Dai 4 Ji Super Robot Taisen (Super Robot Wars IV) Walkthrough Version 2.0 - 11/22/2004 by Carlos Satoshi Mori (csmorihotmailcom) This is my guide for the Super Famicom (SFC) port of Dai 4 Ji Super Robot Taisen, or Super Robot Wars IV. I have written this because I think all other FAQs for this game didn't give a good stage-by-stage scenario description. Since there is a number of other FAQs around for this game, you won't see much detail about the basic gameplay (even because it is a pretty traditional simulation game) or character and robot descriptions. As a matter of fact, I will try only to write about aspects left uncovered by other FAQs (or aspects I find too relevant to leave out of this guide). Keep in mind this guide is a big spoiler and I recommend you only read it after you play through the game at least once - don't worry, I think you will want to play it again after you finish it the first time. LEGAL STUFF (a.k.a. Disclaimer)---------------------------------------------- This document copyright 2001 Carlos Mori. No one is allowed to change this document in any way, without my express permission. No one is allowed to sell this document, nor use it as a gift or a promotional tool of any kind. As of this version (2.0, 11/22/2004), the only websites allowed to publish this file are GameFAQs (www.gamefaqs.com) and www.cheating.de; its publishing is forbidden for any other websites. Similarly, it cannot be reproduced, even partially, in any other kind of media, including magazines or guides. Copyrights and trademarks of this game, its characters and the television shows it refers to are property of their respective owners. TABLE OF CONTENTS------------------------------------------------------------ I - Gameplay Details 1 - Pilot Status 2 - Unit Status 3 - Weapon Status 4 - Upgrading 5 - Terrain 6 - Items 7 - Special Pilot Skills 8 - Special Robot Skills 9 - Seishins II - Character Construction Guide 1 - Name and Face 2 - Pilot Type 3 - Gender 4 - Birthday and Bloodtype III - Walkthrough IV - Scenario Flowchart V - Options VI - Help Needed VII - Contact Information VIII - Version History IX - Credits GAMEPLAY DETAILS------------------------------------------------------------- Here I'll place some observations about certain aspects of the game that I find relevant and not very obvious; most of them probably have been addressed on other FAQs, so I will try to keep it short. 1 - Pilot Status ---------------- Each pilot has a given set of skills and characteristics, which determines his/her effectiveness in battle. A pilot's status is unique, and should be considered when assigning robots to each pilot. It can be seen on the "Pilot Status" screen and, for reference, I'll describe here what each status topic means. KinKougeki Determines the pilot skill when dealing with short range (Close Attack) attacks (the higher the value, the more damage a pilot can inflict). EnKougeki Shows the pilot skill when using long-range attacks. (Far Attack) The higher the value, the more damage a pilot can cause with long-range weapons (even if you are attacking an enemy right next to you). MeichuuRitsu Shows the pilot's aiming skill - the higher the value, (Hit Rate) the easier it is for a pilot to hit an enemy. KaihiRitsu Shows the pilot's dodging skill. Higher values indicate (Evade Rate) your pilot has better chances to escape enemy attacks. (NOTE: Both the Hit and Evade Rates are presented in a "XXX + XX" format. Only the first number applies to the pilot; the second is the robot's agility, and changes according to the robot the pilot is boarding.) Chokkan Affects your pilot's evading rates (the higher, the (Intuition) better). When it reaches 130, the pilot becomes able to move twice per turn. Zaryou Affects your pilot's chances of making and receiving (Skill) critical hits. Higher skill values mean the pilot will make more critical hits, and receive less. Chikei The pilot expertise in each terrain (Sky, Ground, Sea (Terrain) and Space), rated from "A" to "D". A grade "A" means that this is the terrain where the pilot acts up to his/her full potential. Notice that each type of pilot has different average values on each status category. For instance, Mobile Suit (MS) pilots tend to have higher hit/evade rates than Mazinger-type pilots. Overall, each type of pilot is designed to compensate the advantages and handicaps of their respective robot types. 2 - Unit Status --------------- Like pilots, each robot has specific characteristics that differentiate it from the other ones. Again, I will show a quick description of each status topic, as seen on the "Unit Status" screen. HP (Hit Points) Your unit's "life meter". The higher the value, the more damage your unit can sustain before being destroyed. The first number is the unit's current HP, and the second is the maximum HP. EN (Energy) Your unit's "fuel meter". Shows you the amount of energy the unit has left. You spend 1EN for every square you move in the sky or in space. Also, some attacks spend a certain amount of energy every time they're used. Every turn, each unit recovers 5EN. Idouryoku The amount of squares the unit can move in a single turn (Mobility) (more details in the "Terrain" section). Soukou Your robot's armor strenght. A higher armor means that the (Armor) robot will suffer less damage on every attack. Undousei Added to the pilot's hit and evade rates, determines the (Agility) unit's chance to hit enemies and avoid enemy attacks. Genkai Han'nou The unit's max sustainable reaction power. If the pilot's (Max Reaction) hit or evade rates (robot's agility included) are higher than the Max Reaction, the exceeding value is disconsidered (i.e. if a robot's max reaction is 180 and the pilot's hit rate is 200, then, in effect, the pilot's hit rate is 180, because the robot can't stand more than it). Shield Indicates if the unit has a shield or not. "Ari" means it has a shield, "Nashi" means it doesn't. Only humanoid robots can have shields (ships or Mobile Armors can't), and the pilot has to have the "Shield Bougyo" skill to use it. Size The unit's size, from "S" (small) to "LL" (extra large). Smaller robots have better chances to escape enemy attacks. Chikei Equivalent to pilot terrain grades. The unit's efficiency in (Terrain) each terrain, graded from "A" to "D". A dash ("-") means the robot is unable to go at that particular terrain. 3 - Weapons Status ------------------ Obviously, each weapon has its own characteristics, which determine its destruction power, range and hit rates, among other things. KougekiRyoku The attack's strenght. Obviously, the higher it is, the more (Attack Power) damage it can cause. Shatei The attack's minimum and maximum ranges, in squares. If the (Range) range is 1, the attack is considered "short-range"; all other ones are considered "long-range". Meichuu A percent bonus to your robot's hit rate. Basically, an (Hit) attack with a +10 Meichuu has 15% more chance to hit than a -5 Meichuu value. Zandan (Shots The amount of ammo available to this attack. Dashes ("--") Remaining) means the weapon does not have ammo limitations. Chikei The attack's efficiency on each terrain. A dash means the (Terrain) attack can't hit enemies on that particular terrain. Hitsuyou Kiryoku Some attacks require the pilot to have a specific amount (Required Vitality) of kiryoku to be used. Until the pilot has at least this amount of kiryoku, the attack is not available. Shouhi EN Some attacks spend a certain amount of EN each time they (Consumed are used. If that's the case, the amount it spends is Energy) displayed here. Hitsuyou Ginou Displays the special pilot skill necessary to use this (Required Skill) attack. Only Newtype or SeiSenshi are required to perform attacks, and very few attacks require them (those that do, however, are very powerful). Critical Hosei Indicates the chances a weapon has to make a critical (Critical hit. For example, +20% means it has 20% more chance to Correction) make a critical hit than a +0% attack. 4 - Upgrading ------------- During every intermission, you can upgrade your robots' status and weapons in order to improve their battle performance. Each upgrade costs money (well, it's the only thing money is good for in this game), and you are given the choice of upgrading several different aspects of each robot. The more upgrades you do on a unit's given aspect, the more expensive it becomes. Each category can be upgraded up to seven times. The following table shows the prices charged for each upgrade, and the upgrading value you get for each category. Upgrade | Costs | 1 2 3 4 5 6 7 HP +300 | $3000 $5000 $8000 $10000 $15000 $20000 $25000 EN +10 | $1000 $1500 $2000 $2500 $3000 $3500 $4000 Armor +50 | $3000 $5000 $8000 $10000 $15000 $20000 $25000 Agility +4 | $5000 $8000 $10000 $12000 $15000 $18000 $20000 M.Reaction +10 | $1000 $1500 $2000 $2500 $3000 $3500 $4000 Attacks can also be upgraded, but you can only increase its attack power. Some (very weak) attacks are cheaper to upgrade than the others, but the vast majority runs under a more expensive upgrading table. For some particularly powerful weapons, there's a third price table, way more expensive. Very few attacks run under it (i.e. Aura Giri and Hyper Aura Giri), and since those moves are already pretty beefy, you won't need to upgrade them much anyway. Each upgrade increases the attack's power by 200, no matter the price paid. Weapon Costs 1 2 3 4 5 6 7 Weak $2000 $2000 $4000 $8000 $10000 $10000 $10000 Normal $5000 $8000 $10000 $12000 $15000 $18000 $20000 Strong $10000 $20000 $30000 $30000 $30000 $40000 $40000 5 - Terrain ----------- Placing your cursor over any empty space and pressing the 'cancel' button allows you to see how it affects your aiming ang evade rates. As a general rule, the more accidented the terrain is, the worse your aiming