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                                                            :::;;;;;;:
         Dai 3 Ji Super Robot Tiasen                            :;;;;;:
              Super Robot Wars 3                                :;;;;;;
                                                   ::;;;:       :;;;;;:
                  Mecha FAQ                        :;;;;;:     :;;;;;;
        By Konokoni (Justin Carrasco)               ;;;;;;;;:;;;;;;;;
                                                     :;;;;;;;;;;;;;:
                                                       :::;;;;;::


 Version 0.2 (3/01/03)
 Copyright 2003 by Justin Carrasco

+----------+
| Contents |
+----------+

 1. Introduction
 2. Stat Info
 3. Mecha Info
 4. Arrival List
 5. Comparison Chart
 6. Version History/Future Plans
 7. Contact Info
 8. Credits/Thanks/Misc.

+-----------------+
| 1. Introduction |
+-----------------+

 Hello, and welcome to my very first FAQ. With the recent translation of
 Super Robot Wars 3 by Aeon Genesis (http://agtp.romhack.net), there is a need
 for good FAQ's covering every aspect of this awesome game. With that in mind,
 I present my very own Mecha stats FAQ!

So, what's this for, exactly?
-----------------------------
 Basically intended as a quick reference, you can read about and compare data
 on every playable mech in the game. Very useful if you want to compare the
 Dijeh to the Alex without having to navigate the menus and remember all of
 the stats!

What won't I find here?
-----------------------
 Well, a walkthrough is one main thing you won't see here. If that's what
 you're looking for, I suggest you check out Carlos Satoshi Mori's guide at
 www.gamefaqs.com. It's an excellent piece of work, containing both a
 walkthrough and a chart showing how to access the various mission paths.

How is this thing organized?
---------------------------
 I've broken the meat of this guide into three parts:

 Mecha Info:
 Contains in-depth info and stats on a machine's performance and attacks, as
 well as my personal rating and comments.
 Arrival List:
 Tells you during what missions you can expect to obtain certain mechs.
 Comparison Chart:
 A quick and easy way of comparing the various mechs by their stats.

 And so, without further ado, on with the show!

+--------------+
| 2. Stat Info |
+--------------+

 So, what do all these numbers and values mean, exactly? Well, look below to
 find out!

 HP:     The amount of Health Points a particular machine has remaining. When
         this reaches zero, the mech "explodes", and is taken out of action
         until the next battle.

 EN:     The amount of Energy a machine has left. In addition to powering some
         weapons, mechs moving through space or flying on earth use 1 energy
         unit per square moved. Some special items, such as I-Fields, also
         drain from your energy reserves.

 Type:   A machine's preferred environment. The possible values are Sky,
         Land, Sea, or Space. Some mechs have multiple types (i.e. P-Getta 1's
         is both Sky and Land).

 Adapt:  Semi-related to Type, Adaptability rates a machine's ability to
         battle on the four terrain types with a scale from 1-7, with 7 being
         best.

 Range:  How many squares a machine can move on clear terrain in one turn.
         Moving through forests and asteroids is harder, requiring two
         movement points. Moving through a mountain range costs three points.

 Armor:  The unit's defensive rating. The higher the number, the less damage
         you take from attacks.

+---------------+
| 3. Mecha Info |
+---------------+

 Below you will find comprehensive info on all of the playable mechs in the
 game, including their attacks. You will also notice a rating on a scale of
 1-5 for each unit. This is just my personal assessment of how useful each
 machine is at various points in the game. Roughly, Early is missions 1-20,
 Mid 20-40, and Late 40-end. If a period has no rating (--), it means you
 can't/won't have that mech at that time. Finally, concerning mechs with
 different forms and story based upgrades (ones you don't pay for): I've
 listed all different forms separately, and marked all story based upgrades
 with a tilde(~).


+--- Alex ----------------------+---------------------------------------------+
|                               | HP:      1700   Adaptability   Rating       |
| Pilot:       Chris McKenzie   | EN:       120   Sky:       5   Early:   *** |
| Abilities:             None   | Type:    Land   Land:      7   Mid:      ** |
|                               | Range:      7   Sea:       5   Late:      * |
|                               | Armor:    120   Space:     7                |
|                               | Response: 188                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      320      1   145     5 |
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130    -- |
| 90mm Gatling Gun           7| 7| 7| 7   ---/---      480      1   115     5 |
| Beam Rifle                 7| 7| -| 7   ---/---      650      4   100    10 |
+-----------------------------------------------------------------------------+
 While not a bad Gundam, the Alex really has trouble staying alive with it's
 low HP and armor. It also lacks any really powerful attacks... at least
 Chris is a pretty good pilot. I would find something else for her to use
 (like the Kaempfer) relatively quickly.


+--- Aphrodite A ---------------+---------------------------------------------+
|                               | HP:      2000   Adaptability   Rating       |
| Pilot:          Sayaka Kyuu   | EN:       160   Sky:       1   Early:  **** |
| Abilities:         Replaced   | Type:    Land   Land:      7   Mid:     *** |
|                               | Range:      6   Sea:       3   Late:     -- |
|                               | Armor:    250   Space:     5                |
|                               | Response: 118                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Repair Equipment           -| -| -| -   ---/---        0      1    --    -- |
| Punch                      -| 7| 7| 7   ---/---      480      1   130    -- |
| Missile                    7| 7| 7| 7   ---/---      600      4   100    10 |
+-----------------------------------------------------------------------------+
 Very useful, if for no other reason then that it allows you to heal your
 mechs without docking them. It's attacks aren't too shabby, but don't expect
 to make very many quick kills with the Aphrodite. It is later replaced by
 Dianan A.


