==============================================================================
SUPER ROBOT WARS ALPHA 2 (Playstation 2)
==============================================================================
Super Robot Wars Alpha 2 FAQ/Walkthrough

Version 1.01 

April 04, 2003-July 25, 2003

Unpublished work Copyright 2003 gundamtotoro

E-Mail:  gundamtotoro(at)hotmail(dot)com
==============================================================================
TABLE OF CONTENTS
==============================================================================
I.     Introduction
II.    E-Mail Guidelines
III.   Intermission Menu
IV.    Gameplay
V.     Walkthrough
VI.    Combination Attacks
VII.   Secrets
VIII.  Frequently Asked Questions
IX.    Special Thanks
X.     Links
XI.    Copyright Information
==============================================================================
I.  INTRODUCTION AND VERSION NOTES
==============================================================================
 
     Super Robot Wars Alpha 2 is the most recent release in the popular game
series.  I've made 3 FAQs on these games so far (SRWA, SRWR, SRWOG), and I'm
continuing to do so with this one.  This guide offers a complete walkthrough
for all characters and all path splits.  

    The FAQ will also have explanations of the gameplay features so us gaijin
dogs with barely functional knowledge of Japanese written languages can play
the game, or at least help the newcomers who haven't nearly memorized every
command from playing a few SRWs.  ^_^;

Version 1.01 (July 25)
     Slight tweaking and clarification here and there.  There are also a few
more Frequently Asked Questions.  

Version 1.00 (May 29)
     The walkthrough is now 100% finished and contains every original
character scenario and every path split.  The item list and explanation was
finished.  All Combination Attacks are now listed.  Copyright section was
updated along with information links.  Frequently Asked Questions was updated
to include questions that I keep getting emailed and IM-ed about.  This FAQ
is now finished with the exception of any minor updates needed in the future.
See you all later for SRW Delta.  ^_^

Version. 50 (May 10)
     Mikenese and Haman Peace paths are covered.  Arad's route is covered up
to Scenario 24 with Scenario 30 and 37 being the only remaining routes on that
path.  Frequently Asked Questions and Secrets sections were updated.  

Version. 30 (May 02)
     Alright, I have all the walkthroughs for Kusuha's route as well as
covering the Vital Net and Axis routes.  Hopefully in the next update the
Haman Peace path will be finished and most of another character's path will
be finished.  The Goshogun duplication trick was also confirmed.

Version .25 (April 26)
     The FAQ now covers up to the end of Scenario 24 on Kusuha's path.  I also
provided information on recruiting Radora and saving Musashi into the secrets
section.  I also provided some more information on Wing Gundam since more
questions keep popping up about it on the board.  Reclaimer information was
included.  I also provided some information in the secrets section for Ra
Kailum's nuclear weapons since there is a lot of misinformation on this
subject.  Shouga's Goshogun Item Duplication trick is also under the Secrets
section now.  Anyway the plan at the moment is to have walkthrough updates
roughly once a week until I have all four characters finished.    

Version .20 (April 19)
     Alright, the FAQ covers until the end of the game now.  I also started
work on the walkthrough for Kusuha's route.  I just finished Scenario 07 on
that route... and I'm now disappearing for a few days so I thought I'd send
in the update now.  I also updated the FAQ section with what happens when you
play a replay game.      

Version .15 (April 16)
     I've written the FAQ up to the end of Scenario 49.  I made some
corrections here and there and added to the Secrets and Combination Attacks
list.  Hopefully in the next update I will have finished the game and can
include a full Item list.  I think I'll go with Kusuha's path next... and
we'll see where it goes from there.

Version .1 (April 10)
     I've written Ibis' route up until the end of Scenario 24.  Basic gameplay
information has been included.  Yes some of it was copied, pasted, and
modified from my previous FAQs.  If it needed modified to describe this game,
then it was modified.  Combination Attacks and Secrets are currently limited
to only what either I have confirmed, or have been confirmed by individuals
who I trust.  

==============================================================================
II.  E-MAIL GUIDELINES
==============================================================================
     First off I would like to point out the "Find" function available on most
browsers by pressing "Ctrl + F."  Please use this command to find what you are
looking for before emailing me.  

     Please put "SRW@2: (name of subject)" or something similar in the subject
heading, I do not read emails where there is no subject.  Also avoid using
caps, bad spelling, any non-default colors, or any non-default fonts.  This
will be a quick way to ensure that your message is deleted and you will
receive no reply.  I would also appreciate it if you would include a link to
what site you found this FAQ at since only one site is allowed to host it.
This helps me sue random bitches who don't take my Copyright Notice seriously.  

     I do not know cheat codes, I don't use them, I don't see any reason for
their need.  Do not email me code requests.

     If you just want to ask where to get this game.  Try NCSX or Ebay.  

     Alright... I said all the mean angry stuff... so its time to be nice and
ask for help.

     I would highly appreciate any help with the FAQ, any clarification,
corrections, and additional information would be very much appreciated and
credit will be given.  My katakana translations are pretty literal and I'm
sure you will notice that names that are unfamiliar to me can have some ugly
translations.
==============================================================================
III.  INTERMISSION MENU
==============================================================================
     I really like how the intermission menu is set up on this game.  The
row titles on the left are actually in english.  Anyway, the options are
grouped under four different sections.  I included the given english title on
the left a brief description of what that command does.  See each title's
specific section for more information.  
 _
|P|
|I| Pilot Examine:  Look at Data on your Pilots
|L|
|O| Pilot Customize:  Customize your Pilots
|T|
 -
 _
|U|
|N|  Unit Change:  Place another Pilot in an available unit
|I|
|T|  Squad Setup:  Form and adjust your squads here
 -
 _
|F|  Unit Examine:  Examine your Units here
|A|  Unit Upgrade:  Upgrade your units' stats (in HP, EN, Mobility, and Armor)
|C|  Weapon Upgrade:  Upgrade your units' weapons
|T|  Item Equip:  Equip items for your units
|O|  Equipment Change:  Some units have alternate equipment options (such as
|R|       G-Defensor parts for Mk. II to form Super Gundam and ABC Cloaks for
|Y|       Crossbone Gundams).
 -
 _
|D|  Examine:  Another way to look at your pilots sorted under different
|A|       groups.
|T|  Save:  Saves your game to a PS2 Memory Card
|A|  Continue:  Moves you onto the next scenario
 -

     The following are more detailed descriptoins of the optoins under the
Pilot, Unit, and Factory options.

A.  Pilot Examine
B.  Pilot Customize
C.  Unit Change
D.  Squad Setup
E.  Unit Examine
F.  Unit Upgrade
G.  Weapon Upgrade
H.  Item Equip
I.  Equipment Change
------------------------------------------------------------------------------
A.  Pilot Examine
------------------------------------------------------------------------------

     All available pilots are arranged from highest level to lowest.  Pressing
R1 and L1 will change the order that pilots are listed.  The different
categories are pilots being ranked by level in descending order, by squad, 
and by series.  

------------------------------------------------------------------------------
B.  Pilot Customize
------------------------------------------------------------------------------

     All available pilots will be arranged here.  The default order is ranking
by number of Pilot Points in descending order.  R1/L1 can rearrange pilots in
order of level in descending order, or by series.  

     When selecting a pilot, the first option is to increase a pilot's stats
in one of six areas at the cost of 4 Pilot Points per + 1 stat increase.  The
stats are in this order:
--------------
Melee:        Close Range fighting ability
Shooting:     Long range fighting ability
Defend:       Determines a pilot's defense.  The higher the rating of the
              skill, the less damage a unit they pilot will receive.
Skill:        Basically it determines how often a pilot will use a critical
              attack or be hit by a critical attack.  The higher the number,
              the more likely an attack will be critical and the less likely a
              pilot will be hit by one.  
Dodge:        How well a pilot can dodge.
Hit Rate:     How accurate a pilot is.
--------------
     The second option allows you to buy skills for your Pilots.  Check the
"Pilot Points" section under Gameplay for a better explanation.

     The third option allows you to alter the terrain ability of a pilot.  The
greater the grade, the better that pilot will perform in that terrain type.
These are the four terrain types:
--------------
     AIR
     LAND
     SEA
     SPACE
--------------
     Moving an A rank to S costs 60 PP, B to A rank costs 50, C to B rank
costs 40 PP.  I don't know of any pilots with a D rank on any terrain.

------------------------------------------------------------------------------
C.  Unit Change
------------------------------------------------------------------------------
     
     This brings up a list of mecha who can a change of pilots.  This list is
mostly comprised of UC mobile suits which can be used by almost any UC pilot,
unless a suit has Newtype specific weaponry.  The Gundam Wing boys can pilot
other Gundam Wing mobile suits.  Anyone from the Mazinger cast can pilot any
mecha from any Mazinger series (Mazinkaiser being a possible exception).

------------------------------------------------------------------------------
D.  Squad Setup
------------------------------------------------------------------------------

     Creating squads is fairly simple.  Choose the second "Unit" command at
the Intermission menu (the fourth command down from the top) and you can
examine what squads are available, and if you can create any new ones.

     "Event" squads can not be changed, at least for the upcoming mission.
Empty squads can be filled with available units.  Each unit has a cost of
sorts for how much space it takes up, and each squad has 5 bars for its
maximum amount of available space.  Garuba FX-II is a little thing and only
takes up half a bar.  Daitarn 3, which is of course a huge mecha, takes up
three bars.  Your average Gundam takes up 1.5 bars.  

     Here are the order of the commands for when you select a squad:
--------------
     ADD
     REMOVE
     REARRANGE
     RENAME
--------------

     I think those are fairly self explanitory.  Add lets you add units to
a squad.  Remove removes selected units.  Rearrange lets you change the
position of units already selected in a squad.  Rename lets you choose the
name for a squad.  

    Main characters and pretty much any mecha that is the star of its
respective series makes for a good squad leader.  Brains, Brain Childs, or
Huckebein Mk. IIIs make for excellent squad companions since they give a
barrier to an entire squad.  Gaogaigar's Protect Shade/Wall will also give a
barrier to everyone in its squad.  HP Recovery units will give a +10% HP Regen
to an entire squad.  EN Recovery units will give a +10 EN Regen to everyone in
its squad.  Assist attackers are always good too.

------------------------------------------------------------------------------
E.  Unit Examine
------------------------------------------------------------------------------

     Examine mecha by series, highest HP, or by what squad they are part of.  
Press R1/L1 to toggle through the three ranking options.

------------------------------------------------------------------------------
F.  Unit Upgrade
------------------------------------------------------------------------------

     Units are ranked by series, highest HP, or by what squad they are part
of.  Press R1/L1 to toggle through the three ranking options.  Press circle to
select a mobile suit and press right on the stat you want to increase.  The
stats are listed in this order:
--------------
HP           :  Unit's Hit Points
EN           :  Amount of EN (energy) available to a unit
Mobility     :  Basically this is the unit's speed rating, and aids dodging.
Armor        :  Basically this is the unit's defense rating.
--------------

------------------------------------------------------------------------------
G.  Weapon Upgrade
------------------------------------------------------------------------------

     Units are ranked by series, highest HP, or by what squad they are part
of.  Press R1/L1 to toggle through the three ranking options.  Press circle to
choose a unit to upgrade.  Press circle again to choose to upgrade its weapons
and press right to determine how much you want to upgrade the weapon.  All
weapons are upgraded together in SRW@2.

------------------------------------------------------------------------------
H.  Item Equip
------------------------------------------------------------------------------

     This option lets you equip items on a mecha to increase its stats in
various areas.  Armor, HP, EN, Mobility, Accuracy, Weapon Range, HP/EN Regen,
and other items can all be equipped here.  Here is a list of the items based
on what page they appear, and then a description of their purpose.  

Booster
Mega Booster
Apogee Motor
Learning Computer
Magnetic Coating

Biosensor
Psyco Frame
Bio Computer
Dual Sensor
Multiple Sensor
High Performance Targeter

Haro
Kenapokacon
High Performance Radar
Minovsky Craft
Minovsky Driver
Thruster Module

Dustproofing
Skurier Module
A Adapter
S Adapter
Chobham Armor
Hybrid Armor

Super Alloy Z
Super Alloy Alpha Z
Zormanium Alloy
Big Generator
Mega Generator
Giga Generator

GS Ride
Organic Bit
Solar Panel
Anti Beam Coating
I Field Generator
Gravity Territory

Hyper Jammer
Propellent Tank
Cartridge
Repair Kit
Super Repair Kit
OVA Crok

Cecily Bun
Victory Food
Kadonoraizar
Hachimaki
Hyper Hachimak
Hero Symbol

Metal Soul
Cost Down

Booster:
    Increases a unit's movement rate by +1.  You will probably mostly use
these for platoon mates to improve the entire squad's movement rate.

Mega Booster:
     Increases a unit's movement rate by +2.  Again it is a good way to
improve an entire squad's movement rate.  It is also a good item to use on
your favorite battleship so that it is not left behind in battle.

Apogee Motor:
     Increases a unit's movement rate by +1 and raises mobilty by +5.  Again
use it like you would a Booster, but give this item to units who need a slight
boost in mobility.  

Learning Computer:
     Lots of Gundam references...  Anyway this raises mobility by +5 and
accuracy by 5%.  Give it to units for an increase in speed, and accuracy.  A
Super Robot may benefit from this more than a Real Robot actually.  It is your
call.

Magnetic Coating:
     This will increase a unit's mobility by +5, so give it to units that need
to be a little bit quicker.

Biosensor:
     This will increase a unit's mobilty by +10.  Use this on your real robots
to help increase how untouchable they can be.

Psyco Frame:
     This will increase a unit's mobility by +25 and critical hit rate by 10%.
Use this on Real Robots to wreak some havoc, and even some Super Robots could
benefit from this.

Bio Computer:
     This will increase a unit's mobility by +20 and critical hit rate by 20%.
Use this on Real Robots to wreak some havoc, and even some Super Robots could
benefit from this.

Dual Sensor:
     Increases accuracy by 10%.  Use this on those Super Robots that are
having trouble hitting enemies.  

Multiple Sensor:
      Increases accuracy by 20%.  Use this on those Super Robots that are
having trouble hitting enemies. 

High Performance Targeter:
     Increases accuracy by 30%.  Use this on those Super Robots that are
having trouble hitting enemies. 

Haro:
     Haro is godly.  This increases movement rate by +2, mobility by +25,
accuracy by 20%, and weapon range by +1.  You only receive two of these for
the entire game.  Your original character mecha would obviously benefit from
this.  Also be sure to use the Goshogun Item Duplication trick so that
Goshogun receives a free one.  ^_^

Kenta's Pokacon:
     I really need to watch Goshogun sometime...  Anyway this raises critical
hit rate by 20%.  

