============================================================================== SUPER ROBOT WARS ALPHA 2 (Playstation 2) ============================================================================== Super Robot Wars Alpha 2 FAQ/Walkthrough Version 1.01 April 04, 2003-July 25, 2003 Unpublished work Copyright 2003 gundamtotoro E-Mail: gundamtotoro(at)hotmail(dot)com ============================================================================== TABLE OF CONTENTS ============================================================================== I. Introduction II. E-Mail Guidelines III. Intermission Menu IV. Gameplay V. Walkthrough VI. Combination Attacks VII. Secrets VIII. Frequently Asked Questions IX. Special Thanks X. Links XI. Copyright Information ============================================================================== I. INTRODUCTION AND VERSION NOTES ============================================================================== Super Robot Wars Alpha 2 is the most recent release in the popular game series. I've made 3 FAQs on these games so far (SRWA, SRWR, SRWOG), and I'm continuing to do so with this one. This guide offers a complete walkthrough for all characters and all path splits. The FAQ will also have explanations of the gameplay features so us gaijin dogs with barely functional knowledge of Japanese written languages can play the game, or at least help the newcomers who haven't nearly memorized every command from playing a few SRWs. ^_^; Version 1.01 (July 25) Slight tweaking and clarification here and there. There are also a few more Frequently Asked Questions. Version 1.00 (May 29) The walkthrough is now 100% finished and contains every original character scenario and every path split. The item list and explanation was finished. All Combination Attacks are now listed. Copyright section was updated along with information links. Frequently Asked Questions was updated to include questions that I keep getting emailed and IM-ed about. This FAQ is now finished with the exception of any minor updates needed in the future. See you all later for SRW Delta. ^_^ Version. 50 (May 10) Mikenese and Haman Peace paths are covered. Arad's route is covered up to Scenario 24 with Scenario 30 and 37 being the only remaining routes on that path. Frequently Asked Questions and Secrets sections were updated. Version. 30 (May 02) Alright, I have all the walkthroughs for Kusuha's route as well as covering the Vital Net and Axis routes. Hopefully in the next update the Haman Peace path will be finished and most of another character's path will be finished. The Goshogun duplication trick was also confirmed. Version .25 (April 26) The FAQ now covers up to the end of Scenario 24 on Kusuha's path. I also provided information on recruiting Radora and saving Musashi into the secrets section. I also provided some more information on Wing Gundam since more questions keep popping up about it on the board. Reclaimer information was included. I also provided some information in the secrets section for Ra Kailum's nuclear weapons since there is a lot of misinformation on this subject. Shouga's Goshogun Item Duplication trick is also under the Secrets section now. Anyway the plan at the moment is to have walkthrough updates roughly once a week until I have all four characters finished. Version .20 (April 19) Alright, the FAQ covers until the end of the game now. I also started work on the walkthrough for Kusuha's route. I just finished Scenario 07 on that route... and I'm now disappearing for a few days so I thought I'd send in the update now. I also updated the FAQ section with what happens when you play a replay game. Version .15 (April 16) I've written the FAQ up to the end of Scenario 49. I made some corrections here and there and added to the Secrets and Combination Attacks list. Hopefully in the next update I will have finished the game and can include a full Item list. I think I'll go with Kusuha's path next... and we'll see where it goes from there. Version .1 (April 10) I've written Ibis' route up until the end of Scenario 24. Basic gameplay information has been included. Yes some of it was copied, pasted, and modified from my previous FAQs. If it needed modified to describe this game, then it was modified. Combination Attacks and Secrets are currently limited to only what either I have confirmed, or have been confirmed by individuals who I trust. ============================================================================== II. E-MAIL GUIDELINES ============================================================================== First off I would like to point out the "Find" function available on most browsers by pressing "Ctrl + F." Please use this command to find what you are looking for before emailing me. Please put "SRW@2: (name of subject)" or something similar in the subject heading, I do not read emails where there is no subject. Also avoid using caps, bad spelling, any non-default colors, or any non-default fonts. This will be a quick way to ensure that your message is deleted and you will receive no reply. I would also appreciate it if you would include a link to what site you found this FAQ at since only one site is allowed to host it. This helps me sue random bitches who don't take my Copyright Notice seriously. I do not know cheat codes, I don't use them, I don't see any reason for their need. Do not email me code requests. If you just want to ask where to get this game. Try NCSX or Ebay. Alright... I said all the mean angry stuff... so its time to be nice and ask for help. I would highly appreciate any help with the FAQ, any clarification, corrections, and additional information would be very much appreciated and credit will be given. My katakana translations are pretty literal and I'm sure you will notice that names that are unfamiliar to me can have some ugly translations. ============================================================================== III. INTERMISSION MENU ============================================================================== I really like how the intermission menu is set up on this game. The row titles on the left are actually in english. Anyway, the options are grouped under four different sections. I included the given english title on the left a brief description of what that command does. See each title's specific section for more information. _ |P| |I| Pilot Examine: Look at Data on your Pilots |L| |O| Pilot Customize: Customize your Pilots |T| - _ |U| |N| Unit Change: Place another Pilot in an available unit |I| |T| Squad Setup: Form and adjust your squads here - _ |F| Unit Examine: Examine your Units here |A| Unit Upgrade: Upgrade your units' stats (in HP, EN, Mobility, and Armor) |C| Weapon Upgrade: Upgrade your units' weapons |T| Item Equip: Equip items for your units |O| Equipment Change: Some units have alternate equipment options (such as |R| G-Defensor parts for Mk. II to form Super Gundam and ABC Cloaks for |Y| Crossbone Gundams). - _ |D| Examine: Another way to look at your pilots sorted under different |A| groups. |T| Save: Saves your game to a PS2 Memory Card |A| Continue: Moves you onto the next scenario - The following are more detailed descriptoins of the optoins under the Pilot, Unit, and Factory options. A. Pilot Examine B. Pilot Customize C. Unit Change D. Squad Setup E. Unit Examine F. Unit Upgrade G. Weapon Upgrade H. Item Equip I. Equipment Change ------------------------------------------------------------------------------ A. Pilot Examine ------------------------------------------------------------------------------ All available pilots are arranged from highest level to lowest. Pressing R1 and L1 will change the order that pilots are listed. The different categories are pilots being ranked by level in descending order, by squad, and by series. ------------------------------------------------------------------------------ B. Pilot Customize ------------------------------------------------------------------------------ All available pilots will be arranged here. The default order is ranking by number of Pilot Points in descending order. R1/L1 can rearrange pilots in order of level in descending order, or by series. When selecting a pilot, the first option is to increase a pilot's stats in one of six areas at the cost of 4 Pilot Points per + 1 stat increase. The stats are in this order: -------------- Melee: Close Range fighting ability Shooting: Long range fighting ability Defend: Determines a pilot's defense. The higher the rating of the skill, the less damage a unit they pilot will receive. Skill: Basically it determines how often a pilot will use a critical attack or be hit by a critical attack. The higher the number, the more likely an attack will be critical and the less likely a pilot will be hit by one. Dodge: How well a pilot can dodge. Hit Rate: How accurate a pilot is. -------------- The second option allows you to buy skills for your Pilots. Check the "Pilot Points" section under Gameplay for a better explanation. The third option allows you to alter the terrain ability of a pilot. The greater the grade, the better that pilot will perform in that terrain type. These are the four terrain types: -------------- AIR LAND SEA SPACE -------------- Moving an A rank to S costs 60 PP, B to A rank costs 50, C to B rank costs 40 PP. I don't know of any pilots with a D rank on any terrain. ------------------------------------------------------------------------------ C. Unit Change ------------------------------------------------------------------------------ This brings up a list of mecha who can a change of pilots. This list is mostly comprised of UC mobile suits which can be used by almost any UC pilot, unless a suit has Newtype specific weaponry. The Gundam Wing boys can pilot other Gundam Wing mobile suits. Anyone from the Mazinger cast can pilot any mecha from any Mazinger series (Mazinkaiser being a possible exception). ------------------------------------------------------------------------------ D. Squad Setup ------------------------------------------------------------------------------ Creating squads is fairly simple. Choose the second "Unit" command at the Intermission menu (the fourth command down from the top) and you can examine what squads are available, and if you can create any new ones. "Event" squads can not be changed, at least for the upcoming mission. Empty squads can be filled with available units. Each unit has a cost of sorts for how much space it takes up, and each squad has 5 bars for its maximum amount of available space. Garuba FX-II is a little thing and only takes up half a bar. Daitarn 3, which is of course a huge mecha, takes up three bars. Your average Gundam takes up 1.5 bars. Here are the order of the commands for when you select a squad: -------------- ADD REMOVE REARRANGE RENAME -------------- I think those are fairly self explanitory. Add lets you add units to a squad. Remove removes selected units. Rearrange lets you change the position of units already selected in a squad. Rename lets you choose the name for a squad. Main characters and pretty much any mecha that is the star of its respective series makes for a good squad leader. Brains, Brain Childs, or Huckebein Mk. IIIs make for excellent squad companions since they give a barrier to an entire squad. Gaogaigar's Protect Shade/Wall will also give a barrier to everyone in its squad. HP Recovery units will give a +10% HP Regen to an entire squad. EN Recovery units will give a +10 EN Regen to everyone in its squad. Assist attackers are always good too. ------------------------------------------------------------------------------ E. Unit Examine ------------------------------------------------------------------------------ Examine mecha by series, highest HP, or by what squad they are part of. Press R1/L1 to toggle through the three ranking options. ------------------------------------------------------------------------------ F. Unit Upgrade ------------------------------------------------------------------------------ Units are ranked by series, highest HP, or by what squad they are part of. Press R1/L1 to toggle through the three ranking options. Press circle to select a mobile suit and press right on the stat you want to increase. The stats are listed in this order: -------------- HP : Unit's Hit Points EN : Amount of EN (energy) available to a unit Mobility : Basically this is the unit's speed rating, and aids dodging. Armor : Basically this is the unit's defense rating. -------------- ------------------------------------------------------------------------------ G. Weapon Upgrade ------------------------------------------------------------------------------ Units are ranked by series, highest HP, or by what squad they are part of. Press R1/L1 to toggle through the three ranking options. Press circle to choose a unit to upgrade. Press circle again to choose to upgrade its weapons and press right to determine how much you want to upgrade the weapon. All weapons are upgraded together in SRW@2. ------------------------------------------------------------------------------ H. Item Equip ------------------------------------------------------------------------------ This option lets you equip items on a mecha to increase its stats in various areas. Armor, HP, EN, Mobility, Accuracy, Weapon Range, HP/EN Regen, and other items can all be equipped here. Here is a list of the items based on what page they appear, and then a description of their purpose. Booster Mega Booster Apogee Motor Learning Computer Magnetic Coating Biosensor Psyco Frame Bio Computer Dual Sensor Multiple Sensor High Performance Targeter Haro Kenapokacon High Performance Radar Minovsky Craft Minovsky Driver Thruster Module Dustproofing Skurier Module A Adapter S Adapter Chobham Armor Hybrid Armor Super Alloy Z Super Alloy Alpha Z Zormanium Alloy Big Generator Mega Generator Giga Generator GS Ride Organic Bit Solar Panel Anti Beam Coating I Field Generator Gravity Territory Hyper Jammer Propellent Tank Cartridge Repair Kit Super Repair Kit OVA Crok Cecily Bun Victory Food Kadonoraizar Hachimaki Hyper Hachimak Hero Symbol Metal Soul Cost Down Booster: Increases a unit's movement rate by +1. You will probably mostly use these for platoon mates to improve the entire squad's movement rate. Mega Booster: Increases a unit's movement rate by +2. Again it is a good way to improve an entire squad's movement rate. It is also a good item to use on your favorite battleship so that it is not left behind in battle. Apogee Motor: Increases a unit's movement rate by +1 and raises mobilty by +5. Again use it like you would a Booster, but give this item to units who need a slight boost in mobility. Learning Computer: Lots of Gundam references... Anyway this raises mobility by +5 and accuracy by 5%. Give it to units for an increase in speed, and accuracy. A Super Robot may benefit from this more than a Real Robot actually. It is your call. Magnetic Coating: This will increase a unit's mobility by +5, so give it to units that need to be a little bit quicker. Biosensor: This will increase a unit's mobilty by +10. Use this on your real robots to help increase how untouchable they can be. Psyco Frame: This will increase a unit's mobility by +25 and critical hit rate by 10%. Use this on Real Robots to wreak some havoc, and even some Super Robots could benefit from this. Bio Computer: This will increase a unit's mobility by +20 and critical hit rate by 20%. Use this on Real Robots to wreak some havoc, and even some Super Robots could benefit from this. Dual Sensor: Increases accuracy by 10%. Use this on those Super Robots that are having trouble hitting enemies. Multiple Sensor: Increases accuracy by 20%. Use this on those Super Robots that are having trouble hitting enemies. High Performance Targeter: Increases accuracy by 30%. Use this on those Super Robots that are having trouble hitting enemies. Haro: Haro is godly. This increases movement rate by +2, mobility by +25, accuracy by 20%, and weapon range by +1. You only receive two of these for the entire game. Your original character mecha would obviously benefit from this. Also be sure to use the Goshogun Item Duplication trick so that Goshogun receives a free one. ^_^ Kenta's Pokacon: I really need to watch Goshogun sometime... Anyway this raises critical hit rate by 20%. High Performance Targeter: This raises all ranged weapons' (except MAP Weapons) range by +1. I like having one of these on Gaogaigar to give Broken Magnum and Hammer Hell and Heaven some extra range. Other units with ranged attacks can also greatly benefit for this item. Several Goshogun enemies drop the item, so that might be a hint. ^_~ Minovsky Craft: This allows a unit to fly, and all weapons are changed to A for Air. Chances are you will use this so that non-flying units (like Goldymarg) will not cause an entire platoon to lose their flight ability. Minovsky Driver: A much better version of the Minovsky Craft. It also allows units to fly but also changes all weapons to S in the Air. Movement rate is also increased by +1. Use this on platoon leaders for an extra edge in the air, or again use it for platoon mates so that a entire platoon does not lose their flight ability. Thruster Module: This will make a unit's space stats all A. This is nice for Mazinger, Great Mazinger, and Mazinkaiser who lose their breath attacks in space without this item. Dustproofing: This will make a unit's terrain stats all A on land. I can think of no obvious advantage to this item... Skurier Module: This will make a unit's terrain stats all A on water. Obviously this will help non-flying units in water stages, and in attacking enemies in the water. A Adapter: This will make a unit's terrain stats A on all terrains. Again Mazingers could benefit from this. S Adapter: This will make a unit's terrain stats S on all terrains. This could be to the benefit of one of your favorite units since weapons with an S on all terrains are rather useful. Chobham Armor: This increases a unit's HP by +500 and armor by +100. Obviously this is good for Super Robots. Hybrid Armor: This increases a unit's HP by +1000 and armor by +150. Obviously this is good for Super Robots. Super Alloy Z: Now all units can get a feeling of what it is like to be a Mazinger... well not really... Anyway, this increases a unit's HP by +1000 and armor by +200. Obviously this is good for Super Robots. Super Alloy Alpha Z: This increases a unit's HP by +1500 and armor by +250. Obviously this is good for Super Robots. Zormanium Alloy: This increases a unit's HP by +1800 and armor by +200. Obviously this is good for Super Robots. Big Generator: This increases a unit's EN by +50. Mega Generator: This increases a unit's EN by +100. Giga Generator: This increases a unit's EN by +150. GS Ride: A wonderful item. EN is increased by +100 and a unit with this receives a +20% EN regeneration per turn. Any unit equipped with this will have no energy worries. Original mecha, Shin Getter, Mazinkaiser (and almost anybody) can greatly benefit from this time. Organic Bit: A unit with this item will have a +10% HP regeneration per turn. Nice for a squad leader without an HP Recovery unit somewhere in its squad. Solar Panel: A unit with this item will have a +10% EN regeneration per turn. Nice for a squad leader without an EN Recovery unit somewhere in its squad. Anti Beam Coating: A unit with this item gains some resistance to beam weaponry, and beam damage is decreased by 700. I Field Generator: A unit with this item gains some resistance to beam weaponry, and beam damage is decreased by 850. Gravity Territory: A unit with this item gains a Gravity Territory barrier. This is nice for a squad leader who does not have a Brain, Brain Child, or Huckebein Mk. III in its platoon somewhere. Hyper Jammer: This grants a unit the Bunshin ability... basically a 50% chance of dodging an attack on top of a unit's dodge rate. Let us say random real robot pilot has a 20% chance of dodging an attack. The pilot will actually have a 10% chance of dodging the attack. A great item overall. Propellent Tank: Refills all of a unit's EN. Unfortunately these things are one time use only, but several are given over the course of the game. Cartridge: Refills all of a unit's ammo. Unfortunately these things are one time use only, but several are given over the course of the game. Repair Kit: Refills all of a unit's HP. Unfortunately these things are one time use only, but several are given over the course of the game. Super Repair Kit: Refills all of a unit's HP, EN, and ammo. Unfortunately these things are one time use only and not very many are given over the course of a game. OVA Crok: I guess OVA likes cooking. Anyway this replenishes 20 SP for a pilot and the item is lost after it is used. Cecily Bun: Then again we find out Cecily/Berah can cook in one scene in the game. This replenishes 50 SP for a pilot and is lost after use. Victory Food: This completely replenishes a pilot's SP and is lost after use. Kadonoraizar: This allows a pilot to gain 50 SP for the price of 50 morale. The only use for this would be for a support pilot. This is also lost after use. Hachimaki: This increases a pilot's starting morale by +5. A good thing for Super Robot pilots in general. This is also nice for Goldymarg to help reach the morale to use Hammer Hell and Heaven. Hyper Hachimaki: This increases a pilot's starting morale by +5. A good thing for Super Robot pilots in general. This is also nice for Goldymarg to help reach the morale to use Hammer Hell and Heaven. Hero Symbol: This increases armor by 200, mobility by 25, and critical hit rate by 30%. Great stuff... too bad there is only one of these in the game. Metal Soul: This increases armor by 200, mobility by 30, and critical hit rate by 35%. Great stuff... too bad there is only one of these in the game. Cost Down: This will decrease a unit's platoon bar cost by 1. If a unit only costs 1 bar it will be changed to a 1/2 bar cost. This helps fit some of those big Super Robots into squads. ------------------------------------------------------------------------------ I. Equipment Change ------------------------------------------------------------------------------ A small list of mecha are displayed here and different configurations can be selected. Gundam Mk. II can be switched between normal and Super Gundam modes. MP Nu Gundams can be changed to Funnel or Incom types, Crossbone Gundams can be equipped with or without anti beam coating cloaks. Volfogg can be either normal Volfogg or Big Volfogg. ============================================================================== IV. GAMEPLAY ============================================================================== The Gameplay section is divided into several subsections. Here is the order: A. Map Commands B. Being Attacked C. Pilot Skills D. Squad System E. Support Techniques F. Ace Pilot System ------------------------------------------------------------------------------ A. Map Commands ------------------------------------------------------------------------------ These are the commands available to units, but not all units have all of these commands. This is the order the appear in when available, and the following information gives an explanation of that command. MOVE ATTACK FLY/LAND TRANSFORM SPELLS STATUS SQUAD ITEM MOVE: When chosen, the squares a unit can move to are highlighted. When a square is selected, the unit will move to that location. ATTACK: Available when an enemy unit is in range of an attack. A screen is displayed showing available attacks. When an attack is chosen the effective range is highlighted in red. When an enemy unit is chosen, the attack then commences. FLY/LAND: Allows a unit to take off or land, mostly useful to let flying units move on land to reduce their EN consumption. TRANSFORM: Some units can transform, this lets them do it. SPELLS: Displays the spells available for that pilot, which can be used when selected. Press L1/R1 to toggle through all of the pilots, or use L2/R2 to go through all of the pilots on a specific machine. SQUAD: Used to change the designated leader of a squad. Spells and Status Information can also be accessed from here. STATUS: Shows information on that unit. ITEMS: Any battle use items equipped on a unit can be used with this option. ------------------------------------------------------------------------------ B. Being Attacked ------------------------------------------------------------------------------ When your units are attacked, these are the options available to you: 1st Choice: The computer's automatic selection, normally an alright choice to go with. 2nd Choice: This brings up three options: 2A: Make your own attack choice. 2B: Blocking, which reduces damage taken by half. 2C: Dodge, normally decreases the chance of being hit by half. 3rd Choice: Toggles Support Attack/Defend On/Off or allows for another possible support pilot to be chosen. ------------------------------------------------------------------------------ C. Pilot Skills ------------------------------------------------------------------------------ Pilot Points are a fairly recent addition to SRW games. Pilot Points will be given to a Pilot after destroying an enemy unit. Other members of a squad will receive PP as well, but a lower percentage than the leader received unless they have the "Learning" Pilot Skill. Pilot Points can be used on the intermission menu by selecting the second option under the Pilot section. This is also the second selection on the intermission menu. Sword Cut 25 PP Shield Defend 25 PP Potential 25 PP Counter 25 PP Support Attack 100 PP Support Defend 100 PP SP Up 25 PP (+5 PP for each consecutive level) SP Recovery 200 PP Battle Spirit 80 PP Extra Morale 70 PP Morale + Evade 70 PP Morale + Hit 70 PP Morale + Damage 70 PP EN Save 150 PP Learning 100 PP Assist Attack 200 PP Platoon Attack 150 PP Foresight 150 PP Guard 150 PP Repair + 80 PP EN Refill+ 100 PP Sword Cut: Honestly most pilots with a designated mecha with this ability will have this pilot skill. It allows the pilot to use the Sword Cut ability that a unit may have. Sword Cut is usually used to stop an enemy's melee attack, missile attack, and it has been known to cut down funnels/bits/incoms. Swords are not always the weapon used though. Usually what will be used is that particular unit's melee weapon... whether it is a fist or an axe. Check if a pilot's mecha has a sword icon if you think you may want to purchase this skill. Shield Defend: Again, another ability that most pilots will already have. This lets a pilot use a suit's Shield Defend ability. In SRW@2 this means that a defending unit (from choosing defend or using support defend) will use a shield that will decrease the amount of damage taken). Check a pilot's mecha to see if a shield icon is highlighted before you decide to purchase this skill. Potential: This is a pretty neat skill. When a unit reaches below 40% of its HP, then the pilot and unit receive bonuses to hit, dodge, and critical hit rates. The unit's defense will also increase. Counter: This skill lets a pilot attack first when he/she is attacked. This is particularly helpful when it destroys the attacking unit before it can even attack. Support Attack: This skill gives a pilot the ability to use a support attack. Example: Pilot A moves next to Pilot B, who has the Support Attack skill. When Pilot A attacks, Pilot B can use a Support Attack which will take place after the enemy's counterattack. The higher a Support Attack level, the more times a pilot can use a Support Attack. This is particularly helpful when finishing off some bosses who are fond of retreating. Support Defend: Support Defend works in a similar way to Support Attack, but has some more options. Example: Pilot A is being attacked and Pilot B is on the adjacent square (or in Pilot A's platoon) and has the Support Defend skill. Pilot B will basically move in front of Pilot A and be hit by an enemy attack instead at lower damage than if Pilot A received the attack. This skill works best when used with Shield Defend, which helps decrease damage further if not nullify it completely. SP Up: This increases the amount of SP that a pilot has. This skill can be upgraded repeatedly to further increase the total amount of SP. SP Recovery: A pilot will gain back a % of their used SP every turn. This skill is most useful for support pilots. Battle Spirit: This will increase a pilot's starting morale by +5. This bonus will stack with items and/or Ace ranks. High Morale: A pilot will gain +2 morale for two turns. Battle Spirit would be suggested before picking up this skill, but both are nice for Goldymarg to help it reach 140 morale so Guy can use the Goldion Hammer combination attack. Morale + Evade: About time pilots had the option of gaining morale for dodging. >_< Anyway, a pilot with this skill will receive +1 morale everytime they successfully dodge. Obviously this skill will benefit the average Real Robot pilot more than the average Super Robot pilot. Morale + Hit A pilot will receive a +1 morale bonus for hitting an enemy. A skill that almost any pilot can benefit from since most battle encounters will involve hitting an enemy. Morale + Damage A pilot will receive a +2 morale bonus for each time he/she is hit. This skill is suggested for those slow Super Robots that are unable to dodge. EN Save: This skill lets a pilot use an EN using attack at 80% of the normal EN cost. Learning: This is a highly suggested skill for support pilots. This lets them earn the same amount of experience and PP as the leader of a squad, which helps them learn other PP skills faster. Assist Attack: This skill is used in conjunction with Support Attack. It will ensure that a Support Attack will always be a critical hit, which obviously makes Support Attacks much more useful. Platoon Attack: This skill allows an attack used by a Platoon to hit at full damage instead of the reduced damage that it would normally strike at. Obviously this is a skill for the support pilots in a squad that will most likely always stay being support members. Foresight: This skill increases a pilot's hit and evade rates once the pilot reaches 130 morale. This is a skill anyone can benefit from, but Real Robot pilots will most likely have the most benefit. Guard: This skill increases a pilot's unit's defense when the pilot reaches 130. This is suggested for Super Robot pilots. Repair+: This skill lets pilots with a unit with the Repair ability (Wrench Icon) to heal 1.5 times the HP they would normally recover by using the skill. EN Refill+: This skill lets pilots with a unit with the EN Refill ability (EN Icon) to refill 1.5 times the EN they would normally recover by using the skill. This skill will also allow an EN refill unit to refill EN after moving, which is a great addition. ^_^ ------------------------------------------------------------------------------ D. Squad System ------------------------------------------------------------------------------ The big innovation in this SRW. Other members of a squad can use attacks designated as Platoon attacks with a "PLA" label before the attack. These attacks have reduced damage when used in this manner, but it lets the player bypass an enemy's support defend and/or do more damage to an enemy than might otherwise be possible. This system also lets you keep more members of your group leveled up. See the "Squad Setup" section under "Intermission Menu" on how to setup a squad. ------------------------------------------------------------------------------ E. Support Techniques ------------------------------------------------------------------------------ When allied units are adjacent to each other (not diagonal) and one pilot has a Support skill, a Support Attack/Defend can happen. A Support ability may be purchased for a pilot using pilot points if you wish. Pilots who are known for being caring individuals often have Support skills as a default. Support Attack: This skill gives a pilot the ability to use a support attack. Example: Pilot A moves next to Pilot B, who has the Support Attack skill. When Pilot A attacks, Pilot B can use a Support Attack which will take place after the enemy's counterattack. The higher a Support Attack level, the more times a pilot can use a Support Attack. This is particularly helpful when finishing off some bosses who are fond of retreating. Support Defend: Support Defend works in a similar way to Support Attack, but has some more options. Example: Pilot A is being attacked and Pilot B is on the adjacent square (or in Pilot A's platoon) and has the Support Defend skill. Pilot B will basically move in front of Pilot A and be hit by an enemy attack instead at lower damage than if Pilot A received the attack. This skill works best when used with Shield Defend, which helps decrease damage further if not nullify it completely. Support techniques can be turned on or off before an attack takes place by hitting L or R at the screen before a battle choice is made, choices can be made for a different unit to support as well by choosing the third option. Also specific attacks may be selected for support, including "ALL" Attacks. ------------------------------------------------------------------------------ F. Ace Pilot System ------------------------------------------------------------------------------ The Ace Pilot System from SRWR returns here... but not to the same degree. When a pilot obtains 50 kills he/she will have a star by their kill count and they will start each Scenario at 105 Morale. Unfortunately it can not go up to 110 Morale as it was in SRWR. ============================================================================== V. WALKTHROUGH ============================================================================== At the start of the game you have a choice of 4 characters. This walkthrough will be complete, but at this time it only has a walkthrough for Ibis Douglas, the female Real Robot pilot of the game who is located on the bottom right corner. There, you've been warned. ^^; This guide is listed in a chronological order from one scenario to the next. A list is given for available player units, enemy units, reinforcements for both sides, any events that take place in the scenario, available items, the skill point requirements for that scenario, and my own personal notes and suggestions on how to get through a scenario. ------------------------------------------------------------------------------ Zengar Tips: ------------------------------------------------------------------------------ The 11/11 B birthday works nicely for Zengar. Anyway, upgrade the hell out of Sanshiki as soon as possible as you should with any original mecha. Sanshiki could benefit from some Boosters and a Minovsky Craft. Daizengar can also benefit from a Haro and a GS Ride of course. Placing a Huckebein Mk. III (namely Elzam's) in the same squad will also help Daizengar avoid any damage being taken. ------------------------------------------------------------------------------ Arad Tips: ------------------------------------------------------------------------------ Honestly the Huckebein Mk. III that Arad starts with is somewhat lacking, but still upgrade it to max before Scenario 31. The upgrades given to Arad's Huckebein Mk. III will carry over to Viletta's Huckebein Mk. III, Elzam's Huckebein Mk. III Trombe, Wild Vulture, and Wild Falcon. Arad should concentrate on upgrading his melee stat since most of Mk. III and Wild Vulture's attacks are all melee. It is tempting to upgrade Arad's shooting stat since he is a Real Robot pilot, but melee is definitely the way to go. ------------------------------------------------------------------------------ Kusuha Tips: ------------------------------------------------------------------------------ Kusuha really doesn't need terribly much. Ryujinki is a little bit on the slow side, but Ryukooh has a nice mobility rating. Foresight may be a better choice than Guard. EN Save might be beneficial if you don't plan on equipping a GS Rider on the unit. Ryujinki and Ryukooh can both use Sword Cut, but Kusuha does not have the skill inherently so you will need to purchase it if you want to use it. ------------------------------------------------------------------------------ Ibis Tips: ------------------------------------------------------------------------------ Honestly Ibis is relatively weak for the first half of the game until she overcomes some of her own fears. She is still useful of course, but there are some things to consider when using her. Alterion is a machine built for speed and should be upgraded as such. Upgrading the mobility of the unit will help ensure that Ibis goes through scenarios unharmed. Ibis is not very accurate with Alterion for awhile though. Using Dual and Multiple Sensors can compensate for this greatly and ensure that Alterion will hit enemy units consistently. You should finish maxing out the stats on Alterion that you want to max out before Scenario 37. This is where Surei will join with her Vegarion. All Alterion upgrades will go to Vegarion when it joins. So the stronger Alterion is, the stronger Vegarion is, and the stronger the combination of Hyperion is. ------------------------------------------------------------------------------ Scenario 01-Zengar ------------------------------------------------------------------------------ Player Units: Grungust Sanshiki (Zengar) Enemy Units: Rugon x 01 Garuga x 01 Megruga x 01 (Kukuru) Player Reinforcements: Daiku Maryu (Pete) Gaiking (Sanshiro) Skylar (Fuan) Badra (Yamagatake) Nesar (Bunta) Enemy Reinforcements: Gracious x 02 Gorgurar x 02 Mikenese Battleship x 01 (Yurishirzar) Items: Dual Sensor: Gorugar Events: Enemy Units are Destroyed except Kukuru: Kukuru retreats and Enemy Reinforcements Appear Player Turn after Enemy Reinforcements Appear: Player Reinforcements Appear Enemy Turn after Player Reinforcements Appear: Yurishirzar Retreats Skill Point: Destroy all enemies on or before Turn 6 Notes: Zengar's Drill Boost Knuckle will easily take care of the Rugon and Garuga. Kukuru will then attack Zengar, and the Zankanto will be launched for Zengar's use. Kukuru will be attacked, and retreat. Mikenese enemies will then deploy, and then Gaiking characters will arrive to help you. Yurishirzar retreats in a short period of time so do not worry about him. Just finish off the enemies before the end of Turn 6 for the Skill Point. ------------------------------------------------------------------------------ Scenario 01-Arad ------------------------------------------------------------------------------ Player Units: Barzam x 01 (Yazan) - Barzam x 01 (Tanger) - Barzam x 01 (Ramses) Barzam x 01 (Zeola) - Zaku II F2 x 01 (Arad) Taurus x 01 (Heero) - Taurus x 01 (Wufei) Enemy Units: Zeta Gundam (Camille) Gundam Mk. II (Emma) Methuss (Fa) GP03 (Kou) GM Cannon II (Kieth) Clop Class x 01 Skill Point: Destroy the Clop Class cruiser on or before Turn 5 Notes: A rather simple scenario. Zeola and Tanger both have Accelerate spells which can help in traveling across the map. Heero and Wufei should transform their Tauruses to their mobile armor mode while traveling to increase their movement rate. The Taurus's beam cannon is a (P) (post movement) attack only when it is in mobile suit form though. Zeola has a +1 weapon range bonus when she's leading, which she probably should be since Arad's Zaku II F2 isn't exactly a force to be reckoned with. Yazan also has a small leadership aura, so that would be to the advantage of the hit and evade rates of anyone next to him. You can destroy the AEUG pilots here, but they do not offer any benefit other than an increase in kill number. The Clop should be your main focus, but destroying everyone isn't too difficult. Use Concentrate on Zeola, Yazan, and Heero and you should be able to take everyone on with little difficulty. A Huckebein Mk. III will arrive after the scenario and Arad will be the designated pilot for it. ------------------------------------------------------------------------------ Scenario 01-Kusuha ------------------------------------------------------------------------------ Player Units: Guy Volfogg RyuOhKi Player Reinforcements: Mazinger Z Diana A Boss Borot Enemy Units: KoOhKi Enemy Reinforcements: Oberiusu x 03 Mikenese Battleship x 01 (Birdatar) Items: Chobham Armor: Birdatar Events: Turn 2 Player Phase: Player and Enemy Reinforcements Appear. Enemy Unit Retreats Skill Point: Destroy Birdatar's Unit before or on Turn 6. Notes: A really simple starting stage. Keep Guy and Volfogg on the side of the river they are on so they can start attacking enemies sooner. Ryu Oh Ki will be useless for the scenario. Take advantage of Volfogg and Sayaka's Support Attack abilities, which will basically allow you a free attack if Koji or Guy attack from a square adjacent to either of them. It helps kill the enemies in a shorter amount of time. ^_^ Mazinger Z, Boss Borot, and Diana A will now be available units. RyuOhKi is taken to GGG... where it is repaired with Grungust parts. o_o; ------------------------------------------------------------------------------ Scenario 01-Ibis ------------------------------------------------------------------------------ Player Units: Alterion (Ibis & Tsugumi) Player Reinforcements: Gundam F91 (Kinkaid) - Hardy Gun (Umon) Space Ark (Bera) Enemy Units Den'an Zon x 02 Dahgi Iris x 01 Berga Giros x 01 Ripironia Ringaado? x 01 Enemy Reinforcements: Den'an Zon x 02 Events: Turn 2 Enemy Phase: Player and Enemy Reinforcements Appear, Alterion transforms and regains any lost HP. Skill Point: Defeat all enemies (except the battleship) before the end of Turn 5 Items: Booster: Berga Giros Notes: Pretty simple stage. I suggest having Ibis use Concentrate (if you have it) and attack Dahgi Iris. Counterattacks should destroy Dahgi Iris and wound the Den'an Zons. Attack Berga Giros on the next turn. Kinkaid will receive Crossbone X-1 after this battle and Bera will receive the newly renamed Mother Vanguard. A Zondo Gei will also sit be available in case someone wants to use the death trap later. ------------------------------------------------------------------------------ Scenario 02-Zengar (First Half) ------------------------------------------------------------------------------ Player Units: Great Mazinger (Tezuya) Enemy Units: Mazinger Z (Koji) Venus A (Jun) Boss Borot (Boss) Events: Turn 3 Enemy Phase: Illusion Ends Notes: The stage starts off with Tezuya in an illusion fighting Mazinger Z, Venus A, and Boss Borot. Tezuya should just cast Iron Wall every turn and block while waiting for the illusion to end. Tezuya will have full HP, EN, and SP once the illlusion ends. ------------------------------------------------------------------------------ Scenario 02-Zengar (Second Half) ------------------------------------------------------------------------------ Player Units: Great Mazinger (Tezuya) Venus A (Jun) Boss Borot (Boss) Player Reinforcements (1): Daiku Maryu 2 Squads Player Reinforcements (2): Grungust Sanshiki (Zengar) Enemy Units: Zugaru x 04 Psychobear x 01 Mikenese Battleship x 01 (Hades) Enemy Reinforcements: Garuga x 02 Rugon x 02 Megaruga x 01 (Kukuru) Items: Magnetic Coating: Rugon Events: Turn 2 Player Phase: Enemy Reinforcements (1) Appear All Enemy Units except Hades are destroyed: Hades retreats, Enemy Reinforcements Appear, and Player Reinforcements (2) Appear Kukuru's Megaruga is reduced to critcal HP: Kukuru Retreats Skill Point: Destroy all enemies (or force them to retreat) on or before Turn 6 Notes: Tezuya should be using Iron Wall again to help handle the Zugarus. Hades will retreat when his forces are destroyed. Kukuru will then show up, but she will soon retreat after being reduced to critical HP (below 5,000). Tezuya, Jun, and Boss will join after the scenario. Zengar will still be acting like a lone wolf... ------------------------------------------------------------------------------ Scenario 02-Arad ------------------------------------------------------------------------------ Player Units: Huckebein Mk. III x 01 (Arad) - Barzam x 01 (Zeola) Taurus x 01 (Heero) - Taurus x 01 (Wufei) Barzam x 01 (Yazan) - Barzam x 01 (Tanger) - Barzam x 01 (Ramses) Enemy Units: GM Custom x 01 (Burning) GM Custom x 01 (Monsha) GM Custom x 01 (Bates) GM Cannon II x 01 (Adel) Albion x 01 (Synapse) Enemy Reinforcements: Rick Dom II x 05 Gelgoog Marine x 02 Events: Albion is attacked/Albion is the only squad remaining: Albion retreats with Enemy Units and Enemy Reinforcements Appear Skill Point: Destroy