FAQ\Walkthrough for

Super Robot Wars Alpha

on the Sony Playstation

and Sega Dreamcast by

Zhou Tai An (kain@pacific.net.sg)

 

Version 1.9

 

(this FAQ is written for the PSX release - I don't know anything about the DC

version of the game.)

 

******

 

Disclaimer : This document may not be used for anything besides non-profit

and I must be notified if it's used anywhere. Thanks.

 

Alright, this FAQ is more or less complete (at least it's not in bits and

pieces like it was before) and I can finally sit back and take a rest. ^_^

Well, actually it's a bit more than that...I've recently acquired a load of new

games to play, so I'm going to take a break from SRWA and as such will NOT be

completing the Super Robot path. (At least not yet - I might do so eventually,

though.) However, rest assured that I will continue to update this FAQ and

include the revised Japanese encodings and character list that I've promised

that I would do. You can also help with the following :

 

1) Any hints, tips or stuff you find about the game - please mail it! One

teenaged boy working alone can't hope to do that much, even if he does

understand Japanese. ^_^ Offers of help with anything will be very much

appreciated.

 

2) Encouraging mails. I hate it say it, but us FAQ-writers don't get paid for

the work we do...mails thanking us go a long way to ensuring that quality

material gets written. Thanks.

 

other notes :

 

As regards translations, I'm leaving out most of the extraneous dialogue but

including the main points and some jokes for humor. Occasionally, there will be

short scenes I deem unimportant (just some light dialogue, not much plot going

on) which will not be translated. :( There is also JIS encoding of two

different types in here (though I plan to fix that) - get NJStar, MView or some

other Japanese viewer for that and if you still can't view it, try rerouting it

through Netscape Navigator or Internet Explorer 4 or later. Finally, this FAQ

is best read using WordPad.

 

 

And that's about it for now. Enjoy!

 

******

 

Contents :

 

1. Version data, Disclaimers and general info.

 

2. Contents

 

3. FAQs and Game Basics (long section, contains translations as well)

 

4. Battle Hints and Tips

 

5. General Hints, Tips and Explanations

 

6. How to Win or Lose Experience Points

 

7. Convincing Enemy Characters

 

8. Secret Mecha

 

9. Walkthrough

 

10. Battle Quote Translations

 

11. Gameshark Codes

 

12. Credits

 

*******

 

Frequently Asked Questions :

 

Q. Will Hiro\Zechs\the Wing boys join my party despite the route I have taken?

 

A. This is the most frequent query I get...I think it has something to do with

the fact that Gundam Wing is airing in the US now...anyway, the answer is YES.

I'll repeat it below for clairty -

 

--------The Wing cast WILL JOIN NO MATTER which path you take!------

 

Okay, that should clear things up. ^_^

 

Q. Hey, that doesn't answer any questions about Zechs and Tallgeese!

 

A. Yes, it doesn't. For them, check the secret character and mecha sections.

Note that I myself have no fool-proof method of obtaining either or both.

 

Q. I've beaten all the enemies in the last stage and don't know what to do!

 

A. Check the last stage walkthrough. I explain what you have to do, don't

worry.

 

Q. I'm stuck in a stage. Help!

 

A. Read the Battle Hints and the Battle Tactics. Failing that, you can always mail me.

 

Q. I'm worried that a certain character\mecha I'm using will disappear and not

come back, making all my upgrades and training useless.

 

A. A valid concern. Thankfully, only a few characters, most notably Rei and

Ingram, will do this. Other than that, if you're REALLY concerned (which you

shouldn't be - most of the main cast will stick with you throughout the game)

you can mail me to confirm your choice.

 

---

 

Game Basics :

 

(most of this information is taken from Edmund Chiu's Super Robot Wars F

Final Guide, but it's been reformatted, looked over and basically given an

overhaul to eliminate spelling\grammatical errors and make it clearer. Still,

he's the guy who originally wrote it, so some thanks is in order. ^_^)

 

(yes, there ARE explanations as well as translations...read carefully!)

 

1) Start-up Menu translations -

 

When you first start up the game, you will be presented with four options:

 

スタート - Start - start the game from the very beginning.

 

ロード - load - load the game from a saved file from intermission  between

episodes. Each file takes up one memory block.

 

コンティニュー - continue - to load the game from the in-game save

during the battle part of an episode. You only get one of these saves.

 

オプション - option - go to the option screen.

 


 

In the option screen, you will be presented with these options:

 

サウンド - sound - set the game to either:

 

        ステレオ - stereo

 

        モノラル - mono

 

サウンドセレクト - sound select - play various musics from the game.

Works just like a regular CD player, so you should not have any trouble using

this.

 

カラオケモード - karaoke mode - listen to the music themes from the various animes in the game, with the subtitles (in Japanese) being shown below. Unfortunately, they seem to have removed the obligatory fighting scenes that play during karaoke mode...:(

 

デモセリクト - demo select - watch the anime cut scenes that you have

already seen in the game.

 

キャラクター大事典 - character guide - brief background information of

the characters that appear in the game. You will only see those characters that

have already appeared (meaning he/she has had an actual conversation, not just

been mentioned by your characters) that you have a save with. (either continue

or save will be fine). You can listen to some of his/her spoken lines, if

he/she has a seiyuu. Just press a button and you will here one or more of that

character's spoken line. There will be a percentage figure on the top that

indicates the total percentage of the characters you have seen.

 

ロボット大図鑑 - robot encyclopedia - background information for the

robots that appear in the game. You will only see those robots that have

already appeared on the map and that you have a save with (either continue or

save will be fine). The percentage figure on the top indicates the total

percentage of the robots you have seen.

 

If you choose start, you will be presented with the character creation screen:

 

これでいい - choose this option if you like the present configuration for

your character.

 

登録キャラクター中から選択する - choose among the eight preset

characters. If you choose that character, just press the Circle button, but if

you wish to change something, press the Cross button to go back to the previous

screen.

 

主人公設定の変更 - change the six variable of your character.

 

- face portrait -  choose among the eight face portraits. Only the first

four faces of each sex will have different emotional face portraits.

 

名前の入力 - Input your character's name. Only six characters are allowed

for each part of the name.

 

名前 - the first name of your character.

 

名字 - the last name of your character.

 

愛称 - what you would like your character to be commonly referred to as.

 

誕生日 - birthday.

 

血液型 - bloodtype.

 


 

  - personality. The personality will affect what will he/she say in the

game. It might also effect the what weapons, etc., you are going to get.

 

         じめでやさしい熱血漢 - Hot Blooded with a strong sense of Justice

 

        理論家  ど異性好き - Logical but has an Affinity for the opposite sex

 

        ちょっとヘンな性  - A little Weird

 

         ールでニヒル - Cool and Nihilistic

 

タイプ - type. What type of robots are you going to pilot and what type of

pilot your character is. This will effect what storyline (Super Robot or

Realistic Robot side) you are going to enter. It will also effect what "magics"

you have, your stats, and your robot.

 

2) Battle Menu translations -

 

Command menu: After you start a map, and when you select one of your robots, a

menu will appear, with at least one of the following options :

 

移動 - move - move your robots. Your robot can attack afterwards only if the robot has a weapon capable of attack after movement. (any of the weapons marked with a (P) sign) It can also, repair, wait, combine, convince, or dock after a move.

