Dai 4 Ji Super Robot Taisen (Super Robot Wars IV) Walkthrough
Version 1.4 - 05/11/2001
by Carlos Mori (csmori@hotmail.com)



   This is my walkthrough for the Super Famicom (SFC) version of Dai 4 Ji
Super Robot Taisen, or Super Robot Wars IV. I'm writing this because I think
all other FAQs available for this game don't give a very good stage-by-stage
scenario description.

   Since there is a number of other FAQs around, you won't see much detail
about the basic gameplay (even because it is a pretty traditional simulation
game) or character and robot descriptions. As a matter of fact, I'll try only
to write about aspects that haven't been covered by other FAQs (or aspects I
find way too relevant to leave out of this FAQ).

   Keep in mind, however, that this FAQ can still be a big spoiler. I think
you should read it only after you play through the game at least once. Don't
worry, I think you'll want to play it again after you finish it the first
time.


LEGAL STUFF (a.k.a. Disclaimer)----------------------------------------------

   (Let's keep it short) This document copyright 2001 Carlos Mori. No one is
allowed to change this document, in any way, without my express permission.
No one is allowed to sell this document , nor use it as a gift or a
promotional tool of any kind.

   As of this version (1.4), the only website allowed to publish this file is
GameFAQs (www.gamefaqs.com), and its publishing is forbidden for any other
sites. Similarly, this document can't be reproduced, even partially, in any
other kind of media, including magazines or guides.

   Copyrights and trademarks of this game, its characters and the television
shows it refers to are property of their respective owners.


TABLE OF CONTENTS------------------------------------------------------------

 I   - Gameplay Details
          1 - Pilot Status
          2 - Unit Status
          3 - Weapon Status
          4 - Upgrading
          5 - Terrain
          6 - Items
          7 - Special Pilot Skills
          8 - Special Robot Skills
          9 - Seishins
 II  - Character Construction Guide
          1 - Name and Face
          2 - Pilot Type
          3 - Gender
          4 - Birthday and Bloodtype
 III - Scenario Descriptions
 IV  - Help Needed
 V   - Contact Information
 VI  - Version History
 VII - Credits


GAMEPLAY DETAILS-------------------------------------------------------------

   Here I'll place some observations about certain aspects of the game that
I find relevant and not very obvious; most of them probably have been
addressed on other FAQs, so I will try to keep it short.


1 - Pilot Status
----------------

   Each pilot has a given set of skills and characteristics, which determines
his/her effectiveness in battle. A pilot's status is unique, and should be
considered when assigning robots to each pilot. It can be seen on the "Pilot
Status" screen and, for reference, I'll describe here what each status topic
means.

 KinKougeki          Determines the pilot skill when dealing with short range
 (Close Attack)      attacks (the higher the value, the more damage a pilot
                     can inflict).

 EnKougeki           Shows the pilot skill when using long-range attacks.
 (Far Attack)        The higher the value, the more damage a pilot can cause
                     with long-range weapons (even if you are attacking an
                     enemy right next to you).

 MeichuuRitsu        Shows the pilot's aiming skill - the higher the value,
 (Hit Rate)          the easier it is for a pilot to hit an enemy.

 KaihiRitsu          Shows the pilot's dodging skill. Higher values indicate
 (Evade Rate)        your pilot has better chances to escape enemy attacks.

 (NOTE: Both the Hit and Evade Rates are presented in a "XXX + XX" format.
 Only the first number applies to the pilot; the second is the robot's
 agility, and changes according to the robot the pilot is boarding.)

 Chokkan             Affects your pilot's evading rates (the higher, the
 (Intuition)         better). When it reaches 130, the pilot becomes able to
                     move twice per turn.

 Zaryou              Affects your pilot's chances of making and receiving
 (Skill)             critical hits. Higher skill values mean the pilot will
                     make more critical hits, and receive less.

 Chikei              The pilot expertise in each terrain (Sky, Ground, Sea
 (Terrain)           and Space), rated from "A" to "D". A grade "A" means
                     that this is the terrain where the pilot acts up to
                     his/her full potential.

   Notice that each type of pilot has different average values on each status
category. For instance, Mobile Suit (MS) pilots tend to have higher hit/evade
rates than Mazinger-type pilots. Overall, each type of pilot is designed to
compensate the advantages and handicaps of their respective robot types.


2 - Unit Status
---------------

   Like pilots, each robot has specific characteristics that differentiate it
from the other ones. Again, I will show a quick description of each status
topic, as seen on the "Unit Status" screen.

 HP (Hit Points) Your unit's "life meter". The higher the value, the more
                 damage your unit can sustain before being destroyed.
                 The first number is the unit's current HP, and the second
                 is the maximum HP.

 EN (Energy)     Your unit's "fuel meter". Shows you the amount of energy
                 the unit has left. You spend 1EN for every square you move
                 in the sky or in space. Also, some attacks spend a certain
                 amount of energy every time they're used. Every turn, each
                 unit recovers 5EN.

 Idouryoku       The amount of squares the unit can move in a single turn
 (Mobility)      (more details in the "Terrain" section).

 Soukou          Your robot's armor strenght. A higher armor means that the
 (Armor)         robot will suffer less damage on every attack.

 Undousei        Added to the pilot's hit and evade rates, determines the
 (Agility)       unit's chance to hit enemies and avoid enemy attacks.

 Genkai Han'nou  The unit's max sustainable reaction power. If the pilot's
 (Max Reaction)  hit or evade rates (robot's agility included) are higher
                 than the Max Reaction, the exceeding value is disconsidered
                 (i.e. if a robot's max reaction is 180 and the pilot's hit
                 rate is 200, then, in effect, the pilot's hit rate is 180,
                 because the robot can't stand more than it).

 Shield          Indicates if the unit has a shield or not. "Ari" means it
                 has a shield, "Nashi" means it doesn't. Only humanoid robots
                 can have shields (ships or Mobile Armors can't), and the
                 pilot has to have the "Shield Bougyo" skill to use it.

 Size            The unit's size, from "S" (small) to "LL" (extra large).
                 Smaller robots have better chances to escape enemy attacks.

 Chikei          Equivalent to pilot terrain grades. The unit's efficiency in
 (Terrain)       each terrain, graded from "A" to "D". A dash ("-") means the
                 robot is unable to go at that particular terrain.


3 - Weapons Status
------------------

   Obviously, each weapon has its own characteristics, which determine its
destruction power, range and hit rates, among other things.

 KougekiRyoku    The attack's strenght. Obviously, the higher it is, the more
 (Attack Power)  damage it can cause.

 Shatei          The attack's minimum and maximum ranges, in squares. If the
 (Range)         range is 1, the attack is considered "short-range"; all
                 other ones are considered "long-range".

 Meichuu         A percent bonus to your robot's hit rate. Basically, an
 (Hit)           attack with a +10 Meichuu has 15% more chance to hit than a
                 -5 Meichuu value.

 Zandan (Shots   The amount of ammo available to this attack. Dashes ("--")
 Remaining)      means the weapon does not have ammo limitations.

 Chikei          The attack's efficiency on each terrain. A dash means the
 (Terrain)       attack can't hit enemies on that particular terrain.

 Hitsuyou Kiryoku    Some attacks require the pilot to have a specific amount
 (Required Vitality) of kiryoku to be used. Until the pilot has at least this
                     amount of kiryoku, the attack is not available.

 Shouhi EN       Some attacks spend a certain amount of EN each time they
 (Consumed       are used. If that's the case, the amount it spends is
 Energy)         displayed here.

 Hitsuyou Ginou   Displays the special pilot skill necessary to use this
 (Required Skill) attack. Only Newtype or SeiSenshi are required to perform
                  attacks, and very few attacks require them (those that do,
                  however, are very powerful).

 Critical Hosei  Indicates the chances a weapon has to make a critical
 (Critical       hit. For example, +20% means it has 20% more chance to
 Correction)     make a critical hit than a +0% attack.


4 - Upgrading
-------------

   During every intermission, you can upgrade your robots' status and weapons
in order to improve their battle performance. Each upgrade costs money (well,
it's the only thing money is good for in this game), and you are given the
choice of upgrading several different aspects of each robot.

   The more upgrades you do on a unit's given aspect, the more expensive it
becomes. Each category can be upgraded up to seven times. The following table
shows the prices charged for each upgrade, and the upgrading value you get
for each category.


           Upgrade |                          Costs
                   |    1       2       3       4       5       6       7
HP          +300   |  $3000   $5000   $8000  $10000  $15000  $20000  $25000
EN           +10   |  $1000   $1500   $2000   $2500   $3000   $3500   $4000
Armor        +50   |  $3000   $5000   $8000  $10000  $15000  $20000  $25000
Agility       +4   |  $5000   $8000  $10000  $12000  $15000  $18000  $20000
M.Reaction   +10   |  $1000   $1500   $2000   $2500   $3000   $3500   $4000


   Attacks can also be upgraded, but you can only increase its attack power.
Some (very weak) attacks are cheaper to upgrade than the others, but the vast
majority runs under a more expensive upgrading table. Each upgrade increases
the attack's power by 200.


Weapon                            Costs
            1        2        3        4        5        6        7
Weak      $2000    $2000    $4000    $8000   $10000   $10000   $10000
Normal    $5000    $8000   $10000   $12000   $15000   $18000   $20000



5 - Terrain
-----------

   Placing your cursor over any empty space and pressing the 'cancel' button
allows you to see how it affects your aiming ang evade rates. As a general
rule, the more accidented the terrain is, the worse your aiming gets, and the
better for your evade rate. Therefore, placing a unit into a mountain allows
it to defend itself better than if it was into an open field, but also makes
it harder for your unit to hit the enemy.

   In addition, the more accidented the terrain is, the more it affects your
robot mobility. For instance, the Gundam's mobility is 7 points. This means
that the Gundam can walk, in one turn, up to 7 squares, if it is on a plain
field (a grassy area without trees or anything); in other words, plain fields
require 1 mobility point per "step" taken. Other terrains, like woods (those
areas with only one or two trees into them), require 2 mobility points per
step, while really accidented terrains (mountains or forests) require 3
points per step. So, the Gundam can walk up to 3 squares per turn on the
woods, and only 2 squares per turn on the forest.

   Remember that it only applies for ground-bound units. Flying units don't
have their mobility, aiming or evade rates affected by the terrain they are
over. If a unit is classified as a water type, it can move on water as freely
as if it was on a plain field (that is, 1 mobility point per step).

   An often-overlooked aspect of the game is that some terrains provide HP
healing for whatever unit is standing on them. Any unit (player or enemy)
that is into city terrain (the buildings, not the roads) has its HP healed by
10% every turn. Also, on some stages, a type of terrain called "base" appears.
Standing on that terrain gives you a 20% HP recover every turn.

[NOTE: base terrains are, for example, the Saotome Institute (the dome the
Getter Robo comes out from) in Scenarios 4A and 4B. At the walkthrough, I'll
try to mention when a scenario has a base. Units will get healed even if they
are flying above base terrains.]


6 - Items
---------

   Items are parts or accessories that can be attached to one of your units
in order to improve its performance, add some new functionality or provide HP
and energy refills.

   While you'll receive some items after a certain stage, most of the time
you will get items by standing on certain squares in each stage. Usually,
there is no indication that a given square has an item into it, except that
this spot may be somewhat different from the surrounding ones (i.e. a clear
square right in the middle of a big forest).

   The only way to find out for sure which squares have items (other than try
and error) is by using the "Tansaku" seishin, which gives you the position of
one item every time you cast it. However, unless your main character has this
seishin, nobody on your team will have this skill during the first 10 or 11
scenarios; anyway, I intend to give up the locations of the items for every
scenario, and try to warn you when you're given items after an stage (but
there's a chance I may miss some items).

   Now, I'll give you a quick description of all (?) items of the game:

Repair Kit:          Refills 2000HP. Once used, it's thrown away.
Propellant Tank:     Refills 50 energy points. Once used, it's thrown away.
Propellant Tank S:   Refills 150 energy points. Once used, it's thrown away.
Chobham Armor:       Armor + 150, Max HP + 500
Hybrid Armor:        Armor + 200, Max HP + 800
Booster:             Mobility + 1
Mega Booster:        Mobility + 2
Apogee Motor:        Mobility + 1, Agility + 5
Magnet Coating:      Max Reaction + 10, Agility + 5
BioSensor:           Max Reaction + 15, Agility + 8
ALICE:               Max Reaction + 20, Agility + 12
Psycho Frame:        Max Reaction + 25, Agility + 10
Fatima:              Max Reaction + 20, Agility + 18, Mobility + 2
Anti-Beam Coating:   Equips unit with Beam Coat.
I-Field Generator:   Equips unit with I-Field.
Hi-Efficiency Radar: Every weapon has its max range increased by 1.
                     (except short-range and MAP weapons)
Minovsky Craft:      Turn any unit into a Land/Air type
                     (ground units become able to fly, space-only units
                     can act on planet surfaces)

   Keep in mind you have to equip the item during intermission in order to
take advantage of it (duh!).

NOTE ABOUT ITEM LOCATIONS: the coordinates to find the items are in a (x,y)
format. It assumes that the top left square is (1,1). The first number refers
to the horizontal coordinate, while the second one is the vertical coordinate.
So, square (8,10) is the one 7 squares to the right and 9 squares below the
top left square of the scenario.


7 - Special Pilot Skills
------------------------

   Some pilots have certain special skills, which can be seen in the pilot
status screen. You can't choose when to use or not these skills; the game
does that for you.

KiriBarai:       In order to be used, your robot must have a beam sword or
(Cutting Sweep)  an Aura Sword. Every now and then, pilots with this skill
                 use their sword in order to destroy enemy missiles, rockets,
                 and even funnels, preventing them from damaging you. It can
                 also block other beam sword attacks.

Shield Bougyo:   In order to be used, your robot must have a shield. Pilots
(Shield Defense) with this skill will occasionally use their shields to
                 defend enemy attacks, reducing the suffered damage by half.

Newtype:         Mobile Suit Type pilots only. To be used, some weapons
                 require the pilot to be a newtype. In addition, they usually
                 are able to move twice per round sooner than non-newtypes.

Kyouka Ningen:   Mobile Suit Type pilots only. Pretty much the same as
(Enhanced Human) newtypes (i.e. they can use newtype weapons and get to move
                 twice sooner).

SeiSenshi:       Aura Battler Type pilots only. The most powerful attacks an

(Holy Warrior)   Aura Battler unit can use are the Aura Giri (Aura Cut) and
                 Hyper Aura Giri (Hyper Aura Cut); in order to use these two
                 attacks, your pilots must have the SeiSenshi skill. Also,
                 like newtypes, they're usually able to move twice sooner
                 than non-SeiSenshis.

Sogojikara:      If your unit has only 1/8 of its HP left, the chance of
(Reserve Power)  making a critical hit is doubled.


8 - Special Robot Skills
------------------------

   Like pilots, some robots and ships have built-in special skills. Also like
pilot skills, you can't choose when to use them or not.

Henkei (Transform):  Indicates the unit can transform.

Gattai:              Indicates the unit can combine with some other unit.
(Combination)        If more than two units are required to combine, all of
                     them must be near each other.

Bunri (Separation):  Indicates the robot can separate into smaller units
                     (that can later re-combine), or simply drop some parts
                     and change into a different mode (in which case your
                     robot can't change back into its previous mode).

Bunshin (Branching): Whenever your kiryoku is 130 or higher, your unit gets a
                     50% chance to escape any enemy attack (if the battle
                     screen shows that the enemy has a 30% chance of hitting
                     your unit, than it effectively has only 15%).

HP Kaifuku:          Like the name says, a unit that has this skill gets a
(HP Restore)         small percentage of its HP recovered every turn.


9 - Seishins
------------

   Seishins are, in this game, the equivalent to magics in other Strategy

games or RPGs. Each character has a defined set of seishins (up to 6), and
each of them is learned when the character reaches a determined level.

