-------------------------------------------------------------------------------
                           Dai-3-Ji Super Robot Taisen
                           (a.k.a Super Robot Wars 3)
                           Pilot FAQ V 0.98 (4/29/2008)
                    		   by ZeroHazard
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This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited.
In short, currently ONLY GameFAQs can host this guide. 
-------------------------------------------------------------------------------
Contents:

-Introduction	-	-	-	-	-	-	-	INTRODC
    -Stat and Ability explaination	.	.	.	.	STATROW
    -Entry Format	-	-	-	-	-	-	PLTFRMT
-Super Robot Pilots	.	.	.	.	.	.	SRPMAIN
    -Standard		-	-	-	-	-	-	SRPSTDL
    -Mazinger Team	.	.	.	.	.	.	SRPMZNG
    -Coplander Team	-	-	-	-	-	-	SRPCPLN
    -Hidden		.	.	.	.	.	.	SRPHIDN
-Real Robot Pilots	-	-	-	-	-	-	RRPMAIN
    -Static		.	.	.	.	.	.	RRPSTTC
        -Standard	-	-	-	-	-	-	RRPSTND
        -Hidden		.	.	.	.	.	.	RRPHIDN
    -Hero Path		-	-	-	-	-	-	RRPHERO
	-Standard	.	.	.	.	.	.	RRPHSTD
	-Hidden		-	-	-	-	-	-	RRPHHDN
    -Char Path		.	.	.	.	.	.	RRPCHAR
	-Standard	-	-	-	-	-	-	RRPCSTD
	-Hidden		.	.	.	.	.	.	RRPCHDN
-Comments and Strategies	-	-	-	-	-	STRTTRK
-Reccomendations	.	.	.	.	.	.	PLTCHSE
-Credits		-	-	-	-	-	-	CRDITPG
-------------------------------------------------------------------------------


=============
Introduction								INTRODC
=============
Super Robot Wars 3 has a nasty habit of giving you far too many pilots than
you'll ever use, and picking the ones you level up can be a challenge in 
itself.  There are a few FAQs out there pointing out where you get characters
and mecha, but the pilot abilities are generally ignored.  I've tried to pick
out as many of the pilots to get a read on their relative strengths and list 
them out for you to choose your own personal team.

------------------------------
Stat and Ability explaination						STATROW
------------------------------
Every pilot has 6 basic statistics, 4 areas of adaptablility, 6 Ability slots,
and a Spirit Point pool.  The statistics are as follows:
    -Power:  Similar to a strength stat in RPGs, this effects the general 
	ability of a pilot to hurt a target.
    -Piloting:  Similar to an agility stat in RPGs, this effects the evasion 
	and damage reduction of a pilot when getting attacked.  May also effect
	critical hits(unconfirmed).
    -Morale:  Constantly changing statistic during battle, it is an overall 
	multiplier to everything dealing with your pilot and mecha.  Also needed
	at specific minimum values for some special attacks.
    -Hit%:  Base accuracy of all attacks made by the pilot.
    -Response:  Effects the rate at which your pilot dodges incoming attacks.
	Pilots with 130 Response or higher get 2 actions a round.
    -Intuition:  A static(not changing) stat that corresponds with Piloting
	and Hit%, can be used to measure the general effectiveness of a pilot.
*An important note is that Piloting, Hit%, and Response are limited by the
Response of the mecha you put the pilot in.*

Adaptability measures your pilot's overall ability to function in an 
environment and is added to the mecha's to give a composite value. This value
points at the environment that the attack is landing in. Both pilot and mecha 
can be rated at 1-7, 7 being highest.  Firing a weapon from a mecha with a 
combined value of 7 at a mecha with a combined value of 14 will result in much 
less damage and a lower Hit% than the other way around, so beware of the 
environment you're fighting on(both attacking and defending!). 

Abilities, also known as Spirit Powers, are the Pilot-specific special moves
that can turn the tide of battle.  They can also make or break a Pilot's 
usefulness.  These are the possible abilities your pilots may learn, with the 
number in parenthesis as the Spirit Point cost:
    -Accel  (10):  Increases movement by 5 for an action.
    -Fervor (50):  Next attack does double damage.(may still be evaded)
    -Flash  (30):  In the next battle, automatically evades the enemy attack.
    -Focus  (50):  Intuition +50 for a full turn.
    -Friend (90):  Heals all allied units by 50% of their total HP.
    -Guts   (30):  Heals pilot's mecha by 1/3 of it's max HP.
    -XGuts  (70):  Heals pilot's mecha completely.
    -LockOn (40):  Next attack automatically hits.
    -Love  (140):  Heals all allied units completely
    -Luck   (20):  Next action gives double EXP and money.
    -Rage  (200):  Deals 10-1000 damage to all enemy units.
    -Supply (80):  Restores the mecha energy and ammo of target ally.
    -Yell   (80):  Raises Morale by 15.

-------------
Entry Format								PLTFRMT
-------------
Each pilot has an entry that looks like follows:
_______________________________________________________________________________
AI Unit			LV1		Intuition: 150		Response:~LV58
Power: 480/13, 1200/43 | Hit%: 100/18, 150/35, 200/?  	Piloting: 80%
SP1: (-)Focus	SP2: (14)Accel	SP3: (22)Luck	| Sky/Land/Sea/Space
SP4: (35)Fervor	SP5: (47)LockOn	SP6: (55+)??	|  4/6/2/6
Join Condition: Start of game
Leave Condition: Leaves Mission 6: Seaside Panic taking the mecha it is in.
Notes: this is an example, not a real character you can get

-The top line has the pilot name, the level you get them at, their static
Intuition score, and the level they clear the 130 Response threshold for their
second action a round. If there is a tilde (~) that means the threshold is 
estimated, not confirmed.
-The second line takes 2 sample Power ratings at specified levels, the levels
the pilot clears 100, 150, and 200% accuracy, and the general ratio of Piloting
skill to Response.
-The 3rd and 4th lines have the Spirit Powers of the pilot in the order and
level they are acquired at, with (-) meaning that the pilot has the ability
when they have joined you.  Also on the right are the Adaptability scores of 
the pilot.
-Join and Leave conditions are supplied for all characters.  This will prevent
you from spending time building up a character that dies in a plot point!
-Notes include requirements for plot, special interactions with other pilots,
general observations, etc.
-If there is an X in any field, that means you won't have the chance to get
that particular trait.
-------------------------------------------------------------------------------