gets, and the better for your evade rate. Therefore, placing a unit into a mountain allows it to defend itself better than if it was into an open field, but also makes it harder for your unit to hit the enemy. In addition, the more accidented the terrain is, the more it affects your robot mobility. For instance, the Gundam's mobility is 7 points. This means that the Gundam can walk, in one turn, up to 7 squares, if it is on a plain field (a grassy area without trees or anything); in other words, plain fields require 1 mobility point per "step" taken. Other terrains, like woods (those areas with only one or two trees into them), require 2 mobility points per step, while really accidented terrains (mountains or forests) require 3 points per step. So, the Gundam can walk up to 3 squares per turn on the woods, and only 2 squares per turn on the forest. Remember that it only applies for ground-bound units. Flying units don't have their mobility, aiming or evade rates affected by the terrain they are over. If a unit is classified as a water type, it can move on water as freely as if it was on a plain field (that is, 1 mobility point per step). An often-overlooked aspect of the game is that some terrains provide HP healing for whatever unit is standing on them. Any unit (player or enemy) that is into city terrain (the buildings, not the roads) has its HP healed by 10% every turn. Also, on some stages, a type of terrain called "base" appears. Standing on that terrain gives you a 20% HP recover every turn. [NOTE: base terrains are, for example, the Saotome Institute (the dome the Getter Robo comes out from) in Scenarios 4A and 4B. At the walkthrough, I'll try to mention when a scenario has a base. Units will get healed even if they are flying above base terrains.] 6 - Items --------- Items are parts or accessories that can be attached to one of your units in order to improve its performance, add some new functionality or provide HP and energy refills. While you'll receive some items after a certain stage, most of the time you will get items by standing on certain squares in each stage. Usually, there is no indication that a given square has an item into it, except that this spot may be somewhat different from the surrounding ones (i.e. a clear square right in the middle of a big forest). The only way to find out for sure which squares have items (other than try and error) is by using the "Tansaku" seishin, which gives you the position of one item every time you cast it. However, unless your main character has this seishin, nobody on your team will have this skill during the first 10 or 11 scenarios; anyway, I intend to give up the locations of the items for every scenario, and try to warn you when you're given items after an stage (but there's a chance I may miss some items). Now, I'll give you a quick description of all (?) items of the game: Repair Kit: Refills 2000HP. Once used, it's thrown away. Propellant Tank: Refills 50 energy points. Once used, it's thrown away. Propellant Tank S: Refills 150 energy points. Once used, it's thrown away. Chobham Armor: Armor + 150, Max HP + 500 Hybrid Armor: Armor + 200, Max HP + 800 Booster: Mobility + 1 Mega Booster: Mobility + 2 Apogee Motor: Mobility + 1, Agility + 5 Magnet Coating: Max Reaction + 10, Agility + 5 BioSensor: Max Reaction + 15, Agility + 8 ALICE: Max Reaction + 20, Agility + 12 Psycho Frame: Max Reaction + 25, Agility + 10 Fatima: Max Reaction + 20, Agility + 18, Mobility + 2 Anti-Beam Coating: Equips unit with Beam Coat. I-Field Generator: Equips unit with I-Field. Hi-Efficiency Radar: Every weapon has its max range increased by 1. (except short-range and MAP weapons) Minovsky Craft: Turn any unit into a Land/Air type (ground units become able to fly, space or air-only units can act on planet surfaces and even land) Keep in mind you have to equip the item during intermission in order to take advantage of it (duh!). NOTE ABOUT ITEM LOCATIONS: the coordinates to find the items are in a (x,y) format. It assumes that the top left square is (1,1). The first number refers to the horizontal coordinate, while the second one is the vertical coordinate. So, square (8,10) is the one 7 squares to the right and 9 squares below the top left square of the scenario. 7 - Special Pilot Skills ------------------------ Some pilots have certain special skills, which can be seen in the pilot status screen. You can't choose when to use or not these skills; the game does that for you. KiriBarai: In order to be used, your robot must have a beam sword or (Cutting Sweep) an Aura Sword. Every now and then, pilots with this skill use their sword in order to destroy enemy missiles, rockets, and even funnels, preventing them from damaging you. It can also block other beam sword attacks. Shield Bougyo: In order to be used, your robot must have a shield. Pilots (Shield Defense) with this skill will occasionally use their shields to defend enemy attacks, reducing the suffered damage by half. Newtype: Mobile Suit Type pilots only. To be used, some weapons require the pilot to be a newtype. In addition, they usually are able to move twice per round sooner than non-newtypes. Kyouka Ningen: Mobile Suit Type pilots only. Pretty much the same as (Enhanced Human) newtypes (i.e. they can use newtype weapons and get to move twice sooner). SeiSenshi: Aura Battler Type pilots only. The most powerful attacks an (Holy Warrior) Aura Battler unit can use are the Aura Giri (Aura Cut) and Hyper Aura Giri (Hyper Aura Cut); in order to use these two attacks, your pilots must have the SeiSenshi skill. Also, like newtypes, they're usually able to move twice sooner than non-SeiSenshis. Sogojikara: If your unit has only 1/8 of its HP left, the chance of (Reserve Power) making a critical hit is doubled. 8 - Special Robot Skills ------------------------ Like pilots, some robots and ships have built-in special skills. Also like pilot skills, you can't choose when to use them or not. Henkei (Transform): Indicates the unit can transform. Gattai: Indicates the unit can combine with some other unit. (Combination) If more than two units are required to combine, all of them must be near each other. Bunri (Separation): Indicates the robot can separate into smaller units (that can later re-combine), or simply drop some parts and change into a different mode (in which case your robot can't change back into its previous mode). Beam Coat: Defends the unit against beam attacks. If an attack is meant to cause up to 1200HP of damage, the Beam Coating absorbs it completely. Stronger attacks can pierce the coating, causing the unit to suffer the full blow. If the attack is meant to cause more than 600HP, beam coating consumes 10EN. Present in almost every Heavy Metal, as well as a few mobile suits. Aura Barrier: Works the same way as beam coats, but can take up to 3000HP of damage, and if the attack received is meant to cause more than 1500 damage, it spends 20EN. Present in all Aura Battler units, including fighters and battleships. I-Field Same as the two above, but takes up to 2000HP of damage and spends 20HP if the damage meant is higher than 1000. Present in a handful of mobile suits, as well as in various kinds of battleships. Bunshin (Branching): Whenever your kiryoku is 130 or higher, your unit gets a 50% chance to escape any enemy attack (if the battle screen shows that the enemy has a 30% chance of hitting your unit, than it effectively has only 15%). HP Kaifuku: Like the name says, a unit that has this skill gets a (HP Restore) small percentage of its HP recovered every turn. 9 - Seishins ------------ Seishins are, in this game, the equivalent to magics in other Strategy games or RPGs. Each character has a defined set of seishins (up to 6), and each of them is learned when the character reaches a determined level. Usually, pilots of more aggressive, attack-oriented units have seishins that help them hit the enemy or inflict higher damage, while pilots of support units have seishins that allow them to heal or help other units, as well as reduce enemy stats. The seishins in the game appear (in the seishin menu) as follows: Konjou ShuuChuu Hokyuu Saidou Kakuran DoKonjou Shinrai Yuujou Fukkatsu Tansaku Hirameki I'Atsu Ai Kakuremi AshiKase Kasoku Tekagen Gekido Datsuryoku Teppeki Nekketsu Ki'Ai Kakusei Jibaku Tamashii Hicchuu Kou'Un Gekirei Teisatsu Kiseki Konjou (Will-power) Cures 1/3 of your own HP. DoKonjou (Great Will-Power) Cures completely your own HP. Hirameki (Flash) Guarantees you'll dodge the next enemy attack. Kasoku (Acceleration) Mobility +5 for your next move. Nekketsu (Hot Blood) Guarantees a critical hit on your next attack. Hicchuu (Certain Hit) For one turn, you hit rate will always be 100% ShuuChuu (Concentration) For one turn, your hit and evade rates are increased by 30% Shinrai (Trust) Cures 1/3 of the HP of any unit you choose. (you can choose any player or NPC units) I'Atsu (Coercion) Prevents all enemies whose level is lower than your own from moving for one turn. Tekagen (Consideration) If your enemy has a lower skill level than yours, and your next attack is enough to kill him/her, he'll be left with 10HP. Ki'Ai (Focus) Rises your own kiryoku by 15 points. Kou'Un (Fortune) The next time you (counter)attack an enemy you'll receive twice the exp and money you'd normally get. Hokyuu (Supply) Refills the energy and the ammo of any unit you choose. Yuujou (Friendship) All friendly units get their HP healed by 50%. Ai (Love) Heals all HP of all friendly units. Gekido (Indignation) All enemies on the map suffer damages that range from 10 to 1000HP. Kakusei (Awakening) Lets you move one extra time during the turn. Gekirei (Encouragement) All units right next to you get their kiryoku increased by 10 points (including enemies). Saidou (Move Again) One unit right next to you that can