27 02 2008

Battle Moon Wars - Obtaining Yumizuka Satsuki

Table of Contents

1. Obtaining Yumizuka Satsuki
2. Obtaining Yumizuka Satsuki (Dumb Version)
3. Power-leveling Support Units
4. Mochizuki Natsuki
5. Tohsaka Rin
6. Mochizuki Haruna
7. Ryogi Shiki
8. Tohno Akiha
9. Route Splits
10. Upgrades

11. Spirit List

First of all, I am pleased to say that Battle Moon Wars actually runs on Vista. It did not work the first time on my new laptop, and the problems were rather unknown. Maybe because the game folder was merely copied from my old desktop. So, if anyone else had trouble running the game, try making a fresh install. There is no depth to that advice, but it is probably worth a try. That is what I did this time, and my game magically worked. Great timing too. I was starting to get bored, and had no feeling for watching anime that day. Now, the following is a story of what came afterwards.

Since it seemed like I can finally play it, I did what I do best. Gather some information before resuming. Not too surprisingly, my eyes found what they wanted to read. A reliable direction to obtaining Satsuki in the Super Robot. Of course, I would have been terribly disappointed if that was not discovered by now. No news on it even after a year or more would have been blasphemy. One little problem though. Despite that a lot of people are interested in this topic, but the answers can only be found deep within Beast’s Lair forums. It does not show up on Google, and I doubt the average person would have the patient to search over forty pages for the source. That is why I decided to spread it here since a lot of people wander here in search of the recruitment method. Well, according to Google Analytics that is. So, let’s cut the long useless talk and get with it.

Obtaining Yumizuka Satsuki

    In Stage 5, have Tohno Shiki engage in battle with Satsuki. Which character initiates the attack does not matter. My Tohno Shiki only fought with her on counter-attacks and I still got her. In any case, this is the first important step.

    Step two is up to your choice. You must either use Tohno Shiki to kill Satsuki in Stage 20 or/and Stage 21, which is the last stage of Second Act. Fulfilling one of the two is apparently is enough, but you may kill her in both of the scenarios just as insurance. If you want some other character to get the experience though, don’t feel about killing her only once.

    Once that is done, you will receive her at the intermission after Stage 29. I think that is the number at least. If not, just know that is the stage where Tohno Shiki has a final showdown with Nanaya. If you are someone who obtained her before when Third Act was still recent, do not be alarmed by the absence of Satsuki at the start of the scenario. As said before, you will receive at the end of it. Do not panic before then. It looks like Werk made some changes to with the later patches since I know my memory of it has not gone bad. As to why anyone would panic over it, figure it out yourself. I am one of the people who test replayed the game several times to obtain her so it does get annoying when you do not get her after all the effort.

Obtaining Yumizuka Satsuki (Dumb Version)

    Let Tohno Shiki fight Yumizuka Satsuki in Stage 5.

    Let Tohno Shiki kill Yumizuka Satsuki in Stage 20 or/and Stage 21.

    Obtain Yumizuka Satsuki at the end of Stage 29.

    Satsuki is NOT obtainable in Real Route.

Original source can be found at this link to Lord Phrozen’s post on the forum. As you can see by the date, it is from last year. Considering the time span, you would expect it to be on mini-guide webpage for Battle Moon Wars. It is not though so hopefully this can be of reference to people.

Also, some comments on individual characters since I finally got around to completing a proper game for both routes. Sometimes I hate myself for trying to play near-perfect games. First, allow me to explain a strategy since I want to refer to it while talking about Natsuki.

Power-leveling Support Units

    As the name signifies, it is to gain massive level ups for support units. Contrary to the way most people play, it is more beneficial to keep your support units at the back. Support units gain experience by buffing other units or restocking them. Therefore, they do not need to fight and take precious kill counts from your attacking units. The explanation is kind of hazy so we can go into the how-to instructions, and hope you derive the idea from that.

    To use this, you need a unit that can use the Resupply command. Second, you need a unit that uses a Status Up command. Generally, your choice should be either be a pair of Hisui-and-Karen or Kohaku-and-Ren. Technically this works for which ever, but I have reasons why I find those pair sets more desirable. Even though most people would insist on using Hisui with Kohaku, that is a bad choice. You will not get a support unit that can use Bless. In that same matter, using a Karen-and-Ren pair will devoid you of the use of Cheer to double your experience gain in boss kills.

