4th Super Robot Wars (Super Famicom/SNES) Challenge Run Revision 1 - 9/5/2011 By: mjfaqs@live.com Challenge conditions: No upgrades, no units destroyed, low turn counts, and no save/load spamming for low chances to hit or dodge. Index 1. Ratings 2. Data 3. Playthrough 1. Ratings Pilots: Only pilots involved in this playthrough were rated. Ratings within tiers are not in any particular order. Top Tier: Main Character/Banpresto Robot and Gundam Robot Amuro/Gundam Robot Judou/Gundam Robot Seabook/Gundam Robot Kamiyu/Gundam Robot Quattro/Gundam Robot Getta Team (Ryou, Hayako, Benkei)/Getta Robot Zanbot Team (Kappei, Uchuta, Keiko)/Zanbot 3 Akira/Raideen Daba/L-Gaim Robot Marvel/Aura Battler Robot Goshogun Team/Goshogun Masaki/Cybuster Cecily/Gundam Pilot Shuu/Granzon High Tier: Dancougar Team (Shi, Sara, Masato, Ryoma)/Dancougar Main Character's Girlfriend/Gespenst and Gundam Robot Shou/Aura Battler Robot Kouji/Mazinger Robot Kou/Gundam Robot Leecee/L-Gaim Robot Bright/Gundam Battleship Lou/Gundam Robot Gato/Gundam Pilot Kazuya/Daimos Saphine/Wizoll Kai Monica/Norse Rei Mid Tier: Tetzuya/Mazinger Robot Duke/Grendizer Galaria/Aura Battler Robot Maria/Mazinger Robot Sayaka/Mazinger Robot Shelia/Aura Battler Battleship Mari/Resupply Team Kyoshiro/Resupply Team Jinguji/Resupply Team Fanellia/L-Gaim Robot Emma/Gundam Robot Hikaru/Mazinger Robot Low Tier: Torres/Battleship Keith/Gundam Robot Fa/Gundam Robot Hathaway/Gundam Robot Boss/Mazinger Robot Nana/Resupply Team Jun/Mazinger Robot Quess/Gundam Robot Rei/Resupply Team Robots: Only robots involved in this playthrough were rated. Ratings within tiers are not in any particular order. Best Ranged Damage/Range Best Melee Damage Top Tier: Top Tier MAP: Argamma/Gundam Battleship 1280 8 2000M 9 450 New Argamma/Gundam Battleship 1390B 8 2000M 9 500 L-Gaim mk II/L-Gaim Robot 1120 7 2800M 12 1150 ZZ Gundam/Gundam Robot 1200B 6 2000M 10 1080 T100/Gundam Robot 1120 6 2600M 12 940 Cybuster/Masaki 4280 9 1700M 6 1150 GP-03D 2100M 1400M 1700 Top Tier Ranged: Samusido 4400 7 3180 Cybuster 4280 9 (140m) 1150 Granzon 4200 9 (130m) 1540M 1260 Goshogun/Goshogun Team 3500 8 (120m) 1380 Vigna Ghina 3150 8 1100 F-91/Gundam Robot 3300B 8 (110m) 1100 Dancougar/Dancougar Team 3040 8 (140m) 880 Wizoll Kai 2900 8 (120m) 920 Huckebein/Banpresto Robot 2800 8 1220 GP-02 2450 6 1760 Z Gundam/Gundam Robot 2400B 8 1040 v Gundam/Gundam Robot 2000 9 (100m) 1050 Jagd Doga/Gundam Robot 1900 9 (100m) 1050 Top Tier Melee: Shin Getta-1/Getta Team 1800 6 5900 (130m) Combattler V/Combattler Team 1600 6 3840 (120m) 5100 (130m) Getta-Dragon/Getta Team 1200 6 4000 (120m) Daitarn 3/Banjou 2100 7 3900 (130m) Mazinger/Mazinger Robot 1800P 3 3850 Raideen/Akira 2200P 2 3100 (120m) Bilvine/Aura Battler Robot 1270 8 2000 (120m) 3000 (140m) Sirbine/Aura Battler Robot - 2000 (120m) 3000 (140m) Zanbot 3/Zanbot Team 1120P 3 3000 (125m) Daimos/Kazuya 970P 3 2900 (130m) High Tier: Getta-1/Getta Team 800 5 2300 Getta-3/Getta Team 1800 6 2000 (120m) ReGZ (Air)/Gundam Robot 1870B 7 880 ReGZ (Land)/Gundam Robot 1300P 3 1220 7 1020 Grendizer/Duke 1800P 3 2800 Mazinger Z/Mazinger Robot 1400P 3 2040 Real Gespenst/Banpresto Robot 1600 7 970 Calvary Temple/L-Gaim Robot 1650 5 1480 Bastoll/Aura Battler Robot 980 6 1290 2000/3000 (120m/140m) Zuwath/Aura Battler Robot - 1150 2000/3000 (120m/140m) S Gundam/Gundam Robot 1900 7 1020 Mid Tier: Double Spazer/Mazinger Robot 1850 5 - Marine Spazer/Mazinger Robot 1900 5 1760 5 - Drill Spazer/Mazinger Robot 1570 6 1800 GP-03S/Gundam Robot 1250 6 940 L-Gaim/L-Gaim Robot 1070P 2 1070 Novel D-Seed/L-Gaim Robot 1060 6 1110P 2 1080 D-Seed/L-Gaim Robot 1070P 2 940 Botun/Aura Battler Robot - 1040 2000/3000 (120m/140m) Dunbine/Aura Battler Robot 970 6 1200 2000/3000 (120m/140m) Garuba-FX II/Resupply Team Used for Resupply Bluegar/Resupply Team Used for Resupply Gurangaran/Aura Battler Bship 1550 8 620 Venus A/Mazinger Robot 1100 6 1000 Low Tier: Gundam/Gundam Robot 1200 5 890 Gundam mk II/Gundam Robot 1250 5 920 GMIII/Gundam Robot 1100B 6 980 GP-01Fb/Gundam Robot 1020B 6 920 Nemo/Gundam Robot 1020B 6 920 Guncannon/Gundam Robot 1000B 6 300 Guntank/Gundam Robot 970 8 350 Methuss/Gundam Robot 920 6 840B Aphrodite A/Mazinger Robot 880 5 700 Boss Robot/Mazinger Robot Used for Resupply Dianan A/Mazinger Robot 1000 6 1200B Troy Horse/Battleship 1150B 8 350 Norse Rei Dancougar Separated Robots: Big Moth N/Dancougar Robot 1300 7 1320 6 - Big Moth H/Dancougar Robot 1300 7 760 Big Moth A/Dancougar Robot 1300 7 1520 (120m) Land Cougar N/Dancougar Robot 1020 5 - Land Cougar H/Dancougar Robot 990 6 720 Land Cougar A/Dancougar Robot 1020 5 1500 (120m) Land Liger N/Dancougar Robot 1070 7 - Land Liger H/Dancougar Robot 1070 7 720 Land Liger A/Dancougar Robot 1070 7 1200 1500 (120m) Eagle Fighter N/Dancougar Robot 970 6 1200 Eagle Fighter H/Dancougar Robot 1100 6 800 Eagle Fighter A/Dancougar Robot 970 6 1200 1540 (120m) Zanbird Separated Robots: Zanblue/Zanbot Robot 1240 7 810 Zanbird/Zanbot Robot 970 6 680 Zanbase/Zanbot Robot 920 6 840 2. Data Resources Used: http://moxmound.srv7.biz/srw4 http://mfsrw.srv7.biz/SRWIVdata.html http://www.geocities.jp/odoru7094/4sto.html http://www.gamefaqs.com/snes/588179-dai-4-ji-super-robot-taisen/faqs Please use these resources if you need more comprehensive data. Pilot Seishin Data (UNFINISHED): MC/Hero 9/2 O: Fortune, Flash (2), Focus (3), Accel (5), Soul (12), Miracle (23) Amuro: Fortune, Focus, Accel, Fervor, Mercy (5), Soul (34) Emma: Flash, Scan, Focus (10), Fervor (17), Rally (31), Awaken (35) Keith: Accel (), Confuse (), Fortune (), Exhaust (), Faith (), Fervor () Fa: Trust (), Flash (), Focus (), Fortune (), Rally (), Love () Sayaka: Fortune (), Trust (), Friendship (), Strike (), Flash (), Re- Enable (20) Boss: Explode, Huge Guts (), Yell (), Exhaust (), Rage (10), Fervor () Torres/Bright: Accel (), Scan (), Guts (), Focus (), Strike (), Confuse () Kou: Guard (1), Flash (2), Fervor (8), Fortune (10), Awaken (27), Soul (48) Kouji: Guts, Iron Wall (2), Strike (4), Flash (9), Focus (13), Fervor (22) Daba: Accel (), Fervor (), Mercy (), Focus (), Friendship (), Soul (39) Fanellia (Amu): Scan, Love (5), Focus (12), Fervor (31), Supply (39), Iron Wall (43) Hathaway: Focus (2), Yell (8), Vanish (16), Awaken (23), Fervor (24), Love (31) Leecee: Flash, Fervor (3), Focus (7), Love (15), Rally (19), Soul (46) Kazuya: Guts (), Yell (), Strike (), Focus (), Flash (), Fervor (28) Kamiyu: Focus, Fervor, Mercy (8), Coercion (18), Friendship (30), Soul (36) Louka: Guts, Flash, Fortune, Fervor (13), Friendship (26), Supply (46) Galaria: Guts (), Accel (), Flash (), Fervor (), Iron Wall (), Yell (47) Marvel: Focus (2), Strike (7), Trust (19), Fervor (20), Awaken (23), Friendship (27) Shou: Guts (), Focus (), Fervor (), Flash (), Yell (30), Soul () Maria: Guts (), Focus (), Fortune (8), Fervor (33), Re-Enable (43), Supply (47) Heredia: Scan (), Accel (), Search (), Focus (), Trust (), Re-Enable () Knee: Search (), Guts (), Focus (), Strike (), Exhaust (), Fervor () Keen: Scan (), Trust (), Focus (), Strike (), Friendship (), Fervor () Shelia: Scan (), Accel (), Revive (), Focus (), Trust (), Supply (32) Banjou: Flash (), Strike (), Fervor (), Huge Guts (), Yell (), Soul (42) Akira (Kou): Flash (), Focus (), Guts (), Strike (), Fervor (30), Yell () Duke: Focus (), Strike (), Fervor (), Iron Wall (), Friendship (), Love () Hikaru: Search (), Flash (), Shackle (), Rally (), Re-Enable (), Resurrection () Quattro: Accel (), Mercy (), Focus (), Fervor (), Coercion (), Soul () Judou: Flash (), Focus (), Guts (), Fervor (), Soul (38), Friendship () Seabook: Focus (), Guts (), Trust (), Fervor (), Rally (16), Soul (39) Jun: Flash (), Focus (), Guts (), Trust (), Fervor (), Rally () Tetsuya: Accel (), Focus (), Strike (), Fervor (), Iron Wall (), Huge Guts () Quess: Accel (), Flash (), Focus (), Strike (), Fervor (), Yell () Four: Flash (), Focus (), Trust (), Fervor (), Awaken (), Love () Masaki: Accel (), Flash (), Mercy (), Focus (), Fervor (52), Yell () Tootie: Flash (), Focus (), Trust (), Fervor (), Rally (), Love () Lon Yang: Flash (), Mercy (), Focus (), Guts (), Fervor (), Yell () Mio: Focus (), Fervor (), Weakness (), Yell (), Awaken (), Friendship () Rosamia: Flash (), Focus (), Guts (), Strike (), Yell (), Love () Gato: Accel (), Focus (), Fervor (), Yell (), Coercion (), Awaken () Cecily: Mercy (), Focus (), Trust (), Fervor (), Awaken (), Friendship () Rimuru-Lucht: Love (), Search (), Vanish (), Focus (), Awaken (), Rage (37) Puru: Mercy (), Guts (), Fervor (), Fortune (), Rally (), Love () Puru 2: Focus (), Guts (), Fervor (), Coercion (), Awaken (), Friendship () Gyabure: Fervor (), Guts (), Focus (), Huge Guts (), Flash (), Soul () Lune: Flash (), Fervor (), Iron Wall (), Huge Guts (), Yell (), Love () Monica: Flash (), Yell (), Fortune (), Supply (37), Re-Enable (), Love () Shuu: Fervor (), Huge Guts (), Yell (), Fortune (), Coercion (), Vanish () Safine: Fervor (), Huge Guts (), Yell (), Fortune (), Rally (), Resurrection () Dancougar Team: Shi: Rage (), Fervor (), Huge Guts (), Yell (), Strike (), Accel () Sara: Huge Guts (), Yell (), Fervor (), Flash (), Fortune (), Iron Wall () Masato: Guts (), Yell (), Fervor (), Focus (), Rally (), Love () Ryoma: Guts (), Strike (), Fervor (), Flash (), Love (), Accel () Zanbot 3 Team: Kappei: Huge Guts (), Fervor (), Strike (), Yell (), Awaken (29), Love () Uchuta: Focus (), Flash (), Accel (), Mercy (), Confuse (), Friendship () Keiko: Search (), Scan (), Shackle (), Re-Enable (28), Love (), Revive () Getta Team: Ryou: Guts, Strike, Fervor (10), Flash (20), Love (33), Awaken (35) Hayato: Accel, Flash, Focus (4), Mercy (5), Fortune (9), Friendship (25) Benkei: Huge Guts, Yell (5), Strike (8), Scan (10), Friendship (28), Search (40) Combattler Team: Hyoma: Flash (10), Search (41), Fervor (2), Huge Guts (7), Yell (4), Awaken (30) Juzo: Accel (13), Scan (40), Flash (7), Mercy (35), Focus (3), Strike (1) Daisaku: Guts, Huge Guts, Fervor (5), Yell (10), Rage (18), Shackle (24) Chizuru: Trust, Flash, Friendship, Love (12), Fortune (33), Supply (48) Kosuke: Accel (5), Scan (1), Search (1), Guts (49), Trust (42), Vanish (31) Goshogun Team: Shingo: Focus (), Strike (), Fervor (), Huge Guts (), Yell (), Friendship () Remi: Accel (), Flash (), Trust (), Weakness (), Fortune (), Love () Kiri: Mercy (), Search (), Guts (), Awaken (), Soul (45), Friendship () Resupply Team: Kyoshiro: Accel (), Guts (), Focus (), Flash (), Strike (), Fervor () Nana: Scan (), Trust (), Vanish (), Confuse (), Love (), Rally () Jinguji: Accel (), Flash (), Focus (), Guts (), Fervor (), Awaken () Rei Asuka: Scan (), Friendship (), Vanish (), Fervor (), Confuse (), Strike () Mari Sakurano: Trust (), Strike (), Fortune (), Flash (), Love (), Supply (30) Fairies: Lilith (Fairy): Trust (2), Rally (3), Strike (5), Fortune (7), Iron Wall (12), Love (34) Cham (Fairy): Trust (2), Flash (10), Iron Wall (12), Yell (15), Re-Enable (20), Miracle (56) Silky (Fairy): Confuse (2), Vanish (7), Fortune (10), Search (11), Trust (13), Yell (21) Bell (Fairy): Fortune (8), Scan (9), Guts (14), Friendship (36), Yell (39), Revive (50) Elle (Fairy): Guts, Scan (5), Shackle (8), Exhaust (12), Vanish (20), Supply (50) Important Seishins: Awaken - Kou 27, Kappei 29, Combattler 30, Marvel 23, Goshogun 34, Ryou 35, Four, Cecily, Rimuru, Puru 2, Mio Double Act - Amuro, Kamiyu, Judou, Seabook, Daba, Bright, MC Re-Enable - Sayaka 20, Keiko 28, Cham 20, Monica, Maria, Heredia Rally - Leecee, Seabook, Puru, Lilith, Four, Gato, Cecily, Rimuru, Puru 2 Soul - Hero, Amuro, Kou, Kamiyu, Judou, Seabook, Shou, Daba, Leecee, Banjou, Gyabure, Goshogun Supply - Fanellia, Lou, Shelia, Mari, Maria, Monica Super Route Only Super Gespenst & Grungust for MC + associated unique attacks New Deimos weapon if you finish Scenario 33 Scenarios 28, 42, and 43 Real Route Only Real Gespenst & Huckebein for MC + associated unique attacks Gabthley Ex-S Gundam Ashura Temple Qubeley mk II x2 Atomic Bazooka (GP-02) Scenarios 27 and 41 Differences between 4th SRW for SFC and 4th SRW S for Playstation: Birthday seishin table changed. You don't have to choose between Dancougar and Combattler V. Item locations changed. Units, weapons, and seishin assignments changed. Extra or modified scenarios. Scenario 1 "Contact" and Scenario 41 "Rescue". You aren't forced to sell or dismantle units. How to obtain the Atomic Bazooka: In Scenario 41, convince Olibee with Daba, which causes her to flee the battle. During the pre-scenario chat of Scenario 46, choose the 1st option, then during the escort "chat" during turn 3 of the battle, choose to run to the left (2nd option), which causes an NPC to die, the result being that Quattro leaves your party. In Scenario 54, have Daba convince Olibee, so that both Olibee and Gablae join your party. In Scenario 55A Gato and his GP-02 will appear as an NPC and join you as long as he survives the battle. In Scenario 56 have Judou convince either of the Ple sisters. In Scenario 59 convince Hamaan with Judou. After Scenario 59 the GP-02 will be equipped with the Atomic Bazooka. There won't be a message that it's been equipped, you'll have to check for yourself. 