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FAQ/Walkthrough by CO Adder

Version: .85 | Updated: 11/30/08

SUPER ROBOT TAISEN Z

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|Table of Contents|
-------------------

I. Introduction
II. Version history
III. Updates
IV. Useful Terminology
V. Basics
VI. Pilots, Skills, and SCs
VII. FAQ/Walkthrough
VIII. Parts
IX. Secrets
X. Bazarr Listings
XI. Mecha Index
XII. Frequently asked questions
XIII. Contact Policy
XIV. Legal Mumbo Jumbo and Credits

-----------------
|I.Introduction:|
-----------------

We meet again, my friends! Another star-studded Super Robot Wars release, and
another FAQ from yours truly! I figure I've got to release more than a few of
these for such an event to be star-studded as well, but I digress. As usual, as
this game is in a foreign language (one that I have a rudimentary grasp of, at
least), there may be translation errors and unofficial romanizations plaguing
the document, but I'll do my best to keep it to a minimum. So let's sit back,
relax, and get ready for one hell of a ride.

Now, comrades, I need your help. You see, Super Robot Wars Z is as of yet a very
undocumented game. There are many enigmas and mysteries regarding secret mechs
and recruitable characters. If you know something that I don't, I beseech you to
let me know! Conversely, if you know that the information I have is inaccurate,
I implore you to tell me. Full credit will be given!

---------------------
|II.Version History:|
---------------------

Version .5: 10/19/08
Initial itinerary complete.
Version .85: 11/29/08
Setsuko route complete, secrets complete, various things fixed and added.

--------------
|III.Updates:|
--------------

10/19/08: initial itinerary complete!
11/29/08: Better late than never! Setsuko route complete, secrets completed and
verified, and various things have been updated.
Includes:

Full walkthrough through Rand's route, Gallia, and Stay Behind route.
Full listing of skill points, skills, parts, spirit commands, and bazarrs(Rand).
Rand's mecha index mostly complete.
Various and sundry miscellany also complete.

Left to do: Make a few minor adjustments in some places, complete Patrol Route
and Search for Renton Route

------------------------
|IV.Useful Terminology:|
------------------------

In the realm of Super Robot Taisen, there are a large number of terms and names
that will probably leave a newbie to the series scratching his head. Because we
were all that newbie at one point, this section is here to help the unitiated
muddle through what all of this giant robobabble is all about.

+Mech+

A mech is essentially a universal term for robot, giant or otherwise. Mainly
because it incorporates the least amount of keystrokes for a name that handily
encompasses all of the units in the game, I'll be using this throughout the
guide quite extensively.

+Real Robot+

While there are many out there that would rant and rave that the Real Robot and
Super Robot distinctions don't exist- and I would find myself in agreement-, I
believe that to form a base of knowledge, having a few parameters to go off of
would not be a bad idea at all. The classical representation of a real robot
would be a Gundam. In gameplay terms, these types of robots usually have above
average dodging prowess, below average armor and HP ratings, and while they may
have overall lower damage output than their Super Robot counterparts, they make
up for it by having, generally speaking, a greater talent for keeping up long
term assaults due to lower EN and Ammo requirements. Now, this is by no means
the definitive definition- it's just that if I say something like "you may want
to deploy a good number of Reals this mission", you deserve to know what I'm
talking about.

+Super Robot+

Super Robots are the logical opposites of Real Robots. Speaking from gameplay
terms, they generally have high HP and armor, but low mobility and movement.
One of the first super robots ever created is a good archetype: Mazinger Z! As
as good rule of thumb, if a mech has a rocket punch, it's a super. Other such
characteristics of note would be high damage output, especially for finishing
moves, but due to high EN or Ammo requirements, they require numerous upgrades
and enhancements to keep up any sustained attack. Also, as a rule of thumb,
supers tend to be much larger than reals, and to that end, noticably inaccurate
to compensate.

+Pilots+

A pilot and a mech are two very different things. Pilots and mechs, for the
most part, can be switched around and mixed and matched. They're not a single
unit. Pilot stats play an important role in which mech they go in. I'll cover
this in greater detail in the pilot chapter. Also, each pilot has a different
set of unique skills and spirit Commands. Pilots gain exp, mechs are upgraded
via cash. However, it should be noted that some pilots cannot switch mechs and
some mechs can only be piloted by one pilot.

+Spirit Commands/Seishins+

Anyway, these are extremely important. Each pilot has five spirit commands,
though only a few are available at lower levels. Getting anywhere in the game
without these guys is nigh impossible. They bestow, for a turn or a battle
various beneficial effects. For example, Strike raises your hit rate to 100%
for one turn, and Alert guarentees that you dodge one attack.

-----------
|V.Basics:|
-----------

This is the section that new players should definitely read thoroughly. It will
explain how the game works, what things do, etc.

These are all of the commands you will use in a mission. This menu is accessed
by selecting an allied mech and pressing O.

+COMMAND LIST+

-Move-

As you would expect, you use this command to move your mech around the map.
Each mech has a set movement range, which is indicated by the glowing spaces
surrounding the selected unit. Use your cursor to choose which glowing space
you would like to move to, and press O.

-Attack-

Again, this is pretty self explanatory. When you select this, the weapon select
menu comes up. Here, you can select from available weapons to use (unavailable
armaments will be in red). Once you select your weapon, you're then brought
back to the map, where you can see your chosen weapon's range. Move your cursor
on top of the enemy you wish to attack (in your range) and hit O. There will be
a confirmation screen, displaying your Hit percentage (the chance you have to
hit the enemy, out of 100. 100% means you'll hit, no matter what. 50% means you
have an equal chance to hit or miss, and 0% means you won't hit period.), your
chosen weapon, and your enemy's chance to hit you. You can also toggle whether
or not you watch the battle animation. Hit select start to go through with your
action.

New to Z is the Tri Squad system. When you attack with two or more members in a
squad, a few other options will appear. Before you attack, you can choose which
formation you will do it in: TRI, Center, or Wide.

TRI: Defensively vulnerable to all/TRI attacks, defensively strong against wide
formation. Allows for the use of TRI attacks, which hit all members in the squad
and pierce barriers.

Center: Most akin to how squads worked in Alpha 2/3. Your two wingmen will use
their Platoon attacks (PLA) first against the enemy for reduced damage, then the
squad leader will attack as normal (with increased accuracy). Defensively weak
against ALL/Tri attacks, defensively strong against wide attacks.

Wide: Your two wingmen fan out. This is much the same to center formation, but
your two wingmen attack the other two wingmen in an enemy squad instead of the
leader. Defensively strong against ALL/Tri attacks, defensively weak against
wide formation.


Some attacks, labeled with ALL, will attack all members of a squad. TRI attacks
do much the same, but are only used when in TRI formation. These pierce barrier
fields and other barriers.

-Spirit-

This option opens up the spirit menu, where all available spells are displayed,
along with current Spirit Points (SP).Move your cursor over the available
spells to view what they do. The cost in SP is displayed to the right. Quite
naturally, if you don't have the required SP, you can't cast that spell. Some
spells can be used on allies. If that's the case, you can use your cursor to
select which one.

-Formation-

This lets you change what formation you're in, at any time during your turn if
that squad hasn't acted. See above for explanations of formations.

-Change-

This option is only available to units with different forms, such as Getter or
Orguss. When used, the mech changes into its alternate form. It's that simple.
If the mech in question has multiple alternate forms, you can select which one
you want from a menu.

-Air/Water/Ground-

If the unit you've selected has flight capabilities, these options will appear.
By selecting it, you can ascend into the sky, or descend to the ground or body
of water. However, note that some flying units, like battleships, can't descend
to the ground.

Note that when in squads with multiple units, an inability to do something can
override the ability to do something. For example, Gundam Impulse can fly. But
the Blaze Zaku Phantom cannot. So if you put them in the same squad, the Impulse
cannot fly. The Daifighter, one of Daitarn 3's alternate forms, can actually
bypass this and allows all units in the squad to fly (Presumably because it's so
huge the other units can hitch a ride).

-Combine-

This is only available when certain units are in the same squad. When used, the
individual mechs become one, new machine.

-Repair/Supply-

This option is only available if the unit in question has the necessary unit
ability (for example, Diana Ace knows how to Repair, while Boss Borot knows how
to ressupply) Repair restores an adjacent squad's  HP by a fixed amount that
gradually increases by level (I'm unaware of the exact formula). Supply
completely refils the ammo and EN of an adjacent unit, though without the
Supply Plus skill, it can't be used post movement. Also, the recipient of a
resupply loses 10 will, so be careful with it.

-Standby-

This simply confirms your move and ends the unit's action.

-Status-

Not a command in the true sense of the word. However, it pops up in the menu
all the same. It takes you to a detailed breakdown of the mech and the pilot.

+MAP MENU+

By hitting O on an unoccupied space, a new menu is brought up.

-End Phase-

Selecting this causes your turn to end and your enemy's turn to begin. The game
will give you a second confirmation screen, and also notify you if units have
not been moved yet.

-Units-

This will bring up a list of all units deployed in the mission. Note that the
list uses mech names, not pilot names, though you can check the pilot by taking
a peek at the middle right box on top. Current HP is also displayed, and mech
names in red have already moved. By selecting a mech name and hitting A, you
will exit out of the menu and your cursor will be on the selected mech. Pretty
handy if you've split up your forces on a larger map.

-Mission-

Selecting this will tell you what you need to do to complete the mission, and
how to lose it.

-Battle Mastery-

Selecting this will tell you how to achieve the battle mastery point for the
episode. Battle mastery points increase the game's difficulty, but for each one
you snag, all deployed pilots get +25 PP.

-Search-

This option lets you search for Spirit commands, Pilot skills, and mech skills.
Names in red indicate that the pilot or mech with this skill has already moved.

-System-

This lets you turn the grid on or off, toggle mech and pilot Backround Music,
and switch configuration from righthanded to lefthanded.

-Save-

This lets you save. Duh.

+STATISTICS+

Statistics determine how much damage you do, how much damage you take, etc.
Mech and pilot statistics are very different things- so I'll cover each one in
detail in the appropriate section.

+CHECKING TERRAIN/UNITS+

To briefly gloss over a unit and its most basic current statistics, select it
with the cursor and press X. The current HP and EN of the mech will be shown,
along with the Pilot's current Will, SP, number of units beaten, level, exp
needed to level up, current PP, and number of offensive and defensive supports
remaining for that turn.

To check terrain, do the same. It will display the name of the terrain, any
defensive bonuses it gives, any evade bonuses it gives, and if it has any EN or
HP restoring qualities.

--------------------------------
|VI:Skills, and Spirit Commands|
--------------------------------
In this section, I'll detail pilot statistics, pilot skills, and spirit
commands.

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+PILOT STATISTICS+

For those of you who wonder what all of those little numbers mean, this part of
the guide should prove quite helpful. Unfortunately, I don't have any advanced
formulas, so I can't tell you how much damage a character with 200 Ranged and
the Beam rifle will do in any exact terms.

-Fixed Statistics-

These stats don't change until you level up or increase them manually via the
intermission menu.

Melee: This stat influences how much damage you do with a weapon of the subtype
Melee.

Range: This stat influences how much damage you do with a weapon of the subtype
Range.

Hit: This stat influences your hit rate against enemies.

Evade: This stat influences your evasion rate against enemies.

Defense: This stat influences how much damage you take from enemy attacks.

Maneuver: This stat influences how often you get a critical hit (x1.5 normal
damage) or an enemy gets a critical hit on you. It also influences how often
Blocking activates or if Attack Again activates.

-Fluctuating Statistics-

These stats change as the battle progresses.

Will: This is a fairly complicated stat. Most notably, it enables the use of
high end weapons with Will requirements. If a pilot has certain skills, such as
Abandon, then Will can enhance unit performance as well. Will starts at 100 in
most cases (105 if the character has beaten over 50 enemies.) and increases at
rates depending on the character. All characters get +3/5 Will when they beat
an enemy, however. Will cannot increase further once it reaches 150, unless the
Break Morale Limit skill is purchased. Some spirits and skills increase Will
without battling, such as the Drive spirit and morale skill. The amount of will
you have is proportionate to how much damage you deal and receive- generally,
having high will makes you studlier. Skills like Guard and Abandon further
boost the normal bonuses.

Experience: Also known as Exp, units gain this whenever they successfully hit
the enemy. How much is gained is determined by the levels of the pilots that
are involved. For example, you will not gain a lot of exp if your level 25 Jiron
hits a level 19 Calico. Generally, the amount of exp earned from just simply
smacking something is fairly small. To gain substantial amounts of exp, the
enemy unit needs to be destroyed. Some spirit commands can increase the amount
of exp gained.

Number of enemies beaten: A fairly simple stat. It increases by one whenever an
enemy is downed. Its main use is that once you get 50 or more kills, you get a
shiny little star, 105 will at the mission's outset. This increases to 110 at
100 Kills.

-Expendable statistics-

Spirit Points: Spirt points go down as you use spirit commands. Pretty simple.
The max amount of SP a pilot has goes up as you level up. To restore spent SP,
you can use an SP drink. Some pilots have a skill called SP Regen, which gives
them back 10 SP a turn. It's also worth noting that some plot events fully
restore a character's SP.

Pilot Points: These don't have any use during a mission, but they're used in
the intermission menu to purchase skills or boost pilot stats. You gain PP by
defeating enemy units.

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+PILOT SKILLS+

In this section, I'll detail every buyable pilot skill .

|Blocking|

Cost: 300 PP

This skill enables shield defense and sword cut, which activate depending on
the skill stat

|Potential|

Cost: 100 PP, 50 PP to upgrade. Max level: 9.

This skill increases Hit, Evade, Crit, and Armor when HP decreases.

|Counter|

Cost: 100 PP, 50 PP to upgrade. Max Level 9

This skill allows you to attack first even on the enemy's turn. Activation % is
dependent on level

|Support attack|

Cost: 500 PP, 100 PP to upgrade. Max level: 4.

This skill enables a pilot to add their own attack to an adjacent ally's when
they engage in combat. You can do this as many times as the level of the skill.
(IE, Support attack level 2 equates to two support attacks per turn)

|Attack Again|

Cost: 1200 PP

This skill enables a unit to support attack itself if skill is 20 Higher than
the enemy.

|Defensive Support|

Cost: 500 PP, 100 PP to upgrade. Max level: 4.

This skill enables a pilot to take an enemy attack that was meant for an
adjacent ally. Note that when the damage is dealt, the supporting pilot is for
all intents and purposes in defend mode. Squadmates can defend a squad leader.
You can do this as many times per turn as the level of the skill.

|SP Up|

Cost: 100 PP, 50 PP to upgrade. Max level: 9.

Increases pilot SP by 5 per level. (IE, level 5 would be +25 PP, while level 9
would be +45)

|Resolve|

Cost: 400 PP

This skill increases pilot morale by 5 at the beginning of the mission.

|Battle Spirit|

Cost: 700 PP

This skill increases pilot morale by 3 per turn after turn 2.

|Morale +Evade|

Cost: 350 PP

When a pilot dodges an enemy attack, Morale +1

|Morale +Hit|

Cost: 350 PP

When a pilot hits an enemy, Morale +1

|Morale +Damage|

Cost: 350 PP

When a pilot is hit by an enemy, Morale +2

|Morale +Shoot Down|

When an enemy is destroyed (by either the pilot with the skill or by a different
unit), Morale +1. This means that the unit will gain 2 morale for every unit
shot down by his allies.

|Morale Limit Break|

Cost: 500 PP

Increases max morale from 150 to 170.

|E Save|

Cost: 800 PP

Attacks that cost energy have their costs cut to 80%.

|B save|

Cost: 800 PP

Increases max ammo for ammunition based weapons by 1.5x.

|Cooperative Attack|

Cost: 1000 PP

When support attacking, always land critical hits

|Backup Attack|

Cost: 1000 PP

When using a platoon attack, damage is increased by 20%.

|Focused Attack|

Cost: 1000 PP

When using an ALL attack, there is a 20% damage penalty for squads with 2 units
and a 40% damage penalty for squads with three. This skill reduces the penalty
by 5% and 25%, respectively.

|Size ignore|

Cost: 800 PP

When attacking a unit of different size, a unit with this skill doesn't suffer
any accuracy or damage penalties.

|Abandon/Predict|

Cost: 700 PP

At 130 morale, a unit with this skill gains a 10% bonus to evade/hit/critical.

|Guard|

Cost: 700 PP

At 130 morale, a unit with this skill takes 80% damage from enemy attacks.

|Spiritual Fortitude|

Cost: 400 PP

A unit with this skill is protected from any negative status effects that affect
the pilot (stat down, SP down, morale down).

|Hit and Away|

Cost: 1000 PP

A unit with this skill can execute an attack, and then move normally.

|Mechanic|

Cost: 500 PP

A unit with this skill gains a 1.5x bonus to HP healed by Repair.

|Refueling expert|

Cost: 700 PP

A unit with this skill can use the Resupply command after moving

This skill raises the maximum amount of SP a pilot has.

Adder's reccomendation: Eh. Anything that increases SP is good, but SP Regen
and Focus are better, IMO. Good on support pilots that don't have anything else
to spend PP on.

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+SPIRIT COMMANDS+

Here, I'll detail what the individual spirit Commands do, and what I think of
their overall usefulness. Note that in this installment, pilots have only 5
different commands, and significantly less SP.

Inspire: Casts strike (100% accuracy) for one turn on one ally.
Adder's opinion: Very useful for saving SP for frontline units, particularly so
if you went with the 11/11 B birthday and have it on your main for 10 SP.

Focus: For one turn, hit and evade rate goes up by 30%.
Adder's opinion: A must have for dodgy machines being thrown into the thick of
things, but be careful. You can't use it as freely as you used to and it won't
make you invinicible.

Strike: 100% accuracy (barring Alert) for one turn.
Adder's opinion: Essential in some situations, helpful in others. Very good all
around.

Sense: Casts both Strike (100% accuracy) and alert (evade one attack).
Adder's opinion: Characters with this usually don't learn the component spells,
so you'll likely be forced to use it. On the bright side, it's usually cheaper
than casting both.

Flash: Evade one attack, no matter what.
Adder's opinion: Essential for survival against tougher enemies and bosses. Very
cheap, too.

Invincible: Next attack that lands, take 10 damage.
Adder's opinion: Excellent "insurance" for dodgy mechs. Only downside is that it
won't protect you from status down moves.

Iron Wall: For one turn, take 1/4th damage from enemy attacks.
Adder's opinion: A tanker's answer to focus, very useful if throwing a heavily
armored machine straight into the fray. A bit more expensive, though.

Acellerate: Boosts squad movement by two for one movement.
Adder's opinion: Kind of nerfed since the last games, but still an essential
spell for getting around quickly.

Boost: Boosts squad movement by four for one movement.
Adder's opinion: Aw yeah, this is what we're talking about. Any pilot with this
should be considered at very least a good squadmate.

Hot Blood: Next attack does Double Damage.
Adder's opinion: Essential against high HP bosses or when you need to clear out
in a hurry. Expensive, and you learn it very late, but top tier.

Soul: Next attac does 2.5x Damage.
Adder's opinion: See Hot Blood. Those that learn soul don't learn the other, so
you don't have a choice anyway. Usually given to pilots with machines with less
offensive power to balance things.

Snipe: Increases attac range for non-range 1 attacks by 2 for one attack.
Adder's opinion: Situational, but can save your butt from time to time. Good for
offensive rushes as well sniping.

Direct attack: Ignore barriers, size differences, ALL attack modifiers and pilot
skills on the next attack
Adder's opinion: Great for enemies that come packing serious defensive measures
and groups of tough enemies in squads. Kind of expensive, though.

Double movement: Gain one extra action this turn
Adder's opinion: expensive, rare and situational but extremely potent if used in
the right way, like in tandem with a powerful MAP attack to get in position.

Luck: Gain double money on the next enemy shot down
Adder's opinion: Great for using in tandem with a MAP attack or defeating a boss
to earn ludicrous amounts of capital. Don't go willy-nilly with it, though.

Gain: Gain double experience on the next enemy shot down.
Adder's opinion: Much less situational than luck, great for use on any unit that
might be a underleveled.

Rally: All squad members gain 5 morale
Adder's opinion: Far too expensive to really be useful, given how easy morale is
to come by in this game. Still, in some situations, it can be good to have.

Mercy: If skill is higher, leaves an enemy that would be destroyed with 10 HP
Adder's opinion: Useful for leveling weaker characters, and if any mission
objectives dictate that you leave someone with a sliver of their HP. Aside from
that, not too useful.

Love: Casts Accelerate, strike, alert, hot blood, yell, gain, and luck.
Adder's opinion: Powerful and expensive. Some characters are forced to use this
for Hotblood, so keep that in mind. Good for dealing the finishing blow to boss
characters

Courage: Casts Accelerate, Strike, Invincible, Hot Blood, Yell, and Direct
Attack
Adder's opinion: More offensively oriented than love, but less profitable. More
or less interchangable otherwise.

Hope: Casts Yell, Bless, Cheer, and Friendship on one unit
Adder's opinion: Damn good support spell, but expensive. Casting both Bless and
Cheer is very helpful, and the extra morale is pretty great too.

Bless: Casts Luck (double money) on one unit
Adder's opinion: More versatile, but more expensive. Great all around.

Cheer: Casts Gain (double exp) on one unit
Adder's opinion: Very useful and versatile. Great for underleveled characters.

Scan: Gain information on one enemy
Adder's opinion: Very helpful for me, the FAQ writer, and for checking ranges of
enemy bosses. Cheap to the extreme, as well. Usually on subpilots, so it's not
really a waste.

Analyze: Reduce defense and attack of an enemy by 10%
Adder's opinion: Very awesome against beefy enemies. Enough folks learn this to
let you use it for quite a few enemies on a map.

Daunt/Exhaust: Reduce one enemy's morale by 10
Adder's opinion: Useful for strong bosses late in the game (OVERDEVIL ARGH) with
morale based abilities.

Resupply: Restore one unit's Ammunition and Energy
Adder's opinion: Great, if expensive, especially during boss fights where you
don't have the luxury of spending a turn to resupply manually.

Disturbance: For one turn, all enemy units have their hit rates halved
Adder's opinion: Definitely a great spell, especially during the later missions
where you've got enemies coming from every nook and cranny of the map.

Trust: Restore one unit's HP by 2500 HP
Adder's opinion: Great early game when your units will be taking hits whether
you like it or not, loses a bit of its utility later on. Still good for when you
take a good whack across the face.

Faith: Restore the entire HP of one squad
Adder's opinion: great lategame when you've got more SP to use, and when ALL
attacks become more prevalent.

Bonds: Restore 50% HP to all allied units
Adder's opinion: only useful in a few specific instances, but handy to have if
you take a real beating.

Guts: Restores 30% HP
Adder's opinion: A surprising amount of characters learn this. It's actually
pretty good, especially on units bound to take some hits. Nice and cheap.

Guts Plus: Restores all HP
Adder's opinion: The logical extension of Guts. Not as versatile because of the
greater cost, but more effective.

Yell: Gain +10 Morale
Adder's opinion: Fun stuff, when you're low on enemies to trash for morale, but
honestly, that's rarely the case in this game.

Drive: Gain +30 Morale
Adder's opinion: Expensive and kind of rare, but on Loran, who knows SP regen,
this is actually pretty cool. He can cast it on turn one, then regain the lost
SP naturally. Aside from that, though... use with caution.

----------------------
|VII.FAQ/Walkthrough:|
----------------------

GETTING STARTED:

When you choose start game, you are presented with two choices: the top option
lets you get right into the game, while the second presents you with a tutorial.
Choose whichever you fancy. The next screen has you select the main character-
the first choice: Rand in his Gunleon and the second is Setsuko in her Virgola.
Eventually, this walkthrough will cover both routes. After you select your main
character, you can tweak his/her birthday. This is mostly pointless, but if you
enter 11/11 B as the birthday and bloodtype, your main character will get some
very helpful Spirit Commands later on. Do it if you wish. You can also rename
your character, if you wish. Up to you. The opening reel rolls (kudos to you if
you can understand any of it!), and we're off!


HOWEVER, BEFORE WE BEGIN, SOME IMPORTANT NOTES:

Most importantly: About secrets. DO NOT LISTEN TO WHAT I SAY ABOUT SECRETS IN
THE WALKTHROUGH. My musings were written when knowledge about secrets were much
less concrete than they are now. Instead, either visit the Secrets section, or
look out for SECRET ALERTS at the end of the stage breakdown. These are the most
accurate requirements! This is a temporary measure until I get the time to
rewrite the sections that need it.

ALSO: If you can't find a certain scenario, they're arranged in blocks. Here's
the break down.

Rand Route 1-15
Setsuko Route 1-15
Gallia Route and Pacific route alternate through 16-19
Joined routes 20-25 (Rand and Setsuko have different stage 21s)
Rand route 26-40 (33-35 Search for Renton, then 33-35 Stay Behind)
Setsuko route 26-40 (33-35 Gibraltar, then 33-35 patrol route)
Joined Routes 40-47 (Rand and Setsuko have different stage 47s)
ZAFT Route 48-57 (joined routes 54-55 in here)
ZEUTH Route 48-53, 56-57
Joined route 58-60

--------------------
|RAND ROUTE STAGE 1|
--------------------

Allied units:

Rand Travis (Gunleon)

Allied reinforcements:

Garrod Ran (Gundam X divider)

Enemy units:

Trand11 x2
Dagger x2
Calico x2
Prometheus(?) (Gelaba)

Enemy reinforcements:

None

Skill point condition: Shoot down all enemies by the start of turn 5

LANDO CRUSHA
With that out of the way, it's time to start things off. The enemies are kind of
spread out here, but don't worry too much. Garrod will arrive on turn 2 to help
clean up. For now, just have Rand start blasting whatever he can reach. When
Garrod arrives, have him cast invincible and get to it as well. Dreams really
kicks ass, doesn't it? Love that song. There's not much to be said here. Your
foes aren't particularly accurate- they can get off a lucky shot on the GX, but
when they do hit, they don't do a whole lot of damage. In Gunleon's case, they
won't succeed in so much as scratching it. Rand may need a little boost to his
hitrate, but for the most part he'll be throwing down quite righteously. Gelaba
will mosey on over eventually. Double team him and finish him off with Rand's
Giant Wrench finisher. Do it by the start of turn 5 for the skill point.

********************************************************************************
RAND ROUTE STAGE 1 INTERMISSION:

Ah, the intermission menu. Marvel at how streamlined it all is. The character
in the window is your top ace- he who has downed the most enemies. He'll get a
morale boost at the start of each mission. The first option goes to this submenu

Mech status: Lets you take a look at all of your machines

Mech upgrade: Lets you upgrade your machines with hard earned cash, you can also
upgrade weapons here. The new stat is accuracy: Up this if you miss a lot.

Equip parts: Equip different enhancement parts on your machines

Equip frames: This lets you switch various mech frames about, though you don't
have any right now

New parts: This lets you look at the parts you earned in the last mission

Abilities and Spirit Command list: This gives you a grand list of all the mecha
abilities and spirit commands you've seen


The next major option gives you this sub menu:

Pilot Status: Lets you take a look at your pilots

Pilot upgrade: Lets you spend your PP and upgrade your pilots, you can upgrade
stats, terrain rankings, and buy skills

Pilot assign: When you get more machines and pilots, you can switch around who
pilots who if you so wish

Abilities and Spirit Command list: Second verse, same as the first.

The next one brings you to one screen: The squad arrangement screen. Don't worry
about this yet, as you can't do anything with it.

Bazarr: Browse the Bazarr for parts and mecha with your blue stones. You can
also sell your stuff for blue stones.

The next one:

Options: Lets you toggle various options

Last one:

Save: Let's you save your game

The orange at the bottom is the next mission button.

With all that out of the way: Use what little cash you have to upgrade a bit.
Gunleon wants HP, EN, Armor and accuracy, while the Gundam X could do with more
mobility, as could the Gotchko. You can't afford much at the Bazarr either-you
can sell your booster for more funds if you wish, but I'd hold off on that. You
can either save up or buy a smaller item. I'll leave that up to you. If you wish
check the appropriate section for a complete Bazarr listing. Pilot Points are
equally scarce, so you probably can't buy anything yet. Save up and move on.
********************************************************************************

--------------------
|RAND ROUTE STAGE 2|
--------------------

Allies:

Rand
Garrod

Allied reinforcements: Turn 2

Gainer (King Gainer)
Gain (Gotchko)
Sara (Panzer)
Gauli (Panzer)
Pero (Panzer)

Enemies:

Dogon (?) x4
Enge (Dogon)
Keginan (Dogon)

Enemy reinforcements: Turn 2

Dogon x3
Adette (Dogon)

Enemy reinforcements:

Skill point: Shoot down Adette (retreats at 3000 HP)

Your enemies are still pretty pathetic. If you get a lucky critical, you should
be able to OHKO them. If not, no big thing, they can't take more than 2 attacks.
They're not particularly evasive, either. Watch for Enge and Keginan- they pose
a mild threat, but they won't gang up on either unit, thankfully. On turn 2, you
get a mess of reinforcements on both sides. The Panzers really aren't much cop-
fortunately, King Gainer is pretty good (hard to hit with focus enabled, at very
least), and Gotchko is surprisingly effective. Leave Rand and Garrod to handle
the enemies in their sector and clean up over to the west with your superior
numbers. It feels kind of weird saying that, to be honest, but let's just roll
with it for now. On the Rand/Garrod front, Rand will definitely need strike to
hit either Enge or Keginan, and Garrod could seriously benefit from it. If you
chose the 11/11 B birthday for him, have Rand throw out some Inspires to help
things along. If you want to shoot Adette down, you'll need to weaken her a bit
with the Gauli squad (Gauli himself is a good candidate for this, as he knows
Focus), then use Gainer to attack her supported by Gain (put the King on the
ground next to Gotchko to achieve this). Use focus to boost your accuracy. Watch
out for her leadership aura- she starts out far enough away for this not to be
an issue, but if enemies are still about while she's in the vicinity, things can
get hairy. Don't sweat it too much if you don't shoot her down, though.

********************************************************************************
RAND ROUTE STAGE 2 INTERMISSION:

Sadly, we've got even less in the way of cash and blue stones this time, and yet
more units. Not to worry, though. Do what you can and move on.

********************************************************************************

--------------------
|RAND ROUTE STAGE 3|
--------------------

Allies:

Rand
Garrod
Gain
Sara
Gauli
Pero

Allied reinforcements: Hora shot down/Turn 4

Gainer

Allied reinforcements: Turn after Yasaba appears

Iron Gear (Elchi)
Walker Gallia (Jiron/Elchi)
Xabungle (Rag)
??? Trand 11
??? Trand 11

Enemies:

Dogon x3
Trand11 x2
Dagger x2
Enge (Dogon)
Keginan (Dogon)
Jyapolee (Dogon)
Adette (Dogon)
Gelaba (Galapagos)
Hora (Buffalo)

Enemy reinforcements: Hora shot down/4

Yasaba (Rushrod)
Calico x2
Dogon x2
Galapagos (Hora)

Skill point: Shoot down Hora by the start of turn 4

If you want that skill point, things can get hectic. The basic strategy is to
just bumrush the lot of them with Rand, Garrod, and Gain and then blast Hora's
landship with everything on turn 3. However, this is really quite difficult and
I wouldn't reccomend it on a first playthrough for a variety of reasons. Just do
what you can, and Hora will either run away or blow up depending on how fast you
are. The Gauli squad should be facing off with the Siberian Henchtrio (Enge,
Keginan, and Jyapolee) and doing whatever damage they can.

On turn 4, or when you shoot down Hoora, some reinforcements appear on both
sides. Gainer and Sara should run from Yasaba. Your main group has two viable
strategies: stay put or go and meet the new walker machines. If you opted to
shoot down Hora, you probably need to stay and finish up the starting enemies.
If not, feel free to head on over- if anyone got damaged in the fray, use the
Gunleon's repair ability to fix 'em right up. Strangely, the Panzers have this
ability too. Use it as you see fit.

On turn 5, Yasaba activates... THE OVERSKILL. Fearsome! This basically equates
to Gainer almost getting overwhelmed, but the Xabungle folks show up to help out
a piece- right in the middle of Hora's group. Hoo-ha! On top of that, Gainer's
morale goes up to 150 and he uses -his- overskill. This basically means he's
untouchable, and he unlocks a powerful new attack. In the meantime, get with the
trashing. The rest of the scenario is pretty simple. A few things of note: the
Iron gear can transform, and has a leadership aura! Cool beans all around. Use
it to boost your unit's hit and evade rates. The Iron Gear has a lot of HP, but
not a lot of armor. Be wary. It is rather powerful, however. Both Xabungle and
Gallia are good units, and Gallia has quite a lot of HP. Unfortunately, the only
use the Trand11 units and their pilots have is, well, squad fodder and resupply
ability. Finish up everyone and be on your way.


********************************************************************************
STAGE 3 RAND ROUTE INTERMISSION

Even more units, and cash is still tight. Gradually build up your forces as best
you can. You still probably don't have enough PP for any skills of note, so keep
saving up. Things are pretty much the same on the bazarr front. You can probably
buy a small item or two if you've been saving, but your income is just too low
at this point.

********************************************************************************

--------------------
|RAND ROUTE STAGE 4|
--------------------

Allies:

Rand
Garrod
Gainer
Gauli
-Sara
-Pero

Allied reinforcements: Five enemies shot down

Iron Gear
Jiron
Rag
-the two Xabungle lackies
Gain


Enemies:

Trad11x2
Calicox2
Daggerx2
Prometheusx2
Galapagos (Gelaba)
Galapagos (Hora)

Enemy reinforcements: Five enemies shot down

Dogon x4
Keginan (Dogon)
Enge (Dogon)
Jyapolee (Dogon)
Yasaba (Rushrod)

Skill point: Defeat all enemies, Rushrod last, by the start of turn 6

Of most import is the introduction of the squad system. I believe the choice
Pero is given at the beginning of the mission asks whether or not you want a
squad tutorial. Doesn't really matter- here's what you need to know. The Tri
Formation enables the use of Tri Attacks, which are powerful, use all three
squad members, and hit all enemies in a squad. Center formation is basically the
same as the squad system of yore- two wingmates attack first with platoon moves
and then the leader attacks with a stronger technique. The Wide formation is
much like center formation, except that the wingmen's platoon attacks hit the
wingmen of the enemy squad. Good for widespread damage, and it reduces damage
from enemy ALL/TRI attacks. Conversely, Wide formation is vulnerable to wide
formation attacks.


For now,you'll probably want to go with center formation for the Gauli squad and
lead with Gauli himself. There's nothing here you haven't seen before, so get to
it. Careful with them, though. It's not like they're particularly effective.
Still, safety in numbers. If one gets damaged, switch the squad leader to the
next member. It's not particularly important right now, but it works as a good
primer.

Once you shoot down five enemies, things get pretty hectic. Several named foes
are running around, including the dangerous Rushrod which can really hurt even
Gunleon. Exercise caution and try to take out everything as quickly as possible.
If push comes to shove, forgo the skill point and just take out Yasaba. Note Rag
has a squad as well, increasing the battle power and general usefulness of her
two lackies. While the standard troops aren't much cop, Yasaba is, as mentioned,
incredibly dangerous. He moves twice thanks to his overskill, has high hit and
dodge rates, and is monstrously hard to damage. Conserve what little SP you have
for this guy and the hitting thereof. Gunleon and Wakler Gallia are damage MVPs
with their high powered moves (and Jiron's support attack). Congratulations if
you do it in the five turn limit!

********************************************************************************
RAND ROUTE STAGE 4 INTERMISSION

You still don't have much cash or many blue stones, but steadily, you're getting
more and more. Weapons are still a little too expensive at this point. Focus on
upping the surivability of your main machines. You can buy some stuff at the
bazarr if you wish. There's nothing really of note, but now that you have the
capital you can start bolstering your parts collection.

Of particular import is that you can now start making your own squads. It's a
rather simple procedure- simply choose the third option and get to making them.
You can deploy four next mission. What I do is I choose four squad leaders and
then fill in the blanks from there. As of now, you've only really got four units
capable of leading a squad, so arrange as you like. When you're done with it all
save and move on.

********************************************************************************

--------------------
|RAND ROUTE STAGE 5|
--------------------

Allies:

Rand
Holland (Terminus 909)
Eureka (Nirvash)
Mash (Terminus 606)
Hilda (Terminus 808)
Talho (Gekko Go)

Allied reinforcements: Two enemies shot down

Iron Gear
4 squads

Enemies:

Big Ship Thingy? x1
Monsan 10 x8
Monsan 20 x3

Enemy reinforcements:


Skill point: All enemies shot down by the start of turn 4

If you're aiming for the skill point, this gets... frantic. If not, then just
enjoy the killer tunes. Anyway, Holland and Eureka should take the point, as the
other two LFO folks are a little shaky on their own. Talho should provide long
range support, and, as always, Rand should just crush things. Er, burn them?
Dismantle them in a dignified manner? Whatever he wants, man. Whatever he wants.
The Monsan 10s are pretty much your standard grunt (except with the powers of
FLIIIIGHT), but the 20s can be kind of tough, so watch it. After you down two
enemies, probably on turn 2, your four squads appear to help along with the Iron
Gear. Your walker machines and silhouette engines will have trouble with the
airborne foes, but that's why you've got the LFOs on hand to make things easier.
On turn 3, you basically need to go all out and blow everything up ASAP if you
want the skill point- if you do, you need to stay out of the battleship's range
so it comes to you to clobber it. And by clobber, I mean clobber. This is one
you might want to save for a later playthrough. Still, kudos to you if you can
do it. This is short mission, and not particularly difficult, so just enjoy it.

********************************************************************************
RAND ROUTE STAGE 5 INTERMISSION

Same stuff as usual. The only thing to note is that you need to assign Gunleon
to a squad, and there's a new item for sale in the bazarr. Even if you don't
want the donkey bun (the last item on the list), you can actually sell it back
for a profit a bit later.

********************************************************************************

--------------------
|RAND ROUTE STAGE 6|
--------------------

Allies:

Loran Cehack (Turn A Gundam)
Iron Gear
4 squads

Enemies:

Wad x2
Wad
-Wad
-Wad x6
Wadom (Po)

Skill point: Defeat all enemies, Po last, by the end of turn 3

Once again, the skill point is pretty brutal. You need to rushrushrush if you
want it. Also note the first fielding of enemy squads over the east. Loran has
natural SP regen, which means he can cast his spells with borderline impunity.
Do so and move down a little so you can counterattack better- don't leave the
cover of the mountains, though. The Wads are very weak- you should be able to
one or two shot them fairly easily, but they can get numerous. When dealing with
the squads, use ALL attacks, or TRI attacks. Po will harass Loran throughout
the battle- defend or evade when things get hairy, and use repair machines to
keep the Turn A in good shape. Loran will rack up a lot of kills here, simply
because the AI loves to throw itself at him. Po's Wadom is tough, but compared
to Rushrod, not that much of a threat. HP regen is a pain, but she only has
about 7000 HP. Your strongest attacks should tear through easily. Pretty easy
mission again, but things will be getting more difficult soon.

********************************************************************************
RAND ROUTE STAGE 6 INTERMISSION

Once again, not much to say. You're still lown on funding and PP, so make do and
gradually beef up your units. You may want to give precedence to the turn A for
now, as it can be a bit hard to keep alive without upgrades. There's a new item
that boosts starting morale in the bazarr if you're interested, but it's rather
expensive.

********************************************************************************

--------------------
|RAND ROUTE STAGE 7|
--------------------

Allies:

Lora(n) (Turn A Gundam)

Allied reinforcements: Turn 3

Iron Gear
Four Squads
Sochie (Kapool)-Joins Loran's squad
Meichie (Kapool)-Joins Loran's Squad
Turn A gets powered up

Enemies:

Dotreis Neo x9
Gundam Ashtaron (Olba Frost)
Gundam Virsago (Shagia Frost)

Enemy reinforcements: Turn 3

Enil El (Jenice Custom)

Frost Brothers attack:

Wad
-Wad
-Wad x2
Wadom x2
Po (Wadom)
Harry (Sumo)
Phil (Almeyer)

Skill point: Defeat Shagia, Olba, and Harry by the start of turn 7

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Tifa as a Subpilot and the G Bit attack: Shoot down Enil +1
Destroy at least one of the Frost Brothers +1

Spirit of Steel: Destroy at least one of the Frost Brothers. After the stage,
purchase the special item in the bazarr. +1

First of all, Lora(n) is delicious. DELICIOUS TRAP YOU MUST EAT. Second of all,
this mission is kind of tough. Lora is up against foes, that while not entirely
difficult, still give him trouble because they can fly. Currently, the Turn A's
weapons aren't suited for such foes. Still, put Loran in a forest and do your
best to lure the foes towards you. The damage you'll be doing is absolutely
terrible, but try to put as much hurt as you can on them. Even if he gets hit a
few times, Loran should be fine, as the enemies use beams, which the I Field
blocks by a sizable amount of damage. On Turn 3, your friends show up to help,
and even better, the Turn A gets a powerup and quite a few new attacks. The beam
rifle is now actually effective against airborne foes. Garrod and Gainer will
be MVPs here, because they can actually hit flying enemies for full damage. The
Walker machines and Gunleon will suffer a bit from damage reduction.

As for the skill point, it's incredibly difficult to get on your first run
through the game, so you may wish to skip it. If not, you need to absolutely
focus everything you have on Harry, Shagia, and Olba when they show up/get in
range. Sochie and Meichie aren't -great- but they're better than the Walker/
Silouette Machines you have now. When one of the frost brothers attacks you, the
Dianna counter appears to make life miserable for you and maybe even steal some
of your kills. Stay together and focus on the Frost Brothers/Harry, or just kill
whatever comes in range. The trio you need to take down can be pretty brutal.
It's probably best to defend when they attack. It depends on what shape you're
in and the hit/evade percentages. If you stray into his range, beware of Phil-
he's got some powerful ordinance and he's pretty accurate with it. Anyway, when
you take down the three bosses or turn seven rolls around, the map ends (THANK
GOD).

********************************************************************************
RAND ROUTE STAGE 7 INTERMISSION

First thing's first- if Garrod fought with Enil last mission, you'll witness a
small scene if you go to the bazarr. Once in, buy the Silver Necklace (it's at
the bottom on sale for 10 BS). It's use isn't apparent, but it will help you get
a secret later. Aside from that, not much to say. You can buy a donkey bun here
and sell it back for a ten stone profit if you're so inclined. As for the rest,
you know the score. You  may want to invest in weapon upgrades for the Turn A or
King Gainer, if you have the capital. You can deploy five squads next mission,
so arrange them as you will.

********************************************************************************

--------------------
|RAND ROUTE STAGE 8|
--------------------

Allies:

Iron Gear
Harry (SUMO)
Gavan (Borganon)
Reika (Aquarion Luna)

Allied reinforcements: One enemy shot down

Solar Aquarion (Apollo)
Five squads
Loran (Harry and Gavan join his squad)

Enemies:

Gelbeam x4

Enemy reinforcements:

None

Skill point: Defeat all enemies by the start of turn 4

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Hero's Mark: During this stage, Jiron and Apollo must each shoot down at least
one enemy. After the stage, purchase the special item on sale at the bazarr. +1

It's Aquarion's big debut! Luna doesn't look entirely too studly, admittedly,
but don't worry too much. Now, it might not seem like a difficult task to take
out your foes in such a short time, but they have boatloads of HP. Harry and his
mad skills will prove invaluable. Gavan and his not-zaku really aren't much cop,
so keep him near the iron gear. After you take out a Golem, things rapidly go
south with the somewhat disappointing Aquarion. However, your forces deploy and
something... kind of... strange happens with the Aquarion jets. I'll be honest-
it kind of sounds like something out of a hentai flick. REGARDLESS, you're now
ready to kick ass. Solar Aquarion is pretty beefy- 1700 armor is what Gunleon
started with. Keep it grounded so you don't suffer from that B air ranking.
Apollo's platoon leader skill makes the damage he does against Fallen Angel foes
skyrocket-he can take a Gelbeam all by himself. The rest of your units aren't as
lucky, but they also have superior numbers. The fact that these guys aren't air
units makes your walker machines very happy campers. Getting the skill point
kind of depends on luck. The last Fallen Angel seems to like to hide from you
behind buildings, and he starts a good distance off regardless. Use boosters and
accelerate if you want it.

********************************************************************************
RAND ROUTE STAGE 8 INTERMISSION

Not much to say- nothing new at the bazarr. Though I'm told if you meet some
requirement or other you can buy a smoked lizard at the bazarr, which does...
something? I dunno. Secrets are a bit ill-defined as of yet. Anyway, you may
want to upgrade Aquarion a bit, but your capital is at a record low due to the
shamefully low enemy count last mission.

********************************************************************************

--------------------
|RAND ROUTE STAGE 9|
--------------------

Allies:

Iron Gear
Five Squads
Aquarion Mars (Sirius)

Allied reinforcements:

Enemies:

Gelbeam x3
Jypalpa x3

Enemy reinforcements:

Skill point: Map cleared by the start of turn 5

More rushing if you want the skill point. Take your time if you don't. Anyway,
this stage introduces you to Aquarion's Getter-like ability to change forms and
pilots mid-battle. You start out as Aquarion Mars, which is much more mobile
than Solar. However, switch back to Apollo's form. You want his platoon leader
ability. Split into two groups- don't count Aquarion into your equation because
the game is mean and basically makes him double back to where you started and
take some damage. Ignore that enemy- you can't hit it, no matter what you do.
Enemy toughness level borders on absurd- use caution. When you shoot down an
enemy, Aquarion goes to 150 morale- and, well, see for yourself. I hope he
didn't hit anything important up there... finish the Gelbeam off with another
smack of some sort from Apollo. The rest is pretty much the  same as the last
mission. I have a bit of advice- attack from a distance. The enemies are weaker
when they can't get up close. You'll finish with them sooner than you expect.

...and then everything kind of goes to hell. Whooaah. Trippy. Oh, hey, Setsuko!
And now for something completely different.

********************************************************************************
RAND ROUTE STAGE 9 INTERMISSION

Whoah. Nothing there. Uh, save and move on.

********************************************************************************

---------------------
|RAND ROUTE STAGE 10|
---------------------

Allies:

Kei (Bronco II)
Mai (Morapa Mai)
Ria (Morapa Ria)
Shiya (Glomar)

Allied reinforcements: Turn 4/All enemies shot down

Neo Roanoke (Windam)
Sting (Chaos Gundam)
Aul (Abyss Gundam)
Stella (Gaia Gundam)

Enemies:

Aishkik x5

Enemy reinforcements: Turn 4/All enemies shot down

Golgolni x6

Skill point: Clear map by the start of turn 4

Different indeed. Rand is nowhere to be found. You'll note that the Glomar is
pretty pathetic as battleships go. But you'll still need to move everyone up to
get the Skill point. Kei should use focus and go to town- his consecutive attack
skill means that he can support attack himself if his skill 10 points higher
than the enemy. He should rip through them pretty easily. Leave the remnants to
the ladies (seriously, I have no idea what their names are, I'm making rough
transliterations with what little knowledge I have). Very simple map, and rather
easy compared to the shadow angel fights. When turn 4 rolls around, or you shoot
down all enemies, reinforcements on both sides. These mysterious new foes aren't
very difficult at all- your gundam reinforcements should steamroll them. This
should be over pretty quick.

********************************************************************************
RAND ROUTE STAGE 10 INTERMISSION

Well, after that explanation of events you probably didn't understand (neither
did I), you can take a look at your new Orguss buddies. Save your money for now,
however. No Bazarr, either.

********************************************************************************

---------------------
|RAND ROUTE STAGE 11|
---------------------

Allies:

Roger Smith (ZA BEEG O)

Allied reinforcements

Enemies:

Beck Victory Deluxe (Beck)

Enemy reinforcements

Archetype x4
Mummy (Schwarzvald)

Skill point: Defeat all enemies, saving Schwarzvald for last, within three turns
of their appearance

After what appears to be the Great Hunt for Roger by a hapless Rand and somewhat
less hapless Dorothy, Rand is accosted by the crazed (and I mean crazed) R.D.
Ironically, he's saved by Roger. Then... well, you know it. SHOW TIME!

Time to throw down. Nothing to it, really. Start punching the crap out of Beck-
with the Big O's high armor and Roger's natural guard, you shouldn't be taking a
whole lot of damage. If you're concerned, cast invincible, but you may want to
save your SP. I reccomend taking out Beck on your turn 2, so the reinforcements
don't catch you unawares. When you take Beck out, Roger regains all lost HP and
SP, and Gunleon pops out. Rand hops in and remembers his identity: The Heat has
come to Paradigm City! Roger has four shots of Sudden Impact, his strongest
attack. Use it on the foes Schwartzwald has sent at you. Between Roger and Rand,
you should be able to mop up with minimal difficulty. Use caution when fighting
the Mummy, but he too should fall quite easily. I usually let Rand finish him
off, because he needs the experience more than Roger. Hopefully, this doesn't
affect any secrets or anything.

********************************************************************************
RAND ROUTE STAGE 11 INTERMISSION

You probably have quite a bit of money right now, so use it as you see fit on
your only two units. I do have some advice, though- The Big O is a great unit,
and definitely worth using. Still no bazarr, sadly. Move on when you're ready.

********************************************************************************

---------------------
|RAND ROUTE STAGE 12|
---------------------

Allies:

Rand
Eureka (Nirvash)


Allied reinforcements: Turn 3

Holland
-Mash
-Hilda
Gekko Go

Allied reinforcements: Turn 5/All enemies shot down

Camille Bidan (Gundam Mk II)
-Emma (Rick Dias)
-Reccoa (Methuss)

Quattro Bajeena (Hyaku Shiki)
-Apori (Rick Dias)
-Robert (Rick Dias)

Shinn Asuka (Gundam Impulse)
-Rey Zaburrel(Blaze Zaku Phantom)
-Lunamaria Hawke (Gana Zaku Warrior)

Argama (TEH BRIGHT)
Minerva (Talia)

Enemies:

Monsan 20
-Monsan 10
-Monsan 10 x4
Big Battleship thingy

Enemy reinforcements: Turn 5/All enemies shot down

Dagger L
-Dagger L
-Dagger Lx3
Arasai
-Hizak
-Hizakx2
Karicorn (Arasai)
-Arasai
-Arasai
Jerid (Arasai)
-Arasai
-Arasai

Enemy reinforcements: One turn after the first group of reinforcements

Scirroco (Messala)


Enemie reinforcements:

Skill point: Defeat Scirrocco within two turns of his arrival

Looks like Rand has even more new friends in the form of Renton and his dad. Or
granddad? I dunno. Could be either. Eureka comes out from out of nowhere to ask
for some service for the Nirvash, and the military catches up and starts firing
at stuff. Rand and Eureka go out to fight them. Despite Gunleon's lack of air
proficiency, the LFOs are still pretty much outmatched. Take the fight to them.
It's slow going, but you'll get some reinforcements soon. On turn 3, the Gekko
Go and her crew appear to help the battle. Holland is, as always, RAEP on a surf
board. Renton, who can apparently fly, joins Eureka in the cockpit, and she goes
to 150 morale. Awesome. The Nirvash also gains an ALL attack, though you can't
use it yet. A pity. Anyway, get to the smiting. On turn 5, your foes retreat to
leave you to the Titans. Fortunately, the AEUG appears with some ZAFT allies to
help. Converge in the center while trashing stuff.

Unfortunately, Scirrocco appears next turn to ruin your fun. Be extremely wary
around him- he has insane accuracy and his power isn't bad either. Stay out of
his range on the turn he appears to lure him towards you. If you're going for
the skill point, focus everything on him when he gets in range- even if you do
not feel like getting it, it's still not a bad idea, as Scirrocco can mess up
your crap real quick if you let him. The other titans are pretty weak, so deal
with them when you get the chance.

********************************************************************************
RAND ROUTE STAGE 12 INTERMISSION

There's quite the influx of new units to be had here, and while you probably
have a goodly sum of money, not nearly enough to give all of the units the love
and care they deserve at present. The Bazarr is back, note you, so take a look
around there if you want. Also note that with the arrival of the Impulse, you
can use the switch frame option to switch between the primary frame, the sword
frame, and the blast frame. Mess around with that if you want, do your various
upgrading, and move on.

********************************************************************************

---------------------
|RAND ROUTE STAGE 13|
---------------------

Allies:

Rand
Kouji Kabuto (Double Spacer)
-Maria Freed (Drill Spacer)
Kappei (Zambot 3)
Toshyiu (Space Emperor)
Touga (Grankaiser)

Allied reinforcements:

Enemies:

Halbea x6
Guraken x2

Enemy reinforcements: Shoot down four enemies

Little flying tadpole thing
-Little flying tadpole thing
-Little flying tadpole thing x5

Enemy reinforcements: More enemies shot down

Gurakenx3
Jirogiras
Eldar Battleship (Rishi)

Skill point: Clear map within 4 turns

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

TFO: During the stage, make sure Kouji's TFO is damaged. Any amount is fine.
After the stage, purchase the special item on sale at the bazarr.

