HELL 1:
NIGHTMARE AGAIN
Alright, time to begin the HELL levels.
Note: Code Phoenix does the voiceovers for the level titles.
For these levels, we only have one carrier with two teams and a Master pilot, so here's who I have in the Soliel, my carrier of choice for the HELL level due to it's stats being the best in the game, and
@Jaimas, correct me if I'm wrong, it's the most OP ship in the franchise.
Zenon Tiegel: Captain
Marina Ismail: XO
La Mira Luna: Operator
Ernst Yeager: Helmsman
Kay Nimrod: Mechanic
Rachael Ransom: Guest
It's advised all crew be at Level 30+ and have all their specific pilot skills bought and leveled to max, it makes the Soliel FAR more viable in HELL mode in case it needs to tank or fight, which WILL be necessary.
The Soliel itself should be strapped down with two Booster parts, and I recommend the strongest Beam Generator possible as the last part, allows the Soliel to take down some of the weaker grunts or cripple the stronger ones if need be.
As for pilots, this who we got (all are piloting Queen Amelias or Turn A (Dark History) units:
Mark Guilder: MASTER
Judau Ashta: Team 1 Leader
Guy Fieri: Team 2 Leader
Code Amelias,
@NIGGO KILLA, Code Phoenix, Yuria (
@Kiwi Jeff), Eterna Frail, and Yurin L'Ciel
With the exception of the Turn A's, Newtypes or similar should pilot the Queen Amelias, their best attacks make use of Awaken skills.
For parts, load all mecha down with the best parts for healing damage/EN per turn and increasing damage done by their best weapons, you will want to stack the deck as high as possible in your favor.
Once you done all this, let's begin, out first HELL level wastes no time dropping you headfirst into the shit.
-----
We cut to where the Queen Amelias core block is being remote controlled through the first layer of the proto-Generations System, and where the terrified Amelias just wants to get off this ride:
Phoenix shows up to bail her out, but it seems the proto system is trying to exert some form of mind control of some sort on her, as she thinks she's going "back home", which, while technically true, means in reality she's gonna be forced to be the system admin again even though she can barely go to the bathroom on her own at night now.
Phoenix gives chase to try and interdict her before that happens, but no sooner does he do this, we, who are playing catchup, have to deal with the now pissed security system of the proto system, which has a shitload of Guarder-IIs and several boosted grunt units from OG Gundam, Gundam Wing, and Gundam SEED to dance with us.
Before we deploy, check the map:
As you can see, we can only deploy ONE carrier. Worse, the big red squares are the Guarder II's, and three will be present in each phase, as thankfully only three activate per phase, else this level would suck even more.
All the units we are fighting are bottom tier Leos, Zolos, Zaku IIs, and GINNs, commanded by Char's Zaku II, Chronicle's Zolo, the Tallgeese, and a CGUE.
In HELL mode, they aren't deadly one by one, but the cuts will add up, so taking them down ASAP is wise.
Two things, note the ominous music, this is gonna suck.
Second, this phase is not too hard, but we will want to beat it carefully, Phase 2 will suck ass hard, especially if you get the challenge, so do this.
First, concentrate on making sure the Soliel is NOT in the firing radius of a Guarder-II without moving it, there really is no completely safe spot anyway. This means using the multi hit trick to focus on the grunts while weakening the Guarder-IIs on either side during the first turn, and ideally deploy all your forces by the end of the first turn of this phase, leaving the Guarder-II on the upper right alive for a turn so you have troops ready for Phase 2.
Note that after each Guarder-II dies, you'll see the lights on the upper part of the map (it will pan up to give you a reminder) will shift from green, to yellow, then red. Use this to keep track of how many Guarder-IIs have died per phase.
In case you need more reminders, the base of the Guarder-IIs will glow with the same colors.
Ideally, by the end of the first turn, all but the last Guarder-II on the upper right will be dead.
Once you beat Phase 1, three more Guarder-IIs will light up, and more Neuro will show up.
If you got the challenge, FOUR Nuclear Missiles (the same model Amuro shot down during the One Year War) will appear to piss you off as well.
It should be noted that getting secrets rewards you with some of the most METAL music in the game, attached is a small sample of the main refrain for the "YOU ARE FUCKED NOW!" music that plays.
(tried to find a Youtube video for this, couldn't, attachment will have to do)
If you got these bastards, KILL THEM FIRST!
Not as powerful as the Neuro Balls, but have a much wider explosion radius and can do just as much damage in a tighter space overall, so they MUST die ASAP.
Tactical Map:
Only one Guarder-II in direct line of sight, but much tougher goons on all sides, not to mention the nukes.
Your new grunts and their leaders are:
- Geara Doga x2, Geara Doga (Heavy Arms Type) x2, Sazabi
- Death Army x2, Death Bat x2, Master Gundam
- Geara Zulu x2, Geara Zulu x2 (Commander Type), Sinanju
- Gaza C x2, Gaza D x2, Qubeley
Keep in mind these might have been laughworthy in regular mode, but they can be DEADLY now, so multi hit trick the shit out of everyone to cut down them down ASAP.
Again, leave at least one Guarder-II alive at the end of the first turn of this Phase to make sure you have as many troops ready for Phase 3.
Once you beat Phase 2, the gloves come off as some REALLY TOUGH grunts and series bosses show up,and if you got the challenge, four more nukes show up as well.
This technically wrong, they are Guarder-IIs, but given how souped up HELL mode makes them, this is a pretty fair rename on a stats level.
Anyway, I REALLY RECOMMEND avoiding Core Impact, unless you feel like getting shot at by four full strength copies of your own team (HELL 1 goes slightly easy on you here, be grateful), and besides, these are who you have to kill besides the Guarder-IIs, which are bad enough:
- Mahiroo x4, Turn X
- Amakusa x3, Jurisdis Sinistra Dictus, Libertas Dicstra Dictus
- Taurus x4, Hydra Gundam
- Daughtress Neo x3, Gundam Virsago Chestbreak, Gundam Ashtaron Hermitcrab
Map time:
No Guarder-IIs in direct line of sight, but don't kill them while in Super Tension, even with indirect fire. Use any units in Super Critical, however, to murder the tougher bosses and grunts.
If you want to speed this up, it should be okay to be a bit dangerous and go nuts with in close mass fire, your guys should be able to tank a few hits at least, and if you have too many in Super Critical and you want to avoid Core Impact, this may be a good idea to get kicked out of SC mode to avoid that.
Once you beat this phase, the wall with the lights goes nova, opening the path to the next stage.
You are also awarded the Origin Memory Part for production for beating this level, which is a super strong attack enhancer part for any unit that boosts Awaken through the ceiling.