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    FAQ/Walkthrough by gundamtotoro

    Version: 0.79 | Updated: 07/19/02 | Search Guide | Bookmark Guide

    ====================================
    SUPER ROBOT TAISEN A (Game Boy Advance)
    ====================================
    
    Super Robot Taisen A FAQ/Walkthrough
    
    Version .79
    
    June 25, 2002-July 19, 2002
    
    Unpublished work Copyright 2002 gundamtotoro
    
    E-Mail:  gundamtotoro@hotmail.com
    ===================
    TABLE OF CONTENTS
    ===================
    I.     Introduction
    II.    Email Guidelines
    III.   Gameplay
    IV.    Intermission Screen
    V.     Walkthrough
    VI.    Frequently Asked Questions
    VII.   Special Thanks
    VIII.  Copyright Information
    
    ===================
    INTRODUCTION AND VERSION NOTES
    ===================
    
    I am your typical mecha obsessed fan, so therefore I like Super Robot
    Taisen/War games.  I felt like writing another FAQ, I own this game, and making 
    a FAQ sounded like it might be enjoyable.  I have no understanding
    of japanese text, so this will not be a story translation unless I somehow 
    obtain mad skills and can translate later.  I also actually OWN the game,
    so do not bother asking me about roms or anything like that.  This a Gameboy
    Advance people, there is no hassle at all with importing, and it is an easy
    game to get since you can buy it at several fine online retailers. ^_^  I
    would appreciate any help from the community with identifying the mecha in
    the game, and/or with any corrections or additional information.
    ---
    Version .79
    
    July 19, 2002
    
    Alright, the Walkthrough section now contains every path and every stage.
    I also added to the FAQ section.  
    ---
    Version .55
    
    July 05, 2002:
    
    Covered the Super Robot and Earth paths.  Started providing the items that
    can be found in each stage.  Corrected some names.    
    ---
    Version .50
    
    July 01, 2002:  Alright, the walkthrough covers until the end of the game
    now, yay!  Now onward to all of the lists.... ^^;
    ---
    Version .30
    
    June 27, 2002:  Heh, actually I sent the previous save and not the final one
    for that day, oh well, have everything that was supposed to be in originally
    and the Walkthrough has gone up to Scenario 32. Frequently Asked Questions
    and Special Thanks were added, started a list of Combination Attacks.  This
    weekend the guide should have a complete walkthrough, and then I'll start
    working on the alternate stages.  
    ---
    Version .25:
    
    June 6-25, 2002:  Started work on the FAQ Walkthrough.  Wrote the walkthrough
    up to Scenario 26, will submit the updated version up to the end in a week.  
    ===================
    E-MAIL GUIDELINES
    ===================
    First off, please do not email me concerning rom requests or the
    like o_O
    
    I would highly appreciate any help with the FAQ though, any clarification, 
    corrections, and additional information would be very much appreciated and
    credit will be given.  
    ===================
    GAMEPLAY
    ===================
    -----
    Commands
    -----
    These are the commands available to units, not all units have all of these
    commands, but this is the order they appear in when they are all available.
    
    MOVE                
    ATTACK
    TRANSFORM      
    FLY/LAND
    SPELLS
    STATUS
    
    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.
    
    TRANSFORM:    Some units can transform, this lets them do it.  Getter Robo
                  is the most obvious example.
    
    FLY/LAND:     Allows a unit to take off or land, mostly useful to let units
                  get on the appropriate height to use a combination attack or
                  support techniques.
    
    SPELLS:       Displays the spells available for that pilot, which can be used
                  when selected.
    
    STATUS:       Shows information on that unit.  
    -----
    Support Techniques
    -----
    When allied units are on the same height and next to each other, they can
    support one another.  At least two units are needed and they must be adjacent
    to each other (not diagonal) and on the same height (such as both in water,
    both on land, or both in the air).  
    
    When attacking, an ally who can support will have a red arrow with an "A"
    on it pointing toward the ally who is performing the primary attack.  The
    supporting ally must have an attack that can also reach the enemy from 
    their placement for a support attack to work.  
    
    When defending, an ally who can support will have a blue arrow with a "G"
    on it pointing toward the ally who is defending the attack.  The
    supporting unit will move in front of the ally being attacked and guard
    the incoming attack. This is useful for defending a weaker unit, or just
    to reduce the total amount of damage received.  
    
    Support techniques can be turned on or off before an attack takes place by
    pressing L or R on the pre-attack screen.  
    -----
    Combination Attacks
    -----
    Some units have Combination Attacks with other units.  These work somewhat
    similarly to Support Attacks.  Units that have a Combination attack available
    will have it displayed with their normal attacks.  Combination attacks may
    be used with units who have already used their turn if they are in the
    proper position (usually beside and on the same height as the unit
    initiating the attack).  
    
    D Formation
    
         Performed by Dragonar Type 1, Dragonar Type 2, and Dragonar Type 3 when
         all are within 3 squares of an enemy after pilots have reached level
         10, or after Scenario 21.
    
    Double Breast Missle o_O
    
         Performed by Diana A and Venus A.  As if one of them doing it was not
         funny enough.....
    
    Double Getter Tomahawk
    
         Performed by any two of the following with level 10 or above pilots:
              Getter Dragon
              Getter 1
              Getter Q
    
    Double Getter Beam
    
         Performed by any two of the following with level 15 or above pilots:
              Getter Dragon
              Getter 1
              Getter Q
    
    Double Breast Fire
    
         Performed by Mazinger Z and Great Mazinger when pilots are level 15
         or above.  Both units must be adjacent to the target.  
    
    
    Double Rocket Punch:
    
         Performed by any two of the following when level 10 or above:
              Mazinger Z
              Great Mazinger
              Grendizer
    
    Double God Finger
    
         Performed by Nobel and God Gundam (can not be combined with Fuunsaki)
         when morale is 130 or above.  Both units must be next to the target.        
    
    Love Love Tenkyouken
    
         Performed by God and Rising Gundam (can not be combined with Fuunsaki)
         after Scenario 26 when morale is 140 or above on both units and
         requires 120 EN from each of them.  
    
    Double Laser Blade
    
         Performed by Dragonar Type 1 Custom and Falguen when both are adjancent
         to an enemy (kind of interesting how Dragonar 1 uses a single blade
         instead of a double).  
    
    ===================
    INTERMISSION SCREEN
    ===================
    Alright, this screen can be confusing at first, here is the basic lay out,
    the titles I am using are not translated by any means, but the meaning
    should come across. ^_^
    
    UNIT LIST          UPGRADE UNIT          UPGRADE WEAPON
    PILOT LIST         CHANGE PILOT          ITEM EQUIP
    SAVE               LOAD                  NEXT MISSION
    
    UNIT LIST:         This lists all of your available units ranking from the
                       highest HP to the least.
    
    UPGRADE UNIT:      At this screen you choose a unit (still arranged in the
                       previous order and upgrade their stats for a certain 
                       monetary price.
    
    UPGRADE WEAPON:    At this screen you choose a unit (still in the same order
                       as before), choose of their weapons, and increase its
                       attack for a price.  
    
    PILOT LIST:        This is a list of the pilots available in the order of
                       highest level to lowest.  
    
    CHANGE PILOT:      This screen lets you move a pilot from one unit to
                       another, pilots can only move to units that would 
    normally
                       be in the same universe.  Amuro can go into any unit that
                       is from a UC Gundam series, but can not pilot Getter Robo
                       or Mazinger (or a Gundam Wing or G Gundam unit for that
                       matter)
    
    ITEM EQUIP:        Choose a unit, and choose what item you want to equip on
                       it.
    
    SAVE:              Lets you save your game on one of the two save slots
                       available.
    
    LOAD:              Lets you load a saved game from one of the two save slots,
                       probably want to avoid this one for the most part.
    
    NEXT MISSION:      Proceeds to the next mission.
    ===================
    WALKTHROUGH
    ===================
    -----
    Starting a New Game:
    
    Press Start, see that option on the left?  That is Start New Game.  
    
    You are given two options above the character portraits, the one on the left
    is "Super Robot" and the one on the right is "Real Robot."  Basically Super
    Robots are the big super type robots with fantastic out of this world attacks 
    like Mazinger and Getter Robo for example.  Real Robots are more along the 
    lines of mecha you would see in Gundam with missles, rifles, energy blades 
    and the like.  This choice will determine what type of mecha your main 
    character will pilot.
    
    After choosing that, you choose whether you want to be Axel (red haired male
    on the left), or Lamia (green haired chick on the right).  You are then given
    a choice between two robots.  Axel and Lamia have the same choices between
    real robots.  They share one choice if you picked Super Robot, but the other
    mech available is exclusive to either Axel or Lamia.  
    -----
    Scenario 01 Real Robot
    ------
    Player Units:  
    
         Main Character
         Dragonar Type 1
         Dragonar Type 2
         Dragonar Type 3
    
    Player Reinforcments:
    
         RX-78-2
         Argama
         Taurus
    
    Enemy Units:   
         Dowtwen x 03
         Falguen MAFFU x 01       
    
    Enemy Reinforcements:
    
         Drau x 04
         Gebaye x 02
          
    Events:     
         
         Turn 3 Enemy Reinforcements arrive.  Player Reinforcements arrive.
    
    Notes:
    
         Main character is bombarded for a little while.  Dragonar units show
    up to help out the main character.  On Turn 3 more enemy reinforcements
    arrive, but so do some reinforcements for you.  Just keep everyone close
    together so they support each other and you should have little trouble.  
    -----
    Scenario 01 Super Robot
    -----
    Player Units:
    
          Main character
          Getter Robo
    
    Enemy Units:
    
          ? (three horned artillery armed mecha) x 04
          ? (skeleton appearing) x 01
          ? (Battleship) x 01
    
    Items:
    
          ? (Skeleton appearing Mech):  Energy Tank S
    
    Notes:
    
          Your Main Character and Getter Robo.  Have your unit fly by choosing
    the second option, so it and Getter Robo can support each other when they
    are next to each other.  Beat up the first five mechs, and the battleship
    will run away when its HP goes below 3000-4000HP, so it should be a pretty
    short introductory level.  
    
    Getter Robo will join you after this stage.
    -----
    Scenario 02 Real Robot
    -----
    Player Units:  
    
         Main Character
         Dragonar Type 1
         Dragonar Type 2
         Dragonar Type 3
         Methus
    
    Player Reinforcments:
    
         RX-78-2
         Argama
         Taurus
    
    Enemy Units:   
    
         Drau x 04
         Gebaye x 04
    
    Enemy Reinforcements:
    
         Drau x 02
         Gebay x 04
         Dowtwen x 03
         Falguen MAFFU x 01 
    
    Events:
     
         Turn 2 Enemy Reinforcements
         Turn 3 Player Reinforcements
    
    Have your units go to the space colony to the southeast of their start
    position.  This will help them heal at the start of each turn, and keep
    them in a tight formation so they can support each other.
    
    Enemy Reinforcements show up on Turn 2 to the north of the colony, but
    your own Reinforcements should arrive on Turn 3 to the right of the colony
    and be able to intercept them.  
    
    Noin, Amuro, and Bright will join after this battle.  
    -----
    Scenario 02 Super Robot
    -----
    Player Units:
    
         Texas Mack
         Getter Robo
         Main Character
    
    Player Reinforcements:
    
         Mazinger Z
         Great Mazinger
         Diana A
         Venus A
         Boss Robot
    
    Enemy Units:
    
         ? x 01
         ? x 02
         ? x 02
         ? x 02
         ? x 01
         Black Getter x 01
         ? (Battleship) x 01
         ?(General Black) x 01
         ?(Butterfly Demon?) x 01
    Events:
    
         Turn 3:  Player Reinforcements Arrive
    
    Notes:
    
         Getter Robo (and all of its forms) spar with Texas Mack for awhile
    and are left nice and weak for when the enemies show up.  Each of them
    have a 5 point spell that increases how far they can move.  Use it on
    Texas Mack and move him northeast to the base where it can receive a
    20% increase to its HP and EN per turn.  Transform Getter 3 into Getter
    1, use its 5 point spell (the second pilot has it), and move northeast
    as well to the base.  Have your Main Character go to a square too.  When
    the Player Reinforcements arrive, have them group up at the base too.  Use
    Venus and Diana A to heal any units if it becomes needed.  Use Boss to
    reload Great Mazinger (who has a really strong projectile, but it only
    has one shot) and replenish the energy of any units that may need it.  The
    enemies will come toward you, so feel free to continue to take advantage
    of the base.  
    
    Texas Mack, Mazinger Z, Diana A, and Boss Robot wiill join after this stage.
    -----
    Scenario 03 Real Robot
    -----
    Player Units:
    
    All Available
    
    Enemy Units:
    
         Apsarus x 01
    
    Player Reinforcements
    
         Gundam Ez-8 x01
    
    Enemy Reinforcements:
     
         Zaku II x 09
         Gouf Custom x 02 (Norris and Ramba Ral)
         Dom II x 03 (Black Tri-Stars)
    
    Events:
    
         Player Reinforcements arrive before Turn 1 begins
         Enemy Reinforcements arrive before Turn 1 begins
         Norris and Aina retreat on Enemy Phase of Turn 1 and damage Shiro
    
    This mission starts out with Aina appearing, then the Argama shows up and
    deploys its units.  Shiro appears close to Aina and speaks with her.  The
    enemies then make their appearance.  Load up all the ground based units onto
    the Argama, use Speed (spell that costs 5 points) to help cross the water.
    Mettus and Taurus should transform into MA modes (second choice) and move
    north also.  You probably want the Taurus to stay into MA mode and stick
    close to the Argama so they can support each other since the ground based
    units can't support the Argama since it is flying.  This is your first 
    mission in a gravity environment so it is important to note.
    
    On the enemy's turn, Norris will move over to Aina, and they will escape
    the battle.  Shiro suffers some damage from this.  Have your units 
    concentrate on the enemies to the left first, and you might want Metthus
    or Dragonar Type 3 to repair Shiro's Ez-8.  Shiro proves to be rather useful
    since he has a powerful long range attack.  Amuro can have a conversation 
    with Ramba Ral if they have an encounter.  After the enemies on the left are
    destroyed, concentrate on the enemies moving from the right.  Try to position
    the Argama appropriately to take advantage of its MAP weapon. 
    
    Shiro joins after the battle is over.  
    -----
    Scenario 03 Super Robot
    -----
    Player Units:
    
         Daimos
         Garuba FX-II
    
    Player Reinforcements:
    
         Main Character
         Getter Robo
         Texas Mack
         Mazinger Z
         Diana A
         Boss Robot
    
    Enemy Units:
    
         ? x 08
         ? x 06
         ? x 02 (Balbas and Rumie)
         Garnoll x 01 (Richter)
    
    Items:
    
         ? x 01 (Balbas):  Energy Tank S
    
    Events:  
    
         Turn 2:  Player Reinforcements Appear
    
    Notes:
    
         Start out with Daimos heading south toward the base, again it will
    give you +20% HP & EN increases per turn.  Have your other units meet
    around that area, and then mop up the rest of the enemy forces.  Richter's
    Garnoll will retreat when its HP get low.  
    
