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FAQ/Walkthrough by Deranged

Version: 1.01 | Updated: 09/15/03

Super Robot Wars D FAQ/Walkthrough. Author: Deranged
E-Mail: deranged85@yahoo.com. Last Updated: 15/9/2003 2206 Hours

Version 1.01

===============================
1)Table Of Contents
===============================


1)Table Of Contents
2)Version History
3)Introduction
4)Seishin List
5)Item and Skill Parts List
6)Pilot Skill List (!)
7)Pilot Skill/Seishin List (!)
8)Robot Skill List (!)
9)New Systems (!)
10)Walkthrough (!)
11)Sub-Missions
12)Secrets (!)
13)FAQ (!)
14)Credits (!)
15)Contact Information
16)Disclaimer

(*) - Section not yet complete
(!) - Section updated since last version.


===============================
2)Version History
===============================

15/9/2003: Version 1.01
--With this, this FAQ is more or less complete; the walkthrough is completed,
the pilot Skill/Seishin list is completed, and about the only thing left is a
couple of unconfirmed secrets, but most of my FAQs always have a couple of those
trailing anyway. ^^; This will likely be my last update for this FAQ, so see you
in the next one!

--What I've Done--
--Added Rim's Real-type Seishin list and Hamaan's Skills, Skill Parts and
Seishin.
--Modified the first five Earth route scenarios
--Made several clarifications and changes here and there, thanks to the
message board crew
--Added Passive Bit to the Robot Skill list
--Added a note on how to GET the submissions, as well as a few "hidden"
sub-missions.
--Updated the method to get Sibil
--Added a few more questions to the FAQ

05/9/2003: Version 1.00
--It hasn't even been one month since the release of this game, and already I've
finished the walkthrough for it. This must be some sort of record. ^^; On that
note, the first 5 missions of the Earth route are a little iffy in terms of
enemy numbers since I accidentally overwrote my work then, and I still lack
Hamaan's skills and seishin and Rim's Real-type seishin set for the
skill/seishin pilot list, but besides that, this FAQ is more or less complete.

--What I've Done--
-Changed the introduction of the Seishin list. Remember kids, Copying and
Pasting is fine as long as you don't get caught with your pants down.
-Added a few skill parts I forgot, and changed some item names thanks to Zajin.
-Added Protodevilin to the Pilot Skill List.
-Filled out most of the remainder of the Pilot Skill/Seishin List, a good
portion of it thanks to Selina Ren.
-Added a little bit about Status Weapons in the New Systems section.
-Finished the walkthrough for the Earth, Jupiter, Old Aerios and Planet Racus
routes.
-Finished and wrote up sub-missions 36 and 37.
-Modified methods for some of the secrets, most noticably Margue and Gabil.
-Added an FAQ section; something that's been missing from most of my previous
FAQs. ^^;

--What I've To Do--
-Find Rim's and Hamaan's stuff for the Pilot Seishin/Skill list
-Confirm enemy numbers/items for Earth route 1~5

29/8/2003: Version 0.66
--First version released to the public. Walkthrough is all the way to the end,
but several routes were skipped on the way. Everything else is filled up to
almost 100%; this may be the first FAQ I write where the walkthrough is the
last thing to finish...

--What I've Done--
-Everything really. ^^;

--What I've To Do--
-Go through the other routes for walkthrough
-Get the missing seishin for the Pilot Seishin/Skill list
-Find proper latin translations for the original enemy names
-Find the proper names of some of the pilots


===============================
3)Introduction
===============================


And Banpresto said "Let there be another new SRW game to soothe the ravaging
masses!". And so it was.

SRWD continues the GBA tradition of giving newer and untested series a run-out
before bringing them to the big boys; American importers in particular will be
happy to see the familiar face of Big O. This game also features one thing as
of yet unseen in other GBA games; actual animation, where the units actually
MOVE around while attacking; most attacks have been given an animation lift as
well, from the simple stuff to Beam Rifles firing three shots instead of one,
to awe-inspiring attacks like Final Getter Tomahawk. Add all this to one of
the darker stories so far seen in an SRW, one of the oddest protagonist(s)
you'll ever see, an insane amount of pilot cut-ins, the ability to use post-CCA
Char and tons of other new stuff, and you've got another SRW game that'll keep
the slavering fanboys happy.

One odd thing about this game is that several of the original enemies are
spelled out in Latin, which I am -completely- unknowledgable in; also, don't
take my translations of some words as gospel either, as I'm not as skilled in
Japanese as you might think. Consequently, don't expect this to be much of a
story guide; it will mostly be everything else, from the timing and appearance
of enemy reinforcements to strategy guides to sub-missions. Several parts of
this walkthrough will be quite similar to my guides for other SRW games, except
of course tweaked depending on system changes.

As a fan of SRW games writing for others, I hope you enjoy this Walkthrough of
Super Robot Wars D.


===============================
4)Seishin List
===============================


Seishins are the very core of Super Robot Wars games; I frequently shake my
head in disbelief at stories of people somehow getting far into Super Robot
Wars games without even knowing that these nifty little commands exist. They
are the rough equivalent of a magic spell; you cast a seishin before you move
or attack, and it can do anything from increasing your move range to doubling
your experience for your next attack.

You use seishins by selecting the second-from-bottom option on a unit's menu
when you press A on the unit. You can then use the L and R buttons to scroll
through all the sub-pilots in certain robots, and selecting the seishin you
want to use. A list of all the seishins your currently deployed pilots have can
also be seen by selecting the 3rd-from-bottom option after clicking on a square
without a unit during battle, or the third-from-bottom option in the main menu.
The seishin in this list will be arranged by the way they are shown in this
table, read like a book (left to right, up to down).

As a quick note for those who don't know the terms, "Romanji" is used to
describe a method of writing out Japanese or Chinese characters using english
alphabets. I will be using the translated names in most of this walkthrough.

------------------------------------------------
Row 1
------------------------------------------------

Romanji: Teisatsu
Translation: Surveillance
Cost: 1 SP
Notes: Used to scout the statistics of unknown units (those you haven't
attacked or haven't been attacked by). Scout out bosses with this, then make
sure you don't get into their longest attack's range unless you're good and
ready for them.

Romanji: Jibaku
Translation: Self-Destruct
Cost: 1 SP
Notes: All units surrounding the unit who uses Self-Destruct(not including
diagonals) are damaged for the same amount of HP that the unit using
Self-Destruct has. Of course, the unit using this seishin is automatically
destroyed. Kinda a useless seishin, as there's no Resurrection around to spam
the unlimited movement trick.

Romanji: Kasoku
Translation: Accelerate
Cost: 5 SP
Notes: For one movement, the affected unit's movement range is increased by 3.
Many Super Robots have this in some form thanks to their sub-pilots, and is a
nice cheap way of getting around quicker, especially for people like myself who
want to get missions over with ASAP. ^^;

Romanji: Chokugeki
Translation: Direct Attacck
Cost: 25 SP
Notes: For one attack. Your attacks will pass through whatever defenses the
opponent has, including Buushin, Support Defenses and any sort of barriers, and
will hit the enemy directly. This is useful in general for taking out enemies
with support defenders (of which there are tons in this game), or used for
nullifying the ever-annoying Buushin. Unfortunately, the one pilot/unit skill it
doesn't negate is the ever-annoying Protodevilin skill; not to mention it's more
expensive than Sure Hit...

Romanji: Fukutsu
Translation: Invincibility
Cost: 15 SP
Notes: For one enemy attack if it hits, unit will take 10 damage. Most Super
pilots get this in place of Flash, but for the few Real pilots who DO learn
this, it's actually very useful; it acts as a safety mechanism should the low
chance of your robot getting hit actually happen, and prevents what would
likely be a big amount of damage, while Flash would be used up more or less
instantly. Basically, the chance of nullifying most attacks are calculated
BEFORE this spell is factored, so it's almost always a good bet to cast this,
just to be safe; and if you dodge the attack via other means, the effect of the
spell will still stay around. Makes an awesome combination with Flash and other
avoiding mechanisms such as Buushin-type unit skills. Do note that Fukutsu
isn't factored in when Support Defending though, so don't expect Support
Defenders to take 10 damage.


------------------------------------------------
Row 2
------------------------------------------------

Romanji: Sogeki
Translation: Snipe Attack
Cost: 20 SP
Notes: For one attack. Excepting MAP and range 1 attacks, the range of all
other attacks are increased by 2. Best for units without good P weapons, or
dedicated Snipers like the the big 2 of Hi Nu and Nightingale. Makes a fairly
good combo with the Hit & Away pilot skill.

Romanji: Totsugeki
Translation: Assault
Cost: 25 SP
Notes: For one turn, all non-MAP weapons can be used after movement. Useful for
units whose strongest attacks aren't P, or for long range attacks which allow
for a huge and easy-to-use attack radius (movement + attack range). SP cost is
a little high, though.

Romanji: Teppeki
Translation: Iron Wall
Cost: 30 SP
Notes: For one turn. All enemy attacks on the affected unit will be reduced to
1/4th their normal damage. This makes the damage from the really strong attacks
far less than normal, and is almost vital for Super-type units who take lots of
damage in this game even with highly upgraded armour. Use this before throwing
the unit into a ton of enemies for cackling fun; for Reals though, Concentrate
might be a more viable and cheaper option.

Romanji: Doryoku
Translation: Great Effort
Cost: 20 SP
Notes: For one combat sequence (your unit attacking, or your unit getting
attacked). Gain 2x EXP. It goes without saying that you should always use this
just before killing a major character. Do note that if you use this seishin,
then Defend or Evade in the next combat sequence, the effect of this spell will
be completely lost.

Romanji: Ouen
Translation: Aid
Cost: 25 SP
Notes: Casts Great Effort on any one team member, including the pilot who uses
Aid. The same rules of Great Effort apply here. Although Great Effort costs
less to use, you may find yourself using this seishin more often as your
supporting pilots' SP are less valuable than those of your front-liners, who
need the SP more for battle seishin.

------------------------------------------------
Row 3
------------------------------------------------

Romanji: Kouun
Translation: Lucky
Cost: 40 SP
Notes: For one combat sequence. Gain 2x Credits.  You should always cast this
before killing a major character, or large, expensive units (anything with
15000+ HP), or when using MAP or ALL attacks that kill several units. If you
Defend or Evade with this seishin in effect, you will lose its effects
completely.

Romanji: Shukufuku
Translation: Bless
Cost: 45 SP
Notes: Casts Lucky on any one team member, including the pilot who uses Bless.
The same rules of Lucky apply here. Although it costs more, you might actually
find yourself using this more than Lucky, since your supporter's SP are less
important than the ones who are delivering the killing blows.

Romanji: Konjou
Translation: Perseverance
Cost: 20 SP
Notes: The affected unit will regain 30% of any lost HP. Has somewhat more
usefulness in this game, as unupgraded units (which you'll have plenty of at
the start) will take lots of damage very fast.

Romanji: Dokonjou
Translation: Great Perseverance
Cost: 40 SP
Dokonjou (Great Peseverance) : The affected unit will regain all lost HP.
Mostly learnt by Supers, who can appropriately make the best use of it. Given
the mecha's propensity (or rather, lack of it) for taking damage, this seishin
may see more use than in older SRWs..

Romanji: Shinrai
Translation: Trust
Cost: 30 SP
Notes: Heals 2000 HP of any friendly unit on the map. It no longer heals NPCs
which lessens a lot of its old usefulness, but in turn, its main function has
been increased slightly, especially if you play with mostly Reals who aren't
quite as good at dodging in this game. Not economically wise to use on Supers
though, but sometimes you may not have a choice.

------------------------------------------------
Row 4
------------------------------------------------

Romanji: Yuujou
Translation: Friendship
Cost: 50 SP
Notes: Heals all HP of any unit. Basically the Trust which you use on Supers,
who make this seishin more economically wise; in fact, using it on any unit
who's lost more than 3333 HP technically makes this more efficient
economically, but it's all circumstance anyway. ^^;

Romanji: Kenshin
Translation: Devotion
Cost: 30 SP
Notes: No, not the ronin, but a seishin. ^^; The unit which this spell is used
on has ALL its pilots regain 10 SP. Changed from Alpha 2, this makes this
seishin more economical when used on multi-pilot units, such as the Cosmo
Crusher or Battle 7.

Romanji: Hokyuu
Translation: Resupply
Cost: 70 SP
Notes: Recovers all EN and all weapon ammo of any one teammate, including the
pilot who casts Resupply. Unlike previous versions, this spell no longer
decreases morale, increasing its usefulness by a ton. Not a bad choice for
support pilots to use, especially when stages get really long later in the
game.

Romanji: Hirameki
Translation: Flash
Cost: 10 SP
Notes: For one enemy attack. Unit's dodge rate is 100%. Unlike in other SRWs,
you may find yourself using this seishin a lot more often than usual, as its
cheaper than Concentrate and is better if you're certain that the enemy won't
attack the unit in their turn; not to mention Reals have somewhat poorer dodge
rates comparatively, and Supers take more damage than usual too, making casting
Flash a neccessity sometimes. Not to mention that most pilot and robot skills
that nullify attacks (Sword Cut, Shoot Down, etc) are calculated before this
factors in, which means on units that normally never dodge anyway but rely on
other factors to avoid htis (Shin Getter 1 and 2 being the main ones), this can
be useful as a safety net, and its effect will remain if you dodge it via other
means, just like Invincibility. Unsurprisingly, casting both this and Fukutsu
makes a very good combination, especially with units like (Shin) Getter 2.

Romanji: Shuuchuu
Translation: Concentrate
Cost: 15 SP
Notes: For one turn. Dodge and Hit rates are increased by 30%. Useful
all-around, especially if you cast it on a good dodger, and just throw it right
into the middle of all the enemies. Otherwise, it's a nice dodge boost for your
Reals, or accuracy boost for your Supers. Also makes a good combination with
Confusion, resulting in a enormous accuracy decrease for all enemies on that
unit.

------------------------------------------------
Row 5
------------------------------------------------

Romanji: Hitchuu
Translation: Sure Hit
Cost: 20 SP
Notes: For one turn. Hit rate is 100%. Mostly used by Supers who have trouble
hitting boss-level enemies, or by low-level pilots when trying to get up to
everyone else's level. Flash takes precedence, however; something which has
casted Flash will always dodge a Sure Hit attack.

Romanji: Kakuran
Translation: Confusion
Cost: 50 SP
Notes: For one turn, all enemies' attack's accuracy will be cut into half.
Given the massive amount of enemies you can face at one time, it's not a bad
idea to cast one of these during a pitched battle to give your side a major
advantage. This spell is also almost vital for late-game bosses, who have
absurdly high accuracy and insanely strong attacks, which often mean death
without defense; Confusion will give them that extra bit of chance you may need
to survive for pilots who don't have Flash, Invincibility or Iron Wall. (50 SP)

Romanji: Datsuryoku
Translation: Exhaust
Cost: 40 SP
Notes: Choose any enemy, and its morale will be decreased by 10. Very few
pilots learn this, making this spell a little rarer than it should be; also
the ease and which most enemies gain morale makes using this a little pointless
as it just gets gained back within an attack or two.

Romanji: Kiai
Translation: Yell
Cost: 40 SP
Notes: The affected unit will gain 10 morale. Very useful in older SRWs, it's
usefulness is debatable in here, with the new morale adjustments that often
boost morale noticably just for hitting and dodging attacks. I more or less
suggest not using this unless absolutely neccessary to pull off that final move
to kill the boss.

Romanji: Gekirei
Translation: Rally
Cost: 70 SP
Notes: All surrounding units (excluding diagonals) gain 10 morale. Mostly
support pilots only use this, so it could be potentially useful by getting off
a couple of your aces to a running start at the start of a stage. A bit too
expensive for my tastes, though.

------------------------------------------------
Row 6
------------------------------------------------

Romanji: Nekketsu
Translation: Hot Blood
Cost: 40 SP
Notes: For one attack, the pilot's next attack does 2x damage. Obviously a
popular spell for most Squad Leaders, it's almost a must when facing high-HP
enemies especially when aiming for turn-based or HP-based APs. Also makes a
good combo with combo or MAP attacks, since you're hitting several units for
double damage.

Romanji: Tamashii
Translation: Soul
Cost: 60 SP
Notes: For one attack, the pilot's next attack does 2.5x damage. In MOST cases,
Hot Blood is economically more effective, but Soul is often better if you're
racing against time, and need to deal as much damage as possible, as quickly as
possible. It goes without saying that this should be saved for bosses, or
perhaps combo and MAP attacks.

Romanji: Kakusei
Translation: Awaken
Cost: 50 SP
Notes: The affected unit will get two combat turns; that is, it can move and/or
attack one more time after it's normal move and/or attack. You can't cast
Awaken consecutively to gain three combat turns in a row, but you can cast
after you've used it's effects once. In other words, Cast Awaken, move/attack,
cast Awaken again, etc. The cost has been reduced a little, making it slightly
more viable, but I still feel its a waste of seishin which should be instead
used on Hot Bloods or Souls; in other words, stick with Move Again if possible.

Romanji: Saidou
Translation: Move Again
Cost: 90 SP
Notes: Choose any friendly unit who has used its turn, and it will receive
another turn to move and/or attack. Basically the version of Kakusei that you
can use on others, it may cost more, but also allows your front-liners to store
their own SP for more important seishin, if you even need to use Move Again in
the first place.

Romanji: Ai
Translation: Love
Cost: 90 SP
Notes: Gives the effects of Accelerate, Sure Hit, Flash, Hot Blood, Yell,
Great Effort and Lucky on the caster. Dangerous and expensive, always save this
seishin for bosses only, and even then, it might not be a good choice over two
Souls or Hot Bloods.


===============================
5)Item and Skill Parts List
===============================


<><><><><><><><><><><><><><><><><><><><><><><><>
Items
<><><><><><><><><><><><><><><><><><><><><><><><>

Items, also known as "Equippable Parts" or "Conformable Parts", have been
around since the heady days of Super Robot Wars 4. In RPG terms, they're the
equivalent of equipping an accessory that provides a boost in status,
performance or some form that helps whoever uses it. The number of items a unit
can equip depends basically on the overall "worth" of the unit; the majority of
units get two item slots, while weaker grunt suits usually get 4. You get items
mostly by defeating enemies, although bosses drop the most and rarest.

You can get to the Items List in the game by choosing the 1st, then the 4th
option in the intermission menu. The items are seperated into 4 sections: Items
that affect Units, items that affect Weapons, Consumable items and items that
are actually Extra Weaponery. They will be arranged in order under their
respective sections.

------------------------------------------------
For Units: Page 1
------------------------------------------------

Hazusu - Not really an item, but the first one listed. Allows you to remove
whatever item is in the slot you chose to get to this menu.

Booster - Movement range is increased by 1. Obviously, used on units with low
movement ranges, like basically most Supers.

Mega Booster - Movement range is increased by 2. Upgraded version of Booster
that you won't get too many of.

Apogee Motor - Increases movement range by 1, and mobility by 5. Basically
a Booster and Magnetic Coating combined, and can function well as both for
your Real robots.

Magnetic Coating - Increases mobility by 5. Standard item to equip on Real
robots, but gets outclassed by nearly everything else rather quickly.

Biosensor - Increases mobility by 10. Upgraded Magnetic Coating basically,
and a staple item for Reals all the way to the end of the game, being the item
with a balance between decent bonuses and availability.

Psychoframe - Increases mobility by 15. One of the best items you can give to
your Reals, who REALLY need the better dodging in this game, with the grunt
enemies' insane hit rates...

------------------------------------------------
For Units: Page 2
------------------------------------------------

Haro - Increases mobility by 20, weapon range (besides MAP and point-blank) by
2 and accuracy by 25. Quite possibly the best item in the game, put this on
your favourite reals, or your Supers who can dodge (like Shin Getter 2).

Chobham Armour - Increases maximum HP by 500, and Armour by 100. Standard fare
for most Supers; the whole line is pretty vital for Supers, in fact, since
they tend to take a lot of damage, even for Supers.

Hybrid Armour - Increases maximum HP by 800, and Armour by 150. More standard
fare for Supers, outclasses the Chobham Armour pretty quickly.

Ultra Alloy Z - Increases maximum HP by 1000, and Armour by 200. Not as huge
a difference as Hybrid Armour was to Chobham, but it's still a nice bonus.

Ultra Alloy New Z - Increases maximum HP by 1500, and Armour by 250. One of
the best Armour/HP items you can get in this game, put these on your favourite
Supers.

Large Generator - Increases maximum EN by 50. If you don't have a Solar Panel,
this might be the best replacement. Use it on EN heavy robots, which is quite a
few of them.

Mega Generator - Increases maximum EN by 100. An upgrade of the Large
Generator, and basically performs the same functions except better.

------------------------------------------------
For Units: Page 3
------------------------------------------------

Solar Panel - Recovers 10% EN per turn. Good on just about anything which
consumes EN at a steady rate, the most obvious examples being the Getters and
Wing Zero/Tallgeese.

Hovercraft - Allows unit to "hover"; basically, can travel over water instead
of under it. Somewhat useful if you don't have enough Minovsky Crafts/Drives,
but not really used in late-game.

Minovsky Craft - Allows unit to fly, and changes all Air stats to S. As in
previous SRW games, this is a good bet for units which have bad Air stats;
the Garland and Big O are good examples of this. Even if you already have
enough to go around though, you might want to put this on your favourite robot
anyway, since getting S stats in Air makes quite a bit of difference.

Mniovsky Drive - Increases movement range by 2, allows unit to Fly, and
changes all Air stats to S. VERY good item, as the S bonus is far more
pronounced than one might think. I usually put this on favoured robots, even
if they can already fly naturally.

Thruster Module - Changes all Space stats to S. Many Super Robots are only A
in Space which gives them major accuracy problems; give them this to fix them
up, AND let them do extra damage during Space stages.

S-Adapter - Changes all terrain stats to S. EXTREMELY useful, due to the
previously-mentioned pronounced bonus of an S-rating. Shin Getter is a very
good candidate for this, to make ALL the transformations capable of all types
of combat.

Anti-Beam Coating - Beam damage is reduced by 700. A little specialized, since
usually only Gundam enemies use Beam weapons, and even then not all of them;
there ARE a good number of Gundam enemies though, given the large amount of
Zanscares and Ozs running around.

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For Units: Page 4
------------------------------------------------

I-Field - Beam Damage is reduced by 850. A stronger Beam Coating in all but
name.

------------------------------------------------
For Weaponery: Page 1
------------------------------------------------

Hazusu - Not really an item, but the first one listed. Allows you to remove
whatever item is in the slot you chose to get to this menu.

High Powered Radar - Increases the range of non-map and non-point-blank
weapons by 1. In general, you'd put this on robots with REALLY long range
weapons to push the limit even further, or onto a robot with few or bad P
moves, to allow it to use its better non-P moves more often in a standing
position.

3-Dimensional Radar - Increases the range of non-map and non-point-blank
weapons by 2. The further upgraded version of the High-Powered Radar, and all
the same rules apply as well.

Linear Seat - Increases the range of non-map and non-point-blank weapons by 1,
and increases accuracy by 10. A better version of the High Powered Radar, it's
accuracy boost might make it good for Supers, or Reals who suffer from accuracy
deficiencies (like the Wingers or Valkyries).

Dual Sensor - Increases weapon accuracy by 10%. A good fit for most Supers,
who usually have aiming problems. Flagships are another good choice for the
same reasons; who you put it on would depend on who needs it more.

Multi Sensor - Increases weapon accuracy by 20%. Improved Dual Sensor, with
the same reasoning.

High Performance Targeting Device - Increases weapon accuracy by 30%. The best
targeting item for your Supers.

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For Weaponery: Page 2
------------------------------------------------

Learning-Type CP - Increases critical rate of all weapons by 10%. Useful on
high-critical machines or pilots with high-skill, like the Deathscythe or
anything Amuro pilots.

Learning-Type CP+ - Increases critical rate of all weapons by 20%. An upgrade
off the CP, and should be used in the same fashion.

Learning-Type CP++ - Increases critical rate of all weapons by 30%. The best
critical-increasing item, putting this on high-critical machines or pilots
almost always gurantees a critical hit.

Large Magazine - Ammunition is increased by 1.5x. Useful for the robots who
rely quite a bit on ammo; Garland and Heavyarms Kai comes to mind, as well as
perhaps Sandrock Kai. Note that the ammo increase is rounded down though.

Ultra-Large Magazine - Ammunition is increased by 2x. MUCH more useful than
the Large Magazine as most finishers have 3 ammo, and would only be increased
to 4 with the Large Machine; this increases it up to 6, making it much more
usable.

EN Chip - Decreases weapon EN consumption by 10%. Another alternative to the
Solar Panel; then again, combining all three might make for a unit that would
never run out of EN. ^^; Note that this does NOT have a cumulative effect with
the EN Mega Chip or EN Giga Chip; only the one that saves the most EN is
counted.

EN Mega Chip - Decreases weapon EN consumption by 20%. An upgrade to the EN
Chip, and all the same regulations apply.

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For Weaponery: Page 3
------------------------------------------------

EN Giga Chip - Decreases weapon EN consumption by 30%. Forget about the
Generators, with this and a Solar Cell, even Shin Dragon will never run out of
EN. ^^;

------------------------------------------------
Consumables
------------------------------------------------

Hazusu - Not really an item, but the first one listed. Allows you to remove
whatever item is in the slot you chose to get to this menu.

Propellant Tank - Replenishes EN. Generally you should stock up your
battleship with this and all other consumable items, as the battleships can use
it within a certain radius, making it more useful than if you'd used up an item
slot on your front-liners with these.

Repair Kit - Replenishes HP. Same logic as Propellant Tank.

Cartridge - Replenishes Ammo. Same logic as Propellant Tank.

Emergency Rations - Recovers 50 SP. A little more useful than the other
consumables as SP is something you can't normally recover easily, as opposed
to the other three types of consumables already listed.

Super Repair Kit - A combination of the Propellant Tank, Repair Kit and
Cartridge all jammed up into one cozy package. Still not that much more useful
than other consumable items, though.

------------------------------------------------
Additional Weapons: Page 1
------------------------------------------------

Note that all weapons here have a base power of 1300, and its power is based
on how many weapon upgrades the unit which its equipped to has. Of course, the
attack also has to HIT for the effects to take place.

Hazusu - Not really an item, but the first one listed. Allows you to remove
whatever item is in the slot you chose to get to this menu.

Energy Taker - Reduces the enemy's EN by 30. Most enemies have far more EN
than this, so you'll need lots of this to truly be effective.

Energy Drain - Drains the enemy's EN by 10, and gives it to you. 10 is
generally way too measly an amount to even care about gaining or losing,
though.

Mind Taker - Decreases the enemy's morale by 5. Unfortunately, most enemies
are such that hitting them with this will make the drop in morale less
damaging, as they immediately gain it back by getting hit or by countering.
More useful than the others listed so far, though.

Mind Drain - Drains the enemy's morale by 5, and gives it to you. 5 morale is
pretty decent to drain, but not really worth an item slot over in my opinion.

Spirit Drain - Drains the enemy's Seishin Points by 10, and gives it to you.
This doesn't really affect the enemies since they don't use seishin at all, but
can be helpful for certain pilots who only need 10 extra SP to perform an extra
Hot Blood or Soul or Awaken; but if you really need that, there's always the
Devotion seishin...

Spider Net - Decreases enemy's movement range by half. Could be potentially
useful if you play lots of snipers and Hit & Away units which can nail the
enemy with a Spider Net, then run, and snipe the enemy from a safe distance
where it can't counter, and won't be able to attack even after moving. It takes
more setup than its worth for just one use, though.

------------------------------------------------
Additional Weapons: Page 2
------------------------------------------------

Armour Breaker - Decreases enemy's Armour by 30%. Now we're getting somewhere
useful; this can be extremely helpful in making those tough-skinned bosses take
damage easier, and if you can't seem to do enough damage to kill bosses without
letting them retreat, this might be the item for you.

ECM Jammer -  Decreases enemy's accuracy by 50%. Use this on bosses to save
on seishin points by (generally) negating the need to use defensive seishin.
I haven't tested whether this can work in tandem with the Confusion seishin,
but if it can, it would make an AWESOME combo.

Sensor Breaker - Decreases enemy's mobility by 50%. Great for saving on
seishin against really high-dodging bosses; have someone with Sure Hit use it
on the boss, then suddenly all your other units' hit rates will increase
dramatically.

Weapon Breaker - Decreases enemy's attack power by 50%. Supers will find this
one incredibly useful, as they already take massive amounts of damage despite
being Super robots, with nearly no chance of dodging attacks; this will help
them take the attacks much easier.

HP Virus - For each square the enemy moves, its HP is decreased by 100. Lasts
for 3 turns. Not really that useful, as even for units with a massive move
range of, say, 10, they'll still only burn 3000 HP for the whole time, where
most late-game units have 4 times that amount of HP.

EN Virus - For each square the enemy moves, its EN is decreased by 10. Lasts
for 3 turns. A little more effective than the HP Virus since enemy EN doesn't
go as high, but depends on the enemy's movement range and assumes that it would
be dedicated enough to chase you around.

Mind Virus - For each square the enemy moves, its morale is decreased by 1.
Lasts for 3 turns. Once again, not really useful in my view; if you really want
to lower the enemy's morale, just use Exhaust.

------------------------------------------------
Additional Weapons: Page 3
------------------------------------------------

Short Circuit - The enemy becomes incapable of moving. Lasts 3 turns.
Potentially useful against bosses with short movement ranges; nail them with
this, then have your snipers stay out of the boss's range and rain attacks on
it.

<><><><><><><><><><><><><><><><><><><><><><><><>
Skill Parts
<><><><><><><><><><><><><><><><><><><><><><><><>

Skill Parts are one of the new systems involved in SRWD. Unlike some of the
previous SRW games, PP is no longer around; instead, you "win" skill parts by
defeating enemies who have them equipped, and can then equip them onto your
own pilots. The number of Skill Parts you can equip on a pilot is generally
proportional to the usefulness of that pilot; thus most frontline aces get 2
slots, while support characters get 3 or 4. They are arranged as shown in the
game. As most of them are self-explanatory in what they do and who to use them
on, I will (for once) be brief in my notes.

You can go to the Skill Parts section by choosing the second, the the third
option in the Intermission Menu. The skills are arranged in the order shown in
the aforementioned menus.

------------------------------------------------
Pilot Ability: Page 1
------------------------------------------------

Hazusu - Not really a skill part, but the first one listed. Allows you to
remove whatever item is in the slot you chose to get to this menu.

Melee Ability +10 - Increases the pilot's Melee stat by 10.

Melee Ability +15 - Increases the pilot's Melee stat by 15.

Melee Ability +20 - Increases the pilot's Melee stat by 20.

Shooting Ability +10 - Increases the pilot's Shooting stat by 10.

Shooting Ability +15 - Increases the pilot's Shooting stat by 15.

Shooting Ability +20 - Increases the pilot's Shooting stat by 20.

------------------------------------------------
Pilot Ability: Page 2
------------------------------------------------

Defense Ability +10 - Increases the pilot's Defense stat by 10.

Defense Ability +15 - Increases the pilot's Defense stat by 15.

Defense Ability +20 - Increases the pilot's Defense stat by 20.

Skill Ability +10 - Increases the pilot's Skill stat by 10.

Skill Ability +15 - Increases the pilot's Skill stat by 15.

Skill Ability +20 - Increases the pilot's Skill stat by 20.

Accuracy Ability +5 - Increases the pilot's Accuracy stat by 5.

------------------------------------------------
Pilot Ability: Page 3
------------------------------------------------

Accuracy Ability +10 - Increases the pilot's Accuracy stat by 10.

Accuracy +15 - Increases the pilot's Accuracy stat by 15.

Evade Ability +5 - Increases the pilot's Evade stat by 5.

Evade Ability +10 - Increases the pilot's Evade stat by 10.

Evade Ability +15 - Increases the pilot's Evade stat by 15.

Seishin Power +10 - Increases the pilot's Seishin Points by 10.

Seishin Power +15 - Increases the pilot's Seishin Points by 15.

------------------------------------------------
Pilot Ability: Page 4
------------------------------------------------

Seishin Power +20 - Increases the pilot's Seishin Points by 20.

Initial Morale +5 - Pilot starts with +5 Morale.

Initial Morale +8 - Pilot starts with +8 Morale.

Initial Morale +10 - Pilot starts with +10 Morale.

Seishin Consumption -10% - Decreases the pilot's SP consumption rate by 10%.

Seishin Consumption -20% - Decreases the pilot's SP consumption rate by 20%.

Seishin Consumption -30% - Decreases the pilot's SP consumption rate by 30%.

------------------------------------------------
Extra Skills: Page 1
------------------------------------------------

Hazusu - Not really a skill part, but the first one listed. Allows you to
remove whatever item is in the slot you chose to get to this menu.

Support Attack +1 - Increases the pilot's Support Attack level by 1.

Support Attack +2 - Increases the pilot's Support Attack level by 2.

Support Attack +3 - Increases the pilot's Support Attack level by 3.

Support Defense +1 - Increases the pilot's Support Defense level by 1.