+--- Argamma -------------------+---------------------------------------------+
|                               | HP:      4000   Adaptability   Rating       |
| Pilot:           Bright Noa   | EN:       255   Sky:       7   Early:  **** |
| Abilities:         Replaced   | Type:     Sky   Land:      5   Mid:    **** |
|                     Docking   | Range:      7   Sea:       3   Late:     -- |
|                               | Armor:    120   Space:     7                |
|                               | Response: 150                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| 40mm Machinegun            7| 7| 7| 7   ---/---      420      1   140    10 |
| Missile                    7| 7| 7| 7   ---/---      550      4   100     5 |
| Mega Particle Cannon       7| 7| -| 7   ---/---      900      7    80    10 |
| Hypermega Part. Can. (ALL) 7| 7| 7| 7   150/---     1500      7    80    -- |
+-----------------------------------------------------------------------------+
 Basically an upgraded White Base, the Argamma retains it's predecessor's
 best attacks while adding in a very useful ALL (hits all units in it's path)
 attack. It is uni-directional, however, and will toast your own units just
 as much as the bad guys, so be cautious when using it.


+--- Battle Craft --------------+---------------------------------------------+
|                               | HP:       800   Adaptability   Rating       |
| Pilot:           Koke Sueki   | EN:       200   Sky:       5   Early:   *** |
| Abilities:          Combine   | Type:SK/LD/SB   Land:      6   Mid:     *** |
|                               | Range:      7   Sea:       5   Late:    *** |
|                               | Armor:     60   Space:     5                |
|                               | Response: 160                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Craft Drill                7| 7| 7| 7   ---/---      450      1   120    -- |
+-----------------------------------------------------------------------------+
 One of the 5 units that join to make the Combattler V. You won't get to use
 them in their separated form much, so don't worry about their abysmal stats.


+--- Battle Crasher ------------+---------------------------------------------+
|                               | HP:       900   Adaptability   Rating       |
| Pilot:        Juuzou Naniwa   | EN:       200   Sky:       7   Early:   *** |
| Abilities:          Combine   | Type:     Sky   Land:      6   Mid:     *** |
|                               | Range:      7   Sea:       1   Late:    *** |
|                               | Armor:     80   Space:     5                |
|                               | Response: 160                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Rock Fighter               7| 7| 7| 7   ---/---      400      2   130     5 |
| Battle Garegga             -| 7| 7| 7   ---/---      480      1   100    -- |
| Electro-dart               7| 7| 7| 7   ---/---      500      3   125     2 |
| Atomic Burner              7| 7| -| 7   ---/---      500      1   120    -- |
+-----------------------------------------------------------------------------+
 One of the 5 units that join to make the Combattler V. You won't get to use
 them in their separated form much, so don't worry about their abysmal stats.


+--- Battle Jet ----------------+---------------------------------------------+
|                               | HP:       800   Adaptability   Rating       |
| Pilot:            Hyouma Ki   | EN:       200   Sky:       7   Early:   *** |
| Abilities:          Combine   | Type:     Sky   Land:      4   Mid:     *** |
|                               | Range:      8   Sea:       1   Late:    *** |
|                               | Armor:     70   Space:     5                |
|                               | Response: 160                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| 30mm Machinegun            7| 6| 6| 7   ---/---      350      1   140    10 |
| Sky Ripper                 7| 6| -| 7   ---/---      380      2   120     5 |
| Dose Bracer                7| 5| -| 7   ---/---      400      1   120    -- |
| Magnelaser                 7| 6| -| 7    20/---      500      3   100    -- |
+-----------------------------------------------------------------------------+
 One of the 5 units that join to make the Combattler V. You won't get to use
 them in their separated form much, so don't worry about their abysmal stats.


+--- Battle Marine -------------+---------------------------------------------+
|                               | HP:       900   Adaptability   Rating       |
| Pilot:   Chizuru Minamihara   | EN:       200   Sky:       6   Early:   *** |
| Abilities:          Combine   | Type:     Sky   Land:      5   Mid:     *** |
|                               | Range:      7   Sea:       7   Late:    *** |
|                               | Armor:     70   Space:     5                |
|                               | Response: 160                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Mechanifixer               -| -| -| -   ---/---        0      1   100    -- |
| Depth Charge               -| -| 7| -   ---/---      520      1   120     5 |
+-----------------------------------------------------------------------------+
 One of the 5 units that join to make the Combattler V. You won't get to use
 them in their separated form much, so don't worry about their abysmal stats.


+--- Battle Tank ---------------+---------------------------------------------+
|                               | HP:      1000   Adaptability   Rating       |
| Pilot:    Taisaku Nishikawa   | EN:       200   Sky:       3   Early:   *** |
| Abilities:          Combine   | Type:    Land   Land:      7   Mid:     *** |
|                               | Range:      6   Sea:       4   Late:    *** |
|                               | Armor:    100   Space:     4                |
|                               | Response: 130                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Anchor Knuckle             -| 7| 6| 6   ---/---      500      1   100    -- |
| 380mm Tank Cannon          5| 7| 6| 7   ---/---      580      1   100     5 |
+-----------------------------------------------------------------------------+
 One of the 5 units that join to make the Combattler V. You won't get to use
 them in their separated form much, so don't worry about their abysmal stats.