no longer move during this turn can move one more time. Fukkatsu (Resurrection) Resurrects a chosen destroyed friendly unit. Kakuremi (Vanishing Body) For one turn, no one can attack or counter- attack you. Datsuryoku (Exhaustion) All units within a 3-square range from you have their kiryoku decreased by 10 points. Jibaku (Self-Destruction) Your unit self-destructs, and all units right next to it suffer damage equal to the HP you had before you exploded. Teisatsu (Reconnaissance) Allows you to see an enemy's status before fighting him. Kakuran (Confuse) For one turn, all enemy units have their hit rates reduced by half. Tansaku (Search) Reveals the location of an item hidden on the battlefield. AshiKase (Shackles) All units within a 3-square range have their mobility reduced by half (friends included). Teppeki (Iron Wall) For one turn, your own armor gets doubled. Tamashii (Spirit) Triples the damage inflicted by your next (counter)attack. Kiseki (Miracle) Same effect as casting Kasoku, Hicchuu, Kou'Un, Hirameki, Tamashii, DoKonjou, and a double Ki'Ai (kiryoku +30), all at the same time. CHARACTER CONSTRUCTION GUIDE------------------------------------------------- Whenever you start a new game, you're supposed to create a protagonist. This character has a number of characteristics that you can change; these characteristics affect his/her stats and the set of seishins he/she will get. 1 - Name and Face ----------------- You can change your character's name and face. As far as I know, it does not affect anything in the game. 2 - Pilot Type -------------- You can choose if your character is a "Real Robot" or a "Super Robot" pilot. Your choice affects your stats a little (see the 'Gender' section below), but its main effect is that it may, at certain points, determine which scenarios you will go through, consequently affecting the characters and robots you get. Also, the new robot your character receives later in the game will change as well. 3 - Gender ---------- The gender of your character changes the set of faces available to him/her, but mainly, affects the starting stats of your character, as shown in the following table: Evade Hit Skill SP Special Skills Real Robot, Male 111 101 106 82 KiriBarai, Newtype Real Robot, Female 113 99 106 82 KiriBarai, Newtype Super Robot, Male 101 101 101 103 Sogojikara, KiriBarai Super Robot, Female 103 99 101 103 Sogojikara, KiriBarai 4 - Birthday and Bloodtype -------------------------- The birthday and bloodtype you choose affect the seishins you character will get. More specifically, the set of seishins you get is defined by the combination of the Zodiac house and the bloodtype you choose. These are the seishins you will get for each birthday and bloodtype. The numbers beside each seishin are the levels you'll learn the seishin at. I didn't write this information myself; I found it on a japanese magazine (more details in the "Credits" section) and I'm not sure if they are correct (those I tested were correct, though). Aries (3/21 to 4/19) O Hirameki 10, Tekagen 12, ShuuChuu 21, Nekketsu 2, Ki'Ai 8, Kou'Un 1 A Hirameki 4, Nekketsu 10, Teppeki 19, Ki'Ai 12, Kou'Un 1, Yuujou 32 B Tansaku 9, ShuuChuu 1, Nekketsu 27, Ki'Ai 16, Kou'Un 3, Gekido 24 AB Kasoku 9, Hirameki 4, Hicchuu 22, Nekketsu 3, Ki'Ai 12, Kou'Un 1 Taurus (4/20 to 5/20) O Kasoku 3, Hirameki 9, Nekketsu 19, Ki'Ai 10, Kou'Un 1, Kakusei 7 A Kasoku 11, Shuuchuu 2, Nekketsu 7, Ki'Ai 9, Kou'Un 1, Hokyuu 33 B Tansaku 9, Hirameki 11, Shuuchuu 22, Nekketsu 14, Ki'Ai 7, Kou'Un 1 AB Tansaku 2, Shinrai 31, Nekketsu 1, Ki'Ai 4, Kou'Un 10, Saidou 40 Gemini (5/21 to 6/21) O ShuuChuu 4, Nekketsu 21, Kou'Un 8, Ki'Ai 1, Yuujou 30, Kakusei 27 A Hirameki 7, Nekketsu 3, Teppeki 39, Ki'Ai 8, Kou'Un 1, I'Atsu 28 B Hirameki 3, ShuuChuu 20, Nekketsu 5, Ki'Ai 11, Kou'Un 1, Kakuran 15 AB Kasoku 3, Teisatsu 22, ShuuChuu 10, Nekketsu 7, Ki'Ai 18, Kou'Un 1 Cancer (6/22 to 7/22) O Hirameki 2, Tekagen 19, Nekketsu 12, Ki'Ai 3, Kou'Un 1, Ai 41 A ShuuChuu 22, Konjou 1, Nekketsu 6, Ki'Ai 2, Kou'Un 4, I'Atsu 23 B Hirameki 3, Tekagen 17, Nekketsu 2, Ki'Ai 22, Kou'Un 1, Saidou 9 AB Kasoku 3, Hirameki 19, Nekketsu 5, Teppeki 15, Ki'Ai 21, Kou'Un 1 Leo (7/23 to 8/22) O Hirameki 7, ShuuChuu 3, Konjou 2, Nekketsu 17, Ki'Ai 20, Kou'Un 1 A Kasoku 2, ShuuChuu 12, Nekketsu 4, Teppeki 5, Ki'Ai 9, Kou'Un 1 B Kasoku 1, Hirameki 27, Nekketsu 19, Ki'Ai 2, Kou'Un 6, Gekirei 15 AB Hirameki 12, Tekagen 33, Hicchuu 5, Nekketsu 1, Ki'Ai 24, Kou'Un 1 Virgo (8/23 to 9/22) O Hirameki 12, ShuuChuu 31, Hicchuu 18, Nekketsu 1, Ki'Ai 4, Kou'Un 8 A Kasoku 11, Hirameki 5, Hicchuu 2, Nekketsu 8, Ki'Ai 14, Kou'Un 1 B Hirameki 24, Tansaku 8, Hicchuu 4, Nekketsu 3, Ki'Ai 18, Kou'Un 1 AB Tekagen 14, Hirameki 24, Tansaku 1, Nekketsu 4, Ki'Ai 20, Kou'Un 2 Libra (9/23 to 10/22) O Tekagen 21, Shuuchuu 1, Nejjetsu 2, Ki'Ai 12, Kou'Un 3, I'Atsu 39 A ShuuChuu 3, Hicchuu 8, Nekketsu 6, Ki'Ai 17, Kou'Un 1, Kakusei 10 B ShuuChuu 8, Hicchuu 9, Nekketsu 3, Ki'Ai 15, Kou'Un 1, Kakuremi 3 AB Kasoku 3, Hirameki 17, Tansaku 12, Nekketsu 2, Ki'Ai 4, Kou'Un 1 Scorpio (10/23 to 11/22) O Hirameki 9, Shinrai 33, Nekketsu 1, Ki'Ai 12, Kou'Un 1, Kakusei 27 A Kasoku 8, Hirameki 5, Hicchuu 4, Nekketsu 2, Ki'Ai 21, Kou'Un 1 B Kasoku 21, Hirameki 1, Konjou 4, Nekketsu 8, Ki'Ai 18, Kou'Un 2 AB Hirameki 7, ShuuChuu 30, Nekketsu 10, Ki'Ai 16, Kou'Un 1, Kakuremi 14 Sagitarius (11/23 to 12/21) O Hirameki 2, Nekketsu 9, Teppeki 1, Ki'Ai 10, Kou'Un 3, Fukkatsu 45 A Hirameki 12, tekagen 21, Shinrai 33, Nekketsu 18, Ki'Ai 1, Kou'Un 4 B Kasoku 8, ShuuChuu 3, Nekketsu 16, Ki'Ai 4, Kou'Un 1, Yuujou 36 AB Kasoku 2, Hicchuu 3, Nekketsu 7, Ki'Ai 25, Kou'Un 1, Hokyuu 18 Capricorn (12/22 to 1/19) O Kasoku 3, Hirameki 2, ShuuChuu 11, Nekketsu 1, Ki'Ai 23, Kou'Un 6 A Kasoku 3, Tansaku 2, Nekketsu 4, Ki'Ai 20, Kou'Un 1, Kakusei 12 B Hirameki 2, Nekketsu 9, Teppeki 3, Ki'Ai 21, Kou'Un 1, Saidou 14 AB Hirameki 4, Konjou 2, Nekketsu 1, Ki'Ai 14, Kou'Un 8, Yuujou 31 Aquarius (1/20 to 2/18) O Kasoku 2, Konjou 3, Nekketsu 10, Ki'Ai 10, Kou'Un 1, Yuujou 22 A Tekagen 29, Hirameki 15, Nekketsu 8, Ki'Ai 2, Kou'Un 1, Yuujou 40 B Hirameki 21, Hicchuu 10, Nekketsu 2, DoKonjou 12, Ki'Ai 7, Kou'Un 1 AB Hirameki 7, ShuuChuu 18, Hicchuu 9, Nekketsu 1, Ki'Ai 14, Kou'Un 2 Pisces (2/19 to 3/20) O Kasoku 2, Tekagen 14, Nekketsu 4, Ki'Ai 8, Kou'Un 1, Yuujou 30 A Tekagen 8, Hicchuu 1, Hicchuu 13, Nekketsu 3, Ki'Ai 20, Kou'Un 2 B Kasoku 4, Nekketsu 2, Ki'Ai 3, Kou'Un 1, I'Atsu 30, Kakusei 22 AB Hirameki 5, Nekketsu 1, Ki'Ai 6, Kou'Un 2, Gekirei 30, Ai 24 Notice that none of these sets has the Tamashii or Kiseki seishins; in order to obtain them, you have to input special birthday and bloodtype combinations. The only one I knew (taken from E. Chiu's mini-FAQ) was 9/2 O, but Jin Kin pointed me to some other combinations. I assume those are all the secret combinations available in the game, but if you know other ones (even if they don't have Tamashii or Kiseki), please let me know. 1/29 B Kasoku 1, Konjou 3, Nekketsu 9, Tekagen 16, Hirameki 20, Kiseki 39 2/9 A Tansaku 1, Kasoku 8, Datsuryoku 13, Kakuremi 18, Saidou 28, Kiseki 39 3/13 B Kasoku 1, I'Atsu 5, Nekketsu 20, Jibaku 30, Ki'Ai 40, Kiseki 45 4/11 O Kasoku 1, Hirameki 5, Kou'Un 10, Ki'Ai 20, Nekketsu 20, Kiseki 35 4/29 A Jibaku 1, Kasoku 5, Hicchuu 40, Ki'Ai 42, Tamashii 45, Kakusei 48 6/25 AB Ki'Ai 1, Nekketsu 5, ShuuChuu 5, AshiKase 16, Tamashii 30, Kakusei 45 8/12 A Kou'Un 1, Ki'Ai 1, Kakusei 20, Kakuran 30, Tamashii 50, Kiseki 55 9/2 O Kou'Un 1, Hirameki 2, Shuuchuu 3, Kasoku 5, Tamashii 12, Kiseki 23 11/16 AB AshiKase 1, Nekketsu 3, Hirameki 5, Kou'Un 8, Ki'Ai 17, Tamashii 37 12/24 B ShuuChuu 1, Kasoku 2, Hirameki 4, Tekagen 8, Teppeki 10, Tamashii 27 PROLOGUE--------------------------------------------------------------------- Three months after the Third Super Robot War... Due to the successive disturbances from the wars, the Earth economics are severely hurt. Angered by increasingly brutal terrorist acts, the Earth Union Government (EUGO) decided to round down all space colonists, in order to promote the Earth supremacy. Nominated to guarantee the safety of the Earth Sphere, Commodore Jamitov assembled a secret police-like special force, the "Titans". For successfully suppressing terrorist and guerilla-type LICs (low intensicy (sic) conflicts), he was promoted to Vice-Admiral and steadily secured his position inside the Union - while the Titans, composed by former DC members, occupied a major place in the Union Army, substituting the Londo Bell. In the meantime, the Union Independent External Team Londo Bell was stolen of all its privileges and downsized, under the pretext of their one-month absence during the "La Giars Incident" (Super Robot Taisen EX); only the intervention of Vice-Admiral John Corwen saved the Londo Bell from complete dissolution, and it no longer has the fighting power it once did. Far from the events on the Earth Union's territory, DC remnant Haman Karn steadily gathered resources (by using Dozul Zabi's posthumous child Mineva) to create "Neue DC" at the mining asteroid Axis. Unlike DC, Neue DC defends the colonies should receive economic relief to compensate the EUGO's despotic ways. Thanks to the cooperation of colonists dissatisfied with the Earth Union's policies, Neue DC has power that could match former DC's. DC, in its turn, managed to rebuild in a surprisingly short time, despite having lost the colonies' support to Neue DC - thanks to their new leaders, Don Zauser and Korosu. From his Mars headquarters, Don Zauser used miraculous new technologies and abundant financial resources to restore DC to its former glory - its third installment. On the other hand, after a harsh departure from the Union Army, Captain Quattro Bajina formed the Anti-Earth United Government (AEUG), with financial support of unknown origins. Based at the Side 