===================
Super Robot Pilots							SRPMAIN
===================
Super Robot pilots generally only pilot their own specific mecha, with the 
exceptions of the Mazinger team and the Coplander team.  These pilots depend
on the high armor and hitpoints of their robots to survive a battle. They also
have a very high power rating, so any attack they make is sure to hurt. All 
Super Robot pilots are available no matter what decisions you make during the
game. The only difference from the alternate story paths would be when you get
them.
---------
Standard								SRPSTDL
---------
_______________________________________________________________________________
Masaki Ando		LV32		Intuition: 189   	Response: LV50
Power: 1630/56, 1020/32 | Hit%: 100/--, 150/--, 200/46 	Piloting: 91%
SP1: (-)Accel	SP2: (-)Guts  	SP3: (-)Flash	| Sky/Land/Sea/Space
SP4: (-)Focus   SP5: (-)XGuts  	SP6: (-)Yell	|  7/7/6/7
Join Condition: Automatically joins during the mission after Conscon's Assault.
Leave Condition: None
Notes: One of the 'broken' set of characters, he's mobile like a Real Robot 
    pilot but rides a Super robot.  Cyflash x2 is your friend.
_______________________________________________________________________________
Banjou Haran     	LV20 		Intuition: 178 		Response: LV51
Power: 1780/50, 1340/34 | Hit%: 100/--, 150/31, 200/46 	Piloting: 82%
SP1: (-)XGuts	SP2: (-)LockOn 	SP3:(22)Yell	| Sky/Land/Sea/Space
SP4:(35)Flash  	SP5:(50)Fervor  SP6:(50)Friend 	|  7/7/5/7
Join Condition: Joins during his introductory mission.
Leave Condition: None
Notes: A versatile pilot for a versatile mecha. Very adaptable and is one of
    the best Super Robot pilots.
_______________________________________________________________________________
Ryouma Nagare		LV6		Intuition: 164   	Response: LV63
Power: 1810/51, 1280/32 | Hit%: 100/15, 150/33, 200/47 	Piloting: 85%
SP1: (-)Guts 	SP2: (-)XGuts 	SP3:(10)Focus 	| Sky/Land/Sea/Space
SP4:(13)LockOn  SP5:(15)Flash 	SP6:(24)Friend  |  7/5/2/6
Join Condition: Starting Character
Leave Condition: None
Notes: The 'front man' of the Getta team, and the original 'broken' set.
_______________________________________________________________________________
Hayato Kami		LV6		Intuition: 168   	Response: LV55  
Power: 1790/51, 1540/42 | Hit%: 100/13, 150/31, 200/44 	Piloting: 83%
SP1: (-)Luck 	SP2: (-)Guts  	SP3: (-)XGuts 	| Sky/Land/Sea/Space
SP4: (-)Focus   SP5:(26)Fervor  SP6:(40)Friend  |  5/7/2/5
Join Condition: Starting Character
Leave Condition: None
Notes: The 'core' of the Getta team and the original 'broken' set. The first
    Getta pilot to get up to 130 Response, useful for Getta Vision.
_______________________________________________________________________________
Musashi Tomoe		LV6		Intuition: 158		Response: LV X
Power: 1100/25, 1580/42 | Hit%: 100/16, 150/34, 200/48 	Piloting: 82%
SP1: (-)Guts 	SP2: (-)Fervor	SP3: (-)XGuts	| Sky/Land/Sea/Space
SP4: (-)Yell    SP5:(10)LockOn  SP6:(15)Accel   |  2/6/7/4
Join Condition: Starting Character
Leave Condition: Always takes the Getta on his own during In Extreme Sorrow.
Notes:  The 'foundation' of the Getta team and the original 'broken' set.  When
    you lose him, it doesn't matter because Benkei is almost identical.
_______________________________________________________________________________
Benkei Kuruma		LV40 		Intuition: 151   	Response:~LV65
Power: 1840/52, 0000/00 | Hit%: 100/--, 150/--, 200/47 	Piloting: 83%
SP1: (-)Accel	SP2: (-)Guts  	SP3: (-)Focus	| Sky/Land/Sea/Space
SP4: (-)XGuts  	SP5: (-)Yell   	SP6: (-)Friend	|  2/6/7/4
Join Condition: Automatically joins during Countdown
Leave Condition: None
Notes:  Replaces Musashi's position in the Getta 'broken' team.  The first 
    mission you use him is pretty much the last time you'll actually use him.
    Becomes a Yell bot to give Ryouma access to his final attack.
_______________________________________________________________________________
Akira Hibiki  		LV15		Intuition: 172   	Response: LV51
Power: 1150/30, 1730/51 | Hit%: 100/16, 150/35, 200/54 	Piloting: 76%
SP1: (-)LockOn	SP2: (-)Guts  	SP3: (-)Focus	| Sky/Land/Sea/Space
SP4: (-)XGuts  	SP5:(22)Yell   	SP6:(31)Accel  	|  7/6/5/6
Join Condition: Automatically joins during Brave Reideen.
Leave Condition: None
Notes:  He's actually a middle-road pilot, having good reactions and decent 
    power.  The main reason to take him into later missions should be if you
    took the story path to get his hidden final attack. 
_______________________________________________________________________________
Duke Fleed (Taisuke)	LV36 		Intuition: 168   	Response: LV59
Power: 1830/51, 1410/36 | Hit%: 100/--, 150/--, 200/47 	Piloting: 89%
SP1: (-)Guts 	SP2: (-)LockOn	SP3: (-)Focus 	| Sky/Land/Sea/Space
SP4: (-)Yell    SP5: (-)Friend 	SP6: (-)Love	|  6/7/6/7
Join Condition: Automatically joins 1 or 2 missions after Storm of Jaburo 
    depending on which route you take.
Leave Condition: None
Notes: Technically a Mazinger team member, but he can't be swapped out for some
    odd reason.  I'd much rather have his sister in the seat of Grendazer!
_______________________________________________________________________________
Shuu Shirakawa		LV50 		Intuition: 182   	Response: LV53  
Power: 1680/50, 2190/68 | Hit%: 100/--, 150/--, 200/-- 	Piloting: 87%
SP1: (-)Accel	SP2: (-)Guts  	SP3: (-)Focus	| Sky/Land/Sea/Space
SP4: (-)XGuts  	SP5: (-)Yell   	SP6:(55)Fervor	|  7/7/7/7
Join Condition: Automatically joins during Rabi en Rose.
Leave Condition: If you have less than 420 turns and he's out at the end of
    Final Battle, he won't be available in the hidden mission.
Notes:  The last super robot and pilot you get, available for the final stretch
_______________________________________________________________________________
Hyouma Ki		LV10 		Intuition: 167     	Response: LV58  
Power: 1600/49, 1120/30 | Hit%: 100/17, 150/36, 200/55 	Piloting: 56%
SP1: (-)Accel	SP2: (-)Guts  	SP3: (-)XGuts 	| Sky/Land/Sea/Space
SP4:(15)LockOn  SP5:(25)Fervor	SP6:(27)Yell	|  7/7/4/6
Join Condition: Joins during the Combattler introductory mission.
Leave Condition: None.
Notes:  The main pilot of the Combattler V and thus the only one that matters.
_______________________________________________________________________________
Juuzou Naniwa      	LV10 		Intuition: 167 		Response: LV ?
Power: 1770/51, 1190/30 | Hit%: 100/13, 150/30, 200/00 	Piloting: 83%
SP1: (-)Accel	SP2: (-)Guts   	SP3: (-)XGuts 	| Sky/Land/Sea/Space
SP4: (-)Fervor	SP5:(28)Focus   SP6:(28)Flash  	|  7/5/2/6
Join Condition: Joins during the Combattler introductory mission.
Leave Condition: None
Notes: Only useful once in a specific mission due to mobility and Fervor.
_______________________________________________________________________________
Koke Sueki  		LV10 		Intuition: 155 		Response: LV ?
Power: 1550/51,  970/30 | Hit%: 100/00, 150/00, 200/00 	Piloting: 87%
SP1: (-)LockOn	SP2: (-)Supply	SP3: (-)Guts	| Sky/Land/Sea/Space
SP4: (?)Flash  	SP5:(28)Luck   	SP6:(28)Accel 	|  6/6/6/5
Join Condition: Joins during the Combattler introductory mission.
Leave Condition: None.
Notes:  Only in use once, doesn't really matter.
_______________________________________________________________________________
Chizuru Minamihara	LV10		Intuition: 170 		Response: LV ?
Power: 1600/50, 1050/30 | Hit%: 100/00, 150/00, 200/00 	Piloting: 83%
SP1: (-)Luck	SP2: (-)Guts   	SP3: (-)LockOn	| Sky/Land/Sea/Space
SP4: (-)Supply 	SP5:(28)Friend  SP6: (?)Love   	|  6/4/7/5
Join Condition: Joins during the Combattler introductory mission.
Leave Condition: None
Notes: Only in use once, notible for being the 'hot chick'.
_______________________________________________________________________________
Taisaku Nishikawa	LV10		Intuition: 157 		Response: LV ?
Power: 1700/50, 1150/30 | Hit%: 100/00, 150/00, 200/00 	Piloting: 85%
SP1: (-)Friend	SP2: (-)Guts   	SP3: (-)Focus 	| Sky/Land/Sea/Space
SP4: (-)XGuts  	SP5: (-)Yell    SP6:(28)Accel  	|  2/7/5/4
Join Condition: Joins during the Combattler introductory mission.
Leave Condition: None
Notes:  Only in use once, doesn't really matter.
_______________________________________________________________________________