all enemies on or before Turn 6 Notes: Honestly I find Arad's route to be really satisfying since you get to destroy various Gundam units... This time you start off facing the rest of the Albion crew. Unfortunately none of them will drop an item. It is also impossible to destroy the Albion since it will retreat when its accompanying mobile suits are destroyed or if it is attacked itself. The reinforcements arrive at the center top of the map away from the Albion's starting point. It may be beneficial to send a squad or two straight upward from their starting position to meet the enemy reinforcements to start wounding/destroying them since you only have until Turn 6 to destroy everything. The scenario will end when all enemies are defeated. Gundam GP01-Fb and a Zaku II F2 will be delivered after this scenario. ------------------------------------------------------------------------------ Scenario 02-Kusuha ------------------------------------------------------------------------------ Player Units: Good Thunder Goshogun Player Reinforcements (1): Combattler V Player Reinforcements (2): Mazinger Z Boss Borot Diana A RyuJinKi Enemy Units: Irikutai x 06 Tezezar x 03 Kernagurl Battleshp x 01 Items: Booster: Kernagurl Cecily Bun: Tezezar Events: Turn 2 Player Phase: Player Reinforcements (1) Appear 4 Enemy Squads Remain: Enemy Reinforcements (2) Appear Skill Point: Destroy all enemies and then destroy Kernagurl's Battleship Notes: Use some accuracy raising spells on Goshogun if you feel they are needed, but I'd suggest using Remy's Concentrate spell since Shingo should save his SP in case Goshogun needs its HP refilled. Basically beat up on the Irikutais, and Combattler V will arrive on Turn 2. When 4 squads remain (probably after all of the Irikutais are destroyed) the second set of Player Reinforcements will arrive... which gives you the first opportunity to use RyuJinKi. Kusuha and Diana A will both use Support Attack, so take advantage of that. Be careful when attacking Kernagurl from close range since that is when it can use its strongest attack. Try to attack from a distance. The pilot on Good Thunder has a spell that can replenish EN, which will probably be needed after Goshogun uses its strongest attack once. Try to use Sayaka's Luck spell when defeating Kernagurl for more money. Combattler V will join after this scenario. You will receive two propellent tanks, two repair kits, and two cartridges after the mission. ------------------------------------------------------------------------------ Scenario 02-Ibis ------------------------------------------------------------------------------ Player Units Crossbone X-1 (Kikendo) Hardygun (Umon) - Alterion (Ibis & Tsugumi) Mother Vanguard (Bera) Enemy Units: Zondo Gei x 02 Den'an Zon x 02 Berga Dalas x 02 Berga Giros x 01 (Zabine) - Dahgi Iris x 01 (Anna Mari) Enemy Reinforcements: Zonda Gei x 03 Berga Dalas x 01 (Dorel) Events: Turn 2: Zabine and Anna Mari join Player Units. Enemy Reinforcements Appear Skill Point: Defeat all enemies, and then defeat Dorel's Berga Dalas Items: Chobham Armor: Berga Dalas (Dorel) Magnetic Coating: Berga Dalas Notes: Again a fairly simple stage. Most of the enemies should not pose much of a problem. Dorel's Berga Dalas may require some effort though. Be sure to destroy the rest of the enemies first to obtain the skill point. Use Concentrate to hit Dorel if you have problems. Zabine will join the group and be assigned Crossbone X-2. Anna Mari will join with her Dahgi Iris... which receives a color change. ------------------------------------------------------------------------------ Scenario 03-Zengar ------------------------------------------------------------------------------ Player Units: Big Shooter Player Reinforcements: Steel Jeeg Player Reinforcements (2): Grungust Sanshiki (Zengar) Daiku Maryu 4 Squads Enemy Units: Rugon x 01 Garuga x 01 Enemy Reinforcements: Garuga x 03 Rugon x 03 Megaruga x 01 (Kukuru) Ramatano Orochi x 01 (Ikima) Items: Chobham Armor: Ikima Events: Turn 2 Player Phase: Player Reinforcements Arrive Enemy Units are Destroyed: Enemy Reinforcements Arrive Player Turn after Enemy Reinforcements Arrive: Player Reinforcements (2) Arrive Skill Point: Prevent the base from being attacked Notes: Miwa should cast Concentrate at the start and move to engage the enemies so that she will be able to damage them without risk of injury. Jeeg will arrive on Turn 2 and form a squad with Big Shooter. The enemies should be easy to finish off since Miwa already did some damage to them. Finish off the Enemy Units to cause the appearance of the Enemy Reinforcements. Form a defensive line away from the base once all of the reinforcements have arrived. Try to hold off on destroying Kukuru since Zengar will move far away from the battle after she is defeated. Remember you can surround an enemy from all 4 sides and it will prevent its movement. Zengar will finally join on his own route after this scenario. ^^; ------------------------------------------------------------------------------ Scenario 03-Arad ------------------------------------------------------------------------------ Player Units: Albion Taurus x 01 (Heero) - Taurus x 01 (Wufei) 4 Squads Enemy Units: Barzam x 09 Enemy Reinforcements: Barzam x 05 Barzam x 01 (Tanger) Barzam x 01 (Ramses) Barzam x 01 (Zeola) Salamis Class x 01 (Yazan) Items: Booster: Tanger Chobham Armor: Ramses Events: Enemy Units are Destroyed: Enemy Reinforcements Appear Zeola or Yazan's units are reduced to critical HP: Remaining enemies retreat Skill Point: Destroy all Enemy Units (not Reinforcements) on or before Turn 3 Notes: You will want to create some squads at the start of the scenario. You have access to four squads that you can create. Zeta and Methuss might be a better pair to place together at this point since they both can transform into forms with a movement rate of 7, which could not be taken advantage of if a slower unit is placed in the squad. Heero and Wufei start off being surrounded by several Barzams. They should be able to hold their own, especially if Heero is using Concentrate. The rest of your forces should try to head down to help fend off the Barzams, and Accelerate spells would be useful (Kieth and Bates have them). Barzams that are low on HP should probably be ignored since they will most likely be destroyed when they attempt to attack your forces and are destroyed with a counterattack. This will help save some time in earning the Skill Point. Enemy Reinforcements arrive after the Enemy Units are defeated. Barzams should be easy enough to take care of, other than Tanger, Ramses, and Zeola will have some good hit and evade rates. Yazan's Salamis also has a powerful ALL Attack that you should be weary of. If Yazan's Salamis is reduced to critical HP (it can't be destroyed since the game will reduce the amount of damage inflicted to keep it from being destroyed), then Heero will try to attack it only to have Zeola use a Support Defend to prevent the Salamis from being destroyed. Arad will launch in the Huckebein Mk. III to Support Defend for Zeola when Heero tries to attack her. The Huckebein Mk. III will apparently be destroyed and the rest of the enemies will retreat. An alternate version of this scenario will play out if Zeola's Barzam is destroyed or reduced to critical HP. It will skip to Arad defending Zeola and then the scenario will end. The easiest way to finish the scenario would be to destroy Zeola's Barzam since the Salamis has relatively high HP and Armor. A Barzam's counterattacks are also easier to deal with than those of a Salamis. The scenario will end after the enemies retreat. You will receive 2 Energy Tanks, 2 Cartridges, and 2 Repair Kits after the level is over. ------------------------------------------------------------------------------ Scenario 03-Kusuha ------------------------------------------------------------------------------ Player Units: Gaigar Player Reinforcements (1): 4 Squads Player Reinforcements (2): Gaogaigar Player Reinforcements (3): Good Thunder Goshogun Enemy Units: EI-02 Enemy Reinforcements: Irikutai x 06 Dogarpu x 02 Bundle Battleship x 01 Events: Turn 2 Player Phase: Player Reinforcements Arrive Turn 3 Enemy Phase: Gaigar transforms into Gaogaigar EI-02's is Destroyed after Gaogaigar is performed: Gaogaigar retreats. Enemy Reinforcements Appear, and Player Reinforcements (3) Appear Skill Point: Destroy Bundle Battleship (it retreats under 3000HP) Notes: Gaigar should spend the first two turns just avoiding EI-02. If you do manage to reduce its HP to 0, EI-02 will receive an instant recharge. Just wait until Turn 3 when Gaigar performs Final Fusion to become Gaogaigar. Feel free to go all out on EI-02 now. Feel free to take advantage of the trees to improve your evade and hit rate though. After EI-02 is destroyed, Bundle will appear with his battle group and Goshogun will arrive along with Good Thunder. Bundle will retreat when his HP is reduced to 3000HP or below, so finish him off with Mazinger Z, Combattler V, or Goshogun while being supported by RyuJinKi for the Skill Point. Goshogun will join after this scenario. Your units will receive a Kunhokukon which raises accuracy by 20% (which Goshogun could benefit from) and an OVA after the scenario. ------------------------------------------------------------------------------ Scenario 03-Ibis ------------------------------------------------------------------------------ Player Units: Daitarn 3 (Banjo) Zeta Gundam (Roux) - Re-GZ (Four) Player Reinforcements: Daimos (Kazuya) - Garuba FX-II (Kyoshiro & Nanai) Enemy Units Batara x 04 Erebado x 02 Quavarze (Giri) - Abijo (Rozu Mari) Enemy Reinforcements: Pez Batara x 01 Batara x 02 Events: Quavarze is attacked: Player and Enemy Reinforcements Arrive Item: Dual Sensor: Quavarze Skill Point: Destroy all enemies before the end of Turn 6 Notes: Honestly... this stage is rather hard. My suggestion is to change Daitarn 3 to Daifighter, Zeta to Wave Rider, and everyone start heading toward Quavarze. You should be able to hit Quavarze on your second turn, which will make enemy and player reinforcements appear. Daimos should start heading down to Quavarze as well since this is a 17000 HP mecha with an 8000 HP mecha supporting it... so it will take some effort to defeat it. Do not attack Quavarze at the range of 1, unless you want to watch your units die in an effort to replay the stage. Daitarn 3 and Daimos can usually attack from at least 2 squares away, which prevents Quavarze from using its strongest attack and helping your units last longer. Have Daitarn 3 land next to Zeta so Roux can use a Support Attack to help increase your attack power. Roux should be using Concentrate every turn it is encountering Giri's Quavarze. Banjo and Kazuya will probably have to use Sure Hit to be able to hit Giri. Hopefully the random Crossbone enemies will be defeated with counterattacks. As long as you can destroy them before the end of Turn 6 you will obtain the skill point. The stage will be over at the end of Turn 6 whether or not you destroy all of the enemies. Banjo joins with Daitarn 3, Kazuya joins with Daimos, Kyoshiro & Nanai join with Garuba FX-II, Roux joins with Zeta, and Four joins with Re-GZ. You will also receive 2 Energy Tanks, 2 Cartridges, and 2 Repair Kits after the level is over. ------------------------------------------------------------------------------ Scenario 04-Zengar ------------------------------------------------------------------------------ Player Units: Combattler V Player Reinforcements (1): Daimos (Kazuya) - Garuba FX-II (Kyoshiro and Nana) Player Reinforcements (2): Daiku Maryu Grungust Sanshiki (Zengar) 4 Squads Enemy Units: Oberiusu x 07 Torukern x 03 Mikenese Battleship x 01 (Birdatar) Items: Booster: Birdatar Events: Turn 3 Player Phase: Player Reinforcements (1) Appear Turn 4 Player Phase: Player Reinforcements (2) Appear Skill Point: Destroy Birdatar's unit (retreats when reduced to under 5000HP). Notes: Combattler V should just wait for the enemies to arrive, and Daimos will arrive just in time to help out. Take advantage of the HP and EN Regen squares to make things easier. Birdatar will retreat when its HP is reduced to below 5000. There is no time limit, so feel free to take your time with him. It is suggested to attack with your strongest unit, and have Daiku Maryu next to him/her to perform a Support Attack so that more damage will be taken off of the enemy. Daimos, Garuba FX-II, and Combattler V join after this scenario. ------------------------------------------------------------------------------ Scenario 04-Arad ------------------------------------------------------------------------------ Player Units: Albion 4 Squads Player Reinforcements (1): Huckebein Mk. III (Arad) Player Reinforcements (2): Mother Vanguard (Berah) Crossbone Gundam X1 (Kinkaid) - Zondo Gei (Umon) Crossbone Gundam X2 (Zabine) - Dahgi Iris (Anna) Enemy Units: Den'an Zon x 04 Berga Giros x 01 Berga Giros x 02 - Den'an Zon x 02 Zamas Giri x 01 (Jire) Enemy Reinforcements: Bug x 10 Items: Magnetic Coating: Berga Giros Events: Turn 2 Enemy Phase: Enemy Reinforcements and Player Reinforcements (1) Arrive Turn 3 Player Phase: Player Reinforcements (2) Arrive Skill Point: Destroy Zamas Giri Notes: The Albion will be unable to move during this scenario. Simply move your squads ahead and take out the enemy squads on their way to the Zamas Giri. Attack Zamas Giri from close range to avoid its ALL Attacks, but Jire's hit rate leaves something to be desired... other than it helps your squads survive. Arad escapes in his Huckebein Mk. III on Turn 2 Enemy Phase and some bugs are deployed. Technically Arad is an enemy unit until Turn 3. On Turn 3 more Player Reinforcements will arrive. Wow... I wonder who these mysterious strangers are... Arad and the Mother Vanguard crew will be closest to the Bugs. You can either move ahead and destroy the Bugs one at a time, or set the 4 squads in a defensive perimeter around the marked square. The scenario will end when all enemies are destroyed. ------------------------------------------------------------------------------ Scenario 04-Kusuha ------------------------------------------------------------------------------ Player Units: Daiku Maryu Gaiking Skylar Rinotar Dinotar Player Reinforcements: 5 Squads Enemy Units: Retsudo Bomb x 03 Retsudo Bomb x 03 - Retsudo Bomb x 01 Retsudo Bomb x 01 - Retsudo Bomb x 02 Peratsuku Monster x 03 - Retsudo Bomb x 02 Enemy Reinforcements: KoOhKi Items: Dual Sensor: Peraku Monster Events: Turn 2 Player Phase/10 Enemies Destroyed: Player Reinforcements Appear Enemy Units Destroyed: Enemy Reinforcements Appear Skill Point: Destroy 10 enemies in the first two turns Notes: Actually this stage has a semi-difficult Skill Point to obtain. Have Fan use Concentrate and move the Skylar out to meet the enemy forces, and attack the Retsudo Bomb group with three units in it. Move the rest of the units to the shore to move in on the second turn. Skylar should take down several bombs during the enemy phase of Turn 1. Move any available units forward to destroy more enemies along with Skylar. With any luck you'll have most of the Retsudo Bombs finished before Turn 2 Enemy Phase ends and the Skill Point will be yours. Finish up the enemies, and KoOhKi will appear. Simply reduce its HP to below 20,000HP and it will retreat. The entire Gaiking crew will join after this scenario. ------------------------------------------------------------------------------ Scenario 04-Ibis ------------------------------------------------------------------------------ Player Units: Mother Vanguard (Berah) Zondo Gei (Umon) - Dahgi Iris (Anna) - Alterion (Ibis & Tsugumi) Crossbone X-1 w/ABC Cloak (Kinkaid) - Crossbone X-2 (Zabine) Daitarn 3 (Banjo) Daimos (Kazuya) - Garuba FX-II (Kyoshiro & Nanai) Zeta Gundam (Roux) - Re-GZ (Four) Enemy Units: Batara x 02 Pez Batara x 04 Erebado x 01 - Pez Batara x 01 Erebado x 01 - Pez Batara x 01 Thousand Jupiter x 01 Skill Point: Reduce Thousand Jupiter to under 20000 HP before the end of Turn 4 Items: Solar Panel Notes: Yay! A simple stage. Basically all you need to do for the skill point is to wail on Thousand Jupiter a little bit. You could focus on it and end the stage fairly soon, but you might as well take out the rest of the enemies to earn some experience first. Have fun creating your own squads after this stage. ^_^ ------------------------------------------------------------------------------ Scenario 05-Zengar ------------------------------------------------------------------------------ Player Units: Grungust Sanshiki (Zengar) Player Reinforcements (1): Mazinger Z (Koji) Diana A (Sayaka) Black Getter (Ryoma) Player Reinforcements (2): Steel Jeeg Big Shooter Enemy Units: Shietsudo x 04 Shietsudo x 01 - Shietsudo x 02 Sai x 01 Giro x 01 Zar x 01 Bato x 01 Shigi x 01 (Radora) Enemy Reinforcements: Sen2 x 01 (Zanki) Bato x 02 - Shietsudo x 02 Items: Solar Panel: Zanki Events: Turn 2 Player Phase: Player Reinforcements (1) Appear Turn 4: Radora retreats and Enemy Reinforcements Appear. Player Reinforcements (2) Arrive. Skill Point: Destroy all enemies before destroying Zanki's unit Notes: Zengar starts off alone, but soon receives back up from Koji, Sayaka, and Ryoma. Ryoma should move toward Radora since they need to have a battle encounter for Radora to join later. Radora will destroy the barrier holding back the lava on Turn 4. All of the available units will move to hold back the lava, and Jeeg and Big Shooter will arrive. You can move units away from the lava, but another unit has to take its place or you will lose the scenario. Send one unit to finish off any remaining Enemy Units, and send another to take care of Zanki and friends. Destroy Zanki last for the Skill Point. Mazinger Z, Diana A, Steel Jeeg, Big Shooter, and Black Getter will join after this scenario. ------------------------------------------------------------------------------ Scenario 05-Arad ------------------------------------------------------------------------------ Player Units: Albion Taurus x 01 (Heero) - Taurus x 01 (Wufei) 5 Squads Player Reinforcements: Wing Zero Custom (Heero) Deathscythe Custom (Duo) Heavyarms Custom (Trowa) Sandrock Custom (Quatre) Nataku Custom (Wufei) Enemy Units: Zaku II F2 x 02 - Zaku II F2 x 02 Gelgoog Marine x 03 Gelgoog Marine x 01 - Gelgoog Marine x 01 Gelgoog Marine x 01 - Gelgoog Marine x 02 Musaka x 01 Musaka x 01 (Cima) Enemy Reinforcements: Geara Doga x 04 Geara Doga x 02 - Geara Doga x 02 Tallgeese III (Zechs) - Geara Doga x 02 Items: Chobham Armor: Musaka Events: Heero's squad reaches Musaka: Player and Enemy Reinforcements Appear. Cima will retreat from the battle. Skill Point: Destroy Tallgeese III (retreats when reduced to under 2000HP) Notes: Heero and Wufei need to reach the first Musaka (red battleship) on or before Turn 3. If they fail to do this then the scenario will result in a Game Over. The Wing Boys will regain their Gundams from the Musaka and Cima will retreat. Zechs arrives with several Geara Dogas. The Skill Point requirement is to destroy Zechs' Tallgeese III. The unit has 15,000HP and will retreat when it is reduced to below 2000HP. Lower the units HP to above 2000, and then finish it with a strong attack (preferably with a Support Attack as well) to obtain the Skill Point. The Wing boys will now have their respective Gundams. The Voltes V and Gaiking units will also be available after this scenario. ------------------------------------------------------------------------------ Scenario 05-Kusuha ------------------------------------------------------------------------------ Player Units: Hime Brain Player Reinforcements: Daiku Maryu Nanga Brain (Nanga) - Russ Brain (Russ) 6 Squads Enemy Units: Grand Cher (Yuu) Grand Cher (Kanan) Enemy Reinforcements: Grand Cher x 04 Grand Cher x 02 - Grand Cher x 01 Grand cher x 02 - Grand Cher x 02 Grand Cher x 01 (Edgar) - Grand Cher x 02 Items: Magnetic Coating: Edgar Events: Turn 2 Player Phase: Player and Enemy Reinforcements Appear Skill Point: Move Ryujinki over to the marked spot on the map near the enemy reinforcements Notes: Hime is alone against Yuu and Kanan for one whole turn. I like to move over to the buildings to get an evade and hit rate bonus myself. Reinforcements arrive for Player and Enemy squads on the second turn. For the Skill Point all you have to do is move Ryujinki over to the square that is flashing white. Irui is at that square, and you need to move there to save her. Grand Chers are cannon fodder enemies for the most part. Use accuracy raising spells if they are needed. Edgar's Grand Cher has a shield which will decrease the amount of damage you are able to do to the unit, but it is not a big obstacle. Hime, Nanga, and Russ Brains will join after this scenario. I personally like to spread out the Brains a little bit in squads since they give a shield to the entire squad they are in no matter what position they are in. They can also teleport at 120 morale when they are leading a squad. ------------------------------------------------------------------------------ Scenario 05-Ibis ------------------------------------------------------------------------------ Player Units: Pez Batara x 01 (Tobia) Alterion (Ibis & Tsugumi) Daitarn 3 (Banjo) Player Reinforcements: Mother Vanguard (Berah) 3 Squads Enemy Units: Batara x 02 Pez Batara x 02 - Pez Batara Erebado x 02 - Batara Batara (Banzu) - Batara x 02 Events: Turn 2: Player Reinforcements Appear Skill Point: All units exit the stage to the upper right corner or all enemies are destroyed. Notes: If Tobia, Ibis, or Banjo are defeated, it is Game Over. Other than that, there isn't much to say. Ibis and Banjo honestly really do not need reinforcements. Take out all of the enemies or flee. The decision is yours, but I promise destroying the enemies isn't terribly difficult. If you would like to recruit Banzu later, you need to have a battle encounter between him and Tobia. Tobia officially joins as a pilot after this mission. ------------------------------------------------------------------------------ Scenario 06-Zengar ------------------------------------------------------------------------------ Player Units: Daiku Maryu 6 Squads Player Reinforcements: Grungust Sanshiki Mazinger Z - Diana A Steel Jeeg - Big Shooter Black Getter Enemy Units: Oberiusu x 02 Torukern x 02 Zugaru x 02 Psychobear x 02 Gracious x 02 Gorkurar x 02 Mikenese Battleship x 01 (Yurishirzar) Enemy Reinforcements: Gorkurar x 03 Daishogun x 01 (Daishogun) Items: Chobham Armor: Gorkurar Learning Computer: Yurishirzar Events: Turn 2 Player Phase: Player Reinforcements Arrive Yurishirzar has a battle encounter with anyone: Enemy Reinforcements Arrive Turn 6 Player Phase: Daishogun Retreats Skill Point: Destroy all enemies (or wait for them to retreat) and then destroy Yurishirzar Notes: The skill point is relatively easy to obtain, just you need to avoid defeating Yurishirzar until all enemies are defeated. It is in your best interest to let Daishogun retreat since it would be very difficult (if possible at all) to defeat him at this point in the game. The scenario will end after Yurishirzar's defeat. ------------------------------------------------------------------------------ Scenario 06-Arad ------------------------------------------------------------------------------ Player Units: Albion Daiku Maryu Daimos (Kazuya) Daitarn 3 (Banjo) Re-GZ (Roux) - Re-GZ (Four) 8 Squads Enemy Units: Dari x 03 - Zubanza x 01 Garnoll (Richter) - Dari x 02 Zubanza x 05 Poazan x 02 - Poazan x 02 Skullrook x 01 (Berugen) Items: Anti Beam Coating: Berugen Multiple Sensor: Richter Skill Point: Destroy all enemies on or before Turn 7 Notes: ... and the peace talks manage to be screwed up... huge surprise right? Daimos starts off with 150 morale, which will help since it will have access to its strongest attacks at the start of the scenario. Honestly, you have several units on this stage, which helps make things a little easier. Move down and start working up Richter's forces. Richter will start moving back toward Berugen, so keep moving in that direction, and hitting Richter along the way until he goes down. Try to use Luck before destroying the Garnoll for more money. Keep moving, raise morale on the Zubanzas and Poazans. Try to attack the Skullrook from close range so your squads are not hit with ALL Attacks. Again try to use Luck before destroying the Skullrook. Banjo will join with Daitarn 3, Kazuya joins with Daimos, Four joins with a Re-GZ, Roux joins with a Re-GZ as well. Kyoshiro and Nana join with their Garuba FX-II as well. ------------------------------------------------------------------------------ Scenario 06-Kusuha ------------------------------------------------------------------------------ Player Units: Daiku Maryu 8 Squads Player Reinforcements (1): Enryu Hyouryu Player Reinforcements (2): Gaogaigar Enemy Units: Irikutai x 01 - Irikutai x 02 Dogarpu x 02 - Irikutai x 02 Tezezar x 02 - Dogarpu x 02 Kadonar Battleship - Dogarpu x 02 Enemy Reinforcements (1): Irikutai x 03 - Irikutai x 01 Enemy Reinforcements (2): EI-07 Items: Cecily Bun: Kadonar Sukurier Module: EI-07 Events: Turn 2 Enemy Phase: Enemy Reinforcements (1) and Player Reinforcements (1) Appear. Enemy Units and Reinforcements (1) are Destroyed: Enemy Reinforcements (2) and Player Reinforcements (2) Appear EI-07 is Attacked: Enryu and Hyouryu combine into Choryujin Skill Point: Destroy Kadonar's Battleship (it retreats when reduced to under 5000HP) Notes: Basically just move your main enemy force forward and build up morale as you go. The enemy will send some Irikutais to attack the eastern part of the base, but Enryu and Hyouryu show up to stop them. After they finish up their work there, you should start moving them toward the rest of your units. The skill point requires the destruction of Kadonar's battleship, who will retreat when his HP reaches 5000HP or below. I suggest reducing his HP, and then attacking with a strong mecha being supported by Ryujinki. EI-07 will appear after the rest of the enemies are destroyed. Gaogaigar will also launch and start off at 150 morale! ^_^ Enryu and Hyouryu will perform a "System Change" when EI-07 is attacked to form Choryujin. Reduce EI-07 to under 6500HP, then have Gaogaigar finish it off with a Hell and Heaven for dramatic effect. Choryujin will contain EI-07's explosion using the Eraser Head, which basically contains the destructive energy and sends it to space. ------------------------------------------------------------------------------ Intermission before Intermission Scenario 06-Ibis: ------------------------------------------------------------------------------ Berah asks Ibis a question that determines how the next scenario will play out. ------------------------------------------------------------------------------ Scenario 06-Ibis (1st Choice) ------------------------------------------------------------------------------ Player Units: Mother Vanguard 2 Squads Player Reinforcements: 3 Squads Enemy Units Erebado - Pez Batara Pez Batara x 02 Erebado x 01 Batara x 03 Berga Dalas x 02 Batara x 02 -Batara Zamas Giri x 03 Enemy Reinforcements: Den'an Zon x 02 Berga Giros x 01 Dahgi Iris x 01 Zamas Giri x 01 Events: Turn 3 Player Phase: Enemy Reinforcements Appear Turn 4 Player Phase: Player Reinforcements Appear Items: Chobham Armor Magnetic Coating Thruster Module Skill Point: Destroy all enemies Notes: This should be a basic destroy all enemies stage, but with the diversionary tactics you have 2 squads distracting the enemy while 3 more appear close to the base later on. Actually this would be the way to go except it is easier to get the skill point if you start off with all 5 of your squads as it would be with the second choice that Berah offered. Still it isn't a hard stage at all. ^^; ------------------------------------------------------------------------------ Scenario 06-Ibis (1st Choice) ------------------------------------------------------------------------------ Player Units: Mother Vanguard 5 Squads Enemy Units Erebado - Pez Batara Pez Batara x 02 Erebado x 01 Batara x 03 Berga Dalas x 02 Batara x 02 -Batara Zamas Giri x 03 Enemy Reinforcements: Den'an Zon x 02 Berga Giros x 01 Dahgi Iris x 01 Zamas Giri x 01 Events: Turn 3 Player Phase: Enemy Reinforcements Appear Items: Chobham Armor Magnetic Coating Thruster Module Skill Point: Destroy all enemies Notes: Destroy all the enemies. I love that nice simple requirement. Anyway, go maim everything and be careful not to step on the base until all the enemies are destroyed. Once all the enemy forces are gone, place any unit on any square of the base, and the stage will end. ------------------------------------------------------------------------------ Scenario 07-Zengar ------------------------------------------------------------------------------ Player Units: Good Thunder Goshogun Player Reinforcements: 10 Squads Enemy Units: Irikutai x 06 - Irikutai x 01 Irikutai x 02 - Irikutai x 02 Tezezar x 06 - Irikutai x 02 Kernagurl Battleship x 01 (Kernagurl) - Irikutai x 02 Enemy Reinforcements: Irikutai x 03 - Irikutai x 02 Tezezar x 02 - Irikutai x 02 Kuttner Battleship x 01 (Kuttner) Items: Booster: Kernagurl Rations: Kuttner Events: Turn 3 Player Phase: Player Reinforcements Arrive Turn 3 Enemy Phase: Enemy Reinforcements Arrive Skill Point: Destroy all enemies on or before Turn 7 Notes: Good Thunder and Goshogun should start moving immediately, and destroy the enemy squads with counterattacks with their ALL Weapons. The Irikutais are easy enough to destroy, but the Tezezars will take a couple of hits to bring down. The big threats are Kuttner and Kernagurl, but Kernagulr in particular since it is dangerous to attack him from close range without spells to decrease or avoid damage. Focus on the enemies on land, and try to send a few good units to the coast to handle Kernagurl when he finally decides to enter the battle. Hopefully all the Irikutais helped build up the morale of your Super Robots so that they can access their strongest attacks and hit Kernagurl with everything they have. The scenario will end when all enemies are defeated. Two Skurier modules, a Propellent Tank, a Cartridge, and a Repair Kit will be delivered shortly before intermission. ------------------------------------------------------------------------------ Scenario 07-Arad ------------------------------------------------------------------------------ Player Units: Daitarn 3 (Banjo) Crossbone Gundam X1 (Kinkaid) - Crossbone Gundam X2 (Zabine) Zondo Gei (Umon) - Dahgi Iris (Anna) Mother Vanguard (Berah) Player Reinforcements: Albion/Daiku Maryu 9 Squads Enemy Units: Batara x 04 Batara x 03 - Batara x 01 Pez Batara x 01 - Batara x 02 Erebado x 03 Erebado x 03 - Batara x 02 Thousand Jupiter x 01 Events: Turn 2 Player Phase: Enemy Reinforcements Appear Skill Point: Destroy all enemy mobile suits and reduce Thousand Jupiter's HP. Notes: I really think it is neat how Kinkaid asks for enemy pilots to please exit their mobile suit before he destroys it. ^^; Anyway, you just need to destroy the enemies here, which becomes much easier once reinforcements arrive. Basically have your starting units group together (and take advantage of Berah's command aura), and take out enemys squad by squad. Hit Thousand Jupiter a few times after the enemies are defeated and the scenario will end. Kinkaid will join with Crossbone X1. Zabine will join with Crossbone X2, well for a little while anyway... Anna Marie will join with her Daghi Iris. Umon will join with a Zondo Gei (but you'll receive the F91 shortly before the intermission menu). Berah will join with the Mother Vanguard. Tobia technically joins, but is not an official pilot yet. ------------------------------------------------------------------------------ Scenario 07-Kusuha ------------------------------------------------------------------------------ Player Units: Daiku Maryu Hime Brain Yuu Brain Enryu - Hyouryu 8 Squads Enemy Units: Grand Cher (Kanan) Grand Cher (Sheila) - Grand Cher x 02 Grand Cher x 01 Grand Cher x 02 - Grand Cher x 01 Grand Cher x 01 - Grand Cher x 02 Enemy Reinforcements: Megasaurus Sen 1 x 01 (Sanki) Jet x 02 - Jet x 01 Enemy Reinforcements: Grand Cher x 02 Grand Cher x 01 - Grand Cher x 02 Grand Cher x 01 (Edgar) - Grand Cher x 02 Grand Cher x 01 (Jonathon) - Grand Cher x 02 Items: Booster: Edgar Chobham Armor: Sanki Dual Sensor: Kanan Magnetic Coating: Sheila Organic Bot: Jonathon Events: Turn 1 Enemy Phase: Yuu and Hime form a squad together, and perform Chakra Extension on Sheila's squad. Enemy Units are Destroyed: Enemy Reinforcements (1) Appear Enemy Reinforcements (1) are Destroyed: Enemy Reinforcements (2) Appear Skill Point: Destroy Jonathon and Edgar's Grand Chers on or before Turn 9. Notes: I'd suggest upgrade Hime's brain a little bit before this scenario... since honestly the quickest way to handle this scenario is for Hime to do most of the work handling the initial Grand Cher squads. Yuu and Hime will form a squad together on Turn 1 Enemy Phase and use Chakra Extension on Sheila's squad. The two of them will basically be alone against these Grand Chers for awhile since it will take a few turns for the rest of the Player Units to catch up. Sanki's reinforcements don't take very long to be cut down. Jonathon and Edgar are a pain in the ass of course. Use accuracy raising spells to hit them. Their squad members will glady die to take a hit for either of them though. Yuu joins with his Brain after this Scenario. ------------------------------------------------------------------------------ Scenario 07-Ibis ------------------------------------------------------------------------------ Player Units: Daimos Mother Vanguard Daiku Maryu Up to 8 Squads Enemy Units: Zubanza x 02 - Zubanza Tari x 01 -Tari Tari (Barbas) Garnoll x 01 (Richter) Puratsumonster x 02 - Retsudo Bomb Tesura x 01 - Poazan Okopinia x 01 - Poazan Skullrook x 01 - Poazan Items: Booster Hybrid Armor Thruster Module Skill Point: Destroy all enemies within 7 turns Notes: This looks like it will be painful starting off, but it isn't too bad... as long as you are cautions around Richter, Barbas, and the Skullrook. Take advantage of the boxes for an HP20%/EN20% increase per turn. Daimos starts off with 150 morale. The Gaiking units and Voltes V also provide some much needed help. ------------------------------------------------------------------------------ Scenario 08-Zengar ------------------------------------------------------------------------------ Player Units: Hime Brain Player Reinforcements (1): Daiku Maryu 8 Squads Grungust Sanshiki Big Shooter Player Reinforcements (2): Steel Jeeg Enemy Units: Grand Cher x 01 (Yuu) Grand Cher x 01 (Kanan) Enemy Reinforcements: Grand Cher x 12 - Grand Cher x 01 Grand Cher x 01 (Sheila) - Grand Cher x 02 Grand Cher x 01 (Jonathon) - Grand Cher x 02 Items: Dual Sensor: Jonathon Magnetic Coating: Sheila Events: Turn 2 Player Phase: Player and Enemy Reinforcements Arrive Turn 3 Player Phase: Player Reinforcements (2) Arrive. Big Shooter forms a squad with Jeeg. Irui is saved by Jeeg and Zengar Skill Point: Destroy all enemies on or before Turn 8 Notes: Hime should move over to a building for an improved hit and evade rate. Yuu and Kanan should be destroyed with the first attack that hits them to prevent them from running away. Overall it is a simple run in and destroy everything mission. Be sure to use Concentrate and Lock On to hit Grand Chers with high evade rates. Jeeg will arrive on Turn 3, and will save Irui with Zengar's help. This is the one original character scenario with Irui's introduction where the main character does not have to physically move next to Irui, which is an interesting change of pace. The scenario will end when all enemies are defeated. ------------------------------------------------------------------------------ Scenario 08-Arad ------------------------------------------------------------------------------ Player Units: Daiku Maryu Albion/Mother Vanguard 11 Squads Enemy Units: Poazan x 03 - Poazan x 01 Tesura x 03 - Poazan x 02 Dari x 02 - Zubanza x 01 Dari x 02 - Zubanza x 02 Garnoll x 01 (Richter) - Zubanza x 02 Skullrook x 01 (Berugen) - Poazan x 02 Items: Hybrid Armor: Richter Skill Point: Destroy Berugen's Skullrook (retreats when reduced to under 6000HP) Notes: The hard part of this stage is that group of asteroids... since it will force your units to take several turns to get through the area. Luckily there is no time limit for the Skill Point, so feel free to take your time. The Skill Point requirement is for the destruction of Berugen's Skullrook, which can be done at any time. You can wait to finish him off as soon as possible, or wait until he is the last remaining enemy, it is your call. Be cautious of his ALL Attacks, and try to finish him off with a strong attack being supported by another strong attack. ------------------------------------------------------------------------------ Scenario 08-Kusuha ------------------------------------------------------------------------------ Player Units: Getter Ryger (Hayato, Musashi, and Benkei) Lady Command (Michiru) Player Reinforcements (1): Black Getter (Ryoma) Player Reinforcements (2): Daiku Maryu 8 Squads Enemy Units: Saki x 03 Sai x 02 - Saki x 01 Zar x 03 - Saki x 01 Zar x 02 - Sai x 01 Sen 1 (Sanki) - Zar x 01 - Saki x 01 Items: Solar Panel: Sanki Events: Turn 2 Player Phase: Player Reinforcements (1) Appear Sanki has a battle encounter with anyone: Player Reinforcements (2) Arrive Skill Point: Destroy all enemies on or before Turn 6 Notes: Benkei should use a spell to refill Ryger's HP at the start of the battle. The focus on the first portion of the stage is to get someone to attack Sanki's squad. I suggest using the Lady Command, who will basically remain untouchable if Michiru uses Concentrate to raise her evade rate. Ryoma will arrive in Black Getter on Turn 2. Hopefully Michiru will be able to attack Sanki on Turn 2 as well, which will make the rest of the Player Reinforcements appear from the sea to the side of Sanki's forces. The enemy will probably not last long at this point. I suggest having the Getters concentrate on the enemies near them, and the rest of the Player units focusing on Sanki and the group around him. Use ALL attacks if they are available. Ryoma will join with Black Getter after this scenario. ------------------------------------------------------------------------------ Scenario 08-Ibis ------------------------------------------------------------------------------ Player Units: Mother Vanguard Tobia 8 Squads Enemy Units: Crossbone X2 Batara x 02 Berga Dalas x 02 Erebado x 02 - Den'an Zon Berga Giros - Pez Batara Bahgi Iris - Pez Batara Zamas Giri Quavarze (Giri) - Abijo (Rozu) - Totuga (Banzu) Enemy Reinforcements: Zaku II F2 x 02 - Zaku II F2 Gelgoog Marine x 02 - Rick Dom Geara Doga (Pezun) - Geara Doga Events: Turn 4 Enemy Phase: Enemy Reinforcements Appear Items: Anti Beam Coating Dual Sensor Skill Point: Reduce Crossbone X2's HP to 0 before it leaves the map. Notes: Zabine is a pain in the arse. Equip Tobia's unit with some boosters at the intermission screen if you would like, or put some other quick units in the fourth or seventh choice in your squad deployment to ensure they are as close as possible to X2. Be careful around Quavarze again. Avoid attacking from close range if possible. Repair units as needed. The enemy reinforcements are not worth much worry. Send a few real robots to support Mother Vanguard which is unable to move. Tobia will be unavailable for awhile after this mission. ------------------------------------------------------------------------------ Scenario 09-Zengar ------------------------------------------------------------------------------ Player Units: Gaigar Player Reinforcements (1): Hime Brain (Hime) - Nanga Brain (Nanga) - Russ Brain (Russ) Player Reinforcements (2): Good Thunder Goshogun Daiku Maryu 10 Squads Enemy Units: EI-02 Enemy Reinforcements: Irikutai x 05 - Irikutai x 01 Dogarpu x 03 - Irikutai x 02 Bundle Battleship (Bundle) - Irikutai x 02 Events: Turn 2 Player Phase: Player Reinforcements (1) Arrive and start at 120 Morale Turn 3 Player Phase: Gaigar performs "Final Fusion" to become Gaogaigar EI-02 is Defeated: Gaogaigar Retreats and Player Reinforcements (2) and Enemy Reinforcements Arrive Skill Point: Destroy Bundle's battleship (retreats when reduced to under 7,000HP) Notes: The scenario starts with Guy and Ghaleon attacking EI-02, and then fusing into Gaigar. EI-02 can not be defeated in the first two turns since it will regenerate. The Brain squad that arrives on Turn 2 is a great help in reducing EI-02's HP though. On Turn 3, Gaigar performs Final Fusion to become Gaogaigar. EI-02 can now be destroyed. If EI-02 is not destroyed with Gaogaigar's Hell and Heaven attack an event will take place where Gaogaigar will use the move on EI-02. Gaogaigar will retreat after Mamoru's intervention with the Zonder core. Enemy and Player Reinforcements will arrive after EI-02's defeat. The Skill Point requirement will now be available where Bundle's battleship must be destroyed. Take advantage of the Irikutais to build up morale on your best Super Robot. Move Arad, or another pilot with the Support Attack ability next to the attacking Super Robot to be able to more damage. You need to reduce Bundle's HP to slightly above 7000HP before attacking it. The scenario will end after all enemies are destroyed. Goshogun will now join your group. Hime Brain, Nanga Brain, and Russ Brain will also join. ------------------------------------------------------------------------------ Scenario 09-Arad ------------------------------------------------------------------------------ Player Units: Mother Vanguard Albion/Daiku Maryu Zondo Gei (Tobia) 10 Squads Enemy Units: Crossbone X2 (Zabine) Batara x 07 - Batara x 01 Erebado x 02 - Den'an Zon x 02 Berga Dalas x 02 - Batara x 02 Berga Giros x 01 - Pez Batara x 02 Dahgi Iris x 01 - Pez Batara x 02 Quavarze (Giri) - Abijo (Rose) - Totuga (Banzu) Zamas Giri - Berga Dalas x 02 Items: Biosensor: Giri Booster: Rose Skill Point: Destroy Crossbone X2 before it escapes Notes: Zabine makes the ever predictable defection from the group... well at least you get to make him feel some pain for it. Zabine will not counterattack and will only block your attacks. Use Accelerate and Lock On or Concentrate to rush in and hit him with a few units. Most of the units here are cannon fodder, so build up your morale for facing Giri's squad last. I'd be sure to destroy Rose first since she pops a Booster, and if Giri is defeated first, then the whole squad will retreat. Banzu doesn't drop anything unfortunately. >> Karas will arrive in an Erebado after all of the enemy units are defeated. Karas will only stay around long enough to destroy Tobia's Zondo Gei, capture Tobia, and leave again. ------------------------------------------------------------------------------ Scenario 09-Kusuha ------------------------------------------------------------------------------ Player Units: Great Mazinger (Tezuya) Venus A (Jun) Player Reinforcements: Daiku Maryu 9 Squads Enemy Units: Bat x 02 - Bat x 01 Saki x 03 - Sai x 01 Zar x 03 - Saki x 01 Shigu (Radora) Enemy Reinforcements: Rugon x 03 Garuga x 01 Ramatano Orochi x 01 (Mimashi) Items: Hybrid Armor: Radora Magnetic Coating: Mimashi Events: Turn 1 Enemy Phase: Enemy Reinforcements Appear Turn 2 Player Phase: Player Reinforcements Appear Skill Point: Reduce Ramatano Orochi's HP to below 7000 before or on Turn 4 Notes: Great Mazinger and Venus A are alone against the enemies for a very short time. Tezuya can use Iron Wall to decrease the amount of damage he receives. I would focus on the group of Enemy Reinforcements first since Mimashi's defeat is needed for the Skill Point. Mimashi will retreat when his Mimashi's HP reaches below 7000HP. That is all that is needed for the Skill Point. He will pop a Magnetic Coating if he is destroyed though, which is honestly quite difficult to obtain at this point of the game. As usual I suggest an attack from a strong Super Robot while being supported by Kusuha. If you have formed a powerful squad, then three platoon attacks may reduce Ramatano Orochi far enough below 7000HP that the platoon leader can finish it off. Use Ryoma in Black Getter to defeat Radora, as this is apparently one of the requirements for Radora's recruitment later (and to keep Black Getter). After Radora is defeated, all of your units will need to exit the map within three turns or they will be destroyed. Try to have your units be within 15 squares of a map edge before you defeat Radora. Load up any ground based units onto Daiku Maryu so they will not be left behind, and it should work out alright. Tezuya joins with Great Mazinger, and Jun joins with Venus A. ------------------------------------------------------------------------------ Scenario 09-Ibis ------------------------------------------------------------------------------ Player Units Albion GM Custom (Burning) - GM Custom (Monsha) GM Custom (Bate) - GM Cannon II (Adel) GP03 (Kou) - GM Cannon II (Kieth) Player Reinforcements (1): Mother Vanguard Daiku Maryu Up to 8 Squads Player Reinforcements (2): Alterion (Ibis & Tsugumi) Enemy Units: ? Missile x 06 Zaku II F2 x 02 - Zaku II F2 Rick Dom II x 02 - Rick Dom II Val Varo (Kelly) Gelgoog Marine x 02 Zaku II F2 Gelgoog Marine (Karius) - Gelgoog Marine Enemy Reinforcements: Neue Ziel (Gato) Events: Turn 3: Kou goes to 130 morale Turn 4 Player Phase: Player Reinforcements Appear Turn 4 Enemy Phase: Enemy Reinforcements and Player Reinforcements (2) Appear Items: Apogee Motor Dual Sensor Large Generator Magnetic Coating Skill Point: Kick Gato's punk ass before the end of Turn 7 Notes: You get to use the 0083 gang. Albion and GM Customs have some nice "ALL" attacks that will make short work of Zaku and Dom teams. Player Reinforcements will appear near the main enemy group, so Albion and company can focus on the enemies that approach them and Val Varo while the rest of your units mop up the battleships and Gelgoogs. Gato will appear in Neue Ziel on Turn 4 Enemy Phase. Neue Ziel has less than half of its HP which makes the skill requirement rather easy to obtain, just be sure to finish off all of the targets first for all of the experience and PP. Kou will join with GP03, Kieth will join with GM Cannon II, Adel will join with GM Cannon II, Synapse will join with Albion. Burning, Bate, and Monsha will all join with GM Customs. 