Dai 3 Ji Super Robot Taisen (Super Robot Wars III) Walkthrough
Version 1.4 - 04/12/2002
by Carlos Satoshi Mori (csmori@hotmail.com)



   This is my walkthrough for the Super Famicom (SFC) version of Dai 3 Ji
Super Robot Taisen, or Super Robot Wars III. I'm writing this because I think
this game could use a detailed walkthrough, that teaches all possibilities,
routes, units and pilots you can get.

   Because this is a pretty traditional simulation game, I have decided not
to take too much time explaining the basics of this kind of game; I believe
most players already know how to play it, or won't have much trouble figuring
it out, so I will only cover less obvious aspects (well, at least aspects I
think are not so obvious) of the game.

   But, first of all, I should tell you this FAQ is a succession of spoilers;
as a matter of fact, it's one single, huge spoiler. I give up the storyline,
as most of this FAQ's intended readers can't understand japanese. So, if you
don't want to know what happens before it happens, don't read this.


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

   (Let's keep it short) This document copyright 2002 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 - its publishing is forbidden for any other sites. Similarly, this
document can not 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   - Prologue
 II  - Gameplay Details
          1 - Pilot Status
          2 - Unit Status
          3 - Weapon Status
          4 - Upgrading
          5 - Special Robot Skills
          6 - Seishins
 III - Walkthrough
 IV  - Help Needed
 V   - Contact Information 
 VI  - Version History
 VII - Credits


PROLOGUE---------------------------------------------------------------------

   Six months after the "DC War" (SRW2) that had thrown the entire world into
confusion, Earth returned to a very welcome state of peace.

   However, DC, that once seemed broken up, started to rebuild its strenght
under the rule of the Zabi family, and the damage caused by their guerilla
tactics is becoming increasingly large.

   At this moment, the nations of the world felt the necessity to stay unite,
and created a new international organization to replace the United Nations;
this new organization is called "Earth Union".

   The heroes of the DC War were given the mission of mantaining the public
order, forming an external group called "Londo Bell". However, the fact the
Londo Bell is not under direct control of the Union made politicians fearful
of their strenght, so the Londo Bell was always kept under strict scrutiny,
and it would not be given any satisfactory equipments.


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

   Here I'll place some observations about certain aspects of the game that
I find relevant and not very obvious; usually, even if you don't know them,
you'll be able to do just fine, so I won't bother very much.


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.

 Kougeki (Attack)    Determines the pilot's skill when attacking; the higher
                     the value, the more damage a pilot inflict to his/her
                     opponent.

 Meichuu (Aim)       Shows the pilot's aiming skill - the higher the value,
                     the easier it is for the pilot to hit the opponent.

 Soujou (Control)    I really don't know exactly what it affects, but it
                     seems to affect the amount of damage the pilot inflicts,
                     and the frequency the pilot makes critical attacks.

 Han'nou (Reaction)  Shows the pilot's speed of response. The higher the
                     value, the better he/she aims and dodges attacks. Also,
                     when its value is 130 or more, the pilot becomes able to
                     move twice per turn.

 Kiryoku (Vitality)  Shows the amount of vitality the pilot current has;
                     usually, the amount of kiryoku has very little effect
                     over your pilot's performance, but some attacks and
                     some robots' skills require a certain amount of it
                     to become usable.

 Chokkan (Intuition) Affects the pilot's hit and evade rates - the higher it
                     is, the better. Each pilot has a fixed value for it,
                     that is, it's always the same regardless of the level.

 Chikei Tekiou       The pilot expertise in each terrain (Sky, Ground, Sea
 (Terrain            and Space), rated from 1 to 7, with 7 being the best
  Adaptation)        possible grade.



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.

 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).

 Chikei Tekiou   Equivalent to pilot terrain adaptaion. The unit's efficiency
 (Terrain        in each terrain, rated with a value ranging from 1 to 7.
  Adaptation)    Again, 7 is the best possible value.



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

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

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

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

 Meichuu (Hit)   The weapon's hit rate. Basically, an attack with 120 Meichuu
                 has 50% more chance to hit than a 70 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. The
                 best possible value is 7.

 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 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.


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

   During every intermission, you can upgrade your robots' status in order to
improve their battle performance. Each upgrade costs money, and you are given
the choice of upgrading several different aspects of each robot.

   The more upgrades you do on a unit's characteristic, the more expensive it
becomes (except energy). 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
M.Reaction   +10   |  $1000   $2000   $3000   $4000   $5000   $5000   $5000
Armor        +50   |  $3000   $8000  $15000  $15000  $30000  $30000  $30000
EN           +10   |  $2000   $2000   $2000   $2000   $2000   $2000   $2000
HP          +300   |  $5000  $10000  $10000  $10000  $20000  $20000  $20000


   For EN and Maximum Reaction, the maximum value any unit can possibly have
is 255; if the unit already has this much EN or reaction, it can't upgrade it
anymore, even if it hasn't been upgraded seven times yet.


5 - Special Robot Skills
------------------------

   Special Robot Skills are built-in features some mechs have, and that allow
them to perform certain functions. You can see at the Unit Status screen what
skills each robot has.


ό`     (Henkei/Transform)   The unit can transform into another mode. Each
                              mode has different characteristics, like armor,
                              weapons and speed, but they all share the same
                              HP and EN.

     (Gattai/Combination) The robot can combine with others in order to
                              form a different, stronger unit. Usually, units
                              with this skill are launched in combined mode
                              already.

 (Bunri Gattai/       The robot can combine with other units. Unlike
          Separate            the previous one, combination can only be made
          Combination)        during the battle. Or, in other cases, the unit
                              is launched combined, but cannot recombine if
                              you separate.

g     (Bunshin/Branching)  Whenever your kiryoku is 130 or higher, your
                              unit has a 50% chance to dodge any enemy
                              attack (you know it's going to happen if the
                              enemy's hit rate shows as 0% in an attack he'd
                              usually have a high hit rate).

Qb^[rW              Getter 2 only. Same effect as Bunshin.
         (Getter Vision)

}bnXyV              Getter Liger only. Same effect as Bunshin.
         (Mach Special)

htB[h (I-Field)        A force field that blocks beam attacks. Units
                              with I-Field spend 20 EN whenever hit by a beam
                              attack, but suffer no damage at all. It doesn't
                              work if the unit has less than 20 EN.

r[z (Beam Kyuushuu/    When hit by a beam attack, units with this
            Beam Absorb)      skill have their HP refilled, not decreased.
                              Needless to say none of your people has this.



6 - Seishins
------------

   In this game, Seishins are 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.

   These are the seishins available in the game (if you don't know japanese,
you're pretty much restricted to try and error to find out which ones do what
- I'm writing the japanese names on the side, but you'll need a japanese font
and a japanese-enabled text viewer (most web-browsers do the job) to be able
to view them. The number near the name is the amount of SP (seishin points)
spent to use them.

     (Kasoku/Acceleration)  10  Mobility + 5 for your next move
     (Konjou/Will-power)    30  Cures 1/3 of your own HP
h   (Do-Konjou/
          Great Will-power)     70  Cures completely your own HP
F     (Yuujou/Friendship)    90  Cures all your units by 50%
       (Ai/Love)             140  Cures all HP of all your units
⋋     (Hokyuu/Supplying)     80  Refills all energy and ammo for one
                                    chosen unit
K^     (Kou'Un/Fortune)       20  The next time you (counter)attack an
                                    enemy you'll receive twice the exp and
                                    money you'd normally get.
M     (Nekketsu/Hot Blood)   50  Guarantees a critical hit on your next
                                    attack.
W     (Shuuchuu/             50  Intuition + 50 for one turn
          Concentration)            (your hit rates rise by 50 percent points
                                     and evade rates drop 50 percent points)
K     (Hicchuu/Certain Hit)  40  100% hit rate for one turn
Ђ߂ (Hirameki/Flash)       30  100% evade rate for the next enemy attack
C   (Ki'Ai/Focus)          80  Rises your Kiryoku by 15 points
{     (Gekido/Rage)         200  Damages all enemies. The amount of damage
                                    suffered varies from 10 to 1000HP


WALKTHROUGH------------------------------------------------------------------

   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 [].


Scenario 1 - "Dark Clouds"
-------------------------
24x24, Space
Goal: Destroy all enemies
Player Units: 9 (all units obligatory)
Initial Enemy Formation: Zaku (Char Custom Model) [Char] Lv15
                         Zaku [Denim] Lv10
                         Zaku [Slander] Lv09
                         Zaku [Gene] Lv04
                         Zaku Lv08 x02
                         Zaku Lv05 x02
                         Garada K7 Lv07 x02
                         Dabras M2 Lv07 x02
                         Drattse Lv06 x02
                         Drattse Lv04 x02
Enemy Reinforcements: Zaku (Garma Custom Model) [Garma] Lv14
                      Zaku Lv08 x02
                      Zaku Lv07 x02
Events: Turn 1, Enemy Phase - Denim, Slander, Gene leave
        Turn 7, Enemy Phase - Enemy Reinforcements arrive
                              Char leaves


   Several army units have disappeared over Fifth Luna, and your mission is
to investigate these incidents. This may be the work of remnants of the DC,
but Ryou does not think DC could still have that much battle power left. As
soon as incoming units are detected, the Londo Bell deploys its units.

   What do you know, they are DC remnants. Char actually expects you to pick
up the container he's defending, so he orders Denim, Slander and Gene to go
away, while he holds you back; the three go away immediately. When your group
recognizes Char's red MS, Kouji says he will take care of the machine beasts,
and Amuro should go for Char.

   After you first attack with the Proto Getter Robo, you will listen its
pilot complaining about it. Also, if you send Sayla to fight Char, you get to
see a small message event, in which they recognize each other. Amuro can use
the 'persuade' command on Char: it doesn't bring any immediate advantage, but
affects later events.

   On Turn 7, a second group of MSs appear, led by Garma, who tells Char not
to worry and leave the field. If Char is still alive, he'll immediately leave
the battlefield (NOTE: if you defeat all enemies before Turn 7 is over, these
new MSs never appear. I don't think it affects the storyline at all).

   After the battle, you find out the DCs were defending a container full of
G-3, a poisonous gas: they're planning to make a terrorist attack on a space
colony. It doesn't look like something DC would do, but there's no time to
think about it; analyzing the enemy's movements, it's pretty sure DC will hit
a Side 5 colony, and their operation is based on Fifth Luna.

   Now, there are two routes you can take. The "A" Route is the shortest one;
it allows you to save some time, but you'll probably walk right into a major
enemy force. The "B" Route takes you around the enemies; while this gives you
better battle odds, you will have to make a long turn, and there is a chance
some detached enemy forces will spot you. If you chose to take Route A, go to
Scenario 3A; if you decide to take Route B, go to Scenario 2 instead.


Scenario 2 - "Knight of the Rose"
---------------------------------
20x26, Space
Player Units: 9 (White Base + 8)
Initial Enemy Formation: Zussa [Mashmar] Lv11
                         Drattse [Gotton] Lv09
                         Drattse Lv07 x08
Events: none


   Well, you are found by some enemies on your way to Side 5; they're led by
Mashmar, who refuses to report your presence to Colonel Bosque, and intends
to prove his value to Hamaan, to whom he intends to offer a Rose.

   You fought Drattses in the previous stage, and should know they are simply
ridiculous, so you will be able to wipe out most of the enemy forces quickly.
Mashmar's Zussa is a little better than the rest, but still is no threat to
your Super Robots.

   Once you get rid of these annoyances, the Londo Bell is ready to proceed
to Side 5. Go to Scenario 3B.


Scenario 3A - "G-3"
-------------------
22x40, Space
Goal: Destroy all enemies
Player Units: 9 (White Base + 8)
Initial Enemy Formation: Dogos Gear [Bosque] Lv13
                         Marasai [Lyla] Lv13
                         Marasai [Jerid] Lv12
                         Marasai [Kacricon] Lv10
                         Marasai [Emma] Lv10
                         Garada K7 Lv09 x01
                         Musai Lv08 x01
                         Drattse Lv08 x02
                         Drattse Lv06 x02
                         Zaku Lv06 x04
                         GiruGiru Lv05 x02
Enemy Reinforcements: Zussa [Mashmar] Lv13
                      Zussa [Gotton] Lv10
                      Gaza C (MS) Lv08 x03
Events: Musai is defeated - Bosque leaves
        Turn 9, Enemy Phase - Enemy Reinfocements arrive


   Once you reach Side 5 space, Bright puts everyone on standby, as the enemy
might be waiting and watching. Musashi says he'll face them all, just to be
reminded his Getter 3 isn't good for space fighting. As expected, you walked
straight into the main enemy force. On the plus side, you managed to surprise
them, and there's still time before the enemy operation begins, so you can
take your time breaking through the enemy lines.

   After Turn 1, you learn the container with G-3 is being transported by the
Musai - at that moment, Emma too is wondering what's on that container. Amuro
can convince Emma by telling her what's on the container, which causes her to
retreat and abandon the battlefield. When Lyla attacks Amuro, you get a small
message event, in which she recognizes the Londo Bell Ace.

   On Turn 9, another group of enemy MSs arrive, led by Mashmar, but they are
not that tough; in this stage the worst enemy is Bosque, whose Dogos Gear has
strong high-ranged weapons and, mainly, a lot of HP. Beating him is perfectly
feasible, but if you don't want the trouble of fighting him, just go through
him and destroy the Musai: once you do that, Bosque leaves (it takes a couple
of turns for him to reach the corner of the battlefield).

   After the battle, an urgent transmission comes from General Revielle: most
of the Earth Union Army was destroyed by some still unknown attackers; even
Jaburo has fallen. The Londo Bell is now the only relevant group the Army has
left. You receive some reinforcements from what used to be the Eighth Fleet:
pilots Reccoa and Fa, bringing two Nemos and a Methuss. They also bring the
Getter Robo, which replaces the Proto Getter Robo.

   Bright wants to gather all your friends scattered over the Earth, as this
enemy is clearly a tough one. For now, you have to choose who you're going to
fight first: the mysterious enemies or DC. If you choose the first, go to 6A,
otherwise go to Scenario 4.


Scenario 3B - "G-3"
-------------------
22x40, Space
Goal: Destroy all enemies
Player Units: 9 (White Base + 8)
Initial Enemy Formation: Dogos Gear [Bosque] Lv15
                         Marasai [Lyla] Lv15
                         Marasai [Jerid] Lv12
                         Marasai [Kacricon] Lv10
                         Marasai [Emma] Lv10
                         Musai Lv08 x01
                         Drattse Lv07 x02
                         Drattse Lv06 x02
                         Zaku Lv06 x04
                         GiruGiru Lv05 x01
Events: Musai is defeated - Bosque leaves


   At last you arrive to Side 5. You hit the flank of the DC, dividing their
forces in two. Bosque is surprised you came here unseen (the enemy patrols
were confused by the large amount of drifting stuff around), but quickly puts
his men to wipe you out before you ruin his operation.

   After Turn 1, you learn the container with G-3 is being transported by the
Musai - at that moment, Emma too is wondering what's on that container. Amuro
can convince Emma by telling her what's on the container, which causes her to
retreat and abandon the battlefield. When Lyla attacks Amuro, you get a small
message event, in which she recognizes and tries to take a piece of the Londo
Bell Ace.

   You don't need to fight the Dogos Gear if you don't want to: if you blast
the Musai, Bosque will leave the battlefield, since you destroyed the whole
point of his operation.

