Dai 4 Ji Super Robot Taisen (Super Robot Wars IV) Walkthrough
Version 2.0 - 11/22/2004
by Carlos Satoshi Mori (csmori<at>hotmail<dot>com)



   This is my guide for the Super Famicom (SFC) port of Dai 4 Ji Super Robot
Taisen, or Super Robot Wars IV. I have written this because I think all other
FAQs for this game didn't give a good stage-by-stage scenario description.

   Since there is a number of other FAQs around for this game, you won't see
much detail about the basic gameplay (even because it is a pretty traditional
simulation game) or character and robot descriptions. As a matter of fact, I
will try only to write about aspects left uncovered by other FAQs (or aspects
I find too relevant to leave out of this guide).

   Keep in mind this guide is a big spoiler and I recommend you only read it
after you play through the game at least once - don't worry, I think you will
want to play it again after you finish it the first time.



LEGAL STUFF (a.k.a. Disclaimer)----------------------------------------------

   This document copyright 2001 Carlos Mori. No one is allowed to change this
document in any way, without my express permission. No one is allowed to sell
this document, nor use it as a gift or a promotional tool of any kind.

   As of this version (2.0, 11/22/2004), the only websites allowed to publish
this file are GameFAQs (www.gamefaqs.com) and www.cheating.de; its publishing
is forbidden for any other websites. Similarly, it cannot be reproduced, even
partially, in any other kind of media, including magazines or guides.

   Copyrights and trademarks of this game, its characters and the television
shows it refers to are property of their respective owners.



TABLE OF CONTENTS------------------------------------------------------------

 I    - Gameplay Details
           1 - Pilot Status
           2 - Unit Status
           3 - Weapon Status
           4 - Upgrading
           5 - Terrain
           6 - Items
           7 - Special Pilot Skills
           8 - Special Robot Skills
           9 - Seishins
 II   - Character Construction Guide
           1 - Name and Face
           2 - Pilot Type
           3 - Gender
           4 - Birthday and Bloodtype
 III  - Walkthrough
 IV   - Scenario Flowchart
 V    - Options
 VI   - Help Needed
 VII  - Contact Information 
 VIII - Version History
 IX   - Credits


GAMEPLAY DETAILS-------------------------------------------------------------

   Here I'll place some observations about certain aspects of the game that
I find relevant and not very obvious; most of them probably have been
addressed on other FAQs, so I will try to keep it short.


1 - Pilot Status
----------------

   Each pilot has a given set of skills and characteristics, which determines
his/her effectiveness in battle. A pilot's status is unique, and should be
considered when assigning robots to each pilot. It can be seen on the "Pilot
Status" screen and, for reference, I'll describe here what each status topic
means.

 KinKougeki          Determines the pilot skill when dealing with short range
 (Close Attack)      attacks (the higher the value, the more damage a pilot
                     can inflict).

 EnKougeki           Shows the pilot skill when using long-range attacks.
 (Far Attack)        The higher the value, the more damage a pilot can cause
                     with long-range weapons (even if you are attacking an
                     enemy right next to you).

 MeichuuRitsu        Shows the pilot's aiming skill - the higher the value,
 (Hit Rate)          the easier it is for a pilot to hit an enemy.

 KaihiRitsu          Shows the pilot's dodging skill. Higher values indicate
 (Evade Rate)        your pilot has better chances to escape enemy attacks.

 (NOTE: Both the Hit and Evade Rates are presented in a "XXX + XX" format.
 Only the first number applies to the pilot; the second is the robot's
 agility, and changes according to the robot the pilot is boarding.)

 Chokkan             Affects your pilot's evading rates (the higher, the
 (Intuition)         better). When it reaches 130, the pilot becomes able to
                     move twice per turn.

 Zaryou              Affects your pilot's chances of making and receiving
 (Skill)             critical hits. Higher skill values mean the pilot will
                     make more critical hits, and receive less.

 Chikei              The pilot expertise in each terrain (Sky, Ground, Sea
 (Terrain)           and Space), rated from "A" to "D". A grade "A" means
                     that this is the terrain where the pilot acts up to
                     his/her full potential.
                  
   Notice that each type of pilot has different average values on each status
category. For instance, Mobile Suit (MS) pilots tend to have higher hit/evade
rates than Mazinger-type pilots. Overall, each type of pilot is designed to
compensate the advantages and handicaps of their respective robot types.


2 - Unit Status
---------------

   Like pilots, each robot has specific characteristics that differentiate it
from the other ones. Again, I will show a quick description of each status
topic, as seen on the "Unit Status" screen.

 HP (Hit Points) Your unit's "life meter". The higher the value, the more
                 damage your unit can sustain before being destroyed.
                 The first number is the unit's current HP, and the second
                 is the maximum HP.

 EN (Energy)     Your unit's "fuel meter". Shows you the amount of energy
                 the unit has left. You spend 1EN for every square you move
                 in the sky or in space. Also, some attacks spend a certain
                 amount of energy every time they're used. Every turn, each
                 unit recovers 5EN.

 Idouryoku       The amount of squares the unit can move in a single turn
 (Mobility)      (more details in the "Terrain" section).

 Soukou          Your robot's armor strenght. A higher armor means that the 
 (Armor)         robot will suffer less damage on every attack.

 Undousei        Added to the pilot's hit and evade rates, determines the 
 (Agility)       unit's chance to hit enemies and avoid enemy attacks.

 Genkai Han'nou  The unit's max sustainable reaction power. If the pilot's
 (Max Reaction)  hit or evade rates (robot's agility included) are higher
                 than the Max Reaction, the exceeding value is disconsidered
                 (i.e. if a robot's max reaction is 180 and the pilot's hit
                 rate is 200, then, in effect, the pilot's hit rate is 180,
                 because the robot can't stand more than it).

 Shield          Indicates if the unit has a shield or not. "Ari" means it
                 has a shield, "Nashi" means it doesn't. Only humanoid robots
                 can have shields (ships or Mobile Armors can't), and the
                 pilot has to have the "Shield Bougyo" skill to use it.

 Size            The unit's size, from "S" (small) to "LL" (extra large).
                 Smaller robots have better chances to escape enemy attacks.

 Chikei          Equivalent to pilot terrain grades. The unit's efficiency in
 (Terrain)       each terrain, graded from "A" to "D". A dash ("-") means the
                 robot is unable to go at that particular terrain.


3 - Weapons Status
------------------

   Obviously, each weapon has its own characteristics, which determine its
destruction power, range and hit rates, among other things.

 KougekiRyoku    The attack's strenght. Obviously, the higher it is, the more
 (Attack Power)  damage it can cause.

 Shatei          The attack's minimum and maximum ranges, in squares. If the
 (Range)         range is 1, the attack is considered "short-range"; all
                 other ones are considered "long-range".

 Meichuu         A percent bonus to your robot's hit rate. Basically, an
 (Hit)           attack with a +10 Meichuu has 15% more chance to hit than a
                 -5 Meichuu value.

 Zandan (Shots   The amount of ammo available to this attack. Dashes ("--")
 Remaining)      means the weapon does not have ammo limitations.

 Chikei          The attack's efficiency on each terrain. A dash means the
 (Terrain)       attack can't hit enemies on that particular terrain.

 Hitsuyou Kiryoku    Some attacks require the pilot to have a specific amount
 (Required Vitality) of kiryoku to be used. Until the pilot has at least this
                     amount of kiryoku, the attack is not available.

 Shouhi EN       Some attacks spend a certain amount of EN each time they 
 (Consumed       are used. If that's the case, the amount it spends is
 Energy)         displayed here.

 Hitsuyou Ginou   Displays the special pilot skill necessary to use this
 (Required Skill) attack. Only Newtype or SeiSenshi are required to perform
                  attacks, and very few attacks require them (those that do,
                  however, are very powerful).

 Critical Hosei  Indicates the chances a weapon has to make a critical
 (Critical       hit. For example, +20% means it has 20% more chance to
 Correction)     make a critical hit than a +0% attack.


4 - Upgrading
-------------

   During every intermission, you can upgrade your robots' status and weapons
in order to improve their battle performance. Each upgrade costs money (well,
it's the only thing money is good for in this game), and you are given the
choice of upgrading several different aspects of each robot.

   The more upgrades you do on a unit's given aspect, the more expensive it
becomes. Each category can be upgraded up to seven times. The following table
shows the prices charged for each upgrade, and the upgrading value you get
for each category.


           Upgrade |                          Costs
                   |    1       2       3       4       5       6       7
HP          +300   |  $3000   $5000   $8000  $10000  $15000  $20000  $25000
EN           +10   |  $1000   $1500   $2000   $2500   $3000   $3500   $4000
Armor        +50   |  $3000   $5000   $8000  $10000  $15000  $20000  $25000
Agility       +4   |  $5000   $8000  $10000  $12000  $15000  $18000  $20000
M.Reaction   +10   |  $1000   $1500   $2000   $2500   $3000   $3500   $4000


   Attacks can also be upgraded, but you can only increase its attack power.
Some (very weak) attacks are cheaper to upgrade than the others, but the vast
majority runs under a more expensive upgrading table. For some particularly
powerful weapons, there's a third price table, way more expensive. Very few
attacks run under it (i.e. Aura Giri and Hyper Aura Giri), and since those
moves are already pretty beefy, you won't need to upgrade them much anyway.
Each upgrade increases the attack's power by 200, no matter the price paid.


Weapon                            Costs
            1        2        3        4        5        6        7
Weak      $2000    $2000    $4000    $8000   $10000   $10000   $10000
Normal    $5000    $8000   $10000   $12000   $15000   $18000   $20000
Strong   $10000   $20000   $30000   $30000   $30000   $40000   $40000


5 - Terrain
-----------

   Placing your cursor over any empty space and pressing the 'cancel' button
allows you to see how it affects your aiming ang evade rates. As a general
rule, the more accidented the terrain is, the worse your aiming gets, and the
better for your evade rate. Therefore, placing a unit into a mountain allows
it to defend itself better than if it was into an open field, but also makes
it harder for your unit to hit the enemy.

   In addition, the more accidented the terrain is, the more it affects your
robot mobility. For instance, the Gundam's mobility is 7 points. This means
that the Gundam can walk, in one turn, up to 7 squares, if it is on a plain
field (a grassy area without trees or anything); in other words, plain fields
require 1 mobility point per "step" taken. Other terrains, like woods (those
areas with only one or two trees into them), require 2 mobility points per
step, while really accidented terrains (mountains or forests) require 3 
points per step. So, the Gundam can walk up to 3 squares per turn on the 
woods, and only 2 squares per turn on the forest.

   Remember that it only applies for ground-bound units. Flying units don't 
have their mobility, aiming or evade rates affected by the terrain they are 
over. If a unit is classified as a water type, it can move on water as freely 
as if it was on a plain field (that is, 1 mobility point per step).

   An often-overlooked aspect of the game is that some terrains provide HP
healing for whatever unit is standing on them. Any unit (player or enemy) 
that is into city terrain (the buildings, not the roads) has its HP healed by 
10% every turn. Also, on some stages, a type of terrain called "base" appears.
Standing on that terrain gives you a 20% HP recover every turn.

[NOTE: base terrains are, for example, the Saotome Institute (the dome the
Getter Robo comes out from) in Scenarios 4A and 4B. At the walkthrough, I'll
try to mention when a scenario has a base. Units will get healed even if they
are flying above base terrains.]


6 - Items
---------

   Items are parts or accessories that can be attached to one of your units 
in order to improve its performance, add some new functionality or provide HP 
and energy refills.

   While you'll receive some items after a certain stage, most of the time 
you will get items by standing on certain squares in each stage. Usually, 
there is no indication that a given square has an item into it, except that 
this spot may be somewhat different from the surrounding ones (i.e. a clear 
square right in the middle of a big forest).

   The only way to find out for sure which squares have items (other than try
and error) is by using the "Tansaku" seishin, which gives you the position of
one item every time you cast it. However, unless your main character has this
seishin, nobody on your team will have this skill during the first 10 or 11
scenarios; anyway, I intend to give up the locations of the items for every
scenario, and try to warn you when you're given items after an stage (but
there's a chance I may miss some items).

   Now, I'll give you a quick description of all (?) items of the game: 

Repair Kit:          Refills 2000HP. Once used, it's thrown away.
Propellant Tank:     Refills 50 energy points. Once used, it's thrown away.
Propellant Tank S:   Refills 150 energy points. Once used, it's thrown away.
Chobham Armor:       Armor + 150, Max HP + 500
Hybrid Armor:        Armor + 200, Max HP + 800
Booster:             Mobility + 1
Mega Booster:        Mobility + 2
Apogee Motor:        Mobility + 1, Agility + 5
Magnet Coating:      Max Reaction + 10, Agility + 5
BioSensor:           Max Reaction + 15, Agility + 8
ALICE:               Max Reaction + 20, Agility + 12
Psycho Frame:        Max Reaction + 25, Agility + 10
Fatima:              Max Reaction + 20, Agility + 18, Mobility + 2
Anti-Beam Coating:   Equips unit with Beam Coat.
I-Field Generator:   Equips unit with I-Field.
Hi-Efficiency Radar: Every weapon has its max range increased by 1.
                     (except short-range and MAP weapons)
Minovsky Craft:      Turn any unit into a Land/Air type
                     (ground units become able to fly, space or air-only
                     units can act on planet surfaces and even land)

   Keep in mind you have to equip the item during intermission in order to 
take advantage of it (duh!).

NOTE ABOUT ITEM LOCATIONS: the coordinates to find the items are in a (x,y)
format. It assumes that the top left square is (1,1). The first number refers
to the horizontal coordinate, while the second one is the vertical coordinate.
So, square (8,10) is the one 7 squares to the right and 9 squares below the
top left square of the scenario.


7 - Special Pilot Skills
------------------------

   Some pilots have certain special skills, which can be seen in the pilot
status screen. You can't choose when to use or not these skills; the game 
does that for you.

KiriBarai:       In order to be used, your robot must have a beam sword or
(Cutting Sweep)  an Aura Sword. Every now and then, pilots with this skill 
                 use their sword in order to destroy enemy missiles, rockets,
                 and even funnels, preventing them from damaging you. It can 
                 also block other beam sword attacks.

Shield Bougyo:   In order to be used, your robot must have a shield. Pilots 
(Shield Defense) with this skill will occasionally use their shields to
                 defend enemy attacks, reducing the suffered damage by half.

Newtype:         Mobile Suit Type pilots only. To be used, some weapons
                 require the pilot to be a newtype. In addition, they usually
                 are able to move twice per round sooner than non-newtypes.

Kyouka Ningen:   Mobile Suit Type pilots only. Pretty much the same as
(Enhanced Human) newtypes (i.e. they can use newtype weapons and get to move
                 twice sooner).

SeiSenshi:       Aura Battler Type pilots only. The most powerful attacks an 
(Holy Warrior)   Aura Battler unit can use are the Aura Giri (Aura Cut) and
                 Hyper Aura Giri (Hyper Aura Cut); in order to use these two
                 attacks, your pilots must have the SeiSenshi skill. Also,
                 like newtypes, they're usually able to move twice sooner
                 than non-SeiSenshis.

Sogojikara:      If your unit has only 1/8 of its HP left, the chance of
(Reserve Power)  making a critical hit is doubled.


8 - Special Robot Skills
------------------------

   Like pilots, some robots and ships have built-in special skills. Also like
pilot skills, you can't choose when to use them or not.

Henkei (Transform):  Indicates the unit can transform.

Gattai:              Indicates the unit can combine with some other unit.
(Combination)        If more than two units are required to combine, all of
                     them must be near each other.

Bunri (Separation):  Indicates the robot can separate into smaller units
                     (that can later re-combine), or simply drop some parts
                     and change into a different mode (in which case your
                     robot can't change back into its previous mode).

Beam Coat:           Defends the unit against beam attacks. If an attack is
                     meant to cause up to 1200HP of damage, the Beam Coating
                     absorbs it completely. Stronger attacks can pierce the
                     coating, causing the unit to suffer the full blow.
                     If the attack is meant to cause more than 600HP, beam
                     coating consumes 10EN. Present in almost every Heavy
                     Metal, as well as a few mobile suits.

Aura Barrier:        Works the same way as beam coats, but can take up to
                     3000HP of damage, and if the attack received is meant
                     to cause more than 1500 damage, it spends 20EN. Present
                     in all Aura Battler units, including fighters and
                     battleships.

I-Field              Same as the two above, but takes up to 2000HP of damage
                     and spends 20HP if the damage meant is higher than 1000.
                     Present in a handful of mobile suits, as well as in
                     various kinds of battleships.

Bunshin (Branching): Whenever your kiryoku is 130 or higher, your unit gets a
                     50% chance to escape any enemy attack (if the battle
                     screen shows that the enemy has a 30% chance of hitting
                     your unit, than it effectively has only 15%).

HP Kaifuku:          Like the name says, a unit that has this skill gets a 
(HP Restore)         small percentage of its HP recovered every turn.


9 - Seishins
------------

   Seishins are, in this game, the equivalent to magics in other Strategy 
games or RPGs. Each character has a defined set of seishins (up to 6), and
each of them is learned when the character reaches a determined level.

   Usually, pilots of more aggressive, attack-oriented units have seishins
that help them hit the enemy or inflict higher damage, while pilots of 
support units have seishins that allow them to heal or help other units, as 
well as reduce enemy stats. The seishins in the game appear (in the seishin 
menu) as follows:

     Konjou     ShuuChuu    Hokyuu      Saidou     Kakuran
    DoKonjou     Shinrai    Yuujou     Fukkatsu    Tansaku
    Hirameki     I'Atsu       Ai       Kakuremi    AshiKase
     Kasoku      Tekagen    Gekido    Datsuryoku   Teppeki
    Nekketsu      Ki'Ai     Kakusei     Jibaku     Tamashii
    Hicchuu      Kou'Un     Gekirei    Teisatsu     Kiseki


Konjou   (Will-power)       Cures 1/3 of your own HP.
DoKonjou (Great Will-Power) Cures completely your own HP.
Hirameki (Flash)            Guarantees you'll dodge the next enemy attack.
Kasoku   (Acceleration)     Mobility +5 for your next move.
Nekketsu (Hot Blood)        Guarantees a critical hit on your next attack.
Hicchuu  (Certain Hit)      For one turn, you hit rate will always be 100%
ShuuChuu (Concentration)    For one turn, your hit and evade rates are
                            increased by 30%
Shinrai  (Trust)            Cures 1/3 of the HP of any unit you choose.
                            (you can choose any player or NPC units)
I'Atsu   (Coercion)         Prevents all enemies whose level is lower than
                            your own from moving for one turn.
Tekagen  (Consideration)    If your enemy has a lower skill level than
                            yours, and your next attack is enough to kill
                            him/her, he'll be left with 10HP.
Ki'Ai    (Focus)            Rises your own kiryoku by 15 points.
Kou'Un   (Fortune)          The next time you (counter)attack an enemy 
                            you'll receive twice the exp and money you'd
                            normally get.
Hokyuu   (Supply)           Refills the energy and the ammo of any unit
                            you choose.
Yuujou   (Friendship)       All friendly units get their HP healed by 50%.
Ai       (Love)             Heals all HP of all friendly units.
Gekido   (Indignation)      All enemies on the map suffer damages that
                            range from 10 to 1000HP.
Kakusei  (Awakening)        Lets you move one extra time during the turn.
Gekirei  (Encouragement)    All units right next to you get their kiryoku
                            increased by 10 points (including enemies).
Saidou   (Move Again)       One unit right next to you that can no longer
                            move during this turn can move one more time.
Fukkatsu (Resurrection)     Resurrects a chosen destroyed friendly unit.
Kakuremi (Vanishing Body)   For one turn, no one can attack or counter-
                            attack you.
Datsuryoku (Exhaustion)     All units within a 3-square range from you have
                            their kiryoku decreased by 10 points.
Jibaku   (Self-Destruction) Your unit self-destructs, and all units right
                            next to it suffer damage equal to the HP you
                            had before you exploded.
Teisatsu (Reconnaissance)   Allows you to see an enemy's status before
                            fighting him.
Kakuran  (Confuse)          For one turn, all enemy units have their hit
                            rates reduced by half.
Tansaku  (Search)           Reveals the location of an item hidden on the
                            battlefield.
AshiKase (Shackles)         All units within a 3-square range have their
                            mobility reduced by half (friends included).
Teppeki  (Iron Wall)        For one turn, your own armor gets doubled.
Tamashii (Spirit)           Triples the damage inflicted by your next
                            (counter)attack.
Kiseki   (Miracle)          Same effect as casting Kasoku, Hicchuu, Kou'Un,
                            Hirameki, Tamashii, DoKonjou, and a double
                            Ki'Ai (kiryoku +30), all at the same time.



CHARACTER CONSTRUCTION GUIDE-------------------------------------------------

   Whenever you start a new game, you're supposed to create a protagonist.
This character has a number of characteristics that you can change; these
characteristics affect his/her stats and the set of seishins he/she will get.


1 - Name and Face
-----------------

   You can change your character's name and face. As far as I know, it does
not affect anything in the game. 

2 - Pilot Type
--------------

   You can choose if your character is a "Real Robot" or a "Super Robot" 
pilot. Your choice affects your stats a little (see the 'Gender' section 
below), but its main effect is that it may, at certain points, determine 
which scenarios you will go through, consequently affecting the characters 
and robots you get. Also, the new robot your character receives later in the 
game will change as well.


3 - Gender
----------

   The gender of your character changes the set of faces available to him/her,
but mainly, affects the starting stats of your character, as shown in the
following table:

                     Evade    Hit    Skill    SP     Special Skills
Real Robot, Male      111     101     106     82   KiriBarai, Newtype
Real Robot, Female    113      99     106     82   KiriBarai, Newtype
Super Robot, Male     101     101     101    103   Sogojikara, KiriBarai
Super Robot, Female   103      99     101    103   Sogojikara, KiriBarai


4 - Birthday and Bloodtype
--------------------------

   The birthday and bloodtype you choose affect the seishins you character
will get. More specifically, the set of seishins you get is defined by the
combination of the Zodiac house and the bloodtype you choose.

   These are the seishins you will get for each birthday and bloodtype. The
numbers beside each seishin are the levels you'll learn the seishin at. I
didn't write this information myself; I found it on a japanese magazine (more
details in the "Credits" section) and I'm not sure if they are correct (those
I tested were correct, though).

Aries (3/21 to 4/19)
O   Hirameki 10, Tekagen 12, ShuuChuu 21, Nekketsu 2, Ki'Ai 8, Kou'Un 1
A   Hirameki 4, Nekketsu 10, Teppeki 19, Ki'Ai 12, Kou'Un 1, Yuujou 32
B   Tansaku 9, ShuuChuu 1, Nekketsu 27, Ki'Ai 16, Kou'Un 3, Gekido 24
AB  Kasoku 9, Hirameki 4, Hicchuu 22, Nekketsu 3, Ki'Ai 12, Kou'Un 1

Taurus (4/20 to 5/20)
O   Kasoku 3, Hirameki 9, Nekketsu 19, Ki'Ai 10, Kou'Un 1, Kakusei 7
A   Kasoku 11, Shuuchuu 2, Nekketsu 7, Ki'Ai 9, Kou'Un 1, Hokyuu 33
B   Tansaku 9, Hirameki 11, Shuuchuu 22, Nekketsu 14, Ki'Ai 7, Kou'Un 1
AB  Tansaku 2, Shinrai 31, Nekketsu 1, Ki'Ai 4, Kou'Un 10, Saidou 40

Gemini (5/21 to 6/21)
O   ShuuChuu 4, Nekketsu 21, Kou'Un 8, Ki'Ai 1, Yuujou 30, Kakusei 27
A   Hirameki 7, Nekketsu 3, Teppeki 39, Ki'Ai 8, Kou'Un 1, I'Atsu 28
B   Hirameki 3, ShuuChuu 20, Nekketsu 5, Ki'Ai 11, Kou'Un 1, Kakuran 15
AB  Kasoku 3, Teisatsu 22, ShuuChuu 10, Nekketsu 7, Ki'Ai 18, Kou'Un 1

Cancer (6/22 to 7/22)
O   Hirameki 2, Tekagen 19, Nekketsu 12, Ki'Ai 3, Kou'Un 1, Ai 41
A   ShuuChuu 22, Konjou 1, Nekketsu 6, Ki'Ai 2, Kou'Un 4, I'Atsu 23
B   Hirameki 3, Tekagen 17, Nekketsu 2, Ki'Ai 22, Kou'Un 1, Saidou 9
AB  Kasoku 3, Hirameki 19, Nekketsu 5, Teppeki 15, Ki'Ai 21, Kou'Un 1

Leo (7/23 to 8/22)
O   Hirameki 7, ShuuChuu 3, Konjou 2, Nekketsu 17, Ki'Ai 20, Kou'Un 1
A   Kasoku 2, ShuuChuu 12, Nekketsu 4, Teppeki 5, Ki'Ai 9, Kou'Un 1
B   Kasoku 1, Hirameki 27, Nekketsu 19, Ki'Ai 2, Kou'Un 6, Gekirei 15
AB  Hirameki 12, Tekagen 33, Hicchuu 5, Nekketsu 1, Ki'Ai 24, Kou'Un 1

Virgo (8/23 to 9/22)
O   Hirameki 12, ShuuChuu 31, Hicchuu 18, Nekketsu 1, Ki'Ai 4, Kou'Un 8
A   Kasoku 11, Hirameki 5, Hicchuu 2, Nekketsu 8, Ki'Ai 14, Kou'Un 1
B   Hirameki 24, Tansaku 8, Hicchuu 4, Nekketsu 3, Ki'Ai 18, Kou'Un 1
AB  Tekagen 14, Hirameki 24, Tansaku 1, Nekketsu 4, Ki'Ai 20, Kou'Un 2

Libra (9/23 to 10/22)
O   Tekagen 21, Shuuchuu 1, Nejjetsu 2, Ki'Ai 12, Kou'Un 3, I'Atsu 39
A   ShuuChuu 3, Hicchuu 8, Nekketsu 6, Ki'Ai 17, Kou'Un 1, Kakusei 10
B   ShuuChuu 8, Hicchuu 9, Nekketsu 3, Ki'Ai 15, Kou'Un 1, Kakuremi 3
AB  Kasoku 3, Hirameki 17, Tansaku 12, Nekketsu 2, Ki'Ai 4, Kou'Un 1

Scorpio (10/23 to 11/22)
O   Hirameki 9, Shinrai 33, Nekketsu 1, Ki'Ai 12, Kou'Un 1, Kakusei 27
A   Kasoku 8, Hirameki 5, Hicchuu 4, Nekketsu 2, Ki'Ai 21, Kou'Un 1
B   Kasoku 21, Hirameki 1, Konjou 4, Nekketsu 8, Ki'Ai 18, Kou'Un 2
AB  Hirameki 7, ShuuChuu 30, Nekketsu 10, Ki'Ai 16, Kou'Un 1, Kakuremi 14

Sagitarius (11/23 to 12/21)
O   Hirameki 2, Nekketsu 9, Teppeki 1, Ki'Ai 10, Kou'Un 3, Fukkatsu 45
A   Hirameki 12, tekagen 21, Shinrai 33, Nekketsu 18, Ki'Ai 1, Kou'Un 4
B   Kasoku 8, ShuuChuu 3, Nekketsu 16, Ki'Ai 4, Kou'Un 1, Yuujou 36
AB  Kasoku 2, Hicchuu 3, Nekketsu 7, Ki'Ai 25, Kou'Un 1, Hokyuu 18

Capricorn (12/22 to 1/19)
O   Kasoku 3, Hirameki 2, ShuuChuu 11, Nekketsu 1, Ki'Ai 23, Kou'Un 6
A   Kasoku 3, Tansaku 2, Nekketsu 4, Ki'Ai 20, Kou'Un 1, Kakusei 12
B   Hirameki 2, Nekketsu 9, Teppeki 3, Ki'Ai 21, Kou'Un 1, Saidou 14
AB  Hirameki 4, Konjou 2, Nekketsu 1, Ki'Ai 14, Kou'Un 8, Yuujou 31

Aquarius (1/20 to 2/18)
O   Kasoku 2, Konjou 3, Nekketsu 10, Ki'Ai 10, Kou'Un 1, Yuujou 22
A   Tekagen 29, Hirameki 15, Nekketsu 8, Ki'Ai 2, Kou'Un 1, Yuujou 40
B   Hirameki 21, Hicchuu 10, Nekketsu 2, DoKonjou 12, Ki'Ai 7, Kou'Un 1
AB  Hirameki 7, ShuuChuu 18, Hicchuu 9, Nekketsu 1, Ki'Ai 14, Kou'Un 2

Pisces (2/19 to 3/20)
O   Kasoku 2, Tekagen 14, Nekketsu 4, Ki'Ai 8, Kou'Un 1, Yuujou 30
A   Tekagen 8, Hicchuu 1, Hicchuu 13, Nekketsu 3, Ki'Ai 20, Kou'Un 2
B   Kasoku 4, Nekketsu 2, Ki'Ai 3, Kou'Un 1, I'Atsu 30, Kakusei 22
AB  Hirameki 5, Nekketsu 1, Ki'Ai 6, Kou'Un 2, Gekirei 30, Ai 24


   Notice that none of these sets has the Tamashii or Kiseki seishins; in
order to obtain them, you have to input special birthday and bloodtype
combinations. The only one I knew (taken from E. Chiu's mini-FAQ) was 9/2 O,
but Jin Kin pointed me to some other combinations. I assume those are all the
secret combinations available in the game, but if you know other ones (even
if they don't have Tamashii or Kiseki), please let me know.


1/29 B  Kasoku 1, Konjou 3, Nekketsu 9, Tekagen 16, Hirameki 20, Kiseki 39

2/9  A  Tansaku 1, Kasoku 8, Datsuryoku 13, Kakuremi 18, Saidou 28, Kiseki 39

3/13 B  Kasoku 1, I'Atsu 5, Nekketsu 20, Jibaku 30, Ki'Ai 40, Kiseki 45

4/11 O  Kasoku 1, Hirameki 5, Kou'Un 10, Ki'Ai 20, Nekketsu 20, Kiseki 35

4/29 A  Jibaku 1, Kasoku 5, Hicchuu 40, Ki'Ai 42, Tamashii 45, Kakusei 48

6/25 AB Ki'Ai 1, Nekketsu 5, ShuuChuu 5, AshiKase 16, Tamashii 30, Kakusei 45

8/12 A  Kou'Un 1, Ki'Ai 1, Kakusei 20, Kakuran 30, Tamashii 50, Kiseki 55

9/2  O  Kou'Un 1, Hirameki 2, Shuuchuu 3, Kasoku 5, Tamashii 12, Kiseki 23

11/16 AB AshiKase 1, Nekketsu 3, Hirameki 5, Kou'Un 8, Ki'Ai 17, Tamashii 37

12/24 B ShuuChuu 1, Kasoku 2, Hirameki 4, Tekagen 8, Teppeki 10, Tamashii 27



PROLOGUE---------------------------------------------------------------------


   Three months after the Third Super Robot War...

   Due to the successive disturbances from the wars, the Earth economics are
severely hurt. Angered by increasingly brutal terrorist acts, the Earth Union
Government (EUGO) decided to round down all space colonists, in order to
promote the Earth supremacy.

   Nominated to guarantee the safety of the Earth Sphere, Commodore Jamitov
assembled a secret police-like special force, the "Titans". For successfully
suppressing terrorist and guerilla-type LICs (low intensicy (sic) conflicts),
he was promoted to Vice-Admiral and steadily secured his position inside the
Union - while the Titans, composed by former DC members, occupied a major
place in the Union Army, substituting the Londo Bell.

   In the meantime, the Union Independent External Team Londo Bell was stolen
of all its privileges and downsized, under the pretext of their one-month
absence during the "La Giars Incident" (Super Robot Taisen EX); only the
intervention of Vice-Admiral John Corwen saved the Londo Bell from complete
dissolution, and it no longer has the fighting power it once did.

   Far from the events on the Earth Union's territory, DC remnant Haman Karn
steadily gathered resources (by using Dozul Zabi's posthumous child Mineva)
to create "Neue DC" at the mining asteroid Axis. Unlike DC, Neue DC defends
the colonies should receive economic relief to compensate the EUGO's despotic
ways. Thanks to the cooperation of colonists dissatisfied with the Earth
Union's policies, Neue DC has power that could match former DC's.

   DC, in its turn, managed to rebuild in a surprisingly short time, despite
having lost the colonies' support to Neue DC - thanks to their new leaders,
Don Zauser and Korosu. From his Mars headquarters, Don Zauser used miraculous
new technologies and abundant financial resources to restore DC to its former
glory - its third installment.

   On the other hand, after a harsh departure from the Union Army, Captain
Quattro Bajina formed the Anti-Earth United Government (AEUG), with financial
support of unknown origins. Based at the Side 1's Londenion colony, they rose
in revolt against the Union Government.


WALKTHROUGH------------------------------------------------------------------

   Whenever an NPC or enemy unit is piloted by an 'important' pilot (that is,
someone other than a regular pilot or AI system), I will write the pilot's
name in square brackets [].

