Super Robot Wars Alpha 3
Strategy Guide by rubberchicken ([email protected])
Version 0.12




TABLE OF CONTENTS (1-1)
***********************

OPENING STUFF
       Table of Contents (1-1)
       Introduction (1-2)
       Version History (1-3)
GAMEPLAY
       Intermission Menu (2-1)
MISSION STRATEGIES
       Mission Strategies (3-1)
       Extra Scenarios (3-2)
LISTS AND SUCH
       Seishin (4-1)
       Enhancement Parts (4-2)
       Secrets (4-3)





INTRODUCTION (1-2)
******************

This is intended to be a guide to Banpresto's 2005 title Super Robot Wars Alpha
3. Since skill, seishin, and item lists have been covered a thousand times over
in the guides to other SRW games, I'll be leaving them out for the time being.
Instead I'll be focusing on strategies for getting through each mission,
getting all the Skill Points while minimizing your turn count and casualties.
As far as I know there aren't any guides like this online yet.

It's my first GFaqs guide, so there are bound to be a few rough spots; hopefully
I can smooth those out as I go along.  If you find mistakes or omissions, feel
free to drop me a line - although of course I can't guarantee that I'll respond.

Note that I'm currently playing through the game on the Kusuha route.  However,
many missions involve events that are specific to Kusuha - yet on the Scenario
Chart they aren't listed as being a separate mission for each character.  For
the moment this data will be listed as on Kusuha's route.  If any aspects
of the events or squad list are different for other routes (for example, if
Calico shows up instead of Ganlon if you're playing on Cobray's route,) only the
Kusuha version will be covered.  This will be corrected in future versions.





VERSION HISTORY (1-3)
*********************

0.01 - December 8th, 2006.  First version.  First ten missions of Kusuha route
       added.

0.02 - December 30th, 2006.  Missions 11 to 18 (Kusuha route) added, along with
       the appropriate extra scenarios.

0.03 - January 17th, 2007.  Missions 19 to 23 of both route splits added.

0.04 - January 30th, 2007.  Missions 24 to 29 (Kusuha route) added, along with
       the appropriate extra scenarios.  A couple of errors (regarding when to
       configure the Skygraspers for space) have been corrected.

0.05 - February 14th, 2007.  Happy Bitter Singles Day to one and all.  Missions
       30 to 33 (space route only) have been added.

0.06 - February 28th, 2007.  That route split was a pain... anyway, missions
       30 to 33 of the Earth route have been added.

0.07 - March 21st, 2007.  Slightly larger update this time.  Missions 34 to 37
       (Kusuha route) have been added, along with the appropriate extra
       scenario.  Both branches of the 38-40 route split have been added.
       Rough translation/explanation of the intermission menu has been added.

0.08 - March 26th, 2007.  Ha!  Speed record!  But it's a small update.  Missions
       40 to 44 of Kusuha's route have been added, along with the appropriate
       extra scenarios.  Error regarding the Devarim's MAP weapon is fixed.

0.09 - April 8th, 2007.  Enjoy your pagan fertility festivals, everyone.
       Missions 45 to 48 of the Varauta and Boazan routes have been added.

0.10 - May 7th, 2007.  Nothing drains me of the desire to keep playing quite
       like a route devoted almost entirely to a series I loathe. Missions 45
       to 48 of the Irui and ZAFT routes have been added.

0.11 - June 29th, 2007.  Anything worth doing is worth doing slowly... I guess.
       Missions 49 to 55 have been added, along with the appropriate extra
       scenario.  A (very incomplete) secrets section has been added.  Table
       of Contents has (finally) been added.

0.12 - October 13th, 2007.  *WHEEEEZE* After much pain, suffering, alcoholism,
       and procrastination, I finally sat down and finished the game using
       Kusuha.  Hooray.  Kusuha's version of the walkthrough is now complete.
       Seishin and Parts lists have been added.  Next will probably be Selena's
       route, given the general lack of material on it.




INTERMISSION MENU (2-1)
***********************

Between missions you'll be taken to this screen.  In the large window on the
right you will see your top aces: the three pilots with the highest killscores
in your unit, with their scores listed beneath them.  These three pilots will
receive a +5 bonus to their morale at the start of each mission, which stacks
with the normal +5 ace bonus they receive upon earning 50 kills.

The gray panel beneath the aces lists information about the current status of
your game.  The first line lists your cash, your Skill Points, and (in red) the
number of squads you will be able to deploy on the next mission.  The second
line lists the number of the last mission you completed and your total turn
count thus far.  The third line is the name of the previous mission.

The column on the left contains the menu you use to customize your army in
between missions.  They are divided into categories, as follows:



ORDER

Automatic Organization - Choosing this option brings up another menu where you
choose how you would like your squads organized: balance, power, or speed.
Choosing one will make the computer arrange your squads for you.  Good if you're
lazy, I suppose.

Platoon Organization - Brings you to the Platoon Organization screen, where you
set up your squads manually.

Assign - This option lets you move pilots to different machines.  You're taken
to the mech list; choosing a mech then takes you to a list of possible pilots
for that machine.  Selecting a pilot gives you a preview of how the mech and
pilot will work together; hit Circle to confirm.  If the mech is already
occupied, the current pilot will switch places with the new one (if possible.)



STATUS

Pilot Summary - Lets you view the status of your pilots.

Machine Summary - Lets you view the status of your machines.

Search - Lets you search your mech/pilot roster for machines with specific
abilities.  Use the L1 and R1 buttons to switch between seishin, pilot skills,
mech abilities, and squad leader abilities.



CUSTOM

Pilot Training - This takes you to a menu where you spend PP to improve the
skills of your pilots.  Use L1 and R1 to switch between base stats, skills,
and terrain rankings.

Unit Modification - Brings you to the mech list, where you select a machine
whose basic stats you want to upgrade.  From top to bottom, the stats are:

HP
Energy
Mobility
Armor

Upgrading all four of a unit's stats to maximum allows you to add an additional
full upgrade bonus:

Reduced Cost                    Set Air stat to A
Increase HP                     Set Land stat to A
Increase EN                     Set Water stat to A
Increase Mobility               Set Space stat to A
Increase Armor                  Barriers cost 0 EN
Increase Movement Range         Increase non-MAP, non-range-1 weapon range

Weapon Modification - Brings you to the mech list, where you select a machine
whose weapons you want to upgrade.  All of the machine's weapons are upgraded
equally; there is no option to upgrade only one.



PARTS

Enhancement Parts - Takes you to the mech list, where you select a machine to
receive enhancement parts.  Each machine on the list will have an indicator
(consisting of one or more brown circles) that tells you how many items it can
hold, as well as how many are currently equipped.  Selecting a mech brings you
to another screen, where you choose a slot from the mech's inventory and then
select an item to place in it.

Enhancement Parts are items that enhance the abilities of the machine/pilot or
can be used in combat for a specific effect. They are acquired by destroying
certain enemies in combat, or as a reward after certain missions.

Conversion Parts - Takes you to a list of machines to which you can attach or
swap Conversion Parts.  Choosing a mech gives you a list of possible parts for
that machine, allowing you to preview the changes that will be made to its
stats.

Conversion Parts are attachments for specific machines that change the machine's
basic abilities (as well as its appearance.)  Examples are the Orchis pack for
the GP-03, the G-Defensor for the Gundam Mk. II, and Strike's weapon packs.
They are generally acquired through specific story events.



SYSTEM

System - Allows you to change system options.  Options on this menu apply only
to the intermission screen.

Data - Displays the status of your memory card, allowing you to save or load
your game.  After completing a mission, you must save your game for the data to
register in the Scenario Chart and Encyclopedias.

Next Map - Begins the next mission.


After starting the mission, you will be returned to this screen before deploying
your squads.  At this time the last set of options will be different:

System - See above.

View Map - Allows you to preview the map's terrain.  This also shows you the
starting formation for your troops.  The numbers on the map correspond with the
order in which you select your squads while deploying.

Unit Selection - Takes you to a list of squads, from which you select the ones
you want to deploy.






MISSION STRATEGIES (3-1)
************************

Mission 0
---------

No actual mission here, just some story.  Bright, Amuro, Kayla, and Katz go to
check out the strange ring-shaped artifact that has mysteriously appeared in
the middle of the asteroid belt.  There's a pretty light show, and then the
Excelion pops out, mysteriously not-dead after self-destructing at the end of
SRW Alpha.  More strangeness will follow, to be sure...




Mission 1 (Kusuha)
------------------

Friendly Squads:
       GouRyu Kai - GouRyu Kai (Kusuha)
       RaiKo Kai - RaiKo Kai (Bullet)

Enemy Squads:
       ??? (x4) - Joelah


Friendly Reinforcements:
       Mazinkaiser - Mazinkaiser (Kouji)
       Dianan A - Dianan A (Sayaka)
       Getter Robo - Shin Getter 1 (Ryouma)
       Lady Command - Lady Command (Michiru)

Enemy Reinforcements:
       ??? (x8) - Joelah

---

Events:

When the first wave is destroyed:
       Friendly Reinforcements and Enemy Reinforcements arrive

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed

Skill Point: Destroy all enemies (first wave) within two turns

---

After a spiffy launch animation, Kusuha and Bullet scramble in their mechs to
protect the Tesla-Leicht institute from... four Joelahs.  You don't really
need my help for this one, do you?

Move straight towards the enemies; Bullet should be able to take one of them
out with his Thunder Boost Knuckle after moving.  Two more will get themselves
killed by counterattacks on the enemy phase, leaving the last for Turn 2.
Even your weakest weapons will easily oneshot the Joelahs, and they will cause
piddling damage to you in return. The only potential pitfall here is our
heroes' hitrate (a mere 75-80 percent.)  Use Lock-on if you're nervous, but
you shouldn't need it.

When they're gone, many more will show up... but never fear.  As if things
weren't easy enough already, you now get to play with Mazinkaiser and Shin
Getter on the very first stage.  The second wave should be quick and painless
with the help of your allies; just be careful that Michiru doesn't get herself
shot down.  It's quite feasible to finish off the second wave before the
second turn ends.




Mission 2 (Kusuha)
------------------

Friendly Squads:
       Combattler V - Combattler V (Hyouma)

NPC Squads:
       Federation Army (x3) - Jegan

Enemy Squads:
       ??? (x3) - Zubanza
       ??? (x3) - Boazan Flying Saucer
       ??? (x3) - Red Balom


Friendly Reinforcements:
       Man-Machines - GouRyu Kai (Kusuha), RaiKo Kai (Bullet)
       Mazinger Team - Mazinkaiser (Kouji), Dianan A (Sayaka)
       Getter Team - Shin Getter 1 (Ryouma), Lady Command (Michiru)

Enemy Reinforcements:
       ??? - Magnum (Dangel)
       ??? - Desslar
       ??? - Ocosenia
       ??? - Dari
       ??? - Klein

---

Events:

When the first wave is destroyed:
       Enemy Reinforcements arrive, NPC Squads are destroyed

Three turns after Enemy Reinforcements arrive, or when Hyouma and Dangel fight:
       Friendly Reinforcements arrive

---

Win Condition: Destroy all enemies
              Destroy Dangel (after the first wave has been destroyed)

Loss Condition: Hyouma is defeated (until friendly reinforcements arrive)
               Any allied unit is defeated (after friendly reinforcements      arrive)

Skill Point: Destroy all enemies (first wave) within three turns without losing
                       any of the Federation Army squads

---

The first Skill Point of the game was laughably easy.  This one will be a bit
trickier, given the NPCs' tendency to charge right in and get themselves
killed - and the enemies' tendency to obligingly target them if they're in
range.  You'll need a little luck to pull it off, as the Jegans' accuracy
isn't the greatest against the UFOs, and you'll need them to connect with
every shot.  Quicksaves will reduce your frustration level considerably.

Start by moving Combattler V forward and to the right, hitting the centermost
Boazan saucer with the Choudenji Yo-Yo after you do so.  Unless you get a
critical you probably won't kill it; you'll have to count on the Jegans to
finish it off with their attack.  The westmost saucer will attack Combattler
V; counter with the Yo-Yo again.  The remaining saucer will attack a Jegan.
One of the Red Baloms will attack a Jegan and hopefully get killed; the other
two and the Zubanzas will move towards you.

On Turn 2, move forward again and hit the nearest Zubanza with Twin Lancer.
If you're lucky you'll get a critical and kill it; otherwise one of the Jegans
will once again finish it off.  The NPC phase should see the demise of the
remaining Boazan saucers and Red Baloms, leaving you with two weakened
Zubanzas - and probably one Jegan at critical health.

Fortunately, Turn 3 is a cakewalk, since the Jegans will move before the
Zubanzas and can easily finish them off.  Have Combattler V finish off the
Zubanza that's further from your allies.

You can turn some of these near-death blows you're landing into one-hit kills
if you have Hyouma cast Kiai at the start.  However, you may want to save the
SP for casting Great Perseverance instead.

Once the first wave is gone, Dangel shows up with a few heavier machines.  The
Federation troops, as they are wont to do, charge in and are promptly offed by
Dangel's Magnum.  You'll probably spend a turn moving towards them, and - if
they arrived on the enemy phase of Turn 3 - you'll be in position to start
attacking on Turn 5.  Use Great Perseverance and Iron Wall before you make
your move, and be careful not to kill Dangel before you've taken out his
underlings.  You don't want to let those Pilot Points go to waste.  Kusuha and
friends will show up after three turns have passed, or when Hyouma and Dangel
have a battle encounter.  Odds are they won't even reach the enemies before
Hyouma kills them all, though.  Dangel's Magnum can deal a decent amount of
damage, but physically it's really no tougher than the other foes on this
mission.

When the job is done you get a call from TLI informing you that Irui has
disappeared.  There's no time to be bummed about it, as Stallion White arrives
to whisk you off to GGG's orbital base.

Before the intermission you will receive three Propellant Tanks, three
Cartridges, and three Repair Kits.



Mission 3
---------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Albion - Albion (Synapse)
       Londo Bell Squadron - Nu Gundam (Amuro), MP Nu Gundam/Incom (Kayla),
               Jegan (Katz)
       Londo Bell Squadron - ZZ Gundam (Judou), ReGZ BWS (Roux)
       Londo Bell Squadron - Z Gundam (Camille), ReGZ BWS (Four),
               Super Gundam (Emma), Methuss (Fa)
       Albion Squadron - GM Custom (Burning), GM Custom (Bate),
               GM Custom (Monsha), GM Cannon II (Adel)
       Albion Squadron - Gundam Unit 3 Dendrobium (Kou), GM Cannon II (Keith)
       Getter Team - Shin Getter 1 (Ryouma), Lady Command (Michiru)
       Mazinger Team - Mazinkaiser (Kouji), Dianan A (Sayaka)
       Mazinger Team - Great Mazinger (Tetsuya), Venus A (Jun)
       Build Base - Koutetsu Jeeg (Koutetsu Jeeg), Big Shooter (Miwa)
       Battle Team - Combattler V (Hyouma)
       Man-Machines - GouRyu Kai (Kusuha), RaiKo Kai (Bullet)

Enemy Squads:
       Primeval Machine Shell (x15) - Primeval Machine Shell


Friendly Reinforcements:
       J Ark - J Ark (J)

---

Events:

On Turn 3, or when six Primevals are destroyed:
       Friendly Reinforcements arrive

On Turn 4:
       Enemy Reinforcements arrive

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed
               Primeval Machine Shell leaves map
               J is destroyed (after J appears)

Skill Point: Destroy all enemies within 6 turns

---

GGG launches its plan to ambush the Primevals before they can reach the Earth.
Unfortunately, things don't quite go as planned, and after the initial
fireworks you're left to deal with the fifteen that remain.

As you can see, most of the stage is made up of a large asteroid field, so
you're going to have more success letting the Primevals come to you instead of
going after them.  The Primevals are split roughly in half, with a couple
right in front and more or less equal numbers coming down the right and left
sides, while one more tries to plow straight through the middle.  You should
split your forces up to intercept; I send Kou, Kusuha, Jeeg, and Amuro to the
left while everyone else goes to the right - except for the Getter Team.  I'd
have Shin Getter transform to Shin Getter 2 (better speed) and move straight
through the asteroids to take out the one Primeval in the back, since that one
will take an eternity to get over to where you are.

The Primevals have 7000 HP each, and don't have great armor - at first.  Large
squads like Burning's can probably take their counterattacks on the chin,
letting the damage be spread out among all of the members.  Smaller squads
should either use defensive seishin or attack from one space away to avoid a
counterstrike.  The real problem, however, comes when a Primeval's morale
rises above 110; at that point the Zonder Barrier will activate, nullifying
all attacks with less than 3000 damage - which eliminates the usefulness of
squad attacks and most Gundam weaponry.

After three turns pass or six Primevals are taken down, J shows up in the
southwest corner to help out - rather far from the action, as it happens.
Leave him there, for reasons that will become apparent when ZX-03 appears on
Turn 4.  The J-Ark, Ra Cailum, Kusuha, and Kou should be more than able to
take it out on their own, although you'll probably need to replenish Keith's
health with Trust.  ZX-03 can deal a lot of damage, but it can't take hits
well, so you should chew through its 26,000 HP in a turn or two.  It
regenerates when you beat it, and then there's an automatic sequence where J
deploys the mighty J-Quath to remove its core, Kaidou purifies it, and Guy and
company sit around feeling inferior.  You still have to finish off the
Primevals after the ZX-03 goes down, so don't slack off on the other front
while you're fighting it.

Of course, after you've taken the Primevals out, ALL of their cores somehow
manage to slip through your net and head to the Earth Sphere.  Great...  Once
again you're not given time to worry, as you need to rush off and answer a
call from help from Icarus.




Mission 4
---------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Albion - Albion (Synapse)
       Londo Bell Squadron - Nu Gundam (Amuro), MP Nu Gundam/Incom (Kayla),
               Jegan (Katz)
       Londo Bell Squadron - ZZ Gundam (Judou), ReGZ BWS (Roux)
       Londo Bell Squadron - Z Gundam (Camille), ReGZ BWS (Four),
               Super Gundam (Emma), Methuss (Fa)
       Albion Squadron - GM Custom (Burning), GM Custom (Bate),
               GM Custom (Monsha), GM Cannon II (Adel)
       Albion Squadron - Gundam Unit 3 Dendrobium (Kou), GM Cannon II (Keith)
       Getter Team - Shin Getter 1 (Ryouma), Lady Command (Michiru)
       Mazinger Team - Mazinkaiser (Kouji), Dianan A (Sayaka)
       Mazinger Team - Great Mazinger (Tetsuya), Venus A (Jun)
       Build Base - Koutetsu Jeeg (Koutetsu Jeeg), Big Shooter (Miwa)
       Battle Team - Combattler V (Hyouma)
       Man-Machines - GouRyu Kai (Kusuha), RaiKo Kai (Bullet)

Enemy Squads:
       Interstellar Alliance - Magnum (Dangel), Zubanza (x2)
       Interstellar Alliance (x2) - Magnum
       Interstellar Alliance (x4) - Zei Far (x2)
       Interstellar Alliance (x4) - Muge Light Air Combat Mecha (x2)
       Interstellar Alliance - Skullrook
       Interstellar Alliance - Desura
       Interstellar Alliance - Ocosenia
       Interstellar Alliance - Dolion

---

Win Condition: Allied battleship reaches designated point within five turns
              All enemies destroyed within five turns

Loss Condition: Allied battleship is destroyed
               Turn 6 begins

Skill Point: Destroy all enemies within five turns

---

Your first large-scale fight with the Interstellar Alliance (Which has been
upgraded to include FIVE enemy races this time instead of just three like in
Alpha 2.)  You can finish the mission easily just by rushing one of your
carriers to the target location (in the middle of the map's south side.)
Easily done.  However, you can also win by killing everything on the map
within five turns - which is more fun, pays better, and has the added bonus of
being the Skill Point Requirement.  Luckily for you, the enemies are very
easily disposed of.

The Muge squads at the front will be your first encounter with multi-unit
enemy squads in the game.  When performing a squad attack, the squad leader
gets a 20 percent bonus to its hitrate - a fact that the computer will take
advantage of at every opportunity.  Consequently, you should place priority on
reducing the squads of fighters and Zei Fars to one member before destroying
them completely, as three enemies that can't hit you are less dangerous than
one enemy that can.  Both types of mech are easily destroyed, although the
fighters will dodge pretty well unless you boost your accuracy with Lock-On,
Concentrate, or a squad attack of your own.

The Skullrook is probably the most dangerous enemy on the map, as its attacks
pack a mean punch and it can take a few hits before going down.  Although many
of your pilots won't have them yet, get used to using defensive seishin
(Concentrate, Invincibility, Iron Wall, Flash) on all squadmates before
attacking an enemy with a powerful ALL attack.  Keep that in mind and you
should be fine.

Dangel's Magnum now has 18,000 HP, but apart from that difference he's not
really any tougher than he was in mission 2.  Be sure to kill his squadmates
first (a Mazin Powered Fire Blaster will do the job nicely), since they run
away when the Magnum is destroyed.

Regardless of how you finish the mission, your crew takes off at top speed to
try and stop the mysterious enemy fleet that has just appeared.  Hoboy...




Mission 4, part two
-------------------

Friendly Squads:
       SRX - SRX (Ryusei)

Enemy Squads:
       ??? - Vayyikran (???)
       ??? (x2) - Megillot
       ??? (x2) - Joelah

---

Win Condition: Destroy all enemies

Loss Condition: SRX is destroyed

---

SRX has definitely seen better days.  After some suspiciously familiar-looking
bad guys take out your red-shirt Federation allies, the SRX team decides to
beat a hasty retreat.  In spite of the fact that you can't use your weapons,
your mission objective is to kill everything - which should clue you in that
something is up.

You suffer the indignity of getting smacked around by Megillots and Joelahs
for a little while.  On the enemy phase of Turn 2 the Ra Cailum and Albion
show up, just in time to see the unnamed Balmar commander deliver the coup de
grace.  That done, he kills Aya and leaves; your guys rescue Ryusei and Rai
and run like hell before SRX goes boom in a very big way.

This war is going just swimmingly, isn't it?




Mission 5
---------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Albion - Albion (Synapse)
       Londo Bell Squadron - Nu Gundam (Amuro), MP Nu Gundam/Incom (Kayla),
               Jegan (Katz)
       Londo Bell Squadron - ZZ Gundam (Judou), ReGZ BWS (Roux)
       Londo Bell Squadron - Z Gundam (Camille), ReGZ BWS (Four),
               Super Gundam (Emma), Methuss (Fa)
       Albion Squadron - GM Custom (Burning), GM Custom (Bate),
               GM Custom (Monsha), GM Cannon II (Adel)
       Albion Squadron - Gundam Unit 3 Dendrobium (Kou), GM Cannon II (Keith)
       Getter Team - Shin Getter 1 (Ryouma), Lady Command (Michiru)
       Mazinger Team - Mazinkaiser (Kouji), Dianan A (Sayaka)
       Mazinger Team - Great Mazinger (Tetsuya), Venus A (Jun)
       Build Base - Koutetsu Jeeg (Koutetsu Jeeg), Big Shooter (Miwa)
       Battle Team - Combattler V (Hyouma)
       Man-Machines - GouRyu Kai (Kusuha), RaiKo Kai (Bullet)

Enemy Squads:
       Interstellar Alliance - Muge Battleship (Death Gaia)
       Interstellar Alliance (x2) - Muge Battleship
       Interstellar Alliance (x4) - Zei Far (x2)
       Interstellar Alliance (x4) - Muge Light Air Combat Mecha (x2)
       Interstellar Alliance - Bramble (Warchimedes)
       Interstellar Alliance (x3) - Magnum
       Interstellar Alliance - Skullrook
       Interstellar Alliance - Desura
       Interstellar Alliance - Ocosenia
       Interstellar Alliance - Garunroll
       Interstellar Alliance (x2) - Dari
       Interstellar Alliance (x2) - Black Monster


Friendly Reinforcements:
       Mu - Moebius Zero (Mu)

Enemy Reinforcements (1):
       ZAFT - Vesalius (Ades)
       ZAFT (x6) - GINN (x2)

Enemy Reinforcements (2):
       Creuset - CGUE (Creuset), GINN (x2)

---

Events:

When Death Gaia's ship, the Bramble, or 8 enemy squads are destroyed:
       Enemy Reinforcements (1) arrive
       All Interstellar Alliance battleships flee

When 12 enemy squads remain or the Vesalius engages in combat:
       Friendly Reinforcements arrive
       Enemy Reinforcements (2) arrive

When Creuset's CGUE or the Vesalius are destroyed:
       All ZAFT units retreat

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed
               Any allied unit is destroyed

Skill Point: Clear the map within 6 turns

---

Another battle with the Interstellar Alliance - but unlike last time, this
time around the Muge battleships and Bramble stay to fight.  Taking down
either Death Gaia or Warchimedes will cause the battleships to flee; if you
don't do that, you get to destroy eight squads before they run away anyway.  I
suggest you strike a balance between time and payoff and take out the two
generic Muge ships; with Luck cast both times, that should net you about
30,000 cash.  Don't bother going after Death Gaia, since there's a good chance
that he'll kill off an unlucky squadmate.

In any case, when any of these conditions are fulfilled, Rau le Creuset's ZAFT
squadron shows up in the southeast to distract you.  They're a separate "team"
from the aliens, but since you're likely to be sandwiched between them,
chances are they won't waste time shooting at each other.  (The Alliance
forces will attack ZAFT before targeting you, but ZAFT will ignore the
Alliance completely.)  The shadowy Muge commander (c'mon, we KNOW who he
is...) pulls the battleships out, but leaves the Alliance grunts to continue
fighting.

For mobile suits (and ones piloted by oh-so-superior Coordinators, no less)
the ZAFT GINNs are terrible.  Even your Supers should be able to get a 100
percent hit rate on them without using seishin, and they should be able to
kill them in one hit from most weapons.  Things get a little tougher when the
immortal Mu la Flaga shows up in the Moebius Zero, as this prompts his
Designated Gundam Rival (tm) to launch in a CGUE and attack you.  Creuset is
quite a bit more competent than the grunts, and his CGUE has upgraded HP...
however, your aces should still be able to get decent (if not perfect)
hitrates on him with the aid of Concentrate.

The ZAFT forces will flee if either Creuset or the Vesalius are destroyed.  I
prefer taking down the Vesalius for the added cash, although downing Creuset
with Great Effort cast will net you more experience.

After this mission, your forces split up to fight the various enemy groups.
Kusuha goes to North America to fight the Interstellar Alliance occupation
forces there, along with Bullet, Kouji and Sayaka, the Getter Team and
Michiru, and the Combattler V crew.




Mission 6 (Kusuha)
------------------

Friendly Squads:
       GouRyu Kai - GouRyu Kai (Kusuha)
       RaiKo Kai - RaiKo Kai (Bullet)
       Getter Robo - Getter Dragon (Ryouma)
       Lady Command - Lady Command (Michiru)
       Mazinger - Mazinger Z (Kouji)
       Dianan A - Dianan A (Sayaka)
       Combattler V - Combattler V (Hyouma)

Enemy Squads:
       Interstellar Alliance (x2) - Magnum
       Interstellar Alliance (x3) - Zei Far
       Interstellar Alliance (x5) - Muge Light Air Combat Mecha


Friendly Reinforcements:
       Aggressive Beast Squadron - Dancougar (Shinobu)

Enemy Reinforcements:
       Interstellar Alliance - Klein
       Interstellar Alliance - Ocosenia
       Interstellar Alliance (x3) - Zei Far

---

Events:

When target location is reached:
       Friendly Reinforcements arrive
       Enemy Reinforcements arrive

---

Items:

Chobham Armor - Zei Far (eastmost)

---

Win Condition: Get a unit to the target point
              Destroy all enemies (after target point is reached)

Loss Condition: Any allied unit is destroyed

Skill Point: Reach target location without engaging in combat

---

Several months have passed since the previous mission, and the first change
you'll notice is that Shin Getter and Mazinkaiser are both out for repairs.
(We all knew the fun wouldn't last, right?)  Your current mission is to rescue
the captive population of Detroit, which is being held in the flashing area
near the west edge of the map.

Those who have played SRW Alpha Gaiden will probably remember a Skill Point
requirement similar to this one; however, this time around the enemy knows
that you're here and will be coming after you.  Translation: you get to race
the Muge machines to the target location while staying out of their firing
range.

The Lady Command or Getter Liger are the best choice for the job; either
machine can reach the target in three turns  (using one Accelerate) while
staying ahead of the enemy forces.  Leave Mazinger Z and Dianan A where they
are, as neither one is all that fast.  Combattler V can move to the west,
since it already has a head start.  Kusuha and Bullet can cruise across the
river with no problem.

The Magnums are too slow and too far away to be a real threat.  The Zei Fars
are faster, but lack P weapons, meaning that they won't be in position to fire
on you until it's too late.  The Muge fighters are another story.  Take
special care to park your units at least eleven spaces away from them, as they
move six spaces per turn and have a P attack with a range of 4.

The prisoners will be freed when you reach the holding area, triggering the
appearance of a bunch of Zei Fars - which are promptly taken out by a
well-timed Dankuuhou blast from Dancougar.  Some more enemies show up in the
northwest corner, but Dancougar starts with 120 morale and is more than
capable of taking them all on by itself.  Meanwhile, the rest of your forces
should be able to quickly converge on the weak guard forces and wipe them off
the map.  Piece of cake.

In a turn of events that's becoming all too familiar, a very large enemy force
shows up when you finish the mission, forcing you to head for the hills.

Again.




Mission 7 (Kusuha)
------------------

Friendly Squads:
       Aggressive Beast Squadron - Dancougar (Shinobu)

Enemy Squads:
       Interstellar Alliance - Magnum (Dangel), Magnum
       Interstellar Alliance - Ocosenia
       Interstellar Alliance - Dari
       Interstellar Alliance - Black Monster
       Interstellar Alliance (x3) - Zubanza (x2)
       Interstellar Alliance (x2) - Boazan Flying Saucer (x2)
       Interstellar Alliance (x2) - Red Balom (x2)


Friendly Reinforcements (1):
       Alan - Blackwing N (Alan)

Friendly Reinforcements (2):
       4 squads

Enemy Reinforcements:
       Interstellar Alliance (x3) - Zei Far (x2)
       Interstellar Alliance (x4) - Muge Light Air Combat Mecha (x2)

---

Events:

On Turn 3, or when Dancougar's HP reaches 50 percent of maximum:
       Friendly Reinforcements (1) arrive
       Dancougar's HP is refilled

On Turn 5, or when the Skill Point requirement is fulfilled:
       Friendly Reinforcements (2) arrive
       Enemy Reinforcements arrive
       Dancougar and Blackwing N join squads (Aggressive Beast Squadron)

---

Items:

Booster - Ocosenia

---

Win Condition: Destroy all enemies
              Destroy Dangel (after enemy reinforcements arrive)

Loss Condition: Any allied unit is destroyed (until enemy reinforcements arrive)
               Shinobu or Alan are defeated (after enemy reinforcements arrive)

Skill Point: Destroy all Zubanzas, Boazan Flying Saucers, and Red Baloms within
               4 turns

---

It's a trap!  And Shinobu jumps right in.

I suggest equipping Dancougar with the Chobham Armor you picked up in the
previous mission.  It's not much help, but it's better than nothing - and
since the Beast Squadron is by itself for a couple of turns, you'll need all
the help you can get.

Move towards the enemy on turn 1.  On turn 2, cast Concentrate (to help you
hit the enemy fighters) and begin attacking one of the three enemies that will
be in range.  You'll take damage pretty quickly, but when Dancougar's health
hits 50 percent, Alan shows up and dives right into the fray.  The Beast
Squadron is inspired by this display of suicidal madness and gets all of its
health back - and by now Aggressive Beast should be enabled, so you can kill
most any of these cannon-fodder enemies in one hit.

You'll be pretty well surrounded on turn 3, so you'll want to have Sara use
Iron Wall.  Try to take as many of the enemy squads down to one member as
possible; have Dancougar focus on enemies who still have full health, while
Alan finishes off the ones that are weaker.  Counterattacking every attack,
you should be able to kill all of the smaller mechs on the player phase of
Turn 4.

You'll probably want to cast another Iron Wall before getting the Skill Point,
as Death Gaia then shows up with a bunch of Muge units, and Dancougar will
quickly come under fire again.  Move your reinforcements up to assist (after
assigning them to squads, of course) while Dancougar inflicts as much damage
as possible.  You may want to use Dankuuhou Formation to quickly eliminate the
squads of Zei Fars.

Kill Dangel last to maximize your cash and Pilot Points.  His squadmate now
has Support Defense, but other than that he's no different from when you
fought him in Mission 4.

Dancougar joins the roster after this mission.




Mission 8 (Kusuha)
------------------

Friendly Squads:
       Raideen - Raideen (Akira), Bluegar (Shinguji)

Enemy Squads:
       Interstellar Alliance - Bramble (Warchimedes)
       Interstellar Alliance (x2) - Magnum
       Interstellar Alliance - Ocosenia
       Interstellar Alliance - Sasoringar
       Interstellar Alliance (x2) - Zei Far (x2)
       Interstellar Alliance (x8) - Muge Light Air Combat Mecha


Friendly Reinforcements:
       5 squads

Enemy Reinforcements:
       Imperial Inspection Force (x2) Megillot Aph
       Imperial Inspection Force (x4) Megillot
       Imperial Inspection Force (x2) Joelah Aph
       Imperial Inspection Force (x4) Joelah

---

Events:

When Raideen's HP falls below 4,000:
       Raideen's HP is recovered
       Akira's morale rises to 150

On Turn 3, or when 8 enemy squads are destroyed:
       Friendly Reinforcements arrive

On Turn 4 Enemy Phase, when 5 enemy squads remain, or when the Bramble attacks:
       Enemy Reinforcements arrive

---

Items:

Dual Sensor - Bramble
Analyzer - Megillot (second from south edge of map)

---

Win Condition: Destroy all enemies

Loss Condition: Any friendly unit is destroyed
               Akira is defeated (after friendly reinforcements arrive)

Skill Point: Destroy the Bramble, which flees at 8,000 HP.

---

It's just Raideen and the Bluegar at the beginning.  Fortunately for you, the
first group of baddies is easily dealt with; even if you take some heavy
damage, Akira will only get a free power-up out of it.  Cast Concentrate and
Accelerate, then move as far into the enemy group as possible - you should be
able to take out at least seven of the Muge fighters on Turn 1 this way,
leaving the last one to be killed on Turn 2.

Doing so will bring in your reinforcements, ideally positioned to blindside
the heavier enemy mechs.  Move all the newcomers as far to the west as
possible before triggering the appearance of the Balmar units.  You want to be
between them and Warchimedes when they appear.

The Bramble is easy to chase away, but quite a bit harder to kill.  You want
Warchimedes to have as little contact with the Balmar mechs as possible; he'll
kill them easily, and every one that he destroys gives him 3 morale and makes
him that much harder to damage.  Use Kiais to gain raise your attack power and
get access to your more powerful attacks, and save before trying to fight him.
Reduce his HP to just above 8000 using as few attacks as possible, then
finish him off with one powerful strike.  A Dankuukougaken will do the trick
IF it's a critical hit; otherwise you'll need to use another "Ultimate" attack
(eg. Shine Spark, Choudenji Spin) and have Kusuha support with Lightning
Smasher.

The rest of the enemies are easy pickings.

Raideen and the Bluegar are added to the roster after the mission, and you get
two Propellant Tanks, two Cartridges, and two Repair Kits.




Mission 9 (Kusuha)
------------------

Friendly Squads:
       Aggressive Beast Squadron - Dancougar (Shinobu)
       Man-Machines - GouRyu Kai (Kusuha), RaiKo Kai (Bullet)
       4 squads

Enemy Squads:
       Interstellar Alliance - Bramble (Warchimedes)
       Interstellar Alliance - Magnum (Dangel), Zubanza
       Interstellar Alliance (x2) - Magnum
       Interstellar Alliance - Desura
       Interstellar Alliance - Ocosenia
       Interstellar Alliance - Black Monster
       Interstellar Alliance - Sasoringar
       Interstellar Alliance - Kabutongar
       Interstellar Alliance (x3) - Zubanza (x2)
       Interstellar Alliance (x2) - Boazan Flying Saucer (x2)
       Interstellar Alliance (x2) - Red Balom (x2)


Friendly Reinforcements (1):
       Blackwing N (Alan) (Joins Aggressive Beast Squadron)

Friendly Reinforcements (2):
       G-Guardians - DyGenGuar (Sanger), Huckebein Mk. III Trombe (Ratsel)

Enemy Reinforcements:
       Death Gaia - Zangayo (Death Gaia)
       Interstellar Alliance (x4) - Zei Far (x2)
       Interstellar Alliance (x5) - Muge Light Air Combat Mecha (x2)

---

Events:

On Turn 3:
       Friendly Reinforcements (1) arrive and join Aggressive Beast Squadron

When target location is reached:
       Enemy Reinforcements arrive
       RaiKo Kai falls to 40% health
       Friendly Reinforcements (2) arrive
       Shinobu's morale rises to 150

---

Items:

A Adapter - Zangayo
Magnetic Beam Coating - Magnum (Dangel)
Apogee Motor - Bramble

---

Win Condition: Destroy all enemies (until turn 3)
              Move Aggressive Beast Squadron to target location (on Turn 3)
              Death Gaia, Warchimedes, and Dangel are defeated
               (after target location is reached)

Loss Condition: Shinobu, Kusuha, or Bullet are defeated
               Shinobu, Alan, Kusuha, or Bullet are defeated (on Turn 3)
               Alan is defeated (after target location is reached)

Skill Point: Clear the map within 8 turns

---

You can't really tell from the combat map, but you're attacking the main
Alliance base in New York so that you can push the occupation forces out of
North America for good.  (At least until the NEXT invading army moves in...)

Despite the fact that there are a lot of enemies and three bosses to take out
in this mission, your eight-turn time limit is actually pretty generous.  Move
everyone up the main drag, using Accelerate if you've got it.  Wait to start
using spells like Iron Wall until your robots start to move into the park-like
area in the middle of the map; you'll be taking many more hits then, and
you'll need all the SP you can get.  Dancougar should head straight for the
dome, for reasons that will become clear when Alan appears on Turn 3 and
informs you that that's the Alliance headquarters.  Have Alan cast Concentrate
before you land on the target area (which you should be able to do that same
turn.)

When you finish the objective, there'll be a brief cutscene while Sara and
Shinobu run into the dome and discover the identity of the mysterious Alliance
commander: Shapiro Keats.  Shock!  Horror!  Never trust a man who wears
eyeliner.  Back on the combat map, Bullet loses most of his health defending
Kusuha defending Shinobu from a Muge warship (are you following this?), but
the coup de grace is interrupted by the arrival of... Sanger.  Everyone's
favorite sword-waving German proceeds to Smite Evil (tm), and Shapiro beats a
hasty retreat, leaving Death Gaia to fight you in the Zangayo - as well as an
army of Muge weapons.

Death Gaia will focus on Dancougar, and unless you managed to lose most of
Shinobu's health before reaching the target area he should be fine; a couple
of good hits (Dankuuken has the best balance between damage and energy spent)
followed by a Dankuukougaken will put the Zangayo down for the count.  Just
bear in mind two things. One, the Zangayo has HP regen, so take that into
account if you're planning to finish him with a counterattack.  Two, he does
have an ALL attack; be careful that he doesn't kill Alan and cause you to fail
the mission.

The Muge reinforcements have likely created a very big mess in the park.  Keep
your machines towards the park's edges rather than gathering in the center;
otherwise, the enemies are liable to focus their attacks on one unit, which
will probably kill it.  None of the grunts are that tough individually, so if
you just avoid being overwhelmed by their numbers you should be fine.

Dangel and Warchimedes are as they were the last time you fought them.
Hopefully you're working on raising Sanger's morale during the fight, as he is
capable of causing over 10,000 HP of damage to the Bramble - making it much
more enjoyable to fight against.

Alan takes off when the enemies are beaten.




Mission 10 (Kusuha)
-------------------

Friendly Squads:
       RaiKo Kai - RaiKo Kai (Bullet)

Enemy Squads:
       The War God's Wrath (?) - DyGenGuar (Sanger)


Friendly Reinforcements (1):
       GouRyu Kai - GouRyu Kai (Kusuha)
       Trombe - Huckebein Mk. III Trombe (Ratsel)

Friendly Reinforcements (2):
       4 squads

Friendly Reinforcements (3):
       Mazinger Team - Great Mazinger (Tetsuya), Venus A (Jun),
               Boss Borot (Boss)
       Koutetsu Jeeg - Koutetsu Jeeg (Koutetsu Jeeg), Big Shooter (Miwa)
       GGG Mobile Unit - GaiGar (Gai), Mic Sounders XIII (Mic)

Friendly Reinforcements (4):
       J Ark - J Ark (J)
       Hero Robot Corps - HouRyu (HouRyu), EnRyu (EnRyu)
       Hero Robot Corps - Big Volfogg (Big Volfogg), Goldimarg (Goldimarg)

Enemy Reinforcements (1):
       Shin RyuOuKi - Shin RyuOuKi (Son Ganlon)

Enemy Reinforcements (2):
       Zonder - ZX-02
       Zonder (x3) - EI-02 (x2)
       Zonder (x3) - EI-05 (x2)
       Zonder (x2) - EI-07 (x2)
       Zonder (x2) - EI-15 (x2)

---

Events:

When Sanger is defeated:
       Bullet's and Sanger's HP, EN, and SP are refilled
       Friendly Reinforcements (1) arrive
       Enemy Reinforcements (1) arrive

One turn after Ganlon's arrival:
       Friendly Reinforcements (2) arrive
       Kusuha and Bullet join squads (Man-Machines)
       Sanger and Ratsel join squads (G-Guardians)

Four turns after Ganlon's arrival, or when Ganlon's HP falls below 10,000:
       Friendly Reinforcements (3) arrive
       Enemy Reinforcements (2) arrive
       Shin RyuOuKi retreats

One turn after Friendly Reinforcements (3) arrive:
       Friendly Reinforcements (4) arrive
       GaiGar is replaced with GaoGaiGar
       All GGG units' morale rises to 150

---

Items:

Chobham Armor - ZX-02
Biosensor - ZX-02

---

Win Condition: Sanger is defeated
              Destroy all enemies (after Sanger is defeated)
              ZX-02 is destroyed (after Enemy Reinforcements (2) arrive)

Loss Condition: Bullet is defeated (until Sanger is defeated)
               Any allied unit is destroyed (after Sanger is defeated)
               Sanger or Ratsel are defeated
                (after Friendly Reinforcements (2) arrive)
               Gai, Sanger, or Ratsel are defeated
                (after Friendly Reinforcements (3) arrive)
               J, Gai, Sanger, or Ratsel are defeated
                (after Friendly Reinforcements (4) arrive)

Skill Point: Reduce Shin RyuOuKi to below 10,000 HP within 3 turns
               of its arrival

---

Da-Da-Da, Da-Da-Da-Dai-Zen-Gar...  *ahem*

The mission starts out with a one-on-one duel/training session between Bullet
and Sanger.  This part of the mission is practically a gimme, as Sanger's hit
percentage is pretty weak, and becomes abysmal once Bullet casts Concentrate.
You'll get all your SP replenished when the session is over, so feel free to
use them now.  Sanger should go down within two turns, although you might want
to wait until Turn 3 so that you can finish him off on the player phase rather
than an enemy one.

The duel ends when Sanger's HP runs out; he regenerates, then promptly gives
Bullet a proper smiting for his trouble.  Kusuha and Ratsel show up, and
there's a pleasant little interlude (or not, if you're Bullet) before Son
Ganlon makes his grand entrance in the Shin RyuOuKi.  Ganlon announces his
intent to punish Kusuha and Bullet for usurping his place as protector of the
Earth, and attacks.  You have three turns in which to reduce him to below
10,000 HP - which is more like two if you finished Sanger on the enemy phase
of Turn 2.

The Shin RyuOuKi is a mean customer, with powerful attacks, decent agility,
and hefty HP regeneration.  It'll probably take two turns for you to cut
Ganlon down to size; the good news is that all your people start with 130
morale, giving them immediate access to their most powerful attacks (and
Bunshin, in Ratsel's case.)  Make heavy use of defensive seishin and
save/restore (if you think you need it).  Dealing damage actually becomes much
more difficult when the friendly reinforcements arrive, as that causes your
four starting units to combine into two squads; the Shin RyuOuKi's barrier
will render the squadmates' attacks useless - another reason to beat Sanger on
your turn rather than the enemy's.

Gai, Tetsuya, and Jeeg show up when you get the Skill Point (or fail to do so)
- and right on cue, a pack of Zonders show up.  Ganlon takes this opportunity
to bid you adieu and leave the area, leaving you alone to fight them off.  A
turn later J shows up, accompanied by the Hero Robots.  J taunts Gai for a
bit, which eventually prompts Gai to show off his BURNING HEART (er... his
HERO'S COURAGE) and perform Final Fusion, becoming GaoGaiGar.

Luckily for you, the Zonders are much weaker than they were in Alpha 2.  Two
or three decent hits should be able to kill any one of them, and powerful ALL
attacks like the Getter Change Attack or Thunder Break will wear them down
quickly.  Meanwhile, the ZX-02 is much like the ZX-03 that you killed back in
Mission 3: powerful ALL attacks, but weak armor apart from the Zonder Barrier.
Four or five finishers will kill it easily.

J leaves again after the mission is over; Sanger and Ratsel take his cue and
go back to the Big Love Shack In The Sky as well.  The remaining Jeeg, Great
Mazinger, and GaoGaiGar units join the roster.  Before the intermission you
receive a Thruster Module, a Dust Filter, and a Screw Module.  You also get
the Stealth Gao II parts for GaoGaiGar, so you can switch it to Star Gao-
GaiGar before continuing.




Mission 11 (Kusuha)
-------------------

Friendly Squads:
       Archangel - Archangel (Murrue)
       Archangel Squadron - Aile Strike Gundam (Kira), Moebius Zero (Mu)

Enemy Squads:
       ZAFT - Vesalius (Ades)
       ZAFT - CGUE (Creuset), GINN
       ZAFT (x7) - GINN (x2)
       ZAFT (x3) - CGUE, GINN


Friendly Reinforcements (1):
       8 squads

Friendly Reinforcements (2):
       Megaroad Squadron - YF-19 F (Isamu), YF-21 F (Guld)

Enemy Reinforcements:
       Athrun - Aegis Gundam (Athrun), GINN
       ZAFT - Duel Gundam (Yzak), GINN
       ZAFT - Buster Gundam (Dearka), GINN
       ZAFT - Blitz Gundam (Nichol), GINN
       ZAFT (x3) - GINN (x2)

---

Events:

On Turn 3:
       Enemy Reinforcements arrive

On Turn 4:
       Friendly Reinforcements (1) arrive

On Turn 5, or when 10 enemy squads remain (after reinforcements):
       Friendly Reinforcements (2) arrive

After Athrun fights Kira:
       Athrun's morale drops to 80

When Aile Strike's HP reaches critical:
       Aile Strike is replaced with Launcher Strike or Sword Strike

---

Items:

Pink Haro - Aegis Gundam
Hybrid Armor - Duel Gundam
Combat Manual - Buster Gundam
Magnetic Coating - Blitz Gundam

---

Win Condition: Destroy all enemies
              Destroy the Vesalius (on Turn 4)

Loss Condition: Allied battleship is destroyed
               Kira or Mu are defeated

Skill Point: Destroy all enemies within 7 turns

---

Ah, the SEED cast.  Never have I wanted so badly to strangle a bunch of
fictional characters.  Ah, well...

Kira and Mu will have little difficulty holding their own against the initial
ZAFT forces.  ALL attacks will take them out quickly; however, you'll want to
save Strike's beam rifle shots for the Gundam Army, so you should probably put
Mu in the lead and use his Gunbarrel attack instead - although you could wait
until the second turn to do so.  Let the enemy come to you instead of moving
towards the Vesalius.  They will attack the Archangel if it's in range, but
the ship is big and tough enough to take a few hits.  Furthermore, it gets
surprisingly good hitrates against them (well, they are GINNs, after all.)  The
higher Murrue's morale gets, the better.

On Turn 3 Fllay's father shows up in a Grap, and promptly gets wasted by Athrun
and company (thereby ensuring that the SEED crew will meet its angst quota for
the near future.)  The ZAFT Gundams always drop lots of free stuff when you take
them down; however, their Phase Shift armor makes it difficult to harm them with
non-beam weapons.  Move Kira and the Archangel back towards them and start
wearing them down.  The Archangel's Lohengrin cannons are quite effective, and
the MAP version is godly if you can line it up right:

    xx
xxxxxx
A
xxxxxx
    xx

Yzak can be counted on to stay put so long as Kira is in range for him to shoot
at.  Unfortunately, the other three aren't as predictable, and will often get
right in front of the ship (and out of its MAP range) to attack.  Do the best
you can.  Use Iron Wall to keep the Archangel relatively intact.  Also, make
sure Kira has a fight with Athrun; this will lower his former friend's morale,
making him easier to damage.

The cavalry arrives on Turn 4.  Most of them will have trouble harming the
Gundams, but they can usually do at least a thousand points of damage with their
attacks.  If you can boost Shinobu's morale enough to use Dankuukougaken, do so;
the attack can still do over 7000 damage, making its usefulness here rather
obvious.  Get used to using Mic's Disc P attack to help out with this sort of
thing.

Try to make the Macross Plus boys show up on Turn 4 instead of waiting for them
to appear on Turn 5; you'll want the extra time to move them into position.
Neither Valkyrie will fare all that well against Rau le Creuset; however, they
are still good for harassing the Vesalius.  Wear Rau's squad down with powerful
ALL attacks (Dankuukougaken, Grand Dasher, Getter Change, etc.), then finish
off the Vesalius to win.

If at any time Kira's HP falls into the red zone, he'll request a new module for
Strike.  The first choice gets you the Launcher pack; the second gets you the
Sword.  If forced to choose in this situation, I'd go for the Sword; the
Launcher's only beam weapon has to be used at long range, and only has enough EN
for a couple of shots in any case.  Strike's HP will be refilled when this
happens.

A large ZAFT squadron shows up after you win; Natarle talks your way out by
revealing that you have the beloved Lacus Clyne hostage.  Athrun and Kira are
not amused.

Strike Gundam, the Moebius Zero, the YF-19, and the YF-21 are added to the
roster after the mission.  Experiment with Strike's packs and get a feel for
which one you prefer (I usually just stick with Aile, myself.)





Mission 12 (Kusuha)
-------------------

Friendly Squads:
       Man-Machines - GouRyu Kai (Kusuha), RaiKo Kai (Bullet)

Enemy Squads:
       ZAFT - CGUE, GINN (x2)
       ZAFT (x3) - GINN (x2)


Friendly Reinforcements:
       Archangel - Archangel (Murrue)
       5 squads
       Ra Cailum - Ra Cailum (Bright)
       Londo Bell Squadron - Z Gundam (Camille), Super Gundam (Emma),
               ReGZ BWS (Four), Methuss (Fa)
       Londo Bell Squadron - ZZ Gundam (Judou), ReGZ BWS (Roux),
               Qubeley Mk. II (Puru), Qubeley Mk. II (Puru Two)
       Londo Bell Squadron - Hyaku Shiki (Beecher), Gundam Mk. II (Elle),
               Jegan (Mondo), Megarider (Ino)
       Londo Bell Squadron - Wing Gundam Zero (Heero),
               Gundam Sandrock Kai (Quatre), Gundam Heavyarms Kai (Trowa)
       Londo Bell Squadron - Gundam Deathscythe Hell (Duo),
               Altron Gundam (Wu Fei), Taurus (Hilde)

Enemy Reinforcements (1):
       Shin RyuOuKi - Shin RyuOuKi (Son Ganlon)

Enemy Reinforcements (2):
       Imperial Inspection Force (x4) - Megillot Aph, Megillot (x2)
       Imperial Inspection Force (x4) - Joelah Aph, Joelah (x2)

---

Events:

When the first wave of enemies is destroyed:
       Enemy Reinforcements (1) appear

Two turns after Enemy Reinforcements (1) appear:
       Friendly Reinforcements appear
       Enemy Reinforcements (2) appear
       Son Ganlon's morale rises to 150

When the Shin RyuOuKi's HP reaches zero:
       Shin RyuOuKi revives

---

Win Condition: Destroy all enemies
              Shin RyuOuKi is destroyed (after first wave is destroyed)
              Imperial Inspection Force is destroyed
               (after Enemy Reinforcements (2) arrive)

Loss Condition: Any allied unit is destroyed

Skill Point: Destroy Shin RyuOuKi before completing win condition

---

I recommend upgrading the GouRyu Kai's mobility before this mission, and
possibly the RaiKo Kai's as well.  Upgrading its weapons will help your turn
count, but isn't really a necessity for the mission.