Support Defense +2 - Increases the pilot's Support Defense level by 2.

Support Defense +3 - Increases the pilot's Support Defense level by 3.

------------------------------------------------
Extra Skills: Page 2
------------------------------------------------

Potential +1 - Increases the pilot's Potential level by 1.

Potential +2 - Increases the pilot's Potential Level by 2.

Potential +3 - Increases the pilot's Potential level by 3.

Combo +1 - Increases the pilot's Combo level by 1.

Combo +2 - Increases the pilot's Combo level by 2.

Combo +3 - Increases the pilot's Combo level by 3.

Counter - Gives the pilot the Counter ability.

------------------------------------------------
Extra Skills: Page 3
------------------------------------------------

Hit & Away - Gives the pilot the Hit & Away ability.


===============================
6)Pilot Skill List
===============================


In here, you'll find a list of every pilot skill in the game, and what they
do. Unfortunately, there's no quick and easy way to see every pilot skill you
have, so you have to rely on the pilot's skill tables themselves to see what
they have and don't have. Do note though that some pilots will not get some of
their predefined skills until the higher levels...

The skills are arranged by how they would show up in the pilot's skill menu.

------------------------------------------------
Newtype
------------------------------------------------

Increases Accuracy and Evade, and increases the range of Funnel-type weapons by
1 at level 7 and 8, and 2 at level 9. It's a good bet that if the pilot is a
newtype, then he or she would be at least half decent, if not an ace.

------------------------------------------------
Enhanced Human
------------------------------------------------

Increases Accuracy and Evade, and increases the range of Funnel-type weapons by
1 at level 7 and 8, and 2 at level 9. Essentially the same as the Newtype
skill (although storywise...).

------------------------------------------------
Protodevilin
------------------------------------------------

Decreases all damage taken by half, and makes the pilot vulnerable to songs.
Requires 100 Morale. Interesting that all those who have this skill can't
really use it, i.e aren't really meant to take hits in the first place, but
it's still useful for when the roll of the dice doesn't go your way.

------------------------------------------------
Psychic Energy
------------------------------------------------

Increases Accuracy and Evade, as well as increasing the power of weapons by 50
for each level. The bonus is a bit more pronounced than Newtype or Enhanced
Human, I believe, although I haven't fully tested it yet. The higher the level,
the higher the increase.

------------------------------------------------
Potential
------------------------------------------------

The lower your HP goes, the higher your accuracy, mobility, Armour and critical
rates go. Higher levels mean that the effects take place faster, and has more
of an effect. Mostly Super pilots get this, which is fitting considering they
take a LOT of damage in general.

------------------------------------------------
Shield Defense
------------------------------------------------

Only usable if the unit possesses a Shield. Will take 40% of normal damage if
the enemy succesfully hits with an attack. When defending or Support Defending,
the unit will automatically use its Shield as well.

------------------------------------------------
Sword Cut
------------------------------------------------

Only usable if the unit possesses a Sword. Can cut down physical projectiles
or intercept sword attacks, taking 0 damage. Not a bad, if slightly specialized
skill; nearly everyone who pilots a mecha wiht a sword-type weapon has this now
though...

------------------------------------------------
Shoot Down
------------------------------------------------

Only usable if the unit possesses a Gun. Will shoot down physical projectiles
like missiles or funnels, taking 0 damage. A combination of this and Sword Cut
can make some units insanely hard to hit with missile-type weapons.

------------------------------------------------
Support Attack
------------------------------------------------

Allows a unit to support another unit in a double-pronged attack; the two units
must be next to each other, and the supporter must have a weapon that can reach
the targeted enemy, and be able to access the terrain of the lead-off attacker
(i.e you can't have Re-GZ BWS supporting the Nu Gundam on land terrain). The
higher the level of Support Attack, the higher the number of Support Attacks
you can execute in one turn, although the maximum you can have is 4 even with
Pilot Skill adjustments. A VERY useful skill to have, and nearly everyone has
at least one level of it in late-game. Do note that damage-modifying seishin
are not used up by Support Attackers; accuracy and range-modifying ones however
are.

------------------------------------------------
Support Defense
------------------------------------------------

Allows a unit to take damage for another unit, should the originally-targeted
unit get hit; the two units must be next to each other, the supporter must be
able to survive the attack by blocking (factoring in criticals), and the
supporter must be able to access the terrain of the original target. Damage is
50%, the same as blocking normally, unless the supporter uses a shield. The
higher the level of Support Defense, the higher the number of Support Defenses
you can execute in one turn, although the maximum you can have is 4 even with
Pilot Skill adjustments. Useful whether you use either Supers or Reals; for
Reals, it's a safety device so that if the small chance of them getting hit
does happen, it won't be punished TOO severely, while for Supers, it simply l
ets someone else defend the damage while you counter. Note that Combo attacks
invalidate the use of Support Defense. Do note that the only seishin that
affects Support Defenders is Iron Wall.

------------------------------------------------
Leadership
------------------------------------------------

Emits a Leadership "aura" around the unit with the skill. All other units
within that aura gain Accuracy and Evade bonuses, depending on how close they
are to the unit emitting the aura. The aura is 2 squares wide at level 1, and
increases by 1 square for every subsequent level.

------------------------------------------------
Combo
------------------------------------------------

The unit can perform Combo attacks, assuming it has a weapon with a (C) mark.
The level denotes the amount of units you can hit at the same time. More about
this skill is explained in the New Systems section.

------------------------------------------------
Counter
------------------------------------------------

Attacks before the enemy, assuming they attacked you first. Not a very useful
skill in my opinion, since unless your one attack can kill off the enemy, it
doesn't really do anything special.

------------------------------------------------
Hit & Away
------------------------------------------------

The unit can move immediately after performing an attack. Note that this does
not take effect if you move first (i.e you can attack-->move or move-->attack,
but not move-->attack-->move). Note that this very nicely works with MAP
weapons as well, and is a great tool for sniping units; hit from far range,
then move even further out and repeat.


===============================
7)Pilot Skill/Seishin List
===============================


In this section, you'll find a listing of pretty much every pilot in the game,
along with their natural skills, Seishin set and number of skill parts.

As there's no in-game list, I arranged them by the series listing in
Banpresto's official website (http://www.hotline-web.com).

------------------------------------------------
Gundam Zeta
------------------------------------------------

Name: Camille Vidan
Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Combo
Skill Parts: 2
Seishin: Flash, Concentrate, Assault, Hot Blood, Awaken, Soul

Name: Fa Yuuri
Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Support Defense, Combo
Skill Parts: 4
Seishin: Trust, Lucky, Flash, Aid, Rally, Devotion

------------------------------------------------
Gundam Double Zeta
------------------------------------------------

Name: Judou Ashita
Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Combo
Skill Parts: 2
Seishin: Great Perseverance, Concentrate, Invincibility, Hot Blood, Awaken,
Soul

Name: Ru Roux
Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Support Defense
Skill Parts: 4
Seishin: Concentrate, Flash, Accelerate, Hot Blood, Bless, Friendship

Name: Hamaan Khan
Skills: Newtype, Shield Deefense, Sword Cut, Shoot Down, Support Attack,
Leadership, Combo, Counter, Hit & Away
Skill Parts: 2
Seishin: Flash, Concentrate, Hot Blood, Direct Attack, Awaken, Soul

------------------------------------------------
Gundam: Char's Counterattack
------------------------------------------------

Name: Amuro Ray
Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Leadership, Combo
Skill Parts: 2
Seishin: Flash, Concentrate, Accelerate, Hot Blood, Awaken, Soul

Name: Char Aznable
Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Leadership, Combo
Skill Parts: 2
Seishin: Concentrate, Flash, Direct Attack, Snipe Attack, Hot Blood, Soul

Name: Bright Noah
Skills: Potential, Support Attack, Support Defense, Leadership
Skill Parts: 4
Seishin: Invincibility, Sure Hit, Accelerate, Assault, Rally, Love

Name: Quess Paraya
Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Support
Deefense, Combo
Skill Parts: 2
Seishin: Flash, Concentrate, Assault, Hot Blood, Awaken, Confusion

Name: Gyunei Guss
Skills: Enhanced Human, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Combo
Skill Parts: 2
Seishin: Great Effort, Concentrate, Flash, Hot Blood, Lucky, Rally

------------------------------------------------
V Gundam
------------------------------------------------

Name: Usso Evin
Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack, Combo
Skill Parts: 2
Seishin: Concentrate, Flash, Snipe Attack, Hot Blood, Yell, Soul

Name: Haro
Skills: None
Skill parts: None
Seishin: Surveillance, Great Perseverance, Accelerate, Lucky, Sure Hit, Rally

Name: Marvette Fingerheart
Skills: Potential, Shield Defense, Sword Cut, Support Attack, Support Defense
Skill Parts: 4
Seishin: Invincibility, Lucky, Iron Wall, Sure Hit, Hot Blood, Rally

Name: Oliver Inoue
Skills: Potential, Shield Defense, Sword Cut, Support Attack, Support Defense,
Leadership, Combo
Skill Parts: 3
Seishin: Perseverance, Accelerate, Yell, Sure Hit, Love, Self-Destruct

Name: Junko Jenko
Skills: Potential, Shield Defense, Sword Cut, Support Attack, Support Defense,
Leadership, Combo
Skill Parts: 3
Seishin: Perseverance, Invincibility, Trust, Hot Blood, Assault, Rally

Name: Odelo Henrik
Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Support Defense, Combo
Skill Parts: 3
Seishin: Great Perseverance, Sure Hit, Flash, Hot Blood, Yell, Friendship

Name: Thomas Masarik
Skills: Newtype, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Support Defense, Combo
Skill Parts: 3
Seishin: Surveillance, Concentrate, Flash, Hot Blood, Trust, Rally

Name: Chronokul Asher
Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Leadership, Combo
Skill Parts: 2
Seishin: Great Effort, Invincibility, Accelerate, Hot Blood, Direct Attack,
Yell

Name: Katejina Ruth
Skills: Enhanced Human, Potential, Shield Defense, Sword Cut, Shoot Down,
Support Attack, Combo
Skill Parts: 2
Seishin: Accelerate, Yell, Sure Hit, Flash, Soul, Love

------------------------------------------------
Gundam Wing
------------------------------------------------

Name: Heero Yuy
Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Support Defense, Combo
Skill Parts: 2
Seishin: Self-Destruct, Concentrate, Invincibiltiy, Hot Blood, Assault, Soul

Name: Duo Maxwell
Skills: Shield Defense, Sword Cut, Support Attack, Support Defense, Combo,
Counter
Skill Parts: 2
Seishin: Self-Destruct, Invincibility, Concentrate, Hot Blood, Confusion, Lucky

Name: Trowa Barton
Skills: Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense,
Combo
Skill Parts: 2
Seishin: Self-Destruct, Sure Hit, Iron Wall, Hot Blood, Assault, Friendship

Name: Quatre Raberba Winner
Skills: Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense,
Combo, Counter
Skill Parts: 2
Seishin: Self-Destruct, Bless, Concentrate, Friendship, Hot Blood, Rally

Name: Chang Wufei
Skills: Potential, Shield Defense, Sword Cut, Support Attack, Support Defense,
Combo, Counter
Skill Parts: 2
Seishin: Invincibility, Great Perseverance, Concentrate, Hot Blood, Yell,
Self-Destruct

Name: Zechs Marquise
Skills: Shield Defense, Sword Cut, Support Attack, Support Defense, Leadership,
Combo, Counter, Hit & Away
Skill Parts: 2
Seishin: Concentrate, Flash, Assault, Snipe Attack, Hot Blood, Soul

Name: Lucrecia Noin
Skills: Shield Defense, Sword Cut, Shoot Down, Support Attack, Support Defense,
Leadership, Combo
Skill Parts: 3
Seishin: Trust, Devotion, Concentrate, Hot Blood, Move Again, Love

Name: Hilde Schbeiker
Skills: Shield Defense, Sword Cut, Support Attack, Support Defense, Combo
Skill Parts: 4
Seishin: Surveillance, Concentrate, Great Effort, Hot Blood, Trust, Rally

Name: Treize Kushrenada
Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Support Defense, Leadership, Combo, Counter, Hit & Away
Skill Parts: 2
Seishin: Invincibility, Assault, Sure Hit, Hot Blood, Yell, Soul

------------------------------------------------
The Big O
------------------------------------------------

Name: Roger Smith
Skills: Potential, Shield Defense, Support Attack, Support Defense
Skill Parts: 2
Seishin: Sure Hit, Invincibility, Iron Wall, Hot Blood, Yell, Awaken

Name: R. Dorothy Wayneright
Skills: None
Skill Parts: None
Seishin: Surveillance, Accelerate, Exhaust, Trust, Confusion, Rally

------------------------------------------------
Godmars
------------------------------------------------

Name: Myojin Takeru
Skills: Psychic Power, Potential, Sword Cut, Support Attack, Support Defense,
Combo
Skill Parts: 2
Seishin: Sure Hit, Flash, Yell, Hot Blood, Awaken, Love

Name: Hichou Kenji
Skills: Support Attack, Support Defense, Leadership
Skill Parts: 2
Seishin: Flash, Sure Hit, Great Effort, Iron Wall, Rally, Move Again

Name: Ijujin Naoto
Skills: None
Skill Parts: None
Seishin: Great Perseverance, Concentrate, Hot Blood, Direct Attack, Snipe
Attack, Confusion

Name: Kiso Akira
Skills: None
Skill Parts: None
Seishin: Accelerate, Perseverance, Lucky, Yell, Friendship, Exhaust

Name: Hinata Mika
Skills: None
Skill Parts: None
Seishin: Surveillance, Aid, Bless, Trust, Resupply, Love

Name: Margue
Skills: Psychic Power, Potential, Sword Cut, Support Attack, Support Defense,
Combo
Skill Parts: 2
Seishin: Invincibility, Sure Hit, Hot Blood, Yell, Awaken, Love

Name: Roze
Skills: Psychic Power, Potential, Support Attack, Support Defense, Leadership
Skill Parts: 3
Seishin: Flash, Sure Hit, Trust, Love, Devotion, Rally

------------------------------------------------
Mazinger Z
------------------------------------------------

Name: Kabuto Kouji
Skills: Potential, Sword Cut, Support Attack, Support Defense, Combo
Skill Parts: 2
Seishin: Great Perseverance, Invincibility, Sure Hit, Hot Blood, Iron Wall,
Yell

Name: Yumi Sayaka
Skills: Potential, Support Attack, Support Defense, Combo
Skill Parts: 4
Seishin: Flash, Trust, Sure Hit, Bless, Rally, Resupply

Name: Boz
Skills: Potential, Support Attack, Support Defense, Combo
Skill Parts: 4
Seishin: Great Perseverance, Self-Destruct, Aid, Exhaust, Yell, Sure Hit

Name: Kabuto Shiro
Skills: Potential, Support Attack, Support Defense, Combo
Skill Parts: 4
Seishin: Surveillance, Perseverance, Lucky, Sure Hit, Hot Blood, Exhaust

------------------------------------------------
Great Mazinger
------------------------------------------------

Name: Tsurugi Tetsuya
Skills: Potential, Sword Cut, Support Attack, Support Defense, Combo
Skill Parts: 2
Seishin: Accelerate, Invincibility, Sure Hit, Hot Blood, Iron Wall, Assault

Name: Honou Jun
Skills: Potential, Support Attack, Support Defense, Combo
Skill Parts: 4
Seishin: Great Effort, Flash, Sure Hit, Hot Blood, Rally, Devotion

------------------------------------------------
Grendizer
------------------------------------------------

Name: Duke Freed
Skills: Potential, Sword Cut, Support Attack, Support Defense
Skill Parts: 2
Seishin: Invincibility, Sure Hit, Iron Wall, Hot Blood, Trust, Yell

Name: Grace Maria Freed
Skills: Psychic Power, Potential, Support Attack, Support Defense, Combo
Skill Parts: 3
Seishin: Aid, Accelerate, Flash, Sure Hit, Hot Blood, Lucky

Name: Makeba Hikaru
Skills: Potential, Support Attack, Support Defense
Skill Parts: 4
Seishin: Flash, Great Effort, Sure Hit, Devotion, Rally, Move Again

------------------------------------------------
Getter Robo Armageddon
------------------------------------------------

Name: Gou
Skills: Potential, Sword Cut, Support Attack, Support Defense, Combo
Skill Parts: 2
Seishin: Invincibility, Sure Hit, Direct Attack, Hot Blood, Yell, Devotion

Name: Kei
Skills: Potential, Support Attack, Support Defense, Counter
Skill Parts: 2
Seishin: Flash, Accelerate, Assault, Hot Blood, Trust, Confusion

Name: Gai
Skills: Potential, Support Attack, Support Defense
Skill Parts: 2
Seishin: Great Effort, Yell, Great Peseverance, Sure Hit, Iron Wall, Friendship

Name: Nagare Ryouma
Skills: Potential, Sword Cut, Support Attack, Support Defense, Combo
Skill Parts: 2
Seishin: Great Perseverance, Invincibility, Sure Hit, Hot Blood, Yell, Awaken

Name: Jin Hayato
Skills: Potential, Support Attack, Support Defense, Counter
Skill Parts: 2
Seishin: Flash, Accelerate, Direct Attack, COnfusion, Lucky, Friendship

Name: Kuruma Benkei
Skills: Potential, Support Attack, Support Defense
Skill Parts: 2
Seishin: Trust, Yell, Great Effort, Sure Hit, Iron Wall, Hot Blood

Name: Schwartz
Skills: Potential, Sword Cut, Shoot Down, Support Attack, Support Defense,
Combo
Skill Parts: 3
Seishin: Flash, Sure Hit, Accelerate, Great Perseverance, Hot Blood, Iron Wall

Name: Yamazaki
Skills: Support Attack, Support Defense, Leadership
Skill Parts: 4
Seishin: Trust, Aid, Accelerate, Sure Hit, Rally, Move Again

Name: Professor Kirishima
Skills: None
Skill Parts: None
Seishin: Surveillance, Concentrate, Iron Wall, Assault, Confusion, Resupply

Name: Tomoe Musashi
Skills: Potential, Support Defense
Skill Parts: 2
Seishin: Yell, Great Perseverance, Great Effort

------------------------------------------------
Daltanias
------------------------------------------------

Name: Tate Kento
Skills: Potential, Shield Defense, Sword Cut, Support Attack, Support Defense,
Combo
Skill Parts: 2
Seishin: Great Perseverance, Invincibility, Concentrate, Hot Blood, Yell, Rally

Name: Hiragi Danji
Skills: Potential, Support Attack, Support Defense, Hit & Away
Skill Parts: 2
Seishin: Accelerate, Sure Hit, Snipe Attack, Aid, Direct Attack, Friendship

Name: Belarios
Skills: Support Attack, Support Defense, Counter
Skill Parts: 2
Seishin: Surveillance, Flash, Iron Wall, Trust, Bless, Confusion

Name: Gascon
Skills: Potential, Sword Cut, Support Attack, Support Defense, Combo
Skill Parts: 3
Seishin: Iron Wall, Invincibility, Sure Hit, Hot Blood, Yell, Friendship

------------------------------------------------
Megazone 23
------------------------------------------------

Name: Shisaku Shogo
Skills: Potential, Shoot Down, Support Attack, Support Defense, Combo, Counter
Skill Parts: 2
Seishin: Great Perseverance, Accelerate, Concentrate, Hot Blood, Love, Soul

Name: B.D
Skills: Potential, Sword Cut, Shoot Down, Support Attack, Leadership, Combo
Skill Parts: 2
Seishin: Sure Hit, Flash, Iron Wall, Direct Attack, Hot Blood, Confusion

------------------------------------------------
Macross 7
------------------------------------------------

Name: Nekki Basara
Skills: Potential, Shield Defense, Support Attack, Support Defense
Skill Parts: 2
Seishin: Great Perseverance, Concentrate, Assault, Hot Blood, Yell, Soul

Name: Mylene F Jenius
Skills: Potential, Shield Defense, Support Attack, Support Defense
Skill Parts: 2
Seishin: Concentrate, Iron Wall, Trust, Hot Blood, Bless, Love

Name: Ray Lovelock
Skills: Potential, Support Defense, Leadership
Skill Parts: 3
Seishin: Surveillance, Accelerate, Aid, Trust, Move Again, Resupply

Name: Veffidas Fizz
Skills: None
Skill Parts: None
Seishin: Perseverance, Concentrate, Iron Wall, Friendship, Confusion, Rally

Name: Gamlin Kizaki
Skills: Potential, Shield Defense, Shoot Down, Support Attack, Support Defense,
Leadership, Combo, Counter, Hit & Away
Skill Parts: 2
Seishin: Accelerate, Concentrate, Sure Hit, Love, Friendship, Spirit

Name: Kinryu
Skills: Potential, Shield Defense, Shoot Down, Support Attack, Support Defense,
Leadership, Combo, Counter
Skill Parts: 3
Seishin: Flash, Sure Hit, Iron Wall, Hot Blood, Assault, Self-Destruct

Name: Docker
Skills: Potential, Shield Defense, Shoot Down, Support Attack, Support Defense,
Leadership, Combo, Counter
Skill Parts: 3
Seishin: Perseverance, Yell, Sure Hit, Hot Blood, Flash, Exhaust

Name: Maximillian Jenius
Skills: Potential, Shield Defense, Shoot Down, Support Attack, Leadership,
Combo, Counter, Hit & Away
Skill Parts: 2
Seishin: Concentrate, Direct Attack, Assault, Hot Blood, Awaken, Love

Name: Millia Farina Jenius
Skills: Potential, Shield Defense, Shoot Down, Support Attack, Combo, Counter,
Hit & Away
Skill Parts: 2
Seishin: Concentrate, Lucky, Direct Attack, Hot Blood, Iron Wall, Love

Name: Exedol Formo
Skills: Support Attack, Support Defense, Leadership
Skill Parts: 4
Seishin: Surveillance, Concentrate, Iron Wall, Snipe Attack, Charge, Confusion

Name: Miho Miho
Skills: None
Skill Parts: None
Seishin: Aid, Perseverance, Bless, Friendship, Hot Blood, Rally

Name: Sally S Ford
Skills: None
Skill Parts: None
Seishin: Accelerate, Trust, Flash, Devotion, Move Again, Resupply

Name: Gadget M. Chiba
Skills: None
Skill Parts: None
Seishin: Great Effort, Invincibility, Lucky, Great Perseverance, Sure Hit, Love

Name: Sibil
Skills: Protodevilin, Potential, Support Attack, Support Defense, Combo,
Counter, Hit & Away
Skill Parts: 4
Seishin: Surveillance, Concentrate, Accelerate, Hot Blood, Awaken, Move Again

Name: Gabil
Skills: Protodevilin, Potential, Shoot Down, Support Attack, Leadership,
Hit & Away
Skill Parts: 4
Seishin: Concentrate, Invincibility, Hot Blood, Assault, Confusion, Devotion

------------------------------------------------
Banpresto Originals
------------------------------------------------

Name: Joshua Radcliff
Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Support Defense, Combo, Counter
Skill Parts: 2
Seishin (Real): Concentrate, Accelerate, Flash, Hot Blood, Love, Awaken
Seishin (Super): Invincibility, Accelerate, Hot Blood, Sure Hit, Yell, Love

Name: Cliana Rimskaya
Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Support Defense, Combo, Hit & Away
Skill Parts: 2
Seishin (Real): Concentrate, Accelerate, Flash, Hot Blood, Love, Awaken
Seishin (Super): Invincibility, Iron Wall, Hot Blood, Sure Hit, Yell, Love

Name: Glacies
Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Support Defense, Combo, Hit & Away
Skill Parts: 2
Seishin: Concentrate, Flash, Accelerate, Hot Blood, Sure Hit, Love

Name: Wintos
Skills: Potential, Shield Defense, Sword Cut, Shoot Down, Support Attack,
Support Defense, Combo, Counter
Skill Parts: 2
Seishin: Concentrate, Invincibility, Accelerate, Hot Blood, Sure Hit, Love


===============================
8)Robot Skill List
===============================


In here, you'll find a list of every robot skill in the game, and what they
do. Unfortunately, there's no quick or easy way to show all the Robot skill
you have in the game, unlikes in previous SRWs, so you'll have to rely on the
Unit skill tables to tell you what they have and don't have.

The skills will be arranged in alphabetical order because I can't really see
any better way to do this. ^^;

------------------------------------------------
Afterimage
------------------------------------------------

When Morale reaches 130, if the enemy attack would successfully hit, there
will be a 50% chance that the robot uses this ability to dodge the attack
completely. Unsurprisingly very useful on pretty much anything, although it'll
see most use on Super Robots.

------------------------------------------------
Beam Coat
------------------------------------------------

3141, 7082
Decreases Beam Damage by 800. If activated (i.e if the opponent uses a Beam
weapon), uses 5 EN.

------------------------------------------------
Combine
------------------------------------------------

Allows the unit to combine its components into one asskicking bringer of DOOM.
Usually if a unit can Combine, then it can Seperate with no big problems.

------------------------------------------------
EN Regeneration (Small)
------------------------------------------------

At the beginning of every turn, regain 10% EN. Pretty much anything that eats
EN at a constant rate needs this.

------------------------------------------------
Gun Attachment
------------------------------------------------

Allows the Shoot Down pilot skill to be used.

------------------------------------------------
Hyper Jammer
------------------------------------------------

When Morale reaches 130, there will be a 50% chance that Deathscythe Hell will
use this to evade the incoming attack. Very useful for who its on, obviously;
it's basically another Afterimage, and in DS Hell's case, nearly vital for it
to get the occasional lucky dodge.

------------------------------------------------
I-Field
------------------------------------------------

Decreases Beam Damage by 1000. If activated, uses 10 EN.

------------------------------------------------
Mach Special
------------------------------------------------

When Morale reaches 130, there will be a 50% chance that Getter 2 will use
this to evade the incoming attack. Very useful for who its on, obviously; it's
basically another Afterimage, and makes an awesome combination with Open Gate.

------------------------------------------------
Mazin Power
------------------------------------------------

When Morale reaches 130, all attack damage is mulitiplied 1.25x. This is more
or less the entire reason to use Mazingers regularly; the damage boost usually
lets you perform the highest-damage attacks in the game, and the damage boost
helps in taking out the smaller fry in lesser hits too.

------------------------------------------------
Open Gate
------------------------------------------------

When Morale reaches 120, there will be a 50% chance that the Getter will use
this to evade the incoming attack. Very useful for who its on, obviously; it's
basically another Afterimage, and when combined with Mach Special or Shin
Mach Special, it makes Getter 2 or Shin Getter 2 nearly impossible to hit.

------------------------------------------------
Passive Bit
------------------------------------------------

Blocks 1000 of all beam damage. Uses 5 EN. Basically an I-Field with a cheaper
EN cost, and not equippable on anything. The animation when it kicks in sure is
cool, though...

------------------------------------------------
Pinpoint Barrier
------------------------------------------------

All damage below 1500 HP is nulled. The Valyries shouldn't see much use of
this, but it can be useful for the Battle 7, especially when combined with the
Iron Wall seishin; there needs to be attacks upwards of 6000 damage to pierce
the barrier then.

------------------------------------------------
Repair Unit
------------------------------------------------

Repairs a unit. HP regained is dependant on the pilot's level. I never liked
using these in any SRWs, but they do provide an easy way to level up unused
characters, and in a game where taking damage is almost mandatory even for
Reals, you might find yourself using these more often.

------------------------------------------------
Resupply Unit
------------------------------------------------

Resupplies a unit. Unlike the Repair Unit, this cannot be used after moving,
and also decreases the resupplied unit's Morale by 10, so don't go using this
foolishly. However, it's just as good a level-up device as the Repair Unit;
probably even better, as you only need to move a unit and use up a few EN in
order to resupply it. Besides, you might be using its main function in some of
the longer stages in this game too.

------------------------------------------------
Seperate
------------------------------------------------

Allows the unit to seperate its unit from any extra parts it's holding, or in
some cases, seperate into completely different robots. In the former case, this
is irreversible, so be careful about when to use this.

------------------------------------------------
Shield Attachment
------------------------------------------------

If Defending attacks, take 40% damage instead of the normal 50%. Also, allows
the Shield Defense pilot skill to be used.

------------------------------------------------
Shin Getter Fission
------------------------------------------------

When Morale reaches 130, there will be a 50% chance that Shin Rygar will use
this to evade the incoming attack. Very useful for who its on, obviously; it's
basically another Afterimage.

------------------------------------------------
Shin Mach Special
------------------------------------------------

When Morale reaches 130, there will be a 50% chance that Shin Getter 2 will use
this to evade the incoming attack. Very useful for who its on, obviously; it's
basically another Afterimage, and makes an awesome combination with Open Gate.

------------------------------------------------
Sword Attachment
------------------------------------------------

Allows the Sword Cut pilot skill to be used.

------------------------------------------------
Transform
------------------------------------------------

Allows the unit to Transform, whether it be to a Mobile Armour, or to a nearly
entirely different robot altogether.

------------------------------------------------
Zero System
------------------------------------------------

When Morale reaches 130, all pilot stats are increased by 10. For once, Wing
Zero isn't the only unit with this system implemented, and it goes quite some
way in helping their respective pilots get up to the level of the newtype aces.


===============================
9)New Stuff
===============================


As with every new SRW, new systems are implemented to throw a fresher outlook
onto the game, and perhaps lay the groundwork for a system that might become
commonplace in future SRW games. For now, this section will hold the new stuff
that don't deserve an entire section devoted to them, but make a difference to
the gameplay anyway. These are the Godmars System, Song System, Combo System,
Status Weapons System, Level Up Points System, Weapon Renaming System and Shop
System. The Skill Parts System is covered in "Items and Skill Parts" above,
while the "Tsume Supa Robo" Sub-missions are covered in a section below.

------------------------------------------------
Godmars System
------------------------------------------------

Whenever Takeru's Gaia is deployed, it needs to be lowered below half HP (or
destroyed, which is far more likely) in order for it to transform into Godmars.
Subsequently, in stages where Godmars is deployed, it CANNOT BE DESTROYED. This
is due to the Godmars story where Takeru's brainwaves are connected to a bomb
inside the earth which will detonate if it can no longer detect them.

When/If you get Margue's Gaia later in the game, don't think his is like
Takeru's; he gets his own Godmars by getting to 120 morale, not kamikazing his
Gaia like a lemming. Once you do get to 120 morale, you get a Combine option
in his menu which combines his Gaia into Godmars, and is not reversible. There
is no losing condition attached to having Margue's Gaia destroyed.

------------------------------------------------
Song System
------------------------------------------------

Song is the backbone of Macross 7, and the main artists will use them to lift
the spirits (and stats) of the rest of your pilots. The two "bards" you can use
are Basara and Mylene in their respective Valkyries; technically Ray is part of
the Sound Force too, but can't attack (although he participates in Combination
Attacks). The two musicians rely on different stats than other conventional
pilots; instead of having Melee and Shooting stats, they have "Song Spirit" and
"Song EN". The latter is a basic power gauge, higher numbers denoting more
powerful effects, while the latter functions the same as conventional EN,
except used up only buy Basara and Mylene, and can't be replenished in any way
except naturally (5 per turn).

Instead of an "Attack" option, the two will get "Song" options in battle. These
will mostly target friendly units with their songs and increase their stats,
but note that some Macross 7 enemies, particularly those with the Protodevilin
ability, are actually vulnerable to being attacked by Songs (which have
outstanding attack power).

When Basara attains the Sound Booster add-on to his Valkyrie, he can start
performing "Concerts", denoted by a MAP and Sigma sign next to the song name.
These take up a lot of EN, and can only be used once for ALL songs (i.e use
Planet Dance Sigma, and it also uses up the ammo for Assault Love Heart Sigma,
Holy Lonely Light Sigma, etc), but covers a large range and has a wide area of
effect. If you have the Sound Force altogether too, they can perform
Combination Attack "concerts", which only run out of Song EN instead of ammo.
These do have a shorter area of effect, though.

A very nice trick to help the Sound Force even further is to note that EN Chips,
EN Mega Chips and EN Giga Chips actually help to economize the use of Song EN.
However, Solar Panels will not recover any Song EN.

They may not seem like fighters, but you will find Songs VERY helpful,
especially in late game where a bunch of Try Again Sigmas can really push the
tide of the battle.

------------------------------------------------
Combo System
------------------------------------------------

The major original battle system in place for SRWD is the Combo system, which
basically allows you to hit several units at a time with a single attack;
PROVIDED they're nice enough to line up for you.

First things first, the requirements; the pilot performing a Combo attack must
have the Combo skill (which isn't too hard a requirement; nearly every friggin
one has it), and have a weapon with a (C) mark on it (standing for "Combo",
obviously). To perform a Combo attack, you simply go right next to the enemy
and attack with the (C) mark weapon. If there are other enemies beyond the
enemy you attacked, they will be attacked at the same time as well.

...That wasn't a very good explanation, was it? Maybe some crappy diagrams will
help the understanding process:

   <-
  xxo

The friendly unit (o) attacks the enemy unit (x) right next to it with a Combo
attack. In this case, both units will get hit by the same Combo attack as the
enemies are right next to each other, and all the units are on the same line.