   Usually, pilots of more aggressive, attack-oriented units have seishins
that help them hit the enemy or inflict higher damage, while pilots of
support units have seishins that allow them to heal or help other units, as
well as reduce enemy stats. The seishins in the game appear (in the seishin
menu) as follows:

     Konjou     ShuuChuu    Hokyuu      Saidou     Kakuran
    DoKonjou     Shinrai    Yuujou     Fukkatsu    Tansaku
    Hirameki     I'Atsu       Ai       Kakuremi    AshiKase
     Kasoku      Tekagen    Gekido    Datsuryoku   Teppeki
    Nekketsu      Ki'Ai     Kakusei     Jibaku     Tamashii
    Hicchuu      Kou'Un     Gekirei    Teisatsu     Kiseki


Konjou   (Will-power)       Cures 1/3 of your own HP.
DoKonjou (Great Will-Power) Cures completely your own HP.
Hirameki (Flash)            Guarantees you'll dodge the next enemy attack.
Kasoku   (Acceleration)     Mobility +5 for your next move.
Nekketsu (Hot Blood)        Guarantees a critical hit on your next attack.
Hicchuu  (Certain Hit)      For one turn, you hit rate will always be 100%
ShuuChuu (Concentration)    For one turn, your hit and evade rates are
                            increased by 30%
Shinrai  (Trust)            Cures 1/3 of the HP of any unit you choose.
                            (you can choose any player or NPC units)
I'Atsu   (Coercion)         Prevents all enemies whose level is lower than
                            your own from moving for one turn.
Tekagen  (Consideration)    If your enemy has a lower skill level than
                            yours, and your next attack is enough to kill
                            him/her, he'll be left with 10HP.
Ki'Ai    (Focus)            Rises your own kiryoku by 15 points.
Kou'Un   (Fortune)          The next time you (counter)attack an enemy
                            you'll receive twice the exp and money you'd
                            normally get.
Hokyuu   (Supply)           Refills the energy and the ammo of any unit
                            you choose.
Yuujou   (Friendship)       All friendly units get their HP healed by 50%.
Ai       (Love)             Heals all HP of all friendly units.
Gekido   (Indignation)      All enemies on the map suffer damages that
                            range from 10 to 1000HP.
Kakusei  (Awakening)        Lets you to move one extra time during the turn.
Gekirei  (Encouragement)    All units right next to you get their kiryoku
                            increased by 10 points (including enemies).
Saidou   (Move Again)       One unit right next to you that can no longer
                            move during this turn can move one more time.
Fukkatsu (Resurrection)     Resurrects a chosen destroyed friendly unit.
Kakuremi (Vanishing Body)   For one turn, no one can attack or counter-
                            attack you.
Datsuryoku (Exhaustion)     All units within a 3-square range from you have
                            their kiryoku decreased by 10 points.
Jibaku   (Self-Destruction) Your unit self-destructs, and all units right
                            next to it suffer damage equal to the HP you
                            had before you exploded.
Tansaku  (Reconnaissance)   Allows you to see an enemy's status before
                            fighting him.
Kakuran  (Confuse)          For one turn, all enemy units have their hit
                            rates reduced by half.
Tansaku  (Search)           Reveals the location of an item hidden on the
                            battlefield.
AshiKase (Shackles)         All units within a 3-square range have their
                            mobility reduced by half (friends included).
Teppeki  (Iron Wall)        For one turn, your own armor gets doubled.
Tamashii (Spirit)           Triples the damage inflicted by your next
                            (counter)attack.
Kiseki   (Miracle)          Same effect as casting Kasoku, Hicchuu, Kou'Un,
                            Hirameki, Tamashii, DoKonjou, and a double
                            Ki'Ai (kiryoku +30), all at the same time.



CHARACTER CONSTRUCTION GUIDE-------------------------------------------------

   Whenever you start a new game, you're supposed to create a protagonist.
This character (I'll refer to him as "Main Character 1" on the scenario
descriptions) has a number of characteristics that you can change; these
characteristics affect his/her stats and the set of seishins he/she will get.


1 - Name and Face
-----------------

   You can change your character's name and face. As far as I know, it does
not affect anything in the game.



2 - Pilot Type
--------------

   You can choose if your character is a "Real Robot" or a "Super Robot"
pilot. Your choice affects your stats a little (see the 'Gender' section
below), but its main effect is that it may, at certain points, determine
which scenarios you will go through, consequently affecting the characters
and robots you get. Also, the new robot your character receives later in the
game will change as well.


3 - Gender
----------

   The gender of your character changes the set of faces available to him/her,
but mainly, affects the starting stats of your character, as shown in the
following table:

                     Evade    Hit    Skill    SP     Special Skills
Real Robot, Male      111     101     106     82   KiriBarai, Newtype
Real Robot, Female    113      99     106     82   KiriBarai, Newtype
Super Robot, Male     101     101     101    103   Sogojikara, KiriBarai
Super Robot, Female   103      99     101    103   Sogojikara, KiriBarai


4 - Birthday and Bloodtype
--------------------------

   The birthday and bloodtype you choose affect the seishins you character
will get. More specifically, the set of seishins you get is defined by the
combination of the Zodiac house and the bloodtype you choose.

   These are the seishins you will get for each birthday and bloodtype. The
numbers beside each seishin are the levels you'll learn the seishin at. I
didn't write this information myself; I found it on a japanese magazine (more
details in the "Credits" section) and I'm not sure if they are correct (those
I tested were correct, though).

Aries (3/21 to 4/19)
O   Hirameki 10, Tekagen 12, ShuuChuu 21, Nekketsu 2, Ki'Ai 8, Kou'Un 1
A   Hirameki 4, Nekketsu 10, Teppeki 19, Ki'Ai 12, Kou'Un 1, Yuujou 32
B   Tansaku 9, ShuuChuu 1, Nekketsu 27, Ki'Ai 16, Kou'Un 3, Gekido 24
AB  Kasoku 9, Hirameki 4, Hicchuu 22, Nekketsu 3, Ki'Ai 12, Kou'Un 1

Taurus (4/20 to 5/20)
O   Kasoku 3, Hirameki 9, Nekketsu 19, Ki'Ai 10, Kou'Un 1, Kakusei 7
A   Kasoku 11, Shuuchuu 2, Nekketsu 7, Ki'Ai 9, Kou'Un 1, Hokyuu 33
B   Tansaku 9, Hirameki 11, Shuuchuu 22, Nekketsu 14, Ki'Ai 7, Kou'Un 1
AB  Tansaku 2, Shinrai 31, Nekketsu 1, Ki'Ai 4, Kou'Un 10, Saidou 40

Gemini (5/21 to 6/21)
O   ShuuChuu 4, Nekketsu 21, Kou'Un 8, Ki'Ai 1, Yuujou 30, Kakusei 27
A   Hirameki 7, Nekketsu 3, Teppeki 39, Ki'Ai 8, Kou'Un 1, I'Atsu 28
B   Hirameki 3, ShuuChuu 20, Nekketsu 5, Ki'Ai 11, Kou'Un 1, Kakuran 15
AB  Kasoku 3, Teisatsu 22, ShuuChuu 10, Nekketsu 7, Ki'Ai 18, Kou'Un 1


Cancer (6/22 to 7/22)
O   Hirameki 2, Tekagen 19, Nekketsu 12, Ki'Ai 3, Kou'Un 1, Ai 41
A   ShuuChuu 22, Konjou 1, Nekketsu 6, Ki'Ai 2, Kou'Un 4, I'Atsu 23
B   Hirameki 3, Tekagen 17, Nekketsu 2, Ki'Ai 22, Kou'Un 1, Saidou 9
AB  Kasoku 3, Hirameki 19, Nekketsu 5, Teppeki 15, Ki'Ai 21, Kou'Un 1

Leo (7/23 to 8/22)
O   Hirameki 7, ShuuChuu 3, Konjou 2, Nekketsu 17, Ki'Ai 20, Kou'Un 1
A   Kasoku 2, ShuuChuu 12, Nekketsu 4, Teppeki 5, Ki'Ai 9, Kou'Un 1
B   Kasoku 1, Hirameki 27, Nekketsu 19, Ki'Ai 2, Kou'Un 6, Gekirei 15
AB  Hirameki 12, Tekagen 33, Hicchuu 5, Nekketsu 1, Ki'Ai 24, Kou'Un 1

Virgo (8/23 to 9/22)
O   Hirameki 12, ShuuChuu 31, Hicchuu 18, Nekketsu 1, Ki'Ai 4, Kou'Un 8
A   Kasoku 11, Hirameki 5, Hicchuu 2, Nekketsu 8, Ki'Ai 14, Kou'Un 1
B   Hirameki 24, Tansaku 8, Hicchuu 4, Nekketsu 3, Ki'Ai 18, Kou'Un 1
AB  Tekagen 14, Hirameki 24, Tansaku 1, Nekketsu 4, Ki'Ai 20, Kou'Un 2

Libra (9/23 to 10/22)
O   Tekagen 21, Shuuchuu 1, Nejjetsu 2, Ki'Ai 12, Kou'Un 3, I'Atsu 39
A   ShuuChuu 3, Hicchuu 8, Nekketsu 6, Ki'Ai 17, Kou'Un 1, Kakusei 10
B   ShuuChuu 8, Hicchuu 9, Nekketsu 3, Ki'Ai 15, Kou'Un 1, Kakuremi 3
AB  Kasoku 3, Hirameki 17, Tansaku 12, Nekketsu 2, Ki'Ai 4, Kou'Un 1

Scorpio (10/23 to 11/22)
O   Hirameki 9, Shinrai 33, Nekketsu 1, Ki'Ai 12, Kou'Un 1, Kakusei 27
A   Kasoku 8, Hirameki 5, Hicchuu 4, Nekketsu 2, Ki'Ai 21, Kou'Un 1
B   Kasoku 21, Hirameki 1, Konjou 4, Nekketsu 8, Ki'Ai 18, Kou'Un 2
AB  Hirameki 7, ShuuChuu 30, Nekketsu 10, Ki'Ai 16, Kou'Un 1, Kakuremi 14

Sagitarius (11/23 to 12/21)
O   Hirameki 2, Nekketsu 9, Teppeki 1, Ki'Ai 10, Kou'Un 3, Fukkatsu 45
A   Hirameki 12, tekagen 21, Shinrai 33, Nekketsu 18, Ki'Ai 1, Kou'Un 4
B   Kasoku 8, ShuuChuu 3, Nekketsu 16, Ki'Ai 4, Kou'Un 1, Yuujou 36
AB  Kasoku 2, Hicchuu 3, Nekketsu 7, Ki'Ai 25, Kou'Un 1, Hokyuu 18

Capricorn (12/22 to 1/19)
O   Kasoku 3, Hirameki 2, ShuuChuu 11, Nekketsu 1, Ki'Ai 23, Kou'Un 6
A   Kasoku 3, Tansaku 2, Nekketsu 4, Ki'Ai 20, Kou'Un 1, Kakusei 12
B   Hirameki 2, Nekketsu 9, Teppeki 3, Ki'Ai 21, Kou'Un 1, Saidou 14
AB  Hirameki 4, Konjou 2, Nekketsu 1, Ki'Ai 14, Kou'Un 8, Yuujou 31

Aquarius (1/20 to 2/18)
O   Kasoku 2, Konjou 3, Nekketsu 10, Ki'Ai 10, Kou'Un 1, Yuujou 22
A   Tekagen 29, Hirameki 15, Nekketsu 8, Ki'Ai 2, Kou'Un 1, Yuujou 40
B   Hirameki 21, Hicchuu 10, Nekketsu 2, DoKonjou 12, Ki'Ai 7, Kou'Un 1
AB  Hirameki 7, ShuuChuu 18, Hicchuu 9, Nekketsu 1, Ki'Ai 14, Kou'Un 2

Pisces (2/19 to 3/20)
O   Kasoku 2, Tekagen 14, Nekketsu 4, Ki'Ai 8, Kou'Un 1, Yuujou 30
A   Tekagen 8, Hicchuu 1, Hicchuu 13, Nekketsu 3, Ki'Ai 20, Kou'Un 2
B   Kasoku 4, Nekketsu 2, Ki'Ai 3, Kou'Un 1, I'Atsu 30, Kakusei 22
AB  Hirameki 5, Nekketsu 1, Ki'Ai 6, Kou'Un 2, Gekirei 30, Ai 24


   Notice that none of these sets has the Tamashii or Kiseki seishins; in
order to obtain them, you have to input special birthday and bloodtype
combinations. The only one I know (taken from E. Chiu's mini-FAQ) is 9/2 O,
which gives you both Tamashii and Kiseki. If you know any other birthday and
bloodtype that gives you one of these seishins, please let me know.



SCENARIO DESCRIPTIONS--------------------------------------------------------

   Whenever an NPC or enemy unit is piloted by an "important" pilot (I mean,
someone that isn't just a regular soldier or an AI system), I will mention
the pilot's name between square brackets [].

   When you create your character, if you define it as a Real Robot Type
pilot, you'll start at Scenario 1A. If your main character is a Super Robot
Type pilot, start at Scenario 1B.


Scenario 1A - "The Beginning"
-----------------------------
32x22, Surface
Goal: Destroy all enemies
Player Units: 11 (Mazinger Z, Aphrodi A, BozBorot, Troy Horse + 7)
Initial Enemy Formation: Ghoul [Ashura] Lv04
                         Ghoul [Brocken] Lv04
                         Dom Lv03 x01
                         Zaku Kai Lv03 x01
                         Machine Beast Garada K7 Lv02 x02
                         Machine Beast Dabras M2 Lv02 x01
                         Mechasaurus Bado Lv03 x01
                         Mechasaurus Bado Lv02 x02
                         Minifoe Lv03 x02
                         Drome Lv03 x02
Items: High Efficiency Radar (1,1)
       $2000 (23,7)
       Repair Kit (21.8)
       $2000 (11,4)
       $10000 (2,21)
       $5000 (29,21)
Events: Turn 6, Enemy Phase - Brocken leaves

   This stage is really easy, and shouldn't give you any problems. It's
basically just about using your Super Robots to attack at close ranges, while
your Mobile Suits attack from a distance. Brocken runs away at Turn 6;
destroy him before he does so, for the money and experience he yields.

   The amount of turns it took you to finish this stage determines the next
stages you will visit. If you finish in 7 or less turns, go to Scenario 2A.
Otherwise, go to scenario 2B.


Scenario 1B - "The Beginning"
-----------------------------
32x22, Surface
Goal: Destroy all enemies
Player Units: 11 (all units obligatory)
Initial Enemy Formation: Ghoul [Ashura] Lv04
                         Dom Lv03 x01
                         Zaku Kai Lv03 x01
                         Machine Beast Dabras M2 Lv02 x01
                         Minifoe Lv03 x03
Enemy Reinforcements: Ghoul [Brocken] Lv04
                      Machine Beast Toros D7 Lv02 x01
                      Mechasaurus Bado Lv02 x02
Items: High Efficiency Radar (1,1)
       $2000 (23,7)
       Repair Kit (21,8)
       $2000 (11,4)
       $10000 (2,21)
       $5000 (29,21)
Events: Before Scenario starts - "Mazinger Z Launch" Demo
        Turn 4, Enemy Phase - Enemy Reinforcements arrive
        Turn 5, Player Phase - Londo Bel arrives
        Turn 6, Enemy Phase - Brocken leaves

   First of all, the amount of turns you take to finish this stage changes
the next 4 scenarios. Clearing this stage in less than 8 turns leads you to a
different second stage than if you finish in 8 or more turns. Each path gives
you different and unique robots, as well as different items, so you might
want to take a different road every time you start a new game.

   The enemies shouldn't be difficult, given that most of them go down with
one or two hits; even the Ghoul doesn't threat you much. Actually, the main
problem here is that, if you want to finish the stage in 7 or less turns, you
are probably going to have to give up a few items or let Brocken escape
(destroying him or not doesn't affect the storyline, but taking him down
gives good experience and cash). Either way, remember to use the Kou'un
seishin whenever you destroy a Ghoul, for money and experience.

   If you did finish this scenario in 7 or less turns, go to Scenario 2A. If
you cleared the stage in 8 or more turns, go to 2B.



Scenario 2A - "Enigmatic Visitors"
----------------------------------
20x34, Surface
Goal: Ensure Daba Survives
Player Units: 13 (L-Gaim, Desard, Troy Horse + 10)
Initial Enemy Formation: Hardias [Hardias] Lv05
                         Dom Lv03 x01
                         Zaku Kai Lv03 x01
                         Machine Beast Garada K7 Lv04 x01
                         Machine Beast Dabras M2 Lv05 x01
                         Mechasaurus Zaki Lv05 x01
                         Minifoe Lv04 x02
                         Drome Lv04 x02
Enemy Reinforcements: Marasai Lv06 x02
                      Machine Beast Garada K7 Lv05 x01
                      Mechasaurus Bado Lv05 x02
                      Minifoe Lv04 x03
NPC Units: Gabthley (MS) [Lyla] Lv12
           Hambrabi (MS) [Yazan] Lv11
           Biaran [Jerid] Lv11
           Biaran [Kacricon] Lv10
Items: Repair Kit (16,11)
       Repair Kit (14,27)
       $2000 (11,19)
       $5000 (20,4)
       Propellant Tank (1,21)
       Repair Kit (7,14)
Events: Turn 2, Player Phase - Londo Bell arrives
        Turn 5, Player Phase - Titans arrive
                               Enemy Reinforcements arrive
                               Hardias leaves

   Most L-Gaim type units are equipped with beam coating, so many enemy
attacks won't hurt you even if you don't dodge them. The enemies are weak,
with exception of Hardias, so most opponents should be gone by the time the
Titans arrive.

   Once all enemies are destroyed, the Titans go away and Daba and Amu join
your team. Go to Scenario 3.