High Performance Targeter:
     This raises all ranged weapons' (except MAP Weapons) range by +1.  I like
having one of these on Gaogaigar to give Broken Magnum and Hammer Hell and
Heaven some extra range.  Other units with ranged attacks can also greatly
benefit for this item.  Several Goshogun enemies drop the item, so that might
be a hint.  ^_~

Minovsky Craft:
     This allows a unit to fly, and all weapons are changed to A for Air.
Chances are you will use this so that non-flying units (like Goldymarg) will
not cause an entire platoon to lose their flight ability.  

Minovsky Driver:
     A much better version of the Minovsky Craft.  It also allows units to fly
but also changes all weapons to S in the Air.  Movement rate is also increased
by +1.  Use this on platoon leaders for an extra edge in the air, or again use
it for platoon mates so that a entire platoon does not lose their flight
ability.

Thruster Module:
     This will make a unit's space stats all A.  This is nice for Mazinger,
Great Mazinger, and Mazinkaiser who lose their breath attacks in space without
this item.

Dustproofing:
     This will make a unit's terrain stats all A on land.  I can think of no
obvious advantage to this item...

Skurier Module:
     This will make a unit's terrain stats all A on water.  Obviously this
will help non-flying units in water stages, and in attacking enemies in the
water.  

A Adapter:
     This will make a unit's terrain stats A on all terrains.  Again Mazingers
could benefit from this.

S Adapter:
     This will make a unit's terrain stats S on all terrains.  This could be
to the benefit of one of your favorite units since weapons with an S on all
terrains are rather useful.  

Chobham Armor:
     This increases a unit's HP by +500 and armor by +100.  Obviously this is
good for Super Robots.

Hybrid Armor:
     This increases a unit's HP by +1000 and armor by +150.  Obviously this is
good for Super Robots.

Super Alloy Z:
     Now all units can get a feeling of what it is like to be a Mazinger...
well not really...  Anyway, this increases a unit's HP by +1000 and armor by
+200.  Obviously this is good for Super Robots.

Super Alloy Alpha Z:
     This increases a unit's HP by +1500 and armor by +250.  Obviously this is
good for Super Robots.

Zormanium Alloy:
     This increases a unit's HP by +1800 and armor by +200.  Obviously this is
good for Super Robots.

Big Generator:
     This increases a unit's EN by +50.

Mega Generator:
     This increases a unit's EN by +100.

Giga Generator:
     This increases a unit's EN by +150.

GS Ride:
     A wonderful item.  EN is increased by +100 and a unit with this receives
a +20% EN regeneration per turn.  Any unit equipped with this will have no
energy worries.  Original mecha, Shin Getter, Mazinkaiser (and almost anybody)
can greatly benefit from this time.

Organic Bit:
     A unit with this item will have a +10% HP regeneration per turn.  Nice
for a squad leader without an HP Recovery unit somewhere in its squad.

Solar Panel:
     A unit with this item will have a +10% EN regeneration per turn.  Nice
for a squad leader without an EN Recovery unit somewhere in its squad.  

Anti Beam Coating:
     A unit with this item gains some resistance to beam weaponry, and beam
damage is decreased by 700.  

I Field Generator:
     A unit with this item gains some resistance to beam weaponry, and beam
damage is decreased by 850.

Gravity Territory:
     A unit with this item gains a Gravity Territory barrier.  This is nice
for a squad leader who does not have a Brain, Brain Child, or Huckebein Mk.
III in its platoon somewhere.

Hyper Jammer:
     This grants a unit the Bunshin ability... basically a 50% chance of
dodging an attack on top of a unit's dodge rate.  Let us say random real robot
pilot has a 20% chance of dodging an attack.  The pilot will actually have a
10% chance of dodging the attack.  A great item overall.  

Propellent Tank:
     Refills all of a unit's EN.  Unfortunately these things are one time use
only, but several are given over the course of the game.

Cartridge:
     Refills all of a unit's ammo.  Unfortunately these things are one time
use only, but several are given over the course of the game.

Repair Kit:
     Refills all of a unit's HP.  Unfortunately these things are one time use
only, but several are given over the course of the game.

Super Repair Kit:
     Refills all of a unit's HP, EN, and ammo.  Unfortunately these things are
one time use only and not very many are given over the course of a game.

OVA Crok:
     I guess OVA likes cooking.  Anyway this replenishes 20 SP for a pilot and
the item is lost after it is used.

Cecily Bun:
     Then again we find out Cecily/Berah can cook in one scene in the game.
This replenishes 50 SP for a pilot and is lost after use.

Victory Food:
     This completely replenishes a pilot's SP and is lost after use. 

Kadonoraizar:
     This allows a pilot to gain 50 SP for the price of 50 morale.  The only
use for this would be for a support pilot.  This is also lost after use.

Hachimaki:
     This increases a pilot's starting morale by +5.  A good thing for Super
Robot pilots in general.  This is also nice for Goldymarg to help reach the
morale to use Hammer Hell and Heaven.

Hyper Hachimaki:
     This increases a pilot's starting morale by +5.  A good thing for Super
Robot pilots in general.  This is also nice for Goldymarg to help reach the
morale to use Hammer Hell and Heaven.

Hero Symbol:
     This increases armor by 200, mobility by 25, and critical hit rate by
30%.  Great stuff... too bad there is only one of these in the game.

Metal Soul:
     This increases armor by 200, mobility by 30, and critical hit rate by
35%.  Great stuff... too bad there is only one of these in the game.

Cost Down:
     This will decrease a unit's platoon bar cost by 1.  If a unit only costs
1 bar it will be changed to a 1/2 bar cost.  This helps fit some of those
big Super Robots into squads.

------------------------------------------------------------------------------
I.  Equipment Change
------------------------------------------------------------------------------
  
     A small list of mecha are displayed here and different configurations can
be selected.  Gundam Mk. II can be switched between normal and Super Gundam
modes.  MP Nu Gundams can be changed to Funnel or Incom types, Crossbone
Gundams can be equipped with or without anti beam coating cloaks.  Volfogg can
be either normal Volfogg or Big Volfogg.

==============================================================================
IV.  GAMEPLAY
==============================================================================
     The Gameplay section is divided into several subsections.  Here is the
order:

A.  Map Commands
B.  Being Attacked
C.  Pilot Skills
D.  Squad System
E.  Support Techniques
F.  Ace Pilot System

------------------------------------------------------------------------------
A.  Map Commands
------------------------------------------------------------------------------
     These are the commands available to units, but not all units have all of
these commands.  This is the order the appear in when available, and the
following information gives an explanation of that command.  

MOVE               
ATTACK
FLY/LAND
TRANSFORM      
SPELLS
STATUS
SQUAD
ITEM

MOVE:         When chosen, the squares a unit can move to are
              highlighted.  When a square is selected, the unit will
              move to that location.

ATTACK:       Available when an enemy unit is in range of an attack.  A
              screen is displayed showing available attacks.  When an
              attack is chosen the effective range is highlighted in red.
              When an enemy unit is chosen, the attack then commences.

FLY/LAND:     Allows a unit to take off or land, mostly useful to let flying
              units move on land to reduce their EN consumption.

TRANSFORM:    Some units can transform, this lets them do it.  

SPELLS:       Displays the spells available for that pilot, which can be used
              when selected.  Press L1/R1 to toggle through all of the pilots,
              or use L2/R2 to go through all of the pilots on a specific
              machine.

SQUAD:        Used to change the designated leader of a squad.  Spells
              and Status Information can also be accessed from here.

STATUS:       Shows information on that unit.  

ITEMS:        Any battle use items equipped on a unit can be used with this
              option.

------------------------------------------------------------------------------
B.  Being Attacked
------------------------------------------------------------------------------

     When your units are attacked, these are the options available to you:


     1st Choice:  The computer's automatic selection, normally an alright
         choice to go with.  

     2nd Choice:  This brings up three options:

          2A:  Make your own attack choice.
          2B:  Blocking, which reduces damage taken by half.  
          2C:  Dodge, normally decreases the chance of being hit by half.

     3rd Choice:  Toggles Support Attack/Defend On/Off or allows for another
          possible support pilot to be chosen.

------------------------------------------------------------------------------
C.  Pilot Skills
------------------------------------------------------------------------------

     Pilot Points are a fairly recent addition to SRW games.  Pilot Points
will be given to a Pilot after destroying an enemy unit.  Other members of a
squad will receive PP as well, but a lower percentage than the leader received
unless they have the "Learning" Pilot Skill.  

     Pilot Points can be used on the intermission menu by selecting the second
option under the Pilot section.  This is also the second selection on the
intermission menu.  

Sword Cut          25 PP
Shield Defend      25 PP    
Potential          25 PP
Counter            25 PP
Support Attack    100 PP
Support Defend    100 PP

SP Up              25 PP (+5 PP for each consecutive level)
SP Recovery       200 PP
Battle Spirit      80 PP
Extra Morale       70 PP
Morale + Evade     70 PP
Morale + Hit       70 PP

Morale + Damage    70 PP
EN Save           150 PP
Learning          100 PP
Assist Attack     200 PP
Platoon Attack    150 PP
Foresight         150 PP

Guard             150 PP
Repair +           80 PP
EN Refill+        100 PP

Sword Cut:
     Honestly most pilots with a designated mecha with this ability will have
this pilot skill.  It allows the pilot to use the Sword Cut ability that a
unit may have.  Sword Cut is usually used to stop an enemy's melee attack,
missile attack, and it has been known to cut down funnels/bits/incoms.  Swords
are not always the weapon used though.  Usually what will be used is that
particular unit's melee weapon... whether it is a fist or an axe.  Check if
a pilot's mecha has a sword icon if you think you may want to purchase this
skill. 

Shield Defend:
     Again, another ability that most pilots will already have.  This lets a
pilot use a suit's Shield Defend ability.  In SRW@2 this means that a
defending unit (from choosing defend or using support defend) will use a
shield that will decrease the amount of damage taken).  Check a pilot's mecha
to see if a shield icon is highlighted before you decide to purchase this
skill.

Potential:
     This is a pretty neat skill.  When a unit reaches below 40% of its HP,
then the pilot and unit receive bonuses to hit, dodge, and critical hit rates.
The unit's defense will also increase.

Counter:
     This skill lets a pilot attack first when he/she is attacked.  This is
particularly helpful when it destroys the attacking unit before it can even
attack.

Support Attack:
     This skill gives a pilot the ability to use a support attack.  Example:
Pilot A moves next to Pilot B, who has the Support Attack skill.  When Pilot A
attacks, Pilot B can use a Support Attack which will take place after the
enemy's counterattack.  The higher a Support Attack level, the more times a
pilot can use a Support Attack.  This is particularly helpful when finishing
off some bosses who are fond of retreating.  

Support Defend:
     Support Defend works in a similar way to Support Attack, but has some
more options.  Example:  Pilot A is being attacked and Pilot B is on the
adjacent square (or in Pilot A's platoon) and has the Support Defend skill.
Pilot B will basically move in front of Pilot A and be hit by an enemy attack
instead at lower damage than if Pilot A received the attack.  This skill works
best when used with Shield Defend, which helps decrease damage further if not
nullify it completely.  

SP Up:
     This increases the amount of SP that a pilot has.  This skill can be
upgraded repeatedly to further increase the total amount of SP.

SP Recovery:
     A pilot will gain back a % of their used SP every turn.  This skill is
most useful for support pilots.
     
Battle Spirit:
     This will increase a pilot's starting morale by +5.  This bonus will
stack with items and/or Ace ranks.

High Morale:
     A pilot will gain +2 morale for two turns.  Battle Spirit would be
suggested before picking up this skill, but both are nice for Goldymarg to
help it reach 140 morale so Guy can use the Goldion Hammer combination attack.

Morale + Evade:
     About time pilots had the option of gaining morale for dodging.  >_<
Anyway, a pilot with this skill will receive +1 morale everytime they
successfully dodge.  Obviously this skill will benefit the average Real Robot
pilot more than the average Super Robot pilot.

Morale + Hit
     A pilot will receive a +1 morale bonus for hitting an enemy.  A skill
that almost any pilot can benefit from since most battle encounters will
involve hitting an enemy.

Morale + Damage
     A pilot will receive a +2 morale bonus for each time he/she is hit.  This
skill is suggested for those slow Super Robots that are unable to dodge.

EN Save:
     This skill lets a pilot use an EN using attack at 80% of the normal EN
cost.  

Learning:
     This is a highly suggested skill for support pilots.  This lets them earn
the same amount of experience and PP as the leader of a squad, which helps
them learn other PP skills faster.

Assist Attack:
     This skill is used in conjunction with Support Attack.  It will ensure
that a Support Attack will always be a critical hit, which obviously makes
Support Attacks much more useful.

Platoon Attack:
     This skill allows an attack used by a Platoon to hit at full damage
instead of the reduced damage that it would normally strike at.  Obviously
this is a skill for the support pilots in a squad that will most likely always
stay being support members.

Foresight:
     This skill increases a pilot's hit and evade rates once the pilot reaches
130 morale.  This is a skill anyone can benefit from, but Real Robot pilots
will most likely have the most benefit.  

Guard:
     This skill increases a pilot's unit's defense when the pilot reaches 130.
This is suggested for Super Robot pilots.  

Repair+:
     This skill lets pilots with a unit with the Repair ability (Wrench Icon)
to heal 1.5 times the HP they would normally recover by using the skill.

EN Refill+:
     This skill lets pilots with a unit with the EN Refill ability (EN Icon)
to refill 1.5 times the EN they would normally recover by using the skill.
This skill will also allow an EN refill unit to refill EN after moving, which
is a great addition.  ^_^

------------------------------------------------------------------------------
D.  Squad System
------------------------------------------------------------------------------

     The big innovation in this SRW.  Other members of a squad can use attacks
designated as Platoon attacks with a "PLA" label before the attack.  These
attacks have reduced damage when used in this manner, but it lets the player
bypass an enemy's support defend and/or do more damage to an enemy than might
otherwise be possible.  This system also lets you keep more members of your
group leveled up.  See the "Squad Setup" section under "Intermission Menu" on
how to setup a squad.  

------------------------------------------------------------------------------
E.  Support Techniques
------------------------------------------------------------------------------

     When allied units are adjacent to each other (not diagonal) and one
pilot has a Support skill, a Support Attack/Defend can happen.  A Support
ability may be purchased for a pilot using pilot points if you wish.  Pilots
who are known for being caring individuals often have Support skills as a
default.

Support Attack:
     This skill gives a pilot the ability to use a support attack.  Example:
Pilot A moves next to Pilot B, who has the Support Attack skill.  When Pilot A
attacks, Pilot B can use a Support Attack which will take place after the
enemy's counterattack.  The higher a Support Attack level, the more times a
pilot can use a Support Attack.  This is particularly helpful when finishing
off some bosses who are fond of retreating.  

Support Defend:
     Support Defend works in a similar way to Support Attack, but has some
more options.  Example:  Pilot A is being attacked and Pilot B is on the
adjacent square (or in Pilot A's platoon) and has the Support Defend skill.
Pilot B will basically move in front of Pilot A and be hit by an enemy attack
instead at lower damage than if Pilot A received the attack.  This skill works
best when used with Shield Defend, which helps decrease damage further if not
nullify it completely.  

