====================================
SUPER ROBOT TAISEN A (Game Boy Advance)
====================================

Super Robot Taisen A FAQ/Walkthrough

Version .3

June 25, 2002-June 27, 2002

Unpublished work Copyright 2002 gundamtotoro

E-Mail:  gundamtotoro@hotmail.com
===================
TABLE OF CONTENTS
===================
I.     Introduction
II.    Email Guidelines
III.   Gameplay
IV.    Intermission Screen
V.     Walkthrough
VI.    Frequently Asked Questions
VII.   Special Thanks
VIII.  Copyright Information

===================
INTRODUCTION AND VERSION NOTES
===================

I am your typical mecha obsessed fan, so therefore I like Super Robot
Taisen/War games.  I felt like writing another FAQ, I own this game, and making 
a FAQ sounded like it might be enjoyable.  I have no understanding
of japanese text, so this will not be a story translation unless I somehow 
obtain mad skills and can translate later.  I also actually OWN the game,
so do not bother asking me about roms or anything like that.  This a Gameboy
Advance people, there is no hassle at all with importing, and it is an easy
game to get since you can buy it at several fine online retailers. ^_^
---
Version .30

June 27, 2002:  Heh, actually I sent the previous save and not the final one
for that day, oh well, have everything that was supposed to be in originally
and the Walkthrough has gone up to Scenario 32. Frequently Asked Questions
and Special Thanks were added, started a list of Combination Attacks.  This
weekend the guide should have a complete walkthrough, and then I'll start
working on the alternate stages.  
---
Version .25:

June 6-25, 2002:  Started work on the FAQ Walkthrough.  Wrote the walkthrough
up to Scenario 26, will submit the updated version up to the end in a week.  
===================
E-MAIL GUIDELINES
===================
First off, please do not email me concerning rom requests or the
like o_O

I would highly appreciate any help with the FAQ though, any clarification
or corrections would be very much appreciated and credit will be given.  
===================
GAMEPLAY
===================
-----
Commands
-----
These are the commands available to units, not all units have all of these
commands, but this is the order they appear in when they are all available.

MOVE                
ATTACK
TRANSFORM      
FLY/LAND
SPELLS
STATUS

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

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

TRANSFORM:    Some units can transform, this lets them do it.  Getter Robo
              is the most obvious example.

FLY/LAND:     Allows a unit to take off or land, mostly useful to let units
              get on the appropriate height to use a combination attack or
              support techniques.

SPELLS:       Displays the spells available for that pilot, which can be used
              when selected.

STATUS:       Shows information on that unit.  
-----
Support Techniques
-----
When allied units are on the same height and next to each other, they can
support one another.  At least two units are needed and they must be adjacent
to each other (not diagonal) and on the same height (such as both in water,
both on land, or both in the air).  

When attacking, an ally who can support will have a red arrow with an "A"
on it pointing toward the ally who is performing the primary attack.  The
supporting ally must have an attack that can also reach the enemy from 
their placement for a support attack to work.  

When defending, an ally who can support will have a blue arrow with a "G"
on it pointing toward the ally who is defending the attack.  The
supporting unit will move in front of the ally being attacked and guard
the incoming attack. This is useful for defending a weaker unit, or just
to reduce the total amount of damage received.  

Support techniques can be turned on or off before an attack takes place by
pressing L or R on the pre-attack screen.  
-----
Combination Attacks
-----
Some units have Combination Attacks with other units.  These work somewhat
similarly to Support Attacks.  Units that have a Combination attack available
will have it displayed with their normal attacks.  Combination attacks may
be used with units who have already used their turn if they are in the
proper position (usually beside and on the same height as the unit
initiating the attack).  

D Formation

     Performed by Dragonar Type 1 Custom, Dragonar Type 2 Custom, and 
     Dragonar Type 3 Custom when all are within 3 squares of an enemy.

Double Getter Tomahawk

     Performed by any two of the following with level 10 or above pilots:
          Getter Dragon
          Getter 1
          Getter Q

Double Getter Beam

     Performed by any two of the following with level 15 or above pilots:
          Getter Dragon
          Getter 1
          Getter Q

Double Rocket Punch:

     Performed by any two of the following when level 10 or above:
          Mazinger Z
          Great Mazinger
          Grendizer

Double God Finger

     Performed by Nobel and God Gundam (can not be combined with Fuunsaki)
     when morale is 130 or above.        

Love Love Tenkyouken

     Performed by God and Rising Gundam (can not be combined with Fuunsaki)
     when morale is 140 or above on both units and requires 120 EN from
     each of them.

===================
INTERMISSION SCREEN
===================
Alright, this screen can be confusing at first, here is the basic lay out,
the titles I am using are not translated by any means, but the meaning
should come across. ^_^

UNIT LIST          UPGRADE UNIT          UPGRADE WEAPON
PILOT LIST         CHANGE PILOT          ITEM EQUIP
SAVE               LOAD                  NEXT MISSION

UNIT LIST:         This lists all of your available units ranking from the
                   highest HP to the least.

UPGRADE UNIT:      At this screen you choose a unit (still arranged in the
                   previous order and upgrade their stats for a certain 
                   monetary price.

UPGRADE WEAPON:    At this screen you choose a unit (still in the same order
                   as before), choose of their weapons, and increase its
                   attack for a price.  

PILOT LIST:        This is a list of the pilots available in the order of
                   highest level to lowest.  

CHANGE PILOT:      This screen lets you move a pilot from one unit to
                   another, pilots can only move to units that would 
normally
                   be in the same universe.  Amuro can go into any unit that
                   is from a UC Gundam series, but can not pilot Getter Robo
                   or Mazinger (or a Gundam Wing or G Gundam unit for that
                   matter)

ITEM EQUIP:        Choose a unit, and choose what item you want to equip on
                   it.

SAVE:              Lets you save your game on one of the two save slots
                   available.

LOAD:              Lets you load a saved game from one of the two save slots,
                   probably want to avoid this one for the most part.

NEXT MISSION:      Proceeds to the next mission.
===================
WALKTHROUGH
===================
-----
Starting a New Game:

Press Start, see that option on the left?  That is Start New Game.  

You are given two options above the character portraits, the one on the left
is "Super Robot" and the one on the right is "Real Robot."  Basically Super
Robots are the big super type robots with fantastic out of this world attacks 
like Mazinger and Getter Robo for example.  Real Robots are more along the 
lines of mecha you would see in Gundam with missles, rifles, energy blades 
and the like.  This choice will determine what type of mecha your main 
character will pilot.

After choosing that, you choose whether you want to be Axel (red haired male
on the left), or Lamia (green haired chick on the right).  You are then given
a choice between two robots.  Axel and Lamia have the same choices between
real robots.  They share one choice if you picked Super Robot, but the other
mech available is exclusive to either Axel or Lamia.  
-----
Real Robot Scenario 1
------
Player Units:  

     Main Character
     Dragonar Type 1
     Dragonar Type 2
     Dragonar Type 3

Player Reinforcments:

     RX-78-2
     Argama
     Taurus

Enemy Units:   
     Dowtwen x 03
     Falguen MAFFU x 01       

Enemy Reinforcements:

     Drau x 04
     Gebaye x 02
      
Events:     
Turn 3 Enemy Reinforcements arrive.  Player Reinforcements arrive.

Main character is bombarded for a little while.  Dragonar units show up to
help out the main character.  On Turn 3 more enemy reinforcements arrive, 
but
so do some reinforcements for you.  Just keep everyone close together so they
support each other and you should have little trouble.  
-----
Real Robot Scenario 02
-----
Player Units:  

     Main Character
     Dragonar Type 1
     Dragonar Type 2
     Dragonar Type 3
     Methus

Player Reinforcments:

     RX-78-2
     Argama
     Taurus

Enemy Units:   

     Drau x 04
     Gebaye x 04

Enemy Reinforcements:

     Drau x 02
     Gebay x 04
     Dowtwen x 03
     Falguen MAFFU x 01 

Events:
 
     Turn 2 Enemy Reinforcements
     Turn 3 Player Reinforcements

Have your units go to the space colony to the southeast of their start
position.  This will help them heal at the start of each turn, and keep
them in a tight formation so they can support each other.