   <-
   xo
  x

In this case, the Combo attack will not hit the second unit, as it is not on
the same line as the two main units involved in combat.

   <-
 x xo

In this case, the combo attack will also not hit the second unit. This is
because there is a space between the two enemy units even though they are on
the same line.

Hopefully that has helped you understand the Combo system, and now I'll confuse
you even more by adding a few more notes about it. The amount of people you can
hit at one time depends on your Combo level; For each level, you can hit one
more enemy than usual. Next, what the originally targeted enemy does in Combo
attacks are what all the other secondary enemies will do; so if the enemy you
target for the Combo attack decides to defend, all the other enemies involved
in it will defend as well. Next, even though some weapons with (C) marks are
ranged, you cannot combo with them unless you are right next to the enemy in
question; ranged Combo attacks do not work, basically. Finally, Combo attacks
bypass Support Defense completely; if a Combo attack will hit two or more
people, Suppport Defense cannot be used.

------------------------------------------------
Status Weapons System
------------------------------------------------

Special Weapons are similar to the status missiles that you receive as items,
except they're usually a lot more powerful. These have an (S) mark besides
their name, just like the status missiles themselves, and most are useful in
SOME way. The list of Status Attacks (besides missiles, covered above) you can
use are:

Strega - Stun Punch (Decreases enemy's final hit rate by half)
Zeron - Hyper Beam (Decreases enemy's final hit rate by half)
Zeron - Hand Arm (Decreases enemy's movement range by half)
Big O - Moby Dick Anchor (Decreases enemy's movement range by half)
Mazinger Z - Rust Tornado (Decreases enemy's armour by 30%)
Tower - Getter Recovery Arm (Drains 10 EN from enemy)

Out of these, Strega's and Mazinger Z's are probably most useful; the former
because it's also a Combo attack, and can be used to spike several units'
morale at a time, and the latter because it really helps to take down large-HP
bosses who retreat.

------------------------------------------------
Level Up Points System
------------------------------------------------

Very simple compared to the previous ones. For each level you rise, you gain
1 "bonus" point to improve any stat you wish; you do this by choosing the
second option, then the second option again in the Intermission Menu (or if you
left that option on, it will ask you whether you wish to bring up that menu
everytime you level up). Don't worry if you don't use it immediately; bonus
points are stored and can be used anytime you wish, which also explains why
characters who join your group suddenly have (their level - 1) bonus points to
spend. ^^; The only real headache about this system is what to spend for most
pilots. I generally suggest focusing on Evade for Reals and Accuracy for Supers
on your first game; those will be by far the most important stats that you can
only improve so much (especially the latter) with items.

------------------------------------------------
Shop System
------------------------------------------------

Also very simple, this is simply used to sell any items or skill parts you find
yourself not using for a small fee; better than nothing. Most likely this will
be where you get rid of Repair Kits and other low-end items and skill parts.
You access this menu by going to the fourth option in the Intermission Menu,
then either the first option for Items or the second for Skills. You then
choose from the same menus as the Item and Skill Parts listings, select an
item or skill part, then use the control pad to decide how many you want to
sell, then either confirm or deny the transaction.

------------------------------------------------
Weapon Renaming System
------------------------------------------------

Just a fun little system Banpresto put in; you can now rename the weapons of
your main character's mecha (and your secondary character, if you didn't
convince your enemy counterpart) into anything you wish; within a 12 character
limit if you're using English alphabets, of course. ^^; You can activate this
option by using the 5th option in the Intermission Menu, and then either the
first option for the main character or the second (if available) for the
secondary character.

===============================
10)Walkthrough
===============================


The format of the walkthrough is as follows:

------------------------------------------------
Mission number, and character or route name
------------------------------------------------

Starting Units: The units that are event squads for the mission, as well as
the amount of units and battleships you can deploy. The name on the left is
the name of the pilot, while the name on the right is the name if the unit.
This name scheme is kept for the next three sections as well.

Reinforcement Units: The reinforcement units that will appear for your side,
and under what conditions they do appear. Neutral units are also shown here.

Starting Enemy Units: The enemy units that you will face at the start of the
mission.

Enemy Reinforcement Units: The enemy reinforcements that will appear, and the
conditions on which they appear.

Items: The items you can receive in this mission, and what holds them.

Skills: The skills you can receive in this mission, and what holds them.

Notes: The strategies and general thoughts that I suggest you employ during the
mission.

There are 4 route splits, with varying amounts of mission numbers. If you wish
to go through the longest possible route, then choose the following; Earth,
Kailas Gilly, either, Planet Racus.

------------------------------------------------
Prologue Part 1
------------------------------------------------

Starting Units

Ryouma - Getter 1

Reinforcement Units

After an enemy Getter Dragon has been destroyed:

Hayato - Getter 2
Musashi - Getter 3

Starting Enemy Units

12x Artificial Intelligence - Getter Dragon (Retreats after one is destroyed)

Reinforcement Enemy Units

After an enemy Getter Dragon has been destroyed:

4x Invader - Invader (Ground)
2x Invader - Invader (Air)
2x Artificial Intelligence - Getter Dragon
2x Artificial Intelligence - Getter Rygar
2x Artificial Intelligence - Getter Poseidon

Items: None

Skills: None

Notes: What a way to start a game, by having Ryouma against 12 Getter Dragons.
^^; Fortunately, once you kill one of them, they all retreat and the fight
becomes SLIGHTLY fairer when Hayato and Musashi, along with the Getter
impostors and Invaders come in.

As for the battle itself, it's pretty simple overall. Ryouma seems to have an
amazing Sword Cut capability, while Hayato with both Open Gate and Mach Special
on is nearly impossible to hit; the only one who might have problems would be
Musashi, as the flying units (and everything, really) tend to swarm him ASAP.
Just make sure Ryouma prioritizes air enemies, Hayato takes down a few air
enemies as well if his attacks can kill them, and you should pull through just
fine.

------------------------------------------------
Prologue Part 2
------------------------------------------------

Starting Units

Main Character - Main Unit

Reinforcement Units

When an enemy unit has been destroyed:

Secondary Character - Secondary Unit

Starting Enemy Units

4x Invader - Invader (Ground)
2x Invader - Invader (Air)

Reinforcement Enemy Units: None

Items

2x Repair Kit - Invader (Air)(2)
2x Propellant Tank - Invader (Ground), Invader (Ground)
2x Cartridge Invader (Ground)(2)

Skills: None

Notes: The playing style will depend on whether you chose Real or Super route,
but both ways, you basically have the quicker option of moving out and directly
attacking the enemies, or staying back onto the base squares and using the
terrain to your advantage.

Once you actually manage to kill one of them, the other main character pops up
to help out as well, and makes the mission considerably easier now that you can
clean up twice as fast.

After the mission, it all starts going to hell and you have to make a choice;
whether to head for the escape pods or try to save your father still stuck
inside the labaratory. The former keeps you on the Earth for the next few
stages, while the latter will see you blasted into space in an explosion. The
Earth route has one more mission, so sub-missioners will want to go that route.

------------------------------------------------
Mission 1 Earth Route
------------------------------------------------

Starting Units

Usso - Top Fighter (V)
Main Character - Main Unit

Reinforcement Units: None

Starting Enemy Units

Chronokul - Shakko(Retreats below 30%)
6x Zanscare Soldier - Zolo
3x Zanscare Soldier - Galoza
2x Zanscare Solider - Memmedoza

Reinforcement Enemy Units: None

Items:

4x Repair Kit - Shakko, Galoza, Memmedoza(2)
1x Propellant Tank - Galoza
1x Cartridge - Galoza
1x Magnetic Coating - Shakko

Skills: None

Notes: A harder starting mission than the space route, you basically have your
main character and Usso against a whole horde of Zanscares out for your blood.
Usso can do quite well as long as you cast Concentrate regularly, while your
main character should cast Concentrate or Invincibility whenever possible to
either help his dodging prowess or offset the damage you're going to take.

Chronokul here runs at 30%, and likely you have no attack that's capable of
killing him with the possible exception of the V Gundam's Top Bottom Attack.
Weaken him to as low HP as possible before pulling the finishing blow and
grabbing the stuff he drops.

------------------------------------------------
Mission 1 Space Route
------------------------------------------------

Starting Units

Bright - Ral Kairam
Main Character - Main Unit
Milliard - Gundam Epyon
Gyunei - Yact Douga
Amuro - Re-GZ (BWS)
Char - Sazabi

Reinforcement Units: None

Starting Enemy Units

8x Zanscare Soldier - Zolowatt
3x Zanscare Soldier - Rig Shakko
1x Zanscare Solider - Amaltea

Reinforcement Enemy Units: None

Items:

2x Repair Kit - Rig Shakko, Amaltea
1x Propellant Tank - Rig Shakko
1x Cartridge - Rig Shakko
1x Chobham Armour - Amaltea

Skills: None

Notes: Now this is more like a starting mission. It's a whole bunch of aces
versus Vespa enemies, none of which pose a particularly big threat. Most of
your pilots can get decent dodge rates on them, although you might have to be
careful with the Rig Shakkos' and Zolowatts' Beam Strings, which have a high
hit percentage; try to keep outside of range 3 to avoid that, or just use the
Flash and Concentrate seishin to facilitate your own guys' dodging prowess.

The Amaltea is the only thing to really worry about, and only because it has
more HP than anything else on the map. Blast it with your strongest weapons
though and it'll give eventually.

------------------------------------------------
Mission 2 Earth Route
------------------------------------------------

Starting Units

Hayato - Tower
Schwartz - Stilva
Marvette - V Gundam
Usso - V Gundam
Main Character - Main Unit

Reinforcement Units

When 5 or less enemies remain:

Gou - Shin Getter 1

Starting Enemy Units

6x Invader - Invader (Ground)
3x Invader - Invader (Air)
1x Invader - Metalbeast Barosoft

Reinforcement Enemy Units

When 5 or less enemies remain:

2x Invader - Invader (Ground)

Items:

2x Repair Kit - Metalbeast Barosoft, Invader (Ground)
1x Propellant Tank - Invader (Ground)
1x Booster - Metalbeast Barosoft

Skills: None

Notes: You get more units to play with here, but the main show is Shin Getter,
who instantly shows off its coolness by smashing up one of the enemies in one
shot. Don't think that you can do that all the time, of course; not with Shin
Getter 1 anyway, who won't be too good on the mostly-grounded enemies there.

The only slightly annoying enemy here is the Metalbeast Barosoft, who has the
highest HP and Armour of anything you've yet seen. A continious barrage of
attacks will still bring it down just like any other enemy though.

------------------------------------------------
Mission 2 Space Route
------------------------------------------------

Starting Units

Bright - Ral Kairam
Main Character - Main Unit
Milliard - Gundam Epyon
Gyunei - Yact Douga
Quess - Yact Douga
Amuro -  Re-GZ (BWS)
Char - Sazabi

Reinforcement Units: None

Starting Enemy Units

Neshia - Neshia Combat Mothership (Retreats at 10% HP)
9x Artificial Intelligence - Surveillance Robot
3x Artificial Intelligence - Bemborg Darantie

Reinforcement Enemy Units: None

Items

4x Repair Kit - Bemborg Darantie(3), Neshia Combat Mothership
1x Booster - Neshia Combat Mothership
1x Magnetic Coating - Neshia Combat Mothership

Skills: None

Notes: Quess joins in the fray, and you can use your first combination attack
(assuming you took the Real route ^^;). It's not very economical though, and
the enemies aren't really strong enough to warrant its usage.

Speaking of the enemies, they're Daltanias enemies, and pretty standard fare in
terms of Super enemies. Once again, try to stay outside of a certain range
(especially point blank in this case) to keep the enemies from using their
high hit percentage attacks, and use Concentrate and Flash if you need it.

Neshia has tons of HP, but fortunately runs at a low percentage, and your dudes
supplemented by Seishin should be able to lower her to that easily. At this
point, either your main character or Bright has probably learnt Support Attack;
have either the Re-GZ or Epyon supported by your main character, or Sazabi or
the Yact twins with their Double funnels supported by the Ral Kairam's nukes.
You may not even need them though; I managed to kill her with a single
"application" of the Sazabi's Funnels. ^^;

------------------------------------------------
Mission 3 Earth Route
------------------------------------------------

Starting Units

Hayato - Tower
Schwartz - Stilva
Marvette - V Gundam
Usso - V Gundam
Main Character - Main Unit

Reinforcement Units

When 6 or less enemies remain:

Oliver - V Gundam Hexa
Junko - Gun EZ
Gou - Shin Getter 1

Starting Enemy Units

Saotome - Metalbeast
9x Invader - Invader (Ground)
3x Invader - Invader (Air)
2x Invader - Metalbeast Barosoft

Reinforcement Enemy Units

When 7 or less enemies remain:

3x Invader - Invader (Ground)
2x Invader - Invader (Air)

Items:

3x Repair Kit - Metalbeast Barosoft, Invader (Air) (2)
1x Propellant Tank - Metalbeast Barosoft
1x Chobham Armour - Metalbeast
1x Booster - Metalbeast

Skills: None

Notes: More Getter goodness as you get to combat an enemy who's been your ally
so many times in the past. Before that though, there's another bunch of
Invaders to take down, who you should be used to by now. Just remember to use
your flyers to get free hits on the Ground versions, and try your best to stay
out of the range of the air ones.

More reinforcements arrive in the shape of two Mobile suits and Shin Getter
anyway, so the general Invader groups aren't too much trouble; the biggest
problem you'll face by far on this stage is the 10,000 HP Saotome, and not so
much because it's the first 5-digit HP enemy you face either; its incredibly
tough armour, HP and EN regeneration and standing on the destroyed lab
increases his defense quite a bit. You're probably going to have to take him
over two turns, at least. Prepare for this by having your V Gundams "only" use
their Bottom Attacks so that they can unleash the Top Attacks on the next turn,
and having your main character (especially if s/he has Support Attack) and
Shin Getter do as much damage as possible. With a concentrated barrage of
attacks, you should be able to seize the day.

------------------------------------------------
Mission 3 Space Route
------------------------------------------------

Starting Units

Bright - Ral Kairam
Main Character - Main Unit
Milliard - Gundam Epyon
Gyunei - Yact Douga
Quess - Yact Douga
Amuro -  Re-GZ (BWS)
Char - Sazabi

Reinforcement Units

On Turn 3:

Kenji - Cosmo Crasher

Starting Enemy Units

4x Mobile Doll - Taurus MA
4x Oz Soldier - Virgo
4x Oz Soldier - Virgo II

Reinforcement Enemy Units

After all initial enemies have been defeated:

Boidar - Boidar Combat Mothership (Retreats below 10% HP)
6x Artificial Intelligence - Surveillance Robot
3x Artificial Intelligence - Bemborg Dalantie

Items

2x Repair Kit - Bemborg Dalantie, Boidar Combat Battleship
3x Cartridge - Virgo II(2), Bemborg Dalantie
2x Propellant Tank - Virgo II(2), Bemborg Dalantie
1x Magnetic Coating - Boidar Combat Battleship
1x Apogee Motor - Boidar Combat Battleship

Skills: None

Notes: More Gundam enemies, except this time with some AU flavour, Wing-style.
Too bad you don't actually have any of them yet... ^^: Anyway, the enemies are
pretty strong for once, with most enemies getting decent hit rates; don't
forget that both types of Virgos have Planeite Defensors which reduce beam
damage (similar to Beam Coating), so attack with missiles instead if possible.

4 Virgo II enemies in particular hold sway in the base squares right in the
middle of the map; you'll probably have to slap on some Concentrates to make
entirely sure of hitting them, and the Sazabi and Epyon will probably be doing
most of the work since their best weapons aren't beam-based. The Godmars team
does arrive to help on turn 3, at which point you should be assaulting the base
Virgos; neither of the Cosmo Crusher's weapons are beam-based either, and it
has a pretty good dodge rate (and lots of sub-pilots for defensive seishin),
so they'd be fairly helpful.

Once you finish off the Tauruses, more Daltanias enemies appear in the
southwest, this time led by Boidar. He's almost exactly the same as Neshia from
the last mission for all intents and purposes, but you'll likely have
considerable battle damage from taking on the horoscope force; it's highly
recommended that you stay on the defensive this time, and fill the base with
your units to take advantage of the HP and EN restoration while letting the
enemies come to you.

Once again Boidar retreats below 10% HP, and it's quite possible to destroy him
without using Support Attack, especially since you've faced a lot more enemies
than the previous mission, thus have higher morale.

------------------------------------------------
Mission 4 Earth Route
------------------------------------------------

Starting Units

Usso - Top Fighter (V)

Reinforcement Units

On Turn 3:

Oliver - V Gundam Hexa
Junko - Gun EZ
Marvette - V Gundam
Main Character - Main Unit

When all enemies are defeated:

Hayato - Tower
Gou - Shin Getter 1
Schwartz - Stilva
Kouji - Mazinger Z
Tetsuya - Great Mazinger

Starting Enemy Units

Chronokul - Shakko
6x Zanscare Soldier - Zolo
3x Zanscare Soldier - Gozola
2x Zanscare Soldier - Memmedoza

Reinforcement Enemy Units

When all enemies are defeated:

6x Oz Soldier - Taurus
4x Oz Soldier - Taurus (MA)
3x Oz Soldier - Virgo

Items:

2x Repair Kit - Shakko, Virgo
1x Propellant Tank - Virgo
1x Cartridge - Virgo
1x Magnetic Coating - Shakko
1x Chobham Armour - Shakko

Skills: None

Notes: Not very good odds at the start. Usso's generally capable of holding his
own in the high-mobility Top Fighter, but don't expect him to be laying any
sort of smackdown on the relatively large number of Zanscare suits around. The
Real side of your force comes to help on turn 3; most of them can't dodge for
nuts though, so you have to be careful and cast defensive seishin whenever
possible, in particular both Junko's and Marvette's Invincibility.

Chronokul doesn't run this time, so you can pop him somewhat easily to grab
his items; the "somewhat" because likely only Usso and your main character can
get any sort of decent hit rate on him.

Next up, Kouji and Tetsuya appear and Kouji almost mistakes your dudes for
enemies; fortunately Tetsuya sets him straight rather quickly, and Hayato and
the rest of the calvary show up to dispell that notion even further; at this
point, Usso finally gets the Boots part to form his V Gundam.

You may not have fought these enemies before, but the OZ soldiers and their
mobile suits aren't much different from the Vespas, except perhaps for somewhat
longer range. Do note that the Virgos have Planeite Defensors though; these
basically act as a Beam Coating, so leave them to your Supers and have the
Gundams concentrate on the massive amount of Tauruses to kill.

------------------------------------------------
Mission 4 Space route
------------------------------------------------

Starting Units

Max - Battle 7 (Aircraft Carrier Mode)
Basara - VF-19 Kai Valkyrie F
Kinryu - VF-17S Nightmare F
Docker - VF-17D Nightmare F
Gamlin - VF-17D Nightmare F
Bright - Ral Kairam
Main Character - Main Unit
Milliard - Gundam Epyon
Gyunei - Yact Douga
Quess - Yact Douga
Amuro -  Re-GZ (BWS)
Char - Sazabi
Kenji - Cosmo Crusher
Camille - Z Gundam
Fa - Metas

Reinforcement Units: None

Starting Enemy Units

Gigil - Fz-109F Ergazorn
9x Barota Soldier - Fz-109A Ergazorn
2x Barota Soldier - Assault Ship

Reinforcement Enemy Units: None

Items

1x Repair Kit - Fz-109F Ergazorn
4x Propellant Tank - Fz109A Ergazorn, Fz109F Ergazorn, Assault Ship(2)
2x Cartridge - Fz109A Ergazorn
Beam Coating - Fz109F Ergazorn

Skills: None

Notes: A Macross 7 introduction, as you get several Valkyries to play with...
well, except that Docker gets himself blown up somewhere on turn 2 or 3, silly
him. You also get a nice boost in the form of the Zeta characters.

One very fortunate thing about the enemies is that they are only rated A in
space; if they were S, this mission as well as a lot of the future ones would
become very hard. Still, don't forget that they have excellent range (7 for
their missiles, 8 for their Blasters), so it'd be more advantageous to get up
close and personal, and don't let them snipe you without reply. The Assault
Ships have lots of HP but fortunately their strongest weapons aren't too
accurate, and again wise use of seishin will save the day.

Gigil is a different kettle of fish altogether though; you'll realize that the
majority of your attacks only do half damage to him, AND he has Beam Coating,
which instantly renders the majority of your force useless. One interesting
thing of note though is that his halved damage is because of his pilot skill,
"Protodevil"; however, this skill also makes him vulnerable to Basara's
extremely strong (at this point ^^;) song attacks, and takes normal damage from
them. Nail him with a couple of Basara's songs and he'll be down for the count.

------------------------------------------------
Mission 5 Earth Route
------------------------------------------------

Starting Units

Kento - Atraus
Danji - Gunpar

Reinforcement Units

When all initial enemies are defeated:

Kouji - Mazinger Z
Tetsuya - Great Mazinger
Sayaka - Diana A
Jun - Venus A
Boz - Boz Borot
Shiro - Robot Jr
Usso - V Gundam
Oliver - V Gundam Hexa
Marvette - V Gundam
Junko - Gun EZ
Main Character - Main Unit

Starting Enemy Units

3x Zanscare Soldier - Zolo

Reinforcement Enemy Units

When all initial enemies are defeated:

Douka - Garickson
Renda - Garickson
6x Zanscare Soldier - Garickson
3x Zanscare Soldier - Gozola
2x Zanscare Soldier - Memmedoza

Items:

1x Repair Kit - Memmedoza
1x Propellant Tank - Gozola
1x Cartridge - Memmedoza
1x Apogee Motor - Garrickson
1x Dual Sensor - Garrickson

Skills: None

Notes: A pretty simple start, it's just Kento and Danji against a couple of
Zanscare grunts, who can't really cause that much damage to either of your
available units. Standard attacks, with maybe a little seishin usage, should
see you clear out all three Zolos embarassingly easy. The one thing you have to
be careful of is to make sure you beat them on YOUR turn, and not the enemy's
turn...

Then the hard part happens. You get several little tank-like enemies to combat,
but they're not trying to activately beat you; their main objective is to reach
the two pods near the bottom of the map, and if you leave them alone, they can
easily do it within 3 or so turns. This is why you wanted to end on your turn;
so your forces can get a headstart on them rather than vice versa. Tetsuya in
particular will be insanely useful here with his Accelerate seishin, as well
as your main character if you chose a Real main unit. Whatever happens, your
own forces start quite far away from the enemies too, so get your asses over
there ASAP and guard the pod from the large numbers rushing at it.

Both Douka and Renda have good dodge rates, but you should have a couple of
units with Sure Hit by now, Tetsuya at least. They DO defend though, so be
careful.

------------------------------------------------
Mission 5 Space route
------------------------------------------------

Starting Units

Heero - Wing Gundam Zero
Duo - Gundam Deathscythe Hell
Hilde - Taurus
1 Battleship
12 Units

Reinforcement Units: None

Starting Enemy Units

9x Mobile Doll - Virgo II
6x Mobile Doll - Virgo
2x Mobile Doll - Taurus MA
2x Oz Soldier - Virgo
1x Oz Soldier - Virgo II

Reinforcement Enemy Units: None

Items

3x Repair Kit - Virgo II(3)

Skills: None

Notes: Finally, you get some Wing units!   With them though comes Wing enemies,
most of them being Virgos with their horribly irritating Planeite Defensors.
Your units who don't rely on beams, especially your new Valkyries, will prove
to be extremely useful in taking down the Virgos.

Besides that, there's not much of note. The hit percentages are still decent,
but these are the only enemies you'll face, so go crazy on your seishin and
finish them off. Do however note that Gamlin needs 10 or more kills by the end
of this stage to access the VF-11C Thunderbolt, and 6-9 kills for the VF-1J
Valkyrie.

------------------------------------------------
Mission 6 Earth Route Part 1
------------------------------------------------

Starting Units

Roger - Big O

Reinforcement Units

Starting Enemy Units

1x Artificial Intelligence - Dorothy

Reinforcement Enemy Units

After Dorothy is defeated:

1x Artificial Intelligence - Dorothy

Items: None

Skills: None

Notes: Nothing much to see here, just an introduction to Big O really. Roger
starts at 130 morale, and will struggle to take more than 1000 damage from the
two enemies you'll face. Just note that a slightly stronger version of Dorothy
will pop out after the first one; even then, you'll have to try REALLY hard to
lose this scenario.

------------------------------------------------
Mission 6 Earth Route Part 2
------------------------------------------------

Starting Units

Roger - Big O
Kento - Atraus
Junko - Gun EZ
Danji - Gunpar
Main Character - Main Unit

Reinforcement Units

When 9 or less enemies remain:

Kento - Daltanias

When 5 or less enemies remain:

Hayato - Tower
8 Units

Starting Enemy Units

4x Mobile Doll - Virgo
2x Mobile Doll - Taurus
2x Mobile Doll - Taurus MA
2x Mobile Doll - Virgo II

Reinforcement Enemy Units

8x Mobile Doll - Virgo
6x Mobile Doll - Virgo II

Items

2x Repair Kit - Virgo II(2)
2x Propellant Tank - Virgo II(2)
2x Cartridge - Virgo II(2)

Skills: None

Notes: No face characters to worry about in this mission; there are, however,
several Mobile Doll-piloted enemies. Your starting force are perfectly capable
of handling the 10 OZ enemies near them, while your more sizable reinforcements
should take the enemy reinforcements.

The one thing to note is that the entire set of enemy reinforcements is made up
of Virgos and Virgo IIs, both of which have Planeite Defensors; you might not
want to sortie too many Gundams because of that, and stick with using the 8
pronged Beam Saber and Top/Bottom attacks; your Supers won't have that problem
of course.

------------------------------------------------
Mission 6 Space route
------------------------------------------------

Starting Units

Heero - Wing Gundam Zero
Duo - Gundam Deathscythe Hell
Hilde - Taurus
Main Character - Main Unit
Miria - VF-17S Nightmare F

Reinforcement Units

One turn after you escape:

Bazara - VF-19 Kai F Valkyrie F

2 turns after you escape:

1 Battleship
8 Units

Starting Enemy Units

18x Barota Soldier - Fz-109A Ergazorn (Disappear after you escape)

Reinforcement Enemy Units

After you escape:

9x Barota Soldier - Fz-109A Ergazorn
2x Barota Soldier - Assault Ship

2 turns after you escape:

Gigil - Fz-109F Ergazorn (Retreats below 30% HP)
8x Barota Soldier - Fz-109A Ergazorn

Items

2x Propellant Tank - Assault Ship(2)
1x Booster - Fz-109F Ergazorn

Skills: None

Notes: Your first indoor mission, and by golly it's a pretty tough one. The
massive amounts of enemies against your 4 units and a healer is a problem, but
not the main one; the crux of the stage is getting a unit onto the glowing
square within 8 turns, when only your main character has the Accelerate
seishin. Presumably, s/he'd be the main one that the others would clear a path
for, but don't forget that these Ergazorns are pretty tough and can get nice
hit rates, and several of them block the passageway to the glowing square.

You'll have to spend most of the mission on a hit-and-run basis; make sure
Heero in particular casts Concentrate on nearly every turn, since the enemies
appear to prioritize hitting him, and the counters you can do from there might
be invaluable. Once you get to the passageway, Focus on clearing a single path
through ASAP; if you can use them, the Wing Zero's MAP weapons are great for
this. Hopefully with Concentrate to survive and Accelerate to get there, your
main character should just about be able to reach the glowing square on turn 8.

And once you do, it switches to part 2. You're back out in space, and there's
EVEN MORE Ergzorns waiting for you. Your group is probably really hurting from
the skirmish inside, so stay on the City 7 (which you're supposed to protect
anyway ^^;) and wait for the calvary to arrive, using the terrain as bonuses
while countering any enemy attacks. Once the main force arrives, it becomes
more cleanup; Gigil should be dealt with the same way you did back in Mission
4.

------------------------------------------------
Mission 7 Earth Route
------------------------------------------------

Starting Units

Kouji - Mazinger Z
Tetsuya - Great Mazinger

Reinforcement Units

After all initial enemies are defeated:

Hayato - Tower
Benkei - Getter 1
11 Units

Starting Enemy Units

4x ??? - Belgrande

Reinforcement Enemy Units

After all initial enemies are defeated:

Ignus - Impetus (Retreats below 10% HP)
14x ??? - Belgrande
4x ??? - Belgrande S

Items

3x Propellant Tank - Belgrande S(2), Impetus
2x Cartridge - Belgrande S(2)
1x Booster - Impetus
1x High Performance Radar - Impetus

Skills

Evade Ability +5 - Ignus

Notes: Kouji and Tetsuya VS 4 Belgrandes at the start isn't too bad a fight.
Although the Belgrandes are tougher and stronger than Mobile Suits, they still
can't hurt the Mazingers too badly, and gratituous use of the Invincibility
seishin should see you through. Concentrate both Mazingers on a single enemy at
a time, leading with Tetsuya since he has a chance to repel all their attacks
with his Sword Cut ability, and finishing off with Kouji, then countering or
defending on the enemy turn depending on your style of play.

After the appetizer, the main flambe comes in Ignus, who is revealed to have
led the assault that killed Professor Kabuto. Lots of story events happen as
several Belgrandes try to, and eventually overwhelm the Mazingers; then of
course the Tower comes in to save the day. ^^; You still have tons of
Belgrandes and Belgrande Ses to fight though, which your Reals will have
problems with; not only do the enemies have great accuracy, their weapons also
have AMAZING accuracy adjustments (lowest is +40, IIRC), so don't rely on
your dodging powers too much. The Belgrande Ses are even worse with higher HP
and strong weapons; fortunately there're only 4 of them to deal with. Likely
the first thing you have to do is to cast Trust on Kouji and Tetsuya to recover
their HP, then rush your dudes in and take out the middle Belgrandes, await the
double-pronged assault of Belgrandes from the north and south, then eventually
take on Ignus with his accompanying Belgrande Ses to the west.

Ignus is quite the boss at this stage of the game; 33,000 HP and -rather-
strong weapons, most of all a 9-range MAP attack which you should plainly not
even try to put yourself within range of. You'll probably have to take at least
one MAP attack though, as you probably don't quite have the power to take out
33,000 HP in one turn. Thus, make sure all your units have enough HP to survive
the MAP attack for one turn at least, utilizing the Trust seishin and the two
Healers you have.

Ignus runs at 10%, but it's entirely likely that one single hit, especially
from the Mazin Power-enhanced Mazingers, can down him in one fell swoop. If you
still need the extra oomph, have either your main character or Benkei provide
some support.

------------------------------------------------
Mission 7 Space Route
------------------------------------------------

Starting Units

1 Battleship
14 Units

Reinforcement Units

After initial enemies have been destroyed:

Wufei - Altron Gundam (Neutral)

Starting Enemy Units

Gozu - Abigol
Godwald - Abigol
Broho - Abigol
6x Zanscare Soldier - Zolowatt
2x Zanscare Soldier - Amaltea
2x Zanscare Soldier - Rig Shakko

Reinforcement Enemy Units

After initial enemies have been destroyed:

Kabuto - Kabuto Combat Mothership (Runs at 20% HP)
6x Artificial Intelligence - Surveillance Robot
5x Articial Intelligence - Bemborg Darantie

Items

3x Repair Kit - Abigol(3)
3x Propellant Tank - Amaltea(2), Kabuto Combat Mothership
1x Learning-type CP - Abigol
1x High Performance Radar - Abigol
1x Dual Sensor - Abigol
1x Chobham Armour - Kabuto Combat Mothership

Skills: None

Notes: The mission starts as a pretty typical mission against more V Gundam
enemies, although there's actually a few non-generic pilots around for once;
you may actually have to dedicatedly use seishin (gasp) to get good hit and
dodge rates for them. In the end though, they're still using Mobile Suits, so
they can't take many hits before they go down. The rest of the enemies are the
same, save for the Amalteas.

Once you defeat them all, yet ANOTHER Daltanias enemy appears (and you haven't
even gotten the robot yet...), and it's Kabuto, who's pretty much another
Neshia and Boidar. This time though his retreat is at 20%, and you have Wufei
going all solo-justice style. Fortunately he's quite good at dodging, so its
possible, though not neccessary to keep him alive.

By now you should have several Support Attackers, so a decent combination
should do the sufficient damage to take Kabuto down. Just remember that Wufei
is around, so set up your killing combination BEFORE you start weakening him,
else Wufei might ping him too hard and he'll retreat.

This is the end of the space route. The earth route has one more stage, but
you can go on ahead to Mission 9 (which will be noted to you as Mission 8, and
so on for the remaining missions).

