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SUPER ROBOT WARS ALPHA 2 (Playstation 2)
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Super Robot Wars Alpha 2 FAQ/Walkthrough
Version 1.01
April 04, 2003-July 25, 2003
Unpublished work Copyright 2003 gundamtotoro
E-Mail: gundamtotoro(at)hotmail(dot)com
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TABLE OF CONTENTS
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I. Introduction
II. E-Mail Guidelines
III. Intermission Menu
IV. Gameplay
V. Walkthrough
VI. Combination Attacks
VII. Secrets
VIII. Frequently Asked Questions
IX. Special Thanks
X. Links
XI. Copyright Information
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I. INTRODUCTION AND VERSION NOTES
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Super Robot Wars Alpha 2 is the most recent release in the popular game
series. I've made 3 FAQs on these games so far (SRWA, SRWR, SRWOG), and I'm
continuing to do so with this one. This guide offers a complete walkthrough
for all characters and all path splits.
The FAQ will also have explanations of the gameplay features so us gaijin
dogs with barely functional knowledge of Japanese written languages can play
the game, or at least help the newcomers who haven't nearly memorized every
command from playing a few SRWs. ^_^;
Version 1.01 (July 25)
Slight tweaking and clarification here and there. There are also a few
more Frequently Asked Questions.
Version 1.00 (May 29)
The walkthrough is now 100% finished and contains every original
character scenario and every path split. The item list and explanation was
finished. All Combination Attacks are now listed. Copyright section was
updated along with information links. Frequently Asked Questions was updated
to include questions that I keep getting emailed and IM-ed about. This FAQ
is now finished with the exception of any minor updates needed in the future.
See you all later for SRW Delta. ^_^
Version. 50 (May 10)
Mikenese and Haman Peace paths are covered. Arad's route is covered up
to Scenario 24 with Scenario 30 and 37 being the only remaining routes on that
path. Frequently Asked Questions and Secrets sections were updated.
Version. 30 (May 02)
Alright, I have all the walkthroughs for Kusuha's route as well as
covering the Vital Net and Axis routes. Hopefully in the next update the
Haman Peace path will be finished and most of another character's path will
be finished. The Goshogun duplication trick was also confirmed.
Version .25 (April 26)
The FAQ now covers up to the end of Scenario 24 on Kusuha's path. I also
provided information on recruiting Radora and saving Musashi into the secrets
section. I also provided some more information on Wing Gundam since more
questions keep popping up about it on the board. Reclaimer information was
included. I also provided some information in the secrets section for Ra
Kailum's nuclear weapons since there is a lot of misinformation on this
subject. Shouga's Goshogun Item Duplication trick is also under the Secrets
section now. Anyway the plan at the moment is to have walkthrough updates
roughly once a week until I have all four characters finished.
Version .20 (April 19)
Alright, the FAQ covers until the end of the game now. I also started
work on the walkthrough for Kusuha's route. I just finished Scenario 07 on
that route... and I'm now disappearing for a few days so I thought I'd send
in the update now. I also updated the FAQ section with what happens when you
play a replay game.
Version .15 (April 16)
I've written the FAQ up to the end of Scenario 49. I made some
corrections here and there and added to the Secrets and Combination Attacks
list. Hopefully in the next update I will have finished the game and can
include a full Item list. I think I'll go with Kusuha's path next... and
we'll see where it goes from there.
Version .1 (April 10)
I've written Ibis' route up until the end of Scenario 24. Basic gameplay
information has been included. Yes some of it was copied, pasted, and
modified from my previous FAQs. If it needed modified to describe this game,
then it was modified. Combination Attacks and Secrets are currently limited
to only what either I have confirmed, or have been confirmed by individuals
who I trust.
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II. E-MAIL GUIDELINES
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First off I would like to point out the "Find" function available on most
browsers by pressing "Ctrl + F." Please use this command to find what you are
looking for before emailing me.
Please put "SRW@2: (name of subject)" or something similar in the subject
heading, I do not read emails where there is no subject. Also avoid using
caps, bad spelling, any non-default colors, or any non-default fonts. This
will be a quick way to ensure that your message is deleted and you will
receive no reply. I would also appreciate it if you would include a link to
what site you found this FAQ at since only one site is allowed to host it.
This helps me sue random bitches who don't take my Copyright Notice seriously.
I do not know cheat codes, I don't use them, I don't see any reason for
their need. Do not email me code requests.
If you just want to ask where to get this game. Try NCSX or Ebay.
Alright... I said all the mean angry stuff... so its time to be nice and
ask for help.
I would highly appreciate any help with the FAQ, any clarification,
corrections, and additional information would be very much appreciated and
credit will be given. My katakana translations are pretty literal and I'm
sure you will notice that names that are unfamiliar to me can have some ugly
translations.
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III. INTERMISSION MENU
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I really like how the intermission menu is set up on this game. The
row titles on the left are actually in english. Anyway, the options are
grouped under four different sections. I included the given english title on
the left a brief description of what that command does. See each title's
specific section for more information.
_
|P|
|I| Pilot Examine: Look at Data on your Pilots
|L|
|O| Pilot Customize: Customize your Pilots
|T|
-
_
|U|
|N| Unit Change: Place another Pilot in an available unit
|I|
|T| Squad Setup: Form and adjust your squads here
-
_
|F| Unit Examine: Examine your Units here
|A| Unit Upgrade: Upgrade your units' stats (in HP, EN, Mobility, and Armor)
|C| Weapon Upgrade: Upgrade your units' weapons
|T| Item Equip: Equip items for your units
|O| Equipment Change: Some units have alternate equipment options (such as
|R| G-Defensor parts for Mk. II to form Super Gundam and ABC Cloaks for
|Y| Crossbone Gundams).
-
_
|D| Examine: Another way to look at your pilots sorted under different
|A| groups.
|T| Save: Saves your game to a PS2 Memory Card
|A| Continue: Moves you onto the next scenario
-
The following are more detailed descriptoins of the optoins under the
Pilot, Unit, and Factory options.
A. Pilot Examine
B. Pilot Customize
C. Unit Change
D. Squad Setup
E. Unit Examine
F. Unit Upgrade
G. Weapon Upgrade
H. Item Equip
I. Equipment Change
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A. Pilot Examine
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All available pilots are arranged from highest level to lowest. Pressing
R1 and L1 will change the order that pilots are listed. The different
categories are pilots being ranked by level in descending order, by squad,
and by series.
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B. Pilot Customize
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All available pilots will be arranged here. The default order is ranking
by number of Pilot Points in descending order. R1/L1 can rearrange pilots in
order of level in descending order, or by series.
When selecting a pilot, the first option is to increase a pilot's stats
in one of six areas at the cost of 4 Pilot Points per + 1 stat increase. The
stats are in this order:
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Melee: Close Range fighting ability
Shooting: Long range fighting ability
Defend: Determines a pilot's defense. The higher the rating of the
skill, the less damage a unit they pilot will receive.
Skill: Basically it determines how often a pilot will use a critical
attack or be hit by a critical attack. The higher the number,
the more likely an attack will be critical and the less likely a
pilot will be hit by one.
Dodge: How well a pilot can dodge.
Hit Rate: How accurate a pilot is.
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The second option allows you to buy skills for your Pilots. Check the
"Pilot Points" section under Gameplay for a better explanation.
The third option allows you to alter the terrain ability of a pilot. The
greater the grade, the better that pilot will perform in that terrain type.
These are the four terrain types:
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AIR
LAND
SEA
SPACE
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Moving an A rank to S costs 60 PP, B to A rank costs 50, C to B rank
costs 40 PP. I don't know of any pilots with a D rank on any terrain.
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C. Unit Change
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This brings up a list of mecha who can a change of pilots. This list is
mostly comprised of UC mobile suits which can be used by almost any UC pilot,
unless a suit has Newtype specific weaponry. The Gundam Wing boys can pilot
other Gundam Wing mobile suits. Anyone from the Mazinger cast can pilot any
mecha from any Mazinger series (Mazinkaiser being a possible exception).
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D. Squad Setup
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Creating squads is fairly simple. Choose the second "Unit" command at
the Intermission menu (the fourth command down from the top) and you can
examine what squads are available, and if you can create any new ones.
"Event" squads can not be changed, at least for the upcoming mission.
Empty squads can be filled with available units. Each unit has a cost of
sorts for how much space it takes up, and each squad has 5 bars for its
maximum amount of available space. Garuba FX-II is a little thing and only
takes up half a bar. Daitarn 3, which is of course a huge mecha, takes up
three bars. Your average Gundam takes up 1.5 bars.
Here are the order of the commands for when you select a squad:
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ADD
REMOVE
REARRANGE
RENAME
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I think those are fairly self explanitory. Add lets you add units to
a squad. Remove removes selected units. Rearrange lets you change the
position of units already selected in a squad. Rename lets you choose the
name for a squad.
Main characters and pretty much any mecha that is the star of its
respective series makes for a good squad leader. Brains, Brain Childs, or
Huckebein Mk. IIIs make for excellent squad companions since they give a
barrier to an entire squad. Gaogaigar's Protect Shade/Wall will also give a
barrier to everyone in its squad. HP Recovery units will give a +10% HP Regen
to an entire squad. EN Recovery units will give a +10 EN Regen to everyone in
its squad. Assist attackers are always good too.
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E. Unit Examine
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Examine mecha by series, highest HP, or by what squad they are part of.
Press R1/L1 to toggle through the three ranking options.
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F. Unit Upgrade
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Units are ranked by series, highest HP, or by what squad they are part
of. Press R1/L1 to toggle through the three ranking options. Press circle to
select a mobile suit and press right on the stat you want to increase. The
stats are listed in this order:
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HP : Unit's Hit Points
EN : Amount of EN (energy) available to a unit
Mobility : Basically this is the unit's speed rating, and aids dodging.
Armor : Basically this is the unit's defense rating.
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G. Weapon Upgrade
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Units are ranked by series, highest HP, or by what squad they are part
of. Press R1/L1 to toggle through the three ranking options. Press circle to
choose a unit to upgrade. Press circle again to choose to upgrade its weapons
and press right to determine how much you want to upgrade the weapon. All
weapons are upgraded together in SRW@2.
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H. Item Equip
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This option lets you equip items on a mecha to increase its stats in
various areas. Armor, HP, EN, Mobility, Accuracy, Weapon Range, HP/EN Regen,
and other items can all be equipped here. Here is a list of the items based
on what page they appear, and then a description of their purpose.
Booster
Mega Booster
Apogee Motor
Learning Computer
Magnetic Coating
Biosensor
Psyco Frame
Bio Computer
Dual Sensor
Multiple Sensor
High Performance Targeter
Haro
Kenapokacon
High Performance Radar
Minovsky Craft
Minovsky Driver
Thruster Module
Dustproofing
Skurier Module
A Adapter
S Adapter
Chobham Armor
Hybrid Armor
Super Alloy Z
Super Alloy Alpha Z
Zormanium Alloy
Big Generator
Mega Generator
Giga Generator
GS Ride
Organic Bit
Solar Panel
Anti Beam Coating
I Field Generator
Gravity Territory
Hyper Jammer
Propellent Tank
Cartridge
Repair Kit
Super Repair Kit
OVA Crok
Cecily Bun
Victory Food
Kadonoraizar
Hachimaki
Hyper Hachimak
Hero Symbol
Metal Soul
Cost Down
Booster:
Increases a unit's movement rate by +1. You will probably mostly use
these for platoon mates to improve the entire squad's movement rate.
Mega Booster:
Increases a unit's movement rate by +2. Again it is a good way to
improve an entire squad's movement rate. It is also a good item to use on
your favorite battleship so that it is not left behind in battle.
Apogee Motor:
Increases a unit's movement rate by +1 and raises mobilty by +5. Again
use it like you would a Booster, but give this item to units who need a slight
boost in mobility.
Learning Computer:
Lots of Gundam references... Anyway this raises mobility by +5 and
accuracy by 5%. Give it to units for an increase in speed, and accuracy. A
Super Robot may benefit from this more than a Real Robot actually. It is your
call.
Magnetic Coating:
This will increase a unit's mobility by +5, so give it to units that need
to be a little bit quicker.
Biosensor:
This will increase a unit's mobilty by +10. Use this on your real robots
to help increase how untouchable they can be.
Psyco Frame:
This will increase a unit's mobility by +25 and critical hit rate by 10%.
Use this on Real Robots to wreak some havoc, and even some Super Robots could
benefit from this.
Bio Computer:
This will increase a unit's mobility by +20 and critical hit rate by 20%.
Use this on Real Robots to wreak some havoc, and even some Super Robots could
benefit from this.
Dual Sensor:
Increases accuracy by 10%. Use this on those Super Robots that are
having trouble hitting enemies.
Multiple Sensor:
Increases accuracy by 20%. Use this on those Super Robots that are
having trouble hitting enemies.
High Performance Targeter:
Increases accuracy by 30%. Use this on those Super Robots that are
having trouble hitting enemies.
Haro:
Haro is godly. This increases movement rate by +2, mobility by +25,
accuracy by 20%, and weapon range by +1. You only receive two of these for
the entire game. Your original character mecha would obviously benefit from
this. Also be sure to use the Goshogun Item Duplication trick so that
Goshogun receives a free one. ^_^
Kenta's Pokacon:
I really need to watch Goshogun sometime... Anyway this raises critical
hit rate by 20%.
High Performance Targeter:
This raises all ranged weapons' (except MAP Weapons) range by +1. I like
having one of these on Gaogaigar to give Broken Magnum and Hammer Hell and
Heaven some extra range. Other units with ranged attacks can also greatly
benefit for this item. Several Goshogun enemies drop the item, so that might
be a hint. ^_~
Minovsky Craft:
This allows a unit to fly, and all weapons are changed to A for Air.
Chances are you will use this so that non-flying units (like Goldymarg) will
not cause an entire platoon to lose their flight ability.
Minovsky Driver:
A much better version of the Minovsky Craft. It also allows units to fly
but also changes all weapons to S in the Air. Movement rate is also increased
by +1. Use this on platoon leaders for an extra edge in the air, or again use
it for platoon mates so that a entire platoon does not lose their flight
ability.
Thruster Module:
This will make a unit's space stats all A. This is nice for Mazinger,
Great Mazinger, and Mazinkaiser who lose their breath attacks in space without
this item.
Dustproofing:
This will make a unit's terrain stats all A on land. I can think of no
obvious advantage to this item...
Skurier Module:
This will make a unit's terrain stats all A on water. Obviously this
will help non-flying units in water stages, and in attacking enemies in the
water.
A Adapter:
This will make a unit's terrain stats A on all terrains. Again Mazingers
could benefit from this.
S Adapter:
This will make a unit's terrain stats S on all terrains. This could be
to the benefit of one of your favorite units since weapons with an S on all
terrains are rather useful.
Chobham Armor:
This increases a unit's HP by +500 and armor by +100. Obviously this is
good for Super Robots.
Hybrid Armor:
This increases a unit's HP by +1000 and armor by +150. Obviously this is
good for Super Robots.
Super Alloy Z:
Now all units can get a feeling of what it is like to be a Mazinger...
well not really... Anyway, this increases a unit's HP by +1000 and armor by
+200. Obviously this is good for Super Robots.
Super Alloy Alpha Z:
This increases a unit's HP by +1500 and armor by +250. Obviously this is
good for Super Robots.
Zormanium Alloy:
This increases a unit's HP by +1800 and armor by +200. Obviously this is
good for Super Robots.
Big Generator:
This increases a unit's EN by +50.
Mega Generator:
This increases a unit's EN by +100.
Giga Generator:
This increases a unit's EN by +150.
GS Ride:
A wonderful item. EN is increased by +100 and a unit with this receives
a +20% EN regeneration per turn. Any unit equipped with this will have no
energy worries. Original mecha, Shin Getter, Mazinkaiser (and almost anybody)
can greatly benefit from this time.
Organic Bit:
A unit with this item will have a +10% HP regeneration per turn. Nice
for a squad leader without an HP Recovery unit somewhere in its squad.
Solar Panel:
A unit with this item will have a +10% EN regeneration per turn. Nice
for a squad leader without an EN Recovery unit somewhere in its squad.
Anti Beam Coating:
A unit with this item gains some resistance to beam weaponry, and beam
damage is decreased by 700.
I Field Generator:
A unit with this item gains some resistance to beam weaponry, and beam
damage is decreased by 850.
Gravity Territory:
A unit with this item gains a Gravity Territory barrier. This is nice
for a squad leader who does not have a Brain, Brain Child, or Huckebein Mk.
III in its platoon somewhere.
Hyper Jammer:
This grants a unit the Bunshin ability... basically a 50% chance of
dodging an attack on top of a unit's dodge rate. Let us say random real robot
pilot has a 20% chance of dodging an attack. The pilot will actually have a
10% chance of dodging the attack. A great item overall.
Propellent Tank:
Refills all of a unit's EN. Unfortunately these things are one time use
only, but several are given over the course of the game.
Cartridge:
Refills all of a unit's ammo. Unfortunately these things are one time
use only, but several are given over the course of the game.
Repair Kit:
Refills all of a unit's HP. Unfortunately these things are one time use
only, but several are given over the course of the game.
Super Repair Kit:
Refills all of a unit's HP, EN, and ammo. Unfortunately these things are
one time use only and not very many are given over the course of a game.
OVA Crok:
I guess OVA likes cooking. Anyway this replenishes 20 SP for a pilot and
the item is lost after it is used.
Cecily Bun:
Then again we find out Cecily/Berah can cook in one scene in the game.
This replenishes 50 SP for a pilot and is lost after use.
Victory Food:
This completely replenishes a pilot's SP and is lost after use.
Kadonoraizar:
This allows a pilot to gain 50 SP for the price of 50 morale. The only
use for this would be for a support pilot. This is also lost after use.
Hachimaki:
This increases a pilot's starting morale by +5. A good thing for Super
Robot pilots in general. This is also nice for Goldymarg to help reach the
morale to use Hammer Hell and Heaven.
Hyper Hachimaki:
This increases a pilot's starting morale by +5. A good thing for Super
Robot pilots in general. This is also nice for Goldymarg to help reach the
morale to use Hammer Hell and Heaven.
Hero Symbol:
This increases armor by 200, mobility by 25, and critical hit rate by
30%. Great stuff... too bad there is only one of these in the game.
Metal Soul:
This increases armor by 200, mobility by 30, and critical hit rate by
35%. Great stuff... too bad there is only one of these in the game.
Cost Down:
This will decrease a unit's platoon bar cost by 1. If a unit only costs
1 bar it will be changed to a 1/2 bar cost. This helps fit some of those
big Super Robots into squads.
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I. Equipment Change
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A small list of mecha are displayed here and different configurations can
be selected. Gundam Mk. II can be switched between normal and Super Gundam
modes. MP Nu Gundams can be changed to Funnel or Incom types, Crossbone
Gundams can be equipped with or without anti beam coating cloaks. Volfogg can
be either normal Volfogg or Big Volfogg.
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IV. GAMEPLAY
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The Gameplay section is divided into several subsections. Here is the
order:
A. Map Commands
B. Being Attacked
C. Pilot Skills
D. Squad System
E. Support Techniques
F. Ace Pilot System
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A. Map Commands
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These are the commands available to units, but not all units have all of
these commands. This is the order the appear in when available, and the
following information gives an explanation of that command.
MOVE
ATTACK
FLY/LAND
TRANSFORM
SPELLS
STATUS
SQUAD
ITEM
MOVE: When chosen, the squares a unit can move to are
highlighted. When a square is selected, the unit will
move to that location.
ATTACK: Available when an enemy unit is in range of an attack. A
screen is displayed showing available attacks. When an
attack is chosen the effective range is highlighted in red.
When an enemy unit is chosen, the attack then commences.
FLY/LAND: Allows a unit to take off or land, mostly useful to let flying
units move on land to reduce their EN consumption.
TRANSFORM: Some units can transform, this lets them do it.
SPELLS: Displays the spells available for that pilot, which can be used
when selected. Press L1/R1 to toggle through all of the pilots,
or use L2/R2 to go through all of the pilots on a specific
machine.
SQUAD: Used to change the designated leader of a squad. Spells
and Status Information can also be accessed from here.
STATUS: Shows information on that unit.
ITEMS: Any battle use items equipped on a unit can be used with this
option.
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B. Being Attacked
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When your units are attacked, these are the options available to you:
1st Choice: The computer's automatic selection, normally an alright
choice to go with.
2nd Choice: This brings up three options:
2A: Make your own attack choice.
2B: Blocking, which reduces damage taken by half.
2C: Dodge, normally decreases the chance of being hit by half.
3rd Choice: Toggles Support Attack/Defend On/Off or allows for another
possible support pilot to be chosen.
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C. Pilot Skills
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Pilot Points are a fairly recent addition to SRW games. Pilot Points
will be given to a Pilot after destroying an enemy unit. Other members of a
squad will receive PP as well, but a lower percentage than the leader received
unless they have the "Learning" Pilot Skill.
Pilot Points can be used on the intermission menu by selecting the second
option under the Pilot section. This is also the second selection on the
intermission menu.
Sword Cut 25 PP
Shield Defend 25 PP
Potential 25 PP
Counter 25 PP
Support Attack 100 PP
Support Defend 100 PP
SP Up 25 PP (+5 PP for each consecutive level)
SP Recovery 200 PP
Battle Spirit 80 PP
Extra Morale 70 PP
Morale + Evade 70 PP
Morale + Hit 70 PP
Morale + Damage 70 PP
EN Save 150 PP
Learning 100 PP
Assist Attack 200 PP
Platoon Attack 150 PP
Foresight 150 PP
Guard 150 PP
Repair + 80 PP
EN Refill+ 100 PP
Sword Cut:
Honestly most pilots with a designated mecha with this ability will have
this pilot skill. It allows the pilot to use the Sword Cut ability that a
unit may have. Sword Cut is usually used to stop an enemy's melee attack,
missile attack, and it has been known to cut down funnels/bits/incoms. Swords
are not always the weapon used though. Usually what will be used is that
particular unit's melee weapon... whether it is a fist or an axe. Check if
a pilot's mecha has a sword icon if you think you may want to purchase this
skill.
Shield Defend:
Again, another ability that most pilots will already have. This lets a
pilot use a suit's Shield Defend ability. In SRW@2 this means that a
defending unit (from choosing defend or using support defend) will use a
shield that will decrease the amount of damage taken). Check a pilot's mecha
to see if a shield icon is highlighted before you decide to purchase this
skill.
Potential:
This is a pretty neat skill. When a unit reaches below 40% of its HP,
then the pilot and unit receive bonuses to hit, dodge, and critical hit rates.
The unit's defense will also increase.
Counter:
This skill lets a pilot attack first when he/she is attacked. This is
particularly helpful when it destroys the attacking unit before it can even
attack.
Support Attack:
This skill gives a pilot the ability to use a support attack. Example:
Pilot A moves next to Pilot B, who has the Support Attack skill. When Pilot A
attacks, Pilot B can use a Support Attack which will take place after the
enemy's counterattack. The higher a Support Attack level, the more times a
pilot can use a Support Attack. This is particularly helpful when finishing
off some bosses who are fond of retreating.
Support Defend:
Support Defend works in a similar way to Support Attack, but has some
more options. Example: Pilot A is being attacked and Pilot B is on the
adjacent square (or in Pilot A's platoon) and has the Support Defend skill.
Pilot B will basically move in front of Pilot A and be hit by an enemy attack
instead at lower damage than if Pilot A received the attack. This skill works
best when used with Shield Defend, which helps decrease damage further if not
nullify it completely.
SP Up:
This increases the amount of SP that a pilot has. This skill can be
upgraded repeatedly to further increase the total amount of SP.
SP Recovery:
A pilot will gain back a % of their used SP every turn. This skill is
most useful for support pilots.
Battle Spirit:
This will increase a pilot's starting morale by +5. This bonus will
stack with items and/or Ace ranks.
High Morale:
A pilot will gain +2 morale for two turns. Battle Spirit would be
suggested before picking up this skill, but both are nice for Goldymarg to
help it reach 140 morale so Guy can use the Goldion Hammer combination attack.
Morale + Evade:
About time pilots had the option of gaining morale for dodging. >_<
Anyway, a pilot with this skill will receive +1 morale everytime they
successfully dodge. Obviously this skill will benefit the average Real Robot
pilot more than the average Super Robot pilot.
Morale + Hit
A pilot will receive a +1 morale bonus for hitting an enemy. A skill
that almost any pilot can benefit from since most battle encounters will
involve hitting an enemy.
Morale + Damage
A pilot will receive a +2 morale bonus for each time he/she is hit. This
skill is suggested for those slow Super Robots that are unable to dodge.
EN Save:
This skill lets a pilot use an EN using attack at 80% of the normal EN
cost.
Learning:
This is a highly suggested skill for support pilots. This lets them earn
the same amount of experience and PP as the leader of a squad, which helps
them learn other PP skills faster.
Assist Attack:
This skill is used in conjunction with Support Attack. It will ensure
that a Support Attack will always be a critical hit, which obviously makes
Support Attacks much more useful.
Platoon Attack:
This skill allows an attack used by a Platoon to hit at full damage
instead of the reduced damage that it would normally strike at. Obviously
this is a skill for the support pilots in a squad that will most likely always
stay being support members.
Foresight:
This skill increases a pilot's hit and evade rates once the pilot reaches
130 morale. This is a skill anyone can benefit from, but Real Robot pilots
will most likely have the most benefit.
Guard:
This skill increases a pilot's unit's defense when the pilot reaches 130.
This is suggested for Super Robot pilots.
Repair+:
This skill lets pilots with a unit with the Repair ability (Wrench Icon)
to heal 1.5 times the HP they would normally recover by using the skill.
EN Refill+:
This skill lets pilots with a unit with the EN Refill ability (EN Icon)
to refill 1.5 times the EN they would normally recover by using the skill.
This skill will also allow an EN refill unit to refill EN after moving, which
is a great addition. ^_^
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D. Squad System
------------------------------------------------------------------------------
The big innovation in this SRW. Other members of a squad can use attacks
designated as Platoon attacks with a "PLA" label before the attack. These
attacks have reduced damage when used in this manner, but it lets the player
bypass an enemy's support defend and/or do more damage to an enemy than might
otherwise be possible. This system also lets you keep more members of your
group leveled up. See the "Squad Setup" section under "Intermission Menu" on
how to setup a squad.
------------------------------------------------------------------------------
E. Support Techniques
------------------------------------------------------------------------------
When allied units are adjacent to each other (not diagonal) and one
pilot has a Support skill, a Support Attack/Defend can happen. A Support
ability may be purchased for a pilot using pilot points if you wish. Pilots
who are known for being caring individuals often have Support skills as a
default.
Support Attack:
This skill gives a pilot the ability to use a support attack. Example:
Pilot A moves next to Pilot B, who has the Support Attack skill. When Pilot A
attacks, Pilot B can use a Support Attack which will take place after the
enemy's counterattack. The higher a Support Attack level, the more times a
pilot can use a Support Attack. This is particularly helpful when finishing
off some bosses who are fond of retreating.
Support Defend:
Support Defend works in a similar way to Support Attack, but has some
more options. Example: Pilot A is being attacked and Pilot B is on the
adjacent square (or in Pilot A's platoon) and has the Support Defend skill.
Pilot B will basically move in front of Pilot A and be hit by an enemy attack
instead at lower damage than if Pilot A received the attack. This skill works
best when used with Shield Defend, which helps decrease damage further if not
nullify it completely.
Support techniques can be turned on or off before an attack takes place by
hitting L or R at the screen before a battle choice is made, choices can be
made for a different unit to support as well by choosing the third option.
Also specific attacks may be selected for support, including "ALL" Attacks.
------------------------------------------------------------------------------
F. Ace Pilot System
------------------------------------------------------------------------------
The Ace Pilot System from SRWR returns here... but not to the same
degree. When a pilot obtains 50 kills he/she will have a star by their kill
count and they will start each Scenario at 105 Morale. Unfortunately it can
not go up to 110 Morale as it was in SRWR.
==============================================================================
V. WALKTHROUGH
==============================================================================
At the start of the game you have a choice of 4 characters. This
walkthrough will be complete, but at this time it only has a walkthrough for
Ibis Douglas, the female Real Robot pilot of the game who is located on the
bottom right corner. There, you've been warned. ^^;
This guide is listed in a chronological order from one scenario to the
next. A list is given for available player units, enemy units, reinforcements
for both sides, any events that take place in the scenario, available items,
the skill point requirements for that scenario, and my own personal notes and
suggestions on how to get through a scenario.
------------------------------------------------------------------------------
Zengar Tips:
------------------------------------------------------------------------------
The 11/11 B birthday works nicely for Zengar. Anyway, upgrade the hell
out of Sanshiki as soon as possible as you should with any original mecha.
Sanshiki could benefit from some Boosters and a Minovsky Craft. Daizengar can
also benefit from a Haro and a GS Ride of course. Placing a Huckebein Mk. III
(namely Elzam's) in the same squad will also help Daizengar avoid any damage
being taken.
------------------------------------------------------------------------------
Arad Tips:
------------------------------------------------------------------------------
Honestly the Huckebein Mk. III that Arad starts with is somewhat lacking,
but still upgrade it to max before Scenario 31. The upgrades given to Arad's
Huckebein Mk. III will carry over to Viletta's Huckebein Mk. III, Elzam's
Huckebein Mk. III Trombe, Wild Vulture, and Wild Falcon.
Arad should concentrate on upgrading his melee stat since most of Mk. III
and Wild Vulture's attacks are all melee. It is tempting to upgrade Arad's
shooting stat since he is a Real Robot pilot, but melee is definitely the way
to go.
------------------------------------------------------------------------------
Kusuha Tips:
------------------------------------------------------------------------------
Kusuha really doesn't need terribly much. Ryujinki is a little bit on
the slow side, but Ryukooh has a nice mobility rating. Foresight may be a
better choice than Guard. EN Save might be beneficial if you don't plan on
equipping a GS Rider on the unit. Ryujinki and Ryukooh can both use Sword
Cut, but Kusuha does not have the skill inherently so you will need to
purchase it if you want to use it.
------------------------------------------------------------------------------
Ibis Tips:
------------------------------------------------------------------------------
Honestly Ibis is relatively weak for the first half of the game until she
overcomes some of her own fears. She is still useful of course, but there are
some things to consider when using her. Alterion is a machine built for speed
and should be upgraded as such. Upgrading the mobility of the unit will help
ensure that Ibis goes through scenarios unharmed. Ibis is not very accurate
with Alterion for awhile though. Using Dual and Multiple Sensors can
compensate for this greatly and ensure that Alterion will hit enemy units
consistently.
You should finish maxing out the stats on Alterion that you want to max
out before Scenario 37. This is where Surei will join with her Vegarion. All
Alterion upgrades will go to Vegarion when it joins. So the stronger Alterion
is, the stronger Vegarion is, and the stronger the combination of Hyperion is.
------------------------------------------------------------------------------
Scenario 01-Zengar
------------------------------------------------------------------------------
Player Units:
Grungust Sanshiki (Zengar)
Enemy Units:
Rugon x 01
Garuga x 01
Megruga x 01 (Kukuru)
Player Reinforcements:
Daiku Maryu (Pete)
Gaiking (Sanshiro)
Skylar (Fuan)
Badra (Yamagatake)
Nesar (Bunta)
Enemy Reinforcements:
Gracious x 02
Gorgurar x 02
Mikenese Battleship x 01 (Yurishirzar)
Items:
Dual Sensor: Gorugar
Events:
Enemy Units are Destroyed except Kukuru: Kukuru retreats and Enemy
Reinforcements Appear
Player Turn after Enemy Reinforcements Appear: Player Reinforcements
Appear
Enemy Turn after Player Reinforcements Appear: Yurishirzar Retreats
Skill Point:
Destroy all enemies on or before Turn 6
Notes:
Zengar's Drill Boost Knuckle will easily take care of the Rugon and
Garuga. Kukuru will then attack Zengar, and the Zankanto will be launched for
Zengar's use. Kukuru will be attacked, and retreat.
Mikenese enemies will then deploy, and then Gaiking characters will
arrive to help you. Yurishirzar retreats in a short period of time so do not
worry about him. Just finish off the enemies before the end of Turn 6 for the
Skill Point.
------------------------------------------------------------------------------
Scenario 01-Arad
------------------------------------------------------------------------------
Player Units:
Barzam x 01 (Yazan)
- Barzam x 01 (Tanger)
- Barzam x 01 (Ramses)
Barzam x 01 (Zeola)
- Zaku II F2 x 01 (Arad)
Taurus x 01 (Heero)
- Taurus x 01 (Wufei)
Enemy Units:
Zeta Gundam (Camille)
Gundam Mk. II (Emma)
Methuss (Fa)
GP03 (Kou)
GM Cannon II (Kieth)
Clop Class x 01
Skill Point:
Destroy the Clop Class cruiser on or before Turn 5
Notes:
A rather simple scenario. Zeola and Tanger both have Accelerate spells
which can help in traveling across the map. Heero and Wufei should transform
their Tauruses to their mobile armor mode while traveling to increase their
movement rate. The Taurus's beam cannon is a (P) (post movement) attack only
when it is in mobile suit form though.
Zeola has a +1 weapon range bonus when she's leading, which she probably
should be since Arad's Zaku II F2 isn't exactly a force to be reckoned with.
Yazan also has a small leadership aura, so that would be to the advantage of
the hit and evade rates of anyone next to him.
You can destroy the AEUG pilots here, but they do not offer any benefit
other than an increase in kill number. The Clop should be your main focus,
but destroying everyone isn't too difficult. Use Concentrate on Zeola, Yazan,
and Heero and you should be able to take everyone on with little difficulty.
A Huckebein Mk. III will arrive after the scenario and Arad will be the
designated pilot for it.
------------------------------------------------------------------------------
Scenario 01-Kusuha
------------------------------------------------------------------------------
Player Units:
Guy
Volfogg
RyuOhKi
Player Reinforcements:
Mazinger Z
Diana A
Boss Borot
Enemy Units:
KoOhKi
Enemy Reinforcements:
Oberiusu x 03
Mikenese Battleship x 01 (Birdatar)
Items:
Chobham Armor: Birdatar
Events:
Turn 2 Player Phase: Player and Enemy Reinforcements Appear. Enemy Unit
Retreats
Skill Point:
Destroy Birdatar's Unit before or on Turn 6.
Notes:
A really simple starting stage. Keep Guy and Volfogg on the side of the
river they are on so they can start attacking enemies sooner. Ryu Oh Ki will
be useless for the scenario.
Take advantage of Volfogg and Sayaka's Support Attack abilities, which
will basically allow you a free attack if Koji or Guy attack from a square
adjacent to either of them. It helps kill the enemies in a shorter amount of
time. ^_^
Mazinger Z, Boss Borot, and Diana A will now be available units.
RyuOhKi is taken to GGG... where it is repaired with Grungust parts. o_o;
------------------------------------------------------------------------------
Scenario 01-Ibis
------------------------------------------------------------------------------
Player Units:
Alterion (Ibis & Tsugumi)
Player Reinforcements:
Gundam F91 (Kinkaid)
- Hardy Gun (Umon)
Space Ark (Bera)
Enemy Units
Den'an Zon x 02
Dahgi Iris x 01
Berga Giros x 01
Ripironia Ringaado? x 01
Enemy Reinforcements:
Den'an Zon x 02
Events:
Turn 2 Enemy Phase: Player and Enemy Reinforcements Appear, Alterion
transforms and regains any lost HP.
Skill Point:
Defeat all enemies (except the battleship) before the end of Turn 5
Items:
Booster: Berga Giros
Notes:
Pretty simple stage. I suggest having Ibis use Concentrate (if you have
it) and attack Dahgi Iris. Counterattacks should destroy Dahgi Iris and wound
the Den'an Zons. Attack Berga Giros on the next turn.
Kinkaid will receive Crossbone X-1 after this battle and Bera will
receive the newly renamed Mother Vanguard. A Zondo Gei will also sit be
available in case someone wants to use the death trap later.
------------------------------------------------------------------------------
Scenario 02-Zengar (First Half)
------------------------------------------------------------------------------
Player Units:
Great Mazinger (Tezuya)
Enemy Units:
Mazinger Z (Koji)
Venus A (Jun)
Boss Borot (Boss)
Events:
Turn 3 Enemy Phase: Illusion Ends
Notes:
The stage starts off with Tezuya in an illusion fighting Mazinger Z,
Venus A, and Boss Borot. Tezuya should just cast Iron Wall every turn and
block while waiting for the illusion to end. Tezuya will have full HP, EN,
and SP once the illlusion ends.
------------------------------------------------------------------------------
Scenario 02-Zengar (Second Half)
------------------------------------------------------------------------------
Player Units:
Great Mazinger (Tezuya)
Venus A (Jun)
Boss Borot (Boss)
Player Reinforcements (1):
Daiku Maryu
2 Squads
Player Reinforcements (2):
Grungust Sanshiki (Zengar)
Enemy Units:
Zugaru x 04
Psychobear x 01
Mikenese Battleship x 01 (Hades)
Enemy Reinforcements:
Garuga x 02
Rugon x 02
Megaruga x 01 (Kukuru)
Items:
Magnetic Coating: Rugon
Events:
Turn 2 Player Phase: Enemy Reinforcements (1) Appear
All Enemy Units except Hades are destroyed: Hades retreats, Enemy
Reinforcements Appear, and Player Reinforcements (2) Appear
Kukuru's Megaruga is reduced to critcal HP: Kukuru Retreats
Skill Point:
Destroy all enemies (or force them to retreat) on or before Turn 6
Notes:
Tezuya should be using Iron Wall again to help handle the Zugarus.
Hades will retreat when his forces are destroyed. Kukuru will then show up,
but she will soon retreat after being reduced to critical HP (below 5,000).
Tezuya, Jun, and Boss will join after the scenario. Zengar will still be
acting like a lone wolf...
------------------------------------------------------------------------------
Scenario 02-Arad
------------------------------------------------------------------------------
Player Units:
Huckebein Mk. III x 01 (Arad)
- Barzam x 01 (Zeola)
Taurus x 01 (Heero)
- Taurus x 01 (Wufei)
Barzam x 01 (Yazan)
- Barzam x 01 (Tanger)
- Barzam x 01 (Ramses)
Enemy Units:
GM Custom x 01 (Burning)
GM Custom x 01 (Monsha)
GM Custom x 01 (Bates)
GM Cannon II x 01 (Adel)
Albion x 01 (Synapse)
Enemy Reinforcements:
Rick Dom II x 05
Gelgoog Marine x 02
Events:
Albion is attacked/Albion is the only squad remaining: Albion retreats
with Enemy Units and Enemy Reinforcements Appear
Skill Point:
Destroy all enemies on or before Turn 6
Notes:
Honestly I find Arad's route to be really satisfying since you get to
destroy various Gundam units... This time you start off facing the rest of
the Albion crew. Unfortunately none of them will drop an item. It is also
impossible to destroy the Albion since it will retreat when its accompanying
mobile suits are destroyed or if it is attacked itself.
The reinforcements arrive at the center top of the map away from the
Albion's starting point. It may be beneficial to send a squad or two straight
upward from their starting position to meet the enemy reinforcements to start
wounding/destroying them since you only have until Turn 6 to destroy
everything. The scenario will end when all enemies are defeated.
Gundam GP01-Fb and a Zaku II F2 will be delivered after this scenario.
------------------------------------------------------------------------------
Scenario 02-Kusuha
------------------------------------------------------------------------------
Player Units:
Good Thunder
Goshogun
Player Reinforcements (1):
Combattler V
Player Reinforcements (2):
Mazinger Z
Boss Borot
Diana A
RyuJinKi
Enemy Units:
Irikutai x 06
Tezezar x 03
Kernagurl Battleshp x 01
Items:
Booster: Kernagurl
Cecily Bun: Tezezar
Events:
Turn 2 Player Phase: Player Reinforcements (1) Appear
4 Enemy Squads Remain: Enemy Reinforcements (2) Appear
Skill Point:
Destroy all enemies and then destroy Kernagurl's Battleship
Notes:
Use some accuracy raising spells on Goshogun if you feel they are needed,
but I'd suggest using Remy's Concentrate spell since Shingo should save his SP
in case Goshogun needs its HP refilled.
Basically beat up on the Irikutais, and Combattler V will arrive on Turn
2. When 4 squads remain (probably after all of the Irikutais are destroyed)
the second set of Player Reinforcements will arrive... which gives you the
first opportunity to use RyuJinKi. Kusuha and Diana A will both use Support
Attack, so take advantage of that.
Be careful when attacking Kernagurl from close range since that is when
it can use its strongest attack. Try to attack from a distance. The pilot
on Good Thunder has a spell that can replenish EN, which will probably be
needed after Goshogun uses its strongest attack once. Try to use Sayaka's
Luck spell when defeating Kernagurl for more money.
Combattler V will join after this scenario.
You will receive two propellent tanks, two repair kits, and two
cartridges after the mission.
------------------------------------------------------------------------------
Scenario 02-Ibis
------------------------------------------------------------------------------
Player Units
Crossbone X-1 (Kikendo)
Hardygun (Umon)
- Alterion (Ibis & Tsugumi)
Mother Vanguard (Bera)
Enemy Units:
Zondo Gei x 02
Den'an Zon x 02
Berga Dalas x 02
Berga Giros x 01 (Zabine)
- Dahgi Iris x 01 (Anna Mari)
Enemy Reinforcements:
Zonda Gei x 03
Berga Dalas x 01 (Dorel)
Events:
Turn 2: Zabine and Anna Mari join Player Units. Enemy Reinforcements
Appear
Skill Point:
Defeat all enemies, and then defeat Dorel's Berga Dalas
Items:
Chobham Armor: Berga Dalas (Dorel)
Magnetic Coating: Berga Dalas
Notes:
Again a fairly simple stage. Most of the enemies should not pose much of
a problem. Dorel's Berga Dalas may require some effort though. Be sure to
destroy the rest of the enemies first to obtain the skill point. Use
Concentrate to hit Dorel if you have problems.
Zabine will join the group and be assigned Crossbone X-2. Anna Mari will
join with her Dahgi Iris... which receives a color change.
------------------------------------------------------------------------------
Scenario 03-Zengar
------------------------------------------------------------------------------
Player Units:
Big Shooter
Player Reinforcements:
Steel Jeeg
Player Reinforcements (2):
Grungust Sanshiki (Zengar)
Daiku Maryu
4 Squads
Enemy Units:
Rugon x 01
Garuga x 01
Enemy Reinforcements:
Garuga x 03
Rugon x 03
Megaruga x 01 (Kukuru)
Ramatano Orochi x 01 (Ikima)
Items:
Chobham Armor: Ikima
Events:
Turn 2 Player Phase: Player Reinforcements Arrive
Enemy Units are Destroyed: Enemy Reinforcements Arrive
Player Turn after Enemy Reinforcements Arrive: Player Reinforcements (2)
Arrive
Skill Point:
Prevent the base from being attacked
Notes:
Miwa should cast Concentrate at the start and move to engage the enemies
so that she will be able to damage them without risk of injury. Jeeg will
arrive on Turn 2 and form a squad with Big Shooter. The enemies should be
easy to finish off since Miwa already did some damage to them. Finish off
the Enemy Units to cause the appearance of the Enemy Reinforcements.
Form a defensive line away from the base once all of the reinforcements
have arrived. Try to hold off on destroying Kukuru since Zengar will move far
away from the battle after she is defeated. Remember you can surround an
enemy from all 4 sides and it will prevent its movement.
Zengar will finally join on his own route after this scenario. ^^;
------------------------------------------------------------------------------
Scenario 03-Arad
------------------------------------------------------------------------------
Player Units:
Albion
Taurus x 01 (Heero)
- Taurus x 01 (Wufei)
4 Squads
Enemy Units:
Barzam x 09
Enemy Reinforcements:
Barzam x 05
Barzam x 01 (Tanger)
Barzam x 01 (Ramses)
Barzam x 01 (Zeola)
Salamis Class x 01 (Yazan)
Items:
Booster: Tanger
Chobham Armor: Ramses
Events:
Enemy Units are Destroyed: Enemy Reinforcements Appear
Zeola or Yazan's units are reduced to critical HP: Remaining enemies
retreat
Skill Point:
Destroy all Enemy Units (not Reinforcements) on or before Turn 3
Notes:
You will want to create some squads at the start of the scenario. You
have access to four squads that you can create. Zeta and Methuss might be a
better pair to place together at this point since they both can transform into
forms with a movement rate of 7, which could not be taken advantage of if a
slower unit is placed in the squad.
Heero and Wufei start off being surrounded by several Barzams. They
should be able to hold their own, especially if Heero is using Concentrate.
