Super Robot Taisen Compact 2 Part 2 (スーパーロボット大戦COMPACT 2), released 9/14/2000, developed and published by Banpresto
Midweek post because this is another SRT post. Man Compact 2 was a hard game, especially parts 2 and 3. I don’t think they have released another game this difficult (at least on the standard difficulty). Anyway, here are the old message board posts.
There’s nothing much to say in introduction here; the system and everything is exactly the same as Part 1.
SCENE 1 – Invasion
Stage 1 – Sortie
After playing Alpha I had forgotten how much more difficult the older games were; I could only beat this stage in 7 turns and I lost two characters. You start with a pretty small force that can’t do a whole lot; Duke doesn’t have any hit increase seishin which means a lot of resets to defeat Mashmyre, and the enemies are so far away. I think the only possibility for doing it faster would be to take everyone down as fast as they can go, and let the enemies to the right and left of the start chase you down there; you might be able to do it faster in that case, although I’m not sure.
Of course the heroine of this part is the lovely Excellen Browning and the mech, the Weissritter, which you can see here in all their black and white glory:

Maria is here as a pilot but you have no mech to put her in (you can’t even switch her into the Grendizer), which may be a SRW first.
Stage 2 – Terror of the Destroyers
Still didn’t get any extra mechs; I picked this stage second because there’s no reinforcements, but it took me 8 turns.
Stage 3 – The Swirling Storm and the Punch of Justice
Here comes the Machine Robo team; I don’t know anything about Machine Robo but I gather that they’re pretty popular, at least among Japanese fans. Rom doesn’t feel like he has to give his name:

I got a good amount of money from this stage, but an 8 turn clear. I still have only 5 units so it’s tough to do things any faster than that. I was able to defeat Devil Satan rather than have him flee, thanks to Grendizer’s final attack:

Stage 4 – Warrior from the Moon
This is a 6 turn stage. The “warrior” is Elle..not much of a warrior.
Stage 5 – Blue-Hearted Visitors
The story is kind of odd in this game because it’s the same time frame as part 1, so you’re seeing some stuff that happens before part 1 stages, some after. Anyway, this is more Machine Robo stuff.
SCENE 2 – Invaders
Stage 6 – Angry Devil
I did this one in 6 turns; now that I have a few more units and I’ve sunk money into upgrades it seems a bit easier. This is one of the only SRW where it seems good to even upgrade stuff like the GP-01.
Stage 7 – The Blue Planet Targetted
I was able to do this in 6 turns and defeat Bloody I — I used a Hot Blood Psychic Zan from the Dangaioh.
Stage 8 – Boundary
HOLY CRAP this is a hard stage. It’s the first fight against the Einst in part 2; it took me 12 turns and half my team got wiped out. The stupid Einsts sit on asteroids and don’t move, and even though you can exploit the Einst’s range-2 weakness, they are spaced so that they can always attack your other guys as well. Then even after you beat the first wave there are reinforcements, although they appear in the middle and you have higher morale so that part of the stage isn’t so bad. Now I can go get my V Unit UP reward for beating Butcher in part 1. Unfortunately I doubt there’s anything as broken as NT-1 Alex; Boss is the only unit with 4 slots so I may just have to stick it on a 3 slot unit instead.
Stage 9 – The Endless Road of Fighting
Butcher reappears here, with a V-Up Unit for me. I also killed him in this mission using Grendizer, who is quickly becoming my best unit for boss kills.
Stage 10 – The Heartbeat of Zeta, Again
Zeta’s pretty strong on this stage; Roux took out a good number of the enemies before the rest of my guys showed up. This is an unusual game in that Zeta appears, but not Kamille (I guess it’s following ZZ in that regard).
SCENE 3 – Darkness
Stage 11 – The Drifting Seeds
This is where you get Dancougar, which is helpful for my fighting power. Now I have enough units that I can try to go for 6 turn clears more often although they’re still pretty hard to get. I think I remembered to upgrade Dancougar so I get Agressive Beast at the end of the next scene, but we’ll see.
Stage 12 – Two Projects
AAARGH. I had this one in 6 turns, but I forgot about the Apsalus’ MAP weapon and so I didn’t get a counterattack against it on EP 6. Anyway, this is Crossbone Vanguard — the Gundam stuff really is underemphasized in this game, but I guess Gundam gets so much coverage in many other SRWs that’s OK.
Stage 13 – Spiral Knuckle of Tears
Here’s the chance to get Shazara, who is pretty good. Her mech has a post-move attack with a 6 range and pretty high attack power, plus she has Hot Blood. (In Impact you have to choose between Shazara and the skill point but here there is no choice of course.)
Stage 14 – The Empress’ Trap
Campbellians + Einst. 7 turns…almost 6. This is a huge money maker; there are three Branbulls that are worth 30,000 gold each with Luck.
Stage 15 – The Return of the Nightmare
I didn’t defeat Gato in part 1, so that means he shows up here and fires his atomic bazooka. As long as you keep away from Solomon you won’t get hurt. Unfortunately I couldn’t beat Gato (without restarting the stage and setting everything up differently).