------------------------------------------------
Mission 8 Earth Route
------------------------------------------------

Starting Units

Hayato - Tower
15 Units
3x Oz Soldier - Taurus (Neutral)

Reinforcement Units

Starting Enemy Units

Douka - Garickson
Renda - Garickson
6x Zanscare Soldier - Garickson

Reinforcement Enemy Units

After 5 or less enemies remain:

Pippiniden - Memmedoza (Retreats below 30%)
Rupe - Memmedoza (Retreats below 30%)
4x Zanscare Soldier - Zolo
2x Zanscare Soldier - Gozola

After 5 or less enemies remain:

Chronokul - Shakko
Farah - Rikarl (Retreats below 30%)
4x Zanscare Soldier - Memmedoza
2x Zanscare Soldier - Gozola

Items

6x Repait Kit - Garickson(2), Memmedoza(2), Rikarl, Shakko
1x Beam Coating - Rikarl
1x Learning-type CP - Shakko

Skills: None

Notes: Unlike most "protect base" scenarios, you actually have 3 bases to
protect rather than just one. Fortunately you have 16 units to go around, so
split them up; I suggest sending a weak force of 4 or so to guard the
southeast base, and divide the rest equally between the west and the northeast.
Make sure that the west and northeast especially have at least one Support
Attacker.

The first batch of enemies start at the northwest, and are the usual annoyingly
hard to hit Garicksons; most of them will head for your western base, though a
few will peel away and rush the northeastern one instead. Hopefully your
western force has a few Sure Hit users in it to help against Douka and Renda,
who again have insane dodge rates.

The second batch starts at the southwest, and this time the majority of the
grunts will head for the southeast base, while a few, plus both Pipiniden and
Rube, will head for the western base. Both Pipiniden and Rube retreat at 30%,
but they're in weak mobile suits, so even though they do Defend, you can easily
kill them with a powerful attack straight-out. The grunts are standard fare,
and if your weaker southeastern force makes use of the base squares, the battle
will be heavily tilted in their favour. Once this force is repelled, you might
want to move some of your faster units to the northeastern base.

The last batch, with Chronokul and Farah, starts at the northeast, and
unsurprisingly will all attack the northeastern base. They're not hugely
problematic if again you take advantage of terrain; Chronokul remains a good
dodger, but doesn't retreat and a few Sure Hits strike him off the map. Farah,
on the other hand, is in an 8000 HP Rikarl, and retreats at 30%. This is still
a reasonable 2400 HP, but not if she defends; you'll almost certainly have to
use a Support Attack to hit her while she's not defending to kill her off.

------------------------------------------------
Mission 9
------------------------------------------------

Starting Units

Treize - Tallgeese II
1 Battleship
15 Units

Reinforcement Units: None

Starting Enemy Units

Neshia - Neshia Combat Mothership (retreats below 20% HP)
6x Artificial Intelligence - Surveillance Robot
3x Artificial Intelligence - Bemborg Darantie

Reinforcement Enemy Units

After 6 or less initial enemies remain:

Boidar - Boidar Combat Mothership (retreats below 20% HP)
6x Artificial Intelligence - Surveillance Robot
3x Artificial Intelligence - Bemborg Darantie

After 6 or less enemies remain:

Kabuto - Kabuto Combat Mothership (retreats below 20% HP)
6x Artificial Intelligence - Surveillance Robot
3x Artificial Intelligence - Bemborg Darantie

Items

3x Propellant Tank - Neshia Combat Mothership, Boidar Combat Mothership, Kabuto
Combat Mothership
1x Solar Panel - Neshia Combat Mothership
1x EN Chip - Boidar Combat Mothership
1x Large Generator - Kabuto Combat Mothership

Skills

Skill Ability +10 - Neshia
Accuracy Ability +5 - Boidar
Hit & Away - Kabuto

Notes: Finally, your Earth and Space teams converge into one giant mass of
destructive force; and to greet them comes several teams of destructive forces.
^^; 3 teams of Daltanias enemies coming from all sides of the map isn't a very
pleasant thing to experience. Fortunately, you've got the firepower for it now;
also treasure one of the few times you get to use Treize. ^^;

The enemies the usual trio of battleship commanders, none of which are much cop
really. They all retreat at 20%, but a good combination should be able to do
the 4000-5000HP damage needed easily. This stage will serve as a good testing
ground for the load of new allies you just required, as well as making you
realize how much mobile suits rule Space. ^^;

------------------------------------------------
Mission 10
------------------------------------------------

Starting Units

Gamlin - VF-17D Nightmare F
1 Battleship
13 Units

Reinforcement Units

After enemy reinforcements appear:

Bazara - VF-19 Kai F Valkyrie F

Starting Enemy Units

Gigil - Fz-109F Ergazorn
12x Barota Solider - Fz-109A Ergazorn
2x Barota Soldier - Assault Ship

Reinforcement Enemy Units

After 5 or less initial enemies remain:

7x Barota Solider - Fz-109A Ergazorn

Items

1x Repair Kit - Fz-109F Ergazorn
2x Propellant Tank - Assault Ship(2)
1x Hybrid Armour - Fz-109F Ergazorn

Skills:

Defense Ability +10 - Fz-109F Ergazorn

Notes: And sometime after Docker gets himself blown up, so does Kindo, from the
hands of...a glowing fairy, oy. Basara then plays his song which manages to
scare it away.

Before and after that, it's more Ergazorns and Gigil to deal with. If you came
here from the Space route, you'd be highly experienced with them already; Earth
route players might be surprised by their decent dodge prowess and fairly
strong weapons. Also, Gigil will need the usual Basara show to take him
(although by now, your others should be able to do the job themselves, just
uneccessarily using resources ^^;).

------------------------------------------------
Mission 11
------------------------------------------------

Starting Units

Gou - Shin Getter 1
Bright - Ral Kairam
12 Units

Reinforcement Units

1 turn after enemy reinforcements arrive:

Duke - Grendizer
Hikaru - Drill Spazer

Starting Enemy Units

10x Invader - Invader (Ground)
5x Invader - Invader (Air)
4x Invader - Metalbeast Barosoft

Reinforcement Enemy Units

After all initial enemies have been destroyed:

Aquila - Fortes Arla (retreats below 20%)
4x Mires - Angelus
2x Mires - Angelus S

Items:

1x Propellant Tank - Fortes Arla
1x Biosensor - Fortes Arla

Skills:

Melee Ability +10 - Fortes Ala

Notes: Shin Getter starts the stage more or less trapped; you should move it
AWAY and towards your forces from the start, and cast whatever defensive
seishin you need while your force advance on the first line of Invaders. The
Invaders' highest accuracy attack is range 3, so your Reals should try and stay
just out of that range; Supers, especially flying ones, are pretty safe since
the land Invaders can only use their weakest attack against airborne units.

The first new enemy you'll come across here is the Metalbeast Barosoft. These
are Super enemies beefed up basically, with 8000+ HP and tons of tough armour.
You probably have to cast defensive seishin when taking them on.

After you destroy all the initial invaders, more pop up with hostages; your
guys get caught up in a dilemma, but Black Getter then shows up and "solves" it
for them by destroying the Invaders, and the hostages as well, with your force
showing their disgust. The Black Getter disappears immediately after; it's
pilot isn't shown, but it's pretty obvious who it is... ^^;

Anyway, before you have much time to mourn, you get your first taste of
Original enemies as Aquira makes his first appearance. The first thing that'll
strike you is the mounds of HP that the Fortes Arla has; the second thing will
be the astoundingly good dodge and hit rates the Angeluses have, and the need
for Concentrate to even match them; the third thing that will probably strike
you is Fortes Ala's MAP attack, if you're not careful. ^^; In all honestly,
after dealing with the Angeluses, it's practically impossible NOT to taste the
Fortes's MAP attack at least once, since you don't really have the resources
to remove that much HP so quickly; fortunately it's not too strong, and is
survivable even for Reals. Just make sure to finish him by turn 2 so that you
don't have to eat a second helping of it; you'll have to use another good
combination to do the job.

------------------------------------------------
Mission 12
------------------------------------------------

Starting Units

Roger - Big O
Gou - Shin Getter 1

Reinforcement Units

On Turn 3:

Trowa - Wing Gundam Zero
1 Battleship
11 Units

After all initial enemies are destroyed:

Takeru - Godmars

Starting Enemy Units

Beck - Beck Victory Deluxe
8x Artificial Intelligence - Eel

Reinforcement Enemy Units

After all initial enemies are destroyed:

Kabuto - Kabuto Combat Mothership
Kacchi - Golgacchi
6x Artificial Intelligence - Surveillance Robot
3x Artificial Intelligence - Bemborg Darantie
1x Artificial Intelligence - Bemborg Gruzon

Items

1x Repair Kit - Beck Victory Deluxe
3x Propellant Tank - Kabuto Combat Mothership, Coru Kachi, Bemborg Gruzon
1x Mega Booster - Beck Victory Deluxe
1x Chobham Armour - Coru Kachi
1x Hovercraft - Kabuto Combat Mothership
1x Minovsky Craft - Bemborg Gruzon
1x Energy Taker - Bemborg Gruzon
1x Mind Taker - Bemborg Gruzon

Skills:

Shooting Ability +10 - Coru Kachi

Notes: If you took the space route, this would be the first introduction to
Big O, and both ways the first time you get Dorothy as a sub-pilot. You have to
defend the base from a large amount of Big O enemies, but fortunately the
calvary, with Trowa in the Wing Zero, will arive to help soon after. Flying
units with speed up will definitely help; some Eels should get close to the
base, but not get any further than that. Beck himself is a fairly standard
Super boss; just don't bother trying to take him, or the Eels for that matter,
in underwater combat.

Once the initial enemies are gone, more Daltanias again... along with Kachi,
who challenges Takeru to a duel in Gaia, and forces Takeru to activate the
Godmars system. Note that from now on, whenever Godmars is deployed, you can't
let him die or its game over.

Besides that, it's pretty standard Daltanias enemies again; be careful of the
Bemborg Gruzon though, as killing it is also a losing condition at this point;
I know its tempting because of all the items it carries, but just wait until
you destroy all the other enemies first, and then you can loot its stuff. ^^;

------------------------------------------------
Mission 13
------------------------------------------------

Starting Units

Bright - Ral Kairam
15 Units

Reinforcement Units

After enemy reinforcements arrive:

Main Character - Main Unit

After one enemy reinforcement unit is destroyed:

Ryouma - Black Getter (Neutral)

Starting Enemy Units (All retreat after reinforcements arrive)

Pipiniden - Memme Doza
Rube - Memme Doza
Douka - Garickson
Renda - Garickson
6x Zanscare Soldier - Garickson
4x Zanscare Soldier - Zolo
2x Zanscare Soldier - Gozzola

Reinforcement Enemy Units

After 5 or less initial enemies remain:

Ignus - Impetus
4x Mirez - Belgrande
4x Mirez - Belgrande S

After 5 or less enemies remain:

Glacies - Fabularis
4x Mirez - Angelus
4x Mirez - Angelus S

Items

8x Repair Kit - Memme Doza(2), Garickson(2), Belgrande S(2), Angelus S(2)
2x Propellant Tank - Impetus, Fabularis
1x Booster - Garickson
1x Magnetic Coating - Garickson
1x Learning-type CP - Memme Doza
1x Large Generator
1x Beam Coating - Impetus
1x Dual Sensor - Memme Doza
1x Sensor Breaker - Memme Doza
1x Weapon Breaker - Memme Doza
1x ECM Jammer - Garickson
1x Armour Breaker - Garickson
1x Energy Drain - Ignus
1x Mind Drain - Fabularis

Skills: None

Notes: The V Gundam enemies at the beginning are just an appetizer. The real
meat appears once you take out all but 5 of them; of course, since they all
retreat immediately after, it might be in your best interests to leave 5 grunts
remaining and yoink the items all the non-generic characters hold.

The fire-based Ignus appears once you do reduce initial enemies below 5, as
does Joshua; the Belgrandes are rather well upgraded like the Angeluses of
before, and you may have to spend seishin just to take them down. When you do
take down at least one, the Black Getter appears again and starts beating up
more Invaders; Ryouma is then revealed to be the pilot, and becomes a neutral
unit. Don't expect him to survive, since his Black Getter isn't exactly the
most durable around; he does make good fodder for the short time that he'll
survive.

Once you lower the enemies to 5 again, Glacies emerges with even more
hard-to-hit original enemies; if your main character is Joshua she has a weird
reaction with Joshua, which somehow causes Joshua's mech to lose a large amount
of its HP. Once you get around to assaulting her group, note that Joshua has a
convince command on her; do so if you want to recruit her later. If you chose
Rim, instead Wintos will show up trying to communicate with you, but gets
beaten up by Glacies; when you defeat all but 5 enemies, he establishes a
connection, then asks whether you want to listen to his story. You can either
ignore him (first option) or listen (second option). Choose to listen if you
want to recruit him later, although it'd hit your mech to critical HP again.

Before you do that though, you still have all the original enemies to defeat;
and even the grunts aren't that much of a problem compared to Ignus and
Glacies. Both have far-reaching MAP attacks and if you get caught between the
two, your entire force could be dead rather quickly. Instead, rush Ignus as
fast as you can once he appears towards the west, and take him down as fast as
possible; neither him or Glacius retreats thankfully, and some of your pilots
should be learning Hot Blood by now, making the process a bit easier. If you
can keep both of them from assaulting you at the same time, this mission won't
be TOO hard, although it'll still tax your resources in terms of EN and
seishin.

------------------------------------------------
Mission 14 Part 1
------------------------------------------------

Starting Units

Gou - Shin Getter 1
Ryouma - Black Getter
Schwartz - Stilva
12 Units

Reinforcement Units: None

Starting Enemy Units

6x Invader - Invader (Ground)
6x Invader - Invader (Air)
3x Invader - Metalbeast Barosoft

Reinforcement Enemy Units

After 5 or less initial enemies remain:

6x Invader - Invader (Ground)
6x Invader - Invader (Air)
1x Invader - Metalbeast Barosoft

Items: None

Skills: None

Notes: It's Getter Armageddon, part 1. Basically you'll simply face three sets
of Invader enemies, almost one after another, in a fairly waterlogged stage.
You've already faced them all before; this time though, you may need weapons
good in water to make the stage a little easier.

Regardless, feel free to spend all the seishin you want to make the battle go
faster; nothing is carried over from this one to the next part.

------------------------------------------------
Mission 14 Part 2
------------------------------------------------

Starting Units

Bright - Ral Kairam
Hayato - Tower
14 Units

Reinforcement Units

When 5 or less initial enemies remain:

Ryouma - Shin Getter 1

Starting Enemy Units

Saotome - Shin Dragon
7x Invader - Invader (Ground)
6x Invader - Invader (Air)
4x Invader - Metalbeast Barosoft

Reinforcement Enemy Units

After Shin Drgon is defeated:

Saotome - Metalbeast Dragon
4x Invader - Getter Dragon
4x Invader - Getter Rygar
4x Invader - Getter Poseidon

Items:

1x Bio Sensor - Shin Dragon
1x Apogee Motor - Metalbeast Dagon
1x Mind Virus - Shin Dragon
1x EN Virus - Metalbeast Dragon
1x HP Virus - Metalbeast Dragon

Skills:

Support Defense +1 - Shin Dragon
Support Attack +1 - Metalbeast Dragon

Notes: It's the Shin Dragon in all its glory, and it swaggers its stuff by
first destroying some poor soldier cannon fodder, then taking its anger out
on Gou and Ryouma. Both aren't available for the start of this mission, so
you'll have to struggle through the 30k HP and more Invaders, most on defensive
terrain; fortunately once you kill enough of them, Ryouma comes out in Shin
Getter to help. Since Hayato's still reluctant though, it loses its Open Gate
maneuver and only Shin Getter 1 can be used.

One thing you should worry about is the Shin Dragon's MAP attack; I don't
suggest you EVER get close enough to taste it. Stay back and snipe off the
comparitively easy Invaders first, and when you can, assault the Shin Dragon
as a whole. This will be in no way easy though; it's terrain gives it +30% to
it's defense, reinforcing it's already tough armour. Those of your team who
have Hot Blood should spend it all at this point; it's by far the hardest part
of this stage. Of course, don't forget to use Flash and other defensive seishin
to survive it's attacks.

Even after you destroy it though, it resurrects again; Hayato then goes on a
suicide run by overloading the Getter Reactor inside the Tower to take it out,
and both it and the Shin Dragon explode; Ryouma then moves Shin Getter over to
save Hayato, which with the heart of 3 people as one, can now release its full
power in the Stoner Sunshine. Just in time too, as Saotome then resurrects
himself as well in a Metalbeast Dragon, and brings out more Getter clones with
him. Fortunately, while the Metalbeast Dragon is stronger in terms of higher
attack power, it's flying status also means it has no defensive bonuses
whatsoever, making it far easier to put some decent damage on it. Finish it off
and follow the Getter storyline after.

------------------------------------------------
Mission 15
------------------------------------------------

Starting Units

Duke - Grendizer
Takeru - Gaia
Bright - Ral Kairam
Max - Battle 7 (Aircraft Carrier mode)
13 Units

Reinforcement Units: None

Starting Enemy Units

Burakki - Mother Baan
Gul - Guruguru
16x Imperial Soldier - Mini UFO
4x Imperial Soldier - Barubara
4x Artificial Intelligence - UFO Robot Giru Giru
2x Imperial Soldier - Guruda

Reinforcement Enemy Units: None

Items

1x Repair Kit - UFO Robot Giru Giru
1x Propellant Tank - UFO Robot Giru Giru
2x Cartridge - UFO Robot Giru Giru(2)
1x Booster - Guru Guru
1x Chobham Armour - Guru Guru
1x Hybrid Armour - Mother Baan
1x Magnetic Coating - Mother Baan

Skills

Counter - Guru Guru
Potential +1 - Mother Baan

Notes: After the toughness of the last mission, it's a bit more relaxing to
have a more standard mission with no frills. Most of the enemies are the first
time you may see Grendizer enemies, but they're not that much different from
standard Super enemies (although the giant increase in HP of the Mini UFOs are
slightly unnerving). This is basically a mission to stock up on items and EXP
before the next route split.

Speaking of it, you have two choices; to go to Jupiter and follow the Macross
and Shin Getter paths, or participate in the capture of the Kailas Gilly which
involves all the other series. If Amuro is nowhere close to 50 kills, and if
you don't care too much about the Tsume Supa Robo sub-missions, you should
probably take the Jupiter route.

------------------------------------------------
Mission 16 Jupiter Route Part 1
------------------------------------------------

Starting Units

Judo - ZZ Gundam
Ru - Gundam Mk III
Ryouma - Shin Getter 1
Gou - Shin Dragon

Reinforcement Units: None

Starting Enemy Units

6x Invader - Invader (Space)
4x Invader - Invader (Ground)
2x Invader - Invader (Air)

Reinforcement Enemy Units: None

Items: None

Skills: None

Notes: Small forces against considerably larger forces. Both Ru and Judo aren't
in very good shape at the start; I'd suggest having Ru cast Accelerate and
getting the hell out of there ASAP, moving to the northeast to shake off the
attentions of the invaders; cast Concentrate and/or Flash as well, as they
won't let you off THAT easily. Judo, with Concentrate and Invincibility, can
more or less handle himself but I'd still suggest moving him as far northeast
as possible and counterattacking with the Hyper Beam Saber when possible.

You get to use the monstrous Shin Dragon on this stage as a preview on what
you'll be getting later; I suggest having both Benkei and Gai use Yell twice to
boost thir mechs up, since their seishin won't be carried over again, then have
them Accelerate their way to the main event.

The Space-type Invaders are obviously the most dangerous here, with a decent
amount of HP and good hit rates. Those are your highest priority in terms of
killing off fast; spend a Hot Blood if that's what it takes, and try and stay
out of range 1-3 for the two MSs. The other invaders are cake relatively; no S
ratings in space means that even Judo and Ru can take them down by themselves.

------------------------------------------------
Mission 16 Jupiter Route Part 2
------------------------------------------------

Starting Units

Judo - ZZ Gundam
Ru - Gundam Mk III
Ryouma - Shin Getter 1
Gou - Shin Dragon

Reinforcement Units

After all initial enemies are defeated:

Max - Battle 7 (Aircraft Carrier mode)
10 Units

1 turn after all initial enemies are defeated:

Basara - VF-19 Kai F Valkyrie F

Starting Enemy Units

8x Invader - Invader (Space)
4x Invader - Invader (Ground)
4x Invader - Invader (Air)
1x Invader - Metalbeast Dragon

Reinforcement Enemy Units

After all initial enemies are defeated:

12x Invader - Invader (Space)
2x Invader - Invader (Ground)
2x Invader - Invader (Air)

After 5 or less enemies remain:

Cowen - Cowen & Stinga
8x Invader - Invader (Space)

Items

2x Propellant Tank - Metalbeast Dragon, Cowen & Stinga
1x EN Chip - Metalbeast Dragon
1x Large Magazine - Cowen & Stinga

Skills

Seishin Power +10 - Cowen & Stinga

Notes: Even MORE Invaders, which outnumber your small task force; there's even
a 5-digit HP Metalbeast Dragon in the works. Your best bet is to stay in the
meteor terrain whenever possible; you practically NEED the defensive bonuses it
gives you in this stage.

You might want to have Benkei cast Yell twice again, because Shin Getter 2 will
be your main driving force, and you need him at 130 morale as fast as possible;
once he gets a permanent 75% dodge rate to everything, the mission gets a whole
lot easier. I'd still suggest employing a defensive strategy; come out of the
meteor terrain only if you absolutely have to, and even then mostly only Shin
Getter 2 to run as a distraction ploy; Shin Poseidon's range-8 attack gives him
excellent sniping properties in this stage.

You should be able to get through the beginning relatively unscathed, after
which there's just the Metalbeast Dragon to deal with; this is what you've been
saving your Seishin for, as you need to hit it with your strongest attacks fast
thanks to its HP recovery. Have Judou and Ru let Shin Poseidon and Shin Getter
support once to put on the damage, then let lose with Hot Blooded Shine Spark
and Stoner Sunshine or Shin Getter Change Attack. If one round doesn't do it,
the second round definitely should.

And after that, even MORE Invaders. Fortunately your own force arrives as well,
witha  fold-out from the Battle 7 getting them there quick. Your initial forces
should be all but spent by now, so retreat them east ASAP to join up with the
rest of your battalion, and let them take over. You're experienced with the
Space versions by now, but this time you actually have the mechs that can
strike them from far-range, making it considerably easier. The Land and Space
versions are still cake. Even Basara appears to "help" eventually.

As for the eventual appearance of Cowen and Stinga, they're tough, but not too
tough. 40,000 HP shouldn't be that much with 16 rampaging units, as long as you
take out the Space Invaders first and save up your seishin for them. For
emotional purposes, a Final Getter Tomahawk finish is highly recommended.

The Jupiter route ends here; go straight to mission 18, and don't forget to add
possibly another 1 to all scenarios the game tells you.

------------------------------------------------
Mission 16 Kailas Gilly Route Part 1
------------------------------------------------

Starting Units

Kenji - Cosmo Crusher
Camille - Z Gundam
Quatre - Gundam Sandrock Kai
Usso - V-Dash Gundam/V Gundam
Takeru - Gaia

Reinforcement Units: None

Starting Enemy Units

Margue - Ganimedis
3x Imperial Soldier - Guruda
2x Imperial Soldier - Barubara

Reinforcement Enemy Units

After 3 or less initial enemies remain:

Neshia - Neshia Combat Mothership
2x Artificial Intelligence - Bemborg Darantie
2x Artificial Intelligence - Surveillance Robot

Items

1x EN Chip - Neshia Combat Mothership
1x Propellant Tank - Neshia Combat Mothership

Skills: None

Notes: Small forces against small forces. The enemies still have mounds of HP
compared to your guys though, so try and stay in defensive cover if you can,
and use the usual Concentrate for your Reals to stay alive. You might want to
attach Support Attack +1 to either Camille or Usso before the stage to make
things a little easier, and use the Cosmo Crusher to refill EN whenever needed
(which will be plenty of the time, especially if you haven't upgraded EN).

Defeating the Ganimedis at the start is a game over; fortunately it's nearly
impossible to do so before it retreats anyway. Instead of him, you get Neshia
to play with, and she has her usual 25,000 HP battleship with a few Daltanias
enemies. By now your morale should be high enough, so use whatever Hot Bloods
you may have and take her and her flunkies out.

------------------------------------------------
Mission 16 Kailas Gilly Route Part 2
------------------------------------------------

Starting Units

Ral Kairam - Ral Kairam
15 Units

Reinforcement Units: None

Starting Enemy Units

Chronokul - Contio
8x Zanscare Soldier - Zolowatt
4x Zanscare Sodlier - Rig Shakko
4x Zanscare Soldier - Abigol
2x Zanscare Soldier - Amaltea

Reinforcement Enemy Units: None

Items

3x Repair Kit - Contio, Rig Shakko(2)
2x Propellant Tank - Rig Shakko(2)

Skills

Seishin Power +10 - Contio

Notes: You can't use the guys you used in the first part of this scenario, but
that's okay; you don't really need them, this scenario is easy enough as it is.
The enemies are still relatively good in terms of dodging and aiming, but
what you see is what you get, so go ahead and eat up your seishin. Chronokul's
actually not that good a pilot; he and everyone else will retreat once both the
Amalteas (or himself...) are shot down though, so take him out before that to
grab the skill he's holding.

The one thing you should get used to by this stage is the Zanscare Soldiers'
propensity for defending if the next shot is a killer. Lots of later stages
will make even better use of this, and you have to figure out ways to counter
it efficiently; either by hoping for criticals, using strong Support Attacks to
finish units off, or what have you.

------------------------------------------------
Mission 17 Kailas Gilly Route
------------------------------------------------

Starting Units

Bright - Ral Kairam
15 Units

Reinforcement Units: None

Starting Enemy Units

Pipiniden - Abigol
Rube - Abigol
Broho - Abigol
Godwald - Abigol
Gozu - Abigol
11x Zanscare Soldier - Rig Shakko
6x Zanscare Soldier - Zolowatt
2x Zanscare Soldier - Amaltea

Reinforcement Enemy Units

After 5 or less initial enemies remain:

Tashiro - Squid (retreats below 20%)
Chronokul - Contio
Katejina - Rig Shakko
11x Zanscare Soldier - Contio
2x Zanscare Soldier - Amaltea

Items

2x Repair Kit - Abigol, Jig Shakko
3x Propellant Tank - Abigol(2), Contio
1x Cartridge - Abigol
1x Large Magazine - Squid

Skills: None

Notes: Now this is more of a large-scale battle. Plenty of face and generic
characters to stare down, all of which will patiently wait for you to take them
on, thus negating most of your possible Combo opportunities, and of course all
follow the Soldier standard of defending if the next attack kills. In the end
though, they're still low-HP mobile suits, and won't take that many hits to
kill; just the number of them might be a little troubling. Make sure most of
your robots cast Flash, Invinciblity or Concentrate on their turn to help them
survive.

When the reinforcements arrive, you can have Usso strike up some conversations
with Katejina and Chronokul; this MAY be important in convincing them later.
Besides that, they're both just slightly better than normal pilots; the only
thing to take ntoe of is that the Squid is on defensive terrain and retreats,
so you'll need a good combination to finish it.

------------------------------------------------
Mission 18 Part 1
------------------------------------------------

Starting Units

Shogo - Garland (MC)

Reinforcement Units: None

Starting Enemy Units

5x Soldier - Hagan

Reinforcement Enemy Units: None

Items

1x Repair Kit - Hagan

Skills: None

Notes: Pathetically easy, if slightly frustrating. Shogo in his Garland is
practically impossible to hit, especially if you throw on Concentrate, and the
enemies have pathetically low HP. Cast Concentrate and Accelerate, then just
move in and clean up all the enemies.

------------------------------------------------
Mission 18 Part 2
------------------------------------------------

Starting Units

Shogo - Garland (MC)

Reinforcement Units: None

Starting Enemy Units

6x Soldier - GR-2 Garland (MC)
3x Soldier - GR-2 Garland (MS)

Reinforcement Enemy Units

After 5 or less intial enemies remain:

B.D - Zame Zau
2x Soldier - Wild Zau

Items

2x Repair Kit - GR-2 Garland (MS) (3)
1x Emergency Rations - Zame Zau
1x Linear Seat - Zame Zau
1x Ultra Alloy Z - Zame Zau
1x Spider Net - GR-2 Garland (MS)

Skills: None

Notes: Harder, but only slightly. Shogo is "only" slightly possible to hit now,
and only really by B.D. Still, Accelerate, Concentrate and using the high
accuracy Dash attack will win the day again.

Not that if you wait too long to destroy B.D, you not only lose his items, but
miss out on a chance to recruit him, so take him down fast.

------------------------------------------------
Mission 19
------------------------------------------------

Starting Units

Shogo - Garland (MS)
B.D. - Zame Zau (If you recruited him)
1 Battleship
13 Units

Reinforcement Units: None

Starting Enemy Units

Gandal - Mother Baan (retreats below 20%)
Burakki - Mother Baan (retreats below 20%)
16x Imperial Soldier - Mini UFO
4x Artificial Intelligence - UFO Robot Giru Giru
4x Artificial Intelligence - UFO Robot Gosu Gosu
4x Artificial Intelligence - UFO Robot Gin Gin

Reinforcement Enemy Units

After all intial enemies are defeated:

Zul - Zul Emperor

Items

2x Propellant Tank - Mother Baan(2)
1x Psychoframe - Zul Emperor
1x Dual Sensor - Mother Baan
1x Thruster Module - Mother Baan

Skills: None

Notes: A double dose of Super enemies from both sides, but none of which you
haven't really faced before. Just beware of the Baan's long range. Shogo and
B.D (if you got him) start at the top of the stage, and should stay there;
they basically won't be hit, but their weak attacks mean that they aren't
really helpful in dealing with anything stronger than a Mini UFO. I'd advise
focusing clearing one end first (preferably the right), then clearing the other
end.

The reason for this is Zul, who appears in the southwest corner. The thing
about Zul is that he's a Super Robot boss with tons of HP and decent armour,
but also has the mobility of your average Mobile Suit; most of your Supers will
almost certainly need Sure Hit, and your Reals Concentrate to get some decent
hit percentages on him; not to mention that if you let him get close and use
his more powerful attacks, your puny Reals won't stand a chance without Flash
or Invincibility. He's only one unit though; gang up on him and concentrate all
your attacks, and he should go down...albeit not for very long.

------------------------------------------------
Mission 20
------------------------------------------------

Starting Units

Takeru - Godmars
Max - Battle 7 (Aircraft Carrier Mode)
Bright - Ral Kairam
14 Units

Reinforcement Units: None

Starting Enemy Units

Kroppen - Mobile Fortress
Gascon - Gascon-Exclusive Robo
Margue - Margue Commander Ship
Roze - Zeron
6x Artificial Intelligence - Bemborg Darantie
4x Artificial Intelligence - Surveillance Robot
4x Artificial Intelligence - Bemborg Gruzon
4x Imperial Soldier - Barubara
4x Imperial Soldier - Gruda
2x Artificial Ingellience - Bemborg Zalas

Reinforcement Enemy Units

When 5 or less initial enemies remain:

Boidar - Boidar Combat Mothership
4x Artificial Intelligence - Surveillance Robot
2x Artificial Intelligence - Bemborg Darantie
2x Artificial Intelligence - Bemborg Gruzon

After Kroppen is defeated:

Kroppen - Death Tark 1

Items

2x Propellant Tank - Margue Commander Ship, Mobile Fortress
1x Magnetic Coating - Gascon-Exclusive Robo
1x Chobham Armour - Zeron
1x Large Generator - Mobile Fortress
1x Learning-type CP - Margue Commander Ship

Skills: None

Notes: Takeru gets his angsting moment as it appears that his brother has been
brainwashed (wow, original there). Unsurprisingly, this leads to another
convince process, the first of which you can start on this stage by convincing
him with Takeru.

Besides that, this is actually a pretty tough mission since you have to guard
ALL the satellites from being landed on. The ones under most immediate assault
are the ones near the top, led by Gascon, and the ones at the bottom, led by
Margue. Split up your force initially, with the bottom force being slightly
stronger (and has Takeru in it, obviously), as the Daltanias enemies are
somewhat easier to kill. After the first turn or two, the units in the west
will start making their move; your top and bottom forces should've done quite
a bit by then, so split them up further and join up in the middle to confront
the new forces. Once you kill enough of them though, Boidar shows up to
assault the north again, so you may have to commit more units there after.

Kroppen is actually probably more dangerous in his Mobile Fortress than his
Death Tark; he has horrible accuracy in the latter, and most of his attacks are
dodged easier than your standard grunt's. You still have to kill him twice
though, so budget for that.

------------------------------------------------
Mission 21
------------------------------------------------

Starting Units

1 Battleship
12 Units

Reinforcement Units

After enemy reinforcements arrive:

Bazara - VF-19 Kai F Valkyrie SB
Mylene - VF-11 Max L Kai SB
Ray - VF-17T Kai Naightmare SB

Starting Enemy Units

Gigil - Fz-109F Ergazorn
11x Barota Soldier - Fz-109A Ergazorn
2x Barota Soldier - Assault Ship

Reinforcement Enemy Units

After all initial enemies are destroyed:

Gabil - FBz-99G Zaubergern
Grabil - Grabil
8x Barota Soldier - Fz-109A Ergazorn
4x Barota Soldier - Az-193A Panzerzorn
2x Barota Soldier - Assault Ship

Items

2x Propellant Tank - Assault Ship(2)
1x Booster - Grabil
1x Hybrid Armour - Fz-109F Ergazorn
1x High Performance Radar - FBz-99G Zaubergern
1x Mega Generator - FBz-99G Zaubergern
1x EN Mega Chip - Grabil

Skills: None

Notes: It's been a while, but the Macross enemies are back with a vengance.
This time you don't have Basara off the bat to deal with Gigil, but by now you
probably have had enough time to slap on some decent weapon upgrades, and with
Hot Blood all around, the Proto Devil ability won't be too hard to break
through.

