Shin Super Robot Wars (Playstation) Challenge Run Revision 1 - 9/27/2011 By: mjfaqs@live.com Challenge conditions: No upgrades, no units destroyed, low turn counts, and no save/load spamming for low chances to hit or dodge. Index 1. Ratings 2. Data 3. Playthrough 1. Ratings Pilots Bunta ブンタ (Gaiking Series) 探(01),根(08),集(12),信(15),熱(22),励(28) Juan ファン (Gaiking Series) 根(01),気(01),熱(08),集(16),再(25),必(38) Hamaguchi ヤマガタケ (Gaiking Series) ド(01),気(01),鉄(06),怒(10),脱(20),補(40) Pete ピート (Sky Dragon 大空魔竜) 探(01),信(01),集(10),加(15),励(17),熱(32) Sanshiro サンシロー (Gaiking ガイキング) 根(01),集(08),熱(16),気(24),閃(30),威(34) Watta ワッ太 (Trider G-7 トライダーG7) 閃(01),必(04),熱(10),気(16),ド(20),友(27) Kouji 甲児 (Mazinger Series) 根(01),鉄(05),加(10),熱(15),必(24),ド(30) Sayaka さやか (Mazinger Series) 閃(03),信(07),必(10),幸(15),友(24),復(40) Kenichi, Ippei, Daijiro, Hiyoshi, Megumi (Voltes V) 必(01),根(03),熱(18),信(20),気(26),手(35) 集(01),手(05),閃(08),必(20),再(24),魂(37) ド(01),気(01),鉄(09),威(16),集(24),友(35) 隠(05),加(12),幸(17),探(19),足(28),脱(32) 必(01),信(01),偵(06),閃(07),熱(32),乱(41) Ryusei リュウセイ (SRX Team) ド(01),気(12),幸(15),熱(20),必(30),魂(37) Kou Hibiki ひびき洸 (Reideen) 集(01),加(05),閃(09),根(16),気(21),熱(32) Junko ジュンコ (Gundam Series) 根(01),気(01),信(06),熱(10),励(22),必(28) Helen ヘレン (Gundam Series) 加(01),熱(02),信(08),ド(14),足(17),必(24) Kate ケイト (Gundam Series) 加(01),気(03),根(05),閃(10),熱(13),ド(24) Mahalia マヘリア (Gundam Series) 集(01),根(04),信(08),閃(11),気(16),加(24) Connie コニー (Gundam Series) 根(01),閃(01),加(05),幸(10),信(18),必(25) Peggy ペギー (Gundam Series) 必(01),熱(03),加(07),励(15),根(20),再(26) Orifa オリファー (Gundam Series) 加(03),励(08),気(11),熱(16),自(20),必(24) Shinobu, Sara, Masato, Ryo (Dancougar) 気(01),熱(01),ド(03),怒(05),加(28),必(34) 気(01),根(10),熱(15),鉄(20),閃(33),幸(39) 根(01),熱(10),気(15),集(18),乱(20),愛(53) 根(01),気(01),手(05),熱(17),威(23),信(29) Gomez ゴメス (Gundam Series) 探(01),加(03),根(06),励(10),気(18),信(23) Aya アヤ (SRX Team) 集(01),幸(08),信(10),気(16),励(20),補(30) Usso ウッソ (Gundam Series) 閃(01),集(03),加(05),熱(08),見(32),魂(37) Amuro アムロ (Gundam Series) 加(01),集(01),熱(03),幸(10),手(13),魂(35) Kayla ケーラ (Gundam Series) 根(01),加(03),集(09),閃(18),熱(26),乱(28) Hathaway ハサウェイ (Gundam Series) 隠(01),必(08),気(13),友(20),熱(24),覚(27) Bright ブライト (Gundam Series) 加(01),偵(03),集(04),根(06),気(20),乱(40) Franny フラニー (Gundam Series) 加(01),根(03),気(05),励(10),友(20),鉄(28) Yuka ユカ (Gundam Series) 加(06),熱(10),必(20),ド(24),威(35),魂(40) Miriera ミリエラ (Gundam Series) 根(01),集(01),熱(04),加(08),信(17),閃(21) Mabetto マーベット (Gundam Series) 気(01),信(08),集(10),愛(16),励(20),必(25) Odero オデロ (Gundam Series) 根(01),友(06),熱(10),気(17),ド(22),必(31) Rei ライ (SRX Team) 閃(01),必(05),手(07),威(14),加(21),魂(35) Thomas トマーシュ (Gundam Series) 探(01),加(03),集(08),隠(12),根(15),閃(23) Ryoma, Hayato, Benkei (Getta Team) 根(01),必(01),熱(10),閃(30),覚(48),愛(50) 加(01),閃(01),手(08),幸(15),集(19),友(32) 根(01),気(05),ド(10),熱(20),励(27),怒(32) Domon ドモン (Gundam Series) 熱(01),集(09),加(10),ド(19),気(28),魂(38) Age エイジ (Layzner Series) 加(01),閃(05),必(18),再(23),熱(28),魂(36) David デビット (Layzner Series) 加(01),根(03),熱(07),気(12),集(16),友(22) Rohan ロアン (Layzner Series) 偵(01),集(06),隠(13),閃(18),乱(22),補(30) Simone シモーヌ (Layzner Series) 偵(01),加(03),探(06),集(15),根(18),信(24) Julia ジュリア (Layzner Series) 愛(01),信(08),幸(18),復(27),励(30),奇(50) Rain レイン (Gundam Series) 集(11),幸(20),愛(30),補(32),復(36),奇(45) Allenby アレンビー (Gundam Series) 集(01),気(03),閃(09),ド(12),熱(19),友(28) Tier List: Top Tier: Getta Team SRX Team Dancougar Team Kouji/Mazinger Series Voltes V Team Kou Hibiki/Raideen Peggy/Gundam Series Amuro/Gundam Series Usso/Gundam Series Domon/Gundam Series High Tier: Watta/Trider G-7 Sanshiro/Gaiking Helen/Gundam Series Kate/Gundam Series Kayla/Gundam Series Miriera/Gundam Series Bright/Battleship Pete/Sky Dragon Age/Layzner Series Rain/Gundam Series Mid Tier: Junko/Gundam Series Mahalia/Gundam Series Connie/Gundam Series