    Daimos and Garuba FX-II will join after this battle.
    -----
    Scenario 04 Real Robot
    -----
    Player Units:
         
         All Available
    
    Enemy Units:  
    
         Drau x 06
         Gebaye x 02
         Falguen x 01
    
    Player Reinforcements:
    
         Getter 1
         Texas Mack
         Daimos
         Garuba FX-II
         Mazinger Z
         Diana A 
         Boss Robot
    
    NPC Reinforcements:
    
         Aestivalis x 01 (Akito)
    
    Enemy Reinforcements(1):
    
         ? Mecha Beast x 02
         ? Mecha Beast x 02
         ? Mecha Beast x 01
         ? Battleship x 01
         ? Battleship x 01
         ? Mecha Beast x 01
    
    Enemy Reinforcements (B)
    
         Gebaye x 09
    
    Items:
    
         ? (tan appearing) Battleship x 01:  Cartridge
         ? Battleship x 01 (Dark Shogun): Energy Tank S
         ? (red Salamander mech) Mecha Beast X 01:  Mega Booster 
    
    Events:
    
         Turn 4 (or when certain number of enemies defeated?) Player, NPC, and 
         Enemy Reinforcements (1) arrive.  
    
         When All Enemies are Defeated: 9 Gebaye units appear, and the Nadesico
         appears behind them and destroys them with a Gravity Blast.
    
    Alright, Nadesico characters appear and the Super Robot team joins up with 
    the Real Robot team, a good mission. ^_^
    
    Have your starting units move southwest and occupy the base.  All sorts of
    reinforcements arrive on Turn 04.  The important things to remember are to
    keep up Akito's HP since he tends to get himself into trouble and only units
    at the same height can support each other, meaning flying units support other
    flying units, and ground units support other ground units.  Daimos, Mazinger
    Z, and Getter 1 can all land to better support your other units if needed.  
    
    The battleships and the Salamander looking Mecha Beast will run away when
    their HP get low.  Axel can have a conversation with the human appearing
    battle ship pilot.  Kouji (Mazinger Z pilot) can have a conversation with
    the non-human appearing pilot.  
    
    When all the units are destroyed or run away, some Gebaye units appear in
    the water.  The Nadesico than appears behind them and Gravity Blasts them
    into oblivion (wow, the Argama's MAP weapon looks like a pea shooter right
    now doesn't it?).  Akito and the Nadesico leave afterwards.  
    
    All of the Super Robots that arrived will join you though. ^_^
    -----
    Scenario 04 Super Robot
    -----
    Player Units:
    
         Main Character
         Getter Robo
         Texas Mack
         Mazinger Z
         Diana A
         Boss Robot
         Daimos
         Garuba FX-II
    
    Player Reinforcements:
    
         Argama
         Gundam RX-78-2
         Gundam EZ-8
         Taurus
         Metthus
         Dragonar Type 1
         Dragonar Type 2
         Dragonar Type 3
    
    Enemy Units:  
    
         Drau x 06
         Gebaye x 02
         Falguen x 01
    
    Enemy Reinforcements(1):
    
         ? Mecha Beast x 02
         ? Mecha Beast x 02
         ? Mecha Beast x 01
         ? Battleship x 01
         ? Battleship x 01
         ? Mecha Beast x 01
    
    Items:
    
         ? (tan appearing) Battleship x 01:  Cartridge
         ? Battleship x 01 (Dark Shogun): Energy Tank S
         ? (red Salamander mech) Mecha Beast X 01:  Mega Booster 
    Events:
    
         Turn 4 Player, NPC, and Enemy Reinforcements (1) arrive.  
    
         When All Enemies are Defeated: 9 Gebaye units appear, and the Nadesico
         appears behind them and destroys them with a Gravity Blast.     
    
    Notes:
    
         Just like the Real Robot version of the stage, except on this the
    Super Robots are the intial units, and the Real Robots arrive as
    Reinforcements. 
    -----
    Scenario 05
    -----
    Player Units:
    
        Argama
        Units x 11
        Shining Gundam x 01 (Domon)
    
    Neutral Units:
    
        Nadesico x 01
        Aestivalis x 01 (Akito)
    
    Enemy Units:
    
        ? x 06
        Gebaye x 06
        Gelf x 01
        Jagd Gelf x 01
        Reb Gelf x 01
        Devil Gundam x 01    
    
    Items:
    
        Gelf:          Repair Kit
        Jagd Gelf:     Energy Tank S
        Reb Gelf:      Cartridge
        Devil Gundam:  Minovsky Craft
    
    Okay, lots of talking ensues between your units and the Nadesico team, the
    Argama fires on the Nadesico, and the Nadesico's Distortion Field repels the
    shot.  Devil Gundam then arrives and blasts the Argama.  Nadesico team 
    leaves.  Domon arrives in Shining Gundam, and Enemy Reinforcements Arrive.
    
    Domon can handle all the units to the east on his lonesome pretty well.
    Concentrate on all of the Dragonar enemies until they are finished.  Devil
    Gundam will recharge his HP each turn, so you need to have a few units
    attacking it on the same turn to get a significate reduction on its HP.
    Around 3000-4000 HP the Devil Gundam will recharge all of its HP and retreat.
    
    Domon joins the group with Shining Gundam after the battle is over.    
    -----
    Scenario 06
    -----
    Player Units:
    
         Main Character
         Daimos
         Mazinger Z
         Getter Robo
         Dragonar Type 1
         Dragonar Type 2
         Dragonar Type 3
         GM Custom (South Burning)
    
    Player Reinforcements:
    
         Argama
         Gundam RX-78-2
         Gundam EZ-8
         Gundam GP-01
         Plus a few more units I didn't list properly in my notes...
    
    Enemy Units:
    
         ? x 04
         ? x 02
         ? (Raiza) x 01
         Garnoll (Richter) x 01
    
    Enemy Reinforcements (1):
    
         ?A x 02
         ?B x 02
         ?(Balbas) x 01 (immediately retreats)
    
    Enemy Reinforcements (2):
    
         Char's Gelgoog x 01
         Gundam GP02A x 01
         Apsarus x 01
         Dom II x 03
         Gouf Custom x 02
         Zaku II x 03
    
    Items:
    
         Garnoll (Richter): Apogee Motor
         GP02A (Gato):      Chobham Armor
         Gelgoog (Char):    Magnetic Coating
         Gouf (Norris):     Energy Tank S
         Gouf (Ramba Ral):  Repair Kit
     
    Events:
    
         Turn 3 Enemy Reinforcements (1) arrive.  Daimos' morale/kirokyu drops
         by 30 points.  
    
         Enemy Reinforcements (2) and Player Reinforcements arrive when first    
         group of enemies are defeated.  
         
    Starting out your 8 units must defend the base.  If any enemies touch the 
    base, it is game over.  Split the team into two groups, have one group head 
    northeast of the base, and another head southwest.  When this group is 
    finished, the obvious happens and Gundam GP02A is stolen by Gato.  The twist
    this time is that Char aids him with his Gelgoog and Aina arrives in her 
    Apsarus, the Tri Stars arrive in their Doms, Ramba Ral and Norris show up 
    again with Gouf Customs, and a bunch of Zaku IIs arrive to help Gato escape.  
    
    Char and Gato will concentrate on escaping via the northwest corner of the 
    map.  They are both difficult opponents with high dodge rates. You can let
    them go, or if you really want their items, I would suggest having Texas
    Mack, Noin's Taurus, and Getter Robo concentrate on them since each have
    spells that provide for high hit rates.  Have them down to about 3000 HP
    before letting Getter 1 finish them off with a Getter Beam.
    
    If you want to get Aina's Apsarus at the end of the next stage, you will want
    Shiro to convince her here before you destroy her for now.  
    
    Kou and South Burning will join after the battle is finished.
    -----
    Scenario 07
    -----
    
    Player Units:
    
         Dragonar Type 1-L
         Dragonar Type 2-L
         Dragonar Type 3-L
         Daimos
         Gundam EZ-8
         Main Character
    
    Player Reinforcements (1):
    
         Argama
         8 other Units of your choice
    
    Player Reinforcements (2):
    
         Gundam Mk. II (Camille)
    
    Enemy Units:
     
         Char's Gelgoog x 01
         Gundam GP02A x 01
         Gouf Custom x 02
         Zaku II x 08
         Zaku II-S x 01
         Apsarus x 02
    
    Enemy Reinforcements (1):
    
         Getta Q x 01
         Minverva X 01
         ? Mecha Beast x 02
         ? Mecha Beast x 02
         ?(tan battleship)x 01
         ?(salamander appearing mech) x 01
         ?(skull mech) x 01
         ?(Dark Shogun) x 01
    
    Items:
    
         EWAC Generator:  Apsarus(Aina)   
         Char's Gelgoog:  Gelgoog (Char)
         Magnetic Coating:  Gundam GP02A(Gato)
         Repair Kit:  Zaku I S 
         V-Up(U):  Getter Q  
         V-Up(W):  Minerva X                     
         Cartridge:  ?(Tan Battleship)
         Energy Tank S:  ?(salamander appearing mech)  
         High Performance Targeter:  ?(skull mech)
         Jammer:  Apsarus (Ginias)
         Pilot Ration:  Dark Shogun               
    
    Events:
    
         Turn 3: Argama and Player Reinforcements Arrive
    
         Char, Gato, Gaia, Ortega, or Mash is Defeated or Retreats:  All
         remaining from that group will retreat to base and Enemy 
         Reinforcements arrive to the southest, and Camille arrives
         with Gundam Mk. II at the base to the northwest.
         
    
    I think the plan is to stop the various Zeon soldiers from reaching the
    base to the northwest, but of course they are going to get away >_<.  You
    can leave this battle with several new units though. ^_^ Actually the
    Dragonar units all received 'L' (Lifter) Equipment that gives them flight
    abilities, gives some stat improvements, adds some new weapons, and
    increases the strength of other weaponry.
    
    First off, if you want to receive the Apsarus, do not destroy Aina.  You are
    going to have to let the Apsarus basically do whatever it wants to for the
    whole battle. O_o  Actually not as bad as it sounds since the Apsarus will
    be attacking very little once its energy is depleted.  
    
    You can also receive Char's Gelgoog (but not Char... yet) if you destroy it.  
    This is pretty tricky since Char has a high evade rate, alot of HP (5700), 
    and a shield.  Once the Argama and Player Reinforcements arrive he will also
    resume his retreat to the enemy base.  Personally I suggest sending Getter
    1 and Dragonar Type 1-L after Char since they can keep up with it pretty 
    easily.  When Char is Defeated (hopefully, experience and a new suit is
    good) or Retreats, so will Gato and the Black Tri-Stars.  Ramba Ral, Norris
    and Aina will stay behind since they do not associate with those ruffians. ;)   
    
    More units appear to the southest, and Camille arrives in the Gundam Mk. II
    at the northwest base (probably fairly close to Ginias).  Camille should 
    start heading east since Ginias' Apsarus will not be defeated by fighting
    on the base since it will have its HP and EN refilled there.  Ginias will
    retreat actually if his HP go below 3000.  
    
    To recruit Miyuiki and Getter Q you need to have her fight with each form
    of Getter Robo.  Basically let her attack you and do not counterattack.
    After she has attacked each member of the team, have Ryoma use Convince on
    her.  You will still get the Getter Q unit though even if you destroy it,
    and it lands you a helpful V-Up(U) part.
    
    To recruit Minerva X just have Koji (Mazinger Z pilot) use convince on her.
    She will immediately join, but you will have no direct control of her which
    may cause some problems (either she will get herself killed, or she might
    try to destroy the Apsarus or Getter Q).    
    
    Camille joins with the Gundam Mk. II
    
    Aina joins with the High Mobility Type Zaku, and with the Apsarus if steps 
    were done correctly. 
    
    Getter Q unit joins you, so will Michiru if the proper steps were taken.
    
    Minerva X will join you if steps were taken correctly.  
    -----
    Scenario 08 (Earth Route)
    -----
    Player Units:
    
         Argama
         Shining Gundam
         Dragonar Type 1-L
         Dragonar Type 2-L
         Dragonar Type 3-L
         Getter Robo
         Getter Q
         Texas Mack
         Main Character
    
    Player Reinforcements(1):
    
         Gundam Spiegel
    
    Player Reinforcements (2):
    
         Gundam Maxter
         Dragon Gundam
         Gundam Rose
         Bolt Bundam
    
    Enemy Units:
    
         Devil Gundam x 01
         Devil Army x 15
    
    Enemy Reinforcements:
    
         Devil Gundam x 01
         Master Gundam (w/Fuunsaki) x 01
    
    Neutral Units:
    
         Gan Dora x 06
         Gelf x 01
         Jagd Gelf x 01
         Reb Gelf x 01
         Stark Gebaye x 01
         Stark Gan Dora x 01
         Stark Dowten x 01
         Stark Dyne x 01
         Geyzam x 01     
    
    Items:
    
         Cartridge:  2nd Defeated Stark Unit.     
         Minovsky Craft:  Devil Gundam (Reinforcements)
         Psyco Frame: Master Gundam
    
    Events:
    
         Argama takes off:  Enemy Reinforcements and Neutral Units arrive.
         Player Reinforcements (1) Arrive
    
         1 Round after Argama takes off:  Player Reinforcements (2) appear.
    
         2 "Stark" units are defeated:  Neutral Units all leave the area.
    
    Notes:
    
    Fairly simple stage overall, just keep the Devil Army from entering the base
    for a few turns until the Argama can take off for space.  After the intitial
    units are deployed, the Main Character is given a choice of going to space
    (first choice) or staying on Earth (second choice).  If you are staying on
    earth follow this section, if you choose to go to space, follow the Scenario
    08 Space Route section
    
    Spread out your units and engage in combat outside of the base so no units
    head into it to attack you.  Texas Mack is particularly effective in this
    stage since his barrier can absorb the beam shots that are the Devil Army's
    long range attack.  
    
    Just remember to take advantage of your units' ability to support one another
    and change the heights on units so they can better work together. 
    
    Unfortunately killing Devil Gundam does not give you any items. >_< 
    
    After the Argama takes off, enemy and neutral reinforcements arrive.  Gundam
    Spiegel arrives to help you, and you actually get to have control over him.
    The rest of the player reinforcements will arrive on the next turn.
    
    I would suggest sending Getter 1, Shining Gundam, the Main Character, and
    maybe Dragonar Type 2 (for energy refilling) after Master Gundam which is
    rapidly approaching.  You will have to destroy him twice actually since
    Fuunsaki the horse acts as an armored carrier, and Master Gundam will
    still remain afterwards.  It is suggested to get Master Gundam later to
    have Domon finish him off here (and you get a Psyco Frame out of it too).
    
    The rest of the units should head south, take up positions in the base,
    and fend off the neutral units until they retreat, and then head back
    up north to help with Devil Gundam.
    
    Devil actually isn't too difficult here.  Have Spiegel use Spirit (60
    point spell), and have Domon finish it off with a Shining Finger Sword,
    or any other combination of the above (it is suggested you actually destroy
    Devil instead of forcing a retreat since another Minovsky Craft would be
    useful).  
    
    Rose, Dragon, Maxter, and Bolt Gundams will join you after this mission.
     
    -----
    Scenario 08 (Space Route)
    -----
    Player Units:
    
         Argama
         Shining Gundam
         Dragonar Type 1-L
         Dragonar Type 2-L
         Dragonar Type 3-L
         Getter Robo
         Getter Q
         Texas Mack
         
    Enemy Units:
    
         Devil Gundam x 01
         Devil Army x 15
    
    Notes:
    
    Fairly simple stage overall, just keep the Devil Army from entering the base
    for a few turns until the Argama can take off for space.  After the intitial
    units are deployed, the Main Character is given a choice of going to space
    (first choice) or staying on Earth (second choice).  If you are going to
    space, then follow this section.  If you are staying on Earth then go
    to the Scenario 08 Earth Route section.
    
