Super Robot Taisen K Walkthrough :
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Walkthrough - FAQ/WalkthroughSuper Robot Taisen K: Faq/Walkthrough by slg369
Created: 03/20/2009
Last Updated: 03/27/2009
Version: 0.25
Contact: See Section 14 (S.140) for contact information.
Copyright 2009 slg369
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
===============================================================================
Table of Contents Ctrl+F
===============================================================================
--------------------------------------------------
S.010 Introduction
S.020 Version History
S.030 Controls
S.040 Vocabulary
S.050 Super Robot Taisen Basics
S.060 Walkthrough (1~16-2)
S.070 Pilot Database (Under Construction)
S.061 \Pilot Database
S.080 Spirit/Ability Database (Under Construction)
S.071 \Spirit Command Table
S.072 \Spirit Command Glossary
S.073 \Special Skills Table
S.074 \Special Skills Glossary
S.075 \Special Abilities Table
S.076 \Special Abilities Glossary
S.090 Item Database (Under Construction)
S.081 \Machine Parts
S.082 \Restore Parts
S.083 \Skill parts
S.100 Menu Translations
S.110 Secrets
S.120 Frequently Asked Questions
S.130 Acknowledgements
S.140 Contacting the Author
S.150 Legal
--------------------------------------------------
===============================================================================
Introduction S.010
===============================================================================
This is a FAQ/Walkthrough for Super Robot Taisen K for the Nintendo DS. My goal
for this guide is to make it easier for those who don't understand basic
Japanese to enjoy this game.
===============================================================================
Version History S.020
===============================================================================
Version 0.15
\03/20/2009
\Basic layout completed (started on 02/28/2009).
\Episode Walkthrough up to episode 9.
\Spirit Table and List complete.
|Priorities for next update: Walkthrough (ep.10-15). Menu Translations.
|Explain the Partner System.
Version 0.25
\03/27/2009
\Episode Walkthrough up to episode 16-1.
\Menu Translations mostly finished.
\Added a new section(Note:any sections above it have changed search codes
accordingly)
\Secrets section added. Thanks to contributors from Akurasu.
\Various small changes.
|Priorities for next update: Walkthrough (ep.16-2~20).
Version 0.26
\04/01/2009
\Minor update, fixed mistakes in the secrets section.
\Added Episode 16-2.
Version 0.26(2)
\04/02/2009
\Pay no attention to this update, just cleaned up a few things.
===============================================================================
Controls: S.030
===============================================================================
Super Robot Taisen uses the standard control set you expect from a SRPG.
D-Pad-This is used to navigate through menus and in the map.
A-Confirm, Brings up the Menu while in the battle map.
B-Back, Skip Battle animation, see previous text.
Y-Switch lead partner in the map(put the cursor on the unit). Can be customized
to perform a certain action while in the map.
X-Quickly scroll through text. Can be customized to perform a certain action
while in the map.
L-Switch to next unit while in the map. Switch through certain screens.
R-Switch to previous unit while in the map. Switch through certain screens.
Start-Save while in the map, or during the story.
Select-Nothing(It does have a use, for switching to enemy information in
certain screens of the search menu while in the map).
L+A-Skip entire text.
L+R+Start+Select-Quick Reset.
===============================================================================
Vocabulary S.040
===============================================================================
I'll try to expand this later, so far it looks a little short.
Ace bonus-The three pilots with the most kills that show up in the intermission
menu gain a 5 morale bonus.
Attack Combo-The skill which allows you to attack more than one enemy. Higher
levels allow you to target more enemies(Not to be confused with Combo attacks
which are strong attacks that are useable only when certain other units are
near the user).
Mecha-The general term which is used for referring to robots since each series
has it's own term for robots (mobile suits, etc).
Morale-(Will)- This factor is unique to Super Robot Taisen, and it is a very
important thing to know about. The higher this is, the more damage you will do
and also, you will receive less damage as well. More importantly, stronger
attacks need the pilot to have a certain level of morale in order to be used.
You will notice that, in every map, morale always starts out at 100. This can
be raised by attacking an enemy, dodging an attack or getting hit. The highest
bonus for morale, however is to defeat an enemy, as not only does it give more
morale to the individual pilot, but it also gives 2 morale to every ally as
well(1 morale each for partners).
There are also ways to raise morale outside of fighting, such as certain
spirits and also the Ace bonus.
Pilot-The anime characters who pilot the robots in the show/character.
Seishin-This is the Japanese word for spirit. I included this here because some
people are used to this name, but in this guide, I use the word spirit. See
"Spirit" for the definition.