3. Playthrough Scenario numbering based on CMori's guide on GameFAQs. Challenge conditions: No upgrades, no units destroyed, low turn counts, and no save/load spamming for low chances to hit or dodge. My pilot choice (named MC or Main Character): 9/2 Type O, Real Robot. Turncount total: 3+4+5+6+4+4+5+3+5+3+5+4+6+7+5+5+3+2+8+2+4+3+2+4+3+2+4+2+2+2+2+4+1+2+2+2+3+3+2+2 +3+2+1 = 146 turns Scenario Log: Scenario 1A - 3 turns Sort the robots by HP then select everyone but Keith for deployment. This changes the starting positions and places Getta closer to the Ghouls and Fa closer to the NW corner to grab the High Efficiency Radar. Accel Getta NW one square into both bosses attack range to aggro them, then start countering. Getta will take a beating but won't die even if both bosses attack it. Get MC and Amuro both Fortune kills on the bosses. Grab the High Efficiency Radar with Fa by sneaking past the bosses on the west side of the map. You'll probably have to counterkill the last couple of trash mobs on enemy turn 3 - no big deal. Scenario 2 - 4 turns Assignment: Amuro Gundam mk II Emma GP-01Fb Kou Gundam Sayaka Marine Spazer Boss Aphrodite A Equipment: Gespenst High Efficiency Radar Get into the bosses attack range then lure it SE towards Londo Bell. The boss is easily beaten down by Kouji and Ryou. Finish the boss with MC + Fortune seishin so he reaches lv 6 and learns Accel. Send Fa towards the EN Tank. Scenario 3 - 5 turns Sort by Level then deploy in that order, with MC and Amuro in the first two spots. This will place them closer to Gablae. Send Amuro and MC towards Gablae. The safest method is to lure him into the water while not aggroing any unnecessary trash. Send Fa in the Methuss to support MC and Amuro if needed and grab the Booster. Use the rest of your units to fend off the incoming grunts by standing on the city tiles, which grant +25% avoid. Grab the Chobham Armor and Magnetic Coating while you're at it. On turn 4 load anyone you need to help defeat Leecee into the Troy Horse, defeat any nearby trash, then finish off Gablae. Scenario 4B - 6 turns Assignment: Getta-3 Booster Getta beam the first two grunts, then switch to Getta-3 for the third grunt underwater. Attack Ashura as soon as shows up. Counterkill the other grunts that come close. Texas Mack can get in a safe hit on Ashura with his 7 range weapon. No lucky crits required to get 6 turns. Getta team should be lv 8 by the end. Scenario 6 - 4 turns Assignment: Mazinger Z Booster Gundam mk II Chobham Armor Load everyone (except Fa and Boss) into the Troy Horse and Accel north. Drop off your units on turn 2 and start killing everything. Accel Amuro, Ryou, and MC to the NW corner to deal with the grunts there. Send Fa to grab the Hybrid Armor and Boss to grab the EN tank. Scenario 7 - 4 turns Equipment: Troy Horse Booster Assignment: Amuro ReGZ Kou Gundam mk II Emma Gundam Keith GM III Hathaway GP-01Fb Even with no lucky crits you can take the Dragon out in 4 turns if you launch an optimal attack. It really helps if Jerid & Co get blown up, otherwise you won't be able to use Getta's Hurricane. All of the enemy reinforcements disappear as soon as you kill the Dragon, so ignore them. I've had Dragon try to flee on turn 4 so try to surround him if possible. Bring all of your strongest water based attacks and anyone with Fervor. It's likely Getta will get the killing blow since Hurricane does about 3k dmg to it, so reserve 40 SP for Fortune. That should bring Getta to about lv 12 and access to Fervor. Scenario 10 - 5 turns Equipment: Getta Hybrid Armor Chobham Armor Mazinger Z Chobham Armor Have Kyo use Accel/Focus and head north with Daimos following. Send Londo east and tear up the Ghouls again. In order to get 5 turns you'll need a good counterattacker dealing damage on turns 3 and 4 enemy phase. Use the Garuba-FX II's Supply on Daimos so it can keep using its strongest attack. The Booster here is strangely located.. don't miss it since Boosters are awesome. Get MC to lv 12+ on this scenario to get him the Soul seishin. Scenario 11 - 3 turns Equipment: Troy Horse Booster Booster ReGZ Magnetic Coat Real Gespenst Hybrid Armor Magnetic Coat Getta-1 Chobham Armor Gundam Chobham Armor Gundam mk II Chobham Armor Assignment: Kyoshiro Garuba-FX II This will be your first time encountering highly evasive enemies, but luckily they have fairly low HP. Use Strike and Focus to land hits on them while others deal with the nearby trash. MC, Amuro, Daimos, Getta, and Mazinger Z will be able to quickly deal with the bosses if they are the appropriate level. Watch out for the city tiles, since the accuracy penalty will make it difficult to hit the bosses. Scenario 12 - 5 turns Position Kappei right outside Butcher's 9 attack range. Once he retreats and enemies spawn, move Zanbot in the middle of the enemy group and start countering. Focus on breaking up the Gabitans. On turns 4-5 Divide and send someone to grab the Hybrid Armor while the other two finish off the remaining enemies. Scenario 13 - 3 turns Equipment: Daimos Booster Booster Mazinger Z Chobham Armor Cavalry Temple High Tech Radar Getta-1 Chobham Armor Gespenst Hybrid Armor High Tech Radar ReGZ Chobham Armor Psycho Frame L-Gaim Hybrid Armor Deployment Position Order: 15 14 05 13 BS 04 12 03 11 01 02 06 10 09 07 08 Deployments are determined by party order, but you can only sort your party by level or HP. Alter your robots HP values to position them correctly. You'll want ReGZ in position 6, 7, or 8. Make sure slower units like Daimos and Mazinger Z aren't deployed too far away. You can see the equipment setup I used to arrange the deployment spots above. Accel ReGZ into the battleships 8 square attack range, so it moves forward to attack on enemy turn 1. Amuro should still be in the ReGZ and he will have an impressive dodge rating. Move everyone else on the right side SE as well. Your weaker deployments on the left should handle the small force coming from the west. Send Fa, Kyoshiro, etc. towards the Chobham Armor and Psycho Frame. Once the battleship moves north to attack, it should be in very close range. Focus on killing the Black Trinary as they are too much trouble when left alive. On turn 3 you should have more than enough firepower to take the battleship down. Scenario 15 - 5 turns Equipment: Dancougar Hybrid Armor Hybrid Armor Argamma Booster Booster Assignment: Louka GP-01Fb Move in and transform into Dancougar. Save at least 80 EN so you can use Dancouga's best attack on Ghoul w/ Fervor seishin, which should do about 10k dmg non-crit. Eventually Dancouga will run out of ammo/EN and won't be able to attack at all anymore. At that point use a Huge Guts seishin to heal then divide and use individual attacks. Try luring the enemies west on turn 4 so they are closer to the NW where Londo Bell shows up. On turn 5 there should only be a few holdouts on the east mountains so Accel your fastest units east to help out while everyone else finishes off the Ghoul. Get Bright the boss kill. Scenario 16 - 4 turns Equipment: Daimos Booster Apogee Motor Dancougar Hybrid Armor High Tech Radar Gespenst Hybrid Armor High Tech Radar Garuba-FX II Psycho Frame Psycho Frame Marine Spazer Booster Move Daimos towards the NW where Gespenst, Dancougar, and Garuba will appear. Send Gespenst's group SE to engage. On turn 3 use Dancougar and Gespenst's best attacks w/ Fervor to take down the Zonnekaisers chasing Daimos. On turn 4 finish off any remaining