Super Robot Wars MX FAQ/Walkthrough. Author: Deranged
E-Mail: [email protected]. Last Updated: 04/7/2004 2149 Hours

Version 1.00

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1)Table Of Contents
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1)Table Of Contents
2)Version History
3)Introduction
4)Seishin List
5)Item List
6)Pilot Skill List
7)Pilot Skill/Seishin List
8)Robot Skill List
9)Walkthrough
10)Secrets
11)FAQ
12)Credits
13)Contact Information
14)Disclaimer


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

04/7/2004: Version 1.00
--The first version released, and hopefully the last. Everything is complete,
and as long as no more secrets are uncovered, this should be the final
version.

--What I've Done--
--Everything.


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


Another year, another PS2 SRW game. The subject this time is SRW MX, the
latest offering from Banpresto. Although the game itself isn't too hard, it
has improved several aspects of the game, most notably the presentation of
attacks which gives the game even more of an "anime" feel than before. This
game also has a series list that would please American fans, with 4 featured
titles already released in America; Gundam: Char's Counterattack, Nadesico:
Prince of Darkness, Rahxephon and Neon Genesis Evangelion. New systems, such as
the Double Attack system and Favourite System are also thrown in as Banpresto
continue to refresh their series again and again.

This FAQ will contain a full walkthrough and several data lists of the game's
properties. However, this FAQ is NOT a full-fledged storyline explanation.
Although my Japanese may have improved since the last two Walkthroughs I've
written for Super Robot Wars D and Super Robot Wars Alpha 2, I still do not
feel my skills adequate enough to translate every scene in the game. I may
throw in little bits of the story here and there in the walkthrough, but on a
whole, if you want a full translation, I suggest waiting for someone more
skilled than myself to do so.

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


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


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

You use seishins by selecting the second-from-bottom option on a unit's menu
when you press A on the unit. You can then use the L1 and R1 buttons to scroll
through all the sub-pilots in certain robots, and selecting the seishin you
want to use. A list of all the seishins your currently deployed pilots have can
also be seen by selecting the 2nd option after clicking on a square without a
unit during battle, or the second last option, then the first option in the
main menu. The seishin in this list will be arranged by the way they are shown
in this table, column by column.

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

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Column 1
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Romanji: Nekketsu
Translation: Hot Blood
Cost: 30-45 SP
Notes: For one attack, the pilot's next attack does 2x damage. Obviously a
popular spell for most Squad Leaders, it's almost a must when facing high-HP
enemies. Also makes a good combo with Double or MAP attacks, since you're
hitting several units for double damage. Note that unlike most SRW games, Hot
Blood does not cancel out the chance of a critical hit in this game.

Romanji: Tamashii
Translation: Soul
Cost: 50-60 SP
Notes: For one attack, the pilot's next attack does 2.5x damage. In MOST cases,
Hot Blood is economically more effective, but Soul is often better if you're
racing against time, and need to deal as much damage as possible, as quickly as
possible. It goes without saying that this should be saved for bosses, or
perhaps Double and MAP attacks.

Romanji: Hirameki
Translation: Flash
Cost: 5-15 SP
Notes: For one enemy attack. Unit's dodge rate is 100%. Unsurprisingly, casting
both this and Invincibility makes a very good combination, especially with
units like Getter Liger. Otherwise, used mostly against bosses who would cause
severe damage on your units otherwise.

Romanji: Fukutsu
Translation: Invincibility
Cost: 5-30 SP
Notes: For one enemy attack if it hits, unit will take 10 damage. Most Super
pilots get this in place of Flash, but for the few Real pilots who DO learn
this, it's actually very useful; it acts as a safety mechanism should the low
chance of your robot getting hit actually happen, and prevents what would
likely be a big amount of damage, while Flash would be used up more or less
instantly. Basically, the chance of nullifying most attacks are calculated
BEFORE this spell is factored, so it's almost always a good bet to cast this,
just to be safe; and if you dodge the attack via other means, the effect of the
spell will still stay around. Makes an awesome combination with Flash and other
avoiding mechanisms such as Bunshin-type unit skills. Do note that Fukutsu
isn't factored in when Support Defending though, so don't expect Support
Defenders to take 10 damage.

Romanji: Teppeki
Translation: Iron Wall
Cost: 15-35 SP
Notes: For one turn. All enemy attacks on the affected unit will be reduced to
1/4th their normal damage. This makes the damage from the really strong attacks
far less than normal, and is almost vital for Super-type units who take lots of
damage in this game even with highly upgraded armour. Use this before throwing
the unit into a ton of enemies for cackling fun; for Reals though, Concentrate
might be a more viable and cheaper option.

Romanji: Shuuchuu
Translation: Concentrate
Cost: 8-20 SP
Notes: For one turn. Dodge and Hit rates are increased by 30%. Useful
all-around, especially if you cast it on a good dodger, and just throw it right
into the middle of all the enemies. Otherwise, it's a nice dodge boost for your
Reals, or accuracy boost for your Supers. Also makes a good combination with
Confusion, resulting in a enormous accuracy decrease for all enemies on that
unit.

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Column 2
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Romanji: Hitchuu
Translation: Sure Hit
Cost: 10-25 SP
Notes: For one turn. Hit rate is 100%. Mostly used by Supers who have trouble
hitting boss-level enemies, or by low-level pilots when trying to get up to
everyone else's level. Flash takes precedence, however; something which has
casted Flash will always dodge a Sure Hit attack.

Romanji: Kannou
Translation: Inspire
Cost: 30-35 SP
Notes: Casts Sure Hit on any one team member, including the pilot who uses
Inspire. The same rules of Sure Hit apply here. Theoretically, this is a good
spell to use on anyone who doesn't learn Sure Hit naturally, but in reality,
the majority of people who need it (Supers) usually already have it. It does
save the PP of your frontliners in exchange for that of your supporters, though.

Romanji: Kasoku
Translation: Accelerate
Cost: 5-10 SP
Notes: For one movement, the affected unit's movement range is increased by 3.
Many Super Robots have this in some form thanks to their sub-pilots, and is a
nice cheap way of getting around quicker, especially for people like myself who
want to get missions over with ASAP. ^^;

Romanji: Kakusei
Translation: Awaken
Cost: 36-100 SP
Notes: The affected unit will get two combat turns; that is, it can move and/or
attack one more time after it's normal move and/or attack. You can't cast
Awaken consecutively to gain three combat turns in a row, but you can cast
after you've used it's effects once. In other words, Cast Awaken, move/attack,
cast Awaken again, etc. I still feel its a waste of seishin which should be
instead used on Hot Bloods or Souls; the main reason why you should use this
seishin, if at all, would be to position yourself better for a MAP attack.

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

Romanji: Dokonjou
Translation: Great Perseverance
Cost: 25-40 SP
Notes: The affected unit will regain all lost HP. Mostly learnt by Supers, who
can appropriately make the best use of it.

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Column 3
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Romanji: Shinrai
Translation: Trust
Cost: 10-30 SP
Notes: Heals 2000 HP of any friendly unit on the map. It no longer heals NPCs
which lessens a lot of its old usefulness, but in turn, its main function has
been increased slightly, especially if you play with sub-par Real pilots. Not
economically wise to use on Supers though, but sometimes you may not have a
choice.

Romanji: Yuujou
Translation: Friendship
Cost: 10-60 SP
Notes: Heals all HP of any unit. Basically the Trust which you use on Supers,
who make this seishin more economically wise, but it's all circumstance
anyway. ^^;

Romanji: Hokyuu
Translation: Resupply
Cost: 10-60 SP
Notes: Recovers all EN and all weapon ammo of any one teammate, including the
pilot who casts Resupply. Unlike previous versions, this spell no longer
decreases morale, increasing its usefulness by a ton. Not a bad choice for
support pilots to use, especially when stages get really long later in the
game.

Romanji: Kiai
Translation: Yell
Cost: 20-45 SP
Notes: The affected unit will gain 10 morale. Very useful in older SRWs, it's
usefulness is increased compared to older SRWs, at least for the opening stages
where there's so few enemies that there just isn't enough morale to go around.

Romanji: Kihaku
Translation: Vigor
Cost: 10-80 SP
Notes: The affected unit will gain 30 morale. Quite good economically wise, but
not really used as much as you rarely need a +30 boost in morale at a fair cost
by the time you get access to this seishin. The exception is Malliot, who gets
this for an astounding 10 SP; casting this once (and even twice) at the start
of the battle is very much recommended.

Romanji: Gekirei
Translation: Rally
Cost: 5-65 SP
Notes: Increases the morale of one selected unit by 10. Better than Yell in my
opinion, as this uses up your support pilots' SP instead of your main pilots'
SP, which is better used on Hot Bloods and the like.

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Column 4
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Romanji: Tekagen
Translation: Mercy
Cost: 5-10 SP
Notes: For one attack. If this attack reduces the enemy's HP to 0, and your
pilot has a higher Skill stat the enemy pilot, the enemy's unit will
survive with 10 HP. This spell will be mostly used to help level up any weak
pilots, by letting a high-level pilot lower an enemy unit to 10 HP, then having
the weak pilot run in and finish the enemy unit off with a high accuracy
attack, as the lowest damage you can do in all SRW games is 10 HP. Also useful
for stages where the objective is to lower a unit past a certain amount without
actually killing it, for added insurance.

Romanji: Sogeki
Translation: Snipe Attack
Cost: 16-30 SP
Notes: For one attack. Excepting MAP and range 1 attacks, the range of all
other attacks are increased by 2. Best for units without good P weapons. Also
works nicely with the Cell Fighter and it's incarnations, as the seishin
increases the range of the Hyper Dendoh Denchi as long as the spell is in
effect, and as the Hyper Dendoh Denchi is not considered an attack, it will not
use the seishin up. Also makes a fairly good combo with the Hit & Away pilot
skill.

Romanji: Chokugeki
Translation: Direct Attack
Cost: 20-60 SP
Notes: For one attack. Your attacks will pass through whatever defenses the
opponent has, including Bunshin, Support Defenses and any sort of barriers, and
will hit the enemy directly. This is useful in general for taking out enemies
with support defenders (of which there are tons in this game), or used for
nullifying the ever-annoying Bunshin.

Romanji: Kitai
Translation: Hope
Cost: 60-90 SP
Notes: Recovers 50 SP of any chosen teammate, including the pilot who casts
Hope (although it makes no economical sense). Great for giving your main pilots
that extra bit of juice for another Hot Blood or Soul.

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

Romanji: Datsuryoku
Translation: Exhaust
Cost: 10-60 SP
Notes: Choose any enemy, and its morale will be decreased by 10. Very few
pilots learn this, making this spell a little rarer than it should be; if you
can spike the biggest bosses' morale with this though, it'd generally make your
job killing them a lot easier.

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Column 5
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Romanji: Kakuran
Translation: Confusion
Cost: 40-70 SP
Notes: For one turn, all enemies' attack's accuracy will be cut into half.
Given the massive amount of enemies you can face at one time in the later
stages, it's not a bad idea to cast one of these during a pitched battle to give
your side a major advantage. This spell is also almost vital for late-game
bosses, who have absurdly high accuracy and insanely strong attacks, which often
mean death without defense; Confusion will give them that extra bit of chance
you may need to survive for pilots who don't have Flash, Invincibility or Iron
Wall.

Romanji: Ai
Translation: Love
Cost: 70-110 SP
Notes: Gives the effects of Accelerate, Sure Hit, Flash, Hot Blood, Yell, Great
Effort and Lucky on the caster. Dangerous and expensive, always save this
seishin for bosses only, and even then, it might not be a good choice over two
Souls or Hot Bloods.

Romanji: Kouun
Translation: Lucky
Cost: 25-40 SP
Notes: For one combat sequence. Gain 2x Credits.  You should always cast this
before killing a major character, or large, expensive units (anything with
15000+ HP), or when using MAP or Double attacks that kill several units. If you
Defend or Evade with this seishin in effect, you will lose its effects
completely.

Romanji: Shukufuku
Translation: Bless
Cost: 10-60 SP
Notes: Casts Lucky on any one team member, including the pilot who uses Bless.
The same rules of Lucky apply here. Although it costs more, you might actually
find yourself using this more than Lucky, since your supporter's SP are less
important than the ones who are delivering the killing blows.

Romanji: Doryoku
Translation: Great Effort
Cost: 15-20 SP
Notes: For one combat sequence (your unit attacking, or your unit getting
attacked). Gain 2x EXP. It goes without saying that you should always use this
just before killing a major character. Do note that if you use this seishin,
then Defend or Evade in the next combat sequence, the effect of this spell will
be completely lost.

Romanji: Ouen
Translation: Aid
Cost: 10-40 SP
Notes: Casts Great Effort on any one team member, including the pilot who uses
Aid. The same rules of Great Effort apply here. Although Great Effort costs
less to use, you may find yourself using this seishin more often as your
supporting pilots' SP are less valuable than those of your front-liners, who
need the SP more for battle seishin.

===============================
5)Item List
===============================

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

You can get to the Items List in the game by choosing the 4th option in the
intermission menu. The items are separated into 7 pages. They will be arranged
in order under their respective sections.

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Page 1
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Hazusu - Not really an item, but the first one listed. Allows you to remove
whatever item is in the slot you chose to get to this menu.

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

Propellant Tank - Replenishes EN, with the exception of any unit which uses a
Hyper Plasma Drive. Same logic as Repair Kit. Consumable.

Cartridge - Replenishes Ammo, with the exception of Hyper Dendoh Denchi. Same
logic as Repair Kit. Consumable.

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

Ramune - Recovers 20 SP. A little more useful than the other consumables as SP
is something you can't normally recover easily, as opposed to the other three
types of consumables already listed. Consumable.


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Page 2
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Mother's Stew - Recovers 50 SP. Same logic as Ramune. Consumable.

Andromeda - Increases pilot's morale by 10. A decent item at the start of the
game, where morale is generally hard to come by (since missions are over so
quickly). Consumable.

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

Mega Booster - Movement range is increased by 2. Upgraded version of Booster
which, surprisingly, is more plentiful than it's derivative.

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

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

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Page 3
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Biosensor - Increases mobility by 10. Upgraded Magnetic Coating basically,
and a staple item for Reals all the way to the end of the game, being the item
with a balance between decent bonuses and availability.

Psychoframe - Increases mobility by 25 and critical rate by 10%. One of the
best items you can give to your Reals, who REALLY need the better dodging in
this game, with most grunt enemies' insane hit rates. The critical bonus is
nice as well.

Haro - Increases mobility by 25, weapon range (besides MAP and point-blank) by
1, movement range by 2 and accuracy by 20. Quite possibly the best item in the
game, you get a surprisingly large number of these as well. Put this on your
favourite Reals, or your Supers who can dodge (like Rahxephon).

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

Ultra Alloy Z - Increases maximum HP by 1000, and Armour by 150. The standard
progression from Chobham Armour.

Ultra Alloy New Z - Increases maximum HP by 1500, and Armour by 200. One of
the best Armour/HP items you can get in this game, put these on your favourite
Supers.

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Page 4
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Space Armour Gran - Increases maximum HP by 2000, and Armour by 250. The best
Armour/HP item there is, but you don't get very many of them, unfortunately.
Put this on your favourite Super, and leave the others with Ultra Alloy New Zs.

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

Shuffle Crest - Adds 5 morale to the unit's starting morale. Good on units who
need a quick morale boost to be effective, like Kenryuu and most of the G
Gundam units.

Wolf Crest - Adds 10 morale to the unit's starting morale. Same logic as the
Shuffle Crest, and should be used as such.

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

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

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Page 5
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High Performance Targeting Device - Increases weapon accuracy by 30%. Put these
on your low-accuracy units so that they don't have to waste SP just to get a
decent hit rate on the enemies, main examples being EVAs and most supers.

Image Sensor - Increases critical rate of all weapons by 20%. Useful on
high-critical machines or pilots with high-skill, like the God Gundam or
anything Amuro pilots.

Solar Cell - Recovers 10% EN per turn. Good on just about anything which
consumes EN at a steady rate, the most obvious examples being the G-Gundam
units.

Ultimate Cell - Recovers 10% HP per turn. If you have units that don't rely on
low health to dominate (with high Potential levels) but still get hit often,
such as the two battleships, this might be a good option.

Anti-Beam Coating - Beam damage is reduced by 700. A little specialized, since
usually only Gundam enemies use Beam weapons, and even then not all of them;
given the fact that the only Gundam units still around are the Death Army, you
may be hard pressed to find a good reason to put this on your units.

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

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Page 6
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Minovsky Craft - Allows unit to fly, and changes all Air stats to A. As in
previous SRW games, this is a good bet for units which have bad Air stats;
the Valkyrie is a good example of this.

Dust Adapter - Allows unit to land, and changes all Land stats to A. Not a bad
option for units which are normally only allowed to fly, since landing will
usually allow them the benefit of terrain bonuses. Also a good choice for the
Black Sarena when you get it.

Screw Module - Changes all Water stats to A. There are a few all-water maps
in this game with the inclusion of Rahxephon, so if you're lacking in Minovsky
Crafts, this might be the next best option.

Thruster Module - Changes all Space stats to A. A bit specialized, as only a
few units don't already have A movement or A weapons in Space.

Jammer - Negates all missile-type attacks. You can see which attacks are
affected by Jammers by looking at the second-last column on the Weapons screen;
if there is a (O) there, then Jammers make the weapon useless. There's a
surprising amount of weapons used by enemies which are affected by Jammers, so
this could make a decent choice for your Supers who probably won't be able to
dodge those weapons normally.

EWAC (Weak) - The unit who equips this will emit an "aura" two squares wide.
All units within this aura will have a 15% bonus in accuracy and evasion rates.
Also gives the unit who equips this the "Surveillance" command. Put this on
your support units if you play several dodgers; if you don't though, it's not
very useful.

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Page 7
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Shinto Shrine's Protection - Prevents any added status effects from inflicting
the unit. Only useful in certain situations, such as against Ragou; most grunt
units don't have status weapons and you'd be wanting to dodge most boss unit
attacks anyway.


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


In here, you'll find a list of every pilot skill in the game, what they do, and
which pilots have them. The skills will be arranged according to how they appear
in the Pilot Skill List, which can be accessed by selecting the second last
option, then the third option in the Intermission Menu.

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Newtype
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Pilots who have this skill naturally: Amuro, Camille, Quatro, Judo, Beecher,
Iino, Elle, Puru, Rue, Mondo
Cost: N/A

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

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

Pilots who have this skill naturally: Puru Two
Cost: N/A

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

-----------------------------
Infight
-----------------------------

Pilots who have this skill naturally: None
Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc

Increases power of Melee weapons, and movement range of the Unit. Note that
melee weapons are considered both those with a Fist, and those with a Fist and a
target. A good choice for melees if you have the PP required to pump it up to
level 9, where the bonuses are substantial. The actual increase is as follows:

Level 1 - Power +50
Level 2 - Power +100
Level 3 - Power +150
Level 4 - Power +200, Movement Range +1
Level 5 - Power +250, Movement Range +1
Level 6 - Power +300, Movement Range +1
Level 7 - Power +350, Movement Range +2
Level 8 - Power +400, Movement Range +2
Level 9 - Power +450, Movement Range +2

-----------------------------
Gunfight
-----------------------------

Pilots who have this skill naturally: Aqua
Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc

Increases range and power of Shooting weapons. A good choice for snipers if you
have the PP required to pump it up to level 9, where the bonuses are
substantial. The actual increase is as follows:

Level 1 - Power +50
Level 2 - Power +100
Level 3 - Power +150
Level 4 - Power +200, Range +1
Level 5 - Power +250, Range +1
Level 6 - Power +300, Range +1
Level 7 - Power +350, Range +2
Level 8 - Power +400, Range +2
Level 9 - Power +450, Range +2

-----------------------------
SP Up
-----------------------------

Pilots who have this skill naturally: None
Cost: 30 PP for +1 Level, 35 PP for +2 Level, etc

Increases maximum SP by 4 for each level. A good bet for most Support pilots,
who have a limited skill selection anyway.

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

Pilots who have this skill naturally: Drill, Altair, Kirakuni, Ginga, Hokuto,
Sabrouta, Ryoko, Tapp, Malliot, Argo, Allenby, Sai Saici, George, Chibodee,
Domon, Kouji, Boz, Jun, Tetsuya, Hayato, Benkei, Ryouma, Duke, Hikaru, Masato,
Kazuya, Ayato, Elvy
Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc.

The lower your HP goes, the higher your accuracy, mobility, armour and critical
rates go. Higher levels mean that the effects take place faster, and has more
of an effect. Mostly Super pilots get this, which is fitting considering they
take a LOT of damage in general. If the pilot naturally has Potential, it might
be a good choice to spend a bit to pump the level of it up to 9 or 10.

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

Pilots who have this skill naturally: Jet, Rom, Asuka, Shinji, Rei, Touji,
Altair, Wellner, Karl, Kaine, Dan, Malliot, Min, Camille, Quatro, Judo, Puru,
Puru Two, Rue, Amuro, Allenby, Kiral, Sai Saici, George, Domon, Rain, Kouji,
Tetsuya, Michiru, Ryouma, Duke, Kazuya, Akira, Hugo(Real), Aqua(Real)
Cost: 10 PP for +1 Level, 15 PP for +2 Level, etc

Only usable if the unit possesses a Sword. Can cut down physical projectiles
or intercept sword attacks, taking 0 damage. The higher the level, the more
likely it will activate. You can check which attacks can be Sword Cutted by
checking the 5th column from the right on the Weapons screen; if the weapon has
a Kanji in that column, then the weapon will be affected by Sword Cut. Not a
bad, if slightly specialized skill; nearly everyone who pilots a mecha with a
sword-type weapon has this now though, and even some without...

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

Pilots who have this skill naturally: Rom, Kaine, Min, Camille, Quatro, Iino,
Judo, Mondo, Amuro, Chibodee, Rain, Akira, Ayato
Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc

Only usable if the unit possesses a Shield. Will reduce damage taken from
attacks by 500 + ((level of skill - 1) * 100). Will also reduce the number of
shields the unit has by 1, unless the shield completely blocked all damage,
in which case the shield number is not decreased. Found mostly on Real units,
but it will see most use on Supers like Raideen and Rahxephon, who can use
their shields to become undamageable Gods.

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

Pilots who have this skill naturally: Jet, Jim, Drill, Asuka, Shinji, Rei,
Touji, Altair, Kirakuni, Ginga, Subaru, Vega, Izumi, Sabrouta, Ryoko, Ruri,
Wellner, Karl, Tapp, Dan, Min, Light, Elle, Beecher, Puru Two, Mondo, Rue,
Bright, Allenby, George, Fuunisaki, Rain, Sayaka, Boz, Jun, Tetsuya, Hayato,
Maria, Masato, Kyoshiro, Akira, Elvy, Haruka, Hugo(Real), Hugo(Super)
Cost: 40 PP for +1 Level, 45 PP for +2 Level, etc

Allows the pilot to perform a Support Attack. If a unit who is next to the
pilot with Support Attack attacks an enemy, the pilot with Support Attack can
attack right after the first unit and the enemy have traded hits for an extra
attack. The supporter can choose the weapon he wishes to use, but must have a
weapon with enough range to hit the target, and the supporting unit must have a
terrain rating (not "-") of whichever terrain the main unit is on. This means
that Nu Gundam can support something in the air even though it can't normally
fly, because it has a B Terrain Rating in Air, while the Neil Aghama cannot
support something on the ground, because it has a "-" Terrain Rating on Land.
Note that most seishin do not take effect for Support Attacks; only Concentrate
and Sure Hit (and the spells that cast it) are used to determine your attack
accuracy. Note that combination attacks can now be used both as a Support
Attack and as the main attack. The level of Support denotes how many times you
can perform a Support Attack in one turn, as well as the power of the Support
Attack. The percentages
are as follows:

Level 1: 80% Damage
Level 2: 85% Damage
Level 3: 90% Damage
Level 4: 100% Damage

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

Pilots who have this skill naturally: Jim, Drill, Reina, Asuka, Shinji, Rei,
Touji, Ellis, Kirakuni, Subaru, Vega, Hokuto, Sabrouta, Hikaru, Ruri, Wellner,
Carl, Tapp, Dan, Min, Light, Iino, Elle, Beecher, Puru, Bright, Argo, Kiral,
Fuunisaki, Rain, Kouji, Sayaka, Boz, Jun, Benkei, Michiru, Duke, Hikaru,
Maria, Kyoshiro, Marie, Haruka, Hugo(Super), Aqua(Real), Aqua(Super)
Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc

Allows a unit to take damage for another unit, should the originally-targeted
unit get hit; the two units must be next to each other, the supporter must be
able to survive the attack by blocking (factoring in criticals and shields),
and the supporter must be able to access the terrain of the original target
(similar to Support Attack). Damage is 50%, the same as blocking normally,
unless the supporter uses a shield or some damage reduction barrier. The higher
the level of Support Defense, the higher the number of Support Defenses you can
execute in one turn. Useful whether you use either Supers or Reals; for Reals,
it's a safety device so that if the small chance of them getting hit does
happen, it won't be punished TOO severely, while for Supers, it simply lets
someone else defend the damage while you counter. Do note that if using a
combination attack as a counter, units involved in the combination attack
cannot also be used for Support Defense; you have to choose one or the other.

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

Pilots who have this skill naturally: Jet, Rom, Touji, Altair, Izumi, Light,
Kiral, Sai Saici, Chibodee, Tetsuya, Hayato, Kazuya, Kyoshiro, Elvy
Cost: 20 PP for +1 Level, 25 PP for +2 Level, etc

Attacks before the enemy, assuming they attacked you first. The level of Counter
denotes how many times you will attack before the enemy in one turn, with one
level corresponding to one use of Counter. Not a very useful skill in my
opinion, since unless your one attack can kill off the enemy, it doesn't really
do anything special. If you put this on Ginga and combine it with the Clock
Manager, however...

------------------------------------------------
Assist Attack
------------------------------------------------

Pilots who have this skill naturally: Shinji, Hokuto, Ryoko, Kaine, Malliot,
Judo, Domon, Kouji, Elvy
Cost: 40 PP for +1 Level, 45 PP for +2 Level, etc

Allows the pilot to perform an Assist Attack. When the pilot with Assist Attack
attacks an enemy, it can choose to perform an Assist Attack, where all the units
beside it can attack first before the main unit performs it's attack. Similar to
the Squad Attacks of Alpha 2. All units have only one attack to perform when
assisting in an Assist Attack; you can see which Attack this is at the weapon's
screen, from the 7th column from the right; if the weapon has a kanji under that
column, then it is the only attack that can be used when assisting an Assist
Attack. The main unit can be assisted by up to 4 units, depending on the
possibility of the assisting units being able to hit the target with their
assist weapon, and the level of Assist Attack the main unit has. An Assist
Attack cannot be done during the enemy phase, and cannot also activate Support
Attack. The level of Assist Attack also affects damage done. The percentages
are as follows:

Attacks by Units who are Assisting:
If 1 assister = 64% damage
If 2 assisters = 40% damage
If 3 assisters = 32% damage
If 4 assisters = 28% damage

Attacks by Unit who is being assisted:
If 1 assister = 120% damage
If 2 assisters = 130% damage
If 3 assisters = 140% damage
If 4 assisters = 150% damage

------------------------------------------------
Commander
------------------------------------------------

Pilots who learn this skill naturally: Rom, Vega, Amuro, Bright, Duke
Cost: 120 PP

Allows the pilot to perform a Simultaneous Attack. A Simultaneous Attack
requires a Support Attack to be performed first. If the pilot with Commander
is leading the Support Attack, then both the leading unit and the supporting
unit will fire off their weapons simultaneously in a split-screen, hitting the
enemy with both attacks before it gets to counter. Both the leading unit and
the supporting unit's hits will also always perform a critical hit. A bit
expensive, but it's nice on those who have it naturally, to ensure that you
get the maximum damage output from Support Attacks.

------------------------------------------------
Psychic Power
------------------------------------------------

Pilots who learn this skill naturally: Akira
Cost: N/A

The pilot regains 20% of his max SP per turn. An incredibly good skill that
allows Akira to get a Morale headstart at the beginning of maps, and cast
Hot Blood every turn with minimal SP use.

------------------------------------------------
A-Class Jumper
------------------------------------------------

Pilots who learn this skill naturally: Akito
Cost: N/A

The unit can perform a Boson Jump, which allows the unit to "teleport" to any
square within it's movement range, regardless of the terrain and the obstacles
in between. It still uses the same amount of EN you would require to move to
that space, though.

------------------------------------------------
Clear Mirror Still Water
------------------------------------------------

Pilots who learn this skill naturally: Domon
Cost: N/A

When 120 morale is reached, the unit's and pilot's abilities are increased.
A good skill that you have no need to replace anyway.

------------------------------------------------
Super Mode
------------------------------------------------

Pilots who learn this skill naturally: Argo, Sai Saici, George, Chibodee
Cost: N/A

When 120 morale is reached, the unit's and pilot's abilities are increased.
A good skill that you have no need to replace anyway.

------------------------------------------------
Concentration Power
------------------------------------------------

Pilots who learn this skill naturally: Rei, Kiral
Cost: 80 PP

The pilot's seishin costs are reduced by 1/5th. Allows you to cast spells for
cheaper and more often, and makes a good combination with SP Recovery and/or
Psychic Power. Obviously a good choice for Support pilots.

------------------------------------------------
Battling Heart
------------------------------------------------

Pilots who learn this skill naturally: Ginga, Akito
Cost: 20 PP

The pilot gains +5 morale at the start of the battle. Can combine with items
like the Wolf Crest.

------------------------------------------------
Competitive Spirit
------------------------------------------------

Pilots who learn this skill naturally: Ryouma, Maria, Marie
Cost: N/A

The pilot gains +2 morale for each time the pilot's unit is hit, rather than
+1. Not the best of skills in my opinion, but you can't replace it anyway.

------------------------------------------------
Hard Worker
------------------------------------------------

Pilots who learn this skill naturally: Reina, Marie
Cost: N/A

When 120 morale is reached, the pilot automatically casts Great Effort on
itself at the start of every turn. This might be a good skill, except that
those who do learn it tend to pilot extremely weak units...

------------------------------------------------
Abandon
------------------------------------------------

Pilots who learn this skill naturally: Kaine
Cost: N/A

When Kaine reaches 110 morale, his accuracy and evasion rates are increased.
Given the unit he pilots, this is quite a good skill.

------------------------------------------------
Strong Luck
------------------------------------------------

Pilots who learn this skill naturally: Hikaru, Hugo(Real), Hugo(Super)
Cost: N/A

The pilot receives 1.2x the normal credits gained for a kill. This does not
stack with the Lucky seishin, however.

------------------------------------------------
Clairvoyance
------------------------------------------------

Pilots who learn this skill naturally: Maria
Cost: N/A

When Maria reaches 110 morale, if in battle and the enemy attacks first, Maria
will have increased dodge rate.

------------------------------------------------
SP Recovery
------------------------------------------------

Pilots who learn this skill naturally: Subaru, Michiru
Cost: 100 PP

The pilot recovers 10% of it's maximum SP every turn. Makes a good combination
with Concentration Power and/or Psychic Power, but is a bit more expensive than
the former. SP Recovery would work better for constant use of low SP seishin,
while Concentration Power would work better for single-time use of high SP
seishin.

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

Pilots who learn this skill naturally: Allenby, Fuunisaki
Cost: 70 PP

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

------------------------------------------------
Attacker
------------------------------------------------

Pilots who learn this skill naturally: None
Cost: 100 PP

When 130 morale is reached, the all the unit's attacks' base power will increase
by 1.2x. Pretty much a staple for all your main attacking units.

------------------------------------------------
Revenge
------------------------------------------------

Pilots who learn this skill naturally: Asuka, Altair, Akito, Camille
Cost: 60 PP

If attacked on the enemy's turn, your unit's attacks' base power will increase
by 1.2x. Stacks with Attacker, can be useful for units which you usually put
in the front lines to absorb or avoid damage.

------------------------------------------------
Enhanced Fighting Spirit
------------------------------------------------

Pilots who learn this skill naturally: Akito
Cost: 80 PP

At the start of every turn, the pilot's morale is increased by 2. Quite good
at the start of the game when it's hard to amass a decent amount of morale,
but during late-game where tons of enemies provide that easily, it should be
replaced.

------------------------------------------------
E Save
------------------------------------------------

Pilots who learn this skill naturally: Quatro, Bright
Cost: 60 PP

All weapons which use EN now cost 80% of their normal EN cost. Units which rely
heavily on EN for their weapons, such as Rahxephon and Zeorymer, will do well
to have their pilots with this skill.

------------------------------------------------
B Save
------------------------------------------------

Pilots who learn this skill naturally: Ellis, Wellner, Karl, Dan, Malliot
Cost: 50 PP

All weapons which use Ammo have their ammo increased by 1.5x. Better for units
which rely more on Ammo, such as the Cell Fighters for Hyper Dendoh Denchi.

------------------------------------------------
EXP Up
------------------------------------------------

Pilots who learn this skill naturally: Ellis, Masato
Cost: 100 PP

The pilot receives 1.2x experience for each attack it does. Does not work in
tandem with Great Effort, however.

------------------------------------------------
Guard
------------------------------------------------

Pilots who learn this skill naturally: Jim, Izumi, Hikaru, Argo, Benkei, Kazuya
Cost: 40 PP

When morale reaches 130, battle damage is reduced to 80%. Obviously a better
choice for Supers than Reals, especially those with Shields to lessen damage
even further.

------------------------------------------------
Repair Ability
------------------------------------------------

Pilots who learn this skill naturally: Reina, Hikaru, Haruka
Cost: 40 PP

When using the Repair command, the amount repaired will be 1.5x the usual
amount. A good choice for dedicated healers.

------------------------------------------------
Resupply Ability
------------------------------------------------

Pilots who learn this skill naturally: None
Cost: 60 PP

Pilots with this skill can use the Resupply command after moving, allowing them
to keep up with the main force more easily.

------------------------------------------------
Hacking
------------------------------------------------

Pilots who learn this skill naturally: Ruri
Cost: N/A

Allows the use of the Surveillance command. Kinda useless, really, since the
Surveillance seishin does the same thing for just 1 SP.