--------------
Mazinger Team								SRPMZNG
--------------
The Mazinger team can switch between Mazinger Z, Aphrodite A, Venus A, Diana A,
Great Mazinger, DoubleSpazer, Drill Spazer, and Marine Spazer. The exception is
Duke Fleed, who remains in the Grendizer and is listed above.
_______________________________________________________________________________
Kouji Kabuto		LV6		Intuition: 169		Response:~LV59
Power: 1700/49, 1300/35 | Hit%: 100/15, 150/32, 200/47	Piloting: 80%
SP1: (-)Guts 	SP2: (-)XGuts 	SP3: (-)LockOn	| Sky/Land/Sea/Space
SP4: (-)Flash  	SP5:(30)Accel   SP6:(45)Fervor	|  6/7/4/6
Join Condition:  Starting Character
Leave Condition:  None                                                     
Notes:  Good for solid and consistent damage.               
_______________________________________________________________________________
Sayaka Kyuu             LV3		Intuition: 171		Response: LV61
Power: 1590/51, 1030/31 | Hit%: 100/17, 150/34, 200/49 	Piloting: 81%
SP1: (-)Guts 	SP2: (-)XGuts 	SP3: (6)Flash 	| Sky/Land/Sea/Space
SP4: (8)LockOn 	SP5:(10)Luck 	SP6:(33)Friend  |  5/7/4/6
Join Condition:  Starting Character
Leave Condition:  None                                                     
Notes:  Surprisingly good, she dodges often. Weakest power of the Mazinger
    team. Put her in one of the Mazingers to compensate, and she'll do well.
_______________________________________________________________________________
Hikaru Makiba		LV31 		Intuition: 172   	Response: LV53  
Power: 1850/55, 1420/40 | Hit%: 100/--, 150/39, 200/57 	Piloting: 81%
SP1: (-)Luck	SP2: (-)Friend	SP3: (-)Love	| Sky/Land/Sea/Space
SP4:(40)Fervor 	SP5:(44)Yell 	SP6:(50)Supply	|  7/5/7/6
Join Condition:  Joins when Duke Fleed and Grendazer join.
Leave Condition:  None
Notes: Strong power and good abilites.  LockOn would be nice to compensate for
    her relatively low accuracy, though she's a great support pilot. You may 
    want to put her in the Diana A between the time she gets her second action
    and Jun's second action.
_______________________________________________________________________________
Tetsuya Ken		LV35		Intuition: 169   	Response:~LV59
Power: 1690/46, 1380/35 | Hit%: 100/--,150/--, 200/48 	Piloting: 80%
SP1: (-)Accel	SP2: (-)Guts  	SP3: (-)LockOn  | Sky/Land/Sea/Space
SP4: (-)XGuts 	SP5:(43)Friend 	SP6:(50)Fervor	|  7/7/5/5
Join Condition: Joins automatically in the Storm of Jaburo
Leave Condition: None
Notes:  While he is stronger than Kouji, his lack of Flash makes him less
    desireable in later levels when you want to attack without getting hit back
_______________________________________________________________________________
Jun Honoo		LV33 		Intuition: 170		Response: LV63
Power: 2010/61, 1230/33 | Hit%: 100/--, 150/34, 200/48 	Piloting: 86%
SP1: (-)Accel	SP2: (-)Luck  	SP3: (-)Guts	| Sky/Land/Sea/Space
SP4: (-)Flash  	SP5: (-)XGuts  	SP6: (-)Yell	|  7/7/5/5
Join Condition: Joins automatically in the Storm of Jaburo
Leave Condition: None
Notes:  Basically a stronger version of Sayaka. For some reason, she usually
    ends up at the top of the pilot list a lot. I reccomend her for the 
    Diana A since she can use Accel to compensate for its poor mobility.
_______________________________________________________________________________
Maria Fleed		LV42 		Intuition: 172		Response: LV53
Power: 1560/42, 1950/56 | Hit%: 100/--, 150/--, 200/48 	Piloting: 84%
SP1: (-)Luck 	SP2: (-)LockOn	SP3: (-)Fervor  | Sky/Land/Sea/Space
SP4: (-)XGuts 	SP5: (-)Love 	SP6:(51)Supply	|  6/7/5/7
Join Condition: In the Sister! mission, have Duke talk to her and have her
    survive until the end of the scenario.
Leave Condition: None
Notes: This girl is violent! She's stronger than Kouji and has Luck. Don't let 
    the Love and Supply skills fool you, she's a front-line headbasher. She's
    the best of the Mazinger team pilots, you'd better get her! 
  **Actually a hidden pilot.
_______________________________________________________________________________