The rest of your forces should try to head down to help fend off the Barzams,
and Accelerate spells would be useful (Kieth and Bates have them). Barzams
that are low on HP should probably be ignored since they will most likely be
destroyed when they attempt to attack your forces and are destroyed with a
counterattack. This will help save some time in earning the Skill Point.
Enemy Reinforcements arrive after the Enemy Units are defeated. Barzams
should be easy enough to take care of, other than Tanger, Ramses, and Zeola
will have some good hit and evade rates. Yazan's Salamis also has a powerful
ALL Attack that you should be weary of.
If Yazan's Salamis is reduced to critical HP (it can't be destroyed since
the game will reduce the amount of damage inflicted to keep it from being
destroyed), then Heero will try to attack it only to have Zeola use a Support
Defend to prevent the Salamis from being destroyed. Arad will launch in the
Huckebein Mk. III to Support Defend for Zeola when Heero tries to attack her.
The Huckebein Mk. III will apparently be destroyed and the rest of the enemies
will retreat. An alternate version of this scenario will play out if Zeola's
Barzam is destroyed or reduced to critical HP. It will skip to Arad defending
Zeola and then the scenario will end. The easiest way to finish the scenario
would be to destroy Zeola's Barzam since the Salamis has relatively high HP
and Armor. A Barzam's counterattacks are also easier to deal with than those
of a Salamis.
The scenario will end after the enemies retreat. You will receive 2
Energy Tanks, 2 Cartridges, and 2 Repair Kits after the level is over.
------------------------------------------------------------------------------
Scenario 03-Kusuha
------------------------------------------------------------------------------
Player Units:
Gaigar
Player Reinforcements (1):
4 Squads
Player Reinforcements (2):
Gaogaigar
Player Reinforcements (3):
Good Thunder
Goshogun
Enemy Units:
EI-02
Enemy Reinforcements:
Irikutai x 06
Dogarpu x 02
Bundle Battleship x 01
Events:
Turn 2 Player Phase: Player Reinforcements Arrive
Turn 3 Enemy Phase: Gaigar transforms into Gaogaigar
EI-02's is Destroyed after Gaogaigar is performed: Gaogaigar retreats.
Enemy Reinforcements Appear, and Player Reinforcements (3) Appear
Skill Point:
Destroy Bundle Battleship (it retreats under 3000HP)
Notes:
Gaigar should spend the first two turns just avoiding EI-02. If you do
manage to reduce its HP to 0, EI-02 will receive an instant recharge. Just
wait until Turn 3 when Gaigar performs Final Fusion to become Gaogaigar. Feel
free to go all out on EI-02 now. Feel free to take advantage of the trees to
improve your evade and hit rate though.
After EI-02 is destroyed, Bundle will appear with his battle group and
Goshogun will arrive along with Good Thunder. Bundle will retreat when his HP
is reduced to 3000HP or below, so finish him off with Mazinger Z, Combattler
V, or Goshogun while being supported by RyuJinKi for the Skill Point.
Goshogun will join after this scenario.
Your units will receive a Kunhokukon which raises accuracy by 20% (which
Goshogun could benefit from) and an OVA after the scenario.
------------------------------------------------------------------------------
Scenario 03-Ibis
------------------------------------------------------------------------------
Player Units:
Daitarn 3 (Banjo)
Zeta Gundam (Roux)
- Re-GZ (Four)
Player Reinforcements:
Daimos (Kazuya)
- Garuba FX-II (Kyoshiro & Nanai)
Enemy Units
Batara x 04
Erebado x 02
Quavarze (Giri)
- Abijo (Rozu Mari)
Enemy Reinforcements:
Pez Batara x 01
Batara x 02
Events:
Quavarze is attacked: Player and Enemy Reinforcements Arrive
Item:
Dual Sensor: Quavarze
Skill Point:
Destroy all enemies before the end of Turn 6
Notes:
Honestly... this stage is rather hard. My suggestion is to change
Daitarn 3 to Daifighter, Zeta to Wave Rider, and everyone start heading
toward Quavarze. You should be able to hit Quavarze on your second turn,
which will make enemy and player reinforcements appear. Daimos should start
heading down to Quavarze as well since this is a 17000 HP mecha with an 8000
HP mecha supporting it... so it will take some effort to defeat it.
Do not attack Quavarze at the range of 1, unless you want to watch your
units die in an effort to replay the stage. Daitarn 3 and Daimos can usually
attack from at least 2 squares away, which prevents Quavarze from using its
strongest attack and helping your units last longer. Have Daitarn 3 land next
to Zeta so Roux can use a Support Attack to help increase your attack power.
Roux should be using Concentrate every turn it is encountering Giri's
Quavarze. Banjo and Kazuya will probably have to use Sure Hit to be able to
hit Giri. Hopefully the random Crossbone enemies will be defeated with
counterattacks. As long as you can destroy them before the end of Turn 6 you
will obtain the skill point.
The stage will be over at the end of Turn 6 whether or not you destroy all
of the enemies.
Banjo joins with Daitarn 3, Kazuya joins with Daimos, Kyoshiro & Nanai
join with Garuba FX-II, Roux joins with Zeta, and Four joins with Re-GZ. You
will also receive 2 Energy Tanks, 2 Cartridges, and 2 Repair Kits after the
level is over.
------------------------------------------------------------------------------
Scenario 04-Zengar
------------------------------------------------------------------------------
Player Units:
Combattler V
Player Reinforcements (1):
Daimos (Kazuya)
- Garuba FX-II (Kyoshiro and Nana)
Player Reinforcements (2):
Daiku Maryu
Grungust Sanshiki (Zengar)
4 Squads
Enemy Units:
Oberiusu x 07
Torukern x 03
Mikenese Battleship x 01 (Birdatar)
Items:
Booster: Birdatar
Events:
Turn 3 Player Phase: Player Reinforcements (1) Appear
Turn 4 Player Phase: Player Reinforcements (2) Appear
Skill Point:
Destroy Birdatar's unit (retreats when reduced to under 5000HP).
Notes:
Combattler V should just wait for the enemies to arrive, and Daimos will
arrive just in time to help out. Take advantage of the HP and EN Regen
squares to make things easier.
Birdatar will retreat when its HP is reduced to below 5000. There is no
time limit, so feel free to take your time with him. It is suggested to
attack with your strongest unit, and have Daiku Maryu next to him/her
to perform a Support Attack so that more damage will be taken off of the
enemy.
Daimos, Garuba FX-II, and Combattler V join after this scenario.
------------------------------------------------------------------------------
Scenario 04-Arad
------------------------------------------------------------------------------
Player Units:
Albion
4 Squads
Player Reinforcements (1):
Huckebein Mk. III (Arad)
Player Reinforcements (2):
Mother Vanguard (Berah)
Crossbone Gundam X1 (Kinkaid)
- Zondo Gei (Umon)
Crossbone Gundam X2 (Zabine)
- Dahgi Iris (Anna)
Enemy Units:
Den'an Zon x 04
Berga Giros x 01
Berga Giros x 02
- Den'an Zon x 02
Zamas Giri x 01 (Jire)
Enemy Reinforcements:
Bug x 10
Items:
Magnetic Coating: Berga Giros
Events:
Turn 2 Enemy Phase: Enemy Reinforcements and Player Reinforcements (1)
Arrive
Turn 3 Player Phase: Player Reinforcements (2) Arrive
Skill Point:
Destroy Zamas Giri
Notes:
The Albion will be unable to move during this scenario. Simply move your
squads ahead and take out the enemy squads on their way to the Zamas Giri.
Attack Zamas Giri from close range to avoid its ALL Attacks, but Jire's hit
rate leaves something to be desired... other than it helps your squads
survive.
Arad escapes in his Huckebein Mk. III on Turn 2 Enemy Phase and some bugs
are deployed. Technically Arad is an enemy unit until Turn 3.
On Turn 3 more Player Reinforcements will arrive. Wow... I wonder who
these mysterious strangers are... Arad and the Mother Vanguard crew will be
closest to the Bugs. You can either move ahead and destroy the Bugs one at a
time, or set the 4 squads in a defensive perimeter around the marked square.
The scenario will end when all enemies are destroyed.
------------------------------------------------------------------------------
Scenario 04-Kusuha
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Gaiking
Skylar
Rinotar
Dinotar
Player Reinforcements:
5 Squads
Enemy Units:
Retsudo Bomb x 03
Retsudo Bomb x 03
- Retsudo Bomb x 01
Retsudo Bomb x 01
- Retsudo Bomb x 02
Peratsuku Monster x 03
- Retsudo Bomb x 02
Enemy Reinforcements:
KoOhKi
Items:
Dual Sensor: Peraku Monster
Events:
Turn 2 Player Phase/10 Enemies Destroyed: Player Reinforcements Appear
Enemy Units Destroyed: Enemy Reinforcements Appear
Skill Point:
Destroy 10 enemies in the first two turns
Notes:
Actually this stage has a semi-difficult Skill Point to obtain. Have
Fan use Concentrate and move the Skylar out to meet the enemy forces, and
attack the Retsudo Bomb group with three units in it. Move the rest of the
units to the shore to move in on the second turn. Skylar should take down
several bombs during the enemy phase of Turn 1. Move any available units
forward to destroy more enemies along with Skylar. With any luck you'll
have most of the Retsudo Bombs finished before Turn 2 Enemy Phase ends
and the Skill Point will be yours.
Finish up the enemies, and KoOhKi will appear. Simply reduce its HP to
below 20,000HP and it will retreat.
The entire Gaiking crew will join after this scenario.
------------------------------------------------------------------------------
Scenario 04-Ibis
------------------------------------------------------------------------------
Player Units:
Mother Vanguard (Berah)
Zondo Gei (Umon)
- Dahgi Iris (Anna)
- Alterion (Ibis & Tsugumi)
Crossbone X-1 w/ABC Cloak (Kinkaid)
- Crossbone X-2 (Zabine)
Daitarn 3 (Banjo)
Daimos (Kazuya)
- Garuba FX-II (Kyoshiro & Nanai)
Zeta Gundam (Roux)
- Re-GZ (Four)
Enemy Units:
Batara x 02
Pez Batara x 04
Erebado x 01
- Pez Batara x 01
Erebado x 01
- Pez Batara x 01
Thousand Jupiter x 01
Skill Point:
Reduce Thousand Jupiter to under 20000 HP before the end of Turn 4
Items:
Solar Panel
Notes:
Yay! A simple stage. Basically all you need to do for the skill point
is to wail on Thousand Jupiter a little bit. You could focus on it and end
the stage fairly soon, but you might as well take out the rest of the enemies
to earn some experience first.
Have fun creating your own squads after this stage. ^_^
------------------------------------------------------------------------------
Scenario 05-Zengar
------------------------------------------------------------------------------
Player Units:
Grungust Sanshiki (Zengar)
Player Reinforcements (1):
Mazinger Z (Koji)
Diana A (Sayaka)
Black Getter (Ryoma)
Player Reinforcements (2):
Steel Jeeg
Big Shooter
Enemy Units:
Shietsudo x 04
Shietsudo x 01
- Shietsudo x 02
Sai x 01
Giro x 01
Zar x 01
Bato x 01
Shigi x 01 (Radora)
Enemy Reinforcements:
Sen2 x 01 (Zanki)
Bato x 02
- Shietsudo x 02
Items:
Solar Panel: Zanki
Events:
Turn 2 Player Phase: Player Reinforcements (1) Appear
Turn 4: Radora retreats and Enemy Reinforcements Appear. Player
Reinforcements (2) Arrive.
Skill Point:
Destroy all enemies before destroying Zanki's unit
Notes:
Zengar starts off alone, but soon receives back up from Koji, Sayaka, and
Ryoma. Ryoma should move toward Radora since they need to have a battle
encounter for Radora to join later.
Radora will destroy the barrier holding back the lava on Turn 4. All of
the available units will move to hold back the lava, and Jeeg and Big Shooter
will arrive. You can move units away from the lava, but another unit has to
take its place or you will lose the scenario.
Send one unit to finish off any remaining Enemy Units, and send another
to take care of Zanki and friends. Destroy Zanki last for the Skill Point.
Mazinger Z, Diana A, Steel Jeeg, Big Shooter, and Black Getter will join
after this scenario.
------------------------------------------------------------------------------
Scenario 05-Arad
------------------------------------------------------------------------------
Player Units:
Albion
Taurus x 01 (Heero)
- Taurus x 01 (Wufei)
5 Squads
Player Reinforcements:
Wing Zero Custom (Heero)
Deathscythe Custom (Duo)
Heavyarms Custom (Trowa)
Sandrock Custom (Quatre)
Nataku Custom (Wufei)
Enemy Units:
Zaku II F2 x 02
- Zaku II F2 x 02
Gelgoog Marine x 03
Gelgoog Marine x 01
- Gelgoog Marine x 01
Gelgoog Marine x 01
- Gelgoog Marine x 02
Musaka x 01
Musaka x 01 (Cima)
Enemy Reinforcements:
Geara Doga x 04
Geara Doga x 02
- Geara Doga x 02
Tallgeese III (Zechs)
- Geara Doga x 02
Items:
Chobham Armor: Musaka
Events:
Heero's squad reaches Musaka: Player and Enemy Reinforcements Appear.
Cima will retreat from the battle.
Skill Point:
Destroy Tallgeese III (retreats when reduced to under 2000HP)
Notes:
Heero and Wufei need to reach the first Musaka (red battleship) on or
before Turn 3. If they fail to do this then the scenario will result in a
Game Over. The Wing Boys will regain their Gundams from the Musaka and Cima
will retreat. Zechs arrives with several Geara Dogas.
The Skill Point requirement is to destroy Zechs' Tallgeese III. The unit
has 15,000HP and will retreat when it is reduced to below 2000HP. Lower the
units HP to above 2000, and then finish it with a strong attack (preferably
with a Support Attack as well) to obtain the Skill Point.
The Wing boys will now have their respective Gundams. The Voltes V and
Gaiking units will also be available after this scenario.
------------------------------------------------------------------------------
Scenario 05-Kusuha
------------------------------------------------------------------------------
Player Units:
Hime Brain
Player Reinforcements:
Daiku Maryu
Nanga Brain (Nanga)
- Russ Brain (Russ)
6 Squads
Enemy Units:
Grand Cher (Yuu)
Grand Cher (Kanan)
Enemy Reinforcements:
Grand Cher x 04
Grand Cher x 02
- Grand Cher x 01
Grand cher x 02
- Grand Cher x 02
Grand Cher x 01 (Edgar)
- Grand Cher x 02
Items:
Magnetic Coating: Edgar
Events:
Turn 2 Player Phase: Player and Enemy Reinforcements Appear
Skill Point:
Move Ryujinki over to the marked spot on the map near the enemy
reinforcements
Notes:
Hime is alone against Yuu and Kanan for one whole turn. I like to move
over to the buildings to get an evade and hit rate bonus myself.
Reinforcements arrive for Player and Enemy squads on the second turn.
For the Skill Point all you have to do is move Ryujinki over to the
square that is flashing white. Irui is at that square, and you need to move
there to save her.
Grand Chers are cannon fodder enemies for the most part. Use accuracy
raising spells if they are needed. Edgar's Grand Cher has a shield which will
decrease the amount of damage you are able to do to the unit, but it is not a
big obstacle.
Hime, Nanga, and Russ Brains will join after this scenario. I personally
like to spread out the Brains a little bit in squads since they give a shield
to the entire squad they are in no matter what position they are in. They can
also teleport at 120 morale when they are leading a squad.
------------------------------------------------------------------------------
Scenario 05-Ibis
------------------------------------------------------------------------------
Player Units:
Pez Batara x 01 (Tobia)
Alterion (Ibis & Tsugumi)
Daitarn 3 (Banjo)
Player Reinforcements:
Mother Vanguard (Berah)
3 Squads
Enemy Units:
Batara x 02
Pez Batara x 02
- Pez Batara
Erebado x 02
- Batara
Batara (Banzu)
- Batara x 02
Events:
Turn 2: Player Reinforcements Appear
Skill Point:
All units exit the stage to the upper right corner or all enemies are
destroyed.
Notes:
If Tobia, Ibis, or Banjo are defeated, it is Game Over.
Other than that, there isn't much to say. Ibis and Banjo honestly really
do not need reinforcements. Take out all of the enemies or flee. The
decision is yours, but I promise destroying the enemies isn't terribly
difficult. If you would like to recruit Banzu later, you need to have a
battle encounter between him and Tobia. Tobia officially joins as a pilot
after this mission.
------------------------------------------------------------------------------
Scenario 06-Zengar
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
6 Squads
Player Reinforcements:
Grungust Sanshiki
Mazinger Z
- Diana A
Steel Jeeg
- Big Shooter
Black Getter
Enemy Units:
Oberiusu x 02
Torukern x 02
Zugaru x 02
Psychobear x 02
Gracious x 02
Gorkurar x 02
Mikenese Battleship x 01 (Yurishirzar)
Enemy Reinforcements:
Gorkurar x 03
Daishogun x 01 (Daishogun)
Items:
Chobham Armor: Gorkurar
Learning Computer: Yurishirzar
Events:
Turn 2 Player Phase: Player Reinforcements Arrive
Yurishirzar has a battle encounter with anyone: Enemy Reinforcements
Arrive
Turn 6 Player Phase: Daishogun Retreats
Skill Point:
Destroy all enemies (or wait for them to retreat) and then destroy
Yurishirzar
Notes:
The skill point is relatively easy to obtain, just you need to avoid
defeating Yurishirzar until all enemies are defeated. It is in your best
interest to let Daishogun retreat since it would be very difficult (if
possible at all) to defeat him at this point in the game.
The scenario will end after Yurishirzar's defeat.
------------------------------------------------------------------------------
Scenario 06-Arad
------------------------------------------------------------------------------
Player Units:
Albion
Daiku Maryu
Daimos (Kazuya)
Daitarn 3 (Banjo)
Re-GZ (Roux)
- Re-GZ (Four)
8 Squads
Enemy Units:
Dari x 03
- Zubanza x 01
Garnoll (Richter)
- Dari x 02
Zubanza x 05
Poazan x 02
- Poazan x 02
Skullrook x 01 (Berugen)
Items:
Anti Beam Coating: Berugen
Multiple Sensor: Richter
Skill Point:
Destroy all enemies on or before Turn 7
Notes:
... and the peace talks manage to be screwed up... huge surprise right?
Daimos starts off with 150 morale, which will help since it will have
access to its strongest attacks at the start of the scenario.
Honestly, you have several units on this stage, which helps make things
a little easier. Move down and start working up Richter's forces. Richter
will start moving back toward Berugen, so keep moving in that direction, and
hitting Richter along the way until he goes down. Try to use Luck before
destroying the Garnoll for more money.
Keep moving, raise morale on the Zubanzas and Poazans. Try to attack the
Skullrook from close range so your squads are not hit with ALL Attacks. Again
try to use Luck before destroying the Skullrook.
Banjo will join with Daitarn 3, Kazuya joins with Daimos, Four joins with
a Re-GZ, Roux joins with a Re-GZ as well. Kyoshiro and Nana join with their
Garuba FX-II as well.
------------------------------------------------------------------------------
Scenario 06-Kusuha
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
8 Squads
Player Reinforcements (1):
Enryu
Hyouryu
Player Reinforcements (2):
Gaogaigar
Enemy Units:
Irikutai x 01
- Irikutai x 02
Dogarpu x 02
- Irikutai x 02
Tezezar x 02
- Dogarpu x 02
Kadonar Battleship
- Dogarpu x 02
Enemy Reinforcements (1):
Irikutai x 03
- Irikutai x 01
Enemy Reinforcements (2):
EI-07
Items:
Cecily Bun: Kadonar
Sukurier Module: EI-07
Events:
Turn 2 Enemy Phase: Enemy Reinforcements (1) and Player Reinforcements
(1) Appear.
Enemy Units and Reinforcements (1) are Destroyed: Enemy Reinforcements
(2) and Player Reinforcements (2) Appear
EI-07 is Attacked: Enryu and Hyouryu combine into Choryujin
Skill Point:
Destroy Kadonar's Battleship (it retreats when reduced to under 5000HP)
Notes:
Basically just move your main enemy force forward and build up morale as
you go. The enemy will send some Irikutais to attack the eastern part of the
base, but Enryu and Hyouryu show up to stop them. After they finish up their
work there, you should start moving them toward the rest of your units.
The skill point requires the destruction of Kadonar's battleship, who
will retreat when his HP reaches 5000HP or below. I suggest reducing his HP,
and then attacking with a strong mecha being supported by Ryujinki.
EI-07 will appear after the rest of the enemies are destroyed. Gaogaigar
will also launch and start off at 150 morale! ^_^ Enryu and Hyouryu will
perform a "System Change" when EI-07 is attacked to form Choryujin. Reduce
EI-07 to under 6500HP, then have Gaogaigar finish it off with a Hell and
Heaven for dramatic effect.
Choryujin will contain EI-07's explosion using the Eraser Head, which
basically contains the destructive energy and sends it to space.
------------------------------------------------------------------------------
Intermission before Intermission Scenario 06-Ibis:
------------------------------------------------------------------------------
Berah asks Ibis a question that determines how the next scenario will
play out.
------------------------------------------------------------------------------
Scenario 06-Ibis (1st Choice)
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
2 Squads
Player Reinforcements:
3 Squads
Enemy Units
Erebado
- Pez Batara
Pez Batara x 02
Erebado x 01
Batara x 03
Berga Dalas x 02
Batara x 02
-Batara
Zamas Giri x 03
Enemy Reinforcements:
Den'an Zon x 02
Berga Giros x 01
Dahgi Iris x 01
Zamas Giri x 01
Events:
Turn 3 Player Phase: Enemy Reinforcements Appear
Turn 4 Player Phase: Player Reinforcements Appear
Items:
Chobham Armor
Magnetic Coating
Thruster Module
Skill Point:
Destroy all enemies
Notes:
This should be a basic destroy all enemies stage, but with the
diversionary tactics you have 2 squads distracting the enemy while 3 more
appear close to the base later on. Actually this would be the way to go
except it is easier to get the skill point if you start off with all 5 of
your squads as it would be with the second choice that Berah offered. Still
it isn't a hard stage at all. ^^;
------------------------------------------------------------------------------
Scenario 06-Ibis (1st Choice)
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
5 Squads
Enemy Units
Erebado
- Pez Batara
Pez Batara x 02
Erebado x 01
Batara x 03
Berga Dalas x 02
Batara x 02
-Batara
Zamas Giri x 03
Enemy Reinforcements:
Den'an Zon x 02
Berga Giros x 01
Dahgi Iris x 01
Zamas Giri x 01
Events:
Turn 3 Player Phase: Enemy Reinforcements Appear
Items:
Chobham Armor
Magnetic Coating
Thruster Module
Skill Point:
Destroy all enemies
Notes:
Destroy all the enemies. I love that nice simple requirement. Anyway,
go maim everything and be careful not to step on the base until all the
enemies are destroyed. Once all the enemy forces are gone, place any unit on
any square of the base, and the stage will end.
------------------------------------------------------------------------------
Scenario 07-Zengar
------------------------------------------------------------------------------
Player Units:
Good Thunder
Goshogun
Player Reinforcements:
10 Squads
Enemy Units:
Irikutai x 06
- Irikutai x 01
Irikutai x 02
- Irikutai x 02
Tezezar x 06
- Irikutai x 02
Kernagurl Battleship x 01 (Kernagurl)
- Irikutai x 02
Enemy Reinforcements:
Irikutai x 03
- Irikutai x 02
Tezezar x 02
- Irikutai x 02
Kuttner Battleship x 01 (Kuttner)
Items:
Booster: Kernagurl
Rations: Kuttner
Events:
Turn 3 Player Phase: Player Reinforcements Arrive
Turn 3 Enemy Phase: Enemy Reinforcements Arrive
Skill Point:
Destroy all enemies on or before Turn 7
Notes:
Good Thunder and Goshogun should start moving immediately, and destroy
the enemy squads with counterattacks with their ALL Weapons. The Irikutais
are easy enough to destroy, but the Tezezars will take a couple of hits to
bring down. The big threats are Kuttner and Kernagurl, but Kernagulr in
particular since it is dangerous to attack him from close range without spells
to decrease or avoid damage.
Focus on the enemies on land, and try to send a few good units to the
coast to handle Kernagurl when he finally decides to enter the battle.
Hopefully all the Irikutais helped build up the morale of your Super Robots so
that they can access their strongest attacks and hit Kernagurl with everything
they have.
The scenario will end when all enemies are defeated. Two Skurier
modules, a Propellent Tank, a Cartridge, and a Repair Kit will be delivered
shortly before intermission.
------------------------------------------------------------------------------
Scenario 07-Arad
------------------------------------------------------------------------------
Player Units:
Daitarn 3 (Banjo)
Crossbone Gundam X1 (Kinkaid)
- Crossbone Gundam X2 (Zabine)
Zondo Gei (Umon)
- Dahgi Iris (Anna)
Mother Vanguard (Berah)
Player Reinforcements:
Albion/Daiku Maryu
9 Squads
Enemy Units:
Batara x 04
Batara x 03
- Batara x 01
Pez Batara x 01
- Batara x 02
Erebado x 03
Erebado x 03
- Batara x 02
Thousand Jupiter x 01
Events:
Turn 2 Player Phase: Enemy Reinforcements Appear
Skill Point:
Destroy all enemy mobile suits and reduce Thousand Jupiter's HP.
Notes:
I really think it is neat how Kinkaid asks for enemy pilots to please
exit their mobile suit before he destroys it. ^^; Anyway, you just need to
destroy the enemies here, which becomes much easier once reinforcements
arrive. Basically have your starting units group together (and take advantage
of Berah's command aura), and take out enemys squad by squad.
Hit Thousand Jupiter a few times after the enemies are defeated and the
scenario will end.
Kinkaid will join with Crossbone X1. Zabine will join with Crossbone X2,
well for a little while anyway... Anna Marie will join with her Daghi Iris.
Umon will join with a Zondo Gei (but you'll receive the F91 shortly before the
intermission menu). Berah will join with the Mother Vanguard. Tobia
technically joins, but is not an official pilot yet.
------------------------------------------------------------------------------
Scenario 07-Kusuha
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Hime Brain
Yuu Brain
Enryu
- Hyouryu
8 Squads
Enemy Units:
Grand Cher (Kanan)
Grand Cher (Sheila)
- Grand Cher x 02
Grand Cher x 01
Grand Cher x 02
- Grand Cher x 01
Grand Cher x 01
- Grand Cher x 02
Enemy Reinforcements:
Megasaurus Sen 1 x 01 (Sanki)
Jet x 02
- Jet x 01
Enemy Reinforcements:
Grand Cher x 02
Grand Cher x 01
- Grand Cher x 02
Grand Cher x 01 (Edgar)
- Grand Cher x 02
Grand Cher x 01 (Jonathon)
- Grand Cher x 02
Items:
Booster: Edgar
Chobham Armor: Sanki
Dual Sensor: Kanan
Magnetic Coating: Sheila
Organic Bot: Jonathon
Events:
Turn 1 Enemy Phase: Yuu and Hime form a squad together, and perform
Chakra Extension on Sheila's squad.
Enemy Units are Destroyed: Enemy Reinforcements (1) Appear
Enemy Reinforcements (1) are Destroyed: Enemy Reinforcements (2) Appear
Skill Point:
Destroy Jonathon and Edgar's Grand Chers on or before Turn 9.
Notes:
I'd suggest upgrade Hime's brain a little bit before this scenario...
since honestly the quickest way to handle this scenario is for Hime to do
most of the work handling the initial Grand Cher squads.
Yuu and Hime will form a squad together on Turn 1 Enemy Phase and use
Chakra Extension on Sheila's squad. The two of them will basically be alone
against these Grand Chers for awhile since it will take a few turns for the
rest of the Player Units to catch up.
Sanki's reinforcements don't take very long to be cut down. Jonathon
and Edgar are a pain in the ass of course. Use accuracy raising spells to hit
them. Their squad members will glady die to take a hit for either of them
though.
Yuu joins with his Brain after this Scenario.
------------------------------------------------------------------------------
Scenario 07-Ibis
------------------------------------------------------------------------------
Player Units:
Daimos
Mother Vanguard
Daiku Maryu
Up to 8 Squads
Enemy Units:
Zubanza x 02
- Zubanza
Tari x 01
-Tari
Tari (Barbas)
Garnoll x 01 (Richter)
Puratsumonster x 02
- Retsudo Bomb
Tesura x 01
- Poazan
Okopinia x 01
- Poazan
Skullrook x 01
- Poazan
Items:
Booster
Hybrid Armor
Thruster Module
Skill Point:
Destroy all enemies within 7 turns
Notes:
This looks like it will be painful starting off, but it isn't too bad...
as long as you are cautions around Richter, Barbas, and the Skullrook. Take
advantage of the boxes for an HP20%/EN20% increase per turn. Daimos starts
off with 150 morale. The Gaiking units and Voltes V also provide some much
needed help.
------------------------------------------------------------------------------
Scenario 08-Zengar
------------------------------------------------------------------------------
Player Units:
Hime Brain
Player Reinforcements (1):
Daiku Maryu
8 Squads
Grungust Sanshiki
Big Shooter
Player Reinforcements (2):
Steel Jeeg
Enemy Units:
Grand Cher x 01 (Yuu)
Grand Cher x 01 (Kanan)
Enemy Reinforcements:
Grand Cher x 12
- Grand Cher x 01
Grand Cher x 01 (Sheila)
- Grand Cher x 02
Grand Cher x 01 (Jonathon)
- Grand Cher x 02
Items:
Dual Sensor: Jonathon
Magnetic Coating: Sheila
Events:
Turn 2 Player Phase: Player and Enemy Reinforcements Arrive
Turn 3 Player Phase: Player Reinforcements (2) Arrive. Big Shooter
forms a squad with Jeeg. Irui is saved by Jeeg and Zengar
Skill Point:
Destroy all enemies on or before Turn 8
Notes:
Hime should move over to a building for an improved hit and evade rate.
Yuu and Kanan should be destroyed with the first attack that hits them to
prevent them from running away.
Overall it is a simple run in and destroy everything mission. Be sure
to use Concentrate and Lock On to hit Grand Chers with high evade rates.
Jeeg will arrive on Turn 3, and will save Irui with Zengar's help. This
is the one original character scenario with Irui's introduction where the main
character does not have to physically move next to Irui, which is an
interesting change of pace.
The scenario will end when all enemies are defeated.
------------------------------------------------------------------------------
Scenario 08-Arad
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Albion/Mother Vanguard
11 Squads
Enemy Units:
Poazan x 03
- Poazan x 01
Tesura x 03
- Poazan x 02
Dari x 02
- Zubanza x 01
Dari x 02
- Zubanza x 02
Garnoll x 01 (Richter)
- Zubanza x 02
Skullrook x 01 (Berugen)
- Poazan x 02
Items:
Hybrid Armor: Richter
Skill Point:
Destroy Berugen's Skullrook (retreats when reduced to under 6000HP)
Notes:
The hard part of this stage is that group of asteroids... since it will
force your units to take several turns to get through the area. Luckily there
is no time limit for the Skill Point, so feel free to take your time.
The Skill Point requirement is for the destruction of Berugen's
Skullrook, which can be done at any time. You can wait to finish him off as
soon as possible, or wait until he is the last remaining enemy, it is your
call. Be cautious of his ALL Attacks, and try to finish him off with a strong
attack being supported by another strong attack.
------------------------------------------------------------------------------
Scenario 08-Kusuha
------------------------------------------------------------------------------
Player Units:
Getter Ryger (Hayato, Musashi, and Benkei)
Lady Command (Michiru)
Player Reinforcements (1):
Black Getter (Ryoma)
Player Reinforcements (2):
Daiku Maryu
8 Squads
Enemy Units:
Saki x 03
Sai x 02
- Saki x 01
Zar x 03
- Saki x 01
Zar x 02
- Sai x 01
Sen 1 (Sanki)
- Zar x 01
- Saki x 01
Items:
Solar Panel: Sanki
Events:
Turn 2 Player Phase: Player Reinforcements (1) Appear
Sanki has a battle encounter with anyone: Player Reinforcements (2)
Arrive
Skill Point:
Destroy all enemies on or before Turn 6
Notes:
Benkei should use a spell to refill Ryger's HP at the start of the
battle. The focus on the first portion of the stage is to get someone to
attack Sanki's squad. I suggest using the Lady Command, who will basically
remain untouchable if Michiru uses Concentrate to raise her evade rate.
Ryoma will arrive in Black Getter on Turn 2. Hopefully Michiru will be
able to attack Sanki on Turn 2 as well, which will make the rest of the Player
Reinforcements appear from the sea to the side of Sanki's forces.
The enemy will probably not last long at this point. I suggest having
the Getters concentrate on the enemies near them, and the rest of the Player
units focusing on Sanki and the group around him. Use ALL attacks if they
are available.
Ryoma will join with Black Getter after this scenario.
------------------------------------------------------------------------------
Scenario 08-Ibis
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
Tobia
8 Squads
Enemy Units:
Crossbone X2
Batara x 02
Berga Dalas x 02
Erebado x 02
- Den'an Zon
Berga Giros
- Pez Batara
Bahgi Iris
- Pez Batara
Zamas Giri
Quavarze (Giri)
- Abijo (Rozu)
- Totuga (Banzu)
Enemy Reinforcements:
Zaku II F2 x 02
- Zaku II F2
Gelgoog Marine x 02
- Rick Dom
Geara Doga (Pezun)
- Geara Doga
Events:
Turn 4 Enemy Phase: Enemy Reinforcements Appear
Items:
Anti Beam Coating
Dual Sensor
Skill Point:
Reduce Crossbone X2's HP to 0 before it leaves the map.
Notes:
Zabine is a pain in the arse. Equip Tobia's unit with some boosters at
the intermission screen if you would like, or put some other quick units in
the fourth or seventh choice in your squad deployment to ensure they are as
close as possible to X2.
Be careful around Quavarze again. Avoid attacking from close range if
possible. Repair units as needed. The enemy reinforcements are not worth
much worry. Send a few real robots to support Mother Vanguard which is unable
to move.
Tobia will be unavailable for awhile after this mission.
------------------------------------------------------------------------------
Scenario 09-Zengar
------------------------------------------------------------------------------
Player Units:
Gaigar
Player Reinforcements (1):
Hime Brain (Hime)
- Nanga Brain (Nanga)
- Russ Brain (Russ)
Player Reinforcements (2):
Good Thunder
Goshogun
Daiku Maryu
10 Squads
Enemy Units:
EI-02
Enemy Reinforcements:
Irikutai x 05
- Irikutai x 01
Dogarpu x 03
- Irikutai x 02
Bundle Battleship (Bundle)
- Irikutai x 02
Events:
Turn 2 Player Phase: Player Reinforcements (1) Arrive and start at 120
Morale
Turn 3 Player Phase: Gaigar performs "Final Fusion" to become Gaogaigar
EI-02 is Defeated: Gaogaigar Retreats and Player Reinforcements (2) and
Enemy Reinforcements Arrive
Skill Point:
Destroy Bundle's battleship (retreats when reduced to under 7,000HP)
Notes:
The scenario starts with Guy and Ghaleon attacking EI-02, and then fusing
into Gaigar. EI-02 can not be defeated in the first two turns since it will
regenerate. The Brain squad that arrives on Turn 2 is a great help in
reducing EI-02's HP though.
On Turn 3, Gaigar performs Final Fusion to become Gaogaigar. EI-02 can
now be destroyed. If EI-02 is not destroyed with Gaogaigar's Hell and Heaven
attack an event will take place where Gaogaigar will use the move on EI-02.
Gaogaigar will retreat after Mamoru's intervention with the Zonder core.
Enemy and Player Reinforcements will arrive after EI-02's defeat. The
Skill Point requirement will now be available where Bundle's battleship must
be destroyed. Take advantage of the Irikutais to build up morale on your
best Super Robot. Move Arad, or another pilot with the Support Attack ability
next to the attacking Super Robot to be able to more damage. You need to
reduce Bundle's HP to slightly above 7000HP before attacking it.
The scenario will end after all enemies are destroyed. Goshogun will
now join your group. Hime Brain, Nanga Brain, and Russ Brain will also join.
------------------------------------------------------------------------------
Scenario 09-Arad
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
Albion/Daiku Maryu
Zondo Gei (Tobia)
10 Squads
Enemy Units:
Crossbone X2 (Zabine)
Batara x 07
- Batara x 01
Erebado x 02
- Den'an Zon x 02
Berga Dalas x 02
- Batara x 02
Berga Giros x 01
- Pez Batara x 02
Dahgi Iris x 01
- Pez Batara x 02
Quavarze (Giri)
- Abijo (Rose)
- Totuga (Banzu)
Zamas Giri
- Berga Dalas x 02
Items:
Biosensor: Giri
Booster: Rose
Skill Point:
Destroy Crossbone X2 before it escapes
Notes:
Zabine makes the ever predictable defection from the group... well at
least you get to make him feel some pain for it. Zabine will not
counterattack and will only block your attacks. Use Accelerate and Lock On
or Concentrate to rush in and hit him with a few units.
Most of the units here are cannon fodder, so build up your morale for
facing Giri's squad last. I'd be sure to destroy Rose first since she pops
a Booster, and if Giri is defeated first, then the whole squad will retreat.
Banzu doesn't drop anything unfortunately. >>
Karas will arrive in an Erebado after all of the enemy units are
defeated. Karas will only stay around long enough to destroy Tobia's Zondo
Gei, capture Tobia, and leave again.
------------------------------------------------------------------------------
Scenario 09-Kusuha
------------------------------------------------------------------------------
Player Units:
Great Mazinger (Tezuya)
Venus A (Jun)
Player Reinforcements:
Daiku Maryu
9 Squads
Enemy Units:
Bat x 02
- Bat x 01
Saki x 03
- Sai x 01
Zar x 03
- Saki x 01
Shigu (Radora)
Enemy Reinforcements:
Rugon x 03
Garuga x 01
Ramatano Orochi x 01 (Mimashi)
Items:
Hybrid Armor: Radora
Magnetic Coating: Mimashi
Events:
Turn 1 Enemy Phase: Enemy Reinforcements Appear
Turn 2 Player Phase: Player Reinforcements Appear
Skill Point:
Reduce Ramatano Orochi's HP to below 7000 before or on Turn 4
Notes:
Great Mazinger and Venus A are alone against the enemies for a very short
time. Tezuya can use Iron Wall to decrease the amount of damage he receives.
I would focus on the group of Enemy Reinforcements first since Mimashi's
defeat is needed for the Skill Point.
Mimashi will retreat when his Mimashi's HP reaches below 7000HP. That is
all that is needed for the Skill Point. He will pop a Magnetic Coating if he
is destroyed though, which is honestly quite difficult to obtain at this point
of the game. As usual I suggest an attack from a strong Super Robot while
being supported by Kusuha. If you have formed a powerful squad, then three
platoon attacks may reduce Ramatano Orochi far enough below 7000HP that the
platoon leader can finish it off.
Use Ryoma in Black Getter to defeat Radora, as this is apparently one of
the requirements for Radora's recruitment later (and to keep Black Getter).
After Radora is defeated, all of your units will need to exit the map
within three turns or they will be destroyed. Try to have your units be
within 15 squares of a map edge before you defeat Radora. Load up any ground
based units onto Daiku Maryu so they will not be left behind, and it
should work out alright.
Tezuya joins with Great Mazinger, and Jun joins with Venus A.
------------------------------------------------------------------------------
Scenario 09-Ibis
------------------------------------------------------------------------------
Player Units
Albion
GM Custom (Burning)
- GM Custom (Monsha)
GM Custom (Bate)
- GM Cannon II (Adel)
GP03 (Kou)
- GM Cannon II (Kieth)
Player Reinforcements (1):
Mother Vanguard
Daiku Maryu
Up to 8 Squads
Player Reinforcements (2):
Alterion (Ibis & Tsugumi)
Enemy Units:
? Missile x 06
Zaku II F2 x 02
- Zaku II F2
Rick Dom II x 02
- Rick Dom II
Val Varo (Kelly)
Gelgoog Marine x 02
Zaku II F2
Gelgoog Marine (Karius)
- Gelgoog Marine
Enemy Reinforcements:
Neue Ziel (Gato)
Events:
Turn 3: Kou goes to 130 morale
Turn 4 Player Phase: Player Reinforcements Appear
Turn 4 Enemy Phase: Enemy Reinforcements and Player Reinforcements (2)
Appear
Items:
Apogee Motor
Dual Sensor
Large Generator
Magnetic Coating
Skill Point:
Kick Gato's punk ass before the end of Turn 7
Notes:
You get to use the 0083 gang. Albion and GM Customs have some nice
"ALL" attacks that will make short work of Zaku and Dom teams. Player
Reinforcements will appear near the main enemy group, so Albion and company
can focus on the enemies that approach them and Val Varo while the rest of
your units mop up the battleships and Gelgoogs.
Gato will appear in Neue Ziel on Turn 4 Enemy Phase. Neue Ziel has less
than half of its HP which makes the skill requirement rather easy to obtain,
just be sure to finish off all of the targets first for all of the experience
and PP.
Kou will join with GP03, Kieth will join with GM Cannon II, Adel will
join with GM Cannon II, Synapse will join with Albion. Burning, Bate, and
Monsha will all join with GM Customs.
1 Repair Kit, 1 Propellent Tank, and 1 Cartridge will be delivered during
intermission.
------------------------------------------------------------------------------
Scenario 10-Zengar
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
12 Squads
Player Reinforcements:
Mother Vanguard (Berah)
Crossbone Gundam X1 (Kinkaid)
- Zondo Gei (Umon)
Crossbone Gundam X2 (Zabine)
- Dahgi Iris (Anna)
Enemy Units:
Batara x 03
- Batara x 01
Pez Batara x 02
- Pez Batara x 01
Erebado x 02
- Batara x 02
Den'an Zon x 02
- Den'an Zon x 01
Dahgi Iris x 01
- Den'an Zon x 02
Berga Dalas x 02
- Den'an Zon x 02
Berga Giros x 02
- Zondo Gei x 02
Berga Dalas x 01 (Dorel)
- Berga Giros x 02
Zamas Giri x 03
Zamas Giri x 01 (Jire)
- Zondo Gei x 02
Items:
Apogee Motor: Dorel
Apogee Motor: Jire
Events:
Turn 3 Player Phase: Player Reinforcements Arrive
Skill Point:
Destroy Dorel or Jire's unit before or on Turn 6
Notes:
A fairly simple stage really. Most of the enemy squads have relatively
low HP and can be cleared out fairly easily. The Skill Point requirement is
to defeat either Dorel or Jire. Dorel is more difficult to hit, but has much
fewer HP. Jire's Zamas Giri has quite a bit of HP, but can still be destroyed
within 6 turns. Dorel and Jire both drop Apogee Motors, so it really doesn't
matter which one you defeat to end the scenario other than Jire will give more
money.
The scenario will end after Dorel or Jire's defeat.
------------------------------------------------------------------------------
Scenario 10-Arad
------------------------------------------------------------------------------
Player Units:
Crossbone Gundam X2
Double Zeta Gundam
Player Reinforcements:
Qubeley Mk. II x 01 (Puru)
- Qubeley Mk. II x 01 (Puru Two)
Hyakushiki x 01 (Beecha)
- Super Gundam x 01 (Elle)
Mega Rider x 01 (Mondo)
Enemy Units:
Batara x 03
Pez Batara x 02
Erebado x 01
- Batara x 01
Erebado x 01
- Batara x 02
Abijo x 01 (Rose)
- Batara x 02
Enemy Reinforcements:
Batara x 01
- Batara x 02
Pez Batara x 01
Totuga x 01 (Banzu)
- Batara x 02
Items:
Apogee Motor: Rose
Chobham Armor: Banzu
Events:
Turn 3 Player Phase: Player Reinforcements Arrive
Player Units reach exiting hallway: Enemy Reinforcements Appear
Skill Point:
Destroy all enemies (no time limit)
Notes:
Judau and Tobia make a daring escape... but of course they aren't able to
walk out of the facility without any trouble. Fortunately there is no time
limit on defeating the enemies here, so feel free to take your time.
Tobia can use the Support Attack skill, so have Judau attack from a
position next to Tobia to receive what is essentially a free hit against an
enemy. Try to save your spells for the encounter with Rose since she can be
very difficult to hit.
Banzu is a push over in this scenario. Totuga only has an attack rage of
5, and Totuga will not move from the exit. Snipe the poor guy repeatedly from
6-8 squares away and you will have no trouble with him.
Judau joins with Double Zeta. Beecha joins with Hyakushiki. Elle joins
with Super Gundam. Puru joins with her Qubeley Mk. II. Puru Two joins with
her Qubeley Mk. II. Mondo joins with Mega Rider. Iino joins with no
designated unit (I say keep Mondo in Mega Rider since Mondo learns the
Resupply spell). Tobia joins with Crossbone X2.
