Super Robot Taisen K: Faq/Walkthrough by slg369 Created: 03/20/2009 Last Updated: 03/27/2009 Version: 0.25 Contact: See Section 14 (S.140) for contact information. Copyright 2009 slg369 All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. =============================================================================== Table of Contents Ctrl+F =============================================================================== -------------------------------------------------- S.010 Introduction S.020 Version History S.030 Controls S.040 Vocabulary S.050 Super Robot Taisen Basics S.060 Walkthrough (1~16-2) S.070 Pilot Database (Under Construction) S.061 \Pilot Database S.080 Spirit/Ability Database (Under Construction) S.071 \Spirit Command Table S.072 \Spirit Command Glossary S.073 \Special Skills Table S.074 \Special Skills Glossary S.075 \Special Abilities Table S.076 \Special Abilities Glossary S.090 Item Database (Under Construction) S.081 \Machine Parts S.082 \Restore Parts S.083 \Skill parts S.100 Menu Translations S.110 Secrets S.120 Frequently Asked Questions S.130 Acknowledgements S.140 Contacting the Author S.150 Legal -------------------------------------------------- =============================================================================== Introduction S.010 =============================================================================== This is a FAQ/Walkthrough for Super Robot Taisen K for the Nintendo DS. My goal for this guide is to make it easier for those who don't understand basic Japanese to enjoy this game. =============================================================================== Version History S.020 =============================================================================== Version 0.15 \03/20/2009 \Basic layout completed (started on 02/28/2009). \Episode Walkthrough up to episode 9. \Spirit Table and List complete. |Priorities for next update: Walkthrough (ep.10-15). Menu Translations. |Explain the Partner System. Version 0.25 \03/27/2009 \Episode Walkthrough up to episode 16-1. \Menu Translations mostly finished. \Added a new section(Note:any sections above it have changed search codes accordingly) \Secrets section added. Thanks to contributors from Akurasu. \Various small changes. |Priorities for next update: Walkthrough (ep.16-2~20). Version 0.26 \04/01/2009 \Minor update, fixed mistakes in the secrets section. \Added Episode 16-2. =============================================================================== Controls: S.030 =============================================================================== Super Robot Taisen uses the standard control set you expect from a SRPG. D-Pad-This is used to navigate through menus and in the map. A-Confirm, Brings up the Menu while in the battle map. B-Back, Skip Battle animation, see previous text. Y-Switch lead partner in the map(put the cursor on the unit). Can be customized to perform a certain action while in the map. X-Quickly scroll through text. Can be customized to perform a certain action while in the map. L-Switch to next unit while in the map. Switch through certain screens. R-Switch to previous unit while in the map. Switch through certain screens. Start-Save while in the map, or during the story. Select-Nothing(It does have a use, for switching to enemy information in certain screens of the search menu while in the map). L+A-Skip entire text. L+R+Start+Select-Quick Reset. =============================================================================== Vocabulary S.040 =============================================================================== I'll try to expand this later, so far it looks a little short. Ace bonus-The three pilots with the most kills that show up in the intermission menu gain a 5 morale bonus. Mecha-The general term which is used for referring to robots since each series has it's own term for robots (mobile suits, etc). Morale-(Will)- This factor is unique to Super Robot Taisen, and it is a very important thing to know about. The higher this is, the more damage you will do and also, you will receive less damage as well. More importantly, stronger attacks need the pilot to have a certain level of morale in order to be used. You will notice that, in every map, morale always starts out at 100. This can be raised by attacking an enemy, dodging an attack or getting hit. The highest bonus for morale, however is to defeat an enemy, as not only does it give more morale to the individual pilot, but it also gives 2 morale to every ally as well(1 morale each for partners). There are also ways to raise morale outside of fighting, such as certain spirits and also the Ace bonus. Pilot-The anime characters who pilot the robots in the show/character. Seishin-This is the Japanese word for spirit. I included this here because some people are used to this name, but in this guide, I use the word spirit. See "Spirit" for the definition. Special Skill-Skills that pilots learn which increase the performance of any mechs that they pilot. The effects of these skills range from those which raise the stats of the pilot in certain circumstances, to passive skills which activate during battle to lessen or nullify damage. Spirit-In order to get very far in this game, you have to know how to properly use Spirits. These are skills which enhance your characters during and outside of combat. I can't explain what each Spirit does here, (See the "Spirits List" section for full details) but they can do different things from raising your morale, blocking damage, healing and even completely dodging attacks. Keep in mind that these skills can't simply be abused, as each spirit costs a certain amount of SP (Spirit Points) to be used, generally the more helpful a spirit skill is, the more it will cost to be used. Spirit Points-(SP)-These points allow you to cast spirits, to help you out during battle. They do not replenish on their own, however there are some consumable items you can use to recover them. SRT/SRW-Acronyms for Super Robot Taisen/Super Robot Wars. =============================================================================== Super Robot Taisen Basics S.050 =============================================================================== If you are not familiar with Super Robot Taisen games, here are some explanations of the basics that aren't covered in other parts of this guide. ==============----------------------------------------------------------------- Partner System ==============----------------------------------------------------------------- Here are a few rules regarding the pros and cons of the partner system. For a basic translation of the partner setup menu option, see "S.107". Keep terrain adaptability in mind when picking partners, because terrain affects accuracy, among other things. ------------------------------------------------------------------------------- Partners ------------------------------------------------------------------------------- ---- Pros: ---- Partner can use support attack and support defense. Certain spirit commands grant their effect to both partners. If one of the partners has the repair or resupply ability, it grants both partners 10% recovery at the beginning of every turn for that ability. Repair/Resupply affects both partners. They always move together, so they are always in position to utilize Team Combination Attacks and combine with each other. ---- Cons: ---- Each partner gains 1 morale when an ally defeats an enemy. Each partner gains 75% exp. Cannot use the Attack Combo skill. Vulnerable to bosses with Attack Combo(both partners are hit). One action for two units, so you can't heal with one and attack with the other in the same turn. If the leader is flying and the supporter cannot fly, then support attack/defense cannot be used. ------------------------------------------------------------------------------- Single unit ------------------------------------------------------------------------------- ---- Pros: ---- Gains 2 morale when an ally defeats an enemy. Gains 100% exp. Can use the Attack Combo skill. ---- Cons: ---- Cannot utilize support attack or support defense. =======------------------------------------------------------------------------ Terrain =======------------------------------------------------------------------------ Terrain in this game works similar to most SRPGs. Normal terrain allows you to move normally(makes sense), though it gives you few advantages beyond that. Forests, mountains, and water give you a defense and evade bonus to the corresponding stat for as long as you stand on them(the bonus is displayed on the Bottom-Right corner of the map screen), though they are twice as difficult to traverse as normal terrain. Buildings also give you terrain bonuses and the same rules apply, though some buildings(usually story relevant ones) also give you HP and EN recovery bonuses. Keep in mind that you have to be on the ground(not flying)to receive the bonuses. Notes: Flying in the moon is considered as being in space, keep that in mind, since if your space adaptability isn't as good as your earth adaptability you will be better off fighting on land. ====================----------------------------------------------------------- Terrain Adaptability ====================----------------------------------------------------------- Terrain adaptability is very important in SRT games, and it seems to be much more so in SRT K. To begin with, there are two kinds of terrain adaptability: Mech and Weapon, I will talk about Mech adaptability first. Since I'm still messing around with the damage formula, I will only cover a general explanation for now. =================-------------------------------------------------------------- Mech Adaptability =================-------------------------------------------------------------- ---- Mech Adaptability affects your mech's stats based on what terrain you are standing on. For example, having an S in land will increase your mech's accuracy, evade, and armor, but having a B in land will actually lower them. The Terrains are(in order from left to right, or up to down whenever the game lists them): Air Land Water Space The ratings are: S=Above average A=Average B=Below Average C=Far Below Average -=Doesn't apply(The mech cannot be on this terrain) ---- For a basic explanation of where the terrain ratings are, see the Pilot Stats subsection in the Translations section. ===================------------------------------------------------------------ Weapon Adaptability ===================------------------------------------------------------------ I'm still fiddling with weapon adaptability so for now just know that this affects how much damage you do in each type of terrain. For a basic explanation of where the weapon terrain ratings are, see the Weapon Performance part of the Translations section(under Machine Stats). =============================================================================== Walkthrough S.060 =============================================================================== This is the Walkthrough of this Guide. To search for a specific Chapter with the Ctrl+F search function type E.XX with the chapter number in place of the XX. For two part episodes, type the part number after the episode number like this: (E.XX-P) For the same episode number of a different route, type A or B after the episode number, and before the part number if there is one. A is the top choice given by the game, B is the second choice(E.XXAP). ---- Note:This walkthrough is done with no mecha upgrades, so you should have an easier time playing than me. ---- ========----------------------------------------------------------------------- New Game E.NG- ========----------------------------------------------------------------------- When you begin a new game you start in a screen where you can name the male original character and his mech: +------------------+------------------+------------------+ | Name Change | Mech Name Change | Comfirm | +------------------+------------------+------------------+ The next screen lets you choose three "favorite series". Each robot shown is a representative of the whole series, and all pilots and robots from that series will have the favorite series bonus which is: The max ammount of upgrades is raised to 15(instead of 10), money and experience gained increase by a certain ammount. The increase of money and exp is shown in the bottom of the screen, though both are the same for each series. =========-======================================------------------------------- Episode 1 Wedding Bells Chime in the Battlefield E.01-- =========-======================================------------------------------- ------ Part 1 ------ ------------ Initial Note:Here, Kouji Kabuto from Mazinger Z is referred to as Kouji(K), Kouji Tetsuya from Godannar