    Support techniques can be turned on or off before an attack takes place by
hitting L or R at the screen before a battle choice is made, choices can be
made for a different unit to support as well by choosing the third option. 
Also specific attacks may be selected for support, including "ALL" Attacks.

------------------------------------------------------------------------------
F.  Ace Pilot System
------------------------------------------------------------------------------

     The Ace Pilot System from SRWR returns here... but not to the same
degree.  When a pilot obtains 50 kills he/she will have a star by their kill
count and they will start each Scenario at 105 Morale.  Unfortunately it can
not go up to 110 Morale as it was in SRWR.  

==============================================================================
V.  WALKTHROUGH
==============================================================================

     At the start of the game you have a choice of 4 characters.  This
walkthrough will be complete, but at this time it only has a walkthrough for
Ibis Douglas, the female Real Robot pilot of the game who is located on the
bottom right corner.  There, you've been warned.  ^^;  

     This guide is listed in a chronological order from one scenario to the
next.  A list is given for available player units, enemy units, reinforcements
for both sides, any events that take place in the scenario, available items,
the skill point requirements for that scenario, and my own personal notes and
suggestions on how to get through a scenario.

------------------------------------------------------------------------------
Zengar Tips:
------------------------------------------------------------------------------

     The 11/11 B birthday works nicely for Zengar.  Anyway, upgrade the hell
out of Sanshiki as soon as possible as you should with any original mecha.
Sanshiki could benefit from some Boosters and a Minovsky Craft.  Daizengar can
also benefit from a Haro and a GS Ride of course.  Placing a Huckebein Mk. III
(namely Elzam's) in the same squad will also help Daizengar avoid any damage
being taken.  

------------------------------------------------------------------------------
Arad Tips:
------------------------------------------------------------------------------

     Honestly the Huckebein Mk. III that Arad starts with is somewhat lacking,
but still upgrade it to max before Scenario 31.  The upgrades given to Arad's
Huckebein Mk. III will carry over to Viletta's Huckebein Mk. III, Elzam's
Huckebein Mk. III Trombe, Wild Vulture, and Wild Falcon.  

     Arad should concentrate on upgrading his melee stat since most of Mk. III
and Wild Vulture's attacks are all melee.  It is tempting to upgrade Arad's
shooting stat since he is a Real Robot pilot, but melee is definitely the way
to go.  

------------------------------------------------------------------------------
Kusuha Tips:
------------------------------------------------------------------------------

     Kusuha really doesn't need terribly much.  Ryujinki is a little bit on
the slow side, but Ryukooh has a nice mobility rating.  Foresight may be a
better choice than Guard.  EN Save might be beneficial if you don't plan on
equipping a GS Rider on the unit.  Ryujinki and Ryukooh can both use Sword
Cut, but Kusuha does not have the skill inherently so you will need to
purchase it if you want to use it.  

------------------------------------------------------------------------------
Ibis Tips:
------------------------------------------------------------------------------

     Honestly Ibis is relatively weak for the first half of the game until she
overcomes some of her own fears.  She is still useful of course, but there are
some things to consider when using her.  Alterion is a machine built for speed
and should be upgraded as such.  Upgrading the mobility of the unit will help
ensure that Ibis goes through scenarios unharmed.  Ibis is not very accurate
with Alterion for awhile though.  Using Dual and Multiple Sensors can
compensate for this greatly and ensure that Alterion will hit enemy units
consistently.  

     You should finish maxing out the stats on Alterion that you want to max
out before Scenario 37.  This is where Surei will join with her Vegarion.  All
Alterion upgrades will go to Vegarion when it joins.  So the stronger Alterion
is, the stronger Vegarion is, and the stronger the combination of Hyperion is.

------------------------------------------------------------------------------
Scenario 01-Zengar
------------------------------------------------------------------------------

Player Units:

     Grungust Sanshiki (Zengar)
 
Enemy Units:

     Rugon x 01
     Garuga x 01
     Megruga x 01 (Kukuru)     

Player Reinforcements:

     Daiku Maryu (Pete)
     Gaiking (Sanshiro)
     Skylar (Fuan)
     Badra (Yamagatake)
     Nesar (Bunta)

Enemy Reinforcements:

     Gracious x 02
     Gorgurar x 02
     Mikenese Battleship x 01 (Yurishirzar)

Items:

     Dual Sensor:  Gorugar

Events:

     Enemy Units are Destroyed except Kukuru:  Kukuru retreats and Enemy
     Reinforcements Appear

     Player Turn after Enemy Reinforcements Appear:  Player Reinforcements
     Appear

     Enemy Turn after Player Reinforcements Appear:  Yurishirzar Retreats

Skill Point:

     Destroy all enemies on or before Turn 6

Notes:

     Zengar's Drill Boost Knuckle will easily take care of the Rugon and
Garuga.  Kukuru will then attack Zengar, and the Zankanto will be launched for
Zengar's use.  Kukuru will be attacked, and retreat.

     Mikenese enemies will then deploy, and then Gaiking characters will
arrive to help you.  Yurishirzar retreats in a short period of time so do not
worry about him.  Just finish off the enemies before the end of Turn 6 for the
Skill Point.

------------------------------------------------------------------------------
Scenario 01-Arad
------------------------------------------------------------------------------

Player Units:

     Barzam x 01 (Yazan)
     - Barzam x 01 (Tanger)
     - Barzam x 01 (Ramses)
     Barzam x 01 (Zeola)
     - Zaku II F2 x 01 (Arad)
     Taurus x 01 (Heero)
     - Taurus x 01 (Wufei)

Enemy Units:

     Zeta Gundam (Camille)
     Gundam Mk. II (Emma)
     Methuss (Fa)
     GP03 (Kou)
     GM Cannon II (Kieth)
     Clop Class x 01   
  
Skill Point:

     Destroy the Clop Class cruiser on or before Turn 5

Notes:

     A rather simple scenario.  Zeola and Tanger both have Accelerate spells
which can help in traveling across the map.  Heero and Wufei should transform
their Tauruses to their mobile armor mode while traveling to increase their
movement rate.  The Taurus's beam cannon is a (P) (post movement) attack only
when it is in mobile suit form though.  

     Zeola has a +1 weapon range bonus when she's leading, which she probably
should be since Arad's Zaku II F2 isn't exactly a force to be reckoned with.
Yazan also has a small leadership aura, so that would be to the advantage of
the hit and evade rates of anyone next to him.  

     You can destroy the AEUG pilots here, but they do not offer any benefit
other than an increase in kill number.  The Clop should be your main focus,
but destroying everyone isn't too difficult.  Use Concentrate on Zeola, Yazan,
and Heero and you should be able to take everyone on with little difficulty.

     A Huckebein Mk. III will arrive after the scenario and Arad will be the
designated pilot for it.    

------------------------------------------------------------------------------
Scenario 01-Kusuha
------------------------------------------------------------------------------

Player Units:

     Guy
     Volfogg
     RyuOhKi

Player Reinforcements:

     Mazinger Z
     Diana A
     Boss Borot

Enemy Units:

     KoOhKi

Enemy Reinforcements:

     Oberiusu x 03
     Mikenese Battleship x 01 (Birdatar)

Items:

     Chobham Armor:  Birdatar

Events:

     Turn 2 Player Phase:  Player and Enemy Reinforcements Appear.  Enemy Unit
     Retreats

Skill Point:

     Destroy Birdatar's Unit before or on Turn 6.

Notes:

     A really simple starting stage.  Keep Guy and Volfogg on the side of the
river they are on so they can start attacking enemies sooner.  Ryu Oh Ki will
be useless for the scenario.

     Take advantage of Volfogg and Sayaka's Support Attack abilities, which
will basically allow you a free attack if Koji or Guy attack from a square
adjacent to either of them.  It helps kill the enemies in a shorter amount of
time.  ^_^
 
     Mazinger Z, Boss Borot, and Diana A will now be available units.  
RyuOhKi is taken to GGG... where it is repaired with Grungust parts.  o_o;

------------------------------------------------------------------------------
Scenario 01-Ibis
------------------------------------------------------------------------------

Player Units:

     Alterion (Ibis & Tsugumi)

Player Reinforcements:

     Gundam F91 (Kinkaid)
     - Hardy Gun (Umon)
     Space Ark (Bera)

Enemy Units

     Den'an Zon x 02
     Dahgi Iris x 01
     Berga Giros x 01
     Ripironia Ringaado? x 01

Enemy Reinforcements:

     Den'an Zon x 02

Events:

     Turn 2 Enemy Phase:  Player and Enemy Reinforcements Appear, Alterion
     transforms and regains any lost HP.  

Skill Point:

     Defeat all enemies (except the battleship) before the end of Turn 5

Items:

     Booster:  Berga Giros

Notes:

     Pretty simple stage.  I suggest having Ibis use Concentrate (if you have
it) and attack Dahgi Iris.  Counterattacks should destroy Dahgi Iris and wound
the Den'an Zons.  Attack Berga Giros on the next turn.

     Kinkaid will receive Crossbone X-1 after this battle and Bera will
receive the newly renamed Mother Vanguard.  A Zondo Gei will also sit be
available in case someone wants to use the death trap later.

------------------------------------------------------------------------------
Scenario 02-Zengar (First Half)
------------------------------------------------------------------------------

Player Units:

     Great Mazinger (Tezuya)

Enemy Units:

     Mazinger Z (Koji)
     Venus A (Jun)
     Boss Borot (Boss)

Events:

     Turn 3 Enemy Phase:  Illusion Ends 

Notes:

     The stage starts off with Tezuya in an illusion fighting Mazinger Z,
Venus A, and Boss Borot.  Tezuya should just cast Iron Wall every turn and
block while waiting for the illusion to end.  Tezuya will have full HP, EN,
and SP once the illlusion ends.  

------------------------------------------------------------------------------
Scenario 02-Zengar (Second Half)
------------------------------------------------------------------------------

Player Units:

     Great Mazinger (Tezuya)
     Venus A (Jun)
     Boss Borot (Boss)

Player Reinforcements (1):

     Daiku Maryu
     2 Squads

Player Reinforcements (2):

     Grungust Sanshiki (Zengar)

Enemy Units:
 
     Zugaru x 04
     Psychobear x 01     
     Mikenese Battleship x 01 (Hades)

Enemy Reinforcements:

     Garuga x 02
     Rugon x 02
     Megaruga x 01 (Kukuru)

Items:

     Magnetic Coating:  Rugon

Events:

     Turn 2 Player Phase:  Enemy Reinforcements (1) Appear

     All Enemy Units except Hades are destroyed:  Hades retreats, Enemy
     Reinforcements Appear, and Player Reinforcements (2) Appear

     Kukuru's Megaruga is reduced to critcal HP:  Kukuru Retreats

Skill Point:

     Destroy all enemies (or force them to retreat) on or before Turn 6

Notes:

     Tezuya should be using Iron Wall again to help handle the Zugarus.
Hades will retreat when his forces are destroyed.  Kukuru will then show up,
but she will soon retreat after being reduced to critical HP (below 5,000).  

     Tezuya, Jun, and Boss will join after the scenario.  Zengar will still be
acting like a lone wolf...

------------------------------------------------------------------------------
Scenario 02-Arad
------------------------------------------------------------------------------

Player Units:

     Huckebein Mk. III x 01 (Arad)
     - Barzam x 01 (Zeola)
     Taurus x 01 (Heero)
     - Taurus x 01 (Wufei)
     Barzam x 01 (Yazan)
     - Barzam x 01 (Tanger)
     - Barzam x 01 (Ramses)

Enemy Units:

     GM Custom x 01 (Burning)
     GM Custom x 01 (Monsha)
     GM Custom x 01 (Bates)
     GM Cannon II x 01 (Adel)
     Albion x 01 (Synapse)

Enemy Reinforcements:

     Rick Dom II x 05
     Gelgoog Marine x 02

Events:

     Albion is attacked/Albion is the only squad remaining:  Albion retreats
     with Enemy Units and Enemy Reinforcements Appear

Skill Point:

     Destroy all enemies on or before Turn 6

Notes:

     Honestly I find Arad's route to be really satisfying since you get to
destroy various Gundam units...  This time you start off facing the rest of
the Albion crew.  Unfortunately none of them will drop an item.  It is also
impossible to destroy the Albion since it will retreat when its accompanying
mobile suits are destroyed or if it is attacked itself.  

     The reinforcements arrive at the center top of the map away from the
Albion's starting point.  It may be beneficial to send a squad or two straight
upward from their starting position to meet the enemy reinforcements to start
wounding/destroying them since you only have until Turn 6 to destroy
everything.  The scenario will end when all enemies are defeated.

     Gundam GP01-Fb and a Zaku II F2 will be delivered after this scenario.

------------------------------------------------------------------------------
Scenario 02-Kusuha
------------------------------------------------------------------------------

Player Units:

     Good Thunder
     Goshogun

Player Reinforcements (1): 

     Combattler V

Player Reinforcements (2):

     Mazinger Z
     Boss Borot
     Diana A
     RyuJinKi

Enemy Units:

     Irikutai x 06
     Tezezar x 03 
     Kernagurl Battleshp x 01

Items:

     Booster:  Kernagurl
     Cecily Bun:  Tezezar

Events:

     Turn 2 Player Phase:  Player Reinforcements (1) Appear

     4 Enemy Squads Remain:  Enemy Reinforcements (2) Appear

Skill Point:

     Destroy all enemies and then destroy Kernagurl's Battleship
     
Notes:

     Use some accuracy raising spells on Goshogun if you feel they are needed,
but I'd suggest using Remy's Concentrate spell since Shingo should save his SP
in case Goshogun needs its HP refilled.

     Basically beat up on the Irikutais, and Combattler V will arrive on Turn
2.  When 4 squads remain (probably after all of the Irikutais are destroyed)
the second set of Player Reinforcements will arrive... which gives you the
first opportunity to use RyuJinKi.  Kusuha and Diana A will both use Support
Attack, so take advantage of that.

     Be careful when attacking Kernagurl from close range since that is when
it can use its strongest attack.  Try to attack from a distance.  The pilot
on Good Thunder has a spell that can replenish EN, which will probably be
needed after Goshogun uses its strongest attack once.  Try to use Sayaka's
Luck spell when defeating Kernagurl for more money.

     Combattler V will join after this scenario.

     You will receive two propellent tanks, two repair kits, and two
cartridges after the mission.

