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Super Robot Wars/Z2.2/Info Dump: Difference between revisions
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* 500,000 for each time you trigger the bug. | * 500,000 for each time you trigger the bug. | ||
'''Sub-Orders Bug:''' | |||
Complete row you want to use bug on. Activate sub-orders with at least one row incomplete. Choose row which is incomplete. Hold 'Triangle' and press 'R' or 'L' to change to a row which has been completed. You should be able to replace one used pilot with an unused pilot. Activate sub-orders again and the unused pilot will get the bonus. Can be repeated with every pilot that wasn't deployed. Can be used only once per undeployed pilot per intermission. | |||
==ZEXIS Route Requirements [Still in Progress]== | ==ZEXIS Route Requirements [Still in Progress]== | ||
Revision as of 10:11, 4 May 2012
Japanese Wikia
- http://www14.atwiki.jp/srwz2nd2
- http://srwz2-2.srw-wiki.com
- http://fate-wiki.com/srwz2
- http://wikiwiki.jp/srw-series/?Z2saisei
- http://hiki.cre.jp/SRW/?2ndSuperRobotWarsZ_RebirthWorld
- http://srz2saisei.wiki.fc2.com
- http://gamrstation.com/srwz2saisei
- http://srw-z2.game-cmr.com
New Parts
破界の紋章 - Crest of Hakai - Movement +1, Weapon power +200, Weapon Range +1 Save import bonus. May not be acquired otherwise. "Hakai" left in Japanese, as it's likely a reference to the game, like the "Spirit Of" parts from W. Sort into parts list when order is determined.
Also acquired this once starting a new game plus and I didn't transfer my Hakai-hen save data.
Bugs and Glitches
Stacked Bonus Cash Bug:
When you start the game, press start to enter where it asks you to start the game or link data and start. Cancel, then press start to go to that screen again and if you keep repeating, you can actually stack up on bonus cash.
- 500,000 for each time you trigger the bug.
Sub-Orders Bug:
Complete row you want to use bug on. Activate sub-orders with at least one row incomplete. Choose row which is incomplete. Hold 'Triangle' and press 'R' or 'L' to change to a row which has been completed. You should be able to replace one used pilot with an unused pilot. Activate sub-orders again and the unused pilot will get the bonus. Can be repeated with every pilot that wasn't deployed. Can be used only once per undeployed pilot per intermission.
ZEXIS Route Requirements [Still in Progress]
Below are the events that might ADD points to unlocking the secret route:
P01: "Black Rebellion"
Shoot down Cornelia with Zero [+1?]
S07: "Blackout" (Kummen Route)
Clear the stage [+1?]
S14: "Power Bestowed" (Kummen Route)
Clear the stage [+1?]
S17: "A Bride in the Vermilion Forbidden City"
Sortie C.C. and make her encounter Anya [+1]
Shoot down Eunuch's battleship with Zero [+1]
S18: "Ashford Rhapsody"
Have Suzaku, Gino and Anya get a certain amount of kills [+1]
S27: "Zero VS Zero"
Have Wufei and Kallen encouter [+1]
Have Wufei and Zero encounter [+1]
Have Zero shoot down Wufei WITHOUT encountering Heero, then encounter Heero [+1]
Have Heero and Kallen encounter [+1]
Have Heero and Zero encounter [+1]
Have Zero shoot down Wufei AFTER encountering Heero [-1]
Have Zero shoot down Heero [-1]
S37: "The Galaxy is the Stage"
Zero, Kallen and C.C. must be ACEs (70 kills for each one) or exceed a kill count of 200+ between the three of them [+1]
S38: "Assailant from the Past" (Area 11 Route)
If you have enough Secret Points by now, Roger and Banjo will save Shirley from Rolo when you clear the stage [+1]
S49: "Zero and Lelouch"
Choose "Believe in Zero" (2nd Option) after clearing the stage.
Notes:
- There may be some Geass routes related event giving you minus points. As the If route heavily modifies Code Geass R2 conclusion, the wiki supposes that trying too hard to recreate the series event might in fact be detrimental.
- As before, it's also supposed that SR points got nothing to do with the choice appearing or not. Also, people who didn't go through any Geass route AT ALL (and thus didn't save Shirley) said they got the choice, so it doesn't matter.
Zero System Numbers
Rough tests involving an Aced Heero with FUB'd Wing Zero.
- Melee/Shooting: +4 at 110 Will. +1 Every 5 Will thereafter. (115, 120, etc) (I don't know the Cap without FUB, judging by Skill the initial increase would decrease without it.)
- Skill: +10 at 110 Will. (+5 Without FUB) +1 Every 2 Will thereafter (112,114,etc) (Total of +35 without FUB)
- Defense/Dodge/Accuracy: +6 at 110 Will. And it seems to gain every 5 Will with a pattern of +2, +2, +1, repeat. (115, is +2, 120, is +2, 125 is +1, 130 is +2, etc)
When I tested Skill I had access to a Basara that gave +8 Will, but it gives +15 now, meaning that I can only check every 5 Will between 110-170 now. So I'm 99% sure on Skill, 90% sure on Melee/Shooting and roughly 70% certain on Defense/Dodge/Accuracy. The +26 ones are a bit tough to check without the ability to increase Will be less than 5. You would assume that it would increase every 3 (113, 116, 119, etc) but the numbers at every 5 make that improbable, (it reaches +8 by 115 and with +6 at 110, +8 couldn't happen until 116 Will going by every 3, etc).
This needs confirmation by another party before being added to the Special Systems page.
Things to be figured out:
- Ace/FUB: Listed Above
- Ace/No FUB: Initial Bonus (and maximum amount) decreases. (Skill is a difference of 5, others unknown)
- No Ace/FUB: Unknown
- No Ace/No FUB: Probably however the No Ace/FUB works but with lower initial boosts at 130 Will.
The last three should probably be figured out before being added to Special Systems page too. (I can't do that just yet because my Heero is Aced/FUB'd)