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


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

The series are arranged according to the order the game shows if you choose
Series as the default arrangement. The pilots are arranged according to when
you receive them in the game.

------------------------------------------------
Machine Robo: Revenge of Cronos
------------------------------------------------

Name: Rom Stol
Skills: Sword Cut, Shield Defense, Counter, Commander
Personality: Strong-Minded
Seishin: Concentrate(15), Iron Wall(25), Direct Attack(30), Hot Blood(35),
Vigor(55), Flash(5)

Name: Blue Jet
Skills: Sword Cut, Counter, Support Attack
Personality: Strong-Minded
Seishin: Accelerate(5), Invincibility(10), Concentrate(15), Hot Blood(40),
Yell(35), Friendship(60)

Name: Rod Drill
Skills: Potential, Support Attack, Support Defense
Personality: Normal
Seishin: Great Perseverance(30), Sure Hit(20), Hot Blood(40), Yell(35),
Flash(10), Exhaust(45)

Name: Reina Stol
Skills: Hard Worker, Support Defense, Repair Skill
Personality: Weak-Minded
Seishin: Trust(15), Flash(10), Rally(50), Bless(45), Hope(70), Love(90)

Name: Triple Jim
Skills: Support Attack, Support Defense, Guard
Personality: Weak-Minded
Seishin: Trust(15), Perseverance(20), Aid(35), Bless(50), Rally(55),
Resupply(55)

------------------------------------------------
Neon Genesis Evangelion
------------------------------------------------

Name: Ikari Shinji
Skills: Sword Cut, Support Attack, Support Defense, Assist Attack
Personality: Weak-Minded
Seishin: Sure Hit(15), Flash(10), Accelerate(5), Hot Blood(45), Awaken(90),
Soul(60)

Name: Soryuu Asuka Langley
Skills: Revenge, Sword Cut, Support Attack, Support Defense
Personality: Very Strong-Minded
Seishin: Great Effort(15), Flash(10), Yell(30), Hot Blood(35), Sure Hit(10),
Soul(60)

Name: Ayanami Rei
Skills: Sword Cut, Support Attack, Support Defense, Concentration Power
Personality: Normal
Seishin: Flash(8), Concentrate(12), Sure Hit(16), Exhaust(32), Snipe Attack(16),
Awaken(36)

Name: Suzuhara Touji
Skills: Sword Cut, Support Attack, Support Defense, Counter
Personality: Strong-Minded
Seishin: Great Perseverance(25), Flash(10), Sure Hit(20), Hot Blood(30),
Friendship(40), Iron Wall(15)

------------------------------------------------
Gear Fighter Dendoh
------------------------------------------------

Name: Izumo Ginga
Skills: Potential, Support Attack, Battling Heart
Personality: Very Strong-Minded
Seishin: Great Perseverance(30), Sure Hit(20), Yell(35), Hot Blood(35),
Invincibility(10), Direct Attack(30)

Name: Kusanagi Hokuto
Skills: Potential, Support Defense, Assist Attack
Personality: Strong-Minded
Seishin: Concentrate(15), Iron Wall(30), Sure Hit(15), Flash(10), Hot Blood(35),
Vigor(70)

Name: Vega
Skills: Commander, Support Attack, Support Defense
Personality: Strong-Minded
Seishin: Concentrate(15), Direct Attack(30), Bless(45), Confusion(55),
Hot Blood(35), Rally(60)

Name: Kirakuni Shin
Skills: Potential, Support Attack, Support Defense
Personality: Normal
Seishin: Sure Hit(20), Great Effort(15), Great Perseverance(30), Hot Blood(35),
Snipe Attack(25), Resupply(60)

Name: Ellis Willamet
Skills: Support Defense, EXP Up, B Save
Personality: Normal
Seishin: Surveillance(1), Concentrate(15), Trust(30), Flash(10), Aid(40),
Hope(70)

Name: Subaru
Skills: Support Defense, Support Attack, SP Recovery
Personality: Normal
Seishin: Accelerate(5), Concentrate(15), Lucky(35), Hot Blood(40),
Friendship(40), Awaken(90)

Name: Altair
Skills: Potential, Sword Cut, Support Attack, Counter, Revenge
Personality: Strong-Minded
Seishin: Sure Hit(10), Yell(20), Flash(5), Direct Attack(50), Hot Blood(35),
Mercy(5)

------------------------------------------------
Mobile Battleship Nadesico: Prince of Darkness
------------------------------------------------

Name: Hoshino Ruri
Skills: Hacking, Support Attack, Support Defense
Personality: Normal
Seishin: Iron Wall(30), Trust(30), Sure Hit(20), Flash(10), Bless(55),
Confusion(40)

Name: Makibi Harry
Skills: None
Personality: Normal
Seishin: Aid(35), Perseverance(20), Accelerate(10), Great Effort(20),
Hot Blood(40), Hope(75)

Name: Takasugi Sabrouta
Skills: Potential, Support Attack, Support Defense
Personality: Strong-Minded
Seishin: Concentrate(15), Iron Wall(30), Sure Hit(15), Hot Blood(35), Lucky(35),
Snipe Attack(20)

Name: Subaru Ryoko
Skills: Potential, Support Attack, Assist Attack
Personality: Very Strong-Minded
Seishin: Invincibility(10), Concentrate(15), Great Perseverance(25),
Hot Blood(30), Sure Hit(20), Soul(60)

Name: Amano Hikaru
Skills: Strong Luck, Support Defense, Guard
Personality: Strong-Minded
Seishin: Concentrate(15), Trust(30), Flash(10), Lucky(30), Hot Blood(40),
Iron Wall(30)

Name: Maki Izumi
Skills: Counter, Support Attack, Guard</pre><pre id="faqspan-2">
Personality: Strong-Minded
Seishin: Exhaust(40), Concentrate(15), Flash(10), Sure Hit(15), Hot Blood(40),
Mercy(5)

Name: Tenkawa Akito
Skills: A-Class Jumper, Revenge, Battling Heart, Enhanced Fighting Spirit
Personality: Strong-Minded
Seishin: Flash(10), Concetrate(10), Iron Wall(25), Sure Hit(20), Soul(50),
Love(80)

------------------------------------------------
Metal Armour Dragnar
------------------------------------------------

Name: Kaine Wakaba
Skills: Abandon, Sword Cut, Shield Defense, Assist Attack
Personality: Very Strong-Minded
Seishin: Invincibility(10), Concentrate(15), Accelerate(5), Hot Blood(35),
Sure Hit(20), Soul(55)

Name: Tapp Oceano
Skills: Potential, Support Attack, Support Defense
Personality: Normal
Seishin: Iron Wall(30), Sure Hit(20), Friendship(50), Hot Blood(40), Rally(60),
Snipe Attack(20)

Name: Light Newman
Skills: Counter, Support Attack, Support Defense
Personality: Normal
Seishin: Concentrate(15), Trust(30), Flash(10), Confusion(45), Hot Blood(40),
Hope(70)

Name: Malliot Plato
Skills: Potential, Assist Attack, E Save, Sword Cut
Personality: Very Strong-Minded
Seishin: Accelerate(5), Concentrate(10), Hot Blood(40), Direct Attack(25),
Invincibility(10)/Vigor(10), Soul(60)

Name: Carl Gainer
Skills: Support Attack, Support Defense, B Save/Sword Cut
Personality: Strong-Minded
Seishin: Surveillance(1), Concentrate(15), Flash(10), Hot Blood(40),
Confusion(70), Rally(60)

Name: Wellner Fritz
Skills: Support Attack, Support Defense, Counter/Sword Cut
Personality: Strong-Minded
Seishin: Concentrate(15), Trust(30), Aid(30/40), Hot Blood(40),
Snipe Attack(30), Hope(75)

Name: Dan Kruger
Skills: Support Attack, Support Defense, Sword Cut
Personality: Strong-Minded
Seishin: Accelerate(10), Concentrate(15), Invincibility(20), Hot Blood(40),
Iron Wall(30), Friendship(60)

Name: Min
Skills: Shield Defense, Support Attack, Support Defense, Sword Cut
Personality: Very Strong-Minded
Seishin: Perseverance(20), Invincibility(20), Sure Hit(20), Hot Blood(40),
Rally(60), Love(90)

------------------------------------------------
Mobile Suit Zeta Gundam
------------------------------------------------

Name: Saegser
Skills: None
Personality: Normal
Seishin: Perseverance(20), Great Effort(20), Flash(10), Confusion(70), Hope(75),
Rally(60)

Name: Torres
Skills: None
Personality: Normal
Seishin: Surveillance(1), Trust(30), Aid(30), Lucky(40), Snipe Attack(30),
Yell(40)

Name: Quatro Bajina
Skills: Newtype, Sword Cut, Shield Defense, E Save
Personality: Strong-Minded
Seishin: Concentrate(10), Mercy(5), Direct Attack(30), Hot Blood(40), Flash(10),
Soul(60)

Name: Camille Vidan
Skills: Newtype, Sword Cut, Shield Defense, Revenge
Personality: Very Strong-Minded
Seishin: Concentrate(15), Flash(10), Yell(30), Hot Blood(35), Awaken(90),
Soul(55)

------------------------------------------------
Mobile Suit Gundam ZZ
------------------------------------------------

Name: Judou Ashita
Skills: Newtype, Sword Cut, Shield Defense, Assist Attack
Personality: Very Strong-Minded
Seishin: Concentrate(10), Invincibility(10), Lucky(40), Hot Blood(35),
Awaken(55), Soul(60)

Name: Ru Roux
Skills: Newtype, Shield Defense, Sword Cut, Support Attack
Personality: Strong-Minded
Seishin: Concentrate(15), Iron Wall(20), Flash(10), Hot Blood(35), Yell(30),
Sure Hit(10)

Name: Iino Asbaaf
Skills: Newtype, Support Defense, Shield Defense
Personality: Weak-Minded
Seishin: Concentrate(15), Aid(30), Iron Wall(30), Friendship(30), Flash(10),
Rally(45)

Name: Elle Bianno
Skills: Newtype, Support Attack, Support Defense
Personality: Normal
Seishin: Aid(35), Concentrate(20), Flash(10), Hot Blood(45), Bless(40),
Exhaust(60)

Name: Beecher Oleg
Skills: Newtype, Support Attack, Support Defense
Personality: Strong-Minded
Seishin: Accelerate(5), Lucky(25), Invincibility(20), Hot Blood(45), Great
Effort(10), Sure Hit(20)

Name: Mondo Agake
Skills: Newtype, Shield Defense, Support Attack
Personality: Normal
Seishin: Trust(25), Iron Wall(30), Aid(30), Great Effort(15), Accelerate(5),
Resupply(40)

Name: Elpie Puru
Skills: Newtype, Sword Cut, Support Defense
Personality: Strong-Minded
Seishin: Concentrate(15), Flash(10), Bless(45), Hot Blood(40), Inspire(30),
Awaken(90)

Name: Puru Two
Skills: Enhanced Human, Sword Cut, Support Attack
Personality: Strong-Minded
Seishin: Concentrate(15), Accelerate(5), Flash(10), Hot Blood(35), Inspire(30),
Awaken(90)

------------------------------------------------
Mobile Suit Gundam: Char's Counterattack
------------------------------------------------

Name: Bright Noah
Skills: Commander, Support Attack, Support Defense, E Save
Personality: Strong-Minded
Seishin: Sure Hit(25), Great Perseverance(40), Accelerate(5), Iron Wall(30),
Hot Blood(40), Direct Attack(30)

Name: Amuro Ray
Skills: Newtype, Sword Cut, Shield Defense, Commander
Personality: Strong-Minded
Seishin: Concentrate(10), Flash(10), Direct Attack(25), Hot Blood(40),
Awaken(90), Soul(55)

------------------------------------------------
Mobile Fighter G Gundam
------------------------------------------------

Name: Domon Kasshu
Skills: Clear Mirror Still Water, Potential, Sword Cut, Assist Attack
Personality: Very Strong-Minded
Seishin: Concentrate(15), Invincibility(10), Yell(30), Hot Blood(35),
Direct Attack(30), Love(80)

Name: Fuunisaki
Skills: Support Defense, Support Attack, Hit & Away
Personality: Normal
Seishin: Accelerate(5), Sure Hit(20), Iron Wall(35), Lucky(40), Rally(60),
Hope(75)

Name: Argo Galsky
Skills: Super Mode, Potential, Support Defense, Guard
Personality: Strong-Minded
Seishin: Iron Wall(20), Sure Hit(20), Invincibility(10), Hot Blood(40),
Friendship(40), Vigor(50)

Name: Allenby Bearsley
Skills: Potential, Sword Cut, Support Attack, Hit & Away
Personality: Strong-Minded
Seishin: Concentrate(15), Flash(10), Yell(40), Hot Blood(40), Rally(60),
Bless(60)

Name: Sai Saici
Skills: Super Mode, Potential, Sword Cut, Counter
Personality: Strong-Minded
Seishin: Concentrate(15), Accelerate(5), Flash(10), Hot Blood(35), Lucky(35),
Vigor(45)

Name: George Du Sand
Skills: Super Mode, Potential, Sword Cut, Support Attack
Personality: Strong-Minded
Seishin: Concentrate(10), Trust(30), Flash(10), Hot Blood(40), Mercy(5),
Love(85)

Name: Chibodee Crocket
Skills: Super Mode, Potential, Shield Defense, Counter
Personality: Strong-Minded
Seishin: Sure Hit(20), Accelerate(5), Concentrate(15), Hot Blood(35),
Invincibility(5), Direct Attack(25)

Name: Rain Mikamura
Skills: Sword Cut, Shield Defense, Support Attack, Support Defense
Personality: Normal
Seishin: Trust(20), Sure Hit(20), Aid(25), Snipe Attack(20), Resupply(60),
Love(80)

Name: Kiral Mekirel
Skills: Sword Cut, Counter, Support Defense, Concentration Power
Personality: Very Strong-Minded
Seishin: Concentrate(8), Sure Hit(12), Invincibility(8), Yell(32),
Hot Blood(32), Direct Attack(24)

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

Name: Kabuto Kouji
Skills: Potential, Sword Cut, Assist Attack, Support Defense
Personality: Very Strong-Minded
Seishin: Sure Hit(20), Great Perseverance(30), Iron Wall(25), Hot Blood(35),
Accelerate(5), Flash(10)

Name: Yumi Sayaka
Skills: Guard, Support Attack, Support Defense
Personality: Strong-Minded
Seishin: Bless(40), Trust(25), Flash(15), Iron Wall(30), Hot Blood(40),
Rally(45)

Name: Boz
Skills: Potential, Support Attack, Support Defense
Personality: Strong Minded
Seishin: Great Perseverance(30), Friendship(55), Invincibility(15),
Iron Wall(30), Hot Blood(35), Vigor(65)

Name: Nuke
Skills: None
Personality: Weak-Minded
Seishin: Trust(30), Perseverance(20), Rally(5), Sure Hit(10), Friendship(10),
Exhaust(10)

Name: Mucha
Skills: None
Personality: Normal
Seishin: Surveillance(1), Aid(20), Flash(5), Hope(65), Bless(10), Resupply(10)

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

Name: Tsurugi Tetsuya
Skills: Potential, Sword Cut, Support Attack, Counter
Personality: Strong-Minded
Seishin: Sure Hit(15), Iron Wall(30), Great Effort(20), Invincibility(10),
Hot Blood(35), Vigor(55)

Name: Honou Jun
Skills: Potential, Support Attack, Support Defense
Personality: Strong-Minded
Seishin: Aid(25), Trust(15), Sure Hit(20), Iron Wall(25), Hot Blood(40),
Hope(65)

------------------------------------------------
Getter Robo G
------------------------------------------------

Name: Nagare Ryouma
Skills: Potential, Sword Cut, Competitive Spirit
Personality: Very Strong-minded
Seishin: Sure Hit(15), Invincibility(10), Great Effort(20), Hot Blood(35),
Yell(40), Awaken(100)

Name: Jin Hayato
Skills: Potential, Counter, Support Attack
Personality: Strong-Minded
Seishin: Flash(10), Accelerate(5), Lucky(40), Concentrate(15), Mercy(10),
Direct Attack(30)

Name: Kuruma Benkei
Skills: Potential, Support Defense, Guard
Personality: Strong-Minded
Seishin: Great Perseverance(40), Yell(40), Great Effort(20), Sure Hit(20),
Hot Blood(40), Friendship(60)

Name: Saotome Michiru
Skills: Sword Cut, Support Defense, SP Recovery
Personality: Normal
Seishin: Accelerate(5), Concentrate(15), Trust(30), Bless(45), Hot Blood(40),
Rally(45)

------------------------------------------------
Grandizer
------------------------------------------------

Name: Duke Freed
Skills: Potential, Sword Cut, Support Defense, Commander
Personality: Strong-Minded
Seishin: Mercy(5), Sure Hit(20), Iron Wall(30), Friendship(55), Hot Blood(40),
Awaken(90)

Name: Grace Maria Freed
Skills: Clairvoyance, Competitive Spirit, Support Attack, Support Defense
Personality: Normal
Seishin: Concentrate(10), Aid(30), Lucky(40), Inspire(35), Hot Blood(35),
Invincibility(10)

Name: Makeba Hikaru
Skills: Potential, Support Defense, Repair Ability
Personality: normal
Seishin: Trust(30), Great Effort(15), Concentrate(10), Aid(25), Hope(65),
Love(90)

------------------------------------------------
Hades Project Zeorymer
------------------------------------------------

Name: Akitsu Masato
Skills: Potential, Support Attack, EXP Up
Personality: Weak-Minded (before Scene 6)/Strong-Minded (Scene 6 onwards)
Seishin: Sure Hit(15), Iron Wall(30), Direct Attack(20), Hot Blood(40),
Yell(45), Awaken(90)

Name: Himuro Miku
Skills: None
Personality: Normal
Seishin: Trust(25), Accelerate(5), Aid(25), Inspire(35), Hope(90), Love(110)

------------------------------------------------
Brave Leader Daimos
------------------------------------------------

Name: Ryuzaki Kazuya
Skills: Potential, Sword Cut, Counter, Guard
Personality: Very Strong-Minded
Seishin: Sure Hit(15), Iron Wall(30), Invincibility(10), Hot Blood(35), Direct
Attack(25), Love(80)

Name: Yuutsuki Kyoshiro
Skills: Support Attack, Support Defense, Counter, B Save
Personality: Strong-Minded
Seishin: Accelerate(5), Flash(10), Sure Hit(20), Friendship(45), Hot Blood(40),
Rally(50)

Name: Izumi Nana
Skills: None
Personality: Normal
Seishin: Trust(20), Aid(30), Concentrate(15), Confusion(50), Iron Wall(25),
Bless(40)

------------------------------------------------
Brave Hero Raideen
------------------------------------------------

Name: Hibiki Akira
Skills: Psychic Power, Sword Cut, Shield Defense, Support Attack
Personality: Strong-Minded
Seishin: Concentrate(15), Sure Hit(20), Flash(10), Yell(35), Hot Blood(40),
Awaken(90)

Name: Sakurano Marie
Skills: Hard Worker, Competitive Spirit, Support Defense
Personality: Normal
Seishin: Bless(35), Trust(25), Aid(20), Concentrate(15), Hope(65), Rally(50)

------------------------------------------------
Rahxephon
------------------------------------------------

Name: Kamina Ayato
Skills: Instrumentalist, Potential, Sword Cut, Shield Defense
Personality: Normal(below 130 morale), Very Strong-Minded(130 morale and above)
Seishin: Sure Hit(20), Concentrate(10), Iron Wall(25), Hot Blood(40),
Awaken(90), Love(90)

Name: Elvy Hadhiat
Skills: Potential, Support Attack, Counter, Assist Attack
Personality: Strong-Minded
Seishin: Accelerate(5), Concentrate(15), Invincibility(20), Sure Hit(20),
Hot Blood(40), Direct Attack(60)

Name: Shitow Haruka
Skills: Support Attack, Support Defense, Repair Ability
Personality: Normal
Seishin: Trust(10), Concentrate(10), Rally(30), Aid(10), Bless(20), Love(70)

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

Name: Hugo Medio
Skills (Real): Strong Luck, Sword Cut, Support Attack
Skills (Super): Strong Luck, Support Attack, Support Defense
Personality: Strong-Minded
Seishin (Real): Accelerate(5), Sure Hit(15), Yell(40), Hot Blood(35),
Direct Attack(25), Soul(60)
Seishin (Super): Accelerate(5), Sure Hit(15), Yell(40), Hot Blood(35),
Direct Attack(25), Awaken(55)

Name: Aqua Centolm
Skills (Real): Gunfight, Sword Cut, Support Defense
Skills (Super): Gunfight, Shield Defense, Support Defense
Personality: Strong-Minded
Seishin (Real): Concentrate(10), Lucky(40), Flash(10), Inspire(30), Snipe
Attack(20), Rally(65)
Seishin (Super): Concentrate(10), Lucky(40), Flash(10), Inspire(30), Snipe
Attack(30), Rally(65)

Name: Albero Esto
Skills: Potential, Support Attack, E Save
Personality: Very Strong-Minded
Seishin: Sure Hit(15), Iron Wall(30), Invincibility(30), Hot Blood(40),
Vigor(80), Soul(60)

Name: Eldy Middi
Skills: None
Personality: Strong-Minded
Seishin: Concentrate(15), Flash(15), Great Effort(20), Hope(60), Awaken(50),
Love(80)


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


In here, you'll find a list of every robot skill in the game, what they do, and
which units have them. The skills will be arranged according to how they appear
in the Unit Skill List, which can be accessed by selecting the second last
option, then the second option in the Intermission Menu.

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

Units with this skill: Full Armour Hyaku Shiki Kai, ZZ Gundam, G Fortress

Decreases Beam Damage by 700. If activated (i.e. if the opponent uses a Beam
weapon), uses 5 EN.

------------------------------------------------
I-Field (Nu)
------------------------------------------------

Units with this skill: Nu Gundam

When 110 morale is reached, decreases Beam Damage by 900. If activated, uses 5
EN.

------------------------------------------------
God Hand Final
------------------------------------------------

Units with this skill: Vaikungfu

When 120 morale is reached, all damage is decreased by 1500. If activated, uses
5 EN. Does not work against field negating and piercing weapons. Makes a good
combination with the Vaikungfu's shield.

------------------------------------------------
Distortion Field
------------------------------------------------

Units with this skill: High Mobility Black Sarena, Black Sarena, Aestevalis C
Izumi, S Aestevalis Sabrouta, Aestevalis C Hikaru, Aestevalis C Ryoko, Nadesico
B, Nadesico C

Decreases Gravity damage by 2500, Beam damage by 1500, and all other types of
damage by 1000. If activated, uses 20 EN. Does not work against field-piercing
weapons. Watch out with using this on the Nadesicos, as they can't recover
their EN as easily as the Aesties can.

------------------------------------------------
A.T. Field
------------------------------------------------

Units with this skill: EVA-00, EVA-01, EVA-02, EVA-03

Blocks all damage below 4000. If activated, uses 5 EN. Does not work against
A.T Field-neutralizing weapons. Pretty much the entire reason to use the EVAs,
and makes them nearly impossible for grunts to kill.

------------------------------------------------
Firewall
------------------------------------------------

Units with this skill: Dendoh Unicorn Drill, Ogre Unicorn Drill

Decreases all damage by 1000. If activated, uses 10 EN.  Does not work against
field-piercing weapons. A good fit to Dendoh, who isn't the most survivable of
Supers.

------------------------------------------------
Afterimage/Mach Special/God Shadow/Illusion Flash
------------------------------------------------

Units with this skill: Dragon Gundam/Getter Liger/God Gundam/Dendoh Viper Whip,
Ogre Viper Whip

When Morale reaches 130, if the enemy attack would successfully hit, there
will be a 50% chance that the unit uses this ability to dodge the attack
completely. Unsurprisingly very useful, especially since the units who do have
it don't tend to be the best at dodging.

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

Units with this skill: Getter Liger

When Morale reaches 130, if the enemy attack would successfully hit, there
will be a 50% chance that Dragon Gundam uses this ability to dodge the attack
completely. Unsurprisingly very useful, especially since the G Gundam crew
aren't amazingly good at dodging.

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

Units with this skill: Blue Jet, Triple Jim, Rod Drill, Gear Knight Ogre, Gear
Fighter Dendoh, Z Gundam, ZZ Gundam, Getter Dragon, Grandizer, Raideen, Main
Character's Second Mecha

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

------------------------------------------------
Separate
------------------------------------------------

Units with this skill: Cell Booster, Cell Booster Valhalla, High Mobility
Black Sarena, Re-GZ BWS, God Gundam (Horseback), Grandizer (WS).

Allows the unit to separate its unit from any extra parts it's holding, or in
some cases, separate into completely different robots. If the separated unit
does not have either Combine or Convert, the change is irreversible, so be
careful about when to use this.

------------------------------------------------
Convert
------------------------------------------------

Units with this skill: Cell Fighter, Gear Knight Ogre, Gear Fighter Dendoh,
Black Sarena, Re-GZ BWS

Allows the unit to convert back from a separated unit to one combined with
armour or something similar.

------------------------------------------------
Self-Combine
------------------------------------------------

Units with this skill: Kenryuu

When morale reaches 130, the unit can use the Self-Combine command to transform
into Vaikungfu.

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

Units with this skill: God Gundam, Grandizer, Double Spazer

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

------------------------------------------------
Dimension Coupler System
------------------------------------------------

Units with this skill: Zeorymer of the Heavens

When the main pilot's morale reaches 130, the unit receives the benefit of
EN Recovery (Large), HP Recover (Small), Afterimage and Barrier. Quite simply,
the most broken unit skill ever.

------------------------------------------------
Hyper Dendoh Denchi
------------------------------------------------

Units with this skill: Cell Fighter, Cell Booster, Cell Booster Valhalla

Allows the unit to resupply units with the Hyper Plasma Drive unit ability with
the Denchi command. A must if you plan to use Dendoh with any sort of
effectiveness.

------------------------------------------------
Hyper Plasma Drive
------------------------------------------------

Units with this skill: Gear Knight Ogre (all forms), Gear Fighter Dendoh (all
forms)

Allows the unit to be resupplied by units with the Hyper Dendoh Denchi unit
ability.

------------------------------------------------
Infinite Layer
------------------------------------------------

Units with this skill: Ogre Phoenix Aile, Dendoh Phoenix Aile

At the start of each turn, the units with this skill regain all lost EN. One
of the reasons to use Dendoh and Ogre in late game.

------------------------------------------------
Hyper Scan
------------------------------------------------

Units with this skill: Ogre Leo Circle, Dendoh Leo Circle

Allows the command "Surveillance" to be used, which is more or less inferior to
the Surveillance seishin.

------------------------------------------------
Move On Water
------------------------------------------------

Units with this skill: Valkyrie

Allows the unit to move right on the surface of the water. Units who move on
the surface of the water are considered to be in the Air terrain.

------------------------------------------------
EWAC (Strong)
------------------------------------------------

Units with this skill: Dragnar Type 3, Rebi Gelf Maff

The units with this skill extends an "aura" two squares around them. Any other
units within this range receive a 30% increase in dodge and hit rates. It also
gives the unit the ever-useless "Surveillance" command. Another lifesaver if
you're using mostly high-dodging types.

------------------------------------------------
Jammer
------------------------------------------------

Units with this skill: Dragnar Type 3, Rebi Gelf Maff

Units with this negates all missile-type attacks. You can see which attacks are
affected by Jammers by looking at the second-last column on the Weapons screen;
if there is a (O) there, then Jammers make the weapon useless.

------------------------------------------------
Umblical Cable
------------------------------------------------

Units with this skill: EVA-00, EVA-01, EVA-02, EVA-03

While the unit is connected to an energy source (i.e. Battleships or certain
buildings) and the "disconnect" option is not selected, at the start of every
turn, all units with this will have their EN fully replenished. However, units
connected by an Umblical Cable can only move within 10 squares of their power
source. The (slight) drawback to using the EVAs.

------------------------------------------------
S2 Engine
------------------------------------------------

Units with this skill: EVA-01

At the start of every turn, EN is fully replenished. Unlike in previous games,
this ability for the EVA-01 is obligatory.

------------------------------------------------
Dummy Plug
------------------------------------------------

Units with this skill: EVA-01

When the unit's HP reaches 0, the unit can no longer be controlled. This means
that the EVA-01 will indiscriminately attack whatever's closest to it. On the
other hand, destroying it in this stage also gives a considerable amount of
cash...

------------------------------------------------
Phase Transition Engine
------------------------------------------------

Units with this skill: Nadesico B, Nadesico C

At the start of every turn, as long as the unit is in Space terrain, the unit
recovers 10% of it's maximum EN. This makes the Nadesicos a lot more survivable
in Space maps, where they can constantly recover EN to power their Distortion
Fields with; too bad there aren't that many space maps in the game, especially
if you choose to stay on Earth in the route choices.

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

Units with this skill: Triple Jim (all forms), Cell Fighter, Cell Booster,
Cell Booster Valhalla, Mega Rider, Boz Borot, TFO, Gulver FX-II, Bruger, ALIEL

Gives the unit the Resupply command. The resupply command allows the unit to
resupply any other unit (with the exception of units with the Hyper Plasma
Drive unit ability), restoring all EN and ammo (with the exception of Hyper
Dendoh Denchi). The resupply command cannot be used post-movement.

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

Units with this skill: Power Riser (Reina), Dragnar Type 3, Mega Rider,
Dianan A, Venus A, Getter Q, TFO, Gulver FX-II, Bruger, ALIEL

Gives the unit the Repair command. The repair command allows the unit to repair
any other unit (with the exception of immobile, EN-depleted units), restoring
an amount of HP dependant on the repairing pilot's level.

------------------------------------------------
EN Recovery (Small)
------------------------------------------------

Units with this skill: High Mobility Black Sarena, Black Sarena

At the start of every turn, the unit recovers 10% of it's max EN. Given the
Black Sarena's already low EN use, it makes it near impossible for the Black
Sarena to run out of EN.

------------------------------------------------
Gravity Wave Beam
------------------------------------------------

Units with this skill: Nadesico B, Nadesico C

At the start of every turn, replenishes the EN of all units within the radius
of the Gravity Wave Beam that requires it. The essence of what makes the
Aestevalises usable.

------------------------------------------------
Gravity Wave Beam User
------------------------------------------------

Units with this skill: Aestevalis C Izumi, S Aestevalis Sabrouta, Aestevalis C
Hikaru, Aestevalis C Ryoko

At the start of every turn, fully restores the unit's EN if the unit is within
the radius of a unit with the Gravity Wave Beam unit ability.

------------------------------------------------
Enhancement Parts Utilization
------------------------------------------------

Units with this skill: Nadesico B, Nadesico C, Neil Aghama

If the unit is equipped with consumable items, the unit can then use the
consumable items on any unit one square away from them. If you prefer not to
expose your battleships to harm, you can keep them in the back and use them as
semi-healers with this.

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

Units with this skill: Getter Liger, Getter Poseidon, Getter Dragon

When the main pilot's morale reaches 120, if the enemy's attack would hit,
there is a 25% chance that the unit uses this skill to avoid all damage. Makes
an excellent combination with Mach Special in the form of Getter Liger.

------------------------------------------------
TE Sphere
------------------------------------------------

Units with this skill: Cerberus Ignite G, Cerberus Ignite S, Garmreid Blaze G,
Gramreid Blaze S, Medius Locus

When 120 morale is reached, all damage is decreased by 1500. If activated, uses
5 EN. Does not work against field negating and piercing weapons. Makes a good
combination with the Garmreid Blaze S's Shield.


===============================
9)Walkthrough
===============================


The format of the walkthrough is as follows:

------------------------------------------------
Mission number, and robot type or route name
------------------------------------------------

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

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

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

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

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

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

A quick word about my mission naming scheme; the entire game is divided into
10 scenes of 5-7 scenarios each; a "First" scenario which begins the scene, a
"Last" scenario which ends the scene, and "Select" scenarios in between.
Selects can be either Free or Fixed Select. A row of Free Select scenarios
means that that row of scenarios can be played in any order, while Fixed Select
scenarios are basically the same as any other scenario.

------------------------------------------------
Scene 0 First Real Route
------------------------------------------------

Starting Units

Bright - Neil Ahgama
Elle - Super Gundam
Ru - Z Gundam
Beecher - Hyaku Shiki
Puru - Qubeley Mk II
Puru Two - Qubeley Mk II
Judou - ZZ Gundam
Mondo - Mega Rider

Reinforcement Units

After all initial enemies have been destroyed:

Hugo - Cerberus

Starting Enemy Units

Wellner - Gelf Maff
Carl - Gelf Maff
Dan - Gelf Maff
4x Giganos Soldier - Drow

Reinforcement Enemy Units

After all initial enemies have been destroyed:

??? - Medius Locus (Retreats below 80%)

Items:

Repair Kit - Gelf Maff
Screw Module - Gelf Maff
Chobham Armour - Gelf Maff

Notes: An easy first stage to start things off; you even outnumber the enemies,
and all the grunts more or less fall in one or two good hits. The Practice
members are of course a bit tougher, clocking in at ~8900 HP; good use of
seishin and possibly the Double Attack system will see you in good stead. Just
don't be too careless; the enemies are paper-thin, but so are your own units
for the most part.

After all the initial riffraff, you get your first taste of the originals;
Hugo and Aqua in the Cerberus and a half-hidden face in the Medius Locus. Aqua
radios in for help from the Aghama, but likely your main force is nowhere near
close enough to assist; not that the Cerberus really needs any anyway, since
the Medius Locus retreats at 80%, so you just need to hit it for 3200 damage to
finish the mission. Simply have Hugo cast Sure Hit and Aqua cast Flash or
Concentrate, and two Radical Rifle hits will finish the job while hopefully
only taking one.