Special Skill-Skills that pilots learn which increase the performance of any
mechs that they pilot. The effects of these skills range from those which raise
the stats of the pilot in certain circumstances, to passive skills which
activate during battle to lessen or nullify damage.
Spirit-In order to get very far in this game, you have to know how to properly
use Spirits. These are skills which enhance your characters during and outside
of combat. I can't explain what each Spirit does here, (See the "Spirits List"
section for full details) but they can do different things from raising your
morale, blocking damage, healing and even completely dodging attacks. Keep in
mind that these skills can't simply be abused, as each spirit costs a certain
amount of SP (Spirit Points) to be used, generally the more helpful a spirit
skill is, the more it will cost to be used.
Spirit Points-(SP)-These points allow you to cast spirits, to help you out
during battle. They do not replenish on their own, however there are some
consumable items you can use to recover them.
SRT/SRW-Acronyms for Super Robot Taisen/Super Robot Wars.
===============================================================================
Super Robot Taisen Basics S.050
===============================================================================
If you are not familiar with Super Robot Taisen games, here are some
explanations of the basics that aren't covered in other parts of this guide.
==============-----------------------------------------------------------------
Partner System
==============-----------------------------------------------------------------
Here are a few rules regarding the pros and cons of the partner system.
For a basic translation of the partner setup menu option, see "S.107".
Keep terrain adaptability in mind when picking partners, because terrain
affects accuracy, among other things.
-------------------------------------------------------------------------------
Partners
-------------------------------------------------------------------------------
----
Pros:
----
Partner can use support attack and support defense.
Certain spirit commands grant their effect to both partners.
If one of the partners has the repair or resupply ability, it grants both
partners 10% recovery at the beginning of every turn for that ability.
Repair/Resupply affects both partners.
They always move together, so they are always in position to utilize Team
Combination Attacks and combine with each other.
----
Cons:
----
Each partner gains 1 morale when an ally defeats an enemy.
Each partner gains 75% exp.
Cannot use the Attack Combo skill(Can still perform Combo attacks, though).
Vulnerable to bosses with Attack Combo(both partners are hit).
One action for two units, so you can't heal with one and attack with the other
in the same turn.
If the leader is flying and the supporter cannot fly, then support
attack/defense cannot be used.
-------------------------------------------------------------------------------
Single unit
-------------------------------------------------------------------------------
----
Pros:
----
Gains 2 morale when an ally defeats an enemy.
Gains 100% exp.
Can use the Attack Combo skill.
----
Cons:
----
Cannot utilize support attack or support defense.
=======------------------------------------------------------------------------
Terrain
=======------------------------------------------------------------------------
Terrain in this game works similar to most SRPGs. Normal terrain allows you to
move normally(makes sense), though it gives you few advantages beyond that.
Forests, mountains, and water give you a defense and evade bonus to the
corresponding stat for as long as you stand on them(the bonus is displayed on
the Bottom-Right corner of the map screen), though they are twice as difficult
to traverse as normal terrain. Buildings also give you terrain bonuses and the
same rules apply, though some buildings(usually story relevant ones) also give
you HP and EN recovery bonuses.
Keep in mind that you have to be on the ground(not flying)to receive the
bonuses.
Notes: Flying in the moon is considered as being in space, keep that in mind,
since if your space adaptability isn't as good as your earth adaptability you
will be better off fighting on land.
====================-----------------------------------------------------------
Terrain Adaptability
====================-----------------------------------------------------------
Terrain adaptability is very important in SRT games, and it seems to be much
more so in SRT K. To begin with, there are two kinds of terrain adaptability:
Mech and Weapon, I will talk about Mech adaptability first.
Since I'm still messing around with the damage formula, I will only cover a
general explanation for now.
=================--------------------------------------------------------------
Mech Adaptability
=================--------------------------------------------------------------
----
Mech Adaptability affects your mech's stats based on what terrain you are
standing on.
For example, having an S in land will increase your mech's accuracy, evade, and
armor, but having a B in land will actually lower them.
The Terrains are(in order from left to right, or up to down whenever the game
lists them):
Air
Land
Water
Space
The ratings are:
S=Above average
A=Average
B=Below Average
C=Far Below Average
-=Doesn't apply(The mech cannot be on this terrain)
----
For a basic explanation of where the terrain ratings are, see the Pilot Stats
subsection in the Translations section.
===================------------------------------------------------------------
Weapon Adaptability
===================------------------------------------------------------------
I'm still fiddling with weapon adaptability so for now just know that this
affects how much damage you do in each type of terrain.