1's Londenion colony, they rose in revolt against the Union Government. WALKTHROUGH------------------------------------------------------------------ Whenever an NPC or enemy unit is piloted by an 'important' pilot (that is, someone other than a regular pilot or AI system), I will write the pilot's name in square brackets []. To simplify things, I will refer to the main character as "Hector" (one of the default names that can be given to him). If you created him as a Real Robot Type pilot, you start at Scenario 1A. If Hector is a Super Robot Type pilot, begin at Scenario 1B. Scenario 1A - "The Beginning" ----------------------------- 32x22, Surface Goal: Destroy all enemies Player Units: 11 (Mazinger Z, Aphrodi A, BozBorot, Troy Horse + 7) Initial Enemy Formation: Ghoul [Ashura] Lv04 Ghoul [Brocken] Lv04 Dom Lv03 x01 Zaku Kai Lv03 x01 Machine Beast Garada K7 Lv02 x02 Machine Beast Dabras M2 Lv02 x01 Mechasaurus Bado Lv03 x01 Mechasaurus Bado Lv02 x02 Minifoe Lv03 x02 Drome Lv03 x02 Items: High Efficiency Radar (1,1) $2000 (23,7) Repair Kit (21.8) $2000 (11,4) $10000 (2,21) $5000 (29,21) Events: Turn 6, Enemy Phase - Brocken leaves A graduate from the Nijmegen Officers School, Hector's greatest dream has always been to join the Londo Bell; with this in mind, he became the test pilot of his father's developing new robot, the Gespenst. Newly assigned to the LB, Hector reports to interim commander Amuro Ray just as Vice-Admiral Corwen sends the team in a top secret mission. Basically, the mission is to investigate a meteorite fallen on Aokigahara, suspected to be actually a spaceship, maybe even the aliens you fought during the Third Super Robot War (these aliens are now codenamed 'Inspector'). Speed is of the essence, because the Titans too may be around. To help you, Kouji and Sayaka were reincorporated to your team - the Mazinger Team had been cut out during the 'downsizing'. When you arrive, Kouji's already fighting some DC remnants. This stage is really easy and should give you no problems: just use your Super Robots for close range attacks while your mobile suits shoot from far. Count Brocken runs away on Turn 6: take him down before that, for the money and experience he yields. After the battle, Kouji tells the meteorite crash site is about twenty kilometers to the north. The amount of turns you took to finish this scenario affects your next destination: if you spent seven or less turns so far, go to Scenario 2A, otherwise go to 2B. Scenario 1B - "The Beginning" ----------------------------- 32x22, Surface Goal: Destroy all enemies Player Units: 11 (all available units) Initial Enemy Formation: Ghoul [Ashura] Lv04 Dom Lv03 x01 Zaku Kai Lv03 x01 Machine Beast Dabras M2 Lv02 x01 Minifoe Lv03 x03 Enemy Reinforcements: Ghoul [Brocken] Lv04 Machine Beast Toros D7 Lv02 x01 Mechasaurus Bado Lv02 x02 Items: High Efficiency Radar (1,1) $2000 (23,7) Repair Kit (21,8) $2000 (11,4) $10000 (2,21) $5000 (29,21) Events: Before Scenario starts - "Mazinger Z Launch" Demo Turn 4, Enemy Phase - Enemy Reinforcements arrive Turn 5, Player Phase - Londo Bell arrives Turn 6, Enemy Phase - Brocken leaves Immediately after graduating at the Nijmegen Officers School, Hector went to Colorado Springs, USA, to assist on his father's researches at the Tesla Righi Institute. Now, he is leaving to study overseas at Japan's Photon Power Laboratory, taking along the Gespenst, a mass-production model PT (personal trooper) developed by his father. A meteorite falling on Aokigahara causes a minor quake on the Photon Power Laboratory area, and attracts Professor Yumi's attention: a meteorite this big would usually shatter when entering the atmosphere, suggesting this might actually be a spaceship in disguise. Fearing a possible return of Inspector (the aliens you defeated on the Third Super Robot War), the Mazinger Team goes investigate. Joined by Boz, they learn they were just reinstated to the Londo Bell, which is also heading towards the meteorite site. Unfortunately, the meteorite also attracted DC in and, lucky as you are, you accidentally bump into Baron Ashura's forces. The fight isn't difficult, as most enemies will fall with one or two hits, but Count Brocken arrives on Turn 4, reinforcing DC. Just as Sayaka is worrying about the enemy numbers, the Londo Bell arrives. The only issue here is that, if you want to clear this stage in seven or less turns, you will probably have to give up some items or let Count Brocken run away on Turn 6 (destroying his Ghoul does not affect the storyline, but yields a lot of experience and money). Either way, after the battle the Londo Bell continues its travel to the meteorite site, some twenty kilometers to the north; Hector asks to come along as well, as he and the Gespenst could use some practice. If you finished this battle in seven or less turns, go to Scenario 2A, otherwise go to 2B. Scenario 2A - "Enigmatic Visitors" ---------------------------------- 20x34, Surface Goal: Ensure Daba Survives Player Units: 13 (L-Gaim, D-Seerd, Troy Horse + 10) Initial Enemy Formation: Hardias [Hardias] Lv05 Dom Lv03 x01 Zaku Kai Lv03 x01 Machine Beast Garada K7 Lv04 x01 Machine Beast Dabras M2 Lv05 x01 Mechasaurus Zaki Lv05 x01 Minifoe Lv04 x02 Drome Lv04 x02 Enemy Reinforcements: Marasai Lv06 x02 Machine Beast Garada K7 Lv05 x01 Mechasaurus Bado Lv05 x02 Minifoe Lv04 x03 NPC Units: Gabthley (MS) [Lila] Lv12 Hambrabi (MS) [Yazan] Lv11 Byalant [Jerid] Lv11 Byalant [Kacricon] Lv10 Items: Repair Kit (16,11) Repair Kit (14,27) $2000 (11,19) $5000 (20,4) Propellant Tank (1,21) Repair Kit (7,14) Events: Turn 2, Player Phase - Londo Bell arrives Turn 5, Player Phase - Titans arrive Enemy Reinforcements arrive Hardias leaves For the last two years the Earth has been plagued by strange occurrences: Professor Bian Zoldark's uprising (SRW2), the 'Inspector Wars' (SRW3), the La Giars Incident (SRW EX), and now this weird meteorite crashing, followed by rumors that Planet Barm aliens are asking to migrate to Mars after their home world's destruction... can all this be a coincidence? At the 'meteorite' crash site, the aliens are salvaging what they can from their busted spaceship, and prepare to contact the approaching Earth locals; unfortunately, DC is only interested in their spaceship (and its technology). At first, you only control L-Gaim and D-Seerd, but that is enough - like most heavy metals, they are 'beam coated', and as such can stand pretty much any beam attacks the DCs have here - just stay away from Hardias. The Londo Bell arrives on Turn 2, as Ashura and Brocken failed to delay them. Some Titans arrive on Turn 5, forcing Hardias to call in reinforcements - while he himself runs away, abandoning his men at your mercy. After finishing the DCs, the Titans demand you hand over the aliens, as they too were ordered to investigate the meteorite. Since the LB has the same orders, and arrived here first, Amuro decided to hold the aliens for now. After the Titans leave, alien Daba Myroad reveals Posaydal (the dictator of his homeland Pentagona Star System) has an agreement with a still unknown party: Posaydal will be given new technologies if her army wreaks chaos on Earth. Since Daba's faction aims to overthrow the Posaydal dictatorship, they came here to sour this deal. Amuro believes Daba's story and accepts him and his friends into the Londo Bell. Go to Scenario 3. Scenario 2B - "Enigmatic Visitors" ---------------------------------- 20x34, Surface Goal: Ensure Daba survives Player Units: 13 (L-Gaim, D-Seerd, Troy Horse + 10) Initial Enemy Formation: Hardias [Hardias] Lv05 Dom Lv03 x01 Zaku Kai Lv03 x01 Machine Beast Garada K7 Lv05 x01 Machine Beast Dabras M2 Lv05 x01 Mechasaurus Zaki Lv05 x01 Minifoe Lv04 x02 Drome Lv04 x02 Enemy Reinforcements: Marasai Lv06 x02 Machine Beast Garada K7 Lv07 x01 Mechasaurus Bado Lv06 x02 Minifoe Lv05 x03 NPC Units: Gabthley (MS) [Lila] Lv12 Hambrabi (MS) [Yazan] Lv11 Byalant [Jerid] Lv11 Byalant [Kacricon] Lv10 Items: Repair Kit (16,11) $10000 (1,6) Repair Kit (14,27) $2000 (11,19) $5000 (20,4) ALICE (2,33) Propellant Tank (1,21) $5000 (7,14) Events: Turn 2, Player Phase - Titans arrive Turn 3, Player Phase - Londo Bell arrives Enemy Reinforcements arrive Hardias leaves For the last two years the Earth has been plagued by strange occurrences: Professor Bian Zoldark's uprising (SRW2), the 'Inspector Wars' (SRW3), the La Giars Incident (SRW EX), and now this weird meteorite crashing, followed by rumors that Planet Barm aliens are asking to migrate to Mars after their home world's destruction... can all this be a coincidence? At the 'meteorite' crash site, the aliens are salvaging what they can from their busted spaceship, and prepare to contact the approaching Earth locals; unfortunately, DC is only interested in their spaceship (and its technology). Have L-Gaim collect the items on the top of the screen and D-Seerd pick the items on the lower side of the river - do not worry about the enemies, as the Titans arrive on Turn 2, and are strong enough to wipe the DCs quickly. The Londo Bell appears the next minute, just to find out the aliens are already under the Titans' custody. Upon seeing you, Hardias calls out every unit he has on stock - then runs away, abandoning his troops at your hands. There's not much fighting for you to do here, as the Titans will get rid of all DCs in no time, so collect all items on the map, fast. After the battle, aliens Daba, Amm and Kyao go with the Titans, but not without warning Amuro that "they" are aiming at the Earth - the Titans won't let you learn any more, claiming this is confidential information you have no access to. Go to Scenario 4A. Scenario 3 - "A New Enemy" -------------------------- 26x36, Surface Goal: Defeat Gablae Player Units: 12 (Troy Horse + 7 + 4) Initial Enemy Formation: Bat-Shu [Gablae] Lv07 Calvary