------------------------------------------------------------------------------
Scenario 02-Ibis
------------------------------------------------------------------------------

Player Units

     Crossbone X-1 (Kikendo)
     Hardygun (Umon)
     - Alterion (Ibis & Tsugumi)
     Mother Vanguard (Bera)

Enemy Units:

     Zondo Gei x 02
     Den'an Zon x 02
     Berga Dalas x 02
     Berga Giros x 01 (Zabine)
     - Dahgi Iris x 01 (Anna Mari)

Enemy Reinforcements:

     Zonda Gei x 03
     Berga Dalas x 01 (Dorel)

Events:

     Turn 2:  Zabine and Anna Mari join Player Units.  Enemy Reinforcements
              Appear

Skill Point:

     Defeat all enemies, and then defeat Dorel's Berga Dalas

Items:

     Chobham Armor:  Berga Dalas (Dorel)
     Magnetic Coating:  Berga Dalas

Notes:

     Again a fairly simple stage.  Most of the enemies should not pose much of
a problem.  Dorel's Berga Dalas may require some effort though.  Be sure to
destroy the rest of the enemies first to obtain the skill point.  Use
Concentrate to hit Dorel if you have problems.  

     Zabine will join the group and be assigned Crossbone X-2.  Anna Mari will
join with her Dahgi Iris... which receives a color change.

------------------------------------------------------------------------------
Scenario 03-Zengar
------------------------------------------------------------------------------

Player Units:

     Big Shooter

Player Reinforcements:

     Steel Jeeg

Player Reinforcements (2):

     Grungust Sanshiki (Zengar)
     Daiku Maryu 
     4 Squads

Enemy Units:

     Rugon x 01
     Garuga x 01

Enemy Reinforcements:

     Garuga x 03
     Rugon x 03
     Megaruga x 01 (Kukuru)
     Ramatano Orochi x 01 (Ikima)

Items:

     Chobham Armor:  Ikima

Events:

     Turn 2 Player Phase:  Player Reinforcements Arrive

     Enemy Units are Destroyed:  Enemy Reinforcements Arrive

     Player Turn after Enemy Reinforcements Arrive:  Player Reinforcements (2)
     Arrive

Skill Point:

     Prevent the base from being attacked

Notes:

     Miwa should cast Concentrate at the start and move to engage the enemies
so that she will be able to damage them without risk of injury.  Jeeg will
arrive on Turn 2 and form a squad with Big Shooter.  The enemies should be
easy to finish off since Miwa already did some damage to them.  Finish off
the Enemy Units to cause the appearance of the Enemy Reinforcements.

     Form a defensive line away from the base once all of the reinforcements
have arrived.  Try to hold off on destroying Kukuru since Zengar will move far
away from the battle after she is defeated.  Remember you can surround an
enemy from all 4 sides and it will prevent its movement.  

     Zengar will finally join on his own route after this scenario.  ^^;

------------------------------------------------------------------------------
Scenario 03-Arad
------------------------------------------------------------------------------

Player Units:

     Albion 
     Taurus x 01 (Heero)
     - Taurus x 01 (Wufei)
     4 Squads

Enemy Units:

     Barzam x 09

Enemy Reinforcements:

     Barzam x 05
     Barzam x 01 (Tanger)
     Barzam x 01 (Ramses)
     Barzam x 01 (Zeola)
     Salamis Class x 01 (Yazan)

Items:

     Booster:  Tanger
     Chobham Armor:  Ramses

Events:

     Enemy Units are Destroyed:  Enemy Reinforcements Appear

     Zeola or Yazan's units are reduced to critical HP:  Remaining enemies
     retreat

Skill Point:

     Destroy all Enemy Units (not Reinforcements) on or before Turn 3

Notes:

     You will want to create some squads at the start of the scenario.  You
have access to four squads that you can create.  Zeta and Methuss might be a
better pair to place together at this point since they both can transform into
forms with a movement rate of 7, which could not be taken advantage of if a
slower unit is placed in the squad.  

     Heero and Wufei start off being surrounded by several Barzams.  They
should be able to hold their own, especially if Heero is using Concentrate.
The rest of your forces should try to head down to help fend off the Barzams,
and Accelerate spells would be useful (Kieth and Bates have them).  Barzams
that are low on HP should probably be ignored since they will most likely be
destroyed when they attempt to attack your forces and are destroyed with a
counterattack.  This will help save some time in earning the Skill Point.

     Enemy Reinforcements arrive after the Enemy Units are defeated.  Barzams
should be easy enough to take care of, other than Tanger, Ramses, and Zeola
will have some good hit and evade rates.  Yazan's Salamis also has a powerful
ALL Attack that you should be weary of.  

     If Yazan's Salamis is reduced to critical HP (it can't be destroyed since
the game will reduce the amount of damage inflicted to keep it from being
destroyed), then Heero will try to attack it only to have Zeola use a Support
Defend to prevent the Salamis from being destroyed.  Arad will launch in the
Huckebein Mk. III to Support Defend for Zeola when Heero tries to attack her.
The Huckebein Mk. III will apparently be destroyed and the rest of the enemies
will retreat.  An alternate version of this scenario will play out if Zeola's
Barzam is destroyed or reduced to critical HP.  It will skip to Arad defending
Zeola and then the scenario will end.  The easiest way to finish the scenario
would be to destroy Zeola's Barzam since the Salamis has relatively high HP
and Armor.  A Barzam's counterattacks are also easier to deal with than those
of a Salamis. 

     The scenario will end after the enemies retreat.  You will receive 2
Energy Tanks, 2 Cartridges, and 2 Repair Kits after the level is over. 

------------------------------------------------------------------------------
Scenario 03-Kusuha
------------------------------------------------------------------------------

Player Units:

     Gaigar

Player Reinforcements (1):

     4 Squads

Player Reinforcements (2):

     Gaogaigar

Player Reinforcements (3):

     Good Thunder
     Goshogun

Enemy Units:

     EI-02

Enemy Reinforcements:

     Irikutai x 06
     Dogarpu x 02
     Bundle Battleship x 01

Events:

     Turn 2 Player Phase:  Player Reinforcements Arrive

     Turn 3 Enemy Phase:  Gaigar transforms into Gaogaigar

     EI-02's is Destroyed after Gaogaigar is performed:  Gaogaigar retreats.
     Enemy Reinforcements Appear, and Player Reinforcements (3) Appear

Skill Point:

     Destroy Bundle Battleship (it retreats under 3000HP)

Notes:

     Gaigar should spend the first two turns just avoiding EI-02.  If you do
manage to reduce its HP to 0, EI-02 will receive an instant recharge.  Just
wait until Turn 3 when Gaigar performs Final Fusion to become Gaogaigar.  Feel
free to go all out on EI-02 now.  Feel free to take advantage of the trees to
improve your evade and hit rate though.  

     After EI-02 is destroyed, Bundle will appear with his battle group and
Goshogun will arrive along with Good Thunder.  Bundle will retreat when his HP
is reduced to 3000HP or below, so finish him off with Mazinger Z, Combattler
V, or Goshogun while being supported by RyuJinKi for the Skill Point.

     Goshogun will join after this scenario.

     Your units will receive a Kunhokukon which raises accuracy by 20% (which
Goshogun could benefit from) and an OVA after the scenario.

------------------------------------------------------------------------------
Scenario 03-Ibis
------------------------------------------------------------------------------
Player Units:

     Daitarn 3 (Banjo)
     Zeta Gundam (Roux)
     - Re-GZ (Four)

Player Reinforcements:

     Daimos (Kazuya)
     - Garuba FX-II (Kyoshiro & Nanai)

Enemy Units

     Batara x 04
     Erebado x 02
     Quavarze (Giri)
     - Abijo (Rozu Mari)

Enemy Reinforcements:

     Pez Batara x 01
     Batara x 02

Events:

     Quavarze is attacked:  Player and Enemy Reinforcements Arrive

Item:

     Dual Sensor:  Quavarze

Skill Point:

     Destroy all enemies before the end of Turn 6

Notes:

     Honestly... this stage is rather hard.  My suggestion is to change
Daitarn 3 to Daifighter, Zeta to Wave Rider, and everyone start heading
toward Quavarze.  You should be able to hit Quavarze on your second turn,
which will make enemy and player reinforcements appear.  Daimos should start
heading down to Quavarze as well since this is a 17000 HP mecha with an 8000
HP mecha supporting it... so it will take some effort to defeat it.  

     Do not attack Quavarze at the range of 1, unless you want to watch your
units die in an effort to replay the stage.  Daitarn 3 and Daimos can usually
attack from at least 2 squares away, which prevents Quavarze from using its
strongest attack and helping your units last longer.  Have Daitarn 3 land next
to Zeta so Roux can use a Support Attack to help increase your attack power.
Roux should be using Concentrate every turn it is encountering Giri's
Quavarze.  Banjo and Kazuya will probably have to use Sure Hit to be able to
hit Giri.  Hopefully the random Crossbone enemies will be defeated with
counterattacks.  As long as you can destroy them before the end of Turn 6 you
will obtain the skill point.

    The stage will be over at the end of Turn 6 whether or not you destroy all
of the enemies.

     Banjo joins with Daitarn 3, Kazuya joins with Daimos, Kyoshiro & Nanai
join with Garuba FX-II, Roux joins with Zeta, and Four joins with Re-GZ.  You
will also receive 2 Energy Tanks, 2 Cartridges, and 2 Repair Kits after the
level is over.

------------------------------------------------------------------------------
Scenario 04-Zengar
------------------------------------------------------------------------------

Player Units:

     Combattler V

Player Reinforcements (1):

     Daimos (Kazuya)
     - Garuba FX-II (Kyoshiro and Nana)

Player Reinforcements (2):

     Daiku Maryu
     Grungust Sanshiki (Zengar)
     4 Squads

Enemy Units:

     Oberiusu x 07
     Torukern x 03
     Mikenese Battleship x 01 (Birdatar)

Items:

     Booster:  Birdatar

Events:

     Turn 3 Player Phase:  Player Reinforcements (1) Appear

     Turn 4 Player Phase:  Player Reinforcements (2) Appear

Skill Point:

      Destroy Birdatar's unit (retreats when reduced to under 5000HP).  

Notes:

     Combattler V should just wait for the enemies to arrive, and Daimos will
arrive just in time to help out.  Take advantage of the HP and EN Regen
squares to make things easier.  

     Birdatar will retreat when its HP is reduced to below 5000.  There is no
time limit, so feel free to take your time with him.  It is suggested to
attack with your strongest unit, and have Daiku Maryu next to him/her
to perform a Support Attack so that more damage will be taken off of the
enemy.

     Daimos, Garuba FX-II, and Combattler V join after this scenario.

------------------------------------------------------------------------------
Scenario 04-Arad
------------------------------------------------------------------------------

Player Units:

     Albion 
     4 Squads

Player Reinforcements (1):

     Huckebein Mk. III (Arad)

Player Reinforcements (2):

     Mother Vanguard (Berah)
     Crossbone Gundam X1 (Kinkaid)
     - Zondo Gei (Umon)
     Crossbone Gundam X2 (Zabine)
     - Dahgi Iris (Anna)

Enemy Units:

     Den'an Zon x 04
     Berga Giros x 01
     Berga Giros x 02
     - Den'an Zon x 02
     Zamas Giri x 01 (Jire)

Enemy Reinforcements:

     Bug x 10

Items:

     Magnetic Coating:  Berga Giros 

Events:

     Turn 2 Enemy Phase:  Enemy Reinforcements and Player Reinforcements (1)
     Arrive

     Turn 3 Player Phase:  Player Reinforcements (2) Arrive

Skill Point:

     Destroy Zamas Giri

Notes:

     The Albion will be unable to move during this scenario.  Simply move your
squads ahead and take out the enemy squads on their way to the Zamas Giri.
Attack Zamas Giri from close range to avoid its ALL Attacks, but Jire's hit
rate leaves something to be desired... other than it helps your squads
survive.  

     Arad escapes in his Huckebein Mk. III on Turn 2 Enemy Phase and some bugs
are deployed.  Technically Arad is an enemy unit until Turn 3.

     On Turn 3 more Player Reinforcements will arrive.  Wow... I wonder who
these mysterious strangers are...  Arad and the Mother Vanguard crew will be
closest to the Bugs.  You can either move ahead and destroy the Bugs one at a
time, or set the 4 squads in a defensive perimeter around the marked square.

     The scenario will end when all enemies are destroyed.  

------------------------------------------------------------------------------
Scenario 04-Kusuha
------------------------------------------------------------------------------

Player Units:

     Daiku Maryu
     Gaiking
     Skylar
     Rinotar
     Dinotar

Player Reinforcements:

     5 Squads

Enemy Units:

     Retsudo Bomb x 03
     Retsudo Bomb x 03
     - Retsudo Bomb x 01
     Retsudo Bomb x 01
     - Retsudo Bomb x 02
     Peratsuku Monster x 03
     - Retsudo Bomb x 02

Enemy Reinforcements:
    
     KoOhKi

Items:
   
     Dual Sensor:  Peraku Monster

Events:

     Turn 2 Player Phase/10 Enemies Destroyed:  Player Reinforcements Appear

     Enemy Units Destroyed:  Enemy Reinforcements Appear

Skill Point:

     Destroy 10 enemies in the first two turns

Notes:

     Actually this stage has a semi-difficult Skill Point to obtain.  Have
Fan use Concentrate and move the Skylar out to meet the enemy forces, and
attack the Retsudo Bomb group with three units in it.  Move the rest of the
units to the shore to move in on the second turn.  Skylar should take down
several bombs during the enemy phase of Turn 1.  Move any available units
forward to destroy more enemies along with Skylar.  With any luck you'll
have most of the Retsudo Bombs finished before Turn 2 Enemy Phase ends
and the Skill Point will be yours.

     Finish up the enemies, and KoOhKi will appear.  Simply reduce its HP to
below 20,000HP and it will retreat.

     The entire Gaiking crew will join after this scenario. 

------------------------------------------------------------------------------
Scenario 04-Ibis
------------------------------------------------------------------------------

Player Units:

    Mother Vanguard (Berah)
    Zondo Gei (Umon)
    - Dahgi Iris (Anna)
    - Alterion (Ibis & Tsugumi)
    Crossbone X-1 w/ABC Cloak (Kinkaid)
    - Crossbone X-2 (Zabine)
    Daitarn 3 (Banjo)
    Daimos (Kazuya)
    - Garuba FX-II (Kyoshiro & Nanai)
    Zeta Gundam (Roux)
    - Re-GZ (Four)

Enemy Units:

    Batara x 02
    Pez Batara x 04
    Erebado x 01
    - Pez Batara x 01
    Erebado x 01
    - Pez Batara x 01
    Thousand Jupiter x 01

Skill Point:

    Reduce Thousand Jupiter to under 20000 HP before the end of Turn 4

Items:

    Solar Panel

Notes:

    Yay!  A simple stage.  Basically all you need to do for the skill point
is to wail on Thousand Jupiter a little bit.  You could focus on it and end
the stage fairly soon, but you might as well take out the rest of the enemies
to earn some experience first.  