Scenario 2B - "Enigmatic Visitors"
----------------------------------
20x34, Surface
Goal: Ensure Daba survives
Player Units: 13 (L-Gaim, Desard, Troy Horse + 10)
Initial Enemy Formation: Hardias [Hardias] Lv05
                         Dom Lv03 x01
                         Zaku Kai Lv03 x01
                         Machine Beast Garada K7 Lv05 x01
                         Machine Beast Dabras M2 Lv05 x01
                         Mechasaurus Zaki Lv05 x01
                         Minifoe Lv04 x02
                         Drome Lv04 x02
Enemy Reinforcements: Marasai Lv06 x02
                      Machine Beast Garada K7 Lv07 x01
                      Mechasaurus Bado Lv06 x02
                      Minifoe Lv05 x03
NPC Units: Gabthley (MS) [Lyla] Lv12
           Hambrabi (MS) [Yazan] Lv11
           Biaran [Jerid] Lv11
           Biaran [Kacricon] Lv10
Items: Repair Kit (16,11)
       $10000 (1,6)
       Repair Kit (14,27)
       $2000 (11,19)
       $5000 (20,4)
       ALICE (2,33)
       Propellant Tank (1,21)
       $5000 (7,14)
Events: Turn 2, Player Phase - Titans arrive
        Turn 3, Player Phase - Londo Bell arrives
                               Enemy Reinforcements arrive
                               Hardias leaves

   Notice the scenario starts the same way as Scenario 2A, but because you
apparently spent too much time to clear stage 1, you arrive here late. The
Titans (NPC units) arrive before you and start wiping out the enemies. Before
the Londo Bell arrives, I suggest you get your two units moving to pick the
items on the upper part of the screen.

   Once the Londo Bell arrives, it should be easy to pick the rest of the
items. There isn't much else you can do, since the Titans are way stronger
than you, and will take care of any enemy that gets close to them. After the
stage ends, Daba and Amu go with the Titans, since they showed up first. Go
to Scenario 4A.


Scenario 3 - "A New Enemy" --------------------------

26x36, Surface
Goal: Defeat Gabley
Player Units: 12 (Troy Horse + 7 + 4)
Initial Enemy Formation: Bash [Gabley] Lv07
                         Calvary Temple [Lacey] Lv08
                         Graia [Hassha] Lv06
                         Graia Lv06 x04
                         Graia Lv05 x05
                         Aroon Lv05 x03
Items: $2000 (15,22)
       Chobham Armor (24,24)
       Propellant Tank (15,26)
       Repair Kit (18,33)
       Magnet Coating (12,27)
       Booster (11,7)
       $5000 (24,12)
Events: Turn 1, Player Phase - Kouji, Sayaka, Daba, Amu out of the ship
                               Troy Horse can't move
        Turn 4, Player Phase - Kouji, Sayaka, Daba, Amu return to the ship
                               Troy Horse able to move

   Before the stage starts, the Getter Team leaves your team for training, so
you won't be able to use them in this stage. At the beginning of the scenario,
Kouji, Sayaka, Daba and Amu leave the ship and go to the city. Because of
that, they are not immediately available for the fight. And, because the Troy
Horse has to wait for them to return, it cannot move (but it can attack any
enemy in its range).

   All the enemy robots, except the Graias, are equipped, with beam coating,
so attacking them with beam weapons is pointless. On Turn 4, your four pilots
return to the ship - you can send them immediately - and the Troy Horse is
free to move. Remember, you only need to destroy Gabley's robot - if the
stage is getting too hard, or if you just want to save a few turns, focus on
him. Once Gabley's beaten, any remaining enemies go away. However, if Lacey
is still around, she won't be able to leave - you have to destroy her anyway.
Once both Gabley and Lacey are defeated, go to Scenario 4B.


Scenario 4A - "Special Training! Dai-Setsu-Zan Oroshi"
------------------------------------------------------
20x20, Surface
Goal: Destroy all enemies
Player Units: 11 (Getter Robo, Troy Horse + 9)
Initial Enemy Formation: Ghoul [Ashura] Lv07
                         Machine Beast Toros D7 Lv06 x01
                         Machine Beast Garada K7 Lv06 x01
Enemy Reinforcements (1): Ghoul [Brocken] Lv??
                          Marasai Lv06 x01
                          Zaku Kai Lv06 x01
                          Machine Beast Toros D7 Lv06 x01
                          Machine Beast Genova M9 Lv06 x01
                          Mechasaurus Zen II Lv06 x01
                          Mechasaurus Saki Lv06 x01
                          Mechasaurus Zai Lv06 x01
                          Drome Lv06 x02
Enemy Reinforcements (2): Drome Lv06 x04
Items: $2000 (9,9)
       Magnet Coating (1,10)
       $5000 (7,20)
       $5000 (14,20)
       $5000 (17,1)
       $10000 (18,15)
       Psycho Frame (16,11)
Events: Turn 0 - "Getter Change" Demos
        After defeating Machine Beasts - Enemy Reinforcements (1) arrive
                                         Brocken leaves
                                         Londo Bell sortie
        Only Ghoul and 3 enemies left - Enemy Reinforcements (2) arrive

   First, only Getter Robo appears, in order to test its transformations.
When it's transformed into Getter 3, something goes wrong and it can't
transform during the rest of the stage. Now, Getter 3 has a new move: the
Dai-Setsu-Zan Oroshi ("Great Snowy Mountain Drop"). It makes killing the
enemies really easy. When you destroy the two Machine Beasts (leaving only
the Ghoul), Ashura calls for reinforcements, and the rest of your team comes
to help.

   As soon as only the Ghoul and three more enemies are left, Ashura sends in
all units in stock - four miserable Dromes. Finishing this stage takes you to
Scenario 5.


Scenario 4B - "Special Training! Dai-Setsu-Zan Oroshi"
------------------------------------------------------
20x20, Surface
Goal: Destroy all enemies
Player Units: 2 (Getter Robo, Texas Mack)
Initial Enemy Formation: Mechasaurus Saki Lv07 x01
Enemy Reinforcements (1): Mechasaurus Bado Lv07 x01
Enemy Reinforcements (2): Mechasaurus Zuu Lv07 x01
Enemy Reinforcements (3): Bood [Ashura] Lv08
                          Mechasaurus Saki Lv07 x01
                          Mechasaurus Zuu Lv07 x01
Items: $2000 (10,6)
       Propellant Tank (16,1)
       Repair Kit (16,11)
       $5000 (9,9)
       $2000 (7,20)
Events: Turn 1, Player Phase - "Getter 2 Transformation" Demo
        Destroy Mechasaurus Saki - Enemy Reinforcements (1) arrive
                                   "Getter 1 Transformation" Demo
        Destroy Mechasaurus Bado - Enemy Reinforcements (2) arrive
                                   "Getter 3 Transformation" Demo
        Destroy Mechasaurus Zuu - Enemy Reinforcements (3) arrive
        Next Turn, Player Phase - Texas Mack appears

   At first, you have to destroy the enemies with the most appropriate Getter.
Whenever you destroy an enemy, another one appears, and you transform into a
different Getter. When you're transformed into Getter 1, I recommend picking
the item at (10,6) - don't worry about the other ones. When you destroy the
third monster, Ashura shows up to attack you. From this point on, Getter 3
has a new move available, the Dai-Setsu-Zan Oroshi.

   As soon as the nest turn begins, Texas Mack appears to help you. It does
not have very strong moves though, so I prefer to make him go after the
remaining items - using the Kasoku seishin, Texas Mack can pick one item
every turn. In the meantime, keep hitting Ashura with the Dai-Setsu-Zan
Oroshi, and using seishins to heal yourself if necessary. It probably won't
be very difficult, and once you're done you can move on to Scenario 6 (by the
way, Texas Mack doesn't join you).


Scenario 5 - "A New Enemy"
--------------------------
20x48, Surface
Goal: Destroy all enemies
Player Units: 15 (Troy Horse, Dancougar Team + 10)
Initial Enemy Formation: Gerbera Tetra [Cima] Lv09
                         Barzam Lv08 x01
                         Hambrabi (MA) Lv08 x02
                         Marasai Lv08 x01
                         Gals J Lv07 x01
                         Zussa Lv07 x02
                         Mechasaurus Bado Lv06 x02
                         Minifoe Lv06 x02
                         Drome Lv06 x02
Enemy Reinforcements: Kaempfer [Ral] Lv12
                      Barzam [Cramp] Lv10
                      Marasai Lv10 x01
                      Marasai Lv09 x03
NPC Units: Medea [Matilda] Lv09
           Medea Lv08 x02
Items: $2000 (15,45)

       $2000 (1,44)
       $5000 (16,22)
       $2000 (20,23)
       $5000 (20,48)
       $5000 (12,14)
       Magnet Coating (1,5)
       Mega Booster (6,4)
Events: After Intermission - "Have a sweetheart?" Question
        Turn 2, Enemy Phase - Gabley group appears, than leaves
        Turn 5, Player Phase - Dancougar Team appears
        Turn 5, Enemy Phase - Enemy Reinforcements arrive
        After Map Clear - receive mechs, items and personnel

   Before the scenario starts, Sayaka asks your Main Character if you have a
sweetheart - the answer defines the scenario you will face after scenario 7.
If you answer 'yes', Sayaka asks the name of your sweetheart, and you will be
able to choose a name for him/her.

   The NPCs are trying to escape the enemies on top of the screen. Just move
upwards until you reach the enemies - all Medeas should be able to survive
until you arrive there. The big problem here is Cima and her Gerbera Tetra;
get rid of her fast.

   Try to keep a few strong units in the area southwest of the city, because
the enemy reinforcements will appear near there. Here, the main problem is
Ral and his Kaempfer - he can easily kill any of your weaker units with a
Single critical hit. The easiest way to beat these reinforcements is by using

The Dancougar team. When they appear, they already have enough kiryoku to
Change into their aggressive (A) modes, so transform and use your strongest
moves against the enemies.

   Once you finish all enemies, you'll receive the stuff the Medeas were
carrying. First, Bright will replace Torres in the command of the Troy Horse
(Bright has the three seishins Torres had, and can learn new ones). Secondly,
Kayla (in a Jegan) will join your team, and you get a GM III.

   If you answered (in the beginning of this scenario) that you don't have a
sweetheart, a second character will be chosen to you and joins your team now.
When you're introduced to him, you can either think he's weird, or lovely (I
don't know if your answer affects anything).

   If all Medeas survived the stage, you will also receive a Re-GZ. To wrap
the package, you'll get a few items - High Efficiency Radar, Magnet Coating,
Propellant Tank and Repair Kit. Go to Scenario 7.


Scenario 6 - "Bright's Return"
------------------------------
20x48, Surface
Goal: Protect/Escort the Medeas
Player Units: 17 (Troy Horse, Getter, Dancougar Team + 11)
Initial Enemy Formation: Gerbera Tetra [Cima] Lv09
                         Marasai Lv08 x01
                         Hambrabi (MA) Lv08 x02
                         Barzam Lv08 x01
                         Gals J Lv07 x01
                         Zussa Lv07 x02
                         Mechasaurus Bado Lv06 x02
                         Minifoe Lv06 x02
                         Drome Lv06 x02
Enemy Reinforcements: Kaempfer [Ral] Lv12
                      Barzam [Cramp] Lv10
                      Marasai Lv10 x01
                      Marasai Lv09 x03
NPC Units: Medea [Matilda] Lv09
           Medea Lv08 x02
Items: $2000 (10,25)
       Propellant Tank (7,35)
       $5000 (10,6)
       Chobham Armor (16,22)
       Hybrid Armor (20,48)
       $5000 (15,32)
       $2000 (14,23)
Events: After Intermission - "Have a sweetheart?" Question
        Turn 3, Player Phase - Getter Robo returns
        Turn 4, Player Phase - Dancougar Team appears
        Turn 5, Enemy Phase - Enemy Reinforcements arrive
        After Map Clear - receive mechs, items and personnel

   Before the scenario starts, Sayaka asks your Main Character if you have a
sweetheart - the answer defines the scenario you will face after this one. If
you answer 'yes', Sayaka asks the name of your sweetheart, and you will be
able to choose a name for him/her.

   You have to protect the Medeas, who are trying to run away from the
enemies (they're particularly slow in this stage due to engine problems on
the last unit). Even though the last Medea gets shot a few times, all of them
should survive easily, unless you take too long to reach the enemies. Worry
about Cima's Gerbera Tetra: Cima's level isn't so high, but her MS is very
strong, so try to destroy her as soon as she gets in your attack range.

   The enemy reinforcements will appear at southwest of the city - be ready
for them. Here, the main problem is Ral and his Kaempfer - he is high-leveled
and his Kaempfer is really strong (Cramp can also be an annoyance). Try to
destroy Ral while using the Kou'Un seishin - he gives A LOT of experience.

   After the map is clear, it is time to receive new equipment and people.
First, Bright will replace Torres in the command of the Troy Horse (Bright
Has the three seishins Torres had, and can learn new ones). Secondly,
Hathaway and his Nemo will join your team, and you also get a GM III.

   If you answered (in the beginning of this scenario) that you don't have a
sweetheart, a second character will be chosen to you and joins your team now.
When you're introduced to him, you can either think he's weird, or lovely (I
don't know if your answer affects anything).

   If all Medeas survived the stage, you will also receive a Re-GZ. Finally,
you'll get five items - High Efficiency Radar, Magnet Coating, Chobham Armor,
Propellant Tank and Repair Kit. If you answered that you do have a sweetheart,
go to Scenario 8; otherwise, go to Scenario 9.


Scenario 7 - "Daba Mylord"
--------------------------
20x48, Surface
Goal: Destroy all enemies
Player Units: 20 (NT-1 Alex, Zaku Kai, L-Gaim, Desard, Troy Horse + 15)
Initial Enemy Formation: Bash [Gabley] Lv08
                         Graia [Hassha] Lv08
                         Calvary Temple [Lacey] Lv08
                         Bash Lv08 x01
                         Graia Lv07 x03
                         Graia Lv06 x08
                         Aroon Lv06 x05
Enemy Reinforcements: Graia Lv06 x04
Items: $2000 (10,6)
       Psycho Frame (12,14)       Fatima (10,25)
       Mega Booster (10,46)
       $2000 (16,30)
       $5000 (1,5)
Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive
        Turn 3, Player Phase - Daba, Amu, Chris and Bernie appear

   This scenario uses the same map of the previous one (Scenario 5), but now
you have to move downwards. You might have problems, as the enemy robots are
stronger than most of your mobile suits. You can, however, use the small mass
of water southwest of the city for your advantage - most enemies can't make
long-range attacks on you if you're on the water.

   Once your reinforcements arrive, put L-Gaim and Desard to fight as soon as
possible - they can easily cause major damage on the enemy and also are beam
coated. Chris and Bernie can't do much here. Once you beat Gabley, all other
units run away - except Lacey. If she's alive when you take Gabley down, she
won't be able to escape - you have to destroy her robot. Once both Lacey and
Gabley's units are destroyed, the scenario is clear.

   Before scenario 5, if you answered that you do have a sweetheart, go to
Scenario 8. If you said you don't have a sweetheart, go to 9.


Scenario 8 - "Stampede"
-----------------------
28x40, Surface
Goal: Defeat Dragonosaurus before it reaches the city
Player Units: 12 (Troy Horse + 11)
Initial Enemy Formation: Dragonosaurus Lv12 x01
                         Drome Lv12 x06
Enemy Reinforcements (1): Bood [Ashura]
                          Machine Beast Abdra U6 Lv12 x01
                          Machine Beast Genova M9 Lv12 x01
                          Mechasaurus Zen II Lv12 x01
                          Minifoe Lv11 x04
Enemy Reinforcements (2): Discus Beast Jinjin Lv12 x01
                          Mechasaurus Bado Lv12 x03
                          Minifoe Lv11 x04
NPC Units: Gabthley (MS) [Lyla] Lv13
           Hambrabi (MS) [Yazan] Lv11
           Biaran [Jerid] Lv11
           Biaran [Kakricon] Lv10
           Biaran [Main Character 2] Lv07
Items: $2000 (27,15)
       Repair Kit (23,19)
       Propellant Tank (20,18)
       Propellant Tank S (18,25)
       $5000 (1,18)
       $5000 (18,6)
       $2000 (28,5)
Events: Turn 3, Player Phase - If all Titans are alive, Jerid and Yazan leave
        Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 4, Enemy Phase - Enemy Reinforcements (2) arrive
        Turn 8, Player Phase - If Jerid and Yazan left on Turn 3, they return

   Before the scenario starts, Sayaka asks if you're thinking about your
sweetheart. I really don't know whether the answer affects anything. On the
scenario itself, you have to prevent Dragonosaurus from reaching dry land. He
isn't interested on the few buildings to his right - he tries to go for the
big city on the upper part of the map.

   Dragonosaurus starts with "only" 20000HP (half its maximum), but it has
10% HP recover. The Titans (the NPCs) will go after the Dragonosaurus and
surround it, but they'll move out of his way if any other enemies get close,
so don't rely on them very much.

   Notice that most weapons are useless or very weakened against underwater
enemies, so choose your units carefully (most MS units depend too much on
beam weapons, therefore they don't fight very well in the water).