 

精神 - magic - use any of your character's magic. This won't use up the pilot's turn.

 

能力 - ability - look at the ability of your robot and pilot. You can always

use this command, even after the pilot has already moved, attacked, etc.

 

待機 - wait - only appears after a move. Stay at the current square without

doing anything.

 

攻撃 - attack - attack using one of your robot's weapons.

 

変形 - transform - transform into another form if your robot has that ability. You can choose among the choices if your robot has more than two forms, otherwise your robot will immediate transform. This won't use up the pilot's turn.

 

発進 - launch - launch a robot from your battleship. You can use this command

even after the battleship has already moved.

 

説得 - convince - convince an enemy right next to you to join your team or surrender. You will use up your robot's turn after using this command, and it won't always be successful, since some enemies require that a certain condition be met before you can convince him or her. In other cases, some enemies require more than one try at convincing.

 

地上 - ground - stop flying and stay on the ground. This won't use up

the pilot's turn.

 

空中 - fly in the air - move your robot to the air. This won't use up the

pilot's turn.

 

水中 - underwater - stop your robot from flying and stay in the water. This

won't use up the pilot's turn.

 

分離 - separate - separate your robot into several robots (if your robots

have the combine/separate ability). Some robots, like Re-GZ, can only separate

but cannot change back to their previous form. This won't use up the pilot's

turn.

 


 

合体 - combine - combine several robots into one (if your robots have the

combination ability), as long as they can be combine with the robots close

(about one or two squares) by. This won't use up the pilot's turn as long as

you don't use the main pilot to initiate the command.

 

パーツ - parts - use your equipped items to recover HP or EN. This won't use

up the pilot's turn after using this command.

 

修理 - repair - repair a nearby team robot.

 

補給 - resupply - resupply a nearby robot. The morale of the robot you

resupply will decrease by 10.

 

切断 - cut cable - Only can be used by EVAs. Cut the umbilical cable of EVA

so the Unit won't have to stay within ten squares of an electric outlet or

battleship. This won't use up the pilot's turn.

 

搭載 - dock - put the robot in the battleship. The robot will recover HP, EN

and ammo while in the battleship (ammo will be immediately recovered, while HP

and EN are restored gradually). The robot's morale will decrease by 10.

 

Map command menu - when you press the Circle button when you are over an empty

square, you will be presented with the following:

 

フィイズ終了 - phase end - end your turn and begin the enemy's turn.

 

部隊表 - team list - lists your team members so you can easily locate them.

(will be pretty much useless unless you can read the Japanese

names)

 

反撃命令 - counterattack command - bring up the screen where you can choose

to let the computer choose whether to counterattack or let you decide yourself.

 

マニュアル - manual - lets you choose whether to counterattack or

not, and the weapon to counterattack with.

 

The following choices all let the computer to decide whether to counterattack

(except for the last choice, which is always block or dodge). The computer will

always pick a weapon that can normally (without being blocked, hit an AT Field, etc.) kill off the enemy or do maximum damage. The computer will block if the robot has very little agility, otherwise it will dodge.

 

積極的に - will always counterattack, as long as the enemy is within your attack range.

 

効率良く - will dodge or block if the enemy's level is lower than yours, but otherwise will counterattack.

 

反撃するな - will always dodge or block.

 

作戦目的 - combat goal - list the requirements for advancement to the next episode. The upper part is the goal for your victory, while the bottom part is the goal for the enemies' victory.

 

精神検索 - "magic" check - check the "magic" of your current team members (those that aren't on the map won't show up) to see what the "magic" does. If you choose any of them, you will then be presented with the list of members that has that "magic", with a number on top of the window that displays the SP cost of that "magic". The members who have that "magic" that have already moved or don't have enough SP will be shown in red.

 

システ  - system - change the configuration for the following:

 

クイア - square - decide whether you want the squares to appear on the map or not. It's a lot easier to count squares with it turned on, but I feel it gives the screen a "chunky" feel.

 

 

サウンド - sound - you can pick ステリオ, stereo, or

モノラル, mono.

 

主人公ボイス - main character voice - you can turn your own character's voice on or off.

 

戦闘BGMの設定 - fighting BGM configuration:

 

切り替え - will change the BGM back to the original BGM of that particular episode after every attack.

 

 

固定 - the BGM will remain the same until you attack using an unit from another series or when you switch to enemy's turn.

 

ボタン設定 - change the button configuration. Since it's pretty standard and easy to learn the current button configuration, I suggest you leave it alone.

 

セーブ - save - save in the continue slot. You can only save in this slot

once. Anytime you use this save, you will erase the last continue save.

 

3) Inter-Episode Menu Translations -

 

(after you beat an episode and watch the conversations, you will be brought to

the following menu)

 

データセーブ - data save - save the game. You can save as many games as

you want, as long as you have enough space.

 

ユニット改  - unit enhancement - enhance any of your units. They are

sorted according to HP.

 

 器改  - weapon enhancement - enhance any weapon of your units. The units

are sorted according to HP, and the weapons are sorted according to the damage.

Some weapons, when powered up fully, will yield a new weapon for you to use,

but there's no telling (outside of knowing the series the robot is from) which

weapons will produce another one.

 

 ニット能力 - unit ability - look at the ability of your units. Looks

just like the ability screen when you are on the map.

 

パイロット能力 - pilot ability - looks at the ability of your pilots.

They are sorted according to their levels. Looks just like the pilot ability

screen when you are on the map.

 

のりかえ - change pilot - change what unit your pilot will pilot. You can

also change what unit will your fairy be in.

 

パイロット - pilot - change what unit your pilot will pilot. You can only choose among the pilots that can pilot other robots.

 

妖精 - fairy - change what unit your fairy will be in.

 

(these commands are slightly different in Alpha, but you should be able to figure out what does what)

 

強化パーツ - enhancement items - put various enhancement items on your units. These items are found by either defeating current enemies or after a certain episode.

 

次のマップへ - go on to the next episode.

 


 

4) Ability screen Explanation -

 

When you choose the ability option for an unit or pick a robot under unit

ability in an Intermission, you will then go on to the ability screen for a

robot. The screen will display of a picture of the unit, along some information

about the unit :

 

サイズ - size -  the size of your unit. It can be SS (for people), S, M, L,

and LL. S and SS size units get a 20 and 40 percent bonus for dodging while L

and LL get 20% and 40% deduction for dodging respectively.

 

特殊能力 - special ability - this section, will list any special abilities

of the unit:

 

ビー  ート - beam coating - will absorb 1000 worth of beam damage. If a beam attack causes over 1000 damage, only 1000 points worth of damage will be absorbed. Any use of this costs 5 EN.

 

Iフィールド - I-Field - will totally block any beam attack that does less than 2000 damage. Any use of this cost 5 EN.

 

オーラバリア - Aura Barrier - will totally block any beam attack that does less than 3000 damage. Any use of this costs 5 EN. If the pilot has the Aura Senshi skill, the effectiveness will also increase (see section under skill.)

 

ATフィールド - AT Field - will totally block any attack, (unless the opponent also has AT Field) that causes 4000 damage or less.

