SUPER ROBOT TAISEN ORIGINAL GENERATION GAIDEN

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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. FAQ/Walkthrough
VIII. Parts and Special Bullets
IX. Secrets
X. Frequently asked questions
XI. Contact Policy
XII. Legal Mumbo Jumbo and Credits

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|I.Introduction:|
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Hey there folks! It's your old buddy Adder, back for another FAQ! Another FAQ
in a foreign language, for that matter. But I'm getting better! There will be a
few translation errors here and there, but they should be neglible. Here we go!

=Important!=

This Walkthrough is gone through getting all skill points on Normal Mode. If
there are discrepencies between my guide and what appears in your game, check
to see what mode you're on before contacting me, please!

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|II.Version History:|
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Version 1.0: Initial itinerary complete.

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|III.Updates:|
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None at this time.

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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. However, it should be noted that some pilots cannot switch mechs and
some mechs can only be piloted by one pilot.

+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.

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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 O.

+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 O.

-Attack-

Again, this is pretty self explanatory. 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 O. 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.


Some attacks, labeled with ALL, will attack both members of a twin squad. Moves
labeled W will attack adjacent enemies at the same time.

-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 O 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 for each one
you snag, all deployed pilots get +5 PP.

-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 X. 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:Skills, and Spirit Commands|
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In this section, I'll detail pilot statistics, 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?)


|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 flawed concept to begin with, really. By the time the
bonuses you get start kicking in, you're halfway dead anyway and it's difficult
to take advantage of them. Annoyingly, one of the most common skills in the
game.

|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.

|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.

|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.

|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. Good on support pilots that don't have anything else
to spend PP on.


|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.


|SP Regenerate|

Cost: 80 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 80 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.


|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.

|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. In fact, most attacking units should get this.

|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.

|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.


|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.


|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!

|Learning|

Cost: 100 PP

This skill allows the second member of a twin squad to gain the same PP and EXP
as the lead member.

Adder's reccomendation: If you use twin squads a lot, it might be worth the
investment. If not... it's monstrously expensive.

|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 Shine in any offensive capacity, you might wanna get her 
this.


|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.

|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.

|Focused attack|

Cost 75 PP

This skill reduces the damage penalty of the second member of a twin squad's
attack power by 20%.

Adder's reccomend: Another skill that's only really helpful if you twin up a
lot. If so, it's very handy. If not...

|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.

|Will Limit Break|

Cost: 100 PP

This skill sets the morale limit at 170.

Adder's reccomendation: To be honest, it's too expensive to be something I'd
really reccomend- but if you have a ton of PP and not much to use it on, this
can be a very potent skill.

|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.

|EXP UP|

Cost: 100 PP

This skill increases the amount of EXP gained by 1.2.

Adder's reccomendation: Another expensive skill- it goes best on sub-pilots and
support pilots, but they're the ones that have PP shortages. Best left for New
Game Plus runs.

-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.

-Invincible-

Next connecting enemy attack does 10 damage.

Adder's opinion: An excellent spell that's essentially Alert+, because it
remains active until you're hit- so you could conceivably have this cast the
whole battle as insurance for unlucky hits.

-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: Very useful for boss fights when you need to save SP, or just
SP saving in general. The characters that get this are SP tanks- like Aya. Fun
stuff.

-Sense-

Casts strike and Alert at the same time.

Adder's opinion: Quite a bit better in OG1, if you ask me. Here, it just seems
really expensive. Still, a pilot that has this probably doesn't have the other
spells, so you're kinda stuck with it.

-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. 


-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: This is actually useful for checking tough enemy range and
morale. It's limited in utility, but it can be good in certain situations.

-Rouse-

Increase one ally's will by 10.

Adder's opinion: Indespensible in the final chapters, but nerfed heavily. It
only works on one ally and it's not any cheaper.

-Daunt-

Decrease one enemy's will by 10.

Adder's opinion: Since only Excellen gets this, its utility is limited. Best
used for big bosses and in conjunction with a lot of SP drinks.

-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). Besides, Irm can get this for 45 SP. 
Yeah, you heard me right. <3 Irm. No pun intended.

TWIN SPIRIT COMMANDS

These commands can only be used when two units are twinned up. They take SP
from both pilots.

Bonds: Restores 50% HP to all allied units.

Adder's opinion: Whoah. That's a lot of healing... unfortunately, it's unlikely
that you'll ever find yourself in a position with so many badly wounded units.
Save for emergencies.

Great Rouse: All allies get +5 Morale

Adder's opinion: Expensive as hell, but it a couple of missions, it's well most
certainly worth the cost.

Training: Current Twin squad gains double PP after the next attack.

Adder's opinion: Definitely useful, but expensive. Save it for twins that are
about to KO a boss.

Prediction: Enemy evasion rates are lowered

Adder's opinion: Probably not something you'll be using often- but it can come
in handy against Bartolls.

Confusion: Enemy hit rates are cut in half

Adder's opinion: Definitely useful in long battles with a lot of enemies, or
during boss fights. It might seem a bit expensive, but it can save your butt if
used correctly.

Soul: Next attack does 2.5x damage.

Adder's opinion: It's generally better to stay untwinned up for boss fights,
but if you like seeing really high numbers or you need to shoot something down
that retreats, definitely worth a try.

Continuous Attack: If the next attack destroys the target, the twin squad will
be able to move again.

Adder's opinion: Generally obsoleted once you get Zeal, but it can get you out
of a tight spot early on.

Synchronize: For one turn, the pilot that uses this will set their stats to the
highest value of the twin. For example, if one pilot has 160 Melee and another
has 190, the pilot that uses Synchronize will get 190 melee. Note that this
will not cause any stats to decrease.

Adder's opinion: Pair Russel with Ratsel. Use. Have fun! :D

Fighting Spirit: For one turn, all attacks are always a critical hit.

Adder's opinion: This can actually be pretty good to ensure a bit of extra umpf
is put into your attacks- especially helpful when one unit is facing down a
horde of High HP enemies.

Hope: Restores 50 SP to one pilot.

Adder's opinion: Useful as ever during boss fights, and somewhat limited in
utility elsewhere.

Prayer: Removes any negative status effects

Adder's opinion: ...well, at least it doesn't take up another slot in a normal
set anymore...

Fear: All enemies who have less Maneuver than the use lose 5 morale.

Adder's opinion: Might be useful on chapters with the ODE system (dancing dolls
are paaaaain), but aside from that, a bit useless.

----------------------
|VII.FAQ/Walkthrough:|
----------------------

~~~~~~~~~~~
{EPISODE 1}
~~~~~~~~~~~

--------------
|Allied Units|
--------------

Albero Est (Gespenst Mk II)
Hugo Medio (Gespenst Mk II)
Folia Est (Gespenst Mk II)

------------
|New Allies|
------------

Albero Est (Gespenst Mk II)
Hugo Medio (Gespenst Mk II)
Folia Est (Gespenst Mk II)

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Einst Knochen x3
Einst Glied x2
Einst Gemuet

----------------------
|Enemy Reinforcements|
----------------------

Einst Reggiseur

----------------------
|Miscellaneous Events|
----------------------

10000 damage done to Reggiseur: mission ends

----------------------
|Battle Mastery Point|
----------------------

All enemies shot down the start of turn 4

----------------
|Stage Strategy|
----------------

Aright! First mission- with some new characters from MX! Albero, Hugo and Folia
are members of the Cry Wolves, and they pilot customized Gespensts. I'll be
honest with you- on my first playthrough, this skill point had me baffled, but
it's actually quite simple. The Einsts start out weakened, though they don't
stay that way for long, given their HP Regen. Thusly, move everyone as far as
they can go to the north. Albero should use Focus (15 point spell) and maybe
Invincible (10 SP spell) if you're cautious. Attack the nearest Einst with your
strongest available attack to kill it. Counterattack all that you can in the
enemy phase.

On the next turn, save your game! The skill point depends on this next attack
connecting, and Folia doesn't have any hit-increasing spells right now. Have
him take out the severely weakened Einst (he's on the Earth Cradle, the black
orb like thing in the crater) while advancing as far forward as possible. His
father should do the same and attack either one of the Glied units. Counter the
other one on the enemy phase. Now, have Folia cast Guard and attack the Gemuet
while being supported by Albero. Finish it off with a Jet Magnum to the face-
if you don't quite make it, don't panic- you still have the enemy phase. To do
it on the player phase, you need at least one attack to be a critical hit.

When you shoot down all of the enemies, the Einst "Head", Reggiseur, appears to
play with you. Don't panic- you just have to attack it a few times to end the
stage. Your SP is restored, so don't worry about that. Use Invincible/Guard to
minimize damage as you whack it a bit. Albero will use his new super-awesome
Einst busting weapon to freeze it in place when sufficient damage is done. If
things get hairy, note that each Gespenst has a Repair Kit, a Propellant Tank,
and a Cartridge.

For your troubles, you get two repair kits and two propellant tanks.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode1 intermission: The first three options just let you view pilot and mech
status, along with viewing a list of SCs. The first option under Custom is PP
(Pilot Point) distribution, where you can increase pilot stats, terrain ratings
and buy pilot skills. The next is mech customization, where you can spend your
hard earned cash to improve your mechs. The four stats are Hit Points, Energy,
Mobility, and armor. The next option is weapon upgrades, where you can increase
the damage output of your weapons. Moving on, the next option is where you can
equip various weapons to your mechs, if applicable. There's also another option
but that isn't available yet. Lastly, you have pilot assignment, where you can
switch pilots in between mechs. Under Parts, you can equip enhance parts to the
mechs you've accumulated, or under the second option, switch frames. You should
already be familiar with system. For now, don't do anything- you'll need your
money later, and the Cry Wolves don't permanently join.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~
{EPISODE 2}
~~~~~~~~~~~

--------------
|Allied Units|
--------------

Albero
Hugo
Folia

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Gunsect x6
Gaorika Custom x3
Giganspada/Barrelion (depends on Skill point total)

----------------------
|Enemy Reinforcements|
----------------------

None

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Get one of the Gespensts to the marked area by the end of turn four

----------------
|Stage Strategy|
----------------

Paltry resistance from a few Inspector automated units. Advance everyone as far
as they can go towards the marked area, with focus activated. Note that you
don't actually have to destroy anything, but if you want to destroy the hefty
Giganspada unit near the exit, you need to form a Twin squad with Albero and
Hugo ASAP and start blasting it early. Thus, Hugo should get priority for will
gains, since Albero is probably your top Ace. When you get to the marked Area,
the Wolves grab the remains of the Soulgain and bugger off because the entire
place is about to become a lot more einsty.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 2 intermission: There's nothing you can do except save. Do so.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~
{EPISODE 3}
~~~~~~~~~~~

--------------
|Allied Units|
--------------

Kai Kitamura (Gespenst Mk II)

------------
|New Allies|
------------

Kai Kitamura (Gespenst Mk II)

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Huckebein Mk II x5

----------------------
|Enemy Reinforcements|
----------------------

None

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Shoot down all enemies by the start of turn 4

----------------
|Stage Strategy|
----------------

Simple stuff here. Kai is practically unhittable with Focus active. Just make
sure you can always counter and you should get through fine. You'll have to
lure the wayward enemy towards you by staying out of his attack range. Don't
worry if you finish on the enemy phase.

