Super Robot Wars EX (Super Famicom/SNES) Challenge Run Revision 1 - 8/21/2011 mjfaqs@live.com Index 1. Ratings 2. Playthrough 1. Ratings Masaki's Episode Pilot Ratings: Lists within tiers are not in any particular order. Top Tier: Tootie/Goddess Mio/Zamjeed Masaki/Cybuster Elle/Goaron Maria/Mazinger Robot Seabook/Real Robot High Tier: Goshugun Team/Goshogun Shou/Aura Battler Robot Presia/Diablo Kouji/Mazinger Robot Judou/Real Robot Mid Tier: Jun/Mazinger Robot Marvel/Aura Battler Robot Todd/Aura Battler Robot Chris/Real Robot Gato/Real Robot Kou/Real Robot Low Tier: Gold/Real Robot Bernie/Real Robot Taurus/Real Robot Sayaka/Mazinger Robot Boss/Mazinger Robot Tetsuya/Mazinger Robot Hikaru/Mazinger Robot Xenia/Norse Masaki's Episode Robot Ratings: Top Tier: Cybuster/Masaki Goddess/Tootie Zamjeed/Mio Goraon/Elle Great Mazinger/Mazinger F-91/Real Robot High Tier: GP-02/Real Robot ZZ Gundam/Real Robot Diablo/Presia Mazinger Z/Mazinger Goshogun/Goshogun Team Billbine/Aura Battler Mid Tier: Any other Aura Battler Robots besides Billbine Norse/Xenia Gira Doga/Real Robot Boss Borot/Mazinger Low Tier: Browel/Real Robot Dianan A/Mazinger Rujanoll Kai/Real Robot Zaku/Real Robot Gundam mk II/Real Robot GP-01Fb/Real Robot Kapool/Real Robot Shuu's Episode Pilot Ratings: Lists within tiers are not in any particular order. Top Tier: Shuu/Granzon Quatro/Real Robot Saphine/Wizoll High Tier: Monica/Banpresto Original Robot Ahamad/Banpresto Original Robot Terius/Banpresto Original Robot Burns/? Mid Tier: Lyla/Real Robot Kacricon/Real Robot Low Tier: Jerid/Real Robot Shuu's Episode Robot Ratings: Top Tier: Granzon/Shuu Type 100/Real Robot Sazabi/Real Robot Solgady/Banpresto Original Robot High Tier: Wizoll/Saphine Gildora/Banpresto Original Robot Mid Tier: Doven Wolf/Real Robot Gadifol/Banpresto Original Robot Low Tier: Norse/Banpresto Original Robot Bound Doc/Real Robot Ryune's Episode Pilot Ratings: Lists within tiers are not in any particular order. Top Tier: Ryune/Valcione Amuro/Real Robot Camille/Real Robot Elle/Goraon Getter Team/Getter G Puru/Real Robot High Tier: Puru 2/Real Robot Yang Long/Granveil Duke/Grendizer Four/Real Robot Mid Tier: Gennaji/Jaohm Galaria/Bastole Karx/Gulgard Fa/Real Robot Zash/Gadifol Keyra/Real Robot Mash/Real Robot Low Tier: Emma/Real Robot Hathaway/Real Robot Gaia/Real Robot Ortega/Real Robot Ryune's Episode Robot Ratings: Top Tier: Goraon/Elle Getter G/Getter Team Valcione/Ryune v Gundam/Real Robot Z Gundam/Real Robot High Tier: Grendizer/Duke Quebeley mk II/Real Robot Goshogun/Goshogun Team Granveil/Yang Long Mid Tier: Bastole/Aura Battler Gadifol/Zash Jaohm/Gennaji Dreissen/Real Robot Zaku III Kai/Real Robot Doven Wolf/Real Robot Low Tier: Zssa/Real Robot Methuss/Real Robot Gira Doga/Real Robot Gundam mk II/Real Robot Kapool/Real Robot Hamburabi/Real Robot 2. Playthrough I suggest playing through the episodes in the following order: Masaki first, so you can unlock Shuu's episode. Shuu second, while making sure that you encounter Ryune during Shuu's episode. Ryune third, using Shuu's save file with the ISS feature so that you can experience all of Ryune's scenarios in a single playthrough. SRW EX Challenge Run: No upgrades, no units destroyed, low turn counts, and no save/load spamming for low chances to hit or dodge. Scenario numbering based on Japanese walkthroughs since MNeidengard's walkthrough is incomplete. Resources used: http://www.geocities.co.jp/Playtown-Toys/5460/srwEX-top.html http://www2.odn.ne.jp/robomyu/srw%20EX.htm http://www.gamefaqs.com/snes/581823-super-robot-taisen-ex/faqs/7451 Turncount totals: Masaki Turncounts: 2+2+3+5+3+2+1+4+5+4+3+2+2+1+1+3+1+3+5+5+2+5+3 = 67 turns Ryune Turncounts: 2+3+3+5+3+4+4+6+5+5+4+1+4+4+5+4 = 62 turns Shuu Turncounts: 2+3+4+6+1+4+1+10+6+1+8+7+9+5+4 = 71 turns Total: 200 turns/54 scenarios Masaki's Episode: M1 - 2 Move forward, Cyblast. M2 - 2 Move forward, Cyblast. Morale up then send Masaki at the 3x Ortegas and Goshogun at the 2x Marasais. Counterkill on enemy phase 2. M3 - 3 Move forward, Cyblast the boss. Once you get below 4 enemies they start to retreat to the top of the map. M4 - 5 Move Masaki east and Cyblast the boss while outside of its 7 square attack range. Send Kouji, Marvel, and Shou to kill the boss. Use everyone else to take out the Mecha Beasts while feeding Mio Luck XP. In the Complete Box version, Mio retreats after she gets one kill. M5A - 3 I suggest going to this scenario and getting the Goraon because the pilot Elle has