enemies. Keep Garuba around to resupply - he can also dodge tank very effectively using Focus + 2 Psycho Frames. Send Marine Spazer south to grab the Booster. Scenario 18 - 6 turns Equipment: Unlike scenario 13, the lowest HP units get the best spots closest to the boss, so you'll want to equip +HP items on your lower HP units to raise them above your more useful units. And equip +Mobility items on your valuable boss killing units (Getta, Zambot, Daimos, etc.) If you defeat Galaria, you'll get Heredia in the Goaron, Knee, and Keen in Botune units in S23. The main advantage here is that the Goaron has a MAP attack (similar to the Argamma) and one more mobility than the Gurangaran battleship. Botunes are just generic Aura Battler robots with no ranged attack, and Knee and Keen don't have the Aura Senshi ability so they can't use the strongest Aura Battler attack. If you don't defeat Galaria, you'll get Galaria, Shelia in the Gurangaran, Elle (Fairy) and Bell(Fairy) in S22. Galaria is one of 3 pilots with the Aura Senshi ability, the other two being Shou and Marvel. She's also the only Aura pilot to get Accel and eventually learns Yell. Shelia learns Supply at lv 30, which is a plus. Elle and Bell both go perfectly with Shelia and Galaria, giving you in effect two extra pilots worth of seishins. The Gurangaran is the bad part of the deal, having 1 less mobility and no MAP attack compared to the Goaron. I'm not sure whether scenario 22 or 23 takes longer to complete. Move NE while defending or dodging against Galaria. Enemies show up in the NE on turn 3 enemy phase, or as soon as you defeat Galaria. Stay at a distance from the reinforcement zone on turn 2 so Galaria doesn't get destroyed by the reinforcements on turn 3. On turn 3 land and move onto a city tile in the middle of the reinforcement zone while using Iron Wall and Focus. This should let you tank/dodge everything. Use Focus again and lure the Gearing south towards where Londo Bell will appear. Once Londo Bell shows up, move north while hitting anything you can and getting into position to kill the Gearing on turn 6. Scenario 19 - 7 turns Equipment: Mazinger Z Booster Booster Dianan A Booster Apogee Motor Don't miss the Minovsky Craft. Other than that just beat up the grunts and earn some XP for Sayaka and Kouji. If you don't mind a unit being destroyed, use Boss' Explode seishin. 6 turns might be possible but I wasn't willing to use the Explode seishin, weapon upgrades, etc. Scenario 20 - 5 turns Assignment: Shou Bastoll Galaria Dunbine Marvel Botun Sayaka Marine Spazer Kou GP-03S Emma Gundam mk II Lou Gundam Equipment: Dancougar Minovsky Craft Booster Argamma Mega Booster Booster Once again the lowest HP units get the best deployment spots, so equip +HP on the weaker units so your better ones can start further ahead, and equip +Mobility on the units with strong attacks. If all else fails load the unit into the Argamma. Assignment: Daba Cavalry Temple Leecee L-Gaim Deployment: Dancougar, Daimos, Getta, Mazinger Z, Zambot 3, Cavalry Temple, Z Gundam, ReGZ, Bastoll, Gespenst, L-Gaim, Drill Spazer Send Combattler to kick Mia's ass. One Fervored Choudenji Spin will one shot it. Pick up the Psycho Frame on the way north, then for the rest of the scenario use the Combattler to clean up the rest of the grunts that are moving towards it. Once Londo Bell shows up, rush east asap and lure the bosses closer west towards you. Break out the Fervor, Yell, and Soul seishins and drop as many uber attacks as you can. When given the choice, you want Kyoshiro as the lead pilot in the Garuba-FX II. This choice occurs directly after the scenario ends, not after the intermission. Scenario 21 - 5 turns Land the Combattler and move in with 120+ morale. Use a Choudenji Spin (non- crit), which should take him down to 11k. Since he heals at half health, you want to avoid critting him with the first attack. Use Fervor w/ another Choudenji Spin to finish him off on turn 2. Enemies spawn along the north end of the map. It's a bunch of grunts and Richter again, easy enough to kill. Send Shou to pick up Silky at 3E, 2N from the SW corner and the nearby Chobham Armor. Deploy the Garuba-FX II for resupplying Combattler. Once Londo Bell arrives, it's time to bring out an old 3rd SRW chestnut - using the Rage seishin to provoke reluctant enemies into action. Rage is actually an extremely rare seishin in 4th SRW. Only 3 pilots get it - Shinobu (Dancougar), Daisaku (Combattler V), and Boss. Load into the Argamma and head north. Send any highly mobile units like ReGZ ahead to start counterkilling grunts. Right after the scenario ends you can choose between the Sirbine, Zuwath, or Dunbine units in that order. You want the Sirbine as it has 1 more mobility and 8 more speed than the Zuwath with only 500 less HP and 50 less armor. Scenario 22 - 3 turns Assignment: Galaria Bastoll Cham(Fairy) Shou Silky(Fairy) Galaria Ignore the initial enemies as they leave on turn 2. Head SW to where the reinforcements will arrive on turn 3. Send one high movement like the ReGZ or GP-03S w/ Minovsky Craft to the NW corner to grab the Hybrid Armor. The Argamma's beam MAP attack can pierce through the weaker grunts Beam Coating, so line up a good shot. Unfortunately Bright's aim is awful so you'll probably miss most of them anyway. You will probably need to counterkill a few enemies on enemy turn 3 since there are so many to kill in one phase. Scenario 25 - 2 turns Assignment: Bell(Fairy) Shelia Equipment: Gurangaran Mega Booster Booster Sabain/Zuwath Booster Booster Load the Sabain and another flying unit into Gurangaran, then Accel NE. Deploy the flying unit onto the Biosensor in the mountains and deploy the Sabain onto the base. Get XP for anyone you like on turn 2 before finishing. Scenario 26 - 8 turns Equipment: Getta-2 Booster Booster Sirbine Mega Booster Booster Deployment: Lowest HP/level units start closest to the boss. The strategy is to rush up to the boss asap, kill it, then flee before the base explodes. You're limited in your pilot assignments for no reason. In addition, Amuro is not available for no particular reason. Put +range items on your ranged attackers to help fire over the walls and cover the boss killing team. Anyone with reasonably high MOV and/or Accel should go on the boss killing team - Getta, Sirbine, Gespenst, Daba, and Galaria are all good picks. You can send some slightly fast units like Zanbot 3 to help fend off grunts, but don't move them too far into the base or they won't be able to escape on turn 8. Ashura should be defeated on turn 4 by a Fervored Getta-1 and Shou, then it'll take another 4 turns to move back out of the base. If you let Ashura die on enemy turn 4, you can spend one extra turn fleeing before reinforcements arrive. Fend off pursuing enemies as best as you can and pick them off with your ranged units. Have a few units