Odero/Gundam Series Mabetto/Gundam Series Low Tier: Bunta/Gaiking Series Thomas/Gundam Series Sayaka/Mazinger Series Orifa/Gundam Series Gomez/Battleship Hathaway/Gundam Series Franny/Gundam Series Juan/Gaiking Series Hamaguchi/Gaiking Series Simone/Layzner Series Julia/Layzner Series David/Layzner Series Rohan/Layzner Series Allenby/Gundam Series Playthrough: Resources Used: http://www.geocities.jp/odoru7094/sinto.html http://ryu.web5.jp/srw/saku/s-srw.htm http://www.gamefaqs.com/ps/573506-shin-super-robot-taisen/faqs Challenge conditions: No upgrades, no units destroyed, low turn counts, and no save/load spamming for low chances to hit or dodge. Turncounts: Combined Route: 3+3+8+3+4+4 = 25 turns / 6 scenarios Space Route: 6+5+3+5+6+8+2+2+9+4+7+5+5+4+2+1+3+4+6+5+4+3+4+8+4+6+1+3+5 = 130 turns / 29 scenarios Earth Route: 1+4+5+5+4+7+8+2+8+5+10+2+5+4+5+4+8+4+3+3+3+5+5+3+2+1+4+2+4 = 126 turns / 29 scenarios Final scenario: 14 turns Total: 25+130+126+14 = 295 turns / 65 scenarios (4.53 avg) ------------------------------------------------------ S1 - 3 turns Move Voltes V NE and kick some ass. Move Taikuu Maryuu east to deal with the two grunts that appear at 12 o clock. S2 - 3 turns Move SW and pick on a few more flying saucers or whatever. S3 - 8 turns Send Kouji south to solo the grunts, then head west to deal with some of the Reinforcements that arrive after a few turns. Pick up the Booster afterward. Use Sayaka to deal with the other Reinforcement grunts while your Bship Reinforcement heads north to assist her. S4 - 3 turns Deployment: Bunta Petrosaur Watta Sanshiro Kenichi Head SE and start mowing down grunts. Not much else to say. S5 - 4 turns Ryusei can solo everything in this mission. Don't even bother moving Akira. Use T-Link Knuckle on the 6000 HP grunt. S6 - 4 turns Move west, mow down grunts. S7 - 1 turn (earth route), 6 turns (space route) In this scenario you can choose either the Earth or Space route, which is a split that lasts the entire game. If you choose to stay on earth you'll immediately end the scenario with a turn count of 1 and head for S8E. If you choose space you'll start by killing the enemies on the map and head to S8S. Reinforcements will arrive on 3EP from the NW and SE. Position your units to counterattack them and grab the two items. The earth route is more of a super robot route. In fact you only get 1-2 Gundams in the entire route. You have less pilots and robots to deploy. It tends to be a more difficult route early on because you have to raise fledgling super robot pilots from a low level when you can't rely on Rally and Yell spam for morale. In addition you have to take down high HP bosses much earlier on and more frequently than the space route. The space route is a gundam heavy route. You also get a lot more pilots and robots to choose from. Although you get less super robots, you get SRX and Shin Getta earlier. I suggest doing the space route first since it's easier and you'll get a better hang of the game by the time you go for the earth route. ----------------------------------------------------------- Space Route S8S - 5 turns A couple grunts will arrive on 3EP from the W at 9 o clock. Place a strong unit there to counter them. S9S - 3 turns Two waves of grunts will appear from the SE, so have someone escort the truck to fend them off. Send everyone else west to deal with the grunts. The named pilot will retreat after the grunts are defeated. S10S - 5 turns Once again waves of enemies will appear near the trucks so give it at least two escorts. I suggest not combining Voltes and instead using the separated parts to help blockade or kill the Reinforcements. S11S - 6 turns Equipment: V Gundam Beam Coating Chobham Armor Send V Gundam and Mazinger south