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NOTES ========= 1) I use 'units' and 'mecha' interchangeably.

Mecha refers to anything that is piloted in the game, so battlecruisers, tanks and jetfighters are also be referred to as mecha for the purpose of this FAQ. Apologies if you get confused. 2) Romanization is a tricky business, and for the most part, I can only guess at names. Please take these with a pinch of salt. If you can prove that you ARE correct and I am wrong, please inform me so I can revise my FAQ and give you the credit you deserve. 3) What I wrote about gameplay details are educated guesses stemming from results observed during the game. Should I be wrong, please feel free to correct me. It's better to leave stuff on the boards rather than e-mail in my case. 4) With regards to terms and names, I'll probably swap most of the English terms with the Japanese ones someday once I can confirm everything and have everything translated. This is why the seishin list is completely in Japanese and while most of the other terms aren't. While it may make it more difficult initially for you, the reader, to remember the seishin, I felt that using literal translations for some things are too unpleasant. Sorry if you don't feel the same way. ************************** * 1. SEISHIN LIST * ************************** Nekketsu Ouen Kannou Dokonjou Hokyuu Totsugeki Hirameki Shuuchuu Kakusei Shinrai Gekirei Shinnen Doryoku Hicchuu Konjou Yuujou Kenshi Inori

Tekagen Kouun Teppeki Kiai Saidou Chokugeki

Sogeki Shukufuku Kasoku Kihaku Teisatsu Ai

Row 1: ---------Nekketsu : next attack executed does double damage, wasted if you miss with the attack. Doesn't work for Assist Attacks. Tekagen : next attack executed will leave the enemy alive with 10 HP if the attack would have killed the enemy normally. Doesn't work if the pilot's Skill rating is lower than that of the target's, I think.

Sogeki : next attack has +2 to maximum range. Doesn't work on attacks of range 1. Hirameki : the next attack on the unit will be automatically dodged. Doryoku : all EXP earned for the next attack will be doubled, wasted if you miss with the attack. Doesn't work for Assist Attacks. Row 2: ---------Ouen : Casts Doryoku on the selected target. Kouun : all money earned for the next attack will be doubled, wasted if you miss with the attack. Doesn't work for Assist Attacks. Shukufuku : Casts Kouun on the selected target. Shuuchuu : +30% to the unit's Accuracy and Evasion for one Turn.

Hicchuu : Gives the unit 100% hitrate regardless of enemy defenses for one Turn. Can only be avoided by Hirameki. Row 3: ---------Kannou : Casts Hicchuu on a target. Teppeki : The unit will only take 1/4th of any damage inflicted upon it for this turn. Kasoku : The unit gets +3 to Movement for one move.

Kakusei : The caster will be allowed another turn after taking the current turn. This means that the unit can execute a move and/or attack, and then be free to take another move and/or attack again. With sufficient SP, another Kakusei can be cast again before the second move and/or attack to allow a third move and/or attack, and the process repeats infinitely. Or would if your units actually had that much SP. Konjou : The unit regains HP equal to 30% of its maximum HP.

Row 4: ---------Dokonjou : The unit regains all lost HP. Kiai Kihaku Shinrai Yuujou Row 5: : All pilots in the unit gain 10 Morale. : All pilots in the unit gain 30 Morale. : The unit regains 2000 HP. : Casts Dokonjou on a selected target.

---------Hokyuu : Resupplies a unit without loss of morale, unlike the Resupply command. Saidou : Resets a unit that has moved, thus allowing it another turn. Basically Kakusei which cannot be cast on oneself for obvious reasons. Teisatsu : Allows the selected enemy unit's information to be viewed without having to attack it first. Gekirei Kenshi : Gives all directly adjacent units +10 Morale. : Gives each pilot in the selected unit +50 SP each.

Row 6: ---------Totsugeki : Allows non-P type weapons to be used after moving. Lasts for one turn. Chokugeki : Bypasses special defenses guarding the enemy. This includes barriers and Assist Defends, although not Bunshin. Ai : Casts Kasoku, Hicchuu, Hirameki, Nekketsu, Kiai, Kouun and Doryoku on the unit using it. Shinnen one turn. Inori : Prevents status effects from being inflicted on the unit for

: Removes negative status effects on a unit.

************************** * 2. PILOT ABILITY LIST * ************************** Note that abilities with levels are indicated as x+y(z) with z being the level of ability currently possessed. Thus, an ability of 10+5x will cost the pilot 10 PP to buy the first time, 10+5(1)=5 to upgrade it from level 1 to 2, 10+5(2) = 20 from level 2 to 3 and so forth. Attack Systems ------------------------------ (Combo, from SRT D) This basically allows the pilot to hit multiple units in a straight line, with a weapon/attack marked with a (C). Besides having this skill, the pilot must be directly adjacent to the target, and the maximum number of targets that can be hit in the line is equal to 1+Combo level. Also, there must not be a gap in the line of enemy units, or your Combo will only extend that far. For example, if @ is your unit with the ability and appropriate attack, and X is the enemy,

Case 1: @ XXXX No combo is possible, since @ is not directly adjacent to the enemy. Case 2: @X XXX No combo is possible, since there is a gap in the enemy lines. Case 3: @XXX X @ can hit up to 3 targets with Combo Lvl 2 or greater. The last one again cannot be hit even with Combo Lvl 4 because there is a gap. Combo maxes out at Level 4, costs15+10x PP to purchase. (Counter) Might trigger when attacked by an enemy. Allows your character to attack before the enemy attacks if triggered. Higher levels increase chance of triggering. Costs 20+5x PP to purchase. (Infight) Increases attack value of all melee-class weapons (possibly by 50 per level). Adds one to unit movement per 4 full levels of Infight possessed. Costs 20+5x PP to purchase. (Gunfight) Increases attack value of all projectile-class weapons (possibly by 50 per level). Adds one to range of projectile weapons per 4 full levels of Gunfight possessed. Costs 20+5x PP to purchase. (Attacker) The pilot's unit does 20% extra damage on all attacks when his/her Morale reaches 130 or more. Costs 80 PP. (Revenge) The pilot's unit does 20% extra damage on counterattacks. Costs 50 PP. (Lucky) Triggers randomly, cannot be purchased. If it triggers, the unit automatically hits for a Critical, and automatically dodges any attack thrown at it.

Defense Systems ------------------------------ (Commander) The pilot radiates an aura, and all friendlies in the area covered by the aura benefit from increased Hit and Evade rates. The aura is radial, with the radius equal to Leadership Lvl + 1. To see the actual area covered during a

mission, leave your cursor over the unit carrying the pilot with the ability for a second or two. Costs 30+10x, maxes out at Level 4. (Guard) When the pilot reaches 130 morale or greater, the pilot's Defense increases significantly. Costs 85 PP. (Abandon) When the pilot reaches 130 morale or greater, the pilot's Accuracy and Evasion increases significantly. Costs 85 PP. (Psychic Power) The pilot's Accuracy and Evasion is improved, with the amount based on the pilot's Skill Level. It is also a requirement for the use of certain weapons. Cannot be purchased. ???? ???? ???? (Foresight) When the pilot reaches 130 morale or greater, the pilot's Evasion increases significantly. Costs 85 PP. ???? (Assist Systems) ------------------------------ (Assist Attack) Allows the unit to do an attack in support of another attacking character. Damage is a fraction of normal. Costs 50+10x PP to purchase. Maxes out at Level 4. (Cooperative Attack) Allows support attacks to be done at full damage. Costs 75 PP. (Assist Defend) Allows the unit to substitute itself as the target of an attack against the unit being assisted. Damage suffered is a fraction of the damage that would be (since the unit which is Assist Defending is guarding.) Costs 50+10x PP to purchase. Maxes out at Level 4. SP (SP Up) Increases SP by 4 per level of ability. Costs 30+5x PP. SP (SP Recovery) The pilot regains 10 SP per turn. Costs 100 SP. (Focused Power) SP costs for seishin are reduced to 80% of normal. Costs 80 SP. (Genius) The pilot's Accuracy, Evasion and Critical rates are improved. Cannot be purchased.