For a basic explanation of where the weapon terrain ratings are, see the
Weapon Performance part of the Translations section(under Machine Stats).
===============================================================================
Walkthrough S.060
===============================================================================
This is the Walkthrough of this Guide.
To search for a specific Chapter with the Ctrl+F search function type E.XX
with the chapter number in place of the XX.
For two part episodes, type the part number after the episode number like this:
(E.XX-P)
For the same episode number of a different route, type A or B after the episode
number, and before the part number if there is one. A is the top choice given
by the game, B is the second choice(E.XXAP).
----
Note:This walkthrough is done with no mecha upgrades, so you should have an
easier time playing than me.
----
========-----------------------------------------------------------------------
New Game E.NG-
========-----------------------------------------------------------------------
When you begin a new game you start in a screen where you can name the male
original character and his mech:
+------------------+------------------+------------------+
| Name Change | Mech Name Change | Comfirm |
+------------------+------------------+------------------+
The next screen lets you choose three "favorite series". Each robot shown is a
representative of the whole series, and all pilots and robots from that series
will have the favorite series bonus which is: The max ammount of upgrades is
raised to 15(instead of 10), money and experience gained increase by a certain
ammount.
The increase of money and exp is shown in the bottom of the screen, though both
are the same for each series.
=========-======================================-------------------------------
Episode 1 Wedding Bells Chime in the Battlefield E.01--
=========-======================================-------------------------------
------
Part 1
------
------------
Initial Note:Here, Kouji Kabuto from Mazinger Z is referred to as Kouji(K),
Kouji Tetsuya from Godannar is referred to as Kouji(T).
------------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| All Enemies are Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| Any Ally is Defeated |
+----------------------------------+
+----------------------------------+
| Enemies |
+----------------------------------+
| Mimetic Beast No.12 |
| $5000 - Servo Motor ~ |
| Propellant Tank - Infight |
| Lv+1 ~ Gunfight Lv+1 |
+----------------------------------+
Note: 1st weapon inflicts Range Down, 2nd weapon inflicts Armor Down and
Ignores Barriers.
+----------------------------------+
| Starting Units |
+----------------------------------+
| G-Gunner | Kouji(T)\Shizuru |
+----------------------------------+
After Boss gets mercilessly pounded by the Mimetic Beast No.12, you can control
G-Gunner. Have Kouji(T) or Shizuru cast a defensive spirit(see the "Spirit
Table" and the "Spirit List" for help) and fight it though since it has barrier
lv.1, your damage will be reduced by 1000.
------
Part 2
------
+----------------------------------+
| Ally Reinforcements |
+----------------------------------+
| Godannar | Goh |
| Neo Okusaer | Anna |
+----------------------------------+
Feel free to cast defense spirits on Anna and Goh (this is the last time I say
this, use spirits anytime you feel that you need them). Lure the enemy away
from the water if it isn't on land already, since you won't do as much damage
against submerged enemies.
------
Part 3
------
Kouji and Sayaka show up.
+----------------------------------+
| Reinforcements |
+----------------------------------+
| Enemies |
+----------------------------------+
| Mimetic Beast No.13 x6 |
| $1200 |
+----------------------------------+
| Allies |
+----------------------------------+
| Mazinger Z | Kouji(K) |
| Diana A | Sayaka |
+----------------------------------+
----
Note:If you haven't defeated Mimetic Beast No.12, have Sayaka cast Bless on
whoever defeats it now to double the money you get from it.
----
Try to stay away from the water again, and put Neo Okusaer in front, since she
doesn't take any damage from these grunts with her Angel Wall barrier.
When the enemy turn ends, more enemies appear, as well as Mist in his Levrias.
------
Part 4
------
+----------------------------------+
| Reinforcements |
+----------------------------------+
| Enemies |
+----------------------------------+
| Mimetic Beast No.13 x4 |
| $1200 |
+----------------------------------+
| Allies |
+----------------------------------+
| Levrias | Mist |
+----------------------------------+
Mist combo attacks 3 enemies and destroys them. Defeat the remaining enemies to
end this stage.
-------------------------------------------------------------------------------
Intermission Menu
-------------------------------------------------------------------------------
In the intermission menu, be sure to assign each pilot a partner in the
Partner Setup screen, especially Goh and Anna. Read the Partner System pros and
cons list in the SRT Basics section to give you a better idea of the PU system.