   After the battle, an urgent transmission comes from General Revielle: most
of the Earth Union Army was destroyed by some still unknown attackers; even
Jaburo has fallen. The Londo Bell is now the only relevant group the Army has
left. You receive some reinforcements from what used to be the Eighth Fleet:
pilots Reccoa and Fa, bringing two Nemos and a Methuss. They also bring the
Getter Robo, which replaces the Proto Getter Robo.

   Bright wants to gather all your friends scattered over the Earth, as this
enemy is clearly a tough one. For now, you have to choose who you're going to
fight first: the mysterious enemies or DC. If you choose the first, go to 6,
otherwise go to Scenario 4.


Scenario 4 - "Reef Airspace"
----------------------------
28x30, Space
Goal: Destroy all enemies
Player Units: 11 (White Base + 10)
Initial Enemy Formation: Gelgoog (Char Custom Model) [Char] Lv18
                         Gelgoog [Roberto] Lv15
                         Gelgoog [Apolli] Lv15
                         Elmeth [Lalah] Lv14
                         Abdra U6 [Ashura] Lv13
                         Genova M9 Lv11 x01
                         Garada K7 Lv10 x02
                         Dabras M2 Lv10 x02
                         Dom Lv09 x02
                         GiruGiru Lv08 x02
                         Drattse Lv08 x02
Events: none


   You're attacked by the DC remnants as you approach their frontline base.
If you convinced Char on Scenario 1, he won't be in the mood to fight you, so
he goes away, and so do Lalah, Roberto and Apolli; he doesn't even feel any
need to explain his reasons to Ashura.

   If you didn't convince Char earlier, his group will come to fight you, but
Amuro can still convince Char and Lalah. If he talks to Lalah, she won't make
any moves - Char, Roberto and Apolli will still fight you. If Amuro convinces
Char, at the next enemy phase Char will call his people back, and the four'll
leave the field by the top of the screen (notice that talking to one of them
doesn't prevent you from talking to the other later). If Kouji fights Ashura,
a message event happens, in which the two exchange insults.

   After the battle, DC leader Giren Zabi sends a transmission to the entire
world. In this transmission, he asks for people to help DC defend Earth from
the mysterious invaders, and he claims they are aliens. You're still not sure
the invaders are aliens or not, but DC clearly is trying to regain its power,
and you can't let that happen.

   You can either go to Earth and try to find out more about the mysterious
invaders or go to moon city Von Braun and reduce DC's power even further. If
you choose Von Braun (first choice), go to Scenario 5; if you choose to enter
the atmosphere, go to Scenario 7A.


Scenario 5 - "Von Braun"
------------------------
32x32, Moon Surface
Goal: Destroy all enemies
Player Units: 11 (White Base + 10)
Initial Enemy Formation: Gyan [Ma Kube] Lv16
                         Musai [Doren] Lv15
                         Gelgoog J [Denim] Lv10
                         Gelgoog J [Gene] Lv09
                         Gelgoog Lv12 x02
                         Genova M9 Lv11 x01
                         Zussa Lv11 x02
                         Dom Lv11 x03
                         Dom Lv09 x04
                         Drattse Lv11 x02
                         Drattse Lv08 x02
                         Jalaga Lv10 x01
                         Dabras M2 Lv09 x01
                         Garada K7 Lv09 x01
                         Abdra U6 Lv08 x01
                         Zaku Lv07 x02
Events: none


   If Amuro convinced Emma on the previous scenario, this stage begins with
Frau detecting a single Mobile Suit approaching: it's Emma, who left DC after
realizing they're not the justice fighters they claim to be. She asks to join
your party, to which your people don't object. After that, you are attacked
by some 30 enemy mechs.

   Even if Emma joined your team, you cannot launch her at this stage. The DC
enemies are led by Ma Kube, who was ordered to wipe you out here. Even though
they're high on numbers, most of them are not really strong, but then again
many units of your own team aren't great, so be careful. Also, notice you can
use the craters as a defensive standpoint: staying into them makes it easier
for your pilots to dodge attacks.

   Once you wipe out the enemies, the Londo Bell can finally enter Von Braun.
There, they meet with Captain Henken, who is clearly into Emma. Bright wants
to resupply, but they were recently attacked by the mysterious invaders and
suffered a lot of damage. While Henken doesn't have supplies to give you, he
can spare pilots, and transfers Camille and his Z Gundam to your team. Time
to go to Earth - go to Scenario 7B.


Scenario 6 - "Atmospheric Entry"
--------------------------------
32x26, Space
Goal: Destroy all enemies; Defend the White Base
Player Units: 12 (Z Gundam, White Base + 10)
Initial Enemy Formation: Zakrello Lv11 x01
                         Genova M9 Lv11 x01
                         Garada K7 Lv11 x01
                         Dabras M2 Lv11 x02
                         Dom Lv11 x03
                         Drattse Lv11 x02
                         Drattse Lv11 x02
                         Zaku Lv10 x02
Enemy Reinforcements: Dogos Gear [Bosque] Lv15
                      Marasai [Lyla] Lv15
                      Marasai [Jerid] Lv13
                      Marasai [Kacricon] Lv11
                      Gundam Mk.II [Emma] Lv11
Events: Turn 4, Player Phase - Z Gundam arrives
        Turn 4, Enemy Phase - Enemy Reinforcements arrive


   The Londo Bell is attacked while approaching the Earth atmosphere. Amuro
notices these are not DC soldiers; they are probably part of the force that
attacked Jaburo. You cannot allow the White Base to be destroyed, because you
need it to enter the atmosphere.

   Camille arrives on Turn 4; he was assigned to Captain Henken's fleet, but
Henken sent him to the Londo Bell in order to help you gather strenght. Since
the enemies weren't very strong to begin with, things seem to be getting much
easier, but some DCs arrive right after Camille. Among these DCs is Emma, who
thinks they should fight the aliens first, but Bosque disagrees.

   If you used Amuro to persuade Emma on Scenarios 3A or 3B, you will be able
to convince her again (using either Amuro or Camille) and make her leave DC
and join you. When Camille and Jerid fight, Jerid takes the opportunity to
make a little fun out of Camille.

   After the battle, DC leader Giren Zabi sends a transmission to the entire
world. In this transmission, he asks for people to help DC defend Earth from
the mysterious invaders, and he claims they are aliens. You're still not sure
the invaders are aliens or not, but DC clearly is trying to regain its power,
and you can't let that happen. Now that the path is clear for your entry, the
goal is the Trinton Base, Australia. Go to Scenario 8.


Scenario 7A - "Atmospheric Entry"
---------------------------------
32x26, Space
Goal: Destroy all enemies; Defend the White Base
Player Units: 12 (Z Gundam, White Base + 10)
Initial Enemy Formation: Ziong [Char] Lv22
                         Kaempfer [Garma] Lv19
                         GiruGiru Lv12 x03
                         Drattse Lv12 x02
                         Gelgoog Lv10 x04
                         Dom Lv09 x02
                         Zaku Lv09 x03
                         Genova M9 Lv08 x01
                         Jalaga Lv07 x02
                         Abdra U6 Lv06 x01
                         Garada K7 Lv06 x01
                         Marasai Lv06 x03
                         Zussa Lv06 x02
                         Dabras M2 Lv06 x01
Enemy Reinforcements: Gelgoog M (Cima Custom Model) [Cima] Lv17
                      Gelgoog M Lv15 x02
                      Gelgoog M Lv14 x02
Events: Garma suffers any damage - Char leaves
        After Garma is defeated - Enemy Reinforcements arrive
        Turn 5, Player Phase - Z Gundam appears


   You are attacked by DC when you're approaching the Earth. Bright tells
everyone to be back in 10 minutes, or else they won't be able to maintain the
planned entry route.

   The enemies are led by Garma, who soon starts to move towards the White
Base. Notice you need the White Base to enter the atmosphere, so you cannot
allow it to be destroyed. Once you cause any damage to Garma's Kaempfer, he
starts calling for Char; Char refuses to intervene, saying that while Garma
is a pretty good friend, his father isn't. That said, Char leaves the field,
leaving Garma in your hands.

   The next enemy phase after you kill Garma, more enemies arrive, Cima among
them, wondering where is Char and why didn't he save Garma's life. On Turn 5,
Camille on the Z Gundam appears, sent from Captain Henken's fleet to assist
you.

   Once you get rid of all enemies, you're ready to enter the atmosphere. As
Bright mentioned before, if you took less than 10 minutes to beat the enemies
the White Base can enter through its planned course and head for the Trinton
Base in Australia; otherwise, they'll have to change their plans. In other
words, if you took 9 or less turns to clear this scenario, go to Scenario 8;
if you spent 10 or more turns here, go to Scenario 10.


Scenario 7B - "Atmospheric Entry"
---------------------------------
32x26, Space
Goal: Destroy all enemies; Defend the White Base
Player Units: 11 (White Base + 10)
Initial Enemy Formation: Ziong [Char] Lv22
                         Kaempfer [Garma] Lv19
                         GiruGiru Lv12 x03
                         Drattse Lv12 x02
                         Gelgoog Lv10 x04
                         Dom Lv09 x02
                         Zaku Lv09 x03
                         Genova M9 Lv08 x01
                         Jalaga Lv07 x02
                         Abdra U6 Lv06 x01
                         Garada K7 Lv06 x01
                         Marasai Lv06 x03
                         Zussa Lv06 x02
                         Dabras M2 Lv06 x01
Enemy Reinforcements: Gelgoog M (Cima Custom Model) [Cima] Lv17
                      Gelgoog M Lv15 x02
                      Gelgoog M Lv14 x02
Events: Garma suffers any damage - Char leaves
        After Garma is defeated - Enemy Reinforcements arrive


   Emma says DC is turning into an increasingly radical group, and that under
Rear Admiral Kishiria Zabi's supervision they're conducting some very violent
operations without even hesitating. More reason to be concerned, as DC now is
probably more dangerous than ever. While you approach the Earth atmosphere,
you're attacked; Bright tells you everyone should be back to the White Base
in ten minutes or else they won't be able to mantain their planned course.

   The enemies are led by Garma, who soon starts to move towards the White
Base. Notice you need the White Base to enter the atmosphere, so you cannot
allow it to be destroyed. Once you cause any damage to Garma's Kaempfer, he
starts calling for Char; Char refuses to intervene, saying that while Garma
is a pretty good friend, his father isn't. That said, Char leaves the field,
leaving Garma in your hands.

   The next enemy phase after you kill Garma, five Gelgoogs appear, one of
them piloted by Cima, who is wondering where is Char and why didn't he save
Garma's life.

   Once you get rid of all enemies, you're ready to enter the atmosphere. As
Bright mentioned before, if you took less than 10 minutes to beat the enemies
the White Base can enter through its planned course and head for the Trinton
Base in Australia; otherwise, they'll have to change their plans. In other
words, if you took 10 or more turns to clear this scenario, go to Scenario 9;
if you spent only 9 or less turns, go to Scenario 10.


Scenario 8 - "Gundam Pillage"
-----------------------------
44x32, Surface
Goal: Destroy all enemies
Player Units: 16 (GP-01, Guncannon, Nemo, White Base + 12)
Initial Enemy Formation: GP-02 [Gato] Lv20
                         Gelgoog M [Karius] Lv17
                         Dom Lv13 x02
                         Gelgoog M Lv12 x01
                         Gelgoog M Lv11 x01
                         Gelgoog J Lv12 x01
                         Gelgoog J Lv11 x01
Enemy Reinforcements (1): Gouf Lv15 x01
                          Gouf Lv13 x02
                          Bado Lv12 x02
Enemy Reinforcements (2): Gouf Lv15 x01
                          Gouf Lv13 x02
                          Bado Lv12 x02
Events: Turn 1, Player Phase - White Base can't move
        Turn 2, Player Phase - Guncannon, Nemo appear
        Turn 3, Player Phase - Londo Bell sortie
                               White Base able to move
        After Gato escapes - all remaining DC units leave
        Turn 5, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 6, Enemy Phase - Enemy Reinforcements (2) arrive


   As you're approaching the Trinton Base, you open a communications channel
with its commander, Colonel Synapse. Since only the Londo Bell and Henken's
forces are battle-ready at this moment, Synapse is willing to give you all
the resources he can. Already at the base, you are presented the new Gundam
models, the GP-01 and the heavily-equipped GP-02. Also, an ensign named Kou
Uraki presents himself to Amuro.

   Suddenly, Trinton is attacked by DC, and at the same time Lt. Anavel Gato
steals the GP-02, planning to take it to DC. To stop Gato, Kou gets the GP-01
despite the fact it's still not perfected. Whenever Kou fights Gato, there's
a message event (until the third time they fight), where they keep building
hatred towards each other. Gato's goal is to leave the screen by its bottom
side; even if you do beat the GP-02, the game will consider Gato managed to
escape with it, so don't go suicidal trying to stop him.

   On Turn 2, Monsha (in a Nemo) and Keith (Guncannon) come out to help. Not
much, especially considering Keith is as low-leveled as Kou. On Turn 3, the
Londo Bell is at last ready to deploy its units.

   Once Gato leaves the screen (either because he reached the bottom of the
screen or you defeated him), any remaining DC units will (try to) leave too.
On Turn 5 and 6, two waves of invader units will come, but they're pretty
weak, so no problem.

   After the battle, pilots Kou (GP-01) and Keith (Guncannon) are transferred
to the Londo Bell, as well as system engineer Nina and mechanic Maura. From
here, Bright wants to go to Japan, in order to gather a few more friends and
power your team up a little more - go to Scenario 11.


Scenario 9 - "Solomon Sea Battle"
---------------------------------
34x42, Surface
Goal: Destroy all enemies
Player Units: 9 (White Base + 8)
Initial Enemy Formation: Higog Lv18 x01
                         Zgock E Lv15 x02
                         Jalaga Lv14 x01
                         Bado Lv11 x04
                         Grossam X2 Lv10 x03
Events: none


   Having failed to follow the entry course you planned, you have to land in
the middle of the Pacific Ocean, just where the Solomon Islands used to be
(during the last Super Robot War, they were wiped out by a colony drop). Your
goal is the Trinton Base in Australia, but you're attacked by some mysterious
mechs coming by air and sea.

   These enemies are not from DC - they must be those who attacked the Earth
Army. Try to launch units with good underwater skills and weapons - most beam
weapons, for instance, don't work underwater. Also, notice only "water" type
units can go to the deep ocean (the darker waters), so Getter 3 is bound to
be your best call here.

   Once you've beaten all enemies, Bright orders Frau to collect some scraps
left from the enemies and have them analyzed to see the invaders' identity.
However, the parts give you no clue about their identities, and there are no
signs of pilots aboard them as well... Go to Scenario 10.


Scenario 10 - "Land of Hot Sands"
---------------------------------
44x32, Surface
Goal: Destroy all enemies
Player Units: 15 (Nemo, Guncannon, White Base + 12)
Initial Enemy Formation: Abdra U6 Lv13 x02
                         Zuu Lv12 x02
                         Bado Lv11 x02
                         Jalaga Lv10 x01
                         Saki Lv09 x02
                         Gouf Lv06 x02
                         Zaku Lv06 x02
Enemy Reinforcements: Gaza C (MA) Lv12 x02
                      Gaza C (MS) Lv12 x03
                      Saki Lv12 x04
NPC Units: Medea [Nina] Lv2
Events: Turn 4, Player Phase - Londo Bell sortie
        Turn 7, Player Phase - Medea appears
        Turn 8, Enemy Phase - Enemy Reinforcements arrive


   Just as you set up a communication link to Trinton, Colonel Synapse tells
you it is under attack, and asks for your assistance; the attackers are the
mysterious invaders.