+--- Combattler V --------------+---------------------------------------------+
|                               | HP:      3500   Adaptability   Rating       |
| Pilot:            Hyouma Ki   | EN:       255   Sky:       6   Early:  **** |
| Abilities: Separate/Combine   | Type: Sky/Lnd   Land:      7   Mid:    **** |
|                               | Range:      7   Sea:       4   Late:   **** |
|                               | Armor:    300   Space:     5                |
|                               | Response: 140                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Rock Fighter               7| 7| 7| 7   ---/---      470      1   155     5 |
| Magneclaw                  -| 7| 7| 7   ---/---      520      1   132     2 |
| Atomic Burner              7| 7| -| 7    10/---      600      1   120    -- |
| Battle Garegga             -| 7| 7| 7   ---/---      600      1   120    -- |
| Choudenji Crane            -| 7| 7| 7   ---/---      670      1   100    -- |
| Spring Crusher             -| 7| 7| 7   ---/---      780      1   100    -- |
| Choudenji Spark            7| 7| -| 7    15/---      840      4   110    -- |
| Choudenji Yo-yo            7| 7| 6| 7   ---/---      890      1   105    -- |
| Bigblast                   7| 7| 7| 7   ---/---      900      5   100     1 |
| Battle Chainsaw~           7| 7| 6| 7   ---/---     1060      3   105     2 |
| Twin Lancer~               7| 7| 7| 7   ---/---     1120      1   145    -- |
| Bigblast Divided~          7| 7| 7| 7   ---/---     1420      5   140     1 |
| V Laser~                   7| 7| -| 7    30/---     1450      3   100    -- |
| Choudenji Spin             7| 7| 6| 7   200/125     2000      1   170    -- |
+-----------------------------------------------------------------------------+
 MUCH more then the sum of it's parts, the Combattler is an incredibly
 versatile mech, able to dish out the pain on almost any terrain. While you
 probably won't find a use for many of it's attacks, it's still nice to have
 them, just in case... add in the fact that it can take a decent amount of
 punishment before folding, and you have a force to be reckoned with.


+--- Dijeh SE-R ----------------+---------------------------------------------+
|                               | HP:      2200   Adaptability   Rating       |
| Pilot:        Four Murasame   | EN:       170   Sky:       5   Early: ***** |
| Abilities:             None   | Type:    Land   Land:      7   Mid:    **** |
|                               | Range:      8   Sea:       4   Late:    *** |
|                               | Armor:    150   Space:     7                |
|                               | Response: 191                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Beam Sabre                 -| 7| 6| 7   ---/---      500      1   130    -- |
| Multiwarhead Missile       7| 7| 7| 7   ---/---      600      5   140     7 |
| Beam Rifle                 7| 7| -| 7   ---/---      850      5   100    10 |
| Highmega Particle Cannon   7| 7| -| 7   ---/---     1000      6   100    -- |
+-----------------------------------------------------------------------------+
 One of my very favorite mechs, the Dijeh is useful from the moment you get
 your hands on it. It has high life points, excellent movement range, a high
 response threshold, and excellent long-ranged capabilities, making it the
 perfect mech for Amuro until the Nu Gundam arrives. I would recommend an
 armor upgrade when you first get it, but other then that, it will be fine
 until you have some more spare cash to sink into it.


+--- Getta 1 -------------------+---------------------------------------------+
|                               | HP:      2800   Adaptability   Rating       |
| Pilot:        Ryouma Nagare   | EN:       150   Sky:       7   Early: ***** |
| Abilities:         Replaced   | Type: Sky/Lnd   Land:      5   Mid:     *** |
|                        Form   | Range:      7   Sea:       1   Late:     -- |
|                               | Armor:    250   Space:     6                |
|                               | Response: 150                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Getta Punch                7| 7| 6| 7   ---/---      600      1   145    -- |
| Getta Tomahawk             7| 6| 5| 7   ---/---      700      1   130    -- |
| Tomahawk Boomer            7| 6| 4| 7   ---/---      700      3   100     4 |
| Getta Beam                 7| 6| -| 7    15/---     1050      1   100    -- |
+-----------------------------------------------------------------------------+
 Ahh... That's more like it :) The Getta Robo is much more powerful then the
 P-Getta, making this a really useful mech, at least initially. Enemies really
 like to target it, however, so by the middle of the game it's a challenge to
 keep the thing alive. It's eventually replaced by the Getta Robo G, but
 that's a ways off...


+--- Getta 2 -------------------+---------------------------------------------+
|                               | HP:      2800   Adaptability   Rating       |
| Pilot:           Hyato Kami   | EN:       150   Sky:       3   Early:  **** |
| Abilities:         Replaced   | Type: Lnd/Sub   Land:      7   Mid:     *** |
|                        Form   | Range:      9   Sea:       1   Late:     -- |
|                Getta Vision   | Armor:    230   Space:     5                |
|                               | Response: 170                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Getta Arm                  -| 7| 6| 7   ---/---      600      1   130    -- |
| Getta Drill                -| 7| 6| 7   ---/---      700      1   120    -- |
| Drill Storm                -| 7| 6| -     5/---      800      2   100    -- |
| Drill Punch                4| 7| 6| 7   ---/---      850      3   100     4 |
+-----------------------------------------------------------------------------+
 Again, much more useful then the P-Getta, especially since you have this on
 Earth and can take advantage of it's burrowing capabilities. It's high
 movement range is also a plus.


+--- Getta 3 -------------------+---------------------------------------------+
|                               | HP:      2800   Adaptability   Rating       |
| Pilot:        Musashi Tomoe   | EN:       520   Sky:       1   Early:  **** |
| Abilities:         Replaced   | Type:  Amphib   Land:      6   Mid:     *** |
|                        Form   | Range:      7   Sea:       7   Late:     -- |
|                               | Armor:    380   Space:     3                |
|                               | Response: 140                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Punch                      -| 7| 7| 7   ---/---      480      1   130    -- |
| Getta Missile              -| 7| 6| 7   ---/---      750      5   125     4 |
| Blizzard                   -| 6| 7| -   ---/---     1480      1   145    -- |
+-----------------------------------------------------------------------------+
 One of the only amphibious mechs you'll ever have, the Getta 3 is useful for
 it's resiliency and it's powerful Blizzard attack. When you need to hold off
 a wave of aquatic units, this mech gets the job done nicely.