As the mission begins, Kira has just given Lacus back to Athrun, supposedly
without the knowledge of the rest of the Archangel crew.  (Great job, kid.
Hand over our only bargaining chip.  Well done.)  Athrun tries to get Kira to
go with him; when Kira refuses, he leaves in a bishounen huff.  Kira has a "..."
moment which is interrupted by the appearance of a ZAFT patrol.  Kusuha and
Bullet show up to help out, and Kira hightails it back to the carrier.

If you've maxed out your mobility, you should have little trouble killing the
first wave.  Doing so quickly, however, will require either weapons upgrades or
a few lucky criticals.  By using a Kiai to gain access to the GouRyu's ALL
cannon, it's possible to take out all four squads before the end of Turn 2.

A second patrol appears, but our heroes receive some unlikely help from Son
Ganlon - who, naturally, turns around and attacks you.  You won't be able to do
lasting damage until your backup arrives (HP regen), so just hold out until
then.  You can get a head start on the damage by counterattacking him on the
enemy phase before your allies come (if he appeared on either phase of Turn 2,
hit him on the enemy phase of Turn 3, for example.)

Two turns later you get a few reinforcements, including (hooray) some Gundams.
I advise not sending out the SEED or Macross units in favor of heavy-hitters,
as you need to inflict a lot of damage on Ganlon as quickly as possible.  Make
liberal use of Kiais to boost your morale; the mission shouldn't last long
enough for SP shortage to become a problem.  Lay into the Shin RyuOuKi with
the best finishers you can afford (again, Dankuukougaken will be your best
friend).

Take care that each squad's leader stays in decent shape.  A quirk of Ganlon's
AI causes him to focus on targeting squads whose LEADER he can kill in one
hit.  The squadmates can all be near death, but if the leader is in good health,
Ganlon will ignore the squad in favor of someone else - most likely one of the
pesky Imperial scout units.  Between this, defensive seishin, and attacking from
one square away to avoid the ALL attack, taking down Ganlon is actually fairly
simple.

Of course, he just pops right back up again after you beat him.  Quickly wipe
out the Imperial robots (I have the Gundam crew working on this instead of
running across the map to where Ganlon is) and finish the mission. The Ra Cailum
will have no choice but to flee in the face of the Shin RyuOuKi's awesome
awesomeness, and the episode ends with Ganlon making contact with the
Balmarians.  This bodes poorly...

The Gundam units will join after this mission is over.





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

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       14 squads

Enemy Squads:
       ZX-06 - ZX-06
       Zonder (x3) - EI-02 (x3)
       Zonder (x3) - EI-05 (x3)
       Zonder (x2) - EI-15 (x3)


Friendly Reinforcements:
       EVA - EVA Unit 1 (Shinji), EVA Unit 2 (ASuka), EVA Unit 0 Kai (Rei)

Enemy Reinforcements:
       Imperial Inspection Force - Megillot Aph (x3)
       Imperial Inspection Force (x3) - Megillot (x3)
       Imperial Inspection Force - Joelah Aph (x3)
       Imperial Inspection Force (x3) - Joelah (x3)

---

Events:

When six enemies are destroyed:
       Friendly Reinforcements arrive
       Enemy Reinforcements arrive

---

Items:

Large Energy Generator - ZX-06

---

Win Condition: ZX-06 is destroyed

Loss Condition: Allied battleship is destroyed

Skill Point: Clear the map within 6 turns, destroying all other enemies before
               destroying the ZX-06

---

The Alpha Numbers' trip out to space to deal with the Balmar forces is
interrupted by the arrival of the Brain Primeval.  Yes, there are three Zonders
in each of those enemy squads.  Get cracking.

The enemies actually are not as difficult to deal with as they might seem.  The
Zonders are still pretty weak individually, and will still fall quickly to ALL
attacks, despite being under defensive cover.  Meanwhile, the asteroid cover
plus the growing number of units in your squads means that you'll take
relatively minor damage from their attacks (although the EI-15s are a bit more
dangerous, since they don't use ALL attacks.)

Send most of your units after the Primeval, but have a couple of squads head
east from the starting location instead.  When six Zonders are destroyed,
there'll be some flexing of muscles between Mamoru and Pagliaccio.  An Imperial
squadron shows up to make you miserable (which is why you had those squads
stay behind), but things look up a little bit when the EVAs arrive to help out.
Shinji and the girls can handle the Balmar robots on their own, but having
other units (or, say, the Archangel) on hand will make the job go faster.

ZX-06 is a bit stronger offensively than the other Zonders - but the asteroids
make it less dangerous than the Primevals that you've fought already.  It also
can't counterattack units that are one space away.  You should be able to take
everything down in four turns, tops.

The Evangelions join the roster after this mission.  I suggest splitting them
up so that your other squads can make use of their AT fields.  Before the
intermission you receive a Super Repair Kit, an Andromeda-Yaki, and two
Kuttnerizers.

After the mission is complete, the extra mission "Light and Darkness" will be
accessible through the scenario chart.





Mission 14
----------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       15 squads

Enemy Squads:
       Imperial Inspection Force - Hermodr Echad
       Imperial Inspection Force (x4) - Huleh
       Imperial Inspection Force (x2) - Haggai (x3)
       Imperial Inspection Force (x3) - Esrim (x3)
       Imperial Inspection Force (x2) - Megillot Ben, Megillot Aph (x2)
       Imperial Inspection Force (x2) - Joelah Ben, Joelah Aph (x2)
       Imperial Inspection Force - Megillot Aph (x3)
       Imperial Inspection Force (x2) - Megillot (x3)
       Imperial Inspection Force - Joelah Aph (x3)
       Imperial Inspection Force (x2) - Joelah (x3)


Enemy Reinforcements:
       Imperial Inspection Force - Devarim (Eith)

---

Events:

When the Hermodr engages in combat:
       Enemy Reinforcements arrive
       Eastmost Huleh battleship retreats

---

Items:

Custom OS - Devarim
Multisensor - Haggai (squad leader, eastmost squad)
Booster - Esrim (squad leader, eastmost squad)

---

Win Condition: Reduce Hermodr's HP to below 80,000

Loss Condition: Allied battleship is destroyed

Skill Point: Complete win condition within 7 turns

---

Ugh.  This is one of the first missions in the game to pose a challenge, and it
can be a very rude awakening for those who breezed through the preceding
thirteen missions.

You finally meet some new Balmar equipment.  First are the Ben versions of the
Megillot and Joelah; they're marginally tougher, but here they benefit from
support defenses from their squadmates. Esrim aren't much to worry about, apart
from the support defenses you'll have to go through.  If you've upgraded the
weapons of any of your machines, you should be able to take them down in one
hit. Haggais have ALL attacks, making them much more dangerous; they also have
better armor than their allies.  Again, they'll use support defenses.
Compensate by using ALL attacks. The Huleh battleships have the nasty Legion
Eraser attack, and regenerate 8,000 HP per turn; they can't hit you with the
Eraser point-blank, however, and also can't stand up to concentrated fire.

The real threats, of course, are the two bosses.  Apart from having 130,000 HP
(and regenerating over 25,000 per turn), the Hermodr also has a VERY nasty
ALL attack, the Legion Buster, which CAN hit you point-blank, and which also
can be used as a 3x7 MAP weapon.  The Devarim, which comes out when the Hermodr
shoots at someone, has a "mere" 50,000 HP or so and only has one normal attack,
but it benefits from Eith's piloting skills and three (!) MAP weapons, one of
which has an unusual and irritating pattern:

    xx
  xx
xx  xx
D  xx
xx  xx
  xx
    xx

Eith appears right next to the eastmost Huleh, so plan ahead.  I found it best
to have someone rush forward into the Hermodr's range while staying on the west
side of the enemy formation.  The Hermodr will snipe you on the first enemy
phase.  Eith will come out, and when his turn comes up nobody will be in range.
Like an idiot, he'll go charging towards your army, placing himself out in
the open - at which point you swarm him with everything you have and take him
out before he can use a MAP blast.

The mission is actually much easier with the Devarim out of the picture.
Destroy the grunts as you go past them, rather than stopping to
fight.  Use defensive seishin as much as possible to protect yourself from ALL
attacks; stay out of the Hermodr's MAP range while splitting up to take out the
remaining Hulehs.  Most of the damage to the Hermodr will have to be dealt in
one turn.  I have Mic use Disc P on GaoGaiGar/Goldymarg on every turn, so that
they can use Hammer Hell and Heaven when the time comes.  It makes things much
easier.

It's possible to take out everything and win in five turns, although it'll take
a bit of luck.  When the job is done, you get a distress call from Orbit Base,
ALL the way back in the Earth Sphere.  You're in the asteroid belt, remember?
Conveniently, the Crossgate opens up and sucks you in.  While rushing through
the warp tunnel, the Archangel starts to lag behind; ChoRyuJin pops out and
gives it a boost at the cost of itself being left behind (as with the GGG anime
fight with ZX-06).

ChoRyuJin is obviously not usable after this mission.





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

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       J Ark - J Ark (J)
       15 squads

Enemy Squads:
       Primeval - Combined Primeval
       Zonder - EI-20, EI-15, EI-07
       Zonder - EI-15, EI-07, EI-20
       Zonder - EI-07, EI-20, EI-15
       Zonder (x2) - EI-02 (x3)
       Zonder (x2) - EI-05 (x3)
       Zonder - Gelgoog M, Zei Far, Debiza
       Zonder - Magnum, Geara Doga, Rick Dom II
       Zonder - Zubanza, Desura, Zaku II F2
       Zonder - Dari, CGUE, Muge Light Air Combat Mecha
       Zonder - GINN, Ocosenia, Red Balom

---

Events:

When a unit moves within 10 spaces of the Combined Primeval:
       J casts Flash and moves 4 spaces south of Combined Primeval

---

Items:

High Performance Radar - Combined Primeval

---

Win Condition: Combined Primeval is destroyed

Loss Condition: Allied battleship is destoyed
               J is defeated

Skill Point: Clear the map within 7 turns, destoying all other enemies before
                       destroying the Combined Primeval

---

Here you get a bit of a cooldown after the previous mission.  The Magnificent
Seven Primevals launch their abortive assault on Orbit Base; when things turn
sour they descend to the lunar surface and combine together into one butt-ugly
monstrosity.

The squads of assorted real/super robots are easy prey for pretty much any of
your people; rush forward, wiping them out as you go.  When approaching squads
with a powerful leader (like the Dari or Magnum), you may find it easier to
target a weaker squadmate instead, wearing down the leader to be dealt with
later.  You should be used to taking out groups of EIs by now, so the ones
you're fighting here shouldn't have much you haven't seen.  The 07-15-20 groups
do benefit from Support Defense, however.  Use ALL attacks to bypass them; the
Ra Cailum's mega particle cannons are particularly effective if you move it up
far enough.

The Combined Primeval can be a pretty nasty customer due to its Zonder Barrier,
which nullifies all weaker attacks.  It's also fairly accurate, so Flash is
generally more useful in terms of defense than Concentrate.  Since the barrier
will nullify all of your squad attacks, use Support Attacks instead.
Unfortunately most pilots with Support Attack don't have great attacks on their
default mechs; however, there are still a few of use (Guld's Salvo, Duo in
whatever Gundam you've got him in, Kusuha if you're using her.)  The Combined
Primeval doesn't regenerate THAT much HP per round, so you should be able to
take it out in a turn or two of sustained fire.

Before the intermission you will receive a Minovsky Craft, a Thruster Module, a
Dust Filter, and a Screw Module.




Mission 16
----------

Friendly Squads:

Ideon - Ideon (Cosmo)

Enemy Squads:

Baff Clan (x2) - Decker Bau

---

Win Condition: Destroy all enemies

Loss Condition: Ideon is destroyed

---

This map is a freebie, basically there to let you get accustomed to seeing
Cosmo's afro.  You only have Ideon's basic "club the enemy into submission"
attack, but it's plenty for these guys.  Use Lock-On to be sure you don't miss
and end up taking more than one turn... because that would just be embarrassing.





Mission 16, part two
--------------------

Friendly Squads:

Ideon - Ideon (Cosmo)

Enemy Squads:

Baff Clan - Gondo Bau (Gije), Decker Bau
Baff Clan - Gondo Bau (Damido), Decker Bau
Baff Clan (x10) - Decker Bau


Friendly Reinforcements:

D1 - VF-17S Nightmare F (Kinryuu)
D2 - VF-17D Nightmare F (Gamlin)
D3 - VF-17D Nightmare F (Docker)

---

Events:

On Turn 2:
       Friendly Reinforcements arrive

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed

Skill Point: Clear the map within 4 turns

---

Another freebie, really.  Move Ideon towards the enemy, casting Lock-on to be
sure that you won't miss.  On the second turn continue moving into the enemy
formation, casting another Lock-on and adding Iron Wall to deal with the
increased enemy firepower.  Ideon now has its Glenn Cannon and Missile attacks,
meaning that you don't need to worry about parking yourself four spaces away
from the Decker Baus; if they can hit you, you can hit them back.  On Turn 2 the
Diamond Force appears to help out.  Have them throw on a Concentrate and move
in to assist.

Try to target the Decker Baus with Gije and Damido on turn 2.  You'll probably
need to use Gamlin's Snipe seishin to hit Damido's squad, though.

If your luck holds you should be able to clear the map in two turns, or three
at the latest.  Not much to say here.

When you win, the Macross 7 shows up.  A Baff Clan capital ship starts to move
in, but it's interrupted by the Soloship's launch.  Surprise surprise, the
mere humans are unable to control the mighty Ide's power, and you all get warped
somewhere else.  Typical.

You get two Propellant Tanks, two Repair Kits, and two Cartridges before the
intermission.




Mission 17
----------

Friendly Squads:
       Soloship - Soloship (Bes)
       Battle 7 - Battle 7 (Max)
       D1 - VF-17S Nightmare F (Kinryuu)
       D2 - VF-17D Nightmare F (Gamlin)
       D3 - VF-17D Nightmare F (Docker)
       Ideon - Ideon (Cosmo)

Enemy Squads:
       Baff Clan - Gataman Zan
       Baff Clan - Sieg Mark (Gije), Decker Bau (x2)
       Baff Clan - Gondo Bau (Damido), Gondo Bau (x2)
       Baff Clan - Decker Bau


NPC Reinforcements:
       Fire Bomber - VF-19 Kai F Valkyrie-F (Basara)

Enemy Reinforcements:
       ??? - Varauta Standard Battleship
       ??? - Fz-109F Ergazorn (Gigil)
       ??? (x6) - Fz-109A Ergazorn

---

Events:

When the Sieg Mark is destroyed:
       All Baff Clan units retreat
       Enemy Reinforcements arrive

On the turn after Enemy Reinforcements appear:
       Gigil disables Docker
       NPC Reinforcements arrive

---

Items:

Analyzer - Sieg Mark

---

Win Condition: Destroy the Sieg Mark
              Destroy Fz-109F Ergazorn (after the Sieg Mark is destroyed)

Loss Condition: Any allied unit is defeated
               Sieg Mark moves adjacent to Soloship (on turn 2)

Skill Point: Complete win condition (destroy Sieg Mark) within 4 turns

---

Gije tries to rescue Karala; you get to prevent him from doing so by shooting
him down before he can reach the Soloship.

The amusing thing about this mission is that the Soloship will not only reach
the enemy first, but it will also kill most of them singlehandedly.  It has
enough HP to take some punishment, and it's also surprisingly accurate for a
capital ship.  Still, you can't let the Sieg Mark move next to it, so be sure to
surround it with your other units on Turn 2.  None of these guys will pose much
challenge; however, you should ignore the Gataman Zan, since taking it down will
take way too long.

When Gije runs out of HP he decides to opt for the better part of valor,
taking the rest of the Baff Clan forces with him.  In their place, you're
introduced to the Varauta forces.  If Ideon is close enough to the Ergazorns,
you can likely wipe most of them out in one turn just by counterattacking.  One
turn later Gigil will zap Docker with his Spiritia draining laser, sending him
all catatonic-like.  Basara uselessly joins the fray as an uncontrollable NPC
reinforcement; you'll probably clear the map before he gets to move.

There's nothing special about Gigil's Ergazorn (yet.)  Once again, ignore the
enemy capital ship; going after it will just jack up your turn count, and the
Macross 7 will take it out with style after you win in any case.





Mission 18
----------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Soloship - Soloship (Bes)
       D1 - VF-17S Nightmare F (Kinryuu)
       D2 - VF-17D Nightmare F (Gamlin)
       D3 - VF-17D Nightmare F (Fijika)
       Ideon - Ideon (Cosmo)

Enemy Squads:
       ??? - Varauta Standard Battleship
       ??? - Fz-109F Ergazorn (Gigil)
       ??? - Fz-109A Ergazorn (x6)


NPC Reinforcements:
       Fire Bomber - VF-19 Kai F Valkyrie-F (Basara)

---

Events:

On Turn 2:
       NPC Reinforcements arrive

---

Items:

Dual Sensor - Fz-109F Ergazorn
Minmei Doll - Fz-109A Ergazorn (second from northwest end of starting formation)

---

Win Condition: Fz-109F Ergazorn is destroyed

Loss Condition: Any allied unit is destroyed

Skill Point: Complete win condition within 3 turns

---

Yet another easy mission; yet another mission where the Soloship might end up
scoring most of the kills.

Unlike the previous mission, you can destroy the Varauta capital ship with
relative ease.  Doing so will almost certainly require you to take the full
three turns to finish the mission; otherwise it can be done in two with no
trouble.  If you decide to go for the extra cash, just Zerg-rush the ship,
ignoring the Ergazorns unless nothing else happens to be in range.  Have Bes
cast Lock-On; the Ergazorns will go after the Soloship, getting themselves
wiped out by the counterattack.  Focus on the Varauta ship your second turn,
followed by Gigil on the third.  He's put on some weight, sporting 15,500 HP
this time around, but is no great shakes otherwise.

Even though Basara comes out again on this mission, he's still an NPC, and he
still won't do anything useful.

I wish all missions were this easy.





Mission 18, part two
--------------------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Soloship - Soloship (Bes)
       D1 - VF-17S Nightmare F (Kinryuu)
       D2 - VF-17D Nightmare F (Gamlin)
       D3 - VF-17D Nightmare F (Fijika)

Enemy Squads:
       Baff Clan - Gataman Zan
       Baff Clan - Sieg Mark (Gije), Decker Bau (x2)
       Baff Clan - Sieg Mark (Damido), Decker Bau (x2)
       Baff Clan (x2) - Gondo Bau
       Baff Clan (x5) - Decker Bau


Friendly Reinforcements:
       Ideon - Ideon (Cosmo)

NPC Reinforcements:
       Fire Bomber - VF-19 Kai F Valkyrie-F (Basara)

Enemy Reinforcements:
       Baff Clan (x2) - Gondo Bau
       Baff Clan (x4) - Decker Bau

---

Events:

When either Sieg Mark or the Gataman Zan is damaged before Turn 3:
       Damaged unit's HP is restored

On Turn 2:
       NPC Reinforcements arrive

On Turn 3:
       Enemy Reinforcements arrive
       Friendly Reinforcements arrive
       Ide Gauge reaches level 3

---

Win Condition: Damido's Sieg Mark is destroyed

Loss Condition: Any allied unit is destroyed

---

Your resupply run at Brazilar is interrupted by the arrival of the Baff Clan.
Cosmo is off somewhere being mothered by Kamueller (...), so at the start it's
just the Diamond Force and your docked carriers versus the enemy.

Considering that they're some kind of mighty warrior race, the Baff Clan
certainly do have some wimpy grunt units.  Your Valkyries can hold their own
easily enough against the enemy, although the Decker Baus might dodge a couple
of shots.  Gije, Damido, and the cap ship will regenerate all damage done to
them until Ideon comes out, so don't bother with them.  Take out their
squadmates if you get close enough, though.  (The Diamond Force Attack is good
for that.) Even though it can't move, the Battle 7 can still lend a hand if Max
uses his Snipe seishin.

Basara comes out yet again on Turn 2, and he's still utterly useless.  (Stop
singing at THEM and do something for US, dammit!)  On Turn 3 some more Baff Clan
enemies show up and lend a hand by going after Brazilar (ninja sneak attacks to
complement Gije's samurai spirit?)  There's a brief cutscene where Kamueller
gets Tominoed into oblivion, after which Cosmo runs out, hops into Ideon, and
finally allows the fun to begin.

You should still ignore the Gataman Zan, since it defends on your turn.  You can
finish the mission easily on Turn 3 by having the Diamond Force gang up on
Damido, but maximizing your cash/PP/kill take will probably require you to wait
until Turn 4.  The new enemies will go after your carriers (and we all know how
well grunts do against the Soloship, don't we?)

For extra theatrics you can have Ideon finish off Damido, although it doesn't
really matter.  The Ide Gauge starts at level 3, and Ideon's All-Direction
Missile attack is now usable - not that you need it against a pack of single-
enemy squads, mind you.

Damido actually dies when you beat him (one bad guy down, about a million to
go...)  After that, Harulu shows up with her fleet and proceeds to start making
you miserable.  Of course, Ideon eats misery for breakfast, so this only causes
the Ide Gauge to go all funny (again) and Fold you out to some other,
supposedly safer, place.

After this mission, the extra mission "The Future Promised to Mother" will be
accessible through the Scenario Chart.  After the intermission you'll be
prompted to choose between going to Earth (top option) or staying in space
(bottom), now that you're back to the main force.  Earth focuses on the Macross
and Gundam SEED plotlines, while space will deal with the Interstellar Alliance
and the Baff Clan.  Likewise, your Reals will pretty much all go to Earth, while
the Supers will go to space.  If you choose to go to space, the roster will be
beefed up with Gaiking, as well as the Skylar, Nessar, and Bazolar.

After making your choice you receive two Propellant Tanks, two Repair Kits, two
Cartridges, and a Combat Manual.  Be sure to reassign squads and equip items
before starting the next mission.





Mission 19, Earth route
-----------------------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Strike - Aile Strike Gundam (Kira)
       12 squads

Enemy Squads:
       ZAFT - Vesalius (Ades)
       ZAFT - Gamov
       ZAFT - Aegis Gundam (Athrun), GINN (x2)
       ZAFT - Duel Gundam (Yzak), GINN (x2)
       ZAFT - Buster Gundam (Dearka), GINN (x2)
       ZAFT - Blitz Gundam (Nichol), GINN (x2)
       ZAFT (x3) - CGUE, GINN (x2)
       ZAFT (x6) - GINN (x3)

---

Events:

When Duel Gundam's HP hits zero:
       Archangel is damaged
       Kira's SEED activates

---

Items:

Magnetic Beam Coating - Aegis Gundam
Chobham Armor - Duel Gundam
Dual Sensor - Buster Gundam
Magnetic Coating - Blitz Gundam

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed
               Kira is defeated

Skill Point: Destroy all enemies within 6 turns

---

Another SEED battle, another pack of useless GINNs to fight.  And is it just me,
or are the ZAFT prettyboys getting worse at combat?

In any case, you're going to have little trouble with this mission, as liberal
use of Concentrate will prevent your Reals from getting hit by... well, pretty
much anyone.  Even the ZAFT aces are going to get pretty crappy hitrates against
Kira, Amuro, and Camille (although Judou's still a lousy dodger, unless you've
upgraded Double Zeta's mobility.)

The MAP weapons on the Archangel and the Ra Cailum will be a great help in
quickly clearing out the grunts, as will their Lohengrin/Mega Particle Cannon
attacks.  Just keep the Ra Cailum a little further back; enemies will target it
if they have a chance, and Bright doesn't have Iron Wall yet - although he can
refill all his health on the next turn.

While you're doing this, rush two or three fast squads past everyone to start in
on the Gamov and Vesalius.  They're not tough to take down, but it does take a
little time.  On Turn 3 the Vesalius will start moving towards your carriers.

When Yzak is taken down, he lines up for one last run at the Archangel.  Kira
shows off his magic SEED powers and takes him out; by the time Yzak goes down,
though, you should be almost done with the mission in any case.

When everyone is defeated there's a Gundam DRAMA moment as Kira fails to save
those important to him, followed by a Gundam DRAMA moment as Strike falls into
the atmosphere without a proper re-entry... followed by yet another Gundam DRAMA
moment as Bright stays behind to occupy the ZAFT fleet.

You'll find that you have a new Skygrasper mech when the mission is over. Move
Mu out of the Moebius Zero and into the new toy, as the Zero doesn't perform
very well in the atmosphere.  Remember that you can equip the Skygrasper with
one of Strike's weapons packs for extra firepower.

Try to have as many flying squads as possible for the next mission.  Use your
Minovsky Craft to help out those squads that are bogged down by one bottom-
feeder.  Also make sure that you're using all of your Dual/Multisensors.





Mission 19 (space route)
------------------------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       9 squads

Enemy Squads:
       Interstellar Alliance - Muge Battleship (Gildrome)
       Interstellar Alliance (x4) - Zei Far (x3)
       Interstellar Alliance (x3) - Muge Light Air Combat Mecha (x3)
       Interstellar Alliance - Black Monster, Red Balom (x2)
       Interstellar Alliance - Sasoringar, Red Balom (x2)
       Interstellar Alliance - Kabutongar, Red Balom (x2)


Enemy Reinforcements:
       Interstellar Alliance - Mammoth (Dangel), Zubanza (x2)
       Interstellar Alliance (x3) - Magnum, Zubanza (x2)
       Interstellar Alliance - Desslar, Zubanza (x2)
       Interstellar Alliance - Ocosenia, Zubanza (x2)
       Interstellar Alliance - Dolion, Zubanza (x2)

---

Events:

On turn 3, when 3 enemy squads are destroyed, or when a unit moves within 5
               spaces of the Muge Battleship:
       All allies' morale is lowered 30 points
       Some allied squads (1, 2, 3, 7, and 8?) turn hostile

On turn 4, when Gildrome is attacked (after the previous event), or when 4 (?)
               additional enemy squads have been destroyed:
       Hostile allied squads return to player control
       Allies' morale is raised 40 points
       Shinobu's morale rises to 150
       Enemy Reinforcements arrive

---

Items:

Analyzer Plus - Muge Battleship
Chobham Armor - Mammoth

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed

Skill Point: Destroy Muge Battleship, which flees below 10,000 HP,
               within 6 turns

---

Both routes start out with an easy mission.  Before starting, make sure you have
a good fighter with Support Attack.  If your main character doesn't have the
skill already, you'll probably need to purchase it for one of your other squad
leaders - otherwise, you're unlikely to be able to take out Gildrome, unless
you invest heavily in Dancougar's weapons.

You've got a bunch of weak Muge/Zaylan forces between you and Gildrome.  Move in
and focus on reducing the enemy's numbers WITHOUT killing off three squads.
You want to kill off the third squad on the enemy phase of turn 2, for a change.
Here's why: Doing so causes Gildrome to use a magical mind-control device that
makes your guys start fighting each other.  However, if he activates his toy
on an enemy phase, your possessed units won't get to attack you until the NEXT
phase.  Furthermore, Gildrome will rush off to the west after springing his
trap, but will immediately start heading towards you - and since he'll move on
that phase, that's less distance that you need to travel to attack him.

To solve the brainwashing problem, you can either take out more enemies (not
necessarily feasible with your reduced numbers), wait it out (time-consuming),
or attack Gildrome - which has the dual advantage of being quicker and only
requiring one squad.  If you're lucky, one of your non-possessed squads will be
able to reach Gildrome on turn 3 - unfortunately, I'm not sure if the possession
is determined by the squad's place in the roster, or by random chance.

Regardless of which option you choose, everybody snaps out of it just in time
for Dangel to show up in his new machine - and damn, is it UGLY.  Split your
forces up to efficiently mop up the enemies.  One squad with a decent ALL attack
should be able to handle the Zei Fars by itself (I sent Great Mazinger.)  One
or two others should assist the guy who got sent to pester Gildrome (make sure
to send your supporter.)  The rest should deal with the newcomers, who are
thankfully parked right next to you.  Apart from Dangel's 22,700 HP Mammoth,
it's just another day with the Interstellar Alliance.  The Daikuu Maryuu's Warg
Eye attack will tear the squads apart like paper; cast an Iron Wall and use it.
Dangel himself has powerful attacks, but by the time you get to him you'll have
the morale to chew him up relatively quickly.

Reduce Gildrome to just about 10,000 HP, then finish him with a supported
attack.  Dancougar's Dankuuken makes a good start, since with Aggressive Beast
enabled it'll be one of your more powerful attacks.  I used Kusuha's (upgraded)
Thunder Boost Knuckle to take care of the rest, and ended up doing about 12,000
damage.  You may find that another combination works better.





Mission 20 (Earth route)
------------------------

Friendly Squads:
       Archangel - Archangel (Murrue)
       12 squads

Enemy Squads:
       ZAFT - Receps (Bartfeld)
       ZAFT (x3) - BuCUE/railguns (x3)
       ZAFT (x3) - BuCUE/missiles (x3)
       ZAFT (x8) - DINN (x3)


Friendly Reinforcements (1):
       Strike - Launcher Strike Gundam (Kira)

Friendly Reinforcements (2):
       Albion Squadron - Albion (Synapse)
       Albion Squadron - GM Custom (Burning), GM Custom (Bate),
               GM Cannon II (Adel)
       Albion Squadron - GM Custom (Monsha), Gundam Stamen (Kou),
               GM Cannon II (Keith)

Enemy Reinforcements:
       ZAFT - BuCUE/railguns (x2)
       ZAFT - BuCUE/missiles (x2)
       ZAFT (x3) - DINN (x2)

---

Events:

On Turn 2:
       Friendly Reinforcements (1) arrive
       Kira's SEED activates

On Turn 4, or when 9 enemy squads remain:
       Receps moves to east-center of map
       Friendly Reinforcements (2) arrive
       Enemy Reinforcements arrive

---

Items:

Booster - BuCUE/railguns (squad leader, southernmost squad)
Analyzer Plus - DINN (squad leader, eastmost squad in western group of four)

---

Win Condition: Destroy the Receps

Loss Condition: Allied battleship is destroyed

Skill Point: Destroy the Receps within 6 turns

---

It's the beginning of SEED's desert arc, and with it come some *gasp* USEFUL
ZAFT units.  The DINNs and BuCUEs are as dangerous as the GINNs and CGUEs were
weak; they have S ratings on air and land respectively, meaning that they can
dodge pretty well - hence the distribution of Sensors among your crew at the
end of the previous mission.

You might want to upgrade Strike's EN before the mission starts, or else switch
him to the Aile pack; although powerful and good against squads, the Launcher's
Agni attack chews up your energy like crazy.

The Archangel can't move, having been disabled on reentry.  You're supposed to
protect it, but it's not really necessary as the enemies will target your squads
instead.  Move forward (ground-based squads will need Accelerate to make any
headway in the sand) and engage the enemy mobile suits.  Concentrate, Lock-On,
and ALL attacks are your best friends here - more so than usual, given your
foes' agility and the somewhat strict time limit.  The DINNs like to use ALL
attacks of their own; make sure your squadmates use defensive seishin to
compensate.

Stop on the ridge with the BuCUEs; don't go all the way to the back to attack
the Receps.  If you do, your squads will be horribly out of position on Turn 4
(or when the enemies' ranks thin out a bit), when the Receps suddenly zips over
to the middle of the map.  It's much better to hang back at first and bring the
wrath of God down on Bartfeld after he moves.  Bartfeld will get some backup
in the southeast corner, but the newly-arrived Albion should be able to handle
it admirably.  I'd suggest letting the Albion itself worry about the new targets
while Kou and the GMs go after the Receps; the Albion can take the hits, and can
also dish out pain en masse with its mega particle cannons.

Bartfeld will defend until Turn 4; on Turn 5 he will begin counterattacking and
moving towards the Archangel.  You should have the enemy pretty much wiped out
by then, so it should only take you around a turn to take him down.  It's easier
if you try to wear him down before then, actually; you won't need to use seishin
to protect your troops, and it's less work for you once he finally drops his
guard.

Bartfeld makes a very fast retreat when the Receps goes down.  After that, a
couple of unknown (*wink*) enemies appear, then leave again.  Gee, I wonder who
will be arriving next?

The 0083 folks join the roster with their mechs after the mission.  Before the
intermission you get a Thruster Module, a Dust Filter, and a Screw Module; the
GP-01 Full Vernian is also added to the mech roster.





Mission 20 (space route)
------------------------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       9 squads

Enemy Squads:
       Interstellar Alliance - Muge Battleship (Helmut)
       Interstellar Alliance (x4) - Zei Far (x3)
       Interstellar Alliance (x3) - Muge Light Air Combat Mecha (x3)
       Interstellar Alliance - Bramble (Warchimedes)
       Interstellar Alliance - Mammoth (Dangel), Zubanza (x2)
       Interstellar Alliance (x2) - Magnum, Zubanza (x2)
       Interstellar Alliance - Skullrook, Boazan Flying Saucer (x2)
       Interstellar Alliance - Desslar, Ocosenia, Dolion
       Interstellar Alliance - Ocosenia, Dolion, Desslar
       Interstellar Alliance - Dolion, Desslar, Ocosenia
       Interstellar Alliance - Garunroll, Zubanza (x2)
       Interstellar Alliance (x2) - Klein, Zubanza (x2)
       Interstellar Alliance (x2) - Dari, Zubanza (x2)


Friendly Reinforcements:
       Soloship - Soloship (Bes)
       Ideon - Ideon (Cosmo)

Enemy Reinforcements:
       Baff Clan - Drowa Zan (Harulu)
       Baff Clan - Gataman Zan (Gije)
       Baff Clan (x4) - Gataman Zan
       Baff Clan (x8) - Sieg Mark, Decker Bau (x2)

---

Events:

On Turn 5, or when Helmut's battleship is destroyed:
       Enemy Reinforcements arrive
       All Interstellar Alliance squads retreat
       Friendly Reinforcements arrive

On Turn 7, or when Harulu or Gije fall below 50 percent HP:
       Mission ends

---

Items:

Magnetic Beam Coating - Bramble
Magnetic Coating - Sieg Mark (western squad, southern group)
Booster - Sieg Mark (eastern squad, northern group)

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed
               Cosmo is defeated (after Friendly Reinforcements arrive)

Skill Point: Destroy Helmut's Muge Battleship within 4 turns

---

That is a LOT of bad guys.

You have a pretty strict time limit here and, given that you can only field nine
squads, it's unlikely that you'll be able to wipe out the entire Alliance force
within four turns.  It IS possible, but it'll take planning and luck.

The main thing you need to bear in mind is that the Muge units (Muge fighters,
Zei Fars, and Helmut) will ignore everything and head straight for the Daikuu
Maryuu.  They do so on the very first turn, as a matter of fact, which is nice
considering that they start so far away from you.  The other Alliance foes will
attack whoever is in range and vulnerable.

So, to cause maximum damage to the enemy (and to spare your squads the trouble
of chasing the Muge down,) send the Daikuu Maryuu forward, throwing on an Iron
Wall and Lock-On when the fighters start to get in range.  The Warg Eye attack
will shred the fighters, and will put some heavy damage on the Zei Fars as well.
Just keep a close eye on the Daikuu Maryuu's HP; use Trust to replenish it as
needed.

With the other squads, it's largely just a matter of counterattacking well and
using ALL attacks.  Dangel will rush you from the beginning, while Warchimedes
will hang back until the enemy phase of Turn 3.  Send three or four good squads
to deal with them, while the others deal with Helmut in the middle of the map.
If time starts to run short, don't fret; just be sure to take out Helmut before
the timer expires.

When you do so, our Tomino allies come warping in from God only knows where,
bringing the Baff Clan with them.  Guess their mystery destination wasn't so
safe after all...  Shapiro orders the Alliance into a general retreat, leaving
you to deal with Karala's evil sister on your own.

By now you should be quite well-versed in having the Soloship kill everything
for you.  This map is really no exception; Ideon and the Soloship together
can handle everything the Baff Clan has to offer, although they won't
be able to do it QUICKLY, necessarily.  If you want to end the mission quickly,
just pound on Gije until the final event begins.  Otherwise, bring your other
squads over to help take the enemies out for money.  The Sieg Marks and Decker
Baus are nothing to worry about by now; the battleships can't aim either (except
for Gije's and Harulu's.)  However, they also defend on your phase.  Use
Support Attacks to wear them down more quickly, and get as many kills as you
can before the timer runs out.

When the mission ends (either way), Harulu drags in a bunch of reinforcements.
She and Karala have a little dysfunctional chat, after which Cosmo gets fed up
and uses the Ideon Swords to wipe out the lot of them.  Gije takes a hit for
the Drowa Zan, and Harulu gets out of there while she still can.






Mission 21 (Earth route)
------------------------

Friendly Squads:
       D Force - VF-17S Nightmare F (Kinryuu)
       D Force - VF-17D Nightmare F (Gamlin)
       D Force - VF-17D Nightmare F (Fijika)

Enemy Squads:
       Varauta Army - Gigil's Battleship (Gigil)
       Varauta Army (x2) - Varauta Standard Battleship
       Varauta Army (x3) - Fz-109F Ergazorn, Fz-109A Ergazorn (x2)
       Varauta Army (x6) - Fz-109A Ergazorn (x2)


Friendly Reinforcements (1):
       Miria - VF1J S Valkyrie-F (Miriya)

Friendly Reinforcements (2):
       Archangel - Archangel (Murrue)
       14 squads

Friendly Reinforcements (3):
       ZAFT - LaGOWE (Bartfeld)
       ZAFT - BuCUE (Dacosta)
       Cagalli - Skygrasper (Cagalli)

---

Events:

On Turn 2:
       Friendly Reinforcements (1) arrive

On Turn 3:
       Friendly Reinforcements (2) arrive
       Kinryuu, Gamlin, and Fijika join squads (D Force)

On Turn 4:
       Friendly Reinforcements (3) arrive

---

Items:

Magnetic Coating - Fz109F Ergazorn (the northernmost of the two at the rear)
High Performance Radar - Gigil's Battleship

---

Win Condition: Gigil's Battleship is destroyed

Loss Condition: Any allied unit is destroyed (until Turn 3)
               Allied battleship is destroyed (on Turn 3)
               Kinryuu, Gamlin, or Fijika are defeated (on Turn 3)

---

This map has the potential to be a major time-waster, as all of your units and
reinforcements start off a good distance from the enemies.  It'll take you four
turns just to REACH Gigil's ship, and another to destroy it.  If you haven't
reorganized to give yourself a number of flying squads, do so before you start.

Thankfully, the enemies here are quite weak.  Go straight towards Gigil, taking
Ergazorns down as you go.  If you don't manage to kill one in a single volley,
don't stop to fight it; just keep moving.  Your successive waves of backup will
have to clean up after the Diamond Force.

Miria launches on Turn 2 and starts at City 7, putting her only one step behind
the trio of Valkyries.  She's an excellent pilot, so Concentrate should see her
through the battle without any trouble.  The same rules apply with her: target
the strongest squad within range (the one with the most members, or the one
with the most HP if several have the same number) and don't stop to finish off
stragglers.

The Archangel and Alpha Numbers appear on Turn 3.  Take a look at the map and
arrange your starting positions so that the fastest squads are at the south/west
end of the formation, giving them a better chance of reaching the target in a
decent amount of time.  By now the Valkyries will be coming up on the generic
enemy cap ships; attack the southern one.  In my case the northern one began
moving straight towards the Archangel, helpfully parking itself right in front
of my slower backup squads.

Bartfeld and Dacosta join the fun on Turn 4, deciding that fighting the Varauta
forces is more important than attacking you.  They're not quite fast enough to
get onto the plateau and fight the Ergazorns, so have them help out fighting
the battleship.  By the end of Turn 4 you should have finished off at least one
of the generic ships, and the Diamond Force should be starting in on Gigil. Any
squads that can get close to him should do so.

Assuming that you've been counterattacking whenever possible and advancing your
forces, the Ergazorns should be gone (or close to it) by Turn 5.  Gigil's armor
isn't that strong, so you can take him apart in pretty big chunks.  Remember to
take advantage of your Valkyrie pilots' Support Attack skills.

After Gigil is defeated, Sybil appears and Spiritia-drains Kinryuu.  She then
zooms inside of City 7 before anyone can react.  Gigil launches in his Ergazorn
to pursue/rescue her, and your people naturally follow.




Mission 21, part two (Earth route)
----------------------------------

Friendly Squads:
       D Force - VF-17D Nightmare F (Gamlin), VF-17D Nightmare F (Fijika)
       Fire Bomber - VF-19 Kai F Valkyrie-F (Basara)

Enemy Squads:
       Sybil - Sybil (Sybil)
       Varauta Army - Fz-109F Ergazorn (Gigil), Fz-109F Ergazorn (x2)
       Varauta Army (x5) - Fz-109A Ergazorn (x2)


Friendly Reinforcements:
       6 squads

---

Events:

On Turn 2:
       Friendly Reinforcements arrive

When Gigil reaches Sybil, or when Sybil is defeated:
       Mission ends

---

Items:

Biosensor - Fz-109A Ergazorn (Squad leader, southwest squad)

---

Win Condition: Gigil's mech is destroyed

Loss Condition: Basara is defeated

Skill Point: Destroy Gigil's mech before he moves adjacent to Sybil

---

Gamlin and Fijika get into City 7 ahead of everyone else, and... well, what do
you know?  You actually get to USE Basara on this mission.

Keep Basara away from the Ergazorns.  He won't have any trouble dodging them,
but he can't damage them either; it's much better to let Gamlin get the
counterattacks and wear them down.  You can use Basara either to raise a squad's
hit/dodge rate or to raise its morale.  Either will come in handy here, although
Gamlin doesn't really need the extra dodging ability.

Move Gamlin forward and towards the center of the map.  Gigil will be cutting
straight across to reach Sybil, who will remain in the northwest corner.  A few
more squads come to assist on Turn 2; make sure that they're mobile enough to
get around quickly, and have them follow the Diamond Force.

Gigil's mech hasn't changed, but his piloting ability seems to have improved.
Still, Concentrate will take care of that problem.  You should be able to clear
everyone out (destroying Gigil last, and ignoring Sybil) within three turns.

Cagalli and her Skygrasper are added to the roster after this mission.  Gamlin,
Fijika, and Miria join as well; Miria switches from her antique to Kinryuu's
repainted Nightmare.





Mission 21 (space route)
------------------------

Friendly Squads:
       Ideon - Ideon (Cosmo)
       Goshogun - Goshogun (Shingo)
       Good Thunder - Good Thunder (Savalas)

Enemy Squads:
       Felcorna (x2) - GoNagurl, Debiza (x2)
       Felcorna (x3) - Doshard, Dogap (x2)
       Felcorna (x4) - Debiza, Dogap (x2)
       Felcorna (x5) - Impactor (x3)


Friendly Reinforcements:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Soloship - Soloship (Bes)
       9 squads

---

Events:

On Turn 3:
       Friendly Reinforcements arrive

---

Items:

Magentic Coating - Doshard (east)
Hybrid Armor - GoNagurl (west)
Chobham Armor - GoNagurl (east)

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed (until Turn 3)
               Allied battleship is destroyed (on Turn 3)
               Good Thunder is destroyed (on Turn 3)

Skill Point: Destroy all enemies within 5 turns

---

The mission begins with a few Soloship crew members (and one hostage) trying to
escape the wrath of the Baff Clan by hiding in Felcorna colony, using Ideon as
a bargaining chip with the colony's leader Santos.  Santos turns the tables,
using THEM as a bargaining chip to get the Soloship.  Bes, Cosmo, and the gang
stage a rescue attempt that turns sour; disaster is only averted by the timely
arrival of... Remy Shimada and Leonard Medici Bundle.  Yeesh.

The SRW writers take this opportunity to squeeze the Docougar mechs into the
game.  Ideon and the Goshogun team (hell yeah) stay behind with the Good Thunder
to hold the enemy back while everyone else runs for the carriers.

This mission is, thankfully, very easy.  Step one: Have Goshogun and Ideon
move forward, using Accelerate and Lock-On.  Chip away at the Impactors.  Step
two: have both robots keep moving forward, this time using Lock-On and Iron
Wall.  Start attacking the Debiza squad leaders.  The Ide Gauge should be rising
pretty quickly by this point.  Step three: Have your reinforcements clean up the
remaining Impactors.  Ideon and Goshogun should move on towards the Doshards
and GoNagurls, again using Iron Wall.  Ideon should be starting to use its
All-Direction Missiles.  Step four: Clean up what's left.  The Ideon Sword is
now available; should the Ide Gauge hit level 5, don't hesitate to use it.

Before the intermission you receive three OVA's Croquettes and two Kuttnerizers.
Goshogun and Ideon both join the roster after this mission.






Mission 22 (Earth route)
------------------------

Friendly Squads:
       Archangel - Archangel (Murrue)
       14 squads

Enemy Squads:
       ZAFT - Receps (Bartfeld)
       ZAFT (x4) - BuCUE/railguns (x3)
       ZAFT (x4) - BuCUE/missiles (x3)
       ZAFT - Duel Gundam (Yzak), BuCUE/missiles (x2)
       ZAFT - Buster Gundam (Dearka), BuCUE/railguns (x2)
       ZAFT (x8) - DINN (x3)


Enemy Reinforcements:
       ZAFT - LaGOWE (Bartfeld), BuCUE/railguns (x2)

---

Events:

When the Receps is destroyed:
       All enemies retreat
       Enemy Reinforcements arrive

---

Items:

Apogee Motor - DINN (squad leader, west squad in western cluster of four)
Multisensor - Buster Gundam
Hybrid Armor - Duel Gundam
A Adaptor - Receps
Custom OS - LaGOWE

---

Win Condition: Destroy the Receps
              Defeat Bartfeld (after the Receps is destroyed

Loss Condition: Allied battleship is destroyed

Skill Point: Destroy the Receps within 5 turns

---

It's time to finish off Bartfeld, in a mission whose setup is remarkably
similar to the one from two stages ago.  Indeed, it's almost the same terrain,
almost the same enemies, and almost the same objective.

Maybe it's just me, but the enemy BuCUEs seem to have gotten even better at
dodging than they were before.  The same set of standard tactics apply: use
Concentrate.  Reduce enemy squads to one member as quickly as possible.  Use
squad attacks to boost your accuracy.  Keep moving forward.

Compared to the BuCUEs, the DINNs are fairly easy to dispose of.  Have a couple
of slower (or weaker) squads stay behind to polish off stragglers rather than
sending them after the Receps.  Don't be too nervous about sending the Archangel
forward, either; if it's surrounded, use Lock-On with Iron Wall and watch the
lead fly.

Yzak and Dearka are here too, but they're honestly pushovers by this point.
You'll have far more trouble with their BuCUE squadmates than with the aces
themselves, ironically.

The Receps hasn't changed a bit since you last fought - and he doesn't defend
this time around.  However, Bartfeld's Potential skill makes the Receps take
progressively less damage as it gets closer to zero; if you think you're about
to deal the deathblow, chances are you need to use a Hot Blood first.

Bartfeld sends his troops away when the Receps is defeated, and launches in the
LaGOWE to take you on alone (well, alone except for Aisha.)  Approach him like
an extra-tough BuCUE; he doesn't have THAT much health, so four or five good
hits will finish him off IF they connect.





Mission 22 (space route)
------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       10 squads

Enemy Squads:
       Interstellar Alliance - Muge Battleship
       Interstellar Alliance (x3) - Zei Far (x3)
       Interstellar Alliance (x3) - Muge Light Air Combat Mecha (x3)
       Interstellar Alliance - Magnum, Zubanza (x2)
       Interstellar Alliance - Ocosenia, Zubanza (x2)
       Interstellar Alliance - Dolion, Zubanza (x2)
       Interstellar Alliance - Desslar, Zubanza (x2)
       Interstellar Alliance - Dari, Zubanza (x2)
       Interstellar Alliance - Klein, Zubanza (x2)
       Interstellar Alliance - Black Monster, Zubanza (x2)
       Interstellar Alliance - Sasoringar, Zubanza (x2)
       Interstellar Alliance - Kabutongar, Zubanza (x2)


Friendly Reinforcements (1):
       Daikuu Maryuu - Daikuu Maryuu (Pete)

Friendly Reinforcements (2):
       ChoRyuJin - ChoRyuJin (ChoRyuJin)

Enemy Reinforcements:
       Baff Clan - Drowa Zan (Harulu)
       Baff Clan (x2) - Gataman Zan
       Baff Clan - Sieg Mark (Gije), Gondo Bau (x2)
       Baff Clan - Rogue Mark (Doppa), Rogue Mark (Kiyaya)
       Baff Clan (x5) - Sieg Mark, Decker Bau (x2)

---

Events:

When the Soloship reaches the target area:
       Enemy Reinforcements arrive
       Friendly Reinforcements (2) arrive

When 13 enemy squads remain, when Ideon fights a Baff Clan squad, or when the
       Drowa Zan engages in combat:
       Friendly Reinforcements (2) arrive

When the Drowa Zan is destroyed:
       All Baff Clan squads retreat

---

Items:

A Adaptor - Drowa Zan
High Performance Radar - Sieg Mark (Gije)
Biosensor - Rogue Mark (Doppa)
Multisensor - Rogue Mark (Kiyaya)

---

Win Condition: Soloship reaches main computer (flashing area)
              Destroy all enemies (after reaching target area)

Loss Condition: Allied Battleship is destroyed
               ChoRyuJin is destroyed (after Friendly Reinforcements(2) arrive)

Skill Point: Soloship reaches target area within 4 turns without being damaged

---

The Soloship crew attempts to access the main computer at the Moon Cradle; the
Alliance tries to prevent that.  Simple enough.

Using Accelerate, the Soloship should be able to reach the target location in
three turns, allowing for evasive maneuvers.  Move in a wide arc up the west
side of the map to avoid attack from the Klein and Dari.  Your other forces
should move north; send one or two squads AT MOST to move into the Alliance
forces and fight the battleship.  The rest should stay near the plateau, giving
relatively easy access to the west side of the map...

..which is where the Baff Clan troops show up once the Soloship reaches its
destination.  There's a scene where Bes, Karala, and Cheryl go in to ask the
computer about Ide, only to be interrupted by Gije's running around and doing
samurai things (like challenging people to duels, apparently.)  The Daikuu
Maryuu shows up as well.

Pretty much everybody (except for the couple of squads that you sent towards the
Muge forces before) should work on engaging the Baff Clan.  Send your cap ships
east to finish off the Alliance forces; most of them will be targeting them in
any case.

The Baff Clan forces aren't all that dangerous, actually.  The Sieg Marks and
Decker Baus are things that you've seen before; ditto for the Gataman Zans.
Gije's Sieg Mark has over 18,000 HP, but can still be taken down with three
attacks or so; ditto for the Rogue Mark duo, although you'll have to deal with
Support Attacks in that case.  At 100,000 HP, the Drowa Zan may look tough,
but most of your main pilots will be learning Hot Blood by now - and units like
Dancougar, Ideon, GaoGaiGar, Goshogun, etc. can cause upwards of 15,000 damage
(or more) by using it.

ChoRyuJin will also launch in mid-battle, jacked up and ready to go thanks to
The Power, which has given him a whopping 300 (!) morale.  Yes, he'd be able to
wreak some serious havoc - if he could actually get close enough to the enemies
to do so.  Unfortunately, he starts so far from the Baff Clan forces that you'll
probably be done with the mission before he's in position to do anything.

When Harulu is brought down, Dalam shows up and orders a general retreat, giving
you a brief glimpse of yet ANOTHER big Baff Clan capital ship. Joy... well, at
least you don't have to fight it yet.

HyoRyu and EnRyu are returned to the roster after this mission.