=========-===========================------------------------------------------
Episode 2 Visitors from another World E.02--
=========-===========================------------------------------------------
------
Part 1
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| Suspage is Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| Any Ally is Defeated |
+----------------------------------+
+----------------------------------+
| Enemies |
+----------------------------------+
| Suspage | Zelgaia |
| $8000 - Apogee Motor ~ Super |
| Repair Kit - SP Up LV+1 ~ |
| Focus Power Lv+1 |
| Demon Beast Bitora x4 |
| $1400 |
| Iron Beast Protex x4 |
| $1300 |
+----------------------------------+
+----------------------------------+
| Starting Units |
+----------------------------------+
| Neo Okusaer | Anna |
| Boss Borot | Boss |
| Godannar | Goh |
| Mazinger Z | Kouji(K) |
| G-Gunner | Kouji(T) |
| Levrias | Mist |
| Diana A | Sayaka |
| Core Gunner | Shizuru |
+----------------------------------+
Though the objective is to defeat Suspage, you can also defeat all the beast
enemies instead. Suspage will retreat when his HP reaches the red zone, or once
all beasts are defeated(if you defeat Suspage, you're still going to have to
defeat the beasts).
For my strategy for defeating Suspage, go all the way down to the end of this
episode(search "Beating Suspage")
At the beginning of turn 3, the Daiku Maryu appears on the left part of the
map and joins as an ally.
------
Part 2
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| Suspage is Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| An Ally Battleship is Destroyed |
+----------------------------------+
+----------------------------------+
| Ally Reinforcement |
+----------------------------------+
| Daiku-Maryu | Captain Garis |
+----------------------------------+
Daiya's reinforcement is triggered either by defeating Suspage or at the end
of the 3rd turn, whichever happens first.
+----------------------------------+
| Ally Reinforcement |
+----------------------------------+
| Gaiking | Daiya |
+----------------------------------+
Once Suspage leaves reinforcements for both sides arrive. Ally reinforcements
appear around the Daiku-maryu, enemies appear in the mid-left side of the map.
------
Part 3
------
+----------------------------------+
| Reinforcements |
+----------------------------------+
| Enemies |
+----------------------------------+
| Mimetic Beast No.13 x12 |
| $1200 |
+----------------------------------+
| Allies |
+----------------------------------+
| Stinger | Puria |
| Serpent | Lee |
| Crab Bunker | Yanma |
+----------------------------------+
These enemies are set up with the partner system, though they don't make any
use of it, as they don't have any support skills. Just fight them as usual.
Since your new reinforcements are closer to the mimetic beasts, let them fight
them, and let your first team finish off the remaining iron/demon beasts if
there's still any. Once all beasts are defeated, the stage is finished.
---------------
Beating Suspage:Trial an error shows me that Suspage leaves when his HP is
lower than 6000, so you have to be able to deal 6000+ damage in one attack in
order to get his items. So, if you have Anna and Goh as partners, first raise
Anna's morale by fighting the grunt enemies(raise it to like 106-107, she'll
gain morale from Goh's kills and we'll need to raise his morale to 150). Don't
bother using "Trust" on Anna, save it for Goh, just switch to him when she runs
low on HP. Once you can combine into Godannar TDM, do so and keep fighting**.
Important:Leave one grunt enemy alive, otherwise Suspage will leave. When all,
but Suspage and 1 more are defeated, Goh should have around 138+- morale, just
keep defending their attacks until you get to 150(if the enemies target anyone
else, move that person back). If Goh has low HP, then good, just cast "Alert"
or Invincible on him when he's in danger of being destroyed(His prevail raises
his critical hit rate when he has low HP, among other things).
Now to actually beat Suspage, get his HP down to like 7500. Use Mazinger Z's
Rust Hurricane(the 1-4 range attack) to lower his armor by 10% and bring his HP
down to around 6000(he does around 14## with Rust Hurricane). Finally, deal the
final blow with Godannar TDM's strongest attack.
Note:I raised Godannar's attack by two upgrades and I gave him the Infight I
got from Mimetic Beast No.12(The first time I tried it{and failed} with no
upgrades, but I also didn't raise Goh's morale to 150 that time, so it should
be okay to do it with just one upgrade or to not give him Infight). If you get
a critical hit, then you won't need to upgrade anything(Oddly enough I never
criticaled on any of the times I tried(I tried a lot >_>).
