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|
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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|
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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|
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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|
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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|
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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|
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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|
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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. >_>

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|IXV. Legal Mumbo Jumbo|
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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

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|XV. Credits|
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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