(Strong Luck) All kills made by the pilot provide 20% more money than normal. (Morale Systems) ------------------------------ (Fighting Heart) The pilot starts with +5 to Morale before the battle begins. Costs 50 SP. (Rising Spirits) The pilot gains a +2 to Morale every turn, starting from the 2nd turn (s)he is deployed. Costs 60 PP. +() (Morale + Evade) The pilot gains +1 to Morale for every attack evaded successfully. Costs 60 PP. +() (Morale + Hit) The pilot gains +1 to Morale for every hit landed successfully. Costs 60 PP. +() (Morale + Damage) The pilot gains +2 to Morale for every time his/her unit takes damage. Costs 60 PP. (Special Systems) ------------------------------ (Potential) When the HP of the unit of the pilot is reduced to critical levels, the unit gains a bonus to Accuracy, Evasion, Armor and Critical rates. Size of bonus is determined by Level of Potential. & (Hit & Away) The unit can move after attacking, assuming it has not moved yet. Costs 70 PP. B (Bullet Save) All ammunition-based weapons on the current unit for the pilot has its ammunition increased by 50%. Costs 80 PP. E (Energy Save) All EN-consuming attacks made by the unit used by this pilot only uses 70% of its usual cost. Costs 80 PP. (Repair Capability) Repair commands executed by the current unit heals by 50% more than usual. The maximum amount of damage that can be healed with each command is based on the pilot level. Costs 65 PP. (Resupply Capability) Resupply commands can be executed after moving.

************************** * 3. PILOT LIST * ************************** Pilots are listed under the following stat block: <Pilot name in Japanese characters> <Pilot name, or an approximation if I can't figure it out> [Natural] <List of pilot abilities possessed by the pilot naturally> [Ace] <The pilot's Ace Bonus when the Ace rating is awarded for over 50 kills> [Seishin] <Seishin list in seishin name, level acquired, SP cost> There's some missing and incomplete seishin data will be be updated once I find time to reach the end and test-hack the entire crew. Most of the rest should be fine. Notes for Ace Bonuses: Apparently, Doryoku (x2 EXP) overrides all +EXP bonuses units will get from kills instead of stacking. I presume this will be the same for Kouun (x2 Money). ------------------------------SRX Team ------------------------------ Aya Kobayashi [Natural] Psychic Power Assist Defend Assist Attack Focused Power [Ace] +10% SP+20 Accuracy +10%, SP+20 [Seishin] Hirameki 23/10 Inori 23/15 Shuuchuu 23/15 Kannou 23/30 Nekketsu 24/40 Hokyuu 30+/ F Rai [Natural] Genius Hit & Away [Ace] +10% +10%

possibly means that he gains +10% to hit critically wounded enemies and +10% to dodge attacks when critical, or perhaps it is literal and only attacks that would actually finish him off (or the enemy off, if he's attacking) will be counted. [Seishin] Shuuchuu Kasoku Hicchuu Sogeki Nekketsu Chokugeki 09/15 09/05 09/10 18/20 23/40 27/20

Ryuusei Date [Natural] Psychic Power Potential Combo [Ace] +10% Damage for all Nendou-based (aka Psychic-based) attacks are increased by 10% [Seishin] Shuuchuu 09/15 Hirameki 09/10 Hicchuu 09/15 Kouun 15/30 Nekketsu 24/35 Kakusei 32/70 Mai Kobayashi [Natural] Psychic Power SP Recovery Strong Luck Support Attack [Ace] +10% See Rai for explanation SP+20 [Seishin] Hicchuu 23/10 Shuuchuu 23/15 Kannou 23/30 Hirameki 23/10 Nekketsu 26/40 ------------------------------SRT A -------------------------------

Lamia Loveless [Natural] Potential Counter Abandon [Ace] +5% Ranged attacks + 10% to damage +10% See Rai for explanation [Seishin] Potential Counter Abandon Hicchuu Teppeki Shuuchuu Nekketsu Hirameki Kakusei 04/10 04/20 13/10 22/40 24/10 30/63

------------------------------SRT Impact ------------------------------ Kyousuke Nanbu [Natural] Strong Luck Counter [Ace] +10% to trigger Counter, +10% to Melee-based damage [Seishin] Kasoku Shuchuu Totsugeki Hicchuu Nekketsu Hirameki 05/05 05/15 05/15 11/20 22/40 25/20

Excellen Browning [Natural] Hit & Away Assist Defend [Ace] +10% (correction?) on all assist attacks and defence [Seishin] Hit & Away

Support Defense L1 Hirameki Shuchuu Sogeki Nekketsu Hicchuu Ai 05/10 05/15 05/10 23/40 25/10 33/65

Alfimy [Natural] Foresight Assist Attack SP Recovery Combo Potential Assist Defend [Ace] +10% (correction?) on all assist attacks and defence [Seishin] Kannou Kitai Gekirei Saidou Inori Ai 55/05 55/50 55/40 55/40 55/10 55/50

------------------------------SRT Alpha ------------------------------ Brooklyn Luckfield (Bullet) [Natural] Psychic Power Infight [Ace] +10% CT+10% +10% accuracy, +10% crit adjustment [Seishin] Psychic L1 Infight L1 Hirameki Hichuu Doryoku Shuchuu Nekketsu Kiai 05/10 05/15 07/20 12/15 21/35 35/35

Irmgard Kasahara

[Natural] Potential Infight Abandon [Ace] SP45 SP cost for Ai is 45 [Seishin] Hicchuu 09/10 Hirameki 09/10 Kiai 11/35 Nekketsu 15/40 Shuuchuu 20/15 Ai 32/60 Leona Gashstein [Natural] Psychic Power Attacker Hit & Away [Ace] +10% +10% +10% to Accuracy and Evasion [Seishin] Kasoku Shuuchuu Chokugeki Hichuu Nekketsu Hirameki 12/05 12/15 12/20 14/15 25/40 28/10

Rio [Natural] Psychic Power Potential Rising Spirits [Ace] EXP+10% +10% +10% to EXP and money earned [Seishin] Hirameki Doryoku Nekketsu Hicchuu Shuuchuu Kasoku 16/10 16/15 16/35 17/20 22/15 24/05

Kusuha Mizuha

[Natural] Psychic Power Assist Defend Focused Power [Ace] + EXP+10% [Seishin] Hicchuu 15/15 Teppeki 15/25 Shuuchuu 17/15 Nekketsu 25/45 Kakusei 30/60 Ai 32/65 Ryouto Hikawa [Natural] Psychic Power Assist Defend Abandon [Ace] +5% -5% +5% to all damage inflicted, -5% damage from all damage received [Seishin] Tasuku Shinguuji [Natural] Psychic Power Lucky Assist Defend [Ace] +10% SP15 +10% Lucky, Kouun costs 15 SP [Seishin] Hicchuu 12/20 Kouun 12/25 Kasoku 12/05 Teppeki 15/25 Nekketsu 22/35 Ai 33/70 Viletta Badeim [Natural] Gunfight Focused Power Assist Defend