is referred to as Kouji(T). ------------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Any Ally is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Mimetic Beast No.12 | | $5000 - Servo Motor ~ | | Propellant Tank - Infight | | Lv+1 ~ Gunfight Lv+1 | +----------------------------------+ Note: 1st weapon inflicts Range Down, 2nd weapon inflicts Armor Down and Ignores Barriers. +----------------------------------+ | Starting Units | +----------------------------------+ | G-Gunner | Kouji(T)\Shizuru | +----------------------------------+ After Boss gets mercilessly pounded by the Mimetic Beast No.12, you can control G-Gunner. Have Kouji(T) or Shizuru cast a defensive spirit(see the "Spirit Table" and the "Spirit List" for help) and fight it though since it has barrier lv.1, your damage will be reduced by 1000. ------ Part 2 ------ +----------------------------------+ | Ally Reinforcements | +----------------------------------+ | Godannar | Goh | | Neo Okusaer | Anna | +----------------------------------+ Feel free to cast defense spirits on Anna and Goh (this is the last time I say this, use spirits anytime you feel that you need them). Lure the enemy away from the water if it isn't on land already, since you won't do as much damage against submerged enemies. ------ Part 3 ------ Kouji and Sayaka show up. +----------------------------------+ | Reinforcements | +----------------------------------+ | Enemies | +----------------------------------+ | Mimetic Beast No.13 x6 | | $1200 | +----------------------------------+ | Allies | +----------------------------------+ | Mazinger Z | Kouji(K) | | Diana A | Sayaka | +----------------------------------+ ---- Note:If you haven't defeated Mimetic Beast No.12, have Sayaka cast Bless on whoever defeats it now to double the money you get from it. ---- Try to stay away from the water again, and put Neo Okusaer in front, since she doesn't take any damage from these grunts with her Angel Wall barrier. When the enemy turn ends, more enemies appear, as well as Mist in his Levrias. ------ Part 4 ------ +----------------------------------+ | Reinforcements | +----------------------------------+ | Enemies | +----------------------------------+ | Mimetic Beast No.13 x4 | | $1200 | +----------------------------------+ | Allies | +----------------------------------+ | Levrias | Mist | +----------------------------------+ Mist combo attacks 3 enemies and destroys them. Defeat the remaining enemies to end this stage. ------------------------------------------------------------------------------- Intermission Menu ------------------------------------------------------------------------------- In the intermission menu, be sure to assign each pilot a partner in the Partner Setup screen, especially Goh and Anna. Read the Partner System pros and cons list in the SRT Basics section to give you a better idea of the PU system. =========-===========================------------------------------------------ Episode 2 Visitors from another World E.02-- =========-===========================------------------------------------------ ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Suspage is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Any Ally is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Suspage | Zelgaia | | $8000 - Apogee Motor ~ Super | | Repair Kit - SP Up LV+1 ~ | | Focus Power Lv+1 | | Demon Beast Bitora x4 | | $1400 | | Iron Beast Protex x4 | | $1300 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Neo Okusaer | Anna | | Boss Borot | Boss | | Godannar | Goh | | Mazinger Z | Kouji(K) | | G-Gunner | Kouji(T) | | Levrias | Mist | | Diana A | Sayaka | | Core Gunner | Shizuru | +----------------------------------+ Though the objective is to defeat Suspage, you can also defeat all the beast enemies instead. Suspage will retreat when his HP reaches the red zone, or once all beasts are defeated(if you defeat Suspage, you're still going to have to defeat the beasts). For my strategy for defeating Suspage, go all the way down to the end of this episode(search "Beating Suspage") At the beginning of turn 3, the Daiku Maryu appears on the left part of the map and joins as an ally. ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Suspage is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | +----------------------------------+ +----------------------------------+ | Ally Reinforcement | +----------------------------------+ | Daiku-Maryu | Captain Garis | +----------------------------------+ Daiya's reinforcement is triggered either by defeating Suspage or at the end of the 3rd turn, whichever happens first. +----------------------------------+ | Ally Reinforcement | +----------------------------------+ | Gaiking | Daiya | +----------------------------------+ Once Suspage leaves reinforcements for both sides arrive. Ally reinforcements appear around the Daiku-maryu, enemies appear in the mid-left side of the map. ------ Part 3 ------ +----------------------------------+ | Reinforcements | +----------------------------------+ | Enemies | +----------------------------------+ | Mimetic Beast No.13 x12 | | $1200 | +----------------------------------+ | Allies | +----------------------------------+ | Stinger | Puria | | Serpent | Lee | | Crab Bunker | Yanma | +----------------------------------+ These enemies are set up with the partner system, though they don't make any use of it, as they don't have any support skills. Just fight them as usual. Since your new reinforcements are closer to the mimetic beasts, let them fight them, and let your first team finish off the remaining iron/demon beasts if there's still any. Once all beasts are defeated, the stage is finished. --------------- Beating Suspage:Trial an error shows me that Suspage leaves when his HP is lower than 6000, so you have to be able to deal 6000+ damage in one attack in order to get his items. So, if you have Anna and Goh as partners, first raise Anna's morale by fighting the grunt enemies(raise it to like 106-107, she'll gain morale from Goh's kills and we'll need to raise his morale to 150). Don't bother using "Trust" on Anna, save it for Goh, just switch to him when she runs low on HP. Once you can combine into Godannar TDM, do so and keep fighting**. Important:Leave one grunt enemy alive, otherwise Suspage will leave. When all, but Suspage and 1 more are defeated, Goh should have around 138+- morale, just keep defending their attacks until you get to 150(if the enemies target anyone else, move that person back). If Goh has low HP, then good, just cast "Alert" or Invincible on him when he's in danger of being destroyed(His prevail raises his critical hit rate when he has low HP, among other things). Now to actually beat Suspage, get his HP down to like 7500. Use Mazinger Z's Rust Hurricane(the 1-4 range attack) to lower his armor by 10% and bring his HP down to around 6000(he does around 14## with Rust Hurricane). Finally, deal the final blow with Godannar TDM's strongest attack. Note:I raised Godannar's attack by two upgrades and I gave him the Infight I got from Mimetic Beast No.12(The first time I tried it{and failed} with no upgrades, but I also didn't raise Goh's morale to 150 that time, so it should be okay to do it with just one upgrade or to not give him Infight). If you get a critical hit, then you won't need to upgrade anything(Oddly enough I never criticaled on any of the times I tried(I tried a lot >_>). **Don't let your EN fall below 80(though you recover 5 EN per turn). --------------- =========-=============================---------------------------------------- Episode 3 Build Up! The Legend Revived! E.03-- =========-=============================---------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Any Ally is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Haniwa Phantom God Magura | | $5000 - Land Module A ~ Aqua | | Module A - Support Attack | | Lv+1 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Kotetsu Jeeg | Kenji | | Big Shooter (New) | Kyo | | Build Angel | Captain Yagyu| +----------------------------------+ Attack the phantom god with everyone and try to go as far down and to the left, while still being in range of your attack, as enemy reinforcements will appear in the South-West corner. When Jeeg gets into attacking range, it shouldn't take more than two hits to take him down if you've been hitting it with the flying units. Ideally, you should defeat it during the enemy's turn so that the following reinforcements move towards you, as they start out pretty low in the map. Ally reinforcements arrive at the beginning of turn 3, enemies will arrive once you defeat the Haniwa Phantom God. ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | +----------------------------------+ +----------------------------------+ | Reinforcements | +----------------------------------+ | Enemies | +----------------------------------+ | Demon Beast Bitora x3 | | $1400 | | Iron Beast Protex x3 | | $1300 | | Yomi Soldiers x18 | | $1000 | +----------------------------------+ | Allies | +----------------------------------+ | Neo Okusaer | Anna | | Boss Borot | Boss | | Godannar | Goh | | Mazinger Z | Kouji(K) | | G-Gunner | Kouji(T) | | Levrias | Mist | | Diana A | Sayaka | | Core Gunner | Shizuru | | Daiku-Maryu | Captain Garis | | Gaiking | Daiya | | Serpent | Lee | | Stinger | Puria | | Crab Bunker | Yanma | +----------------------------------+ +----------------------------------+ | Additional Reinforcement | +----------------------------------+ | Murasame | Alex | +----------------------------------+ Don't be intimidated by the numbers, so long as you cast focus, even your weakest units can deal with the yomi soldiers. The beast enemies won't move until their second turn, so to end this mission quickly, make use of your flying units(use accel on anyone who has it) until your stronger units can reach the enemies. Athr-I mean Alex joins you in a Murasame for this stage, so cast focus and have him go as far down as he can to deal with the big ones. Once you defeat all the enemies, name the female original Angelica Shartile (I mean give her a name >_>). Later, Goh asks Anna if she wants him to explain the Partner System to her, so choose whichever option(The top option is yes, the bottom one is no). ------------------------------------------------------------------------------- Intermission Menu ------------------------------------------------------------------------------- Make sure to give the Aqua Adapter A to a unit that can't fly(one that has a B rank or less in water), as it will help out in the next stage. =========-==========================------------------------------------------- Episode 4 Combination Attack Reunion E.04-- =========-==========================------------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | An Enemy Reaches Build Base | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Zelgaia | Suspage | | $8000 - Power Extender ~ | | Super Repair Kit - Focus | | Power Lv+1 | | Haniwa Phantom God Mezura | | $2700 | | Haniwa Phantom God Magura | | $2200 | | Yomi Soldiers x17 | | $1000 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Kotetsu Jeeg | Kenji | | Big Shooter (New) | Kyo | | Daiku-Maryu | Captain Garis| | Levrias | Mist | | Player Choice x12 | +----------------------------------+ | Additional Starting Unit | +----------------------------------+ | Celius | Angelica | +----------------------------------+ ---- Note:Regarding Player Choice, partners use up 2 spots. If everyone is partnered up in this stage(including Kyo and Kenji) then you will only see 5, but the total ammount of extra units deployed will still be 12. This strategy has all units with partners, so I deployed 5. ---- A very straightforward stage, and a breath of fresh air compared to the first three(at least for me since I don't have to keep track of so many things >_>). Send all units up in a net formation with your strongest units in the middle and the Daiku-Maryu behind them to finish anyone that gets through, like this: --------------------------------------------------------------- E=Enemy A=Ally D=Daiku-Maryu a=extra allies (I didn't have any) --------------------------------------------------------------- E E E E E E E E E E E E E E E E E E A A A A A A A A a a a a a a a D This is only a general idea of the formation, it doesn't matter if you're off as long as you don't leave any open spaces. If Yomi Soldiers do get through the net, cast Fighting Spirit on Daiku-Maryu if they're at full health so he can kill them in one hit. There'se not much else to do here, once you lower Suspage's HP he leaves(the same strategy as in stage 2 works here, though you can also use Mist+Angelica's combo attack as well). Defeat all enemies to finish this stage. =========-==============------------------------------------------------------- Episode 5 Overman Battle E.05-- =========-==============------------------------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Any Ally is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Rushrod | Yassaba | | $5000 - Dual Sensor ~ Support| | Defense Lv+1 | | underGolem x3|Kejinan-Enge-Jaboli| | $2000 - Cartridge ~ | | Propellant Tank ~ Repair Kit | | Dorbeck Adette Custom | Adette | | $3000 - Gunfight Lv+1 | | Dorbeck(P) x6 | | $1100 | | Dogozzo(P) x12 | | $1000 | +----------------------------------+ Note:Kejinan drops Cartridge, Enge drops Propellant Tank, Jaboli drops Repair Kit. +----------------------------------+ | Starting Units | +----------------------------------+ | King Gainer | Gainer | | Gotchko | Gain | | Panther | Sara | | Panther | Gauli | | Panther | Bello | +----------------------------------+ | Levrias | Mist | | Celius | Angelica | | G-Gunner | Kouji(T) | | Stinger | Puria | +----------------------------------+ Only the faceless enemies move in their first turn, the others move in their second turn. Ignore Brunhilde right now, because it's just part of the background. As far as strategy is concerned, I'd say wait in the cliff, where you get +20% bonus for defense and evade, since the King Gainer units, which you're not suppose to lose, are rather low on HP(you know something is wrong when a tank-like robot has less hp and armor than an airplane >_>). If you decide to charge, keep the 3 Panthers together so they can use their combo attack, which 1hit KOs any grunt. Whether you choose to fight right away or wait, at the beginning of turn 3, reinforcements arrive. ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Brunhilde is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Gainer or Gain is Defeated | | Gauli, Sara, or Bello is Defeated| +----------------------------------+ +----------------------------------+ | Reinforcements | +----------------------------------+ | Enemies | +----------------------------------+ | Power Golem | Asuham | | $6000 - Booster - SP Up Lv+1 | | Golem | Zakki | | $1500 - Infight Lv+1 | | Brunhilde | | $8000 - Flight Module A - | | Focus Power Lv+1 | +----------------------------------+ | Allies | +----------------------------------+ | Daiku-Maryu | Captain Garis | | Player Choice x12 | +----------------------------------+ ------ Decide whether you want to defeat everyone, or just Brunhilde, as defeating Brunhilde ends the stage(If you choose to beat everyone ignore Brunhilde at first, since it recovers 10% HP each turn). ------ There's not much of a strategy here outside of don't fight things that can kill you. Save the Power Golem and Golem for units like Gaiking and Mazinger and have your average units take on the underGolems This is the first stage in this game where I felt accuracy was really an issue. Save Strike for when you perform your strongest attacks if you're having trouble too. =========-================================------------------------------------- Episode 6 Tuxedo Wearing Bon-Class Asshole E.06-- =========-================================------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Van is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Zelgaia | Suspage | | $8000 - Learning OS ~ Repair | | Kit - Prevail Lv+1 | | Demon Beast Bitora x8 | | $1400 | | Iron Beast Protex x8 | | $1300 | | Iron Beast Galgora x8 | | $1200 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Dann of Thursday | Van | +----------------------------------+ Move Van as far down as he can the first turn. The top six enemies(all singles) move in their first turn, only two will get to attack him. Next turn move Van up two spaces and finish off one of the two that attacked. Now the others start moving. Let Van attack all enemies that can reach him, reinforcements will come at the beginning of turn 3. ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Van is Defeated | | An Ally Battleship is Destroyed | +----------------------------------+ +----------------------------------+ | Ally Reinforcements | +----------------------------------+ | Daiku-Maryu | Captain Garis | | Player Choice x 21 | +----------------------------------+ Charge with everyone, make use of the Panther's combo attack and take advantage of Daiku-Maryu's Fighting Spirit(cast it right before he jumps into a group of enemies for massive damage all around during the enemy's turn, just keep an eye on his HP). This time Suspage will not run away. Once you finish off all enemies, the stage will end. =========-========================--------------------------------------------- Episode 7 Drunken Heros-Swift Girl E.07-- =========-========================--------------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Any Ally is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Rushrod | Yassaba | | $5000 - Large Generator - | | Gunfight Lv+1 | | underGolem x3|Kejinan-Enge-Jaboli| | $2000 - Cartridge ~ | | Propellant Tank ~ Repair Kit | | Dorbeck x6 | | $1100 | | Dogozzo x12 | | $1000 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | El Dora V | Nero | | Dann of Thursday | Van | | Brownie | Priscilla | +----------------------------------+ Cast* Accel, Focus, Spirit and Fighting Spirit on El Dora V and get him close to the Dorbeck in the front(1 space down, 6 spaces left) and attack it. Move Brownie up one space, we want to keep her out of enemies' range so other units can suicide strike on El Dora V. Van won't do anything here, just move him to the left (take either path). End your turn and counterattack any enemy that attacks you. El Dora V will destroy 7 more units, then an ally reniforcement arrives. *If you cast Invincible, they should end up with around 1300-2300 HP at the end of the enemy turn, if you don't they'll have around 490-580. I say try it without casting invincible in your first try, since I tried it a bunch of times and they never got destroyed. ------ Part 2 ------ +----------------------------------+ | Ally Reinforcements | +----------------------------------+ | Levrias | Mist | | Celius | Angelica | +----------------------------------+ Turn 2:El Dora V will have taken a beating, so cast "Guts". They'll also have ran out of energy(just like in the show!), so cast "Accel" on them and bring them back to the Pink Amigo(the little restaurant they started out next to). Take Priscilla around where El Dora V was so she can take care of most of the remaining grunts, though be more careful with her(cast "Focus"). Van? I dunno, move him left some more, I guess. If you want to keep using El Dora V, have Angelica go next to them, use "Accel" on her if she can't reach, so she can refill their energy in the next turn. Turn 3:Filler turn, except for one thing. Do whatever you want with Priscilla, El Dora V and the originals(keep fighting, or move to the center), but for Van, cast "Invincible" if you wish, and move him 9 spaces away from the space between the little gray stairs, like this(I hope you kept moving him left like I told you to): #=Gray Stairs 0=Space between Stairs. 1-V=Steps away from center of stairs, V is where Van goes. 5=(bottom 5)Little patch of forest that gives +5% defense and evade(used as a visual guide, you have to end up 1 space up and 1 space right from it). ?=? +-+-+-+-+-+-+-+-+-+-+-+ | | | | | | | | | | |#| +-+-+-+-+-+-+-+-+-+-+-+ |?|V|8|7|6|5|4|3|2|1|0| +-+-+-+-+-+-+-+-+-+-+-+ |5| | | | | | | | | |#| +-+-+-+-+-+-+-+-+-+-+-+ End your turn. ------ Part 3 ------ +----------------------------------+ | Enemy Reinforcement | +----------------------------------+ | Volkein | Ray | | $8000 - High Performance | | Radar - Support Attack | +----------------------------------+ Ray shows up as an enemy, luckily Van is close enough to use his strongest attack, so let him have it (You'll have around a 90% chance to hit without "Strike"). Some more grunts should also die off, leaving pretty much just the underGolems and the Rushrod. At the start of your 4th turn, reinforcements arrive. ------ Part 4 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Van, Nero, or Priscilla is | | Defeated | +----------------------------------+ +----------------------------------+ | Reinforcements | +----------------------------------+ | Allies | +----------------------------------+ | Daiku-Maryu | Captain Garis | | Player Choice x19 | +----------------------------------+ | Enemies | +----------------------------------+ | Jinba | Asuham | | $8000 - Chobham Armor - SP Up| | Lv+1 | | Golem | Zakki | | $1500 | | underGolem x2 | | $1200 | | Dorbeck x4 | | $1100 | | Dogozzo x8 | | $1000 | +----------------------------------+ Since most of the enemies are now in the bottom part of the map, make a South-West charge, so you can take on the remaining underGolems and Rushrod on your way down. Cast Strike and Invincible on Van and attack Ray again, he will be defeated in his next turn. When you defeat Asuham, the next reinforcement arrives in the South-West. ------ Part 5 ------ +----------------------------------+ | Enemy Reinforcement | +----------------------------------+ | Dominator | Cynthia | | $13000 - Barrier Generator ~ | | Super Repair Kit - Prevail | | Lv+1 | +----------------------------------+ Defeat everyone to finish the stage. =========-=============-------------------------------------------------------- Episode 8 Terminal Fate E.08-- =========-=============-------------------------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Any Ally is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Diablo of Monday | Ghadved | | $13000 - Chobham Armor - | | Infight Lv+1 | | Dominator | Cynthia | | $13000 - Servo Motor ~ Focus | | Power | | Rushrod | Yassaba | | $5000 - Beam Coat Lv1 - | | Support Defense Lv+1 | | Blackmail | Kejinan | | $4800 - Cartridge | | underGolem x2 | Enge - Jaboli | | $1200 - Propellant Tank ~ | | Repair Kit | | Dorbeck x6 | | $1100 | | Dogozzo x12 | | $1000 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Dann of Thursday | Van | | King Gainer | Gainer | +----------------------------------+ Same pattern as usual for the enemies in the corner, the ones in front move first. Focus on Cynthia and Ghadved for now, and ignore everyone else. Cast "Intuition" and "Focus" on King Gainer and attack Cynthia from 2-3 spaces away, so he can attack with his two range attack afterwards. Have Van attack Ghadved from 2 spaces away, cast spirits as you see fit(without upgrades he can't beat him before reinforcements arrive, unless he criticals everytime, so you can just have him turtle until they arrive(though Van hates turtles...)). Turn 2: Attack Cynthia again, same for Ghadved, though be careful with Van. If you defeat Cynthia, the next reinforcement is triggered. If you defeat Ghadved, he heals himself and you have to beat him again (I still need to verify if beating him now triggers the next event). =========================================================================------ Secret: Michael Garret/Saudade of Sunday - Fasalina/Dahlia of Wednesday 1 =========================================================================------ Make sure Van defeats Ghadved at least once. =======================================================================-------- If you didn't beat Cynthia, the next event is triggered at the end of the enemy's second turn. ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Van is Defeated | +----------------------------------+ +----------------------------------+ | Reinforcements | +----------------------------------+ | Allies | +----------------------------------+ | Daiku-Maryu | Captain Garis | | Player Choice x19 | +----------------------------------+ | Enemies | +----------------------------------+ | Jinba | Asuham | | $8000 - Thruster Module A - | | Prevail Lv+1 | | Golem | Zakki | | $1500 | | underGolem x2 | | $1200 | | Dorbeck x4 | | $1100 | | Dogozzo x8 | | $1000 | +----------------------------------+ Daiku-Maryu arrives and King Gainer is defeated by Cynthia. Asuham and his cronies appear in the top left as well. Now you have to take on two waves, from the top and bottom left. Split your army evenly and finish off these guys. When you defeat all enemies the stage will end. =========-==========================------------------------------------------- Episode 9 Fierce Fighting in Area Zi E.09-- =========-==========================------------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Zairin is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Bio Mega Raptor | Zairin | | $8000 - Dual Sensor - | | Gunfight Lv+1 | | Bio Raptor (Red) x4 | | $1200 | | Bio Raptor x20 | | $1000 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Daiku-Maryu | Captain Garis | | Player Choice x15 | +----------------------------------+ You can do one of two things, defeat Zairin right away, or fight everyone. If you defeat Zairin, all the Bio Raptors will leave. You can defeat Zairin in two turns by having everyone board Daiku-Maryu after it moves forward, and casting "Accel" on it the second turn. At the beginning of your 3rd turn an event will occur(If you defeat Zairin, this event is triggered immediately), and the next reinforcement arrives. ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Zairin is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Ruuji, Ra Kan or Re Mii is | | Defeated | +----------------------------------+ +----------------------------------+ | Reinforcements | +----------------------------------+ | Allies | +----------------------------------+ | Murasame Liger | Ruuji | | Sword Wolf | Ra Kan | | Lance Stag | Re Mii | +----------------------------------+ | Enemies | +----------------------------------+ | Bio Raptor x2 | | $1000 | +----------------------------------+ Finish up Zairin and his army if you haven't done so. ------ Part 3 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Ruuji, Ra Kan or Re Mii is | | Defeated | | Kotona is Defeated | | Daiya or Lee is Defeated | +----------------------------------+ +----------------------------------+ | Reinforcements | +----------------------------------+ | Enemies | +----------------------------------+ | Zelgaia | Suspage | | $8000 - Hyper Sensor ~ Super | | Repair Kit - Prevail Lv+1 | | Demon Beast Domega | | $4000 | | Demon Beast Bitora x4 | | $1400 | | Iron Beast Protex x3 | | $1300 | | Iron Beast Galgoras x5 | | $1200 | +----------------------------------+ | Allies | +----------------------------------+ | Gaiking | Daiya | | Serpent | Lee | | Rainbow Jerk | Kotona | +----------------------------------+ Ruuji ends up in the North-East corner, so he won't be much help for the rest of this stage, though you get Gaiking/Serpent and Rainbow Jerk as allies now. Deal with Suspage and his army as usual to end this stage. ==========-=========================------------------------------------------- Episode 10 Shogun of the Black Flame E.10-- ==========-=========================------------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Daiya is Defeated | | Mist or Angelica is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Dolman | Nouza | | $10000 - Booster - Infight | | Lv+1 | | Kein Zerunga | Kein | | $8000 | | Demon Beast Bitora x4 | | $1400 | | Iron Beast Protex x4 | | $1300 | | Iron Beast Galgoras x4 | | $1200 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Gaiking | Daiya | | Levrias | Mist | | Celius | Angelica | | Daiku-Maryu | Captain Garis | | Player Choice x19 | +----------------------------------+ You can deal with these enemies now, or bring out the reinforcements and take on everyone at once. Bring down Nouza's HP down to half if you want everyone to come out, otherwise leave him alone until you beat the other units. Once you bring Nouza's HP to -50% they'll appear in the North-East corner: ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Daiya is Defeated | | Mist or Angelica is Defeated | | Sheldia is Defeated | +----------------------------------+ +----------------------------------+ | Enemy Reinforcements | +----------------------------------+ | Zelgaia | Suspage | | $8000 - Flight Module A - | | Gunfight Lv+1 | | Celius II | Sheldia | | $0 | | Demon Beast Domega x2 | | $4000 | | Demon Beast Bitora x4 | | $1400 | | Iron Beast Protex x4 | | $1300 | | Iron Beast Galgoras x4 | | $1200 | +----------------------------------+ Confirm or rename Sheldia Rouge and Celius II. Don't attack Sheldia, in order to get her on your side, defeat Suspage's Zelgaia and she'll switch sides right away. Defeat all remaining enemies to finish the stage. ==========-============================-======--------------------------------- Episode 11 Gaiking Desperate Situation! Part 1 E.11-1 ==========-============================-======--------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Proist is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Any Ally is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Zelgaia | Proist | | $8000 - Learning OS - Support| | Attack Lv+1 | | Demon Beast Domega x2 | | $4000 | | Demon Beast Bitora x4 | | $1400 | | Iron Beast Protex x4 | | $1300 | | Iron Beast Galgoras x4 | | $1200 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Gaiking | Daiya | | Killer Jaguar | Dick | | King Gainer | Gainer | | Kotetsu Jeeg | Kenji | | Serpent | Lee | | Stinger | Puria | | Celius II | Sheldia | | Sword Wolf | Ra Kan | | Big Shooter (New) | Kyo | | Murasame Liger | Ruuji | | Levrias | Mist | +----------------------------------+ Move the top team to the North-West and have the Gaiking team take on Proist's army. Proist won't move until the third turn. At the end of the third turn reinforcements arrive, enemies on the North-West, allies on the North-East. ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Proist is Defeated | | Hyper Iron Beast Granep's HP is | | lowered to 50% | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Daiya is Defeated | +----------------------------------+ +----------------------------------+ | Reinforcements | +----------------------------------+ | Enemies | +----------------------------------+ | Hyper Iron Beast Graneps | | $6000 - Hybrid Armor ~ Super | | Repair Kit - Fight +10 | | Demon Beast Bitora x4 | | $1400 | | Iron Beast Protex x4 | | $1300 | | Iron Beast Galgoras x2 | | $1200 | +----------------------------------+ | Allies | +----------------------------------+ | Daiku-Maryu | Captain Garis | | Player Choice x13 | +----------------------------------+ Defeat all the grunts you plan on beating, because once you meet one of the winning conditions the stage will end. I suggest you defeat Proist, because unless you max out one of your heavy hitter's attack, you won't be able to do 9000+ damage to(get ready:)Hyper Iron Beast Graneps(if you lower it's HP down to 50%, the stage will end and it will only give you exp for attacking it). ==========-============================-======--------------------------------- Episode 11 Gaiking Desperate Situation! Part 2 E.11-2 ==========-============================-======--------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Kotetsu Jeeg gets Adjacent to | | Gaiking | | Nouza or Kein is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Daiya is Defeated | | Kenji, Lee, Puria or Dick is | | Defeated | | Ruuji or Ra Kan is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Baleon | Nouza | | $12000 | | Kein Zerunga | Kein | | $8000 - Accuracy +10 | | Zelgaia | Droid Soldier | | $8000 | | Hyper Iron Beast Graneps | | $6000 | | Demon Beast Domega x2 | | $4000 | | Demon Beast Bitora x6 | | $1400 | | Iron Beast Protex x6 | | $1300 | | Iron Beast Galgoras x6 | | $1200 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Kotetsu Jeeg | Kenji | | Murasame Liger | Ruuji | | Serpent | Lee | | Stinger | Puria | | Killer Jaguar | Dick | | Sword Wolf | Ra Kan | | Daiku-Maryu | Captain Garis | | Player Coice x18 | +----------------------------------+ Basically, Steel Jeeg needs to get right next to Gaiking. If you defeat Kein or Nouza, this is done automatically. Nouza starts attacking Gaiking in turn 2, it will take him around 5 turns to defeat him, so there is somewhat of a time limit(though you can cast "Trust" on Gaiking if you need more time. Break through the wall of enemies and get Kenji (Kotetsu Jeeg) next to Daiya, or defeat Kein(or Nouza, though he's much harder to take down) to achieve the same result: ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Ruuji or Ra Kan is Defeated | +----------------------------------+ +----------------------------------+ | Ally Reinforcement | +----------------------------------+ | Gaiking | Daiya | +----------------------------------+ Daiya is now playable again. Defeat all enemies, though there will be another reinforcement next turn. +----------------------------------+ | Enemy Reinforcement | +----------------------------------+ | Bio Mega Raptor | Zairin | | $9000 - Large Generator - SP | | Up Lv+1 ~ Gunfight Lv+1 | +----------------------------------+ Zairin shows up one turn after Daiya is freed and triggers Murasame Liger's second form, Hayate Liger. Defeat him and anyone else who's left to end the stage. ==========-============-======------------------------------------------------- Episode 12 Wriggling Ei Part 1 E.12-1 ==========-============-======------------------------------------------------- I have no idea what that means. ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Jiguratto is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Mist, Angelica or Sheldia is | | Defeated | | The Hatter is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Jiguratto | | $8000 - High Performance | | Radar - Prevail Lv+1 ~ Focus | | Power Lv+1 | | Metora x24 | | $1200 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Levrias | Mist | | Celius | Angelica | | Celius II | Sheldia | +----------------------------------+ ---- Note: Flying in this stage counts as being in space, so anyone who isn't from the following shows will be better off fighting on land(see the Terrain section of the "Super Robot Taisen Basics" section for specific information): Gaiking Legend of Daiku-maryu Kotetsushin(Steel God) Jeeg Banpresto Originals (You can also equip a flying unit with the Thruster Module A you got from Asuham in episode 8, part 2) ---- When you are given two choices, the first one is to have Sheldia partner with Mist, the second is to have Angelica team up with him. Since the one you don't choose is too far away to attack, have her heal herself since she has a bit of damage. Jiguratto can destroy Levrias(unupgraded) in one hit with its strongest attack, so cast "Guard" if you want to fight him and the Metoras before your allies get here. Jiguratto is the only one that attacks The Hatter, it should take Jig around 6 turns to destroy it, so be done before then. Once the enemy turn ends, your reinforcements arrive. ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Jiguratto is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | The Hatter is Defeated | | An Ally Battleship is Destroyed | +----------------------------------+ +----------------------------------+ | Ally Reinforcements | +----------------------------------+ | Daiku-Maryu | Captain Garis | | Player Choice x22 | +----------------------------------+ Defeating Jiguratto causes all Metoras to leave and ends the stage. ==========-============-======------------------------------------------------- Episode 12 Wriggling Ei Part 2 E.12-2 ==========-============-======------------------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | The Hatter is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Fei-Yen w/ Vivid Heart Shadow x7 | | $1200 | | Raiden 512 E1 Shadow x7 | | $1200 | | Raiden 512 E2 Shadow x7 | | $1200 | | Temjin 747 J Shadow x7 | | $1200 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Apharmd the Hatter | Hatter Sgt. | | Daiku-Maryu | Cpt. Garis | | Player Choice x 25 | +----------------------------------+ This stage is very straightforward, defeat all the enemies as you see fit. ------ Part 2 ------ +----------------------------------+ | Enemy Reinforcements | +----------------------------------+ | Myzr Delta IV type R Fair Bianca | | $13000 - Thruster Module A - | | Skill +10 | | Myzr Delta I Charlotte | | $12000 - Land Module A - | | Fight +10 | | Myzr Delta I Evelyn | | $12000 - Aqua Module A - | | Shooting +10 | +----------------------------------+ Note:Defeating any of these units brings out the next ally reinforcement. And I thought Graneps had a long name >_>... Defeat the type R first, as defeating any of the Delta I's makes all of them retreat. Once you beat the type R, you have to choose which of the Delta I's to beat(you'll need someone with attack combo lv2 or higher to target both at once, so you'll likely need to wait until your second playthrough to get both). When they leave, Gil shows up. +----------------------------------+ | Ally Reinforcement | +----------------------------------+ | Dangaioh | Rol | +----------------------------------+ ------ Part 3 ------ +----------------------------------+ | Enemy Reinforcement | +----------------------------------+ | Gil Gia | Gil Berg | | $13000 - Chobham Armor ~ | | Super Repair Kit - Focus | | Power Lv+1 ~ Infight Lv+1 | +----------------------------------+ Gang up on Gil, when he's done, the stage is over. ==========-============================---------------------------------------- Episode 13 The Earth Completely Changed E.13-- ==========-============================---------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Strike Noir | Sven | | $8000 - Hyper Sensor - Fight | | +10 ~ Counter | | Verde Buster | Shams | | $7500 - Cartridge - Shooting | | +10 ~ Support Attack Lv+1 | | Blue Duel | Mudie | | $7000 - Propellant Tank - | | Evade +10 ~ Infight Lv+1 | | Megathelion Model | Michio | | $5800 - Beam Coat Lv1 - | | Defense +10 ~ Gunfight Lv+1 | | Babylon Model | Kanon | | $5800 - Repair Kit - Skill | | +10 ~ Support Defense Lv+1 | | Slaughter Dagger x4 | | $1400 | | Windam x8 | | $1200 | | Dagger L x8 | | $1100 | | Gnosis Model x6 | | $1100 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Daiku-Maryu | Captain Garis | | Player Choice x 26 | +----------------------------------+ The unnamed SEED Destiny units move first. Everyone else, except for Sven, moves in the second turn. Sven moves on the fourth turn. At the end of the first turn, an event is triggered: +----------------------------------+ | Ally Reinforcements | +----------------------------------+ | Freedom Gundam | Kira | | Archangel | Murrue | +----------------------------------+ A few units show up, but Kira mercy's them to death and they leave. Defeat everyone to beat this stage. =============------------------------------------------------------------------ Route Split 1 E.RS1- =============------------------------------------------------------------------ You are given two choices on where to go next. Path A is below, for path B use the code (E.14B). To give you a basic idea of where each path takes you, path A follows the Gundam SEED Destiny story, path B follows the Soukyou no Fafner story. ============------------------------------------------------------------------- Go to Berlin E.A1-- ============------------------------------------------------------------------- Mobile Suit Gundam SEED Destiny Overman King Gainer Zoids Genesis Mazinger Z Haja Taisei Dangaioh Angelica ======================--------------------------------------------------------- Go to Tatsumiya Island E.B1-- ======================--------------------------------------------------------- Kotetsushin Jeeg Gaiking Legend of Daiku-Maryu Shinkon Gattai Godannar GunXSword Sheldia ====================----------------------------------------------------------- Path Split A: Berlin ====================----------------------------------------------------------- ===========-=======================-======------------------------------------- Episode 14A The Light of Separation Part 1 E.14A1 ===========-=======================-======------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Minerva | Talia | | $10000 - Multi Sensor - Hit &| | Away | | Force Impulse Gundam | Shin | | $8000 -Apogee Motor - Evade | | +10 | | Gouf Ignited | Heine | | $6500 | | Blaze Zaku Phantom | Rey | | $5500 | | Gunner Zaku Warrior | Lunamaria | | $5000 | | Babi x3 | | $1300 | | Kerberos Bucue Hound x3 | | $1300 | | Bucue x12 | | $1000 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Freedom Gundam | Kira | | Archangel | Murrue | | Player Choice x 12 | +----------------------------------+ The grunt units move in the first turn, the named pilots move in the second turn, and the Minerva moves in the third turn. You have to defeat all units in order to end this stage. ===================================================================------------ Secret: Stella Loussier/Gaia Gundam - Rey Za Burrel/Legend Gundam 1 ===================================================================------------ Have Kira attack Shin, but don't defeat Shin with Kira. ===================================================================------------ ===========-=======================-======------------------------------------- Episode 14A The Light of Separation Part 2 E.14A2 ===========-=======================-======------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Neo or Stella is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Kira is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Windam | Neo | | $7000 - Beam Coat Lv1 - | | Shooting +10 | | Destroy Gundam | Stella | | $8000 - Barrier Lv1 Generator| | - Predict | | Destroy Gundam | Sting | | $8000 - Hibrid Armor - E Save| | Windam x4 | | $1100 | | Dagger L x8 | | $1000 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Freedom Gundam | Kira | | Archangel | Murrue | | Player Choice x 12 | +----------------------------------+ Defeating Neo or Stella causes everyone to leave, so either go straight for one of them(If you defeat Neo, you can get Stella's items in the second part of this stage), or save them for last. At the end of the first turn, enemy reinforcements arrive. +----------------------------------+ | Enemy Reinforcements | +----------------------------------+ | Strike Noir | Sven | | $8000 - Power Extender - B | | Save | | Verde Buster | Shams | | $7500 - Booster - Gunfight | | Lv+1 | | Blue Duel | Mudie | | $7000 - Dual Sensor - Infight| | Lv+1 | | Slaughter Dagger x6 | | $1400 | | Windam x6 | | $1100 | +----------------------------------+ Once you meet the winning conditions, everyone leaves except for Stella(who heals herself) and a neutral(meaning he attacks you) unit arrives. ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Stella is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Kira is Defeated | +----------------------------------+ +----------------------------------+ | Neutral Reinforcement | +----------------------------------+ | Force Impulse Gundam | Shin | | $8000 - Beam Coat Lv2 - | | Accuracy +10 | +----------------------------------+ Defeat Stella to end this stage. Shin keeps regenerating himself, but you may not want to defeat him at all for reasons stated below. ===================================================================------------ Secret: Stella Loussier/Gaia Gundam - Rey Za Burrel/Legend Gundam 2 ===================================================================------------ Do not defeat Shin. ===================================================================------------ ===========-==========--------------------------------------------------------- Episode 15A Angel Down E.15A- ===========-==========--------------------------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Archangel Reaches the Coast | | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Kira is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Babi x5 | | $1300 | | Kerberos Bucue Hound x5 | | $1300 | | Bucue x20 | | $1000 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Freedom Gundam | Kira | | Archangel | Murrue | | Player Choice x 12 | +----------------------------------+ You have two choices here, either plow through the enemies and make it to the coast, or defeat everyone. The formation in which the enemies start out puts you at an advantage, in Super Robot Taisen logic, since you can place around 5 strong units for each set of 3(6) enemies. If you do this, keep in mind that the top and bottom sets of 3 move towards the Archangel, so put the people who will fight them right at their maximum move range(keep in mind that Bucues cannot attack flying units after they move). After the first turn, enemy reinforcements appear in the West. +----------------------------------+ | Enemy Reinforcements | +----------------------------------+ | Minerva | Talia | | $10000 - Servo Motor - | | Prevail Lv+1 | | Force Impulse Gundam | Shin | | $8000 - Yapan Boook of Secret| | Ninja Arts - A Combo Lv+1 | | Gouf Ignited | Heine | | $6500 - Propellant Tank | | Blaze Zaku Phantom | Rey | | $5500 - Repair Kit | | Gunner Zaku Warrior | Lunamaria | | $5000 - Cartridge | | Babi x2 | | $1300 | | Kerberos Bucue Hound x2 | | $1300 | | Bucue x8 | | $1000 | +----------------------------------+ Keep an eye on the Archangel, because if an enemy can target it, they will. Don't forget about "Trust" and the Repair ability. The conditions are still the same, defeat everyone, or make a dash for the coast. It's tempting to want to beat Shin, but you may not want to(see below in the secret box). If you are not going to defeat everyone, then have Newman(Archangel subpilot) cast "Accel" whenever you need an extra 3 move boost. Once you meet one of the winning conditions Shin shows up. Normally Kira would be able to own him, but as you can see, Shin has been studying the Yapan Secret Ninja Arts book and he manages to destroy Kira's Freedom Gundam. For the next stage you meet up with your other allies, so go to E.16 for the next stage. ===================================================================------------ Secret: Stella Loussier/Gaia Gundam - Rey Za Burrel/Legend Gundam 3 ===================================================================------------ Do not defeat Talia, Shin, or Rey. Stella and Rey will join in Episode 30 when the Minerva appears via an event. ===================================================================------------ ==============================------------------------------------------------- Path Split B: Tatsumiya Island ==============================------------------------------------------------- ===========-===================------------------------------------------------ Episode 14B To Fight Loneliness E.14B- ===========-===================------------------------------------------------ ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Sphinx Type A is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Kazuki is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Sphinx Type A | | $1300 - Multi Sensor - Hit & | | Away | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Mark Elf | Kazuki | +----------------------------------+ There is no turn limit here. Kazuki's "Fury" spirit is very helpful against this enemy. Putting him 3 spaces to the right of the Sphinx Type A gives him a 20% bonus to Evade and Defense. Defeating the Sphinx triggers enemy reinforcements. ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Kazuki is Defeated | +----------------------------------+ +----------------------------------+ | Enemy Reinforcements | +----------------------------------+ | Earth Beast x6 | | $1400 | | Flying Beast x6 | | $1300 | | Mimetic Beast No.13 x16 | | $1200 | +----------------------------------+ End your turn for ally reinforcements. ------ Part 3 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Kazuki is Defeated | | An Ally Battleship is Destroyed | +----------------------------------+ +----------------------------------+ | Ally Reinforcements | +----------------------------------+ | Aile Strike Rouge | Cagalli | | Daiku-Maryu | Cpt. Garis | | Player Choice x15 | +----------------------------------+ Cagalli <3. The Earth beasts are a bit of a pain, as they have high HP and high defense, so make them top priority for your strongest mechs. The Flying ones have medium of both, and keep in mind that they can't attack anything next to them that isn't flying. ===========-================-======-------------------------------------------- Episode 15B Flight of Sorrow Part 1 E.15B1 ===========-================-======-------------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Lou is Defeated | | Kazuki is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Sphinx Type A | | $1300 - Apogee Motor ~ Hybrid| | Armor - Evade +10 ~ E Save | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Mark Elf | Kazuki | | Cosmo Diver | Lou | | Daiku-Maryu | Captain Garis | | Player Choice x16 | +----------------------------------+ A little bit dangerous for Lou to take on alone ^_^, have everyone board Daiku-Maryu to make it easier to go up, don't worry about turn triggered events here. It should help to know that once you beat the Sphinx, reinforcements will appear on the top(If you remember where it started out on, they will be on it's right and left, spread out like wings), so it would be a good idea to drop everyone off on the top island before you meet the winning conditions. ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | +----------------------------------+ +----------------------------------+ | Enemy Reinforcements | +----------------------------------+ | Sphinx Type D x8 | | $1400 - Dual Sensor - Infight| | Lv+1 | Servo Motor - Prevail | | Lv+1 | Yapan Book of Secret | | Ninja Arts - A Combo Lv+1 | | | Booster - Gunfight Lv +1 | | Sphinx Type A x16 | | $1300 | +----------------------------------+ HOLY ----!, actually each of the Leaders of the Sphinx Type D's drops two items, each seperated by "|" in this chart(the first set is dropped by the leftmost one, the second by the next one, etc..). (Did the third one assimilate Shin? It has the exact same items he had on stage 15A..Reminds me of the 4koma where Heero became a Zondar >_>) Not that it matters, because you have to beat them all anyways. Use "Fury" the few times you can to ignore the Sphinx Type A's barriers. Also, keep in mind that the Sphinx Type D has a 2~8 range attack, and it prefers to use it on mechs that can't fight back. Other than that...Good Luck! b^_^b Once you beat them all, more of them come! ...Nevermind, it's just a story event. ===========-================-======-------------------------------------------- Episode 15B Flight of Sorrow Part 2 E.15B2 ===========-================-======-------------------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Sphinx Type C is Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Shouko is Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Sphinx Type C | | $1600 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Mark Sechs | Shouko | +----------------------------------+ You have two turns to deal as much damage as you can before a sad event occurs on the start of your third turn(You only have two turns to act). =====================---------------------------------------------------------- Secret:Fafner Units 1 =====================---------------------------------------------------------- Make sure that Shouko lowers Sphinx Type C's HP down to 30%(4000HP) or less. You know you did it right because the music will change to the sad SRT K music instead of Separation. =====================---------------------------------------------------------- ------ Part 2 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Destroyed | | Kazuki, Mist or Sheldia is | | Defeated | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Alhenteris Type x4 | | $1500 - Power Extender - B | | Save | Cartridge | Beam Coat | | Lv2 - Accuracy +10 | Repair | | Kit | | Sphinx Type D x2 | | $1400 - Barrier Lv1 Generator| | - Predict | Propellant Tank | | Sphinx Type A x4 | | $1300 | | Grendel Type x8 | | $1000 | | Earth Beast x4 | | $1400 | | Flying Beast x4 | | $1300 | | Mimetic Beast No.13 x8 | | $1200 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Mark Elf | Kazuki | | Levrias | Mist | | Celius II | Sheldia | | Daiku-Maryu | Captain Garis | | Player Choice x14 | +----------------------------------+ Since this is very similar to what you just went through, I won't say too much. The Alhenteris Type has a long range attack, though shorter than the Sphinx Type D(2~6). Once you finish this stage, you will meet up with the rest of your allies, so continue to stage 16 from here. ==========================----------------------------------------------------- Secret: Ken/Blade Gainer 1 ==========================----------------------------------------------------- Don't let Lou fight any of the Mimetic Beasts(Mimetic Beast No.13, Flying Beast, Earth Beast. (Lou is the girl with purple hair) ==========================----------------------------------------------------- ==========-=============================-======-------------------------------- Episode 16 Intense Fighting! Dannar Base Part 1 E.16-1 ==========-=============================-======-------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | Core Gunner's HP is lowered to | | 10% or less | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Goh is Defeated | | Core Gunner is Destroyed | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Core Gunner | Max | | $8000 - Flight Module A ~ | | Super Repair Kit - Support | | Attack Lv+1 ~ Gunfight Lv+1 | | Earth Beast x10 | | $1400 | | Flying Beast x10 | | $1300 | | Mimetic Beast No.13 x16 | | $1200 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Godannar | Goh | | Mazinger Z | Kouji(K) | | Player Choice x23 | +----------------------------------+ Lower Core Gunner's Hp to 10% or less. Save when you're getting close to defeating him so you don't overdo it. Once you lower his HP to -10%, an event will occur and he will regenerate. +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | Goh is Defeated | +----------------------------------+ +----------------------------------+ | Ally Reinforcement | +----------------------------------+ | Neo Okusaer | Anna | +----------------------------------+ Defeat Max and all other enemies, try to keep the ground types away from cliffs and forests, as they both have an S rank for land. If you took Split Path A, this is your first time fighting two types of these beasts, just focus your stronger mechs on the Earth Beasts and leave the rest to your other mechs. ==========-=============================-======-------------------------------- Episode 16 Intense Fighting! Dannar Base Part 2 E.16-2 ==========-=============================-======-------------------------------- ------ Part 1 ------ +----------------------------------+ | Winning Conditions | +----------------------------------+ | All Enemies are Defeated | +----------------------------------+ | Losing Conditions | +----------------------------------+ | An Ally Battleship is Defeated | | Goh or Anna is Defeated | | Lou is Defeated | | An Enemy reaches Dannar Base | +----------------------------------+ +----------------------------------+ | Enemies | +----------------------------------+ | Mimetic Beast No.18 x8 | | $1500 | | Earth Beast x8 | | $1400 | | Flying Beast x8 | | $1300 | +----------------------------------+ +----------------------------------+ | Starting Units | +----------------------------------+ | Godannar | Goh | | Neo Okusaer | Anna | | Cosmo Diver | Lou | | Archangel | Murrue | | Daiku-Maryu | Captain Garis | | Player Choice x25 | +----------------------------------+ +----------------------------------+ | Ally Units | +----------------------------------+ | Menage Zero | Menage Zero | +----------------------------------+ Menage Zero is a non-playable ally, so don't worry about being attacked by him. I recommend that you form a barrier on the marked area and just wait for the enemies to come(put mechs with weapons that are A or S rated for water on the top part of the base). If you decide to attack, prioritize defeating the flying enemies because of their move range and also keep in mind you will have to go back up when these guys are done, so leave any extra mechs behind. Lou will leave after you defeat all the enemies, so make sure she defeats at least two Mimetic Beast No.18 right now. ==========================----------------------------------------------------- Secret: Ken/Blade Gainer 2 ==========================----------------------------------------------------- Have Lou defeat more than one Mimetic Beast No.18. ==========================----------------------------------------------------- ------ Part 2 ------ +----------------------------------+ | Enemy Reinforcements | +----------------------------------+ | Mimetic Beast No.18 x8 | | $1500 | | Earth Beast x8 | | $1400 | | Flying Beast x8 | | $1300 | +----------------------------------+ Enemies arrive above the base now, and Goh, Anna, Lou and Menage Zero leave. Do the same as with the last guys to finish the stage, though it might take a bit longer this time since most of these are underwater. If you don't have enough people to make a full barrier(if you partnered everyone), keep moving people around whenever an enemy comes close enough to reach the base and time defeating the earth beasts so that you can destroy the flying beast partner in the same turn. =============------------------------------------------------------------------ Route Split 2 E.RS2- =============------------------------------------------------------------------ You are given two choices on where to go next. Path A is below, for path B use the code (E.17B). ================--------------------------------------------------------------- Go to Build Base E.A2-- ================--------------------------------------------------------------- Mobile Suit Gundam SEED Destiny Mazinger Z Kotetsushin Jeeg Shinkon Gattai Godannar GunXSword Angelica ==================------------------------------------------------------------- Go to Darius World E.B2-- ==================------------------------------------------------------------- Overman King Gainer Zoids Genesis Gaiking Legend of Daiku-Maryu Haja Taisei Dangaioh Sheldia ========================------------------------------------------------------- Path Split A: Build Base ========================------------------------------------------------------- ===========-============================--------------------------------------- Episode 17A Regain! The Other Steel Jeeg E.17A1 ===========-============================--------------------------------------- -Working on- =============================================================================== Pilot Database S.070 =============================================================================== -Under Construction- Check back often, as I am regularly working on this. =============================================================================== Spirit/Ability List S.080 =============================================================================== -Under Construction- Check back often, as I am regularly working on this. At the moment, only the Spirit command table and glossary are available. ====================----------------------------------------------------------- Spirit Command Table S.081 ====================----------------------------------------------------------- +--------------+--------------+--------------+--------------+--------------+ | Valor | Focus | Assail | Snipe | Fury | +--------------+--------------+--------------+--------------+--------------+ | Soul | Strike | Vigor | Spirit | Scan | +--------------+--------------+--------------+--------------+--------------+ |FightingSpirit| Attune | Guts | Drive | Love | +--------------+--------------+--------------+--------------+--------------+ | Alert | Intuition | Trust | Rouse | Luck | +--------------+--------------+--------------+--------------+--------------+ | Invincible | Accel | Faith | Daunt | Bless | +--------------+--------------+--------------+--------------+--------------+ | Guard | Zeal | Bonds | Hope | Gain | +--------------+--------------+--------------+--------------+--------------+ | Disturbance | Enable | Renew | Mercy | Cheer | +--------------+--------------+--------------+--------------+--------------+ =======================-------------------------------------------------------- Spirit Command Glossary S.082 =======================-------------------------------------------------------- All of the Spirits available in this game. ---- Name-SP Cost-Description Target-Recipient of the spirit's effect. Duration-How long the spirit's effect lasts. Note:Extra comments regarding the spirit that I may find to be helpful, mainly to newer players. ON:Original/Other Name. Before Atlus translated Original Generation 1 & 2, this is the name that was used for the spirit. I included this for people who aren't accustomed to the new names. This is only added to spirits to which it applies. ---- ----- Valor-45-The next attack this unit performs will deal double damage. This does not stack with Soul or Fighting Spirit (normal critical hits do not occur either). Target-Self. Duration-The next attack performed by the unit uses up this spirit. Notes:If the next attack misses, this effect will still wear off. ON:"Hot Blood" ----- ---- Soul-60-The next attack this unit performs will deal 2.5 times as much damage as normal. This does not stack with Valor or Fighting Spirit (normal critical hits do not occur either). Target-Self. Duration-The next attack performed by the unit uses up this spirit. Note:If the next attack misses, this effect will still wear off. ---- --------------- Fighting Spirit-30-This unit will always perform critical hits (this does not stack with Valor or Soul, though for the attack in which they are used, they ignore this effect). Target-Self. Duration-This spirit lasts until the end of the enemy's turn. --------------- ----- Alert-10-Completely evade the next attack. Target-Self. Duration-The next attack that is avoided by the unit will uses up this spirit. ON:"Flash" ----- ---------- Invincible-20-The next attack that hits this unit will deal 10 damage. Target-Self. Duration-The next attack that hits the unit uses up this spirit. ---------- ----- Guard-30-All attacks will deal 1/4 of normal damage to this unit. Target-Self. Duration-This spirit lasts until the end of the enemy's turn. ON:"Iron Wall" ----- ----------- Disturbance-70-All enemy's accuracy is cut in half. Target-All enemies. Duration-This spirit lasts until the end of the enemy's turn. ----------- ----- Focus-15-Increases this unit's evade and accuracy by 30%. Target-Self. Duration-This spirit lasts until the end of the enemy's turn. ----- ------ Strike-20-Grants this unit 100% accuracy. Target-Self. Duration-This spirit lasts until the end of the enemy's turn. ON:"Sure Hit" ------ ------ Attune-35-Cast "Strike" on a single ally of your choice. Target-Ally. Duration-See "Strike" for details. ------ --------- Intuition-25-Casts "Strike" and "Alert" on self. Target-Self. Duration-See "Strike" and "Alert" for details. --------- ----- Accel-10-Increases this unit's movement by 3. Target-Self and Partner. Duration-This spirit is used up when the unit moves. ----- ---- Zeal-60-Allows