---------------
Coplander Team								SRPCPLN
---------------
The 3 Coplander pilots can switch between the Bluegar, Pantagruel, and
Garganchua mechs. 
_______________________________________________________________________________
Jinguuji, Isao		LV15		Intuition: 168   	Response:~LV58 
Power: 1160/35, 1020/29 | Hit%: 100/--, 150/32, 200/46 	Piloting: 88%
SP1: (-)Accel   SP2: (-)Guts    SP3: (-)Fervor | Sky/Land/Sea/Space
SP4: (-)Yell    SP5: (-)XGuts   SP6:(22)Focus  |  7/6/5/6
Join Condition:  Automatically Joins during the mission Brave Reideen     
Leave Condition:  None                            
Notes: Statistically good, but gets left in the dust by the other Coplanders.
    Geared for strong offense, but you need defensive abilities later in the
    game. Also painfully slow, so why bother leveling a single action pilot
    when you have 2 other doubles?
_______________________________________________________________________________
Rei Asuka		LV12		Intuition: 178		Response: LV37  
Power: 1400/45, 1000/29 | Hit%: 100/15, 150/33, 200/48 	Piloting: 64%
SP1: (-)Accel	SP2: (-)Guts  	SP3: (-)Flash	| Sky/Land/Sea/Space
SP4: (-)XGuts  	SP5:(20)Focus	SP6:(50)Love	|  7/6/4/5
Join Condition:  Automatically joins during the mission Brave Reideen
Leave Condition:  None    
Notes:  She dodges very well and is very quick, so she rides Pantegruel in my
    runs. Has most of the skills that count, and is the first Super Robot pilot
    to get her second action by a large margin.
_______________________________________________________________________________
Mari Sakurano		LV1 		Intuition: 165   	Response: LV38  
Power: 1450/47, 1000/28 | Hit%: 100/28, 150/42, 200/59 	Piloting: 80%
SP1: (-)Guts 	SP2:(10)Luck  	SP3:(20)XGuts	| Sky/Land/Sea/Space
SP4:(25)Supply 	SP5:(27)LockOn 	SP6:(30)Love	|  6/6/4/5
Join Condition:  Automatically joins after the mission Brave Reideen
Leave Condition:  None
Notes:  My favored pilot of the Bluegar, since she has support Spirit Powers.
    Luck lets her pop the occasional baddie to keep her level on par with the
    rest of your pilots.
_______________________________________________________________________________

-------
Hidden									SRPHIDN
-------
Maria Fleed is also a hidden pilot, but I listed her in the Mazinger Team.
_______________________________________________________________________________
Ryune Souldark 		LV38		Intuition: 174   	Response: LV49 
Power: 1250/38, 1760/56 | Hit%: 100/--, 150/--, 200/45 	Piloting: 79%
SP1: (-)Guts    SP2: (-)XGuts   SP3: (-)Flash   | Sky/Land/Sea/Space
SP4: (-)Focus   SP5: (-)Yell   	SP6:(42)Rage  	|  7/7/5/7
Join Condition: In her own mission, destroy all DC forces before they kill her,
    then after she has a speech box and refills life, defeat her.
Leave Condition: None
Notes: Once she hits 130 response, she becomes Bright's second ALL weapon. Pop
    her out and fire her map weapon, then jump back on the ship to reload!
_______________________________________________________________________________
Kochou Oni		LV34		Intuition: 162   	Response: LV58 
Power: 1310/38, 1880/58 | Hit%: 100/--, 150/--, 200/48 	Piloting: 88%
SP1: (-)Luck 	SP2: (-)Guts  	SP3:(36)Friend	| Sky/Land/Sea/Space
SP4:(38)Love    SP5:(40)Supply 	SP6:(42)Rage  	|  7/7/4/6
Join Condition: In the Storm of Jaburo mission, have the Getta team talk twice
    and Kochou will join you. 
Leave Condition:  None
Notes:  Seems to be geared specifically for finishing off weakened enemies and
    has many support skills, but low SP.  Fairly good accuracy and good power,
    but the robot she pilots is weak. Easy to level, very survivable.
_______________________________________________________________________________