    Spread out your units and engage in combat outside of the base so no units
    head into it to attack you.  Texas Mack is particularly effective in this
    stage since his barrier can absorb the beam shots that are the Devil Army's
    long range attack.  
    
    Just remember to take advantage of your units' ability to support one another
    and change the heights on units so they can better work together. 
    
    Unfortunately killing Devil Gundam does not give you any items. >_< 
    
    After the Argama takes off, the mission is over.
    
    -----
    Scenario 09 Earth Route
    -----
    Player Units: 
    
         Zambot 3 (with a crappy faceless test pilot)
         12 Other Units (which should be all your units at this point).
    
    Enemy Units:
    
         ? x 02
         ? x 02
         ? x 02
         ? x 02
         Bandock (Butcher) x 01
    
    Enemy Reinforcements:
    
         ? x 02
         ? x 04
         ?(tan battleship) x 01
         Skullrook x 01
    
    Items:
    
         Energy Tank S:  ?(tan battleship)
         Magentic Coating:  Bandock
         Mega Booster:  Skullrook
    
    Events:
    
         Enemy Units are Defeated:  Enemy Reinforcements Arrive
    
    Notes:
    
         Baka test pilot gets his arse handed to him taking the Zambot 3 out,
    your guys arrive, and then Kappei and the rest of the real Zambot 3 pilots
    take control of it again. 
    
         When the Bandock is defeated or retreats, the enemy reinforcements
    arrive to the southwest and someone self destructs to do damage to the
    tan colored battleship.  They will all start approaching your units, so
    advance to meet them, or set up a formation and mop them up.  The
    battleship and Skullrook will both retreat if their HP become low so try
    to finish them off with a strong attack.  
    
    Zambot 3 joins after this battle.
    
    -----
    Scenario 09 Space Route
    -----
    Player Units:
    
         Gundam GP01 x 01
         Argama x 01
         Main Character x 01
         GM Custom x 01
         Full Armor Gundam/Gundam RX-78-2 (which ever Amuro has) x 01
         10 other units
    
    Enemy Units:
    
         Zaku II x 04
         Zaku II-S x 02
         Dom x 07
         Gelgoog Marine x 02
         Gelgoog Marine Cima Custom x 01
         Gwazine Ship x 01
    
    Enemy Reinforcements (1):
    
         Gundam GP02A x 01
         Elmeth x 01
         Zeong x 01
    
    Neutral Units (1):
    
         Nadesico x 01
         Aestivalis (Akito) x 01
         Aestivalis (Gai) x 01
    
    Neutral Units (2):
    
         Aestivalis (Ryoko) x 01
         Aestivalis (Izumi) x 01
         Aestivalis (Hikaru) x 01
    
    Events:
    
         Cima trashes the GP01 before the battle even begins, Main Character
         and GM Custom aid Kou so he can retreat.  Amuro launches.  Argama then
         launches 10 more units.
    
         Turn 3:  Neutral Units launch (Nadesico and 2 Aestivalis units)  Enemy
         Reinforcements (1) launch.
    
         Nadesico reaches top of screen: Nadesico Units retreat, Delaz and 
         remaining enemy units retreat.  Neutral Units (2) arrive and mission
         ends.
    
    Notes:
    
    Have your units move west and start destroying enemy units as quick as they 
    can.  On Turn 3 the Nadesico appears with Akito and Gai's Aestivalis units.
    Gai will be playable later if he survives this battle.  You have no control
    over these units though and can not heal them.  Char, Gato, and Lalah will
    launch when the Nadesico appears too.  Focus on Gundam GP02A because he is
    armed with a tactical nuclear weapon easily capable of destroying all of your
    units, and he is not hesitant about using it.  The Main Character's unit, 
    Daimos, and Full Armor Gundam are particularly helpful in that aspect.  Also
    be sure to destroy one of the Tri-Stars as soon as possible or they will be
    pulling off Jet Stream Combination Attacks as much as possible for some high
    damage.  
    
    The scenario ends when the Nadesico reaches near the top of the screen.  The
    Nadesico, Akito, and Gai will all escape.  Delaz will give the order to 
    retreat and the remaining enemy forces shall leave.  
    
    Ryoko, Hikaru, and Izumi will then arrive with their Aestivalis units.  They
    will join your group and the mission will end.  
    -----
    Scenario 10 Earth Route
    -----
    Player Units:
    
         Shining Gundam
         Dragon Gundam
         Bolt Gundam
         Gundam Rose
         Gundam Maxter
    
    Player Reinforcements:
    
         8 Units (which should be everyone you have at that point).  
    
    Enemy Units:
    
         Daitarn 3 x 01
         ? x 06
         ? x 03
         ? x 01
    
    Enemy Reinforcements (1): 
    
         ? x 01 (red)
         ? x 01 (blue)
    
    Enemy Reinforcements (2):
    
         ? x 06
    
    Items:
    
         Magnetic Coating:  ?(Red)
         Chobham Armor:  ?(Blue)
         V-Up(W):  ?(blonde villain with the giant helmet)
    
    Events:
    
         Turn 3:  Player Reinforcements Arrive
      
         Turn 4:  Enemy Reinforcements (2) Appear.  Banjo enters Daitarn 3 oO
    
         Turn 5:  Banjo regains control of Daitarn 3, Enemy Reinforcements (2)
                  Appear
    
         Red or Blue is Defeated:  The other one will become stronger.
    
    Notes:
    
         Alright, first off, do not destroy Daitarn 3, just in case it was not
    immediately obvious. ^_^;  Anyway Beauty is piloting it for some reason,
    but just do not attack her and just dodge the attacks.
    
    Be cautious of the blue and red mecha that appear as Enemy Reinforcements
    (1).  They have a combination attack together that could result in alot
    of damage.  If you destroy one of them, the other will become angry, become
    stronger, and take on a new form with 10,000 more HP.
    
    When all of the enemies are destroyed the mission is over.
    
    Daitarn 3 joins after the battle.
    
    -----
    Scenario 10 Space Route
    -----
    Player Units:
    
         Argama x 01
         Gundam GP01-Fb x 01
         Aestivalis (Ryoko) x 01
         Boss Robot x 01
         Super Gundam (Mk. II & G-Defensor combined) x 01
         11 other units
    
    Enemy Units:
    
         Val Varo x 01
         Dom x 04
         Gelgoog Marine x 06
         Gerbera Tetra x 01
         Gebaye x 04
         Dyne x 02
    
    Notes:
    
         Nothing too complicated here.  The hard part is choosing your units
         starting out.  Hikaru and Izumi's Aestivalis units could be useful here,
         but Aestivalis units perform better with the Nadesico near by, and that
         just is not going to happen here.  
    
         The Lunar surface counts as a land environment like earth, so flying
         units will fly and ground based units will remain on the ground.  Be
         sure to have your units at the appropriate heighths to support each
         other.  You should not have too much trouble.  
    
         The Val Varo and Gerbera Tetra will both retreat when their HP become
         low.  
    -----
    Scenario 11 Earth Route
    -----
    Player Units:
    
         14 Units (probably everyone you have)
    
    Enemy Units:
    
         Gan Dora x 10
         Stark Dowten x 01
         Stark Dyne x 01
         Stark Gebaye x 01
         Stark Gan Dora x 01
         Geyzam x 01
    
    Items:
    
         Booster:  Geyzam
         Cartridge:  Stark Dyne
         Energy Tank S:  Stark Gebaye
         Pilot Ration:  Stark Dowten
         Repair Kit:  Stark Gan Dora
    
    Notes:
    
         Stupid GMs and Dragoons.... at least you will learn from their mistake
    right?  Okay, you are going to have to deal with that big ass cannon at some
    point because the main path is in the cannon's path ><.  It fires after the
    enemy phase of every even numbered round (2, 4, 6, 8, etc).  Make sure your
    units are behind the walls, or past the cannon on their last move on the
    even numbered turns.  
    
    After getting past the cannon, the rest is pretty easy.  The Gan Doras
    do pack a decent amount of firepower, but do not take hits very well.
    The Stark units have high dodge and hit % rates though.  Your Super
    Robots may have to use the 20 spell that gives them a 100% hit rate to
    be able to hit these guys.  Once all the units are gone, the mission is
    over.    
    -----
    Scenario 11 Space Route
    -----
    Player Units:
    
         Gundam GP-01Fb
         Aestivalis (Ryoko) x 01
         Aestivalis (Izumi) x 01
         Aestivalis (Hikaru) x 01     
         Aestivalis (Akatsuki) x 01
         Full Armor Gundam or RX-78-2 x 01
         Argama x 01
         7 other Units
    
    Player Reinforcements:
    
         Nadesico x 01
         Aestivalis
    
    Enemy Units:
    
         Gundam GP02A x 01
         Zaku II x 04
         Zaku II-S x 02
         Dom x 04
         Gelgoog Marine x 04
         Val Varo x 01
         Gerbera Tetra x 01
         Elmeth x 01
         Zeong x 01
    
    Neutral Units:
    
    Events:
      
         Before Battle:  Gato blows up alot of GM Customs on Solomon.  Enemy   
         Units arrive, Gato gets his nuke reloaded.  Gundam GP-01Fb launches.
         Aestivalis units (Ryoko, Hikaru, and Izumi types) launch.  Aestivalis
         (Akatsuki) launches.  Amuro launches in Full Armor Gundam/RX-78-2.   
         Argama launches 7 more units.  
    
         Turn 2:  Nadesico arrives with Aestivalis Akito and Gai types.
    
         Turn 3:  Neutral Units arrive (Jovian Lizards).  
    
    Notes:
    
    Actually only a few things to worry about even though you are going up
    against a bunch of Ace Zeon pilots.  The Zeong, Elmeth, Gerbera Tetra, and
    GP02A sit out for most of the battle.  The Val Varo and Tri-Stars are the
    big worry.  The Val Varo should be on the receiving end of all the firepower
    you can provide so it does not fire its map weapon and cause lots of 
    destruction.  The Tri-Stars should then receive some focus, at least one of
    them so they will be unable to use their Jet Stream Combination Attack when
    they are missing a member.  
    
    When the GP02A starts moving in, use Yurika or Izumi's spell that reduces
    an enemy's morale.  This will prevent Gato from having enough morale to use
    thenuke, and let you focus on other matters.  
    
    Use the Aestivalis units to destroy the Zeong and Elmeth since their beam
    weapons can not penetrate the Aestivalis' distortion fields.  
    
    All of the Nadesico characters join after this battle.
    -----
    Scenario 12 Earth Route
    -----
    Player Units:
    
         Shining Gundam
         Daitarn 3
         12 Other Units
    
    Enemy Units:
    
         Dyne x 04
         Schwelg x 02
         Stark Gebaye x 01
         Stark Dowten x 01
         Stark Dyne x 01
         Stark Gan Dora x 01
    
    Enemy Reinforcements (1):
    
         Dyne x 02
         Schwelg x 02
         Psyco Gundam x 02
    
    Enemy Reinforcements (2):
    
         Nobel Gundam x 01
    
    Enemy Reinforcements (3):
    
         ? x 01
    
    Items:
    
         EWAC Generator:  Nobel Gundam
         Giant Magazine:  Psyco Gundam (Rozamia, brown haired girl)
         Hybrid Armor:  Psyco Gundam (Four, blue haired).
         V-Up (U):  ? (Dragonar enemy in Enemy Reinforcements 3).
    
    Events:
    
         Turn 3 Enemy Phase:  Enemy Reinforcements (1) Arrive
    
         Turn 4 Enemy Phase:  Enemy Reinforcements (2) Arrive
    
         Turn 5 Enemy Phase:  Enemy Reinforcements (3) Arrive
    
    Notes:
    
         All of your units enter a base, a bunch of Dragonar enemies are
    waiting for you.  The only thing worth noting ith the first group is the
    Stark Gebaye (the orange mecha) has a MAP weapon, so don't place any units
    directly up, down, left, or right of it.  
    
    Nobel makes an appearance on Turn 3.  Destroying her here will not have an
    effect on the recruitment process for her later.  EWAC Generators are never
    bad to have either.
    
    With Four and Rozamia, the Psyco Gundam pilots who show up on Turn 4, you
    have to make a choice on what item you want.  Four drops some Hybrid Armor,
    which gives a good increase to armor and HP of a unit.  Rozamia drops a
    Giant Magazine.  If your Main Character is using a Real Robot, or if you
    want to spend some quality time with the High Mobility Type Zaku when it
    returns from Space, then you want a Giant Magazine that doubles your ammo.
    There are opportunities later on get the items to, just this is the earliest.
    
    The last enemy you want to destroy quickly.  If he manages to get his morale
    up he can fire a MAP weapon that can cause alot of destruction for your
    units.  Be sure to actually destroy him rather than force a retreat since
    V-Up Parts are always good. ^_^
    
    
    -----
    Scenario 12 Space Route
    -----
    Player Units:
         
         Argama
         Nadesico
         11 other Units
    
    Enemy Units:
    
         Dom x 08
         Val Varo x 01
         Elmeth x 01
         Zeong x 01
         Gundam GP02A x 01
         Gwazine x 01
    
    Neutral Units:
    
         Gerbera Tetra  x 01
         Gelgoog Marine x 05
         Dyne x 06
    
    Player Reinforcements:
    
         Tallgeese III x 01
         Gundam Deathscythe Custom x 01
         Gundam Sandrock Custom x 01
    
    Events:
    
         Val Varo is destroyed: Gato gains +30 morale/kirokyo
    
         Turn 3:  Neutral Units arrive
    
         Turn 4:  Player Reinforcements arrive
    
    Notes:
    
    The Doms and the Val Varo will approach your units first.  Concentrate on
    the Val Varo so you are not hit by a MAP weapon.  Gato will gain a big
    morale increase when the Val Varo is destroyed though.  Only worry about
    decreasing Gato's morale if he goes toward your units.  Chances are that
    the neutral units will keep Char, Gato, Lalah, and Delaz fairly busy.  
    Gato may even get a little trigger happy with the nuke and destroy a team
    mate along with some of Cima's forces.  Finish off whatever is left at the
    end and proceed to the next mission.  
    
    -----
    Scenario 13
    -----
    Player Units:
    
         Gundam Ez-8
         14 other units
    
    Player Reinforcements:
     
         Main Character
    
    Enemy Units:
    
         Batta x 10
         Batta controlled Aestivalis x 10
    
    Enemy Reinforcements:
    
         Geshpent Mk. II x 06
         Rival Character x 01
    
    Items:
    
         W-Up:  Rival Character
    
    Events:  
    
         Game over when the cannon finishes recharging ><
    
         Player and Enemy Reinforcements when all of the intitial enemies
         are destroyed.
    
    Notes:
    
    A very odd mission, and really tough too.  First off the battleships have
    been grounded.  Units are unable to fly on this mission either, well they
    can fly, but they will instantly explode due to receiving 99,999 damage for
    entering the air space above the battlefield.  In other words, absolutely
    NO FLYING!  
    