[Ace] CT+20% SP+10 +20% critical, +10 SP [Seishin] Teisatsu 17/01 Shuuchuu 17/10 Kasoku 17/05 Hirameki 17/10 Nekketsu 25/40 Hicchuu 28/10 ------------------------------SRT Alpha2: ------------------------------ Arad Balanga [Natural] Strong Luck Lucky Assist Defend [Ace] +5% +5% to all melee damage +10% +10% to all money earned from kills [Seishin] Hirameki 17/10 Hicchuu 17/15 Dokonjou 17/20 Shuuchuu 17/15 Nekketsu 24/35 Kiai 32/30 Zeora Schubaisa [Natural] Assist Attack Assist Defend Hit & Away Gunfight [Ace] +5% EXP+10% +5% damage to projectile attacks, +10% to EXP earned [Seishin] Shuuchuu 32/15 Teppeki 32/30 Hicchuu 32/10 Sogeki 32/10 Nekketsu 32/10 Ai 33+/60

Ibis Douglas [Natural] Assist Attack Assist Defend Counter [Ace] +1 +1 to unit movement [Seishin] Hirameki 03/10 Yujyou 03/30 Doryoku 13/20 Hicchuu 20/20 Nekketsu 27/35 Kasoku 32/05 Note: Ibis apparent has her seishin set changed after she gets the Asterion. Shuuchuu Hicchuu Doryoku Hirameki Nekketsu Kasoku 15/15 15/20 15/10 15/10 25/40 33/05

Sley [Natural] [Ace] [Seishin] Kasoku 03/05 Shuuchuu 03/15 Hirameki 10/10 Sogeki 17/20 Nekketsu 23/30 Hicchuu 26/20 Zengar Zonbolt [Natural] Potential Counter Infight Abandon [Ace] +10% Melee-based attacks gain +10% damage [Seishin] Hicchuu 26/10 Kihaku 26/45 Teppeki 26/30

Shinnen 26/10 Nekketsu 27/40 ------------------------------SRT OG: ------------------------------ Kai Kitamura [Natural] Commander Attacker Combo [Ace] +5% CT+10% Effectiveness of Commander ability +5% +10% Crit [Seishin] Shuuchuu 09/15 Nekketsu 09/35 Hicchuu 09/15 Shinnen 18/10 Teppeki 23/30 Kihaku 30/55 Daitetsu [Natural] [Ace] [Seishin] Hicchuu Teppeki Dokonjou Tekagen Chokugeki Nekketsu 10/20 10/30 10/40 15/10 26/30 32/45

Tetsuya Onodera [Natural] Commander Assist Attack Assist Defend [Ace] -10% Takes less 10% damage from indirect attacks... meaning MAP and Support Guard? [Seishin] Shinrai Shuuchuu Ouen Yujyou Totsugeki Kiai Tetsuya2 10/20 10/20 10/25 18/40 27/40 32/30

Hicchuu Teppeki Dokonjou Sogeki Chokugeki Nekketsu

32/20 32/25 32/35 32/20 32/30 32/40

Eita Nadaka [Natural] [Ace] CT+5% +5% to Critical? [Seishin] Shinrai 32/20 Shuuchuu 32/20 Ouen 32/20 Yujyou 32/35 Kasoku 32/05 Kiai 32/30 Latouni Suuwota? [Natural] Genius Assist Attack Assist Defend [Ace] EXP+20% +20% to all EXP earned [Seishin] Hirameki 08/10 Shuuchuu 08/10 Hicchuu 08/15 Yujyou 15/40 Nekketsu 25/45 Saidou 32/70 Refina Enfield [Natural] Commander Assist Attack Assist Defend [Ace] +5% Effectiveness of Commander ability +5% [Seishin] Hicchuu Doryoku Shinrai Shukufuku 12/15 12/10 12/20 18/45

Gekirei Kitai

32/50 34/70

Sean Webley [Natural] [Ace] CT+5% +5% to Critical? [Seishin] Tekagen 12/10 Konjou 12/15 Kouun 12/40 Teppeki 14/30 Nekketsu 24/40 Hirameki 30/10 Katina Tarasuku [Natural] Counter Revenge Combo [Ace] +10% -10% +10% to accuracy, -10% to damage taken? [Seishin] Hicchuu Nekketsu Totsugeki Kasoku Hirameki Kihaku 12/20 12/30 12/15 13/05 22/10 30/55

Russell Bagman [Natural] Potential Assist Attack Assist Defend [Ace] -20% Takes 20% less damage in Assist Defends? [Seishin] Hicchuu 12/20 Teppeki 12/15 Shinrai 12/20 Ouen 14/15 Yujyou 23/30 Gekirei 34/30 - Radha Bairaban

[Natural] Foresight SP Recovery Assist Defend [Ace] +10% SP+20 +10% Evasion, +20 SP [Seishin] Shuuchuu Hirameki Shukufuku Kannou Inori Saidou Rin Mao [Natural] Assist Attack Hit & Away Focused Power Abandon [Ace] +10% CT+10% +10% to Accuracy, Evasion, Critical [Seishin] Hicchuu Shuuchuu Hirameki Nekketsu Gekirei Saidou 16/10 16/12 16/10 16/40 29/50 32/70 16/10 16/10 16/30 16/35 20/10 *cures status effects on mecha* 32/80

Retzel [Natural] Genius Gunfight Focused Power Hit & Away [Ace] +10% Ranged attacks + 10% to damage [Seishin] Shuuchuu Hicchuu Hirameki Kasoku Nekketsu Chokugeki 17/10 17/10 17/10 17/05 25/40 28/15

Shine Hauzen [Natural] Foresight Strong Luck Focused Power Assist Attack [Ace] +20% +20% to all money earned from kills [Seishin] Hirameki Ouen Shuuchuu Shukufuku Nekketsu Hicchuu 15/10 15/10 15/10 17/50 26/40 29/15

Rircarla Bourgnain (Carla) [Natural] Psychic Power Strong Luck Assist Defend Assist Attack [Ace] +10% +10% +10% to money earned, +10% to accuracy [Seishin] Totsugeki Shuuchuu Hicchuu Gekirei Nekketsu Ai 30/25 30/15 30/15 30/40 30/35 33/60

Yuuki Jegnan [Natural] Psychic Power Hit & Away Assist Attack Abandon [Ace] +10% CT+10% Evade +10%, Crit adjustment +10% [Seishin] Shuuchuu 31/15 Hicchuu 31/10

Hirameki Kasoku Nekketsu Kihaku

31/10 31/05 31/40 31/45

------------------------------Masoukishin ------------------------------ Masaki Andou [Natural] Potential Infight Combo [Ace] +5% +5% damage to all attacks dealt +10% See Rai [Seishin] Shuuchuu 16/15 Hirameki 16/10 Kouun 16/40 Nekketsu 23/35 Kiai 25/35 Hicchuu 27/10 Ryuune Zoldark [Natural] Gunfight Assist Attack Revenge [Ace] +10% +10% damage to all attacks dealt [Seishin] Hicchuu 16/20 Hirameki 16/10 Shuuchuu 16/15 Doryoku 16/15 Nekketsu 22/35 Kiai 28/35 ------------------------------SRT4 -------------------------------Guilliam Ega [Natural] Foresight SP Recovery