For your troubles, an M950 Machine Gun, a Slash Ripper, a servo motor, a set of
chobham armor, a dual sensor, and 2 special bullet parts.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 3 intermission: Don't upgrade Kai's gespenst! You'll get a much better
machine in after next mission. Feel free to put your enhancement parts on it,
though.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~
{EPISODE 4}
~~~~~~~~~~~

--------------
|Allied Units|
--------------

Huckebein Mk II x3 (EFA pilots)

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

Turn 3:

Kai (Gespenst Mk II)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Wendigo

----------------------
|Enemy Reinforcements|
----------------------

None

----------------------
|Miscellaneous Events|
----------------------

Turn 5:

Kai goes max morale and unlocks Jet Magnum S

----------------------
|Battle Mastery Point|
----------------------

Complete the battle with no allies shot down

----------------
|Stage Strategy|
----------------

Eek. Well, the Wendigo will run roughshod over your redshirt allies. Group them
together on the warehouse and wait for Kai to show up. You can try to counter
it, and support defense will cover you, but you probably won't hit. Fortunately
with support defense your Huckebein Squad is pretty difficult to kill off. On
turn 3, Kai arrives. Get him to the warehouse ASAP! When you get him there on
turn four, start using Focus and whacking the thing around. On turn 5, Kai gets
tired of goofing around and gets to maximum morale, and unlocks the Jet Magnum
S, a powerful and badass move. Use it a couple of times to finish the Wendigo
off.

The Wendigo drops an SP drink.

For your troubles, an M13 Shotgun, a Chaff Grenade, a repair Kit, a Propellant
Tank, and 2 special bullet parts.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 4 intermission: Once again, don't upgrade Kai's gespenst! Also, start
saving up PP to buy SP Regen. It's not mandatory, but it's highly reccomended.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~
{EPISODE 5}
~~~~~~~~~~~

--------------
|Allied Units|
--------------

Kai (Gespenst Mk II custom)
Albero (Gespenst Mk II custom)
Hugo (Gespenst Mk II custom)
Folia (Gespenst Mk II)
Lamia Loveless (Angelg)

------------
|New Allies|
------------

Lamia Loveless (Angelg)

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Lion F x5
Landlion x3
Sorpresa x2
Barrelion x2 (one twin)
Heavy Barrelion

----------------------
|Enemy Reinforcements|
----------------------

None

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Shoot down all enemies by the start of turn 5

----------------
|Stage Strategy|
----------------

See what I mean? Kai, Albero, and Hugo get some sexy new Gespensts. Folia is
stuck in his old one, unfortunately, but it should be adequate for the purpose.
Lamia's angelg is here too- though be careful with it. It's kinda fragile. Land
the Gespensts to reap the benefits of the S-Rank and Start blowing things up.
Folia should stay put and meet the Lion trio. One will probably break off to
chase after the main group. Ignore it for now and keep advancing towards the
Barrelions- by turn three, you should be just outside their range- they'll come
and attack you, strangely. If you distributed morale evenly, everyone should be
able to unleash their most powerful attacks (except Lamia, because she can't
use Phantom Pheonix until she's level 10), so unleash them on the barrelions.
Piece of cake.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 5 intermission: Upgrade Kai's Mk II custom all you want, but give the
Angelg the Chobham armor and leave it alone- Lamia will leave for a quite a
while after mission seven.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~
{EPISODE 6}
~~~~~~~~~~~

--------------
|Allied Units|
--------------

Kouta (Fighter Roa)

------------
|New Allies|
------------

Kouta (Fighter Roa)

-----------------------
|Allied Reinforcements|
-----------------------

Two enemies shot down after enemy reinforcements:

Compatible Kaiser (Kouta)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Gunsect x4

----------------------
|Enemy Reinforcements|
----------------------

All enemies shot down:

Gaorika x6 (two twins)
Barrelion x2

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

All enemies shot down by the start of turn 3

----------------
|Stage Strategy|
----------------

Some on foot Master Asia action! Taking out the gunsects should not prove
diffiuclt at all- just start out attacking one and counter attack them all. The
Burning Fire Dragon should OHKO any given gunsect, so keep that in mind when
you reach 110 morale. When all of the Gunsects get shot down, some more foes
appear- try to weaken the barrelions to be efficient. When two Gaorikas go down
the Compatible Kaiser launches! Burn 'em up! Kouta's morale is maxed out, so he
should have no trouble taking out these enemies. Leave one alive! There's an
incredibly valuable item to be found on this map! From the southeast corner, go
to the panel nine squares west and one square north. It has a distinctive roof,
so you can't miss it. After you snag it, blast the last enemy and the mission
ends.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode six intermission: Upgrade Kaiser as much as you can, and slap on that
Custom CPU. Then move on.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~
{EPISODE 7}
~~~~~~~~~~~

--------------
|Allied Units|
--------------

Kouta (Compatible Kaiser)
??? (Valefar)
??? (Yaidabout)

------------
|New Allies|
------------

??? (Yaidabout)
??? (Valefar)

-----------------------
|Allied Reinforcements|
-----------------------

Kai (Gespenst Mk II Custom)
Lamia (Angelg)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Lion x4
Landlion x4
Barrelion x3
Guarlion x1

----------------------
|Enemy Reinforcements|
----------------------

None

----------------------
|Miscellaneous Events|
----------------------

Seven enemies remain: Yaidabout and Valefar retreat, Compatible Kaiser takes
50% damage.

----------------------
|Battle Mastery Point|
----------------------

All enemies shot down by the start of turn 4

----------------
|Stage Strategy|
----------------

You've got to work fast here- send Valefar south to wipe up some enemies there,
and Kaiser to the northeast. Yaidabout can clean up in the middle. Be careful,
because when five enemies go down, your new allies turn on you and flee. Kai
and Lamia will appear to help. Work as fast as you can to blow everything up-
if the Kaiser has the custom CPU on it, the skill point is quite a bit more
managable. The first few turns should be productive, because everyone has 150
morale.

In containers are a cartridge and a special bullet part.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode Seven intermission: Once again, upgrade Kai's machine if you want, but
leave Lamia alone.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~
{EPISODE 8}
~~~~~~~~~~~

--------------
|Allied Units|
--------------

Ratsel Feinshmecker (Kurogane)
Sanger Zonvolt (Dygenguard)
Yuuki Jaegar (Rathgrith Raven)
Carla (Rangrith Raven)

------------
|New Allies|
------------

Ratsel Feinshmecker (Kurogane)
Sanger Zonvolt (Dygenguard)
Yuuki Jaegar (Rathgrith Raven)
Carla (Rangrith Raven)

Six enemies shot down:

Raul Gureden (Excellence Striker)

-----------------------
|Allied Reinforcements|
-----------------------

Six enemies shot down:

Raul Gureden (Excellence striker)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Landlion x3
Lion V x3
Barrelion x2 (each is in a twin with a Lion)
Lion x2 (each is in a twin with a barrelion)

----------------------
|Enemy Reinforcements|
----------------------

Six enemies shot down

Lion V x3
Murata (Guarlion "Mumyou" Custom)

----------------------
|Miscellaneous Events|
----------------------

Six enemies shot down:

Kurogane takes 50% damage, Murata takes 7200 damage from Raul
----------------------
|Battle Mastery Point|
----------------------

Destroy five enemies by the start of turn 3

----------------
|Stage Strategy|
----------------

Some new units- it's the Kurogane crew with their new ravens. Fun stuff. Your
goal here is to take out as many units as possible within a very short amount
of time. The enemy doesn't attack until turn 2, so you have to work quickly.
Move everyone up as far as they can go (Ratsel should use Accelerate). On turn
2, Have Carla attack the furthest Lion with her stealth boomerange, Sanger
should KO the northernmost lion with his Giant Swing, Yuuki should attack the
enemy in the forest with his strongest available attack and then move up with
his hit and away skill, and Ratsel should landlion nearest him with the twin
impact cannons. Provided you counter with your strongest attacks on the next
turn, you should have no trouble. Be sure to not to KO a sixth enemy on the
enemy phase!

When six goes down, Murata delivers the Kurogane a righteous smack, but Raul
saves the day. Now that the frantic scramble is over, focus on giving Sanger
enough morale to use Unyou No Tachi. You may want to submerge the weakened
Kurogane to keep it safe. After you take out the remaining grunts, focus on our
friend Murata. Try to get him on counters, so that you don't incur heavy damage
when your defenses are down. When he gets to about 16000~ HP, you can try to
shoot him down for a Tesla drive. This will require twinning up Sanger and Raul
and Yuuki and Carla, and smacking Murata with Unyou no Tachi combined with the
Giganto Crusher, supported by the two twin linear cannons (Yuuki's strongest
attack can't attack him at this range). It's entirely optional, but a Tesla
drive is always good.

In containers: A servo motor, a dual sensor, and a Tesla Drive.

The Ashsaber is delivered after the mission, though you have no one to really
put in it.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 8 intermission: Upgrade your units as best you can, save your PP, and
equip some of the parts on units you're not using at the moment.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~
{EPISODE 9}
~~~~~~~~~~~

--------------
|Allied Units|
--------------

Tetsuya Onadera (Hagane)
Ryusei Date (R-1)
Raidiese F Branstein (R-2)
Aya Kobayashi (R-3)
Mai Kobayashi (Huckebein Mk II M)
Viletta Badim (R-Gun Powered)
Ryoto (Huckebein Mk III)
Rio (AM Gunner)
Irmgard Kazahara (Grungust)

------------
|New Allies|
------------

Tetsuya Onadera (Hagane)
Ryusei Date (R-1)
Raidiese F Branstein (R-2)
Aya Kobayashi (R-3)
Mai Kobayashi (Huckebein Mk II M)
Viletta Badim (R-Gun Powered)
Ryoto (Huckebein Mk III)
Rio (AM Gunner)
Irmgard Kazahara (Grungust)

-----------------------
|Allied Reinforcements|
-----------------------

All enemies shot down:

Mironga

------------
|Friendlies|
------------

All enemies shot down:

Mironga

-------------
|Enemy Units|
-------------

Lion V x5
F-32V Schwert x6
Guarlion x3
Guarlion Custom x2

----------------------
|Enemy Reinforcements|
----------------------

All enemies shot down

Lion V x12
Guarlion x4
Heavy Barrelion

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Ladybirds is not damaged

----------------
|Stage Strategy|
----------------

A ton of new allies for you, all of them unupgraded. ~_~ Ah well. The main goal
here is to to intercept the enemies before they can attack the Ladybird. The
lions will go for whatever unit is closest, but the jets will head straight for
the carrier. It's your job to take 'em out before they get there. Not all that
tough, to be honest. Note that the AM gunner and the Hucky Mk III can combine
into one unit- it's powerful, but it has no post movement attacks. The R-3 will
probably be getting most of the kills here- be sure to use focus. Anyway, when
all of our foes go down...

Some more enemies appear, along with the Mironga, which casts Strike, focus, 
guard, valor, and zeal. Needless to say, it can take care of itself. Take the
fight to the enemy so it doesn't steal too many kills. There's nothing else
after this, so blow all your remaining SP to take 'em down quickly.

In containers: An assault blade, a booster, and a cartridge

For yoru troubles: The armorlion, the Wildschwein, an F-32V Schwert Custom, the
R-blade, and Gespenst Mk II R,

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 9 Intermission: Upgrade what you can (SRX is highly reccomended, as is
the R-Gun), equip a few parts, and move on.


