Super Robot Wars F/FF (PS/SAT) Challenge Run Revision 1 - 9/24/2011 By: mjfaqs@live.com Matthew Emirzian Challenge conditions: No upgrades, no units destroyed, low turn counts, and no save/load spamming for low chances to hit or dodge. Screenshots for the playthrough can be found here: http://www.mediafire.com/?2iymskx7k9bw0iw Resources Used: http://www.gamefaqs.com/ps/574683-super-robot-taisen-f http://www.gamefaqs.com/ps/575264-super-robot-taisen-f-kanketsuhen http://gamenandemo.stweb.jp/ss/srw_f/menu.html http://ryu.web5.jp/srw/saku/srw-f.htm http://srwf.tuzigiri.com/index.html http://www.geocities.jp/srwftemplate/index.html http://www.rpgdl.org/ss/srwf.html http://xn--ehqs60c2gs6ptzjh.jp/suparobo_f/srwf_top.html http://www.geocities.jp/odoru7094/Fto.html Index 1. Ratings 2. Data 3. Playthrough 1. Ratings (based on the challenge conditions) Top Tier: Real MC/Real MC's Partner/Gundam Series & Banpresto Original Super MC/Super MC's Partner/Banpresto Original Amuro/Gundam Series Quattro/Gundam Series Kamiya/Gundam Series Shou/Dunbine Series Getta Team Goshogun Team Combattler-V Team Dancougar Team Kouji/Mazinger Series Banjou/Daitarn 3 Ideon Team Gunbuster Team Shuu/Granzon Daba/L-Gaim Series High Tier: Shinji/Evangelion Series Rei/Evangelion Series Asuka/Evangelion Series Judou/Gundam Series Seabook/Gundam Series Bright/Argamma Boss/Mazinger Series (support role only) Eno/Gundam Series (support role only) Tetsuya/Mazinger Series Masaki/Cybuster Ryune/Valcion-R Tootie/Goddess Domon/God Gundam Mid Tier: Heredia/Goaron Amu/L-Gaim Series Mirawoo/L-Gaim Series Roux/Gundam Series Kou/Gundam Series Beech/Gundam Series Leecee/L-Gaim Series Jack King/Texas Mack Cecily/Gundam Series Jun/Mazinger Series Marvel/Dunbine Series Four/Gundam Series Rosamia/Gundam Series Yan-Long/Granveil Haman/Gundam Series Beth/Sorrow Ship Tashiro/Excelion Asufi/L-Gaim Series (support role only) Saphine/Wizoll Kai Low Tier: Shelia/Guran Guran Christine/Gundam Series Bernard/Gundam Series Keith/Gundam Series Fa/Gundam Series Mondo/Gundam Series Elle/Gundam Series Brigit/Gundam Series Emma/Gundam Series Keyla/Gundam Series Slugger/Gundam Series Gato/Gundam Series Mio/Zamjeed Sayla/Gundam Series Puru/Gundam Series Puru Two/Gundam Series Sayaka/Mazinger Series F Seishin List: Real MC 努力(1) 熱血(11) ひらめき(3) 幸運(13) 加速(6) 魂(40) Super MC 熱血(1) ひらめき(13) 必中(4) 気合(19) 幸運(7) 魂(40) Real MC's Partner 熱血(7) 激励(27) ひらめき(16)再動(38) 信頼(20) 魂(40) Super MC's Partner 熱血(7) 気合(21) 必中(11) 信頼(25) ひらめき(16)魂(40) Amuro アムロ ひらめき(1) 集中(9) 熱血(4) 加速(16) てかげん(6) 魂(28) Bright ブライト 根性(1) 信頼(22) 加速(14) 必中(25) 幸運(18) 愛(36) Bernard バーナード 自爆(1) 加速(7) ド根性(5) 熱血(11) 努力(6) ひらめき(13) Keith キース 必中(7) 友情(18) 隠れ身(14) 信頼(23) 愛(15) かく乱(29) Kou コウ 加速(1) ひらめき(14) 熱血(10) 覚醒(22) 努力(12) 魂(42) Emma エマ 努力(1) 熱血(17) 集中(9) 愛(38) ひらめき(15)激励(42) Fa ファ 集中(7) 幸運(16) 信頼(9) 激励(33) ひらめき(11)愛(37) Christine クリスチーナ 努力(3) 愛(38) 集中(9) 復活(42) ひらめき(12)夢(54) Beech ビーチャ ひらめき(9) 友情(27) 熱血(10) 愛(33) 挑発(17) 魂(38) Elle エル 偵察(1) 熱血(18) ひらめき(9) 愛(29) 信頼(12) 激励(30) Mondo モンド 偵察(1) 熱血(10) 加速(4) かく乱(25) ひらめき(7) 愛(32) Judou ジュドー ド根性(1) 幸運(6) 熱血(4) 覚醒(23) ひらめき(6) 魂(30) Eno イーノ 信頼(9) 激励(24) 集中(14) 隠れ身(30) 友情(16) 補給(42) Roux ルカ 偵察(1) 幸運(19) ひらめき(9) かく乱(22) 熱血(10) 魂(38) Katsu ひらめき(4) 偵察(20) 努力(9) 愛(32) 熱血(18) 補給(48) Ryoma Nagare 流竜馬 根性(1) 必中(10) 努力(4) 友情(31) 熱血(7) 愛(39) Hayato 神隼人 ひらめき(1) 隠れ身(11) 加速(3) 覚醒(28) 幸運(9) 愛(45) Benkei 車弁慶 ド根性(1) 鉄壁(18) 気合(2) 友情(22) 努力(6) かく乱(29) Daba ダバ てかげん(1) 熱血(14) ひらめき(4) 友情(27) 加速(9) 魂(36) Cham (Fairy) リリス 幸運(1) 愛(22) 信頼(12) 覚醒(23) 激励(18) 再動(42) Amu ファンネリア 幸運(1) 熱血(19) 信頼(4) ひらめき(22) 愛(8) 激励(39) Mirawoo ミラウー 集中(1) 熱血(12) 偵察(1) 友情(20) 隠れ身(6) 補給(48) Kouji 甲児 ド根性(1) 必中(13) 鉄壁(2) 加速(27) 熱血(6) 覚醒(52) Sayaka さやか 幸運(1) 必中(15) 信頼(6) 熱血(23) ひらめき(12)激励(34) Boss ボス 自爆(1) 友情(14) ド根性(1) 熱血(17) 脱力(5) 挑発(20) Shinobu 藤原忍 ド根性(1) ひらめき(18) 熱血(1) 加速(19) 気合(1) 挑発(23) Sara 結城沙羅 熱血(1) 鉄壁(21) 気合(1) 愛(31) 必中(19) 激励(37) Masato 式部雅人 熱血(1) 偵察(1) 愛(1) 幸運(27) 気合(1) 隠れ身(35) Ryo 司馬亮 熱血(1) 鉄壁(13) 気合(1) 愛(15) てかげん(1) 覚醒(26) Brigit ビルギット 根性(1) 加速(20) 偵察(7) 熱血(21) ひらめき(13)挑発(22) Leecee レッシィ 熱血(2) 愛(15) 努力(5) 信頼(24) ひらめき(9) 魂(46) Shelia ラパーナ 幸運(6) 激励(23) 信頼(14) 補給(39) 愛(20) 復活(42) Heredia エレ 信頼(12) 激励(31) 必中(26) みがわり(32) 愛(28) 再動(40) Kamiya カミーユ 熱血(1) 集中(6) 根性(4) 覚醒(22) ひらめき(5) 魂(29) Shingo 真吾 根性(1) 努力(15) 必中(7) 友情(19) 熱血(9) 集中(20) Remy レミー 鉄壁(1) ひらめき(16) 幸運(14) 愛(19) 集中(15) 脱力(21) Kiri キリー 隠れ身(2) 挑発(12) 加速(4) 信頼(19) 気合(10) かく乱(31) Hyoma 豹馬 ド根性(1) 必中(14) 挑発(9) 友情(27) 熱血(12) 覚醒(30) Naniwa 必中(1) 加速(16) ひらめき(7) 挑発(19) 集中(15) てかげん(24) Daisaku ド根性(1) 鉄壁(15) 努力(6) 熱血(17) 気合(9) 必中(19) Chizuru ひらめき(9) てかげん(23) 信頼(18) 愛(37) 幸運(19) 補給(49) Kitako 偵察(1) 根性(12) 集中(4) 信頼(21) 努力(8) かく乱(31) Marvel マーベル ひらめき(2) 愛(24) 努力(8) 激励(31) 熱血(12) 気合(36) Quattro クワトロ 加速(1) 集中(7) 熱血(3) 覚醒(22) ひらめき(5) 魂(30) Domon ドモン 熱血(1) 加速(21) ひらめき(2) 集中(26) 気合(15) 愛(48) Gilliam 根性(1) 集中(15) ひらめき(2) 友情(21) 熱血(4) 魂(30) Shinji シンジ ひらめき(4) 加速(13) 集中(5) 覚醒(20) 熱血(7) 魂(32) Asuka アスカ ド根性(1) ひらめき(8) 努力(1) 挑発(17) 熱血(6) 魂(34) Rei Ayanami 綾波レイ 自爆(1) ひらめき(9) みがわり(1) 魂(34) 集中(4) 夢(48) Shou ショウ 加速(1) 集中(9) ひらめき(5) 気合(30) 熱血(7) 魂(39) Lilith (Fairy) チャム 幸運(1) 隠れ身(32) 信頼(4) 気合(34) 激励(18) 奇跡(63) Masaki マサキ 加速(1) 気合(14) ひらめき(1) 幸運(19) 熱血(7) 夢(44) FF Seishin List: Seabook シーブック ひらめき 熱血 てかげん 信頼 覚醒 魂 2 4 17 21 25 33 Cecily セシリー ひらめき てかげん 信頼 魂 激励 夢 2 7 20 33 42 50 Ryune リューネ 根性 ひらめき 努力 熱血 気合 激励 1 1 4 7 14 29 Slugger スレッガ ド根性 熱血 ひらめき 気合 加速 愛 1 8 9 12 20 27 Puru みがわり 集中 ひらめき 熱血 幸運 魂 1 3 9 10 19 38 Puru Two みがわり 集中 ひらめき 熱血 幸運 魂 1 3 9 10 19 38 Jun ジュン 努力 根性 熱血 必中 ひらめき 激励 1 2 9 14 19 37 Tetsuya 鉄也 ド根性 鉄壁 努力 熱血 必中 加速 1 2 3 5 12 26 Banjou 万丈 熱血 必中 ひらめき 気合 加速 鉄壁 1 1 1 1 1 1 Garrison ギャリソン 必中 ひらめき 熱血 気合 補給 かく乱 1 1 9 16 21 31 Mio ミオ 根性 友情 集中 鉄壁 覚醒 脱力 1 1 14 22 35 42 Sayla セイラ 根性 気合 幸運 友情 熱血 愛 1 1 1 1 1 1 Rosamia 集中 ひらめき 鉄壁 かく乱 魂 激励 1 4 26 31 39 48 Four みがわり ひらめき 集中 愛 魂 奇跡 1 2 4 21 39 71 Cosmo コスモ 加速 熱血 根性 気合 ひらめき 幸運 1 21 35 44 50 63 Kasha カーシャ 根性 信頼 みがわり 集中 愛 努力 1 21 39 43 56 64 Gije ギジェ 根性 必中 隠れ身 魂 ひらめき 再動 1 21 39 43 52 64 Beth ベス 信頼 魂 激励 てかげん 幸運 みがわり 1 1 7 16 29 34 Noriko ノリコ ド根性 努力 熱血 必中 気合 奇跡 1 1 8 13 16 58 Amano Kazumi カズミ 加速 集中 信頼 愛 ひらめき 熱血 1 3 5 15 22 32 Tashiro タシロ 根性 加速 偵察 幸運 必中 激励 1 4 9 18 25 37 Kayla ケーラ 熱血 ひらめき 信頼 気合 加速 努力 8 10 11 15 20 21 Tootie テュッティ 信頼 激励 ひらめき 集中 熱血 愛 1 1 8 17 23 31 Yan-Long ヤンロン 熱血 気合 てかげん 集中 ひらめき 覚醒 1 1 10 18 25 32 Asufi アスフィー 根性 挑発 ひらめき 脱力 幸運 覚醒 1 7 15 21 28 35 Safine サフィーネ 愛 気合 根性 ひらめき 熱血 補給 Shuu シュウ 根性 熱血 ひらめき 気合 幸運 覚醒 Short list of double act pilots worth leveling: 30 アムロ Amuro 31 カミーユ、クワトロ、ジュドー、シーブック Camille, Quatro, Judou, Seabook 39 リアル系主人公、リアル系サブ主人公 Real MC, Real MC's Partner 48 マサキ、ミオ Masaki 49 スーパー系主人公、スーパー系サブ主人公、トッド Super MC, Super MC's Partner 50 リューネ Ryune 52 ダバ Daba 54 ショウ Shou Robots: (based on the challenge conditions) Ranged Damage/Range Melee Damage Ideon Tier: Ideon 9999 infinite MAP 2000 Top Tier: ZZ Gundam 1600 6 2300MAP 1600 F91 2600B 7 1600 Super Gespenst mk II 2400 2 2200 3 2100 (110m) Dancougar 3200 6 (120m) 2800 (110m) Combattler-V 2300 4 3700 (130m) Getta-Dragon 1600 3 3100 (130m) Great Mazinger 3200 5 3000 Nu Gundam 2500 7 1500 Daitarn-3 1800 5 3600 (120m) Full Armor Type 100 2600 7 2500MAP 1500 Neue Zeil 2850B 7 1750 Gunbuster 2800B 8 4400 (120m) Goddess 2900 6 3300MAP(105m) 2000 Bilbine 1700 5 3500 (130m) Production Nu Gundam 2400 7 1500 Shin Getta-1 - 4100 (130m) Great Mazinger 3200 5 3000 Mazinkaizer 1300 5 2500MAP(120m) 3800 God Gundam 2000MAP 3600 (130m) Granzon 5200 7 (110m) 3500 Jagd Doga 3100 7 2050 Sazabi 2600 7 Grungust High Tier: Qubeley mk II 2400 7 1400 Goshogun 2000 6 3000 7 (130m) 1500 Cybuster 2000 7 3300 5 (140m) 2800 (120m) Shining Gundam 1500 3 2800 (130m) Type 100 1650 6 2500MAP (110m) 1500 Getta-Poseidon 2000 5 2500 (110m) Super Gesnenst 2250 2 2100 (110m) Real Gespenst mk II 2200 7 1600 Z Gundam 2100B 6 1500 Vigna Gina 2100B 7 1600 GP-03 2000 7 1200MAP 1600 Nu Argamma 1500 6 1900MAP - Valcion-R 2500 5 1500MAP 1600 Gabthley 2250B 6 1950 A-Taul 2650 6 2350 Gran Veil 3500 5 2600MAP(105m) 2200 Wizoll Kai 4800 5 (105m) 3300 Methuss Used for Repair Core Booster Used for Resupply Mid Tier: Botune 700 2 2800 (130m) Real Gespenst 1700B 6 1500 Getta-1 - 2200 Getta-2 1700 6 1500 Getta-3 1500 5 2100 (110m) Mazinger-Z 1500 5 2100 Mazinger-Z JS 1900 3 2300 Cavalry Temple 1800B 5 1700 4 1800 ReGZ(Air) 1700B 6 - ReGZ(Ground) 1400B 6 1400 Argamma 1400B 5 1700MAP - Getta-Liger 1500 5 1900 Dunbine 1100 5 2200 (130m) G Cannon 1700 5 1500 Zamjeed 2000 7 1800MAP 1600 Aphrodite A Used for Repair Venus A Used for Repair Boss Robot Used for Resupply Low Tier: Goaron 1500 6 2200MAP 700 Jegan 1400B 5 1400 L-Gaim 1400B 5 1400 D-Seed 1400B 5 1300 Gundam 1200 5 1200 Gundam mkII 1350 5 1200 GP-01Fb 1200B 5 1200 NT-1 1200B 5 1200 GM III 1300B 5 1300 G-Defensor 1400B 6 - Guran Garan Guncannon Zaku Guntank Ball Sorrow Ship Excelion Dancougar Robots Big Moth N 1300 5 - Big Moth H 1300 5 1400 Big Moth A 1300 5 1500 Land Cougar N 1200B 5 - Land Cougar H 1200B 5 1200 Land Cougar A 1200B 5 1400 Land Liger N 1200 5 - Land Liger H 1200 5 1200 Land Liger A 1200 5 1400 Eagle Fighter N 1100 4 900 Eagle Fighter H 1300 5 1200 Eagle Fighter A 1100 4 1400 2. Data Creating your MC: The main gameplay difference in creating your MC is whether they're a super or real pilot. Unlike 4th or 4th S, stats other than Real or Super type (with one exception) have no bearing on gameplay. The exception is that if your MC is a Super Robot type and their personality is Hot Blooded, their Gespenst will learn Gespenst Punch/Kick in Scenario 3 Super route. If you're going on the Super Route, make sure your MC has the Hot Blooded personality. Differences between the Saturn and PS versions: Bug Fixes, including save game corruption bug fixes Updated graphics/music You can no longer use the Trust seishin to heal NPCs (yellow colored units) Stats slightly adjusted for some pilots The PS version is recommended due to bug fixes and no save game corruption bug (s). Affinity System: Certain pilot pairs gain a damage bonus when standing near eachother. This is an undocumented and unnamed feature, so details are sketchy. This is likely not a complete list, but it's confirmed that obvious pairs such as Masaki and Ryune, Daba and Leecee, or Shinji and Rei/Asuka don't work. The exact radius is N, E, W, S, NW, NE, SW, and SE, or the 8 squares surrounding the pilot. Some pairs may have a wider radius, but use the 8 square radius to be sure. The % bonus may grow with pilot level or distance between partners. They've been proven to not be fixed percentages, but the exact formula is unknown to me. In practice, these pairings aren't usually worth the effort. MC and MC's Partner are probably the most useful pairings since they are both useful pilots. MC MC's Partner 10% Both Sayaka Kouji 10% Both Kamiya Four 10% Both Chris Banyi 10% Both Marvel Shou 10% Both Judou Roux 10% Both Cecily Seabook 10% Both Boss Sayaka 10% Boss Only Kamiya Fa 10% Fa Only Beech Elle 10% Beech Only Variables carried over from F to FF if you import a save file (other than turn counts, levels, funds, items, etc.): Whether MC has a Partner or not. Whether you convinced Todd or not in S13. Whether you convinced Haman or not in the final scenario. Super/Real Route Differences: Super Route: Several Super only route splits. There are about 15 Super only scenarios. Super MC has a larger SP pool and better seishins suitable for a Super pilot - he's only missing Accel. If your MC/Hero has the Hot Blooded personality type, they will learn Gespenst Kick or Punch on S3 Super. Super Gespenst is like a superior Mazinger-Z w/ Jet Scrander, and has a cheap and spammable 2000+ dmg Gespenst Kick/Punch attack. You get the Gespenst mk II in Scenario 23 if you answer that you have a Partner, 10 scenarios