Hit & Away Assist Attack [Ace] +15% See Rai [Seishin] Shinnen 17/10 Shuuchuu 17/10 Hicchuu 17/10 Nekketsu 25/40 Hirameki 26/10 Kakusei 32/55 ************************** * 4. MEMORY HACKING * ************************** All the cheats you should need are improved stats (which can be raised through an infinite PP cheat, but assuming you're lazy...), more than 50 kills for the Pilot Ace bonus, current PP, SP, morale, and possibly EXP. Increases in levels through the EXP cheat does give you access to the pilot's seishin list and increase their SP, but your stats do not improve, and more importantly, your Natural pilot skills don't as well, so unless you wish to rehack the value repeatedly (or until I manage/bother to discover how to set the Next Lvl EXP perpetually to 1), it's not meaningful to hack EXP. I trust you should know enough as to how to do use the cheat device in VBA, so I won't explain here. I have not figured out how to convert these to GameShark, nor do I have one, thus, I cannot help with regard to that. Further more, memory locations are tied to pilot slots and pilots are moved along the slots as you "unlock" more in the process of playing. The first pilot slot will always belong to Kyousuke it seems, at a particular base address. The rest follow a particular sequence. Using a friend's VBA save, this was obtained for the intermission before the last (secret) stage. 02019764 0201979c 020197d4 0201980c 02019844 0201987c 020198b4 020198ec 02019924 0201995c 02019994 020199cc 02019a04 02019a3c 02019a74 02019aac Kyousuke Refina Bullet Zengar Lamia Masaki Ibis Kai Rai Alfimy Tetsuya Eita Sean Viletta Irm Tasuku

02019ae4 02019b1c 02019b54 02019b8c 02019bc4 02019bfc 02019c34 02019c6c 02019ca4 02019cdc 02019d14 02019d4c 02019d84 02019dbc 02019df4 02019e2c 02019e64 02019e9c 02019ed4 02019f0c 02019f44

Russell Kachina Leona Excellen Radha Rin Ryuusei Arad Guilliam Ryuune Rio Ryouto Kusuha Retzel Shine Aya Mai Yuuki Carla Zeora Latouni

To compare, a savegame I had in the intermission before stage 30 had Latouni's EXP at 0201995c, which by my friend's save, is Alfimy's. Since I have not managed to figure out how the arrangements in terms of pilot slot order are done, if you must cheat, it's best to just search by memory and convert as necessary. To edit a pilot's stat, first, search for the memory location of their EXP as a 16-bit number. The offsets for the other stats are as follows: Morale SP PP Kills Melee Missile Accuracy Evasion Defense Skill : : : : : : : : : : -06 -05 -20 -22 -2E -2C -2A -28 -26 -24

Remember, this is hexadecimal subtraction, not decimal. War funds is just a 32-bit number at location 0201a908. Haven't messed with weapons or optional parts yet. ************************** * 5. UNIT ABILITIES * ************************** <Under Construction> (Barriers) ------------------------------ (Beam Coat) Blocks up to 900 points of Beam damage. AB (AB Field) Blocks up to 1200 points of Beam damage.

E (E Field) Kicks in at 120 Morale, blocks up to 1500 damage. ???? G (G Territory) Kicks in at 120 Morale, blocks up to 1800 damage. (Nendou/Psychic Field) Kicks in at 110 Morale, blocks 200 damage per level of Psychic Power? ???? ???? ???? (Special Nullifiers) ------------------------------???? EN (EN System Nullifiers) (Morale System Nullifiers) SP (SP System Nullifiers) ???? ???? ???? (Breaker System Nullifiers) Nullifiers generally prevent certain types of weapon systems from being used on the enemies. There is one that I've not encountered yet, but have heard of, which is basically a Beam Absorber that uses Beam damage to heal the unit. ------------------------------HP() [HP Recovery, Small] Unit recovers up to 10% of its maximum HP per Turn (after both player and enemy, I believe?) HP() [HP Recovery, Medium] Unit recovers up to 20% of its maximum HP per Turn (after both player and enemy, I believe?) HP() [HP Recovery, Large] Unit recovers up to 30% of its maximum HP per Turn (after both player and enemy, I believe?) EN() [EN Recovery, Small] Unit recovers up to 10% of its maximum EN per Turn (after both player and enemy, I believe?) EN() [EN Recovery, Medium] Unit recovers up to 20% of its maximum EN per Turn (after both player and enemy, I believe?) EN() [EN Recovery, Large] Unit recovers up to 30% of its maximum EN per Turn (after both player and enemy, I believe?)

[Bunshin] Once the pilot's morale reaches or exceeds 130, the unit will have a 50% chance of evading an attack directed at it should it be hit normally. The unit will not escape Hicchuu-aided attacks, for obvious reasons. [Jammer] The unit has a 50% chance of automatically disabling all missiles (as in the weapon-type ) fired at it. (Miscellaneous) ------------------------------ (Repair) Allows the unit to repair damage done to other units. EXP gained is based on the amount healed and the levels of the repairperson and the repaired, with more EXP for higher amounts of damage healed and with the repairperson being of a lower level than the pilot of the unit being repaired. The amount of damage that can be repaired is based on the repairperson's level, with higher levels allowing for larger damage repair capabilities. (Resupply) Allows the unit to resupply EN and all weapon ammunition to a unit. May not be used after moving, unless the appropriate Pilot Ability is purchased. (Transformation) Allows the unit to transform into another form. (Combination/Separation) The first allows the units to combine into a new form, the second for the combined unit to separate into its component units. Note that EXP, PP and kills are given to all the sub-pilots in the combined units. ************************** * 6. UNIT DATA * ************************** When a unit is fully upgraded in terms of stats, you are given a choice of a bonus increase to your unit from the generic HP/EN/Mobility/Armor + 10% and a Special available to each unit. Here's a list of the uniques. Upgrades apply across all of the unit's forms, if applicable. Unique Upgrade Options: +20% Shirogane +20% armor Kurogane Hiryu Kai +20% +20% armor +20% +20% accuracy

SRX SRX Perzain Rihicaid / RyuuKouOu/KouRyuuOu Giganscud Duo Daizengar Ausenzaider Grungast Grungast Nishiki Alteisen Riese Landgriez Angelg Laz Angriff Valshione Psybuster Mk-II R Gespenst Mk-II R Rein Weissritter Schutzwald R-3 R-3 Powered L Huckebain Gunner L

Conformal Parts Slot +1 S All fixed weapons have their ratings set to S EN() EN Recovery (Small) +10% EN+15% +10% Armor, +15% EN +200 Melee-based attacks +200 power +200 Missile-based attacks +200 power +200 All attacks +200 power +300 Nendou Field +300 S All fixed weapons have their ratings set to S W-+30 W Gauge +30 EN() EN Recovery (Small) W-+50 W Gauge +50 +20% Bunshin activation rate +20% +10% EN+15% Mobility +10% EN +15% +15% HP+20% Mobility +15% HP +20% +2 +2 to ammunition for all fixed weapons AB?? AB-Field? +300 Nendou Field +300 ,EN+10% Armor, EN +10%

Mk-II M Gespenst Mk-II M Asterion AM AM Gunner R-2 R-2 Powered Mk-II M Gespenst Mk-II M Wild Wuerger Huckebain Mk-II Huckebain Mk-II Huckebain Mk-II M Huckebain Mk-II M Mk-II M Gespenst Mk-II M

,HP+15% Armor, HP +15% +20% Mobility +20% EN+15% EN+15% +200 Missile-based attacks +200 power +20% Armor +20% , +15% Mobility, Armor +15% W-+50 W Gauge +50 W-+30 W Gauge +30 S All terrain types are set to S except Air, and all . ,EN+10% Armor, EN +10% ,EN+10% Armor, EN +10% W-+40 EN+20% W Gauge +40, EN +20% W-+30 EN+10% W Gauge +30, EN +10% +4 +4 to ammunition for all fixed weapons +2 +2 to ammunition for all fixed weapons +200 +200 to Nendou-based attacks EN+20% EN+20% W-+30 W Gauge +15% Mobility +15%

Mk-III L Huckebain Mk-III L Mk-III T Huckebain Mk-III T Huckebain Garion Custom Gespenst Wild Falcon R-1

R-Gun R-Gun Powered Alblade F32V F32 Sillouhette Kai?