to deal with the initial forces and Reinforcements. Send Voltes V north to grab items and protect the trucks. Only one Reinforcement will head towards the trucks so you don't need much of an escort this time. S12S - 8 turns On turn 3 EP some grunts will arrive from the SE. On turn 5 EP grunts will arrive from the S and SW. Send Kouji and Usso east and Voltes V west. Use Voltes to take down the 7000 hp grunt that shows up on 5 EP. As usual the mission ends when the trucks reach their destination. S13S - 2 turns Load up into the ship for a quick finish. S14S - 2 turns Grab the Voltes V parts. Woohoo. You lose Voltes V after this scenario so you might want to remove its items before starting just in case. S15S - 9 turns Turn 3 EP - 3 more grunts arrive from the N Turn 6 EP - Few more grunts from the W and S Not too much to say here, just more grunts. Once the bosses approach you'll get Dancougar on 6PP who will be able to smack down the bosses with Fervored attacks. It might take a few turns to pick off the sea units. S16S - 4 turns Deployment: Dancougar Usso Peggy Helen Kouji Aya Junko Kate Gomez will leave on S20S, so don't worry too much about leveling him. Some high evasion pilots here, so bring Strike and Focus. Once you defeat Gale Reinforcements show up from the NE. S17S - 7 turns Deployment: Dancougar Peggy Usso Kouji Helen Aya Junko Kate Orifa Connie Allied and enemy Reinforcements on turn 1 EP. Gale will move towards your ally Reinforcements who appear south of your battleships position during turn 1PP. Gale (and possibly Gostello) will flee on 2 EP so don't bother attacking him unless you can kill him in 1 turn. S18S - 5 turns Deployment: Dancougar Kouji Usso Aya Peggy Kate Helen Junko This is the first 'full fledged' space route mission with more than a few events. The Apogee Motor is at (9y,5x). Later on Amuro and some other allies will Reinforce near it, so you can easily pick it up. There's also a Psycho Frame at (33y,36x). As soon as Age reaches 300 or so HP he'll kick Gale's ass (if Gale isn't on the map yet he'll arrive). If you defeat Gostello, Gale will appear and head towards Age. After that all of the Layzner cast will disappear and some enemy and ally Reinforcements arrive. Even more grunts, Char, and Amuro show up on the next turn. You can easily send Char packing with Dancougar if you want to. Amuro, Bright and co. join permanently. Bright becomes your only battleship pilot past S20S once Gomez leaves. S19S - 5 turns Deployment: Dancougar Kouji Aya Amuro Usso Kate Kayla Miriera Yuka Peggy Helen Junko Place the deployment Gundam pilots into the newer Gundams with better stats. Move north and kick ass. Yup. Boss Robot has an interesting MAP weapon this time. It's possible to place Kouji into it once he has Strike, have someone Rally him to 130 morale, then launch a fervored MAP attack for significant damage. S20S - 4 turns Deployment: Same Load up into bship, Accel NW. Drop off a few units to take out the nearby grunts then move NW again and drop off everyone else to kill the boss and other nearby grunts. S21S - 2 turns Kill the initial forces before any more arrive to finish quickly. S22S - 1 turn Kill the initial forces before any more arrive to finish quickly. S23S - 3 turns Send Rei and Aya in to kick some grunt ass. S24S - 4 turns Hop on to the nearest colony and defeat Zechs. Head NE to counter and kill the Reinforcements on EP3. Try to grab the EN Recover item with Aya if possible. S25S - 6 turns Deployment: Dancougar Kouji Aya Amuro Usso Kate Kayla Miriera Yuka Peggy Helen Junko Rei Mabetto Start out with Rage seishin to provoke all enemies. Use Bright's AOE to wipe out as much as possible. Save Dancougar's ultimate attacks for the high HP battleships. Reinforcements