1 Repair Kit, 1 Propellent Tank, and 1 Cartridge will be delivered during intermission. ------------------------------------------------------------------------------ Scenario 10-Zengar ------------------------------------------------------------------------------ Player Units: Daiku Maryu 12 Squads Player Reinforcements: Mother Vanguard (Berah) Crossbone Gundam X1 (Kinkaid) - Zondo Gei (Umon) Crossbone Gundam X2 (Zabine) - Dahgi Iris (Anna) Enemy Units: Batara x 03 - Batara x 01 Pez Batara x 02 - Pez Batara x 01 Erebado x 02 - Batara x 02 Den'an Zon x 02 - Den'an Zon x 01 Dahgi Iris x 01 - Den'an Zon x 02 Berga Dalas x 02 - Den'an Zon x 02 Berga Giros x 02 - Zondo Gei x 02 Berga Dalas x 01 (Dorel) - Berga Giros x 02 Zamas Giri x 03 Zamas Giri x 01 (Jire) - Zondo Gei x 02 Items: Apogee Motor: Dorel Apogee Motor: Jire Events: Turn 3 Player Phase: Player Reinforcements Arrive Skill Point: Destroy Dorel or Jire's unit before or on Turn 6 Notes: A fairly simple stage really. Most of the enemy squads have relatively low HP and can be cleared out fairly easily. The Skill Point requirement is to defeat either Dorel or Jire. Dorel is more difficult to hit, but has much fewer HP. Jire's Zamas Giri has quite a bit of HP, but can still be destroyed within 6 turns. Dorel and Jire both drop Apogee Motors, so it really doesn't matter which one you defeat to end the scenario other than Jire will give more money. The scenario will end after Dorel or Jire's defeat. ------------------------------------------------------------------------------ Scenario 10-Arad ------------------------------------------------------------------------------ Player Units: Crossbone Gundam X2 Double Zeta Gundam Player Reinforcements: Qubeley Mk. II x 01 (Puru) - Qubeley Mk. II x 01 (Puru Two) Hyakushiki x 01 (Beecha) - Super Gundam x 01 (Elle) Mega Rider x 01 (Mondo) Enemy Units: Batara x 03 Pez Batara x 02 Erebado x 01 - Batara x 01 Erebado x 01 - Batara x 02 Abijo x 01 (Rose) - Batara x 02 Enemy Reinforcements: Batara x 01 - Batara x 02 Pez Batara x 01 Totuga x 01 (Banzu) - Batara x 02 Items: Apogee Motor: Rose Chobham Armor: Banzu Events: Turn 3 Player Phase: Player Reinforcements Arrive Player Units reach exiting hallway: Enemy Reinforcements Appear Skill Point: Destroy all enemies (no time limit) Notes: Judau and Tobia make a daring escape... but of course they aren't able to walk out of the facility without any trouble. Fortunately there is no time limit on defeating the enemies here, so feel free to take your time. Tobia can use the Support Attack skill, so have Judau attack from a position next to Tobia to receive what is essentially a free hit against an enemy. Try to save your spells for the encounter with Rose since she can be very difficult to hit. Banzu is a push over in this scenario. Totuga only has an attack rage of 5, and Totuga will not move from the exit. Snipe the poor guy repeatedly from 6-8 squares away and you will have no trouble with him. Judau joins with Double Zeta. Beecha joins with Hyakushiki. Elle joins with Super Gundam. Puru joins with her Qubeley Mk. II. Puru Two joins with her Qubeley Mk. II. Mondo joins with Mega Rider. Iino joins with no designated unit (I say keep Mondo in Mega Rider since Mondo learns the Resupply spell). Tobia joins with Crossbone X2. ------------------------------------------------------------------------------ Scenario 10-Kusuha ------------------------------------------------------------------------------ Player Units: Big Shooter (Miwa) Player Reinforcements (1): Steel Jeeg Player Reinforcements (2): Daiku Maryu Ryujinki (Kusuha) 10 Squads Enemy Units: Rugon x 01 Garuga x 01 Enemy Reinforcements: Garuga x 05 - Rugon x 01 Garuga x 03 - Rugon x 02 Ramatano Orochi (Ikima) Events: Turn 2 Player Phase: Jeeg appears, and Big Shooter joins Jeeg's squad. Enemy Units are Destroyed: Enemy Reinforcements and Player Reinforcements (2) Arrive Items: Anti Beam Coating: Ikima Skill Point: Destroy all enemies before they reach the base. Notes: Poor Hiroshi... having your father die and finding out that you are really a cyborg... and of course are needed to help save the world... that can't be a fun experience... Anyway, start off by moving Big Shooter straight north. This will lead the enemies to where Jeeg will show up, and help you destroy the enemy unit's in the minimum amount of time possible (not that it matters really, but I like it). Enemy Reinforcements will then arrive, but so will Player Reinforcements. Form a defensive line so no enemies will get past you and reach the base. Surround Ikima's Ramatano Orochi when it approaches so it will stop moving and you can take your time with it. Cast Luck before finishing it off. KoOhKi then appears, and it is revealed that Bullet is the pilot. *gasp* Steel Jeeg will join after this scenario and Miwa will join with Big Shooter. The usual assortment of rations, propellent tanks, cartridges, repair kits and OVAs will be delivered as well. ------------------------------------------------------------------------------ Scenario 10-Ibis (1st Part) ------------------------------------------------------------------------------ Player Units: Zaku II F2 (Tobia) Enemy Units: Crossbone Gundam X2 (Rozu) Events: Turn 2: Tobia goes to 130 morale, becomes impossible to hit, and will not miss for the remainder of the battle with X2. Skill Point: None (yet) Notes: I hate this stage. If you want to get X2 back, you must reduce its HP without destroying it. This requirement might be near impossible since Tobia turns invincible on Turn 2, and 3 Heat Hawk strikes might end up destroying X2 instead of making it reach near death. If you are unable to reduce X2 to low HP without destroying it, I suggest you save at the start of the mission, keep trying to hit X2 with a Heat Hawk strike, and reloading if you fail. There is probably about an 18% chance it will hit, and eventually that first strike will hit. This first hit, followed, by the strike you are forced to take, and one final one should hopefully be enough to reduce X2 to low HP without destroying it. This section of the stage will end after X2 is destroyed/reduced to critical. Tobia will leave the coliseum, but won't be able to take Bernadette with him. Duo and Wufei help Tobia escape, and its onward to the second part of this scenario. ------------------------------------------------------------------------------ Scenario 10-Ibis (2nd part) ------------------------------------------------------------------------------ Player Units: Zaku II F2/Crossbone X2 (Tobia) Gundam Double Zeta (Judau) - Mega Rider (Iino) Hyakushiki (Beecha) - Gundam Mk. II (Elle) Qubeley Mk. II (Puru) - Qubeley Mk. II (Puru Two) Enemy Units: Den'an Zon x 02 - Den'an Zon Pez Batara x 02 - Pez Batara Dahgi Iris x 01 - Den'an Zon Berga Giros x 02 - Den'an Zon Erebado x 02 - Den'an Zon Zamas Giri x 03 Jupiter 9 Enemy Reinforcements: Quavarze (Giri) - Abijo (Rozu) - Totuga (Banzu) Events: Turn 2 Enemy Phase: Enemy Reinforcements Arrive Items: Magnetic Coating Skill Point: Destroy Quavarze (no time limit) Notes: Duo and Wufei leave immediately. You can follow this course of action as well, or stay around to obtain the Skill Point... which is hard, especially if you do not have Crossbone X2. If any of your player units are destroyed it is game over, so you may end up replaying this stage if you really want to stick around for that Skill Point. Take advantage of the asteroids littered around the map to increase evade rates, and use the Mega Rider to refill ammo and EN as needed. Honestly a decently leveled Tobia in X2 can clear most of the map as long as Mega Rider keeps his ammo refilled. Beecha and Puru's squads should be a few squares behind Judau and/or Tobia since their units are somewhat fragile. After Quavarze is defeated, you can make your units exit the map, or destroy some battleships if you wish. Judau joins with ZZ, Iino joins with Mega Rider, Beecha joins with Hyakushiki, Elle joins with Gundam Mk. II, Puru joins with her Qubeley Mk. II, and Puru Two joins with her Qubeley Mk. II. Tobia will also be available again. Mondo will also join the group, but will have no designated unit so feel free to place him in a spare UC mobile suit during intermission. ------------------------------------------------------------------------------ Scenario 11-Zengar ------------------------------------------------------------------------------ Player Units: Daiku Maryu Daimos 12 Squads Enemy Units: Zubanza x 03 - Zubanza x 01 Dari x 02 - Zubanza x 02 Dari x 01 - Zubanza x 02 Garnoll x 01 (Richter) Poazan x 02 - Poazan x 01 Peratsuku Monster x 02 - Retsudo Bomb x 02 Tesura x 01 - Retsudo Bomb x 02 Okopinia x 01 - Retsudo Bomb x 02 Skullrook x 01 (Berugen) - Retsudo Bomb x 02 Items: Booster: Berugen Hybrid Armor: Richter Skill Point: Destroy all enemies on or before Turn 7 Notes: An interesting thing about this scenario is that Daitarn 3, Voltes V, Zeta Gundam, and Re-GZ will be available to place into squads before deploying your squads into battle. It may be wise to perform some squad management before deploying. Split your forces into two groups to handle Richter and Berugen's forces. Attack the Garnoll and Skullrook from close range to avoid being hit with an ALL Attack. Try to use ALL Attacks of your own to help with the Poazans and Retsudo Bombs that populate almost any of the units associated with Berugen. Banjo joins with Daitarn 3. The Voltes V team joins with Voltes V. Roux joins with Zeta Gundam. Four joins with Re-GZ. ------------------------------------------------------------------------------ Scenario 11-Arad ------------------------------------------------------------------------------ Player Units: Albion Huckebein Mk. III (Arad) - Crossbone Gundam X2 (Tobia) Player Reinforcements: 12 Squads Enemy Units: Gundam GP02 x 01 (Monsha) Enemy Reinforcements: Barzam x 01 Barzam x 03 - Barzam x 02 Barzam x x 05 - Barzam x 02 Hamrabi x 01 (Yazan) - Hamrabi x 01 (Tanger) - Hamrabi x 01 (Ramses) Salamis Class x 02 Magellan Class x 01 Items: Biosensor: Yazan Events: Enemy Units Destroyed: Enemy and Player Reinforcements Arrive Yazan's HP reduced to half: Zeola steals Wild Falchon Skill Point: Destroy all enemies on or before Turn 7 Notes: Monsha is testing out GP02 against Arad and Tobia. Actually if their units are both upgraded it is easily possible to defeat Monsha within one turn. Anyway whenever GP02 appears it must be stolen, so Yazan's cronies take GP02 and a battle ensues. The Barzams are basically cannon fodder to raise morale. Use accuracy raising spells to hit Yazan if needed. Zeola will steal Wild Falchon when Yazan's HP is reduced to half, and she will exit the map. The Magellan and Salamis Class ships have ALL Attacks as usual, so attack at close range to avoid them. Overall this is a fairly simple scenario. ------------------------------------------------------------------------------ Scenario 11-Kusuha ------------------------------------------------------------------------------ Player Units: Daiku Maryu Taurus (Trowa) - Taurus (Quatre) 10 Squads Player Reinforcements: Wing Zero Custom (Heero) Deathscythe Hell Custom (Duo) Heavyarms Custom (Trowa) Sandrock Custom (Quatre) Nataku Custom (Wufei) Enemy Units: Zaku II F2 x 02 - Zaku II F2 x 02 Gelgoog Marine x 03 Gelgoog Marine x 01 - Gelgoog Marine x 01 Gelgoog Marine x 01 - Gelgoog Marine x 02 Musaka x 01 Musuka x 01 (Cima) Enemy Reinforcements: Geara Doga x 04 Geara Doga x 02 - Geara Doga x 01 Tallgeese III (Zechs) - Geara Doga x 02 Items: Mega Generator: Zechs Events: Taurus squad reaches first Musuka: Player and Enemy Reinforcements Arrive and Cima retreats Skill Point: Destroy Zechs' Tallgeese III (which retreats when HP goes below 2000) Notes: This is the first space scenario on Kusuha's route, and fortunately it is a fairly easy one. The Wing boys need to get their Gundams back, and you get to help them. ^^; Move the Taurus squad to the Musuka (the Taurus units will move faster if they are transformed to their MA mode) directly in front of your units. When the Taurus squad is moved next to the Musuka, then the Enemy and Player Reinforcements will arrive. Cima will then make her exit. Unfortunately you can not wait to move next to the Musuka to destroy Cima's Musuka first... since the mission will result in a Game Over if condition if Turn 3 ends and the EW Gundams have not been retreived. Zechs may require some Concentrate and Lock On spells so that you can hit him. Try to attack at close range so that weaker members of a squad will not be hit by his ALL Attack. Finish him off with a strong attack, since you will not earn the Skill Point if he manages to retreat (which he will if he is knocked below 2000HP and not destroyed). The 5 Wing Boys will all join with their respective Gundams after this scenario. ------------------------------------------------------------------------------ Scenario 11-Ibis ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard/Albion 10 Squads Enemy Units: Puratsuku Monster x 03 Poazan x 03 - Poazan Tari x 02 - Zubanaza Tari (Barbas) Tesura x 01 - Zubanaza Okopinia x 01 - Zubanaza Garnoll (Richter) Skullrook - Poazan x 02 Events: Turn 2 Player Phase: Kazuya (Daimos pilot)'s morale goes down to 50 Items: Chobham Armor Skill Point: Reduce Skullrook's HP to below 6000 (or destroy it) Notes: Erika remembers who she is, and the resulting events leave Kazuya devastated... in this case he will go down to 50 morale... which will basically prevents Daimos from being able to use its strongest attacks. Other than that, there isn't too much to worry about. There is no time limit on the stage, and the enemies do not put up too much of a fight. If you have some decent squads, this should be a walk in the park. The "ALL" attacks from Garnoll and Skullrook can be deadly to your teams though, so be cautions when encountering those units. Be sure to save Garnoll for last since Richter's defeat will trigger the end of the stage. Skullrook will retreat when its HP goes under 6000. Be sure to finish it off with a strong attack (like Daitarn 3 or Voltes V being supported by Alterion or Crossbones) for some experience and money. ------------------------------------------------------------------------------ Scenario 12-Zengar ------------------------------------------------------------------------------ Player Units: Mother Vanguard Crossbone Gundam X1 (Kinkaid) - Zondo Gei (Umon) Crossbone Gundam X2 (Zabine) - Dahgi Iris (Anna) Daiku Maryu 12 Squads Enemy Units: Batara x 06 - Batara x 01 Pez Batara x 03 - Pez Batara x 01 Pez Batara x 02 - Batara x 02 Pez Batara x 01 - Erebado x 02 Erebado x 03 - Pez Batara x 02 Thousand Jupiter Skill Point: Destroy all enemies and reduce Thousand Jupiter's HP to below 5000 on or before Turn 6 Notes: A really simple stage. Most of the squads are fairly easy to destroy and there are no pilots to be concerned about. Attack Thousand Jupiter from close range to avoid being hit by an ALL Attack. Kinkaid joins with Crossbone Gundam X1. Umon joins with his Zondo Gei. Berah joins with Mother Vanguard. Zabine joins (for a little while) with Crossbone Gundam X2. Anna joins with her Dahgi Iris. Gundam F91 will also be delivered after the scenario. ------------------------------------------------------------------------------ Scenario 12-Arad ------------------------------------------------------------------------------ Player Units: Albion/Daiku Maryu/Mother Vanguard 14 Squads Enemy Units: Geara Doga x 07 - Geara Doga x 01 Geara Doga x 02 - Geara Doga x 02 Geara Doga x 01 (Rezun) - Geara Doga x 02 Musaka x 02 Musaka x 01 - Geara Doga x 02 Sadalahan x 01 - Geara Doga x 02 Enemy Reinforcements: Sazabi (Char) Items: Magnetic Coating: Rezun Events: Number of Enemy Units reduced by 17: Enemy Reinforcements Appear Char's HP reduced to below 65,000: Enemies Retreat Skill Point: Destroy 17 enemies on or before Turn 6 Notes: Ah... part of the Neo Zeon fleet. At the start of the scenario just concentrate on wiping out many of the Geara Dogas in the scenario before Turn 6 for the Skill Point. Char will arrive when the number of enemy units decreases. Use Lock On spells to hit the Sazabi. Attack from close range to avoid receiving Sazabi's funnels for a counterattack, which is an ALL Attack and can wipe out a weak squad easily. Char will retreat when his HP is reduced below 65,000, and the rest of the enemies will retreat as well. Amuro will join with MP Nu Gundam. Kayra will join with an MP Nu Gundam. Berghito will join with a Hardygun. Katz will join with a Hardgun. A Minovsky Craft, two Dustproofings, two Thruster modules, a Repair Kit, a Propellent Tank, and a Cartridge will be delivered shortly before intermission. ------------------------------------------------------------------------------ Scenario 12-Kusuha ------------------------------------------------------------------------------ Player Units: Daiku Maryu Daimos (Kazuya) Voltes V (Kenichi) Re-GZ (Roux) - Re-GZ (Four) Daitarn 3 (Banjo) 11 Squads Enemy Units: Dari x 03 - Zubanza x 01 Garnoll (Richter) - Dari x 02 Zubanza x 05 Poazan x 02 - Poazan x 02 Skullrook x 01 (Berugen) - Poazan x 02 Items: Chobham Armor: Berugen Multiple Sensor: Richter Skill Point: Destroy all enemies on or before Turn 7 Notes: ... and the peace talks manage to be screwed up... huge surprise right? Honestly, you have several units on this stage, which helps make things a little easier. Move down and start working up Richter's forces. Richter will start moving back toward Berugen, so keep moving in that direction, and hitting Richter along the way until he goes down. Try to use Luck before destroying the Garnoll for more money. Keep moving, raise morale on the Zubanzas and Poazans. Try to attack the Skullrook from close range so your squads are not hit with ALL Attacks. Again try to use Luck before destroying the Skullrook. Banjo will join with Daitarn 3, Kazuya joins with Daimos, Four joins with a Re-GZ, Roux joins with a Re-GZ as well. Kyoshiro and Nanai join with their Garuba FX-II as well. ------------------------------------------------------------------------------ Scenario 12-Ibis ------------------------------------------------------------------------------ Player Units: Mother Vanguard Alterion 10 Squads Player Reinforcements: Gundam Deathscythe Custom - Gundam Nataku Gundam Sandrock - Gundam Heavyarms Gundam Wing Zero Custom Enemy Units: MP F91 x 07 MP F91 (Harrison) Geara Doga x 02 - Zaku II F2 Rick Dom II x 02 - Rick Dom II Geara Doga Custom (Rezun) - Geara Doga Musaka Enemy Reinforcements: Geara Doga x 02 - Zaku II F2 Geara Doga Command Type x 02 - Gelgoog Marine Jagd Doga Gyunei Type (Gyunei) - Geara Doga Tallgeese III (Zechs) Events: Alterion reaches Musaka: Player and Enemy Reinforcements Arrive Skill Point: Move Alterion next to Musaka within 4 turns Notes: There is one goal you need to keep in mind on this stage. Alterion needs to reach Musaka (the red battleship), preferably on Turn 4 if you want the Skill Point. The only real danger to Alterion is Rezun, but I'm sure you can handle her. ^_^ The first half of this scenario is fairly simple. The mass produced F91s are not as frightening as one would immediately expect, actually they are kind of chicken. If any MP F91 is damaged, but not destroyed, it will instantly retreat. If you want the experience and PP from these units you will need to destroy them with one attack. Fortunately you can easily destroy all of them in one turn. Harrison's MP F91 is a little more difficult though. He will attack Kinkaid at the first available opportunity, but you shouldn't counterattack unless you are sure the counterattack will destroy his unit (or he will retreat). Harrison will continually block with his F91's beam shield on his second turn, so it will probably take several attacks from multiple squads. He won't retreat on the second turn though, so do not worry about that. After the Wing boys are reunited with their Gundams, feel free to destroy the Musaka (and try to use Luck on the finishing blow to increase the money earned). The enemy reinforcements are pretty simple other than Gyunei and Zechs, which will be a danger to your units. Be careful and use spells accordingly and victory will be yours. ^_^ After the scenario is over... lots of things happen. You receive several items including a Minovsky Craft, Propllent Tank, Cartridge, Repair Kit, an MP F91, Gundam GP01-Fb and a variety of terrain adaptation devices. Emma will join with her Gundam Mk. II (which can be changed to Super Gundam), Fa joins with Methuss, Amuro joins with MP Nu Gundam (you might want to change it from incoms to funnels though), Kayra joins with an MP Nu Gundam as well, Berghito joins with a Hardygun, and Katz joins with a Hardygun. ------------------------------------------------------------------------------ Scenario 13-Zengar ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard 13 Squads Enemy Units: Poazan x 03 - Poazan x 01 Hari x 02 - Zubanza x 02 Hari x 01 (Barbas) - Zubanza x 02 Tesura x 01 - Poazan x 02 Okopinia x 01 - Poazan x 01 Peratsuku Monster x 03 Garnoll x 01 (Richter) - Zubanza x 02 Skullrook 01 (Berugen) - Poazan x 02 Items: Anti Beam Coating: Richter Chobham Armor: Barbas Events: Richter is Defeated: All remaining enemies retreat Skill Point: Destroy Berugen (retreats when reduced to under 6000HP) Notes: Actually a fairly simple version of this scenario since there are not a ton of asteroids to interfere with movement. Do not destroy Richter's Garnoll until you have destroyed the rest of the enemies since they will all retreat after Richter's defeat. It is especially important to defeat Berugen before defeating Richter if you want the Skill Point. Berugen will retreat when reduced to under 6000HP. Reduce his HP to slightly above 6000HP and try to finish him off with a strong attack, and a Support Attack may be helpful in dealing more damage in one strike as well. ------------------------------------------------------------------------------ Scenario 13-Arad ------------------------------------------------------------------------------ Player Units: Daimos (Kazuya) Albion/Daiku Maryu/Mother Vanguard 14 Squads Player Reinforcements: Nanga Brain (Nanga) - Russ Brain (Russ) Enemy Units: Grand Cher x 04 - Grand Cher x 01 Grand Cher x 01 (Sheila) - Grand Cher x 02 Grand Cher x 01 (Jonathon) - Grand Cher x 02 Enemy Reinforcements: Zubanza x 03 - Zubanza x 01 Poazan x 03 - Poazan x 02 Okopinia x 03 Garnoll x 01 (Raiza) - Poazan x 02 Dari x 01 (Halleck) Items: Cost Down: Jonathon Hachimaki: Halleck Events: Turn 2 Player Phase: Player Reinforcements Arrive Enemy Units Defeated: Enemy Reinforcements Arrive Skill Point: Destroy all Enemy Units (not reinforcements) on or before Turn 5 Notes: You may want to adjust your squad formations since this is your first battle on Earth, and if any unit in a squad can not fly, then the whole squad will be unable to fly. This is particularly important since most of this map is covered in water. Using Gundam Wing units to lead land based squads may be a good idea since Deathscythe, Heavyarms, Sandrock, and Nataku can adept in water terrain. Use Concentrate or Lock On to hit Jonathon and Sheila. After the enemy units are defeated, some Daimos enemies arrive. Halleck challenges Kazuya to a duel. You will have to duel no matter what your choice is, so it is best to accept. Finish up the rest of the enemies and the scenario will end. Nanga and Russ will join with their Brains. Brains make for great squad mates since a barrier will be given to everyone in a squad. ------------------------------------------------------------------------------ Scenario 13-Kusuha ------------------------------------------------------------------------------ Player Units: Daiku Maryu 13 Squads Enemy Units: Poazan x 04 - Poazan x 02 Tesura x 03 - Poazan x 01 Zubanza x 03 - Zubanza x 01 Dari x 03 - Zubanza x 01 Garnoll x 01 (Barbas) - Dari x 01 - Poazan x 01 Items: Booster: Barbas Skill Point: Destroy all enemy units on or before Turn 7 Notes: Honestly this is a really simple scenario. The Poazans make for an easy way to raise morale. The only difficult enemy is Barbas really, but just attack from a range that avoids his ALL Attack (or just focus your attack on the other members of his squad so he doesn't attack you himself). ------------------------------------------------------------------------------ Scenario 13-Ibis ------------------------------------------------------------------------------ Player Units: Mother Vanguard Albion Daiku Maryu Alterion Enemy Units: Vegarion Skill Point: Survive until Turn 4 Notes: You now have the chance to meet Surei, Ibis' rival, and Alterion's twin machine. Ibis is given the choice to fight, or to surrender the Alterion. It really doesnt matter which choice you make. If you choose to surrender then Ibis is inspired by other members of Alpha Numbers and chooses to fight. Simply move Alterion between Mother Vanguard and Albion to take advantage of the command auras, and you should easily survive until Turn 4, and maybe strike a few hits on Vegarion in the mean time. ------------------------------------------------------------------------------ Scenario 14-Zengar ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard Zondo Gei (Tobia) 12 Squads Player Reinforcements: Albion GM Custom x 01 (Burning) - GM Custom x 01 (Monsha) GM Custom x 01 (Bates) - GM Cannon II x 01 (Adel) Gundam GP03S x 01 (Kou) - GM Cannon II x 01 (Kieth) Enemy Units: Crossbone Gundam X2 (Zabine) Batara x 03 - Batara x 01 Pez Batara x 02 - Batara x 02 Pez Batara x 02 - Pez Batara x 02 Erebado x 02 - Pez Batara x 02 Quavarze x 01 (Giri) - Abijo x 01 (Rose) - Totouga x 01 (Banz) Zamas Giri x 01 - Erebado x 02 Enemy Reinforcements: Zaku II F2 x 03 - Zaku II F2 x 01 Gelgoog Marine x 01 - Rick Dom II x 02 Geara Doga x 01 - Gelgoog Marine x 02 Geara Doga x 01 (Rezun) - Geara Doga x 02 Items: Dual Sensor: Giri Skurier Module: Rezun Events: 3 Squads Remain: Player and Enemy Reinforcements Arrive Skill Point: Destroy Crossbone Gundam X2 before it retreats Notes: The first concern with this scenario is to kick Zabine's traitorous arse. Squads deployed in the 7th, 10th, and 11th position will be closest to Zabine, so deploy squads in those places that will be able to destroy Zabine as soon as possible. Lock On or Concentrate spells are almost required to be able to hit Zabine. Zabine will block all attacks made toward him, so you do not have to worry about counterattacks but it will take a few hits to bring him down (even though it is possible for a Zengar with some melee boosting to take him down with one hit with Drill Boost Knuckle... which is rather satisfying to take down his backstabbing wannabe bishonen ass in one shot). Try to keep a squad or two with Mother Vanguard since Enemy Reinforcements will arrive close to it, and your Player Reinforcements may need some help from your other squads to hold off Rezun's forces. Giri's squad is a pain in the ass, and it will always be a pain in the ass. Finish off Rose and Banz first so that no one will Support Defend for Giri. Use accuracy raising spells if needed, and use spells to decrease damage taken since Giri's Quavarze can hit hard. >_< When 3 enemy squads remain the Player and Enemy Reinforcements Arrive. Use ALL Attacks to help take out the enemy squads (you may actually want Kieth to lead the squad instead of Kou). The scenario will end when all enemies are defeated. Kou will join with GP03S, Kieth will join with GM Cannon II, Burning will join with GM Custom, Monsha will join with GM Custom, Bates will join with a GM Custom, and Adel will join with a GM Cannon II. Gundam GP01-Fb will also be delivered. ------------------------------------------------------------------------------ Scenario 14-Arad ------------------------------------------------------------------------------ Player Units: Good Thunder Goshogun Player Reinforcements: Mazinger Z (Koji) - Diana A (Sayaka) Combattler V (Hyoma) Enemy Units: Irikutai x 02 Irikutai x 05 - Irikutai x 01 Tezezar x 03 - Irikutai x 02 Kernagurl Battleship x 01 - Irikutai x 02 Items: Chobham Armor: Kernagurl Magnetic Coating: Tezezar Events: Turn 2 Player Phase: Player Reinforcements Arrive Skill Point: Destroy all enemies and then destroy Kernagurl Notes: This is basically a side story scenario. The Goshogun team saves Kenta and a battle ensues. Take advantage of the command aura from Good Thunder to raise hit and evade rates. Combattler V, Mazinger Z, and Diana A arrive as reinforcements on Turn 2 Player Phase. Use the Irikutais to raise morale. Attack the Tezezars and Kernagurl with ALL Attacks to destroy the Irikutais that are accompanying them. Use damage reducing spells against Kernagurl to prevent damage to your units. Now it is back to the main group after this scenario... ------------------------------------------------------------------------------ Scenario 14-Kusuha ------------------------------------------------------------------------------ Player Units: Mother Vanguard Zondo Gei (Umon) - Dahgi Iris (Anna Marie) Crossbone Gundam X1 (Kinkaid) - Crossbone Gundam X2 (Zabine) Daitarn 3 (Banjo) - Taurus (Noin) Player Reinforcements: Daiku Maryu 9 Squads Enemy Units: Batara x 03 Batara x 03 - Batara x 01 Pez Batara x 01 - Batara x 02 Erebado x 03 Erebado x 03 - Batara x 02 Thousand Jupiter x 01 Events: Turn 2 Player Phase: Enemy Reinforcements Appear Skill Point: Destroy all enemy mobile suits (wow... what a hard skill point) Notes: I really think it is neat how Kinkaid asks for enemy pilots to please exit their mobile suit before he destroys it. ^^; Anyway, you just need to destroy the enemies here, which becomes much easier once reinforcements arrive. Basically have your starting units group together (and take advantage of Berah's command aura), and take out enemys squad by squad. After the enemy mobile suits are destroyed, you will earn the Skill Point. Hit Thousand Jupiter a few times and the scenario will end. Kinkaid will join with Crossbone X1. Zabine will join with Crossbone X2, well for a little while anyway... Anna Marie will join with her Daghi Iris. Umon will join with a Zondo Gei (but you'll receive the F91 shortly before the intermission menu). Berah will join with the Mother Vanguard. Tobia technically joins, but is not an official pilot yet. ------------------------------------------------------------------------------ Scenario 14-Ibis ------------------------------------------------------------------------------ Player Units: Daiku Maryu Albion/Mother Vanguard Daimos 12 Squads Player Reinforcements: Nanga Brain (Nanga) - Russ Brain (Russ) Enemy Units: Grand Cher x 04 - Grand Cher Grand Cher (Sheila) - Grand Cher x 02 Grand Cher (Jonathon) - Grand Cher x 02 Enemy Reinforcements: Puratsukuchinsuta? x 03 Dari x 03 - Poazan Tesura - Zubanaza Kabutosgar x 03 Dari (Halleck) Garnoll (Raiza) Events: Turn 2 Player Phase: Player Reinforcements Appear Items: Multiple Sensor: Dari (Halleck) Thruster Module: Garnoll (Raiza) Skill Point: Destroy Enemy Units (not including Reinforcements) within 4 turns Notes: The first stage on Ibis' route on Earth, and the first encounter with the Brain Powered universe. You will want to set up your Gundam squads to take advantage of the flight abilities that any possess. Super Gundam, F91, Wing Zero and Crossbones are all flight capable. Anything with an MA mode can fly in that form. MP F91, 0083 units, Hardyguns, Qubeley Mk. IIs, MP Nus, and the rest of the Gundam Wing cast can not fly without the help of a Minovsky Craft. The land-based Gundam Wing units actually perform fairly well in the water, so you don't need to worry about them too much. Any squads you create without flight ability can ride on Albion or Mother Vanguard and be deployed near an enemy, so do not be too concerned about them. Weaker UC Gundam units will also not be much help here anyway against Sheila and Jonathon's Grand Chers. The first four squads of Grand Chers will go down fairly easy though since they won't activate their barriers for some reason. Various Daimos enemies will arrive as part of the Enemy Reinforcements. Halleck will challenge Kazuya (Daimos) to a duel. Accept the offer since it is part of the recruitment process for Richter later, besides it gives Daimos a full HP/EN regain. Halleck and Kazuya will duel on the islands to the south away from the rest of the group. Have your forces destroy enemies while Kazuya fights Halleck. Defeating Halleck will end the scenario, so hold off on finishing the battle until you are satisfied with the number of enemy units you have destroyed. Nanga and Russ will join with their Brains after this scenario. ------------------------------------------------------------------------------ Scenario 15-Zengar (First Part) ------------------------------------------------------------------------------ Player Units: Zaku II F2 (Tobia) Enemy Units: Crossbone Gundam X2 (Rose) Events: Turn 2: Tobia goes to 130 morale, becomes impossible to hit, and will not miss for the remainder of the battle with X2. Skill Point: None (yet) Notes: Crossbone X2 can be obtained by Tobia, the only catch is that you must reduce Crossbone X2's HP here without destroying it. Save at the start of the scenario, spell up Tobia, and attack Rose. With any luck after 3-4 hits you will reduce Crossbone X2's HP to critical. I'd suggest retrying the stage if you destroy X2 since X2 is a fine unit, and it will be very helpful for the remaining part of this scenario. This section of the stage will end after X2 is destroyed/reduced to critical. Tobia will leave the coliseum, but won't be able to take Bernadette with him. Duo and Wufei help Tobia escape, and its onward to the second part of this scenario. ------------------------------------------------------------------------------ Scenario 15-Zengar (2nd part) ------------------------------------------------------------------------------ Player Units: Zaku II F2/Crossbone X2 x 01 (Tobia) Gundam Double Zeta x 01 (Judau) Hyakushiki x 01 (Beecha) - Gundam Mk. II x 01 (Elle) - Mega Rider x 01 (Mondo) Qubeley Mk. II x 01 (Puru) - Qubeley Mk. II x 01 (Puru Two) Gundam Sandrock Custom x 01 (Quatre) - Gundam Heavyarms Custom x 01 (Trowa) Gundam Deathscythe Custom x 01 (Duo) - Gundam Nataku Custom x 01 (Wufei) Player Reinforcements: Gundam Wing Wing Custom x 01 (Heero) Enemy Units: Batara x 03 - Batara x 01 Zondo Gei x 01 - Zondo Gei x 01 Den'an Zon x 01 - Den'an Zon x 01 Dahgi Iris x 01 - Den'an Zon x 01 Berga Giros x 01 - Berga Dalas x 02 Berga Dalas x 01 - Zondo Gei x 02 Zamas Giri x 03 Jupiteris 9 x 01 Enemy Reinforcements (1): Quavarze x 01 (Giri) - Abijo x 01 (Rose) - Totuga x 01 (Banz) Enemy Reinforcements (2): Tallgeese III x 01 (Zechs) - Geara Doga x 02 Geara Doga x 04 - Geara Doga x 02 Events: Turn 1 Enemy Phase: Enemy Reinforcements (1) Arrive Turn 3 Player Phase: Player Reinforcements and Enemy Reinforcements (2) Arrive Turn 6: All Player Units Retreat Skill Point: Destroy Giri's squad before or on Turn 5 Notes: Take advantage of Concentrate spells to raise everyone's evasion since if any unit is destroyed it will result in a Game Over. Handle Giri's squad as always. Try to destroy Rose and Banz first so Giri will have no one Support Defending her. You may want to save often since it is possible that Giri may destroy a unit with a counterattack. Focus on Giri's squad for the Skill Point. All Player Units will retreat on Turn 6. Judau joins with Double Zeta. Elle joins with Gundam Mk. II. Beecha joins with Hyakushiki. Mondo joins with Mega Rider. Iino joins with no unit. Puru and Puru Two join with their respective Qubeley Mk. IIs. Tobia will be an official pilot now with either a Zaku II F2 or Crossbone Gundam X2 depending on how the first half of the scenario ended. Quatre joins with Gundam Sandrock Custom. Duo joins with Gundam Deathscythe Custom. Trowa joins with Gundam Heavyarms Custom. Wufei joins with Gundam Nataku Custom. Heero joins with Gundam Wing Zero Custom. ------------------------------------------------------------------------------ Scenario 15-Arad ------------------------------------------------------------------------------ Player Units: Hime Brain (Hime) Player Reinforcements: Albion/Daiku Maryu/Mother Vanguard Huckebein Mk. III (Arad) 12 Squads Enemy Units: Grand Cher (Yuu) Grand Cher (Kanan) Enemy Reinforcements: Grand Cher x 04 Grand Cher x 02 - Grand Cher x 01 Grand Cher x 02 - Grand Cher x 02 Grand Cher x 01 (Edgar) - Grand Cher x 02 Items: Booster: Edgar Events: Turn 2 Player Phase: Player and Enemy Reinforcements Appear Skill Point: Move Huckebein Mk. III to the highlighted square on or before Turn 5. Notes: Hime must hold her own against Yuu and Kanan for one whole turn. Just cast Concentrate and move onto a building and Hime will almost be untouchable. Player and Enemy Reinforcements Arrive on Turn 2. Grand Chers are easily destroyed. Take advantage of ALL Attacks on the larger squads. Destroy Edgar's Grand Cher before moving Arad over to the highlighted square. Edgar will pop a Booster when his Grand Cher is destroyed, so you need to defeat him before Arad moves to the highlighted square and ends the scenario. Hime joins with her Brain after this scenario. ------------------------------------------------------------------------------ Scenario 15-Kusuha ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard 11 Squads Enemy Units: Poazan x 03 - Poazan x 01 Tesura x 03 - Poazan x 02 Dari x 02 - Zubanza x 01 Dari x 02 - Zubanza x 02 Skullrook x 01 (Berugen) - Poazan x 02 Garnoll x 01 (Richter) - Poazan x 02 Skill Point: Destroy Berugen's Skullrook (retreats when reduced to under 6000HP) Notes: The hard part of this stage is that group of asteroids... since it will force your units to take several turns to get through the area. Luckily there is no time limit for the Skill Point, so feel free to take your time. The Skill Point requirement is for the destruction of Berugen's Skullrook, which can be done at any time. You can wait to finish him off as soon as possible, or wait until he is the last remaining enemy, it is your call. Be cautious of his ALL Attacks, and try to finish him off with a strong attack being supported by another strong attack (again Kusuha has the Support Attack skill). ------------------------------------------------------------------------------ Scenario 15-Ibis ------------------------------------------------------------------------------ Player Units: Goshogun Good Thunder Player Reinforcements: Mazinger Z - Diana A Combattler V Enemy Units Inrikutai x 07 - Inrikutai Teheza x 03 - Inrikutai Kernagurl Battleship (Kernagul) Events: Turn 2 Player Phase: Player Reinforcements Arrive Items: Chobham Armor Skill Point: Destroy Kernagurl Notes: Pretty simple stage, just remember that Goshogun pilots have spells available to them to increase accuracy and refill HP. The battleship pilot also has a spell to refill Goshogun's EN. Mazinger Z and Combattler V arrive on Turn to help simplify things. The only hard part is Kernagurl itself, since it is a rather tough battleship with a strong attack. Try to hit it from long range with Goshogun and the battleship. Use damage decreasing spells when attacking it and you should be alright. ^_^ No one joins you after this scenario. ^^; ------------------------------------------------------------------------------ Scenario 16-Zengar ------------------------------------------------------------------------------ Player Units: Ra Kailum (Bright) MP Nu Gundam x 01 (Kayra) - Hardygun x 01 (Berghito) Super Gundam x 01 (Emma) - Hardygun x 01 (Katz) Player Reinforcements: Daiku Maryu Mother Vanguard Albion 12 Squads Enemy Units: Rick Dom II x 03 - Rick Dom II x 02 Gelgoog Marine x 01 - Gelgoog Marine x 02 Geara Doga x 04 - Geara Doga x 01 Geara Doga x 02 - Geara Doga x 02 Jagd Doga x 01 (Gyunei) - Geara Doga x 02 Musaka x 03 - Geara Doga x 02 Sadalahan x 01 (Nanai) - Geara Doga x 02 Enemy Reinforcements: Sazabi x 01 (Char) Events: Turn 3 Player Phase: Player Reinforcements Arrrive 4 Enemy Squads Remain: Enemy Reinforcements Arrive Skill Point: Reduce number of enemy squads to 4 on or before Turn 7 Notes: Accelerate your units forward once the Player Reinforcements Arrive. Try to take advantage of ALL Attacks to clear off enemy squads quickly. Use accuracy raising spells on Gyunei to be able to hit him. Char will arrive when the number of enemy squads is reduced to 4. Use Concentrate and Lock On to hit him. Also try to attack from close range to prevent being hit with an ALL Attack. Char will retreat when his HP is reduced to under 6,000HP and any remaining enemy squads will also retreat. Kayra joins with MP Nu Gundam. Berghito joins with a Hardygun. Katz joins with a Hardygun. Emma joins with Super Gundam. Bright joins with Ra Kailum. Amuro also joins with an MP Nu Gundam even though he didn't appear in the scenario. Camille will join with no designated unit since Roux has Zeta... maybe that should be changed immedately... Fa also joins with the Methuss of course. Lots of goodies will be delivered after the scenario and you may want to put that Minovsky Craft on Grungust Sanshiki. ------------------------------------------------------------------------------ Scenario 16-Arad ------------------------------------------------------------------------------ Player Units: Gaigar Player Reinforcements (1): Hime Brain (Hime) - Nanga Brain (Nanga) - Russ Brain (Russ) Player Reinforcements (2): Good Thunder Goshogun Albion/Daiku Maryu/Mother Vanguard 10 Squads Enemy Units: EI-02 Enemy Reinforcements: Irikutai x 05 - Irikutai x 01 Dogarpu x 03 - Irikutai x 02 Bundle Battleship (Bundle) - Irikutai x 02 Events: Turn 2 Player Phase: Player Reinforcements (1) Arrive and start at 120 Morale Turn 3 Player Phase: Gaigar performs "Final Fusion" to become Gaogaigar EI-02 is Defeated: Gaogaigar Retreats and Player Reinforcements (2) and Enemy Reinforcements Arrive Skill Point: Destroy Bundle's battleship (retreats when reduced to under 7,000HP) Notes: The scenario starts with Guy and Ghaleon attacking EI-02, and then fusing into Gaigar. EI-02 can not be defeated in the first two turns since it will regenerate. The Brain squad that arrives on Turn 2 is a great help in reducing EI-02's HP though. On Turn 3, Gaigar performs Final Fusion to become Gaogaigar. EI-02 can now be destroyed. If EI-02 is not destroyed with Gaogaigar's Hell and Heaven attack an event will take place where Gaogaigar will use the move on EI-02. Gaogaigar will retreat after Mamoru's intervention with the Zonder core. Enemy and Player Reinforcements will arrive after EI-02's defeat. The Skill Point requirement will now be available where Bundle's