    That is where my recommended pair comes in. Choosing that pair keeps you with both Cheer and Bless, the two most useful support spells in the game. Please do not waste SP for healing. You can do that with the infinite Karin Beans you receive through out the game. And finally, someone might ask why we can’t make this interchangeable with a Hisui-and-Ren and Karen-and-Kohaku combo. Well, this will work, but I am afraid that the game won’t allow you to do that. Kohaku and Ren are available mostly for the Super route, so those two should be paired.

    In the same matter, Karen and Hisui are more accessible in the Real route. Although Karen and Hisui is more favorable for their cheaper Spirits, you should use Kohaku-and-Ren for the Super route. This is the end of the line for the strategy. Basically you have the first unit use a Status Up command, and then have the other use Resupply the first unit. Assuming both have the same level, you will be gaining 200 experience points per command. You should level up in no time. My Karen-and-Hisui ended at level 48 in my game. That is without taking advantage of turn-less stages by the way.

Mochizuki Natsuki

    What I initially perceived of her: useless support unit. Very wrong. Having a played a horrible run of the Real route before, I tried a different approach in my recent game. This time, I had a change of opinion. Natsuki is actually one of the joys of the Real route. I should know this well since my Haruna in the first game had low damage output without the use of 7th Moon. Although I still do refuse to use F Typenic Special, this is one of the combination moves you should use. Haruna just is not complete without her.

    As for Natsuki’s survivability, do not worry at all. This was one of my major concerns, but apparently the enemies do not attack her all that much. Even if she does get attacked, there is the high Tough to make up for it. Finally, we cover the second concern. If I use her, how will I keep up with levels? That is the question I asked after I realize I could not use her with my normal Power-leveling Support Units strategy. Natsuki is a character who has to always be by Haruna’s side so she can not use this.

    Then I realized that Natsuki comes with a Status Up command, which is usable even after moving. That takes care of it. If by chance she starts to fall behind in level though, you can still catch up. Have her cast Cheer on herself and use a command on your main support units who should be very high in level. That should net about 1000 experience points in one go. She will never have insane levels like your support units, yet somehow manage more than your attackers by this way.

Tohsaka Rin

    My other favorite topic. If you are playing on Real route, I strongly urge you to use her. Rin tends to fall behind in the beginning of the game since she is one of the horrible artillery types. Hang on until you get your Kaleido Ruby upgrade though. With items to increase movement +2 and range +1, she will become the character to practically solo your game. Save Quick items for others. She dodges very well without upgrades.

    Although she won’t deal top damage, Kaleido Ruby will deal more total damage. Prism Hammer is not her strongest move, but the fact that she can use it infinitely while dealing damage like a Super unit is scary. Grunts will go down in one hit. Even scarier is the fact that Rin comes with Assist Attack. With the Cooperative Attack skill, Kaleido Ruby can instantly wreck the annoying line of enemy units support defending each other. You can always send her ahead and watch as she destroys/weakens the whole army. The rest of your crew can just come from behind and do some sweeping.

Mochizuki Haruna

    Equip her with Caster Card and Jewel. No need for explanation, have fun. Seriously, you do not need Quick upgrades for her. She dodges fine as she is, and there is also her Bunshin-like ability to boost. Besides, this is the only chance you get to put that Caster Card to decent use. I tend to find it useless. I would rather consume a Messiaen Curry when I run out of EN. Also, I love the intro portion of her third theme. I mean the long version, not the short one that loops during 7th Moon.

Ryogi Shiki

    Another favorite character. Also the main cause of having me face-palm since people don’t know how to use her. Let’s get this straight.

    Take advantage of her bunshin ability (aka, True - Mystic Eyes of Death Perception).

    Ryogi is actually very interesting as she is very specialized in the Skill stat. She is the one character who can reliable pop a critical hit, which is important in this game to one-hit killing grunts; especially you are playing without upgrades. Think Domon from Super Robot War games, but even better. Now for how to use her. First, be aware that she is technically a Super type. Please do not bitch complain about how she can’t hit or dodge. That’s how all Supers are. Just abuse the Save/Load for the hitting. Do not use SP for hitting. You will need them more for hitting or dealing more damage to bosses. You obviously haven’t played enough of Super Robot Wars type of games if all you can effectively utilize are Real types.