    Have fun creating your own squads after this stage.  ^_^

------------------------------------------------------------------------------
Scenario 05-Zengar
------------------------------------------------------------------------------

Player Units:

     Grungust Sanshiki (Zengar)

Player Reinforcements (1):

     Mazinger Z (Koji)
     Diana A (Sayaka)
     Black Getter (Ryoma)

Player Reinforcements (2):

     Steel Jeeg
     Big Shooter

Enemy Units:

     Shietsudo x 04
     Shietsudo x 01
     - Shietsudo x 02
     Sai x 01
     Giro x 01
     Zar x 01
     Bato x 01
     Shigi x 01 (Radora)

Enemy Reinforcements:

     Sen2 x 01 (Zanki)
     Bato x 02
     - Shietsudo x 02

Items:

     Solar Panel:  Zanki

Events:

     Turn 2 Player Phase:  Player Reinforcements (1) Appear

     Turn 4:  Radora retreats and Enemy Reinforcements Appear.  Player
     Reinforcements (2) Arrive.

Skill Point:

     Destroy all enemies before destroying Zanki's unit

Notes:
          
     Zengar starts off alone, but soon receives back up from Koji, Sayaka, and
Ryoma.  Ryoma should move toward Radora since they need to have a battle
encounter for Radora to join later.

     Radora will destroy the barrier holding back the lava on Turn 4.  All of
the available units will move to hold back the lava, and Jeeg and Big Shooter
will arrive.  You can move units away from the lava, but another unit has to
take its place or you will lose the scenario.  

     Send one unit to finish off any remaining Enemy Units, and send another
to take care of Zanki and friends.  Destroy Zanki last for the Skill Point.

     Mazinger Z, Diana A, Steel Jeeg, Big Shooter, and Black Getter will join
after this scenario.

------------------------------------------------------------------------------
Scenario 05-Arad
------------------------------------------------------------------------------

Player Units:

     Albion
     Taurus x 01 (Heero)
     - Taurus x 01 (Wufei)
     5 Squads

Player Reinforcements:

     Wing Zero Custom (Heero)
     Deathscythe Custom (Duo)
     Heavyarms Custom (Trowa)
     Sandrock Custom (Quatre)
     Nataku Custom (Wufei)

Enemy Units:

     Zaku II F2 x 02
     - Zaku II F2 x 02
     Gelgoog Marine x 03
     Gelgoog Marine x 01
     - Gelgoog Marine x 01
     Gelgoog Marine x 01
     - Gelgoog Marine x 02
     Musaka x 01
     Musaka x 01 (Cima)

Enemy Reinforcements:

     Geara Doga x 04
     Geara Doga x 02
     - Geara Doga x 02
     Tallgeese III (Zechs)
     - Geara Doga x 02

Items:

     Chobham Armor:  Musaka

Events:

     Heero's squad reaches Musaka:  Player and Enemy Reinforcements Appear.
     Cima will retreat from the battle.

Skill Point:

     Destroy Tallgeese III (retreats when reduced to under 2000HP)

Notes:

     Heero and Wufei need to reach the first Musaka (red battleship) on or
before Turn 3.  If they fail to do this then the scenario will result in a
Game Over.  The Wing Boys will regain their Gundams from the Musaka and Cima
will retreat.  Zechs arrives with several Geara Dogas.  

     The Skill Point requirement is to destroy Zechs' Tallgeese III.  The unit
has 15,000HP and will retreat when it is reduced to below 2000HP.  Lower the
units HP to above 2000, and then finish it with a strong attack (preferably
with a Support Attack as well) to obtain the Skill Point.

     The Wing boys will now have their respective Gundams.  The Voltes V and
Gaiking units will also be available after this scenario.

------------------------------------------------------------------------------
Scenario 05-Kusuha
------------------------------------------------------------------------------

Player Units:

     Hime Brain

Player Reinforcements:

     Daiku Maryu
     Nanga Brain (Nanga)
     - Russ Brain (Russ)
     6 Squads

Enemy Units:

     Grand Cher (Yuu)
     Grand Cher (Kanan)

Enemy Reinforcements:

     Grand Cher x 04
     Grand Cher x 02
     - Grand Cher x 01
     Grand cher x 02
     - Grand Cher x 02
     Grand Cher x 01 (Edgar)
     - Grand Cher x 02

Items:

     Magnetic Coating:  Edgar

Events:

     Turn 2 Player Phase:  Player and Enemy Reinforcements Appear

Skill Point:

     Move Ryujinki over to the marked spot on the map near the enemy
     reinforcements

Notes:

     Hime is alone against Yuu and Kanan for one whole turn.  I like to move
over to the buildings to get an evade and hit rate bonus myself.  
Reinforcements arrive for Player and Enemy squads on the second turn.  

     For the Skill Point all you have to do is move Ryujinki over to the
square that is flashing white.  Irui is at that square, and you need to move
there to save her.  

     Grand Chers are cannon fodder enemies for the most part.  Use accuracy
raising spells if they are needed.  Edgar's Grand Cher has a shield which will
decrease the amount of damage you are able to do to the unit, but it is not a
big obstacle.

     Hime, Nanga, and Russ Brains will join after this scenario.  I personally
like to spread out the Brains a little bit in squads since they give a shield
to the entire squad they are in no matter what position they are in.  They can
also teleport at 120 morale when they are leading a squad.

------------------------------------------------------------------------------
Scenario 05-Ibis
------------------------------------------------------------------------------

Player Units:

     Pez Batara x 01 (Tobia)
     Alterion (Ibis & Tsugumi)
     Daitarn 3 (Banjo)

Player Reinforcements:

     Mother Vanguard (Berah)
     3 Squads

Enemy Units:

     Batara x 02
     Pez Batara x 02
     - Pez Batara   
     Erebado x 02
     - Batara
     Batara (Banzu)
     - Batara x 02

Events:

     Turn 2:  Player Reinforcements Appear 

Skill Point:

     All units exit the stage to the upper right corner or all enemies are
     destroyed.  

Notes:

     If Tobia, Ibis, or Banjo are defeated, it is Game Over.

     Other than that, there isn't much to say.  Ibis and Banjo honestly really
do not need reinforcements.  Take out all of the enemies or flee.  The
decision is yours, but I promise destroying the enemies isn't terribly
difficult.  If you would like to recruit Banzu later, you need to have a
battle encounter between him and Tobia.  Tobia officially joins as a pilot
after this mission.

------------------------------------------------------------------------------
Scenario 06-Zengar
------------------------------------------------------------------------------

Player Units:

     Daiku Maryu
     6 Squads

Player Reinforcements:

     Grungust Sanshiki
     Mazinger Z
     - Diana A
     Steel Jeeg
     - Big Shooter
     Black Getter

Enemy Units:

     Oberiusu x 02
     Torukern x 02
     Zugaru x 02
     Psychobear x 02
     Gracious x 02
     Gorkurar x 02
     Mikenese Battleship x 01 (Yurishirzar)

Enemy Reinforcements:

     Gorkurar x 03
     Daishogun x 01 (Daishogun)

Items:

     Chobham Armor:  Gorkurar
     Learning Computer:  Yurishirzar

Events:

     Turn 2 Player Phase:  Player Reinforcements Arrive

     Yurishirzar has a battle encounter with anyone:  Enemy Reinforcements
     Arrive

     Turn 6 Player Phase:  Daishogun Retreats

Skill Point:

     Destroy all enemies (or wait for them to retreat) and then destroy
     Yurishirzar

Notes:

     The skill point is relatively easy to obtain, just you need to avoid
defeating Yurishirzar until all enemies are defeated.  It is in your best
interest to let Daishogun retreat since it would be very difficult (if
possible at all) to defeat him at this point in the game.

     The scenario will end after Yurishirzar's defeat.

------------------------------------------------------------------------------
Scenario 06-Arad
------------------------------------------------------------------------------

Player Units:

     Albion
     Daiku Maryu
     Daimos (Kazuya)
     Daitarn 3 (Banjo)
     Re-GZ (Roux)
     - Re-GZ (Four)
     8 Squads

Enemy Units:

     Dari x 03
     - Zubanza x 01
     Garnoll (Richter)
     - Dari x 02  
     Zubanza x 05
     Poazan x 02
     - Poazan x 02
     Skullrook x 01 (Berugen)

Items:

     Anti Beam Coating:  Berugen
     Multiple Sensor:  Richter  

Skill Point:

     Destroy all enemies on or before Turn 7

Notes:

     ... and the peace talks manage to be screwed up... huge surprise right?

     Daimos starts off with 150 morale, which will help since it will have
access to its strongest attacks at the start of the scenario.  

     Honestly, you have several units on this stage, which helps make things
a little easier.  Move down and start working up Richter's forces.  Richter
will start moving back toward Berugen, so keep moving in that direction, and
hitting Richter along the way until he goes down.  Try to use Luck before
destroying the Garnoll for more money.

     Keep moving, raise morale on the Zubanzas and Poazans.  Try to attack the
Skullrook from close range so your squads are not hit with ALL Attacks.  Again
try to use Luck before destroying the Skullrook.

     Banjo will join with Daitarn 3, Kazuya joins with Daimos, Four joins with
a Re-GZ, Roux joins with a Re-GZ as well.  Kyoshiro and Nana join with their
Garuba FX-II as well.  

------------------------------------------------------------------------------
Scenario 06-Kusuha
------------------------------------------------------------------------------

Player Units:

     Daiku Maryu
     8 Squads

Player Reinforcements (1):

     Enryu
     Hyouryu

Player Reinforcements (2):

     Gaogaigar

Enemy Units:

     Irikutai x 01
     - Irikutai x 02
     Dogarpu x 02
     - Irikutai x 02
     Tezezar x 02
     - Dogarpu x 02
     Kadonar Battleship
     - Dogarpu x 02

Enemy Reinforcements (1):

     Irikutai x 03
     - Irikutai x 01

Enemy Reinforcements (2):

     EI-07

Items:

     Cecily Bun:  Kadonar
     Sukurier Module:  EI-07

Events:
  
     Turn 2 Enemy Phase:  Enemy Reinforcements (1) and Player Reinforcements
     (1) Appear.  

     Enemy Units and Reinforcements (1) are Destroyed:  Enemy Reinforcements
     (2) and Player Reinforcements (2) Appear

     EI-07 is Attacked:  Enryu and Hyouryu combine into Choryujin

Skill Point:

     Destroy Kadonar's Battleship (it retreats when reduced to under 5000HP)

Notes:

     Basically just move your main enemy force forward and build up morale as
you go.  The enemy will send some Irikutais to attack the eastern part of the
base, but Enryu and Hyouryu show up to stop them.  After they finish up their
work there, you should start moving them toward the rest of your units.  

     The skill point requires the destruction of Kadonar's battleship, who
will retreat when his HP reaches 5000HP or below.  I suggest reducing his HP,
and then attacking with a strong mecha being supported by Ryujinki.

     EI-07 will appear after the rest of the enemies are destroyed.  Gaogaigar
will also launch and start off at 150 morale!  ^_^  Enryu and Hyouryu will
perform a "System Change" when EI-07 is attacked to form Choryujin.  Reduce
EI-07 to under 6500HP, then have Gaogaigar finish it off with a Hell and
Heaven for dramatic effect.  

     Choryujin will contain EI-07's explosion using the Eraser Head, which
basically contains the destructive energy and sends it to space.
     
------------------------------------------------------------------------------
Intermission before Intermission Scenario 06-Ibis:
------------------------------------------------------------------------------

     Berah asks Ibis a question that determines how the next scenario will
play out.

------------------------------------------------------------------------------
Scenario 06-Ibis (1st Choice)
------------------------------------------------------------------------------

Player Units:

     Mother Vanguard
     2 Squads

Player Reinforcements:

     3 Squads

Enemy Units

     Erebado
     - Pez Batara
     Pez Batara x 02
     Erebado x 01
     Batara x 03
     Berga Dalas x 02     
     Batara x 02
     -Batara
     Zamas Giri x 03

Enemy Reinforcements:

     Den'an Zon x 02
     Berga Giros x 01
     Dahgi Iris x 01
     Zamas Giri x 01

Events:

     Turn 3 Player Phase:  Enemy Reinforcements Appear
 
     Turn 4 Player Phase:  Player Reinforcements Appear

Items:

     Chobham Armor
     Magnetic Coating
     Thruster Module

Skill Point:

     Destroy all enemies

Notes:

     This should be a basic destroy all enemies stage, but with the
diversionary tactics you have 2 squads distracting the enemy while 3 more
appear close to the base later on.  Actually this would be the way to go
except it is easier to get the skill point if you start off with all 5 of
your squads as it would be with the second choice that Berah offered.  Still
it isn't a hard stage at all.  ^^;

------------------------------------------------------------------------------
Scenario 06-Ibis (1st Choice)
------------------------------------------------------------------------------

Player Units:

     Mother Vanguard
     5 Squads

Enemy Units

     Erebado
     - Pez Batara
     Pez Batara x 02
     Erebado x 01
     Batara x 03
     Berga Dalas x 02     
     Batara x 02
     -Batara
     Zamas Giri x 03

Enemy Reinforcements:

     Den'an Zon x 02
     Berga Giros x 01
     Dahgi Iris x 01
     Zamas Giri x 01

Events:

     Turn 3 Player Phase:  Enemy Reinforcements Appear
 
Items:

     Chobham Armor
     Magnetic Coating
     Thruster Module

Skill Point:

     Destroy all enemies

Notes:

     Destroy all the enemies.  I love that nice simple requirement.  Anyway,
go maim everything and be careful not to step on the base until all the
enemies are destroyed.  Once all the enemy forces are gone, place any unit on
any square of the base, and the stage will end.

------------------------------------------------------------------------------
Scenario 07-Zengar
------------------------------------------------------------------------------

Player Units:

     Good Thunder
     Goshogun

Player Reinforcements:

     10 Squads

Enemy Units:

     Irikutai x 06
     - Irikutai x 01
     Irikutai x 02
     - Irikutai x 02
     Tezezar x 06
     - Irikutai x 02
     Kernagurl Battleship x 01 (Kernagurl)
     - Irikutai x 02

Enemy Reinforcements:

     Irikutai x 03
     - Irikutai x 02
     Tezezar x 02
     - Irikutai x 02
     Kuttner Battleship x 01 (Kuttner)

Items:

     Booster:  Kernagurl
     Rations:  Kuttner

Events:

     Turn 3 Player Phase:  Player Reinforcements Arrive

     Turn 3 Enemy Phase:  Enemy Reinforcements Arrive

Skill Point:

     Destroy all enemies on or before Turn 7

Notes:

     Good Thunder and Goshogun should start moving immediately, and destroy
the enemy squads with counterattacks with their ALL Weapons.  The Irikutais
are easy enough to destroy, but the Tezezars will take a couple of hits to
bring down.  The big threats are Kuttner and Kernagurl, but Kernagulr in
particular since it is dangerous to attack him from close range without spells
to decrease or avoid damage.

     Focus on the enemies on land, and try to send a few good units to the
coast to handle Kernagurl when he finally decides to enter the battle.
Hopefully all the Irikutais helped build up the morale of your Super Robots so
that they can access their strongest attacks and hit Kernagurl with everything
they have.

