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    FAQ/Walkthrough by CO Adder

    Version: .95 | Updated: 07/24/07 | Search Guide | Bookmark Guide

    SUPER ROBOT TAISEN: ORIGINAL GENERATION 2
    
    FAQ and Walkthrough written by CO Adder, self proclaimed Super Robot otaku
    This guide is copyright 2007, Nick Pappas
    
    Note that this guide contains spoilers.
    
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    |Table of Contents|
    -------------------
    
    I. Introduction
    II. Version history
    III. Updates
    IV. Useful Terminology
    V. Basics
    VI. Pilots, Skills, and SCs
    VII. Mechs
    VIII. Weapons and Parts
    IX. Intermission Menu
    X. Walkthrough
    XI. Secrets
    XII. Frequently asked questions
    XIII. Contact Policy
    IXV. Legal Mumbo Jumbo
    XV. Credits
    
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    -----------------
    |I. Introduction|
    -----------------
    
    Welcome one and all, Super Robot fans of all ages and creeds. And welcome one
    and all, everyone else, because a lot of you probably aren't Super Robot fans.
    At least, not yet. Anyway, as you've probably figured out by now if you are at
    all literate, this is an all purpose guide to one of the best GBA games of the
    year. This guide can answer most questions you have about the game, though I
    wouldn't reccomend considering it a definitive source.
    
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    ---------------------
    |II. Version History|
    ---------------------
    
    Version .85: Main walkthrough completed (still need to do Ethiopia, Izu, and
    Moon Cradle routes), Basics, Pilot Skills, and spirits, Intermission menu and
    Secrets completed. To do: Mechs, weapons and parts, finish walkthrough, add
    some enemy reinforcement numbers, do pilot section
    
    Version .9: Ethiopia route complete, secrets section expanded upon, grammatical
    errors fixed
    
    Version .95: Izu Route complete
    
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    |III. Updates|
    --------------
    
    5/01/07: Added a section about the Stealth Wing, clarified Lamia's secret mechs
    and the Boost Hammer section, added Chris233's Inspector strategy, fixed some
    grammatical errors (damn you, Its and it's!), and updated credits section.
    Added Ethiopia route! Added Hagane through R-1 mech stats.
    
    6/08/07: Izu route complete
    
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    ------------------------
    |IV. Useful Terminology|
    ------------------------
    
    In the realm of Super Robot Taisen, there are a large number of terms and names
    that will probably leave a newbie to the series scratching his head. Because we
    were all that newbie at one point, this section is here to help the unitiated
    muddle through what all of this giant robobabble is all about.
    
    +Mech+
    
    A mech is essentially a universal term for robot, giant or otherwise. Mainly
    because it incorporates the least amount of keystrokes for a name that handily
    encompasses all of the units in the game, I'll be using this throughout the
    guide quite extensively.
    
    +Real Robot+
    
    For the purposes of this guide, a real robot is a mech that can equip extra
    armaments. This is by no means the definitive definition of an RR- indeed, many
    debates rage on about what qualifies as Real and what qualifies as Super to
    this day. Other characteristics of a Real Robot include smaller size, notable
    evasivness, and being part of a mass production line. A good example of the
    quintessential Real Robot is the Gespenst Mk II.
    
    And no, a battleship is NOT a Real Robot just because it can equip repair and
    supply modules, you doofus.
    
    +Super Robot+
    
    A Super Robot is, in essence, a unique, non-mass produced mech with specs and
    weapons that defy the current laws of physics to varying degrees. Again, for
    the sake of a clear cut definition, a super robot in relation to this guide is
    a mech that can't equip extra weapons. A good super robot example would be the
    Grungust. Mm... Grungust.
    
    +Pilots+
    
    A pilot and a mech are two very different things. Pilots and mechs, for the
    most part, can be switched around and mixed and matched. They're not a single
    unit. Pilot stats play an important role in which mech they go in. I'll cover
    this in greater detail in the pilot chapter. Also, each pilot has a different
    set of unique skills and spirit Commands. Pilots gain exp, mechs are upgraded 
    via cash.
    
    +Spirit Commands/Seishins+
    
    Anyway, these are extremely important. Each pilot has six spirit commands,
    though only a few are available at lower levels. Getting anywhere in the game
    without these guys is nigh impossible. They bestow, for a turn or a battle
    various beneficial effects. For example, Strike raises your hit rate to 100%
    for one turn, and Alert guarentees that you dodge one attack.
    
    More will be added, most likely.
    
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    |V. Basics|
    -----------
    
    This is the section that new players should definitely read thoroughly. It will
    explain how the game works, what things do, etc.
    
    These are all of the commands you will use in a mission. This menu is accessed
    by selecting an allied mech and pressing A.
    
    +COMMAND LIST+
    
    -Move-
    
    As you would expect, you use this command to move your mech around the map.
    Each mech has a set movement range, which is indicated by the glowing spaces
    surrounding the selected unit. Use your cursur to choose which glowing space
    you would like to move to, and press A.
    
    -Attack-
    
    Again, this is pretty self explanitory. When you select this, the weapon select
    menu comes up. Here, you can select from available weapons to use (unavailable
    armaments will be in red). Once you select your weapon, you're then brought
    back to the map, where you can see your chosen weapon's range. Move your cursor
    on top of the enemy you wish to attack (in your range) and hit A. There will be
    a confirmation screen, displaying your Hit percentage (the chance you have to
    hit the enemy, out of 100. 100% means you'll hit, no matter what. 50% means you
    have an equal chance to hit or miss, and 0% means you won't hit period.), your
    chosen weapon, and your enemy's chance to hit you. You can also toggle whether
    or not you watch the battle animation. Hit select start to go through with your
    action.
    
    -Chain Attack-
    
    Weapons a with a (c) next to their names can perform chain attacks, provided
    that the pilot has the Chain attack skill. This allows them to attack multiple
    enemies that are positioned on the map in a row, provided they attack from the
    adjacent square. It's a lot simpler than it sounds. This option comes up when
    you attempt to attack and the conditions are met- this will be indicated by
    arrows pointing in the direction the attack will go.
    
    -Spirit-
    
    This option opens up the spirit menu, where all available spells are displayed,
    along with current Spirit Points (SP).Move your cursor over the available
    spells to view what they do. The cost in SP is displayed to the right. Quite
    naturally, if you don't have the required SP, you can't cast that spell. Some
    spells can be used on allies. If that's the case, you can use your cursor to
    select which one.
    
    -Change-
    
    This option is only available to units with different forms, such as the R-1.
    When used, the mech changes into its alternate form. It's that simple.
    
    -Air/Water/Ground-
    
    If the unit you've selected has flight capabilities, these options will appear.
    By selecting it, you can ascend into the sky, or descend to the ground or body
    of water. However, note that some flying units, like battleships, can't descend
    to the ground. They can, however, enter bodies of water. Also, the Kurogane can
    actually go UNDERground with the Subterranean option. It can't attack, but it
    can't be targeted, either. Fun stuff.
    
    -Combine-
    
    This is only available when certain units are next to eachother. When used, the
    individual mechs become one, new machine. It can act that turn ONLY if the
    combo mech's primary pilot hasn't acted yet.
    
    -Repair/Supply-
    
    This option is only available if the unit in question is equipped with a repair
    or supply module. Repair restores an adjacent unit's  HP by a fixed amount that
    gradually increases by level (?). Supply completely refils the ammo and EN of
    an adjacent unit, though without the Supply Plus skill, it can't be used post
    movement. Also, the recipient of a resupply loses 10 will, so be careful with 
    it.
    
    -Standby-
    
    This simply confirms your move and ends the unit's action.
    
    -Status-
    
    Not a command in the true sense of the word. However, it pops up in the menu
    all the same. It takes you to a detailed breakdown of the mech and the pilot.
    
    +MAP MENU+
    
    By hitting A on an unoccupied space, a new menu is brought up.
    
    -End Phase-
    
    Selecting this causes your turn to end and your enemy's turn to begin. The game
    will give you a second confirmation screen, and also notify you if units have
    not been moved yet.
    
    -Units-
    
    This will bring up a list of all units deployed in the mission. Note that the
    list uses mech names, not pilot names, though you can check the pilot by taking
    a peek at the middle right box on top. Current HP is also displayed, and mech
    names in red have already moved. By selecting a mech name and hitting A, you
    will exit out of the menu and your cursor will be on the selected mech. Pretty
    handy if you've split up your forces on a larger map.
    
    -Mission-
    
    Selecting this will tell you what you need to do to complete the mission, and
    how to lose it.
    
    -Battle Mastery-
    
    Selecting this will tell you how to achieve the battle mastery point for the
    episode. Battle mastery points increase the game's difficulty, but if you snag
    38 or more, you get to the the "true" ending.
    
    -Search-
    
    This option lets you search for Spirit commands, Pilot skills, and mech skills.
    Names in red indicate that the pilot or mech with this skill has already moved.
    
    -System-
    
    This lets you turn the grid on or off, toggle mech and pilot Backround Music,
    and switch configuration from righthanded to lefthanded.
    
    -Save-
    
    This lets you save. Duh.
    
    +STATISTICS+
    
    Statistics determine how much damage you do, how much damage you take, etc.
    Mech and pilot statistics are very different things- so I'll cover each one in
    detail in the appropriate section.
    
    +CHECKING TERRAIN/UNITS+
    
    To briefly gloss over a unit and its most basic current statistics, select it
    with the cursor and press B. The current HP and EN of the mech will be shown,
    along with the Pilot's current Will, SP, number of units beaten, level, exp
    needed to level up, current PP, and number of offensive and defensive supports
    remaining for that turn.
    
    To check terrain, do the same. It will display the name of the terrain, any
    defensive bonuses it gives, any evade bonuses it gives, and if it has any EN or
    HP restoring qualities.
    
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    -----------------------------------------
    |VI: Pilots, Skills, and Spirit Commands|
    -----------------------------------------
    
    In this section, I'll detail pilot statistics, the individual pilots themselves
    , pilot skills, and spirit commands.
    
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    +PILOT STATISTICS+
    
    For those of you who wonder what all of those little numbers mean, this part of
    the guide should prove quite helpful. Unfortunately, I don't have any advanced
    formulas, so I can't tell you how much damage a character with 200 Ranged and
    the G-Impact Cannon will do in any exact terms.
    
    -Fixed Statistics-
    
    These stats don't change until you level up or increase them manually via the
    intermission menu.
    
    Melee: This stat influences how much damage you do with a weapon of the subtype
    Melee.
    
    Range: This stat influences how much damage you do with a weapon of the subtype
    Range.
    
    Hit: This stat influences your hit rate against enemies.
    
    Evade: This stat influences your evasion rate against enemies.
    
    Defense: This stat influences how much damage you take from enemy attacks.
    
    Maneuver: This stat influences how often you get a critical hit (x1.5 normal
    damage) or an enemy gets a critical hit on you.
    
    -Fluctuating Statistics-
    
    These stats change as the battle progresses.
    
    Will: This is a fairly complicated stat. Most notably, it enables the use of
    high end weapons with Will requirements. If a pilot has certain skills, such as
    Attacker, then Will can enhance unit performance as well. Will starts at 100 in
    most cases (105 if the character has beaten over 50 enemies.) and increases at
    rates depending on the character. All characters get +3/5 Will when they beat
    an enemy, however. For a detailed list of will gains and losses, check the
    pilot analysis section. Will cannot increase further once it reaches 150. Some
    spirits and skills increase Will without battling, such as the Drive spirit and
    morale skill. The amount of will you have is proportionate to how much damage
    you deal and receive- generally, having high will makes you studlier. Skills
    like Guard and Attacker further boost the normal bonuses.
    
    Experience: Also known as Exp, units gain this whenever they successfully hit
    the enemy. How much is gained is determined by the levels of the pilots that
    are involved. For example, you will not gain a lot of exp if your level 25 Rai
    hits a level 19 Barrelion. Generally, the amount of exp earned from just simply
    smacking something is fairly small. To gain substantial amounts of exp, the
    enemy unit needs to be destroyed. Some spirit commands can increase the amount 
    of exp gained.
    
    Number of enemies beaten: A fairly simple stat. It increases by one whenever an
    enemy is downed. Its main use is that once you get 50 or more kills, you get a
    shiny little star, 105 will at the mission's outset, and the Pilot's Ace Bonus.
    An Ace bonus is a handy little thing that can grant a wide variety of helpful
    boosters.
    
    -Expendable statistics-
    
    Spirit Points: Spirt points go down as you use spirit commands. Pretty simple.
    The max amount of SP a pilot has goes up as you level up. To restore spent SP,
    you can use an SP drink, purchase the SP Regenerate skill (DO THIS. AT THE
    EARLIEST OPPROTUNITY. >:EE), or have an Ally use the Hope spirit command. It's
    also worth noting that some plot events fully restore a character's SP.
    
    Pilot Points: These don't have any use during a mission, but they're used in
    the intermission menu to purchase skills or boost pilot stats. You gain PP by
    defeating enemy units.
    
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    +PILOT SKILLS+
    
    In this section, I'll detail every pilot skill (at least, I think so. Drop me a
    line if I missed one, ja?)
    
    -Attack Skills-
    
    |Chain Attack|
    
    Cost: 15 PP, 5 PP to upgrade. Max level: 4.
    
    This skill enables a chain attack (a single attack affecting a row of enemies)
    when a (c) weapon is used.
    
    Adder's reccomendation: If you find yourself using (c) attacks a lot and don't
    have any better skills to blow your PP on (IE, you already have SP regen and
    focus), then go for it. It can be quite useful for dealing with groups, though
    an old fashioned MAP attack usually works better in most situations.
    
    |Counter|
    
    Cost: 20 PP, 5 PP to upgrade. Max level: 9.
    
    This skill allows your character to sometimes attack first regardless of who
    initiated the battle. The chance of this happening goes up with the level.
    
    Adder's reccomendation: A nice skill to have, IMO, though nothing vital. It
    works quite well with powerhouse units with lower evade, like Sanger and Tasuku
    (Sanger actually comes with the skill. w00t?) who can then smash before being
    smashed themselves.
    
    |In-Fight|
    
    Cost: 20 PP, 5 PP to upgrade. Max level: 9.
    
    This skill increases damage done by melee attacks, and it also increases
    movement.
    
    Adder's reccomendation: A very sexy skill, if only for the movement bonus. The
    pilot of the Giganscudo Duro should be making passionate love to this baby.
    Any unit that focuses primarily on Melee combat should at least consider this
    skill.
    
    |Gunfight|
    
    Cost: 20 PP, 5 PP to upgrade. Max Level: 9.
    
    This skill increases damage done by melee attacks, and it also increases
    weapon range.
    
    Adder's reccomendation: Not quite as sexy as in-fight, IMO, but still very nice
    if placed on the right pilot. Excellen and Rai are both good candidates for
    Gunfight, seeing as they both have natural hit and away, along with high range
    stats.
    
    |Attacker|
    
    Cost: 80 PP
    
    This skill increases damage dealt x1.2 when Will is 130 or over.
    
    Adder's reccomendation: Expensive for a reason, my friends. Anyone can benefit
    from this. Except maybe Radha or something. Very useful for boss trouncing. If
    you don't mind splurging for another costly skill, then by all means, get this
    one.
    
    |Revenge|
    
    Cost: 40 PP
    
    This skill increases damage dealt by counter attacks by x1.2.
    
    Adder's reccomendation: Another sexy one. Being fairly cheap and having no will
    requirement is very fun, and considering that most of your attacks are probably
    going to be counterattacks anyway, definitely something worth considering. It
    loses its usefulness in boss battles, though.
    
    -Defense Skills-
    
    |Command|
    
    Cost: 30 PP, 10 PP to upgrade. Max level: 4
    
    This skill gives an evasion/hit rate bonus to nearby units (I believe the area
    to be about 2 squares away.)
    
    Adder's reccomendation: Considering how skillful enemy grunts in this game, I'd
    definitely advocate giving a unit or two this skill.
    
    |Guard|
    
    Cost: 85 PP
    
    This skill increases defense at 130 will or more.
    
    Adder's reccomendation: Ehh... I can only see this working on one or two pilots
    at best, and even then, they're probably better off with Attacker or Prevail.
    
    |Predict|
    
    Cost: 90 PP
    
    This skill increases hit and evasion rates when will is at 130 or more.
    
    Adder's reccomendation: It might sound good, but to be honest, the bonuses you
    get don't justify the monstrous cost.
    
    -Support Skills-
    
    |Offensive Support|
    
    Cost: 50 PP, 10 PP to upgrade. Max level: 4.
    
    This skill enables a pilot to add their own attack to an adjacent allie's when
    they engage in combat.
    
    Adder's reccomendation: Nigh imperative to finish off some of those pesky "lawl
    I retreat when my HP goes below XXX HP" bosses to snag their items/battle
    mastery point. That aside, helpful all around, especially for strong attackers.
    However, support attacks don't deal as much damage as the stand alone attack
    would deal. But it's still an attack that doesn't constitute as that unit's
    move.
    
    |Combo Attack|
    
    Cost: 75 PP
    
    This skill allows support attacks to deal 100% of the damage they normally do.
    
    Adder's reccomendation: Another skill that's immensely helpful in taking down
    retreating bosses. Naturally, only snag this skill if you already have the
    offensive support skill necessary to make this do anything.
    
    |Defensive Support|
    
    Cost: 50 PP, 10 PP to upgrade. Max level: 4.
    
    This skill enables a pilot to take an enemy attack that was meant for an
    adjacent ally. Note that when the damage is dealt, the supporting pilot is for
    all intents and purposes is in defend mode.
    
    Adder's reccomendation: Not really a skill I'd reccomend. Sure, it can save
    your ass every now and again, but most pilots that benefit from it already have
    it. See: Tasuku and battleship pilots.
    
    |SP Up|
    
    Cost: 30 PP, 5 PP to upgrade. Max level: 9.
    
    This skill raises the maximum amount of SP a pilot has.
    
    Adder's reccomendation: Eh. Anything that increases SP is good, but SP Regen
    and Focus are better, IMO.
    
    |SP Regenerate|
    
    Cost: 100 PP
    
    This skill allows the pilot to regain 10 SP each turn.
    
    Adder's reccomendation: BEFORE ANYTHING ELSE, PURCHASE THIS SKILL. THIS SHOULD
    BE ON EVERY PC YOU PLAN ON USING. IT'S WORTH THE 100 PP. HECK, IT'S WORTH 200
    PP. LARGE CAPITAL LETTERS CAPTURE YOUR ATTENTION.
    
    |Focus|
    
    Cost: 80 PP
    
    This skill reduces the expenditure of SP to 80%. IE, 10 SP Alert becomes 8 SP
    alert.
    
    Adder's reccomendation: Another top tier skill- not as imperative as SP regen,
    but still an extremely valuable asset.
    
    -Will Skills-
    
    |Resolve|
    
    Cost: 50 PP
    
    This skill adds 5 will at the start of a battle.
    
    Adder's reccomendation: Meh. Having 50 kills kinda makes this obsolete, y'know?
    Still, for will intensive mechs, like Cybuster, it's certainly an asset.
    
    |Morale|
    
    Cost: 60 PP
    
    This skill increases a pilot's will by 2 every turn, starting at the second
    turn.
    
    Adder's reccomendation: In theory, this sounds great. However, most missions
    simply don't last long enough to get more than about 8 will points out of this,
    if even that. I'm not even touching on missions with time limits. Even so, more
    will is always a good thing, so if you have PP to blow and you already have
    what you want, go for it.
    
    |Will +(Evade)|
    
    Cost: 60 PP
    
    This skill adds 1 will point when you evade an enemy attack.
    
    Adder's reccomendation: This can be quite helpful on evasive will intensive
    mechs (*pokes Cybuster*). Otherwise, you shouldn't really need it. Though, if
    you plan on using Ring in any offensive capacity, you might wanna get her this.
    Same goes for Princess Shine.
    
    |Will +(Hit)|
    
    Cost: 65 PP
    
    This skill adds 1 will point when you hit an enemy.
    
    Adder's reccomendation: I only reccomend this is you find a certain mech always
    seems to be low on will, and even then, I'd probably reccomend evade over this
    one.
    
    |Will +(Dmg)|
    
    Cost: 60 PP
    
    This skill adds 2 will points when you're hit by an enemy attack.
    
    Adder's reccomendation: Fun times for Gigan and Grungy, and on a few other big,
    tanky mechs. Dygenguard, maybe? Of course, fairly useless on mechs with evade.
    A fairly hit or miss skill.
    
    -Special Skills-
    
    |Prevail|
    
    Cost: 20 PP, 5 PP to upgrade. Max level: 9.
    
    This skill increases Hit, Evade, Crit, and Armor when HP decreases.
    
    Adder's reccomendation: A nasty little skill when put on a mech designed to
    take a royal beating.It can also work well on dodgy mechs you decide to take a
    hit with via defend to make them unhittable.
    
    |Hit and Away|
    
    Cost: 70 PP
    
    This skill enables movement after attacking.
    
    Adder's reccomendation: An absolutely excellent skill for range oriented pilots
    like Lune. Funnily (and conveniently) enough, most of the pilots that truly
    benefit from this skill naturally have it anyway. Still, for a few pilots, it's
    worth the fairly steep cost.
    
    |Ammo save|
    
    Cost: 80 PP
    
    This skill increases total ammunition by x1.5.
    
    Adder's reccomendation: Despite having a somewhat misleading title, Ammo Save
    is a pretty good skill, especially for pilots with ammo dependent mechs like
    the Alteisen. It works very well on Leona, because of her Fury spell. She can
    actually USE various impairment weapons like EN drain and Stun Shot against the
    foes they're actually useful against- bosses. Yay for rendering the final boss
    inert for a turn!
    
    |EN Save|
    
    Cost: 80 PP
    
    This skill discounts EN costs for weapons by 20%.
    
    Adder's reccomendation: Much more useful than ammo save, IMO. Almost all mechs
    have attacks that rely on EN- and it's a total godsend for Dygenguard and the
    SRX (IE, Sanger and Ryusei.). If anything, you should probably give it to at
    least one of the two.
    
    |Mechanic|
    
    Cost: 65 PP
    
    This skill increases the HP restored by the Repair Module by x1.5.
    
    Adder's reccomendation: Ehh... I never found myself using Repair too much. I've
    found that the normal amount is generally enough, though if you have difficulty
    keeping your units alive, you might want to invest in this.
    
    |Resupply|
    
    Cost: 70 PP
    
    This skill allows the Resupply Module to be used postmovement.
    
    Adder's reccomendation: Despite the fact that it sounds pretty situational, at
    least one pilot on your squad should have this skill- said pilot should also
    have the Resupply Module. In later, boss heavy stages, EN becomes a fairly
    precious commoddity- the more you can resupply, the better.
    
    -Natural Skills-
    
    These skills cannot be learned. They can only be natural skills.
    
    |Genius|
    
    Cost: N/A
    
    This skill increases the pilot's hit, evade, and crit.
    
    Adder's reccomendation: Free stat bonuses? I'll take it. This skill is most
    likely one of the primary reason the Branstein siblings own so much.
    
    |Lucky|
    
    Cost: N/A
    
    This skill may at random intervals cause your enemy to miss and your mech to
    perform a critical attack, regardless of stats. It will be indicated by a small
    "Lucky!" flashing on the screen.
    
    Adder's reccomendation: Hey, you don't have to spend anything for it, right?
    Most likely, it won't prove to be anything more than a nice bonus every now and
    then, but, hey, again, it's free. But why the hell doesn't Kyosuke get this?
    
    |Fortune|
    
    Cost: N/A
    
    This skill increases the money earned from shooting the enemy down by x1.2.
    
    Adder's reccomendation: This is more like it. More money is ALWAYS good...
    though I still think Kyosuke should have the other half of the Lucky skills, as
    well. >>;
    
    |Telekinesis|
    
    Cost: N/A, Max Level of 9
    
    This skill raises hit and evade.
    
    Adder's reccomendation: Free bonuses? Y tank u. il taek tr33. A surprisingly
    large number of pilots learn this, too- a good skill all around, ya?
    
    |Prophesy|
    
    Cost: N/A
    
    This skill raises evade at 130 or more will.
    
    Adder's reccomendation: Hey hey! It's like predict, but it actually gives
    noticable bonuses!
    
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    +SPIRIT COMMANDS+
    
    Here, I'll detail what the individual spirit Commands do, and what I think of
    their overall usefulness.
    
    -Valor-
    
    Doubles damage on next attack.
    
    Adder's opinion: One of the best in the game. It's generally expensive, but
    good luck taking down some of the game's tougher bosses without it.
    
    -Mercy-
    
    After this spell is used, if the affected pilot would shoot down a unit, the
    unit is left with 10 HP.
    
    Adder's opinion: There are only a few situations where this is useful- mainly
    in missions where you have to drastically weaken an enemy but not defeat it. In
    those missions, it's a godsend. In most others... well, if you want to give an
    easy kill to one of your weaker units, it's okay.
    
    -Snipe-
    
    Increases weapon range by 2 squares, except for MAP attacks and attacks that
    only reach 1 square to begin with.
    
    Adder's opinion: Not many pilots have it, but those who do generally make good
    use of it. Sniping stuff is fun, ja?
    
    -Alert-
    
    Evades any enemy attack for one battle.
    
    Adder's opinion: Probably one of the spells you'll use most in the game, it's
    usefulness is immeasurable in boss fights. It's also rather cheap.
    
    -Gain-
    
    Doubles Exp earned in the next battle.
    
    Adder's opinion: Not much to say here- great for battleship pilots because of
    their overall lack of use and if there's no reason to conserve SP, anyone who
    has it can benefit from it.
    
    -Cheer-
    
    Doubles an ally's exp in his/her next battle.
    
    Adder's opinion: Much more useful than gain, even if it is more expensive. Yay
    for being able to pick and choose.
    