will show up on 1EP and 4EP. For some reason, the initial enemy forces didn't retreat like they did in kern and MNeidengard's playthrough. So I had to deal with that 37k battleship. S26S - 5 turns Deployment: Peggy Amuro Kouji Rei Miriera Aya Helen Kate Dancougar Yuka Usso Kayla Start with the Rage seishin. Mow down enemies while using MAP attacks. I found it too difficult to position Kouji for a good AOE as even with Iron Wall the Boss Robot can't take many hits. If you get a couple good MAPs off with V2 Gundam and your bship you'll cause some serious damage. 4 grunts will arrive every couple turns but they won't pose much of a threat. I wiped everything out by turn 5. S27S - 4 turns Deployment: Usso Ryusei Amuro Yuka Kouji Getta Peggy Miriera Rei Dancougar Kate Helen Katya Aya Use Rage Seishin. Move NW and engage. Position V2 Gundam and Ral Kairam for AOEing. Send units out to grab the I Field and H Chip. Getta and Dancougar's ultimates are good for laying waste to the bosses quickly. Try to get Amuro luck kills so he learns double act at lv 31. S28S - 3 turns The battleships will summon reinforcements if they take damage (even from a Rage seishin), so one shot them with Getta to prevent this. S29S - 4 turns Use Rage Seishin. You should be able to wipe out all enemies near Bright's group by turn 3 then clear out any reinforcements. This is faster than waiting for Amuro to reach the goal even if he has double act. Once inside the base, kill the 3 grunts to finish. S30S - 8 turns There are several spots on the map that trigger more enemy reinforcements. Plan your route carefully so that you trigger as few reinforcements as possible. I suggest avoiding the top passage that causes 5 snipers to spawn near Ashura's room, and taking the lower passage instead. Aya should have Resupply by now for granting Getta more EN if needed. Send Amuro, Getta, and Usso speeding towards Ashura while everyone else helps mop up the other grunts. As long as Getta reaches Ashura and you can Resupply, you'll be able to 1-2 shot Ashura. Once the door to Ashura's room is open, use Rage seishin to provoke Ashura into moving. S31S - 4 turns Start with a Rage seishin, then position Bright and Usso for AOE coverage. Combine into SRX on turn 1 and surround Getta, Dancougar, SRX, and Mazinger around someone with 3 uses of Rally. Mazinger now has the MPW function unlocked at 130 morale, giving it access to a 5600 dmg ultimate which causes tons of damage. Focus on killing Pipinieden using your ultimate attacks first. If anyone runs out of EN, use Aya's Supply on them. Once Pipinieden is defeated he won't call for reinforcements as you mow down the grunts with your non-ultimate pilots. Take out any enemy with double act next, then mop up whatever's left. S32S - 6 turns Place the pre-deployed members of the Shurak team (Junko, Helen, Mahalia, and Yuka) directly in front of the generators in the corners of the room. You'll know you placed them correctly because they'll say something. Split up your team to deal with the enemies scattered around. I sent SRX NW, Getta and Kouji SW/SE, and Dancougar, Amuro, and Usso NE. Zechs and Hirro will appear on turn 4 EP. S33S - 1 turn Spam Rage seishin several times to weaken the grunts. Spread out using your double act units and kill/counterkill. The boss only has 30k HP so it's easy to destroy using SRX. S34S - 3 turns Start with Rage seishin. Back up out of the closest enemy attack range (they all have double act). Set up AOEs and surround the big 4 with a Rally pilot. On turn 2 administer the beatdown. You'll want pretty much everything dead by turn 2. For some reason the 4 eastmost enemies can't be provoked by Rage seishin so you'll have to move there yourself. Not a big