Oh yeah! Time for some old-school super robot justice. Despite the fact that the
Eldar grunts all seem to be channeling the Red Comet, they're pretty pathetic.
The two Gurakens aren't too hard to down, either. The only hitch at this point
is that this is the first stage where water plays a large part in your fight. Be
careful with units that have a B in the air or can't fly at all. You might want
to land them on that little peninsula. When you shoot down four enemies, some
mysterious new foes appear. They're actually  neutral units, and may attract the
wrath of any remaining Eldar units. They have an advantage in numbers, to be
sure, but they're not any tougher than the jets. As more enemies go down, a few
more show up. A particularly mean looking dinsoaur enemy trashes Toshiyu around.
Fortunately, Godsigma combines and drives it back. Godsigma is rather beefy, and
has three pilots (and the strongest attack you've seen thusfar!), and a rather
cool feature. Once per mission, you can use the Trinity C option to fully refil
your energy. Fun times. As the mission progresses, Touga might hit 130 morale-
when he does, you can... GATSHIIIIIN! Which means Gravion fun for all for a 3
turn period. You'll need all the firepower you can muster to take down the Eldar
battleship in a timely manner. It's difficult, but possible, especially if you
are proactive in your unit placement and move everyone over to towards the top
left early. The Eldar monsters are tough and they pack a decent punch, but they
aren't that hard. You should clean up pretty easily.

********************************************************************************
RAND ROUTE STAGE 13 INTERMISSION

Another scenario, another boatload of units. This is getting a little out of
hand. First thing is first- if Kouji got damaged in the preceeding battle (which
is a likely occurance), head to the bazarr and buy the Super Alloy Z fragment at
the bottom. This is the first step to getting the TFO early. It's not vital or
anything, but it's still something to consider doing. Not much else to say here-
do what you wish and move on.

********************************************************************************

---------------------
|RAND ROUTE STAGE 14|
---------------------

Allies:

Jamil Neat (Freeden)
Roybea (Gundam leopard destroy)
Witz (Gundam Airmaster Burst)
Caris (Vertigo)

Allied reinforcements: Turn 3

Iron Gear

Jiron
-Rag
-Tank?

Loran
-Sochie
-Meichie

Garrod
-Caris joins his squad

Gainer
-Gain

Gauli
-Sara
-Pero

Gavan
-Joseph (Borjanon)

Roybea and Witz join up

Rand

Enemies:

Wad
-Wad
-Wad x4
Wadom x2
Wadom (Po)
Jenice Custom (Enil)
Gunleon (Rand)

Enemy reinforcements: Turn 3

Coren Nander (Eagle)

Enemy reinforcements: Po Attacks

Dotreis Neo
-Dotreis Neo
-Dotreis Neo x6
Shagia
Olba

Skill point: Clear map by the start of turn seven

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Tifa as a Subpilot and the G Bit attack 2: Have Garrod convince Enil. DO NOT
shoot down Enil. +1

Yeah. Yeah. You read that right. Rand, working as a mercenary while searching
for his comrades, has ended up with the Dianna counter. And you have to fight
him. If may quote the Heavy...

ENTIRE TEAM IS BABIES

Well, it's not that bad, but be wary. You can either wait a set number of turns
or be proactive and blow up your enemies and the situation will be remedied. For
the time being, advance cautiously and deal with the Wads. They aren't a bit
stronger than you remember. Despite the fact that Jamil is an excellent pilot,
the Freeden is kind of bad, so be careful. Fortunately, the Gundams and Caris
are rather good, and they have quite a few all attacks to speed the process. I
would reccomend just ignoring both Rand and Enil as they attempt to brutalize
your beleagured troops. Enil can be convinced later for goodies. On turn 3...

Everyone and Enil convinces Rand to go back to the side of justice and goodness.
Time to kick some aaaasss. Coren also appears now that his sworn enemy is around
to fight. When Po attacks, things get... ugly. A whole mess of new federation
troops appear to start wreaking havoc, along with the frost brothers. Your first
target should be Coren, who will simply not leave Loran alone. Attack from a
distance. Don't forget to convince Enil with Garrod (the special option that
appears when you move him next to her). You've got a lot to do here, and you're
forced to use some of your weaker units. Open fire on anything that moves, but
focus on eliminating Coren, whose massive levels of Potential make him a real
terror at low HP. Fortunately, both Frost brothers retreat when you shoot down
one, so go after Virsago. It's a bit weaker, but has a much nastier offense. Use
your strongest moves to bring him down quickly. It's kind of a mess, but if you
play carefully, you'll be okay. Sadly, getting the skill point kind of means you
need to play recklessly... still, that's what subsequent playthroughs are for.
When you finish, you get a heartfelt reunion with everyone.

********************************************************************************
RAND ROUTE STAGE 14 INTERMISSIOn

This is really the last time this will happen, I promise. Rand's still on his
Mail finding mission, so we're not all together just yet, but we're allllmost
there. Upgrade some more, maybe buy a few parts at the bazarr, and move on to a
rather... complex chapter.

********************************************************************************

---------------------
|RAND ROUTE STAGE 15|
---------------------

Allies:

Rand
Kei (Orguss)
-Mai
-Ria
Glomer


Enemies:
Aishkig x3
Aishfain x1
Aishkig Commander (Henry)
-Aishkig
-Aishkig

Allied reinforcements: Henry shot down

Gekko Go
Holland
-Mash
-Eureka

Argama
Camille
-Quattro
-Emma

Minerva
Shinn
-Rey
-Lunamaria

Allied reinforcements: Neo Shot down/Turn Six

King Beal
Kouji
-Maria
Touga
Kappei
Toshiya

Allied reinforcements: Turn 8

Iron Gear
Freeden
Garrod
-Witz
-Roybea
Loran
-Sochie
-Meichie
Jiron
-Rag
-Tank
Gainer
-Gain
-Sara
Apollo

Allied reinforcemens: Two enemies shot down/Turn 9

Asakim (Shurouga) joins Rand's squad

Enemy reinforcements: Henry shot down

Neo (Windam)
-Windam
-Windam
Sting (Chaos)
-Windam
-Windam
Aul (Abyss)
-Dagger L
-Dagger L
Stella (Gaia)
-Dagger L
-Dagger L
HiZack
-HiZack
-HiZack x2
Windam
-Windam
-Windam x2

Enemy reinforcements: Neo Shot Down/Turn 6

Golgol
-Minifo
-Minifo x3

Kumoganira
-Tomira
-Tomira x2

Guraken
-Halbea
-Halbea x2

Jirogiras
-Halbea
-Halbea

Eldar Battleship (Teraul)
Bandock (Butcher)

Enemy reinforcements: Enemy battleship shot down/Turn 8

Jyapalpa x5
Golem x5

Skill point: Clear map by the start of turn 10

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Mega Bazooka Launcher: Quattro must shoot down at least 3 enemies by the end of
the stage. +1

TFO 2: Purchase the special item on sale in the bazarr after the stage ends. You
will receive the TFO on the spot.

Due to the quite frankly -massive- amount of enemy and allied reinforcements,
I've decided to change my usual format for ease of use. Anyway, nine turns may
seem like quite a lot, but you've got a lot to do. Don't play defensively, get
right out there in the fray with Kei's new orguss and Gunleon. Glomar is fragile
so be careful with it. Kei should use focus when Henry gets near and use the Tri
formation attack in tandem with the Glomar's all attack to make Henry's squad
retreat. This brings in some new arrivals.

You get the AEUG/ZAFT alliance and the Gekko Go crew, while the enemy gets the
extended squadron and some grunts. The extended squad, which you were playing as
not long ago, is bad news. VPS Armor makes them very tough against non-beam
weaponry, and they have very high hit/dodge rates. I would honestly say that
unless you're obsessive compulsive about getting every part you can, you should
bypass them entirely and gun for the grunts and Neo, which will get you one step
closer to your goal. Try to take down at least one of the extended, though. I
would go for Aul- he drops a valuable hybrid armor and isn't too tough. Once
turn six rolls around or Neo gets shot down...

Yikes. A whole bunch of extraterrestrials. Fortunately, you get your SUPER ROBOT
FORCES OF JUSTICE. They'll be more or less taking on this lot by themselves, as
your other guys are pretty far away. The Golgols are pretty simple, and the
Minifos are laughable. The Kumoganiras are pretty tough, and they can lower your
mobility (which can spell curtains for the Grankaiser), but the Tomira platoon
members are almost as pathetic as the Minifos. And even more ridiculous. Cut
through as quickly as you can- Touga knows Yell by now, so use it to boost his
morale and get to Gravion more quickly. Bandock looks incredibly beefy, and at
this point in the game it is, but don't worry. It won't go after you, and the
whole lot of them will probably retreat at turn 8 before you get to that point.
Same with the Eldar battleship, unless you work fast. When Turn 8 rolls around..

LAST WAVE I PROMISE COUGH HACK WHEEZE

The crews of the Freeden and Iron Gear arrive, along with the Aquarion, to fight
the Fallen Angel/Datenshi menace. The only thing -new- here is that Aquarion
has a new middle pilot, Pierre. This modifies some of the attacks the Aquarion
can use. Aquarion also starts at 125 morale, meaning that it can throw around
its strongest moves right off the bat, and the Element system is about to kick
in. Your original forces should continue to advance towards the enemy, while
those already there should get to work. Aquarion's mad attack powah will once
again come in handy. If you're aiming for the Skill Point, you have to work very
fast. When you shoot down a couple of fallen angels, a mysterious new ally
appears and delivers Mail to Rand, and joins up for the time being. You may
notice a few things about his attacks, and similarity they bear to a certain
someone else.

...I really have no idea why I'm being coy, anyone who cares has already known
for ages.

Anyway, at this point, this is just a rush to blast the Fallen Angels as fast as
humanly possible. Use all of your strongest moves and remaining SP. It's not too
difficult if you play intelligently and use your support attacks and squads to
the fullest. When you finish, Aquarion, The LFOs, and Asakim leave while the
others stay together. For your troubles, you get a clear bonus! I think these
fluctuate depending on your difficulty. I got 50000 in cash and 500 Blue Stones,
but it might be different for you.

********************************************************************************
RAND ROUTE STAGE 15 INTERMISSION

Yep, we're finally pretty much together. You can't arrange everyone -just- yet,
because there's a routesplit to be had when you advance. Still, use your much
bolstered funds to upgrade your machines some, and be sure to check out the
bazarr. If you bought the SUper Alloy Z fragment, you can buy a Flight Manual
and get the TFO right now! There's also Donkey Buns for sale again here. I guess
Keith's influence is spreading! Sadly, the TFO is nowhere near as awesome as it
was in MX, and in fact it's pretty bad compared to the spacers, but when you
have more Mazinger Characters, it makes a good squad filler unit that can both
repair and resupply. Before assigning parts, I would reccomend taking the route
split first- makes things easier.

ROUTE SPLIT

When you get to the scene where Rand is discussing things with Gain, be ready to
make a choice.

Choice number one: Go to the Pacific

Series:

Godsigma
Gravion
Gundam SEED Destiny
Zeta Gundam
Gundam X
Banpresto original

Choice number two: Go to Gallia.

Series:

Grendizer
Zambot 3
Orguss
Xabungle
Turn A Gundam
King Gainer
Banpresto Original

Choose whichever you like. I believe that going to South Pacific will let you
get the Hyaku Shiki's Mega Bazooka Launcher early, while going to Gallia will
let you obtain the Rushrod Overman as a secret unit. When you choose, form up
your squads and assign your parts. With a bit of maneuvering, you should be able
to fill up all possible platoons for the next mission.

********************************************************************************

-----------------------
|SETSUKO ROUTE STAGE 1|
-----------------------

Allies:

Virgola Unit 1 (Denzel)
Virgola unit 2 (Toby)

Allied reinforcements:

Virgola unit 3 (Setsuko)

Enemy units:

Nemo x3
Rick Dias x2 (Robert/Apolly)

Enemy reinforcements:

Gundam Mk II (Camille Bidan)
Rick Dias (Quattro Bajeena)

Skill point: Quattro/Camille shot down (retreats at 4000 HP)


Okay then, here we go! After poor Setsuko is bullied by the Titans, the AEUG has
launched their Gundam-stealing operation. In an interesting turn of events, it's
up to you to stop them. Well, whatever. Have Denzel cast invincible, but save
Toby's SP for later. Move both of them up. When one is attacked, Setsuko will
pop out in unit 3. The Nemos should all be weakened by now, so finish them off.
Next turn, work on Robert and Apolly. I reccomend having Setsuko finish one of
them off, since she starts at level one. Once you take out both of them, Quattro
and Camille will appear, Camille in the new Gundam MK II. Your new goal is to
either shoot down or drop one of them below 4000 HP. If you want to get the
skill point, then spend a turn or two getting into position. Setsuko knows the
support attack skill, so put her next to Toby or Denzel. Use one member to take
a shot at Camille, then the other two to finish him off. You can use this same
strategy on Quattro, but he autocasts focus every turn, making him a real pain
to hit.  Once you do this, the map ends with a bright flash of light. Weird.

********************************************************************************
Setsuko route stage 1 intermission

Check the first Rand route intermission for a breakdown on the intermission menu
because quite frankly I'm not typing all that up again. >:E

Anyway, don't concern yourself with the squad arrangement or bazarr options. You
probably don't have much in the way of PP, either. Use what few funds you have
to upgrade your Virgola units. Don't give precedence to one or the other, as it
won't matter in the long run.

********************************************************************************

-----------------------
|SETSUKO ROUTE STAGE 2|
-----------------------

Allies:

Denzel
Toby
Setsuko

Enemies:

GaishR x3
Zaku Warrior

Enemy reinforcements: All enemies shot down, support Gundam Jackers

Impulse Gundam (Shinn)
Zaku Warrior (Alex)
GaishR x3

Enemy reinforcements: All enemies shot down, support ZAFT

Chaos Gundam (Sting)
Abyss Gundam (Aul)
Gaia Gundam (Stella)

Skill point: destroy all enemies by the start of turn 3.

Well, the first part of this mission isn't entirely difficult. Try to put your
units in every enemy's range. Now, you simply don't have the necessary numbers
to do them all in by player phase turn 2, but you should be able to do it pretty
easily during the enemy phase. The GaishR units aren't tough at all, but the
Zaku Warrior is marginally stronger. Take it out on player phase turn 2 just to
make sure he doesn't escape your wrath on the enemy phase. When you do take them
out, you're presented with a choice after Impulse's debut. You can either try to
escape the colony, and thus support the Extended trio in their stolen gundams,
or try to stop them from causing more damage, which allies you with the ZAFT.

If you go with the ZAFT, your task is to shoot down the three stolen gundams.
This isn't actually too hard. Have all of your units focus on one of them, and
when you down it, they'll all retreat, ending the mission.

If you support the extended trio, they'll become neutral units and you'll be
forced to fight Shin, Alex, and some extra ZAFT units. Also not that hard. Get
your units to the highlighted square or shoot down the impulse. The stage ends
more or less the same regardless of which route you took.

********************************************************************************
Setsuko route stage 2 intermission
You've got some new units- the Impulse Gundam, Blaze Zaku phantom, and Gana Zaku
Warrior. The Impulse will serve you well all throughout the game, though the two
Zaku units... aren't that great. Squadmate material at best. Anyway, use your
meager cash reserves to pump up the Impulse and your Virgola units, then move on
to the next mission. Also note that the battleship Minerva has joined you. I'd
hold off on giving that many upgrades as well.

********************************************************************************

-----------------------
|SETSUKO ROUTE STAGE 3|
-----------------------

Allies:

Minerva (Tallia)
Impulse Gundam (Shinn)
Blaze Zaku Phantom (Rey ZaBurrel)
Gana Zaku Warrior (Lunamaria Hawke)

Allied reinforcements: Gundam Trio and Exus Shot down

Rick Dias (Robert)
Rick Dias (Apolly)
Rick Dias (Quattro)
Gundam Mk II (Camille)

Allied reinforcements: Midway through next enemy phase

Setsuko
Denzel
Toby
AEUG become controllable.

Argama (Bright)

Enemies:

Dagger L x4

Chaos Gundam (Sting)
Abyss Gundam (Aul)
Gaia Gundam (Stella)

Exus (Neo Roanoke)

Girty Lue (Ian)

Enemy reinforcements: Gundam Trio and Exus shot down

Hizack x8 (two contain Jerid and Kakricon)
Galpaltei Beta (Lila)
Gundam Mk II Titans Colors (Emma)
Alexandria (Jamaican)

Skill point: Take out the Gundam Trio and the Exus by the start of turn 5

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Recruiting Stella: Destroy Stella on this stage +1
Gundam Mk II Titans Color: Do not shoot down Emma on this stage +1

This scenario can be a little complicated for one that takes place so early in
the game, so bear with me. First, charge forward with your units. Be thrifty in
regards to SP- you don't have a lot, and you'll need it to take down Neo and the
Gundams. The enemy dagger L units are fairly weak and should pose no problem.
The enemy gundams are made of sterner stuff, but are still not entirely that
difficult to down. Use beam weapons to bypass the VPS armor they have, which
otherwise reduces your damage by notable levels. Shin's Blast Impulse has some
pretty hefty firepower going for it, so you should try putting him up front to
deal out damage. Also, if you want to recruit Stella later, shoot her down with
Shin. The Minerva's strongest weapon is a good candidate to deal some hefty
damage to the enemy, though you'll probably need to use Strike to hit. Neo will
mosey on down a few turns in. His Exus mobile armor is tough, but fairly easy to
deal with compared to the VPS equipped gundams. When everything bites the dust..

Another one of those dimensional warp thingies happens, and out pop the AEUG,
embroiled in battle with the Titans. While the game lists them as allied units,
you can't control them just yet. For now, focus on blowing up the Hizack units
with your ZAFT forces. Sometime during the next enemy phase, the Glory Star unit
will sortie, and after negotiations break down with the rather stupid Titans,
they join the battle on the side of the ZAFT and AEUG. Now, don't shoot down the
Blue Gundam Mk II. If you leave it alive when the mission ends, you'll get it
for your own later. Which is cool. Anyway, just chip away at the Alexandria to
get it below 10000 HP and end the mission.

********************************************************************************
Setsuko Route stage 3 intermission

Well, thanks to the dimensional instability, the Glory Star crew gets whizzed
away again, so you can't do anything with the AEUG units. On the other hand, you
have no choice but to pump your cash into the Virgola trio. Do whatever, maybe
equip the parts you earned last mission, and move on.

********************************************************************************

-----------------------
|SETSUKO ROUTE STAGE 4|
-----------------------

Allies:

Duke Freed (Grendizer)
Kouji Kabuto (Double Spacer)
Maria Freed (Drill Spacer)
Hikaru (Marine Spacer)

Allied reinforcements: Turn 2

Setsuko
Toby
Denzel

Enemies:

Midifo x12
UFObeast Golgol x4

UFObeast GrawGraw (Gandol)

King of Vega/Beer keg of death (Great King Vega)

Enemy reinforcements: Vega's HP reduced below 10000

Domira x4

Skill point: Reduce Beer keg of death's HP below 10000 HP by the start of turn 4

Well, this is kind of new. Still, as any SRW affcianado knows, Vegan Midifos are
pretty much the weakest enemies you'll ever face. All of your units will be able
to finish them off in one hit. They won't really menace you much on the enemy
phase, either. The Golgol units are better, but not entirely threatening. Before
you get to them, though, the Glory Star will pop up much nearer King Vega's
mighty beer keg on turn 2. This is good- to get the skill point, you need to
go full tilt towards him from the getgo, and your spacers aren't the mightiest
of units. They do give Grendizer more in the way of attacking options, though,
so that's cool. Maria can repair other units, so keep that in mind if anyone
starts hurting. Denzel also knows Trust, supercheap, so use that too if you need
it. So does Maria. Anyway, king Vega is tough, but not insurmountable. Use the
finishers of all 3 Balgora units, and Grendizer's double harken. You'll need at
least two criticals, so save before you attempt the beatdown. Sadly, the Spacer
Combination attacks can't be used postmovement. If necessary, get him down to
the necessary level on a counterattack.

When you do, some mysterious new foes appear. There's only four, and they're
pretty darn weak, so clean them up and finish the mission.

********************************************************************************
Setsuko route stage 4 intermission

The Grendizer folks have joined you for now. Grendizer itself is an excellent
unit, but don't sink too much money into it, as you won't get it back for a long
while when it leaves. The Spacers are okay-ish, but at this point, use most of
your cash on the Glory Star's Virgola units. Still no Bazarr...

********************************************************************************

-----------------------
|SETSUKO ROUTE STAGE 5|
-----------------------

Allies:

Zambo Ace (Kappei)

Allied reinforcements: All enemies shot down

Setsuko
Toby
Denzel
Duke Freed
Kouji
Maria
Hikaru

Enemies:

Domira x2

Enemy reinforcements: All enemies shot down

Domira x8

Skill point: Destroy all enemies within 3 turns of the reinforcement's arrival

Well, Zambo Ace isn't exactly studly, but don't worry too much. It'll become the
much better Zambot 3 a bit later. For now, Kappei should plunge headfirst into
the fray. Put him on the houses/buildings for a bit of extra evasion. There's
not a whole lot you can do right now except trade blows. Kappei should come out
on top, but he won't emerged without moderate damage. You'll probably need to
have Kappei cast Guts Plus on turn 2, where you can finish off the enemy.

Only to have a lot more arrive. Zambo Ace simply isn't enough for this many-
fortunately, he's not really in any immediate danger. Even more fortunately, the
Glory Star and Grendizer Team arrive to help. Shooting down all the enemies in
only 3 turns can be difficult, simply because of how spread out they are. Use
all of your units to the fullest. Grendizer should probably go after the enemies
farthest away, due to his greater firepower. Kappei can handle the enemies in
his neck of the woods fairly easily, though since they don't like to surface
from water, you'll probably finish them off on the last available enemy phase.
These early game skill points can be a pain, can't they?

********************************************************************************
Setsuko stage 5 Intermission

Well, there's not much to say on these early intermissions. Kappei's Zambo Ace
has joined you, so upgrade that. Continue pumping up your units as the cash
grrrraaadduuaaally starts to flow in. You still don't have enough PP for any
good skills, though. No new parts, either. Move on when ready. Also note that
this is the first mission in which you'll be using the Tri Squad system.

********************************************************************************

-----------------------
|SETSUKO ROUTE STAGE 6|
-----------------------

Allies:

Kappei (Zambo Ace)
Duke Freed

Denzel
-Toby
-Setsuko

Kouji
-Maria
-Hikaru

Allied reinforcements: Turn 2

Grankaiser (Touga)

Enemies:

Zeravia Soldier x8

Enemy reinforcements: All enemies shot down

Zeravia Soldier x8
Teikril

Skill point: All enemies shot down by the start of turn 3

Once again showing just how incredibly useless they are, the federation units
are blown to smithereens simply by sortying. And these guys are pansies! Well,
actually, in comparison to what you've been fighting, they're not pushovers, but
dammit, come on! Anyway, the choice Setsuko is given determines whether or not
you get a tutorial on formations. Here's the run down: Tri formation enables the
use of TRI attacks, which hit all enemies in a squad. Center formation functions
more or less the same as squads did in the Alpha series- two wingmen take shots
at the enemy with their platoon attack and the leader follows up normally. Wide
formation is essentially the same as Center Formation, except that the wingmen
fire at enemy wingmen, instead of the leader. This formation is defensively
strong against enemy ALL attacks, but weak against enemy wide formation. This
won't really come into play right now, since the enemy only has one-man squads.

Now, BACK TO ADVENTURE. The enemies start out annoyingly far away, the terrain
is less than condusive to fast movement for the Glory Star team, and Zambo Ace
is still rather weak. No rest for the weary. The Soldier Zeravia are pretty weak
and they don't have much attack power, but they're actually kind of accurate.
Simply because of its high movement, Zambo ace will probably be out front. This
is good, as the jet form can counter and cripple most of the enemies pretty
handily. On Turn 2, the game decides to be even meaner to you and has two of the
Zeravia units split off. Fortunately, Touga sorties in his Grankaiser to fight
them off. Now, if you're lucky, you damaged one of the enemies last turn. If not
DON'T MOVE TOUGA YET. You need to raise his morale by shooting down some other
Zeravia and save before moving him so he gets a critical both on his turn and
the enemy's. If one of them is damaged, just whack the one that's at full health
and kill them both on the enemy phase. Back at the main battle, there's not
really much to say. Because we just -had- to group together, you've got less in
the way of moves to work with. Focus on Zeravia that are at full health and
leave the wounded ones for counterattacks.

When you take them all down, some more soldiers arrive, along with a big guy.
The Grankaiser's attacks have no effect, so Sandman authorizes the formation of
God Gravion! From here, you've got three turns to blow everything up before it
decombines. Get to it. Gravion has six pilots, but at this point, most of them
don't know any useful spells. Have someone heal it with Trust when HP gets low
and hope for the best. The rest of your units are too far away to help- I would
reccomend backing up a bit so Gravion can use Graviton Arc. You should be able
to finish up fairly quickly, even if the commander Zeravia unit has HP regen.

********************************************************************************
Setsuko Route Stage 6 Intermission

The Grankaiser has joined you. For the uninitiated, every map, once Touga gets
to 130 morale, you can use the Combine option to become Gravion for 3 turns.
When those turns are up, it decombines back to Gravion. Anyway, invest heavily
in him. Despite the turn limit, it will end up as a definite powerhouse unit-
while its finishers might not seem that powerful at first, you'll soon value how
many of its attacks are powerful enough to be considered finishers, and are on
the cheap side, as well.

********************************************************************************

-----------------------
|SETSUKO ROUTE STAGE 7|
-----------------------

Allies:

Space Emperor (Toshiya)

Allied reinforcements:

Enemies:

Domira x3

Enemy reinforcements: One turn after two enemies shot down

Midifo x6
UFObeast Golgol x2
Domira x3
Kumoganira

Skill Point: Two enemies shot down by the start of turn 3

I wish they'd stop throwing all of these weenie super robot component units at
us. Well, whatever. The Space Emperor is a bit tougher than the Zambo Ace, but
it's offensively weaker (LIKE THAT'S POSSIBLE). Still, Toshiya starts off at
130 morale, so you shouldn't have too tough a time here. Attack the first enemy
in such a fashion that will make the second have to move down to attack- should
you not, he'll snipe you and make getting the skill point impossible. Critical
hits aren't even required here- you chould be able to take the two of them out
with minimal difficulty. You should cast Invincible at every opportunity to be
on the safe side, though. When two enemies are shot down, quite a few more show
up. On the other hand, Kappei combines his machine with Uchuda's and Keiko's to
form the Invincible Zambot 3! It's hell of a lot better than Zambo Ace. On the
next turn, your own reinforcements arrive. ...aggravatingly far away from the
action. Ah well. Anyway, this scenario is pretty straightforward from here on.
The Virgola squad and to a lesser extent the grankaiser have some trouble here
as they don't do well in the air or in the water. Toshiya should just run away.
He's not much good in his dinky little component machine.

********************************************************************************
Setsuko Route Stage 7 intermission

Of note is that your Gundam allies have joined up with you, along with the newly
combined King Beal, which is probably one of the best battleships in the game.
Anyway, you should do some upgrading of the UC folks- mostly the Gundam Mk II.
The rest of the suits... aren't great. Anyway, still no bazarr or anyting really
of note. Move on.

********************************************************************************

-----------------------
|SETSUKO ROUTE STAGE 8|
-----------------------

Allies:

Minerva
Argama

Quattro
-Robert
-Apolly

Camille
-Reccoa (Nemo)
-Emma (Nemo)

Shinn
-Rey
-Lunamaria

Allied reinforcements: 2 JINNs remain

King Beal

Denzel
-Toby
-Setsuko

Duke Freed
-Touga
-Toshiya

Kouji
-Maria
-Hikaru

Kappei

Enemies:

JINN High Maneuver model 2 x10

Enemy reinforcements: Turn 2

Dagger L
-Dagger L x3

Hizack
-Hizack x2

Gaia Gundam (Stella)
Chaos Gundam (Sting)
Abyss Gundam (Aul)

Exus (Neo)

Aarasai x2 (Jerid/Kakricorn)

Galpaltei Beta (Lila)

Girty Lue (Ian)

Alexandria (Jamaican)

Enemy reinforcements: 5 JINNs shot down

Midifo
-Midifo
-Midifo x3

Domira x3

Kumoganira x2

Bandock (Killer the Butcher)

Enemy reinforcements: All JINNs shot down

JINN high maneuver model 2 (Zato)
-JINN high maneuver model 2
-JINN high maneuver model 2


Skill point: Clear map by the start of turn 7

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Flying Armor Crash: Use Camille to shoot down Lilah's Galpatea Beta. You'll gain
the attack on the spot. Don't worry, you'll gain it automatically after the end
of the stage.

Your goal here is to make sure none of the enemy JINNs cross the line in the
back. The Minerva is immobile for the time being, but if anything gets in range,
feel free to fire away. Move all your other squads and the Argama towards the
enemy to intercept. On turn 2, a huge mess of Titans and Phantom Pain units will
show up to the east. You don't have to worry about them crossing the line, but
they are a pain. Keep blowing up the JINNs. Give priority to those nearest the
line. When you take out five JINNs, Butcher and some vegans appear to the north.
Your small unit is fast becoming outnumbered. Keep focusing on the JINNs- on the
bright side, the Titans will fire indiscriminately- they'll go after Terrorist,
Gaizock, and you alike. Fortunately, when two JINNs remain, your Super Robot
Reinforcements arrive to help. Start blowin' stuff up with a vengeance, but do
not forget about the remaining JINNs. Take out as much as you can, and the last
Jinn. Zato will appear near the Minerva. Don't worry, you don't have to worry
about not letting him cross the line. He's got some notable HP reserves, so send
some units down to help take him out. Alex will pop out in a Blaze Zaku phantom
to help. The map ends when you down him.

********************************************************************************
Setsuko Route Stage 8 Intermission

While you can, in theory, put your squads together manually, it's a waste of
time. Upgrade, equip, etc, and move on. Still no bazarr... bothersome.

********************************************************************************

-----------------------
|SETSUKO ROUTE STAGE 9|
-----------------------

Allies:

Bronco II (Kei)
Bronco II (Orson)

Allied reinforcements: Turn 2

Denzel
Toby
Setsuko

Enemies:

Dagger L x6
Windam x2

Skill point: Clear Map by the start of turn 4

Very simple map here. Kei (who has the excellent attack again ability) and his
friend Orson should charge into the mass with focus active. This is only going
to last 3 turns, so don't worry about running out of SP. Kei can one-round any
Dagger L with his self-supporting antics, though Orson isn't quite as lucky. On
Turn 2, the glory star appears. Kind of far away. If you gave a booster to unit
3, Denzel should be able to make it to an enemy by turn 3, and Toby knows the
accelerate spell. Setsuko is kind of out of luck, sadly. Note that she's now in
Virgola unit 1. The only enemies of note are the two Windams. Make sure that you
can take them out by enemy phase turn 3. I managed to do it on the Ally phase.
When you finish, everything just goes right to hell. Kei sets off the bomb, the
Glory Star retreat, and Denzel... well, ouch.

********************************************************************************
Setsuko route stage 9 intermission

Nothing to see here, folks. Move along. Though, note that any upgrades you put
into Virgola unit 3 are refunded to you. Thank goodness.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 10|
------------------------

Allies:

Kei (Bronco II)
Mai (Morapa Mai)
Ria (Morapa Ria)
Shiya (Glomar)

Allied reinforcements: Turn 4/All enemies shot down

Neo Roanoke (Windam)
Sting (Chaos Gundam)
Aul (Abyss Gundam)
Stella (Gaia Gundam)

Enemies:

Aishkik x5

Enemy reinforcements: Turn 4/All enemies shot down

Golgolni x6

Skill point: Clear map by the start of turn 4

Well, continuing with Orugss in lieu of Setsuko. You'll note that the Glomar is
pretty pathetic as battleships go. But you'll still need to move everyone up to
get the Skill point. Kei should use focus and go to town- his consecutive attack
skill means that he can support attack himself if his skill 10 points higher
than the enemy. He should rip through them pretty easily. Leave the remnants to
the ladies (seriously, I have no idea what their names are, I'm making rough
transliterations with what little knowledge I have). Very simple map, and rather
easy compared to your Junius Seven fight. When turn 4 rolls around, or you shoot
down all enemies, reinforcements on both sides. These mysterious new foes aren't
very difficult at all- your gundam reinforcements should steamroll them. This
should be over pretty quick.

(...yes, I did just C/P that from Rand's route.)

********************************************************************************
Setsuko Route Stage 10 Intermission

Note that you probably now have your first blue stones (unless you're replaying)
but sadly, the bazarr still isn't available for use. You can upgrade Kei's unit
or the Glomar or the two support units if you wish, though it's unnecessary at
the moment.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 11|
------------------------

Allies:

Roger Smith (ZA BEEG O)

Allied reinforcements: Beck shot down

Setsuko

Enemies:

Beck Victory Deluxe (Beck)

Enemy reinforcements

Archetype x4
Mummy (Schwarzvald)

Skill point: Defeat all enemies, saving Schwarzvald for last, within three turns
of their appearance

Welcome to Paradigm City! Setsuko joins Dorothy on a long and arduous hunt for
the famous Roger Smith. After going every which way, Setsuko nearly gets done in
by the super-crazy R.D. Fortunately, Roger pops in at just the right time. So
does Beck, actually. Anyway, it's time for a duel! Beck's Victory Deluxe will
fall easily to Roger's attacks. Feel free to use SP and be reckless. Just make
sure to finish Beck off on your turn, so the reinforcements don't catch you with
your pants down. Said reinforcements have a decent amount of HP, but are fairly
easy to deal with. Roger can probably OHKO one of them with a single use of his
Sudden Impact finisher, though Setsuko will have to attack once or twice. Try to
get Roger in position to counterattack Schwarzvald's Mummy by the end of the
second turn. He should fall easily to the Big O's powerful weapons. Setsuko and
Roger will part ways when the mission ends, sadly. But we'll see Roger again at
some point.

********************************************************************************
Setsuko Route stage 11

I reccomend slapping some upgrades on the Big O, it being one of the game's best
units. Otherwise, continue as normal. STILL no bazaar! Jeez!

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 12|
------------------------

Allies:

Setsuko
Eureka (Nirvash)


Allied reinforcements: Turn 3

Holland (Terminus 909)
-Mash (Terminus 606)
-Hilda (Terminus 808)
Gekko Go (Talho)

Allied reinforcements: Turn 5/All enemies shot down

Camille Bidan (Gundam Mk II)
-Emma (Rick Dias)
-Reccoa (Methuss)

Quattro Bajeena (Hyaku Shiki)
-Apori (Rick Dias)
-Robert (Rick Dias)

Shinn Asuka (Gundam Impulse)
-Rey Zaburrel(Blaze Zaku Phantom)
-Lunamaria Hawke (Gana Zaku Warrior)

Argama (TEH BRIGHT)
Minerva (Talia)

Enemies:

Monsan 20
-Monsan 10
-Monsan 10 x4
Big Battleship thingy

Enemy reinforcements: Turn 5/All enemies shot down

Dagger L
-Dagger L
-Dagger Lx3
Arasai
-Hizak
-Hizakx2
Karicorn (Arasai)
-Arasai
-Arasai
Jerid (Arasai)
-Arasai
-Arasai

Enemy reinforcements: One turn after the first group of reinforcements

Scirroco (Messala)

Skill point: Defeat Scirrocco within two turns of his arrival

Setsuko decides to help out her new friends (which include the kind of hormonal
Renton who just cannot keep it in the damn pants), and sorties against the new
EF forces alongside Eureka. Simple stuff, really. Eureka's S rank in the Air
makes her very difficult to hit, and she has SP regen, so she can use Focus with
impunity. On turn 3, Holland will appear with the Gekko State's LFOs to help out
with the destruction. It's difficult to take out all enemies by turn 5, and
there's no real incentive to do so. The Battleship in particular is difficult to
down. On turn 5...

The Titans arrive, with the AEUG in hot pursuit. Quattro has a brand spankin'
new Hyaku shiki, and Reccoa's in the Methuss, which isn't nearly as great, but
it can repair things. Move up and start blowing things up. This is probably the
first mission where you'll be using Tri Attacks a lot. Next turn, Scirrocco will
arive in his Messala Mobile armor. Damn he's glowy. He's probably the mightiest
foe you've faced so far, so exercise caution. He has great hitrates on all of
your units, and he's very mobile, as well. Stay out of his range on the first
turn he arrives, then let loose with everything when you get close. The map ends
when you bring him down, or 3 turns after he arrives. For the skill point, blow
him up. If you put your battleships in range and use Center formation for extra
damage, you should be able to do it. If not, the map ends automatically anyway.
********************************************************************************
Setsuko Route Stage 12 intermission

All of the mobile suits and LFOs are available for upgrade at the moment, but
due to the unique nature of these missions, they won't remain that way for long.
Do whatever upgrades you want (Holland's 909, the Hyaku Shiki, and the Nirvash
are all good choices), equip Setsuko with your screw module, and move on. Also
note: The Bazarr is available for the first time! Sadly, you probably don't have
a whole lot of blue stones, unless you're on a replay game. You can buy parts,
and later mechs here with blue stones. It's an optional pursuit, but I usually
pop in every mission and see what they have on sale. As there are no truly rare
and expensive items to pop up in the bazarr later, spend your Blue Stones. No
point in holding on to them.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 13|
------------------------

Allies:

Setsuko
Kouji Kabuto (Double Spacer)
-Maria Freed (Drill Spacer)
Kappei (Zambot 3)
Toshyiu (Space Emperor)
Touga (Grankaiser)

Enemies:

Halbea x6
Guraken x2

Enemy reinforcements: Shoot down four enemies

Little flying tadpole thing
-Little flying tadpole thing
-Little flying tadpole thing x5

Enemy reinforcements: More enemies shot down

Gurakenx3
Jirogiras
Eldar Battleship (Rishi)

Skill point: Clear map by the start of turn 5

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

TFO: Make sure that Kouji's Double Spacer takes some damage during the stage.
Any amount of damage is fine. After the stage ends, visit the bazarr and buy the
special item on sale.

More meetings with old friends! Sadly, Duke Freed is absent, leaving you a bit
shorthanded. Still, no biggie. The Halbea jets can easily be one hit KO'd by
almost any unit you have, though the Guraken's are tough and pretty powerful.
Still nothing you can't handle, though. If you're interested in the skill point,
you'll need to be proactive in your unit placement. Move all of your units to
the southeast as soon as possible. If you gave Setsuko your screw module, her
Virgola should do fine in the water, and the only concern you should have is
with Grankaiser's B in the Air. To that end, you should try to form Gravion as
soon as possible. If you want the TFO early, make sure that Kouji's Spacer takes
some damage during the battle. Not a difficult feat. When you take out a few
enemies, some strange new foes arrive. The amount of Kanji in their names makes
my mind boggle, so I'll just call them Algae for now. Regardless of what they're
called, they're incredibly easy to beat. Blow up yet more enemies, and some more
reinforcements appear- one being a worryling studly Cosmosaurus. It shrugs off
Toshiya's attacks pretty handily, forcing him to retreat back to Trinity City.
Fortunately, the other two machines are ready- and Godsigma forms!

Godsigma is a beefy machine with High HP and Armor, and some very powerful moves
to use. It also has a great special ability. Once per stage, you can fully
recharge Godsigma's energy by using the Trinity Charge command. That said, go
wild and blow things up with whatever resources available. Move towards the new
Eldar Battleship and start whacking it at the earliest opportunity. It has high
HP, but a concentrated attack from your Super Robot army should bring him down
fairly easily. Within four turns shouldn't be a tall order if you took my advice
and moved early.
********************************************************************************
Setsuko Route Stage 13 Intermission

While the mobile suits and LFOs have taken their leave, your old Super Robot
friends are here for the moment. Upgrade as necessary, and visist the bazarr for
parts, and a hunk of Super Alloy Z, if Kouji got damaged last mission. When you
are sufficiently prepared, get a move on.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 14|
------------------------

Allies:

Jamil Neat (Freeden)
Roybea (Gundam leopard destroy)
Witz (Gundam Airmaster Burst)
Caris (Vertigo)

Allied reinforcements: Turn 3

Iron Gear (Elchi)

Jiron (Walker Gallia)
-Rag (Xabungle)
-Tank? (Trand 11)

Loran (Turn A gundam)
-Sochie (Kapool)
-Meichie (Kapool)

Garrod (Gundam GX Divider)
-Caris joins his squad

Gainer (King Gainer)
-Gain (Gotchko)

Gauli (Panzer)
-Sara (Panzer)
-Pero (Panzer)

Gavan (Borjanon)
-Joseph (Borjanon)

Roybea and Witz join up

Rand

Enemies:

Wad
-Wad
-Wad x4
Wadom x2
Wadom (Po)
Jenice Custom (Enil)
Virgola Unit 1 (Setsuko)

Enemy reinforcements: Turn 3

Coren Nander (Eagle)

Enemy reinforcements: Po Attacks

Dotreis Neo
-Dotreis Neo
-Dotreis Neo x6
Shagia
Olba

Skill point: Clear map by the start of turn seven

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Tifa as a subpilot and the G-Bit attacK: Have Garrod convince Enil. DO NOT shoot
her down.

Setsuko, working as a mercenary of sorts to fund her search for Toby, has landed
with the Moon Race for the time being. To that end, she starts out as an enemy
unit. While this won't inspire -quite- as much dread as it does on Rand's route,
it's still worrying. Fortunately, your starting units are pretty good, and the
other enemies aren't much cop. The WaD units are almost as fragile as the enemy
fighters you faced last mission. The WaDOM units are much tougher and have HP
regen, but they're not alarmingly difficult. Beware the ALL attacks. The basic
idea here is to slowly advance and blow up the WaDs. You don't actually have to
do this- all that's necessary is that you survive until turn 3, when a whole lot
of new allies arrive and Setsuko switches sides. I don't actually know why she
would, as she has no friends among the Rand Route characters... Well, wuteva.

A whole lot of new units here- of note: Walker Gallia and Xabungle are both good
walker machines that are powerful at all ranges, and can seat two pilots each.
Gundam GX Divider will gain access to one of the game's most powerful attacks
later on, and is a rather good unit with a useful Post Movement ALL attack as it
stands now. The Turn A Gundam and King Gainer might not look like much now, but
both units will grow vastly in strength as the game progresses, and they most
assuredly aren't bad. The rest of the units are pretty much squad filler right
now- the Panzers are famously bad, and while the Kapools are incredibly cute,
they aren't great either. The Borjanons... are okay. The Trand 11 is pretty much
the worst unit in the game, but fortunately, you won't have to put up with it
for very long. Also, Gain's Gotchko is much more effective than it looks, and is
worth investing in.

Anyway, use your bolstered forces to charge ahead and lay waste. You'll probably
want to engage Po as soon as possible to trigger the rest of the enemy forces.
They'll come on turn 4 regardless- Coren appears in his eagle to fight the Turn
A, his sworn enemy. The Frost Brothers and a bunch of new federation folks also
sortie. These guys are annoying, simply because they're numerous and you're
using unfamiliar units that aren't particularly good at fighting Airborne foes.
If you want the skill point, you should more or less ignore them and focus on
the named enemies. Coren is a real terror at low HP, but he's easy to lead
around due to his insistence on attacking only Loran. Po isn't any tougher than
the other WaDOMs, and if you take her out, the rest of the moon race units will
flee. The Frost Brothers are very tough at this point in the game, and will take
a lot to drop. Before we move on to them, note Enil- convince her with Garrode
and don't shoot her down if you want Tifa as a subpilot and the G-Bit attack
later on. It's a waste of resources, anyway. Now, the Frost Brothers have a ton
of HP, and incredibly good hit/evade rates. They have very high attack power, as
well. Use Setsuko's Gunnery Carver, Gainer's Overfreeze, Jiron's Full Power,
Loran's Beam Saber, Garrod's Harmonica cannon... everything you can. It might
take a turn or two. Shagia and Olba have a combo attack to use if they get close
together, so try to avoid that contigency. Pat yourself on the back when you
finish- fortunately, you only have to take down one of the brothers. I reccomend
taking out Shagia's Virsago. It has a bit less armor and HP, but more offense.

********************************************************************************
Setsuko Stage 14 Intermission

Tonnnns of new units, not that much cash. Well, priority should go to: Turn A
Gundam, King Gainer, and Gundam GX. I mean, most of the units you get are fairly
good, but you don't have nearly the capital for them. Check out the bazarr for
new stuff (an apogee motor is on sale, which is cool) and move on. Get ready for
a very long chapter.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 15|
------------------------

Allies:

Setsuko
Kei (Orguss)
-Mai
-Ria
Glomer


Enemies:
Aishkik x3
Aishfain x1
Aishkik Commander (Henry)
-Aishkik
-Aishkik

Allied reinforcements: Henry shot down

Gekko Go
Holland
-Mash
-Eureka

Argama
Camille
-Quattro
-Emma

Minerva
Shinn
-Rey
-Lunamaria

Allied reinforcements: Neo Shot down/Turn Six

King Beal
Kouji
-Maria
Touga
Kappei
Toshiya

Allied reinforcements: Turn 8

Iron Gear
Freeden
Garrod
-Witz
-Roybea
Loran
-Sochie
-Meichie
Jiron
-Rag
-Tank
Gainer
-Gain
-Sara
Apollo

Allied reinforcemens: Two enemies shot down/Turn 9

Toby

Enemy reinforcements: Henry shot down

Neo (Windam)
-Windam
-Windam
Sting (Chaos)
-Windam
-Windam
Aul (Abyss)
-Dagger L
-Dagger L
Stella (Gaia)
-Dagger L
-Dagger L
HiZack
-HiZack
-HiZack x2
Windam
-Windam
-Windam x2

Enemy reinforcements: Neo Shot Down/Turn 6

Golgol
-Minifo
-Minifo x3

Kumoganira
-Tomira
-Tomira x2

Guraken
-Halbea
-Halbea x2

Jirogiras
-Halbea
-Halbea

Eldar Battleship (Teraul)
Bandock (Butcher)

Enemy reinforcements: Enemy battleship shot down/Turn 8

Jyapalpa x5
Gelbeam x5

Enemy reinforcements: Two enemies shot down

Skill point: Clear map by the start of turn 10

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Recruiting Stella: Shin should have a battle encounter with Stella. +1
Sting, Aul, and Stella are all shot down before Neo/before they retreat. +1

Mega Bazooka Launcher: Quattro must shoot down at least 3 enemies before the end
of the stage.

TFO 2: Purchase the special item on sale in the bazarr after the stage, and you
will receive the TFO on the spot.

For the sake of convenience, I switched around my usual order of reinforcement
listing. There's just a metric assload of them this mission. Gird your loins for
a toughie. Anyway, Setsuko and Kei in his new Orguss are up against some Chiram
soldiers. Simple stuff. Run up and kill things, with the Glomer tailing behind.
Kei's Orguss is pretty great- keep in TRI formation when Henry comes calling to
cut his squad down to size. You should finish up by late turn 2 or turn 3. But
the map is far from over- the extended squad arrives, with the AEUG hot on their
heels. The Gekko State's LFOs are also on the scene- things are fast getting
interesting.

Now, your main goal should probably be taking down the 3 Gundams. They've got a
variety of helpful parts, and taking them out (Stella with Shinn) is a step in
recruiting Stella later, if you're interested. Now, this is... difficult. The
trio has gotten much stronger since the last time you've fought, and they remain
annoyingly difficult to damage without beams. However, you'll have an easier
time here than on Rand's route- you'll be more familiar with the units you need
to utilize. If you're going for the "all gundams shot down" flag, then you'll
need to pretty much ignore the grunts. Blitz them with everything you have. If
not, just fire away at everything that moves and take out Neo. You can still
probably take out a Gundam or two this way anyway. I reccomend taking out Aul's
Abyss for the Hybrid Armor. Anyway, when Neo goes down, or when turn 5 rolls
around...

The Trinity City Super Robot army dive in headfirst, in hot pursuit of some
aliens, including Teral and Butcher. Pretty far away, as well. Phooey. Ah well.
Hunker down around the King Beal and shoot at anything that gets in range while
the rest of your forces hoof it up towards the battle. You might just want to
ignore the Bandock and Eldar Battleship. You've only got until Turn 8 before
they retreat automatically, so it might just not be worth the effort. Bandock
in particular is very beefy at 36K HP. You're not getting far with that at this
stage in the game. Anyway, when turn 8 arrives...

JUST A LITTLE BIT MORE I PROMISE. Now, this will be the first time you've fought
against the Fallen Angels on Setsuko's route. Here's what you need to know: they
have a lot of HP, high accuracy, high attack power, tough armor, and HP regen.
In short, they're a pain. Fortunately, they don't show up in large numbers.
Even then, defeating this lot in two turns will take no small amount of effort.
When you take down two Fallen Angels, a the mysterious foe that killed Denzel
arrives to fight Setsuko. Toby follows hot on his heels. While it's nice to see
him again, Asakim's powerful Shurouga will cause no end of trouble. Try not to
let him get to 130 morale, or his Extreme skill will activate, which makes him
practically undodgeable. On the Fallen Angel front, also note that Aquarion is a
new arrival for you. It's definitely a beefy machine, with very long range. It
has three different forms and pilots. Right now, you should only bother with the
default form, Solar Aquarion. Apollo's unique squad leader skill boosts damage
against Fallen Angels by 40%- he can really lay the hurt on your enemies. Use
his attacks, center formation, and support attacks to blow through the enemy.

Your reward for clearing this stage is a clear bonus! The amount of money is
more or less dependent on your difficulty level. At the hard difficulty, you'll
get 30000 in Cash and 300 Blue stones, while on normal you'll get 50000/500.

********************************************************************************
Setsuko route stage 15 intermission

Yep, we're finally pretty much together. You can't arrange everyone -just- yet,
because there's a routesplit to be had when you advance. Still, use your much
bolstered funds to upgrade your machines some, and be sure to check out the
bazarr. If you bought the SUper Alloy Z fragment, you can buy a Flight Manual
and get the TFO right now! There's also Donkey Buns for sale again here. I guess
Keith's influence is spreading! Sadly, the TFO is nowhere near as awesome as it
was in MX, and in fact it's pretty bad compared to the spacers, but when you
have more Mazinger Characters, it makes a good squad filler unit that can both
repair and resupply. Before assigning parts, I would reccomend taking the route
split first- makes things easier.

ROUTE SPLIT

When Setsuko and Toby start talking with Bright and Quattro, be ready to make a
choice.

Choice number one: Go to the Pacific

Series:

Godsigma
Gravion
Gundam SEED Destiny
Zeta Gundam
Gundam X
Banpresto original

Choice number two: Go to Gallia.

Series:

Grendizer
Zambot 3
Orguss
Xabungle
Turn A Gundam
King Gainer
Banpresto Original

Choose whichever you like. I believe that going to South Pacific will let you
get the Hyaku Shiki's Mega Bazooka Launcher early, while going to Gallia will
let you obtain the Rushrod Overman as a secret unit. When you choose, form up
your squads and assign your parts. With a bit of maneuvering, you should be able
to fill up all possible platoons for the next mission. Speaking of the Hyaku
Shiki's Bazooka, when you choose the South Pacific split, check the bazarr
before moving on. An energy pack -might- be there. Don't know the requirements
yet.

********************************************************************************

-----------------------
|GALLIA ROUTE STAGE 16|
-----------------------

Allies:

Iron Gear
King Beal
Glomer
Seven squads

Enemies:

Prometheus
-Dagger
-Trand11

Calico
-Dagger
-Trand11

Gapamento
-Dagger
-Calico

Dagger
-Calico
-Trand11

Wad
-Wad
-Wadx3

Wadom

Enemy reinforcements: All enemies shot down

Aishkig
-Aishkig
-Aishkig x6

Aishfain
-Aishfain
-Aishfain

Aishkig Commander
-Aishkig
-Aishkig x2 (one squad is lead by Henry, the other Robert)

Enemy reinforcements: One turn after first wave appears

??? (Naikishk Atena Model)

Skill point: Destroy all initial enemies by the start of turn 4

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Haro: After the scenario ends, purchase the special item in the bazarr. +1

Time for the first "normal" mission in a good wile. Walker machines and moonrace
folks aren't too tough at this point, though enemy machines do get stronger with
you. Don't expect a one-sided slaughter. This is probably the first map where
you'll be actively spamming Tri Attacks- it's definitely in your best interest
to do so. When those run out, switch to normal ALL attacks or the wide formation
to cause even more widespread damage. Be wary of the wide formation, though- the
squadmates are pretty vulnerable to damage in it. Mopping up shouldn't take you
long. If you're aiming for the skill point, stay outside the range of the Wadom
to lure it towards your group. When the breakers et al go down...

Some Chiram flunkies appear to make life miserable. While not inordinately so,
these guys can be a bit tough. Be careful, and take your time. On the next turn,
a much tougher customer appears a bit farther away. She's in a unit that's just
about the same as Orguss. Just beefier because of her enemy orientation. Don't
underestimate her. Save Robert for last, as the mission ends when you down him.
However, taking out his squadmates so he can't unleash TRI attack hell on you is
a good idea. Provided you don't go crazy early on with the SP, Zambot 3 and the
ever Trusty Gunleon should be able to down the mysterious woman with their
finishing moves.

********************************************************************************
GALLIA ROUTE STAGE 16 INTERMISSION

The scenarios are beginning to give out some significant capital, so I hope you
enjoy that boon. Head for the bazarr first and buy the Ray Out magazine. I quite
honestly don't know what it does, but it's only 10 BS. Also, the first mechs are
available to buy at the bazarr! Hoo-ra! They're not great, but the Xabungle
flunkies could definitely use some new rides. Buy 'em! Aside from that, do what
you usually do and move on. I would note that by now some of your units should
be getting enough PP to buy some skills. Good ones to have are Attack Again,
Energy Save, Bullet save, Guard, and Abandon. Depending on the machine and the
pilot, other skills might be better- for example, Gainer can seriously benefit
from any Morale up skill- I reccomend +Evade or +Shoot Down. Also note that Gain
and Sara are event units, so you may wish to equip them well with enhancement
parts so they don't, well, die. Rearrange your squads accordingly.