G/S Faerion G/S

+20% Mobility+20%

************************** * 7. COMBINATION ATTACKS * ************************** (Rampage Ghost) Alteisen (Rieze), (Rein) Weissritter Morale 120 EN 35 Range 1~4 R (Formation R) R-1, R-2 Powered, R-3 Powered Morale 110 EN 30 Range 1~3 (Twin Bird Strike) Wild Wuerger, Wild Falcon Morale 115 EN 30 Range ??? RHB (Royal Heart Breaker) Faerion G, Faerion S Morale 110 EN 25 Range 1~4 (Tatsumaki Zankantou) Daizengar, Ausenzaider Morale 130 EN 64 Range 1~3 (Tenjo Tenka Ichigeki Hissatsu Hou) SRX, R-Gun Morale 140 EN 100 ************************** * 8. PILOT ANALYSIS * ************************** <Under Construction> ************************** * 9. UNIT ANALYSIS * ************************** <Under Construction> ************************** * 10. WALKTHROUGH * ************************** Each scenario is listed under the format: =========== Stage xx =========== P: <skill point conditions) <text block> where "P:" lists the conditions required for the scenario point. The text block will basically outline the important things you'll need to take note of on that scenario. As it is, the only exact known value of scenario points is for unlocking a hidden stage, presumably if you manage to stay on Hard

difficulty all the way to the end. Currently, skill point conditions are based on a maxed skill point total, ie, Hard after say Stage 03 or 04, and every skill point earned. I have no idea if skill point conditions vary with different difficulty settings, so be warned. Enemy pilot stats seem to be raised to pretty incredible values in Hard. The more mobile units such as the Gespensts and the Huckebeins will actually have almost 10k HP, and can hit Daizengar (100 Morale, 2525 Armor, 154 Defense) for over 2000 damage, which is abt 1/5 of its total HP, and to hit them, you will usually have to employ Hicchuu, which I guess, is pretty why Hicchuu features in almost every pilot's seishin list, and why there's a lot of Kannou around this time. Of course, you only have that much SP, so for the average player or someone who wants to try for all the skill points, it will save you some pain if you actually finish the game a couple of times first to have some PP and funds to play around with. Assuming you have enough cash to burn, you can actually skimp on Evasion and spend on Accuracy. Add some targetter for that little boost, and life will become that much easier. =========== Stage 01 =========== P: Clear the map in 4 turns. Kyousuke, Bullet and Excellens appear after Lamia takes her second turn ingame. The Rion-Fs on the NW side won't move, so you have to rush them. =========== Stage 02 =========== P: Defeat all units except the Garion Custom by turn 4 Have Ibis and Sley charge up with all their defensive seishin, attacking as much as possible. That should leave less targets for the rest of your squad when the come around at the start of turn 3. =========== Stage 03 =========== P: Reduce the Rhinocerous' HP to 70% by turn 4. =========== Stage 04 =========== P: Defeat all units except the Garion Customs by turn 4. Leave Rai to fight on his own, while Kai deals with Arad and the Barrelions. Kyousuke should be sent to support him with a Screw Module on his Alteisen, while the rest rush eastward or north, as you see fit. ===========

Stage 05 =========== P: Destroy all the Rion-Fs by turn 4. You still have only enough Screw Modules for one unit, so you still have little choice but to leave the other two behind to rush for the Ace Point. After all initial enemies are eliminated, a group of Barrelions will ambush the Shirogane. If you do not want them firing at the Shirogane, have two units positioned directly above and below the Shirogane. After 2 Barrelions are downed, an event will take place and the story will end. =========== Stage 06 =========== P: Destroy all but those piloted by named pilots by turn 4, or defeat one of the named pilots rushing towards you. Enemies appear after u knock Irm's Grungast down to 70% HP. Thus, you can have this triggered in turn 1, albeit at high risk, since the Grungast is very capable of downing the Alblade in one hit. However, since you will be fighting with Irm's Grungast, I suggest you use the G-Revolver only to minimize damage dealt. Make use of Ryuusei's Combo attack (the Blade Tonfas) whenever possible to speed things up. =========== Stage 07 =========== P: Defeat 4 enemies by turn 2 of the player phase. Your best bet is to charge westwards for the Rion-Fs. Turn 2 ends with new enemies appearing. These enemies have Beam Coats. =========== Stage 08 =========== P: Defeat all units except those piloted by named characters by turn 4. =========== Stage 09 =========== P: Destroy all but one unit, then reduce that one unit to 5% of its HP by Turn 2. This mission is interesting in that it requires you to capture your enemies alive. There are two waves, so to make it easy, reserve 20 SP for Refina and Sean respectively in the Hiryu Kai for Hicchuu and Tekagen. For the first wave, just park Leona in her Garion Custom right in the midst of the enemies with Shuuchuu and spare one to be shot by the Hiryu Kai with Tekagen.

Dealing with the first set of enemies brings out a 2nd wave. There is no Ace Point tied to this, but the enemies are generally too strong for the Gespensts, so it's best to let Tasuku and Leona deal with this. Again, spare one for the Hiryu Kai to Tekagen. | | | | FIRST BRANCH: This is the first path branch you'll encounter. The first option is to go to Ethiopia, and the other is for the Moon. Ryuusei and Excellen will head for the Moon, while the rest go to Ethiopia. | | | | =========== Stage 10: Ethiopia =========== P: Wipe out everything in 6 turns. Nothing special, just charge forward and assault their position. They'll move to intercept you, with the first three groups moving in turn one, and the rest in the next turn or presumably when you're near enough. Wiping out everyone brings yet a second group, with a set of Gespensts from the south and two boss units from the west. As usual, the bosses are pretty much unkillable, so there's no need to save your Kouun and Doryoku for them. =========== Stage 10: Moon =========== P: Defeat all the enemies within 3 turns. =========== Stage 11: Ethiopia =========== P: Wipe out everything in 3 turns. Nothing difficult here, though I'm not sure if evacuation of friendly forces is a must for this mission. Destroying the first batch will bring in Alfimy and another. =========== Stage 11: Moon =========== P: Defeat all the enemies within 5 turns.

=========== Stage 12: Ethiopia =========== P: Clear the map in 10 turns. After wiping out the initial squad and 2 Rhinocerous', more reinforcements will arrive and approach to the attack. Deal with them accordingly. =========== Stage 12: Moon =========== P: All AI-controlled V-Lions must survive. =========== Stage 13: Ethiopia =========== P: Protect the Barrelions. Here, you play the other group, basically Excellen and Ryuusei who were supposed to rendezvous with Tasuku and co. Ryuusei is sortied in the R-1 this time. You lose if any enemies enter the base area, and thus, they will only attack you if they happen to be close enough on their way there. The enemy fighters are hard to hit and as much as possible, with Excellen taking right, with the rest in reserve. Leona forward and taking out all the enemies near the base. hit hard, so use Shuuchuu and cover the left flank and Leona taking the and Excellen should keep pushing possible, and by the time they get

