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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.