------------------------------------------------
Scene 0 First Super Route
------------------------------------------------

Starting Units

Kouji - TFO

Reinforcement Units

On Turn 2:

Duke - Grandizer

When all enemies have been destroyed:

Hugo - Garmreid

Starting Enemy Units

Burakki - Motherburn (Retreats on Turn 2)
4x Vega Soldier - Mini UFO

Reinforcement Enemy Units

On Turn 2:

1x Artificial Intelligence - UFO Beast Giru Giru

When all enemies have been destroyed:

??? - Medius Locus (Retreats below 80%)

Items:

Repair Kit - Mini UFO
Chobham Armour - UFO Beast Giru Giru

Notes: Kouji in the TFO will soon teach you something that you will treasure
for the rest of the game; that the TFO is God. It basically cannot be hit by
any of the units on this map, making it nearly impossible to actually lose the
battle. Even the big pink Motherburn would likely fall under a missile barrage;
that is, if it stayed to do so, as it runs off quickly at the sight of Grandizer
on turn 2. You'd just have to contend yourself with it's poor Giru Giru
replacement instead, and the 4 piddling UFOs that die in one hit. The Giru Giru
at least usually lasts two or maybe even three.

After you clear the pathetic starting enemies, out comes your first taste of
the Banpresto Originals; a half-hidden face in the Medius Locus noting
Grandizer's high energy levels, and is just about to attack it, when here comes
Hugo. Any attempts to make contact with the Medius is rejected; the mission
objective is then changed to reducing the Medius Locus below 80% HP, which is
very very simple; just move Hugo up close and use the Thunder Spin Edge, which
should do more than the necessary 3200 HP damage, and finish the stage.

------------------------------------------------
Scene 0 Last Real Route
------------------------------------------------

Starting Units

Kaine - Dragnar Type 1 (L)
Tapp - Dragnar Type 2 (L)
Light - Dragnar Type 3 (L)
Asuka - EVA Unit 02

Reinforcement Units

On Turn 3:

Bright - Neil Ahgama
8 Units

Starting Enemy Units

Malliot - Falgen Maff (Retreats below 30%)
Wellner - Gelf Maff
Carl - Gelf Maff
Dan - Gelf Maff
6x Giganos Soldier - Gebai Maff

Reinforcement Enemy Units: None

Items:

Repair Kit - Gelf Maff
Booster - Gelf Maff
High-Powered Targeting Device: Falgen Maff

Notes: And now you get to fight the Practice with their rightful rivals, the
Dragnar team, with a "little" assistance from the EVA-02. None of the enemies
can even really touch Asuka with her AT Field active, so you could clear the
entire map with her if you wish against the relatively meager enemies.

To make it an even more lopsided affair, your dudes show up on turn 3, and most
of the Practice units will go after them; Malliot will go straight for Kaine
though, so you'd probably need him to cast a few Invincibilities to stay alive
while you clear out the grunts. Everyone retreats when Malliot does, so you
should save him for last.

Malliot retreats at 30%, which is actually a fair amount at this point in time;
if you don't have enough morale for the Dragnar team to pull off a combination
attack, then likely you'd need to rely on Kaine's Laser Sword supported by Tapp
and getting one (or two) criticals to do the job.

After this stage, your forces meet up with the Super Robot force from the
other route.

------------------------------------------------
Scene 0 Last Super Route
------------------------------------------------

Starting Units

Duke - Grandizer
Hugo - Garmreid

Reinforcement Units

On Turn 2:

Kouji - TFO

On Turn 4:

Ryouma - Getter Dragon

Starting Enemy Units

Barendos - Motherburn (Retreats below 50%)
2x Artificial Intelligence - UFO Beast Giru Giru
6x Vega Soldier - Mini UFO

Reinforcement Enemy Units

On Turn 4:

1x Artificial Intelligence - Aerial Demon Grangen

Items:

Cartridge - UFO Beast Giru Giru
Booster - Motherburn
Ultra Alloy New Z - Aerial Demon Grangen

Notes: Musashi sure didn't take long to croak in this game... at the hands of
an AI, even. It and the Vega Empire quickly return after the initial strike
Musashi gave his life to repel; Duke and Hugo sortie to deal with the threat.

There isn't much you can do at the start; move forward, let the Mini UFOs
attack you, take minimal damage, kill in one counter, the usual you've come
to expect from the last scenario. The Giru Girus are a little tougher, and
might actually deal you damage within 3 or 4 digits; Kouji comes out on Turn 2
to heal any you might take though. Try to spread the kills evenly between Hugo
and Duke such that both of them can access their final attacks, both of which
require 120 morale.

By the time Turn 4 comes around, you should be heading for the main two of
Barendos and the Grangen; at the start of the turn, the Getter Team, with
Benkei installed as the new member, make their appearance in the Getter Dragon,
and immediately start with 130 morale. This makes them by far the strongest
damage dealers you have, especially with the Getter Change Attack with S
terrain ratings. Use it, as well as Hayato's and Ryouma's Flash and
Invincibility seishins, to put some hurt on the major enemies in this map.

Barendos retreats at 50%, or when the Grangen is destroyed. You can destroy
him with a Double Harken Storm supported by Hayato's Getter Change Attack,
although weakening him to that level without making him retreat may be a
little tough. The Grangen doesn't retreat; just use your defensive seishin and
hammer away at him once you're done with Barendos.

After this stage, your force meets up with the Real Robot force from the other
route.

------------------------------------------------
Scene 1 First Part 1
------------------------------------------------

Starting Units

Ayato - Rahxephon
Elvy - Morning Star Type 2

Reinforcement Units

When Rahxephon enters combat:

Haruka - ALIEL

Starting Enemy Units

Allegrato - Allegrato

Reinforcement Enemy Units: None

Items: None

Notes: The Rahxehphon storyline arc begins. Tokyo Jupiter must really be a
messed up place when all the magazines talk about every SRW original villain in
existence...

As for the actual battle, there's not very much that you need to do; just move
Rahxephon within range of the Dolem, counter on the enemy turn, and attack
next turn. As soon as you damage the Allegrato decently by that, the story
events kick in and Ayato kicks it's ass quite nicely, queuing in to the second
part of the scenario.

------------------------------------------------
Scene 1 First Part 2
------------------------------------------------

Starting Units

Bright ? Neil Aghama
Hugo - Main Unit
14 Units

Reinforcement Units:

Elvy - Morning Star Type 2

Starting Enemy Units

??? - Medius Locus (Retreats below 80%)

Reinforcement Enemy Units

After Medius Locus retreats:

6x Artificial Intelligence - Dotem

Items:

Magnetic Coating - Dotem

Notes: Just like two scenarios ago, your goal is to get the Medius Locus below
80% HP. With decent use of seishin, this should be easy as pie, even though the
only unit you can use is your main one. The Garmreid would likely be able to
do the required damage in one hit with the Lightning Edge, while the Cerberus
might need two, which Flash should easily buy enough time for.

Once that happens, the Rahxephon comes out...and disappears just as quickly,
with Haruka chasing. Elvy comes out as well, with 6 Dotems in tow, and the
Medius Locus leaves, it's objective finished. All that's left is cleanup; the
Dotems actually have a pretty strong ramming attack, but they shouldn't ever
survive long enough to use it, with their low HP and armour. A single hit
should take them out, and with 14 units to deploy, you'd be spoilt for choice
on who to get the kills for.

After the scenario, you get a free select choice; the first select leads to
a Dendoh scenario, the second one an encounter with G-Gundam enemies, and the
last, another fight with the Practice squadron. For efficiency purposes, you'd
be advised to leave the third select for last, since the other two will net you
new units to use in that scenario.

------------------------------------------------
Scene 1 Free Select 1
------------------------------------------------

Starting Units

Ginga - Gear Fighter Dendoh
Vega - Valkyrie

Reinforcement Units

One turn after initial enemy has been defeated:

Bright - Neil Aghama
15 Units

Starting Enemy Units

1x Artificial Intelligence - Beast Unit Orbiton

Reinforcement Enemy Units

When initial enemy has been defeated:

Devil Satan 6 - Devil Satan 6
3x Artificial Intelligence - Galpha Principle Unit
3x Artificial Intelligence - Beast Unit Orbiton
3x Falgos - Falgos
2x Kasmodon - Kasmodon

Items

Repair Kit - Falgos
Biosensor - Beast Unit Orbiton
Anti-Beam Coating - Devil Satan 6

Notes: Events taken straight out of the first episode of Dendoh. Attacks from
both the Valkyrie and Dendoh will easily pulverize the starting enemy;
unsurprisingly, more come after to provide SOME form of challenge to this
scenario, with the Gandora crew and the ever-laughable Devil Satan 6 in tow.

Despite the numbers, you're basically invincible because Vega in her Valkyrie
simply can't be hit, with high mobility, SS size and S rating on Land. You can
use her to finish off the entire stage if you so desire, and if you don't, your
own reinforcements come one turn after the enemies to outnumber them once again.

Devil Satan 6 again has better stats than your average grunt, but dies rather
quickly to a seishin-assisted assault. By now, you'd have Vega to cast Bless
and perhaps Torres to cast Aid, so use these to get the maximum money and EXP
out of bosses from now.

After this scenario, the squadron welcomes Dendoh, Valkyrie and their respective
pilots, after a bit of convincing.

------------------------------------------------
Scene 1 Free Select 2
------------------------------------------------

Starting Units

Bright - Neil Aghama
15 Units

Reinforcement Units

When all initial enemies are defeated:

Domon - God Gundam

Starting Enemy Units

4x Zombie Soldier - Death Army
4x Zombie Soldier - Death Birdie

Reinforcement Enemy Units

When all initial enemies are defeated:

Sai Saici - Dragon Gundam

When Dragon Gundam is reduced below 50%:

Sai Saici - Dragon Gundam
George - Gundam Rose
4x Zombie Soldier - Death Army
4x Zombie Soldier - Death Birdie

Items:

Propellant Tank - Death Army
Booster - Dragon Gundam
Shuffle Crest - Gundam Rose

Notes: Once again, you completely outnumber the enemy to start with. Not to
mention that the ZZ Gundam is basically invincible to the Death Army and
Birdie units, with it's combination of Beam Coating and a shield. Most of the
enemies should go down within 2 hits if not one, so just use the initial stages
to gain some morale, and keep moving towards the sea part of the stage.

Once you defeat all the enemies, a few more appear; before you can thrash them
though, Domon (WITH FUUNISAKI!!!) comes out and does the business for you. Then
George and Sai Saici follow, with the latter demanding a good ol' Gundam Fight
to test his skills; this means that the rest of your units will be incapable of
doing anything as well. At this point, you have to reduce him below 50% HP to
fulfill the mission objectives. It is possible to kill him but probably requires
a few restarts. The only combination I've found that works regularly is landing
God Gundam, moving it as far away from Dragon as possible. On the enemy turn,
have Domon counter with a God Finger non-critical, then on your turn, you need
to land a Seikha Tenkyouken critical to finish the Dragon Gundam off. You do
get a decent amount of EXP and cash for it, so it may be worth doing.

Regardless of whether you killed him or not, the Dragon Gundam recovers to
full HP after anyway, and it's revealed that Sai Saici and George has been
infected by DG Cells somehow; Domon decides that no mercy is required and calls
on the main squadron to destroy them all, which you can do just fine.

Both Dragon Gundam and Rose Gundam are decently strong, but Dragon especially
has a crippling range weakness, and they're the only bosses of the scenario,
so a steady influx of seishin-assisted attacks should easily do them in; after
you've dealt with the small fry of more Death Army and Death Birdie units of
course.

After this scenario, Domon and Fuunisaki joins your squadron.

------------------------------------------------
Scene 1 Free Select 3
------------------------------------------------

Starting Units

Duke - Grandizer

Reinforcement Units

On Turn 3:

Bright - Neil Aghama
15 Units

Starting Enemy Units

Malliot - Falgen Maff
Carl - Rebi Gelf Maff
Dan - Gelf Maff
Wellner - Yact Gelf Maff
6x Giganos Soldier - Gebai Maff

Reinforcement Enemy Units

On Turn 5.5:

Barendos - Motherburn
3x Artificial Intelligence - UFO Beast Giru Giru
6x Vega Soldier - Mini UFO

Items:

Cartridge - Gelf Maff
Chobham Armour - Yact Gelf Maff
Jammer - Falgen Maff

Notes: Although the mission is to keep enemies away from the Space Research
Laboratory, you might as well move Grandizer down to handle some of the enemies
there. It will hardly be scratched by the attacks of the grunts, and on turn 2,
Grandizer will be forcefully moved to the other side of the map (to save Hikaru
^^;) anyway; you should be able to at least kill one and severely weaken the
other two, with the shield-busting Screw Crusher Punch.

Surprisingly enough, the storyline assault on Grandizer on turn 2 doesn't give
it any battle damage; I suggest actually fulfilling your mission objectives
this time and moving Grandizer towards the base. The grunts are fortunately
more focused on taking Grandizer down rather than assaulting the base, so once
the Grandizer is within range, the grunts are more likely to attack him (and
eat a nasty counterattack) than move towards the base.

On turn 3, your units appear to the southeast of the map; Light also immediately
warns of further enemies to come within a couple of turns. Move them towards
the laboratory as well; the Practice squadron will be making their move by now,
but with your powers combined, I am capt... I mean, a 17v4 matchup, even with
someone as kickass as Malliot on the enemy side, is never going to be very fair.
Just be careful of the EWAC on the Rebi Gelf Maff; it gives every unit within
it's range a considerable increase in accuracy and evasion, and Malliot might
just be able to one-hit-kill your fragile Reals with this. Kill off the Rebi
first, and leave Malliot and his Falgen for last. He retreats below 30% and
takes all the Practice squadron with him. Any decent attack supported by any
decent attack should finish him fairly easily.

On turn 5.5, the aforementioned enemies show up, and it's the Vega empire. They
may show up before you finish off the Practice, but they start a decent ways
away from the laboratory, and the first assault is from Mini UFOs which even the
TFO can kill in one hit anyway. Concentrate on taking the Practice down before
turning your sights on the big pink saucer and it's friends; just be wary of
the Giru Girus and their surprisingly strong ramming attack, and don't forget
to get the Lucky/Great Effort bonus on Barendos.

------------------------------------------------
Scene 1 Last
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Starting Units

Masato - Zeorymer of the Heavens

Reinforcement Units

On Turn 3, or when Lanstar of the Wind is reduced below 50% HP:

Bright - Neil Aghama
Ginga - Gear Fighter Dendoh
Vega - Valkyrie
15 Units

On Turn 4.5:

Kirakuni - Cell Fighter

Starting Enemy Units

Taiha - Lanstar of the Wind

Reinforcement Enemy Units

On Turn 3, or when Lanstar of the Wind is reduced below 50% HP:

9x Artificial Intelligence - Galpha Principle Unit
2x Artificial Intelligence - Beast Capture Unit

On Turn 3.5:

Altair - Gear Knight Ogre

Items

Mega Booster - Galpha Principle Unit
Large Generator - Lanstar of the Wind
Ramune - Beast Capture Unit

Notes: Your introduction to Zeorymer is quite a rigged one, to say the least.
You can either just sit on the base and wait out the two turns you're supposed
to, or go ahead and combat the Lanstar, with Masato's Iron Wall seishin to keep
you alive. When either you reduce Lanstar below 50% HP (likely on Turn 2.5) or
turn 3 occurs, Taiha decides to use his best attack to finish off Zeorymer, and
almost succeeds; and then the excrement hits the fan as Masato's split
personality takes over and completely demolishes the disbelieving Taiha. Cue
some angst from Masato, and a quick retreat.

That's not the entire scenario though; the sheer amount of energy generated by
the Zeorymer has attracted the Unicorn Data Weapon, and the Galphas are quick
to attempt to capture it. They may land a few hits on it, but it has Iron Wall
and defends, so there's nothing to be worried about, and the same can be said
for the enemies as well. Pathetic 2800 HP grunts, with the measly 2 Galpha
Capture units with just slightly more are all that's standing in your way.

..Until the next enemy turn of course, when the evil twin to Dendoh shows up
in the form of Knight Ogre. Within a couple of turns, it finds the Viper Whip
Data Weapon, and proceeds to cripple Dendoh with it... but Hokuto's trust
quickly attracts the Unicorn Drill Data Weapon, and with Kirakuni appearing to
supply the Dendoh with some batteries, Hokuto rather quickly turns the tables
on Knight Ogre, which then retreats. Be careful at this point; Dendoh will be
at critical HP and 10 EN, although likely you'd have cleared out everything
besides the two Capture Units by now; finish those two up, and the day is won.

After this scenario, Kirakuni and Ellis join with the Cell Fighter. It might
actually be advisable to switch Ellis to the main pilot, as she has B Save
which will give you an extra ammo of Hyper Dendoh Denchi; a lot of the story
events force Kirakuni as the main pilot though, so it's your choice.

------------------------------------------------
Scene 2 First Part 1
------------------------------------------------

Starting Units

Hokuto - Dendoh Unicorn Drill
Vega - Valkyrie
Kirakuni - Cell Fighter

Reinforcement Units: None

Starting Enemy Units

Altair - Ogre Viper Whip

Reinforcement Enemy Units: None

Items: None

Notes: Despite the coming of the Cell Fighter, there's a distinct lack of
batteries for the Dendoh to use; just one more in reserve, in fact. Hokuto
laments this fact and asks what would happen if the Galpha attacks now, which
of course cues the alarm.

And indeed, it's Altair again. The first part of the mission is more or less a
giant beatdown between Dendoh and Ogre; have Hokuto use Iron Wall to keep
Dendoh alive if needed. The goal is to reduce Ogre to 50% HP or less.

Once that happens, Leo Circle appears. Hokuto and Ginga are told to chase and
save it, but they decide instead that it'd be better to finish off Altair by
using the last battery to supply a Final Attack; which would be a perfectly
fine idea if Altair didn't predict it completely and avoid it. Altair then shows
Ginga and Hokuto just how to land a Final Attack, crippling the immobile
Dendoh. Just before he can land the final blow though...here comes Ramiel, and
it's presence quickly scares away Leo Circle, and subsequently, Altair. Shinji
sorties to stop it but of course gets fried almost immediately. Looks like
everything's in quite a fix...

------------------------------------------------
Scene 2 First Part 2
------------------------------------------------

Starting Units

Ginga - Gear Fighter Dendoh
Shinji - EVA-01
Bright - Neil Aghama
Rei - EVA-00
15 Units

Reinforcement Units

When the Phenomena, Deondora or Devil Satan 6 is reduced below 80%:

Rom - Kenryuu

Starting Enemy Units

Ramiel - 5th Angel Ramiel
Devil Satan 6 - Devil Satan 6
Deondora - Deondora
1x Artificial Intelligence - Phenomena
4x Zalios - Zalios
4x Kasmodon - Kasmodon</pre><pre id="faqspan-3">
5x Artificial Intelligence - Galpha Principle Unit

Reinforcement Enemy Units

When the Phenomena, Deondora or Devil Satan 6 is reduced below 80%:

Altair - Gear Knight Ogre

Items

Repair Kit - Devil Satan 6
Ultra Alloy Z - Phenomena
Minovsky Craft - Deondora

Notes: It's the Yashima operation with a Dendoh tie-in; the Evangelion and
Dendoh characters are riding bicycles to supply the Dendoh with power, along
with EVA-01's Positron Sniper Rifle. Don't bother touching Ramiel at the start,
as obviously it will later be dealt with via story events; send pretty much all
your units towards the enemies.

Speaking of them, they're more Gandora punks, with Deondora, Devil Satan 6 and
a Phenomena, which Ellis notes is displaying a high energy output; perhaps
enough to attract Leo Circle once again... anyway, they're all pretty simple
stuff, and the Phenomena, Devil Satan 6 and Deondora will defend the entire
time.

Once you reduce one of the high-HP units to 80% or less, Altair shows up, aiming
for the prone Dendoh; but a "MATTE!" and a fabulous entrance from Rom quickly
stops him in his tracks. ^^; Rom isn't really a good matchup for Altair by
himself, but Altair does defend on his turn; have Rom cast Iron Wall, as he WILL
attack Rom on the next turn, and likely hurt him a lot without defensive
measures, yet is still your main chance to put some good damage on him. As for
your main force, have them wipe up the grunts on the turn that Rom appears; one
turn later, all the bosses will stop their ultra defensive measures, letting you
deal with them much easier.

On turn 4, Dendoh reactivates, and Leo Circle appears; Ginga's display of
courage has Leo take an instant liking to him, and is saved into Ginga's Gear
Commander. Now you have two units to take on Altair, which should make the job
considerably easier; be careful of the Ogre's MAP attack though, and be aware
that Ogre will still constantly defend. Also, make sure that Dendoh lands the
finishing blow, as Rom won't keep any PP or EXP gained from this battle. Your
main force should be making easy work of the Gandoras meanwhile, although you
shouldn't underestimate the strength of the trinary's attacks; avoid them with
seishin whenever possible.

Once you defeat everything except Ramiel, it's time for the Yashima operation
to start. Doesn't it look so much better than it did in Alpha? ^^;

After the battle, you receive the EVAs 00, 01 and 02. Rom doesn't stay,
unfortunately.

------------------------------------------------
Scene 2 Fixed Select 1
------------------------------------------------

Starting Units

Akira - Raideen
Marie - Bruger

Reinforcement Units

On Turn 2:

Domon - God Gundam
Bright - Neil Aghama
15 Units

Starting Enemy Units

6x Artificial Intelligence - Telgum

Reinforcement Enemy Units

When all initial enemies are defeated:

Chibodee - Gundam Maxter
Argo - Bolt Gundam
6x Zombie Soldier - Death Army
6x Zombie Soldier - Death Birdie

Items:

Screw Module - Gundam Maxter
High-Powered Targeting Device - Bolt Gundam

Notes: Nothing much you can do on Turn 1; neither of your starting units are
really within range of the enemies. Just move Raideen and Bruger a bit closer,
because your main force can easily take care of them when they come on the next
turn. At 3200 HP, they more or less die in one hit; choose who needs the EXP or
morale the most.

Then the rest of the Shuffle Domain shows up, also seemingly infected by DG
Cells. Domon manages to get out of them that they're actually DG clones, like
what Schwartz was to Kyouji, except more refined, making them the perfect
soldiers (yeah right). Domon is just about ready to declare a Gundam Fight on
them, but Chibodee interrupts him and tells him they weren't here to take you
on, but rather to snag some Ra-Mu energy; much confusion abounds your dudes
about why the Devil Gundam would need it. Both ways, your mission is clear;
wipe the defects off the face of the earth.

Once again, you should clear out the grunts for morale and EXP before the main
course; Argo is easily taken out as his Bolt Gundam has horrid range, while you
can simply avoid most of Chibodee's damage with seishin, or just stay outside
range 3 and take the relatively weak hit.

After the mission, Raideen and Bruger join your squadron. You also have another
free select scenario, selects 2, 3 and 4. 2 deals with Kouji heading to the
Robot Museum to get his Mazinger Z back, 3 has Kaine being called on by Malliot
to Kyoto, and 4 is an SOS call from Saotome Laboratory. You generally should do
1 first, to get the Mazinger Z to use in later scenarios, and which of the other
two you want to do after is your choice.

------------------------------------------------
Scene 2 Free Select 2 Part 1
------------------------------------------------

Starting Units

Kouji - TFO

Reinforcement Units: None

Starting Enemy Units

Barendos - Motherburn
2x Vega Soldier - Mini UFO

Reinforcement Enemy Units: None

Items: None

Notes: Despite the rather high-HP Motherburn, Kouji could probably easily beat
everything in this stage by himself; if he was given the time, anyway. The
Motherburn always defends, and you're given a maximum of five turns (or when
both Mini UFOs are destroyed) before the story events kick in, so you might as
well just kill the two grunts for a bit of EXP and cash.

------------------------------------------------
Scene 2 Free Select 2 Part 2
------------------------------------------------

Starting Units

Duke - Grandizer

Reinforcement Units

After persuading Kouji and attacking Great Mazinger:

Kouji - Mazinger Z

After reducing Great Mazinger to below 30%:

Bright - Neil Aghama
15 Units

Starting Enemy Units

Barendos - Great Mazinger
Kouji - Mazinger Z
4x Vega Soldier - Mini UFO

Reinforcement Enemy Units

After reducing Great Mazinger to below 30%:

Barendos - Motherburn
1x Artificial Intelligence - UFO Beast Koa Koa
4x Artificial Intelligence - UFO Beast Jin Jin
4x Artificial Intelligence - UFO Beast Gubi Gubi

Items

Propellant Tank - UFO Beast Jin Jin
Magnetic Coating - UFO Beast Gubi Gubi
Ultra Alloy New Z - Motherburn

Notes: After being mind controlled and blabbing all the information about
Mazinger Z and Great Mazinger to Barendos, the blue one goes and gets it for
himself; in other words, it's Grandizer VS the Mazingers. Barendos demands the
Grandizer in exchange for Kouji's life, but Duke eventually tells him that if
he surrendered the Grandizer, the same things as what happened to planet Freed
would happen, and asks Kouji to forgive him; fortunately Barendos doesn't seem
to consult the Bond Villain book of What Not To Do, and sends Kouji out to kill
Duke.

The beginning part of this stage is actually a little tough; both the Mazinger Z
and Great pack quite a punch, and you'd probably have to cast Iron Wall quite a
few times to survive. On the first turn, just move forward a bit; none of the
enemies should be able to hit you. On the second turn, cast Iron Wall, and kill
off one of the Mini UFOs; on the enemy turn, all the Mini UFOs will attack you
for minimal damage, while you should be able to counter Mazinger Z with an
attack that SHOULD lower it below half HP (it has 5500 HP). When you do, move
next to Kouji and use the Convince command.

Once you've convinced Kouji with Duke, he is put out of action due to showing
remarkable resistance to the mind control device, but then Barendos comes out
to attack Grandizer. If he can get within range on the next turn, block; then
when you can move again, cast Iron Wall again, and hit Barendos with a Double
Harken Storm. The hit will rattle Barendos and weaken the mind control device
further, allowing Duke to finally reach Kouji with his words; in other words,
you finally get to use Mazinger Z again. ^^;

Just have Mazinger Z attack Barendos again to hit it past 30%, if you haven't
already; a Breast Fire should be enough (and it might be too much depending on
how much you upgraded Grandizer); you'd probably eat a meaty counterattack,
but that's fine as once the deed is done, Barendos "retreats" into his
Motherburn with his set of UFO beasts, and your own force finally arrives.

Hopefully you've deployed a few units with the Trust seishin to heal Duke and
Kouji up, which they probably need desperately. Besides that, it's a fairly
standard Super enemies scenario from here; the enemies also usually nicely clump
themselves up for some easy Double Attacks. just remember to make use of the
nice terrain bonuses that the Robot Museum gives, and be aware that the Gubi
Gubis have shields, so try and use shield-piercing attacks against them.

After the scenario, Sayaka, as well as Boz and his flunkies, show up a bit too
late; they all join your squadron with the Dianan A and Boz Borot, along with
the Mazinger Z though. The choice in the story scenes after this scenario also
lets you choose whether you want Kouji to wear his old Mazinger Z uniform or his
new Grandizer one; this mainly affects which cut-ins you'll see, so choose
whichever one you like best.

------------------------------------------------
Scene 2 Free Select 3
------------------------------------------------

Starting Units

Hugo - Main Unit
Light - Dragnar Type 3 (L)
Vega - Valkyrie

Reinforcement Units

When the Valkyrie reaches the designated point, or when all other enemies are
destroyed:

Bright - Neil Aghama
15 Units

1 Turn after the main force arrives:

Akito - High Mobility Black Sarena

Starting Enemy Units

7x Giganos Soldier - Dowtson
3x Giganos Soldier - Drow
4x Giganos Soldier - Gebai Maff

Reinforcement Enemy Units:

On Turn 1.5:

??? - Medius Locus (Retreats below 40%)

When the Valkyrie reaches the designated point, or when all other enemies are
destroyed:

4x Hokushinshou - Mudura

Items

Cartridge - Gebai Maff
EWAC (Weak) - Dowtson
Image Sensor - Mudura

Notes: Vega needs to move to the designated point with Ken and Domon in tow in
order to trigger the main force, but in truth, the units you have right now is
more or less all you need to take out the entire enemy squad, led by the
unhittable Valkyrie. On turn 1.5 though, the Medius Locus shows up, and on turn
2.5, the main unit will be reduced to critical HP after it receives an attack
from the Medius Locus, and Hugo will be reduced to 80 morale once it's finally
revealed that the Medius Locus is being piloted by his former squad leader.

The Medius Locus retreats at 40%; you probably won't be able to destroy it
without triggering your main force, so do so if you wish. It's more or less
cleanup from there; 4 surprisingly tough Muduras show up when your main force
does, but so does the Prince of Darkness, and unless you're really desperate
for EXP and cash, you should probably leave the Muduras to the Black Sarena and
it's Distortion Field-piercing attacks.

------------------------------------------------
Scene 2 Free Select 4
------------------------------------------------

Starting Units

Bright - Neil Aghama
Ryouma - Getter Dragon
15 Units

Reinforcement Units

On Turn 4:

Masato - Zeorymer of the Heavens

Starting Enemy Units

Hidler - Mecha Fortress Demon (Retreats below 50%)
6x Artificial Intelligence - Mecha Bishop Demon
6x Artificial Intelligence - Mecha Big Wheel Demon

Reinforcement Enemy Units

On Turn 3.5:

Shi-Tao - Gallowin of the Water (Retreats below 50%)
Shi-Aen - Breist of the Fire (Retreats below 50%)

Items

Chobham Armour - Mecha Fortress Demon
Ramune - Breist of the Fire
Large Generator - Gallowin of the Water

Notes: A fairly standard map against Getter enemies; just be wary that the
mission objective is to protect the Saotome Laboratory as well as to defeat
all enemies. Fortunately, most of the enemies prioritize attacking you over
rushing the Laboratory; you might still want to assign two or three units to
protect the Laboratory though, just in case some slippery demons pass by your
main force.

This will likely be your first encounter with Getter enemies, so you might be
a little surprised at their decent accuracy, good attack power and high HP and
armour ratings. Regardless, your own force still outnumber them, so
concentrating fire on one at a time, and they wouldn't seem so hard as I've
talked about. Hidler himself runs at 50% HP, so you'd probably need someone with
the Commander skill or high critical chances to kill him with a Support Attack.

On Turn 3.5, the twin sisters of Water and Fire appear, looking for Zeorymer,
who promptly shows up on Turn 4. The twin sisters are fortunately enough far
more focused on taking Zeorymer down than attacking the Laboratory, and their
crap movement in air means that Zeorymer can run rings around them. The
somewhat bigger problem they pose is their relative massive HP and high retreat
percentage; if you want to kill them, you'd have to be able to do upwards of
18,000 HP in a single battle scene. The most likely way you can do this would
be with Domon, as he gets Hot Blood the fastest; to do this though, you'd have
to use him to kill every other boss in every other scene first with Aid, to get
him to the needed level. Supplement the Hot Blooded Seikha Tenkyouken with a
strong support like Getter Change Attack, And you should be able to do just
about enough to destroy them. If you can't though, don't sweat it too much; the
items they give aren't particularly good anyway.

------------------------------------------------
Scene 2 Fixed Select 5
------------------------------------------------

Starting Units

Elvy - Morning Star Type 2

Reinforcement Units

On Turn 2:

Ayato - Rahxephon

On Turn 3:

Bright - Neil Aghama
Akira - Raideen
15 Units

Starting Enemy Units

6x Artificial Intelligence - Dotem

Reinforcement Enemy Units

On Turn 2:

1x Artificial Intelligence - Grave
8x Artificial Intelligence - Dotem

Items

Repair Kit - Dotem
Ultra Alloy Z - Dotem
Biosensor - Grave

Notes: Time for Ayato to start proving his worth. First though, it's Elvy
against a bunch of Dotems, who are just as weak as ever. Elvy can quite easily
handle them, and perhaps the extra ones that show up on turn 2 easily, with
Concentrate and the added insurance of Invincibility; probably not the Grave
though, which Ayato does sortie to handle. On the other hand, while the Dotems
likely can't touch the Morning Star, they definitely can the Rahxephon, and
the ramming attacks of the Dotems can easily pierce through the Rahxephon's
shield, let alone the attacks of Grave. For this reason, you'd probably want
Ayato to stay where he is, and instead take advantage of the defensive terrain
to take Grave's attacks better.

On turn 3, the calvary arrives, and Raideen's voice resonates with Ayato and
his Rahxephon, bringing out his Instrumentalist side. At this point both
Raideen and Rahxephon hit 130 morale; with Rahxephon with a Sound Barrier,
shield and defensive terrain, he basically becomes invincible, and can more or
less take Grave by himself. Use the rest of your forces to clear our the rest
of the Dotems, which should be easy meat to your overwhelming forces.

After the mission, Rahxephon joins your team. It'll take three days to prep it
though, so your force goes over to Gear HQ again.

------------------------------------------------
Scene 2 Last
------------------------------------------------

Starting Units

Vega - Valkyrie
Domon - God Gundam (Horseback)
Ginga - Gear Fighter Dendoh
Kirakuni - Cell Fighter
Hugo - Main Unit

Reinforcement Units: None

Starting Enemy Units

5x Zombie Soldier - Death Army
3x Zombie Soldier - Death Birdie

Reinforcement Enemy Units

When all enemies are defeated or when Dendoh reaches the designated point:

Altair - Gear Knight Ogre (Retreats below 50%)

Items

Propellant Tank - Death Army
Mega Booster - Death Birdie
High-Powered Radar - Gear Knight Ogre

Notes: Ellis tries to implant a program into the Data Weapons to find the
other data weapons, but despite the three major programmers, including Rain and
Aqua, working on it, it still craps up and the Unicorn and Leo run off. And
wouldn't you know it, enemies come to attack just about then.

Actually a pretty easy battle overall; hopefully Hugo has learned Yell and has
80 or more PP by now, which you'll see why later. At the start, don't bother
sending Dendoh to the designated point; once you've destroyed all of them, it
automatically happens anyway. If your main unit is the Cerberus however, then
you'd probably want to move it constantly towards the designated point.