deal, though. Send SRX, Dancougar, Getta, Kouji, Amuro, Usso, and any other double act pilots to clean up. S35S - 5 turns Same beginning strat as S34S. Take Gottso (the guy with silver hair) down below 80% and he'll disappear to be replaced by Gresco. Once Gresco arrives, use Rage seishin again to get him moving. Gresco will take a while to reach your position. Spend your time taking out all of the incoming enemies instead. If Gresco disappears for some reason (bug?) just kill the last of the enemies and he'll reappear near your position. Kill him and Gottso will reappear and head towards you. Finish him off to win the game, preferably in one turn to avoid having to deal with any of the reinforcements near him. ------------------------------------------------------------------- Earth Route S08E - 4 turns Move SE, kick grunt ass. While it might seem tempting, you should never let Pete/Sky Dragon fall behind in levels. He learns Rally at lv 16 which is essential later on. S09E - 5 turns Move SW, kick ass. Hit the boss 1-2 times and he'll flee. S10E - 5 turns 3EP - Grunts from the N and S. Boss will flee on 5EP. S11E - 4 turns 2EP - 5 grunts surrounding the boss Don't miss the EN recover item. Build up your morale on the grunts then dump some strong attacks on the boss to make him flee at under 40-50%. Watch out for the reinforcements, though. Keep flash/focus/iron wall up at all times and you should probably keep the weaker Gaiking units away until most of the grunts are dealt with. S12E - 7 turns You can't end this scenario any faster than 7 turns. Just mow down the grunts and build some XP. S13E - 8 turns Grind up grunts for morale until everyone can land their strongest attack on the boss. Grunts will arrive regularly as long as the boss is alive. He'll flee at 10% and leave two more grunts behind. S14E - 2 turns Basically an event scenario. Just pick on the helpless grunts. S15E - 8 turns 3EP - Grunt Reinforcements NE and S Grab the other EN recover. You can either wait for enemies to come out of the woods or pursue them. The grunts have a lot of armor and will be tough to hit and damage while in the woods, so stay out of their attack range and lure most of them out. Use the Rage seishin if you have it on Hamaguchi to provoke everything. The enemy battleship will retreat on EP5 so stay out of its way. Use your best attacks w/ Fervor to take the boss out in one turn. S16E - 5 turns You should have the Rage seishin on Hamaguchi by now so make use of it to speed things up. The unique Minovski Craft item is on this map. Boss flees at 40-50%. I suggest giving the Minovsky Craft to Domon. S17E - 10 turns After clearing out the grunts, land in forest cover and take on the boss. Once you run out of EN split up and keep attacking. If you have no upgrades it'll be a struggle to finish the boss off due to its high HP and regen. S18E - 2 turns Very easy mission, just kill the 3 grunts. S19E - 5 turns Use Rage seishin, clear out the trash, then surround the boss. Bring Jangyal below 40% and he'll recover all his HP and summon some grunts. Once you bring him below 10% he'll automatically move next to the Sky Dragon and attack it. If you choose to counterattack and kill him, you'll lose the chance to recruit Heinel on the next scenario. Either way the scenario will end. S20E - 4 turns Heinel will appear on turn 2. If you spared Jayngal then you can recruit him by talking to him with Voltes V 3 times. As soon as you recruit or kill him the scenario will end. S21E - 5 turns I think this is the first underwater stage in SRW. R-2 and Sky Dragon can both move underwater with no penalty. Load 4 units into the Sky Dragon and head towards the rear grunts. Deploy and use Rally for morale. The 4 units/pilots you'll