Enemy Reinforcements show up on Turn 2 to the north of the colony, but
your own Reinforcements should arrive on Turn 3 to the right of the colony
and be able to intercept them.  

Noin, Amuro, and Bright will join after this battle.  
-----
Real Robot Scenario 03
-----
Player Units:

All Available

Enemy Units:

     Apsarus x 01

Player Reinforcements

     Gundam Ez-8 x01

Enemy Reinforcements:
 
     Zaku II x 09
     Gouf Custom x 02 (Norris and Ramba Ral)
     Dom II x 03 (Black Tri-Stars)

Events:

     Player Reinforcements arrive before Turn 1 begins
     Enemy Reinforcements arrive before Turn 1 begins
     Norris and Aina retreat on Enemy Phase of Turn 1 and damage Shiro

This mission starts out with Aina appearing, then the Argama shows up and
deploys its units.  Shiro appears close to Aina and speaks with her.  The
enemies then make their appearance.  Load up all the ground based units onto
the Argama, use Speed (spell that costs 5 points) to help cross the water.
Mettus and Taurus should transform into MA modes (second choice) and move
north also.  You probably want the Taurus to stay into MA mode and stick
close to the Argama so they can support each other since the ground based
units can't support the Argama since it is flying.  This is your first 
mission in a gravity environment so it is important to note.

On the enemy's turn, Norris will move over to Aina, and they will escape
the battle.  Shiro suffers some damage from this.  Have your units 
concentrate on the enemies to the left first, and you might want Metthus
or Dragonar Type 3 to repair Shiro's Ez-8.  Shiro proves to be rather useful
since he has a powerful long range attack.  Amuro can have a conversation 
with Ramba Ral if they have an encounter.  After the enemies on the left are
destroyed, concentrate on the enemies moving from the right.  Try to position
the Argama appropriately to take advantage of its MAP weapon. 

Shiro joins after the battle is over.  
-----
Scenario 04
-----
Player Units:
     
     All Available

Enemy Units:  

     Drau x 06
     Gebaye x 02
     Falguen x 01

Player Reinforcements:

     Getter 1
     Texas Mack
     Daimos
     Garuba FX-II
     Mazinger Z
     Venus 
     Boss Robot

NPC Reinforcements:

     Aestivalis x 01 (Akito)

Enemy Reinforcements(A):

     ? Mecha Beast x 02
     ? Mecha Beast x 02
     ? Mecha Beast x 01
     ? Battleship x 01
     ? Battleship x 01
     ? Mecha Beast x 01

Enemy Reinforcements (B)

     Gebaye x 09

Events:

     Turn 4 (or when certain number of enemies defeated?) Player, NPC, and 
     Enemy Reinforcements (A) arrive.  

     When All Enemies are Defeated: 9 Gebaye units appear, and the Nadesico
     appears behind them and destroys them with a Gravity Blast.

Alright, Nadesico characters appear and the Super Robot team joins up with 
the Real Robot team, a good mission. ^_^

Have your starting units move southwest and occupy the base.  All sorts of
reinforcements arrive on Turn 04.  The important things to remember are to
keep up Akito's HP since he tends to get himself into trouble and only units
at the same height can support each other, meaning flying units support other
flying units, and ground units support other ground units.  Daimos, Mazinger
Z, and Getter 1 can all land to better support your other units if needed.  

The battleships and the Salamander looking Mecha Beast will run away when
their HP get low.  Axel can have a conversation with the human appearing
battle ship pilot.  Kouji (Mazinger Z pilot) can have a conversation with
the non-human appearing pilot.  

When all the units are destroyed or run away, some Gebaye units appear in
the water.  The Nadesico than appears behind them and Gravity Blasts them
into oblivion (wow, the Argama's MAP weapon looks like a pea shooter right
now doesn't it?).  Akito and the Nadesico leave afterwards.  

All of the Super Robots that arrived will join you though. ^_^
-----
Scenario 05
-----
Player Units:

    Argama
    Units x 11
    Shining Gundam x 01 (Domon)

Neutral Units:

    Nadesico x 01
    Aestivalis x 01 (Akito)

Enemy Units:

    ? x 06
    Gebaye x 06
    Dowten x 02
    Falguen x 01
    Devil Gundam x 01    

Okay, lots of talking ensues between your units and the Nadesico team, the
Argama fires on the Nadesico, and the Nadesico's Distortion Field repels the
shot.  Devil Gundam then arrives and blasts the Argama.  Nadesico team 
leaves.  Domon arrives in Shining Gundam, and Enemy Reinforcements Arrive.

Domon can handle all the units to the east on his lonesome pretty well.
Concentrate on all of the Dragonar enemies until they are finished.  Devil
Gundam will recharge his HP each turn, so you need to have a few units
attacking it on the same turn to get a significate reduction on its HP.
Around 3000-4000 HP the Devil Gundam will recharge all of its HP and retreat.

Domon joins the group with Shining Gundam after the battle is over.    
-----
Scenario 06
-----
Player Units:

     Main Character
     Daimos
     Mazinger Z
     Getter Robo
     Dragonar Type 1
     Dragonar Type 2
     Dragonar Type 3
     GM Custom (South Burning)

Player Reinforcements:

     Argama
     Gundam RX-78-2
     Gundam EZ-8
     Gundam GP-01
     Plus a few more units I didn't list properly in my notes...

Enemy Units:

     ?A x 04
     ?B x 02
     ?C x 01
     ?D x 01

Enemy Reinforcements (1):

     ?A x 02
     ?B x 02
     ?C x 01 (immediately retreats)

Enemy Reinforcements (2):

     Char's Gelgoog x 01
     Gundam GP02A x 01
     Apsarus x 01
     Dom II x 03
     Gouf Custom x 02
     Zaku II x 03

Events:

     Turn 3 Enemy Reinforcements (1) arrive.  Daimos' morale/kirokyu drops
     by 30 points.  

     Enemy Reinforcements (2) and Player Reinforcements arrive when first    
     group of enemies are defeated.  
     
Starting out your 8 units must defend the base.  If any enemies touch the 
base, it is game over.  Split the team into two groups, have one group head 
northeast of the base, and another head southwest.  Richter (the guy with 
the
mantis looking battleship) will retreat when his HP goes under 4000 HP.  When
this group is finished, the obvious happens and Gundam GP02A is stolen by 
Gato.  The twist this time is that Char aids him with his Gelgoog and Aina
arrives in her Apsarus, the Tri Stars arrive in their Doms, Ramba Ral and 
Norris show up again with Gouf Customs, and a bunch of Zaku IIs arrive to 
help Gato escape.  

Char and Gato will concentrate on escaping via the northwest corner of the 
map.  They are both difficult opponents with high dodge rates.  No real 
benefits are received from destroying either of them now, so concentrate on 
the rest of the enemies.  

If you want to get Aina's Apsarus at the end of the next stage, you will want
Shiro to convince her here before you destroy her for now.  

Kou and South Burning will join after the battle is finished.
-----
Scenario 07
-----

Player Units:

     Dragonar Type 1-L
     Dragonar Type 2-L
     Dragonar Type 3-L
     Daimos
     Gundam EZ-8
     Main Character

Enemy Units:
 
     Char's Gelgoog x 01
     Gundam GP02A x 01
     Gouf Custom x 02
     Zaku II x 08
     Zaku II-S x 01
     Apsarus x 02

Player Reinforcements (1):

     Argama
     8 other Units of your choice

Player Reinforcements (2):

     Gundam Mk. II (Camille/Kamiru)

Enemy Reinforcements (1):

     Getta Q x 01
     Minverva X 01
     ? Mecha Beast x 02
     ? Mecha Beast x 02
     ? x 01
     ? x 01
     ? x 01
     ? x 01
Events:

     Turn 3: Argama and Player Reinforcements Arrive

     Char is Defeated or Retreats:  All Remaining Enemy Characters retreat
     to base and Enemy Reinforcements arrive to the southest, and Camille 
     arrives with Gundam Mk. II at the base to the northwest.
     