********************************************************************************

------------------------
|PACIFIC ROUTE STAGE 16|
------------------------

Allies:

Minerva
Argama
Six squads

Allied reinforcements: Gekko Go reduced below 10% HP

Gekko Go

Holland
-Mash
-Hilda

Eureka

Allied reinforcements: All enemies shot down

Freedom Gundam (???) (yeah right)

Enemies:

Terminus 909 (Holland)
Terminus 606 (Mash)
Terminus 808 (Hilda)
Nirvash (Eureka)
Gekko Go (Talho)

Enemy reinforcements: Gekko Go reduced below 10% HP

Dotreis Neo
-Dotreis Neo
-Dotreis Neo x2

Windam
-Windam
-Windam x2

Monsoon 20
-Monsoon 10
-Monsoon 10 x3

Battleship x2

Enemy reinforcements: All enemies shot down

Algae
-Algae
-Algae x8

Skill point: Map cleared within 4 turns of the first wave of enemy reinforcemnts

Due to a regrettable misunderstanding involving missiles, we're chucked into a
nasty firefight with the Gekko State. Now, it's a losing condition to shoot down
any of the LFOs or the Gekko Go. You need to reduce the Go to less than 10% HP,
which can be a major pain in the ass- save and reload a lot. Anyway, the first
part is simple. Just bumrush the Gekko and ignore the other guys. When you do
reduce it to that level, Renton resolves the situation by apologizing quite
soulfully for the mishap. The appearance of new federation forces serves to
expedite the process. The rest of the map is pretty easy. The Windams can be
mildly worrysome with their powerful missile all attack, but aside from that,
there's nothing out of the ordinary here. No named characters or anything! Just
lay waste to your not-that-great enemies.

When they all go down, which shouldn't take long (stay out of the battleship's
range to get them to come to you), some more of those see-through UFO thingies
from stage 13 will appear. A certain Maria from Orb will pass through, and will
be subsequently menaced by some more of them. Fortunately, a mysterious ally
appears to save her and help you. Don't let him steal your kills- if it takes
more than one hit to take down any of the little guys, something is wrong. Or
you're using Vulcans. Anyway, the Gekko State join you after the mission, though
the Freedom's pilot leaves before you can even thank him for the help.

********************************************************************************
Pacific Route Stage 16 Intermission

Well, with the addition of the LFOs, your forces are bolstered, and you've got
some nice units to upgrade. Now, about Eureka- pump all of her PP into SP Up.
Later in the game, she'll become the Nirvash's subpilot, and thus unalterable.
And SP Up is really the only thing she benefits from. Aside from that, note that
your newly assemebled squads are put into disarray almost immediately afterward.
Thanks, game. Equip and upgrade event units as necessary- I reccomend buying a
spare Screw Module and sticking both on the Virgola units. Your Minovksy craft
(that you got from shooting down Neo in stage 15) should go to Roybea, so all
of your squads can move about freely next mission. Alternatively, give Gunleon
a screw module if you're playing Rand's route.

********************************************************************************

-----------------------
|GALLIA ROUTE STAGE 17|
-----------------------

Allies:

Gain

Allied reinforcements: Asuham shot down

Roger (Big O)
Six Squads
Iron Gear
King Beal
Glomer

Enemies:

Asuham (Golem Overman)

Enemy reinforcements: Asuham shot down

Asuham
Dobeck(Keginan/Enge/Jyapolee)
-Dogon
-Dogonx3
Daffol(Hora)
Galapagos (Gelaba)
-Calico
-Dagger
Gapamendo
-Calico
-Trand11
Prometheus
-Trand11
-Dagger
Dogon
-Dogon
-Dogonx2
Ainda Golem (Zakki is one of the squad leaders)
-Ainda Golem
-Ainda Golemx2

Skill point: Winning condition achieved within 4 turns of the Big O's arrival

Why, it's a relay! The entire gang gets in on the act. The choice you're given
before going to the map screen is more or less inconsequential- it just chooses
which team Rand joins. Sadly, Asuham isn't in the mood for sport and attacks
during the proceedings. Gain sorties to intercept. He starts at 150 morale, so
cast focus and sense then let loose with the Black Southern Cross attack. Use
Gain's hit and away to position yourself in the forest after attacking. Counter
with the Southern Cross again. Next turn, cast focus, save your game, and hope
for the best. Reload if you miss. When Asuham goes down, he calls on his friends
to fight the now sorely outnumbered Gain. However, a certain Negotiator has a
few objections to this and pops out on his Big O Pimp Train thing. While the
Negotiations kind of break down because Asuham and his flunkies are -incredibly-
stupid, he still buys enough time for the rest of your troops to sortie. The
real battle begins here. Fortunately, gain is fully restored, and Adette and
Sara join his platoon. To get the skill point, as usual, you must rush. The Big
O will be an MVP, what with how obscenely powerful the Chromium buster is. That
and he can use Sudden Impact pretty quickly after we begin.

Of note: Gelaba's walker machine has gotten pretty tough since we last saw him,
both in terms of attack power and HP.  If you're heading for Asuham, you might
wanna ignore him. Same goes for Hora. Asuham himself has gotten kind of scary,
gaining quite a bit of HP, Armor, and Mobility. The siberian idiot squad are
more or less the same as they were back then, even if their units have been
upgraded to Dobecks. Also of note are the two squads of Ainda Golems. Be careful
of them- they're dodgier than most normal foes, and more powerful as well. Try
to take them out before they get to high morale. Zakki, Asuham's faithful lacky,
is also in one of them, and he's kind of tough. Asuham's barrier is a pain in
the ass, but the JUSTICE WRENCH and Moon attack should bring him down without a
whole lot of fuss. Sadly, since he's airborne, Sudden Impact doesn't reach.

As an aside, whichever team got more kills will receive 50 PP at the end of the
mission. I'm not entirely sure which team was on which, but free PP is always
good. It seems that the Adette team has better luck with the contest, as they
seem to have more folks with ALL attacks.

********************************************************************************
GALLIA STAGE 17 INTERMISSION

Not much of note except that the Big O has rejoined, and the Apogee motor at the
Bazarr is pretty cheap. Zambot is an event mech, so equip it well, if you aren't
confident in it.

********************************************************************************

------------------------
|PACIFIC ROUTE STAGE 17|
------------------------

Allies:

Grendizer (Duke Freed)
-Marine Spacer (Hikaru)

Allied reinforcements: Turn 2

Freeden
Gekko Go

Toshiya

Eureka
-Garrod

Touga

Witz
-Roybea

Enemies:

Algae x10

Enemy reinforcements: All enemies shot down

Algae
-Algae
-Algae x6

Big octo x2

Altron Space Carrier (Afrotia)

Enemy reinforcements: One turn after first wave

Halbea
-Halbea
-Halbea x2

Domira x2

Guraken x2

Kraken

Jyrogiras

Skill Point: Clear map by the end of turn 6

As we know, Grendizer is far too befy to even be slowed down by foes such as
these. RIP AND TEAR. The enemies don't even have huge guts. On turn 2, a good
portion of your forces arrive to help. ...like Duke needs it. I would reccomend
taking out the enemy on your turn, so reinforcements don't manhandle you. When
you do take down the somewhat paltry force, the enemy commander, Afrotia, will
show up with some more in tow, along with a new model of enemy: The Big Octo.
Their teleporting antics will consternate the crew until Marin sorties in the
mighty new super robot, Baldios! It gives the enemy what for with the Thunder
Flash, bending time and space himself to combat the warping foe. Now, the rest
of the scenario is pretty simple. Just blow up the rest of the enemies. The Big
Octos are tough, but not very powerful. There are only two catches- the enemy
starts out fairly far away, and Afrotia has both a barrier and the ability to
dodge your attacks regardless of hit percentage. Use strike on her to makes sure
your attacks land.

Before you get to her, though, you'll run into some more resistance in the form
of some Cosmosauruses and some Megaboosts. No biggie. Continue your sweep north.
There's  not a whole lot to say here, really.

********************************************************************************
Pacific Route Stage 17 Intermission

The LFOs have taken their leave for the time being, as well as Duke Freed, but
Baldios has joined you! And should probably be the main focus of your upgrades.
It's a unit that will serve you very well throughout the whole game. Right now,
I'd slap the barrier generator you just got on Baldios or Godsigma. They can
really benefit from the damage reduction. You can deploy two squads next time,
but this basically boils down to Quattro and Camille with whatever combination
of squadmates you want.

********************************************************************************

-----------------------
|GALLIA ROUTE STAGE 18|
-----------------------

Allies:

Kappei (Zambo Ace)

Allied reinforcements: Turn 3

Iron Gear
King Beal
Glomer
Seven squads

Allied reinforcements: One shadow angel downed

Zambot 3
Aquarion (Apollo/Jun/Tsugumi)

Enemies:

Tomira X6

Enemy reinforcements: Turn 3

Golgol
-Minifo
-Mini x3

Kumoganira
-Tomira
-Tomira x2

Tomira
-Tomira
-Tomira

Kraken
-Tomira
-Tomira

Enemy reinforcements: Enemy squads drop to six

Gelbeam x4
Jypalpa x3

Enemy reinforcements: Down one Fallen Angel

Grave Gelbeam x2

Skill point: Clear map within 7 turns

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Rush Rod and Yasaba: By the end of the stage, make sure the cast of King Gainer
(Gainer, Gain, Sara, Gauli, Pero and Adette) have a combined kill count of 100.
After the stage, purchase the special item on sale in the bazarr. +1

Well, the Zambo Ace isn't great. It's a bit like the space Emperor from stage 13
in its pansyness, but if you give Kappei some armor parts, and maybe the barrier
generator, he should be fine against the fairly weak megaboosts. Kappei should
try and lure them towards the center of the map while weakening them as best he
can. He'll probably run short on ammo pretty quick, but plug away until turn 3
when your reinforcements (and theirs) arrive. Instead of heading straight for
the enemies, it may be better to head for the center and make them come to you.
You've faced all of these enemies before, except the Kraken, which is very ugly
but not all that tough. It's pretty standard.

Sadly, just when things start going your way, everyone hears a voice. Great.
Time to fight some more goddamn Fallen Angels. This time they're even more of a
pain, because they ignore you and dash for the edge of the map, and you can't
let them get there. You may wish to more or less ignore the megaboosts for now
and start whacking at the Shadow Angels. Use your strongest moves against them
and take down one as soon as possible. This causes three new types to appear.
Fortunately, so does Aquarion, with two new pilots: Jun and Tsugumi. Sadly,
Tsugumi seems to be having confidence problems, and one of the new Grave Gelbeam
troops busts through the lines. Kappei goes to stop him, but Zambo Ace simply
isn't studly enough. Some guy with blue hair (you're not fooling anyone, Terada!
No one, I say!) gives him some encouragement, and Kappei calls out to Uchuda and
Keiko, who combine with him to form the mighty Zambot 3 once more! Zambot gives
the bloody thing a mighty shove, and Tsugumi finally gets her act together due
to Gen Fudo's words of wisdom. Or something. I dunno. Whatever. The Aquarion
folks have a joint orgasm again and combine, showing off an explosive new move.

BACK TO ADVENTURE! Now that Aquarion is here, you may wish to switch back to
Solar to abuse Mugen Punch and Apollo's 40% damage bonus. Zambot 3 is also back
in action, lending the powerful moon attack to the fray. Prioritize the enemies
nearest the line and get to it. This is pretty simple, actually. Let fly with
everything and you should make it pretty easily.

********************************************************************************
STAGE GALLIA 18 INTERMISSION

Both the Big O and Turn A are event units, so rearrange accordingly. When that's
done, head for the Bazarr and pick up the scrap overman parts. Aside from that,
not much to say. Head on out when you're ready.

********************************************************************************

------------------------
|PACIFIC ROUTE STAGE 18|
------------------------

Allies:

Argama
Minerva
2 squads

Shinn
-Rey
-Lunamaria

Allied reinforcements:

Enemies:

Dotreis Neo
-Dotreis Neo
-Dotreis Neo x2

Monsoon 20
-Monsoon 10
-Monsoon 10 x2

Windam
-Windam
-Windam x2

Ashimar (Bran)
Garuda Carrier (Ben)

Enemy reinforcements: Turn 3

Zamzaza

Murasame
-Murasame
-Murasame x4 (one contains Baba)

Enemy reinforcements: Zamzaza shot down

Algae
-Algae
-Algae x2

Halbea
-Halbea
-Halbea x2

Guraken x2

Jyrogiras

Big Octo

Altron Space Carrier (Afrotia)

Eldar Battleship (Rishi)

Skill point: Clear Map by the start of turn 8

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Gundam Mk II Titans Color 2: If Emma was left alive on Setsuko route stage 3,
Amuro will sortie in this instead of his red Rick Dias.

Well, the first order of business here is getting your mobile suits on dry land
where they can function properly. Clamber on the nearest island and wait for the
enemy to come to you. You can't do much more- none of your squads are capable of
flight, making the water difficult to traverse or fight effectively in. On turn
3, things go from bad to worse. Orb sends some of its mobile suits after you,
and even better, the feddies deploy a new mobile armor that blocks a Talhoizer
shot. At this point, you should probably retreat the Minerva back to your other
units. Not much you can do right now except fire away. Don't forget that Shinn
can change frames to replenish energy and ammo- you might need this before the
stage ends, simply because you're so outnumbered. By turn 4, you'll be well
sandwiched between the two enemy fronts. Both Bran and Baba will probably be
hounding you at this point as well. Treat both with caution, though Baba should
fall fairly easily- just watch out for his powerful TRI attack.

On turn 6, (or when you shoot down the Ashimar) the stalemate is finally broken
by none other than the legendary White Devil, Amuro Rei! In either a red rick
dias or a Titans Colored Gundam Mk II, depending on whether or not you fulfilled
the requirements on Setsuko's route. Neither unit is particularly powerful, but
the second Gundam is far and away the better deal. Even if it's not as strong as
the original Mark II, it's much better than another Rick Dias- I dig that color
scheme, too. Anyway, he'll join Rey and Luna's platoon while Shinn is out on his
own against the severely weakened Zamzaza. Take out as many units as possible,
then take out the Zamzaza. This will trigger the arrival of some Altron forces,
and the rest of your units. Oh, uh also, Shinn's SEED mode. It increases damage
slightly and increases hit, evade, and crit by a good margin, and activates from
now on at 130 morale. ANYWAY, the Feddie and Orb forces will flee.

Your reinforcements start at 120/25 morale depending on ace status, in more or
less the same formations as last time. You'll probably want to have Touga cast
yell to form God Gravion right off the bat. Dash in and cause as much chaos as
you can before the skill point deadline. If you're pressed for time, just head
straight for either Rishi or Afrotia. Irritatingly/conveniently, Amuro's platoon
dashes right up to Shinn's to stop him from killing the pilot of the Zamzaza.
This puts him in a good position to help with dealing with the aliens, but his
unit isn't particularly good underwater, or against airborne foes. No matter.
He probably won't figure very heavily into things regardless. The stage ends
when either enemy battleship is downed.

********************************************************************************
Pacific Route Stage 18 Intermission

Amuro has joined you, which is very cool, in whatever unit he came in. Katz has
also joined up, which is... not cool at all, really, but he can fill a squad if
you need him to. Put him in a spare Nemo for now. No need to put squads together
at the moment, it's still all determined by events. Continue your upgrades as
you have been.

********************************************************************************

-----------------------
|GALLIA ROUTE STAGE 19|
-----------------------

Allies:

Roger

Allied reinforcements: Turn 2

Loran

Allied reinforcements: One enemy squad shot down

Iron Gear
King Beal
Glomer
Seven squads

Enemies:

Wad
-Wad
-Wad x3

Wadom
-Wad
-Wad x3 (one contains Po)

SUMO silver Type
-SUMO Silver type
-SUMO Silver type x2

SUMO (Harry)
-SUMO Silver Type
-SUMO Silver Type

Almeyer x2

Soriel (Dianna, neutral)

Enemy reinforcements: Harry and Po shot down

Beck Victory Deluxe (Beck/TBone/Dow, Beck's is a bit beefier) x3
Galapagos (Gelaba/Hora)
-Dagger
-Calico x2
Dobeck (Keginan/Enge/Jyapolee)
-Dogon
-Dogon x3
Aind Golem (Zakki pilots one)
-Aind Golem
-Aind Golem x2
Jinpa (Asuham)

SKill point: Achieve winning condition in 4 turns

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Gundam Mk II Titans Color 2: If you didn't shoot down Emma during stage 3 of
Setsuko's route, you'll receive this secret after the mission.

Spirit of Steel 2: After the stage ends, purchase the special item on sale at
the bazarr. +1

This is a gnarly stage, so be careful. First off, we've got the Big O against a
variety of Moonrace ordinance. The silver SUMOs are new, but they start out far
away, so don't worry about them yet. Move the Big O up to intercept the enemies.
The Turn A pops out on turn 2 to help. To get things moving, focus your efforts
on one squad and take it out. The Chromium buster can do this nicely, but you
should save your energy and take them out one at a time. Counter normally, punch
one, then take out the last with a Gundam Hammer to the face. This will bring
your allies to the fray. However... what the hey?! What happened to the Turn A's
weapons? Asuham has his hand in this, somehow. For now, focus on the moon race.
Specifically, Po and Harry. Fortunately, they'll rush you eventually. Build up
your morale in the meantime. On player turn 3, someone else will have their
ammunition bogarted. Soldier on and hope it isn't someone who needs it. Po can
be brought down with a single Sudden Impact Critical, and severely crippled with
a normal blow, so keep that in mind and try to use it before Roger's ammo is
obsconded with.

When Harry comes calling around Turn 3, be wary. Both he and his squadmates have
excellent evasion and hitrates. Use strike or focus. Sadly, Sudden Impact can't
hit the airborne SUMOs. Instead, have Roger use the Chromium buster. This hurts
Harry further, and also deals with his pesky support defending squadmates. Even
if you don't want to the skill point, it's better to just get it anyway. What
with Asuham horking your weapons and the coming reinforcements, you want the
Moonrace out of the way ASAP. When you do...

Uwagh. Not good. No sir. You've got a veritable army of named enemies after you.
Fortunately, there's no rush for anything here- be careful and take your time.
Focus on one enemy at a time. Of direst concern are Hora and Gelaba, who are
quite capable of severely damaging you. Take them out with extreme prejudice.
Beck's lackies and his Victory Deluxes aren't entirely threatening, and the
three Siberian idjits are still pretty pathetic. Asuham will go straight for
Gain with an obnoxious overskill- he has 100% hit rate all the time no matter
what except for the Alert spirit command. The Aind Golems in back won't reach
you for a couple of turns, and they aren't too tough to handle. The real kicker
here is that you have to face a simultaneous assault form multiple powerful foes
right off the bat. For Gain, make sure he defends when Asuham comes knocking.
Repair him next turn, or use Trust to heal 2500 HP. I'm not sure when his Over
skill kicks in (maybe 130 morale?), but I managed to beat his face in before he
got it. Note that all of the Siberian railroad folks retreat when you take him
down, so either save him for last or gun him down first, depending. Beck and his
flunkies are pretty simple. IF you want to take down everyone for the EXP, save
Beck for last. He's by far the smallest threat, and if you take down both him
and Asuham, the map ends. Give yourself a pat on the back for survivng.

When all is said and done, you get a clear bonus of 100000 bucks and 300 Blue
Stones! Groooovy.

********************************************************************************
STAGE 19 GALLIA INTERMISSION

Roger, sadly, must take his leave, now that his various negotiations have been
dealt with. Don't worry, we'll see him again. On a happier note, everyone is all
back together again! Including the Eureka Seven folks. Oh boy. This is gonna be
some messy squad assignment. There are a couple of new arrivals from the South
America route. Of note: Baldios, a powerful super robot, the legendary hero of
the One Year War Amuro Rey (in a kind of crappy Rick Dias), and Athrun Zala and
his Savior Gundam. At the bazarr, grab the special item. Again, I have no idea
what it does in the long run, but when you see a special item, grab that little
bastard. If I'm not mistaken, this is a present for Tiffa from Garrod, but hell
if I know.

I could only form 11 full squads, so I took two of my worst characters (Reccoa
and Tank) and put them in reserve. If you don't have any problems with fielding
a squad with only 2 members, then go ahead and do so. I'm a bit neurotic. Get
ready for quite the brawl, and move on. Also, you may wish to equip/upgrade your
event units if you're not confident in them.

As an aside, now that Eureka is on your team, immediately spend her PP on SP Up.
Later on, she'll become the Nirvash's permanent subpilot, and you won't be able
to modify her then. And SP up is really the only useful skill for a subpilot.
Ergo, buy it for her.

********************************************************************************

------------------------------
|SOUTH AMERICA ROUTE STAGE 19|
------------------------------

Allies:

Kira Yamato (Freedom Gundam)

Allied reinforcements: All enemies shot down

Archangel (Murrue)
Murasame (Bartfeld)

Allied reinforcements: Next turn

Gekko Go
Holland
Mash
Hilda
Eureka

Banpresto Originals

Garrod
Roybea
Witz

Enemies:

Dagger L x3
Monsoon 10 x2
Monsoon 20
Windam

Enemy reinforcements: All enemies shot down

Hizack x2
Galpalta Beta
Monsoon 10 x2
Monsoon 20
Dotreis Neo x2
Murasame x6 (one contains Baba)
Dagger L x3
Gator

Skill point: All enemies shot down by the start of turn 3

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Mega Bazooka Launcher 2: After the stage ends, purchase the special item on sale
at the bazarr. You'll receive the attack on the spot.

Lacus sure attracts trouble from weird cyber-ninjas, I say. Anyway, we've got
Kira Yamato, hero of the Bloody Valentine War, against some mooks/assasins.
Assasimooks? Mookassins? Ours is not to question why, I guess. Anyway, Kira is
borderline untouchable. Freedom is offensively underwhelming (at least compared
to previous incarnations of the suit), but it has mobility to spare, phase shift
armor, and Kira's stats are some of the best you've seen yet. SEED mode only
sweetens the deal. Anyway, head for the middle of the enemies and start dealing
out beatings. Casting focus is probably a good idea, but not entirely necessary.
You should probably head up to deal with the two monsoons that hang back on turn
2, then clean up on turn 3. The HI-MAT burst should be able to take out any foe
on the map in one hit, so use it if you're pressed for time.

When that task is done, Kira decides to go a-weddin' crashing. It's now your job
to get the Archangel to the opposite side of the map. Hum. Looks intimidating.
Fortunately, there are no real squads here, and you have some reinforcements in
bound anyway. Your enemies will probably still have their turn when they arrive,
so let them come to you, then use a pincer movement on them the next turn to
clear the way for Kira and company. The enemies shouldn't prove very difficult.
Baba drops a nice hybrid armor, so be sure to take him out. You can either shoot
down all the enemies or just get out of dodge. Up to you, so it is.

You get another clear bonus for your troubles, 30/50000 in cash and 700 BS.

...and then you get another one, worth 100000 bucks and 500 BS. Well, certainly
nothing to complain about.

*******************************************************************************
South America Route Stage 19 intermission:

First of all, if you snagged the Energy Pack back on stage 15, there should be a
Condenser on sale now at the Bazzar. This allows for the early acquisition of
the Hyaku Shiki's mega bazooka launcher. Anyway, back to more pressing business.
There aren't any new units from the Gallia path split except Adette and her red
Dobeck- the Savior Gundam is new to both routes and is a good unit with a nice
post movement TRI attack. Now, you've got the somewhat unpleasant task of squad
arrangement. Several of your units are event squads, so you might have trouble
getting a full 12. Make sure to equip said event units well, as they'll be in a
difficult position at the beginning of next mission.

----------
|STAGE 20|
----------

Allies:

Banpresto Originals
Garrod
Gainer
Gain
Kei
Jiron
Renton/Eureka
Adette

Allied reinforcements: Keginan shot down

3 battleships
12 squads

Jiron Joins with Rand, Kei and renton join with Garrod, Gain and Adette join up
with Gainer

Enemies:

Dogon x5
Prometheus x2
Gapamendo x2
Galapagos
Max Flute (Keginan)
Planetea (Kashimar)

SKill point: Shoot down Max Flute by the start of turn 4

Enemy reinforcements: Keginan Shot down

Dogon
-Dogon
-Dogon x4

Calico
-Trand11
-Trand11

Dagger
-Trand11
-Trand11

Gapamendo
-Dagger
-Calico

Galapagos
-Dagger
-Calico

Prometheus
-Dagger
-Calico

Dobeck (Jyapolee/Enge)
-Dogon
-Dogon x2

Daparoor
Aasanda
Emperor Custom (Timp)

Skill Point:

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Haro 2: After the stage, buy the special item on sale at the bazarr.

Awesomeness abounds in this scenario. After a truly righteous cross-series snow
ball fight, including a brawl between The Hivemind Rodents, The Zambot Dog, and
some ferret thing, Adette recruits some folks to go fishing for Sky Fish. The
LFOs need the film from them to fly, or something. To this end, Adette instructs
everyone to think Happy Thoughts. However, as anyone who watched King Gainer
might guess, this is where Kashimar decides to make his debut and activate the
thought-listening Overskill. Which leads to no small amount of hilarity. Sadly,
things get less hilarious and more worrysome when Kashimar dodges even Gain's
incredible shooting. He can hear thoughts, and all that.

A few things at first: Because the enemy has a very unfair advantage in their
thought hearing, they have Focus autocast on them. This is the very definition
of TEH SUCK. Also note that Renton, compared to Eureka, is a terrible pilot.
This is the first mission where you really need to spam your spirit commands to
stay alive. Use focus, strike, sense, iron wall, the lot. Your goal is the Max
Flute, Keginan's machine. He'll chase after you, so as long you stay out of his
range, he should be in a good beating position on turn 3. Whack him with every
thing you have to get this part of the scenario over with. Needless to say,
Kashimar's unhittable, but since he starts out kind of far away, that's not that
big of an issue right now. Kill as many grunts as necessary to get the heat off
yourself and build your morale. You'll probably need Strike to even hit the
bastard, but he's not too tough. When you blast him... well... Things get weird.
Keginan proposes to Adette, she rebuffs him, Kashimar gets annoyed and drops his
guard, letting Gain blast him. This gives Gainer an idea, and, quite avidly,
professes his love to Sara. Who is not amused. Everyone gets in on the act.
This has the intended effect, on the other hand- Kashimar is so annoyed he turns
off his overskill. Bad move, my friend. Bad move.

This brings in your main force, along with 3 battleships of your choice. However
Kashimar brings in some reinforcements, along with an old friend of Jiron's...
Timp the Invincible is back in action. Not much to say here, actually. With all
of your units and all of theirs, it shouldn't be difficult putting the rest of
the Siberian Railway on ice. You should be aware, however, of just how gnarly
Kashimar gets when his Overskill activates at 130 morale. Take him out before
then, or he'll cast all sorts of spirit commands on himself, including move
again. If this happens, exercise extreme caution. To defeat him, waste his Alert
by attacking with a weak move, then let loose on him with your strongest moves.
He has both Abandon and Guard, making him insanely difficult to hit and tough to
damage. Use Strike/Inspire and defensive measures as well. Note that Keginan is
still alive, albeit much weakened. Use a single strong attack to finish him off.
His overskill has probably activated by now, which increases his mobility to
insane levels and gives him Double Image, which basically means that you miss 50
% of the time, no matter what. Use Strike to bypass this. The rest of the map is
pretty simple. The two generic landships can be a pain, but the walker machine
foes and Silhouette Machines are as always pretty pathetic. And you've got an
absolutely -huge- army. The only enemy of concern is Timp, who is in a very very
beefy landship. He'll gun straight for Jiron, but woe betide any who suffer his
ALL attack wrath. It can wreak havoc on weaker squadmates, so be careful. He has
a blindspot, though- use an airborne squad to attack from range one to escape
being counterattacked. Use your strongest moves against him and you'll prevail.

********************************************************************************
RAND ROUTE STAGE 20 INTERMISSION

First, head for the bazarr, as per usual. Gainer is one again shopping for Sara,
perhaps to make up for the earlier embarassing incident. Renton and Moon Doggie
point out the signed Lacus Clyne CD. Snag it, and maybe the Prometheus if you're
using Xabunlge flunkies. Anyway, rearrange your squads some more. You can only
deploy 8 next  mission, so keep that in mind. Now that you have enough members,
it may be time to condense your characters and start leaving behind the weaker
squadmates. It's up to you, but I reccomend you consider it. Anyway, not much
else to say at the moment. Gain is currently MIA, since he's upgrading to an
Overman and is on the hunt for parts. It would probably be a good idea to put a
Minovsky Drive and a Targeting Radar on Gunleon, though. He'll be going it alone
against some Orguss enemies next mission. Same for the two Virgola units if you
are going with Setsuko's route, though it's less important for them.

********************************************************************************

---------------------
|RAND ROUTE STAGE 21|
---------------------

Allies:

Rand

Allied reinforcements: All enemies shot down

Asakim (Shurouga)
Raven (Chaos Leo)
One battleship
8 squads

Enemies:

Aishkik x9

Enemy reinforcements: All enemies shot down

Dagger L
-Dagger L
-Dagger Lx2

Marasai
-HiZack
-HiZack x2

Monsoon 20
-Monsoon 10
-Monsoon 10x2

Gator
-Dotreis Neo
-Dotreis Neo x2

Windam
-Windam
-Windam

Enemy reinforcements: One turn after first wave

Setsuko (Balgora Custom)


Skill point: All enemies shot down by the start of turn 4

Provided you took my advice and equipped Gunleon appropriately, you should be
able to easily trash the Chiram enemies. Even an unupgraded Gunleon will do fine
due to Rand's absolutely crazy levels of Potential, and the HP regen afforded by
the repair ability. Use strike/Inspire if you feel the need. You should be done
by Turn 3 player phase. A bunch of new Federation lackies pop out, making Rand
rather angry. Asakim is also on hand, eager to lend a helping hand to Rand in
turn. Your own folks then pop out. Nothing here you haven't faced before, except
for the Gators, which aren't exactly a cause for concern. As you may remember
from stage 15, Asakim is rather powerful and can use his strongest attacks right
off the bat. Fairly standard scenario. Also of note is prettyboy Raven's Chaos
Leo, which is on your side. It's got some truly beefy armor on it, and Raven is
a pretty good pilot. Feel free to throw him in the fray- your enemies don't have
particularly powerful attacks.

The next turn, Setsuko pops out, gunning for Asakim. Rand is having none of that
and blocks the blow, taking some pretty crazy damage. This... makes things go
kind of trippy again, like they did in scenario 9. Fortunately, Rand is still
good to go and things calm down. At this point, Rand can probably one-shot his
new foe with a riot wrench to the face, so do so and clean up the rest of the
enemies. I guess this is more of a cool-down chapter from the madness of the
last one. Of course, the next scenario is pretty crazy too. Enjoy it while you
can, I guess. You get a nice clear bonus of 50000 bucks and 300 Blue stones.

Both Aasakim and Raven take off after this mission.

********************************************************************************
RAND ROUTE SCENARIO 21 INTERMISSION:

The first thing you might notice is the pretty crazy amount of squads you can
deploy next mission. There's nothing of particular note in the bazarr, so just
organize your units as best you can and get ready for a doozy. Equip Gainer and
Gauli well. Gain will return this mission, if you're curious.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 21|
------------------------

Allies:

Setsuko
Toby

Allied reinforcements: ALl enemies shot down

8 Squads
One battleship

Allied reinforcements: Asakim shot down

Levan General (Chaos Leo)

Enemies:

Aishkik x6
Aishfain x2
AishkiK Commander Model

Enemy reinforcements: All enemies shot down

??? (Golgolni)
-???
-??? x10

Shurouga (Asakim)

Enemy reinforcements: Asakim shot down

???
-???
-??? x4

Gunleon (Rand)

Skill point: Shurouga shot down by the start of turn 6

To start off with, it's the Glory Star against some Chiram units. No biggie. You
should be able to tear through them fairly easily- use as much SP and EN as you
need. You'll get refilled to full when you're done with the starting enemies.
When they get rashed, Asakim arrives with a bunch of crows in tow. No worries,
as ZEUTH is inbound as well. YOu can only deploy 8 squads and one battleship,
but you should be fine. The crows aren't entirely difficult foes to fight. Your
main concern is taking down Asakim within the timelimit. You probably only have
two turns to do it. Fortunately, he'll move towards the Glory Star, so the vast
distance he starts out from your troops is bridged quickly. In the meantime, the
crows have got to go. When Asakim gets in range, use Analyze on him then start
whacking him with your strongest moves. His armor is fairly thin, and his HP
isn't incredibly high.

Things rapidly go bad when he does hit zero HP- he regenerates and takes both
Toby and Setsuko out of the battle. Doing one better, he totals unit 2 and kills
Toby! The bastard. To make matters yet worse, some more crows arrive with... the
Gunleon and Rand in tow!? Noooo! I can't fight him! ;_; Well, soldier on. On the
bright side, Levan General appears in his Chaos Leo to help. It's not a -great-
unit, but it's definitely servicable, and has a nice Post-move ALL attack. We're
almost done here. Just blow up the birds and Rand, which is easy. He's got quite
a lot of armor, but not a lot of HP to use it.

You get yet another clear bonus, which follows the usual 30/50 pattern, along
with 300 BS. You also get all of the money you put into Virgola unit 2 back.

********************************************************************************
Setsuko Route Stage 21 Intermission

Well, that sucked. There's quite a doozy next mission, so make sure that Gauli's
Panzer unit is equipped well enough to not die horribly. Of note is that Virgola
Unit 3 has become the Virgola Custom. It's gotten slightly beefier and now has
all three different gunnery carver attacks. Pretty sweet! Also, Gain will return
next mission in a new machine. Look forward to it! On the subject of squads, it
should be noted that you'll be hard pressed to make 14 full squads- I settled
for 13.

********************************************************************************
----------
|STAGE 22|
----------

Allies:

Iron Gear
Two Battleships
14 squads
Gainer
-Gauli

Allied reinforcements: Turn 3

Gain (Enperanza) joins Gainer's platoon

Allied reinforcements: 3 Fallen Angels shot down

Aqua-er, Getter Dragon (Ryouma Nagare)

Enemies:

Galapagos
-Dagger
-Calico x3

Prometheus
-Dagger
-Calico x3

Dobeck
-Dogon
-Dogon x8 (two contain Enge and Jyapolee)

Max Flute (Keginan)
-Dobeck
-Dobeck

Planetea (Kashimar)
-Dobeck
-Dobeck

Aisanda x2

Emperor Custom (Timp)

Enemy reinforcements: Turn 3

??? (Dominator)

Enemy reinforcements: Emperor Custom shot down

Timp (Gapamendo)

Enemy reinforcements: Dominator shot down

Gelbeam x3
Jyapalpa x3
Grave Belbeam x2

SKill point: All enemies shot down by the start of turn 6, The Dominator last

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Rush Rod and Yasaba 2: After the stage ends, purchase the special item on sale
at the bazarr. You'll receive the Rushrod then and there.

...yeah. That's a lot of mooks. If you want the skill point, then rushing is the
name of the game. Use accelerate and boost (Holland and Jiron have this, and it
increases movement by 4) to get everyone there as quickly as possible. You won't
get much accomplished on turn 1, sadly. Use anything at your disposal to target
multiple enemies at once- ALL attacks, TRI formation, Wide formation, you name
it. On turn 2, it's more or less the same deal. Just with more going on. Blast
away! On turn 3, things get a bit interesting. A mysterious new Overman appears,
and Kashimar activates his overskill. It's kind of broken, so it only works on
Gauli. Apparently, he killed Gainer's parents, and this comes out into the open.
Gainer is about to get like really angry, but Gain pops out in his sexy new Over
man, the Enperanza, and blasts Kashimar out of the sky. On turn 3, you have an
important task- make sure that Kashimar can't use a Tri Attack. If he can, the
King Gainer platoon is absolutely toast, a losing condition. Use post movement
Tri Attacks of your own (GodSigma, Walker Gallia, Savior Gundam) to cut Kashimar
down to one member. Once that's done, continue your cleanup and start beating on
Timp. Beware, his Emperor Custom is tough as ever. To top it off, once you take
it down, Timp just pops out in an extra-beefy walker machine. Fortunately, he's
a lesser threat in this machine.

On Turn 4, it would be a good time to focus on downing Kashimar and Timp. Use
your strongest moves, but leave some in reserve for the frightfully studly
Dominator, which should be the focus of turn 5. By the start of that turn, your
enemies should either all be shot down or just about done for. Finish them off
if necessary, then go for the Dominator. It isn't as tough as it might seem,
given that you probably have your entire army staring her down. If Rand still
has that Minvosky craft on him, his Giant Wrench will do obscene damage to the
Dominator, because it will have an S ranking in the Air and pierce her Photon
Mat barrier. Aside from that, you'll need strike to even register a hit rating
on her incredibly mobile machine. She'll go down with quite a fight. Beware the
pudding attack! However, you're still not done, because the Shadow Angels show
up again. Masters of appearing at incredibly lame times, they are. Fortunately,
King Gainer powers up and unlocks a new move- overfreeze pellets. This powers up
his other moves by a good margin, making King Gainer a generally more powerful
machine all around. Truly groovy. At this point, your forces are so beefed up by
morale the angels shouldn't pose a threat. In the immortal words of the Demoman:
KILL 'EM ALLLLLL

When you down three, three jets are shown inbound. It's Aquarion, all too ready
to dispense some tickets to the moon to th-wait a minute. That's...

It's the invincible Getter Robo! Like Aquarion, it has three different forms and
pilots (only three, though). And it's pretty studly. Sadly it starts out kind of
far away, but it starts out at 150 morale and you can probably get a couple of
attacks from it. Aside from that, just finish up. Looks like the Exodus is over
early, but there's still plenty to be done. Gainer resolves to go on his own
Exodus.

********************************************************************************
STAGE 22 INTERMISSION

If you took the Gallia route, drop by the bazarr and buy the spare overcoat to
get Rushrod, a great supporting unit. Putting Adette in it is one of the small
joys this game affords. Anyway, you've got a massive 15 squads to deploy next
scenario. It's gonna be another BIG one, but not quite so hard. Also note that
the GX's satellite cannon is ready for action- you can enable it by switching
frames the same way you would with the Impulse.

********************************************************************************

----------
|STAGE 23|
----------

Allies:

Aquarion Luna (Reika)
Lady Command (Michiru Saotome)

Allied reinforcements: All enemies shot down

Roger (Big O)

Allied reinforcements: One turn after first wave

2 battleships
15 squads

Enemies:

Dotreis Neo x2
HiZack x2
Dagger L x2

Enemy reinforcements: All enemies shot down

Gelbeam x6
Jyapalpa x6
Grave Gelbeam x3

Hundred Demons Combat Jet
-Hundred Demons Combat Jet
-Hundred Demons Combat Jet x8

Mecha Oni
-Hundred Demons Combat Jet
-Hundred Demons Combat Jet x5

Eyepatch Guy
-Hundred Demons Combat Jet
-Hundred Demons Combat Jet

Big Duo (Schwarzvald)

Skill point: Clear map by the start of turn 8

THE MOON IS OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Hero's Mark 2: After the stage ends, buy the special item on sale at the bazarr.

...ack. Not good. You are severely undermanned. Severely. To make matters worse,
your one competent unit, Aquarion Luna, is having... issues. Reika, who is not
only apparently a woman, also has a nack for misfortune. To that end, she starts
out with only 60 morale. Fortunately, the enemies aren't that good, and there
aren't many of them. Accelerate down to the enemies to take the fight to them.
Your placement pretty much needs to be spot on to get the skill point: you need
to have two enemies left on the map to finish off by the start of turn 3 to have
the necessary time to get it. Don't sweat it if you don't, though. This is one
of the biggest pains in the butt in the game. When all enemies are shot down,
Michiru rounds up the bodies of the pilots you shot down for analyzing. They are
apparently not entirely human...

Elsewhere, Roger chases the faux-federation eyepatch guy into the night. Our
friend Schwarzvald appears, revealing eyepatch guy's identity as a demon. After
a small war of words, Roger and Schwarzvald head off to board their respective
Bigs. A huge amount of fallen angels and hundred demon units appear. Fortunately
Reika gets her act together and turns her misfortune upon the enemy with what
could be called a truly righteous spinkick. The Big O sorties to help against
the Fallen Angel menace. Head down, but don't charge into the morasse yet. Even
Roger won't come out unscathed from that teeming mass. Instead, join head down
to join Aquarion, who should head northwest a bit and land in the forest with
Apollo leading so he can Mugen punch things. Keep this up til next turn and the
cavalry arrive. Note that since this is nighttime, the GX can use the truly
powerful satellite cannon. It takes a few turns to charge, and you need to take
off the divider in the frames section before deploying, but used well, it can
level the entire map or severely damage a boss.

So, in regards to the skill point. Basically, bumrush. The Fallen Angels and
The Hundred Demons have a goodly distance to go before they reach you, but on
the bright side, Apollo should have weakened a few of his foes, and the majority
of the demons are pansy jets. Of only real concern is eyepatch guy, who likes to
hang out in the water. Use Getter Poseidon if this happens to you. The Mecha Oni
units aren't too tough or powerful. About on par with high-end walker machines
or Gaizock/Eldar enemies. On the other side of the field, the Fallen Angels you
have all seen before. Note that they're at odds with the Hundred Demons and they
will attack one another if the opportunity arises. This can be good for you, as
the Cherubim soldiers of the Fallen Angels are just as annoying as they have
always been. Schwarzvald is apparently in cahoots with them. His Big Duo can be
nasty, but he'll always gun for Roger. If Roger's armor is high or you bought
blocking for him earlier, you can make the damage he does pretty insignificant
by defending when he attacks. The stage ends when you bring both Captain Patch
and Getter 2 Head down, so keep that in mind if you're going for this rather
annoying skill point.

********************************************************************************
RAND ROUTE STAGE 23 INTErMISSION

Aquarion and the Big O rejoin. Hooray! 15 squads again next mission, Kouji being
an event unit. Rearrange to incorporate your new arrivals accordingly. By now,
you may really start to need to condense your squads and weak out the weaker
units. I mean, if you really like Soshie or Pero or Emma, then by all means,
keep using them. Just keep in mind that your roster is still growing. Anyway,
nothing special at the bazarr, but they're selling high end parts now. If you
feel like splurging, go ahead and grab them. Also, I reccomend giving the Big O
an A-Adaptor or Minovsky Drive. He's a true beast with those equipped.

********************************************************************************

----------
|STAGE 24|
----------

Allies:

King Beal
Two Battleships
15 squads

Allied reinforcements: All enemies shot down

Mazinger Z (Kouji)
-Great Mazinger (Tetsuya Tsurugi)

Boss Borot (Boss)
-Dianna Ace (Sayaka)
-Venus Ace (Jun)

Enemies:

Hundred Demon Combat Jet
-Hundred Demon Combat Jet
-Hundred Demon Combat Jet x8

Mecha Demon
-Hundred Demon Combat Jet
-Hundred Demon Combat Jet x5

Eyepatch MechaDemon
-Combat Jet
-Combat Jet x2

Captain Patch
-Eyepatch Mechademon
-Eyepatch Mechademon

Enemy reinforcements: All enemies shot down

Mecha Demon
-Mecha Demon
-Mecha Demon x6

Steel Demon

Skill point: Shoot down all enemies by the start of turn 4

THE MOON IS NOT OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Steel Demon: Have Ryouma have a battle encounter with Steel Demon at least once.

Great Booster: During the stage, have Boss Borot move to the southwestern wall
of the Photon Lab. There will be a small event. +1

Another rush job for the skill point. It's simpler this time, though. Spam your
TRI attacks and All attacks against the jets to clean them up quickly, and use
your stronger stuff against the stronger enemies. The Eyepatch squads will take
quite a while to get to you, so advance gradually to the upper left to make sure
you can take them down quickly. Not much to say right now. If you've been going
for skill points, then you should be familiar with this kind of scenario. If you
aren't... well, you should still be kind of familiar with this kind of scenario.
Prepare for -awesome- when you finish off Captain Patch.

Finally back in action, it's the Double Mazingers! And they're pretty beefy.
Great's armor is some of the highest in the game, and the Mazin Power ability
beefs up their attacks to some pretty high levels. To top it off, Double Burning
Fire is a post movement ALL attack that is righteously wicked. The only drawback
is that both Kouji and Tetsuya need to be either next to one another or on a
direct diagonal to use it. The Steel Demon pops out with some reinforcements to
(futiley) counter this new threat. Now, be wary. He'll cast Strike every turn
and gun for Getter. Defend and use defensive SCs as necessary. He -might- be
convincable, but I think he joins automatically after next mission, so you may
not want to bother trying. I believe if you move Boss Next to the photon lab,
he'll pick up the parts of the great booster. I'm not sure what this does, to
be honest, but it's worth doing anyway. Anyway, this a pretty standard mission
afterwards. Clean house with the Mazingers.

While I'm not 100% sure of the method, I do know for a fact that the Steel Demon
is a recruitable character. I belive to get him, you must attack him with both
Ryouma and Sayaka in this chapter.

As a clarification, to get the special dialogue with Boss finding the great
booster, move him to the center tile of the eastern side of the photon lab.

********************************************************************************
RAND ROUTE SCENARIO 24 INTERMISSION

With the Mazingers on your team now, you may want to upgrade them. They're
very studly. The support robos are pretty bad, sadly, but if you're a fan, they
can be usable. In the bazarr is a rare solar panel for sale, as well as an A
Adaptor. If you have the capital and inclination, buy them. 15 squads again,
with Aquarion as an event unit. If you wish to recruit the Steel Demon, deploy
Sayaka and Ryouma in some fashion.

********************************************************************************

----------
|STAGE 25|
----------

Allies:

King Beal
Two Battleships
15 squads
Solar Aquarion (Apollo/Sirius/Sylvia)

Allied reinforcements: One turn after first wave

Steel Demon

Enemies:

Marasai
-Hizack
-Hizack x3

Dagger L
-Dagger L
-Dagger L x3

Monsoon 20
-Monsoon 10
-Monsoon 10 x3

Windam
-Windam
-Windam x2

Gator
-Dotreis Neo
-Dotreis Neo x3

Enemy reinforcements: Enemy squads reduced to five

Mecha Demon
-Combat Jet
-Combat Jet x4

Eyepatch Demon
-Eyepatch Demon
-Eyepatch Demon x3

Steel Demon

Enemy reinforcements: One turn after first wave

Mogoha
Gelbeam x4
Grave Belbeam x4

Mecha Demon Fortress (Hidler)

Steel Demon robo
-Steel Demon Robo
-Steel Demon robo

Skill point; Winning condition achieved by the start of turn 7

THE MOON IS OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Steel Demon 2: If you fulfilled the previous requirement, an event will occur
after all enemies are shot down. Ryouma and the Steel Demon will have a duel.
Defeat him within 3 turns and he'll join you after the stage ends.

Dijeh: If you're on Setsuko's route, you can obtain this secret. The cast of
Zeta Gundam (Camille, Quattro, Amuro, Bright, Reccoa, Emma, Robert, Apolly, and
Katz) must have an average level of 25. Amuro and Katz must have a kill count
that adds up to 50, or an average of 25. If these requirements are met, you'll
receive it after the stage.

It might not seem like you'd need six turns to wrap this up, but believe me, you
need to hurry if you want that dratted skill point. Fortunately, the enemies you
face are pretty weak. The Windams have that pesky ALL attack, so prioritize them
and run rampant among the weaklings. Try to get the enemy reinforcements to show
up on turn 2. Now, I believe that to get the Steel Demon on your side you need
to attack him with Sayaka and Ryouma, in that order. But he starts so far away
it's nearly impossible to get to him, so maybe that's not it. Regardless, one
turn after the enemy reinforcements appear...

Well, things rapidly go bad. Some Fallen angels appear, along with one we've yet
to see before now. Apollo rashly goes to attack it, despite the objections of
his teammates. That never ends well. He misses his Mugen punch, and Mohora's
counterattack makes Aquarion unable to attack or transform. D'oh. Hidler also
appears in the newly completed mecha fortress and opens fire on Steel Demon, so
he joins your side for the time being to deal with him. He's actually a pretty
decent unit. Make use of him as you see fit. Now, Hidler's battleship is pretty
beefy, and Mohora is quite frankly the scariest foe you've fought yet, even more
than Cynthia's dominator. His attack power isn't -hugely- high, but he makes up
for this by being able to move twice every turn. You may wish to heal Aquarion
with Trust or Apollo's Guts and retreat towards the main group. This serves the
double purpose of luring the enemies towards you and getting Aquarion out of any
immediate danger. At present there's not much you can do except keep plugging
away at the enemies that present themselves to you. You have two options: Keep
up the assault on your foes until the total enemy squad count falls to 10 (or
the Fallen Angel squads fall to 4) or reduce Mogoha to half HP. The latter is
probably easier, but you may end up doing the former without really meaning to.

On the other hand, reducing enemy squads makes fighting Mogoha a lot easier, as
Aquarion will restore itself to max and unlock two new attacks, which are very
powerful, and will drop Mogoha to 10500 HP. Finish him off to rid yourself of a
rather annoying foe. Hidler takes his sweet time getting to you. Don't worry too
much about the mass produced Steel Demons. They're the most powerful Oni foes
you've faced thusfar, but they're still not on the level of Fallen Angels. The
new Mecha Fortress is powerful, and can hit your squads hard, but a concentrated
assault by your super robot army will fix his wagon. Do so in six turns for the
skill point.

Now, one of two things can happen now. If you didn't attack the Steel Demon with
Ryouma and Sayaka in stage 24, the steel demon will take his leave. However, if
you did, he'll request a final duel with Getter Robo. The three battleships will
back off and everyone boards except for Ryouma, Hayato, and Benkei. They all get
their SP restored, as does Getter's HP, EN, and Ammo. Cast Alert and Invincible
and whack away. Do so the next turn as well. I don't believe there's a time
limit or anything, so just enjoy the duel. When you defeat him, the stage ends.
He also joins your cause. Not too bad for a day's work! Meanwhile, Banjou and
the cleaning staff (Garrison, Norman, Dorothy, and Sandman's inexplicable Maid
Army) deal with a demon infestation. He and Roger finally meet afterwards. >:3

After the scenes, you get a hefty clear bonus of 80000 bucks and 300 BS. Sweet.

********************************************************************************
RAND ROUTE STAGE 25 INTERMISSION

It's time for a main character specific split, and lasts a good while- about 12
stages, if I'm not mistaken. Rand goes with the more free spirited folks, who
fear that the military will cramp their style. Going with you:

Getter Robo
Baldios
Orguss
Xabungle
Gundam x
King Gainer
Aquarion
Eureka SeveN

Not much else to say- rearrange your squads as needed to compensate for lost
members and upgrade using your now impressive reserves fo cash.

SETSUKO ROUTE STAGE 25 INTERMISSION

On the flip side, Setsuko also goes a different way. She throws her lot in with
the more dedicated military types, having a background there herself. Going with
her:

Mazinger Z
Great Mazinger
Godsigma
Zambot 3
Zeta Gundam
Gundam SEED Destiny
Turn A Gundam
Gravion

Same as the first verse here- rearrange the old squads and upgrade as you wish.

********************************************************************************

---------------------
|RAND ROUTE STAGE 26|
---------------------

Allies:

Iron Gear
Gekko GO
Glomer
Freeden
8 Squads
Eureka

Allied reinforcements:

Enemies:

Monsoon 20
-Monsoon 10
-Monsoon 10 x8

Enemy reinforcements: Eureka moves past a certain point on the map (most likely
turn 2)

Battleship (Yuergens)

Gator
-Dotreis Neo
-Dotreis Neo x2

Dotreis Neo
-Dotreis Neo
-Dotreis Neo x2

Nirvash Type theEND (Anenome)

Skill point: Defeat all enemies, Anenome last, by the start of turn 7

Enemy reinforcements: Turn 3 enemy phase

Gelbeamx3
Jyapalpax3
Grave Gelbeam x2

THE MOON IS NOT OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Fallen Angel Feathers: During the stage, make sure Kei and Shaiya shoot down at
least 8 enemies between them (Kei can get all 8,if you're not a huge Glomar fan)
After the stage ends, purchase the special item at the bazarr. +1

Pretty simple mission, actually. Your goal at first is to get Eureka to that
glowing square, though it seems to me that you should just advance normally and
blast your enemies. On turn 2, move Eureka forward some more to get the enemy
reinforcements to pop out. Keep advancing up the middle so both forces converge
on you. All of the enemies here are honestly kind of weak, except for Anenome,
and she's not too scary. The Dominator, ironically enough, was quite a bit more
studly. Don't understimate her, though. Vascud Crisis is pretty powerful, and
has long range. On Turn 3 enemy phase, who should show up but our friends the
Fallen Angels? No named characters this time, just some Cherubim Soldiers. It
is quite the annoyance, but it's nothing really of note. As usual, they're a
seperate faction from the new federation. To this end, they may end up attacking
each other instead of you. While this may seem like good news, it does slow up
the work a bit. Still, nothing to worry about. Even taking it slow and easy will
net you this skill point pretty easy. Yuergen's ship isn't much cop at this
point, and Anenome falls pretty easily if you use strike. On the flipside, if
you don't use it, good luck hitting her. She has high mobility and double image
on her unit. The mission ends on a strange note, where your crew experiences
their worst nightmares. Or something. And somehow, while everyone was tripping,
those blasted Frost Brothers made off with Tifa. Bizarre.