Gabil and the friggin big Grabil then come out, both with the same ability; of
course one having 10,000 HP and the other 30,000 doesn't make that look very
appealing. Fortunately the new Sound Force comes out, and now you have double
the song power to play with; good thing too, since you'll need both of them to
put some decent damage on the two.

Both Gabil and Grabil have some nice items; the bad part is that when you
defeat or make one retreat, both do. This means you'll have to forgo at least
one set of items, UNLESS you plan very well. This means having Mylene
constantly use Love Heart Assault on Basara to increase his Morale, let Gabil
and Grabil dance all around them until Basara has around 130 Morale, have your
dudes slowly weaken Grabil, then use the Try Again MAP attack to kill both at
once. Be wary of the Grabil's own very cheap MAP attack though.

Additionally, make sure Hilde and Noin have their kill counts total 20 or more
by now if you want the Mercurius and Vayeate.

------------------------------------------------
Mission 22
------------------------------------------------

Starting Units

1 Battleship
13 Units

Reinforcement Units: None

Starting Enemy Units

Chronokul - Adrastea
Katejina - Gedlav ER
Rube - Gedlav ER
Gozu - Gedlav ER
Broho - Doggorla
10x Zanscare Soldier - Rig Shakko
5x Zanscare Soldier - Contio

Reinforcement Enemy Units

After 10 or less initial enemies remain:

Kroppen - Mobile Fortress
Neshia - Neshia Combat Mothership
Boidar - Boidar Combat Mothership
Kabuto - Kabuto Combat Mothership
12x Artificial Intelligence - Bemborg Dalantie
6x Artificial Intelligence - Bemborg Gruzon
6x Artificial Intelligence - Bemborg Zalas

After Kroppen is defeated:

Kroppen - Death Tark 1 (retreats below 20%)

After 10 or less enemies remain:

Margue - Margue Commander Ship
4x Imperial Soldier - Guru Guru
4x Imperial Soldier - Balubara
2x Imperial Soldier - Gruda

Items

1x Chobham Armour - Gedlav ER
1x Biosensor - Doggorla
1x Multi Sensor - Gedlav ER
1x Learning-type CP+ - Gedlav ER

Skills

Shooting Ability +10 - Mobile Fortress
Defense Ability +10 - Neshia Combat Mothership
Evade Ability +5 - Boidar Combat Mothership
Melee Ability+10 - Kabuto Combat Mothership
Accuracy Ability +5 - Margue Commander Ship
Skill Ability +10 - Death Tark 1

Notes: Looking over the stats, this mission seems almost exactly like a time
to stock up on items and skills, and essentially it is. It's a hard enough one
for it though; it's basically you VS a combination of every V Gundam, Daltanias
and Godmars enemies you've fought. You start against the Vespas; before you
can really pull the hurt on them though, they retreat and pretty much
everything else comes in, surrounding your guys. Hopefully you did the usual
and left the grunts alive while killing the face characters for their items.

As the enemies surround you, it's generally best to take them group by group.
None of them except Kroppen retreat, so it's simply a war of attrition, and the
side with the most wins. Fortunately you get all the seishin, eh? ^^;

Margue shows up a while after to join in the fun, but his whole force retreat
after only 10 enemies are left; way too soon to do anything. Takeru doesn't
appear to have any conversation or Convince commands on him, so let him run
away if you wish. It's better to grab his skill of course.

------------------------------------------------
Mission 23
------------------------------------------------

Starting Units

Yamazaki - Tower
15 Units

Reinforcement Units: None

Starting Enemy Units

Pipiniden - Adrastea
Douka - Adrastea
Broho - Gedlav ER
Gozu - Zolidea ER
Rube - Brukking ER
Renda - Domuttoria
8x Zanscare Soldier - Gedlav ER

Reinforcement Enemy Units

After Douka or Pipiniden is reduced below 20% HP:

6x Soldier - GR-2 Garland (MC)

After both Douka and Piniden are reduced below 20% HP:

Chronokul - Adrastea
Katejina - Gedlav ER
4x Zanscare Soldier - Gedlav ER
4x Zanscare Soldier - Zolidea ER
2x Zanscare Soldier - Adrastea

Items

4x Repair Kit - Brukking ER, Gedlav ER(2), Domuttoria
1x Emergency Rations - Zolidea ER
1x Booster - Gedlav ER
1x Magnetic Coating - Domuttoria
1x Hybrid Armour - Gedlav ER
1x Learning-type CP+ - Brukking ER
1x Hovercraft - Zolidea ER

Skills: None

Notes: Back on earth, and you get to play a hugely annoying mission where you
can't blow up ANY of the Adrasteas, ala the V-Gundam storyline. This means that
you HAVE to trap them using your own units, since you also have to keep them
from getting onto the right side of the map. Your main goal is to reduce both
Pipiniden's and Douka's Adrasteas below 20% HP, although they'll bring on some
very irritating Garland imitations when that happens; use Sure Hit to nail
them.

Once you get both below 20%, Chronokul shows up with even MORE Adrasteas.
Fortunately you only need to bring Chronokul's Adrastea below 20% to finally
finish this mission; do the usual and kill as much as you can beforehand
though, perhaps also initiating conversations between Usso and Katejina and
Chronokul.

------------------------------------------------
Mission 24
------------------------------------------------

Starting Units

Roger - Big O
Usso - V2 Gundam
Danji - Gunpar
Oliver - V Dash Gundam Hexa
1 Battleship
9 Units

Reinforcement Units

After defeating all enemies besides the Adrasteas:

Kento - Daltanias

Starting Enemy Units

Chronokul - Adrastea
Katejina - Zolidea ER
6x Zanscare Soldier - Gedlav ER
5x Zanscare Soldier - Domuttoria
4x Zanscare Soldier - Domuttoria (MA)
2x Zanscare Soldier - Adrastea

Reinforcement Enemy Units

After defeating all enemies besides the Adrasteas:

Rube - Brukking ER
2x Zanscare Soldier - Gedlav ER

1 turn after enemy reinforcements arrive:

Gozu - Zolidea ER
4x Zanscare Soldier - Gedlav ER
2x Zanscare Soldier - Domuttoria
2x Zanscare Soldier - Domuttoria (MA)

Items

3x Repair Kit - Zolidea ER(2), Brukking ER
2x Cartridge - Domuttoria (MA)

Skills

Critical Ability +10 - Zolidea ER
Seishin Power +10% - Brukking ER
SP Consumption -10% - Zolidea ER

Notes: The famed negotiator and Relena tries to talk some sense into Chronokul
about the "Earth Cleansing" mission and the hostages, but of course it isn't
paid much mind; then Beck goes all renegade and steals Dorothy and Relena away
from the Astralea. And of COURSE Heero single-mindedly goes after her. You also
get a lot of V Gundam enemies to fight, and just like the last mission, if any
Adrasteas go boom, it's game over.

This is actually a fairly standard battle otherwise. Nothing hasn't been fought
before; just use your seishin and the normal tactics to rule the day, and take
in the sad story events after.

------------------------------------------------
Mission 25
------------------------------------------------

Starting Units

Heero - Wing Gundam Zero
Belarios - Belarios

Reinforcement Units

On Turn 3:

Roger - Big O

On Turn 4:

Main Character - New Main Unit (If on the Real route)
Main Character - Main Unit (If on the Super route)
1 Battleship
9 Units

After Belarios goes into the battleship:

Kento - Daltanias

Starting Enemy Units

Beck - Beck Victory Deluxe
10x Artificial Intelligence - Eel
6x Artificial Intelligence - Dorothy 1

Reinforcement Enemy Units

On Turn 4:

Ignus - Impetus
Schuvartz - Mummy
6x Mires - Belgrande
3x Mires - Belgrande S

After 10 or less enemies remain:

Glacies - Fabularis
6x Mires - Angelus
3x Mires - Angelus S

Items

1x Repair Kit - Beck Victory Deluxe
1x Booster - Impetus
1x Magnetic Coating - Fabularis
1x Chobham Armour - Beck Victory Deluxe

Skills

Melee Ability +10 - Beck Victory Deluxe
Shooting Ability +10 - Fabularis
Critical Ability +10 - Impetus

Notes: You can't let either Belarios or Heero die at the start of the scenario;
a rather tough order, especially if you haven't been upgrading either. I
suggest moving both of them southwards, Belarios a little to the west and Heero
a little to the east, and have Belarios cast Flash and Heero cast
Invincibility. Belarios MIGHT have to eat an attack; let him defend it. Next,
have Heero move as far east as he can, likely in MA mode, while Belarios
continues moving as far southwest as he can, after casting Iron Wall; defend
against the next few attacks. After this, most of the enemies should be in the
southern half; Belarios will then magically run towards the right side of the
bridge and hopefully away from most of the enemies in order to take on Dorothy.
At this point, all your units, including Big O, should have a clear path east;
do so, and await your reinforcements which proceed to make it a fairly standard
battle.

The enemies, even the first few Mires, are actually quite easy to kill by now;
the bridge helps facilitate combo attacks as well, which makes it a good time
to test your new unit. Ignus again should be treated with caution thanks to
his MAP attack, but your abundance of Hot Blood by now will make him much
easier to defeat quickly, even if he likes to defend.

When Glacies appears, you get your second convince chance for Male-main
players; during the middle of the convince process, you get a choice of whether
to cut the system connecting you and Glacies (first choice) or not (second
choice). Choose the second if you wish to recruit her, or the second if you're
happy enough with your secondary character. She runs away after this though. If
your main character is Rim, then Wintos will contact you with 5 enemies
remaining and you get the same choice; again choose not to cut the system if
you want to recruit him later, and choose to do so if you want to keep your
secondary character.

------------------------------------------------
Mission 26 Part 1
------------------------------------------------

Starting Units

1 Battleship
15 Units

Reinforcement Units: None

Starting Enemy Units

12x Mires - Belgrande
6x Mires - Belgrande S

Reinforcement Enemy Units

After 10 or less enemy units remain:

Aquila - Fortes Arla
6x Mires - Angelus
3x Mires - Angelus S

Items

Skills

Combo +1 - Fortes Arla
Defense Ability +10 - Fortes Arla

Notes: Don't bother moving too far from where you are; the enemies have nice
long movement ranges that let them get up close and personal rather quickly
already, not to mention the terrain bonuses you get from the forest, and the
water that sepearates you and the enemies from the start anyway.

Speaking of which, they're more frustrating original enemies, with annoyingly
good hit and dodge rates; the Angelus S's, especially, tend to get better
percentages even on your best NT aces. Go ahead and pull out all the defensive
and offensive seishin you want here, since they'll all get replenished by the
next round.

Aquila's MAP attack is again something to be feared, especially its ultra-long
range; not to mention he can move right after using it. Fortunately enough, his
HP remains around the 30,000 range, and with Hot Blood on your side, it won't
take too many hits to bring him down.


------------------------------------------------
Mission 26 Part 2 Male Route
------------------------------------------------

Starting Units

Joshua - Main Unit
15 Units

Reinforcement Units: None

Starting Enemy Units

Glacies - Fabularis
12x Mires - Angelus
9x Mires - Angelus S

Reinforcement Enemy Units

After Glacius is defeated:

Contagio - Vio Rakium (retreats below 20%)
10x Mires - Skullplume
7x Mires - Skullplume S

Items

2x Mega Booster - Fabularis, Vio Rakium
1x Biosensor - Vio Rakium

Skills: None

Notes: Another helping of Angeluses greet you as you start, and they're just
as hard-arsed as ever in outclassing all your aces, especially the non-S ones.
I suggest staying right where you are; the Angeluses aren't too hard to throw
down with, but you probably need to cast Confusion to ease the battle with the
S versions. By comparision, Glacius is almost a relief since there's only ONE
of her, albeit with more HP. Save up your standard Hot Bloods and overwhelm her
with seishin; you need no convincing process now as long as you followed the
steps before.

Once you defeat her, the incredibly ugly Contagio makes his first entrance, and
despite the number of enemies, it's a pretty usual one. The Skullplumes are
significantly weaker than the Angeluses, and Contagio has a maximum range of 5
and doesn't defend. On the flip side, he's also the first boss to retreat in
awhile; You may need a Support Attack with Hot Blood if he defends at death.

If you took the Super route, after the stage, you finally get the upgrade for
it; the Forte Gigas.

------------------------------------------------
Mission 26 Part 2 Female Route
------------------------------------------------

Starting Units

Rim - Main Unit
15 Units

Reinforcement Units: None

Starting Enemy Units

Contagio - Vio Rakium
12x Mires - Skullplume
9x Mires - Skullplume S

Reinforcement Enemy Units

On Turn 3:

4x Mires - Skullplume
2x Mires - Skullplume S

When 5 or less enemies remain:

10x Mires - Skullplume
5x Mires - Skullplume S

Items

1x Biosensor - Vio Rakium

Skills: None

Notes: Rim gets it slightly tougher. There's a veritable assload of Skullplumes
to destroy, and one ugly dude leading them. Fortunately, the Skullplumes have a
niche right between the Angeluses and Belgrandes in terms of evasion and
staying power, so doesn't really excel in either, making things easier on your
own troops.

Do note that you have some extra losing and winning conditions in this stage.
The main winning condition is to get Rim to the yellow area within 10 turns.
Despite this, it's actually far more likely that you'll win the day by
destroying all enemies instead, so you can play defensive if you want.

Contagio's the first boss to retreat in awhile, but only does so at 20%, and
fortunately for you, he doesn't bother with that "defend" command. Any decent
Hot Blood attack should be able to do the business; he starts rushing you at
around turn 4, leaving you plenty of time to fufill the 10-turn limit for the
stage.

------------------------------------------------
Mission 27
------------------------------------------------

Starting Units

1 Battleship
14 Units

Reinforcement Units

After last enemy reinforcements appear:

Glacies - Main Unit (If you recruited her)
Rim - Secondary Unit (If you didn't)

Starting Enemy Units

Gandal - Mother Baan
Burakki - Mother Baan
8x Imperial Soldier - Mini UFO
4x Artificial Intelligence - UFO Robot Gin Gin
2x Artificial Intelligence - UFO Robot Gosu Gosu
2x Artificial Intelligence - UFO Robot Giru Giru

Reinforcement Enemy Units

After 5 or less enemies remain:

Margue - Margue Commander Ship
Roze - Zeron
6x Imperial Soldier - Guru Guru
6x Imperial Soldier - Barubara
6x Imperial Soldier - Gruda
2x Imperial Soldier - Randora

After all enemies are defeated:

Douka - Adrastea
Renda - Dommutoria
6x Soldier - GR-2 Garland (MC)
5x Zanscare Soldier - Gedlav ER
2x Zanscare Soldier - Dommutoria MA

After 5 or less enemies remain:

Farah - Zanneck

Items

2x Propellant Tank - Margue Commander Ship, Zeorn
1x Psychoframe - Zanneck
1x Minovsky Craft - Zanneck
1x Beam Coating - Zeron
1x Learning-type CP - Adrastea
1x Dual Sensor - Mother Baan
1x High Performance Radar - Mother Baan
1x Large Generator - Margue Commander Ship

Skills

Hit & Away - Zanneck

Notes: This will be the first in likely many missions that will test the
endurance of your force. Most previous SRWs stopped at 2 or so groups of
enemies; now you have 4 of them to deal with. You'll likely have to use every
drop of seishin you have to last the battle; despite having Hot Blood to spare
now, you'll probably use it all up on the 7 boss-class units around. On the
other hand, you get tons of experience, cash and items of course.

The first set of enemies is nothing special; fairly weak UFO enemies, with both
Burakki and Gandal not really posing that much of a problem; their tougher
armoured UFO robots are probably more of one. The first set of reinforcements
do have something interesting though; Margue and Roze again, albeit with far
more difficult enemies to kill. Takeru can convince Margue; make sure you
sortie him in order to do so, obviously. Have him deal the finishing blow as
well.

The second set of reinforcements are mobile suits, and horribly annoying ones
at that; the Garlands on the other side are just as impossible to hit as the
one you have. Now's the time to exploit the Sure Hit seishin with a relatively
strong attack to ensure their deaths. Besides them, there's the usual set of
Gedlavs and another Adrastea you can't destroy; note that killing Renda will
make Douka cast Concentrate, Hot Blood and go to 150 morale though, so prepare
a Flash or Invincibility-enhanced unit for when that happens. After you kill
a few of the Zanscares though, all your newtypes start hearing a weird bell...

...And of course who would show up but the nutcase Farah, damaging whichever
battleship you chose rather badly. It's just about to land the finishing blow
when your main character (or his/her convincible, if you did so) manages to
interrupt (if you're on the Real Robot side, that is). Farah runs away at 20%,
but will defend; you'll need a Support Attack to do her in with any amount of
ease. Note that once you kill everything BUT the Adrastea, you can then
"safely" kill it and get the hell away from the explosion it'll make.

------------------------------------------------
Mission 28 Part 1
------------------------------------------------

Starting Units

Basara - VF-19 Kai F Valkyrie SB
Mylene - VF-11 MAX L Kai SB
Ray - VF-17T Kai Nightmare SB
1 Battleship
12 Units

Reinforcement Units: None

Starting Enemy Units

Gabil - GBz-99G Zaubergern
12x Barota Soldier - Fz-109A Ergazorn
8x Barota Soldier - Az-130A Panzerzorn
2x Barota Soldier - Assault Ship

Reinforcement Enemy Units

Items

1x Repair Kit - GBz-99G Zaubergern
1x Apogee Motor - GBz-99G Zaubergern

Skills: None

Notes: A fairly simple stage; after the horror that was the last one and the
tons of cheating original enemies before that, this is a cakewalk
comparatively. All the enemies are again just A in space, allowing you to get
good hit and dodge rates on them; exploit this to the fullest by taking shelter
in the meteor field between the two sides, and you should be nearly unhittable
or undamagable.

Gabil runs at 30%, and will defend; you need a Supporter again, and thank
goodness that both Mylene and Basara can perform as one. You may need to reset
a few times though; he may find it hard to hit you, but the feeling will be
likewise.

------------------------------------------------
Mission 28 Part 2
------------------------------------------------

Starting Units

Imperial Soldier - Mini UFO(Neutral)
Kento - Daltanias
1 Battleship
13 Units

Reinforcement Units

On Turn 3:

Gascon - Gascon-Exclusive Robo

Starting Enemy Units

Kabuto - Kabuto Combat Mothership
6x Artificial Intelligence - Bemborg Darantie
4x Artificial Intelligence - Bemborg Gruzon
2x Artificial Intelligence - Bemborg Zalas

Reinforcement Enemy Units: None

Items

2x Propellant Tank - Bemborg Zalas(2)
1x Biosensor - Kabuto Combat Mothership

Skills: None

Notes: This mission can be over in 2 turns if you want; the first thing to do
though is to make sure the Mini UFO survives the first turn, otherwise its
game over. Daltanias is the only one in any position to run interference, so
have Belarios cast Iron Wall and plonk Daltanias right in the middle of the
all the enemies. The Mini UFO can only take two hits, so make sure that's all
that can target it. Of course, the rest of your force should be using as much
Acceleration as possible and moving their asses there.

On Turn 2, if you cast Accelerate for whichever battleship you chose, it should
be able to reach the Mini UFO by then, ending the mission. Of course, at this
point, you could just have the battleship run away from the Mini UFO and have
Daltanias run intereference for one more turn while your dudes rush in closer.
By turn 3, the majority of your force should be able to bring their weapons
down on the poor enemies; do so, which aren't really more than token
resistance. Even Kabuto is again not much cop, and is only really worth it for
the Biosensor he holds.

Right after the mission, you get a choice to go to the old Aerios territory
(first choice) or capture the Angel Halo (second choice). The former is
basically the Grendizer, Daltanias and Godmars route and is required if you
want to continue the Margue convince process or get Daltania's extra weapons.
The Angel Halo is more or less the Gundam route, and is required to be chosen
to have a chance at convincing/receiving Hamaan, Katejina and Chronokul, as
well as getting the V2 Assault Buster Gundam. Choose your poison.

------------------------------------------------
Mission 29 Angel Halo route part 1
------------------------------------------------

Starting Units

Ral Kairam
15 Units

Reinforcement Units: None

Starting Enemy Units

Pipiniden - Adrastea
Rube - Brukking ER
Broho - Doggorla
8x Zanscare Soldier - Abigol
4x Zanscare Soldier - Contio
3x Zanscare Soldier - Adrastea

Reinforcement Enemy Units

After 5 or less enemies remain:

Farah - Zanneck
8x Zanscare Soldier - Abigol
4x Zanscare Soldier - Contio

Items

1x Super Repair Kit - Brukking ER
1x Hybrid Armour - Brukking ER
1x Ultra Alloy Z - Zanneck
1x Linear Seat - Adrastea
1x S-Adapter - Doggorla
1x Minovsky Drive - Zanneck

Skills

Defense Ability +10 - Adrastea
Shooting Ability +15 - Zanneck

Notes: Your main problem here will, surprisingly enough, probably be the
Adrasteas hiding in the meteor terrain who suddenly become extraordinarily hard
to kill. Of course, Farah in the super-long-range Zanneck is nothing to sneeze
at either; treat both with caution.

Otherwise, this is a fairly standard scenario with "only" one set of enemy
reinforcements, and lots of VERY NICE items and skills to stock up on. The main
story, and difficulty, of the mission comes after...

------------------------------------------------
Mission 29 Angel Halo route part 2
------------------------------------------------

Starting Units

1 Battleship
9 Units

Reinforcement Units

On Turn 4, if you chose to request for the Sound Force:

Basara - VF-19 Kai F Valkyrie SB
Mylene - VF-11 MAX L Kai SB
Ray - VF-17T Kai Nightmare SB

Starting Enemy Units

Tashiro - Squid(runs at 20%)
Farah - Zanneck
Godwald - Doggorla
8x Zanscare Soldier - Abigol
4x Zanscare Soldier - Brukking ER
2x Zanscare Soldier - Doggorla
2x Zanscare Soldier - Adrastea

Reinforcement Enemy Units

After 5 or less enemies remain:

Chronokul - Rig Contio (runs at 20%)
Katejina - Gotratan (runs at 20%)
4x Zanscare Soldier - Abigol
3x Zanscare Soldier - Adrastea
2x Zanscare Soldier - Brukking ER
2x Zanscare Soldier - Doggorla

Items

1x Biosensor - Squid
1x Short Circuit - Gotratan
1x Ultra Large Magazine - Rig Contio

Skills

Melee Ability +15 - Zanneck
Initial Morale +8 - Rig Contio
Seishin Power +15 - Gotratan

Notes: And here's the relatively difficult part of the scenario. The power of
the Angel Halo has forced your Newtypes and Enhanced Humans out of commission,
and the remaining pilots that can be sortied start with 70 morale (well, except
for Heero who starts with 85, and Gou and Glacius/Wintos, who start at normal;
blame it on them having few-to-no memories to take advantage of ^^;). This
means that most of your focus will be on dodging attacks rather than taking
them, so the few Reals you have left (Wing boys and perhaps Shogo) may take
precedence for the first few turns.

You also get a choice on whether to call on the Sound Force or not; doing so
will make them show up on turn 4, and their songs will regain all morale you
lost (but won't give an extra 30 to Gou and co, unfortunately). They also start
at 125 morale; a few Assault Love Hearts will get them up to speed for MAP Try
Agains. ^^;

The enemies are more Zanscareans (Zanscarians?), and they're only really tough
at the beginning with morale at a premium. Once you get that back, they become
significantly easier; although it's interesting to note that for the most part,
the normal grunt soldiers actually outgun the face characters in terms of
accuracy. ^^;

When you kill Tashiro, everyone retreats; unfortunately to recruit Chronokul
and Katejina, you have to keep them alive, thus lose out on their items. Decide
now whether the items, skills and money/EXP is better than their abilities as a
pilot.

------------------------------------------------
Mission 29 Aerios route Part 1
------------------------------------------------

Starting Units

Takeru - Godmars
Max - Battle 7 (Aircraft Carrier Mdoe)
14 Units

Reinforcement Units: None

Starting Enemy Units

Margue - Margue Commander Ship
Roze - Zeron
4x Imperial Soldier - Gruda
3x Imperial Soldier - Guruguru
2x Imperial Soldier - Randora
2x Imperial Soldier - Baruabra

Reinforcement Enemy Units

After Margue is defeated:

Margue - Godmars

After all enemies are defeated:

Boidar - Boidar Combat Mothership
8x Artificial Intelligence - Bemborg Gruzon
4x Artificial Intelligence - Bemborg Zalas
4x Artificial Intelligence - Twinborg Unitogeras

After 5 or less enemies remain:

Kroppen - Deathtark 2
4x Artificial Intelligence - Twinborg Unitogeras

Items

1x Repair Kit - Godmars
2x Propellant Tank - Margue Commander Ship, Zeron
1x Emergency Rations - Deathtark 2
1x Super Repair Kit - Boidar Combat Mothership
1x Biosensor - Margue Commander Ship
1x Hybrid Armour - Zeron
1x Ultra Alloy Z - Deathtark 2
1x Linear Seat - Boidar Combat Mothership
1x S-Adapter - Godmars

Skills

Melee Ability +15 - Godmars
Shooting Ability +15 - Margue Commander Ship
Defense Ability +10 - Boidar Combat Mothership
Seishin Power +15 - Zeron
Initial Morale +5 - Deathtark 2

Notes: Another stage where the express purpose is to stock up on items and
skills, really. The majority of the enemies are the usual Super stuff, although
there's a new and fairly tough enemy in the Twinborgs, but they're still
nothing to break a sweat about. The only slightly worrying thing is that there
still ARE a lot of enemies, so try not to overuse your EN, ammo or seishin on
grunts.

Your first enemies are Margue and co, and you can fufill the final part of
Margue's convincing process here. Have Takeru convince him, then destroy both
his battleship and his own Godmars with Takeru, who will then save him after he
regains his memories. Roze remains unconvincable yet, though.

After THAT, you get several Daltanias enemies to toy around with, along with
the aforementioned Twinborgs; Kroppen joins the fray soon after, none of them
posing a particularly huge threat. Do the usual; beat up the grunts with good
use of Support Attack, save your seishin for the face characters, and clean up
the map.

------------------------------------------------
Mission 29 Aerios route Part 2
------------------------------------------------

Starting Units

Kento - Daltanias
Max - Battle 7 (Attack Mode)
14 Units

Reinforcement Units: None

Starting Enemy Units

4x Artificial Intelligence - Bemborg Darantie
2x Artificial Intelligence - Bemborg Gruzon
2x Artificial Intelligence - Bemborg Zalas
2x Artificial Intelligence - Twinborg Unitogeras
1x Imperial Soldier - Mobile Fortress

Reinforcement Enemy Units: None

Items

1x Ultra-large Magazine - Mobile Fortress
1x Short Circuit - Mobile Fortress

Notes: Most two-part missions have one part that's exceedingly short and/or
easy; this one is no different. There isn't even -any- non-generic characters
on the battlefield, which says a lot for the "difficulty" of the stage. There's
a couple of Twinborgs, and the Mobile Fortress with its Short Circuit weapon,
but nothing particualrly troubling; especially with refilled seishin, you can
run roughshod over all of them with Hot Bloods, Yells and the like straight of
the bat.

I finished this stage within 3 turns; can you do better? ^^;

------------------------------------------------
Mission 30 Angel Halo route Part 1
------------------------------------------------

Starting Units

Bright - Ral Kairam
Usso - V2 Assault Buster Gundam
14 Units

Reinforcement Units: None

Starting Enemy Units

Farah - Gengaozo
Godwald - Doggorla
4x Zanscare Soldier - Abigol
4x Zanscare Soldier - Zanneck
2x Zanscare Soldier - Brukking ER
2x Zanscare Soldier - Adrastea

Reinforcement Enemy Units

After Farah has been defeated:

Tashiro - Squid
4x Zanscare Soldier - Brukking ER
4x Zanscare Soldier - Zanneck
2x Zanscare Soldier - Abigol

After all enemies have been defeated:

Chronokul - Rig Contio
Katejina - Gotratan
3x Zanscare Soldier - Zanneck

Items

1x Mega Booster - Squid
1x Mega Generator - Doggorla
1x Ultra Alloy New Z - Gengaozo
1x Multi Sensor - Rig Contio
1x 3-Dimensional Radar - Gotratan
1x Haro - Gengaozo

Skills

Support Attack +2 - Rig Contio
Potential +2 - Gengaozo
Skill Ability +15 - Doggorla
Defense Ability +15 - Squid
Accuracy Ability +10 - Gotratan

Notes: There's a fair amount of enemies, albeit not that many compared to some
of the missions previous; the main difference here is thatmost of the enemies
are 23k HP Zannecks, with super-long ranges and MAP attacks. The first batch
also provides a HUGE problem with Farah in the hugely upgraded Gengaozo, AND
outfitted with an Ultra Alloy New Z and Haro AND Potential +2, pushing her
Potential level up to 9. This means that she's already hard to hit, and when
she does get hit, her very tough armour will withstand it quite well, and if
she takes too many hits, both her evasion and armour will increase rapidly.
Fun, eh? Not to mention its huge range, and that she's accompanied by 4
Zannecks; fortunately the Zannecks won't chase you like Farah will, so try and
lure her away from the Zannecks before defeating her through sheer force of
numbers and heavy seishin usage.

After killing off the terror of bells, the rest of the mission is surprisingly
easy, albeit very long; the next set of reinforcements with Tashiro (and 4 more
Zannecks) appear all the way to the southeast; these Zannecks are pretty much
Tashiro's bodyguards, and won't move unless Tashiro moves first. Fortunately,
you should be used to the Zannecks by now, and Tashiro's a complete wimp even
compared to the grunts he leads; his Squid can be taken out extremely easily.

And finally, all the way to the north (assuming you chased Tashiro's group)
comes Chronokul and Katejina, with THREE MORE Zannecks. Your squad will likely
be hurting for seishin and repairs now; a good Try Again boost from the Sound
Force will make your guys vastly superior to the two, though. At the very
least, you still have to be careful of the Gotratan's (and of course, all the
Zanneck's) MAP attacks.  Make sure Usso has a battle with both of them to
ignite conversations; both will run at 20%, or if you kill one of them, and
unless you've been upgrading weapons like crazy, you probably don't have a MAP
attack that can do the job; although Heero with several Power To The Dream or
Try Again boosts, with Soul, might just be able to do it.

------------------------------------------------
Mission 30 Angel Halo route part 2
------------------------------------------------

Starting Units

Usso - V2 Assault Buster Gundam
Bright - Ral Kairam
14 Units

Reinforcement Units: None

Starting Enemy Units

4x Zanscare Soldier - Doggorla
4x Zanscare Soldier - Brukking ER
4x Zanscare Soldier - Zanneck
4x Zanscare Soldier - Gengaozo
4x Zanscare Soldier - Adrastea

Reinforcement Enemy Units

When Usso reaches the designated point:

Chronokul - Rig Contio
Katejina - Gotratan

Items: None

Skills

Evade Ability +10 - Gotratan
Counter - Rig Contio

Notes: There's another ton of soldiers in 20k HP mechas, including 4 of those
dreaded Gengaozos you've just faced in the last part of this scenario;
fortunately when piloted by grunts and without kickass items, they're somewhat
less dangerous. They've still got extremely tough armour and high-powered
weapons though, so don't underestimate them. The Zannecks are practically old
hat by now, and since there's so many enemy units around, they'll almost never
use their MAP attacks.

One thing to note that the game conversation won't tell you is that you need to
get Usso onto the designated point (blocked off by the 4 Adrasteas) within 5
turns inclusive. Make SURE you do this; you don't want to repeat the earlier
part of the mission like I had to, do you? ^^;

Once you do get Usso onto the designated point, Chronokul and Katejina pop up,
and you can enter the final convincing process for them; convince Katejina with
Usso, defeat her with Usso, convince Chronokul with Usso, defeat him with Usso,
in that order. Off course, it might be recommended that you clear off everyone
else before you do that, which mights till take some time. But at leaast you're
getting tons of money for it. ^^; Don't forget to overrun the Angel Halo with
your units to take advantage of the terrain bonuses and HP/EN recovery it
provides.