   While the Londo Bell doesn't arrive, you only have control over two units:
pilots Kou (in a Nemo) and Keith (Guncannon). Neither of them has good levels
but since the closest enemies are not strong, you can hold the attackers for
a while, as long as you don't go berserk. Just as things start to look ugly,
the Londo Bell arrives on Turn 4.

   On Turn 7, Nina appears on a Medea, calling Trinton for help - she's being
chased by nine enemies. Synapse asks Bright to save her, and tells you she is
transporting a new Mobile Suit. On Turn 8, the enemies she was talking about
pop up. Prevent Nina's Medea from being destroyed at any cost.

   After the battle, Keith finds out a mobile suit, and asks Kou whether it's
still usable; it is an amphibious MSM-07E Zgock E, and is nearly undamaged.
Synapse has no information to give about the invaders, but transfers Kou and
the Nemo he was piloting to your team; also, if you managed to protect Nina's
Medea during the stage, you are given the MS it was carrying: the GP-01. From
here, you are going to Japan, where you may hopefully increase your strenght
further. Go to 11.


Scenario 11 - "Gato's Raid"
---------------------------
32x32, Surface
Goal: Destroy all enemies
Player Units: 14 (White Base + 13)
Initial Enemy Formation: GP-02 [Gato] Lv23
                         Gelgoog J [Karius] Lv18
                         Higog Lv17 x03
                         Zgock E Lv17 x01
                         Gelgoog J Lv16 x02
                         Gouf Lv16 x03
                         Gelgoog Lv15 x02
                         Bado Lv11 x02
                         Grossam X2 Lv10 x01
Enemy Reinforcements: Kaempfer [Ranba Ral] Lv24
                      Gelgoog [Gozun] Lv18
                      Gelgoog [Gramp] Lv18
                      Gouf Lv15 x02
Events: Turn 7, Enemy Phase - Enemy Reinforcements arrive


   While still near Australia you are attacked by some DCs, led by Gato. If
you haven't been to Scenario 8, your guys will recognize the pilot of the
GP-02 as Anavel Gato, a.k.a. "Nightmare of Solomon".

   Most of the enemies here are quite weak, especially if you keep yourself
out of the water - on the ground, many of the enemies are unable to use their
strongest and/or their longest ranged weapons.

   On Turn 7 Ranba Ral arrives with some reinforcements to give Gato a little
hand. When Sayla fights Ral, Ral recognizes her and says he was very close to
her father; Sayla replies by asking why is he fighting, if he knows her. From
this time on, he will not attack you - but he'll still counter your attacks,
except Sayla's.

   As soon as the battle is over, you receive a transmission - it's Captain
Henken. He has just arrived to Earth, and brought you some gifts. First, he's
got enough powerful battleships, so he spares you the Argama, to replace the
White Base. In addition, he sends you three more MSs: an Alex and two Nemos,
as well as two new pilots: The Alex's test pilot Christina Mackenzie and Lt.
Sleggar Rou.

   Now, Bright imagines they'll need some more Super Robots. Kouji suggests
going to Nanbara Connection, as they have a Super Robot called Combattler V,
and it seems quite powerful. So, there you go - move on to Scenario 12.


Scenario 12 - "Seaside Panic"
-----------------------------
30x46, Surface
Goal: Destroy all enemies
Player Units: 15 (Argama + 7 + 7)
Initial Enemy Formation: Zgock E Lv16 x01
                         Saki Lv15 x01
                         Zai Lv15 x01
                         Zai Lv14 x01
                         Bado Lv14 x02
                         Higog Lv13 x01
                         Grossam X2 Lv13 x01
                         Jalaga Lv13 x04
Enemy Reinforcements: Kaempfer [Gaia] Lv23
                      Kaempfer [Ortega] Lv22
                      Kaempfer [Mash] Lv22
                      Gouf Lv18 x03
                      Dom Lv18 x03
NPC Units: Dijeh SE-R [Four] Lv20
Events: Turn 1, Player Phase - Argama can't move
        Turn 5, Player Phase - remaining units launch
                               Argama able to move
        Turn 6, Player Phase - Dijeh SE-R appears
        Four enemies left - Enemy Reinforcements arrive


   You're flying over Okinawa, and Sayaka, Fa and Nina ask to land the Argama
for a much needed break from the battles. While at the beach, they meet one
Bernie Wiseman, who gets particularly interested in Chris. Bernie's flirt is
interrupted by the rest of your group... and then by an invader attack out of
nowhere. Bright can't understand how they could approach you undetected, and
now he has to wait until everyone is back at the ship.

   At first, the only pilots you can use are those who did not leave the ship
- that is, Amuro, Kou, Emma, Reccoa, Sleggar, Getter Team, Ryuu and Hayato.
Also, the Argama cannot move until the remaining pilots return.

   The rest of the pilots return only on Turn 5; until then, you may have to
sweat a little to keep the ground enemies away (those on the water should not
be a problem to Getter 3, and the Jalagas can't attack underwater targets).
On Turn 6, Four Murasame appears to help you.

   Once there are only four enemies left, some more enemies appear the next
enemy phase. Those are DCs, the Black Trinary (Gaia, Ortega and Mash) among
them; they're pretty happy to meet both you and the aliens here, as now they
can destroy both sides - Londo Bell first. The invaders will fight the DCs if
they get too close - better for you. And, if things are still too hard, just
remember the Argama has a ALL weapon, that will render the Trinary half dead,
and kill everyone else.

   After the battle, Four tells you she was brought here by Captain Henken,
who wants to talk with Bright. Henken asks for Bright to transfer a pilot to
his force; he just wants to get Emma closer to him, but end up with Hayato
and Ryuu on his fleet instead (even if you don't have Emma with you, Henken
will take Hayato and Ryuu away; the difference is he'll specifically ask for
those two to cover his need for pilots, instead of looking like he only wants
to be close to Emma).

   If Four appeared on the map (in other words, if you took more than 6 turns
to clear the scenario), Four tells Camille it looks like the Londo Bell has
some very tough enemies coming, and leaves her Dijeh SE-R with Camille. Go to
Scenario 13.


Scenario 13 - "Super Electromagnetic Robo Con-Battler V"
--------------------------------------------------------
24x46, Surface
Goal: Destroy all enemies; Prevent the Battle Machines' destruction
Player Units: 15 (Combattler V, Argama + 13)
Initial Enemy Formation: Magma Beast Garms Lv12 x02
Enemy Reinforcements (1): Big Garuda [Garuda] Lv20
Enemy Reinforcements (2): Higog Lv23 x01
                          Zgock E Lv23 x01
                          Gelgoog J Lv23 x01
                          Marasai Lv20 x01
                          Garada K7 Lv20 x01
                          Toros D7 Lv18 x02
                          Grossam X2 Lv18 x01
Enemy Reinforcements (3): Higog Lv23 x01
                          Zgock E Lv23 x01
                          Gelgoog J Lv23 x01
                          Marasai Lv20 x01
                          Garada K7 Lv20 x01
                          Toros D7 Lv20 x02
                          Grossam X2 Lv20 x01
Events: Turn 2, Player Phase - Battle Craft, Tank, Marine appear
        Turn 4, Player Phase - "Combattler V Combination" Demo
        Destroy all enemies - Enemy Reinforcements (1) arrive
        Defeat Garuda - Enemy Reinforcements (2) arrive
        Next Enemy Phase - Enemy Reinforcements (3) arrive
        Next Player Phase - Londo Bell sortie


   While the Argama approaches the Nanbara Connection, Kouji tells he has met
with the Combattler Team several times before. However, before you arrive,
Magma Beasts attack the Nanbara Connection. To fight them, Hyouma and Juuzou
come out, before the rest of the team is ready.

   The remaining three Battle Machines show up on Turn 2; you cannot let any
of them be destroyed, or else it's Game Over. On Turn 4, Professor Yotsuya
orders them to combine, as there's little they can do separated. Combined, it
becomes really easy to destroy the Garms, and once you do that Garuda appears
and calls you out for a fight.

   After you defeat Garuda, the aliens attack before you have a chance to get
back to your base; yet another wave of enemies comes right after. Just then,
the Londo Bell appears to save the day.

   Once you defeat all enemies, Professor Yotsuya thanks you for saving them,
and lets you take the Combattler Team, since the aliens from Planet Campbell
(the planet Garuda came from) are no longer a threat. He already made a new
weapon for the Combattler V, called Big Blast Divider, and will develop more
stuff over time.

   Now, you have the choice to go to either the Saotome Research Institute or
the Photon Power Research Laboratory. Yotsuya says that you should go to the
Saotome Institute only if you are not in a hurry - the Photon Power Lab is on
your way, so you can go there no matter what. If you choose to visit the
Saotome Institute first, go to Scenario 14; if you want to go straight to the
Photon Power Lab, go to 15.


Scenario 14 - "Saotome Institute in Danger!"
--------------------------------------------
32x32, Surface
Goal: Destroy all enemies
Player Units: 13 (Texas Mack, Getter Q, Argama + 10)
Initial Enemy Formation: Zai Lv10 x02
                         Bado Lv10 x02
                         Saki Lv10 x02
Enemy Reinforcements: Zen II Lv25 x01
                      Saki Lv23 x01
                      Genova M9 Lv23 x01
                      Garada K7 Lv23 x01
                      Kaempfer Lv23 x01
                      Gelgoog Lv23 x01
                      Gaza C (MA) Lv23 x01
                      Dom Lv22 x01
                      Jalaga Lv21 x01
                      Spartan K5 Lv20 x01
Events: Turn 4, Player Phase - Londo Bell sortie
        Turn 6, Enemy Phase - Enemy Reinforcements arrive


   As soon as the Argama is close enough, you establish a communication link
with the Saotome Institute, just to learn it is under attack.

   At first, you only have Texas Mack and Getter Q to fence off the enemies.
The enemy mechasaurus are no big deal, but they outnumber you (and your units
aren't great either), so Professor Saotome only hopes for Jack and Michiru to
hold them back until your reinforcements arrive.

   The Londo Bell appears at Turn 4, and they should be able to terminate the
mechasaurus easily. Some more enemies arrive on Turn 6; they are way better
than the first ones, but you may manage to destroy all enemies before this
second wave even has a chance to show up.

   After the battle, Saotome says the Getter G readjustment is still going to
take some time, and you have to stick with the regular Getter for now... By
the way, Getter Q and Texas Mack won't join you either. Go to 15.


Scenario 15 - "Crimson Wings"
-----------------------------
32x32, Surface
Goal: Destroy all enemies
Player Units: 14 (Mazinger Z, Aphrodi A, BozBorot, Argama + 10)
Initial Enemy Formation: Ghoul [Brocken] Lv20
                         Toros D7 Lv16 x02
                         Dabras M2 Lv16 x01
                         Garada K7 Lv16 x01
Enemy Reinforcements: Ghoul [Ashura] Lv22
                      Toros D7 Lv20 x02
                      Jalaga Lv20 x02
                      Spartan K5 Lv18 x02
Events: Turn 3, Player Phase - BozBorot appears
        Turn 6, Player Phase - Londo Bell sortie
        Turn 6, Enemy Phase - Enemy Reinforcements arrive


   It's been a while since Kouji and Sayaka left the Photon Power Laboratory,
so they leave ahead to see Professor Yumi; once they get to talk to him over
the radio, Yumi says he has presents waiting for them, but DC attacks before
they can get to the Laboratory. Professor calls Kouji and Sayaka inside, but
they refuse to, as the Lab's protective barrier would not hold the enemies
for long; besides, the Londo Bell should appear at any moment now.

   The DCs are led by Brocken, who didn't expect to find Mazinger Z here, but
doesn't mind destroying them with the lab. On Turn 3, Boz shows up; while it
is clear for everyone else his BozBorot is no match for the enemies, Boz will
not retreat, as it wouldn't be an attitude worthy of his name.

   The rest of the Londo Bell appear on Turn 6, closely followed by a second
wave of enemies, led by Baron Ashura. They're way stronger than the previous
ones, so it's good to be careful.

   After the battle, Kouji finally gets to see his presents. Professor Yumi
has developed new weapons, especially to cover Mazinger Z's weaknesses; so
Mazinger Z gets the Jet Scrander, which allows it to fly, and new weapons -
Iron Cutter and Drill Missile. For Sayaka, he developed a whole new robot,
the Dianan A, to replace the Aphrodi A.

   Now, Bright thinks about going to Chiba City; he's pretty sure Raideen is
fighting there, and he hopes its team may join you. Boz also wants to fight
on your ranks - at least until you go to space. Go to Scenario 16.


Scenario 16 - "Brave Raideen"
-----------------------------
32x32, Surface
Goal: Destroy all enemies
Player Units: 14 (Raideen, Blueger (x2), Argama + 10)
Initial Enemy Formation: Gante Lv18 x01
                         Gildeen Lv13 x01
                         Fossile Beast Bastodon Lv13 x01
                         Drome Lv10 x04
                         Drome Lv09 x04
Enemy Reinforcements (1): Monster Sharkin [Sharkin] Lv20
Enemy Reinforcements (2): Zuu Lv20 x02
                          Saki Lv20 x01
                          Zai Lv20 x01
                          Jalaga Lv20 x04
                          Bado Lv20 x03
                          Higog Lv20 x02
                          Gouf Lv20 x02
                          Zaku Lv20 x02
Events: Destroy all enemies - Enemy Reinforcements (1) arrive
        Defeat Sharkin - Enemy Reinforcements (2) arrive
        Next Turn, Player Phase - Londo Bell sortie


   You are ten minutes away from Chiba City, and no one on your group knows
much about Raideen, except its pilot's named Akira Hibiki and it runs on some
kind of energy called Mutron. In the meantime, at Chiba, Raideen and his
support staff, the Coplander Team, are about to fight a group of attacking
enemies, led by Sharkin, who wishes to defeat Raideen for the pride of the
Demon Empire.

   Since the Dromes are very easy to destroy, use them to amass some kiryoku,
so you have enough to use God Bird by the time you destroy all the monsters.
Once you destroy all enemies, Sharkin decides to take matters into his own
hands, and asks the Great Ghost Emperor Barao for strenght; he receives it,
and comes out to challenge Raideen.

   Once Sharkin is gone, so is the threat of the Demon Empire, but the aliens
attack immediately - fortunately, the Londo Bell appears right after, and
beating these enemies shouldn't be too difficult.

   After the stage is clear, Akira tells you Raideen was built with the Super
Science left by the ancient Mu Empire, whose technology seems similar to the
one used on the Psybuster. Now that the Demon Empire is down, Akira offers to
join your group and the Coplander Team (Jinguuji, Rei and Mari) follows his
lead (you get only one Blueger, though).

   Just as Bright is planning to go to Hong Kong, where he believes DC has a
base, he receives a transmission from Henken, reporting Four was captured by
DC. Of course, these news make Camille worried, and he promises he'll rescue
her. Go to 17.