After wiping out the first wave, two squads (each consisting of 3 Rion-Fs and a Garion Custom), will appear. Leona and Excellen should be able to position themselves for maximum counterattack opportunities, and the rest will be just mop up. After that, a last ditch attempt will be made by your enemies and two sets of Barrelions will be thrown at your team. The other squad will appear and regroup with yours, and this is the end of the first path branch. =========== Stage 13 : Moon =========== P: Shoot down 9 enemies within 2 turns =========== Stage 14: =========== P: Defeat 15 or more enemies within 4 turns, boss mech excluded. One Rion-F, 3 enemy fighters. Retreat eastward. The cavalry appears in the form of your squad, but enemy reinforcements arrive on the scene as well. Ratouni and Rai will have Shuuchuu and Kasoku cast on them. Ideally, Ratouni

would be in a decent mech and sent forward to weaken as much of the enemy as you can for the skill point. Rai will do fine in his R-2. Rest should be pretty okay, tactically. The situation is fairly dire, so don't try too hard to do anything else after the skill point is obtained. =========== Stage 15 =========== P: Defeat 15 or more enemies within 4 turns Well, you have three skilled fighters, so send each to tackle one squad on their own with the Hiryu Kai in reserve. More enemies will pop out around the end of enemy turn 2 or so. One of the boss units has the ability to immobilize your mecha, so be extra careful. Kill as much as you can while retreating away. Apparently, if you can off the two lesser bosses first, then kill Mekiboss last, you get 3 great items and 2 great weapons. =========== Stage 16 =========== P: Allow Ryouto to advance far enough without taking any hits. Radha in a Schutzwald, vs a group of enemies. Turn 2 has Arad appearing to assist. Between the both of them, it is possible for you to wipe out everything by the end of Enemy Turn 2. This brings in a new wave of enemies, as well as Rin, Rio and Ryouto in a Huckebain, the AM Gunner, and a ship. Ryouto will head out, and your mission is to protect him from getting killed. As with all AI, he will just charge forward to attempt an escape. As it is, I don't see how to do this skillfully. All you can do is to attempt to kill off as many enemies nearby to minimize the odds of Ryouto being hit. If he gets by unscathed by the end of Turn 4, the point will be yours due to an event on Turn 5. The boss is pretty hard to hit, so make full use of Radha's SP Regen and her Kannou. =========== Stage 17 =========== P: Destroy all of the enemies by Player Turn 3. Grungast Nishiki and Garion vs a small group of enemies. Careful placement and use of Seishin should net you the skill point within the 2nd Enemy Phase itself, assuming nothing goes horribly wrong (which will usually be the Alterion getting nuked). After that is done, an enemy boss will charge towards the base, only to be intercepted by the man formerly known as Elzam (goes by Rehzel now?). This will bring up even more enemies, and all you get is Ibis and Rehzel in the Garion and Huckebein Tronbe. Even in the Tronboe, Rehzel is outmatched, and you have yet another stupid allied ship to safeguard. To add insult to injury,

Ibis is fairly useless in this battle due to her currently available seishin set so it's best to be cautious. The battle will end as soon as the ship retreats to the specified area, so try to kill as much as possible before it ends. =========== Stage 18 =========== P: Clear the map of all Inspector units, in four turns from their appearance. Over here, Ibis had only like... 14% chance of hitting Sley, without Accuracy boosting parts. If you can win, you get EXP and PP, otherwise, life probably goes on. After more events, you'll be surrounded by Inspector units. Just send Kusuha to the east with Hicchuu and Teppeki, and Retzel to the west with Shuuchuu (and Hicchuu, if you like). Masaki Andou will appear in his Cybaster to the south to assist after a couple of enemies are downed. =========== Stage 19 =========== P: Destroy every enemy except for Vindell's ZwaizerGain (will retreat in 3 turns.) Arad and Lamia are sent out in their respective units. Zeora appears with a couple of Gespensts. After further events, more reinforcements appear. Zeora cannot be killed here, her HP will just reset. When Vindell appears, the rest will run away, so just kill as much as fast as possible. Focus on killing enemies till one other unit besides Vindell is left. Then, if you feel inclined to, save the game and take a couple of potshots at Vindell for the EXP before finishing off the last unit for the skill point. | | | | SECOND BRANCH: First sets you on the Abiano path, second sends you to Izu Base. For the first, you go off with Irm, Viletta, Radha, Ibis, Kai, Leona and Arad. The second path lets you use RyuKouOu earlier, while the first leads you to Arad's Wild Wuerger. | | | |

=========== Stage 20: Abiano =========== P: Complete the objective by turn 4. The objective is to kill all (Landgreeze?) units by turn 5 without entering the city . Just stick two agile units right outside the wall near each cluster of enemies, and they'll move towards you naturally. After these have been eliminated, a couple of events will take place and some enemy reinforcements will arrive. Deal with them normally. =========== Stage 20: Izu Base =========== P: Achieve Victory within 4 turns. =========== Stage 21: Abiano =========== P: Clear the map of all enemies in 8 turns. There are two Rhinocerous down, and you only have Lee in the Shirogane. Moving directly south by turn 3 will result in an ambush with the Shirogane removed from play and Ibis added in with the Asterion. Move Ibis forward, and don't bother dealing with Sley, just dodge her attacks. Eventually, a story event will take place, leading into more reinforcements for you. It helps to have a decently upgraded Asterion in terms of Mobility to weaken the enemies first before friendly reinforcements arrive. For once, the boss can be defeated, though she retreats at 11k HP or so. =========== Stage 21: Izu Base =========== P: Achieve Victory within 4 turns. (That is, get one of your units next to the transport.) =========== Stage 22: Abiano =========== P: Clear the map in 5 turns. You start off with Arad vs Zeora. He's in an unupgraded Rion-V, so it's not good odds for you. Use your seishin wisely, for you need to do enough damage on her unit to trigger the next event. The Rion-V can take only one hit from Zeora, so if you want to save SP, go forward with Hicchuu and take the first hit, to limit her options, use Hirameki/Hicchuu on round 2 and ONLY counterattack, and on round 3, take recast Hicchuu/Hirameki and attack on your turn to trigger the event and bring in the reinforcements. Attack with the

Railgun for maximum damage. After friendly reinforcements arrive, Arad will still be enjoying the effects of the Hicchuu seishin you cast earlier. Take whatever advantage you can out of this, because this leaves you 3 more player turns inclusive of this (well, at least I got it done by Player Turn 3) to earn the skill point, and I assume that means finishing off Archibald and Zeora. Zeora will retreat after damaging her sufficiently, killing her results in a GAME OVER. Archibald will not retreat. =========== Stage 22: Izu Base =========== P: Clear the map within 10 turns. =========== Stage 23: Abiano =========== P: Reduce enemy forces to 15 units in 3 turns. After the enemy has been thinned down to 15 units, more reinforcements arrive. Eliminate everything, and Ouka is sent to deal with you. She's pretty mean, having Hirameki, Shuuchuu and Hicchuu cast on her every turn. Damage her enough, and she'll be pulled out, and you'll have to fight Surisaz, who benefits from the same auto-seishin set. Damage him enough, and the scenario is over. =========== Stage 23: Izu Base =========== P: Defeat Agiiha's Silverwind. =========== Stage 24 =========== P: Within 7 Player Phase Turns, defeat all enemy units except for Alfimy's. You start out with Excellen alone and one Einst. Destroying the first brings out another four. After those are nuked, yet another four pop out. And after those are done, 3 pop out, but you get some reinforcements. After nuking those as well, 7 enemy units pop out with Alfimy. Kyousuke appears after Alfimy's unit is damaged sufficiently. =========== Stage 25: =========== P: Clear the map within 9 turns. After you kill enough enemies, reinforcements spawn, so do not waste time. There are about three or four waves. Eventually, after all the enemies are