**Don't let your EN fall below 80(though you recover 5 EN per turn).
---------------
=========-=============================----------------------------------------
Episode 3 Build Up! The Legend Revived! E.03--
=========-=============================----------------------------------------
------
Part 1
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| All Enemies are Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| Any Ally is Defeated |
+----------------------------------+
+----------------------------------+
| Enemies |
+----------------------------------+
| Haniwa Phantom God Magura |
| $5000 - Land Module A ~ Aqua |
| Module A - Support Attack |
| Lv+1 |
+----------------------------------+
+----------------------------------+
| Starting Units |
+----------------------------------+
| Kotetsu Jeeg | Kenji |
| Big Shooter (New) | Kyo |
| Build Angel | Captain Yagyu|
+----------------------------------+
Attack the phantom god with everyone and try to go as far down and to the left,
while still being in range of your attack, as enemy reinforcements will appear
in the South-West corner. When Jeeg gets into attacking range, it shouldn't
take more than two hits to take him down if you've been hitting it with the
flying units. Ideally, you should defeat it during the enemy's turn so that the
following reinforcements move towards you, as they start out pretty low in the
map.
Ally reinforcements arrive at the beginning of turn 3, enemies will arrive once
you defeat the Haniwa Phantom God.
------
Part 2
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| All Enemies are Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| An Ally Battleship is Destroyed |
+----------------------------------+
+----------------------------------+
| Reinforcements |
+----------------------------------+
| Enemies |
+----------------------------------+
| Demon Beast Bitora x3 |
| $1400 |
| Iron Beast Protex x3 |
| $1300 |
| Yomi Soldiers x18 |
| $1000 |
+----------------------------------+
| Allies |
+----------------------------------+
| Neo Okusaer | Anna |
| Boss Borot | Boss |
| Godannar | Goh |
| Mazinger Z | Kouji(K) |
| G-Gunner | Kouji(T) |
| Levrias | Mist |
| Diana A | Sayaka |
| Core Gunner | Shizuru |
| Daiku-Maryu | Captain Garis |
| Gaiking | Daiya |
| Serpent | Lee |
| Stinger | Puria |
| Crab Bunker | Yanma |
+----------------------------------+
+----------------------------------+
| Additional Reinforcement |
+----------------------------------+
| Murasame | Alex |
+----------------------------------+
Don't be intimidated by the numbers, so long as you cast focus, even your
weakest units can deal with the yomi soldiers. The beast enemies won't move
until their second turn, so to end this mission quickly, make use of your
flying units(use accel on anyone who has it) until your stronger units can
reach the enemies. Athr-I mean Alex joins you in a Murasame for this
stage, so cast focus and have him go as far down as he can to deal with the big
ones.
Once you defeat all the enemies, name the female original Angelica Shartile
(I mean give her a name >_>).
Later, Goh asks Anna if she wants him to explain the Partner System to her, so
choose whichever option(The top option is yes, the bottom one is no).
-------------------------------------------------------------------------------
Intermission Menu
-------------------------------------------------------------------------------
Make sure to give the Aqua Adapter A to a unit that can't fly(one that has a B
rank or less in water), as it will help out in the next stage.
=========-==========================-------------------------------------------
Episode 4 Combination Attack Reunion E.04--
=========-==========================-------------------------------------------
------
Part 1
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| All Enemies are Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| An Ally Battleship is Destroyed |
| An Enemy Reaches Build Base |
+----------------------------------+
+----------------------------------+
| Enemies |
+----------------------------------+
| Zelgaia | Suspage |
| $8000 - Power Extender ~ |
| Super Repair Kit - Focus |
| Power Lv+1 |
| Haniwa Phantom God Mezura |
| $2700 |
| Haniwa Phantom God Magura |
| $2200 |
| Yomi Soldiers x17 |
| $1000 |
+----------------------------------+
+----------------------------------+
| Starting Units |
+----------------------------------+
| Kotetsu Jeeg | Kenji |
| Big Shooter (New) | Kyo |
| Daiku-Maryu | Captain Garis|
| Levrias | Mist |
| Player Choice x12 |
+----------------------------------+
| Additional Starting Unit |
+----------------------------------+
| Celius | Angelica |
+----------------------------------+
----
Note:Regarding Player Choice, partners use up 2 spots. If everyone is partnered
up in this stage(including Kyo and Kenji) then you will only see 5, but the
total ammount of extra units deployed will still be 12. This strategy has all
units with partners, so I deployed 5.
----
A very straightforward stage, and a breath of fresh air compared to the first
three(at least for me since I don't have to keep track of so many things >_>).