Scenario 17 - "The Rumoured Banjou Haran"
-----------------------------------------
40x40, Surface
Goal: Destroy all enemies
Player Units: 20 (Daitan 3, Argama + 18)
Initial Enemy Formation: Gaplant (MS) [Jerid] Lv26
                         Gaplant (MS) [Kacricon] Lv25
                         Gira Doga (Rezun Custom Model) [Rezun] Lv25
                         Spartan K5 Lv23 x01
                         Gabthley (MS) Lv23 x03
                         Zussa Lv23 x02
                         Magma Beast Garms Lv22 x01
                         Dreissen Lv22 x02
                         Garada K7 Lv22 x01
                         Garada K7 Lv18 x01
                         Grossam X2 Lv19 x01
                         Kaempfer Lv19 x02
                         Capoole Lv19 x01
                         Zuu Lv18 x01
                         Genova M9 Lv18 x01
                         Dabras M2 Lv18 x01
                         Higog Lv18 x01
                         Zgock E Lv17 x01
                         Bado Lv14 x02
Enemy Reinforcements: Biaran Lv24 x02
                      Asshimar (MA) Lv24 x01
                      GosuGosu Lv24 x02
                      Drome Lv22 x02
Events: Turn 4, Enemy Phase - Enemy Reinforcements arrive
        Turn 5, Player Phase - Daitan 3 appears


   At Hong Kong, Camille is so worried about Four he lashes out on Fa, until
she and Reccoa talk some sense back on him. Just as usual, DC attacks at that
moment, led by Jerid, confident he is not going to lose to you now that he's
got a Gaplant. Kai is surprised DC has the resources to attack you with such
power; Sayla supposes it's because of Giren Zabi's speech.

   On Turn 4, you hear people talking about whether they should come out to
battle, and they decide there's no need to hurry, as the Londo Bell seems to
be doing just fine against DC. However, on Turn 4 some aliens attack; oddly,
there are Dromes among them, which makes Mari think they joined forces with
the Demon Empire; Rei replies by saying the aliens probably are not allied to
the Demon Empire, but just using their units.

   The arrival of new enemies makes the tide of battle turn against you, so
at last the people in the city decide to participate of the battle; Banjou
summons his Super Robot and comes to battle. Bright has heard many rumours of
Daitan 3 and his pilot, Banjou Haran.

   After you defeat all enemies, Banjou can at last introduce himself, and
Garrison suggests they should join the Londo Bell, to which Banjou and Bright
agree. Amuro thinks from here they should try and reduce the enemies' power a
little further, but Bright says their reinforcements would just keep coming;

   Thinking about what's been going on, Bright believes there's a good chance
the enemies are taking advantage of some sort of teleporting installation. It
is not common technology, and this only makes more likely that your opponents
are actually aliens. An analysis of the intelligence information you gathered
so far leads to the conclusion this teleportation device is probably located
nearby Luna Two. So, the Londo Bell is going to contact Kalaba - the Shanghai
support system - in order to get a booster and go back to space. Go to 18.


Scenario 18 - "Into Space"
--------------------------
32x48, Surface
Goal: Destroy all enemies
Player Units: 19 (Argama + 18)
Initial Enemy Formation: Bau (MS) [Schteiner] Lv29
                         Gabthley (MS) [Jerid] Lv28
                         Gabthley (MS) [Mauer] Lv27
                         Hambrabi (MS) [Rezun] Lv26
                         Zaku [Bernie] Lv16
                         Dreissen Lv23 x04
                         Dreissen Lv21 x01
                         Gratonios Lv22 x01
                         Bado Lv22 x03
                         Spartan K5 Lv21 x02
                         Hambrabi (MS) Lv21 x01
                         Gaplant (MA) Lv21 x01
                         Gaplant (MS) Lv21 x01
                         Marasai Lv21 x04
                         Garada K7 Lv21 x01
                         Grossam X2 Lv21 x01
                         Jalaga Lv19 x02
Enemy Reinforcements: Dreissen [Mashmar] Lv26
                      Minerva X Lv23 x01
                      Gaplant (MS) Lv23 x02
                      Hambrabi (MS) Lv23 x01
                      Biaran Lv23 x01
Events: Turn 6, Enemy Phase - Enemy Reinforcements arrive


   Kalaba sends you Beltorchika Irma, who brings in your booster and pilots.
The pilot(s) Beltorchika brings depends on what you did previously: if Amuro
didn't convince Char in Scenario 1 or 4, you get Kayla Suu (in a Re-GZ).

   If Amuro did convince Char, you get Quattro Bajina (Hyaku Shiki), Roberto
and Apolli (both in Rick Dias); Camille, Sayla and Amuro soon notice Quattro
is actually Char, and Camille asks what is his goal sneaking in under a false
name. Quattro tries to deny he's Char until Camille punches him, then claims
he only didn't use his actual name out of shyness. Bright is not sure about
Quattro, but decides to trust Kalaba's judgment. Just then, you're attacked.

   The enemies are DCs, led by Jerid, again swearing he won't lose this time.
Among the enemies is Bernie, who's advised by Schteiner not to try anything
stupid, since he's just a rookie. On Turn 3, Bernie starts wondering if he'll
ever see Chris again... When Chris fights Bernie, a message event takes place
in which they recognize each other.

   On Turn 6, a Mashmar appears leading a small reinforcement group; he was
sent by Hamaan, who also gave him the Minerva X. The Minerva was Mazinger Z's
partner robot during the previous Super Robot War, and was apparently stolen
and remodeled by DC. Kouji says its stats are similar to the Mazinger's, so
you should be careful - and, because it was remodeled, any attempts to take
it back would be useless (that is: you can't persuade it).

   Once you beat all enemies, the Argama begins preparations for launch. Boz
won't leave Earth, so he stays on the base. If Quattro joined you, Sayla asks
to leave the ship; she explains, to Bright only, that Char's her brother, and
that she doesn't trust him and, most of all, doesn't like what he represents.
If you didn't get Quattro, notice you received two more mobile suits for your
people: a Hyaku Shiki and a Rick Dias. Either way, you're leaving the Earth -
go to 19.


Scenario 19 - "In the Middle of Silence"
----------------------------------------
32x26, Space
Goal: Destroy all enemies
Player Units: 13/14 (Argama, G-Defensor (optional) + 12)
Initial Enemy Formation: Gerbera Tetra [Cima] Lv27
                         Dreissen [Gaia] Lv26
                         Dreissen [Mash] Lv25
                         Dreissen [Ortega] Lv25
                         Gabthley (MS) [Towakun] Lv25
                         Zakrello [Demitri] Lv23
                         Biaran Lv24 x02
                         GosuGosu Lv23 x03
                         Gaplant (MS) Lv22 x02
                         Gaza C (MA) Lv21 x03
                         Marasai Lv18 x02
Enemy Reinforcements (1): Dreissen [Mashmar] Lv27
                          Bau (MS) [Kyara] Lv27
                          Dogos Gear Lv24 x01
Enemy Reinforcements (2): Gabthley (MS) [Schteiner] Lv29
                          Zaku [Bernie] Lv18
                          Biaran Lv24 x02
Events: Turn 3, Player Phase - G-Defensor appears (optional)
        Turn 5, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 6, Enemy Phase - Enemy Reinforcements (2) arrive


   The area is very quiet, and no abnormalities can be detected, even though
your radar efficiency is boosted up by the circumstances. In the meantime, Fa
and Nina are trying to convince Kou to eat his carrots; when they're almost
getting him to do it, an 18-machine group comes to attack you - good for Kou.
Nina says the GP-01 is now equipped for space combat (the GP-01Fb also has a
higher mobility). On the bad side, Daitan 3 isn't ready for battle and cannot
be used here. Also, don't put Reccoa on a good MS.

   If Emma is in your team and Quattro isn't, Katsu and his G-Defensor appear
on Turn 3, sent from Captain Henken's fleet - notice it can combine with the
Gundam Mk.II. On Turn 5, it's time for Mashmar to appear, vowing to pulverize
you; Kyara intends to tape it all to show it to Hamaan. On Turn 6, a few more
enemies show up, Bernie among them; if you had Chris and Bernie fight on the
previous scenario, you can now use her to convince him, and he'll join you.

   After all enemies are gone, Kou ends up eating his carrots, mainly just to
please Nina - and because she says top-level pilots mind their nutrition and
eat balanced meals. If Katsu appeared during the battle, Camille tells him to
go back to Henken, but he refuses to; Bright thinks Henken wouldn't send him
an unprepared pilot, so Katsu can stay.

   Now it's necessary to survey the Luna Two area, as Bright wants to be 100%
sure there is an alien base there; even though it's a really dangerous task,
Reccoa offers to go there - for now, she leaves your team, and takes whatever
MS she's piloting at the moment (that's why she shouldn't be on a strong MS).
If you have Quattro in your party, go to Scenario 20; if he didn't join you,
go to Scenario 21.


Scenario 20 - "Suspicion"
-------------------------
24x38, Space
Goal: Destroy all enemies
Player Units: 20 (Argama + 19)
Initial Enemy Formation: Musai Lv28 x01
                         Gaplant (MS) Lv28 x04
                         Bau (MS) Lv26 x05
                         Zussa Lv26 x03
                         GiruGiru Lv24 x04
                         Garada K7 Lv24 x03
                         Biaran Lv24 x01
                         Jagd Doga Lv23 x02
                         Hambrabi (MS) Lv23 x02
                         Marasai Lv23 x03
                         Genova M9 Lv23 x02
                         Gaza C (MS) Lv22 x02
                         Drattse Lv22 x02
Enemy Reinforcements: Hambrabi (MS) [Yazan] Lv28
                      Dogos Gear [Bosque] Lv26
                      Gaplant (MS) [Gates] Lv26
                      Gaplant (MS) [Ramses] Lv26
                      Gaplant (MS) [Rozamia] Lv26
Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive


   Once you reach the troubled area, Bright puts everyone on stand by; Kouji
thinks he and his Mazinger Z can defeat anything the enemy throws, and Sayaka
dismisses that as Kouji's usual gloating. Sure enough, enemies come out their
base; Bright wants the outside area totally clean, and only then rush inside
the base.

   There are a lot of enemies to fight, but a fair amount of those are weak,
so don't fear. On Turn 5, however, DC appears, led by Bosque; he orders Yazan
to attack you and ignore the aliens. The aliens, however, attack whoever gets
close to them. After having fought so many enemies, your Super Robots should
have enough kiryoku to use their best moves, so defeating even the strongest
enemies may be easy.

   After the battle is over, Beltorchika lets you know you received new MSs
from Henken: a Kaempfer and a Jegan; in addition, he delivered a present from
Professor Yotsuya to the Coplander Team: a robot, called Gargantua, built by
some Professor Picadilly. In a note attached to the Gargantua, he explains he
remodeled it so its controls and handling would be as similar as possible to
the Blueger's.

   Quattro is worried, as he can't understand the logic behind Bosque's move.
Now that he mentioned it, Amuro notices that during the battle the Dogos Gear
did not attack the aliens at all, and Chris says DC hasn't done much to fight
the aliens at all so far, which leads to the conclusion DC may be allying to
the aliens. Quattro doesn't see what reasons DC could have to do this, but
Bosque's army is under Kishiria Zabi's supervision, so it might be something
against Giren Zabi, its leading officer.

   Anyway, you cannot know for sure if there is some sort of conspiracy until
you check things further. So, you now have a choice: you can go pursuit DC,
or stick to the original plan and go inside Luna Two. If you choose to go for
DC, go to Scenario 22; choosing Luna Two leads to Scenario 23.


Scenario 21 - "The Battle of Luna Two"
--------------------------------------
24x38, Space
Goal: Destroy all enemies
Player Units: 20 (Argama + 19)
Initial Enemy Formation: Musai Lv28 x01
                         Gaplant (MS) Lv28 x04
                         Bau (MS) Lv26 x05
                         Zussa Lv26 x03
                         GiruGiru Lv24 x04
                         Garada K7 Lv24 x03
                         Biaran Lv24 x01
                         Jagd Doga Lv23 x02
                         Hambrabi (MS) Lv23 x02
                         Marasai Lv23 x03
                         Genova M9 Lv23 x02
                         Gaza C (MS) Lv22 x02
                         Drattse Lv22 x02
Enemy Reinforcements: GP-02 [Gato] Lv38
                      Gerbera Tetra [Karius] Lv30
                      Gerbera Tetra Lv28 x02
                      Gabthley (MS) Lv28 x02
Events: Trun 5, Enemy Phase - Enemy Reinforcements arrive


   Once you reach the troubled area, Bright puts everyone on stand by; Kouji
thinks he and his Mazinger Z can defeat anything the enemy throws, and Sayaka
dismisses that as Kouji's usual gloating. Amuro wonders if there's really an
alien base there; Sayla answers Luna Two is long abandoned, so it's perfectly
possible for the aliens to have a base there. That said, enemies come out the
base; Bright wants the outside area totally clean, and only then rush inside
the base.

   There are a lot of enemies to fight, but a fair amount of those are weak,
so don't fear. On Turn 5, some DCs appear, led by Gato, who is surprised to
see you here; when Karius asks what to do, Gato replies the true enemies here
are the aliens, so his men should focus on them and not attack the Londo Bell
at all. Sleggar isn't pleased to see DC again, but your pilots quickly notice
they are only fighting the aliens; Kou wants to take the chance and get Gato,
but Nina says they're on the same side right now. Bright agrees, also because
he doesn't want to fight a two-front battle, and tells everyone not to attack
DC - you cannot attack any DC units.

   Gato's men are pretty high-leveled, and may save you a lot of trouble with
the aliens. Once all enemies are gone, Gato says from now it's up to you, as
his side suffered significant losses. Bright calls everyone to enter Luna Two
and Sayaka warns Kouji not to do anything stupid, as it'll be harder to fix
damages - the Argama can't go inside.

   After the battle is over, Beltorchika lets you know you received new MSs
from Henken: a Kaempfer and a Jegan; in addition, he delivered a present from
Professor Yotsuya to the Coplander Team: a robot, called Gargantua, built by
some Professor Picadilly. In a note attached to the Gargantua, he explains he
remodeled it so its controls and handling would be as similar as possible to
the Blueger's. Go to Scenario 23.


Scenario 22 - "Pursuit Battle"
------------------------------
38x22, Space
Goal: Destroy all enemies
Player Units: 20 (Re-GZ, ZZ Gundam, Argama + 17)
Initial Enemy Formation: Bau (MS) (Gremmi Custom Model) [Gremmi] Lv32
                         Dreissen Lv30 x02
                         Rain X1 Lv28 x02
                         Gira Doga Lv28 x05
                         Abdra U6 Lv28 x02
                         Kaempfer Lv28 x02
Enemy Reinforcements: Dogos Gear [Bosque] Lv??
                      Bau (MS) [Kyara] Lv31
                      Bau (MS) [Gotton] Lv30
                      Hambrabi (MS) Lv29 x02
                      Zussa Lv29 x03
Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive
                              Bosque leaves
        Turn 4, Player Phase - ZZ Gundam appears


   Even running at maximum speed, you still haven't reached the enemies, but
suddenly a mech is detected; its ID signal indicates it's friendly, but soon
a bunch of enemies appear as well. The friendly unit is Roux, in a Re-GZ; she
came here because she heard the Argama was nearby, but starts to worry as she
can't find it. Right after, some DC units appear, led by Gremmi, checking out
what a single mech was doing wandering here - it could be a spy.

   Roux claims she got lost, and asks Gremmi for help. Gremmi falls for that
(partly because she's cute), and offers to escort her to the right place. At
that moment, the Argama shows up, and Roux has no more reason to fake: she
thanks Gremmi, then attacks him, and runs your way, saying Henken sent her to
help you.

   On Turn 3, enemy reinforcements arrive; Bosque orders Kyara to help Gremmi
and then leaves. Fortunately, Judou appears right after. Gremmi may seem like
an easy prey, since he's so far away from his buddies, but he's high-leveled,
and his Bau has HP to spare.