------------------------------------------------
Mission 30 Aerios route Part 1
------------------------------------------------

Starting Units

Kento - Daltanias
Max - Battle 7 (Aircraft Carrier Mode)
14 Units
Kroppen - Deathtark 2 (Neutral)

Reinforcement Units: None

Starting Enemy Units

Boidar - Boidar Combat Mothership
6x Artificial Intelligence - Bemborg Gruzon
3x Artificial Intelligence - Twinborg Unitogeras
2x Artificial Intelligence - Bemborg Zalas
2x Artificial Intelligence - Twinborg Glozarus

Reinforcement Enemy Units

After all enemies are defeated:

Roze - Zeron
5x Imperial Soldier - Gruda
4x Imperial Soldier - Gurugur
4x Imperial Soldier - Randora

Items

1x Super Repair Kit - Zeron
1x Ultra Alloy New Z - Zeron
1x Haro - Boidar Combat Mothership

Skills

Counter - Zeron
Defense Ability +15 - Boidar Combat Mothership

Notes: The hardest part of this mission is the beginning; you start right next
to the enemies, and have little time to organize a good support attack/defense
group going before the shots start flying. Daltanias also starts at just below
50% HP thanks to his duel with Kroppen just before the usual "enemies interrupt
1v1 fight" plot device; doesn't matter much though, since you now get to test
his two new attacks.

Kroppen starts as an NPC, but can most definitely take care of himself at 50k
HP; just don't expect him to survive if you leave him to take everyone on by
himself. He still makes a good meat shield at least.

The first set of enemies appear slightly to the north, and Boidar's carrying
one of those prized Haros; it's a good thing he can't really make good use of
it, with his big fat mothership preventing any sort of dodging prowess from
shining through. Besides that are the standard Daltanias enemies, with another
type of Twinborg which is oddly weaker than the previous one; just makes things
that much easier for you though.

The second set is Roze with Godmars enemies instead, all the way to the south.
They're standard stuff; Takeru gets no convince command on her, so just blow
her away and yoink her items.

------------------------------------------------
Mission 30 Aerios route Part 2
------------------------------------------------

Starting Units

Max - Battle 7 (Aircraft Carrier Mode)
15 Units
Kroppen - Deathtark 3 (Neutral)

Reinforcement Units: None

Starting Enemy Units

Neshia - Mobile Fortress
Kabuto - Mobile Fortress
6x Artificial Intelligence - Bemborg Gruzon
6x Artificial Intelligence - Twinborg Glozarus
4x Artificial Intelligence - Bemborg Zalas
3x Artificial Intelligence - Twinborg Unitogeras

Reinforcement Enemy Units

When 10 or less enemies remain:

Baren - Bagium
Kacchi - Golgacchi
4x Imperial Soldier - Guruguru
4x Imperial Soldier - Randora
2x Imperial Soldier - Ganimedes

When Neshia is defeated:

Neshia - Neshia Combat Mothership

When Kabuto is defeated:

Kabuto - Kabuto Combat Mothership

After defeating both Mobile Fortresses:

Gul - Guruguru
2x Imperial Soldier - Guruguru
2x Imperial Soldier - Randora
1x Imperial Soldier - Ganimedes

Items

1x Mega Booster - Guruguru
1x Mega Generator - Bagium
1x 3-Dimensional Radar - Kabuto Combat Mothership
1x Multi Sensor - Golgacchi
1x Minovsky Drive - Neshia Combat Mothership

Skills

Evade Ability +10 - Guruguru
Skill Ability +15 - Bagium
Accuracy Ability +10 - Golgacchi
Potential +2 - Kabuto Combat Mothership
Support Attack +2 - Neshia Combat Mothership

Notes: This mission can be long and easy, or short and easy; your choice. ^^;
The main thing to note is that once you destroy both Neshia and Kabuto (and
their respective motherships after the Mobile Fortresses), ALL enemies will
retreat and end the mission. There's plenty of things to kill and items to
take though, so it might be in your best interest to keep yourself from killing
them until they're the last men...er, life forms standing.

Kroppen is an NPC again, in the even more stacked Deathtark 3, but starts
literally surrounded by enemies, and your dudes are a ways away from saving
him; he's good enough to shake off most of his pursuers, but will almost
certainly take major damage in the process. You might actually want to ditch
him for awhile and let him die at this point; if you leave him alive, there's a
pretty good chance he could kill off Neshia and Kabuto himself while you're
trying to finish off everything else, and there's no losing condition attached
to his unit's survival.

Reinforcements appear to the west, east and south (everywhere basically);
they're not too hard, and the face characters are even weaker than the
Ganimedes they're ordering around anyway. They hold decent items though, so its
worth your time to pop them for it.

Both Neshia and Kabuto have two lives; their starting mobile fortress, and
their (surprisingly weaker) customized motherships that you've fought fifty
bazillion times already. Do the usual crash-and-bash and the stage is done.

------------------------------------------------
Mission 31
------------------------------------------------

Starting Units

1 Battleship
15 Units

Reinforcement Units: None

Starting Enemy Units

Gandal - Mother Baan
Burakki - Mother Baan
12x Imperial Soldier - Mini UFO
6x Artificial Intelligence - UFO Robot Giru Giru
4x Artificial Intelligence - UFO Robot Fubi Fubi
4x Artificial Intelligence - UFO Robot Gosu Gosu
2x Artificial Intelligence - UFO Robot Gin Gin

Reinforcement Enemy Units

After 5 or less enemies remain:

Roze - Zeron
6x Imperial Soldier - Guruguru
6x Imperial Soldier - Randora
2x Imperial Soldier - Ganimedes

Items

1x Super Repair Kit - Zeron
1x High Performance Targeter - Zeron
1x EN Giga Chip - Mother Baan
1x Solar Panel - Mother Baan

Skills

Support Defense +2 - Mother Baan
SP Consumpion -20% - Mother Baan
Initial Morale +8 - Roze

Notes: You start surrounded by more Grendizer enemies, who fortunately aren't
that strong. Both Gandal and Burakki are again in for a beating, and provide
some nice items as well. You can either stay right where you are and defend
from both sides, or focus on clearing out one side first before taking the
other.

Whichever you choose, Roze will come out with more enemies for you to kill
eventually; most of them are the usual 10k HP Super Robot enemies, although be
careful of the two Ganimedes which can be quite painful. Also, you can get
Roze's Zeron here by having Takeru convince her on this stage (of course, you
should've sortied him first...). If you don't, she'll become another co-pilot
of the Cosmo Crusher.

After the stage, you get to choose whether to go to the Gishin Empire's planet,
or to planet Racus. You don't really get anything by going to the former except
one less stage, while the other gives you a chance at two Macross 7
convincables and some extra weapons. The choice may seem obvious, but I'll of
course cover both routes.

------------------------------------------------
Mission 32 Gishin route
------------------------------------------------

Starting Units

Kenji - Cosmo Crusher (if you didn't convince Roze last mission)
Roze - Zeron (if you convinced Roze last mission)
Bright - Ral Kairam
14 Units

Reinforcement Units: None

Starting Enemy Units

6x Imperial Soldier - Guruguru
6x Imperial Soldier - Randora
3x Imperial Soldier - Ganimedes

Reinforcement Enemy Units

After 5 or less enemies remain:

Warl - Warl Large Space Vessel (Retreats below 20%)
Kacchi - Golgacchi
7x Imperial Soldier - Ganimedes
6x Imperial Soldier - Guruguru
6x Imperial Soldier - Randora

Items

1x Super Repair Kit - Golgacchi
1x Large Generator - Warl Large Space Vessel
1x Learning-type CP++ - Warl Large Space Vessel
1x I-Field Barrier - Golgacchi

Skills: None

Notes: This is actually a really easy mission. The grunt enemies are still
amazingly good at accuracy, but the excellent part is that this is a planet
battle, and all the enemies, with the exception of Warl and Kacchi, are A in
Air; this makes them much, much easier to dodge (you shouldn't have any real
problems hitting them. ^^;). The only real problem is the sheer number of
enemies with 5-digit HP, especially the reinforcements, but that makes them
just as vulnerable to combo attacks due to their clustering.

Both Warl and Kacchi are even easier than, say, the Ganimedes; Kacchi
especially sucks and deserves his relatively weak mech. Warl is only slightly
better, and has a retreat percentage; you know the drill by now, and should
have a few weapon-upgraded units to make things even easier.

------------------------------------------------
Mission 32 Racus route Part 1
------------------------------------------------

Starting Units

Max - Battle 7 (Aircraft Carrier Mode)
12 Units

Reinforcement Units

When 5 or less enemies remain:

Basara - VF-19 Kai F Valkyrie SB
Mylene - VF-11 MAX L Kai SB
Gamlin - VF-19F Excalibur F

Starting Enemy Units

Gabil - FBz-99G Zaubergern
12x Barota Soldier - Az-130A Panzerzorn
6x Barota Soldier - Fz-109F Ergazorn
2x Barota Soldier - Assault Ship

Reinforcement Enemy Units

When 5 or less enemies remain:

Gabil - Gabigra (Retreats below 20%)

After all enemies are defeated:

Valgo - Valgo
12x Barota Soldier - Az-130A Panzerzorn
6x Barota Soldier - Fz-109F Ergazorn
2x Barota Soldier - Assault Ship

Items

1x I-Field Barrier - Gabigura
1x Learning-Type CP++ - Valgo

Skills: None

Notes: For once, you get to fight the Barota soldiers on environments they're
actually favourable in; not to mention they're surrounding a base you have to
protect, and get very close to it within turn 2. Sortie as many flying units as
you can; if you have to sortie non-flyers, try to at least put Minovsky Crafts,
Minovsky Drives or Hovercrafts on them as there's not much land to work with
here.

The first couple of turns will be focused on protecting the base. There's 6
squares, so choose your 6 hardiest (or most manueverable) units to get there
and get there FAST (you HAVE to get there by turn 3, although fast movers with
Accelerate can get there by turn 2), then land on the base to take advantage of
the terrain bonuses. After that, it's simply holding your ground against the
massive, support-defending, long-range Macross 7 enemies; Combo attacks will be
a real help here, as will wily use of the Confusion seishin.

When you reduce enemies to 5 or less, Gabil melds (!!!) with his pet giant
monster and becomes Red Ga... er, begins piloting the Gabigra. This is
basically the old Grabil, except with added power (of course) and the same,
surprisingly cheap (EN-wise) MAP attack.  Fortunately, even if he tries to
snipe you with it, he'll end up moving up close anyway when he can, so let him
come to you. His Protodevilin skill is very much in place, so have Basara and
Mylene support as much as possible with their (relatively) powerful attacks. He
retreats below 20%; likely you'll need a fairly strong Hot Blooded attack
supported by Basara's Try Again to do the job.

And...that's not all, nope. You get a SECOND helping of Ergazorns and
Panzerzorns and the rest, and just as much as the first batch. Hopefully you
still have enough oompth (and the flying capability) to take them, else just
stay at your defensive terrain, although there'll be a high chance that they'll
try to snipe you then. Valgo is another Protodevilin, so use up whatever Song
EN you have left to kill her. She retreats at 20% too, though; do the same
setup as you did with Gabigura.

------------------------------------------------
Mission 32 Racus route Part 2
------------------------------------------------

Starting Units

Basara - VF-19 Kai F Valkyrie SB
Mylene - VF-11 MAX L Kai SB
Ray - VF-17T Kai Nightmare SB
Max - Battle 7 (Aircraft Carrier Mode)
12 Units

Reinforcement Units: None

Starting Enemy Units

Gepelnich - Fleet Flagship Space Carrier
12x Barota Soldier - Az-130A Panzerzorn
6x Barota Soldier - Fz-109F Ergazorn
4x Barota Soldier - Assault Ship

Reinforcement Enemy Units: None

Items

1x Propellant Tank - Fleet Flagship Space Carrier
1x Cartridge - Fleet Flagship Space Carrier
1x Large Generaotr - Fleet Flagship Space Carrier

Skills: None

Notes: Fortunately enough, the second part is noticably tamer than the first.
You still have several Barota soldiers to deal with, but your refilled seishin
should make it that much easier to handle, not to mention that the terrain is
now Space, so your Reals will have a much easier time in a terrain they're
(mostly) S-rated in, while the enemies are A-rated in. No enemy reinforcements
at all is also a welcome suprise.

The grunt enemies are quite easily dealt with, but Gepelnich is a slightly
bigger problem, with 50k HP and a high level of Potential, and of course the
Protodevilin ability. She's the only boss class unit you'll face though, so go
ahead and waste her with all your Hot Bloods, Souls and of course Songs
available.

------------------------------------------------
Mission 33 Gishin route part 1
------------------------------------------------

Starting Units

Bright - Ral Kairam
15 Units

Reinforcement Units: None

Starting Enemy Units

Warl - Warl Large Space Vessel (retreats below 20%)
Baren - Bagium
7x Imperial Soldier - Ganimedes
6x Imperial Soldier - Guruguru
6x Imperial Soldier - Randora

Reinforcement Enemy Units

After 5 or less enemies remain:

Lady Gandal - Mother Baan (Retreats below 20%)
Burakki - Mother Baan
4x Artificial Intelligence - Vega Robot Gura Gura
4x Artificial Intelligence - UFO Robot Fubi Fubi
4x Artificial Intelligence - UFO Robot Gosu Gosu
2x Artificial Intelligence - UFO Robot Gin Gin
2x Artificial Intelligence - Vega Robot Zume Zume

Items

1x Large Machine - Warl Large Space Vessel
1x Ultra Alloy Z - Bagium
1x Learning-type CP+ - Mother Baan

Skills

Evade Ability +15 - Mother Baan

Notes: As the stages trudge on, they seem to become more and more samey; the
first set of enemies is practically the exact same as last mission's
reinforcements, except with the only-slightly-better Baren in Kacchi's place.
Unfortunately, it's a Space battle this time, so the Gishins can make use of
their S terrain ratings. Nevertheless, I generally suggest going on the
offensive and rushing them where they stand, despite their endurance; don't
be too afraid to use some Hot Bloods or somesuch on the Ganimedes' either,
there aren't much to worry about in this scenario.

Grendizer enemies join the pinch once you've shown your destructive force
enough. There're a few new enemies in the mix, but the majority of them fall
into the "5-digit-HP-suck-at-long-range" section, which makes them easy prey
for snipers. Both ways, if you took my advice, you'll have plenty of time to
finish off the Gishins first before taking on the UFO fellas.

The only SLIGHT worry is that two faces retreat; on the other hand, they don't
defend either, which means they can probably go down to even a single Hot
Blooded or Souled attack.

------------------------------------------------
Mission 33 Gishin Route Part 2
------------------------------------------------

Starting Units

Bright - Ral Kairam
15 Units

Reinforcement Units: None

Starting Enemy Units

Lady Gandal - Mother Baan
6x Artificial Intelligence - UFO Robot Fubi Fubi
4x Artificial Intelligence - Vega Robot Gura Gura
3x Artificial Intelligence - Vega Robot Zume Zume

Reinforcement Enemy Units

After all enemies have been defeated:

Zul - Zul Emperor
6x Imperial Soldier - Ganimedes
4x Imperial Soldier - Golgacchi
4x Imperial Soldier - Bagium

Items

1x Dual Sensor - Zul Emperor
1x Sensor Breker - Zul Emperor
1x Weapon Breaker - Mother Baan

Skills

Seishin Power +20 - Mother Baan
Combo +2 - Zul Emperor

Notes: The Ral Kairam is immobile in this scenario due to the weirded-out warp
it underwent; which is more or less fine, unless you've actually been using the
Ral Kairam regularly unlike me. ^^; It'll stay right where it is; you can
either rush the enemies straight on, or form a defensive wall about one
movement away from the Ral Kairam. The enemies start rushing you from the word
go, so it's your choice depending on your type of play.

Once you finish off all the enemies, Zul and his assortment of more Gishin
enemies appear, just a hop, skip and jump away from the Ral Kairam. Don't let
this put you off going on the offensive earlier on; the emperor generously
gives you two whole turns to scurry back before he starts his attack in
earnest. Zul is nowhere near as hard as he used to be, now that you're used to
high-accuracy enemies, and his dodge isn't particularly good anymore either;
especially now that he's forced onto Air instead of Space. The main annoyance
factor from him is his Leadership aura, and the huge increase to hit rates it
gives to his already-high-accuracy Ganimedes next to him. Save most of your
defensive seishin for that section; Zul himself should go down fairly easily
despite 40k HP.

------------------------------------------------
Mission 33 Racus route
------------------------------------------------

Starting Units

Miria - VF-22S S Vogel II F
Amuro - Hi Nu Gundam
Char - Nightingale
Exedor - Battle 7 (Attack Mode)
8 Units

Reinforcement Units: None

Starting Enemy Units

Goram - Goram
Zomud - Zomud
12x Barota Soldier - Az-130A Panzerzorn
6x Barota Soldier - Fz-109F Ergazorn
2x Barota Soldier - Assault Ship

Reinforcement Enemy Units: None

Items

1x Dual Sensor - Goram
1x Learning-type CP+ - Zomud

Notes: A fairly standard scenario, but with a rather large sting in the tail;
the units which you sortie in this mission can't be used for the next one. You
might be tempted to use all throwaway units here since there's comparatively
fewer enemies to face, but I instead suggest taking along at least 2 or 3 who
can hold their own, or have good upgrades to their name.

This is because while most of the Barota soldiers are nothing new, Goram and
Zomud both have the Protodevilin ability AND HP Regeneration, and with your
dudes lacking the Sound Force, you're going to have serious problems taking
them down, especially if you don't have any weapon-upgraded units sortied.
Still, make do with what you can; concentrate on one of the two first, taking
two turns if you need it (thank goodness it only revives 5,000 HP per turn),
then work on the other, throwing everything you have at the twins; there's
nothing else ahead. Besides that, it's a fairly standard scenario; all the fun
is to come after.

------------------------------------------------
Mission 34 Gishin route part 1
------------------------------------------------

Starting Units

Takeru - Godmars
Duke - Grendizer
Bright - Ral Kairam
13 Units

Reinforcement Units: None

Starting Enemy Units

Gandal - Mother Baan
Gul - Guruguru
6x Imperial Soldier - Ganimedes
6x Artificial Intelligence - UFO Robot Fubi Fubi
4x Artificial Intelligence - Vega Robot Gura Gura
4x Imperial Soldier - Gogacchi
4x Imperial Soldier - Bagium
3x Artificial Intelligence - Vega Robot Zume Zume

Reinforcement Enemy Units: None

Items

1x Psychoframe - Mother Baan
1x Spider Net - Mother Baan
1x ECM Jammer - Guruguru

Skills

Skill Ability +20 - Mother Baan
Accuracy Ability +15 - Guruguru

Notes: Another boring ol' stage with 2 face characters, both not much cop, and
tons and tons of 10-20k HP enemies; the only difference is that they all take
you from the start rather than come in batches through reinforcements.

One thing to note is that if you reduce Gandal below a certain point and let
him get next to one of your mechs, he'll _self-destruct_, which will almost
certainly take that mech down. Just don't place any units anywhere near him to
avoid this for perfectionists.

All your experience from the previous 3-4 parts of missions should make this
kind of mission almost tedious by now. Just muddle your way through, because
the main dish's coming up...

------------------------------------------------
Mission 34 Gishin route part 2
------------------------------------------------

Starting Units

Kento - Daltanias
Takeru - Godmars
Bright - Ral Kairam
13 Units

Reinforcement Units: None

Starting Enemy Units

3x Zul - Zul Emperor
6x Imperial Soldier - Ganimedes
6x Imperial Soldier - Bagium
3x Imperial Soldier - Gogacchi

Reinforcement Enemy Units

After defeating all enemies:

Zul - Emperor Zul

After defeating Zul:

Zul - Emperor Zul

Items

1x EN Mega Chip - Zul Emperor
1x Learning-type CP+ - Zul Emperor
1x Energy Taker - Zul Emperor
1x Mind Taker - Zul Emperor
1x Armor Breaker - Zul Emperor

Skills

3x Defense Ability +20 - Zul Emperor(3)
SP Consumption -30% - Zul Emperor

Notes: The mission -starts- out (relatively) innoncently enough; there's the
usual assortment of old-hat Gishin grunts, Emperor Zul, another Emperor Zul,
a... wait, WHAT? Yes, not two, but THREE Emperor Zuls in massively upgraded
units ready to take you down; for once you'll actually wish for MORE enemies
than there are on screen, since morale will be at a premium here. Make sure
all your Supers or other units who need the morale get it early.

The Zuls will eventually rush you; what you do NOT want is letting them get
anywhere close to each other, where their Leadership auras will boost their
stats even further. They "only" have 43k HP, so put someone with good dodge
within range of two of them, and have the rest of your force concentrate on
one of the Zuls. After he goes down, aim for the next, then finish off the
last. They're exceptionally good at dodging for a Super boss, so don't
underestimate them too much; additionally try not to spend any seishin except
perhaps a Sure Hit for your Supers, you WILL need it later.

When you kill all the Zuls, HERE COMES ANOTHER ONE...and best of all, it has
150,000 HP. Yep, 6 digits. Fortunately, its unit isn't upgraded quite as well
(well, in terms of unit stats, not weapons...), so it won't dodge as much or
take hits as well, in theory; the 150k HP definitely helps the latter part
though. At this point, I sincerely hope you have a couple of very well
weapon-upgraded units with plenty of Support Attack; for insurance, you will
want to take this Zul down WITHOUT USING SEISHIN EITHER. The best way to do
this is to plonk a few Support Attackers with good upgrades near and use them
to put most of the hurt. For me, this was both of the Getters, since their
multiple pilots facilitate mutiple support-attacking, and they're some of the
strongest mechs around anyway; you may find others to your liking, but the
general rule is that you have ot rely on plenty of Support Attacks to take him
down, with or without (preferably) seishin, except perhaps the occasional Flash
or Invincibility once Zul gets low on HP and high on Potential.

And when you take him down... he revives again, with full 150k HP. Oh boy. If
you've been following my advice though, you should've seishin to spare; its
time to unleash it all on Zul, since this is his last (sorta) form. Throw on
Hot Blood or Spirit for every one of your Supers and Reals, and start blasting
away with everything you have; don't forget the Support Attacks either. Do note
that at half HP, Zul will recover himself back to full HP; You should have two
rounds of Hot Blood or Soul to use though if you've saved up, so it's time for
the second barrage of attacks. When you FINALLY take him down, pat yourself on
the back for surviving one of the longest wars of attrition in the game.

Note that the Gishin route has one less mission than the Racus route, so jump
straight to Mission 36.

------------------------------------------------
Mission 34 Racus route Part 1
------------------------------------------------

Starting Units

Max - VF-22S S Vogel II F
Gamlin - VF-19 Excalibur F
Basara - VF-19 Kai F Valkyrie SB
Mylene - VF-11 MAX L Kai SB
Ray - VF-17T Kai Nightmare SB
10 Units

Reinforcement Units

Starting Enemy Units

10x Barota Soldier - Az-130A Panzerzorn
5x Barota Soldier - Fz-109F Ergazorn
1x Barota Soldier - Assault Ship
1x Barota Soldier - Fleet Flagship Space Carrier

Reinforcement Enemy Units

When 8 or less enemies remain:

10x Barota Soldier - Az-130A Panzerzorn
5x Barota Soldier - Fz-109F Ergazorn
1x Barota Soldier - Assault Ship

When 8 or less enemies remain:

10x Barota Soldier - Az-130A Panzerzorn
5x Barota Soldier - Fz-109F Ergazorn
1x Barota Soldier - Assault Ship

When 8 or less enemies remain:

10x Barota Soldier - Az-130A Panzerzorn
5x Barota Soldier - Fz-109F Ergazorn
1x Barota Soldier - Assault Ship

When the Fleet Flagship Space Carrier is defeated:

Gabil - FBz-99G Zaubergern
Grabil - Grabil

Items

1x Large Magazine - Fleet Flagship Space Carrier
1x Weapon Breaker - FBz-99G Zaubergern

Skills:

Seishin Power +20 - FBz-99G Zaubergern

Notes: Just by looking at the enemey stats, it should be pretty obvious that
this will be one of the biggest wars of attrition you'll fight; 4 sets of
reinforcements, over 60 units to fight, lots of them who defend, and lots of
ground to make up. The goal is to either get a unit to the designated spot
(which the Fleet Flagship Space Carrier is blocking), or simply destroy all
enemies. If you haven't been upgrading well or wasted all your good units at
Mission 33, the former will be the far more viable option. If you've got
decently upgraded units at the forefront though, this is a pretty good place to
gain some serious levels, thanks to the sheer number of enemies.

There's a fairly easy way to get around the whole Defending thing that the
Barota Soldiers do, and the key lies with Basara. He should have enough EN to
use at least 3 Try Again Sigmas now, 4 if you've spent quite a bit on his Song
EN; use it, and the stat increase is not only helpful overall, but great in the
defending bit as well. Since the AI doesn't factor in criticals when defending,
you can attack them with a weapon that would just lower them to critical HP
normally and they won't defend, but with your heightened Skill stat, there's a
very high chance that you'll score a critical instead and kill the enemy in one
shot. Of course, there's still Support Attack and Combo to see you through if
that doesn't work.

It isn't completely neccessary to kill off Gabil and Grabil to finish the stage,
but you might as well for the EXP, money and items anyway. The Sound Force makes
it easy enough to kill them.

------------------------------------------------
Mission 34 Racus route Part 2
------------------------------------------------

Starting Units

Miria - VF-22S S Vogel II F
5 Units

Max - VF-22S S Vogel II F
Gamlin - VF-19 Excalibur F
Basara - VF-19 Kai F Valkyrie SB
Mylene - VF-11 MAX L Kai SB
Ray - VF-17T Kai Nightmare SB
4 Units

Reinforcement Units: None

Starting Enemy Units

Gabil - FBz-99G Zaubergern
Grabil - Grabil
16x Barota Soldier - Az-130A Panzerzorn
8x Barota Soldier - Fz-109F Ergazorn
2x Barota Soldier - Assault Ship

Reinforcement Enemy Units: None

Items

1x Ultra Alloy Z - FBz-99G Zaubergern
1x Sensor Breaker - FBz-99G Zaubergern

Skills

Evade Ability +15 - Grabil
Combo +2 - FBz-99G Zaubergern

Notes: You get to deploy 5 units from the ones that stayed behind in Mission 33,
and 4 from the ones that were choosable in the first part of this mission; see
why I told you to split up your force relatively evenly now? ^^; The first force
with Miria start at the south, and the second start more or less surrounded by
enemies; depending on your reliance on Basara, your surrounded force may be able
to take all the enemies by themselves more or less while Miria's group rush up
and lend support when they get there, or you rush both groups to meet each
other (speeding past Gabil and Grabil in the process), then have Basara do his
Try Again thang.

To act as a yin to the last part's yang, there's no enemy reinforcements to
worry about here; they probably used all of them up earlier. ^^; Treat this as
almost the same as the last mission, except with no need to even think about
saving up on seishin. Make sure to attack Gabil with Gamlin if you want to
convince him as well.

------------------------------------------------
Mission 35 Racus route
------------------------------------------------

Starting Units

Mylene - VF-11 MAX L Kai SB
Max - Battle 7 (Attack Mode)
12 Units

Reinforcement Units

On Turn 5:

Basara - VF-19 Kai F Valkyrie SB

Starting Enemy Units

Gepelnich - Gepelnich
Gabil - FBz-99G Zaubergern
Grabil - Grabil
20x Barota Soldier - Az-130A Panzerzorn
10x Barota Soldier - Fz-109F Ergazorn
2x Barota Soldier - Assault Ship

Reinforcement Enemy Units

When you defeat Gabil:

Gabil - Gabigra

Items

1x Learning-type CP+ - FBz-99G Zaubergern
1x Psychoframe - Gabigra
1x EN Mega Chip - FBz-99G Zaubergern
1x Spider Net - FBz-99G Zaubergern
1x Energy Taker - Gabigra
1x Mind Taker - Gabibra
1x Armour Breaker - Gabigra
1x ECM Jammer - FBz-99G Zaubergern

Skills

Melee Ability +20 - Gabigra
Shooting Ability +20 - FBz-99G Zaubergern
Defense Ability +20 - FBz-99G Zaubergern
Skill Ability +20 - Gabigra
Accuracy Ability +15 - Gabigra
SP Consumption -30% - Gabigra

Notes: The stage LOOKS relatively simple; there's only one enemy
"reinforcement", which isn't really one in the first place. None of them are the
problem though; the big problem is Gepelnich, who weighs in at 15,000 HP, but
you can ignore that; it's actually more like 30,000, thanks to her Protodevilin
status. Thus, it's highly advisable that you do NOT use any seishin at all
while taking on the grunts and Gabil.

An interesting thing to note about Gabil is that once you defeat him, he does
the same melding thing he did in Mission 32; however, if you actually manage to
defeat Grabil FIRST, the combination never happens. You might think this to be
a good way to relieve some of the stress of your dudes, but don't forget that
the Gabigra holds TONS of good items and skills, and its well worth your time to
defeat it. Note that also to recruit him, you have to have Gamlin fight him
while he's piloting the Gabigra, giving you another reason to get him to that
stage.

Now for Gepelnich. There's really not much I can say about her, except that she
recovers all her HP once when she falls below half; throw everything you have at
her from the start; Confusion, Hot Blood, Soul, etc, until you trigger the HP
recovery, then rest for one turn, and continue the assault on the next turn. You
might need three turns overall to defeat her, but she should never recover more
than 15,000 HP; easily chipped away by a couple of supports from Basara, who
will be your main supporter and attacker in this scenario. I hope you saved up
on his Song EN too. ^^; One alternative way is to chip her down to half HP,
let her revive, wait the next turn, then EXHAUST HER TO HECK. The Protodevilin
skill only works at 100 morale, so if you can spike her below that, you can fire
your best attacks at her and they'll do normal damage, making that 150,000 HP
much easier to swallow.

Gepelnich actually revives AGAIN when you defeat her completely, but don't
worry; Sibil then shows up, and once she gets attacked by Sibil, the mission
ends.

------------------------------------------------
Mission 36
------------------------------------------------

Starting Units

Yamazaki - Tower
Treize - Tallgeese II

Reinforcement Units

On Turn 2:

1 Battleship
13 Units

Starting Enemy Units

Ignus - Impetus
8x Mires - Belgrande S
4x Mires - Belgrande

Reinforcement Enemy Units

When 10 or less enemies remain:

Umbra - Priskus Nokus
Glacius - Fabularis (If using a female main character)
8x Mires - Belgrande S
8x Mires - Angelus S (If using a female main character)
4x Mires - Belgrande
4x Mires - Angelus (If using a female main character)

Items: None

Skills

Support Attack +3 - Impetus
Support Defense +3 - Priskus Nokus
Potential +3 - Glacius

Notes: Nothing much to see here. Move the horribly-outmatched Treize and
Yamazaki southwest first to meet your force arriving on turn 2; after they do,
it becomes a fairly standard scenario. If you came from the Gishin route,
you'll have to re-adjust for lower-HP enemies that know how to Defend; combo
attacks become far more useful here.

The grunt enemies still have super-high accuracy, but the original bosses
aren't too tough; after all, they "only" have 5-digit HP! Just be wary of
their extensively-upgraded MAP attacks and you should be fine; the amount of
enemies is even paltry really compared to what you've already faced.

------------------------------------------------
Mission 37 Part 1
------------------------------------------------

Starting Units

1 Battleship
15 Units

Reinforcement Units: None

Starting Enemy Units

Schuvartz - Mummy
10x Mires - Skullplume S
8x Mires - Skullplume

Reinforcement Enemy Units

When 5 or less enemies remain:

Aquila - Fortes Arla
10x Mires - Angelus S
8x Mires - Angelus

When Schuvartz is defeated:

Schuvartz - Big Duo

Items

2x Emergency Rations - Mummy, Big Duo
1x Super Repair Kit - Mummy

Skills

Initial Morale +10 - Big Duo
Combo +3 - Fortes Arla

Notes: Same old, same old. More super-high accuracy original enemies (and in
the case of Angeluses, super-high evasion), more bosses that pale in
comparision to their grunts, more two-part missions. You know the drill by now;
spend whatever seishn you'll need here, as it'll get replenished within the
next turn. The only thing to be slightly aware of is that Schuvartz resurrects
in a beanie-flying ripoff of the Big O (YES). Both versions of him are still
easier to deal with than the grunts though.

------------------------------------------------
Mission 37 Part 2
------------------------------------------------

Starting Units

Main Character - Main Unit
Secondary Character - Secondary Unit (if Real Robot route and did not convince
Wintos/Glacius)
Glacies - Fabularis (If you convinced her)
Wintos - Stodium (If you convinced him)
Bright - Ral Kairam
12 Units

Reinforcement Units: None

Starting Enemy Units

2x Mires - Skullplume S
2x Mires - Angelus S
2x Mires - Belgrande S

Reinforcement Enemy Units

Whenever 5 or less enemies remain, and before activating the first switch:

5x Mires - Angelus S

Whenever 5 or less enemies remain, and before activating the second switch:

5x Mires - Belgrande S

Whenever 5 or less enemies remain, and before activating the third switch;

5x Mires - Skullplume S

Whenever 5 or less enemies remain, and before activating the last switch:

3x Mires - Angelus S
3x Mires - Belgrande S
3x Mires - Skullplume S

After activating the last switch:

3x Mires - Angelus S
3x Mires - Belgrande S
3x Mires - Skullplume S

Items

?x Super Repair Kit - Angelus S (?), Belgrande S (?), Skullplume S (?)

Skills

Notes: It's time for the super-long, super-annoying indoor mission! Ah, how
we've missed thee since Alpha.   Except not.