Accel. If you'll remember from 3rd SRW, a double act bship with Accel can significantly decrease turn counts. Move Masaki east and Cyblast the boss on turn 2. Use everyone else to clean up. If you clear this scenario in 2 turns a bug occurs where you end up with two Goshoguns, but it's only feasible to 2 turn it if you upgraded the crap out of Cybuster's EN capacity and Cyblast damage. M6A - 2 Send two fast units to the enemies in the corner while your main force takes on the middle enemies. M7A - 1 Cutscene. M8 - 4 Use units with 8+ range attacks, MAP attacks (Cyblast), and Flash to safely kill the boss. Anyone who can't safely attack the boss should work on the Toros D7 on the cliffs. Avoid Judou and Seabook as much as possible. Kill the boss with Mio's Luck.. she'll be like lv 24 or something. M9 - 5 Have Goddess use Spirit then load her and others up into the bship. Send Masaki and Judou east. AOE the boss with Judou then move him out of the way, deploy Goddess and use her AOE, then use Masaki's AOE. Take out the boss with the same strat as before. Clean up any trash and the enemy bship, which also has a 7 attack range. I could have finished this on turn 4 but I had to reposition my heavy hitting ranged units so they wouldn't get one shot by the bships counter. Try to get Seabook a level or two so he can start double acting. M10 - 4 Now that you have Seabook+Valor+Double Act+VSBR, those mobile boss tank things are pretty easy to take down. He just melts their HP away with that big ol lazor. Reinforcements come on turn 2 from the E. Split your forces and AOErs up to deal with the 3 enemy groups. Could probably pull this in 3 turns but too lazy to optimize. M11 - 3 Another easy uneventful stage. Move forward, mow everything down, spank boss with Seabook. M12 - 2 It's all trash here so just spam those AOEs and get EXP for whoever you like. M13 - 2 More trash to be mowed down. The game is getting easier not harder! Uh oh. M14 - 1 Another cutscene. M15 - 1 Turns out giving almost everyone double act 14 scenarios into the game is pretty silly. M16 - 3 There's a mobile fort here, but by now those things are easily ripped up. Just accel and double act towards the main enemy group and drop the bomb. Leave a few guys behind to clear up the frontline trash. Could probably 2 turn this but it would be risky attacking the mobile fort head on without flash or outranging it. M17 - 1 Another map owned by double act+Zeal+AOEs+godknowswhat. M18 - 3 Divide your team up and use accel, double act, zeal, and whatever else to speed through the mines. Could prob 2 turn it but w/e. M19 - 5 So, finally an enemy that doesn't blow over with a gentle breeze. The ground Volkrus has 40k HP, and the air Volkruses have 30k HP. Range nuke as much as possible, use healing seishins to keep everyone up, Flash and Valor spam, your strongest non beam attacks, etc. M20 - 5 Use seishins, load into bship, head west and engage the 3 in the SW corner. Deal with the other two as they move south towards you. Almost 4 turned this one, but I ended up on turn 5 with one idiot left w/ 300 HP. D'oh! M21 - 2 Send your main force to the enemy main force while leaving a few behind to pick off and counterkill the Graf Drones. If you choose M22A Final you'll get a fairly easy scenario where you adminster a beatdown to Feil and end the game. If you choose M22B you have to clear a difficult mission, then face a more difficult version of the final battle. This optional path is clearly for SRW vets who might be feeling slighted that Masaki's campaign was so easy overall. M22A - 2 Very quick and simple mission. Head over and meet Fiel then hand him his rear. He's quite weak and one of the wimpiest SRW final bosses. If you were hoping for a challenge reload your save and try M22B. M22B - 5 Turns out that this is easily the most difficult mission in Masaki's route if you are following my challenge conditions. You start with 4 units, two of which are more or less useless against the boss. On turn two you get a mostly useless Dunbine pilot, Rimuru. Eventually on turn 5 you get Trutti, Mio, and Marvel, who should help you finish the mission. The mission goal is to kill Drake, easier said than done since his bship has a ton of HP. Gato needs to be lv 45+ to get double act, so he'll likely only be useful for clearing the trash on the way to the boss. Judou's ZZ Gundam is basically worthless since almost every enemy has an Aura Barrier. That leaves you with Masaki and Shou. Feel