ROUTE SPLIT: You can either stay on Earth, or go to Space. This will affect the
next few missions. As a rule, the units you jused will be on Earth and the guys
on the Kurogane will be in spaace.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~~~~~~~~~~~~~~
{EPISODE 10: Earth Route}
~~~~~~~~~~~~~~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Brooklyn Luckfield (G-Hawk)
Kusuha Mizuha (G-Bison)
Ibis Douglas (Astelion AX)
Tsugumi Takakara (Astelion AX)

------------
|New Allies|
------------

Brooklyn Luckfield (G-Hawk)
Kusuha Mizuha (G-Bison)
Ibis Douglas (Astelion AX)
Tsugumi Takakara (Astelion AX)

All enemies shot down:

Arado Balanga (Huckebein Mk II M)
Seolla Schweitzer (Huckebin Mk II M)
Latooni Suvuota (Wildraubtier)

-----------------------
|Allied Reinforcements|
-----------------------

All enemy units shot down:

Arado Balanga (Huckebein Mk II M)
Seolla Schweitzer (Huckebin Mk II M)
Latooni Suvuota (Wildraubtier)
Lamia (Guarlion Custom)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Arado Balanga (Huckebein Mk II M)
Seolla Schweitzer (Huckebin Mk II M)
Latooni Suvuota (Wildraubtier)
Lamia (Guarlion Custom)

----------------------
|Enemy Reinforcements|
----------------------

All enemies shot down:

Mironga x7

----------------------
|Miscellaneous Events|
----------------------

Three mirongas shot down:

Remaining mirongas cast Strike, Alert, Guard and Guts

----------------------
|Battle Mastery Point|
----------------------

Destroy three enemies by the start of turn 5

----------------
|Stage Strategy|
----------------

It's a training exercise! There's not much to say about the first part- use as
much SP as you need to get it done with quickly. I always feel guility when I
have to fight my own team. >_> Anyway, when that's done...

Ick, more Mirongas. Put the Grungust out front with Guard active to soak up the
blows and use weak attacks to waste alert. On the next turn, start whacking at
them. Use as many defensive spells as you need to keep from taking damage. They
should actually go down pretty quickly. When three go down, Bad Mojo (TM) goes
down- same deal as the last turn on the enemy phase. Waste the alerts with a
Guard'd grungust. Now, focus on one Mironga and do it in- it'll take a few
attacks, because it has a Guard of its own. Enjoy the spiffyness that follows.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 10 earth route intermission: ...there's nothing here...

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{EPISODE 10: Space Route Part 1}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Hiryu Custom (Lefina Enfield)
Lune Zoldark (Valsione)
Russel Bergman (Gespenst Mk II)
Katina Tarask (Gespenst Mk II)

------------
|New Allies|
------------

Hiryu Custom (Lefina Enfield)
Lune Zoldark (Valsione)
Russel Bergman (Gespenst Mk II)
Katina Tarask (Gespenst Mk II)

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Tadpole x8

----------------------
|Enemy Reinforcements|
----------------------

None

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Shoot down all enemies by the end of turn 2

----------------
|Stage Strategy|
----------------

Easy stuff. Even though she's in a Gespenst, plonk Katina on the defensive
asteroid and have her counter all of the tadpoles. They should be either all
dead or mostly dead by the next player phase. Mop them up.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{EPISODE 10: Space Route Part 2}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Tasuku Shinguji (Giganscudo Duro)
Leona Garstein (Sieguarlion)

------------
|New Allies|
------------

Tasuku Shinguji (Giganscudo Duro)
Leona Garstein (Sieguarlion)

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Tadpole x11 (two twins)
Flatfish

----------------------
|Enemy Reinforcements|
----------------------

None

----------------------
|Miscellaneous Events|
----------------------

All enemies shot down except the Flatfish:

Tasuku casts Vigor, Drive, Guard, Valor, and Strike, regains controll of Gigan

----------------------
|Battle Mastery Point|
----------------------

None

----------------
|Stage Strategy|
----------------

This is a bit more complicated- the Giganscudo is disabled and reduced to 50%
HP. Tasuku should defend as Leona goes to blast the Tadpoles- focus and accel
will help this. Work fast- you have a time limit. When they all go down, the
Gigan manages to stand up and fight on against that weirdass flatfish. If you
shot down the last tadpole on the enemy phase, then you'll have to recast guard
on the next turn. Regardless, whack the abomination with Giga Unghia and Sonic
Acceleration, if Leona's in range. He should go down fairly easily.

The flatfish drops a special bullet part.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 10 space route intermission: Definitely upgrade your new allies a bit.
It will make life easier a bit later. 

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~~~~~~~~~~~~
{EPISODE 11}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Kouta (Compatible Kaiser)

------------
|New Allies|
------------

All enemies shot down/Turn 3

Kyosuke Nanbu (Alteisen Riese)
Excellen Browning (Rein Weissritter)

-----------------------
|Allied Reinforcements|
-----------------------

All enemies shot down/Turn 3

Kyosuke Nanbu (Alteisen Riese)
Excellen Browning (Rein Weissritter)
Kai (Gespenst Mk II custom)
Bullet (Grungust Type 3)

One bartoll shot down:

Hagane
ART-1 (Ryusei)
Ryoto
Rio
Irm
Viletta
Rai
Aya
Mai

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Bartoll x6

----------------------
|Enemy Reinforcements|
----------------------

All enemies shot down:

Bartoll x15 (three twins)

----------------------
|Miscellaneous Events|
----------------------

Turn 3/All enemies shot down:

Compatible Kaiser retreats

----------------------
|Battle Mastery Point|
----------------------

Destroy three Bartolls by the start of turn 3

----------------
|Stage Strategy|
----------------

It's Kouta against some bartolls to start out with. At this point, they're not
too bad to deal with at present, but you'll definitely need to use Focus/Strike
to get reliable hitrates. This situation is alleviated if you got the Custom
CPU earlier and have it equipped to Kaiser. Anyway, for the skill point, take
the fight to the Bartolls at the stadium- Kaiser Boomerang is both powerful and
has great range- it'll be very useful. As per usual, most attacks will take be
on the counter. When the skill point is achieved (or turn 3 rolls around)...

The ATX team, along with Kai, arrives and Kouta runs off to find Shouko. It's
up to your new allies to clean up here- Kyosuke and Bullet will probably need
to use strike, having fairly inaccurate weaponry. Be sure to land on the edge
of the stadium for bonuses. Kai's leadership aura is helpful too. When you
shoot the remainder down, even more come. Grack. Form up defensively on the
buildings and try to take down a Bartoll ASAP. The Hagane arrives with some
much needed reinforcements- Ryusei's in his new ART-1 and pumped up, starting
at 130 morale.

Now, the ODE System is now in effect. That essentially means that all Bartolls
share one pool of Morale- that is, if one Bartoll has, say, 120 morale and the
others wouldn't, they still have 120 morale. That, and their evasion rates are
improved when there are lots of bartolls on the field. Things get easier as you
go, essentially. Use as many SCs as necessary to take them down quickly. Maybe
because Banpresto is feeling like easing you into the whole menace, things are
pretty manageable.

In containers are an A adaptor, and two special bullet parts.

For your troubles, a repair module, a resupply module, a spirit breaker, spider
net, an apogee motor, a chobham armor, a screw module, a large generator, a 
Huckebein Mk II, and a Grungust Type 2.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 11 intermission: Upgrade what you wish to upgrade- you've got a bunch
of new units to play around with, like Gilliam's Gespenst RV and the Rampaging
Duo. Keep saving your PP for SP Regen/Focus/Attacker.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~~~~~~~~~~~~~
{EPISODE 12 Earth Route}
~~~~~~~~~~~~~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Ibis (Astelion AX)
Lune Zoldark (Valsione)

------------
|New Allies|
------------

Lune Zoldark (Valsione)

Turn 3/four enemies shot down

Rishu Tougo (Grungust Type 0)

Murata reduced below 70% HP:

Masaki Andoh (Cybuster)

-----------------------
|Allied Reinforcements|
-----------------------


Turn 3/four enemies shot down

Rishu Tougo (Grungust Type 0)

Murata reduced below 70% HP:

Masaki Andoh (Cybuster)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Mironga x6
Lion V x2
Guarlion Mumyou Custom (Murata)

----------------------
|Enemy Reinforcements|
----------------------

Murata reduced below 70% HP

Uber Mironga (Kyle)
Mironga x7 (two twins)

----------------------
|Miscellaneous Events|
----------------------

Murata reduced below 70% HP

Lune regains use of her Psycho Blaster

----------------------
|Battle Mastery Point|
----------------------

Shoot down Murata by the start of turn 5

----------------
|Stage Strategy|
----------------

Ick. The skill point is a pain. Lune should hang back and fire off her Cross
Smasher at the Mirongas. You need to work fast here, so don't bother putting
her on the base- just use SCs to stay alive. Ibis should head straight for the
Mumyou. Lune has trouble dodging, because the Valsione is pretty oudated by now
and the Mirongas are pretty accurate anyway. Ibis has more luck, due to her S
rank in the air and higher mobility. Note that her Psycho Blaster is disabled-
not that it's all that useful. Don't destroy the fourth enemy on the enemy
phase- this is important.

Because on Turn 3 Rishu gives a verbal smackdown to Murata, casts a bunch of
SCs, and prepares to kick some ass. If possible, have Ibis support him as he
attacks Murata. If not, have Ibis attack normally after Rishu. This will amost
assuredly bring some reinforcements on both sides- Kyle's Uber Mironga and some
grunts. Masaki also appears at 130 Morale. Change to Cybird mode, cast focus,
and attack with Cyflash so that you can cripple the entire force. Since Rishu
has guard cast, he should counter murata during the enemy phase. Next turn,
repeat the same- I had Lune use Psycho blaster to clear out the remaining grunt
Mirongas and damage murata a little bit. Attack him again with Rishu and Ibis-
for Rishu, use strike and invincible, for Ibis, use focus and soft reset. >_>
You should be able to do him in on the enemy phase of four. Depending on how
much damage Rishu took, either take him to the base to recover or dash over to
Kyle and start whacking him. He retreats at a rather high HP value- this is a
good thing, as you're probably exhausted at this point. You practically need
strike to hit him.

In containers: A multisensor, a servo motor, and a special bullet part.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 12 earth route intermission: You're definitely going to want to upgrade
your Tesla Lab units, and give Ibis Yuu's Linear missile launcher. She'll need
the ALL attack for next mission.

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~~~~~~~~~~~~~~~~~~~~~~~~
{EPISODE 12 Space Route}
~~~~~~~~~~~~~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Ratsel (Kurogane)
Sanger
Raul (Excellence Flyer)
Yuuki
Carla

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

All enemies shot down/ Turn 4

Kouta

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Gaorika Custom x12 (three twins)

----------------------
|Enemy Reinforcements|
----------------------

All enemies shot down/ Turn 4

Teugatail (???)
Eleoth (???)
Gaorika custom x 8(two twins)

----------------------
|Miscellaneous Events|
----------------------

All enemies shot down/ Turn 4

Kouta attacked for large damage, Raul moves to his position, Kouta recovers the
damage and gains maximum morale

----------------------
|Battle Mastery Point|
----------------------

Reduce Teugatail/Eleoth to below 30% HP by the start of turn 6

----------------
|Stage Strategy|
----------------

Things look relatively simple, but you're working under an unseen deadline.
Don't go a' dawdling, now. Rush forward and smack the Gaorikas as fast as you
can- they're not exactly difficult foes. They should go down quickly. However,
a few more arrive with a mysterious duo of strange mecha. Kouta's also here,
chasing after Shoko. He gets whacked, but Raul saves him and he recovers pretty
quick. Now the real fight starts- Kouta has to cast strike and invincible, and
attack the Teugatail (the pink/yellow one). Raul should follow up. The rest of
your force should dash towards them and start opening fire as soon as you can.
Use the remaining Gaorikas to build up morale for anyone that needs it. You'll
be going right down to the wire on this one, but you should get her to the HP
level required if you go at it with everything you have. Don't forget that Raul
and Carla know support attack.

In containers: A servo motor and a Multisensor

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 12 space route intermission: Not much to say. You might want to upgrade
the Kurogane's Armor/EN a bit.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~~~~~~~~~~~~~
{EPISODE 13 Earth Route}
~~~~~~~~~~~~~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Masaki
Lune
Ibis
Rishu

------------
|New Allies|
------------

Shu Shirakawa (Granzon) (doesn't join permanently)

-----------------------
|Allied Reinforcements|
-----------------------

Turn 4/Kyle or Murata's HP reduced below 60%

Hagane
Up to 14 other units
Shu Shirakawa (Granzon)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Kyle (Uber Mironga)
Murata (Guarlion Custom Mumyou)
Mironga x4 (one twin)
Bartoll x15 (three twins)

----------------------
|Enemy Reinforcements|
----------------------

Turn 4

Bartoll x19 (four twins)

----------------------
|Miscellaneous Events|
----------------------

Turn 4

Kyle's ODE system activates, Strike/Alert/Zeal cast every turn

----------------------
|Battle Mastery Point|
----------------------

All enemies except Murata/Kyle shot down within the time limit

----------------
|Stage Strategy|
----------------

Another mission where you have to work fast. Shove Ibis with her linear missile
launcher out in front, next to Masaki and Lune for friendship bonuses. Make
sure she's closest to the bartolls so she can counter them reliably. Save SP
with Rishu and Lune, but Masaki and Ibis can blow it all. If you're confident
in Ibis, send her out into the middle and lay waste. If not, keep her near the
other units. Keep it up for four turns...

The cavalry! And Shu! And a lot more Bartolls! No time to waste- you've got 3
turns to trash them all. Fortunately, you've got three map attackers for your
convenience, so use them! Save some of Shu's SP- the fact that he knows Valor
will make getting rid of Kyle easier. Speaking of him, he goes after Lune like
a crazed animal, attacking twice. Keep her out of the action with Alert cast
so you can minimize damage. You need to fan out to get all of the Bartolls in
time- Shu can take the entire left side by himself if you cast guard. Use MAP
attacks as necessary. When you get ready to take on Kyle, waste his alert with
a weak attack then pound on him with your strongest attacks. If you want the
Mironga, you need to shoot him down with Lune and fulfill the skill point.