want to rally are Domon, Raideen, Trider G-7, and Gaiking. Voltes V can Yell and Rai and Ryusei only need 110 for their best attacks which is easy to reach. If you recruited Heniel go to S21E-A. If you didn't go to S21E-B. S22E-A - 4 turns Start with a Rage seishin. The next move you make will waste a few of the bosses spirit commands. Surround Sky Dragon for Rally then use Fervored attacks to quickly take out the high HP grunts. Once you deal about 20% dmg to the boss he'll use Guts and Fervor. After that you can beat him down. Heinel leaves your party after this scenario. S22E-B - ? You'll be in this scenario if you either killed Jangyal or failed to recruit Heinel. S23E - 8 turns Another underwater stage. Lure the enemies south so they'll be closer to allied reinforcements which arrive on 5PP. Surround Sky Dragon for Rally. You might want to load a few really slow guys like Trider G-7 into Sky Dragon so he doesn't waste so many turns getting close to the enemy. S24E - 4 turns 3EP - Grunts from the SW and SE. Once again surround Sky Dragon and get a Rally going. Dump Fervored attacks on the named pilots to wipe them out quickly. After that there are a couple more grunts to finish off. You could probably finish this in 3 turns and avoid reinforcements. S25E - 3 turns 4EP - Grunts from the SW. Same strat as before. Use Rage seishin, surround Sky Dragon for Rally, use Fervored ultimates to one shot the named enemies, then clean up the grunts. Make sure to grab God Voice for Raideen. Take 4 turns if you want the Gorgon Sword also. S26E - 3 turns Clear out the grunts. Don't bother killing the boss, he runs away on 3EP. S27E - 3 turns Another event scenario. Pick on the grunts. S28E - 5 turns You can choose to follow Rain or Allenby, depending on who you want to recruit later. I suggest recruiting Rain because she joins at lv 35 (not lv 15, as her pilot stats indicate) and comes with Love and Supply, making her a great support pilot. Allenby has decent seishins but her robot lacks powerful attacks and she can't compare to Resupply. Use the usual Rage/Rally strat and blow up the bosses. S29E - 5 turns Let the boss hit Domon, which will cause it to flee. Clean up the grunts afterward. Ryusei, Age, and Domon's morale, EN, SP, etc. will be reset once you enter the next area of this scenario, so use whatever abilities you want. Once you reach the outdoor map, use the same Rage/Rally strat as before. Waves of grunts will appear as reinforcements outside every turn until you kill all enemies. S30E - 3 turns Open with Rage/Rally as usual. Send Sky Dragon N to meet with your supers for Rallying. Drop Lu Cain under 70-80% and he'll flee along with the Shiki Squad and the SW battleship. Afterward just mop up the remaining grunts and pick up the EN Recover item. S31E - 2 turns To progress the scenario, let Schwartz be defeated. But first, I suggest you kill Master Asia's first form with Domon as it'll give him thousands of XP and probably get him double act. Do this on turn 1, then during 1EP allow Schwartz to be defeated. After Schwartz is defeated, Asia and Devil Gundam will flee and you'll get allied reinforcements including SRX. Afterward, mop up the grunts and two low HP named pilots. S32E - 1 turn One Spirit seishin attack from Rei will take out Allenby, then pick off the Shiki Squad again. If you can't clear it in 1 turn you have to deal with reinforcements. S33E - 4 turns With Rain and Aya on your team you have 6x Supply seishin for your EN hungry super robots. Start with Rage/Rally seishin and demolish the incoming bships. You should have double act for almost all of your super pilots by now. On 3EP the bship will head to 12 o clock and Lu Cain will appear next to it with some grunts. Take Lu Cain