     The scenario will end when all enemies are defeated.  Two Skurier
modules, a Propellent Tank, a Cartridge, and a Repair Kit will be delivered
shortly before intermission.

------------------------------------------------------------------------------
Scenario 07-Arad
------------------------------------------------------------------------------

Player Units:

     Daitarn 3 (Banjo)
     Crossbone Gundam X1 (Kinkaid)
     - Crossbone Gundam X2 (Zabine)
     Zondo Gei (Umon)
     - Dahgi Iris (Anna)
     Mother Vanguard (Berah)

Player Reinforcements:

     Albion/Daiku Maryu
     9 Squads

Enemy Units:

     Batara x 04
     Batara x 03
     - Batara x 01
     Pez Batara x 01
     - Batara x 02
     Erebado x 03
     Erebado x 03
     - Batara x 02
     Thousand Jupiter x 01

Events:

     Turn 2 Player Phase:  Enemy Reinforcements Appear

Skill Point:

     Destroy all enemy mobile suits and reduce Thousand Jupiter's HP.

Notes:

     I really think it is neat how Kinkaid asks for enemy pilots to please
exit their mobile suit before he destroys it.  ^^;  Anyway, you just need to
destroy the enemies here, which becomes much easier once reinforcements
arrive.  Basically have your starting units group together (and take advantage
of Berah's command aura), and take out enemys squad by squad.  

    Hit Thousand Jupiter a few times after the enemies are defeated and the
scenario will end.  

     Kinkaid will join with Crossbone X1.  Zabine will join with Crossbone X2,
well for a little while anyway...  Anna Marie will join with her Daghi Iris.
Umon will join with a Zondo Gei (but you'll receive the F91 shortly before the
intermission menu).  Berah will join with the Mother Vanguard.  Tobia
technically joins, but is not an official pilot yet.

------------------------------------------------------------------------------
Scenario 07-Kusuha
------------------------------------------------------------------------------

Player Units:

     Daiku Maryu
     Hime Brain
     Yuu Brain
     Enryu
     - Hyouryu
     8 Squads

Enemy Units:

     Grand Cher (Kanan)
     Grand Cher (Sheila)
     - Grand Cher x 02
     Grand Cher x 01
     Grand Cher x 02
     - Grand Cher x 01
     Grand Cher x 01
     - Grand Cher x 02

Enemy Reinforcements:

     Megasaurus Sen 1 x 01 (Sanki)
     Jet x 02
     - Jet x 01

Enemy Reinforcements:

     Grand Cher x 02
     Grand Cher x 01
     - Grand Cher x 02
     Grand Cher x 01 (Edgar)
     - Grand Cher x 02
     Grand Cher x 01 (Jonathon)
     - Grand Cher x 02

Items:

     Booster:  Edgar
     Chobham Armor:  Sanki
     Dual Sensor:  Kanan
     Magnetic Coating:  Sheila
     Organic Bot:  Jonathon

Events:

     Turn 1 Enemy Phase:  Yuu and Hime form a squad together, and perform
     Chakra Extension on Sheila's squad.  

     Enemy Units are Destroyed:  Enemy Reinforcements (1) Appear

     Enemy Reinforcements (1) are Destroyed:  Enemy Reinforcements (2) Appear

Skill Point:

     Destroy Jonathon and Edgar's Grand Chers on or before Turn 9.

Notes:

     I'd suggest upgrade Hime's brain a little bit before this scenario...
since honestly the quickest way to handle this scenario is for Hime to do
most of the work handling the initial Grand Cher squads.  

     Yuu and Hime will form a squad together on Turn 1 Enemy Phase and use
Chakra Extension on Sheila's squad.  The two of them will basically be alone
against these Grand Chers for awhile since it will take a few turns for the
rest of the Player Units to catch up.  

     Sanki's reinforcements don't take very long to be cut down.  Jonathon
and Edgar are a pain in the ass of course.  Use accuracy raising spells to hit
them.  Their squad members will glady die to take a hit for either of them
though.  

     Yuu joins with his Brain after this Scenario.

------------------------------------------------------------------------------
Scenario 07-Ibis
------------------------------------------------------------------------------

Player Units:

     Daimos
     Mother Vanguard
     Daiku Maryu
     Up to 8 Squads

Enemy Units:

    Zubanza x 02
    - Zubanza
    Tari x 01
    -Tari
    Tari (Barbas)
    Garnoll x 01 (Richter)
    Puratsumonster x 02 
    - Retsudo Bomb
    Tesura x 01
    - Poazan
    Okopinia x 01
    - Poazan
    Skullrook x 01
    - Poazan

Items:

    Booster
    Hybrid Armor
    Thruster Module

Skill Point:

    Destroy all enemies within 7 turns

Notes:

    This looks like it will be painful starting off, but it isn't too bad...
as long as you are cautions around Richter, Barbas, and the Skullrook.  Take
advantage of the boxes for an HP20%/EN20% increase per turn.  Daimos starts
off with 150 morale.  The Gaiking units and Voltes V also provide some much
needed help.  

------------------------------------------------------------------------------
Scenario 08-Zengar
------------------------------------------------------------------------------

Player Units:

     Hime Brain

Player Reinforcements (1):

     Daiku Maryu
     8 Squads
     Grungust Sanshiki
     Big Shooter

Player Reinforcements (2):

     Steel Jeeg

Enemy Units:

     Grand Cher x 01 (Yuu)
     Grand Cher x 01 (Kanan)

Enemy Reinforcements:

     Grand Cher x 12
     - Grand Cher x 01
     Grand Cher x 01 (Sheila)
     - Grand Cher x 02
     Grand Cher x 01 (Jonathon)
     - Grand Cher x 02

Items:

     Dual Sensor:  Jonathon
     Magnetic Coating:  Sheila

Events:

     Turn 2 Player Phase:  Player and Enemy Reinforcements Arrive

     Turn 3 Player Phase:  Player Reinforcements (2) Arrive.  Big Shooter
     forms a squad with Jeeg.  Irui is saved by Jeeg and Zengar

Skill Point:

     Destroy all enemies on or before Turn 8

Notes:

     Hime should move over to a building for an improved hit and evade rate.
Yuu and Kanan should be destroyed with the first attack that hits them to
prevent them from running away.

     Overall it is a simple run in and destroy everything mission.  Be sure
to use Concentrate and Lock On to hit Grand Chers with high evade rates.

     Jeeg will arrive on Turn 3, and will save Irui with Zengar's help.  This
is the one original character scenario with Irui's introduction where the main
character does not have to physically move next to Irui, which is an
interesting change of pace.

     The scenario will end when all enemies are defeated.

------------------------------------------------------------------------------
Scenario 08-Arad
------------------------------------------------------------------------------

Player Units:

     Daiku Maryu
     Albion/Mother Vanguard
     11 Squads

Enemy Units:

     Poazan x 03
     - Poazan x 01   
     Tesura x 03
     - Poazan x 02
     Dari x 02
     - Zubanza x 01
     Dari x 02
     - Zubanza x 02
     Garnoll x 01 (Richter)
     - Zubanza x 02
     Skullrook x 01 (Berugen)
     - Poazan x 02

Items:

     Hybrid Armor:  Richter

Skill Point:

     Destroy Berugen's Skullrook (retreats when reduced to under 6000HP)

Notes:

     The hard part of this stage is that group of asteroids... since it will
force your units to take several turns to get through the area.  Luckily there
is no time limit for the Skill Point, so feel free to take your time.

     The Skill Point requirement is for the destruction of Berugen's 
Skullrook, which can be done at any time.  You can wait to finish him off as
soon as possible, or wait until he is the last remaining enemy, it is your
call.  Be cautious of his ALL Attacks, and try to finish him off with a strong
attack being supported by another strong attack.

------------------------------------------------------------------------------
Scenario 08-Kusuha
------------------------------------------------------------------------------

Player Units:

     Getter Ryger (Hayato, Musashi, and Benkei)
     Lady Command (Michiru)

Player Reinforcements (1):

     Black Getter (Ryoma)

Player Reinforcements (2):

     Daiku Maryu
     8 Squads

Enemy Units:

     Saki x 03
     Sai x 02
     - Saki x 01
     Zar x 03
     - Saki x 01
     Zar x 02
     - Sai x 01
     Sen 1 (Sanki)
     - Zar x 01
     - Saki x 01

Items:

     Solar Panel:  Sanki

Events:

     Turn 2 Player Phase:  Player Reinforcements (1) Appear

     Sanki has a battle encounter with anyone:  Player Reinforcements (2)
     Arrive

Skill Point:

     Destroy all enemies on or before Turn 6

Notes:

     Benkei should use a spell to refill Ryger's HP at the start of the
battle.  The focus on the first portion of the stage is to get someone to
attack Sanki's squad.  I suggest using the Lady Command, who will basically
remain untouchable if Michiru uses Concentrate to raise her evade rate.

     Ryoma will arrive in Black Getter on Turn 2.  Hopefully Michiru will be
able to attack Sanki on Turn 2 as well, which will make the rest of the Player
Reinforcements appear from the sea to the side of Sanki's forces.  

     The enemy will probably not last long at this point.  I suggest having
the Getters concentrate on the enemies near them, and the rest of the Player
units focusing on Sanki and the group around him.  Use ALL attacks if they
are available.

     Ryoma will join with Black Getter after this scenario.

------------------------------------------------------------------------------
Scenario 08-Ibis
------------------------------------------------------------------------------

Player Units:

    Mother Vanguard
    Tobia
    8 Squads

Enemy Units:

    Crossbone X2
    Batara x 02
    Berga Dalas x 02
    Erebado x 02
    - Den'an Zon
    Berga Giros 
    - Pez Batara
    Bahgi Iris
    - Pez Batara
    Zamas Giri
    Quavarze (Giri)
    - Abijo (Rozu)
    - Totuga (Banzu)

Enemy Reinforcements:

    Zaku II F2 x 02
    - Zaku II F2
    Gelgoog Marine x 02
    - Rick Dom
    Geara Doga (Pezun)
    - Geara Doga

Events:

    Turn 4 Enemy Phase:  Enemy Reinforcements Appear

Items:

    Anti Beam Coating
    Dual Sensor

Skill Point:  

    Reduce Crossbone X2's HP to 0 before it leaves the map.

Notes:

    Zabine is a pain in the arse.  Equip Tobia's unit with some boosters at
the intermission screen if you would like, or put some other quick units in
the fourth or seventh choice in your squad deployment to ensure they are as
close as possible to X2.  

    Be careful around Quavarze again.  Avoid attacking from close range if
possible.  Repair units as needed.  The enemy reinforcements are not worth
much worry.  Send a few real robots to support Mother Vanguard which is unable
to move.

    Tobia will be unavailable for awhile after this mission.

------------------------------------------------------------------------------
Scenario 09-Zengar
------------------------------------------------------------------------------

Player Units:

     Gaigar

Player Reinforcements (1):

     Hime Brain (Hime)
     - Nanga Brain (Nanga)
     - Russ Brain (Russ)

Player Reinforcements (2):

     Good Thunder
     Goshogun
     Daiku Maryu
     10 Squads

Enemy Units:

     EI-02

Enemy Reinforcements:

     Irikutai x 05
     - Irikutai x 01
     Dogarpu x 03
     - Irikutai x 02
     Bundle Battleship (Bundle)
     - Irikutai x 02

Events:

     Turn 2 Player Phase:  Player Reinforcements (1) Arrive and start at 120
     Morale

     Turn 3 Player Phase:  Gaigar performs "Final Fusion" to become Gaogaigar

     EI-02 is Defeated:  Gaogaigar Retreats and Player Reinforcements (2) and
     Enemy Reinforcements Arrive

Skill Point:

     Destroy Bundle's battleship (retreats when reduced to under 7,000HP)

Notes:

     The scenario starts with Guy and Ghaleon attacking EI-02, and then fusing
into Gaigar.  EI-02 can not be defeated in the first two turns since it will
regenerate.  The Brain squad that arrives on Turn 2 is a great help in
reducing EI-02's HP though.

     On Turn 3, Gaigar performs Final Fusion to become Gaogaigar.  EI-02 can
now be destroyed.  If EI-02 is not destroyed with Gaogaigar's Hell and Heaven
attack an event will take place where Gaogaigar will use the move on EI-02.
Gaogaigar will retreat after Mamoru's intervention with the Zonder core.

     Enemy and Player Reinforcements will arrive after EI-02's defeat.  The
Skill Point requirement will now be available where Bundle's battleship must
be destroyed.  Take advantage of the Irikutais to build up morale on your
best Super Robot.  Move Arad, or another pilot with the Support Attack ability
next to the attacking Super Robot to be able to more damage.  You need to
reduce Bundle's HP to slightly above 7000HP before attacking it.

     The scenario will end after all enemies are destroyed.  Goshogun will
now join your group.  Hime Brain, Nanga Brain, and Russ Brain will also join.

------------------------------------------------------------------------------
Scenario 09-Arad
------------------------------------------------------------------------------

Player Units:

     Mother Vanguard
     Albion/Daiku Maryu
     Zondo Gei (Tobia)
     10 Squads

Enemy Units:

     Crossbone X2 (Zabine)
     Batara x 07
     - Batara x 01
     Erebado x 02
     - Den'an Zon x 02
     Berga Dalas x 02
     - Batara x 02
     Berga Giros x 01
     - Pez Batara x 02
     Dahgi Iris x 01
     - Pez Batara x 02
     Quavarze (Giri)
     - Abijo (Rose)
     - Totuga (Banzu)
     Zamas Giri
     - Berga Dalas x 02

Items:

     Biosensor:  Giri
     Booster:  Rose

Skill Point:

     Destroy Crossbone X2 before it escapes

Notes:

     Zabine makes the ever predictable defection from the group... well at
least you get to make him feel some pain for it.  Zabine will not 
counterattack and will only block your attacks.  Use Accelerate and Lock On
or Concentrate to rush in and hit him with a few units.  

     Most of the units here are cannon fodder, so build up your morale for
facing Giri's squad last.  I'd be sure to destroy Rose first since she pops
a Booster, and if Giri is defeated first, then the whole squad will retreat.
Banzu doesn't drop anything unfortunately.  >>

     Karas will arrive in an Erebado after all of the enemy units are
defeated.  Karas will only stay around long enough to destroy Tobia's Zondo
Gei, capture Tobia, and leave again.

------------------------------------------------------------------------------
Scenario 09-Kusuha
------------------------------------------------------------------------------

Player Units:

     Great Mazinger (Tezuya)
     Venus A (Jun)

Player Reinforcements:

     Daiku Maryu
     9 Squads

Enemy Units:

     Bat x 02
     - Bat x 01
     Saki x 03
     - Sai x 01
     Zar x 03
     - Saki x 01
     Shigu (Radora)

Enemy Reinforcements:

     Rugon x 03
     Garuga x 01
     Ramatano Orochi x 01 (Mimashi)

Items:

     Hybrid Armor:  Radora
     Magnetic Coating:  Mimashi

Events:

     Turn 1 Enemy Phase:  Enemy Reinforcements Appear

     Turn 2 Player Phase:  Player Reinforcements Appear

Skill Point:

     Reduce Ramatano Orochi's HP to below 7000 before or on Turn 4

Notes:

     Great Mazinger and Venus A are alone against the enemies for a very short
time.  Tezuya can use Iron Wall to decrease the amount of damage he receives.
I would focus on the group of Enemy Reinforcements first since Mimashi's 
defeat is needed for the Skill Point.  