    Anyway the enemies here have pretty high evade rates, are almost totally
    invulnerable to beam weapons, and you have to defeat all of them in a 
    limited amount of time.  You are going to want units that can move and
    attack as well as have a high hit rate.  The G Fighters are particularly
    effective here (especcially Dragon Gundam since the Dragon Fangs are fairly
    powerful, have great range, and are very accurate).  
    
    When all of the units are destroyed, the cannon explodes, and the rival
    character appears with reinforcements.  Actually the reinforcement units
    is the same as the starting unit for the main character in Super Robot
    Taisen/Wars 4.  These units should provide very little difficuly.  Gundam
    Rose's MAP Weapon can hurt them greatly, and the rest of your units can
    mop them up easily.  The Rival Character will run away when its HP reach
    below 10,000, so if you want the W-Up (which you do) you want to finish
    him/her off with a particularly strong attack.  
    
    -----
    Scenario 14
    -----
    
    Player Units:
    
         Gundam Re-Gz x 01
         Dragoon x 04 
    
    Player Reinforcements (1):
    
         Nadesico x 01
         Daimos x 01
         Aestivalis-Akito x 01
         (if available) Aestivalis-Gai x 01
    
    Player Reinforcements (2):
    
         10 other units
    
    Player Reinforcements (3):
    
         Hyakushiki (Quattro) x 01
    
    Enemy Units:
    
         ?(One Eyed Tank Things) x 10
         ? x 08
         ? x 02
         Garnoll x 01
    
    Enemy Reinforcements:
    
         Zonnekaiser x 06
    
    Items:
    
         Energy Tank S: Balbus
         Repair Kit:  Raiza
         Minovsky Craft:  Richter
    
    Events:
    
         Turn 3:  Player Reinforcements (1) arrive.
       
         Turn 4:  Player Reinforcements (2) arrive.
    
         Richter is defeated:  Enemy Reinforcements (1) arrive, Player
         Reinforcements (3) arrive.
    
    Notes:
    
    The units supporting the Re-GZ are going to die, almost nothing you can do
    to prevent it, especcially since the computer is controlling them.  They
    will survive just long enough for the real reinforcements to arrive though.
    You know the drill, stick together, use support attacks whenever possible.
    When Richter is defeated some more enemy reinforcements show up that are
    pretty tough.  Try to position the Nadesico so it can get at least one
    good Gravity Blast shot.  Gundam Rose's MAP Weapon is also useful again.  
    
    Quattro joins with his Hyakushiki after the battle.
    
    Kayra joins with the Re-GZ.  
    
    The Argama is replaced with the Near Argama.
    
    Sayla leaves the group.
    -----
    Scenario 15
    -----
    Player Units:
    
         Getter Dragon
         Mazinger Z
         Main Character
         Black Getter
    
    Player Reinforcements (1):
    
         Great Mazinger
         Venus A
    
    Player Reinforcements (2):
    
         Near Argama
         Nadesico
         9 other Units
    
    Enemy Units:
    
        ? x 01
        ? x 01
        ? x 01
        ? x 02
    
    Enemy Reinforcements:
    
        ? x 04
        ? x 02
        ? x 01
        ? x 01
    
    Items:
    
         Booster:  ?(Dark Shogun)
         Chobham Armor: ?(tan battleship)
         Jammer: ?(30,000 HP battleship in enemy reinforcements)
         Magnetic Coating:  ?(General Black)
         Pilot Ration:  ?(skull mech, pilot has an eyepatch)
         Repair Kit:    ?(salamander appearing mech)
         
    Events:  
    
         Pre-Mission:  Getter Robo G is received, Black Getter joins your
         side.
    
         Turn 3:  Player Reinforcements (1) and Enemy Reinforcements appear.
    
         Turn 4:  Player Reinforcements (2) arrive.  General Hell, Black Shogun,
                  and the third battleship that was part of the initial enemy
                  group will retreat.  
    
    Okay, the mission starts with Getter 1, Mazinger Z, and the Main Character.
    The black Getter type unit fights with Getter 1, some dialogue ensues between
    everyone, and the black Getter will then join you.  The Getter Dragon is also
    delivered by Benki and replaces Getter 1.  Mazinger Z should use its 40 point
    spell to replenish its HP since it is only at 10 HP.  If you want to keep
    the Black Getter after this stage, you need to keep him alive.... which is
    tough because he is computer controlled.  Ryoma will probably have to use
    somehealing spells on the second turn to maintain Black Getter's HP.  On Turn
    3 Great Mazinger and Venus A arrive.  Venus A has a repair ability which will
    be useful.  Use the 5 point spell of Great Mazinger's to hurry over to the
    rest of the group and finish off some more units.  
    
    Actually if you keep Mazinger Z close to the black Getter unit, the enemies
    seem to prefer to go after Mazinger Z instead...
    
    On Turn 4 the real reinforcements arrive.  You will probably want some units
    with some healing abilities.  Kazuya's Daimos, Shiro, and Aina all have some
    great healing spells.  Bright and Michiru have the 30 point spell that heals
    2000 HP.  Getter Q would be a good choice anyway because Getter Dragon will
    probably be running low on energy, and combination attacks with the Getter
    Tomohawks will help your attack strength.  
    
    Keep the appropriate units together, adjust height levels as needed, focus
    on one enemy at a time, and keep everyone's HP up (especcially Black Getter).
    The battleship with 30,000 will retreat when its HP become low.   
    
    Getter 1 will still be available after the battle.  Musashi will remain if
    Ryoma has received at least 15 kills by this point.  
    
    Great Mazinger and Venus A will join your group.
    -----
    Scenario 16
    -----
    Player Units:
    
         Argama
         Nadesico
         Super Gundam
         Shining Gundam
         9 other Units
    
    Player Reinforcements:
    
         Nobel Gundam
    
    Enemy Units:
    
         Zwei x 06
         Stark Gan Dora x 01
         Stark Gebaye x 01
         Stark Gowten x 01
         Stark Dyne x 01
         Psyco Gundam x 02
         ? x 01
    
    Enemy Reinforcements:
    
         Devil Army x 10
         Nobel Gundam H x 01
    
    Items:
    
         Apogee Motor:  Psyco Gundam (Four, blue haired girl)
         Beam Coating:  Psyco Gundam (Rozamia , brown haired girl)
         Cartridge:  Stark Dowten
         Energy Tank S:  Stark Gebaye
         Magnetic Coating:  ?(mech with crescent moon on its forehead)
         Pilot Ration:  Stark Dyne
         Repair Kit:  Stark Gan Dora     
         Shuffle Badge:  Nobel Gundam
         
    Events:
    
         Turn 4:  Enemy Reinforcements Arrive, Nobel Gundam turns against you.
    
    Keep your units together starting out.  
    
    When Nobel Gundam shows up, you should know that she will turn against you,
    so it would be advised to have some units available to destroy her or force
    her to retreat (she will still join later if you destroy her here).   
    
    When the various Stark units arrive, make sure to concentrate some fire
    power on them since they can do some heavy damage.  
    
    If you want to receive either Four or Rozamia later in the game, you need
    to have Camille convince the one you want, or even both if you wish (but
    you can only get one of them later).  The Psyco Gundams will retreat when
    their HP is reduced below 2100.  It is important to note that if the Psyco
    Gundams can not use their Beam Weapons on your units that are in the water.
    Use that to your advantage.
    
    The big suit of this stage, the one with a crescent moon on his forehead and
    looks like a possessed samurai armor (frustrating when you have artbooks of
    some of these things, and you have no idea what the name is ^^;) is pretty
    tough.  He is also equipped with a MAP weapon that luckily only has one
    shot.  It is not as devestating as Gato's by any means, but will probably
    do roughly 1500-2500 damage to the suits in its path.  Either disperse
    your units, use flash on everyone, or just keep their HP pretty high.  This
    suit also has some very tough armor and doing significant damage can even
    be difficult.  Gundam Rose's MAP Weapon takes off a nice chunk of HP, and
    can hopefully get a Psyco Gundam as well.  Just be patient and take as many
    rounds as needed.  He has a sword strike that can critically damage any unit,
    so do not attack recklessly.    
    -----
    Intermission between 16 and 17
    -----
    You are given three choices on where to go next.  The first choice is Nangen
    Connection, which would be where you want to go to receive Combattler V's
    strongest move and get Kerot (which is a nice supply unit that refills both
    HP and EN/ammo), and see Tallgeese III and Sandrock for a short time.  The
    second choice is Big Falchon, where you want to go to receive Voltes V's 
    strongest move and receive the Butterfly Demon unit, and see Gundam Wing Zero
    Custom and Deathscythe for a short time. The third choice is the Guinea 
    Highlands, where you want to go if you wish to recruit Master Asia later on,
    and learn Daimos' strongest move.  The following list shows where each 
    character is going, just in case you just want to concentrate on using
    certain characters.
    
    Nangen Connection:
    
         Main Character
         Hyakushiki (Quattro)
         Taurus (Noin)     
         Great Mazinger (Tezuya)
         Venus A (Jun)
         Zambot 3
         Nadesico
         All Available Aestivalis Units
    
    Big Falchon:
    
         Main Character
         Near Argama
         Gundam RX-78-2/Full Armor Gundam (Amuro)
         G-Fighter (if available)
         Re-GZ (Kayra)
         High Mobility Type Zaku (Aina)
         Gundam EZ-8 (Shiro)
         Gundam GP-01Fb (Kou)
         Getter Robo G
         Getter 1
         Getter Q
         Black Getter
         Texas Mack
         Mazinger Z (Kouji)
         Diana A (Sayaka)
         Boss (Boss)
         
    
    Guinea Highland Route:
    
         Main Character
         Shining Gundam
         Dragon Gundam
         Bolt Gundam
         Gundam Maxter
         Gundam Rose
         Daimos
         Garuba FX-II
         Dragonar Type 1-L
         Dragonar Type 2-L
         Dragonar Type 3-L
         Super Gundam (Camille)
         GM Custom (South Burning)
         Methus (Fa)
    
    -----
    Scenario 17  Nangen Connection
    -----
    Player Units:
    
         Kerot (disguised as Combattler V)
    
    Player Reinforcements(1):
    
         Tallgeese III
         Gundam Sandrock
    
    Player Reinforcements (2):
    
         Combattler V
    
    Player Reinforcements (3):
    
         Nadesico
         Great Mazinger
         9 other units
    
    Enemy Units:
    
         ? x 02
         ? x 01
         ? x 02
         ? x 04
         ? x 02 (General Black and Dark Shogun)
         ? x 01 (skull mech with eyepatch guy)
         ? x 01 (salamander appearing mech)
         ? x 01 (girl in the 30,000 HP ship from the previous stage)
    
    Enemy Reinforcements (1):
    
         ? x 01 (Dark Shogun comes back in a stronger unit when defeated)
    
    Items:  
    
         Cartridge:  General Black
         Hybrid Armor:  Dark Shogun
    
    Events:
    
         Turn 2:  Player Reinforcements (1) Arrive
    
         Turn 3:  Player Reinforcements (2) Arrive.  Kerot loses disguise.
       
         Turn 4:  Player Reinforcements (3) Arrive
    
    Notes:
    
         Wow, another odd stage.  You start out using Kerot which is disguised
    as Combattler V to distract the enemies until Combattler V can launch.  If
    you want to stay at the base it will provide +20% increase to HP and EN, or
    you could proceed straight west and meet up with Tallgeese III and Sandrock
    when they arrive.  
    
         On Turn 3, Kerot loses its disguise.... I kinda wish it would have kept
    it, the mock Combattler V attacks are pretty funny. ^_^;  Combattler V then
    finally appears at the base.  On Turn 4 the rest of the Player Reinforcements
    arrive at the southwest corner of the map.  Just group everyone together, 
    and
    feel free to use Kerot to heal the HP of units, or refill their EN and ammo.
    No, the skull mech and salamander mech do not drop items this time. 
    
    -----
    Scenario 17 Big Falchon
    -----
    Player Units:
    
         Voltes V
    
    Player Reinforcements (1):
    
         Near Argama
         Getter Dragon
         11 other Units
    
    Player Reinforcements (2):
    
         Gundam Wing Zero Custom
         Gundam Deathscythe Custom
    
    Enemy Units:
    
         ? x 04
         ? x 04
         ? x 04
         Butterfly Demon x 01
         ? x 01 (tan battleship that keeps coming up)
         Skullrook x 01
         ? x 01
    
    Item:
    
         Booster:  Skullrook
    
    Events:
    
         Turn 3:  Player Reinforcements (1) Arrive
      
         Turn 4:  Player Reinforcements (2) Arrive
    
    Notes:
    
         Starting out I would have Voltes V retreat to the southwest go group
    with the first set of Player Reinforcements, and then start working their
    way back north.  The Gundam Wing units will show up on Turn 4 on the north
    west corner of the map, but should be fully able to fend off any units
    coming toward them as long as you have Wing Zero land so it and Deathscythe
    can support each other.  
    
         To recruit the Butterfly Demon, have Ryoma (Getter Dragon pilot) attack
    her once with a weak attack, and then use Convince on the next round.  
    
    -----
    Scenario 17 Guinea Highlands
    -----
    Player Units:
    
         Shining Gundam
         Daimos
         Dragon Gundam
         Gundam Rose
         Gundam Maxter
         Bolt Gundam
         Garuba FX-II
    
    Player Reinforcements:
    
         7 units
    
    Enemy Units:
    
         Master Gundam
         Devil Gundam
         Devil Army x 15
    
    Neutral Units (but they are coming after you of course ><):
    
         Zonnekaiser x 05
         ? x 05
    
    Items:
    
         Booster:  Devil Gundam
         Hybrid Armor:  Master Gundam
         Magnetic Coating:  ?(Richter's brother)
         
    
    Events:
    
         Turn 3:  Player Reinforcements arrive
    
         Turn 4:  Neutral Units arrive
    
    Notes:
    
    Spiegel attacks Shining, Daimos does a Support Guard.  Spiegel attacks again
    and reduces Shining's HP to 10.  Master Gundam shows up with the rest of the
    enemies.  Shining goes into Hyper Mode.  Rose, Dragon, Bolt, Maxter, and
    Garuba FX-II launch.  Spiegel explodes o_O.  
    
    Anyway, when dealing with the Devil Army, their beam weapons can not fire
    into the water, so another thing to use to your advantage.  ^_^
    
    After all the units are destroyed to the southwest, replenish everyone's
    energy with Dragonar Type 3 and the Garuba FX-II.  Use Daimos' healing
    spell if you wish.  Proceed northwest.  Try to take care of Devil Gundam
    in one turn.  If you wish to obtain Master Gundam later you need to have
    Domon land the finishing blow.  Master Gundam will not retreat by the way.
    You probably also want to try to finish off Master Gundam within one turn
    or it will fire its MAP Weapon which could be devastating to any units in
    its path.  
    