    -Luck-
    
    Doubles money earned in next battle.
    
    Adder's opinion: A great spell to use when finishing off a boss or an enemy
    battleship. Mmm... dough.
    
    -Bless-
    
    Doubles an ally's money earned in next battle.
    
    Adder's opinion: One of the best support spells. Nuff said. Gotta love more
    cash from anywhere on the map.
    
    -Focus-
    
    Raises user's hit/evade rate by 30% for a turn.
    
    Adder's opinion: Another top tier spell. You'll be using this tons, especially
    when throwing units into large groups of enemies.
    
    -Strike-
    
    Raises user's hit rate to 100% for 1 turn.
    
    Adder's opinion: Sexyness, especially for heavy hitters that have trouble with
    accuracy. The fact that it lasts the entire turn is great.
    
    -Attune-
    
    Raises an ally's hit rate to 100% for 1 turn.
    
    Adder's opinion: In all honesty, I don't think I've ever used this. Strike is
    much cheaper, and almost everyone has it. If SP is an issue, I don't see anyone
    being able to use Attune, either. Still, it might have a use or two in long,
    drawn out boss fights.
    
    -Guard-
    
    Reduces damage to done to 1/4 for 1 turn.
    
    Adder's opinion: A tank's best friend. Used on Giganscudo or a Grungust (think
    of type 2 with its TK barrier), you become practically invincible for a turn.
    Still, it's a wee bit expensive, so use with care.
    
    -Accel-
    
    Increases movement by three. If you don't move, the effect stays until you do.
    
    Adder's opinion: It's a real shame that more pilots didn't get this gem. In
    missions with turn limits, this is your best friend- not to mention it's VERY
    cheap.
    
    -Zeal-
    
    Gives one more action that turn. IE, you Zeal, attack, then you can move/attack
    a different target.
    
    Adder's opinion: Expensive? Very. Limited in use? Very. Used in conjuction with
    EN save, a Hi generator, Ryusei, the R-Gun powered and SRX? Well worth the
    effort. Three HTB cannons in one turn is insane- and think what would happen if
    someone used Enable on the R-Gun. Basically, save it for this situation.
    
    -Vigor-
    
    Regains 30% of total HP.
    
    Adder's opinion: Dissapointingly few units have this spell- it's actually kinda
    good. For a relatively cheap cost, you can heal a good portion of your HP.
    Nonetheless, Trust is still better in most cases.
    
    -Guts-
    
    Regain all HP.
    
    Adder's opinion: Blech. Extremely expensive for its effect, only one or two
    units actually have it, etc. Essentially, Faith>>>>this. Heck, Daitetsu has
    Guts for the same price that Tetsuya has Faith. Might be useful in an emergency
    when the Hagane is getting pounded, but other than that...
    
    -Spirit-
    
    Increases Will by 10.
    
    Adder's opinion: Depending on how expensive it is, this can be either a helpful
    boost every now and again or very overpriced. It can be a useful answer to the
    resupply will drain, if SP Regen is present.
    
    -Drive-
    
    Increases Will by 30.
    
    Adder's opinion: Best used at the beginning of the mission- that way, SP Regen
    will have a chance to recover the gargantuan cost. Other than that... it's far
    too costly to be used effectively elsewhere.
    
    -Trust-
    
    Increases an ally's HP by 2000.
    
    Adder's opinion: The quintessential healing spell. Extremely useful throughout
    the game (most units don't exceed around 6000 HP).
    
    -Faith-
    
    Restores an ally's HP fully.
    
    Adder's opinion: Somewhat costly, but the payoff is amazing if used correctly.
    If your battleship's been gangbanged, this can be a lifesaver. Likewise with a
    Grungy or Gigan. For others, it's probably best to use Trust, but it's damn
    powerful if used in an intelligent manner.
    
    -Renew-
    
    Restore's an ally's ammo and EN fully.
    
    Adder's opinion: This spell is so awesome that it warrants Aya's use even if
    you aren't fusing for the SRX. Sure, it's costly, but it's much quicker and
    efficient than using the resupply module. No nasty will drain, either. Best
    used in later missions during breaks between big bosses in conjunction with SP
    Regen.
    
    -Enable-
    
    Allows an ally to act again.
    
    Adder's opinion: Very nice, especially for boss fights where getting every
    possible attack in is crucial. It's best saved for such situations, because of
    its rather large cost.
    
    -Scan-
    
    Let's you see an enemy's specs without battling it first.
    
    Adder's opinion: Come on, Banpresto? Why did you have to screw Viletta over
    like that? Essentially a wasted slot for poor Viletta. Seriously, why would you
    use this? There are many better ways to check an enemy's stats.
    
    -Rouse-
    
    Increase adjacent ally's will by 10.
    
    Adder's opinion: By far the best of the will increasing spells, this version of
    it doesn't affect the user, but up to four allies. That could be a net gain of
    40 will for one spell. That's pretty damn awesome.
    
    -Hope-
    
    Increase an ally's SP by 50.
    
    Adder's opinion: ****ing awesome, if infuriatingly rare. Using it on yourself
    is a waste, of course, but used on an Ace Bonus'd Irm or someone with focus...
    that's pretty much forgoing 5 turns of SP regen. One of the many reasons the
    incredibly cute Lefina is by far the superior battleship pilot.
    
    -Assail-
    
    Enables all weapons after moving, except for certain MAP attacks.
    
    Adder's opinion: For the most part, it depends on the mech and the weapons the
    mech is equipped with if this is useful or not. For example, Alteisen benefits
    from this greatly. Overall, a handy spell.
    
    -Fury-
    
    Disables all enemy defensive abilities and defensive support.
    
    Adder's opinion: Probably more useful than it sounds, considering all of the
    annoying bioroids that support eachother and the fact that most bosses where
    status weapons would be useful are nullified by defensive abilites. Fury is fun
    stuff, especially when used with Stun Shot.
    
    -Love-
    
    Activates Accel, Strike, Spirit, Alert, Valor, Gain, and Luck.
    
    Adder's opinion: Whoah. That does a lot of stuff for one spell. IMO, it's the
    best of the lot (at least offensively), mainly because OG2 killed Sense. x.x
    Besides, Irm can get this for 45 SP. Yeah, you heard me right. <3 Irm. No pun
    intended.
    
    -Resolve-
    
    Nullifies the effect of a special (status) weapons for one turn.
    
    Adder's opinion: Say hello to the new scan. 9_9 Seriously, I have never used
    this, nor felt the need to. Maybe if you invade a horde of enemies equipped
    with SP draining weapons. Wait. There aren't any. Next.
    
    -Prayer-
    
    Nullifies the effects of Special weapons on an ally for one turn.
    
    Adder's opinion: Well, it's better than resolve. Of course... yeah, that really
    doesn't say much. Couldn't they have given us something... good?
    
    @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
    
    +PILOTS+
    
    Before we begin, there's something I'd like to address. I will not have any
    hard or exact statistic data. I'll come out and say that now. Pilot stats are a
    fairly personalized thing- via the Pilot Point system, your Kyosuke may turn
    out quite a bit different from mine. I will, however, try to provide you with a
    rough estimation of statistical quality. However, any kind of statistical
    comparison will probably have to wait. For now, just take my word for it.
    
    For reference, here's the format I'll be using.
    
    ******************
    *INSERT NAME HERE*
    ******************
    
    #############
    Default Mech:
    ############# 
    
    This is the mech the pilot comes with. In some cases, there will
    be more than one.
    
    ###########################
    Initial Terrain Adaptivity: 
    ###########################
    
    This stat determines how well a pilot does on any given terrain. Here's an
    example.
    
    --------------------------------
    |Air:A|Ground:A|Water:A|Space:A|
    --------------------------------
    
    Naturally, S is the best, D is the worst.
    
    ##########
    Ace Bonus:
    ########## 
    
    The bonus received when the 50 kill mark is met.
    
    ###########
    Will Gains: 
    ###########
    
    How much will is gained or lost when certain criteria are met.
    
    Here's an example.
    
    ---------------------
    Attack Successful: +1
    Attack missed: +1
    Evasion successful: +1
    Evasion failed: +1
    Allied unit shot down: +1
    Enemy unit shot down (by pilot): +5
    -----------------------------------
    
    ################
    Spirit Commands:
    ################
    
    A list of the pilot's available spells and how much they cost.
    
    Example:
    
    --------------------------------
    |Guard: 15|Strike: 10|Vigor: 20|
    |Valor: 35|Focus:  10|Alert: 10|
    --------------------------------
    
    #####################
    Natural Pilot skills:
    ##################### 
    
    A list of the skills the pilot has initially.
    
    Example:
    
    *Gunfight Lvl 1
    *Hit and Away
    *Lucky Lvl 1
    
    ##############
    Relationships:
    ##############
    
    There's a hidden statistic in OG2: the relationship value. It's divided into 3-
    Rivalry, which increases critical chance, Friendship, which increases hit and
    evade, and Love, which increases attack power. Each type has three different
    levels of varying potency. For this stat to kick in, a pilot must be next to a
    compatible pilot that's detailed in the list. Example:
    
    Rivalry Level 2: Random Grunt number 3, +10% critical.
    Friendship Level 2: Joe Shmoe, +10% hit and evade
    Love Level 3: Quintessential Heroine, +12% damage.
    
    Many thanks to the character guide by FullArmorEva for the information on this
    nuance.
    
    
    ###############
    Adder's Review:
    ###############
    
    Here, I'll just go over the pilot, their strengths and weaknesses, etc. I'll
    also give them a final grade out of ten.
    
    
    -------------------------------------------------------------------------------
    ******************
    *INSERT NAME HERE*
    ******************
    
    #############
    Default Mech:
    ############# 
    
    ###########################
    Initial Terrain Adaptivity: 
    ###########################
    
    --------------------------------
    |Air:A|Ground:A|Water:A|Space:A|
    --------------------------------
    
    ##########
    Ace Bonus:
    ########## 
    
    ###########
    Will Gains: 
    ###########
    
    ---------------------
    Attack Successful: 
    Attack missed: 
    Evasion successful: 
    Evasion failed: 
    Allied unit shot down: 
    Enemy unit shot down (by pilot): 
    -----------------------------------
    
    ################
    Spirit Commands:
    ################ 
    
    --------------------------------
    |Guard: 15|Strike: 10|Vigor: 20|
    |Valor: 35|Focus:  10|Alert: 10|
    --------------------------------
    
    #####################
    Natural Pilot skills:
    ##################### 
    
    ##############
    Relationships:
    ##############
    
    ###############
    Adder's Review:
    ###############
     
    ****************
    *LAMIA LOVELESS*
    ****************
    
    #############
    Default Mech:
    ############# 
    
    Angelg/Vaisaga/Ashsaber
    
    ###########################
    Initial Terrain Adaptivity: 
    ###########################
    
    --------------------------------
    |Air:A|Ground:A|Water:A|Space:A|
    --------------------------------
    
    ##########
    Ace Bonus:
    ########## 
    
    Shooting +5%
    Final Hit +10%
    
    ###########
    Will Gains: 
    ###########
    
    ---------------------
    Attack Successful: +2
    Attack missed: +0
    Evasion successful: +2 
    Evasion failed: +1
    Allied unit shot down: +2 
    Enemy unit shot down (by pilot): +3 
    -----------------------------------
    
    ################
    Spirit Commands:
    ################
    
    --------------------------------
    |Strike: 10|Guard: 20|Focus: 10|
    |Valor:  40|Alert: 10|Zeal:  55|
    --------------------------------
    
    #####################
    Natural Pilot skills:
    ##################### 
    
    *Prevail Lvl1
    *Counter Lvl1
    *Predict
    
    ##############
    Relationships:
    ##############
    
    Rivalry Level 1: Kyosuke (+4% crit, only available before chapter 28)
    Friendship Level 2: Excellen (+10% hit and evade, only available after chapter
    28)
    
    ###############
    Adder's Review:
    ###############
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    
    ------------
    |VII. MECHS|
    ------------
    
    +MECH STATISTICS+
    
    Before we dive into the somewhat complicated world of mechs and robots, it'd
    probably be helpful to know what it all means. Hence, this section.
    
    -Upgradable statistics-
    
    HP (Hit Points): In essence, the amount of punishment a mech can take before it
    gets shot down. The more HP you have, the longer you'll stay alive if you get
    hit.
    
    EN (Energy): In simple terms, this is the mech's fuel. Moving in space or in
    the air costs 1 unit of EN per square. Also, a large number of weapons cost EN
    to use.
    
    Mobility: This stat determines how evasive a mech is. The higher mobility, the
    less you'll get hit.
    
    Armor: Like HP, Armor lets you stay alive longer. Instead of increasing your
    mech's vitality, it decreases the amount of damage the enemy does.
    
    -Static statistics-
    
    Size: There are four size types. S(small), M(medium), L(large), and LL(EXTRA
    large). Generally, the smaller the mech, the better, as smaller mechs have an
    easier time evading. I don't know the exact formula, but L and LL mechs are
    much more likely to get hit than S or M mechs.
    
    Repair: This is how much money it costs to repair a mech if it gets shot down
    during a mission.
    
    Weapon Space: This tells you if you can equip extra weapons or not. Each weapon
    has its own weapon size. If your remaining weapon space>weapon size, you can
    equip it. The weapon space I'll be listing here is the total of the unit. Note
    that certain real robots can actually increase overall weapon space as their
    Full upgrade bonus.
    
    Move: You can actually increase this stat, through use of in-fight and certain
    parts. However, it can never "permanently" be upgraded. Anyway, it's the amount
    of spaces a mech can move. Fairly simple.
    
    Type: There are three types: Air, Ground, and Water. Apparently, space is the
    universal environment where every mech can go. Or something. Anyway, a mech of
    the air type can fly about in the sky. A ground type mech can romp about on the
    ground and water, and reap the defensive benefits. A water type mech doesn't
    get any movement penalties underwater. A mech can be a combination of any two
    or even three types. For example- The Dygenguard is an Air/Ground mech. It can
    both fly and benefit from land based terrain bonuses. However, it suffers the
    ever hampering water movement penalty.
    
    Terrain ratings: Just like the pilot terrain ratings, the mech receives a grade
    from D to S on each of the four terrain types. S is the best, D is the worst.
    
    -Mech Skills-
    
    Some mechs have natural skills, like pilots. These skills perform a variety of
    functions. For example, the Valsione has an automatic Double Image skill, which
    lets it sometimes dodge an attack regardless of hit rate.
    
    -------------------------------------------------------------------------------
    
    In this chapter, I'll list all of the available mechs in the game, their specs,
    and my personal opinion.
    
    Format:
    
    Mech Name:
    
    The name of the mech. Duh.
    
    Upgradable statistics:
    
    Here, I'll list the mech's base stats, and fully upgraded stats.
    
    Example:
    
    HP: 4500
    EN: 230
    Mobility: 105
    Armor: 1400
    
    Size: The mech's size.
    
    Repair: The repair cost.
    
    Weapon Space: Max weapon space.
    
    Move: Movement range.
    
    Type: Initial terrain type.
    
    Terrain Ratings: Terrain ratings.
    
    Natural Mech Skills: Natural mech skill list.
    
    Starting weapons: A list of natural weapons and their specs.
    
    Example:
    
    Generic Beam Sword (p)
    Will Required: ---
    Base Attack: 3000
    Max attack: 4900
    Hit: +45
    Range: 1
    Type: Melee
    Spec: Energy Blade
    Crit: +25
    EN needed: --
    Ammo: --/--
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:D|Space:A|
    --------------------------------
    
    Nondescript Bazooka
    Will Required: 105
    Base Attack: 3200
    Max attack: 5200
    Hit: +55
    Range: 2-9
    Type: Ranged
    Spec: Bullet
    Crit: +15
    EN needed: --
    Ammo: 10/10
    Terrain Rating:
    --------------------------------
    |Air:S|Ground:A|Water:B|Space:A|
    --------------------------------
    
    
    Adder's opinion: Like above, I'll give the mech a rundown and a rating.
    
    *****************
    Mech Name: Angelg
    *****************
    
    Default Pilot: Lamia Loveless
    
    Upgradable statistics:
    
    HP: 6200
    EN: 180
    Mobility: 90
    Armor: 1800
    
    Size: Large
    
    Repair: 8200
    
    Weapon Space: 0
    
    Move: 7
    
    Type: Air/Ground
    
    Terrain Ratings: A/A/B/A
    
    Natural Mech Skills: Double Image, Beam Coat
    
    Starting weapons:
    
    Shadow Lance (p)
    Will Required: ---
    Base Attack: 2900
    Max attack: 
    Hit: +30
    Range: 2-4
    Type: Melee
    Spec: Energy Blade
    Crit: +35
    EN needed: --
    Ammo: 10/10
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:B|Space:A|
    --------------------------------
    
    Mirage Sword (p)
    Will Required:--
    Base Attack: 3200
    Max attack: 
    Hit: +45
    Range: 1
    Type: Melee
    Spec: Energy Blade
    Crit: +40
    EN needed: --
    Ammo: --/--
    Terrain Rating:
    -------------------------------
    |Air:A|Ground:A|Water:|Space:A|
    -------------------------------
    
    Illusion Arrow
    Will Required:--
    Base Attack: 3600
    Max attack: 
    Hit: +25
    Range: 2-6
    Type: Ranged
    Spec: Supreme
    Crit: +10
    EN needed: --
    Ammo: 8/8
    Terrain Rating:
    -------------------------------
    |Air:A|Ground:A|Water:|Space:A|
    -------------------------------
    
    Mirage Sign (p)
    Will Required:120
    Base Attack: 4200
    Max attack: 
    Hit: +10
    Range: 1
    Type: Melee
    Spec: Supreme
    Crit: +0
    EN needed: 30
    Ammo: --/--
    Terrain Rating:
    -------------------------------
    |Air:A|Ground:A|Water:|Space:A|
    -------------------------------
    
    Phantom Phoenix 
    Will Required:130
    Base Attack: 5400
    Max attack: 
    Hit: +30
    Range: 1-8
    Type: Ranged
    Spec: Supreme
    Crit: +20
    EN needed: 50
    Ammo: --/--
    Terrain Rating:
    -------------------------------
    |Air:A|Ground:A|Water:|Space:A|
    -------------------------------
    
    *******************
    Mech Name: Alteisen
    *******************
    
    Default Pilot: Kyosuke Nanbu
    
    Upgradable statistics:
    
    HP: 4500-
    EN: 110
    Mobility: 95
    Armor: 1600
    
    Size: Medium
    
    Repair: 4200
    
    Weapon Space: 90
    
    Move: 6
    
    Type: Ground/Water
    
    Terrain Ratings: A/S/A/A
    
    Natural Mech Skills: Beam Coat
    
    Starting weapons:
    
    Autocannon(p)
    Will Required: ---
    Base Attack: 2300
    Max attack: 
    Hit: +30
    Range: 2-4
    Type: Ranged
    Spec: Bullet
    Crit: +10
    EN needed: --
    Ammo: 10/10
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:A|Space:A|
    --------------------------------
    
    Heat Horn (p)
    Will Required:--
    Base Attack: 2400
    Max attack: 
    Hit: +40
    Range: 1
    Type: Melee
    Spec: Physical
    Crit: +40
    EN needed: --
    Ammo: --/--
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:B|Space:A|
    --------------------------------
    
    Revolver Stake (p)
    Will Required:--
    Base Attack: 3600
    Max attack: 
    Hit: +10
    Range: 1-3
    Type: Melee
    Spec: Physical
    Crit: +35
    EN needed: --
    Ammo: 6/6
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:B|Space:A|
    --------------------------------
    
    Heavy Claymore
    Will Required:110
    Base Attack: 4200
    Max attack: 
    Hit: +50
    Range: 1-2
    Type: Melee
    Spec: Supreme
    Crit: +50
    EN needed: --
    Ammo: 4/4
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:A|Space:A|
    --------------------------------
    
    Trump Card
    Will Required:130
    Base Attack: 5200
    Max attack: 
    Hit: +40
    Range: 1
    Type: Melee
    Spec: Supreme
    Crit: +45
    EN needed: --
    Ammo: 1/1
    Terrain Rating:
    --------------------------------
    |Air:B|Ground:S|Water:B|Space:S|
    --------------------------------
    
    ***********
    Weissritter
    ***********
    
    Default Pilot: Excellen Browning
    
    Upgradable statistics:
    
    HP: 4200
    EN: 120
    Mobility: 115
    Armor: 900
    
    Size: Medium
    
    Repair: 4600
    
    Weapon Space: 90
    
    Move: 7
    
    Type: Air/Ground/
    
    Terrain Ratings: A/A/C/S
    
    Natural Mech Skills: Beam Coat
    
    Starting weapons:
    
    Split Missile
    Will Required: ---
    Base Attack: 2200
    Max attack: 
    Hit: +45
    Range: 1-5
    Type: Ranged
    Spec: Missile
    Crit: +30
    EN needed: --
    Ammo: 12/12
    Terrain Rating:
    --------------------------------
    |Air:B|Ground:A|Water:A|Space:A|
    --------------------------------
    
    Triple Beam Cannon (p)
    Will Required:--
    Base Attack: 2400
    Max attack: 
    Hit: +40
    Range: 1-3
    Type: Ranged Weapon
    Spec: Energy Beam
    Crit: +20
    EN needed: --
    Ammo: 10/10
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:B|Water:D|Space:S|
    --------------------------------
    
    Oxtongue Rifle E
    Will Required:--
    Base Attack: 3500
    Max attack: 
    Hit: +35
    Range: 4-8
    Type: Ranged
    Spec: Energy Beam
    Crit: +0
    EN needed: 15
    Ammo: 6/6
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:B|Water:D|Space:S|
    --------------------------------
    
    Oxtongue Rifle B
    Will Required:--
    Base Attack: 3800
    Max attack: 
    Hit: +30
    Range: 2-6
    Type: Ranged
    Spec: Bullet
    Crit: +20
    EN needed: --
    Ammo: 7/7
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:A|Space:S|
    --------------------------------
    
    Oxtongue Rifle D
    Will Required:130
    Base Attack: 4500
    Max attack: 
    Hit: +40
    Range: 3-7
    Type: Ranged
    Spec: Supreme
    Crit: +30
    EN needed: --
    Ammo: 3/3
    Terrain Rating:
    --------------------------------
    |Air:S|Ground:B|Water:B|Space:S|
    --------------------------------
    
    ***************
    Huckebein MK II
    ***************
    
    Default Pilot: Brooklyn "Bullet" Luckfield
    
    Upgradable statistics:
    
    HP: 4100
    EN: 130
    Mobility: 115 
    Armor: 1200
    
    Size: Medium
    
    Repair: 4000
    
    Weapon Space: 130
    
    Move: 6
    
    Type: Ground
    
    Terrain Ratings: A/A/B/A
    
    Natural Mech Skills: G Wall
    
    Starting weapons:
    
    Gatling Gun(p)
    Will Required: ---
    Base Attack: 1000
    Max attack: 
    Hit: +30
    Range: 1
    Type: Ranged
    Spec: Bullet
    Crit: +20
    EN needed: --
    Ammo: 20/20
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:A|Space:A|
    --------------------------------
    
    Beam Sword (p)
    Will Required:--
    Base Attack: 2800
    Max attack: 
    Hit: +45
    Range: 1
    Type: Melee
    Spec: Energy Blade
    Crit: +40
    EN needed: --
    Ammo: --/--
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:B|Space:A|
    --------------------------------
    
    Photon Rifle 
    Will Required:--
    Base Attack: 2800
    Max attack: 
    Hit: +40
    Range: 1-6
    Type: Ranged
    Spec: Energy Beam
    Crit: +20
    EN needed: --
    Ammo: 12/12
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:B|Space:A|
    --------------------------------
    
    Chakram Caster (p)
    Will Required:--
    Base Attack: 3200
    Max attack: 
    Hit: +35
    Range: 2-4
    Type: Melee
    Spec: Remote
    Crit: +45
    EN needed: 5
    Ammo: --/--
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:B|Space:A|
    --------------------------------
    
    G-Impact Cannon
    Will Required:120
    Base Attack: 4700
    Max attack: 
    Hit: +25
    Range: 1-7
    Type: Melee
    Spec: Supreme
    Crit: +10
    EN needed: 40
    Ammo: --/--
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:A|Space:A|
    --------------------------------
    
    *********
    Shirogane
    *********
    
    Default Pilot: Lee Linjun
    
    Upgradable statistics:
    
    HP: 14000
    EN: 200
    Mobility: 60 
    Armor: 1200
    
    Size: Extra Large
    
    Repair: 20000
    
    Weapon Space: 10
    
    Move: 6
    
    Type: Ground
    
    Terrain Ratings: A/A/A/A
    
    Natural Mech Skills: E field, EN regen (Medium)
    
    Starting weapons:
    
    Anti-Air Autocannon(p)
    Will Required: ---
    Base Attack: 2200
    Max attack: 
    Hit: +20
    Range: 1-2
    Type: Ranged
    Spec: Bullet
    Crit: +20
    EN needed: --
    Ammo: 30/30
    Terrain Rating:
    --------------------------------
    |Air:S|Ground:B|Water:C|Space:S|
    --------------------------------
    
    Anti-Air Missile
    Will Required:--
    Base Attack: 2800
    Max attack: 
    Hit: +40
    Range: 1-5
    Type: Ranged
    Spec: Missile
    Crit: +0
    EN needed: --
    Ammo: 20/20
    Terrain Rating:
    --------------------------------
    |Air:S|Ground:A|Water:B|Space:S|
    --------------------------------
    
    Torpedo 
    Will Required:--
    Base Attack: 2700
    Max attack: 
    Hit: +35
    Range: 2-7
    Type: Ranged
    Spec: Missile
    Crit: +50
    EN needed: --
    Ammo: 12/12
    Terrain Rating:
    --------------------------------
    |Air:D|Ground:D|Water:S|Space:D|
    --------------------------------
    