by the SW corner to fend off reinforcements that will try to get in the way. You'll need a clean route for Sirbine as it doesn't have much mobility to spare. If you don't mind your units being destroyed, you can kill the boss, escape everyone else except the boss killing team, then have the boss killing team die, which will complete the mission since at least one person escaped. This is much faster than having to run the boss killing team all the way back to the entrance. I didn't use this strat since I'm trying not to let any units be destroyed. Scenario 27 - 2 turns Equipment: Guranguran Mega Booster Booster Use your Rage seishin to provoke all enemies, then head SE to engage. Deploy and wipe them out - you have more than enough units to kill each one assuming every unit gets a one shot kill. Directly after the battle you'll get an option to exchange the Guntank for the S Gundam (first option). This is a great trade since the S Gundam is light years ahead of the Guntank in combat ability. Scenario 29 - 4 turns Assignment: Place whoever is your best gundam pilot aside from Amuro, Kamiyu, or MC/Hero into the S Gundam. Equipment: Guranguran Mega Booster Mega Booster Bring one of your battleships with an AOE. Use your Rage seishin to provoke all enemies, then head N to engage. Send a high mobility unit like the Garuba- FX II to grab the Anti-Beam Coating. Those new Azzam units might look weak, but they will use their MAP attacks, so they need to die first over anything else. The Kareituedo beam attacks are pretty deadly as well. Other than that, tear into the enemy. By turn 4 only Dis and/or Ghouls should be left to kill. Scenario 30 - 3 turns Assignment: Bluegar Mari Equipment: Bluegar ALICE Psycho Frame So you've got Mari again, back from 3rd SRW. It's easier to level her this time with +hit equipment. Once she reaches levels 3-5 she learns Strike and Fortune, making her much, much easier to level than 3rd SRW. It's worth it too since she gets double act sooner than any resupply pilot, and is the only pilot to learn the Supply seishin at 30. With an ALICE and Psycho Frame at level 2 she'll have a decent hit rating, so you can go kill some of the weaker enemies in this scenario and easily bring her up a couple levels. Use your Rage seishin to provoke all enemies, then head SW to engage. The grunts are easily dealt with, then you just need to gang up on the big UFO thing. Make sure Sayaka is lv 16+ by the end of this scenario, if you're taking the Space route. This ensures you'll have her Re-Enable seishin ready for later use. Get Marvel to lv 19 if possible. Scenario 31 - 2 turns I've decided to take the space route. The pilots you get to take with you are Dancougar Team, Zanbot Team, Coplander Team, all L-Gaim pilots, Raideen, MC, Amuro, Fa, Keith, and Kou. Fa and Keith are just as useless as ever and probably still around lv 1 If you used Kou a bit he should be lv 10+ and fairly useful with Flash, Fervor, Wall, Fortune, and a decent hit rate. If your Kou isn't up to speed you should try to level him since he's the most useful out of Fa, Keith, and Kou. You'll want some very high evasion or HP/armor units to counterkill the enemies quickly. Amuro and Daba are probably your only pilots that can pull off the evasion thing so just buff the rest of your units HP. Deployment is in a strange circle formation. Hard to get your units in the spots you want. See below for the HP values I used. 12 05 04 03 02 06 13 01 11 07 08 09 10 01 Dancougar 4300 02 Zanbot 3 3900 03 Raideen 3800 04 Gundam mk II 3600 05 GM III 3400 06 S Gundam 3500 07 Cavalry 3300 08 ReGZ 2500 09 ZGundam 2600 10 D-Seed 2300 11 L-Gaim 2000 12 Garuba-FX II 1300 13 Bluegar 1200 Start with Rage and Confuse seishins (the Coplander pilot Rei has Confuse). Move your best counterattackers into position to clear out as much as possible. The frontmost 2 enemies in each corner will move forward without attacking, so target them first. Divide up Zanbot 3 on turn 2 so you have more units to finish off weakened enemies with. Send MC/Hero SE to recruit his Girlfriend/GF. Even your lower level units and Bright can help out by positioning to kill the passively moving enemies. I sent MC/Hero SE, Raideen, Dancougar, and Zanbot NE, and Amuro, Daba, and Kou SW. Any other pilots were used to clean up the passive enemies running towards the Argamma from the SW or SE. Enemy reinforcements will spawn on the enemy turn after a certain number of enemies are killed. Probably something like under 10 enemies remaining like usual. Anyway, if you don't clear the map by turn 2 you'll probably have to deal with the reinforcements which will drag down your turn count. This map is much more difficult if you're under my challenge conditions because you won't have many one shot counterattack options. If you spend funds to upgrade your weapons, you'll be able to comfortably one shot counterkill just about everything, making 2 turns much easier. Scenario 33 - 4 turns Place Quattro in the +20% avoid tiles, since his dodge rate is awful even with Focus. Grendizer is a great tank with the Wall seishin but it eventually runs out of ammo/EN and isn't very useful at killing things. Once Londo Bell shows up, use your Rage seishin to provoke the reluctant bosses. You could also bring Rei and use her Confuse seishin to help out. If you want Londo Bell to help kill things on turn 4, make sure to put +mov items on your high mobility units so they can reach far enough, as it's quite a stretch. Not too much to say here otherwise. Try to get Zanbot 3 to lv 29 asap, so it can use Confuse, Enable, and Re- Awaken. Try to get Kou to lv 27 so he can use Awaken. Scenario 35 - 3 turns Equipment: Argamma Mega Booster Mega Booster Assignment: MC/Hero T100 Quattro Z Gundam Kou S Gundam It takes Bright 34 mobility to reach the colony assuming no asteroid fields or enemy blockades. That means you can reach it on turn 3 by the earliest. Use Rage if you think you can handle all enemies at once. Use Confuse on turn 2 once you engage the enemy, and again on turn 3 for good measure. Use Miracle or Accel/Soul and line up as many enemies as possible for an AOE. Keele in the Val Varo is the most dangerous enemy since he'll use his MAP attack. Most of the named enemies have high evasion rates so use Strike before loading into the Argamma. Enemies will target the Argamma frequently so make sure it's not going to get wrecked by placing it too close on turn 2. You don't have to move it very far on turn 2 to be able to reach the colony on turn 3. I'm not sure if defeating Gato in this scenario prevents you from being able to recruit him or obtain the Atomic Bazooka. Directly after the battle, you'll be asked to keep either the L-Gaim or Cavalry Temple. You want the superior Cavalry Temple (second choice). You also finally get some L-Gaim bots that aren't crap. Scenario 37 - 2 turns