Your starting enemies are pretty easy stuff; try to let Domon kill most of them,
for the morale. Once you do kill them though, Dendoh automatically moves to the
point...and promptly gets surrounded. Domon tries to save them, but is stopped
by, of all people, Michelo in the Heaven Sword. He reveals that he's not working
for Galpha or anything, but rather that he just wants the Data Weapons; The
Galpha decide to use that time to escape with the Dendoh (and Vega as well),
thus removing Michelo's goals and making him retreat as well anyway.

And quickly it becomes a non-Gundam fight between Altair and Domon (whose title
easily trumps the former's. ^^;). If you had done the steps previously to kill
Shi Tao and Shi Aen, then this should be easy enough; Altair retreats at 50%,
around 8500 HP, and a Hot Blooded Seikha Tenkyouken is plenty enough for that.
Alternatively, if you hadn't bothered with the big 17,000 HP monsters, you can
simply have either Cerberus or Garmreid support a Seikha Tenkyouken for the
needed damage; which is why you should have Hugo with Yell and enough SP to
cast it twice, simply because there isn't enough morale to go around
otherwise.

After the mission, your battle force is split into two;  one group, consisting
of the Mobile Suits and God Gundam, will head to the moon to save Ginga, Hokuto
and Vega, and take care of other matters in Space, travelling there with the
help of the Nadesico B; the rest of your team will take care of matters on
earth, including the pickup of Rahxephon and facilitating the mass-production
of the Dragnars. Hugo and Aqua get to choose which route they get to go on;
there isn't a secret tied to either route, although the Space route has a Solar
Cell compared to the Space Armour Gran on Earth route. There's also some reports
of not having a choice at this juncture if you're using Garmreid; I haven't come
across this tough.

------------------------------------------------
Scene 3 First Moon Route
------------------------------------------------

Starting Units

Ruri - Nadesico B
Hugo - Main Unit
Domon - God Gundam
Kirakuni - Cell Fighter
Sabrouta - S Aestevalis Sabrouta
8 Units

Reinforcement Units

When all initial enemies are defeated, or on turn 4:

Ginga - Dendoh
Rom - Vaikungfu

Starting Enemy Units

12x Artificial Intelligence - Galpha Principle Unit

Reinforcement Enemy Units

When all initial enemies are defeated, or on turn 4:

Altair - Ogre Viper Whip (Retreats below 30%)
Devil Satan 6 - Devil Satan 6 (Retreats below 30%)
Deondora - Deondora (Retreats below 30%)
3x Zalios - Zalios
3x Kasmodon - Kasmodon

Items

Thruster Module - Ogre Viper Whip
Chobham Armour - Devil Satan 6
Cartridge - Deondora

Notes: Time to save the Dendoh crew; you start against several Galpha Principle
Units, which are notable only for their uselessness; this is rather fortunate
though, as your own forces are rather meager at this point in time. Domon,
Judou, Hugo and Sabrouta may well be your main force in this scenario; you'd
probably want Domon and Hugo to get as many kills as possible to build up
their morale for their finishers.

Despite their ease, don't kill all of the initial enemies immediately; try and
leave one of the grunts alive until Turn 4, all the while moving all your units
towards the Spiral City base. This is because on Turn 4, all the enemies come
as well as Ginga, Hokuto and Rom(!!). You're then given a three turn limit to
either get everyone except Rom into the Nadesico and run, or finish off all
enemies (after which the former will happen anyway ^^;). Letting this happen
on turn 4, with all your units as close to Spiral City as possible and unused
for the turn, at the cost of one more (weak) enemy to kill.

As for the enemy reinforcements, at least there's some "bosses" among them this
time... they all retreat below 30%; unsurprisingly, they hold all the items as
well. Domon by now should've learnt Hot Blood, so he'd be the easiest way to
kill at least two of the running bosses; the last, you'd either have to use Rom
to kill and waste the EXP and PP, or use a good Support Attack combination to
do enough damage. Of course, use the usual defensive seishin to weaken them
safely first, and try not to let Rom get any kills, for reasons stated before.
The grunts themselves are weak and can probably be taken out in a single
counterattack. Don't forget about the time limit though; if it looks like
you won't be able to kill everything by turn 3, don't let anyone (except Rom)
do anything except retreat into the ship, or it'd be game over.

The next two stages are select stages; you can get a whole bunch more units
first if you choose the first select, particularly Amuro and two members of the
Shuffle Domain, while you'll get Ryoko in her custom Aestevalis if you play the
second select first. I'd suggest playing the second select first, as having
another unit which can pierce Distortion Fields easily will be very helpful in
Free Select 1.

------------------------------------------------
Scene 3 First Earth Route
------------------------------------------------

Starting Units

Duke - Grandizer
Kouji - Mazinger Z
Sayaka - Dianan A
Boz - Boz Borot
Hikaru - TFO
Ryouma - Getter Dragon
Michiru - Getter Q

Reinforcement Units

On Turn 3:

Maria - Double Spazer

When all initial enemies are defeated, or when Maria moves next to Grandizer:

Bright - Neil Aghama
10 Units

Starting Enemy Units

Jigura - UFO Beast Jira Jira
4x Artificial Intelligence - UFO Beast Giru Giru
6x Vega Soldier - Mini UFO

Reinforcement Enemy Units

When all initial enemies are defeated, or when Maria moves next to Grandizer:

1x Vega Soldier - Motherburn
3x Artificial Intelligence - UFO Beast Gubi Gubi
3x Artificial Intelligence - UFO Beast Jin Jin
6x Vega Soldier - Mini UFO

Items

Magnetic Coating - Motherburn
Propellant Tank - UFO Beast Gubi Gubi
Screw Module - UFO Beast Jira Jira

Notes: Duke is called back to the Space Research Laboratory to test out the
combination between the Grandizer and Double Spazer; the half-hidden Maria,
seeking her chance to "take" the Grandizer away from the "demons", tries to
subdue the accompanying Mazinger and Getter crew, but of course fails rather
miserably. She then runs off, as the rest of your crew sortie to face the
ever-so-slightly more threatening Vega forces.

Duke immediately gets himself in a pinch when he tries to save his fleeing
sister who's still being stupid, and gets his in-built Spazer destroyed; this
basically means Grandizer is immobile for the first part of the scenario, and
starts right in front of Jigura... fortunately, Jigura doesn't attack him at
all, so you can have your forces just taken out the Vegans. If you haven't been
using the Mazinger and Getter teams much though, you might consider rushing
everyone over to protect Duke instead.

Maria appears on Turn 3 in the Double Spazer to try and repay back some of her
misdeeds; the mission objective changes to having Maria move next to the
Grandizer, but this happens automatically anyway if you defeat all enemies
besides Jigura. When either of those happens, reinforcements on both sides show
up, and it becomes a fairly standard Super enemies scenario; just remember that
quite a few of the enemies (including the boss) have shields, and you finally
get to use Rahxephon!

After the stage, Maria joins with the Double Spazer. There's also a select
choice between Selects 1 and 2; Select 1 nets you Bolt, Nobel and Dragon
Gundam, while Select 2 will have Tetsuya and Jun first. There's no huge
advantage in picking one or the other, so go with your own preference.

------------------------------------------------
Scene 3 Free Select 1 Moon Route
------------------------------------------------

Starting Units

Amuro - Nu Gundam

Reinforcement Units

When an enemy unit reaches the Rabien Rose:

Chibodee - Gundam Maxter S
George - Gundam Rose S

When Amuro reaches the designated point:

Ruri - Nadesico B
15 Units

Starting Enemy Units

Malliot - Falgen Maff (Retreats below 40%)
Dan - Gelf Maff
Carl - Rebi Gelf Maff
Wellner - Yact Gelf Maff
4x Giganos Soldier - Gebai Maff

Reinforcement Enemy Units

When an enemy unit reaches the Rabien Rose:

6x Giganos Soldier - Drow
4x Hokushinshou - Mudura

Items

Ramune - Mudura
Anti-Beam Coating - Falgen Maff
High-Powered Targeting Device - Gelf Maff

Notes: It's White VS Blue, or more accurately, the White Devil VS the Blue
Hawk. Amuro and Malliot face off, but it's not a particularly fair one
considering that Malliot as the whole Practice Squadron and a few grunts with
him. Amuro decides to sacrifice defending the Rabien Rose for now in order to
get to the Resupply Pod and radio in for help from the Nadesico; and that's
exactly what you should do. If you're feeling risky, you can cast Concentrate
on every turn and try to dodge Malliot's ~50% post-Concentrate hit rate and
counter with your own attack; the much safer option would be to cast Flash on
every turn and get to the Resupply Pod pronto, as only Malliot can attack you
every turn if you utilize the full movement range of the Nu.

An enemy unit will probably overrun the Rabien Rose one turn before you get
Amuro onto the designated point; before Emily and Chain can get their panties
in a knot though, George and Chibodee show up to "save" the day. My suggestion
would be to move them downwards to the Resupply Pod as well though, since
protecting the Rabien Rose isn't a mission objective, and concentrated firepower
is always more effective.

Once you do get to the resupply pod, and the main force arrives, you have a
considerable problem in the face of the Muduras right in front of you. These
babies have 12,000 HP, amazingly good dodge and hit rates, and a Distortion
Field, negating most of your Gundams' best attacks; you'd have to spam
defensive seishin, as well as use up Sabrouta's (and Ryoko's, if you picked her
up first) Distortion Attack lots to put some decent damage on them. Consider
yourself fortunate if you can kill more than one of them on the turn your guys
arrive; try and take them all down within 3 turns though, as the rest of the
Practice will catch up by then (besides Malliot, who should still be stupidly
attacking Amuro...).

After the Muduras go down, it's all downhill. The Practice are just slightly
stronger grunts, and don't have Distortion Fields to mess you up, while the
real grunts should just about be catching up by now and facing the wrath of
your main force. Just be careful of Malliot again; he will retreat at 40%,
and take everyone else with him, so leave him for last. Domon again will be
the likely finisher.

------------------------------------------------
Scene 3 Free Select 1 Earth Route
------------------------------------------------

Starting Units

Sai Saici - Dragon Gundam

Reinforcement Units

After Dragon Gundam attacks Bolt Gundam once:

Argo - Bolt Gundam

After Dragon Gundam and Bolt Gundam clones are defeated:

Allenby - Nobel Gundam

One player turn after Allenby appears:

Bright - Neil Aghama
12 Units

Starting Enemy Units

Argo - Bolt Gundam

Reinforcement Enemy Units

After Dragon Gundam attacks Bolt Gundam once:

Sai Saici - Dragon Gundam
Argo - Bolt Gundam

After Dragon Gundam and Bolt Gundam clones are defeated:

Michelo - Gundam Heaven Sword
6x Zombie Soldier - Death Birdie
11x Zombie Soldier - Death Army

Items

High-Powered Targeting Device - Gundam Heaven Sword
Repair Kit - Dragon Gundam
Shuffle Crest - Bolt Gundam

Notes: Sai and Argo get in a bit of training at the start of the mission; of
course they can't do much without being interrupted by the DG clones of
themselves within a single battle scene. At this point, both you and the DG
clones are pretty weak; I suggest aiming for one, probably Bolt since it
dodges less, with whatever seishin you want. Also note the interesting terrain
of the Shinto Shrine; +5% to Defense, and +35% to Evade...

When you lower one of them to 50% or less, they show their regenerative DG
cell powers, and taunt the originals about their lack of one; the originals
then show the DG clones the powers THEY lack, as they hit 150 morale and
activate their Super Mode, as well as refilling their own seishin. Once again,
I suggest you concentrate on one clone and take it out before taking the other,
using the usual defensive seishin, plus maybe a Hot Blood or two from Sai Saici
to speed up the process.

Once you beat the flunkies, the leader shows up, and it's Michelo in the
Heaven Sword again, along with the usual Death Army and Birdie grunts. Allenby
shows up to support the Gundam Fighters, and your own dudes pop up right next
to the enemies one turn after; have the three Gundam Fighters deal with whatever
goes after them, and the rest of your force deal with the stragglers and
Michelo. Be careful of Michelo though; he has an S rating in Air and fairly
powerful attacks. A constant battering with Sure Hit attacks will take him down
though, and the Zombie grunts are as easy as ever.

After the mission, Dragon, Bolt and Nobel, along with their respective pilots,
join your squadron.

------------------------------------------------
Scene 3 Free Select 2 Moon Route
------------------------------------------------

Starting Units

Ruri - Nadesico B
Ryoko - Aestevalis 0 Ryoko

Reinforcement Units

On Turn 4, or when the High Mobility Black Sarena is reduced below 50% HP:

Sabrouta - S Aestevalis Sabrouta
15 Units

Starting Enemy Units

??? - High Mobility Black Sarena

Reinforcement Enemy Units

On Turn 4:

10x Artificial Intelligence - New Type Batta

When a unit goes into the second map:

5x Hokushinshou - Mudura

Items

Repair Kit - New Type Batta
Magnetic Coating - New Type Batta
Solar Cell - Mudura

Notes: Ruri's too busy hacking up the Amaterasu base to interfere, so it's Ryoko
VS the Prince of Darkness. You could try and match Ryoko up with him, but it's
not really worth it; instead, simply have Ryoko move to the Amaterasu base and
land her Aestevalis. The High Mobility Black Sarena can't attack ground targets,
so you can just wait out the 4 turns you need to on the base.

When that's done, the prince forcefully enters his way into the Amaterasu base
anyway. Your own forces decide to follow quickly after Ruri has completed her
hacking, with Ryoko quick on the uptake and joining your guys. Your goal is to
get into the base and get a unit onto the designated square; this stage also
introduces the first of the dual map stages. You can use the Square button to
toggle between the two maps, and there's a purple flashing square that shows
where you can have a unit move between the two maps.

In the first map, all that's standing in your way are a few Battas; they have
distortion fields, but fortunately they're too weak to really pose much of a
problem; take them out for the morale. Once you get a unit within the Amaterasu
base, then a slightly more ticklish problem in the form of 5 Mudura's appear.
They're as annoying as the one in the other select; fortunately you should
have enough morale, and 2 Distortion Field piercers, to deal with them. As
always with Distortion Field users, Support Attacks involving Ryoko and Sabrouta
are the order of the day. If you don't feel like dealing with them, you can just
rush a unit past them and onto the designated point as well.

Once you've dealt with (or ran away from) the Hokushinshou, all that's left is
to land a unit onto the designated point, and watch the threads of the Prince of
Darkness storyline unfold...

After the scenario, you receive Ryoko and her custom Aestevalis.

------------------------------------------------
Scene 3 Free Select 2 Earth Route Part 1
------------------------------------------------

Starting Units

Tetsuya - Great Mazinger
Jun - Venus A

Reinforcement Units: None

Starting Enemy Units

1x Artificial Intelligence - Gilgilgan

Reinforcement Enemy Units: None

Items: None

Notes: It's the energy feeding Gilgilgan making an appearance again. Tetsuya
and Jun are first on the scene to handle it, and they can do so quite admirably.
A weakening attack by Jun, followed by a stronger one by Tetsuya, will easily
kill off the Gilgilgan...or it's first form anyway. It of course regenerates and
grows after, and your force is in quite a pinch...

------------------------------------------------
Scene 3 Free Select 2 Earth Route Part 2
------------------------------------------------

Starting Units

Boz - Boz Borot

Reinforcement Units

When the Gilgilgan reaches the designated area:

Bright - Neil Aghama
Ryouma - Getter Dragon
15 Units

When the Gilgilgan is destroyed:

Tetsuya - Great Mazinger

Starting Enemy Units

1x Artificial Intelligence - Gilgilgan

Reinforcement Enemy Units

When the Gilgilgan is destroyed:

Jigura - UFO Beast Jira Jira
1x Artificial Intelligence - Gilgilgan
2x Artificial Intelligence - UFO Beast Koa Koa
3x Artificial Intelligence - UFO Beast Gubi Gubi
3x Artificial Intelligence - UFO Beast Jin Jin
6x Vega Soldier - Mini UFO

Items

Space Alloy Gran - Gilgilgan
Apogee Motor - UFO Beast Jira Jira

Notes: Interestingly enough, Boss is used as the bait as the Gilgilgan is only
attracted to normal types of Metal; stuff like Gundarium, Ultra Alloy and Gran
Alloy won't bait it quite well enough, apparently. Both ways, all you have to
do in the opening stages is lure the Gilgilgan to move into the yellow region
helpfully pointed out on the map. Have Mucha use Surveillance to note the
Gilgilgan's range, then try your best to keep Boz out of the longest attack
range it has.

Once you trap the Gilgilgan, the rest of your force pop out ready to beat it's
ass down... but don't get hasty. You have to kill the Gilgilgan on the same
turn you attack it, so don't land some initial hits just for the fun of it.
Bring all your units around to their optimum attacking point, end your turn,
then on the next turn, let the Gilgilgan have it with the usual defensive and
offensive seishin barrage.

When you defeat it, it looks like it's gone for good... until the Vega goons
appear. They then use a rather novel plan; crashing a Motherburn into the
Gilgilgan to let it feed off the resultant energy, and become even stronger.
Again, you'd have to take the new Gilgilgan out on the turn you attack it, so
you'd probably need to end your turn now and do the job on the next turn, or
perhaps just go for the Vega goons first; the Gilgilgan won't move an inch.

As for the Vegans, they're the usual mix of insanely weak Mini UFOs and
not-much-better UFO beasts, along with the shield-wielding Jigura whom you've
already fought before. Bring out your usual tactics to seize the day.

After the mission, Tetsuya and Jun join your team, with the Great Mazinger and
Venus A.

------------------------------------------------
Scene 3 Last Moon Route
------------------------------------------------

Starting Units

Kazuya - Daimos
Kyoshiro - Gulver FX II

Reinforcement Units

On Turn 3:

Domon - God Gundam (Horseback)

When the Gulver reaches the designated point:

Ruri - Nadesico B
Hugo - Main Unit
15 Units

Starting Enemy Units

Albero - Medius Locus
4x Giganos Soldier - Dyne Maff
4x Giganos Soldier - Gebai Maff
8x Giganos Soldier - Drow

Reinforcement Enemy Units: None

Items:

Ultra Alloy Z - Drow
Cartridge - Gebai Maff
Mega Booster - Medius Locus

Notes: Both Daimos and Kyoshiro are slightly outmatched, at the start anyway.
Just like in Select 1, you need to get a unit onto the designated point to call
for reinforcements; Kazuya tells Kyoshiro to go ahead and let him provide a
distraction.

Kyoshiro can easily reach there within 3 or 4 turns, especially if you have him
cast Accelerate. You should probably have Kazuya follow him; although he can
more or less handle the enemies around him, he'd take quite a bit of damage
doing so, and it might be better to save wear and tear on him for now.

Besides, on Turn 3, Domon appears and their combined fighting spirit spikes
them both up to 150 morale. NOW you can kick some serious ass with both the
fighters; you might as well trigger your reinforcements with Kyoshiro and let
them share in the morale as well, though.

The usual Giganos soldiers and their units are nothing special; neither is
Albero either, really. He does retreat, but with Domon and Hot Blood going on,
nailing him for his item is as easy as pie.

After the mission, you receive the Daimos and Gulver FX-II, with their
respective pilots. Your other forces on the other route also join up.

------------------------------------------------
Scene 3 Last Earth Route
------------------------------------------------

Starting Units

Kaine - Dragoon
Tapp - Dragoon
Light - Dragoon

Reinforcement Units

When initial enemies are destroyed:

Quatro - FA Hyaku Shiki Kai
4x Federation Soldier - Dragoon

On player turn after previous reinforcements appear:

Rom - Kenryuu

One turn after previous reinforcements appear:

Kaine - Dragnar Type 1 Custom
Tapp - Dragnar Type 2 Custom
Light - Dragnar Type 3

One turn after previous reinforcements appear:

Bright - Neil Aghama
Hugo - Main Unit
12 Units

Starting Enemy Units

4x Artificial Intelligence - Gebai Maff
2x Artificial Intelligence - Dyne Maff

Reinforcement Enemy Units

After all initial enemies are destroyed:

Gun Jem - Geizam (Retreats below 30%)
Gol - Stark Gebai
Min - Stark Dyne
Ganon - Stark Gandora
Jin - Stark Dowtson
4x Giganos Soldier - Dora
4x Giganos Soldier - Dowtson
4x Giganos Soldier - Gebai Maff
4x Giganos Soldier - Dyne Maff

One enemy turn after previous reinforcements appear:

Albero - Medius Locus

Items: None

Notes: The Dragnar crew are testing the new Dragoons for the federation as
their (supposed) final act as soldiers, and a few AI piloting Giganos mecha
are your test subjects. They're pretty easy to kill, and you more or less don't
need to worry at all about counterattacks, thanks to the EWACs of the Dragoons.
Double Attacks are of course the order of the day; you should waste them by
Turn 2 maximum.

Of course, after the appetizer, comes the main course, and it's the Gun Jem
squadron. You'd learn to hate these guys; a bunch of 5 ragtag mercenaries in
surprisingly tough custom units. Quatro sorties with 4 Dragoons to counter them,
while the Dragnar crew get hurried off to a nearby hatch where Professor Plato
is waiting...

Despite the EWAC bonuses the Dragoons have and will give Quatro, it's still
quite a bit of a mismatch; the Dragoons can surprisingly enough hold their own
against the grunt enemies, but obviously die to the customs. Rom appears on the
next turn, after his usual spiel, albeit on top of Gun Jem's head (^^;); he
isn't that much help though, as you don't want to waste EXP or PP on him, yet
he doesn't fare very well against the bosses without some Iron Wall use. Best
to let him retreat as far as possible as well.

On the next turn, the Dragnar crew pop out with their custom units. They all
also start at 130 morale; a great benefit since it unlocks their awesome
combination attacks, and activates Attacker if you've bought it for them.
The Dragnar crew, aided by D-3's EWAC, Quatro and Rom, should be able to hold
their own fairly easily against grunts, until your own forces arrive on the
next turn.

And with them comes the Medius Locus, who distracted your main force from
appearing faster in the first place. The Medius Locus remains as nothing
different from when you first saw it though, and is possibly even weaker than
the enemy customs running around this stage.

Of all the enemies, Jin's Stark Dowtson is potentially the most dangerous, as
it has an EWAC and can eventually do Bunshin; kill him before he can get the
morale to do so. Also note that Min's Stark Dyne has a MAP weapon that spikes
the evasion and mobility of everything it hits... fortunately they don't have
TOO much HP, so your seishin should last enough to handle all of them
adequately.

After this stage, the Dragnar crew keep their custom units and decide to stay
with the Federation, and particularly your squadron (and get multiple promotions
^^;). Quatro also joins up with his Full Armour Hyaku Shiki Kai, and the force
from the other route joins yours.

------------------------------------------------
Scene 4 First
------------------------------------------------

Starting Units

Jun - Venus A

Reinforcement Units

When initial enemy is reduced below 50% HP:

Tetsuya - Great Mazinger

One turn after enemy reinforcements appear:

Ryouma - Getter Dragon
Michiru - Getter Q

Two turns after enemy reinforcements appear:

Bright - Neil Aghama
Ruri - Nadesico B
Shinji - EVA-01
Asuka - EVA-02
15 Units

Starting Enemy Units

1x Artificial Intelligence - Combined Beast Bong

Reinforcement Enemy Units

When initial enemy is defeated:

Barendos - Motherburn
3x Artificial Intelligence - UFO Beast Giru Giru
3x Artificial Intelligence - UFO Beast Gubi Gubi
3x Artificial Intelligence - UFO Beast Jin Jin
3x Vega Soldier - Mini UFO
1x Artificial Intelligence - Combined Beast Bong
1x Artificial Intelligence - Light Wave Beast Pikudrone

2 turns after enemy reinforcements appear:

Shi-Aen - Breist of the Fire
Shi-Tao - Gallowin of the Water

When the Motherburn is attacked:

3x Artificial Intelligence - UFO Beast Giru Giru
2x Artificial Intelligence - UFO Beast Koa Koa
2x Artificial Intelligence - Aerial Demon Beast Grangen

Items

Ramune - UFO Beast Gubi Gubi
Ultra Alloy New Z - Motherburn
Image Sensor - Breist of the Fire

Notes: Note that just before this mission, you get the chance to name your
squadron. The default name is "Magnet Ten".
Great Mazinger is getting a rework to make the Great Booster usable with it, so
only Jun can launch to face the Bong. Have Jun land, and move her onto the last
square of Bridge terrain; this will give her terrain bonuses, and prevent the
Bong from receiving them. After that, just attack and counterattack; Tetsuya
will pop out when either side goes below half HP, and you can use him to finish
off the first enemy easily.

More Vega enemies show up right after, including a Pikudrone; don't bother
attacking it. After a battle with it, Tetsuya notes that it's light waves seem
to be creating a barrier around it that prevents damage; Jun worries a bit, but
Tetsuya plans to follow Kouji's motto of breaking through barriers, and asks
Kenzou to prepare for the launch of the Great Booster.

On the next turn, the Getter Team show up, telling Tetsuya that the main force
will be here soon; Tetsuya tells them about the Pikudrone, and the Getter team
decide to go after the Motherburn, as it's somehow connected to the light waves
the Pikudrone is emitting... despite this though, don't rush too haphazardly
with the Getter Team; instead, have them assist Tetsuya in taking out the Jin
Jins, who have a pathetic range of 3; both Great and Getter (Liger) has P moves
that can easily snipe them. Have your two healers heal the damage Great is
likely taking from the Pikudrone.

One more turn passes, and two Hau Dragons join in the fun; your own forces
arrive at the same time though, and Asuka and Shinji show them just how to team
up. Despite this, I suggest moving the EVAs as far away from the twin Hau
Dragons as possible; casting Flash for both of them as well; both the EVAs
start with disconnected cables, and the Hau Dragons' Twin Road can easily do
over 4000 damage to pierce the AT Field. You don't have to worry too much about
taking them out either; a certain King of Hell will do it for you, and you don't
want anyone in the way when that happens...

In general, this becomes a standard super enemies scenario, save the Pikudrone;
just have Great block it's attacks every time, and Masato/Masaki will kill off
the Hau Dragons for you in a couple of turns, with the Meiou Attack MAP weapon;
it has a radius of 5, and starts from the northeast corner, so make sure no
one's around that area. To kill off the Pikudrone, all you need to do is attack
the Motherburn once; Tetsuya then gets his chance to kill the Pikudrone with the
Great Booster, which he ably does. The Motherburn will then release more enemies
around it though, most of the 5 digit variety, so try to hit the Motherburn at
the beginning of your turn, to give the rest of your forces time to clear out
the reinforcements.

After this mission, Great Mazinger receives the Great Booster attack. You then
have another multiple Select choice; Select 1 will get Mazinger Z a few new
weapons, and Select 2 gets you Zeorymer (for awhile). Select 3 gets nothing, so
save that for last.

------------------------------------------------
Scene 4 Free Select 1
------------------------------------------------

Starting Units

Kouji - Mazinger Z
Sayaka - Dianan A
Boz - Boz Borot
Maria - Double Spacer

Reinforcement Units

On Turn 3:

Blue Jet - Blue Jet
Rod Drill - Rod Drill
Reina - Power Riser
Jim - Triple Jim

Starting Enemy Units

Deondora - Deondora
Devil Satan 6 - Devil Satan 6
6x Falgos - Falgos
2x Artificial Intelligence - Beast Capture Unit
2x Artificial Intelligence - Beast Unit Orbiton
2x Artificial Intelligence - Beast Unit Fightas
3x Artificial Intelligence - Galpha Principle Unit

Reinforcement Enemy Units

On Turn 3:

6x Artificial Intelligence - Mecha Bishop Demon
3x Artificial Intelligence - Mecha Big Wheel Demon

Items

Repair Kit - Mecha Big Wheel Demon
Anti-Beam Coating - Devil Satan 6
Biosensor - Deondora

Notes: A new photon powered engine is to be installed into the Mazinger Z, one
on the same level as that of Great Mazinger's. Fortunately, the enemies actually
wait until after that's done this time before they attack; Kouji sorties with
two new weapons available, the Big Wheel Rocket Punch and the Super Rocket
Punch. The rest of the Mazinger Z crew, plus Maria, come out to help as well.

Unsurprisingly, Kouji will be your main force at the start. Place him in the
area to the left of the Laboratory, and keep everyone else somewhere safe; Maria
can do decently as a sniper though, with her range 6 post-movement Double
Cutter. The Mazinger Z, with terrain bonuses, basically can't be damaged by the
Gandora enemies, and should be able to deal a lot of damage in return.

On Turn 2, you'll see the reason why the Gandora appeared here; it's another
Data Weapon, this time the Gatling Boar. Now you'd have to protect it as well
until the main force arrives; fortunately you won't have to protect it for too
long, as on the next turn, some Hyakkis arrive, as does the Machine Robo crew
(sans Rom). Drill just about manages to scare away the Boar, and your mission
objective goes back to beating seven shades out of everything in sight.

And to help you do that, the main force comes on Turn 4. After relaying the news
of the escaped Data Weapon, your dudes sortie, and it becomes a pretty easy
scenario. The Gandoras still suck, while the Hyakkis are tougher but easy all
the same. Do the usual crash and bash, saving your seishin for the two
non-generics in Deondora and Devil Satan 6, and making sure none of the Machine
Robo crew get any kills to maximize EXP and PP gain.

After the mission, Mazinger Z receives it's new weapons permanently.

------------------------------------------------
Scene 4 Free Select 2
------------------------------------------------

Starting Units

Masato - Zeorymer of the Heavens

Reinforcement Units

On Turn 4:

Bright - Neil Aghama
Ruri - Nadesico B
15 Units

Starting Enemy Units

Ritsu - Rose C'est La Vie of the Moon (Retreats below 30%)

Reinforcement Enemy Units

On Turn 4.5:

Hidler - Mecha Fortress Demon
10x Artificial Intelligence - Mecha Big Wheel Demon
5x Artificial Intelligence - Mecha Bishop Demon

Items:

Propellant Tank - Mecha Big Wheel Demon
Dust Adapter - Mecha Fortress Demon
Biosensor - Rose C'est La Vie of the Moon

Notes: It's Masato; or rather, Masaki, against the Hau Dragon representing the
Moon. Not a particularly fair fight, given the humongous differences in HP, but
it gets even worse when Masato eventually regains control of himself, and falls
to 80 morale after realizing the situation he's in; I suggest you move Zeorymer
past the Rose C'est La Vie, using Miku's Accelerate, as far as possible into
the city. This should hopefully lead the Rose C'est La Vie to your own squadron
who will pop out later, and who can block his path; fortunately he can only move
3 squares.

On the turn your units come out, you have two options which will probably be
decided by your team formation; if you've been using the Mazingers and/or
Raideen regularly, you can take out Rose C'est La Vie right here and now. The
30% retreat rate means you have to deal roughly 13,200 HP damage to kill it,
and with the combos of the Mazinger team not requiring morale and/or the Psychic
Power of Akira allowing him to cast Yell to activate his strongest attacks
quickly, you should be able to weaken and kill him within two turns. If you
haven't been using either though, you should probably wait out for the Hyakki
Empire to appear, and gain some morale for them to activate your best attacks.
Both ways, be careful of the Rose C'est La Vie; it has the J Kaiser MAP weapon,
which targets 9 squares in front of it, and can easily take out mobile suits in</pre><pre id="faqspan-4">
a single hit. You might want to put Zeorymer with Iron Wall casted near it (and
not on the same line) as bait, as it always prioritizes hitting Zeorymer anyway.

The Hyakki Empire are nothing special; the usual annoying shield-wielding
Big Wheel Demons and the Bishop Demons are old hat, while Hidler isn't much
better. Don't bother going after them; stay right where you are, with the
terrain bonuses and EN recovery of the buildings, and let them come to you,
which they will do within 2 or 3 turns. Then you can have a good ol' fashioned
shoot and punchout, with the winners obvious.

Also, if you're aiming to get the Dijeh SE-R, this is probably the best scenario
to do so. The Hyakki Empire enemies are fairly easy to weaken and kill, and
give decent EXP after Aid or Great Effort, and there's 16 of them; just enough
for two kills for all the pilots you need to raise the level of. There's also
not a whole lot of storyline before the scenario to skip through, and there's
an easy losing condition of having Zeorymer destroyed, which the Rose C'est La
Vie can do easily.

After this mission, Zeorymer of the Heavens joins your squad, as does it's
pilots Masato and Miku.

------------------------------------------------
Scene 4 Free Select 3
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Starting Units

Hugo - Main Unit
Kaine - Dragnar Type 1 Custom
Tapp - Dragnar Type 2 Custom
Light - Dragnar Type 3

Reinforcement Units

On Turn 5:

Bright - Neil Aghama
Ruri - Nadesico B
15 Units

Starting Enemy Units

Albero - Medius Locus (Retreats below 50%)

Reinforcement Enemy Units

On Turn 2.5:

Ganon - Stark Gandora
Jin - Stark Dowtson
3x Giganos Soldier - Dora
3x Giganos Soldier - Dowtson

On Turn 3.5:

Gun Gem - Geizam
Gol - Stark Gebai
Min - Stark Dyne
3x Giganos Soldier - Dowtson
3x Giganos Soldier - Gebai Maff
3x Giganos Soldier - Dyne Maff

Items

Super Repair Kit - Medius Locus
Booster - Stark Dyne
EWAC (Weak) - Geizam

Notes: More of Hugo's past is shown at the start, as Albero tells him not to
take any unnecessary risks on the battlefield, and the demise of Folia...
Geshpensts also make a small cameo here.

Both ways, Hugo and Aqua are sent with the Dragnar team out on a surveillance
mission to scout out the Giganos. The Ds are about to move to the next area
after some blather, but Hugo is slow to respond; and of course the Medius Locus
shows up after that while he's vulnerable. Time to rush the Dragnars back to
assist Hugo...

Have Aqua cast Flash, then wait for your turn before you counterattack. If
you're using the Garmreid, land it move onto the building square next to the
Medius Locus, to perform your strongest move and recover EN for it. While Kaine
and the rest are rushing back, try to make sure they always land on building
squares if possible, to help their evasion rates, and make sure D-2 and D-1
are close to D-3 to take advantage of the EWAC.