-------------------------------------------------------------------------------



==================
Real Robot Pilots							RRPMAIN
==================
All real robot pilots in this game can freely switch between any real robot.
Real robot pilots generally depend on evasion to survive in battle, since their
rides have lower armor and hitpoints than the super robots in the game.  They
also tend to have higher accuracy and get their second action earlier. This 
section is broken up into 3 parts to account for the different pilot selection
you recieve based on the choices you make.

~~~~~~~~~~~~~~~~~
 Static/All Path							RRPSTTC
~~~~~~~~~~~~~~~~~
All pilots in this section are available to you no matter which story path you
take.
---------
Standard								RRPSTND
---------
_______________________________________________________________________________
Bright Noah		LV6		Intuition: 171   	Response: LV58  
Power: 1010/38, 1520/60 | Hit%: 100/17, 150/34, 200/49 	Piloting: 90%
SP1: (-)Guts 	SP2: (-)Accel 	SP3:(10)LockOn 	| Sky/Land/Sea/Space
SP4:(17)Luck  	SP5:(22)Focus 	SP6:(39)Fervor	|  6/6/4/7
Join Condition: Starting Character
Leave Condition: None                                                      
Notes: Okay, he's not a robot pilot, but he's technically from this genre so
    I put him here.  He seems to need target practice most of the time, but 
    will eventually outgrow each ship they put him in.  This is bad since you
    can't upgrade the ship's response.
_______________________________________________________________________________
Amuro Rei		LV8		Intuition: 200   	Response: LV36  
Power: 1010/37, 1350/52 | Hit%: 100/14, 150/26, 200/39 	Piloting: 68%
SP1: (-)Accel	SP2: (-)Guts  	SP3: (-)Fervor 	| Sky/Land/Sea/Space
SP4: (-)XGuts  	SP5: (-)Yell   	SP6:(24)Friend	|  6/6/5/7
Join Condition: Starting Character
Leave Condition: None
Notes: The fastest character you get, his best ability is dodging incoming fire
    and taking no damage. This loses its novelty later in the game when enemy
    accuracy takes a huge jump and you realize Amuro has average-low Power.
_______________________________________________________________________________
Kai Shiden       	LV2		Intuition: 172		Response: LV57
Power:  980/37, 1250/49 | Hit%: 100/17, 150/34, 200/49 	Piloting: 80%
SP1: (-)Guts 	SP2: (4)Luck   	SP3: (6)Yell  	| Sky/Land/Sea/Space
SP4:(11)Accel  	SP5:(20)Fervor  SP6:(28)Focus 	|  4/6/3/6
Join Condition: Starting Character.
Leave Condition: None.
Notes: I've tried to like Kai. Unfortunatly he keeps getting hit, and his 
    skills don't make up for his flaws. Statistically better than Fa except for
    Intuition, which seems to cripple his effectiveness. Use him only for Luck.
_______________________________________________________________________________
Ryuu Jose        	LV2 		Intuition: 164		Response: LV X
Power:  160/02,  400/14 | Hit%: 100/00, 150/XX, 200/XX 	Piloting: 67%
SP1: (-)Guts 	SP2: (8)XGuts  	SP3:(12)Accel  	| Sky/Land/Sea/Space
SP4: (?)       	SP5: (?)X      	SP6: (?)X      	|  4/6/3/6
Join Condition: Starting Character.
Leave Condition: Automatically leaves after Seaside Panic
Notes: Not really worth leveling since you lose him automatically.
_______________________________________________________________________________
Hayato Kobayashi 	LV2 		Intuition: 165		Response: LV X
Power:  180/03,  400/14 | Hit%: 100/00, 150/XX, 200/XX 	Piloting: 65%
SP1: (-)Guts 	SP2: (-)XGuts  	SP3: (7)Yell   	| Sky/Land/Sea/Space
SP4: (?)       	SP5: (?)X       SP6: (?)X      	|  4/6/3/6
Join Condition: Starting Character
Leave Condition: Automatically leaves after Seaside Panic
Notes: Not really worth leveling since you lose him automatically
_______________________________________________________________________________
Fa Yuri          	LV4		Intuition: 181		Response: LV43
Power: 1290/59, 1070/48 | Hit%: 100/16, 150/34, 200/49 	Piloting: 70%
SP1: (-)Guts 	SP2: (5)Flash  	SP3:(10)Luck  	| Sky/Land/Sea/Space
SP4:(20)XGuts  	SP5:(33)Friend  SP6:(40)Love   	|  6/6/4/7
Join Condition: Joins automatically after the Mission G-3.
Leave Condition: None
Notes: Takes a page from Amuro's book in not being hit, a great pilot for the 
    Methuss since she's easy to level up.  Weaker power than Amuro. 
_______________________________________________________________________________
Reccoa Rond      	LV6		Intuition: 178		Response: LV46
Power:  560/17, 1010/35 | Hit%: 100/16, 150/33, 200/48 	Piloting: 78%
SP1: (-)XGuts	SP2: (8)Yell   	SP3:(10)Fervor	| Sky/Land/Sea/Space
SP4:(13)LockOn	SP5:(18)Luck    SP6:(20)Flash  	|  6/6/4/7
Join Condition: Joins automatically after Mission G-3.
Leave Condition: Will leave just before the Shadow of Brocken mission starts if
    Amuro talked to Char and you clear the mission Pursuit Battle.
Notes: An exceptional Real Robot pilot with all-round good abilities and strong
    power. Be careful about losing her!
_______________________________________________________________________________
Sayla Mass       	LV1		Intuition: 179		Response: LV38
Power: 1420/57, 1100/43 | Hit%: 100/16, 150/34, 200/49 	Piloting: 65%
SP1: (-)Guts 	SP2: (7)Yell   	SP3:(14)Fervor	| Sky/Land/Sea/Space
SP4:(21)Luck   	SP5:(40)Friend  SP6:(45)Love   	|  5/6/3/7
Join Condition: Starting Character.
Leave Condition: Will leave after the Into Space mission if Amuro talked to 
    Char during the opening missions.
Notes: Turns out pretty good if you build her up, even if her power is on par
    with Amuro. She's stronger than Fa if you want someone in the Methuss that
    can actually fight off potshots. An aggressive support pilot.
_______________________________________________________________________________
Camille 'Kamiyu' Viden	LV7		Intuition: 199   	Response: LV36
Power: 1390/54, 1000/37 | Hit%: 100/14, 150/26, 200/39 	Piloting: 68%
SP1: (-)Accel	SP2: (-)Luck   	SP3: (-)Guts  	| Sky/Land/Sea/Space
SP4: (-)Fervor 	SP5: (-)XGuts   SP6: (-)Yell   	|  7/6/4/7
Join Condition: Automatically joins shortly after G-3.
Leave Condition: Technically won't leave, but if you defeat Scirocco with him
    and you did not recruit Four, he will be crippled and useless as a pilot.
Notes: An excellent pilot with enough accuracy to make up for not having
    LockOn to use with Luck and Fervor. His only failing is his Amuro Power.
_______________________________________________________________________________
Chris McKenzie   	LV6		Intuition: 182		Response: LV47
Power: 1360/54,  990/38 | Hit%: 100/16, 150/34, 200/48 	Piloting: 77%
SP1: (-)Guts 	SP2:(14)Yell   	SP3:(18)Friend	| Sky/Land/Sea/Space
SP4:(23)Flash  	SP5:(29)Love    SP6:(31)Fervor 	|  4/6/3/7
Join Condition: Automatically joins after the mission Gato's Raid.
Leave Condition: None.
Notes: Very useful average pilot, especially if you run into trouble keeping
    your robots alive. Her low SP is her main weakness, but it's managable.
_______________________________________________________________________________
Kou Uraki        	LV4		Intuition: 177		Response: LV46
Power: 1600/52, 990/30 | Hit%: 100/16, 150/33, 200/48 	Piloting: 84%
SP1: (-)Guts 	SP2:(12)Accel  	SP3:(22)Yell 	| Sky/Land/Sea/Space
SP4:(28)XGuts 	SP5:(34)Flash   SP6:(36)Fervor 	|  5/7/4/7
Join Condition: Automatically joins when you save him and Keith after your
    first atmospheric entry.
Leave Condition: None.
Notes: A very strong Real Robot pilot, worth building up. Takes a long time to
    acquire abilities, but you'll need his power.
_______________________________________________________________________________
Slugger Row      	LV14		Intuition: 172		Response: LV47
Power: 1020/34, 1300/45 | Hit%: 100/16, 150/34, 200/48 	Piloting: 71%
SP1: (-)Accel	SP2: (-)Guts   	SP3: (-)XGuts 	| Sky/Land/Sea/Space
SP4: (-)Yell   	SP5:(23)Fervor  SP6:(30)LockOn 	|  5/6/3/7
Join Condition: Joins after Gato's Raid
Leave Condition: Lose him if Amuro talked to Char during the starting missions,
    you chose to go attack DC after the Suspicion mission, and you launched him
    the Terror! Mobile Big Zam! mission.
Notes:  Slightly stronger than the average Real Robot pilot. I see him as a 
    weaker, less useful version of Kou.
_______________________________________________________________________________
Judou Ashita     	LV27 		Intuition: 200		Response: LV44
Power: 1630/51, 1100/32 | Hit%: 100/--, 150/--, 200/39 	Piloting: 73%
SP1: (-)Accel	SP2: (-)Guts   	SP3: (-)Fervor	| Sky/Land/Sea/Space
SP4: (-)XGuts  	SP5: (-)Yell    SP6:(32)Friend 	|  7/6/4/7
Join Condition: Automatically joins shortly after you return to space.
Leave Condition: None
Notes: A Stronger version of Amuro, definatly one of the best pilots.
_______________________________________________________________________________
Seabuck Anoh     	LV28 		Intuition: 193		Response: LV46
Power: 1300/45, 1000/33 | Hit%: 100/--, 150/--, 200/40 	Piloting: 74%
SP1: (-)Accel	SP2: (-)Guts   	SP3: (-)Flash 	| Sky/Land/Sea/Space
SP4: (-)Fervor	SP5: (-)XGuts   SP6: (-)Yell   	|  6/6/3/7
Join Condition: Joins with Judou or the mission after, depending on your
    choices up to this point.
Leave Condition: None
Notes: Very balanced character, will do well in just about any situation.
_______________________________________________________________________________
Lou Ruka         	LV24  		Intuition: 177		Response: LV47
Power: 1180/37,  820/24 | Hit%: 100/--, 150/34, 200/49 	Piloting: 76%
SP1: (-)Luck 	SP2: (-)Guts   	SP3: (-)Friend	| Sky/Land/Sea/Space
SP4: (-)XGuts  	SP5:(32)Fervor  SP6:(50)Rage   	|  7/6/4/7
Join Condition: Joins automatically with Judou, or during Pursuit Battle.
Leave Condition: None
Notes: Good power for real robot pilot. Good for mop-up and grabbing cash with
    timely kills under luck effect.  Consider her for a support unit to kill 
    expensive enemies with Luck skill. Ignore Rage, it's not useful by the time
    you get enough SP to use it.
_______________________________________________________________________________
Elle Viano       	LV22  		Intuition: 177		Response: LV44
Power: 1000/38, 1230/48 | Hit%: 100/--, 150/35, 200/50 	Piloting: 86%
SP1: (-)Guts 	SP2: (-)Flash  	SP3: (-)Fervor	| Sky/Land/Sea/Space
SP4: (-)Yell  	SP5: (-)XGuts   SP6:(24)Focus  	|  5/6/4/7
Join Condition: Joins after the mission Shangri La.
Leave Condition: None
Notes: Of the group of pilots that get dumped on you after the mission, she's
    the only one with most of her skills already learned. Average accuracy, and
    has a decent spread of spirit powers.  She's a fair pilot, but you have 
    access to so many better pilots.
_______________________________________________________________________________
Beacher Arleg    	LV23  		Intuition: 172		Response: LV48
Power: 1330/47, 1000/34 | Hit%: 100/--, 150/34, 200/49 	Piloting: 57%
SP1: (-)Accel	SP2: (-)Guts   	SP3: (-)XGuts 	| Sky/Land/Sea/Space
SP4: (-)Yell   	SP5:(24)Fervor  SP6:(60)Friend 	|  5/6/3/7
Join Condition: Joins after the mission Shangri La.
Leave Condition: None.
Notes:  Below average at just about everything, he's not that useful as a
    pilot. His only good statistic is power, but you can find better alternates
    to put in the hotseat. Almost identical to Slugger except for his last
    Spirit Power which takes rediculously long to get.
_______________________________________________________________________________
Mond Akage       	LV13  		Intuition: 168		Response: LV56
Power:  420/13, 1020/39 | Hit%: 100/19, 150/38, 200/57 	Piloting: 66%
SP1: (-)Luck 	SP2: (-)Guts   	SP3: (-)XGuts 	| Sky/Land/Sea/Space
SP4:(20)Focus  	SP5:(26)Yell   	SP6:(38)LockOn	|  5/6/3/7
Join Condition: Joins after the mission Shangri La.
Leave Condition: None
Notes: A fairly poor pilot until he gets his final skill. His lowish accuracy 
    is compensated by the LockOn skill, and combined with Luck, should make a
    decent pilot for something that hits once very hard, like the Hyaku Shiki.
    Otherwise he needs to be in something with funnels.
_______________________________________________________________________________
Ino Abbarg       	LV8  		Intuition: 166		Response: LV45
Power:  480/13, 1080/34 | Hit%: 100/18, 150/37, 200/56 	Piloting: 66%
SP1:(10)Guts 	SP2:(26)XGuts  	SP3:(34)Friend 	| Sky/Land/Sea/Space
SP4:(48)Love   	SP5:(50)Fervor 	SP6:(53)Rage   	|  4/6/3/7
Join Condition: Joins after the mission Shangri La.
Leave Condition: None
Notes:  One of the most inaccurate pilots in the game, which makes him
    difficult to level. I reccomend ignoring him, since in my opinion he's
    worse than Bernie.
_______________________________________________________________________________
-------
Hidden									RRPHIDN
-------
_______________________________________________________________________________
Emma Sheen		LV11 		Intuition: 176   	Response: LV47 
Power: 1010/35, 1390/50 | Hit%: 100/16, 150/33, 200/46 	Piloting: 84%
SP1: (-)Guts 	SP2: (-)Focus 	SP3:(16)Yell    | Sky/Land/Sea/Space
SP4:(25)Fervor 	SP5:(30)Love   	SP6:(56)Friend 	|  6/6/4/7
Join Condition: Have Amuro talk to her during the G-3 mission before destroying
    the Musai, then have Amuro or Camille talk to her when she shows up again.
Leave Condition: None 
Notes: Stronger than Amuro, but that's not saying much. Still, she's better
    than several other pilots you have at that point. Develops into a fairly
    good support pilot, with decent accuracy and power. Dodges well.
_______________________________________________________________________________
Chuck Keith      	LV4		Intuition: 169		Response: LV53
Power: 1020/39, 1200/47 | Hit%: 100/14, 150/32, 200/47 	Piloting: 84%
SP1: (-)Luck 	SP2: (5)Guts   	SP3:(30)XGuts  	| Sky/Land/Sea/Space
SP4:(33)Yell   	SP5:(36)Focus  	SP6:(38)Fervor 	|  4/6/4/6
Join Condition: Joins with Kou only if you chose to investigate the mysterious
    enemies first, OR if you went after DC, you did not go to Van Braun and
    did not overshoot your atmospheric entry.
Leave Condition: None
Notes: Good when you get him and starts with the Luck skill. A little slow, and
    his growth seems stunted compared to other pilots. Semi-hidden.
_______________________________________________________________________________
Bernard'Bernie' Wiseman	LV18 		Intuition: 166   	Response: LV44 
Power:  760/28, 1010/39 | Hit%: 100/29, 150/41, 200/60 	Piloting: 93%
SP1: (-)Luck 	SP2: (-)Guts  	SP3: (-)XGuts	| Sky/Land/Sea/Space
SP4:(35)Friend 	SP5:(42)Love   	SP6:(48)Fervor	|  3/6/3/6
Join Condition:  Have Chris attack Bernie in the Into Space mission, then
    have Chris talk to him during In The Middle Of Silence to make him join.
Leave Condition:  None.
Notes:  Ah, Bernie. A Hoover has nothing on you. One of the morts of the game,
    he's got extremely poor accuracy with only high critical strike ability to
    compensate.  Get him and his Zaku only for novelty value, as he is the only
    hidden pilot that really isn't worth picking up.
_______________________________________________________________________________
Cecily Fairchild 	LV42 		Intuition: 189		Response: LV- 
Power: 1360/48, 1210/42 | Hit%: 100/--, 150/--, 200/48 	Piloting: 69%
SP1: (-)Accel	SP2: (-)Guts   	SP3: (-)Flash 	| Sky/Land/Sea/Space
SP4: (-)LockOn 	SP5: (-)XGuts   SP6: (-)Love   	|  6/6/4/7
Join Condition: In Matilda Rescue Operation, have Seabook talk to her.
Leave Condition: None
Notes:  She's pretty good and shows up with almost everything you'll want from
    her. 2 actions a round, all of her abilities, and decent power. Balanced
    like Seabook, so drop her in anything. Much faster and only slightly less
    accurate.
_______________________________________________________________________________
Elpy Puru        	LV43 		Intuition: 196		Response: LV- 
Power: 1210/48, 1610/65 | Hit%: 100/--, 150/--, 200/-- 	Piloting: 72%
SP1: (-)Luck 	SP2: (-)Guts   	SP3: (-)Fervor	| Sky/Land/Sea/Space
SP4: (-)Yell   	SP5: (-)Love    SP6:(60)Rage    |  6/5/4/7
Join Condition: In the mission Sister! have Judou talk or attack her.
Leave Condition: None
Notes:  She's Amuro fast and has a good crit chance. A little weak.
_______________________________________________________________________________
Puru 2           	LV47 		Intuition: 193		Response: LV- 
Power: 1370/53, 1250/48 | Hit%: 100/--, 150/--, 200/-- 	Piloting: 71%
SP1: (-)Accel	SP2: (-)Guts   	SP3: (-)Flash 	| Sky/Land/Sea/Space
SP4: (-)Fervor 	SP5: (-)Yell    SP6:(59)Love   	|  6/5/4/7
Join Condition: Have Puru, then Judou and Puru talk to her when she appears.
Leave Condition: None
Notes:  Similar to Puru, just has different Spirit Powers.
_______________________________________________________________________________


~~~~~~~~~~~ 
 Hero Path								RRPHERO
~~~~~~~~~~~
This is the first main branching point of the game story, and is triggered by
defeating Char without talking to him with Amuro in the first few stages. This
path tends to be slightly easier. I call this the Hero path due to the pilots
you get being saved/turned to your side as opposed to canon pathos.
---------
Standard								RRPHSTD
---------