Anyway, you're forced to use the Ral Kairam because it's the only battleship
that can fit inside (...so the others can't, but Shin Dragon can?). The main
objective is to have any of the original characters (of which you should have
two) land on the 4 switches on the map, in order. There's a time limit though;
7, 14, 21 and 28 respectively for each switch. That leaves you about 8 turns of
insurance if you move fast; have those who can cast Accelerate do so on pretty
much every turn.

The constant stream of enemies don't help though. Each switch is guarded by a
"theme" of enemies, from the Angeluses at the first switch, to the Belgrandes
as the second, to the Skullplumes at the third, to all three types at the last
one; and as soon as you kill too many of them, they just pop right back up
again. You'll have to play carefully to keep 6 of them alive while letting one
of the originals navigate through them and hit the switch for each turn.

The enemies still have gamesharked-esque accuracy, but the length of the stage
means that things will get easier, especially since you tackle the high-evasion
Angeluses first, and especially if you have the Sound Force boosting your
units tens of levels above what they should be with Try Again, so much easier
to do in lengthy scenarios like these.

One slightly worrying thing to note is that after hitting the last switch, you
have to run like hell to the top-left corner of the map, so make sure the
higher-movement-range original is the one to hit the last switch (in my case,
it was Glacius who was aided by the Move Again seishin to make a quick
in-and-out, but eh...). More enemies appear to guard the exit of course, but
after you hit the 4th switch, they stop regenerating; feel free to finish them
off before getting your asses out of there.

Note that the amount of Super Repair Kits available is directly dependant on
the amount of enemy reinforcements you trigger; each set has 1 enemy with a
Super Repair Kit.

------------------------------------------------
Mission 38 Part 1
------------------------------------------------

Starting Units

1 Battleship
15 Units

Reinforcement Units: None

Starting Enemy Units

Ignus - Impetus
22x Mires - Belgrande S

Reinforcement Enemy Units

After all enemies are defeated:

Aquila - Fortes Arla
22x Mires - Angelus S

Items

2x Super Repair Kit - Impetus, Fortes Arla
2x Emergency Rations - Impetus, Fortes Arla

Skills: None

Notes: Part 1 of the final battle is slightly anti-climatic. There's tons of
the usual enemies, as well as the last stands of Ignus and Aquila, but really
there's nothing new you haven't seen; you should be plenty used to fighting
these guys by now, and can take the appropriate strategy against them. Just
like the last mission, the real meat starts at the second part.

------------------------------------------------
Mission 38 Part 2
------------------------------------------------

Starting Units

Main Character - Main Unit
1 Battleship
14 Units

Reinforcement Units: None

Starting Enemy Units

Contagio - Vio Rakium
Umbra - Priskus Nokus
9x Mires - Angelus S
9x Mires - Belgrande S
9x Mires - Skullplume S

Reinforcement Enemy Units

After 5 or less enemies remain:

6x Mires - Angelus S

After 5 or less enemies remain:

6x Mires - Belgrande S

After 5 or less enemies remain:

6x Mires - Skullplume S

After all enemies are defeated:

Perfectio - Fathom
1x Mires - Vio Rakium
1x Mires - Fabularis
1x Mires - Impetus
1x Mires - Fortes Arla
1x Mires - Priskus Nokus

After defeating Perfectio:

Perfectio - Fathom
6x Mires - Angelus S
6x Mires - Belgrande S
6x Mires - Skullplume S

Items: None

Skills: None

Notes: Here we go, the final battle...which starts just as unimpressively as
the last, really. The starting enemies are again nothing you haven't seen
before, although the 7 grunts surrounding the two bosses are slightly more
intimidating; there's also the fact that they'll wait patiently for you to
assault them, so you'll have to take the initiative (if you haven't yet for the
last few missions just to make things go faster ^^;).

I definitely suggest one thing; have Basara perform his Try Again Sigma MAP
attack on everyone at least three times before you proceed, and possibly also
have him and/or Mylene Planet Dancing or Holy Lonely Lighting your characters
befpre; the boost will be VERY helpful in the latter parts of the stage, and
there's no time limit anyway.

When you start your assault on Umbra and Contagio, you'll get a rude shock;
once they fall below 1/3rd HP, they will IMMEDIATELY regain it back. This will
be absolute hell if you've not done any weapon upgrading; you'll practically
have to rely on Basara's Power To The Dream to power up one of your robots (and
consequently waiting severla turns for Basara to regain Song EN...) in order
to provide the neccessary damage. Of course, if you'd made things easier for
yourself by upgrading weaponery, a Hot Blooded attack with decent support
should easily do the job. Don't forget about the Armour Breaker missiles if you
need them; reinforcements will come to help if you clear out too many of the
grunt enemies, but if you took my advice and powered up your dudes, they should
be cake.

Once you do enough damage to take both the weirdos down, here comes the main
antagonist of the game; Darth Vad...I mean, Perfectio, who weighs in at an
impressive 200k HP and comes with a radius MAP attack, Level 9 Potential and
Large EN Recovery (...but oddly, no HP Recovery). Despite this, he's still
actually WORSE than his grunts in aiming (come ON, Banpresto...), and with your
powered up units, he actually won't pose much of a problem; the sole exception
being his MAP attack, which can rather quickly devestate your entire army,
especially if you let him use it at low HP (and consequently, high Potential
level). You can stop him from using this though, by taking advantage of the
stupid AI which won't fire its MAP weapons if it will hit ANY friendly unit;
simply leave one of the 5 elemental (sorta) machines alive and within 5 squares
of the Fathom, and you're more or less safe from MAP attacks. Oh, and try not
to use up ALL your seishin too, for obvious reasons.

Of course, things will never be as easy as "just" 200k HP, and once you destroy
him, he pops right back up again. At this point, your dudes start to get
discouraged, as they bemoan how useless they're becoming; fortunately Eve's
and Basara's song, as well as Shakti's blessing soon has them up and ready
again for another round. UNfortunately, several more Mires come to make more
trouble from the left and right; I now suggest completely ignoring them and
focusing all your attacks and seishin on the Fathom. Pull out all the stops;
Awaken, Move Again, Hot Blood, Soul, Support Attacks, defensive seishin, the
works. He won't revive a third time, so take him down before the enemies
either side of you get annoying.

Congratulations, you've now beaten Super Robot Wars D! Don't forget to save and
take in the massive replay benefits. ^^;


===============================
11)Sub-Missions
===============================

The sub-missions, or "Tsume Supa Robo" as the game calls it, are little battle
scenarios that are basically puzzles; there's usually a set pattern you're
supposed to follow in order to fufill the conditions of the stage, and if you
can figure the pattern of attacks, movement, seishin, etc out, you get very
helpful monetary and item/skill rewards for it. Trouble is, some of these
missions can be BRAIN-WRECKINGLY hard, especially if you're not fine-tuned to
SRW games and their oddities in certain situations. Thus, try not to use this
section unless you're truly depeserate and have no idea how to do the stage.

You unlock sub-missions by completely missions in the main game; for every
mission you beat in the main game (not counting the prologue), you unlock one
sub-mission. Thus, to get all the sub-missions, you have to take the longest
route throughout. For reference, the longest known path is: Earth, Kailas Gilly,
either, Planet Racus.

There are rumours of a sub-mission 38 and sub-mission 39 floating around, thanks
to a game magazine featuring fairly detailed strategies for these two "extra"
missions; a quick search of Japanese websites found out that although they're
aware of the existence of the two missions, they have no idea how to get them
either, although the SRWD Perfect Bible to come out soon will likely have the
method. Until then, here are some scans of the magazine to prove the validity
of this statement, courtesy of ZeroHiei:

http://www.turntherobotoff.com/ark/srtdxxx.jpg
http://www.turntherobotoff.com/ark/srtdxxxs.jpg

Exchange the "xxx" for 001~004 to see all the scans. As the mission strategies
have already been figured out by these sites and magazines, I will use them in
this FAQ.

That being said, on with the sub-missions.

------------------------------------------------
Stage 1
------------------------------------------------

Starting Units

Usso - V Gundam
Marvette - Gun EZ

Starting Enemy Units

2x Zanscare Soldier - Zolo

Winning Condition: Destroy all enemies
Losing Condition: All allies destroyed, turn 1.5 reached

Reward: Super Repair Kit, 5000 Credits

Notes: A simple one to start off. Simply move Usso next to Marvette and attack
the closer Zolo with an Eight-Pronged Beam Saber, supported by Marvette's Beam
Rifle; this should destroy it, even without criticals. Turn Marvette's Beam
Bazooka onto the last Zolo to end proceedings.

------------------------------------------------
Stage 2
------------------------------------------------

Starting Units

Usso - Top Fighter(V)
Gyunei - Yact Douga

Starting Enemy Units

Invader - Invader (Ground)

Winning Condition: Destroy all enemies
Losing Condition: Any ally destroyed, turn 1.5 reached

Reward: Emergency Rations, 5000 Credits

Notes: No real trimmings here, just taking advantage of P weapons. Move Gyunei
at least 4 squares away from the Invader, and use either of his P weapons to
damage the Invader; it will counterattack, but Gyunei should just survive.
Finish off the stage with any of Usso's attacks.

------------------------------------------------
Stage 3
------------------------------------------------

Starting Units

Schwartz - Stilva
Marvette - Gun EZ

Starting Enemy Units

Invader - Invader (Ground)

Winning Condition: Destroy all enemies
Losing Condition: All allies destroyed, turn 1.5 reached

Reward: Super Repair Kit, 5000 Credits

Notes: The enemy may be underwater, and your strongest attack C in it, but
don't let that dissuade you. Move Marvette one square south of Schwartz (making
sure that the Stilbar is on land) and attack with the 2-hatch Multi Launcher,
supported by Missiles. A second helping of Missiles from the Stilbar will then
do the business.

------------------------------------------------
Stage 4
------------------------------------------------

Starting Units

Fa - Metas
Marvette - Gun EZ

Starting Enemy Units

3x Zanscare Soldier - Zolo

Winning Condition: Reach the designated spot
Losing Condition: Any ally destroyed, turn 1.5 reached

Reward: Critical Ability +20, 5000 Credits

Notes: The aim of the mission is to get any of your units onto the base. It's
pretty obvious from the start that only the Metas has the potential to get
there in one movement, but it's blocked by all the enemies. Fortunately, there
is one enemy you can take down with one hit using Marvette; the furthest one,
using the Beam Rifle, does just enough to finish it off. Transform the Metas
and send it over to finish the stage.

------------------------------------------------
Stage 5
------------------------------------------------

Starting Units

Usso - V Gundam
Gyunei - Yact Douga

Starting Enemy Units

1x Zanscare Soldier - Zolo

Winning Condition: Destroy all enemies
Losing Condition: Any ally destroyed, turn 1.5 reached

Reward: Shooting +20, 10000 Credits

Notes: You can't let either Usso or Gyunei die in this sub-mission, so you have
to take advantage of Beam weaponery's uselessness under water. Move Gyunei into
the water and attack with his missiles; he should take 10 damage from whatever
beam weapon is used against him. Move Usso over and finish it off with an
8-pronged Beam Saber.

------------------------------------------------
Stage 6
------------------------------------------------

Starting Units

Camille - Z Gundam
Fa - Metas

Starting Enemy Units

3x Oz Soldier - Virgo

Winning Condition: Reach turn 2
Losing Condition: Any ally destroyed, enemy reaches designated point(s)

Reward: Melee Ability +20, 10000 Credits

Notes: You've got a slightly different mission objective here; you have to
protect the 9 base squares with your two Zeta units, while being assaulted by
3 Virgos. At first, this may look easy as only one Virgo can make it to the
base from the default positionings, and it should be able to be nuked in one
hit by the Z's Hi Mega Launcher. However, all the Virgos will always use their
Planeite Defensors which will null some of the damage, and basically means that
you can't finish them in one hit; so logically, you finish them with two hits.
Have Camille cast Assault, then move one step right, and unleash your Hi Mega
Launcher onto the Virgo at the right, supported by the Metas's Arm Beam Gun;
this should be enough to kill it. Now Camille's blocking the route of the Virgo
north, so move Fa to the square Camille started on to block the route of the
Virgo on the left, and withstand one round of attacks to win.

------------------------------------------------
Stage 7
------------------------------------------------

Starting Units

Junko - Gun EZ
Hayato - Tower	
Schwartz - Stilva
Oliver - V Gundam Hexa

Starting Enemy Units

Douka - Garickson
Renda - Garickson

Winning Condition: Destroy all enemies
Losing Condition: All allies destroyed, turn 1.5 reached

Reward: Learning Unit CP ++, 10000 Credits

Notes: The first thing to note is that you actually have 4 units to use, not
just the two you can see on-screen; use the L and R buttons to cycle through
them. Your two enemies pose a slight problem in that they can support defend
each other, and you have no unit that can take them down in one hit; so you
have to null their Support Defense somehow, and the best way to do that is to
have Hayato use Direct Attack, and hit the Garickson furtherst from him with
missiles. This should knock it to around 500 HP, and now you're free to fire
on the other Garickson without worrying about Support Defense, since the
damaged unit would be killed if it supported. Have Schwartz use his Machine Gun
and Junko her Beam Bazooka on the lower Garickson to kill it, then have Oliver
use Accelerate and finish the last Garickson with a Beam Rifle.

------------------------------------------------
Stage 8
------------------------------------------------

Starting Units

Kouji - Mazinger Z
Tetsuya - Great Mazinger (GB)	
Boz - Boz Borot

Starting Enemy Units

Invader - Invader (Air)

Winning Condition: Destroy all enemies
Losing Condition: All allies destroyed, turn 1.5 reached

Reward: Counter, 10000 Credits

Notes: A simple enough mission, as long as you can reason things out (i.e why
Borot is even THERE). First have Tetsuya use Accelerate and Invincibility, and
move him one square south of the Invader (and consequently, one west of Boz),
and attack it with Breast Burn; Have Boz Resupply him immediately after. Next
move Kouji to the space 1 square south and west of Tetsuya, and finish the
Invader off with a Double Mazinger Punch. You have to land Mazinger before you
move it, in order to have sufficient EN to use the combination attack.

------------------------------------------------
Stage 9
------------------------------------------------

Starting Units

Amuro - Re-GZ(BWS)
Camille - Z Gundam
Heero - Wing Gundam Zero
Usso - Core Fighter (V)
Judo - ZZ Gundam

Starting Enemy Units

2x Zanscare Soldier - Amaltea

Winning Condition: Reach turn 2
Losing Condition: Any ally destroyed, enemy reaches designated point(s)

Reward: Ultra-Large Magazine, 10000 Credits

Notes: No destroying hijinks here, just plain obstruction in general; not like
any of your units can sustain combat anyway, and you lose automatically if any
of your units are destroyed. Your goal is to keep the two Amalteas from the
entire bottom yellow section of the map. First have Amuro cast Accelerate AND
Flash, Camille transform to Waverider mode, Heero transform to NB mode, and
Judo transform the G-Fortress mode. Move Judo and Amuro one square south of
each Amaltea, Usso on the right side of the right Amaltea and Heero on the left
side of the left Amaltea, then put Camille between Judo and Amuro(or right
between the Amalteas, it doesn't really matter). On the enemy turn, both
Amalteas should target Amuro; the first one will miss due to Flash, and the
second one will destroy the BWS mode, and force-eject the Re-GZ into MS mode,
still alive, thus fufilling the stage.

------------------------------------------------
Stage 10
------------------------------------------------

Starting Units

Bright - Ral Kairam
Trowa - Gundam Heavyarms Kai
Roger - Big O

Starting Enemy Units

17x Mobile Doll - Taurus

Winning Condition: Reduce enemy numbers to 10 or less.
Losing Condition: All allies destroyed, turn 1.5 reached

Reward: Hit & Away, 20000 Credits

Notes: This stage shows the difference a little bit of morale can make. First
have both Trowa and Roger cast Hot Blood, then aim Roger's Missile Party MAP
attack left and have the Ral Kairam attack the lower of the northwesternmost
Tauruses (the one 4 squares west and one square north of Roger) with its Mega
Particle Cannon (non-map). After both these attacks, have Trowa use his Micro
Missile attack on the space three squares left of Roger, which should hit 8
Tauruses and kill 7 of them. You can mix up the order; the most important bit
is to make absolutely certain that Bright does NOT go last, as the Mobile Dolls
gain quite a bit of morale from ally deaths, and if you kill off 6 Tauruses
before turning the cannons on the last one, you'll leave it with 47 HP and
fail the stage.

------------------------------------------------
Stage 11
------------------------------------------------

Starting Units

Bazara - VF-19 Kai F Valkyrie F
Gamlin - VF-17D Nightmare F
Docker - VF-17D Nightmare F

Starting Enemy Units

1x Barota Soldier - Fz-109A Ergazorn

Winning Condition: Destroy all enemies
Losing Condition: Any ally destroyed, turn 1.5 reached

Reward: Defense Ability +20, 20000 Credits

Notes: A relatively simple stage compared to the last one. First things first,
have Docker cast Yell once, and switch his Valkyrie to Badroid mode. Next, move
Bazara within range of Gamlin and use Holy Lonely Light on him; this is
important in letting him survive the attack he'll take. Have Gamlin cast
Accelerate, move him one square north of Docker and attack the Ergazorn with
the front-mounted Laser Cannon, supported by Docker's Gunpod Beam; Gamlin
should JUST survive with 7 HP. Have Docker move within 3 spaces of the
Ergazorn, then finish it with All-Out Barrage.

------------------------------------------------
Stage 12
------------------------------------------------

Starting Units

Sayaka - Diana A
Jun - Venus A
Junko - Gun EZ
Oliver - V Gundam Hexa

Starting Enemy Units

1x OZ Soldier - Virgo (Retreats below 65%)

Winning Condition: Destroy the Virgo
Losing Condition: All allies destroyed, Virgo retreats, turn 1.5 reached

Reward: Evade Ability +15, 20000 Credits

Notes: Even simpler here; no messing around with seishin either, and the sole
supporter makes the combination required fairly obvious. First have Junko use a
Beam Bazooka on the Virgo, then Oliver gets within range 4 and uses his Beam
Rifle (both should get reduced quite a bit by Planeite Defensors), then move
Sayaka in and finish it off with Scarlet Beam supported by Jun's Photon
Missiles.

------------------------------------------------
Stage 13
------------------------------------------------

Starting Units

Marvette - Gun EZ

Starting Enemy Units

Chronokul - Shakko
4x Zanscare Soldier - Zolo

Winning Condition: Reach the designated point(s)
Losing Condition: All allies destroyed, turn 3.5 reached

Reward: Accuracy Ability +15, 20000 Credits

Notes: The stats make it fairly obvious that you're not meant to take hits;
your only real chance is to navigate underwater. Since Chronokul always attacks
first, you can null his attacks with Invincibility, so don't worry too much
about that.

First cast Invincibility, then move 3 square west and one square north; you
should be fired on at most twice. Next move two squares left; you should be
fired on max three times, leaving you with 16 HP. Finally move into the glowing
square and you're done. You can't go through the bottom section of water, as
the Zolo there can hit you with its Gatling Gun on the second turn.

------------------------------------------------
Stage 14
------------------------------------------------

Starting Units

Bright - Ral Kairam
Amuro - Re-GZ(BWS)

Starting Enemy Units

2x Zanscare Soldier - Zolowatt

Winning Condition: Destroy all enemies
Losing Condition: Any ally destroyed, turn 1.5 reached

Reward: EN Virus, 25000 Credits

Notes: An extremely simple stage. Have Bright use the Missile Launcher on the
nearer Zolo to kill it, then have Amuro seperate the BWS to regain full HP/EN,
cast Accelerate, and use its Beam Rifle to finish the further Zolo off.

------------------------------------------------
Stage 15
------------------------------------------------

Starting Units

Bazara - VF-19 Kai F Valkyrie F
Kinryu - VF-17S Nightmare F

Starting Enemy Units

Gigil - Fz-109F Ergazorn

Winning Condition: Destroy all enemies
Losing Condition: All allies destroyed, turn 1.5 reached

Reward: Minovsky Drive, 25000 Credits

Notes: Another easy mission, as long as you know what the Sound Force can do.
Have Kinryu use Flash and Hot Blood and hit Gigil with some Micro Missiles,
then have Bazara cast Yell and Hot Blood and finish him off with Power To The
Dream.

------------------------------------------------
Stage 16
------------------------------------------------

Starting Units

Usso - Core Fighter (V)

Starting Enemy Units

5x Zanscare Soldier - Zolo

Winning Condition: Reach the designated point(s)
Losing Condition: Any ally destroyed, turn 2.5 reached

Reward: Combo +3, 25000 Credits

Notes: A movement stage; fortunately all the Zanscare soldiers won't move from
their spots, so your only worry are their range 6 weapons. If you can't find
the safe spot that'll land you on the lab on the next turn, it's 5 squares
east and one square south. Move onto the lab after for your prize.

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Stage 17
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Starting Units

Bright - Ral Kairam
Quess - Yact Douga
Gyunei - Yact Douga

Starting Enemy Units

1x Zanscare Soldier - Rig Shakko (2800 HP)
1x Zanscare Soldier - Rig Shakko (1750 HP)

Winning Condition: Destroy all enemies
Losing Condition: Any ally destroyed, turn 1.5 reached

Reward: HP Virus, 25000 Credits

Notes: The only real difficulty you might find from this stage is the testing
to see what will destroy in one hit and what won't. But that's what this is
here for, no? ^^; First, have Quess cast Assault and move as close to the two
Rig Shakkos as possible; she should be able to target the further one with the
Mega Particle Cannon, taking it down. Next have Bright use a Propellant Tank on
Gyunei, who will then be able to use the Mega Particle Cannon on the other Rig
Shakko without reply. Finally move in the Ral Kairam within 3 spaces for the
kill.

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Stage 18
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Starting Units

Kento - Daltanias

Starting Enemy Units

1x Artificial Intelligence - Surveillance Robot

Winning Condition: Destroy all enemies
Losing Condition: Any ally destroyed, turn 1.5 reached

Reward: High Performance Targeter, 25000 Credits

Notes: Older fans who recall an easily exploitable trick in Alpha will be right
at home in this stage. First seperate Daltanias, and have Danji and Belarios
attack with Ganba Cutter and Claw respectively. Join Daltanias back up, and
finish proceedings with the Tran Saber.

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Stage 19
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Starting Units

Boz - Boz Borot

Starting Enemy Units

5x Zanscare Soldier - Rikarl

Winning Condition: Reach turn 2
Losing Condition: All allies destroyed

Reward: Support Defense +3, 25000 Credits

Notes: This stage is pure survival. You might be tempted to push the Borot
back; don't even bother trying. Instead, move right into the middle of the
stage by moving left as far as you can. This prevents two of the Rikarls from
attacking you, allowing you to just about survive the one turn.

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Stage 20
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Starting Units

Heero - Wing Gundam Zero
Duo - Gundam Deathscythe Hell
Trowa - Gundam Heavyarms Kai
Quatre - Gundam Sandrock Kai
Wufei - Altron Gundam

Starting Enemy Units

5x Mobile Doll - Taurus (MS)

Winning Condition: Destroy all enemies
Losing Condition: All allies destroyed, turn 1.5 reached

Reward: S-Adapter, 30000 Credits

Notes: This is actually one of the more free-form stages you'll come across.
The main limitations is that Wufei can only get within attack range of one of
the Tauruses, Heero can only kill a Taurus using his Machine Cannons and
support from either Quatre and Trowa, and either Duo or Quatre needs to use a
Hot Blooded combo attack to kill two Tauruses at one go. Besides that, it's
simple Hot Blooding and smashing up.

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Stage 21
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Starting Units

Amuro - Nu Gundam
Camille - Z Gundam
Char - Sazabi

Starting Enemy Units

4x Mobile Doll - Virgo
1x Zanscare Soldier - Squid

Winning Condition: Reach the designated point(s)
Losing Condition: All allies destroyed, turn 1.5 reached

Reward: Energy Drain, 30000 Credits

Notes: Amuro's the only one who can actually make it onto the base, since
Camille is blocked by the Squid and Char doesn't have a large enough movement
range; thus you need to clear a path for Amuro. You do this by having Camille
cast Hot Blood and attack the leftmost Virgo with the Hyper Mega Launcher,
which should be support defended. Now have Char cast Direct Attack, and use the
Mega Particle Cannon on the second-from-left Virgo, which should kill it since
it was already wounded from the Support Defense. Have Amuro cast Accelerate and
rush in to complete the stage.

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Stage 22
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Starting Units

Zechs - Gundam Epyon
Noin - Taurus

Starting Enemy Units

1x Imperial Soldier - Randora
1x Imperial Soldier - Gruda
1x Imperial Soldier - Ganimedes
1x Imperial Soldier - Barubara

Winning Condition: Reach Turn 2
Losing Condition: Any ally destroyed, enemy reaches designated point(s)

Reward: Chobham Armour New Z, 30000 Credits

Notes: A hard stage for once, the entire focus is on blocking and the usage of
the status missiles to keep the enemy out of the base squares, but this time
there are a ton of variables to keep track of, in particular three enemies who
can reach the base squares, and the low HP and EN of the Epyon; basically
there's only one long set of moves that will earn the win, so pay attention.
First, have Zechs cast Flash and move one square north and east of the Gruda,
then use the Energy Drain on either enemy. After that, have Noin cast Move
Again and Trust on Zechs, switch the Epyon to MA mode, and move Zechs to 4
squares south of the Randora to block its movement. Next, have Noin move to two
squares east of the Ganimedes to do the same, and use the Spider Net on the
Barubara to spike its movement range and keep it from entering the lower
colony. Now end your turn, defend against all the attacks, and you should come
out with the victory.

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Stage 23
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Starting Units

Duke - Grendizer
Maria - Drill Spazer
Hikaru - Marine Spazer

Starting Enemy Units

3x Zanscare Soldier - Rikarl

Winning Condition: Reach Turn 2
Losing Condition: Any ally destroyed, enemy reaches designated point(s)

Reward: Haro, 30000 Credits

Notes: A nice an easy one to make up for the last tough mission. Have Maria
cast Accelerate and move her within 1 space of Duke (diagonals included), then
combine the two. Have Maria cast Accelerate again, and move Duke onto the
leftmost base square, and have Hikaru cover the rightmost base square. All the
enemies should target Duke; have him do whatever, he can survive them easily.

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Stage 24
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Starting Units

Heero - Wing Gundam Zero
Duo - Gundam Deathscythe Hell
Trowa - Gundam Heavyarms Kai
Quatre - Gundam Sandrock Kai
Noin - Taurus (S.K)

Starting Enemy Units

Sibil - Sibil

Winning Condition: Force Sibil to retreat
Losing Condition: All allies destroyed, turn 1.5 reached, Sibel destroyed

Reward: Initial Morale +10, 30000 Credits

Notes: A really fun mission for Wing haters. ^^; The objective is to make
Sibil retreat without actually killing her (her retreat rate is 40%); but her
piddling 525 HP doesn't really help that very much, unless you take advantage
of the Wing boys' propensity for self-destruction. First move Trowa right in
between Quatre and Duo, and have Duo cast Self-Destruct; this will leave Trowa
with 500 HP. Have Noin cast Move Again on Trowa, and let him cast Self-Destruct
To lower Sibil to 25 HP, and get the win.

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Stage 25
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Starting Units

Bright - Ral Kairam
Amuro - Nu Gundam
Noin - Taurus (S.K)

Starting Enemy Units

Rube - Doggorla

Winning Condition: Destroy all enemies
Losing Condition: Any ally destroyed, turn 1.5 reached

Reward: 3-Dimensional Radar, 35000 Credits

Notes: This stage can be extremely infuriating, especially if you follow the
somewhat more obvious path and then wrack your brain thinking about how to do
the additional double digit damage needed... ^^; Anyway, first have Amuro cast
Accelerate, Awaken and Soul, and move him into the Ral Kairam. Have Bright
cast Accelerate and Assault, and move him as far down as possible. Next, have
Noin cast Move Again on Bright, have Bright cast Accelerate again, and again
move as far down as possible and use the Mega Particle Cannon on Rube. Finally
have Amuro come out and kill off Rube with his Soul-powered Beam Rifle.

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Stage 26
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Starting Units

Shogo - Garland (MC)
Ryouma - Getter 1
Marvette - Core Fighter (V)
Usso - Core Fighter (VD)

Starting Enemy Units

Chronokul - Adrastea
2x Zanscare Soldier - Rig Shakko

Winning Condition: Get Shugo next to Chronokul's unit
Losing Condition: Enemy reaches designated point, Shugo's unit destroyed, turn
2.5 reached

Reward: EN Giga Chip, 35000 Credits

Notes: The first real level where you have to plan over a larger amount of
time, AND counting several factors make this one of the more difficult stages.
The eventual goal is to get Shogo next to Chronokul's Adrastea, but the more
immediate concern is the two Rig Shakkos about to encroach on the yellow area.

The first step is to switch Getter into Getter 2, and have Hayato cast Flash
or Ryouma cast Invincibility, as well as Accelerate. Move Getter 2 exactly 2
squares north and one square west of the rightmost Rig Shakko, and attack it
with a Drill Storm. Next, have Usso cast Snipe Attack and Flash, move one
square east and 3 squares north of the LEFTMOST Rig Shakko, and attack the
RIGHTMOST Rig Shakko with the Beam Cannon. Have Marvette cast Invincibility and
either move one square west or one square west and north of Usso. Next have
Shogo cast Accelerate, Transform the Garland into MC mode, and move it one
square west of Getter 2, and finish off the rightmost Rig Shakko with the Laser
Orb Gun. On the enemy's turn, the Rig Shakko should attack Marvette and do 10
damage, while Chronokul will attack Shogo, but Getter 2 will Support Defend and
take the hit, letting it barely survive. Next turn, transform Shogo back to MS
mode and cast Accelerate again, which should just about let it get within
range of the Adrastea to complete the stage.

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Stage 27
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Starting Units

Kento - Cosmo Crusher
Unification Army Soldier - VF-11C Thunderbolt B

Starting Enemy Units

1x Barota Soldier - Fz-109F Ergazorn
1x Barota Soldier - Assault Ship

Winning Condition: Cosmo Crusher reaches the designated area
Losing Condition: Ally CPU destroyed, Cosmo Crusher destroyed, turn 3.5 reached

Reward: Mind Virus, 35000 Credits

Notes: Another long mission, but the lack of variables to take note of makes
this mission rather easy; the only thing to worry about is that you KNOW that
you have to either destroy or distract the enemy Ergazorn by turn 1, making
the logic easier. Also note that the Ergazorn will generally prioritize what it
can use its strongest moves on...

First, have Kenji cast Flash, and Akira cast Accelerate. Move 2 squares right
and 1 square down of he Ergazorn and use the Cosmo Laser on it. On the enemy's
turn, counter with the Cosmo Laser, while you take a big hit; the friendly AI
will then finish off the Ergazorn for you. Have Kenji cast Flash and Akira cast
Accelerate again, then move north as far as possible. Dodge or do whatever on
the next enemy turn, as you have Flash protecting you. Finally have Akira cast
Accelerate one more time, and move to the glowing square.

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Stage 28
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Starting Units

Heero - Wing Gundam Zero
Duo - Gundam Deathscythe Hell
Quatre - Gundam Sandrock Kai
Trowa - Gundam Heavyarms Kai
Hilde - Taurus

Starting Enemy Units

4x Imperial Soldier - Mini UFO
1x Imperial Soldier - Mother Baan

Winning Condition: Destroy the Mother Baan
Losing Condition: All allies destroyed, turn 1.5 reached

Reward: Potential +3, 35000 Credits

Notes: Back to 1-turn stages, but this still isn't that much easier than
the previous stages. The key to this stage is understand how Support Defenses
work, and learning how to work around them to destroy the Mother Baan.

First, have Hilde cast Rally twice. Next, have Duo cast Hot Blood and attack
any of the Mini UFOs point blank with the Twin Beam Scythe; combo it into the
Mother Baan. Next, have Heero attack the Mother Baan, which will be Support
Defended by one of the full-HP Mini UFOs, and Hilde will land a Support Attack.
Do the same for Quatre. Now have Hilde use the Beam Cannon on the Mother
Baan, supported by Trowa's Full Open Attack; Hilde will hit the third Mini UFO,
while Trowa hits the Mother Baan. Finally have Trowa caast Hot Blood, and
attack the Mother Baan. The power from the attack will keep the last Mini UFO
from Support Defending (as it was heavily damaged by Duo's Twin Beam Scythe),
and will hit the Mother Baan directly, killing it.

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Stage 29
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Starting Units

Amuro - Re-GZ(BWS)
Usso - Top Fighter(V)
Camille - Z Gundam
Shogo - Garland (MS)

Starting Enemy Units

3x Zanscare Soldier - Rig Shakko
3x Zanscare Soldier - Memmedoza

Winning Condition: Reduce enemy numbers to 1 or less
Losing Condition: Any ally destroyed, turn 1.5 reached

Reward: Mind Drain, 35000 Credits

Notes: More one-turn many-variable antics. The mission may hint a little at
focusing on combo attacks, but don't think that that's ALL you need to do...