Mission 23, Earth route
-----------------------

Friendly Squads:
       YF-19 - YF-19 F (Isamu)
       YF-21 - YF-21 F (Guld)

NPC Squads:
       Battle 7 - Battle 7/Humanoid mode

Enemy Squads:
       Ghost (x2) - Ghost X-9
       ZAFT (x4) - DINN (x3)
       ZAFT (x2) - CGUE, GINN (x2)
       ZAFT (x3) - GINN (x3)
       ZAFT (x2) - BuCUE/missiles (x3)
       ZAFT (x2) - BuCUE/railguns (x3)


Friendly Reinforcements (1):
       Archangel - Archangel (Murrue)
       12 squads

Friendly Reinforcements (2):
       Fire Bomber - VF-19 Kai F Valkyrie-F (Basara)

Enemy Reinforcements (1):
       Ghost (x6) - Ghost X-9 (x2)

Enemy Reinforcements (2):
       Sybil - Sybil (Sybil)
       Varauta Army - Gigil's Battleship (Gigil), Fz-109 F Ergazorn (x2)
       Varauta Army (x3) - Fz-109 F Ergazorn, Fz-109 A Ergazorn (x2)
       Varauta Army (x6) - Fz-109 A Erazorn (x3)

---

Events:

When the first two Ghosts are destroyed:
       Enemy Reinforcements (1) arrive
       Friendly Reinforcements (1) arrive
       Isamu and Guld join squads (Supernova)
       Isamu and Guld's morale rises to 130

4 turns after Friendly Reinforcements (1) arrive, or when 15 squads remain:
       Friendly Reinforcements (2) arrive
       Enemy Reinforcements (2) arrive
       All allies' morale rises 30 points and seishin are enabled
       Battle 7 becomes friendly

When Sybil or Gigil is defeated:
       All Varauta Army squads retreat

---

Items:

Chobham Armor - CGUE (northern squad leader)
Super Alloy Z - Gigil's Batleship
Psychoframe - Gigil's Battleship (if he is the last Varauta Army unit you kill?)

---

Win Condition: Destroy the two Ghosts
              Destroy all enemies (after initial two Ghosts are destroyed)
              Complete both of the following conditions (after Basara arrives):
               - Basara uses a Song on Sybil
               - ZAFT army is destroyed

Loss Condition: Any allied unit is destroyed
                       (until Friendly Reinforcements (1) arrive)
               Battle 7 is destroyed
               Allied battleship is destroyed
                       (after Friendly Reinforcements (1) arrive)
               Isamu or Guld are destroyed
                       (after Friendly Reinforcements (1) arrive)
               Isamu, Guld, or Basara are destroyed
                       (after Basara arrives)

Skill Point: Clear the map within 9 turns

---

This mission is another time-waster, although the degree to which it wastes your
time is going to be pretty dependent on luck.  Before starting, outfit the YF-19
and YF-21 with the best accuracy boosters you have; upgrading their mobility
wouldn't hurt either.

It's time for Macross Plus to make its contribution to the Alpha 3 story, as
Sharon Apple demonstrates the true evil of J-Pop to the world.  From the get-go,
all units will have their morale reduced by ten AND their seishin disabled.  To
advance the mission, you need to get to killing stuff, and quickly; however,
without Concentrate to help out, Isamu and Guld won't get the greatest hitrates
against the two initial Ghosts.  It's mostly a matter of luck (or quicksaves),
but you should try to down the Ghosts on turn 2, so that you can move the
Archangel crew up as quickly as possible.

Isamu and Guld get a hefty morale boost when you do, as well as unlocking
their Double Pinpoint Punch attack - which you shouldn't use here, since it
requires you to have the Valkyries in the slower Battloid mode.  Stick to the
machine guns for now.  The reinforcements should ignore the Ghosts for the most
part; have them go after the cannon-fodder GINNs, killing four squads as quickly
as possible.  This prompts Basara's arrival - which, in addition to starting
certain events aboard the Macross 7, raises your morale and enables your
seishin again.  It's time for some Ghost-busting.

From here it's a pretty standard smash-everything-in-sight mission.  Now that
you can use the Battle 7, throw on a Lock-On/Iron Wall and start countering
everything, while moving some troops over to help with taking down Gigil. Unless
I'm much mistaken, you'll get a Psychoframe out of Gigil (in addition to the
Super Alloy Z you normally get) IF you take out all of the Ergazorns first.
Since taking out Sybil will cause all of the Varauta forces to run away, you
should obviously leave her for last.

With luck and careful planning, you should be able to take everything out in six
turns or so (it helps to lure Gigil towards the middle of the map, making it
easier to swarm him.)  Again, the Ghosts may have other ideas, so some
in-mission saves will probably be necessary in order to finish quickly.

Before the intermission you receive three OVA's Croquettes, two Kuttnerizers,
and a Cost Down.  You're now reunited with the Supers from the other route; in
addition to the units you had before, you now have Gaiking and the Skylar,
Bazolar, and Nessar, as well as Goshogun and Ideon.  HyoRyu and EnRyu have been
recovered. Finally, Mazinkaiser and Shin Getter are back in action (yay!).  Make
sure you reassign squads and items before continuing.





Mission 23 (space route)
------------------------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Soloship - Soloship (Bes)
       10 squads

Enemy Squads:
       Interstellar Alliance - Muge Battleship (Helmut)
       Interstellar Alliance (x3) - Zei Far (x3)
       Interstellar Alliance (x3) - Muge Light Air Combat Mecha (x3)
       Interstellar Alliance (x3) - Magnum, Zubanza (x2)
       Interstellar Alliance - Skullrook
       Interstellar Alliance - Desslar, Ocosenia, Dolion
       Interstellar Alliance - Ocosenia, Dolion, Desslar
       Interstellar Alliance - Dolion, Desslar, Ocosenia
       Interstellar Alliance (x2) - Boazan Flying Saucer (x3)
       Interstellar Alliance - Garunroll, Boazan Flying Saucer (x2)
       Interstellar Alliance - Klein, Zubanza (X2)
       Interstellar Alliance (x2) - Dari, Zubanza (x2)


Enemy Reinforcements:
       Interstellar Alliance - Muge Battleship (Shapiro)
       Interstellar Alliance - Muge Battleship (Gildrome)
       Interstellar Alliance (x3) - Zei Far (x3)
       Interstellar Alliance - Bramble (Warchimedes), Magnum (x2)
       Interstellar Alliance (x2) - Mammoth, Magnum (x2)
       Interstellar Alliance (x2) - Zonnekaiser, Dari (x2)
       Interstellar Alliance (x2) - Moon Condor, Black Monster (x2)
       Interstellar Alliance - Mammoth (Dangel), Zubanza (x2)
       Interstellar Alliance (x3) - Mammoth, Zubanza (x2)

---

Events:

On Turn 4, when 5 enemy squads remain, or when Helmut is defeated:
       Enemy Reinforcements arrive
       Soloship is immobilized and its morale drops by 30

Three turns after Enemy Reinforcements arrive:
       Soloship is released and its morale rises to 150

---

Items:

Custom OS - Muge Battleship (Shapiro)
Pyschoframe - Muge Battleship (Gildrome)
Super Alloy Z - Muge Battleship (Helmut)
Apogee Motor - Bramble
Dual Sensor - Mammoth (Dangel)

---


Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed

Skill Point: Clear the map within 9 turns

---

One last throwdown with the Alliance before the routes converge again.  Despite
the fairly large number of enemies, the time limit for this mission is quite
generous.  Given that these foes are in almost the exact configurations
that you've been killing for the past several missions, winning should pose no
real difficulty.

However, you should still try to save on time by quickly moving your units into
position.  Trigger the reinforcements' appearance early by taking down Helmut
before Turn 4.  They'll appear to the east of your starting location; although
Shapiro and Gildrome start close by (but with a crevasse in the way that land
squads will have to go around) while Warchimedes pops up much further away.

So... at the start, mentally start splitting your squads up into about three
groups: the group that will eventually fight Dangel, the group that will go
after Warchimedes, and the group that will take on Shapiro and Gildrome.  Right
at the beginning, the first group should go after the Skullrook, while the
second and third should take on the Garunroll and Magnums.  Helmut will move
towards you from the beginning; take him out and trigger the reinforcements.
If you do this on Turn 3, you should have already significantly reduced the
enemy forces.  When Dangel's mechs surround the Daikuu Maryuu, have the first
group work on him, as well as finishing off any stragglers who come their way.
Groups two and three should be moving east, taking out the Zonnekaisers and Moon
Condors on the way, then splitting up to go after their respective targets.  It
should be relatively simple to take everyone out by Turn 7 at the latest.

Mazinkaiser and Shin Getter are returned to the mech roster after the mission
(although they don't replace Mazinger Z and Getter G, so you'll have to switch
the pilots manually.)  You also get a Cost Down.  Additionally, you're reunited
with the Reals who went to Earth; besides the guys you had before, you now have
the 0083 crew, the Diamond Force (with Miria taking Kinryuu's place in his
repainted Nightmare,) and two new Skygraspers.





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

Friendly Squads:
       Voltes V - Voltes V (Kenichi)
       Daimovic - Daimos (Kazuya), Gulver FX II (Kyoshiro)
       Preventer - Tallgeese III (Zechs), Taurus (Noin)

Enemy Squads:
       Imperial Inspection Force (x2) - Megillot (x2)
       Imperial Inspection Force (x2) - Joelah (x2)
       Imperial Inspection Force (x2) - Esrim
       Imperial Inspection Force - Haggai


Friendly Reinforcements:
       2 battleships
       14 squads
       Fire Bomber - VF-19 Kai F Valkyrie-F (Basara), VF-11 MAXL Kai F (Mylene)
                       VF-17 T Kai Nightmare F (Ray)

Enemy Reinforcements (1):
       Imperial Inspection Force (x2) - Haggai, Megillot Aph (x2)
       Imperial Inspection Force (x3) - Esrim, Joelah Aph (x2)
       Imperial Inspection Force (x2) - Megillot Aph (x2)
       Imperial Inspection Force (x3) - Megillot (x2)
       Imperial Inspection Force (x2) - Joelah Aph (x2)
       Imperial Inspection Force (x3) - Joelah (x2)

Enemy Reinforcements (2):
       Imperial Inspection Force - Shin RyuOuKi (Son Ganlon)
       Imperial Inspection Force (x2) - Varuch Ben (x3)

---

Events:

When the first wave of enemies is destroyed:
       Enemy Reinforcements (1) arrive

One turn after Enemy Reinforcements (1) arrive:
       Friendly Reinforcements arrive

One turn after Friendly Reinforcements arrive, or when the next enemy squad is
       destroyed following their arrival:
       Enemy Reinforcements (2) arrive

---

Items:

Magnetic Coating - Haggai (first wave)
Megabooster - Shin RyuOuKi
Biosensor - Esrim (eastmost, second wave)

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed
                       (until Friendly Reinforcements arrive)
               Allied battleship is destroyed
                       (after Friendly Reinforcements arrive)

Skill Point: Destroy all enemies (first wave) within 3 turns

---

The terraforming facilities on Mars come under Balmar fire just as the Alpha
Numbers are passing by.  What are the odds?  In any case, this mission is pretty
simple.

You start out with three squads fighting a number of small enemy squads in the
lower-left corner.  Have all three squads use Accelerate and move as far forward
as possible (switching Noin's Taurus to MA mode in the process.)  Make sure you
have Lock-On cast on Daimos, as the Joelahs and Megillots like to target it.
Counterattacking everything, you should be able to finish off the first wave on
Turn 2.  Don't be stingy with your SP; these three squads won't contribute much
to the rest of the fight.

Enemy reinforcements pop up in the south-center area of the map.  At the start
they'll pursue the nearest of your squads, but when your reinforcements show up
on the next turn, they'll reverse direction and move towards them.

Your (large) force will appear on the east side of the map.  Ganlon will appear
in the northeast corner, so have the squads you want to finish him (which won't
take as much work as you might expect) at the north end of your starting
formation.  Kill off a few enemies to make Ganlon appear.

The Varuch Bens are a bit nastier than the Balmar mechs that you've fought
before; they'll get a pretty good hitrate against your forces, and can dodge
reasonably well on top of it.  However, they're still not too durable.

Ganlon hasn't changed a bit since you last met, while your forces have only
grown stronger.  A Hot Blooded Dankuukougaken will shave off fully half of his
health, making it surprisingly easy to bring him down.

Other than that, this mission is very simple.  Have a couple of decent squads
take out the Varuchs, while everyone else converges on the second wave and wipes
them off the map.  This mission should take five turns at the longest.

Before the intermission you receive a Minovsky Craft, a Screw Module, a Dust
Filter, and a Thruster Module.  Zechs, Noin, the Voltes/Daimos teams, and the
Sound Force join the roster with their respective machines.  Note that your next
mission will take place in space; if you're planning to use Mu and Cagalli, note
that the Skygraspers have rather crappy performance ratings in space.  You can
switch Mu to the Moebius Zero and/or equip the Skygraspers with Thruster Modules
to compensate for this.








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

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Archangel - Archangel (Murrue)
       Battle 7 - Battle 7 (Max)
       Soloship - Soloship (Bes)
       16 squads

Enemy Squads:
       Imperial Inspection Force - Hermodr Echad (Epeso)
       Imperial Inspection Force (x2) - Haggai, Esrim (x2)
       Imperial Inspection Force (x4) - Esrim, Megillot Aph (x2)
       Imperial Inspection Force (x3) - Esrim, Joelah Aph (x2)
       Imperial Inspection Force (x2) - Megillot Ben, Megillot Aph (x2)
       Imperial Inspection Force (x2) - Joelah Ben, Joelah Aph (x2)
       Imperial Inspection Force (x2) - Huleh
       Imperial Inspection Force (x2) - Haggai, Megillot Aph (x2)
       Imperial Inspection Force - Megillot Ben/red (x2)
       Imperial Inspection Force - Joelah Ben/red (x2)
       Imperial Inspection Force - Megillot Ben/blue (x2)
       Imperial Inspection Force - Joelah Ben/blue (x2)
       Imperial Inspection Force - Shin RyuOuKi (Son Ganlon)
       Imperial Inspection Force (x2) - Varuch Ben (x3)

---

Events:

When the Hermodr Echad's HP falls below 80,000:
       Hermodr Echad is replaced with Zfylud Eved (Epeso)

---

Items:

Chobham Armor - Esrim (two spaces northwest of Shin RyuOuKi)
Bio Computer - Shin RyuOuKi
Haro - Zfylud Eved

---

Win Condition: Hermodr is destroyed
              Zfylud is destroyed (after Hermodr's HP falls below 80,000)

Loss Condition: Allied battleship is destroyed

Skill Point: Clear the map within 8 turns

---

And now, your last big fight with the Balmar... at least in your solar system.
You have to cover a lot of rough terrain in this mission, so make sure that all
of your deployed squads can either fly or use Accelerate.

Your troops start out in the middle of the map, while the Balmar forces are in
the southeast corner, with two roughly symmetrical "wings" extending out to the
north and west.  Split your forces up, sending half to engage the wing to your
east, and the other to fight the enemies to the south.  A couple of accurate
Real squads should probably go directly towards the Varuch Bens and the other
enemies surrounding Ganlon.

The mission actually is not all that difficult.  The Balmar forces have nothing
new, and their units don't even use support defenses to protect each other.  The
greatest threat on the map probably comes from the battleships, due to their ALL
attacks - but you should be able to destroy them on the second turn, or the
third at the latest.  Ganlon, for his part, will go straight for Kusuha - if you
happen to be using her.  However, he's exactly the same as he was in the last
mission, meaning that four or five squads can take him down in a single turn.

Eventually you're going to have to go after the Hermodr Echad.  Hot Blood is a
necessity here, as the ship is so big that even seishin-powered finishers will
only do 10,000 damage or so.  Defensive seishin, as always, are also needed.
That said, you actually don't have to cause any more damage than you did when
you fought the ship back in Mission 14; it's mostly just a question of not being
so worn-out when you reach it that you can't damage the ship faster than it
regenerates.  In my experience, Epeso wouldn't even use his fearsome MAP weapon,
despite the fact that I gave him a golden opportunity to do so.  Instead, he
just kept plugging away at the Soloship.

When Epeso's health falls below 80,000, he ditches the ship and immediately
comes out to fight you in the Zfylud - which, ironically, will turn out to be
his downfall.  Although it looks quite fearsome, the Zfylud takes damage much
more quickly than the Hermodr, while having only 75,000 HP.  Even worse for
Epeso, launching in the Zfylud resets his morale to 100; his most powerful
attack suddenly becomes negligible when the damage is spread out among a large
squad, and can even be nullified completely by AT Fields, Protect Wall,
and other defensive barriers.  In short: the hardest part of the mission is
the Hermodr, but once you fight the Zfylud it's relatively smooth sailing.  If
you've been saving your SP, you'll probably have a few units capable of casting
Hot Blood after the Zfylud appears.  Get them all into position and roll out
their attacks, one after another, within one turn.  Kaboom.

Before the intermission you receive two Propellant Tanks, two Cartridges, two
Repair Kits, and two Kuttnerizers.  Get ready to play with your new Haro...





Mission 26
----------

Friendly Squads:
       Virtuaroid - Temjin 747J (Chief), Fei-Yen the Knight (Fei),
                       Apharmd the Hatter (Hatter)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Soloship - Soloship (Bes)
       12 squads

Enemy Squads:
       STMC - STMC Landing Boat, STMC Soldier (x2)
       STMC (x15) - STMC Soldier (x3)

---

Win Condition: Destroy all enemies

Loss Condition: Temjin 747J, Fei-Yen the Knight, or Apharmd the Hatter
                       are destroyed

Skill Point: Destroy all enemies within 3 turns

---

Our trip to Jupiter is interrupted AGAIN, this time by the arrival of... the
Virtual On units?  They wonder what the hell they're doing here (you and me
both, pal...) but have to focus when the Space Mystery Creatures - or whatever
they're called - follow them out of the Crossgate.

You can easily finish the mission in two rounds, but you need to use Lock-On
with almost everyone - when I did it, only Amuro was sufficiently awesome to
get by using Concentrate alone.  Split up and start wearing the squads down;
send a couple of powerful units after the Landing Boat, which has a lot of HP
but crappy defense.  You'll probably finish the mission on the enemy phase of
Turn 2 by counterattacking all of the enemy squads.  Overall, a wondrously
easy (not to mention short) mission.

The Virtual Robots join after this mission. Before the intermission you receive
a Key to Victory, two Super Repair Kits, two OVA's Croquettes, and two
Andromeda-Yaki.  After this mission, the extra scenario "A Vow For Victory" will
become available through the scenario chart.




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

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Archangel - Archangel (Murrue)
       Soloship - Soloship (Bes)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       GaoGaiGar - GaoGaiGar (Guy)
       15 squads

Enemy Squads:
       Zonder - Aiai, Magnum, Geara Doga
       Zonder - Dolion, Decker Bau, Rick Dom II
       Zonder - Doven Wolf, Megillot Aph, Kabutongar
       Zonder - Esrim, Nibelgen, Debiza
       Zonder - Gondo Bau, Fz-109A Ergazorn, Zubanza
       Zonder - Fz-109A Ergazorn, Gelgoog M, Sasoringar
       Zonder - Zei Far, Megillot Aph, Desslar
       Zonder - Joelah Ben, Dari, Death Spider
       Zonder - Dolion, Megillot Aph, Fz-109A Ergazorn
       Zonder - Geara Doga, Esrim, Zei Far
       Zonder - Zubanza, Kabutongar, Decker Bau
       Zonder - Nibelgen, Gondo Bau, Aiai
       Zonder - Rick Dom II, Dari, Joelah Ben
       Zonder - Magnum, Desslar, Gelgoog M
       Zonder - Megillot Aph, Doven Wolf, Gelgoog M
       Zonder - Death Spider, Sasoringar, Desslar


Enemy Reinforcements:
       Zonder - Kabutongar, Fz-109A Ergazorn, Aiai
       Zonder - Decker Bau, Esrim, Gelgoog M
       Zonder - Megillot Aph, Dolion, Geara Doga
       Zonder - Rick Dom II, Death Spider, Fz-109A Ergazorn
       Zonder - Dari, Decker Bau, Zubanza

---

When 5 enemy squads are destroyed:
       Enemy Reinforcements arrive

---

Win Condition: Destroy all enemies

Loss Condition: Allied Battleship is destroyed
               Guy is defeated

---

The Primevals' surprise ambush from the previous mission is revealed here, as
the mechanical beings plan to trap our heroes inside of a warped, inescapable
space.  Of course, no trap is inescapable for a TRUE HERO (tm), so getting out
is a relatively simple matter of killing everything in sight.  Well, there's
some GaoGaiGar plot stuff involved too, I suppose.

You start out surrounded by Zonder grunts, possibly an intimidating sight to be
greeted with (two Nibelgens, hooray).  They're actually nothing to worry about,
though; just split your forces up into three groups and send them to the north,
west, and south to engage the three small groups of enemies.  Have the group
going west be a little stronger than the others, as the reinforcements will show
up there, just beyond the starting foes.

This mission is basically the same as Mission 15, except without the Combined
Primeval, the EIs, and the rough terrain.  Piece of cake.

When you finish, Leo and J do their magic trick, dispersing the warped space and
bringing you to...






Mission 27, part two
--------------------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Archangel - Archangel (Murrue)
       Soloship - Soloship (Bes)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       GaoGaiGar - GaoGaiGar (Guy)
       J Ark - King J-Der (J)

Enemy Squads:
       Primeval - ZX-07 (Arm Primeval), EI-20 (x2)
       Primeval - ZX-16, EI-07, EI-15
       Primeval - ZX-19, EI-07, EI-15
       Primeval - ZX-26, EI-07, EI-15
       Primeval (x11) - Primeval Machine Shell, EI-02, EI-05


Enemy Reinforcements:
       Z Master - Z Master (Z Master)

---

Events:

On Turn 4, or when 8 enemy squads are destroyed:
       All units' HP, EN, and SP are refilled, morale rises to 300, and Ide
               Gauge rises one level

When all initial enemies are destroyed:
       Enemy Reinforcements arrive

---

Items:

Super Alloy Nu-Z - ZX-07
I-Field Barrier - ZX-16
Psychoframe - ZX-19
High Performance Targeting System - ZX-26
Large Generator - Z Master

---

Win Condition: Destroy all enemies
              Destroy Z Master within 5 turns of its arrival
                       (when Z Master arrives)

Loss Condition: Allied battleship is destroyed
               Guy or J are defeated
               Z Master is still alive 5 turns after its arrival
                       (when Z Master arrives)

Skill Point: Destroy all initial enemies within 7 turns

---

Regardless of your condition at the end of the first part, all of your starting
units except for the King J-Der will have reduced HP, EN, and SP - and now you
get to take on an army of Primevals, four of which have merged with the moons of
Jupiter, of all things.

The biggest immediate threat comes from the Primeval Machine Shells that will
quickly converge on your position.  They have over twice as much health as they
did in Mission 3, and now they also benefit from Support Defenses and morale
that rises very quickly, thanks to the large number of enemy units.  Given your
weakened state, they can decimate your squads with distressing speed.  In spite
of all that... help is on the way.

First of all: do not skimp on the seishin usage.  If killing a Primeval requires
you to spend the last of your SP on a Hot Blood, go for it.  Powerful weapons
that can hit entire squads (Lohengrin cannons, Bigblast Divider, Fire Blaster)
will be your best friend here.  Select eight squads to kill, and do so as soon
as possible, ignoring the others.

When that happens, there's a scripted event where Leo Shishio buys the farm;
Guy almost joins him, but after a brief cutscene he comes back better than ever,
bringing The Power with him to annihilate your enemies.  At this point your
entire team gets an insane boost to their abilities, in addition to having all
their power recovered.  Thanks, Dad.

With 300 morale, the Machine Shells are no longer an issue; my Archangel took
out three squads with its MAP cannons without even needing to use Hot Blood.
The unique Primevals are naturally tougher, having around 50,000 HP each... but
The Power will allow you to kill them with minimal seishin expenditure.  Try
to work your way as far north as possible while you kill them off.

When you take everyone out, all thirty-one Primevals join together to form the
big kahuna: the Z Master.  He/she/it appears at the north end of the map (hence
your early efforts to get into position) and immediately fires off a bunch of
Zonder spores at Earth, leaving you with five turns in which to take it out.

Unless you've used all your energy and seishin finishing off the Primevals
(unlikely,) you're almost home free - Z Master is a very disappointing boss, as
it's easily possible to take it out in a single turn. Ping it with one weak
attack (it starts out with Invincibility cast,) and then start rolling out the
Hot Blooded finishers one after another.  You'll be surprised at how quickly
201,600 HP can be burned off.

J, Kaidou, and *sniff* Tomoro do the heroic thing, charging into Z Master to
kill it from the inside.  The Z Master goes off with a stupendous bang, and
for the moment things appear peaceful once again.

Yes, the Z Master has been defeated... but...

After this mission, the extra scenario "Charging Tornado" becomes accessible
through the Scenario Chart.  Ideon and all the Macross units are removed from
the roster.





Mission 28
----------

Friendly Squads:
       Galeon - Galeon (Galeon)

Enemy Squads:
       New Mechanical Race - Zonuda Robo


Friendly Reinforcements (1):
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       8 squads

Friendly Reinforcements (2):
       GaoGaiGar - GaoGaiGar (Guy)

Friendly Reinforcements (3):
       GouRyu and RaiKo - GouRyu Kai (Kusuha), RaiKo Kai (Bullet)

Friendly Reinforcements (4):
       Aussenseiter - Aussenseiter (Ratsel)
       DyGenGuar - DyGenGuar (Sanger)
       R-GUN Powered - R-GUN Powered (Viletta)
       R-Blade Custom - R-Blade Custom (Ryusei)


Enemy Reinforcements:
       Devarim - Devarim (Eith)
       Bemidban - Bemidban (Baran)
       Shin RyuOuKi - Shin RyuOuKi (Son Ganlon)
       Golar Golem - Varuch Baal (Calico)
       Golar Golem - Varuch Ishah (Spectra)
       Crusader (x10) - Varuch Ben

---

Events:

On Turn 2:
       Friendly Reinforcements (1) arrive

When any squad except Galeon or GaoGaiGar fights the Zonuda Robo:
       Affected squad retreats

On Turn 3, or when the Zonuda Robo's HP falls below 46,000:
       Galeon is replaced with Friendly Reinforcements (2)

When the Zonuda Robo is destroyed:
       GaoGaiGar retreats
       Friendly Reinforcements (3) arrive
       Enemy Reinforcements arrive

When 4 Crusader squads have been destroyed:
       Friendly Reinforcements (4) arrive
       Eith, Son Ganlon, Baran, Calico, and Spectra retreat
       Kusuha and Bullet retreat
       Daikuu Maryuu becomes mobile

---

Items:

Auxiliary GS Ride - Zonuda Robo

---

Win Condition: Destroy the Zonuda Robo
              Destroy the Zonuda Robo within 6 turns of GaoGaiGar's arrival
                       (after Friendly Reinforcements (2) arrive)

Loss Condition: Galeon is destroyed (until Friendly Reinforcements (2) arrive)
               Allied battleship is destroyed (on Turn 2)
               Allied battleship or Guy are destroyed
                       (after Friendly Reinforcements (2) arrive)
               Zonuda Robo is not destroyed within 6 turns of GaoGaiGar's
                       arrival (after Friendly Reinforcements (2) arrive)
               Kusuha or Bullet are defeated (after Zonuda Robo is destoyed)

Skill Point: Destroy the Zonuda Robo within 5 turns

---

It's the last episode of GaoGaiGar, as Mikoto turns into a big mechanical thing
and starts raising hell - after shutting off all the power at Orbit Base, of
course.

Bear in mind going into this that your GGG units have all been removed from the
roster due to Mikoto's attack.  The Zonuda Robo is reasonably powerful (well,
it's about on par with the big Primevals you fought in the previous mission.)
However, the nasty part of Mikoto's attack comes AFTER the fight takes place:
whichever squad attacked her is immediately shut down and removed from combat.
You don't get the squad back, either.

Consequently, you're going to need to dish out a lot of damage in just a few
hits - four or five, ideally, as the remaining squads will still have work to do
when the dust clears.  Units with multiple pilots are probably best-suited to
do this, as they can usually cast multiple Kiais and still have enough SP left
to cast Hot Blood before attacking.

Have Galeon wait instead of attacking; the Zonuda Robo will just regenerate on
the next turn, anyway.  On turn 2 the cavalry arrives; move them into position
(bearing in mind that the target is going to move a short distance east on your
next turn.)  On turn 3 Guy comes out.  Some nifty improvising transplants the
GGG-bots' AI into each of the GaoMachines, with the end result that GaoGaiGar
has FIVE pilots for this mission.

You should already be in position; crush the Zonuda Robo at once, using as few
attacks as possible.  Make sure you use Guy; since GaoGaiGar disappears when
the target is destroyed, there's no real point in trying to conserve his power.
After the battle we have there's a brief conversation between the Zonderized
Mikoto and the dying Guy.  Mamoru steps in and saves them both, and they are
SOMEHOW both given brand-new, non-mechanical bodies.  Smile and nod.

At that point Guy, apparently reluctant to fight in the nude, disappears from
the map - and is replaced with the Golar Golems.  We just can't catch a break...

Kusuha and Bullet have already launched by this time, and (if you've been
upgrading their machines) they should be able to hold their own against the
Varuch Bens.  Kill four of them (don't forget to bring up your remaining squads
to help out) to cue a scene where Kusuha takes a desperate last run at Ganlon,
only to get soundly beaten.  Ratsel, Sanger, and the SRX survivors show up;
there's a lot of Ratsel/Ganlon and Ryusei/Hazar trash talk.  All of the Balmar
aces retreat, as do the severely damaged Kusuha and Bullet, and your other
units are left to clean up the mess.  It's not really a problem at this point;
just be careful not to let the Daikuu Maryuu get destroyed, as it starts the
mission with only half of its total health.

All of the GaoGaiGar units are removed from the roster after this mission.
Viletta and Ryusei are added to the roster in their place.






Mission 29
----------

Friendly Squads:
       Archangel - Archangel (Murrue)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       13 squads

Enemy Squads:
       ZAFT - Aegis Gundam (Athrun), BuCUE/railguns, BuCUE/missiles
       ZAFT - Duel Gundam (Yzak), BuCUE/railguns, BuCUE/missiles
       ZAFT - Buster Gundam (Dearka), BuCUE/railguns, BuCUE/missiles
       ZAFT - Blitz Gundam (Nichol), BuCUE/railguns, BuCUE/missiles
       ZAFT (x2) - BuCUE/railguns (x2), BuCUE/missiles
       ZAFT (x2) - BuCUE/missiles (x2), BuCUE/railguns
       ZAFT (x4) - DINN (x3)
       ZAFT (x6) - Ghost X-9 (x2)


Friendly Reinforcements (1):
       Cagalli - Skygrasper (Cagalli)

Friendly Reinforcements (2):
       Ra Cailum - Ra Cailum (Bright)
       GaoFighGar - GaoFighGar (Guy)
       KouRyu & AnRyu - KouRyu (KouRyu), AnRyu (AnRyu)

Enemy Reinforcements:
       ZAFT (x3) - DINN (x2)
       ZAFT (x2) - Ghost X-9

---

Events:

On Turn 2:
       Friendly Reinforcements (1) arrive

On Turn 3, or when 5 enemy squads are destroyed:
       Enemy Reinforcements arrive
       Friendly Reinforcements (2) arrive
       Guy's morale rises to 130

When KouRyu & AnRyu engage an enemy:
       KouRyu and AnRyu are replaced by TenRyuJin

When Athrun is defeated:
       Cagalli retreats

---

Items:

Dual Sensor - Buster Gundam
Chobham Armor - Duel Gundam
Biosensor - Blitz Gundam
Pink Haro - Aegis Gundam

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed
               Cagalli is defeated (while Cagalli is on the map)

Skill Point: Destroy all enemies within 6 turns

---

Athrun springs a "clever trap" on your crew... one that looks suspiciously like
countless other clever traps that you've already weathered.

Your squad lineup for this mission should include a mix of Reals and Supers.
Before starting, put your Gundams and powerful Supers (Dancougar, Shin Getter)
on the west half of the formation, and the other Supers on the east.  Move
forward and start with the killing.

Your Supers on the east side will have to deal with the Ghosts, but since pretty
much all Super pilots have Lock-On it's not a serious problem.  Daimos in
particular is a favorite target of theirs; give it a Super Alloy Nu-Z before the
mission and it'll shrug off their attacks like they were nothing.  Meanwhile,
the Reals on the west side will be fighting BuCUEs and the ZAFT Gundams.
Dancougar and Shin Getter have the raw power necessary to punch through their
Phase Shift armor, but otherwise you'll have to rely on Gundams with Hot Blood
to do the job.  Fortunately, they have several powerful beam weapons.

Cagalli launches on Turn 2, but chances are the mission will be over before she
can do anything.  When Athrun is taken down, she tries to interrupt his retreat
and is herself shot down in the process.

After a little while some more enemies will appear to the east of your carriers,
but at the same time Guy launches with his new and improved ride: GaoFighGar!
The Ryu sisters show up as well, and will perform Symmetrical Docking as soon as
you fight.  The enemy reinforcements are thus no problem, as a handful of mobile
suits and Ghosts can't really stand up against three carriers with Lock-On and
ALL weapons, let alone GaoFighGar.

The ZAFT bishies have more HP than before, and they're a little better at
fighting.  They still can't hit very well, but their dodging skills have become
much more pronounced since last time.  You should easily be able to clean up in
four turns; it may even be possible to do it in three.

Before the intermission you receive two OVA's Croquettes.

You're splitting up again after the intermission; the first option will send
you to Earth, while the second will send you out into deep space.  The Earth
route focuses on Gundam SEED and Dancougar, while space focuses on Macross 7
and Ideon.  Here's the rough breakdown of which series go where:

Earth                                   Space
-----                                   -----
All Gundam                              All Macross
Dancougar                               Ideon
All Mazingers                           Getter Robo
Koutetsu Jeeg                           Gaiking
Voltes V                                Combattler V
Daimos                                  GaoGaiGar
Evangelion                              Raideen
SRX                                     Goshogun
                                       Virtual On
                                       SRX

If you're planning to go to space, bear in mind that this is your last chance
to upgrade Strike before the new SEED Gundams show up.  Since upgrades to Strike
will carry over to Strike Rouge, Buster, Freedom, and Justice, it's well worth
the investment.  Unless you're not planning on using any of them, of course.





Mission 30 (Earth route)
------------------------

Friendly Squads:
       Archangel - Archangel (Murrue)
       Strike - Aile Strike Gundam (Kira)
       13 squads

Enemy Squads:
       ZAFT - Aegis Gundam (Athrun), GINN (x2)
       ZAFT - Blitz Gundam (Nichol), GINN (x2)
       ZAFT - Duel Gundam (Yzak), GINN (x2)
       ZAFT - Buster Gundam (Dearka), GINN (x2)
       ZAFT - CGUE, GINN (x2)
       ZAFT (x2) - GINN (x3)
       ZAFT (x3) - DINN (x3)
       ZAFT (x5) - Ghost X-9 (x2)

---

When Athrun is defeated:
       Blitz Gundam is destroyed
       Yzak and Dearka both cast Great Perseverance, Hot Blood, Iron Wall,
               Drive, Lock-On, and Invincibility
       Athrun casts Great Perseverance, Iron Wall, Drive, Lock-On, and
               Invincibility
       Kira's morale rises to 150

When Athrun is defeated a second time:
       Strike Gundam is destroyed

Items:

Cutsom OS - Aegis Gundam (first time only)
Hybrid Armor - Duel Gundam
Multisensor - Buster Gundam
Analyzer - Blitz Gundam

---

Win Conditon: Destroy all enemies

Loss Condition: Allied battleship is destroyed
               Kira is defeated

Skill Point: Clear the map within 7 turns

---

The squad deployment screen will be your last chance to make upgrades to Strike
before getting the new SEED Gundams, so take advantage of it while you can.
Upgrades to mobility, energy, and weapons should take precedence.

This mission is almost a retread of the previous one, except that you have
fewer units and there aren't any clever traps this time around.  The terrain is
a bit rough, so be sure to have as many flying squads as possible.

The Ghosts like to go after the Archangel, so make sure you have Lock-On cast
to take advantage of all the counterattacks you'll be getting.  Rush past them
and towards the ZAFT Gundams, taking out what you can on the way.  Thankfully,
it seems they've run out of BuCUEs and fallen back on their cannon-fodder GINNs,
making this fight even easier.

Yzak and Dearka will hold back until the enemy phase of Turn 3, so focus on
Nichol and Athrun until then.  They're pretty much the same as Mission 29,
except that they're easier due to having GINNs as squadmates.  Take Nichol out
first, as you'll miss out on his Analyzer if you destroy Athrun.  Also, make
sure Kira hasn't moved yet when you defeat Athrun.

When Athrun is defeated, it's time for the Death Heard Round the World: Nichol
jumps in the way to save him and gets killed for his trouble.  The entire ZAFT
team goes berserk at this point, gaining a rather formidable array of seishin
bonuses.  Athrun SEEDs and kills Tolle.  This causes Kira to SEED as well, but
he's still isolated with a highly buffed-up Aegis parked right next to him.
Have Kira cast Intuition (for the Flash effect) and stay where he is without
attacking.  On the enemy phase, Athrun will attack him and miss; Kira can then
counterattack to eliminate his Invincibility effect.

After this it's pretty simple; you have enough powerful units that you can take
out the remaining forces without trouble, especially with Mazin Power/Aggressive
Beast enabled.  When Dearka is defeated, he tries to escape but crashes due to
engine failure.  Yzak curses a blue streak, but otherwise gets away unscathed.
Athrun, on the other hand, kamikazes Kira, destroying both Aegis and Strike.

Strike is obviously not usable after this mission.





Mission 30 (space route)
------------------------

Friendly Squads:
       Skull Squadron - VF-1S S Valkyrie-F (Fokker),
               VF-1S S Valkyrie-F (Hikaru), VF-1A S Valkyrie-F (Kakizaki)

Enemy Squads:
       Varauta - Glavil (Glavil)
       Varauta - FBz-99G Zaubergern (Gavil), Fz-109F Ergazorn (x2)
       Varauta (x4) - Az-130A Panzerzorn, Fz-109A Ergazorn (x2)
       Varauta (x5) - Fz-109F Ergazorn, Fz-109A Ergazorn (x2)


Friendly Reinforcements:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Battle 7 - Battle 7 (Max)
       Diamond Force - VF-17D Nightmare F (Gamlin), VF-17D Nightmare F (Fijika)
       Fire Bomber - VF-19 Kai F Valkyrie F (Basara),
               VF-11 MAX L Kai F (Mylene), VF-17T Kai Nightmare F (Ray)
       7 squads

---

Events:

On Turn 3, or when Gavil engages in combat:
       Friendly Reinforcements arrive

When Gavil is defeated:
       Kakizaki is defeated
       Glavil retreats

---

Items:

Analyzer - Glavil
Minmei's Disc - FBz-99G Zaubergern

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed
                       (until Friendly Reinforcements arrive)
               Allied battleship is destroyed
                       (after Friendly Reinforcments arrive)
               Any unit from Fire Bomber, Diamond Force, or Skull Squadron
                       is destroyed (after Friendly Reinforcements arrive)


Skill Point: Defeat Glavil and Gavil within 6 turns, defeating Glavil first

---

Now that we're halfway through the game, we finally get the Macross DYRL? units.
At the beginning Gavil kidnaps Misa and Minmei, letting his rather beastly pet
destroy the Megaroad with the Grand Pentacle of Doom.

The Skull Squad will need defensive seishin to last out this fight; they always
end up taking a few hits when I'm playing.  Other than that, it's another
Varauta fight... well, except for the monster, but we'll get to that shortly.
The Panzerzorns are new and are more maneuverable than the Ergazorns you've been
dealing with - but they still blow up when you shoot them, and Fokker or Hikaru
should be skilled enough to tangle with them, particularly with squad support.

Your backup will show up on Turn 3, but I'd suggest going straight for Gavil to
make them arrive sooner.  Once they've arrived, you can start to worry about
Glavil, your first major Protodevlin enemy.  Over 40,000 HP, powerful ALL
attacks, a MAP weapon, and half damage from most hits - in one package - are
decidedly bad news for you.  Only Basara can damage Glavil normally, but if you
leave it up to him the fight will take forever (and indeed, Basara will run out
of song energy and give Glavil time to regenerate.)  Pour your strongest Hot
Blooded finishers - a LOT of them - into the monster to wear it down.  And watch
out for that MAP weapon.

(Incidentally, although Mic's Disc P attack is listed as a musical attack, it
can't be used on Glavil.  So don't try.)

After the beast runs away, you can take Gavil out at your leisure.  He might be
a slightly better pilot than Gigil, but not by much.  When he's defeated, there
will be a scripted sequence where he kills Kakizaki.  (After one mission.  Talk
about getting the shaft... well, he was lucky to survive the first SRW Alpha, I
suppose.)  Finish off the other enemies if you haven't already.  Gigil shows up
and tries to make off with City 7, but your people all get in the way and get
Folded out into the middle of nowhere, sans battleships.

Fokker and Hikaru are added to the roster after this mission.




Mission 31 (Earth route)
------------------------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Heero - Wing Gundam Zero (Heero)
       13 squads

Enemy Squads:
       ZAFT (x4) - DINN (x3)
       ZAFT (x4) - Ghost X-9 (x3)
       ZAFT (x2) - CGUE, GINN (x2)
       ZAFT (x4) - GINN (x3)


Friendly Reinforcements (1):
       Archangel - Archangel (Murrue)

Friendly Reinforcements (2):
       Kira - Freedom Gundam (Kira), Skygrasper (Mu)

Friendly Reinforcements (3):
       Banjou - Daitarn 3 (Banjou), Blackwing N (Alan)

Enemy Reinforcements (1):
       ZAFT (x3) - CGUE, GINN (X2)
       ZAFT (x6) - GINN (x3)

Enemy Reinforcements (2):
       ZAFT - Duel Gundam (Yzak)
       ZAFT (x4) - DINN
       ZAFT - CGUE
       ZAFT (x4) - GINN

Enemy Reinforcements (3):
       Federation Army (x4) - Jegan (x3)
       Federation Army (x4) - Geara Doga (x3)
       Federation Army (x4) - Doven Wolf (x3)
       Federation Army (x3) - Ghost X-9 (x3)

Enemy Reinforcements (4):
       Federation Army - Jegan (x3)
       Federation Army - Geara Doga (x3)

---

Events:

When the first wave is destroyed:
       Friendly Reinforcements (1) arrive
       Enemy Reinforcements (1) arrive

When the second wave is destroyed:
       Enemy Reinforcements (2) arrive
       Enemy Reinforcements (3) arrive
       Friendly Reinforcements (2) arrive

At the beginning of each turn following arrival of Enemy Reinforcements (3):
       HP of one squad from Enemy Reinforcements (3) is reduced by 50%

When 3 Federation Army squads are destroyed:
       Enemy Reinforcements (4) arrive
       Friendly Reinforcements (3) arrive

---

Items:

Magnetic Coating - Ghost X-9 (squad leader, southwestern squad of first wave)
Booster - Doven Wolf (squad leader, southwest Doven Wolf squad)

---


Win Condition: Destroy all enemies (until second wave is destroyed)
              Destroy all Mobile Doll Squadrons
                       (after second wave is destroyed)
              All ZAFT units withdraw
                       (after second wave is destroyed)

Loss Condition: Allied battleship is destroyed
               Heero is defeated

Skill Point: Clear the map with no ZAFT units (third wave) destroyed

---

After a couple of weeks of confinement and interrogations at the hands of the
Blue Cosmos, the Alpha Numbers gets stuck defending the Alaska base from a ZAFT
strikeforce.  Y'know, if MY boss treated me like this, I'd quit...

You start off with a fairly small force just southeast of your position, just
begging to have you swarm all over it and crush it in two turns.  Don't do it!
It's a trap!  The enemy reinforcements will appear across the river to the
northwest of your starting point, and it'll take you a looooong time to move
everyone back up there.

So... split your forces up.  A few squads (say, five) and the Ra Cailum should
be sufficient to finish off the first wave of ZAFT mechs.  Don't be afraid to
use seishin; these squads won't be doing much for the rest of the map.  While
they're fighting, everyone else (who should be flight/water-capable) need to
cross the river and prepare for the reinforcements.

The second wave is numerous, but hardly a threat, so mop it up as quickly as
possible.  Work your way towards the northern/western sides of the enemy
formation; the final group of enemies will appear even further to the northwest.
Bring the Archangel up as well.

When they're destroyed, a third wave of ZAFT will arrive, with Yzak in the lead.
A bunch of Federation mobile dolls launch as well, apparently intent on taking
out the ZAFT AND the Alpha Numbers.  Kira shows up in the Freedom Gundam at the
last minute and struts his stuff by destroying a Ghost squad with his machine's
epilepsy-inducing HiMAT attack.  There's some screaming from Yzak, some more
posturing from Kira, after which you learn that you have to HELP the ZAFT forces
get off the map.  Phew...

Despite their numbers, the Federation units should go down without much trouble.
Your morale should be high enough that you can smack down most of the enemies
with powerful ALL and MAP attacks (Highmega Cannon/Lohengrin), clearing out the
entire crowd within a couple of turns.  Just don't count on Heero too much, as
he'll soon get dragged back to the east bank of the river in a scene where he
rescues Relena, Banjou, and Lady Une from a sealed chamber.  Between Wing Zero
and the newly-arrived Daitarn 3, the two new enemy squads who appear next to
them will be no trouble.

Note that the ZAFT forces are still considered enemies, and will still attack
you on their way to the north edge of the map.  However, it's likely that they
won't get anywhere near you before you finish off the Federation troops, ending
the mission.

After you're done, all of the Alpha Numbers run for it as the Federation's
Cyclops system turns the area into the world's biggest microwave oven.  Oka is
left behind, as are the successive waves of mobile suits that ZAFT keeps sending
to their deaths.

Kira is returned to the roster with Freedom after the mission.  At long last,
Banjou joins the team as well with Daitarn 3.




Mission 31 (space route)
------------------------

Friendly Squads:
       8 squads

Enemy Squads:
       Varauta (x8) - Fz-109A Ergazorn (x2)


Friendly Reinforcements:
       Fire Bomber - VF-19 Kai F Valkyrie-F (Basara)
       Fire Bomber - VF-11 MAX L Kai F (Mylene), VF-17T Nightmare Kai F (Ray)
       Diamond Force - VF-17D Nightmare F (Gamlin)
       Diamond Force - VF-17D Nightmare F (Fijika)

Enemy Reinforcements:
       Varauta (x4) - Fz-109A Ergazorn

---

Events:

On Turn 2, or when 4 enemy squads are destroyed:
       Friendly Reinforcements arrive
       Enemy Reinforcements arrive

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed

---

Well, it's a very short, very EASY (half) mission, but I suppose it's still
possible to stuff it up if you're not careful.  Send a couple of squads east
to engage the initial enemies - preferably ones with decent range or powerful
ALL attacks.  Basara, Gamlin, and the enemy reinforcements will appear north
of your starting position.  It's theoretically possible to finish all of the
enemies off in one turn, but you'll need to place a squad so that it's in the
middle of the enemy reinforcements.  Otherwise, half of them will attack Basara,
who can't kill them in a single attack, causing your turn count to roll over.

Some Varauta backstabbing goes on, and your people have to rush off after City 7
for the second time.  Get ready, because the fun begins now...







Mission 31, part two (space route)
----------------------------------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Battle 7 - Battle 7 (Max)
       Fire Bomber - VF-19 Kai F Valkyrie F (Basara),
               VF-11 MAX L Kai F (Mylene), VF-17T Kai Nightmare F (Ray)
       Diamond Force - VF-17D Nightmare F (Gamlin), VF-17D Nightmare F (Fijika)
       8 squads

Enemy Squads:
       Varauta - Gepelnich's Ship (Gepelnich)
       Varauta (x3) - Varauta Assault Battleship
       Varauta (x5) - Varauta Standard Battleship
       Varauta - Glavil (Glavil)
       Varauta - FBz-99G Zaubergern (Gavil), Az-130A Panzerzorn (x2)
       Varauta (x4) - Az-130A Panzerzorn, Fz-109A Ergazorn (x2)
       Varauta (x5) - Fz-109F Ergazorn, Fz-109A Ergazorn (x2)


Friendly NPC Reinforcements:
       Imperial Inspection Force (x3) - Haggai (x3)
       Imperial Inspection Force (x4) - Haggai (x4)

---

Events:

On Turn 5:
       Friendly NPC Reinforcements arrive

When Gepelnich's ship's HP falls below 50,000:
       Mission ends

---

Items:


Biosensor - FBz-99G Zaubergern

---

Win Condition: Destroy Gepelnich's ship

Loss Condition: Allied Battleship is destroyed
               Basara or Gamlin are defeated

Skill Point: Destroy Glavil and Gavil and reduce Gepelnich's ship to below
               50,000 HP within 7 turns

---

Did I say "fun"?  Silly me.  *sigh*

This mission is sort of like Mission 30, except that there are cap ships to
take out - one of which is VERY large, weighing in at over 180,000 HP.  Joy.

My advice is to go straight for Glavil and take it out as quickly as possible.
You'll need to use several Hot Bloods, but it's worth it to make the thing stop
shooting at you.  After Glavil is gone, try to save your remaining SP for
Gepelnich's ship.  You can quickly wear down the enemy capital ships by sending
a couple of fast squads with high evasion and taking them down with counters.
By the time the main body of my force got there, most of the ships only had
five thousand HP or so.

Gepelnich is annoyingly accurate with those big battleship cannons of his, so
you'll need to use defensive seishin to protect your support units.  In fact,
I suggest keeping Basara and Gamlin away, letting them harass Gavil instead,
leaving Gepelnich to your heavier Supers.  By now you should have three pilots
with Confusion - Volfogg, Bunta (Nessar), and Kosuke (Combattler V), so use it
to drop the ship's accuracy by a few more points.  After that, spend whatever SP
you have left on Hot Blood and start whaling on the target.

Etzira shows up (to HELP) on turn 5, although she herself doesn't stick around.
Unfortunately, the Balmar mechs won't reach the target ship within a reasonable
time frame, so there's not much to do except scratch your head and wonder why
they suddenly want to protect you.

You can kill everything and trigger the end condition by the end of Turn 6.
When you do, Kinryuu launches in (I think) an unmarked Valkyrie and kamikazes
the enemy mothership; Gamlin and Basara try to follow through, but end up having
to retreat instead.  Just think, we could've ended Macross 7 right here...

A new Destroid Monster mech is added to your roster after this mission.





Mission 32 (Earth route)
------------------------

Friendly Squads:
       G Guardians - DyGenGuar (Sanger), Aussenseiter (Ratsel)

Enemy Squads:
       Underground Empire - Mobile Fortress Myceros (Marshal of Hell),
               Dolrac (x2)
       Underground Empire - Ovelius, Skull, Gogura
       Underground Empire - Skull, Gogura, Ovelius
       Underground Empire - Gogura, Ovelius, Skull
       Underground Empire - Phantom Fortress Yamata-no-Orochi (Flora)
       Underground Empire - Bavan, Rugon (x2)
       Underground Empire - Bavan, Garuga (x2)
       Underground Empire - Bavan, Girala (x2)
       Underground Empire - Guda, Bado (x2)
       Underground Empire - Saki, Zai, Zuu
       Underground Empire - Zai, Zuu, Saki
       Underground Empire - Zuu, Saki, Zai


Friendly Reinforcements:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       14 squads

Enemy Reinforcements (1):
       Muge Zolbados - Muge Battleship (Helmut)
       Muge Zolbados (x5) - Zei Far (x3)
       Muge Zolbados (x6) - Muge Light Air Combat Mecha (x3)

Enemy Reinforcements (2):
       Golar Golem (x5) - Varuch Ben (x3)

---

Events:

On Turn 3, or when Flora or the Marshal engage in combat:
       Friendly Reinforcements arrive

On Turn 6, or when the Skill Point condition is satisfied:
       Enemy Reinforcements (1) arrive
       Enemy Reinforcements (2) arrive
       Flora and the Marshal of Hell retreat
       Sanger and Ratsel retreat

---

Items:

Analyzer Plus Plus - Muge Battleship

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed
                       (until Friendly Reinforcements arrive)
               Allied Battleship is destroyed
                       (after Friendly Reinforcements arrive)
               Sanger or Ratsel are defeated
                       (after Friendly Reinforcements arrive)

Skill Point: Defeat the Marshal of Hell or Flora within 5 turns

---

An easy mission.  In the latest botched alien attack against TLI, the
subterranean enemies come en masse, with only Sanger and Ratsel to stop them.

Truth be told, Sanger could probably carry this entire mission by himself, as
most of the enemies will get lousy hitrates against DyGenGuar, while he can
chop them up in two hits - one, after his morale's gone up a bit.  In the
interests of time, you should rush the two enemy leaders and trigger the arrival
of your allies on Turn 2, then try to take out one or the other on Turn 3.

Having been on the run since Alaska, your units will all start at 80% strength.
The Muge forces will appear over on the west side of the map, while the Golar
Golems will appear in the southeast; split the reinforcements up to quickly
wipe out both groups.  When the Muge forces arrive there's a brief interlude
where Irui appears and offers vague hints about the coming of Apocalypsis, but
nothing that affects the gameplay.  More interesting is the fact that the Muge
have apparently broken with the rest of the Interstellar Alliance, and are
currently working with the subterraneans...