_______________________________________________________________________________
Keara Suu        	LV24  		Intuition: 176		Response: LV49
Power: 1350/47, 1020/34 | Hit%: 100/--, 150/34, 200/48 	Piloting: 88%
SP1: (-)Accel	SP2: (-)Guts  	SP3: (-)Focus	| Sky/Land/Sea/Space
SP4: (-)XGuts  	SP5: (-)Yell   	SP6:(34)Fervor 	|  6/6/5/7
Join Condition: Joins up after the Into Space mission if Amuro did not talk to
    Char in the beginning missions.
Leave Condition: None
Notes: Yet another average pilot, gets her skills early and has a fairly high
    rate of critical hits.
_______________________________________________________________________________
Anavel Gato        	LV55 		Intuition: 187		Response: LV- 
Power: 1710/55, 1280/40 | Hit%: 100/--, 150/--, 200/-- 	Piloting: 82%
SP1: (-)Accel	SP2: (-)Guts   	SP3: (-)Fervor	| Sky/Land/Sea/Space
SP4: (-)Flash  	SP5: (-)XGuts   SP6: (-)Yell   	|  6/7/6/7 
Join Condition: Will join during the mission Moonlight if Amuro did not talk to
    Char during the beginning missions.
Leave Condition: None
Notes: One of the last Real Robot pilots available to you. A powerhouse, nearly
    maxed out when you get him. An improved version of Kou.
_______________________________________________________________________________