On turn 2.5, it goes from bad to worse as half of the Gun Jem squadron really
does appear. Light detects the other half coming soon; in 60 seconds, in fact.
On the other hand, your own force will appear at the designated point in 150
seconds...thus the name of the mission, "Time lag of 90 seconds". The Medius
Locus and Hugo and Aqua should be decently far away from the rest of the
riffraff, so have them stay right where they are. Don't ping the Medius Locus
too hard, though; it runs at half health. The Dragnars should be rushing back
to the point where your reinforcements arrive as fast as possible, but don't
have D-1 outspeed the others; keep them all together to use the Support Defenses
of the other two Dragnars.

On turn 3.5, the rest of the Gun Jem squadron appear, and the grunts start
actively chasing you; just make sure you've pre-casted Concentrate for Light
and Kaine, and maybe Iron Wall for Tapp, and keep them moving to the designated
point, dodging everything that comes their way (unless you think you can safely
counterattack).

Finally on turn 5, your own force arrives, and the whole scenario becomes a lot
easier. Only Albero retreats, and at 8000 HP, a good Hot Blooded attack does
him in easily. When that happens though, the Garmreid or Cerberus will be put
out of commission, so delay it if you want Hugo and Aqua to rack up some more
EXP on this stage. Besides him, the mercenaries are the same as ever, with the
MAP weapon of the Stark Dyne and the sheer agility of the Stark Dowtson the
only things to keep in mind. The big guy himself, Gun Jem, is rather easily
sniped from range 5 outwards.

------------------------------------------------
Scene 4 Last
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Starting Units

Bright - Neil Aghama
Ruri - Nadesico B
Asuka - EVA-02
Rei - EVA-00
Akira - Raideen
15 Units

Reinforcement Units: None

Starting Enemy Units

Vivace - Vivace
3x Allegrato - Allegrato
3x Grave - Grave
12x Dotem - Dotem

Reinforcement Enemy Units: None

Items

Cartridge - Dotem
Chobham Armour - Allegrato
Haro - Grave

Notes: More Rahxephon storyline, with poor Shinji thrown into the mess as well.
Vivace sucks up the Rahxephon and the EVA-01 into "the world of their dreams",
and your dudes have to find a way to get them back; which according to Ritsuko,
the method with the highest chance of success is to blow the hell out of it
with N2 mines and salvage the things inside. Oy.

What your force has to do is to get EVA-02 and EVA-00 next to Vivace, but you
don't really need to do that; it's automatically done for you once you clear all
the enemies besides the Vivace, which is far more rewarding; especially
considering one of the Graves holds a very valuable Haro, so make sure you pop
that one if nothing else.

The enemies are just the usual bunch of Dolems; the Dotems can be taken out in
one hit, the Graves have range problems, and the Allegratos go down fairly
easily, essentially making this a storyline scenario.

Once you kill all the enemies, it flashes back to the alternate reality, where
Ayato is actively rejecting the world he may have wished for to go back to the
"real" reality, and begs Reika to take him back; Shinji of course follows being
the sheep he is. ^^;

Flashback to reality, and all the units are evacuated as the EVAs prepare to
give the Vivace a taste of nuclear power, but Raideen refuses to retreat;
something is calling it... and indeed, Reika comes out. Reika tells Raideen to
sing, to sing it's forbidden song... and Raideen duly follows, unleashing the
God Voice onto the Vivace. This has the effect of freeing both Ayato and Shinji,
who team up to kill off the Vivace in a rather disgusting fashion.

After this scenario, EVA-01 receives the Magrock E Sword, and Raideen receives
it's God Voice and God Voice MAP attack.

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Scene 5 First
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Starting Units

Ginga - Gear Fighter Dendoh

Reinforcement Units

When Daimos is reduced below 50%:

Kazuya - Daimos

One player turn after Daimos is reduced below 50%:

Camille - Re-GZ BWS/Dijeh SE-R

One player turn after Camille arrives:

Akito - High Mobility Black Sarena (Neutral)

One player turn after Akito arrives:

Bright - Neil Aghama
Ruri - Nadesico B
15 Units

Starting Enemy Units

Kazuya - Daimos

Reinforcement Enemy Units

When Daimos is reduced below 50%:

3x Artificial Intelligence - Katonho
4x Artificial Intelligence - Gengorou
4x Artificial Intelligence - Joro

One player turn after Daimos is reduced below 50%:

2x Artificial Intelligence - Katonho
4x Artificial Intelligence - Joro

On enemy turn after the previous enemy reinforcements:

Hokushin - Yatenkou
6x Hokushinshou - Mudura

Items: None

Notes: Daimos and Dendoh do some training, as the Gundam Fighters look on.
The objective at the start is to reduce Daimos to below half HP; go ahead and
use whatever seishin you want to pump Dendoh up, as it'd be refilled once you
fulfill the objective. Sure Hit, Hot Blood, Yell, the works.

The Jovians arrive right after, and again you have two options, either move
Daimos and Dendoh to the middle of the map, where your reinforcements appear,
or take them on with your two martial arts robots. If you choose the latter,
keep both Dendoh and Daimos on land and forest terrain to improve their defense,
and use the Unicorn Drill's Firewall to lessen damage. Most of your damage will
unsurprisingly be done by counterattacks this way.

More enemies show up right where you are on the next turn; but so does Camille,
in the Dijeh SE-R if you fulfilled the conditions for it, or the Re-GZ BWS if
you didn't. Camille in either is more than a match for the Lizards, although the
Dijeh just gets the job done quicker. If you chose the retreating option though,
then you might as well have Camille follow them.

Next up on the enemy list is Hokushin and a group of the ever-annoying Muduras.
At least this time, you actually get to fight Hokushin and his Yatenkou
directly... Kazuya recognizes Hokushin as the one who held Erika into custody,
and Hokushin performs his baddie role to perfection in demanding that Kazuya
stand down and surrender the Daimos if he wants Erika alive; Kazuya flatly
refuses the obviously fake offer, and Hokushin decides to kill him right then
and there instead. Two of the Muduras will chase you, but the other 4 will
stick around Hokushin (although they don't even have Support Defense or
Attack...).

Of course, whenever there's Hokushin, the Prince of Darkness is sure to follow.
The two have their usual deathmatch, although most of the other Muduras also
try to interfere, they can't really do much.

Your force appears soon after, fairly close to the Maduras; if you have been
leading your units to the middle area, you'd also have plenty of Jovian Lizards
to take care of, and subsequently, morale to gain. You'd probably need this
morale; the Muduras are as frustrating as ever, and Hokushin retreats at 50%
HP, with a Distortion Field protecting him, and there's always the possibility
of Akito pinging him too hard. Once again, if you've used the Mazinger crew
regularly, they'd be your saviours in this scenario in terms of defeating
Hokushin; otherwise, hopefully you've gained some morale from killing everything
else, and quick-save at the end of every turn and reload if Akito hits Hokushin
too hard.

Besides Hokushin, the Muduras again are tough nuts, and support from Ryoko and
Sabrouta is recommended. Everything else can't aim to save their life and/or
are very weak anyway. Everything also retreats once Hokushin takes off, so try
and kill everything first, as usual. Also as usual, Akito runs off after.

After the mission, you receive Camille with whatever mecha he came with. For the
next 4 scenarios, your group is split up into 4 groups; the first group,
consisting of the Nadesico B, The Gear crew and the G Gundam crew head out to
find the remaining Data Weapons. The second group, consisting of the Neil
Aghama, the EVAs, the mobile suit team, Raideen and Rahxephon, head back to
Third Tokyo where more Jovians were sighted. The third group, consisting of the
Mazingers and Dragnars, head off to aid the new Dragoons in battling the Giganos
once again, while the fourth and final group consisting of the Daimos team,
Getter team and your main character, get guard duty to protect the Zeorymer
from the other Hau Dragons which are inevitably out for it. The free select
involves choosing which of the first three scenarios you want to play first,
while the 4th scenario must be played last; choose as you wish, as there aren't
any benefits for playing one over the other.

------------------------------------------------
Scene 5 Free Select 1
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Starting Units

Ruri - Nadesico B
Ginga - Gear Fighter Dendoh
Kirakuni - Cell Fighter
Vega - Valkyrie
10 Units

Reinforcement Units

On Turn 3:

Rom - Kenryuu

Starting Enemy Units

Altair - Gear Knight Ogre
1x Virus - Mechanical Virus
1x Error - Mechanical Error
1x Lock - Mechanical Lock
1x Bug - Mechanical Bug
3x Artificial Intelligence - Beast Capture Unit
3x Artificial Intelligence - Beast Unit Orbiton
3x Artificial Intelligence - Beast Units Fightas

Reinforcement Enemy Units

On Turn 3:

Ashura - Ashura
8x Kasmodon - Kasmodon
8x Zalios - Zalios

Items

Ultra Alloy Z - Mechanical Bug
High-Powered Radar - Gear Knight Ogre

Notes: It's time to go installing more Data Weapons. If you wish to make this
stage easier, make sure Dendoh has 10 movement somehow (two Mega boosters).

At the start of the stage, plonk Dendoh right into the Nadesico B, and have
Harry cast Accelerate, moving him to the centre of the map. I'd suggest moving
the rest of your forces there too, as there will be where the main action takes
place.

On Turn 3, the Data Weapons appear, along with the Gandora and Rom; there's
nothing you can do to stop Altair from claiming the Bull Horn though. Instead,
just have Dendoh move onto one of the squares next to Dragon Flare, making sure
that it's one of the two squares that's closer to Gatling Boar, to save it.
Also, move Rom away from the Gandora as far as possible. On the enemy turn,
Altair will move towards the Gatling Boar but won't get there, while some of the
Gandoras may attack Gatling Boar, but most likely won't kill it. When the next
turn comes around, your 10 movement should see you with just enough movement
to get next to the Gatling Boar. Just make sure Hokuto casts Iron Wall and
probably Invincibility as well, as they've got a crapload of Gandoras and Altair
to fend off from there.

The rest of your force should concentrate on getting to Dendoh as fast as
possible and assisting it in destroying everything in sight. Try and kill Altair
first; otherwise he'd unleash unlimited Final Attacks on Dendoh, and he's a
sitting duck once he's used a Final Attack anyway. The Gandoras will probably
rather nicely surround Dendoh, leaving them easy prey for a Hot Blooded MAP
attack.

Besides that, Ashura heads straight for Rom, and is actually the toughest boss
out there; most of your seishin will probably be spent on him. This will also be
the first time you encounter the Mechanical Knights, but they're basically just
enhanced grunts. Clear them all to finish the scenario.

------------------------------------------------
Scene 5 Free Select 2
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Starting Units

Bright - Neil Aghama
14 Units

Reinforcement Units: None

Starting Enemy Units

Rockfel - Dinodilos of the Earth (Retreats below 80% or at turn 3.5)
Giso - Baston of the Mountains (Retreats below 30%)
3x Hokushinshou - Mudura
4x Artificial Intelligence - Katonho
3x Artificial Intelligence - Gengorou
6x Artificial Intelligence - Joro

Reinforcement Enemy Units: None

Items

Repair Kit - Katonho
Large Generator - Dinodilos of the Earth
Mega Booster - Baston of the Mountains

Notes: As expected, the Jovian Lizards and Martian Successors are causing
havoc; as not-so-expected, two Hau Dragons are there as well. There isn't
enough time to ponder their reason for being here though; time to clear them
out, and fast.

Rockfel retreats rather quickly; it's nearly impossible to beat her on a first
game. On repeat games though, Rahxephon or Raideen, with a high Assist Attack
level, Hot Blood, upgraded weapons, an S weapon terrain rating and their
respective Voice attacks, might be able to do the needed 38,000 HP or so damage.
That entails rushing at least 4 units along with Rahxephon or Raideen into the
middle of the fracas though, which might not be entirely worth it.

If you just want to clear the stage, there isn't much standing in your way.
There's a couple of troublesome Muduras, but you should be easily used to them
by now. The Katonhos have a fair bit of HP and a Distortion Field, but are weak
as hell and can't aim, while the other Jovians are laughable. The Baston is a
fair problem though; it has a super-long range and extremely tough armour.
Defend any hits you take from it, or it might just OHKO your weakly-armoured
mobile suits.

When you reduce the Baston below half HP, it moves to the nearby hill and gets
ready to launch it's trump card; nuclear missiles. Your dudes are told to kill
it and fast, but they don't need to in the end; a safety lock prevents Giso
from using them, in a most anti-climatic fashion. You'd still have to travel
even further to take Giso down though. He retreats at 30%; Rahxephon supported
by Raideen, or Unison Kick, or Double Mega Launcher, or any combination of those
should easily do the required damage.

------------------------------------------------
Scene 5 Free Select 3
------------------------------------------------

Starting Units

Kaine - Dragnar Type 1 Custom
Tapp - Dragnar Type 2 Custom
Light - Dragnar Type 3
Kouji - Mazinger Z
Sayaka - Dianan A
Boz - Boz Borot
Tetsuya - Great Mazinger
Jun - Venus A
Duke - Grandizer
Maria - Double Spacer
Hikaru - TFO

Reinforcement Units

On Turn 4:

Reina - Power Riser
Rod Drill - Rod Drill
Blue Jet - Blue Jet
Jim - Triple Jim

Starting Enemy Units

Gol - Stark Gebai
Min - Stark Dyne
Ganon - Stark Gandora
Jin - Stark Dowtson
6x Giganos Soldier - Dora
4x Giganos Soldier - Dowtson
4x Giganos Soldier - Gebai Maff
6x Giganos Soldier - Dyne Maff

Reinforcement Enemy Units

When Dragnar Type 1 Custom passes by a certain point or on turn 3.5:

Gun Jem - Geizam

Items

Propellant Tank - Stark Gebai
Jammer - Stark Dowtson
Apogee Motor - Geizam

Notes: Depending on how well leveled your units are, this can be an easy or
hard mission. Whether you've used them or not though, I suggest taking a
defensive position, with the three Mazingers on buildings to increase their
defense and get an EN bonus, while the Dragnars will benefit from the Evade
bonuses. Leave the healers even further behind, as well as D-1; you'd see why
soon enough.

The enemies will more or less come in waves; have your Mazingers, D-2 and D-3
deal with them as they come, using the more maneuverable Dragnar units to
weaken and the Mazingers to kill. The custom units will of course be a bit more
of a problem; save your EN-sucking combination attacks for them. In the short
breaks between waves (if any), move your healers in to do their stuff. You'd
also once again praise the Godliness of the TFO, which attracts attention like
no one's business and dodges like the dickens, taking the heat off your more
valuable units.

On Turn 3.5, Gun Jem will come and deliver a critical blow to the D-1, which
renders it useless. As a losing condition is to let -anyone- die, including 10
HP Kaine, you can see why you left him at the back now. ^^; On Turn 4, Kaine
does manage to make contact with the rest of your dudes, but still remains
useless; you can at least heal him now though. The Machine Robo crew also pop
out to help fend off the Giganos, but they won't really be of much help, with
the exception of Jet; you shouldn't let them be help anyway, as they'd steal
your precious PP as usual.

Once again, the most troublesome units will be Min with her Molotov Cocktail of
Doom and Jin with his ever-annoying Bunshin. Kill the first as soon as possible
before she can spike your units' mobility, and use a generous dose of Sure Hit
to take care of the latter.

------------------------------------------------
Scene 5 Fixed Select 4
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Starting Units

Masato - Zeorymer of the Heavens

Reinforcement Units

When Masato is reduced below 30% HP:

Hugo - Main Unit
Kyoshiro - Gulver FX II
Kazuya - Daimos
Ryouma - Getter Dragon
Michiru - Getter Q

2 turns after Masato is reduced below 30% HP:

Ruri - Nadesico B
13 Units

Starting Enemy Units

Ritsu - Rose C'est La Vie of the Moon

Reinforcement Enemy Units

When Masato is reduced below 30% HP:

3x Hokushinshou - Mudura
2x Artificial Intelligence - Katonho
4x Artificial Intelligence - Joro

On enemy turn one turn after Masato is reduced below 30% HP:

Albero - Medius Locus

Items

Cartridge - Mudura
I-Field Barrier - Katonho
Image Sensor - Rose C'est La Vie of the Moon

Notes: Ritsu and Masaki get ready for round 2, and your first thing to do is to
get Zeorymer utterly trashed. When it does attack once, your other dudes note
that the Zeorymer's chest seems a little empty; they figure out that Miku isn't
there for some reason, and your dudes get ready to sortie to assist "Masato".

Anyway, as said earlier, get Zeorymer below half HP to trigger reinforcements
from both sides. However, you definitely want to trigger it on -your- turn
instead; if you trigger it on the enemies' turn, you'd be giving the Muduras
and Katonhos free shots on your healers, which is Not A Good Thing. To ensure
that this happens, you might want to cast Iron Wall at the start of the first
turn to ensure that the counterattack and enemy phase attack won't do enough,
and that the second turn attack will weaken you sufficiently.

When both sets of reinforcements arrive, move your healers away from the action;
they will almost certainly get sniped by the Muduras and killed otherwise. Keep
Daimos and your main character on the ground, to benefit from the mountain
terrain, and switch Getter to Liger form, and cast Flash and Invincibility on
it. Take out the Joros first for morale, then move on to the Muduras, and leave
the Katonhos for last, as they take a while to kill, but aren't as dangerous.
Go ahead an expend seishin on the Muduras too, for Daimos and maybe Getter
anyway.

Albero shows up in a little while and Hugo goes off to another deathmatch with
him, this time telling Aqua to release the limiter on the TE Engine. This puts
Hugo at 130 morale; unfortunately, the Medius Locus has a considerable HP boost
to go with it. Do the usual and have Aqua cast Flash while using a strong
counter on the enemy turn, while Getter and Daimos clean up. If Medius Locus
gets close to half HP though, stop attacking it just in case you ping it below
that.

And let's not forget about Zeorymer. He should be casting Iron Wall and running
like a dog to the river area in the corner; your next reinforcements show up
there, and can handle the Rose C'est La Vie when they do appear. Do cast Trust
on him if his HP gets too low.

When the reinforcements do appear, send them on an all-out attack on Rose C'est
La Vie, again holding back slightly just before it hits half HP. When it gets
close to it, cast Bless and Aid on Zeorymer, and knock the Rose C'est La Vie
below half HP. Ritsu then reveals his true self; a girlish face that he
apparently cannot live with (he obviously hasn't seen recent anime). Ritsu is
just about to finish Zeorymer off, when Masaki takes over again, and calls for
the Dimension Coupler System; cue creepy cut-in movie of the Dimension Coupler
System in "action". Ritsu then falls rather quickly to the attack from the King
of Hell. Masato then regains consciousness and immediately starts self-angst
mode, and flees the map.

As for Albero, his 23,000 HP or so retreat level is fairly high. You have two
main options to kill him; Getter Liger Hot Blooded Getter Change Attack
supported by something strong (like Burning Breaker or Terminus Cannon), or
Domon with Hot Blood and 3 Assisters in a Hot Blooded Assist Attack Seikha
Tenkyouken; both should do enough damage for the kill.

When that happens, the Medius Locus STILL won't die; in fact, it evolves into
a new unit with the help of AI1. It requires 35 seconds of regeneration, which
Hugo looks to take advantage of immediately, but a quick word from Eldy stops
Aqua, and the main unit, in it's tracks. Eldy's taunts and verbatim sufficiently
buy enough time for the regeneration to be complete, and the new Medius Locus
immediately messes up the main unit something fierce, smashing right through
the cockpit... Calls for the main unit are eventually answered by Aqua, who
then gets freaked out by the state of Hugo's seat. Albero and Eldy then retreat,
and the main unit is quickly recovered in all it's damaged glory...

Surprisingly enough, Hugo somehow survived that blow; a real tough guy, as
Chibodee calls him. Aqua visits, and feels responsible for Hugo's injuries, but
he notes that he behaved the same way when he found out Albero was in the
Medius Locus too. More importantly, he wants to know what Aqua will do; she
says that  she'd try to persuade Eldy the next time she sees her, but if that
doesn't work, she's prepared on what she must do... and Hugo is fine with that
answer. Hugo then tells her about his medicine and how it preserves his body,
as well as his suspicions about Savad... who of course takes that opportunity
to show up. He then introduces the new machine for them to use; the Cerberus
Ignite or the Garmreid Blaze, with the G frames made for close-range high-speed
combat piloted by Hugo, and the S frames made for long-range artillery combat,
piloted by Aqua. You get a chance to rename the unit as well.

Zeorymer disappears after this mission; you'd get him back soon enough though.

------------------------------------------------
Scene 5 Last
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Starting Units

Bright - Neil Aghama
Ruri - Nadesico B
Hugo - Main Unit
Ginga - Dendoh Gatling Boar
15 Units

Reinforcement Units

On Turn 3:

Masaki - Zeorymer of the Heavens (Neutral)

Starting Enemy Units

Giso - Baston of the Mountains
Saiga - Omzack of the Lightning
Rockfel - Dinodilos of the Earth

Reinforcement Enemy Units

On Turn 2:

Ragou - Ragou

On Turn 2.5:

4x Artificial Intelligence - Beast Capture Unit
4x Artificial Intelligence - Beast Unit Fightas
4x Artificial Intelligence - Beast Unit Orbiton
4x Artificial Intelligence - Galpha Principle Unit

Items

Repair Kit - Galpha Principle Unit
Starlight Shrine's Protection - Beast Unit Fightas
Wolf Crest - Beast Capture Unit

Notes: It almost looks like you're going to be able to actually kill off a Hau
Dragon yourself for once, as 3 of them face off to you at the start; albeit
right across the whole map, and on turn 2, you're quickly distracted by a
certain two-headed data-weapon-poisoning beast. The Data Weapons (besides Boar)
immediately rush it in a frenzy, and you'd have to kill Ragou quickly (or
rather, scare it off) before any of the Data Weapons die.

Ragou retreats at around 30%, but it's pretty hard to get to that level, if
only because it defends on your turn and attacks, twice, on it's turn. To
ensure that it doesn't do too much damage with it's double movement, make sure
Dendoh is always within range and has defensive seishin cast when you end your
turn, as Ragou will always prioritize Dendoh over everything else. You'd also
have to combat it with low morale; fortunately a bunch of Galphas show up to
help you in that respect on the next enemy turn.

On Turn 3, Masaki shows up again, and more head-aching Zeorymer story scenes
occur between the "father" and his clones. They can pretty much wail on each
other forever; the Zeorymer has HP regeneration for this stage, so it can take
care of itself while you roll over the Galpha.

You can actually kill Ragou off in this stage; A little weird thing about this
game is that if the enemy defends, if the attack would kill him normally if he
doesn't defend but survives if he does, he'd choose to evade it instead... you
can use this to your advantage by having a single attack of sufficient power to
hit the damage limit. the only real method without massive upgrading is a God
Gundam Seikha Tenkyouken with 3 Assisters. Whether or not you kill Ragou, it \
infects both Unicorn Drill and Leo Circle with it's virus, then runs off.

Once all that's done, head on over to the 1v3 battle in the corner. Story events
kick in once any of them is reduced below 60% HP or so; you'd probably need
Domon again, or another person with Assist Attack, or a combination attack
supported by a combination attack, to do the needed damage if you really want
the EXP, cash and PP. Regardless, Masaki then blows them all up, by himself.
Again.

More story scenes after as the end of Zeorymer is lifted straight out of the
anime and into the MX timeline; the game just "expands" on it a bit more, with
the Gandora messing into the end of the Hau Dragons. Rom and co save Masato
though, and brings them back to your force.

After this mission, the Machine Robot crew joins up, and Zeorymer returns
permanently. Your force is once again split into two; the Nadesico B, with the
Mobile Suits team, Dendoh team, Aestevalises, Daimos, and the Machine Robo crew
head off to the Galpha base to try and obtain a DNA sample of Ragou to cure Leo
and Unicorn as well as stop the Mass Driver, while the Neil Aghama, with the
Mazingers, Getters, Gundam Fighters, Dragnars, EVAs, Raideen and Rahxephon stay
on earth to fend off Giganos and more Super enemies. Going on the space route is
a condition to receive the Full Armour Dendoh, so choose that way if you want a
chance at unlocking that secret.

------------------------------------------------
Scene 6 First Space Route
------------------------------------------------

Starting Units

Ruri - Nadesico B
Amuro - Nu Gundam
Quatro - FA Hyaku Shiki Kai
Ginga - Gear Fighter Dendoh
15 Units

Reinforcement Units: None

Starting Enemy Units

Malliot - Falgen Maff
Dan - Gelf Maff
Wellner - Yact Gelf Maff
Carl - Rebi Gelf Maff
9x Giganos Solider - Dyne Maff
15x Giganos Soldier - Gebai Maff

Reinforcement Enemy Units: None

Items

Propellant Tank - Dyne Maff
High-Powered Targeting Device - Yact Gelf Maff
Thruster Module - Falgen Maff

Notes: A no-frills scenario between the Practice and various Giganos grunts,
and your collection of Mobile Suits with a few Super Robot backups. Two slight
conditions; serious upgrades on the enemy's mecha, with more endurance, shields,
and the Practice are even sicker, with 25,000-40,000 HP. By now though, you've
probably had the chance to give your own force some upgrades as well, so that
just makes the fight ever so fairer. The other difference; the winning
condition. You need to get the Nadesico B onto the designated point, right
across the map and surrounded by Gebai Maffs. You also get to see Malliot trade
ideologies with the Gundam crew; can you tell some wavering is going on here?

The only major problem on this map is of course the Practice, who are also
clumped together to take advantage of Support Defenses and Attacks. You can use
this to your advantage by peppering the Practice members with Double Attacks
also hitting the Falgen, in order to weaken the Falgen while taking a less
strong (or easier to dodge) counterattack. Also, as usual, try to nail the Rebi
Gelf Maff first, in order to kill off the EWAC bonuses it gives to everyone
else; you'd probably need to cast Concentrate and other defensive seishin to
survive otherwise.

Once they're done with, as long as you've just rushed everyone forward as soon
as possible, you should be able to get to the mass of Gebai Maffs with 3 or so
turns to spare. You can either just clear a single path through and land the
Nadesico and finish the stage, or of course clean up house. Double Attacks are
again the order of the day, or alternatively, you could clean up with a MAP
attack; the Nadesico's Gravity Blast MAP especially has a nice big range that
can hit the majority of them. Choose your poison.

------------------------------------------------
Scene 6 First Earth Route
------------------------------------------------

Starting Units

Ryouma - Getter Dragon
Michiru - Getter Q
Hugo - Main Unit

Reinforcement Units

3 turns after the Mecha Fortress Demon is attacked:

Bright - Neil Aghama
15 Units

Starting Enemy Units

1x Artificial Intelligence - Mecha Fortress Demon
2x Artificial Intelligence - Mecha Bishop Demon
2x Artificial Intelligence - Mecha Big Wheel Demon
2x Artificial Intelligence - UFO Beast Giru Giru
2x Artificial Intelligence - UFO Beast Jin Jin
2x Artificial Intelligence - UFO Beast Gubi Gubi
6x Vega Soldier - Mini UFO

Reinforcement Enemy Units

3 turns after the Mecha Fortress Demon is attacked:

Zuril - Motherburn
2x Artificial Intelligence - Vega Beast King Gori
2x Artificial Intelligence - Vega Beast Zume Zume
3x Artificial Intelligence - Aerial Demon Grangen
2x Artificial Intelligence - Combined Beast Bong
8x Vega Soldier - Mid UFO

Items

Mega Booster - Motherburn
Screw Module - Mecha Fortress Demon
Cartridge - Combined Beast Bong

Notes: The Getter Team is called back to the Saotome Lab in order for Professor
Saotome to work on their machines a bit; he has a new weapon in mind apparently.
Hugo and Aqua is sent with them as an escort, and of course they need one,
because the Hyakki Empire strike just about then. At least they waited for the
rework to be finished.

Your first job as the stage starts is to run in and get a hit on the Mecha
Fortress Demon ASAP; doing so will make your reinforcements appear faster. You
should be able to do this within turn one using either your main unit or Getter
Liger. After that happens, you can either try and take everything on or run all
the way back and protect the Saotome Laboratory. When you do attack the Mecha
Fortress Demon, you'll deal no damage; Professor Saotome notes that it's
equipped with armour that seems similar to the light waves that the Pikudrone
used a couple of scenes ago. Right now you can't do anything except block it's
path with three units, but as long as you nailed it on the first turn, it won't
be able to get to the Laboratory in time anyway.

The rest of the enemies are your bog-standard Vegan and Hyakki Empire enemies.
Getter may be a bit fragile against them, but either form of the Cerberus and
Garmreid Blaze S with shield and TE Sphere is actually quite sufficient in
taking them all down. If you wish to spread the kills though, just retreat back
near the laboratory and wait for 3 turns to pass.

On the 4th turn, Professor Saotome will finally unveil what he did to the Getto
Machines, and tells the three to use the new attack, which should provide a
sufficient amount of energy to deal damage to the Mecha Fortress Demon. The
Getter team duly do so, getting the timing down pat from the get go (if they can
get the combine timing down to a pat, that shouldn't be too hard), and kills the
Mecha Fortress Demon straight off. Zuril gets pissed and sends the rest of his
force out, which is matched by your own force.

Now it becomes a fairly standard throw-down between your group and the Super
enemies, although the Super enemies now have some upgrades to them. The
Motherburn is still a big flying piece of crap though; you probably won't even
need any seishin to kill it.

After the mission, Getter Dragon permanently receives the Shine Spark attack.

------------------------------------------------
Scene 6 Fixed Select 1 Space Route
------------------------------------------------

Starting Units

Ruri - Nadesico B
Rom - Kenryuu
Dendoh - Gear Fighter Dendoh
Kirakuni - Cell Booster
15 Units

Reinforcement Units: None

Starting Enemy Units

1x Virus - Mechanical Virus
1x Error - Mechanical Error
1x Lock - Mechanical Lock
1x Bug - Mechanical Bug
6x Artificial Intelligence - Galpha Principle Unit
6x Artificial Intelligence - Beast Unit Orbiton
3x Artificial Intelligence - Beast Unit Fightas

Reinforcement Enemy Units

When enemies are reduced to 2 or less:

Ragou - Ragou

One enemy turn after Ragou arrives:

3x Artificial Intelligence - Beast Capture Unit

When Ragou reaches the designated points:

Devil Satan 6 - Devil Satan 6
Berg - Iron Sand
3x Artificial Intelligence - Phenomena
5x Kasmodon - Kasmodon
5x Falgos - Falgos

Items

Cartridge - Beast Capture Unit
Apogee Motor - Mechanical Lock
Biosensor - Iron Sand

Notes: Time to go and (try to) save the Leo and Unicorn. The Galpha aren't
stupid enough to send Ragou out immediately anyway; you get a bunch of grunts
to play with instead. They're all upgraded forms, but still aren't much cop;
you've handled them time and again, so you just have to make a slight allowance
for stronger attacks and higher endurance.

After you beat up the Galpha enough, the big boy comes out to play. To fulfill
the mission conditions, you'd have to lure him into the one of the designated
4 squares without killing him; a couple more grunts follow him, but they're
easily killed as well, and Ragou goes straight after Dendoh. Have everyone else
finish off the stragglers, then move Dendoh back towards the designated point,
casting Iron Wall and other defensive seishin to take the attacks Ragou will be
giving it; it's nearly impossible to escape damage from it with its double
movement and high movement range.

You may actually have a slight problem getting Ragou into the designated point
as it's maximum movement range leaves it exactly one square outside the
designated point. If this happens, use your other units to form a defensive wall
around the designated point with one point of entry (which Ragou should be able
to access easily), and placing Dendoh on the opposite side but within range of
Ragou's 3-6 post movement attack. For example:

 R

OPPO
OPPO
OOOO

 D

Where P is the designated point, O are friendly units, R is Ragou, and D is
Dendoh. As long as Ragou can't reach Dendoh in any other way, it will go through
the middle and into the designated point to do so. You should save at the
beginning of your turn though, so that you can rearrange your units just in
case you mess up.

When you eventually get Ragou on the designated point, it all looks to be going
swimmingly, until... "When there is Light, there is Darkness. When there is
Justice, there is Evil." -_-; Devil Satan 6 appears and steals Rom's schtick
quite nicely, along with Berg who is essentially another typical Machine Robo
boss, and the usual bunch of Gandora grunts. There are three Phenomena to make
up the gap between the bosses and grunts though, not that they're a threat or
anything. In fact, you can completely ignore them if you wish; the condition
changes to lowering Ragou's HP below 30%. Of course, you might as well clean
them up while they're there, and leave Dendoh as bait for Ragou to attack.

Ragou's up to his usual tricks of defending on his turn; this makes him harder
to reduce to the required amount, but conversely, also leaves other units
completely safe due to it's rage for Dendoh. Beat on it for awhile until it
goes below 30%, then bask in the glory of the reborn and combined Unicorn Drill
and Leo Circle. Just remember not to kill it...

After this mission, Dendoh can now use the Kiba form of Dendoh.

------------------------------------------------
Scene 6 Fixed Select 1 Earth Route
------------------------------------------------

Starting Units

Bright - Neil Aghama
15 Units

Reinforcement Units

One turn after enemy reinforcements appear:

Kaine - Dragnar Type 1 Custom
George - Gundam Rose

Starting Enemy Units

Gol - Stark Gebai
Ganon - Stark Gandora
10x Giganos Soldier - Dora
10x Giganos Soldier - Gebai Maff

Reinforcement Enemy Units

When all initial enemies are defeated:

Gun Jem - Gilgazamune
Min - Stark Dyne
Jin - Stark Dowtson
6x Giganos Soldier - Dowtson
6x Giganos Soldier - Dyne Maff


Items

Repair Kit - Stark Gebai
EWAC (Weak) - Stark Dowtson
Image Sensor - Gilgazamune

Notes: Before the mission starts, Kaine is shown training with George;
apparently Kaine finally wants to be able to have swordsmanship on par with
that of Gun Jem. He's not doing too well though, having already lost 144 times.
George tries to teach him the ways of Abandon; to abandon what your sight sees
and use other functions to sense the movement of the attack. Kaine vows to learn
this by the 150th try; just then of course the enemies decide to strike, and
Tapp and Light tell Kaine to stay here; as he is now, he'd be a sitting duck to
Gun Jem, and tells him to come out only when he's sure he can match him.