battleship must be destroyed. Take advantage of the Irikutais to build up morale on your best Super Robot. Move Arad, or another pilot with the Support Attack ability next to the attacking Super Robot to be able to more damage. You need to reduce Bundle's HP to slightly above 7000HP before attacking it. The scenario will end after all enemies are destroyed. Goshogun will now join your group. ------------------------------------------------------------------------------ Scenario 16-Kusuha ------------------------------------------------------------------------------ Player Units: Albion (Synapse) GM Custom (Burning) - GM Custom (Monsha) Zeta Gundam (Camille) - Methuss (Fa) Gundam Mk. II (Emma) Gundam GP03 (Kou) - GM Cannon II (Kieth) Hardy Gun (Berghito) - Hardy Gun (Katsu) MP Nu Gundam (F) (Amuro) - MP Nu Gundam (I) (Kayra) GM Custom (Bates) - GM Cannon II (Adel) Enemy Units: Barzam x 02 - Barzam x 01 Barzam x 03 - Barzam x 02 Hamrabi x 01 (Tanger) - Barzam x 02 Hamrabi x 01 (Ramses) - Barzam x 02 Hamrabi x 01 (Yazan) - Barzam x 02 Magellan x 02 Items: Cost Down: Yazan Dual Sensor: Ramses Magnetic Coating: Tanger Skill Point: Destroy Yazan's unit last. Notes: Honestly... I really like GM Customs... they have a surprisingly good ALL attack... which is nice against the Barzam squads. The Hardyguns ALL attack can even be used after moving. The GM Cannon IIs also make some for some excellent long range snipers... and their long range attack is an ALL Attack as well. Basically feel free to shoot the enemy squads well outside of their effective attack range with the above units and the Albion. The skill point is hard in only one way... it is hard resisting killing that bastard Yazan until you destroy everything else first. >_< I'm sure you can manage though. ^_^ No one joins after this scenario... and it is back over to our main group... ------------------------------------------------------------------------------ Scenario 16-Ibis ------------------------------------------------------------------------------ Player Units: Hime Brain (Hime) Player Reinforcements: Mother Vanguard Alterion 12 Squads Enemy Units: Grand Cher (Yuu) Grand Cher (Kanan) Enemy Reinforcements (1): Grand Cher x 09 - Grand Cher Grand Cher (Edgar) - Grand Cher x 02 Enemy Reinforcements (2): Grand Cher - Grand Cher Enemy Reinforcements (3): Vegarion (Surei) Events: Turn 2: Enemy and Player Reinforcements Appear Any Grand Cher squad is destroyed: Enemy Reinforcements (2) Appear (this repeats six times) Alterion reaches the highlighted square: Enemy Reinforcements (3) Appear and Ibis' morale will go down to 80. Items: Booster Skill Point: Destroy at least 6 Grand Cher squads Notes: Hime finds a brain. XD *cough* Player Reinforcements show up on Turn 2 so Hime doesn't have to fight alone for very long. Actually you could have her retreat toward the northeast to meet up with the reinforcements when they arrive. Yuu and Kanan's Grand Chers will retreat when their HP reaches below 1000, so be sure to finish them off with a strong attack (they give pretty good experience by the way). A new Grand Cher squad will replace any destroyed Grand Cher squads though, and this will repeat up to six times. The focus of this stage is for the Alterion to reach a square on the map. Scale out the map with the right analog stick to find it. There is no time limit, so go ahead and destroy the Grand Chers before heading over there. If you destroy at least 6 squads, the Skill Point is yours. After finishing off the Grand Chers, move Alterion over to the highlighted square to save a young girl, and trigger Surei's appearance. Ibis' morale will go down to 80, so she won't be particularly effective, but I'm sure you have other units that will be happy to destroy Vegarion. ^_^ ------------------------------------------------------------------------------ Scenario 17-Zengar ------------------------------------------------------------------------------ Player Units: Getter Ryger (Hayato, Musashi, and Benkei) - Lady Command (Michiru) Player Reinforcements (1): Hyouryu Enryu Player Reinforcements (2) Daiku Maryu/Mother Vanguard/Albion 12 Squads Enemy Units: Dari x 02 - Zubanza x 02 Zubanza x 03 - Zubanza x 01 Poazan x 04 - Poazan x 01 Okopinia x 02 - Poazan x 02 Tesura x 02 - Poazan x 02 Skullrook x 01 (Berugen) - Poazan x 02 Enemy Reinforcements (1): Zubanza x 03 Enemy Reinforcements (2): EI-07 Items: Skurier Module: EI-07 Events: Turn 2 Player Phase: Enemy Reinforcements (1) and Player Reinforcements (1) Arrive Turn 4 Player Phase: Player Reinforcements (2) Arrive Turn 5 Player Phase: Enemy Reinforcements (2) Arrive, Berugen Retreats and Player Reinforcements (3) Arrive Anyone has a battle encounter with EI-07: Hyouryu and Enryu become Choryujin Skill Point: Destroy all enemies on or before Turn 7 Notes: Getter Ryger should probably concentrate on evading enemies attacks, and moving over to a building will help its evade and hit rates. Some Zubanzas will try to attack another section of the map, but Hyouryu and Enryu arrive to stop them. The two should just use Concentrate spells and should be able to easily handle themselves. Reinforcements do not arrive until Turn 4. You should send a few units north to help with EI-07 when it arrives on the next turn. The rest should move to wipe up the enemies that were facing Getter Ryger. Berugen will retreat on Turn 5 when EI-07 appears. Gaogaigar will arrive to face it, and Guy will start off with 150 morale. Reduce EI-07's HP to around 5000HP and then have Guy finish it off with a Hell and Heaven. Ryoma, Hayato, and Benkei will now pilot Getter G. Musashi will pilot Black Getter. Michiru will pilot the Lady Command. ------------------------------------------------------------------------------ Scenario 17-Arad ------------------------------------------------------------------------------ Player Units: Albion/Daiku Maryu/Mother Vanguard 12 Squads Player Reinforcements (1): Enryu Hyouryu Enemy Units: Dari x 02 - Zubanza x 01 Dari x 01 - Zubanza x 02 Poazan x 02 - Poazan x 02 Tesura x 02 Okopinia x 02 Skullrook x 01 (Berugen) - Poazan x 02 Enemy Reinforcements (1): Zubanza x 04 - Zubanza x 01 Enemy Reinforcements (2): EI-07 Items: Mega Generator: Berugen Scurrier Module: EI-07 Events: Turn 2 Enemy Phase: Player Reinforcements (1) and Enemy Reinforcements (1) Arrive Berugen is Defeated: Remaining Enemies Retreat, Enemy Reinforcements (2), and Player Reinforcements (2) Arrive EI-07 is Attacked: Enryu and Hyouryu perform Symmetrical Docking to form Choryujin Skill Point: Destroy Berugen's Skullrook (retreats when reduced to under 5,000HP) Notes: The scenario starts off simply enough with the enemies directly in front of you. Take advantage of the enemy squads to help raise up morale. Some Zubanzas will try to attack the GGG Base from behind, but Enryu and Hyouryu show up to hold them off. Enryu and Hyouryu both have Concentrate spells, which should prevent either of them from being hit. Berugen's Skullrook will retreat when its HP is reduced to below 5,000HP, so be sure to finish it off with a strong attack (preferably with a Support Attack to back it up). The rest of the enemy forces retreat when Berugen is defeated. EI-07 arrives, and Gaogaigar deploys to encounter it. The first attack against EI-07 will cause Enryu and Hyouryu to move toward EI-07 and perform Symmetrical Docking to become Choryujin. Reduce EI-07's HP to around 6000HP or less and use Gaogaigar's Hell and Heaven to finish it off for the proper feel. ^_^ EI-07 tries to self destruct, but Choryujin uses Eraser Head to confine the destructive energies and sends them to space. ------------------------------------------------------------------------------ Scenario 17-Kusuha ------------------------------------------------------------------------------ Player Units: Mother Vanguard Daiku Maryu Zondo Gei (Tobia) 13 Squads Enemy Units: Crossbone X2 (Zabine) Batara x 07 - Batara x 01 Erebado x 02 - Den'an Zon x 02 Berga Dalas x 02 - Batara x 02 Berga Giros x 01 - Pez Batara x 02 Dahgi Iris x 01 - Pez Batara x 02 Quavarze (Giri) - Abijo (Rose) - Totuga (Banzu) Zamas Giri - Berga Dalas x 02 Items: Biosensor: Giri Booster: Rose Skill Point: Destroy Crossbone X2 before it escapes Notes: Zabine makes the ever predictable defection from the group... well at least you get to make him feel some pain for it. Zabine will not counterattack and will only block your attacks. Use Accelerate and Lock On or Concentrate to rush in and hit him with a few units. Most of the units here are cannon fodder, so build up your morale for facing Giri's squad last. I'd be sure to destroy Rose first since she pops a Booster, and if Giri is defeated first, then the whole squad will retreat. Banzu doesn't drop anything unfortunately. >> The Daiku Maryu crew will meet up with the Albion crew after this scenario. Gundam GP01-Fb will also be delivered. ------------------------------------------------------------------------------ Scenario 17-Ibis ------------------------------------------------------------------------------ Player Units: Guy Player Reinforcements (1): Nanga Brain (Brain) - Russ Brain (Russ) - Hime Brain (Hime) Player Reinforcements (2): Goshogun Good Thunder Daiku Maryu/Mother Vanguard/Albion 10 Squads Enemy Units: EI-02 Enemy Reinforcements: Irikutai x 09 - Irikutai Dogarpu x 04 - Irikutai Bundle Battleship Events: Turn 2: Player Reinforcements (1) Arrive, Guy becomes Gaigar Turn 3: Final Fusion (Gaigar becomes Gaogaigar) EI-02 is Defeated: Gaogaigar retreats and Player Reinforcements (2) and Enemy Reinforcements Appear Skill Point: Destroy Bundle's Battleship Notes: If you've seen the first episode of Gaogaigar TV, this will look familiar. ^_^; Guy saves Mamoru, his friends, and Ibis and Irui. Guy then begins fighting EI-02. Of course attacks are not being as strong as they need to be. Just last out until Turn 3 and Gaogaigar will be accessible. Hopefully Gaogaigar and the Brains will be able to take out EI-02 now. Gaogaigar will use a Hell and Heaven on EI-02 when it is defeated to remove the Zondar core. Mamoru will transform and change the core back to a human. Gaogaigar will then leave the scene, and Goshogun enters in response to Bundle's forces arrival. Player Reinforcements will then arrive. Move your units southwest, and try to let your Super Robots destroy some of the Irikutais to raise their morale. Bundle will retreat when its HP goes below 7000, so you will need to finish it off with a strong strike for the Skill Point. I like Daitarn 3's Sun Attack with a support from Alterion myself. Goshogun will join after this battle. You may want to wait to upgrade your units until after this next battle though. None of your own squads will be used, and you might have some more upgrading options with a little more cash after the next scenario. ------------------------------------------------------------------------------ Scenario 18-Zengar ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard/Albion 12 Squads Hime Brain Yuu Brain Daimos Enemy Units: Grand Cher x 01 (Kanan) Grand Cher x 01 (Sheila) - Grand Cher x 02 Grand Cher x 05 - Grand Cher x 01 Grand Cher x 01 - Grand Cher x 02 Enemy Reinforcements (1): Grand Cher x 05 Grand Cher x 01 - Grand Cher x 01 Grand Cher x 01 (Edgar) - Grand Cher x 02 Grand Cher x 01 (Jonathon) - Grand Cher x 02 Enemy Reinforcements (2): Kabutonaga x 01 Sasorinaga x 01 Okopinia x 01 - Poazan x 02 Tesura x 01 - Poazan x 02 Dari x 02 - Zubanza x 02 Garnoll x 01 (Raiza) Dari x 01 (Halleck) Items: Biosensor: Raiza Organic Bit: Jonathon Events: Turn 1 Enemy Phase: Sheila destroys Kanan's Grand Cher. Yuu and Hime form a squad together and use Chakra Extension on Sheila Enemy Units are Destroyed: Enemy Reinforcements (1) Arrive Jonathon is Defeated: Enemy Reinforcements (2) Arrive Skill Point: Destroy Jonathon's Grand Cher on or before Turn 8 Notes: Yuu finally shows up and the Chakra Extension combination attack will now be available. Sheila will destroy Kanan's Grand Cher, but Kanan will be saved since we need her to pilot a Brain Child later. ^_^ Accelerate toward the enemy units and try to finish them off as quickly as possible. The first set of enemy reinforcements will arrive to the center of the southern portion of the map, which is quite different from other versions of this scenario where they will arrive to the center eastern portion of the map. Edgar will not drop an item, so destroy Jonathon immediately if you want, or destroy the rest of the enemies first for experience, PP, and money. Daimos enemies will arrive after Jonathon's defeat. Halleck will challenge Kazuya do a duel, which you should accept (first choice) since it does not matter what you say and you should be honorable anyway. ^^ Destroy Raiza before finishing off Halleck to pick up a Biosensor. The scenario will end after Halleck's defeat. Yuu will join with Yuu Brain after the scenario. ------------------------------------------------------------------------------ Scenario 18-Arad ------------------------------------------------------------------------------ Player Units: Albion/Daiku Maryu/Mother Vanguard Hime Brain (Hime) Yuu Brain (Yuu) Hyouryu - Enryu Enemy Units: Grand Cher x 05 - Grand Cher x 01 Grand Cher x 01 - Grand Cher x 02 Grand Cher x 01 (Kanan) Grand Cher x 01 (Sheila) - Grand Cher x 02 Enemy Reinforcements: Grand Cher x 05 Grand Cher x 01 - Grand Cher x 01 Grand Cher x 01 (Jonathon) - Grand Cher x 02 Grand Cher x 01 (Edgar) - Grand Cher x 02 Items: Booster: Sheila Organic Bit: Jonathon Events: Turn 1 Enemy Phase: Sheila destroys Kanan's Grand Cher. Yuu and Hime form a squad together and use Chakra Extension on Sheila. Enemy Units are Destroyed: Enemy Reinforcements Appear Skill Point: Destroy Jonathon's Grand Cher on or before Turn 8 Notes: Use Accelerate to help your main units catch up to Yuu and Hime. Yuu and Hime gain access to the Chakra Extension Combination Attack after Sheila makes the mistake of attacking Kanan. Hime and Yuu can hold their own while waiting for the rest of the Player Reinforcements to arrive. Enemy Reinforcements arrive after the Enemy Units are Destroyed. Defeating Jonathon will cause the rest of the Enemy Reinforcements to Retreat. Edgar does not pop an item by the way. A tidal wave threatens to hit the GGG base, but Hime and Yuu manage to hold it off long enough for Choryujin to use Eraser Head. Yuu joins with his Brain. You are given the option to name your group after this scenario. ------------------------------------------------------------------------------ Scenario 18-Kusuha ------------------------------------------------------------------------------ Player Units: Double Zeta Gundam (Judau) - Mega Rider (Iino) Hyakushiki (Beecha) - Super Gundam (Elle) Qubeley Mk. II (Puru) - Qubeley Mk. II (Puru Two) Player Reinforcements: Daiku Maryu/Mother Vanguard/Albion 12 Squads Enemy Units: Geara Doga x 09 - Geara Doga x 01 Geara Doga x 03 - Geara Doga x 02 Geara Doga x 01 (Rezun) - Geara Doga x 02 Musaka x 02 - Geara Doga x 02 Items: Chobham Armor: Rezun Events: 8 enemies are destroyed/Turn 3 Player Phase: Player Reinforcements Arrive Skill Point: Destroy 8 enemies on or before Turn 2 (well it will be Turn 2... not like it can happen any sooner than that). Notes: I hate this scenario... this is actually a rather tough Skill Point to get... actually it is a hard stage in general for one reason. If -any- single one of your units is destroyed, then it is Game Over. >_< Okay, the skill point. I suggest having Iino (Mega Rider pilot) temporarily lead Judau's squad. Have Puru cast Concentrate and move next to the space with debris next to Mega Rider. The debris is important since it will give a 15+ bonus to your evade rate. Attack a Geara Doga with the Mega Rider performing a support attack, and you should have one dead Geara Doga. Have Judau lead his squad again, cast Concentrate, and move next to Super Gundam. This should critically wound a Geara Doga (or maybe destroy it). Have Elle cast Concentrate, and attack whoever you please, hopefully from a space with debris. Try to counterattack everyone that does attack. On Turn 2, try to wound some more units, and cast Concentrate for everyone again. You may want to have Puru Two lead her squad now that Puru probably depleted all of her Qubeley's by attacking with funnels. With any luck you will have destroyed 8 units with counterattacks before Turn 2 is over. Use healing spells on any units that need it after your Reinforcements arrive. I would suggest saving too if you've obtained the Skill Point. Remember that if -any- Player Unit is destroyed, that you will lose this stage. Finish up the Geara Dogas. Be careful around Rezun, and try to attack the Musukas from close range to avoid ALL Attacks. Use Luck if you can to increase the amount of money received. All of the Double Zeta crew will join after the scenario is finished. A Minovsky Craft, 3 Dustproofings, 2 Rations, 1 Propellent Tank, 1 Cartridge, and 1 Repair Kit will be delivered after the scenario. ------------------------------------------------------------------------------ Scenario 18-Ibis ------------------------------------------------------------------------------ Player Units: Big Shooter (Miwa) Player Reinforcements (1): Steel Jeeg Player Reinforcements (2): Combattler V (Hyoma) Mazinger Z (Koji) Diana A (Sayaka) Boss Borot (Boss) Black Getter (Musashi) Lady Command (Michiru) Enemy Units: Rugon x 01 Garuga x 01 Enemy Reinforcements: Rugon x 04 Garugu x 04 Ramatano Orochi (Ikima)) Events: Turn 2: Jeeg appears, and Big Shooter joins Jeeg's squad. Enemy Units are Destroyed: Enemy and Player Reinforcements Arrive Items: Hybrid Armor: Ikima Skill Point: Destroy all enemies before they reach the base. Notes: Poor Hiroshi... having your father die and finding out that you are really a cyborg... and of course are needed to help save the world... that can't be a fun experience... Anyway, start off by moving Big Shooter straight north. This will lead the enemies to where Jeeg will show up, and help you destroy the enemy units in the minimum amount of time possible (not that it matters really, but I like it). Enemy Reinforcements will then arrive, but so will Player Reinforcements. Try to surround Ikima's unit as soon as possible to prevent it from moving. I like having it be surrounded by Combattler V, Mazinger Z, Boss Borot, and Black Getter with other units filling up the diagonal corners. Ikima will not flee and will be unable to move so you will be able to take your time destroying him. ^_^ Have Michiru cast Luck on whoever will land the finishing blow to obtain more money. Mazinger Z, Diana A, Boss Borot, Black Getter, Lady Command, Steel Jeeg, Big Shooter, and Combattler V (and their respective pilots) will join after this scenario. ------------------------------------------------------------------------------ Scenario 19-Zengar ------------------------------------------------------------------------------ Player Units: Grungust Sanshiki (Zengar) Steel Jeeg Big Shooter (Miwa) Enemy Units: Takeru Megaruga (Kukuru) Enemy Reinforcements (1): Rugon x 07 - Garuga x 01 Girara x 01 - Rugon x 01 Girara x 01 - Garuga x 01 Ramatano Orochi x 01 (Amon) Enemy Reinforcements (2): Bato x 02 - Bato x 01 Bato x 01 - Bato x 02 Giro x 01 - Giro x 01 Saki x 01 - Saki x 01 Zar x 01 - Zar x 01 Sai x 01 - Sai x 01 Sen 2 x 01 (Zanki) Items: Chobham Armor: Zanki Hachimaki: Takeru Magnetic Coating: Amon Events: Takeru reduced to below 7,000HP Player and Enemy Reinforcements (1) Arrive Player Turn after Reinforcements Arrive: Enemy Reinforcements (2) Arrive Skill Point: Destroy all enemies on or before Turn 7 Notes: Takeru is recruitable if Jeeg defeats Takeru all by himself. Jeeg should use Concentrate on every turn while facing Takeru. Zengar should go face Kukuru. Once the enemy reinforcements appear you should have Ryoma (Getter Dragon pilot) have a battle encounter with Zanki, the blue skinned guy in a roman style helmet because it is a requirement for recruiting Radora later. Otherwise this scenario is nothing out of the ordinary. Flying units of course have an advantage on the terrain. Take advantage of ALL Attacks, and attack the Ramatano Orochi from close range to avoid being hit with an ALL attack yourself. ------------------------------------------------------------------------------ Scenario 19-Arad ------------------------------------------------------------------------------ Player Units: Big Shooter (Miwa) Player Reinforcements (1): Steel Jeeg Player Reinforcements (2): Combattler V (Hyoma) Mazinger Z (Koji) - Diana A (Sayaka) - Boss Borot (Boss) Black Getter (Musashi) - Lady Command (Michiru) Enemy Units: Rugon x 01 Garugu x 01 Enemy Reinforcements: Garuga x 04 - Rugon x 01 Garuga x 03 - Rugon x 02 Ramatano Orochi (Ikima) Events: Turn 2: Jeeg appears, and Big Shooter joins Jeeg's squad. Enemy Units are Destroyed: Enemy Reinforcements Reinforcements Arrive Player Phase after Enemy Reinforcements Arrive: Player Reinforcements (2) Arrive Items: Hybrid Armor: Ikima Skill Point: Destroy all enemies squads except Ikima before they reach the base. Notes: Poor Hiroshi... having your father die and finding out that you are really a cyborg... and of course are needed to help save the world... that can't be a fun experience... Anyway, start off by moving Big Shooter straight north. This will lead the enemies to where Jeeg will show up, and help you destroy the enemy units in the minimum amount of time possible (not that it matters really, but I like it). Concentrate on defending the base from approaching enemy squads. Ikima will probably stop moving when he is within range to attack Jeeg, who should be able to invade Ikima's long range attacks. Surround and attack Ikima when the enemy squads are finished. Mazinger Z, Diana A, Boss Borot, Black Getter, Lady Command, Steel Jeeg, Big Shooter, and Combattler V (and their respective pilots) will join after this scenario. ------------------------------------------------------------------------------ Scenario 19-Kusuha ------------------------------------------------------------------------------ Player Units: Daiku Maryu/Mother Vanguard/Albion Yuu Brain - Hime Brain Daimos 12 Squads Enemy Units: Poazan x 03 - Poazan x 02 Zubanza x 03 - Zubanza x 01 Okopinia x 03 Garnoll x 01 (Raiza) - Poazan x 02 Dari x 01 (Halleck) Skill Point: Destroy all enemies, and then destroy Halleck's unit Notes: Sheila destroys Kanan's Grand Cher at the start... what a shame... Kanan will just have to receive a replacement in the near future... Kazuya is given a choice whether to face Halleck in a duel or not. Accept the duel since that is the better action, and you still have to duel if you choose to not accept the duel. Honestly a fairly simple stage. Beat up enemies to build up morale, and destroy the Garnoll (again try to attack from close range to avoid ALL attacks). Daimos can move above one of the towers to improve his hit and evade rates. Feel free to use a morale raising spell and finish off Halleck after the other units are destroyed. ------------------------------------------------------------------------------ Scenario 19-Ibis ------------------------------------------------------------------------------ Player Units: Hime Brain (Hime) - Yuu Brain (Yuu) Daiku Maryu/Mother Vanguard/Albion 12 Squads Player Reinforcements: Enryu Houryu Enemy Units: Grand Cher x 07 Grand Cher Grand Cher (Kanan) - Grand Cher x 02 Grand Cher (Sheila) - Grand Cher x 02 Grand Cher (Jonathon) - Grand Cher x 02 Enemy Reinforcements: Grand Cher x 04 - Grand Cher Grand Cher (Edgar) - Grand Cher x 02 Events: Kanan, Sheila, or Jonathon are Hit: Enemy and Player Reinforcements Arrive Turn after Enryu and Houryu appear: Enryu and Houryu combine into Choryujin Items: Biosensor Organic Bot? Skill Point: Destroy all enemies before the end of Turn 6 Notes: Obviously units with good movement (and preferably flight) will be most useful here. While you send your main force to take care of the obvious Grand Chers, I would suggest you send a squad or two to the north central portion of the map which will be where the Enemy Reinforcements arrive. Houryu, Enryu, and their combined form Choryujin can handle these units on their own (as long as some healing spells are cast on them), but it would be easier to obtain the Skill Point if they had some help. Kanan (the long blue haired enemy pilot) can be convinced by Yuu, so you will want to try to do that. Take advantage of Concentrate, Sure Hit, and Accelerate spells and you should be fine. ^_^ Yuu and Hime try to stop a tidal wave at the end... but Choryujin's Eraser Head seems to save the day. Yuu will join with his Brain after this scenario. The Chakra Extension combination attack for Yuu and Hime will also be available. ------------------------------------------------------------------------------ Scenario 20-Zengar ------------------------------------------------------------------------------ Player Units: Garuba FX-II (Nana) Player Reinforcements (1): Daimos Player Reinforcements (2): Daiku Maryu Mother Vanguard/Albion 12 Squads Enemy Units: Dari x 01 - Poazan x 01 Poazan x 02 - Poazan x 01 Tesura x 01 - Poazan x 01 Okopinia x 01 - Poazan x 01 Zubanza x 02 Enemy Reinforcements: Okopinia x 01 - Poazan x 01 Dari x 03 - Zubanza x 01 Kabutonaga x 02 Sasorinaga x 02 Garnoll x 01 (Raiza) - Poazan x 02 Skullrook x 01 (Bergen) - Poazan x 01 Enemy Reinforcements: Kuran x 01 Events: Turn 2 Player Phase: Player Reinforcements (1) Arrive Turn 3 Player Phase: Player Reinforcements (2) Arrive Turn 3 Enemy Phase: Player Characters lose morale and ability to use spells Turn 5 Player Phase: Player Characters regain morale and ability to use spells. Skill Point: Destroy Berugen's Skullrook Notes: Take advantage of the terrain at the start for easy hit/evade bonuses and HP/EN Refills. When your Player Reinforcements arrive, you may need to make some squad adjustments at that moment since Getter Dragon was delivered with no fanfare and Musashi is now piloting Black Getter. Michiru's Lady Command is also available. This stage is just insane. oO; Basically from Turn 4-5 your units will be worthless since they do not have access to spells and their morale takes a huge drop. Luckily they show up near the start point, and there is lots of terrain you can take advantage of to improve hit/evade rates and receive HP/EN refills. Irui freaks out on Turn 5 Enemy Phase... and the resulting events allow your units to gain back their lost morale and the ability to use spells. Kurain will appear, which will contain Halleck and Erika. Do not destroy the Kurain! Finish up the enemy units (and use Luck on Skullrook and Garnoll), then focus on Kurain. The idea is to get it to critical HP, so when you use an attack that would normally finish the mecha, use Mercy so that it will have 10 HP remaining. Before the intermission screen you will receive a Minovsky Craft, Repair Kit, Propellent Tank, and a Cartridge. ------------------------------------------------------------------------------ Scenario 20-Arad ------------------------------------------------------------------------------ Player Units: Garuba FX-II (Nana) Player Reinforcements (1): Daimos (Kazuya) Player Reinforcements: Daiku Maryu Mother Vanguard/Albion 12 Squads Enemy Units: Poazan x 02 - Poazan x 01 Dari x 01 - Poazan x 01 Zubanaza x 02 Tesura x 01 - Poazan x 01 Okopinia x 01 - Poazan x 01 Enemy Reinforcements (1): Peratsukumonster x 02 Sasorinaga x 02 Kabutonaga x 02 Dari x 03 - Zubanaza x 01 Okopinia x 01 - Poazan z 01 Tesura x 01 - Poazan x 01 Skullrook x 01 (Berugen) - Poazan x 02 Garnoll x 01 (Raiza) - Poazan x 02 Enemy Reinforcements (2): Kurain x 01 Events: Turn 2: Daimos Arrives & forms a squad with Garuba FX-II Turn 3: Player Reinforcements (2) Arrive Enemy Units Destroyed: Enemy Reinforcements Arrive. 2 Turns after Enemy Reinforcements Arrive: Player Units raise to 100 morale and regain ability to use spells. Enemy Reinforcements (2) Appear Skill Point: Destroy Berugen's Skullrook. Events: Take advantage of the terrain at the start for easy hit/evade bonuses and HP/EN Refills. When your Player Reinforcements arrive, you may need to make some squad adjustments at that moment since Getter Dragon was delivered with no fanfare and Musashi is now piloting Black Getter. Michiru's Lady Command is also available. This stage is just insane. oO; Basically for two turns your units will be worthless since they do not have access to spells and their morale takes a huge drop. Luckily they show up near the start point, and there is lots of terrain you can take advantage of to improve hit/evade rates and receive HP/EN refills. Irui freaks out on Turn 5 Enemy Phase... and the resulting events allow your units to gain back their lost morale and the ability to use spells. Kurain will appear, which will contain Halleck and Erika. Do not destroy the Kurain! Finish up the enemy units (and use Luck on Skullrook and Garnoll), then focus on Kurain. The idea is to get it to critical HP, so when you use an attack that would normally finish the mecha, use Mercy so that it will have 10 HP remaining. Before the intermission screen you will receive a Minovsky Craft, Repair Kit, Propellent Tank, a Cartridge. and Dustproofing. ------------------------------------------------------------------------------ Scenario 20-Kusuha ------------------------------------------------------------------------------ Player Units: Garuba FX-II (Nana) Player Reinforcements (1): Daimos (Kazuya) Player Reinforcements: Daiku Maryu Mother Vanguard/Albion 12 Squads Enemy Units: Poazan x 02 - Poazan x 01 Dari x 01 - Poazan x 01 Zubanaza x 02 - Poazan x 01 Tesura x 01 - Poazan x 01 Okopinia x 01 - Poazan x 01 Enemy Reinforcements (1): Peratsukumonster x 02 Sasorinaga x 02 Kabutonaga x 02 Dari x 03 - Zubanaza x 01 Okopinia x 01 - Poazan z 01 Tesura x 01 - Poazan x 01 Skullrook x 01 (Berugen) - Poazan x 02 Garnoll x 01 (Raiza) - Poazan x 02 Enemy Reinforcements (2): Kurain x 01 Events: Turn 2: Daimos Arrives & forms a squad with Garuba FX-II Turn 3: Player Reinforcements (2) Arrive Turn 4: Enemy Reinforcements arrive to the west. All Player Units lose morale and are unable to use spells. Turn 5 Enemy Phase: Player Units regain morale and regain ability to use spells. Enemy Reinforcements (2) Appear Skill Point: Destroy the Skullrook and reduce Kurain to critical HP (use Mercy) Events: Take advantage of the terrain at the start for easy hit/evade bonuses and HP/EN Refills. When your Player Reinforcements arrive, you may need to make some squad adjustments at that moment since Getter Dragon was delivered with no fanfare and Musashi is now piloting Black Getter. Michiru's Lady Command is also available. This stage is just insane. oO; Basically from Turn 4-5 your units will be worthless since they do not have access to spells and their morale takes a huge drop. Luckily they show up near the start point, and there is lots of terrain you can take advantage of to improve hit/evade rates and receive HP/EN refills. Irui freaks out on Turn 5 Enemy Phase... and the resulting events allow your units to gain back their lost morale and the ability to use spells. Kurain will appear, which will contain Halleck and Erika. Do not destroy the Kurain! Finish up the enemy units (and use Luck on Skullrook and Garnoll), then focus on Kurain. The idea is to get it to critical HP, so when you use an attack that would normally finish the mecha, use Mercy so that it will have 10 HP remaining. Before the intermission screen you will receive a Minovsky Craft, Repair Kit, Propellent Tank, and a Cartridge. ------------------------------------------------------------------------------ Scenario 20-Ibis ------------------------------------------------------------------------------ Player Units: Garuba FX-II (Nanai) Player Reinforcements (1): Daimos (Kazuya) Player Reinforcements: Daiku Maryu Mother Vanguard/Albion 12 Squads Enemy Units: Poazan x 02 - Poazan Dari x 01 - Poazan Zubanaza x 02 Tesura x 01 - Poazan Okopinia x 01 - Poazan Enemy Reinforcements (1): Sasringar x 03 Kabutosgar x 03 Dari x 03 - Zubanaza Okopinia x 01 - Poazan Tesura x 01 - Poazan Skullrook x 01 - Poazan x 02 Garnoll x 01 - Poazan x 02 Enemy Reinforcements (2): Kurain x 01 Events: Turn 2: Daimos Arrives & forms a squad with Garuba FX-II Turn 3: Player Reinforcements (2) Arrive Turn 4: Enemy Reinforcements arrive to the northwest. All Player Units lose morale and are unable to use spells. Turn 5 Enemy Phase: Player Units regain morale and regain ability to use spells. Enemy Reinforcements (2) Appear Skill Point: Destroy the Skullrook and reduce Kurain to critical HP (use Mercy) Events: This stage is just insane. oO; Basically from Turn 4-5 your units will be worthless since they do not have access to spells and their morale takes a huge drop. A lot of the enemies like to hide in the water, so that makes some attacks less effective. Irui freaks out on Turn 5 Enemy Phase... and the resulting events allow your units to gain back their lost morale and the ability to use spells. Kurain will appear, which will contain Halleck and Erika. Do not destroy the Kurain! Finish up the enemy units (and use Luck on Skullrook and Garnoll), then focus on Kurain. The idea is to get it to critical HP, so when you use an attack that would normally finish the mecha, use Mercy so that it will have 10 HP remaining. Before the intermission screen you will receive a Minovsky Craft, Dustproofing x 03, Scuba Gear? x02, Repair Kit, Propellent Tank, and a Cartridge. ------------------------------------------------------------------------------ Scenario 21 ------------------------------------------------------------------------------ Player Units: Gaigar Houryu - Enryu Volfogg Daiku Maryu/Mother Vanguard/Albion 12 Squads Player Reinforcements: Goldymarg Enemy Units: Dari x 01 - Rick Dom x 01 Gelgoog Marine x 01 - Zubanaza x 01 Zaku II F2 x 01 - Saki x 01 Puratsukuchinsuta x 02 - Zaku II F2 x 01 Geara Doga x 01 - Okopinia x 01 Tesura x 01 - Irikutai x 01 Zaku II F2 x 01 - Tesura x 01 Rick Dom II x 01 - Sai x 01 Sai x 01 - Sasringar x 01 Dogarpu x 01 - Rick Dom II x 01 Rick Dom II x 01 - Giro x 01 Zar x 01 - Dari x 01 Irikutai x 01 - Okopinia x 01 Bat x 01 - Dari x 01 Zubanaza x 01 - Geara Doga x 01 Bat x 01 - Dogarpu x 01 Zar x 01 - Sasringar x 01 Giro x 01 - Dari x 01 Enemy Reinforcements (1): EI-15 x 01 Enemy Reinforcements (2A): Dogarpu x 01 Dari x 01 Giro x 01 Sai x 01 Irikutai x 01 Puratsumonster x 01 Zubanza x 01 Rick Dom II x 01 EI-20 x 01 Enemy Reinforcements (2B): EI-20 x 01 Events: Turn 2: Enemy Reinforcements Appear (1). Three (semi-random) squads are forced to move to the center and to the west to assist Final Fusion. Gaigar becomes Gaogaigar. Volfogg has a battle encounter: Volfogg has a "System Change" into Big Volfogg EI-15 is Destroyed: Enemy Reinforcements (2) Appear (2A if no other enemies remain, 2B if other enemies still remain) Appear, and Player Units can not do anything for two turns. 2 Turns after EI-15 is Destroyed: Gravity nonsense ends and Goldymarg arrives. Skill Point: Destroy EI-20 before or on Turn 8 Notes: Apparently Zondar Metal has taken control of a random assortment of enemies which forms some rather unique squads (a Rick Dom II and a mecha dinosaur? oO;). Again whatever battleship you choose is unable to do anything but sit there, so choose someone who you believe will provide some good support spells. Move your units forward as quickly as possible, but Guy, Ibis, Heero, and Banjo (and their Squads) will all move to the western center portion of the map on their own in Turn 2. As far as I can tell, Guy is not able to use Hell and Heaven to destroy EI-15 without hurting himself and causing a Game Over. >_< After EI-15 is Destroyed (by another unit), an event happens that renders all of your units unable to move, attack, counterattack or use spells. The enemy has two turns to beat up on your units freely until your units are able to move again. Goldymarg arrives and join's Guy's squad. Avenge yourself on the enemies, hit EI-20 with a couple of strong attacks, and finish it off with a Goldion Hammer. ^_^ Basically if you've knocked EI-20 to below 15,000HP, a Hammer Hell and Heaven powered by Hot Blood should be able to finish EI-20 off. Gaogaigar, Houryu, Enryu, Volfogg/Big Volfogg, and Goldymarg will all be available units now. A Repair Kit, Cartridge, and Propellent Tank will be delivered shortly before intermission. ------------------------------------------------------------------------------ Scenario 22-Zengar ------------------------------------------------------------------------------ Player Units: Gaogaigar Steel Jeeg - Big Shooter Daiku Maryu 12 Squads Player Reinforcements: Takeru Enemy Units: Garuga x 01 Rugon x 01 Garuga x 02 - Rugon x 01 Garuga x 01 - Garuga x 01 Rugon x 01 Rugon x 02 - Garuga x 01 Rugon x 01 - Rugon x 01 Girara x 01 - Giyao x 01 Giyao x 01 - Giyao x 01 Giyao x 01 - Girara x 01 Ramatano Orochi (Mimashi) - Giyao x 02 Enemy Reinforcements: Garuga x 01 - Rugon x 01 Rugon x 01 - Garuga x 01 Girara x 01 - Giyao x 01 Giyao x 01 - Giraga x 01 Ramatano Orochi (Ikima) - Giyao x 02 Items: Chobham Armor: Mimashi Hybrid Armor: Ikima Events: Mimashi has a battle encounter with anyone: Enemy Reinforcements Appear Turn 4 Player Phase: Takeru arrives Skill Point: Destroy all enemies before or on Turn 7 Notes: A nice simple beat up everything you see stage. Accelerate in, take advantage of ALL Attacks, and of course counterattacks. Try to have someone move in range to Mimashi as soon as possible so he will attack them and force the Enemy Reinforcements to appear. The Giyaos in Mimashi's squad will disappear when Mimashi is defeated, so don't worry about destroying them first. The same goes for Ikima. Takeru will finally show up on this stage if you defeated him with only Jeeg back in Scenario 19 and will join after the scenario is over. ------------------------------------------------------------------------------ Scenario 22-Kusuha ------------------------------------------------------------------------------ Player Units: Gaogaigar Steel Jeeg - Big Shooter Daiku Maryu 12 Squads Enemy Units: Garuga x 01 Rugon x 01 Garuga x 02 - Rugon x 01 Garuga x 01 - Garuga x 01 Rugon x 01 Rugon x 02 - Garuga x 01 Rugon x 01 - Rugon x 01 Girara x 01 - Giyao x 01 Giyao x 01 - Giyao x 01 Giyao x 01 - Girara x 01 Ramatano Orochi (Mimashi) - Giyao x 02 Enemy Reinforcements: Garuga x 01 - Rugon x 01 Rugon x 01 - Garuga x 01 Girara x 01 - Giyao x 01 Giyao x 01 - Giraga x 01 Ramatano Orochi (Ikima) - Giyao x 02 Items: Chobham Armor: Mimashi Hybrid Armor: Ikima Events: Mimashi has a battle encounter with anyone: Enemy Reinforcements Appear Skill Point: Destroy all enemies before or on Turn 7 Notes: A nice simple beat up everything you see stage. Accelerate in, take advantage of ALL Attacks, and of course counterattacks. Try to have someone move in range to Mimashi as soon as possible so he will attack them and force the Enemy Reinforcements to appear. The Giyaos in Mimashi's squad will disappear when Mimashi is defeated, so don't worry about destroying them first. The same goes for Ikima. ------------------------------------------------------------------------------ Scenario 22-Arad/Ibis ------------------------------------------------------------------------------ Player Units: Steel Jeeg - Big Shooter Player Reinforcements: Daiku Maryu/Mother Vanguard/Albion Wing Zero Custom 12 Squads Enemy Units: Garuga x 01 Garuga x 02 - Garuga x 01 Garuga x 01 - Rugon x 01 Rugon x 01 Rugon x 02 - Garuga x 01 Rugon x 01 - Rugon x 01 Girara x 02 - Giyao x 01 Giyao x 02 - Giyao x 01 Ramatano Orochi (Mimashi) - Giyao x 01 Enemy Reinforcements: Garuga x 01 Rugon x 01 Rugon x 02 - Garuga x 01 Girara x 01 - Giyao x 01 Giyao x 01 - Giraga x 01 Ramatano Orochi x 01 (Ikima) - Giyao x 02 Events: Turn 3 Player Phase: Player Reinforcements Arrive Turn 4 Player Phase: Enemy Reinforcements Arrive Items: Chobham Armor: Mimashi Hybrid Armor: Ikima Skill Point: Destroy all enemies before the end of Turn 7 Notes: I like these maim everything in sight stages. Jeeg is alone for two turns, so you can either build up Jeeg's morale or weaken units so that other units can get some quick morale raising opportunities when they arrive. Use Accelerate, move quickly, and take advantage of counterattacks. This should be a walk in the park. ------------------------------------------------------------------------------ Scenario 23-Zengar ------------------------------------------------------------------------------ Player Units: 2 Battleships 14 Squads Getter Dragon Enemy Units: Shietsudo x 03 - Shietsudo x 01 Giro x 02 - Giro x 01 Sai x 02 - Zar x 01 Zar x 01 - Sai x 01 Sen1 x 02 - Bato x 02 Saki x 02 - Saki x 01 Sen2 x 01 (Zanki) Shigu x 01 (Radora) Sori x 01 (Bat Shogun) Guda x 01 (Gareri) Items: Biosensor: Gareri Booster: Bat Shogun Dual Sensor: Zanki Skill Point: Destroy Gareri's (old guy) Guda on or before Turn 6. Notes: There is a step in the convince process for Radora here. Radora is the guy that in all honestly looks like he is cosplaying as Gundam Maxter in a blue helmet with a yellow V-fin. He pilots a Shigu, which looks like a cross between a snake and flying squirrel. Ryoma only needs to use the "Convince" command on Radora in this scenario for the second step of the process. Otherwise the mission involves using Accelerate and spreading your squads out in all directions to meet the enemies scattered around the map. Every turn some lava will rain down on the map in random locations. If you have a unit on a square that is hit, they will be injured, but it is very unlikely you will ever be hit. ------------------------------------------------------------------------------ Scenario 23-Arad ------------------------------------------------------------------------------ Player Units: 2 Battleships 15 Squads Enemy Units: Shietsudo x 03 - Shietsudo x 01 Giro x 02 - Giro x 01 Sai x 02 - Zar x 01 Zar x 01 - Sai x 01 Sen1 x 02 - Bato x 02 Saki x 02 - Saki x 01 Sen2 x 01 (Zanki) Shigu x 01 (Radora) Sori x 01 (Bat Shogun) Guda x 01 (Gareri) Items: Biosensor: Gareri Booster: Bat Shogun Dual Sensor: Zanki Skill Point: Destroy Gareri's (old guy) Guda on or before Turn 6. Notes: Seperate your squads into two groups to sweep the area and defeat all of the enemies. Use Accelerate whenever it is possible to aid in movement. Every turn some lava will rain down on the map in random locations. If you have a unit on a square that is hit, they will be injured, but it is very unlikely you will ever be hit. The Guda is the biggest threat since it is hard to avoid its ALL Attack, so try to finish it in as few turns as possible to prevent damage to your squads. I personally could have dealt without seeing Great Mazinger, Venus A, and Getter Dragon being crucified though... it looked like a scene out of Xenogears... at least we didn't have a fuzzy little varmint nailed to a cross this time. ^^; Oh well... I guess it gives motivation to kill Gol eh? ------------------------------------------------------------------------------ Scenario 23-Kusuha ------------------------------------------------------------------------------ Player Units: 2 Battleships 14 Squads Getter Dragon Enemy Units: Shietsudo x 03 - Shietsudo x 01 Giro x 02 - Giro x 01 Sai x 02 - Zar x 01 Zar x 01 - Sai x 01 Sen1 x 02 - Bato x 02 Saki x 02 - Saki x 01 Sen2 x 01 (Zanki) Shigu x 01 (Radora) Sori x 01 (Bat Shogun) Guda x 01 (Gareri) Items: Biosensor: Gareri Booster: Bat Shogun Dual Sensor: Zanki Skill Point: Destroy Gareri's (old guy) Guda on or before Turn 6. Notes: There is a step in the convince process for Radora here. Radora is the guy that in all honestly looks like he is cosplaying as Gundam Maxter in a blue helmet with a yellow V-fin. He pilots a Shigu, which looks like a big flying reptile. Ryoma only needs to use the "Convince" command on Radora in this scenario for the second step of the process. Otherwise the mission involves using Accelerate and spreading your squads out in all directions to meet the enemies scattered around the map. Every turn some lava will rain down on the map in random locations. If you have a unit on a square that is hit, they will be injured, but it is very unlikely you will ever be hit. ------------------------------------------------------------------------------ Scenario 23-Ibis ------------------------------------------------------------------------------ Player Units: 2 Battleships 12 Squads Enemy Units: Shietsudo x 03 - Shietsudo x 01 Giro x 02 - Giro x 01 Sai x 02 - Zar x 01 Zar x 01 - Sai x 01 Sen1 x 02 - Bato x 02 Saki x 02 - Saki