------------------------------------------------------------------------------
Scenario 10-Kusuha
------------------------------------------------------------------------------
Player Units:
Big Shooter (Miwa)
Player Reinforcements (1):
Steel Jeeg
Player Reinforcements (2):
Daiku Maryu
Ryujinki (Kusuha)
10 Squads
Enemy Units:
Rugon x 01
Garuga x 01
Enemy Reinforcements:
Garuga x 05
- Rugon x 01
Garuga x 03
- Rugon x 02
Ramatano Orochi (Ikima)
Events:
Turn 2 Player Phase: Jeeg appears, and Big Shooter joins Jeeg's squad.
Enemy Units are Destroyed: Enemy Reinforcements and Player
Reinforcements (2) Arrive
Items:
Anti Beam Coating: Ikima
Skill Point:
Destroy all enemies before they reach the base.
Notes:
Poor Hiroshi... having your father die and finding out that you are
really a cyborg... and of course are needed to help save the world... that
can't be a fun experience... Anyway, start off by moving Big Shooter straight
north. This will lead the enemies to where Jeeg will show up, and help you
destroy the enemy unit's in the minimum amount of time possible (not that it
matters really, but I like it).
Enemy Reinforcements will then arrive, but so will Player Reinforcements.
Form a defensive line so no enemies will get past you and reach the base.
Surround Ikima's Ramatano Orochi when it approaches so it will stop moving and
you can take your time with it. Cast Luck before finishing it off.
KoOhKi then appears, and it is revealed that Bullet is the pilot. *gasp*
Steel Jeeg will join after this scenario and Miwa will join with Big
Shooter. The usual assortment of rations, propellent tanks, cartridges,
repair kits and OVAs will be delivered as well.
------------------------------------------------------------------------------
Scenario 10-Ibis (1st Part)
------------------------------------------------------------------------------
Player Units:
Zaku II F2 (Tobia)
Enemy Units:
Crossbone Gundam X2 (Rozu)
Events:
Turn 2: Tobia goes to 130 morale, becomes impossible to hit, and will
not miss for the remainder of the battle with X2.
Skill Point: None (yet)
Notes:
I hate this stage. If you want to get X2 back, you must reduce its HP
without destroying it. This requirement might be near impossible since Tobia
turns invincible on Turn 2, and 3 Heat Hawk strikes might end up destroying X2
instead of making it reach near death.
If you are unable to reduce X2 to low HP without destroying it, I suggest
you save at the start of the mission, keep trying to hit X2 with a Heat Hawk
strike, and reloading if you fail. There is probably about an 18% chance it
will hit, and eventually that first strike will hit. This first hit,
followed, by the strike you are forced to take, and one final one should
hopefully be enough to reduce X2 to low HP without destroying it.
This section of the stage will end after X2 is destroyed/reduced to
critical. Tobia will leave the coliseum, but won't be able to take Bernadette
with him. Duo and Wufei help Tobia escape, and its onward to the second part
of this scenario.
------------------------------------------------------------------------------
Scenario 10-Ibis (2nd part)
------------------------------------------------------------------------------
Player Units:
Zaku II F2/Crossbone X2 (Tobia)
Gundam Double Zeta (Judau)
- Mega Rider (Iino)
Hyakushiki (Beecha)
- Gundam Mk. II (Elle)
Qubeley Mk. II (Puru)
- Qubeley Mk. II (Puru Two)
Enemy Units:
Den'an Zon x 02
- Den'an Zon
Pez Batara x 02
- Pez Batara
Dahgi Iris x 01
- Den'an Zon
Berga Giros x 02
- Den'an Zon
Erebado x 02
- Den'an Zon
Zamas Giri x 03
Jupiter 9
Enemy Reinforcements:
Quavarze (Giri)
- Abijo (Rozu)
- Totuga (Banzu)
Events:
Turn 2 Enemy Phase: Enemy Reinforcements Arrive
Items:
Magnetic Coating
Skill Point: Destroy Quavarze (no time limit)
Notes:
Duo and Wufei leave immediately. You can follow this course of action as
well, or stay around to obtain the Skill Point... which is hard, especially if
you do not have Crossbone X2. If any of your player units are destroyed it is
game over, so you may end up replaying this stage if you really want to stick
around for that Skill Point.
Take advantage of the asteroids littered around the map to increase evade
rates, and use the Mega Rider to refill ammo and EN as needed. Honestly a
decently leveled Tobia in X2 can clear most of the map as long as Mega Rider
keeps his ammo refilled. Beecha and Puru's squads should be a few squares
behind Judau and/or Tobia since their units are somewhat fragile.
After Quavarze is defeated, you can make your units exit the map, or
destroy some battleships if you wish. Judau joins with ZZ, Iino joins with
Mega Rider, Beecha joins with Hyakushiki, Elle joins with Gundam Mk. II, Puru
joins with her Qubeley Mk. II, and Puru Two joins with her Qubeley Mk. II.
Tobia will also be available again. Mondo will also join the group, but will
have no designated unit so feel free to place him in a spare UC mobile suit
during intermission.
------------------------------------------------------------------------------
Scenario 11-Zengar
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Daimos
12 Squads
Enemy Units:
Zubanza x 03
- Zubanza x 01
Dari x 02
- Zubanza x 02
Dari x 01
- Zubanza x 02
Garnoll x 01 (Richter)
Poazan x 02
- Poazan x 01
Peratsuku Monster x 02
- Retsudo Bomb x 02
Tesura x 01
- Retsudo Bomb x 02
Okopinia x 01
- Retsudo Bomb x 02
Skullrook x 01 (Berugen)
- Retsudo Bomb x 02
Items:
Booster: Berugen
Hybrid Armor: Richter
Skill Point:
Destroy all enemies on or before Turn 7
Notes:
An interesting thing about this scenario is that Daitarn 3, Voltes V,
Zeta Gundam, and Re-GZ will be available to place into squads before deploying
your squads into battle. It may be wise to perform some squad management
before deploying.
Split your forces into two groups to handle Richter and Berugen's forces.
Attack the Garnoll and Skullrook from close range to avoid being hit with an
ALL Attack. Try to use ALL Attacks of your own to help with the Poazans and
Retsudo Bombs that populate almost any of the units associated with Berugen.
Banjo joins with Daitarn 3. The Voltes V team joins with Voltes V. Roux
joins with Zeta Gundam. Four joins with Re-GZ.
------------------------------------------------------------------------------
Scenario 11-Arad
------------------------------------------------------------------------------
Player Units:
Albion
Huckebein Mk. III (Arad)
- Crossbone Gundam X2 (Tobia)
Player Reinforcements:
12 Squads
Enemy Units:
Gundam GP02 x 01 (Monsha)
Enemy Reinforcements:
Barzam x 01
Barzam x 03
- Barzam x 02
Barzam x x 05
- Barzam x 02
Hamrabi x 01 (Yazan)
- Hamrabi x 01 (Tanger)
- Hamrabi x 01 (Ramses)
Salamis Class x 02
Magellan Class x 01
Items:
Biosensor: Yazan
Events:
Enemy Units Destroyed: Enemy and Player Reinforcements Arrive
Yazan's HP reduced to half: Zeola steals Wild Falchon
Skill Point:
Destroy all enemies on or before Turn 7
Notes:
Monsha is testing out GP02 against Arad and Tobia. Actually if their
units are both upgraded it is easily possible to defeat Monsha within one
turn. Anyway whenever GP02 appears it must be stolen, so Yazan's cronies take
GP02 and a battle ensues.
The Barzams are basically cannon fodder to raise morale. Use accuracy
raising spells to hit Yazan if needed. Zeola will steal Wild Falchon when
Yazan's HP is reduced to half, and she will exit the map.
The Magellan and Salamis Class ships have ALL Attacks as usual, so attack
at close range to avoid them. Overall this is a fairly simple scenario.
------------------------------------------------------------------------------
Scenario 11-Kusuha
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Taurus (Trowa)
- Taurus (Quatre)
10 Squads
Player Reinforcements:
Wing Zero Custom (Heero)
Deathscythe Hell Custom (Duo)
Heavyarms Custom (Trowa)
Sandrock Custom (Quatre)
Nataku Custom (Wufei)
Enemy Units:
Zaku II F2 x 02
- Zaku II F2 x 02
Gelgoog Marine x 03
Gelgoog Marine x 01
- Gelgoog Marine x 01
Gelgoog Marine x 01
- Gelgoog Marine x 02
Musaka x 01
Musuka x 01 (Cima)
Enemy Reinforcements:
Geara Doga x 04
Geara Doga x 02
- Geara Doga x 01
Tallgeese III (Zechs)
- Geara Doga x 02
Items:
Mega Generator: Zechs
Events:
Taurus squad reaches first Musuka: Player and Enemy Reinforcements
Arrive and Cima retreats
Skill Point:
Destroy Zechs' Tallgeese III (which retreats when HP goes below 2000)
Notes:
This is the first space scenario on Kusuha's route, and fortunately it is
a fairly easy one. The Wing boys need to get their Gundams back, and you get
to help them. ^^;
Move the Taurus squad to the Musuka (the Taurus units will move faster if
they are transformed to their MA mode) directly in front of your units. When
the Taurus squad is moved next to the Musuka, then the Enemy and Player
Reinforcements will arrive. Cima will then make her exit. Unfortunately you
can not wait to move next to the Musuka to destroy Cima's Musuka first...
since the mission will result in a Game Over if condition if Turn 3 ends and
the EW Gundams have not been retreived.
Zechs may require some Concentrate and Lock On spells so that you can
hit him. Try to attack at close range so that weaker members of a squad will
not be hit by his ALL Attack. Finish him off with a strong attack, since you
will not earn the Skill Point if he manages to retreat (which he will if he is
knocked below 2000HP and not destroyed).
The 5 Wing Boys will all join with their respective Gundams after this
scenario.
------------------------------------------------------------------------------
Scenario 11-Ibis
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard/Albion
10 Squads
Enemy Units:
Puratsuku Monster x 03
Poazan x 03
- Poazan
Tari x 02
- Zubanaza
Tari (Barbas)
Tesura x 01
- Zubanaza
Okopinia x 01
- Zubanaza
Garnoll (Richter)
Skullrook
- Poazan x 02
Events:
Turn 2 Player Phase: Kazuya (Daimos pilot)'s morale goes down to 50
Items:
Chobham Armor
Skill Point:
Reduce Skullrook's HP to below 6000 (or destroy it)
Notes:
Erika remembers who she is, and the resulting events leave Kazuya
devastated... in this case he will go down to 50 morale... which will
basically prevents Daimos from being able to use its strongest attacks.
Other than that, there isn't too much to worry about. There is no
time limit on the stage, and the enemies do not put up too much of a fight.
If you have some decent squads, this should be a walk in the park.
The "ALL" attacks from Garnoll and Skullrook can be deadly to your
teams though, so be cautions when encountering those units. Be sure to save
Garnoll for last since Richter's defeat will trigger the end of the stage.
Skullrook will retreat when its HP goes under 6000. Be sure to finish it
off with a strong attack (like Daitarn 3 or Voltes V being supported by
Alterion or Crossbones) for some experience and money.
------------------------------------------------------------------------------
Scenario 12-Zengar
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
Crossbone Gundam X1 (Kinkaid)
- Zondo Gei (Umon)
Crossbone Gundam X2 (Zabine)
- Dahgi Iris (Anna)
Daiku Maryu
12 Squads
Enemy Units:
Batara x 06
- Batara x 01
Pez Batara x 03
- Pez Batara x 01
Pez Batara x 02
- Batara x 02
Pez Batara x 01
- Erebado x 02
Erebado x 03
- Pez Batara x 02
Thousand Jupiter
Skill Point:
Destroy all enemies and reduce Thousand Jupiter's HP to below 5000 on or
before Turn 6
Notes:
A really simple stage. Most of the squads are fairly easy to destroy and
there are no pilots to be concerned about. Attack Thousand Jupiter from close
range to avoid being hit by an ALL Attack.
Kinkaid joins with Crossbone Gundam X1. Umon joins with his Zondo Gei.
Berah joins with Mother Vanguard. Zabine joins (for a little while) with
Crossbone Gundam X2. Anna joins with her Dahgi Iris. Gundam F91 will also
be delivered after the scenario.
------------------------------------------------------------------------------
Scenario 12-Arad
------------------------------------------------------------------------------
Player Units:
Albion/Daiku Maryu/Mother Vanguard
14 Squads
Enemy Units:
Geara Doga x 07
- Geara Doga x 01
Geara Doga x 02
- Geara Doga x 02
Geara Doga x 01 (Rezun)
- Geara Doga x 02
Musaka x 02
Musaka x 01
- Geara Doga x 02
Sadalahan x 01
- Geara Doga x 02
Enemy Reinforcements:
Sazabi (Char)
Items:
Magnetic Coating: Rezun
Events:
Number of Enemy Units reduced by 17: Enemy Reinforcements Appear
Char's HP reduced to below 65,000: Enemies Retreat
Skill Point:
Destroy 17 enemies on or before Turn 6
Notes:
Ah... part of the Neo Zeon fleet. At the start of the scenario just
concentrate on wiping out many of the Geara Dogas in the scenario before Turn
6 for the Skill Point.
Char will arrive when the number of enemy units decreases. Use Lock On
spells to hit the Sazabi. Attack from close range to avoid receiving Sazabi's
funnels for a counterattack, which is an ALL Attack and can wipe out a weak
squad easily.
Char will retreat when his HP is reduced below 65,000, and the rest of
the enemies will retreat as well.
Amuro will join with MP Nu Gundam. Kayra will join with an MP Nu Gundam.
Berghito will join with a Hardygun. Katz will join with a Hardgun.
A Minovsky Craft, two Dustproofings, two Thruster modules, a Repair Kit,
a Propellent Tank, and a Cartridge will be delivered shortly before
intermission.
------------------------------------------------------------------------------
Scenario 12-Kusuha
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Daimos (Kazuya)
Voltes V (Kenichi)
Re-GZ (Roux)
- Re-GZ (Four)
Daitarn 3 (Banjo)
11 Squads
Enemy Units:
Dari x 03
- Zubanza x 01
Garnoll (Richter)
- Dari x 02
Zubanza x 05
Poazan x 02
- Poazan x 02
Skullrook x 01 (Berugen)
- Poazan x 02
Items:
Chobham Armor: Berugen
Multiple Sensor: Richter
Skill Point:
Destroy all enemies on or before Turn 7
Notes:
... and the peace talks manage to be screwed up... huge surprise right?
Honestly, you have several units on this stage, which helps make things
a little easier. Move down and start working up Richter's forces. Richter
will start moving back toward Berugen, so keep moving in that direction, and
hitting Richter along the way until he goes down. Try to use Luck before
destroying the Garnoll for more money.
Keep moving, raise morale on the Zubanzas and Poazans. Try to attack the
Skullrook from close range so your squads are not hit with ALL Attacks. Again
try to use Luck before destroying the Skullrook.
Banjo will join with Daitarn 3, Kazuya joins with Daimos, Four joins with
a Re-GZ, Roux joins with a Re-GZ as well. Kyoshiro and Nanai join with their
Garuba FX-II as well.
------------------------------------------------------------------------------
Scenario 12-Ibis
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
Alterion
10 Squads
Player Reinforcements:
Gundam Deathscythe Custom
- Gundam Nataku
Gundam Sandrock
- Gundam Heavyarms
Gundam Wing Zero Custom
Enemy Units:
MP F91 x 07
MP F91 (Harrison)
Geara Doga x 02
- Zaku II F2
Rick Dom II x 02
- Rick Dom II
Geara Doga Custom (Rezun)
- Geara Doga
Musaka
Enemy Reinforcements:
Geara Doga x 02
- Zaku II F2
Geara Doga Command Type x 02
- Gelgoog Marine
Jagd Doga Gyunei Type (Gyunei)
- Geara Doga
Tallgeese III (Zechs)
Events:
Alterion reaches Musaka: Player and Enemy Reinforcements Arrive
Skill Point:
Move Alterion next to Musaka within 4 turns
Notes:
There is one goal you need to keep in mind on this stage. Alterion needs
to reach Musaka (the red battleship), preferably on Turn 4 if you want the
Skill Point. The only real danger to Alterion is Rezun, but I'm sure you can
handle her. ^_^
The first half of this scenario is fairly simple. The mass produced
F91s are not as frightening as one would immediately expect, actually they are
kind of chicken. If any MP F91 is damaged, but not destroyed, it will
instantly retreat. If you want the experience and PP from these units you
will need to destroy them with one attack. Fortunately you can easily destroy
all of them in one turn. Harrison's MP F91 is a little more difficult though.
He will attack Kinkaid at the first available opportunity, but you shouldn't
counterattack unless you are sure the counterattack will destroy his unit (or
he will retreat). Harrison will continually block with his F91's beam shield
on his second turn, so it will probably take several attacks from multiple
squads. He won't retreat on the second turn though, so do not worry about
that.
After the Wing boys are reunited with their Gundams, feel free to destroy
the Musaka (and try to use Luck on the finishing blow to increase the money
earned). The enemy reinforcements are pretty simple other than Gyunei and
Zechs, which will be a danger to your units. Be careful and use spells
accordingly and victory will be yours. ^_^
After the scenario is over... lots of things happen. You receive several
items including a Minovsky Craft, Propllent Tank, Cartridge, Repair Kit, an MP
F91, Gundam GP01-Fb and a variety of terrain adaptation devices.
Emma will join with her Gundam Mk. II (which can be changed to Super
Gundam), Fa joins with Methuss, Amuro joins with MP Nu Gundam (you might want
to change it from incoms to funnels though), Kayra joins with an MP Nu Gundam
as well, Berghito joins with a Hardygun, and Katz joins with a Hardygun.
------------------------------------------------------------------------------
Scenario 13-Zengar
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard
13 Squads
Enemy Units:
Poazan x 03
- Poazan x 01
Hari x 02
- Zubanza x 02
Hari x 01 (Barbas)
- Zubanza x 02
Tesura x 01
- Poazan x 02
Okopinia x 01
- Poazan x 01
Peratsuku Monster x 03
Garnoll x 01 (Richter)
- Zubanza x 02
Skullrook 01 (Berugen)
- Poazan x 02
Items:
Anti Beam Coating: Richter
Chobham Armor: Barbas
Events:
Richter is Defeated: All remaining enemies retreat
Skill Point:
Destroy Berugen (retreats when reduced to under 6000HP)
Notes:
Actually a fairly simple version of this scenario since there are not a
ton of asteroids to interfere with movement. Do not destroy Richter's Garnoll
until you have destroyed the rest of the enemies since they will all retreat
after Richter's defeat. It is especially important to defeat Berugen before
defeating Richter if you want the Skill Point.
Berugen will retreat when reduced to under 6000HP. Reduce his HP to
slightly above 6000HP and try to finish him off with a strong attack, and a
Support Attack may be helpful in dealing more damage in one strike as well.
------------------------------------------------------------------------------
Scenario 13-Arad
------------------------------------------------------------------------------
Player Units:
Daimos (Kazuya)
Albion/Daiku Maryu/Mother Vanguard
14 Squads
Player Reinforcements:
Nanga Brain (Nanga)
- Russ Brain (Russ)
Enemy Units:
Grand Cher x 04
- Grand Cher x 01
Grand Cher x 01 (Sheila)
- Grand Cher x 02
Grand Cher x 01 (Jonathon)
- Grand Cher x 02
Enemy Reinforcements:
Zubanza x 03
- Zubanza x 01
Poazan x 03
- Poazan x 02
Okopinia x 03
Garnoll x 01 (Raiza)
- Poazan x 02
Dari x 01 (Halleck)
Items:
Cost Down: Jonathon
Hachimaki: Halleck
Events:
Turn 2 Player Phase: Player Reinforcements Arrive
Enemy Units Defeated: Enemy Reinforcements Arrive
Skill Point:
Destroy all Enemy Units (not reinforcements) on or before Turn 5
Notes:
You may want to adjust your squad formations since this is your first
battle on Earth, and if any unit in a squad can not fly, then the whole squad
will be unable to fly. This is particularly important since most of this map
is covered in water. Using Gundam Wing units to lead land based squads may
be a good idea since Deathscythe, Heavyarms, Sandrock, and Nataku can adept
in water terrain.
Use Concentrate or Lock On to hit Jonathon and Sheila. After the enemy
units are defeated, some Daimos enemies arrive. Halleck challenges Kazuya to
a duel. You will have to duel no matter what your choice is, so it is best to
accept.
Finish up the rest of the enemies and the scenario will end. Nanga and
Russ will join with their Brains. Brains make for great squad mates since a
barrier will be given to everyone in a squad.
------------------------------------------------------------------------------
Scenario 13-Kusuha
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
13 Squads
Enemy Units:
Poazan x 04
- Poazan x 02
Tesura x 03
- Poazan x 01
Zubanza x 03
- Zubanza x 01
Dari x 03
- Zubanza x 01
Garnoll x 01 (Barbas)
- Dari x 01
- Poazan x 01
Items:
Booster: Barbas
Skill Point:
Destroy all enemy units on or before Turn 7
Notes:
Honestly this is a really simple scenario. The Poazans make for an easy
way to raise morale. The only difficult enemy is Barbas really, but just
attack from a range that avoids his ALL Attack (or just focus your attack on
the other members of his squad so he doesn't attack you himself).
------------------------------------------------------------------------------
Scenario 13-Ibis
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
Albion
Daiku Maryu
Alterion
Enemy Units:
Vegarion
Skill Point:
Survive until Turn 4
Notes:
You now have the chance to meet Surei, Ibis' rival, and Alterion's twin
machine. Ibis is given the choice to fight, or to surrender the Alterion. It
really doesnt matter which choice you make. If you choose to surrender then
Ibis is inspired by other members of Alpha Numbers and chooses to fight.
Simply move Alterion between Mother Vanguard and Albion to take
advantage of the command auras, and you should easily survive until Turn 4,
and maybe strike a few hits on Vegarion in the mean time.
------------------------------------------------------------------------------
Scenario 14-Zengar
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard
Zondo Gei (Tobia)
12 Squads
Player Reinforcements:
Albion
GM Custom x 01 (Burning)
- GM Custom x 01 (Monsha)
GM Custom x 01 (Bates)
- GM Cannon II x 01 (Adel)
Gundam GP03S x 01 (Kou)
- GM Cannon II x 01 (Kieth)
Enemy Units:
Crossbone Gundam X2 (Zabine)
Batara x 03
- Batara x 01
Pez Batara x 02
- Batara x 02
Pez Batara x 02
- Pez Batara x 02
Erebado x 02
- Pez Batara x 02
Quavarze x 01 (Giri)
- Abijo x 01 (Rose)
- Totouga x 01 (Banz)
Zamas Giri x 01
- Erebado x 02
Enemy Reinforcements:
Zaku II F2 x 03
- Zaku II F2 x 01
Gelgoog Marine x 01
- Rick Dom II x 02
Geara Doga x 01
- Gelgoog Marine x 02
Geara Doga x 01 (Rezun)
- Geara Doga x 02
Items:
Dual Sensor: Giri
Skurier Module: Rezun
Events:
3 Squads Remain: Player and Enemy Reinforcements Arrive
Skill Point:
Destroy Crossbone Gundam X2 before it retreats
Notes:
The first concern with this scenario is to kick Zabine's traitorous arse.
Squads deployed in the 7th, 10th, and 11th position will be closest to Zabine,
so deploy squads in those places that will be able to destroy Zabine as soon
as possible. Lock On or Concentrate spells are almost required to be able to
hit Zabine. Zabine will block all attacks made toward him, so you do not have
to worry about counterattacks but it will take a few hits to bring him down
(even though it is possible for a Zengar with some melee boosting to take him
down with one hit with Drill Boost Knuckle... which is rather satisfying to
take down his backstabbing wannabe bishonen ass in one shot).
Try to keep a squad or two with Mother Vanguard since Enemy
Reinforcements will arrive close to it, and your Player Reinforcements may
need some help from your other squads to hold off Rezun's forces.
Giri's squad is a pain in the ass, and it will always be a pain in the
ass. Finish off Rose and Banz first so that no one will Support Defend for
Giri. Use accuracy raising spells if needed, and use spells to decrease
damage taken since Giri's Quavarze can hit hard. >_<
When 3 enemy squads remain the Player and Enemy Reinforcements Arrive.
Use ALL Attacks to help take out the enemy squads (you may actually want Kieth
to lead the squad instead of Kou).
The scenario will end when all enemies are defeated. Kou will join with
GP03S, Kieth will join with GM Cannon II, Burning will join with GM Custom,
Monsha will join with GM Custom, Bates will join with a GM Custom, and Adel
will join with a GM Cannon II. Gundam GP01-Fb will also be delivered.
------------------------------------------------------------------------------
Scenario 14-Arad
------------------------------------------------------------------------------
Player Units:
Good Thunder
Goshogun
Player Reinforcements:
Mazinger Z (Koji)
- Diana A (Sayaka)
Combattler V (Hyoma)
Enemy Units:
Irikutai x 02
Irikutai x 05
- Irikutai x 01
Tezezar x 03
- Irikutai x 02
Kernagurl Battleship x 01
- Irikutai x 02
Items:
Chobham Armor: Kernagurl
Magnetic Coating: Tezezar
Events:
Turn 2 Player Phase: Player Reinforcements Arrive
Skill Point:
Destroy all enemies and then destroy Kernagurl
Notes:
This is basically a side story scenario. The Goshogun team saves Kenta
and a battle ensues. Take advantage of the command aura from Good Thunder to
raise hit and evade rates. Combattler V, Mazinger Z, and Diana A arrive as
reinforcements on Turn 2 Player Phase. Use the Irikutais to raise morale.
Attack the Tezezars and Kernagurl with ALL Attacks to destroy the Irikutais
that are accompanying them. Use damage reducing spells against Kernagurl to
prevent damage to your units.
Now it is back to the main group after this scenario...
------------------------------------------------------------------------------
Scenario 14-Kusuha
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
Zondo Gei (Umon)
- Dahgi Iris (Anna Marie)
Crossbone Gundam X1 (Kinkaid)
- Crossbone Gundam X2 (Zabine)
Daitarn 3 (Banjo)
- Taurus (Noin)
Player Reinforcements:
Daiku Maryu
9 Squads
Enemy Units:
Batara x 03
Batara x 03
- Batara x 01
Pez Batara x 01
- Batara x 02
Erebado x 03
Erebado x 03
- Batara x 02
Thousand Jupiter x 01
Events:
Turn 2 Player Phase: Enemy Reinforcements Appear
Skill Point:
Destroy all enemy mobile suits (wow... what a hard skill point)
Notes:
I really think it is neat how Kinkaid asks for enemy pilots to please
exit their mobile suit before he destroys it. ^^; Anyway, you just need to
destroy the enemies here, which becomes much easier once reinforcements
arrive. Basically have your starting units group together (and take advantage
of Berah's command aura), and take out enemys squad by squad.
After the enemy mobile suits are destroyed, you will earn the Skill
Point. Hit Thousand Jupiter a few times and the scenario will end.
Kinkaid will join with Crossbone X1. Zabine will join with Crossbone X2,
well for a little while anyway... Anna Marie will join with her Daghi Iris.
Umon will join with a Zondo Gei (but you'll receive the F91 shortly before the
intermission menu). Berah will join with the Mother Vanguard. Tobia
technically joins, but is not an official pilot yet.
------------------------------------------------------------------------------
Scenario 14-Ibis
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Albion/Mother Vanguard
Daimos
12 Squads
Player Reinforcements:
Nanga Brain (Nanga)
- Russ Brain (Russ)
Enemy Units:
Grand Cher x 04
- Grand Cher
Grand Cher (Sheila)
- Grand Cher x 02
Grand Cher (Jonathon)
- Grand Cher x 02
Enemy Reinforcements:
Puratsukuchinsuta? x 03
Dari x 03
- Poazan
Tesura
- Zubanaza
Kabutosgar x 03
Dari (Halleck)
Garnoll (Raiza)
Events:
Turn 2 Player Phase: Player Reinforcements Appear
Items:
Multiple Sensor: Dari (Halleck)
Thruster Module: Garnoll (Raiza)
Skill Point:
Destroy Enemy Units (not including Reinforcements) within 4 turns
Notes:
The first stage on Ibis' route on Earth, and the first encounter with the
Brain Powered universe. You will want to set up your Gundam squads to take
advantage of the flight abilities that any possess. Super Gundam, F91, Wing
Zero and Crossbones are all flight capable. Anything with an MA mode can fly
in that form. MP F91, 0083 units, Hardyguns, Qubeley Mk. IIs, MP Nus, and the
rest of the Gundam Wing cast can not fly without the help of a Minovsky Craft.
The land-based Gundam Wing units actually perform fairly well in the
water, so you don't need to worry about them too much. Any squads you create
without flight ability can ride on Albion or Mother Vanguard and be deployed
near an enemy, so do not be too concerned about them. Weaker UC Gundam units
will also not be much help here anyway against Sheila and Jonathon's Grand
Chers. The first four squads of Grand Chers will go down fairly easy though
since they won't activate their barriers for some reason.
Various Daimos enemies will arrive as part of the Enemy Reinforcements.
Halleck will challenge Kazuya (Daimos) to a duel. Accept the offer since it
is part of the recruitment process for Richter later, besides it gives Daimos
a full HP/EN regain. Halleck and Kazuya will duel on the islands to the south
away from the rest of the group. Have your forces destroy enemies while
Kazuya fights Halleck. Defeating Halleck will end the scenario, so hold off
on finishing the battle until you are satisfied with the number of enemy units
you have destroyed.
Nanga and Russ will join with their Brains after this scenario.
------------------------------------------------------------------------------
Scenario 15-Zengar (First Part)
------------------------------------------------------------------------------
Player Units:
Zaku II F2 (Tobia)
Enemy Units:
Crossbone Gundam X2 (Rose)
Events:
Turn 2: Tobia goes to 130 morale, becomes impossible to hit, and will
not miss for the remainder of the battle with X2.
Skill Point:
None (yet)
Notes:
Crossbone X2 can be obtained by Tobia, the only catch is that you must
reduce Crossbone X2's HP here without destroying it. Save at the start of the
scenario, spell up Tobia, and attack Rose. With any luck after 3-4 hits you
will reduce Crossbone X2's HP to critical. I'd suggest retrying the stage if
you destroy X2 since X2 is a fine unit, and it will be very helpful for the
remaining part of this scenario.
This section of the stage will end after X2 is destroyed/reduced to
critical. Tobia will leave the coliseum, but won't be able to take Bernadette
with him. Duo and Wufei help Tobia escape, and its onward to the second part
of this scenario.
------------------------------------------------------------------------------
Scenario 15-Zengar (2nd part)
------------------------------------------------------------------------------
Player Units:
Zaku II F2/Crossbone X2 x 01 (Tobia)
Gundam Double Zeta x 01 (Judau)
Hyakushiki x 01 (Beecha)
- Gundam Mk. II x 01 (Elle)
- Mega Rider x 01 (Mondo)
Qubeley Mk. II x 01 (Puru)
- Qubeley Mk. II x 01 (Puru Two)
Gundam Sandrock Custom x 01 (Quatre)
- Gundam Heavyarms Custom x 01 (Trowa)
Gundam Deathscythe Custom x 01 (Duo)
- Gundam Nataku Custom x 01 (Wufei)
Player Reinforcements:
Gundam Wing Wing Custom x 01 (Heero)
Enemy Units:
Batara x 03
- Batara x 01
Zondo Gei x 01
- Zondo Gei x 01
Den'an Zon x 01
- Den'an Zon x 01
Dahgi Iris x 01
- Den'an Zon x 01
Berga Giros x 01
- Berga Dalas x 02
Berga Dalas x 01
- Zondo Gei x 02
Zamas Giri x 03
Jupiteris 9 x 01
Enemy Reinforcements (1):
Quavarze x 01 (Giri)
- Abijo x 01 (Rose)
- Totuga x 01 (Banz)
Enemy Reinforcements (2):
Tallgeese III x 01 (Zechs)
- Geara Doga x 02
Geara Doga x 04
- Geara Doga x 02
Events:
Turn 1 Enemy Phase: Enemy Reinforcements (1) Arrive
Turn 3 Player Phase: Player Reinforcements and Enemy Reinforcements (2)
Arrive
Turn 6: All Player Units Retreat
Skill Point:
Destroy Giri's squad before or on Turn 5
Notes:
Take advantage of Concentrate spells to raise everyone's evasion since if
any unit is destroyed it will result in a Game Over.
Handle Giri's squad as always. Try to destroy Rose and Banz first so
Giri will have no one Support Defending her. You may want to save often since
it is possible that Giri may destroy a unit with a counterattack. Focus on
Giri's squad for the Skill Point.
All Player Units will retreat on Turn 6. Judau joins with Double Zeta.
Elle joins with Gundam Mk. II. Beecha joins with Hyakushiki. Mondo joins
with Mega Rider. Iino joins with no unit. Puru and Puru Two join with their
respective Qubeley Mk. IIs. Tobia will be an official pilot now with either
a Zaku II F2 or Crossbone Gundam X2 depending on how the first half of the
scenario ended. Quatre joins with Gundam Sandrock Custom. Duo joins with
Gundam Deathscythe Custom. Trowa joins with Gundam Heavyarms Custom. Wufei
joins with Gundam Nataku Custom. Heero joins with Gundam Wing Zero Custom.
------------------------------------------------------------------------------
Scenario 15-Arad
------------------------------------------------------------------------------
Player Units:
Hime Brain (Hime)
Player Reinforcements:
Albion/Daiku Maryu/Mother Vanguard
Huckebein Mk. III (Arad)
12 Squads
Enemy Units:
Grand Cher (Yuu)
Grand Cher (Kanan)
Enemy Reinforcements:
Grand Cher x 04
Grand Cher x 02
- Grand Cher x 01
Grand Cher x 02
- Grand Cher x 02
Grand Cher x 01 (Edgar)
- Grand Cher x 02
Items:
Booster: Edgar
Events:
Turn 2 Player Phase: Player and Enemy Reinforcements Appear
Skill Point:
Move Huckebein Mk. III to the highlighted square on or before Turn 5.
Notes:
Hime must hold her own against Yuu and Kanan for one whole turn. Just
cast Concentrate and move onto a building and Hime will almost be untouchable.
Player and Enemy Reinforcements Arrive on Turn 2. Grand Chers are easily
destroyed. Take advantage of ALL Attacks on the larger squads. Destroy
Edgar's Grand Cher before moving Arad over to the highlighted square. Edgar
will pop a Booster when his Grand Cher is destroyed, so you need to defeat him
before Arad moves to the highlighted square and ends the scenario.
Hime joins with her Brain after this scenario.
------------------------------------------------------------------------------
Scenario 15-Kusuha
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard
11 Squads
Enemy Units:
Poazan x 03
- Poazan x 01
Tesura x 03
- Poazan x 02
Dari x 02
- Zubanza x 01
Dari x 02
- Zubanza x 02
Skullrook x 01 (Berugen)
- Poazan x 02
Garnoll x 01 (Richter)
- Poazan x 02
Skill Point:
Destroy Berugen's Skullrook (retreats when reduced to under 6000HP)
Notes:
The hard part of this stage is that group of asteroids... since it will
force your units to take several turns to get through the area. Luckily there
is no time limit for the Skill Point, so feel free to take your time.
The Skill Point requirement is for the destruction of Berugen's
Skullrook, which can be done at any time. You can wait to finish him off as
soon as possible, or wait until he is the last remaining enemy, it is your
call. Be cautious of his ALL Attacks, and try to finish him off with a strong
attack being supported by another strong attack (again Kusuha has the Support
Attack skill).
------------------------------------------------------------------------------
Scenario 15-Ibis
------------------------------------------------------------------------------
Player Units:
Goshogun
Good Thunder
Player Reinforcements:
Mazinger Z
- Diana A
Combattler V
Enemy Units
Inrikutai x 07
- Inrikutai
Teheza x 03
- Inrikutai
Kernagurl Battleship (Kernagul)
Events:
Turn 2 Player Phase: Player Reinforcements Arrive
Items:
Chobham Armor
Skill Point:
Destroy Kernagurl
Notes:
Pretty simple stage, just remember that Goshogun pilots have spells
available to them to increase accuracy and refill HP. The battleship pilot
also has a spell to refill Goshogun's EN. Mazinger Z and Combattler V arrive
on Turn to help simplify things.
The only hard part is Kernagurl itself, since it is a rather tough
battleship with a strong attack. Try to hit it from long range with Goshogun
and the battleship. Use damage decreasing spells when attacking it and you
should be alright. ^_^
No one joins you after this scenario. ^^;
------------------------------------------------------------------------------
Scenario 16-Zengar
------------------------------------------------------------------------------
Player Units:
Ra Kailum (Bright)
MP Nu Gundam x 01 (Kayra)
- Hardygun x 01 (Berghito)
Super Gundam x 01 (Emma)
- Hardygun x 01 (Katz)
Player Reinforcements:
Daiku Maryu
Mother Vanguard
Albion
12 Squads
Enemy Units:
Rick Dom II x 03
- Rick Dom II x 02
Gelgoog Marine x 01
- Gelgoog Marine x 02
Geara Doga x 04
- Geara Doga x 01
Geara Doga x 02
- Geara Doga x 02
Jagd Doga x 01 (Gyunei)
- Geara Doga x 02
Musaka x 03
- Geara Doga x 02
Sadalahan x 01 (Nanai)
- Geara Doga x 02
Enemy Reinforcements:
Sazabi x 01 (Char)
Events:
Turn 3 Player Phase: Player Reinforcements Arrrive
4 Enemy Squads Remain: Enemy Reinforcements Arrive
Skill Point:
Reduce number of enemy squads to 4 on or before Turn 7
Notes:
Accelerate your units forward once the Player Reinforcements Arrive. Try
to take advantage of ALL Attacks to clear off enemy squads quickly. Use
accuracy raising spells on Gyunei to be able to hit him.
Char will arrive when the number of enemy squads is reduced to 4. Use
Concentrate and Lock On to hit him. Also try to attack from close range to
prevent being hit with an ALL Attack. Char will retreat when his HP is
reduced to under 6,000HP and any remaining enemy squads will also retreat.
Kayra joins with MP Nu Gundam. Berghito joins with a Hardygun. Katz
joins with a Hardygun. Emma joins with Super Gundam. Bright joins with Ra
Kailum. Amuro also joins with an MP Nu Gundam even though he didn't appear
in the scenario. Camille will join with no designated unit since Roux has
Zeta... maybe that should be changed immedately... Fa also joins with the
Methuss of course. Lots of goodies will be delivered after the scenario and
you may want to put that Minovsky Craft on Grungust Sanshiki.
------------------------------------------------------------------------------
Scenario 16-Arad
------------------------------------------------------------------------------
Player Units:
Gaigar
Player Reinforcements (1):
Hime Brain (Hime)
- Nanga Brain (Nanga)
- Russ Brain (Russ)
Player Reinforcements (2):
Good Thunder
Goshogun
Albion/Daiku Maryu/Mother Vanguard
10 Squads
Enemy Units:
EI-02
Enemy Reinforcements:
Irikutai x 05
- Irikutai x 01
Dogarpu x 03
- Irikutai x 02
Bundle Battleship (Bundle)
- Irikutai x 02
Events:
Turn 2 Player Phase: Player Reinforcements (1) Arrive and start at 120
Morale
Turn 3 Player Phase: Gaigar performs "Final Fusion" to become Gaogaigar
EI-02 is Defeated: Gaogaigar Retreats and Player Reinforcements (2) and
Enemy Reinforcements Arrive
Skill Point:
Destroy Bundle's battleship (retreats when reduced to under 7,000HP)
Notes:
The scenario starts with Guy and Ghaleon attacking EI-02, and then fusing
into Gaigar. EI-02 can not be defeated in the first two turns since it will
regenerate. The Brain squad that arrives on Turn 2 is a great help in
reducing EI-02's HP though.
On Turn 3, Gaigar performs Final Fusion to become Gaogaigar. EI-02 can
now be destroyed. If EI-02 is not destroyed with Gaogaigar's Hell and Heaven
attack an event will take place where Gaogaigar will use the move on EI-02.
Gaogaigar will retreat after Mamoru's intervention with the Zonder core.
Enemy and Player Reinforcements will arrive after EI-02's defeat. The
Skill Point requirement will now be available where Bundle's battleship must
be destroyed. Take advantage of the Irikutais to build up morale on your
best Super Robot. Move Arad, or another pilot with the Support Attack ability
next to the attacking Super Robot to be able to more damage. You need to
reduce Bundle's HP to slightly above 7000HP before attacking it.
The scenario will end after all enemies are destroyed. Goshogun will
now join your group.
------------------------------------------------------------------------------
Scenario 16-Kusuha
------------------------------------------------------------------------------
Player Units:
Albion (Synapse)
GM Custom (Burning)
- GM Custom (Monsha)
Zeta Gundam (Camille)
- Methuss (Fa)
Gundam Mk. II (Emma)
Gundam GP03 (Kou)
- GM Cannon II (Kieth)
Hardy Gun (Berghito)
- Hardy Gun (Katsu)
MP Nu Gundam (F) (Amuro)
- MP Nu Gundam (I) (Kayra)
GM Custom (Bates)
- GM Cannon II (Adel)
Enemy Units:
Barzam x 02
- Barzam x 01
Barzam x 03
- Barzam x 02
Hamrabi x 01 (Tanger)
- Barzam x 02
Hamrabi x 01 (Ramses)
- Barzam x 02
Hamrabi x 01 (Yazan)
- Barzam x 02
Magellan x 02
Items:
Cost Down: Yazan
Dual Sensor: Ramses
Magnetic Coating: Tanger
Skill Point:
Destroy Yazan's unit last.
Notes:
Honestly... I really like GM Customs... they have a surprisingly good ALL
attack... which is nice against the Barzam squads. The Hardyguns ALL attack
can even be used after moving. The GM Cannon IIs also make some for some
excellent long range snipers... and their long range attack is an ALL Attack
as well.
Basically feel free to shoot the enemy squads well outside of their
effective attack range with the above units and the Albion.
The skill point is hard in only one way... it is hard resisting killing
that bastard Yazan until you destroy everything else first. >_< I'm sure
you can manage though. ^_^
No one joins after this scenario... and it is back over to our main
group...
------------------------------------------------------------------------------
Scenario 16-Ibis
------------------------------------------------------------------------------
Player Units:
Hime Brain (Hime)
Player Reinforcements:
Mother Vanguard
Alterion
12 Squads
Enemy Units:
Grand Cher (Yuu)
Grand Cher (Kanan)
Enemy Reinforcements (1):
Grand Cher x 09
- Grand Cher
Grand Cher (Edgar)
- Grand Cher x 02
Enemy Reinforcements (2):
Grand Cher
- Grand Cher
Enemy Reinforcements (3):
Vegarion (Surei)
Events:
Turn 2: Enemy and Player Reinforcements Appear
Any Grand Cher squad is destroyed: Enemy Reinforcements (2) Appear
(this repeats six times)
Alterion reaches the highlighted square: Enemy Reinforcements (3) Appear
and Ibis' morale will go down to 80.
Items:
Booster
Skill Point:
Destroy at least 6 Grand Cher squads
Notes:
Hime finds a brain. XD *cough* Player Reinforcements show up on Turn 2
so Hime doesn't have to fight alone for very long. Actually you could have
her retreat toward the northeast to meet up with the reinforcements when they
arrive.
Yuu and Kanan's Grand Chers will retreat when their HP reaches below
1000, so be sure to finish them off with a strong attack (they give pretty
good experience by the way). A new Grand Cher squad will replace any
destroyed Grand Cher squads though, and this will repeat up to six times.
The focus of this stage is for the Alterion to reach a square on the map.
Scale out the map with the right analog stick to find it. There is no time
limit, so go ahead and destroy the Grand Chers before heading over there. If
you destroy at least 6 squads, the Skill Point is yours.
After finishing off the Grand Chers, move Alterion over to the
highlighted square to save a young girl, and trigger Surei's appearance.
