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==================================== Super Robot Taisen A FAQ/Walkthrough Version .79 June 25, 2002-July 19, 2002 Unpublished work Copyright 2002 gundamtotoro E-Mail: email@example.com =================== TABLE OF CONTENTS =================== I. Introduction II.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