   The Dragonosaurus main weakness is that only one of its moves (Supersonic
Wave) can hit flying opponents and, after a few attacks, this move runs out
of ammo. Once it happens, any flying unit can attack the Dragonosaurus freely.

   On Turn 3, Lyla tells Jerid and Yazan to go bring mobile suits capable of
making strong attacks underwater, and both pilots leave the scene. (NOTE: it
happens for sure if all Titans are still alive. If Lyla's already been beaten,
this event won't happen; I'm not sure of what happens if one or more of the
other Titans is destroyed). On the next enemy phase, Ashura enters the map.
The Bood is hard to beat, but remember you don't HAVE to destroy it - you
only need to destroy the Dragonosaurus.

   On Turn 4, yet another bunch of monsters come, but they're not that hard.
If Jerid and Yazan left the map on Turn 3, they return on turn 8, piloting
two Kaempfers. Once the Dragonosaurus is down, any remaining enemy runs away.
Go to Scenario 10.


Scenario 9 - "Rescue! Combattler V"
-----------------------------------
24x42, Surface
Goal: (until Turn 5)     Hold the fight until Turn 5
      (Turn 5 and after) Destroy all enemies
Player Units: 16 (Combattler V, Troy Horse + 14)
Initial Enemy Formation: Greydon [Garuda] Lv10
                         Magma Beast Garms Lv08 x01
Enemy Reinforcements: Dreydow [Dreydow] Lv11

                      Zussa Lv10 x02
                      Barzam Lv10 x02
                      Machine Beast Spartan K5 Lv10 x02
                      Machine Beast Genova M9 Lv10 x02
                      Machine Beast Toros D7 Lv09 x01
                      Mechasaurus Saki Lv08 x02
                      Battle Beast Gratonios Lv08 x01
                      Battle Beast Obelius Lv08 x01
                      Minifoe Lv08 x02
                      Drome Lv08 x02
Items: $2000 (23,3)
       Repair Kit (23,29)
       $2000 (21,19)
       $2000 (4,15)
Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive
        Turn 5, Player Phase - Londo Bell sortie
                               Garuda leaves

   Your ships can combine into Combattler V as soon as the stage begins. The
initial enemies aren't that difficult, but things get tough once the enemy
reinforcements arrive. At that point, you better mantain your position until
the Londo Bell appears. With a complete team, most enemies shouldn't be a
problem, as long as you keep your strongest units in the front, shielding the
weaker mobile suits. Before I forget, the Nanbara Connection (the building
that looks like a magnet) is a base.

   The only harder enemy here is Dreydow, but he leaves as soon as his HP
drops below 8300 (50% of his maximum). Combattler V will not join you right
now. Go to Scenario 10.


Scenario 10 - "Battle Commander Daimoz"
---------------------------------------
34x30, Surface
Goal: (until Turn 2)     Survive until Daimoz appears
      (Turn 2 and after) Destroy all enemies
Player Units: 19 (Galva FX-II x2, Daimoz, Troy Horse + 15)
Initial Enemy Formation: Garnroll [Richter] Lv12
                         Mecha Warrior Zonnekaiser [Barbas] Lv11
                         Mecha Warrior Zonnekaiser Lv09 x02
Enemy Reinforcements: Ghoul [Ashura] Lv11
                      Ghoul [Brocken] Lv11
                      Discus Beast Giru-Giru Lv10 x01
                      Machine Beast Abdra U6 Lv10 x01
                      Mechasaurus Saki Lv09 x02
                      Mechasaurus Bado Lv09 x02
                      Marasai Lv09 x01
                      Barzam Lv09 x01
                      Minifoe Lv08 x02
                      Drome Lv08 x02
Items: $2000 (3,6)
       Repair Kit (5,14)
       $5000 (18,15)
       Booster (32,4)
       $2000 (23,8)
Events: Turn 2, Player Phase - Daimoz appears
        Turn 3, Player Phase - Rondo Bel sortie
        Turn 3, Enemy Phase - Enemy Reinforcements arrive
                              Richter and Barbas leave

   At first, your purpose is simply to make your planes survive the battle,
which shouldn't be hard, since at this point both units have a good chance
to evade the enemy attacks. Just so you know, the DaimoBig is a base.

   When Daimoz shows up, he'll already have enough kiryoku to make his most
powerful attack, called Hissatsu-Reppuu-Sekken-Zuki (something like "Certain
Kill Gale Justice Punching Thrust"). Using it, the enemies will be pretty
easy to kill. Once your team comes to the rescue, it gets REALLY easy. After
the stage, Hitsuya, Toshiro and Nana join your team (but you only receive one
Galva FX-II). Go to Scenario 11.


Scenario 11 - "Love of the Battlefield"
---------------------------------------
34x30, Surface
Goal: Destroy all enemies
Player Units: 16 (including battleship)
Initial Enemy Formation: Bash [Chai] Lv14
                         Ashura Temple [Gabley] Lv13
                         Calvary Temple [Lacey] Lv13
                         Groon [Hassha] Lv12
                         Groon Lv11 x02
                         Graia Lv11 x02
                         Graia Lv10 x04
                         Aroon Lv10 x03
Enemy Reinforcements: Oojie [Nei] Lv13
                      Ashura Temple [Heckler] Lv12
                      Ashura Temple [Anton] Lv12
                      Bash Lv12 x01
                      Atool Lv12 x02
Items: Psycho Frame (28,1)
       $5000 (4,15)
       $2000 (12,4)
       $2000 (7,10)
       $2000 (20,11)
       $10000 (32,25)
       $2000 (26,7)
Events: Turn 4, Enemy Phase - Enemy Reinforcements arrive

   Keep in mind that Daba can persuade Lacey to join your team. Even if you
destroy her, she'll join you after the stage (but you will probably need her
on your side now, since this stage can be pretty hard).

   Since most of the enemies here are beam coated, beam weapons are quite
useless here, unless your unit is good enough (a strong beam fired by a good
pilot can pierce the beam coat). Most of the enemy robots depend on beam
weapons for long-range attacks, so if you're in the water they can't respond
any long-range attacks. Go to Scenario 12.


Scenario 12 - "Enter Zanbot 3"
------------------------------
38x26, Surface
Goal: Destry all enemies
Player Units: 17 (Zanbot 3, Troy Horse + 15)
Initial Enemy Formation: Bandock [Butcher] Lv??
                         MechaBoost Domira Lv05 x01
Enemy Reinforcements: MechaBoost Gabitan Lv07 x03
                      MechaBoost Domira Lv07 x03
Items: $2000 (10,16)
       $5000 (35,1)
       $5000 (36,19)
       $5000 (5,6)
       Hybrid Armor (4,11)
       $2000 (31,6)
Events: Turn 3, Player Phase - Zanbase and Zanblue appear
                               "Zanbot Combination" Demo
                               Enemy Reinforcements arrive
                               Butcher leaves
        Turn 5, Player Phase - Rondo Bel sortie

   Notice that Zanbird can transform in a robot called ZanboAce. ZanboAce has
more powerful weapons, so you might want to transform. If Zanbird/ZanboAce
destroys the Domira before Turn 3 begins, Butcher will send another one
(exactly like the first one) your way.

   Once you start fighting the enemy reinforcements, you'll soon notice that
the Gabitans must be defeated TWICE - the first time, only its outer machine
armor gets destroyed; then you must take care of the bird that was inside it.

   Anyway, none of the enemies should be a threat to you, especially after
your team arrives. After the battle and the intermisson, you'll be asked
which route do you want to patrol. If you choose to patrol the Pacific Ocean
side, go to Scenario 13; if you choose Japan sea, go to Scenario 14.


Scenario 13 - "Sorrowful Memories"
----------------------------------
30x34, Surface
Goal: Protect the Troy Horse
Player Units: 17 (Troy Horse + Z Gundam + 15)
Initial Enemy Formation: Bundle Warship [Bundle] Lv15
                         Dom [Gaia] Lv14
                         Dom [Mash] Lv14
                         Dom [Ortega] Lv14
                         Garoika Lv13 x02
                         Kaempfer Lv13 x02
                         Zussa Lv12 x02
                         Mechasaurus Zai Lv12 x01
                         Mechasaurus Saki Lv12 x01
                         Mechasaurus Bado Lv12 x01
                         Machine Beast Garada K7 Lv12 x02
                         Barzam Lv12 x01
                         Hambrabi (MS) Lv12 x01
Enemy Reinforcements: Mechasaurus Zai Lv12 x01
                      Mechasaurus Saki Lv12 x01
                      Mechasaurus Bado Lv12 x01
                      Machine Beast Garada K7 Lv12 x02
                      Barzam Lv12 x01
                      Hambrabi (MS) Lv12 x01
Items: Chobham Armor (1,4)
       $2000 (16,21)
       $2000 (9,19)
       $5000 (20,21)
       Psycho Frame (28,22)
       $5000 (15,26)
Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive
        Turn 6, Player Phase - Z Gundam appears
                               Bundle leaves

   During this entire stage, you cannot move the Troy Horse (but it can
attack any enemy that gets in its range). Most enemies in this stage are easy
to kill with your super robots. However, the Black Trinary (Gaia, Ortega and
Mash) are there; they might seem weak, but their Doms were upgraded, and they
can cause major damage even on your strong units. So, as soon as they move,
finish them.

   The enemy reinforcements appear on Turn 3; they can only cause problems if
your units are weakened. The Z Gundam appears on Turn 6, and Bundle leaves
immediately after. Once all enemies are done, you'll receive the Argama, your
new battleship, and Roux, a new MS pilot, as well as a BioSensor. Go to
Scenario 15.


Scenario 14 - "Sorrowful Memories"
----------------------------------
20x24, Surface
Goal: (until Turn 5)     Make Nana survive until Turn 5
      (Turn 5 and after) Destroy all enemies
Player Units: 15 (Galva FX-II, G-Defensor, Troy Horse + 12)
Initial Enemy Formation: Kernagurl Warship [Kernagurl] Lv13
                         Kuttner Warship [Kuttner] Lv13
                         Gabthley (MS) [Sara] Lv13
                         Gau [Gadem] Lv12
                         Gau Lv12 x01
                         Medea Lv12 x03
                         Dom Lv12 x01
                         Asshimer Lv12 x01
                         Zussa Lv12 x01
                         Drome Lv12 x02
Items: $5000 (10,22)
       $10000 (3,22)
       Booster (13,6)
       $2000 (17,15)
       Psycho Frame (14,22)
       $2000 (8,8)
Events: Turn 3, Player Phase - G-Defensor appears
        Turn 5, Player Phase - Rondo Bel sortie
        Turn 6, Player Phase - Z Gundam appears

   While Nana's alone, there isn't much to do other than trying to stay away
from the enemies (away from the stronger enemies, at least). Even when the
G-Defensor comes the situation doesn't change much. You should go for the
stronger enemies only when the rest of your team arrives.

   If you get close to Kuttner and/or Kernagurl, they'll attack you. Don't
worry - as soon as one of them gets hit, both villains will leave the field.

   In order to amass more money, kill all the Medeas and the Gaus using the
Kou'un seishin (the Medeas, especially, give a lot of money). Once you finish
the stage, your team will receive a new battleship (the Argama, replacing the
Troy Horse), a Jegan mobile suit and some new items (Propellant Tank S, Bio-
Sensor, Magnet Coating, ALICE and Apogee Motor). Go to Scenario 15.


Scenario 15 - "Wake Up! Super Bestial Machine God"
--------------------------------------------------
20x20, Surface
Goal: Destroy all enemies
Player Units: 12 (Dancougar, Argama + 10)
Initial Enemy Formation: Ghoul [Ashura] Lv15
                         Machine Beast Genova M9 Lv14 x02
                         Machine Beast Toros D7 Lv14 x01
                         Machine Beast Dabras M2 Lv14 x01
                         Machine Beast Garada K7 Lv14 x01
                         Minifoe Lv14 x02
                         Drome Lv16 x02
Enemy Reinforcements: Machine Beast Genova M9 Lv14 x03
                      Battle Beast Obelius Lv14 x01
                      Machine Beast Spartan K5 Lv14 x01
                      Machine Beast Toros D7 Lv14 x01
                      Machine Beast Dabras M2 Lv14 x01
                      Machine Beast Garada K7 Lv14 x01
                      Mechasaurus Zai Lv14 x01
Items: $2000 (9,9)
       Propellant Tank (7,20)
       Chobham Armor (13,10)
       $5000 (9,6)
       $2000 (1,10)
Events: Shinobu/Sara get hit - "Dancougar Combination" Demo
                               Enemy Reinforcements arrive         Turn 5, Player Phase - Rondo Bel sortie
        Turn 5, Enemy Phase - Richter appears, then leaves

   At the beginning of the stage, the Dancougar Team units must fight alone,
but the enemies aren't really strong. Once Shinobu (Eagle Fighter) or Sara
(Land Cougar) suffer any damage (no matter how little), the team decides to
combine into Dancougar. Once Dancougar hits any enemy, Ashura calls for the
enemy reinforcements.

   Even with the reinforcements, the enemies aren't very tough, but if you
are getting low on HP, keep in mind that the Saotome Research Institute is a
base - you can recharge 20% of your HP just by standing at the institute.
Once the rest of your team arrives, the stage should be a piece of cake. As
the stage ends, you will receive an extra item - the Anti-Beam Coating.

   After the intermission, Hitsuya will leave in the Daimoz to search for
Erica. Nana decides to go after him, and Kouji, Sayaka, Daba, Amu, Lacey and
the Dancougar Team also want to go with her. They ask if you want to go too,
or stay with the main team. If you decide to go with Kouji's group, go to
Scenario 16; if you want to stay with the main team, go to 17.


Scenario 16: "Love's Whereabouts"
---------------------------------
32x34, Surface
Goal: Destroy all enemies
Player Units: 8 (Daimoz, Geshpenst, Dancougar, L-Gaim, Desard, C.Temple,
                Mazinger Z, Aphrodi A, Galva FX-II)
Initial Enemy Formation: Garnroll [Liza] Lv15
                         Mecha Warrior Zonnekaiser [Barbas] Lv17
                         Mecha Warrior Zonnekaiser Lv15 x03
Enemy Reinforcements: Machine Beast Spartan K5 Lv15 x01
                      Machine Beast Genova M9 Lv15 x01
                      Mechasaurus Zen II Lv15 x01
                      Battle Beast Gratonios Lv15 x01
                      Drome Lv14 x03
Items: $2000 (32,1)
       $2000 (7,7)
       Booster (2,30)
       $2000 (17,29)
       $5000 (4,18)
Events: Turn 2, Player Phase - Geshpenst, Dancougar appear
                               Enemy Reinforcements arrive
        Turn 3, Player Phase - Mazinger units, L-Gaim units appear
                               Liza leaves

   On Turn 1, when Daimoz is fighting alone, you probably shouldn't try to
fight Barbas, unless your level is very high. Actually, all Zonnekaisers seem
a bit too strong on this stage (and Daimoz starts with a kiryoku of only 90
to top it all), so if you feel they're taking too much HP from you, go
underwater - they tend not to use their strongest attack this way.


   As soon as Turn 2 starts, your Main Character appears, as well as the
Dancougar (if you already have Main Character 2, he/she will appear too). For
them, your best moves should take care of the enemy reinforcements. Once the
rest of your units arrive. Try to take Daimoz closer to the rest of your
group in order to take care of the Zonnekaisers (and restore Daimoz's HP if
you need to). After clearing this stage, go to Scenario 18.


Scenario 17: "Guyzock's Terror"
-------------------------------
28x42, Surface
Goal: Destroy all enemies
Player Units: 12 (Zanbot 3, Argama + 10)
Initial Enemy Formation: Bandock [Butcher] Lv16
                         Megaboost Gabitan Lv14 x03
Enemy Reinforcements: Megaboost Gabitan Lv14 x07
Items: $10000 (28,1)
       Propellant Tank (17,15)
       $2000 (16,23)
       $2000 (9,7)
       $5000 (4,39)
       $5000 (23,21)
Events: Turn 3, Player Phase - Londo Bell sortie
        Turn 4, Enemy Phase - Enemy Reinforcements arrive
        Turn 8, Enemy Phase - Butcher leaves

   If you got Katsu (if you went through Scenario 14), he won't be available
for this scenario, as well as the people who left to help Hitsuya. Once the
scenario begins, notice the Bandock is very strong. Destroying the Bandock or
not defines which stage you'll be going to later (way later) on the game.

   The other enemies here are very weak. As a matter of fact, this stage is
pretty good to level up weak pilots. Be careful with the Bandock, though - he
can kill any of your units easily. If you don't destroy the Bandock by Turn 8,
it kills a bunch of friends of the Zanbot 3 Team, and then leaves. Go to 18.