********************************************************************************
RAND ROUTE STAGE 26 INTERMISSION

8 Squads again, but the large number of event units might mean that you'll go
in with less than the optimal amount of members in one squad. There's a new
special item available at the bazarr, the Hong Kong City Video. Dunno what it
does, but grab it. There are some high end walker machines available for sale
there too. Buy them if you're interested. Aside from that, make sure you equip
your event units well and move on. Equipping Holland with a booster or two won't
hurt, either.

********************************************************************************

----------------------------
|RAND ROUTE STAGE 27 PART 1|
----------------------------

Allies:

Garrod
Eureka

Enemies:

Dotreis Neo x3
Gator x2
Raswato (Abel)

Skill point: none

THE MOON IS OUT (but this is mostly irrelevant)

This is disgustingly simple, really. You've only got three turns to mop up the
enemies before this part ends automatically. No biggie if you don't. Just cast
focus and invincible on both parties and start blasting. It's quite possible to
defeat Abel within the timelimit. He's not tough at all. Sadly, thanks to the
FLASH system being used against you, Garrod, Eureka, and Renton and the entire
Freeden are captured by the G-Bits. The betrayal of some old guy also seems to
figure fairly heavily into this.

NOTE: If you want the G-Bits and Tifa as a subpilot, take out Abel with Garrod.

----------------------------
|RAND ROUTE STAGE 27 PART 2|
----------------------------

Allies:

Gekko Go
Glomer
8 squads
Holland

Allied reinforcements: Holland reaches the base

Jamil (Gundam GX)
Renton (Nirvash)

ALlied reinforcements: Patouria reduced below half HP

Garrod (Double X)

Enemies:

Gator
-Dotreis Neo
-Dotreis Neo x3

Marasai
-Hizack
-Hizack x4

Zamzaza
-Windam
-Windam x2

Raswato (Abel)
-Dotreis Neo
-Dotreis Neo

Enemy reinforcements: Holland reaches the base

GBit x6
Patouria.

Enemy reinforcements: Patouria reduced below Half HP

Gbit x8

Skill point: All enemies shot down by the end of turn 4 before Holland reaches
the base

THE MOON IS OUT (this is pivotal to the plot, actually)

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Tifa as a Subpilot and the G Bit attack 3: Make sure either Jamil or Garrod
shoot down the Patouria. After the stage, purchase the special item at the
bazarr. This item will only be available if you fulfilled at least four of the
requirements. You can miss one.

First thing's first- when deploying, make sure that landlocked squads are put
in the front of the pack so they can get to solid ground quickly. There are two
things of note here- Abel's Roswato has been buffed up a bit since you have more
units with you now. Secondly, there's a new enemy type being fielded. Zamzaza is
a strange name, to be sure, but they're a pain the royal butt. They've got some
powerful beam attacks and, more worryingly, a squad covering barrier. They'll
take some doing to drop, and you don't have the luxury of time. You've got to
get Holland to the base no later than turn 5. 4 if you're aiming for the skill
point. This is a pretty standard rush in scenario, though you have the added
attraction of having places to be. A bit of a wet blanket is that the four red
Marasais are content to sit on their bums. Not gewd. Send some powerful units
over thataways. Getter is a good choice, as it has quite a few powerful ALL
attacks at its disposal. Aquarion can help snipe from a distance. As all this
hoopla is going on, Holland should be charging towards the base. Use Boost to up
his movement to make it there in four turns. A bit on the Zamzazas: their icky
barriers block up to 2000 damage, but if you manage to break that, full damage
is dealt. So just use TRI Attacks/Stronger moves to blast through. The placement
can be tricky on this one. Make sure an adequate force takes on the Marasais.

Once Holland breaks through to the base, he gets blasted down. Fortunately, he's
still okay and raising hell in the facility. With the help of the old guy, as
everyone seems to affectionately call him, he busts out everyone in the prison
cell. Jamil pops out in the GX, and Renton's in the Nirvash. This is a sort of
two sided deal. Jamil is actually notably more studly than Garrod, but as we saw
back when, Renton still isn't a great pilot. To help, he gets the break morale
limit skill, so he's at 170 right now. Cast invincible on him, and focus on
Jamil and start plugging away at the Patoulia. It's pretty studly, and it has a
barrier on it. Thanks to the bonuses the base affords, Renton and Jamil will
need some help taking it down. Bust through the G-Bits (who are a bit better
than the average grunt, thankfully there's only six) and start whacking. When
you take the Patoulia down below half HP, some more events play out. The old guy
sacrifices himself to get Garrod to the Double X, which he and Tifa hijack with
a vengeance. Lucille posesses Tifa to help Jamil, who maneuvers the G Bits to
group right in front of Garrod- who then nukes the bastards right off the map
with a MAP strike from the Twin Satellite Cannon. Badass. Anyway, all you've got
to do now is clean up the reinforcements and the Patoulia. Nothing too strenuous
though some of your units are probably off on the first islands twiddling their
thumbs because of the water.

NOTE: If you want Tifa as a Subpilot and the Gbit attack, have a battle between
Jamil and the Patouria. When Garrod sorties in the double X, have him fight it
as well, then Jamil again. Finish it off with either character.

********************************************************************************
RAND ROUTE STAGE 27 INTERMISSION

If you fulfilled the requirements, there should be a Black Box for sale at the
Bazarr. Because of the somewhat enigmatic nature of secrets at this point in
time, I didn't actually get it. Poor me. Anyway, put your squads back in order,
do your upgrading, etc. I have a few suggestions: Give Getter either a solar
panel if you bought one or a propellant tank. He might need a refill before the
next mission is over.

********************************************************************************

----------------------------
|RAND ROUTE STAGE 28 PART 1|
----------------------------

Allies:

Ryouma
Apollo

Enemies:

Hizack x4
Galpaltei x3
Marasai x2
Ashimar x1

Skill point: Nein.

For no adequately explained reason, Getter and Aquarion are out together on a
Mobile Suit trashing spree. Much like the beginning of the last mission, part 1
of this scenario is easy. Just, well, murder everything. You might want to go to
Getter Lyger, due to the mass of grounded enemies. Solar Aquarion, as usual, is
best for this, on that end. You might want to get things rolling by having our
friend Apollo using Yell/Kiai to get his morale up so he can punch things into
the moon more easily. There are actually a few new mobile suits here, but you
shouldn't really have trouble with them. In fact, you might not even notice.
Well, the Ashimar kind of sticks out, being a hot air baloon. But I digress. On
player turn 3, or when you kill everything, the Aquarion and Getter teams start
to get into an argument. Gen Fudo manages to disarm the situation by making a
new training directive. ...which is cosplay. Don't question it, folks. Enjoy the
ensuing hilarity, including the rare and somewhat disturbing Rina Fudo.

----------------------------
|RAND ROUTE STAGE 28 PART 2|
----------------------------

Allies:

Ryouma

Allied reinforcements: Sword Demon reduced below 50% HP

Iron Gear
Freeden (Sara)
Glomer
Gekko GO
8 squads
Apollo

Enemies:

Mecha Sword Demon

Enemy reinforcements: Sword Demon reduced below 50% HP

Gelbeam x3
Jyapalpa x5
Grave Gelbeam x2

Faux Solar Aquarion
Faux Aquarion Mars
Faux Aquarion Luna

Enemy reinforcements: One fake Aquarion shot down

Faux Solar Aquarion
Faux Aquarion Mars
Faux Aquarion Luna

Skill point: Clear map within 6 turns

THE MOON IS NOT OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Hero's Mark 3: After the stage ends, purchase the special item at the bazarr.

It's another one on one duel for Getter, though it's a bit harder this time. Use
Alert, Invincible, and Yell to power up Getter Dragon and charge in. Note that
this guy is -studly-, with 23000 HP and 1800 armor. His defense stat is through
the roof, too. You may want to start right off the bat with Getter Beam. When
you reduce his HP below 70%, the Sword Demon reveals that the Getter team was
responsible for the killing of his son, who had already surrendered. Poor Ryouma
is horrified and suffers a massive morale drop (I think he loses 50). Recast
Alert and Invincible and keep using Getter Beam and hope you drop him to 50% by
enemy turn 2. In fact, if you trigger the reinforcements on player turn 2, you
may want to reset. This might seem kind of counter intuitive, but the enemy
starts out a rather good distance away, and giving them the opportunity to move
first actually saves you time and effort. You might suffer an attack right out
the doors, but having all of the enemies right near you is rather helpful. It
saves gas, and lets you use some of your powerful moves that aren't post-move,
as well as support attacks. I reccomend taking out one of the fake Aquarions as
soon as possible- both Getter and Aquarion will go to max morale and unlock two
attacks: Aquarion's is... kind of bizarre. Getter's is really groovy. Both are
very powerful. Sadly, the Sword Demon isn't done just yet. Use your new Shine
Spark repeatedly to bring him back down- this is where that propellant tank
will come in handy- no matter how high Getter's EN is, unless you like upgraded
up to seven bars or so, you don't have enough for more than two shine sparks.
Finish your cleanup and enjoy the rest of the mission. The fake Aquarions have
high HP and fairly powerful attacks, but they're not what I would call entirely
threatening. Apollo can do heinous damage to them thanks to his squad leader
skill and variety of high-power moves.

********************************************************************************
RAND ROUTE STAGE 28 INTERMISSION

Due to the fairly small amount of enemies last stage, you don't have as much
cash as you usually do. Still, no big deal. The Orguss folks will be an event
squad next mission, but if you're like me you had them in the same squad anyway.
You'll probably have to have someone go with an incomplete squad next mission,
thanks to your unit shortage. Aside from that, nothing of real interest at the
bazarr or anything.

********************************************************************************

---------------------
|RAND ROUTE STAGE 29|
---------------------

Allies:

Iron Gear
Freeden
Gekko Go
8 Squads
Xine (Elpis)

Allied reinforcements: Enemy squads reduced to five

Kei
-Mai
-Ria

Enemies:

Temora
-Temora
-Temora x8

Enemy reinforcements: Enemy squads reduced to five

Temora
-Temora
-Temora x3
Enemy reinforcements: All enemies shot down

Gouf Ignited (Yzak Joule)
-Pabi
-Pabi

Pabi
-Pabi
-Pabi x2

Fleece Zaku Phantom
-Zaku Warrior
-Zaku Warrior

Gana Zaku Warrior
-Zaku Warrior
-Zaku Warrior x3

Aishkik
-Aishkik
-Aishkik x4

Aishkik Commander Model (Henry/Robert)
-Aishkik
-Aishkik x2

Naikik Olson Model (Olson)
-Naikik
-Naikik

Naikik Atena Model (Atena)
-Naikik
-Naikik

Eman Battleship

SKill point: defeat all Eman enemies by the start of turn 4

THE MOON IS NOT OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Fallen Angel Feathers 2: Purchase the special item at the bazarr after the stage

Let's get one thing straight here- the skill point on this mission is quite
frankly insane. I really can't give you that much advice except that you need to
-rush-. Post movement TRI attacks and ALL attacks are your only hope- you'd best
spam them like they're going out of style. Fortunately for you, aside from the
skill point, this isn't a bad mission. The Temoras are very weak, though they
have some dodging ability.  You also have a new unit to play around with for a
little while- Xine's Elpis. It's not great, but it featured pretty heavily into
the previews. It has decently high armor, and Xine's high evade helps make up
for the low mobility. Your dodgy folks might suffer a bit here, because while
the Temoras aren't powerful, they're pretty darn accurate. The real kicker here
is that they're all in Wide formation, which hits squadmates and makes them more
resilient to your multi-man assaults. On the other hand, they are weaker to your
own Wide formations. Unfortunately, even with this bonus, those just aren't fast
enough if you're aiming for the Skill point.

When you reduce the starting squads to five, a few more pop up with a carrier in
tow. Great. Fortunately, Kei and the Glomer also pop out to help, and as we are
all aware, Kei can lay some serious group smackdown. The main point of concern
during turn 3 is the battleship. It's not exactly fearsome, but that 14000 HP is
not entirely welcome, either. Also, I may be mistaken, but I think Orguss gets
powered up a little in this mission. Awesome. To help with clearing out the
mothership, have someone who knows it cast Analyze. Mash's subpilot, Stoner (!?)
knows it as his third spirit command. I think it reduces the affected enemy's
defense by 10%, I'll have to check. Anyway, depending on your planning/placement
and luck, you can either finish without too much trouble, blow everything and
barely making it (Not reccomended, you still have stuff to do after taking out
the Eman), or not making it at all. Don't sweat it if you don't.

Things rapidly go to pot afterwards, though. The Zaft appear, lead by our old
friend Yzak Joule (and by old friend I mean "Jesus christ how many times did I
have to blow you up in J/W/Alpha 3 before you got the message"). Garrod informs
him that they're okay now, but Yzak doesn't seem to follow- he's been sent here
to arrest you. Apparently some of the bigwigs don't like the idea of an only
loosely affiliated branch of ZEUTH. To make matters worse, the Chiram attack as
well. Of course, they're no friend of the Zaft, either, so it looks like another
3 way brawl.

You probably haven't fought the ZAFT at all on Rand's route- they aren't a whole
lot different from the other mobile suits you've crossed swords with, though the
Zaku Phantom is tough for a grunt machine. Fortunately, there's only one. The
Zaku Warriors will probably trade some blows with the Chiram machines before you
get to them. Downing Yzak and Orson will cause their respective side to retreat,
so either save them for last or bring them down ASAP if you don't think you have
enough left to fight effectively. I will say this- Yzak looks a lot nicer than
he used to.

As for the Chiram, you've faced all these folks before, except Olson. He's more
or less the same as Atena, just a teensy bit more beefy. The Zaft are probably
nearer you at the moment, so take them out first. In the exchanges between the
Zaft and the Chiram, the Chiram will get the worst of it, interestingly enough.
The Zakus are pretty accurate. As an aside, when you shoot down Robert, he'll go
on a last ditch attack on the Glomer. The Blue haired guy pops out to stop him,
and they both eat it. Ack. I hope I was supposed to do that.

********************************************************************************
RAND ROUTE STAGE 29 INTERMISSION

For whatever reason, you're swimming in cash and blue stones right about now. I
guess the Chiram and Eman units gave some good cash. At the bazarr is an Eman
Pendant. Snag it, and maybe that Hyper Jammer. I don't usually advocate the
buying of parts from the bazarr (not that you shouldn't do it, I just don't go
out of my way to reccomend them), but the Hyper Jammer is an extremely good part
to have. It grants double image at 130 morale, which any unit can find useful.
For lulz, give it to the Iron Gear. Aside from that, use your massive amount of
money to upgrade away. The Nirvash, sadly, is not available next mission, due
to Eureka's depression. :(

********************************************************************************

---------------------
|RAND ROUTE STAGE 30|
---------------------

Allies:

Iron Gear
Freeden
Gekko Go
Glomer
8 Squads

Allied reinforcements: Chiram squads reduced to six

Archangel (Murrue Ramius)
Gundam Freedom (Kira Yamato)
-Murasame (Andrew Bartfeld)
-Esperanza (Enil)

Enemies:

Aishkik
-Aishkik
-Aishkik x6

Aiskik Commander Model
-Aishkik
-Aishkik x2

Naikik
-Aishkik
-Aishkik x2

Chiram Aircraft Carrier

ENEMY REINFORCEMENTS: Turn 3

Monsoon 20
-Monsoon 10
-Monsoon 10 x3

Gator
-Dotreis Neo
-Dotreis Neo x3

Galpaltei
-Hizack
-Hizack x2

Marasai
-Hizack
-HiZack

Ashimar
-Ashimar
-Ashimar x2

Nirvash type theEND (Anenome)
Battleship (Yuergens)

Skill point: Defeat all enemies by the start of turn 7

THE MOON IS NOT OUT (WE'RE IN A CAVE, DUMMIES)

As I said earlier, Eureka takes off with the Nirvash, and is unusable for now.
However, Holland's somewhat disconcerting obsession with her aside, we have some
bigger fish to fry, in the form of more Chiram harrasment. There's not much
special to this scenario right now, except that this is probably the first time
you've seen a Chiram Carrier and that the cave's unique topography might get in
your way. Advance towards your enemies and layeth the smack down. On turn 3, a
whole mess of new federation troops appear, with Anenome in tow. To make matters
worse, they're on the same side as the Chiram (probably due to that shady deal
between the Chiram head honcho and Jamitov). Don't worry about them too much and
keep at it with the Chiram. When you reduce their squads, you get some allied
reinforcements in the form of the Archangel and Kira Yamato with his freedom.
It's probably the strongest mobile suit you've seen so far, unless you want to
count the Double X's satellite cannon. The Archangel is also a pretty great
battleship, with powerful ALL attacks and laminate armor that makes beam attacks
much less potent. Kira has one incredibly damning flaw, though- he can't kill
anything. He will always leave an enemy at 10 HP if he would KO it otherwise.
TO actually kill stuff, switch to Enil or Bartfeld. Still, Kira makes a great
squad weakener to let others get kills. You should move the Archangel and co.
down gradually, blasting everything that comes in range. Continue to do so over
the course of the mission, and use the Archangel's MAP attack if you get the
chance. It's pretty gnarly.

Anenome, as you may remember, is pretty crazy. She's very hard to hit, but some
judicious use of Strike and defensive measures will see you through. Yuergens
and the Chiram carrier are pretty simple to take down- or they would be if that
Carrier didn't like to -run away from you-. Maybe it's because the Glomer was at
the back of the map. I don't really know. Anyway, this isn't a complicated or
entirely difficult map, but the enemies are spread out and Kira's refusal to
kill things can put a wet blanket on your plans. When the mission ends, even
more military LFOs appear. Renton finally finds Eureka, who... appears to be
melting. This is new. He manages to get melty-Eureka to the Nirvash, and then
activates the green drive thingy and activates the Seven Swell and blows some
crap up but good.

********************************************************************************
RAND STAGE 30 INTERMISSION

Well, nothing entirely new at the bazarr. Gunleon, Nirvash, and Holland's 606
are all event units, so rearrange as you will. Not much to say at this point,
except that for obvious reasons, Eureka is not available right now. You may want
to put a booster or two on Holland's 606.

********************************************************************************

---------------------
|RAND ROUTE STAGE 31|
---------------------

Allies:

Iron gear
Freeden
Gekko Go
Glomer
8 squads
Rand
Renton (Nirvash)
Holland

Allied reinforcements: One squad shot down

Asakim (Shurouga)

Allied reinforcements: Xine attacked/attacks

Levann (Chaos Leo)

Enemies:

Aishkik
-Aishkik
-Aishkik x6

Aishkik Commander Model
-Aishkik
-Aishkik x3

Naikik
-Aishkik
-Aishkik x2

Chiram Carrier

Enemy reinforcements: Winning condition achieved

Golnigus
-Golnigus
-Golnigus x10

Xine (Elpis)


Skill point: Defeat all enemies and achieve the winning condition by the end of
turn 3

THE MOON IS OUT

This is a pretty simple map. You start out pretty near your foes, and none of
them are particularly difficult to down. Holland should be ignoring battle, for
the most part. He needs to be boosting over to the chiram carrier. Don't shoot
it down! The guy that can heal Eureka is on board. That's why Holland needs to
hork him. Anyway, no biggie. Just cut a swathe of destruction and get Holland
over there. Asakim arrives after you shoot down one squad to help. Hey, the more
the merrier! Things get more interesting when you achieve the winning condition.

And by interesting I mean CURSE YOUR SUDDEN YET INEVITABLE BETRAYAL ASAKIM.
Setsuko dashes in, goes straight for Asakim, Mail's father blocks the shot,
Setsuko is surprised, Mail's father reveals that Mail is not actually alive in
the traditional sense, and then Asakim uses some funky Akashic Buster kinda
move and smacks rand around but good. And it wasn't Mail's father, it was SPY
ALL ALONG. Er, Xine all along. Setsuko knocks out Rand to stop the dimensional
rumblings and removes both Rand and Mail from the battle. Asakim retreats as
well, leaving Xine and like a crapton of Crows to deal with you. They're easy
enough, but the numbers are cause for concern. Try to trigger the events early
on turn 3, if you can. When Xine attacks, Levann shows up to help you. He's most
welcome, with his post movement all attack and high armor. Cast Drive and get to
work. Fortunately, now that you can launch of a counterattack, the Golnigus
should fall quickly. Xine herself isn't too bad, actually. By now, the DX's
double satellite cannon will have charged. Use it to great effect against her.

********************************************************************************
RAND ROUTE STAGE 31 INTERMISSION
Hoo! That was sure something. Rearrange your squads (AGAIN), upgrade, and move
on. Nothing new at the bazarr, nothing of real note elsewhere. Oh, well, that's
not quite true. Levann's joined you with his Chaos Leo! Feel free to put it in a
squad and upgrade away. The Nirvash is unavailable again, sadly.

********************************************************************************

---------------------
|RAND ROUTE STAGE 32|
---------------------

Allies:
Iron Gear
Freeden
Gekko Go
Glomer
8 Squads

Enemies:

Marasai
-Hizack
-Hizack x6

Gelzuge
-Dagger L
-Dagger L x4

Zamzaza
-Windam
-Windam x2

Golgolni
-Golgolni
-Golgolni x4

Xine (Elpis)

Aasakim (Shurouga)

Skill point: All enemies shot down, Asakim last, by the start of turn 5

THE MOON IS NOT OUT

Yeah. This skill point is pretty much ridiculous, even more so than 29's. You
need to split up your forces and sweep both sides of the map and meet up again
in the center- easy enough in theory, but there's a lot of ordinance on either
side. A quick note about the Gelzuges- they're basically the same as the Zamzaza
units, except land bound. That means they block up to 2000 damage, so use TRI
attacks to bypass this. Aside from that, there's nothing really new about the
battle except Asakim. On turn 3, or if you shoot down enough of the enemy, he'll
charge you and fire off a MAP attack. It doesn't do anything, but it draws Rand
and Gunleon out. He and Mail reconcile and go FULL POWA. This more or less works
out to Gunleon going totally nuts and sprouting demon wings reminiscent of the
true King of Braves. He blows away Asakim, but he regenerates (naturally) and
continues to hound you. No worries, though. The birds are annoying as they were
last mission, all in wide formation. Take them out as quickly as possible. Xine
is pretty weak, and you should have pretty high morale right now, so blast her
out of the sky. Asakim is more studly, and his Extreme skill jacks up his Hit
and Evade rates to a pretty gnarly level. Use caution, though he'll usually go
for Rand, who can take a hit fairly well if he defends. Surround him and Analyse
him, then go to town. Finish him off with The Heat Crusher and boggle at how it
looks.

Your Clear bonus is 80000 bucks, 300 BS, a Barrier Field, a Minovsky Craft, and
a Linear Sheet. Sweet!

********************************************************************************
RAND ROUTE STAGE 32 INTERMISSION

Well, you've got some more money and more blue stones. That's always good. As
are more parts. Spend and equip however you wish. Note that it's time for yet
another route split, this time inside of one. Devious. And spreading your forces
notably thin. After a spat with Holland, Renton runs off, tired of being abused.
You can either choose to look for him or stay. Going to look for him deals with
the Eureka Seven story, and a bit of the Big O. Staying will handle more King
Gainer and Xabungle silliness. I actually don't know the exact breakdown of
unit splits, but I believe that Jiron, Garrod, Kei and Gain will be unavailable
if you stay behind. When you choose your route, rearrange your squads as you
need to, and head out.

********************************************************************************

---------------------------------------
|RAND ROUTE STAGE 33 STAY BEHIND ROUTE|
---------------------------------------

Allies:

Iron Gear
Gekko Go
Glomer
Freeden
7 squads

Allied reinforcements: Graw shot down

Marin
Flick (Jura)

Enemies:

Mecha Demon
-Combat Jet
-Combat jet x4

Eyepatch Demon
-Combat Jet
-Combat Jet x2

Captain Patch
-Combat Jet
-Combat Jet

Mecha Fortress (Graw)

Enemy reinforcements: Graw shot down

Big Octo
-Algae
-Algae x3

Akudaigan
-Algae
-Algae x3

Skill point: Mecha fortress shot down by the start of turn 4

THE MOON IS NOT OUT

Well, the hundred demons have been pretty quiet lately, so I guess they're a bit
anxious for screen time. We catch them in the act of raiding a dome. Baldios is
still being serviced, so Marin isn't quite ready to deploy. This is pretty easy
stuff, at least compared to last time. While the hundred demon robos are a bit
on the tough side, they're only accompanied by combat jets, which are decidedly
easy to take down. Graw himself has a lot of HP, but not much else of note. It
can be a difficult task taking him down within the skill point time limit, but
note that you don't have to kill all the other enemies.

When you do so, the S1 forces appear to harass Marin. His old friend Flick shows
up with them, but actually joins your side in his unit. It isn't great, but it
isn't bad. The S1 units have high HP, but not much else going for them. The
Gaizock and Eldar enemies are tougher. However, two turns afterwards, a dirty
trick is played by the enemy commander, trapping the battlefield in a different
dimension. Flick turns on you, mostly because he has no choice but to do so or
die. You've got two turns to blast him. Do so immediately to unlock a very sad
song, and a new attack for Baldios. You also return to real world. And end the
scenario. That was honestly kind of disappointing. On the bright side, Grendizer
and Duke Freed have arrived to join you!

********************************************************************************
RAND ROUTE STAGE 33 STAY BEHIND ROUTE INTEREMISSION

Of greatest note is the arrival of Grendizer, which is beefy as hell. Definitely
put some cash in to it. On the Bazarr front, there's a Maxflute for sail, which
makes a great ride for one of the Gauli squad (who are good pilots stuck in
terrible machines). Sadly, Sara is stuck in her Panzer for the next mission-put
some parts on it to make it not suck. A difficult task, but not insurmountable.
The next stage is a bit chaotic... to make matters worse, all of your LFOs are
unavailable.

********************************************************************************

---------------------------------------
|RAND ROUTE STAY BEHIND ROUTE STAGE 34|
---------------------------------------

Allies:
Iron gear
Gekko Go
Freeden
8 squads
Gainer
-Sara

Enemies:

Prometheus
-Calico
-Calico x2

Galapagos
-Dagger
-Dagger x2

Toran
-Toran
-Toran x2

Aisanda x2

Dobeck
-Dogon
-Dogon x3 (Keginan/Enge/Jyapolee)

Dogon
-Dogon
-Dogon x4

Emperor Custom (Timp)

Planetea (Kashimar)
-Aind Golem
-Aind Golem

Dominator (cynthia)

Skill point: All enemies shot down by the start of turn 6, Cynthia last

Okay, first of all, the skill point is once again frickin' crazy. I wouldn't
even bother with this one if I were you. It. Is. Insane. Of note right now would
be the flying walker machines, which you haven't seen before. They're not too
bad, and they're easy to hit and dodge because they have a B in the Air thanks
to the Average breaker's inefficiency at flying. If you're after the skill point
I really can't help you much aside from this- precedence goes to bosses for a
couple reasons. One- they can tear you apart, especially Kashimar, what with his
Overskill. Two, you can get grunts on counter attacks. Anyway, it's probably in
your best interest to stick together so that one squad doesn't get converged
upon and gangbanged.

There are two approaches: Stay together in a defensive formation and wait for
the enemy to come to you, or rush out and take the fight to them. The first is
reccomended, but the second is pretty much mandatory if you want the skill point
because Timp refuses to move until about turn 4. Kashimar is as usual a beast,
and you can't really stop his overskill from activating. He'll once again go
right for Gainer and Sara. Fortunately, he's not in TRI formation, so you can
survive two assaults fairly easily if you support defend. The strategy remains
the same- get rid of his auto-alert with a weak attack or counter, then blast
him with your strongest moves. Mail will probably know Hotblood by now, which is
a very potent spell that doubles damage done. Use it if you wish to cripple our
fabulous friend Kashimar in one shot. The Dominator and Emperor Custom haven't
changed at all since last we saw them, and they go down the same. Just be aware
that Cynthia also guns for gainer. When you take her out, well, things kind of
hit the fan. Gainer leads her into the Agget fortress, and they inadvertently
awaken the Overdevil. Some Fallen angels appear, but seem much more interested
in the new foe than you. The overdevil promptly dispatches them in one go. on
the other side of the Agget, Gainer is trying to talk some sense into Cynthia,
who ignores him and gets him pretty bad in the side. The revelation that Gainer
is bleeding leads to Cynthia being very surprised, and she knocks it off. The
folks who went searching for renton appear with Roger and Enil, and everyone
gets the hell out of Dodge.

********************************************************************************
RAND ROUTE STAGE 34 STAY BEHIND ROUTE INTERMISSION

You have some new arrivals to play around with. The Big O you should be rather
intimate with, but the G Falcon is totally new and you've seen the Esperanza all
of once. The G Falcon inherits the upgrades made to the DX. If they're in the
same squad, Paula and Garrod can combine into a single, beefy unit that reduces
the Satellite Cannon's charge time by a turn. Groovy. Nothing new at the Bazarr,
so just rearrange your squads until they fit your liking and move on. Note that
Holland and the other LFO pilots, as well as the Gekko go, are still MIA.

********************************************************************************

---------------------------------------
|RAND ROUTE STAGE 35 STAY BEHIND ROUTE|
---------------------------------------

(note that I'm not sure if the route split ends at 34 or 35)

Allies:

Iron Gear
Freeden
Glomer
10 Squads
Gainer

Enemies:

Prometheus
-Dagger
-Dagger x2

Galapagos
-Calico
-Calico x2

Toran-
-Toran
-Toran x3 (one of which contains a new Xabungle enemy, Greta)

Dobeck (Enge/Jyapolee)
-Dogon
-Dogon

Max Flute (Keginan)
-Dogon
-Dogon

Planetea (Kashimar)
-Aind Golem
-Aind Golem

Buffalo (Hora)

Brocolli (Timp)
-Gapamendo
-Gapamendo

Dominator (Cynthia)

Enemy reinforcements: Gainer attacks/attacked by Overdevil/Cynthia

Gelbeam x4
Jyapalpa x4
Grave Gelbeam x2

Overdevil

Skill point: Shoot down all enemies, Overdevil last, by the start of turn 7

THE MOON IS OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Xabungle Unit 2: Make sure to shoot down Timp's Broccoli. Then purchase the
special item in the bazarr after the stage.

Hooo boy. Well, the good news first- Kashimar starts out near you and can be
taken out before his overskill kicks in pretty easily. The bad news... well,
everything else, really. Lots of named characters to fight, very few normal
grunts to build morale off of, they're spread out, and there's this Overdevil
problem in the middle of the map. Gack. To make matters worse, Timp's new Walker
Machine is almost as scary as the dominator, despite the ridiculous name. It
exchanges quite a bit of mobility, armor, and a wee bit of HP for Timp's awesome
stats and a post movement ALL attack. Yoiks. Well, at least you don't have to
deal with him yet. First order of business- take out those goddamn Siberian Rail
way idiots again, then blast away at Kashimar. Once this is done, move Gainer up
in range of either Cynthia or the Overdevil with Focus activated. This will
trigger a whole bunch of fallen angels to appear. This is good for you, being a
neutral faction, and they'll pretty much throw themselves at the overdevil. They
won't do any lasting damage, mind you, but the distraction is welcome.

From hereonin, the mission becomes pretty much a mess. Give the overdevil a very
wide birth- it's overskill debuffs any enemy that comes in range, and even worse
a rather gnarly map blast awaits any foolish enough to get in range of it. As an
aside, the Big O learns two attacks when the Fallen Angels arrive- O Thunder and
the Plasma Gimmick Map attack. Sort of a consolation prize. To be honest, I kind
of hung out at the edge of the Overdevil's range and sniped at what I could from
across the map until he started moving towards me, then I blasted it. I didn't
get the skill point, nor did I shoot down Timp, or quite a few Fallen Angels,
but at that point I was tired of the mission. If you do want to take out all of
them, sneak around the Overdevil and join the fray on the right. Beware, when
the Overdevil reaches 130 morale, his overskill activates. This basically means
anyone in a 5 square radius will suffer some serious debuffs to mobility, damage
accuracy and armor. Be very careful.

********************************************************************************
RAND ROUTE STAY BEHIND ROUTE STAGE 35 INTERMISSION

Phaaw. Well, at least the LFOs are back and you've got a pretty good force going
now. You can deploy 11 squads, so organize that. Upgrade, buy anything at the
kind of static bazarr, and get ready for a pretty big battle. Uoho.

********************************************************************************

---------------------
|RAND ROUTE STAGE 36|
---------------------

Allies:
Iron Gear
Freeden
Gekko Go
Glomer
Archangel
11 Squads
Kira (Gundam Freedom)

Enemies:

Gyabaran
-Gyabaran
-Gyabaran x2

Marasai
-Hizack
-Hizack x4

Gelzuge
-Dagger L
-Dagger L x3

Ashimar
-Ashimar
-Ashimar x2

Zamzaza
-Windam
-Windam x2

Galda Carrier x3 (one contains Bask Ohm)

Sting (Chaos Gundam)
-Windam
-Windam

Neo (Windam)
-Windam
-Windam

Destroy Gundam (Stella)

Allied? reinforcements:

Minerva
Impulse Gundam (Shin)
Saviour Gundam (Athrun)
-Rey
-Lunamaria
Zeta Gundam (Camille)
-AMuro (RE-GZ)
-Quattro
Mazinger Z (Kouji)
Great Mazinger (Tetsuya)
Zambot 3 (Kappei)

Skill point: Shoot down all enemies, Stella last, by the start of turn 7

THE MOON IS OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Fallen Angel Feathers 3: Purchase the special item on sale after the stage.

Eek. Lots of enemies, lots of stuff going on. As you move up and kill things,
try to do so in a hurry. Split off into two groups on turn 2 to take care of the
lefthand enemies. Kira should probably go with them, due to HI-MAT's beam
properties and post movement ALL attackness. Pretty standard Feddy enemies, to
be honest. However, things get a little bit more interesting when Neo attacks
one of your squads (Which will probably happen on turn 2 or 3). Some of your
ZAFT ZEUTH comrades appear to help! However... all is not well. Due to general
lack of communication, government manipulation, and false information, the two
teams are not on the best of terms at the moment. They're basically NPCs- they
are on your side, but they're not controllable. Don't worry if they get shot
down- Shin probably will, because he's kind of an idiot. He'll regenerate to max
if he does, though, and will remain more or less unkillable for the rest of the
map.

Neo should be brought down ASAP to get Stella's tantrum out of the way- she'll
cast Hot Blood, but she'll probably aim at Shin, wasting it. Just, uh, stay back
from the MAP range. Or things could get icky. You'll need to eat it at least
once, but doing so while she's all powered up is a bad idea. You need to take
down Sting and Neo as quickly as possible- Sting is a giant pain in the ass,
having both great stats, high HP, and phase shift armor to top off the deal. Use
your strongest ALL moves to blow him away, though save Rand's Hotblood for the
Destroy. Now, you have a choice to make. Go for the skill point and deal with
those carriers in the back, or just go for Stella. Going for the carriers means
that you need to -dash- up there and hit them with just about everything you
have. It's very tough, but doable. A well placed Satellite cannon MAP can save
you quite a bit of work, but I used both of mine on Sting and Stella. Stella
herself is not too hard- her barrier is annoying and blocks quite a bit of your
damage, but her unit is entirely EN based except for the MAP, so she can be
drained pretty easily. When you do finish her off... Kira slices her up. Bad.
And she dies. Shin... is upset. So is Kira. Heck, everyone is. Things end on a
kind of forboding note: if either side of ZEUTH has to go against eachother on
the battlefield, the ZAFTly guys won't hesitate to shoot our freebooting behinds
down.

********************************************************************************
RAND ROUTE STAGE 36 INTERMISSION

You can buy Enil's Jenice custom at the bazarr, which is a good unit for her, so
do so. There's also a Chiram Bike to buy. Anyway, your squads should be good to
go for now, barring Kira's need to be included, so upgrade, equip and move on.

********************************************************************************

---------------------
|RAND ROUTE STAGE 37|
---------------------

Allies:

Iron Gear
Freeden
Gekko Go
Glomer
Archangel
11 Squads

Enemies:

Monsoon 20
-Monsoon 20
-Monsoon 20 x4

Windam
-Windam
-Windam x2

Zamzaza
-Windam
-Windam

Gabusrei
-Gabusrei
-Gabusrei x2

Gyabran (Yazan)
-Gyabran (Dankel)
-Gyabran (Ramses)

Gundam Virsago (Shagia)
Gundam Ashtaron (Olba)

Skill point: Defeat both Shagia and Olba by the start of turn 4. They retreat at
8000 HP.

THE MOON IS NOT OUT

Well, this is actually pretty simple. In fact, I hardly need to write a guide
for this. Run up and wreck stuff, putting emphasis on your high damage dealers.
When Yazan and his lackies run up, wreck them too. The new Gabusreis are a bit
tougher than the other mobile suits/armors and LFOs on the map, but they too
shall fall. Taking out the Frost brothers is pretty simple at this point. For
one, use Hot Blood and The Heat Crusher from Rand. For the other, Shine Spark
and a support attack should do it. Simple, simple. This is just a warm up for
next mission, though... Just for clarification, the mission doesn't end when you
wipe out the Frost brothers. All in all, a very laid back scenario in terms of
gameplay.

********************************************************************************
RAND ROUTE STAGE 37 INTERMISSION

Well, no bazarr. Upgrade, equip, and stuff, then mentally prepare yourself for a
uniquely challenging mission. Kira's an event unit, so if you put him in a squad
be sure to fill his place.

********************************************************************************

---------------------
|RAND ROUTE STAGE 38|
---------------------

Allies:

Iron Gear
Freeden
Gekko Go
Glomer
Archangel
11 squads
Kira

Enemies:

King Beal
Argama
Minerva

Turn A Gundam (Loran)
-Kapool (Sochie)
-Kapool (Meichie)

Borjanon (Gavan)
-Borjanon (Joseph)

Saviour Gundam (Athrun)
-Blaze Zaku Phantom (Rey)
-Gana Zaku Warrior (Lunamaria)

Hyaku Shiki (Quattro)
-Rick Dias (Apolee)
-Rick Dias (Robert)

RE GZ (Amuro)
-Super Gundam (Emma)
-Nemo (Katz)

Zeta Gundam (Kamille)
-Methuss (Fa)

Mazinger Z (Kouji)
-Drill Spacer (Maria)

Great Mazinger (Tetsuya)

Venus Ace (Jun)
-Dianna Ace (Sayaka)
-Boss Borot (Boss)

Zambot 3 (Kappei)

God Gravion (Touga)

Godsigam (Toshiya)

Impulse Gundam (Shinn)

Skill point: Achieve winning condition by the start of turn 5

THE MOON IS NOT OUT

OOHHH, THIS IS BAD

Okay, here's the breakdown. Kira and Shinn get to have their little duel over in
the corner as your two forces go down on one another. Now, trashing as many of
your dudes as possible for profit is indeed profitable, but it can be difficult
and, well, they're your friends! I suppose I would be remiss in my duties if I
didn't at least try, so here goes. Anyway, on each enemy phase, a few "Real"
Squad leaders will cast focus, and a few "Super" squad leaders will cast Strike.
It's gnarly. Counter with spells of your own when you converge on turn 2/3. If
you want to get the mission over with, Kira should blast away at Shinn over in
the corner. Use Focus and sense to protect yourself. This is a simple, SC filled
star studded slugfest. Take out what you can, and finish off Shin on Turn 4. Or
the Minerva, if that's easier.

********************************************************************************
RAND ROUTE STAGE 38 INTERMISSION

Well, that was interesting. Since there were so few enemies, the ones you shot
down generally give more cash than usual. And Kei's buddy Orson has joined in
the brand spankin' new Orguss II! He has a combo attack with Kei, even. And he
comes with 3 upgrades to everything. Fun stuff. Anyway, Renton and Eureka are
an event squad, so compensate for that with whatever and get a move on. Nothing
new at the bazarr except a surprisingly cheap barrier field.

********************************************************************************

---------------------
|RAND ROUTE STAGE 39|
---------------------

Allies:
Iron Gear
Gekko Go
Freeden
Glomer
11 squads

Allied reinforcements: Anenome Shot down/Turn 4

Nirvash spec2 (Renton)

Enemies:

Monsoon 20
-Monsoon 10
-Monsoon 10 x8

VC-10
-VC-10
-VC-10 X4

Battleship x3 (One contains Yuergens)


Nirvash type theEND (Anenome)

Enemy reinforcements:

Spore Coralian
-Spore Coralian
-Spore Coralian x8

Nematode Coralian
-Nematode Coralian
-Nematode Coralian x6

Mollusk Coralian
-Mollusk Coralian
-Mollusk Coralian x4


Skill point: Shoot down all enemies within 3 turns of the Arrival of Coralians

THE MOON IS NOT OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Hero's Mark 4: Vist the bazarr after the scenario- you'll receive the item for
free.

Well, a few things to note. There's some new LFOs here- the big-footed VC-10s
are tougher than the their surfing brethren, and a bit more firewpower.Anenome's
theEND has been powered up quite a bit, and has a new attack that can immobilize
you if it hits. You really want to take her out of the battle quickly. However,
doing so will trigger the next part of the battle and cause all enemies to turn
tail and run. So it may be in your best interest to leave her alive until turn 3
and focus on bashing down the feddies. The next part will trigger on turn 4,
regardless of your actions, so take her down on 3. When you do, she drags the
Gekko Go off a good distance and does her "MELT THEIR BRAINS" shtick on it. But,
Hayato Kobayashi, of all people, appears in all his pudgy glory to give Renton
the okay to sortie in the newly beefed up Nirvash Spec 2. He does so in a most
spectacular manner. Unfortunately... well, the Rainbow Space Terrible Monster
Crowd have arrived.

And by that I mean the Coralians. Now, they're kind of interesting. They have
almost -nothing- in the way of armor, meaning even the big buys will go down in
a couple of hits, and they can't dodge very well, but by the gods are these guys
accurate. They pack a mean punch too. Be careful with your reals. I've found
that tough supers like Grendizer, Baldios and Gunleon do the best here. Sadly,
no matter how beefy you are, the the ALL attacks of the Mollusk Coralians will
hurt. On the bright side, Renton's seven swell MAP attack can seriously cause
some mass destruction. Use it if things get hairy, or you don't mind that one
unit is hogging all the kills. You should be able to clean up in three turns
without too much bother, but beware- don't underestimate your enemies.

********************************************************************************
RAND ROUTE STAGE 39 INTERMISSION

The Bazarr is still more or less the same, and you're probably low on blue stone
capital right about now. Still, the Coralians are fairly profitable enemies in
terms of normal money, so upgrade away. Note that your two teams will join up
once again after this mission, so saving some money to facilitate mass upgrades
then might not be a bad idea. Mentally prepare yourself once more, not for any
thing truly unique, just... busy.

********************************************************************************

---------------------
|RAND ROUTE STAGE 40|
---------------------

Allies:

Gekko Go
Iron gear
Freeden
Glomer
11 Squads

Enemies:

Aishkik Commander
-Aishkik
-Aishkik x3

Aishkik Commander II (Robert)
-Aishkik Commander
-Aishkik Commander

Ashimar
-Ashimar
-Ashimar x3

Gabusrei
-Gabusrei
-Gabusrei x2

Battleship x2

Garuda Carrier

Enemy reinforcements: Ally phase turn 2

Glebeam x4
Jyapalpa x4
Grave Gelbeam
Gelbeam Shirurukupera (WTF?!) (Touma)

Mecha Demon
-Combat Jet
-Combat jet x4

Steel Demon Robo
-Mecha Demon
-Mecha Demon x3

Sword Demon Robo
-Mecha Demon
-Mecha Demon x2

Captain Patch
-Eyepatch Demon
-Eyepatch Demon

Mecha Fortress (Hidler)

Enemy reinforcements: Touma attacks/Is attacked

Vegan Battle Beast Graw Graw
-Golgol
-Golgol x2

Jyerograsu
-Guraken
-Guraken x2

Akudaigan
-Big Octo
-Big Octo x2

Dangaln
-Domira
-Domira x2

Bandock (Butcher)
Altron Space Carrier (Afrotea)
Edlar Battleship (Teral)

Golgolni
-Golgolni
-Golgolni x8

Xine (Elpis)


Skill point: Touma shot down by the start of turn 7

THE MOON IS OUT

Now, believe me, I'm going to do my best here, but this scenario will teach you
the meaning of the word "clusterfuck". My enemy count may be inaccurate. Please
forgive any errors. Any, of particular note is Talho's stylin' new "I'm gonna be
a mom" look and the addition of Moon Doggy as a subpilot for the Gekko Go. He
has what can only be described as an insanely cheap Yell spell, making it easy
to get the Gekko Go to high morale. Sadly, it doesn't exactly have any attacks
that require high morale, but it's handy anyway. ANYWAY. For now, just move up
and stick together. Don't rush or anything. On turn 2...

Oi oi. What a mess. Well, for one, the Fallen Angels are the neutral faction-the
hundred demons apparently will ignore the New Federation troops in favor of you
and them. Your best bet, then, is to go after the demons and feddies. They go
down easier, of course, and if you let them they'll suicide into Toma's Cherubim
soldiers. Speaking of Toma, he's a nasty one. Make sure that Aquarion is in his
range at all times- he'll go after Apollo and his friends exclusively. This is
good for you, because Toma's sword attack has a nasty status effect- which the
Aquarion is immune to. However, it's not that easy- Toma has double movement,
which means two actions in a turn. Damn cheater. Speaking of which, when he does
attack, a whole mess of alien alliance enemies appear. And some crows and Xine
to the north. See what I mean?  There are enemies absolutely everywhere. The
only real upside to this is that they're not -all- trying to kill you. Stay calm
and just blow everything up that you can. This isn't a complicated task, but the
enemy phase takes forever and there's a lot of wasted of kills being made by the
enemies. When the time comes on turn 6, Apollo can do some pretty righteous
damage to Toma with Hotblood and Mugen Cross/3D attack. By now your Satellite
Cannons should be charged. Unleash them in either map or single form to put the
hurt on the enemies. Personally, I left most the named enemies alone. They may
give out more parts, but I find it generally more profitable to trash as many
grunts as possible for truly silly amounts of cash. Take out Toma when you're
ready for yet more trippy events.

Oh, and you get a clear bonus of 200000 bucks. Like we needed moooore.

********************************************************************************
RAND ROUTE STAGE 40 INTERMISSION (from now on, both Setsuko and Rand have the
same scenarios)

Well, by golly, everyone is back together again. Get to work reequipping,
reorganizing, and upgrading. Most units you should be familiar with, but there
are quite a few things to note. One: Godsigma has a new finisher, Great Mazinger
has regained use of the truly mighty great booster, Daitarn 3(!!!) has joined
you, very beefy unit, definitely worth using.

The Gundam MK II can now become the Super Gundam, a great support unit, Kamille
has upgraded to the Zeta Gundam as you saw before, another great unit which will
only get stronger as we go on, the Hyaku shiki now has the Mega Bazooka launcher
which gives it some genuine staying power, Reccoa has been replaced by Fa in the
methuss (if you even care), Amuro is in the surprisingly good Re-Gz for now. The
Turn A has been all around powered up and has gained a cool new ALL attack, the
Impulse retains the +5 sword of Kira Killing, and God Gravion has ditched the
whole "3 turn combination limit bitches" thing. Sweet. Anyway, you've got the
grand total of 16 squads to deploy next mission. To be honest, I actually sort
of reset my squads to incoporate everyone I needed. Also, I forgot to mention-
Gravion is short two pilots. No big thing, really. When you're finally ready,
get going. Deploy both Kei and Orson in some fashion.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 26|
------------------------

Allies:

King Beal
Argama
Minerva
8 squads

Allied reinforcements: Enemy squads reduced below 6?

Shinn
Camille

Enemies:

Marasai
-Hizack
-Hizack x4

Dagger L
-Dagger L
-Dagger L x4

Zamzaza
-Windam
-Windam x2

Ashimar (bran)
-Ashimar
-Ashimar

Ben (Garuda)

Abyss Gundam (Aul)
-Dagger L
-Dagger L

Chaos Gundam (Sting)
-Windam
-Windam

Windam (Neo)
-Windam
-Windam

Enemy reinforcements: enemy squads reduced below 6?

Gaia Gundam (Stella)
-Dagger L
-Dagger L

Gaplant (Rosamia)
-Dagger L
-Dagger L

Skill point: Shoot down Psycho Gundam by the start of turn 7

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Stella: Shin fights with Stella +1
Four: Camille fights with Four +1
Camille shoots down Four +1

The enemies start out deceptively far away from you, due to the fact that only a
few of them can fly and there's a sizable water gap. There's also a distinct
lack of units that can fly right about now, unless you arranged your squads
meticulously to allow for flight. Which isn't a bad idea, I guess. Anyway, the
enemies here are nothing new, though of note are the grunt Zamzazas. They're not
as tough as the one you might have faced on the South American route, but their
pilots are extended- meaning that they have much better hit rates on your units
than they really should. Exercise caution- they retain the Reflector barrier,
which makes Center formation pretty much useless, so go for TRI Attacks in stead
to isolate them. If they really give you trouble, consider putting a squad under
the waves for a bit. While you'll probably suffer a hit to your hit/evade, the
enemy beam attacks will be less mighty while in the briny.

As you near the end of the enemies, Four, Stella, and Rosamia will arrive. Four
in the Psycho Gundam, which is... bad news for you. That thing is beefy. Waste
no time in getting over there- given the water, this can be a difficult task, so
try to trigger reinforcements early. Fortunately, Shinn and Camille are now in
the fight. If you want to recruit them later, you should do the following things
with Four and Stella. Fight Stella with Shinn, fight Four with Camille, and blow
up the Psycho Gundam. To be on the safe side, you may want to go ahead and do
Stella in with Shinn, but my sources lead me to believe that only a fight is
necessary. Anyway, use your battleships to the utmost in this map- they can be
some of your strongest attackers, especially with the Minerva and Argama's beam
based weaponry and the foes with phase shift armor. If it gets down to the wire,
you may just want to ignore Neo and Rosamia. The other units will probably fall
as a matter of course. God Gravion is a real asset here- the minute the Psycho
arrives, combine and start hitting it with your strongest moves. When Four goes
down, Touga moves to finish her off (THE BASTARD I WAS STARTING TO LIKE YOU AND
YOUR DELICIOUS MAID CROSSDRESSING), but Eiji interferes with his aim and Four
manages an escape.

********************************************************************************
Setsuko Route stage 26 intermission

If you fulfilled the requirements for it, the Dijeh is delivered to you for your
use. Fun stuff. It makes a good squadmate with a powerful TRI attack. It's quite
a bit better than a Rick Dias or Nemo, at any rate. Anyway, check out the bazarr
if you want (admittedly on Setsuko's route, you're kind of short on Blue Stones)
and do your upgrading. Make sure your event units are well equipped. Get ready
for one heckuva annoying mission. Bring plenty of healers.

********************************************************************************

------------------
|SETSUKO STAGE 27|
------------------

Allies:

Minerva
Argama
King Beal
8 Squads
Touga
Loran
-Harry Ord (SUMO)

Allied reinforcements: All enemies shot down

Shinn

Enemies:

Galpaltei Beta
-Hizack
-Hizack x4

Monsoon 20
-Monsoon 10
-Monsoon 10 x3

Gator
-Dotreis Neo
-Dotreis Neo x3

Gelzuge
-Dagger L
-Dagger L x3

Enemy reinforcements: All enemies shot down

Gelzuge x6

Enemy reinforcements: All enemies shot down

Tekril
-Soldier Zeravia
-Soldier Zeravia x2

Jyuetal
-Soldier Zeravia
-Soldier Zeravia x4

Skill point: Shoot down all enemies by the start of turn 5

The thing you'll probably notice first would be the bigass cannon at the east
edge of the map. Shame on you, because the first thing you -should- notice is
MOTHERFUCKING HARRY ORD, who is in Loran's squad. Other things of note would be
that the Turn A has been powered up and can now fly, and the three new enemy
mobile armors near the Lohengrin Gate. Speaking of that, a few random squads
will suffer half HP loss every turn that thing is active, so... well, hurry it
up. This isn't complicated or anything, but try to save some of your better TRI
attacks for the Gelzuge trio to pierce their barriers more easily. Speed is once
again the name of the game.

When all enemies go down, it's not Shinn, but none other than Yasaba and Coren
that disable the Lohengrin Gate. In a most badass manner. Shinn follows them up
and puts paid to it but good. Still you've got six more of those Gelzuges to
deal with it, so get to it. Not really hard at this point, especially since the
cannon isn't sniping you. After they go down, Shinn starts blowing things up
willynilly, but Loran and Harry manage to dissuade him from that sort of thing.
This leads to more contention between Eiji and Touga, and Gravion still can't
combine. This is bad news, because a few Zeravia arrive. No big deal, though.
Mop them up. The Jyuetals are a new model, but entirely unworthy of note. Finish
up this last wave to end the map. Woo.