Ironically enough, Gun Jem isn't even in the starting enemies; rather, it's the
two suckiest of the mercenary group, Ganan and Gol. This time they've got plenty
of grunts with them though, and they're ALL upgraded; the grunts likely won't
die in a single hit this time, while the two non-generics have heavily upgraded
custom units to the tune of 30k++ HP. At the start, I'd suggest moving your
entire force down to the building terrain; since you'd be using mostly Supers as
this is the Earth route, the defense and EN bonuses the buildings give will be
very helpful in maintaining high SP levels and low damage. Just be careful of
the Doras; they do have a range of 8, so if they're sniping you, move your own
units back a bit to lure them within range.

The two custom units on show may be a little tough to beat without seishin
usage, so go ahead and spend some if needed. The second part of the stage can be
easy or hard, depending on what you want. You should have enough SP for two
rounds of attacking seishin anyway, and a few healing units and the defensive
boosts of the Building terrain should ensure that any damage taken should be
nulled fairly quickly.

The rest of the mercenary group come along after you clear out all the initial
enemies. If you're in the city part of the map, they'd start a fair bit away
from you; on the next turn though, Gun Jem will rush the Aghama and whack it
quite harshly. Kaine then comes out with George, and shows the rest of the crew
the fruits of his hard work, by repelling Gun Jem's sword with his own. Don't
forget to heal up the Aghama after this turn...

Now, you have two options. If you want to get this map over with quickly, aim
everything you have at Gun Jem; once you reduce him to 50%, his Gilgazamune's
Berserker System will activate, and he'd end up moving to where Jin is and
slicing him into pieces. Min will also flee at this point, reliving you of two
headaches. The Gilgazamune will then start attacking whatever's closest to it,
ala Dummy Plug EVA-01. With the Gilgazamune killing all the grunts for you, you
can just sit back and watch the carnage, dealing with the occasional straggler
that comes your way, then blast Gun Jem with your best seishin-powered attacks
once he's done murdering his own army.

The second, and more profitable option, would be to move EVERYONE away from the
Gilgazamune except Kaine. You should do this as the Gilgazamune does have a
rather painful MAP attack, so just leave Kaine as bait, having him cast
Invincibility on every turn. When you kill Jin or Min, the Gilgazamune will
power up with Hot Blood, Iron Wall, Sure Hit and Flash, but as long as you don't
have Kaine attack on the player's turn and keep casting Invincibility every
turn, he's basically invincible no matter what Gun Jem does. Just counterattack
as it's safe to do so, even if it's only to dispel the effects of Flash on Gun
Jem. The rest of your force, meanwhile, can focus on taking out all the grunts
and the two more dangerous custom units. They should basically be treated the
exact same as the previous bunch, including the massive upgrades they have
received. Just be careful of the usual things you've already known from
fighting them so many times before, i.e. Min's Molotov cocktail of doom and
Jin's Bunshin. Once you've dealt with them, send your force back to deal with
Gun Jem; he will still activate the Berserker system and spell up once he
reaches 50%, but he'd also move away from your units, giving you time to catch
your breath and nail him from afar. Take him out, and finish the Gun Jem squad
for good... almost.

After this scenario, Kaine's innate skill, Abandon, is unlocked.

------------------------------------------------
Scene 6 Fixed Select 2 Space Route
------------------------------------------------

Starting Units

Malliot - Falgen Maff
Dan - Gelf Maff
Wellner - Yact Gelf Maff
Carl - Rebi Gelf Maff

Reinforcement Units

When the Mass Driver is destroyed:

Ruri - Nadesico B
15 Units

When the first wall is broken:

Akito - High Mobility Black Sarena (Neutral)

Starting Enemy Units

11x Giganos Soldier - Drow
6x Giganos Soldier - Dyne Maff
7x Giganos Soldier - Gebai Maff

Reinforcement Enemy Units

On Turn 2:

Dorchenov - Dyne Maff
2x Giganos Soldier - Gebai Maff

When the Mass Driver is destroyed:

3x Giganos Soldier - Drow

When a unit reaches the second part of the map:

4x Giganos Soldier - Dora

When the first wall is broken:

3x Hokushinshou - Mudura

When the second wall is broken:

Hokushin - Yatenkou (Retreats below 50%)
3x Hokushinshou - Mudura

Items

Jammer - Gebai Maff
Mudura - Ramune
EWAC (Weak) - Yatenkou

Notes: In a so-typical plot twist it hurts, Dorchenov assassinates the leader of
the Giganos and blames it on Malliot in order to accede to the role himself.
Fortunately for Malliot, not everyone is inclined to believe fatface; not least
the Practice, who are ever willing to help out their commander. Malliot tells
them to hurry off by themselves though; there's one thing he must do, to fulfill
the dying wish of the leader; destroy the Mass Driver.

You can more or less do this on Turn 2. Simply have Malliot cast Accelerate and
move as close to the designated point as possible, casting Concentrate to keep
your dodge rate high, and leave the rest of the Practice within the bunker,
where they won't be harmed. Malliot should easily dodge everything that's thrown
in his way on Turn 1.5, and on Turn 2, Dorchenov turns up to play. Dorchenov
constantly casts Great Perseverance once he drops below 50% HP, but you can
actually reduce him to 0 HP with a well-timed Hot Blooded 3-Grouped Multi
Discharger. There's no real point in doing so though, as he gives the same EXP
as you would for just hitting him, and he casts Great Perseverance again
immediately after anyway. Just cast Hot Blood, and use the 3-Grouped Multi
Discharger on the Mass Driver to finish it off; Malliot will complete his
mission, then get gangbanged. Don't worry though; it'd take more than that to
kill him off.

Your force shows up a little later, all ready to mess up the Mass Driver; too
bad they're a couple of turns too late. You still have the masses of Giganos
to clear up though, and the base to infiltrate. All the Giganos are the usual
hat, albeit somewhat upgraded; hopefully you didn't kill any with Malliot to
leave the EXP, PP and morale for your main force. Also, remember this is the
last scenario for you to fulfill the kill conditions to permanently receive the
Full Armour Dendoh.

As for the mission objective, it's as simple as getting into the bunker and
breaking open a door. When that happens, 3 Muduras come out to play; somewhat
tough, but by now you should be used to them. Black manta ray also comes out to
assist you in killing them again, but won't do much else after. You then have
to break a SECOND door, and Hokushin and a few more Muduras are revealed within.
Akito will rush over and face off with Hokushin again; have your force kill off
the Muduras for that turn, have Hokushin and Akito attack each other twice,
then clean up the Yatenkou. It retreats below 50%, but if you managed to do it
a couple of scenes ago, this won't be much harder.

After capturing and securing the base, just like a bad egg, Altair pops up...
and this time he snatches Vega from your force. This has a rather negative
effect on Ginga and Hokuto, whose demoralization from the dastardly act causes
the Data Weapons to desert them, and Altair "kindly" gives them a new home. At
least Rom manages to somewhat save things by keeping Altair from totally killing
off Dendoh...

The Prince of Darkness runs off AGAIN after this scenario. You also obviously
cannot use Vega for the next scenario.

------------------------------------------------
Scene 6 Fixed Select 2 Earth Route
------------------------------------------------

Starting Units

Elvy - Vermillion

Reinforcement Units

On Turn 3:

Kiral - Mandala Gundam

When 3 enemies are defeated after Kiral appears:

Bright - Neil Aghama
Domon - God Gundam (Horseback)
Allenby - Nobel Gundam
Akira - Raideen
15 Units

Starting Enemy Units

6x Zombie Soldier - Death Birdie
4x Zombie Soldier - Death Army

Reinforcement Enemy Units

On Turn 3:

Michelo - Gundam Heaven Sword
8x Zombie Soldier - Death Birdie
3x Zombie Soldier - Death Army

When enemies are reduced to 6 or less:

Chapman - Grand Gundam
1x Zombie Soldier - Walter Gundam
12x Zombie Soldier - Death Army
12x Zombie Soldier - Death Birdie

Items

Super Repair Kit - Gundam Heaven Sword
High-Powered Targeting Device - Walter Gundam
High-Powered Radar - Grand Gundam

Notes: Elvy is basically invincible at the start. None of the starting units
actually attack her, but if they do, her Counter skill and the Bowcircasl (L)
will easily kill it with no damage to her, and when you get enough morale for
her, you can then kill Death Birdie pairs with a single Double Attack from the
Bowcircasl (R). Go ahead and murder some Death Birdies with it now, using Hot
Blood if the damage isn't quite enough yet.

On Turn 2, the mission objective changes to protecting the giant Raideen statue
at the opposite corner of the map. You might be tempted to have the Vermillion
Accelerate all the way there to guard it; don't bother, you'd have someone
coming along to do so soon enough. Just keep blasting up more Death Birdies.

On Turn 3, enemy reinforcements show up; it's Michelo and the Gundam Heaven
Sword, along with another bunch of Zombie soldiers. 4 of the Death Birdies also
manage to surround the Vermillion, but Kiral then pops up to save the day. He
tells Elvy to hold on until Domon and the rest get here, and they can very much
easily do so. Elvy is still near-invincible, and when you plonk Kiral and his
Mandala Gundam onto the spot you're supposed to protect, he becomes
near-invincible as well, with huge terrain bonuses and HP/EN regeneration.
</pre><pre id="faqspan-5">
After you kill off enough enemies, your own force arrive. Note that Rahxephon
can't be sortied, but Raideen gets a morale boost as well. For once though, even
though you (likely) outnumber the enemy as it is now, don't get too cocky; once
you reduce enemies down to 6 or less, a veritable army of Zombie soldiers, along
with Chapman, come along to actually make this scenario a bit harder than your
typical pushover. Try to activate them early on your turn to ensure a minimum
of muss and fuss; otherwise, they might actually be able to surround and kill
one of your weaker units.

As for the enemies, they're pretty old hat really. The Death Armies and Birdies
have gotten some upgrades, but they're still weak in terms of attack power, and
go down fairly easily regardless. Of the bosses, Michelo will probably pose the
most problems as he has pretty high evasion, but that's nothing a Sure Hit won't
fix. Chapman is pretty easy meat, and the Walter is piloted by a pathetic
Zombie Soldier anyway. Do the usual of getting morale from the grunts and
spelling up for the bosses to finish this mission.

After this stage, you receive Kiral in his Mandala and Elvy in her Vermillion.

------------------------------------------------
Scene 6 Fixed Select 3 Space Route
------------------------------------------------

Starting Units

Ruri - Nadesico B
Ginga - Full Armour Dendoh
Kirakuni - Cell Booster
Ryoko - Aestevalis C Ryoko
Hikaru - Aestevalis C Hikaru
Izumi - Aestevalis C Izumi
15 Units

Reinforcement Units: None


Starting Enemy Units

10x Artificial Intelligence - Galpha Principle Unit
10x Artificial Intelligence - Beast Unit Orbiton
5x Artificial Intelligence - Beast Unit Fightas

Reinforcement Enemy Units

On Turn 3:

3x Artificial Intelligence - Beast Capture Unit

When a unit goes into the ship:

Altair - Gear Knight Ogre
6x Artificial Intelligence - Galpha Principle Unit
6x Artificial Intelligence - Beast Unit Fightas
3x Artificial Intelligence - Beast Capture Unit

When Altair is damaged:

Altair - Ogre Viper Whip

When Altair is damaged below 50%:

Altair - Ogre Bull Horn

Items

Mother's Stew - Ogre Bull Horn
Ultra Alloy Z - None
Haro - None

Notes: Full Armour Dendoh! Savour this stage, as this is likely the only stage
you'd get to use it, unless you've followed the first conditions of course. Do
note the background music as well. ^^;

The latest baka trio is also reunited, and now you get to use the Formation
Attack for the Aestevalises. You don't really need them though; the initial
units are again a piece of cake, albeit fairly well upgraded. They're mostly
there to net you some morale, so kindly partake in your guests' thoughtfulness.

On Turn 3, Giga Gourmet appears, tries to snipe Dendoh... and misses. In a very
deus ex machina fashion though, his shot ends up hitting Altair's ship, blowing
a nice mecha-sized hole in it for your units to enter through. Giga Gourmet
isn't too fussed and decides to let Altair handle the rest. This also triggers
3 Galpha Capture Units within the ship; not that it matters too much anyway. If
you've followed the previous conditions to keep the Full Armour parts for
Dendoh, make sure that Dendoh is the first one to enter the ship to fulfill the
last condition.

Once you do, Altair releases his new pets on you, along with the usual Galpha
grunts. Don't attack the Data Weapons; killing them is a losing condition, so
just block the hits they do. Just have Dendoh, the likely target, block
everything, and bring the rest of your units within the Aldebaran, finishing
off the piddling Galpha Principle Units meanwhile.

On the next turn, do an all-out assault on Altair. It'll change to Viper Whip
once; when this happens, cast Sure Hit because he has Bunshin in this form.
When it switches to Bull Horn, you can breathe slightly easier. He retreats,
but at a low percentage, so you can kill him pretty easily. When you do, the
Data Weapons are returned.

After all that riffraff, you just need to break through a few more walls and
crush a few more Galpha grunts to finish the mission. Don't forget that one of
the walls is hiding a Haro though, which you most definitely want to pick up.
Then watch the game run through more of Dendoh storyline.

After this stage, Hikaru and Izumi join up permanently.

------------------------------------------------
Scene 6 Fixed Select 3 Earth Route
------------------------------------------------

Starting Units

Bright - Neil Aghama
Kouji - Mazinger Z
Tetsuya - Great Mazinger
Duke - Grandizer
Ryouma - Getter Dragon
15 Units

Reinforcement Units: None

Starting Enemy Units

1x Dragonsaurus - Dragonsaurus

Reinforcement Enemy Units

On Turn 1.5:

Zuril - Motherburn
Jigura - UFO Beast Jira Jira
Hidler - Mecha Fortress Demon
9x Artificial Intelligence - Mecha Big Wheel Demon
3x Artificial Intelligence - UFO Beast Giru Giru
3x Artificial Intelligence - UFO Beast Jin Jin
3x Artificial Intelligence - UFO Beast Gubi Gubi
7x Vega Soldier - Mid UFO

When 18 or less enemies remain:

3x Artificial Intelligence - Aerial Demon Grangen
3x Artificial Intelligence - UFO Beast Koa Koa
5x Artificial Intelligence - Vega Beast Zume Zume

Items

Repair Kit - Dragonsaurus
Shuffle Crest - Mecha Fortress Demon
Mega Booster - Motherburn

Notes: As in one of the crossover movies, the Dragonsaurus manages to swallow
up Boz while he was fishing within the Borot (^^;). The plan is quickly set; use
the sound plate, installed in the Getter Dragon for this mission, to resonate to
and attract the Dragonsaurus within the capture net as shown by the orange
squares. Once that Dragonsaurus is trapped within, Miku will "infiltrate" into
the beast's stomach to save Boz. In the meantime, you have to make sure the
Dragonsaurus doesn't come under any major harm, else who knows what would happen
inside it...

Split your force into two at this point. One force will stay with Getter Dragon
on the island, as it is needed there to lure the Dragonsaurus to the net;
another force should move out and place themselves right between the enemies
(who appear right across the map from the Dragonsaurus) and the Dragonsaurus, to
ensure that the enemies don't manage to damage the Dragonsaurus; if the
Dragonsaurus falls below 90% HP, it's game over. In general, you should put the
Supers who have no real hope of dodging anything and/or those who can't move
well in Air terrain (i.e. Zeorymer, Gundam Fighters) with the Getter Dragon; you
can take advantage of the hill terrain there to increase their defenses, and
supplement this squad with a few healers. The rest of the force (Dragnars,
Rahxephon, Raideen, God + Fuunisaki, main unit) should head on to "protect" the
Dragonsaurus.

The enemies show up on turn 1.5. In general, the Vegan enemies will try to rush
the Dragonsaurus while the Hyakkis will attack you directly and try to distract
you from the rushers. Of course, you can't take their bait; make sure you kill
everything that can get within hitting range of the Dragonsaurus (don't forget
the Dragonsaurus's movement range either) first.

Take this approach, and you'll wear down the numerous enemies slowly and surely.
When the enemy numbers drop to below 18, more reinforcements come up; you only
really need to worry about the Grangens and Koa Koas, as the Zume Zumes are
stuck in Water terrain and even Raideen can get decent dodge rates on it, let
alone damage. Your island force should be able to help on these units as well as
taking on whatever decides to come their way.

All this while, carefully "escort" the Dragonsaurus to the designated point,
defending or dodging if it attacks you, and remembering that it will always
prioritize going after the Getter. Once it reaches the designated point, it'd
get captured, then you'd have to wait until your player phase before the
operation is finished.

When that comes, the second part of the plan goes off without a hitch, and Boz
is rescued; your Mazingers and Getter then hit 150 morale and unlock the Final
Dynamic Special. You can blast up the Dragonsaurus if you want now, but it'd
cause all the enemies to retreat, so go ahead and finish off everything you
haven't yet. All the bosses have upgrades but still fall under a dedicated
seishin barrage. The Dragonsaurus will attack now, but it's nothing you can't
dodge or defend for decent, but not worrying damage.

When the time finally comes to assault the Dragonsaurus, you'd find it almost
disappointingly easy, as it defends on your turn, so all your units can hit it
without reply. The romantics will of course want to finish it off with the Final
Dynamic Special, which I'd recommend anyway because it should be seen at least
once.

After the stage, the Final Dynamic Special combination between Mazinger Z, Great
Mazinger, Grandizer and Getter Dragon is unlocked.

------------------------------------------------
Scene 6 Last Space/Earth Route
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Starting Units

Ruri - Nadesico B
Bright - Neil Aghama (if coming from Earth route)
Ginga - Gear Fighter Dendoh
8 Units
7 Units (if coming from Earth route)

Reinforcement Units

When Giga Gourmet is reduced below 50,000 HP, or on Turn 5:

Altair - Ogre Viper Whip
Bright - Neil Aghama (if coming from Space route)
7 Units (if coming from Space route)

Starting Enemy Units

Giga Gourmet - Mechanical Commander Giga Gourmet
1x Virus - Mechanical Virus
1x Error - Mechanical Error
1x Lock - Mechanical Lock
1x Bug - Mechanical Bug
6x Artificial Intelligence - Galpha Principle Unit
4x Artificial Intelligence - Beast Unit Orbiton
4x Artificial Intelligence - Beast Unit Fightas
2x Artificial Intelligence - Beast Capture Unit

Reinforcement Enemy Units

When Giga Gourmet is reduced below 50,000 HP, or on Turn 5:

Deondora - Deondora
Ashura - Ashura
5x Kasmodon - Kasmodon
5x Falgos - Falgos
5x Zalios - Zalios

Items

(Note: the format for this is Earth Route item/Space Route item - Monster)

Andromeda/Andromeda - Mechanical Bug
Image Sensor/Ultra Allow New Z - Deondora
Psychoframe/Mega Generator - Mechanical Commander Giga Gourmet

Notes: Watch the pretty fireworks as the Aldeberan crash lands into the earth.
And of course, out emerges Dendoh, with the pilots unharmed, and with Vega in
tow. No sign of Altair though... but there is Giga Gourmet and a whole bunch
more of Galpha grunts (are you getting sick of them yet?). There's quite a
dastardly twist to the mission though; a barrier is set up over the entire
map that drains EN extremely quickly. After one round, all your air-only units
will be grounded, Dendoh will be forced immobile due to lack of EN, and most
other units will have to rely on ammo-based or free weapons. The exceptions,
and the crutch of your force for these turns, are the Nadesico B and the
Aestevalises; the Nadesico B lose EN at a normal rate fortunately, and the
Aestevalises will start at half EN every turn. If you came from the Earth route,
the Neil Aghama also suffers no EN penalties, and the EVAs also regain half EN
every turn, so it's a lot easier in that respect.

Move on forward and take out the grunts. You'd be severely restricted by lack
of EN, but your battleship(s) and Aesties (and EVAs) should make things easier,
and these enemies are of the non-upgraded variety anyway. If you really want to,
you could also simply just stay back and defend the Dendoh for the 4 turns;
blasting your way forward and hitting Giga Gourmet below 50,000 (easy with a
couple of Formation Attacks/Unison Kicks) will probably be faster though.

When either happens, no surprises for who's coming up; Altair, who attacks
Giga Gourmet, doing some nice service to the tune of 1/3rd it's HP and
disabling the EN-absorbing barrier. Gandora forces also pop up, as do your
force from the Earth route if you took the Space route.

From here, it's all cleanup. The remaining Galpha and Gandora grunts are as
weak as ever, and you can spell up for Deondora, Ashura and Giga Gourmet. Just
note that once you kill Giga Gourmet, everything else retreats, so save him for
last.

Your two groups re-unite after this scenario.

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Scene 7 First
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Starting Units

Bright - Neil Aghama
Ruri - Nadesico B
Elvy - Vermillion
Akira - Raideen
15 Units

Reinforcement Units: None

Starting Enemy Units

1x Allegrato - Allegrato
16x Artificial Intelligence - Metronome (Red)
10x Artificial Intelligence - Dotem

Reinforcement Enemy Units: None

Items

Ramune - Dotem
Minovsky Craft - Metronome (Red)
Ultra Alloy New Z - Metronome (Red)

Notes: It's time for Ayato's homecoming. The Rahxephon, with Quon in tow, has
already escaped Nirai Karai and is heading to Tokyo Jupiter, with Haruka's and
Itsuki's blessings, but not that of TERRA and it's new commander. Your force are
ordered to stop it; Bright accepts, as he wants to be there before he decides
what to do anyway.

When you get there, an Allegrato is apparently welcoming the Rahxephon; before
you can do anything about it though, a set of Dotems and Metronomes appear to
block your way. Furthermore, on turn 3, both the Rahxephon and the Allegrato
disappear anyway, so don't have any delusions of grandeur in your head just yet;
rather, you're stuck with beating on the usual grunts, albeit with a new type of
enemy thrown in.

Note that almost the entire terrain is Water, so if you're using several land
based units, you'd probably want to adopt a defensive approach and wait for the
Dotems and Metronomes to come to you. Otherwise, Metronomes are actually fairly
tough at 15,000 HP, but have low armour and bad accuracy. In essence, this is
little more than a story battle; clean up everything, collect the items, and
win the day.

After the mission, Elvy and Haruka use the Vermillion to bypass the Jupiter
barrier, and more or less the entirety of episode 18 of Rahxephon is re-enacted
quite nicely into this reality.

------------------------------------------------
Scene 7 Fixed Select 1
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Starting Units

Rei - EVA-00
Shinji - EVA-01
Asuka - EVA-02
Touji - EVA-03

Reinforcement Units

After Bardiel is reduced below 70% HP:

Ayato - Rahxephon

Starting Enemy Units

8x Artificial Intelligence - Dotem
2x Artificial Intelligence - Metronome (Red)

Reinforcement Enemy Units

When all initial enemies are destroyed:

Bardiel - 13th Angel Bardiel

After Bardiel is reduced below 70% HP:

Vibrato - Vibrato

Items

Propellant Tank - Dotem
Large Generator - Metronome (Red)
Biosensor - Metronome (Red)

Notes: You'd have to try really hard to lose the first part of this battle.
None of your 4 EVAs can be damaged by any of the enemies on show, in all
honesty. Simply deal with all the enemies as if you're an invincible entity,
which you are for this short time at least. However, you may want to have Shinji
kill as many of the enemies as possible (have him kill all 10 for 150 morale if
you so desire), since he'd be the main focus of the next part of the mission.

Once all the enemies are killed, EVA-03 shuts down...or rather, it gets
overtaken by Bardiel, who kicks the everliving crap out of EVA-00 and EVA-02. It
then becomes a straight throw-down between the Angel and the reluctant Shinji.
If you've been using EVA-01 decently, you can probably finish this within a
couple of Hot Blooded blows; if not, you have to be really careful, as a couple
of hits will kill the EVA-01 off rather quickly as well. I suggest having
Shinji cast Flash and Accelerate, then moving Shinji onto a square on the same
line as Bardiel, but at least more than one square away from it's movement
range; use two turns for this if you need to. Do this, let Bardiel attack you,
and counter with the Magrock E Sword. Now cast Hot Blood (or Soul if you must)
and Flash, and use the Positron Sniper Rifle MAP weapon on Bardiel for some
free, easy and uncounterable damage. On the enemy turn, dodge Bardiel's attack
with Flash and counter with the Magrock E Sword; if that doesn't do it, finish
things on your turn with a Hot Blooded (or Souled) Magrock E Sword with Flash
casted. If your Shinji is so low-levelled that even this strategy doesn't work,
let him die; you'd get a game over, but still get the cash for killing the
Dotems and Metronomes, which you can use to upgrade the EVA and maybe make it
last a bit longer against EVA-03. The levels for Shinji is retained as well,
making it easier with the ability to cast more seishin.

When you've reduced the EVA-03 to below 70% HP, Gendou asks Shinji why he's not
really trying to kill the Angel, and Shinji replies with the obvious answer; he
doesn't want to kill his best friend. Gendou then gets fed up of Shinji's
belligerence, and forces the Dummy Plug onto EVA-01, which proceeds to start
kicking EVA-03's ass...

..Until Ayato sees the carnage, and steels himself to stop Shinji from doing
something that he would regret (even though it isn't really him doing it...).
He calls on Rahxephon, and goes over to the battling EVAs, taking a hit for the
EVA-03...and it's voice somehow manages to soothe both enraged machines. Both
EVAs are then quickly recovered by NERV.

..But just as one tragedy is averted, another begins, as Vibrato shows up.
Anyone who's watched episode 19 of Rahxephon knows what to expect, with one
slight difference; now YOU get to control Ayato as he slowly rips his loved one
to shreds! Joy. Unfortunately, there's really nothing you can do to stop Ayato
from eventually mauling the Vibrato, with Asahina's screams in pain in between;
the Vibrato can't even really hurt Rahxephon, with both the Sound Barrier and
shield protecting it. Just get it over with as quickly as possible; have Ayato
use Love to finish Vibrato off for that sardonic touch. "Enjoy" Asahina's last
moments in the movie, as Ayato FINALLY realizes what's happening all around him,
with the single building showing the words "Ayato-kun", then the entire city
sprayed with a light depicting the words "Sayonara"...

After this mission, Ayato permanently has red eyes when he reaches 130 morale,
with 200% more screaming power.

------------------------------------------------
Scene 7 Fixed Select 2
------------------------------------------------

Starting Units

Ayato - Rahxephon

Reinforcement Units

When Obligato is reduced below 90%:

Asuka - EVA-02

When Asuka is reduced to critical HP, or 3 turns after Zeruel appears:

Bright - Neil Aghama
Ruri - Nadesico B
Rom - Vaikungfu
15 Units

Starting Enemy Units

??? - Obligato
3x Grave - Grave
3x Allegrato - Allegrato
9x Artificial Intelligence - Metronome (Red)
4x Artificial Intelligence - Dotem

Reinforcement Enemy Units

When Obligato is reduced below 90%:

Zeruel - 14th Angel Zeruel

Items

Super Repair Kit - Metronome Red

Notes: Ayato shows off his resolve admirably, fighting off the Dotems
nearly immediately after his personal loss. I'd suggest landing Rahxephon on a
building and having it concentrate on attacking the Obligato; your goal is to
reduce it to below 90%, begin the next, more serious part of the scenario.

Once you do, yet ANOTHER angel comes out, and it's Zeruel. The Rahxephon is
immediately surrounded by Metronome Reds, so it can't save NERV; Asuka launches
to try and stop it, but as soon as you can control and see for yourself, the AT
field of Zeruel can't be pierced even by the EVA's weapons. On the plus side,
Ayato pumps up to 150 morale at this, and can easily handle (albeit not destroy)
the 3 Metronomes and Obligato surrounding him. As for Asuka, just have her
kamikaze on Zeruel to activate your own reinforcements as soon as possible.

After 3 more turns, or when Asuka is reduced to critical HP, Zeruel finally
decides to stop playing around and critically wounds the EVA-02, reducing it to
10 HP; Rei and the EVA-00 come out and try a self-sacrifice move involving the
N2 mines, but even that is ineffective against the AT Field of Zeruel, and she
gets her ass kicked down to 10 HP as well. Asuka and Rei are useless, Ayato is
surrounded, Shinji is freaking out, and it all looks bleak... until a "Matte!"
makes everything look better.

Rom comes out, gives a speech on how a man always protects his comrades, and
sorties in his Vaikungfu. The rest of your force appear on the top side of the
map too; the best part being that everyone starts at 150 morale, so if you've
bought Attacker for most of your pilots, you'd be in heaven. main force should
by now be easily able to handle all the enemies in that area; the Obligato is
the only boss-class unit, and with 150 morale and full-seishin units, half-face
won't last very long. While your units up top are cleaning up shop, just have
Vaikungfu cast Flash every turn; not even someone as cool as Rom can hurt the
Zeruel right now.

Once you've killed all enemies besides the Zeruel, it's time for Shinji's
moment...or not. Instead, the dummy plug activates almost immediately, kicks
the ever-living crap out of Zeruel, and starts feeding on it to ingest it's S2
Engine. The scenario finishes after the meal.

Once this mission is over, you receive Touji in his EVA-03. EVA-01 also receives
it's S2 Engine, which removes the need for an umblical cord, while EVA-00 gets
it's N2 Mine MAP attack.

------------------------------------------------
Scene 7 Fixed Select 3
------------------------------------------------

Starting Units

Bright - Neil Aghama
Ruri - Nadesico B
Duke - Grandizer
15 Units

Reinforcement Units: None

Starting Enemy Units

Mols - Vega Beast Jiga Jiga
2x Artificial Intelligence - Vega Beast King Gori
2x Artificial Intelligence - Vega Beast Zume Zume
3x Artificial Intelligence - UFO Beast Koa Koa
3x Artificial Intelligence - UFO Beast Gubi Gubi
3x Artificial Intelligence - UFO Beast Jin Jin
5x Artificial Intelligence - UFO Beast Giru Giru
8x Vega Soldier - Mid UFO


Reinforcement Enemy Units

When Mols is convinced and defeated:

Barendos - Mass Produced Great
Jigura - UFO Beast Jira Jira
1x Vega Soldier - Motherburn
2x Artificial Intelligence - Vega Beast King Gori
2x Artificial Intelligence - Vega Beast Zume Zume
3x Artificial Intelligence - Aerial Demon Beast Grangen
3x Artificial Intelligence - Combined Beast Bong
8x Artificial Intelligence - Mass Produced Great

Items

Mega Booster - Motherburn
Apogee Motor - Mass Produced Great
Space Armor Gran - UFO Beast Jira Jira

Notes: Before the mission starts, some more dialogue about how the Dendoh has
been modified to be able to be piloted by one person; now Ginga will use the
Dendoh while Hokuto will use the Knight Ogre. The Cell Booster also gets
upgraded to the Cell Booster Valhalla.

Duke's childhood playmate has apparently been brainwashed somehow into thinking
Duke is a traitor to his planet and evil incarnate. Are you a bad enough dude
to...wait, that doesn't quite work here, does it.

Anyway, this is a typical Super Robot enemies scenario, albeit they've been
pretty rare lately; and to make things even more interesting, it's a Space
battle. As usual, all the enemies are decently upgraded, which means even MORE
endurance for Super Robot enemies (although it doesn't exactly help the Mid UFOs
much). Don't forget the mission objective either; you're supposed to be rushing
to Operation Screwnail, and can only spare 5 or so minutes for this little
excursion. In other words, you need to get Duke next to the Jiga Jiga and
convince Mols within those 5 turns, or it's game over. Unless you've given
Grandizer some Boosters, it'd need at least 4 of those turns moving it's full
movement range in order to get to Mols in time, so don't dilly-dally; have the
rest of your force clear the path for him.

Once that happens, Duke will try to tell Mols about their past, when they were
inseparable, studied together, played together, etc, but Mols doesn't remember
a thing; the others deduce that there's some form of mind control going on, and
the captains eventually give their consent to furthering the battle and
destroying the Jiga Jiga.

Once you do so, they'll both enter one of the capsules, and Mols has apparently
recovered. He pleads Duke for forgiveness, which he readily accepts, and they
promise to work together to destroy the Vegans... who coincidentally come out
right about then.

It's Barendos, Jigura and more Vegans. Barendos curses Mols, and in fact attacks
him, somehow activating his self-destruction switch. Mols then steels himself
and heads for the nearest bunch of enemies; Duke desperately tells him to
escape, but it's futile for him, and he tells Duke to destroy the Vegans for his
sake, then self-destructs into a whole bunch of Koa Koas, killing them.
Everyone's of course majorly pissed by this, but Barendos reveals that he has
an ace up his sleeve.

In fact, it's a whole bunch of Great Mazingers; Mass Produced Greats, with
Barendos in one of them. He laughs cockily about it, but apparently he hasn't
played any of the other SRWs where this schtick has been done to death, and
Tetsuya and the rest of your Super Robot pilots reminds him that the power of
Great and other Super Robots comes from the Burning Heart of it's pilot.

If you want to nab one of the Mass Produced Greats for yourself, make sure Boz
is in the Boz Borot, and have him kill one of the Mass Produced Greats which is
not piloted by Barendos. Besides that, it's a fairly usual scenario; the Mass
Produced Greats are actually pretty good for grunt enemies, and Barendos's
Great Mazinger does have a lot of HP, but as long as you do the usual and save
your spells for the non-generics, you should be fine.

After the mission, you'll receive a Mass Produced Great, assuming you followed
the conditions for it.

