====================================
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Unpublished work Copyright 2002 gundamtotoro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

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"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.