    Sub Gun
    Will Required:--
    Base Attack: 3300
    Max attack: 
    Hit: +15
    Range: 2-7
    Type: Ranged
    Spec: Bullet
    Crit: +0
    EN needed: --
    Ammo: 10/10
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:A|Space:A|
    --------------------------------
    
    Impact Cannon
    Will Required:--
    Base Attack: 3800
    Max attack: 
    Hit: +5
    Range: 3-8
    Type: Ranged
    Spec: Supreme
    Crit: +0
    EN needed: 30
    Ammo: --/--
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:A|Space:A|
    --------------------------------
    
    ******
    Calion
    ******
    
    Default Pilot: Sleigh Presty, Ibis Douglas
    
    Upgradable statistics:
    
    HP: 3200
    EN: 120
    Mobility: 130
    Armor: 900
    
    Size: Small
    
    Repair: 3700
    
    Weapon Space: 10
    
    Move: 7
    
    Type: Air
    
    Terrain Ratings: A/B/B/S (Sleigh's Calion actually has an A rank in Space. o.o)
    
    Natural Mech Skills: N/A
    
    Starting weapons:
    
    Anti-Air Missile
    Will Required: ---
    Base Attack: 3000
    Max attack: 
    Hit: +45
    Range: 1-6
    Type: Ranged
    Spec: Missile
    Crit: +0
    EN needed: --
    Ammo: 15/15
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:B|Space:A|
    --------------------------------
    
    Sonic Cutter (p)
    Will Required: ---
    Base Attack: 3500
    Max attack: 
    Hit: +35
    Range: 1-3
    Type: Melee
    Spec: Supreme
    Crit: +40
    EN needed: 15
    Ammo: ---
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:B|Space:A|
    --------------------------------
    
    G-Drive
    Will Required: 110
    Base Attack: 4000
    Max attack: 
    Hit: +15
    Range: 2-7
    Type: Ranged
    Spec: Supreme
    Crit: +25
    EN needed: --
    Ammo: 8/8
    Terrain Rating:
    --------------------------------
    |Air:A|Ground:A|Water:B|Space:A|
    --------------------------------
    
    *****************
    Huckebein Mk II M
    *****************
    
    Default Pilot: Raidiese F Branstein
    
    Upgradable statistics:
    
    HP: 4000
    EN: 130
    Mobility: 115
    Armor: 1200
    
    Size: Medium
    
    Repair: 3400
    
    Weapon Space: 140
    
    Move: 6
    
    Type: Air/Ground
    
    Terrain Ratings: A/A/B/A 
    
    Natural Mech Skills: N/A
    
    Starting weapons:
    
    
    ****************
    Gespenst Mk II M
    ****************
    
    Default Pilot: Kai Kitamura, Katina Tarask, Russel Bergman
    
    Upgradable statistics:
    
    HP: 3700
    EN: 100
    Mobility: 100
    Armor: 1100
    
    Size: Medium
    
    Repair: 3500
    
    Weapon Space: 170
    
    Move: 5
    
    Type: Ground/water
    
    Terrain Ratings: A/A/A/A
    
    Natural Mech Skills: N/A
    
    Starting weapons:
    
    
    ***************
    F-32V Schwert X
    ***************
    
    Default Pilot: Latooni Subota
    
    Upgradable statistics:
    
    HP: 3000
    EN: 115
    Mobility: 115
    Armor: 900
    
    Size: Small
    
    Repair: 2500
    
    Weapon Space: 10
    
    Move: 7
    
    Type: Air
    
    Terrain Ratings: A/B/D/A 
    
    Natural Mech Skills: N/A
    
    Starting weapons:
    
    
    ******
    Hagane
    ******
    
    Default Pilot: Daitetsu Minase
    
    Upgradable statistics:
    
    HP: 1400
    EN: 200
    Mobility: 60
    Armor: 1200
    
    Size: Extra Large
    
    Repair: 20000
    
    Weapon Space: 10
    
    Move: 6
    
    Type: Air/Water
    
    Terrain Ratings: A/A/A/A 
    
    Natural Mech Skills: E Field
    
    Starting weapons:
    
    
    *******
    R-Blade
    *******
    
    Default Pilot: Ryusei Date
    
    Upgradable statistics:
    
    HP: 3500
    EN: 120
    Mobility: 115
    Armor: 1200
    
    Size: Medium
    
    Repair: 3900
    
    Weapon Space: 170
    
    Move: 6
    
    Type: Ground
    
    Terrain Ratings: A/A/B/A 
    
    Natural Mech Skills: N/A
    
    Starting weapons:
    
    
    ********
    Grungust
    ********
    
    Default Pilot: Irmgault Kazahara
    
    Upgradable statistics:
    
    HP: 7500
    EN: 180
    Mobility: 75
    Armor: 1800
    
    Size: Large
    
    Repair: 7500
    
    Weapon Space: 0
    
    Move: 5
    
    Type: Ground
    
    Terrain Ratings: A/A/A/A
    
    Natural Mech Skills: N/A
    
    Starting weapons:
    
    
    *********
    Wing Gust
    *********
    
    Default Pilot: Irmgault Kazahara
    
    Upgradable statistics:
    
    HP: 7500
    EN: 180
    Mobility: 85
    Armor: 1700
    
    Size: Large
    
    Repair: 7500
    
    Weapon Space: 0
    
    Move: 7
    
    Type: Air
    
    Terrain Ratings: S/B/C/S
    
    Natural Mech Skills: N/A
    
    Starting weapons:
    
    
    ***********
    Gust Lander
    ***********
    
    Default Pilot: Irmgault Kazahara
    
    Upgradable statistics:
    
    HP: 7500
    EN: 180
    Mobility: 70
    Armor: 1900
    
    Size: Large
    
    Repair: 7500
    
    Weapon Space: 0
    
    Move: 6
    
    Type: Ground/Water
    
    Terrain Ratings: A/S/A/C 
    Natural Mech Skills: N/A
    
    Starting weapons:
    
    
    ***********
    R-2 Powered
    ***********
    
    Default Pilot: Raidiese F Branstein
    
    Upgradable statistics:
    
    HP: 4600
    EN: 170
    Mobility: 100
    Armor: 1700
    
    Size: Medium
    
    Repair: 4700
    
    Weapon Space: 140
    
    Move: 5
    
    Type: Ground/Water
    
    Terrain Ratings: A/A/A/A
    
    Natural Mech Skills: AB Field
    
    
    ***************
    Giganscudo Duro
    ***************
    
    Default Pilot: Tasuku Shinguji
    
    Upgradable statistics:
    
    HP: 9000
    EN: 200
    Mobility: 70
    Armor: 1900
    
    Size: Large
    
    Repair: 7600
    
    Weapon Space: 0
    
    Move: 5
    
    Type: Ground/Air
    
    Terrain Ratings: A/A/C/S
    
    Natural Mech Skills: G Territory
    
    Starting weapons:
    
    ***************
    Guarlion Custom
    ***************
    
    Default Pilot: Leona Garstein
    
    Upgradable statistics: (Note: When received, all stats have already been upped
    twice)
    
    HP: 4290
    EN: 156
    Mobility: 126
    Armor: 1430
    
    Size: Medium
    
    Repair: 4500
    
    Weapon Space: 135
    
    Move: 7
    
    Type: Air/Ground/Water
    
    Terrain Ratings: S/A/A/S
    
    Natural Mech Skills: N/A
    
    Starting weapons:
    
    ***
    R-1
    ***
    
    Default Pilot: Ryusei Date
    
    Upgradable statistics:
    
    HP: 3800
    EN: 120
    Mobility: 115
    Armor: 1200
    
    Size: Medium
    
    Repair: 4200
    
    Weapon Space: 130
    
    Move: 6
    
    Type: Ground
    
    Terrain Ratings: A/S/B/A
    
    Natural Mech Skills: TK Field
    
    Starting weapons:
    
    ******
    R-Wing
    ******
    
    Default Pilot: Ryusei Date
    
    Upgradable statistics:
    
    HP: 3800
    EN: 120
    Mobility: 125
    Armor: 1100
    
    Size: Medium
    
    Repair: 4200
    
    Weapon Space: 0
    
    Move: 8
    
    Type: Air
    
    Terrain Ratings: S/B/B/A
    
    Natural Mech Skills: TK Field
    
    Starting weapons:
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    
    -------------------------
    |VIII. Weapons and Parts|
    -------------------------
    
    In this chapter, we'll take a look at a list of the game's weapons and parts.
    The weapon format will be the same as in the mech section. Parts, having only
    one function, will be fairly self explanitory.
    
    :PART LIST:
    
    -Mech Parts-
    
    Booster: Movement +1
    
    Mega Booster: Movement +2
    
    Apogee Motor: Mobility +5, Movement + 1
    
    Servo Motor: Mobility +5
    
    Bio Sensor: Mobility +20
    
    Thruster: Mobility +25
    
    Chobham armor: HP +500, Armor +100
    
    Hybrid armor: HP +1000, armor +150
    
    Orichalconium: HP +1000, armor +200
    
    Z.O. (Zol orichalconium) Armor: HP +1500, armor + 250
    
    Tesla Drive: Enables flight, all unit and weapon ratings become A when flying.
    
    Tesla Drive S: Same effect as the Tesla drive, ratings become S, Movement +1.
    
    Thruster Set: All unit and weapon ratings become S while in space.
    
    Dustproof: All unit and weapon ratings become S while on the ground.
    
    Water Jet: No movement penalty in the water, unit and weapon ratings become S
    while underwater.
    
    A-Adaptor: All unit and weapon ratings become A for all terrains.
    
    S-Adaptor: All unit and weapon ratings become S for all terrains.
    
    Hyper Jammer: Enables Double Image ability: sometimes dodge attacks regardless
    of evade rate.
    
    -Weapon Parts-
    
    Dual Sensor: All weapon hit rates increase by 10%.
    
    Multi Sensor: All weapon hit rates increase by 20%.
    
    Custom HUD: All weapon hit rates increase by 30%.
    
    T-Link sensor: All weapon hit rates increase by 40%.
    
    Radar Module: Range +1 for all weapons, except map attacks and weapons that can
    only hit one square away.
    
    Enhancer: All weapon critical rates increase by 20%.
    
    -Recovery/Cost parts-
    
    Fuel Tank: Recovers all spent EN. This part may only be used once.
    
    Cartrigde: Recovers all spent ammo. This part may only be used once.
    
    Repair Kit: Recovers all lost HP. This part may only be used once.
    
    Repair Kit DX: Recovers all lost EN, ammo, and HP. This part may only be used
    once.
    
    SP Drink: Recovers 50 spent SP. This part may only be used once.
    
    SP Drink DX: Recovers all spent SP. This part may only be used once.
    
    -Special Parts-
    
    Custom CPU: Movement +2, Mobility +25, Weapon Range +1, +20% hit rate
    
    Hero's Mark: Armor +200, Mobility + 25, +30% Hit rate
    
    Steel Soul: Armor +250, Mobility +30, +35% hit rate
    
    Generator: Max EN +50
    
    Large Generator: Max EN +100
    
    High Generator: Max EN +200
    
    Solar Panel: Replenishes 10% of max EN at the beginning of each turn.
    
    Beam Coat: Enables the skill beam coat: beam weaponry used against affected
    unit does less damage.
    
    AB Field: Enables the skill AB field: at 120 will(?), damage done to affected
    unit is less.
    
    G Wall: Enables the skill G Wall: at 120 will (?), damage done to affected
    unit is less. More potent than AB Field.
    
    G Territory: Enables the skill G Territory: at 120 will (?), damage done to
    affected unit is less. More potent than G Wall.
    
    Emblem: Will +5 at mission's start.
    
    Medal: Will +10 at mission's start.
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    
    -----------------------
    |IX: Intermission Menu|
    -----------------------
    
    The intermission menu is where you upgrade your mechs, equip parts, train your
    pilots, and swap pilots and units. I'll give you a rundown.
    
    $$$$$$
    $Unit$
    $$$$$$
    
    This leads to three different sections:
    
    Info: This lets you take a quick indepth look at the stats and skills of your
    mechs. They're listed in order of HP (highest first).
    
    Customize: This brings you to the customization menu. You choose a unit (again,
    listed by highest HP first), then you select which stat you want to upgrade.
    You can upgrade as many levels at a time as you like, provided you have the
    funds to do so. The menu will display how much money you have at the moment,
    how much the upgrade costs, and how much money you will have left if you
    proceed to upgrade.
    
    Frames; The only thing this does is equip and unequip the boxer parts from your
    Huckebein Mk III L(s).
    
    $$$$$$$$
    $Weapon$
    $$$$$$$$
    
    This brings you to two different sections.
    
    Equip: This brings up another list of mechs (listed by HP). The info displayed
    on the lower right is the overall weapon space of the mech, weapon space in use
    and weapon space left. By selecting a mech, you're brought to that mech's equip
    weapon screen. Weapons grayed out can't be unequipped. Either click on a white
    weapon name, or a blank spot, to search your weapon collection for another one.
    You can equip weapons directly from other mechs, but keep in mind you have to
    manually replace the weapon you just took. Also, if your remaning weapon space
    is smaller than the size of the weapon you wish to equip, you can't equip it.
    
    Customize: Like customizing units, it brings you to the unit list. However, a
    new option is present: weapon storage, where you can customize weapons not on a
    mech at the moment. Customizing weapons works the same way as customizing your
    mechs.
    
    $$$$$$$
    $Pilot$
    $$$$$$$
    
    There are three different subsections here.
    
    Info: This brings up a list of your pilots, listed in order of level (highest
    first, like HP with mechs). You can glance over the basic pilot info here,
    along with the current mech they're piloting.
    
    +Train+: This probably the most complex section in the Intermission Menu. This
    will bring you to your pilot list again. Select the one you want to train. Now,
    you'll be looking at the pilot's stats, current amount of Pilot Points, current
    skills, and current terrain adaptivity. You have three submenues:
    
    Learn Skills: Here, you can look through the list of skills and purchase them.
    Note that natural skills (marked with an *) cannot be overwritten. They can,
    however, be bolstered by the same skill that is purchased. For example, Lamia
    has prevail level 1. You buy the prevail upgrade. You now have to Prevail Level
    1s, but it counts as prevail level two. Unfortunately, this still takes up two
    skill slots.
    
    Raise stats: In this submenue, you can spend your pilot points to directly
    raise your pilot's stats. 4 PP per increase.
    
    Raise Adaptivity: In here, you can spend your PP to raise terrain ratings. The
    higher up you go, the more costly it is to increase. Exact numbers to come a
    tad later.
    
    +Assign+: Again, you're brought to the pilot list. Here, you can mix and match
    your mechs and pilots. To do so, select the pilot you want to move. You're now
    at the mech list. Select the mech you wish to place the pilot in. Note that if
    you place a pilot in a mech that already has a pilot, the pilots do NOT switch.
    The pilot you just booted from the mech has no mech at this point, so you have
    to manually reassign them.
    
    $$$$$$$
    $Parts$
    $$$$$$$
    
    There are two submenues here.
    
    +Equip+: This brings you to the mech list. Select the mech you want to equip a
    part to, then select an empty space in the part alotment window or the part you
    want to replace. Then you're brought to the available part list. Find the part
    you want and select it. You can directly equip parts equipped on another unit,
    if you want, but you must manually reequip the unit you just snagged the part
    from if you want that unit to still have a part.
    
    +Sell+: You can directly sell parts for extra cash from the parts list here.
    Select the part you want to sell. You can toggle the quantity of parts sold
    with the directional pad.
    
    $$$$$$
    $Data$
    $$$$$$
    
    You can save and load from here. No explanation should really be needed. >_>
    
    $$$$$$$$$$
    $Next Map$
    $$$$$$$$$$
    
    This lets you finish your intermission and go to the next mission. Obviously,
    use this when you're done.
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    
    ---------------
    |X.Walkthrough|
    ---------------
    
    This is the main part of any FAQ slash Walkthrough, in which I, the writer,
    shall endeavor to guide you, the reader, through the game's missions and give
    (hopefully) sound advice. The format I will be using is this:
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 124085: THE EXAMPLE}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    I'll list the units here that are required to participate in this episode (and
    their mechs, if that's fixed as well), along with the number of other allied
    units you can deploy.
    
    
    Joe Shmoe (Vaguely Interesting Mass Produced Robo Mk XV)
    18 other allied units
    
    ------------
    |New Allies|
    ------------
    
    I'll be sure to tell you if there are any new characters showing up in the
    particular episode, and when they show up.
    
    Random Grunt # 3 (Slightly upgraded mass produced enemy mech): After the
    Menacing Boss Retreats.
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    In some missions, allied reinforcements show up in the middle of the mission.
    Most of the time, it's a new ally. Other times, it's your main force showing up
    to save your reconaissance squad. You get the picture.
    
    Quintessential Heroine (Slightly wimpy but fast support mecha Mk. IV): Fairly
    dimwitted protagonist's HP goes below 30% when cornered by the Menacing Boss/
    the Menacing Boss's HP drops below 70000.
    
    ------------
    |Friendlies|
    ------------
    
    In a few episodes, you have the support of CPU controlled Allied units. Most of
    the time, they're just cannon fodder. Or, even better, Kamikaze cannon fodder
    that you need to keep alive to get some nifty bonus.
    
    Friendly Mass Produced Cannon Fodder Mk VI-x6
    
    -------------
    |Enemy Units|
    -------------
    
    Every mission has at least a few of these. Some even have a lot. I'll list the
    starting enemies here.
    
    Mass Produced Enemy Mech X16
    Mass produced enemy long range robot MkII X12
    Somewhat less mass produced enemy command mech X8
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    OG2 is unique in the fact that almost every mission has a significant amount of
    enemy reinforcements. Smash through the initial group, and more pop up to take
    their place. I'll list the reinforcements themselves, and what triggers their
    appearance.
    
    Initial enemies destroyed:
    
    Distinguished and rare boss guarding mech mkVII x12
    The Menacing Boss (Large and Imposing Super Robot Type Four)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    I'll detail various retreats and other events (hence the title) here and their
    activation conditions.
    
    The Menacing Boss retreats: Fairly Dimwitted Protagonist is saved by The
    Quintessential Heroine.
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    I'll tell you what the battle mastery requirement for the episode is here, and
    when it becomes available (some requirements are unknown at the beginning).
    
    The Menacing Boss's HP reduced below 70000 within 6 turns.
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Probably what you're looking for the most. I'll give you what is hopefully a
    sound strategy, warnings as to events that might screw up your strategy, boss
    fight reccomendations, changes in objectives, etc.
    
    No, I'm not writing up an example for this. >______________>;;
    
    Anyway, without further hoopla, let's begin.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 1: THE BEAUTIFUL INTRUDER}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Lamia (Angelg)
    
    ------------
    |New Allies|
    ------------
    
    Lamia Loveless (Angelg): Default unit
    Kyosuke Nanbu (Alteisen): Allied Reinforcement
    Excellen Browning (Weissritter): Allied Reinforcement
    Brooklyn "Bullet" Luckfield (Huckebein Mk II): Allied Reinforcement
    Lee Linjun (Shirogane): Allied Reinforcement
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Kyosuke Nanbu (Alteisen)
    Excellen Browning (Weissritter)
    Brooklyn "Bullet" Luckfield (Huckebein Mk II)
    Lee Linjun (Shirogane)
    
    These allied reinforcements appear when two enemy units are shot down.
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Lion F x8
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    None
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: All enemy units shot down within 4 turns.
    
    ----------------
    |Stage Strategy|
    ----------------
    
    After a fairly bizarre cutscene that probably makes no sense whatsoever to you,
    a StarWars esque rolling recap will fill you in on the events of the first OG
    installment.  You'll meet the ATX team- Kyosuke, Excellen, and Brooklyn, fondly
    referred to as Bullet. You'll also glimpse the tragic Noah Class battleship,
    the Shirogane. That thing's been blown up so many times, it's almost humorous.
    Anyway, after more exposition, you're thrust into your first battle with an
    unfamiliar pilot- they don't even give you her name. Still, even though her
    mech is damaged and grounded, this is an easy mission, and you shouldn't have
    to go out of your way to attain battle mastery.
    
    To start with, our new pilot should cast Guard (spirit submenu) and head north
    west- the forest's defensive bonuses are rather helpful. You'll probably use
    Shadow Lance and illusion arrow the most here- take a potshot from the forest
    at one of the two nearest to you and call it a turn. If you used Guard, like I
    reccomended, then you should just counterattack with whatever weapons are able
    to reach the attacking enemy. If you didn't, survival takes priority- if you
    think you're in danger, evade or defend. The mystery pilot shouldn't have much
    troube in staying alive however- starting with reduced HP actually works in her
    favor, as she starts with the Prevail skill. Counter is also rather helpful,
    though don't depend on its activation. When two enemies are shot down, the ATX
    team and the Shirogane appear to provide some much welcome support. It should
    be noted that your reinforcements arrive regardless of which phase it is- if
    you by chance shoot down the second enemy during your opponent's turn, that's
    when they'll show up. Thus, they'll be fair game for enemy attacks, so keep
    this in mind.
    
    On the second turn, Lamia should cast Guard again, and ideally, take out the
    next enemy mech, triggering your reinforcements. Be advised that if Shirogane
    is shot down, you'll lose the mission. Of course, that seems fairly unlikely.
    Anyway, Lee, the captain of the Shirogane, is pretty useless here- the ATX team
    will be dealing out most of the damage. Kyosuke and Excellen should cast Focus.
    Bullet won't learn that spell for a few levels, so you can either leave him be,
    or cast Alert as a precautionary measure. Anyway, once that's been sorted out,
    charge in and start blowing things up. The Alteisen's Revolver Stake is an
    excellent tool in this regard, as is Bullet's Chakram caster (even if it does
    look lame). Weisritter's Triple Beam Cannon is fairly dinky, but the Oxtongue
    Rifle attacks will cause some major damage on counter attacks. If he gets any
    kind of chance, Lee should take a potshot or two at the enemy Lions. Don't be
    overly worried if he doesn't get an opprotunity. This mission should be over
    quite shortly- if you're Aiming for the battle mastery point, you may want to
    utilize Kyosuke's Accel spell- it'll increase his movement, and thus make Lion
    trouncing take less time.
    
    *******************************************************************************
    
    Episode 1 Intermission Menu:
    
    Ah, the intermission menu. Your cash reserves are somewhat unimpressive at the
    moment, but you can make a few upgrades to your mechs if you feel the need.
    However, this is VERY important- DO NOT SPEND ANY PILOT POINTS. Wait until you
    have 100 for each character- so you can purchase the incredibly useful SP Regen
    skill. After that, use PP as you see fit. This goes for ALL player characters.
    Anyway, save your game when you've done what you want to do (I'd reccomend that
    you leave the Shirogane and Lee alone- they won't be at your disposal for any
    length of time) and head for the next map.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 2: WINGS TO THE STARS}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Sleigh (Calion)
    Ibis (Calion)
    
    ------------
    |New Allies|
    ------------
    
    Sleigh Presty (Calion): Default unit
    Ibis Douglas (Calion): Default unit
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Turn 3:
    Kyosuke (Alteisen)
    Excellen (Weissritter)
    Bullet(Huckebein Mk II)
    Lamia (Angelg)
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Guarlion Custom (Archibald Grims)
    Guarlion x4
    Lion F x4
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Lion F x5
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    Turn 2, enemy phase: Guarlions retreat after swiping Huckebeins
    Turn 3, player phase: Sleigh and Ibis retreat
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from turn 3: Shoot down all enemies except the Guarlion Custom by the
    start of the fifth turn
    
    ----------------
    |Stage Strategy|
    ----------------
    
    You start this stage rather outmatched- fortunately, the enemy Guarlions won't
    make any aggressive moves towards you. You should have Sleigh and Ibis use
    Focus and Alert, and head northeast. Calions might look a little on the weak
    side, but they're quite evasive and pack some considerable firepower. Sleigh
    also has accel, so if you want to get into the thick of things as early as you
    can, feel free to use it. If Ibis wasn't attacked, then her Alert carries over,
    so don't worry about casting it again. Sleigh should use Focus again, just to
    be safe- you don't want the Calions getting hit- made out of slightly burned
    paper, they are.
    
    After another turn, the Guarlions retreat after mech-napping some mass produced
    Huckebeins and some more Lion-Fs show up. Fortunately, so does the ATX team on
    the following player turn. You'll also have access to a mini-intermission menu
    before you deploy. Any cash you earned during this mission can actually be used
    now- so go ahead, if you want. When you're ready, select deploy. Also, you can
    switch your pilots around (except for Lamia) in their mechs. I don't really
    reccomend this at this point, but if you want, fiddle with it. Your units show
    up in a convenient position to start your lion smiting. Also, the conditions
    for the battle mastery point becomes clear- shoot down all enemy units except
    that pesky guarlion custom by the start of turn 5. Shouldn't be too difficult.
    Use SCs as you see fit (Kyosuke's accelerate once again comes in handy), and do
    your best to evenly distribute experience, which can be a chore. Archibald
    retreats after his flunkies have been dealt with. Another successful mission!
    
    You'll also get some free stuff- a Repair Kit, a Fuel Tank, and a Water Jet.
    The two restorative items can be placed on whoever, but you'll definitely want
    to put the Water Jet on the Huckie Mk II. You'll also recieve a Chaff Grenade,
    which can be useful for impairing tougher foes.
    