+--- Getter Q ------------------+---------------------------------------------+
|                               | HP:      2200   Adaptability   Rating       |
| Pilot:      Michiru Saotome   | EN:       120   Sky:       5   Early:   *** |
| Abilities:             None   | Type:    Land   Land:      7   Mid:      -- |
|                               | Range:      7   Sea:       5   Late:     -- |
|                               | Armor:    120   Space:     5                |
|                               | Response: 112                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Freezing Beam              7| 7| -| 7   ---/---      600      1   140     5 |
| Getta Beam                 7| 7| -| 7    10/---      870      1   100    -- |
+-----------------------------------------------------------------------------+
 Not that bad, but nothing like the Getta 1 in terms of it's capabilities.
 Like the Texas Mack, it doesn't actually join your crew, but you get to
 control it during some special missions.


+--- GM ------------------------+---------------------------------------------+
|                               | HP:       900   Adaptability   Rating       |
| Pilot:              Various   | EN:        80   Sky:       3   Early:    ** |
| Abilities:             None   | Type:    Land   Land:      6   Mid:       * |
|                               | Range:      6   Sea:       3   Late:      * |
|                               | Armor:    100   Space:     6                |
|                               | Response: 105                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      300      1   145     5 |
| Beam Sabre                 -| 7| 6| 7   ---/---      350      1   130    -- |
| Beam Spraygun              7| 7| -| 7   ---/---      420      3   120     8 |
+-----------------------------------------------------------------------------+
 Ugh. One of the absolute worst units in the game, even the enemy's Dra-C's
 are preferable to these. Under-powered from the start (just like in the
 show), they're only useful against Zakus and Dra-Cs. Everything else can
 blow them away in one hit. Use as cannon fodder or to finish off severely
 weakened units.


+--- GP-01 ---------------------+---------------------------------------------+
|                               | HP:      1700   Adaptability   Rating       |
| Pilot:            Kou Uraki   | EN:       120   Sky:       5   Early:   *** |
| Abilities:         Replaced   | Type:    Land   Land:      7   Mid:     *** |
|                               | Range:      7   Sea:       5   Late:     ** |
|                               | Armor:    120   Space:     1                |
|                               | Response: 174                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      320      1   145     5 |
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130    -- |
| Beam Rifle                 7| 7| -| 7   ---/---      650      4   100    10 |
| Beam Gun                   7| 7| -| 7   ---/---      700      4   100    10 |
+-----------------------------------------------------------------------------+
 Not bad, as far as Gundams go. While not really a stand-out in any one
 category, it's nice balance and decent offense make it a nice supplement to
 your fledgling army. After you head back to space, it's "replaced" by the
 GP-01 FV (Full Vernian).


+--- Guncannon -----------------+---------------------------------------------+
|                               | HP:      1800   Adaptability   Rating       |
| Pilot:            Kai Shiden  | EN:       120   Sky:       6   Early:  **** |
| Abilities:              None  | Type:    Land   Land:      7   Mid:      ** |
|                               | Range:      6   Sea:       5   Late:      * |
|                               | Armor:    140   Space:     7                |
|                               | Response: 138                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      300      1   145     5 |
| 240mmm Rifle Cannon        6| 7| 6| 7   ---/---      480      6   102    15 |
| Beam Rifle                 7| 7| -| 7   ---/---      550      4   100    10 |
+-----------------------------------------------------------------------------+
 Not a terrible unit, especially early on, when it's some of the only decent
 artillery you'll have. As the game progresses, it's low stats and lack of any
 truly powerful weaponry (no megaparticle cannon) limit it's usefulness. Sell
 them for cash when you have some decent replacements, in the form of the
 Dijeh and the Z Gundam.


+--- Gundam --------------------+---------------------------------------------+
|                               | HP:      1500   Adaptability   Rating       |
| Pilot:             Amuro Rey  | EN:       100   Sky:       5   Early:  **** |
| Abilities:              None  | Type:    Land   Land:      7   Mid:      ** |
|                               | Range:      6   Sea:       5   Late:      * |
|                               | Armor:    120   Space:     7                |
|                               | Response: 145                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      300      1   145     5 |
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130    -- |
| Hyper Hammer               -| 7| 6| 7   ---/---      500      1    70    -- |
| Beam Rifle                 7| 7| -| 7   ---/---      550      4   100    10 |
| Hyper Bazooka              7| 7| 3| 7   ---/---      750      3    90     3 |
+-----------------------------------------------------------------------------+
 While not as powerful as the Mazinger Z, the Gundam is an extremely useful
 mech in the early game, especially with Amuro as its pilot. It has a nice
 mix of short and long range attacks, making Gundam a very versatile jack-of-
 all trades. However, as the game progresses, its low life points and armor
 make it too susceptible to attacks, so I would recommend transferring Amuro
 to the Dijeh as soon as you get it and relegate Gundam to a secondary role
 with an average pilot.


+--- Gundam MK II --------------+---------------------------------------------+
|                               | HP:      1800   Adaptability   Rating       |
| Pilot:            Emma Sheen  | EN:       130   Sky:       5   Early:  **** |
| Abilities:  Separate/Combine  | Type:    Land   Land:      7   Mid:     *** |
|                               | Range:      7   Sea:       5   Late:      * |
|                               | Armor:    130   Space:     7                |
|                               | Response: 170                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      320      1   145     5 |
| Beam Sabre                 -| 7| 6| 7   ---/---      450      1   130    -- |
| Beam Rifle                 7| 7| -| 7   ---/---      750      4   100    10 |
| Hyper Bazooka              7| 7| 3| 7   ---/---      750      3    90     3 |
+-----------------------------------------------------------------------------+
 Just as the name implies, it's a new and improved Gundam. however, it tends
 to stay ahead of the curve a bit better then the original in terms usefulness
 later in the game. If you have it, it can also combine with the G-Defensor,
 further increasing it's long term usefulness.