Send all units up in a net formation with your strongest units in the middle
and the Daiku-Maryu behind them to finish anyone that gets through, like this:
---------------------------------------------------------------
E=Enemy A=Ally D=Daiku-Maryu a=extra allies (I didn't have any)
---------------------------------------------------------------
E
E E E E E E
E E
E E E E
E E E E
E
A A A A A A A A
a a a a a a a
D
This is only a general idea of the formation, it doesn't matter if you're off
as long as you don't leave any open spaces. If Yomi Soldiers do get through
the net, cast Fighting Spirit on Daiku-Maryu if they're at full health so he
can kill them in one hit. There'se not much else to do here, once you lower
Suspage's HP he leaves(the same strategy as in stage 2 works here, though you
can also use Mist+Angelica's combo attack as well). Defeat all enemies to
finish this stage.
=========-==============-------------------------------------------------------
Episode 5 Overman Battle E.05--
=========-==============-------------------------------------------------------
------
Part 1
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| All Enemies are Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| Any Ally is Defeated |
+----------------------------------+
+----------------------------------+
| Enemies |
+----------------------------------+
| Rushrod | Yassaba |
| $5000 - Dual Sensor ~ Support|
| Defense Lv+1 |
| underGolem x3|Kejinan-Enge-Jaboli|
| $2000 - Cartridge ~ |
| Propellant Tank ~ Repair Kit |
| Dorbeck Adette Custom | Adette |
| $3000 - Gunfight Lv+1 |
| Dorbeck(P) x6 |
| $1100 |
| Dogozzo(P) x12 |
| $1000 |
+----------------------------------+
Note:Kejinan drops Cartridge, Enge drops Propellant Tank, Jaboli drops Repair
Kit.
+----------------------------------+
| Starting Units |
+----------------------------------+
| King Gainer | Gainer |
| Gotchko | Gain |
| Panther | Sara |
| Panther | Gauli |
| Panther | Bello |
+----------------------------------+
| Levrias | Mist |
| Celius | Angelica |
| G-Gunner | Kouji(T) |
| Stinger | Puria |
+----------------------------------+
Only the faceless enemies move in their first turn, the others move in their
second turn. Ignore Brunhilde right now, because it's just part of the
background. As far as strategy is concerned, I'd say wait in the cliff, where
you get +20% bonus for defense and evade, since the King Gainer units, which
you're not suppose to lose, are rather low on HP(you know something is wrong
when a tank-like robot has less hp and armor than an airplane >_>).
If you decide to charge, keep the 3 Panthers together so they can use their
combo attack, which 1hit KOs any grunt.
Whether you choose to fight right away or wait, at the beginning of turn 3,
reinforcements arrive.
------
Part 2
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| Brunhilde is Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| An Ally Battleship is Destroyed |
| Gainer or Gain is Defeated |
| Gauli, Sara, or Bello is Defeated|
+----------------------------------+
+----------------------------------+
| Reinforcements |
+----------------------------------+
| Enemies |
+----------------------------------+
| Power Golem | Asuham |
| $6000 - Booster - SP Up Lv+1 |
| Golem | Zakki |
| $1500 - Infight Lv+1 |
| Brunhilde |
| $8000 - Flight Module A - |
| Focus Power Lv+1 |
+----------------------------------+
| Allies |
+----------------------------------+
| Daiku-Maryu | Captain Garis |
| Player Choice x12 |
+----------------------------------+
------
Decide whether you want to defeat everyone, or just Brunhilde, as defeating
Brunhilde ends the stage(If you choose to beat everyone ignore Brunhilde at
first, since it recovers 10% HP each turn).
------
There's not much of a strategy here outside of don't fight things that can kill
you. Save the Power Golem and Golem for units like Gaiking and Mazinger and
have your average units take on the underGolems
This is the first stage in this game where I felt accuracy was really an issue.
Save Strike for when you perform your strongest attacks if you're having
trouble too.
=========-================================-------------------------------------
Episode 6 Tuxedo Wearing Bon-Class Asshole E.06--
=========-================================-------------------------------------
------
Part 1
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| All Enemies are Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| Van is Defeated |
+----------------------------------+
+----------------------------------+
| Enemies |
+----------------------------------+
| Zelgaia | Suspage |
| $8000 - Learning OS ~ Repair |
| Kit - Prevail Lv+1 |
| Demon Beast Bitora x8 |
| $1400 |
| Iron Beast Protex x8 |
| $1300 |
| Iron Beast Galgora x8 |
| $1200 |
+----------------------------------+
+----------------------------------+
| Starting Units |
+----------------------------------+
| Dann of Thursday | Van |
+----------------------------------+
Move Van as far down as he can the first turn. The top six enemies(all singles)
move in their first turn, only two will get to attack him. Next turn move Van
up two spaces and finish off one of the two that attacked. Now the others start
moving. Let Van attack all enemies that can reach him, reinforcements will come
at the beginning of turn 3.