   To simplify things, I will refer to the main character as "Hector" (one
of the default names that can be given to him). If you created him as a Real
Robot Type pilot, you start at Scenario 1A. If Hector is a Super Robot Type
pilot, begin at Scenario 1B.



Scenario 1A - "The Beginning"
-----------------------------
32x22, Surface
Goal: Destroy all enemies
Player Units: 11 (Mazinger Z, Aphrodi A, BozBorot, Troy Horse + 7)
Initial Enemy Formation: Ghoul [Ashura] Lv04
                         Ghoul [Brocken] Lv04
                         Dom Lv03 x01
                         Zaku Kai Lv03 x01
                         Machine Beast Garada K7 Lv02 x02
                         Machine Beast Dabras M2 Lv02 x01
                         Mechasaurus Bado Lv03 x01
                         Mechasaurus Bado Lv02 x02
                         Minifoe Lv03 x02
                         Drome Lv03 x02
Items: High Efficiency Radar (1,1)
       $2000 (23,7)
       Repair Kit (21.8)
       $2000 (11,4)
       $10000 (2,21)
       $5000 (29,21)
Events: Turn 6, Enemy Phase - Brocken leaves


   A graduate from the Nijmegen Officers School, Hector's greatest dream has
always been to join the Londo Bell; with this in mind, he became the test
pilot of his father's developing new robot, the Gespenst. Newly assigned to
the LB, Hector reports to interim commander Amuro Ray just as Vice-Admiral
Corwen sends the team in a top secret mission.

   Basically, the mission is to investigate a meteorite fallen on Aokigahara,
suspected to be actually a spaceship, maybe even the aliens you fought during
the Third Super Robot War (these aliens are now codenamed 'Inspector'). Speed
is of the essence, because the Titans too may be around. To help you, Kouji
and Sayaka were reincorporated to your team - the Mazinger Team had been cut
out during the 'downsizing'.

   When you arrive, Kouji's already fighting some DC remnants. This stage is
really easy and should give you no problems: just use your Super Robots for
close range attacks while your mobile suits shoot from far. Count Brocken
runs away on Turn 6: take him down before that, for the money and experience
he yields.

   After the battle, Kouji tells the meteorite crash site is about twenty
kilometers to the north. The amount of turns you took to finish this scenario
affects your next destination: if you spent seven or less turns so far, go to
Scenario 2A, otherwise go to 2B.



Scenario 1B - "The Beginning"
-----------------------------
32x22, Surface
Goal: Destroy all enemies
Player Units: 11 (all available units)
Initial Enemy Formation: Ghoul [Ashura] Lv04
                         Dom Lv03 x01
                         Zaku Kai Lv03 x01
                         Machine Beast Dabras M2 Lv02 x01
                         Minifoe Lv03 x03
Enemy Reinforcements: Ghoul [Brocken] Lv04
                      Machine Beast Toros D7 Lv02 x01
                      Mechasaurus Bado Lv02 x02
Items: High Efficiency Radar (1,1)
       $2000 (23,7)
       Repair Kit (21,8)
       $2000 (11,4)
       $10000 (2,21)
       $5000 (29,21)
Events: Before Scenario starts - "Mazinger Z Launch" Demo
        Turn 4, Enemy Phase - Enemy Reinforcements arrive
        Turn 5, Player Phase - Londo Bell arrives
        Turn 6, Enemy Phase - Brocken leaves


   Immediately after graduating at the Nijmegen Officers School, Hector went
to Colorado Springs, USA, to assist on his father's researches at the Tesla
Righi Institute. Now, he is leaving to study overseas at Japan's Photon Power
Laboratory, taking along the Gespenst, a mass-production model PT (personal
trooper) developed by his father.

   A meteorite falling on Aokigahara causes a minor quake on the Photon Power
Laboratory area, and attracts Professor Yumi's attention: a meteorite this
big would usually shatter when entering the atmosphere, suggesting this might
actually be a spaceship in disguise. Fearing a possible return of Inspector
(the aliens you defeated on the Third Super Robot War), the Mazinger Team
goes investigate. Joined by Boz, they learn they were just reinstated to the
Londo Bell, which is also heading towards the meteorite site.

   Unfortunately, the meteorite also attracted DC in and, lucky as you are,
you accidentally bump into Baron Ashura's forces. The fight isn't difficult,
as most enemies will fall with one or two hits, but Count Brocken arrives on
Turn 4, reinforcing DC. Just as Sayaka is worrying about the enemy numbers,
the Londo Bell arrives.

   The only issue here is that, if you want to clear this stage in seven or
less turns, you will probably have to give up some items or let Count Brocken
run away on Turn 6 (destroying his Ghoul does not affect the storyline, but
yields a lot of experience and money). Either way, after the battle the Londo
Bell continues its travel to the meteorite site, some twenty kilometers to
the north; Hector asks to come along as well, as he and the Gespenst could
use some practice. If you finished this battle in seven or less turns, go to
Scenario 2A, otherwise go to 2B.



Scenario 2A - "Enigmatic Visitors"
----------------------------------
20x34, Surface
Goal: Ensure Daba Survives
Player Units: 13 (L-Gaim, D-Seerd, Troy Horse + 10)
Initial Enemy Formation: Hardias [Hardias] Lv05
                         Dom Lv03 x01
                         Zaku Kai Lv03 x01
                         Machine Beast Garada K7 Lv04 x01
                         Machine Beast Dabras M2 Lv05 x01
                         Mechasaurus Zaki Lv05 x01
                         Minifoe Lv04 x02
                         Drome Lv04 x02
Enemy Reinforcements: Marasai Lv06 x02
                      Machine Beast Garada K7 Lv05 x01
                      Mechasaurus Bado Lv05 x02
                      Minifoe Lv04 x03
NPC Units: Gabthley (MS) [Lila] Lv12
           Hambrabi (MS) [Yazan] Lv11
           Byalant [Jerid] Lv11
           Byalant [Kacricon] Lv10
Items: Repair Kit (16,11)
       Repair Kit (14,27)
       $2000 (11,19)
       $5000 (20,4)
       Propellant Tank (1,21)
       Repair Kit (7,14)
Events: Turn 2, Player Phase - Londo Bell arrives
        Turn 5, Player Phase - Titans arrive
                               Enemy Reinforcements arrive
                               Hardias leaves


   For the last two years the Earth has been plagued by strange occurrences:
Professor Bian Zoldark's uprising (SRW2), the 'Inspector Wars' (SRW3), the La
Giars Incident (SRW EX), and now this weird meteorite crashing, followed by
rumors that Planet Barm aliens are asking to migrate to Mars after their home
world's destruction... can all this be a coincidence?

   At the 'meteorite' crash site, the aliens are salvaging what they can from
their busted spaceship, and prepare to contact the approaching Earth locals;
unfortunately, DC is only interested in their spaceship (and its technology).
At first, you only control L-Gaim and D-Seerd, but that is enough - like most
heavy metals, they are 'beam coated', and as such can stand pretty much any
beam attacks the DCs have here - just stay away from Hardias. The Londo Bell
arrives on Turn 2, as Ashura and Brocken failed to delay them.

   Some Titans arrive on Turn 5, forcing Hardias to call in reinforcements -
while he himself runs away, abandoning his men at your mercy. After finishing
the DCs, the Titans demand you hand over the aliens, as they too were ordered
to investigate the meteorite. Since the LB has the same orders, and arrived
here first, Amuro decided to hold the aliens for now.

   After the Titans leave, alien Daba Myroad reveals Posaydal (the dictator
of his homeland Pentagona Star System) has an agreement with a still unknown
party: Posaydal will be given new technologies if her army wreaks chaos on
Earth. Since Daba's faction aims to overthrow the Posaydal dictatorship, they
came here to sour this deal. Amuro believes Daba's story and accepts him and
his friends into the Londo Bell. Go to Scenario 3.



Scenario 2B - "Enigmatic Visitors"
----------------------------------
20x34, Surface
Goal: Ensure Daba survives
Player Units: 13 (L-Gaim, D-Seerd, Troy Horse + 10)
Initial Enemy Formation: Hardias [Hardias] Lv05
                         Dom Lv03 x01
                         Zaku Kai Lv03 x01
                         Machine Beast Garada K7 Lv05 x01
                         Machine Beast Dabras M2 Lv05 x01
                         Mechasaurus Zaki Lv05 x01
                         Minifoe Lv04 x02
                         Drome Lv04 x02
Enemy Reinforcements: Marasai Lv06 x02
                      Machine Beast Garada K7 Lv07 x01
                      Mechasaurus Bado Lv06 x02
                      Minifoe Lv05 x03
NPC Units: Gabthley (MS) [Lila] Lv12
           Hambrabi (MS) [Yazan] Lv11
           Byalant [Jerid] Lv11
           Byalant [Kacricon] Lv10
Items: Repair Kit (16,11)
       $10000 (1,6)
       Repair Kit (14,27)
       $2000 (11,19)
       $5000 (20,4)
       ALICE (2,33)
       Propellant Tank (1,21)
       $5000 (7,14)
Events: Turn 2, Player Phase - Titans arrive
        Turn 3, Player Phase - Londo Bell arrives
                               Enemy Reinforcements arrive
                               Hardias leaves


   For the last two years the Earth has been plagued by strange occurrences:
Professor Bian Zoldark's uprising (SRW2), the 'Inspector Wars' (SRW3), the La
Giars Incident (SRW EX), and now this weird meteorite crashing, followed by
rumors that Planet Barm aliens are asking to migrate to Mars after their home
world's destruction... can all this be a coincidence?

   At the 'meteorite' crash site, the aliens are salvaging what they can from
their busted spaceship, and prepare to contact the approaching Earth locals;
unfortunately, DC is only interested in their spaceship (and its technology).
Have L-Gaim collect the items on the top of the screen and D-Seerd pick the
items on the lower side of the river - do not worry about the enemies, as the
Titans arrive on Turn 2, and are strong enough to wipe the DCs quickly.

   The Londo Bell appears the next minute, just to find out the aliens are
already under the Titans' custody. Upon seeing you, Hardias calls out every
unit he has on stock - then runs away, abandoning his troops at your hands.
There's not much fighting for you to do here, as the Titans will get rid of
all DCs in no time, so collect all items on the map, fast.

   After the battle, aliens Daba, Amm and Kyao go with the Titans, but not
without warning Amuro that "they" are aiming at the Earth - the Titans won't
let you learn any more, claiming this is confidential information you have no
access to. Go to Scenario 4A.



Scenario 3 - "A New Enemy"
--------------------------
26x36, Surface
Goal: Defeat Gablae
Player Units: 12 (Troy Horse + 7 + 4)
Initial Enemy Formation: Bat-Shu [Gablae] Lv07
                         Calvary Temple [Leccee] Lv08
                         Greia [Hatchia] Lv06
                         Greia Lv06 x04
                         Greia Lv05 x05
                         Allone Lv05 x03
Items: $2000 (15,22)
       Chobham Armor (24,24)
       Propellant Tank (15,26)
       Repair Kit (18,33)
       Magnet Coating (12,27)
       Booster (11,7)
       $5000 (21,12)
Events: Turn 1, Player Phase - Kouji, Sayaka, Daba, Amm out of the ship
                               Troy Horse can't move
        Turn 4, Player Phase - Kouji, Sayaka, Daba, Amm return to the ship
                               Troy Horse able to move


   Vice-Admiral Corwen informs former Londo Bell commander Colonel Bright Noa
was just reinstated to the team - good for Amuro, who really couldn't stand
the pressure anymore. As you speak, Captain Matilda Ajan is carrying him and
other goods to meet you at Kanazawa City.

   Despite the fact there is little time left for this meeting, the Getter
Team takes a leave to visit the Saotome Institute: with Getter G undergoing
readjustments, they must take the most out of Getter Robo; therefore, Michiru
and Hayato will train Benkei and teach him the Dai-Setsu-Zan Oroshi ("Big
Snowy Mountain Drop", Musashi's trademark attack), to ensure Getter 3 is at
top shape.

   Since you arrived early at Kanazawa, Amuro docks the Troy Horse for some
fine tuning, while Amm drags Daba out for touring - Kouji and Sayaka go along
to guide the newcomers. While they are out, you are attacked by a heavy metal
force led by Daba's recurrent enemy Gablet Gablae.

   Kouji, Sayaka, Daba and Amm run back to the ship, and Amuro orders Torres
to keep the Troy Horse still until they return (on Turn 4). Most enemies are
beam coated, making your beam attacks usually pointless. If you want, jump in
the water to disable their beams and even things up a little, but that's not
absolutely necessary - most of your units have good non-beam weapons.

   You don't have to defeat all enemies, just Gablae - taking him down makes
him order a retreat. One of his soldiers experiences mechanical problems, and
is unable to leave the battlefield; even so, she refuses any assistance, and
is left alone for you to take down. When captured by the LB, she refuses to
reveal anything other than her name and rank: Gaw Ha Leccee, commander of the
13th Raid Division. For the time being, Amuro decides to lock her up, and
wonders why hasn't the Getter Team returned yet... Go to 4B.



Scenario 4A - "Special Training! Dai-Setsu-Zan Oroshi!"
-------------------------------------------------------
20x20, Surface
Goal: Destroy all enemies
Player Units: 11 (Getter Robo, Troy Horse + 9)
Initial Enemy Formation: Ghoul [Ashura] Lv07
                         Machine Beast Toros D7 Lv06 x01
                         Machine Beast Garada K7 Lv06 x01
Enemy Reinforcements (1): Ghoul [Brocken] Lv??
                          Marasai Lv06 x01
                          Zaku Kai Lv06 x01
                          Machine Beast Toros D7 Lv06 x01
                          Machine Beast Genova M9 Lv06 x01
                          Mechasaurus Zen II Lv06 x01
                          Mechasaurus Saki Lv06 x01
                          Mechasaurus Zai Lv06 x01
                          Drome Lv06 x02
Enemy Reinforcements (2): Drome Lv06 x04
Items: $2000 (9,9)
       Magnet Coating (1,10)
       $5000 (7,20)
       $5000 (14,20)
       $5000 (17,1)
       $10000 (18,15)
       Psycho Frame (16,11)
Events: Turn 0 - "Getter Change" Demos
        After defeating Machine Beasts - Enemy Reinforcements (1) arrive
                                         Brocken leaves
                                         Londo Bell sortie
        Only Ghoul and 3 enemies left - Enemy Reinforcements (2) arrive


   Vice-Admiral Corwen informs former Londo Bell commander Colonel Bright Noa
was just reinstated to the team - good for Amuro, who really couldn't stand
the pressure anymore. As you speak, Captain Matilda Ajan is carrying him and
other goods to meet you at Kanazawa City.

   Since there's time before the meeting, you follow Ryou's suggestion and go
visit the Saotome Institute: with Getter G on shop, the Getter Team must take
the most out of Getter Robo; therefore, Michiru and Hayato will train Benkei
and teach him the Dai-Setsu-Zan Oroshi ("Big Snowy Mountain Drop", Musashi's
trademark attack), to ensure Getter 3 is at top shape.

   After some training, Getter Robo goes out for a ride: it just suffered a
major readjustment, so a test would be nice. Everything works fine, until it
transforms into Getter 3: the transformation lever jams, and it cannot change
anymore. Just then, Baron Ashura appears for a surprise attack against the
Institute; not expecting the Londo Bell's presence, he only brought two units
with himself...

   Benkei's training pays off, as Getter 3 now has the Dai-Setsu-Zan Oroshi -
use it to destroy the two Machine Beasts. Count Brocken then flies by just to
drop in reinforcements, forcing the rest of the Londo Bell into the battle.
When only four enemies are left, Ashura orders the deployment of every single
unit on stock - four miserable Dromes. After the battle, the Londo Bell hits
the road to Kanazawa. Go to Scenario 5.



Scenario 4B - "Special Training! Dai-Setsu-Zan Oroshi!"
-------------------------------------------------------
20x20, Surface
Goal: Destroy all enemies
Player Units: 2 (Getter Robo, Texas Mack)
Initial Enemy Formation: Mechasaurus Saki Lv07 x01
Enemy Reinforcements (1): Mechasaurus Bado Lv07 x01
Enemy Reinforcements (2): Mechasaurus Zuu Lv07 x01
Enemy Reinforcements (3): Bood [Ashura] Lv08
                          Mechasaurus Saki Lv07 x01
                          Mechasaurus Zuu Lv07 x01
Items: $2000 (10,6)
       Propellant Tank (16,1)
       Repair Kit (16,11)
       $5000 (9,9)
       $2000 (7,20)
Events: Turn 1, Player Phase - "Getter 2 Transformation" Demo
        Destroy Mechasaurus Saki - Enemy Reinforcements (1) arrive
                                   "Getter 1 Transformation" Demo
        Destroy Mechasaurus Bado - Enemy Reinforcements (2) arrive
                                   "Getter 3 Transformation" Demo
        Destroy Mechasaurus Zuu - Enemy Reinforcements (3) arrive
        Next Turn, Player Phase - Texas Mack appears


   Benkei's training is cut short by a single DC Mechasaurus attacking the
Saotome Institute. Each time you destroy an opponent, a new one appears, and
because this is regarded almost as a training, Getter Robo transforms into
the most appropriate mode to handle each one (you can change into the other
modes at any time, though).

   After you destroy Mechasaurus Zuu, Baron Ashura appears, revealing these
isolated enemies were sent as part of an experience to measure Getter Robo's
power. The conclusion is that, without Musashi's Dai-Setsu-Zan Oroshi, Getter
3 is nothing to fear - unfortunately, Ashura doesn't know Benkei had just
been training the Dai-Setsu-Zan Oroshi and is ready to use it...

   Texas Mack (Getter's american ally) appears immediately after Ashura, as
Jack and Mary King happened to be in Japan for some sightseeing when Michiru
called. Despite Jack's bragging, Texas Mack isn't the greatest unit ever, so
you better have it pick up any remaining items instead of fighting. In the
meantime, have Getter 3 hit Ashura with the Dai-Setsu-Zan Oroshi and use your
seishins to heal yourself whenever necessary. Once you're done, say goodbye
to Texas Mack (no, it won't join you), because the Getter Team must rush back
to the Londo Bell - go to Scenario 6.



Scenario 5 - "A New Enemy"
--------------------------
20x48, Surface
Goal: Destroy all enemies
Player Units: 15 (Troy Horse, Eagle Fighter N, Land Cougar N, Land Liger N,
                  Big Moth N + 10)
Initial Enemy Formation: Gerbera Tetra [Cima] Lv09
                         Barzam Lv08 x01
                         Hambrabi (MA) Lv08 x02
                         Marasai Lv08 x01
                         Galluss-J Lv07 x01
                         Zssa Lv07 x02
                         Mechasaurus Bado Lv06 x02
                         Minifoe Lv06 x02
                         Drome Lv06 x02
Enemy Reinforcements: Kampfer [Ral] Lv12
                      Barzam [Cramp] Lv10
                      Marasai Lv10 x01
                      Marasai Lv09 x03
NPC Units: Medea [Matilda] Lv09
           Medea Lv08 x02
Items: $2000 (15,45)
       $2000 (1,44)
       $5000 (16,22)
       $2000 (20,23)
       $5000 (20,48)
       $5000 (12,14)
       Magnet Coating (1,5)
       Mega Booster (6,4)
Events: After Intermission - "Have a sweetheart?" Question
        Turn 2, Enemy Phase - Gablae group appears, than leaves
        Turn 5, Player Phase - Beast Battle Squad appears
        Turn 5, Enemy Phase - Enemy Reinforcements arrive
        After Map Clear - receive mechs, items and personnel


   Because there are so many couples on the Londo Bell, Kouji asks if Hector
has a girlfriend or not. Your answer here affects later events (if you say he
does have a sweetheart, you'll be prompted to name her).

   The Medea Supply Fleet you are supposed to meet is attacked by DC, and the
Londo Bell must protect it. The Medeas are particularly slow here (because of
engine problems on ship #3 - the others stick to him), but should be able to
survive until you reach them. On Turn 2, an unknown party accidentally enters
the battlefield, but leaves soon, as they regard neither side worth fighting
against.

   More units appear a little later, but these are friends: the Juusenki-Tai
('Beast Battle Machine Squad') is an ill-famed special force of the Union's
Pacific Rim Army, sent to the Londo Bell by Vice-Admiral Corwen. They come in
good time, as Ranba Ral appears still on Turn 5. Since most of your forces
are probably dealing with Cima's soldiers on the top of the screen, have the
Juusenki-Tai units transform into their aggressive (A) modes to unleash their
strongest attacks against Ral and his men.

   After the DCs are gone, you get to unwrap the presents the Medeas brought:
Bright Noa is again the commander of the Londo Bell, and replaces Torres on
the control of the Troy Horse - you only gain with this trade, as Bright has
all the seishins Torres had, and more. Keyla Suu and her Jegan also join your
party. More rewards will be awarded if you successfully protected the Medeas:
saving the first one yields you a High Efficiency Radar, Repair Kit, Chobham
Armor, Magnet Coating, Propellant Tank and $20000. The second Medea carried
a GM III mobile suit and $10000; the last one gives a Re-GZ and $5000.

   If you earlier answered Hector did NOT have a girlfriend, you also receive
yet another pilot, kind of a 'co-star' to Hector; in this guide, I will refer
to this co-star as 'Patricia' (one of the possible names to her; of course,
the name may vary on your game and, if your main character is female, her co-
star will be male).

   The Juusenki-Tai members (Shinobu Fujiwara, Sara Yuuki, Masato Shikibu and
Ryou Shiba) are usually able to combine into a Super Robot called 'Dancouga',
but their combination privileges were suspended after Shinobu got carried
away and fired Dancouga's huge Dankuu-Bou cannon against exercise opponents -
you'll have to settle for the separated units for now... Go to 7.



Scenario 6 - "Bright's Return"
------------------------------
20x48, Surface
Goal: Protect/Escort the Medeas
Player Units: 17 (Troy Horse, Getter 1, Eagle Fighter N, Land Cougar N,
                  Land Liger N, Big Moth N + 11)
Initial Enemy Formation: Gerbera Tetra [Cima] Lv09
                         Marasai Lv08 x01
                         Hambrabi (MA) Lv08 x02
                         Barzam Lv08 x01
                         Gals J Lv07 x01
                         Zussa Lv07 x02
                         Mechasaurus Bado Lv06 x02
                         Minifoe Lv06 x02
                         Drome Lv06 x02
Enemy Reinforcements: Kaempfer [Ral] Lv12
                      Barzam [Cramp] Lv10
                      Marasai Lv10 x01
                      Marasai Lv09 x03
NPC Units: Medea [Matilda] Lv09
           Medea Lv08 x02
Items: $2000 (10,25)
       Propellant Tank (7,35)
       $5000 (10,6)
       Chobham Armor (16,22)
       Hybrid Armor (20,48)
       $5000 (15,32)
       $2000 (14,23)
Events: After Intermission - "Have a sweetheart?" Question
        Turn 3, Player Phase - Getter Robo returns
                               (if you took more than 10 turns to finish
                               the previous stage, it only appears on Turn 5)
        Turn 4, Player Phase - Dancougar Team appears
        Turn 5, Enemy Phase - Enemy Reinforcements arrive
        After Map Clear - receive mechs, items and personnel


   Because there are so many couples on the Londo Bell, Kouji asks if Hector
has a girlfriend or not. Your answer here affects later events (if you say he
does have a sweetheart, you'll be prompted to name her).

   The Medea Supply Fleet you are supposed to meet is attacked by DC, and the
Londo Bell must protect it. The Medeas are particularly slow here (because of
engine problems on ship #3 - the others stick to him), but should be able to
survive until you reach them. To help you a little, the Getter Team returns
from their training on Turn 3 (or Turn 5, if you spent more than 10 turns on
Scenario 4B).

   On Turn 4 comes a new addition to the Londo Bell: the Juusenki-Tai ('Beast
Battle Machine Squad'), an ill-famed special force of the Union's Pacific Rim
Army. They come in good time, as Ranba Ral appears one turn later. Since most
of your forces are probably dealing with Cima's soldiers on the top of the
screen, have the Juusenki-Tai units transform into their aggressive (A) modes
to unleash their strongest attacks against Ral and his men.

   After the DCs are gone, you get to unwrap the presents the Medeas brought:
Bright Noa is again the commander of the Londo Bell, and replaces Torres on
the control of the Troy Horse - you only gain with this trade, as Bright has
all the seishins Torres had, and more. Bright's son Hathaway (in a Nemo) also
joins your party. More rewards will be awarded if you successfully protected
the Medeas: saving the first one yields you a High Efficiency Radar, Repair
Kit, Chobham Armor, Magnet Coating, Propellant Tank and $20000. The second
Medea carried a GM III mobile suit and $10000, while the last one gives you
a Re-GZ and $5000.

   If you earlier answered Hector did NOT have a girlfriend, you also receive
yet another pilot, kind of a 'co-star' to Hector; in this guide, I will refer
to this co-star as 'Patricia' (one of the possible names to her; of course,
the name may vary on your game and, if your main character is female, her co-
star will be male).

   The Juusenki-Tai members (Shinobu Fujiwara, Sara Yuuki, Masato Shikibu and
Ryou Shiba) are usually able to combine into a Super Robot called 'Dancouga',
but their combination privileges were suspended after Shinobu got carried
away and fired Dancouga's huge Dankuu-Bou cannon against exercise opponents -
you'll have to settle for the separated units for now... If you said Hector
has a girlfriend, go to Scenario 8; otherwise, go to 9.



Scenario 7 - "Daba Myroad"
--------------------------
20x48, Surface
Goal: Destroy all enemies
Player Units: 20 (NT-1 Alex, Zaku Kai, L-Gaim, D-Seerd, Troy Horse + 15)
Initial Enemy Formation: Bat-Shu [Gablae] Lv08
                         Greia [Hatchia] Lv08
                         Calvary Temple [Leccee] Lv08
                         Bat-Shu Lv08 x01
                         Greia Lv07 x03
                         Greia Lv06 x08
                         Allone Lv06 x05
Enemy Reinforcements: Greia Lv06 x04
Items: $2000 (10,6)
       Psycho Frame (12,14)
       Fatima (10,25)
       Mega Booster (10,46)
       $2000 (16,30)
       $5000 (1,5)
Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive
        Turn 3, Player Phase - L-Gaim, D-Seerd, NT-1 Alex, Zaku Kai appear


   The Londo Bell is assigned to patrol the Japan district, having complete
freedom of movement (and decision) within this area. Before you get to do
anything, the unknown party from the previous scenario reappears, this time
with orders to destroy you.

   Most of the enemy heavy metals are not only strong, but also beam coated,
rendering your beam attacks pretty much useless. You can dunk your units into
the lake (southwest of the city) for protection: most enemies' long-range
attacks don't work underwater, but most of your robots will lose efficiency
as well.

   Vice-Admiral Corwen somehow managed to have the aliens put under the Londo
Bell's jurisdiction, so Daba and Amm arrive on Turn 3, with your old friends
Chris and Bernie. While L-Gaim and D-Seerd can really help in battle, things
might still be too much to handle; if so, focus on the enemy leader, Gablet
Gablae - destroying his heavy metal makes him call for a retreat. One of his
soldiers, however, experiences mechanical problems, and cannot escape; even
so, she refuses any assistance, and is left alone for you to take down. When
captured by the LB, she refuses to reveal anything other than her name and
rank: Gaw Ha Leccee, commander of the 13th Raid Division.

   Daba explains the enemy you just fought was sent by Posaydal, the dictator
of his homeland Pentagona Star System, as part of an agreement with a still
unknown party - from which Posaydal will receive new technologies if her army
wreaks chaos on Earth. Being part of an anti-Posaydal resistance, Daba, Amm
and Kyao came here to prevent Posaydal from succeeding - so, they might as
well join the Londo Bell and help the Earth. If you said, on Scenario 5, that
Hector had a girlfriend, go to Scenario 8 now; otherwise, go to 9.



Scenario 8 - "Stampede"
-----------------------
28x40, Surface
Goal: Defeat Dragonosaurus before it reaches the city
Player Units: 12 (Troy Horse + 11)
Initial Enemy Formation: Dragonosaurus Lv12 x01
                         Drome Lv12 x06
Enemy Reinforcements (1): Bood [Ashura]
                          Machine Beast Abdra U6 Lv12 x01
                          Machine Beast Genova M9 Lv12 x01
                          Mechasaurus Zen II Lv12 x01
                          Minifoe Lv11 x04
Enemy Reinforcements (2): Discus Beast Jin-Jin Lv12 x01
                          Mechasaurus Bado Lv12 x03
                          Minifoe Lv11 x04
NPC Units: Gabthley (MS) [Lila] Lv13
           Hambrabi (MS) [Yazan] Lv11
           Byalant [Jerid] Lv11
           Byalant [Kakricon] Lv10
           Byalant [Main Character 2] Lv07
Items: $2000 (27,15)
       Repair Kit (23,19)
       Propellant Tank (20,18)
       Propellant Tank S (18,25)
       $5000 (1,18)
       $5000 (18,6)
       $2000 (28,5)
Events: Turn 3, Player Phase - Jerid, Yazan leave
        Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 4, Enemy Phase - Enemy Reinforcements (2) arrive
        Turn 8, Player Phase - Jerid, Yazan return


   Daba feels Leccee isn't a bad person and, for your surprise, decides to
set her free, hoping this gesture will help her choose the right side in the
future. Your next destination is Nagoya City, to answer a reinforcement call
from the Titans.

   In addition to the pilots seen in Scenario 2A/2B, the Titans' lineup here
also includes Hector's sweetheart - in this guide, I will call her 'Patricia'
(one of the possible names for her; of course, the name may vary for you and,
if your main character is female, her sweetheart will be male).

   The Dragonosaurus starts out with 'only' 20000HP (half its maximum), but
has a 10% HP Recover skill - meaning it heals 4000HP per turn (!). The Titans
immediately surround it, buying you some time, but they'll move out of the
way when other enemies approach, so you better hurry to encircle the monster
yourself.

   Dragonosaurus' main weakness is that its "Supersonic Wave" attack runs out
of ammo quickly, leaving it completely defenseless against any flying units.
After that, you can slowly but steadily drain its HP. An alternate strategy
would be pushing the Dragonosaurus into dry land, where it would be even more
vulnerable. Quoting an e-mail from CovenantCross:

   "In mission 8 ("Stampede"), you will not lose if the Dragonosaurus reaches
the dry land on the left or right side of the map. In fact, you can flush the
monster onto dry land and use your more powerful attacks that cannot be used
in the water. I did this by surrounding the Dragonosaurus with units but
leaving it a gap so that it could escape --- towards dry land. Once it got
there I was able to kill it with a single Smash Beam + Tamashii."

   On Turn 3, Lila has Yazan and Jerid leave to bring Kampfer MSs, better for
water combat. Baron Ashura appears right next: the Dragonosaurus is actually
a haywire weapon, but it wouldn't be bad at all for DC if it thrashed Nagoya,
so they might as well help it reach the city. A little later, Ashura deploys
a few more units, but those are really weak. Yazan and Jerid only return with
the Kampfers on Turn 8, a bit too late to make any difference. Destroying the
Dragonosaurus ruins Ashura's plans and saves Nagoya - go to 10.



Scenario 9 - "Rescue! Combattler V"
-----------------------------------
24x42, Surface
Goal: (until Turn 5)     Hold the fight until Turn 5
      (Turn 5 and after) Destroy all enemies
Player Units: 16 (Combattler V, Troy Horse + 14)
Initial Enemy Formation: Greydon [Garuda] Lv10
                         Magma Beast Garms Lv08 x01
Enemy Reinforcements: Dreydow [Dreydow] Lv11
                      Zssa Lv10 x02
                      Barzam Lv10 x02
                      Machine Beast Spartan K5 Lv10 x02
                      Machine Beast Genova M9 Lv10 x02
                      Machine Beast Toros D7 Lv09 x01
                      Mechasaurus Saki Lv08 x02
                      Battle Beast Gratonios Lv08 x01
                      Battle Beast Obelius Lv08 x01
                      Minifoe Lv08 x02
                      Drome Lv08 x02
Items: $2000 (23,3)
       Repair Kit (23,29)
       $2000 (21,19)
       $2000 (4,15)
Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive
        Turn 5, Player Phase - Londo Bell sortie
                               Garuda leaves


   Daba feels Leccee isn't a bad person and, for your surprise, decides to
set her free, hoping this gesture will help her choose the right side in the
future. Meanwhile, at the Nanbara Connection, the Combattler Team's boredom
ends when their arch-enemy Garuda tries yet another attack.

   The Combattler Team launches out separated, but can combine at any time.
The Magma Beast is no big deal, but some DCs appear on Turn 2 - after having
their resources depleted by successive battles against Combattler V, Garuda's
mother Oreana decided an alliance would be useful, despite her son's pride-
based objections.