Temple [Leccee] Lv08 Greia [Hatchia] Lv06 Greia Lv06 x04 Greia Lv05 x05 Allone Lv05 x03 Items: $2000 (15,22) Chobham Armor (24,24) Propellant Tank (15,26) Repair Kit (18,33) Magnet Coating (12,27) Booster (11,7) $5000 (21,12) Events: Turn 1, Player Phase - Kouji, Sayaka, Daba, Amm out of the ship Troy Horse can't move Turn 4, Player Phase - Kouji, Sayaka, Daba, Amm return to the ship Troy Horse able to move Vice-Admiral Corwen informs former Londo Bell commander Colonel Bright Noa was just reinstated to the team - good for Amuro, who really couldn't stand the pressure anymore. As you speak, Captain Matilda Ajan is carrying him and other goods to meet you at Kanazawa City. Despite the fact there is little time left for this meeting, the Getter Team takes a leave to visit the Saotome Institute: with Getter G undergoing readjustments, they must take the most out of Getter Robo; therefore, Michiru and Hayato will train Benkei and teach him the Dai-Setsu-Zan Oroshi ("Big Snowy Mountain Drop", Musashi's trademark attack), to ensure Getter 3 is at top shape. Since you arrived early at Kanazawa, Amuro docks the Troy Horse for some fine tuning, while Amm drags Daba out for touring - Kouji and Sayaka go along to guide the newcomers. While they are out, you are attacked by a heavy metal force led by Daba's recurrent enemy Gablet Gablae. Kouji, Sayaka, Daba and Amm run back to the ship, and Amuro orders Torres to keep the Troy Horse still until they return (on Turn 4). Most enemies are beam coated, making your beam attacks usually pointless. If you want, jump in the water to disable their beams and even things up a little, but that's not absolutely necessary - most of your units have good non-beam weapons. You don't have to defeat all enemies, just Gablae - taking him down makes him order a retreat. One of his soldiers experiences mechanical problems, and is unable to leave the battlefield; even so, she refuses any assistance, and is left alone for you to take down. When captured by the LB, she refuses to reveal anything other than her name and rank: Gaw Ha Leccee, commander of the 13th Raid Division. For the time being, Amuro decides to lock her up, and wonders why hasn't the Getter Team returned yet... Go to 4B. Scenario 4A - "Special Training! Dai-Setsu-Zan Oroshi!" ------------------------------------------------------- 20x20, Surface Goal: Destroy all enemies Player Units: 11 (Getter Robo, Troy Horse + 9) Initial Enemy Formation: Ghoul [Ashura] Lv07 Machine Beast Toros D7 Lv06 x01 Machine Beast Garada K7 Lv06 x01 Enemy Reinforcements (1): Ghoul [Brocken] Lv?? Marasai Lv06 x01 Zaku Kai Lv06 x01 Machine Beast Toros D7 Lv06 x01 Machine Beast Genova M9 Lv06 x01 Mechasaurus Zen II Lv06 x01 Mechasaurus Saki Lv06 x01 Mechasaurus Zai Lv06 x01 Drome Lv06 x02 Enemy Reinforcements (2): Drome Lv06 x04 Items: $2000 (9,9) Magnet Coating (1,10) $5000 (7,20) $5000 (14,20) $5000 (17,1) $10000 (18,15) Psycho Frame (16,11) Events: Turn 0 - "Getter Change" Demos After defeating Machine Beasts - Enemy Reinforcements (1) arrive Brocken leaves Londo Bell sortie Only Ghoul and 3 enemies left - Enemy Reinforcements (2) arrive Vice-Admiral Corwen informs former Londo Bell commander Colonel Bright Noa was just reinstated to the team - good for Amuro, who really couldn't stand the pressure anymore. As you speak, Captain Matilda Ajan is carrying him and other goods to meet you at Kanazawa City. Since there's time before the meeting, you follow Ryou's suggestion and go visit the Saotome Institute: with Getter G on shop, the Getter Team must take the most out of Getter Robo; therefore, Michiru and Hayato will train Benkei and teach him the Dai-Setsu-Zan Oroshi ("Big Snowy Mountain Drop", Musashi's trademark attack), to ensure Getter 3 is at top shape. After some training, Getter Robo goes out for a ride: it just suffered a major readjustment, so a test would be nice. Everything works fine, until it transforms into Getter 3: the transformation lever jams, and it cannot change anymore. Just then, Baron Ashura appears for a surprise attack against the Institute; not expecting the Londo Bell's presence, he only brought two units with himself... Benkei's training pays off, as Getter 3 now has the Dai-Setsu-Zan Oroshi - use it to destroy the two Machine Beasts. Count Brocken then flies by just to drop in reinforcements, forcing the rest of the Londo Bell into the battle. When only four enemies are left, Ashura orders the deployment of every single unit on stock - four miserable Dromes. After the battle, the Londo Bell hits the road to Kanazawa. Go to Scenario 5. Scenario 4B - "Special Training! Dai-Setsu-Zan Oroshi!" ------------------------------------------------------- 20x20, Surface Goal: Destroy all enemies Player Units: 2 (Getter Robo, Texas Mack) Initial Enemy Formation: Mechasaurus Saki Lv07 x01 Enemy Reinforcements (1): Mechasaurus Bado Lv07 x01 Enemy Reinforcements (2): Mechasaurus Zuu Lv07 x01 Enemy Reinforcements (3): Bood [Ashura] Lv08 Mechasaurus Saki Lv07 x01 Mechasaurus Zuu Lv07 x01 Items: $2000 (10,6) Propellant Tank (16,1) Repair Kit (16,11) $5000 (9,9) $2000 (7,20) Events: Turn 1, Player Phase - "Getter 2 Transformation" Demo Destroy Mechasaurus Saki - Enemy Reinforcements (1) arrive "Getter 1 Transformation" Demo Destroy Mechasaurus Bado - Enemy Reinforcements (2) arrive "Getter 3 Transformation" Demo Destroy Mechasaurus Zuu - Enemy Reinforcements (3) arrive Next Turn, Player Phase - Texas Mack appears Benkei's training is cut short by a single DC Mechasaurus attacking the Saotome Institute. Each time you destroy an opponent, a new one appears, and because this is regarded almost as a training, Getter Robo transforms into the most appropriate mode to handle each one (you can change into the other modes at any time, though). After you destroy Mechasaurus Zuu, Baron Ashura appears, revealing these isolated enemies were sent as part of an experience to measure Getter Robo's power. The conclusion is that, without Musashi's Dai-Setsu-Zan Oroshi, Getter 3 is nothing to fear - unfortunately, Ashura doesn't know Benkei had just been training the Dai-Setsu-Zan Oroshi and is ready to use it... Texas Mack (Getter's american ally) appears immediately after Ashura, as Jack and Mary King happened to be in Japan for some sightseeing when Michiru called. Despite Jack's bragging, Texas Mack isn't the greatest unit ever, so you better have it pick up any remaining items instead of fighting. In the meantime, have Getter 3 hit Ashura with the Dai-Setsu-Zan Oroshi and use your seishins to heal yourself whenever necessary. Once you're done, say goodbye to Texas Mack (no, it won't join you), because the Getter Team must rush back to the Londo Bell - go to Scenario 6. Scenario 5 - "A New Enemy" -------------------------- 20x48, Surface Goal: Destroy all enemies Player Units: 15 (Troy Horse, Eagle Fighter N, Land Cougar N, Land Liger N, Big Moth N + 10) Initial Enemy Formation: Gerbera Tetra [Cima] Lv09 Barzam Lv08 x01 Hambrabi (MA) Lv08 x02 Marasai Lv08 x01 Galluss-J Lv07 x01 Zssa Lv07 x02 Mechasaurus Bado Lv06 x02 Minifoe Lv06 x02 Drome Lv06 x02 Enemy Reinforcements: Kampfer [Ral] Lv12 Barzam [Cramp] Lv10 Marasai Lv10 x01 Marasai Lv09 x03 NPC Units: Medea [Matilda] Lv09 Medea Lv08 x02 Items: $2000 (15,45) $2000 (1,44) $5000 (16,22) $2000 (20,23) $5000 (20,48) $5000 (12,14) Magnet Coating (1,5) Mega Booster (6,4) Events: After Intermission - "Have a sweetheart?" Question Turn 2, Enemy Phase - Gablae group appears, than leaves Turn 5, Player Phase - Beast Battle Squad appears Turn 5, Enemy Phase - Enemy Reinforcements arrive After Map Clear - receive mechs, items and personnel Because there are so many couples on the Londo Bell, Kouji asks if Hector has a girlfriend or not. Your answer here affects later events (if you say he does have a sweetheart, you'll be prompted to name her). The Medea Supply Fleet you are supposed to meet is attacked by DC, and the Londo Bell must protect it. The Medeas are particularly slow here (because of engine problems on ship #3 - the others stick to him), but should be able to survive until you reach them. On Turn 2, an unknown party accidentally enters the battlefield, but leaves soon, as they regard neither side worth fighting against. More units appear a little later, but these are friends: the Juusenki-Tai ('Beast Battle Machine Squad') is an ill-famed special force of the Union's Pacific Rim Army, sent to the Londo Bell by Vice-Admiral Corwen. They come in good time, as Ranba Ral appears still on Turn 5. Since most of your forces are probably dealing with Cima's soldiers on the top of the screen, have the Juusenki-Tai units transform into their aggressive (A) modes to unleash their strongest attacks against Ral and his men. After the DCs are gone, you get to unwrap the presents the Medeas brought: Bright Noa is again the commander of the Londo Bell, and replaces Torres on the control of the Troy Horse - you only gain with this trade, as Bright has all the seishins Torres had, and more. Keyla Suu and her Jegan also join your party. More rewards will be awarded if you successfully protected the Medeas: saving the first one yields you a High Efficiency Radar, Repair Kit, Chobham Armor, Magnet Coating, Propellant Tank and $20000. The second Medea carried a GM III mobile suit and $10000; the last one gives a Re-GZ and $5000. If you earlier answered Hector did NOT have a girlfriend, you also receive yet another pilot, kind of a 'co-star' to Hector; in this guide, I will refer to this co-star as 'Patricia' (one of the possible names to her; of course, the name may vary on your game and, if your main character is female, her co- star will be male). The Juusenki-Tai members (Shinobu Fujiwara, Sara Yuuki, Masato Shikibu and Ryou Shiba) are usually able to combine into a Super Robot called 'Dancouga', but