x 01 Sen2 x 01 (Zanki) Shigu x 01 (Radora) Sori x 01 (Bat Shogun) Guda x 01 (Gareri) Items: Booster: Bat Shogun Dual Sensor: Zanki Biosensor: Gareri Skill Point: Destroy all enemies before the end of Turn 6 Notes: Wow... another simple stage... two in a row... I don't believe it. The "heart" in the center will shoot fire every turn. I suppose it might work as a map attack but it never hit any of my units. Again use Accelerate, take advantage of ALL attacks, and counterattacks. I personally could have dealt without seeing Great Mazinger, Venus A, and Getter Dragon being crucified though... it looked like a scene out of Xenogears... at least we didn't have a fuzzy little varmint nailed to a cross this time. ^^; Oh well... I guess it gives motivation to kill Gol eh? ------------------------------------------------------------------------------ Scenario 24-Zengar (Part 1) ------------------------------------------------------------------------------ Player Units: Black Getter (Musashi) - Lady Command (Michiru) Enemy Units: Shietsudo x 03 - Shietsudo x 01 Giro x 02 - Giro x 01 Sai x 02 - Zar x 01 Zar x 01 - Sai x 01 Sen1 x 02 - Bato x 02 Saki x 02 - Saki x 01 Sen2 x 01 (Zanki) Shigu x 01 (Radora) Sori x 01 (Bat Shogun) Guda x 01 (Garerii) Events: Turn 2 Enemy Phase: Gol and forces appear along with crucified Getter Dragon, Great Mazinger, and Venus A. Gaogaigar uses Dividing Driver and you are moved on to the second part of the stage. Notes: There isn't much to say about this section. Change your squad so that Michiru is the leader and use Concentrate if Black Getter is weak. Repeat for another round and you'll be in the second section of the stage after some events. You can also hide in the corner to your ride and you will not be attacked. Did Musashi forget he wasn't in a version of Getter 3 or what? oO; ------------------------------------------------------------------------------ Scenario 24-Zengar (Part 2) ------------------------------------------------------------------------------ Player Units: Black Getter (Musashi) Getter Dragon (Ryoma, Hayato, Benkei) - Lady Command (Michiru) Gaogaigar (Guy) - Goldymarg (Goldymarg) Daiku Maryu/Mother Vanguard/Albion 12 Squads Enemy Units: Sen1 x 02 Giro x 02 - Giro x 01 Saki x 02 - Saki x 01 Zar x 01 - Sai x 01 Sai x 02 - Zar x 01 Bato x 02 - Sheitsudo x 02 Sheitsudo x 03 - Sheitsudo x 01 Sen2 x 01 (Zanki) - Saki x 02 Shigo x 01 (Radora) - Bato x 02 Guda x 01 (Bat Shogun) - Bato x 02 Guda x 01 (Gareri) - Bato x 02 Sori x 06 Megasaurus Dai x 01 (Gol) - Saki x 02 Items: Apogee Motor: Bat Shogun Mega Generator: Gol Multiple Sensor: Zanki Solar Panel: Gareri Skill Point: Destroy Gol on or before Turn 6 Notes: The rest of the battle takes place in the space that Gaogaigar created with Dividing Driver which would prevent damage to the surrounding area... not like that city wasn't already damaged to hell anyway... then again I guess it is nice to have in case a Getter Core... nevermind... This version of the scenario requires your units to Accelerate ahead and meet the enemies. Musashi starts off at high morale, which gives him an advantage at the start. As usual try to let your Super Robots get in the finishing blows to raise their morale. Use PLA attacks to destroy the units in a boss' platoon so you don't waste a strong attack on a weak enemy. If you've met the previous requirements for Radora's recruitment, then be sure not to destroy his Shigu and have another battle encounter between Ryoma and Shigu. Gol is the big concern of this stage. He has over 55,000 HP, and is quite accurate. Hit him with everything you have, and try to use defensive spells for everyone in your platoons if possible. It also helps to attack him from a 1-3 square range to avoid his ALL Attack. The Kuukan created by the Dividing Driver begins collapsing after Gol's defeat. Musashi stays behind in Black Getter while everyone else retreats. He pulls out Black Getter's Getter Core and crushes it, which destroys both him and Gol... unless you met the requirements to recruit Radora, who will save Musashi at the last moment. You gain another Minovsky Craft along with the usual Propellent Tanks, Cartridges, and Repair Kits after the scenario ends. Radora joins with his Shigu after this scenario if you recruited him. ------------------------------------------------------------------------------ Scenario 24-Arad Part 1 ------------------------------------------------------------------------------ Player Units: Black Getter (Musashi) - Lady Command (Michiru) Enemy Units: Shietsudo x 03 - Shietsudo x 01 Giro x 02 - Giro x 01 Sai x 02 - Zar x 01 Zar x 01 - Sai x 01 Sen1 x 02 - Bato x 02 Saki x 02 - Saki x 01 Sen2 x 01 (Zanki) Shigu x 01 (Radora) Sori x 01 (Bat Shogun) Guda x 01 (Garerii) Events: Turn 2 Enemy Phase: Gol and forces appear along with crucified Getter Dragon, Great Mazinger, and Venus A. Gaogaigar uses Dividing Driver and you are moved on to the second part of the stage. Notes: There isn't much to say about this section. Change your squad so that Michiru is the leader and use Concentrate if Black Getter is weak. Repeat for another round and you'll be in the second section of the stage after some events. You can also hide in the corner to your ride and you will not be attacked. Did Musashi forget he wasn't in a version of Getter 3 or what? oO; ------------------------------------------------------------------------------ Scenario 24-Arad Part 2 ------------------------------------------------------------------------------ Player Units: Black Getter (Musashi) Getter Dragon (Ryoma, Hayato, Benkei) - Lady Command (Michiru) Gaogaigar (Guy) - Goldymarg (Goldymarg) Daiku Maryu/Mother Vanguard/Albion 12 Squads Enemy Units: Bato x 03 - Shietsudo x 02 Giro x 02 - Giro x 01 Saki x 02 - Saki x 01 Sen 1 x 02 Zar x 01 - Sai x 01 Sai x 02 - Zar x 01 Sori x 06 Sen2 (Zanki) - Saki x 02 Shigu (Radoro) - Bato x 02 Sori (Bat Shogun) - Bato x 02 Guda (Garerii) - Bato x 02 Megasaurus Dai (Gol) - Bato x 02 Items: Apogee Motor: Bat Shogun Mega Generator: Gol Multiple Sensor: Zanki Solar Panel: Gareri Skill Point: Destroy all enemies and then destroy Gol. Notes: The rest of the battle takes place in the space that Gaogaigar created with Dividing Driver which would prevent damage to the surrounding area... not like that city wasn't already damaged to hell anyway... then again I guess it is nice to have in case a Getter Core... nevermind... This version of the scenario requires your units to Accelerate ahead and meet the enemies. Musashi starts off at high morale, which gives him an advantage at the start. As usual try to let your Super Robots get in the finishing blows to raise their morale. Use PLA attacks to destroy the units in a boss' platoon so you don't waste a strong attack on a weak enemy. Gol is the big concern of this stage. He has over 55,000 HP, and is quite accurate. Hit him with everything you have, and try to use defensive spells for everyone in your platoons if possible. It also helps to attack him from a 1-3 square range to avoid his ALL Attack. The Kuukan created by the Dividing Driver begins collapsing after Gol's defeat. Musashi stays behind in Black Getter while everyone else retreats. He pulls out Black Getter's Getter Core and crushes it, which destroys both him and Gol... Ryoma, Hayato, and Benkei join with Getter Robo G. Tezuya joins with Great Mazinger. Jun joins with Venus A. You gain another Minovsky Craft along with the usual Propellent Tanks, Cartridges, and Repair Kits after the scenario ends. ------------------------------------------------------------------------------ Scenario 24-Kusuha Part 1 ------------------------------------------------------------------------------ Player Units: Black Getter (Musashi) - Lady Command (Michiru) Enemy Units: Shietsudo x 03 - Shietsudo x 01 Giro x 02 - Giro x 01 Sai x 02 - Zar x 01 Zar x 01 - Sai x 01 Sen1 x 02 - Bato x 02 Saki x 02 - Saki x 01 Sen2 x 01 (Zanki) Shigu x 01 (Radora) Sori x 01 (Bat Shogun) Guda x 01 (Garerii) Events: Turn 2 Enemy Phase: Gol and forces appear along with crucified Getter Dragon, Great Mazinger, and Venus A. Gaogaigar uses Dividing Driver and you are moved on to the second part of the stage. Notes: There isn't much to say about this section. Change your squad so that Michiru is the leader and use Concentrate if Black Getter is weak. Repeat for another round and you'll be in the second section of the stage after some events. You can also hide in the corner to your ride and you will not be attacked. Did Musashi forget he wasn't in a version of Getter 3 or what? oO; ------------------------------------------------------------------------------ Scenario 24-Kusuha Part 2 ------------------------------------------------------------------------------ Player Units: Black Getter (Musashi) Getter Dragon (Ryoma, Hayato, Benkei) - Lady Command (Michiru) Gaogaigar (Guy) - Goldymarg (Goldymarg) Daiku Maryu/Mother Vanguard/Albion 12 Squads Enemy Units: Sen1 x 02 Giro x 02 - Giro x 01 Saki x 02 - Saki x 01 Zar x 01 - Sai x 01 Sai x 02 - Zar x 01 Bato x 02 - Sheitsudo x 02 Sheitsudo x 03 - Sheitsudo x 01 Sen2 x 01 (Zanki) - Saki x 02 Shigo x 01 (Radora) - Bato x 02 Guda x 01 (Bat Shogun) - Bato x 02 Guda x 01 (Gareri) - Bato x 02 Sori x 06 Megasaurus Dai x 01 (Gol) - Saki x 02 Items: Apogee Motor: Bat Shogun Mega Generator: Gol Multiple Sensor: Zanki Solar Panel: Gareri Skill Point: Destroy Gol on or before Turn 6 Notes: The rest of the battle takes place in the space that Gaogaigar created with Dividing Driver which would prevent damage to the surrounding area... not like that city wasn't already damaged to hell anyway... then again I guess it is nice to have in case a Getter Core... nevermind... This version of the scenario requires your units to Accelerate ahead and meet the enemies. Musashi starts off at high morale, which gives him an advantage at the start. As usual try to let your Super Robots get in the finishing blows to raise their morale. Use PLA attacks to destroy the units in a boss' platoon so you don't waste a strong attack on a weak enemy. If you've met the previous requirements for Radora's recruitment, then be sure not to destroy his Shigu and have another battle encounter between Ryoma and Shigu. Gol is the big concern of this stage. He has over 55,000 HP, and is quite accurate. Hit him with everything you have, and try to use defensive spells for everyone in your platoons if possible. It also helps to attack him from a 1-3 square range to avoid his ALL Attack. The Kuukan created by the Dividing Driver begins collapsing after Gol's defeat. Musashi stays behind in Black Getter while everyone else retreats. He pulls out Black Getter's Getter Core and crushes it, which destroys both him and Gol... unless you met the requirements to recruit Radora, who will save Musashi at the last moment. You gain another Minovsky Craft along with the usual Propellent Tanks, Cartridges, and Repair Kits after the scenario ends. Radora joins with his Shigu after this scenario if you recruited him. ------------------------------------------------------------------------------ Scenario 24-Ibis Part 1 ------------------------------------------------------------------------------ Player Units: Black Getter (Musashi) - Lady Command (Michiru) Enemy Units: Shietsudo x 03 - Shietsudo Giro x 02 - Giro Sai x 02 - Zar Zar - Sai Sen1 x 02 - Bato x 02 Rugon x 02 - Rugon Sen2 (Zanki) Shigu (Radoro) Sori (Bat Shogun) Guda (Garerii) Events: Turn 2 Enemy Phase: Gol and forces appear along with crucified Getter Dragon, Great Mazinger, and Venus A. Gaogaigar uses Dividing Driver and you are moved on to the second part of the stage. Notes: There isn't much to say about this section. Change your squad so that Michiru is the leader and use Concentrate. Repeat for another round and you'll be in the second section of the stage after some events. Did Musashi forget he wasn't in a version of Getter 3 or what? oO; ------------------------------------------------------------------------------ Scenario 24-Ibis Part 2 ------------------------------------------------------------------------------ Player Units: Getter Dragon (Ryoma, Hayato, Benki) - Lady Command (Michiru) Great Mazinger (Tezuya) - Venus A (Jun) Black Getter (Musashi) Daiku Maryu/Mother Vanguard/Albion 12 Squads Enemy Units: Bato x 03 - Shietsudo x 02 Giro x 02 - Giro x 01 Saki x 02 - Saki x 01 Sen 1 x 02 Zar x 01 - Sai x 01 Sai x 02 - Zar x 01 Sori x 06 Sen2 (Zanki) - Saki x 02 Shigu (Radoro) - Bato x 02 Sori (Bat Shogun) - Bato x 02 Guda (Garerii) - Bato x 02 Megasaurus Dai (Gol) - Bato x 02 Items: Mega Generator Multiple Sensor Solar Panel Skill Point: Destroy all enemies, and then destroy Gol. Notes: The rest of the battle takes place in the space that Gaogaigar created with Dividing Driver which would prevent damage to the surrounding area... not like that city wasn't already damaged to hell anyway... then again I guess it is nice to have in case a Getter Core... nevermind... Group your units together since the enemies will be happy to come to you. Be careful using Getter Dragon and Great Mazinger since they may be somewhat fragile compared to your other units, but luckily no Game Over if either of them are destroyed. Musashi starts off at high morale, which gives him an advantage at the start. As usual try to let your Super Robots get in the finishing blows to raise their morale. Use PLA attacks to destroy the units in a boss' platoon so you don't waste a strong attack on a weak enemy. Gol is the big concern of this stage. He has over 55,000 HP, and is quite accurate. Hit him with everything you have, and try to use defensive spells for everyone in your platoons if possible. Defeat Gol after destroying the rest of the enemies and the Skill Point is yours. The Kuukan created by the Dividing Driver begins collapsing after Gol's defeat. Musashi stays behind in Black Getter while everyone else retreats. He pulls out Black Getter's Getter Core and crushes it, which destroys both him and Gol. You gain another Minovsky Craft along with the usual Propellent Tanks, Cartridges, and Repair Kits after the scenario ends. Getter Dragon, Great Mazinger, and Venus A all join with their respective pilots. ------------------------------------------------------------------------------ Conversation before Scenario 25 ------------------------------------------------------------------------------ Hiroshi has a choice on how this attack should be. The first choice involves sending in 3 teams, and the second involves sending everyone in at the start instead of after a little while. ------------------------------------------------------------------------------ Scenario 25 (First Choice) ------------------------------------------------------------------------------ Player Units: Steel Jeeg - Big Shooter 2 Squads Player Reinforcements: Daiku Maryu 10 Squads Enemy Units: Giyao x 02 - Giyao x 01 Garuga x 01 - Garuga x 01 Rugon x 01 - Rugon x 01 Girara x 01 Ramatano Orochi (Amon) - Giyao x 01 Ramatano Orochi (Ikima) - Giyao x 01 Enemy Reinforcements (1): Rugon x 01 - Rugon x 01 Enemy Reinforcements (2): Garuga x 01 - Garuga x 01 Enemy Reinforcements (3): Garuga x 01 - Garuga x 01 Giyao x 02 - Giyao x 01 Rugon x 01 - Rugon x 01 Girara x 01 - Girara x 01 Ramatano Orochi (Mimashi) - Giyao x 01 Enemy Reinforcements (4): Psychobear x 01 -Zugarru x 01 Torukern x 01 - Oberusu x 01 Dorurarku x 01 - Gureshiosu x 01 Mikonese Battleship (Gorgon) Enemy Reinforcements (5): Girara x 01 - Girara x 01 Giyao x 01 - Giyao x 01 Ramatano Orochi (Himika) - Giyao x 02 Items: Bachimaki Booster Dual Sensor Magnetic Coating Super Alloy Z Events: Turn 1 Enemy Phase: Enemy Reinforcements (1) Appear Turn 2 Enemy Phase: Enemy Reinforcements (2) Appear Girara in Enemy Units is Destroyed: Enemy Reinforcements (3) and Player Reinforcements Appear Turn 4 Enemy Phase: Enemy Reinforcements (4) Appear 5 Enemy Squads Remain/Gorgon is Destroyed: Enemy Reinforcements (5) Appear Gorgon is Destroyed: Enemy Reinforcements (4) Retreat Skill Point: Destroy all enemies (or force to retreat), and then destroy Himika Notes: First off destroy the Girara on the southeast portion of the map. It is the yellow and purple enemy. Destroy this to bring up the real set of enemy reinforcements in addition to player reinforcements. Again try to build up the morale of your super robots, because their attacks will be needed against Himika who has 70,000 HP, and is very accurate. Try to attack Himika from 1 or 2 squares away so the ALL attack is not used. Be sure to destroy all the enemies before you defeat Himika for the Skill Point. I would also suggest having Jeeg flee from Himika, who will focus on trying to kill him (which will result in a Game Over). ------------------------------------------------------------------------------ Scenario 25 (Second Choice) ------------------------------------------------------------------------------ Player Units: Daiku Maryu Steel Jeeg - Big Shooter 12 Squads Enemy Units: Garuga x 03 - Garuga x 01 Giyao x 03 - Giyao x 01 Girara x 03 - Girara x 01 Rugon x 03 - Rugon x 01 Ramatano Orochi (Mimashi) - Giyao x 01 Ramatano Orochi (Amon) - Giyao x 01 Ramatano Orochi (Ikima) - Giyao x 01 Girara x 02 Enemy Reinforcements (1): Girara x 01 Rugon x 01 Enemy Reinforcements (2): Girara x 01 Rugon x 01 Enemy Reinforcements (3): Psychobear x 01 -Zugarru x 01 Torukern x 01 - Oberusu x 01 Dorurarku x 01 - Gureshiosu x 01 Mikonese Battleship (Gorgon) Enemy Reinforcements (4) Girara x 02 - Girara x 01 Giyao x 02 - Giyao x 01 Ramatano Orochi (Himika) - Giyao x 02 Items: Booster: Amon Dual Sensor: Ikima Hachimaki: Himika Magnetic Coating: Mimashi Super Alloy Z: Gorgon Events: Turn 1 Enemy Phase: Enemy Reinforcements (1) Appear Turn 2 Enemy Phase: Enemy Reinforcements (2) Appear Giraras in Enemy Units are Destroyed: Enemy Reinforcements (3) Appear 5 Enemy Squads Remain/Gorgon is Destroyed: Enemy Reinforcements (4) Appear Gorgon is Destroyed: Enemy Reinforcements (3) Retreat Skill Point: Destroy all enemies (or force them to retreat) and then destroy Himika Notes: First off destroy the Giraras on the southeast portion and middle western portions of the map. It is a yellow and purple enemy and is sitting away from the main enemy groups. Destroy this to bring up the real set of enemy reinforcements. Again try to build up the morale of your super robots, because their attacks will be needed against Himika who has 70,000 HP, and is very accurate. Try to attack Himika from 1 or 2 squares away so the ALL attack is not used. Be sure to destroy all the enemies before you defeat Himika for the Skill Point. I would also suggest having Jeeg flee from Himika, who will focus on trying to kill him (which will result in a Game Over). Himika will glady chase Jeeg all over the map if she isn't surrounded. o_o; ------------------------------------------------------------------------------ Intermission before Scenario 26 ------------------------------------------------------------------------------ Hayato calls up the group, and you are given a choice between aiding Novis Novah on a Vital Net route or to face Neo Zeon related events. ------------------------------------------------------------------------------ Scenario 26-Vital Net Route ------------------------------------------------------------------------------ Player Units: Albion Mother Vanguard/Daiku Maryu 12 Squads Enemy Units: Grand Cher x 03 - Grand Cher x 02 Grand Cher x 03 - Grand Cher x 01 Grand Cher (Sheila) - Grand Cher x 02 Grand Cher (Jonathon) - Grand Cher x 02 Enemy Reinforcements (1): Dogarpu x 01 - Dari x 01 Okopinia x 01 - Giyao x 01 Dari x 01 - Bato x 01 Zar x 02 Bato x 01 - Giyao x 01 Oberiusu x 01 - Irikutai x 01 Kabutonaga x 01 - Oberiusu x 01 EI-07 x 01 Enemy Reinforcements (2): Grand Cher (Edgar) Items: Biosensor: Edgar Learning Computer: EI-07 Magnetic Coating: Sheila Mega Booster: Jonathon Events: Turn 2 Enemy Phase: Enemy Reinforcements (1) Appear Turn 3 Player Phase: Enemy Reinforcements (2) Appear Skill Point: Destroy all enemies on or before Turn 7 Notes: First off, do you need all of your squads to destroy a few Grand Chers? Send a few units, preferably those with high accuracy to deal with the Grand Chers and Sheila and Jonathon. The rest of the units should probably go to the southwest corner of the map to encounter the first set of enemy reinforcements. Jonathon is a pain in the butt as usual, but cast some accuracy raising spells and he should fall fairly quickly. Any remaining Grand Chers will retreat when Jonathon's Grand Cher is destroyed. Edgar shows up on Turn 3... and is just as much of a pain as Jonathon, if not more thanks to a nice morale boost he receives as soon as he shows up. Again use accuracy raising spells if they are needed. The rest of the enemies are fairly typical... other than Zonder Metal seems to like to form strange squads... Sass and Kanan will receive their respective Brain Child units after this scenario. Be sure to put them in some squads during the next intermission since barriers that are given to a whole squad are always nice. ^_^ ------------------------------------------------------------------------------ Scenario 26-Neo Zeon Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu/Mother Vanguard/Albion 12 Squads Enemy Units: Zaku II F2 x 03 - Zaku II F2 Rick Dom II x 02 - Rick Dom II Geara Doga x 02 - Gelgoog Marine x 02 Geara Doga x 03 - Geara Doga Gerbera Tetra (Cima) - Geara Doga x 02 Enemy Reinforcements: Grand Cher x 07 - Grand Cher x 02 Grand Cher (Quincy) - Grand Cher x 02 Items: Mega Booster Events: Turn 3: Enemy Reinforcements Arrive Skill Ponit: Destroy Gerbera Tetra before it leaves the map. Notes: Actually a fairly simple scenario. Cima will try to flee, but she will wait for a couple of turns for you to catch up. Use "Accelerate" to help your units move quickly and take advantage of any available "ALL" attacks. Quincy and several Grand Chers will arrive on Turn 3. Wait to destroy Quincy's unit until Yuu is leading a squad and an event will play out (Quincy is Yuu's sister who took on a different name). This is needed to recruit her, Jonathon, and Shelia in the final scenario of the game. ------------------------------------------------------------------------------ Scenario 27-Vital Net Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu 12 Squads Enemy Units: Kabutogar x 02 - Retsudo Bomb x 02 Sasorinaga x 02 - Retsudo Bomb x 02 Peratsuku Monster x 02 - Retsudo Bomb x 02 Okopinia x 02 - Poazan x 01 Dari x 02 - Zubanza x 01 Dorion x 01 - Dorion x 01 Enemy Reinforcements (1): Kabutonaga x 01 - Retsudo Bomb x 02 Sasorinaga x 01 - Retsudo Bomb x 01 Peratsuku Monster x 01 - Retsudo Bomb x 02 Dorion x 02 - Dorion x 01 Okopinia x 02 - Poazan x 02 Dari x 01 - Zubanza x 02 Garnoll x 01 (Barbas) - Dari x 02 Skullrook x 01 (Berugen) - Poazan x 01 - Tesura x 01 Enemy Reinforcements (2): Zonnekaiser Items: Chobham Armor: Dorion Dual Sensor: Sasorinaga Magnetic Coating: Dari Events: Enemy Units Destroyed: Enemy Reinforcements (1) Appear. All Player characters lose morale and spell use, except Volfogg, Enryu, Hyouryu, and Goldymarg. 2 Turns after Enemy Reinforcements Appear: Enemy Reinforcements (2) Appear Skill Point: Destroy all Enemy Units (Units, not Reinforcements) on or before Turn 4. Notes: The stage starts off simply enough. Accelerate forward and destroy a few squads that are cannon fodder in all honesty. When the Enemy Units are destroyed, the reinforcements will arrive. Unfortunately your pilots will receive a significant decrease in morale and will lose their ability to use spells. The exceptions are with the various Super AI GGG units, who will be immune to the effects. Fend off the enemy reinforcements for two turns, and a Zonnekaiser will arrive... a particularly powerful Zonnekaiser that can not be hurt it seems. Daimos will be critically injured. Enryu and Hyouryu will attack with their Freezing and Melting Guns. Player Units will then retreat and the scenario will end. Hmm... I wonder if Daimos may receive a new move after being inspired by Ice and Fire elemental attacks... ------------------------------------------------------------------------------ Scenario 27-Neo Zeon Route ------------------------------------------------------------------------------ Player Units: Albion 12 Squads Enemy Units: Zaku II F2 x 13 - Zaku II F2 Zaku II F2 (Bitter) - Zaku II F2 Enemy Reinforcements (1): Zaku II F2 x 06 - Zaku II F2 Enemy Reinforcements (2): Zaku II F2 x 06 - Zaku II F2 Items: Booster Dual Sensor Hybrid Armor Magnetic Coating Events: Turn 3 Enemy Phase: Enemy Reinforcements (1) Appear Turn 4 Enemy Phase: Enemy Reinforcements (2) Appear Skill Point: Destroy all enemies before the end of Turn 7 (with Bitter being the last enemy defeated) Notes: I would highly suggest that you equip Albion with a Mega Booster and Booster before this scenario starts. Move all of your units into Albion at the start, use Barsolof's Accelerate spell, and you should have the Albion in enemy territory within 2 turns. Deploy your units from Albion and start killing some Zakus... whose pilots seemed to have been on the simulators everyday because they actually seem somewhat tough. o_O; Keep a few units near the two seperate plateaus away from the main enemy force. This is where the enemy reinforcements will appear. If any 0083 units are any squads, the enemies seem to try to focus on them. o_O Finish off Bitter last, and watch the HLV take off. If you want you can park the Albion right above the HLV Launch site... and the HLV will fly through Albion as if it wasn't even there. At least the Albion shot down Bitter before he even had a chance to boost. o_o; ------------------------------------------------------------------------------ Scenario 28-Vital Net Route ------------------------------------------------------------------------------ Player Units: Daimos - Garuba FX-II Player Reinforcements: Daiku Maryu/Mother Vanguard/Albion 14 Squads Enemy Units: Zonnekaiser x 01 Enemy Reinforcements (1): Chimera x 01 (Aizam) Cobrardo x 01 (Richter) Zonnekaiser x 02 Dari x 01 (Barbas) - Dari x 02 Dari x 03 - Zubanza x 01 Garnoll x 01 (Raiza) Enemy Reinforcements (2): Tesura x 02 - Poazan x 01 Okopinia x 02 - Poazan x 01 Skullrook x 01 (Berugen) Kabutonaga x 01 - Kabutonaga x 01 Sasorinaga x 01 - Sasorinaga x 01 Peratsuku Monster x 02 - Retsudo Bomb x 02 Gurotekutar x 01 (Kirar) Gurotekutar x 01 (Tesumono) Gurotekutar x 01 (Ashimofu) Gurotekutar x 01 (Tankeru) Items: Booster: Berugen Hybrid Armor: Aizam Magnetic Coating: Barbas Solar Panel: Raiza Events: Enemy Units Destroyed: Enemy Reinforcements (1) and Player Units Arrive Chimera is Destroyed: Enemy Reinforcements (2) Arrive Skill Point: Destroy 3 Gurotekutars (retreat when HP reaches below 10,000). Notes: Time to get revenge on the Zonnekaiser... move Daimos forward, do not attack, and dodge the Zonnekaiser's attack. On the next turn, move over to a square on Big Falchon and start hitting the Zonnekaiser with Daimos' new attack. Actually a single Hot Blood hit from it will destroy the Zonnekaiser if you have Daimos' weapons upgraded past 80%. ^_^ Aizam will launch in his Chimera, which can only be damaged by Daimos again. Fortunately Kazuya regains all of his SP. Kazuya and Aizam will start a duel together. Player Reinforcements should focus on Richter's forces. The Zonnekaisers in the Reinforcements do not have the same type of armor as the one before, so any unit can hurt them. Try to conserve on Hot Blood spells since you will need to perform at least three attcks that can hit for over 10,000 HP toward the end of the scenario. Another set of Enemy Reinforcements will arrive when Aizam's Chimera is destroyed. The Skill Point requirement will now be listed. Three of the Gurotekutars (the battleships that look like fish) must be destroyed, but they retreat under 10,000HP. Finish up Richter's forces before moving on to these guys since there is no time limit to worry about. Try to knock the Gurotekutar's HP around 11,000 before trying to finish them off. A strong unit can finish them off with their strongest attack and Hot Blood. Take advantage of a Support Attack from another unit to increase the damage dealt. The Skill Point doesn't have a requirement, so take your time to get the numbers to crunch. ------------------------------------------------------------------------------ Scenario 28-Neo Zeon Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard/Albion Daimos - Garuba FX-II 12 Squads Enemy Units: Poazan x 04 - Poazan Dari x 02 - Dari x 02 Dari (Barbas) - Dari x 02 Zonnekaiser x 02 Okopinia x 01 - Poazan x 02 Tesura x 01 - Poazan x 02 Dorion x 01 - Poazan x 02 Skullrook x 03 Garnoll x 03 Enemy Reinforcements (1): (repeats every enemy turn) Missile x 03 Enemy Reinforcements (2): Cobrardo (Richter) Zonnekaiser x 02 Chimera x 01 Items: Dual Sensor Hybrid Armor Magnetic Coating Solar Panel Events: Every Enemy Turn: Enemy Reinforcements (1) Appear The snake head on the battleship is destroyed: Enemy Reinforcements (2) Appear Skill Point: Destroy Richter's Cobrardo before the end of Turn 8 Notes: Daimos gains access to two new attacks for the first time on this stage, one of which is needed to destroy Chimera later if you choose to do so. This is a strange stage. Most of this stage is over water, so your land based units will not be as effective. I suggest placing them on your battleship of choice to be transported to the battle area, and then deployed there. Use Accelerate to move your units ahead quickly. You only have 8 turns, and there are several enemies. The snake head on the battleship must also be destroyed for Richter to come out and face your units. The only one who can hurt Chimera is Daimos. Defeating Chimera is not needed to complete the stage or earn the Skill Point though. Destroy Richter's Cobrardo and the scenario will end and the skill point will be yours if you finished the scenario on or before Turn 8. ------------------------------------------------------------------------------ Scenario 29-Vital Net Route ------------------------------------------------------------------------------ Player Units: Mother Vanguard 12 Squads Player Reinforcements: Daitarn 3 Enemy Units: Grand Cher x 03 - Grand Cher x 01 Grand Cher x 03 - Grand Cher x 02 Grand Cher x 01 (Sheila) - Grand Cher x 02 Grand Cher x 01 (Quincy) - Grand Cher x 02 Enemy Reinforcements (1): Aiai x 04 -Aiai x 02 Aiai x 04 - Aiai x 01 Megaborg Sandorake x 01 Megaborg Benmaru x 01 Death Spider x 01 Enemy Reinforcements (2): Quin Mantha Items: Anti Beam Coating: Quin Mantha Apogee Motor: Quincy Chobham Armor: Megaborg Sandorake Dual Sensor: Sheila Events: Quincy is Defeated: Enemy Units Retreat, Player Reinforcements Arrive, and Enemy Reinforcements (1) Arrive. Death Spider has a battle encounter with anyone: Enemy Reinforcements (2) Arrive Skill Point: Destroy Megaborg Benmaru (retreats under 10,000HP) Notes: There are two things to consider in this scenario. 1.) Yuu's squad will move closer to the beginning enemy units at the start of the scenario, which you could take advantage of in your squad formation. 2.) Yuu needs to be alive when Quincy is defeated if you want her to join in the final scenario. Destroy the Grand Chers for some easy morale raising. Destroying Quincy's Grand Cher will force all of the units to retreat in case you are wanting to rush through this scenario. The Enemy Reinforcements consist mostly of Aiais, which are probably the most pitiful enemies in this game. For the Skill Point, you need to destroy Megaborg Benmaru (the pirate guy and mech). Benmaru will retreat when his HP reaches below 10,000HP so finish him off with a strong Hot Blood attack, and using a Support Attack as well would probably be a good idea. Daitarn 3 has damage bonus against Megaborg enemies too, so it would be easiest for Daitarn 3 to strike the finishing blow. A Quin Mantha will appear when the Death Spider attacks someone, or is attacked. The Quin Mantha is piloted by an AI, so you do not have to worry about funnel attacks. Destroy all of the enemies and the scenario will end. ------------------------------------------------------------------------------ Scenario 29-Neo Zeon Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu/Mother Vanguard/Albion 12 Squads Kanan Brain Child (Kanan) - Sass Brain Child (Sass) Player Reinforcements: Daitarn 3 Enemy Units: Grand Cher x 03 - Grand Cher Grand Cher x 03 - Grand Cher x 02 Grand Cher (Sheila) - Grand Cher x 02 Grand Cher (Jonathon) - Grand Cher x 02 Enemy Reinforcements (1): Aiai x 07 - Aiai x 01 Megaborg Benmaru x 01 (Benmaru) Butsutargirun x 01 Enemy Reinforcements (2): Quin Mantha x 01 Enemy Reinforcements (3): Grand Cher x 01 (Edgar) Items: Anti Beam Coating Apogee Motor Biosensor Magnetic Coating Events: Turn 2 Player Phase: Player Reinforcements Arrive Enemy Units are Destroyed: Enemy Reinforcements (1) Appear Benmaru is Hit: Enemy Reinforcements (2) Appear Enemy Turn after Enemy Reinforcements (1) Appear: Enemy Reinforcements (3) Appear Skill Point: Destroy Benmaru's Megaborg Notes: Actually a fairly simple scenario. Blow up some Grand Chers, gain some morale. Watch Megaborg enemies go out of their way to try to piss Banjo off, blink as an AI controlled Quin Mantha shows up for no reason to scare the Purus, and smack down Edgar when he comes in alone and acting crazier than usual. The skill point is easy to obtain, just destroy Benmaru's little pirate Megaborg. He won't even try to retreat, and there is no time limit. Be sure to use Luck when destroying Butsutargirun, since it will then give you 50,000 gold. o_o; That will purchase some nice upgrades for your units. ^_^ Kanan and Sass join with their respective twin Brain Childs after this scenario. ------------------------------------------------------------------------------ Scenario 30-Vital Net Route ------------------------------------------------------------------------------ Player Units: Daitarn 3 Great Mazinger Steel Jeeg (part of him anyway....) - Big Shooter Player Reinforcements: Daiku Maryu 10 Squads Enemy Units: Aiai x 04 - Aiai x 01 Aiai x 11 - Aiai x 02 Death Spider x 03 - Aiai x 02 Butsutargirun x 01 (Kiros) Enemy Reinforcements: Megaborg Millern x 01 Items: Haro: Kiros Hybrid Armor: Millern Events: Turn 3 Player Phase: Banjo rises to 150 Morale Turn 4 Player Phase: Jeeg regains a body Jeeg is in a battle encounter during or after Turn 4 Player Phase: Player Reinforcements Arrive Skill Point: Free the hostages from Death Spiders, destroy all enemies, and then destroy Kiros' Butsutargirun, Notes: Some training between Tezuya and Jeeg becomes more complicated when Kiros sucks Banjo, Tezuya, Jeeg, and Miwa into another dimension. Jeeg's body malfunctions... and he is left as only a head... which has no benefit other than Jeeg is now a Super Small unit and extremely difficult to hit. ^^ I suggest keeping everyone together at the start. Daitarn 3 can transform into Daifighter and use its ALL attack on some Aiai squads. Great Mazinger's Thunder Break is also effective. Jeeg's squad may be most useful by having Miwa be in the lead and refill Great Mazinger's EN. The important thing about this stage is to not destroy the Death Spiders. You need to reduce their HP to critical, and destroy all of the Aiais in their squad. Banjo will then free his friends from each Death Spider and destroy it. You may want to select some pilots with Mercy when deploying your enemy reinforcements. Hayato (Getter Ryger pilot), Burning, and Bates all have a Mercy spell, which might help in reducing the Death Spider's HP without destroying them. After saving everyone, and destroying everything, move on to Kiros. Be sure to cast Lucky before destroying her unit for 50,000 gold. o_O Kiros will also drop a Haro, which is a great item. ^_^ A couple OVAs and Special Rations will be delivered after this scenario. ------------------------------------------------------------------------------ Scenario 30-Neo Zeon Route (First Half) ------------------------------------------------------------------------------ Player Units: Daitarn 3 Enemy Units: Megaborg Kidogar Death Spider Notes: The first half of this stage just involves Banjo having a duel with Kidogar. Use spells freely since you will have a full recovery before the next portion of the stage. ------------------------------------------------------------------------------ Scenario 30-Neo Zeon Route (Second Half) ------------------------------------------------------------------------------ Player Units: Daitarn 3 Megaborg Kidogar Enemy Units: Aiai x 06 - Aiai x 01 Aiai x 06 - Aiai x 02 Death Spider Megaborg Sandorake Enemy Reinforcements: Megaborg Millern Aiai x 02 - Aiai Death Spider x 02 - Aiai x 02 Niheberugen (Kiros) - Aiai x 02 Items: Chobham Armor: Sandorake Haro: Kiros Multiple Sensor: Millern Events: Turn 3 Player Phase: Player Reinforcements Appear, and Kidogar retreats Sandorake is destroyed and Daitarn 3 hits Death Spider: Enemy Reinforcements Appear Skill Point: Destroy Kiros' Niheberugen on or before Turn 8. Notes: Daitarn 3 and Kidogar are sucked into another dimension by Kiros. Aiais are total and absolute cannon fodder. Player Reinforcements will arrive on Turn 3, and Kidogar will vanish for a short time. DO NOT DESTROY THE DEATH SPIDER!!! ^_^; Destroy Sandorake first, and then have Daitarn 3 have a battle encounter with the Death Spider. Kadogar will reappear and save everyone from the Death Spider. Take your time if you would like, just be sure to destroy Kiros before Turn 8 is over. A fully upgraded Daitarn 3 with Hot Blood can easily get over 22000 off the Niheberugen by the way. ^_^ Kiros will also pop a Haro for the umpteenth time in an SRW game. An OVA and Special Rations will be given after the mission. ------------------------------------------------------------------------------ Scenario 31-Zengar ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard Albion 12 Squads Player Reinforcements: Grungust Sanshiki (Zengar) Huckebein Mk. III Trombe (Elzam) Enemy Units: Girara x 02 - Garuga x 01 Garuga x 01 - Rugon x 01 Garuga x 01 - Girara x 01 Giyao x 04 - Giyao x 01 Dorrark x 04 Ramatano Orochi x 01 (Mimashi) Ramatano Orochi x 01 (Amon) Enemy Reinforcements: Megaruga x 01 (Kukuru) - Girara x 02 Items: Biosensor: Kukuru Events: Enemy Units are Defeated: Player Units Retreat. Enemy and Player Reinforcements (1) Arrive Turn after Reinforcements Arrive: Player Reinforcements (2) Arrie 2 Turns after Reinforcements Arrive: Daizengar receives Zankanto... and much pain ensues... Skill Point: Destroy all Eneny Units on or before Turn 6 Notes: The first portion of the scenario is a rather simple beat down of every enemy in sight. Try to use ALL Attacks try to face the Ramatano Orochis from close range to prevent being hit by ALL Attacks yourself. You know the drill. After all of the enemies are defeated, Kukuru will show up and move toward the battleships. Zengar will launch to face her, and Kukuri will critically wound Sanshiki. The battleships will then retreat. Elzam will arrive to aid Zengar. Elzam should just use Flash to avoid getting himself killed in all honesty. ^^; Daizengar will replace Sanshiki in the next round, but Zengar will be unable to do anything still. Have Elzam use Flash again just in case. On the next turn Elzam retreives Zankanto for Zengar and a really cool sequence ensues. Now it is time to maim Kukuru with your brand spanking new original mecha. Try to take out the Giraras first so Kukuru will have no one using Support Defend for her. The scenario will end after Kukuru's defeat, and a GS Ride will be delivered after the scenario ends. ------------------------------------------------------------------------------ Scenario 31-Arad ------------------------------------------------------------------------------ Player Units: Wild Vulture (Arad) Huckebein Mk. III (Viletta) Player Reinforcements: 2 Battleships 10 Squads Enemy Units: Zaku II F2 x 03 - Zaku II F2 x 01 Rick Dom II x 02 - Rick Dom II x 02 Gelgoog Marine x 02 - Gelgoog Marine x 02 Geara Doga x 03 - Geara Doga x 02 Wild Falchon x 01 (Zeola) - Geara Doga x 02 Hamrabi x 01 (Yazan) - Hamrabi x 01 (Tanger) - Hamrabi x 01 (Ramses) Events: Turn 3 Player Phase: Player Reinforcements Arrive Skill Point: Destroy's Yazan's Hamrabi before or on Turn 6 Notes: Arad's Huckebein Mk. III malfunctions, so Elzam gives him the Wild Vulture and takes the Huckebein away. This scenario is much easier if you finished upgrading Arad's Huckebein Mk. II before since the upgrades carry over to Viletta's. Take advantage of counterattacks to destroy most of the enemies. Focus on Yazan's squad for the Skill Point though. Arad keeps Wild Vulture. Viletta and Elzam will join with their respective Huckebein Mk. IIIs. ------------------------------------------------------------------------------ Scenario 31-Kusuha ------------------------------------------------------------------------------ Player Units: Ryujinki (Kusuha) Huckebein Mk. III Trombe (Elzam) Huckebein Mk. III (Viletta) Enemy Units: Koohki (Bullet) Enemy Reinforcements: ??? (Tiger) Skill Point: Destroy the ??? (Tiger) in Enemy Reinforcements (retreats below 7000HP) Notes: Finally! The big showdown between Ryujinki and Koohki. ^^ I'd suggest equipping Ryujinki with the Haro you earned in the previous stage. The scenario starts off with Kusuha, Elzam, and Viletta against a Bullet that is being controlled by GunEden and piloting Koohki. You need to reduce Kooohki's HP to critical (around 3,000 HP) without destroying it. The mask that Bullet was wearing is shattered, and he starts to regain control of himself. GunEden sends a tiger-like beast that nearly destroys Ryujinki. Ryujinki and Koohki will perform a ceremony that brings the two together again forming Ryukooh/Koryuoh. Bullet is now himself, and will go by the name of Brooklyn again (I always liked that name better). Now that you have your brand spanking new mech... its time to kick some ass in all honesty. I'd suggest changing to Koryuoh form since it has a much nicer movement rate, and moving next to the Tiger and attacking it while spelled up... which could reduce it to around 9,000-10,000HP if you had Ryujinki nicely upgraded. Remember that the enemy will retreat if its HP is reduced under 7,000HP. Viletta can cast Luck on Ryukooh/Koryuoh before it strikes the finishing blow, which will earn you 74,000 gold. ^_^ Brooklyn joins and will be the other pilot for Ryukooh/Koryuoh. Viletta and Elzam will join with their respective Huckebein Mk. IIIs. The Mk. III's barriers will extend to an entire squad, so I would suggest placing them in squads that already do not have the benefit of a barrier from a Brain or Brain Child. A GS Rider and Organic Bit will be delivered shortly before intermission. ------------------------------------------------------------------------------ Scenario 31-Ibis ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard Albion Alterion Gaogaigar Big Volfogg/Volfogg Enemy Units: EI-05 (Pizza) Irikutai - Giyao Bato - Irikutai Oberiusu - Poazan Puratsukuchinsuta - Retsudobarom Okopinia - Poazan Enemy Reinforcements: Vegarion Events: Turn 3 Enemy Phase: Enemy Reinforcements Appear and Alterion and Vegarion duel once again. Player Battleships Retreat Turn 4 Player Phase: Alterion's HP and EN are restored. Ibis and Tsugumi's SP is restored. Alterion gains access to its GraMX attack. Notes: Before this mission I would suggest either equipping Gaogaigar with a accuracy raising items and armor. EI-05 honestly doesn't have a chance in hell of defeating Gaogaigar if it had some decent defense upgrades. Gaogaigar can simply use Broken Magnum repeatedly to weaken EI-05 while Gaogaigar remains unharmed thanks to Protect Shade (and its strength is dependent upon Gaogaigar's defense rating). Feel free to use Ibis and Tsugumi's spells freely for the first few turns, since they will receive all of their SP, HP, and EN back as part of the scenario's events. Surei shows up on the enemy phase of Turn 3 and the usual battling commences. On Turn 4 Ibis -finally- overcomes her own personal demons, and unlocks the GraMX attack for Alterion. Ibis' stats also receive a boost, and she starts smiling in her portrait. o_o; Ibis' leadership skill changes to + 1 movement and +10% Dodge as well. Use Hot Blood and Concentrate (save first) and blow Surei away with GraMX and then its off to finish off EI-05. You should let EI-05 come to solid land. Take advantage of the buildings to increase Gaogaigar's Hit Rate, and a small EN regen. Hit EI-05 with Broken Magnums to lower its HP and to build Guy's morale. Finish it off with a Hell