   Heavily outnumbered, Professor Yotsuya calls the Union Army for help - the
Londo Bell happens to be nearby. Garuda retreats as soon as the LB shows up,
as he has no more battle-ready units available, but Dreydow has the DCs stay
to the end. Dreydow, by the way, is a dangerous enemy, but leaves as soon as
his HP drops below 8300. That said, the battle won't be hard, and the Nanbara
Connection will be safe in no time - unfortunately, Combattler V cannot join
the LB yet, as it would create jurisdiction conflicts with the Titans. Move
on to Scenario 10.



Scenario 10 - "Battle Commander Daimos"
---------------------------------------
34x30, Surface
Goal: (until Turn 3)     Have Daimos survive
      (Turn 3 and after) Destroy all enemies
Player Units: 19 (Galva FX-II x2, Daimos, Troy Horse + 15)
Initial Enemy Formation: Garnroll [Richter] Lv12
                         Mecha Warrior Zonnekaiser [Barbas] Lv11
                         Mecha Warrior Zonnekaiser Lv09 x02
Enemy Reinforcements: Ghoul [Ashura] Lv11
                      Ghoul [Brocken] Lv11
                      Discus Beast Giru-Giru Lv10 x01
                      Machine Beast Abdra U6 Lv10 x01
                      Mechasaurus Saki Lv09 x02
                      Mechasaurus Bado Lv09 x02
                      Marasai Lv09 x01
                      Barzam Lv09 x01
                      Minifoe Lv08 x02
                      Drome Lv08 x02
Items: $2000 (3,6)
       Repair Kit (5,14)
       $5000 (18,15)
       Booster (32,4)
       $2000 (23,8)
Events: Turn 2, Player Phase - Daimos appears
        Turn 3, Player Phase - Londo Bell sortie
        Turn 3, Enemy Phase - Enemy Reinforcements arrive
                              Richter, Barbas leave


   A peace conference between planets Earth and Barm ended in disaster when
both sides' representatives were killed in a still unclear incident. The Barm
aliens accuse the humans of conspiring against them and declared war, having
already attacked many of Earth's main military bases. Opportunist as ever, DC
too is moving its forces to take advantage of the situation.

   Since his office is too busy handling this crisis, Vice-Admiral Corwen is
temporarily granting you total freedom of movement; in effect, it is like the
Londo Bell retrieved its "independent squad" status, but also means supplies
for you might be more scarce from now on. Your next stop is Chiba City, where
the Barms are about to attack an installation called 'DaimoBig'.

   Coincidentally, the sons of the delegates killed in the peace conference
are taking part on this battle: Admiral Richter is leading the Barms' attack,
and Katsuya Ryuuzaki is preparing DaimoBig's space exploration robot Daimos
for battle. While Daimos isn't ready, pilots Kyoushirou and Nana take off to
hold the enemy back; their Galvas shouldn't have much trouble surviving the
fight, as they have good evade rates - if possible, have them hit the enemies
a few times. Daimos launches on Turn 2, with enough kiryoku to use its final
move, the Hissatsu Reppuu Sekken Zuki (freely translated, "Certain Kill Gale
Justice Punching Thrust"), making things much easier.

   Things start looking really bad for Richter when the LB arrives, but DC's
Korosu calls to offer him a deal: if the Barms ally with DC in this war, they
will later be allowed to terraform and migrate to Mars. As Richter accepts to
present Korosu's offer before Commander-in-Chief Orban, a DC squad enters the
battlefield while the Barms leave.

   After the battle, Katsuya finds and rescues a girl named Erica, who seems
to have lost her much of her memory. DaimoBig's Professor Izumi agrees to let
Daimos join the Londo Bell, with Katsuya, Kyoushirou and Nana (you only get
one Galva FX-II, though), despite the objections of Commodore Miwa, commander
of the Union's Pacific Rim Army Second Division - a man the Juusenki-Tai had
its share of attrict with, and has absolutely no respect for. Go to 11.



Scenario 11 - "Love of the Battlefield"
---------------------------------------
34x30, Surface
Goal: Destroy all enemies
Player Units: 16 (Troy Horse + 15)
Initial Enemy Formation: Bat-Shu [Chey] Lv14
                         Ashura Temple [Gablae] Lv13
                         Calvary Temple [Leccee] Lv13
                         G.Roon [Hatchia] Lv12
                         G.Roon Lv11 x02
                         Greia Lv11 x02
                         Greia Lv10 x04
                         Allone Lv10 x03
Enemy Reinforcements (1): Auge [Nei] Lv13
                          Ashura Temple [Heckler] Lv12
                          Ashura Temple [Anton] Lv12
                          Bat-Shu Lv12 x01
                          A.Taul Lv12 x02
Enemy Reinforcements (2): Bat-Shu [Chey] Lv13
Items: Psycho Frame (28,1)
       $5000 (4,15)
       $2000 (12,4)
       $2000 (7,10)
       $2000 (20,11)
       $10000 (32,25)
       $2000 (26,7)
Events: Turn 4, Enemy Phase - Enemy Reinforcements (1) arrive
        All enemies defeated - Enemy Reinforcements (2) arrive (optional)


   Unwilling to surrender the Earth to its enemies, Commodore Miwa too wants
to join the Londo Bell, but is only allowed in after acknowledging Bright has
the final word in all LB affairs. Chiba City is attacked once again, but this
time the target is the Londo Bell: for whatever reason, the Posaydal Army is
very interested in destroying you.

   Remember most heavy metals are beam coated and pretty tough, so covering
yourself in the water might be an alternative again. Daba can talk to Leccee,
convincing her of the great evil and danger Posaydal represents, and having
her change sides. A second wave of attackers arrives on Turn 4, and is much
stronger than the first - get rid of them fast.

   By the end of the battle, if you didn't have Leccee join you, Chey appears
again, determined not to be defeated; Leccee too reappears, but only to talk
his commander out of an already lost fight. Paranoid, Chey concludes Leccee's
'defeatism' is part of a large conspiracy to rob him of his rank and status.
Surprised with his reaction, and afraid she might someday become this power-
crazed, Leccee abandons the Posaydal Army and joins you.

   Facing Kyao and Amm's suspicion, Leccee starts stripping (!) to show she
is not hiding anything. While Amm compares ("...hers are bigger than mine?"),
Leccee attributes her change of hearts to the shock of realizing how corrupt
Posaydal is, but Amm thinks the true reason is she's in love with Daba. Miwa
opposes Leccee's entrance, calling her a spy, but Bright's the boss, so... Go
to Scenario 12.



Scenario 12 - "Enter Zanbot 3"
------------------------------
38x26, Surface
Goal: Destry all enemies
Player Units: 17 (Zanbot 3, Troy Horse + 15)
Initial Enemy Formation: Bandock [Butcher] Lv13
                         MechaBoost Domira Lv05 x01
Enemy Reinforcements: MechaBoost Gabitan Lv07 x03
                      MechaBoost Domira Lv07 x03
Items: $2000 (10,16)
       $5000 (35,1)
       $5000 (36,19)
       $5000 (5,6)
       Hybrid Armor (4,11)
       $2000 (31,6)
Events: Turn 3, Player Phase - Zanbase and Zanblue appear
                               "Zanbot Combination" Demo
                               Enemy Reinforcements arrive
                               Butcher leaves
        Turn 5, Player Phase - Londo Bell sortie


   During an alien attack, 12-year-old Kappei Jin runs home upon the sight of
smoke coming from it, just to have his family shove him into an uniform, and
launch him into the 'Zanbird'. Still confused, he discovers the mech's gauges
and controls make sense to him - for the past six months, he's been receiving
lessons during his sleep.

   Only then Kappei learns from his grandfather Heizaemon that their family
descends from Planet Bial aliens. Ancient documents warned about 'Guyzock', a
terrible force that terminated all of Bial's life - and seems interested in
doing the same with the Earth. Notice Zanbird can transform into ZanboAce, a
better armed robot mode you can make good use of. There's no need to push too
hard, as destroying the MechaBoost Domira before Turn 3 only causes another
one to appear.

   Two more ships appear on Turn 3, piloted by Uchuuta and Keiko - two other
Bial descendants. Upon seeing these reinforcements, Guyzock leader Killer the
Butcher dispatches a second, stronger MechaBoost. Separated, your units are
no match for the enemy, so Heizaemon has them activate a combination process
that results into a Super Robot called Zanbot 3. Still not impressed, Butcher
sends in a few more MechaBoosts, makes an oh-so-spooky speech, and leaves to
spread terror elsewhere.

   Notice the Gabitans must be defeated twice - the first blast only destroys
its outer mechanical shell, leaving its soft bird stuffing still active. The
Londo Bell appears on Turn 5, but Zanbot 3 doesn't really need help defeating
the MechaBoosts - have your higher mobility units pick the items, while the
rest enters the battle just to finish it faster.

   After the intermission, your orders are to survey the Japan District, as
it has been suffering a lot lately. To help you on this mission, an old model
battleship Argama is waiting for you on Muroto Cape, as well as a few other
equipments and supplies. Since one can never be too careful, you are taking a
diversionary route to Muroto Cape: either through the Pacific Ocean or the
Japan Sea. Choose the Pacific Ocean side to go to Scenario 13, or the Japan
Sea route to go to 14.



Scenario 13 - "Sorrowful Memories"
----------------------------------
30x34, Surface
Goal: Protect the Troy Horse
Player Units: 17 (Troy Horse + Z-Gundam + 15)
Initial Enemy Formation: Bundle Warship [Bundle] Lv15
                         Dom [Gaia] Lv14
                         Dom [Mash] Lv14
                         Dom [Ortega] Lv14
                         Garoika Lv13 x02
                         Kampfer Lv13 x02
                         Zssa Lv12 x02
                         Mechasaurus Zai Lv12 x01
                         Mechasaurus Saki Lv12 x01
                         Mechasaurus Bado Lv12 x01
                         Machine Beast Garada K7 Lv12 x02
                         Barzam Lv12 x01
                         Hambrabi (MS) Lv12 x01
Enemy Reinforcements: Mechasaurus Zai Lv12 x01
                      Mechasaurus Saki Lv12 x01
                      Mechasaurus Bado Lv12 x01
                      Machine Beast Garada K7 Lv12 x02
                      Barzam Lv12 x01
                      Hambrabi (MS) Lv12 x01
Items: Chobham Armor (1,4)
       $2000 (16,21)
       $2000 (9,19)
       $5000 (20,21)
       Psycho Frame (28,22)
       $5000 (15,26)
Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive
        Turn 6, Player Phase - Z-Gundam appears
                               Bundle leaves


   The Troy Horse suffers engine problems, and has to land in the middle of
nowhere to repair. DC attacks with the usual good timing - courtesy of their
newest ally, Docouga. Still under repairs, the Troy Horse cannot move, and
neither can the Juusenki-Tai: their units are so big, and have transformation
mechanisms so complex, they couldn't be adjusted in time.

   The only dangerous enemies there are the Black Trinary Doms: upgraded and
strong, they should be crushed as soon as they start moving around. On Turn 3
Bundle calls in a second wave of units, but that's still not a threat. Three
turns later, Kamille's Z-Gundam appear, only to see you are almost done. Now
that you're receiving help, Bundle gives up and leaves.

   Captain Henken brings you the Argama, plus a new pilot: Roux Louka, who
had to leave her MS behind to make room for more supplies and items: a Magnet
Coating and a BioSensor (there's also Kamille and the Z-Gundam, of course).
Go to Scenario 15.



Scenario 14 - "Sorrowful Memories"
----------------------------------
20x24, Surface
Goal: (until Turn 5)     Make Nana survive until Turn 5
      (Turn 5 and after) Destroy all enemies
Player Units: 16 (Galva FX-II, G-Defensor, Z-Gundam, Troy Horse + 12)
Initial Enemy Formation: Kernagurl Warship [Kernagurl] Lv13
                         Kuttner Warship [Kuttner] Lv13
                         Gabthley (MS) [Sarah] Lv13
                         Gau [Gadem] Lv12
                         Gau Lv12 x01
                         Medea Lv12 x03
                         Dom Lv12 x01
                         Asshimar (MA) Lv12 x01
                         Zssa Lv12 x01
                         Drome Lv12 x02
Items: $5000 (10,22)
       $10000 (3,22)
       Booster (13,6)
       $2000 (17,15)
       Psycho Frame (14,22)
       $2000 (8,8)
Events: Turn 3, Player Phase - G-Defensor appears
        Turn 5, Player Phase - Londo Bell sortie
        Turn 6, Player Phase - Z-Gundam appears


   Katsuya's complete devotion to Erica makes Nana very jealous, and hearing
smart-ass comments from Kyoushirou only makes it worse. To cool off a little,
she goes out by herself in a reconaissance mission. Just when she is about to
return, she stumbles on a DC supply fleet.

   Nana can kill the weakest enemies, like the Dromes and Medeas, but should
keep distance from the MSs and battleships (even the Medeas are hard to beat,
since they often heal each other). On Turn 3, you receive a small backup, as
Sergeant Katz Kobayashi was on his way to join the Londo Bell; his G-Defensor
doesn't improve your situation much, so you better wait for the Londo Bell to
arrive, a couple of turns later. Kamille and his Z-Gundam appear on Turn 6,
having been reinstated to the LB.

   The Kuttner and Kernagurl Warships are the toughest enemies here, but run
away immediately after they suffer any damage. When destroying the Medeas and
Gaus, use the Kou'Un seishin, as those enemies give a lot of money. The fight
won't last long, especially with the mighty Z-Gundam on the field. After the
battle, you get to capture a fallen DC pilot: Sarah Zabiarov (a subordinate
of Paptimus Scirocco, a powerful enemy you killed on SRW3).

   Captain Henken hands you your promised Argama battlehip and more: a Jegan
mobile suit and a cargo of useful items (Propellant Tank S, BioSensor, Apogee
Motor, Magnet Coating, ALICE) - not to mention, of course, Kamille, Katz and
their mechs (for those who don't already knew it, the G-Defensor can combine
with the Gundam Mk-II to form the 'Super Gundam'). Go to Scenario 15.



Scenario 15 - "Wake Up! Super Bestial Machine God"
--------------------------------------------------
20x20, Surface
Goal: Destroy all enemies
Player Units: 12 (Dancouga, Argama + 10)
Initial Enemy Formation: Ghoul [Ashura] Lv15
                         Machine Beast Genova M9 Lv14 x02
                         Machine Beast Toros D7 Lv14 x01
                         Machine Beast Dabras M2 Lv14 x01
                         Machine Beast Garada K7 Lv14 x01
                         Minifoe Lv14 x02
                         Drome Lv16 x02
Enemy Reinforcements: Machine Beast Genova M9 Lv14 x03
                      Battle Beast Obelius Lv14 x01
                      Machine Beast Spartan K5 Lv14 x01
                      Machine Beast Toros D7 Lv14 x01
                      Machine Beast Dabras M2 Lv14 x01
                      Machine Beast Garada K7 Lv14 x01
                      Mechasaurus Zai Lv14 x01
Items: $2000 (9,9)
       Propellant Tank (7,20)
       Chobham Armor (13,10)
       $5000 (9,6)
       $2000 (1,10)
Events: Shinobu/Sara get hit - "Dancouga Combination" Demo
                               Enemy Reinforcements arrive
        Turn 5, Player Phase - Londo Bell sortie
        Turn 5, Enemy Phase - Richter appears, then leaves


   Through a worldwide broadcast, Richter communicates the Barms just joined
forces with Divine Crusaders, so that they can together have "the iron hammer
of justice" fall upon the cowardly Earth Union Government. To avoid civilian
casualties, he also announces the time and place of their next assault: the
Saotome Institute, tomorrow, at 8 a.m.. As usual, you'll be there too.

   Since Dancouga engineer Professor Hadzuki happens to be at the Institute,
the Juusenki-Tai leaves ahead to have their mechs revised, only to learn they
all have been abusing their vehicles way more than Hadzuki could ever predict
- Shinobu's Eagle Fighter and Sara's Land Cougar are particularly worn.

   While Richter was telling the truth on his broadcast, Baron Ashura isn't
as honored; he imagined attacking earlier than scheduled would let him easily
destroy an unprepared Institute, but unfortunately the Juusenki-Tai is there
to offer some resistance. When either Shinobu or Sara are hit (no matter how
little the damage suffered), they have Professor Hadzuki remove the computer
lock that prevented them from combining.

   Baron Ashura deploys more units in response to the Dancouga combination.
Depending on how much damage the Juusenki-Tai took before combining, Dancouga
might not be at its best shape, so keep an eye on its HP. The rest of the LB
arrives on Turn 5, but so do the Barms. Fortunately for you, Baron Ashura's
early attack made Richter look like a dishonored liar, and he takes that very
seriously - so much he refuses to commit his forces on this dirty move, and
leaves Ashura to handle the battle alone. Without any more reinforcements,
the DCs should be easy to defeat.

   If you have cleared Scenario 14, Katz lets Sarah escape, in exchange of a
promise she won't help DC anymore (...). Upon discovering Sarah is gone, Miwa
defends Katz should be executed for treason, but Bright just sentences him to
a three-day confinement (he won't be available on the next stage).

   Notice you received a Propellant Tank S, an Apogee Motor and an Anti-Beam
Coating (from Saotome, I suppose). Katsuya discovers Erica abandoned the ship
during the battle, and leaves to look for her after the intermission. The LB
goes fight Guyzock on Sendai City, but a small search team (Nana, Kyoushirou,
Kouji, Sayaka, Daba, Amm, Leccee, Dancouga Team) separates to help Katsuya,
and invites Hector (and Patricia, if you have her) to join them: go to 16 if
you accepted, or 17 if you preferred to stay in the Argama.



Scenario 16: "Love's Whereabouts"
---------------------------------
32x34, Surface
Goal: Destroy all enemies
Player Units: 8/9 (Daimos, Gespenst, Dancouga, Mazinger Z, Aphrodi A,
                   L-Gaim, D-Seerd, Calvary Temple, Galva FX-II,
                   Main Character 2 unit (optional))
Initial Enemy Formation: Garnroll [Raiza] Lv15
                         Mecha Warrior Zonnekaiser [Barbas] Lv17
                         Mecha Warrior Zonnekaiser Lv15 x03
Enemy Reinforcements: Machine Beast Spartan K5 Lv15 x01
                      Machine Beast Genova M9 Lv15 x01
                      Mechasaurus Zen II Lv15 x01
                      Battle Beast Gratonios Lv15 x01
                      Drome Lv14 x03
Items: $2000 (32,1)
       $2000 (7,7)
       Booster (2,30)
       $2000 (17,27)
       $5000 (4,18)
Events: Turn 2, Player Phase - Gespenst, Dancouga, Galva FX-II appear
                               Enemy Reinforcements arrive
        Turn 3, Player Phase - Mazinger units, L-Gaim units appear
                               Raiza leaves


   While Kouji's search party scrambles to cover a wider area, Katsuya finds
Erica at the beach they had their first date in. The Barm mothership Garnroll
appears soon after, as the Barms too were looking for her - she is Richter's
sister, and ran away from the Argama as soon as she recovered her memory, in
order not to bring you any problems. After tractor beaming Erica safely into
the ship, Barbas launches to fight Daimos.

   Katsuya's kiryoku is down to 90 here, and Barbas is very strong, so don't
go berserk on him unless you're very high-leveled (actually, all Zonnekaisers
in this stage are a bit too tough, so avoid fighting them directly). Hector,
Patricia, Dancouga Team and Nana appear on Turn 2, but the Barms immediately
deploy more units in response. When Kouji arrives, the Garnroll leaves, in
order not to risk Erica's life.

   After the battle, Kouji's party returns to the Argama, only to see things
have not gone well on Sendai City either - the Zanbot Team seems to have been
particularly affected by the events there... Go to 18.



Scenario 17: "Guyzock's Terror"
-------------------------------
28x42, Surface
Goal: Destroy all enemies
Player Units: 12 (Zanbot 3, Argama + 10)
Initial Enemy Formation: Bandock [Butcher] Lv16
                         Megaboost Gabitan Lv14 x03
Enemy Reinforcements: Megaboost Gabitan Lv14 x07
Items: $10000 (28,1)
       Propellant Tank (17,15)
       $2000 (16,23)
       $2000 (9,7)
       $5000 (4,39)
       $5000 (23,21)
Events: Turn 3, Player Phase - Londo Bell sortie
        Turn 4, Enemy Phase - Enemy Reinforcements arrive
        Turn 8, Enemy Phase - Butcher leaves


   During a scout mission, the Zanbot Team meets with Kappei's friends Aki,
Michi and Kouzuki, and learn Kappei's hometown suffered a second attack from
Guyzock, with disasterous effects for the civilian population. Now a refugee,
Kouzuki blames Kappei for all his suffering - by escaping to the Earth, the
Jin family inadvertedly attracted Guyzock too, he thinks.

   Guyzock attacks with a few, weak MechaBoosts, so you can choose between
combining into Zanbot 3 for better fighting or staying separated to collect
items - the rest of the LB appears not much later.

   On Turn 4, Killer the Butcher receives a call from one Grophisse ('Roph'
for shorters) - apparently the responsible for bringing Guyzock to the Earth.
Unwilling to allow the indiscriminate murder of civilians, Roph withdraws all
support to Guyzock, but Butcher already provided the means to extract all he
needs from the Earth itself, and won't stop murdering as many earthlings as
he can - he even deploys more MechaBoosts to fight you.

   On Turn 8, Butcher runs out of units to launch into the fight, and cannot
afford to spend more material resources on MechaBoosts. Determined to develop
a new strategy, he abducts a few nearby humans (Aki, Michi, and Kouzuki) and
runs away, happy with his catch.

   You can prevent the above from happening (and change later events on your
game) by defeating Butcher before Turn 8. Doing so can be hard, but here go a
few tips. First, move the Bandock out of the buildings, or else it will heal
HP every turn: place one unit within the Bandock's attack range (9 squares);
after it attacks this unit, move it away from the Bandock and it will move to
chase you. Then, throw everything you have (Zanbot 3, Getter 1 and Z-Gundam
can cause heavy damage) to destroy the Bandock and force Butcher to withdraw
- or, as he says, "advance backwards".

   After the battle, Kouji's party returns with Katsuya, reporting Erica was
actually a Barm (but not a spy, as Miwa thinks), and was taken away by a Barm
mothership. Go to Scenario 18.



Scenario 18: "Surfacing"
------------------------
34x36, Surface
Goal: (until Turn 5)     Keep Shou alive
      (Turn 5 and later) Destroy all enemies
Player Units: 19 (Dunbine, Botune, Argama + 16)
Initial Enemy Formation: Bastole [Galaria] Lv13
Enemy Reinforcements: Gea Gring [Bishot] Lv16
                      Vierres [Todd] Lv16
                      Vierres [Barn] Lv15
                      Drumlo Lv15 x01
                      Drumlo Lv14 x12
Items: $5000 (10,16)
       $2000 (15,31)
       $2000 (6,13)
       $5000 (12,19)
Events: Turn 3, Enemy Phase - Galaria joins your team
        Turn 3, Enemy Phase - Enemy Reinforcements arrive
        (or when Shou defeats Galaria)
        Turn 4, Player Phase - Botune appears
        Turn 5, Player Phase - Londo Bell sortie
        Turn 6, Enemy Phase - Bishot leaves


   Even though they are not in Bistonwell anymore, Galaria still insists on
fighting Shou Zama and his Dunbine, for prestige's sake. If you don't defeat
Galaria by Turn 3, Shou will be able to convince her fighting here would only
bring more chaos and war to Bistonwell (defeating Galaria or not affects the
scenarios you will visit later on).

   Once you beat Galaria (or have her stop fighting), more enemies enter the
battlefield, led by Bishot Hatte. If Galaria is still up, Todd invites her to
join his wing. She refuses and joins Shou instead, claiming the surface must
be ridden of all aura machines, or else their evil influences will keep on
descending upon Bistonwell.

   Marvel's arrival (Turn 4) doesn't really help, but the Londo Bell appears
one turn later, after having seen Dunbine on a TV newscast. All aura battlers
have Aura Barriers and fly, so most MSs aren't useful here; have your Super
Robots handle the close-range fight, while other units attack from a distance
- all enemies have, at most, range-4 attacks. The Gea Gring leaves on Turn 6,
as Bishot will meet Drake to negotiate the formation of an united front.

   After the battle, you are told Bistonwell is "a world located between sea
and land - a resting place for human souls" (which is why they call the Earth
'surface'. This is an idealistic explanation, though: Bistonwell is actually
another dimension). With Drake Luft (a feudal lord of the 'Kingdom of A'), a
surfacer named Shott Weapon created the 'aura machines'. Tired of all the war
caused by the aura machines, one 'Jakova Aon' used his powers to ban them to
the surface.

   Now, both Drake and Bishot are interested in taking over the Earth, maybe
because aura machines seem to suffer a massive power increase here. Even more
problems for you to solve, which reinforces that theory that says this can't
all be coincidence... Go to 19.



Scenario 19 - "Mazinger Z Flying in the Sky"
--------------------------------------------
24x28, Surface
Goal: Protect The Photon Power Laboratory
Player Units: 5 (Mazinger Z, Dianan A, BozBorot, Drill Spazer, GoShogun)
Initial Enemy Formation: Ghoul [Brocken] Lv16
                         Machine Beast Spartan K5 Lv15 x01
                         Machine Beast Abdra A6 Lv15 x01
Enemy Reinforcements (1): Rain X1 Lv15 x01
                          Machine Beast Genova M9 Lv15 x01
                          Machine Beast Garada K7 Lv15 x01
                          Machine Beast Toros D7 Lv15 x01
Enemy Reinforcements (2): Rain X1 Lv15 x01
                          Machine Beast Toros D7 Lv15 x01
NPC Units: Gespenst Mk-II [Gilliam] Lv15
Items: $5000 (3,28)
       $2000 (14,11)
       $10000 (1,15)
       $2000 (19,4)
       $2000 (13,12)
       Minovsky Craft (16,24)
Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 3, Player Phase - Drill Spazer appears
        Turn 4, Player Phase - Gespenst Mk-II appears
                               Enemy Reinforcements (2) arrive
        Turn 5, Player Phase - GoShogun appears
        All Machine Beasts defeated - Brocken leaves


   While the Londo Bell goes on patrol, the Mazinger Team visits the Photon
Power Laboratory to pick up the remodeled Jet Scrander and Dianan A. The Jet
Scrander gives Mazinger Z the ability to fly, while the Dianan A is basically
an upgraded Aphrodi A. Boz, by the way, gains absolutely nothing.

   When Count Brocken attacks, the Mazinger Team's mission is to prevent the
enemies from reaching the Laboratory (Professor Yumi rises the Lab's barrier,
but it won't hold the attackers). To better cover the battlefield, I suggest
you give your units mobility-enhancing equipment, especially if you want to
collect all items - even if you don't normally pick up items, consider going
after the Minovsky Craft: it's a one-of-a-kind thing (I usually have Boz pick
it).

   Brocken launches more units on Turn 2 for no particular reason, but Maria
and the Drill Spazer appear the next minute to reinforce you - you can either
have it help defend the Laboratory or pick up the items on the left side of
the screen.

   A Gespenst appears on Turn 4, but it's not Hector's. Its pilot is AEUG's
Gilliam Jaeger, here to help you - even though the Londo Bell is part of the
Union Army, it opposes the EUGO's bureaucracy and space-oppressing policies
as much as the AEUG, so it deserves a little hand. Like every NPC, Gilliam
always aims at the weaker/weakened enemies, but at least is strong enough to
severely hurt whoever he attacks.

   Your lineup gets even stronger when GoShogun appears. For a super robot,
GoShogun is unusually unheard of - only Professor Morimori remembers it, and
just vaguely: reports were it was powered by a 'Bimular' energy discovered
by one Professor Shinda. These reports, however, date from years ago, leaving
doubts about where has it been all this time - and the GoShogun Team doesn't
seem interested in making things any clearer.

   Anyway, with the Gespenst Mk-II and GoShogun it shouldn't be hard to beat
all machine beasts, and Brocken leaves as soon as he realizes his operation's
failure. Gilliam too leaves, but not before giving you some info: first, the
AEUG's headquarters are located at Side 1's Londenion colony, and the LB will
always be welcome there. Second, Vice-Admiral Corwen should look out for the
Titans, as some of them consider him a threat.

   The GoShogun pilots won't join you either, as they are determined to find
Docouga (their arch-enemies). At least Maria joins the LB, and Professor Yumi
has a Mega Booster, a High-Efficiency Radar and a BioSensor for you. Also, a
Medea delivers more goodies for you: engineers Astonage and Nina, bringing in
the GP-03S Staimen mobile suit (replacing the GP-01Fb). Kou is totally crazy
to see the GP-03S, as he can make good use of its high mobility. Sure, Nina's
presence is great too (or will be, once Kou looks away from the Staimen long
enough to notice she's there...). Go to Scenario 20.



Scenario 20: "Mia's Decision"
-----------------------------
24x42, Surface
Goal: Destroy all enemies
Player Units: 14 (Combattler V, Argama + 12)
Initial Enemy Formation: Magma Beast Demon [Mia] Lv15
Enemy Reinforcements: Greydon [Garuda] Lv??
                      Garnroll [Richter] Lv16
                      Battle Beast Gratonios Lv15 x01
                      Battle Beast Obelius Lv15 x01
                      Mechasaurus Dai Lv14 x01
                      Mechasaurus Shigu Lv14 x01
                      Gira Doga Lv14 x01
                      Zssa Lv14 x01
                      Kampfer Lv14 x01
                      Machine Beast Genova M9 Lv14 x01
                      Rain X1 Lv14 x01
                      Mechasaurus Bado Lv14 x01
Items: $2000 (8,12)
       Psycho Frame (24,29)
       $2000 (21,30)
       $2000 (17,32)
       $5000 (19,17)
       $5000 (4,15)
Events: Turn 1, Player Phase - "Combattler V Combination" Demo
        After Mia is defeated - Garuda appears, then leaves
                                Enemy Reinforcements arrive
        2 turns later, Player Phase - Londo Bell sortie


   Manipulated by Garuda's mother Oreana, Mia flies the Magma Beast Demon to
destroy Combattler V and salvage her beloved Garuda's career. Demon has a lot
of HP, but a critical Chou Denji Spin alone can dispose of it. Garuda arrives
in time to see Demon fall, immediately followed by a DC force: Richter wanted
to support the attack, only to discover Garuda has to leave to repair Mia's
very damaged body.

   Now outnumbered, the situation doesn't look good for the Combattler Team,
but hold on for a couple of turns to see the Argama appear - Combattler V has
just been reinstated to the Londo Bell. After this, this battle is a breeze,
and the Combattler Team joins the LB for good.

   You have only one Galva FX-II, and it is inconvenient to have two pilots
for it. Since both Nana and Kyoushirou believe to be up to the job, Hector is
called to settle the dispute - pick one of them to be the Galva's main pilot,
and the other one will work as a support crew (in effect, the support pilot
won't be available anymore). Go to 21.



Scenario 21 - "Great General Garuda's Tragedy"
----------------------------------------------
24x42, Surface
Goal: Destroy all enemies
Player Units: 14 (Combattler V, Argama + 12)
Initial Enemy Formation: Big Garuda [Garuda] Lv16
Enemy Reinforcements: Garnroll [Richter] Lv18
                      Battle Beast Gratonios Lv17 x01
                      Battle Beast Obelius Lv17 x01
                      Mechasaurus Dai Lv16 x01
                      Mechasaurus Shigu Lv16 x01
                      Gira Doga Lv16 x01
                      R-Jarja Lv16 x01
                      Zssa Lv16 x01
                      Kampfer Lv16 x01
                      Machine Beast Genova M9 Lv15 x01
                      Rain X1 Lv15 x01
                      Mechasaurus Zuu Lv15 x01
                      Mechasaurus Bado Lv15 x01
                      Discus Beast Jin-Jin Lv15 x01
Items: $10000 (2,24)
       Chobham Armor (2,41)
       $5000 (24,39)
Events: After Garuda is defeated - Enemy Reinforcements arrive
        Next Turn, Player Phase - Londo Bell sortie


   Garuda goes insane after discovering he is not really Oreana's son - just
another of her robots. After killing his 'mother' for deceiving him, he takes
their latest robot, the Big Garuda, to challenge Combattler V and avenge Mia.
Cham is not available here, as she's getting fat and Shou can't wait for her
to squeeze into her uniform.

   At first, Combattler V faces Garuda on an one-on-one duel. The Big Garuda
is pretty strong, so use your seishins to dodge some attacks. Wearing him out
shouldn't take too long, but he recovers some HP once it drops below 50%. A
critical Chou Denji Spin takes some 12000HP, so you can weaken him a little,
then use it to finish him _before_ he has a chance to heal.

   The Argama comes out one turn after Richter's forces appear. Have Shou go
to square (3,41), where a faerie called Silky Mau sees him and asks for help.
For now, she's oriented to hide, but you'll meet her after the battle. Again,
Richter's forces aren't that bad against the entire LB, so the fight will be
over in no time.

   If you had Shou meet Silky, she brings in some presents after the battle:
Sirbine and Zwauth, two custom-made, knight-exclusive aura battlers. However,
both units' aura converters are dead. Shou can use Dunbine's converter to fix
one of them, but that would render Dunbine itself useless (you have to choose
between repairing Sirbine, Zwauth or keeping Dunbine). Since she would never
survive in the surface by her own, Silky joins the LB - she is a faerie like
Cham, and can be assigned to any AB pilot. If Galaria joined you, go now to
Scenario 22; if she didn't, go to 23.