     Mimashi will retreat when his Mimashi's HP reaches below 7000HP.  That is
all that is needed for the Skill Point.  He will pop a Magnetic Coating if he
is destroyed though, which is honestly quite difficult to obtain at this point
of the game.  As usual I suggest an attack from a strong Super Robot while
being supported by Kusuha.  If you have formed a powerful squad, then three
platoon attacks may reduce Ramatano Orochi far enough below 7000HP that the
platoon leader can finish it off.

     Use Ryoma in Black Getter to defeat Radora, as this is apparently one of
the requirements for Radora's recruitment later (and to keep Black Getter).

     After Radora is defeated, all of your units will need to exit the map
within three turns or they will be destroyed.  Try to have your units be
within 15 squares of a map edge before you defeat Radora.  Load up any ground
based units onto Daiku Maryu so they will not be left behind, and it
should work out alright.

     Tezuya joins with Great Mazinger, and Jun joins with Venus A.

------------------------------------------------------------------------------
Scenario 09-Ibis
------------------------------------------------------------------------------

Player Units

     Albion
     GM Custom (Burning)
     - GM Custom (Monsha)
     GM Custom (Bate)
     - GM Cannon II (Adel)
     GP03 (Kou)
     - GM Cannon II (Kieth)

Player Reinforcements (1):

     Mother Vanguard
     Daiku Maryu
     Up to 8 Squads

Player Reinforcements (2):

     Alterion (Ibis & Tsugumi)

Enemy Units:

     ? Missile x 06
     Zaku II F2 x 02
     - Zaku II F2
     Rick Dom II x 02
     - Rick Dom II
     Val Varo (Kelly)
     Gelgoog Marine x 02
     Zaku II F2
     Gelgoog Marine (Karius)
     - Gelgoog Marine

Enemy Reinforcements:

     Neue Ziel (Gato)

Events:

     Turn 3:  Kou goes to 130 morale

     Turn 4 Player Phase:  Player Reinforcements Appear

     Turn 4 Enemy Phase:  Enemy Reinforcements and Player Reinforcements (2)
     Appear

Items:

     Apogee Motor
     Dual Sensor
     Large Generator
     Magnetic Coating
     
Skill Point:

     Kick Gato's punk ass before the end of Turn 7

Notes:

     You get to use the 0083 gang.  Albion and GM Customs have some nice
"ALL" attacks that will make short work of Zaku and Dom teams.  Player
Reinforcements will appear near the main enemy group, so Albion and company
can focus on the enemies that approach them and Val Varo while the rest of
your units mop up the battleships and Gelgoogs.

     Gato will appear in Neue Ziel on Turn 4 Enemy Phase.  Neue Ziel has less
than half of its HP which makes the skill requirement rather easy to obtain,
just be sure to finish off all of the targets first for all of the experience
and PP.  

     Kou will join with GP03, Kieth will join with GM Cannon II, Adel will
join with GM Cannon II, Synapse will join with Albion.  Burning, Bate, and
Monsha will all join with GM Customs.  

     1 Repair Kit, 1 Propellent Tank, and 1 Cartridge will be delivered during
intermission.

------------------------------------------------------------------------------
Scenario 10-Zengar
------------------------------------------------------------------------------

Player Units:

     Daiku Maryu
     12 Squads

Player Reinforcements:

     Mother Vanguard (Berah)
     Crossbone Gundam X1 (Kinkaid)
     - Zondo Gei (Umon)
     Crossbone Gundam X2 (Zabine)
     - Dahgi Iris (Anna)

Enemy Units:

     Batara x 03
     - Batara x 01
     Pez Batara x 02
     - Pez Batara x 01
     Erebado x 02
     - Batara x 02
     Den'an Zon x 02
     - Den'an Zon x 01
     Dahgi Iris x 01
     - Den'an Zon x 02
     Berga Dalas x 02
     - Den'an Zon x 02
     Berga Giros x 02
     - Zondo Gei x 02
     Berga Dalas x 01 (Dorel)
     - Berga Giros x 02
     Zamas Giri x 03
     Zamas Giri x 01 (Jire)
     - Zondo Gei x 02

Items:

     Apogee Motor:  Dorel
     Apogee Motor:  Jire

Events:

     Turn 3 Player Phase:  Player Reinforcements Arrive

Skill Point:

     Destroy Dorel or Jire's unit before or on Turn 6

Notes:

     A fairly simple stage really.  Most of the enemy squads have relatively
low HP and can be cleared out fairly easily.  The Skill Point requirement is
to defeat either Dorel or Jire.  Dorel is more difficult to hit, but has much
fewer HP.  Jire's Zamas Giri has quite a bit of HP, but can still be destroyed
within 6 turns.  Dorel and Jire both drop Apogee Motors, so it really doesn't
matter which one you defeat to end the scenario other than Jire will give more
money.

     The scenario will end after Dorel or Jire's defeat.

------------------------------------------------------------------------------
Scenario 10-Arad
------------------------------------------------------------------------------

Player Units:

     Crossbone Gundam X2
     Double Zeta Gundam

Player Reinforcements:

     Qubeley Mk. II x 01 (Puru)
     - Qubeley Mk. II x 01 (Puru Two)
     Hyakushiki x 01 (Beecha)
     - Super Gundam x 01 (Elle)
     Mega Rider x 01 (Mondo)

Enemy Units:

     Batara x 03
     Pez Batara x 02
     Erebado x 01
     - Batara x 01
     Erebado x 01
     - Batara x 02
     Abijo x 01  (Rose)
     - Batara x 02

Enemy Reinforcements:

     Batara x 01
     - Batara x 02
     Pez Batara x 01
     Totuga x 01 (Banzu)
     - Batara x 02

Items:

     Apogee Motor:  Rose
     Chobham Armor:  Banzu

Events:

     Turn 3 Player Phase:  Player Reinforcements Arrive

     Player Units reach exiting hallway:  Enemy Reinforcements Appear

Skill Point:

     Destroy all enemies (no time limit)

Notes:

     Judau and Tobia make a daring escape... but of course they aren't able to
walk out of the facility without any trouble.  Fortunately there is no time
limit on defeating the enemies here, so feel free to take your time.  

     Tobia can use the Support Attack skill, so have Judau attack from a
position next to Tobia to receive what is essentially a free hit against an
enemy.  Try to save your spells for the encounter with Rose since she can be
very difficult to hit.  

     Banzu is a push over in this scenario.  Totuga only has an attack rage of
5, and Totuga will not move from the exit.  Snipe the poor guy repeatedly from
6-8 squares away and you will have no trouble with him.  

     Judau joins with Double Zeta.  Beecha joins with Hyakushiki.  Elle joins
with Super Gundam.  Puru joins with her Qubeley Mk. II.  Puru Two joins with
her Qubeley Mk. II.  Mondo joins with Mega Rider.  Iino joins with no
designated unit (I say keep Mondo in Mega Rider since Mondo learns the
Resupply spell).  Tobia joins with Crossbone X2.

------------------------------------------------------------------------------
Scenario 10-Kusuha
------------------------------------------------------------------------------

Player Units:

     Big Shooter (Miwa)

Player Reinforcements (1):

     Steel Jeeg

Player Reinforcements (2):

     Daiku Maryu
     Ryujinki (Kusuha)
     10 Squads

Enemy Units:

     Rugon x 01 
     Garuga x 01

Enemy Reinforcements:

     Garuga x 05
     - Rugon x 01
     Garuga x 03
     - Rugon x 02
     Ramatano Orochi (Ikima)

Events:

     Turn 2 Player Phase:  Jeeg appears, and Big Shooter joins Jeeg's squad.

     Enemy Units are Destroyed:  Enemy Reinforcements and Player
     Reinforcements (2) Arrive

Items:

     Anti Beam Coating:  Ikima

Skill Point:

     Destroy all enemies before they reach the base.

Notes:

     Poor Hiroshi... having your father die and finding out that you are
really a cyborg... and of course are needed to help save the world... that
can't be a fun experience...  Anyway, start off by moving Big Shooter straight
north.  This will lead the enemies to where Jeeg will show up, and help you
destroy the enemy unit's in the minimum amount of time possible (not that it
matters really, but I like it).

     Enemy Reinforcements will then arrive, but so will Player Reinforcements.
Form a defensive line so no enemies will get past you and reach the base.
Surround Ikima's Ramatano Orochi when it approaches so it will stop moving and
you can take your time with it.  Cast Luck before finishing it off.

     KoOhKi then appears, and it is revealed that Bullet is the pilot. *gasp*

     Steel Jeeg will join after this scenario and Miwa will join with Big
Shooter.  The usual assortment of rations, propellent tanks, cartridges,
repair kits and OVAs will be delivered as well.

------------------------------------------------------------------------------
Scenario 10-Ibis (1st Part)
------------------------------------------------------------------------------

Player Units:

     Zaku II F2 (Tobia)

Enemy Units:
     
     Crossbone Gundam X2 (Rozu)

Events:

     Turn 2:  Tobia goes to 130 morale, becomes impossible to hit, and will
     not miss for the remainder of the battle with X2.  

Skill Point:  None (yet)

Notes:

     I hate this stage.  If you want to get X2 back, you must reduce its HP
without destroying it.  This requirement might be near impossible since Tobia
turns invincible on Turn 2, and 3 Heat Hawk strikes might end up destroying X2
instead of making it reach near death.  

     If you are unable to reduce X2 to low HP without destroying it, I suggest
you save at the start of the mission, keep trying to hit X2 with a Heat Hawk
strike, and reloading if you fail.  There is probably about an 18% chance it
will hit, and eventually that first strike will hit.  This first hit,
followed, by the strike you are forced to take, and one final one should
hopefully be enough to reduce X2 to low HP without destroying it.

     This section of the stage will end after X2 is destroyed/reduced to
critical.  Tobia will leave the coliseum, but won't be able to take Bernadette
with him.  Duo and Wufei help Tobia escape, and its onward to the second part
of this scenario.

------------------------------------------------------------------------------
Scenario 10-Ibis (2nd part)
------------------------------------------------------------------------------

Player Units:

     Zaku II F2/Crossbone X2 (Tobia)
     Gundam Double Zeta (Judau)
     - Mega Rider (Iino)
     Hyakushiki (Beecha)
     - Gundam Mk. II (Elle)
     Qubeley Mk. II (Puru)
     - Qubeley Mk. II (Puru Two)

Enemy Units:

     Den'an Zon x 02
     - Den'an Zon
     Pez Batara x 02
     - Pez Batara
     Dahgi Iris x 01
     - Den'an Zon
     Berga Giros x 02
     - Den'an Zon
     Erebado x 02
     - Den'an Zon
     Zamas Giri x 03
     Jupiter 9

Enemy Reinforcements:

     Quavarze (Giri)
     - Abijo (Rozu)
     - Totuga (Banzu)

Events:

     Turn 2 Enemy Phase:  Enemy Reinforcements Arrive

Items:

     Magnetic Coating

Skill Point:  Destroy Quavarze (no time limit)

Notes:

     Duo and Wufei leave immediately.  You can follow this course of action as
well, or stay around to obtain the Skill Point... which is hard, especially if
you do not have Crossbone X2.  If any of your player units are destroyed it is
game over, so you may end up replaying this stage if you really want to stick
around for that Skill Point.  

     Take advantage of the asteroids littered around the map to increase evade
rates, and use the Mega Rider to refill ammo and EN as needed.  Honestly a
decently leveled Tobia in X2 can clear most of the map as long as Mega Rider
keeps his ammo refilled.  Beecha and Puru's squads should be a few squares
behind Judau and/or Tobia since their units are somewhat fragile.  

     After Quavarze is defeated, you can make your units exit the map, or
destroy some battleships if you wish.  Judau joins with ZZ, Iino joins with
Mega Rider, Beecha joins with Hyakushiki, Elle joins with Gundam Mk. II, Puru
joins with her Qubeley Mk. II, and Puru Two joins with her Qubeley Mk. II.
Tobia will also be available again.  Mondo will also join the group, but will
have no designated unit so feel free to place him in a spare UC mobile suit
during intermission.

------------------------------------------------------------------------------
Scenario 11-Zengar
------------------------------------------------------------------------------

Player Units:

     Daiku Maryu
     Daimos
     12 Squads

Enemy Units:

     Zubanza x 03
     - Zubanza x 01
     Dari x 02
     - Zubanza x 02
     Dari x 01
     - Zubanza x 02
     Garnoll x 01 (Richter)
     Poazan x 02
     - Poazan x 01
     Peratsuku Monster x 02
     - Retsudo Bomb x 02
     Tesura x 01
     - Retsudo Bomb x 02
     Okopinia x 01
     - Retsudo Bomb x 02
     Skullrook x 01 (Berugen) 
     - Retsudo Bomb x 02

Items:

     Booster:  Berugen
     Hybrid Armor:  Richter

Skill Point:

     Destroy all enemies on or before Turn 7

Notes:

     An interesting thing about this scenario is that Daitarn 3, Voltes V,
Zeta Gundam, and Re-GZ will be available to place into squads before deploying
your squads into battle.  It may be wise to perform some squad management
before deploying.

     Split your forces into two groups to handle Richter and Berugen's forces.
Attack the Garnoll and Skullrook from close range to avoid being hit with an
ALL Attack.  Try to use ALL Attacks of your own to help with the Poazans and
Retsudo Bombs that populate almost any of the units associated with Berugen.

     Banjo joins with Daitarn 3.  The Voltes V team joins with Voltes V.  Roux
joins with Zeta Gundam.  Four joins with Re-GZ.  

------------------------------------------------------------------------------
Scenario 11-Arad
------------------------------------------------------------------------------

Player Units:

     Albion
     Huckebein Mk. III (Arad)
     - Crossbone Gundam X2 (Tobia)
   
Player Reinforcements:

     12 Squads

Enemy Units:

     Gundam GP02 x 01 (Monsha)

Enemy Reinforcements:

     Barzam x 01
     Barzam x 03
     - Barzam x 02
     Barzam x x 05
     - Barzam x 02
     Hamrabi x 01 (Yazan)
     - Hamrabi x 01 (Tanger)
     - Hamrabi x 01 (Ramses)
     Salamis Class x 02
     Magellan Class x 01

Items:

     Biosensor:  Yazan

Events:

     Enemy Units Destroyed:  Enemy and Player Reinforcements Arrive

     Yazan's HP reduced to half:  Zeola steals Wild Falchon

Skill Point:

     Destroy all enemies on or before Turn 7

Notes:

     Monsha is testing out GP02 against Arad and Tobia.  Actually if their
units are both upgraded it is easily possible to defeat Monsha within one
turn.  Anyway whenever GP02 appears it must be stolen, so Yazan's cronies take
GP02 and a battle ensues.