earlier than the Real route. Super MC tends to lag behind a bit in FF due to learning double act at 49 instead of 39. Gets the Grungust in FF. MC's Partner is different between Real and Super route. MC's Super Partner is another super robot style pilot, while the Real route Partner has more supportive seishins like Rally and Re-Enable. If you are trying for low turn counts, Real MC's Partner is definitely the superior pilot. On the other hand if you want another hard hitting super pilot, Super MC's Partner is a good choice. Exclusive pilot: Jack and Mary join in the Texas Mack on S2 Super. Domon joins on S3 Super. G-Defensor, Roux, and Katsu join on S4 Super. Combattler V learns extra attacks late in F. Real Route: Several Real only route splits. There are about 15 Real only scenarios. Real MC lacks Focus seishin and has lower hit/dodge rates than Amuro, Quattro, and Kamiya, making him a mediocre Real pilot at best. He's fairly worthless in the 2nd half of F, only useful for picking off grunts. MC's Real Gespenst can't fly and only has a mediocre beam attack that is quickly outclassed as the game progresses. You don't get the Gespenst mk II for MC until after the final scenario of F. In fact it's not even worth deploying MC near the end of F because his Real Gespenst's best attack is a beam that is outclassed by the ReGZ and Z Gundam. In FF, Real MC fares a bit better once he learns double act and gets the Huckebein. The Black Hole Cannon is a good spammable attack that does a lot of damage. However, due to his mediocre hit/dodge rates, he's limited to using it on easy to hit targets like battleships. Gets the Huckebein in FF. MC's Partner is different between Real and Super route. MC's Super Partner is another super robot style pilot, while the Real route Partner has more supportive seishins like Rally and Re-Enable. If you are trying for low turn counts, Real MC's Partner is definitely the superior pilot. On the other hand if you want another hard hitting super pilot, Super MC's Partner is a good choice. Exclusive pilot: You get Kayla near the end of FF (right before the DC/Poseidal route split). Domon, Roux, Katsu, and G-Defensor join near the end of F instead of the beginning. While Super MC is the easier overall choice, Real MC allows for lower turn counts thanks to Real MC's Partner Re-Enable seishin. 3. Playthrough Challenge conditions: No upgrades, no units destroyed, low turn counts, and no save/load spamming for low %. Turncounts: F Real Route : 5+7+7+5+6+3+7+10+14+10+6+6+5+9+13+9+6+5+3+10+14+8+8+6+5+6+5+8+5+10+4+8+7 = 240 turns / 33 scenarios (7.2 avg) FF Real Route (Space/DC) : 5+3+3+6+3+1+4+3+2+3+3+2+2+3+3+2+4+3+2+5+4+3+3+3+5+7+7+2+1+3+7+4+1+1+3+2+1+3+3+2 +3+15+4+2+3+5+2 = 161 turns / 46 scenarios (3.5 avg) FF Real Route (Space/Guest) : 5+3+3+6+3+1+4+3+2+3+3+2+2+3+3+2+4+3+2+5+4+3+3+3+5+7+7+2+1+3+7+4+1+1+1+3+6+3+7+5 +3+7+4+4+7 = 163 turns / 45 scenarios (3.6 avg) F and FF Real Route Total (Space/DC): 401 / 79 scenarios = (5.07 avg) F and FF Real Route Total (Space/Guest): 403 / 78 scenarios = (5.16 avg) ------------------------------------------------------------- Real Route: S1 Real - 5 turns Send Amuro and MC NE towards the bosses while everyone else splits up between the NW and mid grunts. Try to get MC to level 8-9 using Effort on the named pilots. For some reason the intermission turn counter says 6 turns even though I finished this scenario by 5 PP. Getta still joins you even if you finish on turn 5 and cut off the 5EP enemy reinforcements. The Methuss might seem like a crap unit, but since healing awards EXP in this game, it's actually very useful for getting free levels and saving on SP. Just about any Gundam pilot can level safely in it so don't be afraid to deploy it with whoever needs a boost. S2 Real - 7 turns Assignment/Deployment: Amuro Gundam mk II Emma Gundam Getta-1 Magnetic Coating Start by cleaning up some of the trash. Send Amu to the SW grunts while Daba and Mirawoo head NE. Once Londo Bell arrives, get Getta a Effort kill on a lv 7 grunt to build up some XP. Ney, Anton, and Heckler will start moving on turn 3 EP. Ney's Auger is highly evasive with high HP and a beam coating. Lure them out of the asteroid field and start attacking. Don't use beam attacks as those are nearly useless against them. Let Getta get another Effort kill on Anton or Heckler to reach lv 10 and learn Strike. If you line up more than 2 units in a row in the range of Anton or Heckler's MAP attacks they'll use it on you. Once Getta has Strike, use two Strike seishin+Getta Beam attacks on Ney which should deal around 5k damage to it. Amuro's Gundam mk II 1350 dmg attack w/ Fervor should take off about 2k as well. That should leave it at around 3-4k. Keep pounding it with your best non- beam attacks and Fey will go down eventually. Let MC get a Effort kill on Fey to reach lv 12 and learn Fervor. S3 Real - 7 turns Assignment/Deployment: Amuro GP-01Fb Kou Gundam mk II Getta-1 Magnetic Coating Biosensor Send your initial forces SW across the bridge to meet with Bright. Proceed carefully and spam Judou's Flash. Your initial forces don't stand much of a chance against the L-Gaim grunts. Send Getta, MC, Daba, and Amuro NE to take out Gyabure and send all the L-Gaim enemies packing. You'll mostly use Amuro and Daba to clear the path of grunts for MC and Getta. Kill Gyabure with Amuro, Daba, and Strike+Getta Beam from Getta. Do the same thing against Hirro to make him flee. It is possible to kill Hirro with a Fervored Getta Beam but it only has about a 60-65% chance to hit without Strike. S4 Real - 5 turns Assignment/Deployment: Judou Gundam mk II Emma Gundam Kou GM III Eno Methuss So Eno is one of the only viable pilots who can learn Resupply on the Real route. Everyone else with Resupply either joins really late in FF or only joins temporarily. So if you want someone who can spam Resupply/Rally later in the game, go with Eno in the Methuss. Split up between Hirro and the S/SW enemies. Hit Hirro a couple times with Getta, MC, and Amuro to make him flee. Afterward mop up the trash hanging around the map. S5 Real - 6 turns Assignment/Deployment: GP-01Fb Magnetic Coating Once again the boss has a MAP attack so don't line up more than two units in a row next to it. It's best if you gang up and kill it in one turn so you don't have to worry too much about its MAP. Drop a Fervor+Strike+Getta Beam on it which should do about 5k dmg, then finish off with MC, Amuro, Judou, etc. Amuro or Judou should easily be able to dodge tank the grunts. Grunts will target Amuro in the GP-01Fb despite having almost no chance to hit it. Try to get Daba the boss kill to reach lv 14 and learn Fervor. Kouji joins mid-mission. He's immediately useful with both Fervor and Breast Fire dealing almost as much damage as Getta Beam. S6 Real - 3 turns Assignment/Deployment: Mazinger Z Magnetic Coating Magnetic Coating Getta-1 Magnetic Coating Biosensor Send Amuro south to the middle of the lake where the angel will appear. Defeat Leecee to make L-Gaim retreat and cause the angel to show up. If Daba isn't lv 14 yet get him there by defeating Leecee. Attack the angel once to finish. S7 Combined (Real) - 7 turns Assignment/Deployment: Getta Daba MC Kouji Amuro Judou Amu Mirawoo Emma Kou Fa Beech Elle Boss Aphrodite A It's important to level Boss up to lv 24 so he has 100 SP and can cast Exhaust twice on enemy bosses. It's not quite as important to keep leveling him past that point, so don't worry about replacing him later on and only carting him out when needed. Once Boss is lv 24 I suggest swapping in Sayaka to reach lv 34 and learn Rally along with some other useful seishins. Let Shinji be defeated quickly so he berserks and damages the angel. Normally Shinji going berserk counts as a 'unit destruction' and costs 40000 funds, but in this particular case there's no penalty and it doesn't raise the 'berserk counter', because this instance is a plot event. Also, if you detach the cord linking an Eva to its power source, it will leave the map after its EN reaches 0, but will not count as a defeat. L-Gaim enemies will show up afterward. They'll retreat if Gablae is defeated or if there are 5 or less enemies remaining. Send Methuss, MC, Amuro, Kouji, and Daba SE to deal with Gablae while everyone else loads into the bship and heads S. S8 Real - 10 turns Assignment/Deployment: Mazinger-Z Booster Biosensor If you defeat the initial enemies before 5EP then Brocken will drop a High Performance Radar instead of a repair kit. Advance into the forest area and take on Ashura and grunts. Attack with Fervor+Breast Fire on Ashura to get him low. Save one use of Fervor for Brocken. Once a Dancougar pilot reaches 110 morale they can access their more powerful A form. As soon as Brocken is defeated the scenario ends. S9 Combined (Real) - 14 turns Assignment/Deployment: Mazinger Z Magnetic Coating Magnetic Coating Getta-1 Magnetic Coating Biosensor If you want to kill the angel, you have to surround it with Asuka, Kouji, and Getta. You need to land lucky critical hits to kill it since Kouji and Getta can't break past the AT field without Fervor or a critical, and they'll only be able to use Fervor 1-2 times. Asuka attacking it by herself with no Fervor won't deal enough dmg considering its HP regen. Instead I just plant Asuka in the middle of the NW island where the reinforcements will show up eventually. Set up Flash+Fervor for Getta before loading into the bship. Place Asuka on the NW isle and have her counter the reinforcements - she's basically invincible to their attacks. Focus on killing the enemy robots with MAP attacks first and ignore Ney. This shouldn't be too difficult since Getta, Kouji, and Asuka can one shot everything except Ney's Auger. Of course even if you kill every enemy by turn 10 you still have to wait until 14 for Zeb to flee. Lame. S10 Combined (Real) - 10 turns Assignment/Deployment: MC Getta Daba Dancougar Team Kouji Amuro Judou Mirawoo Kou Amu Boss Aphrodite A Beech Use Amuro to tank and counter the first wave of Geriokas. Once you kill all the Geroikas the two bosses will start moving, so stay out of their way. They'll retreat and be replaced with more L-Gaim enemies on 8 EP. Set Bright up for AOE coverage while hiding your vulnerable or weak units. Try not to line anyone up for enemy MAPs because they will fire even if it causes friendly fire. Convince Leecee with Daba to recruit her. Now that Bright has a MAP attack you should try to get him to lv 15 (for Accel) asap by AOEing a bunch of grunts. From S12 onward the guide will be written expecting that Bright has Accel. S11 Combined (Real) - 6 turns Assignment/Deployment: Daba Cavalry Temple Leecee L-Gaim Kou Jagen Argamma Booster L-Gaim enemies retreat on 5EP or when Nei is defeated. An angel (retreats at 50%), Rei, and Shinji show up in the NE corner on 4EP. Send a sizable force SW to kill Nei, including all of your heavy hitters minus Kouji and Getta. This is a perfect opportunity to level Bright up by AOEing the SW grunts. Send Kouji and Getta NE to attack the angel. Fervored attacks from Shinji, Kouji, and Getta should be enough to send it packing on turn 6. Evas might seem overpowered initially, but they have a couple drawbacks. Their best attacks can't hit air units, they need to be tethered to the bship, and their AT field can be broken by strong boss attacks. If you're up against a lot of flying enemies or very hard hitting bosses it might be best to consider other options. The Eva pilot skill Sync Rate is affected by pilot level and increases damage, hit, and dodge. S12 Combined (Real) - 6 turns Assignment/Deployment: MC Getta Amuro