------------------------------------------------
Scene 7 Last
------------------------------------------------

Starting Units

Bright - Neil Aghama
Ruri - Nadesico B
Ginga - Gear Fighter Dendoh
Hokuto - Gear Knight Ogre
Vega - Cell Booster Valhalla
15 Units

Reinforcement Units: None

Starting Enemy Units

2x Lock - Mechanical Lock
16x Artificial Intelligence - Galpha Principle Unit
8x Artificial Intelligence - Beast Unit Orbiton
8x Artificial Intelligence - Beast Unit Fightas

Reinforcement Enemy Units

When reaching the second map:

6x Virus - Mechanical Virus

When the left wall is broken:

Gigawitter - Mechanical Commander Giga Witter
2x Error - Mechanical Error
5x Bug - Mechanical Bug

When the right wall is broken:

Abzolute - Mechanical Commander Giga Abzolute
2x Error - Mechanical Error
5x Bug - Mechanical Bug

When Abzolute and Gigawitter are defeated:

Spiral City - Spiral City Master

Items

Andromeda - Mechanical Commander Giga Abzolute
Psychoframe - Mechanical Commander Giga Witter
Haro - None

Notes: It's time to begin Operation Screwnail, AKA the assault on Spiral City.
There isn't much messing around to be done here; just roll over everything in
your way, to the tune of Over The Rainbow.

There's nothing too special among the initial enemies; all are grunts really,
except the two Locks and 8 Fightas surrounding them. They ALWAYS defend, even
on their turn; the preferred method to kill them off is to use MAP attacks to
weaken them first, but if you can't for whatever reason, then use Double
Attacks, chaining the second hit into the Lock to make sure it takes maximum
damage.

Note that there are two pairs of Lock and 4 Fightas combinations; the first
one, guarding the entrance nearer to you, is all you really need to kill in
order to complete the mission, but it's highly suggested that you kill off the
other set as well; the entrance they cover leads to a container with a Haro,
which you definitely want. Just remember that whichever entrance you take to
go within Spiral City, the reinforcements appear anyway.

The reinforcements themselves aren't much cop; just more of the Mechanicals
you've faced a few times before. Once you break down either wall however, the
respective Giga Commanders pop up. They have about 50k HP and have nice range
and attack power, but that's about it. Go ahead and clear off their flunkies
before you take them out; use seishin if you want, but try to save up at least
enough for one round of offensive and defensive seishin, because the main
course is coming up.

The main course shows it's face once you've killed both Giga Witter and Giga
Abzolute. This is something more of a boss; it has tremendous range of over 10
squares, a high powered attack that can easily break an AT field, mounds of
Armour, a potential level, and around 75k HP. Dendoh and Ogre will instantly go
to where he is (likely breaking some walls in the process for you); have them
retreat and cast defensive seishin, because they definitely can't do it
themselves. You're also given a time limit of 4 turns to kill it, so rush all
your units there, hit it with your strongest attacks aided by offensive and
defensive seishin, and seize the day.

------------------------------------------------
Scene 8 First
------------------------------------------------

Starting Units

Bright - Neil Aghama
Ruri - Nadesico B
15 Units

Reinforcement Units: None

Starting Enemy Units

Kuki - Largo (Retreats below 40% HP)
12x Artificial Intelligence - Metronome (Red)
14x Artificial Intelligence - Dotem

Reinforcement Enemy Units: None

Items

Ramune - Dotem
Minovsky Craft - Metronome (Red)
Mega Generator - Largo

Notes: Makoto begins Operation Overlord, and it fails horribly, thank God. But
that means you still have the Mu from the combined world to deal with. Do note
that this time, literally the entire terrain is Water-based, and even your
dudes start out in Water; if you MUST use land-based units, equip them with
Screw Modules or Minovsky Crafts before the mission starts in earnest.

The mission itself is pretty simple; there's no reinforcements on either side,
just a straight out throw-down between your forces and the Mu, and heavily
upgraded ones at that. Despite that, the Dotems will still go down in one hit,
and the Metronomes still can't really hit for crap; they're just there to give
you morale to aid you in defeating Kuki before he retreats.

Kuki retreats at 40% or below, which can be a rather tall order with his Sound
Barrier up. With or without it though, I managed it with a fully upgraded
Seikha Tenkyouken with 4 assisters, Hot Blood, Attacker and a critical hit.
Be careful while setting it up though; the Largo DOES have a MAP attack that
hits 5 squares all around it, and may catch one or two of your less armoured
units if you're not careful. You can also use Exhaust to remove his Sound
Barrier and of course decrease his morale so that you can do more damage,
although probably only Izumi and Rei have it at this point.

------------------------------------------------
Scene 8 Fixed Select 1
------------------------------------------------

Starting Units

Bright - Neil Aghama
Ruri - Nadesico B
Hugo - Main Unit
15 Units

Reinforcement Units: None

Starting Enemy Units

Kuki - Largo

Reinforcement Enemy Units

On Turn 1.5:

Albero - Medius Locus

When Medius Locus is damaged:

2x Artificial Intelligence - Fronz
2x Artificial Intelligence - Telgum

On Turn 2.5:

Hidler - Mecha Fortress Demon
8x Artificial Intelligence - Mecha Cruel Dragon Demon
10x Artificial Intelligence - Mecha Big Wheel Demon

Items

Propellant Tank - Fronz
Biosensor - Mecha Big Wheel Demon
Wolf Crest - Mecha Fortress Demon

Notes: Kunugi has evacuated everyone from the TERRA base save himself, and is
futilely trying to battle off his former commander. Kuki does his Bad Guy Laugh
to perfection before blowing the TERRA base up; your dudes come just in time to
see it up in flames. Look like it's time for your force to get revenge for the
fallen commander... or not. Don't even bother acknowledging the existence of the
Largo; move all your units (except Hugo, he can stay right where he is) straight
forward, hugging the shoreline your units start at. Also, you should probably
have Aqua cast Flash.

On the enemy turn, you see an old face; it's the Medius Locus. Hugo and Aqua
rush their unit right up to it, and true to their word 3 scenes ago, Aqua again
tries to question Eldy's motivations and reasons, but she isn't particularly
forthcoming; in the end the boys decide to let their mecha do the talking.
Hopefully you've pre-casted Flash to let Hugo dodge the incoming attack; don't
counterattack though, you don't want unneeded problems juuust yet. Keep your
other units moving up the shoreline.

On Turn 2, land your unit, move it to a building terrain, cast Flash (and
Concentrate if your main unit is the Cerberus), and attack the Medius Locus.
This will cause some of it's underlings to pop out; your main unit should be
able to handle them perfectly well. Just don't try to use Aqua's form; she's
fallen to 50 morale because of the tongue lashing Eldy gave her. After this,
you can pretty much just cast Flash on every turn and ignore the Medius Locus's
attacks, as it regenerates once you hit it below 70% or so. If you really want
to, you could bring 4 other units there and reduce the Medius Locus to 0 HP
with a powerful Assisted Attack, but you don't get any extra EXP, PP, cash or
items for it (besides the normal EXP you get for hitting the Medius Locus), so
it's not really worth the bother to do so.

..Especially since the rest of your force have the Hyakki Empire to deal with
on the enemy turn. Kunugi also radios in at about this time; he requests your
help in dealing with the Hyakki Empire for 4 turns, then apparently he can take
care of the Largo afterwards. Your force are a bit puzzled (although those who's
watched the series knows what's coming up), but accede to it.

The Hyakki Empire are fairly standard Super enemies that you've faced before,
except once again upgraded, and are actually pretty decent shots. There's only
one boss though; kill the grunts for morale, then spell up Hidler like crazy to
finish the scenario, where Kunugi activates the Jupiter System to entrap both
the Largo and himself into a barrier similar to one that used to cover Tokyo
Jupiter.

------------------------------------------------
Scene 8 Fixed Select 2
------------------------------------------------

Starting Units

Hayato - Getter Liger

Reinforcement Units

On Turn 3:

Bright - Neil Aghama
Ruri - Nadesico B
15 Units

When enemies are reduced to 4 or less:

Rom - Vaikungfu
Domon - God Gundam (Horseback)
Ryouma - Getter Dragon

Starting Enemy Units

2x Artificial Intelligence - Mecha Bishop Demon
2x Artificial Intelligence - Mecha Big Wheel Demon
2x Artificial Intelligence - Mecha Cruel Dragon Demon

Reinforcement Enemy Units

On Turn 3:

Dragonsaurus - Dragonsaurus
3x Artificial Intelligence - Mecha Fortress Demon
2x Artificial Intelligence - Aerial Demon Beast Grangen
2x Artificial Intelligence - Combined Beast Bong
3x Artificial Intelligence - Vega Beast King Gori
3x Artificial Intelligence - Vega Beast Zume Zume
3x Artificial Intelligence - UFO Beast Koa Koa
5x Artificial Intelligence - Mecha Bishop Demon
5x Artificial Intelligence - Mecha Big Wheel Demon
5x Artificial Intelligence - Mecha Cruel Dragon Demon

When enemies are reduced to 4 or less:

Brai - 100 Combined Beasts Demon Robot
1x Artificial Intelligence - Gilgilgan
2x Artificial Intelligence - Light Wave Beast Pikudrone

Items

Super Repair Kit - Mecha Cruel Dragon Demon
Large Generator - Gilgilgan
Ultra Alloy New Z - Brai

Notes: The Saotome Lab is under attack, and from a freaking large piece of
rock at that. The Getter Team are sent to intercept it first as they have one
of the fastest units in the Liger; Hayato promises Michiru that they'd all come
back alive from this, and gives him his treasured Cross pendant; as anyone
knows, this is a Very Bad Omen...

Anyway, Getter Liger shows up against 6 Hyakki grunts. If you haven't bothered
leveling up Getter, You might want to have Getter Liger go underground and
hide there for two turns. I'd generally suggest having Ryouma and Benkei cast
Yell three times, and using Getter Liger to fight the other enemies with it's
instant 75% dodge to all enemy attacks, as all their SP will be replenished
eventually.

On turn 3, an absolute shitload of enemies pop up, including several Vega
enemies. The Getter Team decide that the only way to win is to attack the
source of it; Getter Dragon gets blown up by it's cannon though, and it appears
Getter Liger's cockpit was destroyed... the rest of your force show up then,
and Ryouma has to tearfully tell them the bad news. He vows not to forgive the
Hyakki, but Saotome tells them to retreat, pronto; he doesn't want to lose any
MORE of his "sons", especially without the Liger part. After the Getter retreats
to the Saotome Lab, Saotome starts putting in a new set of Liger parts; and he
plans to pilot them himself, to battle the Hyakki Empire...

But before THAT happens, your force still have a huge number of enemies to deal
with. When you sortie your units, even if you've been using them regularly,
don't sortie Rom or Domon; they will appear later. Besides that little easter
egg, it's basically a giant firefight between your force and the enemies. Cast
a few defensive seishin if they will help you survive the onslaught of attacks
you'll suffer on the enemy's turn, and simply use the standard tactics you've
used to deal with Super Robot enemies by now; also make use of Double Attacks,
as the enemies tend to be clumped up in this scenario. Finally, make sure your
battleships are relatively far from the firing range, as they'd take big damage
on the next turn.

On the enemy turn, both of your battleships will receive damage due to the
giant fortress's cannons, while not being able to deal any significant damage
in return; at this point if you sortied Domon and Rom, they disappear from the
map (which is why you shouldn't. ^^;), apparently with an idea in mind. Ruri
tells Harry to start scanning the Fortress...

When the enemy numbers have been thinned down enough, Saotome is just about
ready to launch with Ryouma and Benkei, when suddenly the Mobile Fortress stops
functioning; sure enough, it's Rom and Domon causing havoc from within and
Hayato, still alive, moonlighting as a saboteur, by destroying the fortress's
anti-gravity device thanks to the scanning and information provided by Ruri and
co. Domon and Rom call for their respective mecha, while Ryouma and Benkei hurry
over to re-collect Hayato, and they all power up to 150 morale. On the flip
side, Brai, a Gilgilgan and 2 Pikudrones come out to play as well, but by now,
you should have so much morale and power dripping out of your ears to be able
to finish the remainder off relatively easily. Just remember that killing Brai
ends the mission, so leave him for last, using Getter as bait by having them
cast defensive seishin and putting them within range, then spell up and nail
him with finisher after finisher until he finally cries uncle.

------------------------------------------------
Scene 8 Fixed Select 3
------------------------------------------------

Starting Units

Ginga - Gear Fighter Dendoh
Vega - Valkyrie
Kirakuni - Cell Booster

Reinforcement Units

On Turn 2:

Hokuto - Gear Knight Ogre

1 turn after enemy reinforcements arrive:

Bright - Neil Aghama
Ruri - Nadesico B
15 Units

Starting Enemy Units

Deondora - Deondora
Devil Satan 6 - Devil Satan 6
Subaru - Mechanical Legacy (Retreats after turn 5)
4x Kasmodon - Kasmodon
4x Zalios - Zalios
4x Artificial Intelligence - Galpha Principle Unit

Reinforcement Enemy Units

On Turn 4:

Zero - Zero
Berg - Iron Sand
10x Falgos - Falgos
5x Kasmodon - Kasmodon
5x Zalios - Zalios
4x Artificial Intelligence - Mechanical Bug
4x Artificial Intelligence - Mechanical Error
4x Artificial Intelligence - Mechanical Lock
4x Artificial Intelligence - Mechanical Virus
3x Artificial Intelligence - Galpha Principle Unit

Items

Mother's Stew - Mechanical Legacy
Apogee Motor - Zero
High-Powered Radar - Deondora

Notes: The Gear crew versus Gandora and a certain Galpha... Hokuto tries to
call for Knight Ogre, but when Subaru does the same, the signals get jammed up
and Knight Ogre starts moving erratically; You'd have to survive without it for
awhile, which should be decently easy against the few Galpha Principle Units
that assault you from the start. If you plan to take Subaru down, have Ginga get
most of the kills to build up his morale.

On Turn 2, Hokuto gets the bright idea of using Unicorn to get to Knight Ogre
quickly, and controls it from there. You now receive it back; you also now have
two turns to kill Subaru, if you so wish. He retreats at 40%, and is also the
first boss in awhile to be affected by Clock Manager, so use that on him
(probably via support) and finish off with a Final Attack of some sort. If you
choose to defend your means instead, just stay around the Gear HQ until turn 4
comes around.

Once either happens, everything goes to hell, Zero sabotages Gear HQ, Ashura
steals the Meteor Cube, and Hokuto and Knight Ogre gets kidnapped, and a whole
mess of Gandora and Galpha enemies appear on both ends. You now have one turn to
survive until the calvary arrives; cast all the defensive seishin you need, and
it'd likely be a lot considering all the shots Ginga, Kirakuni and Vega are
going to take.

Your force arrives near the derelict Gear HQ, right where most of the enemies
are (or are coming out of). It then becomes another crash and bash scenario,
albeit with impressive numbers for Galpha and Gandora grunts. If you just want
to get the scenario over with, aim straight for Zero, as per the winning
conditions; once he's destroyed once, all the enemies retreat. Of course, you
should stay around and finish everything on both maps first, but do be careful
of Zero; he can and will hit hard.

After the mission, you get to see Zero and Subaru brainwashing Hokuto... it's
not doing very well though, considering he still calls Subaru "Ginga"
occasionally. Unsurprisingly, you lose Knight Ogre for awhile; Dendoh won't be
able to use the Kiba form either.

------------------------------------------------
Scene 8 Last Part 1
------------------------------------------------

Starting Units

Bright - Neil Aghama
Ruri - Nadesico B
Rom - Vaikungfu
Reina - Power Riser
Ginga - Gear Fighter Dendoh
Vega - Cell Booster Valhalla
15 Units

Reinforcement Units:

When Hokuto is reduced below 10%:

Hokuto - Gear Knight Ogre

Starting Enemy Units

Grushios - Grushios
Deondora - Deondora
Devil Satan 6 - Devil Satan 6
Ashura - Ashura
Berg - Iron Sand
16x Artificial Intelligence - Phenomena
10x Falgos - Falgos
6x Zalios - Zalios
6x Kasmodon - Kasmodon

Reinforcement Enemy Units

On Turn 2.5:

Hokuto - Gear Knight Ogre
Subaru - Mechanical Legacy
Zero - Zero

When Hokuto is reduced below 50% HP:

Hokuto - Ogre Viper Whip

Items

Super Repair Kit - Falgos
Psychoframe - Phenomena

Notes: Time for the final battle against the Gandoras. If you have any units
incapable of flight, give them Minovsky Crafts before this battle starts, or
you'd be rather inconvenienced later.

Anyway, there's the usual loads of weak Gandora enemies to combat from the
start. Berg and Ashura, with a few grunts, start right next to you; go ahead
and take them out first, starting with the grunts to build up morale. Both of
them have a Potential level, so when you weaken them, you might need to start
casting accuracy-modifying seishin to make the job a little easier. If you're
good, you should be able to kill the entire platoon on the end by turn 2.

On 2.5, the somewhat weakly brainwashed Hokuto shows up, with Subaru and Zero in
tow. Don't even bother with the Legacy and Zero though; neither will approach
you, and both have Iron Wall precasted every turn anyway; besides, it's a losing
condition to do so. Another losing condition would be to kill Hokuto; you'd have
to weaken him to 10% HP or less. The Mercy seishin might be a real help here, if
you've been upgrading a lot. Before that though, Hokuto will install Viper Whip
when he's reduced below 50%, so you might want to use Sure Hit (or just use
Scatter-type Attacks) to ensure that that Hot Blooded shot doesn't go wasted.

Once you've knocked Ogre around enough for it's HP to go below 10%, events go
as per the anime as Hokuto and Ginga trade Final Attacks, and Ginga angst
eventually brings Hokuto around; he shows this right from the go by nailing
Zero with a Unicorn Drill Final Attack, forcing both him and Subaru to retreat.

Now that THAT'S settled, it's back to the foot-tapping Gandoras. You can either
go for Grushios or Deondora and Devil Satan 6 first; both ways, be prepared to
take a LOT of Phenomena hits, with their huge range. Grushios is also on terrain
which is unreachable by land-based units; if you want to use them to attack him,
you'd have to stuff them into your battleship, then unload them next turn, which
takes a fair bit of time for the enemies to snipe you meanwhile. In contrast,
Deondora and Devil Satan 6 can be reached on foot, so if you have plenty of
land-based units, you should probably handle them first, so that you won't have
to make a double-trip on the battleships.

As for the bosses themselves, they're nothing special really; they hit harder
than the Phenomenas and can aim better, but that's what your seishin is for.
Besides, the 7-8 Phenomenas are far more dangerous than any single boss can be;
if you play plenty of Reals and haven't been doing any upgrading, you might want
to consider casting the Confusion seishin while you whittle down the Phenomena
levels to an acceptable amount (i.e. 0). Also note that Grushios is the only one
who doesn't actually explode and die when you kill him...

When you've finally killed everything, Reina gets kidnapped by the same force
that apparently dragged Grushios back from certain death. Time for Rom and the
rest of the Machine Robo crew to go save her, but not before Rom's dead brother
gives Rom his sword to use.

------------------------------------------------
Scene 8 Last Part 2
------------------------------------------------

Starting Units

Rom - Vaikungfu
Reina - Power Riser
Jet - Blue Jet
Drill - Rod Drill
Jim - Triple Jim

Reinforcement Units: None

Starting Enemy Units

Gades - Gades

Reinforcement Enemy Units: None

Items

Haro - Gades

Notes: Gades does an EVA-01/Gilgilgan and ingests Grushios in order to build up
his own power. He's about to do the same to Reina, but the ever-familiar
"Matte!" stops him in his tracks. It then comes down to a straight throw-down
between the Machine Robo crew and their final enemy, Gades...

..Or not. All you really need to do to kill Gades is to have Rom attack him
once and activate the story scenes after. You can maximize your earnings by
having Reina and Triple Jim cast Bless and Aid on him, then using Jet and Drill
to weaken him (likely with combination attacks).

Whatever happens, Rom uses his new sword, combined with his old one, and kicks,
slices, stabs and craps all over Gades quite handily. And your reward for
minimal amount of work is a Haro. Good, eh?

After this mission, Vaikungfu's final attack is unlocked; the Unmei Ryoudan Ken
Twin Blade.

------------------------------------------------
Scene 9 First
------------------------------------------------

Starting Units

Bright - Neil Aghama
Hokuto - Gear Knight Ogre
Kaine - Dragnar Type 1 Custom
15 Units

Reinforcement Units: None

Starting Enemy Units

5x Giganos Soldier - Drow
8x Giganos Soldier - Gebai Maff
8x Giganos Soldier - Dyne Maff
12x Giganos Soldier - Dora

Reinforcement Enemy Units

On Turn 3.5:

Zero - Zero
Subaru - Mechanical Legacy

When all Giganos enemies are defeated:

4x Giganos Soldier - Gilgazamune

Items: None

Notes: For all essences and purposes, this is a story battle. The enemy forces
are nothing short of pathetic; just the usual bunch of Giganos soldiers which
you can mow down at ease, Subaru, who pops up at Turn 3.5 and who's just barely
as good as some of the bosses 20 scenarios back, and later, some 20k units which
are STILL piloted by grunt soldiers anyway. The only major restriction you have
on this battle is the lack of the Nadesico B, as the Nadesico C crew is getting
put together; try not to deploy any Aestevalises, in other words.

Killing Subaru is a losing condition; killing Zero is near-impossible, with
pre-casted Iron Wall, and is also a losing condition anyway. You'd probably want
to retreat Hokuto back to your main force, as you'd have to lower Subaru down to
below 30% health before the story events kick in. When that does happen, Zero
tries to use Subaru as a sacrificial lamb to self-destruct on the traitorous
Knight Ogre, but Hokuto manages to save him before his Legacy goes boom anyway.
Zero then retreats again.

Once everything else is done with, the aforementioned Gilgazamunes show up, and
run through a stand-down order delivered, oddly, by a woman. Kaine thinks he
recognizes the voice, and his suspicions are confirmed when one of the grunts
radios him privately to tell him, in no uncertain terms, to come to the Giganos
base if he doesn't want his mother to die. You get to at least clear out the
grunts here before that happens though; their strongest attack is range 3 and
only have one long-range missile, so they're easily sniped. Use Double Attacks
if they decide to bunch up, as they have Support Attack and Defense.

When the mission is over, Kaine unsurprisingly runs off to the consternation of
the rest of your crew. You also receive Subaru as a pilot; he can be a pilot or
sub-pilot of either of the Cell Boosters (Valhalla). The Nadesico B also gets
upgraded to the Nadesico C.

The next set of missions is the first free-select set you've had in awhile; your</pre><pre id="faqspan-6">
forces are again split in 4. The first group, led by the Neil Aghama, will head
to the Giganos base to eliminate that threat once and for all, and to hopefully
bring Kaine back to your side; this group consists of the Mobile Suit team,
Dragnar team and the Getter Team. The second group, led by the Nadesico B, will
head to Mars to overthrow the rebellion held there and rescue Erika and Yurika;
this group consists of the Aestevalises, Machine Robo team, and Daimos. The
third group will head to the Skull Moon base to figure out the coordinates of
the hidden Vega base and destroy it; this group consists of the Mazinger Team,
Raideen, and the Gundam Fighters. The final group are to return to earth and
protect it from any other forces, namely the Mu; this consists of the EVAs,
Rahxephon, Zeorymer, the Gears team, and Hugo and Aqua and their units. The
free select allows you to pick any of the first three groups to do first; the
last group must be done last.

------------------------------------------------
Scene 9 Select 1 Part 1
------------------------------------------------

Starting Units

Tapp - Dragnar Type 2 Custom
Light - Dragnar Type 3
Camille - Z Gundam
Ryouma - Getter Dragon

Reinforcement Units: None

Starting Enemy Units

8x Giganos Soldier - Drow
8x Giganos Soldier - Gebai Maff
6x Giganos Soldier - Gilgazamune
8x Martian Successor - Daimajin

Reinforcement Enemy Units

On Turn 2.5:

Kaine - Dragnar Type 1 Custom

Items: None

Notes: You get to see Kaine's fate at this scenario; forced to work as a Giganos
dog, and turned onto his own comrades. Tapp, Light, Camille and the Getter team
get to see this for themselves as they survey the base, accidentally get found
out, and have Kaine forced to kill them...

All you need to do to end the stage is to have either Tapp or Light convince
Kaine. If you want to though, you can literally clear out the entire map with a
bit of strategy and luck; you might want to do this anyway (or at least, clear
out the enemies who actively attack you) if Tapp, Light, Camille or the Getter
Team aren't levelled, as the next part of this scenario will be a bitch with
low-levelled characters.

When you convince Kaine, Tapp and Light ask whether he knows the woman who made
the announcement before, and his reticence makes the answer obvious. More
Gilgamazunes show up then, scaring your dudes off (Psh, give me a couple of
turns and I could take them as well...), with both the Dragnar pilots promising
to return and save her for Kaine's sake.

------------------------------------------------
Scene 9 Select 1 Part 2
------------------------------------------------

Starting Units

Bright - Neil Aghama
Tapp - Dragnar Type 2 Custom
Light - Dragnar Type 3
11 Units

Reinforcement Units

When the first wall is broken:

Kaine - Dragnar Type 1 Custom
Malliot - Falgen
Min - Stark Dyne

Starting Enemy Units

Kaine - Dragnar Type 1 Custom
8x Martian Successor - Sekishiki
6x Martian Successor - Denjin
4x Martian Successor - Daimajin
8x Giganos Soldier - Gilgazamune
10x Giganos Soldier - Gebai Maff

Reinforcement Enemy Units

When a unit reaches the second map:

6x Giganos Soldier - Dora
2x Martian Successor - Daidenjin
2x Martian Successor - Daimajin

When the second wall is broken:

1x Giganos Soldier - Gilgazamune
2x Giganos Soldier - Drow
2x Giganos Soldier - Gebai Maff

When the third wall is broken:

1x Giganos Soldier - Gilgazamune
2x Giganos Soldier - Drow
2x Giganos Soldier - Gebai Maff

When the fourth wall is broken:

Dorchenov - Gilgazamune
4x Giganos Soldier - Gilgazamune

Items

Biosensor - Gilgazamune
Andromeda - Gilgazamune
Solar Cell - Denjin

Notes: If you've been using the units forced onto you on this scenario
regularly, this scenario isn't that hard; on the other hand, if you haven't...
then you'd probably be gaining several levels for each kill anyway, so it
shouldn't be THAT bad. The biggest problem on this stage is of course Kaine,
who you can't attack but isn't so gracious as to afford the same honour; bring
plenty of healers to heal the damage he gives. Other than that, the Martian
Successors will probably be troublesome in that their Distortion Fields will
likely nullify most of your Gundams' beam weapons; the 5-digit HP Denjins and
Daimajins especially will take a while to whittle down with Beam Sabers and the
like. And we're not even mentioning the Gilgazamunes, who although have horrible
range, will readily run up and slice you to pieces with the high accuracy
Broadsword whenever they can.

My advice is to take this stage slowly and steadily. Don't be in too much of a
rush to fulfill the first set of winning conditions, that is, to get Tapp and
Light into the base; that'd only give you more headaches sooner. Defeat each
wave (except Kaine of course) as you inch slowly forward, and concentrate on one
enemy at a time; lessening the enemy numbers as quickly as possible will be key
to your survival with a force composed almost entirely of Reals. Don't skimp on
the seishin either; use Concentrate and Flash when you need to, as the mission
gets considerably easier later on. Just remember to save at least one round of
defensive and offensive seishin for later.

Hopefully by the time you've entered the base, there should be nothing else
outside besides Kaine. Plonk the Neil Aghama right onto the purple square to
ensure that Kaine can't get to the second map, and he'd leave your dudes alone.
Meanwhile, you get another set of (by now) easier Giganos and Martian Successors
to deal with; Light scans the area and finds the area where Kaine's mother is
kept, so go ahead and blast down the wall ASAP.

Once you do, Light and Tapp dash in and save Kaine's mother, and Kaine himself
rushes over to the jail cell to confirm himself, and immediately turns around
again with no blackmail hanging over his head. Dorchenov then appears, trapping
the trio into the jail cell. After some accusations back and forth, Dorchenov
finally admits to assassinating the original Giganos leader, blaming it on
Malliot and giving the post to himself, because he will be the only one to lead
Giganos to world domination! Cue evil laughter. No, not from Dorchenov; from
the Dragnar team, who had installed a microphone into the D-3, and broadcasted
Dorchenov's "inspiring" speech to the entire base, explaining why no one's
coming to help him. Malliot and Min come out to help, along with the Practice,
but they quickly get assigned to escorting Linda and co back to the Neil Aghama.
Now the mission becomes significantly easier, now that you have access to the
incredibly cheap Twin Laser Sword combination.

Anyway, the D3 reveals more walls you need to break in order to chase the
fleeing Dorchenov; for each wall you break, you can expect a small set of enemy
reinforcements which should be no match to 16 rampaging units by now. The final
wall leads to Dorchenov, assisted by 4 Gilgazamunes; the only thing you really
have to be careful of here is Dorchenov's customized Gilgazamune's MAP weapon,
which has a fairly odd range. If possible, stay completely out of range of it
for awhile and snipe the Gilgazamunes until they give, then throw everything at
Dorchenov before he even gets a chance to use his MAP weapon once, as without
that, he's nothing special.

After this scenario, Malliot, Min and the Practice join up with their respective
units.

------------------------------------------------
Scene 9 Free Select 2
------------------------------------------------

Starting Units

Ruri - Nadesico C
Akito - Black Sarena
Ryoko - Aestevalis C Ryoko
Hikaru - Aestevalis C Hikaru
Izumi - Aestevalis C Izumi
Sabrouta - S Aestevalis Sabrouta
Kazuya - Daimos
Kyoshiro - Gulver FX-II
Rom - Kenryuu
Jet - Blue Jet
Drill - Rod Drill
Jim - Triple Jim
Reina - Power Riser

Reinforcement Units: None

Starting Enemy Units

Kusakabe - Kagurazuki
Hokushin - Yatenkou
6x Hokushinshou - Mudura
6x Martian Successor - Sekishiki
2x Martian Successor - Tenjin
2x Martian Successor - Daimajin
3x Martian Successor - Daitenjin

Reinforcement Enemy Units: None

Items

Psychoframe - Kagurazuki

Notes: Nadesico Prince of Darkness madness to the extreme. All your units start
off at 150 or 130 morale, so this mission can be really quick if you want to, as
the only mission objective is to destroy Hokushin; you can accomplish this
within two turns, maybe one, if you so wish. Of course, if there's a whole bunch
of EXP and PP to be earned, there's no real harm in getting them all first, is
there?

Kusakabe drops a Psychoframe, so it's worth your while to pop him for it; be
careful of his Gravity Blast MAP attack though, which can easily kill even your
Distortion-Field protected Aestevalises. Otherwise, every enemy on this stage
possesses a distortion field; the entire map is basically about spamming the
hell out of Formation Attack and using your other units to clean up the
remnants, while Akito performs as admirable bait for Hokushin and his
underlings.

Once everything else is dead, go ahead and off Hokushin. An event occurs when
he goes below 20,000 HP where Akito uses his new Distortion Attack to off the
smiley-faced assassin for good. You can reduce him to 0 HP before that happens,
but you don't get any added EXP or PP for it, so don't bother.

Akito runs off for the last time after this scenario.

------------------------------------------------
Scene 9 Free Select 3
------------------------------------------------

Starting Units

Duke - Grandizer

Reinforcement Units

On Turn 3:

15 Units

Starting Enemy Units

Zuril - Motherburn
1x Artificial Intelligence - Vega Beast King Gori
1x Artificial Intelligence - Vega Beast Zume Zume
1x Artificial Intelligence - UFO Beast Koa Koa
1x Artificial Intelligence - UFO Beast Gubi Gubi
1x Artificial Intelligence - UFO Beast Jin Jin
1x Artificial Intelligence - UFO Beast Giru Giru
4x Vega Soldier - Mid UFO

Reinforcement Enemy Units

On Turn 3:

Gandal - Vega Beast Gura Gura
7x Artificial Intelligence - Mass Produced Great
2x Artificial Intelligence - Aerial Demon Beast Grangen
2x Artificial Intelligence - Combined Beast Bong
2x Artificial Intelligence - Vega Beast King Gori
2x Artificial Intelligence - Vega Beast Zume Zume
2x Artificial Intelligence - UFO Beast Koa Koa
3x Artificial Intelligence - UFO Beast Gubi Gubi
3x Artificial Intelligence - UFO Beast Jin Jin
6x Vega Soldier - Mid UFO

When Gandal and Zuril are defeated:

King Vega - King Of Vega
7x Artificial Intelligence - Mass Produced Great
2x Artificial Intelligence - Light Waves Beast Pikudrone
1x Artificial Intelligence - Gilgilgan
2x Vega Soldier - Motherburn

Items

Super Repair Kit - Mass Produced Great
Ultra Alloy New Z - Motherburn
High-Powered Radar - King Of Vega

Notes: Just like Select 1, this mission can be hell if you haven't used or
upgraded the units in this scenario much. Unlike Select 1, you're using mostly
Supers, whose usability at low levels is far less than that of Reals...

Regardless, the beginning story is lifted straight from Grandizer. Rubina runs
off from her father, the Vega Emperor, to meet Duke. Duke treats her with
suspicion, but agrees; she tells him that planet Freed is no longer
uninhabitable, and pleads for him to return to Freed with her; he's almost
about to consider her offer, until Zuril steps in with classic baddie timing.
Duke immediately accuses Rubina of leading him into a trap, but she proves her
innocence by of course taking a shot in Duke's place, scaring the bejeezus out
of Zuril and making him retreat rather hastily in light of what he's done;
Rubina gives Duke the coordinates of the Vega base, then tells him her dying
wish; to name the first red flower on Freed after herself, like the first one
they saw all those years ago... this sends Duke into mad rage mode again, and
he flies off to the coordinates all by himself, with the rest of your crew
following.

In other words, the beginning of the stage is Duke VS the Vega empire. You're
not going to last just like that, and you're not expected to; just run to the
nearest corner and hide there for 2 turns, blocking all hits, until your
reinforcements come in. Your own reinforcements triggers reinforcements on the
enemy side as well, with Gandal, more Vega beasts and more of those annoying
Mass Produced Great Mazingers.

In terms of the mission, I'd suggest staying near where you are, right in the
crater; it gives good defensive bonuses, which your Gundam Fighters probably
need for dodging help, or your others to take less damage from hits. Don't be
tempted out of it to hit faraway enemies; deal with the ones that have to get
up close first, before you wander out to deal with the smaller number of
snipers. This battle will tax your resources to the limit, so you'd need to
take every advantage possible. Once again, don't skimp on the seishin, except
for one round of offensive + defensive for the big guy coming up. Also, I hope
you've deployed at least a few healers and resupplyers especially, you will
need their talents throughout.  The TFO is highly recommended; not only can it
do both, but it'd be one of the few units you have that can actually dodge, and
well at that, and serves as good bait for the enemy to try and attack thanks to
it's low HP.

There's not much else to say about this mission; it's all about massive enemy
numbers against yours, and taking each enemy down as quickly as possible before
moving to the next. The two bosses are only more dangerous than their grunts in
terms of their HP level, so you might as well leave them for last, and besides,
once you kill them, you get more enemies stuffed down your throat anyway, so you
might as well deal with the first set before activating the next set.

King Vega then makes his entrance, along with a bunch more Mass Produced Greats
and a few stronger grunts in the form of the Pikudrones and a Gilgilgan. The
Pikudrones with their tremendous range will probably be the most dangerous; Vega
fortunately doesn't chase you, so again stay in the crater unless all the
enemies manage to get within sniping range. By now, you should have the morale
to deal with the enemies easier (especially true for the Gundam Fighters). Just
keep the repairing and resupplying going.

As with most bosses, the most dangerous part of King Vega is his MAP weapon,
which WILL easily devastate your Gundam Fighters and support craft if you let
it. Fortunately enough, he will stupidly expend his MAP weapon even if only two,
Flash-casted units are within range; I'd suggest Raideen and something else you
don't need to use much seishin for to waste up the 3 uses of his MAP weapon.
After that, MAKE SURE YOU SURROUND HIM. When he falls below 60% HP, he'd run
away a few squares and try to ram the earth with his phallic ship; you'd have to
rush him and prevent him from leaving the map when that happens, so if you
surround him from the start, you won't have to worry about that event at all.

From there, it's a simple, if somewhat long, beatdown. Use up your last spurt
of seishin to break though the King of Vega and it's barrier enough to finally
bring an end to the Vegans.

------------------------------------------------
Scene 9 Last Part 1
------------------------------------------------

Starting Units

Rei - EVA-00
Asuka - EVA-02
Touji - EVA-03
Ayato - Rahxephon
Elvy - Vermillion (Elvy Unit)
Haruka - ALIEL
Ginga - Gear Fighter Dendoh
Hokuto - Gear Knight Ogre
Vega - Cell Booster Valhalla
Kirakuni - Cell Booster
Masato - Zeorymer of the Heavens
Hugo - Main Unit

Reinforcement Units: None

Starting Enemy Units

??? - Obligato
3x Allegrato - Allegrato
5x Artificial Intelligence - Metronome (Red)
12x Artificial Intelligence - Dotem

Reinforcement Enemy Units: None

Items

Apogee Motor - Dotem
Haro - Allegrato
Super Repair Kit - Metronome (Red)

Notes: This is again more or less a story battle. You have 4 turns to destroy
everything besides the Obligato, at which point story events will kick in, so
rush to it. No point in staying defensive, especially when you have some of the
strongest units in the game at your disposal. Use up all the seishin you want
for support/offense, and blast through everything as quickly as possible; you
most definitely want to at least nab the Haro that an Allegrato hides.

If you've managed to clear everything before turn 5, a Vivace will show up; the
same one that trapped Shinji and Ayato, apparently. This time it's Miwa
controlling it, and you can't damage it; on the next player turn, it proceeds
to mind-rape Asuka in place of the usual Angel. Rei then sacrifices herself to
save Asuka from further damage.

------------------------------------------------
Scene 9 Last Part 2
------------------------------------------------

Starting Units

Shinji - EVA-01

Reinforcement Units

When Shinji attacks Kaworu:

Ayato - Rahxephon
Haruka - ALIEL
Elvy - Vermillion
Ginga - Gear Fighter Dendoh
Hokuto - Gear Knight Ogre
Kirakuni - Cell Booster
Vega - Cell Booster Valhalla
Touji - EVA-03
Masato - Zeorymer of the Heavens
Hugo - Main Unit

Starting Enemy Units

Kaworu - 17th Angel Taburis

Reinforcement Enemy Units: None

Items: None

Notes: Hooray for giant organic mecha smashing to the tune of classical
symphonies. ^^;

First up, have Shinji cast Flash and attack Kaworu; don't bother casting Hot
Blood or anything of the like, as Kaworu will repel it all with his AT Field.
After that and some more opining, the rest of your dudes come out to play, and
you can hurt Kaworu now.

You may actually be able to finish Kaworu on the first turn, depending. Key to
this is abusing Haruka's insane SP costs; 30 SP Rally is simply the win. 1 use
on Rahxephon + 2 Yells and a Hot Blooded Voice, Zeorymer with one Yell,
Accelerate and a Hot Blooded Dimension Coupler Cannon, and your main unit with
some Rally support and using it's finisher should easily do the job.

------------------------------------------------
Scene 10 First
------------------------------------------------

Starting Units

Bright - Neil Aghama
Ruri - Nadesico C
Hugo - Main Unit
Domon - God Gundam H (Horseback)
Rain - Rising Gundam
Chibodee - Maxter Gundam
Sai Saici - Dragon Gundam
George - Rose Gundam
Argo - Bolt Gundam
15 Units

Reinforcement Units

On Turn 3:

Albero - Medius Locus

Starting Enemy Units

Chapman - Grand Gundam
Michelo - Gundam Heaven Sword
1x Zombie Soldier - Walter Gundam
16x Zombie Soldier - Death Army
16x Zombie Soldier - Death Birdie

Reinforcement Enemy Units

When enemies are reduced to 25 or less:

4x Zombie Soldier - Death Army
4x Zombie Soldier - Death Birdie

When enemies are reduced to 23 or less:

4x Zombie Soldier - Death Army
4x Zombie Soldier - Death Birdie

When enemies are reduced to 21 or less:

4x Zombie Soldier - Death Army
4x Zombie Soldier - Death Birdie

When Grand Gundam, Gundam Heaven Sword and Walter Gundam are destroyed:

DG Cell - Devil Gundam
Urube - Grand Master Gundam

Items

Andromeda - Death Army
Shuffle Crest - Heaven Sword Gundam
Ultimate Cell - Grand Gundam

Notes: It's the Devil Mass Driver! Fear it's phallic power! And tentacles!!!

In order to counter this obviously unstoppable monster, you're allowed to sortie
a veritable army; the entire Shuffle Domain, Rain, Hugo, the Neil Aghama, the
Nadesico B and 15 units. From the start, you'd probably want to send a few of
your high-movement range units onto the right side of the map to help out the
mandatory characters there.

As for your enemies, there's Grand Gundam, Heaven Sword Gundam, Walter Gundam,
and a whole mess of Death Armies and Birdies. Counting reinforcements, there's
up to 56 of them; enough for even your non-combatants to hit 150 morale. They're
upgraded quite a bit, but can't aim worth a damn and are pretty weak in attack
power, so whichever your choice, you should be able to bulldoze them easily.
This makes this map a good place to level up some of your underused characters.

Of course, don't forget that while you're beating up the zombies, the few bosses
on display will take every opportunity to nail potshots at you. I'd suggest
taking out Walter and one of the other, likely Heaven Sword, as soon as
possible; use offensive seishin if you must, but your masses of units means
that you shouldn't really need to, save maybe defensive seishin or Sure Hit.
Once two of them are gone, leave the other and clean up the rest of the zombies
for the cash, EXP and PP.

Also note on turn 3, Albero shows up in the Medius Locus, with his grudge
against the Devil Gundam still very much intact. He'd assist you for this
mission; he won't stay though, so put him on boss-weakening duty. The Medius
Locus is of course now more fragile since you can control it, so don't overdo
it with him.

Once Michelo and Chapman are defeated, all other Death Army and Birdie units
disappear (which should be none, hopefully). On the other hand, Urube and the
Devil Gundam come out to play. Don't bother attacking the Devil Gundam; it'd
immediately regenerate any damage you give it. Instead, concentrate on Grand
Master Gundam; don't hit it with anything strong from the start though, since
it also automatically recovers the first hit it receives. Then, use defensive
spells and knock the Grand Master Gundam down to about half it's HP; it'll try
to regenerate again, but the Shuffle Domain then perform it's Shuffle Domain
Ken, reducing it to 36,000. It should be easy pickings now; go ahead and spend
a few Hot Bloods to finish it and save you of one of the headaches.

Urube then decides to take over the Devil Gundam. It has 150k HP and HP
Regeneration, so don't bother attacking it on the same turn you took out Grand
Master Gundam; just spend the turn getting your units into position. Take your
hit on the enemy turn, then on your turn, cast all the defensive and offensive
seishin you need, and hammer on the sucker like there's no tomorrow. Ping it
until it drops, at which point it tries to revive again, and does so barely;
cue Domon and Rain's Love Love Tenkyouken, which finishes the Devil Gundam
threat once and for all.

------------------------------------------------
Scene 10 Fixed Select 1
------------------------------------------------

Starting Units

Bright - Neil Aghama
Ruri - Nadesico C
Ginga - Gear Fighter Dendoh
Hokuto - Gear Knight Ogre
Vega - Cell Booster Valhalla

Reinforcement Units

On Turn 3:

Akito - Black Sarena

Starting Enemy Units

8x Error - Mechanical Error
12x Virus - Mechanical Virus
6x Bug - Mechanical Bug

Reinforcement Enemy Units

On Turn 3:

Zero - Zero

When enemy numbers are reduced below 15:

6x Lock - Mechanical Lock

When enemy numbers are reduced below 13:

6x Lock - Mechanical Lock

When enemy numbers are reduced below 11:

6x Lock - Mechanical Lock

Items: None

Notes: This is actually a relatively tame battle, probably the easiest in the
last scene. You've got a hellish amounts of Mechanical Knights to face, albeit
none of them have too many upgrades; the 44 5-digit HP grunts are still a force
to be reckoned with though. You're not even supposed to finish them off anyway;
your mission is to take break through this wall of enemies and get the Neil
Aghama and Nadesico C onto the designated point, right across the map. You have
8 turns to fulfill this condition; at most, you'd need 6.

Zero appears on turn 3 and aims for the Nadesico in order to ruin your mission
objective; the Prince of Darkness intercepts, declaring that no one will harm
his beloved and her comrades. Akito then FINALLY joins you permanently with his
Black Sarena. You'd probably need to heal up the Nadesico after this event
though, as it will take sizable damage.

Although there appears to be an infinite number of enemy reinforcements, there
really are just 3 sets of 6 Locks, and all the enemies can be defeated before
fulfilling the mission conditions, with the exception of Zero. He will
constantly revive himself; you might as well bang on him for fun though, you'd
probably have plenty of time left over once you've finished off all the Locks.
He won't give any decent amount of EXP, PP, cash or items though.

When you finally decide it's time to land the Neil Aghama and Nadesico on the
related squares, Zero will try a last-ditch attack on Knight Ogre, which Vega
defends, and the scenario ends with Hokuto chasing after the falling Cell
Booster Valhalla...

After this scenario, Akito joins with his High Mobility Black Sarena. Also,
apparently if you kill Zero at least three times, you receive a free Haro and
Minovsky Craft after this scenario.

------------------------------------------------
Scene 10 Fixed Select 2
------------------------------------------------

Starting Units

Bright - Neil Aghama
Ruri - Nadesico C
Ginga - Gear Fighter Dendoh

Reinforcement Units

After Zero has been defeated thrice:

Altair - Ogre Phoenix Aile
Vega - Cell Booster Valhalla

Starting Enemy Units

Zero - Zero
4x Error - Mechanical Error
4x Virus - Mechanical Virus
4x Bug - Mechanical Bug
4x Lock - Mechanical Lock
18x Artificial Intelligence - Galpha Principle Unit

Reinforcement Enemy Units

After Zero has been defeated once:

Zero - Zero
4x Spiral City Master - Spiral City
2x Error - Mechanical Error
2x Virus - Mechanical Virus
2x Bug - Mechanical Bug
2x Lock - Mechanical Lock

After Zero has been defeated twice:

Zero - Zero
4x Spiral City Master - Spiral City

After Zero has been defeated thrice:

Zero - Vector Zero

After Dendoh enters the second map:

Galpha Emperor - Galpha Emperor

Items

Mother's Stew - Galpha Principle Unit
Large Generator - Spiral City Master


Notes: Time for the final showdown against Galpha. Zero nicely provides you
with 18 Galpha Principle Units in order for you to gain morale; they're not even
upgraded, so you can easily OHKO them, a rarity at this point in the game.
There's also 4 sets of each Mechanical Knight, but you've had so much experience
in beating them down in the last scenario that by now you should be able to kill
them off with your eyes closed.

Zero presents a ticklish problem; not that he's particularly difficult, although
underestimate him and he WILL take one of your units down, but that when you do
kill him, you'd trigger several more enemy reinforcements. Among these are the
usual Mechanical Knights, AND Spiral Cities. These aren't weakened versions
piloted by AI either; they're the real deal, 70,000+ HP and all, HP Recovery and
the same ginormous range and attack power.

At this juncture, you have another choice to make; if you're impatient and
confident, just go ahead and kill Zero another two times while ignoring the
enemies. If not, deal with the first set of reinforcements, then kill Zero for
the second time, then kill Zero again for the third time to trigger your own
reinforcements to deal with the last set. The first method is actually a fair
bit of a challenge; with 8 Spiral Cities sniping at you, it's actually going to
be hard to keep all your units intact, while the divide-and-conquer of the
second method makes things considerably easier.

After you kill Zero for the third time, Hokuto, Vega and Subaru finally come
back from their chatter about Phoenix and the Data Weapons. Of course, that was
just foreshadowing as the Phoenix then reawakens, and freaks everyone else out
with it's chosen form. Ginga and Hokuto will then pilot Dendoh, while Altair
takes over the Ogre once again, and both will install the Phoenix Aile drive,
which gives a tasty FULL EN Regeneration.

Zero also gains a new form in Vector Zero; Altair can match up with him quite
easily by simply not attacking, casting Flash, and counterattacking on the enemy
turn forever. Of course, he revives, so you could also just stop attacking once
Zero gets to the point where another attack takes him out.

Both ways, clear out whatever's remaining on the map; don't forget that the
temple provides nice terrain bonuses and HP/EN recovery, which will greatly aid
you, especially if you're facing up against 7 of those Spiral Cities at once.
Your next goal is to take Dendoh within the temple and into the second map;
once you do, the Galpha Emperor shows up in all it's glory. Dendoh will
immediately perform some service as it gets it's new weapon, although likely
you won't be able to follow up on it until the rest of your force gets there.

Now that both of the main bosses of this scene have appeared, it's time to
split up your squadron; or rather, send everyone except one unit who you want
to receive the EXP, PP et al from Zero, who should be defeatable in one attack
after so many battle encounters with Altair. This one unit can even be one of
the battleships if you wish, to maximize on efficiency, as they can't enter the
temple anyway.

The Galpha Emperor has 190,000 HP and HP Recovery, which is why I mentioned
earlier that Dendoh likely can't follow up on itself; it would take a LOT of
Hot Blooded hits just to do damage that the Emperor won't recover on the next
turn with Dendoh alone. With a sizable force though, you can eventually take
him down, with the appropriate seishin and usual. Remember the recovery powers
of Zero though; he gets his life force from the Emperor and vice versa, so you
have to defeat both on the same turn in order to finish them off once and for
all, which is why you left a unit behind to kill Zero as soon as the Galpha
Emperor is defeated.

After this scenario, you receive the Phoenix Aile Data Weapon for both Dendoh
and Ogre, and resume with their pilot setups of Hokuto and Ginga in the Dendoh
and Altair in the Ogre.

------------------------------------------------
Scene 10 Fixed Select 3 Part 1
------------------------------------------------

Starting Units

Ayato - Rahxephon

Reinforcement Units

On Turn 2:

Elvy - Vermillion

Starting Enemy Units

Torigai - Obligato
21x Artificial Intelligence - Dotem
6x Artificial intelligence - Metronome (Red)

Reinforcement Enemy Units: None

Items: None

Notes: This'll be the last scenario you get to use the Rahxephon as you know
it, so treasure it by beating down on every single damn enemy there is. Cast
Concentrate if you need it; there's a good chance you don't though, especially
once Rahxephon gets 4 kills anyway, and becomes basically invincible. The only
real danger on this map is running out of EN.

Elvy appears to help on turn 2, but you don't really need her. If you use her,
go ahead and let her get some Dotem kills; otherwise just store her in a nice,
cool place for now.

------------------------------------------------
Scene 10 Fixed Select 3 Part 2
------------------------------------------------

Starting Units

Asuka - EVA-02

Reinforcement Units

When all the initial Mass Produced EVAs are destroyed:

Ruri - Nadesico C
Kaine - Dragnar Type 1 Custom
Tapp - Dragnar Type 2 Custom
Light - Dragnar Type 3
Rom - Vaikungfu
Shinji - EVA-01
15 Units

Starting Enemy Units

Saiga - Omzack of the Lightning
11x Artificial Intelligence - Dragoon

Reinforcement Enemy Units

When all Dragoons are defeated:

9x Mass Produced EVA - Mass Produced EVA

When all initial Mass Produced EVAs are destroyed:

9x Mass Produced EVA - Mass Produced EVA

Items

Super Repair Kit - Dragoon
Space Armor Gran - Mass Produced EVA

Notes: Asuka VS the world...more or less, if the world consisted of 11 puny
mobile suits anyway. None of them can hurt the EVA-02, and it has automatic EN
regeneration for some reason, so go ahead and use all the Progressive Knives
or the shiny new AT Field Attacks you have. The only problem you might have with
the Dragoons is actually hitting them, thanks to their EWACs, but you have
unlimited time and EN to try and try again, so it isn't much of a problem.

Saiga runs off once Asuka clears out the Federation forces. Then comes the
mass-produced EVAs...which are actually really crap. They can't pierce the AT
Field either, and have HP worthy of grunts. Just let Asuka nail them all while
counting her kills in German, and watch her level shoot up. One word of advice
though; don't kill the last of the MP EVAs until your turn comes around...

Now this time the REAL deal comes out, with the flying, 55,000 HP Mass Produced
EVAs, who make mincemeat of the EVA-02 quite easily. Then the last "Matte!"
you'd hear in the game, as well as Tamashii no Refrain occurs, and your dudes
pop up. Now you'd see why I said to end on your turn; 4 of the MP EVAs surround
the EVA-02, and WILL kill it very quickly if you let them.

The MP EVAs are actually quite tough; they have AT Fields, high accuracy and
evade rates, a high Potential level that increases them as their HP goes down,
and strong attacks which null AT Fields and easily kills most mobile suits in
one hit. Fortunately, all your dudes start at 150 morale, and these are the only
enemies you'd face, so use the usual Hot Blood/Soul and Flash/Invincibility/Iron
Wall. Treat them seriously, else run the risk of losing a few units.

------------------------------------------------
Scene 10 Fixed Select 4
------------------------------------------------

Starting Units

Bright - Neil Aghama
Ruri - Nadesico C
Akira - Raideen
Shinji - EVA-01
Masato - Zeorymer
Hugo - Main Unit
Kazuya - Daimos
15 Units

Reinforcement Units

On Turn 3:

Albero - Medius Locus

Starting Enemy Units

Shinshou Ayato - Shinshou Rahxephon <Ayato>
Shinshou Quon - Shinshou Rahxephon <Quon>
9x Mass Produced EVA - Mass Produced EVA

Reinforcement Enemy Units

On Turn 2.5:

Saiga - Omzack of the Lightning
1x Giganos Soldier - Gilgazamune

On Turn 3.5:

Torigai - Obligato

Items

Psychoframe - Mass Produced EVA
Andromeda - Mass Produced EVA
Mega Generator - Gilgazamune

Notes: Looks like the MP EVAs are mad about their loss in the last scene; this
time they're back, and this time you're in much worse condition considering all
your pilots will have normal morale and no easy way to gain it. Regardless, from
the start, I'd suggest moving your entire force towards the left; this puts you
further away from the further enemy reinforcements and reduces the number of
guns aiming at you, as well as gets closer to your own reinforcements.

The reinforcements on your side is, surprisingly enough, Albero and Eldy in the
Medius Locus again. Just like the last scenario, they won't stay though, so put
them on MP EVA-weakening duty. On the enemy side is Saiga in his Omzack and
Miwa (wtf) in a Gilgazamune, piloted by a random grunt. These are actually far
less of a threat than the MP EVAs, but more enemies are always bigger trouble,
so the further away they are from the action, the better.

So how do you deal with MP EVAs at normal morale? Basically, very carefully.
Concentrate on taking one down at a time, so that you don't get low-HP
high-Potential MP EVAs wreaking havoc; cast Confusion if you use a lot of Real
Robots; use Assist Attack over Support Attack, as Support Attacks likely won't
have the beef to pierce the AT Field (unless the supporter is an EVA of course);
use the usual defensive seishin and Hot Blood and the like. The MP EVAs are by
far the hardest part of the stage, so go ahead and spend all your seishin on
them if you need to.

Torigai also shows up on Turn 3.5 with a deathwish. If you manage to finish off
everyone else early, go ahead and send your force up to get some EXP, PP and
cash out of him as well.

Now to watch the finale of Rahxephon...

------------------------------------------------
Scene 10 Last
------------------------------------------------

Starting Units

Bright - Neil Aghama
Ruri - Nadesico C
Hugo - Main Unit
18 Units

Reinforcement Units

When AI1 is reduced below 75% HP:

Shinshou Ayato - Shinshou Rahxephon (Ayato)

Starting Enemy Units

AI1 - Medius Locus
16x Artificial Intelligence - Sinistra
16x Artificial Intelligence - Dextera

Reinforcement Enemy Units

When the Medius Locus is defeated:

Eldy - AI1

Items

Notes: Compared to the last mission, this one is a piece of cake, at least at
the beginning. There may be 32 enemies on the map, but most of them are pretty
weak; the Sinistras have mounds of HP, but have low evasion, accuracy and
attack power. On the other hand, the Dexteras are the polar opposites of the
Sinistras, with decent evasion and good accuracy and attack power, but
(relatively) low HP and armour. Both also have fairly poor range, so your
snipers will have a field day. It'd still take a while just to kill them; 16
45k HP units and 16 27k HP units, regardless of their other properties, will
definitely prolong the battle some. Just keep your units together right where
you start, so that the Medius Locus can't snipe you, and get a good Support
Attack/Defense line going. A decently powered group will easily overpower the
enemies in time.

After that, it's time to take on Medius Locus. Position your units around it,
making as much use as possible out of your Assist Attackers by surrounding them
with units, and getting a good Support Attack line going; Support Defense won't
matter at this point. Wait one turn, eat an attack, then on your turn, commence
the havoc. Assuming you used little or no seishin to deal with the initial
enemies, all of your frontline should have enough SP for two rounds of offensive
and defensive seishin, so let it all loose on this turn; Confusion, Concentrate,
Flash, Sure Hit, Iron Wall, Snipe Attack, Hot Blood, Soul, whatever you need to
deal maximum damage while ensuring minimal-to-none in return. HOWEVER, stop your
assault JUST before you kill it, and end your turn. You'd have to eat one more
attack than usual, but that's better compared to the alternative which will be
explained later.

On the next turn, the Medius Locus will have recovered a little bit of it's HP;
use your weakest (in terms of damage) units to kill it, which shouldn't take
more than 2, hopefully. Next up; Eldy, more or less absorbed by her precious
AI1, with 400,000 HP and all the capabilities of it's previous form, and some
frankly disturbing attack animations. More importantly, Eldy actually has the
Move Twice skill; this is why you held back from killing the Medius Locus at
first, so that you won't end up having a unit eat two of the AI1's attacks,
which would most likely kill it. Instead, the majority of your force should
have their turn still to use; time to finish the game and let loose with
everything you have. If you have Exhaust, now's the time to abuse it too; the
TE Sphere's damage absorbing gets really irritating, especially for Assist
Attacks.

Shinshou Ayato appears after you've reduced the AI1 to below 75%, and is pretty

Godly all things considered; extremely high-powered attacks with S ratings,
100k HP and all the skills you bought for him before (except Instrumentalist).
He also starts in perfect range for a Hot Blooded Voice, so treat him as a bit
of service from the kind folk at Banpresto.

When you've reduced the AI1 to below 50%, Hugo starts sensing his former
captain within the AI1 somehow...

When you've finally killed off the AI1, enjoy the last moments of Albero and
Eldy, and watch the ending. Don't forget to save after the credits!


===============================
10)Secrets
===============================


------------------------------------------------
Dijeh SE-R
------------------------------------------------

To get the Dijeh SE-R, all the ZZ Gundam characters must have an average level
of 25, or to put it more simply, a combined level of 200. The ZZ Gundam
characters are Judou, Rue, Elle, Beecher, Mondo, Iino, Puru and Puru Two. You
must fulfill the condition before Scene 4 Last. If you fulfilled the conditions
correctly, on Scene 5 First, Camille will show up as a reinforcement as usual,
but will pilot the Dijeh SE-R instead of the Re-GZ BWS.

The Dijeh SE-R is quite a nifty unit for your first game, as it has S Unit and
Weapon terrains for Space, Air and Land. It's attacks are relatively weak, but
the S bonuses for weapons more than makes up for that. On replay games though,
when you have the money to fully upgrade units and give them S Weapon ratings
too, it's usefulness fades considerably.

------------------------------------------------
Full Armour Dendoh
------------------------------------------------

You get to use the Full Armour Dendoh on Scene 6 Fixed Select 3 Moon Route. If
you want to keep it after that mission, you'd have to fulfill several
conditions.

To get the Full Armour Dendoh, the most obvious first condition is to take the
Moon Route after Scene 5 Last. Both Ginga and Hokuto must have a combined kill
count of at least 25 before Scene 6 Fixed Select 3. On the aforementioned
stage, make sure Dendoh is the first unit to enter the Aldebaran, and the unit
that breaks down the wall that Vega is held in. You should be able to attach
the Full Armour parts to Dendoh on Scene 7 First.

The Full Armour Dendoh is a decent unit to use at the start of missions, as
only one of its attacks require EN, and even that only uses a measly 5 EN.
Full Armour Dendoh cannot use Data Weapons though, so you must purge the Full
Armour parts before you can use Data Weapons and/or unleash Final Attacks.

------------------------------------------------
Mass Produced Great Mazinger
------------------------------------------------

The Mass Produced Great Mazinger is a semi-compulsory unit. You will receive one
no matter what by Scene 9 Free Select 3, but you can get it a little earlier if
you want to by fulfilling the following conditions.

First, make sure Boz is in the Boz Borot. On Scene 7 Fixed Select 3, have Boz
Borot kill one of the Mass Produced Greats that is not piloted by Barendos. The
Mass Produced Great will teleport off the map, and you will be able to use it
from then on.

The Mass Produced Great Mazinger is exactly what it is; a weakened version of
the Great Mazinger. It has no flight capability, lowered movement range and
attack power. It can perform Lightning Buster combination attacks with
Grandizer, Great Mazinger or Black Great, though.

------------------------------------------------
Black Great Mazinger (Unconfirmed)
------------------------------------------------

To receive the Black Great, Tetsuya must have a kill count of 50 or higher
before Scene 9 Free Select 3.


===============================
11)FAQ
===============================


------------------------------------------------
Q: So what's this game about anyway?
------------------------------------------------

Super Robot Wars MX is the latest in a long line of strategy RPGs that feature
mecha from several different types of anime, all squashed up into one completely
original reality that's really quite reminiscent of some bad crossover fanfics.
The closest gameplay equivalent that has been released in the US would be Fire
Emblem.

------------------------------------------------
Q: What are the series featured in this game?
------------------------------------------------

Banpresto's website (http://www.suparobo.jp) has a series list, but for the
benefit of those with no Japanese knowledge whatsoever:

Mobile Suit Z Gundam
Mobile Suit Gundam ZZ
Mobile Suit Gundam: Char's Counterattack
Mobile Fighter G Gundam
Metal Armour Dragnar
Mazinger Z
Great Mazinger
Getter Robo G
UFO Robot Grandizer
Rahxephon
Brave Leader Daimos
Brave Hero Raideen
Hades Project Zeorymer
Machine Robo: The Revenge of Cronos
Neon Genesis Evangelion
Mobile Battleship Nadesico: The Prince of Darkness
Gear Fighter Dendoh
Banpresto Originals

------------------------------------------------
Q: Where can I get this game?
------------------------------------------------

Your best bet is to find a local importer, and talk to him or her about it. As
a last resort, you could try ordering it online; websites like NCSX
(http://www.ncsx.com) and PlayAsia (http://www.play-asia.com) are practically
devoted to importing Japanese and Asian games, and I can verify their
authenticity myself.

------------------------------------------------
Q: What units' upgrades carry over from their old unit to their upgraded unit?
------------------------------------------------

Basically, every unit which has an upgrade will carry over their old units'
upgrades.

------------------------------------------------
Q: When does the main character get his upgrade?
------------------------------------------------

You will receive it after Scene 5 Fixed Select 4. The first time you can use
it is Scene 5 Last.

------------------------------------------------
Q: Is there anyone who leaves your team permanently?
------------------------------------------------

Rei of Evangelion cannot be used after Scene 9 Last Part 1. Additionally, after
Scene 9 Last Part 2, you only get to use Rahxephon for Scene 10 Fixed Select 2
Part 1, and won't use it again after. It does show up again on the last stage,
albeit as a different "form" and with the same upgrades.

------------------------------------------------
Q: What's the "game-over" trick?
------------------------------------------------

Simply put, when you lose the mission, you go back to the intermission screen
before the stage with all your money and levels retained. Nothing else, like PP
is retained, however. Doing this continuously is an easy way to gain money and
eventually make the stage easier, although this game really is easy enough as it
is...

------------------------------------------------
Q: What's a good level-up/money stage I can use the game-over trick for?
------------------------------------------------

The two stages with the most grunt enemies are Scene 10 First and Scene 10
Fixed Select 1. These are already a bit late in the game though; as the game is
already easy enough as is, I suggest not bothering with it unless you actually
do lose at a certain stage.

------------------------------------------------
Q: How many units do you get to sortie?
------------------------------------------------

For nearly every scenario, you get to sortie 15 units, excluding compulsory
units and battleships. The only exceptions are the first few stages in each
route, certain stages where the amount of units you have is less than 15, and
the last stage, where you can sortie 18 units.

------------------------------------------------
Q: What's this ring of units after the main character/unit screen?
------------------------------------------------

You get to choose a series from there to be considered your "Favourite" series.
All the units in the chosen series will have 2 more upgrade slots than normal,
and all the pilots from the chosen series will receive 1.5x the normal amount
of EXP.

------------------------------------------------
Q: What are the songs played at the title screen and during the ending?
------------------------------------------------

The title song is Victory, and the ending song is Yakusoku no Chi (Translation:
"Promised Land"), both performed by JAM Project. You can buy the single
containing these two songs on sites that sell Japanese music, such as
http://www.jpophelp.com/.

------------------------------------------------
Q: Is there any disadvantage to renaming the main characters/unit?
------------------------------------------------

There are a few battle quotes between the main characters, who reference each
other and the main unit using the preset names for them. If you rename the
main characters and/or main unit, then these quotes simply aren't used.

------------------------------------------------
Q: Is Mazinkaiser or Shin Getter in this game?
------------------------------------------------

No, neither of them. The closest you're going to get to either of them in this
game is naming your main character's mecha as one of them.

------------------------------------------------
Q: Do you have any Gameshark/Action Replay/VBA/codes in general?
------------------------------------------------

No. I do not endorse the use of cheats or cheat devices, so you will not find
them on my FAQs.

------------------------------------------------
Q: Are you my type? Gimme a bio.
------------------------------------------------

Well, my name is David Seo (if you couldn't guess from the disclaimer below),
and as of the time of writing, am 19 years old. I live in Singapore, a tiny
little country in southeast Asia, and am currently studying for a diploma in
Information Technology. I got into SRW games through a random buy of SRW2G 10
or so years ago, and haven't looked back since. I'm also unpredictable (read:
deranged), have a quirky (read: very weird) sense of humour and zero (read:
zero) romantic skills, so no, I'm probably not your type. ^^;


===============================
12)Credits
===============================


Games/Companies/Sites/Products:

Banpresto (http://www.hotline-web.com): For making the Super Robot Wars series.

GameFAQs (http://www.gamefaqs.com): For accepting this FAQ, of course.

Jim Breen's WWWJDIC (http://www.csse.monash.edu.au/~jwb/wwwjdic.html): Helped
me with translating some spell and skill names.

JWPCE (http://www.physics.ucla.edu/~grosenth/japanese.html): A Japanese word
processor created by Dr. Glenn Rosenthal that has greatly enhanced my knowledge
of Japanese in general and this game in specific.

http://www.fy.st86.arena.ne.jp/srwmx/htm/0531-1.htm: Contained Nuke and Mucha's
level 80 seishins, which I referenced for the Pilot Skill/Seishin list.

People:

Ghaleon: For directing me to the site with Nuke and Mucha's level 80 seishins.

Everyone at the GameFAQs Super Robot Wars MX boards: For help and people to talk
about this game.

CJayC: For keeping GameFAQs running for so many years.

===============================
13)Contact Information
===============================


Comments? Compliments? Complaints? Death Threats? E-mail Bombs? Wedding
Proposals? Send them to [email protected]. I'm kinda; I mean, VERY slacky</pre><pre id="faqspan-7">
about checking my mail though, so if you don't receive a reply within a few
days, it's likely my fault. ^^; You can also (preferably) contact me via AOL
IM at Llnk85(Two Ls) but be warned, I have no qualms about putting you on
ignore should you act like an idiot towards me.


===============================
14)Disclaimer
===============================


This FAQ is for private use only. This FAQ may not be used on any website
unless I give them permission. It may not be sold or used in any way to make a
quick buck. I have no association or affiliation with Sony or Banpresto. All
trademarks are respected.

Copyrighted 2004 David Seo