+--- Kaempfer ------------------+---------------------------------------------+
|                               | HP:      2200   Adaptability   Rating       |
| Pilot:               Various  | EN:       100   Sky:       5   Early:   *** |
| Abilities:              None  | Type:    Land   Land:      7   Mid:     *** |
|                               | Range:      8   Sea:       5   Late:      * |
|                               | Armor:    260   Space:     7                |
|                               | Response: 169                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| 60mm Machinegun            7| 7| 7| 7   ---/---      300      1   130    10 |
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130    -- |
| Shotgun                    7| 7| 6| 7   ---/---      550      3   150    10 |
| Giant Buzz                 7| 7| 5| 7   ---/---      580      3    90     3 |
| Panzer Faust               7| 7| 7| 7   ---/---      800      3    90     2 |
+-----------------------------------------------------------------------------+
 A nice "supplementary" unit, as the game doesn't give you 20+ super mechs ;)
 While not a great sniping unit, it's large movement range and nifty attacks
 make up for this shortcoming handily. Also note that it's Panzer Faust has
 an efficiency rating of 7 on all terrain, even underwater! It's hard to find
 a land mech with such good all around capabilities, so put a good pilot in
 it, and you won't be disappointed. Personally, I prefer Chris McKenzie after
 the Alex outlives it's usefulness, but that's just me...


+--- Mazinger Z ----------------+---------------------------------------------+
|                               | HP:      3000   Adaptability   Rating       |
| Pilot:         Kouji Kabuto   | EN:       200   Sky:     2~7   Early: ***** |
| Abilities:      Upgrades(~)   | Type: Lnd~Sky   Land:      7   Mid:    **** |
|                               | Range:    6~8   Sea:       4   Late:   **** |
|                               | Armor:    300   Space:     5                |
|                               | Response: 115                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Freezing Beam              4| 7| -| -     5/---      400      1   140    -- |
| Missile Punch              7| 7| 7| 7   ---/---      600      4    92     5 |
| Rocket Punch               5| 7| 5| 6   ---/---      600      3   100    -- |
| Photon Beam                4| 7| -| 7    10/---      700      1   120    -- |
| Rust Hurricane             -| 7| -| -    10/---      750      1   107    -- |
| Drill Missile~             7| 7| 7| 7   ---/---      750      2   120     5 |
| Scrander Cutter~           7| 6| -| 7   ---/---      750      1   116    -- |
| Iron Cutter~               6| 7| 6| 7   ---/---      800      3   110    -- |
| Breast Fire                4| 7| -| 7    60/---     1100      1   125    -- |
+-----------------------------------------------------------------------------+
 An excellent mech in all senses of the word. Initially, it's only weakness
 is a general lack of mobility, but it's made up for by it's excellent short
 range fighting capabilities and high defense. Also, you receive an upgrade
 for it about mid way through, making it a flying mech and negating it's only
 downside, aside from a slight lack of good ranged attacks. Upgraded
 regularly, it will see you through the entire game.


+--- Medea ---------------------+---------------------------------------------+
|                               | HP:      2500   Adaptability   Rating       |
| Pilot:       Nina Purpleton   | EN:       255   Sky:       7   Early:    -- |
| Abilities:             None   | Type:     Sky   Land:      5   Mid:      -- |
|                               | Range:      5   Sea:       3   Late:     -- |
|                               | Armor:    100   Space:     0                |
|                               | Response: 154                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Repair Equipment           -| -| -| -   ---/---        0      1    --    -- |
| 30mm Machinegun            7| 7| 7| 7   ---/---      400      1   140    10 |
+-----------------------------------------------------------------------------+
 Merely listed here for completeness, you can't get one, to my knowledge.
 It wouldn't have any practical use anyway...


+--- Methuss (Mobile Suit) -----+---------------------------------------------+
|                               | HP:      1800   Adaptability   Rating       |
| Pilot:               Fa Yuri  | EN:       150   Sky:       5   Early:   *** |
| Abilities:              Form  | Type:    Land   Land:      7   Mid:     *** |
|                               | Range:      8   Sea:       5   Late:      * |
|                               | Armor:    130   Space:     7                |
|                               | Response: 188                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Repair Equipment           -| -| -| -   ---/---        0      1    --    -- |
| Beam Sabre                 -| 7| 6| 7   ---/---      450      1   130    -- |
| Arm Beam Gun               7| 7| -| 7   ---/---      620      4   106    10 |
+-----------------------------------------------------------------------------+
 Not terrible, but not spectacular, either. The only thing that raises this
 mech above most others is the Repair Equipment ability, which is extremely
 useful during all stages of the game. It can also transform into flight mode,
 making it that much easier to service badly damaged mechs. Unfortunately,
 it's not very strong either offensively or defensively, and enemies really
 like to target it, for some reason...


+--- Methuss (Flight Mode) -----+---------------------------------------------+
|                               | HP:      1800   Adaptability   Rating       |
| Pilot:               Fa Yuri  | EN:       150   Sky:       5   Early:   *** |
| Abilities:              Form  | Type:     Sky   Land:      7   Mid:     *** |
|                               | Range:     11   Sea:       3   Late:      * |
|                               | Armor:    130   Space:     7                |
|                               | Response: 180                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Repair Equipment           -| -| -| -   ---/---        0      1    --    -- |
| Arm Beam Gun               7| 7| -| 7   ---/---      620      4   106    10 |
+-----------------------------------------------------------------------------+
 The flight mode of the Methuss. Not many changes, but the 3 extra movement
 points are nice. You loose the beam sabre attack, though.