    *******************************************************************************
    
    Episode 2: Intermission Menu
    
    Again, save your PP for SP regen. Your cash is still at a fairly piddling sum,
    so use it wisely- IE, not on the Shirogane. Depending on your playing style,
    you may lean towards upgrading weapons or upgrading mechs- it's really personal
    preference, though I prefer improving on my mech survivability. Be sure to put
    that Water Jet on Bullet- you'll see why in Episode 4.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 3: REMAINING CRUSADERS}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Kyosuke
    Excellen
    Bullet
    Lamia (Angelg)
    Lee (Shirogane)
    
    ------------
    |New Allies|
    ------------
    
    N/A
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    N/A
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Guarlion Custom (Yuuki Jaegar)
    Guarlion Custom (Carla Borlegone)
    Rhinoceros (Archibald Grims)
    Lion F x5
    Flygia x5
    Sopresa x5
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    N/A
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    N/A
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: Rhinoceros's HP reduced below 70% by turn 4
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Lee returns in the Shirogane. Be sure to use his command aura. Anyway, the real
    threat in this mission are those Sorpresas. They move pretty far, pack a rather
    surprising punch, are fairly accurate, and can evade quite well. As such, these
    guys should be your first targets- which is convenient, 'cause they're nearest
    to you. Lion Fs are nothing new, and those Flygias aren't all that much of a
    bother, though they can hit from pretty far away. Advance as fast as you can to
    the west- Kyosuke should definitely use accel, and Lamia and Excellen should
    fly over the mountains. Bullet will probably lag behind here, as will Lee.
    
    Keep heading west while trashing your foes. To best achieve the battle mastery
    here, Lamia and excellen should head as quickly as possible towards Archie's
    Rhino. That being said, try to defeat as many enemies as possible before you
    reduce his HP by any large amount- getting the skill point will cause the stage
    to end- perhaps prematurely. And that's no fun. Also, if things get hairy and
    your units start to lose HP, don't hesitate to evade or defend to avoid getting
    shot down. If Yuuki or Carla start getting feisty and attack you, don't bother
    countering, just evade or defend. When you're done trashing stuff, start the
    Rhinoceros takedown. Don't attack the Guarlions- they're tough customers and
    your units have probably been weakened by now. Oxtongue Rifle D and Phantom
    Phoenix are both excellent choices for your attacking strategy- and if you can
    get Kyosuke and Excellen next to eachother, Rampage Ghost works wonders. If you
    snag the BM point, you'll also get a cool 5200 bucks. Archibald and his cohorts
    retreat- looks like another episode under your belt.
    
    *******************************************************************************
    
    Chapter 3 Intermission:
    
    Your cash reserves aren't quite so pitiful now, so that's good. I hope you're
    saving those PP. *evil eye* Anyway, spend your cash, and if you haven't already
    done so, put the Water jet on the Huckebein Mk II.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 4: BOOSTED CHILDREN}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Rai (Huckebein Mk II M)
    Latooni (Wildfalken)
    Kai (Gespenst Mk II M)
    
    ------------
    |New Allies|
    ------------
    
    Raidiese F Branstein (Huckebein Mk II M): Default Unit
    Latooni Suvvota (Wildfalken): Default Unit
    Kai Kitamura (Gespenst Mk II M): Default Unit
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Lee (Shirogane)
    up to four other units
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Guarlion Custom (Yuuki Jaegar)
    Guarlion Custom (Carla Borlegone)
    Lion F (Seolla Schweitzer)
    Lion F (Arado Balanga)
    Lion F x6
    Barrelion x2
    
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    N/A
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    Start of turn 3/Wildfalken is damaged: Seolla retreats after stealing Latooni's
    Wildfalken, Latooni retreats
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: All enemies shot down by the start of turn five
    except for the Guarlion customs.
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Things start out pretty bleak in this mission- Rai's surrounded, Latooni's in
    shock from meeting Seolla, and poor Kai's the only one left to take on those
    bloody Barrelions out at sea. Barrelions are trouble- they have a huge range of
    fire, impressive staying power, and the durability of units twice its size. In
    short, your work is cut out for you. To start things off, Rai should attack one
    of the Lions surrounding him with his photon rifle- don't use Focus! These guys
    will only defend until player reinforcements show up. On the other side of the
    map, Kai SHOULD use focus and move south. Latooni can't do anything, so just
    end your turn. The Barrelions will probably take a few potshots at Kai, and the
    Lions around Rai don't do anything. Seolla will attack Lat. Either evade or
    defend- though it doesn't really matter in the end. If she gets hit, both she
    and Seolla will retreat.
    
    Continue your lion assault with Rai and your steady advance towards the enemies
    in the south with Kai. Rai should attack a different Lion each turn. If you
    want, Kai can engage Arado, though he should be weakening the barrelions if you
    want the Battle Mastery. At the beginning of turn three, the Shirogane will
    arrive with some much needed reinforcements- advance east towards the remaining
    enemies as fast as possible- and leave Yuuki and Carla alone. They only defend
    anyway. This is why I told you to slap that Water Jet on the Huckie- it moves
    at a pace that molasses would laugh at when underwater. You can also change
    your starting formation to accomodate your slower units before you deploy. Rai
    should use Focus this turn, and attack one last Lion. By now, Kai will have
    probably counterattacked Arado and built up enough Will for Jet Magnum- be sure
    to use it against the tougher Barrelions. With a little luck, you'll finish off
    your foes within four turns and earn the skill point. Unfortunately, the pair
    of Guarlions start getting on your case when you're done. They'll retreat after
    their HP has been reduced to about 10000. It can be a bit tricky- save before
    your attacks and reload if they don't go according to plan.
    
    For your troubles, you get a F-32V Schwert X, and a Repair/Supply Module duo.
    Score!
    
    *******************************************************************************
    
    Episode 4 Intermission:
    
    I don't reccomend putting much money into Rai's Huckey or any in the Schwert-
    you'll probably only use it for this mission. Upgrade and whatnot as normal,
    and don't forget to equip those Repair and Supply modules! Those things are
    godsends. Also, keep the water jet equipped to the non mass produced Huckebein!
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 5: UNFORGETTABLE MEMORIES}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Lee (Shirogane)
    up to seven other units
    
    ------------
    |New Allies|
    ------------
    
    N/A
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    N/A
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Lion F x5
    Sopresa x5
    F32V Schwert CustomX5
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    All enemies downed
    Barrelion x8
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    N/A
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: All enemies shot down by the start of turn 5
    
    ----------------
    |Stage Strategy|
    ----------------
    
    More sorpresas, it seems. Fortunately, the rest are just Lion Fs and even more
    pansy fighter Jets. Send out units that need experience into the fray, and have
    your more experienced units stay by Lee- though whoever's in the Gespenst will
    probably have to stay anyway. Aside from that, this is pretty simple, though
    Lee is immobile. Use Focus/Strike/Alert as necessary to swat down the nimbler
    units. They may be tough to hit, but they'll crumple easily once they are.
    
    Unfortunately, after all enemies are downed, 8 Barrelions surround Lee. If you
    triggered their appearance during your turn, have any units near the Shirogane
    attack for some extra experience. Lee can as well. Once three Barrelions are
    destroyed or Lee's HP dips by a significant amount, the Hagane shows up to save
    him and the mission ends. Fun stuff. Also, if you've been collecting BM points,
    the going probably seems rough- it is. To help alleviate this, use SCs often
    and take advantage of the ATX team's friendship bonuses- if Bullet and Kyosuke/
    Excellen are standing next to eachother, they get a significant hit/evade boost
    to help you along. If Kyosuke and Excellen are next to eachother, the damage
    they do goes up.
    
    *******************************************************************************
    
    Episode 5 Intermission:
    
    New battleship! Also, this is the first unit you'll encounter with two pilots-
    which is a very good thing, because it gives you two pools of SP instead of the
    usual one. Anyway, you've got some more cash now, so upgrade as you see fit. On
    that note, you might want to begin selling some of those extra Fuel Tanks and
    Repair Kits for extra cash- I never had much of a use for them.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 6: SOMEONE TO PROTECT}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Ryusei (R-Blade)
    Viletta (Huckebein Mk II M)
    
    ------------
    |New Allies|
    ------------
    
    Ryusei Date (R Blade): Default Unit
    Viletta Vadim (Huckebein Mk II M): Default Unit
    Irmgault Kazahara (Grungust): Player Reinforcement
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    After Grungust's HP is reduced below 70%:
    Irm (Grungust)
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Grungust (Irm)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Irm's HP reduced below 70%:
    
    Randgrith (Yuuki Jaegar)
    Randgrith (Carla Borlegone)
    Randgrith (Seolla Schweitzer)
    Sorpresa X7
    Lion F x3
    NPC Lion F (Arado Balanga)
    
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available when enemy reinforcements appear: All enemies shot down except for
    Yuuki/Carla/Seolla OR Yuuki, Carla, and Seolla shot down
    
    ----------------
    |Stage Strategy|
    ----------------
    
    The stage starts off with a little training exercise between Ryusei and Irm.
    This is quite simple- Ryusei should use focus, move in, and attack with his
    G-Revolver. When Irm attacks, counter with the same thing, and most likely, the
    next part of the mission begins. Yikes! Talk about reinforcements. Viletta is
    now a fully functioning pilot (thank goodness.), and Irm becomes an ally. His
    HP is how you left it, though. T.T; Anyway, there are two ways to go about this
    mission: The normal way, which benefits all pilots involved by equal amounts of
    exp and PP being distributed, or the crazy Graviton launcher way, which, as you
    might expect, unlocks the Graviton Launcher weapon. To do this, Viletta needs
    to shoot down all of the grunts while Ryusei and Irm twiddle their thumbs. The
    Graviton Launcher is a very nice weapon, but on your first playthrough, going
    solo with Viletta might be a bit much. It's up to you.
    
    Regardless of which approach you take, the basic strategy remains the same- let
    the enemy come to you while waiting on a restorative base (Viletta should land
    to take advantage of this.) and smashing them all on counterattacks. If you're
    opting for the Graviton Launcher, Irm should actually retreat to the northeast
    portion of the map, while Ryusei stays next to Viletta to give her a 10% evade
    bonus. Yay for friendship! If the enemies decide to be ornery and target Ryusei
    he should evade or defend, so he doesn't accidentally shoot one down. It's a
    good thing there's no time limit on the skill point. Once all of the enemies
    have been downed, turn your attention to Seolla, and reduce her HP to below 30%
    to finish the mission. She gives up a booster if you actually shoot her down,
    so aim for that. I'm fairly sure that destroying Seolla's unit with someone
    other than Viletta doesn't foul up your chances for the Graviton Launcher, but
    it never hurts to play it safe.
    
    For your troubles, you'll get a Chobham Armor, an M95 Machine Gun, a Mega Beam
    Rifle, a Dual Sensor, and best of all, the R-2 Powered! Rai's now the default
    pilot, and Latooni should hop in the MP Huckey- it's better than the Schwert.
    
    *******************************************************************************
    
    Episode 6 Intermission: You have some new mechs to play around with, like Irm's
    Grungust and Ryusei's R-blade. Do your usual upgrading, equip some of your new
    parts (The Alt can really benefit from that Dual Sensor to help up Revolver
    Stake's accuracy), and don't forget to move your Repair and Supply modules from
    the Schwert if that's where you put them. And keep saving PP!
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 7: FROM FAR AND AWAY}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hagane
    Excellen
    Rai (R-2 Powered)
    up to 7 other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Guarlion Custom (Archibald)
    Randgrith (Yuuki)
    Randgrith (Carla)
    Randgrith (Echidna Isakki)
    Lion F x4
    Barrelion x4
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Turn 2 enemy phase
    
    Einst Knochen x12
    Einst Glied X6
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: At least four enemy units shot down before the
    end of turn 2
    
    ----------------
    |Stage Strategy|
    ----------------
    
    The somewhat simple battle mastery requirement is complicated by rocky terrain
    that can slow down your units considerably. Be sure to use Kyosuke and Rai's
    Accel, and Irm's Wing Gust mode if you're gunning for it. The enemies don't
    pose any real kind of threat, though you'll definitely want to target the Lion
    F's if you're going for the BM- Barrelions just take too long to shoot down.
    During the second enemy phase, something rather strange happens... the Einsts
    have arrived. Oh snap.
    
    Fortunately for you, these guys are pretty pathetic, and the DC units retreat.
    From here, it's very simple- congregate around the Hagane and SMASH. There's
    really nothing to it- just use SCs as needed.
    
    *******************************************************************************
    
    Episode 7 Intermission: Because of all the Einsts that you trashed, your cash
    reserves are now fairly large, and your PP is slowly climbing up. Remember, as
    soon as you hit the magic 100, buy SP regen and then you can do as you wish for
    the rest of the game. It's a good idea to reequip the Huckebein Mk II with the
    Water Jet if you took it off. Aside from that, upgrade as normal and be on your
    way.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 8: A PROMISE IN FLAMES}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hagane
    Latooni
    Up to 8 other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Randgrith (Seolla)
    Randgrith (Yuuki)
    Randgrith (Carla)
    Barrelion X13
    Flygia X6
    
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    None
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    All enemy units shot down except for Yuuki, Carla, and Seolla by the start of
    turn five
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Blech, more time limits. You gotta work fast here for the skill point- have all
    units capable of doing so use accel or transform into more mobile modes. Man,
    look at all of those Barrelions- they're not making it easy for us, that's for
    sure. This is another straight foward mission that really consists of nothing
    more than SMASH AS QUICKLY AS POSSIBLE. Things get a wee bit complicated after
    turn 3- Seolla starts advancing towards Latooni, and will focus on her almost
    exclusively. Almost, 'cause she won't hesitate to attack anyone in her way.
    That can be bothersome, because she gets a Valor'd attack- which means double
    damage and certain doom for your weaker units. Use Evade, or defend if you're
    confident that the mech in question can take a hit. Anyway, keep frantically
    smashing those Barrelions. When only the three Randgriths remain, focus your
    attention to Seolla. Hit her with whatever you have remaining, but don't shoot
    her down. Wanna know something that makes this much easier? Hit her from one
    square away- she can't counter at that range.
    
    *******************************************************************************
    
    Episode 8 Intermission:
    
    Not much of note right now. Just upgrade as usual.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 9: SUSPICION FILLED SPACE}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Lefina (Hiryu Custom)
    Katina (Gespenst Mk II M)
    Russel (Gespenst Mk II M)
    Tasuku (Giganscudo Duro)
    Leona (Guarlion Custom)
    
    ------------
    |New Allies|
    ------------
    
    Lefina Enfield/Sean Webley (Hiryu Custom): Default Unit
    Katina Tarask (Gespenst Mk II M): Default Unit
    Russel Bergman (Gespenst Mk II M): Default Unit
    Tasuku Shinji (Giganscudo Duro): Default Unit
    Leona Garstein (Guarlion Custom): Default Unit
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Megillot Custom x10
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Winning Condition met:
    
    Rangzen x 8
    Megillot Custom x4
    Huckebein Mk II M x6
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: Winning condtion met within two turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    The Hiryu Custom returns! ^_^;; Anyway, simple stage. Katina and Russel have a
    hard time here- they're both in fairly bad mechs and lack Focus in their set of
    SCs- which is a fairly large hindrance for mechs that can't take all that many
    hits. Fortunately, the new Giganscudo can take hits in spades, so have Tasuku
    use accel and get into the thick of things as fast as possible. Leona should
    use focus and accel as well. Have Russel and Katina flank the Hiryu. The AGX-01
    Bugs are pretty much the cannon fodder of cannon fodder in this game- they just
    don't pose much of a threat. Heck, it's almost difficult to leave one alive in
    a critical condition. If you keep accidentally KOing them, use Sean's Mercy SC.
    This will reduce a killing blow to an attack that leaves the enemy with 10 HP.
    The skill point can be surprisingly difficult to get- if you're gunning for the
    BM, then you may want to have your Gespensts rush ahead into the mob of bugs
    and forgoe safety. If you want to do this, Russel should cast Guard and Katina
    should stay next to him- defensive supports from a unit that's used guard are
    rather helpful. 
    
    Ick. Those Rangzens can be a pain- they're evasive and accurate, and they pack
    a surprising punch. The huckies are surprisingly easy to take down- they aren't
    very accurate. Gan-Duro's MAP attack is very useful here. Use it if Tasuku has
    the will. Remember to leave one Huckebein alive- again, if you need to, Sean's
    Mercy SC can be very helpful. If your units start to look worse for the wear,
    have them board the Hiryu- it restocks HP, EN, and Ammo- all for free. It does
    sap will, though, so use this feature sparingly.
    
    For your troubles, you'll receive an A Adapter, a booster, and another set of
    Repair and Supply modules! Score!
    
    *******************************************************************************
    
    Episode 9 Intermission:
    
    Unfortunately, the crew of the Hiryu isn't available or customization just yet.
    However, you still get their cash, so do your usual upgrades.
    
    *******************************************************************************
    
    FIRST ROUTE SPLIT:
    
    This is you first route split, where you choose which Battleship to follow. For
    first time players, I reccomend the Moon Route, so you aren't stuck with units
    that have had no chance for upgrade later.
    
    ETHIOPIA:
    Hagane: Daitetsu and Tetsuya
    Alteisen: Kyosuke
    R-2 Powered: Rai
    Huckebein Mk II: Bullet
    Angelg: Lamia
    Gespenst Mk II M: Kai
    Huckebein Mk II M: Latooni
    Grungust: Irm
    
    MOON:
    Hiryu Custom: Lefina and Sean
    Weissritter: Excellen
    Ryusei: R-Blade
    Tasuku: Giganscudo Duro
    Leona: Guarlion Custom
    Katina: Gespenst Mk II M
    Russel: Gespenst Mk II M
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 10: ETHIOPIA ROUTE: OUKA GENEI}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hagane
    Latooni
    Lamia
    Up to 5 other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Gespenst Mk II M x17
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    All enemies shot down:
    
    Gespenst Mk II M x5
    R-Eins (Echidna)
    R-Eins (Ouka Nagisa)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: All enemies shot down by the start of turn seven
    
    ----------------
    |Stage Strategy|
    ----------------
    
    At first, this episode looks simple, if somewhat intimidating. Then again, all
    you have to do is remember that they're only gespies. >__>; For the battle
    mastery, have Rai and Kyosuke use accelerate and avance down the road, while
    the rest of your units follow suit. Note that land bound mechs will be slowed
    down by the terrain, and should stick to the road. Also, Irm can change to Wing
    Gust mode to speed things along. Save some SP, but be sure to use focus and the
    like to stay alive if you need to.
    
    After your fracas with the Gespensts-that-shouldn't-exist, five more show up,
    along with Echidna and Ouka. Eek. See why I told you to save SP? Take out the
    five that just appeared, then go after the two. Defeat Echidna first- she's not
    as tough, and if you want one of Lamia's secret mechs, you need to land her on
    the spot Echidna retreated from. Use alert, strike, and focus to stay alive and
    actually hit the pair. Thankfully, you don't have to down them- they retreat
    at about 40% HP.
    
    *******************************************************************************
    
    Ethiopia 10 Intermission: Not much to say here. Keep saving PP, do your usual
    uprgrades, etc. You might want to equip some movement enhancing items on your
    more powerful units, though.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 10: MOON ROUTE: EINST}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hiryu Custom
    Excellen
    Up to 5 other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Einst Glied X12
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    All enemies shot down:
    
    Einst Knochen x 9
    
    All enemies shot down again:
    
    Lichkeit (Alfimi)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: All enemies shot down by the start of turn four
    
    ----------------
    |Stage Strategy|
    ----------------
    
    The mission title should give you a hint about what you're facing here, eh? >_>
    Anyway, this is simple, if a bit difficult to gain the skill point. As usual,
    charge ahead with units that have accel, but try to conserve some SP. The Einst
    Gliets are kinda tough. Using beam weaponry isn't advisable- they're equipped
    with Beam coats. Split your units into two groups- though be careful with your
    Gespies. They're quite fragile. Once you've trashed all of them, battle mastery
    or not, reinforcements arrive. It's just some of those Knochen's you fought a
    while ago- nothing serious. Down them. After that, one more Einst appears- and
    this one's a doozy.
    
    You don't have to down the Lichkeit, thank god. Heck, you don't even have to
    attack at all- just wait for a while an she'll retreat. If you want to get some
    exp out of the deal, you can attack as well- but I don't reccomend it. Alfimi
    is tough.
    
    *******************************************************************************
    
    Moon Route Episode 10 Intermission:
    
    Phew. Looks like we got through that. Anyway, you should use your cash to start
    upgrading your new mechs. Also, if you left some of your repair and supply
    modules on units at Ethiopia, worry not. You can retrive them as if those units
    were still available. Ain't Banpresto nice to us? Anyway, do your usual rounds.
    However, I don't reccomend upgrading Katina's mech at all. Have her and Ryusei
    switch places, as Ryusei will get a new mech next mission. Also, this is quite
    important: If you plan to take on the Inspectors in Chapter 15 for extra items,
    then equip a repair and supply module to the Hiryu!
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 11: ETHIOPIA ROUTE: CALL OF THE XENOMORPH}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hagane
    Kyosuke
    Up to 6 other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    F-32 Schwert x3
    Lion Fx  x3
    
    -------------
    |Enemy Units|
    -------------
    
    Einst Knochen x 7
    Einst Glied x4
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    All enemies shot down:
    
    Einst Knochen x7
    Lichkeit (Einst Alfimi)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    All enemies shot down: Friendlies retreat
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: Winning condition met within three turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Ick- friendly protection. Well, let's get to work- if you aren't quick, your
    bony foes will eat your allies alive. Cast accelerate, change to more mobile
    forms- you name it. Start smashing as soon as possible, and try to aim for the
    ones nearest the friendlies. Other than that, there aren't many foes, and they
    certainly aren't difficult to defeat.
    
    Once they're all gone, a few more Knochens will show up, along with something
    quite a bit more menacing. Well, it would be, if it wasn't piloted by a crazed
    loli obsessed with elipses and Kyosuke. Down the Knochens, and then either go
    after Alfimi or wait her out- she'll retreat after a while on her own accord.
    She'll also focus on Kyosuke, so be careful. You might want to station a unit
    equipped with a repair module next to him and defend each attack. For your
    troubles, you receive a Dustproof Device, a cartridge, a repair kit, a fuel
    tank, an M95 Machine Gun, a spirit taker, and a chaff grenade. Not bad for a
    day's work, ne?
    
    *******************************************************************************
    
    Ethiopia 11 Intermission: Keep your movement enhancing items on your heavy
    hitters- they'll still be useful in the next mission.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 11: MOON ROUTE: FIGHT OR FLIGHT}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Lefina (Hiryu Custom)
    Ryusei (R-1)
    Up to 5 other units
    
    ------------
    |New Allies|
    ------------
    
    Ring Mao (Huckebein Mk II M):Allied Reinforcement
    Radha Byraban: (Schutzwald): Allied Reinforcement
    Arado Balanga: (Wildfalken L): Allied Reinforcement
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    All enemies shot down
    
    Huckebein Mk II M (Ring)
    Schutzwald (Radha)
    
    9 barrelions remain
    
    (NPC) Wildfalken L (Arado)
    
    Turn after Arado appears
    
    Wildfalken L (Arado)
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Lion F x 13
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    All enemies shot down:
    
    Barrelion x 14
    
    9 Barrelions remain
    
    Guarlion X4
    
    All enemies shot down again:
    
    Galgau (Vigagi)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: All enemies shot down by the start of turn 6
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Ryusei regains his R-1! W00t! Anyway, the Weiss, R-Wing (R-1's alternative form
    of jetlyness), and Katina's newly acquired R-Blade head south to deal with the
    Lions, while everyone else moves to the northeast of the Mao building to await
    the inevitable enemy reinforcements. The Hiryu is immobile. Trashing the lions
    shouldn't take long or require any notable amount of effort. Utilize Ryusei and
    Katina's Chain attacks to speed the process. Once they've all been shot down,
    a horde of Barrelions appear to the east, but you get a few reinforcements of
    your own- Ring and Radha. Ring should charge east to join your units already
    protecting the intsallation. Radha should also move east, but she's not quite
    as adept at Ring as combat, so be careful. She's mainly a support character.
    However, she does come with Sp Regen! So abuse focus all you want.
    
    Combatting the Barrelions isn't too difficult, but it is rather time consuming.
    Chain attacks from Ryusei and Katina are godsends, as is Gan-Duro's Giga Burst
    MAP attack. Use both liberally- those pesky Barrelions have a bad habit of
    defending against all of your attacks. Chain and MAP attacks bypass that.
    Anyway, after you down a few, four Guarlions appear in the southwest, and Arado
    shows up in the Wildfalken L. Don't worry too much- it'll all work out. Keep
    smashing Barrelions. When you end your turn, Arado goes berserk and takes out
    two of the advancing Guarlions for you- way to go, Arado! Continue as normal,
    though Arado should use Focus next turn. Once all of the enemies have been shot
    down, something a tad unexpected happens: Vigagi shows up in his Galgau. Arado
    gets pwned by a surprise attack (yet he survives AGAIN. That guy gives Kyosuke
    a run for his money), and now you have to deal with him. Fortunately, he's not
    too bad. Easier than Alfimi, at least, because of his lack of HP regen. That
    being said, don't use any beam weapons on this guy- he absorbs them and regains
    HP. Not something you want to have happen, naturally. Once his HP dips below
    80%, he turns tail and runs. Phew. That's two bosses with over 100000 HP the
    game's thrown at us.
    
    For your troubles, you receive a Cartrigde, a Repair Kit, a Fuel Tank, a M95
    Machine Gun, a Spirit Taker, and a Chaff Grenade.
    