None of the enemies are very dangerous, except perhaps for the Varuch Bens.  By
now you should be experienced enough to take out groups like this in just a
couple of turns; try to finish in five.

If Jeeg shoots down Flora, the Yamata-no-Orochi will crash instead of escaping.
At the end you'll have to run to avoid a Federation battalion (you're traitors
now, remember.)  If Jeeg took out Flora, there'll be an extra scene where
Hiroshi confronts her on foot.  I'm not sure if this affects anything later.








Mission 32 (space route)
------------------------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Fire Bomber - VF-11 MAX L Kai F (Mylene), VF-17T Nightmare Kai F (Ray)
       Diamond Force - VF-17S Nightmare F (Gamlin),
               VF-17D Nightmare F (Docker), VF-17D Nightmare F (Fijika)
       8 squads

Enemy Squads:
       Varauta - Balgo (Balgo)
       Varauta (x3) - Az-130A Panzerzorn, Fz-109A Ergazorn (x2)
       Varauta (x4) - Fz-109F Ergazorn, Fz-109A Ergazorn (x2)
       Varauta (x5) - Fz-109A Ergazorn (x3)


Friendly Reinforcements (1):
       Fire Bomber - VF-19 Kai F Valkyrie-F (Basara)

Friendly Reinforcements (2):
       Soloship - Soloship (Bes)
       Ideon - Ideon (Cosmo)

Enemy Reinforcements (1):
       Varauta - FBz-99G Zaubergern (Gavil), Az-130A Panzerzorn (x2)
       Varauta - Glavil (Glavil)

Enemy Reinforcements (2):
       Baff Clan - Ganga Rube (Gije), Gondo Bau (x2)
       Baff Clan (x4) - Sieg Mark, Gondo Bau (x2)
       Baff Clan (x5) - Gondo Bau (x3)

---

Events:

On Turn 3:
       Enemy Reinforcements (1) arrive, Friendly Reinforcements (1) arrive

When Gavil engages in combat:
       Fire Bomber squads combine (Fire Bomber)
       All Fire Bomber units are equipped with SB packs
       Basara's morale rises to 150
       Glavil retreats

When Balgo is defeated:
       All Varauta squads retreat
       Friendly Reinforcements (2) arrive
       Enemy Reinforcements (2) arrive

---

Items:

Custom OS - GBz-99G Zaubergern
Linear Seat - Ganga Rube
Booster - Sieg Mark (one space to the northwest of Gije's starting position)

---

Win Condition: Balgo is defeated
              Destroy all enemies (after Balgo is defeated)

Loss Condition: Allied Battleship is destroyed
               Mylene, Ray, or Gamlin are defeated (until Basara arrives)
               Basara, Mylene, Ray, or Gamlin are defeated
                       (until Balgo is defeated)
               Ideon is destroyed (after Balgo is defeated)


Skill Point: Defeat Balgo within 6 turns

---

After two maps of dealing with Glavil, you now have an even bigger Protodevlin
to tangle with!  I knew you'd be overjoyed about that.

The biggest thing to remember about this mission is that you're fighting on a
planet again, so you need to rearrange squads, distribute Minovsky Craft, etc.
to compensate.  Rush Balgo, using Mylene and Mic to raise the morale of units
like Shin Getter or GaoFighGar and taking the small fry out as you pass them by.

Gavil shows up to get in the way again, as does his pet - but you can actually
dispose of the big ugly very easily this time around, just by going after Gavil.
As an added bonus, doing so gets the Fire Bombers their Sound Boosters, which
end up raising Basara's damage by a good fifty percent or so.

Kill off Gavil and the grunts first, then focus on Balgo just like you focused
on Glavil in the previous missions.  Once you've cleared a path to him, it
actually shouldn't take more than a turn (with Hot Blood) to bring him down.

The Varauta forces all follow their boss' lead, turning tail and fleeing, but
immediately afterward a gate opens up and spews out... the Ideon crew.  Again.
They've got company, too.

This is actually a very good situation for you; Ideon starting out in front of
a swarm of enemies means that it'll immediately come under heavy fire, sending
the Ide Gauge (which already starts at level 3) through the roof.  Use Iron Wall
and Lock-On on every turn, and Ideon should be able to singlehandedly annihilate
the Baff Clan force with very little trouble.

Kakizaki takes a leaf from Gundam SEED's book and returns two episodes after his
apparent death.  Put him back into your squad lineup, bearing in mind that the
Skull Squadron Attack is once again usable.  Ideon also rejoins before the
intermission.




Mission 33 (Earth route)
------------------------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Freedom - Freedom Gundam (Kira)
       Aggressive Beast Squadron - Dancougar (Shinobu), Blackwing N (Alan)
       13 squads

Enemy Squads:
       Earth Federation Army - Albion (Synapse)
       Earth Federation Army (x2) - Grap Class
       Earth Federation Army (x4) - Ghost X-9 (x3)
       Earth Federation Army (x8) - Strike Dagger (x3)


Friendly Reinforcements (1):
       Archangel - Archangel (Murrue)
       Strike - Launcher Strike Gundam (Mu)
       Orb - Aile Strike Rouge (Cagalli), M1 Astray (Asagi), M1 Astray (Juri),
               M1 Astray (Mayura)

Friendly Reinforcements (2):
       Camille - Z Gundam (Camille)

Enemy Reinforcements (1):
       Calamity - Calamity Gundam (Orga)
       Raider - Raider Gundam (Clotho)
       Forbidden - Forbidden Gundam (Shani)

Enemy Reinforcements (2):
       Earth Federation Army (x3) - Ghost X-9 (x2)
       Earth Federation Army (X5) - Strike Dagger (x3)
       Yazan - Hambrabi (Yazan)
       Dunkel - Hambrabi (Dunkel)
       Ramsus - Hambrabi (Ramsus)

Enemy Reinforcments (3):
       Muge Zolbados - Muge Battleship (Helmut)
       Muge Zolbados (x2) - Muge Battleship
       Muge Zolbados (x3) - Zei Far (x3)
       Muge Zolbados (x3) - Zen #1, Bado (x2)
       Muge Zolbados - Ovelius, Skull, Gogura
       Muge Zolbados - Skull, Gogura, Ovelius
       Muge Zolbados - Gogura, Ovelius, Skull

---

Events:

On Turn 3, or when 8 enemy squads are destroyed:
       Friendly Reinforcements (1) arrive
       Enemy Reinforcements (1) arrive

On Turn 5, when Raider Gundam loses 20 percent of its HP, or when Calamity
               Gundam loses 50 percent of its HP:
       Raider Gundam loses 20 percent of its HP
       Buster Gundam (Dearka) joins squads with Mu (Archangel Squadron)
       Calamity Gundam loses 50 percent of its HP
       Justice Gundam (Athrun) joins squads with Kira (Kira & Athrun)
       Kira and Athrun's morale rise to 150

On Turn 6, or when Raider, Forbidden, or Calamity are destroyed:
       Enemy Reinforcements (2) arrive
       Friendly Reinforcments (2) arrive
       Yazan's Hambrabi loses 30 percent of its HP
       Enemy Reinforcments (3) arrive
       Alan and Shinobu combine into Final Dancougar

On Turn 9:
       Mission ends

---

Items:

Linear Seat - Hambrabi (Yazan)
Mega Generator - Muge Battleship (Helmut)

---

Win Condition: Destroy all enemies except the Albion
              Turn 9 begins
                       (when Helmut is attacked, or when 6 enemy squads remain)

Loss Condition: Allied battleship is destroyed
               Kira, Shinobu, or Alan are defeated
               Kira, Cagalli, Shinobu, or Alan are defeated
                       (after Friendly Reinforcements (1) arrive)
               Kira, Athrun, Cagalli, Shinobu, or Alan are defeated
                       (after Athrun arrives)
               Kira Athrun, or Cagalli are defeated
                       (after Dancougar is upgraded)
               Albion is destroyed

Skill Point: Destroy all enemies except the Albion within 8 turns

---

It's time for the Blue Cosmos siege of Orb, bringing with it yet another heaping
helping of Gundam SEED yelling.  You start out in the south-center of the map,
with enemy forces arrayed to the south/southeast of you, with the Ghosts and
capital ships floating over the harbor.

Like the Alaska mission, you'll need a little bit of foresight to clear this map
quickly.  You'll need flying units with Lock-On to take on the Ghosts, and will
probably want some other ground squads to deal with the Strike Daggers.  The
reinforcement Ghosts and SDs will arrive right next to where the first ones are,
so the units you send to fight them need to stay in that area.

After a little while Azrael brings out a trio of drug-addict Gundam pilots.
Unlike the ZAFT Gundams, these guys actually have some rather formidable
piloting skills.  However, their Gundams seem to be much more fragile - I sent
just Amuro, Heero, and Kira towards the west/southwest to deal with them.  After
you've dealt a little bit of damage to them, there'll be a scene where all three
pilots try to rush the Archangel and are smacked down in turn.  After this
sequence, Calamity and Forbidden will remain near the Archangel, while Raider
will return to wherever it was when the sequence began.  More importantly, you
will now have Dearka, Athrun, Mu, Cagalli, and the red-shirt Astray girls on
your side.  If you've been upgrading Strike like you should, you will now have
a number of very powerful units.  Spamming Hot Blood and Intuition/Lock-On will
eliminate each member of the stoner trio in just a couple of shots.

The Muge forces will appear at the northwest of the map, causing still more
stuff to happen in a short time.  At long last you're reunited with an old
"friend": Yazan Gable, who rushes to the north-center of the map with his two
wingmen.  Camille is not pleased to see this, and launches in the Zeta.
Meanwhile, the Muge attempt to invade Morgenleite Foundry; there's a scene in
which Igor is killed, after which Shinobu and Alan combine their machines to
form Final Dancougar, which is automatically moved to the north.

The Muge are hardly anything new at this point; it's mostly just a matter of
sending enough units up there to take them down.  I usually send Cagalli,
Shinobu, Kouji (in Mazinkaiser), and the Archangel - which will clear them out
with surprising speed.  Camille can handle Yazan by himself, but you'll have to
be aggressive.  Cast Intuition and Hot Blood at once; one shot from the
Highmega Launcher, coupled with the damage Yazan took during the scripted scene,
will take him out of the sky.  Camille is a much better pilot than Ramsus and
Dunkel, so they will pose little trouble.

As you destroy more enemies, Uzumi will warn you that he's planning something
rather big; a time limit is imposed on the map at that point.  However, that's
hardly an issue for you.  With a little planning ahead, the mission can be done
in five turns.  Unfortunately, you don't use the extra time to get Uzumi out of
there; he stays behind and blows up this entire section of the base, ensuring
that the Federation won't be able to get their hands on it.  Cover your ears,
because Cagalli won't take this quietly...

Before the intermission you receive a Minmei's Disc, two Propellant Tanks, two
Cartridges, and two Repair Kits.






Mission 33 (space route)
------------------------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Soloship - Soloship (Bes)
       Raideen - Raideen (Akira), Bluegar (Shinguji)
       8 squads

Enemy Squads:
       Varauta - Balgo (Balgo)
       Varauta - Glavil (Glavil)
       Varauta (x3) - Az-130A Panzerzorn, Fz-109A Ergazorn (x2)
       Varauta (x4) - Fz-109F Ergazorn, Fz-109A Ergazorn (x2)
       Varauta (x6) - Fz-109A Ergazorn (x3)


Enemy Reinforcements (1):
       Baff Clan - Gabro Zan (Dalam)
       Baff Clan (x2) - Gataman Zan
       Baff Clan - Ganga Rube (Gije), Gondo Bau (x2)
       Baff Clan (x2) - Ganga Rube, Gondo Bau (x2)
       Baff Clan (x4) - Sieg Mark, Gondo Bau (x2)

Enemy Reinforcements (2):
       Imperial Inspection Force - Shemorah (Etzira)
       Imperial Inspection Force - Huleh
       Imperial Inspection Force (x2) - Haggai, Megillot Aph (x2)
       Imperial Inspection Force (x2) - Haggai, Joelah Aph (x2)
       Imperial Inspection Force (x6) - Esrim Aph, Esrim (x2)

Enemy Reinforcements (3):
       Varauta (x5) - Az-130A Panzerzorn, Fz-109A Ergazorn (x2)

---

Events:

On Turn 2:
       Enemy Reinforcements (1) arrive

On Turn 4, when the Gabro Zan engages in combat, or when 13 enemy squads
               have been destroyed:
       Enemy Reinforcements (2) arrive
       Soloship is immobilized

When Glavil is defeated:
       Raideen is fully recharged and repaired
       Akira's SP is refilled and his morale rises to 150
       Raideen's God Voice and God Bird Head attacks are unlocked
       Raideen can move again if it's already moved this turn

Whenever 15 enemy squads remain following arrival of Enemy Reinforcements (2):
       Enemy Reinforcements (3) arrive

On Turn 9:
       Mission ends

---

Items:

Multisensor - Ganga Rube (Gije)
Analyzer Plus Plus - Gabro Zan
Mega Generator - Shemorah

---

Win Condition: Destroy all enemies

Loss Condition: Allied Battleship is destroyed
               Akira or Shinguji is defeated (until Glavil is defeated)

Skill Point: Etzira, Balgo, Glavil, the Gabro Zan, and Gije's Ganga Rube are
               destroyed within 8 turns

---

It's your last time fighting the Protodevlin for a while, thank God.  However,
you can't slack off yet...

It helps to know what you're going to be dealing with, for starters.  The action
will take place on and around the island that takes up the upper-left corner of
the map.  At the beginning your Varauta "friends" are grouped near the island's
southern edge.  Your forces start out to the west of the large temple on this
island - about a turn's worth of movement from the enemy.  The Baff Clan force
will appear in the northwest corner, just north of your position.  The Imperial
forces, meanwhile, will appear to the east of the temple, requiring you to
either fly over the structure or go around it.

Oh, and then there's the unending parade of Varauta reinforcements that will
arrive off the island's southeast coast.

So... looking at the events list should make it clear that you can't win this
mission in the "normal" way - so instead, you should focus on the Skill Point
and on killing off as many of the large or unique enemies as possible - and that
means you'll have to split up your forces.

Since you have to face TWO Protodevlin on this map, the majority of your forces
will obviously have to go deal with them.  Ideon and the Soloship should be able
to handle the Baff Clan units by themselves (and sending Ideon with so little
backup will actually help you deal with the Balmar forces as well - but I'll get
to that.)  Send the Battle 7 and one or two good squads east to fight Etzira and
her men.  By "good squads" I mean your best, most versatile squads, able to hit,
dodge, and deal lots of damage.  On this route that will probably be your main
character, assuming that you've been upgrading.

So, to business.  First, the Varauta troops.  Ergazorns and Panzerzorns have no
surprises for you by now.  Use them to build morale, and supplement that morale
further with help from Mylene and Mic.  GaoFighGar/Goldymarg and Shin Getter
should probably take priority, followed by Gaiking and Combattler V; Goshogun
has low morale requirements, while Raideen will be getting a free boost shortly.
When you're ready to take on the Protodevlin, have Mylene use her seishin to
boost her Song Energy by 10,000, which will allow you to activate the Sound
Boosters.

Since Glavil is weaker, you should probably take it out first.  A barrage of Hot
Blooded attacks from everyone will easily bring it down in a single round.
When Glavil falls, there'll be a cutscene where Akira gets smacked around for a
bit.  After a cutscene where he has yet another conversation with his dear
departed mother, he'll go all Charlton Heston and leap back into the fray, now
armed with his mighty God Voice attack - which you should probably conserve your
energy for rather than using it now.  You'll want the MAP version shortly.

Balgo will probably take two turns to bring down; also, unlike Glavil, Balgo
doesn't have a blind spot where you can avoid his ALL attack.  Still, your
squadmates shouldn't be using that much seishin, so it shouldn't be too hard to
cast Flash on everyone before attacking.  In my experience, Balgo tends to
ignore your squads in favor of attacking any nearby capital ships, so you can
use the Daikuu Maryuu for a decent distraction.

Now, the Baff Clan.  Have Kasha use Iron Wall on every turn, while Cosmo uses
Lock-On.  Meanwhile, keep the Soloship back (parking it on the temple works
pretty well) and use it to pick off weak squads from a distance.  With everyone
picking on Ideon, the Ide Gauge should be rising very quickly; when it's maxed
out, Gije and the capital ships (even the surprisingly weak Gabro Zan) will
quickly fall.  Don't heal Ideon, though; let its HP fall below 30 percent.

Finally, the Balmar.  Except for the Huleh, every single Balmarian squad is
land-bound, meaning that they will have to walk around the south side of the
temple to get at your forces.  Now, when they do this, they tend to bunch up
on the temple's east side - just begging for the use of the Battle 7's MAP
weapon.  Cast Lock-on (and Bless/Luck) and you can annihilate most of the Balmar
force in a single shot.

Etzira's Shemorah is NOT nice, having a fairly hefty HP count, good hit/dodge
rates, and a nasty ALL attack.  Next to her, the Huleh is rather wimpy.  Use
your defensive seishin, and use Lock-On.  Even with those measures, this still
wouldn't be very fun... but that's where Ideon comes in.  Provided that the Ide
Gauge is at level 5 AND Ideon's health is below 30 percent, you can cause untold
damage to both the Shemorah and the Huleh by using the MAP version of the Ideon
Swords.  This should cut their HP totals almost in half, making them much less
intimidating.

But wait, there's more!  Even after you've finished off everyone else, there
are still these hordes of Varauta reinforcements to deal with!  Basically you're
just trying to rake in as much cash as possible here.  Use Akira's God Voice
MAP weapon to clear out a large number of the enemy.  Even so, you're in very
real danger of being overwhelmed - constant Spiritia draining will render your
Supers all but useless.  I hope you have some Valkyries or Virtual On units
among your squads, because you're going to need units that can continually dodge
fire from the Panzerzorns.  Hold on until turn 9, at which point you make yet
another improbable escape... although poor Gigil doesn't seem to be so lucky,
despite getting the satisfaction of killing Balgo.

Before the intermission you receive two Propellant Tanks, two Cartridges, and
two Repair Kits.  As you might have guessed from the last scene, you're now
reunited with the team from the other route.  Several things have changed with
the SEED crew.  Mu can now use Strike.  Dearka has joined with the Buster
Gundam.  Kira now has Freedom, Athrun has joined with Justice, Cagalli has the
Strike Rouge, and the Astray cannon-fodder have joined as well.  More
importantly (*ahem*), Dancougar has been upgraded to its Final version, and
Banjou has at last joined the fray with Daitarn 3.





Mission 34 (Kusuha)
-------------------

Friendly Squads:
       GouRyu Kai - GouRyu Kai (Kusuha)
       RaiKo Kai - RaiKo Kai (Bullet)

Enemy Squads:
       Shin RyuOuKi - Shin RyuOuKi (Son Ganlon)
       Golar Golem (x2) - Varuch Ben
       Golar Golem - Megillot Aph
       Golar Golem - Joelah Aph
       Golar Golem - Megillot (x2)
       Golar Golem - Joelah (x2)


Friendly Reinforcements (1):
       1 battleship
       10 squads

Friendly Reinforcements (2):
       G-Guardians - DyGenGuar (Sanger), Aussenseiter (Ratsel)

Enemy Reinforcements:
       Imperial Inspection Force - Bemidban (Baran)
       Imperial Inspection Force - Shemuel (Luria), Gader (x2)
       Imperial Inspection Force (x2) - Varuch Ben (x3)
       Imperial Inspection Force (x3) - Haggai (x3)
       Imperial Inspection Force (x3) - Esrim Aph, Esrim (x2)

---

Events:

On Turn 3:
       RaiKo Kai is destroyed
       Kusuha's morale rises to 300
       Kusuha casts Lock-on, Concentrate, Hot Blood, Iron Wall, Invincibility,
               Flash, Soul, Direct Attack, and Snipe

On Turn 5, or when Ganlon is attacked after the RaiKo Kai is destroyed:
       Enemy Reinforcements arrive
       Friendly Reinforcements arrive
       Ganlon retreats

When the Bemidban engages in combat:
       Friendly Reinforcements (2) arrive
       Kusuha retreats

---

Items:

Analyzer Plus Plus - Shemuel

---

Win Condition: Destroy the Shin RyuOuKi
              Destroy the Bemidban and Shemuel (after Ganlon retreats)

Loss Condition: Any allied unit is destroyed
               Kusuha is defeated (on Turn 3)

Skill Point: Destroy the Bemidban, which retreats at 12,000 HP

---

My, the Tesla-Leicht map is becoming rather familiar, isn't it?

During a temporary lull in the action, Kusuha and Bullet bring their machines to
TLI to share the data they've collected with Robert.  The strain of the past
months finally catches up to Kusuha, and Bullet's attempts to comfort her are
interrupted by the arrival of Ganlon and some Balmar machines.  As a result,
Kusuha begins this mission with 80 morale, while Bullet's begins at 120.

If you've been upgrading Kusuha and/or Bullet's machines, the initial enemies
should pose no problem whatsoever - except for Ganlon, but he's a special case
on this mission.

On Turn 3 Bullet will spot a girl running around on foot (hey Brooklyn, she's
about half a mile behind you.  Why not keep your mind on the business at hand,
hmm?) and tells Kusuha to get her out of the area.  It turns out to be Princess
Armana, who comes up with a false story about her identity to get Kusuha to let
her into the GouRyu's cockpit.

Kusuha returns just in time to see the RaiKo Kai get torn to pieces by Ganlon.
She goes absolutely nuts at this, getting 300 morale and just about every major
offensive and defensive seishin effect in the game.  Feel free to laugh like a
maniac as you waste the Shin RyuOuKi with your weapon of choice.  (My upgraded
GouRyu left him with just over 1,000 HP.  Makes me wish I'd been raising her
shooting stat...)

Baran and Luria show up at this point, as do some friendly reinforcements.
Kusuha's hunger for revenge isn't even close to being sated.  Unfortunately,
you won't get to take advantage of her superpowers for long; Baran tends to go
straight for her.  Although she'll have no trouble pulling through, this starts
a scene where she nearly overloads her machine with her power, but relaxes
a little upon realizing that Bullet is still alive.  (Apparently he's been
taking lessons from Kira and Heero.)  Baran tries to stop them, but Ratsel and
our resident German samurai step in and guard their escape.  Ware koso waaa...

Apart from the bosses, the Balmarian units here are mostly just opportunities
for morale.  Luria is a good pilot and her Gader squadmates are basically
flying indestructible shields, but the Shemuel doesn't have the durability to
hold out for long.  Baran is another story, especially if you're going for the
Skill Point.  The Bemidban has heavy armor, which just gets tougher as its HP
drops further.  Use a support attack to hit him with two powerful finishers in
a row after you near the 12,000 threshold.  Use all the seishin you can.  It's
not overkill; it's a necessity.







Mission 35 (Kusuha)
-------------------

Friendly Squads:
       RaiKo Kai - RaiKo Kai (Bullet)
       GouRyu Kai - GouRyu Kai (Kusuha)

Enemy Squads:
       Shin RyuOuKi - Shin RyuOuKi (Son Ganlon)
       Golar Golem (x3) - Esrim
       Golar Golem (x2) - Megillot Aph
       Golar Golem (x2) - Joelah Aph


Friendly Reinforcements:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       14 squads

Enemy Reinforcements:
       Golar Golem - Varuch Baal (Calico), Varuch Ben (x2)
       Golar Golem - Varuch Ishah (Spectra), Varuch Ben (x2)
       Golar Golem (x3) - Varuch Ben (x3)
       Golar Golem (x3) - Haggai Yad, Haggai (x2)
       Golar Golem (x4) - Esrim Aph, Esrim (x2)

---

Events:

When all initial Golar Golem squads are destroyed, or when the Shin RyuOuKi's
               HP falls below 50%:
       Enemy Reinforcements arrive
       Kusuha and Bullet joins squads in Shin RyuKoOu (ChouKiJin)
       Kusuha's morale rises to 150
       Kusuha casts Iron Wall, Lock-On, Concentrate, and Flash

One turn after Enemy Reinforcements arrive:
       Friendly Reinforcements arrive
       DyGenGuar (Sanger) and Aussenseiter (Ratsel) join Kusuha's squad

---

Items:

Hyper Jammer - Varuch Baal
High Performance Targeting Device - Varuch Ishah

---

Win Condition: Destroy the Shin RyuOuKi

Loss Condition: Kusuha or Bullet are defeated

Skill Point: Destroy the Shin RyuOuKi within 6 turns of the arrival of Enemy
               Reinforcements (1), after destroying the Varuch Baal and Ishah

---

Not much later, Kusuha, Bullet, and Armana all have the same dream.  Naturally,
when the voices in their heads tell them to do something, they do it.  Heading
out into the middle of nowhere leads to a surprise attack by Ganlon and a few
Golar Golems.  Bullet still hasn't fully recovered from being killed in the
previous mission (*ahem*), and begins at 80 morale.

When the grunts are wiped out - which should take little to no effort at this
point - another pack of Golar Golems arrive, along with a number of Balmar aces.
Thankfully, Baran and Luria are appeased when you hand over the princess - but
Calico and Spectra aren't so cooperative.  Irui appears and bestows upon you the
Shin RyuKoOu, which pretty well overflows with destructive goodness.

Your reinforcements arrive one turn later, a fair distance from the action.
Kusuha should realistically be able to wipe out most of the enemies on her own,
especially since she can now use Bullet's seishin as well.  If you upgraded the
GouRyu Kai (and why haven't you?) the only foes to pose any threat will be the
three bosses - who still managed to pull only 20 percent hit rates against me.

So... roll up this latest batch of Balmar grunts (they've got a new machine, but
the Haggai Yad is only slightly tougher than the basic model), take out Calico
and Spectra (which should take about three hits from Kusuha for Calico, and two
for Spectra) and then beat down Ganlon one more time.  No problem.

After Ganlon disappears, the crew discovers that Bullet is in a coma, although
they put him in the KoRyuOu's cockpit anyway - so that Kusuha can continue using
his seishin, no doubt.  The GouRyu and RaiKo are removed from the roster after
this mission, but since the RyuKoOu replaces them it's hardly a loss.





Mission 36
----------

Friendly Squads:
       2 battleships
       13 squads

Enemy Squads:
       ??? - Sieg Mark, CGUE (x2)
       ??? - Death Spider, Doshard, Jegan
       ??? - Gogura, BuCUE/missiles (x2)
       ??? - Jegan, Rogue Mark, Gyao
       ??? - Doshard, Zei Far (x2)
       ??? - Esrim, Strike Dagger (x2)
       ??? - Mammoth, BuCUE/missiles (x2)
       ??? - Rogue Mark, Jegan (x2)
       ??? - Gogura, Death Spider, Mammoth
       ??? - BuCUE/missiles, Esrim (x2)
       ??? - Rogue Mark, DINN (x2)
       ??? - Zei Far, Magnum, DINN
       ??? - Rogue Mark, Sieg Mark, BuCUE/missiles
       ??? - Magnum, CGUE (x2)
       ??? - Zei Far, Strike Dagger (x2)
       ??? - Strike Dagger, Rogue Mark, Death Spider
       ??? - DINN, Sieg Mark, Zei Far

Enemy Reinforcements:
       Ramiel - Fifth Angel Ramiel (Ramiel)

---

Events:

On the enemy phase of Turn 3, or when 10 enemy squads remain:
       Enemy Reinforcements arrive

---

Items:

Chobham Armor - Jegan (Death Spider, Doshard, Jegan squad)
Hybrid Armor - Strike Dagger (second member of squad with Esrim leader)
Super Alloy Z - Gogura (squad leader, BuCUE squad)
Zolmanium Alloy - Mammoth (Gogura, Death Spider, Mammoth squad)
Cost Down - Fifth Angel Ramiel

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed

Skill Point: Destroy all enemies within 6 turns

---

Your actions of the past few missions finally catch up to you, as the Alpha
Numbers are tried for treason at G Island City.  Miwa's string of verbal abuse
is curtailed by the beginning of GaoGaiGar FINAL; Mamoru shows up out of nowhere
and steals the mysteriously mystical Q-Parts, wreaking some havoc and killing
Papillon in the process.  That done, he takes off with Guy in furious pursuit,
leaving a whole mess of random machines to keep the rest of you busy.  Hey, it
could be worse.  They could have put Gimlet in the game.

You're basically just going to plow across the southern edge of the map, killing
enemies as you go.  There's nothing here that you haven't seen, and none of the
enemies are very dangerous - although the BuCUEs, DINNs, and Strike Daggers are
good at dodging.  You shouldn't even need MAP weapons to wrap things up quickly.

Things get a bit more complicated when Ramiel appears in the southeast corner.
Your crew has no idea what an Angel is doing here, or how it's managed to come
back from the dead three games after its destruction.  Right now killing it is
more important, though, and it can actually be done easily.  It may have a long
range at 12 spaces, but spread out among your forces, the beam attack won't
actually do that much damage.  Meanwhile, a decently powerful attack or the
Direct Attack seishin will breach its AT field; a few Hot Blooded attacks will
take it apart in five or six hits.  It doesn't even regenerate its HP.





Mission 36, part two
--------------------

Friendly Squads:
       GaoFighGar - GaoFighGar (Guy)
       Goldymarg - Goldymarg (Goldymarg)

Enemy Squads:
       GaoGaiGar - Star GaoGaiGar (Mamoru)

---

Items:

S Adaptor - Star GaoGaiGar

---

Win Condition: Star GaoGaiGar is destroyed

Loss Condition: Guy is defeated

---

While your guys are playing with Ramiel, Guy gets to take on Mamoru by himself,
with Goldymarg spectating.  If you've upgraded GaoFighGar's weapons and energy,
this can be wrapped up in about three turns.

Your repair options are rather limited at this point; in fact, you can't.  So
you'll have to minimize the number of unguarded attacks you take, because two
good hits will likely put Guy out of the game.  Cast Invincibility and Hot
Blood and move to within one space of Mamoru, but don't attack him.  Counter
with Hell and Heaven (thank God you start with 150 morale) on Mamoru's turn.
Cast Invincibility and Hot Blood again and hit him with another Hell and Heaven
before ending your turn.  Counter his next attack with Drill Knee, taking his
Hell and Heaven on the chin, and finish him on the third turn with one last
Hell and Heaven of your own.

Guy tries to finish Mamoru off with the Goldion Hammer, but Mamoru pre-empts him
by destroying Goldymarg. Guy has the requisite explosion of rage and tears
GaoGaiGar apart.  Mamoru turns out to be a fake, Kaidou turns out not to be
dead, and then the 11 Sol Lords (well, three of them) show up and yoink the
Pas-Q Machine.  We'll get to them in a couple of missions, don't worry...

Before the intermission a ReGZ BWS, an MP Nu Gundam (with its Fin Funnel parts,)
and a Megarider are added to the mech roster.  You also receive a Minovsky
Craft, a Basara's Disc, and an A Adaptor.  Somehow Goldymarg has survived, and
on top of that Ideon and the Macross units are returned to the roster.  Players
who took the Earth route will notice the addition of the Skull Squadron and the
Sound Force, as well as the return of Docker.

After completing this mission, the extra scenario "Basara Wanders" becomes
accessible through the Scenario Chart.






Mission 37
----------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Soloship - Soloship (Bes)
       Battle 7 - Battle 7 (Max)
       15 squads

Enemy Squads:
       Golar Golem (x4) - Varuch Ben (x3)
       Golar Golem (x2) - Haggai Yad, Esrim (x2)
       Golar Golem (x3) - Haggai, Esrim (x2)
       Golar Golem (x4) - Esrim Aph (x3)
       Golar Golem (x3) - Megillot Ben (x3)
       Golar Golem (x3) - Joelah Ben (x3)


Friendly Reinforcements (1):
       Eltrium - Eltrium (Tashiro)
       Top Unit - Gunbuster (Noriko), Sizzler Black (Jung)

Friendly Reinforcements (2):
       Bundle - Bundle's Battleship (Bundle)
       Kernagurl - Kernagurl's Battleship (Kernagurl)
       Kuttner - Kuttner's Battleship (Kuttner)

Enemy Reinforcements:
       Golar Golem - Devarim (Eith)
       Golar Golem (x2) - Varuch Ben (x3)

---

Events:

When 5 enemy squads remain:
       Enemy Reinforcements arrive
       Friendly Reinforcements (1) arrive
       All allied units' morale rises by 130

When Eith engages in combat:
       Friendly Reinforcements (2) arrive

---

Items:

Booster - Varuch Ben (squad leader, northwestern inital squad)
Dual Sensor - Varuch Ben (second unit in southwestern initial squad)
Magnetic Coating - Varuch Ben (squad leader, northeastern initial squad)
Analyzer - Varuch Ben (squad leader, southeastern initla squad)
Gravity Territory - Devarim

---

Win Condition: Destroy all enemies (until Enemy Reinforcements arrive)
              Destroy the Devarim (after Enemy Reinforcements arrive)

Loss Condition: Allied battleship is destroyed
               Bundle, Kuttner, or Kernagurl are defeated
                       (after Friendly Reinforcements (2) arrive)

Skill Point: Destroy all enemies within 6 turns (finishing the Devarim last)

---

Wouldn't you know it, you've been exiled from Earth again.  This sucks.

You're in the vicinity of the Crossgate when the Golar Golems show up to play.
There is absolutely nothing new here, so feel free to just rush in and start
smashing enemies.  You can take out the entire initial group in three or four
turns with no problem.  Have a couple of powerful units hang back, though.

Eith appears in the southeast corner of the map when most of the enemies have
been defeated; the Gunbuster crew appears as well, giving all of your people a
hefty morale boost.  Furthermore, once you start gunning for Eith (just watch
out for those MAP weapons) the ex-Docougar generals show up to help out, and
can actually dish out some considerable damage - so long as you're using
Lock-On.

Eith is the same as the last time you fought him; hard to hit, but not so hard
to damage.  Considering that you should have a few more upgrades by now than
you had in Mission 14, he won't be much trouble.  Just make sure to take all
the other Golems out first, or you'll miss the skill point.

Gunbuster and the Sizzler Black are added to the mech lineup after this mission.
In case you weren't paying attention to the end there, you just got Crossgated,
which means more chaos and another route split.  After the intermission you
have to choose which group Kusuha ends up with - the Soloship (first choice) or
the Battle 7 (second choice.)  Going with the Soloship focuses on the Ideon
storyline, while Battle 7 centers on Combattler/Voltes/Daimos. Here's the
breakdown of who goes where:

Soloship                                Battle 7
--------                                --------
Ideon                                   All Mazingers
All Gundams                             Jeeg
Daitarn 3                               Combattler V
Getter Robo                             Voltes V
Raideen                                 Daimos
GaoGaiGar                               Gaiking
Evangelion                              Dancougar
SRX                                     Goshogun
                                       Gunbuster
                                       All Macross
                                       Virtual On
                                       SRX

Regardless of which ship you end up on, before continuing you will receive two
Propellant Tanks, two Cartridges, two Repair Kits, a Super Repair Kit, and a
Key to Victory.





Mission 38 (Soloship route)
---------------------------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Soloship - Soloship (Bes)
       Ideon - Ideon (Cosmo)
       15 squads

Enemy Squads:
       Baff Clan - Gatman Zan
       Baff Clan - Galvo Jick (Gije), Gondo Bau (x2)
       Baff Clan (x4) - Sieg Mark, Gondo Bau (x2)
       Baff Clan (x5) - Gondo Bau (x3)

---

Events:

When Gije is attacked:
       Gije moves to four spaces south of Ideon (if he's not directly south of
       Ideon already) and uses his MAP weapon, reducing the HP of all allies in
       the area by 20 percent

---

Items:

Biosensor - Galvo Jick

---

Win Condition: Enemy battleship is destroyed

Loss Condition: Allied battleship is destroyed
               Ideon is destroyed

---

An easy map.  Still, there's another one after this, so try to polish it off in
three turns - or two, if you can somehow do so.  Your forces get split up in the
Crossgate, and half of them end up right in front of Gije's forces.

The enemies here are no problem at all.  However, Gije pulls a rather nasty
trick when somebody attacks him, getting in a free MAP attack on Ideon. This
attack strikes a 3x7 column, and will also hit any other friendly squads that
happen to be nearby - while sparing the Baff Clan squads.  Make sure that Ideon
is isolated (have Cosmo charge forward and attack Gije first thing on Turn 2, or
something.)

Other than that, it's pretty straightforward, but your crew has to land on a
nearby settled planet for repairs, only to discover that the Baff Clan has
gotten there first.  Tragedy ensues.






Mission 38 (Soloship route), part two
-------------------------------------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Soloship - Soloship (Bes)
       15 squads

Enemy Squads:
       Baff Clan - Galvo Jick (Gije), Gondo Bau (x2)
       Baff Clan (x5) - Sieg Mark, Gondo Bau (x2)
       Baff Clan (x3) - Gondo Bau (x3)
       Baff Clan (x4) - Decker Bau (x3)


Friendly Reinforcements:
       Ideon - Ideon (Cosmo)

Enemy Reinforcements:
       Baff Clan - Ganga Rube (Dalam), Sieg Mark (x2)
       Baff Clan (x3) - Ganga Rube, Gondo Bau (x2)
       Baff Clan (x6) - Sieg Mark, Gondo Bau (x2)
       Baff Clan (x8) - Gondo Bau (x3)

---

Events:

On Turn 2:
       Friendly Reinforcements arrive

When Gije is defeated:
       Enemy Reinforcements arrive

---

Items:

Chobham Armor - Galvo Jick
Hybrid Armor - Ganga Rube (Dalam)

---

Win Condition: Destroy all enemies

Loss Condition: Allied Battleship is destroyed

Skill Point: Clear the map within 7 turns

---

Cosmo and Moera both appear to have found romance - which is NEVER a good thing
in a Yoshiyuki Tomino anime.  Your repairs are largely completed, but before you
can get offworld again the Baff Clan make their latest assault.

The first wave of enemies is fairly easy to wipe out.  There's another wave
coming, so you should place priority on getting to Gije and taking him out; his
allies will stick around after Dalam and the main force show up.  Gije defends
until the enemy phase of Turn 4, at which point he goes straight for Ideon, but
you should be able to take him out on Turn 3 in any case.

Most of Dalam's forces will move to engage your main force, with the exception
of a few Ganga Rubes which will go for the immobilized Soloship.  If you take
Gije out early on Turn 3, you should be able to move a good-sized force east to
intercept.  You don't even need to split your forces up at the beginning, as a
matter of fact; by the time Dalam and company arrive Gije's crew will mostly be
wiped out.

The enemies here are nothing to be concerned about, although Dalam's Ganga Rube
has over 20,000 HP.  Just make sure you use Lock-On and Concentrate for the
Gondo Baus, which dodge surprisingly well - better than the Decker Baus, even.

Dalam and Ideon have it out after the win condition is completed, resulting in
both Cosmo and Moera being heavily injured.  Their counterattack sends the
Ganga Rube on a rather improbable course across half the city, to land right on
top of the shelter where Cosmo's new lady-love is hiding.  The Ide Gauge goes
nuts.  A LOT more Baff Clan squads show up, and the Soloship's crew breaks out
the almighty Ideon Gun (no, you fools!  You're only doing what it wants!) to
secure their escape - which it does, wiping out the entire force and then some.

Moera succumbs to his injuries, resulting in Ideon's removal from the roster.






Mission 38 (Battle 7 route)
---------------------------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Battle 7 - Battle 7 (Max)
       12 squads

Enemy Squads:
       Interstellar Alliance - Mammoth (Dangel), Mammoth (x2)
       Interstellar Alliance (x3) - Mammoth, Magnum (x2)
       Interstellar Alliance (x2) - Garunroll
       Interstellar Alliance (x3) - Klein, Dari (x2)
       Interstellar Alliance (x2) - Desslar, Boazan Flying Saucer (x2)
       Interstellar Alliance (x2) - Ocosenia, Boazan Flying Saucer (x2)
       Interstellar Alliance (x2) - Dolion, Boazan Flying Saucer (x2)

---

Items:

Hybrid Armor - Garunroll (westmost)
Large Generator - Mammoth (Dangel)

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed

Skill Point: Destroy all enemies within 6 turns

---

Your search for the source of the GaoGaiGar FINAL-related woes takes you into
Interstellar Alliance space, quickly resulting in some unwanted attention.

This mission is straightforward; what you see is what you get.  There isn't even
any rough terrain to worry about.  Just be quick about taking down the Mammoths
(one-hit-kills using Hot Blood are acceptable, given how short the mission is)
as their attacks can still hurt.  And that's about it. Really. It's that simple.

After all of the enemies are destroyed, a couple of friendly faces show up:
Heinel and Richter, in their respective battleships.  They're not so friendly
right now, though, asking you to submit to the Alliance in order to wipe out
the Balmar.  Negotiations break down in a predictable manner, so you can guess
what you'll be dealing with in the next mission...





Mission 39 (Soloship route)
---------------------------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Soloship - Soloship (Bes)
       Getter Team - Getter Dragon (Ryouma), Lady Command (Michiru)
       13 squads

Enemy Squads:
       Baff Clan - Gabro Zan (Dalam)
       Baff Clan (x2) - Gataman Zan
       Baff Clan (x2) - Ghido Mark, Gondo Bau (x2)
       Baff Clan (x2) - Galvo Jick, Gondo Bau (x2)
       Baff Clan (x4) - Ganga Rube, Gondo Bau (x2)
       Baff Clan (x5) - Sieg Mark, Gondo Bau (x2)


Friendly Reinforcements:
       Ideon - Ideon (Cosmo)

Enemy Reinforcements:
       Golar Golem (x7) - Varuch Ben (x3)

---

Events:

At the beginning of every turn:
       All allied units lose 10 percent of their energy

On Turn 3:
       Enemy Reinforcements arrive

On Turn 4:
       Friendly Reinforcements arrive
       Ide Gauge reaches level 4
       Ideon and surrounding allied squads' HP is reduced by 20%
       Getter Dragon is replaced with Shin Getter 1
       Ryouma's morale rises to 150

---

Items:

Magnetic Coating - Varuch Ben (squad leader, northeastern-most squad)
Apogee Motor - Varuch Ben (squad leader, northwestern-most squad)
Multi Sensor - Varuch Ben (squad leader, southern squad of northern trio)
Large Generator - Gabro Zan

---

Win Condition: Destroy the Gabro Zan

Loss Condition: Allied battleship is destroyed
               Ryouma, Hayato, Benkei, or Michiru are defeated
                       (until Friendly Reinforcements arrive)
               Ryouma, Hayato, Benkei, or Cosmo are defeated
                       (after Friendly Reinforcements arrive)

Skill Point: Destroy all Baff Clan squads within 8 turns, destroying the Gabro
               Zan last

---

Dalam ambushes you, this time in a rather unusual set of rough terrain.  In
addition to greatly reducing your movement, these bizarre asteroids drain your
units' energy every turn.

In spite of that, this mission actually isn't that difficult.  First off,
try to set your squads up so that their movement range is at least 6.  Also,
pick out a couple of squads that can quickly take down Varuch Bens (I actually
ended up using the Archangel) and position them at the northwest end of your
formation.

The Baff Clan starts off a good distance away, so you'd best start using
Accelerate and closing in.  Sieg Marks, Gondo Baus, and Ganga Rubes are nothing
special to you at this point.  This is the first time you've seen Galvo Jicks
piloted by grunts; stay clear of their MAP weapons and try to take them out in
one turn.

The Balmar reinforcements will appear due northwest of your starting position,
so your designated Varuch-killers should head that way immediately.  If you're
like me and sent a unit with a powerful MAP weapon, you should be able to
eliminate the majority with one shot.  Another good squad-killer (such as the
RyuKoOu, if you're using Kusuha) can clean up any stragglers.

Anyway, back to the Baff Clan.  By the time you start to close in on the enemy
capital ships, it'll be Turn 4 and Ideon will launch - with Gije, of all people,
taking Moera's place.  A Galvo Jick will pop up and get in a cheap shot, a la
Gije in the previous mission - if you're concerned, keep your other squads away
from the Soloship.  When this happens, Ryouma tries to save the day and fails...
but then Shin Getter launches of its own volition.  Ryouma finally gets over his
fear of the machine and unlocks the power of the Shin Shine Spark.

The Ghido Marks are surprisingly weak, having easily-dodged attacks and not much
HP or armor to compensate.  Kill off the other Baff Clan units, then finish off
Dalam for good - which should be a simple task with your newly powered-up Shin
Getter and Ideon.

After the Gabro Zan is destroyed, Hazar and his thug squad show up... but your
magical super robot powers DS Drive you out of there, deferring your inevitable
showdown for a few more missions.





Mission 39 (Battle 7 route)
---------------------------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Battle 7 - Battle 7 (Max)
       12 squads

Enemy Squads:
       Interstellar Alliance - Skullrook (Heinel)
       Interstellar Alliance - Cobrad (Richter)
       Interstellar Alliance (x2) - Garunroll
       Interstellar Alliance (x3) - Zonnekaiser, Zubanza (x2)
       Interstellar Alliance (x4) - Klein, Dari (x2)
       Interstellar Alliance (X2) - Desslar, Ocosenia, Dolion
       Interstellar Alliance (x2) - Ocosenia, Dolion, Desslar
       Interstellar Alliance (x2) - Dolion, Desslar, Ocosenia


Enemy Reinforcements (1):
       Golar Golem (x5) - Varuch Ben (x3)

Enemy Reinforcements (2):
       Interstellar Alliance - Guardian God Godor (Heinel)

---

Events:

On Turn 4, when 11 enemy squads remain, or when Richter or Heinel are attacked:
       Enemy Reinforcements arrive

---

Apogee Motor - Zonnekaiser (centermost)
Magnetic Coating - Varuch Ben (squad leader, northernmost squad)
Chobham Armor - Varuch Ben (squad leader, second squad from the north)
Super Alloy Z - Skullrook
High Performance Radar - Cobrad

---

Win Condition: Defeat Heinel

Loss Condition: Allied battleship is destroyed

Skill Point: Defeat Richter and Heinel within 7 turns, defeating Richter first

---

One mission after you announce your refusal to bend over and take it up the
tailpipe from the Alliance, it's time to deal with the consequences.  There's
a large force facing you at the beginning, but not a particularly strong one,
with Richter and Heinel posing the only real threat on the map.

The Golar Golems will appear at the east edge of the map, roughly between your
two forces.  They will make a beeline for the Battle 7.  At Heinel's orders,
Alliance units will attack the Varuch Bens if they're in range.  However, they
have little chance of causing serious damage, forcing you to take matters into
your own hands.

You shouldn't need to use much seishin as you work your way over to your onetime
friends, so don't.  The Cobrad and Skullrook both have powerful ALL attacks AND
will get decent accuracy, so you'll need to use all the defensive buffs you can
get.  Use Hot Blood so that your fight with them doesn't take any longer than it
has to. Once the Skullrook goes boom, Heinel comes out in the Godor for one
last blaze of glory.  (Well, it's not quite the LAST one, but it's close.)  The
Godor has much better hit/dodge rates than the Skullrook; however, even at 150
morale you'll find that it takes damage more quickly, and two or three Hot
Blooded attacks will put some serious hurt on it, if not wholly destroying it.

Kenichi can talk to Heinel after the Godor appears, but I don't think it does
anything except give a little character interaction.  Note that you can destroy
the Skullrook before the Cobrad and still get the Skill Point; you only need to
destroy the Cobrad before the Godor, as taking out the Godor ends the mission.

When the pyrotechnics are done, Heinel and Richter try to flee.  They're stopped
by a Magma Beast; apparently the Alliance is showing its true colors.  Kenta
shows up (hey, long time no see, kid...) and gives Goshogun the power to drive
the Beast away, then teleports you away from the approaching Balmar leaders to
a place that appears to be... Earth.

Goshogun's GoFlasher Special attack is unlocked after this mission.






Mission 40 (Soloship route)
---------------------------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Soloship - Soloship (Bes)
       12 squads

Enemy Squads:
       Baff Clan - Gataman Zan, Gondo Bau (x2)
       Baff Clan - Ghido Mark, Gondo Bau (x2)
       Baff Clan - Galvo Jick, Gondo Bau (x2)
       Baff Clan (x3) - Ganga Rube, Gondo Bau (x2)
       Baff Clan (x5) - Sieg Mark, Gondo Bau (x2)

---

Events:

At the beginning of every turn:
       Morale of all pilots except Rei, Guy, and the Hero Robots drops by 10

---

Items:

High Performance Radar - Gataman Zan

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed

Skill Point: Destroy all enemies within 6 turns

---

Your impromptu DS Drive takes you to what appears to be an Earth completely
devoid of human life, signalling the return of GaoGaiGar FINAL.  Shortly after
planetfall, everyone gets starts to get stoned out of their minds due to some
unidentified force.  Right on cue, a Baff Clan contingent arrives.  You'll soon
discover that nearly all of your pilots are at 80 morale and begin with half of
their SP.  Only Rei, Guy, and the Hero Robots are immune.

You can plow through this mission in three turns, as none of the enemies here
are all that dangerous.  If you take longer than that, you'll start to
experience problems due to a general lack of SP and morale.  ALL attacks are
going to be your best friend when it comes to taking out enemy squads, while
Support Attacks will be a huge help in bringing down the Gataman Zan.  If you're
having problems with accuracy, be thankful that Rei is unaffected by the SP
drain, allowing her to cast Inspiration several times.






Mission 40, part two (Soloship route)
-------------------------------------

Friendly Squads:
       GaoFighGar - GaoFighGar (Guy)

Enemy Squads:
       Repligene - DINN
       Repligene - BuCUE/railguns
       Repligene - Death Spider
       Repligene - Klein
       Repligene - Esrim

---

Items:

Super Alloy Z - Death Spider

---

Win Condition: Destroy all enemies

Loss Condition: Guy is defeated

---

Guy appears to be stuck facing the eleven Sol Lords on his own, and for some
ungodly reason they send only a bunch of cannon-fodder grunts to stop him.  If
you've upgraded Guy's weapons by a few notches, you can finish the mission in
one turn.  If not, you can do it in two.

Cast Lock-On, move right into the middle of the enemies, and attack the Death
Spider.  You won't kill it, but on the enemy phase you'll take out every single
enemy with your counterattacks.  Piece of cake.

There's some more story after this.  The Battle 7 and Daikuu Maryuu arrive, but
you don't have time to enjoy the reunion: Palpalepa performs Chemical Fusion and
tears GaoFighGar apart in short order.

GaoFighGar is removed from the roster, as are the other Hero Robots. Before the
intermission you receive a Minmei Doll and an Ace Emblem.  You're also reunited
with the Battle 7 team after this mission.





Mission 40 (Battle 7 route)
---------------------------

Friendly Squads:
       GaoFighGar - GaoFighGar (Guy)

Enemy Squads:
       Repligene (x2) - DINN (x3)
       Repligene (x2) - BuCUE/railguns (x3)
       Repligene (x2) - Geara Doga (x3)
       Repligene - Sieg Mark, Decker Bau (x2)
       Repligene - Death Spider, Aiai (x2)
       Repligene - Klein, Dari (x2)
       Repligene - Mammoth, Zubanza (x2)
       Repligene - Zei Far (x3)
       Repligene - Az-130A Panzerzorn, Fz-109A Ergazorn (x2)
       Repligene (x2) - Esrim (x2)


Friendly Reinforcements:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Battle 7 - Battle 7 (Max)
       12 squads

Enemy Reinforcements (1):
       Planetary Lord - Palpalepa Plus (Palpalepa)

Enemy Reinforcements (2):
       Repligene - Klein, Dari (x2)
       Repligene - Mammoth, Zubanza (x2)
       Repligene - Zei Far (x3)
       Repligene - Az-130A Panzerzorn, Fz-109A Ergazorn (x2)

---

Events:

On Turn 3, or when GaoFighGar's HP falls below 30 percent:
       Friendly Reinforcements arrive
       Enemy Reinforcements arrive

At the beginning of each turn following arrival of Friendly Reinforcements:
       Morale of all pilots except Guy, Jeeg, Basara, and Virtual On robots
               drops by 10

When Palpalepa is defeated:
       GaoFighGar is destroyed
       Enemy Reinforcements (2) arrive

---

Items:

Analyzer - Az-130A Panzerzorn
Multisensor - Esrim (squad leader, western squad)
Biosensor - Death Spider

---

Win Condition: Destroy all enemies

Loss Condition: Guy is defeated
               Allied battleship is defeated (after Friendly Reinforcements
                       arrive)

Skill Point: Destroy Palpalepa Plus within 7 turns

---

Here you see Guy's last stand against Palpalepa, this time from the Battle 7's
point of view.  Events play out a little differently than they do in the other
route's version.