+--- Nemo ----------------------+---------------------------------------------+
|                               | HP:      1500   Adaptability   Rating       |
| Pilot:               Various  | EN:       150   Sky:       5   Early:   *** |
| Abilities:              None  | Type:    Land   Land:      7   Mid:       * |
|                               | Range:      7   Sea:       5   Late:      * |
|                               | Armor:    130   Space:     7                |
|                               | Response: 155                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      320      1   145     5 |
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130    -- |
| Beam Rifle                 7| 7| -| 7   ---/---      650      4   100    10 |
+-----------------------------------------------------------------------------+
 Much better then it's predecessor, the GM. Use it like an improved version
 of that MS; finish off weak units, snipe melee mechs, clean up odds and
 ends, etc. etc... don't expect it to stay useful for too long, though, as it
 will be out-classed rather quickly.


+--- P-Getta 1 -----------------+---------------------------------------------+
|                               | HP:      1500   Adaptability   Rating       |
| Pilot:        Ryouma Nagare   | EN:       120   Sky:       7   Early:  **** |
| Abilities:         Replaced   | Type: Sky/Lnd   Land:      5   Mid:      -- |
|                        Form   | Range:      6   Sea:       1   Late:     -- |
|                               | Armor:    180   Space:     6                |
|                               | Response: 100                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Getta Punch                7| 7| 6| 7   ---/---      400      1   145    -- |
| Getta Tomahawk             7| 6| 5| 7   ---/---      500      1   130    -- |
| Tomahawk Boomer            7| 6| 4| 7   ---/---      400      3   100     4 |
| Getta Beam                 7| 6| -| 7    10/---      700      1   100    -- |
+-----------------------------------------------------------------------------+
 Merely a stand-in until you get your hands on an actual Getta Robo, the
 Proto Getta is still pretty useful. Don't bother with the other forms, as
 they both stink in space, which is the only place you have this mech.


+--- P-Getta 2 -----------------+---------------------------------------------+
|                               | HP:      1500   Adaptability   Rating       |
| Pilot:           Hyato Kami   | EN:       120   Sky:       3   Early:   *** |
| Abilities:         Replaced   | Type: Lnd/Sub   Land:      7   Mid:      -- |
|                        Form   | Range:      8   Sea:       1   Late:     -- |
|                Getta Vision   | Armor:    150   Space:     5                |
|                               | Response: 110                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Getta Arm                  -| 7| 6| 7   ---/---      400      1   130    -- |
| Getta Drill                -| 7| 6| 7   ---/---      500      1   120    -- |
| Drill Storm                -| 7| 6| -     5/---      600      2   100    -- |
| Drill Punch                4| 7| 6| 7   ---/---      650      3   100     4 |
+-----------------------------------------------------------------------------+
 Again, merely a stand-in until your Getta Robo arrives. Not very powerful in
 space, so stick with the P-Getta 1.


+--- P-Getta 3 -----------------+---------------------------------------------+
|                               | HP:      1500   Adaptability   Rating       |
| Pilot:        Musashi Tomoe   | EN:       120   Sky:       1   Early:     * |
| Abilities:         Replaced   | Type:  Amphib   Land:      6   Mid:      -- |
|                        Form   | Range:      6   Sea:       7   Late:     -- |
|                               | Armor:    200   Space:     3                |
|                               | Response:  70                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Punch                      -| 7| 7| 7   ---/---      480      1   130    -- |
| Getta Missile              -| 7| 6| 7   ---/---      600      4   100     4 |
+-----------------------------------------------------------------------------+
 Not very useful, considering there aren't any lakes in space ;) Besides, it
 doesn't even have the normal Getta 3's Blizzard attack. Don't bother.


+--- Texas Mack ----------------+---------------------------------------------+
|                               | HP:      2500   Adaptability   Rating       |
| Pilot:            Jack King   | EN:       120   Sky:       6   Early:   *** |
| Abilities:             None   | Type: Sky/Lnd   Land:      6   Mid:      -- |
|                               | Range:      8   Sea:       6   Late:     -- |
|                               | Armor:    130   Space:     5                |
|                               | Response: 125                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Texas Sword                7| 7| 7| 7   ---/---      450      1   134    -- |
| Mach Revolver              7| 7| 7| 7   ---/---      580      3   118    10 |
| Mach Riot                  7| 7| 7| 7   ---/---      600      3   160     5 |
| Mach Rifle                 7| 7| 7| 7   ---/---      650      6   106     5 |
+-----------------------------------------------------------------------------+
 It has some nice ranged attacks, but that's pretty much it. Add that to
 the fact that it has the aesthetic appeal of a worn out cowboy-boot with a
 tie-dye paint job, and you have one mediocre mech. Fortunately, like the
 Getter Q, it doesn't actually join your crew, but you get to control it
 during some special missions.


+--- White Base ----------------+---------------------------------------------+
|                               | HP:      3000   Adaptability   Rating       |
| Pilot:          Bright Noah   | EN:       255   Sky:       7   Early:  **** |
| Abilities:         Replaced   | Type:     Sky   Land:      5   Mid:      -- |
|                     Docking   | Range:      6   Sea:       3   Late:     -- |
|                               | Armor:    100   Space:     7                |
|                               | Response: 130                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| 30mm Machinegun            7| 7| 7| 7   ---/---      400      1   140    10 |
| Missile                    7| 7| 7| 7   ---/---      550      4   100     5 |
| 20 Inch Cannon             7| 7| 7| 7   ---/---      600      4   100    10 |
| Mega Particle Cannon       7| 7| -| 7   ---/---      900      7    80    10 |
+-----------------------------------------------------------------------------+
 Really nice, seeing it's your only way of repairing and refueling your units
 en masse. It's long ranged attacks are also useful, but Bright isn't exactly
 a crack shot, so don't expect to connect every time. It's armor is also a
 little on the low side, but it's high life points help balance that out...
 Don't worry too much about it, as it will be replaced by the Argamma before
 too long.