Ibis' morale will go down to 80, so she won't be particularly effective, but
I'm sure you have other units that will be happy to destroy Vegarion. ^_^
------------------------------------------------------------------------------
Scenario 17-Zengar
------------------------------------------------------------------------------
Player Units:
Getter Ryger (Hayato, Musashi, and Benkei)
- Lady Command (Michiru)
Player Reinforcements (1):
Hyouryu
Enryu
Player Reinforcements (2)
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Enemy Units:
Dari x 02
- Zubanza x 02
Zubanza x 03
- Zubanza x 01
Poazan x 04
- Poazan x 01
Okopinia x 02
- Poazan x 02
Tesura x 02
- Poazan x 02
Skullrook x 01 (Berugen)
- Poazan x 02
Enemy Reinforcements (1):
Zubanza x 03
Enemy Reinforcements (2):
EI-07
Items:
Skurier Module: EI-07
Events:
Turn 2 Player Phase: Enemy Reinforcements (1) and Player Reinforcements
(1) Arrive
Turn 4 Player Phase: Player Reinforcements (2) Arrive
Turn 5 Player Phase: Enemy Reinforcements (2) Arrive, Berugen Retreats
and Player Reinforcements (3) Arrive
Anyone has a battle encounter with EI-07: Hyouryu and Enryu become
Choryujin
Skill Point:
Destroy all enemies on or before Turn 7
Notes:
Getter Ryger should probably concentrate on evading enemies attacks, and
moving over to a building will help its evade and hit rates. Some Zubanzas
will try to attack another section of the map, but Hyouryu and Enryu arrive to
stop them. The two should just use Concentrate spells and should be able to
easily handle themselves.
Reinforcements do not arrive until Turn 4. You should send a few units
north to help with EI-07 when it arrives on the next turn. The rest should
move to wipe up the enemies that were facing Getter Ryger.
Berugen will retreat on Turn 5 when EI-07 appears. Gaogaigar will arrive
to face it, and Guy will start off with 150 morale. Reduce EI-07's HP to
around 5000HP and then have Guy finish it off with a Hell and Heaven.
Ryoma, Hayato, and Benkei will now pilot Getter G. Musashi will pilot
Black Getter. Michiru will pilot the Lady Command.
------------------------------------------------------------------------------
Scenario 17-Arad
------------------------------------------------------------------------------
Player Units:
Albion/Daiku Maryu/Mother Vanguard
12 Squads
Player Reinforcements (1):
Enryu
Hyouryu
Enemy Units:
Dari x 02
- Zubanza x 01
Dari x 01
- Zubanza x 02
Poazan x 02
- Poazan x 02
Tesura x 02
Okopinia x 02
Skullrook x 01 (Berugen)
- Poazan x 02
Enemy Reinforcements (1):
Zubanza x 04
- Zubanza x 01
Enemy Reinforcements (2):
EI-07
Items:
Mega Generator: Berugen
Scurrier Module: EI-07
Events:
Turn 2 Enemy Phase: Player Reinforcements (1) and Enemy Reinforcements
(1) Arrive
Berugen is Defeated: Remaining Enemies Retreat, Enemy Reinforcements
(2), and Player Reinforcements (2) Arrive
EI-07 is Attacked: Enryu and Hyouryu perform Symmetrical Docking to
form Choryujin
Skill Point:
Destroy Berugen's Skullrook (retreats when reduced to under 5,000HP)
Notes:
The scenario starts off simply enough with the enemies directly in front
of you. Take advantage of the enemy squads to help raise up morale. Some
Zubanzas will try to attack the GGG Base from behind, but Enryu and Hyouryu
show up to hold them off. Enryu and Hyouryu both have Concentrate spells,
which should prevent either of them from being hit.
Berugen's Skullrook will retreat when its HP is reduced to below 5,000HP,
so be sure to finish it off with a strong attack (preferably with a Support
Attack to back it up). The rest of the enemy forces retreat when Berugen is
defeated. EI-07 arrives, and Gaogaigar deploys to encounter it.
The first attack against EI-07 will cause Enryu and Hyouryu to move
toward EI-07 and perform Symmetrical Docking to become Choryujin. Reduce
EI-07's HP to around 6000HP or less and use Gaogaigar's Hell and Heaven to
finish it off for the proper feel. ^_^
EI-07 tries to self destruct, but Choryujin uses Eraser Head to confine
the destructive energies and sends them to space.
------------------------------------------------------------------------------
Scenario 17-Kusuha
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
Daiku Maryu
Zondo Gei (Tobia)
13 Squads
Enemy Units:
Crossbone X2 (Zabine)
Batara x 07
- Batara x 01
Erebado x 02
- Den'an Zon x 02
Berga Dalas x 02
- Batara x 02
Berga Giros x 01
- Pez Batara x 02
Dahgi Iris x 01
- Pez Batara x 02
Quavarze (Giri)
- Abijo (Rose)
- Totuga (Banzu)
Zamas Giri
- Berga Dalas x 02
Items:
Biosensor: Giri
Booster: Rose
Skill Point:
Destroy Crossbone X2 before it escapes
Notes:
Zabine makes the ever predictable defection from the group... well at
least you get to make him feel some pain for it. Zabine will not
counterattack and will only block your attacks. Use Accelerate and Lock On
or Concentrate to rush in and hit him with a few units.
Most of the units here are cannon fodder, so build up your morale for
facing Giri's squad last. I'd be sure to destroy Rose first since she pops
a Booster, and if Giri is defeated first, then the whole squad will retreat.
Banzu doesn't drop anything unfortunately. >>
The Daiku Maryu crew will meet up with the Albion crew after this
scenario. Gundam GP01-Fb will also be delivered.
------------------------------------------------------------------------------
Scenario 17-Ibis
------------------------------------------------------------------------------
Player Units:
Guy
Player Reinforcements (1):
Nanga Brain (Brain)
- Russ Brain (Russ)
- Hime Brain (Hime)
Player Reinforcements (2):
Goshogun
Good Thunder
Daiku Maryu/Mother Vanguard/Albion
10 Squads
Enemy Units:
EI-02
Enemy Reinforcements:
Irikutai x 09
- Irikutai
Dogarpu x 04
- Irikutai
Bundle Battleship
Events:
Turn 2: Player Reinforcements (1) Arrive, Guy becomes Gaigar
Turn 3: Final Fusion (Gaigar becomes Gaogaigar)
EI-02 is Defeated: Gaogaigar retreats and Player Reinforcements (2) and
Enemy Reinforcements Appear
Skill Point:
Destroy Bundle's Battleship
Notes:
If you've seen the first episode of Gaogaigar TV, this will look
familiar. ^_^; Guy saves Mamoru, his friends, and Ibis and Irui. Guy then
begins fighting EI-02. Of course attacks are not being as strong as they need
to be. Just last out until Turn 3 and Gaogaigar will be accessible.
Hopefully Gaogaigar and the Brains will be able to take out EI-02 now.
Gaogaigar will use a Hell and Heaven on EI-02 when it is defeated to remove
the Zondar core. Mamoru will transform and change the core back to a human.
Gaogaigar will then leave the scene, and Goshogun enters in response to
Bundle's forces arrival. Player Reinforcements will then arrive. Move your
units southwest, and try to let your Super Robots destroy some of the
Irikutais to raise their morale. Bundle will retreat when its HP goes below
7000, so you will need to finish it off with a strong strike for the Skill
Point. I like Daitarn 3's Sun Attack with a support from Alterion myself.
Goshogun will join after this battle. You may want to wait to upgrade
your units until after this next battle though. None of your own squads will
be used, and you might have some more upgrading options with a little more
cash after the next scenario.
------------------------------------------------------------------------------
Scenario 18-Zengar
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard/Albion
12 Squads
Hime Brain
Yuu Brain
Daimos
Enemy Units:
Grand Cher x 01 (Kanan)
Grand Cher x 01 (Sheila)
- Grand Cher x 02
Grand Cher x 05
- Grand Cher x 01
Grand Cher x 01
- Grand Cher x 02
Enemy Reinforcements (1):
Grand Cher x 05
Grand Cher x 01
- Grand Cher x 01
Grand Cher x 01 (Edgar)
- Grand Cher x 02
Grand Cher x 01 (Jonathon)
- Grand Cher x 02
Enemy Reinforcements (2):
Kabutonaga x 01
Sasorinaga x 01
Okopinia x 01
- Poazan x 02
Tesura x 01
- Poazan x 02
Dari x 02
- Zubanza x 02
Garnoll x 01 (Raiza)
Dari x 01 (Halleck)
Items:
Biosensor: Raiza
Organic Bit: Jonathon
Events:
Turn 1 Enemy Phase: Sheila destroys Kanan's Grand Cher. Yuu and Hime
form a squad together and use Chakra Extension on Sheila
Enemy Units are Destroyed: Enemy Reinforcements (1) Arrive
Jonathon is Defeated: Enemy Reinforcements (2) Arrive
Skill Point:
Destroy Jonathon's Grand Cher on or before Turn 8
Notes:
Yuu finally shows up and the Chakra Extension combination attack will now
be available. Sheila will destroy Kanan's Grand Cher, but Kanan will be saved
since we need her to pilot a Brain Child later. ^_^ Accelerate toward the
enemy units and try to finish them off as quickly as possible. The first set
of enemy reinforcements will arrive to the center of the southern portion of
the map, which is quite different from other versions of this scenario where
they will arrive to the center eastern portion of the map.
Edgar will not drop an item, so destroy Jonathon immediately if you want,
or destroy the rest of the enemies first for experience, PP, and money.
Daimos enemies will arrive after Jonathon's defeat. Halleck will
challenge Kazuya do a duel, which you should accept (first choice) since it
does not matter what you say and you should be honorable anyway. ^^
Destroy Raiza before finishing off Halleck to pick up a Biosensor. The
scenario will end after Halleck's defeat.
Yuu will join with Yuu Brain after the scenario.
------------------------------------------------------------------------------
Scenario 18-Arad
------------------------------------------------------------------------------
Player Units:
Albion/Daiku Maryu/Mother Vanguard
Hime Brain (Hime)
Yuu Brain (Yuu)
Hyouryu
- Enryu
Enemy Units:
Grand Cher x 05
- Grand Cher x 01
Grand Cher x 01
- Grand Cher x 02
Grand Cher x 01 (Kanan)
Grand Cher x 01 (Sheila)
- Grand Cher x 02
Enemy Reinforcements:
Grand Cher x 05
Grand Cher x 01
- Grand Cher x 01
Grand Cher x 01 (Jonathon)
- Grand Cher x 02
Grand Cher x 01 (Edgar)
- Grand Cher x 02
Items:
Booster: Sheila
Organic Bit: Jonathon
Events:
Turn 1 Enemy Phase: Sheila destroys Kanan's Grand Cher. Yuu and Hime
form a squad together and use Chakra Extension on Sheila.
Enemy Units are Destroyed: Enemy Reinforcements Appear
Skill Point:
Destroy Jonathon's Grand Cher on or before Turn 8
Notes:
Use Accelerate to help your main units catch up to Yuu and Hime. Yuu and
Hime gain access to the Chakra Extension Combination Attack after Sheila makes
the mistake of attacking Kanan. Hime and Yuu can hold their own while waiting
for the rest of the Player Reinforcements to arrive.
Enemy Reinforcements arrive after the Enemy Units are Destroyed.
Defeating Jonathon will cause the rest of the Enemy Reinforcements to Retreat.
Edgar does not pop an item by the way.
A tidal wave threatens to hit the GGG base, but Hime and Yuu manage to
hold it off long enough for Choryujin to use Eraser Head.
Yuu joins with his Brain. You are given the option to name your group
after this scenario.
------------------------------------------------------------------------------
Scenario 18-Kusuha
------------------------------------------------------------------------------
Player Units:
Double Zeta Gundam (Judau)
- Mega Rider (Iino)
Hyakushiki (Beecha)
- Super Gundam (Elle)
Qubeley Mk. II (Puru)
- Qubeley Mk. II (Puru Two)
Player Reinforcements:
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Enemy Units:
Geara Doga x 09
- Geara Doga x 01
Geara Doga x 03
- Geara Doga x 02
Geara Doga x 01 (Rezun)
- Geara Doga x 02
Musaka x 02
- Geara Doga x 02
Items:
Chobham Armor: Rezun
Events:
8 enemies are destroyed/Turn 3 Player Phase: Player Reinforcements
Arrive
Skill Point:
Destroy 8 enemies on or before Turn 2 (well it will be Turn 2... not like
it can happen any sooner than that).
Notes:
I hate this scenario... this is actually a rather tough Skill Point to
get... actually it is a hard stage in general for one reason. If -any- single
one of your units is destroyed, then it is Game Over. >_<
Okay, the skill point. I suggest having Iino (Mega Rider pilot)
temporarily lead Judau's squad. Have Puru cast Concentrate and move next to
the space with debris next to Mega Rider. The debris is important since it
will give a 15+ bonus to your evade rate. Attack a Geara Doga with the Mega
Rider performing a support attack, and you should have one dead Geara Doga.
Have Judau lead his squad again, cast Concentrate, and move next to Super
Gundam. This should critically wound a Geara Doga (or maybe destroy it).
Have Elle cast Concentrate, and attack whoever you please, hopefully from a
space with debris.
Try to counterattack everyone that does attack. On Turn 2, try to wound
some more units, and cast Concentrate for everyone again. You may want to
have Puru Two lead her squad now that Puru probably depleted all of her
Qubeley's by attacking with funnels. With any luck you will have destroyed 8
units with counterattacks before Turn 2 is over.
Use healing spells on any units that need it after your Reinforcements
arrive. I would suggest saving too if you've obtained the Skill Point.
Remember that if -any- Player Unit is destroyed, that you will lose this
stage.
Finish up the Geara Dogas. Be careful around Rezun, and try to attack
the Musukas from close range to avoid ALL Attacks. Use Luck if you can to
increase the amount of money received.
All of the Double Zeta crew will join after the scenario is finished.
A Minovsky Craft, 3 Dustproofings, 2 Rations, 1 Propellent Tank, 1
Cartridge, and 1 Repair Kit will be delivered after the scenario.
------------------------------------------------------------------------------
Scenario 18-Ibis
------------------------------------------------------------------------------
Player Units:
Big Shooter (Miwa)
Player Reinforcements (1):
Steel Jeeg
Player Reinforcements (2):
Combattler V (Hyoma)
Mazinger Z (Koji)
Diana A (Sayaka)
Boss Borot (Boss)
Black Getter (Musashi)
Lady Command (Michiru)
Enemy Units:
Rugon x 01
Garuga x 01
Enemy Reinforcements:
Rugon x 04
Garugu x 04
Ramatano Orochi (Ikima))
Events:
Turn 2: Jeeg appears, and Big Shooter joins Jeeg's squad.
Enemy Units are Destroyed: Enemy and Player Reinforcements Arrive
Items:
Hybrid Armor: Ikima
Skill Point:
Destroy all enemies before they reach the base.
Notes:
Poor Hiroshi... having your father die and finding out that you are
really a cyborg... and of course are needed to help save the world... that
can't be a fun experience... Anyway, start off by moving Big Shooter straight
north. This will lead the enemies to where Jeeg will show up, and help you
destroy the enemy units in the minimum amount of time possible (not that it
matters really, but I like it).
Enemy Reinforcements will then arrive, but so will Player Reinforcements.
Try to surround Ikima's unit as soon as possible to prevent it from moving. I
like having it be surrounded by Combattler V, Mazinger Z, Boss Borot, and
Black Getter with other units filling up the diagonal corners. Ikima will not
flee and will be unable to move so you will be able to take your time
destroying him. ^_^ Have Michiru cast Luck on whoever will land the
finishing blow to obtain more money.
Mazinger Z, Diana A, Boss Borot, Black Getter, Lady Command, Steel Jeeg,
Big Shooter, and Combattler V (and their respective pilots) will join after
this scenario.
------------------------------------------------------------------------------
Scenario 19-Zengar
------------------------------------------------------------------------------
Player Units:
Grungust Sanshiki (Zengar)
Steel Jeeg
Big Shooter (Miwa)
Enemy Units:
Takeru
Megaruga (Kukuru)
Enemy Reinforcements (1):
Rugon x 07
- Garuga x 01
Girara x 01
- Rugon x 01
Girara x 01
- Garuga x 01
Ramatano Orochi x 01 (Amon)
Enemy Reinforcements (2):
Bato x 02
- Bato x 01
Bato x 01
- Bato x 02
Giro x 01
- Giro x 01
Saki x 01
- Saki x 01
Zar x 01
- Zar x 01
Sai x 01
- Sai x 01
Sen 2 x 01 (Zanki)
Items:
Chobham Armor: Zanki
Hachimaki: Takeru
Magnetic Coating: Amon
Events:
Takeru reduced to below 7,000HP Player and Enemy Reinforcements (1)
Arrive
Player Turn after Reinforcements Arrive: Enemy Reinforcements (2) Arrive
Skill Point:
Destroy all enemies on or before Turn 7
Notes:
Takeru is recruitable if Jeeg defeats Takeru all by himself. Jeeg should
use Concentrate on every turn while facing Takeru. Zengar should go face
Kukuru.
Once the enemy reinforcements appear you should have Ryoma (Getter Dragon
pilot) have a battle encounter with Zanki, the blue skinned guy in a roman
style helmet because it is a requirement for recruiting Radora later.
Otherwise this scenario is nothing out of the ordinary. Flying units of
course have an advantage on the terrain. Take advantage of ALL Attacks, and
attack the Ramatano Orochi from close range to avoid being hit with an ALL
attack yourself.
------------------------------------------------------------------------------
Scenario 19-Arad
------------------------------------------------------------------------------
Player Units:
Big Shooter (Miwa)
Player Reinforcements (1):
Steel Jeeg
Player Reinforcements (2):
Combattler V (Hyoma)
Mazinger Z (Koji)
- Diana A (Sayaka)
- Boss Borot (Boss)
Black Getter (Musashi)
- Lady Command (Michiru)
Enemy Units:
Rugon x 01
Garugu x 01
Enemy Reinforcements:
Garuga x 04
- Rugon x 01
Garuga x 03
- Rugon x 02
Ramatano Orochi (Ikima)
Events:
Turn 2: Jeeg appears, and Big Shooter joins Jeeg's squad.
Enemy Units are Destroyed: Enemy Reinforcements Reinforcements Arrive
Player Phase after Enemy Reinforcements Arrive: Player Reinforcements
(2) Arrive
Items:
Hybrid Armor: Ikima
Skill Point:
Destroy all enemies squads except Ikima before they reach the base.
Notes:
Poor Hiroshi... having your father die and finding out that you are
really a cyborg... and of course are needed to help save the world... that
can't be a fun experience... Anyway, start off by moving Big Shooter straight
north. This will lead the enemies to where Jeeg will show up, and help you
destroy the enemy units in the minimum amount of time possible (not that it
matters really, but I like it).
Concentrate on defending the base from approaching enemy squads. Ikima
will probably stop moving when he is within range to attack Jeeg, who should
be able to invade Ikima's long range attacks. Surround and attack Ikima when
the enemy squads are finished.
Mazinger Z, Diana A, Boss Borot, Black Getter, Lady Command, Steel Jeeg,
Big Shooter, and Combattler V (and their respective pilots) will join after
this scenario.
------------------------------------------------------------------------------
Scenario 19-Kusuha
------------------------------------------------------------------------------
Player Units:
Daiku Maryu/Mother Vanguard/Albion
Yuu Brain
- Hime Brain
Daimos
12 Squads
Enemy Units:
Poazan x 03
- Poazan x 02
Zubanza x 03
- Zubanza x 01
Okopinia x 03
Garnoll x 01 (Raiza)
- Poazan x 02
Dari x 01 (Halleck)
Skill Point:
Destroy all enemies, and then destroy Halleck's unit
Notes:
Sheila destroys Kanan's Grand Cher at the start... what a shame... Kanan
will just have to receive a replacement in the near future...
Kazuya is given a choice whether to face Halleck in a duel or not.
Accept the duel since that is the better action, and you still have to duel
if you choose to not accept the duel.
Honestly a fairly simple stage. Beat up enemies to build up morale,
and destroy the Garnoll (again try to attack from close range to avoid ALL
attacks).
Daimos can move above one of the towers to improve his hit and evade
rates. Feel free to use a morale raising spell and finish off Halleck after
the other units are destroyed.
------------------------------------------------------------------------------
Scenario 19-Ibis
------------------------------------------------------------------------------
Player Units:
Hime Brain (Hime)
- Yuu Brain (Yuu)
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Player Reinforcements:
Enryu
Houryu
Enemy Units:
Grand Cher x 07
Grand Cher
Grand Cher (Kanan)
- Grand Cher x 02
Grand Cher (Sheila)
- Grand Cher x 02
Grand Cher (Jonathon)
- Grand Cher x 02
Enemy Reinforcements:
Grand Cher x 04
- Grand Cher
Grand Cher (Edgar)
- Grand Cher x 02
Events:
Kanan, Sheila, or Jonathon are Hit: Enemy and Player Reinforcements
Arrive
Turn after Enryu and Houryu appear: Enryu and Houryu combine into
Choryujin
Items:
Biosensor
Organic Bot?
Skill Point:
Destroy all enemies before the end of Turn 6
Notes:
Obviously units with good movement (and preferably flight) will be most
useful here. While you send your main force to take care of the obvious Grand
Chers, I would suggest you send a squad or two to the north central portion of
the map which will be where the Enemy Reinforcements arrive. Houryu, Enryu,
and their combined form Choryujin can handle these units on their own (as long
as some healing spells are cast on them), but it would be easier to obtain the
Skill Point if they had some help.
Kanan (the long blue haired enemy pilot) can be convinced by Yuu, so you
will want to try to do that.
Take advantage of Concentrate, Sure Hit, and Accelerate spells and you
should be fine. ^_^
Yuu and Hime try to stop a tidal wave at the end... but Choryujin's
Eraser Head seems to save the day. Yuu will join with his Brain after this
scenario. The Chakra Extension combination attack for Yuu and Hime will also
be available.
------------------------------------------------------------------------------
Scenario 20-Zengar
------------------------------------------------------------------------------
Player Units:
Garuba FX-II (Nana)
Player Reinforcements (1):
Daimos
Player Reinforcements (2):
Daiku Maryu
Mother Vanguard/Albion
12 Squads
Enemy Units:
Dari x 01
- Poazan x 01
Poazan x 02
- Poazan x 01
Tesura x 01
- Poazan x 01
Okopinia x 01
- Poazan x 01
Zubanza x 02
Enemy Reinforcements:
Okopinia x 01
- Poazan x 01
Dari x 03
- Zubanza x 01
Kabutonaga x 02
Sasorinaga x 02
Garnoll x 01 (Raiza)
- Poazan x 02
Skullrook x 01 (Bergen)
- Poazan x 01
Enemy Reinforcements:
Kuran x 01
Events:
Turn 2 Player Phase: Player Reinforcements (1) Arrive
Turn 3 Player Phase: Player Reinforcements (2) Arrive
Turn 3 Enemy Phase: Player Characters lose morale and ability to use
spells
Turn 5 Player Phase: Player Characters regain morale and ability to
use spells.
Skill Point:
Destroy Berugen's Skullrook
Notes:
Take advantage of the terrain at the start for easy hit/evade bonuses and
HP/EN Refills. When your Player Reinforcements arrive, you may need to make
some squad adjustments at that moment since Getter Dragon was delivered with
no fanfare and Musashi is now piloting Black Getter. Michiru's Lady Command
is also available.
This stage is just insane. oO; Basically from Turn 4-5 your units will
be worthless since they do not have access to spells and their morale takes a
huge drop. Luckily they show up near the start point, and there is lots of
terrain you can take advantage of to improve hit/evade rates and receive HP/EN
refills.
Irui freaks out on Turn 5 Enemy Phase... and the resulting events allow
your units to gain back their lost morale and the ability to use spells.
Kurain will appear, which will contain Halleck and Erika. Do not destroy the
Kurain! Finish up the enemy units (and use Luck on Skullrook and
Garnoll), then focus on Kurain. The idea is to get it to critical HP, so
when you use an attack that would normally finish the mecha, use Mercy so that
it will have 10 HP remaining.
Before the intermission screen you will receive a Minovsky Craft,
Repair Kit, Propellent Tank, and a Cartridge.
------------------------------------------------------------------------------
Scenario 20-Arad
------------------------------------------------------------------------------
Player Units:
Garuba FX-II (Nana)
Player Reinforcements (1):
Daimos (Kazuya)
Player Reinforcements:
Daiku Maryu
Mother Vanguard/Albion
12 Squads
Enemy Units:
Poazan x 02
- Poazan x 01
Dari x 01
- Poazan x 01
Zubanaza x 02
Tesura x 01
- Poazan x 01
Okopinia x 01
- Poazan x 01
Enemy Reinforcements (1):
Peratsukumonster x 02
Sasorinaga x 02
Kabutonaga x 02
Dari x 03
- Zubanaza x 01
Okopinia x 01
- Poazan z 01
Tesura x 01
- Poazan x 01
Skullrook x 01 (Berugen)
- Poazan x 02
Garnoll x 01 (Raiza)
- Poazan x 02
Enemy Reinforcements (2):
Kurain x 01
Events:
Turn 2: Daimos Arrives & forms a squad with Garuba FX-II
Turn 3: Player Reinforcements (2) Arrive
Enemy Units Destroyed: Enemy Reinforcements Arrive.
2 Turns after Enemy Reinforcements Arrive: Player Units raise to 100
morale and regain ability to use spells. Enemy Reinforcements (2) Appear
Skill Point:
Destroy Berugen's Skullrook.
Events:
Take advantage of the terrain at the start for easy hit/evade bonuses and
HP/EN Refills. When your Player Reinforcements arrive, you may need to make
some squad adjustments at that moment since Getter Dragon was delivered with
no fanfare and Musashi is now piloting Black Getter. Michiru's Lady Command
is also available.
This stage is just insane. oO; Basically for two turns your units will
be worthless since they do not have access to spells and their morale takes a
huge drop. Luckily they show up near the start point, and there is lots of
terrain you can take advantage of to improve hit/evade rates and receive HP/EN
refills.
Irui freaks out on Turn 5 Enemy Phase... and the resulting events allow
your units to gain back their lost morale and the ability to use spells.
Kurain will appear, which will contain Halleck and Erika. Do not destroy the
Kurain! Finish up the enemy units (and use Luck on Skullrook and
Garnoll), then focus on Kurain. The idea is to get it to critical HP, so
when you use an attack that would normally finish the mecha, use Mercy so that
it will have 10 HP remaining.
Before the intermission screen you will receive a Minovsky Craft,
Repair Kit, Propellent Tank, a Cartridge. and Dustproofing.
------------------------------------------------------------------------------
Scenario 20-Kusuha
------------------------------------------------------------------------------
Player Units:
Garuba FX-II (Nana)
Player Reinforcements (1):
Daimos (Kazuya)
Player Reinforcements:
Daiku Maryu
Mother Vanguard/Albion
12 Squads
Enemy Units:
Poazan x 02
- Poazan x 01
Dari x 01
- Poazan x 01
Zubanaza x 02
- Poazan x 01
Tesura x 01
- Poazan x 01
Okopinia x 01
- Poazan x 01
Enemy Reinforcements (1):
Peratsukumonster x 02
Sasorinaga x 02
Kabutonaga x 02
Dari x 03
- Zubanaza x 01
Okopinia x 01
- Poazan z 01
Tesura x 01
- Poazan x 01
Skullrook x 01 (Berugen)
- Poazan x 02
Garnoll x 01 (Raiza)
- Poazan x 02
Enemy Reinforcements (2):
Kurain x 01
Events:
Turn 2: Daimos Arrives & forms a squad with Garuba FX-II
Turn 3: Player Reinforcements (2) Arrive
Turn 4: Enemy Reinforcements arrive to the west. All Player Units lose
morale and are unable to use spells.
Turn 5 Enemy Phase: Player Units regain morale and regain ability to use
spells. Enemy Reinforcements (2) Appear
Skill Point:
Destroy the Skullrook and reduce Kurain to critical HP (use Mercy)
Events:
Take advantage of the terrain at the start for easy hit/evade bonuses and
HP/EN Refills. When your Player Reinforcements arrive, you may need to make
some squad adjustments at that moment since Getter Dragon was delivered with
no fanfare and Musashi is now piloting Black Getter. Michiru's Lady Command
is also available.
This stage is just insane. oO; Basically from Turn 4-5 your units will
be worthless since they do not have access to spells and their morale takes a
huge drop. Luckily they show up near the start point, and there is lots of
terrain you can take advantage of to improve hit/evade rates and receive HP/EN
refills.
Irui freaks out on Turn 5 Enemy Phase... and the resulting events allow
your units to gain back their lost morale and the ability to use spells.
Kurain will appear, which will contain Halleck and Erika. Do not destroy the
Kurain! Finish up the enemy units (and use Luck on Skullrook and
Garnoll), then focus on Kurain. The idea is to get it to critical HP, so
when you use an attack that would normally finish the mecha, use Mercy so that
it will have 10 HP remaining.
Before the intermission screen you will receive a Minovsky Craft,
Repair Kit, Propellent Tank, and a Cartridge.
------------------------------------------------------------------------------
Scenario 20-Ibis
------------------------------------------------------------------------------
Player Units:
Garuba FX-II (Nanai)
Player Reinforcements (1):
Daimos (Kazuya)
Player Reinforcements:
Daiku Maryu
Mother Vanguard/Albion
12 Squads
Enemy Units:
Poazan x 02
- Poazan
Dari x 01
- Poazan
Zubanaza x 02
Tesura x 01
- Poazan
Okopinia x 01
- Poazan
Enemy Reinforcements (1):
Sasringar x 03
Kabutosgar x 03
Dari x 03
- Zubanaza
Okopinia x 01
- Poazan
Tesura x 01
- Poazan
Skullrook x 01
- Poazan x 02
Garnoll x 01
- Poazan x 02
Enemy Reinforcements (2):
Kurain x 01
Events:
Turn 2: Daimos Arrives & forms a squad with Garuba FX-II
Turn 3: Player Reinforcements (2) Arrive
Turn 4: Enemy Reinforcements arrive to the northwest. All Player Units
lose morale and are unable to use spells.
Turn 5 Enemy Phase: Player Units regain morale and regain ability to use
spells. Enemy Reinforcements (2) Appear
Skill Point:
Destroy the Skullrook and reduce Kurain to critical HP (use Mercy)
Events:
This stage is just insane. oO; Basically from Turn 4-5 your units will
be worthless since they do not have access to spells and their morale takes a
huge drop. A lot of the enemies like to hide in the water, so that makes some
attacks less effective.
Irui freaks out on Turn 5 Enemy Phase... and the resulting events allow
your units to gain back their lost morale and the ability to use spells.
Kurain will appear, which will contain Halleck and Erika. Do not destroy the
Kurain! Finish up the enemy units (and use Luck on Skullrook and
Garnoll), then focus on Kurain. The idea is to get it to critical HP, so
when you use an attack that would normally finish the mecha, use Mercy so that
it will have 10 HP remaining.
Before the intermission screen you will receive a Minovsky Craft,
Dustproofing x 03, Scuba Gear? x02, Repair Kit, Propellent Tank, and a
Cartridge.
------------------------------------------------------------------------------
Scenario 21
------------------------------------------------------------------------------
Player Units:
Gaigar
Houryu
- Enryu
Volfogg
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Player Reinforcements:
Goldymarg
Enemy Units:
Dari x 01
- Rick Dom x 01
Gelgoog Marine x 01
- Zubanaza x 01
Zaku II F2 x 01
- Saki x 01
Puratsukuchinsuta x 02
- Zaku II F2 x 01
Geara Doga x 01
- Okopinia x 01
Tesura x 01
- Irikutai x 01
Zaku II F2 x 01
- Tesura x 01
Rick Dom II x 01
- Sai x 01
Sai x 01
- Sasringar x 01
Dogarpu x 01
- Rick Dom II x 01
Rick Dom II x 01
- Giro x 01
Zar x 01
- Dari x 01
Irikutai x 01
- Okopinia x 01
Bat x 01
- Dari x 01
Zubanaza x 01
- Geara Doga x 01
Bat x 01
- Dogarpu x 01
Zar x 01
- Sasringar x 01
Giro x 01
- Dari x 01
Enemy Reinforcements (1):
EI-15 x 01
Enemy Reinforcements (2A):
Dogarpu x 01
Dari x 01
Giro x 01
Sai x 01
Irikutai x 01
Puratsumonster x 01
Zubanza x 01
Rick Dom II x 01
EI-20 x 01
Enemy Reinforcements (2B):
EI-20 x 01
Events:
Turn 2: Enemy Reinforcements Appear (1). Three (semi-random) squads are
forced to move to the center and to the west to assist Final Fusion.
Gaigar becomes Gaogaigar.
Volfogg has a battle encounter: Volfogg has a "System Change" into Big
Volfogg
EI-15 is Destroyed: Enemy Reinforcements (2) Appear (2A if no other
enemies remain, 2B if other enemies still remain) Appear, and Player
Units can not do anything for two turns.
2 Turns after EI-15 is Destroyed: Gravity nonsense ends and Goldymarg
arrives.
Skill Point:
Destroy EI-20 before or on Turn 8
Notes:
Apparently Zondar Metal has taken control of a random assortment of
enemies which forms some rather unique squads (a Rick Dom II and a mecha
dinosaur? oO;). Again whatever battleship you choose is unable to do anything
but sit there, so choose someone who you believe will provide some good
support spells. Move your units forward as quickly as possible, but Guy,
Ibis, Heero, and Banjo (and their Squads) will all move to the western center
portion of the map on their own in Turn 2.
As far as I can tell, Guy is not able to use Hell and Heaven to destroy
EI-15 without hurting himself and causing a Game Over. >_< After EI-15 is
Destroyed (by another unit), an event happens that renders all of your units
unable to move, attack, counterattack or use spells. The enemy has two turns
to beat up on your units freely until your units are able to move again.
Goldymarg arrives and join's Guy's squad. Avenge yourself on the enemies,
hit EI-20 with a couple of strong attacks, and finish it off with a Goldion
Hammer. ^_^ Basically if you've knocked EI-20 to below 15,000HP, a Hammer
Hell and Heaven powered by Hot Blood should be able to finish EI-20 off.
Gaogaigar, Houryu, Enryu, Volfogg/Big Volfogg, and Goldymarg will all be
available units now. A Repair Kit, Cartridge, and Propellent Tank will be
delivered shortly before intermission.
------------------------------------------------------------------------------
Scenario 22-Zengar
------------------------------------------------------------------------------
Player Units:
Gaogaigar
Steel Jeeg
- Big Shooter
Daiku Maryu
12 Squads
Player Reinforcements:
Takeru
Enemy Units:
Garuga x 01
Rugon x 01
Garuga x 02
- Rugon x 01
Garuga x 01
- Garuga x 01
Rugon x 01
Rugon x 02
- Garuga x 01
Rugon x 01
- Rugon x 01
Girara x 01
- Giyao x 01
Giyao x 01
- Giyao x 01
Giyao x 01
- Girara x 01
Ramatano Orochi (Mimashi)
- Giyao x 02
Enemy Reinforcements:
Garuga x 01
- Rugon x 01
Rugon x 01
- Garuga x 01
Girara x 01
- Giyao x 01
Giyao x 01
- Giraga x 01
Ramatano Orochi (Ikima)
- Giyao x 02
Items:
Chobham Armor: Mimashi
Hybrid Armor: Ikima
Events:
Mimashi has a battle encounter with anyone: Enemy Reinforcements Appear
Turn 4 Player Phase: Takeru arrives
Skill Point:
Destroy all enemies before or on Turn 7
Notes:
A nice simple beat up everything you see stage. Accelerate in, take
advantage of ALL Attacks, and of course counterattacks. Try to have someone
move in range to Mimashi as soon as possible so he will attack them and force
the Enemy Reinforcements to appear.
The Giyaos in Mimashi's squad will disappear when Mimashi is defeated, so
don't worry about destroying them first. The same goes for Ikima.
Takeru will finally show up on this stage if you defeated him with only
Jeeg back in Scenario 19 and will join after the scenario is over.
------------------------------------------------------------------------------
Scenario 22-Kusuha
------------------------------------------------------------------------------
Player Units:
Gaogaigar
Steel Jeeg
- Big Shooter
Daiku Maryu
12 Squads
Enemy Units:
Garuga x 01
Rugon x 01
Garuga x 02
- Rugon x 01
Garuga x 01
- Garuga x 01
Rugon x 01
Rugon x 02
- Garuga x 01
Rugon x 01
- Rugon x 01
Girara x 01
- Giyao x 01
Giyao x 01
- Giyao x 01
Giyao x 01
- Girara x 01
Ramatano Orochi (Mimashi)
- Giyao x 02
Enemy Reinforcements:
Garuga x 01
- Rugon x 01
Rugon x 01
- Garuga x 01
Girara x 01
- Giyao x 01
Giyao x 01
- Giraga x 01
Ramatano Orochi (Ikima)
- Giyao x 02
Items:
Chobham Armor: Mimashi
Hybrid Armor: Ikima
Events:
Mimashi has a battle encounter with anyone: Enemy Reinforcements Appear
Skill Point:
Destroy all enemies before or on Turn 7
Notes:
A nice simple beat up everything you see stage. Accelerate in, take
advantage of ALL Attacks, and of course counterattacks. Try to have someone
move in range to Mimashi as soon as possible so he will attack them and force
the Enemy Reinforcements to appear.
The Giyaos in Mimashi's squad will disappear when Mimashi is defeated, so
don't worry about destroying them first. The same goes for Ikima.
------------------------------------------------------------------------------
Scenario 22-Arad/Ibis
------------------------------------------------------------------------------
Player Units:
Steel Jeeg
- Big Shooter
Player Reinforcements:
Daiku Maryu/Mother Vanguard/Albion
Wing Zero Custom
12 Squads
Enemy Units:
Garuga x 01
Garuga x 02
- Garuga x 01
Garuga x 01
- Rugon x 01
Rugon x 01
Rugon x 02
- Garuga x 01
Rugon x 01
- Rugon x 01
Girara x 02
- Giyao x 01
Giyao x 02
- Giyao x 01
Ramatano Orochi (Mimashi)
- Giyao x 01
Enemy Reinforcements:
Garuga x 01
Rugon x 01
Rugon x 02
- Garuga x 01
Girara x 01
- Giyao x 01
Giyao x 01
- Giraga x 01
Ramatano Orochi x 01 (Ikima)
- Giyao x 02
Events:
Turn 3 Player Phase: Player Reinforcements Arrive
Turn 4 Player Phase: Enemy Reinforcements Arrive
Items:
Chobham Armor: Mimashi
Hybrid Armor: Ikima
Skill Point:
Destroy all enemies before the end of Turn 7
Notes:
I like these maim everything in sight stages. Jeeg is alone for two
turns, so you can either build up Jeeg's morale or weaken units so that other
units can get some quick morale raising opportunities when they arrive.
Use Accelerate, move quickly, and take advantage of counterattacks. This
should be a walk in the park.
------------------------------------------------------------------------------
Scenario 23-Zengar
------------------------------------------------------------------------------
Player Units:
2 Battleships
14 Squads
Getter Dragon
Enemy Units:
Shietsudo x 03
- Shietsudo x 01
Giro x 02
- Giro x 01
Sai x 02
- Zar x 01
Zar x 01
- Sai x 01
Sen1 x 02
- Bato x 02
Saki x 02
- Saki x 01
Sen2 x 01 (Zanki)
Shigu x 01 (Radora)
Sori x 01 (Bat Shogun)
Guda x 01 (Gareri)
Items:
Biosensor: Gareri
Booster: Bat Shogun
Dual Sensor: Zanki
Skill Point:
Destroy Gareri's (old guy) Guda on or before Turn 6.
Notes:
There is a step in the convince process for Radora here. Radora is the
guy that in all honestly looks like he is cosplaying as Gundam Maxter in a
blue helmet with a yellow V-fin. He pilots a Shigu, which looks like a cross
between a snake and flying squirrel. Ryoma only needs to use the "Convince"
command on Radora in this scenario for the second step of the process.
Otherwise the mission involves using Accelerate and spreading your squads
out in all directions to meet the enemies scattered around the map.
Every turn some lava will rain down on the map in random locations. If
you have a unit on a square that is hit, they will be injured, but it is very
unlikely you will ever be hit.
------------------------------------------------------------------------------
Scenario 23-Arad
------------------------------------------------------------------------------
Player Units:
2 Battleships
15 Squads
Enemy Units:
Shietsudo x 03
- Shietsudo x 01
Giro x 02
- Giro x 01
Sai x 02
- Zar x 01
Zar x 01
- Sai x 01
Sen1 x 02
- Bato x 02
Saki x 02
- Saki x 01
Sen2 x 01 (Zanki)
Shigu x 01 (Radora)
Sori x 01 (Bat Shogun)
Guda x 01 (Gareri)
Items:
Biosensor: Gareri
Booster: Bat Shogun
Dual Sensor: Zanki
Skill Point:
Destroy Gareri's (old guy) Guda on or before Turn 6.
Notes:
Seperate your squads into two groups to sweep the area and defeat all of
the enemies. Use Accelerate whenever it is possible to aid in movement.
Every turn some lava will rain down on the map in random locations. If
you have a unit on a square that is hit, they will be injured, but it is very
unlikely you will ever be hit.
The Guda is the biggest threat since it is hard to avoid its ALL Attack,
so try to finish it in as few turns as possible to prevent damage to your
squads.
I personally could have dealt without seeing Great Mazinger, Venus A, and
Getter Dragon being crucified though... it looked like a scene out of
Xenogears... at least we didn't have a fuzzy little varmint nailed to a cross
this time. ^^; Oh well... I guess it gives motivation to kill Gol eh?
------------------------------------------------------------------------------
Scenario 23-Kusuha
------------------------------------------------------------------------------
Player Units:
2 Battleships
14 Squads
Getter Dragon
Enemy Units:
Shietsudo x 03
- Shietsudo x 01
Giro x 02
- Giro x 01
Sai x 02
- Zar x 01
Zar x 01
- Sai x 01
Sen1 x 02
- Bato x 02
Saki x 02
- Saki x 01
Sen2 x 01 (Zanki)
Shigu x 01 (Radora)
Sori x 01 (Bat Shogun)
Guda x 01 (Gareri)
Items:
Biosensor: Gareri
Booster: Bat Shogun
Dual Sensor: Zanki
Skill Point:
Destroy Gareri's (old guy) Guda on or before Turn 6.
Notes:
There is a step in the convince process for Radora here. Radora is the
guy that in all honestly looks like he is cosplaying as Gundam Maxter in a
blue helmet with a yellow V-fin. He pilots a Shigu, which looks like a big
flying reptile. Ryoma only needs to use the "Convince" command on Radora in
this scenario for the second step of the process.
Otherwise the mission involves using Accelerate and spreading your squads
out in all directions to meet the enemies scattered around the map.
Every turn some lava will rain down on the map in random locations. If
you have a unit on a square that is hit, they will be injured, but it is very
unlikely you will ever be hit.
------------------------------------------------------------------------------
Scenario 23-Ibis
------------------------------------------------------------------------------
Player Units:
2 Battleships
12 Squads
Enemy Units:
Shietsudo x 03
- Shietsudo x 01
Giro x 02
- Giro x 01
Sai x 02
- Zar x 01
Zar x 01
- Sai x 01
Sen1 x 02
- Bato x 02
Saki x 02
- Saki x 01
Sen2 x 01 (Zanki)
Shigu x 01 (Radora)
Sori x 01 (Bat Shogun)
Guda x 01 (Gareri)
Items:
Booster: Bat Shogun
Dual Sensor: Zanki
Biosensor: Gareri
Skill Point:
Destroy all enemies before the end of Turn 6
Notes:
Wow... another simple stage... two in a row... I don't believe it. The
"heart" in the center will shoot fire every turn. I suppose it might work as
a map attack but it never hit any of my units. Again use Accelerate, take
advantage of ALL attacks, and counterattacks.
I personally could have dealt without seeing Great Mazinger, Venus A, and
Getter Dragon being crucified though... it looked like a scene out of
Xenogears... at least we didn't have a fuzzy little varmint nailed to a cross
this time. ^^; Oh well... I guess it gives motivation to kill Gol eh?
------------------------------------------------------------------------------
Scenario 24-Zengar (Part 1)
------------------------------------------------------------------------------
Player Units:
Black Getter (Musashi)
- Lady Command (Michiru)
Enemy Units:
Shietsudo x 03
- Shietsudo x 01
Giro x 02
- Giro x 01
Sai x 02
- Zar x 01
Zar x 01
- Sai x 01
Sen1 x 02
- Bato x 02
Saki x 02
- Saki x 01
Sen2 x 01 (Zanki)
Shigu x 01 (Radora)
Sori x 01 (Bat Shogun)
Guda x 01 (Garerii)
Events:
Turn 2 Enemy Phase: Gol and forces appear along with crucified Getter
Dragon, Great Mazinger, and Venus A. Gaogaigar uses Dividing Driver and
you are moved on to the second part of the stage.
Notes:
There isn't much to say about this section. Change your squad so that
Michiru is the leader and use Concentrate if Black Getter is weak. Repeat for
another round and you'll be in the second section of the stage after some
events. You can also hide in the corner to your ride and you will not be
attacked.