-------
Hidden									RRPHHDN
-------
_______________________________________________________________________________
Katsu Kobayashi  	LV20 		Intuition: 175		Response: LV41
Power:  860/32,  990/38 | Hit%: 100/--, 150/35, 200/49 	Piloting: 62%
SP1: (-)Luck 	SP2: (-)Guts   	SP3: (-)XGuts	| Sky/Land/Sea/Space
SP4:(30)Fervor 	SP5:(34)Flash   SP6:(42)Supply 	|  5/6/4/7
Join Condition: Will join if you have Emma and Amuro has not used the Talk 
    command on Char before getting Emma.
Leave Condition: None
Notes: Fairly quick and moderatly accurate. He's an okay pilot, but needs to
    dodge more. Big upgrade on Kai if you're going for a Luck squadron. Fast.
_______________________________________________________________________________
Quess Palaya     	LV13 		Intuition: 194		Response: LV37
Power: 1440/52, 1040/36 | Hit%: 100/14, 150/26, 200/40 	Piloting: 66%
SP1: (-)Guts 	SP2: (-)Flash  	SP3: (-)Yell	| Sky/Land/Sea/Space
SP4:(16)XGuts  	SP5:(31)Love  	SP6:(40)Fervor	|  4/6/3/7
Join Condition: In the Luna-Two mission Shangri-La, move Amuro to the building
    northeast of the rightmost bridge. Another don't talk to Char character.
Leave Condition: None.
Notes: Oh look, another pilot stronger than Amuro. She's always just behind him
    in every statistic except power.
_______________________________________________________________________________
Four Murasame    	LV51		Intuition: 196		Response: LV-
Power: 1520/54, 1210/42 | Hit%: 100/--, 150/--, 200/40 	Piloting: 70%
SP1: (-)Accel	SP2: (-)Guts   	SP3: (-)Flash 	| Sky/Land/Sea/Space
SP4: (-)Fervor 	SP5: (-)LockOn  SP6: (-)Love   	|  6/6/4/6
Join Condition: When she appears in a Psycho Gundam, have Camille talk to her.
    If your turn count is 350 or less, she will join you after you defeat her.
Leave Condition: None.
Notes:  Strong. Her high accuracy and Accel ability make her mecha of choice 
    the Type 100(Hyaku Shiki).
_______________________________________________________________________________


~~~~~~~~~~~
 Char Path								RRPCHAR
~~~~~~~~~~~
If you convince Char in the first few missions, you switch to this parallel 
story path. This path tends to be easier early on, but much more difficult as
the story progresses. Your choice after the mission Suspicion is a pseudo-
branch point, but it's a minor change in story outcome. This path tends to 
follow actual canon storylines more closely.
---------
Standard								RRPCSTD
---------
_______________________________________________________________________________
Quattro Bajina    	LV29  		Intuition: 190		Response: LV41
Power:  930/29, 1330/45 | Hit%: 100/--, 150/30, 200/44 	Piloting: 00%
SP1: (-)Accel 	SP2: (-)Guts  	SP3: (-)Fervor 	| Sky/Land/Sea/Space
SP4: (-)Focus  	SP5: (-)XGuts   SP6: (-)Yell  	|  6/6/5/7
Join Condition: Joins after the mission Into Space if Amuro talked to Char in
    the beginning missions
Leave Condition: 
Notes:  You get him as a much higher level than the rest of your pilots, and
    with all of his skills already learned. He's a stronger, slower version of
    Amuro, but overall not as good. Scales down to a Slugger that dodges.
_______________________________________________________________________________
Robert          	LV24  		Intuition: 163		Response: LV58
Power:  680/24, 1160/45 | Hit%: 100/--, 150/33, 200/46 	Piloting: 81%
SP1: (-)Accel	SP2: (-)Guts   	SP3: (-)Fervor 	| Sky/Land/Sea/Space
SP4: (-)XGuts 	SP5: (-)Yell    SP6:(29)Focus  	|  5/6/4/7
Join Condition: Joins after the mission Into Space if Amuro talked to Char in
    the beginning missions
Leave Condition: None
Notes:  The less useful of the two pilots that come with Quattro. Neither is 
    very good, but they're better than a few other pilots that you get.
_______________________________________________________________________________
Apolly           	LV24  		Intuition: 162		Response: LV58
Power:  690/24, 1100/42 | Hit%: 100/--, 150/33, 200/47 	Piloting: 82%
SP1: (-)Accel  	SP2: (-)Guts   	SP3: (-)Flash  	| Sky/Land/Sea/Space
SP4: (-)LockOn 	SP5: (-)XGuts   SP6: (-)Yell   	|  5/6/4/7
Join Condition: Joins after the mission Into Space if Amuro talked to Char in
    the beginning missions
Leave Condition: None 
Notes:  I nicknamed him Stump because that's what he sits like when people
    shoot at him.  Absolutely cannot stop walking into shots. Marginally better
    than Robert due to having LockOn.
_______________________________________________________________________________