    *******************************************************************************
    
    Moon Route Episode 11 Intermission:
    
    The Hiryu isn't available for customization anymore, unfortunately. Anyway, do
    your normal stuff and move on.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 12: ETHIOPIA ROUTE: CLEVER DOLL}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hagane
    Bullet
    Lamia
    Up to five other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Flygia x4
    Sorpresa x4
    Randgrith x5
    Rhinocerous x3
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    One Rhinocerous shot down:
    
    Gespenst Mk II m x 10
    R Eins (Yuki)
    R Eins (Carla)
    Rathgrith (Echidna)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    Second Rhinocerous shot down:
    
    Carla retreats, Yuki moves next to bullet
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: Map finished within ten turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Well, this is new, but still not all that different from what you've been doing
    before. Take out the small fry (the Flygias are pansies, the sorpresas are a
    pain to hit, and the randgriths are tough, but still easy to take down) and
    start whacking away at the Rhinos. To be honest, you're not in a lot of danger
    of having one escape from you- the only real pressure it the battle mastery. If
    you just can't seem to keep them from escaping, surround one so it can't move,
    and start blasting another one. Once you take one down, more enemies arrive-
    the improbable ghosts of doom! Your task remains the same, however- keep up
    your attack on the Rhinos. Take down another one, and Carla retreats while Yuki
    moves next to Bullet. By now, the Gespensts have probably closed in. You have
    three options: Take care of the last Rhino, get Yuki to retreat, or deal with
    the ghosts. Or perhaps a bit of all three. Either way, nothing special happens
    when the third Rhino goes down, nor when Yuki retreats at about 40% Hp. The
    gespensts are much the same as they were in chapter 10. They do love to focus
    on the Hagane, though, so be careful of that. If the Hagane is in range of the
    main force, use Guard (and maybe strike). You should also be saving some SP to
    deal with Echidna. Hitting her shouldn't be too much of a problem, but her new
    mech is rather durable and powerful. Be sure to use Alert and focus to stay
    alive. Fortunately, she retreats at about 50% HP.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 12 MOON ROUTE: GOD OF SWORD}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Lee (Shirogane)
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Beginning of turn two
    
    Excellen
    Ryusei
    Leona
    Tasuku
    Katina
    Russel
    
    ------------
    |Friendlies|
    ------------
    
    Lion V x4
    
    -------------
    |Enemy Units|
    -------------
    
    Sorpresa x6
    Randgrith x6
    Flygia x3
    Type 71 Waldung x 5
    Rhinocerous x1
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    None
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: All friendlies survive
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Ugh... the battle mastery here is a total pain. To start, Lee should use Guard
    and Strike, then charge ahead. Once your reinforcements arrive, you should 
    continue with your aggressive charge and try to wipe out everything as soon as
    possible. This mission is quite mindless, but frantic. If you could actually
    control the friendlies, this mission might be actually kinda fun. Oh well. The
    Rhino is pretty tough, and what's more, difficult to take out quickly. The Lion
    units will probably suicide themselves against it. I have some advice- this is
    a mission where skipping the BM is more than acceptable. x.x After you down all
    bogeys, and poor Tasuku gets maimed by a strike from the Colossal Blade (Again.
    Man, poor guy...), the mission ends in much confusion. Who was that masked man?
    
    *******************************************************************************
    
    Episode 12 Intermission:
    
    Not much to say here, except that you're probably nearing enough PP to purchase
    SP regen for your most used pilot. Upgrade as usual and be on your way.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 12: ETHIOPIA ROUTE: CLEVER DOLL}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Shirogane
    Gespenst Mk II M (Russel)
    Gespenst Mk II M (Katina)
    Guarlion (Leona)
    Giganscudo Duro (Tasuku)
    Weisritter (Excellen)
    R-1 (Ryusei)
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    One Barrelion Shot down:
    
    Hagane
    Kyosuke
    Kai
    Rai
    Latooni
    Irm
    Bullet
    Lamia
    
    ------------
    |Friendlies|
    ------------
    
    Barrelion x4
    
    -------------
    |Enemy Units|
    -------------
    
    Sorpresa x6
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    All enemies shot down:
    
    Lion F x6
    Guarlion x2
    
    All enemies shot down:
    
    Barrelion x9
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: All friendly barrelions survive
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Man, this stage is a pain. You should send Leona and Ryusei down as fast as
    possible (change to R-Wing mode for speedier travel), while your two gespensts
    follow as quickly as they can. Excellen should also charge. Unfortunately, the
    Giganscudo and Shirogane are as of yet immobile. The sorpresas are nothing new,
    but they remain difficult to hit. On turn two, split up if you haven't already.
    Once all of the sorpresas have been swatted, enemy reinforcements show up. Get
    to them as fast as you can- it's a race to destroy them with limited manpower
    before they getto the base. These fellows decide to be real jackasses and make
    your job tougher by ignoring you entirely and heading straight to the base to
    give you a giftwrapped game over message. This would be easier if some of your
    characters knew valor, but no such luck. You have to get lucky, here.
    
    Once all of the lions have been shot down, more reinforcements appear to the
    north and Tasuku regains the ability to move (and Lee demonstrates his ability
    to be a jackass, which he has never and will never lose). The barrelions are
    slow, but tough. The Gigan should head north immediately, followed by any units
    that haven't acted. Once you shoot down one of your foes, the Hagane appears
    with MUCH needed reinforcements. Get to it- Gan-Duro's map attack can be a big
    help in speeding your efforts. Once they're all shot down, Kyosuke nearly eats
    it from a Colossal Blade strike and the Neo DC is born. Dun dun dun. On to more
    pleasant news: for your troubles, a Chobham Armor and an apogee motor.
    
    *******************************************************************************
    
    Ethiopia Intermission 13:
    
    Everybody gets back together, so you've got more units and pilots now. You've
    also got more cash. w00t. Anyway, upgrade, and if you've been diligent, maybe
    buy SP regen for your more often used pilots. Also, you might want to give the
    R-2 your Water Jet.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 13 MOON ROUTE: CRUSADERS REBORN}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Lee (Shirogane)
    Up to six other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Hagane
    Kyosuke
    Irm
    Bullet
    Lamia
    Latooni
    Kai
    Rai
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Sorpresa x 12
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Turn 3
    
    Sorpresa x 7
    
    All enemies downed
    
    Gespenst Mk II M x 17
    
    All enemies downed again
    
    Gespenst Mk II Mx 6
    
    R-Eins (Echidna)
    R-Eins (Ouka Nagisa)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: At least 9 enemy units shot down by the start of
    turn three
    
    ----------------
    |Stage Strategy|
    ----------------
    
    This is one of those stages where enemy reinforcements just keep coming. Anyway
    keep a few units next to the Shirogane and have the rest go and intercept those
    bloody Sorpresas. Lee is not only immobile, but you have no control of him at
    all. He can't even cast guard. To make matters worse, he starts with low HP.
    The Battle Mastery shouldn't be too straining here, though, if at all possible,
    try not to trigger enemy reinforcements during an enemy phase unless absolutely
    necessary. However, the Sorpresas love to evade, so using strike is a very good
    idea. Once you down 9 units, some reinforcements appear to the south- right
    below the shirogane. Lee literally hung on by 347 HP by the beginning of the
    fourth turn. Fortunately, the Hagane shows up to save Lee's ass (again). I
    believe the saying here is something along the lines of CHAAAAARGE. If Latooni
    is at level 15 or so, she should know Faith- which you should use on Lee ASAP.
    
    After you bash all of the Sorpresas, more reinforcements show up in the form of
    Gespesnts. Which is pretty weird. Anyway, I reccomend regrouping, repairing,
    and resupplying during this time as you move your units towards the Hagane.
    This is because only the first group of Gespies will actually pursue your units
    for a while. Deal with them as you see fit. Soon, the rest will come after you.
    They aren't difficult opponents to deal with. However, before you take out the
    last one, move most of your units west, back to where you started out. Even
    MORE enemies show up once you wipe out the Gespensts.
    
    More Gespensts... and R-Blades? Man, what a day of mysteries. Anyway, take out
    the grunts, then go after Echidna. Once she retreats, have Lamia move onto the
    square left on, at least if you're gunning for one of her secret mechs later on
    in the game. (To get the Ashsaber, she needs 55 kills before episode 24, needs
    to have 2 battle encounters with Axel in chapter 19, and do the aformentioned
    square sitting.) Ouka proves to be tougher than Echidna, but not by too much.
    Just gang up on her, and use SCs as needed. You might need to sacrifice one of
    your less durable units (not named Latooni. >_>) to get through, though.
    
    As a reward for your gespenst smashing, you get a Chobham Armor, an Apogee
    Motor, and a Dustproof.
    
    *******************************************************************************
    
    Episode 13 Intermission:
    
    Everybody gets back together, so you've got more units and pilots now. You've
    also got more cash. w00t. Anyway, upgrade, and if you've been diligent, maybe
    buy SP regen for your more often used pilots. Also, you might want to give the
    R-2 your Water Jet.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 14: PRINCESS IN EXILE}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Lion F (EFA)
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Beginning of turn two
    
    Hagane
    R-2 (Rai)
    Latooni
    up to 11 other units
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Sorpresa x 3
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Start of turn 2
    
    Lion F x6
    Guarlion x7
    Barrelion x12
    R-Eins M (Archibald)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from turn 2: Destroy at least 15 units by the start of turn 5
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Ayaiyai... This is a pain in the ass. Anyway, EFA pilot Marco should use Vigor
    twice and head east as far as possible. At the beginning of turn two, the
    Hagane shows up to save Shine. Unfortunately, scads of enemies also turn up. To
    ease the burden, Rai and Latooni automatically get Accel and Concentrate, so go
    ahead and chuck them into the fray. The rest of your units should follow suit-
    though starting on a mountain is a real pain in the ass. Be sure to advance the
    Lion F towards the Hagane, then end your turn. The rest is up to lady luck.
    Evade as much as you can, and pray that you aren't hit by a spider net. On the
    next turn, keep moving towards the Hagane, and start trashing your enemies.
    Getting the skill point is a frantic affair- chain attacks from Katina, Kai,
    and Ryusei are all very helpful. Especially since Katina and Kai have valor.
    When you're ready to end the mission, move the Lion F next to the hagane.
    
    *******************************************************************************
    
    Episode 14 Intermission:
    
    Not much to say. Do your usual upgrades and be done with it.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 15: FROM THE STARS}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hiryu Custom
    Gespenst (Gilliam Yaeger)
    Gespenst Mk II R (Viletta)
    Valsione (Lune Zoldark)
    
    ------------
    |New Allies|
    ------------
    
    Gilliam Yeagar (Gespenst): Default Unit
    Lune Zoldark (Valsione): Default Unit
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    Albatross x2
    Peregrine x4
    
    -------------
    |Enemy Units|
    -------------
    
    SF Rangzen X x6
    Megillot Custom x6
    Huckebein Mk II M x6
    Peregrine x2
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Graterkin (Mekibos)
    Silbelwind (Aguija)
    Drukin (Sikalog)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: At least 15 enemy units shot down by the start of
    turn five
    
    ----------------
    |Stage Strategy|
    ----------------
    
    
    Eyyagh. Welcome to hell. You've got some new units, including the somewhat
    ridiculous Valsione. Anyway, send your two gespensts south (Gilliam should use
    Focus without reservation. Yay SP regen. He should also head east, slightly),
    and send the Valsione directly east. Don't go too far, though. The Hiryu should
    tail the Valsione. The enemies aren't really anything special, though smashing
    15 can be a bit of a pain. If you plan to stick it out later on in the mission,
    then save SP! You'll probably do most of your damage on counterattacks here-
    the enemies love to defend. At the start of turn three, the games truly begin.
    
    Finish your enemy mopping up for the battle mastery, then you have two options.
    The pansy yet sane route, in which you have all units board the Hiryu, Sean use
    Guard, and run the hell away to the marked squares, or the insane yet very
    rewarding route of actually defeating your foes. Since the former is rather
    self explanatory, I'll be covering the latter. What you should do is have your
    units gather on the very edge of Neviim (on it, mind you. For those very sexy
    bonuses.), all within range of the Hiryu's leadership bonus. Basically, what
    you do is this: Lune evades Aguija's attacks, the Hiryu defends against Sikalog
    and his large ball and chain, and Gilliam abuses Focus and gradually whittles
    down Mekibos on counter attacks. On the offensive front, go after Sikalog. He
    probably won't require any SP- just a lot of time. Then go after Aguija- who
    will probably require you to use strike, but will go down quite easily. Target
    Mekibos LAST. You will NOT get the sweet bonus items if you defeat him before
    the others. MEKIBOS LAST. LAST LAST LAST. If you have a supply module on the
    Hiryu, things are easier. Otherwise, when you run out of ammo, have your units
    board the Hiryu for a turn. If Viletta has the Graviton Launcher, then downing
    Sikalog becomes a cakewalk.Just move her out of his range and fire away. Once
    you're done (which can take a LOT of time.), you'll recieve a custom CPU, a
    Shishio Blade, a G-Impact Stake, a Hero's Mark, and a Steel Soul. SCORE.
    
    *******************************************************************************
    
    Episode 15 Intermission: You only have a few units to work with. Be sure to
    upgrade the Valsione a bit- it's one of the game's better units.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 16: THE THIRD RAPTOR}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Radha (Schutzwald)
    
    ------------
    |New Allies|
    ------------
    
    Rio Meilong (AM Gunner): Allied Reinforcement
    Ryoto Hikawa (Huckebein Mk III R): Allied Reinforcement 
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Turn 2
    Arado (Huckebein Mk II M)
    
    All enemies downed/turn
    
    Ring (Huckebein)
    Rio (AM Gunner)
    (NPC) Ryoto (Taussendfueseller)
    
    ------------
    |Friendlies|
    ------------
    
    Ryoto (Taussendfueseller)
    
    -------------
    |Enemy Units|
    -------------
    
    Gunsect x 09
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    All gunsects downed
    
    Huckebein Mk II Mx 15
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available when Taussendfuseller appears: Tausendfuseller unharmed
    
    ----------------
    |Stage Strategy|
    ----------------
    
    ARGH, MAN. Icky stage. Radha starts out alone- DON'T ATTACK THE GUNSECTS. Just
    use Focus and stay put, and evade if one attacks you. Next turn, Arado shows up
    in a Mass Produced Huckebein with some nice weapons. On that subject, if you
    want to keep the boost hammer, Arado needs to destroy all of the gunsects on
    his own before enemy reinforcements arrive. This is actually pretty easy if you
    use the Boost Hammer, so use Focus and get to it. However, do NOT destroy the
    last gunsect during the enemy phase if you want the Battle Mastery point. If
    you do so, the Taussendfuseller charges ahead and is bound to take damage. Once
    you bash them all (or enemy reinforcements show up, if you're slow), charge
    ahead into the fray. The Huckebeins are fairly easy pickings. Even without
    Focus, Rio can dodge them easily in her Gunner. Basically, frantically smash
    everything and hope that the Taussendfuseller can dodge a few shots that are
    aimed at it. For some ungodly reason, you can't support defend it. T__T Once it
    makes it the bottom third of the map, scathed or not, it stops functioning and
    Mekibos shows up. JOY. All you have to do is wait him out, fortunately- five
    turns, and Ryoto will appear in the new Huckebein and send him packing. If you
    want to be badass, you can attack him and trigger Ryoto's appearance earlier.
    If you met the requirements, the boost hammer is yours.
    
    *******************************************************************************
    
    Episode 16 Intermission:
    
    Heey, where'd Arado's Huckey go? Oh well. Shove him in Ring's original model,
    and do your various upgrading. Also, from now on, I HIGHLY reccomend using
    Arado a lot. If you get him to 55 kills before chapter 24, and do something
    special in chapter 19 (I'll detail that later), you'll get a VERY nice mech. On
    a different note, I reccomend switching Rio and Ryoto around, so Ryoto gets the
    Gunner- his will gains aren't suited to be the dominant pilot.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 17: ESCAPE FROM TLI}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Sleigh (Calion)
    Kusuha (Grungust Type 2)
    
    ------------
    |New Allies|
    ------------
    
    Kusuha Mizuha (Grungust Type 2): Default Unit
    Ratsel Feinshmecker (Huckebein Mk III Trombe): Allied Reinforcement
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    All enemies shot down
    
    Ibis (Calion)
    Ratsel Feinshmecker (Huckebein Mk III Trombe)
    (NPC)Taussendfuseller
    
    ------------
    |Friendlies|
    ------------
    
    Taussendfuseller
    
    -------------
    |Enemy Units|
    -------------
    
    Gunsect x 12
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    All enemies downed:
    
    Huckebein Mk II M x6
    Barrelion x4
    Gunsect x4
    FV32 Schwert X x 4
    Type 71 Waldung x4
    Galgau (Vigagi)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: All enemies shot down by the end of turn three
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Yay, Kusuha! ^____^ Sleigh should use Accel and Concentrate, and Kusuha should
    change to G-Hawk mode and cast guard, and charge into the fairly pansy gunsect
    enemies. Defeating them within 3 player turns shouldn't pose too much of a
    challenge. On the second turn, Kusuha should change back to the normal Type 2,
    which has more powerful attacks. Besides, gotta love those boost knuckles. Be
    warned, however, killing off the last gunsect during an enemy phase is not
    advisable. It'll put you in a pretty bad position, as it triggers enemy
    reinforcements.
    
    Yay, Elzam! Or Ratsel, as the case may be. He should use Focus and ignore the
    annoying and bald Vigagi, instead opting to take out one of the enemies bearing
    down on the Tausendfuseler. Ibis should fly as fast as possible to the east,
    and not use any SP. On the next turn, Ibis should use Faith to restore the...
    screw it, I'm getting tired of typing that out. Ibis should use faith, as that
    will bring up the pansy carrier's HP up to full. Sleigh and Kusuha can either
    fly down to help Ratsel, or stay where they are. Ratsel should continue with
    his ass kicking spree until the carrier reaches its destination- Ibis might
    need to use faith again by that time.
    
    For your troubles, you get a Generator, a solar panel, a Tesla Drive, a Hybrid
    Armor, A Rectangular Launcher, a M13 Shotgun, and a Mind Blast. That's a lot of
    stuff- and that Tesla drive is really awesome. Put it on your favorite ground
    based unit ASAP (excluding the alt- it has no problems crossing bodies of water
    and does best on the ground.)
    
    *******************************************************************************
    
    Episode 17 Intermission:
    
    Again, you only have a few units to work with here. Upgrade as you wish. If you
    want to have any hope of winning an optional duel in the next mission, then you
    should equip Calion with all of your accuracy and mobility enhancing parts (if
    you were crazy enough to defeat the inspectors, the custom CPU and Steel soul
    items are very helpful.)
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 18: RIP THROUGH THE NIGHT}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Ibis (Calion)
    
    ------------
    |New Allies|
    ------------
    
    Masaki Andoh (Cybuster): Allied reinforcement
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Ibis shot down/Sleigh shot down
    
    Huckebein Mk III Trombe (Ratsel)
    Grungust Type 2 (Kusuha)
    
    10(?) enemies remain
    
    Cybuster (Masaki Andoh)
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Calion (Sleigh)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Ibis shot down/Sleigh shot down
    
    Guarlion x9
    FV32 Schwart X x9
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available after Ratsel and Kusuha arrive: Map finished within 4 turns after the
    Inspectors arrive
    
    ----------------
    |Stage Strategy|
    ----------------
    
    As I said before, if you want to have any hope of winning this duel, you need
    to equip Calion with all of your accuracy and evade enhancing parts. A little
    luck is also necessary. If you say screw it and don't give two hoots about the
    extra Tesla drive you get from downing Sleigh, then just suicide into her. If
    you want to try, use alert, then attack and hope for the best. If you prepared
    for this (IE, putting your Steel Soul, Hero's Mark, and Custom CPU on Ibis's
    calion), you might have a chance. Otherwise... good luck. The real fight begins
    against some inspector units after either of the two combatants get shot down.
    There's a timelimit, however, so work fast if you want to win.
    
    Anyway, once the inspectors show up, you have four turns to get the battle
    mastery. Have Ratsel head west to deal with the enemies there, and Kushua
    should head southeast with guard cast- and maybe strike, too. Proceed to smash
    things. After about 10 enemies remain, Masaki shows up to lend a hand. With his
    help, you should be able to get the BM point without too much trouble. When
    you're done, enjoy the unveiling of the Astelion!
    
    *******************************************************************************
    
    Episode 18 Intermission:
    
    Everyone's back together again, though you have the Cybuster to tinker around
    with now. Do your usual upgrades and whatnot, put Katina in a different mech
    (Arado's in the R-Blade for the time being.), and do whatever. If you defeated
    the Inspectors, don't forget about the stuff you got from that.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 19: THE SHADOW APPEARS}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Arado (R-Blade)
    Lamia
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Three turns from Arado reaching Seolla
    
    Hagane
    Shirogane
    Hiryu Custom
    Excellen
    Kyosuke
    up to 11 other units
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Gespenst Mk II M x6
    Wildfalken (Seolla)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Arado reaches Seolla:
    
    R-Eins x10
    Gespenst Mk II M x12
    Rathgrith (Axel Almer)
    
    Three turns pass:
    
    Zweizergain (Vindel Mauser)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    Zweizergain arrives:
    
    Seolla and Axel retreat
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from when allied reinforcements appear: All enemies defeated except
    Zweizergain
    
    ----------------
    |Stage Strategy|
    ----------------
    
    I rather like this stage. Anyway, if you're gunning for the WildWurger L, then
    Arado has to take out 5 gespensts before Seolla moves next to him or he moves
    next to Seolla. To that end, Arado should advance as far to the north as he can
    while Lamia follows. The enemy won't attack her unless Arado is out of range.
    Arado should use Focus when the enemies get in range. When your Gespy mauling
    spree is over, move next to Seolla to trigger the next part of the stage.
    
    Eek. R-Eins, Gespies, and Rathgriths, oh my! Lamia should use Focus and Guard,
    and dive into the mob. Also, there's another special thing you need to do if
    you want one of Lamia's secret mechs later. If this is your first playthrough
    or you're gunning for the Ashsaber over the Vaisaga, Lamia needs to have two
    battle encounters with Axel. If you're going for the Vai, only have one. After
    3 turns pass, reinforcements arrive and your foes get out of their defensive
    posture. Something large and unfriendly also arrives- the Zweizergain, piloted
    by Vindel Mauser. Don't attack it, it'll retreat once you've downed all of the
    Shadow Mirror flunkies. The Battle Mastery is practically a gimme, here. The
    general strategy is to split into three groups- one for each battleship- and
    take down your foes systematically. Use SCs as needed.
    
    *******************************************************************************
    
    SECOND ROUTE SPLIT
    
    Time for another split. You can either stay at Aviano and retake Riksent, or
    head for Izu. Which route you take depends on which secrets you're gunning for,
    really. If you're focused on the Wurger L, take the Aviano route. If you're
    aiming for one of Lamia's secret mechs, set sail for Izu.
    
    AVIANO
    
    Hagane (Daitetsu and Tetsuya)
    R-1 (Ryusei)
    R-2 (Rai)
    Huckebein Mk II M (Latooni)
    Huckebein (Leona)
    Grungust (Irm)
    R-Blade (Arado)
    Schutzwald (Radha)
    Gespenst Mk II R (Viletta)
    Astelion (Ibis)
    Gespenst Mk II M (Kai)
    Guarlion Custom
    
    IZU
    
    Hiryu Custom (Lefina and Sean)
    Alteisen (Kyosuke)
    Weissritter (Excellen)
    Huckebein Mk II (Bullet)
    Angelg (Lamia)
    Giganscudo Duro (Tasuku)
    Huckebein Mk III L (Ryoto)
    AM Gunner (Rio)
    Gespenst Mk II M (Katina)
    Gespenst Mk II M (Russel)
    Grungust Type 2 (Kusuha)
    Cybuster (Masaki)
    Valsione (Lune)
    FV32 Schwert X
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 20 AVIANO ROUTE: MY FAIR LIONS}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hagane
    Up to seven other units
    
    ------------
    |New Allies|
    ------------
    
    Shine Hausen (Fairlion G): Allied reinforcement
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    R-1 (Ryusei)
    R-2 Powered (Rai)
    Fairlion S (Latooni)
    Fairlion G (Shine Hausen)
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Randgrith x10
    Barrelion x3
    Rhinocerous x2
    Flygia x4
    Sorpresa x3
    R-Eins (Yuuki)
    R-Eins (Carla)
    Rhinocerous (Archibald)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Winning Condition met:
    
    R-Eins M x6
    Barrelion x2
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: Winning condition met within 4 turns
    ----------------
    |Stage Strategy|
    ----------------
    
    Strange mission. o.o;; Anyway, advance your units west as quickly as possible.
    Your priority is to deal with the Randgriths in the city- without entering.
    It's easier than it sounds, really, but you only have five turns (or four, if
    you want the BM.) Ignore the rhino to the south for now, and focus on your
    targets. Don't be afraid to bash through any units that get in your way, of
    course, but don't waste any time. Once you smash them all, some reinforcements
    on both sides show up-behold the fairlions!
    
    Now, your overall goal now is to smash the grunts then go after archibald. It's
    fairly simple from here- put Shine and Latooni next to eachother to become
    nigh unhittable. Once only the Rhinos, Yuuki, Carla, and Archibald remain, go
    after his Rhinocerous. He'll retreat when his HP dips below the 22000 mark. For
    your troubles, you get an Emblem, a boosted Rifle, adn 20000 bucks. W00t.
    