Did Musashi forget he wasn't in a version of Getter 3 or what? oO;
------------------------------------------------------------------------------
Scenario 24-Zengar (Part 2)
------------------------------------------------------------------------------
Player Units:
Black Getter (Musashi)
Getter Dragon (Ryoma, Hayato, Benkei)
- Lady Command (Michiru)
Gaogaigar (Guy)
- Goldymarg (Goldymarg)
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Enemy Units:
Sen1 x 02
Giro x 02
- Giro x 01
Saki x 02
- Saki x 01
Zar x 01
- Sai x 01
Sai x 02
- Zar x 01
Bato x 02
- Sheitsudo x 02
Sheitsudo x 03
- Sheitsudo x 01
Sen2 x 01 (Zanki)
- Saki x 02
Shigo x 01 (Radora)
- Bato x 02
Guda x 01 (Bat Shogun)
- Bato x 02
Guda x 01 (Gareri)
- Bato x 02
Sori x 06
Megasaurus Dai x 01 (Gol)
- Saki x 02
Items:
Apogee Motor: Bat Shogun
Mega Generator: Gol
Multiple Sensor: Zanki
Solar Panel: Gareri
Skill Point:
Destroy Gol on or before Turn 6
Notes:
The rest of the battle takes place in the space that Gaogaigar created
with Dividing Driver which would prevent damage to the surrounding area... not
like that city wasn't already damaged to hell anyway... then again I guess it
is nice to have in case a Getter Core... nevermind...
This version of the scenario requires your units to Accelerate ahead and
meet the enemies. Musashi starts off at high morale, which gives him an
advantage at the start. As usual try to let your Super Robots get in the
finishing blows to raise their morale. Use PLA attacks to destroy the units
in a boss' platoon so you don't waste a strong attack on a weak enemy.
If you've met the previous requirements for Radora's recruitment, then be
sure not to destroy his Shigu and have another battle encounter between Ryoma
and Shigu.
Gol is the big concern of this stage. He has over 55,000 HP, and is
quite accurate. Hit him with everything you have, and try to use defensive
spells for everyone in your platoons if possible. It also helps to attack him
from a 1-3 square range to avoid his ALL Attack.
The Kuukan created by the Dividing Driver begins collapsing after
Gol's defeat. Musashi stays behind in Black Getter while everyone else
retreats. He pulls out Black Getter's Getter Core and crushes it, which
destroys both him and Gol... unless you met the requirements to recruit
Radora, who will save Musashi at the last moment.
You gain another Minovsky Craft along with the usual Propellent Tanks,
Cartridges, and Repair Kits after the scenario ends.
Radora joins with his Shigu after this scenario if you recruited him.
------------------------------------------------------------------------------
Scenario 24-Arad Part 1
------------------------------------------------------------------------------
Player Units:
Black Getter (Musashi)
- Lady Command (Michiru)
Enemy Units:
Shietsudo x 03
- Shietsudo x 01
Giro x 02
- Giro x 01
Sai x 02
- Zar x 01
Zar x 01
- Sai x 01
Sen1 x 02
- Bato x 02
Saki x 02
- Saki x 01
Sen2 x 01 (Zanki)
Shigu x 01 (Radora)
Sori x 01 (Bat Shogun)
Guda x 01 (Garerii)
Events:
Turn 2 Enemy Phase: Gol and forces appear along with crucified Getter
Dragon, Great Mazinger, and Venus A. Gaogaigar uses Dividing Driver and
you are moved on to the second part of the stage.
Notes:
There isn't much to say about this section. Change your squad so that
Michiru is the leader and use Concentrate if Black Getter is weak. Repeat for
another round and you'll be in the second section of the stage after some
events. You can also hide in the corner to your ride and you will not be
attacked.
Did Musashi forget he wasn't in a version of Getter 3 or what? oO;
------------------------------------------------------------------------------
Scenario 24-Arad Part 2
------------------------------------------------------------------------------
Player Units:
Black Getter (Musashi)
Getter Dragon (Ryoma, Hayato, Benkei)
- Lady Command (Michiru)
Gaogaigar (Guy)
- Goldymarg (Goldymarg)
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Enemy Units:
Bato x 03
- Shietsudo x 02
Giro x 02
- Giro x 01
Saki x 02
- Saki x 01
Sen 1 x 02
Zar x 01
- Sai x 01
Sai x 02
- Zar x 01
Sori x 06
Sen2 (Zanki)
- Saki x 02
Shigu (Radoro)
- Bato x 02
Sori (Bat Shogun)
- Bato x 02
Guda (Garerii)
- Bato x 02
Megasaurus Dai (Gol)
- Bato x 02
Items:
Apogee Motor: Bat Shogun
Mega Generator: Gol
Multiple Sensor: Zanki
Solar Panel: Gareri
Skill Point:
Destroy all enemies and then destroy Gol.
Notes:
The rest of the battle takes place in the space that Gaogaigar created
with Dividing Driver which would prevent damage to the surrounding area... not
like that city wasn't already damaged to hell anyway... then again I guess it
is nice to have in case a Getter Core... nevermind...
This version of the scenario requires your units to Accelerate ahead and
meet the enemies. Musashi starts off at high morale, which gives him an
advantage at the start. As usual try to let your Super Robots get in the
finishing blows to raise their morale. Use PLA attacks to destroy the units
in a boss' platoon so you don't waste a strong attack on a weak enemy.
Gol is the big concern of this stage. He has over 55,000 HP, and is
quite accurate. Hit him with everything you have, and try to use defensive
spells for everyone in your platoons if possible. It also helps to attack him
from a 1-3 square range to avoid his ALL Attack.
The Kuukan created by the Dividing Driver begins collapsing after
Gol's defeat. Musashi stays behind in Black Getter while everyone else
retreats. He pulls out Black Getter's Getter Core and crushes it, which
destroys both him and Gol...
Ryoma, Hayato, and Benkei join with Getter Robo G. Tezuya joins with
Great Mazinger. Jun joins with Venus A.
You gain another Minovsky Craft along with the usual Propellent Tanks,
Cartridges, and Repair Kits after the scenario ends.
------------------------------------------------------------------------------
Scenario 24-Kusuha Part 1
------------------------------------------------------------------------------
Player Units:
Black Getter (Musashi)
- Lady Command (Michiru)
Enemy Units:
Shietsudo x 03
- Shietsudo x 01
Giro x 02
- Giro x 01
Sai x 02
- Zar x 01
Zar x 01
- Sai x 01
Sen1 x 02
- Bato x 02
Saki x 02
- Saki x 01
Sen2 x 01 (Zanki)
Shigu x 01 (Radora)
Sori x 01 (Bat Shogun)
Guda x 01 (Garerii)
Events:
Turn 2 Enemy Phase: Gol and forces appear along with crucified Getter
Dragon, Great Mazinger, and Venus A. Gaogaigar uses Dividing Driver and
you are moved on to the second part of the stage.
Notes:
There isn't much to say about this section. Change your squad so that
Michiru is the leader and use Concentrate if Black Getter is weak. Repeat for
another round and you'll be in the second section of the stage after some
events. You can also hide in the corner to your ride and you will not be
attacked.
Did Musashi forget he wasn't in a version of Getter 3 or what? oO;
------------------------------------------------------------------------------
Scenario 24-Kusuha Part 2
------------------------------------------------------------------------------
Player Units:
Black Getter (Musashi)
Getter Dragon (Ryoma, Hayato, Benkei)
- Lady Command (Michiru)
Gaogaigar (Guy)
- Goldymarg (Goldymarg)
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Enemy Units:
Sen1 x 02
Giro x 02
- Giro x 01
Saki x 02
- Saki x 01
Zar x 01
- Sai x 01
Sai x 02
- Zar x 01
Bato x 02
- Sheitsudo x 02
Sheitsudo x 03
- Sheitsudo x 01
Sen2 x 01 (Zanki)
- Saki x 02
Shigo x 01 (Radora)
- Bato x 02
Guda x 01 (Bat Shogun)
- Bato x 02
Guda x 01 (Gareri)
- Bato x 02
Sori x 06
Megasaurus Dai x 01 (Gol)
- Saki x 02
Items:
Apogee Motor: Bat Shogun
Mega Generator: Gol
Multiple Sensor: Zanki
Solar Panel: Gareri
Skill Point:
Destroy Gol on or before Turn 6
Notes:
The rest of the battle takes place in the space that Gaogaigar created
with Dividing Driver which would prevent damage to the surrounding area... not
like that city wasn't already damaged to hell anyway... then again I guess it
is nice to have in case a Getter Core... nevermind...
This version of the scenario requires your units to Accelerate ahead and
meet the enemies. Musashi starts off at high morale, which gives him an
advantage at the start. As usual try to let your Super Robots get in the
finishing blows to raise their morale. Use PLA attacks to destroy the units
in a boss' platoon so you don't waste a strong attack on a weak enemy.
If you've met the previous requirements for Radora's recruitment, then be
sure not to destroy his Shigu and have another battle encounter between Ryoma
and Shigu.
Gol is the big concern of this stage. He has over 55,000 HP, and is
quite accurate. Hit him with everything you have, and try to use defensive
spells for everyone in your platoons if possible. It also helps to attack him
from a 1-3 square range to avoid his ALL Attack.
The Kuukan created by the Dividing Driver begins collapsing after
Gol's defeat. Musashi stays behind in Black Getter while everyone else
retreats. He pulls out Black Getter's Getter Core and crushes it, which
destroys both him and Gol... unless you met the requirements to recruit
Radora, who will save Musashi at the last moment.
You gain another Minovsky Craft along with the usual Propellent Tanks,
Cartridges, and Repair Kits after the scenario ends.
Radora joins with his Shigu after this scenario if you recruited him.
------------------------------------------------------------------------------
Scenario 24-Ibis Part 1
------------------------------------------------------------------------------
Player Units:
Black Getter (Musashi)
- Lady Command (Michiru)
Enemy Units:
Shietsudo x 03
- Shietsudo
Giro x 02
- Giro
Sai x 02
- Zar
Zar
- Sai
Sen1 x 02
- Bato x 02
Rugon x 02
- Rugon
Sen2 (Zanki)
Shigu (Radoro)
Sori (Bat Shogun)
Guda (Garerii)
Events:
Turn 2 Enemy Phase: Gol and forces appear along with crucified Getter
Dragon, Great Mazinger, and Venus A. Gaogaigar uses Dividing Driver and you
are moved on to the second part of the stage.
Notes:
There isn't much to say about this section. Change your squad so that
Michiru is the leader and use Concentrate. Repeat for another round and
you'll be in the second section of the stage after some events.
Did Musashi forget he wasn't in a version of Getter 3 or what? oO;
------------------------------------------------------------------------------
Scenario 24-Ibis Part 2
------------------------------------------------------------------------------
Player Units:
Getter Dragon (Ryoma, Hayato, Benki)
- Lady Command (Michiru)
Great Mazinger (Tezuya)
- Venus A (Jun)
Black Getter (Musashi)
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Enemy Units:
Bato x 03
- Shietsudo x 02
Giro x 02
- Giro x 01
Saki x 02
- Saki x 01
Sen 1 x 02
Zar x 01
- Sai x 01
Sai x 02
- Zar x 01
Sori x 06
Sen2 (Zanki)
- Saki x 02
Shigu (Radoro)
- Bato x 02
Sori (Bat Shogun)
- Bato x 02
Guda (Garerii)
- Bato x 02
Megasaurus Dai (Gol)
- Bato x 02
Items:
Mega Generator
Multiple Sensor
Solar Panel
Skill Point:
Destroy all enemies, and then destroy Gol.
Notes:
The rest of the battle takes place in the space that Gaogaigar created
with Dividing Driver which would prevent damage to the surrounding area... not
like that city wasn't already damaged to hell anyway... then again I guess it
is nice to have in case a Getter Core... nevermind...
Group your units together since the enemies will be happy to come to you.
Be careful using Getter Dragon and Great Mazinger since they may be somewhat
fragile compared to your other units, but luckily no Game Over if either of
them are destroyed. Musashi starts off at high morale, which gives him an
advantage at the start. As usual try to let your Super Robots get in the
finishing blows to raise their morale. Use PLA attacks to destroy the units
in a boss' platoon so you don't waste a strong attack on a weak enemy.
Gol is the big concern of this stage. He has over 55,000 HP, and is
quite accurate. Hit him with everything you have, and try to use defensive
spells for everyone in your platoons if possible.
Defeat Gol after destroying the rest of the enemies and the Skill Point
is yours. The Kuukan created by the Dividing Driver begins collapsing after
Gol's defeat. Musashi stays behind in Black Getter while everyone else
retreats. He pulls out Black Getter's Getter Core and crushes it, which
destroys both him and Gol.
You gain another Minovsky Craft along with the usual Propellent Tanks,
Cartridges, and Repair Kits after the scenario ends. Getter Dragon, Great
Mazinger, and Venus A all join with their respective pilots.
------------------------------------------------------------------------------
Conversation before Scenario 25
------------------------------------------------------------------------------
Hiroshi has a choice on how this attack should be. The first choice
involves sending in 3 teams, and the second involves sending everyone in at
the start instead of after a little while.
------------------------------------------------------------------------------
Scenario 25 (First Choice)
------------------------------------------------------------------------------
Player Units:
Steel Jeeg
- Big Shooter
2 Squads
Player Reinforcements:
Daiku Maryu
10 Squads
Enemy Units:
Giyao x 02
- Giyao x 01
Garuga x 01
- Garuga x 01
Rugon x 01
- Rugon x 01
Girara x 01
Ramatano Orochi (Amon)
- Giyao x 01
Ramatano Orochi (Ikima)
- Giyao x 01
Enemy Reinforcements (1):
Rugon x 01
- Rugon x 01
Enemy Reinforcements (2):
Garuga x 01
- Garuga x 01
Enemy Reinforcements (3):
Garuga x 01
- Garuga x 01
Giyao x 02
- Giyao x 01
Rugon x 01
- Rugon x 01
Girara x 01
- Girara x 01
Ramatano Orochi (Mimashi)
- Giyao x 01
Enemy Reinforcements (4):
Psychobear x 01
-Zugarru x 01
Torukern x 01
- Oberusu x 01
Dorurarku x 01
- Gureshiosu x 01
Mikonese Battleship (Gorgon)
Enemy Reinforcements (5):
Girara x 01
- Girara x 01
Giyao x 01
- Giyao x 01
Ramatano Orochi (Himika)
- Giyao x 02
Items:
Bachimaki
Booster
Dual Sensor
Magnetic Coating
Super Alloy Z
Events:
Turn 1 Enemy Phase: Enemy Reinforcements (1) Appear
Turn 2 Enemy Phase: Enemy Reinforcements (2) Appear
Girara in Enemy Units is Destroyed: Enemy Reinforcements (3) and Player
Reinforcements Appear
Turn 4 Enemy Phase: Enemy Reinforcements (4) Appear
5 Enemy Squads Remain/Gorgon is Destroyed: Enemy Reinforcements (5)
Appear
Gorgon is Destroyed: Enemy Reinforcements (4) Retreat
Skill Point:
Destroy all enemies (or force to retreat), and then destroy Himika
Notes:
First off destroy the Girara on the southeast portion of the map. It is
the yellow and purple enemy. Destroy this to bring up the real set of enemy
reinforcements in addition to player reinforcements.
Again try to build up the morale of your super robots, because their
attacks will be needed against Himika who has 70,000 HP, and is very accurate.
Try to attack Himika from 1 or 2 squares away so the ALL attack is not used.
Be sure to destroy all the enemies before you defeat Himika for the Skill
Point.
I would also suggest having Jeeg flee from Himika, who will focus on
trying to kill him (which will result in a Game Over).
------------------------------------------------------------------------------
Scenario 25 (Second Choice)
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Steel Jeeg
- Big Shooter
12 Squads
Enemy Units:
Garuga x 03
- Garuga x 01
Giyao x 03
- Giyao x 01
Girara x 03
- Girara x 01
Rugon x 03
- Rugon x 01
Ramatano Orochi (Mimashi)
- Giyao x 01
Ramatano Orochi (Amon)
- Giyao x 01
Ramatano Orochi (Ikima)
- Giyao x 01
Girara x 02
Enemy Reinforcements (1):
Girara x 01
Rugon x 01
Enemy Reinforcements (2):
Girara x 01
Rugon x 01
Enemy Reinforcements (3):
Psychobear x 01
-Zugarru x 01
Torukern x 01
- Oberusu x 01
Dorurarku x 01
- Gureshiosu x 01
Mikonese Battleship (Gorgon)
Enemy Reinforcements (4)
Girara x 02
- Girara x 01
Giyao x 02
- Giyao x 01
Ramatano Orochi (Himika)
- Giyao x 02
Items:
Booster: Amon
Dual Sensor: Ikima
Hachimaki: Himika
Magnetic Coating: Mimashi
Super Alloy Z: Gorgon
Events:
Turn 1 Enemy Phase: Enemy Reinforcements (1) Appear
Turn 2 Enemy Phase: Enemy Reinforcements (2) Appear
Giraras in Enemy Units are Destroyed: Enemy Reinforcements (3) Appear
5 Enemy Squads Remain/Gorgon is Destroyed: Enemy Reinforcements (4)
Appear
Gorgon is Destroyed: Enemy Reinforcements (3) Retreat
Skill Point:
Destroy all enemies (or force them to retreat) and then destroy Himika
Notes:
First off destroy the Giraras on the southeast portion and middle western
portions of the map. It is a yellow and purple enemy and is sitting away from
the main enemy groups. Destroy this to bring up the real set of enemy
reinforcements.
Again try to build up the morale of your super robots, because their
attacks will be needed against Himika who has 70,000 HP, and is very accurate.
Try to attack Himika from 1 or 2 squares away so the ALL attack is not used.
Be sure to destroy all the enemies before you defeat Himika for the Skill
Point.
I would also suggest having Jeeg flee from Himika, who will focus on
trying to kill him (which will result in a Game Over). Himika will glady
chase Jeeg all over the map if she isn't surrounded. o_o;
------------------------------------------------------------------------------
Intermission before Scenario 26
------------------------------------------------------------------------------
Hayato calls up the group, and you are given a choice between aiding
Novis Novah on a Vital Net route or to face Neo Zeon related events.
------------------------------------------------------------------------------
Scenario 26-Vital Net Route
------------------------------------------------------------------------------
Player Units:
Albion
Mother Vanguard/Daiku Maryu
12 Squads
Enemy Units:
Grand Cher x 03
- Grand Cher x 02
Grand Cher x 03
- Grand Cher x 01
Grand Cher (Sheila)
- Grand Cher x 02
Grand Cher (Jonathon)
- Grand Cher x 02
Enemy Reinforcements (1):
Dogarpu x 01
- Dari x 01
Okopinia x 01
- Giyao x 01
Dari x 01
- Bato x 01
Zar x 02
Bato x 01
- Giyao x 01
Oberiusu x 01
- Irikutai x 01
Kabutonaga x 01
- Oberiusu x 01
EI-07 x 01
Enemy Reinforcements (2):
Grand Cher (Edgar)
Items:
Biosensor: Edgar
Learning Computer: EI-07
Magnetic Coating: Sheila
Mega Booster: Jonathon
Events:
Turn 2 Enemy Phase: Enemy Reinforcements (1) Appear
Turn 3 Player Phase: Enemy Reinforcements (2) Appear
Skill Point:
Destroy all enemies on or before Turn 7
Notes:
First off, do you need all of your squads to destroy a few Grand Chers?
Send a few units, preferably those with high accuracy to deal with the Grand
Chers and Sheila and Jonathon. The rest of the units should probably go to
the southwest corner of the map to encounter the first set of enemy
reinforcements.
Jonathon is a pain in the butt as usual, but cast some accuracy raising
spells and he should fall fairly quickly. Any remaining Grand Chers will
retreat when Jonathon's Grand Cher is destroyed.
Edgar shows up on Turn 3... and is just as much of a pain as Jonathon,
if not more thanks to a nice morale boost he receives as soon as he shows up.
Again use accuracy raising spells if they are needed.
The rest of the enemies are fairly typical... other than Zonder Metal
seems to like to form strange squads...
Sass and Kanan will receive their respective Brain Child units after this
scenario. Be sure to put them in some squads during the next intermission
since barriers that are given to a whole squad are always nice. ^_^
------------------------------------------------------------------------------
Scenario 26-Neo Zeon Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Enemy Units:
Zaku II F2 x 03
- Zaku II F2
Rick Dom II x 02
- Rick Dom II
Geara Doga x 02
- Gelgoog Marine x 02
Geara Doga x 03
- Geara Doga
Gerbera Tetra (Cima)
- Geara Doga x 02
Enemy Reinforcements:
Grand Cher x 07
- Grand Cher x 02
Grand Cher (Quincy)
- Grand Cher x 02
Items:
Mega Booster
Events:
Turn 3: Enemy Reinforcements Arrive
Skill Ponit:
Destroy Gerbera Tetra before it leaves the map.
Notes:
Actually a fairly simple scenario. Cima will try to flee, but she will
wait for a couple of turns for you to catch up. Use "Accelerate" to help
your units move quickly and take advantage of any available "ALL" attacks.
Quincy and several Grand Chers will arrive on Turn 3. Wait to destroy
Quincy's unit until Yuu is leading a squad and an event will play out (Quincy
is Yuu's sister who took on a different name). This is needed to recruit her,
Jonathon, and Shelia in the final scenario of the game.
------------------------------------------------------------------------------
Scenario 27-Vital Net Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
12 Squads
Enemy Units:
Kabutogar x 02
- Retsudo Bomb x 02
Sasorinaga x 02
- Retsudo Bomb x 02
Peratsuku Monster x 02
- Retsudo Bomb x 02
Okopinia x 02
- Poazan x 01
Dari x 02
- Zubanza x 01
Dorion x 01
- Dorion x 01
Enemy Reinforcements (1):
Kabutonaga x 01
- Retsudo Bomb x 02
Sasorinaga x 01
- Retsudo Bomb x 01
Peratsuku Monster x 01
- Retsudo Bomb x 02
Dorion x 02
- Dorion x 01
Okopinia x 02
- Poazan x 02
Dari x 01
- Zubanza x 02
Garnoll x 01 (Barbas)
- Dari x 02
Skullrook x 01 (Berugen)
- Poazan x 01
- Tesura x 01
Enemy Reinforcements (2):
Zonnekaiser
Items:
Chobham Armor: Dorion
Dual Sensor: Sasorinaga
Magnetic Coating: Dari
Events:
Enemy Units Destroyed: Enemy Reinforcements (1) Appear. All Player
characters lose morale and spell use, except Volfogg, Enryu, Hyouryu,
and Goldymarg.
2 Turns after Enemy Reinforcements Appear: Enemy Reinforcements (2)
Appear
Skill Point:
Destroy all Enemy Units (Units, not Reinforcements) on or before Turn 4.
Notes:
The stage starts off simply enough. Accelerate forward and destroy a few
squads that are cannon fodder in all honesty.
When the Enemy Units are destroyed, the reinforcements will arrive.
Unfortunately your pilots will receive a significant decrease in morale and
will lose their ability to use spells. The exceptions are with the various
Super AI GGG units, who will be immune to the effects.
Fend off the enemy reinforcements for two turns, and a Zonnekaiser will
arrive... a particularly powerful Zonnekaiser that can not be hurt it seems.
Daimos will be critically injured. Enryu and Hyouryu will attack with their
Freezing and Melting Guns. Player Units will then retreat and the scenario
will end.
Hmm... I wonder if Daimos may receive a new move after being inspired by
Ice and Fire elemental attacks...
------------------------------------------------------------------------------
Scenario 27-Neo Zeon Route
------------------------------------------------------------------------------
Player Units:
Albion
12 Squads
Enemy Units:
Zaku II F2 x 13
- Zaku II F2
Zaku II F2 (Bitter)
- Zaku II F2
Enemy Reinforcements (1):
Zaku II F2 x 06
- Zaku II F2
Enemy Reinforcements (2):
Zaku II F2 x 06
- Zaku II F2
Items:
Booster
Dual Sensor
Hybrid Armor
Magnetic Coating
Events:
Turn 3 Enemy Phase: Enemy Reinforcements (1) Appear
Turn 4 Enemy Phase: Enemy Reinforcements (2) Appear
Skill Point:
Destroy all enemies before the end of Turn 7 (with Bitter being the
last enemy defeated)
Notes:
I would highly suggest that you equip Albion with a Mega Booster and
Booster before this scenario starts. Move all of your units into Albion
at the start, use Barsolof's Accelerate spell, and you should have the
Albion in enemy territory within 2 turns. Deploy your units from Albion
and start killing some Zakus... whose pilots seemed to have been on the
simulators everyday because they actually seem somewhat tough. o_O;
Keep a few units near the two seperate plateaus away from the main enemy
force. This is where the enemy reinforcements will appear. If any 0083 units
are any squads, the enemies seem to try to focus on them. o_O
Finish off Bitter last, and watch the HLV take off. If you want you can
park the Albion right above the HLV Launch site... and the HLV will fly
through Albion as if it wasn't even there. At least the Albion shot down
Bitter before he even had a chance to boost. o_o;
------------------------------------------------------------------------------
Scenario 28-Vital Net Route
------------------------------------------------------------------------------
Player Units:
Daimos
- Garuba FX-II
Player Reinforcements:
Daiku Maryu/Mother Vanguard/Albion
14 Squads
Enemy Units:
Zonnekaiser x 01
Enemy Reinforcements (1):
Chimera x 01 (Aizam)
Cobrardo x 01 (Richter)
Zonnekaiser x 02
Dari x 01 (Barbas)
- Dari x 02
Dari x 03
- Zubanza x 01
Garnoll x 01 (Raiza)
Enemy Reinforcements (2):
Tesura x 02
- Poazan x 01
Okopinia x 02
- Poazan x 01
Skullrook x 01 (Berugen)
Kabutonaga x 01
- Kabutonaga x 01
Sasorinaga x 01
- Sasorinaga x 01
Peratsuku Monster x 02
- Retsudo Bomb x 02
Gurotekutar x 01 (Kirar)
Gurotekutar x 01 (Tesumono)
Gurotekutar x 01 (Ashimofu)
Gurotekutar x 01 (Tankeru)
Items:
Booster: Berugen
Hybrid Armor: Aizam
Magnetic Coating: Barbas
Solar Panel: Raiza
Events:
Enemy Units Destroyed: Enemy Reinforcements (1) and Player Units Arrive
Chimera is Destroyed: Enemy Reinforcements (2) Arrive
Skill Point:
Destroy 3 Gurotekutars (retreat when HP reaches below 10,000).
Notes:
Time to get revenge on the Zonnekaiser... move Daimos forward, do not
attack, and dodge the Zonnekaiser's attack. On the next turn, move over to
a square on Big Falchon and start hitting the Zonnekaiser with Daimos' new
attack. Actually a single Hot Blood hit from it will destroy the Zonnekaiser
if you have Daimos' weapons upgraded past 80%. ^_^
Aizam will launch in his Chimera, which can only be damaged by Daimos
again. Fortunately Kazuya regains all of his SP. Kazuya and Aizam will start
a duel together. Player Reinforcements should focus on Richter's forces. The
Zonnekaisers in the Reinforcements do not have the same type of armor as the
one before, so any unit can hurt them. Try to conserve on Hot Blood spells
since you will need to perform at least three attcks that can hit for over
10,000 HP toward the end of the scenario.
Another set of Enemy Reinforcements will arrive when Aizam's Chimera is
destroyed. The Skill Point requirement will now be listed. Three of the
Gurotekutars (the battleships that look like fish) must be destroyed, but
they retreat under 10,000HP. Finish up Richter's forces before moving on to
these guys since there is no time limit to worry about.
Try to knock the Gurotekutar's HP around 11,000 before trying to finish
them off. A strong unit can finish them off with their strongest attack and
Hot Blood. Take advantage of a Support Attack from another unit to increase
the damage dealt. The Skill Point doesn't have a requirement, so take your
time to get the numbers to crunch.
------------------------------------------------------------------------------
Scenario 28-Neo Zeon Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard/Albion
Daimos
- Garuba FX-II
12 Squads
Enemy Units:
Poazan x 04
- Poazan
Dari x 02
- Dari x 02
Dari (Barbas)
- Dari x 02
Zonnekaiser x 02
Okopinia x 01
- Poazan x 02
Tesura x 01
- Poazan x 02
Dorion x 01
- Poazan x 02
Skullrook x 03
Garnoll x 03
Enemy Reinforcements (1): (repeats every enemy turn)
Missile x 03
Enemy Reinforcements (2):
Cobrardo (Richter)
Zonnekaiser x 02
Chimera x 01
Items:
Dual Sensor
Hybrid Armor
Magnetic Coating
Solar Panel
Events:
Every Enemy Turn: Enemy Reinforcements (1) Appear
The snake head on the battleship is destroyed: Enemy Reinforcements (2)
Appear
Skill Point:
Destroy Richter's Cobrardo before the end of Turn 8
Notes:
Daimos gains access to two new attacks for the first time on this stage,
one of which is needed to destroy Chimera later if you choose to do so.
This is a strange stage. Most of this stage is over water, so your land
based units will not be as effective. I suggest placing them on your
battleship of choice to be transported to the battle area, and then deployed
there.
Use Accelerate to move your units ahead quickly. You only have 8 turns,
and there are several enemies. The snake head on the battleship must also be
destroyed for Richter to come out and face your units.
The only one who can hurt Chimera is Daimos. Defeating Chimera is not
needed to complete the stage or earn the Skill Point though. Destroy
Richter's Cobrardo and the scenario will end and the skill point will be yours
if you finished the scenario on or before Turn 8.
------------------------------------------------------------------------------
Scenario 29-Vital Net Route
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
12 Squads
Player Reinforcements:
Daitarn 3
Enemy Units:
Grand Cher x 03
- Grand Cher x 01
Grand Cher x 03
- Grand Cher x 02
Grand Cher x 01 (Sheila)
- Grand Cher x 02
Grand Cher x 01 (Quincy)
- Grand Cher x 02
Enemy Reinforcements (1):
Aiai x 04
-Aiai x 02
Aiai x 04
- Aiai x 01
Megaborg Sandorake x 01
Megaborg Benmaru x 01
Death Spider x 01
Enemy Reinforcements (2):
Quin Mantha
Items:
Anti Beam Coating: Quin Mantha
Apogee Motor: Quincy
Chobham Armor: Megaborg Sandorake
Dual Sensor: Sheila
Events:
Quincy is Defeated: Enemy Units Retreat, Player Reinforcements Arrive,
and Enemy Reinforcements (1) Arrive.
Death Spider has a battle encounter with anyone: Enemy Reinforcements
(2) Arrive
Skill Point:
Destroy Megaborg Benmaru (retreats under 10,000HP)
Notes:
There are two things to consider in this scenario. 1.) Yuu's squad will
move closer to the beginning enemy units at the start of the scenario, which
you could take advantage of in your squad formation. 2.) Yuu needs to be
alive when Quincy is defeated if you want her to join in the final scenario.
Destroy the Grand Chers for some easy morale raising. Destroying
Quincy's Grand Cher will force all of the units to retreat in case you are
wanting to rush through this scenario.
The Enemy Reinforcements consist mostly of Aiais, which are probably the
most pitiful enemies in this game. For the Skill Point, you need to destroy
Megaborg Benmaru (the pirate guy and mech). Benmaru will retreat when his HP
reaches below 10,000HP so finish him off with a strong Hot Blood attack, and
using a Support Attack as well would probably be a good idea. Daitarn 3 has
damage bonus against Megaborg enemies too, so it would be easiest for Daitarn
3 to strike the finishing blow.
A Quin Mantha will appear when the Death Spider attacks someone, or is
attacked. The Quin Mantha is piloted by an AI, so you do not have to worry
about funnel attacks.
Destroy all of the enemies and the scenario will end.
------------------------------------------------------------------------------
Scenario 29-Neo Zeon Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Kanan Brain Child (Kanan)
- Sass Brain Child (Sass)
Player Reinforcements:
Daitarn 3
Enemy Units:
Grand Cher x 03
- Grand Cher
Grand Cher x 03
- Grand Cher x 02
Grand Cher (Sheila)
- Grand Cher x 02
Grand Cher (Jonathon)
- Grand Cher x 02
Enemy Reinforcements (1):
Aiai x 07
- Aiai x 01
Megaborg Benmaru x 01 (Benmaru)
Butsutargirun x 01
Enemy Reinforcements (2):
Quin Mantha x 01
Enemy Reinforcements (3):
Grand Cher x 01 (Edgar)
Items:
Anti Beam Coating
Apogee Motor
Biosensor
Magnetic Coating
Events:
Turn 2 Player Phase: Player Reinforcements Arrive
Enemy Units are Destroyed: Enemy Reinforcements (1) Appear
Benmaru is Hit: Enemy Reinforcements (2) Appear
Enemy Turn after Enemy Reinforcements (1) Appear: Enemy Reinforcements
(3) Appear
Skill Point:
Destroy Benmaru's Megaborg
Notes:
Actually a fairly simple scenario. Blow up some Grand Chers, gain some
morale. Watch Megaborg enemies go out of their way to try to piss Banjo off,
blink as an AI controlled Quin Mantha shows up for no reason to scare the
Purus, and smack down Edgar when he comes in alone and acting crazier than
usual.
The skill point is easy to obtain, just destroy Benmaru's little pirate
Megaborg. He won't even try to retreat, and there is no time limit.
Be sure to use Luck when destroying Butsutargirun, since it will then
give you 50,000 gold. o_o; That will purchase some nice upgrades for your
units. ^_^
Kanan and Sass join with their respective twin Brain Childs after this
scenario.
------------------------------------------------------------------------------
Scenario 30-Vital Net Route
------------------------------------------------------------------------------
Player Units:
Daitarn 3
Great Mazinger
Steel Jeeg (part of him anyway....)
- Big Shooter
Player Reinforcements:
Daiku Maryu
10 Squads
Enemy Units:
Aiai x 04
- Aiai x 01
Aiai x 11
- Aiai x 02
Death Spider x 03
- Aiai x 02
Butsutargirun x 01 (Kiros)
Enemy Reinforcements:
Megaborg Millern x 01
Items:
Haro: Kiros
Hybrid Armor: Millern
Events:
Turn 3 Player Phase: Banjo rises to 150 Morale
Turn 4 Player Phase: Jeeg regains a body
Jeeg is in a battle encounter during or after Turn 4 Player Phase:
Player Reinforcements Arrive
Skill Point:
Free the hostages from Death Spiders, destroy all enemies, and then
destroy Kiros' Butsutargirun,
Notes:
Some training between Tezuya and Jeeg becomes more complicated when Kiros
sucks Banjo, Tezuya, Jeeg, and Miwa into another dimension. Jeeg's body
malfunctions... and he is left as only a head... which has no benefit other
than Jeeg is now a Super Small unit and extremely difficult to hit. ^^
I suggest keeping everyone together at the start. Daitarn 3 can
transform into Daifighter and use its ALL attack on some Aiai squads. Great
Mazinger's Thunder Break is also effective. Jeeg's squad may be most useful
by having Miwa be in the lead and refill Great Mazinger's EN.
The important thing about this stage is to not destroy the Death Spiders.
You need to reduce their HP to critical, and destroy all of the Aiais in their
squad. Banjo will then free his friends from each Death Spider and destroy
it. You may want to select some pilots with Mercy when deploying your enemy
reinforcements. Hayato (Getter Ryger pilot), Burning, and Bates all have a
Mercy spell, which might help in reducing the Death Spider's HP without
destroying them.
After saving everyone, and destroying everything, move on to Kiros. Be
sure to cast Lucky before destroying her unit for 50,000 gold. o_O Kiros
will also drop a Haro, which is a great item. ^_^
A couple OVAs and Special Rations will be delivered after this scenario.
------------------------------------------------------------------------------
Scenario 30-Neo Zeon Route (First Half)
------------------------------------------------------------------------------
Player Units:
Daitarn 3
Enemy Units:
Megaborg Kidogar
Death Spider
Notes:
The first half of this stage just involves Banjo having a duel with
Kidogar. Use spells freely since you will have a full recovery before the
next portion of the stage.
------------------------------------------------------------------------------
Scenario 30-Neo Zeon Route (Second Half)
------------------------------------------------------------------------------
Player Units:
Daitarn 3
Megaborg Kidogar
Enemy Units:
Aiai x 06
- Aiai x 01
Aiai x 06
- Aiai x 02
Death Spider
Megaborg Sandorake
Enemy Reinforcements:
Megaborg Millern
Aiai x 02
- Aiai
Death Spider x 02
- Aiai x 02
Niheberugen (Kiros)
- Aiai x 02
Items:
Chobham Armor: Sandorake
Haro: Kiros
Multiple Sensor: Millern
Events:
Turn 3 Player Phase: Player Reinforcements Appear, and Kidogar retreats
Sandorake is destroyed and Daitarn 3 hits Death Spider: Enemy
Reinforcements Appear
Skill Point:
Destroy Kiros' Niheberugen on or before Turn 8.
Notes:
Daitarn 3 and Kidogar are sucked into another dimension by Kiros. Aiais
are total and absolute cannon fodder. Player Reinforcements will arrive on
Turn 3, and Kidogar will vanish for a short time.
DO NOT DESTROY THE DEATH SPIDER!!! ^_^; Destroy Sandorake first, and
then have Daitarn 3 have a battle encounter with the Death Spider. Kadogar
will reappear and save everyone from the Death Spider.
Take your time if you would like, just be sure to destroy Kiros before
Turn 8 is over. A fully upgraded Daitarn 3 with Hot Blood can easily get
over 22000 off the Niheberugen by the way. ^_^ Kiros will also pop a Haro
for the umpteenth time in an SRW game.
An OVA and Special Rations will be given after the mission.
------------------------------------------------------------------------------
Scenario 31-Zengar
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard
Albion
12 Squads
Player Reinforcements:
Grungust Sanshiki (Zengar)
Huckebein Mk. III Trombe (Elzam)
Enemy Units:
Girara x 02
- Garuga x 01
Garuga x 01
- Rugon x 01
Garuga x 01
- Girara x 01
Giyao x 04
- Giyao x 01
Dorrark x 04
Ramatano Orochi x 01 (Mimashi)
Ramatano Orochi x 01 (Amon)
Enemy Reinforcements:
Megaruga x 01 (Kukuru)
- Girara x 02
Items:
Biosensor: Kukuru
Events:
Enemy Units are Defeated: Player Units Retreat. Enemy and Player
Reinforcements (1) Arrive
Turn after Reinforcements Arrive: Player Reinforcements (2) Arrie
2 Turns after Reinforcements Arrive: Daizengar receives Zankanto...
and much pain ensues...
Skill Point:
Destroy all Eneny Units on or before Turn 6
Notes:
The first portion of the scenario is a rather simple beat down of every
enemy in sight. Try to use ALL Attacks try to face the Ramatano Orochis from
close range to prevent being hit by ALL Attacks yourself. You know the drill.
After all of the enemies are defeated, Kukuru will show up and move
toward the battleships. Zengar will launch to face her, and Kukuri will
critically wound Sanshiki. The battleships will then retreat.
Elzam will arrive to aid Zengar. Elzam should just use Flash to avoid
getting himself killed in all honesty. ^^; Daizengar will replace Sanshiki
in the next round, but Zengar will be unable to do anything still. Have Elzam
use Flash again just in case.
On the next turn Elzam retreives Zankanto for Zengar and a really cool
sequence ensues. Now it is time to maim Kukuru with your brand spanking new
original mecha. Try to take out the Giraras first so Kukuru will have no
one using Support Defend for her.
The scenario will end after Kukuru's defeat, and a GS Ride will be
delivered after the scenario ends.
------------------------------------------------------------------------------
Scenario 31-Arad
------------------------------------------------------------------------------
Player Units:
Wild Vulture (Arad)
Huckebein Mk. III (Viletta)
Player Reinforcements:
2 Battleships
10 Squads
Enemy Units:
Zaku II F2 x 03
- Zaku II F2 x 01
Rick Dom II x 02
- Rick Dom II x 02
Gelgoog Marine x 02
- Gelgoog Marine x 02
Geara Doga x 03
- Geara Doga x 02
Wild Falchon x 01 (Zeola)
- Geara Doga x 02
Hamrabi x 01 (Yazan)
- Hamrabi x 01 (Tanger)
- Hamrabi x 01 (Ramses)
Events:
Turn 3 Player Phase: Player Reinforcements Arrive
Skill Point:
Destroy's Yazan's Hamrabi before or on Turn 6
Notes:
Arad's Huckebein Mk. III malfunctions, so Elzam gives him the Wild
Vulture and takes the Huckebein away. This scenario is much easier if you
finished upgrading Arad's Huckebein Mk. II before since the upgrades carry
over to Viletta's.
Take advantage of counterattacks to destroy most of the enemies. Focus
on Yazan's squad for the Skill Point though.
Arad keeps Wild Vulture. Viletta and Elzam will join with their
respective Huckebein Mk. IIIs.
------------------------------------------------------------------------------
Scenario 31-Kusuha
------------------------------------------------------------------------------
Player Units:
Ryujinki (Kusuha)
Huckebein Mk. III Trombe (Elzam)
Huckebein Mk. III (Viletta)
Enemy Units:
Koohki (Bullet)
Enemy Reinforcements:
??? (Tiger)
Skill Point:
Destroy the ??? (Tiger) in Enemy Reinforcements (retreats below 7000HP)
Notes:
Finally! The big showdown between Ryujinki and Koohki. ^^ I'd suggest
equipping Ryujinki with the Haro you earned in the previous stage.
The scenario starts off with Kusuha, Elzam, and Viletta against a Bullet
that is being controlled by GunEden and piloting Koohki. You need to reduce
Kooohki's HP to critical (around 3,000 HP) without destroying it.
The mask that Bullet was wearing is shattered, and he starts to regain
control of himself. GunEden sends a tiger-like beast that nearly destroys
Ryujinki. Ryujinki and Koohki will perform a ceremony that brings the two
together again forming Ryukooh/Koryuoh. Bullet is now himself, and will go
by the name of Brooklyn again (I always liked that name better).
Now that you have your brand spanking new mech... its time to kick some
ass in all honesty. I'd suggest changing to Koryuoh form since it has a much
nicer movement rate, and moving next to the Tiger and attacking it while
spelled up... which could reduce it to around 9,000-10,000HP if you had
Ryujinki nicely upgraded. Remember that the enemy will retreat if its HP
is reduced under 7,000HP. Viletta can cast Luck on Ryukooh/Koryuoh before it
strikes the finishing blow, which will earn you 74,000 gold. ^_^
Brooklyn joins and will be the other pilot for Ryukooh/Koryuoh. Viletta
and Elzam will join with their respective Huckebein Mk. IIIs. The Mk. III's
barriers will extend to an entire squad, so I would suggest placing them in
squads that already do not have the benefit of a barrier from a Brain or Brain
Child.
A GS Rider and Organic Bit will be delivered shortly before intermission.
------------------------------------------------------------------------------
Scenario 31-Ibis
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard
Albion
Alterion
Gaogaigar
Big Volfogg/Volfogg
Enemy Units:
EI-05 (Pizza)
Irikutai
- Giyao
Bato
- Irikutai
Oberiusu
- Poazan
Puratsukuchinsuta
- Retsudobarom
Okopinia
- Poazan
Enemy Reinforcements:
Vegarion
Events:
Turn 3 Enemy Phase: Enemy Reinforcements Appear and Alterion and
Vegarion duel once again. Player Battleships Retreat
Turn 4 Player Phase: Alterion's HP and EN are restored. Ibis and
Tsugumi's SP is restored. Alterion gains access to its GraMX attack.
Notes:
Before this mission I would suggest either equipping Gaogaigar with a
accuracy raising items and armor. EI-05 honestly doesn't have a chance in
hell of defeating Gaogaigar if it had some decent defense upgrades.
Gaogaigar can simply use Broken Magnum repeatedly to weaken EI-05 while
Gaogaigar remains unharmed thanks to Protect Shade (and its strength is
dependent upon Gaogaigar's defense rating).
Feel free to use Ibis and Tsugumi's spells freely for the first few
turns, since they will receive all of their SP, HP, and EN back as part of the
scenario's events. Surei shows up on the enemy phase of Turn 3 and the usual
battling commences. On Turn 4 Ibis -finally- overcomes her own personal
demons, and unlocks the GraMX attack for Alterion. Ibis' stats also receive
a boost, and she starts smiling in her portrait. o_o; Ibis' leadership skill
changes to + 1 movement and +10% Dodge as well.
Use Hot Blood and Concentrate (save first) and blow Surei away with GraMX
and then its off to finish off EI-05.