to critical and he'll flee with his battleship as usual, leaving you to deal with the reinforcements. S34E - 2 turns Hit Master Asia and he'll run into the east room. Follow him and hit him again and the scenario ends. S35E - 4 turns If Bunta has Rally you'll be set to boost most of your pilots up. If not you'll have to use Aya or Getta to Rally with. Take out the initial incoming forces and don't combine into SRX yet. While your lesser units are clearing out the rest of the grunts, send Getta, SRX, Voltes V, Domon, Raideen, and Age towards Devil Gundam. Devil Gundam has 3 forms at 30k, 40k, then 50k. SRX can solo it with enough Re-Enable, Supply, and Rally support, or just beat it down with your other supers. I suggest letting Voltes V get the killing blow w/ Luck so it'll be higher level for the final scenario. ----------------------------------------------------------------- S36 - 14 turns The final scenario is divided into 3 parts. You have access to all pilots from both routes but lose your items. You have to split your forces up and pass through two areas. Divide your pilots carefully since if you deploy a pilot in the first area you can't deploy them in the second area. In both areas the goal is to reach at least one pilot to the exit. There are 3 high HP bosses in each area so divide your ultimate attacks accordingly. You'll want at least one pilot exclusively for Rally and one pilot exclusively for Supply in each team. Rain and Aya are both good Supply users, while you have a number of potentially good pilots with Rally such as Junko or Helen. I suggest only taking pilots that have double act or will soon learn it. Area 1: Turns 1-6 Deployment: Ryusei Rai Aya Mazinger Z Amuro Dancougar Kayla Junko Kate Trider G-7 Anyone Anyone I decided to take SRX into the first area, supported by some of the lesser supers and a few Gundam ladies. This is more or less the space route team. This area is basically an SRX show and you don't even need to deploy the max number of pilots. Wait until you're headed up the NE passage before transforming into SRX, as that's where all the high HP bosses are hanging out. Use Rage seishin once you open the door to provoke enemies into moving. Note that the turn you finish each area carries over into the next area. So if you finish on turn 6 in area 1, your turn count will still be 6 in area 2. Make sure to leave the area with SRX intact so that it's fully formed already in Area 3. Area 2: Turns 6-13 Deployment: Getta Voltes V Raideen Gaiking Domon Usso Age Helen Rain Miriera Yuka Anyone The Area 2 team is led by Getta, some of the stronger supers, and some Gundam ladies. I did this mostly because SRX is on a whole other level of overpowered and doesn't need the help in area 1. The combo of Getta, Voltes, Raideen, Gaiking, Domon, Age, and Usso should be able to make quick work of anything in the way. Rain and Helen are present for Rally and Support seishins. I don't consider any of the recruitable pilots to be worth wasting turns on. If you feel like a fight, use the Rage seishin to get the entire map chasing after you. Area 3: Turns 13-14 You'll face Devil Gundam here along with 3 bosses. It's a similar fight to the final Earth scenario except it has a new third form which has 90k HP. Accel Getta, SRX, Amuro, Usso, Raideen, Dancougar, Age, etc. NW onto the west platform and kill the NW boss. Keep everyone else near the start position. Gang up on the Devil Gundam with ultimate attacks while using Re-Enable, Supply, and Yell/Rally. Age standing next to SRX will be able to Re-Enable SRX 2-3 times while SRX uses Yell to keep up morale and Rain or Aya use Supply to keep allowing it to pummel Devil Gundam with ultimates. The scenario ends when Devil Gundam dies.