All the members of the various relationships hash out where they stand before we head off to space.
Let’s Play Super Robot Wars V: Part 197 – Dancing
All the members of the various relationships hash out where they stand before we head off to space.
We finish off the last angel, catch up on our Ace Interviews, and figure out our next move.
Shinji and Kaworu in Unit 13 join the fight (along with the rest of Londo Bell)
I’m still not particularly able to pick the locks (or force the door) to Mendor’s Library, so when it comes to the main body of the city, this means we’re moving on to the Cadorna Textile House quest.
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It’s Asuka, Mari, and Rei against a bunch of robot drones and an Angel.
After the last mission, things aren’t going well.
Now to deal with those obnoxious intruders.
Now we need to save Rei.
We finish resolving things with Mazinger Zero.
One down – but now there’s Mazinger Zero.
Shinji has reinforcements. The bad news is that more enemies have shown up as well.
Shinji and Rei try to save Asuka.
After clearing Podol Plaza, I tried to get into Mendor’s Library again, only to not be able to get in due to failing my open lock and break down door checks. So, to grind up further, I decided to go take care of clearing Podol Plaza, and dealing with some of the remaining fixed encounters there and in Kuto’s Well, to grind some additional XP. While I’m doing this, I thought I’d talk a little bit about how I’m playing this game.
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Our protagonists re-unite and prepare for the fight against Mazinger 0 – until something else comes up.
Hades has been beaten, but he’s not quite done with us.
We finally get to throw down with Hades himself.
We finish cleaning out Purple’s Robots before focusing our attention on Hades himself.
We continue to press the assault against Hades – forming something of a perimeter.
We throw down with Hades’ troops, while we wait for the lab to evacuate.
Hades has come to Earth…
Once Sokal Keep has been cleared, now you’ve gotten the attention of the government of New Phlan – as the room behind the counselor opens up, and Junior Counselor Cadorna asks to meet with you. Cadorna is one of the few NPCs in the game with a truly unique character portrait – one that wasn’t created with the portrait system that you would have used to create your party when you started the game.

Cadorna’s family has roots to Phlan long before it fell – and he’s got a job for the PCs – retrieve some treasure the family stashed before they had to flee. However, the Textile House – where the goods were stashed – is in the corner of town between Podol Plaza and Mendor’s Library, so that quest will have to wait until after either of those two quests.
However, in order to get to either of those quest locations, you’ll have to go through the city hex of Kuto’s Well.

This is the first hex we’ve entered thus far that doesn’t actually have a story hex attached to it – but in order to clear the town, we have to clear this area, though the party only gets the normal “Hex Clear” reward for doing that. Still, that’s generally enough motivation for the player to clear this hex.
By taking on this hex, the player is introduced to a few new concepts. For starters, this is the first multi-layer dungeon the player has faced in the game thus far. Every other hex has been a single part of town – so there’s that.

Second is traps. Several squares in the catacombs (until you take out the bandit leader – Norris the Grey) will result on you getting shot at if you pass through them – and you’ll have to pass through at least one of them to reach Norris – who can show up at multiple places (and will appear t whichever of those places you get to first.
I have mixed thoughts on this. On the one hand, I wish that if you were actively searching and had a thief in your party, you could have a chance to completely evade the ambush. Alternatively, if you weren’t evading the ambush by random chance, I would like the idea of placing the ambushes in locations where the party could maneuver around them, with the thief having a chance to spot what squares contained the ambushes. That would provide a way, in the context of this video game, to emulate how in a tabletop session the Thief’s powers of observation can permit them to get the drop on an enemy or to evade an ambush or patrol.

That said, the fight with Norris himself and his men isn’t too hard of an encounter – provided you’ve kitted your spellcasters out with area of effect spells that can take groups of people out of the fight. I took Norris’ minions out with sleep spells and took Norris himself out of the fight by catching him in a Stinking Cloud, at which point we were easily able to dispatch him.

Beating Norris also gets another journal entry – which in turn provides some story content. Specifically, that the forces holding Old Phlan are not a unified front. There is a note from “The Boss” calling for Norris and his troops to assist in holding Sokal Keep, and Norris basically telling “The Boss” to shove it up his ass. Now, he didn’t actually send the message – but the reasoning for his not sending it isn’t clear.
However, clearing out Norris basically clears out this city hex, and allows you to return to town and collect your reward for pacifying it.
We finally overcome Doctor Hell, only for one more surprise to catch our heroes off guard.
Now Doctor Hell himself makes his presence known on the field battle, and he shows his true weakness – naming giant robots.
The team presses the attack against Brocken and Doctor Hell.