In containers are a special bullet part, a cartridge (Murata horked this on my
runthrough), Kyle drops a solar panel, and Murata drops a high efficiency
radar if you shoot him down.

For your troubles, an Energy breaker, a thruster module, a beam coat, an SP
drink, a special bullet part, and if you me the requirements, a Mironga.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 13 earth route intermission: There are a few new units coming at the
start of the next mission, so save some cash for them if you so desire. I don't
really reccomend upping the mironga at all, if you got it.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~~~~~~~~~~~~~
{EPISODE 13 Space Route}
~~~~~~~~~~~~~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Hiryu Custom
Tasuku
Leona
Katina
Russel
Sleigh Presty (Calion)

------------
|New Allies|
------------

Sleigh Presty (Calion) (doesn't join permanently)

-----------------------
|Allied Reinforcements|
-----------------------

One turn after enemy reinforcements:

Kurogane (ratsel)
Sanger
Raul (Cosmo Frame)
Yuuki
Carla

Two or more enemies shot down after the Kurogane arrives

Kouta

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Bartoll x13 (two twins)

----------------------
|Enemy Reinforcements|
----------------------

All enemies shot down:

Bartoll x13 (four twins)

Two or more enemie shot down after Kurogane arrives:

Agares (Alion)
Hypocrisis (???)
Yaidabout (Folka)
Gaorika Custom x4 (Two twins)
Gaorika x6

----------------------
|Miscellaneous Events|
----------------------

All enemies shot down:

Hiryu Custom crew retreats

----------------------
|Battle Mastery Point|
----------------------

Shoot down all enemies by the start of turn 4

----------------
|Stage Strategy|
----------------

Once again, you're under a pretty tight deadline. Hurry forward with Tasuku and
Leona. The Hiryu Custom should also do this. Katina and Russel, quite frankly,
aren't much help, but they should still advance so they can mop up if necessary
(and it probably will be). Sleigh should cast focus and counter a whole lot-
the Calion is rather difficult to hit. It also has a handy MAP attack, if you
find yourself in a tight spot. Sleigh will be here for the long haul, so save
her SP and resources if possible. The Hiryu Custom and GanDuro's ALL attacks
will be helpful in bypassing support defense and twin squads. Things should
wrap up without too much trouble. Unfortunately, some more appear to the north
and the Hiryu Crew leaves. Focus and accelerate over to them (preferably in the
asteroids for defensive bonuses), and hold out for a turn.

Fortunately, the Kurogane and her crew arrives. Also, savor the perhaps one
opprotunity you'll ever get to use the Cosmo Driver frame. Take out the bartoll
units as swiftly as you can to trigger the rest of the enemies. After they
arrive, so does Kouta. He doesn't do as well in space as he does on land, so be
aware of that. Have him blast some Gaorikas for morale while the rest of your
units tackle the remaining Bartolls. Most likely, Alion will score a hit or two
on the Kurogane- defend when he attacks. After you take out the grunts, focus
on Folka- he's the easiest to reduce HP from. Use strike and defensive measures
to chip him down. His HP regen is annoying, but not exactly difficult to deal
with. When you reduce his HP to about 25% HP, the map ends.

In containers: A cartridge, and a special bullet part.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 13 space route intermission:

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 14}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Hagane
Hiryu Custom
Up to 16 other units

------------
|New Allies|
------------

None (depending on Route Split)

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Bartoll x30 (twelve twins)

----------------------
|Enemy Reinforcements|
----------------------

Hagane/Hiryu Custom nears the marked spot

Bartoll x4 (These contain Arado, Seolla, Latooni and Kusuha)
Bartoll x10

Ten enemy units remain:

Bartoll x10 (these keep spawning whenever the enemy count gets low enough,at
60 morale)

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Destroy 50 Bartolls

----------------
|Stage Strategy|
----------------

Ladies and Gentlemen, it's time for for a major scrap. Infinite reinforcements
in this mission- but let's worry about that later. First thing's first- you
have to bust through the lines and get either battleship to the marked square
on the Hellgate. While doing this, you need to blow up as many bartolls as you
can. Simple, but with that many, the ODE system will be rather difficult to
contend with. Cut a swathe through as quickly as possible and move your ships
as far as you can go. Use SP as needed, but use it sparingly. When your ships
cross a certain point (it should take about 3 turns)...

More! And four special ones containing Kusuha and company. This is by far the
most annoying part of the mission- you need to reduce them to about 770 HP but
not shoot them down to shake them out of their torpor. Mercy from Ryoto and
Rishu is very helpful, as are gatlings. And soft resetting. Masaki/Lune's MAP
attack can also be helpful, but be careful- there's no real surefire way of
doing this. Make it your top priority to get this part out of the way. When you
do, focus on trashing as many Bartolls as possible while advancing your ships.
Thankfully, the required number for the skill point has been reduced to fifty.
It really shouldn't be difficult to shoot that many down- no special set up is
required. Just make sure they don't swarm you. Move either ship on to the goal
when you're ready to move on. The crew of the Kurogane join the fray to help
out in the final battle against Juergen.

In containers are a booster and a special bullet part.

For your troubles, a repair and resupply module.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 14 intermission: If you wish, upgrade the Wurger, Falken, and Ratsel's
newly delivered Aussenseiter. Get ready for a ardurous fight- it would be a
good idea to deploy a machine with an Armor Breaker, like the Type 0 or Type 3.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
~~~~~~~~~~~~
{EPISODE 15}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Hagane
Hiryu Custom
Kyosuke (Alteisen Riese)
Excellen (Rein Weissritter)
Kouta
Up to 18 other units

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Bartoll x28 (seven twins)

----------------------
|Enemy Reinforcements|
----------------------

Five Bartolls remain/unit moves close enough to marked area:

Uber Bartoll (Naked Green Lamia)
Bartoll x6 (three twins)

----------------------
|Miscellaneous Events|
----------------------

Lamia shot down with Kyosuke:

Alteisen damaged

----------------------
|Battle Mastery Point|
----------------------

Complete map by the start of turn 9

----------------
|Stage Strategy|
----------------

Be inspired by the music and charge. Be sure to land the Kaiser- it has an S on
Ground terrain, and as we know by now, Bartolls can't be taken lightly. Units
that have SP regen (if there are any, Mai and Gilliam notwithstanding) should
take the forefront and start weakening the bartolls. Distribute morale gains
evenly- you need everyone in top fighting form for the end of this mission. As
you gradually chip away at their numbers, try not to advance too far. If you do
a nasty group of reinforcements could ruin your day. When all but five bartolls
remain, or you advance far enough towards the goal, Naked Green Lamia and her
cadre of six appear. Her Uber Bartoll is nasty- tough to hit and packs a punch.
Fortunately, it's armor is pathetic as ever, and 60000 HP isn't that much. Mop
up the last bartolls to minimize her ODE bonuses and chip her down with Strike
activated- she has double image. Make sure that Kyosuke finishes her off, or
you lose. When you do...

Boy that's ugly. How dare they do that to my precious Valsion series?! Juergen
is -tough- 300K HP, 2000 armor, and guard. His attacks are pretty strong too.
As a saving grace, he has no HP regen or full block. To that end, whack him as
soon as you're able- don't bother waiting until all units are in position. You
have to work as fast as you can here- 8 turns might seem like a lot, but this
guy takes a ton to drop. As soon as you're able to put up a concentrated attack
have Rishu use his armor breaker to increase damage done. Characters with only
Focus will have a tough time here- try to have them attack early so his prevail
bonuses don't jack up his hitrate too high. Use all of your most powerful moves
and Valor, if you have it. Probably only a few pilots will at this point. This
will definitely take two or three rounds. Standout attacks are the Tatsumaki
Zankantou and the HTB Cannon, which belong to Dygenguard/Aussenseiter and SRX/R
Gun Powered. He's a tenacious bastard, but he will fall eventually. When he
does, cast luck for a truly large amount of money.

In containers: An AB Field, A biosensor, and a mega generator.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 15 intermission: Use your bolstered funds to upgrade whatever units you
so desire, maybe buy SP Regen or something if you have enough PP, and move on.
The next few missions won't involve your main force, so keep that in mind.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 16}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Albero (Gespenst Mk II Custom)
Hugo (Gespenst Mk II custom)
Folia (Gespenst Mk II)

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Harpas x6
Dagger x3

----------------------
|Enemy Reinforcements|
----------------------

Enemy phase turn 2:

Harpas x3

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Clear map by the start of turn 5

----------------
|Stage Strategy|
----------------

Time for more quality time with the Cry Wolves. Albero and Hugo should land, as
per usual, and rush forward. Folia should follow- not that he'll be of that
much help. The Harpas units, (heretofor referred to as bats) are neither that
durable nor agile. They have a post-movement all attack with rather good range,
but it's not exactly a saving grace. Charge 'em and mow 'em down. The daggers
will summon up a few more on the enemy phase of turn 2- no worries. Keep at it
and they'll fall swiftly. The Daggers are also capable of attacks, and while
they're a bit more durable than the bats, they don't pose much of a threat as
well. it is worth noting that the Shura have low levels of counter and prevail-
they get marginally stronger when at low HP. By placing Albero or Hugo in the
middle of the daggers, they should be able to OHKO them on counterattacks with
the 2 way cannon long range mode.

In containers are two special bullet parts.

For your troubles you get two repair kits, two propellant tanks, and two
cartridges.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 16 intermission: As per usual, upgrading the Cry Wolves is not exactly
something I'd reccomend, but you can if you want.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 17}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Albero
Hugo
Folia

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

Fronz x2
Telgum x2
Wendigo x2

-------------
|Enemy Units|
-------------

Dagger x4
Harpas x8 (four twins)
Boffry x5

----------------------
|Enemy Reinforcements|
----------------------

None

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Clear map by the start of turn 5

----------------
|Stage Strategy|
----------------

As you might expect, the only genuinely helpful friendlies you have are the
Wendigos. Anyway, same deal as last time- dash in and start blowing things up.
Be sure to save on the first turn- the Daggers are now equipped with the super
accurate stun shock. If you get pegged, you can't move for two whole phases.
Naturally, this royally screws up your chances to get the battle mastery, so it
might be a good idea to evade when you're attacked by a dagger instead of
countering. Anyway, the Boffries are (heretofor referred to as lizards) tougher
than the bats, but not by much. They can dodge moderately well, but it should
not give you any real trouble. Once again, parking Albero/Hugo in the middle of
the daggers will fix their wagons. Whichever has more morale. Pretty much a
repeat of last mission with some friendlies to help you.

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Episode 17 intermission: And once again, don't waste your money.

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~~~~~~~~~~~~
{EPISODE 18}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Albero
Hugo
Folia

------------
|New Allies|
------------

Turn 5 enemy phase:

Axel Almer (Soulgain)
Einst Alfimi (Lichkeit)

-----------------------
|Allied Reinforcements|
-----------------------

Turn 5 enemy phase:

Axel Almer (Soulgain)
Einst Alfimi (Lichkeit)

Teugatail reduced below 50% HP:

Shu (Granzon)

------------
|Friendlies|
------------

Wendigo x3

-------------
|Enemy Units|
-------------

Jetz Reggiseur

----------------------
|Enemy Reinforcements|
----------------------

Turn 3 Enemy phase

Teugatail (Tess)
Gaorika x12 (six twins)

Turn 5 enemy phase

Jetz Knochen x4
Jetz Glied x4

Teugatail reduced below 50% HP

Jetz Knochen x4
Jetz Glied x4

----------------------
|Miscellaneous Events|
----------------------

Turn 5 enemy phase:

Albero, Hugo, and Folia regain all SP and gain max morale

Tess shot down/retreats

One Wendigo retreats

----------------------
|Battle Mastery Point|
----------------------

Shoot down Tess (retreats at 10% HP) by the start of turn nine

----------------
|Stage Strategy|
----------------

This one's a little complicated. First of all, have the Cry Wolves move over
to the warehouses to the right. Ignore the Reggiseur- you don't have the fire
power to take it down. Instead, wait for Tess's force. It's rather pansy- your
Gespensts can take 'em down easily. Try to save a few for later- a new arrival
will need the morale. While this is going on, the Wendigos will keep the Head
Honcho busy. It's entirely possible one will get shot down because they're
rather stupid, but for the most part they make good meatshields. When and if
Tess gets in range, start whacking her. On the enemy phase of turn 5, 
reinforcements for both sides: a few Jetz grunts and... Axel Almer and Alfimi? 
They're back from certain death, folks. Oh well.