At the start it's just Guy versus the world.  You can trigger reinforcements
either by letting Guy get beaten up, or by waiting until Turn 3.  Guy can put
a pretty significant dent in the Repligene forces by himself, so try to cause as
much damage as you can.  However, try to have your reinforcements arrive on your
phase rather than the enemy's, even if it means waiting until Turn 3 for their
arrival.

You get to launch your full complement of twelve squads when the reinforcements
arrive, and Palpalepa appears just north of the enemy forces.  Okay.  Here's the
bad news... one, you can't let Guy get taken out, which means you're going to
need to spend some seishin to heal him up - otherwise Palpalepa will take him
down in a heartbeat.  Two, you don't have that much seishin to spend; all of the
pilots begin the mission with half of their SP.  Three, the morale of your human
pilots will drain at a steady rate (ten points per turn) at the beginning of
each of your phases - which is why you want the reinforcements coming in on your
phase, so that you don't start out at an even greater disadvantage.

Now, here's the good news: most of the enemies are pretty frail, even if the
DINNs and BuCUEs are as irritating as ever.  Also, Palpalepa surprisingly does
not have HP regen, so that 73,050 is all you're going to see.  Furthermore, he
has no ALL attacks.  Count 'em.  None.  That takes a huge load off of your
pilots; support units can use their seishin for healing and restoring SP instead
of trying to stay alive.

You're probably farthest ahead trying to take Palpalepa down sooner rather than
later.  Position your pilots with Drive (or multi-pilot robots) at the north end
of the formation.  Ping Palpalepa with a weak attack to get rid of his
Invincibility spell, then power up with Drive or multiple Kiais and rush him.
If you take him on like this, he will be either dead (well, not dead as such) or
seriously injured at the end of the first round, making finishing him off
relatively simple.  If the morale drains start to kick in and take away your
better attacks, remember that Basara's song effects are doubled if you use Hot
Blood beforehand.

Palpalepa regenerates when you beat him, and he then handily dismantles Guy
with his God and Devil attack.  After that, he and Abel say their farewells,
leaving a few more Repligenes to keep you busy.  Mop up the stragglers quickly;
you should be able to clear this mission in five turns, if not four.

You're reunited with the Soloship team after this mission (sans GaoFighGar and
the other Hero Robots.)  Before the intermission you receive a Minmei's Disc and
an Ace Emblem.





Mission 41
----------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Soloship - Soloship (Bes)
       J Ark - J Ark (J)
       15 squads

Enemy Squads:
       Repligene (x2) - CGUE, GINN (x2)
       Repligene (x2) - Doven Wolf, Geara Doga (x2)
       Repligene (x2) - Sieg Mark, Decker Bau (x2)
       Repligene (x2) - Death Spider, Aiai (x2)
       Repligene (x2) - Magnum, Zubanza (x2)
       Repligene (x2) - Zei Far (x3)
       Repligene (x2) - Az-130A Panzerzorn, Fz-109A Ergazorn (x2)
       Repligene (x2) - Haggai, Esrim (x2)


Enemy Reinforcements (1):
       Repligene - CGUE, GINN (x2)
       Repligene - Doven Wolf, Geara Doga (x2)
       Repligene - Sieg Mark, Decker Bau (x2)
       Repligene - Death Spider, Aiai (x2)
       Repligene - Magnum, Zubanza (x2)
       Repligene - Zei Far (3)
       Repligene - Az-130A Panzerzorn, Fz-109A Ergazorn (x2)
       Repligene - Haggai, Esrim (x2)

Enemy Reinforcements (2):
       GaoFighGar - GaoFighGar (Guy)

---

Events:

Whenever 8 enemy squads remain:
       Enemy Reinforcements (1) arrive

On Turn 6 (?):
       Enemy Reinforcements (2) arrive

---

Items:

Custom OS - Haggai (western initial squad)
Analyzer - Zei Far (squad leader, western initial squad)
Dual Sensor - CGUE (western initial squad)
Cost Down - GaoFighGar
Auxiliary GS Ride - GaoFighGar

---

Win Condition: Destroy all enemies (until Enemy Reinforcements (2) arrive)
              Destroy GaoFighGar (after Enemy Reinforcements (2) arrive)

Loss Condition: Allied battleship is destroyed
               J is defeated

Skill Point: Destroy GaoFighGar within 7 turns

---

Harulu's Baff Clan forces and the Interstellar Alliance both converge on the
repli-Earth in what looks set to be a gigantic showdown.  Your people attempt to
reason with Karala's sister at TLI, but she doesn't seem to be impressed by your
logic.  A choice comes up: respond to their force in kind, or keep trying to
negotiate.  Supposedly you need to pick the first choice to be able to recruit
Gije further down the road.

Regardless of which you choose, the Sol Lords crash the party in a blaze of
pyrotechnic glory.  You follow J to low orbit, where you discover a false Orbit
Base, chock-full of Repligenes!  Things look rather bleak, as your people are
all still recovering from the magic angel dust from the previous mission; those
characters who aren't immune will begin with 50 morale and half of their SP.

Arrange your squads so that you can set good Real units as the leaders.  The
gigantic morale reduction will cause your units to take a lot more damage from
hits; however, dodging capabilities remain the same.  Eventually you'll be able
to switch back over to Supers; you'll be racking up a LOT of kills here.

You start out with two groups of enemies: one in the northwest, and one in the
southeast.  Move most of your forces to deal with the southeastern group, while
a few more move to the center to intercept the others.  With your units as weak
as they are right now, you'll probably find Support Attacks to be a great help
here - particularly from Chief, Fei, and Hatter, who start with normal morale.

An endless parade of reinforcements will come in from the northeast.  None of
them are too dangerous, although the Panzerzorns and Ergazorns can be somewhat
annoying.  Keep accumulating money and PP, and be thankful that you have this
morale-gaining opportunity...

..because a brainwashed and Chemical Bolted Guy comes out on Turn 6.  Or maybe
not; I'm not sure what the trigger is, exactly, except that I don't think he'll
come out until you've killed off a few enemies.  It may be tied to a certain
number of foes; I was on my fourth wave of reinforcements when he showed up on
this playthrough.

Anyway, GaoFighGar is a low-powered boss, with strong attacks and abysmal
range.  You can snipe him to death without fear of retaliation easily enough;
just be sure your attacks have enough power to punch through the Protect Wall.
If you've been using good Real pilots, you shouldn't have needed to use much SP.
Use it now. His 55,000 HP will be gone in no time.

When Guy is defeated, there's another display of awesome regenerative ability.
Guy and J square off, and Guy eventually makes to take out the Battle 7 with
the Goldion Hammer.  As per GGG FINAL, the copied Hero Robots stop him, leaving
you battered and exhausted, but - for the moment - alive.

Before the intermission you receive two Propellant Tanks, two Cartridges, two
Repair Kits, and a Key to Victory.





Mission 42
----------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Soloship - Soloship (Bes)
       J Ark - J Ark (J)
       God of Destruction - Genesic GaoGaiGar (Guy)
       Hero Robot Corps - ChoRyuJin (ChoRyuJin), Big Volfogg (Volfogg)
       Hero Robot Corps - TenRyuJin (TenRyuJin), Mic Sounders XIII (Mic)
       13 squads

Enemy Squads:
       Pia Decem - Pia Decem Pit (Pia Decem)
       Palpalepa - Palpalepa Plus (Palpalepa)
       Planetary Lord (x5) - PasCube
       Repligene (x3) - CGUE (x3)
       Repligene (x6) - GINN (x3)
       Repligene (x7) - Strike Dagger (x3)


Enemy Reinforcements (1):
       Pia Decem - Pia Decem Peak (Pia Decem)

Enemy Reinforcements (2):
       Palpalepa - Palpalepa Prajna (Palpalepa)

---

When Pia Decem Pit is destroyed:
       Enemy Reinforcements (1) arrive

If Pia Decem Pit is destroyed by the J-Ark:
       J-Ark transforms to King J-Der
       King J-Der's HP and energy are refilled
       Renais is added as King J-Der's co-pilot

When Palpalepa Plus is destroyed:
       Enemy Reinforcements (2) arrive

---

Items:

Bio Computer - Pia Decem Pit
Psychoframe - Pia Decem Peak
Zolmanium Alloy - Palpalepa Plus
Hero's Emblem - Palpalepa Prajna

---

Secret Requirement:

J-Phoenix and Renais:
       J must defeat Pia Decem Pit (Step 1 of 1)

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed
               Guy or J are defeated

Skill Point: Destroy all enemies within 7 turns

---

GaoGaiGar FINAL approaches its finale.  Mamoru and Mikoto unlock the power of
Genesic GaoGaiGar, and Guy prepares to unleash the ultimate smackdown on the
Sol Lords.  The rest of your forces show up to back him up, and hey... you're
finally clear of the effects of the Paless Pollen!  Hooray!  *ahem*

For a series finale, this mission is actually really easy.  You have lots of
units (including one new kickass unit that starts off at full power) and most
of the enemy forces are very weak GINNs, CGUEs, and Strike Daggers.  In other
words, free morale for everyone.

Start casting Accelerate and moving in.  I sent Ideon alone into the Strike
Daggers to start building up the Ide Gauge (equipping it with Gravity Territory
works wonders), with the capital ships following a short distance behind;
everybody else moved up the east side of the map towards the two bosses.  By the
time you're close, you should be ready to rumble.

The PasCubes look and act like the Primeval Machine Shells from earlier in the
game, but there are a couple of differences.  They don't have ALL attacks or a
barrier, but they also don't have a blind spot for you to exploit.  It shouldn't
be a problem by this point in the game, though; many of your units will be able
to just dodge their attacks, killing them off in a couple of hits.

Pia Decem is a pretty conventional boss; big, a fair amount of HP (85,000), and
a powerful ALL attack.  Conventional boss-killing rules apply; Hot Blood for
the attackers and defensive seishin for the backup; it'll fall very quickly.
When it does, it regenerates in humanoid form.  This one is only slightly more
powerful, so smack it down again.

If J destroys the first Pia Decem, there'll an extra scene where the J Ark
transforms into King J-Der; Renais will become a co-pilot when this happens.
This is necessary to get the J-Phoenix attack; when Pia Decem goes down for a
second time, J and Renais will automatically use this new move to finish it off.

If you took the Battle 7 route a couple of missions back, you've already fought
Palpalepa once and will know what to expect - but it's easier now that you don't
have to worry about morale drains.  If not, prepare to be pleasantly surprised;
he's even easier to take down than Pia Decem, having no ALL attacks at all.  Guy
could easily kill him singlehandedly (Broken Magnum was doing around 12,000
damage WITHOUT using Hot Blood), but since you don't have that much time, send
everyone else in to help out.  He regenerates in a much bigger and stronger
form.  His new form has the same conspicuous lack of ALL attacks, but it does
have 131,050 HP and improved dodging ability.  Still, you should have enough SP
left by this point that casting Lock-On won't be an issue.

When all the enemies are destroyed, they ALL come back... and then some.  Guy
and Palpalepa have their hot-blooded hero battle in the corner while the Baff
Clan, the Alliance, Heinel, and Richter all try to get in on the action.  The
Soloship DS Drives into the middle of the Sol Lord's regeneration device, Pisa
Sol, to finish them off for good.






Mission 42, part two
--------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       God of Destruction - Genesic GaoGaiGar (Guy)
       Hero Robot Corps - ChoRyuJin (ChoRyuJin), Big Volfogg (Volgogg)
       Hero Robot Corps - TenRyuJin (TenRyuJin), Mic Sounders XIII (Mic)
       J Ark - J Ark (J)
       5 squads

Enemy Squads:
       Palpalepa - Palpalepa Prajna (Palpalepa)
       Palpalepa (4x) - Palpalepa Prajna (x3)
       Pia Decem - Pia Decem Peak (Pia Decem)
       Ship-Launched Aerial Mine (x6) - Ship-Launched Aerial Mine (x3)


Enemy Reinforcements (1):
       Palpalepa (x2) - Palpalepa Prajna (x3)
       Ship-Launched Aerial Mine (x3) - Ship-Launched Aerial Mine (x3)

Enemy Reinforcements (2):
       Pia Decem - Pia Decem Peak (Pia Decem)

Enemy Reinforcements (3):
       Palpalepa - Palpalepa Prajna (Palpalepa)

---

Events:

Whenever 6 enemy squads remain:
       Enemy Reinforcements (1) arrive

Whenever Pia Decem is destroyed:
       Enemy Reinforcements (2) arrive

Whenever Palpalepa is defeated:
       Enemy Reinforcements (3) arrive

---

Win Condition: Genesic GaoGaiGar reaches the target location within 4 turns

Loss Condition: Allied battleship is destroyed
               Guy is defeated
               Turn 5 begins

---

Pia Decem and an army of Palpalepas get in your way one last time before the
end.  You didn't think it'd be that easy, did you?

Actually, it is.  If you want, you can get Guy to the target location on the
second turn.  All you have to do is send someone along to make sure the little
green fighter ships don't get in his way.  Piece of cake.

However, this stage is a potential goldmine.  Although the "real" Palpalepa
still takes too much effort to be worthwhile, the fake robo-Palpalepas can be
killed pretty easily and give almost 10,000 cash apiece.  Not too shabby, no?
Even though you start out with reduced health and energy, if you put in a bunch
of units with strong ALL attacks, you can make a killing on this stage (no pun
intended.)

When Guy reaches the target, those GGG command ships that have been tagging
along since mission 37 show up.  They combine into the rather improbable
Goldion Crusher, which Guy uses to smite Pisa Sol, Pia Decem, and Palpalepa
once and for all.  You end up trapped in subspace, and as per the end of GGG
FINAL you send Mamoru and Kaidou out to rejoin humanity.  (That way they'll
have a few days to say their farewells before Apocalypsis, I guess.  Some of
these story merges just don't make sense in context...)

After this mission the Extra Scenario "Wish From the Past" becomes available
through the Scenario Chart.  All GGG units, including the J Ark, are returned
to the roster.






Mission 43 (Kusuha)
-------------------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Battle 7 - Battle 7 (Max)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Soloship - Soloship (Bes)
       SRX Team Plus - Shin RyuKoOu (Kusuha), R-Blade Custom (Ryusei),
               R-GUN Powered (Viletta)

Enemy Squads:
       Golar Golem - Huleh
       Golar Golem - Devarim (Eith)
       Golar Golem - Shin RyuOuKi (Son Ganlon)
       Golar Golem - Varuch Baal (Calico), Varuch Ben (x2)
       Golar Golem - Varuch Ishah (Spectra), Varuch Ben (x2)
       Golar Golem (x8) - Varuch Ben (x3)
       Golar Golem (x3) - Megillot Ben (x3)
       Golar Golem (x3) - Joelah Ben (x3)


Enemy Reinforcements (1):
       Golar Golem - Vayyikran (Hazar)

---

Events:

When Ganlon is defeated:
       Shin RyuOuKi regenerates
       Enemy Reinforcements (1) arrive

Whenever Ganlon is defeated after arrival of Enemy Reinforcements (1):
       Shin RyuOuKi regenerates

---

Items:

Minmei Doll - Varuch Ben (squad leader, front row, third squad from north)

---

Win Condition: Destroy the Shin RyuOuKi
              Destroy the Vayyikran (after Ganlon is defeated)
              Destroy the Huleh (after Ganlon is defeated)

Loss Condition: Allied battleship is destroyed
               Kusuha or Ryusei are defeated (until Ganlon is defeated)
               Ryusei is defeated (after Ganlon is defeated)

Skill Point: Destroy the Shin RyuOuKi within 5 turns

---

Here's something you haven't seen for a while - a mission where Ganlon is
actually the most significant threat on the map.  Take out the drones and
Varuch Bens as quickly as possible; you don't want to take much time on them,
but you need the morale.  Fortunately, they're easy kills by now.

Ganlon should be your next target, since he moves forward right away while
the other major enemies hang back.  He now has over 70,000 HP, making his HP
regeneration more significant than before, as well as making his barrier more of
an annoyance.  Use Direct Attack to bypass it, and don't skimp on the Hot Bloods
at this point.

When he's defeated, Hazar launches in the Vayyikran.  That's not the big problem
here: the problem is that Ganlon will regenerate, and will grow still more
powerful on top of it, now having nearly 100,000 HP and large regeneration.
Furthermore, he will regenerate every subsequent time that you defeat him.  You
could theoretically use him to get lots of cash, but he takes so much effort to
bring down each time that he's really not worth it.

Hazar starts at 80 percent health thanks to Ryusei's surprise attack; if you
want to capitalize on this, you can take him out and end the mission right away.
If you want to take out the other aces, he'll have time to regenerate - but he's
actually not that difficult in any case.

You've fought Calico and Spectra before, and they haven't really changed.  Make
sure that you don't stray into the Devarim's nine-space range when fighting
Calico; the attack isn't that strong, but you want Eith to MOVE on his turn, not
shoot.  He'll begin moving on Turn 4, allowing you to rush him without worrying
about his MAP weapons.

When it's down to just Hazar, Ganlon, and the Huleh, you have a choice of taking
out either the Vayyikran or the Huleh to end the mission.  Neither one has any
items, so it mostly comes down to personal preference.  Most players will
probably relish the chance to wipe the smirk off Hazar's face, and will be
surprised to see that the Vayyikran actually isn't that hard to kill if you have
a little SP left over to protect your squad leaders.

When you satisfy either victory condition, there's a scene where Hazar beats
Ryusei down before leaving you.  Yay, they're gone... but you're still trapped
in subspace.





Mission 44 (Kusuha)
-------------------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Archangel - Archangel (Murrue)
       Ra Cailum - Ra Cailum (Bright)
       Battle 7 - Battle 7 (Max)
       Soloship - Soloship (Bes)
       Choukijin - Shin RyuKoOu (Kusuha)
       SRX Team - R-Blade Custom (Ryusei), R-GUN Powered (Viletta)
       14 squads

Enemy Squads:
       Golar Golem - Vayyikran (Hazar)
       Golar Golem - Varuch Baal (Calico), Varuch Ben (x2)
       Golar Golem - Varuch Ishah (Spectra), Varuch Ben (x2)
       Golar Golem (x8) - Varuch Ben (x3)
       Golar Golem (x3) - Megillot Ben (X3)
       Golar Golem (x3) - Joelah Ben (x3)


Friendly Reinforcements (1):
       SRX - Banpreios (Ryusei), R-GUN Powered (Viletta)
               (replaces SRX Team)
       Spirit Princess - Shemuel (Luria)

Friendly Reinforcements (2):
       G Guardians - DyGenGuar (Sanger), Aussenseiter (Ratsel)

Enemy Reinforcements (1):
       Devarim (Eith) - Joins Hazar's Golar Golem squad
       Golar Golem (x4) - Varuch Ben (x3)

Enemy Reinforcements (2):
       Shin RyuOuKi - Shin RyuOuKi (Son Ganlon)

---

Events:

When the Vayyikran's HP reaches 0:
       Vayyikran regenerates
       Friendly Reinforcements arrive
       Enemy Reinforcements (1) arrive
       Vayyikran's HP is reduced to 80 percent of maximum
       Shin RyuKoOu's HP is reduced to critical
       Shin RyuKoOu becomes an NPC unit

When the Vayyikran is attacked following arrival of Friendly Reinforcements (1):
       Enemy Reinforcements (2) arrive
       Friendly Reinforcements (2) arrive
       Shin RyuOuKi's HP is reduced to 50 percent of maximum
       Shin RyuKoOu becomes controllable
       Shin RyuKoOu's HP and energy are restored
       Kusuha and Bullet's SP are refilled and morale rises to 150
       Luria joins Kusuha's squad

When the Vayyikran's HP falls below 60 percent for the second time:
       Vayyikran's HP is refilled

---

Items:

Haro - Vayyikran (second time)

---

Win Condition: Destroy the Vayyikran

Loss Condition: Allied battleship is destroyed
               Kusuha or Ryusei are defeated
                       (until Hazar is defeated the first time)
               Kusuha or Luria are defeated
                       (after Hazar is defeated the first time)
               Kusuha, Bullet, or Luria are defeated
                       (after Ganlon arrives)

Skill Point: Destroy the Vayyikran within 5 turns

---

Your final (well, second) battle with Hazar begins with your forces split into
two groups.  Make sure that the units you're planning to have fight Hazar are in
the northern group; the southern one starts further away from the action and
will most likely get stuck fighting Spectra and the southern group of grunts.

At first this seems like it's almost a rehash of the previous mission, except
that without Eith and the undying Ganlon it's easier.  Calico and Spectra like
to snipe you from afar, so hang back until Turn 2, when they'll begin to move
forward.  Hazar is unchanged from the previous mission; it should be fairly
simple to take him down in one turn, so by the end of Turn 3 you should have
satisfied the Skill Point requirement.  One thing to bear in mind this time
around; one of Hazar's ALL attacks puts a very nasty drain (30 percent) on your
SP.  Whenever possible, use Flash instead of Invincibility to protect your
pilots, or else cast Iron Wall and try letting a barrier absorb it all.

A lot of stuff happens when Hazar goes down for the first time.  You finally
get out of subspace, and the first thing you see is the almighty Banpreios,
revved up and ready to go.  Well, sort of.  If you're expecting a massive burst
of awe-inspiring power, you're not going to get it right away; Ryusei's SP and
morale will be at their level from before Hazar went down.

That's not all, though.  Kusuha has been KO'd and is sitting over on one end of
the map, Luria and Armana have launched to try and escape, Eith has joined up
with Hazar to give him one nasty combo attack, and... yes, that's right, Hazar
still isn't dead.  The Vayyikran has powered up to 96,050 HP, but its abilities
are otherwise largely the same.

The next time Hazar is attacked, Ganlon shows up... as do the German Duo, who
manage to snap Bullet out of his ten-mission stupor.  The Shin KoRyuOu is
finally available, and Bullet shows his stuff right off the bat by getting a
massive powerup and putting some serious hurt on Ganlon.  So serious, in fact,
that you'd be crazy not to take advantage of it.  Have Sanger cast Drive and
Hot Blood, then use an attack supported by Kusuha, and follow it up with an
attack from either Kusuha or Bullet.  Unless another squad is available in the
area, it will probably take another turn to finish Ganlon off.

Eith will support defend Hazar, so you'll want to use ALL attacks to wear them
both down - or else target Eith directly, since Hazar's a bad, bad man who
doesn't care about protecting his subordinates.  The Devarim is the same as
always, except that this time you don't have to worry about MAP weapons.

You're probably starting to run low on SP at this point, but thankfully the
Vayyikran is still a fairly lightweight boss.  By now some of the guys from
your southern group should be catching up to the fight, so use them.

It's betrayal time when the win condition is satisfied.  Eith shows up again and
plays a rather twisted game of peek-a-boo with his commander, then jacks the
Vayyikran and takes off.  You'd love to go after him, but things are still a
royal mess back at home.  You know what that means... it's a route split!

And then some.  After the intermission you have to choose between going to Earth
(first choice) or dealing with the problems in space (second choice.)  Then you
get ANOTHER choice.  If you're going to Earth, choose between looking for Irui
(first choice) or fighting ZAFT (second choice.)  If you go to space, choose
between going to Varauta (first choice) or Boazan (second choice).  Oh, and
Sanger and Ratsel will join you no matter which way you go, so don't let that
influence your decision...




Irui                                    ZAFT
----                                    ----
All Mazingers                           Evangelion
Getter Robo                             All Gundam
Jeeg                                    BP Originals
Gaiking
Dancougar
BP Originals



Varauta                                 Boazan
-------                                 ------
All Macross                             Ideon
Gunbuster                               Combattler V
Goshogun                                Voltes V
Daitarn 3                               Daimos
BP Originals                            Raideen
                                       GaoGaiGar
                                       Virtual On
                                       BP Originals

After making your choice, the extra scenario "Under the Flag of Justice" becomes
accessible through the Scenario Chart.





Mission 45 (Irui route)
-----------------------

Enemy Squads:
       Underground Empire - Phantom Fortress Yamata-no-Orochi (Flora),
               Gyao (x2)
       Underground Empire (x2) - Guda, Bado (X2)
       Underground Empire (x2) - Sori, Zen I (x2)
       Underground Empire - Tolkein, Ovelius (x2)
       Underground Empire - Psychobea, Skull (x2)
       Underground Empire - Gogura, Glacios (x2)
       Underground Empire - Bavan, Rugon (x2)
       Underground Empire - Bavan, Gogura (x2)
       Underground Empire - Bavan, Girala (x2)
       Muge Zolbados - Muge Battleship (Shapiro), Zei Far (x2)
       Muge Zolbados - Muge Battleship (Helmut), Zei Far (x2)
       Muge Zolbados - Muge Battleship (Gildrome), Zei Far (x2)
       Muge Zolbados (x8) - Zei Far (x3)


Friendly Reinforcements:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       7 squads

Enemy Reinforcements:
       Jama Empire - Phantom Fortress Yamata-no-Orochi (Ikima), Gyao (x2)
       Jama Empire - Phantom Fortress Yamata-no-Orochi (Amaso), Gyao (x2)
       Jama Empire - Rugon (x3)
       Jama Empire - Garuga (x3)
       Jama Empire - Girala (x3)
       Jama Empire - Regon (Himika), Girala (x2)

---

Events:

On Turn 2:
       Friendly Reinforcements arrive
       All Muge Zolbados squads retreat

On Turn 3, or when Flora engages in combat:
       Enemy Reinforcements arrive

On each enemy phase following Himika's arrival:
       3 random allied squads lose 40 percent of their HP and 10 morale

When Flora is defeated:
       Jeeg is fully healed

---

Items:

Analyzer Plus - Yamata-no-Orochi (Flora)
Magnetic Coating - Yamata-no-Orochi (Amaso)
Booster - Yamata-no-Orochi (Ikima)
Psychoframe - Regon

---

Win Condition: Destroy all enemies
              Destroy the Regon (after Enemy Reinforcements arrive)

Loss Condition: Allied battleship is destroyed

Skill Point: Clear the map within 7 turns

---

The fall of the Great Underground Empire (sorry, Zork fans, couldn't resist)
begins with some rather predictable dissention in the ranks.  Emperor Ryuuma
and Shapiro break their agreement to cooperate (as they've been planning all
along) and go for each other's throats.  Unfortunately, you won't get to enjoy
the spectacle of your enemies fighting each other for very long; on Turn 2 your
forces Crossgate in, causing the Muge forces to retreat.  One turn later, Amaso
and Ikima reveal a TRIPLE-cross, using Irui's power to resurrect Empress Himika
in a rather ugly robotic version of herself.  She's baaaaaaaaaaaaack...

Before deploying, distribute Minovsky Craft and Dust Filters, rearranging your
squads to have as many ground-capable and flying units as possible.  While Flora
and company are pretty close to you at the start, Himika appears waaaaaaay over
on the east side of the map - and will usually try to plow through the lake to
reach you, which will take forever.  Also, pass around some accuracy boosters;
the Haniwa goons have surprisingly good dodge rates in the rocky terrain, and
have upgraded from being mere cannon fodder to being something of an annoyance.

Flora's group will probably be pretty bunched up by the time you close in on
them; have Banpreios let fly with some TK Missiles, either wiping them out or
softening them up for your other squads to kill.  Although the Gudas aren't
great shots, Flora herself has pretty good accuracy.  Close in and attack from
one or two spaces away to minimize the amount of defensive seishin you'll have
to use.  Be careful when you bring her down, though; Jeeg will automatically
move RIGHT NEXT to Himika when it happens, and although it saves you the trouble
of crossing the map, you could end up with Jeeg going solo in the middle of a
crowd of enemies.

You'll want to take Himika down quickly, given the irritating HP/morale drain
she puts on some of your squads at the beginning of every turn.  Her group is
less numerous than Flora's, but Ikima and Amaso are both on par with Flora in
the combat department.  Take them out first for their items (although a Booster
and a Mag Coating are pretty minor prizes by this point) and then close in on
the dark queen herself.

For such a major figure, Himika's Regon is actually pretty weak, with only about
25,000 HP - on the other hand, she does have better accuracy than the average
grunt, as well as better-than-average dodging ability, so use Flash and Lock-On.

Himika reacts with the usual stunned surprise when she gets killed, and Amaso
and Ikima follow suit when an irate Ryuuma proceeds to torch them both.







Mission 45 (ZAFT route)
-----------------------

Friendly Squads:
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       EVA - EVA Unit 1 (Shinji), EVA Unit 2 (Asuka), Eva Unit 0 Kai (Rei)
       14 squads

Enemy Squads:
       ZAFT - Nazca Class High-Speed Destroyer, GuAIZ (x2)
       ZAFT (x2) - Laurasia Class MS Carrier, GINN (X2)
       ZAFT (x6) - GuAIZ (x3)
       ZAFT (x2) - CGUE, GINN (x2)
       ZAFT (x6) - GINN (x3)


Enemy Reinforcements:
       Angel - 16th Angel Armisael (Armisael)

---

When all ZAFT squads are destroyed:
       Enemy Reinforcements arrive

---

Items:

Magnetic Coating - GuAIZ (squad leader, second squad from the west)

---

Win Condition: Destroy all enemies
              Destroy the Angel (after the ZAFT wave is destroyed)

Loss Condition: Allied battleship is destroyed
               Shinji, Asuka, or Rei are defeated

Skill Point: Destroy all enemies (first wave) withing 5 turns

---

The Gundam and EVA crews begin by heading for the asteroid belt.  Ever paranoid,
ZAFT interrupts with an attack on the massive (but as yet unseen) Black Hole
Bomb.

There's a new machine to see on this map.  ZAFT has finally built a space mobile
suit that approaches the quality of the BuCUE and DINN.  However, your machines
have almost certainly received a few upgrades, making the GuAIZ less of a threat
than it should be.

There's really not much to say here.  You can clear out the ZAFT troops in 3
turns, easily.  You'll notice that the enemies flee instead of blowing up;
apparently your people have all perfected the art of the non-lethal takedown,
just in time for the SEED finale.

When the ZAFT are eliminated, the 16th Angel shows up to the southeast of your
forces.  Armisael has 47,000 HP and an AT Field that will block your squadmates'
attacks - but Hot Blood will still cut through that field like paper, taking
the Angel apart in four or five hits.

Armisael tries to fuse with Asuka, then with Rei, but the EVA pilots rally to
finish it off, with Asuka regaining her AT Field attack and Rei breaking out the
mighty Lance of Longinus.

You get a couple of new toys after the mission, although it depends on which
secret requirements you've fulfilled. On the list of potential scores are the
Neue Ziel, Val Varo, Gerbera Tetra, MP Qubeleys (two of them), Haman's Qubeley,
the Queen Mantha, ZZ Gundam's Full Armor Parts, and the Nu Gundam's HWS parts.
There are probably more, although on my playthrough I only got the Full Armor
parts, HWS, and the MP Qubeleys.





Mission 45 (Varauta route)
--------------------------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Skull Squadron - VF-1S-S Valkyrie-F (Fokker),
               VF-1S-S Valkyrie-F (Hikaru), VF-1A-S Valkyrie-F (Kakizaki)
       Diamond Force - VF-17S Nightmare F (Gamlin),
               VF-17D Nightmare F (Docker), VF-17D Nightmare F (Fijika)
       Supernova - YF-19 F (Isamu), YF-21 F (Guld)
       Fire Bomber - VF-19 Kai F Valkyrie-F (Basara),
               VF-17T Kai Nightmare-F (Ray)
       Top Squadron - Gunbuster (Noriko), Sizzler Black (Jung)
       Banjou & Good Thunder - Daitarn 3 (Banjou), Goshogun (Shingo)
       SRX Team Plus - RyuKoOu (Kusuha), Banpreios (Ryusei),
               R-GUN Powered (Viletta)
       G Guardians - DyGenGuar (Sanger), Aussenseiter (Ratsel)

Enemy Squads:
       Protodevlin - Varauta Assault Battleship, Fz-109A Ergazorn (x2)
       Protodevlin (X2) - Varauta Standard Battleship, Fz-109A Ergazorn (x2)
       Protodevlin - FBz-99G Zaubergern, Az-130A Panzerzorn (X2)
       Protodevlin (X2) - Az-130A Panzerzorn (x3)
       Protodevlin (x3) - Fz-109F Ergazorn, Fz-109A Ergazorn (X2)
       Protodevlin (x6) - Fz-109A Ergazorn (x3)


Friendly Reinforcements:
       VF-11 MAX L Kai (Mylene) (Joins Fire Bomber)

---

Events:

When an allied squad moves within 8 spaces of the target area:
       Friendly Reinforcements arrive
       All Fire Bomber members gain Sound Boosters

---

Win Condition: All allied units except the Battle 7 reach the target point

Loss Condition: Any allied unit is destroyed

---

Your assault on the Protodevlin homeworld begins with this warm-up to the main
event.  The enemy units here are nothing you haven't seen before, although this
is the first time you've met a Zaubergern without Gavil at the controls.

Your greatest concern will be time.  Before starting the mission, equip the Top
Squadron with Boosters, as it has only a 5-square movement range and neither
Noriko nor Jung know Accelerate.  Otherwise, you'll be farther ahead just having
them ride the Battle 7 to the target location, as it will take them forever to
reach it on their own.

Your enemies are all easy kills, and they also tend to bunch up, making them
easy prey for Banpreios' Telekinesis Missile MAP attack.  Your Supers can take
the hits they'll dish out without complaint, and the Valkyries will all get
superior dodge rates against them even without using Concentrate.

When everyone reaches the target area (except for the Battle 7), you'll descend
to the frozen surface for the next map.






Mission 45, part two (Varauta route)
------------------------------------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Skull Squadron - VF-1S-S Valkyrie-F (Fokker),
               VF-1S-S Valkyrie-F (Hikaru), VF-1A-S Valkyrie-F (Kakizaki)
       Diamond Force - VF-17S Nightmare F (Gamlin),
               VF-17D Nightmare F (Docker), VF-17D Nightmare F (Fijika)
       Supernova - YF-19 F (Isamu), YF-21 F (Guld)
       Fire Bomber - VF-19 Kai F Valkyrie-F SB (Basara),
               VF-11 MAX L Kai SB (Mylene), VF-17T Kai Nightmare-F SB (Ray)
       Top Squadron - Gunbuster (Noriko), Sizzler Black (Jung)
       Banjou & Good Thunder - Daitarn 3 (Banjou), Goshogun (Shingo)
       SRX Team Plus - RyuKoOu (Kusuha), Banpreios (Ryusei),
               R-GUN Powered (Viletta)
       G Guardians - DyGenGuar (Sanger), Aussenseiter (Ratsel)

Enemy Squads:
       Protodevlin - FBz-99G Zaubergern (Gavil), Az-130A Panzerzorn (x2)
       Protodevlin - Glavil (Glavil)
       Protodevlin - Az-130A Panzerzorn (x3)
       Protodevlin (x3) - Fz-109F Ergazorn, Fz-109A Ergazorn (x2)
       Protodevlin (x12) - Fz-109A Ergazorn (x3)


Enemy Reinforcements:
       Protodevlin (x2) - Az-130A Panzerzorn (x2)

---

Events:

On Turn 4, when Gavil is attacked, or when 10 enemy squads remain:
       Enemy Reinforcements arrive
       Skull Squadron, Diamond Force, and Supernova move to north end of chasm

When Gavil is defeated:
       Gamlin's Nightmare is destroyed

---

Items:

Psychoframe - FBz-99G Zaubergern
Magnetic Coating - Fz-109A Ergazorn (squad leader, ??? squad)
Multisensor - Fz-109F Ergazorn (center squad)
Booster - Az-130A Panzerzorn (squad leader)

---

Win Condition: Any allied squad reaches the target area
               (until Enemy Reinforcements arrive)
              Any allied unit reaches the target area within 4 turns of
               entering the crevasse (after Enemy Reinforcements arrive)


Loss Condition: Any allied squad is destroyed
               5 turns pass after entering the crevasse
                       (after Enemy Reinforcements arrive)

Skill Point: Destroy all enemies before completing the win condition

---

Every good story involving starfighters needs a trench run, and Macross 7 is no
exception.  You need to reach the target area within a given timeframe (there's
no time limit initially, but there will be) while fighting your way through the
standard array of Varauta enemies.  Ho-hum.

Things are a little nastier here than they were up in orbit; the Varauta mechs
now perform quite a bit better than before, so you WILL need to use Concentrate
to keep your Valkyries in the sky.  Don't worry too much about getting through
the enemies; once the enemy reinforcements show up, your Macross squads will
automatically move to the north end of the crevasse, just a short hop, skip, and
jump from the target location.

The rest of your people should focus on wiping out the grunt machines.  With
judicious use of Banpreios' TK Missiles and Gunbuster's Homing Laser, mass
destruction shouldn't be a particularly daunting task.  Glavil is here, of
course... which means you should take advantage of Remy's very cheap Exhaust
skill to drag its morale down below 100, disabling its Protodevlin protection.
(I didn't realize you could do this until this mission, actually.  Would've made
Balgo a lot easier to deal with, let me tell you...)

The Macross squads will still need to get through Gavil, who is a good enough
pilot to be an annoyance.  Cast Lock-On and Soul, then hit him with a Diamond or
Skull combination attack.  You'll need a second one to finish him off.  When
he's beaten, there'll be a cutscene where he blows Gamlin out of the sky, to
everyone's shock.

When the target area is reached, there'll be a rather inconvenient turn of
events: Gepelnich shows up in the Protodevlin mothership, which is apparently
immune to reactive explosions.  He (she?) invites you to become his (her?)
prisoners; Banjou, Shingo, Jung, and Noriko take off before they can be caught.







Mission 45 (Boazan route)
-------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       8 squads

Enemy Squads:
       Interstellar Alliance - Assault Command Ship Zaltan (Gururu)
       Interstellar Alliance (x2) - Skullrook, Boazan Flying Saucer (x2)
       Interstellar Alliance - Darkron (Dangel), Mammoth (x2)
       Interstellar Alliance (x2) - Mammoth, Zubanza (x2)
       Interstellar Alliance (x3) - Magnum, Zubanza (x2)
       Interstellar Alliance - Desslar, Boazan Flying Saucer (x2)
       Interstellar Alliance - Ocosenia, Boazan Flying Saucer (x2)
       Interstellar Alliance - Dolion, Boazan Flying Saucer (x2)
       Interstellar Alliance - Dari
       Interstellar Alliance - Klein
       Interstellar Alliance - Black Monster
       Interstellar Alliance - Kabutongar
       Interstellar Alliance - Sasoringar

---

Items:

Magnetic Coating - Ocosenia
Biosensor - Mammoth (squad leader, western squad)
Super Alloy Nu Z - Darkron
Analyzer Plus - Zaltan

---

Win Condition: Destroy the Zaltan

Loss Condition: Any allied unit is destroyed

Skill Point: Destroy all other enemies before destroying the Zaltan

---

Your assault on Boazan begins with a surprisingly easy warmup, considering that
there's only a quarter of the game left.  There is an extra little wrinkle here,
though.  General Gururu activates Sodom and Gomorrah, a pair of defense
satellites, which proceed to set up a deadly field of elementary particles.
The satellites move forward at a rate of five spaces per turn.  Not counting the
one inaccessible row at the southernmost end, the map is forty-five spaces long.
In other words, you have nine turns to wrap this up - which is at least four
turns more than you need.  Just be sure not to have one of your units end its
turn in the flashing area, since EVERYONE needs to survive this mission.

With the upgrades you've most likely purchased by this point, the first few
enemies will be little trouble.  (Single-enemy squads in this day and age?
For shame.)  Dangel is the first real hurdle you'll have to clear, and he's not
even that difficult.  The Darkron is the strongest of the three Campbellian
machines you've encountered, but 30,000 HP still doesn't go very far.

The Zaltan is the big centerpiece of the mission, but it seems to have been
downgraded from when Belgan used it in Alpha 2.  Still, unlike Dangel, Gururu
has more of the characteristics of a typical SRW boss: lots of HP and powerful
ALL attacks.  However, his accuracy is pretty bad, and if you've been saving up
your SP for casting Hot Blood (which shouldn't be much of a problem here) then
you can take the Zaltan apart in eight to ten hits.

When Gururu is defeated, the Zaltan goes out of control, and you get to watch as
the Boazan general gets... er... Sodom-ized by his own weapon.  Warchimedes
shows up and pulls the standard "drop your weapons or the girl gets it!" routine
on you, causing Voltes V and Daimos to both surrender.

Voltes V and Daimos are removed from the roster for the next mission.  Rearrange
your squads; you'll need Cost Downs to fit everyone into the six-squad limit.






Mission 46 (Irui route)
-----------------------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Mazinkaiser - Mazinkaiser (Kouji)
       Great Mazinger - Great Mazinger (Tetsuya)
       Koutetsu Jeeg - Koutetsu Jeeg (Koutetsu Jeeg), Big Shooter (Miwa)
       5 squads

Enemy Squads:
       Underground Empire - Phantom Fortress Yamata-no-Orochi (Flora)
       Underground Empire (x2) - Sori, Zen I (x2)
       Underground Empire - Bavan, Rugon (x2)
       Underground Empire - Bavan, Garuga (x2)
       Underground Empire - Bavan, Girala (x2)
       Underground Empire - Bavan, Gyao (x2)


Enemy Reinforcements:
       Underground Empire - Ryuuma's Ship (Emperor Ryuuma)
       Underground Empire - Invincible Fortress Demonica (Marshal of Hell)
       Underground Empire - Bavan, Rugon (x2)
       Underground Empire - Bavan, Garuga (x2)
       Underground Empire - Drago, Girala (x2)
       Underground Empire - Drago, Gyao (x2)
       Underground Empire (x2) - Guda, Bado (x2)
       Underground Empire - Vulcania, Gogura (x2)
       Underground Empire - Vulcania (x3)
       Underground Empire - Gold Phoenix, Ovelius (x2)
       Underground Empire - Gold Phoenix, Tolkein (x2)

---

Events:

When Jeeg speaks to Flora:
       Enemy Reinforcements arrive

When the Yamata-no-Orochi is destroyed, or when Ryuuma or the Marshal of Hell
       are attacked:
       Yamata-no-Orochi is destroyed
       Jeeg, Miwa, Kouji, Tetsuya, and Jun's morale rises to 150
       Mazinkaiser receives Kaiser Nova
       Demonica regenerates all HP

On each enemy phase following Ryuuma's arrival:
       3 random squads lose 40 percent of their HP or 40 percent HP
               and 10 morale

When the Marshal of Hell is defeated:
       Ryuuma casts Hot Blood, Lock-On, Drive, and Iron Wall

When Ryuuma is defeated:
       Marshal of Hell casts Hot Blood, Lock-On, Drive, and Iron Wall

---

Items:

Hybrid Armor - Vulcania (northern)
Multisensor - Gold Phoenix (northern)
Super Alloy Nu-Z - Demonica
Zolmanium Alloy - Ryuuma's Ship

---

Win Condition: Koutetsu Jeeg speaks to Flora
              Destroy the Yamata-no-Orochi, Demonica, and Ryuuma's Ship
                       (after Jeeg speaks to Flora)
              Destroy the Demonica and Ryuuma's Ship
                       (after the Yamata-no-Orochi is destroyed)

Loss Condition: Flora is defeated (until Jeeg speaks to Flora)
               Yamata-no-Orochi reaches the target point
                       (after Jeeg speaks to Flora)
               Allied battleship is destroyed
               Kouji, Tetsuya, or Koutetsu Jeeg are defeated

Skill Point: Clear the map within 8 turns

---

The Irui-finding crew probably has the most difficult of the three routes, with
lots of cheap bosses.  You had one last time in the form of Himika, and you'll
have another this time around, when you kill Emperor Ryuuma at Doctor Kabuto's
lab.  First, however, you have to deal with Flora's advance force.

Flora begins south of your position.  Ryuuma and the Marshal will appear almost
due east of you, while the bulk of their forces will arrive to the southeast.
You could try holding back for a turn and luring Flora's troops away from the
edge of the map, but Flora herself won't budge an inch.  It's probably best to
send one or two capable squads (I sent Sanger and Ratsel, with Ratsel leading
for his ALL attacks) with the event squads to deal with Flora's people, while
having everybody else prepare to fight the main forces.  Rush Jeeg towards Flora
and talk to her; you should be able to do this on the second turn.

Once Ryuuma shows up you'll get an unpleasant reminder of the previous mission:
your troops will get blasted by super-hell-magic at the beginning of each enemy
phase.  Near as I can tell, the lightning bolts are weaker than the fire that
you're used to, doing damage but not draining morale.  Unfortunately, it seems
pretty much random as to which spell Ryuuma uses on a given squad.

You have little time to worry about that, however, as the Marshal takes remote
control of Flora's ship and sets it on a collision course for the lab.  You can
take the Yamata-no-Orochi down on your own, or you can quickly get rid of it
simply by having a battle encounter with Ryuuma or the Marshal.  The latter
option is probably the better one; the Yamata-no-Orochi blocks on your turn, has
no items, and doesn't give much cash to boot.  If you must destroy it, try to
set up support attacks to bypass its defenses.

Either way, Flora regains control and kamikazes her former masters, to Hiroshi's
great displeasure.  Ryuuma decides to turn the heat up a few more notches, but
the fathers of Kouji and Hiroshi decide Flora had the right idea and kamikaze
him again.  The appropriate people power up (but are not healed or recharged)
and Professor Yumi launches the Kaiser Scrander, giving Mazinkaiser access to
the awe-inspiring Kaiser Nova attack.

Time to wrap things up.  The Mycenae units have enough HP that you'll
definitely want to use your customary TK Missile barrage on them; chances are
they'll still survive.  The Demonica is by far the easier of the two bosses to
take down, with an ALL attack that can't hit you if you're one or two spaces
away.  Ryuuma gets several seishin powerups when the Marshal flees, including
Lock-On; since he always attacks Jeeg and Miwa when they're in range, have them
cast Flash and Invincibility and wait a turn to let the spells wear off before
resuming combat.  Ryuuma's ALL range is very short compared to most bosses; pelt
him either from long range or point-blank range to finish him.  Your biggest
concern is taking too long; if your main attackers get morale-drained too many
times, you'll have serious prblems later on when his Potential skill starts to
kick in.

Ryuuma dies laughing, and your crew pursues Doctor Hell back into the enemy
fortress.  You find him waiting for you, and learn that the Muge have taken Irui
and fled to the asteroid belt.  Kouji, Tetsuya, and the doctor exchange
farewells that are surprisingly devoid of enmity, and the Alpha Numbers leave
one of their oldest enemies to his fate.






Mission 46 (ZAFT route)
-----------------------

Friendly Squads:
       Eternal - Eternal (Lacus)

Enemy Squads:
       ZAFT (x2) - Nazca Class High-Speed Destroyer, GuAIZ (x2)
       ZAFT (x6) - GuAIZ (x2)
       ZAFT (x2) - CGUE, GINN (x2)
       ZAFT (x6) - GINN (x3)


Friendly Reinforcements:
       Archangel - Archangel (Murrue)
       Kira & Athrun - Freedom Gundam (Kira), Justice Gundam (Athrun)
       14 squads

Enemy Reinforcements:
       Earth Federation Army - Dominion (Natarle), Strike Dagger (x2)
       Earth Federation Army - Calamity Gundam (Orga), Strike Dagger (x2)
       Earth Federation Army - Raider Gundam (Clotho), Strike Dagger (x2)
       Earth Federation Army - Forbidden Gundam (Shani), Strike Dagger (x2)
       Earth Federation Army - Hambrabi (Yazan), Strike Dagger (x2)
       Earth Federation Army - Hambrabi (Dunkel), Strike Dagger (x2)
       Earth Federation Army - Hambrabi (Ramsus), Strike Dagger (X2)
       Earth Federation Army (x6) - Strike Dagger (x3)
       Earth Federation Army (x4) - Ghost X-9 (x3)

---

Events:

On Turn 3, or when the Eternal's HP falls below 8,500:
       Friendly Reinforcements arrive

3 Turns after Friendly Reinforcements arrive, or when 5 ZAFT squads remain:
       All ZAFT squads are destroyed
       Enemy Reinforcements arrive

When the Dominion engages in combat, or when one of the enemy Gundams is
       defeated for the first time:
       Defeated Gundam regenerates 30 percent of its HP
       Kira and Athrun split into individual squads
       Freedom and Justice receive METEOR packs
       Kira and Athrun's morale rise to 150

---

Items:

Booster - Calamity Gundam
Magnetic Coating - Raider Gundam
Multisensor - Forbidden Gundam
Linear Seat - Hambrabi (Yazan)

---

Win Condition: Destroy all enemies (until Federation Army squads arrive)
              Destroy the Dominion (after Federation Army squads arrive)

Loss Condition: Any allied unit is destroyed
                       (until Friendly Reinforcements arrive)
               Allied battleship is destroyed
                       (after Friendly Reinforcements arrive)
               Kira or Athrun are defeated
                       (after Friendly Reinforcements arrive)

Skill Point: Destroy the Dominion, which flees below 20,000 HP.

---

You know, I could MAYBE see how a couple of brain-dead ZAFT grunts would just
let Lacus walk in, take a Gundam, and hand it over to their enemies.  But for
them to then let her walk in and pull the exact same trick with a BATTLESHIP...
*sigh*  Then again, it's pink, so maybe they WANT her to take it away from them.

The ZAFT forces start off in the northwest corner of the map.  Your backup
will arrive in the center of the map's east side; have the Eternal flee towards
that spot.  The enemy will follow, greatly reducing the distance your troops
have to travel once they show up.

Start mixing it up with the ZAFT machines, moving towards the west as you do so.
After three turns pass or when five enemy squads are left, the EFA forces will
butt in and wipe out the ZAFT group completely.  They're in the southwest, so
go to meet them - but send a couple of good squads (I send Banpreios and Wing
Zero) to the empty area north of their location.

Before too long there'll be a scripted sequence where the druggie pilots split
off and attack the Eternal; Kira and Athrun will go to defend it, getting a
morale boost and their METEOR packs at the same time.  They'll all end up in
that empty space I just mentioned, perfectly positioned for a barrage of TK
Missiles.  With their squadmates out of the way, the three Gundams should be
much easier to take down - although Kira, and Athrun in particular, will need to
use seishin to have a decent chance of hitting them.

Strike Daggers and Ghosts are old hat by now.  You'll need seishin to take down
Yazan, but Ramsus and Dunkel are still fairly easy kills.  The Dominion, on the
other hand, is basically a bigger and nastier version of the Archangel, with
powerful attacks and decent accuracy.  Your best bet for taking off a full
20,000 HP is probably going to be Sanger, supported by someone else powerful
like your main character.

A BuCUE is added to the pilot roster after this mission.  You also receive a
Custom OS and a Pink Haro.





Mission 46 (Varauta route)
--------------------------

Friendly Squads:
       Top Squadron - Gunbuster (Noriko)
       Top Squadron - Sizzler Black (Jung)
       Banjou - Daitarn 3 (Banjou)
       Good Thunder Team - Goshogun (Shingo)

Enemy Squads:
       Protodevlin - Varauta Standard Battleship
       Protodevlin (x3) - Az-130A Panzerzorn (x2)
       Protodevlin (x3) - Fz-109F Ergazorn (x2)


Friendly Reinforcements:
       Diamond Force - FBz-99G Zaubergern (Gamlin),
               VF-17D Nightmare F (Docker), VF-17D Nightmare F (Fijika)
       Skull Squadron - VF-1S-S Valkyrie-F (Fokker),
               VF-1S-S Valkyrie-F (Hikaru), VF-1A-S Valkyrie-F (Kakizaki)
       Supernova - VF-22S S Vogel II F (Max), YF-19 F (Isamu), YF-21 F (Guld)
       Fire Bomber - VF-19 Kai F Valkyrie-F SB (Basara),
               VF-11 MAX L Kai SB (Mylene), VF-17T Kai Nightmare-F SB (Ray)
       SRX Team Plus - RyuKoOu (Kusuha), Banpreios (Ryusei),
               R-GUN Powered (Viletta)
       G Guardians - DyGenGuar (Sanger), Aussenseiter (Ratsel)

Enemy Reinforcements (1):
       Protodevlin - Glavil (Glavil)
       Protodevlin (x2) - Varauta Standard Battleship, Az-130A Panzerzorn (x2)
       Protodevlin - Az-130A Panzerzorn (x3)
       Protodevlin (x3) - Fz-109F Ergazorn, Fz-109A Ergazorn (X2)
       Protodevlin (x3) - Fz-109A Ergazorn (x3)

Enemy Reinforcements (2):
       STMC (x25) - STMC Soldier

---

Events:

When all enemy units have crossed the line:
       Friendly Reinforcements arrive
       Enemy Reinforcements (1) arrive
       Enemy Reinforcements (2) arrive
       Noriko and Jung join squads (Top Squadron)
       Banjou and Shingo join squads (Banjou & Good Thunder)

---

Items:

Analyzer Plus - Az-130A Panzerzorn (squad leader, eastern initial squad)
Biosensor - Fz-109F Ergazorn (centermost reinforcement squad) (?)
Dual Sensor - Fz-109A Ergzorn (squad leader, southernmost reinforcement squad)

---

Win Condition: Lure all enemy units across the line
              Get all units to the target point
               (after all enemy units cross the line)

Loss Condition: Any allied unit is destroyed
               Enemy unit is destroyed (until all enemy units cross the line)

Skill Point: Destroy all enemies and clear the map within 8 turns of arrival
               of Enemy Reinforcements (1)

---

Your remaining pilots stage a rescue attempt; in order to pull it off, they
need to lure the enemy guards away from the base without fighting them.  This
is a little easier said than done; the Varauta battleship will stay put if left
to its own devices, so you'll need to give it a little encouragement.  A hearty
whack with the Daitarn Hammer should do the trick, after which you'll need to
run like hell to get out of its weapon range.  When running from the enemy, do
NOT park your units on the row of squares on the east edge of the map; this
will become the escape zone once the first objective is completed, and doing so
will cause them to retreat at once.  Also, have Noriko cast Lock-On the turn
before the enemies cross the line.  You'll see why.