 

暴走 - Berserk - EVA unit 1 only - after being destroyed, EVA Unit-1 will go berserk and only attack with かみつき, or bite (that's the definition I get from the dictionary ^_^) It can also attack air units (although it normally can't) and level will be higher since it's not Shinji who's piloting EVA-Unit 1. It's morale will increase to 150, and it will attack ANY nearby units, including your own. It's possible to reverse the process, but

you will have to destroy the berserked EVA unit 1. Note: You will have to pay the repairs for a berserked EVA unit 1 (a 40000 lesson).

 

分身 - after-image - will only be activated when the pilot's morale is at or over 130. The unit will have a 50% chance of using after-image, which makes the unit take no damage, even if the attack connects (or so we thought). It is common anime knowledge that humans can only see things moving below a certain speed, so when something move

faster than what we can see, we see multiple images of the same thing in motion. That's after-image for you. ^_^

 

HP回復() - recover 10% of total HP after every turn.

 

HP回復() - recover 30% of total HP after every turn.

 

変形 - transform - the unit can transform.

 

合体 - combine - the unit can combine with other units to form another unit.

 

分離 - separate - the unit can separate. All combined units can separate.

 

タイプ - type - describes what type of terrain the unit is designed for.

(refer to terrain explanation for different kind of terrain).

 

移動力 - mobility - the number of squares an unit can move.

 

運動性 - agility - this effect how well an unit can dodge or aim.

 


 

装甲 - armor - this affects how much damage an attack causes - the higher,

the better.

 

限界 - limit - it is little hard to explain, but this is basically the

limit of how well can the unit dodge or aim. How well you dodge depends on

dodging ability and the agility of the unit. The sum of these two numbers is

limited by the limit statistic of the unit. If the limit is 400 but the sum of

the dodging ability and agility of the unit is 420, only 400 is used for

calculating your chance of dodging an attack. Dodging, aiming, and reflex are

limited by limit (as for how limit works for reflex, please refer to the pilot

ability screen explanation.)

 

地形 - terrain - this shows how well the unit does in each terrain. An "A"

means that the unit actually gets a bonus for being in that terrain. A

"B" doesn't get any bonus, a "C" gets a little deduction, while a "D" gets

a lot of deduction. A "F" means the unit cannot enter or be in that terrain.

 

        - air.

 

        - land.

 

        - sea.

 

        - space.

 

シールド - shield.

 

        - means the unit has a shield.

 

        - means the unit doesn't have a shield.

 

Weapon screen explanation. When you choose the third option in the ability

screen, or when you choose the attack option, you will go to the weapon screen.

 

武器名 - the name of the weapon.

 

        [+] - when this comes before a weapon's name, it means the

weapon will use the pilot's long range attack stats when the pilot use

this weapon.

 

        If a hand appears before a weapon's name, it means the weapon

will use the pilot's close range attack stats when the pilot use this

weapon.

 

        If a "P" appears after a weapon's name, it means that the

weapon can be used after a move.

 

        If a "B" appears after a weapon's name, it means that the

weapon is a beam weapon.

 

攻撃力 - the attacking power of the weapon.

 

射程 - range. The range of that weapon.

 

命中 - hit rate. It's the number that will be added to the aiming statistic

during an attack. The higher the number, the more likely the attack will

connect.

 

弾数 - ammo. The number on the left indicates the current amount of

ammo, while the number on the right indicates the maximum number of ammo

the unit can have for that particular weapon. A -- means it doesn't use

ammo.

 

必要気力 - required morale. Some weapons require the pilot to have

reached a certain morale before the pilot can use that weapon. The number on

the left indicates the requirement ( a -- means there's no requirement), while

the number in () indicates the current morale.

 

消費EN - EN spent - the amount of EN spent to use that weapon. The

number on the left indicates the amount of EN that will be used while

the number in () indicates the current EN for the unit. A -- means that the

weapon doesn't use EN.

 

地形 - how well a weapon does in certain terrain. Refer to terrain in

the unit ability screen for details. A -- means that the weapon cannot be

used in that terrain.

 

必要技能 - required ability - some weapons can only be used when the

pilot has a certain ability. For example, funnels can only be used by Newtypes.

 

クリティカル補正 - critial adjustment - the adjustment made to the

rate of scoring a critical hit on an enemy. A critical hit is a hit that causes

50% more damage.

 

5) Pilot Ability screen explantations -

 

When you choose to look at the pilot ability screen, it will show:

 

サブパイロット - side pilot - if the robot is piloted or has two or more

pilots (or has a fairy), this option will appear to tell you that if you press

the Circle button, you will then switch to the next pilot ability screen. It

will switch back to the main pilot after cycling through the pilots.

 

シンクロ率 - synchronization rate - for EVA pilots only. The

synchronization rate reflects how well the pilot is piloting the EVA. It ranges

from 0% to 100%. An increase in levels or certain events will increase

synchronization rate.

 

 ?シ髣?  - close range combat - the pilot's close range combat skill. The higher

the number, the more damage the pilot can do when the pilot is using a close

range weapon. The basic value is 100, and the highest is 255.

 

射撃 - long range combat - the pilot's long range combat skill. The higher

the number, the more damage the pilot can do when the pilot is using a long

range weapon. The basic value is 100, and the highest is 255.

 

命中 - aiming - how good the pilot is at scoring a hit on enemy. This number,

combined with agility of the robot, is limited to the limit of the robot. When

it's over the limit of the robot, the stat number will appear in red.

 

回避 - dodging - how good the pilot is at dodging. this number, combined with

agility of the robot, is limited to the limit of the robot. When it's over the

limit of the robot, the stat number will appear in red.

 

レベル - level - the current level of the pilot. An increase in level

will increase every stat, unless it goes over the limit (like attacking stats).

The level can range from 1 to 99.

 

気力 - morale - morale will affect how much damage can caused and received.  The starting morale is normally 100 (There is one exception - when the pilot appears in two consecutive episodes during attacks on bases) Morale can range from 50 to 150. Morale will go back to 100, with the exception on attacks on bases, after every episode.

 

When the pilot takes a hit or if another team member kills off an enemy, morale will increase by 1. The pilot's morale will increase by 4 if the pilot kills an enemy. (without using MAP weapon.) The change in morale after one of your team member dies depends on the "mental strength" of the pilot killed. Mentally weak pilots' morales will decrease by 1 if any member of their team dies, while normal pilots' morales will stay the same. Mentally strong characters' morales will increase by 1 when one of their team  members is dead. Some pilots, whose mental strength is extremely strong, will increase their morales by 2 when any of their team members die. You have to know the storyline from the series the pilot is from in order to determine the pilot's mental strength, but it's a safe bet that most bosses are extremely strong mentally, so that's why their morales are usually so high when you fight them.

 

NEXT - the number of experience points requireed to advance to the next level. Normally, you need 500 experience points to advance to the next level.

 

反応 - reflex - the reacting speed of the pilot. This stat is limited by the

robot's limit (just the reflex number, not including the agility of the

robot). It also helps dodging and aiming, since this number is part of

the equation in calculating the percentage for scoring or dodging a hit.

 

技量 - skill level - the stat for calculating the percentage of scoring or

receiving a critical hit. The higher the number, the more likely the pilot is

going to score a critical hit, and the less likely the pilot is to receive a

critical hit. It is also used with "mercy", since you can only

successfully use "mercy" when the pilot's skill level is HIGHER than

the enemy's skill level. (which makes it a bitch to use on bosses, of course

^_^)

 

地形 - terrain - how well the pilot will perform at a particular

terrain. The grades range from A to D.