-------
Hidden									RRPCHDN
-------
_______________________________________________________________________________
Four Murasame    	LV36		Intuition: 196		Response: LV-
Power: 1520/54, 1210/42 | Hit%: 100/--, 150/--, 200/40 	Piloting: 70%
SP1: (-)Accel	SP2: (-)Guts   	SP3: (-)Flash 	| Sky/Land/Sea/Space
SP4: (-)Fervor 	SP5: (-)LockOn  SP6: (-)Love   	|  6/6/4/6
Join Condition: When she appears in a Psycho Gundam, have Camille talk to her.
    If your turn count is 350 or less, she will join you after you defeat her.
Leave Condition: None.
Notes:  Strong. Her high accuracy and Accel ability make her mecha of choice 
    the Type 100(Hyaku Shiki).
_______________________________________________________________________________
Cara Soon           	LV54 		Intuition: 178 		Response: LV-  
Power: 1510/54, 0000/00 | Hit%: 100/--, 150/--, 200/-- 	Piloting: 80%
SP1: (-)Accel  	SP2: (-)Guts   	SP3: (-)XGuts  	| Sky/Land/Sea/Space
SP4: (-)Flash 	SP5: (-)Fervor  SP6: (-)Yell   	|  5/6/4/7
Join Condition: Talk to Char in the beginning missions, then chase after DC in
    the mission Suspicion. Finally, have Judou talk to her before killing Illa
    during Space Swirl.
Leave Condition: None
Notes:  A good standard pilot, with average power and good abilities. Treat her
    like Seabook or Cecily.
_______________________________________________________________________________


-------------------------------------------------------------------------------
========================
Comments and Strategies							STRTTRK
========================
-Whether or not you talk to Char with Amuro in the first 3-4 missions will have
    a HUGE impact on the course of the game and the pilots you'll have access
    to.  The most significant would be the loss of several Real Robot pilots.
-Luck skill is your friend. It doubles your exp, and killing 'boss' type mecha
    gets you plenty of cash to upgrade your own robots. Bring at least 2 per
    scenario so you can take advantage of expensive kills.
-Pilots that have Luck, LockOn and Fervor skills quickly jump to the top of 
    your pilot ranking since they can walk up to a boss and beat the lunch
    money out of them.  This is the Holy Trinity of the game, as bosses
    frequently have high HP, are hard to hit, and are worth a lot of cash and
    experience.
-The Getta team is 'broken'.  All 3 pilots can be used, they share exp and the
    robot, AND they all get the Spirit skill effects that any of them uses.  
    This means switch to Hayato and use Luck before switching to the mode you
    want to attack with to maximize exp.  This gets even worse with a round 
    kicked off with Yell, Fervor, LockOn, Flash, and Luck all fired off before
    destroying your opposition.
-Real Robot pilots in this game get the shaft for ride choices, since they will
    mostly be outdated in a mission or two.  You'll also get far too many of 
    these pilots that you'll never need and often terribly underleveled.  Nu
    Gundam is an excellent way of leveling up potential pilots given its long
    range accurate funnels and I-Shield.  That toy is wasted on Amuro. :D
-Most of the Super Robot pilots are exclusive to their ride.  Take this into
    account when deciding on your pilots to level, since those that have their
    backsides attached to the pilot seat will ultimatly be defined by their
    robot with a little consideration for Spirit Powers or statistics.
-Combattler V will always be piloted by Hyouma, and the other pilots are only
    available when you separate.  This is a silly thing to do, as the 
    individual crafts are weak and have low HP.  I haven't managed to get them
    to recombine without a story event.
-The Mazinger Team needs a close look. All the girls have the Luck skill, while
    the guys bring the hurt. Maria, the hidden pilot, is a balance of offense
    and speed that makes her the best. In my first run, Sayaka blew past Kouji
    after the 3rd stage and left him in the dust. Having the girls exclusively
    in the hotseats of the attack robots will usually pan out for maximum cash
    farming, due to their Luck and high-damage capability.
-Combo units look real cool until you realize that the pilot in the backpack   
    gets no exp while combined.  That being the case, Spazers and the          
    G-Defensor are pretty useless since you could bring another offensive or   
    defensive unit out that would actually level up your pilot if you attack.
-Yes, I know Boss Borot isn't listed. He's about the same joke as he was in the
    anime, so you only really launch him if you want a sacrifice to bait the
    enemies into a certain location to blast with the Argamma's Himega cannon.

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===================
Reccomended Pilots							PLTCHSE
===================

My reccomended pilots are biased heavily towards having Luck, but also take
into account survivability. Here's the list:
Super robot pilots-
    Banjou Haran, the Getta team, Duke Fleed, Mari Sakurano, Rei Asuka, Masaki
    Andoh, Sayaka Kyuu, and Hikaru Makiba are the core group of Super Robot
    pilots I've successfully run. I also reccomend you take the extra step of
    recruiting and using Ryuune Souldark and Maria Fleed. 
The Mazinger girls all have the Luck skill, but also have good support and 
offensive abilities. Rei is an excellent pilot for the offensive Coplander
robot, while Mari becomes your number one support flier. Banjou I reccomend 
because of his very balanced ability set and his strong offensive ability. Duke
seems to end up being a support mech for me, since his high HP robot lets him
wade into battle while having the Friend healing ability on tap for when your
troops get banged up. Masaki and Ryuune are excellent crowd clearers, but be
careful not to let them wipe out everything and cause your other pilots to 
become painfully underleveled. Getta team: broken, kills stuffs lots. 

Real robot pilots-
    Fa Yuri, Reccoa Rond, Sayla Mass, Camille Viden, Judou Ashita, Lou Ruka and
    Kou Uraki all work well. Get Four Murasame and Elpy Puru as well.
You'll notice that I don't list Amuro Rey as a reccomended pilot; he's a great
early-to-mid game pilot until everyone starts getting their second action. Try
using him as the Methuss pilot after he hits 130 response to maximize your 
healing ability, then faze him out in favor of Judou. Judou's pretty much Amuro
with much greater Power and slightly less dodge. Kou Uraki will be your power 
pilot in the late game, since most real robot pilots are relatively weak and
enemy armor gets pretty thick. Lou and Camille are both pretty nice pilots all-
round, since they both have Luck. Lou is nicely powerful, while Camille hits 
everything he aims at. 
    Optional path pilots: Katsu Kobayashi, Quess Palaya and Anavel Gato. 
Katsu makes a pretty nice support pilot in case you want to switch Fa out of the
Methuss for a bit. Quess should replace Amuro if you're still using him when you
find her. Gato is an improved version of Kou, and can take over as your strong
man when he shows up. Alternatly, you can just ignore Kou to focus on other
pilots and use Gato when he shows up, since that's about the time you'll be
hurting for power pilots.
	
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========
Credits									CRDITPG
========
Thanks to Aeon Genesis for translating this game, as I used their SRW3v1.0 
    patch to play through.
    http://agtp.romhack.net
Kudos to Ace Whatever (jj_alkaline@hotmail.com) for writing his Secrets FAQ,
    since I ended up using it for a lot of info when I couldn't remember most
    of the details of how to get people.
    http://www.gamefaqs.com/features/recognition/54416.html
Banpresto, for taking the time to build this franchise.