    Anyway, on to Ryogi. At the beginning of a stage, try not to rush in too deep with her. Until her morale goes up, treat her like you would to any Super type. Do not let her attack enemies who can counter attack. A Super type’s role is to clean up the ones weakened by a Real type. You want to minimize taking a beating until you get to the boss. Either that or you must attack enemies you are sure you can kill in one stroke.

    When her morale hits 130 though, things start to get really fun. Some people strangely do not know this: Ryogi’s Bunshin-like effect will kick in starting from 130 morale. Due to her high Skill stat, perfect evade will kick in quite often. If you get hit by chance, just reset. You won’t have to reset too many times until she does dodge. In any case, start charging ahead at this point. She will counter any enemy she can will huge damage, and is near-immortal with the Bunshin-like effect. I completed the Stage 36 in nine turns thanks to her.

Tohno Akiha

    I reviewed her as a joke here. Simply said, do not use her. Ever. Only use her to weaken enemies, and don’t give her the kills. Akiha is a character I adore a lot, but she is admittedly the worst unit in this game. What the heck kind of an unit does not have Resist or Flash? Yes, she does have Iron Wall. Face it though, Akiha is no Saber. Her HP and Tough is so low that it does not make a difference. Even though she blocks nearly any grunt attack, she won’t be facing any bosses later in the game. Moreover, she is useless against grunts. She can’t hit them hard enough to one hit kill. You’re better off with other units.

Here are the miscellaneous portion of my nerdy rambling about Battle Moon Wars. I really should use my thought into other productive work shouldn’t I?

Route Splits

    This is more of a caution note than an advice. Certain characters are generally more oriented towards one type of route. In other words, it would be pretty dumb to use Haruna when you play on the Super route. For your and my best interest, a quick list characters of those certain characters. Characters who tend to appear more in…

    Super: Tohno Shiki, Phantasmoon/Eclipse, Kohaku, Ren, Sion, Satsuki, Takumi, Ciel
    Real: Archer, Shiro, Rin, Rider, Haruna, Natsuki, Hisui, Karen

    Note that Saber and Lancer usually follow you no matter what, so plan it accordingly. You won’t go wrong by using either of them in any route. Also, I would not use Ryogi Shiki in Real route even though she is not oriented to one side. She won’t deal top damage without Tohno Shiki.

    If you are playing the Super route, be aware that the end of Third Act will force you to use Sion. If she is not on your team, tough luck. The same happened to me so I played the last stage without my Lancer. Only nine characters. You can’t do anything about it, but just be warned. This is nothing compared to the pain inflicted by the Real route.

    In the Real route, note that you will not be able to use Saber for the end battle. You do get offered to use Tohno Shiki and Ryogi Shiki, but who wants to use them when Tohno Shiki was on the Super route for the most of the game? I really do not know the right choice to this, but I went ahead and decided on Ren to fill up for my Saber. Extra casting of Bless doesn’t hurt.

    In case anyone is interested, this the team I planned in each route. I’m sure it is subject to change upon the release of Fourth Act.

    Super: Takumi, Saber, Kohaku, Ren, Lancer, Tohno Shiki, Ryogi Shiki, Satsuki, Phantasmoon/Eclipse, Ciel
    Real: Haruna, Natsuki, Hisui, Karen, Rin, Lancer, Saber, Archer, Rider, Shiro

Upgrades

    Call me stingy, but you really do not need any upgrades besides weapons. Just abuse Save/Load and you will be fine. For the tanks like Saber and Takumi, one Karin Bean per stage is enough to last. Speed characters like Tohno Shiki should be able to dodge fine with only the boost from items. You can also put them near support defenders like Saber for added insurance.

    Ciel and Archer have confusing types, but they are not to worry. Archer will be fine without any healing items, but Ciel can definitely use one Karin Bean per stage. Try to keep her near Saber though. Rider is a problem as well. She gets solved with the Vestment item. I made separate comments on Ryogi Shiki so read that on how to survive with her. And finally for weapons, I found four bars to be good by the end of Third Act. You can probably go for five bars though. For BP Skills, I did not buy much. Attacker for the attackers, and SP Regen for my support pair.

Please point out any typos or missing words. This is was a long post.

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