terminated, you'll be left with one boss. Lower its HP sufficiently to trigger the formation of SRX, and one more time to end the battle. =========== Stage 26 =========== P: Within 3 Turns, destroy all enemies but the Laz Angriff and Sledgelmil Lamia ... dies? Oh well, straightforward advance and smash mission, though the time limit is quite tight. The Laz Angriff and Sledgemill will retreat after all enemies have been eliminated. =========== Stage 27 =========== P: Reduce the number of enemies to less than 9 (Not counting the 3 bosses) in two turns from when the sub-objective is activated. Great. Mai decides to leave in an unupgraded Mass Production Huckebein MkII. After she gets hit once, Ouka appears and a major event takes place. After that, you're left with Mai, Ryuusei, Aya, Ratouni and Arad. Mai and Aya are totally immobilized. After another turn, our friendly forces come under heavy fire from enemy reinforcements, but Viletta and Rai appear in the R-Gun Powered and R-2 Powered respectively and mow them down. One thing leads to another and the SRX team manage to employ Variable Formation to form SRX, and our forces regroup on one side of the island. More enemy reinforcements arrive. When enough enemies are killed (to fulfill the sub-objective), friendly reinforcements arrive. Too bad no extra enemies for you to deal with, and that submarine boss runs off too. Ouka retreats when damaged sufficiently and takes Zeora with her, so take out Zeora first, and then Ouka. =========== Stage 28 =========== P: Shoot down 15 enemy units within 6 turns. Lamia returns in the Angelgoug (yay!). As it is, the Angelgoug has received +300 to all weapons power. For some reason though, the max stat upgrade is disabled, if you've upgraded it that much. You can still select it again once the battle is over, but it does mean that you won't benefit from it right now. The enemies won't take the offensive for now, so just keep dodging Axel's Soul Gain for two turns until the cavalry arrives. After downing 15 enemies, the enemy battleship warps out, and more enemy reinforcements warp in. Wipe them all out and put a large dent in Axel for the

end to this stage. =========== Stage 29 =========== P: Achieve the victory condition within 4 turns (Get Masaki or Ibis to the designated spot). Downing a Barrellion will lead into an event where you're ambushed by RionVs. Sley swoops in to help and destroys them in one barrage. Regretably, she doesn't have her boss-class Carion anymore and she's a neutral unit (ie, friendly but unusable), but she does come in with good stats and at level 30. Once you reach the indicated location, friendly reinforcements will arrive and Sley will leave. After a battleship crosses a certain point, more enemy reinforcements arrive. You win either by moving both your battleships into the clear zone guarded by the Barrelions earlier, or by nuking all other enemies. =========== Stage 30 =========== P: Achieve the victory condition within 4 turns. (Get Retzel to the designated spot.) You begin with the Tronbe and the Sanshiki. Rush them westwards ASAP and make use of the base terrain in front of the Barrelions for cover. Get there fast enough and focus both fire and counter-fire on the Barrelions which are directly blocking your path. After getting through, an event will take place and you'll only be left with Zengar, though he'll have Teppeki and Nekketsu cast on him for free. After a while, more stuff will happen, and Wotan Ymir will appear on the scene with his Sledgemir as a neutral. Zengar will be left for dead (pretty much so, with the Sanshiki totally immobilized and reduced to 10% HP). One more turn, more events, and bam, the Daizengar! Unupgraded though. Shucks. And still immobilized. What to do but yet to pass another turn... to speed things up, let yourself get hit till the Daizengar is reduced to critical. After that, an event will take place where Wotan tosses Zengar his Zankantou and Zengar dishes out some major damage to Vigan. As if that wasn't enough, Retzel busts out in his Ausenzaider and together, they perform a really painful-looking combination attack on Vigan. After that, friendly reinforcements arrive. Oh, and the Daizengar will be magically upgraded once he gets his Zankantou :P Geez, reminds me of Disgaea... Anyway, the Ausenzaider is not upgraded, but on the right terrain, he should still be able to pull through unharmed for the most part. The boss has left after that massive thrashing, so just advance your forces and wipe out the rest. ===========

Stage 31 =========== P: Clear the map within 9 turns. (This will require you to defeat all of the enemies, and take down one of the bosses enough to make the pair retreat I took down Shikarogu. Then, you will have to get all of your units to the designated area.) Not a lot of fun here, if you're going for the skill point. Lots of enemies with high HP and good evasion, bleh. And to make matters worse, once you've advanced one of your battleships far enough, Shikarogu will ambush the Hagane, removing 1/2 its HP. Map weapons are very handy here, so bring a couple of units with these. =========== Stage 32 =========== P: Within 5 turns, defeat all of the enemies except for the Garugau and the Gureitaakin. You start off with Yuuki and Carla in a Laz Angriff and Langriz respectively, and with you, four Rion-Vs and a Rhinocerous. As usual, you may only control Yuuki and Carla, so move them to the attack. Yuuki has Hit & Away, so it should help a little. By Turn 3, or possibly when all the Rion-Vs have been shot down, friendly reinforcements arrive. Quite a few of your top units will be sortied (Kyousuke, Excellens, Bullet/Kusuha, Zengar, Ryuune, Lamia, Guilliam). Anyway, this realistically means that you have only 3 turns to wipe out everything, so get to it. After everything has been wiped out (except the bosses), one thing leads to another and, well, more enemies appear for you to wipe out. =========== Stage 33 =========== P: Within 4 turns, defeat all of the enemies except for the Wild Falcon. Excellen is taken away by Alfimy and the Einsts. Arad, Shine and Latouni arrive on the scene too late, but they still get a greeting from Zeora and her squad. The skill point is easy, though I basically left the stage for Shine to gain kills. Do not destroy Zeora's unit, it'll result in a Game Over. Reducing her unit to abt 1/3 HP will bring on the next set of events, which has Ouka appearing with reinforcements and shooting up everyone, which results in everyone being immobilized and underwater. You can shoot back, but that might not mean much. Hold off long enough, and reinforcements will arrive after a long event sequence. | |

| | THIRD BRANCH: First sets you on the Earth Cradle path, second sends you to Space. | | | | =========== Stage 34: Earth Cradle Route =========== P: Within 6 turns, achieve the Victory Condition (get the Kurogane to the designated area). =========== Stage 34: Space Route =========== P: Destroy all enemies in 8 turns. After advancing the Hiryu Kwai past a certain point, an event will take place, and it will be surrounded by enemies. Sub-objective will be revealed at this point. After enough enemies are killed, even more will appear near the exit area. =========== Stage 35: Earth Cradle Route =========== P: Within 3 player phases, shoot down 11 enemies. =========== Stage 36: Space Route =========== P: =========== Stage 36: Earth Cradle Route =========== P: Within 5 turns, destroy Archibald's Rhinoacerous. =========== Stage 37 =========== P: Within 5 turns, achieve the victory condition. Ritter down to 80% health.)

(Take the Rein Weiss

=========== Stage 38 =========== P: Destroy the Gureitaakin. (An event happens when he falls below a certain % - unsure of it exactly, as to yet.) ===========

Stage 39 =========== P: Within 5 turns, reduce the Soulgain's HP to 30%. =========== Stage 40 =========== P: Kill 20 enemy units within 5 turns. =========== Stage 41 =========== P: Destroy the Peruzein Rihikaito. ************************** * 11. SECRETS * ************************** Some of these may have been mistranslated when I tried to read it off JP sites. The link is provided for those of you who are capable to read it yourself. 1) Not much of a secret, but you get another stage to play with, and possibly some change in the ending, if you finish Stage 41 with 35 skill points, or more. 2) Complete the game once to get access to EX Mode, which is much harder than your normal game. PP costs for all pilot improvements are doubled, and no weapon upgrades are possible. Complete it one more time for Special Mode? 3) Shishiou Blade + G-Impact Stake + Hagane no Tamashii + High Performance AI + Yuusha no Akashi: Apparently, in Stage 15, you can get some nice equips and weapons if you manage to kill off both lesser boss units before killing Mekiboss. 4) Wild Wuerger L: [From GameFAQs] --------------------------- start ------------------------------------------From: ShadowRift | Posted: 2/7/2005 8:33:42 PM | Message Detail Since there seems to be some confusion about getting this unit, this is what I've observed thus far about how to get it. 1. 2. 3. 4. You seem to need to pick the space route at the first split Second split doesn't matter Arad needs 50 kills by stage 27 To keep the unit, Mai needs to get 5 kills with it in stage 27.