this unit to act again. Target-Self and Partner. Duration-Once this takes effect, it is used up. ON:"Awaken" ---- ------ Enable-35-Allows an ally of your choice to act again. Target-Ally Partner Unity. Duration-This spirit takes effect immediately. ON:"Move Again" ------ ------ Assail-30-Grants post movement to every attack. Does not apply to MAP attacks. Target-Self. Duration-This spirit lasts until the end of the enemy's turn. ON:"Rush Attack" ------ ----- Vigor-20-Heals this unit's HP by 30% of max HP. Target-Self. Duration-This spirit takes effect immediately. ----- ---- Guts-40-Completely heals this unit's HP. Target-Self. Duration-This spirit takes effect immediately. ---- ----- Trust-30-Heal 2000HP to a single ally of your choice. Target-Ally. Duration-This spirit takes effect immediately. ----- ----- Faith-60-Cast "Guts" on a single ally of your choice. Target-Ally. Duration-See "Guts" for details. ----- ----- Bonds-80-Heals 50% of max HP to every ally on the map. Target-All allies. Duration-This spirit takes effect immediately. ----- ----- Renew-60-Completely restores all EN and Ammo to an ally of your choice. Target-Ally Party Unity. Duration-This spirit takes effect immediately. ----- ----- Snipe-30-Incereases the range of all weapons by 2. Does not apply to 1 range weapons. Target-Self. Duration-This spirit lasts until the end of the enemy's turn. ----- ------ Spirit-40-Increses this unit's morale by 10. Target-Self Duration-This spirit takes effect immediately. ------ ----- Drive-80-Increases this unit's morale by 30. Target-Self Duration-This spirit takes effect immediately. ----- ----- Rouse-60-Increases the morale of all allies surrounding this unit by 10. Target-Ally Party Unity. Duration-This spirit takes effect immediately. ----- ----- Daunt-50-Lowers the morale of an enemy unit of your choice by 10. Target-Enemy Party Unity. Duration-This spirit takes effect immediately. ----- ---- Hope-30-Restores 10 SP to an ally of your choice. Target-Ally. Duration-This spirit takes effect immediately. ---- ----- Mercy-10-The next attack this unit performs will be unable to lower the enemy's HP below 10, if this unit's skill stat is equal to or higher than the enemy's. Target-Self. Duration-The next attack performed by the unit uses up this spirit. ----- ---- Fury-30-Ignores size and any special defenses during the next attack, including defense support. Target-Self. Duration-The next attack performed by the unit uses up this spirit. ---- ---- Scan-5-Reveals the stats of an unknown enemy of your choice and lowers their evade by 10% Target-Enemy Party Unity. Duration-This spirit takes effect immediately, the evade penalty on the enemy lasts until the end of the enemy's turn. ---- ---- Love-90-Casts "Accel", "Strike", "Alert", "Valor", "Spirit", "Luck" and "Gain" on self. Target-Self. Duration-See each individual spirit for details. ---- ---- Luck-40-Doubles money earned by the next attack. Target-Self and Partner. Duration-The next attack performed by the unit uses up this spirit. ---- ----- Bless-60-Cast "Luck" on a single ally of your choice. Target-Ally Partner Unity. Duration-See "Luck" for details. ----- ---- Gain-20-Doubles experience gained by the next attack. Target-Self and Partner. Duration-The next attack performed by the unit uses up this spirit. ---- ----- Cheer-40-Cast "Gain" on a single ally of your choice. Target-Ally Partner Unity. Duration-See "Gain" for details. ----- =============================================================================== Item List S.090 =============================================================================== -Under Construction- Check back often, as I am regularly working on this. =============================================================================== Menu Translations S.100 =============================================================================== Since this section is so long, you pretty much have to use search codes to not get lost:(Each subsection corresponds to the matching name in the Intermission Menu) Intermission Menu S.101 Pilot Stats S.102 Skill Parts S.103 Machine Stats S.104 Machine Parts S.105 Machine Upgrade S.106 Partner Setup S.107 System (All) S.108 Map Translations S.109 =========---------------------------------------------------------------------- Main Menu S.101 =========---------------------------------------------------------------------- +----\ +------\ +-----\ |Pilot\ |Machine\ |System\ +---------------+---------------+-------------+ |Pilot Stats |Machine Stats |Search | +---------------+---------------+-------------+ |Skill Parts |Machine Parts |Shop | +---------------+---------------+-------------+ |Pilot Assign |Machine Upgrade|System | +---------------+---------------+-------------+ | Partner Setup |Save Data | +---------------+-------------+ |Mission Start| +-------------+ Pilot Assign is pretty straightforward, just click on a Pilot and pick a mech from the choices you are given. When you are ready to start the next mission, select Mission Start. ===========-------------------------------------------------------------------- Pilot Stats S.102 ===========-------------------------------------------------------------------- +-----------------------------------------------+ |+---------+ +---------------------------------+| ||Pilot | |Pilot Name - Pilot Level - Morale|| ||Portrait | |Ace Bonus SP========== - Kills|| || | +---------------------------------+| || | +-----------+ | |+---------+ | Mecha | +---------+| | | Picture | | Partner|| | | | | Mech || | | | | Picture|| | +-----------+ +---------+| +-----------------------------------------------+ | Mecha Name | +----------------------------------+------------+ | HP Bar HP/HP |Terrain+-+-+| | ====================== | |s| || | Energy Bar EN/EN Movement |A X +-+-+| | ================ | | | || | Hit Rate Size (S) |L X +-+-+| | | | | || | Evade Type A L W |W X +-+-+| | | | | || | Armor Parts || |S X +-+-+| | | | | || | | +-+-+| +----------------------------------+------------+ Type-what type of terrain this unit can traverse. A=Air L=Land W=Water. Any unit can move in space. Under Terrain-A=Air, L=Land, W=Water, S=Space. The letter that goes in place of X is the Mech's rating for that terrain. ----------------------------------------------- When you select the unit in the previous screen: ----------------------------------------------- Top Screen +-----------------------+-----------------------+ | Mecha | Mecha Picture | | Mecha Name | | | HP #####/#####| | | ======================| | | EN ###/### | | | ============== | | |-----------------------+-----------------------+ | Pilot Special Skills | | | | | | | | | | | | | | | | | | | | | | | | | +-----------------------------------------------+ Bottom Screen +---------------+---------------+---------------+ | | Pilot Ability | | +---------------+---------------+---------------+ |L PilotChange R| | | +----------+----+---------------+---------------+ | Pilot | Pilot Name | | Portrait +------------------------------------+ | | Pilot Level Exp. for next level| | | Morale Total Experience | | | Kill Count | +----------+------------------------------------+ | Spirit Commands SP========##/##| +-----------------------------------------------+ | ??? ??? ??? ??? ??? ??? | +-----------------------------------------------+ | Stats Fight----### Skill---### Evade----### | | Shooting-### Defense-### Accuracy-### | +-----------------------------------------------+ | Theme Song | +-----------------------------------------------+ | Partner Partner's mech Partners's name | +-----------------------------------------------+ ===========-------------------------------------------------------------------- Skill Parts S.103 ===========-------------------------------------------------------------------- +-----------------------+-----------------------+ | Pilot Name | SP 70>--- | +-----------------------+-----------------------+ | Stat | Spirit Cmmnds SP Cost | +-----------------------+-----------------------+ | Fight 111>---( 0) | ??? 40>-- | | Shooting 111>---( 0) | ??? 20>-- | | Skill 111>---( 0) | ??? 30>-- | | Defense 111>---( 0) | ??? -->-- | | Evade 111>---( 0) | ??? -->-- | | Accuracy 111>---( 0) | ??? -->-- | +-----------------------+-----------------------+ | Prevail Lv 3>- Attack Combo Lv 0>- | | Support Att Lv 1>- Support Def Lv 1>- | | SP Up Lv 0>- Focus Power Lv 0>- | | Infight Lv 0>- Gunfight Lv 0>- | +-----------------------------------------------+ =============------------------------------------------------------------------ Machine Stats S.104 =============------------------------------------------------------------------ Top Screen(This is the same as the bottom screen for the Pilot Stats) +----------+------------------------------------+ | Pilot | Pilot Name | | Portrait +------------------------------------+ | | Pilot Level Exp. for next level| | | Morale Total Experience | | | Kill Count | +----------+------------------------------------+ | Spirit Commands SP========##/##| +-----------------------------------------------+ | ??? ??? ??? ??? ??? ??? | +-----------------------------------------------+ | Stats Fight----### Skill---### Evade----### | | Shooting-### Defense-### Accuracy-### | +-----------------------------------------------+ | Theme Song | +-----------------------------------------------+ | Partner Partner's mech Partners's name | +-----------------------------------------------+ Bottom Screen(Mech Ability and Weapon Performance screens are shown below) +---------------+---------------+---------------+ |-Weapon Prfrmnc| Unit Ability | Mech Ability- | +---------------+---------------+---------------+ |L Mech Change R| |^Pilot Change v| +---------------+---------------+---------------+ | +-----------+ | | | Mecha | +---------+| | | Picture | | Partner|| | | | | Mech || | | | | Picture|| | +-----------+ +---------+| +-----------------------------------------------+ | Mecha Name | +----------------------------------+------------+ | HP Bar HP/HP |Terrain+-+-+| | ====================== | |s| || | Energy Bar EN/EN Movement |A X +-+-+| | ================ | | | || | Hit Rate Size (S) |L X +-+-+| | | | | || | Evade Type A L W |W X +-+-+| | | | | || | Armor Parts || |S X +-+-+| | | | | || | | +-+-+| +----------------------------------+------------+ ------------------------------------------------------------------------------- Mech Ability ------------------------------------------------------------------------------- Top Screen: +-----------+-----------+-----------------------+ | Pilot | Pilot |Special Abilities | | Portrait | | | | | Name | | | | | | | | Level | | +-----------+-----------+ | | Machine Parts | | | -------- | | | -------- | | | -------- | | | -------- | | +-----------------------+-----------------------+ | Series (The Show that this Pilot/Mech is from)| +-----------------------------------------------+ | Theme Song | +-----------------------------------------------+ | Partner Partner's mech Partners's name | +-----------------------------------------------+ Bottom Screen: This screen doesn't change. ------------------------------------------------------------------------------- Weapon Performance ------------------------------------------------------------------------------- Top Screen: +-----------------------------------------------+ | +-----------+ | | | Mecha | +---------+| | | Picture | | Partner|| | | | | Mech || | | | | Picture|| | +-----------+ +---------+| +-----------------------------------------------+ | Selected Attack's Name | +-----------------------------------------------+ | Attack 1000 Mech Name | | Range 1~3 Critical Bonus +10 | | Accuracy +20 Terrain Adapt.A- L- W- S- | | Ammo ---/--- Requirements --- | | EN Used ---(100) Special Effects --- | | Morale ---(100) Ignores --- | | Attributes Fight, Post-Movement, Combo | +-----------------------------------------------+ Note:"Requirements" usually needs a certain pilot, such as Boss Borot's second attack requiring Boss to be the pilot. Bottom Screen: +---------------+---------------+---------------+ |-Mech Ability | Weapon Prfrmnc| Unit Ability- | +---------------+---------------+---------------+ |L Mech Change R| | | +---------+-----+---------------+---------------+ |Page 1/1 | Mech Name | +---------+-------------------------------------+ |Weapon Name Attr Attk Rng Acc | +------------------------+----------------------+ | F Weapon 1 |PCS 1000 1~3 +20 | +------------------------+ | | S Weapon 2 | 2000 2~6 +10 | +------------------------+ | | | +-----------------------------------------------+ Attributes: To the left of the attack name is either a red fist, or a blue crosshair: Fist-Fight(Uses the Fight Stat) Crosshair-Shooting(Uses the Shooting Stat) To the right of the attack name are letters which refer to certain attributes: P-Post-Movement(Attack can be used