Daba Leecee Kouji Mirawoo Shinji Asuka Rei Judou Boss Aphrodite A Accel Bright east, drop people off and start owning. Fairly easy grunt beatdown, like most stages with Ashura/Brocken in them. S13 Combined (Real) - 5 turns The Gea Gring and grunts will appear on 3EP or when Burn is defeated. Land in forest terrain and use focus/flash/fervor to defeat Burn with a high % of success. Once Bright arrives, send MC, Amuro, and Daba to 9 o clock to deal with Duo when he arrives. Load a Fervored Getta and Kouji into the bship. Load anyone else not already named into the bship to pick on the grunts near the Gea Gring for some XP. Have Shou tank the grunts while landed on a city tile+Focus seishin, which should give him 100% evasion vs the grunts. Move Argamma close to the Gea Gring and get some XP by killing the weakened grunts. Bring the Gea Gring under 70-75% using Fervored Breast Fire/Getta Beam and it will flee. Once Gea Gring flees Duo appears in a gundam at around 9 o clock (he'll also appear on 5EP if Gea Gring is still alive). Take him out to finish the scenario. Note that you can't recruit Todd if you finish in 5 turns since he never appears for you to convince. Next will be the first non-Real/Super related route split in the game. There are 4 possible routes depending on whether you're Real or Super and whether you choose to rescue Goaron or Guran Guran first. Additionally if you choose to rescue Goaron first you'll be given the option of heading to 17a or 18b. There are only minor differences between the Real and Super routes, such as Domon not appearing as a reinforcement on the Super route because he's already in the party by then. On my Real route I decided to rescue Goaron first, then go around to 18B. Real, Goaron: (14a) Goaron Rescue (15a) Londo is the Target (16a) Amazing Devil Gundam (17) "Break the Enemy Siege!" then (18a) "Jet Strander Dead Or Alive!" or skip 17 and go to (18b) "Target: Photon Laboratory" Real, Guran Guran: (14b) Devil Gundam Appears (15b) Londo Bell's Assassin (16c) Goaron Crisis Skip 17. (18b) Target: Photon Laboratory The route split ends on scenario 19. S14A (Goaron Rescue) - 9 turns Assignment/Deployment: MC Getta Asuka +mobility items Leecee Judou Kouji Amuro Daba Shinji +mobility items Rei +mobility items Boss Aphrodite A Load into the Argamma and Accel SE. Drop off your weaker units near the closest grunts, then drop off your stronger units like the Evas, Kouji, Amuro, Getta, MC, etc. closer to the bosses. The V Atoll is very tough to take down since it's on a city tile, is basically invincible to beam attacks, and has a ton of armor. Build up Shou to 130 morale and drop a Fervored Hyper Giri Aura on it to deal a good 6k damage along with Fervored Getta Beams and other strong attacks. As long as you keep everyones HP up the enemies will target Eva units who are basically invincible. Use the Eva's strong melee attacks to hit the grunts hard while others contribute as much as possible. If you defeat all enemies before 10EP you can avoid reinforcements. Enemy reinforcements appear on 10EP in the SE. On 11PP regardless of enemies defeated, you'll be given the option to end the scenario. On 11EP if certain top tier pilots are lv 20+ Zeb will flee. The scenario ends when you flee or defeat all enemies. S14B/S14C (Devil Gundam Appears/Guran Guran Rescue) - Assignment/Deployment: MC Getta Asuka Leecee Judou Kouji Amuro Daba Shinji Rei Boss Aphrodite A The only difference between S14B and S14C is that Domon doesn't appear as a reinforcement because he's already in your group, so you're given an extra deployment spot. Once you reduce Drake's HP to under 70% he will retreat along with all Boss Aphrodite A units. Afterward, Ashura, Brocken, and some grunts will show up in the NW and SE and Domon and Devil Gundam will show up around 5- 7 o clock. Devil Gundam will retreat at 80%. Load at least one Eva unit and a Fervored Kouji and Getta into the Argamma. Split up the rest of your forces between the NW and SE where Ashura and Brocken will appear. Eva units or anyone with high evasion can help out NW. Since you have two battleships you can split your Eva units across the map if you wish. Accel Argamma towards Drake and hit him with two Fervored Getta Beams and one Fervored Breast Fire to make him flee. Unload the Eva units near Drake to draw enemy fire. Try to defeat Allen and Jeril to get a Biosensor and Booster before making Drake flee. Devil Gundam takes a beating to get below 80% so save a Fervored attack from Kouji, Asuka, Shinji, Shou, etc. to bring it down in one turn, lest it regen HP. Ashura and Brocken are jokes as usual so deal with them accordingly. S15A (Londo is the Target) - 13 turns Sara starts with 110 morale so she can jump into A form immediately. Head into forest cover and wait out the grunts. Londo appears on 3PP along with an angel from the NW. Load into the Argamma and Accel towards the L-Gaim grunts. Make sure the angel is not on forest cover, then surround it and leave it alone until the Evas gain enough morale to use their 2000+ melee attacks. Hit the angel with your best Fervored attacks from Kouji, Getta, Shou, and the Evas. No other non-Eva attacks can break through the AT field since this is a no upgrade run. It will take two rounds to kill it. Kamiya can basically solo the Gundam bosses by landing in the woods and using Focus, but he could probably use Amuro's help. Your Evas are still invincible to the L-Gaim attacks so they can barge in without fear and start spamming their 2000+ damage melee attacks. It's best to engage them in the water as they won't be able to effectively use their MAP or beam attacks, making positioning much easier. They will try to use their MAP attacks while underwater, but you'll only take 10 damage from it, so it's a good way to waste their turns. Try to lure the bosses onto dry land if possible as they have high evasion and block/parry skills so it's impossible to avoid random BS from happening even with 100% hit chance. With that in mind, it's just as easy to finish in 12 turns as it is 13 if luck is on your side. S15B (Londo Bell's Assassin) - The same events as S15A occur, but on a different map and different deployment positions. S16A (Amazing Devil Gundam) - 9 turns Assignment/Deployment: Shou +mobility items Getta +mobility items Guranguran starts out at 30% health. Titans will assist you and will start attacking Drake to help make him flee. On 4PP Rondo arrives. Once you reduce Drake's HP under 70% he will retreat along with all Dunbine and Titan units. Afterward, Ashura, Brocken, and some grunts will show up in the NE and Domon and Devil Gundam will show up at 12 o clock. Devil Gundam will retreat at 80%. Shou should have 100% dodge chance against all enemies with enough mobility items and Focus active, so throw him into the fray and let him counter everything to build up his morale. Attack the bship on turns 3-4 to make it flee. It doesn't take much to make Devil Gundam flee, just a few strong Fervored attacks. I made him flee with a non-fervored Shou ultimate and a Fervored getta beam. Ashura and Brocken are a joke as usual. Send your Evas straight for the Di in the corner while everyone else picks on the air units. After the scenario ends, you can either choose to 'go ahead' or 'go around'. First choice leads to S17 then S18B, second choice leads to S18A. S16C (Goaron Crisis) - This scenario uses the same map as S14A, except you're deployed in the NE and enemy reinforcements arrive in the NE instead of the SE. Enemy reinforcements arrive sooner on 7EP instead of 10EP. If you defeat all enemies before 7EP you can avoid reinforcements (pretty much impossible on a no upgrade run, at least). If your top tier pilots are lv 22 or higher Zeb will retreat on 8EP. You'll get the option to end the scenario on 11PP. S17 (Break the Enemy Siege!) - Load into the Argamma and Accel to the east end of the map to finish. Since this is a no upgrade run you don't have much of a chance against the uber boss (es). This is a skippable scenario so your scenario counter may be different from this point onward. S18A/S18B (Target: Photon Laboratory/Jet Strander Dead Or Alive!) - 6 turns Assignment/Deployment: Kouji +mobility/movement items MC +mobility/attack range items This mission is relatively simple and easy compared to the last 3. Beat down some weak Poseidal enemies then defeat Heero and Duo again. On 3PP GoShoGun appears, on 5PP Londo shows up, and on 5EP Heero and Duo show up. Send Kamiya and Getta to take out Heero and Duo while everyone else heads south to clear out the Poseidal enemies. Bury Getta-2 into the ground and place Kamiya with Fervor+Focus in Hirro/Duo's attack range to counter them. Change into Getta-1 or 3 and Vanish+Strike+Fervor Heero. The reason you want Getta to use the Vanish seishin is so that Duo attacks Kamiya on enemy phase so he can counterkill Duo. Note that this is the exact same map used in 4th SRW and 4th SRW S. S18B is similar to S18A except there's an extra wave of reinforcements on 5EP or after destroying the initial enemies, so you'll likely end up taking more than 6 turns to finish. S19 Combined (Real) - 5 turns Londo shows up on 2PP. Some DC units show up on 2EP but they are fairly weak morale fodder. Send Kouji and Getta towards the angel while everyone else deals with the DC. Shinji and Amuro show up on 4PP. Detach Shinji's cord and send him north to help clear out the DCs. You'll probably have to detach Rei's cord to hit the angel. With Kouji, Getta, and Asuka launching Fervored attacks on the angel it will go down in 2 turns. S20 Combined (Real) - 3 turns Assignment/Deployment: Getta-1 +movement items Argamma +movement items Mazinger-Z +mobility items Shou +mobility items Once any of the 3 bships are destroyed the scenario ends. Head straight for Knutter and take him out since he's the closest target. Use Fervor before loading into the bship. Move Shou w/ Focus and the Evas in as close as possible to draw enemy fire. S21 Combined (Real) - 10 turns Once there are 9 or less enemies, reinforcements will arrive at 3-4 clock on 4EP or the next enemy phase from 5PP onward. Or if you defeat all enemies before reinforcements arrive, the reinforcements will show up at 7-8 o clock and will drop a High Performance Radar. Once all enemies are defeated (or 15EP), a Gundam Wing enemy will appear at 12 o clock. Nei will retreat if she's the only enemy left, and I suggest leaving her alone. Load into the Argamma and head SW. Enemies will be tough to kill in forest cover, but once your Evas get back to 100 morale they can start spamming their 2000+ dmg attacks. Save your Fervor+Strike attacks for the named pilots as they are very tough and evasive. Lure the reinforcements into water or dry land and don't let them reach any kind of forest cover. This is a pretty tough map to get low turns with no upgrades just because most enemies are tough to take down in forest cover. Pilots enter S22 with 200 minus their morale value at the end of S21, with a limit of 100. So if MC ends S21 with 150 morale, he'll start S22 with 50 morale. If MC ends S21 with 90 morale he'll only have 100 morale in S22, though, not 110. Don't waste turns trying to reduce morale, but do try to fit in as much morale reduction as you can by loading into the bship on the last turn or two. S22 Combined (Real) - 14 turns Assignment/Deployment: Shou +mobility items Once there are 9 or less enemies, reinforcements will arrive at 3-4 clock on 4EP or the next enemy phase from 5PP onward. Zeb is back and won't retreat until turn 14 (same as S9), so feel free to take your time since the scenario won't end