Scenario 22: "Expansion of the Aura Machine"
--------------------------------------------
34x40, Surface
Goal: Destroy all enemies
Player Units: 18 (Dunbine (or its replacement), Botune, Argama + 15)
Initial Enemy Formation: Gea Gring [Bishot] Lv17
                         Drumlo Lv16 x02
                         Drumlo Lv15 x04
Enemy Reinforcements: Auge [Nei] Lv19
                      Bat-Shu [Anton] Lv18
                      Bat-Shu [Heckler] Lv18
                      Calvary Temple Lv16 x02
                      A.Taul Lv16 x01
                      G.Roon Lv16 x01
                      Greia Lv16 x01
                      Greia Lv15 x07
                      Allone Lv15 x03
NPC Units: Gran Garan [Sheila] Lv15
Items: $2000 (8,8)
       Hybrid Armor (1,3)
       $5000 (29,3)
       Propellant Tank S (14,1)
       BioSensor (5,32)
       $2000 (3,39)
Events: Turn 1, Player Phase - Guran Galan leaves
        Turn 2, Enemy Phase - all remaining enemies leave
        Turn 3, Player Phase - Enemy Reinforcements arrive


   Apparently, Vice-Admiral Corwen is in a difficult political position - so
much he had to travel to the Londenion colony, in hope to gather support from
the local garrison commander, Commodore Blex Forer. In a recorded message, he
tells the Londo Bell 'independent squad' status is now almost the same as it
used to be, giving you much more freedom of movement. No longer restricted to
the Japan district, the LB flies to China to meet the Guran Galan (the giant
aura battleship from the 'Kingdom of Na').

   Having no chance of victory against Bishot's forces, Queen Sheila Lapanna
is about to crash her ship against the Gea Gring, but the Londo Bell shows up
at the last minute, allowing the Guran Galan to escape. After having lost his
main target, Bishot withdraws. Immediately next, the Posaydal Army attacks -
they expected to watch a nice battle, but Bishot's disapponting escape forced
them to intervene.

   Posaydal's heavy metals are tough, but not as bad as they used to be. Try
moving in mass, so none of your units finds itself surrounded, and abuse your
aura battlers' agility and barriers. After the battle, the Guran Galan joins
the Londo Bell, and you get two more faeries, Elle and Belle.

   To send soldiers even to distant places, Posaydal must have established a
frontline base on Earth, but not even Leccee has any clue about its location;
On the other hand, Guyzock has only attacked Japan so far, suggesting it is a
fairly small army, having, therefore, a limited range of action. Heizaemon's
latest studies reveal Guyzock is a 'civilization-destroying machine' - a mass
of robots and cyborgs programmed, for some reason, to extinguish any culture
that surpasses a given level.

   After the intermission, you're contacted by your friend Banjou Haran, the
pilot of super robot Daitarn 3. Considering Neue DC's current hegemony on all
near space, the Mars-based DC should have had problems sending goods all the
way over to the Earth, and yet their supply flow has been very steady so far.
To do this, Banjou suspects Korosu is using Inspector's leftover teleporting
device technologies to deliver weapons to the Earth. While investigating this
matter, he discovered a DC base on the Phillipines, and invites you to join
him in destroying the place.

   Already on the Phillipines with Banjou (and his friends Garrison, Beauty,
Reika and Toppo), you learn there are two invasion routes to the DC fortress:
the northwest route is longer, while the south-southwest one is more heavily
patrolled. Since both routes have their up and downsides, the choice is yours
to make: if you choose the northwest route, go to Scenario 24; if you prefer
the south-southwest path, go to 25.



Scenario 23: "Expansion of the Aura Machine"
--------------------------------------------
28x38, Surface
Goal: (initial)                 Defeat the Will Wipps
      (after Will Whips leaves) Destroy all enemies
Player Units: 18 (Dunbine (or its replacement), Botune x3, Argama + 13)
Initial Enemy Formation: Will Wipps [Drake] Lv17
                         Leprechaun Lv15 x03
                         Wryneck Lv15 x02
                         Bastole Lv15 x01
                         Drumlo Lv15 x02
                         Drumlo Lv14 x10
Enemy Reinforcements: Ashura Temple [Wazan] Lv17
                      A.Taul [McTomin] Lv16
                      A.Taul [Burn Gania] Lv16
                      G.Roon Lv15 x01
                      Bat-Shu Lv15 x06
                      Greia Lv15 x15
NPC Units: Graon [Ere] Lv14
Items: $2000 (2,14)
       $2000 (22,30)
       $5000 (4,32)
       Repair Kit (23,10)
       $2000 (24,3)
       Propellant Tank (9,21)
       $2000 (16,1)
Events: Turn 1, Player Phase - Graon leaves
        Will Wipps is damaged - all remaining enemies leave
                                Enemy Reinforcements arrive


   Apparently, Vice-Admiral Corwen is in a difficult political position - so
much he had to travel to the Londenion colony, in hope to gather support from
the local garrison commander, Commodore Blex Forer. In a recorded message, he
tells the Londo Bell 'independent squad' status is now almost the same as it
used to be, giving you much more freedom of movement. No longer restricted to
the Japan district, the LB flies to India to meet the Graon battleship shown
on the TV news.

   By the time the Argama arrives, the Graon is already too damaged to keep
on fighting, but pilots Knee and Keen stay to help. Most of your mobile suits
and heavy metals have little or no effect against aura battlers, so your aura
battlers and super robots will have to handle the bulk of Drake's forces. If
you don't feel like fighting, have someone damage the Will Wipps: it will be
enough to have Drake and his men withdraw.

   The Posaydal Army appears immediately next. Depending on where the Argama
is when Posaydal arrives, you might be just in the right spot to fire its MAP
weapon on a large bunch of enemies, when they are clustering to cross one of
the bridges to the center island. Anyway, most enemies are Greias (very easy
kills), so focus your best robots against the stronger, beam-coated units -
especially Wazan, Mf and Burn Gania.

   After the intermission, you're contacted by your friend Banjou Haran, the
pilot of super robot Daitarn 3. Considering Neue DC's current hegemony on all
near space, the Mars-based DC should have had problems sending goods all the
way over to the Earth, and yet their supply flow has been very steady so far.
To do this, Banjou suspects Korosu is using Inspector's leftover teleporting
device technologies to deliver weapons to the Earth. While investigating this
matter, he discovered a DC base on the Phillipines, and invites you to join
him in destroying the place.

   Already on the Phillipines with Banjou (and his friends Garrison, Beauty,
Reika and Toppo), you learn there are two invasion routes to the DC fortress:
the northwest route is longer, while the south-southwest one is more heavily
patrolled. Since both routes have their up and downsides, the choice is yours
to make: if you choose the northwest route, go to Scenario 24; if you prefer
the south-southwest path, go to 25.



Scenario 24: "Intruder"
-----------------------
28x48, Surface
Goal: Have one of your units reach the enemy base within 6 Turns.
Player Units: 14 (Daitarn 3, battleship + 12)
Initial Enemy Formation: none
Enemy Reinforcements (1): Battle Beast Obelius Lv17 x01
                          Discus Beast Giru-Giru Lv17 x01
                          Machine Beast Toros D7 Lv17 x01
                          Garoika Lv17 x01
                          Gira Doga Lv17 x02
                          Gabthley (MS) Lv17 x02
Enemy Reinforcements (2): Byalant Lv17 x01
                          Asshimar (MA) Lv17 x02
                          Calleyzed Lv17 x01
                          Garoika Lv17 x01
                          Drome Lv17 x01
Enemy Reinforcements (3): Asshimar (MS) Lv18 x02
                          Drome Lv17 x02
Enemy Reinforcements (4): Dreydow [Dreydow] Lv19
                          Mechasaurus Dai Lv18 x01
                          Battle Beast Zugarl Lv18 x01
                          Battle Beast Dante Lv18 x01
                          Discus Beast Deki-Deki Lv18 x01
                          Discus Beast Jin-Jin Lv18 x01
Items: Propellant Tank (26,22)
       $5000 (27,3)
       $2000 (10,19)
       $5000 (15,45)
       $2000 (19,45)
       Repair Kit (2,30)
       $2000 (13,5)
Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 2, Enemy Phase - Enemy Reinforcements (2) arrive
        Turn 3, Enemy Phase - Enemy Reinforcements (3) arrive
        Turn 5, Enemy Phase - Enemy Reinforcements (4) arrive


   Your goal here is to reach the DC base (on the bottom of the map) within
six minutes (six turns). With this in mind, launch at least one high mobility
unit, and dedicate it exclusively to reaching the goal (in other words, have
it ignore all enemies and leave the fight to someone else).

   As expected, there are no enemies at first, but a DC patrol soon stumbles
on you and rings all alarms. Over the following turns, more and more DCs keep
appearing: first, at the top right corner of the map (be careful if you are
going to send someone after the items there); second, by the base itself, so
you'll have to destroy, encircle, or lure out the Asshimars. The last DC wave
is much stronger than the previous, but by then all you can do is get inside
the base and finish the scenario. Go to Scenario 26.




Scenario 25: "Intruder"
-----------------------
36x20, Surface
Goal: Have one of your units reach the enemy base within 6 Turns.
Player Units: 14 (Daitarn 3, battleship + 12)
Initial Enemy Formation: none
Enemy Reinforcements (1): Battle Beast Obelius Lv17 x01
                          Discus Beast Giru-Giru Lv17 x01
                          Machine Beast Toros D7 Lv17 x01
                          Garoika Lv17 x01
                          Gira Doga Lv17 x02
                          Gabthley (MS) Lv17 x02
Enemy Reinforcements (2): Byalant Lv17 x01
                          Asshimar (MA) Lv17 x02
                          Calleyzed Lv17 x01
                          Garoika Lv17 x01
                          Drome Lv17 x01
Enemy Reinforcements (3): Asshimar (MS) Lv18 x02
                          Drome Lv17 x02
Enemy Reinforcements (4): Dreydow [Dreydow] Lv19
                          Mechasaurus Dai Lv18 x01
                          Battle Beast Zugarl Lv18 x01
                          Battle Beast Dante Lv18 x01
                          Discus Beast Deki-Deki Lv18 x01
                          Discus Beast Jin-Jin Lv18 x01
Items: Repair Kit (29,20)
       Psycho Frame (11,17)
       Propellant Tank (19,9)
       $5000 (2,2)
       BioSensor (34,12)
       $2000 (27,3)
Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 2, Enemy Phase - Enemy Reinforcements (2) arrive
        Turn 3, Enemy Phase - Enemy Reinforcements (3) arrive
        Turn 4, Enemy Phase - Enemy Reinforcements (4) arrive


   The goal here is to reach the DC fortress (at the top right corner of the
map) within six minutes (six turns). Having this in mind, launch as many fast
units as possible and dedicate them exclusively to reaching the goal - leave
the fighting to the slower units.

   At first your path is clear, but a DC patrol soon finds you and rings all
alarms. In response, enemy reinforcements keep popping up over the next three
turns, always blocking the road to the base (that's why you should have more
than one unit rushing towards it). The last batch of enemies is particularly
strong, but by the time they appear your units should already be close to the
base (and there's no time left for fighting anyway), so simply enter the base
to complete the stage, then go to Scenario 26.



Scenario 26: "Baron Ashura's Final Moment"
------------------------------------------
30x40, Base
Goal: (initial)             Defeat Baron Ashura
      (after Ashura's dead) Make all your units leave the base within 6 turns
Player Units: 13 (Getter 1, Combattler V, Daimos, Daitarn 3, Z-Gundam,
                 Gespenst, Dunbine (or its replacement), Mazinger Z + 5)
Initial Enemy Formation: Ghoul [Ashura] Lv19
                         Machine Beast Toros D7 Lv18 x01
                         Battle Beast Zugarl Lv18 x01
                         Battle Beast Gratonios Lv18 x01
                         Battle Beast Obelius Lv18 x01
                         Discus Beast Deki-Deki Lv17 x01
                         Rain X1 Lv17 x01
                         Mechasaurus Shigu Lv17 x01
                         Machine Beast Abdra U6 Lv17 x01
                         Machine Beast Dabras M2 Lv17 x01
                         Machine Beast Garada K7 Lv17 x01
                         Mechasaurus Bado Lv17 x02
                         Drome Lv17 x02
Enemy Reinforcements: Discus Beast Gosu-Gosu Lv18 x01
                      Discus Beast Giru-Giru Lv18 x01
                      Battle Beast Dante Lv18 x01
                      Battle Beast Zugarl Lv18 x01
                      Battle Beast Gratonios Lv18 x01
                      Machine Beast Spartan K5 Lv18 x01
                      Machine Beast Abdra U6 Lv18 x01
                      Machine Beast Genova M9 Lv18 x01
                      Machine Beast Toros D7 Lv18 x01
                      Rain X1 Lv18 x01
Items: $2000 (29,7)
       $5000 (28,26)
       Psycho Frame (24,25)
       $2000 (12,16)
       $20000 (3,8)
       $5000 (23,4)
Events: Ashura is defeated - Base self-destruction process starts
        Next Enemy Phase - Enemy Reinforcements arrive


   This DC base is so huge even flying units can move freely inside it. Just
before your raid, Amuro feels sick and cannot be used in this scenario. Baron
Ashura will defend this place to the end, hoping a victory here would redeem
his previous defeats. The squares with red, blinking dots are 'Energy Tanks',
which refill 10% of the HP and EN of any unit standing there.

   Don't send all you have against Ashura: any unit should have at least ten
mobility points (or the Kasoku seishin) to go to the deepest end of the base.
Let the slower units fight the earlier enemies (and pick nearby items) while
the others attack the Ghoul - a couple of super robots or aura battlers can
take care of it easily.

   Once Baron Ashura is gone, a self-destruction process starts, leaving you
six minutes to escape the base. In other words, you must have ALL your robots
reach the base entrance within six turns. To make things worse, some Machine
Beasts are sent in to hold you back - ignore them and run, and all your units
should make it on the very last minute.

   Your friend Kai Shiden, now a frelance journalist, tells you Vice-Admiral
Jamitov is gathering a lot of support among the council members - there are a
lot of bribes going around, but no one can discover where the money is coming
from. Looks like Vice-Admiral Corwen too is looking into this, and Kai warns
this could be dangerous for him - the Titans already don't like Corwen a lot.
If you are on Real Robot Side, go to 27; if you are on Super Robot Side, go
to Scenario 28.



Scenario 27: "Old Soldier's Elegy" 
----------------------------------
42x34, Surface
Goal: Destroy all enemies
Player Units: 14 (battleship + 13)
Initial Enemy Formation: Old Zaku [Gadem] Lv22
                         Gabthley (MS) [Sara] Lv19 (optional)
                         Gau Lv20 x02
                         Galluss-J Lv20 x01
                         Galluss-J Lv19 x01
                         Medea Lv19 x01
                         Zssa Lv19 x02
                         Asshimar (MS) Lv19 x01
                         Asshimar (MA) Lv19 x01
                         Battle Beast Obelius Lv19 x01
                         Battle Beast Gratonios Lv19 x01
Enemy Reinforcements: Dooben-Wolf [Ral] Lv25
                      Dreissen [Gaia] Lv23
                      Dreissen [Mash] Lv23
                      Dreissen [Ortega] Lv23
                      R-Jarja [Cramp] Lv22
                      Dobday [Hamon] Lv21
                      Bawoo (MS) Lv21 x02
                      Galluss-J Lv21 x03
                      Zssa Lv21 x01
                      Machine Beast Genova M9 Lv21 x03
                      Machine Beast Abdra U6 Lv21 x01
                      Battle Beast Gratonios Lv21 x01
                      Battle Beast Obelius Lv21 x01
                      Battle Beast Dante Lv21 x01
                      Battle Beast Zugarl Lv21 x01
Items: $2000 (16,33)
       $10000 (11,29)
       $2000 (6,6)
       $20000 (30,23)
       $2000 (20,8)
Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive


   While trying to contact the General Staff Headquarters, you accidentally
bump on a resupplying DC force. Seeing Ral is still arming up, Gadem launches
to buy some time. All enemies here are strong, so make sure your units are up
to the challenge.

   If you cleared Scenario 14, you can see Sarah again among the DCs. As you
might have guessed, Katz can talk to Sarah, reminding her she promised not to
help DC anymore. Furthermore, he convinces her there is no point on avenging
Scirocco's death anymore, so she joins the Londo Bell.

   I recommend you launch a MAP weapon-equipped battleship (Argama or Graon),
and spend the first two turns placing it just above the rightmost bridge - on
Turn 3 the bulk of the enemy forces finish their resupply and launch out, and
will often use this bridge, giving you a good opportunity to damage lots of
them with little effort.

   After the battle, your crew goes scavenge the battlefield. In addition to
a few items (High Efficiency Radar, Mega Booster, ALICE), they find a damaged
S (Superior) Gundam mobile suit, which can only be repaired by cannibalizing
Guntank's core block. Choose which one you want to keep (S-Gundam or Guntank)
and move on to Scenario 29.



Scenario 28: "Brave Raideen"
----------------------------
32x34, Surface
Goal: Destroy all enemies
Player Units: 2 (Raideen, Blueger)
Initial Enemy Formation: Gante [Sharkin] Lv19
                         Fossile Beast Bastodon Lv18 x02
                         Drome Lv18 x04
Items: $2000 (7,7)
       $2000 (4,18)
       $5000 (18,21)
       $5000 (10,26)
       Propellant Tank (32,1)
Events: After Intermission - "Raideen Launch" Demo


   Sealed on the 'God Face Rock' since the end of the Third Super Robot War,
super robot Raideen wakes up to face this new crisis, calling its pilot Akira
Hibiki to join the fight once again. As soon as Akira frees Raideen from the
Rock, his old (and just ressuscitated) enemy Prince Sharkin attacks.

   This scenario is very easy and fast, especially if you choose not to pick
any items: have Raideen crush the minor enemies to amass kiryoku, so that you
get to unleash the 'God Bird' attack on Sharkin - three or four hits get the
job done, and have the defeated Sharkin run away.

   All the power-ups and new weapons Raideen received during the Third Super
Robot War seem to be unavailable now, apparently by Raideen's own will - they
will probably reappear as Raideen deems necessary. With his robot back, Akira
plans to rejoin the Londo Bell, but right now he must chase Sharkin, who was
last seen going to the Phillipines. Go to Scenario 29.



Scenario 29: "Dr. Hell's Ambition"
----------------------------------
42x34, Surface
Goal: Destroy all enemies
Player Units: 19 (Raideen, Blueger, battleship + 16) 
Initial Enemy Formation: Ghoul [Dr. Hell] Lv20
                         Ghoul [Brocken] Lv19
                         Adzam Lv19 x02
                         Calleyzed Lv19 x02
                         Garoika Lv19 x02
                         Battle Beast Gratonios Lv19 x01
                         Battle Beast Obelius Lv19 x01
                         Vega Beast King Gori Lv19 x01
                         Discus Beast Giru-Giru Lv19 x01
                         Discus Beast Gosu-Gosu Lv19 x01
                         Mechasaurus Dai Lv19 x02
                         Gau Lv19 x01
                         Gira Doga Lv19 x01
                         Discus Beast Jinjin Lv19 x01
                         Discus Beast Deki-Deki Lv19 x01
                         Battle Beast Dante Lv19 x01
                         Battle Beast Zugarl Lv18 x01
                         Machine Beast Genova M9 Lv18 x01
                         Machine Beast Dabras M2 Lv18 x01
                         Machine Beast Garada K7 Lv18 x01
                         Machine Beast Toros D7 Lv18 x01
Enemy Reinforcements: Giant Sharkin [Sharkin] Lv22
                      Fossile Beast Bastodon Lv21 x01
                      Fossile Beast Gildeen Lv21 x03
                      Galluss-J Lv19 x01
                      Zssa Lv19 x01
                      Hamma-Hamma Lv19 x01
                      Drome Lv19 x07
Items: $2000 (25,26)
       BioSensor (17,13)
       $5000 (5,4)
       Anti-Beam Coating (42,32)
       $2000 (40,15)
       $2000 (4,31)
Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive
        Turn 6, Player Phase - Raideen, Blueger appear


   Hoping Baron Ashura's death may have momentarily lowered the Londo Bell's
guard, Dr. Hell and Count Brocken launch a single, wide-scale attack with the
new mechs they received from Korosu.

   It is probably better to destroy the Battle Beasts first, since these are
the most damaging enemies. Also, don't cluster your units, as the Adzams have
MAP attacks and aren't shy about using them. Things get much easier once you
destroy the Battle Beasts, and not even the arrival of Prince Sharkin changes
this much. Akira (Raideen) and Jinguuji (Blueger) appear right next, chasing
the just-resurrected Sharkin.

   After the fight, Combattler V receives new weapons: V-Laser, Twin Lancer,
Battle Chainsaw and Big Blast Divider. If Bernie joined the Londo Bell and no
units were sold so far, your battleship gets so crowded you have to get rid
of one mobile suit - choose between the Zaku Kai or a Jegan. Go to 30.



Scenario 30: "Turning Point"
----------------------------
42x34, Surface
Goal: Destroy all enemies
Player Units: 11 (battleship + 10)
Initial Enemy Formation: Beast Demon General [Beast Demon General] Lv21
                         Mother Burn Lv20 x01
                         Battle Beast Gratonios Lv20 x01
                         Battle Beast Obelius Lv20 x01
                         Mechasaurus Shigu Lv20 x01
                         Vega Beast King Gori Lv20 x01
                         Minifoe Lv20 x02
                         Gira Doga Lv20 x01
                         Kampfer Lv20 x01
                         Drome Lv20 x03
Items: $5000 (22,22)
       Repair Kit (16,33)
       Propellant Tank S (9,18)
       $5000 (7,16)
       Mega Booster (2,2)
       $2000 (17,13)
Events: After Map is Clear - choose to go to Space or stay on Earth


   Kai calls to inform that Vice-Admiral Corwen's Medea was shot down while
flying over the Atlantic. Corwen was traveling to negotiate with a Bistonwell
army, which is now said to be fighting the Union forces. Earlier spy reports
had alerted you to a possible alliance between the Titans and the Drake Army,
suggesting this Bistonwell negotiation was just a hoax to lure Corwen into a
trap - and removing the opposition to an apparently upcoming coup d'etat that
would surrender the EUGO's command to Vice-Admiral Jamitov.

   With Vice-Admiral Corwen (presumed) dead, all command over the Londo Bell
is transferred exactly to Vice-Admiral Jamitov, certainly not by coincidence.
The Londo Bell is ordered to go to Dakar, where all your non-military robots
will be dismantled, and your crew will face charges for supposedly disobeying
orders. Convinced the Londo Bell will be dissolved, and its robots handed to
the Titans as soon as it reaches Dakar, your crew decides to break free from
the Union Army, even if it implies being hunted down for treason.

   Commodore Miwa doesn't agree with your decision - even though he dislikes
Jamitov's orders and intentions, he still thinks soldiers must never question
superior commands. When given the choice, he leaves the Argama, warning your
act of treason makes you his sworn enemy as well. Shinobu is relieved to see
Miwa away, but others comment he is, in a sense, just another pitiable victim
of the war.

   Because supplies (especially military ones) are expected to become harder
to find from now on, you cannot deploy many units to fight the DC force you
bumped on, but your enemies too are short-handed - they just came out from a
battle against the Titans. This scenario is easy and can be cleared quickly -
only the Beast Demon General and, mainly, the Mother Burn may take longer to
defeat, because of their high HPs.

   Neue DC accuses the Earth Union Government of gathering all its wealth by
exploring (and then abandoning) the space colonists. To punish the government
and prevent Jamitov's even bigger tyranny from rising, Admiral Aguille Delaz
announces Neue DC will drop a discarded space colony on Dakar within the next
24 hours - time for the innocent to look for shelter, and the Union leaders'
incompetence to become evident.

   This makes your next objective very clear: to stop Neue DC's colony drop.
Because not all of your units (namely aura battlers) are meant for space, the
Londo Bell splits in two separate teams: Amuro, Fa, Kou, Keith, Zanbot Team,
Dancouga Team, Daba, Amm, Leccee, Akira and Coplander Team launch to space in
the Argama (Team A). The rest stays on the Earth, under Banjou's command and
based on your aura battleship (Team B). You can choose which team Hector (and
Patricia, if she joined already) will follow: go to Scenario 31 if you chose
Team A, or Scenario 32 if you picked Team B.



Scenario 31: "Into Space"
-------------------------
26x36, Surface
Goal: While protecting the Argama, destroy all enemies within 10 turns
Player Units: 15 (Argama + 14)
Initial Enemy Formation: Byalant [Jerid] Lv22
                         Hambrabi [Yazan] Lv21
                         Byalant [Kacricon] Lv20
                         Hambrabi (MS) [Ramsus] Lv20
                         Hambrabi (MS) [Dunkel] Lv20
                         Byalant [Main Character 2] Lv20 (optional)
                         Byalant Lv21 x01
                         Gabthley (MS) Lv21 x02
                         Bawoo (MS) Lv21 x01
                         Bawoo (MS) Lv20 x01
                         R-Jarja Lv20 x01
                         Dreissen Lv20 x01
                         Asshimar (MS) Lv20 x01
                         Galluss-J Lv20 x01
                         Galluss-J Lv19 x01
                         Gira Doga Lv19 x02
                         Barzam Lv19 x02
                         Zssa Lv19 x02
Enemy Reinforcements: Byalant [Mouar] Lv23
                      Gabthley (MS) Lv22 x02
                      Gabthley (MA) Lv22 x02
                      Baund Doc (MS) Lv21 x02
                      Hamma-Hamma Lv21 x03
                      Gira Doga Lv21 x03
                      Galluss-J Lv21 x02
Items: $2000 (15,30)
       Repair Kit (21,36)
       $5000 (6,29)
       $5000 (11,27)
       $2000 (17,20)
Events: Turn 4, Enemy Phase - Enemy Reinforcements arrive


   During the intermission, have your best MSs issued to Team A's pilots (it
won't affect Team B's performance, although it'd be nice to keep at least one
decent mobile suit on Team B), and put both the Galva FX-II and Blueger with
Coplander Team members.

   While Banjou's Team B goes to America find Great Mazinger, Team A goes to
Hong Kong, where a booster awaits. To intercept the colony's route, your ship
must take off immediately, so you can't stop your 15-minute countdown - even
when the Titans arrive to capture you. After setting up for battle, Team A is
left with only ten minutes (ten turns) to fence off the enemies, or else you
will launch out of course. During this time, you must also defend the Argama,
which, by the way, cannot move because it's strapped to the booster.

   If you cleared Scenario 8, Patricia will be among the Titans - as you may
have guessed, she joins your team if Hector talks to her. Because the enemies
are so scattered, you'll probably have to divide your forces, but try keeping
your robots close to the Argama - Mouar brings in the Titans' reinforcements
through the top of the screen on Turn 4.

   Over Turns 4 and 5, the forementioned reinforcements will move in such a
way that most of them will cluster just above the Argama - simply begging to
take its MAP attack. Any Titans hit by the MAP weapon will be left half dead,
so send in your other units to the kill.

   After the enemies are out, all your units board the Argama to launch into
space and fight Neue DC - whose battle power is, by the way, freakingly huge:
11 battleships, 48 cruisers, 1500 mobile suits and robots, mobilizing a grand
total of over 50.000 people. Go to Scenario 33.



Scenario 32: "Recapture of Great Mazinger"
------------------------------------------
34x26, Surface
Goal: (initial)                            Recapture Great Mazinger
      (after Great Mazinger is recaptured) Keep Tetsuya alive
      (after Londo Bell arrives)           Destroy all enemies
Player Units: 19 (Great Mazinger, Byuunas A, Aura battleship + 16)
Initial Enemy Formation: Great Mazinger [Brocken] Lv21
                         Minifoe Lv19 x03
Enemy Reinforcements: Ghoul [Brocken] Lv21
                      Mother Burn Lv20 x01
                      Zanzibar Lv20 x01
                      Dreissen Lv20 x01
                      Hamma-Hamma Lv20 x01
                      Discus Beast Jinjin Lv20 x01
                      Discus Beast Deki-Deki Lv20 x01
                      Battle Beast Obelius Lv20 x01
                      Mechasaurus Dai Lv20 x01
                      Mechasaurus Shigu Lv20 x01
                      Mechasaurus Saki Lv20 x01
                      Mechasaurus Zai Lv20 x01
                      Mechasaurus Zen II Lv20 x01
                      Garoika Lv20 x01
                      Drome Lv20 x02
                      Drome Lv19 x02
                      Calleyzed Lv19 x01
                      Minifoe Lv19 x01
Items: $2000 (13,2)
       Repair Kit (16,18)
       $5000 (34,26)
       Propellant Tank (32,12)
       Magnet Coating (1,13)
       $2000 (20,6)
Events: Once Great Mazinger is recovered - Enemy Reinforcements arrive
        3 turns later - Londo Bell sortie


   While Bright's Team A goes to Hong Kong to launch to space, Team B heads
to North America: Great Mazinger is known to be on display at the Smithsonian
Museum, but now that the Londo Bell has gone renegade you cannot expect them
to simply hand it over to you... Your crew still doesn't know, but this issue
was already taken care of: Count Brocken stole Great Mazinger.

   Flying over Hawaii after a long escape, Count Brocken decides to stop and
fight the only ones still chasing him: Tetsuya and Jun, on the Byuunas A. Jun
can easily handle the Minifoes, but don't even try to attack Count Brocken -
instead, just place the Byuunas A right next to Great Mazinger: Jun will flip
a switch behind Great's neck and cut off its control system, forcing Brocken
to abandon the robot.

   Once Tetsuya regains control over Great Mazinger, Count Brocken calls out
his subordinates - a large force hidden nearby. You can have Great battle the
nearby DCs, but attacking their main force will probably have you killed, so
take care and hold on for a while, until the Londo Bell appears (following an
anonymous message left in a hacked Haran zaibatsu computer). With a complete
team, defeating Brocken should be easy.

   After the battle, your crew starts planning your next moves: with so many
different enemies around (DC, Titans, Neue DC, Posaydal Army, Guyzock and the
Drake Army), it is probably better to sit and wait - your enemies are likely
to fight each other and make your job easier. In the meantime, your objective
is to gather more power, so you go to the Tesla Righi Institute to have your
aura battlers suited for space combat. Go to Scenario 34.



Scenario 33: "Encounter with the AEUG"
--------------------------------------
32x28, Space
Goal: (initial)          Keep Quattro and Duke alive
      (Turn 3 and after) Destroy all enemies
Player Units: 17 (HyakuShiki, Grendizer, Double Spazer, Argama + 14)
Initial Enemy Formation: Hamma-Hamma [Mashymre] Lv26
                         Endra [Gottn] Lv25
                         Bigro Lv23 x02
                         R-Jarja Lv23 x02
                         Bawoo (MS) Lv23 x01
                         Bawoo (MA) Lv22 x01
                         Hambrabi (MS) Lv22 x02
                         Byalant Lv22 x02
                         Marasai Lv22 x02
Enemy Reinforcements: Dooben-Wolf [Rakan] Lv26
                      Bawoo (MS) [Nee] Lv25
                      Bawoo (MS) [Lance] Lv25
                      R-Jarja Lv23 x02
                      R-Jarja Lv22 x02
                      Bigro Lv22 x02
                      Zssa Lv22 x02
                      Kampfer Lv22 x04
NPC Units: Gespenst Mk-II [Gilliam] Lv22
           Jegan Lv20 x01
           GM III Lv19 x01
           Ball Lv19 x01
Items: $2000 (11,23)
       Booster (28,18)
       $2000 (25,12)
       $2000 (25,4)
       $10000 (4,25)
       $5000 (7,3)
Events: Turn 1, Player Phase - Gespenst Mk-II leaves
        Turn 3, Player Phase - Londo Bell sortie
        Turn 5, Enemy Phase - Enemy Reinforcements arrive
        Turn 7, Player Phase - AEUG units arrive


   With Duke and Hikaru's help, the AEUG fenced off a Neue DC attack, but an
enemy second wave is bound to come - Quattro, Duke and Hikaru have to hold on
while Gilliam leaves to bring reinforcements. Hikaru isn't much of a fighter,
but her Double Spazer (like all Spazers) can combine with Grendizer to boost
its stats. While Grendizer can hold its own, Quattro's HyakuShiki can't stand
much damage, so you better retreat until the Londo Bell arrives.

   Before this scenario started, Raideen had a few power-up weapons unlocked
(GoGun Sword and Energy Cutter), apparently feeling the need for extra power.
The battle should go easy until Turn 5, when more Neue DCs arrive - they can
be hard, especially if you haven't destroyed many of the initial enemies yet.
Rakan, Nee and Lance are dangerous no matter what, so dispose of them as soon
as possible.

   Gilliam returns on Turn 7, but the units he brings in are no help at all.
chances are only Gilliam will survive this fight, as the other AEUGs are very
weak and have the bad habit of attacking whoever is close (a sure death when
Rakan is nearby) - at least they will attract some fire.