   After the battle, Judou finds an escape pod from a DC mobile suit. The one
inside is Kyara; at first, she's unwilling to let you know anything more than
her name and rank, but she spills out after Judou tickles her a little: there
are rumors that Bosque is dealing with the aliens, but she can't confirm it.
Kyara also says Bosque just went to a colony on Side 1 called Shangri-La, but
doesn't know what's his objective. Judou's worried, as his sister Lina is on
Shangri-La - now you're going there too. Go to 24.


Scenario 23 - "People from the Stars"
-------------------------------------
40x24, Base
Goal: Destroy all enemies
Player Units: 15
Initial Enemy Formation: Gabthley (MS) Lv30 x03
                         Dreissen Lv30 x02
                         Gratonios Lv28 x01
                         Zen II Lv28 x03
                         Spartan K5 Lv27 x02
                         Bau (MS) Lv27 x03
                         Gaza C (MS) Lv27 x03
                         Fossile Beast Bastodon Lv26 x02
                         Zussa Lv26 x04
                         Genova M9 Lv25 x02
Events: none


   The Londo Bell invades the enemy base as soon as they're ready. Notice no
flying units can be launched in this stage, and, as previously mantioned, the
Argama can't enter here. Camille starts looking around for Reccoa, but can't
find her.

   The squares with red flashing dots around are energy tanks: any unit that
stands into them has its HP and energy refilled by 20% every turn. Still, be
careful about your HP, since there's no battleship to run to if the situation
gets too hard. Also, there's no way to reload ammo in this stage (you cannot
launch the Blueger).

   After you defeat the last enemy, there seems to be nothing else to do, but
suddenly four more enemies appear. One of them welcomes you, and introduces
himself as Vigaj, the "Culture Inspection Secretary". The others are Sikalog,
Agirha, and Mekiboz, who calls himself the leader; that causes them to argue
about who's the boss.

   Once they decide to settle the discussion later (so they don't look stupid
in front of you), Agirha says she's bored and wants to do something to spend
some time. So, Mekiboz lets you know they'll drop a Side 1 colony and expects
you to try and stop them - and try hard, so they don't get bored. That said,
they leave as fast as they appeared. Before leaving the base to tell Bright
the news, the team finally finds Reccoa, who joins the party again.

   After the Combattler Team is explained how terribly damaging a colony drop
is (one colony drop during the last war turned half of Australia into ocean),
the Londo Bell rushes into Side 1; Camille remembers Judou is probably there,
and worries about him. Go to 25.


Scenario 24 - "Fierce Battle at Side 1"
---------------------------------------
22x40, Space
Goal: Destroy all enemies
Player Units: 19 (Argama + 18)
Initial Enemy Formation: Elmeth [Sharia] Lv35
                         Gaplant (MS) [Rozamia] Lv33
                         Dogos Gear [Bosque] Lv32
                         Bound Dog (MA) [Gates] Lv32
                         Biaran Lv31 x03
                         Genova M9 Lv30 x02
                         Abdra U6 Lv30 x01
                         Abdra U6 Lv29 x01
                         Rain X1 Lv29 x02
                         Kaempfer Lv29 x05
                         Marasai Lv29 x02
                         Zussa Lv29 x02
Enemy Reinforcements (1): GP-02 [Gato] Lv35
                          Dreissen [Karius] Lv31
Enemy Reinforcements (2): GiruGiru Lv30 x04
                          Gira Doga Lv30 x03
Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 3, Enemy Phase - Enemy Reinforcements (2) arrive
        Attack Gates - Gates leaves
                       Gato, Karius leave


   Kyara complains about having to work on the ship, saying it's a violation
of the Antarctic Treaty; Fa answers this treaty is only valid during wars, so
it doesn't apply now. Later, Kyara's attempts to seduce Judou are cut short,
as the Argama reached Side 1, with the mandatory enemy attack.

   Bosque is the leader of the DCs, and tells everyone to stop the Londo Bell
at any cost, and also mentions soon the aliens will come to help too. Notice
Sharia can move twice per round, so it's a good idea to shoot him down fast.
On Turn 2, Gato appears, under orders to help Bosque.

   However, on Turn 3, the alien units Bosque was waiting for arrive; once he
sees them, Gato calls everyone to battle the aliens, but Bosque tells him to
keep fighting you. Once it becomes clear that Gato won't obey, Bosque orders
Gates to attack Gato, under the excuse he's an accident waiting to happen. So
Gato and Karius will fight the aliens, and Gates will go after Gato.

   Once you attack Gates, he'll try to abandon the battlefield, due to your
interference; Gato and Karius will try to leave too, but they'll stop if you
attack them. When Gato leaves the field, he says he won't thank you, but vows
to some day retribute your help.

   After all enemies are gone, another mobile suit appears: it's Reccoa, who
stole a Gelgoog M to leave Luna Two (oddly, you also recover whatever MS she
was using when she left your party). She reports the aliens left that place,
and it is now completely empty. In order to find out why Bosque came here, it
is necessary to check the inside of the colony. Judou's in a real rush to go
inside and see if her sister is okay, so he leaves the Argama before everyone
else is ready, despite Bright's attempts to stop him. Go to Scenario 26.


Scenario 25 - "Fierce Battle at Side 1"
---------------------------------------
22x40, Space
Goal: Destroy all enemies
Player Units: 17 (F-91, Jegan, ZZ Gundam, Argama + 13)
Initial Enemy Formation: Musai Lv32 x01
                         Gaplant (MA) Lv30 x02
                         Gaplant (MS) Lv30 x03
                         Elmeth Lv28 x02
                         Gabthley (MS) Lv28 x01
                         Hambrabi (MS) Lv28 x01
                         Dreissen Lv28 x02
                         Rain X1 Lv27 x04
                         Genova M9 Lv27 x02
                         Abdra U6 Lv27 x03
Enemy Reinforcements (1): Biaran Lv30 x01
                          Gaplant (MS) Lv30 x03
                          Kaempfer Lv30 x02
Enemy Reinforcements (2): Zaku III Lv30 x01
                          Gratonios Lv30 x02
                          Gaplant (MS) Lv30 x03
Events: Turn 3, Player Phase - F-91, Jegan appear
        Turn 4, Player Phase - ZZ Gundam appear
        Turn 5, Enemy Phase - Enemy Reinforcements (1) arrive
        Approach Musai - Enemy Reinforcements (2) arrive


   Garrison mentions so far the Londo Bell was left in a defensive position,
only reacting to enemy operations. Bright says there's nothing else they can
do, since they've got no information about the aliens. Banjou suggests they
check the area around a place where the aliens appeared - they're bound to
have a frontline not far from these places, he imagines; Nina gets the data
to see if she can squeeze something out of them. You're attacked as soon as
you reach the Side 1 area.

   The aliens are trying to install pulse engines into the colony core to set
it into motion, so you should approach the Musai stationed at the colony. On
Turn 3, Seabook (and his F-91) comes to help you prevent the colony drop; he
brings along Roux, in a Jegan - another pilot sent by Henken. On Turn 4, it's
Judou's (ZZ Gundam) time to appear from inside one of the colonies.

   On Turn 5, it the aliens' time to receive reinforcements. Also, when any
of your units reaches the top part of the screen (row 11 or above), one more
group of enemies pop up.

   After all enemies are gone, you realize others went inside the colony, so
your party enters it as well. Judou is worried about his sister Lina, who is
in the Shangri-La colony too... Go to Scenario 27.


Scenario 26 - "Shangri-La"
--------------------------
48x24, Space Colony
Goal: Destroy all enemies
Player Units: 10 (ZZ Gundam, F-91 + 8)
Initial Enemy Formation: Asshimar (MS) Lv32 x01
                         Asshimar (MA) Lv29 x01
                         Hambrabi (MS) Lv31 x01
                         Bau (MS) Lv30 x01
                         Jagd Doga Lv29 x01
                         GiruGiru Lv29 x02
                         Bado Lv29 x01
                         Bado Lv28 x02
Enemy Reinforcements: Zaku III Kai [Mashmar] Lv33
                      Dreissen [Gotton] Lv30
Events: Turn 2, Player Phase - F-91 appears
        Turn 2, Enemy Phase - Enemy Reinforcements arrive
        Turn 5, Player Phase - Londo Bell sortie
                               Mashmar, Gotton leave


   While the rest of the Londo Bell is setting up its units to launch, Judou
is alone inside the colony, and everything is quiet, which makes him wonder
whether Kyara was lying. Just as he says that, aliens show up.

   On Turn 2, Judou starts to worry about the enemies' high numbers, but then
Seabook and his F-91 appear to help. Right after, DC's Mashmar and Gotton pop
into the battlefield. Gotton wants to seize the oportunity and attack you now
that you're down, but Mashmar thinks attacking such an outnumbered opponent'd
be a coward thing to do; instead, he decides to even things up a little - and
attack the aliens, for Gotton's surprise.

   The Londo Bell appears on Turn 5. Since the fight is fair now, Mashmar and
Gotton leave the field; Judou wants to thank them, but Mashmar says it's just
something that came naturally.

   After the battle, Bright says it looks like they prevented a colony drop.
Judou meets some old friends: Elle, Beacha, Mondo and Ino; they say they are
outcasts, and ask Judou to take them along, to which Bright doesn't object.
Judou's sister Lina also wants to go, and Bright accepts, even though Judou
thinks she should not miss school.

   Back at the Argama, Bright still doesn't quite understand what the aliens
were doing at the colony. Beacha gives Bright an optical disc left behind by
the aliens, that will hopefully give you a clue about it. Nina receives the
task of analyzing the disc and finding out the enemies' next moves. Now, you
are going to Side 6 to get new equipment - go to 28.


Scenario 27 - "Shangri-La"
--------------------------
48x24, Space Colony
Goal: Destroy all enemies
Player Units: 14
Initial Enemy Formation: Bau (MS) [Mashmar] Lv34
                         Bau (MS) [Ilia] Lv33
                         Bau (MS) [Gotton] Lv32
                         Gaplant (MA) Lv31 x02
                         Gabthley (MS) Lv30 x01
                         Gerbera Tetra Lv30 x03
                         Genova M9 Lv30 x01
                         Rain X1 Lv29 x02
                         Gira Doga Lv29 x03
                         Biaran Lv29 x02
                         Gratonios Lv28 x02
                         Abdra U6 Lv28 x01
                         Asshimar (MA) Lv26 x02
Enemy Reinforcements: Dreissen [Rakan] Lv34
                      Dreissen Lv32 x05
Events: Approach Mashmar - DCs start to move
        Next Turn, Enemy Phase - Enemy Reinforcements arrive


   Bright supposes the enemies' goal is to use the colony's verniers - which
are normally used to mantain the colony in place - to alter its orbit. So, it
is important to destroy the aliens as fast as possible.

   There are not only aliens in the colony, but also DCs, Mashmar among them;
he was already thinking the aliens appeared suddenly, and now you show up. He
sees this as a chance to clean his name by defeating both you and the aliens,
but instead of fighting two foes at the same time, he plans to let you battle
the aliens and fight whoever is left. It means the DCs won't interfere while
you're fighting the aliens.

   Move Amuro to the (41,8) square (the building above the rightmost bridge);
he'll see a girl and try to tell her to go somewhere safe. She recognizes him
and asks for a ride in his MS; because she is so reckless Amuro lets her in
before she gets hurt. Her name is Quess Paraya, and says they've met before -
not that Amuro cares right now. For what you care, Quess is a pilot, and will
be available from now on.

   Even after you destroy all alien units, Mashmar will only order his men to
move after you come within a certain distance of them (once any of your units
reaches column 18 or less). One turn after Mashmar's men begin to move, more
DC units come, led by Rakan, who criticizes Mashmar for not having finished
the battle yet. And, even though Mashmar says he can take care of everything,
he insists on fighting.

   After the battle, the threat of a colony drop is at last gone. Judou meets
some old friends: Elle, Beacha, Mondo and Ino; they say they're outcasts, and
ask Judou to take them along, to which Bright doesn't object. Judou's sister
Lina also wants to go, and Bright agrees, even though Judou thinks she should
not miss school.

   Nina finally finishes her data analysis: according to her, the enemy front
base is Konpei Island. Konpei Island is an fortress you used as a relay base
in the past, but it was abandoned recently. Bright acknowledges a possibility
its resources may be used by the enemy, and wants the Londo Bell to go there.
Before that, however, Astonage wants to go to Side 6 in order to resupply, so
that's your immediate destiny - go to Scenario 28.


Scenario 28 - "Conscon's Assault"
---------------------------------
42x32, Space
Goal: Destroy all enemies
Player Units: 15 (Argama + 14)
Initial Enemy Formation: Bau (MS) (Gremmi Custom Model) [Gremmi] Lv35
                         Bau (MS) [Arias] Lv33
                         Bau (MS) [Auguste] Lv33
                         Musai [Conscon] Lv22
                         Jamul Fin (MS) Lv32 x02
                         Bau (MS) Lv30 x01
                         Dom Lv21 x12
Enemy Reinforcements: Doven Wolf [Rakan] Lv35
                      Doven Wolf Lv34 x01
                      Dreissen Lv33 x04
Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive


   A transmission from Cameron Bloom, a Side 6's financial officer (and also
Mirai's former fiancee), reports Captain Henken has left a new battleship and
new equipment for you to use, and they are ready for you to pick up. However,
DC attacks before you arrive there.

   If you've been to Scenario 22, Kyara will identify Conscon and Gremmi, and
say they're not connected to Bosque. Bright is surprised she is in the bridge
and she says he doesn't need to worry - she won't try to escape. Bright tells
Beltorchika to keep an eye on her, just in case. Quattro agrees with Kyara -
Conscon and Gremmi are subordinates to Dozul Zabi, and certainly would not be
connected to Kishiria's subordinates, like Bosque. Sarumaru asks how can DC
be so divided internally, and Quattro answers there's no single reason, but
he thinks it has a lot to do with their will to impose themselves over the
others.

   Gremmi asks Conscon how much does he have to show, and Conscon replies he
is not as incompetent as "you guys", and he will honor Dozul. To achieve that
he sends a huge group of... Doms. Very low-leveled ones, by the way. Once you
wipe all of them out, Conscon becomes very surprised, and Gremmi sees he will
have to come out after all.

   On Turn 5, Rakan shows up, and calls Gremmi to back him up. Fear his Doven
Wolf: it can kill you very fast. If you cleared Scenario 22, when Roux fights
Gremmi, a message event takes place, in which he says he's a fool for having
trusted her; she agrees - any adult wouldn't have fallen for that.

   After the battle is over, if you've been to Scenario 22, Beltorchika comes
to report Kyara escaped by stealing a Core Fighter. Kyara also destroyed the
Argama's deck to prevent it from following her.

   At the colony, you can at last get your new stuff. First, Amuro receives
the Nu Gundam. Also, a new mechanic called Chien introduces herself to him.
When Beltorchika complains she's getting a bit too familiar with Amuro, Chien
replies her main duty is to check Amuro's mechs, so she is supposed to know
Amuro well.

   If you've been to Scenario 26, Nina finishes her analysis on the optical
disk. Because several disk sectors went bad for protection reasons, she could
only decipher parts of it. It turns out it refers to part of a DC operation,
not the aliens: it was written in common language, and Bosque's name is there
very clearly. According to the disk info, DC intends to begin a large-scale
mobilization operation nearby Solomon, now known as Konpei Island. Since Nina
couldn't get more concrete info from the disk, you're going there to find out
by yourself.

   Regardless of what scenarios you've been to, you receive exactly the same
new equipment: the Nu Gundam, a Re-GZ, and a Near Argama battleship. If you
cleared Scenario 22, go to Scenario 29; if you didn't, go to Scenario 30.