You should let EI-05 come to solid land. Take advantage of the buildings
to increase Gaogaigar's Hit Rate, and a small EN regen. Hit EI-05 with
Broken Magnums to lower its HP and to build Guy's morale. Finish it off with
a Hell and Heaven when its HP is low enough and the Skill Point is yours.
A GS Ride? will be given after the mission, which raises EN by 100, and
regenerates 20% EN per turn.
------------------------------------------------------------------------------
Scenario 32
------------------------------------------------------------------------------
Player Units:
MP F91 (Harrison)
Ra Kailum (Bright)
Player Reinforcements:
Mother Vanguard
12 Squads
Enemy Units:
Rick Dom II x 02
- Rick Dom II
Gelgoog Marine x 02
- Gelgoog Marine
Geara Doga x 02
- Geara Doga
Jagd Doga Quess Tpe (Quess)
- Geara Doga x 02
Jagd Doga Gyunei Type (Gyunei)
- Geara Doga x 02
Enemy Reinforcements:
Bug x 10
- Bug x 01
Bahgi Iris x 01
- Zondo Gei x 01
Berga Dalas x 02
- Den'an Zon x 01
Pez Batara x 01
- Pez Batara x 01
Erebado x 02
- Pez Batara x 02
Berga Giros x 02
Rafflessia x 01
Crossbone X2 Kai (Zabine)
- Berga Giros x 02
Quavarze (Giri)
- Abijo (Rozu)
- Totuga (Banzu)
Zamas Giri x 01 (Jiru)
- Berga Giros x 02
Items:
Apogee Motor: Gyunei
High Performance Targeter: Zabine
Hybrid Armor: Rafflessia
Multiple Sensor: Giri
Psyco Frame: Quess
Events:
Turn 2 Player Phase: Player Reinforcements Appear
4 Enemy Squads remain: Enemy Units Retreat and Enemy Reinforcements
Appear
Skill Point:
Destroy Zamas Giri (retreats at under 10,000 HP)
Notes:
An important thing to consider in this stage is the level of the Wing
boys. They all need to have an average level of 34 (total number of all five
boys levels needs to be at or exceed 170) before the end of this level.
Fortunately there are several experience opportunities here if you need to
catch up, and the Game Over requirements are fairly easy to fulfill.
Speaking of Game Over requirements. If Ra Kailum or Mother Vanguard is
destroyed it is Game Over. If a Bug crosses the line that Bright makes when
the enemy reinforcements appear, it is also Game Over.
Harrison and Bright should actually avoid the Enemy Units at the start
and wait for Player Reinforcements to arrive. Amuro can use the "Convince"
command on Quess, but it has not been discovered yet if Quess can be
recruited. The enemy units will retreat when there are only 4 squads
remaining, so if you want the Apogee Motor that Gyunei has, or the Psyco Frame
that Quess has, you need to work quickly and avoid killing squads.
The enemy reinforcements deploy several Bug squads, that will be replaced
if any are destroyed. The only way to stop an endless supply of Bugs is to
destroy the Rafflessia. New Bug units will stop appearing then.
Try to save some SP on your best boss killing unit to finish off the
Zamas Giri. It is tempting to use up SP to destroy Quavarze and X2 Kai, but
try to save enough for one big attack since you need to hit Zamas Giri for
over 10,000 HP for the Skill Point.
Ra Kailum will be an available battleship. Harrison joins with his blue
MP F91. Nu Gundam is -finally- delivered to Amuro. Wing Gundam will also be
available if the Wing boys' levels were high enough.
------------------------------------------------------------------------------
Scenario 33
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
Ra Kailum/Albion/Daiku Maryu
10 Squads
GP03 Stamen (Kou)
Player Reinforcements:
Crossbone X3 (Tobia)
- Double Zeta Gundam (Judau)
Enemy Units:
Bahgi Iris x 01
- Den'an Zon x 02
Erebado x 03
- Pez Batara x 01
Berga Giros x 02
- Berga Dalas x 02
Rick Dom II x 03
- Rick Dom II x 01
Geara Doga x 03
- Gelgoog Marine x 02
Gerbera Tetra x 01
- Geara Doga x 02
Musaka x 01
- Geara Doga x 02
Enemy Reinforcements:
Elegolea x 01 (Dogachi)
- Erebado x 02
Zamas Giri x 01
- Erebado x 02
Erebado x 02
- Erebado x 01
Items:
Biocomputer: Dogachi
Chobham Armor: Zamas Giri
Learning Computer: Cima
Events:
Turn 2 Enemy Phase: Enemy Reinforcements Appear
Turn 3 Player Phase: Player Reinforcements Appear
Skill Point:
Destroy Elegolea
Notes:
Tobia will be absent for a few rounds this mission, so you may want to
adjust any squad he might be in (I had him piloting X2 on an Ibis route game
and I put Harrison in the it instead). Your squads will need to move out in
two seperate groups at the start of the scenario, with at least one battleship
killer going to handle the Crossbone enemies since a battleship will be
deployed relatively soon.
The Neo Zeon group should not be much of a problem. Hit Cima's group
with one of your favorite "ALL" attacks, and I like Kou to finish her off just
for the proper "feel." Use Lucky on the Musuka.
One of the requirements for obtaining Full Armor ZZ is that Tobia needs
to attack and destroy Elegolea by himself. I suggest moving a unit with
Leadership next to Tobia (Ra Kailum, Albion, whatever unit Harrison is in) to
help with his evade rate. Placing an EN Refilling unit close by will also
help X3 who will probably be draining its EN relatively quickly.
Tobia will now have a shiny new Crossbone X3 Gundam. After the scenario
you will receive the usual Propellent Tank, Repair Kit, Cartridge, Rations,
and the now requisite OVA. A surprise bonus is that another Mega Rider will
be given to you, which is great if you need another EN unit (and who doesn't?)
------------------------------------------------------------------------------
Conversation before Scenario 34
------------------------------------------------------------------------------
Kinkaid will be given a choice between going on the Moon Route or Axis
Route.
------------------------------------------------------------------------------
Scenario 34-Moon Route
------------------------------------------------------------------------------
Player Units:
Taurus (Noin)
Player Reinforcements (1):
Wing Zero Custom (Heero)
Zeta Gundam (Camille)
GP03S (Kou)
Player Reinforcements (2):
Daiku Maryu/Mother Vanguard/Albion/Ra Kailum
10 Squads
Enemy Units:
Rick Dom II x 03
- Rick Dom II x 01
Gelgoog Marine x 02
- Zaku II F2 x 02
Geara Doga x 02
- Geara Doga x 01
Berga Giros x 01
- Berga Dalas x 02
Erebado x 01
- Pez Batara x 02
Bahgi Iris x 01
- Den'an Zon
Hamrabi x 01 (Yazan)
- Hamrabi x 02
Tallgeese III (Zechs)
Enemy Reinforcements:
Barzam x 04
- Barzam x 02
MP F91 x 03
- MP F91 x 01
Magellan x 01
Items:
Booster
Buchimaki
Dual Sensor
I Field Generator
Magnetic Coating
Events:
Turn 2 Player Phase: Player Reinforcements (1) Arrive. Zechs and Surei
spell up.
Tallgeese III is Defeated: Zechs and Noin Retreat
Turn 4 Player Phase: Player Reinforcements (2) Arrive
Turn 5 Player Phase: Enemy Reinforcements Arrive
Skill Point:
Destroy all enemies on or before Turn 9.
Notes:
It seems like a rivalry stage to me. Noin can hold her own at the start
if you keep using Concentrate for her.
When the Player Reinforcements arrive, Zechs will cast spells to raise
his morale, and make the first attack that hits him result in 0 damage. Heero
shouldn't waste a Twin Buster Rifle shot on Tallgeese III when they start
their duel, so start with a beam saber slash. Then use the Twin Buster Rifle
shots with Hot Blood.
Zeta and GP03S should go face the main enemy group. Any buildings on
this map should be taken advantage of (+30% to Evade and Accuracy, and +20% HP
and EN) and make the scenario easier. Yazan will of course focus on Camille,
but Yazan and friends will most likely be more hurt by the effort...
especially if Camille is taking advantage of the terrain. Kou can also help
quite a bit with the Hamrabi squad with his "ALL" attack. Once the Hamrabis
are gone, try to focus on the Musukas, since it will take awhile for
reinforcements to arrive.
When Player Reinforcements arrive... you should be careful since the
enemy reinforcements will arrive just to the left of your reinforcements
starting point. I'd suggest breaking up into two groups. One to take care of
the reinforcements, and another to help the rest of your units with the main
enemy force. The Enemy Reinforcements are mostly just cannon fodder, but you
definitely want to keep some units behind.
Noin will join with her Taurus after this scenario. Noin can pilot any
Gundam Wing unit (if you obtained Wing Gundam... then you probably have a
spare GW mecha available).
------------------------------------------------------------------------------
Scenario 34-Moon Route-Ibis
------------------------------------------------------------------------------
Player Units:
Taurus (Noin)
Player Reinforcements (1):
Alterion (Ibis & Tsugumi)
Wing Zero Custom (Heero)
Zeta Gundam (Camille)
GP03S (Kou)
Player Reinforcements (2):
Daiku Maryu/Mother Vanguard/Albion/Ra Kailum
10 Squads
Enemy Units:
Rick Dom II x 03
- Rick Dom II x 01
Gelgoog Marine x 02
- Zaku II F2 x 02
Geara Doga x 02
- Geara Doga x 01
Berga Giros x 01
- Berga Dalas x 02
Erebado x 01
- Pez Batara x 02
Bahgi Iris x 01
- Den'an Zon
Vegarion (Surei)
Hamrabi x 01 (Yazan)
- Hamrabi x 02
Tallgeese III (Zechs)
Enemy Reinforcements:
Barzam x 04
- Barzam x 02
MP F91 x 03
- MP F91 x 01
Magellan x 01
Items:
Booster
Buchimaki
Dual Sensor
I Field Generator
Magnetic Coating
Events:
Turn 2 Player Phase: Player Reinforcements (1) Arrive. Zechs and Surei
spell up.
Tallgeese III is Defeated: Zechs and Noin Retreat
Turn 4 Player Phase: Player Reinforcements (2) Arrive
Turn 5 Player Phase: Enemy Reinforcements Arrive
Skill Point:
Destroy all enemies on or before Turn 9.
Notes:
It seems like a rivalry stage to me. Noin can hold her own at the start
if you keep using Concentrate for her. Ibis has a slightly different version
of this stage from the normal one since Surei makes an appearance for Ibis.
When the Player Reinforcements arrive, Zechs and Surei will cast spells
to raise their morale, and make the first attack that hits them result in 0
damage. Heero shouldn't waste a Twin Buster Rifle shot on Tallgeese III when
they start their duel, so start with a beam saber slash. Then use the Twin
Buster Rifle shots with Hot Blood.
Alterion, Zeta, and GP03S should go face the main enemy group. Any
buildings on this map should be taken advantage of (+30% to Evade and
Accuracy, and +20% HP and EN) and make the scenario easier. I'd suggest for
Alterion to blow Vegarion away with a GraMX powered with Hot Blood and
Concentrate. I don't like playing the rivalry game very much. ^^; Yazan
will of course focus on Camille, but Yazan and friends will most likely be
more hurt by the effort... especially if Camille is taking advantage of the
terrain. Kou can also help quite a bit with the Hamrabi squad with his "ALL"
attack. Once Vegarion and the Hamrabis are gone, try to focus on the Musukas,
since it will take awhile for reinforcements to arrive.
When Player Reinforcements arrive... you should be careful since the
enemy reinforcements will arrive just to the left of your reinforcements
starting point. I'd suggest breaking up into two groups. One to take care of
the reinforcements, and another to help the rest of your units with the main
enemy force. The Enemy Reinforcements are mostly just cannon fodder, but you
definitely want to keep some units behind.
Noin will join with her Taurus after this scenario. Noin can pilot any
Gundam Wing unit (if you obtained Wing Gundam... then you probably have a
spare GW mecha available).
------------------------------------------------------------------------------
Scenario 34-Axis Route
------------------------------------------------------------------------------
Player Units:
Taurus (Noin)
Garnoll x 01
Player Reinforcements (1):
Gaiking (Sanshiro)
Daimos (Kazuya)
Player Reinforcements (2):
Daiku Maryu
10 Squads
Enemy Units:
Retsudo Bomb x 03
- Retsudo Bomb x 02
Peratsuku Monster x 01
- Peratsuku Monster x 01
Kabutonaga x 01
- Kabutonaga x 01
Sasorinaga x 01
- Sasorinaga x 01
Gurotekutar x 01 (Kirar)
Enemy Reinforcements (1):
Retsudo Bomb x 03
- Retsudo Bomb x 02
Peratsuku Monster x 02
- Retsudo Bomb x 02
Sasorinaga x 02
- Retsudo Bomb x 02
Kabutonaga x 02
- Retsudo Bomb x 02
Dari x 02
- Zubanza x 02
Zonnekaiser x 02
Gurotekutar x 01 (Tesumono)
Gurotekutar x 01 (Ashimofu)
Gurotekutar x 01 (Tankeru)
Enemy Reinforcements (2):
Murncondor x 01
Items:
Anti Beam Coating: Ashimofu
Bio Sensor: Tankeru
Hybrid Armor: Tesumono
Mega Generator: Kirar
Events:
Turn 2 Player Phase: Player Reinforcements (1) Arrive
Turn 4 Player Phase: Player Reinforcements (2) and Enemy Reinforcements
Arrive
Turn 4 Enemy Phase: Enemy Reinforcements (2) Arrive. Gaiking raises to
150 morale and gains Face Open Attack.
Skill Point:
Destroy all Gurotekutars on or before Turn 8 (will retreat when reduced
to under 8,000HP)
Notes:
Noin basically has to defend the Garnoll on yer lonesome for a little
while. Transform her Taurus to MA mode, move over to a piece of debris for
hit and evade bonuses, and fend off enemies until Daimos and Gaiking can catch
up while moving through the debris.
Reinforcements for both sides will arrive on Turn 4. Focus on destroying
enemies moving closer to the Garnoll to prevent it taking damage. The
Murncondor will critically damage Gaiking, but it will move to Great Space
Dragon and be repaired. Sanshiro will be at 150 morale when it exits, and
Gaiking will have access to a new (and very powerful) attack.
Be careful not to reduce a Gurotekutar's HP to below 8,000. This will
cause it to retreat, and if a single one retreats you will lose the Skill
Point. >_<
After the enemies are defeated, another enemy squad appears, and is taken
down by a (not so) mysterious stranger. Hmm... red hair... horns... I wonder
if it might be Hainel...
Noin joins with her Taurus after this scenario.
------------------------------------------------------------------------------
Scenario 35-Moon Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
12 Squads
Enemy Units:
Dari x 02
- Dari x 01
Zonnekaiser x 01
Poazan x 02
- Poazan x 01
Tesura x 01
- Poazan x 02
Okopinia x 01
- Poazan x 02
Dorion x 01
- Poazan x 02
Retsudobomb x 03
- Retsudobomb x 02
Peratsukumonster x 01
- Peratsukumonster x 01
Kabutonaga x 01
- Kabutonaga x 01
Sasorinaga x 01
- Sasorinaga x 01
Gurotekutar (Kirar)
- Poazan x 02
Skullrook (Berugan)
- Poazan x 02
Items:
Anti Beam Coating
Giant Generator
Skill Point:
Destroy Berugan's Skullrook
Notes:
The god of challenge called... he said he's taking a vacation and to
enjoy. No events, no strange conditions, just simple ass kicking.
------------------------------------------------------------------------------
Scenario 35-Axis Route
------------------------------------------------------------------------------
Player Units:
Ra Kailum
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Enemy Units:
Gelgoog Marine x 03
- Rick Dom II x 02
Geara Doga x 02
- Geara Doga x 02
Tallgeese III (Zechs)
- Geara Doga x 02
Erebado x 02
- Pez Batara x 02
Hamrabi x 01 (Yazan)
- Hamrabi x 01 (Ramses)
- Hamrabi x 01 (Tanger)
Musaka x 02
- Gelgoog Marine x 02
Enemy Reinforcements:
MP Qubeley x 06
- MP Qubeley x 02
Geymark x 03
Geymark x 01
- MP Qubeley x 02
Items:
Booster: Yazan
Dual Sensor: Ramses
Hachimaki: Zechs
Magnetic Coating: Tanger
Events:
Enemy Units are Destroyed: Enemy Reinforcements arrive. Puru and Puru
Two will retreat.
Skill Point:
Destroy all Enemy Units (not reinforcements) on or before Turn 4
Notes:
This is a fairly simple stage. Use Accelerate and move your units in.
Destroy enemies to gain morale. You only have 4 turns to finish off this
group, but there are not that many squads and do not put up too much of a
fight. Yazan's squad may be slightly difficult to hit though. Yazan also has
a high hit rate. Hamrabis are not the most durable of units though. ^^;
After the Enemy Units are destroyed, some reinforcements will arrive.
Puru and Puru Two will freak out and retreat. You have a choice of just
exiting the stage, or to destroy the enemy reinforcements. I say destroy the
enemy group. ^_^
The Enemy Reinforcements do have one interesting thing though...
apparently these generic Neo Zeon pilots are all Newtypes or Enhanced Humans
since they are using funnels. O_O; They still have the stats of a generic
cannon fodder pilot though so you should have little trouble. ^^ I suggest
using a strong ALL Attack on the MP Qubeley squads. A single good ALL attack
with Hot Blood can destroy a squad, and Lucky will let you receive a little
over 25,000 gold from each squad destroyed. This could easily help with the
requirements for the HWS for Nu Gundam which requires that Nu Gundam's
weapons be upgraded by 5 blocks for the cost of 120,000 gold.
The scenario will end when you exit the map, or all enemies are
destroyed.
------------------------------------------------------------------------------
Scenario 36-Moon Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard/Albion/Ra Kailum
12 Squads
Player Reinforcements:
Gaiking
Enemy Units:
Dari x 02
- Zubanaza
Zonnekaiser x 02
Garnoll x 01
- Zubanaza x 02
Peratsukumonster x 03
- Retsudobomb x 02
Sasorinaga x 03
- Retsudobomb x 02
Kabutonaga x 03
- Retsudobomb x 02
Gurotekutar (Ashimofu)
- Retsudobomb x 02
Gurotekutar (Tankeru)
- Retsudobomb x 02
Enemy Reinforcements:
Retsudobomb x 03
- Retsudobomb x 02
Kabutonaga x 01
- Sasorinaga x 01
Sasorinaga x 01
- Kabutonaga x 01
Murncondor x 01
- Retsudobomb x 02
Tiberujisegar x 01 (Erika)
Gurotekutar x 01 (Tesumono)
- Retsudobomb x 02
Items:
Anti Beam Coating
Biosensor
Cost Bar
Hybrid Armor
Events:
Turn 4 Player Phase: Player Reinforcements Appear
Enemy Units Destroyed: Enemy Reinforcements Appear
Skill Point:
Destroy all enemies on or before Turn 7
Notes:
Actually another relatively simple stage. Accelerate in and destroy the
enemies, and enemy reinforcements will appear to the right of the main enemy
force.
Gaiking characters can have conversations with the Erika from the Gaiking
universe. There may be a convince process... but no one has a clue about it,
then again no one seems to care about Gaiking in the slightest. o_o;
If you are on Ibis' path, I would suggest putting lots of money into
Alterion since this next stage is where you get Hyperion.
------------------------------------------------------------------------------
Scenario 36-Axis Route
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Player Units:
Ra Kailum
Daiku Maryu/Mother Vanguard/Albion
14 Squads
Enemy Units:
Rick Dom II x 03
- Rick Dom II x 02
Gelgoog Marine x 03
- Gelgoog Marine x 02
Doven Wolf x 03
- Doven Wolf x 01
Doven Wolf x 01 (Rakan)
- Doven Wolf x 02
MP Qubeley x 04
- MP Qubeley x 02
Geymark x 01 (Aria)
- MP Qubeley x 02
Endora x 03
- Gelgoog Marine x 02
Sadalahan x 01
- MP Qubeley x 02
Enemy Reinforcements:
Geymark x 01 (Lance)
- MP Qubeley x 02
Geymark x 01 (Nir)
- MP Qubeley x 02
Qubeley (Haman)
Items:
I Field Generator: Aria
Solar Panel: Rakan
Events:
Sadalahan's is reduced to below 50,000HP: Enemy Reinforcements Arrive
Skill Point:
Reduce Haman's Qubeley's HP to below 45,000HP on or before Turn 6.
Notes:
As usual you need to use Accelerate and move your units in quickly. Try
to conserve your SP though since Haman almost requires the Sure Hit spell to
be used to even be able to hit her. Take advantage of morale gains and try to
get to the Sadalahan (red battleship) as soon as possible. The Sadalahan's HP
needs to be reduced to below 50,000HP for Haman to appear.
Judau can earn the Hi Mega Cannon for Double Zeta Gundam by having a
battle encounter with Haman here. Just have Judau attack Haman (preferably
while spelled up to prevent any possible damage coming to him). Judau will
instantly have access to the attack afterwards.
Haman's Qubeley has 92,000HP and you need to reduce it to below 45,000HP
for the Skill Point. Attack her at close range so she doesn't use her ALL
attack which can wreak havoc on your squads. Use Sure Hit to ensure that you
will hit her Qubeley, and of course Hot Blood will increase the damage you can
deal to her.
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Scenario 37-Zengar
------------------------------------------------------------------------------
Player Units:
Daiku Maryu/Mother Vanguard/Albion/Ra Kailum
12 Squads
Daizengar
Enemy Units:
Geara Doga x 03
- Geara Doga x 02
Erebado x 03
- Pez Batara x 01
Berga Giros x 02
- Berga Dalas x 01
Dahgi Iris x 01
- Zondo Gei x 02
Musaka x 02
Enemy Reinforcements:
Megaruga x 01 (Kukuru)
Events:
Enemy Units Defeated: Player Units retreat except Daizengar. Enemy
Reinforcements arrive.
Notes:
The stage is really simple at the start. You have your typical cannon
fodder squads, and the Musakas are not really a threat. Use Lucky to gain
more money from the Musakas as usual.
All of the Player Units will retreat except Daizengar after the Enemy
Units are defeated. Zengar has to have another duel with Kukuru, which should
be over rather quickly.
The Shark Kustos will arrive afterwards and destroy Kukuru's Megaruga for
good... bleh... no self redemption this time. >_< Maybe if we see Kukuru
again in an OG or something...
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Scenario 37-Arad
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
12 Squads
Wild Vulture (Arad)
Player Reinforcements:
Wild Falchon (Zeola)
Enemy Units:
Geara Doga x 03
- Geara Doga x 02
Sadalahan x 01
- Geara Doga x 02
Enemy Reinforcements:
Gelgoog Marine x 02
- Rick Dom II x 03
Berga Giros x 03
- Dahgi Iris x 01
- Ben'an Zon x 02
Berga Giros x 02
- Berga Giros x 03
Geara Doga x 03
- Geara Doga x 03
Sadalahan x 01
- Geara Doga x 02
Gundam GP02 x 01 (Yazan)
- Hamrabi x 01 (Tanger)
- Hamrabi x 01 (Ramses)
- Geara Doga x 01
Events:
Enemy Units are Defeated: Player and Enemy Reinforcements Arrive
Skill Point:
Destroy GP02 (retreats under 7000HP)
Notes:
I'd suggest sending Arad to the northwest corner to wait for Yazan's
arrival. Destroy the enemy units to trigger the appearance of the rest of
the enemies. Zeola will be worthless until Yazan has a battle encounter with
anyone and then she will join Arad's squad.
I'd suggest for the rest of your units to not destroy the enemy
reinforcements since that will only raise Yazan's morale and make him more of
a threat. Zeola should use Concentrate and Hot Blood and user her ALL Attack
on Yazan's squad to take out the rest of the units there so Yazan will have
no one Support Defending him. Finish Yazan off with a Twin Bird Strike when
he has no lackies left and the scenario will end.
------------------------------------------------------------------------------
Scenario 37-Kusuha
------------------------------------------------------------------------------
Player Units:
Daiku Maryu/Mother Vanguard/Albion/Ra Kailum
12 Squads
Ryukooh
Enemy Units:
Berga Giros x 02
- Berga Dalas x 01
Dahgi Iris x 01
- Den'an Zon x 02
Geara Doga x 03
- Geara Doga x 02
Erebado x 03
- Pez Batara x 01
Musuka x 02
Enemy Reinforcements:
??? (Shark)
Items:
Learning Computer: Musuka
Events:
Enemy Units are Destroyed: Player Units retreat except for
Ryukooh/Koryuoh
Skill Point:
Destroy all Enemy Units (not reinforcements) on or before Turn 4
Notes:
A really simple stage... and for some reason Yuu and Hime start off at
150 morale each. o_O; Accelerate forward and destroy several squads of
cannon fodder.
Be sure to raise Kusuha and Brooklyn's morale to 150 before you finish
off the enemy units. Kusuha and Brooklyn will receive a full SP recharge
after the enemies are defeated, so you should take advantage of that.
All of the player units will retreat after the Enemy Units are defeated.
GunEden will have a conversation with Kusuha and Brooklyn and send the
shark-like beast at them. Shark will retreat when its HP is knocked below
10,000, so be sure to finish him off with a strong strike.
------------------------------------------------------------------------------
Scenario 37-Ibis
------------------------------------------------------------------------------
Player Units:
Daiku Maryu/Mother Vanguard/Albion/Ra Kailum
12 Squads
Alterion
Player Reinforcements:
Hyperion (combined Alterion and Vegarion piloted by Ibis, Surei,)
(and Tsugumi)
Huckebein Mk. III (Viletta)
Huckebein Mk. III Tronbe (Elzam)
Enemy Units:
Berga Dalas x 01
- Berga Dalas x 01
Berga Giros x 01
- Berga Dalas x 01
Dahgi Iris x 01
- Den'an Zon x 02
Geara Doga x 03
- Geara Doga x 02
Erebado x 02
- Pez Batara x 01
Musuka x 02
Enemy Reinforcements (1):
Vegarion
Enemy Reinforcements (2):
Rick Dom II x 02
Gelgoog Marine x 02
- Gelgoog Marine x 01
Gerbera Tetra x 01 (Cima)
Endora x 01
Events:
Enemy Units Destroyed: All Player Units Except Alterion retreat. Enemy
Reinforcements (1) Appear
Skill Point:
Destroy all Enemy Units (not reinforcements, just units) on or before
Turn 4
Notes:
Finally!!! This is the stage where you receive Hyperion.
The start of the stage is pretty easy. Accelerate in (feel free to use
Ibis and Tsugumi's SP, they get a recharge soon) and lay waste to everything
as quickly as possible. Use Lucky on the Musuka's for more money.
When the Enemy Units are destroyed, everyone will retreat, except
Alterion. Surei arrives in Vegarion before Alterion can leave and another
duel ensues. Ibis and Tsugumi regained all their SP just now, so spell up
(don't worry, another full SP regain is coming soon) and destroy Vegarion
immediately.
Cima then arrives with her forces. Surei will now join you, and Alterion
and Vegarion will finally combine into Hyperion (and all pilots receive a
refill on all points). To make things even better, Viletta and Elzam arrive
to help out as well. ^_^ (Yes, Elzam's theme still rocks)
I'd suggest for Viletta and Elzam to not move and let the Doms and
Gelgoog Marines come to them. Hyperion can move on the next turn. You can
go after the Endora while the Huckebeins handle the grunts... or you could
just use Ibis' Spirit spell and Surei's Lock On and just absolutely blow Cima
away with a GraMX immediately. Whatever you want to do, but as soon as Cima's
Gerbera Tetra is destroyed the stage is over. ^_^;
Surei joins with Vegarion (which will have exactly the same upgrades as
Alterion). Viletta joins with Huckebein Mk. III. Elzam joins with Huckebein
Mk. III Tronbe.
------------------------------------------------------------------------------
Scenario 38
------------------------------------------------------------------------------
Player Units:
Gundam Wing Zero Custom (Heero)
- Tallgeese III
Player Reinforcements:
Ra Kailum
Daiku Maryu/Mother Vanguard/Albion
15 Squads
Enemy Units:
Berga Giros x 02
- Berga Dalas
Bahgi Iris x 01
- Berga Dalas x 01
Erebado x 02
- Batara x 01
Pez Batara x 02
- Pez Batara x 01
Zamas Giri x 01
- Batara x 02
Val Varo x 01 (Kelly)
- Gelgoog Marine x 02
Neue Ziel x 01 (Gato)
- Gelgoog Marine x 01 (Karius)
Hamrabi x 01 (Yazan)
- Hamrabi x 02
Geara Doga x 02
- Geara Doga x 01
Geara Doga Rezun Type x 01 (Pezun)
- Geara Doga x 02
Jagd Doga Quess Type x 01 (Quess)
- Geara Doga x 02
Jagd Doga Gyunei Type x 01 (Gyunei)
- Geara Doga x 02
Musuka x 02
- Geara Doga x 01
Enemy Reinforcements:
Geara Doga x 02
- Geara Doga x 01
Berga Giros x 02
- Berga Giros
Quavarze (Giri)
- Abijo (Rozu)
- Totuga (Banzu)
Crossbone X2 Kai (Zabine)
Berga Dalas (Dorel)
- Berga Giros x 02
Sazabi (Char)
- Geara Doga x 02
Salahan (Nanai)
- Geara Doga x 02
Zamas Garu (Jire)
- Berga Dalas x 02
Reururra x 01
- Geara Doga x 02
Items:
Biosensor: Gyunei
Booster: Kelly
Dual Sensor: Rezun
High Performance Radar: Giri
Hybrid Armor: Dorel
I Field Generator: Jire
Mega Booster: Gato
Minovsky Driver: Dogachi
Multiple Sensor: Yazan
Psyco Frame: Quess
Events:
Turn 3 Player Phase: Player Reinforcements Appear
Turn 3 Enemy Phase: Enemy Reinforcements Appear. Kinkaid starts a duel
with Zabine.
Yazan has a battle encounter with Camille: Camille receives morale boost
and Hyper Beam Saber attack
Crossbone X2 Kai's HP reach below 50%: X1 is (temporarily) destroyed and
X2 Kai retreats.
Skill Point:
Reduce total number of enemy squads to 4 before or during Turn 7.
Notes:
No really, this stage is screwed up. I suggest moving Heero and Zechs
over to some debris to help out their evade and hit rates. Try to resist
killing Yazan until Camille and the rest of the Player Reinforcements arrive.
There are several possible secrets on this scenario.
Camille can earn the Hyper Beam Saber for Zeta Gundam by having a battle
encounter with Yazan. Zeta can be in mobile suit or Wave Rider mode.
Kinkaid will go duel with Zabine when he appears. Kinkaid will leave
behind whatever squad he is a part off. Apparently Dorel might be recruitable
later if Kinkaid has a battle encounter with him. If X2 Kai's HP reaches
below 50%, then a scene will take place from the Crossbone Gundam manga where
X2 cuts off X1's head and kicks it to Earth... to what is apparently Kinkaid's
death (but not really of course). X2 Kai will retreat from the battle then.
Zabine will not drop any items if X2 Kai is destroyed, and the same event will
occur. It really is not to your benefit to go out of your way to destroy X2
Kai at this moment. ^^;
The requirement for getting Hi Nu Gundam later is for Amuro to attack
Char's Sazabi with Re-GZ (in MS mode, no BWS system) and for Amuro to survive
the battle encounter (Flash should ensure Amuro's survival).
It would be really difficult to destroy all of the enemies on this stage
within 7 turns, but all you have to do is to reduce the numbers to 4 squads,
which is nice because there are some really high HP battleships in the area.
Char's Sazabi will retreat when its HP dips below 50,000. You can do this if
you really want to face Nightingale later (but do you really what Char to be
more powerful?).
Zechs will join with Tallgeese III after this scenario.
------------------------------------------------------------------------------
Scenario 39
------------------------------------------------------------------------------
Player Units:
12 Squads
Enemy Units:
Pez Batara x 02
- Pez Batara x 01
Pez Batara x 04
- Pez Batara x 02
Erebado x 03
Enemy Reinforcements:
Peratsukumonster x 05
- Retsudobomb x 01
Sasorinaga x 02
- Retsudobomb x 01
Kabutonaga x 02
- Retsudobomb x 01
Events:
Turn 2 Player Phase: Enemy Reinforcements Arrive
Skill Point:
Destroy all enemies on or before Turn 4
Notes:
I guess Banpresto decided to give us a break after the hell of last
scenario. Accelerate forward as usual and get some hits in. Enemy
Reinforcements will show up nearby on Turn 2. Take advantage of your UC
battleships' ALL weapons along with Hot Blood and hit rate increasing spells
to help thin out the enemy numbers. Split your troops into two groups to
finish each remaining enemy group and you might have this scenario finished
before Turn 3 ends.
Gato then does kamikaze dramatic BS with Neue Ziel... but it seems to
suck Yuu and your main character into some type of dimensional enclosure. o_O;
------------------------------------------------------------------------------
Scenario 40-Ibis
------------------------------------------------------------------------------
Player Units:
Main Character's Mecha
Yuu Brain (Yuu)
- Nelly Brain (Nelly)
Player Reinforcements:
Goshogun
Gaogaigar
2 Squads
Enemy Units:
Garonz Grand Cher (Jonathon)
Enemy Reinforcements:
Grand Cher x 03
- Grand Cher x 02
Grand Cher x 03
- Grand Cher x 01
Items:
Organic Bit: Grand Cher
Events:
Turn 2 Player Phase: Enemy Reinforcements Appear
After Main Character hits Jonathon on Turn 2: Player Reinforcements
Appear
Skill Point:
Destroy Baronz Grand Cher (Jonathon) on or before Turn 5
Notes:
Jonathon tracks down Yuu to the enclosure, and now uses the Garonz Grand
Cher that was also in the enclosure. Yuu's Brain is critically injured while
fighting with Garonz, so Yuu and Nelly will be of little use in this scenario.
Move your main character over to the clouds near Jonathon, since they
give a bonus to hit and evade... and since he's taking advantage of the
terrain you should do so to even things up. Enemy Reinforcements show up on
Turn 2, but they are of little concern. Attack Jonathon again and Player
Reinforcements will appear. I guess the Goshogun team's dimension warping
stuff proved useful here. ^^;
Have your Player Reinforcements take care of the Grand Chers and
hopefully build up some morale. You main character will be able to use spells
again on Turn 3, so if you already hit Jonathon a few times you might be able
to finish him off then. Just don't let his HP deplete under 7000HP until you
are ready to hit him with a strong attack to finish him off for the Skill
Point.
After Jonathon is defeated, Yuu's Brain gives all of its energy to
Nelly's Brain before it dies. This causes Nelly's Brain to evolve, but Nelly
is forced out of the cockpit and is killed. Yuu still sees her and she tells
him she did not regret living and was glad to have found her Brain Powered,
since without her Brain Powered she would have been alone in her last moments
of life (she had a terminal illness) and never have met Yuu. Nelly's Brain
realizes then Nelly liked Yuu, and decides to allow Yuu to be its new pilot.
------------------------------------------------------------------------------
Scenario 41
------------------------------------------------------------------------------
Player Units:
Daiku Maryu/Mother Vanguard/Albion/Ra Kailum
14 Squads
Enemy Units:
Saki x 01
- Saki x 01
Giro x 01
- Giro x 01
Sai x 01
- Sai x 01
Sen1 x 01
- Sen1 x 01
Sori x 01
- Bat x 02
Zur x 01
- Zur x 01
Rugon x 01
- Rugon x 01
Garuga x 01
- Garuga x 01
Girara x 01
- Girara x 01
Torukern x 01
- Oberiusu x 02
Gorgurar x 01
- Gureshiosu x 02
Psychobear x 01
-Zugarru x 02
Mikenese Battleship x 01 (Gorgon)
- Dorurarku x 02
Ramatano Orochi x 01 (Ikima)
- Giyao x 02
Yurishirzar x 01
Enemy Reinforcements:
Daishogun
Gorgurar x 01
- Gureshiosu x 02
Items:
Hachimaki: Yurishirzar
Chobham Armor: Ikima
Cost Down: Boss' home
Super Hachimaki: Daishogun
Super Alloy Z: Gorgon
Events:
Gorgon is attacked or 4 Squads Remain: Enemy Reinforcements Appear
Skill Point:
Destroy Daishogun after destroying the rest of the enemies
Notes:
I would actually suggest taking Boss on this stage. Move him over by
his house near the start point and receive a Cost Bar, which reduces a unit's
cost for squad placement.
Most of these enemies you've faced several times before, and you should
have little trouble with them. Daishogun and Yurishirzar are the tough
opponents here. You may actually only want to attack Daishogun with your
more powerful units since weaker squads can easily be wiped out if they are
attacking Daishogun from 2-9 range. There is no time limit of any sort, so
feel free to take your time.
Shin Getter Robo and Mazinkaiser make an appearance... and will be
causing problems for you in the near future.
------------------------------------------------------------------------------
Scenario 42
------------------------------------------------------------------------------
Player Units:
Daiku Maryu/Mother Vanguard/Albion/Ra Kailum
12 Squads
Getter Dragon
Mazinger Z
- Great Mazinger
Enemy Units:
Giro x 01
- Giro x 01
Sai x 01
- Sai
Sen1 x 02
- Bat x 02
Zar x 01
- Zar x 01
Sori x 02
- Sori x 01
Saki x 01
- Saki x 01
Gorgurar x 01
- Gureshiosu x 02
Torukern x 01
- Oberiusu x 02
Psychobear x 01
-Zugarru x 02
Birdatar (Birdatar)
Enemy Reinforcements (1):
Mazinkaiser
- Gureshiosu x 02
Shin Getter Robo
- Bat x 02
Enemy Reinforcements (2):
Torukern x 01
- Oberiusu x 02
Psychobear x 01
-Zugarru x 02
Sori x 02
Demonica (Hell)
NPC Units:
??? (Phoenix)
??? (Tiger)
??? (Shark)
Items:
High Performance Targeter: Birdatar
Mega Generator: Hell
Super Alloy Alpha Z: Hell
Events:
Turn 3 Player Phase: Enemy Reinforcements (1) Arrive
Mazinkaiser and Shin Getter Robo are disabled: Enemy Reinforcements (2)
Appear, and NPCs Appear
Skill Point:
Destroy all enemy units and then destroy Hell's unit
Notes:
I'd suggest sending a few decent units to the southwest to deal with the
main enemy squad. Mazinkaiser and Shin Getter Robo will arrive on the
southeast corner of the island, and will try to focus on destroying their
counterparts. I'd suggest surrounding them with your units to prevent them
from moving and work away at them. Be sure to only reduce their HP under 1000
and do not destroy them. Finish off the other enemy squads first, and then
finish disabling Mazinkaiser and Shin Getter.
Hell will arrive with his units, and try to regain control of Mazinkaiser
and Shin Getter Robo. Irui's "friends" intervene, and Mazinkaiser and Shin
Getter Robo leave the battle and go to Big Falchon.
Destroy the enemies, save Hell for last, and proceed to the next
scenario.
Mazinkaiser will now be an available unit (and will retain any upgrades
you made to Mazinger Z) and Shin Getter Robo will be an available unit (and
will retain any upgrades you made to Getter Dragon). You will have to place
the pilots in yourself though. You will also receive 2 Propellent Tanks, 2
Cartridges, 2 Repair Kits, and 2 OVAs.
------------------------------------------------------------------------------
Before Scenario 43
------------------------------------------------------------------------------
Berah has a choice as to whether Mother Vanguard will participate in the
next battle or not.
------------------------------------------------------------------------------
Scenario 43-Mother Vanguard
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
6 Squads
Mother Vanguard
6 Squads
Player Reinforcements:
Crossbone X1 (Kinkaid)
Enemy Units:
Sai x 01
- Zar x 01
- Giro x 01
Zar x 01
- Giro x 01
- Sai x 01
Sen 2 x 02
- Saki x 02
Giro x 01
- Sai x 01
- Zar x 01
Garuga x 01
- Garuga x 02
Girara x 01
- Girara x 02
Rugon x 01
- Rugon x 02
Torukern x 01
- Oberiusu x 02
Psychobear x 01
-Zugarru x 02
Gorgurar x 01
- Gureshiosu x 02
Ramatano Orochi (Ikima)
- Giyao x 02
Ramatano Orochi (Amon)
- Giyao x 02
Ramatano Orochi (Mimashi)
- Giyao x 02
Hades (Hades)
Enemy Reinforcements:
Sori x 02
- Sen 1 x 01
Mikenese Battleship (Gorgon)
- Dorurarku x 02
Items:
Apogee Motor: Amon
Bio Computer: Hades
Solar Panel: Mimashi
Super Alloy Z: Ikimia
Zormanium Alloy: Gorgon
Events:
Hades is Defeated: Any remaining Enemy Units retreat and
Enemy Reinforcements Appear
Skill Point:
Destroy Hades on before or on Turn 6
Notes:
Your forces surround the enemy with six squads on each end of the map.
The first six squads will be the closest to Hades, who has the most HP of the
group of enemy units. The second group has three Ramatano Orochis to deal
with though. You have six turns, so while you do need to use Accelerate and
try to hurry, it shouldn't be a close call by any means though.
Gorgon deploys after Hades is defeated. When Gorgon reaches below 25000
HP, then some missiles will deploy and Gorgon receives a full HP refill.
Kinkaid will come back in X1 and destroy one missile. Resume your attack on
Gorgon who will take his beating and not attempt to run away.
After the scenario you receive two Propellent Tanks, two Cartridges, two
Repair Kits, Multiple Pack, Special Ration, Hi Nu Gundam (if you met the
requirement in Scenario 38, another MP F91, another MP Nu Gundam (I), HWS
parts for Nu Gundam (if you upgraded its weapons five times), Full Armor parts
for ZZ Gundam (if you met the requirement in Scenario 33), and GP02 (if Kou's
kills were up to 80 before Scenario 38).
------------------------------------------------------------------------------
Scenario 43-No Mother Vanguard
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
12 Squads
Enemy Units:
Sai x 01
- Zar x 01
- Giro x 01
Zar x 01
- Giro x 01
- Sai x 01
Sen 2 x 02
- Saki x 02
Giro x 01
- Sai x 01
- Zar x 01
Garuga x 01
- Garuga x 02
Girara x 01
- Girara x 02
Rugon x 01
- Rugon x 02
Torukern x 01
- Oberiusu x 02
Psychobear x 01
-Zugarru x 02
Gorgurar x 01
- Gureshiosu x 02
Ramatano Orochi (Ikima)
- Giyao x 02
Ramatano Orochi (Amon)
- Giyao x 02
Ramatano Orochi (Mimashi)
- Giyao x 02
Hades (Hades)
Enemy Reinforcements:
Sori x 02
- Sen 1 x 01
Girara x 01
- Girara x 02
Mikenese Battleship (Gorgon)
- Dorurarku x 02
Items:
Apogee Motor: Amon
Bio Computer: Hades
Solar Panel: Mimashi
Super Alloy Z: Ikimia
Zormanium Alloy: Gorgon
Events:
Hades is Defeated: Any remaining Enemy Units retreat and
Enemy Reinforcements Appear
Skill Point:
Destroy Hades on before or on Turn 6
Notes:
Your forces surround the enemy with six squads on each end of the map.
The first six squads will be the closest to Hades, who has the most HP of the
group of enemy units. The second group has three Ramatano Orochis to deal
with though. You have six turns, so while you do need to use Accelerate and
try to hurry, it shouldn't be a close call by any means though.
Gorgon deploys after Hades is defeated. When Gorgon reaches below 25000
HP, then some missiles will deploy and Gorgon's HP will be refilled. Finish
off Gorgon to finish the scenario. Kinkaid will return in Crossbone X1 after
Gorgon is defeated.
After the scenario you receive two Propellent Tanks, two Cartridges, two
Repair Kits, Multiple Pack, Special Ration, Hi Nu Gundam (if you met the
requirement in Scenario 38, another MP F91, another MP Nu Gundam (I), HWS
parts for Nu Gundam (if you upgraded its weapons five times), Full Armor parts
for ZZ Gundam (if you met the requirement in Scenario 33), and GP02 (if Kou's
kills were up to 80 before Scenario 38).
------------------------------------------------------------------------------
Scenario 44
------------------------------------------------------------------------------
Player Units:
Albion
Daiku Maryu/Mother Vanguard/Ra Kailum
11 Squads
Goshogun
Nelly Brain (Yuu)
- Hime Brain (Hime)
Nanga Brain (Nanga)
- Russ Brain (Russ)
Enemy Units:
Grand Cher x 09
- Grand Cher x 02
Grand Cher (Sheila)
- Grand Cher x 02
Grand Cher (Quincy)
- Grand Cher x 02
Baronz Grand Cher (Jonathon)
- Grand Cher x 02
Enemy Reinforcements:
Dogarpu x 04
- Irikutai x 02
Tezezar x 04
- Dogarpu x 02
Kadonar Battleship
- Tezezar x 02
Kerganul Battleship
- Tezezar
Items:
Bio Computer: Jonathon
Cartridge: Tezezar
Cartridge: Tezezar
Cartridge: Tezezar
Cartridge: Tezezar
High Performance Radar: Kadonar
Multiple Sensor: Sheila
Psycho Frame: Quincy
Events:
Turn 3 Player Phase: Enemy Reinforcements Appear
Skill Point:
Destroy both Jonathon and Kadonar's units before the scenario ends.