 

精神ポイント - "magic" points - the amount of "magic" points, or SP,

the pilot has. The number on the left, before the /, indicates the

current SP, while the number on the right indicates the maximum SP.

 

精神コマンド - "magic" command - the list of "magic" the pilot has.

A pilot can have a maximum of six "magics".

 

特殊技能 - special ability - lists the special ability, if any, of the pilot.

 

ニュータイプ - Newtype - Amuro, Char, and other pilots from the Gundam Series fit in this catgory. Their piloting skills are exceptional and they have the ability to use Newtype weapons such as ファンネル (Funnels) and フィンファンネル (Fin Funnels). They are also able to move twice quicker than normal human pilots (most of them anyway). Funnels have a basic range of 7. Newtype level will increase dodging, aiming and the range of funnels based on the following chart:

 

Level   Range bonus     Dodging bonus   Aiming bonus

1       +0              +10             +10

2       +0              +15             +15

3       +1              +20             +20

4       +1              +25             +25

5       +2              +30             +30

6       +2              +35             +35

7       +3              +40             +40

8       +3              +45             +45

9       +4              +50             +50

 

強化人間 - Enhanced Human - like Four Murasame. An Artificial Newtype which has the exact same abilities as Newtypes. Enhanced Humans are normal human beings that have been genetically altered so the human will have Newtype abilities even though that human is not naturally a Newtype. In the Gundam anime, all Enhanced Humans are somewhat emotionally unstable.

 

聖戦士 - Aura Senshi - great pilots in Aura Battler Dunbine, since aura battlers are "powered" by aura of the pilot. Level 1 is required for オーラ斬リ, aura cut, while level 3 is required for ハイパーオーラ斬リ, hyper aura cut. In the anime, an extremely powerful Aura Senshi can go Hyper, which will expand the robot from a size S to size LL when the pilot's emotion reaches a certain state. Each Aura Senshi level will increase dodging ability, effectiveness of aura barrier and damage of hyper aura cut based on the following chart:

 


 

level   Damage bonus    Dodging bonus   aura barrier bonus

1       +200            +5              +200

2       +400            +10             +400

3       +600            +15             +600

4       +800            +20             +800

5       +1000           +25             +1000

6       +1200           +30             +1200

7       +1400           +35             +1400

8       +1600           +40             +1600

9       +1800           +45             +1800

 

        シールド防御 - shield defense - the ability to use a shield

(if the robot has one) to reduce the damage by half. The level indicates

the percentage of using the ability.

 

        切り払い - sword blocking - the ability to use a sword, beam

saber or any sword-like weapon to cut down solid projectiles like missiles or

funnels and block sword, saber, and any dashing like attacka like shining

finger and progressive knife. The pilot will receive no damage after the

attack. The level indicates the percentage of using the ability.

 

        底力 - potential - when the unit's HP is at 1/8 of his\her maximum or

below, the chance of scoring a critical hit increasea by 50%. A skill found in

all Super Robot pilots.

 

         SP回復  - SP regeneration - regenerates 6 SP per turn.

 

        集中力 - concentration power - all magic costs 3/4 of it's original cost.

 

         天才 - genius - levelling up costs less EXP.

 

         社長 - company president - each enemy killed gives 1.2 of it's normal money.

 

         野生化 - bestiality - attack power goes up when over 130 morale.

 

 エースパイロット - ace pilot - Gotten at 50 kills or above. Let's you launch at +5 morale.

 

  シンクロ率 - synch-rate - attack, agility and accuracy increase with the stat.

 

         勇者 - hero - has Hamesakieficial effects on surrounding teammates.

 

6) Complete "magic" list and explanations -

 

  - Detect - 1 SP - be able to take a look at the enemy's ability

screen, even when you didn't fight it before in the map (since the only

way you can look at an enemy's ability screen on the map is to either 1)

have attack it before or 2) use Detect on the enemy).

 

みがわり - Substitute - 35 SP - when you use it on one of your units,

when an enemy is attacking the unit you casted the "magic" on, the

caster of the "magic" will take the damage instead of the casted unit.

Note that even you cast Flash, the caster of the "magic" will still take

damage.

 

努力 - Great Effort - 20 SP - for one attack, you get double the

experience than you would normally get (enemy's attack counts as an attack).

Use this when killing bosses!

 

集中 - Concentrate - 10 SP - for one turn (from your turn to the enemies'

turn), your dodging and hit rate (the final percentage) will increase by

30%.

 

ひらめき - Flash - 10 SP - can 100% dodge one enemy attack, even over

100% Hit. The kanji is . One of the most useful spells.

 


 

自爆 - Self Destruct - 1 SP - kills your own unit, but will cause damage

equivalent to the unit's current HP to four surrounding units (your own or

enemy's), regardless of enemy's armor, morale, etc.

 

必中 - 100% Hit - 20 SP - for one turn (from your turn to the enemies'

turn), you will always hit your enemy or your own unit (if using a MAP weapon)

unless that unit uses Flash.

 

 ケ諤ァ  - Perserverance - 20 SP - recover 1/3 of maximum HP.

 

脱力 - Exhaust - 50 SP - decrease the morale of any enemy unit on the map by 10.

 

  - Trust - 30 SP - recover any team members' HP by 1/3.

 

  - Hot Blood - 40 SP - do double damage for one attack. Cannot be

used with Spirit at the same time.

 

  - Invisible - 60 SP - the enemy will not see you and will not

attack you for one turn (even if you attack them and they are supposed to

counterattack).

 

鉄壁 - Iron Wall - 30 SP - for one turn (from your turn to the enemies'

turn), your armor stat will be doubled.

 

幸運 - Lucky - 40 SP - for one attack, you will get double the money than

you normally get (enemy's attack counts as an attack). Of course, this only

works if you kill the enemy.

 

   - Great Perseverance - 40 SP - fully recover the caster's HP.

 

気合 - Motivate - 40 SP - increase the caster's morale by 10.

 

- Spirit - 60 SP - do triple damage for one attack. Cannot be used

with Hot Blood at the same time.

 

激励 - Rally - 60 SP - increase the morale of any team member by 10.

 

かく乱 - Confuse - 70 SP - decrease the hit rate of all enemies (final

percentage) by half.

 

てかげん - Mercy - 10 SP - when your skill level is higher than your

enemy's, and when your attack is supposed to kill off an enemy, an

attack powered with this "magic" with leave the enemy unit with 10 HP.

 

再動 - Move Again - 90 SP - make any team unit on the map that has already

moved (cannot move anymore) be able to move again. The unit will still be

in greyed out, but it can move once only.

 

友情 - Friendship - 70 SP - recover all team units' HP by half.

 

- Love - 90 SP - recover all team units' HP fully.

 

  - Speed Up - 10 SP - increase mobility by 3 (will be used up when

you move that unit).

 

挑発 - Provoke - 35 SP - when cast on enemy unit, that unit will always

attack the caster's unit as long as the unit is in the attack range of at least

one weapon of the enemy unit.

 

覚醒 - Awaken - 60 SP - makes the unit able to move one more time. There

can be only one active Awaken on any unit, but you can cast it again

after the unit has moved once.

