Uploaded December 2015 | Updated September 2026, 2 weeks ago
In which some more exotic weaponry is needed. Also in which the first CP spent takes a while. (Jump to ~8:00 to skip.)
An important part of these full clears continues to be "make sure you can make Alicia proc Valkyria". Scouts were leveled up to Level 19 for this purpose.
This stage once again features Scouts holding the Gallian-S30R -- a 550 Range, A Aim rifle with 5 shots and a 150 vsArmor rating. This is necessary for Welkin to be able to take out the final Heavy Gatling fixtures near the goal. Besides that, Vyse is the best choice for dealing with the high-Defense enemy Ace, and Hector is the best choice to remove the tank units, ideally with a lucky Tank Destroyer proc.
(Being honest, I didn't know the royal engineer weapons fired 6 (ER) or 7 (E30R) shots until trying to figure out how I was going to deal with all the Gatling turrets in this stage...)
Also, I have to say, looking back at this now (12/8/15, after having recorded this on 11/25/15), I *just* realized that the Tank Destroyers/Heavy Gatling arrangement near the end is meant to encourage the player to blow open the middle wall and deal with just the one Heavy Gatling, instead of braving the (what should be) ridiculously heavy interception fire. Just goes to show what strategy is lost when save-scumming, and when interception fire isn't a big deal in the vanilla game.
In which some more exotic weaponry is needed. Also in which the first CP spent takes a while. (Jump to ~8:00 to skip.)
An important part of these full clears continues to be "make sure you can make Alicia proc Valkyria". Scouts were leveled up to Level 19 for this purpose.
This stage once again features Scouts holding the Gallian-S30R -- a 550 Range, A Aim rifle with 5 shots and a 150 vsArmor rating. This is necessary for Welkin to be able to take out the final Heavy Gatling fixtures near the goal. Besides that, Vyse is the best choice for dealing with the high-Defense enemy Ace, and Hector is the best choice to remove the tank units, ideally with a lucky Tank Destroyer proc.
(Being honest, I didn't know the royal engineer weapons fired 6 (ER) or 7 (E30R) shots until trying to figure out how I was going to deal with all the Gatling turrets in this stage...)
Also, I have to say, looking back at this now (12/8/15, after having recorded this on 11/25/15), I *just* realized that the Tank Destroyers/Heavy Gatling arrangement near the end is meant to encourage the player to blow open the middle wall and deal with just the one Heavy Gatling, instead of braving the (what should be) ridiculously heavy interception fire. Just goes to show what strategy is lost when save-scumming, and when interception fire isn't a big deal in the vanilla game.