    After Master is defeated, all of the team disappears except for Shining
    Gundam.  Master Gundam reappears and battles with Shining until it is
    destroyed.  Rain arrives in Rising Gundam and brings God Gundam.  Shining
    explodes and Domon transfers over to God Gundam, then goes to lay the
    smacketh down on Master Gundam. 
    -----
    Scenario 18 
    -----
    Player Units:
    
         Nadesico
         7 Units
    
    Player Reinforcements:
    
         Near Argama
         7 units
    
    Player Reinforcements (2)
    
         Gundam Zeta (Camille)
    
    Player Reinforcements (3)
    
         God Gundam (Domon)
         Rising Gundam (Rain)
         Master Gundam (Master Asia)
    
    Enemy Units:
    
         Zwei x 04
         Schwelg x 05
         Stark Gan Dora x 01
         Stark Gebaye x 01
         Stark Gowten x 01
         Stark Dyne x 01
         ? x 01
    
    Enemy Reinforcements:
    
         Nobel Gundam H
         Psyco Gundam x 02
         Devil Army x 10
    
    Items:
    
         Booster:  Psyco Gundam (Rozamia)
         Cartridge:  Stark Dowten
         Chobham Armor:  Psyco Gundam (Four) 
         Pilot Ration:  Stark Dyne
         V-Up (U):  ?(ugly guy in the crescent moon headed mech)
         V-Up (W):  Nobel Gundam
         
    
    Events:  
    
         Turn 3:  Player Reinforcements (1) arrive
    
         Turn 4:  Player Reinforcements (2) Arrive, Enemy Reinforcements Arrive
    
         Turn 5:  Player Reinforcements (3) Arrive
    
    Notes:
    
    Have the Nadesico and accompanying units stay together and near the start
    point.  Have the Argama forces join with the Nadesico's.  When Camille
    appears, transform Zeta into its Wave Rider mode and start heading to the
    north east corner if you want to have Four or Rozamia join.  Convince the
    one you want to join you, and they will join when the battle is over.
    
    With Domon and Rain, do not get directly in front of Master Gundam, he is
    computer controlled, and has no hesitations on not using his MAP weapon
    if you are in the way.  If you want Allenby later on, have Domon use Convince
    on her and then destroy her since V-Up (W) is good to have and it will not
    effect the recruitment process as long as Domon used Convince.  Feel free 
    to
    destroy Four and Rozamia too, the one that Camille convinced will join 
    afterwards still.  
    
    When the battle ends, Master Asia will take Domon away to teach him a new
    move, when the instruction is finished it goes to an intermission.  
    -----
    Scenario 19
    -----
    Player Units:
    
         Near Argama
         Nadesico
         God Gundam
         Dragon Gundam
         Bolt Gundam
         Gundam Rose
         Gundam Maxter
         7 other units
    
    Enemy Units:
    
         Devil Army x 18
    
    Enemy Reinforcements (1):
    
         Nobel Gundam
         Devil Gundam
         Devil Army x 09
    
    Enemy Reinforcements (2):
    
        Master Gundam and F'uunsaki combination
    
    Items:
    
         High Performance Targeter:  Devil Gundam
         Mega Booster:  Master Gundam
         Shuffle Badge:  Nobel Gundam
    
    Events:
    
         6 Units Remain:  Enemy Reinforcements (1) Arrive
    
         Devil Gundam is Defeated:  Enemy Reinforcements (2) Arrive and all
         remaining enemies are destroyed.
    
    Notes:
    
         The Defeat of any of the G-Fighters results in a loss condition.
    
         If you want to receive Allenby and Nobel Gundam, you must have performed
    the previous requirements, and you must scramble Rain in her Rising Gundam
    in this stage.
    
         The first group of Devil Army soldiers shouldn't provide too much
    difficulty and gives a good opportunity to raise everyone's morale.  
    
         To acquire Allenby, have Rain use Convince on her, then have Domon use
    Convince on her.  Defeat Nobel Gundam with Domon delivering the final 
    blow and she will join you after the battle is over.  If you see a normal
    short blue haired Allenby in the conversation after she is destroyed, it
    means you fulfilled the steps properly.  If you don't see her, then something
    went wrong.  
    
         The next set of Devil Army soldiers you could use God and Rose's MAP
    Weapons on, but that will reduce your morale and hurt your attack power
    when going after Devil Gundam.  
    
         When it comes to Devil Gundam, try to destroy him in a single round as
    usual.  Use units that can dodge his attacks preferrably.  Using Bolt
    or Maxter for anything except the final attack could be dangerous since
    you will lose if they are defeated.  
    
         Once Devil Gundam is defeated he will regenerate.  Spiegel shows up,
    but is quickly destroyed by Devil.  Devil Gundam is then destroyed in a 
    bright flash, and Master Gundam arrives on F'uunsaki the Gundam Horse in
    the mountains to the south of where Devil Gundam was.  F'uunsaki acts as
    an Armored Carrier, similar to what you might have seen with Full Armor
    Gundam and Super Gundam.  Basically when destroyed, the additional part
    will be destroyed leaving behind the main unit.  So when you defeat Master 
    Gundam and F'uunsaki combined, Master Gundam will still remain.  Basically
    you will have to kill him twice.  You might want to have Yurika reduce his 
    morale to help make things a tiny bit easier.  Have Domon land the
    finishing blow if you want to obtain him later.  
    
         Master Gundam will reappear when defeated, and will have a computer
    controlled throwdown with Domon some more until Domon finishes beating down
    Master Asia again resulting in a nice explosion.  
    
         If you fulfilled the requirements, Allenby and Nobel Gundam will now
    join you.
    
         Rain and her Rising Gundam leave for a little while.  
    -----
    Scenario 20
    -----
    Player Units:
    
         Near Argama
         Zambot 3
         Main Character
         13 Other Units
    
    Player Reinforcements/Enemy Reinforcements:
    
         Nadesico
         Aestivalis-Akito
         Aestivalis-Akatsuki
         Aestivalis-Ryoko
         Aestivalis-Hikaru
         Aestivalis-Izumi
         Aestivalis-Gai (if available)
    
    Enemy Units:
    
         Geshpenst Mk. II x 06
         ?    x 02
         ?    x 02
         ?    x 02
         Bandock(Butcher) x 01
    
    Enemy Reinforcements:
    
         Geshpenst Mk. II x 04
         Soul Gain x 02
         Rival Character x 01
         ? Battleship x 01
    
    Items:
    
         High Performance Radar:  Rival Character
         Pilot Ration:  Bandock (Butcher)
    
    Events:
    
         Turn 2 Enemy Phase:  Nadesico arrives with Aestivalis units, the ship's
         computer goes haywire and starts targeting friendly units.  
    
         Turn 3 Enemy Phase:
    
         Turn 5:  Enemy Reinforcements Battleship leaves.
      
    Notes:
    
    Bleh, a Zambot 3 stage.  Don't worry, if Zambot 3 blows up it won't be game
    over.  Actually not a bad stage to replay since the Nadesico and all of the
    Aestivalis give decent exp.  Anyway, it is okay to blow up all of the units
    from the Nadesico series, they'll still be around afterwards.  
    
    The enemy units aren't too bad for the most part.  The Soul Gains and the
    Rival Character are fairly tough though.  Butcher is also pretty mean since
    his unit has a rather strong MAP Weapon.  
    
    Nothing particularly special about the stage other than fighting the Nadesico
    units, it would have been more fun to have the pilots SD wearing mecha armor
    in a computer setting I think. ^___^
    -----
    Scenario 21
    -----
    Player Units:
    
         Near Argama
         Nadesico
         9 units
    
    Player Reinforcements:
    
         Dragonar Type 1 Custom
         Dragonar Type 2 Custom
         Dragonar Type 3 Custom
    
    Enemy Units:
    
         Batta x 09
         Gekigan Type x 01
    
    Enemy Reinforcements:
    
         Batta x 06
         Battleship x 03
         Gekigan Type x 01
    
    Items:
    
         Chobham Armor:  Gekigan Type (long haired guy in initial enemy units)
    
    Events:
    
         Turn 2:  Enemy Reinforcements
    
         Turn 3:  Player Reinforcements
    
    Notes:
    
         Well Dragonar Type 1, 2, and 3 receive upgrades and gain some new
    weapons, they also can now use the D-Formation Combination Attack.  The
    Nadesico is unable to initiate attacks on this stage, but can counterattack,
    support attack, and support defend.
    
    The enemy reinforcements appear east of the Nadesico, so have some units
    available to help defend it along with the Dragonar units.  
    
    -----
    Scenario 22
    -----
    Player Units:
    
         Near Argama
         Nadesico
         Mazinger Z
         Great Mazinger
         Daimos
         8 other Units
    
    Player Reinforcements:
    
         Marine Spacer
         Drill Spacer
         Double Spacer
    
    Enemy Units:
    
        ? x 06
        Zonnekaiser x 02
        ? x 01
        ? (Richter) x 01
    
    Neutral Units:
    
        Gekigan Type x 01
    
    Enemy Reinforcements (1):
    
         Grendizer
    
    Enemy Reinforcements (2):
    
         Zonnekaiser x 03
         ? x 03
         ? x 01
    
    Items:
    
         Booster:  Grendizer
         Mega Booster:  ?(blue skinned guy in Enemy Reinforcements (2))
    
    Events:
    
         Gekigan Type escapes (Turn 4?).  Enemy Reinforcements (1) Arrive.
    
         Turn 5:  Player and Enemy Reinforcements (2) arrive.
    
    Notes:
    
         Yay, it is space again!  I just like the relative simplicity of it.  The
         (relatively friendly?) Gekigan Type will proceed north until it escapes
         off the screen.  Destroying Grendizer on this level is alright, he'll
         still join you later.
    
         The second group of enemy reinforcements arrive near the southeast
         corner, the Spacers will probably be fleeing northwest with the enemy
         reinforcements following until they regroup with the other units.  The
         Spacers are not fragile by any means, but it would be hard to hold off
         all of the enemies on their own.  
    
         After all the units are defeated, your Rival briefly appears before
         disappearing again with the Double Spacer.  
    
         Marine and Drill Spacer join after this battle.
    
    -----
    Intermission between 23 and 24
    -----
    Lots of mass produced mobile suits exploding.
    
    -----
    Scenario 23
    -----
    Player Units:
    
         Aestivalis-Akito-Lunar Frame
    
    Player Reinforcements (1):
    
         Grendizer
    
    Player Reinforcements (2)
    
         Near Argama
         Nadesico
         Mazinger Z
         Great Mazinger
         10 Other Units
    
    Enemy Units:
    
         Batta x 08
         Jovian Lizard Battleship x 04
         Gekigan Type x 01
    
    Enemy Reinforcements:
    
         Gekigan Type (but he leaves immediately)
    
    Neutral Reinforcements:
    
         ? x 06
         ? x 03
         ? x 01
    
    Items:
    
         Cartridge:  ?(Battleship in Neutral Reinforcements)
    
    Events:
    
         Turn 3:  Enemy, Neutral, and Player Reinforcements (1) arrive.  Gekigan 
                  Types all leave
    
         Turn 5:  Player Reinforcements (2) arrive
    
    
    Notes:
    
         Pretty tough mission for the first few rounds.  Another Gekigan type
         arrives on Turn 3, and then both units will leave to help slightly
         lighten the enemy load.  Akito has to hold off all of the enemies on
         his own until Grendizer arrives to help, but even then they will
         probably be doing more defending and dodging than attacking.  The base
         provides some good HP and EN recharges each turn though.  Once the
         rest of the player reinforcements arrive though you can start making
         a dent in the enemy forces.  Enjoy the combination attacks between
         Mazinger Z, Great Mazinger, and Grendizer.  Start by clearing any
         enemies inside the base, place units that could use any sort of HP or
         EN charge on the squares available in the base, and start working
         your way outwards.  
    
         Grendizer joins the group, and the Nadesico receives the Y-Unit.
    
    -----
    Intermission between 23 and 24
    -----
    
    Gundam Wing boys reinacting some scenes from Endless Waltz.  Heero and
    Wu Fei fight, so do Trowa and Duo, Quatre just kind of stands there.
    
    -----
    Scenario 24
    -----
    Player Units:
    
         Falguen
    
    Enemy Units:   
    
         Dyne x 06
         Geyzam x 03
         ? x 02
         ? x 01
    
    Player Reinforcements (1):
    
         Jagd Gelf x 02
         Reb Gelf x 01
         Stark Dyne x 01
    
    Player Reinforcements (2):
    
         Near Argama
         Nadesico
         Getter Dragon
         Grendizer & Drill Spacer Combined
         8 other Units
    
    Player Reinforcements (3):
    
         Gundam GP03S
    
    Enemy Reinforcements:
    
         Gerbera Tetra
         Gelgoog Marine Commander Type x 03
         Gelgoog marine x 04
    
    Neutral Units:
       
         ? x 06
         ? x 01 (Kirka)
         ? x 01
    
    Items:
    
         Mega Booster:  ?(Dragonar enemy in colored crescent moon headed mech)
         Psyco Frame:  Gerbera Tetra (Cima)
         V-Up (W):  ?(Kirka)
    
    Events:
    
         Turn 2:  Player Reinforcements (1) Arrive
    
         Turn 3:  Player Reinforcements (2) Arrive
    
         Turn 5:  Enemy Reinforcements Arrive.  Getter Liger, Grendizer, and
                  Drill Spacer show up again.  
    
         Turn 6:  Player Reinforcements (3) Arrive.
    
         When ? (Dragonar enemy character) is defeated or retreats:  Neutral
         Units appear.  The Falguen, Gelfs, and Stark Dyne will then leave too.
    
    Notes:
    
         Okay, starting out you have Malliot and his Falguen, head south east.
    On Turn 2 the other units you see typically with him arrive, but are
    controlled by the computer, head south to group up with them.  When
    the Near Argama and Nadesico arrive, put your ground units into the Ra
    Kailum and start using Bright's Speed (5 point spell) to group with the
    others quicker.  When dealing with the main enemy Dragonar pilot you
    should have the Nadesico use a spell to lower his morale so he does not
    use his MAP Weapon on you.  Monitor his status to check that it does not
    reach 120.  When he is defeated the Neutral Units will show up to the
    south, but other units will probably arrive before that.
    
    The Getter Liger, Grendizer, and Drill Spacer show up to the southwest
    on Turn 5.  Turn Liger into Dragon and start heading east.  Have
    Grendizer move east as far as he can go, then have the Drill Spacer go
    to the square he is on for them to combine.  Have those units go to
    regroup with the others.  
    
    Cima's forces are kind of odd.  When Kou shows up in GP03S, use flash on
    him (the 10 point spell that gives the newtype flash effect) and have
    him head east.  Have him cross the gap to the northwest of Cima's units
    and most of them will be content to stand on the other side of the gap
    from him and let the units fighting have some breathing room.  Cima
    seems to be somewhat obsessed with killing Kou. >_<  Oh well, he has
    Flash and lots of Armor so he can hold them off (or maybe even do much
    better than that if you have him leveled up decently).  ^_^
    
    Back to the defeat or retreat of the Dragonar villain here, when he
    leaves, so will the Falguen, Jagd Gelfs, Reb Gelf, and Stark Dyne.
    Neutral Units will then appear to the south, but of course they are
    after you.  Kirka (the blue skinned girl) can be recruited.  Use the
    combined Grendizer and Drill Spacer and attack Kirka once, after the
    attack a conversation will then commence.  Destroy the battleship
    piloted by the blue skinned guy, and when that is done, seperate the
    Drill Spacer from the Grendizer.  Move the Drill Spacer over to Kirka
    and use Convince.  Kirka will then join your side but her robot will
    explode. o_O  She's a pretty good pilot and can go into any unit from
    Mazinger Z, Great Mazinger, or Grendizer and starts with Scan, Flash,
    Mercy, and Luck spells.  If you blow her up you get a V-Up(W) part, so
    you have a decision to make.  Mop up the rest of the units as needed.
    -----
    Scenario 25
    ----- 
    Player Units:
    
         Near Argama
         Nadesico
         Dragonar Type 2 Custom
         Dragonar Type 3 Custom
         12 Other Units
    
    Enemy Units:
    
         Geshpenst Mk. II x 06
         Soul Gain x 03
         Dyne x 06
         Geyzam x 03
         Dragonar Type 1 Custom
         ? x 02
         ? x 01
    
    Neutral Units (1):
    
         Falguen
         Jagd Gelf x 02
         Reb Gelf x 01
         Stark Dyne x 01
    
    Neutral Units (2):
    
         Gundam Sandrock Custom
         Gundam Deathscythe Custom
         Gundam Wing Zero Custom
    
    Events:
    
         Turn 2:  Neutral Units (1) arrive
    
         Turn 3:  Neutral Units (2) arrive and disappear into the Devil Colony
                  nearby.
    