   After the battle, you discover that, when Vice-Admiral Corwen traveled to
meet Commodore Blex Forer, he wasn't trying to obtain the support of a fellow
Union officer, but of the AEUG: Blex founded the Anti-Earth United Government
after he and Corwen failed to clean the Union Army from the inside. However,
right now it's more important to protect the Earth from DC and threats alike,
so they will help the Londo Bell. As part of this cooperation, Quattro joins
the LB, as Duke and Hikaru had already done. Go to 35.



Scenario 34: "Rise of the Titans"
---------------------------------
30x30, Surface
Goal: (initial)             Destroy all enemies
      (after Titans appear) Defeat Jamaican
Player Units: 18 (Aura battleship + 17)
Initial Enemy Formation: Will Wipps [Drake] Lv24
                         Billbine [Aren] Lv21
                         Leprechaun [Fei] Lv21
                         Leprechaun Lv22 x07
                         Drumlo Lv20 x07
Enemy Reinforcements: Endra [Jamaican] Lv22
                      Bawoo (MS) [Yazan] Lv23
                      Bawoo (MS) [Ramsus] Lv22
                      Bawoo (MS) [Dunkel] Lv22
                      Byalant [Main Character 2] Lv20 (optional)
                      Galluss-J Lv21 x02
                      Dreissen Lv21 x01
                      R-Jarja Lv21 x02
                      Gabthley (MS) Lv20 x03
                      Barzam Lv20 x03
                      Byalant Lv20 x02
                      Marasai Lv20 x01
                      Kampfer Lv20 x02
Items: $2000 (14,14)
       $2000 (29,10)
       Mega Booster (16,27)
       Propellant Tank S (5,21)
       $5000 (9,6)
Events: Destroy all enemies - Enemy Reinforcements arrive


   When the Londo Bell detects and intercepts the Will Wipps, Shou discovers
Drake has somehow put his hands on the Billbine (which was under repairs when
Shou was brought to the surface). While Fei, Aren and the Drumlos fight you,
Drake and the rest move to escape through the top of the screen - they should
all be gone by the end of Turn 2, and there isn't much you can do to stop it,
so focus on defeating the others.

   After all enemies are destroyed (shouldn't take long, since the strongest
ones run away), some Titans appear, attracted by your gunfire. If you cleared
Scenario 8, Patricia will appear among the Titans: as you might have guessed,
Hector can speak to her and have her join the Londo Bell.

   Some Titans can be very damaging, but most of them have few or no weapons
against your aura battlers' aura barriers. In this scenario, you only need to
defeat Jamaican, but he is so well covered you will probably have to destroy
most of the others anyway. Be very careful especially with the Gabthleys and
Bawoos, whose beams can cause severe damage even to your best units. Once you
destroy the Endra, all remaining Titans run away.

   In the previous battle, Shou managed to retrieve Billbine from the Drake
Army, but its aura converter is so misadjusted it can't even be used for now.
When contacting the Tesla Righi Institute to inform of Billbine's needs, you
receive some good news: Getter Robo G is at last completed, and was already
delivered to the Tesla Righi Institute. Go to 36.



Scenario 35: "Assault! Limit Intervention Point"
------------------------------------------------
48x24, Space
Goal: (initial)          Make the Argama reach the Colony
      (Turn 3 and later) Make the Argama reach the Colony by Turn 12
Player Units: 19 (ZZ-Gundam, F91, Argama + 16)
Initial Enemy Formation: Neue Ziel [Gato] Lv29
                         Val Varo [Kelly] Lv28
                         Brau Bro [Sharia] Lv28
                         Elmeth Lv26 x01
                         Dooben-Wolf Lv25 x01
                         Zanzibar Lv25 x01
                         Musai Kai Lv24 x01
                         R-Jarja Lv24 x01
                         Bawoo (MS) Lv23 x01
                         Bigro Lv23 x01
                         Gabthley (MS) Lv23 x02
                         Gabthley (MA) Lv23 x02
                         Hambrabi (MS) Lv23 x02
                         Hambrabi (MA) Lv23 x01
                         Barzam Lv23 x02
                         Marasai Lv23 x04
Enemy Reinforcements (1): Hamma-Hamma [Mashymre] Lv27
                          Bawoo (MS) [Schteiner] Lv26
                          Dreissen Lv26 x02
                          R-Jarja Lv26 x01
                          Bigro Lv26 x02
Enemy Reinforcements (2): Hamma-Hamma [Illia] Lv27
                          Hamma-Hamma [Rakan] Lv26
                          Hamma-Hamma [Lance] Lv26
                          R-Jarja Lv25 x03
                          R-Jarja Lv24 x01
                          Dreissen Lv 24 x01
                          Gerbera Tetra Lv24 x01
                          Bigro Lv24 x01
Items: $5000 (24,5)
       $2000 (21,16)
       Propellant Tank S (6,22)
       $5000 (4,7)
       Chobham Armor (40,13)
Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 3, Player Phase - Colony starts to move faster
        Turn 5, Player Phase - ZZ-Gundam, F91 appear
        Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive


   The original estimate was that the space colony would not reach its limit
intervention point (the point after which its crash can no longer be avoided)
for another three hours, but the fact you can already see the colony at naked
eye implies it has gained speed in the meantime. Anyway, the goal here is to
have the Argama dock into the space colony, so your crew can control its core
pulse engines and use them to alter the colony's course.

   Among the Neue DCs protecting the colony is your former ally Anavel Gato,
claiming the Union Army proved to be a disappointment, having failed to learn
anything after years of chaos and wars. Now, the Titans are taking advantage
of this current crisis to take over the government - in this sense, the Union
is already doomed. Better than anyone, the Londo Bell should understand Neue
DC's reasons, or else they wouldn't have abandoned the Union Army.

   Some enemy reinforcements arrive on Turn 2 through the bottom of the map,
but they aren't so strong (don't leave weaker units in that area, though). By
then, the Val Varo too should have started moving towards you: kill it fast,
before it gets to use its powerful 'Plasma Leader' MAP attack.

   On Turn 3, your new calculations confirm Neue DC accelerated the colony -
probably to surprise eventual attackers (like you). This changes the colony's
crash site from Dakar to Jaburo, on South America. From a Neue DC viewpoint,
this makes perfect sense, as Jaburo houses the Titans' main headquarters, but
a colony drop there would also annihilate 30% of the continent's forests and
ruin all ecosystems on the Earth. To complete your day: at the present speed,
the colony will reach the limit intervention point in just ten minutes - you
must reach the colony by Turn 12.

   Judau and Seabook appear on Turn 5, but on the top right corner, and take
a lot of time to catch up with the Londo Bell. More Neue DCs appear, still on
Turn 5; if the Argama is on the asteroid field (just right of the colony) by
then, chances are these fresh enemies will cluster before your ship: use your
MAP attack to wipe them out. Try to kill as many enemies as possible to gain
(lots of) money and experience, but if things get too tough you should make a
run to the colony and finish the stage.

   Interested in extending this profitable conflict for as long as possible,
Amandra Kamandra (a Pentagona 'death merchant') offers Daba new heavy metals,
for free: the L-Gaim Mk-II and Novel D-Seerd. As Kyao wants to dismantle all
unused heavy metals for spare parts, you must choose which of your old robots
you want Amm to pilot: L-Gaim or Calvary Temple. Go to 37.



Scenario 36: "Hyper Jerill"
---------------------------
36x32, Surface
Goal: Destroy all enemies
Player Units: 19 (Billbine, Aura battleship + 17)
Initial Enemy Formation: Beast Demon General [Beast Demon General] Lv25
                         Battle Beast Dante Lv23 x01
                         Battle Beast Zugarl Lv23 x01
                         Vega Beast King Gori Lv23 x01
                         Discus Beast Gosu-Gosu Lv22 x01
                         Discus Beast Jin-Jin Lv22 x01
                         Battle Beast Gratonios Lv22 x01
                         Battle Beast Obelius Lv22 x01
                         Mechasaurus Zen II Lv21 x01
                         Mechasaurus Saki Lv21 x01
                         Mechasaurus Bado Lv21 x01
                         Machine Beast Genova M9 Lv21 x01
                         Machine Beast Toros D7 Lv21 x02
Enemy Reinforcements: Leprechaun [Jerill] Lv28
                      Leprechaun [Fei] Lv26
                      Leprechaun [Aren] Lv26
                      Leprechaun Lv25 x04
                      Leprechaun Lv24 x02
                      Vierres Lv24 x03
                      Vierres Lv23 x01
                      Drumlo Lv23 x03
                      Drumlo Lv22 x04
Items: $5000 (34,21)
       $2000 (29,12)
       $2000 (4,2)
       Propellant Tank S (24,19)
       Hybrid Armor (19,11)
Events: Destroy all enemies - Enemy Reinforcements arrive
                              Billbine appears


   After receiving Getter Robo G, the Getter Team leaves the old Getter Robo
for the Tesla Righi Institute to research, as requested by Professor Saotome,
hoping the data gathered may help improve Getter G even further. Involved in
an extremely important experiment, Hector's father can't leave his laboratory
in any circumstances, but had his son's birthday present ready: a new robot.
If you are on Real Robot Side, you get the Huckebein, a Gundam-like mech with
lots of long-range attacks; Super Robot side players receive the GrunGast, a
powerful transformable Super Robot.

   Your aura battlers needed only minor modifications to become space-combat
ready, so they are all set up by the time DC attacks - except Billbine, whose
aura converter need a little more work to adjust, making Shou unavailable for
now. Launch Getter G here to see the Getter G demos, as the Getter Team runs
a little transformation test just before the battle.

   The DCs aren't hard, so have your super robots use them to amass kiryoku,
while saving energy, SP and ammo. After DC comes the Drake Army, but Billbine
too is ready by then and launches immediately. Use MAP weapons to weaken the
Drumlos and Leprechauns, so your super robots and aura battlers get to easily
finish them (and gather more kiryoku).

   The twist on this scenario is that defeating Jerill won't make her leave;
instead, her aura battler grows huge (an evidence of her aura's enlargement),
becoming a *Hyper* Leprechaun. It is not only resistant (38800 HP), but also
has extremely powerful attacks - all unlocked, since Jerill's ki just rose to
150. Plus the high armor and agility all aura battlers have...

   Hopefully, by now your super robots have enough kiryoku and energy to use
their best moves - use all of them on Jerill. Many of your attacks are likely
to simply miss her, because of her 'Bunshin' skill, but at least some should
connect (if possible, have someone cast the Datsuryoku seishin a few times to
lower her ki to less than 130, which will turn her Bunshin off). Try to kill
her within a single turn, so she never gets to have the initiative.

   After the battle, Marvel notices her Botune's aura mars is reacting very
slowly, and needs to be replaced. Unfortunately, you can't find spares for it
on the surface, so the now unusable Botune is dismantled for spare parts. Go
to Scenario 38.



Scenario 37: "Londenion"
------------------------
32x36, Space
Goal: Destroy all enemies
Player Units: 19 (Argama + 18)
Initial Enemy Formation: G.Roon [Ryoklay] Lv28
                         G.Roon [Lili] Lv27
                         Calvary Temple [Olibee] Lv26
                         Ashura Temple Lv27 x01
                         Ashura Temple Lv26 x03
                         Bat-Shu Lv26 x02
                         Bat-Shu Lv25 x02
                         Greia Lv24 x07
Enemy Reinforcements: Ashura Temple Lv26 x04
                      Bat-Shu Lv26 x04
                      Greia Lv25 x02
Items: Repair Kit (17,28)
       $5000 (6,35)
       Propellant Tank S (2,12)
       Propellant Tank (12,1)
       $2000 (14,9)
       $2000 (32,6)
Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive
        After map is clear - Receive new units


   The Londo Bell goes to Side 1's Londenion colony, as the AEUG offered you
the Nahel Argama battleship to replace the battered Argama. However, Posaydal
attacks when you're just about to dock into the colony, forcing you to delay
the Argama's retirement.

   Among the enemies is Daba's (adoptive) sister Quwasan Olibee, brainwashed
by Posaydal. Have Daba attack her (they both must survive the battle) for him
to recognize and call her; this won't bring Olibee's memories back, but will
confuse her enough to make her leave (NOTE: here, having Olibee escape or not
does NOT affect any future events, so defeat her if you feel like it).

   There is nothing difficult about this stage, as long as you remember most
enemies are beam coated. Posaydal's second wave isn't any harder, and appears
by the right side of the map (below the asteroids): good positioning can put
you in place to MAP them away immediately.

   After the battle, you receive a package from the Tesla Righi Institute: a
birthday present to Hector, by his father. It is a new robot, synchronized to
Hector's brainwaves (therefore, only he can pilot it): if you're on the Real
Robot side, you get the Huckebein, a Gundam-ish robot with several long-range
attacks; Super Robot side players get the GrunGast, a powerful transformable
super robot.

   As promised, the AEUG gives you the Nahel Argama, plus some items (Psycho
Frame, ALICE, Apogee Motor and Fatima, courtesy of the Haran zaibatsu). Amuro
also receives the Nu Gundam: it should have been assigned to the Titans, but
your friend Chien Agi tampered with the paperwork, and had it delivered here.
Neue DC probably won't bother you for a while, as DC's newly-started advance
into space will certainly keep them busy.

   Bright calls Banjou to inform of Team A's successes in stopping Neue DC's
colony drop and establishing an alliance with the AEUG, and learns Team B too
brings good news: Great Mazinger, Getter Robo G and Billbine have joined the
Londo Bell, and your aura battlers are now space-combat ready. Now, Team A is
returning to the Earth surface to rendezvous with Team B - the meeting point
is Adelaide, Australia. Go to Scenario 39.



Scenario 38: "I Have the Power of the Sun"
------------------------------------------
32x34, Surface
Goal: Destroy all enemies
Player Units: 19 (Daitarn 3, Aura battleship + 17)
Initial Enemy Formation: Ghoul [Dr. Hell] Lv30
                         Mother Burn Lv28 x02
                         Mechasaurus Dai Lv28 x02
                         Mechasaurus Shigu Lv28 x02
                         Discus Beast Deki-Deki Lv28 x02
                         Battle Beast Dante Lv28 x01
                         Battle Beast Zugarl Lv28 x01
                         Discus Beast Giru-Giru Lv28x02
                         Discus Beast Gosu-Gosu Lv28 x02
                         Vega Beast King Gori Lv28 x02
                         Mechasaurus Zen II Lv 28 x03
                         Machine Beast Genova M9 LV28 x03
                         Battle Beast Gratonios Lv28 x02
                         Battle Beast Obelius Lv28 x02
Items: $2000 (5,25)
       Propellant Tank S (21,20)
       Hybrid Armor (29,30)
       $5000 (3,32)
       $2000 (19,1)
Events: Turn 1, Player Phase - Daitarn 3 launch


   With time to spare and nothing else to do, Team B takes a little break at
Tahiti. While Banjou and company are enjoying a picnic prepared by Beauty and
Toppo, DC attacks. Unfortunately, Toppo's inexperience at fish cooking makes
Banjou sick, so he is not available here. To compensate for Banjou's absence,
and because Reika and Beauty are busy taking care of Banjou, Garrison boards
the Daitarn 3 into this battle.

   Garrison actually is not as bad a pilot as one would expect: high-leveled
and with decent seishins, he can deliver a lot of pain. Avoid having him kill
the enemies, as there is no point in leveling him up - he won't be available
in any later scenarios; instead, have him just weaken the enemies for someone
else to finish.

   Anyway, the enemies aren't much of a threat, although their high HPs make
them an annoyance to destroy. Also, since the DCs can fly and aren't affected
by the water, keep your own units on the dry as well - you will have to take
the longer route, wasting a lot of turns.

   After the battle, Bright reports they have successfully stopped Neue DC's
colony drop, and that Quattro, Seabook, Judau, Duke and Hikaru joined Team A.
In addition, Amuro received the Nu Gundam, and Amandra Kamandra (a Pentagona
'death merchant') gave Daba the L-Gaim Mk-II. Go to 39.



Scenario 39: "Granzon's Enigma"
-------------------------------
24x32, Surface
Goal: Destroy all enemies
Player Units: 19 (Psybuster, Nu Gundam, Raideen, Aura battleship + 9 + 6)
Initial Enemy Formation: Hardias [Hardias] Lv29
                         Dreydow [Dreydow] Lv28
                         Beast Demon General [Beast Demon General] Lv25
                         Mechasaurus Dai Lv28 x01
                         Mechasaurus Shigu Lv28 x01
                         Vega Beast King Gori Lv26 x01
                         Battle Beast Zugarl Lv26 x01
                         Endra Lv26 x01
                         R-Jarja Lv26 x01
                         Gira Doga Lv25 x01
                         Galluss-J Lv25 x01
                         Discus Beast Jinjin Lv25 x01
                         Discus Beast Deki-Deki Lv25 x01
                         Discus Beast Giru-Giru Lv25 x02
                         Discus Beast Gosu-Gosu Lv25 x02
                         Machine Beast Toros D7 Lv25 x01
                         Machine Beast Garada K7 Lv25 x01
                         Mechasaurus Bado Lv25 x01
                         Fossile Beast Gildeen Lv25 x01
                         Bawoo (MS) Lv25 x01
                         Dreissen Lv25 x01
Enemy Reinforcements: Beast Demon General [Beast Demon General] Lv25
                      Battle Beast Dante Lv26 x02
                      Battle Beast Zugarl Lv26 x01
                      Battle Beast Zugarl Lv25 x01
                      Machine Beast Spartan K5 Lv25 x02
                      Machine Beast Abdra U6 Lv25 x01
                      Machine Beast Abdra U6 Lv24 x01
                      Rain X1 Lv24 x01
                      Mechasaurus Zen II Lv24 x01
                      Machine Beast Genova M9 Lv24 x01
                      Gira Doga Lv23 x01
                      Kampfer Lv23 x01
                      Zssa Lv23 x01
                      R-Jarja Lv23 x01
                      Mechasaurus Zai Lv22 x01
                      Mechasaurus Saki Lv22 x01
                      Machine Beast Dabras M2 Lv22 x01
                      Machine Beast Garada K7 Lv22 x01
Items: Repair Kit (13,12)
       $2000 (9,10)
       $2000 (10,22)
       Propellant Tank S (24,18)
       $5000 (4,11)
       $2000 (21,27)
Events: Turn 1, Player Phase - Beast Demon General leaves
        10 enemies left - Enemy Reinforcements arrive
        Next turn - Psybuster appears
        Next turn - Team A sortie


   No matter which team you have been following so far, you start this stage
with Team B, as they go reunite with Team A on Adelaide. However, the enemies
were warned of your upcoming visit, and prepared a large force accordingly -
Beast Demon General goes bring them as soon as you show up.

   The first enemy wave isn't much of a threat, but Beast Demon General soon
returns with the previously mentioned large force. These fresh DCs are pretty
low-leveled, but their numbers are high enough to wear you down. Fortunately,
the Psybuster appears the next turn, closely followed by Team A, leaving you
with enough firepower to easily finish the DCs. If you have the GM III, Maura
and Astonage consider it not worth repairing (even if you never used it...),
and dismantle it for spare parts.

   For your crew's disappointment, Masaki can't join the Londo Bell for now:
he is once again looking for Shuu Shirakawa, who left La Giars after learning
about the current crisis on the surface. Unlike the previous times, Shuu has
no evil intentions towards the Earth, and can certainly take care of himself,
but Masaki couldn't help noticing something wrong on his voice - besides, he
mentioned the name 'Guest'.

   Masaki first heard of Guest some three years ago, before he was chosen to
pilot the Psybuster. Shuu was then a scientist working for the UN troops, but
would soon unveil the Granzon and bring destruction to Langran. It's already
well known the Granzon is powered by a singularity (a black hole), but Masaki
now reveals this singularity is in fact a piece of alien technology, part of
a black box given to Shuu by Guest. Guest's plans (whatever they were) failed
when Shuu grew rebellious, and Guest apparently left the Earth after signing
a pact with the UN, by which both sides agreed Shuu had to be destroyed.

   Masaki suspects the current conflicts were caused by Guest, in an attempt
to kill Shuu, who managed to completely understand their technology. In fact,
all the incidents you have faced over the last two years might have happened
for the same reason - if so, Shuu apparently plans to put an end to all this.
In order to understand a possible connection between Guest and DC, the Londo
Bell will stage an offensive against DC. Go to Scenario 40.



Scenario 40: "Neue DC"
----------------------
26x26, Surface
Goal: Destroy all enemies
Player Units: 19 (GoShogun, Nahel Argama + 17)
Initial Enemy Formation: Bundle Warship [Bundle] Lv27
                         Kuttner Warship [Kuttner] Lv27
                         Kernagurl Warship [Kernagurl] Lv27
                         Quin Mantha Lv26 x01
                         Jagd Doga Lv26 x02
                         Hamma-Hamma Lv26 x01
                         Dooben-Wolf Lv26 x01
                         Bawoo (MA) Lv26 x01
                         Battle Beast Gratonios Lv26 x01
                         Battle Beast Obelius Lv26 x01
                         Discus Beast Giru-Giru Lv26 x01
                         Discus Beast Gosu-Gosu Lv26 x01
                         Mechasaurus Dai Lv26 x01
                         Mechasaurus Shigu Lv26 x01
                         Mechasaurus Bado Lv26 x02
                         Mechasaurus Zen II Lv26 x01
                         Galluss-J Lv26 x01
                         Asshimar (MA) Lv26 x01
                         Hambrabi (MA) Lv26 x01
                         Drome Lv26 x02
Enemy Reinforcements: GoNagurl Lv26 x08
Items: $2000 (8,3)
       $5000 (10,13)
       $2000 (12,26)
       $10000 (3,23)
       $2000 (22,6)
Events: Turn 3, Player Phase - GoShogun appears
        Turn 4, Enemy Phase - Enemy Reinforcements arrive
        9 enemy units left - All enemies leave


   Your next destination is Kimberley, South Africa, to attack and destroy a
DC base. However, while heading there, you detect a Sadalahn-class battleship
entering the atmosphere just above you - Neue DC leader Haman Karn. Haman is
here to conduct a direct attack against the Titans, and has no time or reason
to fight you right now, so she proposes an armistice between Neue DC and the
Londo Bell/AEUG, which you promptly accept.

   Your verbal non-aggression pact with Neue DC states you won't attack each
other until the Titans are disposed of. Not only this helps you from fighting
Neue DC's huge army, this agreement allows you to focus your efforts on your
DC campaign, as Neue DC and the Titans are bound to keep each other occupied.
Hoping to defeat Haman, a large DC force (led by Docouga) arrives, but only
you are there by then...

   Although the wet field may hurt your performance, the fight goes normally
until Turn 3, when GoShogun arrives, and at last finds Docouga. Always alert,
Kernagurl was prepared for this event, and unveils one GoNagurl - a GoShogun
rip-off. Then, he throws in a few more, just to have the GoShogun pilots stop
mocking his creation. Anyway, the GoNagurls are not difficult (but have some
high HP), and the enemy withdraws once they have less than ten units left. It
is clear that Docouga is working very closely with DC, so GoShogun joins the
Londo Bell.

   Shingo, Lemmie and Kirie refer to Docouga as "a shadow amid darkness" - a
secret organization that has controlled the world's economy on all ages. Both
the GoShogun Team and Docouga have access to something called 'Bimular' - an
energy that allows its users to move freely through dimensions. With it, they
have been hunting Docouga through time and space (that is why GoShogun is so
unheard of).

   Bright warns joining the Londo Bell would make the GoShogun crew an enemy
of the EUGO, but Shingo calls that an 'unrelated matter' - in other words, he
couldn't care less about who he's gonna have to kill. Not exactly the answer
you expected, but at least they are on your side. If you have the Nemo, Maura
and Astonage dismantle it too for spare parts. Real Robot side players go to
Scenario 41, while Super Robot side ones go to 42.



Scenario 41: "Mars Connection"
------------------------------
34x28, Surface
Goal: Destroy all enemies
Player Units: 16 (battleship + 15)
Initial Enemy Formation: Garnroll [Richter] Lv??
                         Mecha Warrior Zonnekaiser [Barbas] Lv28
                         Battle Beast Gratonios Lv27 x01
                         Battle Beast Obelius Lv27 x01
                         Mechasaurus Shigu Lv27 x01
                         Vega Beast King Gori Lv27 x01
                         Mechasaurus Dai Lv27 x01
                         Jagd Doga Lv27 x01
                         Gira Doga Lv26 x02
Enemy Reinforcements (1): Ghaos Guld [Zeb] Lv31
                          Grassidow Ryu Lv27 x02
                          Lastrail Lv27 x03
                          Calleyzed Lv27 x10
                          Garoika Lv27 x10
Enemy Reinforcements (2): Auge [Nei] Lv30
                          Ashura Temple [Gablae] Lv30
                          Ashura Temple [Ryoklay] Lv29
                          Ashura Temple [Anton] Lv29
                          Ashura Temple [Heckler] Lv29
                          Bat-Shu [Hatchia] Lv29
                          Calvary Temple [Olibee] Lv28
                          G.Roon Lv28 x06
Items: $2000 (9,26)
       $5000 (8,6)
       $5000 (22,8)
       BioSensor (18,3)
       $2000 (28,24)
Events: Turn 1, Player Phase - Richter leaves
        Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
                              Barbas leaves
        Turn 6, Enemy Phase - Enemy Reinforcements (2) arrive


   Before this scenario starts, you are prompted to choose a fixed pilot for
the Blueger, just like you did with the Galva FX-II before. As the Londo Bell
approaches Kimberley, you start flying low to avoid the enemy radars, but it
doesn't help you from stumbling into Richter... Fortunately, his units aren't
ready to fight (you caught him during his resupply), so he retreats, leaving
Barbas's small force to cover his back.

   Whenever possible, place Amuro on the (9,7) square for him to meet Quess.
She convinces Amuro to let her into his mobile suit (as she did on SRW3), but
promises this time she'll bring something good in.

   Barbas's units are few and pretty weak, but new enemies appear already on
Turn 2. They are from the 'Guest' organization Masaki had told you about, and
came here to dispose of you, allowing Barbas to escape. The Guest robots are
very strong, so abuse your MAP weapons to soften them up (on the bright side,
each destroyed Guest will probably give you enough experience for your units
to gain at least one level).

   As if you weren't screwed enough, the Posaydal Army shows up on Turn 6 to
help Guest. Among the Posaydals is Quwasan Olibee: if you played Scenario 37,
you already know Olibee is Daba's adoptive sister. Daba can talk to her, but
her mind is under some heavy control - so much dictator Oldna Posaydal speaks
through her. Posaydal claims she wishes only the best for Pentagona, and all
her apparently cruel decisions were necessary to keep the system's stability.
Daba, as you might expect, won't buy that, especially considering he himself
is a survivor of one of the tribes Posaydal crushed. That said, Daba tries to
force Olibee out of Posaydal's control, and succeeds - but she's so confused
she leaves the battlefield.

   Clearing this scenario will demand quite some effort, and leaves you with
the notion Guest might be out of your league - the enemies you just struggled
to defeat were apparently only a reconaissance force. Moreover, you now know
Guest is responsible for bringing Posaydal into the Earth, and Masaki already
warned you Guest and DC may be connected - if this is true, you are standing
against a huge Guest + DC + Posaydal joint front.

   The conclusion is the Londo Bell is currently standing against four major
opponents: the Guest/DC/Posaydal front, Neue DC, Guyzock and the Titans/Drake
Army alliance. Since Neue DC operates almost only in space and Guyzock seems
to be currently inactive, you are left with two major immediate enemies...

   If you had Amuro meet Quess, she now gives you a Jagd Doga she stole from
Neue DC. Depending on how many robots you have, you might be out of space for
her unit. If so, you will have to choose between discarding the Jagd Doga or
throwing out a Jegan instead (notice the Jagd Doga is Quess's custom model, a
little different from the ones you fought). Go to Scenario 44.



Scenario 42: "Genius Scientist Aizam's Challenge"
-------------------------------------------------
28x44, Surface
Goal: Destroy all enemies
Player Units: 11 (battleship + 10)
Initial Enemy Formation: Garnroll [Richter] Lv30
                         Mecha Warrior Gimeria Lv30 x01
Items: $2000 (13,36)
       $5000 (20,21)
       Hybrid Armor (21,42)
       $20000 (5,39)
       $2000 (4,7)
Events: Fight Mecha Warrior Gimeria - "No Damage" message event
        Next turn - Londo Bell leaves


   Imprisoned (for being too fond of the earthlings, I guess), Erica manages
to escape her cell, thanks to the fact most guards were detailed to attend an
emissary from Small Barm (the Barms' HQ): Aizam is the greatest mind to ever
grace the Barms, and came to replace Richter as the new Barm Invasion Forces'
Supreme Commander, as ordered by Commander-in-Chief Orban.

   Together, Aizam and Richter create the Mecha Warrior Gimeria and armor it
with Aizam's own new 'Super Elastic Metal', capable of absorbing all kinds of
impact and energy discharges. Richter is given radio control of the Gimeria,
so that he can use it to destroy the Londo Bell, prove his value, and recover
his status before Orban.

   In the battlefield, you'll realize the Gimeria is completely invulnerable
to your attacks - no matter what, it always suffers zero damage (the Garnroll
doesn't have the Elastic Metal armor, but leaves if you attack it). One turn
after you first attacked the Gimeria, Bright sees you can't possibly beat the
damn thing and orders a withdraw.

   Erica is desperate to see that battle's outcome, but is reminded Aizam is
only a person and, as such, his creation cannot be perfect - the Gimeria must
have a weakness. Go to Scenario 43.



Scenario 43: "Richter and Aizam"
--------------------------------
28x44, Surface
Goal: (initial)                   Defeat Mecha Warrior Gimeria
      (after Gimeria is defeated) Defeat Aizam
      (after Aizam is defeated)   Defeat the Guest Commander (Sety)
Player Units: 20 (Daimos, Galva FX-II, Nahel Argama + 17)
Initial Enemy Formation: Garnroll [Richter] Lv30
                         Mecha Warrior Gimeria Lv30 x01
Enemy Reinforcements (1): Mecha Warrior Gimeria [Aizam] Lv30
Enemy Reinforcements (2): Righ Ghaos [Sety] Lv33
                          Grassidow Ryu Lv29 x02
                          Lestrail Lv29 x03
                          Calleyzed Lv29 x05
                          Garoika Lv29 x10
Items: $5000 (13,36)
       $10000 (4,7)
       $2000 (20,21)
Events: Turn 1, Player Phase - Daimos, Galva FX-II launch
                               Nahel Argama cannot move
        After Gimeria is defeated - Enemy Reinforcements (1) arrive
        After Aizam is defeated - Richter leaves
                                  Enemy Reinforcements (2) arrive
                                  Londo Bell sortie
                                  Nahel Argama can move


   Aizam's Super Elastic Metal has one flaw: it becomes vulnerable if frozen
to -250C, then heated to 3000C within three seconds. Daimos already has the
weapons to reach such extreme temperatures, but cannot use them because its
Daimolight energy lacks the efficiency required to power them up. Then, in a
very happy coincidence, Erica's aide Margarete shows up and delivers you some
papers freshly stolen from Aizam's office, describing the 'Aizaron Particle
Generation', a technology that can improve the Daimolight's energy efficiency
by over 200% - and solve your problems.

   By the time the Barms strike again, Daimos's modifications are complete,
and it launches to face the Gimeria, with the Galva FX-II as support. Daimos
now has three good new attacks: Drill Anchor, DaimoShaft and, most important,
the 'Hissatsu-Reppuu-Sekken-Zuki Kai' - the only thing that can damage the
Gimeria. Use this new Hissatsu immediately - a single critical hit is enough
to destroy your enemy, so use the Nekketsu seishin to save time.

   Aizam soon concludes Daimos is using the Aizaron Particle technology, and
is pretty amused to see you used one of his creations to destroy another. Two
years ago, when developing the Aizaron Particle, a radioactive accident left
him irreversibly poisoned - by now, he only has a few more weeks. Ironically,
this accident also allowed him to devise the 'Anti-Aizaron Particle Cannon',
which he assembled on a second Gimeria. This new cannon prevents this Gimeria
from being radio-controllable, so Aizam pilots it himself - it's not like he
will live much longer anyway.

   The Anti-Aizaron Particle Cannon can destroy Daimos with a single hit, so
use the Hirameki seishin to dodge it. Like the first one, this Gimeria cannot
be damaged by anything other than Daimos's Hissatsu Kai: use it again. After
Aizam is defeated, the Barms leave, but new enemies show up right next.

   These enemies are from the 'Guest' organization Masaki told you about. As
Justine "Sety" Shaflowers felt your previous fights didn't provide her enough
information, she decided to have you battle a little more. Her Righ Ghaos is
a powerhouse, and agile to boot - even Aura Battlers have a hard time hitting
her. It takes a round or two of your Super Robots' best moves to destroy it,
and don't forget the other Guest units are strong too.