Scenario 29 - "Nightmare of Solomon"
------------------------------------
32x42, Space
Goal: Destroy all enemies
Player Units: 20 (Psybuster, Near Argama + 18)
Initial Enemy Formation: Gargau [Vigaj] Lv43
                         Bound Dog [Gates] Lv35
                         Bound Dog [Rozamia] Lv35
                         Dogos Gear [Bosque] Lv33
                         Zaku III Lv34 x04
                         Biaran Lv34 x04
                         Gabthley (MA) Lv33 x02
                         Rain X1 Lv33 x01
                         GiruGiru Lv33 x02
                         Gerbera Tetra Lv32 x02
                         Hambrabi (MS) Lv32 x03
                         Musai Lv32 x02
                         Abdra U6 Lv32 x05
                         Grossam X2 Lv32 x01
                         Genova M9 Lv32 x03
                         Dabras M2 Lv32 x02
Enemy Reinforcements: GP-02 [Gato] Lv??
Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive (optional)
        Turn 4, Player Phase - Psybuster appears
        Turn 4, Enemy Phase - Vigaj leaves (optional)


   Reccoa tries to make a converstion with Quattro, but he treats her coldly.
When Camille asks why, he replies he doesn't have the ability to know what is
inside someone else's mind. Reika mentions it feels good to board a new model
battleship, and that Near Argama means "somewhat close to Argama". You're now
approaching Solomon.

   The enemies are both DCs and aliens, about to carry some sort of meeting.
Vigaj is not comfortable with the DCs around, having fought them and all, but
Agirha says their motto is "if you can make use of something, do so".

   As the encounter begins, Bosque says he represents all the earth people on
this negotiation, which doesn't impress Mekiboz much. Vigaj acknowledges most
of DC's terms, but wishes one more condition: the destruction of their common
enemy, the Londo Bell; Bosque agrees, and offers some reinforcements for this
purpose, which are promptly accepted. Vigaj is curious about the DC internal
divisions he has heard of, but Bosque dismisses it as nothing to worry about.
Just as their negotiations are about finished, the Londo Bell appears.

   Mekiboz says they've got a nice view from where they are, and it would be
a futility to use their battle power here; Vigaj says their newly-made pact
requires them to help DC a little, and Mekiboz says then he (Vigaj) is going
to be that reinforcement. That said, Mekiboz, Agirha and Sikalog leave. Your
team is quite surprised to see Vigaj's dinosaur-shaped mech.

   If you saved Gato during Scenario 22, he appears on Turn 2, calling Bosque
a disgrace for DC, and the alliance with the aliens inexcusable; Bosque says
no government can be all nice and pretty. Gato doesn't want to know what sort
of government has no ideals, and fires the GP-02's Atomic Bazooka on both DCs
and aliens, taking down the bulk of their forces. Among Bosque's curses, Gato
says he'll fight the aliens alone, if necessary, and leaves. Pressed by Vigaj
to deal with this mess, Bosque says he will stop the Londo Bell himself.

   On Turn 4, Masaki appears in the Psybuster. Kouji asks where was he until
now, as they've been through a lot of trouble; Masaki says he was doing a few
"guest appearances" elsewhere (reference to a game called "Hero Senki"), but
will now help you fight the aliens. Rei finds the Psybuster weird but, having
some ESP, can feel an awesome ki coming from it - indeed, the Psybuster works
by transforming ki into matter, like Raideen. Still on Turn 4, if Gato showed
up, Vigaj leaves, saying he will be waiting inside Solomon.

   After the battle, Kouji asks Masaki where the Psybuster comes from; Masaki
is surprised he still doesn't know the story, and Amuro says he wants to know
too. Masaki thinks Amuro has already heard this before (still "Hero Senki");
anyway, when he is about to tell it (again?), he is interrupted by Ryou - who
hurries them into Solomon/Konpei Island. Go to 31.


Scenario 30 - "Masoukishin"
---------------------------
32x42, Space
Goal: Destroy all enemies
Player Units: 20 (Psybuster, Near Argama + 18)
Initial Enemy Formation: Ziong [Char] Lv43 (optional)
                         Elmeth [Lalah] Lv41 (optional)
                         Musai [Nanai] Lv40 (optional)
                         GP-02 [Gato] Lv40
                         Gaplant (MS) [Gyunei] Lv38 (optional)
                         Gerbera Tetra [Karius] Lv38
                         Zaku III Lv34 x04
                         Gratonios Lv34 x04
                         Dreissen Lv34 x02
                         Jamul Fin (MA) Lv33 x02
                         Gaplant (MS) Lv33 x03
                         ZumeZume Lv32 x02
                         Rain X1 Lv32 x03
                         Genova M9 Lv32 x03
Enemy Reinforcements: Zaku III Lv34 x03
                      Dreissen Lv32 x03
                      Dreissen Lv31 x02
Events: Turn 6, Player Phase - Psybuster appears
        Turn 6, Enemy Phase - Enemy Reinforcements arrive


   Reika mentions to Mari it feels good to board a new model battleship, and
that Near Argama means "somewhat close to Argama". If the data analysis is
correct, there's a 75% chance Solomon is the enemy frontline base. When enemy
units appear, you know the analysis was correct.

   When you approach Solomon, you find out DC units are there as well; their
formation changes according to your previous choices: if Quattro joined you,
then the DCs are only Gato and Karius; if he didn't join you, there will also
be Char, Lalah, Gyunei and Nanai. Whoever the DCs are, their leader (Gato or
Char) will ask for a cease-fire agreement while you both fight the aliens, to
which Bright agrees.

   On Turn 6, Masaki appears in the Psybuster. Kouji asks where was he until
now, as they've been through a lot of trouble; Masaki says he was doing a few
"guest appearances" elsewhere (reference to a game called "Hero Senki"), but
will now help you fight the aliens. Rei finds the Psybuster weird but, having
some ESP, can feel an awesome ki coming from it - indeed, the Psybuster works
by transforming ki into matter, like Raideen. Bright is quick to tell Masaki
the DCs are not the enemy on this battle. Still on Turn 6, reinforcements for
the aliens arrive, but if Char is there, he will take good care of them.

   After all aliens are gone, the DCs say they will not increase their losses
even further by trying to defeat you - that can wait. Kouji asks Masaki where
the Psybuster comes from; Masaki's surprised he still doesn't know, and Amuro
says he wants to know too. Masaki thinks Amuro already heard this before (on
"Hero Senki"); Ryou interrupts when he's just about to tell everything about
the Psybuster, and hurries them into Solomon/Konpei Island. Go to 31.


Scenario 31 - "Prelude to a Hard Battle"
----------------------------------------
36x32, Base
Goal: Destroy all enemies
Player Units: 16
Initial Enemy Formation: Gargau [Vigaj] Lv40
                         Doven Wolf Lv36 x01
                         Gabthley (MS) Lv35 x02
                         Gaplant (MS) Lv35 x01
                         ZumeZume Lv35 x01
                         Spartan K5 Lv34 x01
                         Dreissen Lv34 x04
                         Abdra U6 Lv34 x02
                         Genova M9 Lv34 x03
                         Garada K7 Lv34 x01
                         Rain X1 Lv32 x01
Events: Enemy Phase after Gargau's HP drops below 80% - Vigaj leaves


   You enter Konpei Island to find out it is destroyed inside, and the damage
is recent - looks like someone came in just ahead of you. Then Vigaj appears,
and says a funny game is beginning. Vigaj claims he predicted your moves, and
that Konpei Island was never fit to serve to be a base; it was a decoy, meant
to bring you and save the aliens a little time. Now, they can wipe the humans
out of the Earth.

   Vigaj says they do not want to put mankind into extinction, just make it a
little more docile. Their objective is to enforce peace all over the universe
- for that, they intend to reduce the numbers of the human race so it doesn't
expand into space. That said, it's time to fight.

   The battle has no particular events or difficult enemies, but remember you
cannot reload your ammo here. Also, the energy tanks are more scattered here.
The only really hard enemy here is Vigaj, but he runs away once you take 20%
of his HP (which isn't much). After Vigaj leaves, your group runs back to the
Near Argama to tell Bright the news.

   Before you even take off to Earth, a transmission comes from Capt. Henken:
what was left of the Union Army started counterattacking the aliens on Earth,
but the enemies are tough, and the battle front is in a stalemate right now;
they want to make a second strike, and hope you can be there for it. He won't
tell you where the operation location (the enemy may be listening), but wants
to meet you at point X708A to talk in person. A quick check shows point X708A
is Jaburo. If you cleared Scenario 29, go to Scenario 32, otherwise go to 33.


Scenario 32 - "Terror! Mobile Big Zam"
--------------------------------------
32x42, Space
Goal: Destroy all enemies
Player Units: 19 (Near Argama + 18)
Initial Enemy Formation: Dogos Gear [Hamaan] Lv40
                         Psycho Gundam (MS) [Four] Lv36
                         Jagd Doga Lv38 x02
                         Gabthley (MA) Lv38 x02
                         Biaran Lv38 x02
                         Minerva X Lv37 x01
                         Rain X1 Lv37 x03
                         Genova M9 Lv37 x01
                         GosuGosu Lv36 x02
                         GiruGiru Lv36 x02
                         Bau (MS) Lv35 x04
                         Gira Doga Lv35 x03
                         Gaza C (MS) Lv35 x05
Enemy Reinforcements: Big Zam [Dozul] Lv40
Events: Less than 8 enemies left - Enemy Reinforcements arrive
                                   Hamaan leaves


   Kou is trying to get Nina to tell what's between her and Gato, but Reccoa
convinces him to let it go for now. As usual, you're attacked right then. The
DCs are commanded by Dozul; unwilling to see you survive yet another battle,
he orders an all-out attack; that includes launching the Psycho Gundam, even
though Hamaan warns him her new brainwash isn't complete.

   Because of this incomplete brainwash, Camille can persuade Four, in which
case she will start remembering him; then, Amuro tells Camille to destroy the
Psycho Gundam, because it compells Four to fight - as long as its cockpit is
left intact, Four will be fine. From this point on, Four won't make any move,
nor counterattack you. Once you destroy the Psycho Gundam, Camille manages to
rescue Four, who recovers her will.

   When there are 13 or less enemy units left, Hamaan says the situation does
not look good and asks Dozul about calling Kishiria for backup, but he thinks
calling for help now would make him the laughing stock of the entire DC. Once
there are 7 or less enemies left, Dozul, furious, decides to come out in the
Big Zam; Hamaan says it is too dangerous, but he says he has no other choice,
as his forces are destroyed - Hamaan, however, should escape.

   If, at the time the Big Zam was launched, Sleggar's MS was out of the Near
Argama, at the next turn he will start moving towards the Big Zam, saying he
has to stop it. Once he reaches it, he makes a suicide attack, killing both
Dozul and himself.

   After the battle, if you rescued Four, Amuro will say she's fine, and just
needs some rest. Bright was expecting DC to attack to delay you, but Quattro
can't understand why only Dozul's forces - clearly weaker - attacked you. Go
to Scenario 33.


Scenario 33 - "Ryuune, and Valcionne"
-------------------------------------
32x26, Space
Goal: Destroy all enemies; prevent the Near Argama's destruction
Player Units: 11 (Near Argama + 10)
Initial Enemy Formation: Lafressia [Carozzo] Lv40
                         Valcionne [Ryuune] Lv38
                         Berga Giros [Zabine] Lv37
                         Berga Giros [Dorel] Lv35
                         Daghi Ills [Annamarie] Lv35
                         Gabthley (MS) Lv33 x04
Events: All DCs defeated - Ryuune recovers HP


   Whenever you try to enter the atmosphere, someone attacks you, so Kouji is
already expecting them to come. Sure enough, the enemy shows up, but there is
only one unit. It is Ryuune Zoldark, daughter of DC founder Bian Zoldark, who
you killed during the previous war; even she admits he was not much of a dad,
but he was the only one she had, and wants to straighten things up.

   Masaki mentions he would expect old Bian's daughter to have a grim-looking
face, but she is actually pretty cute; from her uneasy reaction, he realizes
she is very innocent. He asks whether she is a DC member, and she answers she
has no ties with the current DC, which she considers to be a dictatorship of
the Zabis, totally different of what her father created; Masaki asks what are
those DCs doing behind her, then.

   Those are DCs, alright; Carozzo notices Ryuune's back from Jupiter as soon
as he sees her mech. Surprisingly for Masaki, the DCs and Ryuune really don't
know each other were there; even more surprisingly, she starts attacking DC!
She says they betrayed her father's ideals - his father's DC would never pull
out something like a poison gas attack.

   Ryuune will not attack you, only the DCs - do not attack her too. When you
first attack DC, Ryuune tells you to stay out of it, because it's her fight -
ignore her complaints and keep fighting DC. Beat the DCs quickly, before they
defeat Ryuune.

   After you defeat all DCs, Ryuune recovers all her HP and turns against you
- now you can attack her. If you did everything right (didn't let DC beat her
nor attacked her before all DCs are out), Ryuune says she doesn't mind losing
to you, and that she's not like her father. And she wants to join your team -
she liked Masaki from the beginning, and the idea of going after the Zabis
seems very nice.

   After the battle, new weapons come for Raideen: first, the GoGun Sword, a
weapon that uses a section of God GoGun's bow as a sword; second, the Energy
Cutter, an energized God Breaker. Now, into the atmosphere - go to 34.


Scenario 34 - "Storm of Jaburo"
-------------------------------
32x48, Surface
Goal: Destroy all enemies
Player Units: 19 (Great Mazinger, Byuunas A, Near Argama + 16)
Initial Enemy Formation: Mecha Kochou Ki [Kochou Ki] Lv34
                         Dai Lv37 x02
                         Jagd Doga Lv36 x01
                         Zaku III Lv36 x03
                         Zaku III Lv35 x01
                         Rain X1 Lv35 x01
                         Capoole Lv35 x04
                         Dreissen Lv35 x02
                         Bau (MS) Lv34 x02
                         Asshimar (MA) Lv33 x04
                         Zen II Lv33 x06
Enemy Reinforcements (1): Capoole Lv34 x02
Enemy Reinforcements (2): Gargau [Vigaj] Lv47
Events: Turn 4, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 5, Player Phase - Great Mazinger, Byuunas A appear
        Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive
        Turn 7, Enemy Phase - Vigaj leaves


   Jaburo, an installation that should be able to stand a direct nuclear hit,
is completely destroyed. And, before you get to meet with Henken, the enemies
pop up. Among the aliens is Kochou, someone the Getter Team knows, but there
is something wrong with her...

   Any Getter pilot can convince her; she doesn't remember you right out, but
your presence makes her head hurt: talk to her a second time, and she'll free
herself from the manipulation she was subject to.

   On Turn 4, two more enemy MSs come. The next turn, Tetsuya and Jun appear;
Kouji asks where has Tetsuya been, as he wanted to ride Great Mazinger. That
will have to wait until the enemies are gone, Tetsuya answers.

   Still on Turn 5, Vigaj shows up. He mentions he has just arrived to Earth,
and came across you by chance; anyway, he will use you to adjust his Gargau.
On Turn 7, he says you're still not prepared for him, and decides to report
back to Wendolo.

   After the battle, Tetsuya hands you the plans from Henken, with details on
the upcoming operation, as well as a few new weapons for Combattler V, out of
Professor Yotsuya's oven: the V Laser, Twin Lancer and Battle Chainsaw; with
all these weapons, Hyouma mentions it's becoming confusing to know which ones
to use. According to Henken's plans, the operation will take place in Odessa,
Central Europe. However, heading straight to Odessa may teach the enemy where
the operation will happen; better take a longer, detouring course, to attract
the enemies' attention to the wrong place. The considered routes are through
North America or via Africa; now, North America is where DC's base is thought
to be, and Africa seems to host the largest concentration of aliens. Choosing
North America leads to 35; choosing Africa takes you to Scenario 36.