I'm not 100% sure about whether you need to go space route at the first split, but the only playthrough I chose not to I didn't get the Wilger L. I know the

second split doesn't matter, and Arad definitely needs 50 kills by stage 27. Just now, I played the stage and Mai got 4 kills, and afterwards the Wild Wilger L mysteriously vanished. I reloaded and got her 10 kills, and it remained after the stage. Thus, the crucial number may actually be 10, not 5. --------------------------------------------------------------------------From: ampulator000 | Posted: 2/7/2005 8:41:35 PM | Message Detail Are you sure it's not just 5 kills, and not with the mecha? --------------------------------------------------------------------------From: ShadowRift | Posted: 2/7/2005 8:45:02 PM | Message Detail Ah, yeah, that's entirely more likely. Mai probably just needs a certain kill count by the end of stage 27, either 5 or 10. --------------------------------------------------------------------------[From a separate thread] From: tangowr | Posted: 2/14/2005 6:45:41 AM | Message Detail Stage 19 before meeting Zeora defeat 4+ enemy mech Before stage 26 end 50+ kill Mai in stage 27 cannot lose more than 40% HP, defeat 5 enemy mech --------------------------- end ------------------------------------------From http://ground2.moo.jp/srwog2/koneta.htm In stage 19, defeat four or more units with Arad's Alblade, and have him at Lvl 25 with 50 kills by Stage 23 by the Abiano path, or Lvl 19 with 44 kills by the other route. Mai will be sortied in the Wild Wuerger-L on Stage 27.

5. A Special Mode is unlockable as well, though the specifics of the mode will be provided when I can bug my friend to translate, or gather enough energy to do it myself. 6. Boost Hammer: From http://ground2.moo.jp/srwog2/koneta.htm The Boost Hammer weapon can be obtained on stage 16. Arad must kill everything on his own within the first 4 turns. Radha is allowed to help damage the units. There is no restriction as to how the kills need to be achieved, weapon-wise. 7. Gespenst Mk-II S

From http://ground2.moo.jp/srwog2/koneta.htm Kai must have 55 kills and be at Level 35 by Stage 33. The unit will be provided midway during the Earth Cradle route, or at the end of the branch when both forces reunite. 8. Neo Chakram Shooter + G-Impact Stake: From Mellow RG on GFAQs: "It's really easy to get these. Just make sure Daizengar doesn't any kill one single enemy during its debut in mission 30. You are free to kill anyone with Tronbe and Sanshiki, though. You will get these weapons after you choose the third route split. (after mission 33)"

9. Graviton Launcher From http://ground2.moo.jp/srwog2/koneta.htm Killing all enemies with Viletta in her Huckebein Mk-II M in Stage 6 will provide you with the Graviton Launcher equipped on her unit in Stage 15.

10. Huckebein Mk-III R + Boxer-R Frames From http://ground2.moo.jp/srwog2/koneta.htm Leona must have 55 kills and be at Level 35 by Stage 33. The unit will be provided midway during the Earth Cradle route, or at the end of the branch when both forces reunite. [From GameFAQs messageboards] --------------------------- start ------------------------------------------From: tangowr | Posted: 2/14/2005 6:45:41 AM | Message Detail Hukebine mk-III R @serie main character(Brit, Kusuha, Ryouto, Rio, Leona, Tasuku) Level 31+ and all get 50+kill(If they start with 10 kill, need to get 60, etc) before stage 33 end From: FlamingHopps67 | Posted: 2/14/2005 9:12:42 AM | Message Detail Found the above link... The proceedure of acquiring the Huckebein Mk III-R is a little different than what's been listed. 1.) Scenario 18 - Retsuel (?) has 35 kills by the end of the scenario. 2.) Scenario 30 - Acquire the scenario's skill point. [Retsuel makes it to the indicated flashing square (Tesla Labs)] 3.) Scenario 33 - The six Alpha archetypes [Rio, Ryouto, Leona, Tasuku, Brit, Kusuha] have combined experience levels add up to 185. [Roughly averaged to Level 31 for each character]. 4.) If all conditions are met...Leona is assigned to this unit instead of the Mk-III Trombe. [I think I read this sentence right.]

----------------------------- end ------------------------------------------11. SRX Morale Up Trick Equip two Neji Hachimakis () on the R-1 for a total morale boost of +20. After you add in the Ace bonus, Ryuusei will start with a total of 125 Morale in battle. This of course carries over when merging into SRX. Not something overtly special, but a nice trick that I didn't think of personally. 12. Sound Test From http://ground2.moo.jp/srwog2/koneta.htm After the second replay(?), access Sound Test by inputting Down, Up, Left, Right, L, R from the System Menu. 13. Vysaga and Ashsaber From the GameFAQ boards, tangowr provides the method and both him/her and , NeoZeroX provides tips for Stage 19. --------------------------- start ------------------------------------------From: tangowr | Posted: 2/14/2005 6:05:02 AM | Message Detail Stage 10(Echiopia path) or Stage 13(Moon path) Defeat or make Ekidona retreat. Move Lamia to her spot. There will be no dialoge change, but important. Stage 19 Lamia Fighting Axel(Starting after round two) once - Vysaga requirement met Twice - Ash Saber requirement met(Vysaga requriement cancel) Three time - Angelgu upgrade Before end of stage 24 Lamia killcount reach 55+ ----------------------------------------------------------------------------From: NeoZeroX | Posted: 2/14/2005 6:32:44 AM | Message Detail Lamia Fighting Axel(Starting after round two) once - Vysaga requirement met Twice - Ash Saber requirement met(Vysaga requriement cancel) Three time - Angelgu upgrade Tips: Axel will target to Ramia so event. Axel will chase after After the first conversation and hope you will out run Axel's you don't needed to fight him to trigger the Ramia. and battle with Axel, run as far as you can range attack.(play chicken with Axel)

From: NeoZeroX | Posted: 2/15/2005 12:45:36 AM | Message Detail Stage 19 Lamia Fighting Axel(Starting after round two) once - Vysaga requirement met Twice - Ash Saber requirement met(Vysaga requriement cancel) Three time - Angelgu upgrade.

Before end of stage 24 Lamia killcount reach 55+ [More Specifics from another thread] After Arad reach Selina, re-enforcement will come(Axel). The number of battle between Lamia & Axel will be affected the future unit. ---During the first battle, Lamia and Axel will have one pre-battle concersation and a battle.(Battle Count: 1) You get Vysaga and Powered Angelgu. ---If you attack Axel or Axel fight you again(no conversation this time). (Battle Count: 2) You get Ash Saber and Powered Angelgu. ---If you fight him/he fight you again and repeat...(Battle count: 3->4->5->6... and etc....) You only get Angelgu. Anyways, Axel will be homing to attack Lamia so no needed to chase and fight him. After the first battle, you have to flee like a chicken and keep escaping Axel's attack range. (movement booster items helps here a lot) Axel and Selina will flee when the 6 digit boss arrive. ----------------------------------------------------------------------------From: tangowr | Posted: 2/14/2005 6:34:43 AM | Message Detail Put on those item that allow you to move further... ---------------------------- end -------------------------------------------14. Hagane no Tamashii + Yuusha no In: From Flaming Hoops: A second Yuusha no In [Hero's Seal] and Hagane no Kon [Spirits of Steel] are available after completing Scenario 33 [following 2nd playthrough]

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