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.
顔
- 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.
性 - 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(小) -
recover 10% of total HP after every turn.
HP回復(大) -
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.
空
- air.
陸
- land.
海
- sea.
宇
- space.
シールド
- shield.
有
- means the unit has a shield.
無
- 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 -
察 - 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 閃. 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.
信 - Trust - 30 SP - recover any team members'
HP by 1/3.
血 - Hot
Blood - 40 SP - do double damage for one attack. Cannot be
used with Spirit at the same time.
身 -
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.
ド - Great Perseverance - 40 SP - fully
recover the caster's HP.
気合
- Motivate - 40 SP - increase the caster's morale by 10.
魂
- 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.
愛
- Love - 90 SP - recover all team units' HP fully.
蜉 騾 - 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.
夢
- 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 :
---