Your captive friends will make their break once all the enemies cross the line,
and will soon appear on the map (with Gamlin piloting a stolen Zaubergern.)  A
group of Varauta reinforcements will appear by the newcomers, while a subsequent
swarm of STMCs will appear surrounding the guys on the east end of the map.

You need to kill everything for the Skill Point, but you ALSO need to get off
the northeast edge of the map.  Plan ahead; none of the Valkyrie pilots can
cast Accelerate, so send them to the east straightaway.  Sanger, Ratsel, Ryusei,
Basara, and Kusuha can handle the enemies and still run for the exit in plenty
of time.

The STMCs and the Varauta forces will attack each other rather than targeting
your units; however, if Noriko was at the south end of your formation, she'll
probably have about ten of the bugs coming after her right off the bat.  She can
squash them handily if you cast Lock-On beforehand, but otherwise it's rather
doubtful that she'll be able to hit them.  As for the Varauta machines, they'll
most likely get torn apart by the STMCs.  Try to kill them off yourself so that
you don't miss out on items and cash.

I'm not sure why, but on this map Glavil is worth a ridiculous amount of money:
106,000 as opposed to its usual 6,000.  However, casting Luck beforehand only
brings the total up to 112,000, making me wonder if it's actually the result of
a glitch that I inadvertently triggered.

Once everybody reaches the target zone (which will probably take quite a while,
unfortunately) the mission ends.  You'll have to reassign squads for the next
mission, so don't forget.






Mission 46 (Boazan route)
-------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       Combattler V - Combattler V (Hyouma), Gulver FX II (Kyoshiro)
       6 squads

Enemy Squads:
       Voltes V - Voltes V (Kenichi)
       Daimos - Daimos (Kazuya)


Friendly Reinforcements:
       Daimos (Kazuya) joins Hyouma's squad (Hyouma & Kazuya)
       Kenichi & Heinel - Voltes V (Kenichi), Guardian God Godor (Heinel)

Enemy Reinforcements (1):
       Interstellar Alliance - Bramble (Warchimedes)
       Interstellar Alliance (x2) - Darkron, Zubanza (x2)
       Interstellar Alliance - Desslar, Zubanza (X2)
       Interstellar Alliance - Ocosenia, Zubanza (x2)
       Interstellar Alliance - Dolion, Zubanza (x2)
       Interstellar Alliance (x7) - Boazan Flying Saucer (X2)
       Interstellar Alliance (x3) - Mammoth, Zubanza (x2)
       Interstellar Alliance (x2) - Zonnekaiser, Zubanza (x2)

Enemy Reinforcements (2):
       Warchimedes - Darkron (Warchimedes)

Enemy Reinforcements (3):
       Empress Janera - Centomagma (Janera)
       Interstellar Alliance (X2) - God Armon
       Interstellar Alliance (X2) - Skullrook

---

Events:

On Turn 4:
       Friendly Reinforcements arrive/Voltes V and Daimos become friendly
       Enemy Reinforcements (1) arrive
       All units can move normally
       Voltes V and Daimos are fully recharged
       Morale of all units rises to 130

When the Bramble is destroyed:
       Enemy Reinforcements (2) arrive

When Warchimedes' Darkron is destroyed:
       Enemy Reinforcements (3) arrive

---

Items:

Booster - Zonnekaiser (western)
Psychoframe - Darkron (Warchimedes)
Zolmanium Alloy - God Armon (western)

---

Win Condition: none (until Turn 4)
              Defeat Warchimedes (on Turn 4)
              Defeat Janera (when Warchimedes' Darkron is destroyed)

Loss Condition: Any allied unit is destroyed (until Turn 4)
               Voltes V or Daimos are destroyed (Until Turn 4)
               Allied battleship is destroyed (on Turn 4)
               Hyouma, Kenichi, Kazuya, or Heinel are defeated (on Turn 4)

Skill Point: Clear the map within 10 turns

---

Your last Nagahama mission starts out with a rather annoying wrinkle: you have
to waste three turns doing absolutely nothing.  Most of your troops have no
menu options at all, with the exception of Combattler V - which can fight and
use seishin, but can't move.  For these three turns you have to face off against
an unwilling Kenichi and Kazuya.

Survival shouldn't be an issue here (actually, when I did this mission Hyouma
used Sword Cut to stop all of Voltes' attacks, making it even easier) but you
should do some planning ahead.  Don't bother attacking; you can't destroy them,
and while Voltes and Daimos will both be fully recharged on Turn 4, Combattler V
will not.  You may want to cast Iron Wall or Invincibility, but with the Gulver
in Combattler's squad to make repairs it's probably not necessary.  Just block
all the attacks.

On Turn 3 Richter will fly in and rescue Erika and the good doctor, finally
getting his long-awaited noble death scene.  *sniff*  Voltes V and Daimos join
up with your forces, everyone can finally move, and a mid-sized army of Alliance
robots shows up to stop you, with Warchimedes in the lead (or the rear, rather.)

Since the enemies start out in two groups, you'll want to split up your forces
to take them out quickly.  The two groups are roughly even in power; the one to
the west of the palace has stronger grunts, but the team that you send to the
east will have to take on Warchimedes.  Don't be afraid to go after them (and
they'll all be approaching you in any case), but bear in mind that Janera will
appear by the dais with the crosses on it, so don't stray TOO far.

The Bramble has considerably more HP than the last time you fought it, but its
attacks haven't changed a bit.  Engage it at close range (2 spaces or less) to
avoid its ALL attack.  Warchimedes pops up again in a Darkron when you destroy
the Bramble, but it's identical to Dangel's from the previous mission (that is,
not very threatening).  He tries to regenerate when the Darkron is destroyed,
but the Nagahama trio unlocks their final combination attack to finish him.

Now for the main event: Janera, in her 180,000 HP Centomagma.  She has a little
help, too; you're used to Skullrooks, but the God Armons are new.  Fortunately,
they're nowhere near as strong as the ones you might remember from Alpha 2, and
will fall to a couple of decent supported attacks.  As for the Centomagma, take
care to avoid being hit by using Flash and Concentrate rather than Invincibility
or Iron Wall; one of its attacks drains a whopping 30 morale with each strike.
A few rounds of that and you won't be able to cause enough damage to win.  As
you wear Janera down you'll discover that her Level 9 Potential skill causes
problems in the form of reduced damage and hitrates.  There's really nothing for
it but persistence; the Centomagma doesn't have HP regen, making things a little
less intimidating.  Oh, and be sure to cast Luck when you finish her, and goggle
at the outrageous cash payoff.

With this, the battle is over.  At long last Heinel gets a piece of Zu Zanbajil;
he saves the planet before getting HIS noble death scene (the one they've been
postponing since Alpha 1).  With the Voltes and Combattler storylines finally
wrapped up, you move on to bigger and better things, and uglier hairstyles: the
Baff Clan are back.

Voltes V and Daimos are returned to the roster.  Spread out and rejoice; you may
be tempted to keep them together to make it easier to use the Nagahama Romantic
Special, but your overall damage output will be much better if you make each a
squad leader (and spend some of that cash you've been hoarding on energy and
weapon upgrades.  Thank Janera for her most generous donation to your army.)





Mission 47 (Irui route)
-----------------------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       8 squads

Enemy Squads:
       Muge Zolbados (x4) - Muge Battleship, Zei Far (x2)
       Muge Zolbados (x5) - Zei Far (x3)
       Muge Zolbados (x6) - Muge Light Air Combat Mecha (x3)


Enemy Reinforcements:
       Muge Zolbados - Desire (Shapiro)
       Muge Zolbados (x5) - Zei Far (x3)

---

When the eastmost Muge battleship is destroyed:
       Enemy Reinforcements arrive

When the Desire's HP falls below 25 percent:
       Desire regenerates
       Shapiro casts Iron Wall, Invincibility, Hot Blood, and Lock-On

---

Items:

Dual Sensor - Zei Far (squad leader, southwestern squad)
Biosensor - Zei Far (squad leader, northwestern reinforcement squad)
High Performance Targeting Device - Desire

---

Win Condition: Destroy all enemies (until Enemy Reinforcements arrive)
              Defeat Shapiro (after Enemy Reinforcements arrive)

Loss Condition: Allied battleship is destroyed

Skill Point: Clear the map within 6 turns

---

Your pursuit of Irui leads you to the asteroid belt, where you attack the last
Muge outpost in this dimension.  Time to settle an old score...

As you can see by looking at the map, the terrain isn't exactly ideal.  The
asteroids make it a chore to move pretty much anywhere, and the target you need
to destroy is a good distance from you.  There's a nice asteroid-free zone on
the north side of the field, so the units on that end of your formation will
be able to make better headway.  Worry about getting a couple of powerful squads
over to the eastern Muge battleship and taking it down; make sure that your
other units are close to Dancougar.

The Muge machines are as weak as ever, and even the light fighters don't seem to
dodge as well as they used to.  It's not all easy, though.  When the eastern
Muge ship is destroyed, Shapiro launches in his tricked-out new mech that is
actually far more dangerous than its lightweight appearance would indicate.

The first thing you'll notice is its speed.  Many of your pilots will have
problems getting a nonzero hitrate against the Desire, making Lock-On mandatory.
While those 80,000 HP may have you thinking of how easy Palpalepa was to
take down, the similarities end there.  Shapiro's high-level Potential skill
plus Guard plus the terrain bonus from the asteroids mean that even Hot Blooded,
Mazin Powered/Aggressive Beasted finishers will only do around 15,000 damage.
He has another nasty surprise up his sleeve, too (or he would if he was wearing
sleeves, at least): an Alpha Gaiden-style seishin spam once you wear him down.
In other words, you have to go through all that work twice, in addition to
wasting an attack to get rid of his Invincibility.

The good news is that the rest of the Muge troops are so easily destroyed that
you should have seishin to spare against Shapiro.  Keep your squadmates
protected from his beam cannons.  On his turn, it seems Shapiro tends to go
after Dancougar using only the Desire's melee attack, meaning that you only
need to worry about having squadmates use defensive seishin when you're
attacking him. Most of all, keep an eye on the time; it takes you so long to
move around on this mission that Shapiro may cost you the Skill Point while
you're trying to get into position.

Shapiro flees into the base when you take out the Desire.  Although some more
Zei Fars show up, you don't have to worry about them.  Instead you're treated to
some pontificating from Shapiro about how godly he is, followed by another
surprise betrayal in which Luna snatches Irui and leaves (*groan*).  Like Ryuuma
before him, Shapiro dies with some insane laughter that would put Zabine Chareux
to shame.

You're reunited with the group that went to fight ZAFT after the mission.  You
get a pile of goodies before the intermission (and presumably a few secrets as
well): either a BuCUE or the LaGOWE, depending on whether or not you met the
requirements, a Custom OS, a Pink Haro, a Linear Seat, the METEOR packs for
Freedom and Justice, and the HWS parts for the Nu Gundam.






Mission 47 (ZAFT route)
-----------------------

Friendly Squads:
       Archangel - Archangel (Murrue)
       Eternal - Eternal (Lacus)
       Archangel Squadron - Freedom Gundam (Kira), Strike Gundam (Mu),
               Buster Gundam (Dearka)
       14 squads

Enemy Squads:
       Earth Federation Army - Dominion (Natarle), Strike Dagger (x2)
       Earth Federation Army - Calamity Gundam (Orga), Strike Dagger (x2)
       Earth Federation Army - Raider Gundam (Clotho), Strike Dagger (x2)
       Earth Federation Army - Forbidden Gundam (Shani), Strike Dagger (x2)
       Earth Federation Army (x2) - Grap Class, Strike Dagger (x2)
       Earth Federation Army - Hambrabi (Yazan), Strike Dagger (x2)
       Earth Federation Army - Hambrabi (Dunkel), Strike Dagger (x2)
       Earth Federation Army - Hambrabi (Ramsus), Strike Dagger (x2)
       Earth Federation Army (x6) - Strike Dagger (x3)
       Earth Federation Army (x4) - Doven Wolf (x3)


Friendly Reinforcements:
       Freedom - Freedom Gundam (Kira)
       Strike - Strike Gundam (Mu)
       Buster - Buster Gundam (Dearka)

NPC Reinforcements:
       POW - GINN

Enemy Reinforcements (1):
       ZAFT - Vesalius (Ades), GuAIZ (x2)
       ZAFT (x2) - Nazca Class High Speed Destroyer, GuAIZ (x2)
       ZAFT - CGUE, GuAIZ (x2)
       ZAFT (x3) - GuAIZ (x3)
       ZAFT (x6) - GINN (x3)
       ZAFT - Duel Gundam (Yzak), GuAIZ (x2)
       ZAFT - GuAIZ (Creuset), GuAIZ (x2)

Enemy Reinforcements (2):
       Creuset - GuAIZ (Creuset)

---

Events:

On the enemy phase of Turn 2, or when the Dominion or an EFA Gundam is attacked:
       Enemy Reinforcements (1) arrive

If an EFA Gundam is destroyed prior to arrival of Enemy Reinforcements (1):
       Defeated Gundam regenerates 100 percent of its HP

If an EFA Gundam is destroyed prior to arrival of Enemy Reinforcements (2):
       Defeated Gundam regenerates 30 percent of its HP

If the Dominion is destroyed prior to arrival of Enemy Reinforcements (2):
       Dominion regenerates 30 percent of its HP

If Duel Gundam is destroyed prior to arrival of Enemy Reinforcements (2):
       Duel Gundam regenerates 100 percent of its HP

If the Vesalius is destroyed before Creuset retreats:
       Vesalius regenerates 100 percent of its HP

If the Dominion is destroyed after the arrival of Enemy Reinforcements (2):
       Dominion regenerates 100 percent of its HP

Two turns after Enemy Reinforcements (1) arrive, when Creuset, Yzak, or the
Vesalius engages in combat, or when the Dominion or one of the EFA Gundams is
destroyed:
       NPC Reinforcements arrive
       Creuset's squad is replaced with Enemy Reinforcements (2)
       Archangel Squadron is replaced with Friendly Reinforcements
       Kira, Mu, and Dearka's morale rises to 150

When Flay reaches the Dominion, or when the three EFA Gundams are destroyed:
       POW squad retreats
       All EFA squads retreat
       Kira retreats
       Creuset retreats

---

Items:

High Performance Targeting Device - Calamity Gundam
Biosensor - Raider Gundam
Dual Sensor - Forbidden Gundam
Analyzer Plus - Nazca Class High Speed Destroyer (northern)
Hybrid Armor - Duel Gundam
Psychoframe - GuAIZ (Creuset)
Psychoframe - GuAIZ (Creuset, second time - yes, you can get two here)

---

Win Condition: Destroy all enemies (until Creuset retreats)
              Destroy the Vesalius (after Creuset retreats)

Loss Condition: Allied battleship is destroyed
               Kira, Mu, or Dearka are defeated (until NPC arrives)
               Kira is defeated (after NPC arrives)

Skill Point: Defeat Orga, Clotho, and Shani before Flay reaches the Dominion

---

Lots of stuff going on in this mission. You'll have forces fighting across
pretty much the entire map here, so plan ahead.  The EFA troops start off on the
west side of the map, while the ZAFT forces arrive to the east.  Since the EFA
has more powerful machines, you should probably stack the west side of your
formation more heavily.  If you want to get an extra Psychoframe out of Creuset,
though, you'll need to have somebody in the east who can dash in and take him
out in one shot (like Sanger).  It doesn't really matter where you send Kira and
company, as the plot will be leading them around by the nose on this map.

There actually isn't anything new here; the EFA forces are almost identical to
the ones from the previous mission, except that the Ghosts have been replaced
with Doven Wolves, which have more attack power but far less maneuverability.
On the ZAFT side you'll be dealing with the GuAIZ again, along with Creuset's
custom model, which you WILL need Lock-On to hit.  Yzak, however, is as
whippable as ever.  The guy just refuses to learn...  Just make sure you don't
waste your effort trying to destroy enemies who can't yet be destroyed.

When you trigger the second major event (which I recommend you do by OHKing
Creuset, for the Psychoframe) Creuset will head into the nearby colony, with
Mu, Kira, Dearka, and Yzak in hot pursuit.  There's a brief cutscene where the
dark genetic heritage of Kira and Creuset are revealed, after which everybody
pops out again.  Creuset rushes back to the Vesalius to get a replacement mask
before launching again, this time solo - meaning you can squeeze a second
Psychoframe out of him.

At the same time, the Dominion and the Vesalius will move to the southwest and
southeast corners of the map, respectively, and will not move again for the rest
of the mission.  Flay is launched in a GINN, which will autopilot its way from
the Vesalius to the Dominion.  This will take four turns of movement, during
which you need to take out the three druggie Gundams.  All three of them will
automatically bunch up just a couple of squares east of the Dominion; if you
plan ahead, you can park someone there to waste the lot of them with a MAP
weapon.  They're destroyable now, as is Yzak, so go nuts.

When you either get the Skill Point or fail it, Kira will make a fruitless
attempt at rescuing Flay, but will be thwarted.  The EFA, Kira, and Creuset all
bail, and the Vesalius FINALLY becomes killable... which you must do to end the
mission.  It hasn't changed a bit since the first time you fought it back in
Mission 5, so take it down and bid farewell to Captain Ades.

You're reunited with the group that went after Irui after the mission.  Before
the intermission you receive a Zolmanium Alloy and a Super Ally Nu-Z.






Mission 47 (Varauta route)
--------------------------

Friendly Squads:
       Ex-Docougar - Bundle's Battleship (Bundle)

Enemy Squads:
       STMC - STMC Landing Boat
       STMC (x16) - STMC Soldier (x3)


Friendly Reinforcements:
       Battle 7 - Battle 7 (Max)
       9 squads

Enemy Reinforcements:
       Protodevlin - Varauta Assault Ship, Az-130A Panzerzorn (x2)
       Protodevlin (X2) - Varauta Assault Ship, Az-130A Panzerzorn (x2)
       Protodevlin (x4) - Az-130A Panzerzorn (x3)
       Protodevlin (X2) - Fz-109F Ergazorn, Fz-109A Ergazorn (X2)
       Protodevlin (X4) - Fz-109A Ergazorn (X3)

---

Events:

On Turn 3, or when 4 enemy squads have been destroyed:
       Friendly Reinforcements arrive

When the first wave of enemies is destroyed:
       Gamlin and Mylene become NPC squads (Gamlin, Mylene)
       Enemy Reinforcements arrive

When 3 Protodevlin squads remain:
       Mission ends

---

Items:

Magnetic Coating - Fz-109A Ergazorn (squad leader, second squad from east)
Hybrid Armor - Fz-109A Ergazorn (squad leader, westmost squad)

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed
                       (until Friendly Reinforcements arrive)
               Allied battleship is destroyed
                       (after Friendly Reinforcements arrive)
               Bundle is defeated (after Friendly Reinforcements arrive)
               Bundle, Gamlin, or Mylene are defeated
                       (after all STMCs are destroyed)

Skill Point: Destroy all STMC units within 5 turns

---

Time for a little more bug-squashing, brought to you by The Blue Danube.  Bundle
starts off surrounded by STMCs.  Use an Iron Wall and Lock-on, and pick a side
of the enemy ring to move towards.  I'd suggest the west side, since that means
your reinforcements won't have to travel as far to help out.  You'll probably
need to refill Bundle's HP at least once, and maybe his energy and ammo as well.
Miho (the third Battle 7 pilot) is your only pilot who can cast Resupply, so you
should probably have her do so.

Oh, and Gamlin was possessed by Gavil all this time.  Unfortunately, he doesn't
have any funny battle quotes, a la drunken Fokker in Alpha 1.  When the STMCs
are wiped out, "Gamlin" grabs Mylene (or launches with Mylene if either one
isn't deployed) and moves to the northwest corner of the map to be joined by
a small group of Varauta reinforcements.  By now you should be well-versed in
wiping out their machines, and after mowing down the STMCs you should have
enough morale to dish out plenty of MAP weapon pain.

When you've almost finished them off, Basara and Mylene will show off their
magical plot powers once again.  The power of J-rock compels Gavil, exorcising
him from Gamlin's body.  Another huge swarm of STMCs show up after this, but
before you can fight them Kenta arrives and warps you all to safety.

You're reunited with the crew that went to Boazan after this mission.  Before
the intermission you receive a Linear Seat, a Custom OS, a Pink Haro, a Super
Alloy Nu-Z, and a Zolmanium Alloy.






Mission 47 (Boazan route)
-------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       8 squads

Enemy Squads:
       Baff Clan - Gataman Zan, Sieg Mark (x2)
       Baff Clan (x2) - Rogue Mark, Gondo Bau (x2)
       Baff Clan (x2) - Sieg Mark, Gondo Bau (x2)
       Baff Clan (x4) - Adigo (x3)

---

Win Condition: Destroy all enemies within 3 turns

Loss Condition: Allied battleship is destroyed
               Turn 4 begins

---

No sooner do you leave Boazan than you run into the Baff Clan.  This cues a
series of DS Drives as you try to escape the Clan and hook up with your other
space-borne forces; your objective in each of these little mini-missions is to
wipe out the enemy forces within a short period of time.

The Adigos are new, but not terribly noteworthy; they're light machines,
marginally tougher than the Gondo Baus but much less maneuverable.  Advance and
wipe the enemy out.  Don't worry about seishin, HP, or energy, since all three
stats will be automatically set to certain levels when the next part begins.
This part should be a snap.






Mission 47, part two (Boazan route)
-----------------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       8 squads

Enemy Squads:
       Baff Clan - Gataman Zan, Sieg Mark (x2)
       Baff Clan (x2) - Rogue Mark, Gondo Bau (x2)
       Baff Clan (x2) - Ganga Rube, Gondo Bau (x2)
       Baff Clan (x4) - Adigo (x3)

---

Win Condition: Destroy all enemies within 3 turns

Loss Condition: Allied battleship is destroyed
               Turn 4 begins

---

Another easy one, although the Sieg Marks have been replaced with stronger
Ganga Rubes.  You start with HP, energy, and SP at 80 percent of maximum, which
isn't too much of a handicap.  Use Banpreios' TK Missile MAP attack to quickly
clear out large numbers of enemies, since it has a low morale requirement.

You'll also notice that the Ide Gauge is rising more quickly than usual, but
this round won't last nearly long enough for it to matter.





Mission 47, part three (Boazan route)
-------------------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       8 squads

Enemy Squads:
       Baff Clan - Gataman Zan, Sieg Mark (x2)
       Baff Clan - Galvo Jick, Gondo Bau (x2)
       Baff Clan (x2) - Ganga Rube, Gondo Bau (x2)
       Baff Clan (x3) - Adigo (x3)

---

Win condition: Destroy all enemies within 2 turns

Loss Condition: Allied battleship is destroyed
               Turn 3 begins

---

Less time to complete this one, but fewer enemies as well.  You're at 70 percent
of your normal strength this time, but that still shouldn't be a problem (just
make sure your weak support units are protected).  Everyone's morale begins at
120 and the Ide Gauge starts at Level 2.  Don't forget about your MAP weapons
if you're having trouble.





Mission 47, part four (Boazan route)
------------------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       8 squads

Enemy Squads:
       Baff Clan - Gataman Zan, Sieg Mark (x2)
       Baff Clan - Ghido Mark, Gondo Bau (x2)
       Baff Clan (x2) - Ganga Rube, Gondo Bau (x2)
       Baff Clan (x3) - Adigo (x3)

---

Win Condition: Destroy all enemies within 2 turns

Loss Condition: Allied battleship is destroyed
               Turn 3 begins

---

50 percent strength now, but this may be the easiest one yet.  You start off so
close to the enemies that you can wipe them out on the first turn.  You have 130
morale, and the Ide Gauge starts at Level 3, not that it'll get a chance to rise
any further.

One more to go...





Mission 47, part five (Boazan route)
------------------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       8 squads

Enemy Squads:
       Baff Clan - Gabro Zan (Hannibal), Ganga Rube (x2)
       Baff Clan (x2) - Gataman Zan, Sieg Mark (X2)
       Baff Clan (x2) - Ghido Mark, Gondo Bau (X2)
       Baff Clan (x2) - Galvo Jick, Gondo Bau (x2)
       Baff Clan (X3) - Ganga Rube, Gondo Bau (x2)
       Baff Clan (x3) - Sieg Mark, Decker Bau (X2)
       Baff Clan (x3) - Rogue Mark, Decker Bau (x2)
       Baff Clan (x5) - Adigo (x3)

---

Items:

Magnetic Coating - Adigo (squad leader, westernmost squad)
Dual Sensor - Galvo Jick (northeast)
Multi Sensor - Ghido Mark (northwest)
Hybrid Armor - Gabro Zan

---

Win Condition: Destroy the Gabro Zan within 6 turns

Loss Condition: Allied battleship is destroyed
               Turn 7 begins

Skill Point: Destroy the two Gataman Zans before destroying the Gabro Zan

---

Finally, a decently-sized engagement.  Bes takes to heart the advice of the late
Admiral Tolwyn: If you've got a junkyard dog following you, the best thing to do
is turn around and kick it in the chops.

You're at 70 percent strength again.  Your morale is 140; the Gauge starts at
Level 4, which should already give you some ideas on how to proceed.  Send Ideon
forward, keeping your other troops back a little bit.  Let it soak up most of
the attacks on the first round; by Turn 2 the Ide Gauge should be at Level 5.
Time to break out the Ideon Gun (although you might need to "accidentally" hit
Ideon with a MAP weapon to get its HP low enough - if you don't have one that
works, keep your allies further back so that Ideon takes more hits).

First wipe out the enemies who are outside of the Gun's range - which shouldn't
be too many, and in any case you still have Banpreios' TK Missiles on your side.
After that, cast Bless on Ideon, then have Cosmo cast Kiai (if needed), and have
Kasha cast Lock-On and Hot Blood.  The resulting shot should wipe out the entire
enemy fleet... even if Hannibal survives due to his plot armor.  You'll still
get the Skill Point if you take the Gataman Zans out in the same attack as the
Gabro Zan, so no worries there.

You're reunited with the group that went to Varauta after this mission.  Before
the intermission you receive a Linear Seat, a Custom OS, and a Pink Haro.






Mission 48 (Irui/ZAFT route)
----------------------------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Eternal - Eternal (Lacus)
       14 squads

Enemy Squads:
       Muge Zolbados - Zangayo (Death Gaia)
       Muge Zolbados - Muge Battleship (Helmut)
       Muge Zolbados - Gilbauer (Gildrome)
       Muge Zolbados (x3) - Muge Battleship, Zei Far (x2)
       Muge Zolbados (x7) - Zei Far (x3)
       Muge Zolbados (x8) - Muge Light Air Combat Mecha (x3)


Enemy Reinforcements:
       Muge Zolbados - Muge Zolbados (Muge Zolbados)
       Emperor of Darkness - Emperor of Darkness (Emperor of Darkness)
       Emperor Ryuuma - Ryuuma's Ship (Emperor Ryuuma)
       Marshal of Hell - Invincible Fortress Demonica (Marshal of Hell)
       Invincible Battleship Dai - Invincible Battleship Dai (Goll)
       Lord Darius - Lord Darius (Darius)

---

Events:

At the start of every turn before Gildrome is destroyed, beginning on Turn 2:
       Any friendly squads that have been turned hostile return to normal
       4 random friendly squads turn hostile

When Gildrome is defeated:
       All friendly squads that have been turned hostile return to normal

When the Zangayo's health falls below 25 percent:
       Zangayo regenerates
       Death Gaia casts Drive, Invincibility, Hot Blood, and Lock-On

When Death Gaia, Gildrome, and Helmut are defeated:
       Enemy Reinforcements arrive

---

Win Condition: Defeat Death Gaia, Gildrome, and Helmut
              Defeat Muge Zolbados (when Death Gaia, Gildrome, and Helmut
                       are defeated)

Loss Condition: Allied Battleship is destroyed

Skill Point: Destroy all enemies and then Muge Zolbados within 6 turns of his
                       arrival

---

Your final battle with the Muge brings you to their home dimension, where you'll
face one of the game's nastier missions.  Luna is overcome by Irui's power and
destroyed, but Irui herself doesn't stick around to lend a hand.  *grumble*
All that purple stuff on the map is rock, not space, so organize your squads
accordingly.  Conserve your seishin on this mission; you're going to need ALL of
it for the reinforcements.

You begin with the standard assortment of Muge cannon fodder arrayed in front of
you, led by the three enemy generals.  Before long Gildrome will start using a
device that takes control of four of your squads on each turn (but only four at
a time.)  Make a beeline for the Gilbauer and take it out first; all of the
other enemies will move towards you, so by the time you do the job you should be
within striking distance of them.

Helmut's battleship is much beefier than the ones you're used to fighting by
now; you may be tempted to spend some seishin to make the job go more quickly,
but I strongly recommend against it.  Spend only what you need to keep your
units intact.  Use support attacks to increase the damage dealt per turn without
needing to spend your precious SP.  Death Gaia's Zangayo is also stronger than
you'll remember (if indeed you've fought it before), and he starts using seishin
when you wear him down.  Take this opportunity to test out Gaiking's new combo
attack with the Daikuu Maryuu; I was able to do well over 10,000 damage with it
without using seishin, making that robot much more attractive.

The hard part comes after the three generals have been killed.  Muge Zolbados
emerges from his fortress in full battle regalia, summoning the spirits of
several of your defeated foes to assist him.  HP-wise, most of these bosses are
much weaker than they were in your last encounter, although Goll is actually
stronger than when you killed him in Alpha 2.  However, their attacks are worse
than ever, and with their uncanny accuracy they'll quickly take your Gundams and
support units apart if you let them.  Your best bet is to try to force them to
attack specific targets by leaving them in range.  For instance, the Emperor
of Darkness will usually focus on Mazinkaiser, Goll typically goes for Getter
Robo, and Darius usually goes for Gaiking.  The Marshal, Ryuuma, and Muge are
less predictable, but if you can anticipate where three of the attacks are going
it'll be much easier to deal with the other three.

Ignore Muge Zolbados at first; he has HP regen, while the other five bosses do
not.  This is what you've been saving up your seishin for; if you've been
conserving properly, you should be able to cut loose here and make things much
easier.  Although none of the bosses are very nice, the two most difficult are
probably Ryuuma and the Emperor of Darkness.  Ryuuma's Potential skill makes him
a serious pain in the neck as his HP decreases, while the Emperor of Darkness
has both Bunshin and the Darkness Flame ALL attack, which prevents whatever it
hits from using seishin for a turn. By comparison, the other three are much less
durable, and are relatively easy to take down.

When it's down to just you and Muge, you should try to get your units into a
good support-able position.  Like the Darkness Flame, Muge Zolbados' Soul Eater
attack locks a unit's seishin for one turn.  That should be plenty of incentive
to take him down in one round, but his 170,000 HP makes that a rather tall
order.  You'll probably be nearing the end of your SP by this point, but
thankfully you're on the home stretch; if each unit fires off a powerful Hot
Blooded attack while being supported by another unit (if possible), you should
just be able to take Muge down within the space of one turn.

Muge makes a big show of regenerating at the end of the mission, but Shinobu is
having none of it and Dankuukougakens him into oblivion.  Muge's pocket
dimension collapses, and you find yourselves back in your own universe - with
Irui FINALLY freed from enemy domination.

You're reunited with the space-faring crew after this mission.  Before the
intermission you receive two Propellant Tanks, two Cartridges, two Repair Kits,
a Super Repair Kit, and two OVA's Croquettes.






Mission 48 (Varauta/Boazan route)
---------------------------------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Soloship - Soloship (Bes)
       Fire Bomber - VF-19 Kai F Valkyrie-F SB (Basara),
               VF-11 MAX L Kai SB (Mylene), VF-17T Kai Nightmare-F SB (Ray)
       14 squads

Enemy Squads:
       Protodevlin - Varauta Assault Ship
       Protodevlin - FBz-99G Zaubergern (Gavil), Az-130A Panzerzorn (x2)
       Protodevlin - Glavil (Glavil)
       Protodevlin (x3) - FBz-99G Zaubergern, Az-130A Panzerzorn (X2)
       Protodevlin (x10) - Fz-109F Ergazorn, Fz-109A Ergazorn (x2)


Friendly Reinforcements:
       Ideon - Ideon (Cosmo)

Enemy Reinforcements (1):
       Protodevlin - Gavigla (Gavigla)
       Protodevlin - Golam (Golam)
       Protodevlin - Zomdo (Zomdo)

Enemy Reinforcements (2):
       STMC - STMC Landing Boat
       STMC (x16) - STMC Soldier (x3)

Enemy Reinforcements (3):
       Baff Clan - Gabro Zan (Hannibal), Ganga Rube (x2)
       Baff Clan (x2) - Gataman Zan, Sieg Mark (x2)
       Baff Clan (x2) - Ghido Mark, Gondo Bau (x2)
       Baff Clan (x2) - Galvo Jick, Gondo Bau (x2)
       Baff Clan (x3) - Ganga Rube, Gondo Bau (x2)
       Baff Clan (x3) - Sieg Mark, Decker Bau (x2)
       Baff Clan (x3) - Rogue Mark, Decker Bau (x2)
       Baff Clan (x5) - Adigo (x3)

Enemy Reinforcements (4):
       STMC (x6) - STMC Soldier (x3)

---

Events:

On Turn 3, when Glavil's HP falls below 50 percent, when Gavil is defeated, or
       when 8 enemy squads remain:
       Gavil and Glavil are replaced with Enemy Reinforcements (1)

When Zomdo or Golam is defeated:
       All Protodevlin squads retreat
       Basara retreats
       Enemy Reinforcements (2) arrive
       Friendly Reinforcements arrive
       Ide Gauge rises to level 2

1 turn after the STMC arrive, or when 5 STMC squads have been destroyed:
       Enemy Reinforcements (3) arrive

Whenever 6 STMC squads remain:
       Enemy Reinforcements (4) arrive

---

Items:

High Performance Targeting Device - Gabro Zan

---

Win Condition: Destroy all enemies (until Enemy Reinforcements (1) arrive)
              Destroy Golam or Zomdo (after Enemy Reinforcements (1) arrive)
              Destroy all enemies (after Enemy Reinforcements (2) arrive)
              Destroy the Gabro Zan (after Enemy Reinforcements (3) arrive)

Loss Condition: Allied battleship is destroyed
               Basara is defeated
               Ideon is destroyed

Skill Point: Destroy Gavigla, which flees below 12,000 HP

---

Lots of enemies coming after you from all sides in this mission, but at first
all you have to worry about are the assorted Varauta mechs in front of you.  Go
forward and meet them head-on; the reinforcements will appear at various corners
of the map, so you can worry about splitting up to face them later.

Things take a turn for the disturbing when you meet the first event condition.
Gavil and Glavil fuse together into their "ultimate form," Gavigla.  At the same
time, two more Protodevlin appear.  As you'll see, they're rather... uh...
Adjectives fail me.  Where is your god now?

Keep your distance from Zomdo and Golam while you finish off the remaining
Varauta forces.  Gavigla is basically just a slightly beefier version of Glavil;
however, in order to deal the 12,000 damage necessary to take him down, you'll
need to plan ahead.  Either hit him with a Hot Blooded song attack,supported by
a powerful regular attack, or keep draining his morale with Exhaust until his
Protodevlin protection is disabled.

Zomdo and Golam are pretty similar, so focus on whichever one you consider more
hideous.  You WILL want to drain their morale beforehand, though, since they
have a lot more HP than Gavigla did.  When either one goes down, Basara goes
chasing after them, assisted by the newly-arrived Sybil.  Sybil's energy is
drained by her attack, so Basara charges her up again - which results in Basara
being drained of energy himself.  Sybil flees, Basara is retrieved, and Ideon
finally gets into gear, just in time to deal with the STMC reinforcements.

The STMCs appear in the southeast corner of the map.  The Baff Clan, however,
will appear in the northwest - and since the STMCs will just send more backup
as you wipe them out, you should focus on the Clan instead.  Send a couple of
squads to keep the bugs busy, and send everyone else to the northwest.

The Baff Clan units will ignore pretty much everyone except for Ideon.  Other
than that, this should all be familiar ground to you.  If you've been saving
up your MAP weapons, use them now to make short work of the enemy.  The Gabro
Zan is as weak as ever, and by now should be killable with three or four hits.

Hannibal does not take his defeat quietly, using the Gabro Zan to ram Ideon.
Cosmo gives new meaning to the words "excessive force," charging up the Ideon
Swords and using them to chop the nearby planet in half, and the Gabro Zan with
it.  Your guys get out of there as Gije dies from his injuries...

You're reunited with the forces who went to Earth after the mission.  Before the
intermission you receive two Propellant Tanks, two Cartridges, two Repair Kits,
a Super Repair Kit, and 2 OVA's Croquettes.  You also receive a BuCUE (or the
LaGOWE, if you met the requirements), the Meteor packs for Freedom and Justice,
and the HWS parts for the Nu Gundam.





Mission 49
----------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Fire Bomber - VF-11 MAX Kai F (Mylene), VF-17T Kai Nightmare F (Ray)
       2 battleships
       15 squads

Enemy Squads:
       Varauta - Gavigla - Gavigla (Gavigla)
       Varauta - Varauta Assault Ship, Az-130A Panzerzorn (x2)
       Varauta (x2) - Varauta Standard Battleship, Az-130A Panzerzorn (x2)
       Varauta (x3) - FBz-99G Zaubergern, Fz-109A Ergazorn (x2)
       Varauta (x9) - Az-130A Panzerzorn, Fz-109A Ergazorn (x2)


Enemy Reinforcements:
       Protodevlin - Golam (Golam)
       Protodevlin - Zomdo (Zomdo)

---

Events:

On Turn 3:
       Enemy Reinforcements arrive

---

Items:

Gravity Territory - Varauta Assault Ship

---

Secret Requirement:

Gavil and FBz-99G Zaubergern:
       Gamlin must destroy Gavigla.  (Step 1 of 2)

---

Win Condition: Destroy all enemies
              Get the Battle 7 to the target location within 5 turns

Loss Condition: Allied battleship is destroyed
               Turn 6 begins

Skill Point: Destroy Gavigla

---

It's time to wrap up Macross 7, beginning with an assault on Varauta 4.  If you
played the Varauta version of the 45-48 split, this map will be familiar
territory to you; you'll probably remember the way the enemies all tend to
congregate in a huge mass just southeast of the planet, making them easy
pickings for a TK Missile blast.  If you haven't tried the Varauta route yet,
don't worry.  It's easy.

Before going in, though, make sure you're sending in as many pilots with Exhaust
as possible (pilots like Remy, Rei, Fei, Docker, Lacus, etc.)  With three hefty
Protodevlin to take down on this map, you're going to want the extra help.

Varauta machines don't perform so well in space, so rush on over towards the
planet, picking off enemies as you go (focusing on the more dangerous Panzers
first) and letting fly with an appropriately massive MAP weapon on Turn 2.  Try
to have nearly all of the grunts gone before Turn 3, so that Golam and Zomdo
can't gain morale from their deaths.

Gavigla's morale will probably be nearly maxed out when you get to him, so hit
him with a few Exhausts to bring it back down to a manageable level (say, around
80 or so.)  After that you should be able to take him out a with a few Hot
Blooded finishers.  The same applies for Golam and Zomdo, although their morale
will be lower, making this part of the fight even easier.  Of course, if you
don't want to take them out, you can just rush the Battle 7 right on over to the
target location.






Mission 49, part two
--------------------

Friendly Squads:
       Battle 7 - Battle 7 (Max)
       Fire Bomber - VF-11 MAX Kai SB (Mylene), VF-17T Kai Nightmare SB (Ray)
       2 battleships
       14 squads

Enemy Squads:
       Varauta - FBz-99G Zaubergern (Gavil), FBz-99G Zaubergern (x2)
       Varauta - Glavil (Glavil), FBz-99G Zaubergern (x2)
       Varauta - Golam (Golam), Zomdo (Zomdo)
       Varauta (x2) - Varauta Assault Ship, Az-109A Panzerzorn (x2)
       Varauta (x4) - Varauta Standard Battleship, Az-109A Panzerzorn (x2)
       Varauta (x4) - FBz-99G Zaubergern, Az-109A Panzerzorn (x2)
       Varauta (x12) - Az-109A Panzerzorn, Fz-109A Ergazorn (x2)


Friendly Reinforcements (1):
       Genius Team - VF-22S S Vogel IIB (Max), VF-22S S Vogel IIB (Miria)

Friendly Reinforcements (2):
       Fire Bomber - VF-19 Kai F Valkyrie-F SB (Basara),
               VF-11 MAX L Kai SB (Mylene), VF-17T Kai Nightmare-F SB (Ray)

Enemy Reinforcements (1):
       Varauta - Gepelnich's Ship

Enemy Reinforcements (2):
       Gepelnich - Gepelnich (Gepelnich)

---

Events:

On Turn 3:
       Enemy Reinforcements (1) arrive

When the Battle 7 reaches the target point:
       Friendly Reinforcements (1) arrive
       Enemy Reinforcements (2) arrive
       Gamlin's squad and Mylene retreat

When Gepelnich takes 50,000 damage:
       Gepelnich regenerates
       Zomdo and Golam are destroyed
       Gavil and Glavil merge and retreat
       All allied units' morale rises to 150

When Gepelnich's HP falls below 70 percent of maximum:
       Fire Bomber is replaced with Friendly Reinforcements (2):
       Gamlin's squad returns
       All units' HP is restored
       Hot Blood is cast on all units

When Gepelnich's HP falls below 50 percent of maximum:
       Sybil (Sybil) joins Fire Bomber squad
       Gepelnich's HP is reduced by 10 percent

---

Items:

High Performance Radar - Gepelnich's Ship
Cost Down - Gepelnich

---

Secret Requirement:

Gavil and FBz-99G Zaubergern:
       Gavil must survive until he retreats.  (Step 2 of 2)

---

Win Condition: Get the Battle 7 to the target location within 6 turns
              Destroy Gepelnich (after the target location is reached)

Loss Condition: Allied battleship, Mylene, or Ray are defeated
               Battle 7 does not reach the target location within 6 turns
               Allied battleship is destroyed (when the target location
                       is reached)
               Ray is defeated (when the target location is reached)
               Basara, Mylene, or Ray are defeated (when Basara awakens)
               Basara, Mylene, Ray, or Sybil are defeated (when Sybil arrives)

---

Ick.  It's uphill all the way now that you're fighting the Protodevlin on their
home territory; in addition to the Varauta mechs' improved performance in
atmospheric combat, you also get to take down the biggest boss you've faced yet.
Send your Exhaust-capable pilots again.  You'll need every last one of them.

Move your forces forward to engage the enemy grunts, and don't waste time.  You
only have a few turns to get the Battle 7 to the target location, and you have
to kill a very large battleship in that time.  Send a couple of competent but
minor squads to occupy the enemy group in the southwest; make sure all of your
major damage-dealers are moving towards the target point.

Skirt around the enemy aces when possible, and be especially wary of Glavil's
MAP weapon.  You can't spare the resources to take out any of the Protodevlin,
so leave them intact.  Although you could take out Gavil without much trouble,
leaving him alive is a step to recruiting him, so I'd choose to ignore him too.
None of the bosses have any items in any case, so it's no great loss.

On Turn 3 Gepelnich's flagship appears, rather inconveniently placed right on
top of the target.  You'll have to chew through all 180,000 HP before the Battle
7 can move there.  Fortunately, Gepelnich himself is nowhere in sight; the grunt
left in charge of the ship doesn't have great accuracy, so swarm him and take
him down.

The main event comes when you destroy the flagship and move the Battle 7 to the
target.  Gepelnich appears, and despite a couple of blasts from the Macross
Cannon, he's in good enough shape to send Mylene and Gamlin packing.  Max and
Miria launch in their Sturmvogels to save the day, although there's not much
they can do to this particular enemy.

Gepelnich is a VERY nasty customer: 264,000 HP, Protodevlin damage reduction,
and three attacks which ALL put serious drains on either your stats, your SP, or
your morale.  On top of that, he has small HP regen and gains back over ten
morale each time that he's hit.  Consequently, even Exhaust is only a temporary
measure.  Don't waste time; lower his morale to 50 and start hitting him with
Hot Blooded finishers, making sure NOT to hit him with weak squad attacks and
support attacks, which will only boost his morale further.

He recovers after taking 50,000 damage, but his morale stays the same.  At this
point he also begins to lose control, creating a Spiritia Black Hole that
devours Zomdo and Golam and sends Gavil and his pet fleeing for cover.  That
clears the field for you a bit, but you still have to take Gepelnich all the way
down to zero HP; thankfully, Minmei's singing gives everyone a much-needed
morale boost.

Keep dishing out the pain; after a little while, Basara will finally get off his
ass and step in to help.  The Fire Bombers' Try Again attack is unlocked; more
importantly, every single member of your team is fully recovered and gets a free
Hot Blood - a godsend, considering that SP are probably starting to get a little
tight.  As Gepelnich's HP nears the critical point, Sybil joins the fray too.
Take advantage of her Move Again seishin; two Hot Blooded Try Agains from Basara
will take off a quick 50,000 HP from the boss - and by this time he shouldn't
have that much left.

After this mission, the extra scenario "Into a New Ocean" becomes accessible
through the Scenario Chart.  Sybil joins after the mission, as does Gavil with
his Zaubergern if you met the requirements.  Max and Miria join with their
Sturmvogels.  Before the intermission you receive a Fan's Bouquet and a Minmei's
Disc.





Mission 50
----------

Friendly Squads:
       3 battleships
       15 squads

Enemy Squads:
       Neviim
       Imperial Inspection Force - Hermodr Echad (Epeso)
       Imperial Inspection Force (x3) - Huleh, Esrim Rosh (X2)
       Imperial Inspection Force (x2) - Shemuel, Esrim Aph (x2)
       Imperial Inspection Force (x2) - Shemuel, Haggai Yad (x2)
       Imperial Inspection Force (x3) - Esrim Rosh, Esrim (x2)
       Imperial Inspection Force (x3) - Haggai Yad, Haggai (x2)
       Imperial Inspection Force (x3) - Megillot Ben (x3)
       Imperial Inspection Force (x3) - Joelah Ben (x3)

Enemy Reinforcements (1):
       Imperial Inspection Force - Shemorah (Etzira)
       Imperial Inspection Force - Bemidban (Baran)

Enemy Reinforcements (2):
       Imperial Inspection Force - Zfylud Eved (Epeso)

---

Events:

At the start of each enemy phase until Neviim is destroyed:
       6 allied squads lose 50 percent of their HP

When the Hermodr is destroyed:
       Enemy Reinforcements (1) arrive (if they haven't already)
       Enemy Reinforcements (2) arrive

When the Neviim is destroyed:
       Epeso casts Hot Blood, Lock-On, and Invincibility
       Enemy Reinforcements (1) arrive (if they haven't already)


---

Items:

Analyzer Plus Plus - Hermodr Echad
S Adaptor - Zfylud Eved
Basara's Disc - Shemorah
Combat Manual - Bemidban

---

Win Condition: Destroy the Hermodr
              Destroy the Zfylud (after the Hermodr is destroyed)

Loss Condition: Allied battleship is destroyed

Skill Point: Destroy the Hermodr within 5 turns

---

This mission serves as a preview the final assault on the Balmar homeworld,
which you'll be getting to in a couple of missions.  After popping out of the
Crossgate, you find yourself in front of a familiar face... Epeso, Mk. II.  Yes,
apparently the Balmarians have cloned him, and have given him another gigantic
battleship as well.

There's another significant feature on this map: the Neviim defense satellite.
It's considerably less benign than the one from Original Generation, and shows
you what it can do right off the bat, by halving the HP of six of your squads.
It will continue to do so at the beginning of every enemy phase, so you'd be
well advised to dispose of the satellite as soon as possible - which is a little
more easily said than done, since it's situated behind the enemies and has
100,000 HP.

Move in and start killing off enemy grunts for morale.  I typically send Ideon
in first, equipped with a Gravity Territory; enemies love gunning for it, and
between the barrier and Kasha's Iron Wall seishin it won't take much - if any -
damage, while having the Ide Gauge at level 5 by the end of the third turn.
With the Ideon Sword/Gun on your side, the enemy ships' high HP suddenly doesn't
look so high anymore, and Neviim should be well within sniping range.

Watch out for the Hermodr's 3x7 Legion Buster attack as you move in and destroy
the Hulehs.  Take out Neviim next to put a stop to the annoying satellite shots,
making sure that Ideon has defensive seishin cast to avoid the damage from
Epeso's seishin-powered response.  Baran and Etzira come out at this point;
chase them off before destroying the Hermodr as well (the Ideon Gun is one of
your best friends here).

The Hermodr is strong, but functionally it hasn't changed since the last time
you fought it back in Mission 25 - and in the meantime, you've had lots of
experience in taking out boss-class enemies.  Your finishers will take it apart
quickly, but you'll definitely need to protect squadmates with defensive spells.
Fortunately, if most of the enemies have been attacking Ideon all this time, the
rest of your pilots should have some seishin to spare.

After you've brought the Hermodr all the way down to zero, Epeso comes out in
another Zfylud.  As when you fought him in Mission 25, his morale will be
reduced when he does so.  Lower it still further with Exhaust and swarm him.
The Zfylud now has 100,000 HP instead of the 75,000 it had before, but this
still isn't enough to compensate for its lowered defense.  Pretty soon, Epeso
will die for the second time in this game.  Sucks to be him, huh?

Oh, but instead of following through on your assault, you go back to Earth to do
Gundam SEED stuff.  *sigh*





Mission 51
----------

Enemy Squads:
       Earth Federation Army - Dominion (Natarle), Strike Dagger (x3)
       Earth Federation Army - Calamity Gundam (Orga), Strike Dagger (x2)
       Earth Federation Army - Raider Gundam (Clotho), Strike Dagger (x2)
       Earth Federation Army - Forbidden Gundam (Shani), Strike Dagger (x2)
       Earth Federation Army - Hambrabi (Yazan), Hambrabi (Dunkel),
               Hambrabi (Ramsus)
       Earth Federation Army (x3) - Grap Class, Strike Dagger (x2)
       Earth Federation Army (x4) - Strike Dagger (x3)
       Earth Federation Army - Ghost X-9 (x3)
       ZAFT - Nazca Class High Speed Destroyer, GuAIZ (x2)
       ZAFT (x2) - Laurasia Class MS Carrier, GuAIZ (x2)
       ZAFT - Duel Gundam (Yzak), CGUE, GuAIZ (x2)
       ZAFT (x4) - GuAIZ (x3)
       ZAFT (x2) - CGUE, GINN (x2)
       ZAFT (x2) - GINN (x3)


Friendly Reinforcements:
       Eternal - Eternal (Lacus)
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Freedom - Freedom Gundam (Kira)
       Justice - Justice (Athrun), Aile Strike Rouge (Cagalli)
       15 squads

Enemy Reinforcements (1):
       Peacemaker (x20) - Nuclear Missile

Enemy Reinforcements (2):
       Creuset - Providence Gundam (Creuset), GuAIZ (x3)

---

Events:

On Turn 2:
       Friendly Reinforcements arrive
       Enemy Reinforcements (1) arrive

On the enemy phase after all nuclear missiles are destroyed:
       Enemy Reinforcements (2) arrive

If Providence Gundam is reduced to 0 HP before the Dominion is destroyed:
       Providence Gundam regenerates

When the Dominion is destroyed:
       Mu is defeated

When Justice reaches the target location:
       Athrun and Cagalli retreat

---

Items:

High Performance Targeting System - Hambrabi (Yazan)
Super Alloy Z - Calamity Gundam
Megabooster - Raider Gundam
Basara's Disc - Forbidden Gundam

---

Win Condition: Destroy all Nuclear Missiles
              Complete both of the following:(after all missiles are destroyed)
               Destroy the Dominion
               Get Athrun to the target point

Loss Condition: Nuclear Missile leaves map (until all missiles are destroyed)
               Allied battleship is destroyed
               Kira, Athrun, or Cagalli is defeated

---

The battle of Jachin Due begins, and our heroes are nowhere in sight.  The two
enemy forces will spend a turn moving slowly towards each other.  On Turn 2 the
Alpha Numbers arrive, and Azrael pulls out his trump card: a slew of N-Jammer
Canceller-equipped nuclear missiles, all of which are headed straight for the
PLANTs.  If any of them reach the west edge of the map, it's game over for you;
hence, taking them out is your first priority.