Scenario 18: "Surfacing"
------------------------
34x36, Surface
Goal: (until Turn 5)     Keep Shou alive
      (Turn 5 and later) Destroy all enemies
Player Units: 19 (Dunbine, Botun, Argama + 16)
Initial Enemy Formation: Bastohl [Galaria] Lv13
Enemy Reinforcements: Ger Garing [Bishot] Lv16
                      Biares [Todd] Lv16
                      Biares [Burn] Lv15
                      Dramro Lv15 x01
                      Dramro Lv14 x12
Items: $5000 (10,16)
       $2000 (15,31)
       $2000 (6,13)
       $5000 (12,19)
Events: Turn 3, Enemy Phase - Galaria joins your team
        Turn 3, Enemy Phase - Enemy Reinforcements arrive
        (or when Shou defeats Galaria)
        Turn 4, Player Phase - Botun appears
        Turn 5, Player Phase - Londo Bell sortie
        Turn 6, Enemy Phase - Bishot leaves

   If you don't defeat Galaria until Turn 3, she'll join you, and then the
enemy reinforcements appear. If you do destroy her before Turn 3 is over,
then they'll show up as soon as she's gone. Having Galaria join your team or
not affects the scenario you'll go after Scenario 21, and changes the pilots
and units you get later on the game.

   Once the other enemies appear, only Todd and Burn move after you - the
other ones tend to stand still unless you're close to them. Mabel shows up on
Turn 4, but that doesn't help much. When the Londo Bell appears, keep in mind
that these enemies have Aura Barriers, so don't use units too dependant on
beam weapons; also, they all fly, so using units that can't make strong
attacks on flying enemies isn't recommended too.

   These enemies are not only strong, but also hard to hit - something all
Aura Battler Type robots have in common. At this point, your super robots
should handle most close enemies, allowing your MSs to attack from a distance
(none of the enemy units can attack if you're more than 4 squares away, and
the Biares have only short-range weapons). Clearing this stage leads you to
Scenario 19.


Scenario 19 - "Mazinger Z Flying in the Sky"
--------------------------------------------
24x28, Surface
Goal: Protect The Photon Power Research Institute
Player Units: 5 (Mazinger Z, Dianan A, BozBorot, Drill Spazer, GoShogun)
Initial Enemy Formation: Ghoul [Brocken] Lv16
                         Machine Beast Spartan K5 Lv15 x01
                         Machine Beast Abdra A6 Lv15 x01
Enemy Reinforcements (1): Rhine X1 Lv15 x01
                          Machine Beast Genova M9 Lv15 x01
                          Machine Beast Garada K7 Lv15 x01
                          Machine Beast Toros D7 Lv15 x01
Enemy Reinforcements (2): Rhine X1 Lv15 x01
                          Machine Beast Toros D7 Lv15 x01
NPC Units: Geshpenst Mk.II [Gillian] Lv15
Items: $5000 (3,28)
       $2000 (14,11)
       $10000 (1,15)
       $2000 (19,4)
       $2000 (13,12)
       Minovsky Craft (16,24)
Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 3, Player Phase - Drill Spazer appears
        Turn 4, Player Phase - Geshpenst Mk.II appears
                               Enemy Reinforcements (2) arrive
        Turn 5, Player Phase - GoShogun appears

   Before you start this scenario, I suggest you do two things. First, sell
your GP-01Fb, because you'll lose it anyway at the end of this stage. Second,
equip your Mazinger units (Mazinger Z, Aphrodi A, BozBorot) with items that
increase their mobility (give preference to Mega Boosters and Fatima).

   As soon as the stage starts, the Mazinger Z will do the Scrander Cross; in
other words, it'll combine with a ship (Jet Scrander) and gain the ability to
fly, as well as a bunch of new weapons. Aphrodi A will be replaced by the
Dianan A, while the BozBorot gets... nothing at all.

   Then, Brocken appears and sends a couple of enemies towards you. Your goal
is to stop the enemies from reaching the Photon Power Research Institute (by
the way, it's a base). If you have enough mobility, you can send Kouji to get
the cash at (19,4) and Sayaka to get the items in the forest - even if you
don't care about items, get the Minovsky Craft, because it'll be very useful
later in the game (I usually send Boz to get it).

   The Geshpenst Mk.II is quite powerful, and attacks any enemy in range -
but tends to attack weaker (or weakened) enemies first, leaving the stronger
enemies to you. When the GoShogun shows up, have it get rid of any enemies
close to the Institute. Once you take care of the monsters, Brocken runs away.
Right after that, Astonage and Nina show up in a Medea; Gillian and the
GoShogun leave, while Maria joins you.

   Once you rejoin the Londo Bell, Nina and Astonage show a new MS for Kou to
pilot: the GP-03S Staimen (if you still have the GP-01Fb, the GP-03S replaces
it). Go to Scenario 20.


Scenario 20: "Mia's Decision"
-----------------------------
24x42, Surface
Goal: Destroy all enemies
Player Units: 14 (Combattler V, Argama + 12)
Initial Enemy Formation: Magma Beast Demon [Mia] Lv15
Enemy Reinforcements: Garnroll [Richter] Lv16
                      Battle Beast Gratonios Lv15 x01
                      Battle Beast Obelius Lv15 x01
                      Mechasaurus Dai Lv14 x01
                      Mechasaurus Shigu Lv14 x01
                      Gira Doga Lv14 x01
                      Zussa Lv14 x01
                      Kaempfer Lv14 x01
                      Machine Beast Genova M9 Lv14 x01
                      Rhine X1 Lv14 x01
                      Mechasaurus Bado Lv14 x01
Items: $2000 (8,12)
       Psycho Frame (24,29)
       $2000 (21,30)
       $2000 (17,32)
       $5000 (19,17)
       $5000 (4,15)
Events: Turn 1, Player Phase - "Combattler V Combination" Demo
        After Mia is defeated - Garuda appears, then leaves
                                Enemy Reinforcements arrive
        2 turns later, Player Phase - Londo Bell sortie

   When it's only Combattler V against Mia, you should use the Nekketsu
seishin in order to destroy her faster and save a few turns (use Ki'Ai too if
you wish). Once Mia's gone, Garuda appears, then Richter shows up with more
enemies. At this point, you're probably low on HP and ammo, so keep away from
the fight.

   When the Londo Bell appears, it's just a matter of time until you defeat
all monsters (although some of them - especially Richter - may be tough to
beat).

   After the map is cleared, you must choose who will be the official pilot
of the Galva FX-II: Toshiro or Nana. Once you choose the pilot, the other
becomes Galva's co-pilot (in effect, you won't be able to use the co-pilot
anymore). Go to Scenario 21.


Scenario 21 - "Great General Garuda's Tragedy"
----------------------------------------------
24x42, Surface
Goal: Destroy all enemies
Player Units: 14 (Combattler V, Argama + 12)
Initial Enemy Formation: Big Garuda [Garuda] Lv16
Enemy Reinforcements: Garnroll [Richter] Lv18
                      Battle Beast Gratonios Lv17 x01
                      Battle Beast Obelius Lv17 x01
                      Mechasaurus Dai Lv16 x01
                      Mechasaurus Shigu Lv16 x01
                      Gira Doga Lv16 x01
                      R-Jaja Lv16 x01
                      Zussa Lv16 x01
                      Kaempfer Lv16 x01
                      Machine Beast Genova M9 Lv15 x01
                      Rhine X1 Lv15 x01
                      Mechasaurus Zuu Lv15 x01
                      Mechasaurus Bado Lv15 x01
                      Discus Beast Jinjin Lv15 x01
Items: $10000 (2,24)
       Chobham Armor (2,41)
       $5000 (24,39)
Events: After Garuda is defeated - Enemy Reinforcements arrive
        Next Turn, Player Phase - Londo Bell sortie

   First, Garuda appears alone and challenges Combattler V to an one-on-one
fight. Beating Garuda isn't hard, if you use your seishins properly. He can
refill some of his energy when it drops below 50% - you can use the Nekketsu
seishin while his HP is at about 9000, so you don't give him a chance to
recover. As soon as Garuda is gone, Richter and a bunch of enemies appear,
and the rest of your team shows right next.

   Because Shou goes to the battle quickly, Cham can't be used in this stage
- even if she's assigned to another pilot. Make sure you launch whatever unit
Shou is piloting, and then move him to square (3,41) (one square to the right
of the Chobham Armor). When Shou is standing on this square, Silky Mau
appears, calls Shou and is told to hide until the battle is over. The enemies
aren't hard (almost equal to those you fought last stage), so beating them
shouldn't be a problem.

   When you clear the map, Silky appears again (if you found her during the
stage), and presents Shou two new custom-made robots, the Sabine and the
Zuwals. However, both units' converters are damaged and won't function; Shou
can repair ONE of them using Dunbine's parts, but if he does so Dunbine won't
work anymore. You can then to choose whether you want to fix Sabine, Zuwals
or neither of them (keeping Dunbine). Make your choice and, if you have
Galaria on your team, go to Scenario 22. If you don't, go to 23.

[P.S.: Silky joins your team too. She can be assigned as a sidekick to any
Aura Battler pilot.]


Scenario 22: "Expansion of the Aura Machine"
--------------------------------------------
34x40, Surface
Goal: Destroy all enemies
Player Units: 18 (Dunbine (or its replacement), Botun, Argama + 15)
Initial Enemy Formation: Ger Garing [Bishot] Lv17
                         Dramro Lv16 x02
                         Dramro Lv15 x04
Enemy Reinforcements: Oojie [Nei] Lv19
                      Bash [Anton] Lv18
                      Bash [Heckler] Lv18
                      Calvary Temple Lv16 x02
                      Atool Lv16 x01
                      Groon Lv16 x01
                      Graia Lv16 x01
                      Graia Lv15 x07
                      Aroon Lv15 x03
NPC Units: Gran Garan [Sheila] Lv15
Items: $2000 (8,8)
       Hybrid Armor (1,3)
       $5000 (29,3)
       Propellant Tank S (14,1)
       BioSensor (5,32)
       $2000 (3,39)
Events: Turn 1, Player Phase - Gran Garan leaves
        Turn 2, Enemy Phase - all remaining enemies leave
        Turn 3, Player Phase - Enemy Reinforcements arrive

   The Scenario begins with the Gran Garan being chased by the enemies, and
your team arrives when Sheila is about to throw her ship against Bishot's.
With you around to cover, Sheila escapes the battlefield. On Turn 2, Bishot
leaves (since the Gran Garan escaped, he has no more reason to be there).

   Immediately, a new bunch of enemies appear, commanded by Nei. They are
strong, but not as hard as they used to be. Once you are done, Sheila and the
Gran Garan join you. Sheila Brings along two faeries, Elle and Belle. They
can be assigned to any Aura Battler pilot (now you probably have enough
faeries for all your Aura Battler pilots, including Sheila).

   After the Intermission, you receive a transmission from Banjou, pilot of
Daitan 3. He calls you to invade a DC base, and his friends tell you that
there are two routes to reach the base. The Northwest route is longer, but is
poorly patrolled, while the South-southwest route is shorter, but has more
enemies into it. If you choose to take the first route, go to Scenario 24; if
you want to go through the second route, go to 25.


Scenario 23: "Expansion of the Aura Machine"
--------------------------------------------
28x38, Surface
Goal: (initial)                 Defeat the Will Whips
      (after Will Whips leaves) Destroy all enemies
Player Units: 18 (Dunbine (or its replacement), Botun x3, Argama + 13)
Initial Enemy Formation: Will Whips [Drake] Lv17
                         Leprakahn Lv15 x03
                         Rhineck Lv15 x02
                         Bastohl Lv15 x01
                         Dramro Lv15 x02
                         Dramro Lv14 x10
Enemy Reinforcements: Ashura Temple [Wazan] Lv17
                      Atool [Mactomin] Lv16
                      Atool [Burn Gania] Lv16
                      Groon Lv15 x01
                      Bash Lv15 x06
                      Graia Lv15 x15
NPC Units: Goraon [Ere] Lv14
Items: $2000 (2,14)
       $2000 (22,30)
       $5000 (4,32)
       Repair Kit (23,10)
       $2000 (24,3)
       Propellant Tank (9,21)
       $2000 (16,1)
Events: Turn 1, Player Phase - Goraon leaves
        Will Whips is damaged - all remaining enemies leave
                                Enemy Reinforcements arrive

   This scenario has pretty much the same idea as Scenario 22: the Goraon is
being chased, and the Londo Bell arrives when it's about to get destroyed.
When you appear, the Goraon leaves, but Knee and Keen stay to fight in their
Botuns. The enemies can be dangerous, especially because there are so many of
them, so be careful (I suggest launching as many Super Robots as you can).

   Once you hit the Will Whips (no matter how little damage you cause), Drake
(and any reamining enemies) run away, and a second bunch of enemies appears
right after. These are Poseidal soldiers (L-Gaim enemies), and are much
easier then the previous opponents, despite the fact that there are plenty of
them. Once you defeat them all, Ere, Knee and Keen join your group.

   After the Intermission, you receive a transmission from Banjou, pilot of
Daitan 3. He calls you to invade a DC base, and his friends tell you that
there are two routes to reach the base. The Northwest route is longer, but is
poorly patrolled, while the South-southwest route is shorter, but has more
enemies into it. If you choose to take the first route, go to Scenario 24; if
you want to go through the second route, go to 25.


Scenario 24: "Intruder"
-----------------------
28x48, Surface
Goal: Have one of your units reach the enemy base within 6 Turns.
Player Units: 14 (Daitan 3, battleship + 12)
Initial Enemy Formation: none
Enemy Reinforcements (1): Battle Beast Obelius Lv17 x01
                          Discus Beast Giru-Giru Lv17 x01
                          Machine Beast Toros D7 Lv17 x01
                          Garoika Lv17 x01
                          Gira Doga Lv17 x02
                          Gabthley (MS) Lv17 x02
Enemy Reinforcements (2): Biaran Lv17 x01
                          Asshimar (MA) Lv17 x02
                          Calleyzed Lv17 x01
                          Garoika Lv17 x01
                          Drome Lv17 x01
Enemy Reinforcements (3): Asshimar (MS) Lv18 x02
                          Drome Lv17 x02
Enemy Reinforcements (4): Dreydow [Dreydow] Lv19
                          Mechasaurus Dai Lv18 x01
                          Battle Beast Zugarl Lv18 x01
                          Battle Beast Dante Lv18 x01
                          Discus Beast Deki-Deki Lv18 x01
                          Discus Beast Jinjin Lv18 x01
Items: Propellant Tank (26,22)
       $5000 (27,3)
       $2000 (10,19)
       $5000 (15,45)
       $2000 (19,45)
       Repair Kit (2,30)

       $2000 (13,5)
Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 2, Enemy Phase - Enemy Reinforcements (2) arrive
        Turn 3, Enemy Phase - Enemy Reinforcements (3) arrive
        Turn 5, Enemy Phase - Enemy Reinforcements (4) arrive

   Your goal here is to reach the enemy base at the bottom of the screen.
It's a long walk, so have a high mobility unit moving towards there - this
unit should ignore the enemies. At first, there are no enemies to worry about,
so just move your troops. The first batch of enemies appears at the forest
right below your group, and is pretty easy to beat. The second wave of
enemies comes from the top right corner of the map - be careful if you're
sending someone there for the items.

   The third group of enemies is even weaker than the previous ones, but the
Asshimars are right on top of the base, so you have to either destroy them,
or lure them out so you can get in. By the time the last bunch of enemies
appears, there isn't any time left to fight. As soon as any of your units
reaches the DC base, the map is clear. Go to Scenario 26.


Scenario 25: "Intruder"
-----------------------
36x20, Surface
Goal: Have one of your units reach the enemy base within 6 Turns.
Player Units: 14 (Daitan 3, battleship + 12)
Initial Enemy Formation: none
Enemy Reinforcements (1): Battle Beast Obelius Lv17 x01
                          Discus Beast Giru-Giru Lv17 x01
                          Machine Beast Toros D7 Lv17 x01
                          Garoika Lv17 x01
                          Gira Doga Lv17 x02
                          Gabthley (MS) Lv17 x02
Enemy Reinforcements (2): Biaran Lv17 x01
                          Asshimar (MA) Lv17 x02
                          Calleyzed Lv17 x01
                          Garoika Lv17 x01
                          Drome Lv17 x01
Enemy Reinforcements (3): Asshimar (MS) Lv18 x02
                          Drome Lv17 x02
Enemy Reinforcements (4): Dreydow [Dreydow] Lv19
                          Mechasaurus Dai Lv18 x01
                          Battle Beast Zugarl Lv18 x01
                          Battle Beast Dante Lv18 x01
                          Discus Beast Deki-Deki Lv18 x01
                          Discus Beast Jinjin Lv18 x01
Items: Repair Kit (29,20)
       Psycho Frame (11,17)
       Propellant Tank (19,9)
       $5000 (2,2)
       BioSensor (34,12)
       $2000 (27,3)
Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 2, Enemy Phase - Enemy Reinforcements (2) arrive
        Turn 3, Enemy Phase - Enemy Reinforcements (3) arrive
        Turn 4, Enemy Phase - Enemy Reinforcements (4) arrive

   Your goal here is to reach the enemy base on the top right corner of the
screen, so select high mobility units for this misssion. There are absolutely
no enemies at first, but they soon notice you and cone to fight.