I think the plan was to stop the various Zeon soldiers from reaching the
base to the northwest, but of course they are going to get away >_<.  You
can leave this battle with several new units though. ^_^ Actually the
Dragonar units all received 'L' Equipment that gives them flight abilities,
gives some stat improvements, adds some new weapons, and increases the
strength of others.

First off, if you want to receive the Apsarus, do not destroy Aina.  You are
going to have to let the Apsarus basically do whatever it wants to for the
whole battle. O_o  Actually not as bad as it sounds since the Apsarus will
be attacking very little once its energy is depleted.  

You can also receive Char's Gelgoog (but not Char... yet) if you destroy it.  
This is pretty tricky since Char has a high evade rate, alot of HP (5700), 
and a shield.  Once the Argama and Player Reinforcements arrive he will also
resume his retreat to the enemy base.  Personally I suggest sending Getter
1 and Dragonar Type 1-L after Char since they can keep up with it pretty 
easily.  When Char is Defeated (hopefully, experience and a new suit is
good) or Retreats, so will Gato and the Black Tri-Stars (and probably
Ramba Ral and Norris if they are still alive).  Aina will stay behind
with her Apsarus, so will Ginias' Apsarus, and all of the Zaku II units.  

More units appear to the southest, and Camille arrives in the Gundam Mk. II
at the northwest base (probably fairly close to Ginias).  Camille should 
start heading east since Ginias' Apsarus will not be defeated by fighting
on the base since it will have its HP and EN refilled there.  

To recruit Miyuiki and Getter Q you need to have her fight with each form
of Getter Robo.  Basically let her attack you and do not counterattack.
After she has attacked each member of the team, have Ryoma use Convince on
her.  

To recruit Minerva X just have Koji (Mazinger Z pilot) use convince on her.
She will immediately join, but you will have no direct control of her which
may cause some problems (either she will get herself killed, or she might
try to destroy the Apsarus or Getter Q).  

Aina will talk with Shiro when the battle is over and she will join.    

Camille joins with the Gundam Mk. II

Aina joins with the High Mobility Type Zaku, and with the Apsarus if steps 
were done correctly. 

Miyuki joins with Getta Q if the proper steps were taken.

Minerva X is received as well.  
 
-----
Scenario 08
-----
Player Units:

     Argama
     Shining Gundam
     Dragonar Type 1-L
     Dragonar Type 2-L
     Dragonar Type 3-L
     Getter Robo
     Getter Q
     Texax Mack

Enemy Units:

     Devil Gundam x 01
     Devil Army x 15

Notes:

Fairly simple stage overall, just keep the Devil Army from entering the base
for a few turns until the Argama can take off for space.  After the intitial
units are deployed, the Main Character is given a choice of going to space
or staying on Earth (Space Route versus Earth Route).  

Spread out your units and engage in combat outside of the base so no units
head into it to attack you.  Texas Mack is particularly effective in this
stage since his barrier can absorb the beam shots that are the Devil Army's
long range attack.  

Just remember to take advantage of your units' ability to support one another
and change the heights on units so they can better work together.  

-----
Scenario 09 Space Route
-----
Player Units:

     Gundam GP01 x 01
     Argama x 01
     Main Character x 01
     GM Custom x 01
     Full Armor Gundam/Gundam RX-78-2 (which ever Amuro has) x 01
     10 other units

Enemy Units:

     Zaku II x 04
     Zaku II-S x 02
     Dom x 07
     Gelgoog Marine x 02
     Gelgoog Marine Cima Custom x 01
     Gwazine Ship x 01

Enemy Reinforcements (1):

     Gundam GP02A x 01
     Elmeth x 01
     Zeong x 01

Neutral Units (1):

     Nadesico x 01
     Aestivalis (Akito) x 01
     Aestivalis (Gai) x 01

Neutral Units (2):

     Aestivalis (Ryoko) x 01
     Aestivalis (Izumi) x 01
     Aestivalis (Hikaru) x 01

Events:

     Cima trashes the GP01 before the battle even begins, Main Character
     and GM Custom aid Kou so he can retreat.  Amuro launches.  Argama then
     launches 10 more units.

     Turn 3:  Neutral Units launch (Nadesico and 2 Aestivalis units)  Enemy
     Reinforcements (1) launch.

     Nadesico reaches top of screen: Nadesico Units retreat, Delaz and 
     remaining enemy units retreat.  Neutral Units (2) arrive and mission
     ends.

Notes:

Have your units move west and start destroying enemy units as quick as they 
can.  On Turn 3 the Nadesico appears with Akito and Gai's Aestivalis units.
Gai will be playable later if he survives this battle.  You have no control
over these units though and can not heal them.  Char, Gato, and Lalah will
launch when the Nadesico appears too.  Focus on Gundam GP02A because he is
armed with a tactical nuclear weapon easily capable of destroying all of your
units, and he is not hesitant about using it.  The Main Character's unit, 
Daimos, and Full Armor Gundam are particularly helpful in that aspect.  Also
be sure to destroy one of the Tri-Stars as soon as possible or they will be
pulling off Jet Stream Combination Attacks as much as possible for some high
damage.  

The scenario ends when the Nadesico reaches near the top of the screen.  The
Nadesico, Akito, and Gai will all escape.  Delaz will give the order to 
retreat and the remaining enemy forces shall leave.  

Ryoko, Hikaru, and Izumi will then arrive with their Aestivalis units.  They
will join your group and the mission will end.  

-----
Scenario 10 Space Route
-----
Player Units:

     Argama x 01
     Gundam GP01-Fb x 01
     Aestivalis (Ryoko) x 01
     Boss Robot x 01
     Super Gundam (Mk. II & G-Defensor combined) x 01
     11 other units

Enemy Units:

     Val Varo x 01
     Dom x 04
     Gelgoog Marine x 06
     Gerbera Tetra x 01
     Gebaye x 04
     Dyne x 02

Notes:

     Nothing too complicated here.  The hard part is choosing your units
     starting out.  Hikaru and Izumi's Aestivalis units could be useful here,
     but Aestivalis units perform better with the Nadesico near by, and that
     just is not going to happen here.  

     The Lunar surface counts as a land environment like earth, so flying
     units will fly and ground based units will remain on the ground.  Be
     sure to have your units at the appropriate heighths to support each
     other.  You should not have too much trouble.  

     The Val Varo and Gerbera Tetra will both retreat when their HP become
     low.  
-----
Scenario 11 Space Route
-----
Player Units:

     Gundam GP-01Fb
     Aestivalis (Ryoko) x 01
     Aestivalis (Izumi) x 01
     Aestivalis (Hikaru) x 01     
     Aestivalis (Akatsuki) x 01
     Full Armor Gundam or RX-78-2 x 01
     Argama x 01
     7 other Units

Player Reinforcements:

     Nadesico x 01
     Aestivalis

Enemy Units:

     Gundam GP02A x 01
     Zaku II x 04
     Zaku II-S x 02
     Dom x 04
     Gelgoog Marine x 04
     Val Varo x 01
     Gerbera Tetra x 01
     Elmeth x 01
     Zeong x 01

Neutral Units:

Events:
  
     Before Battle:  Gato blows up alot of GM Customs on Solomon.  Enemy   
     Units arrive, Gato gets his nuke reloaded.  Gundam GP-01Fb launches.
     Aestivalis units (Ryoko, Hikaru, and Izumi types) launch.  Aestivalis
     (Akatsuki) launches.  Amuro launches in Full Armor Gundam/RX-78-2.   
     Argama launches 7 more units.  

     Turn 2:  Nadesico arrives with Aestivalis Akito and Gai types.

     Turn 3:  Neutral Units arrive (Jovian Lizards).  

Notes:

Actually only a few things to worry about even though you are going up
against a bunch of Ace Zeon pilots.  The Zeong, Elmeth, Gerbera Tetra, and
GP02A sit out for most of the battle.  The Val Varo and Tri-Stars are the
big worry.  The Val Varo should be on the receiving end of all the firepower
you can provide so it does not fire its map weapon and cause lots of 
destruction.  The Tri-Stars should then receive some focus, at least one of
them so they will be unable to use their Jet Stream Combination Attack when
they are missing a member.  