free to use Gato and Judou's SP, but try to conserve Masaki and Shou's SP for the boss. If you've upgraded the Billbine and Cybuster's weapons you should be able to kill the boss with those two alone. If not you'll have to take it slowly and kill everything on the way to the boss, and probably wait for reinforcements before taking the boss out in one turn. Another big issue is once the boss hits 105 morale he'll use his hyper cannon that can easily one shot any of your units. You'll need to hit him with several very strong attacks, then lower his HP with MAP attacks or Zamjeed's Railgun until he can be destroyed with a final blow. M23B Final - 3 This mission is similar to the other final mission except you fight a wave of enemies before Feil appears. This includes a double act mobile fort, a Di, and 15 other grunts and mecha beasts. Once you destroy the mobile fort all of those enemies will retreat and Feil will arrive, so just head straight for the fort and take it out. Feil shows up with the exact same reinforcements as the other final battle scenario, the only difference being that your team is somewhat drained from dealing with the previous enemy forces. Fortunately or unfortunately, Feil is quite the chump and tickles like a little girl compared to previous bosses. He doesn't even have an Aura Barrier. Oh well. Shuu's Episode: S1 - 2 Use 2x Spirit, move NE, blow everything up. S2 - 3 Use 2x Spirit, move NE, blow everything up again. S3 - 4 This is an optional mission where you can recruit 3 extra pilots. Keep Shuu and Saphine close together to divide enemy targets. Use AOEs to destroy the Kapools in the water. Jerid & Co will move SE on enemy turn 3 so pick them up on turn 4 and clean up the rest. S4 - 6 Try to lure the enemies into a Granzon AOE. Stay out of the Bafours attack range as they're pretty deadly. Send Shuu to counterkill the neutral enemies then Accel and recruit Quattro when he shows up in the NW. Use Quattro's Zeal/Valor to help kill. I suggest taking S5A (first choice) because you can then start a Ryune game using the ISS with your Shuu save and access Ryune's alternate route. S5A - 1 Cutscene with Ryune. You need to see this cutscene if you want to use this Shuu save file with the ISS on a new Ryune episode to allow her to access her alternate scenario. S5B - ? This is an alternate scenario where you can recruit Burns, but you miss out on meeting Ryune. S6 - 4 Run onto the temple then run to the west end of the map. S7 - 1 Cutscene with Masaki. S8 - 10 The fastest way to complete this stage is to ignore the mobile fort. You'll take out the trash mobs long before the 10 turns it takes for the mobile fort to reach the west side of the map. If you shoot down the mobile fort you get the Norse bot. If not you get the Gildoora. Ironically, the Gildoora actually has more offensive capability than the Norse and is overall the better choice. If you want to kill the mobile fort, see below. Here's a reliable strat for killing the mobile fort while minimizing risk of game over. It doesn't rely on Shuu getting lucky critical hits or getting unlikely dodges. If you want to upgrade Granzon to make this strat easier, put 6 points in EN, 3 points in HP, and 2 points in Gran Wyrm Sword and Wyrm Smasher. The EN upgrade alone will make this strat almost 100% reliable. Turn 1: Land the Granzon and move north into the closest Drone melee range. Shuu will counter the drone. Turn 2: Move south while in the melee range of the Baform and closest drone. Shuu will counter the drone and Baform. Turn 3: Use the Guts seishin if needed. Kill the Baform with Wyrm Smasher if it's not dead yet. Shuu will counter both drones and kill them. Turn 4: Use the Guts seishin if needed. Kill the nearest Nagrodd with Wyrm Smasher. Shuu will counterkill the other Nagrodd. Turns 5-6: Kill the two incoming drones with Wyrm Smasher. Turn 7: Move west over the cliffs, out of the Grationus and Shigu attack range. Set yourself to "always evade or defend". Use as many Guts as needed to get close to full health. Turn 8: If you have upgraded the Granzon and you have 200 EN at the moment (meaning you have 50 EN to spare), fire a Blackhole Cluster on the Grationus which should one shot it, making this strat almost 100% reliable. Otherwise use Graviton Cannon on the Grationus and Shigu. The Gratonios should have 40% chance to hit you and the Shigu 30% if you are on ground and set to always defend/evade. Turn 9: Fire your first Blackhole Cluster