Intermisssion |
We’re back! First up, Camille gets Attack Again, and some boosts to his skill stat so it will hopefully proc more often. |
Setsuna gets morale limit break. |
Amuro gets B-Save, since the Nu is mostly ammo based. |
Takeru gets guard, a skill I feel most supers should really have. |
And finally, that delicious new platinum emblem (which lets a unit get an additional move per turn) goes onto the Turn A, for more mapping goodness. |
第56話: 奈落への螺旋 Stage 56: Spiral of Hell |
We’re put right back into the action from the previous mission, with our heroes having been sucked into Evilland by Gestalt. |
Not wanting to soil his hands, he summons various various enemies that he’d managed to scrounge up over the course of the game. |
Turn 1 |
SR Point – Defeat all initial enemies by Turn 3’s player phase |
Once again, I bring what’s close to my final team, which includes the hardest hitters, guys with the biggest MAP attacks, and Esther, Sayaka and Marg for SP batteries. |
Time to power up! Basara lets loose 2 Totsugeki Love Hearts. |
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With a lot of Awakens, Quatrro dances around the map, dropping Moonlight Butterfly MAPs for that Armour down debuff. |
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With a shitton of CA abuse, liberal use of Hot Blood and Awaken, I manage to destroy most of the enemies. |
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By the end of the turn, there are only 2 left. |
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Turn 2 |
Suzaku clears the last grunt. |
SR Point GET! |
Finally Mr Evil himself decides to show up, along with Muge, who are in league with eac h other DUN DUN DUN. He uses the power of DESPAIR etc to trash talk the heroes… |
…cue Takeru’s dead brother Marg to give a pep talk to save the day. He even gives everyone their SP back! |
Here’s the situation now. Zuul to the north, while Muge is at the south, each with their own set of grunts (fuck em). |
First I work on Zuul. I spam the fuck out of him with Raiser Swords and Stoner Sunshines. Zuul has attacks which paralyzes and halves the stats of any units he hits (ie my Setsuna), so make sure you take care when fighting him. |
I let Takeru get the final blow as he cleaves the mofo in half. |
Cue storyline events, and Zuul is defeated yet again by Godmars FULL POWER |
Next up is Muge. He’s only got 89K HP, so I start by Kallen’s Radiation Fist, then spamming him with about 7 Fin Funnels, which brings him down to about 10K. |
…then finish up by hauling my Dancouga and DanNova (using Enable) over to his ass and cutting him up with Double Dankuuken. |
He drops an S-Adapter. |
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Part 2, Turn 1 |
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I bring along my heaviest hitters who have Enable, and Sayaka as a battery. |
It turns out it was hardly necessary as the Anti Gurren Lagann only has 56K HP. My first attack with Aquarion (Attack Again + Awaken 4x Solar Sword) brings him down to 16K HP. |
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All that’s left is for Simon to run up to the guy and punch him into the next dimension. |
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Simon manages to seize control of the Lazengann, bringing the old Nia back to her senses. With that, the gang finally manage to escape the land of Despair and return to normal space… |
Where they find Uther and Gaiou trolling, announcing that they have joined forces and will be waiting on Mars with a final ZONE. |
Unfortunately, the team can’t deal with them just yet, as there’s bad news from the Frontier Fleet… |
On the Arc Gurren… |
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Strategy Corner
In the first part of the map, you need to clear all the grunts by the end of 3rd Player Turn for the SR Point. It shouldn’t be too hard if you split your units properly. Also note that the grunts vary between 9K – 20K HP, be sure to focus on the ones with more while you counterattack the weaker ones. Feel free to burn as much of your SP in order to get the SR Point, as good ol’ Marg will restore it for you once you clear the grunts.
After clearing them, Zuul appears at the north, while Muge appears south, each with their own set of grunts. You can ignore them if you want, you only need to defeat Muge and Zuul to finish the stage. The only thing to be aware of is Zuul’s crazy status afflicting attacks – make sure you have Flash cast on any unit attacking him.
Credits
Dick for storyline summaries
This stage was quite the pain… Mostly because I decided to try to kill both bosses at the same time so I split my forces up. Was very disappointed at how weak the Anti-Gurren Lagann was, expected it to at least have a decent health pool. Had trouble not taking it out in one turn, since I wanted to see if anyone else had dialogue with it.
You’ve fallen to the sway of the Turn A I see. It’s ok.. few can resist its power!