First transform the Z to Waverider mode, and attack the Memmedoza 3 spaces
west; you should land good hits on both that one and the one support defending
it. Next have Shogo cast Love, and move one space down and three spaces west
(just below the nearest submerged Rig Shakko), and attack the Rig Shakko above
you with the Dash Attack to kill both it and the one above it in a combo
attack; you have to do this early, so that the enemies don't get enough morale
to survive it. Next, have Usso cast Hot Blood and move just below the
southernmost Memmedoza, attacking it with the Beam Saber and again killing it
and the one above it in a combo attack. Finally have Amuro cast Hot Blood, and
destroy the remaining Memmedoza with the Mega Beam Cannon.

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Stage 30
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Starting Units

Ryouma - Getter 1

Starting Enemy Units

1x Invader - Invader (Ground)
1x Artificial Intelligence - Getter Dragon
1x Artificial Intelligence - Getter Rygar
1x Artificial Intelligence - Getter Poseidon

Winning Condition: Destroy all enemies
Losing Condition: All allies destroyed, turn 1.5 reached

Reward: Short Circuit, 50000 Credits

Notes: Just in case you haven't figured out what version of Getter is best for
which terrain, this stage will show you. ^^; It's also relatively simple and
straightforward for such a late stage.

Start by transforming Getter into Getter 3, and have Ryouma cast Awaken and
Benkei cast Hot Blood. Attack the Getter Poseidon with Getter Missile. Next,
transform Getter into Getter 1, and have Ryouma cast Awaken and Benkei cast
Hot Blood again. Move three spaces west of the Getter Dragon and use the Spiral
Getter Beam on it, killing it. Now use the Emergency Rations, have Hayato cast
Accelerate, Ryouma cast Awaken and Benkei cast Hot Blood, and transform into
Getter 2. Move it right next to Getter Rygar and kill it with Drill Arm.
Finally have Hayato cast Accelerate, Benkei cast Hot Blood, and transform into
Getter 1. Move right next to the Invader, and finish it and the stage with
Getter Tomahawk.

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Stage 31
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Starting Units

Gou - Getter 1
Gamlin - VF-17D Nightmare F
Usso - V Gundam
Judo - ZZ Gundam
Camille - Z Gundam

Starting Enemy Units

7x Barota Soldier - Fz-109A Ergazorn

Winning Condition: Reach turn 2
Losing Condition: All allies destroyed, enemy reaches the designated point

Reward: Seishin Power +20, 50000 Credits

Notes: Another scenario with plenty of variables to consider. The basics is
a whole set of Ergazorns, outnumbering your dudes 7 to 5, about to assault a
satellite; you have to punch a hole through the middle, then take out one side
of them while using your units to blcok the other side. Incidentally, this was
the first sub-mission I completed on my first try since mission 19-ish; albeit
it was probably a bit of luck in guessing. ^^;

First transform Getter into Getter 2, have Usso cast Hot Blood, then move Usso
one square north of Getter 2 and attack the middle Ergazorn (one square south
and one square west of Getter) with your Beam Rifle supported by Getter 2's
Drill Missile, which should just barely kill it. Now transform Getter into
Getter 3 and have Judo cast Hot Blood. Move Judo one square east of Getter and
attack the Ergazorn three squares west with the Double Cannon, supported by
Getter 3's Getter Arm, killing it. Next, transform the Zeta into Waverider mode
and have Camille cast Hot Blood and Assault. Move him as far southwest as
possible (two squares south and two squares west of Getter) and attack the
Ergazorn furthest to the north with the Hyper Mega Launcher, killing it. Next,
transform the Nightmare to B mode and have Gamlin cast Love. Move him one
square south of Camille and use the All-Out Barrage on the northern Ergazorn,
killing it. Finally, transform Getter back to Getter 1, have Gou cast Hot
Blood, and move it one square south of Gamlin and attack the nearest Ergazorn
with the Spiral Getter Beam, killing it. This should completely block the other
two Ergazorn's path; defend whatever they throw at you and take the win.

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Stage 32
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Starting Units

Char - Sazabi
Treize - Tallgeese II
Zechs - Gundam Epyon

Starting Enemy Units

Chronokul - Contio
2x Zanscare Soldier - Rig Shakko
2x Zanscare Soltier - Zolowatt

Winning Condition: Reach turn 2
Losing Condition: All allies destroyed, enemy reaches the designated point(s)

Reward: Support Attack +3, 50000 Credits

Notes: Maybe it's just me, or maybe it's just that "defend spaces" missions
are easy, but I finished this in one try too. ^^; Only three units to worry
about this time; again you'll have to make good use of blocking, skills,
seishin, the works.

First have Treize cast Hot Blood and Invincibility (for insurance). Attack the
southernmost Zolowatt with the Mega Cannon, then move him to the top-right
square of the northwestern satellite. Next, have Zechs cast Flash and Snipe
Attack and have him move one square west of Treize, and use the Heat Rod on
the enemy 5 squares east, which should damage it badly. Finally, have Char cast
Flash, move him one space south and one space east of Treize, and attack the
weakened Rig Shakko with the Beam Assault Rifle, killing it. Now defend on the
enemy's turn, and you're done.

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Stage 33
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Starting Units

Kento - Daltanias

Starting Enemy Units

Gascon - Gascon-Exclusive Robo
2x Artificial Intelligence - Surveillance Robot

Winning Condition: Destroy all enemies
Losing Condition: Any ally destroyed, turn 2.5 reached

Reward: SP Consumption -30%, 50000 Credits

Notes: After some time, it's back to the really brain-cracking stages. There
may only be one unit to play with, but by-now savvy sub-missioners will
probably guess that there's 3; I suspect there's actually several ways to
finish this stage, but this one is one that worked for me.

First have Kento cast Yell to raise everyone's morale, and seperate Daltanias.
Have Belarios move one square east of Gunpar and attack Gascon, which should
damage him lightly. Next have Danji cast Direct Attack and use the Alpha Beta
Gamma attack on the northernmost enemy, damaging it quite a bit. Next, have
Daltanias combine again, have Belarios cast Iron Wall and Kento cast Hot Blood
and Invincibility, and move one square east of Gascon and attack him using the
Tran Saber. On the enemy turn, counter everything; you should kill one enemy,
weaken the other to critical health, and nail Gascon with another Trans Saber,
while surviving the attacks. Next turn, seperate Daltanias again. Have Belarios
cast Flash and move one square west (or basically anywhere that still leaves
it touching Daltanias at least diagonally and leaving it right next to Gascon)
and use the Alpha Beta Gamma Attack on Gascon. Next, have Danji finish the
last AI off with the Gunpar Cutter. Finally, recombine Daltanias and finish off
Gascon with the Flame "10"-letter Slash.

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Stage 34
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Starting Units

Kouji - Mazinger Z
Tetsuya - Great Mazinger
Boz - Boz Borot
Sayaka - Diana A
Jun - Venus A

Starting Enemy Units

Tashiro - Squid

Winning Condition: Destroy Tashiro's Unit
Losing Condition: Tashiro's Unit retreats, all allies destroyed, turn 1.5
reached

Reward: Spirit Drain, 50000 Credits

Notes: Almost all the emphasis on this stage is effective use of TONS of
seishin. If you know everything there is and can maximize damage, you should be
able to solve this yourself; just do be careful, as Tashiro retreats at 50%.

Start the mission by having Kouji cast Yell 4 times to get him to 140 morale,
then have Jun cast Devotion on him to let him cast Hot Blood. Next, have Boz
cast Exhaust on Tashiro 4 times and have Jun cast Devotion on him again to let
him cast Exhaust one final time, spiking Tashiro's morale all the way down to
50. Now have Jun cast Flash and move one square north of Kouji, attacking the
Squid with the Photon Beam supported by the Strengthened Rocket Punch. Have
Sayaka cast Resupply on Kouji so that he can use it again, then have Sayaka
move one space west of Boz and attack with Scarlet Beam supported by Borot
Pressure Punch. Next, have Boz do what he's best at; casting Self Destruct. By
now, Tashiro should be at close to half HP; deliver the finishing blow by
having Kouji, enforced by Mazin Power and Hot Blood, attack Tashiro with the
Strengthened Rocket Punch supported by Tetsuya's Great Booster, which should
just about do enough for the win.

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Stage 35
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Starting Units

Max - VF-22S S Bogel II B
Miria - VF-22S S Bogel II B
Basara - VF-19 Kai F Valkyrie SB
Mylene - VF-11 Max L Kai SB

Starting Enemy Units

Grabil - Grabil

Winning Condition: Force Grabil's unit to retreat
Losing Condition: Any ally destroyed, turn 1.5 reached

Reward: Armour Breaker, 50000 Credits

Notes: Oh dear. This last mission ramps the difficulty up quite a notch; notice
that Max is the highest level and has the Awaken seishin, along with some good
skills. This hints that he'll be the driving force behind your success, and
indeed, the whole mission relies on how many times you can get him to attack.

First, start by having Miria cast Hot Blood and move between Basara and Grabil,
attacking with the All-Out Barrage attack supported by Basara's Holy Lonely
Light SB. Now have Max cast Awaken and Gubaba (Mylene's co-pilot) cast Charge,
and move Max one square north of Mylene, attacking with the Gunpod supported
by Mylene's My Friends SB. Next, have Max cast Awaken again, and have Mylene
cast Trust on Max, refilling his HP back to max (HAHAHAHA). Have Max attack
with Micro Missiles, then move to one square north of Basara. Now have Mylene
use Assault Love Heart SB on Max, increasing his morale to 109. Have Basara
cast Hot Blood, and use Holy Lonely Light SB on Grabil supported by Max's Micro
Missiles; this will jump Max to 110 Morale. Finally have Max cast Hot Blood
and apply the kamikaze-style final touch with an All-Out Barrage on Grabil,
forcing it to retreat.

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Stage 36
------------------------------------------------

Starting Units

Ryouma - Black Getter
Kento - Daltanias
Amuro - Nu Gundam
Noin - Taurus (S.K)
Maria - Drill Spazer
Hikaru - Marine Spazer

Starting Enemy Units

4x Artificial Intelligence - Surveillance Robot
1x Artificial Intelligence - Bemborg Darantie
1x Artificial Intelligence - Bemborg Gruzon

Winning Condition: Destroy all enemies
Losing Condition: Any ally destroyed, turn 1.5 reached, Bemborg Darantie
retreats, Bemborg Gruzon retreats

Reward: Super Repair Kit, 70000 Credits

Notes: And if you thought the LAST one was hard, the penultimate sub-mission
throws at you enough variables to make your head spin, and makes use of
practically everything you have access to in this stage. For those who just
want a few hints, I'd suggest thinking it through logically; know what certain
units can only do by themselves, while explore the freedom of the other units
at your disposal. Notice that the two strongest enemies retreat as well...

First, start the mission by doing some setting up before some of your pilots'
seishin become unusable. First have Benkei cast Yell twice and Ryouma cast Yell
twice, then have Hikaru cast Devotion twice on the Black Getter; this will give
Ryouma enough SP to cast a Hot Blood later. Next have Kento cast Yell twice,
then have Hikaru and Noin cast a Devotion each on Daltanias for the same
reason. Next, have Belarios cast Trust twice on Noin in order to restore her
back to full HP which will be needed later. Next, seperate Daltanias and have
the Marine Spazer dive into the water. Have Hikaru cast Flash, and move the
Marine Spazer next to Belarios and attacking the enemy two squares north of the
lion, supported by Belarios's Missile. Now have Danji use the Alpha Beta Gamma
Attack on the same enemy, which should kill it; use Danji's Hit & Away skill
after to move him two spaces west of his original position. Next, have Belarios
cast Flash and move him one square west of Danji, attacking the enemy to the
north with the Alpha Beta Gamma Attack. Combine Daltanias again, and move it
one square east of the eastmost enemy, attacking it with the Trans Saber and
comboing it into the enemy behind him.

Now time to shift your focus. First have Noin cast Move Again on Daltanias, but
shift away from that area for now; have Noin attack the nearby enemy to weaken
it just a little (and take a hit you would not have survived without full HP).
Now have Maria cast Flash and Hot Blood, move next to the Black Getter and
attack the nearby enemy again with Drill Attack supported by Black Getter's
Getter Beam, which should kill it. Now have Hayato cast Accelerate and Ryouma
cast Hot Blood. Move the Black Getter next to the southernmost enemy, and kill
it with Getter Beam.

Now shift your attention back to Daltanias, and have Kento cast Hot Blood.
Have him attack the same enemy he attacked before with the Blazing "10" Letter
Slash, just barely killing it. Now have Amuro apply the finishing touch by
casting Accelerate and Hot Blood, then moving one square west of Daltanias and
using the Beam Saber combo attack to kill both at the same time, finishing the
stage (finally!).

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Stage 37
------------------------------------------------

Starting Units

Basara - VF-19 Kai F Valkyrie SB
Mylene - VF-11 MAX L Kai SB
Ray - VF-17T Kai Nightmare SB
Bright - Ral Kairam
Amuro - Nu Gundam
Char - Sazabi
Camille - Z Gundam
Judo - ZZ Gundam

Starting Enemy Units

Gul - Guruguru
Kacchi - Golgacchi
Baren - Bagium

Winning Condition: Destroy all enemies
Losing Condition: Any ally destroyed, turn 1.5 reached

Reward: Emergency Rations, 90000 Credits

Notes: And just to be mean, the game throws a real stinker of a last mission at
you, although there's not really as many variables to consider as the last
mission. For those who just want hints; don't think that just because the Ral
Kairam has by far the strongest weapons, means that it's going to be the driving
force behind the success of this mission...

First, have Basara cast Yell and use Assault Love Heart aimed three squares
below him; this should affect everyone except Ray and Mylene. Now have Char
cast Hot Blood and target the southwestern enemy with his Funnels. Next up,
have Amuro cast Hot Blood and targer the southeastern enemy with his Fin
Funnels. Now have Camille cast Assault and Hot Blood, move one space west, and
use the Hyper Mega Launcher on the northernmost enemy. Next up is Judo, who
should simply move one square south of the Ral Kairam, and attack the
northernmost enemy with the Double Cannons, supported by the Ral Kairam. Now you
sadists get to wallow in glee, as the next step is to aim the Ral Kairam's Mega
Particle Cannon MAP attack STRAIGHT down; this will damage all the enemies, but
also kill Amuro, Camille and Char, which has the effect of increasing Judo's
morale by quite a bit. Next have Gubaba (Mylene's co-pilot) cast Move Again on
Judo, then have Mylene use Assault Love Heart SB on Judo, which should put him
at 120 morale; enough to launch the Hi Mega Cannon MAP attack.

Have Judo cast Hot Blood and aim the MAP attack straight downwards, damaging all
the enemies again. Now have Ray cast Move Again on Judo, and have Judo cast Hot
Blood again, and once again fire your MAP attack downwards for the finishing
touch.

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Stage 38
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Starting Units

Noin - Taurus
Kinryu - VF-17S Nightmare F

Starting Enemy Units

??? - ???

Winning Condition: ???
Losing Condition: ???

Reward: ???

Notes: First, have Noin transform her Taurus into MA mode. Next, have Kinryu
cast Hot Blood and move his Nightmare next to Noin's Taurus, attacking with
the Gunpod supported by Noin's Laser Cannon. Now have Noin cast Move Again on
Kinryu, and attack with the Mind Taker supported by Kinryu's Micro Missiles.
Finally have Kinryu cast Hot Blood and finish off the stage with more Micro
Missiles.

------------------------------------------------
Stage 39
------------------------------------------------

Starting Units

Char - Sazabi
Camille - Z Gundam
Gyunei - Yact Douga
Quess - Yact Douga
Judo - ZZ Gundam
Hamaan - Qubeley
Ru - Gundam Mk III
Amuro - Nu Gundam
Fa - Metas

Starting Enemy Units

??? - ???
??? - ???
??? - ???
??? - ???
??? - ???
??? - ???
??? - ???
??? - ???
??? - ???

Winning Condition: ???
Losing Condition: ???

Reward: ???

Notes: First. have Amuro cast Awaken. Next, have Camille cast Awaken and
Assault, then move him to the left of Gyunei's Yact Douga and attack the enemy
two squares north with the Hyper Mega Launcher supported by Gyunei's Mega
Particle Cannon. Now have Judo cast Awaken and transform into the G Fortress.
Move him one square south of Gyunei. Now have Hamaan cast Awaken, and move her
one square north of Gyunei, attacking the same enemy Camille attacked with her
Beam Gun. Next, have Quess cast Awaken and Assault, and move her one square east
of Gyunei, attacking the same enemy with the Mega Particle Cannon.

Now for some powering up. Have Gyunei cast Rally twice, allowing all 4 of the
surrounding units to access some of their more powerful attacks. Now have
Gyunei attack the same enemy again with his Mega Particle Cannon supported by
Quess's funnels, which should finally kill it.

Now to focus on the next enemies. Have Judo cast Awaken again, and move one
square east of the southeasternmost enemy, attacking it with the Double Cannon.
Now have Camille cast Awaken, and move one square north of Judo, attacking the
enemy one square south and two squares west with the Hyper Mega Launcher
supported by Judo's Double Beam Rifle. Have Fa cast Devotion on Judo, then have
him transform the G Fortress back to ZZ Gundam, and cast Soul. Fire the Hi Mega
Cannon MAP attack left, hitting three enemies.

Now have Quess cast Awaken and move her one square north of Camille, attacking
the enemy one square south and six squares west with her Funnels, supported by
Camille's Hyper Mega Launcher. Now have Camille transform back to Z Gundam, and
use the Double Mega Launcher combination attack on the same enemy. Next up,
have Hamaan cast Awaken and attack the enemy Judo did with his Double Cannons
some time back with her Funnels. After the attack is done, move her one square
west of Ru.

Now for some SP replenishing. Have Fa cast Devotion once on Hamaan, twice on
Quess and once on Amuro. Now have Quess cast Awaken, and move one square right
of Ru, attacking the enemy 4 squares west and 3 squares north with her Funnels
supported by the Mk III's Double Barreled Beam Cannon. Repeat the same sequence
on the same enemy.

Next, have Hamaan cast Awaken and attack the northwesternmost enemy with her
Funnels, then move her one square south of Char. Now have the Gundam Mk III
attack the enemy one square west of the southeasternmost enemy with the Double
Barreled Beam Cannon, which should destroy it. Now have Fa cast Flash and move
her one square east of Amuro, attacking the enemy two squares south with the
Arm Beam Gun supported by Amuro's Fin Funnels.

Next up, the Amuro show. Have him cast Soul and attack the same enemy with the
Fin Fnunnels, destroy it. Now have Amuro cast Hot Blood, move him anywhere next
to Char, and attack the northwesternmost enemy with the Beam Rifle supported by
Char's Funnels. Now have Char cast Soul and attack the enemy five squares east
and one square north with the Funnels, and finally have Qubeley attack the
northwesternmost enemy with the Funnels.

===============================
12)Secrets
===============================


All the secrets are attained from the following site:
http://www.geocities.co.jp/SiliconValley-Cupertino/1384/srw_d/kakushi.html

I will put an "unconfirmed" tag over those that I have not confirmed myself, or
sources I trust have not confirmed. All mission numbers are given assuming you
took the longest possible route (Earth, Kailas Gilly, Planet Racus). If you
took different routes, please account for that by yourself.

<><><><><><><><><><><><><><><><><><><><><><><><>
Secret Characters
<><><><><><><><><><><><><><><><><><><><><><><><>

------------------------------------------------
B.D & Zame Zau
------------------------------------------------

To get this Megazone character, simply destroy him in the second part of
mission 18. The mission will end if you take too long.

------------------------------------------------
Margue & Gaia
------------------------------------------------

On mission 20, have Takeru convince Margue, then have Takeru defeat him. On
mission 27, do the same routine; convince, then kill with Takeru. After
mission 28, choose to go to the Old Aerios Territory, and have Takeru convince
him again, then defeat him both times he pops up. At the route split on mission
31, choose to go onto the Gishin route. He will be usable just before the start
of mission 32.

------------------------------------------------
Sibil
------------------------------------------------

First, choose to go to planet Racus at the route split after Mission 31. On
mission 35, have Basara enter battle with Gepelnich once, and you will receive
her.

------------------------------------------------
Katejina & Gotrotarn, Chronokul & Rig Contio
------------------------------------------------

As a precautionary measure, try to make sure that every mission that Katejina
and/or Chronokul show up in and you can sortie Usso, that Usso has a battle
with them.

At the route split on mission 28, choose to assault the Angel Halo. On mission
29, Katejina and Chronokul will eventually show up as reinforcements when you
kill enough enemies; do not kill Tashiro before that happens, and when it does,
do not kill Katejina or Chronokul (or even attack them) but kill Tashiro
instead. This will make both of them retreat. On the first part of mission 30,
make sure Usso has battles with both Chronokul and Katejina, who will be among
the last set of reinforcements; finally on the second part of mission 30, have
Usso convince Katejina, Usso defeat Katejina, Usso convince Chronokul and Usso
defeat Chronokul. The order of this last sequence might not matter as long as
you convince Katejina first, but this was the method I used.

------------------------------------------------
Hamaan Khan & Quebeley
------------------------------------------------

On mission 28, choose to assault the Angel Halo. By the second part of mission
30, if Char, Camille and Judo's combined kills total over 300, and if all three
are deployed during the second part of the mission, then she will appear as a
reinforcement. She will not appear if any of the 3 have 0 kills, though.

------------------------------------------------
Glacius & Fabularis OR Wintos & Stodium
------------------------------------------------

Glacius and Fabularis are only available if you choose the male main character,
while Wintos and the Stodium are only available if you choose the female main
character. Both ways, the convincing process is more or less the same; on
mission 13, Joshua should convince Glacius while Rim has to choose to "Listen to
Wintos's story" (second option). During mission 25 choose "Do not cut the
system" (2nd option) when asked to pick an option. If you choose to convince
either, you will not receive the main character you didn't choose at the start
of the game; if you choose to forgo Glacius or Wintos, then you will receive
either Joshua or Rim either in an Aile Chevalier or Blanche Neige (whichever
you didn't pick), or as a co-pilot of the Forte Gigas, depending on whether you
choose a Real or Super type unit at the start.

------------------------------------------------
Gabil & FBz-99G Zaubergern
------------------------------------------------

At the path split after mission 31, choose to go to Planet Racus. On the second
part of mission 34, have Gamlin attack Gabil. On stage 35, force Gabil to
combine with his pet monstrosity into the Gabigra, then have Gamlin battle with
him and destroy him. He will join up the mission after.

<><><><><><><><><><><><><><><><><><><><><><><><>
Secret Units
<><><><><><><><><><><><><><><><><><><><><><><><>

------------------------------------------------
Gundam Mk III
------------------------------------------------

At mission 15, choose to go to Jupiter, and you will receive this unit
automatically with Ru as its default pilot.

------------------------------------------------
Nu Gundam HWS
------------------------------------------------

At mission 15, choose to capture the Kailas Gilly. Before mission 17, have
Amuro's total kill count be 50 or greater.

------------------------------------------------
Vayeate, Mercurius
------------------------------------------------

Before mission 22, Hilde and Noin's combined kill count has to be 20 or above
in order to receive both suits. If the kill count is 10~19, then you will only
receive the Vayeate, while any lower gets zilch.

------------------------------------------------
V2 Assault Buster Gundam
------------------------------------------------

To have both parts attached to the V2 at the same time, simply choose the Angel
Halo route at mission 28.

------------------------------------------------
Full Armor ZZ
------------------------------------------------

Before mission 28 starts, have Judo's kill count be 40 or greater.

------------------------------------------------
VF-1J Valkyrie or VF-11C Thunderbolt
------------------------------------------------

At the second part of the prologue, choose to go to space. By mission 6, have
Gamlin's kill count be 10 or greater to receive the Thunderbolt. 6~9 will get
the VF-1J Valkyrie, less gets nothing.

<><><><><><><><><><><><><><><><><><><><><><><><>
Secret Weapons
<><><><><><><><><><><><><><><><><><><><><><><><>

------------------------------------------------
Daltanias' Cannon Cubic, Flame Attack Blazing Sword "10" Letter Slash and
Full Energy Release
------------------------------------------------

At mission 28, choose to go to the old Helios territory. At mission 30, you
will receive the extra weapons for Daltanias. The Full Energy Release attack
will only show up if Daltanias has reached 140 morale.

------------------------------------------------
All Valkyrie's and Battle 7 Reaction Bombs
------------------------------------------------

At mission 31, choose to go to Planet Racus. At mission 33, all your Valkyries,
as well as the Battle 7, will receive this very strong weapon.


===============================
13)FAQ
===============================


It just occurs to me that I've never yet written an FAQ which actually HAD an
FAQ, so here's one to burst my cherry with. ^^; All the questions are either
those I've received several times before, or remember being asked on the
GameFAQs SRW game boards.

------------------------------------------------
Q: So what's this game about anyway?
------------------------------------------------

Super Robot Wars D is the latest in a long line of strategy RPGs that feature
mecha from several different types of anime, all squashed up into one completely
original reality that's really quite remniscent of some bad crossover fanfics.
The closest gameplay equivalent that has been released in the US would be
Advance Wars and its sequel.

------------------------------------------------
Q: What are the series featured in this game?
------------------------------------------------

Banpresto's website (http://www.hotline-web.com) has a series list, but for the
benefit of those with no Japanese knowledge whatsoever:

Z Gundam
ZZ Gundam
Gundam: Char's Counterattack
V Gundam
Gundam Wing (TV)
The Big O
6 Gods Combination Godmars
Mazinger Z
Great Mazinger
UFO Robot Grendizer
Shin (Change) Getter Robo ~The Last Day Of The World (Also known as Getter Robo
Armageddon)
Future Robot Daltanias
Megazone 23
Macross 7
Banpresto Originals

------------------------------------------------
Q: Where can I get this game?
------------------------------------------------

Being a GBA game, it's nearly unavoidable that the ROMs of SRWD are floating
around, and probably with some searching you can find them; don't expect me to
do so for you, though. If you prefer going the legal route, your best bet is to
find a local importer, and talk to him or her about it. As a last resort, you
could try ordering it online; websites like NCSX (http://www.ncsx.com) have
entire sections devoted to importing Japanese and Asian games.

------------------------------------------------
Q: What units' upgrades carry over from their old unit to their upgraded unit?
------------------------------------------------

Surprisingly few in this game. The list is:

Main Character's Mecha --> Main Character's Upgraded Mecha
Nu Gundam --> Nu Gundam HWS
ZZ Gundam --> Full Armour ZZ Gundam
V2 Gundam --> V2A, V2B, V2AB
Garland --> Proto Garland

------------------------------------------------
Q: When does the main character get his upgrade?
------------------------------------------------

If you chose a Real-type unit, you will receive the upgrade during mission 25,
while if you chose a Super-type unit, you will receive it only after the stage
ends. Both ways, Cliff will ask you whether you wish to name the upgraded mech
just before mission 25 starts.

------------------------------------------------
Q: Is it worth it to convince Glacies/Wintos?
------------------------------------------------

It depends. Neither are that good of a pilot, and neither have very good units
either; you'll have to weigh the pros and cons. For Real-type players, it's a
straight sacrifice between one Real-type for another, but keep in mind that
keeping your secondary character around will allow you to upgrade him/her for
your next replay as well. For Super-types, the choice might be a little easier
as you still retain the Forte Gigas if you decide to go through the convincing
process; you do lose out on a co-pilot though, and for a Super robot, both main
pilots are missing one vital seishin (Accelerate for Rim, Iron Wall for Joshua)
which could hamper their ability quite a bit; not to mention you can't seperate
Forte Gigas. In my opinion, Real types should convince as the unupgraded
secondary unit isn't very good combat-wise, while Super types should stick with
a co-pilot.

------------------------------------------------
Q: Is there anyone who leaves your team permanently, so I can avoid overly
levelling them up and wasting all that EXP?
------------------------------------------------

There's only one real example of this in this game; Oliver from V Gundam, who
kicks the proverbial bucket at Mission 24. Others include Musashi who doesn't
even make it past the prologue, and Treize who leaves your team after a short
cameo at Missions 9 and 10 but joins up for the last 3 missions.

------------------------------------------------
Q: What's the "game-over" trick?
------------------------------------------------

Simply put, when you lose the mission, you go back to the intermission screen
before the stage with all your money, experience and PP retained. Kills are not
retained, however. Doing this continuously is an easy way to gain levels and
money.

------------------------------------------------
Q: What's a good level-up/money stage I can use the game-over trick for?
------------------------------------------------

I don't really use the game-over trick at all, but there is one place you can
earn a lot of money at; on the second part of the penultimate Mission 37, there
are unlimited enemy reinforcements as long as you haven't hit the last switch,
and the reinforcements always stay around one area. The best unit to take
advantage of this is Proto Garland; give it a Minovsky Craft/Drive,
Learning-type CP++, and fully upgrade its weapons, getting the S terrain bonus.
Now just run it in the middle of either the first batch of Angeluses or the
third batch of Skullplumes, and with decent enough morale/level, a single Dash
Attack with a critical hit will be enough to kill either of the two in one hit.
Just start watching TV and constantly press the A button on your GBA if you're
that desperate for money.

------------------------------------------------
How many units do you get to sortie?
------------------------------------------------

The general rule is 16, including battleships and whatever story-enforced units
in play. The final battle is your main character, 1 battleship and 14 units.

------------------------------------------------
Q: I've already finished the game, but I never received sub-missions 35-37!
Where are they?
------------------------------------------------

As you only receive the sub-mission immediately after you complete the mission
in the story, you thus have to take the longest routes through the most number
of missions to get all 37 sub-missions. For reference, the order is; Earth,
Kailas Gilly, either, Planet Racus.

------------------------------------------------
Q: Is Mazinkaiser in this game?
------------------------------------------------

No, no Mazinkaiser. The closest you're going to get to Mazinkaiser in this
game is naming your main character's mecha that.

------------------------------------------------
Q: Do you have any Gameshark/Action Replay/VBA/codes in general?
------------------------------------------------

No. I do not endorse the use of cheats or cheat devices, so you will not find
them on my FAQs.

------------------------------------------------
Q: Are you my type? Gimme a bio.
------------------------------------------------

Well, my name is David Seo (if you couldn't guess from the disclaimer below),
and as of the time of writing, am 18 years old. I live in Singapore, a tiny
little country in southeast Asia, and am currently studying for a diploma in
Information Technology. I got into SRW games through a random buy of SRW2G 10
or so years ago, and haven't looked back since. I'm also unpredictable (read:
deranged), have a quirky (read: very weird) sense of humour and zero (read:
zero) romantic skills, so no, I'm probably not your type. ^^;


===============================
14)Credits
===============================


Games/Companies/Sites:

Banpresto (http://www.hotline-web.com): For making the Super Robot Wars series.

GameFAQs (http://www.gamefaqs.com): For accepting this FAQ, of course.

Jim Breen's WWWJDIC (http://www.csse.monash.edu.au/~jwb/wwwjdic.html): Helped
me with translating some spell and skill names.

http://www.geocities.co.jp/SiliconValley-Cupertino/1384/srw_d/kakushi.html: For
providing the secrets way in advance.

http://www.geocities.co.jp/Playtown-Knight/9795/tume_2.htm: For the strategies
for the last two sub-missions before anyone even knows how to get them.

People:

Dragoon T: For having been my inspiration as an SRW FAQ writer. Physical bodies
may stop, but memories won't ever fade away.

Norris: For providing me info about the Getter Robo's Professor's last name.

Zajin: For providing me the last names of most of the Godmars crew, and
correcting me on some mistranslations.

Selina Ren: For providing me with some of the seishin I was missing in the
last version, so that I didn't have to level them up myself. ^^;

Vivadawolf & Walks The Umbra: For helping me with some of the proper latin
romanizations of the bosses names and mecha.

JL Lee: Noted several mistakes in my FAQ, mostly copy/paste ones, and gave me
a hint on how Passive Bit works.

AxisW: For informing me of the limit of Supports.

Kibbitz, Kanos: For clarifying certain points about Flash, Invincibility and
Support Defenses.

Cybaster, kendrakirai: For more information (or clarification on
misinformation) on the Gabil and Sibil convince processes.

Zerohiei: For the above, as well as notifying me of sub-missions 38 and 39. The
magazine scans came from him as well.

Everyone at the GameFAQs boards: For help and people to talk about this game.


===============================
15)Contact Information
===============================


Comments? Compliments? Complaints? Death Threats? E-mail Bombs? Wedding
Proposals? Send them to deranged85@yahoo.com. I'm kinda; I mean, VERY slacky
about checking my mail though, so if you don't receive a reply within a few
days, it's likely my fault. ^^; You can also (preferably) contact me via AOL
IM at Llnk85(Two Ls) but be warned, I have no qualms about putting you on
ignore should you act like an idiot towards me.


===============================
16)Disclaimer
===============================


This FAQ is for private use only. This FAQ may not be used on any website
unless I give them permission. It may not be sold or used in any way to make a
quick buck. I have no association or affiliation with Nintendo or Banpresto.
All trademarks are respected.

© Copyright 2003 David Seo

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