on the mobile fort. Turn 10: Reposition so you can fire another Blackhole Cluster out of the mobile fort's 7 range. Turns 11-12: Fire two more Blackhole Clusters which will kill the mobile fort just before it's about to flee the map. Turns 13 onward (usually finish around turn 15-17 depending if Granzon is upgraded or not): Finish off the other enemies with Wyrm Smasher and Graviton Cannon. S9 - 6 If you want the Doven Wolf and Sazabi, you'll have to kill all enemies on this stage. Use Valored Quatro's AOE to take out the Di. Don't be afraid to get near the Mantha, it won't start moving or attacking until enemy turn 5. Try to get Saphine kills so she can use her strongest attack on the Mantha. S10 - 1 Cutscene. S11 - 8 total (4+4) You have to play this scenario at least twice. There's no way to get enough XP out of the golems to get him to lv 25 in one run of the scenario. Just use a mix of Luck, Guts, and Alert and you'll be fine. S12 - 7 To recruit Ahmad, choose the 2nd option once the battle begins, then convince Ahmad with Shuu. My Shuu was lv 25 and the recruitment worked, so I'm not sure what 'level' requirement there may be to get him. Fire AOEs at as many lines of enemies as possible. Accel Shuu south and recruit Ahmad in the first few turns so you can start killing nearby enemies down there. When the demons show up they should be in a nice straight line for AOEing down. Keep the rest of your group close together and make good use of the two Love seishins you have. This is one of Shuu's most difficult scenarios. S13 - 9 Three Volkrus bits, no problem. It will take a while to kill the last one though since you'll run out of ammo/EN pretty quickly on the first two. Put pilots with Valor into any of the useful robots. S14 - 5 This is basically free XP for the final scenario - train up whoever you like. Saphine must be at least lv 31 before the end of this stage or she will turn hostile in the final stage, so leveling her should be a priority. I took an extra turn just to get her the kills. S15 Final - 4 You only need to kill the main Volkrus to end the mission, so start attacking it asap. The ground Volkrus in the SW can mostly be ignored, but you'll have to take damage from the 2 flying Volkrus. Spam Alert and hope that nobody gets targeted multiple times. It helps to position people with Flash or people with higher HP/DEF near the air Volkrus. While Saphine and Monica both have Supply, you shouldn't need to use it if you focus your attacks on the boss. Use their SP on their Love seishin instead to keep people from dying. Ryune's Episode: If you used ISS with a Masaki save file, you'll be forced to use whichever battleship pilot you didn't use with Masaki. There's no good reason to use Masaki's save file with ISS afaik. In order to access Ryune's alternate path, you need to start a Ryune episode while using the ISS feature on a Shuu save file where Shuu has encountered Ryune in scenario S5A. After Ryune's scenario L10 intermission select the second option when prompted. If you didn't use the correct save, you won't see the prompt. For this reason I suggest playing Shuu's scenario first, so you can access both routes from the same Ryune playthrough and not have to replay the first 10 Ryune scenarios. L1 - 2 Have Ryune use Spirit twice, nove Ryune south and let her counterkill the drones. Accel Yang SE and Flame the two east enemies, then counterkill them. On turn two AOE the Hamburabi and Zssa, then Flame the Hamburabi and Dreissen. Counterkill the Dreissen on enemy turn 2. This Flame attack is pretty cool. L2 - 3 Head east over the cliffs and start dropping Flames and AOEs. Use Getta to counterkill the drones. Spam Spirit so everyone can use their strong attacks. Get in the habit of buffing up Ryune and Yang's Morale at the start of most scenarios as they need it to use their best attacks. L3 - 3 Send Amuro straight at the enemy and start blasting away. Get him to lv 20 and he'll be your first double act pilot. L4 - 5 Send Camille, Yang, Amuro, and Ryou towards the boss. Everyone else should hang behind to take out the enemies around the middle of the map. Spirit up Ryune and Yang as usual, don't bother with her AOE. Killing all the enemies should net you a ton of XP. Be careful none of your units around the boss are flying as the Nagrods will fire their anti-air attacks. L5 - 3 During the pre-battle conversation, you'll get two choices. Choice one gives you Shelia as a battleship pilot, and choice