Equipment: Argamma Mega Booster Booster ZZ Gundam Mega Booster Mega Booster L-Gaim mk II Booster Booster T100 Booster Apogee Motor So you suddenly get handed two more AOE units for no particular reason. You've now got the Argamma, T100, L-Gaim mk II and ZZGundam. They are all beam attacks, though, so you'll want Fervor or Soul seishin pilots to overpower any Beam Coating grunts. Start out with a Rage seishin. Provoke the grunts into a good position to blast them all with AOEs on turn 2 - there should be no survivors. If you land a huge AOE + luck with the ZZ Gundam you can bring one of your lv 25 Gundam pilots levels up to 45+. I suggest allowing Amuro to get the XP since he'll immediately get Soul, double act, and a ridiculous hit/dodge rate, which makes him nearly unstoppable for the next couple scenarios. I suggest using Bright's AOE to try to get him some levels if he's lagging behind. Don't forget to send Daba to talk to Olibee. I've read in CMori's guide that it doesn't matter if you talk to her or not, but better safe than sorry IMO. Scenario 39 - 4 turns As far as equipment goes, you should know what to do already. Buff up low dodge pilots HP/armor, buff up high dodge pilots evasion rates, and buff up low mobility super robot pilots with boosters. You'll notice everyone went up 4 levels, even the lower end. This map is another perfect opportunity for the ZZ Gundam's AOE to obliterate a huge enemy force and grant a Gundam pilot a huge level increase. Kamiyu or Lou are both decent choices, but you probably want Kamiyu since he learns Soul at 36 and gets double act at around 35. Try getting Sayaka to lv 20+ to obtain her Re- Enable seishin. I suggest giving the ZZ Gundam an EN recover item so once Kamiyu can double act he can use the EN recovery to fire twice without needing a Resupply. If you have the Goaron its AOE attack will be extremely useful here. Start with Rage seishin as usual. Accel and move W/NW to engage. Line enemies up and fire the ZZ Gundam AOE. If you have any Awaken or Re-Enable seishins on Cham, Marvel, or Sayaka, use them to speed up your clear times. As soon as the enemy count is down to 10, reinforcements arrive on the west side of the map. You'll want to position and AOE them so they go down quickly. Use Awaken, Re- Enable, EN recovery items, and Kamiyu's double act to blast the reinforcements quickly. You can try using an EN recovery unit but be careful as they'll draw enemy fire. Scenario 40 - 2 turns Londo Bell is back together again. 5 pages of pilots and units to sort through. With that in mind, I'll do a fairly comprehensive list of my current pilot and unit setups. At this point if you want the atomic bazooka you should stop using Quattro, and you should stop using Combattler V or Dancougar, depending on which one you want to keep. I suggest keeping Combattler V because it has a wider variety of seishins and is geneKamiyu more useful. MC Yukeban Girlfriend Z Gundam Amuro v Gundam Kamiyu T100 Kou ReGZ Judou F-91 Seabook ZZ Gundam Quattro S Gundam Tetsuya Mazinger Koji Mazinger Z Sayaka Drill Spazer Shou Bilvine Marvel Sabain Galaria Bastoll Daba L-Gaim mk II Leecee Cavalry Temple Mari Bluegar Kyoshiro Garuba FX-II Lilith Daba Cham Marvel Silky Shou Bell Galaria Elle Heredia/Shelia Defeating Bundle will cause all enemies to retreat and the mission to end, so make defeating her a priority. Whatever you do, get it done before turn 4 enemy phase when reinforcements arrive. Whoever is in the ZZ Gundam will be getting plenty of XP if you line up a good shot on turn 2. Candidates are Lou, Seabook, or Judou. I recommend Seabook as his ability to move+Rally is very useful. Start out with Rage, as always. Accel towards Bundle with your heavy hitters in tow, while your AOErs set up on dry land. If you have Marvel+Cham with Awaken and Re-Enable use that on the Argamma to bring it closer to the boss and set up for an AOE on turn 2. Use Confuse on turn 2. Getta, Daitarn, and Zanbot will be able to kill the boss on their own while your other pilots grab some free XP off the grunts. Scenario 41 - 2 turns Deployment: 15 14 13 12 01 11 02 10 03 BS 09 04 08 05 07 06 Assignments: Amuro ZZ Gundam Kamiyu T100 Marvel Sabain/Cham Kou Z Gundam Equipment: T100 Minovsky Craft Mega Booster ZZ Gundam Mega Booster Mega Booster Z Gundam Hyper Booster Sabain Booster Booster You're given the choice of which pilot to main the Bluegar. Choose Mari. Once again you can complete this mission by killing all enemies before the enemy turn 2 reinforcements arrive. There's only a tiny enemy force over the mountains and you are packing tons of AOEs, Re-Enable, Awaken, double act pilots, etc. Another easy steamroll map. Note that the super robot route (scenario 42 and 43) is more difficult with no way to avoid the Guest enemies, not to mention a boss that only one attack in the game can damage. The strat is to send as many Awakened, double act, or Re-Enabled as possible pilots westward. If you want to 1 turn this you'll have deploy pilots in an optimal order by manipulating robot HP values. That includes Amuro, Kamiyu, Kou, Kappei, Marvel and any other double act units you might have. Combattler V and Getta learn Awaken at lv 30 and lv 35, but it's not likely they are that level yet. Marvel and Zanbot 3 can Awaken, move, Re-Enable another pilot, then move onward to attack. You can also position units close to the front, Accel them and attack with P range weapons. If you don't get it in 1 turn, you can certainly finish it in 2 turns. Scenario 44 - 2 turns Start out with 2x Rage seishin. With 32 enemies and 1000 average dmg, that's 32,000 average damage. Not bad for 140SP. Use Confuse seishin on turn 1. Spread your AOErs out between the NW, N, and E groups of enemies. Send ZZ Gundam NW, T100/L-Gaim mk II N, and Huckebein NE. Use the rest of your units to Resupply, Re-Enable, Rally, and clean up any remaining grunts. Huckebein's target AOE might not look imposing at 1400 damage, but with Miracle and the fact that it has 3 ammo, you can cause ridiculous amounts of damage far more easily than it takes to fire the ZZ Gundam then Resupply and Rally it. In fact, Huckebain can basically solo the entire eastern part of the map on turn 2 when they all bunch together trying to get through the narrow corridor. The C Beast and 2x Grantinos make 2 turning this scenario more difficult. You can use Coercion on them so they don't move away from your line of fire, making it easier to range nuke them on turn 2. The closest Grantinos can reach over the wall so you can place a unit there to counterattack it instead of using Coercion on it, if you can get someone in position. Scenario 45 - 2 turns Another scenario where you have to kill a small enemy force before more reinforcements arrive. You can line up another huge kill with the ZZ Gundam on this stage to powerlevel a lucky Gundam pilot. Even with no upgrades, the grunts here have such low HP that anyone with Fervor will be able to one shot everything with the ZZ Gundam MAP attack. The Gundam pilots you should be leveling are the ones who learn double act early or learn the Soul seishin, such as Amuro, Kamiyu, MC, Judo, Seabook, and Kou. Keep in mind that enemies will not attack you on enemy phase. They'll run straight for the battleship, so position yourself appropriately. Clearing the scenario before Four shows up means you can't recruit her, and you have to kill her in the next scenario. That's ok, though, since you get Rozamia (if you wait around for her to show up) and the Ex-S Gundam instead. Scenario 46 - 4 turns Raideen's God Voice is unlocked, but if you use it 11+ times before the final scenario, Raideen won't be available for deployment for that last scenario. If you want to get the atomic bazooka, during the pre-scenario chat, choose the 1st option, then during the escort "chat" during turn 3 of the battle, choose to run to the left (2nd option), which causes an NPC to die, the result being that Quattro leaves your party. MC and Quatro won't be available for deployment on this scenario if they are escorting the NPC. Note that you don't need the atomic bazooka to clear the game quickly, since you can assassinate the bosses while ignoring the grunts. This is another fairly easy scenario with a few enemies to dispatch. As long as you finish by turn 4 you won't deal with reinforcements. The usual strategy will work here. Rage seishin, load into the battleship, Accel SE while using Re-Enable to cover more ground, unload, Confuse seishin, drop AOEs, kick the bosses ass, etc. This is another opportunity to earn lots of XP. If Bright isn't lv 45 yet, get him there on this mission. The two named enemies take a bit of a beating but it's nothing you can't handle by now with Soul seishins and your strongest super robot attacks. Don't forget to grab the Alice item in the SE corner - hasn't been a decent item to grab in a while. Keep working on getting more pilots Awakening, it's like early double act. Especially useful for your super robot pilots like Combattler V, Getta, and GoShogun that take a long time to learn double act and can't level up on the cheap with an AOE attack. The scenario won't end until you defeat the reinforcements that arrive on turn 4. You should be able to kill all the initial forces on turn 3 and set up to finish off the reinforcements in one turn, though. Scenario 48 - 3 turns You have to give up Combattler V or Dancougar during the pre-battle chat - pick the first choice to send Dancougar packing. I suggest giving up Dancougar since Combattler V has a wider variety of seishins, can fly, doesn't run out of ammo as easily, more damaging ultimate attack, etc. You might think that Dancougar's separated parts are useful, but in almost any scenario I've wanted to divide them up, the option to Divide wasn't there to use. The grunts here have aura barriers, meaning you need someone with Soul seishin in the ZZ Gundam to break through their barrier. Bright's MAP attack is all but useless since he has no damage boosting seishins (although you could upgrade it, but this is a no upgrade run). The T100 and L-Gaim mk II can break through the aura barriers with Fervor, since they have a higher base damage. Once you decimate the first wave of grunts with the ZZ Gundam, reinforcements arrive in the SW corner. Have the rest of your team seishined and Rallied up and ready to destroy them. Once you destroy Todd he comes back with 43k HP, 140 morale, and a 4000 damage melee attack. Be ready to gang up on him and take him out in one turn using your strongest attacks with Soul, Fervor, Awaken, Re-Enable, Flash, Strike, Confuse, etc. seishins. He only has 6 range on his attacks so it's very easy to outrange and nuke him. Unfortunately even if you kill Todd on turn 2, the GeaGring has 45k and takes a beating. Hurry north and take it out on turn 3 before further reinforcements arrive. Scenario 49 - 1 turn Assignment/Deployment: Amuro ReGZ MC Huckebein Daba L-Gaim mk II Marvel Sirbine Seabook Anything Combattler V Goshogun Getta Zanbot 3 Fly straight up to the boss and tear it up. In order to get close enough, use Marvel w/ Cham to give your battleship an extra action after moving once. Your battleship pilot will need double act to get close enough. Break out the Rally, Awaken, Re-Enable, double act, and anything else you can to reach the boss and pummel it. Scenario 51 - 2 turns Assignment/Deployment: Argamma Leecee L-Gaim mk II Amuro ZZ Gundam Kamiya Ex-S Gundam Kou T100 Seabook F-91 MC Huckebein Kouji Mazinger Shou/Silky Bilvine Marvel/Cham Sirbine Cybuster Goshogun Getta Daitarn 3 Raideen Zanbot 3 Note that whatever units your pilots were in will usually move into the separate teams. Seabook, Kamiya, and Quess will be headed to team B, so put a decent robot on Quess because you'll have a glut of gundam pilots on team A. You probably want team B to have the T100 at least, since they'll be short on MAP attacks. Start out with Rage/Confuse. Send Tootie and Mio south to handle the SE group of enemies. Send Yang Long and most of your heavy hitters toawrds the Geiosu Gurudos. Position the ZZ Gundam to MAP attack the NW group with some others nearby to clean up. Load some units including the T100 or L-Gaim mk II into your bship and send it towards the S/SW groups. Scenario 52 - 2 turns Another party split. You should have MC, Amuro, Judou, Kou, Daba, etc. who should all be heavy hitters with Soul and double act by now. Enemies here have fairly low HP so it's a good opportunity to MAP attack level up any Gundam pilot who needs it. Send Zanbot 3, MC, and 1-2 others NW. Send ZZ Gundam to MAP the east group. Line up the L-Gaim mk II or T100 to hit the south group. Load some double act units into the Argamma and drop off near the SW and W groups to start counterattacking. Watch out as enemies have double act from this scenario onward. Scenario 53 - 2 turns Hopefully you have the T100 here to help clear out some of the grunts, or the Goaron battleship. Non-upgraded Cybuster MAP attack only does a light dusting on these enemies. Send the bship north using Marvel/Cham to get close to the enemies on turn 1. Deploy your most evasive pilots and use Confuse to help out - Masaki with Sharp+Confuse+two ALICE items = enemies with 4% hit chance, or Shou with double image, etc. On turn 2 use as many MAP attacks as you can to clear out the trash while your heavy hitters take out the bigger enemies. Scenario 54 - 3 turns I ended up skipping recruiting Olibee because I didn't feel like waiting around to recruit her, so I miss out on the atomic bazooka. So basically I ditched Quattro for nothing. Oh well. As if you didn't need more MAP attacks on Team A, Kou gets the GP-03D with yet another MAP. It's a line attack similar to Yang