********************************************************************************
Setsuko Route Stage 27 Intermission

Not much to say here. Yet more event squads to work around, Grankaiser is still
unable to become Gravion. You can deploy nine squads, but good luck finding
enough pilots to fill all 9.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 28|
------------------------

Allies:

King Beal
Minerva
Argama
9 Squads
Toshiya

Allied reinforcements: A kraken attacked

Touga (Grankaiser)

Enemies:

UFObeast Golgol
-Midifo
-Midifo x4

Kumoganira
-Domira
-Domira x4

UFObeast GrawGraw
-Midifo
-Midifo

Kraken x5

Enemy reinforcements: A Kraken attacked

Guraken
-Halbea
-Halbea x4

Jyrogiras
-Halbea
-Halbea x2

Eldar Battleship (Teral)

Enemy reinforcements: All Krakens downed/Teral shot down

Jyuetal
-Soldier Zeravia
-Soldier Zeravia x4

Tekril
-Soldier Zeravia
-Soldier Zeravia x2

Hyudoel

Skill point: Destroy all Krakens by the start of turn 5

This mission is a bit strange. First off, you're going to want to ignore the
enemy forces to the east and head straight south. Feel free to counter on the
enemy phase, but you want to be near the center of the city around turn 3. At
the beginning of turn 3, have one unit attack a Kraken- this will cause them to
reposition themselves and start running east towards the edge of the map. You
need to intercept them for the skill point. Note that when you shoot them all
down, all other enemies on the map will retreat. To that end, take down as much
of the enemy as possible. When you do take down the rest of the Krakens, or turn
5 rolls around, or you shoot down Teral, or whatever, Teral will shoot down all
of the Vegan and Gaizock units for you and retreat, leaving the Godsigma team
with mixed feelings about their Eldar foes being actually kind of okay guys.

Note that in the interim Touga will arrive in the Grankaiser to help. It still
can't combine, and it can't even use the Gran Diva Assault attack. Consternation
rules the day.

No time to ponder, sadly, as some Zeravia arrive. And they definitely aren't
kind of okay guys. A new face is leading them- a much stronger model than what
has been faced previously. It has a -lot- of HP, even more than the monstrous
psycho Gundam. It's got a barrier field, as well, but on the bright side, you'll
snag the part when you shoot him down. But that's for later- focus on blowing up
the small fry for fun and profit. On turn 2, the GranKnights will finally manage
to get it together and form Gravion again. They even unlock the true finisher,
which is pretty sweet. Because it involves Sandman. Yeeaah Sandman. Anyway, the
enemy will regenerate (so as not to rob you of a bossfight, I guess), but just
ignore it until you're done with the grunts. The HP regen makes potshots much
less effective than usual. Take it down with a concentrated attack to earn a
much appreciated Barrier Field and end the stage.

Note that not only does Gravion have a new finishing move... it no longer has a
time limit! You can sortie as is without any of that silliness! Three cheers for
Sandman!

********************************************************************************
Setsuko Route stage 28 Intermission:

Well, that's cool. As stated earlier, Gravion is now combine-trouble free. It
more or less depends on how heavily upgraded it is, but in my case, I decided
to put Gravion in the 9th squad by his lonesome. Anyway, Setsuko and Camille are
together for the next mission, so equip them well. A screw module or, even more
helpful, a minovksy craft wouldn't go amiss on either unit. Both is preferable.
Aside from that, just do your normal stuff (don't forget to equip that barrier
field on a battleship or a tanker), and move on.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 29|
------------------------

Allies:

King Beal
Argama
Minerva
9 Squads
Camille
-Setsuko

Allied reinforcements:

Enemies:

Marasai
-Marasai
-Marasai x3

Gelzuge
-Windam
-Windam x2

Zamzaza
-Windam
-Windam

Chaos Gundam (Sting)
-Windam
-Windam

Abyss Gundam (Aul)
-Dagger L
-Dagger L

Gaia Gundam (Stella)
-Dagger L
-Dagger L

Psycho Gundam (four)

Gaplant (Rosamia)
-Ashimar
-Ashimar

Windam (Neo)
-Windam
-Windam

Ashimar (Bran)
-Ashimar
-Ashimar

Garuda (Ben)

Enemy reinforcements: Battle encounter with Named character/ Turn 2

Murasame (one contains Baba)
-Murasame
-Murasame x8

Enemy reinforcements: Battle encounter with named character/Turn 3

Archangel (Murrue)
Freedom Gundam (Kira)
Murasame (Bartfeld)

Enemy reinforcements: Winning condition met

Mahiro
-Mahiro
-Mahiro x5 (one contains Swesson)

Wadom x5

Enemy reinforcements: one turn after

Elpis (Xine)

Golnigus
-Golnigus
-Golnigus x2

Skill point: Neo, Rosamia, and Bran shot down by the start of turn 6

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Stella: Shinn shoots down Stella +1
Four: Camille shoots down Four +1

This one... gets a bit messy. It doesn't look like it at first, though- it's
almost like a more straightfoward retread of 26. Treat it in the same way. Sadly
things fast spiral out of control- an Orb contigent of Murasames arrive to gank
you, either on turn 2 or when a named Phantom Pain character is attacked or more
than likely attacks you. These guys are much more dangerous than they look, for
the simple reason they're in a very good posisition to crash into the rear of
your force and start spamming TRI attacks at you. To alleviate this threat, try
to focus not on mass destruction at first, but taking out one member of the
squad so that Tris become impossible. Next turn, or when your next named battle
encounter occurs, the crew of the Archangel arrives. Talia readies the Talhoizer
but Kira disables it, the crumb. You can't use it for the duration of the battle
which is rather unpleasant. Anyway, here's the deal- just ignore Kira and his
friends. Kira will prove more helpful than a hindrance in this battle- he'll gun
straight for Neo and pretty much manhandle him. Bartfeld... kind of just hangs
out and heads south for some reason. Murrue will take potshots at your capital
ships, but it's nothing you can't handle.

For the skill point, use this as a guide. On turn 2, move up while bashing the
Murasames for morale. Your faster units should start engaging the Phantom Pain
gundams and Four's Pyscho Gundam. Turn 3 should mainly be firing away at the
enemy gundams, taking out a few if possible. Try to have Four weakened by a good
margin by the end of the turn. Turn 4 is basically gundam cleanup- if you're
looking to recruit them, take Stella with Shinn and Four with Camille. Start
working on Rosamia and Bran, and maybe start taking potshots at the Garuda and
Neo. Neo practically takes care of himself as he fights Kira. Turn 5- blow up
all that you can, finish off Rosamia, Bran, and Neo. It can be a tight squeeze,
but it's definitely doable.

When you achieve the winning condition, things go sour. The Archangel tries to
make good its escape- Heine isn't having it. He pops out in his badass orange
GOUF and gives chase. Setsuko follows him to the island- sadly, they're no match
for Plot-armor Man. Before anything can further develop, an orbital bombardment
from the Ginganam faction provides a handy moment for the ARchangel to escape-
Heine kind of gets fried. This is superlame. I liked him, even if his hair kind
of scared me. Swesson and his Mahiro squad arrives with some WaDOMs to round out
the deal. It's probably been a while since you've fought the Moonrace. The new
Mahiro model... is not to be taken lightly. They pack a disconcerting amount of
firepower for a mobile suit, and they can use all moves except the TRI attack
after moving. The damage can add up when they're in center formation. In this
particular case, Swesson's leadership aura and good stats cause some problems as
well.

They'll probably gun for Camille and Setsuko on the island, first. This is why
you should have equipped them with Minovksy crafts- they should get off that
island posthaste and rejoin your main force, so you can take on the enemy in a
concerted effort. The WaDOMs, at this point, aren't exactly difficult to defeat.
While they were menacing at the beginning of the game, experience with high HP
Gaizock and Fallen Angel Enemies should have made you used to stronger enemies.
They don't even have squads to back them up.

One turn after the arrival of the moonrace, it becomes apparent as to why I
reccomend retreating Setsuko and Camille- Asakim phones in to take time out of
his busy day to demoralize Setsuko and send in Xine and her Elpis, along with a
couple of crows- now revealed to be Golnigus types (Not that this tells us an
awful lot). They're... really not much of a threat. The birds are surprisingly
tough and accurate, but they're so few at the moment it's hardly worth noting.
Xine has little HP and armor. Take her out, and Setsuko will pursue her as she
retreats. In her state, Xine easily outmaneuvers her- but... Toby of all people
shows up in a Windam and makes her retreat. He doesn't stick around, sadly, but
goes off in pursuit. I thought he was dead? Maybe? Man, I don't even know any
more.

To end the stage *coughackwheeze*, just take out Swesson. He's more of a grunt-
class boss, which are ironically sometimes more dangerous than out and out boss
units, because he's inconspicuous and has a huge leadership aura.

********************************************************************************
Setsuko Route stage 29 Intermission

Well, take a breather, first off. Then head straight for the bazarr! There's an
ultra-cheap FAITH badge for sale. Definitely grab it. Aside from that, your
squads are once again in disarray, so compensate. Athrun's Savior is out on its
own for next mission. Be aware.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 30|
------------------------

Allies:

King Beal
8 squads
Athrun
Shinn
-Rey
-Lunamaria

Allied reinforcements:

Enemies:

Windam
-Windam
-Windam x3

Murasame
-Murasame
-Murasame x4

Gelzuge
-Dagger L
-Dagger L x3

Zamzaza
-Dagger L
-Dagger L

Ashimar
-Ashimar
-Ashimar x2

Pyscho Gundam (Four)

Chaos Gundam (Sting)

Abyss Gundam (Aul)

Gaia Gundam (Stella)

Windam (Neo)
-Windam
-Windam

Enemy reinforcements: All enemies shot down

Murasame (one contains Baba)
-Murasame
-Murasame x8

Garuda (Ben)

Enemy reinforcements: Baba attacked/attacks/one turn after

Archangel (Murrue)
Freedom Gundam (kira)
Murasame (Bartfeld)

Skill point: Psycho Gundam shot down by the start of turn 6

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Four: Camille shoots down Four +1
Stella: Four shot down while Stella is still on the field +1
Shinn shoots down Stella +1

Well, this is a bit different. It's somewhat reminscent of the Junius Seven drop
at the beginning of the game before Break the World happened. You're probably
going to want to just stay put and let the enemy come to you. Stay out of Four's
range, so she comes to you as well and doesn't snipe you in uncomfortable ways.
The grunt units will be more interested in escaping than attacking you- thus,
for the first few turns, your main concern will be the dispatching of these guys
so they don't get through. On turn 3, send up a few units to start working away
at Four's ever-beefy psycho while most of your other squads should clean up any
enemies with escape on their minds. The mobile armors seem more intent on your
destruction than escaping. Show them the error of your ways.

Anyway, take out Four with Camille (again) to continue her recruitment process.
Do so before taking out any of the Extended trio (especially Stella) for a sweet
scene where Four finds the courage to go with Camille. She retreats from the
battlefield with a smile. Now, back to business. If you're also trying to get
Stella on your side, work on her next and take her out with Shinn. The secret is
point-based- you'll earn an extra point towards getting her if Four is dealt
with before Stella. Anyway, you're probably so good at dealing with these guys
you're sick of them, so you shouldn't need much advice.

When the Phantom Pain idiot brigade have all gone down, some more Orb jackoffs
arrive with the long-suffering Ben in tow. There's a good number of them, all
running towards the escape point, but keeping them from reaching it shouldn't be
a task one would call taxing. The only thing of note is that the Garuda will use
Invincible every turn, so keep that in mind. Hey, at least its not iron wall,
right? >;D Once again, the Murasames are in Tri formation, so be careful of that
post movement tri attack.

When Baba attacks you or is attacked, or the next turn, the Archangel Crew shows
up again to wreck yo' crap. Sigh. Ignore them and just keep blowing up the Orb
flunkies. Save Baba for last, or at least until after Athrun acts- Kira will
blow him up automatically when you take him out. Take out the Garuda to end the
mission- and not on a happy note. ;_;

********************************************************************************
Setsuko route stage 30 intermission

Hoi. Well, don't worry, Athrun and his Savior are still fine. Setsuko's turn
again to go solo. Hopefully she's still got her minovksy craft- it will be most
helpful next mission.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 31|
------------------------

Allies:

Setsuko

Allied reinforcements: Two enemy units shot down

Levan (Chaos Leo)

Allied reinforcements: Two turns after enemy reinforcements:

King Beal
Minerva
Argama
9 squads

Enemies:

Aishkik x4
Aishfain x2
Aishkik Commander Model x2

Naikik Model Atena (Atena)

Enemy reinforcements: Atena shot down

Prometheus
-Calico
-Calico x2

Galapagos
-Dagger
-Dagger x2

Government
-Dagger
-Dagger x2

Gator
-Dotreis Neo
-Dotreis Neo x3

Monsoon 20
-Monsoon 10
-Monsoon 10 x3

Elpis (Xine)

Skill point: Atena shot down by the start of turn 4

This is fairly straightforward. Given how long Setsuko has been on your team,
she should be fairly well upgraded in all respects and well in hand to handle
these Chiram ruffians. After you down two, Levan arrives in his Chaos Leo to
support Setsuko. Cool beans! Atena doesn't have a whole lot of HP, and will
decide to attack you on turn 2. You should be able to take her out easily with
your two units. When you do, Xine arrives with a whole lot of units on her side.
And Walker Machines, a noted rarity on Setsuko's route! To make matters worse,
Setsuko drops to 50 morale. She can still dodge, but she won't be dealing a lot
of damage. Alternatively, Levan can lead the squad. His high potential level
will keep him more or less intact. Defend if things get hairy.

Two turns later, the cavalry arrives, and the scenario becomes more or less a
standard-beatdownathon. Setsuko is back into the swing of things as well. Not
much of note here, honestly. Just beat down Xine when you're ready. Easy stuff.
yep.

********************************************************************************
Setsuko Route stage 31 Intermission

Hrumm. Well, she's off again, but on the other hand, due to certain things that
shall occur, Setsuko no longer needs that Minovsky Craft. Also, Levan joins you
in his Chaos Leo. You should finally be able to fill up your squads now. Woo!

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 32|
------------------------

Allies:

Setsuko (Virgola Custom with Wings!)

Allied reinforcements: One turn after Xine's arrival

King Beal
Argama
Minerva
9 Squads

Enemies:

Golnigus x6
Gunleon (Rand)

Enemy reinforcements: All enemies shot down/Turn 4

Golnigus
-Golnigus
-Golnigus x6

Naikik
-Aishkik
-Aishkik x4

Gelzuge
-Dagger L
-Dagger L x2

Zamzaza
-Dagger L
-Dagger L

Elpis (Xine)

Skill point: Xine shot down within four turns of her arrival

Well, to start out with, we've got a newly upgraded Virgola custom! ...which
promptly malfunctions. Great. Well, the only weapon available should still be
more or less adequate for the task of shooting down ze birds. And the big angry
lion. Charge in with all guns (just one gun, I guess) blazing and blow stuff up.
Setsuko's at maximum morale, so she should have no trouble. Rand is a tougher
nut to crack (as opposed to the almost laughably weak showing of the Virgola in
Rand's route), but he too should fall without much trouble. Use whatever SP is
needed- a few casts of focus should really be the only spells you need. Note
that taking out Rand isn't actually necessary. On turn 4, events will play out
regardless of whether or not he's been shot down.

Said events involve Setsuko gaining the upper hand, then promptly losing it
because Rand is a pretty studly guy. Toby once again intervenes in his magic
Windam. This heartens Setsuko to no end, and she resolves to take down Rand once
and for all- even if it is magic, a Windam is just a windam. However...

BETRAYAL!11 Yeah, that whole thing was kind of suspicious. Still, damn, what a
kick in the proverbial balls. Suffice to say, IT WUZ DA SPY ALL ALONG, SAPPIN'
RAND'S SENTRY. All parties involved (save Asakim, of course, who's grinning like
a loon throughout) are kind of ticked off at this, but Gunleon's pretty badly
damaged and Setsuko is not only ticked off but near catatonic with despair.
Things could scarcely get worse. Then, Setsuko sheds one of those symbolic,
single tears. And the Gunnery Carver starts looking... a little different. With
power born of the utmost despair, behold the Virgola Glory! Setsuko blows her
foe right out of the sky in one shot- much to Asakim's delight. What a weird
fellow. Also note that Setsuko's ??? skill is finally unlocked- SP regen!

Anyway, he buggers off to lick his wounds and leaves Xine and a mess of crowy
types to deal with you. Some Chiram units seem to be along for the ride as well,
for whatever reason. Setsuko could probably handle these guys all by her self,
but reinforcements will be coming shortly. Sadly, the Ray Pistol has gone back
to being a TRI attack, but a mess of others become available for your smashing
pleasure, including a MAP attack. The straight-line pattern can be difficult to
use, but it may come in handy later. Anyway, your reinforcements will make the
scenario into a fairly simple beat-down-athon. Again. Woo. The large number of
Golnigus crows can worrying-they're rather accurate, so exercise caution with
more fragile units. Xine herself has gotten stronger, but not by that much. At
this point, 40K HP isn't very intimidating. When you're done, it's ROUTE SPLIT
TIEM. You'll also get a clear bonus: 80000 in cash (on normal mode), 300 BS, and
a few extra parts: A barrier field, a minovsky craft, and a linear sheet. Not
bad for a day's work, I say!

********************************************************************************
Setsuko route stage 32 intermission

As mentioned a bit earlier, it's time for a routesplit within a routesplit. Most
intriguing. Basically, if you head for the ZAFT base, you'll go with all of your
mobile suits and gundams. If you choose patrol, you'll go with the super robots
for some Zambot 3 and Grendizer storyline. I usually don't go into in-depth
route split analyses, but I would reccomend taking the ZAFT split. You'll get
overall less money, but snag a cool mobile suit from the bazarr. At this point
in time, it occurs to me that to cover all routes in the game at this rate would
take me two more playthroughs- so I think I'll make two saves here and go
through both in one. Just so you know, the first choice is the Zaft Base at
Gibraltar, and the second is patrolling with the King Beal. Your platoons will
once again be in need of some rearrangement. Move on when ready.

********************************************************************************

----------------------------------------
|SETSUKO ROUTE GIBRALTAR SPLIT STAGE 33|
----------------------------------------

Allies:

Henken (Radish)
Fa (Methuss)

Allied reinforcements: Turn 2

Camille
Reccoa

Allied reinforcements: Turn 4

Camille (Zeta Gundam)

Allied reinforcements: All enemies shot down

Argama
Minerva
6 Squads

Enemies:

Ashimar x4

Gapusrei x3 (Jerid/Kakricorn/Mauer)

Enemy reinforcements: All enemies shot down

Ashimar
-Ashimar
-Ashimar x2

Gaplant (one contains Yazan)
-Gaplant
-Gaplant x2

Gelzuge
-Windam
-Windam x2

Messalla (Scirroco)

Skill point: All enemies shot down by the start of turn 6

Well, naturally, some reinforcements will be on their way at somepoint. Until
then, just stay put with the Radish and Fa's methuss. Also note that the Radish
is notable in its rarity of use in the SRW continuity. On turn 2, Camille and
Reccoa will arrive. Unless you've beefed up the Methuss with parts or upgrades,
it most likely won't be of a great help. The Radish won't be particularly handy
either, but aside from the MK 2, it's the best you've got. On turn 4, Camille
gets blasted pretty well by the combined efforts of the Gapusrei Trio, but it
seems that Henken's carrying a little gift aboard the radish- the Zeta Gundam!
It transforms into Waverider mode and heads over to the east. Switch back to
mobile suit form and fire away with the powerful weaponry. You should be able to
do away with your foes in short order. Try to finish them off on your turn,
unless you're pressed for time.

The reason why becomes apparent- your forces start out in the water with their
pants down. You have two options- pile everyone up on the ships and ferry them
to the nearest island, or just slosh through the deep. Given the severe lack of
flying squadmates, it seems likely that almost all of your squads will be land
locked. Anyway, the enemies here aren't particularly fearsome. Except the ever
glowy Scirrocco, who is still rather dangerous. Exercise caution. Fortunately,
since the last time you fought, you'll have more in the way of resources to
deal with the villain and his equally villainous hair-do. Of sort-of note is the
debut of Yazan, a sleazy fellow if ever there was one. Fortunately for you, he's
not that studly. Good at surviving, sure, but his gaplant squad isn't going to
break any fearsome records. Even Scirrocco isn't -that- tough. His HP hasn't
even been beefed up from Stage 12. This is probably a good thing, as the lack of
enemies makes morale a bit of an issue. Thankfully, most of your forces should
not be in need of it overmuch- Mobile Suits are generally better at operating
under these circumstances than your Super Robots.

********************************************************************************
Gibraltar Route Stage 33 Intermission

Several things of note here- you can equip the G-Defensor frame on the Gundam Mk
II now to power it up, the RE-GZ is now available for your use (and is a damn
good unit, surprisingly), and the Ashimar is available at the Bazarr, a good and
rather aesthetically awesome mobile suit for your use. You'll need to spend a
bit of time reassigning pilots to new mobile suits to make up for the upgrades.
Reccoa is once again an event squad, as is Loran. Anyway, move on when ready.
If you're interested in recruiting Sara, deploy Katz in some fashion next stage.
Equipping a megabooster or two to Loran's Turn A would be a good idea as well.

********************************************************************************

----------------------------------------
|SETSUKO ROUTE GIBRALTAR SPLIT STAGE 34|
----------------------------------------

Allies:

Reccoa

Allied reinforcements: Reccoa reduced to critical/Turn 3

Six squads
Loran
-Harry (SUMO)

Enemies:

HiZack x4
Marasai x2
Windam x3

Ashimar
-Ashimar
-Ashimar x2

Gelzuge
-Windam
-Windam x2

Gaplant (Yazan)
-Gaplant
-Gaplant

Gran Trooper (Fei)

Enemy reinforcements: Turn 3/Reccoa reduced to critical

Wadom (One contains Po)
-Wad
-Wad x5
Soriel (Phil)

Enemy reinforcements: One turn after first wave

Gapusrei (Jerid)
-Gaplant
-Gaplant

Marasai (Sara)
-Hizack
-Hizack

Skill point: Phantom Pain defeated

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Sarah and Reccoa: Have Katz have a battle encounter with Sara +1

Well, this doesn't look entirely fair. Don't worry, though. Just have Reccoa
cast Iron Wall and hunkerdown on some defensive terrain. Counter if you're
confident, defend if you're not. Keep this up til turn 3 and the cavalry arrives
much to everyone's relief. Unfortunately, Reccoa gets shot down by Yazan and the
damned Major Phil stages a military coup and intends to make off with Dianna's
flagship, the Soriel, with her aboard it. Harry joins up with Loran. Your main
goal in this mission is to get Loran's squad to the Soriel. Thus the earlier
reccomendation of Boosters/Megabooster. Anyway, split your forces- some to deal
with the Phantom Pain forces, others to deal with the WaDOMs and whatnot. The
skill point becomes clear now- blow everyone up before you fulfill the winning
condition and clear the map. Nothing too strenuous, actually. A small kink to
work out here is the fact that Jerid and Sara arrive aggravatingly far away and
in the water. If you want to recruit Sara later, you need to attack her with
Katz, of all people. Good luck with that. It's quite a trek to her posistion.
The Soriel will take its time in getting toward the edge of the map, and you
should be in a good position to catch it by turn 5. You can swoop in and end the
map whenever. Just remember that shooting it down is a losing condition!

********************************************************************************
Gibraltar Route Stage 34 Intermission

Well, that was fun. Things aren't nearly as busy as they were last mission, and
you can form seven squads now. I'm all aquiver.  Aside from that, not much to
say. Just deploy Camille or Katz again to continue the Sara recruitment process.

********************************************************************************

----------------------------------------
|SETSUKO ROUTE STAGE 35 GIBRALTAR SPLIT|
----------------------------------------

Allies:

Argama
Minerva
7 Squads
Harry (SUMO)

Allied reinforcements: Swesson attacks/attacked

Kira (Freedom Gundam) (NPC)

Enemies:

WaDOM
-Wad
-Wad x3

Silver SUMO (one contains Po)
-Silver SUMO
-Silver SUMO x3

Almeyer x2

Soriel (Fil)

Enemy reinforcements: Enemy phase turn 3/several squads shot down

Mahiro (one contains Swesson)
-Mahiro
-Mahiro x5

Enemy reinforcements: Swesson attacks/attacked

Ashimar
-Ashimar
-Ashimar x2

Gelzuge
-Windam
-Windam x2

Zamzaza
-Windam
-Windam

Messala (Sara)
-Gaplant
-Gaplant

Skill point: All enemies shot down before winning condition achieved

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Sarah and Reccoa: Have Camille or Katz shoot down Sarah +1

It's our job to stop the Soriel from launching. You've got seven turns. Sadly,
the terrain is not on your side. Landlocked squads should probably pile up into
the Minerva and hitch a ride over to the main island. After that, things are
rather standard. The Silver Sumos aren't to be underestimated, though. After a
few squads go down, or turn 3 enemy phase, Swesson and his Mahiro squad arrive.
They can pound you pretty good if you're unprepared, so be careful. Use ALL/TRI
attacks. A bit later on, some phantom pain forces, led by Sara, will arrive. Our
friend Kira will also arrive, but this time to help you out. He's borderline
invincible, and he won't steal your kills, so he's the ideal NPC ally. Take out
Sara with Katz or Camille if you wish to recruit her later on. Try to have most
everything taken out by turn 6, so you can reduce the Soriel to 10% HP without
undue interference. Use Mercy, or if necessary, let Kira do it- either method
will leave the good ship with 10 HP. Shooting down is a game over condition, so
don't.

********************************************************************************
Gibraltar Split Stage 35 Intermission

You meet up with your Super Robots again after this. Gravion has lost a pilot,
and Godsigma has gained a powerful new attack. Cool beans. Rearrange everything
and upgrade, fill up your squads as best you can, and off with you. Deploy Shinn
and Camille.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 36|
------------------------

Allies:

King Beal
Argama
Minerva
10 Squads

Allied reinforcements: Stella Attacked/attacks

Archangel

Kira (Freedom Gundam)
Ryouma (Getter Robo G)
Marin (Baldios)
Garrod (Gundam Double X)
-Jamil (Gundam GX)
-Paula (G-Falcon)
Kei (Orguss)
-Mai (Morapa Mai)
-Ria (Morapa Mia)

Enemies:

Marasai
-Hizack
-Hizack x4

Ashimar
-Ashimar
-Ashimar x2

Gaplant
-Gaplant
-Gaplant x2

Gelzuge
-Dagger L
-Dagger L x3

Zamzaza
-Windam
-Windam x2

Garuda x3 (one contains Bask)

Chaos Gundam (Sting)
-Windam
-Windam

Windam (Neo)
-Windam
-Windam

Destroy Gundam (Stella)

Enemy reinforcements: Stella attacked/attacks

Psycho Gundam (Scary Four)

Skill point: All enemies shot down by the start of turn 7

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Stella: Shinn shoots down Stella +1
Stella is destroyed while Four is still on the field +3
Four is destroyed while Stella is still on the field, and Four points are not
sufficient to recruit her +2

Four: Camille destroys Four +1
Four is destroyed while Stella is still on the field +3
Stella is destroyed while Four is still on the field, and Stella points are not
sufficient to recruit her +2

Great Booster 2: After the stage ends, purchase the special item in the bazarr.
This will only be available if you had Boss find the remains during stage 24.
You'll receive the attack on the spot.

Well, we've got a lot to do and not a lot of time. Start by charging ahead into
the group of Marasais, then fan out from there. None of these enemies are new to
you, except Stella's destroy, which is incredibly beefy at over 60K HP with a
powerful MAP attack she can and will use against you. Don't worry about that now
though- you'll want to focus on taking out everything else first, especially Neo
and his purple Windam for the umpteenth time. This will cause Stella to cast
Hotblood on herself, and better sooner than later when you're crowded around her
and in her MAP range. Sting's received a beefing up to make up for the fact that
Aul is pushing up daisies and Stella is otherwise occupied. He's tough, and his
phase shift armor makes him yet tougher. Bask's Garuda is a pain in the ass- its
got way more HP than it should have and a barrier field to sweeten the deal.
When Stella attacks or turn 4 rolls around, things get... interesting.

The other Half of Zeuth arrives! Hot dog! ...but they're not under your direct
control. Uh oh.  Well, at least that means you don't have to worry about them
digging in to your budget with repair fees.  And they certainly will help the
cleanup. Four also appears in her Psycho Gundam. Not good. As the final steps to
recruiting Four and Stella, take them down with Camille and Shinn, respectively.
Honest, that's the last time you have to do it. Now, about that. Stella's new
ride has a reflector, which blocks all attacks below 2000 Damage, making Center
formation useless. She's accurate and powerful so exercise caution. Godsigma's
new move and strongest attack reduces armor- using it on her when you begin your
concentrated assault ain't a bad idea at all. Analyze will also come in handy.
The order you take on the various foes in this stage doesn't really matter, as
long as you do it quickly. When you take out Stella or Four, the remaining one
will seem to come around a little and go to 50 morale. It might very well be a
viable strategy to take out Four first to render Stella's devastating MAP attack
unusable, though you have to position yourself well. Regardless of what you do,
things end on a spectacularly bad note. This could get messy before all is said
and done.

********************************************************************************
Setsuko route stage 36 Intermission

But for now, let us not concern ourselves. First off, head for the bazarr. If
Boss took the Great Booster remains back in stage 24, then the Photon Research
Lab Report will be available for purchase. This unlocks the Great Booster a few
stages early. It's a great, powerful attack with a low morale requirement, so it
definitely couldn't hurt. Aside from that, next mission is fairly unremarkable,
so just deploy Camille/Katz again and move on.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 37|
------------------------

Allies:

King Beal
Minerva
Argama
10 Squads

Enemies:

Windam
-Windam
-Windam x4

Monsoon 20
-Monsoon 20
-Monsoon 20 x4

Ashimar
-Ashimar
-Ashimar x2

Paiaran (Jerid/Mauer)
-Ashimar
-Ashimar x2

Messala (Sara)
-Gaplant
-Gaplant

Gran Trooper (Fei)

Skill point: All enemies shot down by the end of turn 4

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Sarah and Reccoa: Camille or Katz must have a battle encounter with Sarah +1

Compared to the last few missions, this is pathetically easy. I don't need to
give much of a strategy here- just run up and blow things up with all possible
dispatch. The only thing of note are Jerid's new Mobile Suit and the fact that
Camille or Katz need a battle encounter with Sara here to recruit her later. It
feels weird writing this little, but what you see is what you get, and if you
have problems with it, I'm amazed you made it this far. If you run short on time
Kouji, Eiji, and Tetsuya probably know Hot Blood by now, and Setsuko learns Soul
at level 45.

********************************************************************************
Setsuko Route Stage 37 Intermission

Well, get ready for an interesting chapter. Note that Shinn is out on his own,
and will be dueling with quite a foe, so be careful and maybe equip him with
some extra parts. Aside from that, there's no Bazarr, so I have little else to
say.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 38|
------------------------

Allies:

King Beal
Argama
Minerva
10 Squads
Shinn

Allied reinforcements: Kira/Archangel shot down

Banjou Haran (Daitarn 3)
Four Murasame (Gaplant) (if requirements were met)

Enemies:

Gekko Go (Talho)
Freeden (Sara)
Iron Gear (Elchi)
Glomer (Shaiya)
Archangel (Murrue)

Getter Dragon (Ryouma)
-Lady Command (Michiru)
-Steel Demon Robo (Steel Demon)

Baldios (Marin)

The Big O (Roger)

Orguss (Kei)
-Mai Morapa (Mai)
-Ria Morapa (Ria)

Solar Aquarion (Apollo)

Grendizer (Duke Freed)
-Marine Spacer (Hikaru)

Gundam GX Divider (Jamil)
-Gundam Airmaster Burst (Witz)
-Gundam Leopard Destroy (Roybea)

Gundam DX (Garrod)
-G-Falcon (Paula)
-Esperanza (Enil)

Terminus 909 (Holland)
-Terminus 606 (Mash)
-Terminus 808 (Hilda)

Walker Gallia (Jiron)
-Xabungle (Rag)
-Dagger (Dike)

Nirvash (Renton)

Esperanza (Gain)
-Dobeck (Adette)
-Panzer (Gauli)

King Gainer (Gainer)
-Panzer (Sara)
-Panzer (Pero)

Enemy reinforcements: Kira/Archangel shot down

Monsoon 20
-Monsoon 10
-Monsoon 10 x4

Ashimar
-Ashimar
-Ashimar x2

Zamzaza
-Windam
-Windam x2

Skill point: Archangel/Freedom Gundam shot down by the start of turn 5

OHHH THIS IS BAD

Well, Setsuko has a decidedly more difficult time on this stage than Rand for a
couple reasons. The most being that on her route there are plenty of weak mobile
suits to whack at and not that many tough super robots or battleships, but good
Christ above, you're actually outnumbered here, by a very tough assortment of
enemies. To make matters worse, a couple of "real" squad leaders will cast focus
each turn, and a few "super" squad leaders will cast strike. This can be some
seriously bad mojo. Super-high levels of potential make it difficult to even
damage your enemies when they're at low HP. It's probably in your best interest
to get this over as quickly as possible- Shin should cast focus every turn and
fire away at Kira. Use his new Excalibur attack if you wish to speed things up a
bit. When either Kira or the Archangel falls, all of the other ZEUTH folks will
retreat with Orson. Banjou uses his epic speech to singlehandedly validate
taking Setsuko's route. If you went through the requirements, Four will also
accompany him in a Gaplant. Now, to business.. well, it's basically the last
mission again with fewer enemies and your main force considerably more battle
worn. Nothing of note, to be perfectly honest.

********************************************************************************
Setsuko route stage 38 Intermission

Banjou (and maybe Four) has joined you, which is great news- the Daitarn 3 is
huge, and very powerful. Aside from that, the Force Impulse frame permanently
has the Excalibur attack. More or less, this means you have very little reason
to ever switch frames again. Anyway, you should probably have enough units by
now to fill up your ten squads. Next mission is a giant pain in the butt if you
want the skill point, an enjoyable spectacle of total destruction if not.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 39|
------------------------

Allies:

King Beal
Argama
Minerva
10 Squads

Enemies:

Spore Coralian
-Spore Coralian
-Spore Coralian x8

Nematode Coralian
-Nematode Coralian
-Nematode Coralian x6

Flatfish Coralian x3

Enemy reinforcements: Turn 3

Izumo (Yuergens)
VC-10
-VC-10
-VC-10 x3
theEnd (Anenome)

Enemy reinforcements: 8 Coralian squads shot down (this will happen twice in the
mission)

Spore Coralian
-Spore Coralian
-Spore Coralian x6

Nematode Coralian
-Nematode Coralian
-Nematode Coralian x4

Flatfish Coralian

Skill point: 75 Coralians shot down by the start of turn 6

Series veterans may remember a similar skill point from Alpha 3- welcome to the
STMC: Party Favor edition. The enemy Coralians are made of paper mache and some
wishful thinking, but they're incredibly accurate, incredibly numerous, and they
pack a decent punch. Supers and units with high armor and barriers will probably
do the best job here, but if you're aiming for that point, then you absolutely
must use TRI, ALL, and MAP attacks to their fullest, meaning that you can't
really help but throwing everyone into the act. Minerva and Argama should be
front and center with those handy MAP attacks. Setsuko also might find herself
using hers as well. While all this is going on, it's important to remember that
you need to keep them from reaching the bottom end of the map. On turn 3, some
neutral reinforcements arrive in the form of the Izumo, theEnd, and some new KLF
types. Ignore them- they won't attack you, and technically they're your allies.
For whatever reason, you can fire on them, but it's a general waste of time. All
you -have- to do is hold out until turn 5. Be aware- the coralians may very well
shoot down some of your less beefy mobile suits. I can't honestly give much in
the way of advice to you. Whether or not you get the magic 75 is up to your unit
placement, willingness to counterattack, and weapon upgrades.

********************************************************************************
Setsuko Route Stage 39 Intermission

Hoo. Well, nothing new in the bazarr (your Blue Stones are probably just about
spent by now anyway). Next mission is even busier than the last, but at least
the enemies are less of a threat. Do your stuff and get to it.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 40|
------------------------

Allies:

King Beal
Argama
Minerva
10 squads

Enemies:

Gelzuge
-Windam
-Windam x2

Zamzaza
-Windam
-Windam

Ashimar
-Ashimar
-Ashimar x3

Gapusrei
-Gapusrei
-Gapusrei x2

Izumo Battleship x2

Garuda

Enemy reinforcements: Turn 2

Mecha Demon
-Combat Jet
-Combat Jet x4

Steel Demon robo
-Mecha Demon
-Mecha Demon x3

Sword Demon Robo
-Mecha Demon
-Mecha Demon x2

Captain Patch
-Eyepatch Demon
-Eyepatch Demon

Mecha Fortress (Hidler)

UFObeast GrawGraw
-UFOBeast Golgol
-UFObeast Golgol x2

Akudaigan
-Big Octo
-Big Octo x2

Jyrogiras
-Guraken
-Guraken x2

Dangaln
-Domira
-Domira x2

Eldar Battleship (Teral)

Altron Space Cruiser (Afrotia)

Bandock (Butcher)

Enemy reinforcements: Several enemies shot down (like you want me to really
count
this many?)

Jypalpa x4
Gelbeam x4
Grave Gelbeam x2

Golnigus
-Golnigus
-Golnigus x8

Elpis (Xine)

Skill point: Reduce Garuda to below 2000 HP by the start of turn 7

Well, things don't look too bad to start. The enemies start out a good distance
away, but that's nothing a few accelerates and boosts can't cure. On turn 2,
things become vastly more complicated with the arrival of the Hundred Demons
(which you probably haven't seen in a while) and the aliens. The Hundred Demons
decide to assist the Feddies, while the alien forces are confident enough to be
a faction all their own. You should probably continue your northward sweep to
the Garuda. Just attack everything that comes in range and blow up as much stuff
as you can. As more destruction piles up, the Fallen Angels, Xine, and her crow
batallion all make an appearance as well. By now, the entire map should be more
or less covered in enemies trying to blow either you or eachother up. To that
end, to maximize your profits, try not to leave any units barely alive on at the
end of your turn, lest there be kill stealing shenanagins.

Now, the amount of enemies is huge, but there's really not that much to say here
except KEEL EVERYTHANG. The Garuda has 60K HP, if you're interested in the skill
point, so be sure to send strong units thataways. The map ends either at the
start of turn 7 or when the winning condition is met. Needless to say, the cash
you earn from this mission is obscene. Also for your troubles: A clear bonus of
200000 in cash and 1500 Blue stones (on normal mode). Damn.

********************************************************************************
Setsuko Route stage 40 Intermission

The reason for all of this becomes apparent- Welcome back, other half of Zeuth!
Now, there's tons of things to note here, and I'll do my best. You've seen some
of this stuff earlier in the Zeuth VS Zeuth battle.

Garrod's received his new Double X Gundam, which also has the Satellite Cannon
system. Enil has joined in the Esperanza, a nice resupply unit. Paula's G Falcon
is capable of docking with the DX to add some new attacks and cut down on the
cannon's charge time. Jamil has taken up residence in the original GX.

Getter Dragon has received the Shine Spark attack, a very powerful finisher.
Grendizer has rejoined, though you probably new that already.

Baldios has been powered up a bit and has a new attack, Pal Saber Dringing. The
low morale requirement and high power make it a keeper.

The Orguss has also received a statistical powerup, and Orson has joined in the
Orguss 2, which has a combo attack with the original.

Gainer may or may not have received the Game Champ skill, which boosts his skill
to insane levels at 130 morale.

The Big O has received two new attacks, O Thunder and the plasma gimmick. The O
thunder is a very powerful ranged move, only adding to the Big O's studlyness.
Plasma Gimmick is a strong map attack, but it has somewhat small range. Still
good to have.

Aquarion has received... a lot of new attacks, actually. The Mugen Cross and
Mugen 3D attack you'll be using quite a bit.

Last but not least, Renton has taken over piloting the Nirvash, and it has been
upgraded to the Nirvash Spec 2, who's main gimmick is the obscenely useful Seven
Swell MAP attack, which has a massive radius and high power.

Man, sort that lot out, I ask you. Fortunately, your massive reserves of cash
should make upgrading fairly painless. Precedence should probably go to units
you know are good but haven't had a chance to upgrade much (Big O, Getter Robo,
Aquarion). Get your 16 (!!) squads together and move on, to begin the final 20
stages, together as a joint ZEUTH!

(Rand and Setsuko's route join here, in case you couldn't infer)

********************************************************************************

-------------
|SCENARIO 41|
-------------

Allies:
Glomer
2 Battleships
16 squads

Enemies:

Temora
-Temora
-Temora x21

Eman carrier

Enemy reinforcements: All enemies shot down/Eman Carrier shot down

Aishkik
-Aishkik
-Aishkik x7

Aishkik Commander Model
-Aishkik
-Aishkik x5

Naikik
-Naikik
-Naikik x4

Chiram carrier x3

Aishkik Commander Model II (Robert)
-Aishkik Commander Model II
-Aishkik Commander Model II

Naikik Atena model (Atena)

Enemy reinforcements: Enemy phase turn 3

Golgolni
-Golgolni
-Golgolni x10

Skill point: Clear map by the start of turn 6

THE MOON IS OUT

ENDING POINT ALERT: TWO POINTS

First point: Do not destroy all Eman platoons and Battleship before the Chiram
arrive! If you do destroy everything, you will lose an ending point! To do this,
wait until turn 4 while leaving one Platoon and the battleship alive. The fun
doesn't end there, though-  to gain the point, you must leave the Chiram carrier
group and some normal Chiram squads alive and take out Robert to end the map. My
sources lead me to believe that if done correctly, the leader of the Chiram will
arrive and rid you of the crows, then Anisha will arrive for negotiations.

Second point: Convince Atena with Kei, then Orson. If successful, she'll join on
the spot.

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Atena: During this stage, have Kei convince Atena, and then Orson. She'll join
on the spot. The order of convincing matters!

Fallen Angel Feathers 4: Head for the bazarr, and you'll receive it for free.

It's our first battle once again as the joint ZEUTH! And it's an exceedingly
simple bloodbath. Eman jets are pretty pansy, your supers just might need a bit
of help hitting them. A leadership aura should fit the bill nicely. If you've
used the King Beal extensively as I have (the Ion Cannon is a great all attack),
it should have a pretty large aura. Anyway, the second turn is absolute mass
murder. Beware, if you put a real out too far, it'll be in pretty grave danger
of being gangbanged thanks to the successive attack penalty. Defend if things
get too hairy. Stay out of the carrier's range so it comes to you on turn 3. A
couple of attacks will down it easily, especially now that so many folks have
finally learned hotblood. Once you take down the carrier...

Chiram, thousands of them! The only thing to -really- note here is that you do
not want to attack Atena. At the earliest opportunity, convince her with Kei,
then Orson. The order matters! Do it Kei, then Orson. She'll join on the spot- I
believe that she joins automatically, but you get her a bit earlier this way.
Again, there's not a whole lot to say except that the scenario ends once you get
rid of Robert, so keep that in mind if you're aiming for the skill point. On
turn 3 enemy phase, a bunch of Asakim's crows appear to bother you. Fortunately,
they're neutral, so they help clear out the Chiram for you. Now, it's actually
possible to take out all enemies within the skill point time limit with sensible
use of the Seven Swell Map attack. Even if you don't, you get an -absurd- amount
of money on this mission, so just enjoy it.

On top of that, you get a clear bonus of 100000 bucks and 1000 Blue stones.

********************************************************************************
SCENARIO 41 INTERMISSION

If you've been getting all the Orguss items, head for the Bazarr and you'll grab
a Fallen Angel Wing. Pretty cool. Also pretty cool is the Golem Overman on sale.
Buy it for one of the Gauli squad. Anyway, several of your Supers are in event
squads. It's actually kind of overkill, but I digress. Zambot, Daitarn and God
Gravion are all out on their own, so equip them accordingly and fill in squad
gaps.

********************************************************************************

----------
|STAGE 42|
----------

Allies:
King Beal
Two battleships
16 squads
Zambot 3
-Daitarn 3
God Gravion

Allied reinforcements: Zerocross shot down

Grantrooper (Fei)

Enemies:

Midifo
-Midifo
-Midifo x5

Grawgraw
-Golgol
-Golgol x2

Kraken
-Domira
-Domira x3

Dangaln
-Kumoganira
-Kumoganira x2

Jyrogiras
-Halbee
-Halbee x3

Parirat
-Guraken
-Guraken x2

Eldar Battleship x3 (one contains Teral)

Enemy reinforcements: Teral's ship reduced below half HP

Byudoer
-Jyuetal
-Jyuetal x4

Magald
-Tekurel
-Tekurel x2

Zerocross
-Tekurel
-Tekurel

Skill point: Map cleared by the start of turn 7

THE MOON IS NOT OUT

ENDING POINT ALERT:

Point one: Aki survives (This is a very long and complicated process, look in
the secrets section)

This isn't a very complicated scenario. Just move in and blast the various Alien
alliance enemies. Give 'em the ol' chopchop, as it were. The Midifos exist only
to provide you with some early morale. They are utterly pathetic. The rest of
the enemies are pretty much the same as always. The King Beal's squad leader
ability is helpful here- group units around it when dealing with any Megaboost
type enemies for a damage boost. I believe once you take out a megaboost... Aki,
Kappei's friend, is apparently used as a human bomb. This, suffice to say, makes
Kappei -incredibly- angry, and nobody else is entirely pleased. To this end, he
rockets up to 200 Morale, making him quite the damage dealer for this mission.
Now here's the deal- if you want the skill point, you need to reduce Teran's
ship to below half HP by about Turn 4. Otherwise, you won't have the time to
take down the enemy reinforcements. Now about those guys...

The Zeravia, which are a first for Rand Route players, are tough bastards. High
armor, HP regen, and high HP. Powerful attacks, as well. They kind of put you in
a bad position, being attacked from both sides. Trigger them early in your turn.
They're honestly kind of intimidating, but don't falter now. They're also rather
accurate, but not anywhere near as bad as the Coralians. Once you start chewing
into them, it's not so bad. The damn things look scary enough, though. On turn 5
I would reccomend giving your all into taking down the Zerocross to get events
moving. Using Gravion as one of the units to do it is reccomended, because when
you do take it out, something funky begins happening to Gravion. The Zerocross
absorbs its power, and Touga pushes it back to the edge of the map to keep the
others from being blown to smithereens by the self destruct. Eina... does...
something to stop this from happening, but is killed herself in the process.
Dismayed (understatement alert!), Touga leaves the battlefield. Fortuantely, the
Gran Trooper, piloted by Fei, arrives to help you fight. It's not a bad unit at
all, but that doesn't mean you should just throw it at your enemies. It's just
cleanup at this point, thankfully. Your morale-maxed units should be able to
easily tear through whatever's left. Teral is tough, and he only gets tougher as
his HP dips. Even when you do him in, he's not quite through- but Kappei and
Banjou team up to finish him off with a truly studly new combination attack.
However, Teral decides that it's for good- he takes full responsibility for the
Human Bomb stunt and goes down with the ship. But damn is this isn't a downer
mission.

********************************************************************************
STAGE 42 INTERMISSION

Hoo. Well, put Daitarn and Zambot back in your squads, and equip Shin and Rey
with some enhancement parts. Check out the bazarr, if you wish, do your upgrades
and whatnot, then move on. Next stage is a little weird.

********************************************************************************

-----------------
|STAGE 43 PART 1|
-----------------

Allies:

Shinn (Destiny Gundam)
Rey (Legend Gundam)

Enemies:

Athrun (Savior Gundam)

Skill point: None

ENDING POINT ALERT:

First point: Wait for turn 4 and let events play out

Ugh... this is almost as bad as that time in MX where you had to control Ayato
as he beat the living daylights out of Asahina. Despite the fact that Athrun is
clearly in the right here, and has Meyrin aboard his ride to boot, you've got to
take control of RRRAGING idiot and Rey to take him down. I can't look. On the
bright side, Shinn's Destiny is a damn cool new mobile suit. Partly because of
this, Athrun gets royally trashed. Don't worry, folks, he'll be okay. I'm sadly
unsure if I can say the same for Meyrin.

-----------------
|STAGE 43 PART 2|
-----------------

Allies:

Harry (SUMO)
Bartfeld (Gaia)
Lacus Clyne (Eternal)

Allied reinforcements: Turn 2

Gym Gingaham (Turn X)

Allied reinforcements: 3 squads shot down since the arrival of Gym

Kira (Strike Freedom)

Enemies:

Galpaltea Beta x8

Gabusrei x4

Borink Zaman (Sara)
Pallas Athene (Reccoa)

Salamas Custom

Enemy reinforcements: 3 squads shot down since the arrival of Gym

Zaku Warrior x3
Gana Zaku Warrior x3

Gouf ignited x2
Gouf ignited White (Yzak)

Skill point: Shoot down the Salamas Custom by the start of turn 6

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Yzak: During this half o the stage, have Kira shoot down Yzak

Well, the situation could be worse, but it could be a good deal better. On one
hand, you have ORD POWER on your side, and Bartfeld is no slouch either (or at
least he wouldn't be if the damn gaia had the deceny to come with 3 upgrade bars
like the Sumo, dammit), but the magic Pink battleship of doom has never been all
that great. Still, you'll need to use all of your units to blast through to the
battleship in back, so charge ahead, Harry with Focus in the lead. On turn 2,
Gym motherfucking Gingaham appears. On your side, of all things! The Turn X is
unbelievably studly, helped in no small part by Gym's incredible stats. Before
unleashing hell with him, take down three squads with your original units to
trigger some enemy reinforcements. This will delight Gym to no end, because they
show up pretty near his line of fire. To make things even better for you, Kira
flies in with, of all things, the Strike. He nearly gets his ass kicked thanks
to the insane outdatedness of the strike, but makes it to the Eternal. Lacus,
famed giver of stupidly powerful mobile suits, hands over the Strike Freedom.
Which is gonna make some bitches stop. I mean, in terms of raw statistics, the
Turn X is better, but of course it is! It's some goddamn black history thingy!
Anyway, enough digressing, more slaughter. Gym should ram straight into the Zaft
forces and have some fun with them, while Kira and the others should keep on at
it with the original titans. Given that there are no true squads here, you won't
have much difficulty in the owning department. The Turn X doesn't hit true OWNZ
levels until Gym gets to 130 morale, where Extreme and Guard activate. That more
or less means he's untouchable, and if he does get hit, the damage will be small
to pathetic. Enjoy it while you can, because Gym will become a recurring boss
later on. And that's a frightening prospect. The Salamas should fall easily, but
it is a good distance off. Don't stop moving towards it. Reccoa and Sara are no
match for Harry, Gingaham, and Kira. Bartfeld can help too, but the Gaia's lack
of upgrades is crippling.

Also, Kira should shoot dwon Yzak if you want to recruit him later.

********************************************************************************
STAGE 43 Intermission

Well, that was fun. You've got some new toys- the Destiny, the Legend, and, most
importantly, the Nu Gundam. Don't upgrade the Legend- it's definitely a good MS,
but Rey will leave permanently pretty soon. Lunamaria is in the Impulse now, so
the two Zakus that Rey and Luna were in are up for grabs. Sadly, you have no one
really capable of piloting them. The RE-GZ is also pilotless, and definitely a
good unit, so put someone else in it. I used Gavan from Turn A, because he's a
sexy beast. Anyway, rearrange your squads to accomdate the new arrivals (Destiny
is very beefy, as you might have seen earlier) and move on. Deploy Baldios in
some fashion to unlock his most powerful move next mission.

********************************************************************************

----------
|STAGE 44|
----------

Allies:
King Beal
2 Battleships
16 squads

Allied reinforcements: Rubina reaches edge of map/Necross/Afrotia shot down

God Gravion (Touga)
Gran Trooper (Fei)

Allied reinforcements: Futaba shot down/Enemy squads reduced below 12

Sol Gravion (Touga)

Allied reinforcements: Artificial Sun attacked after it is vulnerable

David (Fixer 1)

Enemies:

Big Octo
-Algae
-Algae x5

Akutekan
-Big Octo
-Big Octo x3

Kraken
-Domira
-Domira x4

Jyura
-Big Octo
-Big Octo 2

Dangaln
-Domira
-Domira x2

Jyrogiras
-Halbi
-Halbi x2

Parirat
-Guraken
-Guraken

Eldar battleship (Dalton)

Altron Space Carrier (Afrotia)

Artificial sun

Enemy reinforcements: Turn 3/Battle encounter with Afrotia/squads reduced below
18

Necross (Altron space carrier)

Enemy reinforcements: Necross shot down/Afrotia shot down/Rubina reaches edge of
map

Tekuril
-Jyuetal
-Tekuril x4

Magald
-Tekuril
-Tekuril x2

Zeracross
-Tekuril
-Tekuril x2

Enemy reinforcements: One turn after Zeravia appear

Grave Gelbeam x10
Gelbeam (Futaba)

Enemy reinforcements: Futaba shot down/ enemy squads reduced below 12

Bedoel x2

Skill point: Defeat all enemies before defeating the Artificial sun

THE MOON IS NOT OUT

ENDING POINT ALERT:

Point one: Rubina escapes
Point two: Futaba shot down by Aquarion
Point Three: Map finished within two turns of Sol Gravion's arrival

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Rubina: Make sure that Rubina escapes, either by protecting her until she gets
to the edge of the map or destroying Aphrotia or Negross before she's shot down

Baldios's Baldiorizer: Deploy Baldios and make sure it survives through the
whole stage. It will unlock automatically when the Artificial Sun is shot down.

Don't let the skill point fool you, there's a time limit on this stage, it just
doesn't start until later, thankfully. For now, don't get into Afrotia's range!
She's the pink battleship up front. Stay at least nine squares away so she can't
snipe you- if you initiate a battle with her, then you'll trigger events before
you want them to be triggered. Also, do -not- take out more than four enemy
squads before turn 3! You'll thank me for this later. You can keep track of how
many enemy squads there are on the fifth option down on the command menu. For
the first two turns, just blast what rushes towards you and remember to check
frequently how many squads are left. On turn 3...