and Heaven when its HP is low enough and the Skill Point is yours. A GS Ride? will be given after the mission, which raises EN by 100, and regenerates 20% EN per turn. ------------------------------------------------------------------------------ Scenario 32 ------------------------------------------------------------------------------ Player Units: MP F91 (Harrison) Ra Kailum (Bright) Player Reinforcements: Mother Vanguard 12 Squads Enemy Units: Rick Dom II x 02 - Rick Dom II Gelgoog Marine x 02 - Gelgoog Marine Geara Doga x 02 - Geara Doga Jagd Doga Quess Tpe (Quess) - Geara Doga x 02 Jagd Doga Gyunei Type (Gyunei) - Geara Doga x 02 Enemy Reinforcements: Bug x 10 - Bug x 01 Bahgi Iris x 01 - Zondo Gei x 01 Berga Dalas x 02 - Den'an Zon x 01 Pez Batara x 01 - Pez Batara x 01 Erebado x 02 - Pez Batara x 02 Berga Giros x 02 Rafflessia x 01 Crossbone X2 Kai (Zabine) - Berga Giros x 02 Quavarze (Giri) - Abijo (Rozu) - Totuga (Banzu) Zamas Giri x 01 (Jiru) - Berga Giros x 02 Items: Apogee Motor: Gyunei High Performance Targeter: Zabine Hybrid Armor: Rafflessia Multiple Sensor: Giri Psyco Frame: Quess Events: Turn 2 Player Phase: Player Reinforcements Appear 4 Enemy Squads remain: Enemy Units Retreat and Enemy Reinforcements Appear Skill Point: Destroy Zamas Giri (retreats at under 10,000 HP) Notes: An important thing to consider in this stage is the level of the Wing boys. They all need to have an average level of 34 (total number of all five boys levels needs to be at or exceed 170) before the end of this level. Fortunately there are several experience opportunities here if you need to catch up, and the Game Over requirements are fairly easy to fulfill. Speaking of Game Over requirements. If Ra Kailum or Mother Vanguard is destroyed it is Game Over. If a Bug crosses the line that Bright makes when the enemy reinforcements appear, it is also Game Over. Harrison and Bright should actually avoid the Enemy Units at the start and wait for Player Reinforcements to arrive. Amuro can use the "Convince" command on Quess, but it has not been discovered yet if Quess can be recruited. The enemy units will retreat when there are only 4 squads remaining, so if you want the Apogee Motor that Gyunei has, or the Psyco Frame that Quess has, you need to work quickly and avoid killing squads. The enemy reinforcements deploy several Bug squads, that will be replaced if any are destroyed. The only way to stop an endless supply of Bugs is to destroy the Rafflessia. New Bug units will stop appearing then. Try to save some SP on your best boss killing unit to finish off the Zamas Giri. It is tempting to use up SP to destroy Quavarze and X2 Kai, but try to save enough for one big attack since you need to hit Zamas Giri for over 10,000 HP for the Skill Point. Ra Kailum will be an available battleship. Harrison joins with his blue MP F91. Nu Gundam is -finally- delivered to Amuro. Wing Gundam will also be available if the Wing boys' levels were high enough. ------------------------------------------------------------------------------ Scenario 33 ------------------------------------------------------------------------------ Player Units: Mother Vanguard Ra Kailum/Albion/Daiku Maryu 10 Squads GP03 Stamen (Kou) Player Reinforcements: Crossbone X3 (Tobia) - Double Zeta Gundam (Judau) Enemy Units: Bahgi Iris x 01 - Den'an Zon x 02 Erebado x 03 - Pez Batara x 01 Berga Giros x 02 - Berga Dalas x 02 Rick Dom II x 03 - Rick Dom II x 01 Geara Doga x 03 - Gelgoog Marine x 02 Gerbera Tetra x 01 - Geara Doga x 02 Musaka x 01 - Geara Doga x 02 Enemy Reinforcements: Elegolea x 01 (Dogachi) - Erebado x 02 Zamas Giri x 01 - Erebado x 02 Erebado x 02 - Erebado x 01 Items: Biocomputer: Dogachi Chobham Armor: Zamas Giri Learning Computer: Cima Events: Turn 2 Enemy Phase: Enemy Reinforcements Appear Turn 3 Player Phase: Player Reinforcements Appear Skill Point: Destroy Elegolea Notes: Tobia will be absent for a few rounds this mission, so you may want to adjust any squad he might be in (I had him piloting X2 on an Ibis route game and I put Harrison in the it instead). Your squads will need to move out in two seperate groups at the start of the scenario, with at least one battleship killer going to handle the Crossbone enemies since a battleship will be deployed relatively soon. The Neo Zeon group should not be much of a problem. Hit Cima's group with one of your favorite "ALL" attacks, and I like Kou to finish her off just for the proper "feel." Use Lucky on the Musuka. One of the requirements for obtaining Full Armor ZZ is that Tobia needs to attack and destroy Elegolea by himself. I suggest moving a unit with Leadership next to Tobia (Ra Kailum, Albion, whatever unit Harrison is in) to help with his evade rate. Placing an EN Refilling unit close by will also help X3 who will probably be draining its EN relatively quickly. Tobia will now have a shiny new Crossbone X3 Gundam. After the scenario you will receive the usual Propellent Tank, Repair Kit, Cartridge, Rations, and the now requisite OVA. A surprise bonus is that another Mega Rider will be given to you, which is great if you need another EN unit (and who doesn't?) ------------------------------------------------------------------------------ Conversation before Scenario 34 ------------------------------------------------------------------------------ Kinkaid will be given a choice between going on the Moon Route or Axis Route. ------------------------------------------------------------------------------ Scenario 34-Moon Route ------------------------------------------------------------------------------ Player Units: Taurus (Noin) Player Reinforcements (1): Wing Zero Custom (Heero) Zeta Gundam (Camille) GP03S (Kou) Player Reinforcements (2): Daiku Maryu/Mother Vanguard/Albion/Ra Kailum 10 Squads Enemy Units: Rick Dom II x 03 - Rick Dom II x 01 Gelgoog Marine x 02 - Zaku II F2 x 02 Geara Doga x 02 - Geara Doga x 01 Berga Giros x 01 - Berga Dalas x 02 Erebado x 01 - Pez Batara x 02 Bahgi Iris x 01 - Den'an Zon Hamrabi x 01 (Yazan) - Hamrabi x 02 Tallgeese III (Zechs) Enemy Reinforcements: Barzam x 04 - Barzam x 02 MP F91 x 03 - MP F91 x 01 Magellan x 01 Items: Booster Buchimaki Dual Sensor I Field Generator Magnetic Coating Events: Turn 2 Player Phase: Player Reinforcements (1) Arrive. Zechs and Surei spell up. Tallgeese III is Defeated: Zechs and Noin Retreat Turn 4 Player Phase: Player Reinforcements (2) Arrive Turn 5 Player Phase: Enemy Reinforcements Arrive Skill Point: Destroy all enemies on or before Turn 9. Notes: It seems like a rivalry stage to me. Noin can hold her own at the start if you keep using Concentrate for her. When the Player Reinforcements arrive, Zechs will cast spells to raise his morale, and make the first attack that hits him result in 0 damage. Heero shouldn't waste a Twin Buster Rifle shot on Tallgeese III when they start their duel, so start with a beam saber slash. Then use the Twin Buster Rifle shots with Hot Blood. Zeta and GP03S should go face the main enemy group. Any buildings on this map should be taken advantage of (+30% to Evade and Accuracy, and +20% HP and EN) and make the scenario easier. Yazan will of course focus on Camille, but Yazan and friends will most likely be more hurt by the effort... especially if Camille is taking advantage of the terrain. Kou can also help quite a bit with the Hamrabi squad with his "ALL" attack. Once the Hamrabis are gone, try to focus on the Musukas, since it will take awhile for reinforcements to arrive. When Player Reinforcements arrive... you should be careful since the enemy reinforcements will arrive just to the left of your reinforcements starting point. I'd suggest breaking up into two groups. One to take care of the reinforcements, and another to help the rest of your units with the main enemy force. The Enemy Reinforcements are mostly just cannon fodder, but you definitely want to keep some units behind. Noin will join with her Taurus after this scenario. Noin can pilot any Gundam Wing unit (if you obtained Wing Gundam... then you probably have a spare GW mecha available). ------------------------------------------------------------------------------ Scenario 34-Moon Route-Ibis ------------------------------------------------------------------------------ Player Units: Taurus (Noin) Player Reinforcements (1): Alterion (Ibis & Tsugumi) Wing Zero Custom (Heero) Zeta Gundam (Camille) GP03S (Kou) Player Reinforcements (2): Daiku Maryu/Mother Vanguard/Albion/Ra Kailum 10 Squads Enemy Units: Rick Dom II x 03 - Rick Dom II x 01 Gelgoog Marine x 02 - Zaku II F2 x 02 Geara Doga x 02 - Geara Doga x 01 Berga Giros x 01 - Berga Dalas x 02 Erebado x 01 - Pez Batara x 02 Bahgi Iris x 01 - Den'an Zon Vegarion (Surei) Hamrabi x 01 (Yazan) - Hamrabi x 02 Tallgeese III (Zechs) Enemy Reinforcements: Barzam x 04 - Barzam x 02 MP F91 x 03 - MP F91 x 01 Magellan x 01 Items: Booster Buchimaki Dual Sensor I Field Generator Magnetic Coating Events: Turn 2 Player Phase: Player Reinforcements (1) Arrive. Zechs and Surei spell up. Tallgeese III is Defeated: Zechs and Noin Retreat Turn 4 Player Phase: Player Reinforcements (2) Arrive Turn 5 Player Phase: Enemy Reinforcements Arrive Skill Point: Destroy all enemies on or before Turn 9. Notes: It seems like a rivalry stage to me. Noin can hold her own at the start if you keep using Concentrate for her. Ibis has a slightly different version of this stage from the normal one since Surei makes an appearance for Ibis. When the Player Reinforcements arrive, Zechs and Surei will cast spells to raise their morale, and make the first attack that hits them result in 0 damage. Heero shouldn't waste a Twin Buster Rifle shot on Tallgeese III when they start their duel, so start with a beam saber slash. Then use the Twin Buster Rifle shots with Hot Blood. Alterion, Zeta, and GP03S should go face the main enemy group. Any buildings on this map should be taken advantage of (+30% to Evade and Accuracy, and +20% HP and EN) and make the scenario easier. I'd suggest for Alterion to blow Vegarion away with a GraMX powered with Hot Blood and Concentrate. I don't like playing the rivalry game very much. ^^; Yazan will of course focus on Camille, but Yazan and friends will most likely be more hurt by the effort... especially if Camille is taking advantage of the terrain. Kou can also help quite a bit with the Hamrabi squad with his "ALL" attack. Once Vegarion and the Hamrabis are gone, try to focus on the Musukas, since it will take awhile for reinforcements to arrive. When Player Reinforcements arrive... you should be careful since the enemy reinforcements will arrive just to the left of your reinforcements starting point. I'd suggest breaking up into two groups. One to take care of the reinforcements, and another to help the rest of your units with the main enemy force. The Enemy Reinforcements are mostly just cannon fodder, but you definitely want to keep some units behind. Noin will join with her Taurus after this scenario. Noin can pilot any Gundam Wing unit (if you obtained Wing Gundam... then you probably have a spare GW mecha available). ------------------------------------------------------------------------------ Scenario 34-Axis Route ------------------------------------------------------------------------------ Player Units: Taurus (Noin) Garnoll x 01 Player Reinforcements (1): Gaiking (Sanshiro) Daimos (Kazuya) Player Reinforcements (2): Daiku Maryu 10 Squads Enemy Units: Retsudo Bomb x 03 - Retsudo Bomb x 02 Peratsuku Monster x 01 - Peratsuku Monster x 01 Kabutonaga x 01 - Kabutonaga x 01 Sasorinaga x 01 - Sasorinaga x 01 Gurotekutar x 01 (Kirar) Enemy Reinforcements (1): Retsudo Bomb x 03 - Retsudo Bomb x 02 Peratsuku Monster x 02 - Retsudo Bomb x 02 Sasorinaga x 02 - Retsudo Bomb x 02 Kabutonaga x 02 - Retsudo Bomb x 02 Dari x 02 - Zubanza x 02 Zonnekaiser x 02 Gurotekutar x 01 (Tesumono) Gurotekutar x 01 (Ashimofu) Gurotekutar x 01 (Tankeru) Enemy Reinforcements (2): Murncondor x 01 Items: Anti Beam Coating: Ashimofu Bio Sensor: Tankeru Hybrid Armor: Tesumono Mega Generator: Kirar Events: Turn 2 Player Phase: Player Reinforcements (1) Arrive Turn 4 Player Phase: Player Reinforcements (2) and Enemy Reinforcements Arrive Turn 4 Enemy Phase: Enemy Reinforcements (2) Arrive. Gaiking raises to 150 morale and gains Face Open Attack. Skill Point: Destroy all Gurotekutars on or before Turn 8 (will retreat when reduced to under 8,000HP) Notes: Noin basically has to defend the Garnoll on yer lonesome for a little while. Transform her Taurus to MA mode, move over to a piece of debris for hit and evade bonuses, and fend off enemies until Daimos and Gaiking can catch up while moving through the debris. Reinforcements for both sides will arrive on Turn 4. Focus on destroying enemies moving closer to the Garnoll to prevent it taking damage. The Murncondor will critically damage Gaiking, but it will move to Great Space Dragon and be repaired. Sanshiro will be at 150 morale when it exits, and Gaiking will have access to a new (and very powerful) attack. Be careful not to reduce a Gurotekutar's HP to below 8,000. This will cause it to retreat, and if a single one retreats you will lose the Skill Point. >_< After the enemies are defeated, another enemy squad appears, and is taken down by a (not so) mysterious stranger. Hmm... red hair... horns... I wonder if it might be Hainel... Noin joins with her Taurus after this scenario. ------------------------------------------------------------------------------ Scenario 35-Moon Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu 12 Squads Enemy Units: Dari x 02 - Dari x 01 Zonnekaiser x 01 Poazan x 02 - Poazan x 01 Tesura x 01 - Poazan x 02 Okopinia x 01 - Poazan x 02 Dorion x 01 - Poazan x 02 Retsudobomb x 03 - Retsudobomb x 02 Peratsukumonster x 01 - Peratsukumonster x 01 Kabutonaga x 01 - Kabutonaga x 01 Sasorinaga x 01 - Sasorinaga x 01 Gurotekutar (Kirar) - Poazan x 02 Skullrook (Berugan) - Poazan x 02 Items: Anti Beam Coating Giant Generator Skill Point: Destroy Berugan's Skullrook Notes: The god of challenge called... he said he's taking a vacation and to enjoy. No events, no strange conditions, just simple ass kicking. ------------------------------------------------------------------------------ Scenario 35-Axis Route ------------------------------------------------------------------------------ Player Units: Ra Kailum Daiku Maryu/Mother Vanguard/Albion 12 Squads Enemy Units: Gelgoog Marine x 03 - Rick Dom II x 02 Geara Doga x 02 - Geara Doga x 02 Tallgeese III (Zechs) - Geara Doga x 02 Erebado x 02 - Pez Batara x 02 Hamrabi x 01 (Yazan) - Hamrabi x 01 (Ramses) - Hamrabi x 01 (Tanger) Musaka x 02 - Gelgoog Marine x 02 Enemy Reinforcements: MP Qubeley x 06 - MP Qubeley x 02 Geymark x 03 Geymark x 01 - MP Qubeley x 02 Items: Booster: Yazan Dual Sensor: Ramses Hachimaki: Zechs Magnetic Coating: Tanger Events: Enemy Units are Destroyed: Enemy Reinforcements arrive. Puru and Puru Two will retreat. Skill Point: Destroy all Enemy Units (not reinforcements) on or before Turn 4 Notes: This is a fairly simple stage. Use Accelerate and move your units in. Destroy enemies to gain morale. You only have 4 turns to finish off this group, but there are not that many squads and do not put up too much of a fight. Yazan's squad may be slightly difficult to hit though. Yazan also has a high hit rate. Hamrabis are not the most durable of units though. ^^; After the Enemy Units are destroyed, some reinforcements will arrive. Puru and Puru Two will freak out and retreat. You have a choice of just exiting the stage, or to destroy the enemy reinforcements. I say destroy the enemy group. ^_^ The Enemy Reinforcements do have one interesting thing though... apparently these generic Neo Zeon pilots are all Newtypes or Enhanced Humans since they are using funnels. O_O; They still have the stats of a generic cannon fodder pilot though so you should have little trouble. ^^ I suggest using a strong ALL Attack on the MP Qubeley squads. A single good ALL attack with Hot Blood can destroy a squad, and Lucky will let you receive a little over 25,000 gold from each squad destroyed. This could easily help with the requirements for the HWS for Nu Gundam which requires that Nu Gundam's weapons be upgraded by 5 blocks for the cost of 120,000 gold. The scenario will end when you exit the map, or all enemies are destroyed. ------------------------------------------------------------------------------ Scenario 36-Moon Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard/Albion/Ra Kailum 12 Squads Player Reinforcements: Gaiking Enemy Units: Dari x 02 - Zubanaza Zonnekaiser x 02 Garnoll x 01 - Zubanaza x 02 Peratsukumonster x 03 - Retsudobomb x 02 Sasorinaga x 03 - Retsudobomb x 02 Kabutonaga x 03 - Retsudobomb x 02 Gurotekutar (Ashimofu) - Retsudobomb x 02 Gurotekutar (Tankeru) - Retsudobomb x 02 Enemy Reinforcements: Retsudobomb x 03 - Retsudobomb x 02 Kabutonaga x 01 - Sasorinaga x 01 Sasorinaga x 01 - Kabutonaga x 01 Murncondor x 01 - Retsudobomb x 02 Tiberujisegar x 01 (Erika) Gurotekutar x 01 (Tesumono) - Retsudobomb x 02 Items: Anti Beam Coating Biosensor Cost Bar Hybrid Armor Events: Turn 4 Player Phase: Player Reinforcements Appear Enemy Units Destroyed: Enemy Reinforcements Appear Skill Point: Destroy all enemies on or before Turn 7 Notes: Actually another relatively simple stage. Accelerate in and destroy the enemies, and enemy reinforcements will appear to the right of the main enemy force. Gaiking characters can have conversations with the Erika from the Gaiking universe. There may be a convince process... but no one has a clue about it, then again no one seems to care about Gaiking in the slightest. o_o; If you are on Ibis' path, I would suggest putting lots of money into Alterion since this next stage is where you get Hyperion. ------------------------------------------------------------------------------ Scenario 36-Axis Route ------------------------------------------------------------------------------ Player Units: Ra Kailum Daiku Maryu/Mother Vanguard/Albion 14 Squads Enemy Units: Rick Dom II x 03 - Rick Dom II x 02 Gelgoog Marine x 03 - Gelgoog Marine x 02 Doven Wolf x 03 - Doven Wolf x 01 Doven Wolf x 01 (Rakan) - Doven Wolf x 02 MP Qubeley x 04 - MP Qubeley x 02 Geymark x 01 (Aria) - MP Qubeley x 02 Endora x 03 - Gelgoog Marine x 02 Sadalahan x 01 - MP Qubeley x 02 Enemy Reinforcements: Geymark x 01 (Lance) - MP Qubeley x 02 Geymark x 01 (Nir) - MP Qubeley x 02 Qubeley (Haman) Items: I Field Generator: Aria Solar Panel: Rakan Events: Sadalahan's is reduced to below 50,000HP: Enemy Reinforcements Arrive Skill Point: Reduce Haman's Qubeley's HP to below 45,000HP on or before Turn 6. Notes: As usual you need to use Accelerate and move your units in quickly. Try to conserve your SP though since Haman almost requires the Sure Hit spell to be used to even be able to hit her. Take advantage of morale gains and try to get to the Sadalahan (red battleship) as soon as possible. The Sadalahan's HP needs to be reduced to below 50,000HP for Haman to appear. Judau can earn the Hi Mega Cannon for Double Zeta Gundam by having a battle encounter with Haman here. Just have Judau attack Haman (preferably while spelled up to prevent any possible damage coming to him). Judau will instantly have access to the attack afterwards. Haman's Qubeley has 92,000HP and you need to reduce it to below 45,000HP for the Skill Point. Attack her at close range so she doesn't use her ALL attack which can wreak havoc on your squads. Use Sure Hit to ensure that you will hit her Qubeley, and of course Hot Blood will increase the damage you can deal to her. ------------------------------------------------------------------------------ Scenario 37-Zengar ------------------------------------------------------------------------------ Player Units: Daiku Maryu/Mother Vanguard/Albion/Ra Kailum 12 Squads Daizengar Enemy Units: Geara Doga x 03 - Geara Doga x 02 Erebado x 03 - Pez Batara x 01 Berga Giros x 02 - Berga Dalas x 01 Dahgi Iris x 01 - Zondo Gei x 02 Musaka x 02 Enemy Reinforcements: Megaruga x 01 (Kukuru) Events: Enemy Units Defeated: Player Units retreat except Daizengar. Enemy Reinforcements arrive. Notes: The stage is really simple at the start. You have your typical cannon fodder squads, and the Musakas are not really a threat. Use Lucky to gain more money from the Musakas as usual. All of the Player Units will retreat except Daizengar after the Enemy Units are defeated. Zengar has to have another duel with Kukuru, which should be over rather quickly. The Shark Kustos will arrive afterwards and destroy Kukuru's Megaruga for good... bleh... no self redemption this time. >_< Maybe if we see Kukuru again in an OG or something... ------------------------------------------------------------------------------ Scenario 37-Arad ------------------------------------------------------------------------------ Player Units: Daiku Maryu 12 Squads Wild Vulture (Arad) Player Reinforcements: Wild Falchon (Zeola) Enemy Units: Geara Doga x 03 - Geara Doga x 02 Sadalahan x 01 - Geara Doga x 02 Enemy Reinforcements: Gelgoog Marine x 02 - Rick Dom II x 03 Berga Giros x 03 - Dahgi Iris x 01 - Ben'an Zon x 02 Berga Giros x 02 - Berga Giros x 03 Geara Doga x 03 - Geara Doga x 03 Sadalahan x 01 - Geara Doga x 02 Gundam GP02 x 01 (Yazan) - Hamrabi x 01 (Tanger) - Hamrabi x 01 (Ramses) - Geara Doga x 01 Events: Enemy Units are Defeated: Player and Enemy Reinforcements Arrive Skill Point: Destroy GP02 (retreats under 7000HP) Notes: I'd suggest sending Arad to the northwest corner to wait for Yazan's arrival. Destroy the enemy units to trigger the appearance of the rest of the enemies. Zeola will be worthless until Yazan has a battle encounter with anyone and then she will join Arad's squad. I'd suggest for the rest of your units to not destroy the enemy reinforcements since that will only raise Yazan's morale and make him more of a threat. Zeola should use Concentrate and Hot Blood and user her ALL Attack on Yazan's squad to take out the rest of the units there so Yazan will have no one Support Defending him. Finish Yazan off with a Twin Bird Strike when he has no lackies left and the scenario will end. ------------------------------------------------------------------------------ Scenario 37-Kusuha ------------------------------------------------------------------------------ Player Units: Daiku Maryu/Mother Vanguard/Albion/Ra Kailum 12 Squads Ryukooh Enemy Units: Berga Giros x 02 - Berga Dalas x 01 Dahgi Iris x 01 - Den'an Zon x 02 Geara Doga x 03 - Geara Doga x 02 Erebado x 03 - Pez Batara x 01 Musuka x 02 Enemy Reinforcements: ??? (Shark) Items: Learning Computer: Musuka Events: Enemy Units are Destroyed: Player Units retreat except for Ryukooh/Koryuoh Skill Point: Destroy all Enemy Units (not reinforcements) on or before Turn 4 Notes: A really simple stage... and for some reason Yuu and Hime start off at 150 morale each. o_O; Accelerate forward and destroy several squads of cannon fodder. Be sure to raise Kusuha and Brooklyn's morale to 150 before you finish off the enemy units. Kusuha and Brooklyn will receive a full SP recharge after the enemies are defeated, so you should take advantage of that. All of the player units will retreat after the Enemy Units are defeated. GunEden will have a conversation with Kusuha and Brooklyn and send the shark-like beast at them. Shark will retreat when its HP is knocked below 10,000, so be sure to finish him off with a strong strike. ------------------------------------------------------------------------------ Scenario 37-Ibis ------------------------------------------------------------------------------ Player Units: Daiku Maryu/Mother Vanguard/Albion/Ra Kailum 12 Squads Alterion Player Reinforcements: Hyperion (combined Alterion and Vegarion piloted by Ibis, Surei,) (and Tsugumi) Huckebein Mk. III (Viletta) Huckebein Mk. III Tronbe (Elzam) Enemy Units: Berga Dalas x 01 - Berga Dalas x 01 Berga Giros x 01 - Berga Dalas x 01 Dahgi Iris x 01 - Den'an Zon x 02 Geara Doga x 03 - Geara Doga x 02 Erebado x 02 - Pez Batara x 01 Musuka x 02 Enemy Reinforcements (1): Vegarion Enemy Reinforcements (2): Rick Dom II x 02 Gelgoog Marine x 02 - Gelgoog Marine x 01 Gerbera Tetra x 01 (Cima) Endora x 01 Events: Enemy Units Destroyed: All Player Units Except Alterion retreat. Enemy Reinforcements (1) Appear Skill Point: Destroy all Enemy Units (not reinforcements, just units) on or before Turn 4 Notes: Finally!!! This is the stage where you receive Hyperion. The start of the stage is pretty easy. Accelerate in (feel free to use Ibis and Tsugumi's SP, they get a recharge soon) and lay waste to everything as quickly as possible. Use Lucky on the Musuka's for more money. When the Enemy Units are destroyed, everyone will retreat, except Alterion. Surei arrives in Vegarion before Alterion can leave and another duel ensues. Ibis and Tsugumi regained all their SP just now, so spell up (don't worry, another full SP regain is coming soon) and destroy Vegarion immediately. Cima then arrives with her forces. Surei will now join you, and Alterion and Vegarion will finally combine into Hyperion (and all pilots receive a refill on all points). To make things even better, Viletta and Elzam arrive to help out as well. ^_^ (Yes, Elzam's theme still rocks) I'd suggest for Viletta and Elzam to not move and let the Doms and Gelgoog Marines come to them. Hyperion can move on the next turn. You can go after the Endora while the Huckebeins handle the grunts... or you could just use Ibis' Spirit spell and Surei's Lock On and just absolutely blow Cima away with a GraMX immediately. Whatever you want to do, but as soon as Cima's Gerbera Tetra is destroyed the stage is over. ^_^; Surei joins with Vegarion (which will have exactly the same upgrades as Alterion). Viletta joins with Huckebein Mk. III. Elzam joins with Huckebein Mk. III Tronbe. ------------------------------------------------------------------------------ Scenario 38 ------------------------------------------------------------------------------ Player Units: Gundam Wing Zero Custom (Heero) - Tallgeese III Player Reinforcements: Ra Kailum Daiku Maryu/Mother Vanguard/Albion 15 Squads Enemy Units: Berga Giros x 02 - Berga Dalas Bahgi Iris x 01 - Berga Dalas x 01 Erebado x 02 - Batara x 01 Pez Batara x 02 - Pez Batara x 01 Zamas Giri x 01 - Batara x 02 Val Varo x 01 (Kelly) - Gelgoog Marine x 02 Neue Ziel x 01 (Gato) - Gelgoog Marine x 01 (Karius) Hamrabi x 01 (Yazan) - Hamrabi x 02 Geara Doga x 02 - Geara Doga x 01 Geara Doga Rezun Type x 01 (Pezun) - Geara Doga x 02 Jagd Doga Quess Type x 01 (Quess) - Geara Doga x 02 Jagd Doga Gyunei Type x 01 (Gyunei) - Geara Doga x 02 Musuka x 02 - Geara Doga x 01 Enemy Reinforcements: Geara Doga x 02 - Geara Doga x 01 Berga Giros x 02 - Berga Giros Quavarze (Giri) - Abijo (Rozu) - Totuga (Banzu) Crossbone X2 Kai (Zabine) Berga Dalas (Dorel) - Berga Giros x 02 Sazabi (Char) - Geara Doga x 02 Salahan (Nanai) - Geara Doga x 02 Zamas Garu (Jire) - Berga Dalas x 02 Reururra x 01 - Geara Doga x 02 Items: Biosensor: Gyunei Booster: Kelly Dual Sensor: Rezun High Performance Radar: Giri Hybrid Armor: Dorel I Field Generator: Jire Mega Booster: Gato Minovsky Driver: Dogachi Multiple Sensor: Yazan Psyco Frame: Quess Events: Turn 3 Player Phase: Player Reinforcements Appear Turn 3 Enemy Phase: Enemy Reinforcements Appear. Kinkaid starts a duel with Zabine. Yazan has a battle encounter with Camille: Camille receives morale boost and Hyper Beam Saber attack Crossbone X2 Kai's HP reach below 50%: X1 is (temporarily) destroyed and X2 Kai retreats. Skill Point: Reduce total number of enemy squads to 4 before or during Turn 7. Notes: No really, this stage is screwed up. I suggest moving Heero and Zechs over to some debris to help out their evade and hit rates. Try to resist killing Yazan until Camille and the rest of the Player Reinforcements arrive. There are several possible secrets on this scenario. Camille can earn the Hyper Beam Saber for Zeta Gundam by having a battle encounter with Yazan. Zeta can be in mobile suit or Wave Rider mode. Kinkaid will go duel with Zabine when he appears. Kinkaid will leave behind whatever squad he is a part off. Apparently Dorel might be recruitable later if Kinkaid has a battle encounter with him. If X2 Kai's HP reaches below 50%, then a scene will take place from the Crossbone Gundam manga where X2 cuts off X1's head and kicks it to Earth... to what is apparently Kinkaid's death (but not really of course). X2 Kai will retreat from the battle then. Zabine will not drop any items if X2 Kai is destroyed, and the same event will occur. It really is not to your benefit to go out of your way to destroy X2 Kai at this moment. ^^; The requirement for getting Hi Nu Gundam later is for Amuro to attack Char's Sazabi with Re-GZ (in MS mode, no BWS system) and for Amuro to survive the battle encounter (Flash should ensure Amuro's survival). It would be really difficult to destroy all of the enemies on this stage within 7 turns, but all you have to do is to reduce the numbers to 4 squads, which is nice because there are some really high HP battleships in the area. Char's Sazabi will retreat when its HP dips below 50,000. You can do this if you really want to face Nightingale later (but do you really what Char to be more powerful?). Zechs will join with Tallgeese III after this scenario. ------------------------------------------------------------------------------ Scenario 39 ------------------------------------------------------------------------------ Player Units: 12 Squads Enemy Units: Pez Batara x 02 - Pez Batara x 01 Pez Batara x 04 - Pez Batara x 02 Erebado x 03 Enemy Reinforcements: Peratsukumonster x 05 - Retsudobomb x 01 Sasorinaga x 02 - Retsudobomb x 01 Kabutonaga x 02 - Retsudobomb x 01 Events: Turn 2 Player Phase: Enemy Reinforcements Arrive Skill Point: Destroy all enemies on or before Turn 4 Notes: I guess Banpresto decided to give us a break after the hell of last scenario. Accelerate forward as usual and get some hits in. Enemy Reinforcements will show up nearby on Turn 2. Take advantage of your UC battleships' ALL weapons along with Hot Blood and hit rate increasing spells to help thin out the enemy numbers. Split your troops into two groups to finish each remaining enemy group and you might have this scenario finished before Turn 3 ends. Gato then does kamikaze dramatic BS with Neue Ziel... but it seems to suck Yuu and your main character into some type of dimensional enclosure. o_O; ------------------------------------------------------------------------------ Scenario 40-Ibis ------------------------------------------------------------------------------ Player Units: Main Character's Mecha Yuu Brain (Yuu) - Nelly Brain (Nelly) Player Reinforcements: Goshogun Gaogaigar 2 Squads Enemy Units: Garonz Grand Cher (Jonathon) Enemy Reinforcements: Grand Cher x 03 - Grand Cher x 02 Grand Cher x 03 - Grand Cher x 01 Items: Organic Bit: Grand Cher Events: Turn 2 Player Phase: Enemy Reinforcements Appear After Main Character hits Jonathon on Turn 2: Player Reinforcements Appear Skill Point: Destroy Baronz Grand Cher (Jonathon) on or before Turn 5 Notes: Jonathon tracks down Yuu to the enclosure, and now uses the Garonz Grand Cher that was also in the enclosure. Yuu's Brain is critically injured while fighting with Garonz, so Yuu and Nelly will be of little use in this scenario. Move your main character over to the clouds near Jonathon, since they give a bonus to hit and evade... and since he's taking advantage of the terrain you should do so to even things up. Enemy Reinforcements show up on Turn 2, but they are of little concern. Attack Jonathon again and Player Reinforcements will appear. I guess the Goshogun team's dimension warping stuff proved useful here. ^^; Have your Player Reinforcements take care of the Grand Chers and hopefully build up some morale. You main character will be able to use spells again on Turn 3, so if you already hit Jonathon a few times you might be able to finish him off then. Just don't let his HP deplete under 7000HP until you are ready to hit him with a strong attack to finish him off for the Skill Point. After Jonathon is defeated, Yuu's Brain gives all of its energy to Nelly's Brain before it dies. This causes Nelly's Brain to evolve, but Nelly is forced out of the cockpit and is killed. Yuu still sees her and she tells him she did not regret living and was glad to have found her Brain Powered, since without her Brain Powered she would have been alone in her last moments of life (she had a terminal illness) and never have met Yuu. Nelly's Brain realizes then Nelly liked Yuu, and decides to allow Yuu to be its new pilot. ------------------------------------------------------------------------------ Scenario 41 ------------------------------------------------------------------------------ Player Units: Daiku Maryu/Mother Vanguard/Albion/Ra Kailum 14 Squads Enemy Units: Saki x 01 - Saki x 01 Giro x 01 - Giro x 01 Sai x 01 - Sai x 01 Sen1 x 01 - Sen1 x 01 Sori x 01 - Bat x 02 Zur x 01 - Zur x 01 Rugon x 01 - Rugon x 01 Garuga x 01 - Garuga x 01 Girara x 01 - Girara x 01 Torukern x 01 - Oberiusu x 02 Gorgurar x 01 - Gureshiosu x 02 Psychobear x 01 -Zugarru x 02 Mikenese Battleship x 01 (Gorgon) - Dorurarku x 02 Ramatano Orochi x 01 (Ikima) - Giyao x 02 Yurishirzar x 01 Enemy Reinforcements: Daishogun Gorgurar x 01 - Gureshiosu x 02 Items: Hachimaki: Yurishirzar Chobham Armor: Ikima Cost Down: Boss' home Super Hachimaki: Daishogun Super Alloy Z: Gorgon Events: Gorgon is attacked or 4 Squads Remain: Enemy Reinforcements Appear Skill Point: Destroy Daishogun after destroying the rest of the enemies Notes: I would actually suggest taking Boss on this stage. Move him over by his house near the start point and receive a Cost Bar, which reduces a unit's cost for squad placement. Most of these enemies you've faced several times before, and you should have little trouble with them. Daishogun and Yurishirzar are the tough opponents here. You may actually only want to attack Daishogun with your more powerful units since weaker squads can easily be wiped out if they are attacking Daishogun from 2-9 range. There is no time limit of any sort, so feel free to take your time. Shin Getter Robo and Mazinkaiser make an appearance... and will be causing problems for you in the near future. ------------------------------------------------------------------------------ Scenario 42 ------------------------------------------------------------------------------ Player Units: Daiku Maryu/Mother Vanguard/Albion/Ra Kailum 12 Squads Getter Dragon Mazinger Z - Great Mazinger Enemy Units: Giro x 01 - Giro x 01 Sai x 01 - Sai Sen1 x 02 - Bat x 02 Zar x 01 - Zar x 01 Sori x 02 - Sori x 01 Saki x 01 - Saki x 01 Gorgurar x 01 - Gureshiosu x 02 Torukern x 01 - Oberiusu x 02 Psychobear x 01 -Zugarru x 02 Birdatar (Birdatar) Enemy Reinforcements (1): Mazinkaiser - Gureshiosu x 02 Shin Getter Robo - Bat x 02 Enemy Reinforcements (2): Torukern x 01 - Oberiusu x 02 Psychobear x 01 -Zugarru x 02 Sori x 02 Demonica (Hell) NPC Units: ??? (Phoenix) ??? (Tiger) ??? (Shark) Items: High Performance Targeter: Birdatar Mega Generator: Hell Super Alloy Alpha Z: Hell Events: Turn 3 Player Phase: Enemy Reinforcements (1) Arrive Mazinkaiser and Shin Getter Robo are disabled: Enemy Reinforcements (2) Appear, and NPCs Appear Skill Point: Destroy all enemy units and then destroy Hell's unit Notes: I'd suggest sending a few decent units to the southwest to deal with the main enemy squad. Mazinkaiser and Shin Getter Robo will arrive on the southeast corner of the island, and will try to focus on destroying their counterparts. I'd suggest surrounding them with your units to prevent them from moving and work away at them. Be sure to only reduce their HP under 1000 and do not destroy them. Finish off the other enemy squads first, and then finish disabling Mazinkaiser and Shin Getter. Hell will arrive with his units, and try to regain control of Mazinkaiser and Shin Getter Robo. Irui's "friends" intervene, and Mazinkaiser and Shin Getter Robo leave the battle and go to Big Falchon. Destroy the enemies, save Hell for last, and proceed to the next scenario. Mazinkaiser will now be an available unit (and will retain any upgrades you made to Mazinger Z) and Shin Getter Robo will be an available unit (and will retain any upgrades you made to Getter Dragon). You will have to place the pilots in yourself though. You will also receive 2 Propellent Tanks, 2 Cartridges, 2 Repair Kits, and 2 OVAs. ------------------------------------------------------------------------------ Before Scenario 43 ------------------------------------------------------------------------------ Berah has a choice as to whether Mother Vanguard will participate in the next battle or not. ------------------------------------------------------------------------------ Scenario 43-Mother Vanguard ------------------------------------------------------------------------------ Player Units: Daiku Maryu 6 Squads Mother Vanguard 6 Squads Player Reinforcements: Crossbone X1 (Kinkaid) Enemy Units: Sai x 01 - Zar x 01 - Giro x 01 Zar x 01 - Giro x 01 - Sai x 01 Sen 2 x 02 - Saki x 02 Giro x 01 - Sai x 01 - Zar x 01 Garuga x 01 - Garuga x 02 Girara x 01 - Girara x 02 Rugon x 01 - Rugon x 02 Torukern x 01 - Oberiusu x 02 Psychobear x 01 -Zugarru x 02 Gorgurar x 01 - Gureshiosu x 02 Ramatano Orochi (Ikima) - Giyao x 02 Ramatano Orochi (Amon) - Giyao x 02 Ramatano Orochi (Mimashi) - Giyao x 02 Hades (Hades) Enemy Reinforcements: Sori x 02 - Sen 1 x 01 Mikenese Battleship (Gorgon) - Dorurarku x 02 Items: Apogee Motor: Amon Bio Computer: Hades Solar Panel: Mimashi Super Alloy Z: Ikimia Zormanium Alloy: Gorgon Events: Hades is Defeated: Any remaining Enemy Units retreat and Enemy Reinforcements Appear Skill Point: Destroy Hades on before or on Turn 6 Notes: Your forces surround the enemy with six squads on each end of the map. The first six squads will be the closest to Hades, who has the most HP of the group of enemy units. The second group has three Ramatano Orochis to deal with though. You have six turns, so while you do need to use Accelerate and try to hurry, it shouldn't be a close call by any means though. Gorgon deploys after Hades is defeated. When Gorgon reaches below 25000 HP, then some missiles will deploy and Gorgon receives a full HP refill. Kinkaid will come back in X1 and destroy one missile. Resume your attack on Gorgon who will take his beating and not attempt to run away. After the scenario you receive two Propellent Tanks, two Cartridges, two Repair Kits, Multiple Pack, Special Ration, Hi Nu Gundam (if you met the requirement in Scenario 38, another MP F91, another MP Nu Gundam (I), HWS parts for Nu Gundam (if you upgraded its weapons five times), Full Armor parts for ZZ Gundam (if you met the requirement in Scenario 33), and GP02 (if Kou's kills were up to 80 before Scenario 38). ------------------------------------------------------------------------------ Scenario 43-No Mother Vanguard ------------------------------------------------------------------------------ Player Units: Daiku Maryu 12 Squads Enemy Units: Sai x 01 - Zar x 01 - Giro x 01 Zar x 01 - Giro x 01 - Sai x 01 Sen 2 x 02 - Saki x 02 Giro x 01 - Sai x 01 - Zar x 01 Garuga x 01 - Garuga x 02 Girara x 01 - Girara x 02 Rugon x 01 - Rugon x 02 Torukern x 01 - Oberiusu x 02 Psychobear x 01 -Zugarru x 02 Gorgurar x 01 - Gureshiosu x 02 Ramatano Orochi (Ikima) - Giyao x 02 Ramatano Orochi (Amon) - Giyao x 02 Ramatano Orochi (Mimashi) - Giyao x 02 Hades (Hades) Enemy Reinforcements: Sori x 02 - Sen 1 x 01 Girara x 01 - Girara x 02 Mikenese Battleship (Gorgon) - Dorurarku x 02 Items: Apogee Motor: Amon Bio Computer: Hades Solar Panel: Mimashi Super Alloy Z: Ikimia Zormanium Alloy: Gorgon Events: Hades is Defeated: Any remaining Enemy Units retreat and Enemy Reinforcements Appear Skill Point: Destroy Hades on before or on Turn 6 Notes: Your forces surround the enemy with six squads on each end of the map. The first six squads will be the closest to Hades, who has the most HP of the group of enemy units. The second group has three Ramatano Orochis to deal with though. You have six turns, so while you do need to use Accelerate and try to hurry, it shouldn't be a close call by any means though. Gorgon deploys after Hades is defeated. When Gorgon reaches below 25000 HP, then some missiles will deploy and Gorgon's HP will be refilled. Finish off Gorgon to finish the scenario. Kinkaid will return in Crossbone X1 after Gorgon is defeated. After the scenario you receive two Propellent Tanks, two Cartridges, two Repair Kits, Multiple Pack, Special Ration, Hi Nu Gundam (if you met the requirement in Scenario 38, another MP F91, another MP Nu Gundam (I), HWS parts for Nu Gundam (if you upgraded its weapons five times), Full Armor parts for ZZ Gundam (if you met the requirement in Scenario 33), and GP02 (if Kou's kills were up to 80 before Scenario 38). ------------------------------------------------------------------------------ Scenario 44 ------------------------------------------------------------------------------ Player Units: Albion Daiku Maryu/Mother Vanguard/Ra Kailum 11 Squads Goshogun Nelly Brain (Yuu) - Hime Brain (Hime) Nanga Brain (Nanga) - Russ Brain (Russ) Enemy Units: Grand Cher x 09 - Grand Cher x 02 Grand Cher (Sheila) - Grand Cher x 02 Grand Cher (Quincy) - Grand Cher x 02 Baronz Grand Cher (Jonathon) - Grand Cher x 02 Enemy Reinforcements: Dogarpu x 04 - Irikutai x 02 Tezezar x 04 - Dogarpu x 02 Kadonar Battleship - Tezezar x 02 Kerganul Battleship - Tezezar Items: Bio Computer: Jonathon Cartridge: Tezezar Cartridge: Tezezar Cartridge: Tezezar Cartridge: Tezezar High Performance Radar: Kadonar Multiple Sensor: Sheila Psycho Frame: Quincy Events: Turn 3 Player Phase: Enemy Reinforcements Appear Skill Point: Destroy both Jonathon and Kadonar's units before the scenario ends. Notes: Another stage where you need to divide your forces into two groups. You need to send a few units to the western portion of the map for the sole purpose of defeating Kadonar (guy with the eyepatch), and of course generally laying havoc to Goshogun enemies. The main group is to proceed north toward Orphan and destroy Grand Chers along the way. Goshogun and Nelly Brain/Hime Brain need to reach the marked squares before Turn 5 ends. Move your battleships forward first to take advantage of their leadership auras which will increase your units' hit rates which will be a great help against these Grand Chers. Quincy and Sheila's Grand Chers are as usual the basic Grand Chers with more HP, and shouldn't provide too much trouble as long as you can hit them. Jonathon's Baronz Grand Cher has an ALL attack that can be deadly to some units. As long as you destroy him and Kadonar before Nelly Brain/Hime Brain and Goshogun squads get to the marked squares (which they have to do before the end of Turn 5), then the skill point is yours. You can destroy more Goshogun enemies to the west if you would like, but Kerganul will not stay destroyed... but it can be fun repeatedly destroying him for Pilot Points, Experience, and Money. ------------------------------------------------------------------------------ Scenario 45 ------------------------------------------------------------------------------ Player Units: Good Thunder Mother Vanguard Daiku Maryu/Albion/Ra Kailum 12 Squads Goshogun Enemy Units: Irikutai x06 - Irikutai x 01 Dogarpu x 03 - Dogarpu x 01 Tezezar x 03 - Tezezar 01 Dosheart x 02 - Dosheart x 01 Kernagurl Battleship Bundle Battleship Kadonar Battleship Enemy Reinforcements (1): Garuga x 01 - Hardygun x 01 Kabutonaga x 01 - Gracious x 01 Geara Doga x 01 - Tesura x 01 Zugaru x 01 - Rugon EI-15 Enemy Reinforcements (2): Gonakuru Enemy Reinforcements (3): Zaku II F2 x 01 - Zaku II F2 x 02 Rick Dom II x 01 - Rick Dom II x 02 Gelgoog Marine x 01 - Gelgoog Marine x 02 Death Spider x 02 - Aiai x 02 Megaborg Benmaru x 01 - Aiai x 02 Niheberugen (Kiros) - Aiai x 02 Items: A Adapter: Bundle GS Rider: Kiros Events: Turn 2 Player Phase: Enemy Reinforcements (1) Appear Turn 2 Enemy Phase: Enemy Reinforcements (2) Appear 8 Enemy Squads Remain out of Enemy Units and Reinforcements (1) and (2): Enemy Reinforcements (3) Appear Skill Point: Destroy all enemies (which must be done before Turn 7 ends) Notes: First off, there is an interesting trick in the game that will allow you to duplicate the items that Goshogun has equipped for this stage. Basically any two items that you place on Goshogun will basically be copied just for Goshogun. You could equip