Long's MAP. The trash isn't a big issue here, though, it's the 3 high HP bosses that are tough to take down. Most of your heavy hitters are in Team A so they will take a beating if you are doing no upgrades/no units destroyed. Scenario 55A - 3 turns In Scenario 55A Gato and his GP-02 will appear as an NPC and join you as long as he survives the battle. I decided to skip the Atomic Bazooka halfway through, so I probably should be on 55B and still have Quattro. Oops. Anyway, this map takes a little while since you're so far away from the bosses and reinforcements show up on enemy turn 1. You have Gato to help out but enemies will likely be scattered all over the place, making it difficult to AOE them all down, especially if you don't have the ZZ Gundam. I'm pretty sure Scenario 55B is shorter because you don't have to deal with reinforcements for 2 turns and there are less enemies overall. Oh well. Scenario 55B - not completed Similar to 55A except you get Gilliam instead of Gato. This is probably shorter than 55A since you have 2 turns to clear out before reinforcements arrive, while 55A only gives you one turn. Scenario 57 - 2 turns You'll have to clear this scenario in 2 turns or face a bunch of high HP grunts and two Ghaos Gulds. Luckily almost every enemy except the battleship has low HP, so it's pretty easy to tear into them with a competent team. Use Confuse and dodge tank/counterkill most of the grunts on enemy turn 1. Don't be afraid to drop a God's Voice on the bship, although it's not necessary. This is your last chance to get a pilot a free/cheap mega level up from level 10-15 to level 50+. I suggest leveling Fanellia or Lou so that they learn Supply. It's especially easy to do here since almost every enemy has low HP. Scenario 58 - 2 turns You have 3 turns to clear this scenario before reinforcements arrive. There aren't a lot of enemies, and you are packing some heavy hitters like Getta. Use the usual Accel/Awaken/Re-Enable strat to engage the enemy quickly. Drop AOEs on the grunts and ultimate attacks on the high HP enemies. Not too much to say here, it's a fairly simple scenario. Scenario 60C - 3 turns Assignment: Kou F-91 Amuro ZZ Gundam MC Huckebein Daba L-Gaim mk II Judou v Gundam Girlfriend GP-03D Quattro ? Since this is a no upgrade run, it's going to be much more difficult to kill the bosses while conserving SP/EN/Ammo. You should definitely have some pilots with Supply by now - Lou, Emma, Fa, Mari, or Fanellia. If not you can still make up for it by giving your best units (ZZ Gundam, Raideen, L-Gaim mk II, Huckebein, etc.) Energy Tanks. You should have collected about 10-12 Energy Tank S + Energy Tank throughout the game. I should have Quattro at this point. Since I decided not to get the atomic bazooka I lost him for nothing. D'oh! On turn 1 you'll want to get most of your ranged units in position to reach the boss(es), so make sure they have Sharp, Flash, Wall, etc. up to fend off the grunts. Keep Confuse seishin up for all 3 turns using Bright and Uchuta. With Confuse + Sharp, Daba, Amuro, MC, etc. will have a dodge rate around 10- 15% against the grunts. On turn 2 kill the first boss and clear out some of the grunts. Use Supply seishins, Rally, Awaken, Re-Enable, etc. Try not to waste any SP on Yell as it's usually better spent on other seishins. Don't bother attacking either of the bosses until you are positive you can kill them in one turn, otherwise they'll regain a ridiculous amount of HP. If you kill the first boss before enemy turn 2, you'll cancel out the first wave of reinforcements. On enemy turn 2 the 2nd boss and Ghaos Gulds next to him will move to attack, so make sure any fragile units are out of their attack range. Having a good dodge tank is very useful at this point, or just staying far out of their attack range by using High Efficiency Radar boosted range attacks on the 1st boss. On turn 3 Daba, Amuro, and MC are likely out of EN so use Resupply, EN Tanks, or the Bluegar to get them back up. Use Reideen's God Voice which should deal a good 16k dmg to the second boss. Killing the 2nd boss ends the mission despite the objective stating 'defeat all enemies'. Scenario 61 - 2 turns Assignment/Deployment: Getta-1 Combattler V Cybuster Goshogun Daitarn 3 Samusido Kamiya Ex-S Gundam Seabook Jagd Doga Marvel/Cham Bilvine Shou/Silky Sirbine It's possible to 1 turn this but I didn't have double act on enough units to do it. 2 turn strat: On turn 1, use Rage seishin, move closer to the 1st boss while setting up for the 2nd boss that appears in the NE. On turn 2 kill both of them before having to deal with any grunts. Use the same boss killing strats as the last mission, with plenty of Awaken, Resupply, and Re-Enable spamming. Getta alone should be able to kill the first boss with Awaken/Resupply spam. Note: If you 1 turn this scenario, you won't have Team A rejoin you for the final scenario. Scenario 62 - 1 turn Assignment/Deployment: Granzon Samusido Goshogun Wizoll Kai Getta Combattler V Daitarn 3 Raideen Zanbot 3 Norse Rei Cybuster Shou/Silky Bilbine Marvel/Cham Sirbine Daba L-Gaim mk II Leecee Cavalry Temple MC Huckebein Kou F-91 Judou v Gundam Quattro/Gato Z Gundam Seabook Jagd Doga Amuro ZZ Gundam Give priority to anyone with double act, Awaken, or double act/Awaken+Re- Enable. Once you deal over 20k dmg to the boss, he'll recover all his HP, so don't waste excess damage. That means you have to deal 85535 damage to kill him in one turn. As usual he has ridiculous HP regen so you'll have to defeat him in one round. Accel Bright NE. Use Awaken on Zanbot and Marvel. Unload Zanbot 3 and Monica next to eachother, then unload your best damage dealers next to them. Use Re- Enable on Monica, then another 3 Re-Enables on your best damage dealers. Marvel/Cham should also have a Re-Enable or two to use. Getta and Combattler should be able to reach the boss from their start position just by spamming Awaken. Between the 3-4 Re-Enables and your other units spamming Awaken (Kou, Kappei, Marvel, Goshogun, Mio) he should go down. Getta, Combattler, Huckebein, Granzon, and Raideen should be able to do the most damage. He has an 11 range attack so it's nearly impossible to outrange him. Here are some of the specific damages each unupgraded ultimate attack can do w/ Rage seishin: Getta - 22.5k, Raideen - 19.5k, Combattler V - 16.2k. One of Getta's attacks should damage and reset the bosses health, then an attack from Getta, Raideen, then Combattler should bring the boss down to 6-7k health. Use the rest of your units to finish him off. Once again, if you can't 1 turn it, you can still easily 2 turn it by getting closer and killing him on turn 2 instead. Watch out for the nearby grunts as they can easily tear up the Argamma on turn 1 enemy phase. If you're going for the 2 turn strat I suggest using Rage to get the grunts out of the way of the boss.