Rubina escapes in a slightly beefier than normal Midifo. You need to make damn
sure she doesn't get shot down. To this end, blow up everything around her.
You'll want to send a few powerful units to blow up Necross over to the north,
or Rubina won't last long. Keep Baldios around near Afrotia to draw her fire.
Now, if you want the skill point, it might behoove you to send Renton up north
near the artificial sun to nuke the coming reinforcements with the seven swell.
Now, this isn't -necessary-, and I dislike having one unit get so many kills, so
it's up to you. Which way Rubina will go is pretty much anyone's guess. Save at
the beginning of turn 3 and hope for the best. Turn 5 should be the time where
you blow up Necross- this will let Rubina escape and trigger the arrival of some
Zaravia, and God Gravion and the Gran Trooper. Use Trust on God Gravion and lure
the Zaravai towards your forces- or nuke the bastards with Renton, if you got
him into position. The next turn, or when you take out a couple squads, Futaba
arrives with some Fallen Angel friends to make life miserable. He's not actually
too bad, but he does have that blasted Double Movement skill. The Grave Gelbeams
have gotten a bit stronger, and they can do mean damage even to heavily armored
super robots. Work on them as the Zeravia come towards you. If I may make one
small suggestion, start moving towards the Artificial Sun. When you take down
Futaba, a million things seemt to happen at once. Aquarion has a neat scene with
him where Apollo uses some sort of Mugen punch variant to knock him out, even
more Zeravia appear, the Sol Gravion arrives and takes them out, Eina is still
alive, even -more- Zeravia appear, Sol Gravion takes them out again in a rather
spectacular fashion. Also, everyone gets to act again and is fully restored.

THIS JUST IN: To make Rubina's escape much easier, just take out Afrotia. This
will speed events along, but it makes keeping her alive much easier and doesn't
necessitate a mad dash towards Negross.

HOOM. I think you're probably getting kind of tired of this scenario right about
now. If you want the skill point, stick it out and blow up more doods. If you
don't, head right for the artificial sun, which is now vulnerable. You've got
three turns to do it in. Note that the Zeravia are actually quite a bit weaker
than in mission 42. When you attack the artificial sun, David shows up in the
fixer one. WHO BLOODY CARES. Now, the Artificial Sun has neither prevail nor HP
regen. You can easily reduce it to critical HP at the first opportunity, then
leave it as you clean up. I don't know what the trigger for the Baldiorizer move
is, but I think all you have to do is deploy Baldios and he'll get it when you
take out the Artificial Sun. It's pretty FABULOUS. Pat yourself on the back if
you manage to get the skill point -and- Rubina.

********************************************************************************
STAGE 44 INTERMISSION

Well, take a short breather. Sol Gravion has joined you, as has the GranTrooper.
Jiron and Rag (Gallia and Xabungle pilots) are event units, so equip them well.
So is Holland's 909. Anyway, nothing new in the bazarr, use your cash to
upgrade, etc, compensate your squads for event units, etc.

********************************************************************************

----------
|STAGE 45|
----------

Allies:

Jiron (Gallia)
Elchi (Xabungle)
Holland
Minerva
Gekko Go
Two battleships
16 squads

Allied reinforcements: Sting Shot down

Jiron
HOlland
Purin (Doran)

Enemies:

Galzuge
-Windam
-Windam x3

Zamzaza
-Windam
-Windam x2

Paiaran
-Paiaran
-Paiaran x2

Yuurid
-Dotreis Neo
-Dotreis Neo x5

Ashimar
-Ashimar
-Ashimar x3

Raswado (Abel)
-Dotreis Neo
-Dotreis Neo

Gundam Ashtaron (Olba)
-Gator
-Gator

Gundam Virsago (Shagia)
-Gator
-Gator

Garuda (Bask)

Enemy reinforcements: Holland/Jiron reaches the marked spot

Destroy Gundam x3 (one contains Sting as is very beefy)
Psycho Gundam x2

Enemy reinforcements: Sting shot down

Big Duo (Schwartzvald)

Skill point: Clear map by the start of turn 6

ENDING POINT ALERT:

First point: Holland/Jiron reaches the designated point
Second point: All Titans squads survive the battle (the neutral forces)

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Xabungle Unit 2 2: Visit the bazarr after the stage and purchase the special
item on sale.

Well, this is a fairly nice break. Not every enemy you face has 8K plus HP, but
the larger mobile armors are equipped with reflectors, which, as you know, are a
big pain. Your goal is to get Jiron or Holland to the highlighted squares. Both
characters know Boost, so no big thing there. The real thing to worry about here
is getting rid as many squads as possible while heading towards the middle of
the map. The enemy reinforcements... can be gnarly. On turn 3, bring Jiron or
Holland to the glowing squares first thing- then get ready to blitz Sting, who
appears in the center of the map. The weaker suits piloted by grunts can be kind
of annoying, but they're not too bad. Sting is the kicker. He'll not hesitate to
unleash his MAP attack against you no matter what all's in range. Focus all your
fire on him to trigger the return of Jiron, Holland, and Purin. Walker Gallia
gets a totally sweet new attack, the ICBM toss. Let a Psycho Gundam have a taste
of the destructive hilarity.

On a different note, the Titans that show up after Jiron and Holland reach the
building are your allies for now. They won't attack you and you can't attack
them. They'll get wrecked pretty quick against the superior ordinance, but no
matter. Big Duo will also appear when Sting is shot down. He's always fun to
fight- he'll go for Roger, as per usual. The Titans will probably wear him down
a good bit before he gets a chance to go after you, so that's good. Anyway, this
is mostly cleanup. Bask's Garuda is incredibly tough, and his high levels of
Potential don't help, but your army of superpowered bots should plow through
easy enough. The high HP psycho and destroy gundams are a pain, but you've got
plenty of time if you move intelligently. Note that when you take down one Frost
brother, the other retreats. You can get both with the satellite cannon if you
want, but honestly it's kind of a bother.

********************************************************************************
STAGE 45 INTERMISSION

Well, we're getting to that point in the game where upgrading becomes a bit more
of a hassle. Stuff's getting more expensive, and all that, and the amount of
units you have is ever growing. At this point, weapon upgrades are probabl your
best bet. After a while, upgrading the other stats gets kind of overkill. Anyway
some new Titans mobile armors at the bazarr if you're interested. Though most UC
characters worth using already have a mobile suit to call their own... maybe one
of the Turn A folks. Anyway, no event squads to note next mission, so put Jiron,
Holland, and Rag back in their squads.

********************************************************************************

----------
|STAGE 46|
----------

Allies:

Minerva
Argama
One battleship
16 squads

Allied reinforcements: Enemy squads reduced to 10

Kira (Strike Freedom)
Archangel

Allied reinforcements: Lancerow attacks

Harry Ord (Sumo)

Allied reinforcements: Phase after Harry arrives

Infinite Justice (Athrun)
Akatsuki (Neo)

Enemies:

Murasame
-Murasame
-Murasame x6

Yuukurid
-Dotreis Neo
-Dotreis Neo x5

Gelzuge
-Windam
-Windam x3

Zamzaza
-Windam
-Windam x2

Paiaran
-Paiaran
-Pairan x2

Destroy Gundam x2

Battleship x2

Garuda (Jamaican)

Enemy reinforcements: Enemy squads reduced to 10

Gaza C
-Gaza C
-Gaza C x6

Kurawada
-Kurawada
-Kurawada x6

Kurawada (Lancerow)
-Kurawada
-Kurawada

Turn X (Gym Gingaham)

Skill point: Clear map by the start of turn 5

THE MOON IS NOT OUT

ENDING POINT ALERT:

First point: 12 squads shot down by the end of turn 4. This is very easy and you
will probably end up doing it anyway- Ginganam will arrive and whack Shinn when
this is achieved.

HOORAY MEYRIN'S STILL ALIVE

*ahem*

Sorry, I've never seen SEED Destiny, and I don't think I could bear to see yet
another cute girl get blown to bits/cut to ribbons/etc. by the RRRAAAGE of some
idiot with weird eyes. Anyway, Alpha 3 players might find this map to be a bit
nostalgic- we're in Orb again! Though in a rather different capacity- we're the
attackers now, not the defenders. Some of your squads might start off in the
drink, so try to make it so that your landlocked folks start on or near the dock
to cut down on lost time. You don't have a lot of time to lose in this mission
if the skill point is your aim. Dash forward with accelerate and boost and lay
into the kind of weak murasames with post movement TRI/ALL attacks. When you
take down 3 enemy squads, Athrun will appear in a Gold Murasame unit. He's on
your side, but he won't talk to you and he's an uncontrollable kill stealer.
Grar. What a pain.

On turn 2, DON'T MOVE SHINN, continue on as you were, taking out as many squads
as possible. When the squad number drops to ten, a bunch of events happen. One
of the few ballsy SEED characters, Cagalli, appears in the Akatsuki to wrest Orb
back from the dipstick who took over from her, or something. All of the titans
and Logos folks retreat. For whatever reason, this makes Shinn really mad. He
dashes over and faces her down, despite the entreaties of his friends/and or
superiors. Before anything further can happen, Gym Gingaham shows up to wreck
things (sadly not on your side). He smacks Shinn a good one (cool!) and blows
yet more things up. However, Kira appears to yell STOP IT ALREADY at him, which
prevents from Cagalli from eating it. Shinn agrees not to lose it and let the
Archangel crew help. However, some new enemies appear- with the ever sexy
Lancerow in charge. This could be kind of bad, since by now your force is most
likely almost all moved. Shinn's squad needs to -run- from Gym, who has strike
autocast. This could hurt. Fortunately, the mobile suits on show aren't that
powerful. You should able to survive okay. Defend when Gym attacks- if he uses
the ALL attack, you should survive. Have someone cast friendship to heal up next
round. When Lancecrow attacks, Harry Ord arrives with Lacus in tow. She delivers
the Infinite Justice (GAG) to the Archangel. The phase afterwards, the IJ and
Akatsuki (with Neo at the helm) join the same squad. This is what, 3 turns into
the mission? Jebus. Visit your terrible wrath upon the enemy, but watch out for
that bastard Gym. On turn 4, SURROUND AND RESTRAIN THE TURN X UNII-ahem. Gym is
surprisingly not too tough at this point- he doesn't have a -ton- of HP and his
ALL attack isn't insanely powerful. Blow him up, then go after the remaining
enemies. Lancerow goes last.

********************************************************************************
STAGE 46 INTERMISSION

None of the new mobile suits from last mission join you yet, because Destiny is
kind of a complicated show. Gunleon is an event squad, so make sure you take
that into account. Harry and Caris have joined you in the SUMO and Vertigo, on
the other hand, which is pretty sweet. Upgrade, assign PP, etc. Oh, also note
that Levan's Chaos Leo is also an event squad. Nothing new in the bazarr, sadly.

********************************************************************************

---------------------
|RAND ROUTE STAGE 47|
---------------------

Allies:

Asakim (Shourouga)

Allied reinforcements: Turn 2

Rand
Levan

Allied reinforcements: All enemies shot down

Iron Gear
2 battleships
16 squads

Allied reinforcements: One turn after first wave

Yasaba (Dogon)
-Keginan (Dogon)
-Enge (Dogon)

Enemies:

Hizack x2
Ashimar
Dagger L x2
Gelzuge
Monsoon 10 x2
Monsoon 20

Enemy renforcements: All enemy units shot down

Yukurido
-Gator
-Gator x5

Gelzuge
-Windam
-Windam x3

Zamzaza
-Windam
-Windam x2

Golnigus
-Golnigus
-Golnigus x8

Chaos Leo (Levan, Crazy edition)
Chaos Angaisu (Shuran)
Chaos Caper (Xine)
Shurouga (Asakim)

SKill point: Down one of the Chimera units within three turns of their arrival

THE MOON IS NOT OUT

ENDING POINT ALERT:

First point: Rand has a battle encounter with Asakim

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Rushrod and Yasaba 3: If you've obtained the Rushrod, Yasaba will appear during
the stage and join afterwards.

Well, to start off with, Asakim repays Rand for the friendly drink by taking on
these noobs in his now much beefed up Shourouga. Rand and his relationship is an
interesting one. Anyway, since it's pretty obvious that Asakim isn't staying
around, you can either tank/weaken the enemies with Asakim during the first turn
or destroy them. Up to you. It's no big loss either way, since Rand is probably
one of your highest leveled characters. I have to say it's pretty lame you only
get Battle Choir for his theme when he's on your side, though. Anyway, make sure
you finish off all enemies on your turn. Because when you do...

Well, that was new. Levan reveals that instead of the nice, pretty, cleancut guy
we all thought he was, he's -fucking nuts-. And evil. So he attempts a surprise
attack on the Gunleon. Rand, apparently since Asakim's betrayal some sort of
supertraitordetector guy, expects this and shrugs off the blow pretty handily.
This makes Levan pretty upset, so he retreats towards the cliffs and calls in
his friends, including the other Chimera folks. Well, that's just fine, as ZEUTH
is also on the scene. Kind of confused about all this, but on the scene none the
less. The UN Manipulation, false information, and whatnot were all part of the
Chimera's plan to get ZEUTH to destroy itself. Well, that didn't work, so now
they're here to do you in personally. Yeah, right. YOu don't have much time, so
charge ahead and blast everything you can. On the next turn, Yasaba of all folks
shows up with two of the Siberian idiots in tow in a massively upgraded Dogon.
...It still kind of sucks, so keep him away from the action, since getting any
of those guys shot down is a losing condition. This may depend on wether or not
you got the Rushrod. Don't honestly know. Anyway, the first Chimera Brigade to
reach you will probably be Xine, also the least studly. Analyze her, maybe use a
move that reduces armor (Godsigma's final attack does this, as does Daitarn 3's)
and hit her with your strongest moves. She should fall pretty quick, honestly.
When she, does the mission ends.

IMPORTANT NOTE: If this is your second playthrough (or any subsequent play after
that), you will have a choice during the after-mission dialogue when Tallia is
speaking with Holland, Jamir, Quattro, and Bright. The first choice is to stay
with ZEUTH, which brings you to a new, slightly different set of missions where
the Minerva crew stay with you.

********************************************************************************
RAND STAGE 47 INTERMISSION

Well, your Zaft folks have left. Sadface. To make up for it, Coren Nander and
Yasaba join your brigade! I'll take these guys over the Zaft prettyboys (minus
Lunamaria, I like her <3) any day. In the bazarr are some flowers for Tifa if
you've been following the whole Love Gift bazarr chain, and a RE-GZ (!!!) and
Coren's old unit, the Eagle. Sweeeet. Also, Holland gets his Devilfish, which is
nearly as studly as the Spec 2 nirvash (no sweet MAP attack, sadly). I had to
sell a few spare parts to finance my purchases in the Bazarr (no blue stones for
aaages), but I figure it was worth it. Also note that at long last, you're going
into space. Some of your characters (Turn A, King Gainer, and Xabungle folks)
won't do entirely too well up there, so be sure to compensate somehow (put them
in powerful squads, equip thruster modules/A Adaptors, etc.).

IF ON ZEUTH ROUTE: We're  not going to space just yet, here- instead, we'll be
dealing with Aquarion a bit earlier, so be sure to adjust and equip as you need
to.

********************************************************************************

------------------------
|SETSUKO ROUTE STAGE 47|
------------------------

Allies:

Setsuko
Levan

Allied reinforcements: Both Virgola units shot down

Enemies:

Shurouga (Asakim)
Virgola Unit 2 (Toby)
Virgola Unit 3 (Denzel)

Enemy reinforcements: Both Virgola units shot down

Golnigus
-Golnigus
-Golnigus x8

Yurid
-Gator
-Gator x5

Gelzuge
-Windam
-Windam x3

Zamzaza
-Windam
-Windam x2

Chaos Caper (Xine)

Chaos Anguis (SHuran)

Chaos Leo (Crazy Levan)

Skill point: Map cleared within 4 turns of the first enemy reinforcement wave

THE MOON IS NOT OUT

ENDING POINT ALERT:

First point: Alternate Glory Star team defeated within 4 turns

Well, this is strange. Looks like Asakim's yanked an alternate Glory Star team
(sans Setsuko) from some world or other to fight her. He's marvelous company.
Well, no matter- the Virgola Glory should make mincemeat of them by turn 2 enemy
phase at latest. When you do this, things rapidly go south (as they are apt to
do when Setsuko chases after Asakim). Levan reveals himself as being, instead of
a pretty nice guy with a few neuroses about women, in need of -serious- -mental-
-help- and attacks Setsuko while her back is turned. Apparently not being the
super-traitor-detector-guy Rand is, Setsuko takes the brunt of this blow. Things
get kind of weird. I would be tempted to say that Setsuko goes SEED mode, but
that usually doesn't make you speak exclusively in katakana. Fortunately, before
things can get too wiggy, ZEUTH arrives to lay some righteous smackdown on the
Chimera unit.

The Virgola Glory has actually been powered up a bit- most notably, the attack
power of the MAP attack, Nautilus Carver, and The Glory Star has gone up and the
unit has gained En Regen (small). The mission becomes kind of standard after all
of the hoopla- you've faced all of these enemies, except Levan and Shuran, many
times before. Use the same tactics as you always have. The Chimera units are
moderately tough, but you should honestly be used to that sort of foe by now as
well- Ginganam's Turn X was a bigger threat last mission. If you can swing it,
I reccomend ganking Levan for his barrier field- I find those to be among the
most useful of parts. I tell you this because when you down one Chimera, the
others will bugger off. Very impolite.

IMPORTANT NOTE: If this is your second playthrough (or any subsequent play after
that), you will have a choice during the after-mission dialogue when Tallia is
speaking with Holland, Jamir, Quattro, and Bright. The first choice is to stay
with ZEUTH, which brings you to a new, slightly different set of missions where
the Minerva crew stay with you.

********************************************************************************
Setsuko Route Stage 47 Intermission

Coren has joined you with his Red Capool (three times as beefy!), and Holland's
303 Devilfish has also been delivered. On the flipside, the Minerva and her crew
have left, so you'll need to rearrange your squads a bit. On the Bazarr front,
two new machines are available for purchase: Another RE-GZ (!!) and Coren's old
unit, the Eagle. Both are very worthy purchases, though at this point you may
need to sell some older parts to finance this. Blue stones get mighty rare at
this point. Of important note is that next mission you'll be heading into space,
and your Overmen, Walker machines, and Turn A characters might need some help in
the form of Thruster Modules to make sure that their B-Ranks don't hinder them
overmuch.

IF ON ZEUTH ROUTE: We're  not going to space just yet, here- instead, we'll be
dealing with Aquarion a bit earlier, so be sure to adjust and equip as you need
to.

********************************************************************************

---------------
|ZAFT STAGE 48|
---------------

Allies:
King Beal
2 Battleships (Iron Gear and Freeden Unavailable, of course)
16 squads

Allied reinforcements: Enemy squads reduced to 16

Archangel
Kira
-Athrun
-Neo

Enemies:

Grawgraw
-Golgol
-Golgol x4

Kraken
-Domira
-Domira x3

Dangaln
-Kumoganira
-Kumoganira x2

Akudaigan
-Big Octo
-Big Octo x3

Jura
-Big Octo
-Big Octo x2

Altron Space Cruiser x2

Jyrogiras
-Guraken
-Guraken x3

Parirat
-Guraken
-Guraken x2

Eldar Battleship (Dalton)

Enemy reinforcements:

Gana Zaku Warrior
-GaishR
-GaishR x6

Blaze Zaku Phantom
-GaishR
-GaishR x6

Gouf Ignited
-Zaku Warrior
-Zaku Warrior x4

Naska Custom x3

Gouf Ignited White (Yzak)
-Gouf Ignited
-Gouf Ignited

Skill Point: Shoot down all enemies, Dalton last, by the start of turn 5.

THE MOON IS OUT (you're on it...?)

ENDING POINT ALERT: You will -lose- an ending point if all ZAFT squads are shot
down.

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Yzak 2: Convince Yzak with Athrun during this stage

Two approaches to this map. If you want the skill point, fan out and take the
fight to the enemy. If not, just wait on the first turn and let the enemies come
to you. Should you want to hurry things along, keep a few things in mind. The
Vegans (Northeast) won't require a whole lot of effort to down, so only send a
few squads that way. The Megaboosts (northwest) aren't too bad either, more so
if you send the King Beal that way to take advantage of the 40% damage boost to
adjacent units. The Eldar and Altron enemies are toughest here, so devote the
majority of your energies to them. Still, nothing here you haven't seen before.
The annoying thing is that Dalton won't even move his butt until it's too late
for the skill point. I made the mistake on focusing on the Altron machines. Try
to take out Dalton near the beginning of your turn.

Because things kind of hit the fan when you do. Black Charisma evacutes Dr. Wily
(beats me what his real name is, but doesn't he look like a Wily?) and severely
damages the King Beal. Cast guts a few times to regain that lost HP. And a huge
mess of Zaft appear to the west. Be careful, there's a -lot-. A Twin Satellite
Cannon MAP attack can take out a couple of squads if Garrod is placed well when
they appear (this is mostly up to luck, he happened to be in the thick of things
for me). Take out a couple of squads and the Archangel and Kira will arrive to
help. Some of those on the militarily inclined routesplit are a little uneasy
about this, but Quattro approves of their support. On the topic of the ZAFT, go
for the squad leaders almost exclusively. The GaishR units are pretty pansy, but
the Zakus and Goufs are not to be underestimated. Yzak is almost at this point a
formality. Even with his boosted HP, he's pretty much a joke. You should take
out everything- there's no timelimit.

********************************************************************************
STAGE 48 INTERMISSION

Garrod and Paula are an event squad next mission, so adjust as necessary. The
bazarr has gone back to selling normal mobile suits/armors. The Archangel's crew
have joined you to a man, at long last. Incorporate them as you wish and move on
to the next stage. Be sure to deploy Camille in some fashion.

********************************************************************************

----------------------
|ZAFT STAGE 49 Part 1|
----------------------

Allies:

Lacus (Eternal)
Henken (Radish)

Enemies:

HiZack
-HiZack
-HiZack x6

Marasai
-Marasai
-Marasai x4

Yurido
-Windam
-Windam x6

Drake Custom x4

Arekisandoria (Jamaican)

SKill point: none

Very simple. Hardly really worth a write-up. Both Battleships should cast Iron
Wall and charge. Try to blow up anything you can- you've only got two turns
before this part of the scenario ends. Have fun using Henken for a little bit-
a rare happening in the SRWverse.

----------------------
|ZAFT STAGE 49 PART 2|
----------------------

Allies:
Eternal
Radish
Argama
One Battleship
16 squads
Garrod
-Paula

Enemies:

Kurawata
-Kurawata
-Kurawata x9

Vertigo
-Kurawata
-Kurawata x3

Patouria

Kurawata (Lancerow)
-Kurawata
-Kurawata

GazaC
-GazaC
-GazaC x6

Endora x2

Guwatan

Enemy reinforcements: Lancerow shot down/Turn 3

Messala
-Gabsurei
-Gabusrei x4

Paiaran
_Gabusrei
-Gabusrei x2 (Jerid/Mauer)

Pallas Athene (Reccoa)
-Pallas Athene
-Pallas Athene

Hamrabi (Yazan)
-Hamrabi
-Hamrabi (Ramses/Dangel)

Anguis
-Golnigus
-Golnigus x3

Chaos Anguis (Shuran)
-Anguis
-Anguis

Skill point: Clear map by the start of turn 7

THE MOON IS OUT

ENDING POINT ALERT:

First point: Camille, Quattro, Fa or Emma fight Reccoa and both survive

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Biosensor for Zeta Gundam: Make sure that you deploy Camille in the Zeta. Have
him shoot down Yazan. An event will play out and the Zeta Gundam will gain the
Hyper Beam Sabre and Waverider assault moves, as well as Biosensor mode, which
activates at 130 morale.

Sarah and Reccoa: Have Quattro, Camille, Emma, or Fa fight with Reccoa, then
have Camille or Fa convince her.

Yack, enemies everywhere. Now, they're not -new- enemies, but note that the Gaza
C units do much better in space than in the atmosphere. Split your forces in two
for now- western platoons should deal with the space revolution army, while the
eastern squads should more or less stay put. A small note- keep Camille with the
eastern group so he can easily get his new attacks. If you want, you can move
the forces staying behind over east a little, towards the corner. This mightn't
make sense at the moment, but reinforcements will be coming. The Strike Freedom
and Infinite Justice should stick near the eternal for the Meteor combo attack.
Enemy reinforcements appear when you blast Lancerow, or turn 3 rolls around. In
my case it was turn 3, because I didn't hoof it enough to get in range on turn
2.

This becomes quite the battle. This is why I reccomended you to head down toward
the southeastern corner. You want to take out Shuran's Chaos Anguis ASAP. The
MAP attack it has is -crippling- stopping any unit cold that it hits. Thankfully
his unit isn't that beefy. Hopefully you've got a good amount of Supers down
there. When you take him down, you can rest a bit easier. The MP Anguis aren't
too bad, though they have high HP. Be careful of Camille here- with all of the
Titans and whatnot that will be gunning for him, he can get gangbanged fairly
easily. Take the necessary measures to keep him alive. As an aside I sort of
forgot, Garrod will take five when the reinforcements arrive after receiving a
drubbing from Lancerow. Don't worry, he's fine. Now the only special part of
this scenario is that you need to take out Yazan with Camille to get some cool
new weapons. The rest is pretty simple. If not entirely easy. I'd reccomend
having someone cast Disturbance, which cuts enemy hitrates by half. YOu'll be
facing a long enemy phase. Yazan's Hamrabi squad has a lot of collective HP, but
otherwise, they're actually not that strong. In fact, their attacks are kind of
weak (with the exception of their Spider Net combo attack which they can't use
when one of them is shot down).

To have Camille learn some cool new moves, use him to deal the finishing blow on
Yazan. He'll learn the Waverider crash and the Hyper Beam Sabre. A note about
Reccoa: when she attacks Quattro, Camille will recognize who she is, and the
convince command becomes available. I don't think it has any effect right now,
but you can do it anyway. Clearing the map in six turns is honestly tougher than
it looks because those bloody capital ships start out so far away. If the skill
point is your aim, have some powerful units break off early on to deal with them
. The stage ends automatically on turn seven. It seems your foes have forgotten
that they're not the only ones with a superweapon and leave their precious
colony laser open to nuking by the Satellite Cannon. Woot!

********************************************************************************
STAGE 49 INTERMISSION

If you've been following the whole love gift bazarr thing, visit the bazarr to
get a rather nice reward: A soul of steel! This very powerful part is perfect
for any unit. Aside form that, nothing new at the bazarr, or anywhere else, for
that matter. Aquarion is an event unit- so if you want, you can give it that
soul of steel to beef it up. Rolan, Coren, and Harry are also in an event squad
together, but if you're like me, those units are pretty heavily upgraded anyway.
Adjust as necessary and get going.

********************************************************************************

---------------
|ZAFT STAGE 50|
---------------

I am D.O.M.E...

Allies:

Eternal
Argama
2 Battleships
16 squads
Solar Aquarion (Apollo/Sirius/Reika)
Loran
-Harry
-Coren

Enemies:

Marasai
-Hizack
-Hizack x8

Yurido
-Windam
-Windam x6

Destroy Gundam x2

Raswado (Abel)

Arekisandoria (Bask)
Girty Lue (Ian)

Enemy reinforcements: Enemy squads shot down

Mahiro
-Mahiro
-Mahiro x6

Mahiro (Swesson)
-Mahiro
-Mahiro

Bandit (Marybell)
-Mahiro
-Mahiro

Turn X (Gym)
-Mahiro
-Mahiro

Enemy reinforcements: Both enemy battleships shot down

G-Bit
-G-Bit
-G-Bit x12

Gundam Virsago (Shagia)
-Gundam Ashtaron (Olba)

Enemy reinforcements: One turn after the second wave

Golnigus
-Golnigus
-Golnigus x6

Leo
-Golnigus
-Golnigus x4

Assault Aquarion (Glenn)

Chaos Leo (Crazy Levan)
-Leo
-Leo

Skill point: Defeat all earth federation enemies, then shoot down the Girty Lue
and Arekisandoira by the start of turn 4

THE MOON IS OUT

ENDING POINT ALERT:

First point: Destroy Shagia and Olba at the same time

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

G Bits 3: If you got the Black Box F after stage 27, the G-Bits will be on sale
in the bazarr after the stage ends. Purchase them to unlock the attack. If you
haven't fulfilled all the requirements, or you're on Setsuko's route, you can
still obtain them if you have 50 skill points.

Tifa as a subpilot: If you got the Black Box F after stage 27, Tifa will join
Garrod in the DX during the stage. Alternatively, if you're on Setsuko's route,
or missed two of the requirements, if you have over 40 skill points, you can
still obtain this.

Haro: If you've obtained all the other items in the chain, you'll receive it for
free when you visit the bazarr after the stage.

Well, the first part of this mission is exceedingly simple. All units start out
with maximum morale, and the enemies aren't particularly tough. Waste them. To
be honest, that's all the advice I can really give you at this point. After you
take out a couple of squads, Gym appears with Marybell and some Mahiros. Don't
concern yourselves with them- they're not tough or powerful, and you need to
hoof it to get that there skill point. On turn 2, your main targets should be
the Destroy Gundams. Feel free to take out the Mahiros on counters, but don't
exert any of your offensive energies on them. Note that when Abel takes enough
damage, he'll heal himself, gain the newtype X ability, and get two units in his
squad. He's still a joke, though. Just blow him up again. Taking out the feddy
ordinance should be no problem for you. Bask takes annoyingly little damage from
even your strongest attacks, but he doesn't much HP. The Girty Lue is a complete
joke, even though Ian has guard. Also, feel free to blow as much SP as you need,
though that shouldn't be a lot. Anyway, the Requiem -almost- fires, but DOME and
Tifa stop it. The Space Revolution Army arrives, but Dianna stops things from
escalating to show us all... the Black History.

This shit's way too complicated for me to really grasp in a foreign language,
but rest assured, bad mojo has gone down in the past, and it's about to go down
now. The Frost brothers use their satellite launcher to nuke the two Presidents,
and then move to fire on Requiem- with various important folks like Dianna still
inside. Loran moves to intercept- and activates the Moonlight Moth. This is kind
of a double edged sword, because Gym's Turn X also activates the system. He uses
it to melt Agrippa into goo, then buzzes off. Since the frost brothers are too
crazy for anyone to really help, they've employed a whole lot of G bits to fight
you. Now, here's the thing- there's no timelimit now for anything. What you want
to do is land everyone on the Requiem Facility (not the round launcher, a small
strip of concrete with a small dome on it) to take advantage of the regenerative
bonuses it affords to landed squads and just wait there for the mass of G-Bits.
Since you've probably already moved a few squads, finish your migration on the
next turn.

Speaking of which, Crazy Levan woman-hater extrordinaire appears with some more
enemies- fortunately, they're neutral, so they might actually tangle with the G
Bits. Anyway, just kind of stay put and blast anything that comes in range.
Levan has a nasty MAP attack, but it has no status effect, so you can probably
tank it. If you just want to be done with the Feddie forces, blow up Glen. He'll
get out of dodge. Toma appears, and entices Sirius to join him. Apparently he's
fed up with humanity's ugliness. Like the Fallen Angels are much better. Blagh.
Well, Silvia combines with Reika and Apollo to form Aquarion Angel, which kind
of sucks, but it's better than nothing. Now just focus on the G-Bits and the
Frost brothers. Neither are very tough. The annoying thing about the Frosties is
that they DON'T BLOODY MOVE. You've got quite a trek to get to them. Despite
beefed up HP, they should prove to be very easy foes. The only stumbling block
is that if you want both Solar Panels (and quite a bit of cash), you need to
blast both in one attack. You'll need to work around Olba's support defense. To
do this, either just ping them with weak attacks or use Direct Attack/Fury. The
other option is to just use strong ALL attacks, like the Chromium Buster or ICBM
toss. The satellite cannon fits the bill as well- I used it for the finishing
blow.

********************************************************************************
STAGE 50 INTERMISSION

I don't know what the trigger is for it, or if it's compulsory, but Lancerow
joined me in his custom Kurawata. His cheap Faith and fairly beefy mobile suit,
as well as good overall stats make him a good squad member, but damn if you're
not just running the hell out of room. The Bazarr is the same as it has been.
Don't worry about the Aquarion crazyness for now. It'll resolve itself soon
enough. Put your Turn A folks back in squads and move on.

********************************************************************************

---------------
|ZAFT STAGE 51|
---------------

Allies:

Iron Gear
Gekko Go
One Battleship
16 squads
Aquarion (Apollo/Pierre/Reika)

Enemies:

Naikik
-Naikik
-Naikik x3

Aishkik Commander Model
-Aishkik
-Aishkik x2

Aishkik Commander Model II (Henry)
-Aishkik Commander Model II
-Aishkik Commander MOdel II

VC10
-VC10
-VC10 x8

Assault Aquarion Alpha (Glenn)
Assault Aquarion Delta
Assault Aquarion Omega

Nirvash Type theEnd (Anenome)

Battleship (Yuergens)

Enemy reinforcements: Glen/Anenome attacks

Steel Demon Robo
-Mecha Demon
-Mecha Demon x8

Sword Demon Robo
-Mecha Demon
-Mecha Demon x4

Combined Hundred Demon Robo x2

Captain Patch
-Eyepatch Demon
-Eyepatch Demon

Mecha Fortress (Hidler)

Mohora (Gelbeam Aiskyuron)
Sirius (Gelbeam Mars)

Skill point: Clear map by the start of turn 6

THE MOON IS NOT OUT

ENDING POINT ALERT:

First point: Moroha shot down
You will LOSE an ending point if you shoot down Glenn!

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Assault Aquarion: To obtain Assault Aquarion a bit earlier, shoot down Aquarion
Delta and Omega before shooting down Aquarion Alpha or Moroha. After the stage,
visit the bazarr and purchase the special item on sale. You'll get it on the
spot.

Well, we're back on earth, which is good news for your Overmen, Walker Machines,
and Turn A support characters. Anyway, charge ahead as per usual in these sorts
of scenarios. Note that the Chiram units have been beefed up a bit. No big thing
at all, just note it. You can probably take out all the Chiram sans Henry by the
end of turn 1. On turn 2, focus on clearing out the Feddie forces and the two
Aquarions not piloted by Glen. STAY OUT OF ANENOME'S RANGE so she'll come to you
to make beating her down easier. On Turn 2 ENemy phase, she'll attack, which
triggers a bunch of Oni slamming into your rear flank. Don't worry, you want
this to happen. Sirius the traitor (like we care) and Mohora also arrive, both
with Double Move (...WHY DOES HE GET THAT NOW). Don't worry, though. They start
out far away. Better yet, you can get rid of them both pretty easily. First,
take out Anenome. Then blast Glenn (after you've gotten rid of the other two
Assault Aquarions!). After a bunch of events, any remaining Feddies and the two
Fallen Angels will retreat. Enjoy the next Aquarion attack- though you can't use
it. I guess we've been overcrowded on Aquarion attacks for a while.

Now, the rest of the mission is Oni cleanup. No big deal- though watch out for
the combined demon robos. They're tough and powerful. Move on down to blast them
all. Hidler's Mecha Fortress has been beefed up by a goodly margin, but you can
handle him easy enough. For someone who seems to be some sort of strange Hitler
parody, he goes out in a pretty noble way. Things rapidly go to pot, however.
A bunch of Megadeus Archetypes appear, so ZEUTH decides to buy some time for
Renton to talk with Sakuya. After a lengthy talk, Norb and Sakuya send the
blasted things away. Sadly, Alan Gabriel makes off with Dorothy. Bad, but not
something that really affects you. However, the Overdevil appears and absorbs
Gainer. -Really- bad, and it does affect you. Argh.

********************************************************************************
STAGE 51 INTERMISSION:

If you took my advice and blew up the two AI controlled aquarions before Glen,
head for the bazarr and buy the Vector machine. The Assault Aquarion is yours!
Speaking of the bazarr, the Brocolli is for sale there- and it's the best walker
machine available that's not the Xabungle/Gallia. Anyway, the Assault Aquarion
is now available, the pilots being Reika, Jun, and Tsugumi. It will require more
than a little in the way of upgrades to put it on the level of your normal unit,
but it's actually every bit as effective as the original when you bridge the
upgrade gap. ANYWAY, Gain, Sara, and Gauli are all event squads next mission.
Infuriatingly, Gauli and Sara are in their Panzers. Gack. Rearrange squads as
you need and buff up the Panzers with parts. Also, put some SP restoring parts
on units with pilots that know Exhaust/daunt.

********************************************************************************

---------------
|ZAFT STAGE 52|
---------------

Allies:
Iron Gear
Two battleships
16 Squads
Gain (Emperanza)

Allied reinforcements: Frozen Sara shot down

Sara (Jinpa) joins Gain's platoon

Keginan
-Enge
-Jyapolee (all in Dobecks)

Enemies:

Prometheus
-Calico
-Calico x4

Galapagos
-Dagger
-Dagger x4

Doran
-Doran
-Doran x3

Doran (Greta)
-Doran
-Doran

Buffalo x3

Emperor Custom x2

Gear Gear (Hora)

Broccoli (Timp)
-Gapamento
-Gapamento

Black Domi
-Black Domi
-Black Domi x8

Dominator (Asuham)
-Black Domi
-Black Domi

Golem (Frozen Gauli)

Jinpa (Frozen Sara)

Gainer B Black (Frozen Gainer)

Enemy reinforcements: Frozen Sara's HP reduced below 50%

Spore Coralian
-Spore Coralian
-Spore Coralian x8

Nematode Coralian
-Nematode Coralian
-Nematode Coralian x4

Mollusk Coralian
-Mollusk Coralian
-Mollusk Coralian x2

SKill point: All enemies shot down by the start of turn 7, Overdevil last.

THE MOON IS OUT

Yeah, this looks incredibly unpleasant. First thing's first, Exhaust the crap
out of the Overdevil. Next thing, pump up any units that can give themselves
morale and head straight for Frozen Sara. Analyze her, then shoot her down. Of
course, when you reduce her below 50% HP, a whole bunch of coralians appear to
give you trouble. Of course, they'll go after anyone in their range, and given
where they appear, that could be anyone. Ignore 'em for now and finish off Sara.
This will bring her back to her senses, as well as Gauli. Now that you've got
that out of the way, you've got a choice. Go straight for evil Gainer, or spend
some time getting cash from the various grunts. Once you snap Gainer out of it,
everyone goes to maximum morale and the vast majority of enemies retreat, so
there's not much point to this. Now, if you want the skill point, you still need
to clean up the rest of the named enemies and the dominators. Which is a giant
pain in the ass, but doable. Note that Hoora will transform to Mecha mode when
beaten down. Personally, I'd just daunt the Overdevil again and kill his sorry
ass in once and for all. Up to you. The skill point is certainly more profitable
but it's more difficult too. I was kind of sick of it all at this point. Having
the boss just sitting there in the middle ripe for owning was too great lure for
me. Goddamn Overpiggy needs to -die-. Which isn't too tough if you keep the damn
thing below 130 morale, actually. Don't let the high HP intimidate you, there's
nothing to it. When you do him (and everyone else, if you want) in, welll...

Just get ready to the monkey. ;)

********************************************************************************
STAGE 52 Intermission:

Well, Cynthia's joined you in the Dominator. I think. Maybe. You also get a free
Jinpa, which... isn't that great, but it's better than the Panthers. You'll need
to put the various overmen back in squads. Godsigma is out on his own next time,
so take the necessary precautions. Also, be sure to deploy Mazinger Z, Grendizer
Great Mazinger, Getter Robo G, and the Big O!

********************************************************************************

---------------
|ZAFT STAGE 53|
---------------

Allies:
King Beal
2 battleships
Godsigma
16 squads

Allied reinforcements:

Enemies:

Halbi
-Halbi
-Halbi x6

Midifo
-Midifo
-Midifo x6

Jyrogiras
-Guraken
-Guraken x6

Barirat x4

Grawgraw
-Golgol
-Golgol x2

Grawgraw (Gandol)
-GrawGraw
-Grawgraw

Eldar Battleship (Dr. Wily?)

King of Vega/Beer Keg of Death (Great King Vega)

Enemy reinforcements: Turn 3

Combat Jet
-Combat Jet
-Combat Jet x8

Steel Demon Robo
-Mecha Demon
-Mecha Demon x6

Sword Demon robo
-Mecha demon
-Mecha demon x4

Combined Hundred Demons Robo x2

Captain Patch
-Eyepatch Demon
-Eyepatch Demon

Giant pie in the sky with spikes (Brai)

Enemy reinforcements: Dr. Wily (?) reduced to 10 HP

Skill point: Map cleared by the start of turn 8

THE MOON IS OUT

ENDING POINT ALERT:

First point: Reduce Doctor Wily/Professor Kazami's HP to below 2000

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Big O Final Stage: To obtain this attack early, deploy the Big O and make sure
it survives the stage. Shoot down the Big Duo Inferno, and you'll unlock this
attack.

Final Dynamic Special: Deploy Mazinger Z, Great Mazinger, Grendizer, and Getter
Robo G and make sure they all survive the stage. Make sure that Grendizer shoots
down the King of Vega, and you'll obtain the attack automatically. Alternatively
you'll gain this attack when you shoot down Emperor Brai.

Well, this is a much nicer map than the last one. You can take your time a bit
more, the bosses aren't -right- in your face, nor do they have crippling Over
Skills or MAP attacks. In fact, the enemies right in front of you are kind of
pathetic. I do have some advice, though- lead with your tankers. The reason why
will become readily apparent when any Cosmosaurus enemy attacks- because he had
been on your side for such a long time, he's inputted your evasion data into the
Eldar weapons. This puts your dodgy units in jeopardy due to their jacked jacked
up accuracy. If you're the type to just MAP everything with seven swell, have
Renton chill near the western side of the map. If not, do whatever. Chew into
the easy enemies before you. On turn 2, take out as many of the Cosmosaurus
platoons as possible. On turn 3, everyone will realize what's going on, and they
resolve to take down the good doctor's battleship to critical status and rescue
Toshiya's father. Sadly, a metric asston of Hundred Demons appear, along with
Emperor Brai himself in... what appears to be a giant disc with spikes on it. If
you wished to Seven Swell the enemy, now is your time.

However, either way, your new goal is to reduce the professor's battleship to
critical HP. Use Mercy- Kira has it, among others. When you do so- try to do it
on turn 3- various events happen, the most notable being the arrival of Sandman
in the Godsigma Gravion (G-godsigma, cries Toshiya!) and Alan Gabriel in the Big
Duo Inferno (this is not good news, sadly). Sandman should, well, run from the
mob of Hundred Demons. His unit is basically God Gravion with a different color
scheme, and thus not capable of taking on an entire army. Make no mistake, it's
still a good unit, but on its own it can't do much. Finish off the professor to
keep him from pestering you any more (and so Alan doesn't mosy on over and steal
your kill, if you leave him alone for that long). Do it with Godsigma for a new
attack. Or maybe it's automatic? Dunno.  ANYWAY. On turn 4, you should clean up
any remaining Vega enemies (Gandal has this annoying habit of running after Alan
who he can't even touch, so you'll probably get rid of him later, -after- King
Vega, ironically) and stay out of the Beer Keg's range to get him to come to you
to make the blowing up thereof easier. Alan will charge right at Roger, so don't
worry about that. Turn 5 should be spent cleaning up Hundred Demons on the right
and dealing with King Vega and Alan. To obtain the Final dynamic special, finish
off the Beer Keg with Grendizer/Mazinger/Great/Getter. To get the Final Stage
for Big O early, finish off Alan with Roger. Groooovy. Turn Six should be you
getting in position to deal with Brai, who is the studliest guy on the map.
Stay out of his considerable range on that turn and group everyone together-
though, I had to leave some units behind to deal with Gandal. No big thing. Use
your newly acquired moves to lay it into Brai and end the threat of the Hundred
Demons (and the map) once and for all.

********************************************************************************
Stage 53 Intermission

You've probably got a whole lot of cash. What you may also notice is that you've
got a grand total of 18 squads to deploy next mission. Awesome. Also nice is the
joining of Sandman with his God Sigma Gravion. Having another Gravion, even if
it is slightly less studly, is always good, so sink some funds into that. Our
man Sandman is also a great pilot, especially for a super robot. Anyway, get
your squads together and get ready for a real fight. It's time to defend earth
from the final alien offensive!

********************************************************************************

----------
|STAGE 54|
----------

Allies:
King Beal
3 battleships
18 squads

Enemies:

Kraken
-Domira
-Domira x4

Dangaln
-Kumoganira
-Kumoganira x4

Magald
-Solider Zeravia
-Soldier Zeravia x4

Zerocross
-Tiegrell
-Tiegrell x3

Hyudyoer
-Jyuedar
-Jyeudarx2

Agudaigan
-Algae
-Algae x4

Jura
-Big Octo
-Big Octo x4

Altron Space Cruiser x3 (one is beefier and contains Necross)

Jyrogiras
-Halbi
-Halbi x4

Barirat
-Guraken
-Guraken x4

Eldar Battleship x2 (Nesa/Dalton)

Butcher (Bandock)

Enemy reinforcements: Enemy squads reduced below 30

Spirit Gatora (Gatora)
Zeravaon (Hyugee)
Galgos (Gagan)

Skill point: Clear map by the start of turn 7

THE MOON IS OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Baldiroizer: If you didn't obtan this earlier, you can gain it here by deploying
Baldios. Make sure it survives through the stage. You'll gain this attack when
you shoot down the Spirt Gatora.

Hooooo boy. This is... messy. You cannot split up, or you'll be overwhelmed.
Move up towards the center in one mass, and blow things up as you go. If you're
interested in the skill point, put Renton out in front so he can get morale, and
get it quick. He'll need to have Seven Swell ready by turn two (use morale boost
spells if necessary) to blow up large amounts of enemies. You need to reduce the
enemy squads below 30 by then, or you really won't have much chance of cleaning
up quickly. When you do, the three big bosses appear. They're all pretty studly.
Don't worry about them for now, though. Just deal with what comes at you as you
crawl up in a unit. Do not send any units off to deal with the Altron forces!
You need all of your firepower in one place to deal with the quartet of bosses.
They'll all come after you anyway.

Now, for the bosses. They're all pretty tough, but not absurdly so. Gagan and
Hyugi are probably your primary concerns, as they're the most proactive in going
after you. There's nothing really out of the ordinary about them as bosses go,
except for absurdly high levels of COunter and Potential. Now, here's the deal.
When you take out Gagan, Godsigma chases after him. When you take out Hyugi,
Sandman also goes after him. When you destroy the Spirit Gatora, Marin pursues
him. Thus, you'll be deprived of three powerful units as the battle wears on.
Plan around this. I actually had all three units take out their respective boss.
For whatever reason, Zambot 3 doesn't follow Butcher when he explodes/retreats.
Well, one less thing to worry about. The general rules of boss smiting apply-
Analyze, use armor reducing attacks and hotblood to plow through. This isn't
complicated, but it gets hectic. Clearing up in time for the skill point can be
harrowing, but if you take my advice and stick together until the bosses come at
you, you should be able to do it.

********************************************************************************
Stage 54 Intermission

Well, no Bazarr. Godsigma Gravion isn't available right now (Don't worry, you'll
get it back), and Zambot and the other two Gravion units are event squads. Given
that you can still deploy 18 squads, you're going to be scrambling for units to
deploy with the event units as they are. On the bright side, MEIN GOTT there's a
lot of cash to go around. Deploy as many pilots that know Exhaust as possible.
You may wish to put Fatman as one of your Walker Machine's subpilots, since you
can't deploy the Iron Gear.

********************************************************************************

-----------------
|STAGE 55 PART 1|
-----------------

Allies:
King Beal
One battleship
18 squads
Zambot 3
Sol Gravion
-Gran Trooper

Allied reinforcements:

God Sigma Gravion (Sandman)

Allied reinforcements: Goma reduced below ~50% HP

Eternal
Soriel (Dianna Soriel)

Enemies:

Teiguril
-Soldier Zeravia
-Soldier Zeravia x5

Jyuedar
-Soldier Zeravia
-Soldier Zeravia x5

Magald
-Teiguril
-Teiguril x3

Zerocross
-Teiguril
-Teiguril x3

Hyudoel
-Teiguril
-Teiguril x3

Goma

Enemy reinforcements: Turn 3

Gelbeam x5
Grave Gelbeam x5

G-Bit
-G-Bit
-G-Bit x8

Gundam Virsago (Shagia)
-Gundam Ashtaron (Olba)

Mahiro (one contains Swesson)
-Mahiro
-Mahiro x5

Bandit (Marybell)
-Bandit
-Bandit

Turn X (Gym Ginganam)

Skill point: All Zeravia, Goma last, shot down by the start of turn 6

THE MOON IS OUT

ENDING POINT ALERT:

First point: Ginganam shot down
Second Point: Shagia Shot down
Third Point: Olba shot down

Well, the Goma is probably the toughest foe you've faced thus far. To make
matters worse, you need to blow that bastard up before it reaches the edge of
the map. You cannot slow it down with unit placement, and it will be able to
move and attack every turn. If I may make a suggestion, before assaulting it,
you should be on a diagonal so it doesn't blow your ass up with its gnarly MAP
attack. Aside from that, just boost up and trash the Zeravia. On turn 3, things
just go to hell. The Frost Brothers and Fallen Angels arrive, bent on the total
destruction of the world. Gym Ginganam also arrives, just bent on destruction.
He doesn't really care of what. Ignore all these guys and continue blowing up
the Zeravia. Also, begin using Exhaust on the Goma so he doesn't MAP you. Using
Disturbance/Confusion wouldn't be a bad idea. Also note that on turn 3, Zambot 3
is knocked out of the battle.

On turn 4, you should focus on blowing up the Goma. Wait any longer and quite
frankly you'll have a hell of a time catching it. Even if you're going for the
skill point, you should still go for it. When you reduce the Goma's HP below
about 40 or 50% percent, something extraordinarily awesome happens. Listen... to
Meer's song! The ZAFT and the Federation do just that, and blow away the newly
summoned Zeravia. Even the Frost Brother's immense hatred and Gym's bloodlust
are stayed. You also get the Soriel on your side, which is damn cool. Now, mop
up any remaining Zeravia and blow away the Goma. All your units are at Maximum
Morale and SP, so it shouldn't be hard. When you do take him out, he regenerates
a bit, but Sol Gravion and God Sigma Gravion unlock their most powerful attack
and combine to become... ULTIMATE GRAVION! And they blow shit up but good. But
there's still the question of Kappei...

-----------------
|STAGE 55 PART 2|
-----------------

Allies:

Zambot 3
King Beal
One battleship
10 squads

Enemies:

Tesugain x5
Hellguin x5
Bandock (Unit 8)

Skill point: none.

THE MOON IS OUT

Well, everyone starts at Maximum morale. Kappei's got his 200 morale RRRAAAGE
face on, too. The only downside is that you can only deploy 10 squads and the
enemies are a bit tough. Fortunately, the King Beal will let you lay down the
hurt on them posthaste. You can pursue this map in whatever way you want. Since
the game doesn't allow me many opportunities to do so, and it's sort of my play
style, I actually retreated a bit and hunkered down around the King Beal and let
the enemy come to me. Just blast 'em all then blow up the Bandock one last time.
Watch out for the MAP attack.

********************************************************************************
Stage 55 Intermission

Well, not quite as much money as last time, probably, but still a lot. All of
your event units are back, and Po has joined in her Silver Sumo, along with the
Soriel, which is probably one of the best battleships in the game due to Queen
Dianna's excellent support spells. Check the Bazarr for stuffs, upgrade, fix the
squads that were mussed by the events, and move on. The next mission is a real
doozy.

IF ON ZEUTH ROUTE: Be sure to deploy both Shinn and Kira next mission so you can
save Rei and Tallia.

********************************************************************************

---------------
|ZAFT STAGE 56|
---------------

Allies:
Argama
Archangel
Eternal
One battleship
18 squads

Enemies:

Kurawata
-Kurawata
-Kurawata x4

Vertigo
-Kurawata
-Kurawata x3

Patouria x2

GazaC
-GazaC
-GazaC x6

Blaze Zaku Phantom
-Gana Zaku Warrior
-Gana Zaku Warrior x6

Gana Zaku Warrior
-Zaku Warrior
-Zaku Warrior x6

Gouf Ignited
-Gouf Ignited
-Gouf Ignited x3

Endora x2

Nasca Custom x2

Gondowana Custom x2

Guwadan

Enemy reinforcements: Enemy squads reduced below 13

Marasai
-Marasai
-Marasai x6

Yurid
-Yurid
-Yurid x4

Paiaran
-Gyabran
-Gyabran x4

Messala
-Gabusrei
-Gabusrei x2

Bowando Dog (Jerid/Mauer)
-Paiaran
-Paiaran x2

Hamrabi (Yazan)
-Hamrabi (Ramses)
-Hamrabi(Dangel)

Golnigus
-Golnigus
-Golnigus x4

Agamemunon Custom x2

Drake Custom x3

Alexandria x2

Dogos Gear (Scirrocco)

Chaos Leo (Crazy Levan)
-Leo
-Leo

Chaos Anguis (Shuran)
-Anguis
-Anguis

Quebely (Haman)

Legend Gundam (Rey)

Impulse Gundam (Lunamaria)

Gouf Ignited (Yzak)

Destiny Gundam (Shinn)

Minerva (Talia)

Enemy reinforcements: Dogos Gear shot down

Pallas Athene (Reccoa)
-Messala
-Messala

Borink Saman (Sara)
-Messala
-Messala

The O (Scirrocco)

skill point: Clear the map by the start of turn 9

THE MOON IS OUT

ENDING POINT ALERT:
First point: Convince Lunamaria with Lacus while Shinn is still on the field
You will LOSE an ending point if you shoot Lunamaria down.