Scenario 35 - "Operation Solar Motion"
--------------------------------------
28x52, Surface
Goal: Destroy all enemies
Player Units: 14 (Spazer, Mazinger Z, Raideen, Near Argama +10)
Initial Enemy Formation: Doven Wolf [Yazan] Lv43
                         Doven Wolf [Ramses] Lv41
                         Biaran Lv38 x01
                         Shigu Lv37 x01
                         Spartan K5 Lv37 x03
                         Gabthley (MA) Lv36 x02
                         Gabthley (MS) Lv36 x02
Enemy Reinforcements: Asshimar (MA) [Bran] Lv42
                      Asshimar (MA) [Ben] Lv39
                      Bau (MS) Lv38 x04
Events: Turn 3, Player Phase - Mazinger Z, Raideen appear
        Turn 4, Enemy Phase - Enemy Reinforcements arrive
        Turn 5, Player Phase - Londo Bell sortie


   Beauty accuses Masaki of peeking in the Shower Room; Masaki claims he just
got in the wrong room, but Beauty doesn't believe he could miss the room in a
place as small as the Near Argama. He says he's got little sense of direction
and isn't proud of it; Amuro backs him up on that, so Beauty lets it go - but
it better not happen again: she only allows Banjou to see her nude.

   Frau detects some enemy units, but looks like they're going elsewhere, and
Bright sends Akira and Kouji to scout the area. The DCs are chasing Grendizer
(in Spazer mode), piloted by Duke, who promises to protect Hikaru. On Turn 3,
Kouji and Akira show up, and call the rest of the team immediately. More DCs
come to help Yazan on Turn 4, but the Near Argama arrives right after.

   After the battle, Duke explains he was there on his way to participate on
Operation Odessa. Tetsuya invites him to come along, and mention the Mazinger
Team is together again after a long time. A message comes from Belfast Base,
saying they have new supplies for you, if you want - of course you do. Banjou
says going to Europe you'll enter the Union's sphere of influence, and should
be able to get some well-deserved rest.

   However, Masaki says, according to the Psybuster's Laplace Computer, there
is still an alien base nearby, in a place space seems to get distorted... the
Bermuda Sea. Hyouma does feel like visiting the Bermudas, but Masaki isn't so
eager: there, not only space is distorted, but also time; and it is difficult
to know how time'll run there. You have time before Operation Odessa, so you
can afford to go to the Bermudas if you want to; choose Bermuda to go to 37,
or Belfast to go to Scenario 39.


Scenario 36 - "By the Equator"
------------------------------
42x42, Surface
Goal: Destroy all enemies
Player Units: 14 (Combattler V, Near Argama + 12)
Initial Enemy Formation: Medea [Agirha] Lv47
                         Medea Lv35 x10
Events: Turn 5, Player Phase - Londo Bell sortie
                               Combattler V combine


   The air conditioning system of the Combattler Team's sub-bridge is broken,
so Hyouma and Juuzo decide to cool down by getting rid of their clothes, just
as Chizuru enters the place... Hyouma invites her to join them (...), but she
has other plans: the Battle Machines have just been repaired, and Chizuru was
thinking of taking them for a test ride. Since the Machines are bound to be a
bit cooler, Hyouma and Juuzo go for it, and Bright doesn't mind them taking a
test/patrol ride - anything for them to put their clothes back.

   During their patrol, they stumble on an alien supply convoy; while Hyouma
is inclined not to mind supply ships, Chizuru says they better to fight them,
in order to prevent them from becoming stronger later. Agirha, on one of the
Medeas, really didn't expect to find you here. The enemies won't even try to
attack you, just try to escape through the left edge of the screen.

   On Turn 2 Chizuru asks whether they should combine, but Hyouma reminds her
Ropetto (the robot who allows their combination) isn't there. The Near Argama
only arrives on Turn 5, and Tetsuya says they're probably heading for Odessa,
so it's important to prevent them from escaping. As Ropetto is now there, the
Combattler Team can now combine, and they do so. Make sure you destroy at the
very least six of them - it affects later events a little bit. It is possible
to destroy all of them (including Agirha), if you make good use of Hyouma and
Juuzo's seishins, and each Medea yields a lot of money, so go for it.

   After the battle, if you destroyed more than six Medeas, Tetsuya says this
certainly reduced the aliens' battling power, and will help Earth forces beat
them up in Odessa. A message comes from Belfast Base to inform you they have
new supplies for you, if you want. Banjou says going to Europe you will enter
the Union's sphere of influence, and should be able to get some well-deserved
rest. Go to Scenario 38.


Scenario 37 - "Bermuda Triangle"
--------------------------------
34x42, Surface
Goal: Destroy all enemies
Player Units: 11 (Near Argama + 10)
Initial Enemy Formation: Pigdrone Lv45 x01
Events: Pigdrone is damaged - Pigdrone divides
        Turn 2, Player Phase - Turn counter distorts


   At the Bermuda Sea, Beacha says she's got a bad feeling. Mondo makes jokes
about ghosts being the cause of it, just as you detect enemies; Bright tells
everyone to be careful, as you don't know what can happen in this place.

   Masaki points at the strange monster there and says it's the source of the
energy emanating from this base. The Getter Team already know the monster: it
is Pigdrone, and Hayato warns it can absorb beam weapons' energy; that is, do
not use beam weapons on Pigdrone: they make him stronger, not weaker.

   When you inflict any damage on Pigdrone, it divides in two. On Turn 2, Rei
says she's got a weird feeling; Masaki explains time is flowing a little bit
faster - notice you are not on Turn 2 anymore, but on Turn 3. From this point
on, turns will flow _two at a time_.

   After the battle, the base is left unusable, and Duke mentions this costed
more time than expected, but Kouji says there is still time before Operation
Odessa - you can still get some rest on Belfast. At the Near Argama, Sarumaru
hears a mysterious voice referring to a "God Voice", and imagines it could be
talking about a new weapon for Raideen. He identifies a hidden weapon for it:
God Voice. Akira says this experimental weapon is certainly extremely strong,
but also very exausting, so Mari begs him not to abuse it, just to play safe.
Go to 39.


Scenario 38 - "Desert Storm"
----------------------------
46x24, Surface
Goal: Destroy all enemies
Player Units: 14 (Psybuster, Valcionne (if available), Combattler V, Raideen,
                  Grendizer, Near Argama + 8)
Initial Enemy Formation: Darkness Great General [Darkness Great General] Lv39
                         Mecha Tekkou Ki [Tekkou Ki] Lv38
                         Rain X1 Lv38 x01
                         GiruGiru Lv38 x01
                         Jagd Doga Lv35 x02
                         Spartan K5 Lv35 x01
                         Doven Wolf Lv35 x02
                         Gratonios Lv35 x06
                         ZumeZume Lv35 x03
Events: Turn 3, Player Phase - Londo Bell sortie
        Turn 4, Player Phase - Grendizer appears


   Some enemies are detected, but they don't seem interested on you; they are
fighting among themselves, instead. Bright wants to know what's going on, and
Hyouma, Akira, Masaki and Ryuune volunteer to scout the place. Kouji comments
on how these four keep running from one side to another, and Sayaka reminds
him he's not any different from them.

   As the DCs are fighting themselves, Juuzo doesn't want to get into battle,
and neither does Akira, who wants to just leave the area. Before they can get
out, however, a bunch of enemies pop out of the sand - it's a trap. Darkness
Great General is the DCs' leader, and praises himself on his perfect catch.

   On Turn 3, the Near Argama arrives; if you launched Getter Robo, Tekkou Ki
asks the General for permission to challenge it, and his request is granted.
On Turn 4, Duke (in the Grendizer) comes to save you.

   After the battle, Duke introduces Hikaru Makiba to the group. Hikaru has a
provisional pilot license, although Duke doesn't want her piloting because of
the danger. Now the Mazinger Team is reunited after a long time, lets move on
to the operation site - go to 39.


Scenario 39 - "Female Spy Infiltration"
---------------------------------------
48x28, Surface
Goal: Destroy all enemies
Player Units: 18 (Near Argama + 7 + 10)
Initial Enemy Formation: Capoole [Boon] Lv45
                         Jagd Doga Lv42 x01
                         Asshimar (MA) Lv40 x02
                         Gabthley (MS) Lv40 x02
                         Gabthley (MA) Lv40 x03
                         Zgock E Lv40 x01
                         Higog Lv40 x01
Enemy Reinforcements (1): Capoole Lv41 x08
Enemy Reinforcements (2): G-0 [Scirocco] Lv48
                          Messala [Sara] Lv
                          Biaran Lv x07
Events: Turn 1, Player Phase - Argama can't move
        Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive
        Turn 5, Player Phase - remaining units launch
        Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive


   The Near Argama docks at Belfast; Boon and Scirocco plan of infiltrating a
spy in it to figure out its destination. In the meantime, Kai wants to go out
for a stretch; Amuro says they shouldn't get too far from the ship, but Kai
already got permission for it, and wants to make good use of it. They meet a
girl called Miharu, who tries to sell them food and seems to be going through
some hardship.

   While Beltorchika drags Amuro for some shopping, Miharu tries to figure a
way to sneak into the Near Argama, mentioning to herself she has to do it for
her brothers. Boon orders an attack to distract you and allow Miharu's entry;
Sara wants to fight, but Scirocco says it's still too soon to show their real
power.

   Enemy units pop out of the ocean floor, and Bright is unable to move the
ship until everyone is back. At first, the only pilots available are: Reccoa,
Ino, Judou, Chris, Roux, Combattler Team, Getter Team, Kochou Ki, Rei, Mari,
Kouji, Duke and Masaki. If you got them, Sleggar, Roberto, Apolli, Quattro,
Four, Emma, Quess and Ryuune can also be launched.

   On Turn 3, a second batch of enemies enters. On Turn 4, while running back
to the Near Argama, Kai bumps on Miharu, who asks him to let her in the ship
so she can cover herself from the battle. Kai notices she has a Beretta among
her stuff; she says it's for self-defense and runs into the ship.

   On Turn 5 you get to launch the rest of your units. Once Scirocco sees you
got your full power on action, he decides to fight, and lets Sara come along;
Camille is surprised to see Scirocco still lives. If you cleared Scenario 22,
both Scirocco and Reccoa start getting some strange feeling, but Scirocco has
no time to worry about it right now.

   After the battle, Camille observes Scirocco left DC, and wonders what he's
planning. Miharu looks for clues about your destination at Bright's room, but
Kai finds her before she discovers anything. Miharu says she was just looking
for him, and Kai mentions she can leave the ship and go back to her brothers
once they arrive at Odessa. Kai won't tell anything else, but the damage is
already done: now Miharu knows where you're going to. Go to 40.


Scenario 40 - "The Shadow of Brocken"
-------------------------------------
32x46, Surface
Goal: Destroy all enemies
Player Units: 19 (Near Argama + 18)
Initial Enemy Formation: G-0 [Scirocco] Lv50
                         Messala [Boon] Lv46
                         Messala [Sara] Lv44
                         Dai Lv45 x01
                         Hambrabi (MA) Lv45 x04
                         Spartan K5 Lv44 x03
                         Shigu Lv44 x05
                         Zaku III Lv44 x06
                         Bau (MA) Lv44 x03
                         Gabthley (MS) Lv42 x05
Events: Turn 2, Enemy Phase - Scirocco, Sara leave


   You're surrounded by some intense fog while flying over the Harz Mountains
in Germany. Rei says a monster is said to exist on one of its mountains, Mt.
Brocken. Sarumaru explains it is just the Glory phenomenon, by which shadows
are shown enlarged on the mist, and because this happens often at Mt. Brocken
people back then thought it was a monster.

   Kouji's just displeased this name reminds him of Count Brocken, and Amuro
is worried this mist doesn't let you see much - even worse, it's so thick it
messes up your radar. For a moment, Fa thinks she saw something in the radar,
and Bright wants Camille, Tetsuya, Judou and Ryou to scout the area.

   Kai catches Miharu sending a transmission, and at last realizes that small
blink in the radar is an enemy ambush, but by now you are already surrounded.
From the information that you're going to Odessa, Scirocco deduces you intend
to fight the aliens in Central Asia, and orders Boon to deliver this info to
DC's Hamaan; Boon objects giving such hard-earned info to DC for nothing, but
Scirocco says it serves his long-time objectives. Scirocco doesn't prefer you
over the aliens or vice-versa, but for now he doesn't want to let you through
without a fight, so he'll put some trouble on your way.

   If you cleared Scenario 22, a confused Reccoa leaves in the Methuss, tries
to attack Scirocco and gets captured. On Turn 2, Scirocco and Sara leave the
battlefield and leave Boon in charge (if you already defeated Sara, Scirocco
won't leave).

   After the battle, if Reccoa was captured, your team finds no evidence that
she ejected from her MS, and thinks she's dead. Miharu apologizes for giving
Scirocco the information, but Kai says this is not her fault, but Scirocco's;
she just did what she had to do to keep herself and her brothers alive. Now
that her part-time job is done, she can leave the ship. Go to 41.


Scenario 41 - "Odessa Day"
--------------------------
48x48, Surface
Goal: Destroy all enemies
Player Units: 20 (Near Argama + 19)
Initial Enemy Formation: Grey Turkin [Mekiboz] Lv47
                         Gargau [Vigaj] Lv47
                         Jagd Doga (Gyunei Custom Model) Lv45 x02
                         Doven Wolf Lv45 x01
                         Bound Dog (MS) Lv42 x03
                         Abdra U6 Lv42 x01
                         Daghi Ills Lv42 x03
                         Dai Lv41 x01
                         Dreissen Lv41 x03
                         Zaku III Lv41 x02
                         Spartan K5 Lv40 x02
                         Saki Lv40 x02
                         Minerva X Lv39 x02
                         Zen II Lv39 x04
                         Bado Lv39 x02
Enemy Reinforcements: Messala Lv41 x02 (optional)
                      Doven Wolf Lv42 x02
                      Doven Wolf Lv41 x01
                      Jagd Doga Lv41 x03 (optional)
Events: Less than 10 enemies remaining - Enemy Reinforcements arrive
        Grey Turkin's HP drops below 80% - Mekiboz uses Thunder Crash,
                                           then leaves


   You have certainly reduced the aliens' forces on your way here, but Amuro
says they still have a lot of resources hidden; if successful, this operation
will take away a lot of their power in a single hit. Operation Odessa is set
to begin at 09:00, and at the same time you will attack the enemies' rear to
wreak havoc. Hyouma would prefer spearheading an attack, but Quattro explains
this way you'll take care of the enemy elite forces.

   At the battle site, Hyouma is impressed with the enemy numbers - and it's
just part of the alien army; Ryou tells him to stop complaining, as Henken's
men are facing a much larger enemy right now. On the enemy side, Mekiboz sees
DC didn't stand up to you, but it doesn't affect the plans a lot, while Vigaj
says his elite forces will crush you in no time - Mekiboz doesn't believe in
that either.

   Once there are less than 10 enemy units remaining, Mekiboz comments on how
tough the battle is; to answer that, Vigaj intends to deploy all his forces,
even though Mekiboz thinks it's not a decision to be made when angry.