 

補給 - Resupply - 65 SP - fully recover any team unit's ammo and EN. Will

decrease that unit's morale by 10.

 

復活 - Resurrect - 120 SP - bring back one dead team member. Everything (morale, ammo, HP, EN) will back to normal. You can pick which unit to resurrect, but the unit will always appear in one of the four squares surrounding the caster.

 

- Dream - ???? SP - the caster can cast any "magic" of a team member on the map (just pick the magic as if you are using other member's magic), but the amount of SP used will be doubled (the number shown when you cast Dream is the final amount of SP used).

 

奇跡 - Miracle - 100 SP - this "magic" will cast Motivate 3 time, Great

Perseverance, Speed Up, 100% Hit, Lucky, Flash and Spirit all with just one

"magic".

 

 

 

捨て身 - Sacrificial Attack - 60 SP - Damage X 3, and one free critical attack,

but your evade rate goes to 0% for one turn.

 

奇襲 - Raid - 60 SP - Uses 100% Hit, Hot Blood, Speed Up, and Flash.

 

期待  - Patience - 50 SP - Gives a team member 50 SP.

 

狙撃- Sniping - 20 SP - Increases the range of non-MAP weapons by 2 for one turn.

 

戦慄 - Weariness - 120 SP - Decreases the morale of all enemies by 10.

 

大激励 - Great Rally - 120 SP - Casts Rally on all party members.

 

7) Item List explanation -

 

 ースター - booster - increase mobility by 1.

 

メガブースター - mega booster - increase mobility by 2.

 

Iフィールド発生機 - I-Field Generator - make the equipped unit able to

generate I-Field.

 

高性能レーダー - high performance radar - increase all weapons that are not MAP or that have a range of 1 range by 1. You can equip multiple high performance radars to increase weapon range by more than 1.

 

対ビー  ーティオグ - anti-beam coating - make the equipped unit have beam coating.

 

リペアキット - repair kit - recover HP by 2000. Can only be used once.

 

プロペラントタンク - Propellant Tank - recover EN by 50. Can only be used once.

 

プロペラントタンクS - Propellant Tank S - recover EN by 200. Can only be used once.

 

マグネットコーティング - magnetic coating - increase agility by 5, limit by 20.

 

バイオセンサー - bio sensor - increase agility by 10, limit by 15.

 

サイコフレー  - psycho-frame - increase agility by 15, limit by 30.

 

 ョバ  ーマー- chobam armor - increase HP by 500, armor by 150.

 

ハイブリッドアーマ- hybrid armor - increase HP by 800, armor by 200.

 

超合金Z - super alloy Z - increase HP by 1000, armor by 300.

 

超合金ニューZ  - new super alloy Z - increase HP by 1500, armor by 400.

 

ミノフスキークラフト - Minovski craft - makes the equipped unit able

to fly, and have a grade A in air.

 

ミノスキードライブ - Minovski drive - same as Minovski craft, but increases

mobility by 2 as well.

 

アポジモーター - apogee motor - increases mobility by 1, agility by 5.

 

高性能照準器 - high performance targeter - increases accuracy of all weapons by 30%.

 

テム=レイの回路  - Tem Rei circuits - mobility down by 10 and agility by 15,

but reduces repair cost to 10. (Use with EVA Unit-01!)

 

ピンポイントバリア - Pin-point barrier - negates all damage below 1800. Needs 110 morale.

 

 ミンメイ人形  - Minmei doll - go into battle with +5 morale.

 

アンドロメダ焼き  - fried Andromeda - recovers all SP. Can only be used once.

 

イナーシャルキャンセラー  - inertial canceller - negates all damage below 2500.

Needs 130 morale.

 

******

 

Battle Hints and Tips :

 

(some of these will be taken off my Super Robot Wars F Final Battle Guide;

the ones that are applicable, at least.)

 

1. The all-important damage algorithm. I'm think the calculations in Alpha are

different now, but here you are anyway - I'll be trying to get a new, updated

version of this soon. (The accuracy calculation is a bit off owing to the fact

that most long-range weapons now increase their hit rate when closer to their

targets and vice versa.) Most of the data here should be correct, though.

 

Attack Power = Weapon rating (the number in the weapons screen) X morale%

(i.e, 136 morale would be the first rating times 136%) X pilot's attack rating%

(same as above, changes for short and long range attacks) X terrain

adjustment.

 

Terrain adjustment is the average of the pilot's grade in the terrain you're

on (Land, Sea, Air or Space) and the terrain value of the weapon (again,

viewable through the weapons screen). A = 100%, B = 80%, C = 60% and D = 40%.

 

That was a bit messy...I'll write it again below without the explanations

this time.

 

Attack Power - Weapon Rating X Morale% X Pilot's Attack Rating X Terrain

Adjustment.

 

Damage is, of course, Attack Power - Defense Power.

 

Now you need to know Defense Power, which is quite simply Armor X Morale% X

Terrain Adjustment (average of pilot and mecha)

 

Chance of Sword Cut and Shield Defense being used is 16 divided by Skill

Level : therefore, someone with a Shield Defense of 4 has a 16 divided by 4

 = 1/4 chance of his\her ability being used.

 

2) Who to pick for battle? There are basically two kinds of pilots in SRWA :

Realistic and Super. Realistic pilots are fast, don't rely on Morale heavily

but lack super weapons. Super Robot pilots have lots of life and armor,

can't hit a target to save their lives (without 100% Hit, that is) and need

high Morale to unleash their most powerful attacks. Your party should consist

of a mix of both of these, with a bunch of other pilots thrown in for good

measure.

 

Basically, Realistic pilots take out the normal enemy troops (considering

that most of them, like Amuro and Char, can't even be hit normally) and

Super ones do the boss in.

 


 

3) What to upgrade? For Gundams and the like, energy (to fire the big weapons) mobility (to avoid attacks, all of them in most cases) and limit (for when your pilot becomes too damn good for his\her mecha) are essentials. Don't bother with HP at all; though a bit of armor might be useful for those rare times when an attack actually hits a Gundam pilot.

 

Super Robots need armor; lots of it. (A substitute for this is using Hybrid, Super Z and New Super Z Armor, though) HP doesn't hurt either (it's not required) and energy for the big guns. You won't even need to touch mobility for the most part - a base size of L for a Super Robot makes dodging laughable, and you'll be using 100% Hit to attack anyway.

 

4) More about upgrading. Use your money well - it doesn't come in easily. Upgrade the weapons you use most frequently; don't be afraid to blow over 100000 simply powering-up Beam Rifles, 'cause you use those a lot; conversely don't upgrade cheap stuff you won't use simply because it costs less. Be careful about upgrading mecha that will be outmoded by more powerful ones later.

 

5) Gundams Are Good. Why? As I've said before, their ability to avoid almost any normal attack is essential to winning battles. Give key units High Performance Radars (more on this below) to push their attack range higher than the bosses so they can nail them from afar. Place them into crossfires to weaken enemies who can't fire back. Remember that they can also move twice quite fast. The same can be said about Valkyries, who share many of the same charisteristics and have the devastating Salvo attack to use in a pinch.