Notes:
Another stage where you need to divide your forces into two groups. You
need to send a few units to the western portion of the map for the sole
purpose of defeating Kadonar (guy with the eyepatch), and of course generally
laying havoc to Goshogun enemies.
The main group is to proceed north toward Orphan and destroy Grand Chers
along the way. Goshogun and Nelly Brain/Hime Brain need to reach the marked
squares before Turn 5 ends. Move your battleships forward first to take
advantage of their leadership auras which will increase your units' hit rates
which will be a great help against these Grand Chers. Quincy and Sheila's
Grand Chers are as usual the basic Grand Chers with more HP, and shouldn't
provide too much trouble as long as you can hit them. Jonathon's Baronz Grand
Cher has an ALL attack that can be deadly to some units. As long as you
destroy him and Kadonar before Nelly Brain/Hime Brain and Goshogun squads get
to the marked squares (which they have to do before the end of Turn 5), then
the skill point is yours.
You can destroy more Goshogun enemies to the west if you would like, but
Kerganul will not stay destroyed... but it can be fun repeatedly destroying
him for Pilot Points, Experience, and Money.
------------------------------------------------------------------------------
Scenario 45
------------------------------------------------------------------------------
Player Units:
Good Thunder
Mother Vanguard
Daiku Maryu/Albion/Ra Kailum
12 Squads
Goshogun
Enemy Units:
Irikutai x06
- Irikutai x 01
Dogarpu x 03
- Dogarpu x 01
Tezezar x 03
- Tezezar 01
Dosheart x 02
- Dosheart x 01
Kernagurl Battleship
Bundle Battleship
Kadonar Battleship
Enemy Reinforcements (1):
Garuga x 01
- Hardygun x 01
Kabutonaga x 01
- Gracious x 01
Geara Doga x 01
- Tesura x 01
Zugaru x 01
- Rugon
EI-15
Enemy Reinforcements (2):
Gonakuru
Enemy Reinforcements (3):
Zaku II F2 x 01
- Zaku II F2 x 02
Rick Dom II x 01
- Rick Dom II x 02
Gelgoog Marine x 01
- Gelgoog Marine x 02
Death Spider x 02
- Aiai x 02
Megaborg Benmaru x 01
- Aiai x 02
Niheberugen (Kiros)
- Aiai x 02
Items:
A Adapter: Bundle
GS Rider: Kiros
Events:
Turn 2 Player Phase: Enemy Reinforcements (1) Appear
Turn 2 Enemy Phase: Enemy Reinforcements (2) Appear
8 Enemy Squads Remain out of Enemy Units and Reinforcements (1) and (2):
Enemy Reinforcements (3) Appear
Skill Point:
Destroy all enemies (which must be done before Turn 7 ends)
Notes:
First off, there is an interesting trick in the game that will allow you
to duplicate the items that Goshogun has equipped for this stage. Basically
any two items that you place on Goshogun will basically be copied just for
Goshogun. You could equip Goshogun with a Haro on this stage, and after the
stage finishes you will have your one Haro listed as being unequipped.
Goshogun will have a Haro equipped though. Basically you can equip Goshogun
with some really rare items and they will be duplicated just for the unit.
The downside of this trick is that you will be unable to equip items on
Goshogun without losing the items that were duplicated. You will want to use
items that you would like Goshogun to have for the entire game. Haro is an
obvious choice for one item slot. The other item slot could benefit from a
Mega Booster, Cost Down, or GS Rider.
An odd stage. The first set of Enemy Reinforcements will appear where
your Player Units are first deployed, so you will want to leave a squad or
two behind to handle those enemies. The other squads should split up in
different directions to handle each of the battleships, but with the aim
of regrouping with the Goshogun battleship which is under attack.
A Goshogun... copy shows up on Turn 3 Enemy Phase, and will focus its
attacks on Goshogun itself. The unit will probably not last very long though.
Kiros will arrive with her group when 8 enemy squads remain. Use PLA
attacks or destroy the Aiais supporting her before you use your big EN
draining attacks to ensure they hit. Pretty basic stuff at this point.
Goshogun gains a new attack after this Scenario.
------------------------------------------------------------------------------
Conversation before Scenario 46
------------------------------------------------------------------------------
Bright and Synapse discuss where to go next. Go to Tokyo and handle the
Extra Intelligence enemies, or head off to face the Mikenese.
------------------------------------------------------------------------------
Scenario 46-Tokyo
------------------------------------------------------------------------------
Player Units:
Daiku Maryu/Mother Vanguard/Albion/Ra Kailum
Gaogaigar
- Goldymarg
6 Squads
Volfogg/Big Volfogg
- Enryu
- Hyouryu
6 Squads
Enemy Units:
Giro x 01
- Zaku II F2 x 01
- Zar x 01
Giyao x 01
- Geara Doga x 01
- Dorion x 01
Poazan x 01
- Zugaru x 01
- Sen 1 x 01
Girara x 01
- Rick Dom II x 01
- Gracious x 01
Dogarpu x 01
- Retsudo Bomb x 01
- Saki x 01
Barzam x 01
- Torukern x 01
- Poazan x 01
Kabutonaga x 01
- Aiai x 01
- Bat x 01
Poazan x 01
- Zonnekaiser x 01
- Okopinia x 01
Zugaru x 01
- Giro x 01
- Irikutai x 01
Zubanza x 01
- Gelgoog Marine x 01
- Sasorinaga x 01
Oberiusu x 01
- Irikutai x 01
- Zubanza x 01
Dari x 01
- Kabutonaga x 01
- Retsudo Bomb x 01
Quavarze x 01
- Saki x 01
- Rick Dom II x 01
Tesura x 01
- Zar x 01
- Zaku II F2 x 01
Tezezar x 01
- Gelgoog Marine x 01
- Hardy Gun x 01
EI-02 x 03
EI-05 x 01
EI-15 x 01
EI-20 x 01
Enemy Reinforcements:
EI-26 (Pizza)
EI-27 (Penchinon)
EI-28 (Poroneze)
- EI-29 (Primada)
Items:
High Performance Radar
Solar Panel
Super Alloy Z x 02
Events:
Enemy Unit is Attacked: Enemy Reinforcements Appear
Skill Point:
Destroy all enemies and reach Tokyo Tower with any unit before or on
Turn 7.
Notes:
Actually not too terrible of a stage... other than annoying enemy
shields. I would suggest putting most of your boss killer units in the second
group of squads since the only big unit that the first squad faces is Pizza's
EI-26 (which Gaogaigar could probably use some help with).
The mecha of the Four Heavenly Kings are honestly a pain in the ass
thanks to their shields. PLA attacks will probably do no damage and be
worthless against these enemies. Concentrate on one at a time if possible
since they regain HP every turn.
Big Volfogg can have a conversation with Penchinon. Choryujin can have
conversations with Poroneze and Primada. Guy can have a conversation with
Pizza.
The one thing to keep in mind during this battle is that one unit needs
to reach Tokyo Tower on or before Turn 7. I suggest selecting a single high
speed flying unit whose sole goal is to reach Tokyo Tower. Your choice on
what to do, and while this is an important requirement of the stage it is
nothing worth being too worried about as long as you have it in consideration.
EI-01 will now bond with Tokyo Tower... and a section of Tokyo will now
start leaving the Earth...
------------------------------------------------------------------------------
Scenario 46-Mikenese
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard/Albion/Ra Kailum
15 Squads
Enemy Units:
Zar x 02
- Zar x 01
Sori x 02
- Bato x 01
Sen 1 x o2
- Bato x 02
Garuga x 02
- Garuga x 02
Rugon x 02
- Rugon x 02
Girara x 01
- Girara x 02
Sori x 01
Giyao x 01
- Giyao x 02
Ramatano Orochi (Ikima)
- Giyao x 02
Ramatano Orochi (Mimashi)
- Giyao x 02
Ramatano Orochi (Amon)
- Giyao x 02
Enemy Reinforcements:
Missile x 03
Items:
Super Alloy Alpha Z: Ikima
Events:
Every Enemy Turn that Missile Base is Intact: Missile x 03 Appear
Skill Point:
Destroy all enemies on or before Turn 6
Notes:
The important thing to consider at the start of this mission is the
missile base which will launch a missile from each of the three launchers on
every enemy turn. Destroying the launchers will cause the missiles to stop
being fired.
The terrain is rough in this area, so squads that are land based will
have difficulty moving. Otherwise it is a fairly simple stage. Take
advantage of ALL attacks when possible to help destroy squads more quickly.
The Ramatano Orochis take a few hits to bring down as usual, but will fall as
usual. Unfortunately Ikima is the only one that will drop an item on this
scenario.
------------------------------------------------------------------------------
Scenario 47-Tokyo
------------------------------------------------------------------------------
Player Units:
Daiku Maryu/Mother Vanguard/Albion/Ra Kailum
12 Squads
Gaogaigar
- Goldymarg
Volfogg/Big Volfogg
- Choryujin
Enemy Units:
EI-01 (Pasdar)
Enemy Reinforcements:
EI-02 x 09
EI-05 x 01
EI-15 x 01
Items:
Super Alloy Alpha Z
Hyper Hachimaki
Events:
Gaogaigar attacks Pasdar: All units have a severe drop in HP, EN, Morale
and are unable to use Spells.
Turn 3: Dangen X Arrives and Gaogaigar, Goldymarg, Choryujin, and
Volfogg retreat into it temporarily.
Turn 4: All Player Units have HP, EN, Morale, and Spell use restored.
Pasdar loses 38,000HP
Skill Point:
Destroy Pasdar.
Notes:
Hopefully before this stage you have all of Guy's terrain with S ranks.
Now to fulfill the second part of the Star Gaogaigar/Stealth Gao II secret
requirement.
Attack Pasdar with Gaogaigar's Broken Magnum. An event will take place
that will result in all of your units being severely injured, losing lots of
EN, lose their spell use, and make their morale drop. Various EI units will
also appear to make things worse. Try to take out the EIs around Gaogaigar
first.
Pasdar will probably attack Gaogaigar on his turn. If Gaogaigar's
HP and Armor are upgraded well (and Armor items on top of that would be a
good idea), then blocking the next attack should move its HP to below 500.
You should then have Gaogaigar begin moving away from Pasdar, and hopefully
to an area without other EIs to attack him.
The Dangen X will arrive on Turn 3. Gaogaigar, Goldymarg, Volfogg, and
Choryujin will go into it. They will emerge on Turn 4, and everyone receives
HP and EN refills as well as having their morale restored along with their
ability to use spells. Gaogaigar will also attack Pasdar and knock 38000HP
off of him.
At this point it is time to make good use of your spells and your
strongest robots to finish off EI-01.
Two Propellent Tanks, Two Cartridges, Two Repair Kits, and hopefully
Stealth Gao II will be delivered during the intermission.
------------------------------------------------------------------------------
Scenario 47-Mikenese (First Half)
------------------------------------------------------------------------------
Player Units:
2 Battleships
12 Squads
Enemy Units:
Girara x 02
- Girara x 01
Giyao x 01
- Giyao x 01
Rugon x 01
- Rugon x 01
Sori x 02
Torukern x 02
- Oberiusu x 02
Psychobear x 02
- Zugaru x 02
Gorgugar x 02
- Gracious x 02
Mikenese Battleship x 01 (Hell)
Enemy Reinforcements:
Barukania x 01
Torukern x 02
- Gracious x 02
Gogugar x 02
- Oberiusu x 02
Gorudofenix x 01
Events:
Enemy Units are Destroyed: Enemy Reinforcements Appear
Skill Point:
Destroy all enemies on or before Turn 6
Notes:
This is the now usual Accelerate forward and destroy enemies type of
scenario. You have 6 turns to defeat all of the enemies on this scenario, and
the Enemy Units must be destroyed for the Reinforcements to appear.
The difficult part of this portion of the stage is that there is some
very rough terrain which will decrease the movement range of your ground
squads.
The enemies are the usual cannon fodder for the most part, except for the
Gorudofenix that shows up in the enemy reinforcements. It is a new enemy, but
not much more of a threat at all.
It is possible to fulfill the requirement for Star Gaogaigar on this half
of the scenario. Gaogaigar's HP needs to be reduced to below 500 (and Guy's
terrain rankings need to all be at S ranks) during this half of the scenario
or the next. Wing Zero Custom or Double Zeta/FAZZ's MAP weapons would be a
fairly effective way of reducing Gaogaigar's HP. Remember that to use a MAP
weapon that an enemy must be in range of the unit using the MAP Weapon. It is
possible for an enemy to be to one side of the MAP Weapon using unit while
Gaogaigar to be on another side and the MAP Weapon will be available for use.
After all of the enemies are destroyed, then it is time to move onward to
the last half of the scenario...
------------------------------------------------------------------------------
Scenario 47-Mikenese (Second Half)
------------------------------------------------------------------------------
Player Units:
2 Battleships
15 Squads
NPC Units:
??? (Eagle)
??? (Tiger)
??? (Shark)
Enemy Units:
Gorugar x 02
- Gracious x 02
Barukania x 02
- Gorugar x 01
Yurishirzar x 01
- Gorugar x 02
Birdatar x 01
- Gorugar x 02
Torukern x 02
- Oberiusu x 02
Oberiusu x 01
Garudofenix x 02
- Torukern x 02
Mikenese Battleship x 02
Demonica x 01 (Argos)
- Dorurarku x 02
Demonica x 01 (Hell)
- Dorurarku x 02
Psychobear x 04
- Zugaru x 02
Zugaru x 01
Hades x 01
- Zugaru x 02
Enemy Reinforcements:
Emperor of Darkness x 01
Items:
High Performance Radar: Birdatar
Hyper Hachimaki: Emperor of Darkness
Mega Generator: Yurishirzar
Super Alloy Alpha Z: Hell
Super Alloy Z: Hades
Zormanium Alloy: Argos
Events:
Turn 2 Player Phase: NPC Units Appear
Enemy Units are Destroyed: Enemy Reinforcements Appear
Skill Point:
None (fulfilled in first half of the scenario)
Notes:
Ah... finally it is time to finish off the rest of the Mikenese. All of
your units start off with 110 morale, but they only have half of their SP and
their HP and EN is reduced. I guess Banpresto wanted to give the impression
that everyone just came from a battle.
I'd suggest splitting up into two groups. Send your main forces down and
send a few units to the side to handle a few relatively minor squads. NPC
units will arrive on Turn 2 Player Phase, and will immediately go for those
units... and you don't want those things to steal money and PP away do you?
The buildings will raise hit and evade rates and replenish some EN. HP
replenishing will have to come from healing units or spells. Try to conserve
your SP on this scenario though since Emperor of Darkness will be somewhat
difficult to take down.
It is possible to fulfill the requirement for Star Gaogaigar on this half
of the scenario. Gaogaigar's HP needs to be reduced to below 500 (and Guy's
terrain rankings need to all be at S ranks) during this half of the scenario
or the next. Wing Zero Custom or Double Zeta/FAZZ's MAP weapons would be a
fairly effective way of reducing Gaogaigar's HP. Remember that to use a MAP
weapon that an enemy must be in range of the unit using the MAP Weapon. It is
possible for an enemy to be to one side of the MAP Weapon using unit while
Gaogaigar to be on another side and the MAP Weapon will be available for use.
The Emperor of Darkness will appear after the enemies are destroyed. He
has 200,000HP and HP and EN regeneration. It is also impossible to avoid an
ALL Attack from the flaming one... Wait to start your attack until you have
everyone in close vicinity to him since you will want to take him out as soon
as possible and not let him regenerate much of the damage done to him. Use
spells to avoid damage for you squad mates so that they will survive the
Emperor's counterattacks.
------------------------------------------------------------------------------
Scenario 48
------------------------------------------------------------------------------
Player Units:
Good Thunder
Daiku Maryu
Mother Vanguard/Albion/Ra Kailum
12 Squads
Goshogun
Player Reinforcements:
Kadonar Battleship x 01
Bundle Battleship x 01
Kernagurl Battleship x 01
NPC Units:
??? (Shark)
Enemy Units:
Irikutai x 09
- Irikutai x 01
Dogarpu x 06
- Dogarpu x 01
Tezezar x 06
- Tezezar x 01
Dosheart x 01
- Dosheart x 01
Gonakuru x 01
Kadonar Battleship x 01
- Dogarpu x 02
Bundle Battleship x 01
- Dogarpu x 02
Kernagurl Battleship x 01
- Dogarpu x 02
Enemy Reinforcements:
Missile x 14
Items:
High Performance Radar: Bundle
Events:
Turn 2 Player Phase: NPC Units Appear
Shark's HP is reduced to below 30,000: Enemy Reinforcements and Player
Reinforcements Appear
Skill Point:
Reduce the number of Enemy Units (not including to reinforcements) to 6
Squads within 6 turns.
Notes:
Actually not a bad stage at all. Rush forward, destroy as many enemy
squads as possible, and watch lots of explosions. The only item on the stage
is on Bundle (blonde guy with the roses), so be sure to destroy him if you
want the item.
The stage will end when the number of enemy squads is reduced to 6. The
scenario can continue if you reduce Shark's HP to below 30,000 and reduce the
number of enemy squads with the same attack... in other words use a well
placed MAP attack.
If Shark's HP is reduced then the enemies will retreat. The resident
(and pretty much inept) head Goshogun villain appears... Kenta reacts... and
totally owns the ugly fat bald bastard. ^_^ A total of 14 missiles will be
launched near the player's start position. Bundle, Kadonar, and Kernagurl
will launch in their respective battleships as Player Reinforcements! Finish
up the missiles to finish up the scenario.
------------------------------------------------------------------------------
Scenario 49
------------------------------------------------------------------------------
Player Units:
Ra Kailum
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Enemy Units:
Dari x 02
- Zubanazar x 02
Zonnekaiser x 01
Garnoll x 02
Poazan x 03
- Poazan x 02
Kabutonaga x 01
- Retsudo Bomb x 02
Peratsukumonster x 01
- Retsudo Bomb x 02
Sasorinaga x 01
- Retsudo Bomb x 02
Murncondor x 01
- Peratsukumonster x 02
Gurotekutar (Kirar)
- Peratsukumonster x 02
Gurotekutar (Ashimofu)
- Peratsukumonster x 02
Dorion x 01
- Dorion x 01
Okopinia x 01
- Okopinia x 01
Tesura x 01
- Tesura x 01
Skullrook x 01 (Berugen)
- Poazan x 02
Enemy Reinforcements:
MP Qubeley x 05
- MP Qubeley x 02
Gerbera Tetra x 01 (Cima)
- Gelgoog Marine x 02
Doven Wolf x 01 (Rakan)
- Doven Wolf x 02
Geymark x 01 (Iria)
- Geymark (Nir)
- Geymark (Lance)
Sadalahan x 01 (Haman)
- MP Qubeley x 02
Items:
Mega Booster
Super Alloy Z
Events:
Enemy Units' squads are reduced to 5: Enemy Units Retreat
Choose to make peace with Haman: Scenario ends
Choose to not accept peace with Haman: Enemy Reinforcements Appear
Skill Point:
Reduce number of squads in Enemy Units to 5 before or on Turn 4.
Notes:
Another rushing stage. The only items on this stage are on the Gaiking
enemies so be sure to destroy those units if you want the items. Otherwise
you are facing the same enemies as before. Use MAP weapons to clear the crowd
quicker if you need to.
Haman will arrive after you force the Enemy Units to retreat. She offers
you the chance to make peace with her (first choice), or to refuse her peace
offer (second choice). The advantages of the first choice are numerous since
Haman joins you, a Doven Wolf is given to you, the Ra Kailum will receive
nuclear weapons, and the Purus may receive MP Qubeleys. The second choice
only prolongs the Scenario with no items being dropped by Haman's forces. The
various goodies you receive for choosing to make peace with Haman will not be
received either. Supposedly the nuclear bazooka would be made available for
GP02 (if you have it), but this seems to only be a rumor at this time. >_<
Haman's forces aren't too terribly powerful. The only really difficult
part lies in their evade rates, but Concentrate and Sure Hit can help you
out with that. You can also set up squads with MAP weapons to blast the MP
Qubeleys to stardust as they approach you. Haman herself is rather difficult.
She can actually make a battleship dodge effectively. o_o;
------------------------------------------------------------------------------
Scenario 50-Accept Haman's Peace Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard/Albion/Ra Kailum
Daimos
- Garuba FX-II
Combattler V
- Voltes V
12 Squads
Player Reinforcements:
Chimera (Richter)
- Gordoll (Hannel)
Enemy Units:
Zubanza x 06
- Zubanza x 02
Dari x 03
- Dari x 02
Zonnekaiser x 04
Garnoll x 04
- Dari x 02
Enemy Reinforcements:
Godoarmon x 02
Skullrook x 02
- Dorion x 02
Cobrardo x 02
Santaru x 01 (Berugen)
- Dari x 02
Items:
Biosensor: Godoarmon
Biosensor: Godoarmon
S Adapter: Berugen
Events:
Turn 4 Player Phase: Enemy and Player Reinforcements Appear
Notes:
Move forward and destroy the enemies. Once you finish them up start
moving your squads to the south of the city to prepare for the arrival of the
enemy reinforcements.
On Turn 4, the Daimos team and the Combattler V/Voltes V team will
teleport into the city where a sequence will take place.
Enemy forces will appear when the teams exit the city. Hannel and
Richter form a squad together, and for once you are able to actually control
their units instead of them being their usual NPCs that try go kamikaze on
anything within so many squares of them. o_O; Seriously this is an awesome
event. ^_^
The enemy reinforcements are no push overs though. Weaken them with MAP
attacks if you can, and start tearing them apart. They all have high HP, and
have decent attack power, but overall they are rather slow and don't compare
to enemies you've faced in the previous scenarios. ^^
------------------------------------------------------------------------------
Scenario 50-Refuse Haman's Peace/Tokyo Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard/Albion/Ra Kailum
13 Squads
Enemy Units:
Sori x 02
- Bat x 02
Saki x 01
- Saki x 02
Giro x 01
- Giro x 02
Giyao x 01
- Giyao x 02
Girara x 01
- Girara x 02
Rugon x 01
- Rugon x 02
Garuga x 01
- Garuga x 02
Death Spider x 02
- Aiai x 02
Zonnekaiser x 01
- Dorion x 01
- Kabutonaga x 01
Dosheart x 01
- Dogarpu x 01
- Tezezar x 01
Doven Wolf x 01
- Berga Giros x 01
- Geara Doga x 01
Erebado x 01
- Berga Dalas x 01
- Pez Batara x 01
Niheberugen x 01
- Aiai x 02
Ramatano Orochi x 01 (Amon)
- Giyao x 02
Ramatano Orochi x 01 (Mimashi)
- Giyao x 02
Ramatano Orochi x 01 (Ikima)
- Giyao x 02
Enemy Reinforcements:
Missile x 03
Events:
Ramatano Orochis are attacked for first time: Enemy Reinforcements
Appear
Each Enemy Turn Missile Base is intact: Enemy Reinforcements Appear
Skill Point:
Destroy all enemies on or before Turn 7
Notes:
Wow... this is an easy mission. I'd concentrate on dealing with the
missile base first since even though the missiles themselves are not
particularly dangerous, it can be a pain if the screen fills up with them.
The missiles will appear once when a battle encounter with a Ramatano Orochi
happens for the first time, and then they will appear on subsequent enemy
turns.
Send some units with some decent ALL attacks to the sides to clear up
those grunts. Attack the missile base, and send a few boss/battleship killers
to destroy the butt ugly three as soon as possible. Honestly this is an easy
mission and can be finished within three turns.
------------------------------------------------------------------------------
Scenario 51-Accept Haman's Peace Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard/Albion/Ra Kailum
14 Squads
Chimera x 01 (Richter)
- Gordoll x 01 (Hannel)
Enemy Units:
Retsudo Bomb x 06
- Retsudo Bomb x 02
Peratsukumonster x 02
- Kabutonaga x 01
- Sasorinaga x 01
Kabutonaga x 02
- Sasorinaga x 01
- Peratsukumonster x 01
Sasorinaga x 02
- Kabutonaga x 01
- Peratsukumonster x 01
Murncondor x 03
Gurotekutar x 01 (Kirar)
- Retsudo Bomb x 02
Gurotekutar x 01 (Tesumono)
- Retsudo Bomb x 02
Gurotekutar x 01 (Ashimofu)
- Retsudo Bomb x 02
Gurotekutar x 01 (Tankeru)
- Retsudo Bomb x 02
Enemy Reinforcements:
Murncondor x 04
- Peratsukumonster x 02
Tarius x 01
Items:
Hero Symbol: Tarius
Super Alloy Z; Tankeru
Super Alloy Z: Kirar
Zormanium Alloy: Ashimofu
Zormanium Alloy: Tesumono
Events:
Enemy Units Destroyed: Enemy Reinforcements Appear
Skill Point:
Destroy all enemies on or before Turn 8
Notes:
I hate this stage. Richter and Hannel kamikaze themselves on the baka
bug four... which is already a bad way to start the stage. Honestly this
version is quite a bit easier than the other version of the scenario since
the reinforcements arrive much closer to the initial enemy units and you will
not have to waste turns traveling across the map.
Richter and Hannel will not kamikaze themselves though if Kazuya,
Kenichi, and Hyoma all attacked Richter in Scenario 28 and will be available
Player Units for the scenario.
Tarius is a pain the ass though. 200,000HP and of course he is quite
accurate and likes his ALL Attacks. Attack at close range to avoid an ALL
Attack, but Tarius is accurate with his sword strikes though. Use damage
increasing spells as usual, and of course spells that decrease damage your
units receive.
------------------------------------------------------------------------------
Scenario 51-Refuse Haman's Peace Route
------------------------------------------------------------------------------
Player Units:
2 Battleships
15 Squads
Enemy Units:
Zonnekaiser x 01
- Dorion x 01
- Kabutonaga x 01
Doven Wolf x 02
- Berga Giros x 02
Murncondor x 01
- Kabutonaga x 01
- Okopinia x 01
Dosheart x 01
- Dogarpu x 01
- Tezezar x 01
Death Spider x 02
- Aiai x 02
Niheberugen x 02
- Aiai x 02
Niheberugen x 01 (Kiros)
- Death Spider x 02
Psychobear x 03
- Zugaru x 02
Hades x 01
- Zugaru x 02
Gorudophoenix x 01
- Torukern x 01
Torukern x 02
- Oberiusu x 02
Birdatar x 01
- Torukern x 02
Barukania x 01
- Gorgurar x 01
Gorgurar x 02
- Gracious x 02
Yurishirzar x 01
- Gorgurar x 02
Demonica x 01 (Hell)
- Dorurarku x 02
Enemy Reinforcements (1):
Don Saucer x 01 (Don Saucer)
Enemy Reinforcements (2):
Mikenese Battleship x 03
- Dorurarku x 02
Demonica x 01 (Algus)
- Dorurarku x 02
Emperor of Darkness x 01
Items:
Hyper Hachimaki
Super Alloy Alpha Z
Events:
Kiros is reduced to Critical HP: Enemy Reinforcements (1) Appear
Kiros is Destroyed: Love is cast on Don Saucer
Don Saucer is Destroyed: All Daitarn 3 enemies retreat, Enemy
Reinforcements (2) Appear. All Player Units receive SP refill.
Skill Point:
Destroy all enemies on or before Turn 10
Notes:
Oh... so this is why Banpresto went easy on us in the previous stage...
and decide to put us through hell... literally in some ways.
You know the drill, destroy the cannon fodder squads to fill up on
morale. Actually use morale raising spells if you wish since after Don Saucer
is defeated you will gain back all of your SP for all of your pilots.
Speaking of Don Saucer, there are different ways you may want to handle
this mission. Don Saucer's defeat will trigger the appearance of the Emperor
of Darkness and the rest of Enemy Reinforcements (2). Don's defeat will also
force the rest of the Megaborg enemies to retreat. You will want to defeat
Don fairly quickly since you need to destroy the Emperor of Darkness and the
rest of the enemies before or on Turn 10. I would suggest waiting to defeat
Don until you have most of the enemies in the pit defeated though. Feel free
to use your spells as much as you can though since you will regain all of your
SP when Don is defeated. Also be sure to use HP and EN refill spells before
Don's defeat so your forces will be at full fighting capacity for when the
Emperor of Darkness arrives. I would also suggest you do not destroy Kiros
since this will result in "Love" being cast on Don... which will only make him
stronger.
Emperor of Darkness is a pain in the ass. He has 200,000HP, had some
great stats, starts off at 150 morale, has an HP/EN Refill every turn, and he
really enjoys using ALL Attacks. He also has had 666 kills which I found
moderately amusing. ^^; Your squad mates will want to use spells to be sure
to dodge any attacks, will result in the next attack only dealing 0 damage, or
damage reducing spells. Your leaders should use Hot Blood and Spirit if they
are available, as well as any spells that can reduce damage. Basically you
will have to throw everything you have at this guy to defeat him, hence why
the SP Refills were such a blessing. ^^
I'd honestly spend some money on Nelly Brain at this point since it will
receive a decent amount of use in the next scenario.
------------------------------------------------------------------------------
Scenario 52-Accept Haman's Peace Route
------------------------------------------------------------------------------
Player Units:
Mother Vanguard
Daiku Maryu/Albion/Ra Kailum
14 Squads
NPC Units:
Qubeley (Haman)
- MP Qubeley x 02
Enemy Units:
Erebado x 03
- Erebado x 01
Quavarze x 01(Giri)
- Abijo x 01 (Rozu)
- Totuga x 01 (Banzu)
Zamas Giri x 03
Elegolea x 02
- Erebado x 02
Quavarze x 02
- Pez Batara x 02
Berga Giros x 02
- Berga Dalas x 02
Berga Dalas x 02
- Berga Giros x 02
Dahgi Iris x 01
- Berga Dalas x 02
Rafflessia x 02
- Bug x 02
Zamas Garu x 01 (Jire)
- Den'an Zon x 02
Jupiteris 09 x 02
Enemy Reinforcements (1):
Nautilus x 01 (Karas)
Crossbone X2 Kai x 01 (Zabine)
Enemy Reinforcements (2):
Divinidad x 07 (Dogachi clones)
Enemy Reinforcements (3):
Divinidad x 01 (Dogachi)
Items:
Bio Computer: Zabine
Giga Generator: Jire
Gravity Territory: Dogachi
Psyco Frame: Giri
Events:
Turn 2 Player Phase: Enemy Reinforcements (1) Appear
Enemy Units and Enemy Reinforcements (1) are Destroyed: Enemy
Reinforcements (2) Arrive
4 Divinidads are Destroyed: Enemy Reinforcements (3) Arrive
Skill Point:
Destroy the 7 Dogachi clones and the 1 real Dogachi.
Notes:
Haman will be an NPC Unit on this stage. You don't really have to worry
about her being killed since she is a great pilot... and her Qubeley has
92,000HP and its funnels have a range of 13... too bad it isn't that strong
when Haman joins with the unit after this scenario. >_<
There is no time limit on this stage, so feel free to take your time if
you wish. Most of the enemy squads are cannon fodder in all honesty, and the
battleships have high HP but present very little threat.
Giri's squad is troublesome as always. Focus on Banzu so that Rozu will
support defend and be destroyed. Giri will then be much easier to attack.
Karas and Zabine arrive on Turn 2. Karas has a rather troublesome mobile
armor by the name of Nautilus. You may want to use Flash or other spells to
reduce damage when fighting the unit. Zabine may require some Concentrate or
Auto Hit spells for some of your squads to be able to hit him, but he isn't a
significant danger other than his hit and evade rate. You may want to have
Kinkaid finish Zabine off for more dramatic effect.
The Divinidads are another case of a lot of HP, but very little bite.
Dogachi and his clones are lacking in skill compared to the other pilots you
faced in the scenario. Do not destroy the "real" Dogachi that shows up after
4 Divinidads are destroyed until the rest of the clones are destroyed to
obtain the Skill Point.
Haman joins with her Qubeley after this scenario.
------------------------------------------------------------------------------
Scenario 52-Refuse Haman's Peace Route
------------------------------------------------------------------------------
Player Units:
2 Battleships
15 Squads
Nelly Brain (Yuu)
- Hime Brain (Hime)
Enemy Units:
Grand Cher x 14
- Grand Cher x 02
Grand Cher x 01 (Sheila)
- Grand Cher x 02
Grand Cher x 01 (Quincy)
- Grand Cher x 02
Enemy Reinforcements (1):
Baronz Grand Cher x 01 (Quincy)
Baronz Grand Cher x 01 (Jonathon)
Enemy Reinforcements (2):
Baronz Grand Cher x 01 (Baron Maximillius)
Items:
Cost Down: Baron
Organic Bit: Jonathon
Organic Bit: Quincy
Events:
Quincy's Grand Cher is reduced to critical HP/Quincy's Grand Cher is
Destroyed/Number of Enemy Squads (excluding Quincy's squad) is reduced to
5: Quincy's Grand Cher changes to a Baronz Grand Cher and Enemy
Reinforcements Arrive.
Enemy Units and Reinforcements Destroyed: Enemy Reinforcements (2)
Appear
Skill Point:
Destroy all enemies on or before Turn 8
Notes:
For a relatively important stage this one is rather simple. Clear
through the regular Grand Cher squads to build morale. Use Lock On and
Concentrate if you need help hitting the Grand Chers.
Quincy can be obtained in this game. The second step to obtain her is
that her brother Yuu (blue haired guy in Nelly Brain, the blue evolved Brain)
needs to defeat her. I suggest having Yuu defeat Quincy's normal Grand Cher
and the Baronz Grand Cher that she appears in after her HP is reduced/normal
Grand Cher is destroyed/or number of enemy squads is reduced to 5 not
including her own.
Baron will launch after Jonathon and Quincy are defeated. Baron has
90,000HP and is fairly agile. Use Lock On + Hot Blood or Spirit. A
conversation will take place when Baron is under 40,000HP, but Baron will not
retreat. Finish off Baron on or before Turn 8 and the Skill Point is yours.
------------------------------------------------------------------------------
Scenario 53-Accept Haman's Peace Route
------------------------------------------------------------------------------
Player Units:
Ra Kailum
Daiku Maryu/Mother Vanguard/Albion
15 Squads
Nelly Brain (Yuu)
- Hime Brain (Hime)
Enemy Units:
Grand Cher x 12
- Grand Cher x 02
Grand Cher x 01 (Sheila)
- Grand Cher x 02
Grand Cher x 01 (Quincy)
- Grand Cher x 02
Enemy Reinforcements (1):
Baronz Grand Cher x 01 (Quincy)
Baronz Grand Cher x 01 (Jonathon)
Enemy Reinforcements (2):
Baronz Grand Cher x 01 (Baron Maximillius)
Enemy Reinforcements (3):
Geara Doga x 06
- Geara Doga x 02
Musaka x 06
- Geara Doga x 02
Gerbera Tetra x 01 (Cima)
- Geara Doga x 02
Val Varo x 01 (Kelly)
- Gelgoog Marine x 02
Doven Wolf x 01 (Rakan)
- Doven Wolf x 02
Alpha Azieru x 01 (Quess)
- Geara Doga x 02
Alpha Azieru (Gyunei)
- Geara Doga x 02
Neue Ziel (Gato)
- Gelgoog Marine x 01
Geara Doga x 01 (Rezun)
- Geara Doga x 02
Sadalahan x 01 (Nanai)
- Geara Doga x 02
Sazabi x 01 (Char)
- Geara Doga x 02
Items:
Cost Down: Baron
Organic Bit: Jonathon
Organic Bit: Quincy
Psyco Frame: Char
Events:
Quincy's Grand Cher is reduced to critical HP/Quincy's Grand Cher is
Destroyed/Number of Enemy Squads (excluding Quincy's squad) is reduced to
5: Quincy's Grand Cher changes to a Baronz Grand Cher and Enemy
Reinforcements Arrive.
Enemy Units and Reinforcements Destroyed: Enemy Reinforcements (2)
Appear
Enemy Reinforcements (2) is Destroyed: Enemy Reinforcements (3) Arrive
Skill Point:
Destroy all 6 Musakas before they reach Orphan or destroy Char's Sazabi
before the Musakas reach Orphan.
Notes:
Clear through the regular Grand Cher squads to build morale. Use Lock
On and Concentrate if you need any help hitting the Grand Chers.
Quincy can be obtained in this game. The second step to obtain her is
that her brother Yuu (blue haired guy in Nelly Brain, the blue evolved Brain)
needs to defeat her. I suggest having Yuu defeat Quincy's normal Grand Cher
and the Baronz Grand Cher that she appears in after her HP is reduced/normal
Grand Cher is destroyed/or number of enemy squads is reduced to 5 not
including her own.
Baron will launch after Jonathon and Quincy are defeated. Baron has
90,000HP and is fairly agile. Use Lock On + Hot Blood or Spirit. A
conversation will take place when Baron is under 40,000HP, but Baron will not
retreat.
Neo Zeon forces show up after Baron's defeat. Char will try to force a
Musaka to explode on Orphan. >_< The Skill Point requirement calls for all
of the Musakas to be destroyed before they reach Orphan, or for Char to be
defeated before the Musakas reach Orphan.
A Musaka will still magically show up to self destruct on Orphan even if
you destroyed them all though. >_< Orphan will then fall to Earth since Char
can't resist sending large space born objects to crash onto the Earth's
surface...
------------------------------------------------------------------------------
Scenario 53-Refuse Haman's Peace Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard/Albion/Ra Kailum
Daimos
- Garuba FX-II
Combattler V
- Voltes V
13 Squads
Player Reinforcements:
Gordoll (Hannel)
- Chimera (Richter)
Enemy Units:
Zubanza x 06
- Zubanza x 02
Zonnekaiser x 04
Dari x 03
- Dari x 02
Garnoll x 04
- Dari x 02
Enemy Reinforcements:
Godoarmon x 02
Skullrook x 02
- Dorion x 02
Cobrardo x 02
Santaru x 01 (Berugen)
Items:
Biosensor x 02
S Adapter
Events:
Turn 4 Player Phase: Daimos and Combattler V Teams can finally move, and
Player and Enemy Reinforcements Arrive
Skill Point:
Destroy all enemies before or on Turn 7.
Notes:
The scenario starts off with the typical split your units into two
groups to handle the two different groups of enemies. When you finish off the
groups of enemies, it is suggested you move south of the city to be in better
position when the enemy reinforcements appear.
On Turn 4, the Daimos team and the Combattler V/Voltes V team will
teleport into the city where a sequence will take place.
Enemy forces will appear when the teams exit the city. Hannel and
Richter form a squad together, and for once you are able to actually control
their units instead of them being their usual NPCs that try go kamikaze on
anything within so many squares of them. o_O; Seriously this is an awesome
event. ^_^
The enemy reinforcements are no push overs though. Weaken them with MAP
attacks if you can, and start tearing them apart. They all have high HP, and
have decent attack power, but overall they are rather slow and don't compare
to enemies you've faced in the previous scenarios. ^^
------------------------------------------------------------------------------
Scenario 54-Accept Haman's Peace Route
------------------------------------------------------------------------------
Player Units:
Ra Kailum
Daiku Maryu/Mother Vanguard/Albion
12 Squads
Enemy Units:
Geara Doga x 05
- Geara Doga x 02
Geara Doga x 01 (Rezun)
- Geara Doga x 02
Jagd Doga x 01 (Gyunei)
- Geara Doga x 02
Jagd Doga x 01 (Quess)
- Geara Doga x 02
Gerbera Tetra x 01 (Cima)
- Geara Doga x 02
Doven Wolf x 01 (Rakan)
- Doven Wolf x 02
Doven Wolf x 02
- Doven Wolf x 02
Neue Ziel x 01 (Gato)
Musaka x 03
Sadalahan x 01 (Nanai)
Sazabi/Nightingale x 01 (Char)
Items:
Haro: Char
Minovsky Driver: Gato
Skill Point:
Destroy all enemies on or before Turn 7
Notes:
I would highly suggest sticking with all flying squads for this scenario.
Orphan has fallen, and the battle area is filled with lots of water and what
land there is will restrict movement. Squads that are unable to fly will be
near worthless.
Luckily Gyunei and Quess will be unable to use their Alpha Azierus and
are back to using Jagd Dogas which are much less of a threat. Kelly will also
not be part of this battle.
Attack Char from close range to avoid ALL Attacks. You may want to have
Shin Getter repeatedly use Stoner Sunshine thanks to Ryoma's Awaken spell.
Other characters such as Jun and Kieth can replenish SP with their spells
which could result in a lot of damage on Char in a short period of time.
The scenario will end when all of the enemy units are destroyed. You
will be fighting on the same map again on the next scenario, so keep this in
mind when forming your squads.
------------------------------------------------------------------------------
Scenario 54-Refuse Haman's Peace Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard/Albion/Ra Kailum
14 Squads
Enemy Units
Retsudo Bomb x 06
- Retsudo Bomb x 02
Kabutonaga x 02
- Perakumonster x 01
- Sasorinaga x 01
Sasorinaga x 02
- Perakumonster x 01
- Kabutonaga x 01
Perakumonster x 02
- Kabutonaga x 01
- Sasorinaga x 01
Murncondor x 03
Gurotekutar x 01
- Retsudo Bomb x 02
Gurotekutar x 01
- Retsudo Bomb x 02
Gurotekutar x 01
- Retsudo Bomb x 02
Gurotekutar x 01
- Retsudo Bomb x 02
Enemy Reinforcements:
Murncondor x 04
- Perakumonster x 01
- Sasorinaga x 01
Tarius x 01
Items:
Gravity Territory
High Performance Targeter
Sormanium Alloy x 02
Super Alloy Alpha Z
Events:
5 Enemy Squads Remain out of Enemy Units: Enemy Reinforcements Appear
Skill Point:
Destroy all enemies on or before Turn 8
Notes:
I hate this stage. Richter and Hannel kamikaze themselves on the baka
bug four... which is already a bad way to start the stage. The enemy units
are hiding several squares away from your units, and the enemy reinforcements
appear to the far northwest corner which makes finishing this stage before
Turn 8 ends rather difficult. A few units should be dispatched to the area
as soon as possible so some damage can be done to Tarius when he shows up
while the rest of your units destroy the battleships.
Richter and Hannel will not kamikaze themselves though if Kazuya,
Kenichi, and Hyoma all attacked Richter in Scenario 28 and will be available
Player Units for the scenario.
Tarius is a pain the ass though. 200,000HP and of course he is quite
accurate and likes his ALL Attacks. Use damage increasing spells as usual,
and of course spells that decrease damage your units receive. Use Accelerate
when you are moving your remaining forces to Tarius, and use Awaken if you
believe it is needed.
------------------------------------------------------------------------------
Scenario 55-Accept Haman's Peace/Mikenese Route
------------------------------------------------------------------------------
Player Units:
2 Battleships
16 Squads
Enemy Units:
Death Spider x 08
- Aiai x 02
Dosheart x 01
- Dogarpu x 01
- Tezezar x 01
Sasori x 01
- Sen x 01
Gorugar x 01
- Torukern x 01
- Zugaru x 01
Zonnekaiser x 01
- Kabutonaga x 01
Zonnekaiser x 01
- Dorion x 01
Murncondor x 02
- Okopinia x 01
Doven Wolf x 03
- Berga Giros x 02
Niheberugen x 02
- Aiai x 02
Niheberugen x 01 (Kiros)
- Death Spider x 02
Enemy Reinforcements:
Don Saucer
Items:
Metal Soul: Don Saucer
Super Alloy Alpha Z: Kiros
Events:
Kiros HP is reduced to half: Enemy Reinforcements Arrive
Kiros is Destroyed: Love is cast on Don Saucer
Skill Point:
Destroy Kiros' Niheberugen before destroying Don Saucer
Notes:
This scenario has the same terrain as the last map, but you start on dry
land instead so feel free to use some land based squads.
Various enemy units are being controlled by an AI program, so there is a
somewhat odd assortment of enemies here. The only concern from the squads in
the Enemy Units is Kiros, who is the only decent pilot, and her Niheberugen is
somewhat powerful.