   Every enemy phase (except Turn 5), a new group of enemies arrives to fight
you, but they're not so tough, especially for Daitan 3. Just keep moving
towards your goal, and focus on the enemies that stand directly in your way.
Once you get someone to touch the enemy base, the map is clear. Go to 26.


Scenario 26: "Baron Ashura's Final Moment"

------------------------------------------
30x40, Base
Goal: (initial)             Defeat Baron Ashura
      (after Ashura's dead) Make all your units leave the base within 6 turns
Player Units: 13 (Getter Robo, Combattler V, Daimoz, Daitan 3, Z Gundam,
                 Geshpenst, Dunbine (or its replacement), Mazinger Z + 5)
Initial Enemy Formation: Ghoul [Ashura] Lv19
                         Machine Beast Toros D7 Lv18 x01
                         Battle Beast Zugarl Lv18 x01
                         Battle Beast Gratonios Lv18 x01
                         Battle Beast Obelius Lv18 x01
                         Discus Beast Deki-Deki Lv17 x01
                         Rhine X1 Lv17 x01
                         Mechasaurus Shigu Lv17 x01
                         Machine Beast Abdra U6 Lv17 x01
                         Machine Beast Dabras M2 Lv17 x01
                         Machine Beast Garada K7 Lv17 x01
                         Mechasaurus Bado Lv17 x02
                         Drome Lv17 x02
Enemy Reinforcements: Discus Beast Gosu-Gosu Lv18 x01
                      Discus Beast Giru-Giru Lv18 x01
                      Battle Beast Dante Lv18 x01
                      Battle Beast Zugarl Lv18 x01
                      Battle Beast Gratonios Lv18 x01
                      Machine Beast Spartan K5 Lv18 x01
                      Machine Beast Abdra U6 Lv18 x01
                      Machine Beast Genova M9 Lv18 x01
                      Machine Beast Toros D7 Lv18 x01
                      Rhine X1 Lv18 x01
Items: $2000 (29,7)
       $5000 (28,26)
       Psycho Frame (24,25)
       $2000 (12,16)
       $20000 (3,8)
       $5000 (23,4)
Events: Ashura is defeated - Base self-destruction process starts
        Next Enemy Phase - Enemy Reinforcements arrive

   Amuro feels sick right before you get in, and cannot be used during this
stage - therefore, don't put him in a strong MS. This base is big enough to
allow flying units in; battleships, however, have to stay outside, so you
better launch some support units to help your team. The squares in the ground
with red dots blinking refill 10% of the HP of any unit standing over it.

   Don't send low-mobility units to fight Ashura - any unit has to have a
mobility of at least 10 points (or the Kasoku seishin) to go to the deepest
part of the base. Ashura is not hard, especially if your super robots use
their best moves. As soon as the Ghoul is gone, the base starts a
self-destruction sequence and all your units have to leave in 6 minutes (6
turns). If you used slow units to fight Ashura, they probably won't be able
to run all the way back to the entrance.

   To make things worse, more enemies arrive the next enemy phase, and they
are somewhat strong. There is no trick to use here - just rush out the base,
using the Kasoku seishin whenever necessary. As soon as all your units leave,
the stage is clear. If you are on the Real Robot side, go to 27; if you are
on the Super Robot side, go to Scenario 28.


Scenario 27: "Old Soldier's Elegy"

----------------------------------
42x34, Surface
Goal: Destroy all enemies
Player Units: 14 (battleship + 13)
Initial Enemy Formation: Old Zaku [Gadem] Lv22
                         Gabthley (MS) [Sara] Lv19
                         Gau Lv20 x02
                         Gals J Lv20 x01
                         Gals J Lv19 x01
                         Medea Lv19 x01
                         Zussa Lv19 x02
                         Asshimar (MS) Lv19 x01
                         Asshimar (MA) Lv19 x01
                         Battle Beast Obelius Lv19 x01
                         Battle Beast Gratonios Lv19 x01
Enemy Reinforcements: Doben Wolf [Ral] Lv25
                      Dreissen [Gaia] Lv23
                      Dreissen [Mash] Lv23
                      Dreissen [Ortega] Lv23
                      R Jaja [Cramp] Lv22
                      Dabde [Hamon] Lv21
                      Bau (MS) Lv21 x02
                      Gals J Lv21 x03
                      Zussa Lv21 x01
                      Machine Beast Genova M9 Lv21 x03
                      Machine Beast Abdra U6 Lv21 x01
                      Battle Beast Gratonios Lv21 x01
                      Battle Beast Obelius Lv21 x01
                      Battle Beast Dante Lv21 x01
                      Battle Beast Zugarl Lv21 x01
Items: $2000 (16,33)
       $10000 (11,29)
       $2000 (6,6)
       $20000 (30,23)
       $2000 (20,8)
Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive

   You catch a bunch of DC enemies while they're resupplying. To hold you
back, Gadem takes an old Zaku I and a small force. I suggest you launch a
battleship with a MAP weapon (Argama or Goraon), and take the first two turns
to move your ship until it is a little above the rightmost bridge.

   On Turn 3, the enemy has finished their resupply, and more enemies appear.
These are really hard to beat, and tend to advance towards you through the
rightmost bridge, so use your battleship's MAP weapon to weaken them (they
tend to pile up on the bridge area, so a MAP weapon can hit a lot of them).

   If you have Katsu on your team, he can persuade Sara to join your side (if
Katsu's on the G-Defensor, it cannot be combined). Remember to use the Kou'Un
seishin when you kill any important enemy - they give a lot of experience.

   After the battle, Keith, Maura, Kou and Nina check the battlefield to see
if there are any mobile suits they can use. They eventually find a MS: the
S (Superior) Gundam; however, the S Gundam's core block is damaged. You can
replace it with the Guntank's core block unit, but then the Guntank'll become
useless. Kou must choose whether he wants to repair the S Gundam or keep the
Guntank. After you choose, go to Scenario 29.


Scenario 28: "Brave Raideen"
----------------------------
32x34, Surface
Goal: Destroy all enemies
Player Units: 2 (Raideen, Blueger)
Initial Enemy Formation: Gante [Sharkin] Lv19
                         Fossile Beast Bastodon Lv18 x02
                         Drome Lv18 x04
Items: $2000 (7,7)
       $2000 (4,18)
       $5000 (18,21)
       $5000 (10,26)
       Propellant Tank (32,1)
Events: After Intermission - "Raideen Launch" Demo

   There is absolutely nothing hard about this stage - just use Raideen to
destroy all enemies, in order to amass kiryoku to fight Sharkin. The Blueger
should stay out of the fight. Only Sharkin can cause any considerable damage
to Raideen, but not enough to be a problem. Three or four God Bird attacks,
and Sharkin is gone. Now that Raideen is back, Hiroshi's team goes to meet
the Londo Bell - go to Scenario 29.


Scenario 29: "Dr. Hell's Ambition"
----------------------------------
42x34, Surface
Goal: Destroy all enemies
Player Units: 19 (Raideen, Blueger, battleship + 16)

Initial Enemy Formation: Ghoul [Dr. Hell] Lv20
                         Ghoul [Brocken] Lv19
                         Azzam Lv19 x02
                         Calleyzed Lv19 x02
                         Garoika Lv19 x02
                         Battle Beast Gratonios Lv19 x01
                         Battle Beast Obelius Lv19 x01
                         Vega Beast King Gori Lv19 x01
                         Discus Beast Giru-Giru Lv19 x01
                         Discus Beast Gosu-Gosu Lv19 x01
                         Mechasaurus Dai Lv19 x02
                         Gau Lv19 x01
                         Gira Doga Lv19 x01
                         Discus Beast Jinjin Lv19 x01
                         Discus Beast Deki-Deki Lv19 x01
                         Battle Beast Dante Lv19 x01
                         Battle Beast Zugarl Lv18 x01
                         Machine Beast Genova M9 Lv18 x01
                         Machine Beast Dabras M2 Lv18 x01
                         Machine Beast Garada K7 Lv18 x01
                         Machine Beast Toros D7 Lv18 x01
Enemy Reinforcements: Giant Sharkin [Sharkin] Lv22
                      Fossile Beast Bastodon Lv21 x01
                      Fossile Beast Gildeen Lv21 x03
                      Gals J Lv19 x01
                      Zussa Lv19 x01
                      Hamma Hamma Lv19 x01
                      Drome Lv19 x07
Items: $2000 (25,26)
       BioSensor (17,13)
       $5000 (5,4)
       Anti-Beam Coating (42,32)
       $2000 (40,15)
       $2000 (4,31)
Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive
        Turn 6, Player Phase - Raideen, Blueger appear

   When you are fighting the first group of enemies, take care of the Battle
Beasts first - they can cause serious damage. Also, try not to keep your
units too concentrated, because the Azzams have MAP weapons (one shot each)
and they aren't shy about using them.

   Anyway, once you deal with the Battle Beasts, the stage gets much easier,
since the enemy reinforcements are just mediocre. So, by the time Raideen
arrives, the only really strong enemies left should be the Ghouls and Sharkin.
If you came here from Scenario 28, then the enemy reinforcements and Raideen
will arrive one turn later (Turns 6 and 7, respectively), but Raideen will be
a little stronger (because fighting Sharkin on Scenario 28 gave you a few
more levels).

   Once the stage is clear, the Raideen and the Blueger join the Londo Bell,
as well as the Coplander Squad (Jinguuji, Rei and Mary; they can pilot the
Blueger or Galva FX-II). Later, Combattler V receives new weapons: V-Laser,
Twin Lancer, Battle Chainsaw and Big Blast Divider. Also, if Bernie is in
your team, Astonage tells him that they need to get rid of either the Zaku
Kai or Jegan, due to lack of space on the ship. Choose which one you want to
sell, and then go to Scenario 30.


Scenario 30: "Turning Point"
----------------------------
42x34, Surface
Goal: Destroy all enemies
Player Units: 11 (battleship + 10)
Initial Enemy Formation: Beast Demon General [Beast Demon General] Lv21
                         Mother Burn Lv20 x01
                         Battle Beast Gratonios Lv20 x01
                         Battle Beast Obelius Lv20 x01
                         Mechasaurus Shigu Lv20 x01
                         Vega Beast King Gori Lv20 x01
                         Minifoe Lv20 x02
                         Gira Doga Lv20 x01
                         Kaempfer Lv20 x01
                         Drome Lv20 x03
Items: $5000 (22,22)
       Repair Kit (16,33)
       Propellant Tank S (9,18)
       $5000 (7,16)
       Mega Booster (2,2)
       $2000 (17,13)
Events: After Map is Clear - choose to go to Space or stay on Earth

   Before the stage, General Jamitov (the Titans commander) becomes the Londo
Bell commander, after Vice-Admiral Corwin disappears after a Bistonwell
strike. In order not to have your robots taken away and given to the Titans,
the Londo Bell goes renegade.

   The DC enemies on this stage are pretty weakened (they just fought the
Titans), but you can't deploy many units either, since you're trying to save
resources. Even with few units, this battle is unusually easy, and should be
finished in no time.

   After the stage, you find out that the Neue DC is going to drop a space
colony on Earth, and you plan to stop them. Because some of your units aren't
very effective on space, the Londo Bell splits in two: Team A goes to space,
while Team B stays on Earth.

   Team A has Amuro, Fa, Kou, Keith, Zanbot Team, Dancougar Team, Daba, Amu,
Lacey, Hiroshi and the Coplander Squad based on the Argama. Everybody else
goes to Team B, commanded by Banjou and based on your Aura Battleship. If
your Main Character decides to go with Team A (Space), go to Scenario 31;
staying on Earth leads you to Scenario 32.


Scenario 31: "Into Space"
-------------------------
26x36, Surface
Goal: While protecting the Argama, destroy all enemies within 10 turns
Player Units: 15 (Argama + 14)
Initial Enemy Formation: Biaran [Jerid] Lv22
                         Hambrabi [Yazan] Lv21
                         Biaran [Kacricon] Lv20
                         Hambrabi (MS) [Ramses] Lv20
                         Hambrabi (MS) [Dangel] Lv20
                         Biaran [Main Character 2] Lv20 (optional)
                         Biaran Lv21 x01
                         Gabthley (MS) Lv21 x02
                         Bau (MS) Lv21 x01
                         Bau (MS) Lv20 x01
                         R Jaja Lv20 x01
                         Dreissen Lv20 x01
                         Asshimer (MS) Lv20 x01
                         Gals J Lv20 x01
                         Gals J Lv19 x01
                         Gira Doga Lv19 x02
                         Barzam Lv19 x02
                         Zussa Lv19 x02
Enemy Reinforcements: Biaran [Mauer] Lv23
                      Gabthley (MS) Lv22 x02
                      Gabthley (MA) Lv22 x02
                      Bound Doc Lv21 x02
                      Hamma Hamma Lv21 x03
                      Gira Doga Lv21 x03
                      Gals J Lv21 x02
Items: $2000 (15,30)
       Repair Kit (21,36)
       $5000 (6,29)
       $5000 (11,27)
       $2000 (17,20)
Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive

   During Intermission, sell Mabel's Botun, since it'll be replaced by the
time your team reunites with Team B (if you have more than one Botun, and
don't know which one Mabel came in, it's better not to sell it). In addition,
move the MS pilots on your team to the strongest mobile suits - keeping the
Z Gundam on your side, for example, is a big help.

   As your team prepares to be launched into space, the Titans attack. During
this stage, the Argama can't move, and because you only have a narrow launch
window, the battle must be over in ten minutes (10 turns) If you answered
that your Main Character has a sweetheart, he/she will be here, piloting a
Biaran. Your Main Character can persuade him/her to join your team.

   The enemies are scattered all over the map, so you'll have to split to
take them. If possible, keep most of your team near the Argama, because the
enemy reinforcements come on Turn 3, from the top of the screen.

   When the enemy reinforcements come, just let them advance a couple turns.
By then, most of them should be concentrated above the Argama - fire your MAP
weapon and most of them will be nearly dead (have Bright use ShuuChuu to hit
as many enemies as possible). When all Titans are done, all your units return
and the Argama is launched into space - go to 33.


Scenario 32: "Recapture of Great Mazinger"
------------------------------------------
34x26, Surface
Goal: (initial)                            Recapture Great Mazinger
      (after Great Mazinger is recaptured) Keep Tetsuya alive
      (after Londo Bell arrives)           Destroy all enemies
Player Units: 19 (Great Mazinger, Byuunas A, (Aura) battleship + 16)
Initial Enemy Formation: Great Mazinger [Brocken] Lv21
                         Minifoe Lv19 x03
Enemy Reinforcements: Ghoul [Brocken] Lv21
                      Mother Burn Lv20 x01
                      Zanzibar Lv20 x01
                      Dreissen Lv20 x01
                      Hamma Hamma Lv20 x01
                      Discus Beast Jinjin Lv20 x01
                      Discus Beast Deki-Deki Lv20 x01
                      Battle Beast Obelius Lv20 x01
                      Mechasaurus Dai Lv20 x01
                      Mechasaurus Shigu Lv20 x01
                      Mechasaurus Saki Lv20 x01
                      Mechasaurus Zai Lv20 x01
                      Mechasaurus Zen II Lv20 x01
                      Garoika Lv20 x01
                      Drome Lv20 x02
                      Drome Lv19 x02
                      Calleyzed Lv19 x01
                      Minifoe Lv19 x01
Items: $2000 (13,2)
       Repair Kit (16,18)
       $5000 (34,26)
       Propellant Tank (32,12)
       Magnet Coating (1,13)

       $2000 (20,6)
Events: Once Great Mazinger is recovered - Enemy Reinforcements arrive
        3 turns later - Londo Bell sortie

   During Intermission, sell Desard and Calvary Temple - you'll lose them by
the time Teams A and B reunite anyway. Also, you can move all the MS pilots
on your team to stronger mobile suits - it won't affect Team A's performance.

   Great Mazinger was stolen by Brocken, and your objective is to take it
back. The Minifoes protecting Brocken are no problem at all, but don't attack
the Great Mazinger - it can destroy you very fast. In order to recover Great
Mazinger, just place the Byuunas A next to it - Tetsuya will invade Great and
kick Brocken out.

   Once Great Mazinger is back at your hands, Brocken returns, bringing a lot
of enemies with him. You can destroy the enemies on the top of the map, but
attacking the main force will probably get you killed, so wait three turns
for the Londo Bell to arrive. After the stage is clear, go to 34.