until he's gone. You might not be fighting in forest cover but it's still going to feel that way due to most of your pilot's reduced morale. Things should be easier though once your Evas get back to 100 morale. I suggest using your Fairies Rally seishin on your Eva pilots to get them back in swinging shape more quickly since they can cause so much damage. Keep the enemy targeted on Evas and Shou w/ Focus. SW enemies start moving on EP9. Position your units on the EN recovery tiles in the middle of the map to take on the SW enemies since you're probably out of just about everything at this point. Send your Evas at the SW enemies but watch out for Zeb since his attacks are strong enough to break the AT Field if they are not defending, and he can also break the AT field if he crits while defending. S23 Real - 8 turns Assignment/Deployment: Amuro Methuss Methuss +HP/mobility The most difficult to protect transport has a Jegan (worthless) and an Apogee Motor, so it's probably not worth the effort of trying to save it. The other two have more valuable cargo, though. Split Dancougar back up into separate parts and stand near the transports so they'll target your units instead. The sniper in the mts will start taking shots on the transports as they pass by. If the transport is full health it'll take 3 sniper shots to kill (or 2 shots if one of them crits). Repair them with the Methuss ASAP and/or kill the sniper. On 6EP some more DC will show up from the SW. Move your flying units over the mts to clean up any remaining grunts while your ground and Eva units handle the reinforcements. Roux joins you at the end of this scenario, although she's been on the super route since scenario 3. Your Partner joins you, but she has no robot to pilot on the real route. On the super route you're given the Gespenst mk II, but you won't get that on the real route until the final scenario. lol S24 Combined (Real) - 8 turns Assignment/Deployment: Amuro Z Gundam Kamiya ReGZ Judou ReGZ MC's Partner Methuss Take out as many grunts as you can while waiting for Londo. Once Londo appears you'll be able to wipe out the enemy quickly. Try to get Combattler to lv 24 for the next scenario. S25 Combined (Real) - 6 turns Assignment/Deployment: Combattler-V EN Tank Use Hyoma to kill all 3 magma beasts for morale. On turn 3 Garuda shows up and starts attacking Oreana. Defeat Oreana to get a Fatima item then defeat Garuda. After you combine Oreana will zap Combattler-V's EN down to 80. Garuda regens to full if he gets below 50% so you have to kill him from 50% to 0% in one hit. Use the EN Tank so you have enough to use a Fervored spin and finish Garuda off. Even if you aren't lv 24 you can still gain 130 morale by letting Hyoma get every kill and getting into lots of combat. S26 Combined (Real) - 5 turns You start out with Domon and Master Asia and 3 grunts. Have Master Asia use Yell+Fervor then kill the D7. Move Domon out of the way. Allow Master Asia to counterkill the other two enemies during EP1. After the 3 grunts are dead, Londo and Ashura + more grunts will show up. Accel Londo north and start kicking ass. If you want to 5 turn it, you'll have to counterkill a couple grunts on EP5 and dump ultimate attacks on Ashura and the Di. S27 Real - 6 turns Another Mazinger-Z/DC grunt beatdown. The last few scenarios have been pretty much a joke compared to the previous fights against Poseidal and L-Gaim under forest cover where they barely get scratched by all but your strongest attacks. You start out with Schwartz (who doesn't join you) and Rain. Use Schwartz' Yell then attack the Di with a Fervored strong attack. Pick off as many grunts as you can. On 4PP Londo arrives to help out. Split your forces up, sending your heavy hitters north and long range/dodge pilots south. Most enemies are flying so your Evas won't be extremely useful. Domon finally joins you on the Real route, although he's been on the Super route since Scenario 3. lol S28 Combined (Real) - 5 turns Deployment: Combattler-V MC Shou +mobility items Goshogun Kouji Shinji Amuro Rei Getta Daba Asuka Kamiya Dancougar Masaki Judou MC's Partner Methuss Boss Aphrodite A Ok, vacation's over. No more picking on hapless Mazinger-Z and DC enemies. Time for a two part mission with the same morale loss as S21 to S22 vs more Poseidal, L-Gaim, and Guest enemies. You start out vs some L-Gaim enemies. Marvel shows up on 3PP to help. Reduce Shott's HP below 70% or defeat Myujii to make the L-Gaims retreat. You should be able to do either of these on 3PP by Accelerating. Afterward, Poseidal enemies show up. You have two things to your advantage this time: the Poseidal bosses aren't on forest or city tiles, and you have more super robots than last time to quickly obliterate them with ultimate attacks. Since you're surrounded by enemies, drawing their aggro with Shou+Focus and invincible Evas is important. Drop the bomb on them and proceed to the next area (remember the morale loss that your pilots will incur). S29 Combined (Real) - 8 turns Assignment/Deployment: Combattler-V Shou +mobility items Shinji Kouji Goshogun High Performance Radar Dancougar Getta Amuro Z Gundam High Performance Radar Asuka Daba Kamiya Judou Masaki +mobility items Domon Marvel Boss Aphrodite A You get Noin and Zech on 5PP on both routes. They both leave eventually, so don't deploy them too many times in future scenarios. If you're on the real route you'll also get Katsu in the (now) nearly worthless G-Defensor. Don't get him anywhere near combat unless you like casualties. On 7EP Heero shows up again, ready to be shot down. Unlike Shin SRW, you can fire over the walls in this game. Accel Shou and Masaki ahead and start dealing with the columns of grunts in the middle and east of the map. Masaki and Shou will both have 100% dodge against the grunts with good mobility items/focus. Send Goshogun, Dancougar, and Z Gundam to the NW corner where they can snipe the grunts from over the walls. Move everyone else along the SW and S corridor then split up in the middle to deal with any remaining grunts. Watch out for the Guest boss who can break the Eva's AT Field even if they defend. 6-7 turns is probable. I ended 7PP with one grunt and the boss about to flee on 7EP, so you could probably tweak it to hit the boss and make him flee on 6EP and kill that other grunt, and Hirro would never show up. S30 Combined (Real) - 5 turns Assignment/Deployment: Goshogun Combattler-V Shou Shinji Kouji Dancougar Amuro Masaki Asuka Getta MC Partner Rei Daba Domon Marvel Boss Sadly, Real MC is so worthless at this point it's not even worth deploying him. At least Real MC's partner is useful for leveling up and learning Rally. Drake will retreat with all Dunbine units if his health is reduced below 50% or if there are 10 or less enemies on the map. Afterward a lot of Poseidal enemies will show up from the NE and S, including 6 bosses. Once you shoot down Gyabure's robot, guest reinforcements will arrive on the next enemy turn from the NW. Still no clue why they felt the need to make Poseidal so overpowered compared to the other non-original villain groups. Anyway. Send Masaki w/ 110+ morale to counterkill the Dunbine grunts and cause them to make a quick retreat on PP2. Position your other units to handle the Poseidal enemies. At this point you have quite a few ultimate attacks at your disposal, useful for one shotting the previously tough to kill Poseidal bosses. Watch out for Gyabure, though. He's so strong that if his morale gets too high he'll start one shotting your Evas, so use Exhaust on him with Boss and Goshogun if needed. Leave Gyabure alive until you've killed most of the other enemies. Kill him and all other enemies in one turn so you clear the map before the guest reinforcements arrive on the next enemy turn. S31 Combined (Real) - 10 turns The Evas are pretty useless against airborne Guest enemies so I only brought Asuka to spam Taunt on the grunts. Although you have enough firepower to take down one of the guest bosses on a no upgrade run, defeating one of them means the other won't retreat, and you don't have enough to defeat both of them. You'll have to deal with the grunts and reinforcements instead. On 8EP reinforcements will arrive from the SE. On 10EP if both Sety and Zeb are alive they'll both flee, if only one remains the other won't flee. Split your forces between NE and SE enemies. Use taunt on the farthest grunts near the bosses so you don't have to wait around for them to start moving. S32 Combined (Real) - 4 turns Assignment/Deployment: Goshogun MC's Partner Combattler-V Dancougar Marvel Kouji Amuro Shou Getta Masaki MC Daba Shinji Judou Rei Kamiya Domon Asuka Zech Split up your forces. I sent Daba, MC, Amuro, Kamiya, and Zech SW. Getta and Dancougar SE. Kouji, Masaki, and Judou NE. And I sent everyone else NW. I know I said not to deploy Zech much before, but the extra damage comes in handy here with everyone so spread out. Defeat all enemies to avoid reinforcements. S33 Combined (Real) - 8 turns Assignment/Deployment: Masaki +mobility items Ryo +HP/armor items Domon +HP/armor items Daba(L-Gaim) +HP/armor items MC +mobility items Kamiya(Z Gundam) +mobility items Shou +mobility items All of your pilots are sent back to their default mechs. Daba has to use the near worthless L-Gaim, while Kamiya is back in the Z Gundam. On 2PP Masaki, Ryo, and Domon appear at 6 o clock. On PP6 Londo arrives at 11-12 o clock. On 6EP 3 Gundam Wing bosses arrive at 3 o clock. Throw Shou into the middle of the enemy forces and dodge tank everything at 0%. Use your other forces to pick at the enemy and score some kills. Rally Shou up to 130 morale and start using Hyper Aura Giris to kill the 3 bosses. You'll probably end up getting parried at least once because the bosses all have high level parry skill. Send Masaki NE to meet with the Gundam W bosses. Once Londo arrives, Accel SE and help clean up the Gundam Wing bosses and any other remaining enemies. The W bosses have high damage but low HP, so stay out of their range on EP then one shot them with ultimate attacks on PP and there won't be much problem. They can one shot your Evas if they aren't defending, so watch out. S34 Real - 7 turns Assignment/Deployment: Goshogun MC's Partner Methuss Shou Combattler-V Getta Masaki Marvel Dancougar Kouji Kamiya ReGZ Amuro Z Gundam Daba Cavalry Temple Boss Boss Robot Domon Asuka Shinji It's sad that Real MC is not worth deploying in his own final scenario, unless you want to put him in the ReGZ or Z Gundam or something.. but then again Kamiya, Amuro, and Judou are all superior Real pilots to him, so why bother? On 4PP Quattro arrives to assist. If Haman isn't defeated by 10EP she'll flee and enemy reinforcements will arrive. MC's Partner, Cham and Lilith should have a combined 4x Rally. Boss and Goshogun should have a combined 3x Exhaust. For some reason defeating Haman before PP4 causes Quattro to not show up as a reinforcement, but he still joins your party after the scenario is over. So if you want Quattro to show up, wait until PP2 before taunting her, so you defeat her on PP4, the same turn Quattro arrives. Taunt and 3x Exhaust Haman and then set up to kill her. Taunting her early prevents her from regaining too much morale from grunt kills (she gets +2 morale for every grunt you kill). You'll want to use Strike, Awaken, and Fervor attacks from Getta, Dancougar, and Combattler-V. Bring an EN Tank on Getta and Combattler-V as you'll likely need them to use their best attacks twice. Goshogun can chip in a little with its ultimate, but it doesn't do much damage. Shou and Masaki might be able to damage her but her