+--- Z Gundam (Mobile Suit) ----+---------------------------------------------+
|                               | HP:      2000   Adaptability   Rating       |
| Pilot:          Kamiyu Vidan  | EN:       140   Sky:       5   Early:  **** |
| Abilities:              Form  | Type:    Land   Land:      7   Mid:    **** |
|                               | Range:      7   Sea:       5   Late:     ** |
|                               | Armor:    140   Space:     7                |
|                               | Response: 196                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      340      1   145     5 |
| Beam Sabre                 -| 7| 6| 7   ---/---      450      1   130    -- |
| Beam Rifle                 7| 7| -| 7   ---/---      750      4   100    10 |
| Grenade Launcher           7| 7| 7| 7   ---/---      900      3    90     2 |
| Highmega Launcher          7| 7| -| 7    40/---     1200      6   100    -- |
+-----------------------------------------------------------------------------+
 One of the most useful mid-game Gundams. Incredibly versatile, it boasts
 excellent mid and long range sniping capabilities, made all the more useful
 by the fact that Kamiyu (Camille in every other translation I know of, go
 figure) is an excellent shot. It can also be used for the occasional beam
 sabre kill without too much concern about it getting blown away. With armor,
 energy, and HP upgrades, it will be useful for a good long time.


+--- Z Gundam (Wave Rider) -----+---------------------------------------------+
|                               | HP:      2000   Adaptability   Rating       |
| Pilot:          Kamiyu Vidan  | EN:       130   Sky:       5   Early:  **** |
| Abilities:              Form  | Type:     Sky   Land:      7   Mid:     *** |
|                               | Range:     10   Sea:       3   Late:     ** |
|                               | Armor:    140   Space:     7                |
|                               | Response: 190                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Beam Gun                   7| 7| -| 7   ---/---      700      4   100    10 |
| Highmega Launcher          7| 7| -| 7    40/---     1200      6   100    -- |
+-----------------------------------------------------------------------------+
 The flight mode of the Z Gundam. While not completely useless offensively
 because to the Highmega Launcher, I only use it when trying to get from point
 A to point B ASAP, or when making a hasty retreat...


+--- Z'Gok E -------------------+---------------------------------------------+
|                               | HP:      1800   Adaptability   Rating       |
| Pilot:               Various  | EN:       100   Sky:       5   Early:   *** |
| Abilities:              None  | Type:  Amphib   Land:      6   Mid:      ** |
|                               | Range:      8   Sea:       7   Late:      * |
|                               | Armor:    150   Space:     6                |
|                               | Response: 128                               |
+-------------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit%  Ammo |
+-----------------------------------------------------------------------------+
| Iron Nail                  -| 7| 7| 7   ---/---      300      1   134    -- |
| Beam Cannon                7| 7| -| 7   ---/---      480      3   100     5 |
| Torpedo                    -| -| 7| -   ---/---      780      5   150    10 |
+-----------------------------------------------------------------------------+
 An interesting idea, but lacking in usefulness because of it's shortage of
 decent land attacks. Still, it's a rare amphibious mech, and better then a
 Nemo, so it's useful at least initially.


+-----------------+
| 4. Arrival List |
+-----------------+

 Just a simple list of how and when each mech joins your team, ordered as
 chronologically as possible. Because of the various branching paths, extreme
 accuracy here will be a little challenging to obtain, so if you see any
 mistakes (or can contribute some info yourself), please email me! BTW,
 special thanks to Carlos Satoshi Mori's Walkthrough for making this section
 a lot easier ;)

 Nemo, Methuss, and Getta Robo - After the mission "G-3", either #2 or #3,
 depending on which path you take after mission #1.

 Gundam MK II - If, after mission #1, you take the 'B' route, then you will
 have Emma as one of your opponents in the mission "G-3". Have Amuro talk to
 her, and she will leave to investigate the poison gas rumor. Discovering
 that it's true, she will defect to you before the start of the "Von Braun"
 mission, bringing the Mark II with her.

 Z Gundam - If you play "Von Braun", then Camille will join you after the
 mission is completed. Otherwise, he'll show up a few turns into one of the
 "Atmospheric Entry" variations.

 GP-01 - This one's a little tricky. If you don't play the "Reef Airspace"
 mission after "G-3" (i.e. you go after the Mysterious Enemies), then you will
 skip straight to "Gundam Pillage", and play out the events of the first
 episode of Gundam 0083 "Stardust Memories", with Gato hijacking the GP-02
 (along with it's nuclear warhead) and Kou Uraki going after him in the GP-01.
 Londo Bell will show up to help, and the GP-01 will be added to your ranks at
 the end of the mission. However, if you choose to go after the DC, then upon
 completion of "Reef Airspace", you will be given a choice of paths to travel:

    B Route - You play "Atmospheric Entry" and either beat it >9 turns, and go
    to the Gundam Pillage mission, or take longer and the result is the A
    Route's "Land of Hot Sands" scenario below.

    A Route - You play "Von Braun" then "Atmospheric Entry". No matter how
    quickly you beat it, you will end up playing "Land of Hot Sands" instead
    of "Gundam Pillage".  Nina will appear on turn 7, piloting a Medea
    carrying the GP-01 as cargo. You MUST protect the Medea to get the GP-01
    at the end of the mission.

 Note that, no matter what path you take, you will get the GP-01 eventually. I
 like the A Route, as then you can also get the Mark II.

 Z'Gok E - If you play "Land of Hot Sands", then Keith will find an abandoned
 mech at the end of the mission. Kou will identify it as a Z'Gok E in almost
 perfect shape. It will then be added to your ranks.

 Argamma and Alex - After the mission "Gato's Raid", they will be added to
 your unit, courtesy of Captain Henken.

 Dijeh SE-R - In the mission "Seaside Panic", Four will appear in the Dijeh on
 turn 6. After the battle, you will gain the MS, but not the pilot.