Scenario 33: "Encounter with the AEUG"
--------------------------------------
32x28, Space
Goal: (initial)          Keep Quattro and Duke alive
      (Turn 3 and after) Destroy all enemies
Player Units: 17 (HyakuShiki, Grandizer, Double Spazer, Argama + 14)
Initial Enemy Formation: Hamma Hamma [Mashmar] Lv26
                         Endora [Gotton] Lv25
                         Bigro Lv23 x02
                         R Jaja Lv23 x02
                         Bau (MS) Lv23 x01
                         Bau (MA) Lv22 x01
                         Hambrabi (MS) Lv22 x02
                         Biaran Lv22 x02
                         Marasai Lv22 x02
Enemy Reinforcements: Doven Wolf [Rakan] Lv26
                      Bau (MS) [Knee] Lv25
                      Bau (MS) [Lance] Lv25
                      R Jaja Lv23 x02
                      R Jaja Lv22 x02
                      Bigro Lv22 x02
                      Zussa Lv22 x02
                      Kaempfer Lv22 x04
NPC Units: Geshpenst Mk.II [Gillian] Lv22
           Jegan Lv20 x01
           GM III Lv19 x01
           Ball Lv19 x01
Items: $2000 (11,23)
       Booster (28,18)
       $2000 (25,12)
       $2000 (25,4)
       $10000 (4,25)
       $5000 (7,3)
Events: Turn 1, Player Phase - Geshpenst Mk.II leaves
        Turn 3, Player Phase - Londo Bell sortie
        Turn 5, Enemy Phase - Enemy Reinforcements arrive
        Turn 7, Player Phase - AEUG units arrive

   After Intermission, Raideen gets two new weapons unlocked: the GoGun Sword
and the Energy Cutter. Initially, Quattro sends Gillian away while he, Duke
and Hikaru wait to meet the Londo Bell, but some Neue DC units find them
first. The Double Spazer (as well as any Spazer) can combine with Grandizer
(when in robot mode) - the combined unit has better stats (mainly mobility).
While the Grandizer can put up some fight, the HyakuShiki has way too little
HP to resist the enemy attacks, so it might be good to retreat and wait for
the Londo Bell to come.

   Once the Londo Bell is there, go after the enemies, but be careful: most
MS units and pilots get their best performance in space, unlike most of your
super robots. When the enemy reinforcements arrive, things may get really
hard, especially if you haven't destroyed many enemies yet.


   Not long after, Gillian returns, bringing in some more AEUG units to help.
they are NPCs here, and are also terribly weak (they'll probably get killed
in no time, except for Gillian). Anyway, once the battle is over, Quattro
offers a resupply to your team, since the Londo Bell and the AEUG currently
share the same goal - stopping Neue DC's colony drop. In addition, Quattro,
Duke and Hikaru join your team. Go to 35.


Scenario 34: "Rise of the Titans"
---------------------------------
30x30, Surface
Goal: (initial)             Destroy all enemies
      (after Titans appear) Defeat Jamaican
Player Units: 18 (Aura battleship + 17)
Initial Enemy Formation: Will Whips [Drake] Lv24
                         Bilbine (Robot) [Aren] Lv21
                         Leprakhan [Fei] Lv21
                         Leprakhan Lv22 x07
                         Dramro Lv20 x07
Enemy Reinforcements: Endora [Jamaican] Lv22
                      Bau (MS) [Yazan] Lv23
                      Bau (MS) [Ramses] Lv22
                      Bau (MS) [Dangel] Lv22
                      Biaran [Main Character 2] Lv20 (optional)
                      Gals J Lv21 x02
                      Dreissen Lv21 x01
                      R Jaja Lv21 x02
                      Gabthley (MS) Lv20 x03
                      Barzam Lv20 x03
                      Biaran Lv20 x02
                      Marasai Lv20 x01
                      Kaempfer Lv20 x02
Items: $2000 (14,14)
       $2000 (29,10)
       Mega Booster (16,27)
       Propellant Tank S (5,21)
       $5000 (9,6)
Events: Destroy all enemies - Enemy Reinforcements arrive

   Your team stumbles on Drake's forces, and they got the Bilbine. While Aren,
Fei and the Dramros come fight you, the Leprakhans and Drake himself run away
by the top of the map (they should all be gone by the end of Turn 2). There
isn't much you can do to stop Drake, but that makes no difference. Focus on
Aren and Fei, since they have pretty powerful robots.

   Once there are no enemies left on the screen, a new wave of enemies comes
- the Titans. If Main Character 2 isn't with you already, he/she appears here,
and can be convinced by your Main Character. These enemies are quite strong,
but your super robots should be able to deal with them, if the previous fight
didn't weaken them too much. Beating Jamaican causes all remaining enemies to
run away, finishing the stage.

   Shou recovers the Bilbine, but it was badly damaged during the battle, and
can't be repaired immediately. In the meantime, your team goes to the Tesla
Ligh institute, in order to fit the Aura Battler units to space battle, and
also get the Getter Robo G. Go to Scenario 36.


Scenario 35: "Assault! Intervention Point"
------------------------------------------
48x24, Space
Goal: (initial)          Make the Argama reach the Colony
      (Turn 3 and later) Make the Argama reach the Colony by Turn 12
Player Units: 19 (ZZ Gundam, F91, Argama + 16)
Initial Enemy Formation: Neue Ziel [Gato] Lv29
                         Val Varo [Kelly] Lv28
                         Brau Bro [Sharia] Lv28
                         Elmeth Lv26 x01
                         Doven Wolf Lv25 x01
                         Zanzibar Lv25 x01
                         Musai Kai Lv24 x01
                         R Jaja Lv24 x01
                         Bau (MS) Lv23 x01
                         Bigro Lv23 x01
                         Gabthley (MS) Lv23 x02
                         Gabthley (MA) Lv23 x02
                         Hambrabi (MS) Lv23 x02
                         Hambrabi (MA) Lv23 x01
                         Barzam Lv23 x02
                         Marasai Lv23 x04
Enemy Reinforcements (1): Hamma Hamma [Mashmar] Lv27
                          Bau (MS) [Schteiner] Lv26
                          Dreissen Lv26 x02
                          R Jaja Lv26 x01
                          Bigro Lv26 x02
Enemy Reinforcements (2): Hamma Hamma [Ilia] Lv27
                          Hamma Hamma [Rakan] Lv26
                          Hamma Hamma [Lance] Lv26
                          R Jaja Lv25 x03
                          R Jaja Lv24 x01
                          Dreissen Lv 24 x01
                          Gerbera Tetra Lv24 x01
                          Bigro Lv24 x01
Items: $5000 (24,5)
       $2000 (21,16)
       Propellant Tank S (6,22)
       $5000 (4,7)
       Chobham Armor (40,13)
Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 3, Player Phase - Colony starts to move faster
        Turn 5, Player Phase - ZZ Gundam, F91 appear
        Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive

   Before the stage begins, you may want to sell your Desard, since you'll
lose it at the end of this scenario. Also, sell the Calvary Temple, but only
if you prefer L-Gaim over it. This stage, however, is hard, so you may wish
to use these units here; in this case, don't sell them.

   The Argama approaches the space colony in order to stop its motion towards
Earth. Not surprisingly, there is a Neue DC force guarding it. At first, just
move towards the colony, but be careful with the enemy reinforcements that
appear at the bottom center of the screen. On Turn 3, you notice that the
colony is moving faster, and you must reach it within 10 minutes (10 Turns),
or it'll be too late to stop it from falling.

   On Turn 5, the ZZ Gundam and the F91 show up. These are very powerful MSs,
but they are a bit too far from the battle and by the time they reach you
most enemies are probably already gone. Ilia's group is quite powerful, and
might kill some of your units if you're not careful - if possible, stay away
from the bottom of the screen. Depending on where your units are, Ilia's
forces might end up moving right in front of the Argama, in which case you
should MAP them out of your way.

   If the battle gets too hard, you can always make a run towards the colony,
avoiding the fight, but try to take down as many enemies as you can, for
money and experience. Once the Argama reaches the colony, the scenario is
over. The colony is stopped, and Judou and Seabook join your group.

   Later, you meet with a weapons trader, Amandra; he provides a couple of
new mechs for you, namely the L-Gaim Mk.II and the Nuvel Desard. Since there
isn't a replacement for the Calvary Temple, Amu must decide whether she'll
keep the L-Gaim or the Calvary Temple. Choose the one you prefer to keep, and
the other one is gone. Now, it's time to go to the Side 1 colony Londenion to
get a new battleship, the Near Argama. Go to Scenario 37.


Scenario 36: "Hyper Jerill"
---------------------------
36x32, Surface
Goal: Destroy all enemies
Player Units: 19 (Bilbine, Aura battleship + 17)
Initial Enemy Formation: Beast Demon General [Beast Demon General] Lv25
                         Battle Beast Dante Lv23 x01
                         Battle Beast Zugarl Lv23 x01
                         Vega Beast King Gori Lv23 x01
                         Discus Beast Gosu-Gosu Lv22 x01
                         Discus Beast Jinjin Lv22 x01
                         Battle Beast Gratonios Lv22 x01
                         Battle Beast Obelius Lv22 x01
                         Mechasaurus Zen II Lv21 x01
                         Mechasaurus Saki Lv21 x01
                         Mechasaurus Bado Lv21 x01
                         Machine Beast Genova M9 Lv21 x01
                         Machine Beast Toros D7 Lv21 x02
Enemy Reinforcements: Leprakhan [Jerill] Lv28
                      Leprakhan [Fei] Lv26
                      Leprakhan [Aren] Lv26
                      Leprakhan Lv25 x04
                      Leprakhan Lv24 x02
                      Biares Lv24 x03
                      Biares Lv23 x01
                      Dramro Lv23 x03
                      Dramro Lv22 x04
Items: $5000 (34,21)
       $2000 (29,12)
       $2000 (4,2)
       Propellant Tank S (24,19)
       Hybrid Armor (19,11)
Events: Destroy all enemies - Enemy Reinforcements arrive
                              Bilbine appears

   During Intermission, make sure Shou isn't piloting the Dunbine (or its
replacement); put any other pilot you want to use in it (I suggest Mabel or
Galaria). Also, move Main Character 2 into the Geshpenst.

   Before the scenario begins, your Main Character receives a birthday
present from his/her father: a new robot. If you are on Real Robot side, you
will get the Hyukkebine, a Gundam-resembling robot with neat long-range
attacks and a great MAP weapon; if you're on Super Robot side, you get the
GurnGust, a transformable super robot with powerful short-range moves. Also,
the Getter team receives the long-awaited Getter Robo G.

   The enemy attacks while the Bilbine is still not repaired, so Shou isn't
available on the beginning of the scenario. If you launch Getter G here, you
will see the Getter Transformation demos. These enemies are really easy, so
save your energy and SP while facing them, and use these battles to make your
super robots amass kiryoku enough to use their strongest moves.

   When you destroy all enemies, some of Drake's forces appear, led by Jerill.
Right next, Shou appears in the Bilbine. If possible, use MAP weapons to
weaken the enemies (the Hyukkebine's Micro Missile attack works great here).
The twist in this stage it that, when you destroy Jerill's robot, she doesn't
die: instead, she goes hyper - basically, her Leprakhan becomes huge, and
awfully powerful (38800HP!). To make things worse, her kiryoku jumps to 150,
so she can use Hyper Aura Giri at will.

   Hopefully, by this time, all your super robots have enough kiryoku and
energy to use their strongest moves, as well as a good reserve on SP. If you
do have all that, the battle won't be so hard: have your super robots use the
Nekketsu and Hirameki seishins, and then use your best moves on her.

   Each critical Hyper Aura Giri you use should take about 9500HP from her
(Mabel becomes a SeiSenshi at level 24), and a critical Sun Attack (Daitan 3)
takes some 14000HP. Just do your best to finish her in a single turn, so she
doesn't have a chance to hit your units (if she does, it's almost certainly
a kill for her). Once the Hyper Leprakhan is destroyed, any remaining enemy
will seem really easy - take them down by whatever means necessary, then go
to Scenario 38.


Scenario 37: "Londenion"
------------------------
32x36, Space
Goal: Destroy all enemies
Player Units: 19 (Argama + 18)
Initial Enemy Formation: Groon [Ryokurei] Lv28
                         Groon [Lili] Lv27
                         Calvary Temple [Olivie] Lv26
                         Ashura Temple Lv27 x01
                         Ashura Temple Lv26 x03
                         Bash Lv26 x02
                         Bash Lv25 x02
                         Graia Lv 24 x07
Enemy Reinforcements: Ashura Temple Lv26 x04
                      Bash Lv26 x04
                      Graia Lv25 x02
Items: Repair Kit (17,28)
       $5000 (6,35)
       Propellant Tank S (2,12)
       Propellant Tank (12,1)
       $2000 (14,9)
       $2000 (32,6)
Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive
        After map is clear - Receive new units

   When you are about to enter the Londenion Space Colony, a team of Poseidal
enemies appear, and among them is Daba's sister Olivie. This battle is very
easy, compared to those you've been on lately; as long as you remember that
most enemies are beam coated, there should be no problems.

   If you're on Real Robot side, make sure Daba fights Olivie (either attack
or be attacked by her). After that happens, Olivie leaves the battlefield.
That aside, kill all enemies to finish the stage and enter Londenion.

   Once inside, you'll meet with Brex, the leader of the AEUG, who gives you
the Near Argama. Amuro receives a new MS, the great Nu Gundam, while your
Main Character receives a birthday present from his/her father: a new custom-
made robot (If you are on Real Robot side, you get the Hyukkebine; if you are
on Super Robot side, you get the GurnGust instead).

   Having prevented the Neue DC colony drop, and received your new units and
pilots, your team is contacted by Banjou, and both sides report what new
mechs they got, and prepare to rendezvous on Earth - go to 39.


Scenario 38: "I Have the Power of the Sun"
------------------------------------------
32x34, Surface
Goal: Destroy all enemies
Player Units: 19 (Daitan 3, Aura battleship + 17)
Initial Enemy Formation: Ghoul [Dr. Hell] Lv30
                         Mother Burn Lv28 x02
                         Mechasaurus Dai Lv28 x02
                         Mechasaurus Shigu Lv28 x02
                         Discus Beast Deki-Deki Lv28 x02
                         Battle Beast Dante Lv28 x01
                         Battle Beast Zugarl Lv28 x01
                         Discus Beast Giru-Giru Lv28x02
                         Discus Beast Gosu-Gosu Lv28 x02
                         Vega Beast King Gori Lv28 x02
                         Mechasaurus Zen II Lv 28 x03
                         Machine Beast Genova M9 LV28 x03
                         Battle Beast Gratonios Lv28 x02
                         Battle Beast Obelius Lv28 x02
Items: $2000 (5,25)
       Propellant Tank S (21,20)
       Hybrid Armor (29,30)
       $5000 (3,32)
       $2000 (19,1)
Events: Turn 1, Player Phase - Daitan 3 launched

   You can't launch Daitan 3 here (Banjou isn't feeling good because of some
fish he just ate). However, right after that, Garrison decides to pilot
Daitan while the rest of his support team takes care of Banjou.

   Oddly, Garrison is not as bad as a pilot as one might expect: he's got a
reasonably high level (28) and a very good set of seishins. Anyway, with or
without him, the enemies are quite weak, and should pose no major threat to
your team.

   After the stage, your team is contacted by Bright, who reports his success
in stopping the Neue DC colony drop, and they tell each other what new units
they got. Now it is time for both teams to join again, so go to 39.


Scenario 39: "Granzon's Enigma"
-------------------------------
24x32, Surface
Goal: Destroy all enemies
Player Units: 19 (Psybuster, Nu Gundam, Raideen, Aura battleship + 9 + 6)
Initial Enemy Formation: Hardias [Hardias] Lv29
                         Dreydow [Dreydow] Lv28
                         Beast Demon General [Beast Demon General] Lv25
                         Mechasaurus Dai Lv28 x01
                         Mechasaurus Shigu Lv28 x01
                         Vega Beast King Gori Lv26 x01
                         Battle Beast Zugarl Lv26 x01
                         Endora Lv26 x01
                         R Jaja Lv26 x01
                         Gira Doga Lv25 x01
                         Gals J Lv25 x01
                         Discus Beast Jinjin Lv25 x01
                         Discus Beast Deki-Deki Lv25 x01
                         Discus Beast Giru-Giru Lv25 x02
                         Discus Beast Gosu-Gosu Lv25 x02
                         Machine Beast Toros D7 Lv25 x01
                         Machine Beast Garada K7 Lv25 x01
                         Mechasaurus Bado Lv25 x01
                         Fossile Beast Gildeen Lv25 x01
                         Bau (MS) Lv25 x01
                         Dreissen Lv25 x01
Enemy Reinforcements: Demon Beast General [Demon Beast General] Lv25
                      Battle Beast Dante Lv26 x02
                      Battle Beast Zugarl Lv26 x01
                      Battle Beast Zugarl Lv25 x01
                      Machine Beast Spartan K5 Lv25 x02
                      Machine Beast Abdra U6 Lv25 x01
                      Machine Beast Abdra U6 Lv24 x01
                      Rhine X1 Lv24 x01
                      Mechasaurus Zen II Lv24 x01
                      Machine Beast Genova M9 Lv24 x01
                      Gira Doga Lv23 x01
                      Kaempfer Lv23 x01
                      Zussa Lv23 x01
                      R Jaja Lv23 x01
                      Mechasaurus Zai Lv22 x01
                      Mechasaurus Saki Lv22 x01
                      Machine Beast Dabras M2 Lv22 x01
                      Machine Beast Garada K7 Lv22 x01
Items: Repair Kit (13,12)
       $2000 (9,10)
       $2000 (10,22)
       Propellant Tank S (24,18)
       $5000 (4,11)
       $2000 (21,27)
Events: Turn 1, Player Phase - Demon Beast General leaves
        10 enemies left - Enemy Reinforcements arrive
        Next turn - Psybuster appears
        Next turn - Team A sortie

   Regardless of which team you have been with on the past few stages, here
you start controlling Team B. If you have been on space, take time to meet
and equip the new units Team B got. Also, sell the GM III, because you will
lose it after the stage.