dodge rates are high so you'll be relying on luck. A lv 30 Shou in Bilbine w/ Fatima + Focus only has a 60-65% chance to hit her.. yeah. You'll probably defeat her before Quattro shows up, but that won't prevent you from recruiting her later. Once Haman is defeated use Boss to resupply your supers and finish off the rest of the enemies. The Doben Wolves can all parry, despite holding large guns instead of swords (wtf?), so try to use ranged or ultimate attacks that cannot be parried. Try to get Amuro to lv 30 so he learns double act. Note that Gilliam leaves during FF, so don't bother using him. ---------------------------------------------------- F Final (Real Route) S35 Real - 5 turns So you've got the Type 100 (Hyaku Shiki), the first MAP Gundam of F/FF. Even with its base damage it's capable of quite a lot of carnage with the Spirit seishin. And of course it opens the door to getting low leveled Gundam pilots tons of levels by AOEing a bunch of enemies at once. Keep in mind though that there seems to be an XP cap or some sort of scaling going on when defeating a lot of enemies at once. Your first goal should be reaching Amuro, Kamiya, Quattro, and Judou to lv 30- 31 so that they learn double act. Cecily also learns double act at 32, making her a useful support pilot. If they already have double act it's not as critical to deploy them, but make sure they all have it sooner rather than later. Your next major goal will be to get Real MC's Partner to lv 39 to learn double act and Re-Enable. Use Trust to regain Cecily and Seabook's HP and hide in the asteroid fields while using Flash and counterattacking. Once Londo arrives, use taunt seishin on Cima then Accel towards the grunts. Send two strong pilots (I used Masaki and Shou) ahead and 1-2 shot the bosses. Since this is a 2 part mission you'll face the usual morale issues in the next scenario. S36 Real - 3 turns Assignment/Deployment: Combattler-V +movement items Getta +movement items Dancougar +movement items Seabook Kamiya Amuro Quattro Shinji Judou Real MC's Partner (or anyone w/ Rally) On 2EP or once initial enemies are defeated, reinforcements arrive from the SW. Unfortunately you can't avoid the reinforcements by clearing everything on 2PP. Amuro should have double act by now, and everyone else should have Awaken or be able to leap out of the Argamma on turn 2 and use a strong melee attack. Save some Strike or Focus seishins for the reinforcements as they have high evasion. Try to get at least a couple of the gundam pilots double act. S37 Combined (Real) - 3 turns Assignment/Deployment: Goshogun Getta Combattler-V Shou Masaki Seabook Dancougar Quattro Shinji Kamiya MC's Lover Judou All enemies aggro from the first turn which means AOE fun time. Spam Exhaust on Gato to reduce his morale below 120 so he doesn't use his MAP attack. Other than that it's a wimpy grunt beatdown. Try to get Quatro to lv 31 so he learns double act, which will make convincing Haman in S38 much easier. Ryune is a decent pilot, and her AOE is pretty useful for grunts early in FF. It starts to lose its shine though as the game wears on. It's worth getting her a level or two so that she learns Rally, at least. If you level her up to 140 SP she'll have two uses of Rally which is valuable, so keep using her whenever you have the room. Eventually she's just going to be a rally bot, but 2x rally is nothing to sneeze at. S38 Combined (Real) - 6 turns Assignment/Deployment: MC +mobility MC's Partner Amuro F-91 +mobility Goshogun +attack range/movement Dancougar +attack range/movement Shou +mobility Masaki +mobility Assignment/Deployment (Allied reinforcements): Getta Quattro Daba Marvel Shinji Seabook Kamiya Judou On PP4 enemy and allied reinforcements arrive. Haman retreats at 90% health - that doesn't seem like a lot, but she has a gigantic amount of HP at this point in the game. Talk to her with Quattro twice to recruit her later. On EP7 Quatre shows up, but I finished before then, so I didn't get him. S39 Combined (Real) - 3 turns Assignment/Deployment: Goshogun Getta Masaki Dancougar Shou Kamiya Combattler-V Quattro Amuro Seabook Shinji Real MC's Partner Judou Asuka Daba This scenario automatically ends on 4EP, so feel free to destroy as much as you like. Another good scenario for raising levels or whatever you need to do. Accel ahead and dump ZZ MAP+Spirit and ultimate attacks on the bosses, then clear out the sides of grunts. Resupply and Rally ZZ Gundam then fire on more grunts on turn 3. S40 Combined (Real) - 1 turn Assignment/Deployment: Quattro F91 +movement items Getta-Liger +movement items Getta-Dragon +movement items Goshogun Boss Daba, Shou, or anyone w/ Rally Use 4x Exhaust on the boss. Send Quattro and Getta loaded up with Mega Boosters, Fervor/Spirit, and Awaken to take him out in two hits (no crits required). S41 Combined (Real) - 4 turns On EP4 or once initial enemies are gone, Gato and some grunts arrive at 6 o clock. Save the transport to get a MAP attack weapon. Move Shou next to it to distract the grunts. Taunt the 3 bosses in the back so they reach you sooner to be killed. Bunch them up for MAP attacks, etc. Save some MAP attacks for the reinforcements as well to clear them out quickly. Being able to Resupply+Rally ZZ for the reinforcements as well would help. After the scenario ends, you have a choice of putting the MAP attack on the L- Gaim or the Novel D-Seed. I suggest putting it on the Novel D-Seed, although it doesn't make much difference since you likely won't be deploying it anyway. Now that Daba has the L-Gaim mk II, get him (and Cham) to lv 42 asap so that Cham learns Re-Enable. I would suggest using Leecee to level Cham but she's probably very low level by now and has no way to increase her accuracy. S42 Combined (Real) - 3 turns Duo will become an enemy once all enemies are defeated, so set up to one shot (or convince) him when he turncoats. If both Purus survive, you have to choose which one of the Qubeley mk II's to take.. except they are both identical, so it makes no difference which one you choose afaik. This is yet another easy grunt killing scenario. It's pretty obvious the developers scaled back the difficulty from F to FF because new players might buy FF without having played through F. Still, it's a good chance for you to build up your team for the more difficult fights ahead. Puru and Puru Two are decent pilots, but you won't usually have any room for them. The Qubeley is a decent unit despite having a low Limit. S43 Combined (Real) - 2 turns Assignment/Deployment: Seabook Z Gundam Quattro ReGZ Judou ReGZ Kamiya Methuss Amuro Core Booster Daba This is an unusual mission which is completed by moving units onto the 9 bases on the map. Anyone with double act and Awaken is valuable. Equip lots of +movement items and spread out. You don't need to stay put on each base, though. Moving onto a base once is enough, at which point you can continue to move on to other bases. Your units aren't exactly equipped for combat, so don't bother trying to kill anything. S44 Combined (Real) - 3 turns An escape scenario. Just move Bright to the south edge of the map and it will end. Rosamia will appear on 2EP at 6 o clock, right in the path of the Argamma. It's possible to defeat her for an Anti-Beam Coating then finish the scenario on PP3. Rosamia is fairly easy to defeat since she only has 35k HP. On EP2 either tank her with Shou/Amuro landed on a city tile or an Eva. S45 Real - 3 turns Charge ahead with MAP attacks while taunting the two SW bosses. Send 1-2 units to the NE corner. The transport doesn't take many hits so either repair it or clear enemies around it quickly - it's very fragile. On the EP after 7 or less enemies remain, reinforcements arrive. However, if you eliminate all enemies before then, you can avoid the reinforcements for a quick clear. Try to go into EP2 with 8+ enemies remaining then finish off on turn 3. A 2 turn clear is likely given that I missed it by 3 enemies, but didn't feel like retrying. S46 Combined (Real) - 2 turns Defeating Gadi causes all initial enemies to retreat. Afterward reinforcement bosses arrive at 1-2 o clock over the mountain range. If you defeat all 3 reinforcement bosses at the same time with a MAP, you get a cutscene, but that's it. Defeating any of the reinforcement bosses ends the scenario. Taunt Gadi then defeat him on turn 2, and defeat the reinforcement boss on turn 2 if possible. In order to 2 turn it you'll need Real MC's Partner to use Re-Enable on Bright so he can reach the reinforcement area quickly. If not you can taunt one of the reinforcement bosses and defeat it on turn 3. If you have anyone who needs leveling, pick on the NW grunts before defeating Gadi. Banjou leaves the party until S49. Garrison temporarily takes his place. S47 Combined (Real) - 2 turns Assignment/Deployment: Dancougar +movement items Getta +movement items Combattler-V +movement items Here we go again. Defeating Dabday in the Jamacian will end the scenario. Taunt him and get closer on turn 1. On turn 2 pick on some grunts then finish Dabday off. Again if you have Real MC's Partner at lv 39+ to Re-Enable the Argamma, you can bring most of your units much closer to the enemy. S48 Combined (Real) - 3 turns Reducing the Gea Gring under 50% causes all initial enemies to retreat and DCs arriving as reinforcements. The DC reinforcements are spread out into 4 groups. Two groups are near the SW and NE of the oasis, and the other two are near the NE corner where you start out. Taunt the Gea Gring and kick its butt. Depending on whether you have Re-Enable for Cham and Real MC's Partner, you can make Gea Gring flee on turn 2. If not you'll have to make him flee on turn 3. Leave some units near the NE to take out the DC reinforcements. They aren't particularly difficult, just spread your units out. S49 Combined (Real) - 3 turns NE Deployment: Masaki Ryune Daba Anyone So you have two deployment positions in this scenario. 