When the GP02A starts moving in, use Yurika or Izumi's spell that reduces
an enemy's morale.  This will prevent Gato from having enough morale to use
thenuke, and let you focus on other matters.  

Use the Aestivalis units to destroy the Zeong and Elmeth since their beam
weapons can not penetrate the Aestivalis' distortion fields.  

All of the Nadesico characters join after this battle.
-----
Scenario 12 Space Route
-----
Player Units:
     
     Argama
     Nadesico
     11 other Units

Enemy Units:

     Dom x 08
     Val Varo x 01
     Elmeth x 01
     Zeong x 01
     Gundam GP02A x 01
     Gwazine x 01

Neutral Units:

     Gerbera Tetra  x 01
     Gelgoog Marine x 05
     Dyne x 06

Player Reinforcements:

     Tallgeese III x 01
     Gundam Deathscythe Custom x 01
     Gundam Sandrock Custom x 01

Events:

     Val Varo is destroyed: Gato gains +30 morale/kirokyo

     Turn 3:  Neutral Units arrive

     Turn 4:  Player Reinforcements arrive

Notes:

The Doms and the Val Varo will approach your units first.  Concentrate on
the Val Varo so you are not hit by a MAP weapon.  Gato will gain a big
morale increase when the Val Varo is destroyed though.  Only worry about
decreasing Gato's morale if he goes toward your units.  Chances are that
the neutral units will keep Char, Gato, Lalah, and Delaz fairly busy.  
Gato may even get a little trigger happy with the nuke and destroy a team
mate along with some of Cima's forces.  Finish off whatever is left at the
end and proceed to the next mission.  
-----
Scenario 13
-----

Player Units:

     Gundam Ez-8
     14 other units

Player Reinforcements:
 
     Main Character

Enemy Units:

     Batta x 10
     Batta controlled Aestivalis x 10

Enemy Reinforcements:

     Gesiretsu? x 06
     Rival Character x 01

Events:  

     Game over when the cannon finishes recharging ><

     Player and Enemy Reinforcements when all of the intitial enemies
     are destroyed.

     Rival runs away when HP reaches below 10,000.  

Notes:

A very odd mission, and really tough too.  First off the battleships have
been grounded.  Units are unable to fly on this mission either, well they
can fly, but they will instantly explode due to receiving 99,999 damage for
entering the air space above the battlefield.  In other words, absolutely
NO FLYING!  

Anyway the enemies here have pretty high evade rates, are almost totally
invulnerable to beam weapons, and you have to defeat all of them in a 
limited amount of time.  You are going to want units that can move and
attack as well as have a high hit rate.  The G Fighters are particularly
effective here (especcially Dragon Gundam since the Dragon Fangs are fairly
powerful, have great range, and are very accurate).  

When all of the units are destroyed, the cannon explodes, and the rival
character appears with reinforcements.  Actually the reinforcement units
is the same as the starting unit for the main character in Super Robot
Taisen/Wars 4.  These units should provide very little difficuly.  Gundam
Rose's MAP Weapon can hurt them greatly, and the rest of your units can
mop them up easily.  The Rival Character also runs away pretty quickly.  

-----
Scenario 14
-----

Player Units:

     Gundam Re-Gz x 01
     Dragoon x 04 

Player Reinforcements (1):

     Nadesico x 01
     Daimos x 01
     Aestivalis-Akito x 01
     (if available) Aestivalis-Gai x 01

Player Reinforcements (2):

     10 other units

Player Reinforcements (3):

     Hyakushiki (Quattro) x 01

Enemy Units:

     ?(One Eyed Tank Things) x 10
     ? x 08
     ? x 02
     Garnoll x 01

Enemy Reinforcements:

     Zonnekaiser x 06

Events:

     Turn 3:  Player Reinforcements (1) arrive.
   
     Turn 4:  Player Reinforcements (2) arrive.

     Richter is defeated:  Enemy Reinforcements (1) arrive, Player
     Reinforcements (3) arrive.

Notes:

The units supporting the Re-GZ are going to die, almost nothing you can do
to prevent it, especcially since the computer is controlling them.  They
will survive just long enough for the real reinforcements to arrive though.
You know the drill, stick together, use support attacks whenever possible.
When Richter is defeated some more enemy reinforcements show up that are
pretty tough.  Try to position the Nadesico so it can get at least one
good Gravity Blast shot.  Gundam Rose's MAP Weapon is also useful again.  

Quattro joins with his Hyakushiki after the battle.

Kayra joins with the Re-GZ.  

The Argama is replaced with the Ra Kailum.

Sayla leaves the group.
-----
Scenario 15
-----
Player Units:

     Getter Dragon
     Mazinger Z
     Main Character
     Black Getter

Player Reinforcements (1):

     Great Mazinger
     Venus A

Player Reinforcements (2):

     Ra Kailum
     Nadesico
     9 other Units

Enemy Units:

    ? x 01
    ? x 01
    ? x 01
    ? x 02

Enemy Reinforcements:

    ? x 04
    ? x 02
    ? x 01
    ? x 01

Events:  

     Pre-Mission:  Getter Robo G is received, Black Getter joins your
     side.

     Turn 3:  Player Reinforcements (1) and Enemy Reinforcements appear.

     Turn 4:  Player Reinforcements (2) arrive.  General Hell, Black Shogun,
              and the third battleship that was part of the initial enemy
              group will retreat.  

Okay, the mission starts with Getter 1, Mazinger Z, and the Main Character.
The black Getter type unit fights with Getter 1, some dialogue ensues between
everyone, and the black Getter will then join you.  The Getter Dragon is also
delivered to Ryoma and replaces Getter 1.  Mazinger Z should use its 40 point
spell to replenish its HP since it is only at 10 HP.  If you want to keep
the Black Getter after this stage, you need to keep him alive.... which is
tough because he is computer controlled.  Ryoma will probably have to use
somehealing spells on the second turn to maintain Black Getter's HP.  On Turn
3 Great Mazinger and Venus A arrive.  Venus A has a repair ability which will
be useful.  Use the 5 point spell of Great Mazinger's to hurry over to the
rest of the group and finish off some more units.  

On Turn 4 the real reinforcements arrive.  You will probably want some units
with some healing abilities.  Kazuya's Daimos, Shiro, and Aina all have some
great healing spells.  Bright and Michiru have the 30 point spell that heals
2000 HP.  Getter Q would be a good choice anyway because Getter Dragon will
probably be running low on energy, and combination attacks with the Getter
Tomohawks will help your attack strength.  

Keep the appropriate units together, adjust height levels as needed, focus
on one enemy at a time, and keep everyone's HP up (especcially Black Getter).
The battleship with 30,000 will retreat when its HP become low.  

Black Getter will join if he's still alive at the end of the battle.  I would
suggest putting the pilot in Getter 1 though to take advantage of combination
attacks.  
-----
Scenario 16
-----
Player Units:

     Argama
     Nadesico
     Super Gundam
     Shining Gundam
     9 other Units

Player Reinforcements:

     Nobel Gundam

Enemy Units:

     Zwei x 06
     Stark Gan Dora x 01
     Stark Gebaye x 01
     Stark Gowten x 01
     Stark Dyne x 01
     Psyco Gundam x 02
     ? x 01

Enemy Reinforcements:

     Devil Army x 10
     Nobel Gundam H x 01

Keep your units together starting out.  

Personally I would suggest sending Shining Gundam, Getter Dragon, Getter
1, and Getta Q north to wait for Nobel Gundam's appearance on the top 
square of the road.  On Turn 4 some Devil Army units appear, Allenby 
goes a little nuts, and will start attacking you, actually she seems to
like going for Getter Dragon first.  Have Getta Q heal Getter Dragon.
Have Getter Dragon perform a Double Getter Tomahawk Combination, same with 
Getter 1.  Another hit from Domon should force Allenby to retreat.  

When the various Stark units arrive, make sure to concentrate some fire
power on them since they can do some heavy damage.  

If you want to receive either Four or Rozamia later in the game, you need
to have Camille convince the one you want, or even both if you wish (but
you can only get one of them later).  The Psyco Gundams will retreat when
their HP is reduced below 2100.  It is important to note that if the Psyco
Gundams can not use their Beam Weapons on your units that are in the water.
Use that to your advantage.