 

6) Distance is an important factor in many battles - always, ALWAYS try to attack from a position which is uncounter-attackable. The basic range for a normal enemy is 6 (the magic number of distance - take note!) and for bosses, usually 6 to 7. Some enemies like Aura Battlers, for instance, have horrible ranges (2 to 3 for their Aura Vulcans and worse for the Swords) Basically, a weapon range of 8 is safe as far as things go. However, watch out later in the game; several mighty bosses have ranges of up to 8 or 9

(though the last is a rare) especially the Guest ones. Normal enemies also will also increase their basic ranges as the game progresses, so your ultimate safe haven is probably having Amuro in Nu Gundam at a high enough level - pushing his Fin Funnels range to 10.

 

7) Use repair robots. Yes, I know they suck in battle, have lousy armor and HP and don't have half a decent weapon between all of them - but they can repair, but outside of wasting precious SP casting spells is the only way you can regain HP. Besides, repairing is an EXCELLENT way to level up.

 

8) Understand the use of Concentrate. When used on a powerful Newtype (Char comes to mind) or agile pilot, it will allow the pilot to stand directly in the range of incoming boss enemy fire and counterattack perfectly, Why? Do the math - bosses rarely have more than a 30% chance to hit an ace and the ace in question usually has a hit rate of 70% or more. What's more, since the "magic" lasts for another turn you're getting more free whacks in. This also works with normal enemies, though you'll rarely even need to use the skill in question - simply place the chosen Gundam in the midst of the opposing forces.

 

9) The Super Robot equivalent to the above strategy is equipping a heavily armored mecha (usually with two New Super Alloy Zs) sticking it in the middle of the enemies and plunking on a 100% Hit. Tada - instant massive damage.

 

10) Use terrain than can recover energy to your advantage. Many powerful weapons (F91's VSBR, Cybaster's Cyflash etc) use up tons of it, so place key units in those squares. Upgrade energy as well, of course. The same rule applies to map squares that can recover HP.

 

11) Know who to train and what robots to pick. It will save you time when the enemies start getting really powerful later. As a general rule, series aces tend to be the only ones you'll pick for combat, but remember that support characters are also necessary...

 


 

12) BTW, just a small mention - 100% Hit bypasses the protection that Sword

Cut and any other attack-negating skill offers; something to remember.

However, Shield Defense still applies and Flash will render the "magic"

useless for one attack.

 

13) On the same note, remember that as powerful as Funnels are, they can

be Sword Cut away. Save the game before firing a Spirit-powered one.

 

14) With a mere 10 point cost, Flash is one of the best "magics" in the game,

especially to draw the fire of bosses who become insanely strong after a

comrade\loved one is killed (they gain like, 100% Hit, Flash AND Spirit, to

name but one) It's also powerful enough early on, when not every boss can move twice.

 

15) I've mentioned this one or twice in the above paragraphs, but it bears repeating clearly now - Spirit, Lucky, 100% Hit and all attack-related skills also work with MAP weapons. In fact, all normal skills (Shield Defense, for example) and applicable magics (Iron Wall, Flash) still work as per normal. The main differences MAP weapons have, actually (despite the obvious one of being able to attack more than one unit at a time) are 1) you can't choose to block or dodge them and 2) you don't receive morale from either killing units with or being hit by one.

 

16) More uses of Flash - it can be used to let a weak unit survive the two consecutive attacks a powerful boss usually levels at it (you can block the second shot and repair the unit later) as well as escaping enemy counterattacks easily.

 

17) With some especially powerful enemies, it's actually worth sitting there

and absorbing as much enemy fire as possible from them to whittle down their

ammo reserves - especially on, you guessed it - Guest bosses. This usually

takes 15 turns at least but with enough patience (and a book nearby) it can

turn the tide of battle in your favor by robbing the enemy of it's most

powerful weapon/s. This technique is really useful on MAP weapons, but note

that you need to have 3-5 units within the blast radius in order to have the

boss attack you with it as opposed to a conventional weapon.

 

How to decoy? Simple. Place ONE (and only one) unit JUST within the range of

the weapon you want to exhaust.

 

18) Let your morale-dependent units (Super Robots) kill the enemy small fry

in order to gain the prerequisite amount of it to use their superweapons -

Motivate is rarely enough.

 

19) Always, if possible, wait for the enemy to come to you. (Retreat to

recovery areas - towns etc too.) After all, as Sun Tzu said, if you can choose

the battlefield war becomes a lot easier. The enemy will usually dispatch it's

forces against you in waves, so hunkering down and taking them out one by one

is better than venturing forth and getting plastered since the next wave will

take longer to get to your position. You can also check the enemy movement

ability by pressing the Circle button while on them - the green area is where

they can move next turn.

 

20) Use terrain to your advantage - towns, forest and the like give you a

20% boost to both defense AND evade; not something to be taken lightly.

Conversely, try to lure enemy units out of any cover they might be using.

Note that flying units don't gain any defense\evade bonuses (though they do

recover EN and HP) unless they've landed in the chosen terrain.

 

---

 

Some other battle hints submitted by various people :

 

(from Purified Soul)

 

Some changes in SRWF to Alpha -

 

 - Beam Rifle ranges reduced to 1~4 but in return they can be used after moving

your unit.

 

 - Any unit which can tranform to an air craft-like mech now gets a +10 bonus

instead of getting -10 a penalty to their agility.

 

 - Seems like the terrain movement penalty has been decreased. You may have

noticed that Mazinger now can move 3 blocks through forest instead of 2 blocks.

 

 - If you choose to counterattack enemy fire manually you will notice a new

command "Defensive counterattack" (you can choose any weapon for any target

within its range) which, although ensuring you will get hit, allows you to

defend and attack at the same time. This option is designed for any unit which

may have difficulty meeting it's weapons morale prerequisites. However, the

damage you do will be only 50% of your normal counterstrike. This option can

help give back some damage back to enemy forces without worrying much about

their chance of survival or you may say this can let you pay 'em back while you

maintain your defense power.

 

Decoy Strategies :

 

There are three types -

 

1) Never Be Hit Type : Any unit which is EXTREMELY fast.

 

1) Cybaster = Fastest unit you can bet on. Max agility without equipping any item around 160 or 170!

       2) Bilvine = Second to none for its agility except for Cybuster but its pilot has the greatest dodging and reflex skills compared to the other series.

       3) Any good Gundams you've got = Gundam F91 for example is the best with maximized agility but you may need to equip it with psycho frame or better stuff in order to boost its agility beyond 150. (Also its VSBR doesn't suffer from enemy sword cutting)

 

Note : Concentrate magic will do a great job with these decoy types. Just cast it and send them in among enemy squad then LAUGH AS LOUD AS YOU CAN while feeling like an enemy boss. ^_^

 

EXTRA Note : If the decoy unit you use has After-Image ability, try to raise it's pilot's morale up to 130. This will the activate 50% evasion bonus. The attack may miss even if it's hit rate is shown to be 100%. This works against your attacks too.

 

A countermeasure = Use Exhuast magic to lower target enemy's morale (seems like

only Boss from Mazinger Z and Rei from the EVA series possess this magic, though)

 

2) Never Get Hurt Type : Any unit which can absorb enemy fire without taking damage.

 

1) Any EVA unit = AT fields are EXTREMELY odd! Even the boss can't easily break through this kind of barrier especially if you choose to GUARD against enemy attacks.