------
Part 2
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| All Enemies are Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| Van is Defeated |
| An Ally Battleship is Destroyed |
+----------------------------------+
+----------------------------------+
| Ally Reinforcements |
+----------------------------------+
| Daiku-Maryu | Captain Garis |
| Player Choice x 21 |
+----------------------------------+
Charge with everyone, make use of the Panther's combo attack and take advantage
of Daiku-Maryu's Fighting Spirit(cast it right before he jumps into a group of
enemies for massive damage all around during the enemy's turn, just keep an eye
on his HP). This time Suspage will not run away.
Once you finish off all enemies, the stage will end.
=========-========================---------------------------------------------
Episode 7 Drunken Heros-Swift Girl E.07--
=========-========================---------------------------------------------
------
Part 1
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| All Enemies are Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| Any Ally is Defeated |
+----------------------------------+
+----------------------------------+
| Enemies |
+----------------------------------+
| Rushrod | Yassaba |
| $5000 - Large Generator - |
| Gunfight Lv+1 |
| underGolem x3|Kejinan-Enge-Jaboli|
| $2000 - Cartridge ~ |
| Propellant Tank ~ Repair Kit |
| Dorbeck x6 |
| $1100 |
| Dogozzo x12 |
| $1000 |
+----------------------------------+
+----------------------------------+
| Starting Units |
+----------------------------------+
| El Dora V | Nero |
| Dann of Thursday | Van |
| Brownie | Priscilla |
+----------------------------------+
Cast* Accel, Focus, Spirit and Fighting Spirit on El Dora V and get him close
to the Dorbeck in the front(1 space down, 6 spaces left) and attack it. Move
Brownie up one space, we want to keep her out of enemies' range so other units
can suicide strike on El Dora V. Van won't do anything here, just move him to
the left (take either path). End your turn and counterattack any enemy that
attacks you. El Dora V will destroy 7 more units, then an ally reniforcement
arrives.
*If you cast Invincible, they should end up with around 1300-2300 HP at the end
of the enemy turn, if you don't they'll have around 490-580. I say try it
without casting invincible in your first try, since I tried it a bunch of times
and they never got destroyed.
------
Part 2
------
+----------------------------------+
| Ally Reinforcements |
+----------------------------------+
| Levrias | Mist |
| Celius | Angelica |
+----------------------------------+
Turn 2:El Dora V will have taken a beating, so cast "Guts". They'll also have
ran out of energy(just like in the show!), so cast "Accel" on them and bring
them back to the Pink Amigo(the little restaurant they started out next to).
Take Priscilla around where El Dora V was so she can take care of most of the
remaining grunts, though be more careful with her(cast "Focus"). Van? I dunno,
move him left some more, I guess.
If you want to keep using El Dora V, have Angelica go next to them, use "Accel"
on her if she can't reach, so she can refill their energy in the next turn.
Turn 3:Filler turn, except for one thing. Do whatever you want with Priscilla,
El Dora V and the originals(keep fighting, or move to the center), but for Van,
cast "Invincible" if you wish, and move him 9 spaces away from the space
between the little gray stairs, like this(I hope you kept moving him left like
I told you to):
#=Gray Stairs
0=Space between Stairs.
1-V=Steps away from center of stairs, V is where Van goes.
5=(bottom 5)Little patch of forest that gives +5% defense and evade(used as a
visual guide, you have to end up 1 space up and 1 space right from it).
?=?
+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | |#|
+-+-+-+-+-+-+-+-+-+-+-+
|?|V|8|7|6|5|4|3|2|1|0|
+-+-+-+-+-+-+-+-+-+-+-+
|5| | | | | | | | | |#|
+-+-+-+-+-+-+-+-+-+-+-+
End your turn.
------
Part 3
------
+----------------------------------+
| Enemy Reinforcement |
+----------------------------------+
| Volkein | Ray |
| $8000 - High Performance |
| Radar - Support Attack |
+----------------------------------+
Ray shows up as an enemy, luckily Van is close enough to use his strongest
attack, so let him have it (You'll have around a 90% chance to hit without
"Strike").
Some more grunts should also die off, leaving pretty much just the underGolems
and the Rushrod.
At the start of your 4th turn, reinforcements arrive.