    Notes:
    
    Okay, for the sake of simplicity I listed the units that are available at
    the start since Dragonar Type 1 Custom turns into an enemy and the Main
    Character blows his/herself up and forces two enemies to retreat.
    
    The refreshing thing is that the Neutral Units that appear here actually
    go after the enemies instead of you.  If you would like to prevent Malliot
    and the rest of his group from dying, you should head northwest instead of
    going north which might seem like the most obvious direction starting out.
    
    The last three Dragonar enemies are equipped with MAP Weapons, so you may
    want to reduce their morale to help reduce damage.  The Dragonar villain
    will retreat to Devil Colony when his HP becomes low.  Dragonar Type 1 can
    not be recruited back by Type 2 or 3 either by the way.  
    -----
    Intermission between 25 and 26
    -----
    You are given two choices on where to go next.  The first choice is to
    go to Devil Colony, and resolve some G Gundam story elements, get 
    Rain and the Rising Gundam back, and have her learn the Love Love
    Tenkyoken with God Gundam.  Malliot will join with his Falguen
    (permanently if Ken, the Dragonar 1 pilot has had 30 kills at this
    point), and Dragonar 1 Custom will come back to your side.  The second
    choice is the MO-III Colony, as seen in Gundam Wing: Endless Waltz.  
    
    The following units will go on the Devil Colony Scenario:
    
         God Gundam
         Gundam Rose
         Gundam Maxter
         Bolt Gundam
         Dragon Gundam
         Nobel Gundam (if available)
    
         Hyakushiki (Quattro)
         GM Custom (South Burning)
         High Mobilty Type Zaku (Aina)
         Gundam Re-GZ (Kayra)
         Gundam EZ-8 (Shiro) 
         Near Argama (Bright)
    
         Great Mazinger (Tezuya)
         Mazinger Z (Koji)
         Venus A (Jun)
         Diana A (Sayaka)
         Boss Borot (Boss)
         Minerva X (if available, no designated pilot)
    
         Dragonar Type 2 Custom
         Dragonar Type 3 Custom
    
         Daimos
         Garuba FX-II
    
         Voltes V
    
    The following will go to the MO-III Colony Scenario: 
    
         Getter Dragon
         Getter 1 (no designated pilot)
         Getter Q (Michiru)
         Black Getter (if available)
         Texas Mack
         Musashi (no designated unit)
         Lisa (no designated unit)
         Miyuki (no designated unit)
    
         Grendizer
         Drill Spacer
         Marine Spacer
         Kirka (no designated unit)
    
         Gundam RX-78-2/Full Armor Gundam (Amuro)
         G-Fighter (if available, no designated pilot)
         Gundam Zeta (Camille)
         Gundam GP03 (Kou)
         Methus (Fa)
         
         Taurus (Noin)
    
         Aestivalis-Akito 
         Aestivalis-Gai (if available)
         Aestivalis-Ryoko
         Aestivalis-Hikaru
         Aestivalis-Izumi
         Nadesico
    
         Daitarn 3
      
         Zambot 3
    
         Combattler V
    -----
    Scenario 26 Devil Colony
    -----
    Player Units:
    
         Near Argama
         God Gundam
         Dragonar Type 2 Custom
         Dragonar Type 3 Custom
         9 Other Units
    
    Player Reinforcements:
    
         Dragonar Type 1 Custom (changes to your side)
         Falguen
    
    Enemy Units:
    
         Dragonar Type 1 Custom
         Geyzam x 06
         ? x 05
    
    Enemy Reinforcements:
    
         ? x 04
         ? x 01
    
    Enemy Reinforcements (2):
    
          Grand Master Gundam
    
    Enemy Reinforcements (3):
    
          Devil Gundam
    
    Events:
      
          Turn 3:  Enemy Reinforcements (1) Arrive.
    
          Turn 4:  Player Reinforcements Arrive.  Dragonar Type 1 Custom joins
          your forces again.
    
          Dragonar villain defeated:  Enemy Reinforcements (2) Arrive
    
          Grand Master Gundam is defeated:  Enemy Reinforcements (3) Arrive.
    
    Notes:
    
    First off, the good news.  Dragonar Type 1 Custom will join you again, so
    it would be a good idea to not destroy him before he does this.  Try to
    conserve your spell use for later when dealing with the enemies throughout
    the colony.
    
    When dealing with the main Dragonar enemy, I would place a unit with the
    flash ability on the other side of the wall within the range of the map
    weapon so he wastes the 1 shot he has. ^^  When he is defeated (yay, he does
    not retreat this time!), Grand Master Gundam will show up.
    
    Admittedly Grand Master Gundam is a tough cookie, but you may want to hold
    off a little bit because Devil Gundam is much much stronger.  You can pretty
    much count on Devil Gundam destroying a unit, or putting it near death, with
    a successful counterattack.  Maximize the amount of damage you can do since
    Devil has about 50,000 HP and resists damage fairly well (UC Gundam and
    Dragonar units may have a hard time doing significant damage).  If you have
    Nobel Gundam, using a couple Double God Fingers would be highly suggested.
    
    When Devil Gundam is destroyed, Rain is freed, the Rising Gundam shows up,
    and Rain and Domon defeat Devil with the Love Love Tenkyouken. ^_^
    -----
    Scenario 26  MO-III Colony
    -----
    Player Units:
    
         Tallgeese III
    
    Player Reinforcements(1):
    
         Gundam Wing Zero Custom
         Gundam Deathscythe Custom
         Gundam Heavyarms Custom
         Gundam Sandrock Custom
    
    Player Reinforcements (2):
    
         Nadesico
         10 Other Units
    
    Enemy Units:
    
         Serpent x 09
         Taurus x 06
    
    Enemy Reinforcements (1):
    
         Soul Gain x 04
         Gesphent Mk. II x 06
    
    Enemy Reinforcements (2):
    
         Rival Character
         Gundam Nataku
    
    Items:
    
         High Performance Targeter:  Rival Character
         Psyco Frame:  Gundam Nataku
    
    Events:
    
         Turn 2:  Player Reinforcements (1) Arrive
    
         Turn 3:  Enemy Reinforcements (1) Arrive
    
         Turn 4:  Player Reinforcements (2) Arrive
    
         Turn 5:  Enemy Reinforcements (2) Arrive
    
         Gundam Nataku is Defeated:  Gundam Wing Zero Custom disappears
    
    Notes:
    
         Dekim, Mariemeia, and Relena take off on a shuttle to earth, and some
    Serpent units descent to Earth as well.  On the second turn the player
    reinforcments will appear around where Tallgeese III started.  The first
    set of enemy reinforcements will arrive at the center left and right of
    the map.  Player Reinforcements (2) will arrive at the top of the map
    behind the colony allowing you to catch the Serpents and Taurus units
    in a pincer attack (especcially effective if Tallgeese III and Wing
    Zero Custom have been the ones to finish off enemies for a morale boost
    so they can have access to MAP Weapons).  
    
         It is alright to destroy Gundam Nataku on this stage, even with a
    MAP Weapon, he will still join you later.  When Gundam Nataku is destroyed
    it reappears, and leaves along with Wing Zero.  
    -----
    Scenario 27
    -----
    Player Units:
    
         Tallgeese III
         Gundam Deathscythe Custom
         Gundam Sandrock Custom
         Gundam Heavyarms Custom
    
    Player Reinforcements (1):
    
         Main Character
    
    Player Reinforcements (2):
    
         Gundam Wing Zero Custom
         Nadesico
         9 other units
    
    Enemy Units:
    
         Taurus x 06
         Serpent x 06
         Dragoon x 04
    
    Enemy Reinforcements (1):
    
         Geshpenst Mk. II x 04
         Soul Gain x 02
         Rival Character
    
    Enemy Reinforcements (2)
    
         Gundam Nataku
    
    Items:
    
         Apogee Motor:  Rival Character
    
    Events:
    
         Turn 3:  Player Reinforcements (1) and Enemy Reinforcements (1) Arrive
    
         Turn 5:  Player Reinforcements (2) and Enemy Reinforcements (2) Arrive
    
    Notes:
    
         Have the GW units move west and then south to enter the water where the
    Taurus units will not be able to fire their beam cannons.  This also makes
    grouping up with the Main Character when he/she appears easier.  
    
    When the real player reinforcements arrive (by the way, if you want to use
    Gundam GP03S on this stage you should equip a Minovsky Craft, it might be
    listed after the Shuffle Badge, umm, it has a very clear normal arabic letter
    'A' in the item description), have them proceed south, send a few units to
    help the Wing units clear up the last of their enemies, but they should have
    things fairly well under control.  
    
    Feel free to have Gundam Wing Zero Custom destroy Nataku, you will still
    receive Nataku when the stage is over.  
    
    Gundam Wing Zero Custom, Gundam Deathscythe Custom, Gundam Heavyarms Custom
    Gundam Sandrock Custom, Gundam Nataku, and Tallgeese III all join when the
    battle is over.
    
    -----
    Scenario 28
    -----
    Player Units:
    
         Apsarus (Aina)
         Near Argama
         Nadesico
         12 Other Units
    
    Enemy Units
    
         Apsarus x 03
         Apsarus III x 01
         Bawoo x 02
         Gouf custom x 02
         Dom II x 01
         Zzsa x 04
    
    Enemy Reinforcements:
    
         Dreissen x 02
         Bawoo x 04
         Doven Wolf x 04
         Quebely Mk. II x 02
         Quin Mantha x 01
    
    Neutral Units:
    
         ? x 06
         ? x 03
         ? x 01
    
    Items:
    
         Hybrid Armor: ?(Combattler V enemy with eyepatch)
         Mega Booster:  Apsarus III (Ginias)
         Pilot Ration:  Gouf Custom (Norris)
         Psyco Frame:  Quin Mantha
         V-Up (U):  Quebley Mk. II (purple, Puru I)
         V-Up (W):  Quebley Mk. II (brown, Puru II)
    
    Events:  
    
         Turn 5:  Neutral Units Arrive
    
         Turn 6:  Enemy Reinforcements Arrive
    
         Guy with Eyepatch on Neutral Units is defeated:  Comes back in another
         mecha.
    
    Notes:
    
         Alright, you can get Norris in this battle, just let him live, no
    need to try to use Convince, no need to attack or counterattack him, 
    just have him be alive at the end of the battle.  If you kill him, all you
    get is a Pilot Ration....
    
    Okay, I would suggest having a bunch of strong units hop into the water to
    the south of the start position, and the enemies' attack strength will be
    dramatically decreased since they can not attack with Beam Weapons.  Actually
    the Deathscythe Custom does pretty well here since it has a strong attack,
    and its Jammer can prevent missles from hitting him.  Anyway mopping up these
    units should be fairly easy even if it may take awhile, the Apsarus III is
    even left with very little to do since the only way it can hit you at all
    is with his MAP Weapon, and that will only do 10 damage if you are
    underwater.
    
    The main concerns on this stage lie in the neutral units that appear to the
    north of the start point, and the enemy reinforcements that appear to the
    east.  The neutral units are not too difficult, but the main one will come
    back in a new stronger mecha when his starting one is defeated.  
    
    After the neutral units are out of the way, it'll be time to concentrate on
    the enemy reinforcements coming from the east.  If you want to get Puru I
    and II, do not destroy the Quebley Mk. IIs and focus on the other enemies.
    
    The encounter with the Quin Mantha will be much easier if the Nadesico
    reduces its morale (its a 40 point spell) so that it is unable to use
    funnels or its MAP Weapon, probably best to cast the spell twice if possible.
    This will lower the Quin Mantha's attack potential considerably, actually 
    its
    strongest attack will be its chest beam cannon, and any units attacking from
    the water can not be hit by it. ^_^ 
    
    After the Quin Mantha is destroyed, have Camille (the Gundam Zeta pilot) use
    a weak attack (like Vulcans) on Puru One in the purple Quebely Mk. II.  This
    will make her change to your side.  You must have Puru One destroy Puru Two
    in the brown Qubeley Mk. II to get her too.
    
    Norris will join with his Gouf Custom, Puru One will join with her purple
    Qubeley Mk. II, and Puru Two will join with her brown Qubeley Mk. II if
    the proper steps were taken. ^_^
    -----
    Scenario 29
    -----
    Player Units:
    
         Shin Getter Robo
    
    Player Reinforcements (1A):
    
         Master Gundam
         Fuunsaki
    
    Player Reinforcements (1B):
    
         Near Argama
         Nadesico
         Combattler V
         10 other units
    
    Enemy Units:
    
         ? x 06
         ? x 03
         ? x 02
         ? x 01
         ? x 01
    
    Enemy Reinforcements (1):
    
         Mass Produced Great Mazinger x 08
    
    Enemy Reinforcements (2):
    
         ? x 06
         ? x 02
         ? x 01
         ? x 01
    
    Items:
    
         Apogee Motor: ?(31000 HP battleship with blonde pilot)
         Beam Coating: ?(25000 HP mecha beast with beastly looking pilot)
    
    Events:
    
         Turn 2:  Master Gundam and Fuunsaki Arrive (if requirements for
                  Master Asia were fulfilled).
    
         Turn 3:  Player and Enemy Reinforcements (1) Arrive
    
         Turn 4:  Enemy Reinforcements (2) Arrive
    
    Notes:
    
         Alright, Shin Getter Robo is alone for a few rounds, just keep your
    distance from the enemy until reinforcements arrive.  Actually this mission
    is almost refreshingly simple.  All of the enemies come toward your units,
    a simple phalanx type formation will work well.  Just keep up everyone's HP
    and EN levels and just enjoy the lack of any worrying over any secrets to
    pick up on this stage, and the fact that these enemies have really lousy
    hit rates.
    
    Master Gundam and Fuunsaki will join if they arrived.    
    
    -----
    Scenario 30
    -----
    Player Units:
    
         Near Argama
         Nadesico
         Voltes V
         13 Other Units
    
    Enemy Units:
    
         ? x 02
         ? x 02
         ? x 02
         ? x 02
    
    Enemy Reinforcements (1):
    
         ? x 02
         ? x 02
         ? x 02
         ? x 02
    
    Enemy Reinforcements (2)
    
         Mass Produced Great Mazinger x 06
         Skullrook x 01
         ? (General Black) x 01
    
    Enemy Reinforcements (3)
    
         Skullrook x 01
         ? x 01
    
    Events:
    
          Enemy Reinforcements (1) Appear on Enemy Phase of Turns 2 and 3.
    