Goshogun with a Haro on this stage, and after the stage finishes you will have your one Haro listed as being unequipped. Goshogun will have a Haro equipped though. Basically you can equip Goshogun with some really rare items and they will be duplicated just for the unit. The downside of this trick is that you will be unable to equip items on Goshogun without losing the items that were duplicated. You will want to use items that you would like Goshogun to have for the entire game. Haro is an obvious choice for one item slot. The other item slot could benefit from a Mega Booster, Cost Down, or GS Rider. An odd stage. The first set of Enemy Reinforcements will appear where your Player Units are first deployed, so you will want to leave a squad or two behind to handle those enemies. The other squads should split up in different directions to handle each of the battleships, but with the aim of regrouping with the Goshogun battleship which is under attack. A Goshogun... copy shows up on Turn 3 Enemy Phase, and will focus its attacks on Goshogun itself. The unit will probably not last very long though. Kiros will arrive with her group when 8 enemy squads remain. Use PLA attacks or destroy the Aiais supporting her before you use your big EN draining attacks to ensure they hit. Pretty basic stuff at this point. Goshogun gains a new attack after this Scenario. ------------------------------------------------------------------------------ Conversation before Scenario 46 ------------------------------------------------------------------------------ Bright and Synapse discuss where to go next. Go to Tokyo and handle the Extra Intelligence enemies, or head off to face the Mikenese. ------------------------------------------------------------------------------ Scenario 46-Tokyo ------------------------------------------------------------------------------ Player Units: Daiku Maryu/Mother Vanguard/Albion/Ra Kailum Gaogaigar - Goldymarg 6 Squads Volfogg/Big Volfogg - Enryu - Hyouryu 6 Squads Enemy Units: Giro x 01 - Zaku II F2 x 01 - Zar x 01 Giyao x 01 - Geara Doga x 01 - Dorion x 01 Poazan x 01 - Zugaru x 01 - Sen 1 x 01 Girara x 01 - Rick Dom II x 01 - Gracious x 01 Dogarpu x 01 - Retsudo Bomb x 01 - Saki x 01 Barzam x 01 - Torukern x 01 - Poazan x 01 Kabutonaga x 01 - Aiai x 01 - Bat x 01 Poazan x 01 - Zonnekaiser x 01 - Okopinia x 01 Zugaru x 01 - Giro x 01 - Irikutai x 01 Zubanza x 01 - Gelgoog Marine x 01 - Sasorinaga x 01 Oberiusu x 01 - Irikutai x 01 - Zubanza x 01 Dari x 01 - Kabutonaga x 01 - Retsudo Bomb x 01 Quavarze x 01 - Saki x 01 - Rick Dom II x 01 Tesura x 01 - Zar x 01 - Zaku II F2 x 01 Tezezar x 01 - Gelgoog Marine x 01 - Hardy Gun x 01 EI-02 x 03 EI-05 x 01 EI-15 x 01 EI-20 x 01 Enemy Reinforcements: EI-26 (Pizza) EI-27 (Penchinon) EI-28 (Poroneze) - EI-29 (Primada) Items: High Performance Radar Solar Panel Super Alloy Z x 02 Events: Enemy Unit is Attacked: Enemy Reinforcements Appear Skill Point: Destroy all enemies and reach Tokyo Tower with any unit before or on Turn 7. Notes: Actually not too terrible of a stage... other than annoying enemy shields. I would suggest putting most of your boss killer units in the second group of squads since the only big unit that the first squad faces is Pizza's EI-26 (which Gaogaigar could probably use some help with). The mecha of the Four Heavenly Kings are honestly a pain in the ass thanks to their shields. PLA attacks will probably do no damage and be worthless against these enemies. Concentrate on one at a time if possible since they regain HP every turn. Big Volfogg can have a conversation with Penchinon. Choryujin can have conversations with Poroneze and Primada. Guy can have a conversation with Pizza. The one thing to keep in mind during this battle is that one unit needs to reach Tokyo Tower on or before Turn 7. I suggest selecting a single high speed flying unit whose sole goal is to reach Tokyo Tower. Your choice on what to do, and while this is an important requirement of the stage it is nothing worth being too worried about as long as you have it in consideration. EI-01 will now bond with Tokyo Tower... and a section of Tokyo will now start leaving the Earth... ------------------------------------------------------------------------------ Scenario 46-Mikenese ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard/Albion/Ra Kailum 15 Squads Enemy Units: Zar x 02 - Zar x 01 Sori x 02 - Bato x 01 Sen 1 x o2 - Bato x 02 Garuga x 02 - Garuga x 02 Rugon x 02 - Rugon x 02 Girara x 01 - Girara x 02 Sori x 01 Giyao x 01 - Giyao x 02 Ramatano Orochi (Ikima) - Giyao x 02 Ramatano Orochi (Mimashi) - Giyao x 02 Ramatano Orochi (Amon) - Giyao x 02 Enemy Reinforcements: Missile x 03 Items: Super Alloy Alpha Z: Ikima Events: Every Enemy Turn that Missile Base is Intact: Missile x 03 Appear Skill Point: Destroy all enemies on or before Turn 6 Notes: The important thing to consider at the start of this mission is the missile base which will launch a missile from each of the three launchers on every enemy turn. Destroying the launchers will cause the missiles to stop being fired. The terrain is rough in this area, so squads that are land based will have difficulty moving. Otherwise it is a fairly simple stage. Take advantage of ALL attacks when possible to help destroy squads more quickly. The Ramatano Orochis take a few hits to bring down as usual, but will fall as usual. Unfortunately Ikima is the only one that will drop an item on this scenario. ------------------------------------------------------------------------------ Scenario 47-Tokyo ------------------------------------------------------------------------------ Player Units: Daiku Maryu/Mother Vanguard/Albion/Ra Kailum 12 Squads Gaogaigar - Goldymarg Volfogg/Big Volfogg - Choryujin Enemy Units: EI-01 (Pasdar) Enemy Reinforcements: EI-02 x 09 EI-05 x 01 EI-15 x 01 Items: Super Alloy Alpha Z Hyper Hachimaki Events: Gaogaigar attacks Pasdar: All units have a severe drop in HP, EN, Morale and are unable to use Spells. Turn 3: Dangen X Arrives and Gaogaigar, Goldymarg, Choryujin, and Volfogg retreat into it temporarily. Turn 4: All Player Units have HP, EN, Morale, and Spell use restored. Pasdar loses 38,000HP Skill Point: Destroy Pasdar. Notes: Hopefully before this stage you have all of Guy's terrain with S ranks. Now to fulfill the second part of the Star Gaogaigar/Stealth Gao II secret requirement. Attack Pasdar with Gaogaigar's Broken Magnum. An event will take place that will result in all of your units being severely injured, losing lots of EN, lose their spell use, and make their morale drop. Various EI units will also appear to make things worse. Try to take out the EIs around Gaogaigar first. Pasdar will probably attack Gaogaigar on his turn. If Gaogaigar's HP and Armor are upgraded well (and Armor items on top of that would be a good idea), then blocking the next attack should move its HP to below 500. You should then have Gaogaigar begin moving away from Pasdar, and hopefully to an area without other EIs to attack him. The Dangen X will arrive on Turn 3. Gaogaigar, Goldymarg, Volfogg, and Choryujin will go into it. They will emerge on Turn 4, and everyone receives HP and EN refills as well as having their morale restored along with their ability to use spells. Gaogaigar will also attack Pasdar and knock 38000HP off of him. At this point it is time to make good use of your spells and your strongest robots to finish off EI-01. Two Propellent Tanks, Two Cartridges, Two Repair Kits, and hopefully Stealth Gao II will be delivered during the intermission. ------------------------------------------------------------------------------ Scenario 47-Mikenese (First Half) ------------------------------------------------------------------------------ Player Units: 2 Battleships 12 Squads Enemy Units: Girara x 02 - Girara x 01 Giyao x 01 - Giyao x 01 Rugon x 01 - Rugon x 01 Sori x 02 Torukern x 02 - Oberiusu x 02 Psychobear x 02 - Zugaru x 02 Gorgugar x 02 - Gracious x 02 Mikenese Battleship x 01 (Hell) Enemy Reinforcements: Barukania x 01 Torukern x 02 - Gracious x 02 Gogugar x 02 - Oberiusu x 02 Gorudofenix x 01 Events: Enemy Units are Destroyed: Enemy Reinforcements Appear Skill Point: Destroy all enemies on or before Turn 6 Notes: This is the now usual Accelerate forward and destroy enemies type of scenario. You have 6 turns to defeat all of the enemies on this scenario, and the Enemy Units must be destroyed for the Reinforcements to appear. The difficult part of this portion of the stage is that there is some very rough terrain which will decrease the movement range of your ground squads. The enemies are the usual cannon fodder for the most part, except for the Gorudofenix that shows up in the enemy reinforcements. It is a new enemy, but not much more of a threat at all. It is possible to fulfill the requirement for Star Gaogaigar on this half of the scenario. Gaogaigar's HP needs to be reduced to below 500 (and Guy's terrain rankings need to all be at S ranks) during this half of the scenario or the next. Wing Zero Custom or Double Zeta/FAZZ's MAP weapons would be a fairly effective way of reducing Gaogaigar's HP. Remember that to use a MAP weapon that an enemy must be in range of the unit using the MAP Weapon. It is possible for an enemy to be to one side of the MAP Weapon using unit while Gaogaigar to be on another side and the MAP Weapon will be available for use. After all of the enemies are destroyed, then it is time to move onward to the last half of the scenario... ------------------------------------------------------------------------------ Scenario 47-Mikenese (Second Half) ------------------------------------------------------------------------------ Player Units: 2 Battleships 15 Squads NPC Units: ??? (Eagle) ??? (Tiger) ??? (Shark) Enemy Units: Gorugar x 02 - Gracious x 02 Barukania x 02 - Gorugar x 01 Yurishirzar x 01 - Gorugar x 02 Birdatar x 01 - Gorugar x 02 Torukern x 02 - Oberiusu x 02 Oberiusu x 01 Garudofenix x 02 - Torukern x 02 Mikenese Battleship x 02 Demonica x 01 (Argos) - Dorurarku x 02 Demonica x 01 (Hell) - Dorurarku x 02 Psychobear x 04 - Zugaru x 02 Zugaru x 01 Hades x 01 - Zugaru x 02 Enemy Reinforcements: Emperor of Darkness x 01 Items: High Performance Radar: Birdatar Hyper Hachimaki: Emperor of Darkness Mega Generator: Yurishirzar Super Alloy Alpha Z: Hell Super Alloy Z: Hades Zormanium Alloy: Argos Events: Turn 2 Player Phase: NPC Units Appear Enemy Units are Destroyed: Enemy Reinforcements Appear Skill Point: None (fulfilled in first half of the scenario) Notes: Ah... finally it is time to finish off the rest of the Mikenese. All of your units start off with 110 morale, but they only have half of their SP and their HP and EN is reduced. I guess Banpresto wanted to give the impression that everyone just came from a battle. I'd suggest splitting up into two groups. Send your main forces down and send a few units to the side to handle a few relatively minor squads. NPC units will arrive on Turn 2 Player Phase, and will immediately go for those units... and you don't want those things to steal money and PP away do you? The buildings will raise hit and evade rates and replenish some EN. HP replenishing will have to come from healing units or spells. Try to conserve your SP on this scenario though since Emperor of Darkness will be somewhat difficult to take down. It is possible to fulfill the requirement for Star Gaogaigar on this half of the scenario. Gaogaigar's HP needs to be reduced to below 500 (and Guy's terrain rankings need to all be at S ranks) during this half of the scenario or the next. Wing Zero Custom or Double Zeta/FAZZ's MAP weapons would be a fairly effective way of reducing Gaogaigar's HP. Remember that to use a MAP weapon that an enemy must be in range of the unit using the MAP Weapon. It is possible for an enemy to be to one side of the MAP Weapon using unit while Gaogaigar to be on another side and the MAP Weapon will be available for use. The Emperor of Darkness will appear after the enemies are destroyed. He has 200,000HP and HP and EN regeneration. It is also impossible to avoid an ALL Attack from the flaming one... Wait to start your attack until you have everyone in close vicinity to him since you will want to take him out as soon as possible and not let him regenerate much of the damage done to him. Use spells to avoid damage for you squad mates so that they will survive the Emperor's counterattacks. ------------------------------------------------------------------------------ Scenario 48 ------------------------------------------------------------------------------ Player Units: Good Thunder Daiku Maryu Mother Vanguard/Albion/Ra Kailum 12 Squads Goshogun Player Reinforcements: Kadonar Battleship x 01 Bundle Battleship x 01 Kernagurl Battleship x 01 NPC Units: ??? (Shark) Enemy Units: Irikutai x 09 - Irikutai x 01 Dogarpu x 06 - Dogarpu x 01 Tezezar x 06 - Tezezar x 01 Dosheart x 01 - Dosheart x 01 Gonakuru x 01 Kadonar Battleship x 01 - Dogarpu x 02 Bundle Battleship x 01 - Dogarpu x 02 Kernagurl Battleship x 01 - Dogarpu x 02 Enemy Reinforcements: Missile x 14 Items: High Performance Radar: Bundle Events: Turn 2 Player Phase: NPC Units Appear Shark's HP is reduced to below 30,000: Enemy Reinforcements and Player Reinforcements Appear Skill Point: Reduce the number of Enemy Units (not including to reinforcements) to 6 Squads within 6 turns. Notes: Actually not a bad stage at all. Rush forward, destroy as many enemy squads as possible, and watch lots of explosions. The only item on the stage is on Bundle (blonde guy with the roses), so be sure to destroy him if you want the item. The stage will end when the number of enemy squads is reduced to 6. The scenario can continue if you reduce Shark's HP to below 30,000 and reduce the number of enemy squads with the same attack... in other words use a well placed MAP attack. If Shark's HP is reduced then the enemies will retreat. The resident (and pretty much inept) head Goshogun villain appears... Kenta reacts... and totally owns the ugly fat bald bastard. ^_^ A total of 14 missiles will be launched near the player's start position. Bundle, Kadonar, and Kernagurl will launch in their respective battleships as Player Reinforcements! Finish up the missiles to finish up the scenario. ------------------------------------------------------------------------------ Scenario 49 ------------------------------------------------------------------------------ Player Units: Ra Kailum Daiku Maryu/Mother Vanguard/Albion 12 Squads Enemy Units: Dari x 02 - Zubanazar x 02 Zonnekaiser x 01 Garnoll x 02 Poazan x 03 - Poazan x 02 Kabutonaga x 01 - Retsudo Bomb x 02 Peratsukumonster x 01 - Retsudo Bomb x 02 Sasorinaga x 01 - Retsudo Bomb x 02 Murncondor x 01 - Peratsukumonster x 02 Gurotekutar (Kirar) - Peratsukumonster x 02 Gurotekutar (Ashimofu) - Peratsukumonster x 02 Dorion x 01 - Dorion x 01 Okopinia x 01 - Okopinia x 01 Tesura x 01 - Tesura x 01 Skullrook x 01 (Berugen) - Poazan x 02 Enemy Reinforcements: MP Qubeley x 05 - MP Qubeley x 02 Gerbera Tetra x 01 (Cima) - Gelgoog Marine x 02 Doven Wolf x 01 (Rakan) - Doven Wolf x 02 Geymark x 01 (Iria) - Geymark (Nir) - Geymark (Lance) Sadalahan x 01 (Haman) - MP Qubeley x 02 Items: Mega Booster Super Alloy Z Events: Enemy Units' squads are reduced to 5: Enemy Units Retreat Choose to make peace with Haman: Scenario ends Choose to not accept peace with Haman: Enemy Reinforcements Appear Skill Point: Reduce number of squads in Enemy Units to 5 before or on Turn 4. Notes: Another rushing stage. The only items on this stage are on the Gaiking enemies so be sure to destroy those units if you want the items. Otherwise you are facing the same enemies as before. Use MAP weapons to clear the crowd quicker if you need to. Haman will arrive after you force the Enemy Units to retreat. She offers you the chance to make peace with her (first choice), or to refuse her peace offer (second choice). The advantages of the first choice are numerous since Haman joins you, a Doven Wolf is given to you, the Ra Kailum will receive nuclear weapons, and the Purus may receive MP Qubeleys. The second choice only prolongs the Scenario with no items being dropped by Haman's forces. The various goodies you receive for choosing to make peace with Haman will not be received either. Supposedly the nuclear bazooka would be made available for GP02 (if you have it), but this seems to only be a rumor at this time. >_< Haman's forces aren't too terribly powerful. The only really difficult part lies in their evade rates, but Concentrate and Sure Hit can help you out with that. You can also set up squads with MAP weapons to blast the MP Qubeleys to stardust as they approach you. Haman herself is rather difficult. She can actually make a battleship dodge effectively. o_o; ------------------------------------------------------------------------------ Scenario 50-Accept Haman's Peace Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard/Albion/Ra Kailum Daimos - Garuba FX-II Combattler V - Voltes V 12 Squads Player Reinforcements: Chimera (Richter) - Gordoll (Hannel) Enemy Units: Zubanza x 06 - Zubanza x 02 Dari x 03 - Dari x 02 Zonnekaiser x 04 Garnoll x 04 - Dari x 02 Enemy Reinforcements: Godoarmon x 02 Skullrook x 02 - Dorion x 02 Cobrardo x 02 Santaru x 01 (Berugen) - Dari x 02 Items: Biosensor: Godoarmon Biosensor: Godoarmon S Adapter: Berugen Events: Turn 4 Player Phase: Enemy and Player Reinforcements Appear Notes: Move forward and destroy the enemies. Once you finish them up start moving your squads to the south of the city to prepare for the arrival of the enemy reinforcements. On Turn 4, the Daimos team and the Combattler V/Voltes V team will teleport into the city where a sequence will take place. Enemy forces will appear when the teams exit the city. Hannel and Richter form a squad together, and for once you are able to actually control their units instead of them being their usual NPCs that try go kamikaze on anything within so many squares of them. o_O; Seriously this is an awesome event. ^_^ The enemy reinforcements are no push overs though. Weaken them with MAP attacks if you can, and start tearing them apart. They all have high HP, and have decent attack power, but overall they are rather slow and don't compare to enemies you've faced in the previous scenarios. ^^ ------------------------------------------------------------------------------ Scenario 50-Refuse Haman's Peace/Tokyo Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard/Albion/Ra Kailum 13 Squads Enemy Units: Sori x 02 - Bat x 02 Saki x 01 - Saki x 02 Giro x 01 - Giro x 02 Giyao x 01 - Giyao x 02 Girara x 01 - Girara x 02 Rugon x 01 - Rugon x 02 Garuga x 01 - Garuga x 02 Death Spider x 02 - Aiai x 02 Zonnekaiser x 01 - Dorion x 01 - Kabutonaga x 01 Dosheart x 01 - Dogarpu x 01 - Tezezar x 01 Doven Wolf x 01 - Berga Giros x 01 - Geara Doga x 01 Erebado x 01 - Berga Dalas x 01 - Pez Batara x 01 Niheberugen x 01 - Aiai x 02 Ramatano Orochi x 01 (Amon) - Giyao x 02 Ramatano Orochi x 01 (Mimashi) - Giyao x 02 Ramatano Orochi x 01 (Ikima) - Giyao x 02 Enemy Reinforcements: Missile x 03 Events: Ramatano Orochis are attacked for first time: Enemy Reinforcements Appear Each Enemy Turn Missile Base is intact: Enemy Reinforcements Appear Skill Point: Destroy all enemies on or before Turn 7 Notes: Wow... this is an easy mission. I'd concentrate on dealing with the missile base first since even though the missiles themselves are not particularly dangerous, it can be a pain if the screen fills up with them. The missiles will appear once when a battle encounter with a Ramatano Orochi happens for the first time, and then they will appear on subsequent enemy turns. Send some units with some decent ALL attacks to the sides to clear up those grunts. Attack the missile base, and send a few boss/battleship killers to destroy the butt ugly three as soon as possible. Honestly this is an easy mission and can be finished within three turns. ------------------------------------------------------------------------------ Scenario 51-Accept Haman's Peace Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard/Albion/Ra Kailum 14 Squads Chimera x 01 (Richter) - Gordoll x 01 (Hannel) Enemy Units: Retsudo Bomb x 06 - Retsudo Bomb x 02 Peratsukumonster x 02 - Kabutonaga x 01 - Sasorinaga x 01 Kabutonaga x 02 - Sasorinaga x 01 - Peratsukumonster x 01 Sasorinaga x 02 - Kabutonaga x 01 - Peratsukumonster x 01 Murncondor x 03 Gurotekutar x 01 (Kirar) - Retsudo Bomb x 02 Gurotekutar x 01 (Tesumono) - Retsudo Bomb x 02 Gurotekutar x 01 (Ashimofu) - Retsudo Bomb x 02 Gurotekutar x 01 (Tankeru) - Retsudo Bomb x 02 Enemy Reinforcements: Murncondor x 04 - Peratsukumonster x 02 Tarius x 01 Items: Hero Symbol: Tarius Super Alloy Z; Tankeru Super Alloy Z: Kirar Zormanium Alloy: Ashimofu Zormanium Alloy: Tesumono Events: Enemy Units Destroyed: Enemy Reinforcements Appear Skill Point: Destroy all enemies on or before Turn 8 Notes: I hate this stage. Richter and Hannel kamikaze themselves on the baka bug four... which is already a bad way to start the stage. Honestly this version is quite a bit easier than the other version of the scenario since the reinforcements arrive much closer to the initial enemy units and you will not have to waste turns traveling across the map. Richter and Hannel will not kamikaze themselves though if Kazuya, Kenichi, and Hyoma all attacked Richter in Scenario 28 and will be available Player Units for the scenario. Tarius is a pain the ass though. 200,000HP and of course he is quite accurate and likes his ALL Attacks. Attack at close range to avoid an ALL Attack, but Tarius is accurate with his sword strikes though. Use damage increasing spells as usual, and of course spells that decrease damage your units receive. ------------------------------------------------------------------------------ Scenario 51-Refuse Haman's Peace Route ------------------------------------------------------------------------------ Player Units: 2 Battleships 15 Squads Enemy Units: Zonnekaiser x 01 - Dorion x 01 - Kabutonaga x 01 Doven Wolf x 02 - Berga Giros x 02 Murncondor x 01 - Kabutonaga x 01 - Okopinia x 01 Dosheart x 01 - Dogarpu x 01 - Tezezar x 01 Death Spider x 02 - Aiai x 02 Niheberugen x 02 - Aiai x 02 Niheberugen x 01 (Kiros) - Death Spider x 02 Psychobear x 03 - Zugaru x 02 Hades x 01 - Zugaru x 02 Gorudophoenix x 01 - Torukern x 01 Torukern x 02 - Oberiusu x 02 Birdatar x 01 - Torukern x 02 Barukania x 01 - Gorgurar x 01 Gorgurar x 02 - Gracious x 02 Yurishirzar x 01 - Gorgurar x 02 Demonica x 01 (Hell) - Dorurarku x 02 Enemy Reinforcements (1): Don Saucer x 01 (Don Saucer) Enemy Reinforcements (2): Mikenese Battleship x 03 - Dorurarku x 02 Demonica x 01 (Algus) - Dorurarku x 02 Emperor of Darkness x 01 Items: Hyper Hachimaki Super Alloy Alpha Z Events: Kiros is reduced to Critical HP: Enemy Reinforcements (1) Appear Kiros is Destroyed: Love is cast on Don Saucer Don Saucer is Destroyed: All Daitarn 3 enemies retreat, Enemy Reinforcements (2) Appear. All Player Units receive SP refill. Skill Point: Destroy all enemies on or before Turn 10 Notes: Oh... so this is why Banpresto went easy on us in the previous stage... and decide to put us through hell... literally in some ways. You know the drill, destroy the cannon fodder squads to fill up on morale. Actually use morale raising spells if you wish since after Don Saucer is defeated you will gain back all of your SP for all of your pilots. Speaking of Don Saucer, there are different ways you may want to handle this mission. Don Saucer's defeat will trigger the appearance of the Emperor of Darkness and the rest of Enemy Reinforcements (2). Don's defeat will also force the rest of the Megaborg enemies to retreat. You will want to defeat Don fairly quickly since you need to destroy the Emperor of Darkness and the rest of the enemies before or on Turn 10. I would suggest waiting to defeat Don until you have most of the enemies in the pit defeated though. Feel free to use your spells as much as you can though since you will regain all of your SP when Don is defeated. Also be sure to use HP and EN refill spells before Don's defeat so your forces will be at full fighting capacity for when the Emperor of Darkness arrives. I would also suggest you do not destroy Kiros since this will result in "Love" being cast on Don... which will only make him stronger. Emperor of Darkness is a pain in the ass. He has 200,000HP, had some great stats, starts off at 150 morale, has an HP/EN Refill every turn, and he really enjoys using ALL Attacks. He also has had 666 kills which I found moderately amusing. ^^; Your squad mates will want to use spells to be sure to dodge any attacks, will result in the next attack only dealing 0 damage, or damage reducing spells. Your leaders should use Hot Blood and Spirit if they are available, as well as any spells that can reduce damage. Basically you will have to throw everything you have at this guy to defeat him, hence why the SP Refills were such a blessing. ^^ I'd honestly spend some money on Nelly Brain at this point since it will receive a decent amount of use in the next scenario. ------------------------------------------------------------------------------ Scenario 52-Accept Haman's Peace Route ------------------------------------------------------------------------------ Player Units: Mother Vanguard Daiku Maryu/Albion/Ra Kailum 14 Squads NPC Units: Qubeley (Haman) - MP Qubeley x 02 Enemy Units: Erebado x 03 - Erebado x 01 Quavarze x 01(Giri) - Abijo x 01 (Rozu) - Totuga x 01 (Banzu) Zamas Giri x 03 Elegolea x 02 - Erebado x 02 Quavarze x 02 - Pez Batara x 02 Berga Giros x 02 - Berga Dalas x 02 Berga Dalas x 02 - Berga Giros x 02 Dahgi Iris x 01 - Berga Dalas x 02 Rafflessia x 02 - Bug x 02 Zamas Garu x 01 (Jire) - Den'an Zon x 02 Jupiteris 09 x 02 Enemy Reinforcements (1): Nautilus x 01 (Karas) Crossbone X2 Kai x 01 (Zabine) Enemy Reinforcements (2): Divinidad x 07 (Dogachi clones) Enemy Reinforcements (3): Divinidad x 01 (Dogachi) Items: Bio Computer: Zabine Giga Generator: Jire Gravity Territory: Dogachi Psyco Frame: Giri Events: Turn 2 Player Phase: Enemy Reinforcements (1) Appear Enemy Units and Enemy Reinforcements (1) are Destroyed: Enemy Reinforcements (2) Arrive 4 Divinidads are Destroyed: Enemy Reinforcements (3) Arrive Skill Point: Destroy the 7 Dogachi clones and the 1 real Dogachi. Notes: Haman will be an NPC Unit on this stage. You don't really have to worry about her being killed since she is a great pilot... and her Qubeley has 92,000HP and its funnels have a range of 13... too bad it isn't that strong when Haman joins with the unit after this scenario. >_< There is no time limit on this stage, so feel free to take your time if you wish. Most of the enemy squads are cannon fodder in all honesty, and the battleships have high HP but present very little threat. Giri's squad is troublesome as always. Focus on Banzu so that Rozu will support defend and be destroyed. Giri will then be much easier to attack. Karas and Zabine arrive on Turn 2. Karas has a rather troublesome mobile armor by the name of Nautilus. You may want to use Flash or other spells to reduce damage when fighting the unit. Zabine may require some Concentrate or Auto Hit spells for some of your squads to be able to hit him, but he isn't a significant danger other than his hit and evade rate. You may want to have Kinkaid finish Zabine off for more dramatic effect. The Divinidads are another case of a lot of HP, but very little bite. Dogachi and his clones are lacking in skill compared to the other pilots you faced in the scenario. Do not destroy the "real" Dogachi that shows up after 4 Divinidads are destroyed until the rest of the clones are destroyed to obtain the Skill Point. Haman joins with her Qubeley after this scenario. ------------------------------------------------------------------------------ Scenario 52-Refuse Haman's Peace Route ------------------------------------------------------------------------------ Player Units: 2 Battleships 15 Squads Nelly Brain (Yuu) - Hime Brain (Hime) Enemy Units: Grand Cher x 14 - Grand Cher x 02 Grand Cher x 01 (Sheila) - Grand Cher x 02 Grand Cher x 01 (Quincy) - Grand Cher x 02 Enemy Reinforcements (1): Baronz Grand Cher x 01 (Quincy) Baronz Grand Cher x 01 (Jonathon) Enemy Reinforcements (2): Baronz Grand Cher x 01 (Baron Maximillius) Items: Cost Down: Baron Organic Bit: Jonathon Organic Bit: Quincy Events: Quincy's Grand Cher is reduced to critical HP/Quincy's Grand Cher is Destroyed/Number of Enemy Squads (excluding Quincy's squad) is reduced to 5: Quincy's Grand Cher changes to a Baronz Grand Cher and Enemy Reinforcements Arrive. Enemy Units and Reinforcements Destroyed: Enemy Reinforcements (2) Appear Skill Point: Destroy all enemies on or before Turn 8 Notes: For a relatively important stage this one is rather simple. Clear through the regular Grand Cher squads to build morale. Use Lock On and Concentrate if you need help hitting the Grand Chers. Quincy can be obtained in this game. The second step to obtain her is that her brother Yuu (blue haired guy in Nelly Brain, the blue evolved Brain) needs to defeat her. I suggest having Yuu defeat Quincy's normal Grand Cher and the Baronz Grand Cher that she appears in after her HP is reduced/normal Grand Cher is destroyed/or number of enemy squads is reduced to 5 not including her own. Baron will launch after Jonathon and Quincy are defeated. Baron has 90,000HP and is fairly agile. Use Lock On + Hot Blood or Spirit. A conversation will take place when Baron is under 40,000HP, but Baron will not retreat. Finish off Baron on or before Turn 8 and the Skill Point is yours. ------------------------------------------------------------------------------ Scenario 53-Accept Haman's Peace Route ------------------------------------------------------------------------------ Player Units: Ra Kailum Daiku Maryu/Mother Vanguard/Albion 15 Squads Nelly Brain (Yuu) - Hime Brain (Hime) Enemy Units: Grand Cher x 12 - Grand Cher x 02 Grand Cher x 01 (Sheila) - Grand Cher x 02 Grand Cher x 01 (Quincy) - Grand Cher x 02 Enemy Reinforcements (1): Baronz Grand Cher x 01 (Quincy) Baronz Grand Cher x 01 (Jonathon) Enemy Reinforcements (2): Baronz Grand Cher x 01 (Baron Maximillius) Enemy Reinforcements (3): Geara Doga x 06 - Geara Doga x 02 Musaka x 06 - Geara Doga x 02 Gerbera Tetra x 01 (Cima) - Geara Doga x 02 Val Varo x 01 (Kelly) - Gelgoog Marine x 02 Doven Wolf x 01 (Rakan) - Doven Wolf x 02 Alpha Azieru x 01 (Quess) - Geara Doga x 02 Alpha Azieru (Gyunei) - Geara Doga x 02 Neue Ziel (Gato) - Gelgoog Marine x 01 Geara Doga x 01 (Rezun) - Geara Doga x 02 Sadalahan x 01 (Nanai) - Geara Doga x 02 Sazabi x 01 (Char) - Geara Doga x 02 Items: Cost Down: Baron Organic Bit: Jonathon Organic Bit: Quincy Psyco Frame: Char Events: Quincy's Grand Cher is reduced to critical HP/Quincy's Grand Cher is Destroyed/Number of Enemy Squads (excluding Quincy's squad) is reduced to 5: Quincy's Grand Cher changes to a Baronz Grand Cher and Enemy Reinforcements Arrive. Enemy Units and Reinforcements Destroyed: Enemy Reinforcements (2) Appear Enemy Reinforcements (2) is Destroyed: Enemy Reinforcements (3) Arrive Skill Point: Destroy all 6 Musakas before they reach Orphan or destroy Char's Sazabi before the Musakas reach Orphan. Notes: Clear through the regular Grand Cher squads to build morale. Use Lock On and Concentrate if you need any help hitting the Grand Chers. Quincy can be obtained in this game. The second step to obtain her is that her brother Yuu (blue haired guy in Nelly Brain, the blue evolved Brain) needs to defeat her. I suggest having Yuu defeat Quincy's normal Grand Cher and the Baronz Grand Cher that she appears in after her HP is reduced/normal Grand Cher is destroyed/or number of enemy squads is reduced to 5 not including her own. Baron will launch after Jonathon and Quincy are defeated. Baron has 90,000HP and is fairly agile. Use Lock On + Hot Blood or Spirit. A conversation will take place when Baron is under 40,000HP, but Baron will not retreat. Neo Zeon forces show up after Baron's defeat. Char will try to force a Musaka to explode on Orphan. >_< The Skill Point requirement calls for all of the Musakas to be destroyed before they reach Orphan, or for Char to be defeated before the Musakas reach Orphan. A Musaka will still magically show up to self destruct on Orphan even if you destroyed them all though. >_< Orphan will then fall to Earth since Char can't resist sending large space born objects to crash onto the Earth's surface... ------------------------------------------------------------------------------ Scenario 53-Refuse Haman's Peace Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard/Albion/Ra Kailum Daimos - Garuba FX-II Combattler V - Voltes V 13 Squads Player Reinforcements: Gordoll (Hannel) - Chimera (Richter) Enemy Units: Zubanza x 06 - Zubanza x 02 Zonnekaiser x 04 Dari x 03 - Dari x 02 Garnoll x 04 - Dari x 02 Enemy Reinforcements: Godoarmon x 02 Skullrook x 02 - Dorion x 02 Cobrardo x 02 Santaru x 01 (Berugen) Items: Biosensor x 02 S Adapter Events: Turn 4 Player Phase: Daimos and Combattler V Teams can finally move, and Player and Enemy Reinforcements Arrive Skill Point: Destroy all enemies before or on Turn 7. Notes: The scenario starts off with the typical split your units into two groups to handle the two different groups of enemies. When you finish off the groups of enemies, it is suggested you move south of the city to be in better position when the enemy reinforcements appear. On Turn 4, the Daimos team and the Combattler V/Voltes V team will teleport into the city where a sequence will take place. Enemy forces will appear when the teams exit the city. Hannel and Richter form a squad together, and for once you are able to actually control their units instead of them being their usual NPCs that try go kamikaze on anything within so many squares of them. o_O; Seriously this is an awesome event. ^_^ The enemy reinforcements are no push overs though. Weaken them with MAP attacks if you can, and start tearing them apart. They all have high HP, and have decent attack power, but overall they are rather slow and don't compare to enemies you've faced in the previous scenarios. ^^ ------------------------------------------------------------------------------ Scenario 54-Accept Haman's Peace Route ------------------------------------------------------------------------------ Player Units: Ra Kailum Daiku Maryu/Mother Vanguard/Albion 12 Squads Enemy Units: Geara Doga x 05 - Geara Doga x 02 Geara Doga x 01 (Rezun) - Geara Doga x 02 Jagd Doga x 01 (Gyunei) - Geara Doga x 02 Jagd Doga x 01 (Quess) - Geara Doga x 02 Gerbera Tetra x 01 (Cima) - Geara Doga x 02 Doven Wolf x 01 (Rakan) - Doven Wolf x 02 Doven Wolf x 02 - Doven Wolf x 02 Neue Ziel x 01 (Gato) Musaka x 03 Sadalahan x 01 (Nanai) Sazabi/Nightingale x 01 (Char) Items: Haro: Char Minovsky Driver: Gato Skill Point: Destroy all enemies on or before Turn 7 Notes: I would highly suggest sticking with all flying squads for this scenario. Orphan has fallen, and the battle area is filled with lots of water and what land there is will restrict movement. Squads that are unable to fly will be near worthless. Luckily Gyunei and Quess will be unable to use their Alpha Azierus and are back to using Jagd Dogas which are much less of a threat. Kelly will also not be part of this battle. Attack Char from close range to avoid ALL Attacks. You may want to have Shin Getter repeatedly use Stoner Sunshine thanks to Ryoma's Awaken spell. Other characters such as Jun and Kieth can replenish SP with their spells which could result in a lot of damage on Char in a short period of time. The scenario will end when all of the enemy units are destroyed. You will be fighting on the same map again on the next scenario, so keep this in mind when forming your squads. ------------------------------------------------------------------------------ Scenario 54-Refuse Haman's Peace Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard/Albion/Ra Kailum 14 Squads Enemy Units Retsudo Bomb x 06 - Retsudo Bomb x 02 Kabutonaga x 02 - Perakumonster x 01 - Sasorinaga x 01 Sasorinaga x 02 - Perakumonster x 01 - Kabutonaga x 01 Perakumonster x 02 - Kabutonaga x 01 - Sasorinaga x 01 Murncondor x 03 Gurotekutar x 01 - Retsudo Bomb x 02 Gurotekutar x 01 - Retsudo Bomb x 02 Gurotekutar x 01 - Retsudo Bomb x 02 Gurotekutar x 01 - Retsudo Bomb x 02 Enemy Reinforcements: Murncondor x 04 - Perakumonster x 01 - Sasorinaga x 01 Tarius x 01 Items: Gravity Territory High Performance Targeter Sormanium Alloy x 02 Super Alloy Alpha Z Events: 5 Enemy Squads Remain out of Enemy Units: Enemy Reinforcements Appear Skill Point: Destroy all enemies on or before Turn 8 Notes: I hate this stage. Richter and Hannel kamikaze themselves on the baka bug four... which is already a bad way to start the stage. The enemy units are hiding several squares away from your units, and the enemy reinforcements appear to the far northwest corner which makes finishing this stage before Turn 8 ends rather difficult. A few units should be dispatched to the area as soon as possible so some damage can be done to Tarius when he shows up while the rest of your units destroy the battleships. Richter and Hannel will not kamikaze themselves though if Kazuya, Kenichi, and Hyoma all attacked Richter in Scenario 28 and will be available Player Units for the scenario. Tarius is a pain the ass though. 200,000HP and of course he is quite accurate and likes his ALL Attacks. Use damage increasing spells as usual, and of course spells that decrease damage your units receive. Use Accelerate when you are moving your remaining forces to Tarius, and use Awaken if you believe it is needed. ------------------------------------------------------------------------------ Scenario 55-Accept Haman's Peace/Mikenese Route ------------------------------------------------------------------------------ Player Units: 2 Battleships 16 Squads Enemy Units: Death Spider x 08 - Aiai x 02 Dosheart x 01 - Dogarpu x 01 - Tezezar x 01 Sasori x 01 - Sen x 01 Gorugar x 01 - Torukern x 01 - Zugaru x 01 Zonnekaiser x 01 - Kabutonaga x 01 Zonnekaiser x 01 - Dorion x 01 Murncondor x 02 - Okopinia x 01 Doven Wolf x 03 - Berga Giros x 02 Niheberugen x 02 - Aiai x 02 Niheberugen x 01 (Kiros) - Death Spider x 02 Enemy Reinforcements: Don Saucer Items: Metal Soul: Don Saucer Super Alloy Alpha Z: Kiros Events: Kiros HP is reduced to half: Enemy Reinforcements Arrive Kiros is Destroyed: Love is cast on Don Saucer Skill Point: Destroy Kiros' Niheberugen before destroying Don Saucer Notes: This scenario has the same terrain as the last map, but you start on dry land instead so feel free to use some land based squads. Various enemy units are being controlled by an AI program, so there is a somewhat odd assortment of enemies here. The only concern from the squads in the Enemy Units is Kiros, who is the only decent pilot, and her Niheberugen is somewhat powerful. Finish off all of the enemy units before reducing Kiros' HP to half. Don Saucer will appear when Kiros' HP is halved. Kiros must be destroyed before Don Saucer is defeated for the Skill Point. Unfortunately Love will be cast on Don Saucer after Kiros is defeated. The next attack against Don will be a total waste since Flash's effects are part of the Love Spell and he will be able to dodge the next attack no matter what. Use one of your weaker attacks to expend the squad's effects, and then resume hitting Don with your strongest attacks. Don only has 90,000HP, and will probably put up very little fight as long as he is attacked at close range to avoid his deadly ALL Attack. The scenario will end after Don's defeat. ------------------------------------------------------------------------------ Scenario 55-Accept Haman's Peace/Tokyo Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard/Albion/Ra Kailum 16 Squads Enemy Units: Zonnekaiser x 01 - Dari x 01 - Zubanza x 01 Giro x 01 - Giro x 01 Zar x 01 - Zar x 01 Doven Wolf x 02 - Berga Giros x 02 Sai x 01 - Sai x 01 Saki x 01 - Saki x 01 Sori x 02 - Bato x 02 Sen 1 x 01 - Sen 1 x 01 Dorion x 01 - Dorion x 01 - Okopinia x 01 Peratsukumonster x 01 - Kabutonaga x 01 - Sasorinaga x 01 Dosheart x 01 - Dogarpu x 01 - Tezezar x 01 Death Spider x 03 - Aiai x 02 Girara x 02 - Rugon x 02 Giyao x 02 - Giyao x 02 Ramatano Orochi x 01 (Amon) - Giyao x 02 Ramatano Orochi x 01 (Mimashi) - Giyao x 02 Ramatano Orochi x 01 (Ikima) - Giyao x 02 Enemy Reinforcements: Missile x 03 Events: Any enemy is destroyed: Enemy Reinforcements Appear Each Enemy Turn Missile Base is intact: Enemy Reinforcements Appear Skill Point: Destroy all enemies on or before Turn 8 Notes: Wow... this is an easy mission. I'd concentrate on dealing with the missile base first since even though the missiles themselves are not particularly dangerous, it can be a pain if the screen fills up with them. The missiles will appear once when a battle encounter with a Ramatano Orochi happens for the first time, and then they will appear on subsequent enemy turns. Send some units with some decent ALL attacks to the sides to clear up those grunts. Attack the missile base, and send a few boss/battleship killers to destroy the butt ugly three as soon as possible. ------------------------------------------------------------------------------ Scenario 55-Refuse Haman's Peace Route ------------------------------------------------------------------------------ Player Units: Ra Kailum Daiku Maryu/Mother Vanguard/Albion 16 Squads Enemy Units: Neue Ziel x 01 (Gato) - Gelgoog Marine x 02 Val Varo x 01 (Kelly) - Gelgoog Marine x 01 (Karius) - Gelgoog Marine x 01 Alpha Azieru x 01 (Quess) - Geara Doga x 02 Alpha Azieru x 01 (Gyunei) - Geara Doga x 02 Geara Doga x 03 - Geara Doga x 02 Erebado x 02 - Batara x 02 Erebado x 01 - Pez Batara x 02 Raflessia x 02 - Berga Dalas x 02 Quin Mantha x 02 - MP Qubeley x 02 Doven Wolf x 01 (Razan) - Doven Wolf x 02 Gerbera Tetra x 01 (Cima) - Geara Doga x 02 Geara Doga x 01 (Rezun) - Geara Doga x 02 Geymark x 01 (Iria) - Geymark (Nir) - Geymark (Lance) Nautilus x 01 (Karas) - Erebado x 02 Berga Dalas x 01 (Dorel) - Berga Giros x 02 Crossbone X2 Kai x 01 - Berga Giros x 02 Quavarze (Giri) - Abijo (Rozu) - Totuga (Banzu) Zamas Gira x 02 - Berga Dalas x 02 Zamas Giri x 01 (Jire) - Berga Dalas x 02 Jupiteris 09 x 02 Musuka x 03 - Geara Doga x 02 Sadalahan x 01 - Geara Doga x 02 Rewloola x 01 (Nanai) - Geara Doga x 02 Enemy Reinforcements: Sazabi/Nightingale x 01 (Char) - Geara Doga x 02 Qubeley x 01 (Haman) - Geymark x 02 Items: Bio Computer Giga Generator Haro Hero Symbol Psyco Frame Events: Sadalahan reaches below 40,000 HP: Enemy Reinforcements Appear Skill Point: Destroy all enemies (except Nanai's Rewloola) on or before Turn 10 Notes: I hate this stage too... well damn near every UC Gundam character in this game (that is still alive) makes an appearance here to support Char's attempt at dropping Axis on Earth. We can't let a nuclear winter happen can we? Axis is located at the center of the map and to stop Axis you need to destroy it. Axis has 100,000HP, and will sit there and take its beating like every other map target in the game. If you want to just fly through the mission as soon as possible, then just destroy Axis to finish the Scenario. Now for us sadistic freaks who want that skill point. You need to be very careful with your spell usage since you will almost definitely need them to destroy Char and Haman's units since Newtypes are hard to hit anyway... especially if they are in high performance mobile suits. >_< Anyway, Neue Ziel, Alpha Azierus, and Val Varo are your immediate worries here. Try to attack Neue Ziel from one square away so that it won't use its ALL Attack on your entire squad. Val Varo needs to be destroyed before it gets too close to your units since it will use its plasma leaders in a MAP attack if it has the chance. I suggest attacking the Geara Dogas in the Alpha Azieru's squads so that Gyunei or Quess will support defend and take damage themselves. This way you can damage the Alpha Azierus without risking damage from a Newtype (or Enhanced Human)'s ALL attack which can be devestating to your support units. The Sadalahan (second largest Neo Zeon battleship) should receive quite a bit of focus. Its HP needs to go below 40,000HP to trigger Char and Haman launching in their respective units. Use Hot Blood/Spirit, Lock-On, and even use Awaken spells if you believe they are needed. Try to surround them and attack at close range to prevent them from using their stronger attacks. Ignore Nanai's Rewloola since it is impossible to destroy (it will simply regain its HP and retreat) and will only cost precious attacks. The Rewloola does not need to be destroyed either for the Skill Point, so your best bet is to simply not go out of your way to attack the unit. Move onto the Jupiteris 9s and any other remaining Crossbone enemies after finishing off Char and Haman. The skill point reward will be shown after the last enemy is destroyed (the last enemy excluding the Rewloola of course). If you have any units that are not going to be of much use finishing up the enemies, then go ahead and have them start taking HP off of Axis until your heavy hitters arrive. Nice fireworks eh? Too bad Axis isn't down for the count yet. >_< ------------------------------------------------------------------------------ Scenario 56-Accept Haman's Peace/Mikenese Route ------------------------------------------------------------------------------ Player Units: 2 Battleships 16 Squads Player Reinforcements: EI-26 x 01 (Pizza) Enemy Units: Pez Batara x 01 - Gelgoog Marine x 01 Geymark x 01 - Aiai x 01 Irikutai x 01 - Zonnekaiser x 01 - Poazan x 01 Giro x 01 - Girara x 01 Gracious x 01 - Hardygun x 01 Kabutonaga x 01 - Retsudo Bomb x 01 Garuga x 01 - Berga Giros x 01 - Zar z 01 Dogarpu x 01 - Oberiusu x 01 - Peratsuku Monster x 01 Doven Wolf x 01 - Zar x 01 - Barzam x 01 Murncondor x 01 - Bato x 01 - Dari x 01 EI-02 x 01 EI-07 x 01 EI-15 x 01 EI-20 x 01 EI-26 x 01 EI-27 x 01 EI-28 x 01 EI-29 x 01 Don Saucer x 01 Enemy Reinforcements: EI-02 x 10 EI-15 x 02 EI-01 x 01 (Pasdar) Events: Enemy Units are Destroyed: Enemy Reinforcements Appear and Player Units lose SP and are injured. 