Next turn, raise Axel's morale with Alfimi's rouse and start blasting away at
Tess. You want to get her HP down ASAP. Use Alfimi's Attune to save SP, but
have Axel save his valor. He'll need it for the finishing blow. As you chip her
down, who's to show up but our good friend Shu in his trusty Granzon? Given the
newly appeared Einst grunts, there's probably a huge cluster of enemies right
in front of him. Graviton Cannon will fix their wagons- cast Guard (and valor,
if you want to get it over with in one attack) and go to town. Tess has low
armor- she shouldn't take too long, but you still have to work fast. When she
does go down, she horks a wendigo and retreats. Now you just have to wait for
turn 13 to roll around, and you'll be done.

In containers: An energy drain, a special bullet part, and a solar panel.

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~~~~~~~~~~~~
{EPISODE 19}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Kouta (Fighter Roa)

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

Turn 4:

Sanger
Raul (Flyer Frame)
Yuuki (Rathgrith Raven)
Carla (Randgrith Raven)
Arado (Wildwurger)
Seolla (Wildfalken)
Latooni (Wildraubtier)
Masaki
Kouta (Compatible Kaiser)
Ratsel (Kurogane)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Andras (Magnus)
Boffry x16 (eight twins)
Harpas x8 (one twin)
Fraus x11

----------------------
|Enemy Reinforcements|
----------------------

Turn 7 enemy phase:

Folka (Yaidabout)
Dagger x3

----------------------
|Miscellaneous Events|
----------------------

Turn 4:

Sanger attacks Magnus for 9000 damage

----------------------
|Battle Mastery Point|
----------------------

Folka shot down

----------------
|Stage Strategy|
----------------

Our poor friend Touma is about to be squished by his lardliness Magnus, but
Kouta does his best Rom impression and saves his bacon. Kouta should run south
and draw the bats near after him. Weaken them, but don't shoot down more than
one or two- morale for everyone when they get there. Keep it up for three turns
and you get your reinforcements after Sanger righteously smacks down Magnus.
Ignore Magnus! Just go after the grunts- the Fraus (from now on referred to as
bulls) are tough and pack a punch, but are inaccurate. Raul's in his flyer
frame, though most of his foes are ground based. Thus, get the Kurogane within
range of him and switch to the Striker. Start whacking away at the Fraus- it'll
take a while. Sanger should be careful if you haven't upgraded his mobility
that much- the rest can dodge well enough.

Anyway, Magnus will chase after him, but his hitrate is rather low. Mop up your
foes- take your time and distribute kills evenly. There's no hurry. On enemy
phase turn 7, Folka arrives with a few daggers and the skill point criteria is
now clear- you need to chip him down to about 26000 and then whack him down
with a mighty blow. Unfortunately, he's now at 130000 HP- so it can take a fair
bit of time. Use support attacks and the twin bird strike to slowly take off HP
- some of your pilots are learning valor, so this will make things easier. When
he gets to about 26000, twin up Kouta and Sanger, cast Valor/Soul, and use the
Kaiser Tornado/Umyou no Tachi. When he goes down, the map is cleared.

In containers: a Chobham armor, a dual sensor, and Folka drops a Manual of Sure
Kill Prowess (Not the official name, but god only knows what the real one is.)

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 19 intermission: Not much of note here- though you might want to put
Latooni into the Ashsaber. By now, some of your pilots are probably nearing the
amount of PP required for SP Regen/Attacker/Focus- get one of those ASAP.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 20}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Folka Albark (Yaidabout)

------------
|New Allies|
------------

Folka Albark (Yaidabout)

-----------------------
|Allied Reinforcements|
-----------------------

Turn 2:

Kouta

Turn 3:

Kurogane (Ratsel)
Raul 
Up to seven other units

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Harpas x4
Boffry x2 (one is in a twin with a harpas)
Valefar (Fernando)
Agares (Alion)

----------------------
|Enemy Reinforcements|
----------------------

Turn 2:

Teugatail (Tess)
Heavy Barrelion x3
Landlion x5
Gaorika Custom x14(seven twin units)
Flygia x5 (all flygias are in twins with landlions)

----------------------
|Miscellaneous Events|
----------------------

Fernando is reduced below 100000 HP: Casts vigor and both he and Folka unlock
their finishing techniques

----------------------
|Battle Mastery Point|
----------------------

Alion reduced below 50% HP

----------------
|Stage Strategy|
----------------

Cast invincible on Folka and head east. Next turn, cast focus and head north
and have Kouta stay put. Alion will just kinda watch, so don't worry. You need
to lure the main enemy force to his general position so that your reinforcement
units can reach 'em quickly. The ordnance used by Tess is fairly antiquated.
The heavy barrelions are difficult to drop and they pack a mean punch, and
their missiles are pretty accurate. Fortunately, they can hardly move, not even
mentioning evasion. The Gaorikas, Landlions, and Flygias just don't have enough
endurance to really be a threat. Distribute morale evenly and save SP. When the
grunts are gone, whack Tess around a little. She'll retreat and make your life
easier when she gets to about 50%- seeing as she hounds Raul's every step, as
Fernando does with Folka, this is a good thing. Go after Alion next. Provided
you protect yourself and use strike, he shouldn't be difficult to weaken enough
to get the skill point. Fernando is essentially Alion without Double Image and
higher morale- feel free to blow all your resources on him. Annoyingly, he has
a little bit more HP than originally advertised, because he casts Vigor when
you reduce his HP below 100K. Fortunately, Folka unlocks his two strongest
attacks and regains all SP. This might take a turn or two. Don't worry too much
if it does- the Valefar's HP regen isn't exactly mighty. When Fernando gets his
butt kicked, the mission ends.

In containers: A Dustproofing, a multisensor, and a special bullet part.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 21}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Kouta (fighter roa)

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

Turn 3:

Folka (Yaidabout)
Raul (Agent Fighter)

Turn 4:
Hagane
Ryusei (R-1)
Rai (R-2)
Aya (R-3)
Mai (ART-1)
Viletta (R-Gun powered)
Irm (Grungust)
Radha (Shutzwald)
Kai (Gespenst Mk II custom)
Ryoto (Huckebein Mk III)
Rio (AM Gunner)

Turn 5:

Compatible Kaiser (Kouta)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Teugatail (Tess)
Eleoth (Despinis)

----------------------
|Enemy Reinforcements|
----------------------

Turn 3:

Gunsect x8 (three twins)
Heavy Barrelion x6 (Two twins, two are in twins with Giganspadas)
Giganspada x2
Guarlion x6 
Lion V x12 (four twins, two are in twins with a guarlion)

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Tess shot down (retreats at 20% HP, if Eleoth is shot down Teugatail retreats)

----------------
|Stage Strategy|
----------------

After Kouta foils the loli-rific stickup, he changes into fighter Roa to combat
the two. Unfortunately, he's not capable of doing much in this form, especially
since he's on his own. Anyway, cast invincible and wait for turn 3. On said
turn, a whole mess of reinforcements appear. Fortunately, Folka and Raul also
show up to help. Raul should head for the Gunsects, while Folka leads the lions
southward. Kouta should cast focus and weaken the high HP enemies near him. The
real cavalry arrives on turn 4.

The crew of the Hagane! Thank goodness for timely arrivals. Clean up the grunts
for morale while putting a reliable unit next to Tess and Despinis to draw fire
from them. Unfortunately, Raul can't switch frames, so have him fall back or
board the Hagane. His core fighter is pretty dinky. Tess is nothing new at this
point- you should know her tricks from stage 18. Her low armor makes her easy
pickings. Get her down to about 26000 HP and unleash your strongest attacks.
The SRX's HTB cannon will do obscene damage to her. When you do her in, they
bugger off and the Compatible Kaiser is soundly smacked by a mysterious new
enemy.

In containers: A special bullet part, a great generator and a biosensor. If you
opt to shoot down Eleoth, she drops a T-Link Sensor.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 21 intermission: Stick a screw module on your favorite non-water unit
and a Tesla Drive on another, if you have it.

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~~~~~~~~~~~~
{EPISODE 22}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Hagane
Kurogane (Elzam)
Kouta
Up to 14 other units

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Sealion x14 (three twins)
Barrelion x9 (one twin, three are in twins with a Guarlion)
Guarlion x5 
Giganspada x6 (two twins
G Thundergate (???)
Hypocrisis (Lalia)

----------------------
|Enemy Reinforcements|
----------------------

None

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Shoot down Hypocrisis (retreats at 20% HP) before shooting down the G Thunder
Gate

----------------
|Stage Strategy|
----------------

This stage is a bit annoying, being mostly water. Thusly, you need units that
are good in the water or can fly. Units that don't have an S in the air are a
bit disadvantaged in this mission. You'll want a unit with good ranged attacks
to take on the barrelions, while your main force pushes through the Sealions
and Guarlions. The sealions are one shot enemies- they're accurate, but they
crumple fast and have a significant blind spot- attack from range one. The rest
of the enemies are standard fare. While this is going on, the G Thundergate
will run straight for Kouta and attack. Always have invincible cast on him.

The Giganspada units are annoying, and have a propensity for defending on the
player phase. They're also rather powerful, so exercise caution. It doesn't
help that Lalia is chucking things at you as you chip away. Fortunately, with
judicious use of all attacks, they go down at a decent rate. Lalia himself is
the toughest of the Lolisquad, with guard and the most HP, but he's not that
tough at all. To knock down the 30000 HP in one shot to get the skill point,
twin up Kai or Kouta with another heavy hitter like Sanger or the SRX and use
Soul. That should fix his wagon.

In containers: A screw module, a propellant tank, a hybrid armor, and a High
Efficiency radar.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 22 intermission: Put a few upgrades on the R-1/Wildraubtier, and maybe
a few parts, too. They'll need to survive solo for a bit.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 23}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Ryusei (R-1)
Mai (ART-1)

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

Murata reduced below 70% HP

Latooni (Wildraubtier)
Hiryu Custom
Kyosuke (Alteisen Riese)
Excellen (Rein weissritter)
Lune (Valsione)
Katina (Gespenst Mk II)
Russel (Gespenst Mk II)
Tasuku (Giganscudo Duro)
Leona (Sieguarlion)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Lion F x12
Guarlion Custom Mumyou (Murata)

----------------------
|Enemy Reinforcements|
----------------------

Enemy phase turn 6/ Murata reduced below 50% HP

Bartoll x20 (five twins)

----------------------
|Miscellaneous Events|
----------------------

Murata reduced below 70% HP:

Murata takes 8700 damage, Double T-Link Knuckle learned

Turn after enemy reinforcements:

Murata casts vigor

----------------------
|Battle Mastery Point|
----------------------

Murata shot down (retreats at 20%)

----------------
|Stage Strategy|
----------------

This is mission is a pain. First of all, only kill about three lions- merely
weaken the rest. That way you have enough morale to use your T-Link Swords.
Have either Ryusei or Mai in range of Murata at all times so that they can chip
him down on counters. You trigger your reinforcements at 91000 HP, so keep that
in mind and don't do it on the enemy phase. When you do trigger this, Latooni
arrives and gives Ryu and Mai the necessary data to perform their new synchro
attack. The Hiryu Custom also arrives to help mop up. Distribute morale evenly
by finishing off the weakened lions.

Unfortunately, Bartolls arrive on turn six- take the necessary precautions on
the player phase so as not to get owned by the ODE system- focus and guard, in
a pair of words. Fortunately, the Kurogane and Hagane also arrive. Note that
Ratsel is now in his Aussenseiter again. Blast through the Bartolls quickly.
Murata is just another retreating boss- you should be used to them by now. He's
tougher than the loli squad and you don't have as much morale as is the optimum
amount, but it's not difficult. When he goes down... wait, didn't we kill that
thing? Cliffhanger!

In containers: a special bullet part, an apogee motor, and an armor breaker.