The big suit of this stage, the one with a crescent moon on his forehead and
looks like a possessed samurai armor (frustrating when you have artbooks of
some of these things, and you have no idea what the name is ^^;) is pretty
tough.  He is also equipped with a MAP weapon that luckily only has one
shot.  It is not as devestating as Gato's by any means, but will probably
do roughly 1500-2500 damage to the suits in its path.  Either disperse
your units, use flash on everyone, or just keep their HP pretty high.  This
suit also has some very tough armor and doing significant damage can even
be difficult.  Gundam Rose's MAP Weapon takes off a nice chunk of HP, and
can hopefully get a Psyco Gundam as well.  Just be patient and take as many
rounds as needed.  He has a sword strike that can critically damage any unit,
so do not attack recklessly.    
-----
Intermission
-----
You are given three choices on where to go next.  The Third Choice is Guinea
Highlands, which is to the benefit of G Gundam fans.  
-----
Scenario 17 Guinea Highlands
-----
Player Units:

     Shining Gundam
     Daimos
     Dragon Gundam
     Gundam Rose
     Gundam Maxter
     Bolt Gundam
     Garuba FX-II

Player Reinforcements:

     7 units

Enemy Units:

     Master Gundam
     Devil Gundam
     Devil Army x 15

Neutral Units (but they are coming after you of course ><):

     Zonnekaiser x 05
     ? x 05

Events:

     Turn 3:  Player Reinforcements arrive

     Turn 4:  Neutral Units arrive
Notes:

Spiegel attacks Shining, Daimos does a Support Guard.  Spiegel attacks again
and reduces Shining's HP to 10.  Master Gundam shows up with the rest of the
enemies.  Shining goes into Hyper Mode.  Rose, Dragon, Bolt, Maxter, and
Garuba FX-II launch.  Spiegel explodes o_O.  

Anyway, when dealing with the Devil Army, their beam weapons can not fire
into the water, so another thing to use to your advantage.  ^_^

After all the units are destroyed to the southwest, replenish everyone's
energy with Dragonar Type 3 and the Garuba FX-II.  Use Daimos' healing
spell if you wish.  Proceed northwest.  Try to take care of Devil Gundam
in one turn.  If you wish to obtain Master Gundam later you need to have
Domon land the finishing blow.  Master Gundam will not retreat by the way.
You probably also want to try to finish off Master Gundam within one turn
or it will fire its MAP Weapon which could be devastating to any units in
its path.  

After Master is defeated, all of the team disappears except for Shining
Gundam.  Master Gundam reappears and battles with Shining until it is
destroyed.  Rain arrives in Rising Gundam and brings God Gundam.  Shining
explodes and Domon transfers over to God Gundam, then goes to lay the
smacketh down on Master Gundam. 
-----
Scenario 18 
-----
Player Units:

     Nadesico
     7 Units

Player Reinforcements:

     Ra Kailum
     7 units

Player Reinforcements (2)

     Gundam Zeta (Camille)

Player Reinforcements (3)

     God Gundam (Domon)
     Rising Gundam (Rain)
     Master Gundam (Master Asia)

Enemy Units:

     Zwei x 04
     Schwelg x 05
     Stark Gan Dora x 01
     Stark Gebaye x 01
     Stark Gowten x 01
     Stark Dyne x 01
     ? x 01

Enemy Reinforcements:

     Nobel Gundam H
     Psyco Gundam x 02
     Devil Army x 10

Events:  

     Turn 3:  Player Reinforcements (1) arrive

     Turn 4:  Player Reinforcements (2) Arrive, Enemy Reinforcements Arrive

     Turn 5:  Player Reinforcements (3) Arrive

Notes:

Have the Nadesico and accompanying units stay together and near the start
point.  Have the Argama forces join with the Nadesico's.  When Camille
appears, transform Zeta into its Wave Rider mode and start heading to the
north east corner if you want to have Four or Rozamia join.  Convince the
one you want to join you, and they will join when the battle is over.

With Domon and Rain, do not get directly in front of Master Gundam, he is
computer controlled, and has no hesitations on not using his MAP weapon
if you are in the way.  If you want Allenby later on, have Domon use Convince
on her and let her retreat.  Feel free to destroy Four and Rozamia though,
the one that Camille convinced will join afterwards still.  

When the battle ends, Master Asia will take Domon away to teach him a new
move, when the instruction is finished it goes to an intermission.  
-----
Scenario 19
-----
Player Units:

     Ra Kailum
     Nadesico
     God Gundam
     Dragon Gundam
     Bolt Gundam
     Gundam Rose
     Gundam Maxter
     7 other units

Enemy Units:

     Devil Army x 18

Enemy Reinforcements (1):

     Nobel Gundam
     Devil Gundam
     Devil Army x 09

Enemy Reinforcements (2):

    Master Gundam and F'uunsaki combination

The Defeat of any of the G-Fighters results in a loss condition.

If you want to receive Allenby and Nobel Gundam, you must have performed
the previous requirements, and you must scramble Rain in her Rising Gundam
in this stage.

The first group of Devil Army soldiers shouldn't provide too much
difficulty and gives a good opportunity to raise everyone's morale.  

To acquire Allenby, have Rain use Convince on her, then have Domon use
Convince on her.  Defeat Nobel Gundam with Domon delivering the final 
blow and she will join you after the battle is over.  

The next set of Devil Army soldiers you could use God and Rose's MAP
Weapons on, but that will reduce your morale and hurt your attack power
when going after Devil Gundam.  

When it comes to Devil Gundam, try to destroy him in a single round as
usual.  Use units that can dodge his attacks preferrably.  Using Bolt
or Maxter for anything except the final attack could be dangerous since
you will lose if they are defeated.  

Once Devil Gundam is defeated he will regenerate.  Spiegel shows up, but
is quickly destroyed by Devil.  Devil Gundam is then destroyed in a 
bright flash, and Master Gundam arrives on F'uunsaki the Gundam Horse in
the mountains to the south of where Devil Gundam was.  F'uunsaki acts as
an Armored Carrier, similar to what you might have seen with Full Armor
Gundam and Super Gundam.  Basically when destroyed, the additional part
will be destroyed leaving behind the main unit.  So when you defeat Master 
Gundam and F'uunsaki combined, Master Gundam will still remain.  Basically
you will have to kill him twice.  You might want to have Yurika reduce his 
morale to help make things a tiny bit easier.  Have Domon land the finishing
blow if you want to obtain him later.  

Master Gundam will reappear when defeated, and will have a computer
controlled throwdown with Domon some more until Domon finishes beating down
Master Asia again resulting in a nice explosion.  

If you fulfilled the requirements, Allenby and Nobel Gundam will now
join you.

Rain and her Rising Gundam leave for a little while.  
-----
Scenario 20
-----
Player Units:

     Ra Kailum
     Zambot 3
     Main Character
     13 Other Units

Player Reinforcements/Enemy Reinforcements:

     Nadesico
     Aestivalis-Akito
     Aestivalis-Akatsuki
     Aestivalis-Ryoko
     Aestivalis-Hikaru
     Aestivalis-Izumi
     Aestivalis-Gai (if available)

Enemy Units:

     Gesi x 06
     ?    x 02
     ?    x 02
     ?    x 02
     ?(Butcher) x 01

Enemy Reinforcements:

     Gesi Mk. II x 04
     Soul Gain x 02
     Rival Character x 01
     ? Battleship x 01
Events:

     Turn 2 Enemy Phase:  Nadesico arrives with Aestivalis units, the ship's
     computer goes haywire and starts targeting friendly units.  

     Turn 3 Enemy Phase:

     Turn 5:  Enemy Reinforcements Battleship leaves.
  
Notes:

Bleh, a Zambot 3 stage.  Don't worry, if Zambot 3 blows up it won't be game
over.  Actually not a bad stage to replay since the Nadesico and all of the
Aestivalis give decent exp.  Anyway, it is okay to blow up all of the units
from the Nadesico series, they'll still be around afterwards.  

The enemy units aren't too bad for the most part.  The Soul Gains and the
Rival Character are fairly tough though.  Butcher is also pretty mean since
his unit has a rather strong MAP Weapon.  