1 turn after Enemy Reinforcements Appear: Morale raises to 100 for all Player Units. 2 turns after Enemy Reinforcements Appear: Dangan X arrives, Player Units regenerate HP and EN and morale is restored. Gaogaigar hits Pasdar for 38,000 damage. Player Reinforcements Arrive Skill Point: Destroy EI-01 Notes: Your units will start off being seperated into two groups. Again flying units would be preferred. If you use land squads I suggest placing them on a battleship and then having them deploy from the battleship when they are near Orphan's walls where they can move normally. Destroy the units on each side to build up morale to face EI-26, 27, 28, 29, and Don Saucer again. The new EIs have a field to prevent damage so only strong attacks can get through. Don has a lot of HP again, but attack him from close range again and you should be fine. After the defeat of Don Saucer and the rest of the enemy units an event will occurr and Pasdar arrives with a group of other EIs to back him up. Your units lose morale, HP, EN, and are unable to use spells. After one turn your characters will regain some morale. After two turns the Dangan X will arrive and refill everyone's HP and EN. Morale will be restored and spells will be accessible again. Gaogaigar will also attack Pasdar for 38,000 which will help make the rest of this easier. Pizza will also arrive to provide some assistance. Attack Pasdar like you attacked Don Saucer. Attack from close range to avoid ALL Attacks that could destroy some members of a squad. Use damage increasing spells and use Flash when available. After Pasdar's defeat it seems like a close call for Guy and the rest of the group... but the brave ones will always triumpth. The group then discovers that Irui has undergone some changes and the group prepares for the final battle against GunEden. ------------------------------------------------------------------------------ Scenario 56-Accept Haman's Peace/Tokyo Route ------------------------------------------------------------------------------ Player Units: 2 Battleships 16 Squads Enemy Units: Dosheart x 01 - Dogarpu x 01 - Tezezar x 01 Murncondor x 01 - Dari x 01 - Okopinia x 01 Zonnekaiser x 01 - Dorion x 01 - Kabutonaga x 01 Erebado x 02 - Pez Batara x 02 Doven Wolf x 02 - Berga Giros x 02 Death Spider x 02 - Aiai x 02 Niheberugen x 02 - Aiai x 02 Niheberugen x 01 (Kiros) - Aiai x 02 Psychobear x 03 - Zugaru x 02 Hades x 01 (Hades) - Zugaru x 02 Torukern x 02 - Oberiusu x 02 Gorudophoenix x 01 - Torukern x 02 Birdatar x 01 (Birdatar) - Torukern x 02 Gorugar x 02 - Gracious x 02 Burukanea x 01 - Gorugar x 02 Yurishirzar x 01 (Yurishirzar) - Gorugar x 02 Mikenese Battleship x 02 - Zugaru x 02 Demonica x 01 (Hell) - Dorurark x 02 Enemy Reinforcements (1): Don Saucer Enemy Reinforcements (2): Burukanea x 01 - Gorugar x 02 Gurodophoenix x 01 - Torukern x 02 Psychobear x 01 - Zugaru x 02 Mikenese Battleship x 03 - Dorurark x 02 Demonica x 01 (Argos) - Dorurark x 02 Emperor of Darkness x 01 Items: Metal Soul: Emperor of Darkness Super Alloy Alpha Z: Hell Events: Kiros HP is reduced to below half: Enemy Reinforcements (1) Arrive Kiros is Defeated: Love is cast on Don Saucer All Enemy Units and Enemy Reinforcements (1) Defeated: Enemy Reinforcements (2) Arrive Skill Point: Destroy all enemies and then destroy Emperor of Darkness Notes: Oh... so this is why Banpresto went easy on us in the previous stage... and decide to put us through hell... literally in some ways. You know the drill, destroy the cannon fodder squads to fill up on morale. Actually use morale raising spells if you wish since after Don Saucer is defeated you will gain back all of your SP for all of your pilots. Speaking of Don Saucer, there are different ways you may want to handle this mission. I would suggest you do not destroy Kiros since this will result in "Love" being cast on Don... which will only make him stronger. If "Love" is cast on Don then use a weak attack so that the Flash part of the spell is used up, and the resulting counterattack will expend Don's Hot Blood. Emperor of Darkness is a pain in the ass. He has 200,000HP, had some great stats, starts off at 150 morale, has an HP/EN Refill every turn, and he really enjoys using ALL Attacks. He also has had 666 kills which I found moderately amusing. ^^; Your squad mates will want to use spells to be sure to dodge any attacks, will result in the next attack only dealing 0 damage, or damage reducing spells. Your leaders should use Hot Blood and Spirit if they are available, as well as any spells that can reduce damage. Basically you will have to throw everything you have at this guy to defeat him. After the battle you are sure to notice some... changes in Irui. ------------------------------------------------------------------------------ Scenario 56-Refuse Haman's Peace Route ------------------------------------------------------------------------------ Player Units: Daiku Maryu Ra Kailum Albion/Mother Vanguard 16 Squads Enemy Units: Doven Wolf x 03 - Doven Wolf x 01 Geara Doga x 03 - Geara Doga x 02 Quin Mantha x 02 - MP Qubeley x 02 Raflessia x 03 - Bug x 02 Erebado x 03 - Erebado x 02 Musaka x 03 - Geara Doga x 02 Sazabi/Nightingale x 01 (Char) - Geara Doga x 02 Rewloola x 01 (Nanai) - Geara Doga x 02 Enemy Reinforcements (1): Divinidad x 07 Enemy Reinforcements (2): Divinidad x 01 (Dogachi) Items: Metal Soul Minovsky Driver Events: Turn 1 Enemy Phase: Enemy Reinforcements (1) Appear 3 Divinidads Remain: Enemy Reinforcements (2) Appear Char's Unit is Destroyed: Amuro moves to an adjacent square to Char's Unit. Skill Point: Destroy all enemies before or on Turn 8 Notes: I guess Banpresto decided to give us as much of a break as they can at this point in the game. This is pretty much the basic Accelerate as much as possible and wipe out the squads as you move along. A Divinidad squad arrives on the enemy phase of Turn 1. They have fairly high HP, but nothing that a Hot Blood Super Robot attack and a few extra hits won't bring down. I suggest you move in close to them to attack so you won't be hit by ALL Attacks. Handle Char as you did before, use Lock On and Hot Blood/Spirit, and he'll be down in no time. Amuro's unit will automatically move to the square next to Char's afterwards though. Dogachi will launch in another Divinidad when only 3 Divinidad squads remain. He has 180,000HP, but really isn't any more difficult than the ones you faced before... just it takes longer to take him down. A Homemade Meal and a Super Repair Kit will be delivered after this scenario. ------------------------------------------------------------------------------ Conversation before Scenario 57 ------------------------------------------------------------------------------ Your main character is given the choice to 1.) Save Irui or 2.) Destroy GunEden. The choice determines a few things later. ------------------------------------------------------------------------------ Scenario 57 ------------------------------------------------------------------------------ Player Units: Daiku Maryu Mother Vanguard Albion Ra Kailum 18 Squads Player Reinforcements (1): Grand Cher (Jonathon) - Grand Cher (Quincy) - Grand Cher (Sheila) Player Reinforcements (2): Gordoll (Hannel) - Chimera (Richter) Player Reinforcements (3): Bundle Battleship x 01 (Bundle, Kadonar, and Kernagurl) Enemy Units: Eagle x 06 Tiger x 06 Shark x 06 Eagle x 01 Tiger x 01 Shark x 01 GunEden x 01 (Irui) Events: Turn 3 Player Phase: Player Reinforcements (1) Arrive Turn 4 Player Phase: Player Reinforcements (2) Arrive Turn 5 Player Phase: Player Reinforcements (3) Arrive Notes: Actually this is an interesting stage since the terrain is considered to be space until you get to the island, and then it is treated as a gravity environment. Beat up on the cannon fodder versions of the animals to gain morale, and the "real" versions will move forward after a few turns. Squads with slow units should attack outside of the boundaries of the ALL Weapons (attack the Eagle and Shark from far away, and attack the Tiger at close range). After destroying the animals, it is time to move to Irui's GunEden. If you chose to save her, then have your main character use "Convince," followed by 5 other main characters (as in characters who have are the lead of a series). Then you have to defeat GunEden. If you chose to destroy GunEden, then just move straight into the battle. Hopefully you tried to conserve your SP as much as possible with the previous units so you could use spells as much as needed against GunEden... which in all honesty you need it for. She has a great hit rate, and will use ALL attacks as much as possible. I like to attack her at close range with some fast single unit squads so she drains her EN trying to use ALL Attacks on units she can't hit, and then other units don't have to worry about being hit when attacking her from 1 or 2 squares away. 500,000HP worth of damage later you can watch the ending. Thank you for playing Super Robot Wars Alpha II. ============================================================================== VI. COMBINATION ATTACKS ============================================================================== Combination Attacks are very specific attacks that only certain characters/mecha possess with certain other characters/mecha. These attacks often have a specific range and those performing the attack must be within close range of each other. Here are a list of some currently known attacks. ------------------------------------------------------------------------------ Chakra Extension: ------------------------------------------------------------------------------ Performed by: Yuu Brain/Nelly Brain and Hime Brain Range: 1-8 EN Required: 40 of each Morale Required: 120 of each Placement: The unit initiating the attack must be in range of target, and the support unit must be adjacent square to the attacking unit or in the same squad. Description: Aura Battlers on crack + Power of Love = Entire Squads Exploding Note: This attack is not available until Scenario 19 on Ibis' route, Scenario 07 on Kusuha's route, and Scenario 18 on Arad's route. Chakra Extension is an ALL Attack with a max base AT of 6550. ------------------------------------------------------------------------------ F Dynamic Special: ------------------------------------------------------------------------------ Performed by: Mazinger Z, Great Mazinger, Getter Robo G Range: 1-3 EN Required: 80 of each Morale Required: 130 of each Placement: The unit initiating the attack must be in range of target, and the support unit must be adjacent square to the attacking unit or in the same squad. Description: Breast Fire + Thunder Break + Getter Beam = Pyrotechnics Note: This attack is not available until after Scenario 42. F Dynamic Special is an ALL Attack with a max base AT of 7500. Koji has to be in Mazinger Z and Tezuya has to be in Great Mazinger. The Getter Team must also be in Getter G. ------------------------------------------------------------------------------ Fire Cutter: ------------------------------------------------------------------------------ Performed by: Gaiking and Daiku Maryu (in defensive mode) Range: 1-3 EN Required: 80 of each Morale Required: 140 of Each Placement: The unit initiating the attack must be in range of target, and the support unit must be adjacent square to the attacking unit or in the same squad. Description: Gaiking joins in the circle that Daiku Maryu is curled up, and uses its flame breath to make for an interesting and powerful attack. ------------------------------------------------------------------------------ Hammer Hell and Heaven: ------------------------------------------------------------------------------ Performed by: Gaogaigar and Goldymarg Range: 1-3 EN Required: 90 of each Morale Required: 140 of each Placement: The unit initiating the attack must be in range of target, and the support unit must be adjacent square to the attacking unit or in the same squad. Description: Sex jokes aside, this is the strongest attack in the game.. and the animation of it is gorgeous. Note: This attack is not available until Scenario 21 on all routes. ------------------------------------------------------------------------------ Jeeg Bazooka: ------------------------------------------------------------------------------ Performed by: Steel Jeeg (with Big Shooter) Range: 2-6 EN Required: None (Ammo: 8/8) Morale Required: None Placement: Jeeg must initiate the attack and Big Shooter must be within 5 squares of Jeeg. Description: Big Shooter launches the bazooka, Jeeg ejects his right arm, connects with the bazooka, and fires. ------------------------------------------------------------------------------ Mach Drill: ------------------------------------------------------------------------------ Performed by: Steel Jeeg (with Big Shooter) Range: 1-3 EN Required: None (Ammo: 6/6) Placement: Jeeg must initiate the attack and Big Shooter must be within 5 squares of Jeeg. Description: Must resist quickie sex joke... Anyway, Jeeg ejects his arms in favor of the Mach Drills and proceeds to umm... maim the enemy. Note: This attack is not available until Scenario 22. ------------------------------------------------------------------------------ Miracle Drill: ------------------------------------------------------------------------------ Performed by: Gaiking (with Daiku Maryu) Range: 1-3 EN Required: None (Ammo: 2/2) Morale Required: 120 of Each Placement: Gaiking must initiate the attack and Daiku Maryu must be within 5 squares of Gaiking. Description: Seriously do these combination attacks sound like sexual innuendos to anyone else? Daiku Maryu launches Miracle Drill, Gaiking combines with them in midair, and proceeds to drill itself through the enemy. o_o; Note: This attack is not available until Scenario 20 on all routes. ------------------------------------------------------------------------------ Twin Bird Strike: ------------------------------------------------------------------------------ Performed by: Wild Vulture and Wild Falchon Range: 1-3 EN Required: 50 of Each Morale Required: 130 of Each Placement: The unit initiating the attack must be in range of target, and the support unit must be adjacent square to the attacking unit or in the same squad. Description: It isn't quite Rampage Ghost... but it rocks. ^_^ Notes: This attack is obviously only available on Arad's route, and it is not available until Scenario 37 ============================================================================== VII. SECRETS ============================================================================== Super Robot Wars Alpha 2 carries on the proud SRW tradition of having several secrets with requirements that make absolutely no sense whatsoever... Anyway, here are all of the secrets in the game and the ways to obtain them. ------------------------------------------------------------------------------ Berga Dalas ------------------------------------------------------------------------------ This unit will be available when Dorel Ronah joins. See the "Dorel Ronah" secrets section for more information. ------------------------------------------------------------------------------ Bundle, Kadonar, and Kernagurl ------------------------------------------------------------------------------ These three Goshogun villains can be recruited for the final scenario of the game. The Shark-like creature will attack Good Thunder in Scenario 49. Reduce Shark's HP to below 30,000 and an event will occurr where these three will aid you. They will show up again in Scenario 57, but they will all be in Bundle's battleship instead of each in their respective ships. ------------------------------------------------------------------------------ Crossbone Gundam X1's Scissor Anchor ------------------------------------------------------------------------------ Crossbone X2's HP must be reduced to below half its total HP on Scenario 38. Crossbone X1 will be unavailable until Scenario 43. It is slightly weaker than the Beam Cutlass, but it has a range of 1-4 and finally gives X1 a decent ranged (P) Attack for when the ABC Cloak is not equipped. ------------------------------------------------------------------------------ Crossbone Gundam X2 ------------------------------------------------------------------------------ This is available on Scenario 10-Ibis. Start the duel off by saving, since there is a likely chance you will need to reload. Hit X2 with the Zaku II F2's Heat Hawk, and keep reloading until you successfully hit it. On Turn 2 an event will happen and X2 will be hit again. Hit X2 one more time and with any luck you will reduce its HP to critical and Tobia will receive X2 instead of a Zaku II F2. ^_^; Crossbone X2 is a mandatory unit on Arad's route. The unit is not available on Kusuha's route. ------------------------------------------------------------------------------ Dorel Ronah ------------------------------------------------------------------------------ Dorel is recruitable along with his Berga Dalas. The only requirement is that either Kinkaid/Seabook or Berah/Cecily must have a battle encounter with Dorel in Scenario 38. Dorel does not have to survive the battle. Dorel will (very quietly) join with his Berga Dalas after Scenario 49 if you chose to accept Haman's peace offer. ------------------------------------------------------------------------------ Doven Wolf ------------------------------------------------------------------------------ Accept Haman's Peace Offer and it will be delivered after Scenario 49. ------------------------------------------------------------------------------ FAZZ (Full Armor Double Zeta) ------------------------------------------------------------------------------ This is an optional set of parts for Double Zeta that will be received after Scenario 43. On Scenario 33, have Tobia in Crossbone X3 destroy Dogachi's white mobile armor. Anyone can deal damage to the unit, but Tobia needs to land the finishing blow. ------------------------------------------------------------------------------ Goshogun Item Duplication ------------------------------------------------------------------------------ A really neat trick that Shouga discovered. In Scenario 45, Goshogun will receive a power-up and GoFlasher will become GoFlasher Special. After the scenario, whatever items that Goshogun had equipped will be duplicated. You could equip Goshogun with a Haro during that scenario, and afterwards the item screen will say that the Haro is not equipped on any unit. A duplicated Haro will be equipped on Goshogun though. The unfortunate aspect of this trick is that whatever item was duplicated will be lost if Goshogun's equipment is changed. Basically if you use this trick, you will want to equip Goshogun with items it will have for the rest of the game. A Haro would be an obvious choice for one item slot. A Mega Booster, Cost Down, or a GS Rider would all be good choices for that second slot though. I like the GS Rider myself since GoFlasher Special uses a lot of EN. Again, thanks to Shouga for the information. ------------------------------------------------------------------------------ Gundam GP02 ------------------------------------------------------------------------------ Kou needs 80 kills before Scenario 38 starts. GP02 will be delivered after Scenario 43. Attacks include Vulcans, Beam Saber, and its Beam Bazooka that is an ALL Attack. GP02's nuclear bazooka is another secret in the game. See "Nuclear Bazooka for GP02" in this secrets section for more information. ------------------------------------------------------------------------------ Haman ------------------------------------------------------------------------------ Accept Haman's peace offer at the end of Scenario 49. Haman will join with her Qubeley after Scenario 52. ------------------------------------------------------------------------------ Hannel & Richter ------------------------------------------------------------------------------ Kazuya (Daimos) must accept Halleck's challenge to a duel and have Kazuya (Daimos), Kenichi (Voltes V), and Hyoma (Combattler V) all have battle encounters with Richter on Scenario 28 before destroying him there. These two will show up to aid you in the final battle and are much more helpful than the other two "secret" reinforcements. ------------------------------------------------------------------------------ Hi Mega Cannon ------------------------------------------------------------------------------ This is ZZ's (and FAZZ's) strongest attack (see the end of Double Zeta). Judau earns this attack by having a battle encounter with Haman on Scenario 36 Axis Route or a battle encounter with Char on Scenario 38 if you chose the Moon route. ------------------------------------------------------------------------------ Hi-Nu Gundam ------------------------------------------------------------------------------ This is an extra unit that will be delivered after Scenario 43. Before Scenario 38 starts, you need to place Amuro in Re-GZ. Amuro needs to have a battle encounter with Char while Re-GZ is in mobile suit form (eject the BWS). Amuro needs to survive the battle encounter, but the Flash spell should ensure his survival. ------------------------------------------------------------------------------ Hyper Beam Saber/Sword of Fury ------------------------------------------------------------------------------ Camille in Zeta Gundam can gain access to this attack by having a battle encounter with Yazan in Scenario 38. Zeta can be in either mobile suit or Wave Rider modes. It is a nice attack that is (P) with 4100 base startin AT and a range of 3-5. ------------------------------------------------------------------------------ MP Qubeley ------------------------------------------------------------------------------ Two MP Qubeleys will be delivered to your team with no designated pilots if Puru and Puru Two each have 30 kills and you accept Haman's peace offer. The MP Qubeleys will be delivered after Scenario 49. ------------------------------------------------------------------------------ Musashi ------------------------------------------------------------------------------ See the "Radora" secrets section. ------------------------------------------------------------------------------ Nightingale ------------------------------------------------------------------------------ Nightingale is not an obtainable unit, I repeat it is not an obtainable unit. Nightingale will be Char's unit during your final encounter with him if you take a few steps. On Scenario 38 you must reduce the HP of Char's Sazabi to below 50,000. On Scenario 53-Accept Haman's Peace Route, destroy Char's Sazabi. On Scenario 55-Refuse Haman's Peace Route, destroy Char's Sazabi. Char will then sortie in Nightingale in your final encounter with him... which is a much more fearsome unit than Sazabi already was. ------------------------------------------------------------------------------ Nu Gundam HWS ------------------------------------------------------------------------------ This is an optional set of parts for Nu Gundam. They will be delivered for your existing Nu Gundam after Scenario 43. The only requirement is that Nu Gundam's weapons must be upgraded by five blocks (50%) before Scenario 42. The upgrade cost will be 120,000 if you want to prepare before hand. ------------------------------------------------------------------------------ Nuclear Bazooka for GP02 ------------------------------------------------------------------------------ Refuse Haman's peace offer in Scenario 49. After Scenario 55 you will receive this optional equipment for GP02 that you have to equip yourself. ------------------------------------------------------------------------------ Pizza ------------------------------------------------------------------------------ Pizza will arrive to help you defeat EI-01 (Pasdar) if you chose Mikenese route. ------------------------------------------------------------------------------ Radora ------------------------------------------------------------------------------ Radora is one of the Getter villains in this game, who can actually be recruited on Super Robot routes in the game. Radora is easily noticable for his blue helmet with a yellow V-fin (he actually looks like he has a Gundam Maxter helmet). The extra benefit of acquiring Radora is that Musashi will be saved (but will be a copilot for Michiru's Lady Command instead of remaining as Black Getter's pilot) along with Black Getter. Radora's Shigu is a nice unit overall, and a welcome additional flying unit... especially since it has one of the strongest Platoon Attacks in the game. Kusuha route requirements (Confirmed): 1.) Scenario 09: Ryoma needs to defeat Radora's Shigu. 2.) Scenario 23: Ryoma needs to use "Convince" on Radora in Scenario 23. Feel free to destroy the Shigu in this stage. 3.) Scenario 24: Ryoma needs to have a battle encounter with Radora and Radora's Shigu must not be destroyed during Scenario 24. Zengar route requirements (Unconfirmed): 1.) Scenario 05: Ryoma must fight Radora. 2.) Scenario 19: Ryoma must fight Zanki (blue skinned guy in a roman helmet) 3.) Scenario 23: Ryoma needs to use "Convince" on Radora in Scenario 23. Feel free to destroy the Shigu in this stage. 4.) Scenario 24: Ryoma needs to have a battle encounter with Radora and Radora's Shigu must not be destroyed during Scenario 24. Thanks to Alt Eisen for the information on Radora, and Gahleon for trimming the required information down. ^^ ------------------------------------------------------------------------------ Ra Kailum Nuclear Weapons ------------------------------------------------------------------------------ There is a lot of misinformation on this one. Bright will immediately receive the nuclear weapons for Ra Kailum if you make peace with Haman. If you choose not to accept peace with Haman, then Bright will receive the nukes for use in Scenario 55. Basically it is a non-secret that is confusing for some. ^^; ------------------------------------------------------------------------------ Reclaimers ------------------------------------------------------------------------------ Quincy, Jonathon, and Sheila will arrive to aid you in the final scenario if a few requirements are met. Scenario 26 Neo Zeon: Deploy Yuu and have him still be alive when Quincy is defeated in this scenario. Scenario 29 Novis Novah route: Deploy Yuu and have him still be alive when Quincy is defeated in this scenario. Scenario 52: Defeat Quincy's Grand Cher and Baronz Grand Cher with Yuu's Nelly Brain. ------------------------------------------------------------------------------ Richter & Hannel ------------------------------------------------------------------------------ Kazuya (Daimos) must accept Halleck's challenge to a duel and have Kazuya (Daimos), Kenichi (Voltes V), and Hyoma (Combattler V) all have battle encounters with Richter on Scenario 28 before destroying him there. These two will show up to aid you in the final battle and are much more helpful than the other two "secret" reinforcements. ------------------------------------------------------------------------------ Shigu ------------------------------------------------------------------------------ See the "Radora" secrets section. ------------------------------------------------------------------------------ Stealth Gao II/Star Gaogaigar ------------------------------------------------------------------------------ This is an optional part for Gaogaigar. Attacks gain a power boost of 300 and Broken Magnum receives a significant upgrade and increases by 600. Hell and Heaven will be replaced with Gatling Driver, that is 300 base AT stronger and is an ALL Attack. Hammer Hell and Heaven will remain available. Gaogaigar will gain 770 more HP, 20 more EN, 1 more to its movement rate, 5 more to its mobility stat, and 145 more to its Armor. This part requires two things. First off Guy's terrain ratings must be S in all categories (it is said that it is only needed for Air, Land, and Space terrains, but I haven't confirmed this). Gaogaigar's HP must also be depleted to 500 or below on Scenario 47. The part will be delivered after Scenario 47 on Tokyo route. The part will be delivered at the beginning of Scenario 48 (you can equip it before deploying your units into battle). ------------------------------------------------------------------------------ Takeru ------------------------------------------------------------------------------ Takeru is only available on Zengar's route. Use Jeeg and only Jeeg to defeat Takeru in Scenario 19. Takeru will arrive during Scenario 22 and join afterwards. Overall a nice unit with a very good platoon attack. Unfortunately he has a movement rate of only 5. >_< ------------------------------------------------------------------------------ Qubeley ------------------------------------------------------------------------------ See "Haman" secrets section. ------------------------------------------------------------------------------ Wave Rider Crash ------------------------------------------------------------------------------ Camille in Zeta Gundam can gain access to this attack by having a battle encounter with Yazan in Scenario 38. Zeta can be in either mobile suit or Wave Rider modes. It is a nice attack that is (P) with 4500 base startin AT and a range of 1-3. ------------------------------------------------------------------------------ Wing Gundam ------------------------------------------------------------------------------ This is available on all scenarios. All 5 of the Gundam Wing boys need their combined levels to add up to 170 or more before the end of Scenario 32. Wing Gundam is similar to Wing Zero Custom other than it is -slightly- weaker overall. The Buster Rifle is also ammo dependent (6 shots) instead of being EN based. Wing Gundam also has a very nice 1-4 range (P) attack that involves flying toward an enemy in Bird mode, transforming above them, and delivering a powerful beam saber slash. Unfortunately (and obviously) Wing Gundam does not have the Zero system. Personally I think it a much more balanced unit than Zero Custom and will be a welcome addition for anyone. Yes this is the Ver. Ka. (Version Katoki) version of Wing Gundam. If you don't know what that means, it is just a re-design of Wing Gundam that Hajime Katoki created after the TV series aired. ============================================================================== VIII. FREQUENTLY ASKED QUESTIONS ============================================================================== ------------------------------------------------------------------------------ Q. Is this game on CD or DVD? A. The game is on DVD format. ------------------------------------------------------------------------------ Q. Can I play this game on a US PS2? A. Not if you don't have any modifications. Next! ------------------------------------------------------------------------------ Q. How do you... A. Stop right there. I'm not answering that question you just thought of after reading the previous question. ------------------------------------------------------------------------------ Q. Will this game ever come to the US? A. There is about a .01% chance, and I'm probably overestimating. ------------------------------------------------------------------------------ Q. What series are in this game? A. Gundam Wing: Endless Waltz, Gundam 0083, Zeta Gundam, Double Zeta, Char's Counterattack, F91, Crossbone Gundam, Mazinger Z, Great Mazinger, Mazinkaiser, Getter Robo G, Shin Getter Robo, Daitarn 3, Goshogun, Daimos, Gaiking, Combattler V, Voltes V, Brain Powered, Steel Jeeg, and Gaogaigar TV. Various Banpresto Originals also appear as usual. ------------------------------------------------------------------------------ Q. What was in the Limited Edition of this game? A. Basically it came in a bigger prettier box with 4 Gashapon style figurines of some original mecha in the game... namely Grungust Sanshiki, RyuKuOh, Alterion, and Huckebein Mk. III. They are somewhat neat but not worth the increased price. ------------------------------------------------------------------------------ Q. Should I get this or Impact? A. Alpha 2 violently kicks the **** out of Impact in every way. Purchase Alpha 2 with full confidence. ^_^ ------------------------------------------------------------------------------ Q. How do you suggest spending PP? A. For Super Robot pilots I usually end up buying EN Save, SP Up +9, Guard, SP Recovery, or Morale + Hit. For Real Robot pilots I usually end up buying SP Up +9, SP Recovery, Morale +Hit, or Foresight depending on the pilot. Pilots who will most likely be placed as squad mates and not the leader should all have Learning, SP Up +9, and Assist Attack without a doubt in my mind. Those are my own preferences and the neat thing about this game is you can customize your pilots how you see fit. Also raise stats according to the character's strengths. Daitarn 3 has mostly Melee attacks, so if you want to increase the damage the unit does (well of course upgrade it, but to go farther) you should increase Banjo's Melee stat. Wing Zero Custom will mostly be using long range attacks (namely its Buster Rifle) so upgrading Heero's Shooting stat would be beneficial. Upgrade other stats as you feel they are needed. ------------------------------------------------------------------------------ Q. What is the difference between a Real Robot and a Super Robot? Real Robots are mecha that can be considered realistic. There is an established science to the units and their main weapons are likely to consist of various guns (of course there are exceptions). All Gundam series, with the exception of G Gundam that has Super Robots, are Real Robots. Real Robots are most often involved in a military or special operations organization and the mecha themselves are often produced in a similar matter to most military vehicles. Super Robots are those big fantastic robots that run on no realistic scientific application whatsoever. They may fight with giant swords, hammers, bend the elements to their will, fire rocket punches, and a punch may turn out to be much stronger than some a blast of mega particles. Super Robots are often created by a single brilliant scientist or a small team of them who are somehow able to create these unique insanely powerful mecha with little outside influence and resources. Basically, Super Robots are not what you would expect of something that could be "real." Some series don't cleanly fit in either category though. The Brain Powerd units have characteristics of both RRs and SRs. There is some established science to the mecha. They are often equipped with missile launchers or a bladed weapon that also fires energy blasts. The mecha are "born" though and display some interesting abilities. The organizations in Brain Powerd most closely resemble those in Real Robot series though. ------------------------------------------------------------------------------ Q. Any suggestions for squad creation? Main characters and pretty much any mecha that is the star of its respective series makes for a good squad leader. Brains, Brain Childs, or Huckebein Mk. IIIs make for excellent squad companions since they give a barrier to an entire squad. Gaogaigar's Protect Shade/Wall will also give a barrier to everyone in its squad. HP Recovery units will give a +10% HP Regen to an entire squad. EN Recovery units will give a +10 EN Regen to everyone in its squad. Assist attackers are always good too. ------------------------------------------------------------------------------ Q. What are the attack strengths of each original character? A. Arad should concentrate on his Melee stat. Zeola should concentrate on her Shooting stat. Ibis and Surei should concentrate on Shooting. Kusuha, Brooklyn, and Zengar should concentrate on Melee. ------------------------------------------------------------------------------ Q. So when do I get my main character's new mech? A. Zengar, Kusuha, and Arad will receive their new mech in Scenario 31, and yes all upgrades to their previous mecha will carry over. Ibis does not receive her new mech (or add on parts depending your view toward Hyperion?) until Scenario 37. ------------------------------------------------------------------------------ Q. So when is Ibis' Alterion upgraded/replaced/whatever happens? A. Ibis will unlock the GraMX weapon for Alterion in Scenario 31. Surei will not join with her Vegarion until during Scenario 37 when Alterion and Vegarion combine together to form Hyperion. ------------------------------------------------------------------------------ Q. Do upgrades carry over to an original character's new mech? A. Yes, all upgrades carry over to their new mech. Upgrades to Arad's Huckebein Mk. III will also go toward Viletta's Huckebein Mk. III, Elzam's Huckebein Trombe, and Zeola's Wild Falchon. ------------------------------------------------------------------------------ Q. Do upgrades carry over from any other mecha to another mecha? A. Mazinger Z upgrades will carry over to Mazinkaiser, and you get to keep Mazinger Z. Black Getter upgrades will carry over to Getter Robo G. Getter Robo G upgrades will carry over to Shin Getter Robo. Puru and Puru Two's Qubeley Mk. IIs will carry over to MP Qubeleys. Starting original mecha's upgrades will carry over to their replacement. Upgrades to Arad's Huckebein Mk. III will carry over to Viletta's Huckebein Mk. III, Elzam's Huckebein Mk. III Trombe, and Zeola's Wild Falchon in addition to Arad's Wild Vulture. ------------------------------------------------------------------------------ Q. What do I get as a bonus on a replay game? A. Here is the almighty equation for the game... (total money and PP earned) x (n/[n+1]). n = # of times the game has been completed. Basically you receive 1/2 after your first play through, 2/3 after your second, 3/4 after your third, etc. PP points will transfer from original pilot to original pilot. Characters you used before will obviously have a nice set of PP starting out. Bonus Money and PP that you start with are considered as money and PP that you would normally earn during a game, and are factored into the equation on 2x+ clear games. Of course you have to load the save data from the previous game to start a new game with these bonuses. ------------------------------------------------------------------------------ Q. Is there a special birthday/bloodtype combination? A. Yes. 11/11B is the special birthday/bloodtype combination and is highly suggested. How can you argue with Love for 45 SP? ------------------------------------------------------------------------------ Q. Where are you from? How do you play Alpha 2? What was your first SRW? How many SRWs have you played? A. I'm from somewhere in the USA. I play Alpha 2 on a modified PS2. My first SRW was SRW4, and then I missed all of the Saturn and Playstation ones. My interest in SRW resumed with SRWA for GBA, and that carried on to SRWR, SRWOG, SRW@2, and we'll see if that interest is maintained in the future. ------------------------------------------------------------------------------ Q. How long have you been an anime fan? A. I would like to say all my life, but I did not discover what anime was until about a decade ago and did not become a moderately devoted fan until that time. ------------------------------------------------------------------------------ Q. Any plans for future SRW FAQs? A. SRW Delta for GBA seems to be a likely future FAQ. If I pick up a Wonderswan I'd like to check out Compact 3. I'm also semi-interested in going back and checking out SRW64 since that game seems to need a FAQ. ------------------------------------------------------------------------------ ============================================================================== IX. SPECIAL THANKS ============================================================================== Thanks to Ceej for this site, and of course GameFAQs Bounties and Contests. Thanks to Silvin for putting up with me on a more consistent basis and having to listen to all my rambles near non-stop. Thanks to Otaku for listening to my anime, video game, and SRW rambles even when he's sick of hearing about it. Thanks to everyone who needs to be thanked that I'm currently forgetting 'cuz I'm an ass like that sometimes. o_O; ============================================================================== X. LINKS ============================================================================== There... so I get fewer emails asking about "Where can I get more info on this series?" and maybe it will result in a few less topics on the board. Alpha 2 Official Website: http://www.hotline-web.com/2ji_alfa/index.html In My Dream(Awesome Brain Powered Site): http://www.geocities.com/bpinmydream/ Goshou's Gaogaigar Page: http://goshouworld.com/GaoGaiGar/ MAHQ (semi-overrated Gundam site): http://www.mahq.net/ Steel Jeeg Information: http://www.geocities.com/kamibuncle/jeeg.html ============================================================================== XI. COPYRIGHT ============================================================================== Unpublished work Copyright 2003 gundamtotoro This document is protected by US Copyright Law. It is meant for private use only. This FAQ may not be referenced or altered without permission from myself. This FAQ is a GAMEFAQS Exclusive and may not be hosted elsewhere. Alteration of this Copyright is punishable under Title 17 Chapter 5 Section 506(d) of US Copyright Law for a fine of up to $2,500. "Super Robot Wars," and all related characters and names are property of Banpresto. "Brain Powerd" and all related characters and names are property of Sunrise Inc. "Combattler V" and all related characters and names are property of Toei Agency. "Daimos" and all related characters and names are property of Toei Agency. "Daitarn 3" and all related characters and names are property of Nippon Sunrise, Sotsu Agency, and Doro TV Merchandising. "Gaiking" and all related characters and names are property of Go Nagai and Toei Agency. "Gaogaigar" and all related characters and names are property of Sunrise Inc. "Getter Robo" and all related characters and names are property of Go Nagai & Ken Ishikawa/Dynamic Planning and Bandai Visual Co. Ltd. "Goshogun" and all related characters and names are property of Tokuma Shoten/ Ashi Productions. "Gundam", "Mobile Suit", and all related characters and names are property of Sotsu Agency, Sunrise, and Bandai Co. Ltd. "Kotetsu/Steel Jeeg" and all related characters and names are property of Go Nagai/Dynamic Productions, Toei Agency, and TV Ashi. "Mazinger Z," "Great Mazinger," and "Mazinkaiser" are all property of Go Nagai/Dynamic Planning "Voltes V" and all related characters and names are property of Toei Agency. All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein.