==============================================================================
SUPER ROBOT WARS MX (Playstation 2)
==============================================================================

Super Robot Wars MX FAQ/Walkthrough

Version .995

June 03, 2004 - June 24, 2004

Written by gundamtotoro and Magenta Galaxy

E-Mail:  (Read the E-Mail Guidelines first)
        gundamtotoro:    gundamtotoro(at)hotmail(dot)com
        Magenta Galaxy:  rbvandy(at)msn(dot)com

==============================================================================
TABLE OF CONTENTS
==============================================================================

I.     Introduction and Version Notes
II.    E-Mail Guidelines
III.   Intermission Menu
IV.    Gameplay
V.     Walkthrough
VI.    Combination Attacks
VII.   Secrets
VIII.  Frequently Asked Questions
IX.    Robot Library
X.     Special Thanks
XI.    Links
XII.   Copyright Information

==============================================================================
I.  INTRODUCTION AND VERSION NOTES
==============================================================================

    Super Robot Wars MX is the third game in the series on PS2.  I have been
writing FAQs for the last several SRWs and am continuing to do so.  Luckily, I
actually have some help with this one even if Magenta is quiet (sometimes) and
does not want to say anything here.

    This FAQ will offer a complete walkthrough and provide explanations of
the various gameplay features so that those of us in the world with barely
functional knowledge of Japanese written languages can play the game, or at
least the newcomers who have not memorized almost every command over the
course of the series.

Version .995 (June 24, 2004)

    Clarification on the Assist/Support/Command Attack issue with kudos in
the Special Thanks section.  Strategies are clarified, and some extra info
in the Secrets section.  Copyright section also received some updated entries
for Dragonar and Dendoh.

Version .99 (June 19, 2004)

    A few updates to the walkthrough, general information, combination attack
list, secrets (I kept Full Armor Dendoh and didn't even realize it was a
secret until recently), and S Attack Terrain's bonus is a 23% damage increase.
The Walkthrough is now complete, huzzah!

Version .35 (June 09, 2004)

    The walkthrough now covers up until the end of the game, and is *nearly*
completely finished.  Black Great has been confirmed.  Robot Library section
has been added.

Version .25 (June 07, 2004)

    The walkthrough covers up until the end of Chapter 45.  The first
Earth/Space path split is also covered.  Combination Attacks, Secrets, and
Copyright have been updated.

Version .01 (June 03, 2004)

    Basic gameplay stuff, frequently asked questions, and a little bit of a
walkthrough.

==============================================================================
II.  E-MAIL GUIDELINES
==============================================================================

    First off I would like to point out the "Find" function available on most
browsers by pressing "Ctrl + F."  Please use this command to find what you are
looking for before emailing me.

    Please put "SRWMX: (name of subject)" or something similar in the subject
heading, I do not read emails where there is no subject.  Also avoid using
caps, bad spelling, any non-default colors, or any non-default fonts.  This
will be a quick way to ensure that your message is deleted and you will
receive no reply (or if you do receive a reply, it will be an incredibly nasty
one.  I would also appreciate it if you would include a link to what site you
found this FAQ at since only one site is allowed to host it.  This helps me
sue random bitches who don't take my Copyright Notice seriously.

    I do not know cheat codes, I do not use them, I do not see any legitimate
reason for their need.  Do not email me code requests unless you enjoy being
told what a worthless piece of crap you are.

    Alright... I said all the mean angry stuff... so its time to be nice and
ask for any additional assistance help.

    I would highly appreciate any help with the FAQ, any clarification,
corrections, and additional information would be very much appreciated and
credit will be given.  My katakana translations are pretty literal and I'm
sure you will notice that names that are unfamiliar to me can have some ugly
translations.

==============================================================================
III.  INTERMISSION MENU
==============================================================================

    I really prefer the intermission menu in @2 with its easily understood
english text to the side, but this still isn't anything too bad.  Here is
how the list works out vertically:

    Pilot Examine:  Look at Data on your Pilots
    Pilot Customize:  Customize your Pilots

    Unit Change:  Place another Pilot in an available unit
    Unit Examine:  Examine your Units here
    Unit Upgrade:  Upgrade your units' stats, weapons, and weapons stats
    Item Equip:  Equip items for your units

    Encyclopedia:  Look at the characters and robots currenty in your
        encyclopedia.
    Skills:  Shows available spells and skills, and which pilots have them.
    Data:  Save your game, or load a file (which would make you lose
        your current game).
    Continue:  Moves you onto the next scenario


    The following are more detailed descriptoins of the options under the
Pilot, Unit, and Factory options.

------------------------------------------------------------------------------
     Pilot Examine
------------------------------------------------------------------------------

    All available pilots are listed here.  You can press R3 (push the right
analog stick in) and then press Circle on what category you want to arrange
pilots by.

------------------------------------------------------------------------------
    Pilot Customize
------------------------------------------------------------------------------

    All available pilots will be arranged here.  The default order is ranking
by number of Pilot Points in descending order.  R1/L1 can rearrange pilots in
order of level in descending order, or by series.

    When selecting a pilot, the first option is to increase a pilot's stats
in one of six areas at the cost of 4 Pilot Points per + 1 stat increase.  The
stats are in this order:
--------------
Melee:        Close Range fighting ability
Shooting:     Long range fighting ability
Dodge:        How well a pilot can dodge.
Hit Rate:     How accurate a pilot is.
Defend:       Determines a pilot's defense.  The higher the rating of the
             skill, the less damage a unit they pilot will receive.
Skill:        Basically it determines how often a pilot will use a critical
             attack or be hit by a critical attack.  The higher the number,
             the more likely an attack will be critical and the less likely a
             pilot will be hit by one.
--------------

    The second option allows you to buy skills for your Pilots.  Pilot Points
are a fairly recent addition to SRW games.  Pilot Points will be given to a
Pilot after destroying an enemy unit.  The following skills can be purchased
for pilots:

    Infight         20 PP (+5 for each additional level)
    Gunfight        20 PP (+5 for each additional level)
    SP Up           30 PP (+5 for each additional level)
    Potential       20 PP (+5 for each additional level)
    Sword Cut       10 PP (+5 for each additional level)

    Support Attack  40 PP (+5 for each additional level)
    Support Defend  20 PP (+5 for each additional level)
    Counter         20 PP (+5 for each additional level)
    Assist Attack   40 PP (+5 for each additional level)
    Command Attack 120 PP

    Concentration   80 PP
    Battle Spirit   20 PP
    SP Recover     100 PP
    Hit & Away      70 PP
    Attacker       100 PP

    Revenge         60 PP
    High Morale     80 PP
    E Save          60 PP
    B Save          50 PP
    EXP Up         100 PP

    Guard           40 PP

    Infight:
         I have so missed this skill from OG and I am glad it has returned.
         This skill raises your base damage for melee attacks, and can
         increase movement range by up to 2.

    Gunfight:
         This is Infight's twin.  It raises the damage of shooting attacks
         and it can also increase their range by up to 2.

    SP Up:
         The more levels of SP Up, then the more SP you will have at your
         disposal.  A nice skill to have, but it is better saved for replays.

    Potential:
         The good old SRW standby.  Stats for a unit go up as HP goes down.
         Higher levels mean better bonuses with less HP loss.

    Sword Cut:
         This skill has been properly trimmed in MX.  If a pilot will always
         pilot a machine incapable of Sword Cut, then this skill is not
         available for them.  For those who have this skill available, it can
         be a way to repel enemy melee attacks, destroy missiles, and destroy
         funnels.  It is a nice skill, but chances are a pilot will already
         have this innately if they can use it.

    Assist Attack (previously known as Support Attack):
         This skill gives a pilot the ability to use a support attack.
         Example:  Pilot A moves next to Pilot B, who has the Support Attack
         skill.  When Pilot A attacks, Pilot B can use a Support Attack which
         will take place after the enemy's counterattack.  The higher a
         Support Attack level, the more times a pilot can use a Support
         Attack.  This is particularly helpful when finishing off some bosses
         who are fond of retreating.

    Assist Defend (previously known as Support Defend):
         Support Defend works in a similar way to Support Attack, but has
         some more options.  Example:  Pilot A is being attacked and Pilot
         B is on the adjacent square (or in Pilot A's platoon) and has the
         Support Defend skill.  Pilot B will basically move in front of Pilot
         A and be hit by an enemy attack instead at lower damage than if
         Pilot A received the attack.  This skill works best when used with
         Shields, which helps decrease damage further if not nullify
         it completely.

    Counter:
         This skill lets a pilot attack first when he/she is attacked.  This
         is particularly helpful when it destroys the attacking unit before
         it can even attack.  This skill can be used once per turn for each
         level it is at.  Example:  A pilot with Counter +5 can use Counter
         5 times in one turn.

    Support Attack:
         Pilots with this skill can be supported by those around them before
         actually attacking.  A pilot will be able to call upon one mecha for
         each level of Assist Attack the pilot has.  If a pilot has one
         Assist Attack level, then he/she can be assisted by one unit that
         has an Assist-capable weapon, is within range, and has not used its
         turn yet.  A pilot with Support Attack level 4 can have up to four
         units assist it (as long as the same conditions exist).  Basically,
         you can arrange five units in a formation that looks like a + sign,
         and the unit in the middle can initiate a support attack for a lot
         of damage.  This skill is usually inherent to the main character of
         a series, but this is not always the case.

    Command Attack:
         A pilot with Command Attack can perform a joint attack at the same
         time with someone with Assist Attack.  They will both hit for
         critical as well.

    Concentration:
         Another fantastic skill from Original Generation that has made its
         return.  SP Cost for spells/seishin is reduced to 80% of its amount.
         It doesn't sound too impressive, but this can be a life saver.  The
         cost is also much more reasonable than a few levels of SP Up.

    Battle Spirit:
         This will give you +5 to your starting morale, and its only 20 PP.
         There are better skills, but this is a cheap goodie.

    SP Recover:
         +10 SP back per turn, your choice if the cost is worth it.

    Hit and Away:
         This is absolutely a must for some RRs.  This lets them attack and
         then move forward.  This lets RRs use their strongest attacks, and
         not be left behind from the group.  Have I mentioned OG had a great
         skill assortment?  This skill will not let Cellfighters be able to
         move after changing batteries.  >_<

    Attacker:
         Another returning skill from Original Generation.  Damage is 1.2x
         the normal when the pilot reaches 130 morale.  A very nice skill,
         but the cost is somewhat high.  I personally think this is a must
         for every unit you deploy meant for combat.

    Revenge:
         A poor man's Attacker basically, and it is also from OG.  1.2x
         damage for counterattacks.  It is much cheaper, and has no morale
         requirements.  Unfortunately, the damage does not apply when your
         pilot is initiating an attack though.

    High Morale:
         A pilot will gain +2 morale for two turns.  If you want Morale, then
         get Battle Spirit.

    E Save:
         A nice simple and wonderful skill.  EN Cost for attacks is reduced
         to 80%.  This is nice for SRs and RRs, and particularly helpful with
         units that really suck up EN.

    B Save:
         This is a wonderful skill for Cellfighter/booster and Valhalla.  The
         skill raises bullet counts by 1.5x.  Three batteries is definitely
         nicer than two batteries.

    Exp Up:
         Experience gain is 1.2x.  If you can justify the cost...

    Guard:
         Raises the defense for a unit when its pilot is at 130 morale.  An
         obvious choice for SRs.

    Repair Plus:
         This lets a pilot (who can access a unit with a repair function), to
         repair for 1.2x the normal HP that is repaired.  Very nice skill for
         healers, but some healers already come with it.

    Resupply Plus:
         This skill lets a unit perform resupply (refill EN, Ammo, Shields)
         after moving, which can not be normally done.  Unfortunately this
         does not let Cellfighter pilots change batteries post-movement, but
         it will let them resupply other units.

------------------------------------------------------------------------------
    Pilot Change
------------------------------------------------------------------------------

    When selecting this, two options will be brought up.  The top one is
'Main' which lets you change the main pilot for a unit.  This option is used
for UC Gundam pilots, Mazinger pilots, and Cellfighter pilots.  The bottom
option is 'Sub' which lets you change the sub-pilot for a unit (mosty used for
the Cellfighters from Dendoh).

------------------------------------------------------------------------------
    Unit Examine
------------------------------------------------------------------------------

    Examine your available mecha under this menu.  Press R3 (the right analog
stick), select a category, and press Circle to arrange units by that category.

------------------------------------------------------------------------------
    Unit Upgrade
------------------------------------------------------------------------------

    You can arrange units as you would in Unit Examine.  When you select a
unit two options are brought up.  The first will upgrade a unit's actual
stats.  The second option can upgrade a unit's weapons, weapon accuracy, and
weapon critical rate.  Here are the options to modify unit stats by:

--------------
HP           :  Unit's Hit Points
EN           :  Amount of EN (energy) available to a unit
Mobility     :  Basically this is the unit's speed rating, and aids dodging.
Armor        :  Basically this is the unit's defense rating.
--------------

    After a unit has these four stats fully upgraded, then it is possible to
obtain a unit bonus.  Mote that the HP, EN, Mobility, and Armor bonuses are
based on the unupgraded version of that stat, so those bonuses end up being
rather low.  I would suggest either A Movement/S Attack for a terrain or added
movement:
         --------------
        | HP +10%
        | EN +10%
        | Mobility +10%
        | Armor +10%
        | Movement +1
        | "A" Movement Terrain and S Terrain for either Air, Land, Water,
        | or Space (basically a hit/evade bonus for that terrain type).
         --------------

    Here are the options by which weapons can be modified in MX:
--------------
Attack Power :  All weapons/attacks are upgraded together in blocks
Accuracy     :  Accuracy of all weapons/attacks can be raised
Critical     :  Critical rate (damage x 1.2) of all attacks can be raised
--------------

    After a unit has these three attack stats upgraded then it is possible to
obtain a weapon bonus.  The S Terrain Attack bonus will give a 23% increase
to damage on that terrain type and is highly suggested.  Your Hit and Critical
rates should already be substantially high since you upgraded them already, so
they would have low utility now.  Ammo +1 has very little use in this game.
Range isn't bad, but an item can grant that.  EN Cost is not bad either, but
not a great advantage unless it is doubled with EN Save (and there are better
pilot skills than that).  Morale Requirement -5 is nice, but my preference is
for the S Terrain.

         --------------
        | Hit +30
        | Critical +40
        | Ammo +1 (WHY???)
        | Range +1 (except for MAP Attacks)
        | EN Cost 80%
        | Morale Requirement +5
        | S Attack Terrain (if it is already an A) for either Air, Land,
        |     Water, or Space
         --------------

------------------------------------------------------------------------------
    Item Equip
------------------------------------------------------------------------------

    This option lets you equip items on a mecha to increase its stats in
various areas.  Armor, HP, EN, Mobility, Accuracy, Weapon Range, HP/EN Regen,
and other items can all be equipped here.  Thanks to ericbogardRETURNS for
some of the translations.

    Repair Kit
         - Full HP Recover

    Propellant Tank
         - Full EN Recover

    Cartridge
         - Resupplies Ammo

    Super Repair Kit
         - Full Recover of HP, EN, and Ammo

    Ramune
         - 20 SP Recover

    Mother's Stew
         - 50 SP Recpver

    Fried Andromeda
         - Raise Pilot Morale by +10

    Booster
         - Movement +1

    Mega Booster
         - Movement +2

    Apogee Motor
         - Movement +1, Agility +5

    Magnetic Coating
         - Mobility +5

    Bio Sensor
         - Mobility +10

    Psyco Frame
         - Mobility +25, Critical +10%

    Haro
         - Movement+2, Mobility +25, Accuracy +20, Range +1

    Chobham Armor
         - HP +500, Armor +100

    Chogokin Z
         - HP +1000, Armor +150

    Chogokin New Z
         - HP +1500, Armor +200

    SpaceGokin Gren
         - HP +2000, Armor +250

    High Performance Radar
         - Range +1

    Shuffle Crest
         - Pilot's Starting Morale +5

    Wolf Crest
         - Pilot's Starting Morale +10

    Large Generator
         - EN +50

    Mega Generator
         - EN +100

    High Performance Targeter
         - Accuracy +30

    Image Sensor
         - Critical +20%

    Solar Cell
         - 10% EN Recover every turn

    Ultimate Cell
         - Recover 10% HP every turn

    Beam Coating
         - Shields Beam Damage that is 700 or below

    I-Field Generator
         - Shields Beam Damage that is 850 or below

    Minovsky Craft
         - Makes a unit flight capable (and attacks become able to attack
           flying opponents, particularly useful for Eva-01 and 02)

    Dust Proofing
         - Makes a unit have A terrain on Ground

    Scrurrier Module
         - Makes a unit have A terrain in Water (great for those water
           stages)

    Thruster Module
         - Makes a unit have an A terrain in Space (great for Valkyrie)

    Jammer
         - Prevents Missile Attacks from hitting an equipped unit

    EWAC
         - Creates a 2 square area field around an equipped unit that gives
           +15 evade and +15 hit to any player units within the field.

    Star Amulet
         - Nullifies status changes

------------------------------------------------------------------------------
    Encyclopedia
------------------------------------------------------------------------------

    This is one of the new features in MX, well for the intermission menu
anyway.  You can look at characters that you've seen so far and what robots
you have seen so far.  Data should be retained on replay games.

------------------------------------------------------------------------------
    Skills
------------------------------------------------------------------------------

    Shows available spells and skills, and which pilots have them.  This is a
nice feature, but it is not as needed as pilot and mecha modification.

------------------------------------------------------------------------------
    Data
------------------------------------------------------------------------------

    Selecting this option will bring up two more options.  The top one will
save your game.  The bottom option will let you load a previously saved game
(which would make you lose your current game).

------------------------------------------------------------------------------
    Continue
------------------------------------------------------------------------------
    Moves you onto the next scenario.  Thanks to the Free Order System you
can choose which scenario to go on next, but basically this is what you need
to select to continue playing the game further.  ^^

==============================================================================
IV.  GAMEPLAY
==============================================================================

    The Gameplay section is divided into several subsections.

------------------------------------------------------------------------------
    Map Commands
------------------------------------------------------------------------------

    These are the commands available to units, but not all units have all of
these commands.  This is the order the appear in when available, and the
following information gives an explanation of that command.

MOVE
ATTACK
FLY/LAND
TRANSFORM
SPELLS
STATUS
ITEM

MOVE:         When chosen, the squares a unit can move to are
             highlighted.  When a square is selected, the unit will
             move to that location.

ATTACK:       Available when an enemy unit is in range of an attack.  A
             screen is displayed showing available attacks.  When an
             attack is chosen the effective range is highlighted in red.
             When an enemy unit is chosen, the attack then commences.

FLY/LAND:     Allows a unit to take off or land, mostly useful to let flying
             units move on land to reduce their EN consumption.

TRANSFORM:    Some units can transform, this lets them do it.  Triangle also
             works, and rather well.

SPELLS:       Displays the spells available for that pilot, which can be used
             when selected.  Press L1/R1 to toggle through all of the pilots,
             or use L2/R2 to go through all of the pilots on a specific
             machine.

STATUS:       Shows information on that unit.

ITEMS:        Any battle use items equipped on a unit can be used with this
             option.

------------------------------------------------------------------------------
    Being Attacked
------------------------------------------------------------------------------

    The left-most option will go with the computer's default pick on what to
do, sometimes this option is alright, but I prefer more manual methods.  The
second option lets you choose what to do.  When this is selected, the top
option will allow you too choose a counterattack when available, the middle
will choose to defend, and the bottom will choose to dodge.  The third option
chooses whether to use Support Defend or not.  The final option allows you to
select whether to turn battle animation on or off.

------------------------------------------------------------------------------
    Support Techniques
------------------------------------------------------------------------------

    When allied units are adjacent to each other (not diagonal) then a
Support Attack/Defend can happen (if a pilot has either skill).  A Support
ability may be purchased for a pilot using pilot points if you wish.  Pilots
who are known for being caring individuals often have Support skills as a
default.

Support Attack:
    This skill gives a pilot the ability to use a support attack.  Example:
Pilot A moves next to Pilot B, who has the Support Attack skill.  When Pilot A
attacks, Pilot B can use a Support Attack which will take place after the
enemy's counterattack.  The higher a Support Attack level, the more times a
pilot can use a Support Attack.  This is particularly helpful when finishing
off some bosses who are fond of retreating.

Support Defend:
    Support Defend works in a similar way to Support Attack, but has some
more options.  Example:  Pilot A is being attacked and Pilot B is on the
adjacent square (or in Pilot A's platoon) and has the Support Defend skill.
Pilot B will basically move in front of Pilot A and be hit by an enemy attack
instead at lower damage than if Pilot A received the attack.  This skill works
best when used with Shield Defend, which helps decrease damage further if not
nullify it completely.

   Support techniques can be turned on or off before an attack takes place by
selecting the third option.

------------------------------------------------------------------------------
    Ace Pilot System
------------------------------------------------------------------------------

    The Ace Pilot System returns again.  When a pilot obtains 50 kills he/she
will receive an Ace Mark by their kill count and they will start each Chapter
at 105 Morale.

------------------------------------------------------------------------------
    Weapon Characteristics
------------------------------------------------------------------------------

    P:  P stands for Post-Movement.  An attack with this icon means you can
        use it after moving.

    M:  M stands for MAP, meaning a MAP Weapon.  These weapons can actually
        be used on the map screen itself and are capable of destroying or
        harming several units at the same time.

    W:  W stands for Double Attack, since W sounds like Double to some
        people.  This attack will let you attack two adjacent enemies with
        the same attack.

    A:  A notes that this can nullify an AT Field.

    G:  G notes that this attack can nullify a Distortion Field.

    O:  O appears in the final two columns.  In the next to last column it
        means that the attack uses missiles that a Jammer can disable.  In
        the final column it means that attack can be used to break down
        walls.

------------------------------------------------------------------------------
    Replay System/New Game +
------------------------------------------------------------------------------

    You can load your cleared game save data and start a new game.  You will
retain a portion of your money [N/(N+1)] with N as the number of times you
have finished the game.  In other words 1/2 money, then 2/3 money, and so on.
Pilot Points will be distributed among all of your pilots.  You also get to
keep most of your items.  Consumable items (Repair Kits, Ramune, etc) can have
up to 99.  Non-Consumable Items (Mega Boosters, Haros, Psyco Frames, EWAC,
etc.) will only have 9 of each carried over on replays.  You can earn more
over the course of a game (such as staring with 9 Haros and earning 6 more),
but only 9 will be retained at the start of each new playthrough.

==============================================================================
V.  WALKTHROUGH
==============================================================================

    Do I really have explain this part?  It is a walkthrough for the game.
It will obviously be a work in progress until it is finished.  =Þ

    -------------------------------------------------------------------------
    Getting Started
    -------------------------------------------------------------------------

    Click on Start off of the main menu of course.  The first thing you see
is Hugo's smirking face.  The top option here will allow you to rename Hugo
and the bottom option will go onward to Aqua.  If you choose to play with
Hugo's name then the next screen you have the following options:  Switch
Family and given name and then Change Alphabets (even to arabic).  Feel free
to put your own name here if you are the type, or you could write out Hugo
Medio in arabic if you would like.  R1 and L1 will allow you to move around
and change individual characters.  Select the final option when you are
finished with name editing.  Aqua will then be presented and you can rename
her the same way.

    The next screen will allow you to choose Garmreid (the big red Super
Robot) or Cerberus (the white and blue Real Robot).  You will then have the
option of changing your unit's name after selecting it.

     After choosing your main pilot, then you get to choose your favorite
series, and units from that series will get extra upgrade slots and the pilots
will gain more money and experience.  The "wheel" starts off on the Banpresto
originals.  CLock-wise from there it goes Rahxephon, Raideen, Daimos,
Zeorymer, Grendizer, Getter Robo G, Great Mazinger, Mazinger Z, G Gundam,
Char's Counterattack, Gundam Double Zeta, Zeta Gundam, Dragonar, Nadesico,
Dendoh, Evangelion, and finally Machine Robo (Vaikungfu).

-------------------------------------------------------------------------------
Scenario 1 - Super Robot Route
-------------------------------------------------------------------------------

Player Units:

    TFO (Koji)

Player Reinforcements (1):

    Grendizer (Duke)

Player Reinforcements (2):

    Garmreid (Hugo)

Enemy Units:

    Minifo x4
    Motherburn (Burakki)

Enemy Reinforcements (1):

    Saucer Beast Gilgil

Enemy Reinforcements (2):

    Medius Locus (???)

Items:

    Repair Kit:  Minifo
    Chobahm Armour:  Saucer Beast Gilgil


Events:

    Turn 2 Player Phase: Player Reinforcements (1) arrive, Burakki retreats,
        Enemy Reinforcements (1) Arrive.

    Enemy Reinforcements (1) Destroyed: Player Reinforcements (2) Arrive,
        Enemy Reinforcements (2) Arrive.


Strategy:

    On your turn, have Koji move directly northeast (by your default view,
anyway) towards the two Minifos. On their phase they'll head up northwest
towards the lab - which is exactly what you want them to do. Amid some rabid
screaming, Grendizer will launch out of the lab, showing off this game's
utterly awesome map effects. Burakki will then send out a Gilgil and retreat.

    In any case, Grendizer can handle the two Minifos that went over towards
the lab fairly easily, have him run up and sock one of them with a Screw
Crusher Punch to kill it off - you won't need Lock On. Have Koji head
northwest again to catch up with Gren. The other Minifo should attack Gren...
smack him in the face with yet another Screw Crasher Punch to send him to his
grave. One of them will drop a Repair Kit too, so when Turn 3 rolls around go
send the TFO to pick that up.

    In any case, it's pretty much hack and slash for the moment. Feel free to
have a muck-around with some of Gren's moves - they're pretty impressive and
all worth a watch. Some of the enemies may go after the TFO, but it has such
insane evasion it's not worth worrying about - give them a taste of the TFO's
missile attack if they do.

    The main worry here is the GilGil - it has 7200 HP which, in most SRWs,
would be considered quite good for a first boss. Grendizer, however, will
easily disprove that - you can quite easily take it down in two hits if
Grendizer has enough morale to use Double Harken (which he should).

    Once the enemies are taken out, some originals will appear - Medius Lox
will arise from the woodwork and survey the scene, noting Grendizer's immense
energy levels. Just as it's about to strike... up pops Garmreid. The pilots
talk a bit amongst themselves, and then the action kicks off - you'll need to
reduce Medius Locus to below 80% HP without any of your units dying. Easy.

    My first recommendation is to have Aqua (the Garmreid's blue-haired
subpilot) cast her third spell, Hirameki (or "Flash"), which will completely
evade one attack, and then rush up to Medius Lox and use Garmreid's third
attack - the most powerful one available to you at the moment (it's called
"Thunder Spinedge", for reference). That should deal over the 3200 damage you
need to make Medius Lox retreat and end the scenario. Duke and Koji will join
during the intermission.

------------------------------------------------------------------------------
Chapter 1 - Real Robot Route
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Gundam ZZ (Judau)
    Zeta Gundam (Roux)
    Super Gundam (Elle)
    Hyakushiki (Beecha)
    Qubeley Mk. II (Puru)
    Qubeley Mk. II (Puru Two)
    Mega Rider (Mondo)

Player Reinforcements:

    Cerberus (Hugo and Aqua)

Enemy Units:

    Dora x 04
    Gelf (Dan)
    Gelf (Carl)
    Gelf (Warner)

Enemy Reinforcements:

    Medius Locus (??? & ???)

Items:

    Chobham Armor:  Warner
    Repair Kit:  Dan
    Screw Module:  Carl

Strategy:

    The little satellites offer +10 Defense and +5 Dodge to any units on
them.  They also give HP and EN Regeneration.  I really like Roux' updated
portrait.  ^_^

    Start off taking down the Torahs to build morale.  If any line up beside
each othre than use a Double Attack (with the W icon, since W sounds like
double).  Judau can fairly easily take down two Torahs at once.  Anyway, take
down the Torahs to build up morale, then take down Maiyo's flunkies.  Try to
set up everyone so that they can Support Attack and Support Defend for each
other to maximize damage and to take minimal damage.

    Medius will show up after all enemies are defeated.  Cerberus should be
able to force it to retreat in two attacks.

-------------------------------------------------------------------------------
Scenario 2 - Super Robot Route
-------------------------------------------------------------------------------

Player Units:

    Grendizer (Duke)
    Garmreid (Hugo)

Player Reinforcements (1):

    TFO (Koji)

Player Reinforcements (2):

    Getter Dragon (Ryoma)

Enemy Units:

    Minifo x6
    Saucer Beast Gilgil x2
    Motherburn (Valendos)

Enemy Reinforcements (1):

    Grangen

Items:

    Booster:  Valendos
    Cartridge:  Gilgil
    Chogokin New-Z:  Grangen

Events:

    Turn 2 Player Phase: Player Reinforcements (1) Arrive.

    Turn 4 Player Phase: Enemy Reinforcements (1) Arrive, Player
        Reinforcements (2) Arrive, Getter Dragon pilots gain 30 morale.

Strategy:

    The first turn will probably be rather uneventful - have Hugo use his
first spell (Accelerate) so he can move further - and move up towards the
Vegans. You should also switch Grendizer to Spacer mode so you can move further
but regardless of what you do you will not be able to attack on your first
turn. You probably will get attacked by some of the Minifos on the Enemy Phase,
but they're so utterly weak you'll probably kill them in one hit with your
counter-attack. o_o;

    Koji will sortie in the TFO on the second turn - but you don't really
need any backup, the Minifos are so weak that they can barely scratch your
units. You can use him to heal up any damage caused by the Gilgils, though, as
they can pack quite a punch. One of them will also drop a Cartridge.

    On the fourth turn, a Grangen will appear... and that causes Ryouma to
just go over the limit... Getter Dragon sorties, flies over to your units and
all three pilots go up to 130 morale. This is looking fun, eh. o_O; In any case
you should be able to take out the remaining Minifos and Gilgils this turn -
try and spread out the morale evenly enough so as that both Grendizer and
Garmreid have access to their final attacks (Double Harken Storm and Burning
Breaker, respectively). From here on out, just use your defensive seishin like
Flash, Invincible and Concentrate.

    Valendos retreats when his HP gets low.  Double Harken Storm being
supported by Burning Breaker works rather well.  You will want to destroy
Valedos before the Grangen, because Valendos will automatically retreat when
the Grangen is defeated.  Getter Dragon will be available for use after this
scenario.  Getter Q will also be available.  Both groups from the Real and
Super routes will meet up after this chapter as well.

------------------------------------------------------------------------------
Chapter 2 - Real Robot Route
------------------------------------------------------------------------------

Player Units:

    Dragonar 1-L (Kaine)
    Dragonar 2-L (Tap)
    Dragonar 3-L (Light)
    Eva-02 (Asuka)

Player Reinforcements:

    Near Argama (Bright)
    8 Units

Enemy Units:

    Gebaye x 06
    Gelf (Dan)
    Gelf (Carl)
    Gelf (Warner)
    Falguen (Maiyo)

Items:

    Booster:  Carl
    High Performance Targeter:  Maiyo
    Repair Kit:  Warner

Events:

    Turn 3:  Player Reinforcements Arrive


Strategy:

    Asuka is limited on her movement away from the carrier, but she can take
down Gebayes very easily.  Keep the Dragonars together with Dragonar 2 in the
middle to Support Defend.

    Player Reinforcements will arrive on Turn 3.  I would suggest equipping
Cerberus with the Screw Module to improve its performance in the water.

    Be careful when facing off against Maiyo.  He is an excellent pilot, and
he will retreat when reduced to below 4500 HP.  Reduce him as close to that
amount as you can.  I personally finished him off with Cerberus being
supported by Dragonar 3-L performing a D Formation.

------------------------------------------------------------------------------
Chapter 3 - Part 1
------------------------------------------------------------------------------

Player Units:

    Rahxephon (Ayato)
    Alpha Unit 2 (Elvy)

Player Reinforcements:

    Aliel (Haruka)

Enemy Units:

    Allegrato

Events:

    RahXephon has a battle encounter: Player Reinforcements (1) Arrive,
         RahXephon powers up and kills Allegreto. Scenario moves to second
         half

Strategy:

    Lookie, the second episode of Rahxephon.

    Honestly, I would just avoid Allegrato until Turn 3.  A scene will then
play out where the Xephon destroys it. The scenario will then move on to the
second half.

------------------------------------------------------------------------------
Chapter 3 - Part 2
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Main Character
    14 Units

Player Reinforcements:

    Alpha Unit 2 (Elvy)

Enemy Units:

    Medius Locus (??? & ???)

Enemy Reinforcements:

    Dotem x 06

Events:

    Medius Locus is reduced to 80% HP:  Medius Locus retreats.  Player and
         Enemy Reinforcements Appear

    Turn 2:  Medius Locus retreats.  Player and Enemy Reinforcements Appear

Items:

    Magnetic Coating:  Dotem

Strategy:

    The first part of the this fight is comprised of having your main unit
run over and smack the crap out of Medius Lox. Your other units are totally
unable to move until Medius retreats, so run on over and smack him with the
strongest move available to you - you only need to deal 3200 damage like last
time in order to make him run off. This is quite easily done with a Thunder
Spinedge or whatever the hell Cerberus has in it's array. o_O;

    Once that occurs, a scene will play out with RahXephon running out of
Tokyo Jupiter... and far, far away. o_O; Haruka will then follow him... and
Medius will run off whilst you're distracted. Elvy will then run out...
pursued by a load of Dotems. Oh what fun.

    In any case, the Dotems are basically complete cannon fodder. Just run up
with your units (using Accelerate where applicable) and start beating them up.
Do be wary of their close-range attack, though, as it can do quite immense
damage to your units. o_o; Kill off all the Dotems to end that rather easy
scenario.

------------------------------------------------------------------------------
Intermission after Chapter 3
------------------------------------------------------------------------------

    This is your first chance to use the Free Order System.  The first choice
goes to GEAR HQ, the second choice goes to outside Tokyo Jupiter again (but
with a G Gundam-related scenario), and the third choice goes with Grendizer.

------------------------------------------------------------------------------
Chapter 4/5/6 GEAR HQ
------------------------------------------------------------------------------

Player Units:

    Valkyrie (Vega)
    GEAR Fighter Dendoh (Ginga & Hokuto)

Player Reinforcements:

    Near Argama (Bright)
    14 Units

Enemy Units:

    Machine Beast Orbiton x 01

Enemy Reinforcements:

    Galfa Beast x 03
    Machine Beast Orbiton x 03
    Casmoton x 02
    Fulgos x 03
    Devil Satan 6

Events:

    Enemy Units are Defeated:  Player and Enemy Reinforcements Appear

Items:

    Anti Beam Coat:  Devil Satan 6
    Biosensor:  Machine Beast Orbiton
    Repair Kit:  Fulgos

Strategy:

    I love this scene.  Ginga and Hokuto are chosen by Dendoh to be its
pilots, Vega has to instruct them on how to operate the machine, and they
Ginga and Hokuto move together (hence the counting) and everyone is all
impressed.  Then again Ginga and Hokuto try to walk away from the enemy first
instead of fighting though.  XD  Of course that is remedied, and it is time
to kill our first Galfa.

    Vega should go ahead and attack the Galfa first, and Dendoh can make for
a nice stylish finish with its Shinpuu Sanbengeki.  Player and Enemy
Reinforcements will then arrive.  Dendoh will also gain access to more
attacks.

    The enemy reinforcements are pitiful.  Devil Satan 6 puts up a little bit
of a fight, but it will not retreat.  Finish it off as you see fit.  Ginga,
Hokuto, and Vega will join after this scenario.

------------------------------------------------------------------------------
Chapter 4/5/6 Tokyo Jupiter
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    15 Units

Player Reinforcements:

    God Gundam (Domon)
    Fuunsaiki (Fuunsaiki)

Enemy Units:

    Deathbirdie x 04
    Deatharmy x 04

Enemy Reinforcements (1):

    Dragon Gundam (Sai)
    Gundam Rose (George)

Enemy Reinforcements (2):

    Deathbirdie x 04
    Deatharmy x 04

Events:

    Enemy Units are Destroyed:  Player and Enemy Reinforcements Appear

    Dragon Gundam's HP reduced to 50%:  Dragon Gundam heals and Enemy
         Reinforcements (2) Appear

Items:

    Booster:  Dragon Gundam
    Propellent Tank:  Deatharmy
    Shuffle Crest:  Gundam Rose

Strategy:

    Send a unit after the Deatharmy units and a unit after the Deathbirdies.
Domon will arrive after they are defeated to trounce a few Deartharmy units
that appear.  Sai and George will then arrive and Sai will challenge Domon to
a Gundam Fight (which forces all units except for God Gundam to be unable to
move).  Just beat down Sai with God Slashes for 15 EN.  When Sai's HP reaches
50% then it is revealed that both Sai and George are infected with Devil
Gundam Cells once again.  More Deathbirdies and Deatharmys show up as well.

    God Gundam (and maybe even Fuunsaiki) may need Trust spells cast on them
to refill their HP.  I'd suggest combining them, have Domon use Concentrate,
and Fuunsaiki use Iron Wall if you feel it is needed.  Be careful defeating
Sai and George.  An enemy unit (including either Sai or George) may move next
to Domon and take a container in the process.  I would suggest waiting to
finish off Sai and George until all the grunts are out of the way, and when
Domon is in between them.  Feel free to have someone other than Domon finish
those two off though.

    Domon and Fuunsaiki join after this scenario.  It is so cute watching
Ginga hero-worship Domon!!!

------------------------------------------------------------------------------
Chapter 4/5/6 Grendizer Route
------------------------------------------------------------------------------

Player Units:

    Grendizer (Duke)

Player Reinforcements:

    Near Argama (Bright)
    15 Units

Enemy Units:

    Gebaye x 06
    Gelf (Dan)
    Gelf (Carl)
    Jagd Gelf (Warner)
    Falguen (Maiyo)

Enemy Reinforcements:

    Minifo x 06
    Saucer Beast x 03
    Motherburn (Valendos)

Items:

    Cartridge:  Dan
    Chobham Armor:  Warner
    Jammer:  Maiyo

Events:

    Turn 3 Player Phase:  Player Reinforcements Appear

    Maiyo retreats or is defeated:  All Enemy Units retreat, Enemy
         Reinforcements appear if they have not done so already.

    Turn 5 Player Phase:  Enemy Reinforcements Appear

Strategy:

    Grendizer has to defend the base alone (what? no TFO?!?!).

    On your first turn, I'd recommend having Grendizer move towards the three
Gebaye to the southwest.  You may be able to damage or even destroy one in the
first turn. Holding your ground is not a good idea as Grendizer will be
forcefully moved anyway on the second turn, so you may as well make the best
of it.  One thing that should be noted is that all of the Metal Armor units
have a Shield, which allows them to lower the damage of one attack.  Once
they take an attack, they lose the shield.  Generally, though, any of the
morale-requiring attacks will be strong enough to just punch straight through
it and kill the enemy... o_O;

    The third turn is where things will start heating up - most likely all
three enemies on the southwest will be alive AND able to reach the base this
turn.  Abuse Accelerate where possible - a decently upgraded Garmreid may well
be able to one-hit kill an enemy, and a Double Getter Beam combination from
Getter Dragon and Getter-Q will definitely kill off whatever it hits. In any
case, your units should be able to get over to the enemies and kill them in
the turn provided, but I think the enemies are actually more inclined to go
after you than the base at times... so you may get a saving grace. o_O;

    As far as dealing with Maiyo goes, treat him as a huge threat. He has one
hit killed some of my units on several occasions, and he doesn't pull any
punches with his accuracy, either. Spell up with Flash and Resist seishins, as
using Concentrate will generally not save you. He'll run off and take the rest
of his flunkies with him when he gets down to reasonably low (about 30-40%)
HP, so finish off the rest of his goons first, then finish him off.

    On turn 5, some Vegans will appear... fairly standard stuff, really. If
you've been on the Super Robot route then this should be utterly easy due to
the load of new units you've gotten - but for real routers, be wary of the
Gilgils, they are surprisingly strong. The Minifos are utter cannon fodder and
will die in one hit from most attacks.  Valendos' Motherburn is a fairly
simple matter since he will not retreat.  He does not drop any items either
though.  >_<

------------------------------------------------------------------------------
Chapter 7
------------------------------------------------------------------------------

Player Units:

    Zeorymer of the Heavens (Masato & Miku)

Player Reinforcements (1):

    Near Argama (Bright)
    GEAR Fighter Dendoh (Ginga & Hokuto)
    Valkyrie (Vega)
    15 Units

Player Reinforcements (2):

    Cellfighter (Kirakuni & Ellis)

NPC Units:

    Unicorn Drill

Enemy Units:

    Lanster of the Wind (Saiga)

Enemy Reinforcements (1):

    Galfa Beast x 06
    Galfa Capture Beast x 02

Enemy Reinforcements (2)

    Knight GEAR Ogre (Altea)

Events:

    Lanster reaches below 6,000 HP:  Player Reinforcements (1) Appear, Masaki
          awakens, Zeorymer retreats, NPC Units and Enemy Reinforcements (1)
          Appear.

    Turn after Player Reinforcements Appear:  Enemy Reinforcements (2) Appear

    Enemy Reinforcements (2)'s second Enemy Phase:  Knight Ogre obtains Viper
          Whip, reduced Dendoh to critical, Dendoh obtains Unicorn Drill,
          Player Reinforcements (2) Appear, and Ogre is reduced to critical</pre><pre id="faqspan-2">
          HP and retreats.

Items:

    Mega Booster:  Galfa Beast
    Mega Generator:  Saiga
    Ramune:  Galfa Beast

Strategy:

    The first part of this stage is rather lopsided to say the least. Have
Masato use his Iron Wall seishin (the 30 SP one) and Miku use her Accelerate
(5 SP). Have Zeorymer move directly towards Lanstar, you want to do as much
damage as possible without taking too much (hence the Iron Wall).  This
should get Lanster in range of your second attack, Energy Blast. Stand your
ground, use Iron Wall where applicable, and just keep blasting at Lanster
with it.

    When Lanster is reduced to less than 50% HP (which should be the enemy
phase of the second turn), Player Reinforcements pop up - including Dendoh.
All is not good, however, for Lanster powers up and uses his most powerful
attack, the Dead Long 'Phoon, on Zeorymer.  "Masaki" will then take over
Masato's body and show what Zeorymer is capable of as Reinforcements show up.
Zeorymer then disappears.

    Unicorn Drill will be attacked by some Galfa for a couple of turns.  Ogre
soon shows up, will obtain Viper Whip and then rush over and beat down Dendoh
with it. Unicorn Drill will then run over to Dendoh and be installed.  Dendoh
will then use Unicorn Drill Final Attack on Ogre, which will cause it to
retreat.  Dendoh could probably use some healing after these events too.  >>

    Finish off the rest of the enemies and the chapter will end.  Nothing
like stages where most of the action is done automatically...

    Cellfighter is an available unit after this scenario with Kirakuni and
Ellis as its pilots.

------------------------------------------------------------------------------
Chapter 8 - Part 1
------------------------------------------------------------------------------

Player Units:

    GEAR Fighter Dendoh (Ginga & Hokuto)
    Valkyrie (Vega)
    Cellfighter (Kirakuni & Ellis)

Enemy Units:

    Knight GEAR Ogre (Altea)

Strategy:

    It is a Dendoh and Ogre smack down, until Ginga decides to waste a Final
Attack and Dendoh pays for it when receiving a Viper Whip Final Attack.
Eva-01 briefly appears, but Ramiel makes it well known that it hates Shinji
as much as the rest of the world.  Now we need Eva and Dendoh characters to
bicycle to power up Dendoh and Eva-01's Positron Rifle... what a fantastic
plan...

------------------------------------------------------------------------------
Chapter 8 - Part 2
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Eva-00 Yellow (Rei)
    Eva-01 (Shinji)
    GEAR Fighter Dendoh (Ginga & Hokuto)
    15 Units

Player Reinforcements:

    Kenryu (Rom)

Enemy Units:

    Kismodon x 04
    Zarios x 04
    Galfa Beast x 05
    Devil Satan 6
    Deontora
    Hunomena

Enemy Reinforcements:

    Knight GEAR Ogre (Altea)

Events:

    Deontora reduced to below 15,000HP:  Enemy and Player Reinforcements
          Appear

    Ogre reaches below 11,000HP:  Dendoh is recharged and receives Leo Circle

    Rom reaches 130 morale:  Kenryu transforms into Vaikungfu

    All enemies other than Ramiel are Destroyed:  Ramiel's Destruction Event

Items:

    Minovsky Craft:  Deontora
    Repair Kit:  Devil Satan 6
    Supper Alloy Z:  Hunomena

Strategy:

    Send almost everyone to go after the enemies.  Concentrate on Deontora
to trigger Rom and Altea's appearance.  Rom's entrance is fantastic!

    Altea is a cheesehead and will block most of the time.  Beat him down
enough and Dendoh will be recharged and Ginga will gain Leo Circle as his
Data Weapon.  No enemies will retreat here at all, so hit them with
everything you have.

    When everything but Ramiel is destroyed, then we will go through the
entire Ramiel event thanks to the neato MAP effects Banpresto has for us
now.  The beams even bend as they go by each other.  ^^

    Rom will take off at the end of the scenario.  Shinji, Asuka, and Rei
will all join with their respective Evas though.

------------------------------------------------------------------------------
Chapter 9
------------------------------------------------------------------------------

Player Units:

    Raideen (Akira)
    Flugar (Mary)

Player Reinforcements:

    Near Argama (Bright)
    God Gundam (Domon)
    15 Units

Enemy Units:

    Telgum x 07

Enemy Reinforcements:

    Deatharmy x 06
    Deathbirdie x 06
    Gundam Maxter (Chibodee)
    Bolt Gundam (Argo)

Events:

    Turn 2 Player Phase:  Player Reinforcements Appear

    Enemy Units are Destroyed:  Enemy Reinforcements Appear

Items:

    High Performance Targeter:  Argo
    Screw Module:  Chibodee

Strategy:

    The Telgums are total cannon fodder.  Chibodee and Argo arrive and are
DG Cell controlled too.  Bolt does not have a very long range, and can be
easily sniped into oblivion.  Try to use Flash or Iron Wall to avoid damage
from Chibodee.

------------------------------------------------------------------------------
Intermission before Chapter 10
------------------------------------------------------------------------------

    The Free Order System gives some options here.  The first is Robot
Museum, the second is an encounter with Maiyo in Kyoto, and the third is an
SOS call from the Saotome Lab.

------------------------------------------------------------------------------
Chapter 10/11/12 Robot Museum - Part 1
------------------------------------------------------------------------------

Player Units:

    TFO (Koji)

Enemy Units:

    Minifo x 02
    Motherburn x 01 (Valendos)

Events:

    Both Minifos are defeated OR Turn 4 Enemy Phase: Scenario moves to second
        half.

Strategy:

    Koji needs to destroy two Minifos, and then he will be captured.  >>
Fighting Valendos is pointless since it is essentially impossible to defeat
him within four turns.

------------------------------------------------------------------------------
Chapter 10/11/12 Robot Museum - Part 2
------------------------------------------------------------------------------

Player Units:

    Grendizer (Duke)

Player Reinforcements (1):

    Mazinger Z (Koji)

Player Reinforcements (2):

    Near Argama (Bright)
    15 Units

Enemy Units:

    Mazinger Z (Koji)
    Great Mazinger (Valendos)

Enemy Reinforcements:

    Saucer Beast Jinjin x 04
    Saucer Beast Gabigabi x 04
    Saucer Beast Koakoa x 01
    Motherburn (Valendos)

Events:

    Mazinger Z is reduced to below 60% HP: Koji can be convinced.

    Koji is convinced: Great Mazinger can be attacked.

    Great Mazinger's HP is reduced to critical:  Player and Enemy
         Reinforcements Appear

Items:

    Chogokin New Z:  Valendos
    Magnetic Coating:  Saucer Beast Gabigabi
    Propellent Tank:  Saucer Beast Jinjin

Strategy:

    The game just had to be tricky and have Vegans trying to steal Mazinger Z
and Great Mazinger (see Grendizer vs. Great Mazinger for source material on
this battle).  Reduce Mazinger Z's HP (remember that Duke has Mercy in this
game), and then have Duke use "Convince."  As always, Convince is a special
command that only appears in select situations.  It will be the second option
after moving, and the next to last option while standing still.

    Be sure to have Duke continually cast Iron Wall, or he might not survive
this fight un-upgraded.

    Weaken Great Mazinger and then Koji will return to himself.  Further
reduce Great Mazinger's HP so that Valendos will bring out the big guns and
Player Reinforcements will appear.  Use Trust spells to heal Duke and Koji,
and then kick in Valendos' face.

    Boss and Sayaka show up after the scenario and join.  Koji will have a
choice on whether to keep his Grendizer outfit, or to resume wearing his
Mazinger outfit.

------------------------------------------------------------------------------
Chapter 10/11/12 Kyoto
------------------------------------------------------------------------------

Player Units:

    Banpresto Original
    Valkyrie (Vega)
    Dragonar 3-L (Light)

Player Reinforcements:

    Near Argama (Bright)
    15 Units

NPC Units:

    Black Selena

Enemy Units:

    Gebaye x 04
    Dorah x 03
    Dyne x 07

Enemy Reinforcements (1):

    Medius Locus (Albero & Eldie)

Enemy Reinforcements (2):

    Shishiki x 04

Events:

    Turn 1 Enemy Phase:  Enemy Reinforcements (1) Appear

    Turn 2 Enemy Phase:  Medius reduces Original to critical.

    Vega reaches corner of map, or all Metal Armors are Destroyed:  Player
         Reinforcements Appear.

    Metal Armors are Destroyed:  Enemy Reinforcements (2) Appear.

    Turn after Enemy Reinforcements (2) Arrive: NPC Units Arrive

Items:

    Cartridge:  Gebaye
    EWAC:  Dyne
    Image Sensor:  Shishiki

Strategy:

    Honestly the three units you have can take the Metal Armors easily.
Forcing Medius Locus to flee is the hard part.  Wait until the event in Turn 2
before you start attacking, or you will see the damage you have done gone to
waste as the unit heals itself completely.

    Medius Locus will retreat when reduced to below 40% HP and it does not
drop any items.  When all enemies are clear, or if Vega reaches the patch of
dirt in the corner, then Player Reinforcements will appear.

    Some Shishikis will arrive when all of the Metal Armors are gone.  The
Shishikis are actually insanely good. They have very high HP, are very
accurate and are generally quite powerful. To make matters even worse, they
have a Distortion Field.  The HM Black Selena will literally tear them to
pieces, though, so you can just sit back and watch the show if you wish.  What
is the fun in that, you don't want him stealing all your PP, do you? =P
Chances are he will most likely kill off at least two of them, but you can at
least grab the spoils from some - they give 6 PP each so it is definitely not
bad.  The scenario will end when all four Shishikis are defeated.

------------------------------------------------------------------------------
Chapter 10/11/12 Saotome Labs
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Getter Robo G (Ryoma, Hayato, & Benkei)
    15 Units

Player Reinforcements:

    Zeorymer of the Heavens (Masato & Miku)

Enemy Units:

    White Mechabeast x 06
    Blue Mechabeast x 06
    Oni Empire Battleship x 01 (Hitler)

Enemy Reinforcements:

    Briest of the Flame (Shi Ain)
    Gallowin of the Water (Shi Tau)

Events:

    Turn 2 Player Phase:  Enemy Reinforcements Appear

    Turn Player Phase:  Player Reinforcements Appear

Items:

    Chobham Armor:  Hitler
    Mega Generator:  Shi-Tau
    Ramune:  Shi-Auen

Strategy:

    It should be noted right from the get-go that if any enemy unit reaches
one of the nine orange-marked squares by the Saotome Institute, it is a Game
Over.  As such, you have a few options.  You can either 1.) send your units
forward and to the side and hopefully prevent all enemies from getting close
to the labs or 2.) you can send send 9 units or so to go sit on top of the
labs to prevent them from being touched while sending the rest of your group
to take out enemies.

    In any case, the rest of your units should go after Hitler and his goons.
Focus on what os in front of you - Hitler and the blue mechabeasts. They have
quite high HP considering the grunts you have faced so far, but they are not
incredibly difficult.  They should fall in a few hits, so just swarm them and
enjoy.

    When turn 3 rolls around, you will get some new opponents in the form of
the Zeorymer twins - Shi Ain and Shi Tau.  Their mechs have over 35,000 HP
each.  They retreat at half of that, too, and unless you are either cheating
or insane, then you will not be able to kill off either of them on a first
playthrough (and it really is not worth the trouble on a replay game either).
You can still see what items they have using a Scan ability, though, so feel
free to drool over that big fancy Mega Generator. o_O;  *yawn*

    Your main problem is Hitler - he too has quite high HP (19,000) and
will retreat at half of that.  The usual goes for killing bosses with high HP
,a combination attack (Double Getter Beam works nicely) supported by another
powerful attack, like your original character's strongest attack or something
like God Gundam's Sekiha Tenkyoken.  Defeat all enemies and force the Shi
twins to retreat to end the scenario.

------------------------------------------------------------------------------
Chapter 13
------------------------------------------------------------------------------

Player Units:

    Alpha Unit-2 (Elvy)

Player Reinforcements (1):

    Rahxephon (Ayato)

Player Reinforcements (2):

    Near Argama (Bright)
    Raideen (Akira)
    15 Units

Enemy Units:

    Dotem x 06

Enemy Reinforcements:

    Grave
    Dotem x 08

Items:

    Biosensor:  Grave
    Repair Kit:  Dotem
    Chogokin Z:  Dotem

Events:

    Turn 2 Player Phase:  Player (1) and Enemy Reinforcements Appear

    Turn 3 Player Phase:  Player Reinforcements (2) Appear, Ayato is raised
         130 morale, Akira is raised to 130 morale, and Rahxephon gains new
         attack selection.

Strategy:

    The group heads to Nirai Kanai, TERRA's headquarters.  Of course Dolems
are already attacking TERRA, and Ayato gets his trial by fire.  At the start
of the chapter I would suggest having Elvy use Accelerate and Concentrate and
head for the Dotems.  Ayato will arrive on the second turn, and should use
Iron Wall (yes, Concentrate was enough for the last time we saw Ayato, but
Iron Wall is needed now).  Elvy should head for the new group of Dotems that
arrived.  She can handle the Dotems very easily with Concentrate, while they
can actually be dangerous for Ayato if they have the chance to swarm him.

    Near Argama arrives on Turn 3.  Akira launches with Raideen, and this
triggers Ayato's own voice.  It is amazing, just listening to Akira seems to
have raised Ayato's ability as an Instrumentalist more than almost the entire
TV series did.  >_>  Ayato also manages to receive his version of God Voice
(just referred to as Voice here) before Akira does.  >>

    Go kick the crap out of the remaining enemies with Rahxephon and Ayato's
new abilities.  Ayato may need some HP help through trust spells, but he can
handle it on his own without outside help.  Why you need 17 more units at this
point is beyond me.  I had everything destroyed before Raideen could even get
in range.

    Ayato will join with Rahxephon after this chapter.

------------------------------------------------------------------------------
Chapter 14
------------------------------------------------------------------------------

Player Units:

    GEAR Fighter Denodh (Ginga & Hokuto)
    God Gundam w/Fuunsaiki (Domon & Fuunsaiki)
    Banpresto Original (Hugo & Aqua)
    Valkyrie (Vega)
    Cellfighter (Kirakuni & Ellis)

Enemy Units:

    Deatharmy x 05
    Dearthbird x 03

Enemy Reinforcements:

    Knight GEAR Ogre (Altea)

Events:

    Turn 2 Player Phase:  Leo Circle and Unicorn Drill Appear

    Dendoh reaches the marked spot OR all enemies are defeated: Dendoh regains
        it's Data Weapons, Enemy Reinforcements (1) Arrive. Dendoh and
        Valkyrie retreat.

Items:

    High Performance Radar:  Altea
    Mega Booster:  Deathbirdie
    Propellent Tank:  Deatharmy

Strategy:

    Little Miss "I graduated MIT" before puberty loses Unicorn Drill and Leo
Circle.  >_<  Simply move forward and destroy Deatharmy units.  The Data
Weapons will appear on the second turn, and Dendoh needs to move to the
marked square on the island.  Be sure to have someone take out the
Deathbirdies since one drops a very valuable Mega Booster.

    When Dendoh reaches the marked square, then all chaos breaks loose.
Dendoh gets cornered by six brand spanking new uber-Galfa units, Vega tries
to help, and Vega, Ginga, and Hokuto all disappear with the Galfa.  Michelo
Chariot also comes back from the dead to bother Domon, but soon leaves.

    Domon will move next to Altea to battle with him.  Altea will retreat
when reduced to below 8500HP.  Try to have Hugo support Domon here for the
finish.

    After this scenario there is a path split.  The first option will be to
stay on Earth.  The second option is to go to Space.  Here is a list of what
units will go on which route:

        |------------------------|---------------------------|
        | Space Path             | Earth Path                |
        |------------------------|---------------------------|
        | Banpresto Original     | Banpresto Original        |
        |                        |                           |
        | Dendoh                 | Dragonar 1 Lifter         |
        | Cellfighter            | Dragonar 2 Lifter         |
        | Valkyrie               | Dragonar 3 Lifter         |
        |                        |                           |
        | Zeta Gundam            | Raideen                   |
        | Gundam ZZ              | Bluegar                   |
        | Hyakushiki             |                           |
        | Quebeley Mk. II        | Rahxephon                 |
        | Quebeley Mk. II        |                           |
        | Super Gundam           | Eva-00                    |
        | Mega Rider             | Eva-01                    |
        |                        | Eva-02                    |
        | God Gundam             |                           |
        | Fuunsaiki              | Mazinger Z                |
        |                        | Great Mazinger            |
        |                        | Grendizer                 |
        |                        | Diana A                   |
        |                        | Venus A                   |
        |                        | Boss Borot                |
        |                        | TFO                       |
        |                        |                           |
        |                        | Getter Dragon             |
        |                        | Getter Q                  |
        ------------------------------------------------------

------------------------------------------------------------------------------
Chapter 15 - Earth Route
------------------------------------------------------------------------------

Player Units:

    Grendizer (Duke)
    Mazinger Z (Koji)
    Diana A (Sayaka)
    Boss Borot (Boss)
    TFO (Hikaru)
    Getter Dragon (Ryoma, Hayato, & Benkei)
    Getter Q (Michiru)

Player Reinforcements (1):

    Double Spacer (Maria)

Player Reinforcements (2):

    Near Argama (Bright)
    10 Units

Enemy Units:

    Minifo x 06
    Saucer Beast Gilgil x 04
    Saucer Beast Jirajira (Jigura)

Enemy Reinforcements:

    Minifo x 06
    Saucer Beast Gabigabi x 03
    Saucer Beast Jinjin x 03
    Motherburn

Events:

    Turn 3 Player Phase:  Player Reinforcements (1) Appear

    Enemy Units are Destroyed:  Enemy Reinforcements and Player
         Reinforcements (2) Appear

Items:

    Magnetic Coating:  Motherburn
    Propellent Tank:  Saucer Beast Gabigabi
    Screw Module:  Jigura

Strategy:

    Grendizer will be disabled at the start of the battle, but luckily Jigura
will not attack Grendizer again until it combines with Double Spacer.  You can
either fully concentrate on the Vegans in front of you, or split up your
forces to attack the Vegans and to go support Duke.  Maria will launch in
Double Spacer on Turn 3, and will automatically combine with Grendizer if the
Enemy Units are destroyed.

    The Enemy Reinforcements are easily taken apart.  The Evas' AT Fields are
particularly nice when weakening the Saucer Beasts.

    Be careful with Grendizer's HP in this battle.  If Grendizer is destroyed
then it is Game Over.  Double Spacer will not act as an armored carrier for
Grendizer either.  Refill Grendizer's HP with spells, or have the TFO repair
it.  Koji can also use Support Defend to help Duke out.

    Maria will join with Double Spacer after the chapter.

-------------------------------------------------------------------------------
Chapter 15 - Space Route
-------------------------------------------------------------------------------

Player Units:

    Nadesico B (Ruri & Haley)
    Cellfighter (Kirakuni & Ellis)
    Banpresto Original
    God Gundam (Domon)
    Super Aestavalis - Saburouta (Saburouta)
    8 Units

Player Reinforcements (1):

    Vaikungfu (Rom)
    GEAR Fighter Dendoh (Ginga)

Enemy Units:

    Galfa Beast x12

Enemy Reinforcements (1):

    Casmoton x3
    Zarios x3
    Devil Satan 6
    Deondra
    Knight GEAR Ogre - Viper Whip (Altea)

Items:

    Cartridge:  Deondra
    Chobham Armour:  Devil Satan 6
    Thruster Module:  Altea

Events:

    Enemy Units Defeated: Player Reinforcements (1) and Enemy Reinforcements
        (1) Arrive.

Strategy:

    Can you say hack and slash? I think so! These enemies are incredibly weak
and will die in generally one hit, so feel free to rush up and smack them with
whatever takes your fancy, they almost certainly won't get a chance to repay
the favour. Things only really get interesting when they all die - Dendoh
reappears, Phoenix pops out to say hi, and pulls out Viper Whip. Dendoh gets
it's Data Weapons back, the Machine Robo villains appear, and then Rom makes
his usual flashy entrance. All in one scene! :D

    In any case, the order of the day is getting the hell out of there. You
have two choices - blow everything up within 3 turns, or getting everything
except Rom into the Nadesico B within 3 turns. Not a tough decision - killing
everything is so much more fun, after all. However, there is a stipulation
that you get a Game Over if any unit dies... so be careful, and keep your
spells up if you do go for killing everything. Althea, Devil Satan and
Deondra will all retreat at 30% HP or less, so make sure to kill them with
something reasonably powerfulish. I like a Hot Blooded God Hand Smash myself,
or a few nice attacks chained together with Assist Attack. Whatever, just make
sure you deal the 5000-6000 damage needed to make sure they don't stuff their
tails between their legs and run. Do remember to keep spelled up, though, and
save regularly.

------------------------------------------------------------------------------
Chapter 16/17 - Earth Route - Gundam Fight (first choice)
------------------------------------------------------------------------------

Player Units:

    Dragon Gundam (Sai)

Player Reinforcements (1):

    Bolt Gundam (Argo)

Player Reinforcements (2):

    Nobel Gundam (Allenby)

Player Reinforcements (3):

    Near Argama (Bright)
    12 Units

Enemy Units:

    Bolt Gundam (Argo)

Enemy Reinforcements (1):

    DG Bolt Gundam (DG Argo)
    DG Dragon Gundam (DG Sai)

Enemy Reinforcements (2):

    Deatharmy x 11
    Deathbirdie x 06
    Gundam Heavens Sword (Michelo)

Events:

    Bolt Gundam is damaged:  Player and Enemy Reinforcements Appear?

    DG Bolt or Dragon is reduced to 50%:  Enemy Units Heal and Bolt and
         Dragon gain additional attacks.

    DG Clones are Defeated:  Enemy Reinforcements (2) and Player
         Reinforcements (2) Appear

    Player Turn after Enemy Reinforcements (2) Appear:  Player Reinforcements
         (3) Appear

Items:

    High Performance Targeter:  Michelo
    Repair Kit:  DG Sai
    Shuffle Crest:  DG Argo

Strategy:

    This chapter starts off with Dragon versus Bolt in a Gundam Fight.
Bolt is easily damaged.  DG copies of Bolt and Dragon appear and are piloted
by DG Cell clones of Sai and Argo.  Use SP as you see fit and trounce on one
of them.  They will heal, but then Argo and Sai will gain their Hyper Mode
attacks, be healed, and have full SP.

    After the attack of the clones *ahem*, then the real enemies show up.
Allenby can hold off Devilarmy units rather easily (which is good since Argo
and Sai may be somewhat beaten up after fighting their DG cloens).  The Near
Argama arrives on the next turn to give Michelo a sound beating.  Michelo will
not retreat, so let him have it.

    Allenby, Sai, and Argo join after this chapter.

-------------------------------------------------------------------------------
Chapter 16/17 - Space Route - La Vie En Rose (first option)
-------------------------------------------------------------------------------

Player Units:

    Nu Gundam (Amuro)

Player Reinforcements (1):

    Gundam Maxter - Super Mode (Chibodee)
    Gundam Rose - Super Mode (George de Sand)

Player Reinforcements (2):

    Nadesico B (Ruri & Haley)
    15 Units

Enemy Units:

    Gebaye Maf x4
    Gelf Maf (Dan)
    Rebi Gelf Maf (Carl)
    Jagd Gelf Maf (Wilner)
    Falguen Maf (Maiyo)

Enemy Reinforcements (1):

    Shishiki x 04
    Dowzen x 06

Items:

    Beam Coating:  Falgen Maf
    High-Performance Targetter:  Gelf Maf
    Ramune:  Type-6

Events:

    An enemy unit reaches La Vie En Rose: Player Reinforcements (1) Arrive,
        Enemy Reinforcements (1) Arrive.

    Amuro reaches the signal beacon: Player Reinforcements (2) Arrive.

    Falguen Maf retreats or is defeated: Scenario ends.

Strategy:

    A rather annoying mission to begin with. You have to get Amuro to the
little marked beacon within 4 turns - it's possible to do in 3, though. The
problem is that the Nu Gundam isn't very resistant and enemies are quite
accurate in this game, so you have to be careful. My recommended suggestion is
to use Concentrate and Flash (Amuro's two 10 SP seishins) every turn. Move
directly southeast (by your default view) as far as possible each turn - the
enemy reinforcements will most likely pop up on turn 2 and the Shishiki will
make some rather large holes in the Nu Gundam if you're too close to them -
this will ensure they're out of range but will also make sure you reach the
beacon within 3 turns. In any case, the Gelf Maf and Falgen Maf will be
chasing after Amuro - the Gebai Maf and, when they appear, Dowzen, will be
more concerned with the La Vie En Rose more than anything else.

    In any case, Flash should make sure the Falgen doesn't hit you, and if
you followed my advice with movement, you should only be attacked with one
attack that you can't flash off, and that won't be fatal even if it does hit.
When one of the Gebai Mafs reaches La Vie En Rose (probably on turn 2, enemy
phase) some more enemies will appear - Dowzens, and Shishikis piloted by
Martian Successors. The Martian Successors are seemingly allied with Maiyo,
and will help him try and kill off Amuro. The Dowzens will go after your
friendly reinforcements... Gundam Maxter and Gundam Rose.  Have them use
Concentrate each turn and stand on top of La Vie En Rose - they'll get nice
HP and EN recovery and a boost to their dodge and defense stats to help them
clean house.

    Your reinforcements will arrive when Amuro reaches the marked space. Be
VERY careful when dealing with Falgen Maf - if he reaches 6000 HP or less
he'll retreat - and if he retreats or is defeated he'll take everyone with
him. So if you're having trouble, just blast him to end the stage, but if
you're after all the nice money and items (which you should be) then try and
avoid attacking him - kill everything else off then finish him with a nice
strong attack. I like using a Hot Blooded Sekiha Tenkyoken myself, but your
original should be able to do the trick as well. Rain, George, Chibodee and
Amuro will join with their respective Gundams after the stage.

------------------------------------------------------------------------------
Chapter 16/17 - Earth Route - Gilgilgan (2nd choice)
------------------------------------------------------------------------------

Player Units:

    Boss Borot

Player Reinforcements (1):

    Near Argama
    Getter Dragon
    15 Units

Player Reinforcements (2):

    Great Mazinger

Enemy Units:

    Gilgilgan

Enemy Reinforcements (1):

    Gilgilgan
    Minifo x 06
    Saucer Beast Jinjin x 03
    Saucer Beast Gabigabi x 03
    Saucer Beast Koakoa x 02
    Saucer Beast Jirajira (Jigura)

Items:

    Alloy Grand:  Gilgilgan (final form)
    Apogee Motor:  Jigura

Strategy:

    Lookie, the Great Mazinger vs. Getter Robo G movie.  Super alien freaky
acid and Chogokin Z do not mix.  The rela meat of the scenario starts off
with the fantastic plan of Boss luring the Gilgilgan to the marked area on the
map.  Be sure to cast Invincible on Boss and start running.  Gilgilgan will
chase Boss as long as Borot is 8 or more squares away.  After Gilgilgan steps
into the marked area then the Player Reinforcements appear.

    You need to surround Gilgilgan and NOT ATTACK IT.  Wait until a turn
where everyone is at a optimum attack point, and then attack it.  You have to
destroy it within one turn of damaging it.

    After Gilgilgan is defeated, then a Mazinban is kamikazed beside it to
give it another meal so it can heal and further grow.  >>  Tetsuya will launch
in Great Mazinger to further help out though.  I would personally wait another
turn and then make another assault on Gilgilgan.  It is possible to destroy
it twice on a single turn though.

-------------------------------------------------------------------------------
Chapter 16/17 - Space Route - Terminal Colony Amaterasu (second choice)
-------------------------------------------------------------------------------

Player Units:

    Nadesico B (Ruri)
    Aestavalis C - Ryoko Type (Ryoko)

Player Reinforcements:

    Super Aestavalis - Sabuouta Type (Saburouta)
    13 Units

Enemy Units:

    High Mobility Black Selena (Prince of Darkness)

Enemy Reinforcements (1):

    Batta x10

Enemy Reinforcements (2):

    Shishiki x 05

Items:

    Magnetic Coating:  Batta
    Repair Kit:  Batta
    Solar Panel:  Shishiki

Events:

    HM Black Selena is reduced to below 50% HP: Enemy Reinforcements (1) and
        Player Reinforcements (1) Arrive. HM Black Selena retreats.

    A unit enters the Amateras: Enemy Reinforcements (2) Arrive.

Strategy:

    I'll be blunt. The beginning of this stage sucks - the Nadesico can't
move and if the Aesty takes a hit, it DIES. That causes a Game Over.  You need
to reduce the Black Selena to below half to trigger the next series of events.
This can be really tough - what you need to do is use Concentrate and Resist,
and smack Akito with a Distortion Attack. Dodge when he counterattacks, spell
up again, and smack him - this SHOULD knock him below half, and it's the only
real viable way of doing it.

    Once that's done, you're introduced to a new system in MX - the dual map
system.  By pressing the Square "[]" button over a purple square on the map,
you can go inside it. You can move units inside the map, and that is your aim
here, to get a unit to the square marked yellow inside the Amateras.  It's
also fairly important to get Ryoko back within the Nadesico B's range before
it blows the hell up too, as it STILL can't move.

    As far as enemies go, the Battas aren't too much of a worry. They have
an annoying Distortion Field, but their low HP and armour means that they'll
fall in a few hits anyways. The Shishikis are a real threat - 12,000 HP each
and a Distortion Field - and don't forget quite powerful attacks. I personally
like to use a barrage of map attacks - God Gundam's with a Hot Blood can
easily take off about 8,000 off each of them - leaving them nicely weakened
for another robot's most powerful attack to finish them off. In any case, the
scenario will only end once a unit reaches the marked point, even if all units
are defeated.

    If you don't feel like fighting the Shishiki, then you can just swerve
past them and head towards the point.  This will trigger a series of events
where the group will find that a piece of a Mars relic is inside Amaterasu,
and this relic contains Yurika (a nice demo sequence is shown here unveiling
Yurika as well) and the stage will end.

    Ryoko will join with her Aestivalis Custom after this stage.

------------------------------------------------------------------------------
Chapter 18
------------------------------------------------------------------------------

Player Units:

    Dragoon (Kaine)
    Dragoon (Tap)
    Dragoon (Light)

Player Reinforcements (1):

    Full Armor Hyakushiki Kai (Quattro)

NPC Units:

    Dragoon x 04

Player Reinforcements (2):

    Kenryu (Rom)

Player Reinforcements (3):

    Dragonar 1 Custom (Kaine)
    Dragonar 2 Custom (Tap)
    Dragonar 3 Custom (Light)

Player Reinforcements (4):

    Near Argama
    Banpresto Original
    12 Units

Enemy Units:

    Gebaye x 04
    Dyne x 02

Enemy Reinforcements (1):

    Dajin x 04
    Dorah x 04
    Dune x 04
    Gebaye x 04
    Stark Dajin (Jin)
    Stark Dyne (Min)
    Stark Gundora (Ganon)
    Stark Gebaye (Gol)
    Gaizam (Gun Jym)

Enemy Reinforcements (2):

    Medius Locus (Albero & Eldie)

Events:

    Enemy Units are Destroyed:  Enemy Reinforcements (1), Player
         Reinforcements (1) Appear, and NPC Units Appear

    Turn 2 Player Phase:  Player Reinforcements (2) and NPC Units Appear.
         Player Units retreat.

    Turn 3 Player Phase:  Player Reinforcements (3) Appear

    Turn 3 Enemy Phase:  Enemy Reinforcements (2) Appear

    Turn 4 Player Phase:  Player Reinforcements (4) Appear

Strategy:

    Kaine, Tap, and Light start off testing the Dragoons, the mass-produced
versions of their Dragonars.  Double Attacks can handle the Gebayes pretty
easily.  The Dynes can be weakened, and easily finished with counterattacks
on the Enemy Phase.

    The real enemies show up after the AI test dummies are destroyed... man
they are an ugly bunch.  o_O;  Quattro launches in FA Hyakushiki Kai with some
NPC Dragoons (some of which may actually survive the scenario *gasp*).  Kaine,
Tap, and Light soon retreat so that they can ditch the Dragoons for their
newly upgraded Dragonars.  Rom will show up standing on Gun Jym's noggin to
help out.  Dragonar Customs will soon launch, and then later the real
reinforcements.

    Unfortunately, no items are dropped on this scenario.  Fortunately, no
one will retreat either.  The Stark units can be somewhat tough though,
particularly Jin's with its EWAC and Bunshin abilities. Lock-On is almost
required to take him down.  Rom can handle things fairly well on his area of
the map if you are using Iron Wall, but he will likely run very low on EN in
the process.

    Quattro will join with FA Hyakushiki Kai after the scenario.  Kaine, Tap,
and Light will now have their Dragonar Customs.  Everyone regroups after this
chapter as well.

------------------------------------------------------------------------------
Chapter 19
------------------------------------------------------------------------------

Player Units:

    Venus A (Jun)

Player Reinforcements (1):

    Great Mazinger (Tetsuya)

Player Reinforcements (2):

    Getter Dragon (Ryoma, Hayato, & Benkei)
    Getter Q (Michiru)

Player Reinforcements (3):

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    Eva-01 (Shinji)
    Eva-02 (Asuka)
    15 Units

Enemy Units:

    Combined Bongu

Enemy Reinforcements (1):

    Minifo x 03
    Saucer Beast Gabigabi x 03
    Saucer Beast Jinjin x 03
    Saucer Beast Gilgil x 03
    Motherburn x 01

Enemy Reinforcements (2):

    Briest (Shi-Aen)
    Gallowin (Shi-Tau)

Enemy Reinforcements (3):

    Saucer Beast Gabigabi x 03
    Saucer Beast Granken x 02
    Saucer Beast Koakoa x 02

Events:

    Combined Bongu is reduced to critical:  Player Reinforcements (1) and
         Enemy Reinforcements (1) Appear

    Turn 3 Player Phase:  Player Reinforcements (2) Appear

    Turn 4 Player Phase:  Player Reinforcements (3) and Enemy Reinforcements
         (2)

    Turn 6 Enemy Phase:  Zeorymer shows up and destroys Briest and Gallowin,
         and promptly disappears.

    Motherburn is attacked:  Bigtron is destroyed.  Enemy Reinforcements (3)
         Appear

Items:

    Image Sensor:  Shi-Tau
    Chogokin Z:  Valendos

Strategy:

    Jun should move down to the end of the bridge.  This will give Venus A
an HP recharge every turn, and prevent the enemy from getting on the bridge
and getting that recharge for itself as well.

   Bigtron here seems invincible, but he will no longer be if you can get
someone to attack the Motherburn.  Great Mazinger will then give it a nice big
helping of Great Booster for its last meal.  Be careful when sending a unit
after the Motherburn though because Enemy Reinforcements will show up around
the Motherburn, and could easily destroy a unit that doesn't have Iron Wall
and/or Concentrate.

    Shinji and Asuka launch and perform the Unison Kick combination attack
for the first time... on a non-Angel.  They could stand there and keep
fighting while not connected to an umbilical cable... but that would be bad.
Have Asuka and Shinji both cast Flash and flee for the Near Argama or Nadesico
B to connect cables.  Ignore the twins, because Zeorymer will show up to take
care of them shortly.  Just avoid their shots with Flash (they can pierce the
AT Field), and watch them die in a couple of turns.

    Nobody will retreat, so finish off all enemies as you see fit.

------------------------------------------------------------------------------
Chapter 20/21/22  Photoatomic Institute
------------------------------------------------------------------------------

Player Units:

    Mazinger Z (Koji)
    Double Spacer (Maria)
    Diana A (Sayaka)
    Boss Borot (Boss)

Player Reinforcements (1):

    Power Loader (Leina)
    Jet
    Drill
    Jim

Player Reinforcements (2):

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    15 Units

Enemy Units:

    Machine Beast Fighters x 02
    Machine Beast Orbiton x 02
    Fulgos x 06
    Galfa Beast x 03
    Galfa Capture Beast x 02
    Deondra
    Devil Satan 6

Enemy Reinforcements:

    Mecha Beast x 06
    Mecha Beast x 03

Events:

    Player Phase Turn 3:  Player and Enemy Reinforcements (1) Appear

    Player Phase Turn 5:  Player Reinforcements (2) Appear

Items:

    Anti-Beam Coat:  Devil Satan 6
    Biosensor:  Dendora
    Repair Kit:  Mecha Beast

Strategy:

    Yay!  Mazinger Z receives Whirlwind and Giant Rocket Punches.  I love
these attacks.  *grumbles at @2 for not giving them until late in the game*
Anyway, keep your units together and take down units as you go.  Leina and
company arrive soon, and I would suggest having them meet with the Mazinger
group.  This helps keep them safe, and it will drop your coming Player
Reinforcements in amongst the Mecha Beasts... and those things are not
going to last against 15 more units that suddenly appear beside them.

   Devil Satan 6 and Deondra will not flee, so have fun taking them out.
Leina and company will leave after the scenario is over though.

------------------------------------------------------------------------------
Chapter 20/21/22
------------------------------------------------------------------------------

Player Units:

    Zeorymer (Masato [technically Masaki] & Miko)

Player Reinforcements:

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    15 Units

Enemy Units:

    Rose C'est La Vie (Giso)

Enemy Reinforcements:

    Mechabeast x 04
    Mechabeast x 10
    Oni Battleship (Hitler)

Events:

    Turn 3 Player Phase:  Masato's morale drops to 80

    Turn 4 Player Phase:  Player Reinforcements Appear

    Turn 5 Player Phase:  Enemy Reinforcements Appear

Items:

    Biosensor:  Giso
    Dustproofing:  Hitler

Strategy:

    Masaki is having fun being alive again in Masato's body.  Amazing how
nobody is really getting a clue either...  Anyway, another Hau Dragon shows
up.  Iron Wall is sure to protect Zeorymer well enough here.  Masato becomes
himself again on Turn 3 and finds the situation he is in to be confusing.  His
morale drops down to 80.  >_<  Iron Wall is definitely your friend.

    Reinforcements arrive on the next turn.  The Hau Dragon here drops a
Biosensor, but he will retreat at 30%HP.

    Hitler arrives with a bunch of mecha beasts on the following turn.  A few
will cross the bridge and others fly over the sea.  They should not pose too
much of a threat, even if the shields are somewhat annoying.  Hitler himself
will not retreat, so enjoy the Dustproofing you get from him.

------------------------------------------------------------------------------
Chapter 20/21/22
------------------------------------------------------------------------------

Player Units:

    Banpresto Original
    Dragonar 1 Custom (Kaine)
    Dragonar 2 Custom (Tap)
    Dragonar 3 Custom (Light)

Player Reinforcements:

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    15 Units

Enemy Units:

    Medius Locus (Albero & Eldy)

Enemy Reinforcements (1):

    Dorah x 03
    Stark Gundorah (Ganon)
    Dajin x 03
    Stark Dajin (Jin)

Enemy Reinforcements (2):

    Dajin x 03
    Gaizam (Gun Jym)
    Dyne x 03
    Stark Dyne (Min)
    Gebaye x 03
    Stark Gebaye (Gol)

Events:

    Turn 2 Enemy Phase:  Enemy Reinforcements (1) Appear

    Turn 3 Enemy Phase:  Enemy Reinforcements (2) Appear

    Turn 4 Player Phase:  Player Reinforcements Appear

Items:

    Booster:  Min
    EWAC:  Gun Jym
    Super Repair Kit:  Albero

Strategy:

    I really liked the flashback with the Gespensts battling against the
Deatharmy... and Hugo and Albero's problems with Feria (?) being infected by
DG Cells.

    This is one of the tougher scenarios so far.  I would personally group
everyone together and make sure they are not flying to take advantage of
terrain bonuses.  Basically the key is to survive until Turn 4 when the
cavalry arrives.

    The only enemy that will retreat is Albero, but he only drops a Super
Repair Kit.  No one else will flee.  A Booster and another EWAC are always
welcome.

------------------------------------------------------------------------------
Chapter 23
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    Eva-00 (Rei)
    Eva-02 (Asuka)
    Raideen (Akira)
    15 Units

Enemy Units:

    Alegrato x 03
    Grave x 03
    Dotem x 09
    Vivace

Items:

    Cartridge:  Dotem
    Chobham Armor:  Alegrato
    Haro:  Grave

Events:

    All Enemy Units other than Destroyed:  All hell breaks loose.

Strategy:

    Honestly, this is more of a story scenario than anything.  The battle
is very basic, but there is one very important thing I have to note.  A Dolem
pops a Haro.  As always, Haros are one of the most important items in any SRW.
BE SURE TO PICK IT UP!

    Back to the chapter, basically a Dolem captures Rahxephon and Eva-01 and
feeds an alternate reality to Ayato and Shinji.  Ayato wants to go back to the
"real" reality, even if this fake one is honestly what he wants, or at least
wanted out of life back on Tokyo Jupiter.  Shinji goes back to reality just
because he does what anybody tells him to do and Ayato has superior emotional
development.  =Þ

    Raideen gains God Voice, blasts the Dolem, and frees Rahxephon and
Eva-01.  Rahxephon then finishes off the Dolem with the help of a berserk
Eva-01.  o_O;

    Anyway, Eva-01 gains the Maglock E-Sword after the chapter.

------------------------------------------------------------------------------
Chapter 24
------------------------------------------------------------------------------

Player Units:

    GEAR Fighter Dendoh (Ginga & Hokuto)
    Daimos (Kazuya)

Player Reinforcements (1):

    Re-GZ/Dijeh SE-R (Camille)

Player Reinforcements (2):

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    15 Units

NPC Units:

    High Mobility Black Selena (Akito)

Enemy Units:

    Gendoro x 04
    Katonbo x 02
    Jiro x 04

Enemy Reinforcements (1):

    Jiro x 04
    Katonbo x 02

Enemy Reinforcements (2):

    Shishiki x 06
    Yatenkou (Hokushin)

Events:

    Daimos is reduced below 50% HP: Daimos joins Player Units, Enemy
        Reinforcements (1) Arrive.

    7 Enemies Remain OR Turn 3 Player Phase: Player Reinforcements (1)
        Arrive, Enemy Reinforcements (2) Arrive.

    Turn 3 Enemy Phase: Enemy Reinforcements (3) Arrive.

    Turn 4 Player Phase: Friendly Reinforcements (1) Arrive.

    Turn 5 Player Phase: Player Reinforcements (2) Arrive.

    Hokushin or Akito drops below 40% HP: Enemy Reinforcements (3) and
        Friendly Reinforcements (1) Retreat.

Strategy:

    The start of this chapter is a friendly sparring match between Daimos and
Dendoh.  Go ahead and raise Dendoh's morale as high as possible with Ginga's
spell set, use Lock-On (otherwise Kazuya will likely beat off Dendoh with
Daimos' version of Sword Cut), and go ahead and use Hot Blood so we can hurry
things along.  Don't worry because Ginga and Hokuto will have their SP
refilled immediately afterwards.

    An assortment of Jovian Lizard/Martian Successor mecha arrive.  Send
Daimos after the Jiros to the left.  Five Shooter counterattacks should take
care of that group, and trigger the next set of Enemy Reinforcements who will
appear in the corner where Dendoh started at.  Kamille will also launch in
Re-GZ or the Dijeh SE-R (depending on the levels of the ZZ Pilots).

    Hokushin arrives with a small legion of Shishikis.  Destroy the Shishikis
if you would like, or just watch Akito and Hokushin try to kill each other
until Hokushin retreats.  Playe Reinforcements will appear on Turn 5. Focus on
the Shishikis for the moment as they may well retreat at any time, and you
want the experience, money, and PP.  Try and focus on one at a time so you can
get as much money and PP as you can before they retreat.  As always, keep
spelled up at all times and blast them with your strongest attacks to get
through their Distortion Fields.  When they retreat, go and clear off the rest
of the enemies if they have not already destroyed.

    Camille will join with whatever mech he arrived in after the scenario.
You may wish to move him into Zeta so he and Judau can finally execute the
Double High Mega Launcher combination attack.

------------------------------------------------------------------------------
Chapter 25/26/27 Medios Cube
------------------------------------------------------------------------------

Player Units:

    Nadesico B (Ruri & Haley)
    GEAR Fighter Dendoh (Ginga & Hokuto)
    Valkyrie (Vega)
    Cellfighter (Kirakuni & Ellis)
    10 Units (all made up of G Gundam and Nadesico units)

Player Reinforcements:

    Kenryu (Rom)

NPC Units:

    Gatling Boar
    Dragon Flare

Enemy Units:

    Machine Beast Fighters x 03
    Machine Beast Orbiton x 03
    Knight GEAR Ogre (Altea)
    Bug
    Virus
    Error
    Log

Enemy Reinforcements (1):

    Kismodon x 08
    Zarios x 08
    Ashura

Events:

    Turn 2 Enemy Phase:  NPC Units, Enemy Reinforcements (1), and Player
         Reinforcements (1) Appear

Items:

    Chogokin New-Z:  Bug
    High Performance Radar:  Knight GEAR Ogre

Strategy:

    Equip Dendoh so that it has 10 Movement. Move next to square (12,19) (12
right from the northwest corner and 19 down) on your second turn, preferably
to (13,19) or (12,18). Dragon Flare will appear on (12,19) during the enemy's
phase on Turn 2, and Hokuto will immediately File Save at the start of Turn 3.
Move next to Gatling Boar, and Ginga will File Save it.  This prevents any
concerns about having to race with Altea to obtain Data Weapons.  This also
puts Dendoh in a good position to handle the enemy reinforcements instead of
Rom.  Rom can of course handle them on his own, but he doesn't retain the PP
that he would earn in doing so.

    The rest of the scenario just involves wiping up Altea's knights, and
Altea himself.

    Unfortunately, Rom will disappear again after the scenario.  >_<

------------------------------------------------------------------------------
Chapter 25/26/27 Tokyo 3
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    14 Units

Enemy Units:

    Batta x 03
    Jiro x 06
    Shishiki x 03
    Katonbo x 04
    Dinodilos of the Earth (Rockfell)
    Burrstone of the Mountain

Events:

    Turn 3 Enemy Phase:  Dinodilos Retreats

    Burstone is reduced below 50% HP: Burstone moves to the mountain in the
        far corner from your starting point.

Items:

    Mega Booster: Burstone of the Mountain
    Mega Generator: Dinodiros of the Earth
    Repair Kit:  Katanbo

Strategy:

    Do not even bother going after Dinodilos.  It is virtually impossible to
beat her and get that lovely Mega Generator without a Haro-filled maxed-out</pre><pre id="faqspan-3">
Dijeh SE-R with a pilot with both Accelerate and Soul.  Speaking of units...
you will not have access to all your units at this point in time as they have
been split into groups to handle the different threats.  You are essentially
limited to your Gundams, Raideen & Rahxephon, and the Evas.

    Anyway, this is a fairly simple mission for the most part. Dinodilos will
automatically retreat on turn 3, so do not worry about Rockfell. You should go
use the Jiro and Batta enemies as cannon fodder for your planned boss-killers
if, of course, you plan to actually kill Burrstone.  If not, just make things
easier for yourself and send out everything at once.  The Jiro and Batta
enemies should die in one hit from any unit you have not totally neglected.
Katonbos and the Shishikis are your usual high-HP Distortion Field-wielding
enemies.  Raideen is excellent for dealing with these guys as his SP
regenerates automatically due to his Nendoukousen ability.  He can fire off
Hot Bloods as he sees fit.  Keep spelled up if you feel you need it.  Rahxehon
can probably stand on a building and have enough defense to shrug off all
attacks and counter effectively with beams and arrows.

    As far as dealing with Burrstone goes, keep spelled up at all times.  He
can more than easily break AT Fields and any other barriers you may have.  Try
and weaken him down to as close as possible to 15,000 HP then let it rip with
your most powerful moves. A Hot Blooded Voice from Rahxephon with a Unison
Kick combo is useful.  Not a hard stage, just a frustrating one at times. The
scenario will end when all enemies are defeated or forced to retreat.

------------------------------------------------------------------------------
Chapter 25/26/27 Giganos
------------------------------------------------------------------------------

Player Units:

    Mazinger Z (Koji)
    Great Mazinger (Tetsuya)
    Grendizer (Duke)
    Double Spacer (Maria)
    Diana A (Sayaka)
    Venus A (Jun)
    Boss Borot (Boss)
    Dragonar 1 Custom (Kaine)
    Dragonar 2 Custom (Tap)
    Dragonar 3 Custom (Light)

Enemy Units:

    Gebaye x 04
    Stark Gebaye (Gol)
    Dajin x 04
    Stark Dajin (Jin)
    Dorah x 06
    Stark Gundora (Ganon)
    Dyne x 06
    Stark Dyne (Min)

Enemy Reinforcements:

    Gaizam (Gun Jym)

Events:

    Turn 3 Enemy Phase:  Enemy Reinforcements Appears.  Dragonar 1 Custom is
         disabled.

    Turn 4 Player Phase:  Player Reinforcements Appear

Items:

    Apogee Motor:  Gun Jym
    Jammer:  Jin
    Propellent Tank:  Gol

Strategy:

    My suggestion for this scenario is to not advance forward.  There are
some buildings to the south that everyone can stand on (literally stand, be
sure to land your units if they are flying) to receive defense bonuses and
a slight EN recharge (which is very useful for Mazinger combination attacks).
Have your Mazingers placed along diagonals and have healing units interspersed
among them.  I would honestly put Dragonar 1 Custom in the back.

    Gun Jym arrives on Turn 3 Enemy Phase and promply knocks Dragonar 1
Custom down to 10 HP and disables the unit.  Heal the unit with repair capable
units, and continue knocking down Stark units with Triple Mazinger Blades and
Double Lightning Busters.  Leina and company are not going to be much help
here, so just move them to the back where it is safe.  They can provide some
additional support fire if enemies ever get close enough.  No one will retreat
and there are no special conditions.

    Jin should fall quickly.  Make sure you use Lock-On to counteract his
Bunshin ability, and he is fairly flimsy if you can actually hit him.  Ganon
is gimmickless too, so just surround him and beat up on him.  Remember to keep
spelled up throughout.  Gun Jym is surprisingly pathetic compared to A and
will also go down just by ganging up on him.  You have several repair and
resupply units to use, so make use of them!  You can not afford to lose
any units though, so keep non-attackers in the back.  Also be aware that Min's
Stark Dyne has a MAP Attack.

    The chapter will end when all Enemy Units are destroyed.

------------------------------------------------------------------------------
Chapter 28
------------------------------------------------------------------------------

Player Units:

    Zeorymer (Masato)

Player Reinforcements:

    Banpresto Original (Hugo & Aqua)
    Daimos (Kazuya)
    Galba FX-II (Kyoshiro & Nana)
    Getter Dragon (Ryoma, Hayato, & Benkei)
    Getter Q (Michiru)

Player Reinforcements:

    Nadesico B (Ruri & Haley)
    12 Units

Enemy Units:

    Rose C'est La Vie of the Moon (Ritsu)

Enemy Reinforcements (1):

    Jiro x 04
    Katonbo x 04
    Shishiki x 03

Enemy Reinforcements (2):

    Medius Locus (Albero & Eldy)

Events:

    Zeorymer's HP reduced to yellow:  Player Reinforcements (1) and Enemy
         Reinforcements (1) Appear

    Enemy Phase of 2 Turns after Reinforcements Appear:  Enemy Reinforcements
         (2) Appear

    Player Phase of 3 Turns after Reinforcements Appear:  Player
         Reinforcements (2) Appear

    Medius Locus is reduced to yellow:  Medius Locus transforms and destroys
         the Banpresto Original mecha.

    Rose C'est La Vie is reduced to critical HP:  C'est La Vie to C'est La
         Vie Event

Items:

    Cartridge:  Katonbo
    I-Field:  Shishiki
    Image Sensor:  Rose C'est La Vie of the Moon

Strategy:

    The first order of business is to have Zeorymer get the crap get kicked
out of it.  Miku has been captured so you won't have her services... and
thus you will have no Dimensional Coupler system, so you lose access to the
Meiou attacks and the regens you've come to know and love.  Run up, let
Zeorymer get smacked a bit. Save your Iron Walls for later. You really want
to let Zeorymer drop below 40% on a player phase so you can heal it up quickly
as its loss will cause a game over. When it drops below 40% it will trigger
reinforcements for both sides.  Once again, the loss of any of these units
will cause a game over, so keep spelled up.

    I would suggest having Zeorymer flee to the lake in the corner so that
your next set of reinforcements can maim Rose C'est La Vie in a few turns.
If Player Reinforcements (1) consist of weak units for you, then have them
retreat to the border behind them, and flee along the side of the map.

    Medius Locus soon shows up and takes away your original mecha for a one
on one showdown.  Medius Locus will transform when reduced to critical HP, and
will then show off its new form by destroying your original mecha.  >_<

    Player Reinforcements are a god-send on this chapter.  Go take care of
Rose C'est La Vie and any remaining enemies.

    When Rose C'est La Vie is reduced to critical HP then it is time to
say C'est La Vie to Rose C'est La Vie (haha).  It is revealed that its pilot
hates Masaki for making him look like a girl.  Poor guy, he was created to be
a decent mecha pilot, he has this deep sexy voice, and he is gorgeous.  Masaki
takes control of Masato again, has the Dimensional Coupler System (Miku, yes
she is a freaky-looking ugly robot under that kawaii exterior) teleport from
Hau Dragon headquarters (nice little scene, even if it skips on Miku's clearly
present nipples from the anime), and of course Masaki viciously destroys Rose
C'est La Vie with flashing boob lights.  >>  Zeorymer then disappears again.

    The chapter will end when all enemies are destroyed.

    Don't worry about Hugo and Aqua.  Almost any robot in SRW can be repaired
no matter how many pieces it is blown up into... and hey... repairing a robot
is an excellent time to upgrade it.  You will have Cerberus Ignite or Garmreid
Blaze after this scenario.  Aqua can now be an actual pilot!

------------------------------------------------------------------------------
Chapter 29
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    GEAR Fighter Dendoh w/Gatling Boar (Ginga & Hokuto)
    Banpresto Original
    15 Units

Player Reinforcements (1):

    Unicorn Drill
    Leo Circle
    Dragon Flare

NPC Units:

    Zeorymer (Masaki/Masato & Miku)

Enemy Units:

    Dinodilos (Rockfell)
    Burrstone
    Omzack

Enemy Reinforcements (1):

    Ragoh

Enemy Reinforcements (2):

    Galfa Beast x 04
    Galfa Capture Beast x 04
    Machine Beast Fighters x 04

Events:

    Turn 2 Player Phase:  Enemy Reinforcements (1) and Player Reinforcements
         (1) Appear

    Turn 2 Enemy Phase:  Enemy Reinforcements (2) and NPC Units Appear

    Ragoh is reduced below 30%:  Unicorn Drill and Leo Circle are infected
         with Ragoh's virus and retreat.  Ragoh also retreats.

Items:

    Wolf Crest:  Galfa Capture Beast
    Star Amulet:  Robot Beast Fighters
    Repair Kit:  Galfa Robot Beast

Strategy:

    Honestly this stage is all about Ragoh.  It is mean, nasty, has two
attacks per turn, is the natural enemy of Data Weapons, and likes to eat metal
more than even Gilgilgan.  Hit it with a Clock Manager from Dendoh to make it
more manageable and hit it with everything you have.

    Ragoh will attack Unicorn Drill and Leo Circle after it is reduced to
yellow HP.  Ragoh is probably the only thing in the universe that can really
truly hurt a Data Weapon.  It has a virus that can infect the Data Weapon's
code and destroy it.  This it does to Unicorn Drill and Leo Circle (and hence
why they look all purple and icky in the intermission after the chapter).

    After the Ragoh event, then have anybody go attack one of the Hau Dragons
and they will end their super invulnerable fight and be promptly vanquished by
Zeorymer.  Here I was thinking all of the Hau Dragons would have made for
excellent enemy encounters in the game, but they all turn out to be event
cannon-fodder.  >_<

    Masato will regain control of himself after the chapter.  He basically
accepts himself to be Masato, with characteristics of both the Masato he was
before all this happened, the stuff with Masaki, and formed into a new
identity that isn't evil.  Loren shoots himself because he can't stand to
destroy the Hakkeshin once and for all on his own, and Masato and Miku have
to go off and destroy the Hau Dragon Base before all sorts of nukes all over
the world go off.  You think this could be an actual scenario coming up?  Of
course not, Zeorymer teleports to the base as in the anime.  Some Martian
Successors try to get in the way, but the only get caught up in the huge blast
that destroys the Hau Dragon fortress.  The Zeorymer ended right when the
blast took place, but in SRWMX it seems that Zeorymer survived... yay... or
something.

    The Gandora lands their base in the crater, and Rom and company save
Zeorymer.  Masato, Miku, Rom, Leina, Jet, Drill, and Jim join permanently.
A path split choice is also given.  Your choices are 1.)  Space or 2.) Earth.

        |------------------------|---------------------------|
        | Space Path             | Earth Path                |
        |------------------------|---------------------------|
        | Banpresto Original     | Banpresto Original        |
        |                        |                           |
        | Dendoh                 | Raideen                   |
        | Cellbooster            | Bluegar                   |
        |                        |                           |
        | Kenryu                 | Dragonar Unit 1 Custom    |
        | Power Loader           | Dragonar Unit 2 Custom    |
        | Drill                  | Dragonar Unit 3 Custom    |
        | Jet                    |                           |
        | Jim                    | Mazinger Z                |
        |                        | Great Mazinger            |
        | Nu Gundam              | Grendizer                 |
        | FA Hyakushiki Kai      | Diana A                   |
        | Dijeh SE-R             | Venus A                   |
        | Zeta Gundam            | TFO                       |
        | Gundam ZZ              | Double Spacer             |
        | Hyakushiki             | Boss Borot                |
        | Quebeley Mk. II        |                           |
        | Quebeley Mk. II        | Eva-00                    |
        | Super Gundam           | Eva-01                    |
        | Mega Rider             | Eva-02                    |
        |                        |                           |
        | Nadesico B             | Getter Dragon             |
        | S Aestivalis           | Getter Q                  |
        | Aestivalis-Ryoko Custom|                           |
        |                        | God Gundam                |
        | Daimos                 | Gundam Maxter             |
        | Galba FX-II            | Dragon Gundam             |
        |                        | Gundam Rose               |
        |                        | Bolt Gundam               |
        |                        | Nobel Gundam              |
        |                        | Fuunsaiki                 |
        |----------------------------------------------------|
        ------------------------------------------------------

------------------------------------------------------------------------------
Chapter 30 - Space Route
------------------------------------------------------------------------------

Player Units:

    Nadesico B (Ruri & Haley)
    FA Hyakushiki Kai (Quattro)
    Nu Gundam (Amuro)
    GEAR Fighter Dendoh (Ginga & Hokuto)
    15 Units

Enemy Units:

    Dyne x 09
    Gelf (Dan)
    Gelf (Carl)
    Jagd Gelf (Warner)
    Falguen (Maiyo)
    Gebaye x 15

Items:

    Thruster Module:  Maiyo

Strategy:

    A terribly simple scenario for the most part.  The Dynes are total cannon
fodder.  Maiyo and his flunkies are flying in a tight formation.  Make Warner
waste his support defends, then nail Maiyo and Warner with Double Attacks.
Dan and Carl can be easily picked off without anyone support defending for
them.

    The Gebayes can easily be destroyed with Double Attacks to make a path
for Nadesico B to reach the marked square and finish the scenario.
be handled with Double Attacks though, and make a nice path for the Nadesico B
to reach the marked square.

-------------------------------------------------------------------------------
Scenario 30 - Earth Route
-------------------------------------------------------------------------------

Player Units:

    Getter Dragon (Ryouma)
    Getter-Q (Michiru)
    Main Character

Player Reinforcements:

    Near Argama (Bright)
    15 Units

Enemy Units:

    Minifo x 06
    Saucer Beast Gilgil x 02
    Saucer Beast Gabugabu x 02
    Saucer Beast Jinjin x 02
    White Mechabeast x 02
    Blue Mechabeast x 02
    Battleship Mechabeast

Enemy Reinforcements (1):

    Midifo x 08
    Combined Bongu x 02
    Skybeast Grangen x 03
    Vegan Beast Zoomzoom x 02
    Vegan Beast Kingoly x 02
    Motherburn (Zrill)

Items:

    Screw Module:  Battleship Mechabeast
    Cartridge:  Combined Bongu
    Mega Booster:  Motherburn

Events:

    Player Phase 3 turns after Battleship Mechabeast is hit: Getter Dragon
        gains the Shine Spark attack and kills the Battleship Mechabeast.
        Player Reinforcements (1) and Enemy Reinforcements (1) Arrive.

Strategy:

    First rule, if an enemy reaches any of the marked squares on the Saotome
Institute, it's an automatic Game Over. It's also worth adding that the loss
of any unit is a Game Over, and it is also IMPOSSIBLE to HURT the battleship
until an event later on.  In order to trigger that event, though, you need to
hit the battleship. If you want to make life simple for yourself, try and hit
it on the first or second turn, as it will happen exactly three turns after
you hit it.

    As far as dealing with the enemies goes... I'd suggest using whichever
unit is your most upgraded to deal with the enemies, and use the other two to
get in the way of the battleship.  I used my maxed-out original to defeat the
enemies and didn't even get hit thanks to the Terminus Energy Sphere barrier.
Getter Dragon and Getter-Q also have their nifty combo attacks which they can
use if anything does decide to go after them... so that setup worked very well
for me.

    It may also be beneficial for some players to try to surround the
battleship to slow down its progress.

    Three turns after you poke the Battleship Mechabeast with an attack...
enemy reinforcements appear.  Joy.  By this point you should have most if not
all of the original group of enemies cleared up, and your group can clear up
any that have managed to survive now. Your original character may well need an
EN top-up at this point so make sure to bring a resupply unit... and of course
some repair units for any damage your units need clearing up. The new enemies
are really nothing special.  The Midifos are honestly not much better than the
Minifos before them, so just use those as nice one-hit cannon fodder enemies.
The Vegan Beast enemies here are most certainly new to you, but they're
nothing special. Use defensive spells when dealing with them (Flash/Resist is
probably more cost effective and useful here than Concentrate or Iron Wall)
and just kill them off.

    They're quite useful for leveling up weaker pilots too due to their high
HP and low armour.

    The Motherburn... by this point it's really quite pathetic. This is the
sort of thing you were facing twenty stages ago. Keep spelled up, blast it
with Hot Blooded attacks of some kind and it should really fall in two Hot
Blooded hits.  Yum.  It will not retreat, and it drops a lovely Mega Booster
for your convenience.  The scenario will end when all enemies are defeated.
Shine Spark will be available for Getter Dragon's use from now on.

------------------------------------------------------------------------------
Chapter 31 - Space Route
------------------------------------------------------------------------------

Player Units:

    Nadesico B (Ruri & Haley)
    GEAR Fighter Dendoh (Ginga & Hokuto)
    Cellbooster (Kirakuni & Vega)
    Kenryu (Rom)
    15 Units

Enemy Units:

    Galfa Beast x 06
    Machine Beast Orbiton x 06
    Machine Beast Fighters x 06
    Virus
    Error
    Bug
    Log

Enemy Reinforcements (1):

    Ragoh

Enemy Reinforcements (2):

    Galfa Capture Beast x 03

Enemy Reinforcements (3):

    Kismodon x 05
    Fulgos x 05
    Fenmana x 03
    Devil Satan 6

Events:

    2 Enemy Units Remain:  Enemy Reinforcements (1) Appear

    Enemy Phase after Ragoh Appears:  Enemy Reinforcements (2) Appear

    Ragoh reaches marked squares:  Enemy Reinforcements (3) Appear

    Ragoh reduced to critical HP:  Leo Circle and Unicorn Drill form Kiba,
         and Ragoh gets pwned.

Items:

    Apogee Motor:  Log

Strategy:

    The team arrives on the moon to try to get a piece of Ragoh to analyze
to save Leo Circle and Unicorn Drill.  Will they succeed?  Mo, but whenever
these two boys yell "Bakayarou," a miracle happens.

    The scenario starts with a need to simply clear the map.  These Galfas
should provide little difficulty at this point in the game.  When only two
enemy units remain, then Ragoh will appear.  Ragoh will absolutely and
totally focus on Dendoh, which is good, since Dendoh needs to lure Ragoh back
to the large crater at the beginning that has squares highlighted.  I suggest
placing Dendoh on the lowest-left square.  Ragoh will consistently stop right
in front of Dendoh within the crater.

    Unfortunately, Devil Satan 6 shows up with some units to be disruptive.
You can honestly ignore the lot of them if you don't mind missing some money
and PP though.  When Ragoh is reduced to critical HP then it will regenerate.
An event will play where Leo Circle and Unicorn Drill actually die due to the
virus they are inflicted with.  Phoenix will react and resurrects the two of
them.  Leo Circle and Unicorn Drill can now form a new Data Weapon, Kiba.  The
two Data Weapons definitely have some payback to inflict upon Ragoh, and they
get their revenge.  ^_^

    The scenario will end after the event depicting Ragoh's destruction (yay,
no more scary metal-eating, data weapon-poisoning, two-headed winged poodles!)

-------------------------------------------------------------------------------
Scenario 31 - Earth Route
-------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    15 Units

Player Reinforcements (1):

    Dragonar-1 Custom (Kaine)
    Gundam Rose (George)

Enemy Units:

    Stark Gundora (Ganan)
    Dora x 10
    Stark Gebaye (Gol)
    Gebaye x 10

Enemy Reinforcements (1):

    Dowzen x 06
    Stark Dowzen (Jin)
    Dyne Maf x 06
    Stark Dyne (Min)
    Gilgazamne (Gun Jym)

Items:

    Repair Kit:  Stark Gebaye
    EWAC:  Stark Dowzen
    Image Sensor:  Gilgazamne

Events:

    Enemy Units are defeated: Enemy Reinforcements (1) Arrive.

    Turn after Enemy Units are defeated: Player Reinforcements (1) Arrive.

    Any "Stark" unit is destroyed: Gun Jym casts Hot Blood, Sure Hit, Flash
        and Iron Wall.

    Gilgazamne drops below 50% HP: Gun Jym casts Hot Blood, Sure Hit, Flash
        and Iron Wall and moves away.

Strategy:

    This stage is very difficult to write for as there's very little strategy
except "Don't die"... o_o; I suppose the best advice I can give is to bring
out your best units on this stage.  Your original should definitely be brought
along as well as anything else that's reasonably upgraded.  Bring along some
support units for repair.  Priority should also be given to flying units,
or those equipped with Minovsky Crafts.  A large portion of this stage is
covered in water, and mobility can be a concern.

    You have essentially 22 morale available in the initial enemy units,
which every unit will get regardless of kills. Your best units should be at
their prime morale maximum.  That means that all their abilities are active
and they have enough morale to use their best moves. Try and spread out
morale like this, and use the Motivate seishin sparingly if it seems
difficult.

    The strategy here involves using a single fast unit with an effective
cheap or free attack who can basically run in and come out unscathed. This can
give a free 20 morale for any unit, even if they get no kills. It is a cheap
strategy... but it works. Keep spelled up and Ganon and Gol should not provide
too much trouble.  Try to get your units to the bridge in the mean time.  If
they are land-based units, then load them up on Argama, have Bright use
Accelerate, and get them to the bridge so they can deploy on ground suitable
for them.

    The real fun begins, of course, when all the enemies are taken out.  The
remaining two Starks appear, along with Gun Jym and his Gilgazamne.  Utilizing
a system called the Berserker System it is quite a force to be reckoned with.
The two remaining Starks are a pain as always. Remember to use Sure Hit when
dealing with Jin, as he has quite a number of secondary defenses.  You should
also keep your units spread out a bit so that Min doesn't use her wine bottle
of death map attack. o_o; Remember to use defensive seishin, though. Use as
much SP as you feel is necessary to stay alive.  I would suggest taking out
all of the "Stark" units BEFORE you take out the Gilgazamne, though, so you
expend his seishin.

    The turn afterwards, the Gilgazamne will pop along and smack the Neul
Argama.  This will prompt the arrival of the D-1 and Gundam Rose. Heal up the
Neul and take into account that the loss of the D-1 is a Game Over... so if
you do not feel confident that you can keep it alive, shove it back in the
ship.  Deal with the cannon fodder grunts and the Starks, then focus your
attention on the Gilgazamne the turn AFTER you kill the last Stark. There is
very little point in attacking him when he has Sure Hit and Iron Wall up,
after all. o_o;

    When he drops down to 50% HP... he gets yet ANOTHER seishin boosting. Joy
oh joy.  He also runs over towards the inside of the city... and activates his
insanity mode.  That basically means that he attacks anything that gets near
him.. friendly or otherwise. o_O;  You could make use of this by running away
like you've never run before if any enemies remain. In any case, keep spelled
up with any defensive seishin you have (as with his Potential ability he can
and will one-hit-kill most RRs) and lay into him with some Hot Blooded attacks
if you can spare the SP.  He should eventually keel over... then miraculously
recover and run off.  You still get the yummy Image Sensor, though.  The
scenario ends when all enemies are defeated..

Strategy #2:

    Another way to handle this chapter is to avoid Jin and Min and focus
soley on Gun Jym when he arrives.  Gun Jym will take out Jin on his own when
the Berserker System activates and Min will flee (neither of them drop items,
and it would only be a slight loss of PP to use this method).  Gun Jym then no
longer gets spelled up as much, and is an easier opponent to deal with.

------------------------------------------------------------------------------
Chapter 32 - Space Route
------------------------------------------------------------------------------

Player Units:

    Falguen (Maiyo)

Player Reinforcements:

    Nadesico B (Ruri & Haley)

Enemy Units:

    Doraw x 11
    Gebaye x 07
    Dyne x 06

Enemy Reinforcements (1):

    Dyne (Dolmonv)
    Gebaye x 02

Enemy Reinforcements (2):

    Doraw x 03

Enemy Reinforcements (3):

    Dorah x 04

Enemy Reinforcements (4):

    Shishiki x 03

Enemy Reinforcements (5):

    Yatenkou (Hokushin)
    Shishiki x 03

Events:

    Mass Driver is Destroyed:  Enemy Reinforcements (2) Appear, Falguen is
         Destroyed, Dolmonf retreats, and Player Reinforcements Appear

    First door is destroyed:  Enemy Reinforcements (4) and NPC Units
         Appear

    Second door is destroyed:  Enemy Reinforcements (5) Appear

Strategy:

    Have Carl use Encourage on Maiyo to increase his morale by 10.  Have
Maiyo use Concentrate to increase his dodge rate, and move toward the pink
highlighted square.  Select the second option to exit outside of the little
building.  The objective of this chapter is to destroy the Mass Driver, which
is highlighted with an orange square on the map.  Move toward it while
destroying Metal Armors on the way.  Dolmonv is the only possible threat on
this chapter, but just avoid his attacks.  Destroy the Mass Driver with a
single Hot Blood missile barrage when you get close, and Maiyo's involvement
with this chapter will end after some Doraws gang-bang him.  Do not worry
though, Char... err... Maiyo will be back later.

    Player Reinforcement will then arrive, and their goal is to get into the
bunker that Maiyo started in.  Whenever any unit enters the bunker then Enemy
Reinforcements (3) will appear in that room.  Take them out, and destroy the
door with (the area that can be attacked is marked by a small yellow arrow).
The destruction of the door will trigger the appearance of Enemy
Reinforcements (4) and Black Selena as an NPC unit.  Destroy the Shishikis
and send some units to take care of the second door.  The destruction of the
second door will make Hokushin show up, and Akito will Boson Jump over to his
location.  When Yatenkou is reduced to yellow HP, then Hokushin will retreat.

    The scenario isn't quite over with yet.  Altea attacks with a group of
Galfa and kidnaps Vega, his sister.  You may notice that Altea is sporting a
new style now with his aqua color hair flowing all mullet-like from the back
of his helmet.  Remember, mullets grant their confident users with great
power.  Vega's kidnapping really messes with Ginga and Hokuto, so much so
that their contracts with their Data Weapons are lost.  Data Weapons choose
a user based on characteristics that they like, and when this is lost, then
the Data Weapon will leave its user.  When Ginga and Hokuto are absolutely
emotionally crushed then all ties are off.  Altea promplty saves all of the
remaining Data Weapons.  >_<  Rom will help somewhat to salvage the day.  >>

    Of course loss of Data Weapons means one good thing... Full Armor Dendoh!

-------------------------------------------------------------------------------
Scenario 32 - Earth Route
-------------------------------------------------------------------------------

Player Units:

    Vermillion (Elvy)

Player Reinforcements (1):

    Mandala Gundam (Kiral)

Player Reinforcements (2):

    Near Argama (Bright)
    God Gundam w/Fuunsaiki (Domon)
    Nobel Gundam (Allenby)
    Raideen (Akira)
    15 Units

Enemy Units:

    Death Birdy x 06
    Death Army x 04

Enemy Reinforcements (1):

    Death Army x 03
    Death Birdy x 08
    Gundam Heaven's Sword (Michelo)

Enemy Reinforcements (2):

    Death Birdy x 12
    Death Army x 12
    Grand Gundam (Chapman)
    Walter Gundam

Items:

    Super Repair Kit:  Gundam Heaven's Sword
    High-Performance Targetter:  Walter Gundam
    High-Performance Radar:  Grand Gundam

Events:

    Turn 2 Player Phase: Mission instructions change to preventing enemies
        from reaching the big old statue.

    Turn 3 Player Phase: Player Reinforcements (1) Arrive, Enemy
        Reinforcements (1) Arrive.

    Enemy Units (NOT Reinforcements) are Defeated: Player Reinforcements (2)
        Arrive.

    6 Enemies Remain: Enemy Reinforcements (2) Arrive.

Strategy:

    Vermillion kicks ass.  Vermillion kicks too much ass.  Want proof?  Run
up to any of the pairs of two Death Birdies near you and hit them both with a
Bowcircasl (R).  Watch them die. On the second turn you'll be asked to protect
the statue from which Raideen makes his apperance.  Don't worry too much about
that, though, as you'll have someone to guard it appearing very soon, so just
focus on letting the Vermillion kill stuff.  Of course if you would like then
go ahead and head for the statue and camp on top of it and gun down Death
Birdie

    On turn 3, enemy reinforcements appear... it is the Gundam Heaven's
Sword!  Hoorah.  He appears with a load of Death Army units to spoil your
fun... and surround Vermillion.  Just as all looks bleek, Mandala Gundam
swoops out of nowhere, blows up the Death Birdy units that surrounded the
Vermillion and appears about 2 spaces away from the statue. Have him use
Concentrate, drop him on aforementioned statue and it is safe... for the
moment. Mandala can more than handle the ground-based units coming after
the statue (thanks to the boosts and regens given by the statue) so Vermillion
should consider taking a round trip of all the Death Birdies and sending them
to early retirement.

    Beat up the original enemies (which should really be a case of Mandala
finishing up what comes his way) and your guys arrive.  RahXephon will not be
available for use... but Raideen will, and it gets a morale boost, huzzah.
Try and keep God and Nobel together throughout to make use of Double God Finger
attacks.  As always, keep spelled up with whatever you feel necessary.  Try
and drop the enemy number to 6 on a player phase, too.  Preferably early on
in a player phase, because when you do you're ambushed by TWENTY-FOUR DG
units.

    I think it goes without saying that taking these out quickly is your
priority.  Use Double Attacks where possible - as speed is of the essence, the
last thing you want is 24 units attacking your units from every direction,
especially as these ones have been powered up a bit.  Of course, taking hits
is a good way to increase morale so... whatever works for you. I'd suggest
taking them out quickly, though.

    As far as the bosses go... same-old, same-old. Keep spelled up to avoid
taking (too much) damage, and use Hot Blood where you feel it's necessary.
You may wish to use Sure Hit when dealing with Heaven's Sword as well, as he
has quite high evasion and can be rather a pest.  Grand has okay-ish evasion,
but probably not enough to make Sure Hit worth bothering with - Concentrate
should quite easily knock you up to 100% anyway. Just keep wittling away at
them and they'll fall eventually.  The scenario will end when all enemies are
defeated.

------------------------------------------------------------------------------
Chapter 33 - Space Route
------------------------------------------------------------------------------

Player Units:

    Nadesico B (Ruri & Haley)
    Full Armor Dendoh (Ginga & Hokuto)
    Cellbooster (Kirakuni & Ellis)
    Aestivalis-Ryoko Custom
    Aestivalis-Izumi Custom
    Aestivalis-Hikaru Custom
    15 Units

Enemy Units:

    Galfa Beast x 10
    Machine Beast Fighters x 05
    Machine Beast Orbiton x 10

Enemy Reinforcements (1):

    Galfa Beast x 06
    Galfa Capture Beast x 03
    Machine Beast Fighters x 06
    Knight GEAR Ogre
    Leo Circle
    Unicorn Drill
    Dragon Flare
    Gatling Boar

Events:

    Turn 3 Player Phase:  Giga Gourmet "accidentally" blows a big hole in
         Altea's ship.

    Player Unit enters ship:  Enemy Reinforcements Appear, Dendoh loses
         Full Armor

    Ogre is reduced to below 30,000HP:  Ogre installs Viper Drive

    Ogre is reduced to below 20,000HP:  Ogre installs Bull Drive

    Ogre is Destroyed/Retreats:  Dendoh regains Data Weapons

Items:

    Haro:  hiding on the map
    Chogokin Z:  On the Map behind the first destroyable wall
    Fried Adromeda:  Altea

Strategy:

    Hikaru and Izumi finally join!  Yay!  Full Armor Dendoh is of course
ready to bring the pain... even though Full Armor Dendoh is actually missing
three of its attacks... and the Galfa here are just pitiful.

    Giga Gourmet will arrive on Turn 3 Player Phase and take a shot at
Dendoh, even though there is a risk of harming Altea's ship.  Gourmet, along
with pretty much every Galfa other than the Emperor, does not like Altea and
wants to see him gone.  Gourmet misses Dendoh, and therefore misses another
chance at glory, but he manages to wound Altea's ship which brings him some
amusement.  The ship can now be entered.

    Ginga ejects the Full Armor as soon as he enters the ship though.  Altea
will send Unicorn Drill, Leo Circle, Dragon Flare, and Gatling Boar at Dendoh.
DO NOT ATTACK THE DATA WEAPONS!  Just defend.  Hokuto or Ginga should probably
cast Iron Wall too.  When Ogre is reduced to below 30,000HP, it will install
Viper Whip and probably try a Final Attack.  Bull Horn will be installed when
Ogre is below 20,000.  The Data Weapons will likely the wall that needs to be
destroyed, so you need to get rid of Altea to continue on with the chapter.
Altea will retreat when reduced to below 8,000, so keep this in mind when
attacking him.  When Ogre is destroyed, then Dendoh will regain its Data
Weapons.

    The rest of the chapter is basically wall breaking and taking down some
cannon fodder Galfa.  After breaking down the second wall, be sure to take
down the one directly parallel to it, and take the container.  The container
has a Haro, and it will not be picked up unless you manually pick it up with
one of your units.

    After breaking down the final door, then Altea regains his memories,
saves Vega, and seems to be destroyed... but of course we know better right?

-------------------------------------------------------------------------------
Scenario 33 - Earth Route
-------------------------------------------------------------------------------

Player Units:

    Getter Dragon (Ryouma)
    Mazinger Z (Kouji)
    Great Mazinger (Tetsuya)
    Grendizer (Duke)
    Near Argama (Bright)
    15 Units

Enemy Units:

    Dragonsaurus

Enemy Reinforcements (1):

    Mechabeast Battleship (Hitler)
    White Mechabeast x 09
    Saucer Beast Gilgil x 03
    Saucer Beast Jinjin x 03
    Saucer Beast Gabugabu x 03
    Midifo x 07
    Motherburn (Zrill)
    Vega Beast Jirajira (Jigra)

Enemy Reinforcements (2):

    Skybeast Grangen x 03
    Saucer Beast Coacoa x 03
    Vegabeast Zumezume x 05

Items:

    Repair Kit:  Dragonsaurus
    Shuffle Crest:  Mechabeast Battleship
    Mega Booster:  Motherburn

Events:

    Turn 1 Enemy Phase: Enemy Reinforcements (1) Arrive.

    Turn 3 Player Phase: Dragonsaurus starts flying.

    18 Enemies Remain: Enemy Reinforcements (2) Arrive.

    Dragonsaurus reaches the marked area: Getter Dragon, Mazinger Z, Great
        Mazinger and Grendizer's jump to 150 morale and regain all EN. Final
        Dynamic Special will be available for use.

    Player Phase after Dragonsaurus reaches the marked area: Boss escapes.

Strategy:

    Boss has been captured by the Dragonsaurus.  Are YOU a bad enough dude to
rescue Boss?  Basically, the idea here is to lure the Dragonsaurus to the
marked point without its HP dropping below 90%.  If it drops below 90%, Game
Over... and the enemies that pop up will be going after the Dragonsaurus more
than you. >_<

    As far as handling this scenario goes, I would suggest splitting up your
units into two groups.  The Mazinger units, Grendizer and Getter Dragon should
either directly lure the Dragonsaurus to the island, or they can stay on the
island themselves because Dragonsaurus will automatically be following them
even if they stay all the way over there.  Either way their purpose is to lure
Dragonsaurus over to the wire nets on the marked squares.  The rest of your
units should head over to the furthest corner from your little starting island
where the enemies will arrive.

    As far as the Dragonsaurus goes, do NOT attack it.  Focus on destroying
enemy units that are moving toward it.  Block Dragonsaurus' attacks if it
actually manages to attack you, and just gradually lure it over towards the
island.  The enemies should be your first concern though since Dragonsaurus
will slowly move toward the island as long as Mazinger Z, Great Mazinger,
Grendizer, and Getter Dragon are on the island.

    The enemies which appear over at the top left are quite numerous, quite
defensive and also quite powerful.  It is the usual old stuff, abuse Double
Attacks where you can, keep spelled up, try to keep your units together to
make use of supports, and try to use attacks that can pierce shields.  Setting
up some MAP Attacks would also be beneficial.  Throwing a single unit into the
midst of the enemies works but it will get you killed if you are not careful.
Note that the Vegan units are more concerned with the Dragonsaurus than your
units, but the Oni will happily stick around to play the game of life. Try and
have a fast unit run over and teach those Midifos a lesson before they start
beating up on the Dragonsaurus.

    Enemy reinforcements will appear when the number of enemies drops below
18... but apart from the Jirajira there is nothing here you have not faced
before.  Note that the bosses have more HP than the last time you had an
encounter with them, but they are still quite pathetic and drop nice items.
Hitler and Zrill both drop some very nice stuff so make sure you at least kill
those two off.  I personally try and clear up everything for the yummy PP and
money, though.

    If Dragonsaurus reaches one of the squares next to the net, then I would
suggest surrounding the net and Dragonsaurus with any available units except
for Mazinger Z, Great Mazinger, Grendizer, and Getter Dragon.  They should
move toward whatever direction you want to lure Dragonsaurus in.  Dragonsaurus
will follow them, and land in the net.

    On the next player phase, Boss will escape from the darned thing at long
last and hence you are free to start attacking the Dragonsaurus.  It has
innate HP Regen of about 7,000-8,000 a turn.  It will not counterattack, so
feel free to lay into it without fear.  It will attack you on it's phase...
but its honestly nothing you ca not shrug off by simply blocking or evading.
Weaken it down to about 5000 HP or so... and then put Mazinger Z, Great
Mazinger, Grendizer, and Getter Dragon together (as long as they are adjacent
or diagonal to one another).  Use Hot Blood... and hit that damned tomato with
Final Dynamic Special.  Make sure you turn the animation on, and ENJOY. ^___^
The scenario will end once Dragonsaurus gets pwned.

------------------------------------------------------------------------------
Chapter 34 - Space Route
------------------------------------------------------------------------------

Player Units:

    Nadesico B (Ruri & Haley)
    7 Units
    GEAR Fighter Dendoh (Ginga & Hokuto)

Player Reinforcements:

    Knight GEAR Ogre (Altea)
    Near Argama (Bright)
    8 Units

Enemy Units:

    Galfa Beast x 06
    Machine Beast Orbiton x 04
    Machine Beast Fighters x 04
    Virus
    Error
    Bug
    Log
    Galfa Capture Beast x 02
    Giga Gourmet

Enemy Reinforcements:

    Kismodon x 05
    Fulgos x 05
    Zarios x 05
    Deondra
    Ashura

Events:

    Giga Gourmet is reduced to below 50,000 HP.  EN Draining Barrier is
         destroyed, Player and Enemy Reinforcements Appear, Gourmet gets
         18950 knocked off of its HP

Items:

    Image Sensor:  Deondra
    Psyco Frame:  Giga Gourmet

Strategy:

    Ah, the aftermath of the destruction of a starship.  Did Ginga, Hokuto,
and Vega survive?  Well of course.  Did Altea survive?  Wait a few turns...

    There is an EN draining barrier, which is an absolute and total pain.
Nadesico units can briefly become MVPs here because they will have EN Regen
every turn (even if they lose half of it instantly).  Try to get someone to
Giga Gourmet as soon as possible and start wailing on him.  Altea will arrive
and further beat down Gourmet, and cause the barrier to malfunction.  Everyone
will be magically granted full EN in the process.  Deondra and Ashura arrive
to support Gourmet, but your own Reinforcements arrive to help handle them.

    No one will retreat, just beat down everyone as you feel is needed.  All
Galfa will retreat when Gourmet is defeated.

-------------------------------------------------------------------------------
Scenario 34 - Earth Route
-------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico B (Ruri)
    GEAR Fighter Dendoh (Ginga)
    15 Units

Player Reinforcements (1):

    Knight GEAR Ogre - Viper Whip (Altea)

Enemy Units:

    Galfa Beast x 06
    Machine Beast Orbiton x 04
    Machine Beast Fighters x4
    Galfa Capture Beast x2
    Virus
    Lock
    Bug
    Error
    Giga Gourmet

Enemy Reinforcements (1):

    Casmoton x5
    Falgos x5
    Zarios x5
    Deondra
    Ashura

Items:

    Mega Generator:  Giga Gourmet
    Heart Warmer:  Bug
    Chogokin-Z:  Deondra

Events:

    Giga Gourmet drops below 50K HP: Enemy Reinforcements (1) Arrive. Player
        Reinforcements Arrive. You BOW to Altea like the slave you are. EN
        Draining Field is removed.

    Giga Gourmet is defeated: Scenario ends.

Strategy:

    The first part of this stage is a bitch... there is a field in place that
drains half your EN every turn, and that will KILL most of your units.  Also
note that it takes place AFTER EN regeneration, so that silly Dimensional
Coupler System of Zeorymer's will be useless for a start.  You will really
want to divide your units into two groups, one to deal with the original
enemies and the rest for the reinforcements. The group that goes after Gourmet
should be primarily ammo-based... units like Dragonar Unit-2 and 3, Vermillion
and both battleships (who are immune to the drain) are good choices.  The EVAs
will also get a full EN regain each turn and will thus begin every turn with
half of their max EN.  Just don't go spamming Maglock E. Sword and you'll be
fine. o_o;  The Aestivalis units will also have regenerating EN.

    If you are using Zeorymer, then I would suggest moving him between those
two plateus just a little ways down from your Player Units.  This can set up
a really brutal MAP Attack.  Note that the reinforcements will appear pretty
much on the cliff where your units start, so keep the main group there in
waiting.

    Basically, you want to try and smack Giga Gourmet down to below 50,000
HP.  Of course, that does not mean you should ignore the other enemies... but
do not sidetrack, head straight towards Giga Gourmet as soon as possible.
Start hitting him around a bit and with a bit of luck you should be able to
trigger the next event on the second or third turn.  In the aforementioned
event, a shooting star falls down to earth... and amidst a lot of shock from
everyone... its Ogre!  Altea is here to save your guys from death and
destruction, now with 100% less brainwashing.  He will smack Giga Gourmet,
drop him down to just under 30,000 and remove the EN-sucking field. All your
units will return to full EN automatically. It will also trigger the arrival
of more enemies arriving... but you were expecting those.

    This is really just more of the usual. Keep spelled up, use support
attacks to ensure your weaker units get kills, use Double Attacks where you
can  with the stronger units... fairly simple stuff.  You can even be simpler
and have Zeorymer roast the entire enemy group with MAP Attack and then take
off what litle HP Ashura and Deondra have left. Very predictable stuff, MX
seems to be rather lacking in the strategy aspect.  Where are all the enemies
that fail at long range yet never move!  Bah! ...anyway, don't kill Giga
Gourmet just yet as his defeat will end the scenario. Beat the living
daylights out of the surviving Galfa, weaken him down to quite low HP and
leave a unit there to finish him off.  The rest should go head off to deal
with the reinforcements (if there are any left).

    Once again... fairly simple stuff with the bosses.  Ashura is exactly
as he was as you faced him before the route split, and Deondra's the same
as ever except with some stat boosts.  No Medius-like second form,
unfortunately.  Keep spelled up, use Hot Blood where necessary, yadda yadda
yadda.  Does this gameever actually require any darned strategy?  Beat the
hell out of them, THEN kill off Giga Gourmet to end the scenario. Nice easy
simple money. The scenario will end when Giga Gourmet is retreated. All the
units that buggered off during the Space Route will return. Huzzah!

------------------------------------------------------------------------------
Chapter 35
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    Vermillion (Elvy)
    Raideen (Akira)
    15 Units

NPC Units:

    Rahxephon
    Alegrato

Enemy Units:

    Dotem x 10
    Metronome x 12

Events:

    Turn 3 Player Phase:  Rahxephon and Allegratto go into Tokyo Jupiter

Items:

    Ramune:  Dotem
    Chogokin New-Z:  Metronome
    Minovsky Craft:  Metronome

Strategy:

    Ayato and Quon head off to Tokyo Jupiter to try to find out the truth
about who they are.  Of course everyone has to chase them down, particularly
with Motoko's new leadership of TERRA.  >>

    There really isn't much to say about this scenario.  First off, bring
units that can fly or have A Movement in Water.  Almost the entire level is
water-based so the last thing you want are units getting stuck behind in the
water.  On another note... it is not possible to kill off the Alegreto, so
do not bother making a special effort to go after it and kill it within the
two turns.  Dotems are total cannon fodder as usual.  Metronomes are actually
somewhat tough with 15,000HP, but nothing that you can not handle.  One of
them even pops a Minovsky Craft (which would be perfect to start performing
Unison Kicks on airborne enemies).

    Elvy and Haruka go into Tokyo Jupiter themselves at the end of the
chapter.  No one else follows because the Vermillion is one of the two units
(the other being Rahxephon) in your group capable of bypassing the barrier.

------------------------------------------------------------------------------
Chapter 36
------------------------------------------------------------------------------

Player Units:

    Eva-00 (Rei)
    Eva-01 (Shinji)
    Eva-02 (Asuka)
    Eva-03 (Touji)

Player Reinforcements:

    Rahxephon (Ayato)

Enemy Units:

    Dotem x 08
    Metronome x 02

Enemy Reinforcements (1):

    Eva-03

Enemy Reinforcements (2):

    Vibrato

Events:

    Enemy Units are Destroyed:  Enemy Reinforcements (1) Appear.  Eva-00 and
         Eva-02 Retreat.  EVA-03 turns into 13th Angel Bardiel.

    13th Angel Bardiel is reduced to 70% HP:  Eva-01 and Bardiel retreat.
        Enemy Reinforcements (1) and Player Reinforcements (1) Arrive.


    Vibrato is hit: Ayato jumps to 150 morale and gets red eyes... good or
        scary depending on one's viewpoint.

Items:

    Propellant Tank:  Dotem
    Solar Generator:  Metronome
    Biosensor:  Metronome

Strategy:

    It is suggested that some upgrades are placed onto EVA-01 before this
chapter as it is going to be taking quite a battering from an opponent later
who can nullify A.T. Fields.  Also try and conserve Shinji's SP throughout</pre><pre id="faqspan-4">
this scenario.  It would be extremely difficult to lose the first part. Dotems
can not break AT Fields, and a Metronome *should* not be able to.  The biggest
danger would be expending too much EN for an Eva, and it not having enough EN
to use its AT Field to defend against attacks.  It is suggested that Shinji's
morale be raised as much as possible (if you want, have him kill off all 10
enemies! Easy 150 morale!).  It may be beneficial to put Minovsky Crafts on
Eva-01 and 02 so that they can use their Unison Kick combination attack to
help weaken the Metronomes who have high HP as usual.

    After all of the Dolems are destroyed, then Eva-03 seemingly shuts down.
It is actually be possessed by the 13th Angel, Bardiel.  It (literally) kicks
the crap out of Eva-02 and 00, and Shinji has to risk killing his best friend

    The method of reducing Bardiel's HP will vary according to the player.
Players who have been getting a lot of use out of Shinji (and obtained
Attacker and perhaps Infight as skills) and have an upgraded Eva-01 can
probably end this battle by having Shinji spell up and use a single Maglock
E-Sword slice.  For those of you who have not been making use of Shinji...

    A recommended strategy for fighting Bardiel is to try and lure him into a
position so that Shinji is on a building (terrain bonuses) and Bardiel is not.
You want to avoid his range of fire until you have met these conditions. Once
you do, then you want to use Flash each and every turn whilst spamming at him
with Maglock E-Sword.  You should have at least 100 EN so that means two uses
per turn.  Three should be enough to knock him below 70% of his 38000 HP, and
if not... hey, four works nicely too.  Be warned of his HP regeneration
though, and his ability to negate AT Fields.  If necessary, you can just lose
at this point as doing so enables you to keep the money you earned off the
Dotems and Metronomes which you can invest into the Eva-01 upgrades fund. You
can also use Awaken if you wish to try and get in an extra turn or so but it
may cost you some Flash SP.

    Once Eva-03 is reduced to 70% HP then Gendoh gives the order for the
dummy plug to take over Eva-01 so that it can tear apart Eva-03 without the
need of Shinji's control.  >>

    Ayato takes it upon himself to prevent the mayhem from continuing, but
the Evas run away.  o_O;  Vibrato shows up though, and Ayato gets into a
totally clueless murderous rage.  Yes, as the battle progresses Asahina
screams in pain as she herself is hurt along with Vibrato who she is bonded
to.  In the anime, you almost start screaming at Ayato to stop and look
around him... but no... in SRW... you are the one in control... and it
personally left me feeling icky.

    The fight is incredibly simple, and losing is almost impossible.  When
Rahxephon hits Vibrato once, then Ayato will power up to 150 morale at which
point Rahxephon is basically invincible.  Exchange attacks until she drops to
about 15,000 HP then let lose with a Hot Blooded voice... then watch the sad
scene.  The text in the movies says "Ayato-kun..." and "Sayonara"
respectively).  The scenario will end when Vibrato is defeated.  Eva-03 will
not join just yet.

------------------------------------------------------------------------------
Chapter 37
------------------------------------------------------------------------------

Player Units:

    Rahxephon (Ayato)

Player Reinforcements (1):

    Eva-02 (Asuka)

Player Reinforcements (2):

    Eva-00 (Rei)

Player Reinforcements (3):

    Vaikungfu (Rom)
    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    15 Units

Enemy Units:

    Dotem x 04
    Metronome x 08
    Alegrato x 03
    Grave x 03
    Obligato (Torigai)

Enemy Reinforcements:

    14th Angel Zeruel

Events:

    Obligato reduced to below 55,000HP:  Player Reinforcements (1) and Enemy
         Reinforcements Appear.  Ayato is raised to 150 morale.  Rahxephon
         is surrounded by Metronomes.  Asuka gets Flash, Lock-On, Iron Wall,
         and Hot Blood cast on her.

    Player Phase after Eva-02 is critically damaged:  Player Reinforcements
         (2) Arrive.  The Dolems will actually start attacking.  Eva-02 is
         critically damaged:  Player Reinforcements (3) Appear

    All enemies except Zeruel are defeated: Scenario ends.

Items:

    Super Repair Kit:  Metronome

Strategy:

    Rahxephon should land and move on top of one of the buildings.  This will
raise its defense and help with incoming attacks.  Concentrate on damaging
Torigai's Obligato to trigger the next series of events.  Ayato will go up to
150 morale, but will be surrounded by Obligato and three high HP Metronomes.
Asuka will launch to try to defend Terminal Dogma from Zeruel, but she is
unable to break through its AT Field.

    Zeruel will eventually wear down Eva-02 to critical HP, which will
trigger an event where Eva-02 is reduced to 10HP.  Rei will launch in Eva-00
and try to assault Zeruel with an N2 Mine.  The attack ends up being
ineffective, and Zeruel reduces Eva-00 to 10 HP.  Shinji will freak out, and
Rom will make an entrance and give Shinji the much needed pep talk.  Rom will
launch in Kenryu, and instantly transform into Vaikungfu.  Near Argama and
Nadesico will arrive in Tokyo-3 and deploy some much needed reinforcements.
Everyone will launch at 150 morale, so hit the enemy with everything you
have in Tokyo-3.  Do not worry about Zeruel, other than Rom needs to defend
against its attacks.

    When all of the enemies top=side in Tokyo-3 are defeated, then Shinji
will finally launch.  Eva-01 of course goes berserk and ingests the S2 Engine.
The chapter ends after Eva-01's supper.

    Touji and Eva-03 will be playable after this chapter.  EVA-01 will have
the S2 engine (and hence will not need the umbilical cable) and EVA-00 will
have its N2 Mine MAP attack.

------------------------------------------------------------------------------
Chapter 38
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    Grendizer (Duke)
    15 Units

Enemy Units:

    Saucer Beast Gilgil x 05
    Saucer Beast Gabigabi x 03
    Saucer Beast Jinjin x 03
    Saucer Beaast Koakoa x 03
    Midefo x 08
    Mecha Beast King Gory x 02
    Mechaa Beast Zume Zume x 02
    Mecha Beast JigaJiga (Morris)

Enemy Reinforcements

    Combined Bongu x 03
    Saucer Beast Gurangen x 03
    Mecha Beast Zume Zume x 02
    Mecha Beast King Gory x 02
    Motherburn x 01
    Saucer Beast Jirajira (Jigra)
    MP Great Mazinger (Valendos)
    MP Great Mazinger x 07

Events:

    Morse is convinced: Objective changes to defeating Morse.

    Morse is defeated: Enemy Reinforcements (1) Arrive.

    Boss defeats a Mass Produced Great Mazinger: MP Great Mazinger is
         captured and available for use after the stage.

Items:

    Apogee Motor:  Valendos
    Mega Booster:  Motherburn
    Space Chogokin Grand:  Jigra

Strategy:

    Dendoh is installed with a new cockpit system that only requires one
pilot.  This allows Hokuto to start piloting Ogre on this chapter.
Cellfighter Valhalla is also completed with Vega as its default pilot.

    It is possible to obtain an MP Great Mazinger on this stage if you deploy
Boss in Boss Borot.  If you do not deploy Boss, then you will be out of luck.

    The starting objective for this chapter is to destroy all of the enemies
with the exception of Morris.  Duke needs to use "Convince" on Morris before
anyone destroys his unit.  Not using "Convince" will result in a game over.

    Enemy Reinforcements will Appear, and Morris heroically sacrifices
himself to save you a tiny bit of trouble.  The Enemy Reinforcements here are
not very impressive other than the number of MP Great Mazingers they managed
to collect.  If you would like one for yourself, then have Boss destroy any of
them except the one that Valendos is piloting.  You will know you are
successful if the unit teleports away after being destroyed instead of
exploding.

    It is possible to set your units up in a line and weaken the incoming
enemies with MAP Attacks.  I personally enjoyed seeing Near Argama, Nadesico
B, God Gundam, and Eva-01 laying waste to multiple units with a few MAP shots.
The enemies will approach your units wherever they are, so it may be in your
best interest to take advantage of that little fact.

    An MP Great Mazinger is now available on the intermission menu if you
followed the needed steps.  Any character from Mazinger Z, Great Mazinger, or
Grendizer can pilot it.

------------------------------------------------------------------------------
Chapter 39
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    GEAR Fighter Dendoh (Ginga)
    Knight GEAR Ogre (Hokuto)
    Cellfighter Valhalla (Vega)
    15 Units

Enemy Units:

    Galfa Beast x 16
    Machine Beast Fighters x 08
    Log x 02
    Machine Beast Orbiton x 08

Enemy Reinforcements (1):

    Virus x 06

Enemy Reinforcements (2):

    Bug x 05
    Error x 02
    Giga Absolute

Enemy Reinforcements (3):

    Bug x 05
    Error x 02
    Giga Witter

Enemy Reinforcements (4):

    Spiral City

Items:

    Haro:  Back-Room of Spiral City
    Psyco Frame:  Giga Absolute

Strategy:

    The start of the scenario seems simple enough, but it soon becomes
obvious that those Logs are going to be trouble.  They have over 30,000HP and
will defend until they are destroyed.  To make them even more troublesome,
there is a second Log on the other end of Spiral City that is guarding a door
to a Haro.  Basically you will have to send a unit (or a few) to take care of
that door and obtain that Haro if you want it.  Of course since Haros are the
most valuable items in the game then you want it.  I suggest sending someone
with a nice MAP Attack to clear the door since those can not be defended
against.

    Whenever anyone enters the "front door" to Spiral City, then six Virus
mecha will appear.  Three will be in front of you, and three will be on the
other side.  The left breakable wall leads to Absolute, and the right
breakable wall leads to Witter.  They are troublesome, and have over 50,000HP,
but are fairly generic as far as SRW boss mecha go.

    When Absolute and Veda are both defeated, then an event will occur.  The
core of Spiral City will reveal itself, and Dendoh and Ogre will automatically
move there (even if they have to destroy walls to get there).  Spiral City is
a tough opponent, and can easily pierce an AT Field.  Use Flash, Iron Wall,
and/or Invincible to avoid taking damage.  Be sure to use Hot Blood to
increase damage.  Hit him with everything you have because that is all that is
left to finish the chapter.

------------------------------------------------------------------------------
Chapter 40
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    15 Units

Enemy Units:

    Dotem x 14
    Metronome x 12
    Ralgo

Items:

    Mega Generator:  Ralgo
    Minovsky Craft:  Metronome
    Ramune:  Dotem

Strategy:

    I guess Banpresto wanted to give us a small break after the last
chapter.  Dotems and Metronomes provide no real resistance, just the
Metronomes may require a few hits.  One of the Metronomes drops a
Minovsky Craft though, so be sure to pick that up.

    Ralgo will retreat when reduced to 40% HP or below.  He drops a Mega
Generator, but do not worry yourself too much with obtaining it.  If you want
it though I would suggest setting up a nice Command or Support Attack.

------------------------------------------------------------------------------
Chapter 41
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    Banpresto Original (Hugo & Aqua)
    15 Units

Enemy Units:

    Ralgo

Enemy Reinforcements (1):

    Medius Locus (Albero & Eldy)

Enemy Reinforcements (2):

    Frons x 02
    Delgim x 02

Enemy Reinforcements (3):

    Mechabeast x 08
    Mechabeast x 10
    Oni Battleship (Hitler)

Events:

    Turn 1 Enemy Phase:  Enemy Reinforcements Appear

    Medius Locus is damaged:  Medius Locus heals and Enemy Reinforcements (2)
         Appear

    Turn 2 Enemy Phase:  Enemy Reinforcements (3) Appear

Items:

    Biosensor:  Mechabeast
    Propellent Tank:  Frons
    Wolf Crest:  Hitler

Strategy:

    Pretend that Ralgo doesn't exist.  Your units need to move directly
forward to encounter Hitler and some Mechabeasts.  Medius Locus will appear
on the first turn and lure Hugo away.  Land your original mecha on one of
the buildings for a terrain bonus, and just try to avoid damage until your
other forces finish Hitler off.

    The Mechabeasts here are somewhat tough, and Hitler has a lot of HP.  No
one will retreat though.  Beat up Mechabeasts to build up morale, spell up,
and hit Hitler for everything that you have.  Hitler's defeat will trigger the
end of the chapter where Kunugi activates the Jupiter System to destroy Kuuki,
Kunugi's former bastard commander who gave an order that needlessly sacrificed
human life.  Unfortunately Kunugi himself is killed in the blast.  >_<
Banpresto did an excellent job in recreating the scene though.

------------------------------------------------------------------------------
Chapter 42
------------------------------------------------------------------------------

Player Units:

    Getter Lyger (Hayato, Benkei, & Ryoma)

Player Reinforcements (1):

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    15 Units

Player Reinforcements (2):

    Getter Dragon (Ryoma, Hayato, & Benkei)
    Vaikungfu (Rom)
    God Gundam (Domon)

Enemy Units:

    Mechabeast x 02
    Mechabeast x 02
    Mechabeast x 02

Enemy Reinforcements (1):

    Mechabeast x 05
    Mechabeast x 05
    Mechabeast x 05
    Saucer Beast Koakoa x 03
    Vega Beast King Gory x 03
    Vega Beast Zumezume x 03
    Saucer Beast Gurangen x 02
    Dragonsaurus
    Oni Battleship x 03
    Combined Bongu x 02

Enemy Reinforcements (2):

    Gilgilgan
    Bigtron x 02
    Oni Empire Robot (King Brai)

Events:

    Turn 3 Player Phase:  Enemy Reinforcements (1) Appear, Player
         Reinforcements (1) Appear.  Getter Dragon retreats.

    Turn 3 Enemy Phase:  Rom and Domon Retreat

    Player Unit reaches the top of enemy battleship:  Player Reinforcements
         (2) and Enemy Reinforcements (2) Appear

Items:

    Chogokin New Z:  Brai
    Mega Generator:  Gilgilgan

Strategy:

    The scenario starts off with Getter Lyger against six mechabeasts.  If
you have been using Getter Robo G consistently then this part of the chapter
should be relatively easy for you.  If Getter is not your best unit, then I
would suggest having Getter Lyger drill into the ground and hide.

    A lot of enemies arrive on Turn 3.  Player Reinforcements arrive to help
deal with this threat.  Getter Robo G will combine to form Getter Dragon and
heads back to the lab.  The buildings and forests on this stage can provide
for some nice terrain bonuses if you choose to use them.  Send your units out
and try to prevent any enemies from reaching the lab.

    Dragonsaurus shows up again.  I remember the days of SRW4 where this
enemy was a huge threat, so much so that some players still have nightmares of
the experience.  In R, he was a pathetic push-over.  Right now... it is
slightly stronger than it was in R.  ^^;  Be sure to cast spells to prevent
damage when facing against the beast though.  It can easily wipe out some
unupgraded units in a single hit, but it will not be a danger if you take the
basic precautions.

    When you feel you have made enough of a dent in the enemy forces to allow
them to receive reinforcements, then send a flying unit on top of the enemies'
large battleship that is taking up a large chunk of the map.  This will
trigger a dramatic entrance from Rom, and reinforcements will arrive for
yourself and the enemy.

    Gilgilgan is relatively weak compared to how it was in your last
encounter.  It went down in two hits for me.  The Bigtrons have a lot of HP
though.  You can ignore them if you wish though.  Brai's defeat will trigger
the end of the stage.  Use Hot Blood/Spirit to maximize the damage of your
attacks and use Flash/Concentrate/Iron Wall/Invincible to help prevent your
units from being damaged.  Brai has over 70,000HP, but his unit is not capable
of great destruction as long as you playing somewhat smart.

    The chapter will end with Brai's defeat.  Getter Dragon will of course
keep Shine Spark.

------------------------------------------------------------------------------
Chapter 43
------------------------------------------------------------------------------

Player Units:

    GEAR Fighter Dendoh (Ginga)
    Cellbooster (Kirakuni & Ellis)
    Valkyrie (Vega)

Player Reinforcements (1):

    Knight GEAR Ogre (Hokuto)

Player Reinforcements (2):

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    15 Units

Enemy Units:

    Galfa Beast x 04
    Kismodon x 04
    Zarios x 04
    Denondora
    Devil Satan 6
    Register (Subaru)

Enemy Reinforcements:

    Error x 04
    Virus x 04
    Bug x 04
    Log x 04
    Galfa Beast x 03
    Zarios x 05
    Kismodon x 05
    Fulgos x 10
    Aiansanto (Bugu)
    Zero

Events:

    Turn 2 Player Phase:  Player Reinforcements (1) Appear

    Subaru is defeated/retreats:  Enemy Reinforcements Appear

    Player Turn after Subaru is defeated/retreats:  Player Reinforcements
         (2) Appear

Items:

    Apogee Motor:  Zero
    High Performance Radar:  Deondra
    Mother's Stew:  Subaru (explain that to me since Subaru doesn't know he)
                           (has a mother)

Strategy:

    First off, none of the initial Player Units are allowed to die.  Equip
Valkyrie and Cellbooster with Biosensors and Psyco Frames to help boost their
mobility and increase their survivability.  Subaru here is Emperor Galfa's
other "son" (the other one being Altea).  Subaru was raised from a much
younger age and doesn't have any problems with previous memories screwing with
his morale or belief in the Galfa cause.  Anyway, the Galfa's plan at the
moment is for Subaru to steal Altea's white Gear Commander, steal Ogre, and
continue fighting the good fight.  This is why Ogre is moving toward the enemy
group at the start.

    Ginga should start taking down Galfa to build his morale.  Hokuto will
take Ogre back on Turn 2.  The main goal at this point is to reduce Subaru's
HP to below 40% so he retreats, or destroying his unit.  I love Subaru, but he
is too much fun to blow up to resist... even if all he pops is a Mother's
Stew... nevermind that Subaru was stolen from his mother as the Galfa were
taking over the planet and killing humans...  I suggest Ginga using Clock
Manager as a Support Attack to Hokuto... and then rocking Subaru out with
a Kiba Striker Final Attack.

    Of course everything goes to hell when Subaru is defeated/retreats.
Zero will sabotage GEAR Japan's HQ and a flood of Machine Robo enemies will
enter it.  More Galfa enemies will appear top-side as well, and Hokuto will be
kidnapped along with Ogre.  The next enemy turn is all about your units just
surviving until Reinforcements appear.

    If you want to finish the scenario as quickly as possible, then send your
units into the base and focus on destroying Zero as quickly as possible.  You
can also go with the destructive route and clear both areas of all enemies
before taking down Zero.  Deondra is the only one who pops an item though,
and it is only a High Performance Radar.

    Hokuto is now being brain washed by Subaru and Zero.  >>  This also means
no more access to the Kiba Data Weapon for awhile.

------------------------------------------------------------------------------
Chapter 44 - Part 1
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico B (Ruri & Haley)
    Vaikungfu (Rom)
    Power Loader (Leina)
    GEAR Fighter Dendoh (Ginga)
    Cellfighter-Valhalla (Vega)
    15 Units

Enemy Units:


    Zarios x 06
    Kismodon x 06
    Fulgos x 10
    Fenmena x 16
    Ashura (Ashura)
    Aiansanto (Bugu)
    Deondra
    Devil Satan 6
    Gulsious

Enemy Reinforcements (1):

    Knight GEAR Ogre (Hokuto)
    Register (Subaru)
    Zero

Events:

    Turn 3 Player Phase:  Enemy Reinforcements (1) Appear

    Ogre is reduced to 50% HP:  Ogre installs Viper Whip

    Ogre is reduced to below 10% HP:  Player Reinforcements (1) Appear
         and Zero and Subaru Retreat

Items:

    Psyco Frame:  Fenmena
    Super Repair Kit:  Fulgos

Strategy:

    Strangest map design ever...

    I would highly suggest making good use out of every Minovsky Craft that
you have for any units not capable of flight.  It is actually rather nice that
Leina is deployed on this stage, because you will be damaged, and she is an
excellent healer.

    Start off going after Bugu and Ashura's forces right beside you.  Build
up a little bit of morale fighting the Fulgos right there, and the Kismodons
and Zarios units that come in.  Ashura and Bugu both have some decent dodge
rates, so Lock-On or Concentrate may be needed.

    Subaru, Zero, and Hokuto arrive on Turn 3.  I would suggest placing most
of your efforts on Ogre as it moves next to your forces.  You do not want to
destroy Ogre.  You only want to reduce it to below 10% of its HP.  Hokuto does
not make this easy though.  Ogre will install Viper Whip when it reaches below
50% HP.  Viper Whip has this ability called Illusion Flash, which is for all
intents and purposes Bunshin.  Ogre will create multiple copies of itself and
evade an attack.  It is suggested that you use Lock-On after Viper Whip is
installed, or you may miss even if you have a 100% chance of hitting.  When
Ogre's HP reaches below 10% then Ogre and Dendoh will fire Final Attacks at
each other (just like they do in the anime... and in SRWR).  The new thing
this time is that Hokuto soon overcomes his brain washing during this event
and returns to your side.  Subaru and Zero will then retreat... then again
Zero eating a Unicorn Drill Final Attack may have helped prompt him to do so.
^_^

    I would suggest going after Deondra and Devil Satan 6 next.  If you have
any units with a range of 8 or more, then they have an excellent sniping
opportunity here.  Neither of them drop any items though, but they will not
retreat either.  Repair and Resupply your units before heading off to take on
Gulsious.  Gulsious is another case of having over 50,000HP, and nothing to
show for it.  I swear the Fenmenas are a greater danger.  Anyway, Gulsious
will not retreat, and go crazy with the spells since he is the last enemy you
will face honestly.  After his defeat, Leina will go into her obligatory
melodramatic role of being kidnapped.

    Gurdy, Rom's semi-estranged brother, gives Rom his sword for even greater
over the top Vaikungfu action.  Before it can be put to use though...

------------------------------------------------------------------------------
Chapter 44 - Part 2
------------------------------------------------------------------------------

Player Units:

    Vaikungfu (Rom)
    Power Loader (Leina)
    Jet
    Drill
    Jim

Enemy Units:

    Gadess

Events:

    Rom hits Gadess:  Rom kills Gadess  >>

Items:

    Haro:  Gadess

Strategy:

    Rom faces off against Gadess, the entity responsible for the deaths of
many people... umm... robots... umm... whatever on Rom's planet.  You think
this would be a huge dramatic battle where the five will barely remain
victorious thanks to careful planning and some good old fashioned robot kung
fu...

    I'm afraid not.  Have Rom hit Gadess, this will trigger an event where
Rom tries out his new sword and kills Gadess in the process.  Gadess even pops
a Haro for your complete lack of effort.

------------------------------------------------------------------------------
Chapter 45
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Dragonar 1 Custom (Kaine)
    Knight GEAR Ogre (Hokuto)
    15 Units

Enemy Units:

    Draus x 05
    Gebaye x 08
    Dyne x 08
    Dorah x 12

Enemy Reinforcements (1):

    Register (Subaru)
    Zero

Enemy Reinforcements (2):

    Gilgazamne x 04

Events:

    Turn 3 Enemy Phase/Enemy Units and Reinforcements (2) are Destroyed:
         Enemy Reinforcements (1) Appear

    Hokuto and Subaru have three battle encounters/Register is reduced to
         below 15,000HP:  Register is Destroyed and Zero Retreats

    Turn 5 Enemy Phase/Enemy Units are Destroyed:  Enemy Reinforcements (2)
    Appear

Strategy:

    The Nadesico C crew is being put together, so Nadesico B is not available
for this stage.  This is not good for any Aestivalis units that you may use.
>_<

    The stage is fairly simple though.  Metal Armors put up little resistance
to your forces.  Subaru and Zero will arrive on Turn 3.  Hokuto will go ahead
and move next to Subaru to start fighting/convincing him.  Zero will just by
and watch.  Zero does not drop any items, and will defend.  He is basically
only here for story value (to make Register attempt to self-destruct on Ogre),
so do not bother fighting him.  Hokuto can use Flash each turn, and let Subaru
attack him.  After three battle encounters then Zero will force Register to
self-destruct.  Hokuto saves Subaru before the explosion though.  Yay, a new
pilot or sub-pilot for a Cellfighter!

    Some Gilgazamnes will arrive on Turn 5.  They will Support Attack/Defend
for one another so keep this in mind.  Double Attacks are still an excellent
way to bypass Support Defending.  None of them pop items though.

    The end of the chapter is marked by Kaine leaving the group.  >_<

    Subaru will join after this scenario.  Feel free to spend some PP on him
and place him in a Cellfighter as a sub-pilot or pilot.

------------------------------------------------------------------------------
Chapter 46/47/48 - Giganos - Part 1
------------------------------------------------------------------------------

Player Units:

    Dragonar 2 Custom (Tap)
    Dragonar 3 Custom (Light)
    Re-GZ/Dijeh SE-R (or whatever Camille is piloting) (Camille)
    Getter Dragon (Ryoma, Hayato, & Benkei)

Enemy Units:

    Draus x 08
    Gebaye x 08
    Gilgazamne x 06
    Tetsujin x 08

Enemy Reinforcements (1):

    Dragonar 1 Custom (Kaine)

Events:

    Any Enemy Unit is Attacked:  Enemy Reinforcements (1) Appear

Strategy:

    The first half of this scenario is wonderfully simple.  Attack
an enemy and Kaine will show up.  Have Tap use "Convince" on Kaine and
this half of the stage will end.  Of course feel free to try to take down
all of the enemies on this half if you so wish, but all that is required is
to convince Kaine.  It is fun seeing Dolmonv be shocked that his forces were
destroyed though.  ^_^

------------------------------------------------------------------------------
Chapter 46/47/48 - Giganos - Part 2
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Dragonar 2 Custom (Tap)
    Dragonar 3 Custom (Light)
    12 Units

Player Reinforcements:

    Dragonar 1 Custom (Kaine)
    Falguen (Maiyo)
    Stark Dyne (Min)

Enemy Units:

    Gebaye x 10
    Denjin x 06
    Daimajin x 04
    Gilgazamne x 08

Enemy Reinforcements (1):

    Dora x 06
    Daitetsujin x 02
    Denjin x 02

Enemy Reinforcements (2):

    Draus x 02
    Gebaye x 02
    Gilgazamne x 01

Enemy Reinforcements (3):

    Draus x 02
    Gebaye x 02
    Gilgazamne x 01

Enemy Reinforcements (4):

    Gilgazamne x 04
    Gilgazamne (Dolmonv)

Items:

    Biosensor:  Gilgazamne (Enemy Reinforcements (3))
    Solar Cell:  Denjin

Events:

    Tap goes into base:  Enemy Reinforcements (1) Appear

    First Wall is Destroyed:  Player Reinforcements Appear

    Second Wall is Destroyed:  Enemy Reinforcements (2) Appear

    Third Wall is Destroyed:  Enemy Reinforcements (3) Appear

    Fourth Wall is Destroyed:  Enemy Reinforcements (4) Appear

Strategy:

    I really hate this stage.  You can only use UC Gundam, Dragonar, and
Getter units.  If you use these units then you should have no problem.  Those
who do not use these units regularly may have some problems, so equip key
units with some items to help balance things out.

    Kaine will do his best to kill Tap and Light at the start of the stage.
Place Support Defenders around them for safety, and use Getter Q, Mega Rider,
and Dragoanr 3 Custom to heal any damaged units.  Send your stronger units
ahead to take on the Martian Successors and Gilgazamnes.  When a sufficient
path is cleared then send Tap inside the base.  Light will automatically
enter and scan the area revealing a breakable wall.  Clear out the enemies
and break the wall.  Kaine will now return to your side, and Maiyo and Min
will even help out.  Kaine may need a resupply from Mega Rider since he may
have drained a lot of EN while fighting earlier.  >_<  Feel free to abuse
Falguen and Dragonar 1 Custom's Twin Laser Sword combination attack.  It is
cheap, damaging, and can really wreak havoc on Gilgazamnes.... which is good
because you are about to fight a whole bunch of them.

    Another wall needs to be broken down, and a Gilgazamne is there with some
Draus and Gebayes.  There is a wall after them, which will trigger the
appearance of another set of them.  After this set of enemies is finished off
then be sure to repair/resupply everyone before destroying the final wall.
Dolmonv is behind the final wall in a tricked out Gilgazamne, with four others
beside him to provide him with Support Attacks and Support Defends.  The
fortunate thing is that these units are lacking in attack range and you should
have an army of Real Robots deployed in this stage.  Snipe off the support
Gilgazamnes first.  Set up Double Zeta, Hyakushiki, and Full Armor Hyakushiki
Kai to take MAP shots at the group from different angles to help weaken them.
Double Getter Beam and Twin Laser Sword are quite helpful here as well.

    Dolmonv is a pain of course... and he even has a MAP Attack (which can
not hit any of the diagonals straight away from his Gilgazamne).  Continue
sniping as you would the other Gilgazamnes and be sure your close range
attackers are properly spelled up to avoid taking damage.  He will not
retreat, and he is the final enemy of this stage (finally!).  Hit him hard and
fast since you honestly do not want to see any units be destroyed with a MAP
shot (he actually took down Maiyo on my game).

    After the stage, Maiyo will join with his Falguen.  Min will join with
Stark Dyne.  Carl will join with Gelf.  Warner will join with his Jagd Gelf.
Dan will join with his Rebi Gelf.  Kaine will now stay with the group.  The
Twin Laser Sword combination attack also remains available.

------------------------------------------------------------------------------
Chapter 46/47/48 - Mars
------------------------------------------------------------------------------

Player Units:

    Nadesico C (Ruri & Haley)
    Black Selena (Akito)
    Aestivalis Ryoko Custom (Ryoko)
    Aestivalis Hikaru Custom (Hikaru)
    Aestivalis Izumi Custom (Izumi)
    S Aestivalis (Saburouta)
    Kenryu (Rom)
    Power Loader (Leina)
    Blue Jet
    Road Drill
    Jim

Enemy Units:

    Denjin x 02
    Daimajin x 02
    Shishiki x 06
    Yatenkou (Hokushin)
    Madura x 06
    Daitetsujin x 03
    (Kusakabe)

Items:

    Psyco Frame:  Kusakabe

Notes:

    Ah... I love the Nadesico cast.  Concerts, distortion fields, and the
Aesti pilots discussing Ryoko's sex life as they take down the Martian
Successors... great stuff...

    This stage can be as complicated as you want it to be.  Kusakabe drops
a Psyco Frame, so the stage can last a little while if you choose to obtain
it.  If you are the more impatient type, then just focus on Hokushin.  All of
your units start off at either 150 or 130 morale, so it should be easily to
finish off Hokushin quickly.

    Hokushin can be destroyed or reduced to below 20,000HP to trigger an
event, which one doesn't matter because he won't pop PP or experience.  Akito
will attack Hokushin one last time and loses the Black Selena armor in the
process to reveal the pink Aestivalis Akito Custom underneath.  The scenario
will end and Yurika will be freed.  Yurika's "prince" will have already left
though.

------------------------------------------------------------------------------
Chapter 46/47/48 - Skull Moon
------------------------------------------------------------------------------

Player Units:

    Grendizer (Duke)

Player Reinforcements:

    15 Units

Enemy Units:

    Midefo x 04
    Saucer Beast Koakoa x 01
    Saucer Beast Gabigabi x 01
    Saucer Beast Jinjin x 01
    Saucer Beast Gilgil x 01
    Vega Beast Zume Zume x 01
    Vega Beast King Gory x 01
    Motherburn (Zrill)

Enemy Reinforcements (1):

    Midefo x 06
    Saucer Beast Jinjin x 03
    Saucer Beast Gabigabi x 03
    Saucer Beast Koakoa x 02
    Saucer Beast Jirangen x 02
    Vega Beast King Gory x 02
    Vega Beast Zume Zume x 02
    MP Great Mazinger x 07
    Combined Bongu x 02
    Vega Beast Guragura (Gandal)

Enemy Reinforcements (2):

    MP Great Mazinger x 06
    Bigtron x 02
    Gilgilgan x 01
    Motherburn x 01
    King of Vega (Emperor Vega)

Events:

    Turn 3 Player Phase:  Player Reinforcements and Enemy Reinforcements (1)
         Appear

    Gandal is Defeated:  Enemy Reinforcements (2) Appear

Items:

    Chogokin New Z:  MP Great Mazinger
    High Performance Radar:  Emperor Vega

Strategy:

    Duke is alone against the Vega enemies for a few turns, but that is what
he gets for going off alone right?  Retreat to the nearest corner of the
screen if you have not sufficiently upgraded Grendizer, or stay there and
rumble if you have.  Iron Wall is highly suggested, but you should conserve
your SP because this has the potential to be a very draining battle.

    Reinforcements will arrive on Turn 3 Player Phase.  If Tetsuya's kill
number was 50 or above before the start of the scenario, then Black Great
(Mazinger) will be an available unit to deploy.  It would be quite effective
for Maria to take out her frustrations on the Vega Empire with.  I would go
ahead and upgrade its EN though so you can take advantage of Double Lightning
Busters with Great Mazinger and Grendizer... which can be very helpful with
the large amount of high HP enemies on this stage.  Be sure to deploy Flugar
and TFO on this stage because repair and resupply are almost guaranteed to be
needed.

    Work you way through the enemies (or send in a few units with Iron Wall
to weaken/destroy a few).  God Gundam can land some very useful MAP Attacks in
this stage, so be sure to keep that in mind.  Try to be reasonable with your
SP usage, and take advantage of repair and resupply.

    Emperor Vega is a pain.  King of Vega has a 3 square-wide beam MAP attack
so try to attack it along diagonals to avoid it.  Emperor Vega will refill
some of its HP when it is reduced to below half and will start retreating (the
cowardly bastard).  Try to surround it with your units to prevent it from
running further (even though the terrain here, namely the towers on the Skull
Moon base, may make it difficult to surround him with fewer than six units).
He will not retreat off of the map, so finish him off with any assortment of
attacks that you wish.  Just be sure that you do not allow him to manually
leave the map.

------------------------------------------------------------------------------
Chapter 49 - Part 1
------------------------------------------------------------------------------

Player Units:

    Rahxephon (Ayato)
    Aliel (Haruka)
    Vermillion (Elvy)
    GEAR Fighter Dendoh (Ginga)
    Knight GEAR Ogre (Hokuto)
    Cellbooster (Kirakuni & Ellis)
    Cellbooster-Valhalla (Vega & Subaru)
    Eva-00 (Rei)
    Eva-02 (Asuka)
    Eva-03 (Touji)
    Zeorymer (Masato & Miku)
    Banpresto Original (Hugo & Aqua)

Enemy Units:

    Alegrato x 03
    Metronome x 04
    Dotem x 12
    Obligato (Torigai)

Enemy Reinforcements:

    Vivace

Items:

    Apogee Motor:  Dotem
    Haro:  Alegrato
    Super Repair Kit:  Metronome

Events:

    All Enemy Units except Obligato are Destroyed:  Enemy Reinforcements
         Appear

    Player Turn after Enemy Reinforcements Appear:

Strategy:

    The objective for this stage is to destroy all enemies except for
Obligato.  Be sure to pick up the items here, particularly the Apogee Motor
and Haro.  When all enemies except Obligato are defeated then another Vivace
will appear.  No units are capable of damaging it.

    On the next player turn then Vivace will be responsible for the assault
on Asuka instead of an Angel.  Rei ends up sacrificing herself to damage
Vivace to end the stage.  Everyone freaks out, but do not worry because there
are (almost) always plenty of Reis.  >>

    Onward to the second half... where Kaworu tries to get to Adam...

------------------------------------------------------------------------------
Chapter 49 - Part 2
------------------------------------------------------------------------------

Player Units:

    Eva-01 (Shinji)

Player Reinforcements:

    Rahxephon (Ayato)
    Aliel (Haruka)
    Vermillion (Elvy)
    GEAR Fighter Dendoh (Ginga)
    Knight GEAR Ogre (Hokuto)
    Cellbooster (Kirakuni & Ellis)
    Cellbooster-Valhalla (Vega & Subaru)
    Eva-03 (Touji)
    Zeorymer (Masato & Miku)
    Banpresto Original (Hugo & Aqua)

Enemy Units:

    Eva-02 (Kaworu)

Events:

    Eva-02 is Attacked:  Player Reinforcements Appear

Strategy:

    Shinji should cast Flash and attack Kaworu.  No damage will be dealt at
all since Kaworu's AT Field is invincible as of this moment.  Player
Reinforcements will then arrive, and Kaworu's AT Field can now be pierced.

    I would suggest first placing your units around Eva-02 before starting
your assault.  It has HP regeneration, and I always feel a need to destroy
HP regenerating enemies in one turn.  Kaworu will likely attack Shinji (hence
why Shinji casting Flash earlier would be helpful).  Hit Eva-02 with the works
and it will soon be destroyed.

    Now it is time for Shinji to mourn the loss of his soulmate.  *cough*
I was wanting to use Kaworu in Eva-04 too... oh well...

------------------------------------------------------------------------------
Chapter 50
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico C (Ruri & Haley)
    God Gundam w/Fuunsaiki
    Gundam Maxter
    Dragon Gundam
    Gundam Rose
    Bolt Gundam
    Rising Gundam
    15 Units

Player Reinforcements:

    Medius Locus (Albero & Eldy)

Enemy Units:

    Deatharmy x 16
    Dearthbird x 18
    Gundam Heavens Sword (Michelo)
    Grand Gundam (Chapman)
    Walter Gundam

Enemy Reinforcements (1):

    Deatharmy x 04
    Deathbirdie x 04

Enemy Reinforcements (2):

    Grand Master Gundam
    Devil Gundam

Events:

    Turn 3 Player Phase:  Player Reinforcements Appear

    24 Enemies Remain:  Enemy Reinforcements (1) Appear (and will continually
         appear up to four more times)

    Chapman and Michelo are Defeated:  Enemy Reinforcements (2) Appear

    Ulube is hit once:  Grand Master Gundam recovers all HP

    Grand Master Gundam is reduced to below 55,000HP:  Grand Master Gundam
         refills all HP and Shuffle Domei Ken Event plays

Items:

    Shuffle Crest:  Michelo
    Ultimate Cell:  Walter Gundam

Strategy:

    This is without a doubt the most phallic stage ever.  The DG Mass Driver
is rather phallic in of itself, it is huge, and it is covered in devil
tentacles for good measure.  XD

    Deatharmy and Deathbirdies have higher HP than usual but their primary
purpose here is to build morale, and give money, experience, and pilot points.
The really patient players out there can actually earn a great deal of PP on
this stage because these units will continually respawn 8 more whenever there
are 24 or fewer enemy units on the map.

    Of course Michelo and Chapman are going to start attacking you the moment
anything comes within their range.  I was hoping that Wong would be in Walter
Gundam, but it is only a generic DG Zombie.  >_<  Use spells to lower or avoid
damage.  Try to conserve some of your SP though for Devil Gundam.

    When Chapman and Michelo are defeated, then all of the Deatharmy and
Deathbirds will be gone.  Ulube will appear in Grand Master Gundam with Devil
Gundam behind him.  Attack Grand Master Gundam once, but do not bother using
Hot Blood.  Grand Master Gundam will instantly regenerate whatever damage is
done by the first attack done to it.  Again use spells to avoid damage and try
to knock Grand Master down below 55,000HP.  It will try to regenerate its HP,
but the Shuffle Alliance will fire off a Shuffle Domei Ken to further reduce
its HP.  Grand Master Gundam will no longer regenerate any HP, so finish it
off.

    Ulube isn't done yet though.  He then takes control of Devil Gundam,
which has over 150,000HP and has HP Regeneration.  I would wait until the
next player turn to start a full assault against it.  You know the drill at
this point I hope.  Use Hot Blood/Spirit, Invincible, Iron Wall, Concentrate,
and/or Flash to maximize the damage that you deal and minimize the damage that
you receive.

    After Devil Gundam's defeat, it tries to keep fighting... but Domon and
Rain will be sure to remove the core (for good?) with a Love Love Tenkyoken.

------------------------------------------------------------------------------
Chapter 51
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico C (Ruri & Haley)
    GEAR Fighter Dendoh (Dendoh)
    Knight GEAR Ogre (Hokuto)
    Cellbooster-Valhalla (Vega & Subaru)
    15 Units

Player Reinforcements (1):

    Black Selena (Akito)

Enemy Units:

    Error x 08
    Virus x 12
    Bug x 08

Enemy Reinforcements (1):

    Log x 06

Enemy Reinforcements (2):

    Log x 06

Enemy Reinforcements (3):

    Zero

Events:

    15 Enemy Units Remain:  Enemy Reinforcements (1) Appear

    15 Enemy Units Remain:  Enemy Reinforcements (2) Appear

    Turn 3 Player Phase:  Enemy Reinforcements (3) and Player Reinforcements
         Appear

Strategy:

    The goal of this stage is to get Near Argama and Nadesico C to the marked
square on or before Turn 8.  There are several of the relatively elite Galfa
enemies here and they have high HP... but at least none of them will sit
around and block this time.  There isn't a significant boss on this stage
either so, so spell up as you see fit.

    Zero will teleport in on Turn 3 and damage the Nadesico C down to 4000HP.
Ruri will call for Akito and he shows up to knock Zero down to 33,600HP.  He
will also stay around.  Zero is as always relatively immortal.  If you defeat
him then he will just come back again in a new body with full HP.  He does not
offer any PP, money, or items though in this game.  Concentrate on getting the
Nadesico B healed and keep trying to move forward.  You can surround Zero with
four units if you would like so that he will not chase after the battleships
though.

    The Logs will appear near the exit, so you may want to finish these guys
off before the battleships get too close so that the will not be swarmed.

    The stage will end when Nadesico C and Near Argama reach the marked
square.  Zero will try to attack Hokuto and Vega will try to defend him.  The
Cellbooster-Valhalla will fall, and Hokuto will chase after them.

------------------------------------------------------------------------------
Chapter 52
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico C (Ruri & Haley)
    GEAR Fighter Dendoh (Ginga)
    15 Units

Player Reinforcements:

    Knight GEAR Ogre w/Phoenix (Altea)
    Cellfighter-Valhalla (Vega & Subaru)

Enemy Units:

    Galfa Beast x 18
    Error x 04
    Virus x 04
    Bug x 04
    Log x 04
    Zero

Enemy Reinforcements (1):

    Spiral City x 05
    Zero

Enemy Reinforcements (2):

    Error x 02
    Virus x 02
    Bug x 02
    Log x 02
    Spiral City x 02
    Pektar Zero

Enemy Reinforcements (3):

    Emperor Galfa

Events:

    Zero is Defeated Once:  Enemy Reinforcements (1) Appear

    Zero is Defeated Twice:  Enemy Reinforcements (2) and Player
         Reinforcements Appear.  Dendoh and Ogre install Phoenix Data Weapons

    Dendoh enters temple:  Enemy Reinforcements (3) Appear.  Dendoh gains
         7 Gods Blade

Items:

    Solar Cell:  Emperor Galfa

Strategy:

    I really hate Zero, but we get to kill him for good on this stage so that
is very enjoyable.  ^_^  Start off the scenario by defeating various enemies
to build up morale.  Zero needs to be defeated a few times to continue with
the scenario, but it can make things very messy very quickly.

    Defeating Zero once will trigger the appearance of five Spiral Cities.
These are not lower HP versions with an AI pilot, these are the same as the
core of Spiral City that you fought a few scenarios ago.  They still have HP
Regeneration too.  Luckily for you, the courtyard directly around the temple
gives some nice terrain bonuses in addition to HP and EN regeneration.

    Depending on your own playstyle you may want to go ahead and take down
each Spiral City one by one.  The more impatient players will want to go ahead
and take down Zero one more time to trigger the next event.  Hokuto will
arrive with Ogre and Vega and Subaru will be in Cellbooster-Valhalla.  Phoenix
will then be awakened... and Phoenix basically freaks everyone out since its
chosen form is that of Vega when she was a child.  ^^;  Ginga and Hokuto
resume piloting Dendoh together.  Altea will resume piloting Ogre.  Dendoh and
Ogre will both install Phoenix Drives, which are beneficial due to their high
power and both units will have a full EN recharge at the beginning of their
turn.

    Your units are supposed to head into the temple at this point... then
again having seven Spiral Cities doing their best to kill you isn't that
much fun either.  Emperor Galfa will appear when a unit enters the temple.
This will also trigger an event where Phoenix grants Dendoh with the 7 Gods
Blade for its normal form (it will still get the full EN recharge though).
Emperor Galfa is very strong (even did significant damage to a maxed
Vaikungfu), and has 190,000HP.  Dendoh will likely not be able to handle this
enemy on his own, so send a few units to help him out.

    The end of the scenario is somewhat tricky.  Reduce Zero's HP before
destroying Emperor Galfa.  After destroying Emperor Galfa, then promptly
destroy Zero on the same turn.  This will prevent either of them from
generating a new body and will end the scenario (all of the Spiral Cities will
automatically be destroyed).

    Dendoh and Ogre keep their Phoenix Data Weapons and their new (old?)
pilot set-ups.

------------------------------------------------------------------------------
Chapter 53 - Part 1
------------------------------------------------------------------------------

Player Units:

    Rahxephon (Ayato)

Player Reinforcements:

    Vermillion (Elvy)

Enemy Units:

    Dotem x 21
    Metronome x 07
    Obligato (Torigai)

Events:

    Turn 2 Player Phase:  Player Reinforcements Appear

    Turn 5 Player Phase:  End of this part of the stage.

------------------------------------------------------------------------------
Chapter 53 - Part 2
------------------------------------------------------------------------------

Player Units:

    Eva-02 (Asuka)

Player Reinforcements:

    Nadesico C (Ruri & Haley)
    Eva-01 (Shinji)
    Dragonar 1 Custom (Kaine)
    Dragonar 2 Custom (Tap)
    Dragonar 3 Custom (Light)
    15 Units

Enemy Units:

    Dragoon x 11
    Omzack (Taiha)

Enemy Reinforcements (1):

    Eva-05 x 09

Enemy Reinforcements (2):

    Eva-05 x 09

Events:

    All Dragoons are Destroyed:  Taiha retreats and Enemy Reinforcements (1)
         Appear

    All of Enemy Reinforcements (1) are Destroyed:  Enemy Reinforcements (2)
         and Player Reinforcements Appear

Items:

    I Field:  Dragoon
    Space Chogokin Gran:  Dragoon
    Super Repair Kit:  Eva-05 (Enemy Reinforcements (1))

Strategy:
</pre><pre id="faqspan-5">
    Pretend that Asuka's Eva-02 has an S2 Engine since it doesn't need a cord
and it is recharging all of its EN every turn.  o_O;  Asuka finally gets her
AT Field Attack, and these Dragoons are going to feel the pain of it.  They
actually have some potential to be somewhat bothersome since they all have
EWACs, which may make these flies difficult to swat.  Of course if they are
hit by almost anything then they will explode, but Lock-On would help in the
swatting.

    Ignore Taiha.  He will block all attacks, will not attack, and will
retreat after taking relatively little damage.  Just focus on the Dragoons.

    Be sure you have a decent amount of EN left when finishing off the last
Dragoon.  You do not want to run out of energy to power your AT Field when the
Eva-05s show up.  The AT Field should be able to hold them off, but just
using the AT Field against 9 opponents all aiming for you will take at least
45 EN.  You shouldn't have any trouble destroying them with counterattacks
though, and it is great seeing Asuka counting as she destroys them.  ^_^  I
would suggest saving one to destroy on your own turn though so that your
player reinforcements are able to get the first strike against the next wave.

    The next wave of Eva-05s are much tougher.  They can easily pierce an AT
Field, have high accuracy, a decent evade rate, and have 55,000HP each.  It is
actually quite possible that you may lose a few units... but the music is
gorgeous right?  Use Hot Blood/Spirit and use spells to avoid taking damage.
Just enjoy the music, and don't sweat it too much if a few RRs go down.  Just
enjoy the music and the spiffy attack animations.

------------------------------------------------------------------------------
Chapter 54
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico C (Ruri & Haley)
    Eva-01 (Shinji)
    Raideen (Akira)
    Zeorymer (Masato & Miku)
    Daimos (Kazuya)
    Banpresto Original (Hugo & Aqua)
    15 Units

Player Reinforcements:

    Medius Locus (Albero & Eldy)

NPC Units:

    Rahxephon <Ayato>
    Rahxephon <Quon>

Enemy Units:

    Eva-05 x 09

Enemy Reinforcements (1):

    Omzack (Taiha)
    Gilgazamne (Miwa)

Enemy Reinforcements (2):

    Obligato (Torigai)

Items:

    Fried Adromeda  Eva-05
    Mega Generator:  Miwa
    Psyco Frame:  Eva-05

Events:

    Turn 2 Enemy Phase:  Enemy Reinforcements (1) Appear

    Turn 3 Player Phase:  Player Reinforcements Appear

    Turn 3 Enemy Phase:  Enemy Reinforcements (2) Appear

Strategy:

    This stage is basically the revenge of the MP Evas.  >_<  You do not have
150 morale starting off this time, and basically no good way to build morale.
Set up your units so that as many units as possible can take advantage of
support defend.  Also deploy a couple of healers to help with your unit
survival.  Focus on one Eva at a time, use Hot Blood, and try to cast spells
to reduce or avoid taking damage.

    Taiha and Miwa show up to create further problems.  I guess we do get a
chance to actually truly fight a unit from Zeorymer... too bad it is probably
easier to deal with than the Evas.  A cannon fodder Giganos pilot is
responsible for the Gilgazamne, but destroying that unit will also end up
taking out Miwa... something that every @2 player wanted to do for the entire
game.  Albero and Eldy will show up in Medius Locus as actual playable units.
o_O;  Take this opportunity to take the machine out for a test spin... even if
it seems a little bit on the slow side.  oO;

    Obligato will try to attack Rahxephon <Ayato> but he honestly doesn't
stand a chance.  Send some units to help out of you would like, but Ayato will
get in the final hit no matter what.  ><

------------------------------------------------------------------------------
Chapter 55/Final Chapter
------------------------------------------------------------------------------

Player Units:

    Near Argama (Bright)
    Nadesico C (Ruri & Haley)
    Banpresto Original
    18 Units

Player Reinforcements:

    Rahxephon <Ayato>

Enemy Units:

    Shinistara x 16
    Dekstera x 16
    Medius Locus

Enemy Reinforcements:

    AI1 (Eldy)

Events:

    Medius Locus is Destroyed:  AI1 Appears

    AI1's HP is reduced to 300,000HP or below:  Player Reinforcements Appear

Strategy:

    Ah, the classic SRW final stage... but with a new tripper background.
Let the Shinistaras and Deksteras come to you so you can hit/get hit/destroy
them to build the morale for your units before taking on Medius.  The
Shinistaras are the blue ones, and are relatively slow and easy to evade.  The
Deksteras are the biggest threat since they actually have decent accuracy, but
they are much more fragile and have limited range.  Try to avoid using any SP
on these enemies so that you are at maximum potential for the final boss.

    Position your units around Medius Locus after destroying the various
enemies, and wait until your next turn to begin the assault since you have
200,000HP that you need to knock off.  Hot Blood/Spirit and
Flash/Invincible/Iron Wall as usual are the order of the day.  Try to take
advantage of Support Attacks and the first half of this battle will hopefully
be over shortly.  Of course that isn't all though...

    Eldy's precious AI1 presents itself in... well... a really ugly form with
400,000HP.  I would suggest waiting until the next player turn before resuming
the attack.  It is possible to destroy AI1 in one turn if you have your units
positioned relatively well and have them sufficiently upgraded.  Ayato will
arrive when you take 100,000 off of AI1's HP, and he is even in optimum range
for a Hot Blood Voice attack.

    Be sure to watch AI1's attack animations though... I particularly like
Eldy's kiss of death and the Medius Locus clones.  Anyway, when AI1's HP is
reduced to 0 then Albero tries to redeem himself and is soon on his way to
see his son again.

    Ayato's tuning isn't as dramatic as it was in the series, but it was nice
that he helped Akito out.  ^_^

    Thanks For Playing Super Robot Wars MX.  Be sure to save your clear file
and enjoy the game further.  ^_^

==============================================================================
VI.  COMBINATION ATTACKS
==============================================================================

    Combination Attacks are very specific attacks that only certain
characters/mecha possess with certain other characters/mecha.  These attacks
often have a specific range and those performing the attack must be within
close range of each other.  Here are a list of some currently known attacks.

------------------------------------------------------------------------------
D Formation:
------------------------------------------------------------------------------

    Performed by:  Dragonar 1-L, Dragonar 2-L, and Dragonar 3-L
    Range:  1-4
    EN Required:  25 of each
    Morale Required:  110
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  The three Dragonars fly in formation and unload their guns
         upon an enemy
    Note:  This attack is available as soon as you obtain these units.

------------------------------------------------------------------------------
D Formation S:
------------------------------------------------------------------------------

    Performed by:  Dragonar 1 Custom, Dragonar 2 Custom, and Dragonar 3
         Custom
    Range:  1-4
    EN Required:  30 of each
    Morale Required:  110
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  The three Dragonars fly up and rain down multi-colored
         railgun death on an opponent.
    Note:  This attack is available on Chapter 18.

------------------------------------------------------------------------------
Double Burning Fire:
------------------------------------------------------------------------------

    Performed by:  Mazinger Z and Great Mazinger
    Range:  1-3
    EN Required:  25 of Each
    Morale Required:  None
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Breast Fire + Breast Burn = HAWT! (literally)

------------------------------------------------------------------------------
Double Funnel:
------------------------------------------------------------------------------

    Performed by:  Qubeley Mk. II and Qubeley Mk. II
    Range:  1-7
    EN Required:  25 of Each
    Morale Required:  105
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Same great funnel taste... twice as many shots.
    Note:  This attack requires its pilots to both be Newtype Level 4.

------------------------------------------------------------------------------
Double Getter Beam:
------------------------------------------------------------------------------

    Performed by:  Getter Dragon and Getter Q
    Range:  1-4
    EN Required:  25 of each
    Morale Required:  0
    Placement:  The unit initiating the attack must be in range of target,
         and the support unit must be adjacent square to the attacking unit
         or in the same squad.
    Description:  Getter Dragon takes Getter Q's hand, they rise up to the
         sky, and rain down pink energy death upon an enemy.
    Note:  This attack is available as soon as you obtain these two units,
         and it can be used post-movement.

------------------------------------------------------------------------------
Double Getter Tomohawk:
------------------------------------------------------------------------------

    Performed by:  Getter Dragon and Getter Q
    Range:  1-2
    EN Required:  0!
    Morale Required:  0
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Both Getters throw tomohawk boomarangs, catch them, wail on
         the opponent, and Getter Dragon scoops up Getter Q in its arms and
         flies away.  These combinations are so cute!
    Note:  This attack is available as soon as you obtain these two units,
         and it can be used post-movement.

------------------------------------------------------------------------------
Double God Finger:
------------------------------------------------------------------------------

    Performed by:  God Gundam and Nobel Gundam
    Range:  1-2
    EN Required:  30 of each
    Morale Required:  130
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Domon and Allenby God Finger an enemy from both sides.
         Allenby even has a special cut-in for this attack!

------------------------------------------------------------------------------
Double Kamaitachi
------------------------------------------------------------------------------

    Performed by:  Vaikungfu and Blue Jet
    Range:  1-2
    EN Required:  30
    Morale Required:  110
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Jet transforms and fires upon an enemy as it flies across
         the screen (I love the shell casings it leaves behind).  Jet and Rom
         cut up the enemy (with a really fantastic cut-in) and there are even
         close-ups of each of them in front of a sunset background.  oO;
         Beautiful attack, and quite effective.
    Strategy:  This attack is available as soon as both units join.  Thanks to
         Desmond for the attack translation.

------------------------------------------------------------------------------
Double Lightning Buster:
------------------------------------------------------------------------------

    Performed by:  Black Great and Great Mazinger
    Range:  1-6
    EN Required:  30 of Each
    Morale Required:  None
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Black Great fires Thunder Break while Great Mazinger fires
         Thunder Break.

------------------------------------------------------------------------------
Double Lightning Buster:
------------------------------------------------------------------------------

    Performed by:  Black Great and Grendizer
    Range:  1-6
    EN Required:  30 of Each
    Morale Required:  None
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Black Great fires Thunder Break while Grendizer fires
         Space Thunder.

------------------------------------------------------------------------------
Double Lightning Buster:
------------------------------------------------------------------------------

    Performed by:  Black Great and MP Great Mazinger
    Range:  1-6
    EN Required:  30 of Each
    Morale Required:  None
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  MP Great Mazinger fires Thunder Break while Black Great
         fires Thunder Break.

------------------------------------------------------------------------------
Double Lightning Buster:
------------------------------------------------------------------------------

    Performed by:  Great Mazinger and Grendizer
    Range:  1-6
    EN Required:  30 of Each
    Morale Required:  None
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Great Mazinger fires Thunder Break while Grendizer fires
         Space Thunder.

------------------------------------------------------------------------------
Double Lightning Buster:
------------------------------------------------------------------------------

    Performed by:  MP Great Mazinger and Grendizer
    Range:  1-6
    EN Required:  30 of Each
    Morale Required:  None
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  MP Great Mazinger fires Thunder Break while Grendizer fires
         Space Thunder.

------------------------------------------------------------------------------
Double Lightning Buster:
------------------------------------------------------------------------------

    Performed by:  Great Mazinger and MP Great Mazinger
    Range:  1-6
    EN Required:  30 of Each
    Morale Required:  None
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Great Mazinger fires Thunder Break along with MP Great
         Mazinger firing its version of Thunder Break.

------------------------------------------------------------------------------
Double Mega Launcher
------------------------------------------------------------------------------

    Performed by:  Zeta Gundam and Gundam Double Zeta
    Range:  2-7
    EN Required:  30 of each
    Morale Required:  130
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Zeta fires its Mega Launcher while ZZ uses its Hi-Mega
         Cannon.
    Note:  This attack is available as soon as you obtain these units.

------------------------------------------------------------------------------
Formation Attack
------------------------------------------------------------------------------

    Performed by:  Aestivalis-Ryoko Custom, Aestivalis-Izumi Custom, and
         Aestivalis-Hikaru Custom
    Range:  1-5
    EN Required:  10 of each (and Aestivalis recharge their EN if within
         range of Nadesico)
    Morale Required:  105
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  I wonder if they are Dragonar fans...
    Note:  This attack will not be available until Chapter 33.

------------------------------------------------------------------------------
Final Dynamic Special
------------------------------------------------------------------------------

    Performed by:  Getter Dragon, Mazinger Z, Great Mazinger, and Grendizer
    Range:  1
    EN Required:
    Morale Required:
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Grendizer lifts the enemy up with an Anti-Gravity Storm,
         the Mazingers blast it with a Double Burning Fire, and Getter Dragon
         uses a Shine Spark for the finish.  The four then all pose together.
    Notes:  This attack is not available until Chapter 33 - Earth Route.
         Koji will also have different cut-ins depending on which outfit he
         is wearing.

------------------------------------------------------------------------------
Inazuma Cyclone Ganban Wari
------------------------------------------------------------------------------

    Performed by:  Vaikungfu and Road Drill
    Range:  1
    EN Required:  25 of Each
    Morale Required:  110
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Vaikungfu and Drill alternately punch, kick, and headbutt
         an enemy.  Vaikungfu does a spinning pile driver, and throws the
         enemy down toward Drill.  Drill then performs an uppercut that
         sends the enemy flying.

------------------------------------------------------------------------------
Love Love Tenkyoken:
------------------------------------------------------------------------------

    Performed by:  God Gundam & Rising Gundam
    Range:  1-8
    EN Required:  45 of Each
    Morale Required:  130
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  The power of love blasts a heart-shaped hole through a
         non-believer.
    Note:  This attack is not available until Chapter 50.

------------------------------------------------------------------------------
Triple Terror Attack:
------------------------------------------------------------------------------

    Performed by:   Dragonar 1-L, Dragonar 2-L, and Dragonar 3-L
         or:  Dragonar 1 Custom, Dragonar 2 Custom, and Dragonar 3 Custom
    Range:  1-2
    EN Required:  20 of each
    Morale Required:  110
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Dragonar 2 and 3 will grab an enemy, and drop then down so
         Kaine can slice them... yay...
    Note:  This attack is available as soon as you obtain these units.

------------------------------------------------------------------------------
Triple Mazinger Blade:
------------------------------------------------------------------------------

    Performed by:  Mazinger Z, Great Mazinger, and Grendizer
    Range:  1-3
    EN Required:  25 of Each
    Morale Required:  None
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Great Mazinger and Mazinger Z impale an enemy from both
         sides with Mazinger Blades while Grendizer comes down with a Double
         Harken.

------------------------------------------------------------------------------
Twin Laser Sword
------------------------------------------------------------------------------

    Performed by:  Dragonar 1 Custom and Falguen
    Range:  1-2
    EN Required:  10 of Each
    Morale Required:  105
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Kaine and Maiyo show off their incredible mecha
         swordsmanship... it is amazing they don't crash into one another or
         slice off some limbs.  This thing is also stronger than Triple
         Mazinger Blade.
    Notes:  This attack will not be available until the Free Order Split
         after Chapter 45.  The first option is for the Giganos stage, where
         Maiyo will join and this attack becomes available for the first
         time.

------------------------------------------------------------------------------
Shuffle Domei Ken:
------------------------------------------------------------------------------

    Performed by:  God Gundam, Gundam Maxter, Dragon Gundam, Gundam Rose, and
         Bolt Gundam
    Range:  1-4
    EN Required:  55 of Each
    Morale Required:  130
    Placement:  The unit initiating the attack must be in range of target,
         and the other units must be in an adjacent or diagonal square of one
         another.
    Description:  Just like the anime... the members of the Shuffle Domei all
         pwn the hell out of an enemy and watch the resulting explosion.
    Notes:  This attack is not available until during Chapter 50.

------------------------------------------------------------------------------
Wind Pair Connected Attacking:
------------------------------------------------------------------------------

    Performed by:  GEAR Fighter Dendoh & Knight GEAR Ogre
    Range:  1
    EN Required:  25 of Each
    Morale Required:  110
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  Dendoh and Ogre alternately kick the crap out of an
         opponent before a joint full speed punch.
    Strategy:  This attack will be available regardless if Altea or Hokuto is
         piloting Ogre.  Data Weapons must not be equipped for this attack
         to work.

------------------------------------------------------------------------------
Unison Kick:
------------------------------------------------------------------------------

    Performed by:  Eva-01 and Eva-02
    Range:  1-5
    EN Required:  20 of Each
    Morale Required:  110
    Placement:  The unit initiating the attack must be in range of target,
         and the other unit must be in an adjacent or diagonal square.
    Description:  The 62 second dance of death (and arguably the best battle
         in Eva) makes its return as a combination attack you can use any
         time you want.
    Strategy:  This attack is not available until Chapter 19.  It can not be
         used on airborne enemies unless both Evas are equipped with Minovsky
         Crafts.

==============================================================================
VII.  SECRETS
==============================================================================

   SRWMX has a few secrets, and we are still discovering them.  Here is what
is generally known so far?

------------------------------------------------------------------------------
Black Great (Mazinger)
------------------------------------------------------------------------------

    Tetsuya (Great Mazinger's default pilot) needs 50 kills before the end
of Chapter 45.  The unit will be available to deploy at the start of the Skull
Moon stage, no matter if you choose to play it as Chapter 46, 47, or 48.
Thanks to "Duke Fleed" for the info leading up to finding the unit.

Note:  Some people have had trouble obtaining the unit.  Just to be on the
safe side I would suggest obtaining the MP Great Mazinger on Chapter 38 by
using Boss Borot and fully upgrading Great Mazinger's attacks (the attack
power itself, not critical or accuracy).

------------------------------------------------------------------------------
Dijeh SE-R
------------------------------------------------------------------------------

    The average level of Judau, Roux, Puru, Puru Two, Elle, Beecha, Mondo,
and Ino must be 25 or above before the start of Chapter 23.

    The unit has S Terrain in Space, flies, has 8 Movement, and has S attack
terrains for Space, Land, and Air (only B on Water).  Its strongest move is
a brutal series of saber slices with a range of 1-3 and no EN cost.  A very
nice unit, even if it is a pain to get.

------------------------------------------------------------------------------
Great Mazinger Item Bug
------------------------------------------------------------------------------

    It is possible to put three items on Great Mazinger before deployng it on
the Skull Moon stage (Chapter 45/46/47).  Somehow it ends up with three item
slots after Boss paints original on its crotch, and it will lose the extra
item slot after the stage.  Any item that you put on there will be kept unless
it is removed.  Thanks to Adiroth for mentioning the bug.

------------------------------------------------------------------------------
Full Armor Dendoh
------------------------------------------------------------------------------

    The Full Armor Dendoh parts can be kept.  Take the Space route on the
second split.  Ginga and Hokuto need at least 25 kills between the two of them
(Hokuto can have none though) and Dendoh to be the first to enter Altea's
ship, Aldeberan.

------------------------------------------------------------------------------
Mass Produced Great Mazinger
------------------------------------------------------------------------------

    Have Boss in Boss Borot (Boss can not be in another unit) destroy an MP
Great Mazinger (other than the one that Valendos is piloting) on Chapter 38.
If successful, then the MP Great will teleport away from the battlefield and
Boss will be a happy fat man.  The unit will be available after the chapter
ends.  It is similar to Great Mazinger, but without flight ability, no Great
Booster, most of its attacks are 250 base lower than Great's, and its movement
range is only 5.  MP Great Mazinger can perform a Lightning Buster combination
attack with either Grendizer, Great Mazinger, or Black Great.

    An MP Great Mazinger may also be obtained after the Skull Moon stage.

==============================================================================
VIII.  FREQUENTLY ASKED QUESTIONS
==============================================================================
------------------------------------------------------------------------------
Q.  Is this game on CD or DVD?

A.  The game is on DVD format, and DVD-5 if you want to be specific.
------------------------------------------------------------------------------
Q.   Will this game work on a non-modified US or Euro PS2?

A.   No, you will have to modify your system in some way.
------------------------------------------------------------------------------
Q.   How can I modify my system?

A.   Do not ask me, and do not ask on the board either.
------------------------------------------------------------------------------
Q.   What is the Giga Ultimate Disc?

A.   It was a pre-order bonus with SRWMX.  It featured commercials and some
    anime clips from the various titles used in the game.
------------------------------------------------------------------------------
Q.   Is there a Limited Edition for MX?

A.   No.
------------------------------------------------------------------------------
Q.   What does MX mean?

A.   Model X (you'll find out on the last chapter), Magnet Ten, or it might
    relate to the name of Impact Cross that may have been used early in
    production.
------------------------------------------------------------------------------
Q.   WAIII, I WANT GAMESHARK, AR, AND CODEBREAKER CODES!

A.   Please kindly **** off and die.
------------------------------------------------------------------------------
Q.   Will this game ever come to the US?

A.   There is about a .01% chance, and I'm probably overestimating.
------------------------------------------------------------------------------
Q.   Where can I get this game?

A.   www.ncsx.com, www.himeya.com, www.videogamedepot.com, www.yesasia.com are
    all respected dealers in the community.  From my own personal experience,
    NCSX has always been wonderful.  You may also be able to get a deal on
    the game on ebay.
------------------------------------------------------------------------------
Q.   Are Mazinkaiser and Shin Getter in the game?

A.   No.  If you want both of them then go play SRW Alpha 2.
------------------------------------------------------------------------------
Q.   Are Lord of the Elementals in the game?

A.   No.  If you want them go back to some SNES games or Alpha Gaiden.
------------------------------------------------------------------------------
Q.   How should I upgrade my units?

A.   If a unit sucks up a lot of EN then you will want to obviously raise its
    EN.  Raise the Mobility on Real Robots since their ability to evade
    attacks is their best chance for survival.  Super Robots should have
    their HP and Armor raised since they are meant to tank.  Some Super
    Robots, namely Dendoh, Ogre, and Getters need mobility as well.
------------------------------------------------------------------------------
Q.   What is the difference between a Real Robot and a Super Robot?

A.   Real Robots are mecha that can be considered realistic.  There is an
    established science to the units and their main weapons are likely to
    consist of various guns (of course there are exceptions).  All Gundam
    series, with the exception of G Gundam that has Super Robots, are Real
    Robots.  Real Robots are most often involved in a military or special
    operations organization and the mecha themselves are often produced in a
    similar manner to most military vehicles.

    Super Robots are those big fantastic robots that run on no realistic
    scientific application whatsoever.  They may fight with giant swords,
    hammers, bend the elements to their will, and/or fire rocket punches.  A
    punch from a Super Robot can be stronger than a blast of mega particles
    or other beam weaponry.  Super Robots are often created by a single
    brilliant scientist or a small team of them who are somehow able to
    create these unique insanely powerful mecha with little outside influence
    and resources.  Basically, Super Robots are not what you would expect of
    something that could be "real."

    Some series don't cleanly fit in either category though such as units
    from Evangelion, Dunbine, and Brain Powerd.

    It is also possible for a series to have both SR and RR units.  Rahxephon
    is an SR show and Rahxephon is an SR itself.  There are vehicles on that
    show that are RR though (namely the variety of aircraft used by TERRA,
    with the exception of the Vermillion which would almost be totally RR
    other than what is under the hood... which puts it into a hybrid
    category).
------------------------------------------------------------------------------
==============================================================================
IX.  ROBOT LIBRARY
==============================================================================

-------------------------------------------------------------------------------
EVANGELION UNIT-2
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      5400 5670 5940 6210 6480 6750
EN                       110  121  132  143  154  165  176
Mobility                  95   99  104  109  114  118
Armour                   900  945  990 1035 1080 1125

BARRETE RIFLE           Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3400 3450 3500 3550 3650 3750 3850 3950 4050
Hit Rate                +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%
Critical Rate           +25% +28% +31% +34% +37% +40% +43% +46% +49% +52% +55%

PROGRESSIVE KNIFE       Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3700 3750 3800 3850 3950 4050 4150 4250 4350
Hit Rate                +45% +48% +51% +54% +57% +60% +63% +66% +69% +72% +75%
Critical Rate           +50% +53% +56% +59% +62% +65% +68% +71% +74% +77% +80%

SOMETHING ATK!!!12113   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3900 3950 4000 4050 4150 4250 4350 4450 4550
Hit Rate                +30% +33% +36% +39% +42% +45% +48% +51% +54% +57% +60%
Critical Rate           +55% +58% +61% +64% +67% +70% +73% +76% +79% +82% +85%

-------------------------------------------------------------------------------
EVANGELION UNIT-1
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      5500 5775 6050 6325 6600 6875
EN                       110  121  132  143  154  165  176
Mobility                  90   94   99  103  108  112
Armour                   900  945  990 1035 1080 1125

BARRETE RIFLE           Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3400 3450 3500 3550 3650 3750 3850 3950 4050
Hit Rate                +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%
Critical Rate           +25% +28% +31% +34% +37% +40% +43% +46% +49% +52% +55%

PROGRESSIVE KNIFE       Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3500 3550 3600 3650 3750 3850 3950 4050 4150
Hit Rate                +45% +48% +51% +54% +57% +60% +63% +66% +69% +72% +75%
Critical Rate           +50% +53% +56% +59% +62% +65% +68% +71% +74% +77% +80%

POSITRON RIFLE          Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3700 3750 3800 3850 3950 4050 4150 4250 4350
Hit Rate                +30% +33% +36% +39% +42% +45% +48% +51% +54% +57% +60%
Critical Rate           +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%

POSITRON SNIPER RIFLE   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             4100 4150 4200 4250 4350 4450 4550 4650 4750
Hit Rate                +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%
Critical Rate           +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%

-------------------------------------------------------------------------------
EVANGELION UNIT-0
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      5600 5880 6160 6440 6720 7000
EN                       110  121  132  143  154  165  176
Mobility                  90   94   99  103  108  112
Armour                   900  945  990 1035 1080 1125

BARRETE RIFLE           Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3400 3450 3500 3550 3650 3750 3850 3950 4050
Hit Rate                +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%
Critical Rate           +25% +28% +31% +34% +37% +40% +43% +46% +49% +52% +55%

PROGRESSIVE KNIFE       Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3500 3550 3600 3650 3750 3850 3950 4050 4150
Hit Rate                +45% +48% +51% +54% +57% +60% +63% +66% +69% +72% +75%
Critical Rate           +50% +53% +56% +59% +62% +65% +68% +71% +74% +77% +80%

POSITRON SNIPER RIFLE   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3950 4000 4050 4100 4200 4300 4400 4500 4600
Hit Rate                +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%
Critical Rate           +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%

POSITRON SNIPER RIFLE   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             4100 4150 4200 4250 4350 4450 4550 4650 4750
Hit Rate                +15% +18% +21% +24% +27% +30% +33% +36% +39% +42% +45%
Critical Rate           +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%

-------------------------------------------------------------------------------
CELLFIGHTER
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      3300 3465 3630 3795 3960 4125 4290 4455 4620 4785 4950
EN                       100  110  120  130  140  150  160  170  180  190  200
Mobility                 120  126  132  138  144  150  156
Armour                   900  945  990 1035 1080 1125 1170 1215 1260 1305 1350

HYPER DENDOH DENCHI     Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage                0    0    0    0    0    0    0    0    0    0    0
Hit Rate                +00% +00% +00% +00% +00% +00% +00% +00% +00% +00% +00%
Critical Rate           +00% +00% +00% +00% +00% +00% +00% +00% +00% +00% +00%

PROGRESSIVE KNIFE       Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             2900 2950 3000 3050 3100 3200 3300 3400 3500 3600 3750
Hit Rate                +30% +33% +36% +39% +42% +45% +48% +51% +54% +57% +60%
Critical Rate           +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%

-------------------------------------------------------------------------------
GEAR FIGHTER DENDOH
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      4900 5145 5390 5635 5880 6125 6370
EN                       140  154  168  182  196  210  224  238  252
Mobility                  85   89   93   97  102  106  110  114  119
Armour                  1400 1470 1540 1610 1680 1750 1820

SHIPUU SANSEN GEKI      Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3000 3050 3100 3150 3250 3350 3450 3550
Hit Rate                +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%
Critical Rate           +05% +08% +11% +14% +17% +20% +23% +26% +29% +32% +35%

SENKOU RAIJIN GEKI      Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3400 3450 3500 3550 3650 3750 3850 3950
Hit Rate                +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%
Critical Rate           +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%

SENPUU SANREN GEKI      Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3500 3550 3600 3650 3750 3850 3950 4050
Hit Rate                +35% +38% +41% +44% +47% +50% +53% +56% +59% +62% +65%
Critical Rate           +20% +23% +26% +29% +32% +35% +38% +41% +44% +47% +50%

HADOU RYUUJIN GEKI      Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3700 3750 3800 3850 3950 4050 4150 4250
Hit Rate                +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%
Critical Rate           +35% +38% +41% +44% +47% +50% +53% +56% +59% +62% +65%

-------------------------------------------------------------------------------
DENDOH - LEO CIRCLE
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      4900 5145 5390 5635 5880 6125 6370
EN                       140  154  168  182  196  210  224  238  252
Mobility                  85   89   93   97  102  106  110  114  119
Armour                  1400 1470 1540 1610 1680 1750 1820

FILE LOAD:LEO CIRCLE    Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3500 3550 3600 3650 3750 3850 3950 4050
Hit Rate                +30% +33% +36% +39% +42% +45% +48% +51% +54% +57% +60%
Critical Rate           +20% +23% +26% +29% +32% +35% +38% +41% +44% +47% +50%

LEO ATTACK              Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             4100 4150 4200 4250 4350 4450 4550 4650
Hit Rate                +15% +18% +21% +24% +27% +30% +33% +36% +39% +42% +45%
Critical Rate           +05% +08% +11% +14% +17% +20% +23% +26% +29% +32% +35%

LEO CIRCLE FINAL ATK    Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             4800 4850 4900 4950 5050 5150 5250 5350
Hit Rate                +35% +38% +41% +44% +47% +50% +53% +56% +59% +62% +65%
Critical Rate           +20% +23% +26% +29% +32% +35% +38% +41% +44% +47% +50%

-------------------------------------------------------------------------------
VALKYRIE
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      1600 1680 1760 1840 1920 2000 2080 2160 2240 2320 2400
EN                        80   88   96  104  112  120  128  136  144  152  160
Mobility                 120  126  132  138  144  150  156
Armour                   600  630  660  690  720  750  780  810  840  870  900

MEASURE                 Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             2800 2850 2900 2950 3000 3050 3150 3250 3350 3450 3550
Hit Rate                +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%
Critical Rate           +55% +58% +61% +64% +67% +70% +73% +76% +79% +82% +85%

MISSILE                 Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3000 3050 3100 3150 3200 3250 3350 3450 3550 3650 3750
Hit Rate                +20% +23% +26% +29% +32% +35% +38% +41% +44% +47% +50%
Critical Rate           +25% +28% +31% +34% +37% +40% +43% +46% +49% +52% +55%

-------------------------------------------------------------------------------
DENDOH - UNICORN DRILL
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      4900 5145 5390 5635 5880 6125 6370
EN                       140  154  168  182  196  210  224  238  252
Mobility                  85   89   93   97  102  106  110  114  119
Armour                  1400 1470 1540 1610 1680 1750 1820

FILE LOAD:UNICORN DRILL Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3500 3550 3600 3650 3750 3850 3950 4050
Hit Rate                +30% +33% +36% +39% +42% +45% +48% +51% +54% +57% +60%
Critical Rate           +20% +23% +26% +29% +32% +35% +38% +41% +44% +47% +50%

DRILL CHARGE            Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3900 3950 4000 4050 4150 4250 4350 4450
Hit Rate                +25% +28% +31% +34% +37% +40% +43% +46% +49% +52% +55%
Critical Rate           +30% +33% +36% +39% +42% +45% +48% +51% +54% +57% +60%

UNICORN DRILL FINAL ATK Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             4900 4950 5000 5050 5150 5250 5350 5450
Hit Rate                +20% +23% +26% +29% +32% +35% +38% +41% +44% +47% +50%
Critical Rate           +30% +33% +36% +39% +42% +45% +48% +51% +54% +57% +60%

-------------------------------------------------------------------------------
DRAGONAR-1 LIFTER
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      3600 3780 3960 4140 4320 4500 4680 4860 5040
EN                       105  115  126  136  147  157  168  178
Mobility                 115  120  126  132  138  143  149
Armour                   900  945  990 1035 1080 1125 1170 1215 1260
Shields                    2    3    4    5

SHOULDER BOMB           Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             1800 1850 1900 1950 2000 2100 2200 2300 2400 2500
Hit Rate                +35% +38% +41% +44% +47% +50% +53% +56% +59% +62% +65%
Critical Rate           +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%

DUAL MISSILE PODS       Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             2500 2550 2600 2650 2700 2800 2900 3000 3100 3200
Hit Rate                +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%
Critical Rate           +35% +38% +41% +44% +47% +50% +53% +56% +59% +62% +65%

75MM HANDRAIL GUN       Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3000 3050 3100 3150 3200 3300 3400 3500 3600 3700
Hit Rate                +15% +18% +21% +24% +27% +30% +33% +36% +39% +42% +45%
Critical Rate           +20% +23% +26% +29% +32% +35% +38% +41% +44% +47% +50%

LASER SWORD             Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3400 3450 3500 3550 3600 3700 3800 3900 4000 4100
Hit Rate                +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%
Critical Rate           +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%

-------------------------------------------------------------------------------
DRAGONAR-2 LIFTER
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      4000 4200 4400 4600 4800 5000 5200 5400 5600
EN                       105  115  126  136  147  157  168  178
Mobility                 110  115  121  126  132  137  143
Armour                  1000 1050 1100 1150 1200 1250 1300 1350 1400 1450

DUAL MISSILE PODS       Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             2900 2950 3000 3050 3100 3200 3300 3400 3500 3600
Hit Rate                +05% +08% +11% +14% +17% +20% +23% +26% +29% +32% +35%
Critical Rate           +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%

88MM HANDRAIL GUN       Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3100 3150 3200 3250 3300 3400 3500 3600 3700 3800
Hit Rate                +15% +18% +21% +24% +27% +30% +33% +36% +39% +42% +45%
Critical Rate           +20% +23% +26% +29% +32% +35% +38% +41% +44% +47% +50%

DOUBLE RAILGUN          Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3300 3350 3400 3450 3500 3600 3700 3800 3900 4000
Hit Rate                +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%
Critical Rate           +15% +18% +21% +24% +27% +30% +33% +36% +39% +42% +45%

280MM RAIL CANNON       Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3500 3550 3600 3650 3700 3800 3900 4000 4100 4200
Hit Rate                +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%
Critical Rate           +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%

-------------------------------------------------------------------------------
DRAGONAR-3 LIFTER
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      3500 3675 3850 4025 4200 4375 4550 4725 4900
EN                       105  115  126  136  147  157  168  178
Mobility                 115  120  126  132  138  143  149
Armour                   900  945  990 1035 1080 1125 1170 1215 1260

LASER MISSILE           Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             2800 2850 2900 2950 3000 3100 3200 3300 3400 3500
Hit Rate                +50% +53% +56% +59% +62% +65% +68% +71% +74% +77% +80%
Critical Rate           +25% +28% +31% +34% +37% +40% +43% +46% +49% +52% +55%

50MM HANDRAIL GUN       Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             2900 2950 3000 3050 3100 3200 3300 3400 3500 3600
Hit Rate                +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%
Critical Rate           +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%

-------------------------------------------------------------------------------
TFO
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      2600 2730 2860 2990 3120 3250 3380 3510 3640 3770 3900
EN                        80   88   96  104  112  120  128  136  144  152  160
Mobility                 120  126  132  138  144  150  156
Armour                   800  840  880  920  960 1000 1040 1080 1120 1160 1200

MISSILE                 Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             2800 2850 2900 2950 3000 3050 3150 3250 3350 3450 3550
Hit Rate                +35% +38% +41% +44% +47% +50% +53% +56% +59% +62% +65%
Critical Rate           +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%

-------------------------------------------------------------------------------
GRENDIZER
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      5400 5670 5940 6210 6480 6750 7020
EN                       150  165  180  195  210  225  240  255  270
Mobility                  75   78   82   86   90   93   97  101  105</pre><pre id="faqspan-6">
Armour                  1600 1680 1760 1840 1920 2000 2080

HAND BEAM               Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3000 3050 3100 3150 3250 3350 3450 3550
Hit Rate                +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%
Critical Rate           +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%

SCREW CRUSHER PUNCH     Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3400 3450 3500 3550 3650 3750 3850 3950
Hit Rate                +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%
Critical Rate           +20% +23% +26% +29% +32% +35% +38% +41% +44% +47% +50%

DOUBLE HARKEN           Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3700 3750 3800 3850 3950 4050 4150 4250
Hit Rate                +30% +33% +36% +39% +42% +45% +48% +51% +54% +57% +60%
Critical Rate           +30% +33% +36% +39% +42% +45% +48% +51% +54% +57% +60%

SPACE THUNDER           Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             4300 4350 4400 4450 4550 4650 4750 4850
Hit Rate                +05% +08% +11% +14% +17% +20% +23% +26% +29% +32% +35%
Critical Rate           +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%

DOUBLE HARKEN STORM     Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             4800 4850 4900 4950 5050 5150 5250 5350
Hit Rate                +20% +23% +26% +29% +32% +35% +38% +41% +44% +47% +50%
Critical Rate           +25% +28% +31% +34% +37% +40% +43% +46% +49% +52% +55%

-------------------------------------------------------------------------------
SPACER
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      5400 5670 5940 6210 6480 6750 7020
EN                       150  165  180  195  210  225  240  255  270
Mobility                  75   78   82   86   90   93   97  101  105
Armour                  1700 1785 1870 1955 2040 2125 2210

HAND BEAM               Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3000 3050 3100 3150 3250 3350 3450 3550
Hit Rate                +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%
Critical Rate           +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%

SCREW CRUSHER PUNCH     Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3400 3450 3500 3550 3650 3750 3850 3950
Hit Rate                +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%
Critical Rate           +20% +23% +26% +29% +32% +35% +38% +41% +44% +47% +50%

SPIN SAUCER             Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3500 3550 3600 3650 3750 3850 3950 4050
Hit Rate                +05% +08% +11% +14% +17% +20% +23% +26% +29% +32% +35%
Critical Rate           +15% +18% +21% +24% +27% +30% +33% +36% +39% +42% +45%

SPACE THUNDER           Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             4300 4350 4400 4450 4550 4650 4750 4850
Hit Rate                +05% +08% +11% +14% +17% +20% +23% +26% +29% +32% +35%
Critical Rate           +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%

SPACER TORNADO          Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             4500 4550 4600 4650 4750 4850 4950 5050
Hit Rate                +25% +28% +31% +34% +37% +40% +43% +46% +49% +52% +55%
Critical Rate           +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%

-------------------------------------------------------------------------------
GARMREID
-------------------------------------------------------------------------------

STATS                   Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
HP                      5400 5670 5940 6210 6480 6750 7020
EN                       130  143  156  169  182  195  208  221  234
Mobility                  85   89   93   97  102  106  110  114  119
Armour                  1500 1575 1650 1725 1800 1875 1950

BLOODY RAY              Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             2800 2850 2900 2950 3000 3050 3150 3250 3350 3450
Hit Rate                +40% +43% +46% +49% +52% +55% +58% +61% +64% +67% +70%
Critical Rate           +00% +03% +06% +09% +12% +15% +18% +21% +24% +27% +30%

FANG KNUCKLE            Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3400 3450 3500 3550 3600 3650 3750 3850 3950 4050
Hit Rate                +30% +33% +36% +39% +42% +45% +48% +51% +54% +57% +60%
Critical Rate           +45% +48% +51% +54% +57% +60% +63% +66% +69% +72% +75%

THUNDER SPINEDGE        Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             3900 3950 4000 4050 4100 4150 4250 4350 4450 4550
Hit Rate                +15% +18% +21% +24% +27% +30% +33% +36% +39% +42% +45%
Critical Rate           +30% +33% +36% +39% +42% +45% +48% +51% +54% +57% +60%

BURNING BREAKER         Base Lvl1 Lvl2 Lvl3 Lvl4 Lvl5 Lvl6 Lvl7 Lvl8 Lvl9 Lv10
Base Damage             4600 4650 4700 4750 4800 4850 4950 5050 5150 5250
Hit Rate                +05% +08% +11% +14% +17% +20% +23% +26% +29% +32% +35%
Critical Rate           +10% +13% +16% +19% +22% +25% +28% +31% +34% +37% +40%

==============================================================================
X.  SPECIAL THANKS
==============================================================================

Thanks to Ceej for this site, and of course GameFAQs Bounties and Contests.

Thanks to Magenta Galaxy.  Yay for co-writers!

Thanks to Otaku, for listening to all of my insane ramblings over the years.

Thanks to Shadow00X, just because Dendoh fanboys need to be appreciated.

Thanks to kibbitz and TerryBogard for helping me sort out the
Suppor/Assist/Command Attack

==============================================================================
XI.  LINKS
==============================================================================

    There... so I get fewer emails asking about "Where can I get more info
on this series?" and maybe it will result in a few less topics on the board.

MX Official Web:
    http://www.suparobo.jp

Destiny3Fates:  Misc. Mecha and SRW Goodies, with more info on the way:
    http://www.destiny3fates.net

MAHQ (semi-overrated Gundam site with a tiny bit of Dragonar info):
    http://www.mahq.net/

Nadesico:  Project Schiaparelli
    http://homepage.mac.com/tatara/nadesicops/

Original Generation (a site dedicated to Banpresto original characters in SRW)
    http://srwog.bravehost.com
==============================================================================
XII.  COPYRIGHT
==============================================================================

This FAQ is Copyright 2004 gundamtotoro and Andrew Hill (aka Magenta Galaxy)

This document is protected by US Copyright Law.  It is meant for private use
only.  This FAQ may not be referenced or altered without permission from
myself.  This FAQ is a GAMEFAQS Exclusive and may not be hosted elsewhere.
Alteration of this Copyright is punishable under Title 17 Chapter 5 Section
506(d) of US Copyright Law for a fine of up to $2,500.

"Super Robot Wars," and all related characters and names are property of
Banpresto.

"Daimos" and all related characters and names are property of Toei Agency.

"GEAR Fighter Dendoh" and all related characters and names are property of
Sunrise.

"Getter Robo" and all related characters and names are property of Go Nagai &
Ken Ishikawa/Dynamic Planning and Bandai Visual Co. Ltd.

"Gundam", "Mobile Suit", and all related characters and names are property
of Sotsu Agency, Sunrise, and Bandai Co. Ltd.

"Machine Robo: Revenge of Cronos" and all related characters and names are
property of Ashi Productions Company.

"Mazinger Z," "Great Mazinger," and "Grendizer" are all property of Go
Nagai/Dynamic Planning.

"Martian Successor Nadesico" and all related characters and names are property
of Xebec Planning.

"Metal Armor Dragonar" and all related characters and names are property of
Sunrise.

"Neon Genesis Evangelion" and all related characters and names are property
of Gainax.

"Rahxephon" and all related characters and names are property of Bones
Inc/Rahxphon Project.

All copyrights and trademarks are acknowledged and respected that are not
specifically mentioned herein.