   In the stage itself, the enemies may be a bit hard to beat because you
have few units available, but your super robots (especially the Mazingers)
and your Aura Battler units should be able to deal with them. However, when
only 10 enemies are left on the screen, the Demon Beast general appears with
reinforcements. These are quite low-leveled, but may be too much for your
weakened units.

   However, as soon as the next turn begins, Masaki appears on his Psybuster.
The Psybuster has a powerful MAP weapon (Psyflash), and you should fire it as
soon as you have many enemies in range (the Psyflash causes no damage to
friendly units). The next turn, Amuro and Hiroshi appear, and you can launch
6 more units to fight (if you were on space, your Main Character appears as
well).

   After the stage, both teams reunite, but Masaki won't join your team - he
is looking for Shuu. As of you, since you have too many different enemies,
it's time to get rid of the DC, so you have one less problem to worry about.
If you still have the GM III, it gets junked, since Astonage and Maura deem
it not worth repairing anymore. Go to 40.


Scenario 40: "Neue DC"
----------------------
26x26, Surface
Goal: Destroy all enemies
Player Units: 19 (GoShogun, Near Argama + 17)
Initial Enemy Formation: Bundle Warship [Bundle] Lv27
                         Kuttner Warship [Kuttner] Lv27
                         Kernagurl Warship [Kernagurl] Lv27
                         Quin Mantha Lv26 x01
                         Jagd Doga Lv26 x02
                         Hamma Hamma Lv26 x01
                         Doven Wolf Lv26 x01
                         Bau (MA) Lv26 x01
                         Battle Beast Gratonios Lv26 x01
                         Battle Beast Obelius Lv26 x01
                         Discus Beast Giru-Giru Lv26 x01
                         Discus Beast Gosu-Gosu Lv26 x01
                         Mechasaurus Dai Lv26 x01
                         Mechasaurus Shigu Lv26 x01
                         Mechasaurus Bado Lv26 x02
                         Mechasaurus Zen II Lv26 x01
                         Gals J Lv26 x01
                         Asshimer (MA) Lv26 x01
                         Hambrabi (MA) Lv26 x01
                         Drome Lv26 x02
Enemy Reinforcements: GoNagurl Lv26 x08
Items: $2000 (8,3)
       $5000 (10,13)
       $2000 (12,26)
       $10000 (3,23)
       $2000 (22,6)
Events: Turn 2, Player Phase - GoShogun appears
        Turn 4, Enemy Phase - Enemy Reinforcements arrive
        9 enemy units left - All enemies leave

   During Intermission, sell the Nemo, if you have it. It is pointed out that
the DC has major bases in three places: South Africa (Kimberley), Japan
(Minamitori Island) and South Pacific Ocean (Cooke Islands). You decide to go
to South Africa, since it's the biggest base, and destroying it will reduce
DC's capabilities considerably.

   However, in the middle of the way you detect a warship, and find out it's
Neue DC's Hamaan Khan. As you have a common enemy right now - the Titans -
you end up making an non-aggression pact between Neue DC and the Londo
Bell/AEUG. Right after Hamaan leaves, some Docougar forces appear - they
wanted Hamaan, but take the opportunity to destroy you.

   The stage is not very hard, provided you know when to use your MAP weapons.
Even after the GoNagurls (a GoShogun rip-off) appear, no big problems should
arise. Once there are only nine enemies left on the screen, Bundle decides to
retreat. After that, the GoShogun decides to join you, even though you are
renegades. In addition, if you still have the Nemo, it gets thrown away. Now,
if you are in Real Robot side, go to 41; otherwise, go to Scenario 42.


Scenario 41: "Mars Connection"
------------------------------
34x28, Surface
Goal: Destroy all enemies
Player Units: 16 (battleship + 15)
Initial Enemy Formation: Garnroll [Richter] Lv??
                         Mecha Warrior Zonnekaiser [Barbas] Lv28
                         Battle Beast Gratonios Lv27 x01
                         Battle Beast Obelius Lv27 x01
                         Mechasaurus Shigu Lv27 x01
                         Vega Beast King Gori Lv27 x01
                         Mechasaurus Dai Lv27 x01
                         Jagd Doga Lv27 x01
                         Gira Doga Lv26 x02
Enemy Reinforcements (1): Ghaos Guld [Zeb] Lv31
                          Grassidow Ryu Lv27 x02
                          Lastrail Lv27 x03
                          Calleyzed Lv27 x10
                          Garoika Lv27 x10
Enemy Reinforcements (2): Oojie [Nei] Lv30
                          Ashura Temple [Gabley] Lv30
                          Ashura Temple [Ryokurei] Lv29
                          Ashura Temple [Anton] Lv29
                          Ashura Temple [Heckler] Lv29
                          Bash [Hassha] Lv29
                          Calvary Temple [Olivie] Lv28
                          Groon Lv28 x06
Items: $2000 (9,26)
       $5000 (8,6)
       $5000 (22,8)
       BioSensor (18,3)
       $2000 (28,24)
Events: Turn 1, Player Phase - Richter leaves
        Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
                              Barbas leaves
        Turn 6, Enemy Phase - Enemy Reinforcements (2) arrive

   Before the stage begins, you are called to do the same thing you did after
Scenario 20: you have to choose the official pilot for your support plane,
but now you have to decide who's going to be the pilot of the Blueger -
Jinkuuji, Rei or Mary. Choose whoever you want, and the other two won't be
available anymore.

   At the scenario itself, ensure Amuro gets to square (9,7) - when he does
so, he meets Quess, who will be waiting for him after the battle is over.
On Turn 2, a new group of enemies appear: Guest, a group you had only heard
of until now. Their mechs are awfully strong (especially Zed's Ghaos Guld),
so be very careful. On the bright side, every Guest robot you destroy is
probably going to give you enough experience to go up a level.

   At Turn 6, a group of Poseidal enemies appear from the top of the screen.
They're quite annoying, mainly because you likely still have some strong
enemies to destroy. Daba can persuade Olivie, who leaves the map, confused.
Once every enemy is gone, Amuro meets Quess, who joins the Londo Bell and
brings her customized Jagd Doga (you have to decide whether you want to keep
it or one of your Jegans).

   Now, your pilots are left with the fact that there are now four different
enemy groups to beat: Guest + DC + Poseidal Army, Titans + Drake Army, Neue
DC and Guyzock. Given that the Neue DC pretty much only acts in space, and
Guyzock seems inactive, you still have two strong enemies to beat. Go to 44.


Scenario 42: "Genius Scientist Aizam's Challenge"
-------------------------------------------------
28x44, Surface
Goal: Destroy all enemies
Player Units: 11 (battleship + 10)
Initial Enemy Formation: Garnroll [Richter] Lv30
                         Mecha Warrior Gimeria Lv30 x01
Items: $2000 (13,36)
       $5000 (20,21)
       Hybrid Armor (21,42)
       $20000 (5,39)
       $2000 (4,7)
Events: Fight Mecha Warrior Gimeria - "No Damage" message event
        Next turn - Londo Bell leaves

   Richter is presented to the latest creation of Aizam: the Mecha Warrior
Gimeria, a machine equipped with an "elastic metal" armor. No matter what
attacks you use against Gimeria, it never suffers any damage. Richter doesn't
have the same armor, but if you cause him any damage, he simply runs away.

   When an important pilot fights Gimeria, he/she wonders what is going on
(by "important pilot", I mean a pilot like Amuro or any Super Robot pilot.
Other pilots don't trigger this event). The next turn, Bright decides to
retreat, since fighting is useless. Go to 43.


Scenario 43: "Richter and Aizam"
--------------------------------
28x44, Surface
Goal: (initial)                   Defeat Mecha Warrior Gimeria
      (after Gimeria is defeated) Defeat Aizam
      (after Aizam is defeated)   Defeat the Guest Commander (Sety)
Player Units: 20 (Daimoz, Galva FX-II, Near Argama + 17)
Initial Enemy Formation: Garnroll [Richter] Lv30
                         Mecha Warrior Gimeria Lv30 x01
Enemy Reinforcements (1): Mecha Warrior Gimeria [Aizam] Lv30
Enemy Reinforcements (2): Righ Ghaos [Sety] Lv33
                          Grassidow Ryu Lv29 x02
                          Lestrail Lv29 x03
                          Calleyzed Lv29 x05
                          Garoika Lv29 x10
Items: $5000 (13,36)
       $10000 (4,7)
       $2000 (20,21)
Events: Turn 1, Player Phase - Daimoz, Galva FX-II launch
                               Near Argama cannot move
        After Gimeria is defeated - Enemy Reinforcements (1) arrive
        After Aizam is defeated - Richter leaves
                                  Enemy Reinforcements (2) arrive
                                  Londo Bell sortie
                                  Near Argama can move

   There is a weak point in Gimeria's armor: if it is frozen to -250 degrees,
and then heated to +3000 degrees within 3 seconds, it becomes vulnerable.
However, even though there are already new weapons available to Daimoz that
can reach these temperatures (Freezer Storm and Fire Blizzard), Daimoz does
not have the power efficiency required to make them work. At this point,
Margarete shows up. and gives them the Aizaron Particle technology she and
Erica just stole from Aizam.

   When Richter appears again, Daimoz already has new weapons equipped: the
Drill Anchor, DaimoShaft and the Hissatsu-Reppuu-Sekken-Zuki Kai, an enhanced
version of the Hissatsu-Reppuu-Sekken-Zuki that incorporates Freezer Storm
and Fire Blizzard. Daimoz is launched and the Galva's pilot takes off too, in
order to reload Daimoz's energy when necessary. For now, the Near Argama is
unable to move.

   Hitsuya starts the stage with 150 kiryoku points, so he can immediately
hit Gimeria with his new Hissatsu. If you make a critical hit, Gimeria will
go down with a single attack (if Hitsuya is level 28, he already has the
Nekketsu seishin, so you can force a critical hit). Once Aizam notices you
have the Aizaron particle technology, he comes in another Gimeria, equipped
with an Anti-Aizaron Beam, which can take Daimoz down with a single hit.
Anyway, defeat it the same way you destroyed the first Gimeria.

   After you kill Aizam, Richter leaves, and right next a new group of mechs
appear: these are Guest units, a group you had only heard of. They're led by
Sety, whose Righ Ghaos is a powerhouse (and is agile too - even your Aura
Battlers might have problems hitting her). There's no secret to beat Sety -
just use your best moves on her, and remember to use Kou'Un when you finish
her. Once her robot is destroyed, she leaves, saying she already has gathered
enough data, and any remaining enemies leave as well.

   Your pilots are left with the fact that they now have four different enemy
groups: Guest + DC + Poseidal Army, Titans + Drake Army, Neue DC and Guyzock.
Given that the Neue DC only acts in space, and Guyzock seems inactive, you
still have two (strong) enemies to beat. Go to 44.


Scenario 44: "Korosu and Don Zauser"
------------------------------------
32x34, Base
Goal: Destroy all enemies
Player Units: 18
Initial Enemy Formation: Darkness Great General [Darkness Great General] Lv32
                         Battle Beast Dante Lv31 x01
                         Battle Beast Dante Lv29 x02
                         Battle Beast Zugarl Lv31 x01
                         Battle Beast Zugarl Lv29 x02
                         Mechasaurus Dai Lv31 x01
                         Mechasaurus Shigu Lv31 x01
                         Battle Beast Gratonios Lv30 x02
                         Battle Beast Obelius Lv30 x02
                         Dreissen Lv30 x01
                         Gira Doga Lv30 x01
                         Garoika Lv30 x02
                         Calleyzed Lv30 x01
                         Discus Beast Giru-Giru Lv30 x01
                         Discus Beast Gosu-Gosu Lv30 x01
                         Vega Beast King Gori Lv30 x01
                         R Jaja Lv30 x01
                         Berga Giros Lv30 x02
                         Hamma Hamma Lv30 x01
                         Discus Beast Jinjin Lv30 x01
                         Discus Beast Jinjin Lv29 x02
                         Discus Beast Deki-Deki Lv30 x01
                         Discus Beast Deki-Deki Lv29 x01
                         Mechasaurus Bado Lv29 x01
                         Mechasaurus Zai Lv29 x01
NPC Units: Granvell [Yanlong] Lv??
           Gaddes [Tyutti] Lv??
           Zamjeed [Mio] Lv??
Items: $2000 (13,11)
       Repair Kit (29,5)
       Psycho Frame (22,14)
       $20000 (17,33)
       $2000 (8,13)
Events: Turn 1, Player Phase - NPCs leave

   The Titans are currently fighting DC in the Kalahari Desert. DC probably
sent forces from their Kimberley base to that battle, so it's a great chance
to attack DC's largest base. Oddly, there is no resistance to your entrance.

   The base's empty, except for the presence of Masoukishin pilots Mio,
Yanlong and Tyutti. They are looking for Masaki and/or Ryunne, and came here
because it looks like it has been destroyed by gravitational forces - Shuu's
trademark. Once you mention you met Masaki at Adelaide, the Masoukishin units
leave, in hope to find him. Soon after, a DC force shows up to destroy you.

   Remember that the squares with red dots around it are energy tanks, and
refill 10% of any unit standing over it. Because the base has corridors, you
have good opportunities to use MAP weapons here. You shouldn't have problems
to destroy the enemies, unless your units are way low-leveled. Once they're
all destroyed, Korosu appears, just to tell you won't be able to beat DC. Now
that you know who's involved, you know that DC won't go down until you defeat
Korosu at Mars. Right now, however, Quattro tells you it's time to meet Brex
Forra at the Kilimanjaro - on to Scenario 45.


~~MORE TO COME~~~~~~~~~~~~~~~~~~~~~


HELP NEEDED------------------------------------------------------------------

   I will place in this section any doubts I might have about the game.
Hopefully someone might be able to help me with them. More questions will be
posted as they arise.

 - Are there any other birthday/bloodtype combinations that give you the
 Tamashii and/or Kiseki seishins? Which are they?


CONTACT INFORMATION----------------------------------------------------------

   If anyone has questions, comments or suggestions to make, please feel free
to mail me at the address written on the beginning of this document (which is
csmori@hotmail.com). Before doing that, however, please pay attention to the
following requests/facts:

 - Write "SRW4" as your subject, just so I can separate your mail from junk
 mail and things alike.
 - Given the amount of mail I receive, I probably won't be able to respond
 all e-mails. So, if you receive no response, it doesn't mean it hasn't been
 received and/or read. Don't send it over and over.
 - I'm aware of the 'canonical' names for mechs and characters from all the
 Gundam series; I just happen not to agree with some of them. Don't ask me
 to change that. However, please let me know the official names for any
 series, especially non-Gundam ones.
 - Feel free to let me know if I made grammar mistakes or anything like that.
 I could use some english advice, and it'd only help the quality of the text.
 - Don't ask me where you can get "romz". If it depends on me, you won't get
 them. You're on your own.
 - As a matter of fact, don't ask me anything about ROMs or emulators, nor
 complain to me if you can't run it on your computer.
 - No 'l33t' language please. I just hate it.

   Well, if you still think you can meet these requirements, go ahead and
write me!


VERSION HISTORY--------------------------------------------------------------

 V 1.0  (04/07/2001) - Initial Release. Expect many mistakes.
 V 1.1  (04/13/2001) - Added Scenario Descriptions for Scenarios 7, 14, 16
                       and 17, and changed some info on other scenarios.
                     - Small portions of text rewritten. Nothing big.
                     - Corrected my email address in the "Contact Info"
                       section (a really stupid mistake).
 V 1.2  (04/22/2001) - Added Scenario Descriptions for Scenarios 19 to 28.
 V 1.4  (05/11/2001) - Added Scenarios 29 to 44.
                     - Added more stuff to the Basic Gameplay chapter, which
                       changed the order of the sections.

CREDITS----------------------------------------------------------------------

 * Banpresto - for having created this game.
 * Nintendo - for having made the Super Famicom.
 * Everyone who has written a FAQ on a Super Robot Taisen game, especially
 Edmund Chiu and Mark Neidengard. Their FAQs on the PSX versions of SRW4 and
 SRW3, respectively, have helped me a lot on both games' versions for the SFC.
 * Famicom Magazine - much of the information here (including, but not only,
 the birthday/bloodtype seishin information and part of the scenario
 descriptions for the first 8 scenarios) comes from it. Reading FamiMaga is
 actually what made me decide write this FAQ, since it showed me how much
 (and how detailed) information could be provided for players.
 * Glenn Rosenthal - for having written JWPce, the program I used to
 translate much of the japanese text and information of the game.


End of file.