   Clearing this scenario will demand quite some effort, and leaves you with
the notion Guest might be out of your league - the enemies you just struggled
to defeat were apparently only a reconaissance force. Moreover, you now know
Guest is responsible for bringing Posaydal into the Earth, and Masaki already
warned you Guest and DC may be connected - if this is true, you are standing
against a huge Guest + DC + Posaydal joint front.

   The conclusion is the Londo Bell is currently standing against four major
opponents: the Guest/DC/Posaydal front, Neue DC, Guyzock and the Titans/Drake
Army alliance. Since Neue DC operates almost only in space and Guyzock seems
to be currently inactive, you are left with two major immediate enemies... Go
to Scenario 44.



Scenario 44: "Korosu and Don Zauser"
------------------------------------
32x34, Base
Goal: Destroy all enemies
Player Units: 18
Initial Enemy Formation: Darkness Great General [Darkness Great General] Lv32
                         Battle Beast Dante Lv31 x01
                         Battle Beast Dante Lv29 x02
                         Battle Beast Zugarl Lv31 x01
                         Battle Beast Zugarl Lv29 x02
                         Mechasaurus Dai Lv31 x01
                         Mechasaurus Shigu Lv31 x01
                         Battle Beast Gratonios Lv30 x02
                         Battle Beast Obelius Lv30 x02
                         Dreissen Lv30 x01
                         Gira Doga Lv30 x01
                         Garoika Lv30 x02
                         Calleyzed Lv30 x01
                         Discus Beast Giru-Giru Lv30 x01
                         Discus Beast Gosu-Gosu Lv30 x01
                         Vega Beast King Gori Lv30 x01
                         R-Jarja Lv30 x01
                         Berga Giros Lv30 x02
                         Hamma-Hamma Lv30 x01
                         Discus Beast Jinjin Lv30 x01
                         Discus Beast Jinjin Lv29 x02
                         Discus Beast Deki-Deki Lv30 x01
                         Discus Beast Deki-Deki Lv29 x01
                         Mechasaurus Bado Lv29 x01
                         Mechasaurus Zai Lv29 x01
NPC Units: Granvell [Yanlong] Lv??
           Goddess [Tootie] Lv??
           Zamjeed [Mio] Lv??
Items: $2000 (13,11)
       Repair Kit (29,5)
       Psycho Frame (22,14)
       $20000 (17,33)
       $2000 (8,13)
Events: Turn 1, Player Phase - NPCs leave


   The Titans had the same idea as you, and tried to attack the DC Kimberley
Base. While DC is fighting the Titans on the Kalahari Desert, the base itself
is left vulnerable for your offensive. Strangely, by the time you arrive the
base is already destroyed, apparently by Shuu. Inside, you meet with Yanlong,
Tootie and Mio, looking for Masaki - after a little conversation, they leave
to Australia (the place you last saw Masaki). The Londo Bell might leave this
now useless place as well, but the DCs show up just then...

   While your enemies are growing strong, they are still low-leveled and the
field's layout often leaves them open to MAP attacks. Again, the squares with
red dots are Energy Tanks, but there are less of them this time, so you will
probably depend more on your support units. This stage is time-consuming, but
does not demand much effort.

   After the battle, Meganoid Korosu calls just to inform you have no chance
of defeating DC: first, their Mars headquarters has resources enough to build
and arm countless Kimberley-size installations, and Guest's technology input
brought major enhancements for all of DC's soldiers. She closes her speech by
challenging Banjou to come to Mars anytime, but you cannot afford to abandon
the Earth while Neue DC and the Titans roam around.

   Kimberley's destruction cut DC's local battle power by a lot, so now it's
time to focus on the Titans. The Earth Union's Council is gathering at Dakar,
and Commodore Blex intends to take advantage of this political event's heavy
media coverage to denounce Jamitov's conspiracy. In order to escort Commodore
Blex to Dakar, you go meet him at his landing point - the Kilimanjaro. Go to
Scenario 45.



Scenario 45: "Kilimanjaro Storm"
--------------------------------
32x32, Sky
Goal: Escort the Argama
Player Units: 14 (battleship + 13)
Initial Enemy Formation: Byalant [Jerid] Lv35
                         Byalant [Kacricon] Lv34
                         Gabthley (MA) Lv32 x02
                         Gabthley (MA) Lv31 x02
                         Bawoo (MA) Lv32 x01
                         Bawoo (MA) Lv31 x02
                         Byalant Lv32 x02
                         Byalant Lv31 x05
                         Hambrabi (MA) Lv32 x01
                         Hambrabi (MA) Lv31 x02
                         Asshimar (MA) Lv32 x02
                         Asshimar (MA) Lv31 x01
Enemy Reinforcements (1): Suudori [Ben] Lv33
                          Psycho Gundam (MA) [Four] Lv32
                          Gau Lv32 x01
                          Bawoo (MA) Lv32 x03
                          Byalant Lv32 x07
Enemy Reinforcements (2): Spriggan [Shott] Lv35
                          Bubuly [Myuuji] Lv34
                          Wryneck Lv32 x03
                          Leprechaun Lv32 x03
NPC Units: Argama Lv30 x01
Items: none
Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 3, Enemy Phase - Enemy Reinforcements (2) arrive
        Shott, Myuuji suffer any damage - Shot, Myuuji leave
        After Map is clear - Receive new weapons


   The Earth Union Parliament will begin a constitutional reform in two days
- probably a maneuver to allow Jamitov to seize power in what would look like
a democratic process. If Commodore Blex manages to make his speech just after
the reform's votings, Jamitov's plot would become particularly clear, and he
would certainly be overthrown.

   Commodore Blex enters the Earth atmosphere in your old Argama battleship,
and the Titans soon arrive to intercept it. Being so high on the sky, you can
only deploy flying units in this battle (transformable robots automatically
turn into their flying modes; any other units would need the Minovsky Craft).
If the Argama is destroyed you lose, so never leave it unprotected.

   On their flying mode most enemy units have only beam weapons, giving Aura
Battlers a major advantage. The Titans reinforcements come already on Turn 2,
including Four Murasame (brainwashed _yet again_). More experienced players
probably already figured out Kamille can speak to her, but Ben calls her back
as soon as he notices she's snapping out of the brainwash.

   Some Aura Battlers appear the next turn, but wait a little before joining
the fight. Shott and Myuuji leave when any of them suffers any damage (except
from MAP weapons); try to destroy the Bubuly with a single strong attack to
gain a lot of experience (it doesn't affect anything else: Shott leaves just
the same).

   After the battle, you gain more goods from the AEUG, including an upgrade
blueprint for Combattler V's new weapon, the 'GranDasher'. Furthermore, Akira
finally hears the mysterious voice announcing Raideen's God Voice is usable,
as well as a friendly warning: abusing God Voice _will_ bring consequences to
his body. You also get a Chobham Armor, a Hybrid Armor, a Booster and $2000.
Go to Scenario 46.



Scenario 46: "Sun of Dakar"
---------------------------
50x24, Surface
Goal: (initial)          Diversion operation
      (Turn 4 and after) Prevent enemies from invading the Parliament
Player Units: 16 (battleship + 15)
Initial Enemy Formation: Suudori [Ben] Lv35
                         Dobday [Jamaican] Lv35
                         Psycho Gundam (MS) [Four] Lv33
                         Berga Giros Lv33 x02
                         Gira Doga Lv33 x01
                         Bawoo (MS) Lv33 x03
                         Dreissen Lv33 x01
                         Hamma-Hamma Lv33 x02
                         R-Jarja Lv33 x02
Enemy Reinforcements: Dobday [Chief Miwa] Lv35
                      Hamma-Hamma Lv33 x02
                      Bawoo (MA) Lv33 x01
                      Dreissen Lv34 x02
                      Dreissen Lv33 x01
                      Gabthley (MS) Lv33 x02
                      Byalant Lv33 x02
                      Asshimar (MS) Lv33 x01
                      Asshimar (MA) Lv33 x01
Items: $2000 (19,14)
       $2000 (38,22)
       $5000 (46,14)
       $10000 (50,1)
       ALICE (48,23)
       $2000 (5,1)
Events: After Intermission - Choose to go with Quattro or not
        Turn 3, Player Phase - Choose to escape to the left or right
        (if chose to go with Quattro)
        Turn 4, Enemy Phase - Enemy Reinforcements arrive


   Here is the plan: while the Londo Bell stages a diversionary attack west
of Dakar, AEUG members and allies occupy the Parliament and set things up for
Blex's speech. Blex himself will approach the place by foot through a poorly
guarded area at the southeast. Quattro asks for someone to help him escorting
Blex: you can volunteer Hector (if you choose not to, Shou goes instead). Of
course, Blex's escorts won't be available for the upcoming battle.

   If you had Kamille talk to Four on the previous scenario, he can now talk
to her again - but this time she jumps out of the Psycho Gundam, and into the
Z-Gundam (she will be available for you after this stage).

   While the Parliament changes the constitution and elects Jamitov as their
new leader, Quattro's party wanders the streets until a soldier stops them at
Turn 3. If Hector is there, he has to choose between running to the right or
to the left - 'right' leads to a safe escape, 'left' has Blex shot and killed
(if Shou went with Quattro instead, he uses Cham as a distraction and knocks
out the soldier).

   Blex goes address the world as soon as he reaches the Parliament. If Blex
was killed, Quattro speaks in his place, but the point is the same: Jamitov's
plan to seize the EUGO is denounced, as are the corrupt council members. The
Titans receive reinforcements, led by Chief Miwa, who calls his men to arrest
all traitors on the Parliament. From this point on, you must stop the Titans
from reaching the Parliament building - it is not hard, since often only Miwa
even tries to go there.

   After you defeat all enemies, the Londo Bell quickly escapes Dakar - even
though the Parliament is bound to purge out its corrupt members, it will take
some time. Until then, the Londo Bell crew will still be considered traitors.
If Blex died, Quattro becomes the AEUG's new commander, and leaves the Londo
Bell to join his followers on space. The Titans may have lost their political
power, but still have quite an army and are likely not to fade out silently.
If you saved Four, go to Scenario 47, otherwise go to 48.



Scenario 47: "Total Balance"
----------------------------
32x38, Surface
Goal: Destroy all enemies
Player Units: 18 (battleship + 17)
Initial Enemy Formation: Will Wipps [Drake] Lv37
                         Zwarth [Fei] Lv35
                         Zwarth [Aren] Lv35
                         Bastole [Galaria] Lv35 (optional)
                         Vierres Lv34 x02
                         Leprechaun Lv34 x09
Enemy Reinforcements (1): Gea Gring [Bishot] Lv35
                          Galava [Black Knight] Lv36
                          Wryneck [Todd] Lv36
                          Wryneck [Galamity] Lv35
                          Wryneck [Da] Lv35
                          Wryneck [Nyet] Lv35
                          Vierres Lv34 x07
Enemy Reinforcements (2): Spriggan [Shott] Lv36
                          Bubuly [Myuuji] Lv35
                          Zwarth Lv35 x03
                          Vierres Lv35 x01
                          Vierres Lv34 x03
                          Leprechaun Lv34 x04
NPC Units: Wryneck [Rimru] Lv32 (optional)
Items: $2000 (34,14)
       $5000 (16,16)
       $2000 (25,25)
       Anti-Beam Coating (18,34)
       $2000 (11,19)
Events: Rimru reaches Knee - Rimru leaves
        Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive
        Bishot suffers any damage - Bishot leaves
        Next Enemy Phase - Enemy Reinforcements (2) arrive
        Shott suffers any damage - Shott leaves


   The incident at Dakar caused Neue DC to increase its activities, and the
Guest + DC alliance too is trying to grow influent on space. Because the AEUG
lacks the manpower to deal with these enemies, the Londo Bell will send them
one Super Robot - either Dancouga or Combattler V. After the Titans' retreat,
Guyzock too started a full-scale campaign on Japan, which apparently includes
terrorist acts - sudden explosions in crowded places.

   While flying to Japan, you bump into the Drake Army. If you launch Knee,
Drake's daughter Rimru will snatch an Aura Battler and come to his encounter.
At first, Drake's forces are weak (you caught him during a regroup maneuver),
but it doesn't last long: Bishot arrives on Turn 3. Since Drake is below you
and Bishot appears above, you can easily get sandwiched - you better dispose
of the enemies, fast (MAP weapons are a good call).

   Once the Gea Gring is damaged, Bishot pulls the 'mechanical problem' card
and runs away. Unfortunately, Shott brings in more reinforcements immediately
after that (at least he too runs away once you hurt him). By then, your Super
Robots should have gathered enough kiryoku, so unleash hell on the top enemy
pilots, but save some for Drake - he doesn't run away if damaged.

   After the battle, the Union Army communicates all treason charges against
the Londo Bell and its members have been withdrawn, and they "look forward to
see your next activities", like nothing wrong ever happened... If you failed
to destroy the Bandock on Scenario 17 (or cleared Scenario 16 instead), move
on to Scenario 49; if you destroyed the Bandock on Scenario 17, go to 50.



Scenario 48: "Beyond the Todd"
------------------------------
28x38, Surface
Goal: Destroy all enemies
Player Units: 11 (battleship + 10)
Initial Enemy Formation: Gea Gring [Bishot] Lv37
                         Wryneck [Galamity] Lv35
                         Wryneck [Da] Lv35
                         Wryneck [Nyet] Lv35
                         Vierres Lv35 x01
                         Vierres Lv34 x09
Enemy Reinforcements (1): Zwarth [Black Knight] Lv38
                          Wryneck [Todd] Lv38
                          Zwarth Lv36 x01
                          Wryneck Lv36 x03
                          Vierres Lv36 x01
                          Vierres Lv35 x09
Enemy Reinforcements (2): Suudori [Ben] Lv37
                          Baund Doc (MS) [Gates] Lv38
                          Jagd Doga Lv37 x02
                          Dreissen Lv36 x01
                          Hamma-Hamma Lv35 x01
                          Dooben-Wolf Lv37 x01
                          Dooben-Wolf Lv35 x01
NPC Units: Rosamia [Jegan/Zaku Kai] Lv36
Items: $2000 (23,10)
       $2000 (3,31)
       Propellant Tank S (11,2)
       Magnet Coating (14,8)
       BioSensor (22,9)
Events: 10 enemy units left - Enemy Reinforcements (1) arrive
        Next Turn, Enemy Phase - Enemy Reinforcements (2) arrive
                                 Jegan/Zaku Kai appears (optional)


   The incident at Dakar caused Neue DC to increase its activities, and the
Guest + DC alliance too is trying to grow influent on space. Because the AEUG
lacks the manpower to deal with these enemies, the Londo Bell will send them
one Super Robot - either Dancouga or Combattler V. After the Titans' retreat,
Guyzock too started a full-scale campaign on Japan, which apparently includes
terrorist acts - sudden explosions in crowded places.

   Before returning to Japan, the Londo Bell makes a quick stop at New Delhi
to resupply (if you have the S-Gundam, you will also get an upgrade pack that
turns it into ExS-Gundam). There, your old friend Hayato Kobayashi introduces
you to Rozamia, a girl he picked out of a refugee camp. Because she claims to
be Kamille's sister (which is not true), Kamille suspects Rozamia was subject
to an enhancement process similar to the one Four suffered, but you encounter
an Aura Battleship before he can confirm anything...

   Despite being clearly outnumbered, Bishot refuses to retreat: he has been
conspiring against Drake, and needs to show some loyalty before Drake decides
to get rid of him. Fortunately (for him), Todd and friends arrive as soon as
he has less than ten units left.

   One turn after that, the Titans too arrive to reinforce the enemy forces.
If you are on Super Robot side and/or was joined by Chris and Bernie, Rozamia
will then enter the battle to protect Kamille from the enemy (she will board
any weak, unused mobile suit you have - usually the Zaku Kai or a Jegan). The
problem is, Rozamia is indeed an enhanced human, and immediately is commanded
to attack you - have Kamille talk to her and she will stop fighting, but the
Titans call her back (you do lose the MS she boarded, by the way).

   Leave Todd for last if you can, because defeating him makes him go Hyper.
If you stayed on Earth all the time, you already battled the Hyper Leprechaun
before - the Hyper Wryneck is similar, but somewhat stronger. However, unlike
the Hyper Leprechaun, this enemy does NOT have the Bunshin skill, so you can
unleash all your Super Robots' best attacks without fear.

   After you beat all enemies, if Rozamia was not taken by the Titans, blood
test results confirm she is an enhanced human, and probably had fake memories
implanted so that she could infiltrate the Londo Bell. By then, however, she
already stole a Core Fighter and escaped, wounding Kamille in the process. To
top it all, she also blew up one of the hangars and damaged the Z-Gundam and
Grendizer - Kamille and the two damaged robots will not be available for your
next battle.

   And, at last, the Union Army communicates all treason charges against the
Londo Bell and its members have been withdrawn, and they "look forward to see
your next activities"... If you failed to destroy the Bandock on Scenario 17
(or cleared Scenario 16 instead), move on to Scenario 49; if you successfully
destroyed the Bandock on Scenario 17, go to 50.



Scenario 49: "Terror of the Human Bombs"
----------------------------------------
38x38, Surface
Goal: Defeat the Bandock
Player Units: 20 (Zanbot 3, Psybuster, battleship + 17)
Initial Enemy Formation: Bandock [Butcher] Lv37
                         MechaBoost Gabitan Lv34 x10
Enemy Reinforcements: Red Knight Deathguine Lv36 x03
                      Blue Knight Helldine Lv36 x03
Items: none
Events: Butcher suffers any damage - Enemy Reinforcements arrive
                                     Bandock recovers HP
        Next Turn, Player Phase - Psybuster appears


   Before taking on Guyzock, the Londo Bell makes a quick stop at the Photon
Power Laboratory and pick up a new weapon for Hector's robot: the 'Black Hole
Cannon' if you are on Real Robot Side, or the 'Keitsuragouken-Ankensatsu' if
you're on Super Robot Side.

   Kappei's friend Aki is a refugee at the Laboratory, with no recollections
of the time she spent on Guyzock's hands, nor any idea of how did she escape.
While Kappei leaves her alone to change her clothes, Kouzuki rushes into the
building to warn him of Guyzock's plan: many of the captured humans had bombs
implanted into their bodies, meant to explode on crowded places and terrorize
the population. The "human bombs" can be identified by a star-shaped mark on
their backs - like the one Kappei just saw on Aki. Before Kappei has a chance
to do anything, Aki blows up, taking the room block along - fortunately, she
was alone at that time.

   The Londo Bell flies to Osaka, where Guest's Roph is again trying to have
Killer the Butcher stop his indiscriminate killing - and once again he fails,
leaving Guyzock for you to take care of. Furious with Butcher, Kappei starts
this scenario with 150 ki, so don't bother amassing kiryoku for Zanbot 3 (let
someone else do the kills unless Kappei needs to level up). The Gabitans are
easy, but Butcher releases the Deathguines and Helldines ("Guyzock's guardian
deities") as soon as you damage the Bandock.

   The new enemies make the battle a lot harder, but Masaki appears again to
help you the next turn. If, even with the Psybuster, you feel the knights are
too much for you to handle, remember you only need to destroy the Bandock to
clear this scenario - and finish Guyzock for good.

   After the fight, Kappei encounters the last of his missing friends, Michi
- with no star-shaped mark. Furthermore, Kouzuki encourages Kappei to keep on
fighting, until Guest pays for bringing Guyzock to the Earth. You also learn
Masaki still hasn't found Shuu, but knows he will be at Shinjuku in about ten
hours. There, he expects to finally understand what Shuu is planning - go to
Scenario 51.



Scenario 50: "New Strenght"
---------------------------
38x38, Surface
Goal: Defeat the Bandock
Player Units: 20 (Psybuster, battleship + 18)
Initial Enemy Formation: Bandock [Butcher] Lv37
                         MechaBoost Gabitan Lv34 x10
Enemy Reinforcements: Red Knight Deathguine Lv36 x03
                      Blue Knight Helldine Lv36 x03
Items: $2000 (38,38)
       $20000 (38,1)
       I-Field Generator (6,21)
       ALICE (10,1)
       $5000 (24,10)
Events: Butcher suffers any damage - Enemy Reinforcements arrive
                                     Bandock recovers HP
        Next Turn, Player Phase - Psybuster appears


   Before taking on Guyzock, the Londo Bell makes a quick stop at the Photon
Power Laboratory and pick up a new weapon for Hector's robot: the 'Black Hole
Cannon' if you are on Real Robot Side, or the 'Keitsuragouken-Ankensatsu' if
you're on Super Robot Side.

   Your next destination is Osaka, where Guest is fighting Guyzock. It seems
Guest's Roph is once again trying to stop Butcher's indiscriminate attacks on
civilians, this time by force. Roph is almost succeeding, but is called back
to his headquarters, leaving Guyzock for you to finish.

   Even if you don't care about items, you should get the I-Field Generator,
an useful one-of-a-kind item. The Gabitans are easy, but Butcher releases the
Deathguines and Helldines ("Guyzock's guardian deities") as soon as you cause
any damage on the Bandock.

   The new enemies make the battle a lot harder, but Masaki appears again to
help you the next turn. If, even with the Psybuster, you feel the knights are
too much for you to handle, remember you only need to destroy the Bandock to
clear this scenario - and finish Guyzock for good.

   After the fight, Kappei encounters Aki, Michi and Kouzuki again, but this
time they apologize for what was said before - they now understand the Zanbot
Team is fighting to protect the Earth. Masaki still has not found Shuu, but
was informed he will be at Shinjuku in about ten hours. The Londo Bell too is
going there, hoping to finally understand Shuu's plans - go to 51.



Scenario 51: "Singularity, Collapse"
------------------------------------
34x36, Surface
Goal: Destroy all enemies
Player Units: 19 (Zamjeed, Granvell, Goddess, battleship + 15)
Initial Enemy Formation: Baran Schnile [Zezenan] Lv44
                         Righ Ghaos [Zeb] Lv40
                         Righ Ghaos [Roph] Lv40
                         Ghaos Guld Lv37 x03
                         Lestgrunch Lv36 x07
                         Grassidow Ryu Lv36 x04
                         Lestrail Lv36 x05
                         Calleyzed Lv36 x04
                         Garoika Lv36 x07
Enemy Reinforcements: Righ Ghaos [Sety] Lv40
                      Lestrail Lv36 x03
                      Grassidow Ryu Lv36 x04
NPC Units: Granzon [Shuu] Lv??
           Wizoll Kai [Saphine] Lv??
           Nols Rei [Monica] Lv??
           Gadyfall [Terius] Lv??
Items: $2000 (19,9)
       $2000 (12,19)
       BioSensor (8,5)
       $5000 (4,35)
       $2000 (21,30)
Events: Turn 1, Player Phase - NPCs leave
        Zezenan suffers any damage - Zezenan leaves
        Next turn, Enemy Phase - Enemy Reinforcements arrive
        Zeb suffers any damage - Zeb leaves
        Roph suffers any damage - Roph leaves
        Sety suffers any damage - Sety leaves


   In order to research the Getter Beam, the Saotome Institute conducted an
experiment where Getter Robo's reactor was filled above all tolerance levels.
This caused the reaction to run out of control, but everything is normalized
by the time you arrive there. Encouraged by Masaki, Professor Saotome returns
to the hangar, only to find out the old Getter Robo has transformed: it grew
larger and more powerful than Getter G.

   Masaki isn't that surprised: considering all the sudden recent incidents,
it was about time for a 'good incident' to happen, he thinks. The transformed
Getter Robo is named "Shin (Real) Getter Robo", and will be taken for a test
at Shinjuku. Before you leave, Zanbot 3 receives a new weapon: the 'Aeon Gun'
was originally meant to help fighting Guyzock, but can still be useful.

   By gathering all four Masoukishins (Yanlong, Tootie and Mio have received
the same information Masaki was given), the Londo Bell (which would certainly
follow Masaki) and himself at Shinjuku, Shuu created a package so attractive
the Guest top commander Tiniquet Zezenan wouldn't resist appearing in person.
When Zezenan indeed shows up, Shuu lets clear he managed to understand Guest
and its plans.

   It's already known that the Granzon is powered by a singularity - a black
hole created by a Guest black box. When receiving this box, Shuu did not know
Guest had a hidden agenda: a regular black box only distorts time and space,
but, by forcing it to mantain a given phase, one can alter the frequency rate
by which some phenomena occur. Simply put, the Granzon's black box triggered
the unusually high rate of incidents that plagued the Earth over the past two
years: Guest planned to wreak chaos on the planet so that Zezenan would have
no problems taking over the world (and its military technology).

   Even though the humans have built spendid weapons, Zezenan expects to win
this war in a very short time, based on the aliens' clear mental superiority.
For example, Earth's science would take some 200 years to crack the Granzon's
black box and make sense of the theories behind it... Except Shuu has already
managed to crack the box, understand the 'singularity phase shift' theory it
is based on, and more: inspired by GoShogun, he used the 'Bimular' energy to
generate and display a 'singularity collapse', the aftermath of a singularity
phase delay.

   Shuu's little display not only stopped the Granzon black box from causing
more incidents, but also proved Guest's technology is not as superior as they
thought. Guest's next battles won't be as easy as the previous ones, and the
Earth will much harder to conquer than Guest imagined - so much it's not even
worth the trouble. Unfortunately, Zezenan won't listen to reason, so it's up
to the Londo Bell to handle the battle.

   If you launched Shin Getter Robo, you get to see its transformation demos
before the battle starts. A look at the enemy lineup lets clear this fight is
not going to be easy, but Zezenan, Zeb and Roph leave as soon as they're hit
(even by MAP attacks). More reinforcements after Zezenan leaves, but Sety too
leaves after she's hurt. Your super robots and the powerful Masoukishins can
handle the rest and finish the battle.

   Yanlong and Tootie refuse to help Masaki against Guest, as they feel this
concerns only the Earth (they consider themselves to be Langrans by now). Mio
does want to help, but Masaki thinks she's too green to be helpful. To prove
him wrong, she proudly presents her newly-created familiars - Jun, Chosak and
George, three stupid platypuses. Masaki obviously isn't pleased, but she did
create familiars and is willing to stop Zezenan's ambitions, so she makes the
team.

   To better handle the upcoming battles, the Londo Bell divides once again:
Hector, Bright, Amuro, Kou, Keith, Judau, Emma, Fa, the Zanbot Team, Tetsuya,
Jun, Akira, the Coplander Team, Daba, Amm, Leccee, Duke and Hikaru form Team
A (if available, Patricia, Hathaway, Keyla, Quattro, Roux, Katz, Sarah, Chris
and Bernie also join Team A) - the rest makes Team B. The final goal for both
teams is the same: to reach Mars and defeat DC. Go to Scenario 52.



Scenario 52: "Glorious Sunset"
------------------------------
40x32, Surface
Goal: Destroy all enemies
Player Units: 20 (Near Argama + 19)
Initial Enemy Formation: Dobday [Jamaican] Lv41
                         Dobday [Gady] Lv41
                         Dooben-Wolf [Yazan] Lv43
                         Dooben-Wolf [Jerid] Lv42
                         Dooben-Wolf [Mouar] Lv42
                         Dooben-Wolf [Ramsus] Lv41
                         Dooben-Wolf [Dunkel] Lv41
                         Dooben-Wolf [Bran] Lv40
                         Psycho Gundam Mk-II (MS) [Rosamia] (optional)
                         Baund Doc (MS) [Kacricon] Lv42
                         Jagd Doga [Gates] Lv42
                         Hamma-Hamma [Lila] Lv42
                         Bawoo (MS) [Ben] Lv42
                         Bawoo (MS) Lv40 x01
                         Byalant Lv39 x01
                         Byalant Lv38 x01
                         Byalant Lv37 x01
                         Gabthley (MS) Lv39 x01
                         Gabthley (MA) Lv39 x01
                         Gabthley (MA) Lv38 x01
                         Hamma-Hamma Lv38 x01
                         Dreissen Lv38 x01
                         Dreissen Lv37 x01
                         R-Jarja Lv37 x01
                         Galluss-J Lv37 x01
Enemy Reinforcements (1): Will Wipps [Drake] Lv42
                          Gea Gring [Bishot] Lv41
                          Galava [Galaria] Lv41 (optional)
                          Galava [Aren] Lv40
                          Galava [Fei] Lv40
                          Zwarth Lv39 x03
                          Leprechaun Lv38 x01
                          Leprechaun Lv37 x03
Enemy Reinforcements (2): Spriggan [Shott] Lv42
                          Bubuly [Myuuji] Lv42
                          Galava [Black Knight] Lv44
                          Galava [Galamity] Lv42
                          Galava [Da] Lv42
                          Galava [Nyet] Lv42
                          Wryneck Lv40 x01
                          Zwarth Lv40 x03
                          Zwarth Lv39 x01
                          Leprechaun Lv40 x01
                          Leprechaun Lv39 x02
                          Bastole Lv39 x01
Items: $2000 (10,21)
       $10000 (16,31)
       Propellant Tank S (36,13)
       Repair Kit (23,7)
       $2000 (1,13)
       $2000 (22,16)
Events: Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive


   While Team B goes to Hong Kong strap themselves to a booster, Team A goes
to Tibet, following reports Jamitov is hiding at Llasa. Your ship is hit by a
missile upon approaching the enemy base, and is quickly surrounded by Titans
(Rosamia only appears if you haven't cleared Scenario 48).

   The Titans aren't difficult, despite their high levels: most of them just
stand still until you approach them. I suggest you put the ZZ-Gundam south of
the Nahel Argama, to take care of the aura battlers that show up on Turn 3 -
Drake and Bishot need to defend the Titans, or else their only surface allies
will be history.

   Abuse of MAP weapons to weaken the aura battlers but save some for Shott,
who appears on Turn 5 (if Rozamia is among the enemies, this second wave only
appears after Turn 5 AND after Rozamia is gone). It may take a while to beat
all enemies, but you'll still get a lot of money and experience.

   After the battle, Keith and Maura go explore the Titans' base and witness
Jamitov's assassination by Haman Karn. While this finishes the Titans and the
Drake Army for good, it also means Neue DC cannot be left unchecked. Because
the missile attack damaged the Nahel Argama's life support systems, the Londo
Bell boards a Ral Kairam battleship (found at the Titans base), and prepares
to launch into space. If you have the NT-1 Alex, you learn it has reached its
limit and is no longer worth keeping - as other mobile suits before it, it's
dismantled for spare parts. Go to 53.



Scenario 53: "Guest and Inspector"
----------------------------------
36x46, Space
Goal: Destroy all enemies
Player Units: 19 (Aura battleship + 18) (maybe more, not sure yet)
Initial Enemy Formation: Righ Ghaos [Zeb] Lv43
                         Zeranio Lv41 x01
                         Ghaos Guld Lv41 x01
                         Lestgrunch Lv41 x01
                         Lestgrunch Lv40 x04
                         Grassidow Ryu Lv40 x03
                         Lestrail Lv39 x03
                         Calleyzed Lv39 x03
                         Calleyzed Lv38 x01
                         Calleyzed Lv?? x02
Enemy Reinforcements (1): Lestrail Lv44 x01
                          Lestrail Lv42 x03
                          Lestrail Lv41 x01
                          Calleyzed Lv41 x02
                          Calleyzed Lv40 x03
Enemy Reinforcements (2): Lewroola [Jamaican] Lv43
                          Alpha Aziel [Gates] Lv43
                          Psycho Gundam Mk-II (MA) [Rosamia] Lv44
                          Dooben-Wolf [Jerid] Lv45
                          Dooben-Wolf [Mouar] Lv44
                          Dooben-Wolf Lv42 x02
                          Baund Doc (MS) Lv43 x01
                          Baund Doc (MS) Lv42 x01
                          Baund Doc (MA) Lv43 x01
                          Baund Doc (MA) Lv42 x01
NPC units: Zamus Gal [Delaz] Lv??
           Qubeley [Haman] Lv??
           GP02A [Gato] Lv??
           Righ Ghaos [Mekiboz] Lv??
Items: High Efficiency Radar (19,4)
       $2000 (4,25)
       Chobham Armor (35,23)
       $5000 (11,45)
       $2000 (32,42)
Events: Turn 1, Player Phase - Haman, Gato leave
                               Delaz self-destructs
        Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 3, Player Phase - Mekiboz appears, then leaves
        Turn 3, Enemy Phase - Enemy Reinforcements (2) arrive (optional)


   At space, Neue DC is all but completely wiped out by Guest. Only Gato and
Haman escape, covered by Delaz's suicide tactics. The Londo Bell arrives soon
after (Team B managed to launch into space easily after Team A attracted the
enemies' attention).

   Be ready for a very tough battle: the first thing you will notice here is
your aura battlers and most super robots are weakened in space - mobile suits
are at their prime here, but Team B has few of those... To top it all, enemy
reinforcements are called in already on Turn 2 - Zeb was smart enough to save
a few units when fighting Neue DC.

   On Turn 3 Mekiboz (one of Inspector's commanders, and thought to be dead)
appears, ordering Guest to pull out, but Zeb will not obey orders from anyone
other than his direct superior, Zezenan. While Mekiboz goes follow the chain
of command, Zeb is left free to crush the Londo Bell.