Nothing particularly special about the stage other than fighting the Nadesico
units, it would have been more fun to have the pilots SD wearing mecha armor
in a computer setting I think. ^___^
-----
Scenario 21
-----
Player Units:

     Ra Kailum
     Nadesico
     9 units

Player Reinforcements:

     Dragonar Type 1 Custom
     Dragonar Type 2 Custom
     Dragonar Type 3 Custom

Enemy Units:

     Batta x 09
     Gekigan Type x 01

Enemy Reinforcements:

     Batta x 06
     Battleship x 03
     Gekigan Type x 01

Events:

     Turn 2:  Enemy Reinforcements

     Turn 3:  Player Reinforcements

Notes:

     Well Dragonar Type 1, 2, and 3 receive upgrades and gain some new
weapons, they also can now use the D-Formation Combination Attack.  The
Nadesico is unable to initiate attacks on this stage, but can counterattack.

The enemy reinforcements appear east of the Nadesico, so have some units
available to help defend it along with the Dragonar units.  

-----
Scenario 22
-----
Player Units:

     Ra Kailum
     Nadesico
     Mazinger Z
     Great Mazinger
     Daimos
     8 other Units

Enemy Units:

    ? x 06
    Zonnekaiser x 02
    ? x 01
    ? (Richter) x 01

Neutral Units:

    Gekigan Type x 01

Player Reinforcements:

     Marine Spacer
     Drill Spacer
     Double Spacer

Enemy Reinforcements (1):

     Grendizer

Enemy Reinforcements (2):

     Zonnekaiser x 03
     ? x 03
     ? x 01


Events:

     Gekigan Type escapes (Turn 4?).  Enemy Reinforcements (1) Arrive.

     Turn 5:  Player and Enemy Reinforcements (2) arrive.

Notes:

     Yay, it is space again!  I just like the relative simplicity of it.  The
     (relatively friendly?) Gekigan Type will proceed north until it escapes
     off the screen.  Destroying Grendizer on this level is alright, he'll
     still join you later.

     The second group of enemy reinforcements arrive near the southeast
     corner, the Spacers will probably be fleeing northwest with the enemy
     reinforcements following until they regroup with the other units.  The
     Spacers are not fragile by any means, but it would be hard to hold off
     all of the enemies on their own.  

     After all the units are defeated, your Rival briefly appears before
     disappearing again.  

     Marine and Drill Spacer join after this battle.

-----
Intermission between 23 and 24
-----
Lots of mass produced mobile suits exploding.

-----
Scenario 23
-----
Player Units:

     Aestivalis-Akito-Lunar Frame

Enemy Units:

     Batta x 08
     Jovian Lizard Battleship x 04
     Gekigan Type x 01

Player Reinforcements (1):

     Grendizer

Enemy Reinforcements:

     Gekigan Type (but he leaves immediately)

Neutral Reinforcements:

     ? x 06
     ? x 03
     ? x 01

Player Reinforcements (2)

     Ra Kailum
     Nadesico
     Mazinger Z
     Great Mazinger
     10 Other Units

Events:

     Turn 3:  Enemy, Neutral, and Player Reinforcements (1) arrive.  Gekigan 
              Types all leave

     Turn 5:  Player Reinforcements (2) arrive


Notes:

     Pretty tough mission for the first few rounds.  Another Gekigan type
     arrives on Turn 3, and then both units will leave to help slightly
     lighten the enemy load.  Akito has to hold off all of the enemies on
     his own until Grendizer arrives to help, but even then they will
     probably be doing more defending and dodging than attacking.  The base
     provides some good HP and EN recharges each turn though.  Once the
     rest of the player reinforcements arrive though you can start making
     a dent in the enemy forces.  Enjoy the combination attacks between
     Mazinger Z, Great Mazinger, and Grendizer.  Start by clearing any
     enemies inside the base, place units that could use any sort of HP or
     EN charge on the squares available in the base, and start working
     your way outwards.  

     Grendizer joins the group, and the Nadesico receives the Y-Unit.

-----
Intermission between 23 and 24
-----

Gundam Wing boys reinacting some scenes from Endless Waltz.  Heero and
Wu Fei fight, so do Trowa and Duo, Quatre just kind of stands there.

-----
Scenario 24
-----
Player Units:

     Falguen

Enemy Units:   

     Dyne x 06
     Geyzam x 03
     ? x 02
     ? x 01

Player Reinforcements (1):

     Jagd Gelf x 02
     Reb Gelf x 01
     Stark Dyne x 01

Player Reinforcements (2):

     Ra Kailum
     Nadesico
     Getter Dragon
     Grendizer & Drill Spacer Combined
     8 other Units

Player Reinforcements (3):

     Gundam GP03S

Enemy Reinforcements:

     Gerbera Tetra
     Gelgoog Marine Commander Type x 03
     Gelgoog marine x 04

Neutral Units:
   
     ? x 06
     ? x 01 (Kirka)
     ? x 01

Events:

     Turn 2:  Player Reinforcements (1) Arrive

     Turn 3:  Player Reinforcements (2) Arrive

     Turn 5:  Enemy Reinforcements Arrive.  Getter Liger, Grendizer, and
              Drill Spacer show up again.  

     Turn 6:  Player Reinforcements (3) Arrive.

     When ? (Dragonar enemy character) is defeated or retreats:  Neutral
     Units appear.  The Falguen, Gelfs, and Stark Dyne will then leave too.

Notes:

     Okay, starting out you have Malliot? and his Falguen, head straight
east.  On Turn 2 the other units you see typically with him arrive, but
are controlled by the computer, head south to group up with them.  When
the Ra Kailum and Nadesico arrive, put your ground units into the Ra
Kailum and start using Bright's Speed (5 point spell) to group with the
others quicker.  When dealing with the main enemy Dragonar pilot you
should have the Nadesico use a spell to lower his morale so he does not
use his MAP Weapon on you.  Monitor his status to check that it does not
reach 120.  When he is defeated the Neutral Units will show up to the
south, but other units will probably arrive before that.

The Getter Liger, Grendizer, and Drill Spacer show up to the southwest
on Turn 5.  Turn Liger into Dragon and start heading east.  Have
Grendizer move east as far as he can go, then have the Drill Spacer go
to the square he is on for them to combine.  Have those units go to
regroup with the others.  

Cima's forces are kind of odd.  When Kou shows up in GP03S, use flash on
him (the 10 point spell that gives the newtype flash effect) and have
him head east.  Have him cross the gap to the northwest of Cima's units
and most of them will be content to stand on the other side of the gap
from him and let the units fighting have some breathing room.  Cima
seems to be somewhat obsessed with killing Kou. >_<  Oh well, he has
Flash and lots of Armor so he can hold them off (or maybe even do much
better than that if you have him leveled up decently).  ^_^

Back to the defeat or retreat of the Dragonar villain here, when he
leaves, so will the Falguen, Jagd Gelfs, Reb Gelf, and Stark Dyne.
Neutral Units will then appear to the south, but of course they are
after you.  Kirka (the blue skinned girl) can be recruited.  Use the
combined Grendizer and Drill Spacer and attack Kirka once, after the
attack a conversation will then commence.  Destroy the battleship
piloted by the blue skinned guy, and when that is done, seperate the
Drill Spacer from the Grendizer.  Move the Drill Spacer over to Kirka
and use Convince.  Kirka will then join your side but her robot will
explode. o_O  She's a pretty good pilot and can go into any unit from
Mazinger Z, Great Mazinger, or Grendizer and starts with Scan, Flash,
Mercy, and Luck spells.  Mop up the rest of the units as needed.
-----
Scenario 25
----- 
Player Units:

     Ra Kailum
     Nadesico
     Dragonar Type 2 Custom
     Dragonar Type 3 Custom
     12 Other Units

Enemy Units:

     Gesi Mk. II x 06
     Soul Gain x 03
     Dyne x 06
     Geyzam x 03
     Dragonar Type 1 Custom
     ? x 02
     ? x 01

Neutral Units (1):

     Falguen
     Jagd Gelf x 02
     Reb Gelf x 01
     Stark Dyne x 01

Neutral Units (2):

     Gundam Sandrock Custom
     Gundam Deathscythe Custom
     Gundam Wing Zero Custom

Events:

     Turn 2:  Neutral Units (1) arrive

     Turn 3:  Neutral Units (2) arrive and disappear into the Devil Colony
              nearby.