     The Barzams are basically cannon fodder to raise morale.  Use accuracy
raising spells to hit Yazan if needed.  Zeola will steal Wild Falchon when
Yazan's HP is reduced to half, and she will exit the map.  

     The Magellan and Salamis Class ships have ALL Attacks as usual, so attack
at close range to avoid them.  Overall this is a fairly simple scenario.

------------------------------------------------------------------------------
Scenario 11-Kusuha
------------------------------------------------------------------------------

Player Units:

     Daiku Maryu
     Taurus (Trowa)
     - Taurus (Quatre)
     10 Squads

Player Reinforcements:

     Wing Zero Custom (Heero)
     Deathscythe Hell Custom (Duo)
     Heavyarms Custom (Trowa)
     Sandrock Custom (Quatre)
     Nataku Custom (Wufei)

Enemy Units:

     Zaku II F2 x 02
     - Zaku II F2 x 02
     Gelgoog Marine x 03
     Gelgoog Marine x 01
     - Gelgoog Marine x 01
     Gelgoog Marine x 01
     - Gelgoog Marine x 02
     Musaka x 01
     Musuka x 01 (Cima)

Enemy Reinforcements:

     Geara Doga x 04
     Geara Doga x 02
     - Geara Doga x 01
     Tallgeese III (Zechs)
     - Geara Doga x 02

Items:

     Mega Generator:  Zechs

Events:

     Taurus squad reaches first Musuka:  Player and Enemy Reinforcements
     Arrive and Cima retreats

Skill Point:

     Destroy Zechs' Tallgeese III (which retreats when HP goes below 2000)

Notes:

     This is the first space scenario on Kusuha's route, and fortunately it is
a fairly easy one.  The Wing boys need to get their Gundams back, and you get
to help them.  ^^;

     Move the Taurus squad to the Musuka (the Taurus units will move faster if
they are transformed to their MA mode) directly in front of your units.  When
the Taurus squad is moved next to the Musuka, then the Enemy and Player
Reinforcements will arrive.  Cima will then make her exit.  Unfortunately you
can not wait to move next to the Musuka to destroy Cima's Musuka first...
since the mission will result in a Game Over if condition if Turn 3 ends and
the EW Gundams have not been retreived.  

     Zechs may require some Concentrate and Lock On spells so that you can
hit him.  Try to attack at close range so that weaker members of a squad will
not be hit by his ALL Attack.  Finish him off with a strong attack, since you
will not earn the Skill Point if he manages to retreat (which he will if he is
knocked below 2000HP and not destroyed).  

     The 5 Wing Boys will all join with their respective Gundams after this
scenario.

------------------------------------------------------------------------------
Scenario 11-Ibis
------------------------------------------------------------------------------

Player Units:
 
     Daiku Maryu
     Mother Vanguard/Albion     
     10 Squads

Enemy Units:

     Puratsuku Monster x 03
     Poazan x 03
     - Poazan
     Tari x 02
     - Zubanaza     
     Tari (Barbas)
     Tesura x 01
     - Zubanaza
     Okopinia x 01
     - Zubanaza
     Garnoll (Richter)
     Skullrook
     - Poazan x 02

Events:

     Turn 2 Player Phase:  Kazuya (Daimos pilot)'s morale goes down to 50

Items:

     Chobham Armor

Skill Point:

     Reduce Skullrook's HP to below 6000 (or destroy it)

Notes:

     Erika remembers who she is, and the resulting events leave Kazuya
devastated... in this case he will go down to 50 morale... which will
basically prevents Daimos from being able to use its strongest attacks.

     Other than that, there isn't too much to worry about. There is no
time limit on the stage, and the enemies do not put up too much of a fight.
If you have some decent squads, this should be a walk in the park. 

     The "ALL" attacks from Garnoll and Skullrook can be deadly to your
teams though, so be cautions when encountering those units.  Be sure to save
Garnoll for last since Richter's defeat will trigger the end of the stage.

     Skullrook will retreat when its HP goes under 6000.  Be sure to finish it
off with a strong attack (like Daitarn 3 or Voltes V being supported by
Alterion or Crossbones) for some experience and money. 

------------------------------------------------------------------------------
Scenario 12-Zengar
------------------------------------------------------------------------------

Player Units:

     Mother Vanguard
     Crossbone Gundam X1 (Kinkaid)
     - Zondo Gei (Umon)
     Crossbone Gundam X2 (Zabine)
     - Dahgi Iris (Anna)
     Daiku Maryu
     12 Squads

Enemy Units:

     Batara x 06
     - Batara x 01
     Pez Batara x 03
     - Pez Batara x 01
     Pez Batara x 02
     - Batara x 02
     Pez Batara x 01
     - Erebado x 02
     Erebado x 03
     - Pez Batara x 02
     Thousand Jupiter

Skill Point:

     Destroy all enemies and reduce Thousand Jupiter's HP to below 5000 on or
     before Turn 6

Notes:

     A really simple stage.  Most of the squads are fairly easy to destroy and
there are no pilots to be concerned about.  Attack Thousand Jupiter from close
range to avoid being hit by an ALL Attack.  

     Kinkaid joins with Crossbone Gundam X1.  Umon joins with his Zondo Gei.
Berah joins with Mother Vanguard.  Zabine joins (for a little while) with
Crossbone Gundam X2.  Anna joins with her Dahgi Iris.  Gundam F91 will also
be delivered after the scenario.

------------------------------------------------------------------------------
Scenario 12-Arad
------------------------------------------------------------------------------

Player Units:

     Albion/Daiku Maryu/Mother Vanguard
     14 Squads

Enemy Units:

     Geara Doga x 07
     - Geara Doga x 01
     Geara Doga x 02
     - Geara Doga x 02
     Geara Doga x 01 (Rezun)
     - Geara Doga x 02
     Musaka x 02
     Musaka x 01
     - Geara Doga x 02
     Sadalahan x 01
     - Geara Doga x 02

Enemy Reinforcements:

     Sazabi (Char)

Items:

     Magnetic Coating:  Rezun

Events:

     Number of Enemy Units reduced by 17:  Enemy Reinforcements Appear

     Char's HP reduced to below 65,000:  Enemies Retreat

Skill Point:

     Destroy 17 enemies on or before Turn 6

Notes:

     Ah... part of the Neo Zeon fleet.  At the start of the scenario just
concentrate on wiping out many of the Geara Dogas in the scenario before Turn
6 for the Skill Point.

     Char will arrive when the number of enemy units decreases.  Use Lock On
spells to hit the Sazabi.  Attack from close range to avoid receiving Sazabi's
funnels for a counterattack, which is an ALL Attack and can wipe out a weak
squad easily.

     Char will retreat when his HP is reduced below 65,000, and the rest of
the enemies will retreat as well.  

     Amuro will join with MP Nu Gundam.  Kayra will join with an MP Nu Gundam.
Berghito will join with a Hardygun.  Katz will join with a Hardgun.

     A Minovsky Craft, two Dustproofings, two Thruster modules, a Repair Kit,
a Propellent Tank, and a Cartridge will be delivered shortly before
intermission.

------------------------------------------------------------------------------
Scenario 12-Kusuha
------------------------------------------------------------------------------

Player Units:

     Daiku Maryu
     Daimos (Kazuya)
     Voltes V (Kenichi)
     Re-GZ (Roux)
     - Re-GZ (Four)
     Daitarn 3 (Banjo)
     11 Squads

Enemy Units:

     Dari x 03
     - Zubanza x 01
     Garnoll (Richter)
     - Dari x 02  
     Zubanza x 05
     Poazan x 02
     - Poazan x 02
     Skullrook x 01 (Berugen)
     - Poazan x 02

Items:

     Chobham Armor:  Berugen
     Multiple Sensor:  Richter  

Skill Point:

     Destroy all enemies on or before Turn 7

Notes:

     ... and the peace talks manage to be screwed up... huge surprise right?

     Honestly, you have several units on this stage, which helps make things
a little easier.  Move down and start working up Richter's forces.  Richter
will start moving back toward Berugen, so keep moving in that direction, and
hitting Richter along the way until he goes down.  Try to use Luck before
destroying the Garnoll for more money.

     Keep moving, raise morale on the Zubanzas and Poazans.  Try to attack the
Skullrook from close range so your squads are not hit with ALL Attacks.  Again
try to use Luck before destroying the Skullrook.

     Banjo will join with Daitarn 3, Kazuya joins with Daimos, Four joins with
a Re-GZ, Roux joins with a Re-GZ as well.  Kyoshiro and Nanai join with their
Garuba FX-II as well.  

------------------------------------------------------------------------------
Scenario 12-Ibis
------------------------------------------------------------------------------

Player Units:

     Mother Vanguard
     Alterion
     10 Squads

Player Reinforcements:

     Gundam Deathscythe Custom
     - Gundam Nataku
     Gundam Sandrock
     - Gundam Heavyarms
     Gundam Wing Zero Custom

Enemy Units:

     MP F91 x 07
     MP F91 (Harrison)
     Geara Doga x 02
     - Zaku II F2
     Rick Dom II x 02
     - Rick Dom II
     Geara Doga Custom (Rezun)
     - Geara Doga
     Musaka

Enemy Reinforcements:

     Geara Doga x 02
     - Zaku II F2
     Geara Doga Command Type x 02
     - Gelgoog Marine
     Jagd Doga Gyunei Type (Gyunei)
     - Geara Doga 
     Tallgeese III (Zechs)

Events:

     Alterion reaches Musaka:  Player and Enemy Reinforcements Arrive

Skill Point:

     Move Alterion next to Musaka within 4 turns

Notes:

     There is one goal you need to keep in mind on this stage.  Alterion needs
to reach Musaka (the red battleship), preferably on Turn 4 if you want the
Skill Point.  The only real danger to Alterion is Rezun, but I'm sure you can
handle her.  ^_^

     The first half of this scenario is fairly simple.  The mass produced
F91s are not as frightening as one would immediately expect, actually they are
kind of chicken.  If any MP F91 is damaged, but not destroyed, it will
instantly retreat.  If you want the experience and PP from these units you
will need to destroy them with one attack.  Fortunately you can easily destroy
all of them in one turn.  Harrison's MP F91 is a little more difficult though.
He will attack Kinkaid at the first available opportunity, but you shouldn't
counterattack unless you are sure the counterattack will destroy his unit (or
he will retreat).  Harrison will continually block with his F91's beam shield
on his second turn, so it will probably take several attacks from multiple
squads.  He won't retreat on the second turn though, so do not worry about
that.

     After the Wing boys are reunited with their Gundams, feel free to destroy
the Musaka (and try to use Luck on the finishing blow to increase the money
earned).  The enemy reinforcements are pretty simple other than Gyunei and
Zechs, which will be a danger to your units.  Be careful and use spells
accordingly and victory will be yours.  ^_^

     After the scenario is over... lots of things happen.  You receive several
items including a Minovsky Craft, Propllent Tank, Cartridge, Repair Kit, an MP
F91, Gundam GP01-Fb and a variety of terrain adaptation devices.  

     Emma will join with her Gundam Mk. II (which can be changed to Super
Gundam), Fa joins with Methuss, Amuro joins with MP Nu Gundam (you might want
to change it from incoms to funnels though), Kayra joins with an MP Nu Gundam
as well, Berghito joins with a Hardygun, and Katz joins with a Hardygun.

------------------------------------------------------------------------------
Scenario 13-Zengar
------------------------------------------------------------------------------

Player Units:

     Daiku Maryu
     Mother Vanguard
     13 Squads

Enemy Units:

     Poazan x 03
     - Poazan x 01
     Hari x 02
     - Zubanza x 02
     Hari x 01 (Barbas)
     - Zubanza x 02
     Tesura x 01
     - Poazan x 02
     Okopinia x 01
     - Poazan x 01
     Peratsuku Monster x 03
     Garnoll x 01 (Richter)
     - Zubanza x 02
     Skullrook 01 (Berugen)
     - Poazan x 02

Items:

     Anti Beam Coating:  Richter
     Chobham Armor:  Barbas

Events:

     Richter is Defeated:  All remaining enemies retreat

Skill Point:

     Destroy Berugen (retreats when reduced to under 6000HP)

Notes:

     Actually a fairly simple version of this scenario since there are not a
ton of asteroids to interfere with movement.  Do not destroy Richter's Garnoll
until you have destroyed the rest of the enemies since they will all retreat
after Richter's defeat.  It is especially important to defeat Berugen before
defeating Richter if you want the Skill Point.

     Berugen will retreat when reduced to under 6000HP.  Reduce his HP to
slightly above 6000HP and try to finish him off with a strong attack, and a
Support Attack may be helpful in dealing more damage in one strike as well.

------------------------------------------------------------------------------
Scenario 13-Arad
------------------------------------------------------------------------------

Player Units:

     Daimos (Kazuya)
     Albion/Daiku Maryu/Mother Vanguard
     14 Squads

Player Reinforcements:

     Nanga Brain (Nanga)
     - Russ Brain (Russ)

Enemy Units:

     Grand Cher x 04
     - Grand Cher x 01
     Grand Cher x 01 (Sheila)
     - Grand Cher x 02
     Grand Cher x 01 (Jonathon)
     - Grand Cher x 02

Enemy Reinforcements:

     Zubanza x 03
     - Zubanza x 01
     Poazan x 03
     - Poazan x 02
     Okopinia x 03
     Garnoll x 01 (Raiza)
     - Poazan x 02
     Dari x 01 (Halleck)

Items:

     Cost Down:  Jonathon
     Hachimaki:  Halleck

Events:

     Turn 2 Player Phase:  Player Reinforcements Arrive

     Enemy Units Defeated:  Enemy Reinforcements Arrive

Skill Point:

     Destroy all Enemy Units (not reinforcements) on or before Turn 5

Notes:

     You may want to adjust your squad formations since this is your first
battle on Earth, and if any unit in a squad can not fly, then the whole squad
will be unable to fly.  This is particularly important since most of this map
is covered in water.  Using Gundam Wing units to lead land based squads may
be a good idea since Deathscythe, Heavyarms, Sandrock, and Nataku can adept
in water terrain.  

     Use Concentrate or Lock On to hit Jonathon and Sheila.  After the enemy
units are defeated, some Daimos enemies arrive.  Halleck challenges Kazuya to
a duel.  You will have to duel no matter what your choice is, so it is best to
accept.  

     Finish up the rest of the enemies and the scenario will end.  Nanga and
Russ will join with their Brains.  Brains make for great squad mates since a
barrier will be given to everyone in a squad.  

------------------------------------------------------------------------------
Scenario 13-Kusuha
------------------------------------------------------------------------------

Player Units:

     Daiku Maryu
     13 Squads

Enemy Units:

     P