This is potentially a little trickier than it first appears; the nukes have over
10,000 HP (enough that many Real squads will need two volleys to destroy them)
and annoying dodging ability that will probably result in many of your squad
attacks missing the targets. Make sure that you send fast squads to the south
end of the enemy group to deal with the missiles there.  If you stop to wipe
out the northernmost ones before proceeding, chances are you won't have time to
take out the others.  On the third or fourth turn, ZAFT will start to indirectly
help you out by getting in the missiles' way; the missiles will attack them,
which will cause the missiles to explode instantly if they connect.

Once all of the missiles are gone, Azrael calls in reinforcements, with the
snivelling Commander Miwa at the helm.  Patrick Zala unveils HIS trump card:
the Genesis cannon, which impressively annihilates the newcomers.  A turn later
Rau le Creuset pops out in the Providence Gundam to make you all miserable.

Apart from Creuset and the missiles, these are all enemies you've had to deal
with before (numerous times, if you took the ZAFT route).  The EFA Gundams are
best disposed of with one mighty Hot Blooded attack, which in most cases will
leave them with only a little health left, if it doesn't kill them outright.
More importantly to non-SEED fans, this is where you finally get to say goodbye
to the immortal cockroach Yazan Gable.  He, of course, will chase Camille all
over the map; wear him and his squadmates down with ALL attacks (I double-team
them with the Archangel and Ra Cailum, then finish them off with Camille's
High-Mega Launcher).

When Athrun reaches the target point, he goes inside to try and talk some sense
into his father, only to discover that a ZAFT officer has already "relieved" him
of his command.  Unfortunately, Genesis is still locked on and preparing to
fire again, so Athrun heads on over to the superweapon to try and do something
about it from the inside.

When the Dominion goes down, it's time for even more yelling.  Fllay escapes in
a shuttle.  Azrael fires the Lohengrin at the Archangel.  Mu hops in front of
it and gets blown up (don't worry, he'll get better).  Azrael shoots Natarle a
few times.  Murrue fires the Archangel's Lohengrins back at the Dominion, and
Azrael dies screaming - which is a decent change of pace after Shapiro, I
suppose.  Kira goes to rescue Fllay, despite the fact that Creuset keeps taking
potshots at him with his DRAGOONs.  Kira doesn't take the hint, and a stray shot
ends up killing Fllay when he gets too close.  Oops.

It's not necessary to destroy the Providence on this stage (and you can't make
Creuset retreat until after the Dominion goes down), but I may as well cover it
here.  The DRAGOONs have a VERY long range, and cause some decent damage;
however, they're less accurate than you'd expect.  Most of your major Real Robot
aces will be able to dodge incoming fire, although the Supers will need barriers
and defensive seishin to protect themselves.  Providence has nearly 100,000 HP,
so don't skimp on the Hot Blood when taking him down.







Mission 51, part two
--------------------

Friendly Squads:
       Freedom - Freedom Gundam (Kira)
       Justice - Justice Gundam (Athrun), Aile Strike Rouge (Cagalli)
       6 squads

Enemy Squads:
       Core Unit
       ZAFT - Providence Gundam (Creuset)
       ZAFT (x3) - GuAIZ (x3)
       ZAFT (x3) - Ghost X-9 (x3)

---

Items:

Haro - Providence Gundam

---

Win Condition: Destroy Genesis' reactor within 4 turns

Loss Condition: Kira is defeated
               Turn 5 begins

Skill Point: Destroy Providence Gundam

---

The grand finale has you going inside of Genesis to destroy its reactor core;
you have four turns in which to do it, which is two more than you need.  Creuset
is here as well, along with a handful of AI-controlled machines.  Your small
force, meanwhile, begins at 70 percent strength, but also starts with its morale
maxed out.

Since you don't need to use the few enemies to raise your morale, I'd suggest
simply rushing in and using your overkill method of choice to clear the grunts
out as quickly as possible.  If you're in a hurry, or if you're just sick of
Gundam SEED stuff, you can end the mission at once by destroying the reactor,
which has a lot of HP but thin armor.

If you want the Skill Point, however, you'll need to take down Creuset first.
Providence's HP has risen to over 120,000, but he seems to take damage more
easily than he did when you fought him outside.  Meanwhile, despite your reduced
SP, the small size of this map and the weakness of its enemies means that you'll
probably go in to fight Creuset with more SP than you had before.  Standard boss
rules apply for dealing with the DRAGOONs - defensive seishin all around - but
he just doesn't have the endurance to put up a real fight, especially when
everyone has enough SP to cast Lock-On and Hot Blood.

Once Creuset dies (laughing, again) you'll still need to take out the reactor -
but since you can take Creuset out on Turn 2, or the beginning of Turn 3 at the
latest, you'll have plenty of time.  Just remember that you need to be south
of the reactor to line up your shots.

Breathe a sigh of relief; SEED is over.  Mu, meanwhile, has recovered from being
blown up and then exposed to hard vacuum (...), but you'll need to manually
reassign him to Strike.






Mission 52
----------

Friendly Squads:
       EVA Unit 1 - EVA Unit 1 (Shinji)
       EVA Unit 2 - EVA Unit 2 (Asuka)
       EVA Unit 0 Kai - EVA Unit 0 Kai (Rei)

Enemy Squads:
       Angel - 14th Angel Zeruel (Zeruel)


Friendly Reinforcements:
       Ra Cailum - Ra Cailum (Bright)
       1 battleship
       15 squads

Enemy Reinforcements (1):
       EVA (x9) - Mass Produced EVA

Enemy Reinforcements (2):
       EVA - EVA Unit 1
       EVA (x9) - Mass Produced EVA

---

Events:

After the Angel is destroyed:
       Rei retreats
       Shinji becomes an NPC unit
       Enemy Reinforcements (1) arrive

When Asuka is defeated, or 2 turns after arrival of Enemy Reinforcements (1):
       Friendly Reinforcements arrive
       Shinji and Asuka retreat

When all of the MP EVAs have been destroyed:
       Enemy Reinforcements (2) arrive
       Ide Gauge resets to Level 1

If one of MP EVAs from the second group is destroyed:
       MP EVA regenerates

---

Win Condition: Destroy the Angel
              Destroy all enemies (after the Angel is destroyed)
              Destroy EVA Unit 1 (after the MP EVAs have been destroyed)
              Destroy EVA Unit 1 within 5 turns
               (after EVA Unit 1's HP falls below 50 percent)

Loss Condition: Any allied unit is destroyed (until the Angel is destroyed)
               Shinji is defeated (after the Angel is destroyed)
               Allied battleship is destroyed (after the Angel is destroyed)
               ??? after 6 turns (after EVA Unit 1's HP falls below 50 percent)

Skill Point: Asuka must survive for 2 turns after arrival of MP EVAs

---

It's now time for an End of EVA reprise, with supposedly-dead friends and foes
popping up left and right with no explanation whatsoever.  Before starting this
mission, you'll probably want to equip Asuka with a couple of good items to
boost her mobility; it'll make getting the Skill Point a lot easier.

First on the menu is Zeruel, who seems very intent on getting... somewhere.  The
Angel will head due east across the map, ignoring your three Evangelions.  Once
it reaches the other end of the map... well, nothing happens.  It'll just sit
there until you destroy it.  Hmm.

Shinji and Rei are non-contributors during the rest of the mission, so feel free
to let them take as much damage and blow as much SP as necessary to take Zeruel
down.  You can use most of Asuka's seishin, too, but you need to keep her HP
high, in addition to conserving at least 30 SP.  The Angel should go down in a
turn or two.

When it's destroyed, Rei leaves to meet with Shinji's father, sending Shinji
into one of his customary bouts of despair.  At this point the Mass Produced
EVAs will come out to play.  Shinji becomes an NPC unit, and Asuka gets to face
them.  Alone.  We all know how this will turn out.

Cast Intuition and try to get out of the range of a few of the EVAs (the Lance
can hit enemies up to 12 spaces away.)  The enemy sword-whacks will be rendered
ineffective by Asuka's AT Field if she defends; however, the EVAs' ALL attacks
will break through the field even if you block, so dodge them instead.  You'll
need a little luck, but if you boosted EVA-02's mobility beforehand things will
go much more easily.

Of course, when two turns pass Asuka gets destroyed anyway, and the rest of your
team shows up to save the day.  *sigh*  Why do we even bother protecting these
people...?

Now you're in a position to take down the MP-EVAs - which, with 40,000 HP apiece
and powerful attacks, will tempt you to use all your seishin and kill them as
quickly as possible.  Don't do it.  There's more to come, and you'll need your
SP then; use only what you need to keep your units from getting hit and killed.
As always, support attacks will compensate for the fact that you're not using
Hot Blood with each attack.

When the last MP-EVA is destroyed, all of them regenerate and move in for the
kill once again.  Shinji recovers and goes out to fight, but then immediately
goes berserk and starts working to bring about Human Complementation.  In one
of the game's uglier visual effects, a giant cel-shaded Rei pops up out of the
clouds.  As interesting as it might have been to try to destroy her, your new
target is EVA-01.

Even though the terrain has visibly changed, it's still the same map - so your
HP, EN, and SP are not replenished.  In an annoying turn of events, the Ide
Gauge will be reset to level 1, shattering your hopes of using the Ideon Gun to
bring a swift resolution to the fight.  However, Ideon remains very useful as
a tank.  If its HP is fairly low, the MP Evangelions will all focus on it - and
Iron Wall, combined with blocking, will prevent Ideon from taking too much more
damage.  Even though you can no longer destroy the EVAs, this will distract them
and allow you to focus on the real target.

EVA-01 has 170,000 HP and pretty good accuracy with its ALL attack; cast
Confusion to make it much easier for your units to dodge.  It also gets two
attacks per turn, so you'll want to use Concentrate, not just Flash, to protect
your weaker units.  In spite of the AT Field, the beast takes damage very
quickly - quickly enough that a few decent front-line units can take it down in
a single turn.  When its health hits 50 percent you'll get a time limit:
Complementation is underway and the people of Earth are beginning to turn into
LCL.  Nothing else happens to make the fight more difficult, though, so keep
whaling on EVA-01 and it'll go down before too much longer.






Mission 52, part two
--------------------

Friendly Squads:
       EVA Unit 1 - EVA Unit 1 (Shinji)

Enemy Squads:
       EVA - EVA Unit 1
       EVA (x9) - Mass Produced EVA


Friendly Reinforcements:
       EVA Unit 0 Kai (Kaoru), EVA Unit 2 (Asuka) (Join Shinji's squad)
       2 battleships
       15 squads

---

Events:

On Turn 2:
       Friendly Reinforcements arrive

---

Win Condition: Destroy EVA Unit 1

Loss Condition: Shinji is defeated

---

SEELE's plan is foiled, but there's one last person who still wants to bring
about Complementation.  Shinji heads to Terminal Dogma to settle accounts with
his father once and for all.  Gendo, it turns out, has a berserked EVA-01 of
his own, along with the entire EVA-05 series... but you only have to take Unit
One down to win.

The MP-EVAs won't move, whereas the winged EVA-01 rushes you from the start.
It still moves twice per turn, so have Shinji move back a few spaces - far
enough to get out of range of the MP-EVAs' Lances, which will result in the
enemy EVA-01 moving both times and not attacking.

Backup appears on Turn 2, along with Asuka and... Kaoru?  Hmm.  Everyone starts
with their morale maxed out, making this whole thing surprisingly simple.
Although visually more impressive than the crucified version from the previous
map (in my opinion, at least) the winged EVA-01 is weaker, with only 130,000 HP.
Since you all start out fully charged, it should take very little effort to
chew through that.

As a side note, the MP-EVAs can be destroyed on this map - but since the LCL
will slow your movement to a crawl, and since the first half of the mission was
already a major time-waster, I don't think it's really worth the effort.
If any of them drop items that I might have missed, let me know.  Otherwise,
just focus on EVA-01, and watch Gendo's long-overdue apology to his son.

Before the intermission you receive two Propellant Tanks, two Cartridges, two
Repair Kits, a Super Repair Kit, and two Kuttnerizers.






Mission 53
----------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Eternal - Eternal (Lacus)
       Battle 7 - Battle 7 (Max)
       Soloship - Soloship (Bes)
       Eltrium - Eltrium (Tashiro)
       16 squads

Enemy Squads:
       Baff Clan (x3) - Gataman Zan, Adigo (x2)
       Baff Clan (x3) - Zanza Rube, Adigo (x2)
       Baff Clan (x6) - Ganga Rube, Adigo (x2)
       Baff Clan (x9) - Adigo (x3)


Enemy Reinforcements (1):
       STMC (x4) - STMC Landing Boat
       STMC (x8) - STMC Soldier (x4)

Enemy Reinforcements (2):
       STMC (x2) - STMC Landing Boat
       STMC (x4) - STMC Soldier (x4)

---

Events:

On Turn 5, or when 10 Baff Clan squads remain:
       Enemy Reinforcements (1) arrive

Whenever 6 STMC squads remain:
       Enemy Reinforcements (2) arrive

On Turn 8:
       Mission ends

---

Items:

Apogee Motor - Adigo (squad leader, westmost squad)
Multisensor - Zanza Rube (westmost)

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed

Skill Point: Destroy 230 enemy units within 7 turns

---

Before the mission begins you receive a Mass Produced Nu Gundam (with its Fin
Funnel parts).  You also receive the Hi-Nu Gundam, Sazabi, and the Full Armor
parts for the ZZ Gundam, if you met the requirements.  Additionally, you will
now receive any of the secret ZZ or 0083 machines for which you might qualify,
assuming that you didn't take the SEED route from missions 45-48.  These include
the Neue Ziel, Val Varo, Gerbera Tetra, Queen Mantha, MP Qubeley, and Haman's
Qubeley.

Kazumi has finally returned to her rightful place as Gunbuster's copilot.  In
addition to giving the mech several seishin that it has lacked for the entire
game (including Accelerate and Iron Wall), this also enables its ultimate ALL
attack, the Super Inazuma Kick.

Arrange your squads to take advantage of units with good MAP attacks (Banpreios)
and good ALL attacks (like that spiffy Hi-Nu Gundam you probably just picked up)
and make sure that they're evenly distributed.

Now that the terrestrial threats have finally been dealt with, it's time to move
on to your major interstellar/intergalactic foes.  This, naturally, means that
you have to go through the Crossgate again... and that, naturally, means that
you'll have to deal with a surprise ambush first.

This time around it's the Baff Clan.  There aren't any major characters in
command this time, and the enemy force isn't very big or powerful.
However, the Skill Point requires you to kill a lot of enemies, and the Baff
Clan forces will only make a tiny dent in that total - which means you need to
get some enemy reinforcements to show up right away.

The Baff Clan troops mostly consist of weak Adigos, with a few heavier machines
thrown in to provide a little variety.  The Zanza Rube is only marginally
stronger than the Ganga Rube, and has largely the same capabilities.  Close
with them quickly to avoid their ALL attacks.

Stuff begins happening when you've killed off most of the Baff Clan soldiers
(or when some time passes, but for your sake I hope they don't give you THAT
much trouble).  Calico and Spectra abduct Irui from the Eltrium (again?!?
grr...), after which Eith appears and taunts you for a bit.  You're treated to
a short preview of Apocalypsis, and then the Balmarian commanders disappear.

And now the STMCs show up.

The bugs begin fairly spread out, but subsequent waves of reinforcements will
all appear right in front of the Crossgate.  Consequently, you should send a
couple of strong units to take out the Landing Boats while keeping everyone else
concentrated near the Gate.  If you're like me, the Ide Gauge will probably
already be maxed out, allowing you to snipe the Landing Boats without even
needing to move.  Also, clean up the Baff Clan stragglers; if the bugs get them,
you won't get the credit for the kills.

At this point the mission becomes a test of endurance - a preview for the
Gunbuster missions you'll be having in a little bit.  Don't go nuts with the
seishin usage; you need to have enough SP to continually cast Lock-On at the
start of every turn.  Use your ALL weapons and overlapping MAP attacks to
kill large numbers of enemies with minimal effort.  Keep resupplying useful MAP
attackers like Banpreios - and while you're doing that, make sure you don't
leave any units in potential danger.

The AI is a little odd on this mission; the STMCs tend to gang up on one unit
on any given turn, but there's little rhyme or reason as which unit they select.
When I played this mission, on one turn they focused on the Soloship, which I
(stupidly) left with 500 HP at the end of the next player phase.  However, on
the next phase they ignored the Soloship completely, instead choosing to go for
Camille in the Sazabi - which was odd, given that they had about a five percent
chance to hit him.

You'll rack up kills faster than you think on this mission; I had my 230 by the
beginning of Turn 5.  You won't officially get the Skill Point until Turn 8,
though, at which point the crew decides it's bored with killing bugs and hops
into the Gate.





Mission 54
----------

Friendly Squads:
       SRX Team - Banpreios (Ryusei), R-GUN Powered (Viletta)
       3 battleships
       16 squads

Enemy Squads:
       Imperial Inspection Force - Hermodr Chamisha (Sardis)
       Imperial Inspection Force - Hermodr Shisha (Philadelphia)
       Imperial Inspection Force (x4) - Huleh, Esrim Rosh (x2)
       Imperial Inspection Force (x3) - Shemuel Ben (x3)
       Imperial Inspection Force (x4) - Shemuel, Esrim Rosh (x2)
       Imperial Inspection Force (x4) - Haggai Yad, Haggai (x2)
       Imperial Inspection Force (x3) - Megillot Ben (x3)
       Imperial Inspection Force (x3) - Joelah Ben (x3)


Friendly Reinforcements (1):
       Royal Guard - Shemuel (Luria), Bemidban (Baran)

Friendly Reinforcements (2):
       Dygenguar - Dygenguar (Sanger)

Enemy Reinforcements (1):
       Imperial Inspection Force - Shemorah (Etzira)
       Imperial Inspection Force (x5) - Shemuel Ben (x3)

Enemy Reinforcements (2):
       Bemidban - Bemidban (Baran)

---

Events:

At the beginning of each enemy phase:
       HP of squads in 8 random squares is reduced by 20 percent

When Banpreios reaches the correct target area:
       Ryusei's morale rises to 150
       Ide Gauge rises 1 level
       Aya becomes Banpreios' copilot
       Enemy Reinforcements arrive
       Friendly Reinforcements arrive

When the Shemorah is destroyed:
       All squads retreat
       Friendly Reinforcements (2) arrive
       Enemy Reinforcements (2) arrive

---

Items:

Analyzer Plus - Shemuel Ben (squad leader, center reinforcement squad)
Hyper Jammer - Shemorah

---

Win Condition: Destroy all enemies (until Turn 1, enemy phase)
              Rescue Aya with Banpreios (on Turn 1, enemy phase)
              Destroy the Shemorah (after Aya is rescued)
              Destroy the Bemidban (after the Shemorah is destroyed)

Loss Condition: Allied battleship is destroyed
               Ryusei or Viletta are defeated (until Aya is rescued)
               Ryusei, Viletta, Baran, or Luria are defeated
                       (after Aya is rescued)
               Sanger is defeated (after the Shemorah is destroyed)

Skill Point: Destroy both Hermodr and clear the map within 10 turns

---

Before this mission begins you should strongly consider boosting the R-GUN
Powered's mobility.  It'll make some of the later events a little easier to deal
with.

Your trip to the Balmar homeworld gets off on the wrong foot; you arrive in the
wake of a Baff Clan attack, and the planetary defenders are in no mood to
negotiate.  This mission plays out much like Mission 50 - only bigger.  You have
roughly twice as many foes to defeat this time around, but in largely the same
situation.  Start raising your morale and advance on the enemies.

The bulk of your forces should go straight for Sardis in the red Hermodr.  These
units will take out the red-haired general, then curve to the east to take out
Philadelphia as well.  You should send a couple of good squads to the east,
curving around in the opposite direction.  These will eliminate the drones at
the southeast corner of the enemy formation and will eventually help to deal
with Etzira's troops when she arrives.

On the enemy phase of Turn 1 you'll start coming under fire from the Neviim.
Although there are three of them this time and they cannot be destroyed, you're
actually in less danger than last time.  Instead of hitting six squads, the
attacks now hit eight random squares - regardless of whether anyone is in them.
Unfortunately, I've never seen them hit the enemy.  When the attacks begin, Mai
detects Aya's presence from one of the Neviim, which leads to your next goal:
have Banpreios inspect each Neviim in turn and try to make a rescue.

If you're lucky she'll "be" in the one at the front; otherwise, you'll have to
go check out the other two - and since that's a lot of ground to cover, you
can't really waste any time in Accelerating from target to target.  When you
find the correct one, there'll be a scene where the SRX team breaks in to be
confronted with a tank of green goo radiating Aya's psyche.  Mai goes through a
bout of pyrotechnic grief at this point, but before she can get too worked up
some reinforcements arrive: Baran, Luria, and... Aya.  Hmm.  Aya hops into
Banpreios, giving Ryusei access to its two most powerful attacks.

At this point Etzira shows up in the southeast with an army of Shemuel Bens,
right next to Banpreios.  This is why you should boost the R-GUN's mobility, as
Etzira can take it out in one shot if she connects.  By now she shouldn't
actually be all that difficult to take out, but if you want the Skill Point
you'll need to bring down the two Balmarian commanders first.

The only new enemies on the map are the Shemuel Bens, who are actually rather
annoying; their attacks can reduce your movement AND prevent you from
counterattacking.  Squads of three also have a fairly powerful combination
attack.  The moral of the story: kill them quickly rather than waiting for them
to attack you; chances are you won't get the chance to kill them with a counter,
unless their attack is nullified by an AT Field.

The Hermodr are still tough, but you can deploy so many squads in this mission
that you can easily cause enough damage to destroy one in a single turn, while
still having enough SP left to take out the other as well.  There are no Zfylud
to worry about... yet.  Begin your assault with Baran's Doban Impact attack,
which will reduce the target's armor.

Compared the the giant battleships, the Shemorah will go down quite easily,
likely needing only three or four Hot Blooded attacks to be destroyed.  Once
the scary lady is defeated, the Balmarian emperor Ruach invites you to meet with
him on the surface.  Everyone goes to meet him - except for Baran, who's
prepared to leave the area and never return.  Sanger goes to talk him out of it,
and this inevitably leads to a duel.

Since Sanger begins more-or-less fully charged up, this should be a no-brainer.
Hot Blood, attack, kaboom.  End.  This mission is actually quite doable in five
turns, although more cautious players will probably take a little longer.

Luria and Baran join with their respective machines after this mission.







Mission 55
----------

Friendly Squads:
       3 battleships
       16 squads

Enemy Squads:
       Imperial Inspection Force - Zfylud Eved (Sardis)
       Imperial Inspection Force - Zfylud Eved (Philadelphia)
       Imperial Inspection Force (x6) - Shemuel Ben (x3)
       Imperial Inspection Force (x8) - Shemuel, Esrim Rosh (x2)
       Imperial Inspection Force (x8) - Haggai Yad, Haggai (x2)
       Imperial Inspection Force (x6) - Megillot Ben (x3)
       Imperial Inspection Force (x6) - Joelah Ben (x3)


Enemy Reinforcements:
       Gebel Ganeden - Gebel Ganeden (Ruach)

---

Events:

When both Zfylud Eved are destroyed:
       Enemy Reinforcements arrive

---

Items:

Hero's Emblem - Gebel Ganeden

---

Win Condition: Destroy all enemies (until both Zfylud are destroyed)
              Destroy Gebel Ganeden (after both Zfylud are destroyed)

Loss Condition: Allied battleship is destroyed

Skill Point: Destroy both Zfylud within 6 turns

---

Fun stuff, here.  It turns out Ruach has just brought you down to the planet's
surface so that he can watch you die with his own eyes - or so he hopes, at
least.  It's yet another massive group of Balmarian grunts, so the team you used
in Mission 54 will likely work just as well here.  If you haven't already, try
putting an EVA in the same squad as Genesic GaoGaiGar.  It may make the boss
on this stage easier.

Split your forces roughly in half to deal with the two symmetrical groups of
enemies, like usual.  If you're using Ideon, put it on the weaker side of your
formation.  This mission is a golden opportunity to use the Ideon Gun.

Although previous missions generally allowed you not to worry about the Joelah
and Megillot Bens, here there are so many that you need to be more careful than
usual.  These guys love using their ALL attacks during this mission, which will
result in the target's SP being drained - an inconvenience you don't need.  Try
to crush their squads in a single turn; stay out of range of the squads that you
can't reach.

The other grunts are nothing too special, so use the opportunity to build up
your troops' morale, in addition to sending the Ide Gauge through the roof.
(You can easily be at level 5 by the start of Turn 3, and then stay there for
the rest of the mission.)  The Shemuel Bens will remain stationary for a long
time, meaning that you'll probably reach them long before they come for you.
They're still annoying (although less aggressive than in the previous mission.)
If Ideon's taking a proper pounding, the MAP Ideon Gun is a nice hassle-free way
to eliminate most of them.

Apart from the fact that there are now two of them, these Zfylud are just like
the one that you've already destroyed.  Conventional boss-killing rules, as
usual - close in and use defensive seishin.  Cast Hot Blood to speed things
along, but be careful not to deplete anybody's SP; you'll need it soon.  Most
importantly, be sure to take each Zfylud down in a single turn.  They have large
HP regen, regaining approximately 30,000 HP per round.  In other words, you'll
waste a lot of effort if you give them that opportunity.

When Sardis and Philadelphia have been defeated, Ruach summons the Gebel
Ganeden, brother to Irui and the Nashim Ganeden that you defeated in Alpha 2.
At first glance, Ruach is pretty intimidating: 300,000 HP, tremendous range,
an energy-draining ALL attack with no blind spot, large energy regeneration, and
the ability to move twice on each turn.  However, the Ganeden has a couple of
glaring weaknesses that you can exploit, making this fight much less stressful
than it probably should be.

One is its range.  In spite of its impressive fourteen-square reach, the Gebel
Ganeden is still out-ranged by Ideon Gun.  With Hot Blood, Cosmo can do a good
50,000 damage or more to Ruach in a single attack - and since the Ganeden can't
recover its HP, you could theoretically just let Ideon pick Ruach apart solo.
Since this is time-consuming, I don't recommend relying on Ideon alone.

Another problem is the AI.  For some reason, Ruach loves to go after GaoGaiGar,
even if it's at full health.  However, if Guy is sharing the squad with an EVA
pilot, Ruach's Catch The Sun attack will have difficulty breaking through
their combined barriers - even more so if you spike his morale with Exhaust
beforehand.  In other words, even though Ruach gets two attacks per turn, he
tends to waste them.

With this in mind, Ganeden suddenly doesn't look so tough.  Exhaust Ruach when
his morale starts to rise, use AT Fields and defensive seishin, and spend the
last the SP that you've been saving on Hot Blood.  Ruach will likely only last
a couple of turns.  (Oh, and remember to cast Luck.)

Unfortunately, it's not over yet.  Ruach, in a state of shock over his defeat,
staggers off into the great cathedral.  Your troops follow, leading you to...






Mission 55, part two
--------------------

Friendly Squads:
       3 battleships
       16 squads

Enemy Squads:
       Golar Golem - Vayyikran (Eith), Devarim (x2)
       Golar Golem - Varuch Baal (Calico), Varuch Ben (x2)
       Golar Golem - Varuch Ishah (Spectra), Varuch Ben (x2)
       Golar Golem (x3) - Devarim, Gader (x2)
       Golar Golem (x6) - Varuch Ben, Shemuel (x2)
       Golar Golem (x3) - Megillot Ben (x3)
       Golar Golem (x3) - Joelah Ben (x3)


Enemy Reinforcements:
       Gebel Ganeden - Gebel Ganeden (Shiva)

---

Events:

When Calico is defeated:
       Spectra casts Drive, Hot Blood, Lock-On, Flash, and Concentrate

When Spectra is defeated:
       Calico casts Drive, Hot Blood, Lock-On, Flash, and Concentrate

When the Vayyikran is destroyed:
       All Devarim squads are destroyed

When all enemies have been destroyed:
       Enemy Reinforcements arrive

---

Items:

Iron Soul - Gebel Ganeden
Bio Computer - Vayyikran
Psychoframe - Varuch Baal
Multisensor - Varuch Ishah

---

Win Condition: Destroy all enemies
              Destroy Gebel Ganeden (after all enemies have been destroyed)

Loss Condition: Allied battleship is destroyed

---

You enter the cathedral in hot pursuit of Ruach, only to discover that Shiva has
beaten you to him.  Having finally killed the Balmarian "god," all is finally
ready for Shiva to become a god himself and lead his people to glory.  This
still isn't very good news for Earth, of course, so there's only one thing to
do: have a final showdown with the Golar Golems.

Your troops are fully restored and begin the mission with 150 morale, giving you
a leg up on the competition right from the get-go.  When arranging your squads,
bear in mind that non-flying squads will need to cross the bridge immediately to
the north of your starting location - position them accordingly.  You should
easily be able to clear this map using the same tactic as on the first part:
split your forces up to engage Calico and Spectra, sending Ideon along with the
weaker side to build up the Ide Gauge.  There are fewer and weaker enemies this
time around, so you should have a relatively easy time of it.

However, there are those three Devarim surrounding Eith's position, all of which
will blast you with MAP fire if you're not careful.  Stay clear of them until
you're ready to go for the jugular; when you do, have Banpreios cast Hot Blood
and hit all three squads with TK Missiles, having others swiftly move in to
finish them off.

By now you should be used to dealing with Calico and Spectra.  Both have over
50,000 HP this time around, which actually makes them rather weak, as bosses go.
The same old story of defensive seishin and Hot Blooded finishers applies here;
however, you'll definitely need Concentrate or Lock-On to be able to hit these
two.  Be aware that when one dies, the other will cast a number of seishin
(although he/she won't recover all of his/her HP, like some bosses do.)

The Vayyikran is beefier than in Mission 44, now sporting over 120,000 HP in
addition to Eith's improved piloting abilities.  Beware its SP-draining ALL
attack.  Five or six good hits will destroy it, and Eith defies villain
tradition by actually remaining silent as he dies.

When all of the Golar Golems have been destroyed, Shiva finally shows himself.
After some argument, he decides he's had enough and summons the Gebel Ganeden
once more, this time with Irui powering it instead of Armana.

This is ALMOST a rehash of your fight with Ruach.  The same strategy of keeping
Ideon 15 squares away will work here just as well.  Still, there are a couple of
significant differences you need to keep in mind,  One: Shiva can't move twice
per turn the way Ruach could.  Yay.  Two: Gebel Ganeden now has a MAP weapon.
Boo.  It works like a miniature version of the Ideon Gun, striking a cone eight
squares long - meaning that there aren't really any safe zones where you can
move in and pelt him from close range.  The good news is that Shiva is just as
vulnerable to Exhaust as Ruach was (although he recovers morale much more
quickly), and when his morale has been lowered to 60 or so, his attacks are
far less frightening.

When Ganeden is destroyed a second time (did you remember to cast Luck?), the
Balmar homeworld comes under heavy bombardment from incoming asteroids.  Shiva,
realizing his defeat, releases Irui and bids you farewell.  Outside the
cathedral you meet up with Armana, who is gathering refugees along with Sardis
and Philadelphia.  All of you jump out of there as quickly as possible, putting
the final close to the Balmarian threat.  Time for the home stretch...

Before the intermission you receive two Keys to Victory, an Ace Emblem, and a
Fan's Bouquet.





Mission 56
----------

Friendly Squads:
       Soloship - Soloship (Bes)
       2 battleships
       16 squads

Enemy Squads:
       Baff Clan - Drowa Zan (Harulu)
       Baff Clan (x2) - Gataman Zan, Ganga Rube (x2)
       Baff Clan (x3) - Zanza Rube, Adigo (x2)
       Baff Clan (x4) - Ganga Rube, Adigo (x2)
       Baff Clan (x2) - Galvo Jick, Adigo (x2)
       Baff Clan (X2) - Ghido Mark, Adigo (x2)
       Baff Clan (x3) - Sieg Mark, Adigo (x2)
       Baff Clan (x3) - Rogue Mark, Gondo Bau (x2)

---

Items:

Large Generator - Drowa Zan

---

Win Condition: Destroy the Drowa Zan within 5 turns

Loss Condition: Allied battleship is destroyed
               Turn 6 begins

---

You've come a long way since your humble beginnings, and now only two threats
remain before the human race: the Baff Clan and the STMCs.  As usual, your
people would prefer to negotiate with their human opponents rather than waste
time fighting, and as usual, their attempts to do so get nowhere.  The primary
Baff Clan fleet moves into position, and you get to fight Harulu for the first
time in over thirty missions.

The Ide Gauge begins at level 1 on this mission, and it really shouldn't take
you too long to clean things up.  Your greatest concern should probably be
avoiding the Galvo Jicks' MAP weapons, but they die so quickly that it's not
really an issue.  Harulu's Drowa Zan has gained a whopping 500 HP since Mission
24 (...), and has not really improved otherwise.

When the Drowa Zan is disabled, you do an emergency DS Drive - which just
happens to drop you right in front of the enemy flagship.






Mission 56, part two
--------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       2 battleships
       16 squads

Enemy Squads:
       Baff Clan - Viral Gene (Doba)
       Baff Clan (x3) - Gabro Zan, Zanza Rube (x2)
       Baff Clan (x5) - Gataman Zan, Ganga Rube (x2)
       Baff Clan (x3) - Zanza Rube, Adigo (x2)
       Baff Clan (x4) - Ganga Rube, Adigo (x2)
       Baff Clan (x2) - Galvo Jick, Adigo (x2)
       Baff Clan (x2) - Ghido Mark, Adigo (x2)
       Baff Clan (x3) - Sieg Mark, Gondo Bau (x2)
       Baff Clan (x3) - Rogue Mark, Gondo Bau (x2)


Enemy Reinforcements:
       STMC (x2) - STMC High Speed Type
       STMC (x3) - STMC Landing Boat
       STMC (x8) - STMC Soldier (x3)

---

Events:

On Turn 4, when 16 Baff Clan squads remain, or when an allied unit crosses a
       line 13 spaces south of the Viral Gene:
       Enemy Reinforcements arrive

Whenever the Viral Gene's HP falls below 50 percent:
       Viral Gene regenerates

---

Win Condition: Move the Soloship adjacent to the Viral Gene
               (until Enemy Reinforcements arrive)
              Move any unit to the target point
               (after Enemy Reinforcements arrive)

Loss Condition: Allied battleship is destroyed

Skill Point: Clear the map within 7 turns

---

You begin this mission with 130 morale, and the Ide Gauge once again begins at
level 1.  Your immediate goal states that you need to move the Soloship all the
way over to the Viral Gene, but don't worry about that - conditions will be
changing very soon.

When you meet the event condition, Karala and Joliver get warped into the Viral
Gene's bridge via the magical powers of Ide.  For a second it looks like
Karala's actually going to succeed in making her father listen to reason... but
then she reveals she's pregnant with Bes' child.  Doba, enraged that his
daughter has been miscegenatin' with the enemy, orders their immediate death.
Karala and Joliver run for a nearby landing bay, steal an Adigo, and make it
about ten feet before getting shot down.  Just when it seems like about time for
Cosmo to go nuts and start blowing stuff up again, it's revealed that they're
both still alive (again, thanks to Ide magic and SRW scripting).  At the same
time, a handful of STMCs show up.

You still need to get to the Viral Gene, but now anybody can do so.  Kill off as
many enemies as you can (the Viral Gene is the only indestructible target on the
map, and you can take out everything else by Turn 4) and go rescue your comrades
at the target location.  This will be your first time dealing with the STMC
High Speed Types; they're a bit beefier than the Landing Boats at 60,000 HP, in
addition to having surprisingly accurate ALL attacks.

Before the intermission you receive two Propellant Tanks, two Cartridges, two
Repair Kits, and two Super Repair Kits.  After choosing to continue, you'll
have to embark on the final route split of the game.  Choose to focus on either
the Baff Clan (first choice) or the STMCs (second choice).  Here's the
breakdown of who goes where:

Baff Clan               STMC
---------               ----
All Gundams             All Mazingers
Ideon                   Koutetsu Jeeg
Daitarn 3               Gaiking
Getter Robo             Raideen
Combattler V            Dancougar
Voltes V                Goshogun
Daimos                  GaoGaiGar
BP Originals            Gunbuster
                       Evangelion
                       All Macross
                       Virtual On
                       BP Originals




Mission 57 (Baff Clan route)
----------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Eternal - Eternal (Lacus)
       15 squads

Enemy Squads:
       Baff Clan (x2) - Gataman Zan, Sieg Mark (x2)
       Baff Clan (x4) - Ganga Rube, Adigo (x2)
       Baff Clan (x2) - Galvo Jick, Adigo (x2)
       Baff Clan (x2) - Ghido Mark, Adigo (x2)
       Baff Clan (x3) - Sieg Mark, Adigo (x2)
       Baff Clan (x3) - Rogue Mark, Adigo (x2)


Enemy Reinforcements:
       Baff Clan (x2) - Gataman Zan, Sieg Mark (X2)
       Baff Clan (x2) - Galvo Jick, Adigo (x2)
       Baff Clan (x2) - Ghido Mark, Adigo (x2)
       Baff Clan (x3) - Sieg Mark, Adigo (x2)
       Baff Clan (X3) - Rogue Mark, Adigo (x2)

---

Events:

On Turn 4, or when 8 enemy squads remain:
       Enemy Reinforcements arrive

When all enemy units are destroyed:
       Mission ends

---

Items:

Megabooster - Gataman Zan (eastern, from initial group)
High Performance Targeting Device - Ghido Mark (western, from initial group)

---

Win Condition: Destroy all enemies (until Enemy Reinforcements arrive)
              Get the Soloship to the target point
               (after Enemy Reinforcements arrive)

Loss Condition: Allied battleship is destroyed

---

The Baff Clan group gets to distract the Clan from your "main" force, which
should be off fighting the STMCs.  In spite of the Clan's overwhelming numbers,
you still only see them in groups small enough to easily be handled by your
forces.

By now you shouldn't need any help taking out Baff Clan forces, especially since
there are no real surprises of note in this mission.  The Clan reinforcements
appear in the northwest; the target location appears in the northeast.  Decide
how you want to win the mission and position your units accordingly.





Mission 57, part two (Baff Clan route)
--------------------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Eternal - Eternal (Lacus)
       15 squads

Enemy Squads:
       Baff Clan - Drowa Zan (Harulu)
       Baff Clan (X2) - Gataman Zan, Ganga Rube (x2)
       Baff Clan (x3) - Zanza Rube, Adigo (x2)
       Baff Clan (x4) - Ganga Rube, Adigo (X2)
       Baff Clan (x2) - Galvo Jick, Adigo (x2)
       Baff Clan (x2) - Ghido Mark, Adigo (x2)
       Baff Clan (x3) - Sieg Mark, Adigo (X2)
       Baff Clan (x3) - Rogue Mark, Adigo (x2)

---

Events:

On Turn 5, when 10 enemy squads remain, or when the Drowa Zan loses 50,000 HP:
       Ide Gauge rises 2 levels

---

Items:

Bio Computer - Drowa Zan
Analyzer Plus Plus - Zanza Rube (center)
Minmei Doll - Sieg Mark (northern)

---

Win Condition: Destroy all enemies within 7 turns

Loss Condition: Turn 8 begins
               Allied battleship is destroyed

Skill Point: Destroy all enemies within 6 turns

---

As your guys flee from the overwhelming forces encountered in the previous map
(*ahem*), you DS Drive right into Harulu's trap: you're right in front of an
approaching comet.  You have 7 turns (6 for the Skill Point) before the comet
purees the lot of you, but as usual, this is quite a bit longer than you
actually need.

The Clan forces are arranged in a circle around the edge of the map, while all
of your forces are gathered in the middle.  They're still just Baff Clan troops,
though, so you should easily be able to handle them by splitting up your units
and spreading out to attack them all at once.  Since the Drowa Zan is in the
southwest corner, you obviously should send the stronger units there.

When one of the event conditions is completed, Cheryl walks out on the hull of
the mothership with little Piper Lou in tow, hoping that the baby's crying will
force Ide into action.  Harulu is unimpressed and orders a full barrage on the
Soloship (never mind the fact that it's probably a loooong way out of range.)
Lou is saved by the magic of SRW; Cheryl isn't so lucky.  This finally gets Ide
into gear, giving the Gauge a two-level boost.

Not that you need it, because the Baff Clan machines are the same as ever.  Wrap
this up quickly.  Harulu finally dies when the Drowa Zan explodes; everybody
then gets together and uses their powers of overkill to destroy the entire
comet, saving the day once again.






Mission 57 (STMC route)
-----------------------

Friendly Squads:
       Eltrium - Eltrium (Tashiro)

Enemy Squads:
       STMC - STMC Hybrid Type
       STMC (x4) - STMC High Speed Type
       STMC (x4) - STMC Landing Boat
       STMC (x30) - STMC Soldier (x3)


Friendly Reinforcements:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Battle 7 - Battle 7 (Exedore)

---

Events:

On Turn 4, or when the Eltrium's HP falls below 20 percent of maximum:
       Friendly Reinforcements arrive

---

Win Condition: Destroy all enemies

Loss Condition: Eltrium is destroyed (until Friendly Reinforcements arrive)
               Allied battleship is destroyed
                       (after Friendly Reinforcements arrive)

Skill Point: Destroy all enemies within 7 turns

---

As the mission begins, the flagship fleet is in danger of being overwhelmed by
the STMCs; several mini-Excelions are destroyed, one kamikazes the bugs in a
most glorious manner, and in the end the Eltrium is left alone to face hordes
of enemies.

You'll pretty much need to be casting Iron Wall on every turn.  If you want the
Eltrium to start taking out bugs before your allies arrive, you'll have to cast
Lock-On as well.  I recommend having the ship stay right where it is and wait
for reinforcements, as moving forward runs the risk of being surrounded and cut
off from your allies.

The Eltrium will likely be at near-critical HP by the time the allies arrive.
Have somebody use the Friendship seishin to repair it, then have it flee to the
south, moving up your reinforcement squads to cover its retreat.

Once the Eltrium is out of danger, this becomes just another bug-squashing
mission, albeit one with many more bugs than usual.  Use MAP attacks to clear
out the Soldiers quickly; you'll want to spend your time focusing on the larger
targets.  Of particular note is the new STMC Hybrid, which has similar attacks
to the weaker versions but has 180,000 HP to make up for it.  Use Hot Blood to
finish this mission quickly and painlessly.

After the mission you receive a Minmei's Disc, a Basara's Disc, and three
Andromeda-Yaki.






Mission 58 (Baff Clan route)
----------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Eternal - Eternal (Lacus)
       Ideon - Ideon (Cosmo)
       16 squads

Enemy Squads:
       Baff Clan - Viral Gene (Doba)
       Baff Clan (X2) - Drowa Zan
       Baff Clan (x3) - Gabro Zan, Zanza Rube (x2)
       Baff Clan (x5) - Gataman Zan, Ganga Rube (x2)
       Baff Clan (x3) - Zanza Rube, Adigo (x2)
       Baff Clan (x4) - Ganga Rube, Adigo (X2)
       Baff Clan (X2) - Galvo Jick, Adigo (x2)
       Baff Clan (X2) - Ghido Mark, Adigo (x2)


Enemy Reinforcements (1):
       STMC (x2) - STMC Hybrid Type
       STMC (x3) - STMC High Speed Type
       STMC (x4) - STMC Landing Boat
       STMC (x8) - STMC Soldier (X3)

Enemy Reinforcements (2):
       STMC (x2) - STMC High Speed Type
       STMC (x3) - STMC Landing Boat
       STMC (x4) - STMC Soldier (x3)

---

Events:

On Turn 2:
       Enemy Reinforcements (1) arrive

Whenever 6 STMC squads remain:
       Enemy Reinforcements (2) arrive

When 6 Baff Clan squads remain or the Viral Gene's HP reaches 50 percent:
       Mission ends

---

Win Condition: Destroy the Viral Gene

Loss Condition: Allied battleship is destroyed

---

Your final throwdown with the Baff Clan would be a little bit more noteworthy
if it wasn't just more of the same enemies that you've been fighting throughout
the game.  Oddly enough, the only new enemy on this map will come from the STMC
corner, not the Baff Clan's.

It's not really feasible to wipe out the entire Baff Clan force on this mission
(although you could theoretically do it by weakening all of the enemy cap ships,
then letting them have it with the Ideon Gun).  You're farthest ahead to simply
rush their units and wipe out as many as possible as quickly as possible, cuing
the start of the next mission.

The STMCs (and the endless reinforcements) will appear in the southeast corner.
This will be your first time meeting the STMC Hybrid Type.  It has a similar
lineup of attacks to the High Speed Type, but is rather more durable at 180,000
HP.  Send a couple of squads to keep them busy, but I wouldn't recommend trying
too hard to destroy them.  After all, it'll only bring more.

When either of the event conditions is met, Doba unveils his secret weapon: the
Ganda Rowa, the biggest gun in the galaxy.  The Baff Clan troops all skip out of
there, leaving you to take its beam on the chin - or so they think.






Mission 58, part two (Baff Clan route)
--------------------------------------

Friendly Squads:
       Soloship - Soloship (Bes)
       Ideon - Ideon (Cosmo)
       16 squads

Enemy Squads:
       Baff Clan - Viral Gene (Doba)
       Baff Clan (x2) - Drowa Zan
       Baff Clan (x4) - Zanza Rube, Adigo (x2)
       Baff Clan (x4) - Ganga Rube, Adigo (x2)
       Baff Clan (x2) - Galvo Jick, Adigo (x2)
       Baff Clan (x2) - Ghido Mark, Adigo (x2)
       Baff Clan (x3) - Sieg Mark, Gondo Bau (x2)
       Baff Clan (x3) - Rogue Mark, Gondo Bau (x2)
       STMC (x2) - STMC High Speed Type
       STMC (x3) - STMC Landing Boat
       STMC (x8) - STMC Soldier (x3)

---

Items:

Mega Generator - Viral Gene

---

Win Condition: Destroy the Viral Gene

Loss Condition: Allied battleship is destroyed

Skill Point: Destroy the Viral Gene within 6 turns

---

Ideon goes nuts and drags the Soloship and your other squads through subspace,
depositing you right on top of the Ganda Rowa - too close for Doba to try and
kill you with it a second time.  Your other capital ships are nowhere in sight,
but there's no time to worry about them.

This map is quite similar to the first one, minus the STMC reinforcements.  This
time around you may very well want to send a few guys to deal with the STMCs;
however, everyone else should focus on the Baff Clan.  By now you should be
quite used to dealing with both sets of enemies, so dispose of them as you see
fit.  With the Ideon Gun on your side, completely wiping out the Baff Clan
before destroying the Viral Gene will be a simple matter, and Hot Blood will
see the ship's 300,000 HP disappearing in no time.  A bit of a disappointing
finish... but then again, it wasn't the Viral Gene's destruction that made Ideon
so infamous in the robot-anime community.

You're reunited with the STMC crew in a final cutscene, during which Cosmo and
company are shocked to find themselves still alive after Ide's untimely
awakening. Before the intermission you receive a Minmei's Disc, a Basara's Disc,
two Propellant Tanks, two Cartridges, two Repair Kits, two Super Repair Kits,
and three Andromeda-Yaki.






Mission 58 (STMC route)
-----------------------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Battle 7 - Battle 7 (Exedore)
       Eltrium - Eltrium (Tashiro)
       16 squads

Enemy Squads:
       Baff Clan - Gabro Zan, Ganga Rube (x2)
       Baff Clan (x2) - Gataman Zan, Ganga Rube (x2)
       Baff Clan (x2) - Zanza Rube, Adigo (x2)
       Baff Clan (x3) - Ganga Rube, Adigo (x2)
       Baff Clan (x2) - Galvo Jick, Adigo (x2)
       Baff Clan (x2) - Ghido Mark, Adigo (x2)
       Baff Clan (x2) - Sieg Mark, Adigo (x2)
       Baff Clan (x2) - Rogue Mark, Gondo Bau (x2)


NPC Reinforcements:
       Baff Clan - Drowa Zan, Adigo (x2)
       Baff Clan - Zanza Rube, Adigo (x2)
       Baff Clan (x2) - Ganga Rube, Adigo (x2)
       Baff Clan - Ghido Mark, Adigo (x2)
       Baff Clan (x2) - Sieg Mark, Adigo (x2)

Enemy Reinforcements (1):
       STMC (x2) - STMC Hybrid Type
       STMC (x3) - STMC High Speed Type
       STMC (x4) - STMC Landing Boat
       STMC (x16) - STMC Soldier (x3)

Enemy Reinforcements (2):
       STMC - STMC Hybrid Type
       STMC (x2) - STMC High Speed Type
       STMC (x2) - STMC Landing Boat
       STMC (x8) - STMC Soldier (x3)

---

Events:

On Turn 4, when 6 Baff Clan squads remain, or when the Gabro Zan is destroyed:
       All Baff Clan squads retreat
       NPC Reinforcements arrive
       Enemy Reinforcements (1) arrive

When 10 STMC squads remain:
       Enemy Reinforcements (2) arrive

---

Items:

Bio Computer - Ganga Rube (squad leader, westmost squad)
High Performance Targeting System - Ghido Mark (western)
Analyzer Plus Plus - Zanza Rube (western)
Minmei Doll - Adigo (second position, eastmost Ganga Rube squad)
Megabooster - Gataman Zan (western)
Mega Generator - Gabro Zan

---

Win Condition: Destroy all enemies

Loss Condition: Allied battleship is destroyed
               Drowa Zan is destroyed (after NPC Reinforcements arrive)

Skill Point: Clear the map without any friendly Baff Clan units destroyed

---

Another Skill Point with a trick to it.  You take a break from fighting STMCs to
meet some Baff Clan soldiers.  Rather inconveniently, just then you receive news
of the cataclysmic end to Mission 58 of the other route (and the supposed death
of all the pilots you sent there.)  Your pilots go through the requisite rage
and despair, and it seems that there's nothing for it but to fight it out.

Right off the bat, pick out a couple of good squads (squads that can hold their
own against STMCs) and send them to the northwest corner of the map.  There's
nobody there now, but do it anyway.  Have your battleships start making their
way up there too, but they should stay closer to the center.

By now you're probably bored with Baff Clan cannon fodder.  However, this group
of enemies happens to be chock-full of powerful items, all ripe for the taking.
Single out the enemies who are carrying stuff and be sure to eliminate them
before triggering the first event.

When you do so, the Baff Clan forces retreat... and then more show up,
along with a large group of STMCs in the southwest corner.  The bugs immediately
turn their wrath on the other aliens, and you're left with a small group of
Clan units near the center of the map - who you must protect, to the dismay of
many of your pilots.

The Baff Clan ships will do absolutely nothing, meaning that your main job is
to keep the STMCs distracted by giving them something else to shoot at.  Move in
and start wearing them down, taking care to pick off any Soldiers that break
free of the main group.  One of the Landing Boats begins in range of the Clan,
so target it first.  The others will all "safely" hold position if one of your
squads is in range, allowing you to finish them off at your leisure.

Racking up a few more kills will cause another group to appear at the map's
northwest corner.  You MUST have a squad up there when this happens, or else
the Skill Point is as good as lost.  If nobody is in range, the Hybrid will
move forward into firing range of the Sieg Marks, which it then tends to
target relentlessly until they are destroyed.  If your squads are up there,
however, it will remain in place while focusing on them.  Note that at least one
of the Landing Boats will probably ignore your guys and go for the Clan anyway,
so you may need to cast Hot Blood a couple of times to eliminate it.

Once all of the STMCs are dead, which may take a little while, the Baff Clan
survivors head off to God-knows-where.  Shortly thereafter, your crew gathers
next to Buster Machine 3 to mourn their lost brethren... who then show up, good
as new.  Go figure.