4 units near the base in the NE, and the other 13 SW. On 2EP more reinforcements show up around the SW, near your start position. On 3EP, Scirocco appears in the middle of the map and heads NE towards the base. He'll retreat below 90% HP. You can avoid Scirocco's appearence if you clear the map before 3EP. Taunt the three named pilots towards Bright. Fend off the grunts headed towards the base using Masaki, Ryune, and Daba's MAP attacks. Send Bright and most of his forces east to deal with the 3 named pilots. Leave a small contingent around the SW to deal with the DC reinforcements on 2EP. Mio in her Zamjeed joins your party. It has a decent MAP attack and can go underground, but it has poor movement range. Mio is unfortunately a bit low level at 28, and she lacks any damage seishins. While she learns exhaust, it takes too much leveling to be worth it. Having 4x Exhaust from Boss and Goshogun is enough, so Mio won't be seeing much action. S50 Combined (Real) - 2 turns Another boss sniping scenario. Taunt boss, Accel/Re-Enable south, slap it around a bit and it will die. Pick up Sayla with Amuro if you want. Sayla is a mediocre real pilot (hey, a lot like Real MC!). She's not really worth picking up but I guess it doesn't hurt. S51 Combined (Real) - 4 turns Cham should have Re-Enable by now. Accel south and take out the trash. S52 Combined (Real) - 3 turns On 2PP Londo arrives along with Judou's sister in the highest mobility unpiloted unit. Moving Judou next to her will place him in the replacement unit. I suggest something that can fly like Z Gundam. Feel free to use Judou's SP because he fully regens it when he gets into the replacement unit. Retreat Elle into the Argamma asap. On PP2, taunt both bosses. PP3-4 destroy the bosses and MAP down the grunts. Neither of the bosses will retreat so use your best attacks to finish them off. If you finish before EP4 you can avoid reinforcements. S53 Combined (Real) - 2 turns Attack Master Asia from the south with Domon's 3 range P weapon. On 2PP Accel, get to 150 morale, then hit Chapman with a Fervored strong attack to end the scenario. Rain and Schwartz join the party but they will leave eventually as part of the plot, so don't get too attached to them. S54 Combined (Real) - 5 turns Assignment/Deployment: Getta Shou Dancougar Combattler-V MC's Partner Daba L-Gaim mk II +movement items Seabook ZZ Gundam Quattro Z Gundam Pick on some grunts while you wait for Londo to arrive on 4PP. Place Schwartz and Domon on the ramps which give a terrain bonus. Save Rain and Schwartz's Rally for Londo's troops. Once Londo arrives, taunt Master Asia and Devil Gundam then defeat them on turn 5. You should have no issue destroying both bosses with so much Rally spam available. Shou's Spirit+ultimate attack will deal 75% damage to either boss, along with ultimates from your other supers. Unfortunately you have to kill every grunt even after killing both bosses. In order to kill the grunts along the south edge of the map on turn 5, send Daba in the Argamma to hit them with the L-Gaim mk II's MAP. Use Awaken on him so he can fire after exiting the Argamma. S55 Didn't convince Todd (Real) - 4 turns Assignment/Deployment: Getta Combattler-V Daba Amuro ZZ Gundam Quattro F91 Seabook Nu Gundam Kamiya Vigna Gina Judou Qubeley mk II Dancougar Masaki Shou Real MC Partner Ryune Daitarn 3 Goshogun Kouji Asuka Poor Todd. I don't think I've seen him more than once through F and FF because I keep clearing the scenarios before he shows up. Anyway, it's time to put him to rest here. This is the first scenario of FF that isn't a complete cakewalk. Todd has very high evasion and goes Hyper, the Gea Gring battleship takes a ton of damage, you can't avoid the reinforcments by clearing ahead of time, and Dunbine grunts tend to be annoying with their flight and evasion and beam shields. On 3EP or all enemies defeated, enemy reinforcements arrive in the middle of the map including another battleship and named pilot. Defeat all enemies to end the scenario. Taunt the 3 named bosses and 3-4 of the NW grunts and move NW. Send one unit each to deal with the SW and NE grunts. Use Goshogun's 2x Exhaust on the Gea Gring. Masaki and Ryune should be able to MAP down the grunts near the bosses. Note that while MAP kills don't give your party morale, it doesn't give the enemy morale either, so it's a net positive in my opinion. Use Shou, Getta, Combattler-V, Dancougar, etc. to take down the bosses as usual. Position any non-essential pilots around the middle to start dealing with the reinforcements. Once the reinforcements arrive, use your remaining SP/EN to finish them off. Drop Asuka off to draw aggro and bunch enemies up for ZZ's MAP. S56 Real - 3 turns Assignment/Deployment: Getta Combattler-V Daba Dancougar Quattro ZZ Gundam Amuro F91 Seabook Nu Gundam Kamiya Vigna Gina Judou Qubeley mk II Masaki Ryune Shou Real MC Partner Daitarn 3 Goshogun Kouji Asuka Domon Real MC gets Huckebein, making him slightly more useful thanks to the Black Hole Cannon (assuming he can land a hit on his target). Taunt the Geagring and DC units. Place two top tier gundam pilots by the mountains to snipe off the SE enemies. Send supers and Masaki/Ryune at the Gea Gring and the ZZ and anyone else you can spare at the SW enemies. Amusingly, Real MC still shows up in his Huckebein after you've cleared the map before 4PP. "Hey guys, check out my cool new mech! I'm ready for action!" "Uhhh.. yeah. We already killed everything, sorry." S57 Combined (Real) - 3 turns Another two part scenario with the same morale rules. You have 25 turns total to complete S58 and S59. Not a problem for anyone aiming for low turn counts, of course. You'll be facing reinforcements on EP1-5. On EP3 Scirocco shows up. If you clear all enemies by PP2, Scirocco will show up anyway. From PP4 and onward, if you clear the map including Scirocco, you'll finish the scenario without dealing with the EP4 or 5 enemies. If you somehow can't finish the scenario by EP15, it ends automatically. Reinforcement locations: EP1 at 6 o clock. EP2 at 10 o clock. EP3 at 7-8 o clock. Taunt Rosamia off the base and deal with the grunts. Scirocco appears on the base, so taunt him off it. Both bosses only take a few ultimate attacks to wipe out. I took Rosamia out with Shou and a few other non ultimate attacks. I defeated Scirocco with Getta, Combattler, and Dancougar, as he takes more of a beating. Once Rosamia, Scirocco and all current grunts are defeated, the scenario ends without further reinforcements. S58 Combined (Real) - 3 turns Hey, speedrunning! My kind of map. The best candidate for reaching the switch is Quattro in any gundam w/ 8 base movement such as the Z Gundam (flight mode). Send him through the maze while taunting any enemies that he ends his turn close to. Use as many Re-Enables as you have (likely two, if you have Cham and Real MC's Partner). Taunting causes enemies to ignore anybody but the taunter, allowing Quattro to move through unscathed. This is a good scenario to get free spirit point based XP. S59 Combined (Real) - 5 turns More taunting required to get the bosses off their butts. Taunt the NE enemies and all bosses except Bask, who cannot be taunted off his spot. Send Combattler, Getta, ZZ, Kouji, and Dancougar NW towards Bask while others deal with the enemy battleships and grunts. You'll probably need some EN resupply because there are a lot of enemies with a lot of HP to take down. Defeating half of the enemy force results in reinforcements around the base including two named pilots, Jared and Mauer. Shooting down one causes the other to flee, and they are dangerous with double act, so make it a priority to defeat one of them. Launching the ZZ at the enemy base after reinforcements arrive is a great way to immediately clear it out and kill about 6-8 enemies. Once 8 or less enemies remain, you'll see a cutscene with Scirocco. Once all enemies are defeated, Bishott appears in the Gea Gring at 12 o clock just east of the enemy base. Reduce it below 75% to send it packing. S60 Combined (Real) - 7 turns For some unknown reason, you lose a bunch of robots and get 100k credits instead. You get to keep most of your important robots, but you do lose some nice ones like Qubeley mk II and Vigna Ghina. Assignment/Deployment: Getta Real MC's Partner Gespenst mk II MC Dancougar Combattler-V Seabook F91 Ryune Daitarn 3 Judou Kamille Nu Gundam Goshogun Kouji Asuka Tetsuya Shinji Boss 2PP Assignment/Deployment: Daba L-Gaim mk II Quattro ZZ Gundam Masaki On 2PP you can choose 3 more deployments including Quattro, Daba, Amuro, Shou, or Masaki. From EP3 onward, grunt reinforcements will arrive on each subsequent enemy phase if you've defeated enough enemies. The first reinforcement wave happens when 30 or less enemies remain, then the second and third when 23 or less enemies remain. 1st wave of grunts arrives at 1 o clock and 7 o clock, 2nd and 3rd wave of grunts arrives around the middle of the map. So if you defeat 4 of the initial enemies, you'll be facing reinforcements. Technically you can avoid any reinforcements if you leave the initial grunts alive and finish them all off in one turn. Shott and Drake in the Will Wipps don't respond to Taunt. On 7PP if Musy and Shott are still on the map but the Black Knight is defeated, Musy will move inside of the Will Wipps and the Will Wipps is destroyed. This is the easiest way to clear the scenario as the Will Wipps is as difficult to destroy as ever and you'll likely have to spend most of your resources killing other enemies. Send ZZ and 2-3 others SW. Send your main force NE. Use the Evas to tank the NE grunts. Save Masaki and Ryune's AOEs for the 2nd and 3rd reinforcement grunt waves, which are fairly large. It's best to tank them with Shou since he can counterattack them and take most of them down to half health. Taunt as many enemies from the SE as possible (besides Musy), since you won't be sending many units down there yourself. Take out the Gea Gring, Black Knight, and grunts, then wait for the Will Wipps and Musy to be destroyed. On 7PP clean up anything that's left. You'll need a strong unit or two to take out Shott, since he has a decent amount of HP. As a side note, try to get Combattler-V to 47 asap so it can use 2x Awaken seishin. S61 Combined (Real) - 7 turns Assignment/Deployment: MC (earth route only) MC's Partner (earth route only) Goaron +movement items Getta Shou Dancougar Daitarn 3 Goshogun Schwartz Rain Tetsuya Great Mazinger Asuka +movement items Shinji +movement items Choose between earth and space routes. If you choose earth you have to complete the scenario, and if you choose space you end the scenario on PP7 automatically. MC and MC's Partner are deployed if you choose the earth route, making the scenario easier to complete. On EP2 3 dunbines arrive at 12 o clock including Garaba (the Black Knight). Garaba will go hyper and I suggest you kill him immediately as the gundam bosses aren't much of a threat. One Spirit+Hyper Aura Giri and one other ultimate should be enough to do in his Hyper form. On EP4 Kernagul bosses show up at 12 o clock (about the same position as the dunbine reinforcements). On EP6 if Quatre isn't on your team he'll attack the Kernaguls for you. If you reduce the Kernaguls below 70% they'll all flee, as well. On EP8 or when all enemies are defeated, Allenby appears at 3 o clock, which is likely far from your other forces. Have units ready to defeat her once she shows up. Do the usual boss taunting and dump ultimate attacks while everyone else deals with the grunts. Some of the grunts will try heading towards the Argamma - try not to let them get away as you'll be wasting turns chasing them down. Use Taunt to stop them from chasing the Argamma if possible. S62 Space (Real) - 2 turns Simply place Ideon in the Sorrow Ship and end your turn. Ideon is an incredibly powerful robot, but only if you let it get attacked a bunch of times so that it can use its Ideon Sword or Gun. Otherwise it's stuck with some fairly weak basic attacks. In most scenarios it's not worth the effort of surrounding it by enemies so it can build up its gauge, but there are a few scenarios where you can cause devastation greater than anything in prior SRWs. It's important to note that Ideon gets a +10 bonus to its gauge if it's under 50% health and between 0-100 gauge, and a +5 bonus at below 50% health and over 100 gauge. S63 Space (Real) - 1 turn Assignment/Deployment: Combattler-V +movement items Daba Reduce Gije below 30% to end the scenario. Use Combattler-V's Awaken+Accel and Lilith's Re-Enable so he can reach Gije and drop a Choudenji Spin on him. S64 Space (Real) - 3 turns Assignment/Deployment: MC MC Partner Quattro F91 Daba Amuro ZZ Gundam Masaki Ryune Seabook Nu Gundam Combattler-V Kamiya Judou Reduce Haruru below 40% to make the initial enemies retreat. DC reinforcements including Rosamia appear on 5EP or after initial enemies are gone. Four will also appear as an ally. To get Rosamia, destroy Gates first using anybody, then attack Rosamia with Kamiya, then convince her with Kamiya. You must destroy Gates first if you want to recruit her, then attack Rosamia then Convince her in that exact order, otherwise you'll fail. Similar to the last scenario, send Combattler and Quattro towards Haruru using a combination of Awaken/Re-Enable. If