   Still on Turn 3, if you had Rozamia leave the battlefield on Scenario 48,
the Titans appear (including some pilots Team A just defeated on the previous
scenario - aren't they fast?) to have their vengeance, as if you needed even
more trouble. Kamille can speak with Rozamia again, and this time she'll join
the Londo Bell for good.

   After the battle, Mekiboz returns to talk (he clearly didn't die fighting
Wendolo (SRW3), but because of that fight much of his body had to be replaced
with cybernetics). He explains Guest and Inspector obey the same government:
they live on different star systems and don't keep constant contact with each
other, but originally came from the same planet. Both factions are subject to
the 'Private Council' (their race's highest decision-making body), but grew
apart over time.

   This apartness caused Guest and Inspector, each at their time, to try and
interfere with the Earth, hoping to gain an edge over the other - each side's
failure opened a gap for the other to try. Anyway, Inspector (and many people
at Guest's own nation) considers Zezenan's methods excessive, and the Private
Council sent Mekiboz here to order Zovork (Guest's actual name) to cease all
hostilities. The problem is Zezenan went power-crazy and broke relations with
his own nation, so he now has to be stopped by force.

   Inspector's direct interference would violate some treaty the aliens have
among themselves, so it's up to the Londo Bell now. At least Mekiboz provides
you some useful information: Guest headquarters are at Mars, near Don Zauser
and Korosu's base. There, Zezenan is building a huge army, applying the Earth
military skills to Guest's own technology. Go to 54.



Scenario 54: "Posaydal's Ambition"
----------------------------------
34x40, Space
Goal: Destroy all enemies
Player Units: 18 (Ral Kairam + 17)
Initial Enemy Formation: Righ Ghaos [Sety] Lv44
                         Lafressia [Carozzo] Lv42
                         Berga Giros [Zabine] Lv44
                         Berga Giros [Dorel] Lv43
                         Berga Giros [AnnaMarie] Lv41
                         Zeranio Lv42 x01
                         Lestgrunch Lv42 x01
                         Lestgrunch Lv41 x03
                         Berga Giros Lv42 x01
                         Grassidow Ryu Lv41 x01
                         Grassidow Ryu Lv40 x04
                         Lestrail Lv40 x02
                         Lestrail Lv39 x03
Enemy Reinforcements: A.Taul [Ryoklay] Lv43
                      Ashura Temple [Gablae] Lv44
                      Ashura Temple [Hatchia] Lv42
                      Bat-Shu [Olibee] Lv40
                      Bat-Shu Lv42 x03
                      G.Roon Lv42 x03
Items: $2000 (4,4)
       $5000 (25,3)
       Hybrid Armor (23,35)
       $20000 (17,37)
       $2000 (4,11)
Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive


   After the Titans demise, the Battle Platform Orchis was left forgotten at
the La-Vie-En Rose dockship, but the Londo Bell can make good use of it now -
the Orchis combines with the GP-03S into the 'GP-03 Dendrobium' mobile armor.
You are attacked by a Guest/DC joint force, but they should be somewhat easy
- they aren't that strong, and Team A's pilots should have gained many levels
at Scenario 52.

   Cautious, Sety had some Posaydal units set aside just in case, and calls
them in at Turn 3 - Gablae and Olibee are among them. If you had Daba talk to
Olibee on Scenario 41, he can talk to her again and have her recover her will
(and, of course, change sides). With Olibee on the Londo Bell, Daba can have
Gablae too join your cause (he just won't stay away from her). Hatchia then
simply abandons the field, unwilling to attack Amm.

   After the battle, despite having already been informed of the connections
between Guest and Inspector, Team A wants to finish Posaydal before moving on
to Mars. If Gablae and Olibee joined you, he agrees to stay and fight by your
side, but she isn't fit to pilot anymore after breaking free from Posaydal's
control, so her heavy metal is dismantled for spare parts. From here, proceed
to Scenario 55A if Quattro left, or Scenario 55B if he's still around.



Scenario 55A: "Ryuune Capriccio"
--------------------------------
32x32, Space Colony
Goal: Destroy all enemies
Player Units: 17 (Vigna Ghina, Aura battleship + 15)
Initial Enemy Formation: Darkness Great General [Darkness Great General] Lv44
                         Dreydow [Dreydow] Lv43
                         Hardias [Hardias] Lv43
                         Grassidow Ryu Lv41 x03
                         Lestrail Lv40 x04
                         Mechasaurus Dai Lv40 x01
                         Mechasaurus Shigu Lv40 x01
                         Battle Beast Gratonios Lv40 x01
                         Battle Beast Obelius Lv40 x01
                         Vega Beast King Gori Lv40 x01
Enemy Reinforcements (1): Calleyzed Lv42 x01
                          Lestrail Lv42 x01
                          Mechasaurus Dai Lv42 x01
                          Mechasaurus Shigu Lv42 x01
                          Berga Giros Lv41 x02
                          Dooben-Wolf Lv41 x02
                          Jagd Doga Lv42 x02
Enemy Reinforcements (2): Valcionne R [Ryuune] Lv41
Enemy Reinforcements (3): Bundle Warship [Bundle] Lv43
                          Kernagurl Warship [Kernagurl] Lv43
                          Kuttner Warship [Kuttner] Lv43
                          God Neros Lv43 x01
                          Geymalk Lv41 x01
                          Quin Mantha Lv41 x01
                          Lestgrunch Lv41 x02
                          Grassidow Ryu Lv41 x02
                          Lestrail Lv41 x01
                          Calleyzed Lv41 x01
NPC Units: GP-02A [Gato] Lv48
Items: $2000 (21,32)
       $5000 (3,27)
       ALICE (2,22)
       $20000 (6,7)
       $2000 (26,21)
Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 2, Player Phase - GP-02A, Vigna Ghina appear
        Turn 3, Enemy Phase - Enemy Reinforcements (2) arrive
        Turn 4, Enemy Phase - Enemy Reinforcements (3) arrive


   Now officially a member of the Earth Union Government, the AEUG is set to
be dismantled and absorbed by the EUGO, but its services are still being used
for convenience. For example, they have prepared a long-distance booster for
Team B's martian tour, but your presence at Londenion causes the colony to be
invaded by DC. The Londo Bell and DC start at opposite corners, but a second
enemy wave appears (on the top and bottom of the map) already at Turn 1.

   The GP-02A appears the next turn, but this time Gato is not an enemy - he
just escorted Cecily here, after having saved her from a Guest attack. On the
other hand, he's not willing to join the Londo Bell either, so he behaves as
an NPC. As usual with NPCs, don't let weakened enemies near him (instead, let
HIM weaken the DCs for your units to kill). Make sure his HP is always high,
because you _really_ want him to survive this battle.

   Ryuune comes in on Turn 3, but attacks you instead of the enemies. Masaki
can try talking to her, but she doesn't respond - imagining the Valcionne R's
cockpit is bugged, Masaki has his familiar Shiro send in a note, instructing
Ryuune to pretend having been defeated, withdraw and only come back after the
battle is over - she obeys, and pulls out immediately.

   Docouga shows up on Turn 4, bringing in another of Kernagurl's creations:
the "35-combined-bodies God Neros". Again, nobody cares: even Bundle comments
the thing is too ugly, and Kuttner expected a robot with that name to have a
combination scene (Kernagurl: "There is one, but it's too long"). Anyway, God
Neros isn't such a terrible enemy: it has some strong attacks, but also some
lousy aiming. Actually, overall, none of the enemies is difficult - just have
lots of HP.

   Once the colony is free of DCs, Ryuune returns as instructed. Bored at La
Giars, she dragged Presia into the surface, to follow Masaki. However, Presia
ended up taken hostage by Carozzo, who then forced Ryuune into attacking the
Londo Bell. Obviously, Presia must be rescued, but not by Masaki - he demands
Ryuune to clean her own mess. At least Tootie and Yanlong (who just arrived)
will provide her some assistance.

   If Gato survived the battle, he eventually accepts joining the Londo Bell
again, since it's the only decent faction left after Neue DC's destruction by
Guest. If Gablae joined you, go to Scenario 56, otherwise go to 57.



Scenario 55B: "Ryuune Capriccio"
--------------------------------
32x32, Space Colony
Goal: Destroy all enemies
Player Units: 18 (Aura battleship + 17)
Initial Enemy Formation: Darkness Great General [Darkness Great General] Lv44
                         Dreydow [Dreydow] Lv43
                         Hardias [Hardias] Lv43
                         Grassidow Ryu Lv41 x03
                         Lestrail Lv40 x04
                         Mechasaurus Dai Lv40 x01
                         Mechasaurus Shigu Lv40 x01
                         Battle Beast Gratonios Lv40 x01
                         Battle Beast Obelius Lv40 x01
                         Vega Beast King Gori Lv40 x01
Enemy Reinforcements (1): Valcionne R [Ryuune] Lv41
Enemy Reinforcements (2): Bundle Warship [Bundle] Lv43
                          Kernagurl Warship [Kernagurl] Lv43
                          Kuttner Warship [Kuttner] Lv43
                          God Neros Lv43 x01
                          Geymalk Lv41 x01
                          Quin Mantha Lv41 x01
                          Lestgrunch Lv41 x02
                          Grassidow Ryu Lv41 x03
                          Lestrail Lv41 x03
                          Calleyzed Lv41 x02
NPC Units: Gespenst Mk-II [Gilliam] Lv45
Items: $2000 (25,25)
       $2000 (17,30)
       Booster (27,11)
       $10000 (15,18)
Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 4, Enemy Phase - Enemy Reinforcements (2) arrive


   Team B goes to Londenion pick up a long-distance booster needed for their
long travel to Mars, and learn the AEUG will be dissolved and absorbed by the
EUGO - they will help reform the Earth Union from the inside. When DC invades
the colony after the Londo Bell, Gilliam too enters the fight.

   The Gespenst Mk-II is strong enough to kill almost anyone quickly, but is
is bound to occasionally get hit - try keeping a healer unit near it, because
you really want Gilliam to survive this battle.

   Ryuune comes in on Turn 2, but attacks you instead of the enemies. Masaki
can try talking to her, but she doesn't respond - imagining the Valcionne R's
cockpit is bugged, Masaki has his familiar Shiro send in a note, instructing
Ryuune to pretend having been defeated, withdraw and only come back after the
battle is over - she obeys, and pulls out immediately.

   Docouga shows up on Turn 4, bringing in another of Kernagurl's creations:
the "35-combined-bodies God Neros". Again, nobody cares: even Bundle comments
the thing is too ugly, and Kuttner expected a robot with that name to have a
combination scene (Kernagurl: "There is one, but it's too long"). Anyway, God
Neros isn't such a terrible enemy: it has some strong attacks, but also some
lousy aiming. Actually, overall, none of the enemies is difficult - just have
lots of HP.

   Once the colony is free of DCs, Ryuune returns as instructed. Bored at La
Giars, she dragged Presia into the surface, to follow Masaki. However, Presia
ended up taken hostage by Carozzo, who then forced Ryuune into attacking the
Londo Bell. Obviously, Presia must be rescued, but not by Masaki - he demands
Ryuune to clean her own mess. At least Tootie and Yanlong (who just arrived)
will provide her some assistance.

   If Gilliam survived the battle, he will award you the Sazabi mobile suit,
captured from Neue DC - it's only natural for Quattro to have it, he says. If
Gablae joined you, go to Scenario 56, otherwise go to 57.



Scenario 56: "The Other Side of the Moon"
-----------------------------------------
24x50, Space
Goal: Destroy all enemies
Player Units: 17 (Ral Kairam + 16)
Initial Enemy Formation: Righ Ghaos [Zeb] Lv46
                         Geymalk [Mashymre] Lv45
                         Doven Wolf [Gottn] Lv43
                         Lestgrunch Lv42 x04
                         Grassidow Ryu Lv42 x04
                         Hamma-Hamma Lv42 x02
                         Dreissen Lv42 x03
                         Lestrail Lv41 x06
                         Dooben-Wolf Lv41 x02
                         R-Jarja Lv41 x01
                         Berga Giros Lv41 x01
Enemy Reinforcements (1): Dooben-Wolf [Rakan] Lv46
                          Geymalk [Chara] Lv45
                          Alpha Aziel [Illia] Lv44
                          Alpha Aziel [Lance] Lv43
                          Alpha Aziel [Nee] Lv43
                          Bawoo (MS) Lv41 x02
                          Dooben-Wolf Lv41 x01
                          Dreissen Lv41 x02
                          R-Jarja Lv41 x01
Enemy Reinforcements (2): Qubeley Mk-II [Ple] Lv40
                          Qubeley Mk-II [Ple-Two] Lv40
Items: $5000 (14,50)
       $2000 (23,19)
       $2000 (19,26)
       $2000 (10,9)
Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 3, Enemy Phase - Enemy Reinforcements (2) arrive


   Thanks to Gablae, not only Team A discovered Posaydal's headquarters are
on the dark side of the Moon, but also learned it has a main defense line set
- a fleet commanded by Giwaza Lowaw. In order to enter 'Area 5' (a sector of
Posaydal's defense line expected to have breaches) undetected, the Londo Bell
takes a course around A Bao A Qu.

   Already near the Moon, you stumble on Neue DC and Guest, and will have to
fight both enemies at once - Neue DC's Mashymre was ordered not to attack the
Londo Bell unless in self-defense, but uses Guest's presence as an excuse to
shoot everyone down (he can later claim that, in the heat of battle, he could
not tell Guest and the Londo Bell apart). Surrounded, you will probably have
to divide your forces - if so, send the better half to Neue DC, because their
reinforcements arrive on Turn 2 already.

   On Turn 3, Ple and Ple-Two appear. Fearing Judau will have them sent back
home, they attack you, claiming they have a promise to live up to. Have Judau
talk to them, and learn the girls have met Mineva Lao Zabi at the Shangri-La
colony. Used by Haman Karn to lend Neue DC some legitimacy, Mineva lived like
a prisoner. Feeling sorry for that unhappy girl, Ple and Ple-Two took Mineva
out and hid her at the Sweet Water colony. The girls stop fighting as soon as
Judau promises to help.

   After the battle, if Ple and Ple-Two joined you, a small group is sent to
guard Mineva. At first, only Judau, Ple and Ple-Two are on it, but Hector can
go too - if he does, Daba, Amm and Leccee join him. Go to 58.



Scenario 57: "Siege Network Breach!"
------------------------------------
24x50, Space
Goal: Destroy all enemies
Player Units: 16 (Ral Kairam + 15)
Initial Enemy Formation: Zeranio [Giwaza] Lv43
                         Auge [Nei] Lv44
                         A.Taul [McTomin] Lv44
                         Ashura Temple [Burn Gania] Lv43
                         Ashura Temple [Ted] Lv43
                         G.Roon [Anton] Lv43
                         G.Roon [Heckler] Lv43
                         G.Roon Lv42 x01
                         Bat-Shu Lv42 x05
                         A.Taul Lv42 x04
Enemy Reinforcements: Ghaos Guld [Lili] Lv43
                      Ghaos Guld [Wazan] Lv43
                      Lestgrunch Lv42 x08
Items: $5000 (2,8)
       $5000 (9,24)
       $10000 (19,26)
       $20000 (12,40)
       $2000 (17,5)
Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive


   A conversation Leccee once had with Gablae suggests Posaydal's front line
headquarters are at the Moon. Confirming her theory, you soon meet the base's
defense fleet - but it looks like _they_ were setting up to attack Posaydal.
Indeed, the fleet commander, Giwaza Lowaw, is rebelling against Posaydal, but
only to take over power for himself.

   The enemy heavy metals are quite easy: most of them can't move twice, and
their attacks lack range (in most cases, their top weapons are only range 6).
On Turn 2, enemy reinforcements arrive on Guest units, just behind you. These
new enemies are stronger than the first, but still cannot move twice, so you
can dispose of them without much trouble.

   After the battle, Bright comments the Londo Bell was really unlucky this
time: had you arrived just a few minutes later, Giwaza and Posaydal would've
attacked each other, saving you a lot of trouble... Go to 58.



Scenario 58: "Scatter to Axis"
------------------------------
30x52, Space
Goal: Destroy all enemies
Player Units: 17 (Aura battleship + 16)
Initial Enemy Formation: Righ Ghaos [Roph] Lv48
                         Zeranio Lv43 x01
                         Ghaos Guld Lv43 x01
                         Lestgrunch Lv43 x01
                         Grassidow Ryu Lv42 x01
                         Lestrail Lv42 x01
                         Calleyzed Lv42 x01
                         Discus Beast Jin-Jin Lv42 x01
                         Discus Beast Deki-Deki Lv42 x01
                         Discus Beast Giru-Giru Lv42 x01
                         Discus Beast Gosu-Gosu Lv42 x01
                         Mother Burn Lv42 x01
                         Bawoo (MS) Lv42 x01
                         Minifoe Lv42 x01
Enemy Reinforcements (1): Righ Ghaos [Zeb] Lv47
                          Zeranio Lv43 x01
                          Ghaos Guld Lv43 x02
                          Lestgrunch Lv43 x02
                          Grassidow Ryu Lv42 x02
                          Lestrail Lv42 x02
                          Calleyzed Lv42 x01
Enemy Reinforcements (2): Righ Ghaos [Sety] Lv47
                          Ghaos Guld Lv43 x02
                          Lestgrunch Lv43 x03
                          Grassidow Ryu Lv42 x02
                          Lestrail Lv42 x02
                          Calleyzed Lv42 x01
Items: $5000 (23,41)
       Psycho Frame (28,49)
       $10000 (8,48)
       $2000 (26.6)
Events: Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive
        Turn 6, Player Phase - Valcionne R, Granvell, Goddess appear (opt.)


   Despite not being in its best shape, Team B attacks the Guest garrison at
the asteroid fortress Axis, in order to prevent them from attacking your back
later. At least the enemy numbers are small - even with some DC units added,
Roph only expects to delay you a little.

   The closest enemies are the forementioned DC units (weak), but more units
arrive on Turn 3. Zeb's units are much stronger than those you fought so far,
and appear at the left side of the map, so try staying away from there. This
should keep you busy for a couple turns, just enough for Sety to show up with
even more enemies. At that point, Roph too will start moving towards you (if
he hasn't done so already).

   By now, your robots are probably worn down, but if you had Masaki talk to
Ryuune on Scenario 55A/B, she will return on Turn 6 (with Tootie and Yanlong,
plus Presia safe and sound). These three fresh units can be very useful, and
are pretty high-leveled (at least Tootie and Yanlong are).

   After the battle, if Tootie and Yanlong joined you, Masaki now sends them
to Team A - there's no reason to keep all Masoukishins on one team, while the
other may be needing help. With this last Guest garrison destroyed, Team B's
road to Mars is clear.

   If, after Scenario 56, you sent Hector to Sweet Water with Judau, proceed
to Scenario 59 now. If he didn't go with Judau, go to 60B. If Ple and Ple-Two
didn't join you at all (because Judau didn't persuade them at Scenario 56 or
because you cleared Scenario 57), go to 60C.



Scenario 59: "Haman's Shadow"
-----------------------------
32x32, Space Colony
Goal: Destroy all enemies
Player Units: 7 (all available units)
Initial Enemy Formation: Qubeley [Haman] Lv47
                         Quin Mantha Lv45 x01
                         Jagd Doga Lv43 x02
                         Dooben-Wolf Lv45 x01
                         Dooben-Wolf Lv43 x01
                         Dooben-Wolf Lv42 x04
Items: $10000 (20,26)
       $20000 (16,17)
       Apogee Motor (1,11)
       $20000 (14,2)
       $2000 (12,27)
Events: 4 enemies left - all remaining enemies leave


   Even at an overcrowded refugee colony like Sweet Water, Mineva's presence
didn't go unnoticed, and Neue DC soon appears to reclaim the girl. Seeing the
Londo Bell at the colony, Haman concludes you were responsible for (what she
calls) Mineva's kidnapping - a despicable act, since the Londo Bell has never
officially declared war against Neue DC.

   Before attacking any enemy, have Judau talk to Haman, and try to convince
her this fight is pointless, since she has no army left. Haman admits Neue DC
is all but destroyed, but won't give up her goals.

   That done, fight normally, but don't attack Haman herself. Once there are
only four enemies left, Haman gives up the already lost battle and pulls out,
leaving Mineva under Judau's care. If Gato joined you, notice the GP-02A now
has the Atomic Bazooka equipped.

   While trying to move Mineva out of Sweet Water, your party met a Posaydal
associate called Full Flat, who reveals the Oldna Posaydal you know is only a
kagemusha (an impostor, so to speak), but refuses to disclose the identity or
location of the real Pentagona dictator - despite having betrayed her master
by telling you this, Full has no interest in overthrowing Posaydal.

   For helping the Pentagona dictator, Full was allowed to take advantage of
the 'bio-relation' process - a system that converts life energy into physical
power (it was, by the way, also used in controlling Olibee's mind). With it,
people can avoid the aging processes and be young forever, but over the years
Flat grew to consider infinite life and youth a burden. Therefore, betraying
Posaydal and losing this 'privilege' sounds nice to her. Go to 60A.



Scenario 60A: "Oldna Posaydal"
------------------------------
32x34, Moon Surface
Goal: Defeat Amandra (Posaydal)
Player Units: 18 (Huckebein, Gespenst, Nu Gundam, GP-03 Dendrobium, Raideen,
                  Blueger, Great Mazinger, Grendizer, Zanbot 3, ZZ-Gundam,
                  Qubeley Mk-II (x2), L-Gaim Mk-II, Novel D-Seerd,
                  L-Gaim (or Calvary Temple), Granvell (optional),
                  Goddess (optional), Ral Kairam)
Initial Enemy Formation: Blood Temple [Amandra] Lv56
                         Ghaos Guld Lv43 x02
NPC Units: Aug [Posaydal] Lv48
           Ashura Temple [Full] Lv46
Items: $10000 (17,33)
       $10000 (6,34)
       $20000 (16,3)
       Mega Booster (19,16)
       $5000 (9,23)
Events: Turn 1, Player Phase - Judau's group arrives
                               Blood Temple appears
                               Ashura Temple appears
                               Posaydal, Full killed


   By the time Judau's party arrives at Posaydal's Moon headquarters, Team A
is about to finish Posaydal herself... or is it?: according to Full Flat, the
woman you've been fighting all this time is only a kagemusha called Mian Kuu
Haw Atchar, but in this case who is the real Posaydal?

   The real Posaydal is nobody but Amandra Kamandra, the trader you received
the L-Gaim Mk-II from. By staging this whole fake, Amandra managed to mantain
himself out of the war - a position from which he could better see and steer
the conflict. Giving you new heavy metals was all part of the plan, as a weak
rebel army makes an uninteresting enemy and gives room for internal dissents
to arise.

   Full Flat tries to cut her friend Mian free from Posaydal, but is quickly
killed by Amandra. This causes Mian to question her master's decision to keep
fighting an already lost war - for this intolerable defeatism and insolence,
she too is killed by Posaydal.

   Now it's your turn to face Amandra's Blood Temple: the thing has a 30% HP
recover and standing on a city gives him an extra 10% - meaning it heals some
22000HP every turn (!). Furthermore, Amandra is very high-leveled, making it
hard for some of your units to even hit him.

   To defeat him, I suggest using the Gekirei seishin (Leccee, Ple have it)
to rise the Super Robots' and Masoukishins' kiryoku to whatever level needed
to unleash their best attacks. Then, fall on the Blood Temple with everything
you have and destroy it in a single turn. If you wish, you can destroy the
Ghaos Gulds first, but save your SP and energy for Amandra.

   Once you defeat Amandra, the last enemy left on the Earth sphere is gone,
leaving the path clear for you to go to Mars - go to 61.



Scenario 60B: "Oldna Posaydal"
------------------------------
32x34, Moon Surface
Goal: Destroy all enemies
Player Units: 19 (Granvell (optional), Goddess (optional), ZZ-Gundam,
                  Qubeley Mk-II (x2), Ral Kairam + 13)
Initial Enemy Formation: Zeranio [Giwaza] Lv44
                         Aug [Posaydal] Lv51
                         Auge [Nei] Lv44
                         A-Taul [McTomin] Lv44
                         Ashura Temple [Burn Gania] Lv44
                         Ashura Temple [Ted] Lv43
                         Ghaos Guld Lv43 x02
                         Mother Burn Lv43 x01
                         Calvary Temple Lv43 x02
                         Bat-Shu Lv43 x03
                         A-Taul Lv43 x02
                         Minifoe Lv43 x01
                         Bawoo (MS) Lv43 x04
Enemy Reinforcements: Blood Temple [Amandra] Lv52
Items: $2000 (16,24)
       $2000 (9,23)
       $10000 (1,3)
       Hybrid Armor (23,31)
       $5000 (31,20)
Events: Turn 2, Player Phase - Granvell, Goddess appear (optional)
        Turn 3, Player Phase - ZZ-Gundam, Qubeley Mk-II (x2) appear
        After Posaydal is defeated - Enemy Reinforcements arrive


   The huge army Posaydal brought to the Earth suggests she is planning more
than just honoring their deal with Guest - the combination of Guest's science
and the Earth's military technology would raise her power even further. Back
at Pentagona, Gablae says, Posaydal's Earth invasion deal was heavily opposed
by Giwaza - because he planned to eventually overthrow Posaydal and take the
throne for himself.

   Giwaza's defense fleet, which was supposed to protect Posaydal's base, is
nowhere to be found... because Giwaza has already put his own rebellion plans
in motion and is striking the base himself. To personally punish the rebels,
Oldna Posaydal boards the Aug (also known as Original Auge), a powerful heavy
metal designed to fight holy wars.

   You could simply sit and watch Posaydal and Giwaza shoot each other down,
but it's better to enter the fight to collect money and experience. If Masaki
sent Yanlong and Tootie to Team A on Scenario 58, they arrive on Turn 2. One
turn later, Judau, Ple and Ple-Two return, after having successfully rescued
Mineva Zabi.

   Although some enemies ride Guest and DC mechs, their pilots are still the
weaker Posaydal soldiers - not very hard to beat. The worst enemy here is, of
course, Posaydal herself: the Aug has 10% HP recover, and standing on a city
rises this value to 20%.

   When you finally defeat the Aug, the last person Posaydal calls for is...
Posaydal? Amandra Kamandra appears, and reveals he is the true Posaydal - the
person you just killed was Mian Kuu Haw Atchar, a kagemusha. Programmed with
Amandra's own memories and personality, Mian replaced him so he could mantain
himself at a distance - from where he could always see (and control) the big
picture. Giving you new heavy metals was part of his plan too: a strong rebel
army creates tension and prevents internal dissents from arising.

   Amandra's Blood Temple is basically just a stronger version of the Aug,
with 30% HP recover (again, being on a city rises it to 40%). Destroy it just
like you did with the Aug, and the Posaydal Army is history. With Pentagona
free, Daba's group is free to return home, but they choose to stay until your
problems are over too. Now, at last Team A is heading to Mars, where Team B
already is - Go to 61.



Scenario 60C: "Oldna Posaydal"
------------------------------
32x34, Moon Surface
Goal: Destroy all enemies
Player Units: 16 (Granvell (optional), Goddess (optional), Ral Kairam + 13)
Initial Enemy Formation: Aug [Posaydal] Lv50
                         Ghaos Guld Lv44 x02
                         A-Taul Lv43 x02
                         Calvary Temple Lv43 x02
                         Bat-Shu Lv43 x03
                         Lestgrunch Lv43 x04
                         Grassidow Ryu Lv43 x02
Enemy Reinforcements (1): Zeranio Lv45 x01
                          Ghaos Guld Lv45 x01
                          Ghaos Guld Lv44 x01
                          Lestgrunch Lv45 x05
                          Lestgrunch Lv44 x02
                          Grassidow Ryu Lv45 x02
                          Lestrail Lv44 x03
Enemy Reinforcements (2): Lestgrunch Lv45 x04
                          Grassidow Ryu Lv45 x02
                          Lestrail Lv44 x01
                          Ashura Temple Lv44 x01
                          A-Taul Lv44 x01
                          Bat-Shu Lv44 x01
                          G.Roon Lv44 x01
Enemy Reinforcements (3): Blood Temple [Amandra] Lv52
Items: $2000 (23,25)
       $5000 (32,2)
       $10000 (27,13)
       $2000 (31,20)
Events: Turn 2, Player Phase - Granvell, Goddess appear (optional)
        Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 3 (?), Enemy Phase - Enemy Reinforcements (2) arrive
        After Posaydal is defeated - Enemy Reinforcements (3) arrive


   At the Moon, Oldna Posaydal rides the Aug (also known as Original Auge, a
heavy metal meant for holy wars) to personally 'reward' you for your services
against the traitor Giwaza. Her army has a few Guest units, but their pilots
are still normal Posaydal soldiers; unable to move twice, they're much easier
than the enemies you've been fighting lately.

   If Masaki had Tootie and Yanlong join Team A on Scenario 58, they arrive
on Turn 2. Still on Turn 2, Posaydal calls in some of the reinforcement units
she was saving for the fight against Giwaza, and the rest on Turn 3.

   All these enemies pile up on you and make the battle very tough. Even so,
save your best for Posaydal: the Aug has tons of strong attacks, high agility
and a 10% HP recover (standing on a city yields it 10% more, totaling 20%).
You better defeat it in a single turn, by throwing all major attacks you have
at once, so Posaydal never gets to have the initiative.

   When you finally defeat the Aug, the last person Posaydal calls for is...
Posaydal? Amandra Kamandra appears, and reveals he is the true Posaydal - the
person you just killed was Mian Kuu Haw Atchar, a kagemusha. Programmed with
Amandra's own memories and personality, Mian replaced him so he could mantain
himself at a distance - from where he could always see (and control) the big
picture. Giving you new heavy metals was part of his plan too: a strong rebel
army creates tension and prevents internal dissents from arising.

   Amandra's Blood Temple is basically just a stronger version of the Aug,
with 30% HP recover (again, being on a city rises it to 40%). Destroy it just
like you did with the Aug, and the Posaydal Army is history. With Pentagona
free, Daba's group is free to return home, but they choose to stay until your
problems are over too. Now, at last Team A is heading to Mars, where Team B
already is - Go to 61.



Scenario 61: "Deathmatch in the Wastelands"
-------------------------------------------
32x42, Mars Surface
Goal: (initial)                  Defeat Korosu
      (after Korosu is defeated) Defeat Don Zauser
Player Units: 19 (Nu Gundam, Huckebein (GrunGast), Aura battleship + 10 + 6)
Initial Enemy Formation: Righ Ghaos [Korosu] Lv50
                         Ghaos Guld Lv48 x03
                         Ghaos Guld Lv45 x02
                         Lestgrunch Lv45 x01
                         Lestgrunch Lv44 x03
                         Grassidow Ryu Lv44 x06
Enemy Reinforcements (1): GiruGiruGan Lv48 x01
                          Picdrone Lv48 x03
Enemy Reinforcements (2): Garnroll [Richter] Lv??
                          Mecha Warrior God Armon [Barbas] Lv??
                          Mecha Warrior God Armon [Raiza] Lv??
Enemy Reinforcements (3): Righ Ghaos [Don] Lv52
                          Ghaos Guld Lv48 x01
                          Quin Mantha Lv48 x02
NPC Units: Garoika [Erica] Lv??
Items: $10000 (15,6)
       $20000 (3,8)
       $20000 (12,14)
       Fatima (8,31)
       $10000 (30,3)
Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 2, Player Phase - Team A arrives
        Turn 2, Enemy Phase - Enemy Reinforcements (2) arrive, then leave
                              Garoika appears, then leaves
        After Korosu is defeated - Enemy Reinforcements (3) arrive


   At Mars, the Londo Bell's Team B reaches DC's headquarters, where you can
find not only Korosu and Don Zauser, but also Zezenan. Of course, the enemies
don't take long to appear, and their first wave is led by Korosu herself.

   Without Team A, the Londo Bell's power is quite limited, and Korosu knows
that. On the other hand, you did get her attention by coming this far, so she
calls extra units in on Turn 1 already. Despite their high HP, those enemies
aren't much trouble (especially if you have the Atomic Bazooka), but be aware
that GiruGiruGan goes into a 'Mecha' form after you first defeat it.

   Team A arrives on Turn 2, very close to Korosu, but there isn't much you
can do: she is surrounded by strong units, and Team A is short on numbers, so
just try and weaken them as much as possible.

   Still on Turn 2, Richter appears to help Korosu a little more, but Erica
catches up and reveals her latest discovery: their father, Marshall Lyon, was
in fact murdered by Commander-in-Chief Orban in an attempt to gain political
power and influence. Worse, by blaming it on the humans, he threw all hundred
million Barms into an useless war against the Earth. Enraged, Richter leaves
to join the already ongoing revolt against Orban.

   If you are trying to save turns, concentrate your efforts on Korosu only,
otherwise take your time destroying the other enemies first. Anyway, Korosu's
defeat should finish the stage... except Don Zauser just woke up after years
of sleep, and is rather unhappy to see Korosu wounded on the ground. Well, by
now, after destroying so many enemies, a few more shouldn't be such a great
issue, and you only need to defeat Don Zauser to clear the scenario.

   Now that DC is gone (again), only Zezenan stands between the Earth and a
diplomatic negotiation with Guest and Inspector's home "Republican Alliance",
and possibly the end of two years of conflicts.