    *******************************************************************************
    
    Aviano Route Episode 20 Intermission: Do your usual stuff, yada yada, if you
    want to win another duel, equip Astelion with stuff, upgrade Fairlions, etc.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 20 IZU ROUTE: ROAR! COLOSSAL BLADE}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hiryu Custom
    Kyosuke
    Excellen
    Up to 10 other units
    
    ------------
    |New Allies|
    ------------
    
    Sanger Zonvolt (Grungust Type 3):Allied reinforcement
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Grungust Type 3 (Sanger Zonvolt)
    Huckebein Mk III Trombe (Ratsel)
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Gespenst Mk II M x16
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Winning Condition met:
    
    Thrudgelmir (Wodan Ymir)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: Winning condition met within 4 turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    More gespenst trashing action! I was playing Alpha Gaiden recently, and I was
    silly enough to think that the single Gespenst you receive was a breath of
    fresh air when compared to all of the useless Gundam grunt units you received.
    Ah well. Anyway, the enemy is fairly spread out in this stage, and somewhat
    far away, so don't be shy about using acellerate. You can use as much SP as you
    need to, though if you want to be badass later on, save as much as you can. The
    W series pilots can put up a decent fight, but you shouldn't have a lot of
    trouble with them. Note that the R-Blade went to Aviano, and Katina and Russel
    are still stuck with Gespensts. Grargh. Also note that Kyosuke and Excellen
    start out to the south, and thus should handle all the group of four near them.
    Not that I REALLY had to tell you that... >_>
    
    After you've reduced your foes to piles of scrap, Wodan and his uncomfortably
    large sword show up. Contrary to what your first reaction might be, don't fight
    him right off the bat- he'll just regenerate the damage done after 3 turns from
    now. Instead, use Kyosuke, whom he focuses on exclusively, to lure him towards
    the rest of your forces as they get in position. After the turns expire,
    Kyosuke makes a daring gamble and reduces the Thrudgelmir's ability to heal the
    damage done to it by a goodly margin, though he takes some damage in the rather
    flashy process. Somehow, Wodan still lives, and is about to give the man in red
    a piece of his mind...
    
    CHEEEESTOOOOH!
    
    The real McCoy shows up with his own Colossal Blade and smacks Wodan a good one
    and gives the masked man a good shock. Ratsel is also on the scene. Time to
    throw down- or not. If you want to fight, then be sure to utilize supports to
    their fullest, as well as cover and defensive SCs. You might be a bit low on
    will, though- sixteen enemies isn't an AWFUL lot to work with. Alternatively,
    you can ignore Wodan entirely for a goodly amount of turns and he'll saunter
    off on his own. If you choose to fight, he retreats when he drops below 60000
    HP. As I haev oft related, I had no idea that he retreated on his own on my
    first playthrough, and went through a hell of a time trying to smack him down-
    it's tough, and you don't get anything but self satisfaction. Either way, the
    Germanic Duo head off on their own to attend to various behind the scenes hush
    hush undercover stuffs. Or maybe they just head back to the Loveshack.
    
    *******************************************************************************
    
    Izu Episode 20 intermission: Note that Bullet, Kusuha, Ryoto and Rio are on
    their own for the first few turns of the next mission, so you might want to
    upgrade/equip the Gunner accordingly. Strangely enough, Bullet and Kusuha will
    be riding a (very shortlived) Grungust Type 3, so there's not much you can do
    about them. The terrain will be rather rough, so distribute Dustproof and Tesla
    Drive parts to compensate.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 21 AVIANO ROUTE: THE COMET COMETH}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Lee (Shirogane)
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Turn 3
    
    Astelion (Ibis)
    
    Astelion reduced to critical HP
    
    Hagane
    Up to 10 other units
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Rhinoceros x2
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Turn 3
    
    Sorpresa x2
    Flygia x2
    Gespenst Mk II M x6
    R-Eins x5
    Randgrith x6
    Rathgrith (Echidna)
    Calion (Sleigh)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    Turn 3:
    
    Shirogane retreats
    
    Ibis in critical:
    
    Sleigh retreats
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: Map Cleared within 8 turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    You've gotta rush through things here. Lee should advance to the south as fast
    as he can to trigger the next part, where Ibis shows up and duels with Sleigh
    some more- there's no point to winning this one, so just let her get her ass
    kicked to trigger allied reinforcements. Now, you gotta smash enough stuff to
    get some vestige of will, then go after Echidna's Rathgrith. After you do a
    significant amount of damage to her, everyone else retreats. x.x
    
    *******************************************************************************
    
    Aviano Route Episode 21 Intermission:
    
    Do your usual, and note that the next mission is ideal for Arado to get in some
    kills in for the Wurger L, if you're interested.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 21 IZU ROUTE: DRAGON AND TIGER, AWAKEN}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Bullet and Kusuha (Grungust Type 3)
    Ryoto and Rio (Huckebein Gunner)
    Taussenfueseller (EFA)
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Hiryu Custom
    Up to 10 other units
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Lion Vx6
    Guarlion x4
    R Eins (Archibald)
    R Eins (Yuuki)
    R Eins (Carla)
    
    Einst Gemuet x 10
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Winning Condition met:
    
    Lichkeit (Alfimi)
    
    Five turns later:
    Einst Knochen x6
    Einst Gemuet x5
    Einst Glied x5
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: A unit moves next to Taussendfueseller within 4 
    turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Funky stage- the NDC are more interested in blowing up those Einsts than in you
    and your mechs. Use this to your advantage and blitz the four Guarlions that're
    chilling by the transport. The Gemuets are new- for Einsts, they're big and
    tough. They also have HP regen, so you've gotta give them your full attention
    if you want to take them down- keep this in mind once the win condition is met.
    Speaking of which, when you do, Alfimi shows up and consequently... does...
    nothing? Ooookaay. Well, after the condition is won, start turning your efforts
    on the Einsts. With the DC's help, they should fall fairly quickly. Five turns
    later, Alfimi gets bored of just hanging out and screws with the Type 3's TLink
    system, and does a royal number on it. However, the Mechanoid is SO not having
    dat shyyt go down, wakes up, and fuses with the Type 3 to form Ryukooh. After
    a brutal smackdown from the new dragon-mech, Alfimi takes another beating from
    Koryuoh and buggers off- not without leaving a few more playmates for the
    Mechanoid, however. The NDC trio also take their leave as well, and the Hiryu
    squad shows up. The rest is just cleanup work- with the Gunner and Ryukooh on
    the scene, you shouldn't even need reinforcements. For your complete lack of
    effort, you receive a biosensor, an emblem, a boosted rifle, and a cool $20000.
    
    *******************************************************************************
    
    Episode 21 Izu route intermission: The most important thing to note is that the
    Ryukooh is now available, and that the Grungust Type 2 and Huckebein Mk II are
    up for grabs- Russel and Katina can quite benefit from this, if you so choose
    to put them in the machines.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 22 AVIANO ROUTE: SHRIKE AND FALCON}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Arado (Lion F)
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Seolla attacked twice:
    
    Ryusei
    Shine
    Latooni
    Ibis
    Rai
    Hagane
    up to 6 other units
    
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Wildfalken (Seolla)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Seolla attacked twice:
    
    Barrelion x 4
    Guarlion x 4
    Sorpresa x 5
    Randgrith x 5
    R-Eins (Archibald)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: Map finished within 5 turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Arado should use Strike and Alert, then charge forward. Next turn, he should do
    the same and attack with his railgun. After that, Arado finally gets his new
    mech: the Wildwurger. Anyway, start trashing things, while taking a few shots
    at Seolla and Archibald. Try to have Arado focus on getting some kill points in
    this mission, at least if you want the Wurger L. Make sure you don't shoot down
    Seolla. Conversely, Archibald pops an item if you get him before he retreats,
    so aim for that. Anyway, this won't take long, even if you aren't aiming for
    the BM.
    
    *******************************************************************************
    
    Aviano Route Episode 22 Intermission:
    
    Upgrade the Wurgy, and put Kai in the R-Blade. Not much else to say.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 22 IZU ROUTE: SHOOT THROUGH}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hiryu Custmo
    Kyosuke
    Excellen
    Lamia
    Up to 8 other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Gespenst Mk II M x 18
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Winning Condition met:
    
    12 enemies remain:
    
    Sorpresa x8
    
    17 enemies remain:
    
    R-Eins x9
    
    17 enemies remain:
    
    Randgrith x9
    Rathgrith (Echidna)
    
    1 turn after Echidna appears:
    
    Soulgain (Axel)
    
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: Map finished within 10 turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    This is one massive fragdown. Send a goodly number of units down to deal with
    the gespies, but send another good amount northwest to intercept the incoming
    reinforcements. If you really want to be on the ball, send a few units to the
    northeast to await the third wave, but it's not really necessary. Once you down
    about six units, some Sorpresas show up to the northwest. They're nothing new-
    hard to hit, but go down easily. Use strike and focus as needed, but go easy on
    the SP- you'll need it later. After you down more, some R-Eins make mosey on
    over from the northeast. They're durable, but easy enough to take down under
    concentrated fire. After even more enemies go down, Echidna and a cadre of
    Randgriths appear to the south of your starting position, and have an unhealthy
    tendancy to concentrate all fire on the Hiryu. Either defend, or avoid this
    entirely by moving the ship to support the Sorpresa smiting group beforehand.
    
    The Randgriths are fairly tough and powerful. If you want to get this over with
    quickly, gun for Echidna right off the bat. Once she goes retreats (around the
    15000 mark. If you shoot her down, you'll get a Biosensor), so do the rest.
    However, it's likely that before you get the chance to send her packing, Axel
    will show up the turn after Echidna does (perhaps taking a thinly veiled shot
    at Kyosuke's sexuality in the process? D:) on the west side of the southern
    bridge. You'll have to deal with it eventually, but continue with the grunt
    trashing. When you're ready (probably when Echidna retreats), lure him with
    Kyosuke to an area where all of your troops can take a shot at him. He has HP
    regen, so do it all in one turn. Fortunately, you only have to get him down to
    about 85000 HP for him to retreat. This shouldn't be difficult, because some of
    your pilots should be learning Valor by now, which does double damage for one
    attack. Anyway, when Axel buggers off, the stage ends- well, not before Axel
    gives Kyosuke a taste of Soulgain's Kirin attack. Ouch.
    
    *******************************************************************************
    
    Episode 22 Izu intermission: You probably have a lot of cash, thanks to all of
    the foes you trashed. Use it well. Also, be sure to equip your Water Jets and
    Tesla drives to units that can't fly or function well in water.
    
    *******************************************************************************
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 23 AVIANO ROUTE: CONTROLLED CHILDREN}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hagane
    Arado
    Latooni
    Up to nine other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Rhinoceros x2
    Guarlion x4
    Barrelion x8
    Randgrith x 8
    Type 71 Waldung x6
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    15 enemies destroyed:
    
    Flygia x4
    Barrelion x4
    Randgrith x4
    Guarlion x2
    
    All enemies downed:
    
    Rapiecage (Ouka)
    
    Rapiecage's HP reduced below 85000:
    
    Bergelmir (Thurisuz Egret)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    Rapiecage's HP reduced below 85000:
    Ouka retreats
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from the beginning: More than 15 enemies defeated by the start of
    turn 4.
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Nice, simple stage. At least at first. Anyway, charge in with your units, but
    go easy on the SP consumption, as you'll need it later. Of course, if you've
    been diligent and some of your units have SP Regen, then by all means, blow it
    as you see fit. There's nothing really remarkable about the first part of this
    stage. The first set of enemy reinforcements aren't anything to write home
    about, either.  Just smash, and before you destroy the last few units, wait a
    few turns for SP regen to kick in, and resupply.
    
    ...enter Rapiecage. What a pain... remember in OG1 where you had to deal with
    that stupid GEIM system, and it gave the enemy Auto Alert and Strike? It's back
    again. With a vengeance. Fortunately for you, it's not insurmountable. First,
    waste a weak attack with an Alert'd character, then continue to cast Alert and
    Strike to bring her down. Valor helps too, if you have it. Ibis should have
    strike cast, and be support attacking at every opprotunity. To a lesser extent,
    so should the Hagane. She'll retreat when her HP dips below 85000.
    
    Ayagh! Another unit with over 100000 HP and the GEIM system! Use the same
    tactics as you did with Ouka, and pray. Once you take him down below 85000 HP,
    he'll give you a terrifying example of the regenerative powers of the Machine
    Cell and take off. For your tribulations, you recieve a Generator, an Apogee
    Motor, a Mega Booster, and an Armor Breaker (score!)
    
    *******************************************************************************
    
    Episode 23 Intermission: Everyone's back together again! What's more, Bullet
    and Kusuha have a new mech- tweak it and whatnot, along with everyone else, and
    move on. Also, feel free to start reassigning pilots to new mechs, as several
    are open now.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 23 IZU ROUTE: ANOTHER SHADOW}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Ratsel (Huckebein Mk III Trombe)
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Hiryu Custom
    
    ------------
    |Friendlies|
    ------------
    
    None.
    
    -------------
    |Enemy Units|
    -------------
    
    Megillot x7
    Lion V x 8
    Killer Whale x2
    Silbelwind (Aguija)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Winning Condition met:
    
    8(?) Units shot down:
    Guarlion x10
    
    8 more (?) units shot down:
    
    Lion V x5
    Sorpresa x5
    BarrelionVx5
    Guarlionx5
    Gespenst MkIIMx5
    Killer Whale x2
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    eight (?) more units shot down: All enemies but Silbelwind destroyed, Ratsel
    retreats
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from second set of enemy reinforcements: Silbelwind destroyed
    
    ----------------
    |Stage Strategy|
    ----------------
    
    The first part of this stage could be alternately entitled Ratsel gets 16 free
    kills. Have him use Focus and charge into the fray. Use Accel if you want to
    hurry things along and make sure all of the enemies can attack you. After you
    down a good amount of units, some Guarlions show up. Depending on how much you
    beefed up the Trombe back after episode 17, this may still be the first enemy
    phase. If not, use focus once more and continue the trashing. After about eight
    more foes are downed, something a bit unfortunate happens as the Huckebein's
    control mechanisms start to malfunction (understandable, given how much Ratsel
    has been running around and blowing things up) and Aguija cripples him. However
    the rest of the enemies spontaneously combust. This could be the work of but
    only one man!
    
    After Shu Shirakawa lays down the law, phyiscall and verbally, to Aguija, the
    rest of your merry band show up- Masaki and Lune in the lead, naturally. After
    the usual exchange, Shu and Ratsel head back to the Kurogane while Aguija sees
    fit to deploy the rest of her forces. What you see is what you get- just a lot
    of enemies over the ocean. And they love to line up in perfect position for you
    to hit with chain attacks. As you blast through the foes to gain morale, be
    careful that Aguija doesn't pick off any of your weaker units. For the battle
    mastery point, shoot her down. To do so, bring her down to about 20000 HP, then
    smack her with your most powerful attack (Rampage Ghost or Cosmo Nova would be
    the most likely candidates) with Valor- if you want to play it safe, support it
    with the Hiryu's Gravity Cannon or Cross Smasher. When you do, the map ends.
    
    For your trouble, you receive a generator, an apogee motor, a mega booster, and
    an Armor Breaker (liek teh hawtness).
    
    *******************************************************************************
    
    Episode 23 Intermission: Everyone's back together again! There are also a few
    new mechs to play around with, such as the fairlions. Play around with them and
    reassign any pilots you think you might need to and move on. You might want to
    equip Excellen with some mobility enhancing parts, since she's going solo for a
    while in the next mission.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 24: UNINVITED GUESTS}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Weissritter (Excellen)
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Turn 5
    
    Astelion (Ibis)
    Valsione (Lune)
    Cybuster (Masaki)
    Angelg (Lamia)
    
    Turn 6
    
    Alteisen (Kyosuke)
    
    ------------
    |Friendlies|
    ------------
    
    None
    
    -------------
    |Enemy Units|
    -------------
    
    Einst Knochen x1
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    All enemies downed
    
    Einst Knochen x4
    
    All enemies downed
    
    Einst Glied x4
    
    All enemies downed
    
    Einst Gemuet x3
    
    Turn after player reinforcements show up
    
    Einsteisen x6
    
    Lichkeit (Alfimi)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from Lichkeit's arrival: All enemies defeated by the end of turn 7
    except for Lichkeit
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Tchah! Just when things were getting kinda sorta normal again. For the first
    few turns, Excellen is on her own. Use Focus, blast the Knochen with E-mode,
    and move to the southern center of the peninsula you're on. Once the Knochen
    meets its end, more of them show up. Deal with them in a similar manner. Once
    they're gone, Glieds make an appearance. Move north to dispatch them. After a
    turn or two passes, the suit of armor Gemuets appear in a trio- these guys will
    be new to you if you took the Aviano route. They're tough, but fairly lousy at
    hitting you. On turn five, the cavalry will arrive. Continue the bashing. On
    turn six, the most bizzarre incarnation of Einst yet arrives- the Einsteisen.
    Fortunately, so does Kyosuke, riding in the real thing. Alfimi also shows up to
    make your life miserable. Things get tough, now, at least if you want the BM.
    Basically, kill as many of the weaker Einst as possible with Cybuster or
    Valsione, then use its MAP attack on the grouped Einsts. Alfimi will leave on
    her own after a few turns, so don't feel like you have to throw down with her.
    
    *******************************************************************************
    
    Episode 24 Intermission:
    
    You've got a bit of extra cash from the Einsts last mission- continue your
    upgrades and whatnot. Also, if you have repair and supply modules on a unit in
    the last mission, put it on another unit so you can use it- you'll quite need
    the thing next mission.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 25: UNINVITED GUESTS 2}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hagane
    Hiryu Custom
    R-1 (Ryusei)
    R-2 (Rai)
    R-3 (Aya Kobayashi)
    Huckebein Boxer (Ryoto)
    Ryukooh/Koryuooh (Bullet/Kusuha)
    Up to 10 other units
    
    ------------
    |New Allies|
    ------------
    
    Aya Kobayashi (R-3 powered): Default unit
    Mai Kobayashi (R-Gun powered): Allied reinforcement
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Einst Reggiseur takes approximately 70000 damage once more: 
    
    R-Gun Powered (Mai Kobayashi)
    
    ------------
    |Friendlies|
    ------------
    
    None
    
    -------------
    |Enemy Units|
    -------------
    
    Einsteisen x 13
    Einst Knochen x5
    Einst Glied x5
    Einst Gemuet x5
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Enough enemies shot down:
    
    Einst Knochen X6
    Eisnt Glied X6
    
    Enough enemies shot down:
    
    Einst Knochen x6
    Einst Glied x6
    
    Enough enemies shot down:
    
    Einst Gemuet x3
    Einsteisen x3
    
    All enemies shot down:
    
    Einst Reggiseur
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: Map finished within 9 turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    ...X_X Man oh man, this is a doozy. It's not too difficult, but there are so
    many enemies, and you're a bit short handed. Have Ryukooh change to Koryuoh and
    charge into the mass of Einsteisens in the south. A bit of support doesn't hurt
    but he can take care of them on his own without too much trouble. The rest of
    your units should head to the north and start blasting Einsts left and right.
    Also, admire your new Huckey boxer- I reccomend putting Tasuku in it once this
    mission's done with, and someone tanky like Kai in the GanDuro. Anyway, Einst
    reinforcements will constantly pour in as you blast them. Note that this is an
    excellent mission to get Arado's kill count up.
    
    Once all of the grunt
    Einsts have been wiped off the face of the earth, the big daddy comes to play-
    Einst Reggiseur.
    
    This guy is a real pain. Basically, blast him with everything you have, then
    the SRX forms. Keep blasting. At least there's no bloody GEIM system to contend
    with this time. x.x; You don't have to shoot him down, fortunately, you just
    have to get him low enough to trigger the SRX's appearance, and then the mighty
    HTB cannon. For beating the Reggiseur's face in, you get a Hybrid Armor, a
    Multi-Sensor, an AB Field, a Mega Beam Cannon, a Rectangular Launcher, an
    Energy Taker +, an Energy Drain +, and 80000 bucks. Whoah.
    
    *******************************************************************************
    
    Episode 25 Intermission:
    
    Whoah. That's... a lot of cash. A LOT of cash. Anyway, do your usual rounds,
    and be sure to take a look at the SRX. It's a very handy unit, and you should
    max its EN at the earliest possibility. Same with the R-Gun powered.
    
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 26: BROKEN DOLLS}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hagane
    Hiryu Custom
    Kyosuke
    Excellen
    Lamia
    Up to 13 other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None
    
    -------------
    |Enemy Units|
    -------------
    
    Randgrith x8
    Gespenst mkII M x8
    R-Eins M x8
    Thrudgelmir (Wodan)
    Rathgrith (Echidna)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    None
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: All enemies shot down by the beginning of turn 4
    except for Thrudgelmir and and Rathgrith
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Naturally, Lamia won't be able to participate in this mission. Anyway, it's no
    where near as bad as it looks- just ignore Thrudgelmir and start trashing the
    grunts. You don't have much time, but there aren't many enemies, either, at
    least for the battle mastery. Feel free to form SRX- it's a good way for all of
    the pilots involved to get exp and PP. Valsione, Cybuster, Gan-Duro, and to a
    lesser extent, Ryukooh all have effective MAP attacks, so be sure to use those
    when you get the chance.
    
    *******************************************************************************
    
    Episode 26 Intermission:
    
    Nothing to note here, really. Just do your upgrades and whatnot.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 27: SCARLET ILLUSION}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Mai (Huckebein Mk II M OR Wildwurger L if requirements are met)
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    5 enemies shot down/ beginning of turn 4:
    
    R-1 (Ryusei)
    R-3 Powered (Aya)
    Fairlion S (Latooni) 
    Wildwurger (Arado)
    
    4 enemies remain:
    
    R-Gun Powered (Viletta)
    R-2 Powered (Rai)
    
    9 enemies shot down:
    
    Hagane
    Hiryu Custom
    Up to 9 other units
    
    ------------
    |Friendlies|
    ------------
    
    None
    
    -------------
    |Enemy Units|
    -------------
    
    Guarlion x9
    Killer Whale x1
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    5 enemy units destroyed/ beginning of turn 4
    
    Rapiecage (Ouka)
    
    9 enemies shot down:
    
    Guarlion X8
    Barrelion x8
    Wildfalken (Seolla)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: 
    
    ----------------
    |Stage Strategy|
    ----------------
    
    If you got the Wurger L, congratulations! But you're not out of the woods yet.
    To keep it, Mai needs down 5 enemies before allied reinforcements show up. It
    isn't too difficult to do, if you use Focus and charge ahead. Even if you don't
    have the luxury of the Wurger L, the same strategy applies. After your foes are
    downed or a few turns pass, Ryusei shows up to help, along with Aya, Latooni,
    and Arado. Unfortunately, Aya and Mai are rendered immobile. Destroy some more
    units, and Viletta and Rai appear on the scene, and the SRX forms. Now, you
    have to destroy 9 units within 2 turns, so work fast if you want the Battle
    Mastery. Once you've met it (within the time limit or not), reinforcements from
    your two battleships appear.
    
    Now just trash the remaining enemies, and whittle down Seolla. She'll retreat
    without too much bother. Ouka's quite a bit tougher, but she isn't using the
    GEIM system this time (at least if you took the Aviano route.), so just use
    strike and alert and whack away. The HTB cannon is incredibly powerful, so use
    it as much as you like. For your troubles, you get a repair kit, a repair kit
    DX, an SP Drink, and if you met the requirements, the Wildwurger L!
    
    *******************************************************************************
    
    Episode 27 Intermission:
    
    Not much to say. Just do what you usually do, and maybe reassign Viletta and
    Mai. Also, this is somewhat important- if you have the Wurger L, put Leona in
    it (unless you've been neglecting her. You sillyhead.). Also, equip Rai's R-2
    with an Armor breaker. He'll learn Fury soon, which makes the duo quite useful
    for weakening bosses. If the Wurger isn't in your posession, then equip an
    Armor Breaker on whatever mech Leona's in.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 28: EXILED FROM PARADISE}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Lamia (Angelg/Ashsaber/Vaisaga)
    
    ------------
    |New Allies|
    ------------
    
    Sanger Zonvolt (if Izu route not taken, Grungust Type 3): Allied reinforcement
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Beginning of Turn 3:
    
    Gespenst (Gilliam)
    Huckebein Mk III Trombe (Ratsel)
    Grungust Type 3 (Sanger) 
    
    Three turns after enemy reinforcements:
    
    Hagane
    Hiryu Custom
    Alteisen (kyosuke)
    Up to 13 other units
    
    ------------
    |Friendlies|
    ------------
    
    None
    
    -------------
    |Enemy Units|
    -------------
    
    Gespenst Mk II M x6
    R-Eins x 5
    Flygia x5
    Shirogane (Lee)
    Soulgain (Axel)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    15 enemies shot down:
    
    R-Eins x18
    
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    15 enemies shot down:
    
    Shirogane retreats.
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: 
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Lamia's back! And maybe even in a new unit. Either way, your priority here is
    to survive Axel's onslaught. The various gespies and other units don't seem to
    like attacking, so just ignore them, and head north to reap the terrain bonuses
    the bases offer (if in Angelg or Vaisaga, you'll need to land first). Lamia
    should use alert (or guard, if she's not at a high enough level) each turn to
    avoid getting toasted by Axel. When turn three rolls around, the cavalry shows
    up in the form of the Agressors.
    
    Gilliam and Ratsel should charge ahead, but be careful with Sanger. He can most
    definitely take care of himself, but after a few turns, Axel will run around
    and try to blast him, which can be quite irritating. Anyway, once the BM point
    is earned, or 15 enemies are shot down regardless of the time limit, a whole
    mess of R-Eins appear, and the Shirogane retreats. Your goal now is to hold out
    until your own reinforcements arrive. Don't take out any of the R-Eins! You'll
    need those for allied will gains in a turn or two.
    
    Once the Hagane and Hiryu arrive, begin your R-Eins smashing, but save a wee
    bit of SP to take down Axel later on. Speaking of which, Axel will now almost
    exclusively go after Kyosuke. After you clean house, start pounding on Axel.
    First off, you should hit him with a Fury'd Armor Breaker (or Stun Shot if you
    have the Wurger, then use Rai's armor breaker. Decombine SRX if needed) to 
    weaken his defense. Then start smacking him with everything you have. By now,
    a good number of your units probably have Valor. Be sure to use it to increase
    damage output dramatically. After his HP dips below the 65000/60000 mark, he'll
    take off.
    