       2) Either type of your character's robot = No matter which type your robot is, it will possess a barrier which can absorb most types of attack. (I guess you'd better figure this out yourself since I don't know exactly how many weapon types it can absorb but in my opinion super type barrier can prevent any super robot attack for e.g. missiles, bombs, non beam-based weapon and vice versa for real type but both robot type's barriers can't block melee attacks.) Be careful though - the barries only activate at 110 morale or above.

       3) Any robot with any anti-beam barrier = I don't recommend this type of decoy since you have the better options listed above but this decoy may serve you well when battling against enemy units that rely heavily on beam-based arms such as Gundam units.

 

Note : All the robots of this decoy type can strengthen their respective

barriers by choosing the "guard" command as your counter action for enemy fire.

Also, the barrier strengths depend on the units ARMOR so keep upgrading your

decoy so they can survive the heat of battle.

 

EXTRA Note : Since SRWF any pilot that has been hit will gain +1 morale for

each hit taken but THIS WORKS EVEN IF a pilot blocks the attack with unit's

barrier without taking damage. Think about this. An EVA unit equipped with

Minovski craft which reaches the boss's weapon range or enemy forces. Your

other team members will never get hurt since the EVA will draw all enemy fire

to it (Don't forget that your decoy must really look like easy prey -  make

EVA's HP lowest among your  units.) Using this trick may boost up your EVA

pilot's morale to 150 within a turn or two.

 


 

Important Note : Beware of enemy MAP weapons! Since you can't choose to guard

your unit the barrier won't be as powerful, and you will never know the % to

hit on your unit or the attacker's morale.

 

3) Never Die Type : Any units which are tough enough to receive all damage

heaped on it. I recommend you choose a unit which is either heavily armored or

dies hard. (i.e has tons of HP) Such a units tend to be super robots which are

naturally TOUGH or battleships which are loaded with over 10000 HP.

 

Reaping Cash Technique :

 

        - Using map weapon : put a pilot with Lucky magic on any unit possessing a powerful map weapon you are ready to harvest. You may apply this trick to a pilot using Great Effort instead. Killing multiple enemy units means that you got the sum of Exp. Equal to the amount you get for killing them (for each unit) at your current level -

but killing them one by one mean you may level up and recieve LESS Exp. If your pilots are at higher level than enemy number one. (I suggest you see the diagram below.)

 

          1st Case

 

Your pilot    ----->   cast Great effort   ----->   use map weapon  ----->

 

          Result :

 

Emma     (Lvl.10) Kill Titan pilot (Lvl.12) x 3 +500 x5                        

         Mashuma  (Lvl.16) +1500

         Lvl up to Lvl. 16

 

      but if you kill them one by one the result will vary through your

sequence. Suppose that you follow the 2nd case :

 

          2nd Case

 

Your pilot    ----->   cast Great effort   ----->   use map weapon  ----->

 

    Result :

 

Emma(Lvl.10) kill Mashuma (Lvl.16) +1500  (LVl. up to Lvl. 13)

then kill Titan pilot (Lvl.12) +240  (260 more to Lvl. up)

repeat then kill Titan pilot (Lvl.12) +240  (20 more to Lvl. up )

repeat then  kill Titan pilot (Lvl.12) +240  (Lvl. up to Lvl. 14)

 

       The result may not satisfy you as the 1st case also costs you 60 more SP

than the 1st one.

 

Note : To lure enemy forces into your trap use any decoy to set the enemy

formation first then move your reaper in. Pull the decoy out next turn OR let

the decoy pilot cast Flash or Iron wall etc. Just make sure your decoy can

survive the friendly fire.

 

Note2 : You may be able to destroy all enemy forces even though your mission

objective prevents it by simply applying this MAP weapon trick.

 

Important Note: You will not gain experience for friendly fire so check your

fire carefully.

 

a collarary to this strategy :

 

        - Use combinable units : Any low Lvl. Gundam pilot can use Super Gundam

(a combination of Gundam MKII and G-defenser) to raise up their level by

tag-teaming with any other ace pilot. (Let the ace pilot MKII and the other

pilot G-defenser.)

 

Note : Upgrading or Equipping enhanced items on any sub unit (a single unit

that can combine with other unit e.g. Jaguar ship (the Getta 2nd pilot's unit)

doesn't give any additional Hamesakiefit on their complete combination form.

(Exception : It only works on MKII for equipping enhanced item.)

 


 

        - Use the Ace pilot as your coach : This works best if your ace pilot

are at high levels and one has Mercy magic. This magic will work well         

                                               under two certain conditions :

 

1) Your Ace's skill should not fall below your target enemy's.

 

2) Your Ace must be able to kill the target unit. (You don't want to waste your

SP right?)

 

Note : According to my latest battle with Fulsion (a last boss mecha

that Scirocco and Shapiro use in SRW F Final ) I just figured out that the

higher the armor rate a unit has means the less the damage inflicted on that

unit even if the attacker casts Hot Blood or Spirit. Because any damage

increasing magic will do nothing more than a scratch if your weapon ratings are

not high enough since the magic will NOT adjust the attack power but the damage

you do. See below.

 

According to SRWF's Offence VS Defence algorithm it would be like this :

 

Attack power = Weapon rating X Morale% X Pilot attacking rating X Terrain adjustment

 

Defense power = Armor X Morale % X Terrain adjustment

 

Thus, Attack power - Defense power = Damage (the magic will adjust this value)

 

This mean if your attack power can't beat the defense power first the magic may only give you 20 or 30 damage depending on which magic you cast. See some examples below.

 

Attacker ( EVA-01 ) = Pad rifle(upgraded Max)  x 150% x 210% x 120 %          

                   = 2800 x 1.5 x 2.1 x 1.2 = 10,584

 

Defender ( Fulsion ) = Armor x 2 ( for Ironwall casted on unit ) x 100% x 120%

= 6500 x 2 x 1 x 1.2 = 15,600

 

The outcome after casting the magic (in this case I cast Spirit) will

be the following.

 

Attack power - Defense power = Damage x (magic adjustment) 10,584-15,600=

                               10 (minimum valid damage value) x 3  = 30

 

Most of us sure expect the result must be severe damage on this HARD AS

NAIL Fulsion just like this instead. ( since I'm EVA fan just like many

other people )

 

[ Attack power x magic adjustment ] - Defense power = Damage 10,584     x     

     3        -       15,600   =  16,152

 

and more notes :

 

Upon maximizing upgrading all of any unit attribute (using not

less than 676,000 credits for total upgrading ) you will be asked to allocate A

BONUS as listed below to that unit ( you can choose ONLY one so make your

choice wisely )

 

1. + 2000 HP,

2. +150 EN,

3. +30 Agility,

4. +400 Armor,

5. +30 Limit,

6. +1 Mobility, or

7. Change any terrain speciality to grade A by your choice. 1) air, 2) land, 3)

sea, 4) space.

 

Note : Changing any terrain specialty to grade A is for combat purpose only

Too bad, it doesn't give your unit an ability to fly or make it move better

under water :(

 

          - Pressing start in battle field will instantly pop up the unit list

window and pressing it again will switch to enemy list.

 

          - While selecting magic in multiple crewed units you can switch

between its pilots's magic list by pressing L1 or R1.

 

          - Minovski crafts and Minovski drives not only let your unit fly and

turn its air speciality to A but it can let non-land usable unit like GP-03

Dendrobium be used on earth.