you can't do it in 1 turn, Taunt Haruru and take her out once she gets close enough. Once the reinforcements arrive, move Ideon towards the main force (defend all enemy attacks) to gather them up, then bombard them with MAP attacks from the ZZ and Masaki. S65 Space (Real) - 7 turns Assignment/Deployment: Ideon Fatima Judou ZZ Gundam Judou is forced to sortie in the ZZ Gundam, so make sure he's in it. Retreat your initial forces NW. Ideon will arrive on PP3. Move Ideon east until its MAP is in line with the enemy battleship. Allow it to be attacked by enemies until it has 3 bars and it can use Ideon Gun. Launch Spirit+Ideon Sword against the battleship to destroy it (lol 45000 dmg in one hit) and the Poseidals will immediately withdraw instead of having to wait for them to retreat. On 4EP some DC units will arrive at around 9 o clock - lure them towards the NW corner. Deal with the DC units with Bright & Co. who arrive on 6PP in the NW corner. The Lafressia has high HP, accuracy, and damaging attacks so use Flash if possible. S66 Space (Real) - 4 turns Have Excelion use Guts and Strike. Counterattack all enemies until Gunbuster launches, at which point switch to defending so Excelion doesn't get destroyed. Use Noriko's MAP attack w/ Strike+Fervor and get Excelion out of the way so that Noriko can start counterattacking the grunts to clear the way. Conserve Noriko's EN, don't waste it on the grunts. Use a Fervored ultimate attack and a Strike+attack from Noriko and Excelion to make the boss flee. You should be able to do this by 4PP. Once the boss is gone, some DCs and the Sorrow Ship+allies will arrive. Defeat Mashmyre to make the DCs retreat, which is easy to do in one turn with some Awaken/Re-Enable usage. S67 Combined (Real) - 1 turn Reduce Poseidal's HP below 70% to end the scenario. Use 4x Exhaust on Poseidal and hit it with as many attacks as you can with Re-Enable and Awaken. If Combattler-V is lv 49 or you have Resupply on another pilot, you can use 2x Reawaken, 1x Re-Enable, 1x Resupply, and hit it with two Choudenji Spins. Or you can try getting Quattro or others over there to help. For some reason attacking Poseidal with Daba on turn 1 doesn't end the scenario on EP1. You can also defeat 14-15 enemies to end the scenario. Reinforcements arrive at 6 o clock on 4PP if you haven't cleared the scenario by then. S68 Combined (Real) - 1 turn Assignment/Deployment: Quattro FA Type 100 Kamiya v Gundam Seabook F91 Combattler-V Shin Getta Daba Real MC's Partner Anyone w/ Rally Bring Rofu below 80% using your real pilots and anyone else you can manage using Awaken, Flash, Fervor, etc. If you can't manage that then just use Shin Getta. Rofu and all initial enemies will flee, and then Quatre will then show up and blow up a colony. Be careful as his attacks are powerful and he has high hit/dodge rates. Use Combattler-V with 2x Awaken to take Quatre down. Guests show up near the bottom of the map after Quatre is down. Re-Enable, Resupply, and Rally Combattler-V, use 4x Exhaust on Giwaza, then hit him with a Fervored Choudenji Spin. Accel, Awaken, and Re-Enable Shin Getta (or a real pilot like Quattro) to hit Giwaza with another strong attack and he'll flee below 40%. After the scenario ends, you'll have to choose between DC and Poseidal routes. You'll also have the choice of Funnel or Incom weapons on the "Production Model Nu Gundam". You want Funnels, of course. If you're on the real route, you get your exclusive real pilot: Kayla. Ready for a big surprise? She sucks. S69 DC (Real) - 3 turns Assignment/Deployment: Quattro ZZ Gundam +movement items Getta Shou Daitarn 3 MC Combattler-V Dancougar Goshogun Amuro Daba Kouji Masaki MC Partner Kamiya Ryune Asuka Taunt the back rows of enemies, which will cause them to move forward and bunch together with the enemies in front that won't move. Drop a ZZ MAP on them and wipe them out on turns 2-3. Reinforcements will arrive just south of the initial enemy placement. Defeat all enemies to end the scenario (defeating the Gabro Zan will cause Ideon to arrive as a reinforcement). S70 DC (Real) - 2 turns Assignment/Deployment: Daba Shou Masaki Quattro ZZ Gundam MC's Partner GP03D Reduce the Doros below 40% to make it flee. The Doros has a huge amount of HP and defense, so it will take at least two turns of beating on it to make it flee. The safest way to clear the scenario is to wait for Daitarn 3 to arrive then gang up on it. If you want to clear it faster, use Shou w/ Focus and Rosamia w/ Confuse to reduce enemy dodge rates. Shou should have 5-12% to dodge all enemy attacks. Hit the Dogos with a couple Hyper Aura Giris and a ZZ MAP to make it flee, or wait for Daitarn 3 to show up. S71 DC (Real) - 1 turn Doesn't get much easier than this. Pick the 2nd (go together) then 3rd choice (area C), then move one of your units onto the laser thing. Another good opportunity to get free XP for your pilots. S72 DC (Real) - 3 turns Shinji and Rei are supposed to auto deploy, but they didn't in my scenario, presumably because I took the space route. Once 3 dummies land on the Solomon, all dummies explode, or all enemies are defeated, the Big Zam arrives. Before the Big Zam arrives, if you reduce enemy count to 7 or less, grunts will spawn against you every turn. If you defeat all enemies including the grunt spawns for that particular turn, you'll trigger the next phase of the scenario without having to wait for dummies to land on Solomon or all dummies defeated. On turn 1, prioritize killing the two double act Geymarks and grunts closest to the dummies. Use ZZ's MAP and move in with Getta, Combattler, etc. Taunt Mashmyre away from the dummies. Don't reduce enemy count to 7 on turn 1. On turn 2, defeat all enemies including the grunts that show up, but save some SP for the Big Zam. Use ZZ's map to clear the reinforcements out quickly. Once Big Zam shows up, use Exhaust, Confuse and dump ultimate attacks on it. Your newtypes should easily outrange him at this point. If you want an easier time, deploy Slugger who will blow himself up on the Big Zam and reduce it by 50% health. Might as well make himself useful. You get Tootie and Yan-Long. Yan-Long's MAP has been getting progressively worse since it debuted in SRW EX, and it really sucks here. Low damage and only 5 square range. Tootie's MAP attack fares better, dealing almost twice as much as Masakis. S73 DC (Real) - 3 turns Assignment/Deployment: Ideon MC Partner Daba Use Ideon's Yell to reach 130 morale. Move Ideon NW in the range of Lacan, Arius, and the 5 nearby grunts. On EP1, defend Ideon against all attacks and it will have Ideon Sword by 2PP. On 2PP, restore Ideon's health and let him get attacked further on 2EP. On 3EP use Spirit+Strike+Ideon Gun on the map and wipe out almost everything from the map. This is easily the most devastating MAP attack thus far in the history of SRW, literally obliterating an entire DC fleet along with most of its leadership and ace pilots. To get Haman to join you, shoot down Kycilia and Gihren. Haman will head into ABAQ and Quattro will pursue her. Quattro will reappear with her at the end of the scenario. She joins as a pilot on S76. Note that in some cases Quattro may chase Haman into ABAQ and never return. In that case I suggest not deploying Quattro at all so that you don't lose him. Gotton and Mashmyre have some seishin stuff going on. Kill Gotton first if you can, then Mashmyre, preferably on the same turn so you don't have to deal with their BS. If you destroy them both in one Ideon Gun attack, you won't have to worry about it. After the scenario ends, Bright can allow or disallow Judou to go searching around ABAQ. Choose disallow so you can get the Neue Zeil later, which is better than the GP02. Non-Ideon strat: Pull Ghiren and Kycilia off ABAQ. Conserve your SP/EN and use Exhaust. Definitely make Quattro chase Haman so you don't have to waste SP/EN killing her, and try to trigger the Gato event so you don't have to fight him either. Bunch up as many grunts as possible for MAP attacks. S74 DC (Real) - 2 turns Before the scenario begins, Judou asks for permission to search Axis (if you told him not to search ABAQ). Allow him to go and he'll get the Neue Zeil. Once Chai and Wazan are defeated, all Poseidals retreat and some Buff Clan enemies appear in the NE corner. Reduce Haruru below 40% (but don't destroy her) to make the Buff Clan retreat and end the scenario. On 1PP, have Daba convince Asufi to recruit her. Asufi isn't a great pilot, but she has 2x Exhaust. Taunt Chai and Wazan. Move a few units NW to defeat Chai and Wazan, and some NE to attack Haruru. Send your high movement units at Chai and Wazan like your Gundam pilots and Shou. One hit from Getta should make Haruru flee. After the scenario you have a pilot choice. Pick the first option to keep Asufi and her useful 2x Exhaust. S75 DC (Real) - 3 turns Reduce Poseidal's HP below 70% to make all red colored enemies flee. Raise Ideon's morale to 130+ then move Ideon west of Poseidal and absorb attacks until it reaches Ideon Gun. Place Shou/Amuro near the grunts that might attack Ideon on 2PP to take a bit of heat off it, or it will go berserk. While Ideon takes attacks, move the rest of your forces east to 12-1 o clock to deal with Titan reinforcements that will appear there. On 2PP use Strike+Fervor+Ideon Gun facing east to injure Poseidal and destroy all of the yellow units. Poseidal will flee (assuming you didn't destroy it..) with all red units, emptying the map of enemies. If you destroyed Poseidal then the red units won't flee and you have to mop them up. Quatre will briefly appear then disappear with Heero and Trowa. You'll then get some Titan reinforcements at around 12 to 1 o clock, which you should have been heading towards. They are mostly low HP trash, easy pickings. Non-Ideon strat: Send Getta to hit Poseidal and make the red enemies flee on 1PP. Taunt the yellow enemies to bring them closer to you, then kill them as they arrive. They aren't particularly threatening, just far away. Once the Titans arrive, clear them out using MAP attacks. S76 DC (Real) - 15 turns (total) While this scenario is split into 3 parts, there's no morale loss to worry about. Note that only M size or smaller units can sortie during part 2, so place anybody you want to deploy into small sized units. This usually isn't a problem since most gundams are M sized, but larger gundams like the Neue Zeil can't be deployed. Make sure you prepare carefully for part 2 as it's one of the most difficult stages of FF. Part 1 - 4 turns Move Ra Kairam onto Luna 2 (the colony) while distracting the enemies. With a mega booster and Accel, you can reach it on 4PP. Part 2 - 7 turns Assignment/Deployment: Shou MC Kouji Daba Kamiya Quattro Amuro Tootie MC Partner Tetsuya Masaki Ryune Seabook Judou Boss/Asufi Equip +accuracy items as most bosses have a high dodge rate. Only M size or smaller units can sortie here, as noted earlier. Here's a difficult scenario that reminds me of F's stages. You have to defeat a bunch of bosses and most of your good supers aren't available. Try to conserve your SP/EN as much as possible as Poseidal is a difficult boss to take down especially without upgrades or access to your best supers. Save some uses of Strike and Flash against Poseidal even if you run out of Fervor/Spirit as her hit/dodge rate is very high. Taunt Scirocco and defeat him on 2PP. Use ZZ to destroy the initial wave of grunts. Taunt Full Flat and defeat her as she approaches. When taking on Jerid and Mauer, defeat Mauer first, then Jerid. Use MAP attacks to clear out the enemies around Poseidal. Gablae is another tough target to take down. Against Poseidal, use Exhaust and any remaining SP/EN on her. I had MC, Domon, and Seabook at full SP, with others helping by using Flash and landing hits without getting killed. 