Finish off all of the enemy units before reducing Kiros' HP to half. Don
Saucer will appear when Kiros' HP is halved. Kiros must be destroyed before
Don Saucer is defeated for the Skill Point. Unfortunately Love will be cast
on Don Saucer after Kiros is defeated. The next attack against Don will be a
total waste since Flash's effects are part of the Love Spell and he will be
able to dodge the next attack no matter what. Use one of your weaker attacks
to expend the squad's effects, and then resume hitting Don with your strongest
attacks. Don only has 90,000HP, and will probably put up very little fight as
long as he is attacked at close range to avoid his deadly ALL Attack. The
scenario will end after Don's defeat.
------------------------------------------------------------------------------
Scenario 55-Accept Haman's Peace/Tokyo Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard/Albion/Ra Kailum
16 Squads
Enemy Units:
Zonnekaiser x 01
- Dari x 01
- Zubanza x 01
Giro x 01
- Giro x 01
Zar x 01
- Zar x 01
Doven Wolf x 02
- Berga Giros x 02
Sai x 01
- Sai x 01
Saki x 01
- Saki x 01
Sori x 02
- Bato x 02
Sen 1 x 01
- Sen 1 x 01
Dorion x 01
- Dorion x 01
- Okopinia x 01
Peratsukumonster x 01
- Kabutonaga x 01
- Sasorinaga x 01
Dosheart x 01
- Dogarpu x 01
- Tezezar x 01
Death Spider x 03
- Aiai x 02
Girara x 02
- Rugon x 02
Giyao x 02
- Giyao x 02
Ramatano Orochi x 01 (Amon)
- Giyao x 02
Ramatano Orochi x 01 (Mimashi)
- Giyao x 02
Ramatano Orochi x 01 (Ikima)
- Giyao x 02
Enemy Reinforcements:
Missile x 03
Events:
Any enemy is destroyed: Enemy Reinforcements Appear
Each Enemy Turn Missile Base is intact: Enemy Reinforcements Appear
Skill Point:
Destroy all enemies on or before Turn 8
Notes:
Wow... this is an easy mission. I'd concentrate on dealing with the
missile base first since even though the missiles themselves are not
particularly dangerous, it can be a pain if the screen fills up with them.
The missiles will appear once when a battle encounter with a Ramatano Orochi
happens for the first time, and then they will appear on subsequent enemy
turns.
Send some units with some decent ALL attacks to the sides to clear up
those grunts. Attack the missile base, and send a few boss/battleship killers
to destroy the butt ugly three as soon as possible.
------------------------------------------------------------------------------
Scenario 55-Refuse Haman's Peace Route
------------------------------------------------------------------------------
Player Units:
Ra Kailum
Daiku Maryu/Mother Vanguard/Albion
16 Squads
Enemy Units:
Neue Ziel x 01 (Gato)
- Gelgoog Marine x 02
Val Varo x 01 (Kelly)
- Gelgoog Marine x 01 (Karius)
- Gelgoog Marine x 01
Alpha Azieru x 01 (Quess)
- Geara Doga x 02
Alpha Azieru x 01 (Gyunei)
- Geara Doga x 02
Geara Doga x 03
- Geara Doga x 02
Erebado x 02
- Batara x 02
Erebado x 01
- Pez Batara x 02
Raflessia x 02
- Berga Dalas x 02
Quin Mantha x 02
- MP Qubeley x 02
Doven Wolf x 01 (Razan)
- Doven Wolf x 02
Gerbera Tetra x 01 (Cima)
- Geara Doga x 02
Geara Doga x 01 (Rezun)
- Geara Doga x 02
Geymark x 01 (Iria)
- Geymark (Nir)
- Geymark (Lance)
Nautilus x 01 (Karas)
- Erebado x 02
Berga Dalas x 01 (Dorel)
- Berga Giros x 02
Crossbone X2 Kai x 01
- Berga Giros x 02
Quavarze (Giri)
- Abijo (Rozu)
- Totuga (Banzu)
Zamas Gira x 02
- Berga Dalas x 02
Zamas Giri x 01 (Jire)
- Berga Dalas x 02
Jupiteris 09 x 02
Musuka x 03
- Geara Doga x 02
Sadalahan x 01
- Geara Doga x 02
Rewloola x 01 (Nanai)
- Geara Doga x 02
Enemy Reinforcements:
Sazabi/Nightingale x 01 (Char)
- Geara Doga x 02
Qubeley x 01 (Haman)
- Geymark x 02
Items:
Bio Computer
Giga Generator
Haro
Hero Symbol
Psyco Frame
Events:
Sadalahan reaches below 40,000 HP: Enemy Reinforcements Appear
Skill Point:
Destroy all enemies (except Nanai's Rewloola) on or before Turn 10
Notes:
I hate this stage too... well damn near every UC Gundam character in this
game (that is still alive) makes an appearance here to support Char's attempt
at dropping Axis on Earth. We can't let a nuclear winter happen can we?
Axis is located at the center of the map and to stop Axis you need to
destroy it. Axis has 100,000HP, and will sit there and take its beating like
every other map target in the game. If you want to just fly through the
mission as soon as possible, then just destroy Axis to finish the Scenario.
Now for us sadistic freaks who want that skill point. You need to be
very careful with your spell usage since you will almost definitely need them
to destroy Char and Haman's units since Newtypes are hard to hit anyway...
especially if they are in high performance mobile suits. >_<
Anyway, Neue Ziel, Alpha Azierus, and Val Varo are your immediate worries
here. Try to attack Neue Ziel from one square away so that it won't use its
ALL Attack on your entire squad. Val Varo needs to be destroyed before it
gets too close to your units since it will use its plasma leaders in a MAP
attack if it has the chance. I suggest attacking the Geara Dogas in the Alpha
Azieru's squads so that Gyunei or Quess will support defend and take damage
themselves. This way you can damage the Alpha Azierus without risking damage
from a Newtype (or Enhanced Human)'s ALL attack which can be devestating to
your support units.
The Sadalahan (second largest Neo Zeon battleship) should receive quite
a bit of focus. Its HP needs to go below 40,000HP to trigger Char and Haman
launching in their respective units. Use Hot Blood/Spirit, Lock-On, and even
use Awaken spells if you believe they are needed. Try to surround them and
attack at close range to prevent them from using their stronger attacks.
Ignore Nanai's Rewloola since it is impossible to destroy (it will simply
regain its HP and retreat) and will only cost precious attacks. The Rewloola
does not need to be destroyed either for the Skill Point, so your best bet is
to simply not go out of your way to attack the unit. Move onto the Jupiteris
9s and any other remaining Crossbone enemies after finishing off Char and
Haman. The skill point reward will be shown after the last enemy is destroyed
(the last enemy excluding the Rewloola of course). If you have any units that
are not going to be of much use finishing up the enemies, then go ahead and
have them start taking HP off of Axis until your heavy hitters arrive.
Nice fireworks eh? Too bad Axis isn't down for the count yet. >_<
------------------------------------------------------------------------------
Scenario 56-Accept Haman's Peace/Mikenese Route
------------------------------------------------------------------------------
Player Units:
2 Battleships
16 Squads
Player Reinforcements:
EI-26 x 01 (Pizza)
Enemy Units:
Pez Batara x 01
- Gelgoog Marine x 01
Geymark x 01
- Aiai x 01
Irikutai x 01
- Zonnekaiser x 01
- Poazan x 01
Giro x 01
- Girara x 01
Gracious x 01
- Hardygun x 01
Kabutonaga x 01
- Retsudo Bomb x 01
Garuga x 01
- Berga Giros x 01
- Zar z 01
Dogarpu x 01
- Oberiusu x 01
- Peratsuku Monster x 01
Doven Wolf x 01
- Zar x 01
- Barzam x 01
Murncondor x 01
- Bato x 01
- Dari x 01
EI-02 x 01
EI-07 x 01
EI-15 x 01
EI-20 x 01
EI-26 x 01
EI-27 x 01
EI-28 x 01
EI-29 x 01
Don Saucer x 01
Enemy Reinforcements:
EI-02 x 10
EI-15 x 02
EI-01 x 01 (Pasdar)
Events:
Enemy Units are Destroyed: Enemy Reinforcements Appear and Player Units
lose SP and are injured.
1 turn after Enemy Reinforcements Appear: Morale raises to 100 for all
Player Units.
2 turns after Enemy Reinforcements Appear: Dangan X arrives, Player
Units regenerate HP and EN and morale is restored. Gaogaigar hits Pasdar
for 38,000 damage. Player Reinforcements Arrive
Skill Point:
Destroy EI-01
Notes:
Your units will start off being seperated into two groups. Again flying
units would be preferred. If you use land squads I suggest placing them on a
battleship and then having them deploy from the battleship when they are near
Orphan's walls where they can move normally.
Destroy the units on each side to build up morale to face EI-26, 27, 28,
29, and Don Saucer again. The new EIs have a field to prevent damage so only
strong attacks can get through. Don has a lot of HP again, but attack him
from close range again and you should be fine.
After the defeat of Don Saucer and the rest of the enemy units an event
will occurr and Pasdar arrives with a group of other EIs to back him up. Your
units lose morale, HP, EN, and are unable to use spells. After one turn your
characters will regain some morale. After two turns the Dangan X will arrive
and refill everyone's HP and EN. Morale will be restored and spells will be
accessible again. Gaogaigar will also attack Pasdar for 38,000 which will
help make the rest of this easier. Pizza will also arrive to provide some
assistance.
Attack Pasdar like you attacked Don Saucer. Attack from close range to
avoid ALL Attacks that could destroy some members of a squad. Use damage
increasing spells and use Flash when available. After Pasdar's defeat it
seems like a close call for Guy and the rest of the group... but the brave
ones will always triumpth.
The group then discovers that Irui has undergone some changes and the
group prepares for the final battle against GunEden.
------------------------------------------------------------------------------
Scenario 56-Accept Haman's Peace/Tokyo Route
------------------------------------------------------------------------------
Player Units:
2 Battleships
16 Squads
Enemy Units:
Dosheart x 01
- Dogarpu x 01
- Tezezar x 01
Murncondor x 01
- Dari x 01
- Okopinia x 01
Zonnekaiser x 01
- Dorion x 01
- Kabutonaga x 01
Erebado x 02
- Pez Batara x 02
Doven Wolf x 02
- Berga Giros x 02
Death Spider x 02
- Aiai x 02
Niheberugen x 02
- Aiai x 02
Niheberugen x 01 (Kiros)
- Aiai x 02
Psychobear x 03
- Zugaru x 02
Hades x 01 (Hades)
- Zugaru x 02
Torukern x 02
- Oberiusu x 02
Gorudophoenix x 01
- Torukern x 02
Birdatar x 01 (Birdatar)
- Torukern x 02
Gorugar x 02
- Gracious x 02
Burukanea x 01
- Gorugar x 02
Yurishirzar x 01 (Yurishirzar)
- Gorugar x 02
Mikenese Battleship x 02
- Zugaru x 02
Demonica x 01 (Hell)
- Dorurark x 02
Enemy Reinforcements (1):
Don Saucer
Enemy Reinforcements (2):
Burukanea x 01
- Gorugar x 02
Gurodophoenix x 01
- Torukern x 02
Psychobear x 01
- Zugaru x 02
Mikenese Battleship x 03
- Dorurark x 02
Demonica x 01 (Argos)
- Dorurark x 02
Emperor of Darkness x 01
Items:
Metal Soul: Emperor of Darkness
Super Alloy Alpha Z: Hell
Events:
Kiros HP is reduced to below half: Enemy Reinforcements (1) Arrive
Kiros is Defeated: Love is cast on Don Saucer
All Enemy Units and Enemy Reinforcements (1) Defeated: Enemy
Reinforcements (2) Arrive
Skill Point:
Destroy all enemies and then destroy Emperor of Darkness
Notes:
Oh... so this is why Banpresto went easy on us in the previous stage...
and decide to put us through hell... literally in some ways.
You know the drill, destroy the cannon fodder squads to fill up on
morale. Actually use morale raising spells if you wish since after Don Saucer
is defeated you will gain back all of your SP for all of your pilots.
Speaking of Don Saucer, there are different ways you may want to handle
this mission. I would suggest you do not destroy Kiros since this will result
in "Love" being cast on Don... which will only make him stronger. If "Love"
is cast on Don then use a weak attack so that the Flash part of the spell is
used up, and the resulting counterattack will expend Don's Hot Blood.
Emperor of Darkness is a pain in the ass. He has 200,000HP, had some
great stats, starts off at 150 morale, has an HP/EN Refill every turn, and he
really enjoys using ALL Attacks. He also has had 666 kills which I found
moderately amusing. ^^; Your squad mates will want to use spells to be sure
to dodge any attacks, will result in the next attack only dealing 0 damage, or
damage reducing spells. Your leaders should use Hot Blood and Spirit if they
are available, as well as any spells that can reduce damage. Basically you
will have to throw everything you have at this guy to defeat him.
After the battle you are sure to notice some... changes in Irui.
------------------------------------------------------------------------------
Scenario 56-Refuse Haman's Peace Route
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Ra Kailum
Albion/Mother Vanguard
16 Squads
Enemy Units:
Doven Wolf x 03
- Doven Wolf x 01
Geara Doga x 03
- Geara Doga x 02
Quin Mantha x 02
- MP Qubeley x 02
Raflessia x 03
- Bug x 02
Erebado x 03
- Erebado x 02
Musaka x 03
- Geara Doga x 02
Sazabi/Nightingale x 01 (Char)
- Geara Doga x 02
Rewloola x 01 (Nanai)
- Geara Doga x 02
Enemy Reinforcements (1):
Divinidad x 07
Enemy Reinforcements (2):
Divinidad x 01 (Dogachi)
Items:
Metal Soul
Minovsky Driver
Events:
Turn 1 Enemy Phase: Enemy Reinforcements (1) Appear
3 Divinidads Remain: Enemy Reinforcements (2) Appear
Char's Unit is Destroyed: Amuro moves to an adjacent square to Char's
Unit.
Skill Point:
Destroy all enemies before or on Turn 8
Notes:
I guess Banpresto decided to give us as much of a break as they can at
this point in the game. This is pretty much the basic Accelerate as much
as possible and wipe out the squads as you move along.
A Divinidad squad arrives on the enemy phase of Turn 1. They have
fairly high HP, but nothing that a Hot Blood Super Robot attack and a few
extra hits won't bring down. I suggest you move in close to them to attack
so you won't be hit by ALL Attacks.
Handle Char as you did before, use Lock On and Hot Blood/Spirit, and
he'll be down in no time. Amuro's unit will automatically move to the square
next to Char's afterwards though.
Dogachi will launch in another Divinidad when only 3 Divinidad squads
remain. He has 180,000HP, but really isn't any more difficult than the ones
you faced before... just it takes longer to take him down.
A Homemade Meal and a Super Repair Kit will be delivered after this
scenario.
------------------------------------------------------------------------------
Conversation before Scenario 57
------------------------------------------------------------------------------
Your main character is given the choice to 1.) Save Irui or 2.) Destroy
GunEden. The choice determines a few things later.
------------------------------------------------------------------------------
Scenario 57
------------------------------------------------------------------------------
Player Units:
Daiku Maryu
Mother Vanguard
Albion
Ra Kailum
18 Squads
Player Reinforcements (1):
Grand Cher (Jonathon)
- Grand Cher (Quincy)
- Grand Cher (Sheila)
Player Reinforcements (2):
Gordoll (Hannel)
- Chimera (Richter)
Player Reinforcements (3):
Bundle Battleship x 01 (Bundle, Kadonar, and Kernagurl)
Enemy Units:
Eagle x 06
Tiger x 06
Shark x 06
Eagle x 01
Tiger x 01
Shark x 01
GunEden x 01 (Irui)
Events:
Turn 3 Player Phase: Player Reinforcements (1) Arrive
Turn 4 Player Phase: Player Reinforcements (2) Arrive
Turn 5 Player Phase: Player Reinforcements (3) Arrive
Notes:
Actually this is an interesting stage since the terrain is considered to
be space until you get to the island, and then it is treated as a gravity
environment.
Beat up on the cannon fodder versions of the animals to gain morale, and
the "real" versions will move forward after a few turns. Squads with slow
units should attack outside of the boundaries of the ALL Weapons (attack the
Eagle and Shark from far away, and attack the Tiger at close range). After
destroying the animals, it is time to move to Irui's GunEden.
If you chose to save her, then have your main character use "Convince,"
followed by 5 other main characters (as in characters who have are the lead
of a series). Then you have to defeat GunEden.
If you chose to destroy GunEden, then just move straight into the battle.
Hopefully you tried to conserve your SP as much as possible with the previous
units so you could use spells as much as needed against GunEden... which in
all honesty you need it for. She has a great hit rate, and will use ALL
attacks as much as possible. I like to attack her at close range with some
fast single unit squads so she drains her EN trying to use ALL Attacks on
units she can't hit, and then other units don't have to worry about being hit
when attacking her from 1 or 2 squares away. 500,000HP worth of damage later
you can watch the ending.
Thank you for playing Super Robot Wars Alpha II.
==============================================================================
VI. COMBINATION ATTACKS
==============================================================================
Combination Attacks are very specific attacks that only certain
characters/mecha possess with certain other characters/mecha. These attacks
often have a specific range and those performing the attack must be within
close range of each other. Here are a list of some currently known attacks.
------------------------------------------------------------------------------
Chakra Extension:
------------------------------------------------------------------------------
Performed by: Yuu Brain/Nelly Brain and Hime Brain
Range: 1-8
EN Required: 40 of each
Morale Required: 120 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent square to the attacking unit
or in the same squad.
Description: Aura Battlers on crack + Power of Love = Entire Squads
Exploding
Note: This attack is not available until Scenario 19 on Ibis' route,
Scenario 07 on Kusuha's route, and Scenario 18 on Arad's route.
Chakra Extension is an ALL Attack with a max base AT of 6550.
------------------------------------------------------------------------------
F Dynamic Special:
------------------------------------------------------------------------------
Performed by: Mazinger Z, Great Mazinger, Getter Robo G
Range: 1-3
EN Required: 80 of each
Morale Required: 130 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent square to the attacking unit
or in the same squad.
Description: Breast Fire + Thunder Break + Getter Beam = Pyrotechnics
Note: This attack is not available until after Scenario 42. F Dynamic
Special is an ALL Attack with a max base AT of 7500. Koji has
to be in Mazinger Z and Tezuya has to be in Great Mazinger. The
Getter Team must also be in Getter G.
------------------------------------------------------------------------------
Fire Cutter:
------------------------------------------------------------------------------
Performed by: Gaiking and Daiku Maryu (in defensive mode)
Range: 1-3
EN Required: 80 of each
Morale Required: 140 of Each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent square to the attacking unit
or in the same squad.
Description: Gaiking joins in the circle that Daiku Maryu is curled up,
and uses its flame breath to make for an interesting and powerful
attack.
------------------------------------------------------------------------------
Hammer Hell and Heaven:
------------------------------------------------------------------------------
Performed by: Gaogaigar and Goldymarg
Range: 1-3
EN Required: 90 of each
Morale Required: 140 of each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent square to the attacking unit
or in the same squad.
Description: Sex jokes aside, this is the strongest attack in the game..
and the animation of it is gorgeous.
Note: This attack is not available until Scenario 21 on all routes.
------------------------------------------------------------------------------
Jeeg Bazooka:
------------------------------------------------------------------------------
Performed by: Steel Jeeg (with Big Shooter)
Range: 2-6
EN Required: None (Ammo: 8/8)
Morale Required: None
Placement: Jeeg must initiate the attack and Big Shooter must be within
5 squares of Jeeg.
Description: Big Shooter launches the bazooka, Jeeg ejects his right
arm, connects with the bazooka, and fires.
------------------------------------------------------------------------------
Mach Drill:
------------------------------------------------------------------------------
Performed by: Steel Jeeg (with Big Shooter)
Range: 1-3
EN Required: None (Ammo: 6/6)
Placement: Jeeg must initiate the attack and Big Shooter must be within
5 squares of Jeeg.
Description: Must resist quickie sex joke... Anyway, Jeeg ejects his
arms in favor of the Mach Drills and proceeds to umm... maim the
enemy.
Note: This attack is not available until Scenario 22.
------------------------------------------------------------------------------
Miracle Drill:
------------------------------------------------------------------------------
Performed by: Gaiking (with Daiku Maryu)
Range: 1-3
EN Required: None (Ammo: 2/2)
Morale Required: 120 of Each
Placement: Gaiking must initiate the attack and Daiku Maryu must
be within 5 squares of Gaiking.
Description: Seriously do these combination attacks sound like sexual
innuendos to anyone else? Daiku Maryu launches Miracle
Drill, Gaiking combines with them in midair, and proceeds to drill
itself through the enemy. o_o;
Note: This attack is not available until Scenario 20 on all routes.
------------------------------------------------------------------------------
Twin Bird Strike:
------------------------------------------------------------------------------
Performed by: Wild Vulture and Wild Falchon
Range: 1-3
EN Required: 50 of Each
Morale Required: 130 of Each
Placement: The unit initiating the attack must be in range of target,
and the support unit must be adjacent square to the attacking unit
or in the same squad.
Description: It isn't quite Rampage Ghost... but it rocks. ^_^
Notes: This attack is obviously only available on Arad's route, and it
is not available until Scenario 37
==============================================================================
VII. SECRETS
==============================================================================
Super Robot Wars Alpha 2 carries on the proud SRW tradition of having
several secrets with requirements that make absolutely no sense whatsoever...
Anyway, here are all of the secrets in the game and the ways to obtain them.
------------------------------------------------------------------------------
Berga Dalas
------------------------------------------------------------------------------
This unit will be available when Dorel Ronah joins. See the "Dorel
Ronah" secrets section for more information.
------------------------------------------------------------------------------
Bundle, Kadonar, and Kernagurl
------------------------------------------------------------------------------
These three Goshogun villains can be recruited for the final scenario of
the game. The Shark-like creature will attack Good Thunder in Scenario 49.
Reduce Shark's HP to below 30,000 and an event will occurr where these three
will aid you. They will show up again in Scenario 57, but they will all be
in Bundle's battleship instead of each in their respective ships.
------------------------------------------------------------------------------
Crossbone Gundam X1's Scissor Anchor
------------------------------------------------------------------------------
Crossbone X2's HP must be reduced to below half its total HP on Scenario
38. Crossbone X1 will be unavailable until Scenario 43. It is slightly
weaker than the Beam Cutlass, but it has a range of 1-4 and finally gives X1
a decent ranged (P) Attack for when the ABC Cloak is not equipped.
------------------------------------------------------------------------------
Crossbone Gundam X2
------------------------------------------------------------------------------
This is available on Scenario 10-Ibis. Start the duel off by saving,
since there is a likely chance you will need to reload. Hit X2 with the Zaku
II F2's Heat Hawk, and keep reloading until you successfully hit it. On Turn
2 an event will happen and X2 will be hit again. Hit X2 one more time and
with any luck you will reduce its HP to critical and Tobia will receive X2
instead of a Zaku II F2. ^_^;
Crossbone X2 is a mandatory unit on Arad's route. The unit is not
available on Kusuha's route.
------------------------------------------------------------------------------
Dorel Ronah
------------------------------------------------------------------------------
Dorel is recruitable along with his Berga Dalas. The only requirement is
that either Kinkaid/Seabook or Berah/Cecily must have a battle encounter with
Dorel in Scenario 38. Dorel does not have to survive the battle.
Dorel will (very quietly) join with his Berga Dalas after Scenario 49 if
you chose to accept Haman's peace offer.
------------------------------------------------------------------------------
Doven Wolf
------------------------------------------------------------------------------
Accept Haman's Peace Offer and it will be delivered after Scenario 49.
------------------------------------------------------------------------------
FAZZ (Full Armor Double Zeta)
------------------------------------------------------------------------------
This is an optional set of parts for Double Zeta that will be received
after Scenario 43.
On Scenario 33, have Tobia in Crossbone X3 destroy Dogachi's white mobile
armor. Anyone can deal damage to the unit, but Tobia needs to land the
finishing blow.
------------------------------------------------------------------------------
Goshogun Item Duplication
------------------------------------------------------------------------------
A really neat trick that Shouga discovered. In Scenario 45, Goshogun
will receive a power-up and GoFlasher will become GoFlasher Special. After
the scenario, whatever items that Goshogun had equipped will be duplicated.
You could equip Goshogun with a Haro during that scenario, and afterwards the
item screen will say that the Haro is not equipped on any unit. A duplicated
Haro will be equipped on Goshogun though. The unfortunate aspect of this
trick is that whatever item was duplicated will be lost if Goshogun's
equipment is changed. Basically if you use this trick, you will want to equip
Goshogun with items it will have for the rest of the game. A Haro would be an
obvious choice for one item slot. A Mega Booster, Cost Down, or a GS Rider
would all be good choices for that second slot though. I like the GS Rider
myself since GoFlasher Special uses a lot of EN.
Again, thanks to Shouga for the information.
------------------------------------------------------------------------------
Gundam GP02
------------------------------------------------------------------------------
Kou needs 80 kills before Scenario 38 starts. GP02 will be delivered
after Scenario 43. Attacks include Vulcans, Beam Saber, and its Beam Bazooka
that is an ALL Attack. GP02's nuclear bazooka is another secret in the game.
See "Nuclear Bazooka for GP02" in this secrets section for more information.
------------------------------------------------------------------------------
Haman
------------------------------------------------------------------------------
Accept Haman's peace offer at the end of Scenario 49. Haman will join
with her Qubeley after Scenario 52.
------------------------------------------------------------------------------
Hannel & Richter
------------------------------------------------------------------------------
Kazuya (Daimos) must accept Halleck's challenge to a duel and have Kazuya
(Daimos), Kenichi (Voltes V), and Hyoma (Combattler V) all have battle
encounters with Richter on Scenario 28 before destroying him there. These two
will show up to aid you in the final battle and are much more helpful than the
other two "secret" reinforcements.
------------------------------------------------------------------------------
Hi Mega Cannon
------------------------------------------------------------------------------
This is ZZ's (and FAZZ's) strongest attack (see the end of Double Zeta).
Judau earns this attack by having a battle encounter with Haman on Scenario
36 Axis Route or a battle encounter with Char on Scenario 38 if you chose the
Moon route.
------------------------------------------------------------------------------
Hi-Nu Gundam
------------------------------------------------------------------------------
This is an extra unit that will be delivered after Scenario 43.
Before Scenario 38 starts, you need to place Amuro in Re-GZ. Amuro needs
to have a battle encounter with Char while Re-GZ is in mobile suit form (eject
the BWS). Amuro needs to survive the battle encounter, but the Flash spell
should ensure his survival.
------------------------------------------------------------------------------
Hyper Beam Saber/Sword of Fury
------------------------------------------------------------------------------
Camille in Zeta Gundam can gain access to this attack by having a battle
encounter with Yazan in Scenario 38. Zeta can be in either mobile suit or
Wave Rider modes. It is a nice attack that is (P) with 4100 base startin AT
and a range of 3-5.
------------------------------------------------------------------------------
MP Qubeley
------------------------------------------------------------------------------
Two MP Qubeleys will be delivered to your team with no designated pilots
if Puru and Puru Two each have 30 kills and you accept Haman's peace offer.
The MP Qubeleys will be delivered after Scenario 49.
------------------------------------------------------------------------------
Musashi
------------------------------------------------------------------------------
See the "Radora" secrets section.
------------------------------------------------------------------------------
Nightingale
------------------------------------------------------------------------------
Nightingale is not an obtainable unit, I repeat it is not an obtainable
unit. Nightingale will be Char's unit during your final encounter with him if
you take a few steps.
On Scenario 38 you must reduce the HP of Char's Sazabi to below 50,000.
On Scenario 53-Accept Haman's Peace Route, destroy Char's Sazabi. On Scenario
55-Refuse Haman's Peace Route, destroy Char's Sazabi. Char will then sortie
in Nightingale in your final encounter with him... which is a much more
fearsome unit than Sazabi already was.
------------------------------------------------------------------------------
Nu Gundam HWS
------------------------------------------------------------------------------
This is an optional set of parts for Nu Gundam. They will be delivered
for your existing Nu Gundam after Scenario 43.
The only requirement is that Nu Gundam's weapons must be upgraded by
five blocks (50%) before Scenario 42. The upgrade cost will be 120,000 if you
want to prepare before hand.
------------------------------------------------------------------------------
Nuclear Bazooka for GP02
------------------------------------------------------------------------------
Refuse Haman's peace offer in Scenario 49. After Scenario 55 you will
receive this optional equipment for GP02 that you have to equip yourself.
------------------------------------------------------------------------------
Pizza
------------------------------------------------------------------------------
Pizza will arrive to help you defeat EI-01 (Pasdar) if you chose Mikenese
route.
------------------------------------------------------------------------------
Radora
------------------------------------------------------------------------------
Radora is one of the Getter villains in this game, who can actually be
recruited on Super Robot routes in the game. Radora is easily noticable for
his blue helmet with a yellow V-fin (he actually looks like he has a Gundam
Maxter helmet). The extra benefit of acquiring Radora is that Musashi will be
saved (but will be a copilot for Michiru's Lady Command instead of remaining
as Black Getter's pilot) along with Black Getter.
Radora's Shigu is a nice unit overall, and a welcome additional flying
unit... especially since it has one of the strongest Platoon Attacks in the
game.
Kusuha route requirements (Confirmed):
1.) Scenario 09: Ryoma needs to defeat Radora's Shigu.
2.) Scenario 23: Ryoma needs to use "Convince" on Radora in Scenario
23. Feel free to destroy the Shigu in this stage.
3.) Scenario 24: Ryoma needs to have a battle encounter with Radora
and Radora's Shigu must not be destroyed during Scenario 24.
Zengar route requirements (Unconfirmed):
1.) Scenario 05: Ryoma must fight Radora.
2.) Scenario 19: Ryoma must fight Zanki (blue skinned guy in a roman
helmet)
3.) Scenario 23: Ryoma needs to use "Convince" on Radora in Scenario
23. Feel free to destroy the Shigu in this stage.
4.) Scenario 24: Ryoma needs to have a battle encounter with Radora
and Radora's Shigu must not be destroyed during Scenario 24.
Thanks to Alt Eisen for the information on Radora, and Gahleon for
trimming the required information down. ^^
------------------------------------------------------------------------------
Ra Kailum Nuclear Weapons
------------------------------------------------------------------------------
There is a lot of misinformation on this one. Bright will immediately
receive the nuclear weapons for Ra Kailum if you make peace with Haman. If
you choose not to accept peace with Haman, then Bright will receive the nukes
for use in Scenario 55. Basically it is a non-secret that is confusing for
some. ^^;
------------------------------------------------------------------------------
Reclaimers
------------------------------------------------------------------------------
Quincy, Jonathon, and Sheila will arrive to aid you in the final scenario
if a few requirements are met.
Scenario 26 Neo Zeon: Deploy Yuu and have him still be alive when Quincy
is defeated in this scenario.
Scenario 29 Novis Novah route: Deploy Yuu and have him still be alive
when Quincy is defeated in this scenario.
Scenario 52: Defeat Quincy's Grand Cher and Baronz Grand Cher with Yuu's
Nelly Brain.
------------------------------------------------------------------------------
Richter & Hannel
------------------------------------------------------------------------------
Kazuya (Daimos) must accept Halleck's challenge to a duel and have Kazuya
(Daimos), Kenichi (Voltes V), and Hyoma (Combattler V) all have battle
encounters with Richter on Scenario 28 before destroying him there. These two
will show up to aid you in the final battle and are much more helpful than the
other two "secret" reinforcements.
------------------------------------------------------------------------------
Shigu
------------------------------------------------------------------------------
See the "Radora" secrets section.
------------------------------------------------------------------------------
Stealth Gao II/Star Gaogaigar
------------------------------------------------------------------------------
This is an optional part for Gaogaigar. Attacks gain a power boost of
300 and Broken Magnum receives a significant upgrade and increases by 600.
Hell and Heaven will be replaced with Gatling Driver, that is 300 base AT
stronger and is an ALL Attack. Hammer Hell and Heaven will remain available.
Gaogaigar will gain 770 more HP, 20 more EN, 1 more to its movement rate, 5
more to its mobility stat, and 145 more to its Armor.
This part requires two things. First off Guy's terrain ratings must be
S in all categories (it is said that it is only needed for Air, Land, and
Space terrains, but I haven't confirmed this). Gaogaigar's HP must also be
depleted to 500 or below on Scenario 47. The part will be delivered after
Scenario 47 on Tokyo route. The part will be delivered at the beginning of
Scenario 48 (you can equip it before deploying your units into battle).
------------------------------------------------------------------------------
Takeru
------------------------------------------------------------------------------
Takeru is only available on Zengar's route. Use Jeeg and only Jeeg to
defeat Takeru in Scenario 19. Takeru will arrive during Scenario 22 and join
afterwards.
Overall a nice unit with a very good platoon attack. Unfortunately he
has a movement rate of only 5. >_<
------------------------------------------------------------------------------
Qubeley
------------------------------------------------------------------------------
See "Haman" secrets section.
------------------------------------------------------------------------------
Wave Rider Crash
------------------------------------------------------------------------------
Camille in Zeta Gundam can gain access to this attack by having a battle
encounter with Yazan in Scenario 38. Zeta can be in either mobile suit or
Wave Rider modes. It is a nice attack that is (P) with 4500 base startin AT
and a range of 1-3.
------------------------------------------------------------------------------
Wing Gundam
------------------------------------------------------------------------------
This is available on all scenarios. All 5 of the Gundam Wing boys need
their combined levels to add up to 170 or more before the end of Scenario 32.
Wing Gundam is similar to Wing Zero Custom other than it is -slightly-
weaker overall. The Buster Rifle is also ammo dependent (6 shots) instead of
being EN based. Wing Gundam also has a very nice 1-4 range (P) attack that
involves flying toward an enemy in Bird mode, transforming above them, and
delivering a powerful beam saber slash. Unfortunately (and obviously) Wing
Gundam does not have the Zero system.
Personally I think it a much more balanced unit than Zero Custom and will
be a welcome addition for anyone. Yes this is the Ver. Ka. (Version Katoki)
version of Wing Gundam. If you don't know what that means, it is just a
re-design of Wing Gundam that Hajime Katoki created after the TV series aired.
==============================================================================
VIII. FREQUENTLY ASKED QUESTIONS
==============================================================================
------------------------------------------------------------------------------
Q. Is this game on CD or DVD?
A. The game is on DVD format.
------------------------------------------------------------------------------
Q. Can I play this game on a US PS2?
A. Not if you don't have any modifications. Next!
------------------------------------------------------------------------------
Q. How do you...
A. Stop right there. I'm not answering that question you just thought of
after reading the previous question.
------------------------------------------------------------------------------
Q. Will this game ever come to the US?
A. There is about a .01% chance, and I'm probably overestimating.
------------------------------------------------------------------------------
Q. What series are in this game?
A. Gundam Wing: Endless Waltz, Gundam 0083, Zeta Gundam, Double Zeta, Char's
Counterattack, F91, Crossbone Gundam, Mazinger Z, Great Mazinger,
Mazinkaiser, Getter Robo G, Shin Getter Robo, Daitarn 3, Goshogun, Daimos,
Gaiking, Combattler V, Voltes V, Brain Powered, Steel Jeeg, and Gaogaigar
TV. Various Banpresto Originals also appear as usual.
------------------------------------------------------------------------------
Q. What was in the Limited Edition of this game?
A. Basically it came in a bigger prettier box with 4 Gashapon style figurines
of some original mecha in the game... namely Grungust Sanshiki, RyuKuOh,
Alterion, and Huckebein Mk. III. They are somewhat neat but not worth the
increased price.
------------------------------------------------------------------------------
Q. Should I get this or Impact?
A. Alpha 2 violently kicks the **** out of Impact in every way. Purchase
Alpha 2 with full confidence. ^_^
------------------------------------------------------------------------------
Q. How do you suggest spending PP?
A. For Super Robot pilots I usually end up buying EN Save, SP Up +9, Guard,
SP Recovery, or Morale + Hit. For Real Robot pilots I usually end up
buying SP Up +9, SP Recovery, Morale +Hit, or Foresight depending on the
pilot. Pilots who will most likely be placed as squad mates and not the
leader should all have Learning, SP Up +9, and Assist Attack without a
doubt in my mind. Those are my own preferences and the neat thing about
this game is you can customize your pilots how you see fit.
Also raise stats according to the character's strengths. Daitarn 3 has
mostly Melee attacks, so if you want to increase the damage the unit does
(well of course upgrade it, but to go farther) you should increase Banjo's
Melee stat. Wing Zero Custom will mostly be using long range attacks
(namely its Buster Rifle) so upgrading Heero's Shooting stat would be
beneficial. Upgrade other stats as you feel they are needed.
------------------------------------------------------------------------------
Q. What is the difference between a Real Robot and a Super Robot?
Real Robots are mecha that can be considered realistic. There is an
established science to the units and their main weapons are likely to
consist of various guns (of course there are exceptions). All Gundam
series, with the exception of G Gundam that has Super Robots, are Real
Robots. Real Robots are most often involved in a military or special
operations organization and the mecha themselves are often produced in a
similar matter to most military vehicles.
Super Robots are those big fantastic robots that run on no realistic
scientific application whatsoever. They may fight with giant swords,
hammers, bend the elements to their will, fire rocket punches, and a punch
may turn out to be much stronger than some a blast of mega particles.
Super Robots are often created by a single brilliant scientist or a small
team of them who are somehow able to create these unique insanely powerful
mecha with little outside influence and resources. Basically, Super
Robots are not what you would expect of something that could be "real."
Some series don't cleanly fit in either category though. The Brain Powerd
units have characteristics of both RRs and SRs. There is some established
science to the mecha. They are often equipped with missile launchers or a
bladed weapon that also fires energy blasts. The mecha are "born" though
and display some interesting abilities. The organizations in Brain Powerd
most closely resemble those in Real Robot series though.
------------------------------------------------------------------------------
Q. Any suggestions for squad creation?
Main characters and pretty much any mecha that is the star of its
respective series makes for a good squad leader. Brains, Brain Childs, or
Huckebein Mk. IIIs make for excellent squad companions since they give a
barrier to an entire squad. Gaogaigar's Protect Shade/Wall will also give
a barrier to everyone in its squad. HP Recovery units will give a +10% HP
Regen to an entire squad. EN Recovery units will give a +10 EN Regen to
everyone in its squad. Assist attackers are always good too.
------------------------------------------------------------------------------
Q. What are the attack strengths of each original character?
A. Arad should concentrate on his Melee stat. Zeola should concentrate on
her Shooting stat. Ibis and Surei should concentrate on Shooting.
Kusuha, Brooklyn, and Zengar should concentrate on Melee.
------------------------------------------------------------------------------
Q. So when do I get my main character's new mech?
A. Zengar, Kusuha, and Arad will receive their new mech in Scenario 31, and
yes all upgrades to their previous mecha will carry over. Ibis does not
receive her new mech (or add on parts depending your view toward
Hyperion?) until Scenario 37.
------------------------------------------------------------------------------
Q. So when is Ibis' Alterion upgraded/replaced/whatever happens?
A. Ibis will unlock the GraMX weapon for Alterion in Scenario 31. Surei will
not join with her Vegarion until during Scenario 37 when Alterion and
Vegarion combine together to form Hyperion.
------------------------------------------------------------------------------
Q. Do upgrades carry over to an original character's new mech?
A. Yes, all upgrades carry over to their new mech. Upgrades to Arad's
Huckebein Mk. III will also go toward Viletta's Huckebein Mk. III, Elzam's
Huckebein Trombe, and Zeola's Wild Falchon.
------------------------------------------------------------------------------
Q. Do upgrades carry over from any other mecha to another mecha?
A. Mazinger Z upgrades will carry over to Mazinkaiser, and you get to keep
Mazinger Z.
Black Getter upgrades will carry over to Getter Robo G. Getter Robo G
upgrades will carry over to Shin Getter Robo.
Puru and Puru Two's Qubeley Mk. IIs will carry over to MP Qubeleys.
Starting original mecha's upgrades will carry over to their replacement.
Upgrades to Arad's Huckebein Mk. III will carry over to Viletta's
Huckebein Mk. III, Elzam's Huckebein Mk. III Trombe, and Zeola's Wild
Falchon in addition to Arad's Wild Vulture.
------------------------------------------------------------------------------
Q. What do I get as a bonus on a replay game?
A. Here is the almighty equation for the game...
(total money and PP earned) x (n/[n+1]). n = # of times the game has been
completed. Basically you receive 1/2 after your first play through, 2/3
after your second, 3/4 after your third, etc.
PP points will transfer from original pilot to original pilot. Characters
you used before will obviously have a nice set of PP starting out.
Bonus Money and PP that you start with are considered as money and PP that
you would normally earn during a game, and are factored into the equation
on 2x+ clear games.
Of course you have to load the save data from the previous game to start a
new game with these bonuses.
------------------------------------------------------------------------------
Q. Is there a special birthday/bloodtype combination?
A. Yes. 11/11B is the special birthday/bloodtype combination and is highly
suggested. How can you argue with Love for 45 SP?
------------------------------------------------------------------------------
Q. Where are you from? How do you play Alpha 2? What was your first SRW?
How many SRWs have you played?
A. I'm from somewhere in the USA. I play Alpha 2 on a modified PS2. My
first SRW was SRW4, and then I missed all of the Saturn and Playstation
ones. My interest in SRW resumed with SRWA for GBA, and that carried on
to SRWR, SRWOG, SRW@2, and we'll see if that interest is maintained in the
future.
------------------------------------------------------------------------------
Q. How long have you been an anime fan?
A. I would like to say all my life, but I did not discover what anime was
until about a decade ago and did not become a moderately devoted fan until
that time.
------------------------------------------------------------------------------
Q. Any plans for future SRW FAQs?
A. SRW Delta for GBA seems to be a likely future FAQ. If I pick up a
Wonderswan I'd like to check out Compact 3. I'm also semi-interested in
going back and checking out SRW64 since that game seems to need a FAQ.
------------------------------------------------------------------------------
==============================================================================
IX. SPECIAL THANKS
==============================================================================
Thanks to Ceej for this site, and of course GameFAQs Bounties and Contests.
Thanks to Silvin for putting up with me on a more consistent basis and having
to listen to all my rambles near non-stop.
Thanks to Otaku for listening to my anime, video game, and SRW rambles even
when he's sick of hearing about it.
Thanks to everyone who needs to be thanked that I'm currently forgetting 'cuz
I'm an ass like that sometimes. o_O;
==============================================================================
X. LINKS
==============================================================================
There... so I get fewer emails asking about "Where can I get more info
on this series?" and maybe it will result in a few less topics on the board.
Alpha 2 Official Website:
http://www.hotline-web.com/2ji_alfa/index.html
In My Dream(Awesome Brain Powered Site):
http://www.geocities.com/bpinmydream/
Goshou's Gaogaigar Page:
http://goshouworld.com/GaoGaiGar/
MAHQ (semi-overrated Gundam site):
http://www.mahq.net/
Steel Jeeg Information:
http://www.geocities.com/kamibuncle/jeeg.html
==============================================================================
XI. COPYRIGHT
==============================================================================
Unpublished work Copyright 2003 gundamtotoro
This document is protected by US Copyright Law. It is meant for private use
only. This FAQ may not be referenced or altered without permission from
myself. This FAQ is a GAMEFAQS Exclusive and may not be hosted elsewhere.
Alteration of this Copyright is punishable under Title 17 Chapter 5 Section
506(d) of US Copyright Law for a fine of up to $2,500.
"Super Robot Wars," and all related characters and names are property of
Banpresto.
"Brain Powerd" and all related characters and names are property of Sunrise
Inc.
"Combattler V" and all related characters and names are property of Toei
Agency.
"Daimos" and all related characters and names are property of Toei Agency.
"Daitarn 3" and all related characters and names are property of Nippon
Sunrise, Sotsu Agency, and Doro TV Merchandising.
"Gaiking" and all related characters and names are property of Go Nagai and
Toei Agency.
"Gaogaigar" and all related characters and names are property of Sunrise Inc.
"Getter Robo" and all related characters and names are property of Go Nagai &
Ken Ishikawa/Dynamic Planning and Bandai Visual Co. Ltd.
"Goshogun" and all related characters and names are property of Tokuma Shoten/
Ashi Productions.
"Gundam", "Mobile Suit", and all related characters and names are property
of Sotsu Agency, Sunrise, and Bandai Co. Ltd.
"Kotetsu/Steel Jeeg" and all related characters and names are property of
Go Nagai/Dynamic Productions, Toei Agency, and TV Ashi.
"Mazinger Z," "Great Mazinger," and "Mazinkaiser" are all property of Go
Nagai/Dynamic Planning
"Voltes V" and all related characters and names are property of Toei Agency.
All copyrights and trademarks are acknowledged and respected that are not
specifically mentioned herein.