two gives you Elle. But if you used ISS with a Masaki save file, you'll be forced to use whichever battleship pilot you didn't use with Masaki. I suggest choosing Elle as usual because her Accel is invaluable for fast mission clears. If you choose Shelia, you only have to wipe out the enemy forces near your position. If you choose Elle, you'll have to take out three extra enemies that appear next to her. Accel Amuro NW towards the corner where Elle will appear so he can help Funnel down the bosses with Zeal. Send Yang south to help Ryune. Have Elle and Amuro fend off her pursuers while Ryune's group kills the large group of enemies. Hide in the spore forest terrain to help tank the large group of enemies. Save Camille's SP for Zeal to help snipe down more enemies on turn 3. If you can't clear it in 3 turns you'll have to face more reinforcements. L6 - 4 Load Ryune into the bship and head north. Drop units off on the mts and start taking out nearby enemies. Amuro and Camille will be fine sniping from afar. Send Yang and Ryune NW to pick on some enemies. Enemy reinforcements show up in the NE corner on turn 3, so make sure whoever is near that area can dodge well. Placing units on the mountains helps a lot with survival. Save Ryune's AOE for when the reinforcements arrive. L7 - 4 Start by using Benkei's Rage, which will aggro the bosses. Move south to engage and kick some butt. Enemies arrive in the SW on turn 3 including Kayla and Hathaway who are recruitable by Amuro/Camille. Make sure you don't accidentally counterkill them. Unfortunately most of the real robots you get in Ryune's episode suck and there's no reason to take Amuro and Camille out of the two good ones you have. Well maybe you could make the case for putting a RR pilot with Alert into the Z Gundam since its 7 range doesn't outrange the mobile forts, battleships, etc. Even the Z Gundam becomes quite useless later on against beam absorbing bosses. Kayla's Alert is useful for later bosses, but her intuition growth sucks. L8 - 6 Try to conserve a few of your strongest attacks for GilGilGan, otherwise it might take a while to kill. You can use Z Gundam as much as you want though since its beam weapons are useless against the boss. You get a Doven Wolf after this scenario if you recruited Keyra. L9 - 5 Drop another Benkei's Rage to stir up the baddies. Send most of your forces SE towards the bosses, while a smaller contingent deals with the trash on the west end. If you want to take both bosses out quickly you need to be in the correct 7+ range without needing to waste turns repositioning. L10 - 5 This is techncially a defense map although I barged in and almost wiped everything out. There were like 3 enemies left by enemy turn 5. Anyway I'm not sure what happens if you clear it early but probably the same thing as waiting. If you've used the ISS with a Shuu save where Shuu encountered Ryune, you'll run into Shuu next in L11. At this point you can either retreat from Shuu and continue onto L13A, or confront him and continue past L11. I suggest making two saves so that you can experience both branches of Ryune's episode. If you didn't use the ISS you're headed for L13A. L13A - 4 The ghost boss guy retreats on turn 2 enemy phase, so just ignore him. Move east and start destroying nearby enemies, use Rage, and set up to snipe the mobile fort from across the forest. Blow up the mobile fort then head SW to clean up the rest, while sending 2-3 units NW to handle the 4 incoming enemies. L14A - 1 Cutscene. L15A - 4 Load everyone but Amuro, Yang, Ryou, and Galaria into the bship. Have Benkei use Rage. You should have a double act Elle by now, so move north towards the bosses with 2x Accel. The main NE force should move towards you, minus the bosses. They'll be bunched up for AOEing. Split a small force off to handle the Di in the NW corner. Descend on the bosses and tear them up like usual. L16A - 4 That Quin Mantha camping out in the water is annoying. Weaken it with some AOEs then drop a Valored Hurricane on it 3rd SRW style. The rest of the trash is fairly easy to deal with. L17A - 5 A couple of Volkruses, no problem. Just gang up on them like usual and they'll go down like big punching bags. This is a good chance to get anyone XP that needs it. L18A Final - 4 Once you kill all the trash, Karx and two Valcions show up. Karx appears 6W,7N from the SE corner. All 3 of them have double act. Beam and MAP attacks don't work on him. He has a 10 range attack so no