Weiss Ritter is a lot better than Alt Eisen. None of the moves have Will requirements and they have great range.
Incidentally, what is the 0083 theme in this game (and Compact 1)? It doesn’t seem to be Winners or Men of Destiny.
SCENE 4 – Operation Stardust
Stage 16 – The Female Ninja, Red Shadow
An easy 6 turn stage; the enemies rush you pretty quickly so as long as you use the counterattack phases well it shouldn’t be a problem. Both bosses run but I killed one with a hot blood Grendizer and the other with a hot blood Dankuuhou + Z Gundam support. Another V-UP Unit for onee-chan after this map.
Stage 17 – The Collector Again
You can get a Zeong here if you’re willing to wait until turn 12, but this is a 6 turn clear stage so I didn’t try for it. I had to let Benmel run away, but it’s not so bad in this game since you don’t get items from defeating enemies.
Stage 18 – [2026 Chris: I guess I forgot to take notes for these, this sometimes happened]
Stage 19
Stage 20 – Burning Moon City
Stage 21 – Return to Paradise
This stage has the usual difficulty with Gato’s atomic bazooka, and I have nobody with Exhaust. Actually it worked out well; after I did the persuade stuff Gato fired the bazooka and took out Quattro and Kou, and about 7 of the enemies. After that this wasn’t too bad.
Machine Robo team keeps popping up and leaving; they’d be a lot better if they stayed around so I could upgrade them (although they’re pretty good as is).
SCENE 5 – Colony Pursuit
Stage 22 – The Children Who Forgot Their Dream
The team has been cut by half, although you can’t pick a route — it’s determined by your route in part 1. I had Kou in a 3 V-Up Unit GP-01 but he gets automatically put in the GP-03 here and your V-Up Units stay on the 01, which isn’t in the route. orz
There’s a convince here with Rom->Kina but you can’t get her quite yet.
Stage 23 –
This was a rough stage even though the only boss-class unit is Shapiro; the grunts are strong enough and my guys were weak enough that I had to use a bunch of Hot Bloods on the grunts. The ZZ Map attack helped also. Here is yet another group of aliens for Shapiro to shack up with (the Machine Robo aliens).
Stage 24 – Intrigue Space
Here comes the GP-03 Dendrobium. You have to do some protecting of Anaheim but other than that it’s not too bad of a mission. The ninja team isn’t great but Mike was able to take out all the ninja enemies except for Irubora.
Stage 25 – Men of Destiny
I guess we stopped the colony from falling although the dialogue doesn’t really explain how. Cima’s in the GP-02 here but this time I had some Exhausters so it wasn’t so bad.
SCENE 6 – Chaos in the Earth Sphere
Stage 26 – Analysis
A 6-turn stage, yay. Bunch of Einst; they’re not too bad.
Stage 27 – Attack on Skull Moon!
Surprisingly this is the final fight against King Vega. They didn’t do much with the Grendizer storyline, although all the storylines are a little thin in this game.
Stage 28 –
I finally figured out that you can change Rom into Vikingfu once you get 130 morale, so I could do some SEIBAI! with God Hand Smash.
Stage 29 –
Got Puru II here since I didn’t get Puru earlier.
Stage 30 – Symphony of Destruction
A 6 turn stage, surprisingly. It’s fairly small and the enemies aren’t too strong.
Next, final stage.
Stage 31 – In the Quaking Space
This was a difficult stage. You have 20 turns to complete the stage and there are a lot of strong enemies and reinforcements. One important point to realize is that the initial enemies are the strongest enemies in the stage (not counting Einst Regisseur), so you should use a fair amount of seishin up on them. They regenerate HP also so don’t waste your EN or bullets on the counterattack phase or the like. ZZ’s MAP attack can help a lot.
The second wave of Machine Robo enemies is fairly easy, although the bosses will take a few hits. At this point it’s very helpful to have an energy restorer on the map (I used Leina since she can also repair, and cast Love twice). Now if you start moving your guys down towards the bottom while you take out the Einsts that come up and the Machine Robo enemies, it should be around turn 14 or 15 once you reach the bottom.
The Einst Regisseur is extremely strong. He has two actions per turn and was able to kill my 6300 HP Zambot 3 in one hit, even though Zambot 3 was guarding. The Kakuran seishin (which Excellen can cast twice, at least) helps a lot since it actually lets you dodge things. Once you get a player phase in his range it’s not so bad; Einst Regisseur suffers from the same problem as most bosses from the early SRWs in that he has fairly low HP and can be defeated by a few hits. Also you can load up the Exhausts — if you persuade Kina in this map, then the drill Machine Robo guy, Zambot 3, and Kina can all cast multiple Exhausts. For me it took a Hot Blood Agressive Beast, Hot Blood Fin Funnels, and a Soul’ed God Hand Smash. After that the remaining Einsts shouldn’t pose any problem.
Evil Excellen appears briefly in the end part:

Now it’s on to part 3.

My turn count is 472, so I have 305 turns to do the 30 stages in part 3 — that should be more than enough.