          Enemy Phase of Turn 4:  Enemy Reinforcements (2) Appear
    
          General Black is Defeated:  Enemy Reinforcements (3) Appear
    
    Notes:
    
         Okay, this is a wierd stage.  Lots of enemies appear really quickly,
    but they are somewhat slow and inaccurate.  On Turn 4 General Black appears
    with some Mass Produced Great Mazingers and a big floating skull castle
    thing.  The really important thing here is DO NOT DESTROY the Skullrook,
    that will land you an instant game over, which is of course very bad.
    
    Before defeating General Black, have your units occupy the castle in the
    middle of the map, and try to set them up in good attack positions.  When
    General Black is defeated Enemy Reinforcements (3) will arrive.  They will
    appear in the castle if there are any empty spots, and you do not want to
    allow them to have 20% recovery on their HP and EN do you?  Anyway destroy
    these guys as quickly as you can or it is another game over >_<
    
    After all the enemies except the skullrook from Enemy Reinforcements (2) are
    defeated the mission is successfully completed. ^^
    
    -----
    Scenario 31
    -----
    Player Units:
    
         Gekigan Type-Tetsujin
    
    Player Reinforcements (1):
    
         Near Argama
         Nadesico
         Zambot 3
         12 Other Units
    
    Player Reinforcements (2):
    
         Falguen (if conditions were met for Malliot to join)
    
    Enemy Units:
    
         ? x 03
         ? x 03
         ? x 03
         ? x 02
         ? x 02
         Bandock(Butcher) x 01
    
    Enemy Reinforcements:
    
         Geshpenst Mk. II x 09
         Soul Gain x 02
         Vysaga x 02/Laz Angriff x 02
         Rival Character
    
    Events:
    
         Turn 2:  Player Reinforcements
    
         Turn 4 Enemy Phase:  Enemy Reinforcements Appear
    
         Turn 5:  Falguen Appears (if conditions were met).
    
    Notes:
    
         Alright, you just have the Gekigan Type starting out (wouldn't it be
    nice if Gekiganger actually showed up in an SRT game? ^_^), head south, and
    block for one round.  Player Reinforcements show up to the southeast on
    Turn 2.  Just keep everyone together, let the enemies come toward you, and
    try to set up some MAP shots.  
    
    -----
    Intermission between 31 and 32
    -----
    A split occurs here.  With the first choice you go with the Nadesico, with
    the second choice you go with the Ra Kailum.  If you want the Sazabi, go with
    the Nadesico.  If you want FAZZ (Full Armored Double Zeta) go with the Ra
    Kailum and make sure Judau gets at least ten kills before Scenario 35 is
    over.
    
    On the Nadesico route, the following will accompany you if available:
    
         Main Character
    
         Nadesico
         Tetsujin
         Aestivalis-Akito
         Aestivalis-Gai
         Aestivalis-Ryoko
         Aestivalis-Hikaru
         Aestivalis-Izumi
         Aestivalis-Akatsuki
    
         God Gundam
         Master Gundam
         Fuunsaki
         Nobel Gundam
         Rising Gundam
         Gundam Maxter
         Bolt Gundam
         Dragon Gundam
         Gundam Rose
    
    
         Gundam Deathscythe
         Gundam Heavyarms
         Gundam Nataku
         Gundam Sandrock
         Gundam Wing Zero
         Tallgeese III
         Taurus
    
         Gundam Zeta (Camille)
         Hyakushiki/Sazabi (Quattro)
         GM Custom (South Burning)
         GP03 (Kou)
         Methus (Fa)
    
         Shin Getter
         Getter Dragon
         Getter 1
         Getter Q
         Black Getter
         Butterfly Demon
         Texas Mack
    
         Dragonar Type 1 Custom
         Dragonar Type 2 Custom
         Dragonar Type 3 Custom
         Falguen
    
         Daitarn 3
      
         Zambot 3
    
    Units with no Designated Pilot:
    
         Super Gundam
         Hyakushiki (if Quattro received the Sazabi)
         Gundam GP01-Fb
    
    On the Ra Kailum route, the following will accompany you if available:
    
         Main Character (obvious eh?)
    
         Amuro (Nu Gundam)
         Kayra (Re-GZ)
    
         Shiro (EZ-8)
         Aina (High Mobility Type Zaku)
         Norris (Gouf Custom)
    
         Puru One (Quebely Mk. II)
         Puru Two (Quebely Mk. II)
    
         Heero (Wing Zero)
         Duo (Deathscythe)
         Trowa (Heavyarms)
         Quatre (Sandrock)
         Wu Fei (Nataku)
         Zechs (Tallgeese III)
         Noin (Taurus)
    
         Koji (Mazinger Z)
         Sayaka (Diana A)
         Tezuya (Great Mazinger)
         Jun (Venus A)
         Boss (Boss Robot)
         Duke Fleed (Grendizer)
         Maria Fleed(Drill Spacer)
         Hikaru(Marine Spacer)
    
         Kazuya (Daimos)
         Kyoshiro and Nanai (Garuba FX-II)
    
         Combattler V and all of its pilots
    
         Voltes V and all of its pilots
    
    Pilots without Units Available:
    
          Kirka
          Four/Rozamia
    
    Unpiloted Units Available:
    
         Apsarus
         Char's Gelgoog
         Full Armor Gundam/G-Fighter
         Super Gundam
         Gundam GP01Fb
         Minerva X
         Mass Produced Great Mazinger
    -----
    Scenario 32 Nadesico
    -----
    Player Units:
         
         Nadesico
         Daitarn 3
         12 Other Units
    
    Player Reinforcements (1)
    
         Aestivalis-Akito (OG Frame)
    
    Enemy Units:
    
         Batta x 10
         Gekigan Type 1 x 02
         Gekigan Type 2 x 02
         Gekigan Type 3 x 03
         Battleship x 02
    
    Enemy Reinforcements (1):
    
         Gekigan Type 1 x 02
         Gekigan Type 2 x 02
         Gekigan Type 3 x 03
    
    Enemy Reinforcements (2)
    
         Gekigan Type 1 x 02
         Gekigan Type 2 x 03
         Gekigan Type 3 x 02
    
    Items:  
    
         Hybrid Armor:  Gekigan Type 3 (pudgy pilot)
         Mega Boost:  Gekigan Type 3 (skinny pilot)
         Psyco Frame:  Gekigan Type 2 (long haired pilot)
    
    Events:
    
         Turn 1:  Daitarn 3 gains +30 Morale
    
         Turn 2 Enemy Phase:  Enemy Reinforcements (1) Appear
     
         Turn 3:  Player Reinforcements (1) Arrive
    
         Turn 3 Enemy Phase:  Reinforcements (2) Arrive
    
    Notes:  
    
         This scenario is pretty much have everyone stick together in the
    center and take out each wave of enemies as they come in.  Remember that
    no one will be doing the same amount of damage they would normally due to
    the distortion fields.  Also be careful with your energy conservation as
    you no longer have any EN refilling units since they are all on the other
    path...
    -----
    Scenario 32 Ra Kailum
    -----
    Player Units:
    
         Gundam Double Zeta
         Double Spacer
         Zakerello
    
    Player Reinforcements:
    
         Ra Kailum
         Grendizer
         Main Character
         10 other units
    
    Enemy Units:
    
         ? x 05
         ? x 07
         ? x 03
    
    Enemy Reinforcements:
    
         Geshpenst Mk. II x 06
         Soul Gain x 02
         Vysaga x 02
         Rival Character
    
    Events:
     
         Turn 3:  Player Reinforcements Arrive
        
         Turn 4:  Enemy Reinforcements Arrive
    
    Notes:
    
        Alright, have the pilots starting out keep using a spell that each one
    of them has that costs 15 points, this raises their evasion rate and will
    help them hold out until reinforcements arrive.  Grendizer can combine with
    the Double Spacer that is already available.  If you want to get the FAZZ
    (Full Armored Double Zeta) for Judau in a little bit, you should try to
    maximize his number of kills starting here.  Just keep everyone together
    and let the enemies come toward you.
    
    After the battle is over, Double Zeta, Double Spacer, and Zakerello all
    join you.  
    -----
    Scenario 33 Nadesico
    -----
    Player Units:
    
         Nadesico
         Daitarn 3
         14 Other Units
    
    Enemy Units:
    
         ? x 09
         ? x 05
         ?(Blue) x 01
         ?(Red) x 01
         ? x 01
    
    Enemy Reinforcements (1):
    
         ? x 01
         Daitarn 3 x 10
    
    Enemy Reinforcements (2):
    
         ?(red and blue units combined) x 01
    
    Item:
    
         Beam Coating:  ? (lead mech in Enemy Reinforcements)
         Energy Tank S:  ?(blue unit at top of screen)
         High Performance Radar:  ?(female appearing mech with the helmet)
         High Performance Targeter:  ? (Red and Blue combined)
    
    Events:
    
         7 Enemies Remain:  Enemy Reinforcements (1) Arrive
    
         Red or Blue is Defeated:  Enemy Reinforcements (2) Arrive
    
    Notes:
    
         First off if you are using GP03, you do not need the Minovsky Craft to
    use it in this environment even though it is in gravity.  The Mars surface
    is similar to what you have seen on the moon earlier, namely large chasms
    that make movement difficult.  Flying units would be preferred, so try to
    put Minovsky Craft items on any ground based units you would like to use,
    such as the G Gundam units, but any one can hop on the Nadesico and be
    transported across the map.  
    
    The biggest problem is the terrain really, even though the legion of Daitarn
    3 units that arrive is somewhat shocking, but are unable to use Daitarn's
    strongest moves thankfully.  Nothing out of the ordinary overall.  
    -----
    Scenario 33 Ra Kailum
    -----
    Player Units:
    
         Daimos
    
    Player Reinforcements:
    
         ? (Richter)
    
    Player Reinforcements (2)
    
         Ra Kailum
         14 Other Units
    
    Enemy Units:
    
         ? 04
         ? 04
         ? 04
    
    Enemy Reinforcements (1):
    
         Zonnekaiser x 02
         ? x 06
         ? x 06
         ? x 03
    
    Enemy Reinforcements (2):
    
         Geshpenst Mk. II x 04
         God Armon x 01
    
    Enemy Reinforcements (3)
    
         Vysaga x 02
         God Armon x 01 (same as the one in Enemy reinforcements 2)
    
    Events:
    
         Turn 1:  Daimios gains +30 Morale
     
         Turn 2:  Richter arrives to help out o_O
    
         Turn 3:  Enemy Reinforcements appear.
    
         Turn 4:  Player Reinforcements Appear
    
         Turn 5:  Enemy Reinforcements (2) Appear
    
         God Armon (bearded Daimos character) x 01 on Enemy Reinforcements
         is defeated, Enemy Reinforcements (3) Appear with him as part of it.
         Gains +50 Morale.  
    
    Notes:
    
         Have Daimos head southwest.  Richter appears on the second turn and
    provides an insane amount of help, but there is a drawback to that, if
    Richter is defeated it will be game over.  Richter can take care of himself
    for the most part though.  Have Daimos continue moving southwest until
    Turn 4 when the Player Reinforcements will around the south central of the
    map (which should be about where Daimos will end up if he kept going
    southwest from his initial position).  When the player reinforcements
    arrive, start having them move northwest to meet up with Richter.  The
    Garuba FX-II should try to refill Richter's EN if he does not move around
    too much.  Just keepeveryone fairly close to one another and be sure to
    use healing spells appropriately (Daimos and the Double Spacer have one
    that will completely refill everyone's HP, so do Shiro and Aina if you
    want to include them).
    
    When the bearded guy in the large 50,000 HP mecha is destroyed, he reappears
    as part of Enemy Reinforcements (3) and gains +50 morale.  The two Vysagas
    are fairly minor concerns, actually it is not too difficult to have Double
    Zeta set up a MAP shot as they move south.  Strike out with your best
    attacks again on the main guy when he shows up again, and he will stay
    defeated this time. ^_^
    -----
    Scenario 34 Nadesico
    -----
    Player Units:
    
         Nadesico
         Daitarn 3
         14 Other Units
    
    Enemy Units:
    
         ? x 09
         ? x 04
         ? x 01
         ? x 01
    
    Enemy Reinforcements:
    
         Daitarn 3 x 8
    
    Enemy Reinforcements (2):
    
         Geshpent Mk. II x 07
         ? x 01     
         ? (Kiros) x 01
         
    Enemy Reinforcements (3):
    
         Kiros x 01
    
    Enemy Reinforcements (4):
    
         Don Saucer x 01
    
    Items:
    
         Haro:  Don Saucer
         Pilot Ration: (Kiros in aircraft)
         Super Alloy Z:  Kiros
    
    Events:
    
         Turn 4 Enemy Phase:  Enemy Reinforcements Appear
    
         Turn 5:  Enemy Reinforcements (2) Arrive.  Daitarn 3 gains +30 morale
    
         Kiros-Aircraft is Defeated:  Enemy Reinforcements (3) Arrive
    
         Kiros is Defeated:  Enemy Reinforcements (4) Arrive
    
    Notes:
    
         Actually this stage isn't too bad.  There are chasms again, but you
    have a straight path to the immediate enemies.  Try to conserve your EN
    and spells until the end since Kiros and Don Saucer both have very very
    tough units (50,000 HP and 60,000 HP respectively) and heal each turn.
    You will want to try to finish each of them in one turn, and it is
    difficult without enough EN for your strongest attacks, and the needed
    spells to increase their strength and ensure pilot survival.  
    
         After Don Saucer is defeated, the Nadesico gravity bombs the area,
    and your team plunges further into Mars. 
    -----
    Scenario 34 Ra Kailum
    -----
    Player Units:
    
         Daimos
    
    Player Reinforcements (1):
    
         15 Units
    
    Player Reinforcements (2):
    
         ? (Richter) x 01
    
    Enemy Units:
    
         ? x 12
         ? x 03
         ? x 02
         ? x 01
    
    Enemy Reinforcements:
    
         Geshpenst Mk. II x 11
    
    Events:
    
         Turn 1:  Daimios gains +30 morale
    
         Turn 3:  Player Reinforcements Arrive
    
         Turn 4 Enemy Phase:  Enemy Reinforcements Arrive
         
         Turn 5:  Player Reinforcements (2) Appear.  Richter gains +30 Morale
    
    Notes:
    
         Well another Daimos centered stage.  You could have Daimos start going
    after guys, or just wait a few turns for the rest of your units to arrive
    (they will appear around the spot where Daimos started).  The focus of the
    stage is to destroy all of the enemy units in a set amount of time (within
    11 turns I believe).  It is nothing too difficult, none of the enemies are
    particularly strong.  The only possible problems would be that the Geshpenst
    Mk.II units like to block the passages, but they do not take hits that well
    so not too much to worry about. ^_^  You may want to concentrate on moving
    to the other end of the map and destroy the enemies with counterattacks
    instead of normal attacks, but that should not be required too much.  Fairly
    simple blow up everything you can stage overall. ^_^
    -----
    Scenario 35 Nadesico
    -----
    Player Units:
    
         Nadesico
         15 Other Units
    
    Enemy Units:
    
         Batta x 08
         Jovian Battleship x 04
    
    Enemy Reinforcements (1):
      
         Batta x 08
         Jovian Battleship x 04
    
    Enemy Reinforcements (2):
    
         Gekigan Type 1 x 04
         Gekigan Type 2 x 03
         Gekigan Type 3 x 01
    
    Enemy Reinforcements (3):
    
         Batta x 08
         Jovian Battleship x 04     
    
    Enemy Reinforcements (4):
    
         Batta x 08
         Jovian Battleship x 04
    
    Enemy Reinforcements (5):
    
         Gekigan Type 1 x 05
         Gekigan Type 2 x 02
    
    Enemy Reinforcements (6):
    
         Gekigan Type 1 x 04
         Gekigan Type 2 x 03
    
    Enemy Reinforcements (7):
         
         Batta x 08
         Jovian Battleship x 04
    
    Enemy Reinforcements (8):
         
         Batta x 08
         Jovian Battleship x 04
    
    Enemy Reinforcements (9):
         
         Batta x 08
         Jovian Battleship x 04
    
    Items:
    
         Bio Sensor:  Gekigan Type 1 (Enemy Reinforcements 5)
         Giant Magazine:  Gekigan Type 3 (Enemy Reinforcements 2)
         Super Alloy New Z:  Gekigan Type 2 (Enemy Reinforcements 6)    
     
    Events:
    
         7 Enemies Remain:  Enemy Reinforcements (2) Arrive
    
         Turn 3:  Enemy Reinforcements (3) Arrive
    
         8 Enemies Remain:  Enemy Reinforcemnts (4) Arrive
    
         Turn 5 Enemy Phase:  Enemy Reinforcements (5) Arrive
    
         Turn 6 Enemy Phase:  Enemy Reinforcements (6) Arrive
    
         5 Enemies Remain:  Enemy Reinforcements (7) Arrive
    
         12 Enemies Remain:  Enemy Reinforcements (8) Arrive
    
         6 Enemies Remain:  Enemy Reinforcements (9) Arrive
    
         Turn 9:  Everyone retreats, mission is over.
    