   If your turn count (the total amount of turns spent in the whole game) is
420 (or less), you receive a call: because your speedy campaign prevented him
from destroying Zezenan by himself as planned, Shuu was left with no choice
but to beg his way into the Londo Bell and get at least a piece of his enemy.
Despite Shuu's previous betrayal (SRW3), he is allowed into the team, and so
are Saphine, Monica and Terius (unwilling to fight, Terius isn't available as
a pilot). Ryuune, Tootie and Yanlong refuse to accept that, and abandon the
Londo Bell in protest.

   Go to Scenario 62A if Shuu didn't join you, or 62B if he did.



Scenario 62A: "Final Battle on Mars"
------------------------------------
36x40, Mars Surface
Goal: variable
Player Units: 20 (battleship + 19)
Initial Enemy Formation: Baran Schnile [Zezenan] Lv59
                         Granzon [Shuu] Lv99
                         Wizoll Kai [Saphine] Lv60
                         Nols Rei [Monica] Lv58
Items: none
Events: Turn 1, Player Phase - "Fight Shuu?" question


   Since this is the final battle, feel free to spend all your money on your
top units. If you used Raideen's God Voice more than ten times over the whole
game, Akira faints before the operation begins and won't fight this battle -
a consequence of abusing God Voice (you were warned, weren't you?).

   You enter the stage just to see Shuu and friends already attacked Guest's
base and are just about to finish Zezenan. Masaki harshly orders Shuu to step
out and leave Zezenan on the Londo Bell's hands; Shuu's party understandably
dislikes Masaki's tone and asks if this attitude means you would rather fight
Shuu instead of Zezenan.

   Your answer to this question changes the scenario completely: if you want
to fight Shuu (you need to confirm your answer), go to Scenario 62A-1. If you
decide not to fight him, move on to Scenario 62A-2.



Scenario 62A-1: "Final Battle on Mars"
--------------------------------------
36x40, Mars Surface
Goal: Defeat Shuu
Player Units: 20 (battleship + 19)
Initial Enemy Formation: Neo Granzon [Shuu] Lv99
                         Wizoll Kai [Saphine] Lv60
                         Nols Rei [Monica] Lv58
                         Valcion Lv99 x05
Items: none
Events: Turn 1, Player Phase - Baran Schnile destroyed
        Neo Granzon's HP below 20000 - Shuu recovers HP


   Shuu believes pointless battles bring nothing but unnecessary sacrifices,
and thought you felt the same. However, your decision shows he misjudged you:
the Londo Bell too is obsessed with power. Well, he is willing to teach you
better, and since you're only listening to force...

   By invoking Volkruss's curse, Shuu has the Granzon turns into Neo Granzon
and immediately finishes Zezenan. With Guest out of the way, he calls in five
Valcions (!) to handle you. Picking a fight with Shuu apparently doesn't feel
right to your pilots either, because their kiryoku drops straight to 50.

   Use the 'Gekirei' seishin to boost up the kiryoku of whoever needs it to
attack, giving priority to your Super Robots and aura battlers. You'll have a
hard time even hitting the enemies (due to their high level), but you cannot
afford to waste your best units' SP either - you'll need it later.

   While the Valcions can't counterattack if you are more than seven squares
away, they keep on moving your way and will be over you in no time. When that
happens, well, things get real tough and you'll probably have to rely on the
aura battlers' bunshin to survive. Monica and Saphine are relatively easy to
defeat, but still can hurt you a lot, so get rid of them fast.

   Once all henchmen are out, time to face Shuu himself. The Neo Granzon has
awfully powerful attacks, and the kiryoku to use them (destroying his friends
doesn't lower his kiryoku as it would with anybody else). Have someone cast
the 'Datsuryoku' seishin to lower his ki to 120 or less, to turn off his best
attacks (Shukutai-Hou and Graviton Cannon).

   That done, start wearing Shuu down with your best attacks, but beware: he
heals his HP as soon as it drops below 20000. Once this happens, fire all you
have left on stock to finish him quickly. Go to Epilogue 1.



Scenario 62A-2: "Final Battle on Mars"
--------------------------------------
36x40, Mars Surface
Goal: Defeat Zezenan
Player Units: 20 (battleship + 19)
Initial Enemy Formation: Baran Schnile [Zezenan] Lv59
                         Righ Ghaos Lv52 x05
                         Ghaos Guld Lv50 x04
Enemy Reinforcements (1): Garnroll [Richter] Lv49
Enemy Reinforcements (2): Righ Ghaos [Sety] Lv52
                          Righ Ghaos [Zeb] Lv52
                          Ghaos Guld Lv50 x03
Enemy Reinforcements (3): Righ Ghaos Lv50 x02
                          Ghaos Guld Lv49 x04
NPC Units: Mecha Warrior God Armon [Erica] Lv??
Items: none
Events: Turn 1, Player Phase - Shuu, Saphine, Monica leave
                               Zezenan recovers HP, calls units
        Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive
                              Erica appears, than leaves
        Turn 4, Enemy Phase - Enemy Reinforcements (2) arrive
        Baran Schnile's HP below 70% - Zezenan recovers HP
                                       Enemy Reinforcements (3) arrive
                                       Sety, Zeb leave


   Like you, Shuu hates pointless battles, and now that your attitude is set
straight, he pulls out to avoid more conflicts, but not without first warning
you that true strenght comes from the heart - power without compassion only
leads to darkness, as he himself learned the hard way...

   Despite Shuu's words, Zezenan remains convinced the earthlings believe in
strenght only, and will be defeated by the superior aliens. After healing his
entire HP, he calls in more units - battle power enough to bring concern to
the whole universe.

   Richter appears still on Turn 1 - having been fooled into the war doesn't
change the fact many people dies in his hands, so he's now determined to face
his fate in the battlefield, like a true warrior. And, given Zezenan isn't a
worthy, honored opponent, only the Londo Bell is left to kill him: because of
this logic, he attacks you instead of Guest.

   For someone with a death wish Richter puts up quite a fight, but isn't as
strong as the Guest units. On Turn 4, Sety and Zeb arrive, only hoping to die
avenging Roph.

   Zezenan heals his HP again once it drops below 70%. Against all evidence,
he refuses to admit humans are anywhere close to being a decent opponent - he
already knew the human history by the time he came to the Earth, and is only
surprised to see such a poor, self-destructive species last so long. In fact,
since he sees no merit in its existance, he just decided to terminate all of
mankind.

   After this, Zeb and Sety decide not to help Zezenan anymore and leave the
field, while the Guest commander calls in more reinforcements, confident they
will make him the ruler of the universe.

   Since standing on a base yields Zezenan a 20% HP recover, try to destroy
the Baran Schnile in a single turn, throwing everything you have on a massive
attack. Once you do so, any remaining enemies leave - read Epilogue 2.



Scenario 62B - "Final Battle on Mars"
-------------------------------------
36x40, Mars Surface
Goal: Defeat Zezenan
Player Units: 20 (battleship + 19)
Initial Enemy Formation: Baran Schnile [Zezenan] Lv58
                         Righ Ghaos Lv50 x02
                         Ghaos Guld Lv50 x01
                         Ghaos Guld Lv49 x01
                         Ghaos Guld Lv48 x02
                         Ghaos Guld Lv47 x01
                         Lestgrunch Lv48 x03
                         Lestgrunch Lv47 x02
                         Grassidow Ryu Lv47 x04
                         Lestrail Lv47 x05
Enemy Reinforcements (1): Garnroll [Richter] Lv49
Enemy Reinforcements (2): Righ Ghaos [Sety] Lv52
                          Righ Ghaos [Zeb] Lv52
                          Ghaos Guld Lv50 x03
Enemy Reinforcements (3): Righ Ghaos Lv50 x02
                          Ghaos Guld Lv49 x04
NPC Units: Mecha Warrior God Armon [Erica] Lv??
Items: none
Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive
                              Erica appears, than leaves
        Turn 4, Enemy Phase - Enemy Reinforcements (2) arrive
        Baran Schnile's HP below 70% - Zezenan recovers HP
                                       Enemy Reinforcements (3) arrive
                                       Sety, Zeb leave


   Since this is the final battle, feel free to spend all your money on your
top units. If you used Raideen's God Voice more than ten times over the whole
game, Akira faints before the operation begins and won't fight this battle -
a consequence of abusing God Voice (you were warned, weren't you?).

   For Zezenan, your appearance only shows humans are so inferior they don't
even know their own limits, and your suitable death will help the galaxy from
worrying about Earth's genocide weapons.

   Richter appears still on Turn 1 - having been fooled into the war doesn't
change the fact many people dies in his hands, so he's now determined to face
his fate in the battlefield, like a true warrior. And, given Zezenan isn't a
worthy, honored opponent, only the Londo Bell is left to kill him: because of
this logic, he attacks you instead of Guest.

   For someone with a death wish Richter puts up quite a fight, but isn't as
strong as the Guest units. On Turn 4, Sety and Zeb arrive, only hoping to die
avenging Roph.

   Zezenan heals his whole HP once it drops below 70%. Against all evidence,
he refuses to admit humans are anywhere close to being a decent opponent - he
already knew the human history by the time he came to the Earth, and is only
surprised to see such a poor, self-destructive species last so long. In fact,
since he sees no merit in its existance, he just decided to terminate all of
mankind.

   After this, Zeb and Sety decide not to help Zezenan anymore and leave the
field, while the Guest commander calls in more reinforcements, confident they
will make him the ruler of the universe.

   Since standing on a base yields Zezenan a 20% HP recover, try to destroy
the Baran Schnile in a single turn, throwing everything you have on a massive
attack. Once you do so, any remaining enemies leave - read Epilogue 2.



Epilogue 1
----------

   Shuu never expected you to have such power, but never mind: he admits his
defeat, but warns it's a mistake to think all problems can be solved by brute
force. Not to mention: how many lives did you take to grow this powerful? If
it doesn't consider such things, the human race really has no future.

   The Londo Bell won, but nobody's happy about it - Shuu was right when he
said this battle was meaningless. Even worse, your latest actions had Mekiboz
change his mind about you: inclined to agree with Shuu, now he thinks you're
no better than Zezenan.

   Because of this, all peace negotiations between the Earth and Guest stop,
and the conflict against Guest and Inspector escalates into a no-holds-barred
war - an endless nightmare...



Epilogue 2
----------

   Zezenan's fall allows the Private Council to recover its authority, which
in its turn allows the war to finally end. For as far as Mekiboz knows, there
is no reason for earhlings and aliens not to coexist peacefully, although he
wouldn't want Zezenan's words to be dismissed or forgotten.

   In time, the Guest and Inspector parties make a definitive reconciliation
and send a special envoy to propose a friendship treaty with the Earth Union.
The now renewed Earth Union Government gladly embraces it, thus marking the
beginning of a brand new history for mankind.




SCENARIO FLOWCHART-----------------------------------------------------------

   This flowchart is intended to help players visualizing the available paths
in the game, as well as noticing the consequences of each path.


                                    START
                           (Character Construction)
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
            (Real Robot Type)                   (Super Robot Type)
                    |                                   |
               SCENARIO 1A                         SCENARIO 1B
             "The Beginning"                     "The Beginning"
                    |                                   |
                    |___________________________________|
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
         (spent 7 or less turns)             (spent 8 or more turns)
                    |                                   |
               SCENARIO 2A                         SCENARIO 2B
           "Enigmatic Visitors"                "Enigmatic Visitors"
                    |                                   |
                    |                                   |
                SCENARIO 3                         SCENARIO 4A
              "A New Enemy"         "Special Training! Dai-Setsu-Zan Oroshi!"
                    |                                   |
                    |                                   |
               SCENARIO 4B                          SCENARIO 5
"Special Training! Dai-Setsu-Zan Oroshi!"         "A New Enemy"
                    |                                   |
                    |                                   |
                SCENARIO 6                          SCENARIO 7
            "Bright's Return"                     "Daba Myroad"
                    |                                   |
                    |___________________________________|
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
           (have a sweetheart)             (doesn't have a sweetheart)
                    |                                   |
                SCENARIO 8                          SCENARIO 9
                "Stampede"                    "Rescue! Combattler V"
                    |                                   |
                    |___________________________________|
                                      |
                                      |
                                 SCENARIO 10
                          "Battle Commander Daimos"
                                      |
                                      |
                                 SCENARIO 11
                          "Love of the Battlefield"
                                      |
                                      |
                                 SCENARIO 12
                               "Enter Zanbot 3"
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
             (Pacific Ocean)                       (Japan Sea)
                    |                                   |
               SCENARIO 13                         SCENARIO 14
           "Sorrowful Memories"                "Sorrowful Memories"
                    |                                   |
                    |___________________________________|
                                      |
                                      |
                                 SCENARIO 15
                     "Wake Up! Super Bestial Machine God"
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
         (go with Kouji's group)              (stay with main team)
                    |                                   |
               SCENARIO 16                         SCENARIO 17
          "Love's Whereabouts"                 "Guyzock's Terror"
                    |                                   |
                    |___________________________________|
                                      |
                                      |
                                 SCENARIO 18
                                 "Surfacing"
                                      |
                                      |
                                 SCENARIO 19
                        "Mazinger Z Flying in the Sky"
                                      |
                                      |
                                 SCENARIO 20
                              "Mia's Decision"
                                      |
                                      |
                                 SCENARIO 21
                       "Great General Garuda's Tragedy"
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
             (with Galaria)                     (without Galaria)
                    |                                   |
               SCENARIO 22                         SCENARIO 23
     "Expansion of the Aura Machine"     "Expansion of the Aura Machine"
                    |                                   |
                    |___________________________________|
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
            (northwest route)                (south-southwest route)
                    |                                   |
               SCENARIO 24                         SCENARIO 25
                "Intruder"                          "Intruder"
                    |                                   |
                    |___________________________________|
                                      |
                                      |
                                 SCENARIO 26
                        "Baron Ashura's Final Moment"
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
            (Real Robot side)                  (Super Robot side)
                    |                                   |
               SCENARIO 27                         SCENARIO 28
          "Old Soldier's Elegy"                  "Brave Raideen"
                    |                                   |
                    |___________________________________|
                                      |
                                      |
                                 SCENARIO 29
                            "Dr. Hell's Ambition"
                                      |
                                      |
                                 SCENARIO 30
                               "Turning Point"
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
                (Team A)                            (Team B)
                    |                                   |
               SCENARIO 31                         SCENARIO 32
              "Into Space"                "Recapture of Great Mazinger"
                    |                                   |
                    |                                   |
               SCENARIO 33                         SCENARIO 34
        "Encounter with the AEUG"             "Rise of the Titans"
                    |                                   |
                    |                                   |
               SCENARIO 35                         SCENARIO 36
   "Assault! Limit Intervention Point"           "Hyper Jerill"
                    |                                   |
                    |                                   |
               SCENARIO 37                         SCENARIO 38
               "Londenion"                "I Have the Power of the Sun"
                    |                                   |
                    |___________________________________|
                                      |
                                      |
                                 SCENARIO 39
                             "Granzon's Enigma"
                                      |
                                      |
                                 SCENARIO 40
                                  "Neue DC"
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
            (Real Robot side)                  (Super Robot side)
                    |                                   |
                    |                              SCENARIO 42
                    |                 "Genius Scientist Aizam's Challenge"
               SCENARIO 41                              |
            "Mars Connection"                           |
                    |                              SCENARIO 43
                    |                          "Richter and Aizam"
                    |                                   |
                    |___________________________________|
                                      |
                                      |
                                 SCENARIO 44
                           "Korosu and Don Zauser"
                                      |
                                      |
                                 SCENARIO 45
                             "Kilimanjaro Storm"
                                      |
                                      |
                                 SCENARIO 46
                               "Sun of Dakar"
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
              (Four alive)                        (Four killed)
                    |                                   |
               SCENARIO 47                         SCENARIO 48
             "Total Balance"                    "Beyond the Todd"
                    |                                   |
                    |___________________________________|
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
        (been to Scenario 16 or               (been to Scenario 17
    Bandock escaped on Scenario 17)          and destroyed Bandock)
                    |                                   |
               SCENARIO 49                         SCENARIO 50
       "Terror of the Human Bombs"               "New Strenght"
                    |                                   |
                    |___________________________________|
                                      |
                                      |
                                 SCENARIO 51
                           "Singularity, Collapse"
                                      |
                                      |
                                 SCENARIO 52
                              "Glorious Sunset"
                                      |
                                      |
                                 SCENARIO 53
                            "Guest and Inspector"
                                      |
                                      |
                                 SCENARIO 54
                            "Posaydal's Ambition"
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
             (Quattro left)                   (Quattro is with you)
                    |                                   |
              SCENARIO 55A                        SCENARIO 55B
           "Ryuune Capriccio"                  "Ryuune Capriccio"
                    |                                   |
                    |___________________________________|
                                      |
                     _________________|_________________
                    |                                   |
                    |                                   |
           (Gablae joined you)                   (Gablae killed)
                    |                                   |
               SCENARIO 56                         SCENARIO 57
       "The Other Side of the Moon"           "Siege Network Breach"
                    |                                   |
                    |___________________________________|
                                      |
                                      |
                                 SCENARIO 58
                              "Scatter to Axis"
                                      |
            __________________________|__________________________
           |                          |                          |
           |                          |                          |
  (Ple joined you and      (Ple joined you but you     (Ple didn't join you)
 you go to Sweet Water)    don't go to Sweet Water)              |
           |                          |                          |
      SCENARIO 59                     |                          |
   "Hamaan's Shadow"                  |                          |
           |                    SCENARIO 60B               SCENARIO 60C
           |                  "Oldna Posaydal"           "Oldna Posaydal"
     SCENARIO 60A                     |                          |
   "Oldna Posaydal"                   |                          |
           |                          |                          |
           |__________________________|__________________________|
                                      |
                                      |
                                 SCENARIO 61
                       "Deathmatch in the Wastelands"
                                      |
                         _____________|__________________________
                        |                                        |
                        |                                        |
             (Shuu didn't join you)                      (Shuu joined you)
                        |                                        |
                  SCENARIO 62A                                   |
             "Final Battle on Mars"                              |
                        |                                        |
            ____________|_____________                     SCENARIO 62B
           |                          |               "Final Battle on Mars"
           |                          |                          |
     (fight Shuu)            (don't fight Shuu)                  |
           |                          |                          |
    SCENARIO 62A-1             SCENARIO 62A-2                    |
"Final Battle on Mars"     "Final Battle on Mars"                |
           |                          |                          |
           |                          |__________________________|
           |                                       |
           |                                       |
       EPILOGUE 1                              EPILOGUE 2




OPTIONS----------------------------------------------------------------------

   In the "Options" menu on the title screen, there are sections called "Demo
Select" and "Robot Encyclopedia". I just thought I could put some information
regarding how to get those sections completed.


1 - Demo Select
---------------

   This allows you to see all 'demo' sequences available in the game, but you
can only access the demos you already viewed during the game. This section is
very easy to complete, but here it goes anyway:

 * "Mazinger Z Launch"              - start on Super Robot side
 * "Scrander Cross"                 - always shown
 * "Raideen Launch"                 - start on Super Robot side
 * Getter Robo Transformations      - always shown
   (Getter 1, 2 and 3)
 * "Combattler V Combination"       - always shown
 * "Zanbot 3 Combination"           - always shown
 * "Dancouga Combination"           - always shown
 * Getter Robo G Transformations    - stay on Earth after Scenario 30
   (Getter Dragon, Liger, Poseidon)   and launch Getter G on Scenario 36
 * Shin Getter Robo Transformations - launch Shin Getter Robo on Scenario 51
   (Shin Getter 1, 2 and 3)



2 - Robot Encyclopedia
----------------------

   Allows you to see all robots and mechas (not really) of the game. In order
for a mech to appear here, you must have seen it during the game (it appeared
in a scenario or you have it in your team). Unlike what I used to think, it's
NOT necessary to save the game after you see a robot for it to show up in the
encyclopedia.

   Complete, the Robot Encyclopedia has 248 entries, shown as follows (in ja-
panese, they'd be in alphabetical order):


          Page 01/12----------------------------------------------
         |                                                        |
         |  Argama                     R-Jarja                    |
         |  Blue Knight Helldine       Red Knight Deathguine      |
         |  Ashura Temple              Adzam                      |
         |  Asshimar (MS)              Asshimar (MA)              |
         |  A-Taul                     Aphrodi A                  |
         |  Alpha Aziel                Allone                     |
         |  Darkness Great General     Eagle Fighter A            |
         |  Eagle Fighter H            Eagle Fighter N            |
         |  Wizoll Kai                 Will Wipps                 |
         |  Wing Caliber               Wave Rider                 |
         |  ExS-Gundam                 S-Gundam                   |
         |                                                        |
          --------------------------------------------------------

          Page 02/12----------------------------------------------
         |                                                        |
         |  NT-1 Alex                  F-91                       |
         |  L-Gaim                     L-Gaim Mk-II               |
         |  Elmeth                     Endra                      |
         |  Discus Beast Giru-Giru     Discus Beast Gosu-Gosu     |
         |  Discus Beast Jin-Jin       Discus Beast Deki-Deki     |
         |  Aug (Original Auge)        Auge                       |
         |  Fossile Beast Gildeen      Fossile Beast Bastodon     |
         |  Kuttner Warship            Calvary Temple             |
         |  Calleyzed                  Gerbera Tetra              |
         |  Gau                        Goddess                    |
         |  Gadyfall                   Gabthley (MS)              |
         |                                                        |
          --------------------------------------------------------

          Page 03/12----------------------------------------------
         |                                                        |
         |  Gabthley (MA)              Galava                     |
         |  Galluss-J                  Galva FX-II                |
         |  Garnroll                   Garoika                    |
         |  Guncannon                  Guntank                    |
         |  Gundam                     Gundam Mk-II               |
         |  Gante                      Machine Beast Abdra U6     |
         |  Machine Beast Garada K7    Machine Beast Genova M9    |
         |  Machine Beast Spartan K5   Machine Beast Dabras M2    |
         |  Machine Beast Toros D7     Old Zaku                   |
         |  Qubeley                    Qubeley Mk-II              |
         |  Monster Sharkin            Gira Doga                  |
         |                                                        |
          --------------------------------------------------------

          Page 04/12----------------------------------------------
         |                                                        |
         |  GiruGiruGan                Quin Mantha                |
         |  Ghoul                      Greia                      |
         |  Grassidow Ryu              Guran Galan                |
         |  Granzon                    Granvell                   |
         |  G.Roon                     Great Mazinger             |
         |  Greydon                    Grendizer                  |
         |  Kernagurl Warship          Kampfer                    |
         |  Geymalk                    Gea Gring                  |
         |  Ghaos Guld                 Gespenst                   |
         |  Gespenst Mk-II             Getter 1                   |
         |  Getter 2                   Getter 3                   |
         |                                                        |
          --------------------------------------------------------

          Page 05/12----------------------------------------------
         |                                                        |
         |  Getter Dragon              Getter Poseidon            |
         |  Getter Liger               Combattler V               |
         |  GoShogun                   GoNagurl                   |
         |  God Neros                  Graon                      |
         |  Sirbine                    Psycho Gundam (MS)         |
         |  Psycho Gundam (MA)         Psycho Gundam Mk-II (MS)   |
         |  Psycho Gundam Mk-II (MA)   Psybird                    |
         |  Psybuster                  Sazabi                     |
         |  Sadalahn                   Zaku Kai                   |
         |  Zamjeed                    Zamus Gal                  |
         |  Zanzibar                   ZanBird                    |
         |                                                        |
          --------------------------------------------------------

          Page 06/12----------------------------------------------
         |                                                        |
         |  ZanBlue                    ZanBase                    |
         |  ZanboAce                   Zanbot 3                   |
         |  Shin Getter 1              Shin Getter 2              |
         |  Shin Getter 3              G-Fortress                 |
         |  G-Cruiser (S-Gundam)       G-Cruiser (ExS-Gundam)     |
         |  G-Defensor                 GP-03S Staimen             |
         |  GP-03 Dendrobium           GP-02A                     |
         |  GP-01Fb                    Jegan                      |
         |  GM III                     Beast Demon General        |
         |  Suudori                    Super Gundam               |
         |  Spriggan                   Spazer                     |
         |                                                        |
          --------------------------------------------------------

          Page 07/12----------------------------------------------
         |                                                        |
         |  Zssa                       Zwarth                     |
         |  Zwauth                     Battle Beast Obelius       |
         |  Battle Beast Gratonios     Battle Beast Zugarl        |
         |  Battle Beast Dante         Z-Gundam                   |
         |  Zeranio                    Dianan A                   |
         |  Daitarn 3                  DaiTank                    |
         |  DaiFighter                 Daimos                     |
         |  Dobday                     DoubleSpazer               |
         |  ZZ-Gundam                  Dancouga                   |
         |  Dunbine                    Texas Mac                  |
         |  D-Seerd                    Troy Horse                 |
         |                                                        |
          --------------------------------------------------------

          Page 08/12----------------------------------------------
         |                                                        |
         |  Dooben Wolf                Dom                        |
         |  Dreissen                   Dragonosaurus              |
         |  Drumlo                     DrillSpazer                |
         |  Dreydow                    Drome                      |
         |  Nu Gundam                  Novel D-Seerd              |
         |  Nahel Argama               Neo Granzon                |
         |  Nemo                       Neue Ziel                  |
         |  Nols Rei                   Hardias                    |
         |  Hambrabi (MS)              Hambrabi (MA)              |
         |  Hamma-Hamma                Barzam                     |
         |  Byalant                    Bawoo (MS)                 |
         |                                                        |
          --------------------------------------------------------

          Page 09/12----------------------------------------------
         |                                                        |
         |  Bawoo (MA)                 Baund Doc (MS)             |
         |  Baund Doc (MA)             Bastole                    |
         |  Bat-Shu                    BattleCrusher              |
         |  BattleCraft                BattleJet                  |
         |  BattleTank                 BattleMarine               |
         |  Baran Schnile              Bandock                    |
         |  HyakuShiki                 Vierres                    |
         |  Vigna Ghina                Bigro                      |
         |  Big Garuda                 BigMoth A                  |
         |  BigMoth H                  BigMoth N                  |
         |  Byuunas A                  Billbine                   |
         |                                                        |
          --------------------------------------------------------

          Page 10/12----------------------------------------------
         |                                                        |
         |  Picdrone                   Bood                       |
         |  Bubuly                     Brau Bro                   |
         |  Blood Temple               Blueger                    |
         |  Bundle Warship             Prowler                    |
         |  Vega Beast King Gori       Berga Giros                |
         |  Ball                       BozBorot                   |
         |  Botune                     Magma Beast Garms          |
         |  Magma Beast Demon          Mother Burn                |
         |  Mazinger Z                 Marasai                    |
         |  MarineSpazer               Medea                      |
         |  Minifoe                    Musai Kai                  |
         |                                                        |
          --------------------------------------------------------

          Page 11/12----------------------------------------------
         |                                                        |
         |  Mecha GiruGiruGan          Mechasaurus Saki           |
         |  Mechasaurus Zai            Mechasaurus Shigu          |
         |  Mechasaurus Zuu            Mechasaurus Zen II         |
         |  Mechasaurus Dai            Mechasaurus Bado           |
         |  Mecha Warrior Gimeria      Mecha Warrior God Armon    |
         |  Mecha Warrior Zonnekaiser  MechaBoost Gabitan         |
         |  MechaBoost Domira          Methuss (MS)               |
         |  Methuss (MA)               Jagd Doga                  |
         |  Jagd Doga (Quess custom)   Ral Kairam                 |
         |  Righ Ghaos                 Raideen                    |
         |  Wryneck                    Rhine X1                   |
         |                                                        |
          --------------------------------------------------------

          Page 12/12----------------------------------------------
         |                                                        |
         |  Lafressia                  LandCougar A               |
         |  LandCougar H               LandCougar N               |
         |  LandLiger A                LandLiger H                |
         |  LandLiger N                Re-GZ (BWS)                |
         |  Re-GZ (MS)                 Lewroola                   |
         |  Lestgrunch                 Lestrail                   |
         |  Leprechaun                 Val Varo                   |
         |  Valcionne-R                Valcion                    |
         |                                                        |
         |                                                        |
         |                                                        |
         |                                                        |
          --------------------------------------------------------


   Notice not all units you see in the game appear in the encyclopedia. Noti-
ceably, the following mechas don't appear:

 - The main character's exclusive robots (GrunGast/WingGast/GastLander and
   Huckebein);
 - The combined forms of Grendizer (Grendizer + DoubleSpazer, DrillSpazer or
   MarineSpazer);
 - The Aura Battlers' "Hyper" forms (Hyper Leprechaun and Hyper Wryneck);
 - The bird-like monster left after you destroy MechaBoost Gabitan (which is
   also called MechaBoost Gabitan).
 - The Scrander-Crossed (winged) Mazinger Z



HELP NEEDED------------------------------------------------------------------

   I will place in this section any doubts I might have about the game. Hope-
fully someone will be able to help me with them. Questions are posted as they
arise.

 - nothing right now...



CONTACT INFORMATION----------------------------------------------------------

   If anyone has questions, comments or suggestions to make, please feel free 
to mail me at the address written on the beginning of this document. However,
before doing that, please pay attention to the following requests/facts:


  - Write "FAQ" as your subject, just so I can separate your mail from junk
    mail and things alike.

  - Due to the amount of mail I receive, I might not be able to respond all
    e-mails. So, if you receive no response, it doesn't mean it hasn't been
    received and/or read. Don't send it over and over.

  - I know the 'canonical' names for mechs and characters from all the Gun-
    dam series; I just happen not to agree with some of them. Do not ask me
    to change that. However, please DO let me know the *official* names for
    any series, especially non-Gundam ones.

  - Feel free to point grammar mistakes or anything like that. English is
    not my native language, and advice is always welcome.

  - Do not ask me where you can get "romz". If it's up to me, you won't get
    them; as a matter of fact, do not ask me ANYTHING about ROMs, emulators
    or patches, nor complain to me if you can't run it on your computer.

  - No 'l33t' language please. What can I say, I just hate it.
 


VERSION HISTORY--------------------------------------------------------------

 V 1.0  (04/07/2001) - Initial Release. Expect many mistakes.

 V 1.1  (04/13/2001) - Added Scenario Descriptions for Scenarios 7, 14, 16
                       and 17, and changed some info on other scenarios.
                     - Small portions of text rewritten. Nothing big.
                     - Corrected my email address in the "Contact Info"
                       section (a really stupid mistake).

 V 1.2  (04/22/2001) - Added Scenario Descriptions for Scenarios 19 to 28.

 V 1.4  (05/11/2001) - Added Scenarios 29 to 44.
                     - Added more stuff to the Basic Gameplay chapter, which
                       changed the order of the sections.

 V 1.5  (06/10/2001) - Added Scenarios 45 to 52.
                     - I haven't been able to play this game lately, mainly
                       due to the brazilian energy crisis; that means updates
                       will be less frequent from now on, and that checking
                       the information sent to me will take longer. Sorry.

 V 1.7  (07/24/2001) - Added Scenarios 53 to 62B, thus finishing the game.
                     - Added the "Options" section.
                     - Added a scenario flowchart.
                     - Added the special birthdate/bloodtype combinations.

 V 1.8  (08/29/2001) - Mostly minor changes, the biggest one being the
                       changes to Scenarios 5 and 6.
                     - Added information submitted by readers - again, thanks
                       to them all.

 V 2.0  (11/22/2004) - After a big hiatus I rewrote the entire guide, to add
                       info submitted by several readers and correct errors
                       I and others have found. Also, now the walkthrough
                       gives the game's whole story, for the non-japanese
                       players' sake.



CREDITS----------------------------------------------------------------------

 * Banpresto - for having created this game.
 * Nintendo - for having made the Super Famicom.
 * Everyone who has written a FAQ on a Super Robot Taisen game, especially
 Edmund Chiu and Mark Neidengard. Their FAQs on the PSX versions of SRW4 and 
 SRW3, respectively, have helped me a lot on both games' versions on the SFC.
 * Famicom Magazine - much of the information here (including, but not only,
 the birthday/bloodtype seishin information and part of the scenario
 descriptions for the first 8 scenarios) comes from it. Reading FamiMaga is
 actually what made me decide write this FAQ, since it showed me how much
 (and how detailed) information could be provided for players.
 * Glenn Rosenthal - for having written JWPce, the program I used to 
 translate much of the japanese text and information of the game.
 * Jin Kin - for pointing me to a list of special birthdate/bloodtype
 combinations, as well as giving me lots of constructive suggestions,
 including adding a flowchart, and mentioning the consequences of abusing
 Raideen's God Voice.
 * SatsuNightmare666 - for giving me pleny o'info on the anti-beam measures,
 among other things.
 * Alex "Shigeki" Weispfenning - for first telling me that you can get
 Rozamia even if you don't have Chris and Bernie, at least if you're on Super
 Robot side.
 * DragoonT - fellow SRW4 guide writer, and the one who pointed me exactly
 what you need to do in order to get GP-02A's Atomic Bazooka, among other
 things.


End of file.