 Combattler V (and it's component units) - After you play the mission "Super
 Choudenji Robot Combattler V", it will join your unit.



+---------------------+
| 5. Comparison Chart |
+---------------------+

 While not essential (seeing as all of these stats can be found above), I
 thought that being able to quickly compare one mech to another based on their
 stats could prove useful, so below you will find all of the games units in
 a stat table. Like in the mecha info section, I've marked any stat changes
 due to story-based upgrades with a tilde(~).

+-----------------------------------------------------------------------------+
| Mecha                             HP   EN   Range   Armor   Resp.      Type |
+-----------------------------------------------------------------------------+
| Alex                            1700  120       7     120    188       Land |
| Aphrodite A                     2000  160       6     250    118       Land |
| Argamma                         4000  255       7     120    150        Sky |
| Battle Craft                     800  200       7      60    160  SK/LD/Sub |
| Battle Crasher                   900  200       7      80    160        Sky |
| Battle Jet                       800  200       8      70    160        Sky |
| Battle Marine                    900  200       7      70    160        Sky |
| Battle Tank                     1000  200       6     100    130       Land |
| Combattler V                    3500  255       7     300    140    Sky/Lnd |
| Dijeh SE-R                      2200  170       8     150    191       Land |
| Getta 1                         2800  150       7     250    150    Sky/Lnd |
| Getta 2                         2800  150       9     230    170    Lnd/Sub |
| Getta 3                         2800  150       7     380    140     Amphib |
| Getter Q                        2200  120       7     120    112       Land |
| GM                               900   80       6     100    105       Land |
| GP-01                           1700  120       7     120    184       Land |
| Guncannon                       1800  120       6     140    138       Land |
| Gundam                          1500  100       6     120    145       Land |
| Gundam MK II                    1800  130       7     130    170       Land |
| Kaempfer                        2200  100       8     260    169       Land |
| Mazinger Z                      3000  200     6~8     300    115    Lnd~Sky |
| Medea                           2500  255       5     100    154        Sky |
| Methuss (Mech)                  1800  150       8     130    188       Land |
| Methuss (Flight Mode)           1800  150      11     130    180        Sky |
| Nemo                            1500  150       7     130    155       Land |
| P-Getta 1                       1500  120       6     180    100    Sky/Lnd |
| P-Getta 2                       1500  120       8     150    110    Lnd/Sub |
| P-Getta 3                       1500  120       6     200     70     Amphib |
| Texas Mack                      2500  120       8     130    125    Sky/Lnd |
| White Base                      3000  255       6     100    130        Sky |
| Z Gundam (Mobile Suit)          2000  140       7     140    196       Land |
| Z Gundam (Wave Rider)           2000  130      10     140    190        Sky |
| Z'Gok E                         1800  100       8     150    128     Amphib |
+-----------------------------------------------------------------------------+

+---------------------------------+
| 6. Version History/Future Plans |
+---------------------------------+

 What's next: OK, sections 4 and 5 are in now. Thankfully, it wasn't as
 difficult as I had anticipated. Way down the road, I'll add in the bad guy
 mechs, but only after I've done the good guys. I would also like to put in
 some PAR codes that allow you to use mechs you normally couldn't, so if
 anyone has any, please let me know. Finally, I might add in a "mech dream
 team" thingie detailing my ideal mech/pilot team, but that's for later...

 Version 0.2 (3/01/03): I've added in sections 4 and 5. I also made a change
 to the Mecha Info section, listing ALL different forms separately. Before,
 I only listed non-flight modes independently. I hope this makes things
 easier, both for me and you :) Finally, I fixed some small data errors here
 and there.

 Version 0.1 (2/15/03): This guide is released to the public. So far, it
 only contains the info for mechs in the first mission, but at least I've
 started the darn thing, and hammered out a layout that will enable me to
 update it relatively easily...

+-----------------+
| 7. Contact Info |
+-----------------+

 If you would like to reach me, you can send me an email at
 [email protected]. I won't check it terribly often, so don't lose
 heart if I don't respond immediately. I won't respond at all if:

   1. You ask a question already answered here.
   2. You send something like "Help Me, I can't beat *whatever* mission!"
   3. You flame or impatiently send a lot of emails about the same thing.

 However, I will certainly respond (sooner or later;)) If you:

   1. Ask a valid question.
   2. Send comments or CONSTRUCTIVE criticism about this guide.
   3. Have a good idea about something new for this guide.
   4. Point out an error in my information.

 I also won't hesitate to give credit below for any contributions you people
 make.

+---------+
| Credits |
+---------+

Generic:
--------
 GameFAQ's: For hosting this and a myriad of other guides.
 Banpresto: For making the game and getting the licenses for all of these
 really cool mech shows.
 Aeon Genesis (agtp.romhack.net): For an excellent translation.
 SNES9x Team (www.snes9x.com): For their great emulator, which is cross
 platform and runs on my Mac :) The sound emulation could be better (ZSNES),
 but I'm not complaining...
 Carlos Satoshi Mori: For his cool walkthrough, making this mecha guide a lot
 easier to do.

Specific:
---------
 No one yet. I'll put the names of people who help me out with this thing
 here.


Misc.
-----
 NO ONE may host this guide except these sites:
   www.gamefaqs.com
   www.gbafansite.com/awn/konokoni   <--- My Personal Page

 This guide is Copyright 2003, by Justin Carrasco, AKA konokoni. All rights
 reserved. This may be not be reproduced under any circumstances except for
 personal, private use. It may not be placed on any web site or otherwise
 distributed publicly without advance written permission. Use of this guide on
 any other web site or as a part of any public display is strictly prohibited,
 and a violation of copyright.

 All trademarks and copyrights contained in this document are owned by their
 respective trademark and copyright holders.