2x Spirit + Black Hole Cannon should bring her down to about 60%. She has 50k HP, 4.5k armor, and very high evasion, so she's definitely not an easy target. Part 3 - 4 turns Defeating Amandara ends the scenario, and your super team can easily wipe the floor with the original Auge. Accel Ideon into enemy attack range and build up to Ideon Sword, then use Spirit+Strike Ideon Sword on Amandara, which should kill him. If you want someone else to get the kill on Amandara, use Strike without Spirit which should deal 40k damage. After the scenario ends, you have a choice to let Ideon come with Londo, or stay on earth. Choose the first option so they stay with you. S77 DC (Real) - 2 turns Move Ideon into enemy attack range using Re-Enable, get to 150 morale, defend on enemy phase and build up to Ideon Gun, then fire on 2PP with Spirit+Strike and one shot everything. S78 DC (Real) - 3 turns Assignment/Deployment: Shuu (predeployed) Dancougar (predeployed) Ideon Shin Getta Combattler-V Quattro Shou MC Daitarn 3 Kouji Gunbuster Daba Kamiya Amuro MC Partner Goshogun Asufi Ryune Another Ideon scenario. Use the same strat as before to wipe out the map. I recall Zezenan being immune to MAP attacks in 4th SRW - I bet he was wishing he had that when he got one shot by Ideon Gun. Non-Ideon strat: If you don't want to use or don't have Ideon, your best bet will be to defeat Zezenan quickly so that all enemies (besides Shapiro) flee. Zezenan can't be taunted, but you can taunt the bosses or enemies around him so that you can pass by them safely to reach Zezenan while they run towards the taunter. With the enemies around Zezenan distracted by taunts, you'll have an easier time smacking him down with ultimate attacks. He does have a ton of HP/armor, though, so bring your best attacks. S79 DC (Real) - 5 turns Assignment/Deployment: Ideon Shin Getta Combattler-V MC Quattro Shou Daitarn 3 Kouji Dancougar Gunbuster Daba Kamiya Amuro MC Partner Goshogun Shuu Ryune On 1PP, take out Jerid and Yazan who are right next to your deployment position. Send Ideon next to Axis and build up to Ideon Sword. On 2PP use Ideon Sword and take out Scirocco and as many Psycho Gundam mkIIs as possible. Move in with the rest of your forces to clean up any remaining enemies and start camping Axis. S80 DC (Real) - 2 turns Assignment/Deployment: Ideon Shin Getta Quattro Daitarn 3 Combattler-V Dancougar Gunbuster MC Shou Kouji Daba Kamiya Amuro MC Partner Shou Ryune Taunt Urube. You should be able to defeat Devil Gundam on 1PP and Urube on 2PP. Devil Gundam will run towards earth so stop it before then. Move Ideon NW to absorb attacks from the yellow enemies and build up to Ideon Sword. On 2PP move Ideon out of the way then move in with your MAP attackers (Daba, ZZ, Shuu) and wipe out all of the yellow enemies. It's ok if the NPC battleship takes some MAP hits as long as it survives. On 4EP or all enemies destroyed Scirocco and 3 The-Os show up. Miriarudo and Thorez will move next to Axis and self-destruct (7 square radius). Scirocco will try to run out of the way but it is possible to trap him in the blast so he loses 50% health. Note that your own units can't be damaged by the blast. However, since you have Ideon Sword ready, you can just one shot him with Strike+Spirit+Ideon Sword regardless of whether you trapped him in the blast. Once all enemies are defeated, you have to spend several turns waiting for the axis fragment to reach earth, then watch the ending. However, since I defeated all enemies on 2PP, I'm counting it as a 2 turn clear. ------------------------------------------------------ S69 Guest (Real) - 1 turn Defeating the bship causes all other enemies to retreat, so pick it off with Combattler and Getta. Yellow enemies will show up at 9-10 o clock. Take out the yellow Bship with ranged units. Once you defeat the yellow bship, Ideon appears and automatically fires Ideon Gun twice at the bships starting location, and your units can get caught in the crossfire. It's not safe to hit it from melee range. Once that fun is over, there should only be a few yellow grunts left to pick off. S70 Guest (Real) - 3 turns Use Ideon Gun or Sword to waste the initial forces. Once all initial enemies are defeated, some DC units show up at 8 o clock, just south of Earth. Defeat Makube (the bship) to make the DCs retreat. After the DCs retreat, Quatro shows up at 10 o clock. Defeat him to end the scenario. S71 Guest (Real) - 6 turns On 3EP guest grunts show up at 6 o clock (they will retreat if Zeb is defeated). On 6EP or all enemies defeated, buff clan enemies appear around 2-3 o clock near the middle of the map. Retreat Daba and Amu out of the way. Once Londo arrives, move Ideon towards the enemies while everyone else heads NE towards where the buff clan reinforcements will arrive. Build up Ideon Gun and wipe out the initial forces, then take out the reinforcements with the rest of Londo. If you don't want to use Ideon, defeat the bship to make the initial forces retreat. S72 Guest (Real) - 3 turns Once Poseidal is between 30-70%, the east Poseidals turn yellow and attack red units (or your units, if they are in the way). Once Poseidal is below 30% all red poseidals will retreat. On 3EP the Guest units retreat. Convince Asphy with Daba and she'll join (don't blow her up with Ideon Gun by accident). No matter who retreats where, you still have to defeat the titans and yellow Poseidals. I suggest defeating Heckler and Anton on the same turn, and defeating Nei before Giwaza, so you don't have to deal with enemy seishin spamming. Or you know, just blow everything up with Ideon Gun lolol S73 Guest (Real) - 7 turns (total) Part 1 - 5 turns Again, one of the more difficult scenarios in FF, since you have none of your best supers and you need to take out a bunch of tough bosses and grunts. This version is easier than the DC route since the grunts are weaker, there are less bosses, and you can taunt Poseidal. Still no walk in the park, though. Defeat Mauer first then Jerid. Taunt Poseidal and Scirocco and clean them out. Carefully conserve your SP/EN/ultimate attacks and use Rally instead of Re- Enable. Part 2 - 2 turns Similar to the DC route, you have to take out original Aug again. Allied reinforcements will arrive on 5PP and 6PP. Once Amandara is defeated, the scenario ends, so throw everything you have at him to finish things quickly. S74 Guest (Real) - 5 turns Accel north to the colony and start camping on it. Get rid of Mashmyre, the silver haired chick, and as many nearby grunts as possible on 2PP. Use Kouji + Iron Wall to tank during 2EP. Londo arrives on 4PP. Clearing the initial enemies causes 3 guest bosses to appear at 7-8 o clock. Taunt and defeat one of the guest bosses to end the scenario. I suggest taking out Zeb since he has the lowest sword cut level. The Guest route exclusive pilot is Quess in her Jagd Doga. She's not very useful but the Jagd Doga comes with pre-upgraded funnels that are more powerful than your non-upgraded funnels. You also get the Sazabi, a Guest route exclusive Gundam with more funnels. S75 Guest (Real) - 3 turns If Haman is still alive by EP3, she'll summon reinforcements. Taunt Haman and the grunts near her and get rid of them asap. Allied reinforcements will arrive throughout the scenario. No enemies will retreat so you'll have to defeat them all.. not really a big deal since Haman and the other boss are the only two dangerous enemies.. the other grunts are easily dispatched with MAPs. S76 Guest (Real) - 7 turns Assignment/Deployment: Ideon Shin Getta Shou Daitarn 3 Gunbuster MC Dancougar Combattler-V Daba Kouji Amuro MC Partner Kamiya Quattro Tootie Ryune Guests will retreat on EP6. Buff Clan enemies will arrive on EP6 or when the Guests are defeated. Once Haruru is defeated, she'll reappear in another unit. Mow them all down to finish the scenario. If any enemies touch the base it's game over. Taunt the Guest bosses while picking off the grunts. It's harder to use Ideon in this scenario since you have to defend the base and the enemies are so close that they'll often end up attacking your other units instead of Ideon. In addition, the enemies are spread out and surrounding your forces so it's impossible to hit all of them with an Ideon Gun without also hitting your allies. Use a combination of Ideon Sword, taunting the bosses, and dealing with any grunts that get too close. S77 Guest (Real) - 4 turns Enemies won't retreat if Zezenan is defeated, so if you don't want to use Ideon you'll need to scrape for every bit of SP/EN you have, since you need to take out all the guest bosses, Zezenan, and a ton of high HP/armor trash. Otherwise just build up Ideon Gun and blow everything up. A Gundam Wing pilot will show up but you don't have to defeat him to end the scenario. Zezenan can be taunted in this scenario unlike the DC version, so you might want to pull and kill him (and the other 3 bosses) quickly. S78 Guest (Real) - 4 turns You have to move onto the colonies and freeze them in place. Some of the freeze targets are singular colonies, and some of the targets are groups of colonies. To stop the singular colonies, move one unit onto it. You can tell they are singular because they aren't close to any other colony. To stop the groups of colonies that are clustered together, you need to place units on each of the colonies in that group at the same time. You'll know you disabled the colony or group of colonies correctly when a red aura appears and some dialogue takes place. The fastest way to clear the stage is use Ideon Gun. Taunt some of the NW enemies to make them move west into Ideon Gun's range, otherwise they'll be too far away. Once the map is clear of enemies, you still have to run around tagging the groups of colonies, so use your Re-Enable, Awaken, Accel, etc. S79 Guest (Real) - 7 turns (total) Part 1 - 2 turns Defeat the real Shapiro to cause all Guest enemies to retreat. The far left one is always fake. Kill each of them and if it was fake reload or start the scenario over. Once the Guests are gone, defeat Devil Gundam and that idiot next to him to proceed. Part 2 - 5 turns All of your stats are restored for this part, no morale loss, thankfully. Shapiro starts out invincible and spams seishins. Attack Shapiro with anyone, and then two player phases later, Jerid will appear and self destruct near Shapiro, removing her invincibility and stopping her seishin usage. I suggest attacking Shapiro with a unit that has Vanish seishin, so you can hit her and she won't retaliate on enemy phase. Once Jerid self destructs on Shapiro, the colonies will start moving towards earth again. You have two options here - either let the colonies approach earth, which will cause Ideon to stop them and disappear, or freeze them by landing your units on them like in S78. You also have to take out the buff clan enemies and reduce Devil Gundam below 50%. Send Ideon south and build up an Ideon Sword on 1EP. Take out the Devil Gundam and buff clan enemies on turns 2-3 while moving Ideon north away from the buff clan. On turn 3 move Ideon north, Re-Enable it, and then fire an Ideon Sword across the map at the now vulnerable Shapiro to one shot her. Taunt the enemies near Shapiro as they won't retreat when she's defeated. Even if you defeat all enemies, you need to either stop all colonies or let Ideon disappear with them before the game ends. The fastest you can do this is 5PP assuming you hit Shapiro on 1PP.