Notes:

Okay, for the sake of simplicity I listed the units that are available at
the start since Dragonar Type 1 Custom turns into an enemy and the Main
Character blows his/herself up and forces two enemies to retreat.

The refreshing thing is that the Neutral Units that appear here actually
go after the enemies instead of you.  If you would like to prevent Malliot
and the rest of his group from dying, you should head northwest instead of
goingnorth which might seem like the most obvious direction starting out.

The last three Dragonar enemies are equipped with MAP Weapons, so you may
want to reduce their morale to help reduce damage.  The Dragonar villain
will retreat to Devil Colony when his HP becomes low.  Dragonar Type 1 can
not be recruited back by Type 2 or 3 either by the way.  
-----
Intermission between 25 and 26
-----
You are given a choice between going to Devil Colony to learn the Love
Love Tenkyouken for Domon and Rain, or go with the Wing boys to do whatever.
-----
Scenario 26 (Devil Colony)
-----
Player Units:

     Ra Kailum
     God Gundam
     Dragonar Type 2 Custom
     Dragonar Type 3 Custom
     9 Other Units

Player Reinforcements:

     Dragonar Type 1 Custom (changes to your side)
     Falguen

Enemy Units:

     Dragonar Type 1 Custom
     Geyzam x 06
     ? x 05

Enemy Reinforcements:

     ? x 04
     ? x 01

Enemy Reinforcements (2):

      Grand Master Gundam

Enemy Reinforcements (3):

      Devil Gundam

Events:
  
      Turn 3:  Enemy Reinforcements (1) Arrive.

      Turn 4:  Player Reinforcements Arrive.  Dragonar Type 1 Custom joins
      your forces again.

      Dragonar villain defeated:  Enemy Reinforcements (2) Arrive

      Grand Master Gundam is defeated:  Enemy Reinforcements (3) Arrive.

Notes:

First off, the good news.  Dragonar Type 1 Custom will join you again, so 
it
would be a good idea to not destroy him before he does this.  Try to conserve
your spell use for later when dealing with the enemies throughout the colony.

When dealing with the main Dragonar enemy, I would place a unit with the
flash ability on the other side of the wall within the range of the map
weapon so he wastes the 1 shot he has. ^^  When he is defeated (yay, he does
not retreat this time!), Grand Master Gundam will show up.

Admittedly Grand Master Gundam is a tough cookie, but you may want to hold
off a little bit because Devil Gundam is much much stronger.  You can pretty
much count on Devil Gundam destroying a unit, or putting it near death, with
a successful counterattack.  Maximize the amount of damage you can do since
Devil has about 50,000 HP and resists damage fairly well (UC Gundam and
Dragonar units may have a hard time doing significant damage).  If you have
Nobel Gundam, using a couple Double God Fingers would be highly suggested.

When Devil Gundam is destroyed, Rain is freed, the Rising Gundam shows up,
and Rain and Domon defeat Devil with the Love Love Tenkyouken. ^_^
-----
Scenario 27
-----
Player Units:

     Tallgeese III
     Gundam Deathscythe Custom
     Gundam Sandrock Custom
     Gundam Heavyarms Custom

Player Reinforcements (1):

     Main Character

Player Reinforcements (2):

     Gundam Wing Zero Custom
     Nadesico
     9 other units

Enemy Units:

     Taurus x 06
     Serpent x 06
     Dragoon x 04

Enemy Reinforcements (1):

     Gesi Mk. II x 04
     Soul Gain x 02
     Rival Character

Enemy Reinforcements (2)

     Gundam Nataku

Events:

     Turn 3:  Player Reinforcements (1) and Enemy Reinforcements (1) Arrive

     Turn 5:  Player Reinforcements (2) and Enemy Reinforcements (2) Arrive

Notes:

     Have the GW units move west and then south to enter the water where the
Taurus units will not be able to fire their beam cannons.  This also makes
grouping up with the Main Character when he/she appears easier.  

When the real player reinforcements arrive (by the way, if you want to use
Gundam GP03S on this stage you should equip a Minovsky Craft, it might be
listed after the Shuffle Badge, umm, it has a very clear normal arabic letter
'A' in the item description), have them proceed south, send a few units to
help the Wing units clear up the last of their enemies, but they should have
things fairly well under control.  

Feel free to have Gundam Wing Zero Custom destroy Nataku, you will still
receive Nataku when the stage is over.  

Gundam Wing Zero Custom, Gundam Deathscythe Custom, Gundam Heavyarms Custom
Gundam Sandrock Custom, Gundam Nataku, and Tallgeese III all join when the
battle is over.
-----
Scenario 28
-----
Player Units:

     Apsarus (Aina)
     Ra Kailum
     Nadesico
     12 Other Units

Enemy Units

     Apsarus x 03
     Apsarus III x 01
     Bawoo x 02
     Gouf custom x 02
     Dom II x 01
     Zzsa x 04

Enemy Reinforcements:

     Dreissen x 02
     Bawoo x 04
     Doven Wolf x 04
     Quebely Mk. II x 02
     Quin Mantha x 01

Neutral Units:

     ? x 06
     ? x 03
     ? x 01

Events:  

     Turn 5:  Neutral Units Arrive

     Turn 6:  Enemy Reinforcements Arrive

     Guy with Eyepatch on Neutral Units is defeated:  Comes back in another
     mecha.

Notes:

     Alright, you can get Norris in this battle, just let him live, no need
to try to use Convince, no need to attack or counterattack him, just have 
him
be alive at the end of the battle.  

Okay, I would suggest having a bunch of strong units hop into the water to
the south of the start position, and the enemies' attack strength will be
dramatically decreased since they can not attack with Beam Weapons.  Actually
the Deathscythe Custom does pretty well here since it has a strong attack,
and its Jammer can prevent missles from hitting him.  Anyway mopping up these
units should be fairly easy even if it may take awhile, the Apsarus III is
even left with very little to do since the only way it can hit you at all 
is
with his MAP Weapon, and that will only do 10 damage if you are underwater.

The main concerns on this stage lie in the neutral units that appear to the
north of the start point, and the enemy reinforcements that appear to the
east.  The neutral units are not too difficult, but the main one will come
back in a new stronger mecha when his starting one is defeated.  

After the neutral units are out of the way, it'll be time to concentrate on
the enemy reinforcements coming from the east.  If you want to get Puru I 
and
II, do not destroy the Quebley Mk. IIs and focus on the other enemies.

The encounter with the Quin Mantha will be much easier if the Nadesico
reduces its morale (its a 40 point spell) so that it is unable to use
funnels or its MAP Weapon, probably best to cast the spell twice if possible.
This will lower the Quin Mantha's attack potential considerably, actually 
its
strongest attack will be its chest beam cannon, and any units attacking from
the water can not be hit by it. ^_^ 

After the Quin Mantha is destroyed, have Camille (the Gundam Zeta pilot) use
a weak attack (like Vulcans) on Puru One in the purple Quebely Mk. II.  This
will make her change to your side.  You must have Puru One destroy Puru Two
in the brown Quebeley Mk. II to get her too.

