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.

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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.