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Yzak 3: Have Athrun convince Yzak. He'll retreat and join you after the stage.
Sarah and Reccoa: Shoot down Sarah, then convince Reccoa. Leave her on the field
when you clear the stage. Both of them will join you after the stage.
Stella: She'll join you after the stage if you met the requirements (see the
secrets section for a detailed rundown)
Biosensor for Zeta Gundam: If you didn't get this earlier, deploy Camille in the
Zeta. Make sure he survives. You'll obtain the Biosensor when you shoot down
Yazan.

Ho mans. This is gonna be messy. There's the easy way, and the skill point way.
The easy way is to just stay together and plow through the enemies. The skill
point way... is more complicated. Split into three groups- well, two groups and
Renton or Loran. You'll need their studly MAP attacks. Whichever one you choose
goes southeast. Now, the Eternal, Archangel, and Athrun, along with the bulk of
your forces, should just CHAAAAARGE straight up. A respectable amount of units
should stay behind and head southwest. Whatever MAPper didn't go southeast would
be best off going this way. The Argama and your other battleship should be going
this way as well. Camille should be a part of this group if you're interested in
recruiting Reccoa and Sara. If you're not interested in any of this, just head
on up and blow shit up but good.

Anyway, as you blow things up, try to trigger enemy reinforcements as soon as
possible. The Titans and the Chimera brigade will appear in the southwestern and
and southeastern corners. The Minerva, Destiny Idiots, and Haman will pop out
near the Messiah. Yep, messy. First off, you can convince Yzak and Lunamaria
(bless their pretty hearts) to leave with Athrun/the Eternal, respectively.
Sadly, but not unpredictably, everyone else you have to blow up. Now, if you're
going for the skill point, this is where you put your cunning plan into action.
Renton uses his Seven Swell after Eureka uses Move Again. Someone uses resupply.
Seven swell again. And the southeastern corner is cleared! Hurrah! Loran could
conceivably do this as well, and do more damage thanks to soul, but he'll need a
squadmate with Move Again and some careful positioning. Renton is easier. Also,
if you want to spread your forces even thinner, you don't even need MAP attacks.
But this is probably the most efficient method.

On the Titans front, less mapping will be going on, and more oldfashioned beat
downing. By far the biggest threat is Scirroco, in his big ol' battleship. Which
he can make dodge because of how -insanely- glowy he is. Caaaareful. The rest of
them aren't really worth noting, except that when you take out Jerid or Mauer,
Jerid will cast Guts Plus, Strike, and Invincible. If you take out Jerid first,
Mauer will be taken out covering him. If you take her out first, the spells are
cast regardless. So do whatever. When Scirroco is blown up, he pops out in the O
(not to be confused with the -Big- O), along with reccoa and Sara. Ignore them
and take him out in his absurdly-tough-for-a-mobile-suit-suit.

On the northern front, be sure to take out Haman for her Haro before taking out
the Minerva. Aside from that... well, just blow everything up. And there's a lot
of stuff to blow up, so get to it. If you took the easy way, just let the enemy
reinforcements come to you and deal with being attacked on two fronts. Better
than splitting up, really, but slower. A few notes: The Minerva is probably the
most resilient boss you've fought so far. You may want to take potshots at it
throughout the mission to speed the work. Guard is rather potent, it seems. Very
few of the boss characters have Potential as a skill, nor do they have HP regen,
so potshotting (if you can hit the enemy) is not only acceptable but encouraged.

********************************************************************************
Stage 56 Intermission: Depending on how much you blew up and if you used Luck to
bolster your funds, your total cash right now could very well be pushing near
the one million mark. Woot. Anyway, Loran, Harry, and Po are an event squad, as
are Aquarion and Assault Aquarion (if you got it?). Also, you have the Destiny
and Impulse Gundams back! If you convinced him, Yzak will also join you in his
nice Gouf Ignited. Next Scenario is back on earth, so compensate for that in the
squads you have arranged if necessary.

********************************************************************************

---------------
|ZAFT STAGE 57|
---------------

Allies:

Gekko Go
Soriel
Two Battleships
18 squads

Aquarion
-Assault Aquarion

Loran
-Harry
-Po

Allied reinforcements:

Enemies:

Gelbeam x4
Jyapalpa x6
Grave Gelbeam x3

Faux Solar Aquarion x2
Faux Aquarion Mars x2
Faux Aquarion Luna x2

Gelbeam Mars (Sirius)

Enemy reinforcements: Turn 2

Overdevil x2

Mahiro
-Mahiro
-Mahiro x6

Mahiro (Swesson)
-Mahiro
-Mahiro

Bandit (Marybell)
-Bandit
-Bandit

Turn X (Gym)
-Bandit
-Bandit

Gundam Virsago (Shagia)

Gundam Ashtaron (Olba)

Enemy reinforcements: Four enemies shot down (?)

AFX
-AFX
-AFX x10

VC10
-VC10
-VC10 x4

Nirvash type theEND (Anenome)

Golnigus
-Gonigus
-Golnigus x2

Chaos Caper (Xine)
-Golnigus
-Golnigus

Enemy reinforcements: Toma, Ginganam, Frost Brothers and Anenome shot down

Ginga Go (Dewey)

Skill point: Clear map by the start of turn 9

THE MOON IS OUT

ENDING POINT ALERT: Both Otoha and Toma are destroyed

Well, on the bright side, no splitting up is necessary. On the not very bright
side, your ground squads will hate this mission because of the screwy terrain.
The Fallen angels are tough as usual, and due to their smaller numbers, are not
good sources of morale. Things only go down from here- TWO Overdevils arrive on
Turn 2, followed by the frost brothers and Gym Ginganam. As Dianna says, it's
more or less the second coming of the Black History. Keep moving all of your
units toward the middle- you absolutely do not want to be split up here. While
the two Overdevils have surprisingly low HP, they still have that lethal Over
Skill and MAP attack. Fortunately, they'll probably focus more on the Fallen
Angels than you. After taking out a couple of enemies... a whole lot more arrive
in the form of Dewey's forces, with Anenome in tow. Oh jebus. Well, keep calm.
Don't panic. Begin the mass murder to raise your morale. Keep Aquarion out of
Sirius's range to draw him towards you. On turn 3, your main concern should be
eliminating Anenome and Sirius. Downing Sirius will cause a bunch of Aquarion
events to happen. Sirius comes to his senses, Rina joins up with the Assault
Aquarion, which is awesome because she's a great pilot and makes Aquarion luna
awesome. This also brings out Toma and Otoha, which isn't great news... on the
bright side, Aquarion's new finisher can wreak serious havoc on Toma. To make
the most of it, don't attack. Cast Hot Blood, strike, and any defensive measures
and counterattack him twice. Then you can finish him off the next turn with Rina
and her team's help. (In case I wasn't clear, IRON WALL IS A MUST)

In the meantime, finish cleaning up grunts. The Ginganam faction will prevail
over the sorely outnumbered Fallen Angels, but they'll suffer no small amount of
casualties in doing so. Ignore them, especially the overdevils. You just don't
want to mess with more than you have to. Stay as far away as you can! Now, as I
said earlier, Apollo and Rina can pretty much solo the two Fallen Angel bosses
with judicious use of Iron Wall and Resupply. Now, for the other enemies- group
around the western side of the map near the center and make Ginganam et al come
to you. Olba will probably show up first. Shoot him down. This will make Shagia
kind of mad, and he'll cast Invincible and Guts. Remember this, lest it come
back to bite you in the ass later. The Turn X will probably come calling next.
Analyze, armor break, fire away. He's tough, but he has no Potential, so Gym
probably won't take too much out of you. Shagia may or may not be in range- if
so, do him in too. You're probably pretty far in turns by now- don't worry, just
a bit more.

Dewey will appear in the Ginga Go. It's large, and has a whole lot of HP. Dewey
himself has high defense, Potential level 9, and Guard, not to mention size and
armor working for him. If you deployed the necessary characters, using Exhuast
to prevent his Guard from activating is a good idea. But you may be exhausted
yourself by now, so if not, don't sweat it. The Ginga Go just has a lot of HP-
no regen or anything. You can eventually bring him down. Pat yourself on the
back if you did it in 8 turns. Hell, if you did it at all.

********************************************************************************
Stage 57 intermission

Phew... take a breather, then do your upgrades and whatnot. Put your 20 (!!!!)
squads back together. No Bazarr, alas, and Renton's lost Eureka as a subpilot.
Laaame. Well, soldier on and get to the next mission for more madness.

********************************************************************************

----------------------
|STAGE 48 ZEUTH ROUTE|
----------------------

Allies:
Gekko Go
2 Battleships
Solar Aquarion (Apollo)
16 squads

Allied

Enemies:

Steel Demon robo
-Mecha Demon
-Mecha Demon x8

Sword Demon Robo
-Mecha Demon
-Mecha Demon x4

Combined Hundred Demons Robo x2

Captain Patch
-Eyepatch Demon
-Eyepatch Demon

Mecha Fortress (Hidler)

Enemy reinforcments: Hidler shot down

VC-10
-VC-10
-VC-10 x12

Nirvash type theEnd (Anenome)
Juergens (Izumo)

Aquarion Alpha (Glen)
Aquarion Omega
Aquarion Delta

Skill point: Mecha Fortress shot down by the start of turn 5 (?)

ENDING POINT ALERT:

First point: Big Duo Inferno shot down

THE MOON IS NOT OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Assault Aquarion: To obtain Assault Aquarion a bit earlier, shoot down Aquarion
Delta and Omega before shooting down Aquarion Alpha or Moroha. After the stage,
visit the bazarr and purchase the special item on sale. You'll get it on the
spot.

This is a pretty standard fragdown with the Hundred Demons, actually. Not much
to say about it at first, except that during your first battle encounter with
one of the new combined demons (which are very tough and very strong, use some
caution), it's revealed that the Hundred Demons are using humans in some way
that makes the entirety of your team incredibly upset (in particular Four, so I
think it has something to do with using them as weapons against their will). To
this end, everyone jumps up to 150 morale, making demon mop-up pretty easy. The
winning conditions don't change, so I don't think there's any penalty for the
destruction of the Combined Demons. Not even any dialogue, so whatever. Just
accept the free morale and go to town. Try to take out Hidler early on in turn 4
so that...

...the reinforcements don't catch you pants-down. Don't worry, though. At your
current level of morale, these guys are pretty easy. The VC-10s pack a decent
punch, granted, but they're not much to worry about. Two things of note- in case
you haven't fought her before now, Anenome should be avoided until you can gang
up on her and shoot her down, because she has the ability to immobilze your
squads with her most powerful attack. Second, take out the two unmanned Assault
Aquarions before shooting down Glen so you can get the Assault early. Aside from
that, you'll not run into much trouble.

...that is until the next turn, when Alan Gabriel arrives in the Big Duo inferno
and a whole mess of Megadeus archetypes. The Bonaparte squadleaders should not
be underestimated- be careful of their tough armor and powerful attacks. The Big
Duo itself is arguably less dangerous now, given that it's lost its Postmovement
ALL attack. On the other hand, it's gained a lot of HP and Medium HP regen, so
you'll need to focus on it a deal more than the original. This would also be a
good time to take out Anenome so she can't wreak havoc. The Assault Aquarion
team will probably be harassing you, but they honestly can't do much damage.
Gwen is much more competent than the AI controlled ones, but he'll chase after
Aquarion exclusively. Take him out -last- so you get the massive amounts of cash
(and Alan's ending point). When you do, Sirius betrays the team (it doesn't
really seem like he has much choice, what with his arm being on fire?) and then
Sylvia forms Aquarion Angel with Reika and Apollo. Renton and Eureka head for
the temple while the rest of your team holds off the Fallen Angels. They have
their little talk with Norb and Sakuya, who send away the Gelbeams. Sadly, Alan
makes off with Dorothy.

********************************************************************************
ZEUTH route stage 48 Intermission

First thing's first- if you took my advice and shot down Glen last, a Vector
Machine will be available for purchase in the bazarr, which nets you the helpful
Assault Aquarion. It's not quite as good as the real aquarion, but it has its
advantages. The Big O is an event squad next stage. Also, I would highly suggest
that you deploy all 4 Dynamic robos (Mazinger, Great, Dizer, Getter). You may
start feeling a little cramped- 16 squads is starting to be not enough, which
kind of sounds preposterous in retrospect, but it's true.

********************************************************************************

----------------------
|ZEUTH ROUTE STAGE 49|
----------------------

Allies:

Roger

Allied reinforcements: Turn 3

King Beal
2 Battleships
16 Squads

Beck the Great RX3 (Beck)

Enemies:

Big Duo Inferno (Alan Gabriel)

Enemy reinforcements: Turn 3

Bonaparte
-Archetype
-Archetype x15

Enemy reinforcements: Alan shot down

Combat Jet
-Combat Jet
-Combat Jet x10

Steel Demon Robo
-Mecha Demon
-Mecha Demon x8

Sword Demon Robo
-Mecha Demon
-Mecha Demon x6

Combined Hundred Demons Robo x2

Giant Spiky Top of Doom (Brai)


Skill point: Big Duo Inferno shot down by the start of Turn 5

THE MOON IS NOT OUT

ENDING POINT ALERT:

Beck survives until Big Duo Inferno is shot down

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Big O Final Stage: To obtain this attack early, deploy the Big O and make sure
it survives the stage. Shoot down the Big Duo Inferno, and you'll unlock this
attack.

Final Dynamic Special: Deploy Mazinger Z, Great Mazinger, Grendizer, and Getter
Robo G. Make sure they all survive. Assuming they do, you'll gain this attack
automatically when you shoot down Emperor Brai.

Huh. Well, it's time for a one-on-one duel with Big Duo Inferno. Roger finds
himself in these situations quite often, for whatever reason. Basically, hold
out for three turns. On turn 3, things go south as Alan lands a direct hit on
Big O, and the interface goes a little haywire. Fortunately, BECK THE GREAT is
on hand to deliver Dorothy back to Roger. The rest of Zeuth also arrive. Now,
fighting in Paradigm is a giant pain in the ass- the buildings get in your way
incessantly. You should be familiar with the Megadeus enemies by now- get to it.
The skill point is honestly kind of tough- you don't have much morale to work
with and you only have two turns. Still, if you split up and designate morale
effectively, it shouldn't be too hard. Note that Dorothy is now Roger's subpilot
which is awesome- she knows accelerate. If you take down Alan with Roger, he'll
learn his most powerful attack, FINAL STAGE, much earlier than he normally would
and since this attack is very useful, I highly reccomend doing so.

When Alan is shot down, he'll muster the resolve to keep going, thanks to his
cybernetic link with his machine. But Roger puts an end to that with a rather
large energy blast. Beck takes his leave, not intent on fighting you- he's smart
enough to know that he'd get his sorry butt kicked. Sadly, the Hundred Demons
lack this foresight and pop up in what will probably be the smack dab middle of
your forces. If you have someone who can, cast Disturbance/Confusion. If not,
just prepare for the worst. Beware Brai's magic top thing- it might not look
like much, but it's incredibly tough and very powerful. Brai didn't get to be
emperor for nothing, it seems.

The Hundred Demons have numbers and the element of surprise on their side, yes,
but you should be able to take them out with judicious use of SP, ALL and MAP
attacks. Brai will put up quite a fight and will probably snipe at your units
(worst case scenario he uses his own MAP attack- try to group your units as to
avoid this) as you clean up the enemy. Take him down with Getter Robo or another
one of the dynamic robos to get the Final Dynamic Special, which is pretty much
the game's most powerful attack. The Map ends when Brai goes down, so keep that
in mind if you're not OCD about money and EXP. Things end on a decidedly sour
note- Gainer gets absorbed by the Overdevil. Time to give chase!

********************************************************************************
ZEUTH Route stage 49 Intermission

As is the norm at this point in the game, your cash reserves are probably fairly
impressive. Sadly, this is only to compensate for the fact that upgrades are
getting more expensive. Do what you usually do. Note that while the two panzers
are event squads, you don't actually have to worry about them. Naturally, Gainer
isn't available right now. It would behoove you to deploy as many people with
Exhuast/Daunt as possible. Annoyingly, Assault Aquarion is unavailable due to
Aquarion's forced pilot formation next mission.

********************************************************************************

----------------------
|ZEUTH ROUTE STAGE 50|
----------------------

Allies:

Iron Gear
2 Battleships
16 squads
Gain
Apollo/Jun/Tsugumi

Allied reinforcements:

Keginan
-Enge
-Jyapolee (Dobeck x3)

Sara (Jinpa) joins Gain's platoon

Allied reinforcements: Evil Big Gainer shot down

Gainer (King Gainer) joins and leads Gain's platoon

Enemies:

Prometheus
-Calico
-Calico x4

Galapagos
-Dagger
-Dagger x4

Doran (one contains Greta)
-Doran
-Doran x3

Broccoli (Timp)
-Government
-Government

Emperor Custom x2

Gear Gear (Hoora)

Black Dominator
-Black Dominator
-Black Dominator x6

Jinpa (Frozen Sara)

Golem (Frozen Gauli)

Dominator (Asuham)
-Black Dominator
-Black Dominator

Evil Big Gainer

Overdevil (cynthia)

Enemy reinforcements: Sara attacked/attacks

Naikick
-Naikick
-Naikick x3

Aishkick commander model
-Aishkick
-Aishkick x2

Anguis
-Golnigus
-Golnigus x3

Aquarion Alpha (Glen)
Aquarion Delta
Aquarion Omega

Aishkick Commander Model 2 (Henry)
-Aishkick Commander Model 2
-Aishkick Commander Model 2

Chaos Anguis (Shuran)
-Anguis
-Anguis

Gelbeam Mars (Sirius)

Gelbeam Isgyron (Moroha)

Enemy reinforcements: Moroha/Sirius/Glen shot down

Dominator (Keith)

Skill point: All enemies shot down, overdevil last

THE MOON IS OUT

ENDING POINT ALERT:

First point: Moroha shot down
You will LOSE an ending point if you shoot down Glenn, and you will also lose a
point if Sirius is still alive at the end of the stage

Well, this stage is actually a lot more tolerable than the normal version, if
you ask me. The Overdevil and the bosses start out a good distance away instead
of right in your face, giving you ample time to build morale. Do so with the
walker machines, which at this point should be pretty easy to deal with, more so
if you attack from the air. The frozen trio will more or less charge you from
the start. Now, it might behoove you to hang back and stay out of Sara's range,
at least until the player phase. Because when she attacks you...things get
weird.

The Chimera and New Federation forces, along with some Chiram, arrive. Shuran
and Henry lead them, and Glen is in tow with his Assault aquarions. These guys
are apparently more intent on getting rid of you than the Overdevil. Geniuses,
the lot. The Fallen Angels get into the act two, transporting the entire battle
field to -space-, which royally screws with some of your terrain rankings. The
walker machines are pretty much fish out of water right about now. Your first
order of business is to focus your efforts on blowing up Moroha. Doing so won't
pose much of a challenge, really. When you do, he'll muster the resolve to keep
on fighting, but Glen comes to his senses and self-destructs to take Moroha with
him- this saves you from taking on a powerful foe and earns you an ending point.
It also causes Tsugumi to lecture Sirius and blow us all out of the dimensional
thingy the Fallen Angels created with a big heart. ...kay...

Now that that's over with, both Gauli and Sara come to their senses, and Sara
joins up with the Jinpa. The Siberian Idiot Trio and their master also arrive-
showing a surprising case of good thinking, the Trio decide that Keith is off
his beans and join your side, giving you a considerable amount of support spells
to help out. Now, the rest of this stage is more or less up to you in terms of
what order you do it- you can focus on taking out all the bosses (at very least,
you should take out Sirius to save yourself from losing an ending point- and for
another cool Aquarion scene. A few notes- Shuran's MAP attack be very crippling
to your forces, as it can immobilize your units. Try to take him out before he
gets a chance to use it. Not that hard. The Gear Gear, the green Iron Gear clone
Hoora is captaining, will rejuvenate and transform to Walker mode when you blow
its HP down to about 1/3rd. Don't bother with Keith's dominator, as he'll more
or less take care of himself when you shoot down Evil Big gainer. The Black
Dominators and Asuham are supremely annoying- they have barriers, wide formation
and double image at 130 Morale. Be careful.

Speaking of him, whenever you want to move on with the mission, shoot him down.
This will cause him to come to his senses, thankfully, and he retrieves both his
beloved King Gainer and Cynthia from the Overdevil, using Overheat to deal some
righteous damage. Unfortunately, the Overdevil will probably just recover from
it since he starts out so far away. Now, here's what you do- wait for the stupid
Overpiggy to come to you and gather outside his range. When you ready your final
assault, use Daunt/Exhaust to bring down to 50 morale- at very least, he cannot
activate his Overskill at 130 morale! This will cripple your forces within a 5
square radius. When ready, let loose with your strongest attacks and end this
fight once and for all. By now, the satellite cannons should be primed and ready
so fire at will! When you finally do the bastard in...

Ain't it somethin'?

********************************************************************************
ZEUTH Route Stage 50 Intermission

Well, we're -finally- going to space. To that end, equip your Walker Machines,
Overmen, and Turn A support characters with Thruster Modules. Your SEED Destiny
suits are all event squads, so compensate for that with whatever. For Walker
Machine fans, the Broccoli is now on sale at the bazarr. Note that since you're
going to space, Elchi and Fatman become walker machine pilots, since, obviously,
the Iron Gear lacks the facilities to get out of the atmosphere (barring Fallen
Angel intervention). Deploying Camille in the Zeta is necessary for a few secret
acquisitions, so be sure to do so.

I almost forgot, Cynthia's joined you, which is very cool.

(Still only 16 squads? I'm starting to get cramped here!)

********************************************************************************

----------------------
|ZEUTH ROUTE STAGE 51|
----------------------

Allies:

Minerva
Argama
16 squads
Shinn
-Rey
-Lunamaria

Allied reinforcements: Many enemies shot down

Archangel (Murrue)
Eternal (Lacus)

Kira (Strike Freedom)
-Athrun (Infinite Justice)
-Neo (Akatsuki)

Enemies:

Gaplant
-Galpaltea beta
-Galpaltea beta x3

Gaplant
-Hizack
-Hizack x3

Yurid
-Yurid
-Yurid x3

Messala
-Marasai
-Marasai x4

Drake custom x2

Salamis Custom x2

Paiaran (Jerid/Mauer)
-Gapusrei
-Gapusrei x2

Pallas Athene (Reccoa)
-Pallas Athene
-Pallas Athene

Hanrabi (Yazan)
-Hanrabi (Ramses)
-Hanrabi (Dangel)

Alexandria (Gate)

Enemy reinforcements: Many enemies shot down

Kurawata
-Kurawata
-Kurawata x6

vertigo
-Kurawata
-Kurawata x4

Patouria

Kurawata (Lancerow)
-Kurawata
-Kurawata

Enemy reinforcements: Enemy squads reduced below 12

Chaos Leo (Crazy Levan)
-Leo
-Leo

Leo
-Golnigus
-Golnigus x5

Skill point: Clear map within 6 Turns

THE MOON IS OUT

ENDING POINT ALERT:

First point: Camille, Quattro, Fa or Emma fights Reccoa and both survive

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Biosensor for Zeta Gundam: Make sure that you deploy Camille in the Zeta. Have
him shoot down Yazan. An event will play out and the Zeta Gundam will gain the
Hyper Beam Sabre and Waverider assault moves, as well as Biosensor mode, which
activates at 130 morale.

Sarah and Reccoa: Have Quattro, Camille, Emma, or Fa fight with Reccoa, then
have Camille or Fa convince her.

Stella: If you fulfilled the requirements for her (Check the secrets section for
more details), she'll join after the stage.

Haman: She'll join after the scenario.

Despite this being your first mission in space, it's fairly uncomplicated at the
beginning. A few things to note right off- you're going to want to have Camille,
Quattro, Fa, or Emma have a battle encounter with Reccoa as soon as you can, so
you can convince her with Camille or Fa ASAP. You're also going to want to have
Camille hang around Yazan, and eventually destroy his unit with him- this will
unlock the immensely useful Biosensor for Zeta, which improves stats and adds a
couple new weapons to the Zeta's repetoire. You start refreshingly close to the
enemy, so just fire away. You'll probably trigger reinforcements some time in
turn 2. The enemy gets some space revolution forces (you've faced some of these
before during stage 46, though the vertigos are new. Be careful of them, they're
piloted by newtypes), while you get Kira and friends. Actually, the space forces
are neutral, so they may engage the titans instead of you.

As you continue blowing stuff up (the reinforcements really aren't much to note,
I can't give much advice), Levan and some mass produced Leos arrive. No big deal
there, either. Just split up effectively. By now, you should probably be in the
posistion to deal with Yazan with Camille- I can't stress how much you want to
do this, the Zeta's output goes up a ton if you unlock the new attacks early.
None of the enemies here will really put up much of a fight- you've fought Levan
and his ilk enough for them to be fairly familiar. When you clear the map, your
folks deal with the big laser facility thingy and Haman's Neo Zeon forces come
to negotiate. Tallia then decides now is the time to take her leave, for the
good of the entire lot of us- Rey follows along, but Shinn and Lunamaria, in a
show of good sense, decide to stay behind.

********************************************************************************
ZEUTH Route Stage 51 Intermission

Well, a couple things. First off, the Archangel, Eternal, and their Mobile Suits
have joined you. So has Haman Karn in her Quebely (!!!!). If you fulfilled the
requirements, Stella joins with her Gaia Gundam. Awesome. Nothing new in the ol'
bazarr, sadly, but you've got your hands full already. 16 squads is still not
enough, I say! Still, things aren't as bad as they could be- several units are
in event squads, freeing up quite a bit of space. Make sure the Turn A and X
teams are well equipped, then head out.

********************************************************************************

----------------------
|ZEUTH ROUTE STAGE 52|
----------------------

Allies:
Archangel
Eternal
King Beal
Argama
16 Squads

Loran
-Harry
-Coren

Garrod
-Jamil
-Paula

Enemies:

Marasai
-Hizack
-Hizack x8

Yurid
-Windam
-Windam x6

Destroy Gundam x2

Raswate (Abel)

Alexandria (Bask)

Girty Lue (Ian)

Enemy reinforcements: Girty Lue and Alexandria Shot down

G-Bit
-G-Bit
-G-Bit x16

Gundam Virsago (Shagia)
-Gundam Ashtaron (Olba)

Mahiro (one contains Swesson)
-Mahiro
-Mahiro x7

Bandit (Marybell)
-Bandit
-Bandit

Turn X (Ginganam)
-Mahiro
-Mahiro

Skill point: All enemies shot down before the Girty Lue and Alexandria

THE MOON IS OUT

Ending point alert:

First point: Reduce Gym Ginganam to below 50% HP
Second Point: Take out both Frost Brothers in one attack

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

G Bits 3: If you got the Black Box F after stage 27, the G-Bits will be on sale
in the bazarr after the stage ends. Purchase them to unlock the attack. If you
haven't fulfilled all the requirements, or you're on Setsuko's route, you can
still obtain them if you have 50 skill points.

Tifa as a subpilot: If you got the Black Box F after stage 27, Tifa will join
Garrod in the DX during the stage. Alternatively, if you're on Setsuko's route,
or missed two of the requirements, if you have over 40 skill points, you can
still obtain this.

Haro: If you've obtained all the other items in the chain, you'll receive it for
free when you visit the bazarr after the stage.

Well, bad news first: You've got three turns, or Requiem launches and thousands
die. Good news: Everybody is at 150 morale, and the enemies aren't that tough.
Rip 'em to shreds. The only foes of note are the Destroy Gundams, which you
should know how to deal with by now. Well, actually, Abel's Raswate has a new
trick- when you deal significant damage to him, he'll recover his lost HP, gain
the Newtype (X) skill, and gain two squadmates. This... can catch you off guard,
but shouldn't pose a problem at all. The Girty Lue is actually the same as it
was at the beginning of the game (if you took Setusko's route), and Bask does
much better in a Garuda. Very simple. When you take out everyone, DOME invites
everyone inside to reveal... the Black History.

This is insanely complicated, involving time loops, dimensional travel, and in
all liklihood a whole lot of duct tape, so I can't really explain just what's
going down. But the Frost Brothers attack just then, so everyone sorties to get
rid of the annoying bastards. However, they've got a new trick- a copycat of the
Sattellite Cannon, the Sattelite Launcher. With it, they blow away the two big
wigs that were also present when DOME was exposifiying and move to take out the
Requiem- with Dianna still in it. Loran is not down with this, suffice to say.
He charges and somehow activates the Moonlight Moth, which makes the brothers
back off. Unfortunately, Ginganam decides that this would be an ideal time to
arrive- he registers the Moonlight Moth on his own Turn Type. Now you've got to
deal with both the Gignanam faction and the Frost Brother's G Bit force.

Here's the deal- you're going to want to make a break for the Requiem facility
(not the round launcher, the strip on the lunar surface) to meet this threat. It
offers a small HP and EN regeneration bonus- always welcome. You have to be on
the ground for it to take effect, however. Anyway, the G-Bits are numerous and
annoyingly accurate, but they don't pack any postmovement attacks, or much in
the way of firepower. Beware that the numbers can tell on you, so be careful
with fragile Reals.

The most pressing of your problems is probably Ginganam, who will not hesitate
to go after you. His Extreme skill basically means he's going to hit you whether
you like it or not. You should get rid of him, post-haste. Doing so actually
isn't that hard- at half HP, he'll activate the Moonlight Moth system. Agrippa
will pop out and try to get him to stop, but Gym makes him taste the Rainbow. As
it were. Ahaha. After that, he buggers off, taking any remaining Moon race units
with him, so plan around that. Once he's gone, you can take out the G-Bits in
relative peace.

Now, the Frost Brothers. They never used it against me on my first playthrough,
but -beware-. They've not only got a powerful combination attack, but a -MAP-
combination attack, the Satellite Launcher. It's powerful, accurate, and has a
much wider radius than the Satellite Cannon (damn cheating computer). However,
this can be mitigated if you simply approach from a diagonal. It's a bit of a
trek to reach them, and they're content to just sit and watch. For two Solar
Panels, take both of them out at the same time. This can be difficult, but here
is a bit of information that might help: When the enemy is in Wide formation,
you can choose which target to attack. Use this handy feature to work around
support defense and Wide formation damage reduction. Blow 'em away with the ol'
Satellite Cannon when ready. Sadly, the gradually-getting-kind-of-crazy Godsigma
professor guy makes an untimely departure with Black Charisma. Apparently, the
Black History went to his head.

********************************************************************************
ZEUTH ROUTE STAGE 52 Intermission

First thing you'll notice is that you've -still- only got 16 squads to deploy.
Give me a break, man! At this point, I had to make a few more squads and go into
battle leaving a few of them behind. Also, Lancerow has joined in his Kurawata
Custom, which is a nice Squadmate- Lancerow's accelerate and cheap friendship
are also considerable boons. Aside from that, there's not much to note except
that Godsigma is an event squad.

********************************************************************************

----------------------
|ZEUTH ROUTE STAGE 53|
----------------------

Allies:
King Beal
2 Battleships
16 squads
Godsigma (Toshiya)

Allied reinforcements: Turn 3

Sandman (Godsigma Gravion)

Enemies:

Halbea
-Halbea
-Halbea x8

Jyrogiras
-Guraken
-Guraken x9

Barirat x4

Eldar Battleship (Professor Kazazami/Doctor Wily)

Midifo
-Midifo
-Midifo x8

UFObeast Grawgraw (one contains Gandol and is very beefy)
-UFObeast Golgol
-UFObeast Golgol x5

King of Vega/Giant Beer Keg of Death (Great King Vega)

Enemy reinforcements: Turn 3

Magald
-Tekril
-Tekril x2

Zerocross
-Tekril
-Tekril x3

Hyudoel
-Jyuetal
-Jyuetal x2

Enemy reinforcements: Doctor Wily shot down

Eldar Battleship x2 (Dalton/Mesa)

Skill point: Map cleared by the start of turn 7

THE MOON IS OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Spirit of Steel: Provided you got all of the preceeding items, you'll obtain
this item for free when you visit the bazarr after the scenario.

This looks like, more or less, a basic, if giant, fragdown between ZEUTH and the
forces of Eldar and Vega. However, you will soon find that this isn't quite the
case- the cosmosaurus enemies are insanely accurate, because Doctor Wily has
shown that integrity is not his strong suit and inputted all of your motion data
into the Cosmosaurus AI. The best option you have is to lead your squads with
tanky supers who can take the hits. Sniping is also a feasable option. Whatever
you do, it would be in your best interest to get rid of them quickly- they can
really wreak havoc on your weaker units who depend on evasion. The rest of your
foes aren't much of note. Just sweep towards the Skull Moon Base and blow up all
that gets in your way.

On turn 3, some Zeravia arrive and Hyugi announces his presence in quite the
grand manner. However, he doesn't seem all that keen on fighting you. Odd. He
just leaves some Zeravia for you to play with and leaves. However, Sandman makes
an appearance in the Godsigma Gravion (essentially God Gravion v.2). Since that
was a good unit when you had it, his appearance is most welcome. So keep on your
sweep. There's not much to say about this scenario, honestly. Just lots of foes.
When you take down Doctor Wily, two more Eldar battleships arrive to the north
at the skull moon base. They're the weak 22000 HP variety, and they'll advance
towards you, so it's no big thing. Also, Godsigma learns a new move, the Big
Wing. Cool beans.

The giant Beer Keg of death and King Vega aren't much cop, really. It has a good
amount of HP, but Emperor Brai was a much more dangerous foe. Gandal isn't very
dangerous either, though he does have high levels of potential and HP. I've a
feeling I'm repeating things here, but... just kill everything. If for whatever
reason you didn't get the Final Dynamic Special during stage 49, you can get it
here by deploying the dynamic robos.

********************************************************************************
ZEUTH Route Stage 53 Intermission:

Well, of most note is that Sandman has joined you, and you can finally deploy 18
squads. 'bout damn time. Adjust as necessary. Get ready for a pretty gnarly
battle. The ZAFT and ZEUTH routes rejoin for the next two missions, so refer to
stage 54 and 55 walkthroughs.

********************************************************************************

----------------------
|ZEUTH ROUTE STAGE 56|
----------------------

Allies:
Eternal
Argama
Archangel
One battleship
18 squads

Enemies:

Kurawata
-Kurawata
-Kurawata x6

Vertigo
-Kurawata
-Kurawata x4

Patouria x2

Gana Zaku Warrior
-Zaku Warrior
-Zaku Warrior x6

Blaze Zaku Phantomm
-Zaku Warrior
-Zaku Warrior x6

Gouf Ignited
-Zaku Warrior
-Zaku Warrior x3

Nazca Custom x4

Gondwana Custom x2

Enemy reinforcements: Many enemies shot down

Marasai
-Marasai
-Marasai x6

Paiaran
-Gaplant
-Gaplant x4

Yurid
-Yurid
-Yurid x4

Pawando Dog (Jerid/Mauer)
-Paiaran
-Paiaran x2

Hamrabi (Yazan)
-Hamrabi (Ramses)
-Hamrabi (Dangel)

Messala
-Gapusrei
-Gapusrei x2

Golnigus
-Golnigus
-Golnigus x4

Drake Custom x3
Agamemon Custom x2
Alexandria x2
Dogos Gear (Scirroco)

Chaos Leo (Crazy Levan)
-Leo
-Leo

Chaos Anguis (Shuran)
-Anguis
-ANguis

Gouf Ignited White (Yzak)

Legend Gundam (Rei)

Minerva (Tallia)

Enemy reinforcements: Logos Gear shot down

Skill point: Map cleared by the start of turn 8

THE MOON IS OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Yzak 3: Have Athrun convince Yzak. He'll retreat and join you after the stage.
Sarah and Reccoa: Shoot down Sarah, then convince Reccoa. Leave her on the field
when you clear the stage. Both of them will join you after the stage.
Stella: She'll join you after the stage if you met the requirements (see the
secrets section for a detailed rundown)
Biosensor for Zeta Gundam: If you didn't get this earlier, deploy Camille in the
Zeta. Make sure he survives. You'll obtain the Biosensor when you shoot down
Yazan.

Rey and Talia: Have both Kira and Shinn battle with Rey, then have Shinn
convince him. Finally, have Shinn shoot him down. They'll rejoin after the end
of the stage.

This map is almost identical to its ZAFT route counterpart, actually. I will do
my best to detail the differences, but for indepth strategies, you'd probably be
best off just looking at the walkthrough for stage 56 ZAFT. The main difference,
of course, is that only Rey and Yzak will arrive on the enemy side. Yzak can and
should be convinced by Athrun to get him to retreat. To save Tallia and Rey from
their grisly fate, have Shinn and Kira fight Rey, then have Shinn convince him.
This is probably the big reason to take this route (unless you're a big Haman
fan, which is understandable), so be sure to do it. If you've been following the
"recruit Sara and Reccoa" line of events, take out Sara's unit, then convince
Reccoa with Camille and leave her alive while you deal with Scirrocco. There's
nothing else truly different enough here to really recount in a seperate guide.

********************************************************************************
ZEUTH ROUTE STAGE 56 Intermission

If you fulfilled the requirements, Yzak, Rey, and the Minerva will all join you.
Cool beans! And you've probably got insane amounts of money. Also cool. Aquarion
and assault Aquarion are event squads, so be aware and compensate. Unlike on the
ZAFT route, you're still in space for the next mission. Woo.

********************************************************************************

----------------------
|ZEUTH ROUTE STAGE 57|
----------------------

Allies:
Gekko Go
Minerva (if recruited)
Soriel
One battleship
18 squads
Aquarion
-Assault Aquarion

Enemies:

VC-10
-VC-10
-VC-10 x4

AFX
-AFX
-AFX x12

Golnigus
-Golnigus
-Golnigus x4

Chaos Caper (Xine)

Nirvash Type theEnd (Anenome)

Enemy reinforcements: Turn 2

Gelbeam x4
Grave Gelbeam x4

Faux Solar Aquarion x2
Faux Aquarion Mars x2
Faux Aquarion Luna x2

Gelbeam Mars (Sirius)

Mahiro
-Mahiro
-Mahiro x7 (one contains Swesson)

Bandit (Marybell)
-Bandit
-Bandit

Turn X (Ginganam)
-Bandit
-Bandit

Gundam Virsago (Shagia)
Gundam Ashtaron (Olba)

Enemy reinforcements: Sirius Shot down

Toma
Otoha

Enemy reinforcements: Anenome, Frost Brothers, and Ginganam shot down

Ginga Gou (Dewey)

Skill point: Anenome, Shagia, Olba, and Ginganam shot down before the start of
turn 7

THE MOON IS OUT

This is more or less the same mission as ZAFT 57, though there are quite a few
more differences than, say, between either version of 56. The main thing here is
that you start out facing Dewey's anti-coralian forces. Hurry on up and start
laying down the hurt on them. On turn 2, pretty much every other remaining
enemy faction arrives- Ginganam, the Fallen Angels, and the Frost Brothers all
show up at once (fortunately, there aren't any Overdevils this time). This makes
things both easier and more difficult. On one hand, your foes start out quite a
bit closer to you and thus cuts down on time in transit. On the other, it means
that they'll all start shooting at you (or eachother) at once. This isn't -very-
complicated, but it can be difficult. A few hints I can give you:

Stay away from Ginganam until you're ready to blow him up- his MAP attack will
-destroy- you if you aren't ready.

Xine is of no real consequence here, her unit has been -downgraded- since the
last time you fought her. One or two attacks should fell her.

The Frost Brothers can't use their Satellite Launcher MAP attack unless they're
next to eachother- take advantage of this and take one of them out early if you
feel concern.

Anenome should fall easily, provided you use Strike to bypass her double-image
skill. Doing so should be a priority- her immobilizing ALL attack can be very
devastating in an environment with so many enemies.

Also, importantly, take out Sirius as soon as you can. Apollo's squad leader
skill of Fallen Angel busting makes this easy, provided you're willing to take a
few strong hits while countering him. Don't worry- when he is taken out, Toma
will arrive and pretty much leave Sirius out to dry. This causes him to come to
his senses, and he rejoins with Apollo and Sylvia. Pierre and Reika combine with
Rina in the Assault (which is very cool, because Rina is the Assault's best
pilot), and both units are fully restored. On top of that, Apollo learns his
most powerful move- and it's a doozy. Here's where you can have some fun- cast
Hot Blood, Strike, and Iron Wall on Solar Aquarion, then place him next to Toma.
On that enemy phase, counter with the Solar Sword. The damage, you'll find, is
massive. Since Toma can move twice, he'll attack once more, allowing you to once
again unleash hell on him. By the player phase, you should be able to do him in.
Use Resupply and get to work on Otoha. Shooting them both down is worth a shiny
new ending point and some cash.

Now, for the other bosses. Ginganam is quite a bit studlier now, with about 90K
HP. The Frost Brothers haven't changed much, though. The Turn X should be your
highest priority, given the massive amounts of havoc it can wreak- thanks to his
Soul of Steel and extreme, Gym -does not miss-. Ever. Unless you use alert. Use
powerful ALL attacks (the satellite cannon comes to mind) to blast his Bandit
platoon members, then use your strongest attackers to defeat him. He's not down
for the count just yet, though he's wise enough to retreat- not even the Turn X
will hold together much longer after receiving such a beating. While this is
going on, any units not occupied with fighting the Turn X should be handling the
high HP fallen angels.

The Frost Brothers are legitimate threats, but will seem kind of puny compared
to Ginganam. Don't underestimate them, though. Blow them up when you've blown
everything else up- or on turn 6 when you're out of time for the skill point. Up
to you. When you do, something pretty awesome happens- both brothers return with
some more G-Bits, still ready to keep going even in the face of your total beef-
itude. However, the Messiah is still around- it fires Neo Genesis straight at
them! Farwell, Chairman Durandal. That was an awesome way to go out. Now, to
apply ourselves to more practical matters. Dewey pops out in the Ginga Gou,
which you actually saw before the mission began. Despite being a battleship,
which are not renowned as very vicious foes, -beware-. Dewey is absurdly tough.
His squad leader skill reduces damage by 20%, he has guard, level 9 potential,
high armor, high defense, and a very large ship. This makes for you not doing a
whole lot of damage in a hurry. To make matters worse, you've got four turns to
defeat him before his own satellite cannon fires. You should throw out all the
stops for him- Analyze, armor breaking moves, Exhaust/Daunt, move again, the
works. He doesn't have HP regen (thank god!), so don't be afraid to leave him
alive at the end of your turn.

When you do take him down, things, which have been already kind of crazy, go
straight to hell, make a right, keep going, and end up somewhere even demons are
reluctant to think about. Messiah crashes, revealing Atlantia and the Tree of
Life. Eureka and Renton catch up with Anenome, who is reunited with Dominic. The
Fallen Angels start doing weird stuff, but the ever crazy Gym Ginganam is having
none of it- he starts firing upon the tree of life. This is bad. The world needs
this thing. Loran arrives on the scene with everyone else in hot pursuit. Loran
manages to wrestle Gym into submission (awesome!), but is unable to prevent him
from using the Moonlight Moth on the Tree (not awesome). Gym dies laughing, on
his own terms (pretty badass). The very fabric of reality warps and bends, and
Eureka leaves to become the new Command Center thing (don't even comprehend).

...hoi...

********************************************************************************
ZEUTH ROUTE STAGE 57 INtermission

Well, this is where the routes join up again, for the last time. The last three
stages are the same, regardless of route. The Big O is an event squad (the game
is kind enough to -tell- you on this route), so as usual, compensate for this
with whatever you need. You can deploy -20- squads next mission. Awesome. Fill
'em up, upgrade (no bazarr yet again, ZEUTH has been rather busy), and move on.

********************************************************************************

----------
|STAGE 58|
----------

Allies:

Roger (Big O)

Allied reinforcements: Turn 3/Rosewater reduced below half HP

Two Battleships
20 Squads

Enemies:

Alxe RoseWater (Big Fau)

Enemy reinforcements: Turn 3/Rosewater reduced below half HP

Bandit
-Mahiro
-Mahiro x6

Bonaparte
-Archetype
-Archetype x7

Destroy Gundam x2
Psycho Gundam x2

Overdevil x2

Enemy reinforcements: Alex shot down

Big O x7
Big Duo X7
Big Fau x7

Skill point: All enemies defeated before Roger reaches Angel

THE MOON IS NOT OUT

ENDING POINT ALERT: If you choose to live in Paradigm City (the first dialogue
option), you LOSE an incredible FIFTEEN points.

Well, to start off, it's a one on one duel between Roger and Rosewater. If you
want, you can waste SP and fight him, or you can just defend until turn 3. Up to
you, really. I chose to be silly and fight him. It's truly useless- Alex has
medium HP regen and fairly high armor. Whatever damage you do is just regened
right back, unless you really blow it on Soul. Anyway, on turn 3, ZEUTH arrives
to give Roger a hand. Remember to shove someone in the platoon he was in. On the
other hand, Gwen reveals himself as Alex's co-conspirator, having dug up all
this Black History ordinance for him. Great. As usual, the overdevils are the
greatest threats on the map. Fortunately, when the time comes, they're not too
bad, especially if you deploy Exhausters. For now, though start blowing up the
grunt class machines. Maneuvering here is a pain, thanks to all the buildings.
Stick supers like the Big O on top of buildings where possible for defensive
boons and EN regen and lay into the foe. Attacking the enemy megadeuses up close
would probably serve your interests best. The bandits and Mahiros aren't really
new, though. The Overdevils will move toward you along with Alex, who will go
straight for Roger. There is no time limit during this part of the stage, so
take the necessary time to blow up everything. Expend some SP on the two Over
Devils (Damn things are not meant for mass production! Either give them the
debuff overskill or the MAP attack, not both!), but just chip away at the Psycho
and Destroy gundams. Stick a repair unit next to Roger and defend. Alex can just
whack away as long as he wants, but he won't get much of anywhere. Not that your
cleanup should really take that long...

Now, when you're ready, blast Rosewater to bits. Guard makes him a pain in the
ass, but he shouldn't take up much of your resources. This is good... because...
well, yeah. It's an army of Bigs. All of which have a lot of HP. When given a
choice by the original enemies, choose the second option to keep on track for
the good ending (further research is merited). Besides, after you've come this
far, you can't just accept having your memories restarted, now can you!? On top
of that, you'll end up fighting the Bigs anyway because some of the more soulful
pilots won't let Roger speak for them on that matter. For the record, the choice
comes after the automatic battle scene between Alex, after your original glows.
Take note of when Roger closes his eyes, then choose wisely. Now, about those
Bigs...

Don't be too intimidated. This is the end of the map. Cast Disturbance/Confusion
to lower their hitrates. If you've deployed renton, get him up into the thick of
things on one side. He doesn't have focus, so save your game first and do this
right as you end your turn. The idea is to unleash the Seven Swell on your next
turn. It won't kill anything, but it will make your job easier. Go all out on
the bigs- use hotblood, soul, fury, etc. Also, don't forget that you need to get
Roger to the glowing square. It's not nearly as hard as it looks at this point-
the Bigs are tough and powerful, but you're at maxium morale and you don't have
to conserve anything. Just make sure you get Roger there in time- though you
shouldn't really run short.

********************************************************************************
Stage 58 Intermission

Things should be business as usual at this point. Put the Big O back in whatever
squad it was in, upgrade away, and get going... TO RETAKE THE INTERNET.

Bring your Guy Fawkes mask.

Also note that the bazarr is back, but at this point you probably either don't
care, or you're out of Blue Stones.

********************************************************************************

----------
|STAGE 59|
----------

Allies:

4 Battleships
20 Squads

Enemies:

Reicus Golnigus
-Golnigus
-Golnigus x10

Leo
-Leo
-Leo x4

Anguis
-Anguis
-Anguis x4

Caper
-Caper
-Caper x4

Destroy Gundam x3

Psycho Gundam x3

Patouria x3

Chaos Leo (WARPAINT LEVAN)

Chaos Anguis (Shuran)

Chaos Caper (Xine)

Skill point: Clear map by the start of turn 8

THE MOON IS OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Xine: If you have 15 or more ending points, have any unit fight Xine. Then have
your main character have a battle encounter with her. Then have your main
character convince her. Shoot her down with anyone, and she'll join you after
the end of the stage.

Okay, time for one last rumble with the Chimera for the fate of the internet!
This is probably the first scenario in a long while where what you see is what
you get. No reinforcements on either side. 7 turns should be plenty of time,
even if you don't feel like rushing. Anyway, start out with the psycho gundams
in front of you. At low morale, they're a bit more of a pain than usual, but
they're still not all that imposing. Note the upgraded crow model- these guys
are -accurate-. Best to lead with supers. The Patourias and Destroys will come
after you, as will the small fry. The beefier grunt units will follow a little
while afterwards, while the Chimera commanders themselves won't move until about
turn 4. They've been beefed up quite a bit, but given that they're the only real
bosses on the map, they shouldn't be too hard to defeat. Levan will probably go
first- I reccomend this, only to see how Shuran reacts. Poor fella. Note that
he'll cast Strike, Invincible, and Zeal, but provided you don't move out west
too far, he shouldn't menace you much. Put him out of his misery. Finish off
Xine as well, and any other enemies around. Very simple mission, and kind of
short, too.

Watch as Quattro gives his speech. Note that you may or may not be given some
sort of dialogue choice in this chapter that may affect the ending. I didn't get
it, but others did. As usual, more research is merited.

********************************************************************************
Stage 59 Intermission

It's the last intermission! Renton is an event unit, but don't worry- he'll
return, in one of (if not the best) the best units in the game. Anyway, check
out the bazarr one last time, do your last bits of upgrades... and get ready for
DA FINAL BATTLE.

********************************************************************************

-----------------
|STAGE 60 PART 1|
-----------------

...but first, soccer. Pierre kind of has an unfair advantage, what with the fact
he can light the damn ball on fire. ANYWAY.

Allies:
Glomar
Soreiyu
King Beal
Iron Gear
Freeden
20 Squads

Allied reinforcements: Turn 3

Anenome (theEnd)
Yuergens (battleship)

Asuham (Golem)
-Keginan (Dobeck)
-Enge (Dobeck)

Renton (Nirvash Spec 3)

Enemies:

Reicus Golnigus
-Reicus Golnigus
-Reicus Golnigus x15

Leo
-Leo
-Leo x4

Anguis
-Anguis
-Anguis x4

Caper
-Caper
-Caper x4

Reimureis (Edel)

Enemy reinforcements: Turn 2

Shurouga (Asakim)

Skill point: NAI

THE MOON IS OUT

!!!!!!!!!!!!!
SECRET ALERT:
!!!!!!!!!!!!!

Asakim: If you're on Rand's route, and you recruited Xine, have Rand shoot down
Asakim during the first half of this stage. He'll appear as an ally during the
next half.

This scenario is basically a reversal of the last one. You need to protect the
UN servers from the oncoming hordes of Chimera ordinance. And Edel's big scary
Reimureis. Your goal is stop it from getting to the protected area. Not too hard
to do. What you do in this scenario is up to you. There's no time limit, and all
of the enemies will charge after you. Thus, I adopted the strategy of just
jamming my units into the white area and knocking the bastards down as they came
to me. Provided you don't let Edel get to the point, you can also take a more
aggressive posture. On turn 2, Asakim will arrive. No biggie. Given the nature
of the mission objective (shoot down the Reimureis), you can pretty much ignore
him. Now, the Reimureis will not waste time in reaching it's goal, and it's got
some hefty MAP weaponry on it. You don't really have much choice but to eat it a
few times, unless you take the necessary steps to keep Edel' s morale low. And
with all the enemies that the mission throws at you, that can be difficult. On
the bright side, her MAP weaponry might hit some of her own subordinates.

Turn 3, things get a little messy. The Glomar is forced to the right side of the
map, and Henry, still carrying on his mad vendetta, appears. The robot the crew
picked up saves them all by self destructing. Edel is about to take advantage of
this junction... but then Yuergens and Anenome appear, on your side! But that
still might not be enough. But then, a mysterious voice! Rom stoll!? The sword
that cleaves evil!?

Nay! It's Asuham Boon and the Siberian Idiots! ...any port in a storm! And not
only that, Renton sorties, and... really beefs up that there Nirvash. The spec 3
is truly studly. Nigh unhittable, with incredibly powerful attacks. At least for
how much they cost. Now, it's basically just clean up. Have a large number of
units stick by the area you need to protect, but send a good number of strong
units to deal with Asakim. This is optional, but profitable. Now, Edel's unit is
very strong, but actually not that tough. It's got about 140K HP, but fairly low
armor. The only thing to really watch out for would be the MAP weapons, which
have been covered. Blow up everything you want, then take out the Reimureis to
end this part of the mission...

-----------------
|Stage 60 Part 2|
-----------------

Allies:
Argama
Eternal
Archangel
Gekko Go
20 Squads
Renton

Enemies:

Nematode Coralian
-Nematode Coralian
-Nematode Coralian x48

Mollusk Coralian x6

Skill point: NAI

THE MOON IS OUT

...yeah. 150 enemies all told. Now, here's what you need to do. Send -everyone-
along with Renton towards the marked spot. Save your SP and EN for the final
boss, but take out as many Coralians as necessary. You'll want everyone at max
morale (which should be easy) and a clear path for Renton. If you move him full
tilt every turn, you should be able to make it by turn 5. In the meantime, lead
with your high-armored mechs with barrier fields. All but the studliest of RRs
are dead men walking among the accurate and insanely numerous enemies. Note that
this is space terrain as well. As a small aside, you can use the cash gained
from the first part of the mission before you deploy, if you wish. Anyway, this
part of the scenario is more or less straightforward. Conserve your resources as
best you can and muscle through the teeming throng of Coralians. This is how the
STMC battles in Alpha 3 should have been! Anyway, get Renton to the space at the
very beginning of your turn. This is important, and there's no reward for any
more Coralian destruction than necessary.