For your troubles, a hybrid armor, an energy breaker plus, a mind blast, and 
40K in cash.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~
{EPISODE 24}
~~~~~~~~~~~

--------------
|Allied Units|
--------------

Hagane
Hiryu Custom
Kyosuke (Alteisen Riese)
Excellen (Rein Weissritter)
Up to 14 other units

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Bartoll x19
Mironga x8 (all are in twins with a bartoll)
Giganspada x4 (two twins)
Valsion CF Custom

----------------------
|Enemy Reinforcements|
----------------------

None

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

All enemies but the valsion CF shot down by the start of turn 6

----------------
|Stage Strategy|
----------------

Another water heavy stage. Ick. And bartolls, to boot. This could be trouble if
you're not careful. To top it off, you have to hurry. With your most competent
airborne/waterborne units, charge ahead with all guns blazing. This stage is
short and violent- blow as much SP as you need on the Bartolls. As you keep
blasting your way through, the Valsion CF will take potshots at you. Thankfully
for you, it is not equipped with ODE system and thus is not much of a threat.
As usual, Bartolls fall pretty fast, provided you can hit them. Still, five
turns is not a long time, so work as fast as you can. The Giganspadas seem to
have been placed in this episode merely to slow you down- use your strongest
ALL attacks on them, and use Valor if you need to. Even though it might seem a
little counterintuitive, the SRX is a good unit for this map, because of its
cheap Hi Finger Launcher ALL and general firepower. You should make it if you
really put the pedal to the metal. Remember that you have a few units with MAP
attacks as well. The Valsion CF itself is pretty simple, and retreats at 50% HP
anyway.

In containers: A cartridge, a special bullet part, and an A adaptor.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 24 intermission: At this point, your group is almost all reassembeled.
However, there's a new arrival coming next mission, so maybe save a bit of your
cash. Also, the next mission is the deadline for the Shishiou Blade (Sanger,
Bullet, and Rishu must have 95 combined kills) and the Hero's Mark (Kouta and
Folka must have a combined level total of 65).

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 25}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Bullet (KoRyuOh)

------------
|New Allies|
------------

Schine Hausen (Fairlion G)

-----------------------
|Allied Reinforcements|
-----------------------

Two turns after Chujin shot down:

Rishu (Type 0)
Gilliam (Gespenst RV)
Ibis (Astelion AX)
Shine Hausen (Fairlion G)

Six turns after allied reinforcements:

Hagane
Hiryu Custom
Up to 11 other units

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Chujin

----------------------
|Enemy Reinforcements|
----------------------

Chujin shot down:

Chujin (155000 HP)

Two turns ater Chujin shot down:

Harpas x8 (three twins)
Bofry x18 (two twins, one in each Fraus twin)
Fraus x8

----------------------
|Miscellaneous Events|
----------------------

Chujin shot down:

KoRyuOh takes 3700 Damage, switches to RyuKoOh, Kusuha's morale drops to 80

Six turns after allied reinforcements:

Kusuha gains maximum morale, regains the use of her sword techniques, and the
Chujin takes 16000 Damage

----------------------
|Battle Mastery Point|
----------------------

Chujin shot down (retreats at 20% HP)

----------------
|Stage Strategy|
----------------

Tiger Dragon King... has arrived! Cast Focus and invincible and show that fool
what for. Two or three Random Spikes will fix his wagon. Well, seemingly. Poor
Bullet gets whacked by the enemy's new attack and switches to RyuKoOh. This is
messy- retreat as fast as you can towards the base. Cast Invincible each turn.
Two turns after you got whacked, the cavalry arrives. Unfortunately, so do some
Shura. Be careful with Shine- she can dodge well, but one hit... and bye bye
Fairlion. Anyway, put them all on the warehouses for HP and EN regen. Now it's
your job to hold out for a goodly while- six turns. Try not to take out too
many grunts so that your incoming force can have some for Chujin smiting. At
the appointed time, Kusuha gets out of her funk and whacks the thing a good one
with the trusty Hazan Ken, and your allies arrive. Now, divide kills as evenly
as possible, and when you're ready, start chipping down the Chujin. Its armor
is absolutely terrible- if you throw an armor breaker on it, it'll only have
250. With only that much, doing 31000 damage in one go is easy.

In containers: a special bullet part, and a spirit drain.

For your troubles: a special bullet part, a tesla drive, a g-wall, a super
repair kit, and SP Drink, a G-Impact Stake, a Graviton Launcher, and a weapon
breaker.

The Huckebein, Huckebein Mk III R, WildWurger L, the Gespenst Mk II S, Grungust
Model 2, and the Fairlion S are delivered.

If you got them, the Hero's Mark and the Shishio blade are delivered.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 25 intermission: Quite a few new units to play around with- though most
of them aren't worth messing around with except for RyuKoOh. Put a couple of
pilots in the G-Hawk and G-Bison for type 3 action, though. Anyway, have fun
with your new stuff. It would be a good idea to equip Masaki, Folka, and Sanger
with some good stuff, along with Lune, Kouta, and Raul.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 26}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Sanger
Masaki
Folka

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

Two turns after Valefar arrives:

Hiryu Custom
Hagane
Up to 14 other units (Compatible Kaiser, Valsione, and Excellence unavailable)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Boffry x8
Fraus x4

----------------------
|Enemy Reinforcements|
----------------------

All enemies shot down:

Andras (Magnus)
Grimoire x12
Fraus x20 (10 twins)

----------------------
|Miscellaneous Events|
----------------------

All enemies shot down:

Andras attacks Sanger, reduced to 7500 HP, Sanger gains maximum morale and 
unlocks Dygenguard's default weapons

----------------------
|Battle Mastery Point|
----------------------

Valefar shot down (retreats at 10%), Magnus not shot down

----------------
|Stage Strategy|
----------------

Sanger, Masaki and Folka are out on recon duty, and as bait. They get a small
force for their troubles- rush up and take them out. Nothing new here. When you
take out the last enemy, be sure to have focus/guard cast on everyone. Ack!
Surrounded! Things look grim when the Andras squishes the Zankantou, but the
default weapons for Dygenguard are unlocked and Sanger is still more than ready
for a fight. Now, the Grimoires are new- they're a cross between Boffries and
Fraus- they're pretty tough and fairly good at dodging, but not as good as the
others at their speciality. Blast them down at your leisure- there's plenty
morale to be had in the as of yet immobile Fraus. Hold out for a bit... and
reinforcements!

Wait, Fernando isn't an ally! Ah well. Hold on for a bit more, and -then- your
reinforcements come. Phew. Standard map from here on in. Bulls are tough as
always, but none too accurate. Magnus will chase after Sanger and probably miss
a whole lot. Fernando won't have much more luck with Folka. You can either
split into two groups or stay together and make a semicircular sweep. Taking
down the Valefar at this point is child's play- 10% is totally paltry. You
shouldn't have to twin up at all.

In containers: a propellant tank, a special bullet part, and a sure kill manual
thingy. The crit raising item. Araa.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 26 intermission: At this point there's not much to say. Spend your cash
on the units you use the most, and start investing in weapon upgrades. Also,
note that to switch the Dygenguard between its default weapons and Zankantou
attacks (which enables tornado blade), you can switch in the frames screen.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 27}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Kouta
Raul
Lune

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Bartoll x8

----------------------
|Enemy Reinforcements|
----------------------

All bartolls shot down:

Eleoth (Despinis)
Teugatail (Tess)
G-Thundergate (Emi)

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Reduce Emi's HP below 30% within five turns of her arrival

----------------
|Stage Strategy|
----------------

Kouta and Raul should rush ahead and start whacking Bartolls around for morale.
Lune can fire off Cross Smasher without any, so she souldn't get priority. Raul
should probably weaken them on the first time and let Kouta finish them off, so
you can save SP. When you finish them off, Tess, Despinis and Emi arrive to
make life miserable. As usual, she'll go for Kaiser. Counter with the strongest
move available. Next turn, attack her with everything you have. The Duminuss
lolis will just sit back and watch. Now, don't try to shoot it down! That's a
losing condition. Just keep whacking until the stage ends rather abruptly.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 27 intermission: Not much you can do here- only three units and not a
whole lot of cash. Equip any parts you want and move on.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 28}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Kouta
Lune
Raul
Axel
Alfimi

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

Teugatail/Eleoth reduced below 70% HP

Hagane
Hiryu Custom
Kyosuke
Excellen
Up to 11 other units

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Wendigo x4
Teugatail (Tess)
Eleoth (Despinis)

----------------------
|Enemy Reinforcements|
----------------------

Teugatail/Eleoth reduced below 70% HP:

Bartoll x29 (12 twins, some with a mironga)
Mironga x4 (all in a bartoll twin)
Valsion CF Custom (Naked Green Lamia)

----------------------
|Miscellaneous Events|
----------------------

Teugatail/Eleoth reduced below 70% HP:

Tess and Despinis retreat, Fiona is recovered

----------------------
|Battle Mastery Point|
----------------------

Clear map by the start of turn 8

----------------
|Stage Strategy|
----------------

First thing's first- get ready to whack Tess around to trigger reinforcements
ASAP. Kouta should wait a good distance away from Tess so she has to move to
whack him, then counter with Kaiser Tornado. Your other units should move in to
position/start attacking the Wendigos. You should be able to get her down to
the necessary level without too much trouble. Then a mess of reinforcements for
both you and the enemy. That's a lot of bartolls. Your dodgiest, most reliable
unit should take the forefront and start attacking and reducing their numbers
ASAP. The ODE system is nasty with that many running around- these units are
also slightly upgraded. All in all, this is a nasty battle. All/W attacks are
your best friends. You don't have a whole lot of time, either. Fortunately, as
always, Bartolls crumple fast if you peg them. The Valsion CF is a minor road
block at best- but don't shoot it down! Get it below 13000 HP and the map ends.

In containers: 2 special bullet parts and a spirit breaker.

The Vaisaga is delivered after the mission! Oh yeah!

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 28 intermission: Two new units to toy with- the Vaisaga and Fiona's
Excellence Core. Upgrade both as you wish- they're both excellent units. Also,
put Rishu and Ryoto in good units and deploy them next mission- you need mercy.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 29}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Hagane
Hiryu Custom
Raul (Excellence Lightning)
Fiona Gureden (Excellence Eternal)
Kouta
Folka
Up to 12 other units

------------
|New Allies|
------------

Fiona Gureden (Excellence Eternal)
Shouko (G Compatible Kaiser)

-----------------------
|Allied Reinforcements|
-----------------------

Emi/Tess/Despinis reduced below 50% HP

G Compatible Kaiser (Kouta)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Grimoire x8
Boffry x17 (five twins, one in each Grimoire twin)
Dagger x4
Fraus x1 (one in a boffry twin)

Agares (Alion)
Mardict (Altis)

----------------------
|Enemy Reinforcements|
----------------------

All daggers captured

Teugatail (Tess)
Eleoth (Despinis)
G-Thundergate (Emi)

----------------------
|Miscellaneous Events|
----------------------

Tess/Despinis/Emi reduced below 50% HP

Tess takes 28000 damage from Kouta

----------------------
|Battle Mastery Point|
----------------------

Alion shot down (retreats at 25% HP)

----------------
|Stage Strategy|
----------------

First of all, make sure that Royoto and Rishu are in range of the first two
daggers. Cast Mercy, Valor, and strike. You'll leave the dagger with 10 HP and
it retreats. Next turn, do it with the other two. In the meantime, start the
Shura whacking. They've gotten a whole lot tougher since your last fight- be
careful. Prevail now really means something on these evasive and armored grunts
you have to whack. Due to their clusters, it shouldn't take too long. Use ALL
attacks as needed, and try to get some kills for Fiona and Lamia. When the
daggers are captured, Tess and company appear again west of your starting point
to make life miserable. They'll all head forward towards Kouta.

Now the trick here is to ignore the G-Thundergate. You can finish the mission
without even scratching it- just focus on Tess. When she gets reduced below 50%
HP, her HP takes another big dip when the G-Compatible Kaiser forms and Kouta
shows off the new Over Kaiser Sword. Finish her off with a strong attack for an
oricalconium. Now, focus on Alion. He's not too tough, but he retreats at 
fairly high HP. Tornado Blade/HTB cannon might be needed to achieve the needed 
damage output. After that, whack around Mardict a bit. Altis will retreat when 
he dips below about 40% HP and the mission ends.

In containers: A megabooster and an Oricalconium.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 29 intermission: Equip an armor breaker on someone with Fury, or just
someone who doesn't have an entirely powerful attack but is still good at grunt
bashing. Leona fits both descriptions. Also, next mission is a good chance to
level up and get a few kills for characters you don't use much, so you might
want to look into that.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 30}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Albero
Hugo
Folia

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

Winning condition achieved:

Axel
Alfimi

One turn after:

Hiryu Custom
Hagane
Up to 15 other units

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Jetz Reggiseur
Jetz Knochen x10
Jetz Glied x9

----------------------
|Enemy Reinforcements|
----------------------

Jetz Reggiseur reduced below 50% HP:

Chujin

----------------------
|Miscellaneous Events|
----------------------

Winning condition achieved:

Folia destroyed, Albero and Hugo retreat

----------------------
|Battle Mastery Point|
----------------------

Achieve winning condition within three turns

----------------
|Stage Strategy|
----------------

One last hurrah for the Cry Wolves- all but the named characters have bit the
big one. You've got to get to the marked square and fire off your super anti
Jetz warhead. To do this in three turns requires Hugo and Albero to twin up and
use Accelerate. Have Hugo cast Spirit, and have Albero attack all the enemies
he can during the enemy phase to get to 110 morale. Form a twin and run. Folia
can hide in a corner. You should get there on turn 3. Unfortunately, the Cry
Wolves' efforts are for naught, and Folia gets blown up while defending his
father. Hugo fares little better- his gespenst gets royally trashed. When all
seems lost, Axel and Alfimi appear to combat the Jetz menace. Head towards the
teeming masses, but don't kill any of them. Your other forces need the morale.

And they arrive a turn afterwards. With luck, right in the middle of those
previously mentioned teeming hordes. Deploy a few units you don't usually use
and take advantage of the fact that these enemies are easy pickings. Try to
evenly distribute morale- it's rather difficult, since there aren't actually
that many enemies. Alfimi's Rouse is very helpful. When you're ready, hit the
big guy with an armor breaker and start whacking him about. I reccomend leaving
the animations on at least once. At 50%, the Chujin from earlier arrives for
whatever reason. He also arrives after a goodly amount of turns have passed, so
if you want to wait for him, feel free. He doesn't drop anything important, so
you can just ignore him if you want. The Reggiseur is tough- 200000 HP and the
Guard skill, along with being freaking huge. He'll go down eventually. If you
feel theatric, finish him off with the final grand cross. Or Alfimi.

In containers: A special bullet part, and the Chujin drops a Spirit Taker Plus
if you shoot it down

For your troubles: A high efficiency targeting device, a Tesla Drive S, a G
Territory, a Super Repair Kit, an SSP Drink, an SP Drink, two special bullet
parts, a Neo Chakram Shooter, and 40000 in cash.

If you met the requirements, you also get a Steel Soul and a Boost Hammer.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 30 intermission: At this point, you shouldn't need much direction. I
would reccomend equipping Dygenguard with his default weapons for the next
stage- the all attack is insanely wounded. By now, focus more on upgrading your
finishing moves so that the bosses will go down more easily.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 31}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Hagane
Hiryu Custom
Folka
Up to 15 other units

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

Fernando reduced below 30% HP

Apotheosized Yaidabout (Folka)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Boffry x7 (two twins)
Fraus x10 (five twins)
Grimoire x14 (four twins)

----------------------
|Enemy Reinforcements|
----------------------

All enemies shot down:

Andras (Magnus)
Valefar (Fernando)
Grimoire x23
Fraus x23 (each is in a twin with the other)

----------------------
|Miscellaneous Events|
----------------------

Fernando reduced below 30% HP

Fernando takes 40000 damage and retreats

----------------------
|Battle Mastery Point|
----------------------

All enemies shot down by the start of turn 4

----------------
|Stage Strategy|
----------------

One of the more difficult skill points in the game- you'll need to deploy units
with good all attacks and powerful post movement attacks. A MAP attacker or two
wouldn't go amiss either. There's not much strategy involved- bust through as
quickly as possible to get a few ALL attackers near the Bull twins. Don't be
afraid to use Valor to expedite the process. Rouse and Drive are also helpful
in increasing your damage output. When all of your foes go down, quite a few
more appear to get in your way, including a slightly crazed Fernando. To make
things easier on yourself, hang back and let him come to you. Then start the
old familiar process of boss-whacking. If you want the towell headband (which
increases starting morale by 10), you'll need to bust out some seriously strong
moves to take Fernando out at 30%. Personally, I don't think it's worth it.
Regardless, Fernando goes even more crazy and whacks Folka a good one. Things
look grim, but then...

Folka apotheosizes his machine! And it's truly beastly. He uses his strongest
attack to send Fernando packing. Now the map is pretty simple- take down the
remaining enemies, then head for Magnus and his unmoving guard. Magnus is not
difficult- he just takes a while to chip down. By now, you should be more than
used to this. Armor breaker helps, but isn't mandatory. He is huge. He has huge
guts. CLEAVE AND SMITE. 

In containers: A repair Kit, a propellant tank, a dustproofing, Fernando drops
a Towell Headband if you shoot him down, and Magnus drops a Giga Generator.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 31 intermission: Same old, same old. Upgrade weapons, purchase any high
end skills you haven't yet, etc. Reequip the Zankantou if you took it off.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 32}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Hagane
Hiryu Custom
Folka
Up to fifteen other units

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Fraus x8
Grimoire x8
Boffry x8

----------------------
|Enemy Reinforcements|
----------------------

Turn 3:

Mardict (Altis)

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Destory twelve enemies by the start of turn 3

----------------
|Stage Strategy|
----------------

Another difficult skill point- you've got to take out half of the enemies in
the space of about one turn. Not easy, especially given the annoying terrain.
Personally, I had Folka out in front and rushing in, laying waste to everything
he can reach. A few morale boosting spells on him would definitely help. Split
your forces to deal with the enemies hiding the in the wings. Again, use Valor
or even Zeal to accomplish your goals. After Folka weakens them, have the rest
of your force mop them up. With luck, you'll earn it.

On turn 3, Altis appears in the Mardict for a final fragdown. Take down the
remaining enemies, cast morale gaining spells as needed, then carefully head
towards him. The closest unit to him should have a defensive measure on it,
lest it eat a terrible attack. Altis is pretty much the same as he was during
episode 29, you just have to take him out entirely this time. Use an armor
breaker if you need to- though you'll need to use Fury to get it through. If
none of your Armor Break capable units have it, twin them up with a unit that
has it and use Armor breaker as part of the twin. When Altis goes down, after
he and Folka reconcile, Tess busts in riding a mironga (?) and kills him. Folka
is rather upset at this, but Sanger snaps him out of it.

In containers: Two special bullet parts.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 32 intermission: We're nearing the end here- use your money to upgrade
weapons, especially those that go into combo attacks. 

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 33}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Hagane
Hiryu Custom
Folka
Up to 15 other units

------------
|New Allies|
------------

Meisis defeated:

Alion (Agares)
Fernando (Valefar)

-----------------------
|Allied Reinforcements|
-----------------------

Meisis defeated:

Alion (Agares)
Fernando (Valefar)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Perines (Meisis)
Sitri x32 (12 twins)

----------------------
|Enemy Reinforcements|
----------------------

When Meisis is defeated:

Extim (Alkaid)
Flaus x8 (three twins)
Grimoire x8 (three twins)
Bofry x8 (three twins)
Halpas x8 (three twins)

When Alkaid is defeated:

Raha Extim (Alkaid)

----------------------
|Miscellaneous Events|
----------------------

Extim destroyed: All units fully restore SP

----------------------
|Battle Mastery Point|
----------------------

Defeat all enemy units aside from Meisis before the start of turn seven.

----------------
|Stage Strategy|
----------------

First off, the skill point is very generous. You can probably take 'em all down
in three or four. However, it won't be easy- these catgirl things pack a mean
punch and they're the dodgiest grunts you'll ever see. Use strike, attune, and
focus as necessary. As usual, I put Folka out in front with focus activated so
he can fling out his cheap ALL attack with impunity. Due to sheer the number of
enemies, morale is not an issue. When you manage to actually peg them, Sitris
crumple pretty fast. Meisis might snipe you a bit, but it's no big deal- she
doesn't gain morale when her subordinates go down. The Peirine is a pretty cool
looking machine, but it crumples extraoridnarily fast. Try not to spend a lot
of SP or EN on her.

When she goes down, Tess moves in to finish her off- but is stopped by Alion!
And it turns out it's actually Argo. OH SNAP CONSPIRACY UNMASK'D. Meisis is,
shall we say, incredibly angry at Misal. Fortunately, Alion stops her from any
rash action. Unfortunately, Shura King Alkaid appears to settle the score once
and for all. The remaining Shura also join him- except for Fernando, who is
apparently ordered on to your side. Well, more help is always nice. The Shura
duo come in at high morale with hefty upgrades to their machines. Woot! Save
their SP for the boss fight. The Shura grunts are nothing new at this point,
though they're pretty heavily upgraded. Smash your way through, resupply your
units if necessary, and go after Alkaid.

Who is very tough, clocking in at about 370000 HP. Be sure to use an one of the
armor breakers on him. Use all the SP you want, but try to keep some EN in your
units. When you break him down... he apotheosizes, because his first form was
apparently just a test. Great. Fortunately, your SP is restored fully. Blast
him again with armor breaker and hold nothing back this time- HTB Cannon spam,
Soul'd twins, support attacks, the lot. He has rather low armor, fortunately,
and no Guard. He should go down again after a magnificent battle. He dubs our
poor Folka Shura King and admits defeat very well. Time to smash our way even
further into the Swordian. CAST LUCK WHEN YOU SCORE THE FINISHING BLOW.

In containers are: A thruster, a propellant tank, and an SP Drink.

For your troubles, an SSP Drink and an S Adaptor.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@


Stage 33 intermission: Weapon upgrades are the order of the day, here. Assign
Alion and Fernando some skills, maybe up their units a bit more, and move on.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
~~~~~~~~~~~~
{EPISODE 34}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Raul
Fiona
Hagane
Hiryu Custom
Up to 13 other units