    Notes:
    
         This place is a big pain in the ass, all there is to it.  The
    Nadesico is stuck and remains immobile, but it can at least use
    its weapons.  This mission is mostly about defending the Nadesico from
    ENDLESS waves of enemies, well endless until the mission ends.  Units with
    low energy requirements would be especcially useful here.  Just stick it
    out, and the mission will end, and everyone will regroup, and you get your
    supply units back finally.  Good job surviving this path. ^^;
    -----
    Scenario 35 Ra Kailum
    -----
    Player Units:
    
         Ra Kailum
         Grendizer
         14 Other Units
    
    Enemy Units:
    
         ? x 04
         ? x 02
         ? x 03
         ? x 03
         ? x 02
         ? x 01
    
    Enemy Reinforcements (1):
    
         ? x 04
         ? x 04
         ? x 01
    
    Enemy Reinforcements (1B):
    
         ? x 01 (same place as '? x 01' was defeated from ER(1))
    
    Enemy Reinforcements (2):
    
         ? x 04
         ? x 03
         ? x 01
    
    Enemy Reinforcements (3):
    
         Geshpenst Mk. II x 06
         ? x 01
    
    Events:
    
         Number of Enemies Reduced down to 7:  Enemy Reinforcements(1) Appear
    
         Number of Enemies Reduced down to 7:  Enemy Reinforcements(2) Appear
     
         Number of Enemies Reduced down to 7:  Enemy Reinforcements(3) Appear
    
         Battleship in Enemy Reinforcements is Destroyed:  Enemy Reinforcements
         (1B) Appears in its place
    
    Notes:  
    
         Wow, wierd mission.  As the enemies reduce, more keep coming.  The
    first group arrives to the west, the second to the east, and the third
    will show up to the south along the edge of the planet.  The big danger on
    this mission comes from units being seperated from the others, and
    reinforcements arriving close by after that unit has finished its turn.  If
    you keep all of your units close together you will probably be alright, just
    be cautions if you feel you need to seperate them into multiple groups to
    better handle the threat.  The battleship in Enemy Reinforcements (3) is
    equipped with a MAP Weapon, so be cautions of that.  After this mission
    everyone comes back together again.  
    -----
    Scenario 36
    -----
    Player Units:
    
         Ra Kailum
         Nadesico
         GP03S (Kou)
         Gundam Double Zeta (or FAZZ if you picked it up)
         12 Other Units
    
    Enemy Units:
    
         Bawoo x 06
         Geara Doga x 04
         Geara Doga S x 02
         Dom II x 03
    
    Enemy Reinforcements:
    
         Dom II x 01
         Hamma Hamma x 06
         Doven Wolf x 03
         Gundam GP02A x 01
    
    Neutral Units:
    
         Bandock(Butcher) x 01
         Red Knight Deathguine x 01
         Blue Knight Helldine x 01
         Geshpenst Mk. II x 04
         Soul Gain x 02
         Vysaga x 02
         
    
    Items:
    
         Gaia (Bearded Dom II pilot): EWAC Generator
         Ortega (Dom II pilot with the... teeth) Beam Coating
         Mash (scarred Dom II pilot):  I-Field Generator
         ? (Dom II pilot in reinforcements):  Jammer     
         Gato: Psyco Frame
         Red Knight Deathdine:  V-Up (W)
         Blue Knight Helldine:  V-Up (U)
         Bandock:  Super Gold Alloy Z
     
    
    Events:
    
         Turn 3 Enemy Phase:  Enemy Reinforcements Appear
    
         Number of Enemies Reduced to 9:  Neutral Units Appear
    
    Notes:
    
         The mirrors just to the east of you starting position can give you a
    +10%HP/+10%EN recharge per turn, so you may want to take advantage of that.
    The enemy reinforcements will appear to the south of here on the enemy phase
    of Turn 3, so you may want to set up some units with some MAP weapons on the
    south side of the structure.  
    
    When the number of enemies is reduced to 9, then the neutral units appear
    to the north.  Actually 5 Dragoon units show up first to help you, but
    they blow up immediately (poor little GMs of the Dragonar world), so I
    thought they were not quite worthy to put on as Player Reinforcements.
    Anyway, neutral units show up right after the Dragoons blow up.  This could
    easily result in a pincer attack except the neutral units only send two
    units toward you per turn, which makes things quite manageable.  
    -----
    Scenario 37
    -----
    Player Units:
    
         Ra Kailum
         Nadesico
         14 Other Units
    
    Enemy Units:
    
         Zeong x 06
         Jagd Doga-Gyunei Type x 03
         Jagd Doga-Quess Type x 03
         Doven Wolf x 03
         Geymark (Chara) x 01
    
    Enemy Reinforcements (1):
    
         Jagd Doga-Gyunei Type x 02
         Jagd Doga-Quess Type x 02
         Qubeley Mass Production Type x 06
         Psyco Gundam Mk. II x 02
         Nieu Ziel (Gato) x 01
    
    Enemy Reinforcements (2):
    
         Rival Character
         Rival Character... Companion?
    
    Neutral Units:
    
         Geshpent Mk. II x 09
    
    Items:
    
          Geymark (Chara):  Psyco Frame 
          Nieu Ziel (Gato):  
    
    Events:
    
        Turn 2 Enemy Phase: Neutral Units Appear
    
        6 Non-Player Units Remaining 6: Enemy Reinforcements(1) Appear
    
        All Enemies are Destroyed:  Enemy Reinforcements(2) Appear
    
    Notes:
    
         Not really a hard scenario.  There is a recharge area right in front
    of your units, and all of the enemies except Enemy Reinforcements (2) will
    be happy to run right toward you into any MAP weapons you might have.
    When Enemy Reinforcements (2) Appear, they both will retreat when one
    has their HP lowered.  
    -----
    Scenario 38
    -----
    Player Units:
    
         Ra Kailum
         Nadesico
         14 Other Units
    
    Enemy Units:
    
         Qubeley Mass Production Type x 06
         Jagd Doga-Gyunei Type x 06
         Jagd Doga-Quess Type x 06
         Psyco Gundam Mk. II x 03
         Zaku III Custom (Mashmyr) x 01
    
    Enemy Reinforcements(1):
    
         Jagd Doga-Gyunei Type x 02
         Jagd Doga-Quess Type x 02
         Azieru x 03
         Psyco Gundam Mk. II x 02
         Quin Mantha x 03
         Qubeley x 01
    
    Enemy Reinforcements(2):
    
         Geshpent Mk. II x 06
         Vysaga x 04
         Soul Gain x 02
         Rival Character
         
    Items:
    
         Mashmyr:  Psyco Frame
         Haman:  Super Gold Alloy New-Z
         Rival Character: Haro
    
    Events:
    
         10 Enemies Remaining:  Enemy Reinforcements (1) Arrive
         
         Haman is Defeated:  Enemy Reinforcements (2) Arrive and all gain +50
         morale
    
    Notes:
    
         This doesn't look too bad starting out other than most of the enemies
    consist of newtypes and enhanced humans who are piloting some mobile suits
    with some heavy armor and lots of HP, but nothing that should become not
    manageable.  Reinforcements say otherwise though.  This is going to be a
    long fight, lots of enemies with high HP, and all of them are content to
    not move an inch and let you come to them, which can work to your advantage
    if you have some units equipped with items that increase their range.  This
    is especcially true with the second set of reinforcements.  Vysagas and
    Soul Gains are not known for their long range.  They can be quite dangerous
    though with the +50 morale boost they get (but what do you have to worry
    about if you are out of range eh?).  The Vysagas can get particularly
    annoying since the boost in morale allows them to use a technique that
    allows them to dodge attacks, keep firing at them and their ability to
    dodge will decrease.  Feel free to back off to heal your units and refill
    ammo and EN, the enemies will not go on the offensive, and there is not
    any time limit here.  
    
    Basically be patient, make use of resupply units, and try to conserve your
    spell use.  
    -----
    Scenario 39
    -----
    Player Units:
    
          Ra Kailum
          Nadesico
          Main Character
          13 Other Units
    
    Enemy Units:
    
         Geshpent Mk. II x 12
         Zonnekaiser x 02
         ? x 01
         Geyzam x 02
         ? x 01
         ? x 01
         ? x 02
         Red Knight Deathguine x 01
         Blue Knight Helldine x 01
         Vysaga x 05
         Soul Gain x 06
         Angelu x 01
         ? x 01
    Notes:  
    
         Wow, the end...  Well the goal here is to destroy that green haired
    guy over on the far right without letting your Main Character die (and maybe
    before 10 turns are up?).  A headlong strike will most likely get you killed
    though.  Try to keep everyone together, but keep moving!  The enemies look
    like they are content to stay still, but they will move toward when you get
    close, giving you an opportunity to destroy them with counterattacks.  Try
    to save your spells until the end though, the last two enemies can be
    tricky to bring down thanks to high dodge rates.  After you land the
    final blow, enjoy the ending!
    
    "Thank you for playing Super Robot Wars A, see you again...?"
    
    ===================
    FREQUENTLY ASKED QUESTIONS
    ===================
    
    Q.   How do I replay a stage?
    
    A.   Replaying a stage is useful for obtaining more experience and money, 
    to
         do this simply do not save during a mission and lose.  You will be taken
         back to the intermission screen and you will retain the experience and
         money earned so far in that battle.  An easy way to lose a battle by 
    the
         way is to send the Argama or Ra Kailum into the middle of an enemy
         group.
    -----
    Q.   How do I get Allenby and her Nobel Gundam?
    
    A.   On Scenario 18 have Domon use Convince on Allenby and let her or
         destroy her.  On Scenario 19, have Rain use Convince on Allenby, then
         have Domon use Convince on her too.  Destroy  Nobel Gundam with Domon
         giving the final blow.  A conversation afterwards showing a regular
         blue haired Allenby will indicate you did the process correctly.
         Allenby and Nobel Gundam will join after Scenario 19 is over.  
    -----
    Q.   How do I get Master Asia?
    
    A.   Take the Earth Route on Scenario 08.  Go to the Guinea Highlands for
         Scenario 17 (the third choice).  Perform the above steps to recruit
         Allenby.  Domon should also have a high kill number.  If you did it
         right, Master Asia will show up with his Master Gundam and Fuunsaki
         on Scenario 29.  
    
    -----
    Q.   How do I get Four or Rozamia?
    
    A.   On Scenario 16 have Camille use Convince on the one you want, or both
         if you wish.  The important part is to use Convince on the one you want
         later.  On Scenario 18 have Camille start heading northeast in Zeta's
         transformed Wave Rider mode and use Convince on the one you want.
         Destroy that girl's Psyco Gundam (or even let Master Gundam destroy it
         you don't mind losing the experience).  The girl you convinced will now
         join you (and the Super Gundam has an empty seat at that point too).
    -----
    Q.   How do I get Norris and his Gouf Custom?
    
    A.   On Scenario 28, he will join you if he was not destroyed in the battle.
    -----
    Q.   How do I get Puru and Puru Two?
    
    A.   On Scenario 28 (same one where you get Norris), destroy the Quin Mantha
         and then have Camille attack Puru One (in the purple Qubeley Mk. II)
         with a weak attack to convince her.  Destroy Puru Two (in the brown
         Quebely Mk. II) with Puru One.  They will both join with their
         respective Qubeley Mk. IIs after the battle.
    -----
    Q.   Is there a way to use the GP03 with the Orchis on earth environments?
    
    A.   Yes, just equip the Minovsky Craft on it, and you can use it on earth
         instead of just the moon and space as it would be normally.  This
         allows you to get much more use out of the unit in the game. ^_^
    -----
    Q.   After I finish the game, how do I load up the saved data that will
         let me play the game again with more item slots, a higher limit on
         upgrades, and more money?
    
    A.   After you finish the game, just go to the Load Data screen (second
         option on the title screen), and your data will be marked with Scenario
         39 and have a Star beside it signifying that you finished the game.
    -----
    ===================
    CHARACTERS
    ===================
    Characters are seperated into their individual series and the spells they
    have are listed with their SP cost next to them. The spells are listed in
    the order that they appear on the screen to be a lil bit more helpful.
    
    Right now it just has Schwartz since he's only around for a few stages, I'll
    put more in later.
    
    -----
    G Gundam
    -----
    Schwartz (Gundam Spiegel pilot)
    
    Raid (60)          Confusion (30)          Motivate (50)
    Aid (20)           Encourage (70)          Spirit (60)
    
    
    ===================
    SPECIAL THANKS
    ===================
    
    Thanks to Haipaakoneko for putting up with me. ^^
    
    Thanks to Neo for listening to my insane rambles and playing SRW games too.
    ^_^
    
    Thanks to CMori for making a really spiffy SRW4 Walkthrough, made my second
    time through that game so much more enjoyable. ^_^
    
    Thanks to DragoonT for some good feedback on my Zeonic Front guide, and for
    making some fun to read guides. ^^
    ===================
    COPYRIGHT
    ===================
    Unpublished work Copyright 2002 gundamtotoro
    
    This document is protected by US Copyright Law.  It is meant for private use 
    only.  This FAQ may not be referenced or altered without permission from 
    myself.  This FAQ is a GAMEFAQS Exclusive and may not be hosted elsewhere.
    Alteration of this Copyright is punishable under Title 17 Chapter 5 Section
    506(d) of US Copyright Law for a fine of up to $2,500. 
    
    "Gundam", "Mobile Suit", and all related characters and names are property 
    of Sotsu Agency, Sunrise, and Bandai Co. Ltd.    
    
    All copyrights and trademarks are acknowledged and respected that are not 
    specifically mentioned herein.  
    
    
    
    

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