    *******************************************************************************
    
    Episode 28 Intermission:
    
    I sincerely reccomend upgrading Sanger's Grungust type 3 as much as you can,
    and equip it with some mobility or armor increasing parts (if you have it, the
    Steel Soul works wonders for both purposes). If by chance Sanger reached over
    100 PP in the last mission, then buy him SP regen. Aside from that, move on. If
    you took my advice, you probably spent most of your cash already.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 29: LIKE A SHOOTING STAR}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    R-3 (Aya)
    Valsione (Lune)
    Cybuster (Masaki)
    Astelion (Ibis)
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    One Barrelion destroyed
    
    Calion (Sleigh)
    
    Ibis/Masaki reach destination
    
    Hagane
    Hiryu Custom
    Up to 14 other units
    
    ------------
    |Friendlies|
    ------------
    
    None
    
    -------------
    |Enemy Units|
    -------------
    
    FV32 Schwert X x6
    Guarlion x3
    Barrelion x 6
    Huckebein Mk II M x9
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Hagane/Hiryu gets close to destination:
    
    Lion F x10
    Megillot Custom x10
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    Player reinforcements arrive:
    
    Sleigh retreats
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: Winning condition met within 4 turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    The battle mastery here isn't all that difficult, fortunately. Neither is the
    mission, but Aya and Ibis can be a bit vulnerable. To speed things along, Masa
    should change to Cybird mode, while everyone else follows. Ibis should most
    definitely use Focus, as well as Aya. When you near your goal, the key is to
    attack the barrelions that are isolated on the east and west- they don't get
    support defends from their annoying allies. After you destroy a barrelion and
    clear the path, Sleigh shows up to give you a hand and Masa, Kuro, and Shiro
    ram the fourth wall at super sonic speed. You actually have a bit of control
    over sleigh when she fights, you can choose to evade, etc. Still, it's likely
    you won't even get the chance. She retreats when the Hagane and Hiryu show up
    with your real reinforcements. Once the battleships near the target, a few
    (strangely pansy) reinforcements show up. Mop them up. To end the mission, you
    can either have the battleships reach the destination or just destroy all of
    the enemies, which is more profitable. Strangely, the Lion F's are almost as
    durable as Guarlions. O_o;;
    
    Sleigh's Calion- three times faster 'cause it's red! Long live Sleigh Aznable!
    
    *******************************************************************************
    
    Episode 29 Intermission:
    
    See why I told you to upgrade the Type 3 last time? They aren't available now.
    Anyway, do your usual rounds and whatnot.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 30: DYGENGUARD}
    ~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Grungust Type 3 (Sanger)
    Huckebein Mk III Trombe (Ratsel)
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Dygenguard activated:
    
    Hagane
    Hiryu Custom
    
    ------------
    |Friendlies|
    ------------
    
    Thrudgelmir (Wodan)
    
    -------------
    |Enemy Units|
    -------------
    
    Barrelion x8
    Huckebein Mk II M x6
    Gunsect x4
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Ratsel reaches destination:
    
    Guarlion x6
    Megillot custom x5
    Huckebein Mk II M x6
    Galgau (Vigagi)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    Player reinforcements arrive:
    
    Wodan retreats
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: Winning condition met within 4 turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    More barrelion blockade madness! There are two ways to go about this mission.
    There's the safe way, and the fun, profitable, but rather dangerous way. The
    safe way is to have Sanger hang back and Ratsel charge. Why would this be safer
    you ask? Because later on in the mission, Vigagi gives the Type 3 a thrashing
    that leaves it immobile and quite weak, which can be bad if you're in a group
    of angry enemies. If you want to be badass, have Sanger follow Ratsel to give
    him support, and trash the enemies. Either way, when Ratsel nears his goal,
    you're in for an unpleasant surprise. These barrelions defend and get HP Regen!
    X_X The best way to handle them is to use Valor, end your turn, and evade all
    attacks until you're targeted by the northernmost or southernmost Barrelion,
    then let him have it. With any luck, you'll cripple him, and you'll be able to
    smash him next player turn and move in (thank god for natural hit and away).
    
    Now Sanger's on his own against quite a horde, including Galgau. Fortunately,
    he gets auto guard and valor, and a full restoration sequence (IE, Sanger is
    fully healed and regenerates all SP). If you hung back, just wait for a few
    turns for the next part of the mission. If you decided to charge, have at your
    foes! After a few turns, Vigagi takes advantage of the situation and disables
    the Type 3. Fortunately, Wodan appears to save Sanger's bacon. Neither of them
    are going down until they have a final duel, it seems. Ah well- whatever works.
    Sanger should cast guard, just in case. With his prevail skill, he should be
    able to survive, even in a mob of suddenly tenacious foes. Wodan actually soaks
    up most of the hits for you, and deals some major pain with his Zankantou Ichi
    Monji Giri technique. It also comes to light that units with HP Regen>>>>units
    without it. After a turn in the severely weakened Type 3, Sanger gets his new
    sword... Dygengua-eh? The weapon systems are malfunctioning?
    
    BUGGER.
    
    Well, it's better than being near death. Cast guard again, and watch in vague
    entertainment as Wodan pwns Vigagi some more. After two more turns, Wodan uses
    the thrud's massive arms to chuck Sanger the Type Three colossal blade- Now,
    Dygenguard's open for business! Time to punish Vigagi for stealing Masa's 
    thunder in fourth wall breaking. Galgau still stands after Sanger's punishing
    assault, but Ratsel reappears in his shiny new Aussenseiter, and engages in the
    most ridiculous-but-awesome combo attack ever, the Tornado Blade. Thoroughly
    chastised, Vigagi runs off while the Hagane and Hiryu arrive to drop off some
    much needed fire support. Now, this next part is important.
    
    DO NOT LET DYGENGUARD GET ANY KILLS ON THIS STAGE. The Type 3 killing stuff is
    fine, but not DGG. If you do, you miss out on two VERY nice weapons. Anyway,
    the rest of this stage should go by quite quickly- also, DGG inherits the Type
    3's upgrades. ^_~ Unfortunately, Aussenseiter doesn't get any of the Mk III's,
    but you can still use the unit after this mission, so it evens out. I wish we
    could have kept type 3, though.. I love that mech. Anyway, you'll snag an
    Enhancer, a Medal, a Dustproof, a Tesla Drive S, a Generator, a G-Wall, a
    Repair Kit, a Fuel Tank, a Cartridge, a repair kit DX,and an SP Drink for your
    troubles.
    
    *******************************************************************************
    
    Episode 30 Intermission:
    
    As you can see, you've got some new mechs to play around with- particularly
    Aussenseiter and Dygenguard. The former requires your attention more than the
    latter, as it inherited no upgrades. Also, Ratsel's old Huckey is up for grabs,
    so stick someone in that. Viletta is a good choice at the moment.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 31: OP. PLANTANEGENT 1}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Hagane
    Hiryu Custom
    Cybuster (Masaki)
    Up to 16 other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None
    
    -------------
    |Enemy Units|
    -------------
    
    Huckebein Mk II Mx5
    Randgrith x 7
    R-Eins M x 4
    Rhinocerous x3
    Megillot x4
    Killer Whale x2
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Hagane nears destination:
    
    Drukin (Sikalog)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: Map finished within 9 turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    I dislike this mission. You're under a mandatory time limit, and some of your
    enemies are incredibly resilient, like the Rhinos and Killer Whales. Use of
    Valor is highly reccomended if you need to finish off something quickly. Accel
    is also very handy. You might want to put units that can't move well in water
    into one of your battleships and unload them when you reach dry land. The two
    battleships should move ahead as quickly as possible to reach the goal. When
    the Hagane is near the target, Sikalog introduces it to his ball and chain and
    you have two inspectors to deal with. Go after Aguija- she's much easier to
    whittle down and force a retreat. Once she goes, so does Sikalog and his mutant
    frog mech. Then it's just a matter of frantically smashing things. When all of
    the enemies have been shot down, move all units onto the glowing squares. They
    will each retreat as they go. If you managed to do all this in nine turns, pat
    yourself on the back.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 32: OP. PLANTAGENET 2}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Rathgrith (Yuuki Jaegar)
    Randgrith (Carla Borgnine)
    
    ------------
    |New Allies|
    ------------
    
    Yuuki Jaegar (Rathgrith): Default Unit
    Carla Borgnine (Randgrith): Default Unit
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Turn 3:
    
    Hagane
    Hiryu Custom
    Alteisen
    Weissritter
    Valsione
    Dygenguard
    Ryukooh
    Gilliam
    Lamia
    
    ------------
    |Friendlies|
    ------------
    
    Lion V x4
    Rhinocerous (Van vat Tran)
    
    -------------
    |Enemy Units|
    -------------
    
    Barrelion x4
    Barrelion V x3
    Gespenst Mk II M x6
    R-Eins X6
    Graterkin (Mekibos)
    Galgau (Vigagi)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    All enemies but Graterkin and Galgau shot down:
    
    Ashsaber M x 11
    Shirogane (Lee)
    Ashsaber (Lemon)
    Rathgrith (Echidna)
    Thrudgelmir (Wodan)
    Soulgain (Axel)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    All enemies shot down but Graterkin and Galgau:
    
    Graterkin uses MAPW, all units weakened
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: All enemies but Galgau and Graterkin shot down by the
    start of turn 6
    
    ----------------
    |Stage Strategy|
    ----------------
    
    The beginning of this stage is pretty surreal. I mean, Yuuki, Carla, and Van...
    as allies? Omgworldimplosion. Anyway, their job is to take out or weaken the
    enemy Barrelions in the area. It isn't too difficult- if you have trouble 
    getting Carla into position, use Assail. Yay for making everything (P) for a
    turn! On turn three, allied reinforcements arrive in the form of the Hagane and
    Hiryu- better a wee bit late than never. Now, the real battle begins.
    
    To get the battle mastery, you have to rush. This is one of the many stages
    that advocates my GET SP REGEN FOR EVERYONE strategy- these grunts are insane!
    S rank on ground!? Mommy. Cast strike or focus as often as possible. Accel is a
    godsend, and if you've used Ryusei a lot, his and Gilliam's Zeal are also very
    helpful for the purposes of getting the Battle Mastery. Now, this part is very
    important. DO. NOT. FINISH OFF. THE LAST ENEMY. DURING THE ENEMY. PHASE. Even
    if it costs you the battle mastery, it's practically suicide. Heck, doing it at
    any point except the early part of your turn is suicide. Anyway, once you're
    ready for the real challenge, make sure all of your MAP attackers are ready to
    go. Then proceed.
    
    Kyah! See what I mean? The hagane is out of commission and all of your units
    have been substantially weakened. Then again, that's helpful for pilots with
    prevail, but otherwise... anyway, to win here, attack Echidna with everything
    you have- if she's surrounded by support defending Ashsabers, use Strike and
    Valored MAP attacks to clear the way. After you do signifcant damage to her,
    Tetsuya uses the Tronium Cannon quite creatively, and the mission ends. *falls
    over*
    
    *******************************************************************************
    
    Episode 32 Intermission:
    
    Take a breather, then do your usual rounds. Also, equip a water jet on Shine's
    Fairlion.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 33: NOTHING LASTS FOREVER}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Wildwurger (Arado)
    Fairlion S (Latooni)
    Fairlion G (Shine
    
    ------------
    |New Allies|
    ------------
    
    Seolla Schweizer (Wildfalken): Allied reinforcement
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    3 turns after enemy reinforcements arrive
    
    Wildfalken (Seolla)
    
    ------------
    |Friendlies|
    ------------
    
    
    -------------
    |Enemy Units|
    -------------
    
    R-Eins M x5
    Gespenst Mk II Mx6
    Wildfalken (Seolla)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Wildfalken below 30% HP
    
    R-Eins x 12
    Rapiecage (Ouka)
    Bergelmir (Thurisuz)
    Bergelmir (Anthuz)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: All enemies shot down by the start of turn 5 except
    Wildfalken
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Excellen runs off again. ~_~ This mission isn't anywhere near as bad as the
    last. Have everyone cast focus and charge forward. After a brief but satisfying
    brawl, gang up on Seolla. When she dips below the 10000 mark, Ouka, Anthuz, and
    Thurisuz show up, and everyone plops in the water, immobile. See why I asked
    you to put that Water Jet on shine's Fairlion? Now, hold out until the next set
    of events takes place, in three turns. Alert and focus are both very helpful.
    Damn underwaterness.
    
    Seolla FINALLY gets her act together and remembers Arado, the TBS is performed,
    and the Hiryu Custom arrives with reinforcements. Yayz. Still, you've got to
    contend with those annoying Machine Children. Fortunately, you have four units
    near the already weakened Thurisuz that can perform combo attacks. Get to it,
    then destroy the remaining R-Eins. For your troubles, you receive a thruster
    set, an Orichalconium, a reapir kit DX, a repair kit, an SP drink, a spirit
    taker+, a spirit drain, and an armor breaker.
    
    *******************************************************************************
    
    Episode 33 Intermission:
    
    Time for another route split! Upgrade the mechs on the route you're following
    (take a look ahead to find out), then move on.
    
    *******************************************************************************
    
    Final Route Split
    
    For first time players, I reccomend going to the moon. It's easier. Once you've
    made your decision, if Dygenguard didn't get any kills in chapter 30, you'll
    snag the Neo Chakram Caster and a G-Impact Stake. w00t.
    
    EARTH CRADLE
    
    Kurogane (Tetsuya and Eita)
    R-1
    R-2
    R-3
    R-Gun
    Gespenst Mk II R
    Rathrgrith
    Randgrith
    Wildwurger
    Wildfalken
    Huckebein Mk III Trombe/R
    
    
    IZU
    
    Hiryu Custom (Lefina and Sean)
    Alteisen (Kyosuke)
    Weissritter (Excellen)
    Ryukooh (Bullet/Kusuha)
    Angelg (Lamia)
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 34 EARTH CRADLE ROUTE: THROUGH THE SAND}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Kurogane
    Yuuki
    Carla
    up to 14 other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None
    
    -------------
    |Enemy Units|
    -------------
    
    Einst Gemuet x3
    Einst Glied x3
    Einst Knochen x3
    Randgrith x4
    Flygia x3
    Barrelion x6
    Rhinocerous x1
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Kurogane nears target:
    
    Einst Gemuet x4
    Einsteisen x8
    
    More enemies destroyed:
    
    Einst Gemuet x6
    Einst Glied x3
    Einsteisen x6
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: Winning condition met within six turns
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Total free for all describes this mission fairly well. >_> The Einsts and Earth
    Cradle forces will take potshots at eachother, and you when they get the chance
    to do so. Basically, charge, and don't be stingy with the SP- there's no big
    boss in this stage. If Eita is at a high enough level, he has accel- that'll be
    a big help to your cause. Anyway, as you trash stuff and the Kurogane nears the
    goal, a whole load of einsts show up to stall it. MAP attacks aren't nearly as
    effective as they should be- mainly because Kurogane's likely to be hit as well
    as the enemies, with the severe lack of Cybuster and Valsione to help you out.
    Ah well. Focus on the Gemuets near the Kurogane. After you shoot down some more
    enemies, even more Einsts appear to block your path. Use MAP and chain attacks
    to great effect. You'll get through without too much trouble.
    
    *******************************************************************************
    
    Episode 34 Earth Cradle route intermission:
    
    That last scrap probably left you with quite a bit of cash. Use it as you see
    fit, then move on.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 35 EARTH CRADLE ROUTE: THE GATE OF MAGUS}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Kurogane
    Sanger
    Ratsel
    up to 14 other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None
    
    -------------
    |Enemy Units|
    -------------
    
    Einst Gemuet x3
    Einst Glied x3
    Einst Knochen x3
    Randgrith x4
    Flygia x3
    Barrelion x6
    Rhinocerous x3
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    11 enemies shot down/turn 4:
    
    Thrudgelmir (Wodan)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: At least 11 enemies defeated by the end of turn 3
    
    ----------------
    |Stage Strategy|
    ----------------
    
    More free for all goodness! Charge ahead and ram into the Einsts from behind,
    though be sure that you finish them off, or the Earth Cradle forces might just
    steal your kills. The bastards. After you meet the battle mastery requirement
    (11 enemies shot down), Wodan appears on the top of the spot you're supposed to
    reach. JOY. Tear through the grunts to gain will as fast as you can. Once you
    blast them all (except maybe the Rhinos. They're a pain.), gather at the earth
    cradle and launch an assault. Since Leona is with you, her mech should have
    either stun shot (Wurgy!) or armor breaker. Use them (and if she has stun shot,
    have Rai follow up with Armor breaker), then assault him with everything you
    have. After you deal a heaping helping of damage to his Thrudgelmir, Sanger
    decides to take out his restoration device and settle his score in an honorable
    duel while your allies head for the cradle. This is much, much less difficult
    than it seems. Just have Sanger cast alert every turn and don't attack, and the
    mission will end. If you want to be badass, it's entirely possible to take out
    Wodan, since he doesn't have HP regen anymore. Just use valor and alert, then
    counterattack (or if you're REALLY badass, you can get the first attack. Though
    I can't guarantee your surival that way. >_>)
    
    *******************************************************************************
    
    Episode 35 Earth Cradle Route intermission:
    
    Do your usual stuff, and equip Rai with your Mind Blast weapon. It'll be useful
    in upcoming battles. Damn GEIM system...
    
    *******************************************************************************
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 36 EARTH CRADLE ROUTE: REST IN THE CRADLE}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Kurogane
    Arado
    Seolla
    Rai
    Ratsel
    Yuuki
    Carla
    Latooni
    Up to 7 other units
    
    ------------
    |New Allies|
    ------------
    
    Ouka Nagisa (Rapiecage)
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Ouka Nagisa (Rapiecage)
    (Latooni talks to Ouka and Archibald's HP is reduced below 50000)
    
    ------------
    |Friendlies|
    ------------
    
    None
    
    -------------
    |Enemy Units|
    -------------
    
    R-Eins Mx6
    Randgrith x9
    Flyiga x3
    Rhinocerous (Archibald)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Archibald's Rhinocerous destroyed:
    
    MP Ashsaber x12
    Ashsaber (Archibald)
    Rapiecage (Ouka)
    
    Latooni talks to Ouka:
    
    Bergelmir (Anthuz)
    Bergelmir (Thurisuz)
    Rathgrith (Cuervo)
    Rhinocerous (Agila)
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    Archibald's Ashsaber reduced below 70000 HP:
    
    Rapiecage disabled, Latooni moves closer
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: Rhinocerous defeated by the start of turn 6
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Fairly easy battle mastery point to obtain. Essentially, charge, but go easy on
    that SP (this only applies if you don't have SP regen. If you do, then you have
    quite a bit more freedom.)- there's quite a few big bosses to come. Once you've
    trashed Archie's rhino, he escapes and launches in an Ashaber, and brings a few
    reinforcements with him. Oh, and mindwiped Ouka shows up too, GEIM system and
    all. Great. Fear not. Start wailing on Archie again- after he takes some more
    damage, the Rapiecage is disabled. Now, take this opprotunity to blast those
    pesky MP ashsabers. Now, cheese your way out of this by just waiting for your
    SP to regenerate and resupply your units, then have Latooni talk to Ouka. Yay
    for taking a page out of FE's book? Unfortunately, all it does is make those
    dratted machine children appear, along with Cuervo (zomg?) and Agila. However,
    you should still focus on Archibald. Once his HP drops below 50000, Cuervo
    makes a gamble that would make Kyosuke proud and restores Ouka's personality.
    Now she's on your side!
    
    With that out of the way, ignore Archibald for the time being and turn your
    attention towards those GEIM using brats. Fortunately, they only use it after
    Ouka joins you, and that's it. Thurisuz actively chases after Arado, while
    Anthuz hangs back and takes potshots at whomever he chooses. The Six Slaves can
    really hurt- be sure to either evade or if you think you're tanky enough, use
    the defend command. Take out Thurisuz first in the same way you defeated Wodan
    last chapter, then recover your EN/SP/ammo. Then do the same thing with Anthuz,
    then finish off Agila and Archibald. When you're done, enjoy the awesometude.
    
    *******************************************************************************
    
    Episode 36 intermission:
    
    Everyone's back together again! If you took the earth cradle route, you now
    have the quite beastly Alteisen Riese (and maybe a Gespenst Mk II S if you used
    Kai a lot.). The Riese inherits all of the former Alt's upgrades, so don't
    worry about that. Anyway, do what you usually do, reassign pilots that got
    messed up from the route split, and equip a long range weapon on the Riese (neo
    chakram shooter works wonders) and move on.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 37: A KNIGHT'S HEART}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Kurogane
    Hiryu Custom
    Alteisen Riese (Kyosuke)
    
    ------------
    |New Allies|
    ------------
    
    none
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Winning condition met:
    
    Lamia
    Bullet/Kusuha
    up to 16 other units
    
    ------------
    |Friendlies|
    ------------
    
    
    -------------
    |Enemy Units|
    -------------
    
    Einsteisen x8
    Rein Weissritter (goth-Excellen)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Rein Weissritter reduced below 80%/Turn 6:
    
    Einst knochen x4
    Einst glied x6
    Einst gemuet x9
    Lichkeit (Alfimi)
    
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: Rein Weissritter's HP reduced below 80% by the start
    of turn 6
    
    ----------------
    |Stage Strategy|
    ----------------
    
    This isn't actually too bad. Kyosuke starts with an automatic bevy of SCs, so
    use them to great effect and charge ahead towards Rein Weissritter, trashing
    any fake Alts you see. Man, with that Riese, Kyosuke is pretty much a death god
    with a happy trigger finger. On the next turn, get as close to Gothcellen as
    you can (casting focus again isn't a bad idea). If you're next to her, pull off
    a claymore overlord on the counterattack. Next turn, use valor and blast her
    again. With any luck, the next part of the mission will start. If not, you can
    just wait her out and it'll start anyway (but no BM for j00). Either way, time
    to deploy!
    
    More mindless smashing, ahoy! Easy on the SP, as you have two tough bosses to
    whittle down, but other than that, this is very simple. I love Einsts. They're
    so easy to smash. That being said, there aren't really enough to gain a lot of
    will, so give priority to your hard hitters like the SRX, Aussenseiter and
    Dygenguard. When you're ready, group around Alfimi, armor break her, and then
    pound her into the ground. Repeat with Excellen. When the mission is done, she
    rejoins with the Rein Weissritter.
    
    *******************************************************************************
    
    Episode 37 intermission:
    
    Yay, Weissy! Upgrade it as you see fit, do your usual stuff, and move on.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 38: THE GATHERING}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Kurogane
    Hiryu Custom
    Irm
    Ring
    Masaki
    Up to 16 other units
    
    ------------
    |New Allies|
    ------------
    
    none
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    none
    
    ------------
    |Friendlies|
    ------------
    
    none
    
    -------------
    |Enemy Units|
    -------------
    
    Megillot Custom x6
    Guarlion x7
    Barrelion V x9
    Albatross x2
    Graterkin (Mekibos)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Enough enemies shot down:
    
    R-Eins x15
    
    One Albatross shot down:
    
    MP Ashsaber x12
    
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: Graterkin destroyed
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Nice, simple stage. The asteroid belt is a pain to traverse quickly, but that's
    really the only difficulty here for a while. Just move on through and smash.
    And smash some more. After your smashing has progressed quite a bit and only a
    few enemies remain, Mekibos will call in some reinforcements. Deal with them in
    any way you see fit (Chain attacks can be brutally effective against any that
    decide to line up), then start whacking at the pair of Albatross. They're a
    pain- all they do is defend. However, it's pretty much free will and experience
    so I've no complaints. Once you shoot one down, some mass produced Ashsabers
    arrive, so you might want to wait until the beginning of your turn to trigger
    this. Once all of your foes have gone down, go after Mekibos.
    
    At this point, you should know the deal. Stunshot/Armor break him, then pound
    on him with Valor'd combo attacks. However, save the HTB cannon or Tornado
    blade for when he gets down to around 30000 HP. The reason is he'll retreat
    when it dips below the 30000 mark, and that's not fun if you want the battle
    mastery. Basically, use your strongest attack and a support attack, and hope he
    goes down. This one might need to wait until your next playthrough, where you
    have more cash to upgrade weapons.
    
    *******************************************************************************
    
    Episode 38 Intermission:
    
    Again, you should know the drill by now. Get to it, then move on.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 39: FIGHT FOR YOUR CAUSE}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Kurogane
    Hiryu Custom
    Kyosuke
    Excellen
    Lamia
    Up to 17 other units
    
    ------------
    |New Allies|
    ------------
    
    none
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    None
    
    -------------
    |Enemy Units|
    -------------
    
    Gespenst Mk II M x3
    R-Eins x3
    Peregrin x4
    Albatross x2
    MP Ashsaber x3
    Soulgain (Axel)
    Rathgrith (Echidna)
    Shirogane (Lee)
    Einst Knochen x4
    Einst Glied x4
    EinstEisen x2
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Axel retreats:
    
    Einst Knochen x5
    Einst Glied x5
    Einst Gemuet x4
    Einsteisen x3
    Lichkeit (Alfimi)
    
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    Soulgain's HP reduced below 30%:
    
    Axel retreats
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: Soulgain's HP reduced below 30% by the start of turn
    six
    
    ----------------
    |Stage Strategy|
    ----------------
    
    First, note the For The Day to Come BGM. It returns! Anyway, Axel will chase
    after Kyosuke, so don't worry about dashing across the map in 5 turns. Instead,
    take out the Einsts before the Shadow Mirrors do to gain some quick will, then
    form a position near Kyosuke with your heavier hitters ready to beat down Axel.
    When he comes to pay a call, hit him hard and fast. If you have SP regen, feel
    free to unload everything. If not, be a bit conservative with your SP reserves.
    After Axel turns tail, Alfimi arrives with a cadre of Einsts. Smash them to
    fill up your will, then go after everyone's favorite Alteisen obsessed loli.
    She's packing double image (which seems to kick in far more in this mission
    than any previous ones), so use strike to avoid getting cheated out of a hit.
    For both Axel and Alfimi, the usual Armor Breaker and Stun Shot strategy are
    immensely helpful. Once you're done with that, wait for Lee to chase after you
    with his squadron of MP Ashsabers (though 3 isn't much of a squadron. >_>),
    then proceed to take out your frustrations on the bastard. He has an E-Field,
    but it's hardly impressive. The Shirogane is just a glorified grunt battleship
    that happens to be housing someone you really hate. Once you take him down, it
    becomes clear that not only is Lee a total bastard, he's also an idiot. Trying
    to ram a ship with a giant drill on its bow is something a five year old could
    tell you is a bad idea.
    