------------
|New Allies|
------------

Axel Almer (Soulgain) (Joins permanently)
Alfimi (Lichkeit) (Joins permanently)
Shu Shirakawa (Granzon) (Joins permanently)

-----------------------
|Allied Reinforcements|
-----------------------

All initial enemies destroyed:

Axel (Soulgain)
Alfimi (Lichkeit)
Shu (Granzon)

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Bartoll x23 (8 twins)
Mironga (Argo)
Grasyaraboras (Misal)

----------------------
|Enemy Reinforcements|
----------------------

All enemies shot down:

Tadpole x12
Flatfish x3
Wendigo x5
Teugatail (Tess)
Hyopcrisis (Lalia)

----------------------
|Miscellaneous Events|
----------------------

Tess/Lalia reduced below 40% HP/Shot down: Tess and Lalia retreat

----------------------
|Battle Mastery Point|
----------------------

Shoot down Argo's Mironga by the start of turn 4

----------------
|Stage Strategy|
----------------

One last hurrah for Bartolls. At this point, they're pretty much just another
hurdle. Argo's Mironga is quite pansy, but it does have double image, so use
strike. Misal will take potshots at you, but they're not entirely dangerous.
Misal himself is stronger than Meisis, but a total pansy compared to Alkaid.
Doing him in should not prove difficult at all. Try not to blow too much on him
even if you have SP regen- this mission isn't quite the marathon the last one
was, but it's still a pain to wait around and wait for things to regenerate.

Anyway, when Misal goes down like the bitch he is, Tess and Lalia arrive with
some reinforcements. Creepy reinforcements. Nightmare fuel reinforcements. Flat
fish, wendigos, and tadpoles. Fortunately, Axel, Alfimi, and Shu (how in god's
name did they get in?) appear to help on opposite sides of the map. Tadpoles
and flatfish are mere obstacles, and wendigos, while difficult to hit, do not
have a whole lot in the way of attack power. When you deal with the loli-squad,
note that Lalia will support defend Tess, the easiest one to take down. Either
take a few potshots to waste his defenses, or go after him. Or use a couple of
combo attacks. If you want a T-Link sensor, you have to shoot down one of them
at about 40%- at this point, I wouldn't bother, but it's up to you.