after moving) B-Beam Weapon(Ineffective in water, can be blocked by Anti-Beam coating/armor, ignores Phase Shift Armor) C-Combo(This attack wotks with the Attack Combo skill) M-MAP Weapon RI-(Looks like a V, but its "RI" in katakana) Leeo Weapon(Ignores Bio Zoid barriers). +-Team Combination Attack(Attacks that can be used when next to certain other units) S-Special Effect(See Special Effects list for the full list) =============------------------------------------------------------------------ Machine Parts S.105 =============------------------------------------------------------------------ Top Screen: +-----------+-----------+-----------------------+ | Mech | Pilot | HP ----->----- | | Portrait | Portrait | EN ---> --- | | | | Accuracy ---> --- | +-----------+-----------+ Evade ---> --- | | Mech Name | Armor ----> ---- | | Pilot Name Level | Movement --> -- | +-----------------------+ Terr Type -L-> --- | | Part Slots | HP Recovery 0%>--% | | -------- | NE Recover 0%>--% | | -------- | Range +-0>--- | | -------- | Critical Bonus+-0>--- | +-----------------------+-----------------------+ | Terrain Air A>- Land A>- Water B>- Space B>- | +-----------------------------------------------+ ===============---------------------------------------------------------------- Machine Upgrade S.106 ===============---------------------------------------------------------------- Top Screen: Pretty self explanatory. Look in the Weapon Performance screen of the Mech Stats translation. Note: Pretend that you can fit up to 15 []s in this screen +--------+-----------------------------+--------+ |L Mech R| Mech Upgrade | 1/1 | +--------+--------------+--------------+--------+ |A Confirm Upgrades |- Change Upgrades -| +-----------------------+-----------------------+ | Mech Name | Pilot Name Level | +----------+------------+-----------------------+ | HP | ----->----- [][][][][][][][][][] | +----------+ | | EN | ---> --- [][][][][][][][][][] | +----------+ | | Accuracy | ---> --- [][][][][][][][][][] | +----------+ | | Evade | ---> --- [][][][][][][][][][] | +----------+ | | Armor | ----> ---- [][][][][][][][][][] | +----------+ | | Weapons | [][][][][][][][][][] | +----------+---------------+------+-------------+ | Mech Full Upgrade Bonus | | Funds $$$$$ | +--------------------------+ | | | Weapon Full Upgrade Bonus| | - 0 | +--------------------------+ | | | Upgrade Cost ----- | = $$$$$ | +---------------------------------+-------------+ ===================------------------------------------------------------------ Partner Unity Setup S.107 ===================------------------------------------------------------------ I'll keep this short for now, the three options given are: Partner Select/Change (once you select a Partner, press A again to confirm) Separate from Partner Switch Partners (Switches places between Leader and Partner) ======------------------------------------------------------------------------- System S.108 ======------------------------------------------------------------------------- The System tab contains the following sections: Search Shop System Data Save ======------------------------------------------------------------------------- Search ======------------------------------------------------------------------------- Selecting Search starts you off in the Spirit Command Table, pressing the R button takes you to the pilot Special Skills Table, pressing it again takes you to the mech Special Abilities Table and pressing it once more takes you to the Weapon Ability Table. ------------------------------------------------------------------------------- Spirit Command Table ------------------------------------------------------------------------------- The Spirit Command Table is listed in section "S.071". ------------------------------------------------------------------------------- Special Skills Table ------------------------------------------------------------------------------- The special skill table is not available here yet, it will be posted in section "S.073" when it is ready. ------------------------------------------------------------------------------- Special Abilities Table ------------------------------------------------------------------------------- The special abilities table is not available here yet, it will be posted in section "S.075" When it is ready. ------------------------------------------------------------------------------- Weapon Ability ------------------------------------------------------------------------------- This table sorts all the weapons available to you into different categories. +-------------------------+-------------------------+ | Sort Weapons by Power | MAP Weapons | +-------------------------+-------------------------+ | Ignore Barrier | Ignore Size | +-------------------------+-------------------------+ | Accuracy Down | Evade Down | +-------------------------+-------------------------+ | Armor Down | Movement Down | +-------------------------+-------------------------+ | Attack Power Down | Range Down | +-------------------------+-------------------------+ | SP Down | Morale Down | +-------------------------+-------------------------+ | EN Down | EN Absorb | +-------------------------+-------------------------+ To make it a bit clearer: Sort Weapons by Power does what it says it does. MAP Weapons shows all MAP Weapons that you have available. Ignore Barrier and Ignore Size do what they say they do, and they are shown in the "Ignores" part of the Weapon Performance screen. The other 10 are Special Effects which lower the described stat by however much their level states. You know a weapon has a special effect because it has a small S between the weapon name and the weapon attack. It is also shown, along with its level, on the "Special Effects" part of the Weapon Performance screen. (The section below was taken from the Weapon Performance section, under Machine Stats.) +-----------------------------------------------+ | Selected Attack's Name | +-----------------------------------------------+ | Attack 1000 Mech Name | | Range 1~3 Critical Bonus +10 | | Accuracy +20 Terrain Adapt.A- L- W- S- | | Ammo ---/--- Requirements --- | | EN Used ---(100) "Special Effects"SP DownLv1| | Morale ---(100) "Ignores" Barriers | | Attributes Shooting, "MAP Weapon" | +-----------------------------------------------+ ====--------------------------------------------------------------------------- Shop ====--------------------------------------------------------------------------- Top Screen:Item Description Bottom Screen: Select an item and confirm to sell it. You can't buy anything in your first playthrough. +-------+-------------------------------+-------+ |- 1/1 -| Parts Sale | | +-------+---------------+---------------+-------+ | Parts Ammount| Equipped Total Value| | | | | | | | | | | | | | | | | | | | | | +-----------------------+-----------------------+ | | Funds $$$$$ | | | | | | + 0 | | | | | | = $$$$$ | +-----------------------+-----------------------+ Equipped means that you have one or more items that are equipped on someone and you can't sell it without taking it off first. Ammount is the total ammount minus the equipped ammount. Total means how many of the item you have in total. ======------------------------------------------------------------------------- System ======------------------------------------------------------------------------- Show Grid ON|OFF Battle Demo ON|OFF Battle Demo Explosion ON|OFF Battle Demo Screen Top|Bottom Cursor Movement Slide|Jump BGM Switch Continue|Change BGM Assign |Go to Assign Screen| Shortcut Function |Go to Assign Screen| =========---------------------------------------------------------------------- Data Save =========---------------------------------------------------------------------- This is where you save your game at the end of each mission. Select a slot to save in and press A, press again to confirm. Note: You cannot load a game from the Intermission Menu, you must do it from the LOAD screen at the very beginning. ================--------------------------------------------------------------- Map Translations S.109 ================--------------------------------------------------------------- +------\ |Command\ +-----------------\ | Phase End | \-----------------\ | Search | \-----------------\ | Unit List | \-----------------\ | System Settings | \-----------------\ | Save | \-----------------+ Save creates a quicksave which is overwritten each time you save again, it does not save over any of the files which you make in the intermission menu. +---\ |Data\ +-----------------\ |-Turn-Count----#-| \-----------------\ |-Funds-----$$$$$-| \-----------------+ To continue a quicksave, click on CONTINUE on the main screen. ------------------------------------------------------------------------------- Phase End ------------------------------------------------------------------------------- +--------\ |Phase End\ +-------------------------------+ | Units still able to act |##| +-------------------------------+ | Do you want to end the phase? | +---------------+---------------+ | Yes | No | +---------------+---------------+ =============================================================================== Secrets S.110 =============================================================================== I have obtained the conditions for unlocking secrets from Akurasu and GameFAQs, I take no credit for finding them. ------- Michael Garret/Saudade of Sunday - Fasalina/Dahlia of Wednesday: Stage 08---Make sure Van defeats Ghadved at least once. Stage 26A--Let Priscilla fight Carossa, then have Van defeat Woo and Carossa. Stage 27A--Have Van defeat Fasalia, Carossa and Melissa. Stage 32-1-Defeat The Claw first then defeat Fasalina and Michael in any order. Michael and Fasalina join after stage 32-1. ------ ------ Stella Loussier/Gaia Gundam - Rey Za Burrel/Legend Gundam: 14A1-Have Kira attack Shin, but don't defeat Shin with Kira. 14A2-Do not defeat Shin. 15A--Do not defeat Talia, Shin, or Rey. Stella and Rey will join in Episode 30 when the Minerva appears via an event. ------ ----- Heine Westenfluss/GOUF Ignited: 19-2-Let Athrun attack Heine first, then have Athrun convince him. ----- --- Ken/Blade Gainer 15B2-Don't let Lou fight any of the Mimetic Beasts(Mimetic Beast No.13, Flying Beast, Earth Beast. 16-2-Let Lou defeat more than one Mimetic Beast No.18. At the end of stage 29, take the Dannar Base route (C, third option). Ken will join after you finish stage 31C2. --- ----- Felme/Bio Ptera 27B--Zoids route, have Kotona, Re Mii and Souta fight Felme. By the end of this stage, Kotona and Re Mii's total kill count should be over 150. ----- ------ Fafner Units 1 ------ 15B2-Have Shouko kill the Sphinx Type C festum without letting her HP go under 30%. You know you did it right because the music will change to the sad SRT K music instead of Separation. 17A--Have Kouyou defeat more Grendel Type Festums and more Alhenteris Type Festums than Kazuki. Stages 23 to 30A1-Take the A route for stages 26 and 30- Deploy Sakura, Momoru, Kenji, Canon, and Michio on each stage from 23 to 30A1 in the Fafner Routes. 30A2-Destroy all enemies before moving Archangel to the designated point. ------ =============================================================================== Frequently Asked Questions S.120 =============================================================================== I will work on this in the next update. =============================================================================== Acknowledgements S.130 =============================================================================== Various SRT fan websites for factual data for when I didn't have the game as a resource. I have obtained the conditions for unlocking secrets from Akurasu and GameFAQs, I take no credit for finding them. Thank you for reading this FAQ/Walkthrough. The following people have contributed through advice or corrections made through email. Guesty =============================================================================== Contacting the Author S.140 =============================================================================== I look forward to receiving your feedback, and will use it to improve this guide. Since the main purpose of this guide is to help those who cannot read Japanese, feedback on user-friendliness will be very helpful. In order for me to respond to your mail, you must type "Super Robot Taisen K" on the subject line. My e-mail is slg389 (at) gmail (period) com. =============================================================================== Legal S.150 =============================================================================== This document is copyright 2009 slg369. It may not be reproduced except for private use. 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