Norris will join with his Gouf Custom, Puru One will join with her purple
Quebeley Mk. II, and Puru Two will join with her brown Quebeley Mk. II if
the proper steps were taken. ^_^
-----
Scenario 29
-----
Player Units:

     Shin Getter Robo

Player Reinforcements:

     Ra Kailum
     Nadesico
     Combattler V
     10 other units

Enemy Units:

     ? x 06
     ? x 03
     ? x 02
     ? x 01
     ? x 01

Enemy Reinforcements (1):

     Mass Produced Great Mazinger x 08

Enemy Reinforcements (2):

     ? x 06
     ? x 02
     ? x 01
     ? x 01

Events:

     Turn 3:  Player and Enemy Reinforcements (1) Arrive

     Turn 4:  Enemy Reinforcements (2) Arrive

Notes:

     Alright, Shin Getter Robo is alone for a few rounds, just keep your
distance from the enemy until reinforcements arrive.  Actually this mission
is almost refreshingly simple.  All of the enemies come toward your units,
a simple phalanx type formation will work well.  Just keep up everyone's HP
and EN levels and just enjoy the lack of any worrying over any secrets to
pick up on this stage.  
-----
Scenario 30
-----
Player Units:

     Ra Kailum
     Nadesico
     Voltes V
     13 Other Units

Enemy Units:

     ? x 02
     ? x 02
     ? x 02
     ? x 02

Enemy Reinforcements (1):

     ? x 02
     ? x 02
     ? x 02
     ? x 02

Enemy Reinforcements (2)

     Mass Produced Great Mazinger x 06
     Skullrook x 01
     ? (General Black) x 01

Enemy Reinforcements (3)

     Skullrook x 01
     ? x 01

Events:

      Enemy Reinforcements (1) Appear on Enemy Phase of Turns 2 and 3.

      Enemy Phase of Turn 4:  Enemy Reinforcements (2) Appear

      General Black is Defeated:  Enemy Reinforcements (3) Appear

Notes:

     Okay, this is a wierd stage.  Lots of enemies appear really quickly, 
but
they are somewhat slow and inaccurate.  On Turn 4 General Black appears with
some Mass Produced Great Mazingers and a big floating skull castle thing.
The really important thing here is DO NOT DESTROY the Skullrook, that will
land you an instant game over, which is of course very bad.

Before defeating General Black, have your units occupy the castle in the
middle of the map, and try to set them up in good attack positions.  When
General Black is defeated Enemy Reinforcements (3) will arrive.  They will
appear in the castle if there are any empty spots, and you do not want to
allow them to have 20% recovery on their HP and EN do you?  Anyway destroy
these guys as quickly as you can or it is another game over >_<

After all the enemies except the skullrook from Enemy Reinforcements (2) are
defeated the mission is successfully completed. ^^
-----
Scenario 31
-----
Player Units:

     Gekigan Type-Tetsujin

Player Reinforcements:

     Ra Kailum
     Nadesico
     Zambot 3
     12 Other Units

Enemy Units:

     ? x 03
     ? x 03
     ? x 03
     ? x 02
     ? x 02
     ?(Butcher) x 01

Enemy Reinforcements:

     Gesi Mk. II x 09
     Soul Gain x 02
     Vysaga x 02
     Rival Character

Events:

     Turn 2:  Player Reinforcements

     Turn 4 Enemy Phase:  Enemy Reinforcements Appear
Notes:

     Alright, you just have the Gekigan Type starting out (wouldn't it be
nice if Gekiganger actually showed up in an SRT game? ^_^), head south, and
block for one round.  Player Reinforcements show up to the southeast on
Turn 2

-----
Intermission between 31 and 32
-----
A split occurs here.  With the first choice you go with the Nadesico, with
the second choice you go with the Ra Kailum.

On the Ra Kailum route, the following will accompany you if available:

Main Character (obvious eh?)

Amuro (Nu Gundam)
Kayra (Re-GZ)

Shiro (EZ-8)
Aina (High Mobility Type Zaku)
Norris (Gouf Custom)

Puru One (Quebely Mk. II)
Puru Two (Quebely Mk. II)

Heero (Wing Zero)
Duo (Deathscythe)
Trowa (Heavyarms)
Quatre (Sandrock)
Wu Fei (Nataku)
Zechs (Tallgeese III)
Noin (Taurus)

Koji (Mazinger Z)
Sayaka (Diana A)
Tezuya (Great Mazinger)
Jun (Venus A)
Boss (Boss Robot)
Duke Fleed (Grendizer)
Maria Fleed(Drill Spacer)
Hikaru(Marine Spacer)

Kazuya (Daimos)
Kyoshiro and Nanai (Garuba FX-II)

Combattler V and all of its pilots

Voltes V and all of its pilots

Pilots without Units Available:

Kirka
Four/Rozamia

Unpiloted Units Available:

Apsarus
Char's Gelgoog
Full Armor Gundam/G-Fighter
Super Gundam
Gundam GP01Fb
Minerva X
Mass Produced Great Mazinger?
-----
Scenario 32 Ra Kailum
-----
Player Units:

     Gundam Double Zeta
     Double Spacer
     Zakerello

Player Reinforcements:

     Ra Kailum
     Grendizer
     Main Character
     10 other units

Enemy Units:

     ? x 05
     ? x 07
     ? x 03

Enemy Reinforcements:

     Gesi Mk. II x 06
     Soul Gain x 02
     Vysaga x 02
     Rival Character

Events:
 
     Turn 3:  Player Reinforcements Arrive
    
     Turn 4:  Enemy Reinforcements Arrive

Notes:

    Alright, have the pilots starting out keep using a spell that each one
of them has that costs 15 points, this raises their evasion rate and will
help them hold out until reinforcements arrive.  Grendizer can combine with
the Double Spacer that is already available.  If you want to get the FAZZ
(Full Armored Double Zeta) for Judau in a little bit, you should try to
maximize his number of kills starting here.

After the battle is over, Double Zeta, Double Spacer, and Zakerello all
join you.  

===================
FREQUENTLY ASKED QUESTIONS
===================

Q.   How do I replay a stage?

A.   Replaying a stage is useful for obtaining more experience and money, 
to
     do this simply do not save during a mission and lose.  You will be taken
     back to the intermission screen and you will retain the experience and
     money earned so far in that battle.  An easy way to lose a battle by 
the
     way is to send the Argama or Ra Kailum into the middle of an enemy
     group.
-----
Q.   How do I get Allenby and her Nobel Gundam?

A.   Force Allenby to retreat on Scenario 16.  On Scenario 18 have Domon use
     Convince on Allenby and let her retreat.  On Scenario 19, have Rain use
     Convince on Allenby, then have Domon use Convince on her too.  Destroy
     Nobel Gundam with Domon giving the final blow.  Allenby and Nobel Gundam
     will join after Scenario 19 is over.  
-----
Q.   How do I get Four or Rozamia?

A.   On Scenario 16 have Camille use Convince on the one you want, or both 
if
     you wish.  The important part is to use Convince on the one you want
     later.  On Scenario 18 have Camille start heading northeast in Zeta's
     transformed Wave Rider mode and use Convince on the one you want.
     Destroy that girl's Psyco Gundam (or even let Master Gundam destroy it
     you don't mind losing the experience).  The girl you convinced will now
     join you (and the Super Gundam has an empty seat at that point too).
-----
Q.   How do I get Norris and his Gouf Custom?

A.   On Scenario 28, he will join you if he was not destroyed in the battle.
-----
Q.   How do I get Puru and Puru Two?

A.   On Scenario 28 (same one where you get Norris), destroy the Quin Mantha
     and then have Camille attack Puru One (in the purple Quebeley Mk. II)
     with a weak attack to convince her.  Destroy Puru Two (in the brown
     Quebely Mk. II) with Puru One.  They will both join with their
     respective Quebeley Mk. IIs after the battle.
-----
Q.   Is there a way to use the GP03 with the Orchis on earth environments?

A.   Yes, just equip the Minovsky Craft on it, and you can use it on earth
     instead of just the moon and space as it would be normally.  This
     allows you to get much more use out of the unit in the game. ^_^
===================
SPECIAL THANKS
===================

Thanks to Haipaakoneko for putting up with me. ^^

Thanks to Neo for listening to my insane rambles and playing SRW games too.
^_^

Thanks to CMori for making a really spiffy SRW4 Walkthrough, made my second
time through that game so much more enjoyable. ^_^

Thanks to DragoonT for some good feedback on my Zeonic Front guide, and for
making some fun to read guides. ^^
===================
COPYRIGHT
===================
Unpublished work Copyright 2002 gundamtotoro

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Alteration of this Copyright is punishable under Title 17 Chapter 5 Section
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"Gundam", "Mobile Suit", and all related characters and names are property 
of Sotsu Agency, Sunrise, and Bandai Co. Ltd.    

All copyrights and trademarks are acknowledged and respected that are not 
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