When Renton does make it there, even more Coralians arrive to stop him. However,
Edel is still somehow alive, and shows up with revenge as her aim. She blows up
the newly arrived Coralians for you, but... Black Charisma reveals himself at
last! Apparently, Edel is his unknowing puppet- whenever he says "I love you!",
she must obey any order. This doesn't sit well with her. Black Charisma decides
to take a new name, The Edel, and forms a rather studly looking combined machine
with some sort of occult magic and blows Edel away. ZEUTH resolves to take out
this psychopath and save the world once and for all. Realizing that he's perhaps
a bit outnumbered, The Edel summons... himself? Two of his alternate selves also
arrive to fight you. They blow up any remaining coralian enemies for you. It's
the grandest of situations! Time to fight!

(NOTE: IF this is not the case with you, scroll down to the Update at the end of
this stage walkthrough.)

Note that The Edels only start out at 105 morale- they can only use the weaker
of their attacks for now, though they all have double move. Spend some time to
get your units into position. Unless you are very well placed, have your squads
arranged immaculately, and a ton of pilots with support attack, you're not gonna
do this in one turn. You have to take out all three Chaos Reimureis on the same
turn, or he'll just summon another one to take its place. To this end, you're
probably gonna need to leave the three of them in a crippled state at the end of
the turn. The original in the far corner will probably be in the best shape,
due to the distance. This means that you'll probably eat a couple of MAP attacks
on the enemy phase. You may lose a weaker unit or two, especially since the only
MAP attack he likes to use is the one that reduces pilots stats by an insane
amount if it hits. Don't sweat it too much, though. No repair costs to pay, this
being the final battle and all, and it's hard to account for all those squad
mates. To prevent massive casualties from being taken, I propose two things: Use
anyone with it to Exhaust one of the Edels to low morale, and cast Disturbance
to lower his hitrate. As for fighting him, split into three groups with evenly
distributed firepower and unleash everything you have on him. Sadly, you can't
reduce his stats, even if you use Direct Attack. On the bright side, his defense
isn't hugely high anyway. Remember, take them all out on the same turn! When
you're done, pat yourself on the back and enjoy the ending, whichever one you
ended up with.

Speaking of which, I believe there are various versions of this stage depending
on which ending you get. I don't know the specifics on this as of yet, nor does
anyone, really. I believe that you may run into a single, strong version of the
Chaos Reimureis, with 500K HP. Or something. It's probably easier overall, but
more tedious. Wuteva. Anyway, be sure to save your game so you can do a New Game
Plus on the other route!

UPDATE: My sources and my own experiences lead me to believe that Setsuko's
version of this stage is a bit different. The Coralians start out a bit farther
away, all in a big group, none of them flanking you. There will only be one
Chaos Reimureis, but The Edel will bring along a never ending supply of Chimera
mecha. This version has more HP, but is -much-, -much- easier. Surround him and
Exhaust him to heck and back, then beat him up at your leisure. He won't be able
to use any MAP attacks this way, and a good cast of disturbance will render his
little friends useless as well. All in all, it's much easier.

*************************
NEW GAME PLUS DIFFERENCES
*************************

-On the first new game plus, you inherit 50% of cash, Blue Stones, and PP, the
second, 75%, and the third, 100%.

-You gain access to a secret route split late in the game- after mission 47,
Tallia is given a choice to go with the ZAFT or stay with ZEUTH. Staying with
ZEUTH gives you a slightly different set of missions, and the opportunity to get
two new secrets: Haman and her Quebely, and saving Rey and Tallia.

-You have the opportunity to choose EX Hard on your first new game plus. In this
mode, you cannot upgrade pilots or machines at all, and the enemies all have
significant upgrades on them. It's brutal.

-After clearing both Rand and Setsuko's route, you have the opportunity to try
Special Mode. This is basically normal mode, but with all units having 15 slots
for upgrades, and you start with one of each item.

-------------
|VIII.Parts:|
-------------

In this section, I'll list all of the parts you can obtain thoughout the game
and what they do, and if they're available in the bazarr.

Booster: Movement Plus 1 (Available for purchase)
-
Megabooster: Movement Plus 2 (Available for purchase)
-
Apogee Motor: Movement Plus 1, Mobility +5 (Available for purchase)
-
Magnetic Coating: Mobility +10 (Available for purchase)
-
Behavior Restraint System: Mobility +20 (Available for purchase)
-
VR Net: Accuracy +10 (Available for purchase)
-
Sensory Helmet: Accuracy +20 (Available for purchase)
-
Targetting Radar: Range +1 (Available for purchase)
-
Linear Sheet: Range +1, Accuracy +20 (Available for purchase)
-
Haro: Movement +2, Accuracy/Mobility +25, Range +1 (Unavailable)
-
Chobham Armor: HP +500, armor +100 (Available for purchase)
-
Hybrid Armor: HP +1000, armor +150 (Available for purchase)
-
Nanoskin Armor: HP +1000, armor +200 (Available for purchase)
-
Solar Panel: Bestows 10% Energy regeneration per turn (Available for purchase)
-
Nanomachine Unit: Bestows 10% HP regeneration per turn (Available for purchase)
-
Barrier Field: Gives the unit a barrier that blocks 1000 damage (Available)
-
Hyper Jammer: Bestows Double Image at 130 morale (30% chance of evasion)
(available)
-
Hero's Mark: Mobility/Accuracy +25, Critical rate +25, armor +200 (unavailable)
-
Soul of Steel: Mobility/Accuracy/Critical Rate +30, armor +250 (unavailable)
-
Minovsky Craft: Gives unit an S ranking in Air terrain, bestows flight
(unavailable)
-
Thruster module Gives unit an S ranking in Space terrain (available)
-
Dustproofing: Gives unit an S Ranking in Ground terain (available)
-
Screw Module: Gives unit an S Ranking in Water terrain (unavailable?)
-
A Adaptor: Gives unit A ranking in all terrains (Available)
-
S Adaptor: Gives unit S ranking in all terrains (unavailable)
-
Propellant Tank: restores all EN, vanishes upon use (available)
-
Cartridge: restores all ammo, vanishes upon use (available)
-
Repair Kit: restores all HP, vanishes upon use (available)
-
Super Repair Kit: restores all HP, EN, and ammo, vanishes upon use (available)
-
Donkey Bun:  Restores 50 SP, vanishes upon use (available)
-
Puncher's Truth: Restores all SP, vanishes upon use (available)
-
Buriki's Goldfish: Starting Morale +5 (available)
-
FAITH's Badge: Starting Morale +10 (unavailable)
-
Fallen Angel Feather: Restores 10 SP per turn (unavailable)
-
Hypnosis System: After turn 2, gives +3 morale per turn (available)
-
Training Manual: Squadmates equipped with this receive full PP and EXP
(available)

--------------------------------------------
|IX. Secrets, Ending points, and miscellany|
--------------------------------------------

THIS SECTION IS UNDER -HEAVY- CONSTRUCTION. THERE WILL BE MISSING AND INACCURATE
INFORMATION HERE UNTIL KNOWLEDGE OF SECRETS BECOME MORE CONCRETE.

ALSO NOTE THAT THIS SECTION CONTAINS THE MOST ACCURATE INFORMATION REGARDING
SECRETS- NOTES IN THE WALKTHROUGH MAY BE GUESSWORK. SECRET ALERTS HOWEVER ARE
ALSO ACCURATE.

THE SECRETS HERE ARE LISTED IN NO PARTICULAR ORDER

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Unlocking the Gundam Mk II's Flying Armor Crash early
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

To unlock the Flying Armor Crash early, simply have Camille shoot down Laila's
Galpaltea Beta during Setsuko Stage 8. You will gain this attack regardless once
the stage is over, or on stage 12 of Rand's route.

$$$$$$$$$$$$$$$$$$$$$$$
Unlocking the TFO Early
$$$$$$$$$$$$$$$$$$$$$$$

To unlock the TFO early, the Double Spacer must take damage sometime during
stage 13. If this requirement is met, you can buy the special item in the bazarr
during stage 13 intermission. During stage 15's intermission, by the special
item from the bazarr. You will get the TFO on the spot. You will gain this unit
regardless after stage 24.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Unlocking the Hyaku Shiki's Mega Bazooka Launcher early
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

To unlock this weapon early, Quattro must shoot down 3 enemies during stage 15.
After the stage ends, choose to take the Pacific route split, then visit the
bazarr again before moving on. Buy the special item. Visit the bazarr again
after stage 19 and buy the next special item- you'll unlock the attack on the
spot. You will gain this attack regardless after stage 33 Setsuko/Stage 40 Rand.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Unlocking the Titans Colored Gundam Mk II
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

To unlock the second Gundam Mk II, you must be playing on Setsuko's route.During
stage 3, do not shoot down Emma. After stage 15, take the Pacific route. Amuro
will join with this unit during stage 18.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Unlocking the Rushrod Overman
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

To unlock this mech, take the Gallia route after stage 15. By the end of stage
18, Gainer, Gain, Gauli, Sara, Bero, and Adette must have a combined kill count
of 100 or more. If this condition is met, visit the bazarr after stage 18 and
purchase the special item. After stage 22, visit the bazarr again and buy the
special item. Rushrod will be added to your roster.

$$$$$$$$$$$$$$$$$$$
Unlocking the Dijeh
$$$$$$$$$$$$$$$$$$$

To unlock this mech, you must be playing on Setsuko's route. Camille, Amuro,
Quattro, Bright, Apolly, Robert, Emma, Reccoa, and Katz must have an average
level of 25 by the end of stage 25. Amuro and Katz must have an average of 25
kills by the end of stage 25. If these requirements are met, you will receive
the unit at the beginning of stage 26 Setsuko. (Regarding the average- just get
Amuro 50 kills and you won't have to worry about Katz's.)

$$$$$$$$$$$$$$$$$$$$$$
Recruiting Steel Demon
$$$$$$$$$$$$$$$$$$$$$$

To recruit this Getter Robo enemy, have Ryouma fight him at least once on stage
24. During stage 25, after all enemies are shot down, Ryouma and he will duel.
Defeat him within 3 turns and he will join you after the stage.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Tifa Adill as a subpilot and the G-Bits attack
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

This is a multi-step process throughout the game. There are several flags you
must trigger.

Stage 7 Rand: Enil's Jenice Custom shot down
Stage 7 Rand: Either Shagia or Olba shot down
Stage 14: Garrod Convinces Enil
Stage 14: Enil's Jenice custom NOT shot down. Repeat, NOT.
Stage 27 Rand: Either Jamil or Garrod shoot down the Patouria during part two

If 4 or more of these flags are met (you can miss one), the Black Box F will be
available for purchase in the Bazarr after stage 27. Buy it. Much later, during
stage 50 ZAFT/52 ZEUTH, Tifa will join you as a subpilot for the Gundam DX.
Visit the bazarr again after that stage and the G-Bits will be on sale. Buy them
and you'll gain the attack then and there.

If you're playing on Setsuko's route, you can still obtain this secret. During
stage 14, meet both requirements. Tifa will join you if you have over 40 skill
points, and if you have over 50, the G-Bits will be available for purchase after
the stage regardless.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Unlocking the Great Booster early
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

To unlock this weapon early, you must be playing on Setsuko's route. During
stage 24, have Boss move to the side of the photon lab that Tetsuya crashed into
to trigger a bit of dialogue. After stage 36 Setsuko, visit the bazarr and buy
the special item on sale. You'll get the attack then and there. You'll gain this
attack regardless after stage 40.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Unlocking the Plasma Gimmick and O Thunder early
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

To unlock these weapons early, you must be on Rand's route. Take the Search for
Renton split after stage 32. During stage 34, have the Big O fight Beck the
Great RX3. Both must survive the encounter. The weapons will be unlocked right
then. You will gain these weapons regardless on Stage 35 Rand (either route) or
stage 41 Setsuko.

$$$$$$$$$$$$$$$$$$$$$$$$
Recruiting Four Murasame
$$$$$$$$$$$$$$$$$$$$$$$$

To recruit Four to your roster, you must be playing on Setsuko's route. Like the
G-Bits secret, this is a long process with several flags you must meet. It's
convenient to simply call them points.

Stage 26: Camille battles Four (+1 point)
Stage 26: Camille shoots down Four (+1 point)
Stage 29: Camille shoots down Four (+1 point)
Stage 30: Camille shoots down Four (+1 point)
Stage 36: Camille shoots down Four (+1 point)
Stage 36: Four is shot down while Stella is still on the field (+3 points)
Stage 36: Stella shot down while Four is still alive, but Stella points are not
enough to recruit her (+2 points)

If you have 5 points, or 4 points and 28 Skill points by the end of stage 36,
Four will join you in a Gaplant during stage 38 after the other part of ZEUTh
retreats.

$$$$$$$$$$$$$$$$$$$$$$$$$$
Recruiting Stella Loussier
$$$$$$$$$$$$$$$$$$$$$$$$$$

Much like Four, Stella has a long and complicated series of points has her
recruitment requirement. You must be playing on Setsuko's route to recruit her.

Stage 3: Stella shot down (+1 point)
Stage 15: Shinn battles Stella (+1 point)
Stage 15: Sting, Aul, and Stella shot down (+1 point)
Stage 26: Shinn Battles Stella (+ 1 point)
Stage 29: Shinn shoots down Stella (+1 point)
Stage 30: Four is shot down while Stella is still on the field (+1 point)
Stage 30: Shinn shoots down Stella (+1 point)
Stage 36: Shinn shoots down Stella (+1 point)
Stage 36: Stella shot down while Four is still on the field (+3 points)
Stage 36: Four shot down while Stella is still on the field, but Four points are
not enough to recruit her

If you have 8 Stella points (or 7 and 28 Skill points) by the end of stage 36,
Stella will join you afte Stage 56 ZAFT or Stage 51 ZEUTH.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Recruiting Atena Henderson Early
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

To recruit Atena early, convince her with Kei, then Orson during stage 41. The
order matters. If done successfully, she will join on the spot. If you do not do
this, she will join after the stage regardless.

$$$$$$$$$$$$$
Saving Rubina
$$$$$$$$$$$$$

To save Rubina and recruit her to your side, you must either allow her to escape
during stage 44 or shoot down Afrotia or Negross before she's shot down. The
latter is far and away the easiest option.

$$$$$$$$$$$$$$$
Xabungle Unit 2
$$$$$$$$$$$$$$$

To obtain a second Xabungle unit, you must be playing on Rand's route. Choose to
take the Stay Behind route after stage 32. During stage 35, shoot down Timp's
Broccoli. After the stage, visit the bazarr and purchase the special item for
sale. Visit the bazarr again after stage 45 and purchase that item. You'll gain
the second unit on the spot. It inherits all upgrades to the first unit.

$$$$$$$$$$$
Baldiroizer
$$$$$$$$$$$

You have two opportunities to unlock this weapon. During stage 44, deploy
Baldios. Make sure it survives until the end of the mission. When you shoot down
the artificial sun, Baldios will unlock this attack automatically. If you fail
to meet this requirement, then do the same during stage 54. When you shoot down
the Spirit Gatora, Baldios will unlock this attack automatically.

$$$$$$$$$$$$$$$$$$$$$
Final Dynamic Special
$$$$$$$$$$$$$$$$$$$$$

To unlock this combination attack, deploy Mazinger Z, Great Mazinger, Grendizer,
and Getter Robo G during stage 53 ZAFT/49 ZEUTH. When you shoot down Emperor
Brai, you will automatically get this attack. If on the ZAFT route, you can
trigger this by shooting down Great King Vega first, if you so wish.

$$$$$$$$$$$$$$$$$
Big O Final Stage
$$$$$$$$$$$$$$$$$

Note that you will gain this attack regardless of your actions, but you can
unlock it early. During stage 53 ZAFT/49 ZEUTH, make sure the Big O is deployed
and on the field when you shoot down Big Duo Inferno. You will unlock this move
automaticalyl when you do. Even if you don't do this, you'll get this attack
during stage 58 after you shoot down Big Fau.

$$$$$$$$$$$$$$$$$$
Biosensor Weaponry
$$$$$$$$$$$$$$$$$$

To obtain this upgrade for the Zeta Gundam, deploy Camille in the Zeta during
stage 49 ZAFT/51 ZEUTH. Have Camille shoot down Yazan- he'll unlock it after you
do so (this includes the Hyper Beam Saber, Waverider Assault, and Psychofield
barrier, all of which become available at 130 morale).

If you miss the first opportunity, you can do the same thing on stage 56 (either
route) and you'll unlock it then.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Unlocking Assault Aquarion early
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

You will obtain this unit regardless during stage 53 (either route), but you can
get it a little early. During stage 51 ZAFT/48 ZEUTH, shoot down Aquarion Delta
and Aquarion Omega before shooting down Aquarion Alpha (Glenn) or Moroha. After
that stage, visit the bazarr and buy the special item from the bazarr. You'll
receive it on the spot.

$$$$$$$$$$$$$$$$$$$$$$$$$$
Haman Karn and the Quebely
$$$$$$$$$$$$$$$$$$$$$$$$$$

The only requirement for recruiting Haman is taking the ZEUTH Route after stage
47. She'll join you afters tage 51.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Saving Rey Za Burrel and Tallia Gladys
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

To save and re-recruit these two characters, you must first take the ZEUTH Route
after stage 47. During stage 56, fight Rey with Shinn and Kira, then convince
him with Shinn. Finally, shoot him down with Shinn. He'll rejoin after the stage
with Tallia.

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Yzak Joule and the Gouf Ignited
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

To recruit Yzak, you must shoot him down with Kira during the second half of
stage 43. If you take the ZAFT route, you must convince Yzak with Athrun during
stage 48- this is unnecessary if you take the ZEUTH route. On either route,
convince Yzak with Athrun again during stage 56. He'll retreat from the battle
and join after the stage in his Gouf Ignited.

$$$$$$$$$$
Yasaba Jin
$$$$$$$$$$

To recruit Yasaba jin, you must be playing on Rand's route. The only requirement
is to unlock the Rushrod- refer to that secret for instructions. He'll arrive
during stage 47 as a reinforcement. He'll join you if Rushrod is in your roster.
He has no unit of his own when he joins, but given the amount of overmen on
Rand's route, this shouldn't be a problem.

$$$$$$$$$$$$$$$$$$$$$
Charles and Ray Beams
$$$$$$$$$$$$$$$$$$$$$

First and formost, you cannot permanently recruit these units. If you fulfil the
requirements, they will only arrive during the first half of the final stage as
allied reinforcements. You must be playing on Rand's route. Take the search for
Renton route. During stage 33, have Charles and Ray shoot down 10 units between
them. During stage 35, have Holland have a battle encounter with both Charles
and Ray, then have Renton convince both of them. Shoot them both down with
Renton. This will cause them to arrive during the first half of the final stage.

$$$$$$$$$$$$$$$$
Sarah and Reccoa
$$$$$$$$$$$$$$$$

To recruit these two, you must be playing on Setsuko's route. You must also
choose the Gibraltar split after stage 32. During stage 34, have Katz have a
battle encounter with Sara. During stage 35, have Katz or Camille shoot Sara
down. During scenario 37, have Camille or Katz fight her again (if you miss this
one, you can convince Sara with Camille during stage 56). During stage 49 ZAFT/
Stage 51 ZEUTH, have Camille, Quattro, Fa, or Emma fight with Reccoa, then have
Camille or Fa convince her. Finally, during stage 56, shoot down Sara, then have
Camille convince Reccoa again. Leave her alive for the rest of the scenario. If
all of this has been done, both characters will join you after the stage.

$$$$$$$$$$
Xine Espio
$$$$$$$$$$

To recruit Xine, you must have 15 or more ending points by the end of stage 58,
or 7 or more and over 46 skill points. During stage 59, have anyone fight Xine,
then have your main character fight Xine. Then have him/her convince her. Shoot
her down with any unit, and she'll join after the stage.

$$$$$$$$$$$$
Asakim Dowan
$$$$$$$$$$$$

Like the Beams, Asakim is only a reinforcement during the final stage and is
only available on Rand's route. You must recruit Xine, then shoot down Asakim
with Rand during the first part of the final stage. He'll arrive to help you
fight the final boss in a much-upgraded Shurouga.

$$$$$$$$$$$$
Secret Items
$$$$$$$$$$$$

There are four secret items, all of which are obtained by buying items from the
bazarr. All four are only available on Rand's route.

Hero's Mark:
During stage 8, both Jiron and Apollo must shoot down one enemy.
After stage 8, buy the special item in the bazarr.
After stage 23, buy the next special item.
After stage 28, buy the next one.
After stage 39, visit the bazarr and you'll receive it for free.

Spirit of steel:
During stage 7, shoot down either Shagia or Olba
After stage 7, buy the special item in the bazarr.
Take the Gallia route.
After stage 19, buy the special item.
After stage 47, buy the next one.
After stage 49 ZAFT/53 ZEUTH, visit the bazarr and you'll receive it for free.

Haro:
Take the Gallia route.
After stage 16, buy the special item in the bazarr.
After stage 20, buy the special item.
Take the search for Renton route.
After stage 35, buy the next one.
After stage 50 ZAFT/52 ZEUTH, you'll receive it for free

Fallen Angel Feathers:
During stage 26, Kei and Shaiya should shoot down 8 enemies between them
After stage 26, buy the special item in the bazarr.
After stage 29, buy the special item.
After stage 36, buy the next one.
After stage 41, visit the bazarr and you'll receive it for free.

EEEEEEEEEEEEE
ENDING POINTS
EEEEEEEEEEEEE

While the exact nature of ending points are as of yet unknown, it can be
extrapolated that they affect which ending you get, and they also affect a few
secrets. Here's a complete listing. Note that there are no ending points to earn
before stage 41. Note that I'll also list actions that cause you to lose ending
points. If you have questions or need a more detailed explanation, check the
stage walkthroughs.

41: Any Eman platoons (except the ship) shot down: -1 Ending point
41: Only Eman platoon shot down before reinforcements arrive is the battleship:
+ 1 ending point
41: Kei, then Orson convince Atena: + 1 ending point
42: Aki survives: Ending point +1 (refer to the Aki points section for details)
43: Don't shoot down Athrun (wait until turn 4 for the stage to end): +1 Ending
point
43: Rey shoots Athrun down: -1 ending point
44: Rubina escapes successfully: +1 ending point
44: Artificial Sun shot down within 2 turns of Sol Gravion's arrival: +1 point
44: Futaba shot down by Aquarion +1
45: Stage completed with no allied platoons (Titans lead by Jerid) shot down: +1
point
46: 12 enemy platoons shot down by the start of turn 5: +1 point
47 Rand: Rand battles Asakim: +1 point
47 Setsuko: Alternate Virgola units shot down by the start of turn 5: +1 point
-here we split into either the ZAFT or ZEUTH route-
55: Shoot down Ginganam, Shagia, and Olba: +1 point for each shot down
58: Choose to live in Paradigm City: -15 points

ZAFT ROUTE:

48: All ZAFT platoons destroyed: -1 point
49: Camille, Quattro, Emma or Fa battle with Reccoa and both survive: +1 point
50: Shagia and Olba shot down at the same time: +1 point
51: Moroha shot down: +1 point
51: Glenn shot down: -1 Point
53: Reduce Dr. Wily's/Kazami's HP below 2000 without shooting him down: +1 point
56: Convince Lunamaria to retreat with Lacus: +1 point (Shinn must be present)
56: Lunamaria shot down: -1 point
57: Both Otoha and Toma shot down by the end of the stage: +1

ZEUTH ROUTE:

48: Big Duo Inferno shot down: +1 point
49: Beck survives until Big Duo Inferno shot down: +1 point
50: Moroha shot down: +1 point
50: Glenn shot down: -1 Point
50: Sirius still on the map when stage is finished: -1 point (in other words,you
lose a point if he hasn't been shot down by the end of the map)
51: Camille, Quattro, Emma or Fa battle with Reccoa and both survive: +1 point
52: Shagia and Olba shot down at the same time: +1 point
52: Ginganam reduced to below 50% HP: +1 point
57: Both Otoha and Toma shot down by the end of the stage: +1

ZZZZZZZZZZZZ
ZEUTH POINTS
ZZZZZZZZZZZZ

Zeuth points can be obtained on the first playthrough to unlock the ZEUTH route
without having to be on a newgame plus. It's a long and drawn out process, and
probably not worth your time, but I would be remiss in my duties if I didn't
cover it in some capacity.

Setsuko 2: Choose to side with ZAFT and subdue the stolen gundams" +1 point
Setsuko 8: Have Alex (Athrun) shoot Sato down +1 point
Pacific 16: Kira shot down (this requires the use of a MAP weapon, as you can't
actually target him) +1 point
Setsuko 29: Shoot down Kira and Murrue: +1 each
Rand 29: Shoot down no ZAFT platoons and destroy Yzak immediately +2 points
Rand 29: Leave 3 Zaft Platoons alive and then destroy Yzak +1 point (you can't
get this point if you got the +2 points anyway)
Setsuko 30: Shoot down Kira and Murrue: +1 each
Rand 30: Don't let Kira, Murrue, Bartfeld, or Enil shoot down any enemies: +1
Setsuko Gibraltar 35: Simply complete stage +1
Setsuko 36: Complete requirements for recruiting Stella +1
Rand 36: Shinn (NPC) battles Stella +1
Rand 36: Shinn (NPC) shoots down Stella +2
Rand 36: Kira shoots down Stella -1
Setsuko 38: Shinn shot down while Kira is still on the map +2
Setsuko 38: Kira shot down without Shinn ever fighting him +1
Rand 38: Clear stage by shooting down Shinn +1
Rand 38: Kira shot down -1
43: Stage cleared by waiting til turn 4 +1
43: Shinn shoots down Athrun -1

If you have 9 points by the end of stage 47, you will automatically take the
ZEUTH route (alternatively, have 7 and +36 skill points). If you have 10 points
and +36 skill points, you'll receive a choice whether to stay with ZEUTH or go
back to ZAFT after stage 47.

AAAAAAAAAA
Aki Points
AAAAAAAAAA

-------------------
|X.Bazarr Listings|
-------------------

RAND STAGE 1:

Parts:
Booster: 100 BS
Apogee Motor: 120 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Dustproofing: 100 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:
None

Special:
None

RAND STAGE 2:

Parts:
Booster: 100 BS
Apogee Motor: 120 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Dustproofing: 50 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:
None

Special:
None


RAND STAGE 3:

Parts:
Booster: 100 BS
Apogee Motor: 120 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Dustproofing: 50 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:
None

Special:
None


RAND STAGE 4:

Parts:
Booster: 100 BS
Apogee Motor: 120 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Dustproofing: 50 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:
None

Special:
None


RAND STAGE 5:

Parts:
Booster: 100 BS
Apogee Motor: 120 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Donkey Bun: 80 BS

Mecha:
None

Special:
None


RAND STAGE 6:

Parts:
Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Donkey Bun: 80 BS
Buriki's Goldfish: 120 BS

Mecha:
None

Special:
None

RAND STAGE 7:

Parts:
Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Donkey Bun: 40 BS
Buriki's Goldfish: 120 BS

Mecha:
None

Special:
None

RAND STAGE 12:

Parts:
Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
High Efficiency Radar: 150
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Buriki's Goldfish: 200 BS


Mecha:
None

Special:

None

RAND STAGE 13:

Parts:
Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
High Efficiency Radar: 150
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Hypnosis System: 250 BS

Mecha:
None

Special:

Super Alloy Z fragment: 10 BS (Appears if Kouji got damaged during stage 13, buy
for first step in unlocking TFO early)

RAND STAGE 14:

Parts:
Booster: 80 BS
Apogee Motor: 80 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Dustproofing: 120 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:
None

Special:
None

RAND STAGE 15:

Parts:
Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Dustproofing: 120 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Donkey Bun: 80 BS

Mecha:
None

Special:
Flight Manual: 10 BS (Available if you bought the Super Alloy Z fragment, gives
you the TFO early)

RAND GALLIA STAGE 16:

Parts:
Booster: 100 BS
Apogee Motor: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Targeting Radar: 120 BS
Chobham Armor: 40 BS
Dustproofing: 120 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Dagger: 100 BS
Calico: 120 BS

Special:

Ray=Out Magazine: 10 BS (Don't know what this does as of yet)

RAND GALLIA STAGE 17:

Parts:
Booster: 60 BS
Apogee Motor: 80 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Targeting Radar: 150 BS
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Dagger: 100 BS
Calico: 120 BS

Special:

None

RAND GALLIA STAGE 18:

Parts:
Booster: 100 BS
Apogee Motor: 120 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Targeting Radar: 120 BS
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Dagger: 100 BS
Calico: 120 BS

Special:

Scrap (Overman): 10 BS (buy this to obtain the Rushrod later)


RAND GALLIA STAGE 19:

Parts:
Booster: 100 BS
Apogee Motor: 120 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Targeting Radar: 150 BS
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Dagger: 100 BS
Calico: 120 BS

Special:

???(Present for Tifa?): 10 BS (unknown effect as of yet, buy it anyway)

SOUTH AMERICA STAGE 16:

Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Screw Module: 80 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Puncher's Truth: 200 BS

Mecha: None

Special: None

SOUTH AMERICA STAGE 17:

Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Targetting Radar: 150 BS
Chobham Armor: 40 BS
Screw Module: 80 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha: None

Special: None

SOUTH AMERICA STAGE 18:

Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Targetting Radar: 120 BS
Chobham Armor: 40 BS
Screw Module: 80 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS


SOUTH AMERICA STAGE 19:

Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Targetting Radar: 150 BS
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Donkey Bun: 80 BS

Mecha: None

Special: Mega Condenser (available if you bought the energy pack, creates Mega
Bazooka launcher)

STAGE 20:

Parts:
Apogee Motor: 120 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Targeting Radar: 150 BS
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Training Manual: 150 BS

Mecha:

Calico: 120 BS
Prometheus: 200 BS

Special:

Signed Lacus Clyne CD: 10 BS (unknown effect as of yet, buy it anyway)

STAGE 21:

Parts:
Apogee Motor: 120 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Targeting Radar: 150 BS
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Training Manual: 150 BS

Mecha:

Calico: 120 BS
Prometheus: 200 BS

Special:

None

STAGE 22:

Parts:
Apogee Motor: 100 BS
Magnetic Coating: 30 BS
VR Net: 30 BS
Targeting Radar: 120 BS
Chobham Armor: 30 BS
Propellant Tank: 20 BS
Cartridge: 20 BS
Repair Kit: 20 BS
Training Manual: 120 BS

Mecha:

Prometheus: 200 BS
Dobeck: 200 BS

Special:

Overcoat: 10 BS (Appears if you bought the scrap overman parts, buy to obtain
Rushrod)

RAND STAGE 23:

Parts:
Apogee Motor: 100 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Targeting Radar: 150 BS
Hybrid Armor: 80 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Training Manual: 150 BS

Mecha:

None

Special:

Overcoat: None

RAND STAGE 24:

Apogee Motor: 120 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
Solar Panel: 200 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Training Manual: 150 BS

Mecha: None

Special: none

RAND STAGE 25:

Apogee Motor: 120 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
Solar Panel: 200 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Training Manual: 150 BS

Mecha: None

Special: none

RAND STAGE 26:

Apogee Motor: 120 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
Solar Panel: 200 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Puncher's Truth: 200 BS

Mecha:

Gapamendo: 250 BS
Galapagos: 280 BS
Dobeck: 200

Special: Hong Kong City Video: 10 BS (effect unknown)

RAND STAGE 27:

Apogee Motor: 120 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Linear Sheet: 250 BS
Hybrid armor: 120 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Gapamendo: 250 BS
Galapagos: 280 BS
Dobeck: 200

Special: Black Box? Maybe? if the requirements are fulfilled?

RAND STAGE 28:

Megabooster: 200 BS
Apogee Motor: 120 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
Targetting Radar: 150 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Gapamendo: 250 BS
Galapagos: 280 BS
Dobeck: 200

Special: None

RAND STAGE 29:

Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
Hyper Jammer: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Hypnosis System: 350 BS
Training Manual: 150 BS

Mecha:

Gapamendo: 250 BS
Galapagos: 280 BS
Dobeck: 200

Special: Eman Warrior Penant

RAND STAGE 30:

Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Nanoskin Unit: 200 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Panchy no?: 250 BS
Training Manual: 150 BS


Mecha:

Gapamendo: 250 BS
Galapagos: 280 BS
Dobeck: 200

Special: None

RAND STAGE 31:

Megabooster: 250
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Linear Sheet: 300 BS
Nanoskin Armor: 200 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Gapamendo: 250 BS
Galapagos: 280 BS
Dobeck: 200

Special: None

RAND STAGE 32:

Megabooster: 250
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Linear Sheet: 300 BS
Nanoskin Armor: 200 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Gapamendo: 250 BS
Galapagos: 280 BS
Dobeck: 200

Special: None

RAND STAGE 33 STAY BEHIND:

Megabooster: 250
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Training Manual: 150 BS

Mecha:

Galapagos: 280 BS
Dobeck: 200 BS
Maxflute: 250 BS

Special: None

RAND STAGE 34 STAY BEHIND:

Megabooster: 250
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Training Manual: 150 BS

Mecha:

Galapagos: 280 BS
Dobeck: 200 BS
Maxflute: 250 BS

Special: None

RAND STAGE 35 STAY BEHIND:

Megabooster: 200
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Training Manual: 150 BS

Mecha:

Galapagos: 280 BS
Dobeck: 200 BS
Maxflute: 250 BS

Special: None

RAND STAGE 36

Apogee Motor: 12
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
Barrier Field: 300 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Galapagos: 280 BS
Jenice Enil Custom: 200 BS
Maxflute: 250 BS

Special: Chiram bike

RAND STAGE 38

Apogee Motor: 120 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
Barrier Field: 250 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

mecha:

Galapagos: 280 BS
Jenice Enil Custom: 200 BS
Maxflute: 250 BS

Special None

RAND STAGE 39

Apogee Motor: 120 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
Barrier Field: 300 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

mecha:

Galapagos: 280 BS
Jenice Enil Custom: 200 BS
Maxflute: 250 BS

Special None

SETSUKO STAGE 12

Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
High Efficiency Radar: 150
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Puncher's Truth: 200 BS


Mecha:
None

Special:

None

SETSUKO STAGE 13:

Parts:
Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
High Efficiency Radar: 150
Chobham Armor: 40 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Hypnosis System: 250 BS

Mecha:
None

Special:

Super Alloy Z fragment: 10 BS (Appears if Kouji got damaged during stage 13, buy
for first step in unlocking TFO early)

SETSUKO STAGE 14:

Parts:
Booster: 80 BS
Apogee Motor: 80 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Dustproofing: 120 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:
None

Special:

None

SETSUKO STAGE 15:

Parts:
Booster: 100 BS
Magnetic Coating: 40 BS
VR Net: 40 BS
Chobham Armor: 40 BS
Dustproofing: 120 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Donkey Bun: 80 BS

Mecha:
None

Special:
Flight Manual: 10 BS (Available if you bought the Super Alloy Z fragment, gives
you the TFO early)

SETSUKO STAGE 25:

Apogee Motor: 120 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Hybrid Armor: 120 BS
Solar Panel: 200 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha: None

Special: none

SETSUKO STAGE 26:

Apogee Motor: 120 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Linear Sheet: 300 BS
Hybrid Armor: 120 BS
Solar Panel: 200 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha: None

Special: None

SETSUKO STAGE 27:

Apogee Motor: 120 BS
Behavior restraint System: 100 BS
Sensory Helmet: 80 BS
Linear Sheet: 300 BS
Hybrid Armor: 120 BS
Nanomachine Unit: 200 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Special: None

Mecha: none

SETSUKO STAGE 28:

Megabooster: 250 BS
Apogee Motor: 120 BS
Behavior Restraint System: 100 BS
Sensory Helment: 100 BS
Targetting Radar: 150 BS
Hybrid Armor: 120 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Special: None

Mecha: None

SETSUKO STAGE 29:

Apogee Motor: 120 BS
Behavior Restraint System: 100 BS
Sensory Helment: 100 BS
Hybrid Armor: 120 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
FAITH Badge: 30 BS
Training Manual: 150 BS

Special: None

Mecha: None

SETSUKO STAGE 30:

Apogee Motor: 120 BS
Behavior Restraint System: 100 BS
Sensory Helment: 100 BS
Hybrid Armor: 120 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Hypnosis system: 350 BS
Training Manual: 150 BS

Special: None

Mecha: None

SETSUKO STAGE 31:

Megabooster: 250 BS
Behavior Restraint System: 100 BS
Sensory Helmet: 100 BS
Linear Sheet: 300 BS
Nanoskin Armor: 200 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Special: None

Mecha: None

SETSUKO STAGE 32:

Megabooster: 250 BS
Behavior Restraint System: 100 BS
Sensory Helmet: 100 BS
Linear Sheet: 300 BS
Nanoskin Armor: 200 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Special: None

Mecha: None

GIBRALTAR STAGE 33:

Apogee Motor: 120 BS
Behavior Restraint system: 100 BS
Sensory Helmet: 100 BS
Linear Sheet: 300 BS
Hybrid Amor: 120 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Ashimar: 200 BS

Special:

None

GIBRALTAR STAGE 34:

Apogee Motor: 120 BS
Behavior Restraint system: 100 BS
Sensory Helmet: 100 BS
Linear Sheet: 300 BS
Hybrid Amor: 120 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Ashimar: 200 BS

Special:

None

GIBRALTAR STAGE 35:

Apogee Motor: 120 BS
Behavior Restraint system: 100 BS
Sensory Helmet: 100 BS
Linear Sheet: 300 BS
Hybrid Amor: 120 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Ashimar: 200 BS

Special:

None

SETSUKO ROUTE STAGE 36:

Apogee Motor: 120 BS
Behavior Restraint system: 100 BS
Sensory Helmet: 100 BS
Hybrid Amor: 120 BS
Barrier Field: 300 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Ashimar: 200 BS

Special:

Photon Research Lab report: 10 BS (available if Boss picked up the great booster
remains on stage 24, unlocks Great Booster early)

SETSUKO ROUTE STAGE 38:

Apogee Motor: 120 BS
Behavior Restraint system: 100 BS
Sensory Helmet: 100 BS
Hybrid Amor: 120 BS
Barrier Field: 250 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Ashimar: 200 BS

Special: None

SETSUKO ROUTE STAGE 39:
Apogee Motor: 120 BS
Behavior Restraint system: 100 BS
Sensory Helmet: 100 BS
Hybrid Amor: 120 BS
Barrier Field: 250 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

Mecha:

Ashimar: 200 BS

Special: None

STAGE 41

Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Solar Panel: 200 BS
Nanomachine Unit: 200 BS
Thruster Module: 150 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

mecha:

Galapagos: 280 BS
Jenice Enil Custom: 200 BS
Golem: 280 BS

Special: None, but if you went through all the Orguss hoopla, you get a Fallen
Angel Wing

STAGE 42

Megabooster: 250 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Linear Sheet: 300 BS
Nanoskin Armor: 200 BS
Thruster Module: 150 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

mecha:

Galapagos: 280 BS
Jenice Enil Custom: 200 BS
Golem: 280 BS

Special: None

STAGE 43

Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Linear Sheet: 300 BS
Nanoskin Armor: 200 BS
Barrier Field: 300 BS
Thruster Module: 150 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS

mecha:

Galapagos: 280 BS
Jenice Enil Custom: 200 BS
Golem: 280 BS

Special: none

STAGE 44

Megabooster: 250 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 250 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS


mecha:

Galapagos: 280 BS
Jenice Enil Custom: 200 BS
Golem: 280 BS

Special: None

STAGE 45

Megabooster: 250 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Thruster Module: 100 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS


mecha:

Messala: 250 BS
Gapasurei: 240 BS
Golem: 280 BS

Special: None

STAGE 46

Behavior restraint System: 80 BS
Sensory Helmet: 80 BS
Nanoskin Armor: 150 BS
Thruster Module: 100 BS
A Adaptor: 300 BS
Propellant Tank: 20 BS
Cartridge: 20 BS
Repair Kit: 20 BS
Training Manual: 120 BS


mecha:

Messala: 250 BS
Gapasurei: 240 BS
Golem: 280 BS

Special: None

STAGE 47

Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Propellant Tank: 30 BS
Cartridge: 30 BS
Repair Kit: 30 BS
Training Manual: 150 BS


mecha:

RE-GZ: 250 BS
Eagle: 240 BS
Golem: 280 BS

STAGE 48

Megabooster: 250 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Training Manual: 150 BS

mecha:

Messala: 250 BS
Gapasurei: 240 BS
RE Gz: 250

Special: None

STAGE 49

Megabooster: 250 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Training Manual: 150 BS

mecha:

Messala: 250 BS
Gapasurei: 240 BS
RE Gz: 250

Special: None, but if you've purchased all of the gifts, you'll receive a soul
of steel, free of charge!

STAGE 50

Megabooster: 250 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Training Manual: 150 BS

mecha:

Messala: 250 BS
Gapasurei: 240 BS
RE Gz: 250

Special: None

STAGE 51

Megabooster: 250 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Training Manual: 150 BS

mecha:

Broccoli: 250 BS
Gapasurei: 240 BS
RE Gz: 250

Special: None

STAGE 52

Megabooster: 250 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Training Manual: 150 BS

mecha:

Broccoli: 250 BS
Gapasurei: 240 BS
RE Gz: 250

Special: None

STAGE 53

Megabooster: 250 BS
Behavior restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Training Manual: 150 BS

mecha:

Broccoli: 250 BS
Gapasurei: 240 BS
RE Gz: 250

Special: None

STAGE 55

Megabooster: 250 BS
Linear Sheet: 300 BS
Barrier Field: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Hypnosis System: 350 BS
Training Manual: 150 BS

mecha:

Broccoli: 250 BS
Gapasurei: 240 BS
RE Gz: 250

Special: None

STAGE 48 ZEUTH

Megabooster: 250 BS
Behavior Restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Training Manual: 150 BS

Mecha: Mesalla 250 BS
Gapusrei 240 BS
RE GZ 250 BS

Special: Vector Machine (for sale if you shot down Glen last in stage 48, will
unlock Assault Aquarion early)

STAGE 49 ZEUTH:

Megabooster: 250 BS
Behavior Restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin Armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 30 BS
Training Manual: 150 BS

Mecha: Mesalla 250 BS
Gapusrei 240 BS
RE GZ 250 BS

Special: none

STAGE 50 ZEUTH:

Megabooster: 200 BS
Behavior Restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Training Manual: 150 BS

Mecha:

Broccoli: 260 BS
Gapusrei: 240 BS
RE GZ: 250 BS

Special: None

STAGE 51 ZEUTH:

Megabooster: 250 BS
Behavior Restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Training Manual: 150 BS

Mecha:

Broccoli: 260 BS
Gapusrei: 240 BS
RE GZ: 250 BS

Special: None

STAGE 52 ZEUTH:

Megabooster: 250 BS
Behavior Restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Training Manual: 150 BS

Mecha:

Broccoli: 260 BS
Gapusrei: 240 BS
RE GZ: 250 BS

Special: None

STAGE 53 ZEUTH:

Megabooster: 250 BS
Behavior Restraint System: 100 BS
Sensory Helmet: 100 BS
Nanoskin armor: 200 BS
Thruster Module: 150 BS
A Adaptor: 350 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Training Manual: 150 BS

Mecha:

Broccoli: 260 BS
Gapusrei: 240 BS
RE GZ: 250 BS

Special: None

STAGE 58

Megabooster: 250 BS
Linear Sheet: 300 BS
Barrier Field: 300 BS
Thruster Module: 150 BS
A Adaptor: 250 BS
Super Repair Kit: 200 BS
Donkey Bun: 80 BS
Hypnosis System: 350 BS
Training Manual: 150 BS

mecha:

Broccoli: 250 BS
Gapasurei: 240 BS
RE Gz: 250

Special: None

STAGE 59

Megabooster: 200 BS
Linear Sheet: 250 BS
Barrier Field: 250 BS
Thruster Module: 100 BS
A Adaptor: 300 BS
Super Repair Kit: 150 BS
Donkey Bun: 50 BS
Hypnosis System: 300 BS
Training Manual: 100 BS

mecha:

Broccoli: 250 BS
Gapasurei: 240 BS
RE Gz: 250

Special: None

----------------
|XI.Mecha Index|
----------------

While it is fairly easy to just CTRL F search for any mech you want to find, I
thought that including a list of when machines join you would be helpful for
easy reference. Due to the large differences between them, there will be a list
for Rand's Route and a list for Setsuko's Route. Secrets will be included as I
learn of them.

RAND ROUTE MECHA JOINING TIMES

Stage 1: Gunleon, GX Gundam

Stage 2: King Gainer, Panzer x3, Gotchko

Stage 3: Iron Gear, Walker Gallia, Xabungle, Trand 11x2

Stage 5: Terminus 909, Nirvash, Terminus 606, Terminus 808, Gekko Go (temporary)

Stage 6: Turn A Gundam

Stage 7: Power up Turn A Gundam, Kapool x2

Stage 8: SUMO (Temporary), Borjanon, Aquarion (temporary)

Stage 9: Aquarion (temporary)

Stage 10: Bronco II, Morapa Mai, Morapa Ria, Glomar, Windam, Gaia Gundam, Chaos
Gundam, Abyss Gundam (temporary)

Stage 11: The Big O (temporary)

Stage 12: Nirvash, 909, 606, 808, Gekko Go, Gundam Mk II, Rick Dias x2, Methuss,
Hyaku Shiki, Argama, Gundam Impulse, Blaze Zaku Phantom, Gana Zaku Warrior,
Minerva (Temporary)

Stage 13: Double Spacer, Drill Spacer, Zambot 3, Godsigma, Grankaiser/Gravion,
King Beal(temporary)

Stage 14: Freeden, Gundam Leopard Destroy, Gundam Airmaster Burst, Vertigo, Iron
Gear, Wallker Gallia, Xabungle, Trand 11 x2, Turn A Gundam, Kapool x2, GX Gundam
King Gainer, Gotchko, Panzer x3 (Temporary)

Stage 15: All units from 10 to 14, except the Big O, Bronco II, Windam, Gaia
Gundam, Chaos Gundam, Abyss Gundam (temporary), Orguss, Shurouga (temporary),
Aquarion (temporary). All units from 10 to 15 now join permanently, except the
cast of Eureka SeveN and Aquarion.

Gallia Stage 16: Dobeck v.Adette

Gallia Stage 17: The Big O (temporary from stage 17 to stage 19)

Gallia Stage 18: Aquarion (temporary)

Routes join up: Savior Gundam, Rick Dias/Gundam Mk II, Baldios, Dobeck v.Adette

Stage 21: Shurouga (temporary), Chaso Leo (temporary)

Stage 22: Enperanza, Getter Dragon/Lyger/Posiedon

Stage 23: Aquarion, Lady Command, The Big O (temporary, stage 23-25), GX Gundam
Satellite Frame

Stage 24: Mazinger Z, Great Mazinger, Dianna Ace, Venus Ace, Boss Borot

Stage 25: Steel Demon (if requirements met)

Stage 27 Part 2: Gundam DX

Stage 29: Elpis (temporary)

Stage 30: Archangel, Gundam Freedom, Murasame, Esperanza (temporary)

Stage 31: Chaos Leo (temporary, stage 31-47)

Stage 32: Upgraded Gunleon

Stay behind stage 33: Grendizer, Marine Spacer, Baldios gains Pal Saber Dringing

Stay behind stage 34: The Big O, G Falcon, Esperanza

Stage 36: Archangel, Gundam Freedom (temporary, stage 36-38)

Stage 39: Orguss II, Nirvash Spec 2

Stage 40: At the end of the mission, all of the units that went with ZAFT will
join you. New units include:

Daitarn 3, Super Gundam, RE-Gz, Zeta Gundam, Gravion no longer has time limit

Stage 41: Naikik Atena Model

Stage 42: Grantrooper

Stage 43 Part 1: Destiny Gundam, Legend Gundam (Temporary, stage 43-47)

Stage 43 Part 2: Eternal, SUMO, Gaia Gundam, Strike Freedom, Turn X (temporary)

Stage 44: Nu Gundam, Sol Gravion, Baldios gains Baldiroizer| Fixer 1 (temporary)

Stage 45: Walker Gallia gains ICBM toss

Stage 46: SUMO, Vertigo| Strike Freedom, Infinite justice, Akatsuki (temporary)

Stage 47: Shurouga, Dogon x3 (if requirements for Yasaba are met?) (temporary)

ZAFT Stage 48: Coren's Red Kapool, Terminus 303 Devilfish, Strike Freedom,
Infinite Justice, Akatsuki, Archangel

ZAFT Stage 49: Eternal| Radish (temporary)

ZAFT Stage 50: Turn A gains Moonlight Moth, Aquarion Angel

ZAFT Stage 51: Kurawata Lancerow Custom

ZAFT Stage 52: Assault Aquarion (if requirements were met?), Jinpa| Dobeck x3
(temp.)

ZAFT Stage 53: God Sigma Gravion, Dynamic Quartet gains Final Dynamic Special,
Big O gains Final Stage, Godsigma gains Big Wing Attack (units must be deployed)

Stage 55: Soriel

ZAFT Stage 57: Gundam Destiny,Gundam Impulse, Gouf ignited (if requirements were
met) Aquarion gains Solar Sword

Stage 58: The Big O gains Final Stage (if not learned earlier)

Stage 60 Part 1: Yuergens Battleship, Nirvash type theEND, Asuham Golem, Dobeck
x2 (temporary)| Nirvash Spec 3, Chaos Caper (if requirements were met)

Stage 60 Part 2: Shurouga (if requirements were met)

---------------------------------
|XII.Frequently Asked Questions:|
---------------------------------

Q: What gundams are in this game?
A. For your convenience, here's an entire series list, with Gundams up front.
Just for you. Adder loves ya, baby.

Mobile Suit Gundam Zeta (Movie Anthology version)
Mobile Suit Gundam Char's Counterattack
Afterwar Gundam X
Turn A Gundam
Mobile Suit Gundam SEED Destiny
Mazinger Z
Great Mazinger
UFO Robo Grendizer
Getter Robo G
Space Warrior Baldios
Space Emperor Godsigma
Invincible Ironman Daitarn 3
Invincible Superman Zambot 3
Psalm of Planets Eureka SeveN
Blue Tornado Xabungle
Overman King Gainer
The Big O (Seasons 1 and 2)
Super Dimensional Century Orguss
Gravion and Gravion Zwei
Legend of Aquarion
Banpresto Originals

Q. Is this game available in english?
A. No. And unless some cataclysmic interdimensional event also happens in the
world of licensing, it never will be. Brush up on your moonspeak, friends!

Q. How do I... etc.?
A. Check the guide.

Q. How do I contact you?
A. Check the contact policy.

Q. How exactly did you get this game?
A. Importation is a wonderful thing. Check www.playasia.com for more details.

Q. Do you actually know Japanese?
A. Not a whole lot, but some. Mostly from memorization.

Q. Is it necessar to know any?
A. Not really necessary, but, of course, it helps.


----------------------
|XIII. Contact policy|
----------------------

If you plan to contact me at all, I IMPLORE you to read this section. Yes, my
friends, IMPLORE.

You may reach me at IrtehAdder on AIM. I'm on most of the day, Pacific Timezone
(IE, California. Howdy to all fellow Californians?). However, before you do
contact me out of the blue, read these guidelines.

HOW TO CONTACT ADDER:

Only IM me if I'm set to online status. That's just common courtesy, ya?

Try to be nice, and, barring that, at least not hostile.

The IM you send me should probably have the words FAQ in it, so I don't
promptly block you for taking advantage of the fact that I posted my AIM SN at
an easily available place.

Examples of good ways to contact me:

"Hi! I was reading your FAQ, and I found a mistake. Mind if I point it out?"

"In your FAQ, there's something a bit unclear... could you maybe word it a bit
better?"

"Hey, I found out the exact *insert requirement of something I'm unsure of here
*. Think you could add it in?"

Stuff like that. Any contributions made will be placed in the "Updates" and
"Credits" chapters, along with your SN, unless you object. :3

HOW NOT TO CONTACT ADDER:

Being excessively confrontational, swearing profusely, personal insults, and
other likeminded things will not get you far- heck, they'll probably get you
blocked.

"omg u fkin farg0t u mssed up *insert mistake here*!!111"

"Your FAQ sucks. Go to hell."

"OMG, I can't believe you're advocating that strategy. Do you suck at this game
or something?! Retard."

So if you did have a point or contribution to make, good luck doing it now.

-Why I don't use E-Mail-

This is a personal flaw of mine, it really is. And I should really fix it. But
I just can't ever remember to check my e-mail. Maybe if GameFAQs had a Personal
Message System or something... If you don't have access to AIM, then you can
always try making a topic on the SRWZ board. I'm often there- if only lurking.


------------------------------------
|XIV. Legal Mumbo Jumbo and Credits|
------------------------------------

This FAQ is for personal use only, don't host it without permission, as of yet
only GameFAQs has permission to do so, etc. etc.

This guide is copyright 2008, Nick Pappas

Credits go to...

CJayC, for creating this fine site and repository of gaming information.

Banpresto, for being awesome (and making SRW Z so quickly!)

PlayAsia, for fast and easy game imports

The SRWZ Board, SRW Genesis, and the SRW Wiki for many lovely pieces of info.
If there's something in here that you can't find, you can probably find it in
one of those places.

And you, the reader, for giving purpose to this little document

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