------
Part 4
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| All Enemies are Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| An Ally Battleship is Destroyed |
| Van, Nero, or Priscilla is |
| Defeated |
+----------------------------------+
+----------------------------------+
| Reinforcements |
+----------------------------------+
| Allies |
+----------------------------------+
| Daiku-Maryu | Captain Garis |
| Player Choice x19 |
+----------------------------------+
| Enemies |
+----------------------------------+
| Jinba | Asuham |
| $8000 - Chobham Armor - SP Up|
| Lv+1 |
| Golem | Zakki |
| $1500 |
| underGolem x2 |
| $1200 |
| Dorbeck x4 |
| $1100 |
| Dogozzo x8 |
| $1000 |
+----------------------------------+
Since most of the enemies are now in the bottom part of the map, make a
South-West charge, so you can take on the remaining underGolems and Rushrod on
your way down. Cast Strike and Invincible on Van and attack Ray again, he will
be defeated in his next turn.
When you defeat Asuham, the next reinforcement arrives in the South-West.
------
Part 5
------
+----------------------------------+
| Enemy Reinforcement |
+----------------------------------+
| Dominator | Cynthia |
| $13000 - Barrier Generator ~ |
| Super Repair Kit - Prevail |
| Lv+1 |
+----------------------------------+
Defeat everyone to finish the stage.
=========-=============--------------------------------------------------------
Episode 8 Terminal Fate E.08--
=========-=============--------------------------------------------------------
------
Part 1
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| All Enemies are Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| Any Ally is Defeated |
+----------------------------------+
+----------------------------------+
| Enemies |
+----------------------------------+
| Diablo of Monday | Ghadved |
| $13000 - Chobham Armor - |
| Infight Lv+1 |
| Dominator | Cynthia |
| $13000 - Servo Motor ~ Focus |
| Power |
| Rushrod | Yassaba |
| $5000 - Beam Coat Lv1 - |
| Support Defense Lv+1 |
| Blackmail | Kejinan |
| $4800 - Cartridge |
| underGolem x2 | Enge - Jaboli |
| $1200 - Propellant Tank ~ |
| Repair Kit |
| Dorbeck x6 |
| $1100 |
| Dogozzo x12 |
| $1000 |
+----------------------------------+
+----------------------------------+
| Starting Units |
+----------------------------------+
| Dann of Thursday | Van |
| King Gainer | Gainer |
+----------------------------------+
Same pattern as usual for the enemies in the corner, the ones in front move
first. Focus on Cynthia and Ghadved for now, and ignore everyone else.
Cast "Intuition" and "Focus" on King Gainer and attack Cynthia from 2-3 spaces
away, so he can attack with his two range attack afterwards. Have Van attack
Ghadved from 2 spaces away, cast spirits as you see fit(without upgrades he
can't beat him before reinforcements arrive, unless he criticals everytime, so
you can just have him turtle until they arrive(though Van hates turtles...)).
Turn 2: Attack Cynthia again, same for Ghadved, though be careful with Van. If
you defeat Cynthia, the next reinforcement is triggered. If you defeat Ghadved,
he heals himself and you have to beat him again (I still need to verify if
beating him now triggers the next event).
=========================================================================------
Secret: Michael Garret/Saudade of Sunday - Fasalina/Dahlia of Wednesday 1
=========================================================================------
Make sure Van defeats Ghadved at least once.
=======================================================================--------
If you didn't beat Cynthia, the next event is triggered at the end of the
enemy's second turn.
------
Part 2
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| All Enemies are Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
| An Ally Battleship is Destroyed |
| Van is Defeated |
+----------------------------------+
+----------------------------------+
| Reinforcements |
+----------------------------------+
| Allies |
+----------------------------------+
| Daiku-Maryu | Captain Garis |
| Player Choice x19 |
+----------------------------------+
| Enemies |
+----------------------------------+
| Jinba | Asuham |
| $8000 - Thruster Module A - |
| Prevail Lv+1 |
| Golem | Zakki |
| $1500 |
| underGolem x2 |
| $1200 |
| Dorbeck x4 |
| $1100 |
| Dogozzo x8 |
| $1000 |
+----------------------------------+
Daiku-Maryu arrives and King Gainer is defeated by Cynthia. Asuham and his
cronies appear in the top left as well.
Now you have to take on two waves, from the top and bottom left. Split your
army evenly and finish off these guys.
When you defeat all enemies the stage will end.
=========-==========================-------------------------------------------
Episode 9 Fierce Fighting in Area Zi E.09--
=========-==========================-------------------------------------------
------
Part 1
------
+----------------------------------+
| Winning Conditions |
+----------------------------------+
| Zairin is Defeated |
+----------------------------------+
| Losing Conditions |
+----------------------------------+
|
Comments
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Another Super Robot Taisen K Walkthrough :
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