Mission 59
----------

Friendly Squads:
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Eternal - Eternal (Lacus)
       Battle 7 - Battle 7 (Exedore)
       Soloship - Soloship (Bes)
       Eltrium - Eltrium (Tashiro)
       Ideon - Ideon (Cosmo)
       Top Squadron - Gunbuster (Noriko), Sizzler Black (Jung)
       18 squads

Enemy Squads:
       STMC (x2) - STMC Combined Monster
       STMC (x3) - STMC Hybrid Type
       STMC (x4) - STMC High Speed Type
       STMC (x6) - STMC Landing Boat
       STMC (x18) - STMC Soldier (x3)


Enemy Reinforcements:
       STMC - STMC Hybrid Type
       STMC (x2) - STMC High Speed Type
       STMC (x2) - STMC Landing Boat
       STMC (x6) - STMC Soldier (x3)

---

Events:

Whenever fewer than 10 enemy squads remain:
       Enemy Reinforcements arrive

---

Win Condition: Survive until Turn 11

Loss Condition: Allied battleship is destroyed
               Enemy unit enters target area

---

Time for the almost-grand-finale, as you defend the Black Hole Bomb from a
relentless onslaught of STMCs.  Consider giving your battleships armor, or
barriers, or SP-restoring items to help them get through the mission.

You start out surrounded, with a rather large area that you need to protect from
the insect hordes.  The target zone is a square, seven spaces on a side.  That's
a total of 24 border spaces, so park 24 squads and ships (preferably squads,
but that's not going to be completely feasible) on the square's edges to keep
the bugs out.

You can spend a lot of effort killing the enemies until the timer runs out, or
you can simply kill off all but ten squads and simply defend.  Either way works,
although the latter is obviously much less of an endurance challenge.  Kill the
Soldiers as they approach.  When the Landing Boats get close, kill them too.
The Hybrids and High Speed Types will crowd right up against your wall of units
as they search for a vulnerable point - usually a battleship, so you'll probably
be casting Iron Wall on every turn once they get close, with an occasional
Friendship to restore lost HP.  If you're unlucky, they may go after something
a little less durable (like Raideen, in my case.)  If you're lucky, some of them
may not attack you at all.

This will be your first time meeting a Combined Monster, (in my opinion) one of
the creepier enemies in the Alpha series.  Instead of approaching you, they will
hang back and pummel you from their maximum range.  This can be rather annoying,
since they hit very hard and also have better accuracy than their weaker pals.
Unfortunately, you can't just rush out and kill them to make the hurting stop;
in addition to being huge and thus having a hefty damage penalty, they also
sport just over 250,000 HP.  You'll just have to grin and bear it this time,
although you'll get a chance for revenge soon.

When the eleventh turn begins, a few bugs will slip past the defensive line.
Your forces scramble to intercept.








Mission 59, part two
--------------------

Friendly Squads:
       Eltrium - Eltrium (Tashiro)
       2 battleships
       Ideon - Ideon (Cosmo)
       Top Squadron - Gunbuster (Noriko), Sizzler Black (Jung)
       18 squads

Enemy Squads:
       STMC (x2) - STMC Combined Monster
       STMC (x3) - STMC Hybrid Type
       STMC (x4) - STMC High Speed Type
       STMC (x4) - STMC Landing Boat
       STMC (x12) - STMC Soldier (x3)

---

Events:

On Turn 3, or when 10 enemy squads remain:
       Ide Gauge reaches level 5

---

Win Condition: Destroy all enemies
              Survive until Turn 6

Loss Condition: Enemy unit enters target area
               Allied battleship is destroyed
               Noriko or Jung is defeated

Skill Point: Destroy all enemies within 5 turns

---

You have a smaller area to protect this time, and to get the Skill Point you'll
actually want to take a more proactive approach by killing the enemies before
they can come near.  Unfortunately, the assorted debris makes movement rather
tedious - not to mention making it even harder to damage the big STMCs.  On the
positive side, no matter how beaten up you were at the end of Part 1, everyone
will now be at 80 percent HP and energy, and max SP and morale.

Move towards the Hybrids and Combined Monsters, making sure to take out the
Soldiers and Landing Boats on the way.  Take care that none of them manage to
break free on the west side and run for the target zone - although if they do,
it should still be little trouble for a couple of squads to take them out.

While you're doing this, see if you can "arrange" for Ideon to take some damage.
Not too much, but being able to use the MAP Ideon Gun will make this a lot
less painful.  In my case, I was actually forced to hit Ideon with a MAP weapon
to bring its health below 30 percent.  Don't worry about raising the Gauge; it's
locked at level 1 right now.  Before too long, though, you get word from all
the new allies you've made, cheering you on and raising the Gauge to max.  Time
to return a little pain.

The Hybrids and Combined Monsters won't start moving until late, and if you're
smart you'll have taken the initiative and gone to them first.  Unfortunately,
that's still a lot of damage you'll have to dish out in a very short time.  You
should have been saving your SP for using Hot Blood.  Use MAP weapons and
Support Attacks to maximize the damage you do on each turn, and don't pull any
punches; there's nothing else coming for you after this.  If you're efficient,
you should be able to take everything out early on Turn 5, at the latest.

Once the last few bugs are dead, there's nothing left but to wait for the bomb
to go off.  It's a tense moment, made worse when one of the slave units fails
to activate, rendering the whole thing useless.  Noriko rushes in to do a hasty
substitute job using Gunbuster's core, over the objections of Jung and Tashiro
but with the encouragement of Akira, Guy, and Ryouma.  The bomb goes off, taking
the STMCs with it.

And yet, things still aren't over.





Mission 60
----------

Friendly Squads:
       Eltrium - Eltrium (Tashiro)
       Battle 7 - Battle 7 (Exedore)
       Daikuu Maryuu - Daikuu Maryuu (Pete)
       Soloship - Soloship (Bes)
       Ra Cailum - Ra Cailum (Bright)
       Archangel - Archangel (Murrue)
       Eternal - Eternal (Lacus)
       20 squads

Enemy Squads:
       ??? - ??? (???)
       ??? (x4) - Shemuel Ben (x3)
       ??? (x8) - Haggai Yad (x3)
       ??? (x10) - Esrim Rosh (x3)


Friendly Reinforcements:
       Nashim Ganeden - Nashim Ganeden (Irui)

Enemy Reinforcements (1):
       Spirit Emperor - Keisar Ephes (Keisar Ephes)
       Shin RyuOuKi - Shin RyuOuKi (Son Ganlon)
       Doomed Spirit - Ra Kanaf
       Doomed Spirit - Ra Klen
       Doomed Spirit - Ra Zanav
       Doomed Spirit (x3) - Vayyikran
       Doomed Spirit (x3) - Devarim
       Doomed Spirit (x6) - Zfylud Eved
       Doomed Spirit (x8) - Shemuel Ben (x3)

Enemy Reinforcements (2):
       Doomed Spirit - Vayyikran
       Doomed Spirit - Devarim
       Doomed Spirit (x2) - Zfylud Eved
       Doomed Spirit (x4) - Shemuel Ben (x3)

Enemy Reinforcements (3):
       Doomed Spirit (x2) - Gebel Ganeden

---

Events:

When the ??? is destroyed:
       All ??? squads are destroyed
       Enemy Reinforcements (1) arrive

Whenever five Doomed Spirit squads remain:
       Enemy Reinforcements (2) arrive

When Keisar Ephes' HP falls below 100,000:
       Keisar Ephes regains 150,000 HP
       Enemy Reinforcements (3) arrive
       Friendly Reinforcements arrive
       All friendly pilots gain SP regen
       Keisar Ephes' morale is reset to 100

---

Win Condition: Destroy the ???
              Destroy Keisar Ephes (once the ??? has been destroyed)

Loss Condition: Allied Battleship is destroyed
               Irui is defeated (after Irui arrives)

---

Before beginning the mission, I recommend that you distribute any SP-restoring
items you may have among your pilots who can use Exhaust or heal others.  This
is the "best" final mission, obtained if you have at least 57 of the 59 Skill
Points and your turn count is less than 420.

You find yourself back at... Earth, many thousands of years after you left it.
There's no message spelled out on the ground to welcome you back this time,
though.  Just when you're about to congratulate yourselves on apparently having
saved the day, the more psychically-attuned among you sense the approach of
something very nasty indeed.  Space warps around you, and then it appears:
a large, round, gray... egg?  Hmm.  Of more immediate concern are the numerous
Balmarian machines that appear, so similar to the ones you've recently been
fighting.

This is the easy part of the mission; use it to rack up some free morale without
spending SP.  Your eventual goal is to work your way over to the egg and
crack it open (naturally).  That's no big deal.  Even though the egg has a MAP
weapon, I've never seen it actually get used, so you should be able to burn
through 120,000 HP with no risk to yourself whatsoever.

Of course, then the egg hatches, and out pops a robot that would look more at
home in a Lego set than spreading evil throughout the universe.  Keisar Ephes
shows his face and introduces himself like so: "Hi there.  Even though we've
never really met, I'm the villain.  Let's fight, shall we?"  Etzira and Son
Ganlon are here too, and as usual they simply refuse to shut up.  Keisar seems
to share our displeasure, as he takes the liberty of blowing Etzira away for
us - but just when we're thinking he might not be so bad after all, he and
Ganlon head to the northeast corner and summon an army of even bigger baddies to
face.

There are an infinite number of reinforcements here, so you can either choose
to ignore the supporting enemies (ouch) or kill off all but six of them.  These
six will preferably be individual Shemuel Ben units.  They'll start to advance
on your position in short order, so set up a defensive line and take them out.
The Devarim should be your first priority, since their MAPs can quickly
decimate your formation; after that it's up to you whether the Zfylud, the
Vayyikran, or the Kanaf/Klen/Zanav are the most dangerous.  If you have an
extremely high-evasion squad or two, send them in among the enemy to distract
them while your main defensive line takes them apart piece by piece.  Oh, and
be sure to kill Ganlon while you're at it - by now he's easily destroyed in just
a few hits.

The bad news is that after a couple of turns, Keisar will get impatient and
start moving towards your position - and given that he can move twice per turn,
it doesn't take him that long to reach you.  Unlike the other enemies, who
follow predictable low-HP/low-armor/Ideon targeting procedures, Keisar seems to
select his victims pretty much at random, which means there's not a lot you can
do except endure.  His attacks are as you might expect - powerful and
long-range - so block or evade rather than taking them on the chin.

When you're ready to go up against Keisar, get your guys into position and then
hit him with Exhaust.  HARD.  Bring him all the way down to 50 morale (don't
have your squads near him when he's above 120, or you'll be eating MAPs) and
keep him there, hitting him with more Exhausts whenever he gets above 60.  Use
Hot Blood or Soul whenever possible (but not at the expensive of defensive
spells) and make constant use of supported attacks - they're free punches that
he can't counterattack.  Basara and Mylene can also cause some impressive damage
with their songs, but if you haven't been upgrading their mobility you're
probably better off having them act in a support capacity.

When Keisar's HP falls below 100,000, he regains a bunch of it back, causing the
requisite waves of despair to run through your forces - despair that even Basara
can't do anything about.  Keisar calls up a pair of Gebel Ganedens to make you
even more miserable, and it seems like the battle is doomed... but then help
comes from an unlikely source: a group of drone Excelions equipped with
gigantic speakers, bearing an ancient recorded message and song from Minmei.
Keisar, apparently forgetting that you can't hear sound in space, goes into
paroxyms of rage, and the spirits of your dead friends show up to offer some
words of encouragement.  That's not all, though: Irui has apparently been asleep
all this time, and now pops up to see what all the ruckus is about, giving you
one of the most overpowered reinforcements in the game.

Of course, Murphy's Law dictates that she must appear in the southeast corner of
the map, most likely a very long way from the action.  Even without her help,
though, this battle is as good as over.  Spike Keisar's morale again and give
him one last push, waiting for another couple of turns to recover a little SP
if need be.  Even with his high-level Potential, he still takes damage quickly
at low HP levels, meaning that it should only take you a turn or two to finish
him off for good.

With Keisar gone, there's some brief worry about what you're going to do now.
Thankfully, there's a deus ex machina in store to save the day (literally):
Ideon begins moving of its own volition cleaving a hole through space-time and
bringing everyone back to the present day.

Congratulations - it's been a long, hard road, but you're finally done with the
Alpha timeline.  Enjoy the ending sequence, and don't forget to save your replay
data after the credits.







EXTRA SCENARIOS (3-2)
*********************

You'll unlock these scenarios as you progress through Super Robot Wars Alpha 3.
Instead of tying in directly to the action, they provide a little background
information on what is going on behind the scenes.

To play an Extra Scenario, you first need to clear a specific scenario in the
main campaign.  After doing so, choose "Options" from the title screen, then
choose "Scenario Chart" (the fifth option).  While scrolling down the list, you
will see yellow boxes marked with exclamation points.  These represent the Extra
Scenarios that you've unlocked.  Choose a scenario and play.

Extra Scenarios don't have a direct relation on gameplay.  Pilot levels are set
for each mission, there are no Skill Points, and your cash and experience will
not carry over to the main campaign.





Light and Darkness
------------------

Friendly Squads:
       KouRyu - KouRyu (KouRyu)
       AnRyu - AnRyu (Anryu)

Enemy Squads:
       Bionet - Gelgoog M
       Bionet - Taurus
       Bionet - Zaku II F2


Friendly Reinforcements:
       Sky Soldier - King J-der (J)

Enemy Reinforcements (1):
       Bionet - Rick Dom II
       Bionet - Geara Doga
       Bionet - Jegan
       Bionet - Gelgoog M

Enemy Reinforcements (2):
       Zonder (x2) - EI-02
       Zonder (x2) - EI-05
       Zonder (x2) - EI-07
       Zonder (x2) - EI-15
       Zonder (X2) - EI-20

---

Events:

When the first wave of enemies is destroyed:
       KouRyu becomes hostile
       Enemy Reinforcements (1) arrive
       AnRyu's morale rises to 130

When KouRyu is convinced after all Bionet squads are destroyed:
       KouRyu becomes friendly
       AnRyu's HP is reduced to half
       Enemy Reinforcements (2) arrive

When 2 Zonders are destroyed, or 2 turns after they arrive:
       Friendly Reinforcements arrive
       KouRyu and AnRyu combine into one squad (TenRyuJin) and are replaced
               with TenRyuJin

---

Win Condition: Destroy all enemies
              Destroy all enemies surrounding KouRyu, then convince KouRyu
               (after first wave is destroyed)
              Destroy all enemies (after KouRyu become friendly again)

Loss Condition: KouRyu or AnRyu are destroyed (until first wave is destroyed)
               KouRyu is destroyed (after first wave is destroyed)
               AnRyu is destroyed (after first wave is destroyed)
               Any allied unit is destroyed (after KouRyu becomes friendly)

---

This mission becomes available after you complete Mission 13.

Behold, anatomically correct female robots.  Smile and nod, folks.

The first batch of enemies is nothing to worry about; take them out and have
a good look at Renais' rather provocative attack animations. :3

The last Mobile Doll will rush KouRyu and cover her in Zonder Pixie Dust,
turning her hostile.  The Arm shows up and gives his evil speech (the first of
many), after which some more MDs appear.

AnRyu will have little trouble taking the mobile suits down with the help of
Concentrate; talking to KouRyu after they're gone will cause her to regain her
senses.  Renais and the Arm will be having their own little fight in the
background.

Recovering KouRyu triggers the appearance of a group of Zonders.  By now you
should know that Alpha 2-era GGG enemies aren't so tough anymore (and these are
weaker than usual), but you'll want to use Concentrate as a precaution
regardless.

When the fight goes on for a little longer, J shows up to save the day; some
masterful reverse psychology gets the femme-bots to perform Symmetrical Docking
and become TenRyuJin.  You're pretty much home free at this point; have fun.





For The Future Promised to Mother
---------------------------------

Friendly Squads:
       Raideen - Raideen (Akira)

Enemy Squads:
       Mycenae Empire - Psycobear
       Mycenae Empire (x4) - Skull


Friendly Reinforcements:
       Aggressive Beast Squadron - Dancougar (Shinobu), Blackwing N (Alan)

NPC Reinforcements:
       Federation Army - Jegan, Gelgoog M, Rick Dom II
       Federation Army - Taurus, Rick Dom II, Zaku II F2

Enemy Reinforcements:
       Mycenae Empire - Gold Phoenix
       Mycenae Empire - Gogura
       Mycenae Empire (x2) - Ovelius
       Mycenae Empire (x4) - Skull

---

Events:

When the Psycobear's HP falls to 0 for the first time:
       Psycobear recovers 2040 HP
       Raideen is fully recharged and Akira's morale reaches 150
       NPC Reinforcements arrive

When the first wave of enemies is destroyed:
       Enemy Reinforcements Arrive
       Friendly Reinforcements Arrive
       Bluegar (Shinguji) arrives and joins Akira's squad (Brave Raideen)
       Federation Army retreats

---

Win Condition: Destroy all enemies

Loss Condition: Raideen is destroyed
               Federation Army is destroyed (after they arrive)
               Any allied unit is destroyed (after first wave is destroyed)

---

This mission becomes available after you complete Mission 18.

Akira tells the crew what he was up to during his extended absence in Alpha 2
(specifically during the aftermath of the Battle of Fifth Luna, or Mission 40.)
The Oceania crew is ambushed by a group of Mycenae Battle Beasts; Akira cleverly
sends Shinguji and Mari away, setting us up for one of those soul-searching
character moments.

When you take out the Psycobear, it regenerates a little and pulls the same
mind-control trick we saw in Sanger's route of Alpha 2, pretending to be Akira's
mother.  Unfortunately for it, the REAL ghost of Akira's mother (you don't say)
shows up and talks some sense into him.  He powers up and some Fed NPCs arrive
to help out.

You should let the Feds deal with one of the Skulls tops; more than that will be
too much for them to handle, and the Taurus will almost certainly get killed and
fail the mission.  Raideen could kill them all without help at this point, so
that's really no problem.

When the first wave is gone, a second shows up, only to be annihilated by a
signature surprise blast from Dancougar.  Undeterred, a THIRD wave arrives.
Mari and Alan join the fray.  Shinobu, evidently a much wiser man than Akira,
tells the Feds to beat it before they get themselves killed.  Surprisingly, they
do so.

With both Akira and Shinobu at high levels of morale, these enemies are a
joke.  Just God Bird and Dankuuken your way to victory.  Seriously.






A Vow For Victory
-----------------

Friendly Squads:
       Viletta - R-GUN Powered (Viletta)
       Mai - Huckebein Mk. III (Mai)

Enemy Squads:
       Imperial Inspection Force - Megillot Aph
       Imperial Inspection Force (x4) - Megillot
       Imperial Inspection Force - Joelah Aph
       Imperial Inspection Force (x4) - Joelah


Friendly Reinforcements:
       Ryusei - R-Blade Custom (Ryusei)

Enemy Reinforcements:
       Imperial Inspection Force (x2) - Haggai
       Imperial Inspection Force (x3) - Esrim Aph

---

Events:

When 4 enemy squads are destroyed:
       Enemy Reinforcements arrive
       Friendly Reinforcements arrive
       Ryusei's morale rises to 150

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed

---

This mission becomes available after you complete Mission 26.

Back at the ranch, Ryusei is failing rather miserably at getting over Aya's
death.  The Balmar attack the Phoenix base right on cue, and our joy at seeing
Mai and Viletta in action is tempered with annoyance over the fact that Ryusei
would rather be a useless angstbucket than help out.

If you lose this mission, it's because you were trying to do so; Viletta and Mai
are practically unhittable if they use Concentrate.  After you drop a few foes,
another wave of enemies shows up.  Rai, evidently sharing our frustration, gives
Ryusei the requisite "corrections" before going off to help - and shortly
thereafter, Ryusei follows.

All that means for you is that you now have three unstoppable units instead of
two.  Have fun, kids.






Charging Tornado
----------------

Friendly Squads:
       Sanger - DyGenGuar (Sanger)

Enemy Squads:
       Imperial Inspection Force (x2) - Haggai
       Imperial Inspection Force (x4) - Esrim


Friendly Reinforcements (1):
       Viletta - R-GUN Powered (Viletta)
       Ryusei - R-Blade Custom (Ryusei)
       Mai - Huckebein Mk. III (Mai)

Friendly Reinforcements (2):
       Rai - Huckebein Mk. III Trombe (Rai)

Friendly Reinforcements (3):
       Trombe - Aussenseiter (Ratsel)

Enemy Reinforcements (1):
       Imperial Inspection Force (x2) - Esrim Aph
       Imperial Inspection Force (x3) - Esrim

Enemy Reinforcements (2):
       Imperial Inspection Force (x3) - Esrim Aph
       Imperial Inspection Force - Varuch Ben
       Imperial Inspection Force - Varuch Ben, Esrim Aph (x2)

---

Events:

On Turn 3, or when 4 enemy squads are destroyed:
       Enemy Reinforcements (1) appear
       Friendly Reinforcements (1) appear

On Turn 5, or when 3 enemy squads are destroyed following arrival of Friendly
Reinforcements (1):
       Enemy Reinforcements (2) appear
       Friendly Reinforcements (2) appear

When 3 enemy squads are destroyed following arrival of Friendly
Reinforcements (2):
       Friendly Reinforcements (3) arrive
       Enemy squad with single Varuch Ben is destroyed

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed

---

This mission becomes available after Mission 27 is completed.

Tesla-Leicht comes under attack for the second time this game; fortunately,
Ratsel and Sanger are on the scene to save the day.  Or rather, Sanger saves the
day while Ratsel runs around on foot inside the base.

Have Sanger use a Lock-On and Iron Wall and start taking out Esrim.  He should
be able to one-shot them, so this is no big deal.  In short order more enemies
will appear at the map's west edge; Viletta, Mai, and Ryusei will show up at the
southwest corner.  As you might recall from "A Vow for Victory," the SRX people
are pretty much unstoppable.  Have Ryusei use a Kiai to gain access to the
Blade Tonfa, and start killing.

Before long another batch of baddies will arrive, and Rai will launch in the
Huckebein Trombe to intercept them.  Like his comrades, Rai can pull through
the mission with nary a scratch if you use Concentrate.

The "fun" starts when Ratsel launches in the Aussenseiter.  He and Sanger use
their Yaoi Combination Attack (ahem) to take out one of those pesky Varuchs, and
end up in an ideal position to wipe out the other squad.  From here on it's just
cleanup work.





Basara Wanders
--------------

Friendly Squads:
       Basara - VF-19 Kai F Valkyrie F (Basara)
       Gigil - Fz-109F Ergazorn (Gigil)

Enemy Squads:
       Imperial Inspection Force - Esrim Aph
       Imperial Inspection Force (x3) - Esrim


Enemy Reinforcements:
       Glavil - Glavil (Glavil)
       Gavil - FBz-99G Zaubergern (Gavil)
---

Events:

On Turn 4, when the initial Esrim are destroyed, or when the Esrim Aph is
               attacked:
       Enemy Reinforcements arrive
       Esrim Aph becomes neutral
       Basara and Gigil recover 30% of their HP

2 turns after Gavil's arrival, or when Gavil's HP falls below 50 percent:
       Gigil is defeated
       Glavil retreats

---

Win Condition: Destroy all enemies
              Use 3 Songs on Gavil (after Gigil is defeated)

Loss Condition: Basara or Gigil are destroyed
               Basara is defeated (after Gigil is defeated)

---

This mission becomes available after Mission 36 is completed.

Here you find out what Basara was up to just before he went off on the magical
mystery tour with Gigil and Sybil.  In some unspecified area, Basara and Gigil
are cornered by Balmarians.  Basara's songs don't seem to be working, meaning
that Gigil gets to hold down the fort by himself.

Have Gigil cast Iron Wall and park right in the middle of the Esrim.  Their
hitrates aren't good, but they're not useless either; meanwhile, Gigil's
Ergazorn can only take around three normal hits before biting the dust.  With
Iron Wall, things become much more comfortable.

After everyone is taken out but the enemy commander, Gavil and his pet show up,
to Gigil's dismay.  With Basara as useless as he is right now, taking out Glavil
would be a tall order - but thankfully, you don't have to.  Either run away for
a couple of turns (if Gigil's health is nearing the danger zone) or else cast
Iron Wall and Lock-On and go after Gavil's Zaubergern.

It won't take much to trigger the next cutscene, where Gigil shields Basara from
one of Glavil's sonic screams.  Gavil has some fun blowing up Gigil's mech,
after which Basara finally gets his act together and sends Glavil fleeing in
terror from his music.  (Not quite the reaction I go for when I perform, but...)
Your mission changes; you now have to sing Gavil into oblivion.

That's easily done.  Cast Intuition, Concentrate, and Invincibility (just in
case).  Hit him with a song, then counter with another.  Cast Intuition again
and finish him off on the next turn.

Gavil tries to take one last run at Basara, but the lone Balmarian survivor has
finally managed to shake off the Empire's brainwashing.  He steps in to save the
day, and - amazingly - does not get killed in the process.  Gigil shows up
in the spare Ergazorn that he apparently just had lying around, and Basara
follows him to Sybil's location.  She wakes up, ending the flashback and this
side mission.






Wish From the Past
------------------

Friendly Squads:
       Rai - Huckebein Mk. III Trombe (Rai)
       Mai - Huckebein Mk. III (Mai)

Enemy Squads:
       Golar Golem - Varuch Ben
       Golar Golem (x2) - Haggai
       Golar Golem (x4) - Esrim

2nd Map Enemy Squads:
       Golar Golem (x2) - Varuch Ben
       Golar Golem (X3) - Haggai
       Golar Golem (x2) - Esrim Aph
       Golar Golem (x4) - Esrim


Friendly Reinforcements:
       Trombe - Aussenseiter (Ratsel)
       Sanger - DyGenGuar (Sanger)

---

Events:

When the first wave is destroyed:
       Second map begins (Rai and Mai are fully restored)

One turn after the second map begins:
       Friendly Reinforcements arrive

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed

---

This mission becomes available after Mission 42 is completed.

The Balmarians appear to have tired of attacking TLI, and have now taken things
up a notch by attacking Mao Industries' research facilities on the moon.  Rai
and Mai move out to intercept them in space, although Rai suspects a trap.

By now this should be a no-brainer.  Concentrate, attack, gloat to taste.

When the enemies are destroyed you learn that this is indeed a trap/diversion;
Irui Gates you back to the surface to intercept the attack force there.  It's
larger, but no more competent than the first; furthermore, Ratsel and Sanger
show up to lend a hand partway through.

After the mission, the eggheads appear to have figured out how to get the
Altard working, meaning that your guys might have a way out of their
post-GGG FINAL predicament.  Meanwhile, Irui is KO'ed by Flora... but that's
a problem for another route split.





Under the Flag of Justice
-------------------------

Friendly Squads:
       Prince Heinel - Guardian God Godor (Heinel)

NPC Squads:
       Refugee (x3) - Boazan Flying Saucer (x3)

Enemy Squads:
       Balmar - Shemuel
       Balmar - Esrim Rosh, Esrim (x2)
       Balmar (x2) - Esrim (x2)
       Balmar (x3) - Megillot Aph (x2)
       Balmar (x3) - Joelah Aph (x2)


Friendly Reinforcements:
       Admiral Richter - Gimeria (Richter)

---

Events:

On Turn 3:
       Heinel's HP is reduced by approximately 30 percent
       Friendly Reinforcements arrive
       Enemy Shemuel is destroyed

---

Win Condition: Destroy all enemies

Loss Condition: Heinel is defeated
               Heinel or Richter are defeated (on Turn 3)
               Any Boazan Flying Saucer is destroyed

---

This mission becomes available after Mission 44 is completed.

Now that Sanger, Ratsel, and the SRX team have joined up with the Alpha Numbers,
you're running out of peripheral characters to participate in these missions.
Anyway, Heinel and Richter are out trying to drum up support for the rebellion
against Zu Zanbajil, with little success.  The Balmarians make their usual
poorly-timed interruption, and the two of them split up to protect some Boazan
refugees.

Like the other extra missions, this one is almost insultingly easy; Heinel
doesn't need to use any seishin, being able to oneshot his enemies with a
consistent 100 percent hitrate, with good dodge rates besides.  If you're
feeling nervous, go ahead and cast Invincibility - but it's highly doubtful
you'll ever need to recast it.

The refugees will flee towards the northwest corner of the map.  The Balmar
units with pursue them until Heinel gets in their way, at which point they will
focus on him - and be mown down as quickly as they come.

In fact, the only damage Heinel will probably take on this mission will come on
Turn 3, when the enemy Shemuel gets a free hit in - and then promptly gets
taken out by Heinel and the newly-arrived Richter.  The Gimeria has similar
capabilities to the Godor, so the rest of the map will be no problem - although
in my case it was dragged out for an extra couple of turns when Heinel ran out
of energy.






Into a New Ocean
----------------

Friendly Squads:
       Top Squadron - Gunbuster (Noriko)
       Top Squadron - Sizzler Black (Jung)

Enemy Squads:
       STMC (x9) - STMC Soldier


Friendly Reinforcements:
       YF-19 - YF-19 F (Isamu)
       YF-21 - YF-21 F (Guld)
       Skull 1 - VF-1S S Valkyrie-F (Fokker)
       Skull 2 - VF-1S S Valkyrie-F (Hikaru)
       Skull 3 - VF-1A S Valkyrie-F (Kakizaki)

Enemy Reinforcements:
       STMC - STMC Landing Boat
       STMC (x15) - STMC Soldier

---

When 2 enemies remain:
       Enemy Reinforcements arrive
       Friendly Reinforcements arrive

---

Win Condition: Destroy all enemies

Loss Condition: Any allied unit is destroyed

---

This mission becomes accessible after Mission 49 is completed.

The last of the main Extra Scenarios features the aftermath of the FIRST SRW
Alpha game.  Noriko and Jung see off the Battle 7 and the Megaroad on their
deep-space colonization mission, but the festivities are interrupted by some
stray STMCs.

As is usual for these scenarios, it's almost impossible NOT to win.  The STMC
Soldiers can't even damage either of your machines, making Gunbuster's iffy
accuracy the only possible source of annoyance.  Before too long some more STMCs
show up; you get your first glimpse of a High-Speed Type, but the Valkyrie
pilots come back and save you from needing to actually FIGHT the thing.  Have
all of the Macross guys use their assorted defensive seishin for protection, and
clean up the map.






SEISHIN (4-1)
*************

Seishin are magic spells of a sort.  Each pilot has six of them which are
unlocked as they gain experience, and they use them in combat to achieve
special effects and performance boosts.

Seishin are listed in the order they appear on the Search screen (the second
choice on the menu if you select an empty space in mid-mission) and are sorted
by column.

Column 1
--------

Hot Blood (Nekketsu) - In the next encounter, the affected mech will deal double
       damage. Song effects are also doubled.  Use this when you need something
       dead as soon as possible.  Note that if you miss, or are attacked and
       choose to block or evade, the effect is wasted.  You cannot get critical
       hits while this is in effect.

Soul (Tamashii) - In the next encounter the affected mech will deal 2.5 times
       the usual amount of damage.  A more powerful - and more expensive -
       version of Hot Blood, this is usually given to Real pilots so that their
       offensive power can approach that of the Supers.  Banjou has it as well,
       making it one of the few advantages of Daitarn 3 in this game.  The SP
       cost is usually roughly 1.5 times that of Hot Blood, so it's roughly the
       same amount of bang for your buck.

Morale (Shiki) - In the next encounter, all squad members' attacks will score
       critical hits.  Cannot be used with Hot Blood or Soul.  I never use
       this, but it's basically a poor man's Hot Blood.  Best used by a
       squadmate to raise damage when the leader has either exhausted his/her
       SP or is trying to conserve it.  Also best used with units that have
       powerful squad attacks, like EVAs.

Intuition (Chokkan) - Casts Lock-On and Flash on the robot.  A lot of Real
       pilots have this, and it's useful for fighting highly skilled enemies
       who you can't reliably hit or dodge just by using Concentrate.

Flash (Hirameki) - The affected mech will automatically dodge the next attack.
       Most machines have this somewhere in their SP library, and it's about
       as useful as it sounds - great for protection against a single enemy,
       and also good for getting in an attack without fear of reprisal.  Note
       that this will override Lock-on, so bear that in mind during missions
       where enemies use either of these spells.  The only downside is that
       since it only dodges the first attack to come your way, it's not so
       useful for defense against groups.

Fortitude (Fukutsu) - The next attack to strike the mech will only cause 10
       damage.  Quite a few Supers have this, and some Reals as well.  At first
       it might seem like a slightly weaker version of Flash, but there's a key
       difference: while Flash only affects one encounter, Fortitude will last
       until the next time the robot is hit - making it an excellent safety
       net for units that are normally good at dodging.  Another thing to bear
       in mind is that this is not affected by shots striking barriers - so
       if you have GaoGaiGar hiding behind Protect Shade and an AT Field, the
       spell will remain in effect until an attack is actually able to break
       through the barriers.

Iron Wall (Teppeki) - For one turn, the affected mech will take one-fourth the
       normal damage from attacks.  A must for Supers, allowing them to stand
       in the middle of a crowd and counterattack everything without fear of
       losing all their health.  Also greatly increases the chance that attacks
       will be completely absorbed by barriers.


Column 2
--------

Concentrate (Shuuchuu) - For one turn, the affected mech's hit and dodge rates
       are improved by 30 percent.  Pretty much a necessity for your Reals,
       enabling them to fly circles around most enemies without fear of being
       hit in return.  It's also cheap, so it can be cast on every turn.  A few
       Supers have it as well, but it's only useful in those cases if you max
       their mobility - for dodging, at least, but they typically have Lock-On
       for hitting.

Lock-On (Hicchuu) - For one turn, the affected mech will have a 100 percent
       hit rate.  Great for Supers, particularly in combination with Iron Wall.
       Flash will override this, so keep that in mind when enemies use either
       spell against you.

Inspiration (Kannou) - Select a mech, for one turn, that mech will have a 100
       percent hit rate.  A lot of second-string pilots have this, and it's
       useful for those few targets that guys without Lock-On still can't hit.

Accelerate (Kasoku) - The affected mech's movement range is increased by 3 for
       its next move.  The effect will persist until it actually moves,
       regardless of how many turns pass.  A must for those who shoot for the
       best ending, allowing you to cross maps in a fraction of the time.  You
       should have one pilot with Accelerate in every squad.

Awaken (Kakusei) - The affected squad can move again after its current move.
       A highly expensive skill, but a useful one for those down-to-the-wire
       moments when you need something done immediately and need a particular
       squad to do it.  Although you can't cast the spell twice in succession
       to get two extra moves, you can cast Awaken, move, and then cast Awaken
       again.

Perseverance (Konjou) - Casting mech regains 30 percent of its max HP.  Useful
       in a pinch, but the full-healing spells tend to be more efficient than
       the partials.

Great Perseverance (Dokonjou) - Casting mech regains all of its HP.  Good for
       Supers who have been tanking for a while.


Column 3
--------

Trust (Shinrai) - Restores any mech's HP by 2000.  Not very efficient, but it
       does have the benefit of being usable by support machines.

Friendship (Yuujou) - Restores any squad to full HP.  Probably the quickest and
       most efficient healing spell in the lot.

Bonds (Kizuna) - All friendly units regain 50 percent of their max HP.  Useful
       in the middle of a protracted battle when everyone has taken a pounding;
       why cast Friendship four or five times when you can cast this once?

Supply (Hokyuu) - Refills any mech's ammunition and energy.  Since the logistics
       of resupplying the old-fashioned way (maneuvering into position, time
       spent, loss of morale) aren't conducive to quickly finishing a mission,
       having somebody use this spell is far preferable.

Hope (Kitai) - Restores any pilot's SP by 50.  Although it's not a one-for-one
       transfer, this spell allows you to use support pilots as SP batteries
       for squad leaders and other important seishin users.  Give pilots with
       Hope a high-level SP Up skill and use them to greatly increase the
       longevity of your other pilots.

Kiai (Kiai) - Raises pilot's morale by 10.  A must in other SRW games, its
       usefulness suffers in Alpha 3 thanks to the presence of a much cheaper
       morale-raising alternative - the Sound Force.  Still, in a pinch it can
       give you that last little boost you need to use a particular attack.

Drive (Kihaku) - Raises pilot's morale by 30.  More efficient and useful than
       Kiai thanks to its speed.  Unlike Kiai, this one is worth using more
       often.


Column 4
--------

Encourage (Gekirei) - Raises the entire squad's morale by 5.  Although this one
       allows you to place the SP burden on somebody other than the main pilot,
       the morale granted is pretty negligible - plus, squadmates usually don't
       NEED the morale in the first place.  Like Kiai, it can be useful in a
       pinch, but isn't something to rely on for general use.

Passion (Jounetsu) - Raises the pilot's Sound Energy by 10,000.  Obviously
       limited to Basara and Mylene, this will give them access to their Sound
       Boosters immediately, and can help them recover after spending a while
       boosting other peoples' stats.

Mercy (Tekagen) - Mech's next attack will leave enemies with 10 HP instead of
       destroying them if the pilot's skill is greater than that of the target.
       Although raising levels isn't really an issue in this game, it's
       theoretically useful for beating an enemy down to allow a weaker
       teammate to get the kill.  It also allows you recklessly use the Ideon
       Gun without fear of reducing the Ide Gauge.

Snipe (Sogeki) - Increases the range of the affected mech's non-MAP, non-range-1
       weapons by 2.  Useful when you need to hit somebody with a long-range
       attack right now, but they're just slightly out of reach.

Direct Hit (Chokugeki) - The squad's next attack will ignore all defensive
       modifiers except for Protodevlin status and the size modifier.  This
       includes Bunshin, Support Defenses, and protective barriers.  Although
       it helps with barriers, it's primarily useful for hitting targets
       without those pesky Support Defenders getting in the way.

Reconnaissance (Teisatsu) - Reveals an enemy squad's stats and abilities without
       needing to enter combat with it.  Use this to judge the range of bosses
       before actually fighting them.

Exhaust (Datsuryoku) - Lowers an enemy squad's morale by 10.  Hugely useful
       against bosses, as bringing their morale down to 50 results in a
       significant reduction in their strength.  It's also a godsend against
       the Protodevlin, as reducing their morale below 100 is the only way
       for non-singers to cause full damage.  One of the best spells on the
       list, and one of the strongest arguments to keep Goshogun in your
       regular lineup, since Remy has the cheapest Exhaust in the game by far.


Column 5
--------

Confusion (Kakuran) - Halves the accuracy of all enemies for one turn.  Useful
       for dealing with crowds of high-accuracy enemies, although later bosses
       seem to be at least partially resistant to this skill.

Love (Ai) - Casts Accelerate, Lock-On, Flash, Hot Blood, Kiai, Great Effort,
       and Luck.  Generally a prohibitively expensive skill with a fair bit
       of excess baggage, unless you've used the birthday trick to get a very
       cheap version.  You'll generally only need one or two of these skills
       at a time; you don't really need Accelerate while attacking, if you're
       dealing the finishing blow you don't need Flash, if you're NOT dealing
       the deathblow you don't need Great Effort or Luck, etc.  Should you
       find yourself in a situation where you need all these, go for it, but
       otherwise...

Courage (Yuuki) - Casts Accelerate, Lock-On, Fortitude, Hot Blood, Kiai, and
       Direct Hit.  A little more logical than Love, since these are all
       offensive skills, but it tends to be even more expensive.  As with Love,
       you can usually get by with just one or two of these.

Luck (Kouun) - In the next battle the pilot will earn double the normal amount
       of cash.  Remember that you only get cash if you destroy an enemy; if
       the next encounter doesn't result in an enemy being destroyed, the
       spell will be wasted.  Bosses are less useful for earning money than
       in previous games; with a few notable exceptions they tend to drop
       piddling amounts of cash.  On the other hand, MAP weapons are an
       excellent money-farming opportunity, and you should cast Luck any time
       you anticipate killing a lot of enemies with one.

Bless (Shukufuku) - Casts Luck on any pilot.  A long-distance version of Luck.
       Since the guys who do the killing often don't have Luck, and will spend
       their SP elsewhere even if they do, casting Bless is often the better
       (or only) choice.

Great Effort (Doryoku) - In the next battle the pilot will earn double the
       normal amount of experience.  As with Luck, the spell will be wasted
       if you don't do anything in the next combat round.  Unlike Luck, this
       spell is still very useful against bosses, who give loads of experience
       even if they don't give much money.

Aid (Ouen) - Casts Great Effort on any pilot.  Great Effort tends to be cheaper
       and more common than Luck... but why have the pilot cast it when you
       don't have to?





ENHANCEMENT PARTS (4-2)
***********************

Parts are listed in the order in which they appear on the Enhancement Parts
menu screen.

Page 1
------

Hazusu - Not actually a part; this removes the selected part from a robot.

Booster - Increases mech's movement range by 1.  You get lots of these, and
       they're much more useful in Alpha 3 than in most other SRWs.  Use them
       to keep your slower units from weighing down your squads.

Megabooster - Increases mech's movement range by 2.  When one booster just isn't
       enough.  Has the additional advantage of only taking up one slot, making
       it a better choice for individual units.

Apogee Motor - Increases mech's movement range by 1 and mobility by 5.  A
       slightly improved Booster, really.  +5 mobility is negligible, so the
       movement increase is the main draw.

Magnetic Coating - Increases the mech's mobility by 5.  You get tons of these,
       and they're actually not all that great; you'd have to equip several
       to make a noticeable difference.  Still, if you've got empty spaces on
       your Reals or pseudo-Reals, there's not reason not to use them.

Biosensor - Increases mech's mobility by 10.  More powerful and efficient than
       the Magnetic Coating, and therefore better.


Page 2
------

Psychoframe - Increases mech's mobility by 25 and critical rate by 10.  A vast
       improvement, and very useful for your Reals.  There aren't very many,
       but you can get an extra one on the ZAFT route if you're clever.

Custom OS - Increases mech's mobility by 10 and hit rate by 10.  Good for
       second-tier Real pilots who have trouble hitting their targets.

Bio Computer - Increases mech's mobility by 20 and hit rate by 20.  I tend to
       give these to maneuverable Supers like Jeeg and Dancougar.

Haro - Increases mech's movement range by 2, mobility by 25, hit rate by 20,
       and extends the range of all non-MAP weapons with a range of more than
       1 by 1.  Now we're talking!  There is nobody on your team who wouldn't
       benefit from one of these, but you'll probably want to use them to make
       your best units even better.  Unfortunately, there are only three in the
       game that I know of, and the one dropped by Rau le Creuset is optional.

Pink Haro - Increases mech's movement range by 1, mobility by 10, and hit rate
       by 10.  Further proof that an imitation will never live up to the
       original, so it must overwhelm you with sheer numbers.  You get quite
       a few of these, so spread them around; they're not bad.

Minovsky Craft - Enables mech to fly and sets its Air rank to A.  Best used to
       assemble flying squads.


Page 3
------

Thruster Module - Sets mech's Space rank to S.  Having an S rank is useful, but
       then again, most mechs already have good ranks in space.

Dust Filter - Enables mech to move unrestricted on land and sets its Land rank
       to A.  Distribute these on desert missions or missions taking place
       on the moon to improve your mobility.

Screw Module - Enables mech to move unrestricted in water and sets its Water
       rank to A.  You have very few water-capable machines (the Wing boys and
       Getter Poseidon/Shin Getter 3 are the only ones that spring to mind) so
       you can use these to assemble another aquatic squad.

A Adaptor - Sets all of mech's terrain rankings to A.  Not as useful as you
       might think, since most machines already have an A rank in their primary
       terrain types (space and either land or air).  Still, if you see a unit
       scraping by with measly B rankings, give this a try.

S Adaptor - Sets all of mech's terrain rankings to S.  A much better choice, as
       there are quite a few machines that don't have S rankings where they
       could really use them.  Just check to make sure that a Thruster Module
       wouldn't do the job just as well.

Chobham Armor - Increases mech's max HP by 500 and armor by 100.  You get these
       all the time, but they just aren't that great.  Like the Magnetic
       Coating, you should use these if there are empty spaces on your Supers
       that you just can't fill with anything else.


Page 4
------

Hybrid Armor - Increases mech's max HP by 1000 and armor by 150.  A little bit
       better.

Super Alloy Z - Increases mech's max HP by 1000 and armor by 200.  Definitely a
       more useful upgrade, and a must for your Supers - provided that they
       aren't already using one of the even more powerful armor pieces.

Super Alloy Nu-Z - Increases mech's max HP by 1500 and armor by 250.  You don't
       get a whole lot of these, but they're definitely worth it.  Your tanks
       will love you.

Zolmanium Alloy - Increases mech's max HP by 1800 and armor by 200.  Less armor
       than Nu-Z, but more HP.  Unfortunately, the armor is more useful than
       the HP - but then again, it's better than Super Alloy Z, so you'll want
       to use it.

Large Generator - Increases mech's max energy by 50.  Unfortunately, this item
       isn't all that efficient; many machines have attacks that will use
       more EN than this per shot.  A couple of units, like the Hi-Nu Gundam
       and Qubeley, can still benefit from the extra 50 energy, though.

Mega Generator - Increases mech's max energy by 100.  Much more reasonable,
       although for units like Final Dancougar, Shin Getter, Mazinkaiser,etc.
       you're still using an inventory space to buy one or two more shots.


Page 5
------

Auxiliary GS Ride - Increases mech's max energy by 100 and causes it to recover
       10 percent of its energy at the beginning of every turn.  Give this one
       to your big EN hogs in place of a Generator to increase their longevity.

Magnetic Beam Coating - Nullifies 700 points of beam damage.  Too small a
       protective bonus to be of much use, although it can be useful on units
       with high armor (or units whose pilots have natural resistance to beams,
       like Combattler V and Voltes V).

I-Field Barrier - Nullifies 850 points of beam damage.  Ditto.

Gravity Territory - Nullifies 1500 points of damage.  Affects entire squad.
       Much better.  Apart from its usefulness against ALL attacks, these are
       also nice because you can protect a squad leader by putting the barrier
       on one of the supporting squad members; as a result, heavy usage won't
       energy the squad leader could be using for attacks.

Hyper Jammer - Unit gains the Bunshin ability.  Very nice, particularly on
       less heavily-armored units that still get hit quite a bit, like the
       GP-03, Goshogun, Raideen, Shin Getter 1, and Dancougar.

Cost Down - Lowers mech's cost by 1.  Cannot reduce cost below 0.5.  Use these
       when you need to shoehorn that one last unit into a squad.  I usually
       find that all of my EVAs are wearing these when I'm done configuring.


Page 6
------

Hero Emblem - Increases mech's armor by 200, mobility by 25, and hit rate by 30.
       Awesome and rare.  Like equipping the best of each of the major
       categories of enhancement parts.

Iron Soul - Increases mech's armor by 250, mobility by 30, and hit rate by 35.
       Ditto, but even more so.

Dual Sensor - Increases mech's hit rate by 10.  10 percent isn't much, but it's
       better than nothing.  Give these to your second-tier Real pilots.

Multisensor - Increases mech's hit rate by 20.  Better; you can give these to
       Supers that have a serious problem hitting their targets.

High Performance Targeting Device - Increases mech's hit rate by 30.  Even more
       so.

Analyzer - Increases mech's critical rate by 10.  You'll generally want to give
       these to pilots with naturally high critical rates to push them even
       higher.


Page 7
------

Analyzer Plus - Increases mech's critical rate by 20.  Better.

Analyzer Plus Plus - Increases mech's critical rate by 30.  By the time they're
       this powerful, the Analyzers become more useful for machines that don't
       necessarily get many criticals already.

High Performance Radar - Increases range of mech's non-MAP weapons with a range
       of more than 1 by 1.  Two possible uses here.  One is to give them to
       units with long-range attacks to allow them to snipe from even further
       away; the other is to give them to units with short-range attacks to
       make them a little more useful in crowds.

Linear Seat - Increases range of mech's non-MAP weapons with a range of more
       than 1 by 1 and increases hit rate by 20.  A Radar and Multisensor in
       one.  Best for units in the above categories that also have poor
       accuracy (Goshogun comes to mind, with its Goflasher).

Propellant Tank - Completely refills mech's energy when used in-mission.  Is
       consumed after use.  Can by used on any unit in a squad.
       Self-explanatory.  If you're like me and get used to playing WITHOUT
       using consumables, you may find that they can turn a tough part of a
       mission into an easy one.  The fact that they can be used by any squad
       member allows you to stick them on supporters without wasting item
       slots on a squad leader.

Cartridge - Completely refills mech's ammunition when used in-mission.  Is
       consumed after use.  Can be used on any unit in a squad.  Same as above,
       although I find ammo to be less of a problem than energy.


Page 8
------

Repair Kit - Completely refills mech's HP when used in-mission.  Is consumed
       after use.  Can be used on any unit in a squad.  With the squad system,
       you'll be sending in lots of support pilots with healing seishin, making
       this less useful than it might be.  Still, potentially useful for
       emergency use.

Super Repair Kit - Completely refills mech's HP, energy, and ammunition when
       used in-mission.  Is consumed after use.  Can by used on any unit in a
       squad.  All of the above.  You don't get many of these, so save them
       for major engagements.

OVA's Croquette - Restores the main pilot's SP by 20 when used in-mission.  Is
       consumed after use.  20 SP doesn't go very far, but if you have empty
       item slots there's no real reason not to use these.

Andromeda-Yaki - Restores the main pilot's SP by 50 when used in-mission.  Is
       consumed after use.  This restores a much more useful amount of SP,
       allowing you to squeeze off another Hot Blood in a tight situation.

Key to Victory - Completely refills the main pilot's SP when used in-mission.
       Is consumed after use.  About as useful as it sounds.  Save it for long
       missions where you're likely to run low on SP.

Kuttnerizer - Restores the main pilot's SP by 50 when used in-mission, but
       also lowers morale by 50.  Is consumed after use.  Good for support
       units, but keep it away from your frontliners.


Page 9
------

Minmei Doll - Unit's starting morale is increased by 5.  Gives a decent boost to
       your units, allowing them to use better attacks right off the bat.  Good
       for units with Funnels whose pilots haven't gained the ace bonus yet.

Ace Emblem - Unit's starting morale is increased by 10.  Like the above, but
       more so, making it better for units with higher morale requirements.
       If you stack this with the ace and top ace bonuses, you can start using
       finishers in short order.

Fan's Bouquet - Pilot is immune to negative status effects.  Status effects
       aren't usually a problem, but for those times when they're annoying
       this can be a very good thing to have.

Minmei's Disc - Pilot recovers 10 SP at the beginning of every turn.  Very nice,
       particularly for Real pilots, who can then cast Concentrate on every
       turn with minimal SP drain.

Basara's Disc - Pilot gains 2 morale at the beginning of every turn, beginning
       on Turn 2.  This item's usefulness is debatable.  If you're going for
       the best ending you probably won't spend enough time on any one mission
       for the morale gains to add up.

Combat Manual - Pilot gains 100 percent of the experience and PP earned in
       combat even when not leading the squad.  Effectively the same as having
       the Learning skill.


SECRETS (4-3)
*************

In a standing Super Robot Wars tradition, you can get secret mechs and pilots by
fulfilling certain conditions during the game.  Most (although not all) aren't
all that exciting, but hey, you may as well play around with them for a little
variety.


BuCUE
-----

This isn't really a secret.  Rather, it's the booby prize you get if you didn't
meet the requirements to get the LaGOWE.  You'll receive this automatically,
either after Mission 46 (ZAFT route), Mission 47 (Irui route), or Mission 48
(Varauta/Boazan route).


Gavil and FBz-99G Zaubergern
----------------------------

In the first part of Mission 49, you must earn the Skill Point by defeating
Gavigla.  Furthermore, Gamlin must be the one to deal the finishing blow.  Then,
on the second part of the mission, do not shoot Gavil down.  He will eventually
retreat of his own volition when Gepelnich arrives.  If done correctly, Gavil
will join with his mech at the end of Mission 49.


Hi-Nu Gundam
------------

Bright and Amuro must have a combined total of at least 120 kills by the end of
Mission 52.  Like the other secrets given at that time, the mech will not
actually be received until the intro to Mission 53, so if you want to use it
you'll need to reassign your pilots before deploying.


J-Phoenix (attack for King J-Der) and Renais (co-pilot for King J-Der)
----------------------------------------------------------------------

This one's easy enough to pull off.  In the first part of Mission 42, J must
deal the final blow to Pia Decem Pit.  He and Renais will perform the J-Phoenix
attack automatically.


Qubeley (Haman's)
-----------------

At the end of Mission 52, the last digit of the Puru sisters' combined kill
count must be 0.  Both girls are competent enough that scoring a few kills won't
be a problem; be careful to keep the count at the desired level, though.  Like
the octher secrets given at that time, the mech will not actually be received
until the intro to Mission 53.


Sazabi
------

Camille must have at least 50 kills by the end of Mission 52.  Like the other
secrets given at that time, the mech will not actually be received until the
intro to Mission 53.