   The enemy turn after that, Agirha brings in more reinforcements and leaves
(apparently to deal with problems they're having with DC in space). If you've
been to Scenario 36 and destroyed at least 6 Medeas there, the reinforcements
will be only 3 Doven Wolves, since your attack prevented Agirha from bringing
more; if you defeated 5 or less Medeas (or if you haven't been to Scenario 36
at all), there will also be three Jagd Dogas and two Messalas.

   When you take out more than 20% of the Grey Turkin's HP, Mekiboz sees he's
suffered quite a damage, and Vigaj says if things keep going this way they'll
lose about 50% of their fighting power; so, Mekiboz advices Vigaj to let this
battle go - there will be other chances - and go to space to reorganize their
forces.

   Vigaj's worried about what he'll report to Wendolo, but Mekiboz says he'll
take care of this matter, while Vigaj should keep an eye on you. Mekiboz also
says this base has no more use, and should be abandoned; the enemy turn after
that, he launches his ALL attack (Thunder Crash), then leaves.

   After the battle, the alien activity on Earth are all but suppressed. Over
the radio, Henken tells you they discovered the alien headquarters location:
Axis, a mining asteroid originally thought to be the DC remnants' base; looks
like the aliens occupied it to be closer to the battle. To go to space again,
Henken says there's a booster you can use in the Maui Base, Hawaii, and there
is a fleet of Medeas in New Delhi (India) you can use for resupplying - go to
Scenario 42.


Scenario 42 - "Matilda Rescue Operation"
----------------------------------------
38x38, Surface
Goal: Destroy all enemies; Defend the Medea
Player Units: 13 (Near Argama + 12)
Initial Enemy Formation: Berga Giros [Dorel] Lv46
                         Vigna Ghina [Cecily] Lv43
                         Shigu Lv41 x03
                         Doven Wolf Lv41 x01
                         Hambrabi (MS) Lv41 x02
                         ZumeZume Lv40 x02
                         Jagd Doga Lv40 x02
                         Gira Doga Lv40 x04
                         Asshimar (MA) Lv40 x04
                         Gabthley (MA) Lv40 x01
Enemy Reinforcements: Berga Giros [Zabine] Lv46
                      Daghi Ills [Annamarie] Lv43
                      Jagd Doga Lv43 x02
                      Zaku III Lv42 x02
                      Biaran Lv42 x04
Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive


   The Medea supply fleet contacts you a liitle sooner than expected: they're
being attacked and request your help. Among the enemies is Dorel, not pleased
to see you here, and Cecily.

   You cannot let the Medea get destroyed, and, once Matilda reaches the Near
Argama, Bright lets her in, so you don't have to worry about her anymore. You
can have Seabook convince Cecily, who tells she wasn't sure Seabook was still
alive, and she rejoined DC due to her father's (Carozzo) influence. Seabook
talks some sense into her, and she decides to join your side, despite Dorel's
attempts to remind her of all Carozzo did for her, and that she owes him.

   On Turn 5, Zabine shows up with a lot more DCs; he already kinda expected
Cecily's betrayal, but calls Dorel to deal with the Londo Bell first; to him,
it's imperative to prevent the Londo Bell from going into space.

   After the battle, Matilda explains her Medea had engine problems, and was
left behind, just as the enemies spotted her. By now, the other Medeas should
already be at New Delhi; for now, you can have what Matilda was carrying: the
Double Spazer, which can combine with Grendizer. Bright tells Matilda they're
going to Hawaii, and offers to transport her there - by then her Medea should
be repaired. If Cecily joined you, she'll try to explain herself, but Seabook
forgives her right out, and says she's not alone anymore. Go to 43.


Scenario 43 - "Sister!"
-----------------------
46x32, Surface
Goal: Destroy all enemies
Player Units: 14 (Near Argama + 13)
Initial Enemy Formation: ZumeZume [Maria] Lv42
                         Bound Dog (MA) Lv44 x02
                         Bound Dog (MS) Lv44 x01
                         Messala Lv44 x02
                         Jagd Doga Lv44 x01
                         Doven Wolf Lv44 x03
                         Rain X1 Lv43 x02
                         Spartan K5 Lv43 x02
                         Shigu Lv42 x02
                         GosuGosu Lv42 x03
                         ZumeZume Lv42 x03
                         Zaku III Lv42 x03
                         Asshimar (MA) Lv42 x02
                         Asshimar (MA) Lv40 x02
                         Toros D7 Lv40 x02
Enemy Reinforcements: Quin Mantha [Gremmi] Lv45
                      Doven Wolf [Lance] Lv43
                      Doven Wolf [Nii] Lv43
                      Quebeley Mk.II [Puru] Lv43
Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive


   Lina insists Judou must finish adjusting the ZZ Gundam instead of slacking
off, but he says he already trained a lot in the simulator; Beacha and Ino've
beaten his score there, to which Judou has no excuse, so he has to promise to
practice more. Seeing them together reminds Duke of his sister Maria, who got
separated from him in the previous war. You're attacked right then, and Akira
says now you've weakened the aliens DC seems to have regained energy.

   Among the enemies is Maria, who intends to find her brother as soon as she
defeats you. You can have Duke either persuade or fight Maria - in both cases
they will recognize each other, and Maria asks what's Duke doing in the Londo
Bell; Duke asks the same about her and DC. Turns out Maria was tricked into
thinking the Londo Bell is evil and trying to conquer the world; now that she
knows the truth, she moves to your side.

   On Turn 5 more enemies appear, led by Gremmi, who orders a mind-controlled
Elpe Puru to attack you. Puru gets a strange feeling in her chest and wonders
why, while Gremmi considers if this mind control thing is effective or not.
On your side, Judou gets the same weird feeling and recogizes Puru's presence
as the cause of it. [NOTE: apparently sometimes these enemies show up on Turn
6 instead of 5. I don't know why.]

   If you have Judou talk or fight Puru, she explains she rejoined DC because
Judou never played with her, giving attention to Lina instead. Judou promises
to play with Puru from now on, and she gladly joins you then - now Gremmi can
tell his mind control isn't perfect. [NOTE: if Judou fights Puru, they never
hit each other, so you can attack without fear - the only downside is the two
will spend ammo.]

   Once you defeat all enemies, if Puru joined you, Lina says she was worried
about her. Puru answers by showing Lina her tongue and saying she won, as she
got Judou to promise playing with her. You also receive the Marine and Double
Spazers from the rest of the Medeas; Hikaru wants to pilot the Marine Spazer,
but Duke doesn't want her to risk herself. He eventually agrees with it, and
having allowed Hikaru to do it, he can't forbid Maria from piloting the Drill
Spazer.

   Kouji asks what to do with Maria's ZumeZume, and she says she doesn't want
it anymore, so he can throw it away. Duke thinks it's a waste, and Maria says
he's destined to poverty. Matilda delivers a message from the Prof. Saotome,
saying Getter G's readjustments are done, and it's ready for pick up. Move to
Scenario 44.


Scenario 44 - "In Extreme Sorrow"
---------------------------------
32x32, Surface
Goal: Destroy all enemies
Player Units: 16 (Getter Q, Texas Mack, Near Argama + 13)
Initial Enemy Formation: Ghoul [Ashura] Lv48
                         GosuGosu [Naida] Lv46
                         Gratonios Lv46 x04
                         Dai Lv45 x01
                         Jagd Doga Lv45 x03
                         Spartan K5 Lv45 x03
                         Zai Lv44 x04
                         Berga Giros Lv42 x02
                         Zen II Lv41 x03
Events: Turn 3, Player Phase - Londo Bell sortie


   While reaching the Saotome Institute, Prof. Saotome calls to congratulate
you on the Operation Odessa success, and to confirm Getter G is ready. Hayato
says they'll be there in 15 minutes, and tells him to prepare the champagne.
Before you arrive, however, the Saotome Institute is attacked, and Texas Mack
and Getter Q are its only line of defense; Jack comments on how the enemies
come whenever you're coming.

   On the DC side, Naida says she'll never forgive the Londo Bell for having
taken her brother away from her, and uses this attack as a bait to lure Duke,
while Ashura encourages her. The Londo Bell arrives on Turn 3.

   When Duke battles Naida, he says they were childhood friends and asks why
did she join DC; Naida answers that her brother was among the DC soldiers you
defeated, and she'll avenge him. After they fight, Duke can persuade Naida by
saying once this battle is over Naida can kill him, as long as she leaves DC
first.

   Duke's speech confuses Naida, who hesitates. To put Naida back into battle
Ashura threatens to brainwash her, and lets know her brother was brainwashed
too, as he wasn't willing to obey. That is enough to make Naida turn against
Ashura (you cannot convince Naida if you already defeated Ashura).

   Once the battle is over, if Naida survived, Duke says she can do whatever
she wants to him, but she now has no reason to kill him. Also, she snatched a
mobile suit from DC, and gives it to you to express her gratitude: the Sazabi
- Quattro's favorite MS. Naida decides to give up fighting, and live quietly
from now on.

   At last, the Getter Team can go to the Saotome Institute and get Getter G.
The rest of the Londo Bell leaves, and Getter G's final check starts; Musashi
needs to use the toilet, though. During the test, something goes wrong, and
Saotome has to force an external shutdown.

   Before Professor Saotome can fix the problem, Brocken pops up and orders a
Mechasaurus Dai to destroy the Institute. Musashi takes Getter 3, still under
repairs, to buy some time. Even though most of Getter 3's weapons are broken,
Musashi's determined to prevent the enemy from reaching Getter G; he says it
was a honor to fight alongside Ryou and Hayato, then goes kamikaze on Dai.

   Professor Saotome says they must immediately defeat the enemies and return
peace to the world, so Musashi's death isn't in vain. Getter G is ready, but
without Musashi they're one pilot short. Then, Saotome says he had trained an
extra pilot, Benkei Kuruma, for a situation like this. Hayato is not happy to
know there's already a replacement for Musashi; Saotome understands Hayato,
but says it's not the time to think about this. Benkei is happy to know he'll
pilot Getter Poseidon, until he learns of Musashi's death.

   At the Near Argama, Henken tells you ever since the aliens got weakened DC
has become more active. A part of them is fighting the aliens, which is good,
but he is worried about the Zabi house. Furthermore, DC's moves on Side 3 are
pretty unusual; Cecily heard rumors Side 3 was trying to become independent,
and it seems the Zabis are negotiating with them. The squadron Henken sent to
investigate Side 3 is missing, but he will contact you to share any detailed
information he gets - go to 45.


Scenario 45 - "Countdown"
-------------------------
42x42, Surface
Goal: Destroy all enemies; Defend the Near Argama
Player Units: 20 (Getter Robo G, Near Argama + 18)
Initial Enemy Formation: Bood [Ashura] Lv50
                         Dragonosaurus Lv49 x01
                         Jagd Doga Lv47 x02
                         Doven Wolf Lv47 x01
                         Capoole Lv47 x03
                         Bound Dog (MS) Lv46 x03
                         Grossam X2 Lv46 x04
                         Gabthley (MS) Lv45 x04
                         Berga Giros Lv45 x08
                         Daghi Ills Lv45 x04
                         Biaran Lv45 x04
Enemy Reinforcements: G-0 [Scirocco] Lv50
                      Palas Athene [Sara] Lv47
                      Palas Athene [Reccoa] Lv47 (optional)
                      Doven Wolf Lv46 x03
Events: Turn 4, Player Phase - Getter Robo G appears
        Turn 4, Enemy Phase - Enemy Reinforcements arrive


   If Henken's information is correct, DC is about to obtain total control of
Side 3. If you cleared Scenario 22, Duke says they have already weakened DC,
and suggests just watching the situation for a while; if you didn't clear 22,
Akira just mentions it'd be great if DC and the aliens destroyed each other.
In either case, Bright agrees, but it was already decided they'd go to space,
and he orders everyone to get ready, as the enemy will certainly attack when
the booster is set to launch.

   Sure enough, DC attacks then, and Ashura is determined to destroy you now.
He orders his second team to attack the Near Argama (which can't move), while
the rest takes down the other pilots.

   The Getter Team catches up with you on Turn 4. Right after, Scirocco shows
up, praises your performance on Odessa, and says he went there to prevent the
inconvenience of your trip to space. If you've been to Scenario 22, Reccoa'll
be among the enemies; Scirocco asks her if she wouldn't prefer to skip this
sortie, but she refuses. Scirocco also intends to take care of DC, but he had
decided to keep you on Earth first.

   If Reccoa is among the enemies, when some of your pilots (Quattro, Judou,
Emma, etc.) fight Reccoa, there is some conversation, and each of them tries
to talk her back into your team, but she won't budge. You'll have a hard time
defeating so many strong enemies together, but at least they yield a load of
money. Also, note the Dragonosaurus has 29800 HP, and recovers 10% every damn
turn.

   After the battle, the rest of your team is told what happened to Musashi,
and Hayato vows to stop DC and the aliens; Banjou tells him to be patient, as
anger can cloud one's judgment. All preparations for launching are complete,
and off to space you go again. Notice the Near Argama was replaced by the Ral
Kairam, and go to Scenario 46.


Scenario 46 - "Puru and Puru Two"
---------------------------------
28x30, Surface
Goal: Destroy all enemies
Player Units: 15 (Combattler V, ZZ Gundam, Quebeley Mk.II, Ral Kairam + 11)
Initial Enemy Formation:
Events:


   Bright says the Ral Kairam's equipment is way better, while you are about
to enter a debris zone. Because the Minovsky particles concentration is high,
the Combattler Team volunteers to go patrol. In the meantime, Puru has a bad
feeling, which she doesn't share with anybody else; then, she refuses to obey
Lina and go to bed, taking off instead, just as Hyouma alerts you of incoming
enemies - DC.

   Gremmi promises to defeat the Londo Bell this time, and tells Puru Two to
display the Psycho Gundam Mk.II's power at will; Puru Two says she'll destroy
you alright, but wasting power is unnecessary. Because Puru Two likes battles
so much, Gremmi expects her to be more usable then Puru.

   Have Puru attack Puru Two: they both escape the incoming attacks, and are
intrigued by the other's familiar battle pattern, and when they find out who
is the other, Puru says they are the same person, although Puru Two seems to
have the most violent part of her... Puru Two doesn't want to believe it, so
Puru asks for Judou's help. Have both Judou and Puru talk to her, and they'll
convince Puru Two she's not a bad person, and she and Puru belong together.

   After the battle, Amuro says they should not use the Psycho Gundam Mk.II -
they don't know how it affects Puru Two's mind. She doesn't mind getting rid
of it, and Ryuune says she won't have anything left then; Masaki criticizes
Ryuune's stinginess, and she says it comes from her father. Puru Two explains
she does have a MS to use: a Jagd Doga, which she hid from Gremmi, and isn't
willing to share with anyone. You are one hour away from the Rabian Rose, and
Bright decides to resupply there; if you cleared Scenario 29, go to Scenario
47A; if not, go to 47B.


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.

 - No questions right now...


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 "FAQ" 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 there.
 - As a matter of fact, don't ask me anything about ROMs, emulators or
 patches, 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  (02/05/2002) - Initial Release. Most of this FAQ's format comes from
                       my SRW4 FAQ, so some things may seem odd, out of place
                       or just look like they shouldn't be there.

 V 1.1  (02/23/2002) - Added Scenarios 17 to 28 to the walkthrough.
                     - A little more stuff here and there...

 V 1.2  (03/23/2002) - Added Scenarios 29 to 38 to the walkthrough.
                     - Sorry it took so long for this update to come.
                       I'm afraid the next one will take even longer...

 V 1.4  (04/12/2002) - Added Scenarios 39 to 46 to the walkthrough.
                     - Added a seishin list.


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 on the SFC.
 * 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.