When you do that,Duminass appears... and absorbs the two, creating Duminass
Triton. This is your last foe on this map- resupply, regenerate, and prepare
for a fragdown. Compared to Alkaid, Duminass is pretty weak. However, she/it
has Guard (but starts at 100 morale anyway so it's inconsequential for a bit),
and only about 370000 HP as opposed to 370000+450000. Fire off an armor breaker
and set up a good ring of support attackers (Axel, Alfimi, Raul, and Fiona are
all very good at this and they're forced deploys). Like Alkaid, you should be
sure to cast Luck before you finish her off for a ton of cash.

In containers: A special bullet part, a hyper jammer, a T-Link Sensor (if you
shot down Tess/Lalia), and a Z.O Armor.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~
{EPISODE 35}
~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Kouta
Raul
Hagane
Hiryu Custom
Up to 18 other units

------------
|New Allies|
------------

Despinis (Eleos)

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Swordian Guard x6
Dark Brain

----------------------
|Enemy Reinforcements|
----------------------

Dark Brain shot down

Dark Brain

----------------------
|Miscellaneous Events|
----------------------

None

----------------------
|Battle Mastery Point|
----------------------

Destory all Swordian Guards before Dark Brain (GROAN)

----------------
|Stage Strategy|
----------------

Geeez... I hate this stage. First thing's first- start spamming Rouse and Great
Rouse right off the bat. There is simply not enough morale to go around to get
by without it. While you're doing this, pull everyone back as far as they can
go. You need to get the Swordian guards to chase you, so that the Dark Brain
doesn't start sniping you with his rather righteous 12 range. Now, on to that
subject- the Swordian Guards clock in at about 220000 HP a piece, with 1600
armor and Guard. That is a recipe for a major headache- pilots with Drive are
great here, like Axel, Alion, and Fernando. Get as much morale as quickly as
possible and gang up on the first one that comes in range. It takes a while,
but a repeated barrage of your powerful attacks will bring it down. You can use
Valor if you want if you have SP Regen, but it just makes for more regen down-
time later. Slowly hop from Guard to Guard and be sure to avoid their attacks-
which are extremely brutal and accurate. Granzon has a ton of trouble here- if
Shu doesn't use Guard, it's pretty much over for him. You can pair him up with
a pilot with fury to use his Stun Shock/Armor Breaker if you want. If you felt
like not deploying him, then, well, disregard. >_> When you take down a Guard,
casting luck or training will give you a ton of cash, so keep that in mind. You
should also note that the Guards have beam absorb- which makes Beam (B) attacks
used against them actually -heal- HP. Fortunately, their aren't a whole lot of
those weapons around at this point...

When they all go down (this isn't mandatory, but taking on the Dark Brain with
those bastards sniping you is not advisable), take as much time as you need to
recover your resources. If you want to be extra cautious, pre-cast Valor/Alert/
Invincible, wait for the SP spent to come back, and then attack. Armor breaker
is a -must- here. If you brought Wurger L/Granzon along, Stun Shock is also
highly reccomended (though it's definitely not mandatory. It just helps a great
deal.). He has a ton of armor, level 9 prevail, and 380000 HP. Get to work, but
conserve your resources! Because when you bring him down (Use luck!)...

Welcome to the toughest boss in the game, Dark Brain's second form. This butter
fly like creature has a whopping 580000 HP and the strongest ALL attack in the
game. However, his armor is much weaker. Think of this form as a longer version
of the first. You don't have the luxury of an SP recharge, so blow all of your
remaining SP on him. Zeal, Enable, Hope, and Renew like mad when your attackers
need it and keep bashing him. He'll go down after one hell of a fight... and
start speaking in the Kansai Dialect? Well, okay. I guess being beat down like
that messes with even the darkest of brains. There's a bright flash of light...

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Episode 35 intermission: At this point, upgrades are purely academic. Up your
weapons/EN, make some final pilot adjustments, and move on. If you got through
the last stage, then you can get through the next.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

~~~~~~~~~~~~~~~~~~~~~~~~~
{FINAL EPISODE: RAGNAROK}
~~~~~~~~~~~~~~~~~~~~~~~~~

--------------
|Allied Units|
--------------

Hagane
Hiryu
Masaki
Up to 19 other units

------------
|New Allies|
------------

None

-----------------------
|Allied Reinforcements|
-----------------------

None

------------
|Friendlies|
------------

None

-------------
|Enemy Units|
-------------

Valsion Custom x7
Neo Granzon (Shu)

----------------------
|Enemy Reinforcements|
----------------------

None

----------------------
|Miscellaneous Events|
----------------------

All Valsion Customs shot down:

Shu casts Strike, Alert, Renew, and Guard, unlocks the Anti-regression cannon, 
ROCKS Ver OG starts playing

----------------------
|Battle Mastery Point|
----------------------

None

----------------
|Stage Strategy|
----------------

This is it, ladies and gents! The final battle! In a betrayal that surprises
just about everyone but Masaki, Shu decides it's time to end things and sees
fit to activate the Kabara Progam and turns his already formidable machine into
the Neo Granzon. The good doctor also summons up a few Valsion Customs. Don't
panic- while they're still a pain in the ass, these guys aren't nearly as tough
as the swordian guards, and laughably weak in attack power. The same strategy
from last stage applies here- increase morale with spells and pull back to get
the enemy to come to you. Shu politely hangs back and watches as you lay the
hurt down on him. Stay out of his range! His attacks -hurt-, even though his
overall statistics are much less durable than the dark brain. The valsions will
go down much easier than the Swordian Guards, but they can still take a while.


When you do, Shu will no longer hold anything back- he casts a few SCs, and
then unlocks the Anti-regression cannon. You'll probably want to wait until
strike wears off before getting near him- unlike the other bosses he has a MAP
attack. And it's quite painful. It has several shots, so make sure your units
are protected at all times. Shu is quite a bit easier than the Shura King and
Dark Brain, but if you take him lightly, he -will- mess you up. That being said
this is more of a cool-down mission than anything, so just enjoy yourself and
relive a bit of SRW history. The usual boss-smiting tactics apply here- just be
careful of his ALL and Map attacks, and you'll be fine. When you're done, enjoy
the credits!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

---------------------------------
|VIII.Parts and Special Bullets:|
---------------------------------

+++++++++++
+Part List+
+++++++++++

Booster: Movement +1

Mega Booster: Movement +2

Apogee Motor: Movement +1, Mobility +5

Servo Motor: Mobility +5

Biosensor: Mobility +20

Thruster: Mobility +25

Custom CPU: Mobility +25, Movement +2, Range +1, Hit Rate +20%

Tesla Drive: Enables Flight and gives an A rank in Air

Tesla Drive S: Enables Flight, movement +1, gives an S rank in Air

Thruster Set: Gives an S rank in space

Dustproof: Gives an S Rank on ground

Water Jet: Gives an S rank in water, no movement penalty in water

A-Adapter: Gives an A rank in all terrains

S-Adapter: Gives an S rank in all terrains

Chobham Armor: HP +500, Armor +100

Hybrid Armor: HP +1000, Armor +150

Orichalconium: HP +1000, Armor +200

Z.O. Armor: HP +1500, Armor +250

Generator: EN +50

Large Generator: EN +100

High Generator: EN + 200

Solar Panel: 10% of Max EN recovered each turn

Beam Coat: Reduces damage by beams by 900, costs 5 EN to activate

AB Field: Reduces damage by beams by 1200, costs 10 EN to activate

G. Wall: Damage below 800 nullified at 120 will, costs 5 en to activate

G. Territory: Damage below 1800 nullified at 120 will, costs 15 en to activate

Hyper Jammer: At 130 will, there is a 50% chance of evasion regardless of enemy
hitrate

Hero's mark: Armor +200, Mobility +25, hitrate +30%

Steel Soul: Armor +250, Mobility +30, Hitrate +35%

Dual Sensor: Hitrate +10%

Multi-Sensor: Hitrate +20%

Custom H.U.D: Hitrate +30%

T-Link Sensor: Hitrate +40%

Enhancer: Critical hitrate +20%

Radar Module: All non-range 1/MAP attacks get +1 to range

Repair Kit: All HP restored upon use
 
Fuel Tank: All EN restored upon use

Cartridge: All Ammo restored upon use

Repair Kit DX: All HP, EN, and Ammo restored upon use

SP Drink: 50 Sp recovered use

SP Drink DX: Al SP recovered upon use

Emblem: Unit equipped with this starts the battle with 5 more will

Medal: Unit equipped with this starts the battle with 10 more will

+++++++++++++++++++++
+Special bullet list+
+++++++++++++++++++++

Attack up, Range down

Range up, Attack down

Hit up, range down

Hit up, critical down 

Critical up, range down

Critical up, hit down

Will up, attack down (that is, will requirement goes down by 5)

Will up, ammo down

Terrain Adaptation Air (Air rank goes up by one, IE, A->S)

Terrain Adaptation Ground (Ground rank goes up by one)

Terrain Adaptation Water (Water rank goes up by one)

Terrain Adaptation Space (Space rank goes up by one)

Post movement attack (allows for attack to be used after moving)

Attack Up

Range up

Hit up

Critical up

Will up

Attack up, Critical up

Range up, hit up

Terrain Adaptation (all ranks go up by one)


-------------
|IX. Secrets|
-------------

Strangely, most secrets from the previous installment are compulsory. There are
still a few here, however, that you need to work for.

$$$$$$$$$$
Custom CPU
$$$$$$$$$$

In stage 6, move Kouta to a building with a distinct roof. From the SE corner,
this building is nine squares west and one square north.

A very, very, VERY good item to get. Unless you're adverse to wasting turns,
get it.

$$$$$$$$$$$
Hero's Mark
$$$$$$$$$$$

Folka and Kouta must be a combined level of 65 by the end of Stage 25.

A good item, but they make it pretty hard to get, even if you abuse Kouta and
Folka.

$$$$$$$$$$
Steel Soul
$$$$$$$$$$

Tetsuya and Lefina must be a combined level of 55. Combined kills for the two
must also be at 55 or above. These requirements must be met by stage 30's end.

Ironically, this is easier to get than the Hero's Mark. Just use your battle
ship's All attacks and Gain often. Worth every kill and casting.

$$$$$$$$$$$$$$
Shishiou Blade
$$$$$$$$$$$$$$

Bullet, Rishu, and Sanger must have a combined kill count of 95 by the end of
stage 25.

At this point, the weapon is pretty underwhelming. If you're an equippable
weapon fan, then it's not too much of a hassle, but...

$$$$$$$$$$$$
Boost Hammer
$$$$$$$$$$$$

Mai must have a kill count of 50 by the end of stage 30.

Better than the Shishiou Blade, but it's still getting a bit obsolete. You have
to use Mai a lot, but the ART-1 is a good unit, so it's no big loss or waste of
resources.

$$$$$$$
Mironga
$$$$$$$

Take the Earth Route during the path split. On stage 13, obtain the battle
mastery point and destroy Kyle with Lune. You'll receive it after the scenario.

Now that you have to take a path split, and the End Breaker is no longer free,
it's a toss up. If you're a fan of the design, go for it, but it's not that
good.


-------------------------------
|X.Frequently Asked Questions:|
-------------------------------

Q: What gundams are in this ga-
A. *lowers smoking bazooka*

Q. Is this game available in english?
A. No. Not yet, at least. It might be, one day.

Q. How do I... etc.?
A. Check the guide.

Q. How do I contact you?
A. Check the contact policy.

Q. How exactly did you get this game?
A. Importation is a wonderful thing. Check www.playasia.com for more details.

Q. Do you actually know Japanese?
A. Not a whole lot, but some. Mostly from memorization.

Q. Is it necessar to know any?
A. Nah.

--------------------
|XI. 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 OGG board. I'm often there- if only lurking.

------------------------------------
|XII. Legal Mumbo Jumbo and Credits|
------------------------------------


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 2008, Nick Pappas

Credits go to...

CJayC, for creating this fine site and repository of gaming information.

Banpresto, for being awesome (and making OG Gaiden so quickly!)

PlayAsia, for fast and easy game imports

The OGs Board, SRW Genesis, and the SRW Wiki for many lovely pieces of info. If
there's something in here that you can't find, you can probably find it in one
of those places.

And you, the reader, for giving purpose to this little document