)Accel SP2: (-)Guts SP3: (-)Flash | Sky/Land/Sea/Space SP4: (-)Fervor SP5: (-)LockOn SP6: (-)Love | 6/6/4/6 Join Condition: When she appears in a Psycho Gundam, have Camille talk to her. If your turn count is 350 or less, she will join you after you defeat her. Leave Condition: None. Notes: Strong. Her high accuracy and Accel ability make her mecha of choice the Type 100(Hyaku Shiki). _______________________________________________________________________________ Cara Soon LV54 Intuition: 178 Response: LV- Power: 1510/54, 0000/00 | Hit%: 100/--, 150/--, 200/-- Piloting: 80% SP1: (-)Accel SP2: (-)Guts SP3: (-)XGuts | Sky/Land/Sea/Space SP4: (-)Flash SP5: (-)Fervor SP6: (-)Yell | 5/6/4/7 Join Condition: Talk to Char in the beginning missions, then chase after DC in the mission Suspicion. Finally, have Judou talk to her before killing Illa during Space Swirl. Leave Condition: None Notes: A good standard pilot, with average power and good abilities. Treat her like Seabook or Cecily. _______________________________________________________________________________ ------------------------------------------------------------------------------- ======================== Comments and Strategies STRTTRK ======================== -Whether or not you talk to Char with Amuro in the first 3-4 missions will have a HUGE impact on the course of the game and the pilots you'll have access to. The most significant would be the loss of several Real Robot pilots. -Luck skill is your friend. It doubles your exp, and killing 'boss' type mecha gets you plenty of cash to upgrade your own robots. Bring at least 2 per scenario so you can take advantage of expensive kills. -Pilots that have Luck, LockOn and Fervor skills quickly jump to the top of your pilot ranking since they can walk up to a boss and beat the lunch money out of them. This is the Holy Trinity of the game, as bosses frequently have high HP, are hard to hit, and are worth a lot of cash and experience. -The Getta team is 'broken'. All 3 pilots can be used, they share exp and the robot, AND they all get the Spirit skill effects that any of them uses. This means switch to Hayato and use Luck before switching to the mode you want to attack with to maximize exp. This gets even worse with a round kicked off with Yell, Fervor, LockOn, Flash, and Luck all fired off before destroying your opposition. -Real Robot pilots in this game get the shaft for ride choices, since they will mostly be outdated in a mission or two. You'll also get far too many of these pilots that you'll never need and often terribly underleveled. Nu Gundam is an excellent way of leveling up potential pilots given its long range accurate funnels and I-Shield. That toy is wasted on Amuro. :D -Most of the Super Robot pilots are exclusive to their ride. Take this into account when deciding on your pilots to level, since those that have their backsides attached to the pilot seat will ultimatly be defined by their robot with a little consideration for Spirit Powers or statistics. -Combattler V will always be piloted by Hyouma, and the other pilots are only available when you separate. This is a silly thing to do, as the individual crafts are weak and have low HP. I haven't managed to get them to recombine without a story event. -The Mazinger Team needs a close look. All the girls have the Luck skill, while the guys bring the hurt. Maria, the hidden pilot, is a balance of offense and speed that makes her the best. In my first run, Sayaka blew past Kouji after the 3rd stage and left him in the dust. Having the girls exclusively in the hotseats of the attack robots will usually pan out for maximum cash farming, due to their Luck and high-damage capability. -Combo units look real cool until you realize that the pilot in the backpack gets no exp while combined. That being the case, Spazers and the G-Defensor are pretty useless since you could bring another offensive or defensive unit out that would actually level up your pilot if you attack. -Yes, I know Boss Borot isn't listed. He's about the same joke as he was in the anime, so you only really launch him if you want a sacrifice to bait the enemies into a certain location to blast with the Argamma's Himega cannon. ------------------------------------------------------------------------------- =================== Reccomended Pilots PLTCHSE =================== My reccomended pilots are biased heavily towards having Luck, but also take into account survivability. Here's the list: Super robot pilots- Banjou Haran, the Getta team, Duke Fleed, Mari Sakurano, Rei Asuka, Masaki Andoh, Sayaka Kyuu, and Hikaru Makiba are the core group of Super Robot pilots I've successfully run. I also reccomend you take the extra step of recruiting and using Ryuune Souldark and Maria Fleed. The Mazinger girls all have the Luck skill, but also have good support and offensive abilities. Rei is an excellent pilot for the offensive Coplander robot, while Mari becomes your number one support flier. Banjou I reccomend because of his very balanced ability set and his strong offensive ability. Duke seems to end up being a support mech for me, since his high HP robot lets him wade into battle while having the Friend healing ability on tap for when your troops get banged up. Masaki and Ryuune are excellent crowd clearers, but be careful not to let them wipe out everything and cause your other pilots to become painfully underleveled. Getta team: broken, kills stuffs lots. Real robot pilots- Fa Yuri, Reccoa Rond, Sayla Mass, Camille Viden, Judou Ashita, Lou Ruka and Kou Uraki all work well. Get Four Murasame and Elpy Puru as well. You'll notice that I don't list Amuro Rey as a reccomended pilot; he's a great early-to-mid game pilot until everyone starts getting their second action. Try using him as the Methuss pilot after he hits 130 response to maximize your healing ability, then faze him out in favor of Judou. Judou's pretty much Amuro with much greater Power and slightly less dodge. Kou Uraki will be your power pilot in the late game, since most real robot pilots are relatively weak and enemy armor gets pretty thick. Lou and Camille are both pretty nice pilots all- round, since they both have Luck. Lou is nicely powerful, while Camille hits everything he aims at. Optional path pilots: Katsu Kobayashi, Quess Palaya and Anavel Gato. Katsu makes a pretty nice support pilot in case you want to switch Fa out of the Methuss for a bit. Quess should replace Amuro if you're still using him when you find her. Gato is an improved version of Kou, and can take over as your strong man when he shows up. Alternatly, you can just ignore Kou to focus on other pilots and use Gato when he shows up, since that's about the time you'll be hurting for power pilots. ------------------------------------------------------------------------------- ======== Credits CRDITPG ======== Thanks to Aeon Genesis for translating this game, as I used their SRW3v1.0 patch to play through. http://agtp.romhack.net Kudos to Ace Whatever (jj_alkaline@hotmail.com) for writing his Secrets FAQ, since I ended up using it for a lot of info when I couldn't remember most of the details of how to get people. http://www.gamefaqs.com/features/recognition/54416.html Banpresto, for taking the time to build this franchise.