 

          - Some unit's weapon if upgraded to the max will let you create a new

weapon by spending some additional credits. Here is the list as far as I

know :

 

   Mazinger-Z's Breast Fire ---> Breast Fire  [map weapon]

 

   Great Mazinger's Breast Burn ---> Breast Burn [map weapon]

 

   Mazinkaizer's Fire Blaster ---> Fire Blaster [map weapon]

 

   Dancouga's Dankuuken ---> Dankuukougaken ( a better version which no longer suffers from enemy sword cutting )

 

    Any Gundam unit's Funnel ---> Funnel [map weapon version with half the range but doesn't hurt allied units]

 

    Texas Mack ---> Mack revolver [map weapon but with very terrible range )

 

    Wing Gundam Zero ---> Twin blaster rifle [a map weapon that covers an area around the unit similar to Cybaster's Cyflash]

 

    Gundam Heavy Arm(2nd version) ---> Full fire mode [map weapon that fires all it's weapons - requires tons of credits to upgrade all its ranged weapon first ]

 

******

 

General Hints, Tips and Explanations :

 

1) Here's some info from Feryl about what abilties\magics you get for your main

character depending on what DOB and bloodtype he\she has :

 

Date/Abilities

-------------------

4/16 O

(100% Hit) (Hot Blood) (Raid) (Iron Wall) (Resupply) (Miracle) --- SP Recover

 

(This has Miracle, worth picking. Iron Wall and Resupply are kinda useless

though.)

 

7/18 A

(Spirit) (100%Hit) (Trust) (Flash) (superspirit)dokonjyo (sudden attack)

kishoku - SP Recover

 

10/20 O

(Hot Blood) (Lucky) (Great Rally) (Great Effort) (Motivate) (Miracle) - Hero

 

(This one's good as well...you get both Lucky and Great Effort in addition to

the all-important Miracle.)

 

5/21 AB

(Mercy) (Sniping) (Great Perserverance) (Concentrate) (Perserverance) (Miracle)

--- SPrecover

 

(Decent, because you get Great Perserverance and Concentrate, not to mention

the handy Mercy, but not that great all-around.)

 

9/3 O

(Hot Blood) (100%Hit) (Self Destruct) (Flash) (Great Perservance) (Miracle)

--- Genius

 

(Also okay. You get Flash and Great Perservance, but who needs Self Destruct?)

 

11/11 B

(sudden attack)kishoku (Sacrificial Attack) (Great Rally)(anticipation)kidai

(?)senchoku (Miracle)- SP Recover

 

There's also -

 

Money Boy - 9/30 B, Lucky, 100% Hit, Great Effort, Hot Blood, Flash, Spirit,

ability is Accountant. With Lucky, he makes up to 2.4 times the normal money.

 

2) Because of the large amounts of experience you gain in this game, it might

be possible (unconfirmed) that the Great Effort trick is usable in this game.

How it works is very simple :

 

1) Get weak pilot with Great Effort

2) Get high-levelled enemy

3) Reduce high-levelled enemy to 10 HP with Mercy

4) Let weak pilot kill enemy with Great Effort

 

Tada, instant Level 99 character. At least, that's how it works in

principle...I'll have more on this as I test it out in the game.

 

3) This is not really a tip, but during character conversation (before you

enter the battlefield and after the battle ends) you can speed up the dialogue

by pressing L2 or R2 or hold start to skip it altogether.

 

4) There is a new feature in this game - a special experience point system only

for the main character, which reflects how well he\she is piloting his\her

mecha. You can change this value (displayed at the intermission and save

screens) by reacting to certain plot events in certain ways, and different

values for your experience will cause differing story paths\more mecha etc.

That's about all the info I have now - I'll add more as I find it out.

 

5) When the "star" on top of the special abilities screen lights up, your pilot

has had more than 50 kills and is awarded with Ace Pilot status, which lets

him\her enter battle with an additonal +5 morale. The W is for double-turning

and will be lit when the ability has been acquired and the second turn hasn't

been taken, or else it won't.

 

6) Again, another not really a tip, but when pressing L1, L2, R1, R2, Select &

Start to restart the game, if you continue to press Select a few times after

releasing all the other buttons, the continue screen will automatically load.

Saves a lot of time.

 

7) If you destroy EVA Unit-01 with a MAP weapon while it's on your side, it

becomes an enemy unit and you can kill it with a Lucky for 40000 cash - and

this can be done any mission! Just be sure not to equip it with any upgrades

and you can safely lose the battle and repeat this trick again and again for

more money.

 

8) If you lose any scenario in the game, after the Game Over sign is displayed,

you will start right back at it's beginning with the money and experience

levels of your pilots that you had when you were defeated. This strategy is

excellent for levelling up and getting more cash, especially on maps with lots

of powerful enemies and\or money.

 

9) An unlimited money trick from Gary Fung - apparently, if you destroy only

the enemy warship in Scenario 58 (you have to choose to chase after the Angel

Halo), each subsequent player movement will net you 50000 in cash, but it only

works for one turn. I haven't tested this out myself, though.

 

******

 


 

Hints from Readers :

 

This is material that I've gotten from various helpful souls out there but

which I was unable to work into the main walkthrough because 1) I wasn't there

yet or 2) I couldn't properly verify the information. So I've decided to create

a special section where you can read what other SRWA players have discovered.

Some hints\tips will be in their original unedited format and some be have been

touched up by me - depends on my current amount of free time. And yes,

information will be moved into the main guide as I continue to play further

into the actual game.

 

>From gabs garcia :

 

1. well, after the mission where the two EVA's destroying the 4th angel(the diamond shpaed) and the enemies from raideen shows up. there will be a..well you know. the first question requires you to answer no.(i don't know this one in japanese. the there will be three options. choose the first one, you'll play with only gundams, the 2nd one, all the super robots, you can see the voltes V formation, and the mazinger and great mazinger scene. This has all the super robots and no gundams, (except for the giant robo and

amuro.) the last one. this is mostly about the dunbine series

 

2. and, in the stage which you must finish within 7 to 8 turns, which requires you to place 4 of your robots in the area, where the guy in R-2 tells you. This is the part where you can get hiro and trowa. when they appear. try to do the following:

 

convince hiro using duo

convince trowa using quatre

 

3. Errata; it's at scenario 52 that you can convince Puru 2 and Quess. And after scenario 53 you will get the Buster weapons pack for the V2 Gundam and 2 weapon

packs for your mech here's the stats:

 

AM Boxer: +3000 Hp, +30 En, -1 movement, -10 Mobility,

+400 Armor, -10 skill Limit

Weap./Tech.: Geist Knuckle, needs 110 morale and 10 En

             Cutpart Kick, needs 20 En

             G. Sword Diver needs 130 morale and 50 En

 

AM Gunner: +1000 Hp, +30 En, +2 Move, +10 Mobility,

-100 Armor, + 30 Skill Limit

Weap./Tech.: Gravity Ring 6 Ammo

             Full Impact Cannon needs 130 Morale and 60 En.

 

******

 

Experience Point Choices and Scenario Flowchart :

 

Since JL Lee has gone a done a full one, I asked him for permission and he very

nicely agreed to let me use his information in my guide, so here it is.

This ENTIRE section is his; direct all comments, flames and praises to him, not

me. ^_^

 

Anyway, to begin :

 

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