outranging him. Basically there's no way you're going to avoid units dying if Karx and the Valcions start attacking, especially if Karx does the smart thing and starts AOEing. Conserve your SP/EN/Ammo as much as possible while clearing the trash. Put someone decent in the Z Gundam and use that to take out the mobile fort efficiently, since the Z Gundam's beam weapons are useless against Karx. You can also use other beam weapons safely on the trash like Ryune's Hyper Beam Cannon. Position yourself, kill the last trash enemy, then kill Karx in one turn before he can act. Spam Zeal, Valor, Flash, Love and your strongest attacks. As he starts running out of ammo he'll use stronger attacks so try to hit him with your non-Flash units such as Ryune first, as he can one shot just about any non-upgraded robot. Ryune's Alternate Route: L11 - 2 In order to access L11 and Ryune's alternate route, you need to start a Ryune episode while using the ISS feature on a Shuu save file where Shuu has encountered Ryune in scenario S5A. After scenario L10 you'll automatically go to L11 and be given the choice to fight Shuu or retreat and go to L13A. If you didn't use the correct save, you'll automatically go to L13A. So you've got to fight Shuu, Quatro, Saphine, Jerid, etc. but thankfully they all have their normal HP and stats, so they are pretty easy to take down. Shuu starts with 130 Morale so you'll want to either weaken him with 10 range weapons and MAP attacks or just blow him up in one Valored attack before he can counter. As soon as Shuu is down everyone else retreats - you might want to kill them first for the free XP. Choose the 1st option after finishing this scenario to continue on to L12. L12 - 3 To recruit Gaia, Mash, and Ortega, choose the 2nd option after the scenario begins. They'll immediately join you. Recruiting them will also send you on to L13B after clearing L12. This is a fairly bland scenario against a bunch of trash that doesn't pose much of a threat. L13B - 3 Things heat up a bit in this scenario with a Mantha, a Mobile Fort, and Zash in a Gadifol. All enemies aggro on the first turn so get into position for AOE coverage as they approach. Stay out of mobile fort and mantha range until you've cleared out the other trash hanging around. L14B - 3 Zash decides he doesn't want another beating and joins you instead. Not all the enemies start out chasing you, but you can use a Rage seishin to provoke them, or just barge in and start killing stuff. Ahmad retreats on enemy turn 1 and doesn't fire at you. L15B - 4 Masaki, Kouji, Shou, Judou, Seabook, Tootie, and Mio join you in this scenario. All of the trash but the 2x mobile fort and mantha start moving on turn 1. Send 1-2 of Ryune's units at the SW group of golems and send the rest of Ryune's group north to meet Masaki. Take out the two Dis then line up to AOE the incoming trash. Most of it should be dead on turn 2 if you can arrange your AOEs properly without killing your units with friendly fire. Turns 3-4 mop up any trash and line up to take out the mobile forts. After completing this scenario, the first choice leads to 16B Final, and the second choice leads to 16C then 17C Final. L16B Final - 4 This is almost the same scenario as L18A Final, except four Valcions appear instead of two once you kill the trash. This makes no difference though because you can still kill Karx in one turn and end the scenario before he or the Valcions can do anything. If you fail to kill him in one turn though you are pretty screwed since Karx and all of the Valcions can double act and they don't exactly tickle. L16C - 5 There's 6 Volkruses here. You might want someone in the Bos Borot since it can resupply, and definitely want people to use Love seishins once or twice. Even though you get a lot of firepower 6 Volkruses will take a while to kill. L17C Final - 2 Unlike the other final scenarios, this one has 4 Valcions arriving on enemy turn 1. They show up on the town located at 6 o'clock (the southmost town in the middle of the map). You need to be able to take a few hits from them. There are two strategies you can try. One, take Shou with Spirit 2x seishin and land him on the nearby town or forest. He'll be dodging and proccing double image constantly. Second strat would be to stay out of their way so they don't attack you too much. Anyway, the final boss is Feir instead of Karx. It's pretty easy to demolish Feir in one turn, seeing as he wins the 'wimpiest SRW final boss' award.