    *******************************************************************************
    
    Episode 39 Intermission:
    
    Do your usual, yadayada. If your units don't have SP regen (you foolish fool,
    you), equip a few SP drinks on your heavy hitters, but be sure to save some.
    Also, equip at least one unit with a supply module.
    
    *******************************************************************************
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 40: JUDGE OR BE JUDGED}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Kurogane
    Hiryu Custom
    Masaki
    Kyosuke
    Lune
    Lamia
    Gilliam
    Up to 15 other units
    
    ------------
    |New Allies|
    ------------
    
    none
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    Graterkin (Mekibos)
    
    -------------
    |Enemy Units|
    -------------
    
    Randgrith x3
    Gunsect x4
    Megillot x3
    Huckebein Mk II M x3
    R-Eins x3
    Guarlion x3
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    13 enemies shot down
    
    Barrelion V x12 
    
    Barrelion blockade passed
    
    MP Ashsaber x 9
    Soulgain (Axel)
    
    Soulgain shot down
    
    Silbelwind (Aguija)
    Drukin (Sikalog)
    
    Both Inspectors shot down:
    
    Dikastis (Wendolo)
    
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: At least 20 enemies shot down by the start of turn 6
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Welcome to first of the three hell stages, the three that nearly demand that SP
    regen is purchased. The battle mastery point is kinda weird. There are only 19
    starting enemies- that's a pretty sure sign of reinforcements. Anyway, move on
    through and trash things. If you don't have SP regen, then don't use any SCs
    until you get to the first boss. If you do, then feel free to use them, just be
    prepared to wait a few turns to have it regenerate before you take on Axel a
    bit later on. Anyway, after you take out a good portion of your foes, a dozen
    of Barrelion Vs appear to block your path. Attacking these guys with anything
    but MAP attacks is pretty futile. Once you've taken them out, wait a bit, and
    resupply, repair, and regenerate any SP lost if you can. Then move a unit
    across the spaces the Barrelions were blocking. Axel and some Ashsabers appear
    to make life miserable. Time for the final throwdown with his Soulgain.
    
    Before you begin, send two units to the west and park on the two funky looking
    tiles that heal HP and EN- this will come in handy later. Make sure not to move
    them. Now, begin the pounding on Axel with your usual tactics. Again, Armor
    Breaker and stun shot are very helpful. After he's gone down, the two remaining
    inspectors appear to challenge you. Normally, they'd land on the HP regen tiles
    to make things difficult- if you blocked them, your job just became much easier
    to do. Go afer Aguija first- with Strike cast, she's very easy to take down.
    Then gun for Sikalog. Note that you can take potshots at these guys if you took
    away their HP regeneration means. Also, when one goes down, the other uses a
    few SCs- Strike, Guard, and Valor. Use someone with alert to take a potshot and
    waste the Valor. The rest go away before they can really use it.
    
    After his subordinates kick the bucket, Wendolo himself pays a visit in his
    Dikastis. Before you even think of facing him, let your SP and EN regenerate
    (for the EN, use the squares you blocked earlier) back to full, then move down
    for the final showdown with the Inspectors. Use your usual Armor Breaker/Stun
    Shot tactics to bring him down. The HTB Cannon and Tornado blade combo attacks
    are exceedingly useful. With the Zeal SC that Ryusei and Mai have, you can fire
    off the cannon up to four times in a turn. With use of enable, SP drinks, and
    focus, it's very possible to do it over ten. Wendolo tries to flee after you
    deal large amounts of damage to him, but Mekibos puts a halt to that nonsense
    and shows up to support you. Unfortunately for your new ally, when Wendolo's HP
    drops below 100000, he'll use a cheap tactic to disable graterkin and destroy
    it. Damn. Keep pounding. This might take a few turns, but don't give up. After
    a hard fought battle, something strange begins to happen to the white star...
    
    *******************************************************************************
    
    Episode 40 Intermission:
    
    Equip some SP drinks, just in case, use your now impressive cash reserves to
    upgrade, and move on.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 41: DOORWAY TO THE BEYOND}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Kurogane
    Hiryu Custom
    Kyosuke
    Excellen
    Gilliam
    Bullet/Kusuha
    Up to 15 other units
    
    ------------
    |New Allies|
    ------------
    
    none
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    none
    
    -------------
    |Enemy Units|
    -------------
    
    Einst Glied x 7
    Einsteisen x6
    Lichkeit (Alfimi)
    Einst Regisseur
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Einst Reggiseur reduced below 100000 HP:
    
    MP Ashsaber x18
    Rathrgrith x 4
    Ashsaber (Lemon Browning)
    Zweizergain (Vindel Mauser)
    
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    Available from beginning: Lichkeit destroyed
    
    ----------------
    |Stage Strategy|
    ----------------
    
    Ick. Two big bosses right off the bat and precious few grunts to build up your
    will. Do what you can and give priority to your heavy hitters, then go after
    Alfimi. The usual works well, just be sure to use strike because of that damn
    double image. Reggiseur is a bit easier to deal with- he's so huge that your
    attacks almost always connect. Pound on him, but save SP if you don't have the
    golden Regen skill. Once his HP dips below 100000, the shadow mirrors appear.
    Don't break off the attack, or he'll just regenerate the damage you did. After
    the Reggiseur goes down, turn your attention to wiping out the last Shadow
    Mirrors. They're tough, so use caution- and chain attacks. The Randgriths are a
    pain- they have huge HP reserves and incredible range. To effectively deal with
    them, pull back as far as possible and lure them towards you, then gang up on
    them. Now, to take out the Shadow mirror commanders. Lemon is easy- she has
    (relatively) few HP, no regen, and no prevail. If you don't have SP regen, then
    don't use anything more than necessary on her- IE, no Valor. When she goes down
    (if you want some extra dialogue and the truth behind Lemon, finish her with
    Excellen.), turn your attention to Vindel. Armor break him, optionally Stun him
    then blast the warmongering mastermind with everything in you arsenal. It's
    wise to make sure all of your units are capable of attacking and are restocked
    on ammo before you undertake this. It's most certainly possible to One Turn KO
    him, but it's difficult. It'll probably take two- Armor break him again, then
    finish him off. Congratulations! But you're not done yet... Alfimi finally
    opens that door she was babbling about. Time for the final throwdown (unless
    you have 35 BM points or more. Then it's your penultimate throwdown.)! Quite
    mercifully, you get an intermission menu.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 42: ONCE AND FOR ALL}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Kurogane
    Hiryu Custom
    up to 19 other units
    
    ------------
    |New Allies|
    ------------
    
    Alfimi (Lichkeit): Allied reinforcement
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    Alfimi (Lichkeit): Lichkeit shot down
    
    ------------
    |Friendlies|
    ------------
    
    none
    
    -------------
    |Enemy Units|
    -------------
    
    Einst Reggiseur x11
    Lichkeit (Alfimi)
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Lichkeit shot down:
    
    Neu Reggiseur
    
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    None
    
    ----------------
    |Stage Strategy|
    ----------------
    
    The final of three hell stages. 12 enemies with over 100000 HP... geesh. There
    are two approaches to this stage- the first is to slowly make your way from
    regisseur to regisseur while using as little SP as possible to build up your
    will, then go after Alfimi. The second is to abuse rouse from Lefina, and when
    everyone has sufficient levels of will, blitz Alfimi. Both of these strategies
    are made much easier by SP regen. If you don't have it, god, good luck. Anyway,
    when Alfimi goes down, the head of the einsts appears: Neu Reggiseur. This
    bastard is tough- almost impossible to OTKO. He also has a warp field, further
    making doing damage tough. Armor break is essential, and Stun shot helps an
    awful lot. When he finally goes down, enjoy the ending. Or, conversely, if you
    have at least 35 BM points, go on to the special stage.
    
    *******************************************************************************
    
    Episode 42 intermission:
    
    You have Lichkeit to play around with now- it's quite beastly. Do whatever,
    then move on to the final stage.
    
    *******************************************************************************
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    {EPISODE 43: FEROCIOUS STAR}
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    --------------
    |Allied Units|
    --------------
    
    Kurogane
    Hiryu Custom
    Lichkeit
    up to 19 other units
    
    ------------
    |New Allies|
    ------------
    
    None
    
    -----------------------
    |Allied Reinforcements|
    -----------------------
    
    None
    
    ------------
    |Friendlies|
    ------------
    
    none
    
    -------------
    |Enemy Units|
    -------------
    
    Einst Knochen x3
    Einst Glied x3
    Einst Gemuet x3
    Einsteisen x3
    Einst Reggiseur x3
    Stern Reggiseur
    
    ----------------------
    |Enemy Reinforcements|
    ----------------------
    
    Enough enemies shot down
    
    Einst Knochen x2
    Einst Glied x2
    Einst Gemuet x2
    Einsteisen x2
    
    ----------------------
    |Miscellaneous Events|
    ----------------------
    
    None
    
    ----------------------
    |Battle Mastery Point|
    ----------------------
    
    None
    
    ----------------
    |Stage Strategy|
    ----------------
    
    This is the end, my friend. Lichkeit takes a good smack to the face from the
    newly created Stern Reggiseur at the beginning, so you might wish to heal her
    up before progressing. Now, this stage is quite simple, at least compared to
    the last one. Tons of Einst grunts, a few Reggiseurs interspersed (ignoring
    them is what I'd reccomend) and one disgruntled head honcho the size of a small
    moon. The small fry are there merely for will purposes. Trash them until you
    everyone is at 150- this shouldn't be a difficult task, as the reinforcements
    here are practically limitless. For the dedicated twinkers looking forward to
    New Game +, this is a golden opprotunity to farm for money and PP. Once Stern
    gets in range, the first thing to do is to surround him so he can't move (and
    perhaps cast a few spells to make sure that his MAP attack doesn't smack you in
    the face), because if he reaches the marked squares, it's game over.
    
    When you're ready, start beating up on him. Without serious abuse of enable,
    zeal, resupply, hope, and the HTB cannon, along with a few weapon upgrades and
    a well placed armor breaker, taking him out in one turn is nigh imposible.
    Aside from the fact he's far and away the most resilient enemy in the game, he
    shouldn't pose nearly as much of a problem as previous big bosses did, if only
    because he had no other 100000 HP bosses to back him up. When you're done with
    the menace, enjoy the ending and grab your banpresto voodoo doll and insert a
    few pins to make damn sure they don't delay OGs again. Also, don't forget to
    save so you can reap the benefits of new game plus, and maybe try Ex hard mode.
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    
    -------------
    |XI. Secrets|
    -------------
    
    SRT games have quite a tradition of hidden goodies, weapons, and mechs. I'll
    detail the ones found in OG2 here. To the best of my ability, I've listed these
    chronologically.
    
    $$$$$$$$$$$$
    Stealth Wing
    $$$$$$$$$$$$
    
    There are two ways to get this weapon. One, you must destroy Carla's unit at
    least once in the course of the game until she joins. If you do, she'll have
    this equipped on her Randgrith when she joins on episode 32.
    
    Alternatively, stay on easy mode throughout the game (in other words, don't get
    any battle mastery points.), and Gilliam will have this equipped on his mech in
    episode 28.
    
    $$$$$$$$$$$$$$$$$
    Graviton launcher
    $$$$$$$$$$$$$$$$$
    
    In Episode 6, Viletta must kill all of the normal enemies. Irm and Ryusei may
    not kill any non-boss units. Viletta will have this weapon equipped to her mech
    on episode 15.
    
    A very sexy long range weapon that anyone with a weapon's guage can use well.
    It also makes the inspectors in Episode 15 much easier to deal with.
    
    $$$$$$$$$$$$$$$$
    Ashsaber/Vaisaga
    $$$$$$$$$$$$$$$$
    
    On Episode 10 Ethiopia/Episode 13 Moon, Lamia must land on the square where
    Echidna retreated from. There will be no confirmation you've done something
    special, though. On episode 19, Lamia must have 2 battle encounters with Axel
    to obtain the Ashsaber. She must have 1 (and you must be on a new game plus) to
    obtain the Vaisaga. Lamia must have 55 kills before the end of chapter 24.
    
    Note that in episode 19, Lamia must have 2 and ONLY 2 battle encounters with
    Axel for the Ashsaber, and 1 and ONLY 1 battle encounter with him for the
    Vaisaga. Having more than two will screw up the entire secret, and you won't
    get either mech.
    
    Lamia will deploy in either mech on episode 28.
    
    Both are excellent mechs, though difficult to get. Ashsaber slightly wins out
    over the Vaisaga, because anyone can pilot it, not just Lamia.
    
    $$$$$$$$$$$$$
    Shishio Blade
    $$$$$$$$$$$$$
    
    Bullet must have 45 kills by the end of Episode 14. You will obtain it after
    chapter 18 (Master Rishu will have a conversation with Kusuha about forging a
    special sword for PTs during chapter 17 if you met the requirement).
    
    Another one can be obtained by defeating the inspectors in episode 15, meaning
    you can have two.
    
    Not really worth the effort, IMO. Just settle for the one you get from Mekibos
    and his cronies, or the boost hammer. 'Sides, its only got 1 range and 4000
    base attack. Nothing to write home about, really. >_>
    
    $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
    Defeating the Inspectors on Chapter 15
    $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
    
    By shooting down the 3 inspectors (Sikalog, Aguija, and Mekibos) on Episode 15
    will net you a Custom CPU, a Hero's Mark, a Steel Soul, a Shishio Blade, and a
    G-Impact Stake. To obtain these, you must defeat Mekibos LAST. For strategies
    on how to accomplish this, read the episode 15 stage strategy. Alternatively,
    you can read this excellent write up by Chris233.
    
    "Position your units so that they are on the edge of the White Star (for the HP
    /EN regen) and the Inspectors are not on it at all, and so that the Hiryu can 
    support defend Lune and Gilliam at the least (Viletta is not normally targetted
    ). Have Gilliam cast Focus or Strike every turn since he has SP Regen. Go after
    Sikalog (in the Drukin) first; you shouldn't need spells. Have Lune dodge 
    Silbelwind every turn. Have your PTs board the Hiryu when they need ammo 
    reloaded.
    
    Go after Aguija (in the Silbelwind) next. You'll need to use some seishins to 
    hit her, but she should go down faster, and if Lune's been dodging her, 
    her Will will probably be under 80 and Double Image won't activate.
    
    Once Silbelwind is down, go after Mekibos (in the Greaterkin). DEFEAT 
    GREATERKIN LAST. The strategy here is to cast seishins and have Gilliam kill 
    Mekibos on counterattacks (if your other characters have enough SP they can 
    help).
    
    If you fulfilled the requirements for the Graviton Launcher earlier, it will be
    on Viletta and will help a lot. And if you took the Moon route and upgraded the
    Hiryu and gave it a Repair/Resupply unit, that will also help. The Inspectors 
    do not have HP Regen unless you let them park on the White Star.
    Finally, save often, and expect to have to reload your save a lot."
    
    (Also, I reccomend reading the sticky topic on the Message Board if you have a
    question that isn't answered in the FAQ- it's entitled SRW Original Generation
    Board FAQ V2.)
    
    Only undertake this if you're insane/1337/really want that sexy stuff. It's
    difficult, but the rewards are incredible.
    
    $$$$$$$$$$$$
    Boost Hammer
    $$$$$$$$$$$$
    
    On episode 16, Arado must destroy all of the initally placed Gunsects before
    enemy reinforcements arrive. Radha may assist him (but she must not actually
    DESTROY a Gunsect.) though the Boost Hammer in his inventory can be used as 
    much as you like. Getting the battle mastery point is not necessary. You keep 
    the weapon after stage 16, though it starts out in storage.
    
    Very nice, and very easy to obtain. There's no reason not to get this.
    
    $$$$$$$$$$$$$$$$$$
    Huckebein Mk III R
    $$$$$$$$$$$$$$$$$$
    
    Ratsel must have 35 kills before the end of episode 18. Tasuku, Leona, Ryoto,
    Rio, Kusuha, and Bullet's levels must add up to 185 before the end of episode
    33. It will be converted from the Mk III Trombe after episode 33, and retain
    all of the Trombe's upgrade.
    
    The only real use for this guy is to deploy both the gunner and the boxer in
    the same battle. Otherwise... well, it's a nice nod to all of the Alpha main
    characters? >_>
    
    $$$$$$$$$$$$$
    Wild Wurger L
    $$$$$$$$$$$$$
    
    On episode 19, Arado must shoot down at least 5 gespensts before he reaches
    Seolla (he may have as many battle encounters with Seolla as you want). By the
    end of episode 26, Arado must have 50 kills. Mai will deploy on episode 27 in
    the WWL. To keep it, she must defeat 5 enemies before reinforcements appear.
    
    Extremely sexylicious. It's also the only mech in the game with stun shot, so
    it's very much worth you effort.
    
    $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
    Neo Chakram Shooter and G Impact Stake
    $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
    
    On episode 30, DyGenGuard must not get any kills (the type three may destroy
    enemies, but not DGG). The weapons will be delivered after stage 33.
    
    Really, not getting these is really stupid. Just curb your bloodlust for a bit
    during Episode 30.
    
    $$$$$$$$$$$$$$$$
    Gespenst Mk II S
    $$$$$$$$$$$$$$$$
    
    Kai must have 55 kills and be at level 33 before the end of episode 33. It will
    be delivered in chapter 37 Earth Cradle/chapter 34 Moon cradle.
    
    Reason enough on its own to use Kai. The power of Gespy Kick!!! compels you!
    
    $$$$$$$$$$$$$$$$$$$$$$$$$$
    Hero's Mark and Steel Soul
    $$$$$$$$$$$$$$$$$$$$$$$$$$
    
    On a new game +, these will be delivered to you free of charge after episode 33
    for your complete lack of effort.
    
    Alternatively, these parts can be obtained by beating the inspectors in Episode
    15.
    
    Well, you do get them for free... >>;;
    
    $$$$$$$$$$$
    Final Stage
    $$$$$$$$$$$
    
    Collect 35 Battle Mastery Points throughout the game to reach the final stage.
    
    Not much to say here- it's more a completion/self satisfaction thing than a
    reward. Though you do get to upgrade Lichkeit and get TONS of cash on the stage
    so that might be reward enough for some. >_>
    
    $$$$$$$$$$
    Sound Test
    $$$$$$$$$$
    
    On a new game +, go to the System menu in the main menu during a battle and
    enter the following commands.
    
    Down, up, left, right, L, R
    You may now freely listen to all of the music in the game.
    
    $$$$$$$$$$$$$$$$$
    Extra Battle BGMs
    $$$$$$$$$$$$$$$$$
    
    On a new game +, all pilots gain an additional BGM (these can be changed in the
    system menu). Some gain multiple new BGMs.
    
    $$$$$$$$$$$$
    EX Hard Mode
    $$$$$$$$$$$$
    
    This is available after you beat the game once. When you load your completed
    file, you have the option of starting on normal or Ex Hard difficulty. In this
    mode, weapon upgrades are disabled, skills and stat upgrades for pilots cost
    double, enemy pilots have better stats, and enemy mechs have substantial
    upgrades.
    
    $$$$$$$$$$$$
    Special Mode
    $$$$$$$$$$$$
    
    This is available after you clear EX Hard mode. It is the same as normal mode,
    but with a few differences. All mechs have maximum upgrade slots, and you start
    with one of every weapon and part in the game. Sort of a reward for clearing EX
    hard.
    
    $$$$$$$$$$$$$$$
    Game Over Trick
    $$$$$$$$$$$$$$$
    
    This was suggested to be put in by Ppalchi.
    
    Super Robot Taisen is unique in the fact that when you lose a mission, you can
    start over with any cash and pp earned. The only penalty is that you can no
    longer get the skill point for the mission in question. Thus, this feature is
    rather easy to abuse, as you can go through a mission over and over again. An
    optimal mission to do this on is Episode 28- the amount of enemies there is no
    small sum, and it has fairly easy to fulfil losing conditions.
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    
    ---------------------------------
    |XII. Frequently Asked Questions|
    ---------------------------------
    
    I'll answer various questions that I think might be asked in the future in the
    classic Q and A format we all know and love.
    
    ===============================================================================
    Q. How do I *insert something that can be found in the FAQ here*?
    ---
    A. Read the damn guide, bub. It's there for a reason.
    ===============================================================================
    Q. Hey, I found a mistake/something you missed/etc. How should I point it out?
    ---
    A. Simple. Just read the contact policy section.
    ===============================================================================
    Q. Can you link me to an OG2 ROM?
    ---
    A. Haha, no. Even if I wanted to, asking for and giving ROMs is against the ToS
    y'know?
    ===============================================================================
    Q. I'm really curious about the SRW series. Where can I go for more info?
    ---
    A. Wikipedia is a good site, as is GameFAQs itself. There are lots of fansites
    out there just waiting to be searched for on Google.
    ===============================================================================
    Q. Why don't you use E-Mail as a contact method?
    ---
    A. C/P'd from the Contact Policy:
    
    This is a personal flaw of mine, it really is. And I should really fix it. But
    I just can't ever remember to check my e-mail. Maybe if GameFAQs had a Personal
    Message System or something... If you don't have access to AIM, then you can
    always try making a topic on the OG2 board. I lurk quite regularly. >_>
    ===============================================================================
    Q. SRT pr0n. gimmeh.
    ---
    A. I'm not going to bother giving you an answer. Instead, I'll give you a small
    question of my own: Don't you think there are better people to ask than an FAQ
    author? 'sides, I don't even have any, unfortunately. ...don't look at me like
    that.
    ===============================================================================
    Q. There's a question I have that isn't answered in here! Help!
    ---
    A. First, I'd reccomend looking at the sticky topic on the message board. If it
    isn't there, then try looking at the other FAQs. If you still can't find what
    you're looking for, try asking on the message board.
    ===============================================================================
    
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    
    ---------------------
    |XIII. Contact Policy|
    ---------------------
    
    If you plan to contact me at all, I IMPLORE you to read this section. Yes, my
    friends, IMPLORE.
    
    You may reach me at IrtehAdder on AIM. I'm on most of the day, Pacific Timezone
    (IE, Oregon. Howdy to all fellow Oregonians?). However, before you do contact
    me out of the blue, read these guidelines.
    
    HOW TO CONTACT ADDER:
    
    Only IM me if I'm set to online status. That's just common courtesy, ya?
    
    Try to be nice, and, barring that, at least not hostile.
    
    The IM you send me should probably have the words FAQ in it, so I don't
    promptly block you for taking advantage of the fact that I posted my AIM SN at
    an easily available place.
    
    Examples of good ways to contact me:
    
    "Hi! I was reading your FAQ, and I found a mistake. Mind if I point it out?"
    
    "In your FAQ, there's something a bit unclear... could you maybe word it a bit
    better?"
    
    "Hey, I found out the exact *insert requirement of something I'm unsure of here
    *. Think you could add it in?"
    
    Stuff like that. Any contributions made will be placed in the "Updates" and
    "Credits" chapters, along with your SN, unless you object. :3
    
    HOW NOT TO CONTACT ADDER:
    
    Being excessively confrontational, swearing profusely, personal insults, and
    other likeminded things will not get you far- heck, they'll probably get you
    blocked.
    
    "omg u fkin farg0t u mssed up *insert mistake here*!!111"
    
    "Your FAQ sucks. Go to hell."
    
    "OMG, I can't believe you're advocating that strategy. Do you suck at this game
    or something?! Retard."
    
    So if you did have a point or contribution to make, good luck doing it now.
    
    -Why I don't use E-Mail-
    
    This is a personal flaw of mine, it really is. And I should really fix it. But
    I just can't ever remember to check my e-mail. Maybe if GameFAQs had a Personal
    Message System or something... If you don't have access to AIM, then you can
    always try making a topic on the OG2 board. I lurk quite regularly. >_>
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    
    ------------------------
    |IXV. Legal Mumbo Jumbo|
    ------------------------
    
    This FAQ is for personal use only, don't host it without permission, as of yet
    only GameFAQs has permission to do so, etc. etc.
    
    This guide is copyright 2007, Nick Pappas
    
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
    
    -------------
    |XV. Credits|
    -------------
    
    I'd like to thank...
    
    CJayC, for creating this fine site and repository of gaming information.
    
    Chris 233, for pointing out several mistakes, suggesting several things, and
    offering to provide his excellent Inspector strategy.
    
    Ppalchi, for suggesting the inclusion of the game over trick.
    
    Atlus, for finally managing to get the series translated and on American soil.
    Me love you long time.
    
    Banpresto, for being in charge of and creating such a magnificient game.
    
    Boredom, for giving me a reason to write this.
    
    Sanger, Ratsel, and Gilliam, for being the butt of so many cheap yaoi jokes.
    Where would we be without you guys? Oh, and also for kicking lots of ass.
    
    And, you, the reader, for giving this document purpose. Even if you hated it
    and found it uninformative.
    
    "Shut up! And listen! I am Sanger! Sanger Zonvolt! The Sword of Sophia!"
    -Sanger Zonvolt, all around badass and manly object of undoubtedly countless
    slash fics
    

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