their combination privileges were suspended after Shinobu got carried away and fired Dancouga's huge Dankuu-Bou cannon against exercise opponents - you'll have to settle for the separated units for now... Go to 7. Scenario 6 - "Bright's Return" ------------------------------ 20x48, Surface Goal: Protect/Escort the Medeas Player Units: 17 (Troy Horse, Getter 1, Eagle Fighter N, Land Cougar N, Land Liger N, Big Moth N + 11) Initial Enemy Formation: Gerbera Tetra [Cima] Lv09 Marasai Lv08 x01 Hambrabi (MA) Lv08 x02 Barzam Lv08 x01 Gals J Lv07 x01 Zussa Lv07 x02 Mechasaurus Bado Lv06 x02 Minifoe Lv06 x02 Drome Lv06 x02 Enemy Reinforcements: Kaempfer [Ral] Lv12 Barzam [Cramp] Lv10 Marasai Lv10 x01 Marasai Lv09 x03 NPC Units: Medea [Matilda] Lv09 Medea Lv08 x02 Items: $2000 (10,25) Propellant Tank (7,35) $5000 (10,6) Chobham Armor (16,22) Hybrid Armor (20,48) $5000 (15,32) $2000 (14,23) Events: After Intermission - "Have a sweetheart?" Question Turn 3, Player Phase - Getter Robo returns (if you took more than 10 turns to finish the previous stage, it only appears on Turn 5) Turn 4, Player Phase - Dancougar Team appears Turn 5, Enemy Phase - Enemy Reinforcements arrive After Map Clear - receive mechs, items and personnel Because there are so many couples on the Londo Bell, Kouji asks if Hector has a girlfriend or not. Your answer here affects later events (if you say he does have a sweetheart, you'll be prompted to name her). The Medea Supply Fleet you are supposed to meet is attacked by DC, and the Londo Bell must protect it. The Medeas are particularly slow here (because of engine problems on ship #3 - the others stick to him), but should be able to survive until you reach them. To help you a little, the Getter Team returns from their training on Turn 3 (or Turn 5, if you spent more than 10 turns on Scenario 4B). On Turn 4 comes a new addition to the Londo Bell: the Juusenki-Tai ('Beast Battle Machine Squad'), an ill-famed special force of the Union's Pacific Rim Army. They come in good time, as Ranba Ral appears one turn later. Since most of your forces are probably dealing with Cima's soldiers on the top of the screen, have the Juusenki-Tai units transform into their aggressive (A) modes to unleash their strongest attacks against Ral and his men. After the DCs are gone, you get to unwrap the presents the Medeas brought: Bright Noa is again the commander of the Londo Bell, and replaces Torres on the control of the Troy Horse - you only gain with this trade, as Bright has all the seishins Torres had, and more. Bright's son Hathaway (in a Nemo) also joins your party. More rewards will be awarded if you successfully protected the Medeas: saving the first one yields you a High Efficiency Radar, Repair Kit, Chobham Armor, Magnet Coating, Propellant Tank and $20000. The second Medea carried a GM III mobile suit and $10000, while the last one gives you a Re-GZ and $5000. If you earlier answered Hector did NOT have a girlfriend, you also receive yet another pilot, kind of a 'co-star' to Hector; in this guide, I will refer to this co-star as 'Patricia' (one of the possible names to her; of course, the name may vary on your game and, if your main character is female, her co- star will be male). The Juusenki-Tai members (Shinobu Fujiwara, Sara Yuuki, Masato Shikibu and Ryou Shiba) are usually able to combine into a Super Robot called 'Dancouga', but their combination privileges were suspended after Shinobu got carried away and fired Dancouga's huge Dankuu-Bou cannon against exercise opponents - you'll have to settle for the separated units for now... If you said Hector has a girlfriend, go to Scenario 8; otherwise, go to 9. Scenario 7 - "Daba Myroad" -------------------------- 20x48, Surface Goal: Destroy all enemies Player Units: 20 (NT-1 Alex, Zaku Kai, L-Gaim, D-Seerd, Troy Horse + 15) Initial Enemy Formation: Bat-Shu [Gablae] Lv08 Greia [Hatchia] Lv08 Calvary Temple [Leccee] Lv08 Bat-Shu Lv08 x01 Greia Lv07 x03 Greia Lv06 x08 Allone Lv06 x05 Enemy Reinforcements: Greia Lv06 x04 Items: $2000 (10,6) Psycho Frame (12,14) Fatima (10,25) Mega Booster (10,46) $2000 (16,30) $5000 (1,5) Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive Turn 3, Player Phase - L-Gaim, D-Seerd, NT-1 Alex, Zaku Kai appear The Londo Bell is assigned to patrol the Japan district, having complete freedom of movement (and decision) within this area. Before you get to do anything, the unknown party from the previous scenario reappears, this time with orders to destroy you. Most of the enemy heavy metals are not only strong, but also beam coated, rendering your beam attacks pretty much useless. You can dunk your units into the lake (southwest of the city) for protection: most enemies' long-range attacks don't work underwater, but most of your robots will lose efficiency as well. Vice-Admiral Corwen somehow managed to have the aliens put under the Londo Bell's jurisdiction, so Daba and Amm arrive on Turn 3, with your old friends Chris and Bernie. While L-Gaim and D-Seerd can really help in battle, things might still be too much to handle; if so, focus on the enemy leader, Gablet Gablae - destroying his heavy metal makes him call for a retreat. One of his soldiers, however, experiences mechanical problems, and cannot escape; even so, she refuses any assistance, and is left alone for you to take down. When captured by the LB, she refuses to reveal anything other than her name and rank: Gaw Ha Leccee, commander of the 13th Raid Division. Daba explains the enemy you just fought was sent by Posaydal, the dictator of his homeland Pentagona Star System, as part of an agreement with a still unknown party - from which Posaydal will receive new technologies if her army wreaks chaos on Earth. Being part of an anti-Posaydal resistance, Daba, Amm and Kyao came here to prevent Posaydal from succeeding - so, they might as well join the Londo Bell and help the Earth. If you said, on Scenario 5, that Hector had a girlfriend, go to Scenario 8 now; otherwise, go to 9. Scenario 8 - "Stampede" ----------------------- 28x40, Surface Goal: Defeat Dragonosaurus before it reaches the city Player Units: 12 (Troy Horse + 11) Initial Enemy Formation: Dragonosaurus Lv12 x01 Drome Lv12 x06 Enemy Reinforcements (1): Bood [Ashura] Machine Beast Abdra U6 Lv12 x01 Machine Beast Genova M9 Lv12 x01 Mechasaurus Zen II Lv12 x01 Minifoe Lv11 x04 Enemy Reinforcements (2): Discus Beast Jin-Jin Lv12 x01 Mechasaurus Bado Lv12 x03 Minifoe Lv11 x04 NPC Units: Gabthley (MS) [Lila] Lv13 Hambrabi (MS) [Yazan] Lv11 Byalant [Jerid] Lv11 Byalant [Kakricon] Lv10 Byalant [Main Character 2] Lv07 Items: $2000 (27,15) Repair Kit (23,19) Propellant Tank (20,18) Propellant Tank S (18,25) $5000 (1,18) $5000 (18,6) $2000 (28,5) Events: Turn 3, Player Phase - Jerid, Yazan leave Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive Turn 4, Enemy Phase - Enemy Reinforcements (2) arrive Turn 8, Player Phase - Jerid, Yazan return Daba feels Leccee isn't a bad person and, for your surprise, decides to set her free, hoping this gesture will help her choose the right side in the future. Your next destination is Nagoya City, to answer a reinforcement call from the Titans. In addition to the pilots seen in Scenario 2A/2B, the Titans' lineup here also includes Hector's sweetheart - in this guide, I will call her 'Patricia' (one of the possible names for her; of course, the name may vary for you and, if your main character is female, her sweetheart will be male). The Dragonosaurus starts out with 'only' 20000HP (half its maximum), but has a 10% HP Recover skill - meaning it heals 4000HP per turn (!). The Titans immediately surround it, buying you some time, but they'll move out of the way when other enemies approach, so you better hurry to encircle the monster yourself. Dragonosaurus' main weakness is that its "Supersonic Wave" attack runs out of ammo quickly, leaving it completely defenseless against any flying units. After that, you can slowly but steadily drain its HP. An alternate strategy would be pushing the Dragonosaurus into dry land, where it would be even more vulnerable. Quoting an e-mail from CovenantCross: "In mission 8 ("Stampede"), you will not lose if the Dragonosaurus reaches the dry land on the left or right side of the map. In fact, you can flush the monster onto dry land and use your more powerful attacks that cannot be used in the water. I did this by surrounding the Dragonosaurus with units but leaving it a gap so that it could escape --- towards dry land. Once it got there I was able to kill it with a single Smash Beam + Tamashii." On Turn 3, Lila has Yazan and Jerid leave to bring Kampfer MSs, better for water combat. Baron Ashura appears right next: the Dragonosaurus is actually a haywire weapon, but it wouldn't be bad at all for DC if it thrashed Nagoya, so they might as well help it reach the city. A little later, Ashura deploys a few more units, but those are really weak. Yazan and Jerid only return with the Kampfers on Turn 8, a bit too late to make any difference. Destroying the Dragonosaurus ruins Ashura's plans and saves Nagoya - go to 10. Scenario 9 - "Rescue! Combattler V" ----------------------------------- 24x42, Surface Goal: (until Turn 5) Hold the fight until Turn 5 (Turn 5 and after) Destroy all enemies Player Units: 16 (Combattler V, Troy Horse + 14) Initial Enemy Formation: Greydon [Garuda] Lv10 Magma Beast Garms Lv08 x01 Enemy Reinforcements: Dreydow [Dreydow] Lv11 Zssa Lv10 x02 Barzam Lv10 x02 Machine Beast Spartan K5 Lv10 x02 Machine Beast Genova M9 Lv10 x02 Machine Beast Toros D7 Lv09 x01 Mechasaurus Saki Lv08 x02 Battle Beast Gratonios Lv08 x01 Battle Beast Obelius Lv08 x01 Minifoe Lv08 x02 Drome Lv08 x02 Items: $2000 (23,3) Repair Kit (23,29) $2000 (21,19) $2000 (4,15) Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive Turn 5, Player Phase - Londo Bell sortie Garuda leaves Daba feels Leccee isn't a bad person and, for your surprise, decides to set her free, hoping this gesture will help her choose the right side in the future. Meanwhile, at the Nanbara Connection, the Combattler Team's boredom ends when their arch-enemy Garuda tries yet another attack. The Combattler Team launches out separated, but can combine at any time. The Magma Beast is no big deal, but some DCs appear on Turn 2 - after having their resources depleted by successive battles against Combattler V, Garuda's mother Oreana decided an alliance would be useful, despite her son's pride- based objections. Heavily outnumbered, Professor Yotsuya calls the Union Army for help - the Londo Bell happens to be nearby. Garuda retreats as soon as the LB shows up, as he has no more battle-ready units available, but Dreydow has the DCs stay to the end. Dreydow, by the way, is a dangerous enemy, but leaves as soon as his HP drops below 8300. That said, the battle won't be hard, and the Nanbara Connection will be safe in no time - unfortunately, Combattler V cannot join the LB yet, as it would create jurisdiction conflicts with the Titans. Move on to Scenario 10. Scenario 10 - "Battle Commander Daimos" --------------------------------------- 34x30, Surface Goal: (until Turn 3) Have Daimos survive (Turn 3 and after) Destroy all enemies Player Units: 19 (Galva FX-II x2, Daimos, Troy Horse + 15) Initial Enemy Formation: Garnroll [Richter] Lv12 Mecha Warrior Zonnekaiser [Barbas] Lv11 Mecha Warrior Zonnekaiser Lv09 x02 Enemy Reinforcements: Ghoul [Ashura] Lv11 Ghoul [Brocken] Lv11 Discus Beast Giru-Giru Lv10 x01 Machine Beast Abdra U6 Lv10 x01 Mechasaurus Saki Lv09 x02 Mechasaurus Bado Lv09 x02 Marasai Lv09 x01 Barzam Lv09 x01 Minifoe Lv08 x02 Drome Lv08 x02 Items: $2000 (3,6) Repair Kit (5,14) $5000 (18,15) Booster (32,4) $2000 (23,8) Events: Turn 2, Player Phase - Daimos appears Turn 3, Player Phase - Londo Bell sortie Turn 3, Enemy Phase - Enemy Reinforcements arrive Richter, Barbas leave A peace conference between planets Earth and Barm ended in disaster when both sides' representatives were killed in a still unclear incident. The Barm aliens accuse the humans of conspiring against them and declared war, having already attacked many of Earth's main military bases. Opportunist as ever, DC too is moving its forces to take advantage of the situation. Since his office is too busy handling this crisis, Vice-Admiral Corwen is temporarily granting you total freedom of movement; in effect, it is like the Londo Bell retrieved its "independent squad" status, but also means supplies for you might be more scarce from now on. Your next stop is Chiba City, where the Barms are about to attack an installation called 'DaimoBig'. Coincidentally, the sons of the delegates killed in the peace conference are taking part on this battle: Admiral Richter is leading the Barms' attack, and Katsuya Ryuuzaki is preparing DaimoBig's space exploration robot Daimos for battle. While Daimos isn't ready, pilots Kyoushirou and Nana take off to hold the enemy back; their Galvas shouldn't have much trouble surviving the fight, as they have good evade rates - if possible, have them hit the enemies a few times. Daimos launches on Turn 2, with enough kiryoku to use its final move, the Hissatsu Reppuu Sekken Zuki (freely translated, "Certain Kill Gale Justice Punching Thrust"), making things much easier. Things start looking really bad for Richter when the LB arrives, but DC's Korosu calls to offer him a deal: if the Barms ally with DC in this war, they will later be allowed to terraform and migrate to Mars. As Richter accepts to present Korosu's offer before Commander-in-Chief Orban, a DC squad enters the battlefield while the Barms leave. After the battle, Katsuya finds and rescues a girl named Erica, who seems to have lost her much of her memory. DaimoBig's Professor Izumi agrees to let Daimos join the Londo Bell, with Katsuya, Kyoushirou and Nana (you only get one Galva FX-II, though), despite the objections of Commodore Miwa, commander of the Union's Pacific Rim Army Second Division - a man the Juusenki-Tai had its share of attrict with, and has absolutely no respect for. Go to 11. Scenario 11 - "Love of the Battlefield" --------------------------------------- 34x30, Surface Goal: Destroy all enemies Player Units: 16 (Troy Horse + 15) Initial Enemy Formation: Bat-Shu [Chey] Lv14 Ashura Temple [Gablae] Lv13 Calvary Temple [Leccee] Lv13 G.Roon [Hatchia] Lv12 G.Roon Lv11 x02 Greia Lv11 x02 Greia Lv10 x04 Allone Lv10 x03 Enemy Reinforcements (1): Auge [Nei] Lv13 Ashura Temple [Heckler] Lv12 Ashura Temple [Anton] Lv12 Bat-Shu Lv12 x01 A.Taul Lv12 x02 Enemy Reinforcements (2): Bat-Shu [Chey] Lv13 Items: Psycho Frame (28,1) $5000 (4,15) $2000 (12,4) $2000 (7,10) $2000 (20,11) $10000 (32,25) $2000 (26,7) Events: Turn 4, Enemy Phase - Enemy Reinforcements (1) arrive All enemies defeated - Enemy Reinforcements (2) arrive (optional) Unwilling to surrender the Earth to its enemies, Commodore Miwa too wants to join the Londo Bell, but is only allowed in after acknowledging Bright has the final word in all LB affairs. Chiba City is attacked once again, but this time the target is the Londo Bell: for whatever reason, the Posaydal Army is very interested in destroying you. Remember most heavy metals are beam coated and pretty tough, so covering yourself in the water might be an alternative again. Daba can talk to Leccee, convincing her of the great evil and danger Posaydal represents, and having her change sides. A second wave of attackers arrives on Turn 4, and is much stronger than the first - get rid of them fast. By the end of the battle, if you didn't have Leccee join you, Chey appears again, determined not to be defeated; Leccee too reappears, but only to talk his commander out of an already lost fight. Paranoid, Chey concludes Leccee's 'defeatism' is part of a large conspiracy to rob him of his rank and status. Surprised with his reaction, and afraid she might someday become this power- crazed, Leccee abandons the Posaydal Army and joins you. Facing Kyao and Amm's suspicion, Leccee starts stripping (!) to show she is not hiding anything. While Amm compares ("...hers are bigger than mine?"), Leccee attributes her change of hearts to the shock of realizing how corrupt Posaydal is, but Amm thinks the true reason is she's in love with Daba. Miwa opposes Leccee's entrance, calling her a spy, but Bright's the boss, so... Go to Scenario 12. Scenario 12 - "Enter Zanbot 3" ------------------------------ 38x26, Surface Goal: Destry all enemies Player Units: 17 (Zanbot 3, Troy Horse + 15) Initial Enemy Formation: Bandock [Butcher] Lv13 MechaBoost Domira Lv05 x01 Enemy Reinforcements: MechaBoost Gabitan Lv07 x03 MechaBoost Domira Lv07 x03 Items: $2000 (10,16) $5000 (35,1) $5000 (36,19) $5000 (5,6) Hybrid Armor (4,11) $2000 (31,6) Events: Turn 3, Player Phase - Zanbase and Zanblue appear "Zanbot Combination" Demo Enemy Reinforcements arrive Butcher leaves Turn 5, Player Phase - Londo Bell sortie During an alien attack, 12-year-old Kappei Jin runs home upon the sight of smoke coming from it, just to have his family shove him into an uniform, and launch him into the 'Zanbird'. Still confused, he discovers the mech's gauges and controls make sense to him - for the past six months, he's been receiving lessons during his sleep. Only then Kappei learns from his grandfather Heizaemon that their family descends from Planet Bial aliens. Ancient documents warned about 'Guyzock', a terrible force that terminated all of Bial's life - and seems interested in doing the same with the Earth. Notice Zanbird can transform into ZanboAce, a better armed robot mode you can make good use of. There's no need to push too hard, as destroying the MechaBoost Domira before Turn 3 only causes another one to appear. Two more ships appear on Turn 3, piloted by Uchuuta and Keiko - two other Bial descendants. Upon seeing these reinforcements, Guyzock leader Killer the Butcher dispatches a second, stronger MechaBoost. Separated, your units are no match for the enemy, so Heizaemon has them activate a combination process that results into a Super Robot called Zanbot 3. Still not impressed, Butcher sends in a few more MechaBoosts, makes an oh-so-spooky speech, and leaves to spread terror elsewhere. Notice the Gabitans must be defeated twice - the first blast only destroys its outer mechanical shell, leaving its soft bird stuffing still active. The Londo Bell appears on Turn 5, but Zanbot 3 doesn't really need help defeating the MechaBoosts - have your higher mobility units pick the items, while the rest enters the battle just to finish it faster. After the intermission, your orders are to survey the Japan District, as it has been suffering a lot lately. To help you on this mission, an old model battleship Argama is waiting for you on Muroto Cape, as well as a few other equipments and supplies. Since one can never be too careful, you are taking a diversionary route to Muroto Cape: either through the Pacific Ocean or the Japan Sea. Choose the Pacific Ocean side to go to Scenario 13, or the Japan Sea route to go to 14. Scenario 13 - "Sorrowful Memories" ---------------------------------- 30x34, Surface Goal: Protect the Troy Horse Player Units: 17 (Troy Horse + Z-Gundam + 15) Initial Enemy Formation: Bundle Warship [Bundle] Lv15 Dom [Gaia] Lv14 Dom [Mash] Lv14 Dom [Ortega] Lv14 Garoika Lv13 x02 Kampfer Lv13 x02 Zssa Lv12 x02 Mechasaurus Zai Lv12 x01 Mechasaurus Saki Lv12 x01 Mechasaurus Bado Lv12 x01 Machine Beast Garada K7 Lv12 x02 Barzam Lv12 x01 Hambrabi (MS) Lv12 x01 Enemy Reinforcements: Mechasaurus Zai Lv12 x01 Mechasaurus Saki Lv12 x01 Mechasaurus Bado Lv12 x01 Machine Beast Garada K7 Lv12 x02 Barzam Lv12 x01 Hambrabi (MS) Lv12 x01 Items: Chobham Armor (1,4) $2000 (16,21) $2000 (9,19) $5000 (20,21) Psycho Frame (28,22) $5000 (15,26) Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive Turn 6, Player Phase - Z-Gundam appears Bundle leaves The Troy Horse suffers engine problems, and has to land in the middle of nowhere to repair. DC attacks with the usual good timing - courtesy of their newest ally, Docouga. Still under repairs, the Troy Horse cannot move, and neither can the Juusenki-Tai: their units are so big, and have transformation mechanisms so complex, they couldn't be adjusted in time. The only dangerous enemies there are the Black Trinary Doms: upgraded and strong, they should be crushed as soon as they start moving around. On Turn 3 Bundle calls in a second wave of units, but that's still not a threat. Three turns later, Kamille's Z-Gundam appear, only to see you are almost done. Now that you're receiving help, Bundle gives up and leaves. Captain Henken brings you the Argama, plus a new pilot: Roux Louka, who had to leave her MS behind to make room for more supplies and items: a Magnet Coating and a BioSensor (there's also Kamille and the Z-Gundam, of course). Go to Scenario 15. Scenario 14 - "Sorrowful Memories" ---------------------------------- 20x24, Surface Goal: (until Turn 5) Make Nana survive until Turn 5 (Turn 5 and after) Destroy all enemies Player Units: 16 (Galva FX-II, G-Defensor, Z-Gundam, Troy Horse + 12) Initial Enemy Formation: Kernagurl Warship [Kernagurl] Lv13 Kuttner Warship [Kuttner] Lv13 Gabthley (MS) [Sarah] Lv13 Gau [Gadem] Lv12 Gau Lv12 x01 Medea Lv12 x03 Dom Lv12 x01 Asshimar (MA) Lv12 x01 Zssa Lv12 x01 Drome Lv12 x02 Items: $5000 (10,22) $10000 (3,22) Booster (13,6) $2000 (17,15) Psycho Frame (14,22) $2000 (8,8) Events: Turn 3, Player Phase - G-Defensor appears Turn 5, Player Phase - Londo Bell sortie Turn 6, Player Phase - Z-Gundam appears Katsuya's complete devotion to Erica makes Nana very jealous, and hearing smart-ass comments from Kyoushirou only makes it worse. To cool off a little, she goes out by herself in a reconaissance mission. Just when she is about to return, she stumbles on a DC supply fleet. Nana can kill the weakest enemies, like the Dromes and Medeas, but should keep distance from the MSs and battleships (even the Medeas are hard to beat, since they often heal each other). On Turn 3, you receive a small backup, as Sergeant Katz Kobayashi was on his way to join the Londo Bell; his G-Defensor doesn't improve your situation much, so you better wait for the Londo Bell to arrive, a couple of turns later. Kamille and his Z-Gundam appear on Turn 6, having been reinstated to the LB. The Kuttner and Kernagurl Warships are the toughest enemies here, but run away immediately after they suffer any damage. When destroying the Medeas and Gaus, use the Kou'Un seishin, as those enemies give a lot of money. The fight won't last long, especially with the mighty Z-Gundam on the field. After the battle, you get to capture a fallen DC pilot: Sarah Zabiarov (a subordinate of Paptimus Scirocco, a powerful enemy you killed on SRW3). Captain Henken hands you your promised Argama battlehip and more: a Jegan mobile suit and a cargo of useful items (Propellant Tank S, BioSensor, Apogee Motor, Magnet Coating, ALICE) - not to mention, of course, Kamille, Katz and their mechs (for those who don't already knew it, the G-Defensor can combine with the Gundam Mk-II to form the 'Super Gundam'). Go to Scenario 15. Scenario 15 - "Wake Up! Super Bestial Machine God" -------------------------------------------------- 20x20, Surface Goal: Destroy all enemies Player Units: 12 (Dancouga, Argama + 10) Initial Enemy Formation: Ghoul [Ashura] Lv15 Machine Beast Genova M9 Lv14 x02 Machine Beast Toros D7 Lv14 x01 Machine Beast Dabras M2 Lv14 x01 Machine Beast Garada K7 Lv14 x01 Minifoe Lv14 x02 Drome Lv16 x02 Enemy Reinforcements: Machine Beast Genova M9 Lv14 x03 Battle Beast Obelius Lv14 x01 Machine Beast Spartan K5 Lv14 x01 Machine Beast Toros D7 Lv14 x01 Machine Beast Dabras M2 Lv14 x01 Machine Beast Garada K7 Lv14 x01 Mechasaurus Zai Lv14 x01 Items: $2000 (9,9) Propellant Tank (7,20) Chobham Armor (13,10) $5000 (9,6) $2000 (1,10) Events: Shinobu/Sara get hit - "Dancouga Combination" Demo Enemy Reinforcements arrive Turn 5, Player Phase - Londo Bell sortie Turn 5, Enemy Phase - Richter appears, then leaves Through a worldwide broadcast, Richter communicates the Barms just joined forces with Divine Crusaders, so that they can together have "the iron hammer of justice" fall upon the cowardly Earth Union Government. To avoid civilian casualties, he also announces the time and place of their next assault: the Saotome Institute, tomorrow, at 8 a.m.. As usual, you'll be there too. Since Dancouga engineer Professor Hadzuki happens to be at the Institute, the Juusenki-Tai leaves ahead to have their mechs revised, only to learn they all have been abusing their vehicles way more than Hadzuki could ever predict - Shinobu's Eagle Fighter and Sara's Land Cougar are particularly worn. While Richter was telling the truth on his broadcast, Baron Ashura isn't as honored; he imagined attacking earlier than scheduled would let him easily destroy an unprepared Institute, but unfortunately the Juusenki-Tai is there to offer some resistance. When either Shinobu or Sara are hit (no matter how little the damage suffered), they have Professor Hadzuki remove the computer lock that prevented them from combining. Baron Ashura deploys more units in response to the Dancouga combination. Depending on how much damage the Juusenki-Tai took before combining, Dancouga might not be at its best shape, so keep an eye on its HP. The rest of the LB arrives on Turn 5, but so do the Barms. Fortunately for you, Baron Ashura's early attack made Richter look like a dishonored liar, and he takes that very seriously - so much he refuses to commit his forces on this dirty move, and leaves Ashura to handle the battle alone. Without any more reinforcements, the DCs should be easy to defeat. If you have cleared Scenario 14, Katz lets Sarah escape, in exchange of a promise she won't help DC anymore (...). Upon discovering Sarah is gone, Miwa defends Katz should be executed for treason, but Bright just sentences him to a three-day confinement (he won't be available on the next stage). Notice you received a Propellant Tank S, an Apogee Motor and an Anti-Beam Coating (from Saotome, I suppose). Katsuya discovers Erica abandoned the ship during the battle, and leaves to look for her after the intermission. The LB goes fight Guyzock on Sendai City, but a small search team (Nana, Kyoushirou, Kouji, Sayaka, Daba, Amm, Leccee, Dancouga Team) separates to help Katsuya, and invites Hector (and Patricia, if you have her) to join them: go to 16 if you accepted, or 17 if you preferred to stay in the Argama. Scenario 16: "Love's Whereabouts" --------------------------------- 32x34, Surface Goal: Destroy all enemies Player Units: 8/9 (Daimos, Gespenst, Dancouga, Mazinger Z, Aphrodi A, L-Gaim, D-Seerd, Calvary Temple, Galva FX-II, Main Character 2 unit (optional)) Initial Enemy Formation: Garnroll [Raiza] Lv15 Mecha Warrior Zonnekaiser [Barbas] Lv17 Mecha Warrior Zonnekaiser Lv15 x03 Enemy Reinforcements: Machine Beast Spartan K5 Lv15 x01 Machine Beast Genova M9 Lv15 x01 Mechasaurus Zen II Lv15 x01 Battle Beast Gratonios Lv15 x01 Drome Lv14 x03 Items: $2000 (32,1) $2000 (7,7) Booster (2,30) $2000 (17,27) $5000 (4,18) Events: Turn 2, Player Phase - Gespenst, Dancouga, Galva FX-II appear Enemy Reinforcements arrive Turn 3, Player Phase - Mazinger units, L-Gaim units appear Raiza leaves While Kouji's search party scrambles to cover a wider area, Katsuya finds Erica at the beach they had their first date in. The Barm mothership Garnroll appears soon after, as the Barms too were looking for her - she is Richter's sister, and ran away from the Argama as soon as she recovered her memory, in order not to bring you any problems. After tractor beaming Erica safely into the ship, Barbas launches to fight Daimos. Katsuya's kiryoku is down to 90 here, and Barbas is very strong, so don't go berserk on him unless you're very high-leveled (actually, all Zonnekaisers in this stage are a bit too tough, so avoid fighting them directly). Hector, Patricia, Dancouga Team and Nana appear on Turn 2, but the Barms immediately deploy more units in response. When Kouji arrives, the Garnroll leaves, in order not to risk Erica's life. After the battle, Kouji's party returns to the Argama, only to see things have not gone well on Sendai City either - the Zanbot Team seems to have been particularly affected by the events there... Go to 18. Scenario 17: "Guyzock's Terror" ------------------------------- 28x42, Surface Goal: Destroy all enemies Player Units: 12 (Zanbot 3, Argama + 10) Initial Enemy Formation: Bandock [Butcher] Lv16 Megaboost Gabitan Lv14 x03 Enemy Reinforcements: Megaboost Gabitan Lv14 x07 Items: $10000 (28,1) Propellant Tank (17,15) $2000 (16,23) $2000 (9,7) $5000 (4,39) $5000 (23,21) Events: Turn 3, Player Phase - Londo Bell sortie Turn 4, Enemy Phase - Enemy Reinforcements arrive Turn 8, Enemy Phase - Butcher leaves During a scout mission, the Zanbot Team meets with Kappei's friends Aki, Michi and Kouzuki, and learn Kappei's hometown suffered a second attack from Guyzock, with disasterous effects for the civilian population. Now a refugee, Kouzuki blames Kappei for all his suffering - by escaping to the Earth, the Jin family inadvertedly attracted Guyzock too, he thinks. Guyzock attacks with a few, weak MechaBoosts, so you can choose between combining into Zanbot 3 for better fighting or staying separated to collect items - the rest of the LB appears not much later. On Turn 4, Killer the Butcher receives a call from one Grophisse ('Roph' for shorters) - apparently the responsible for bringing Guyzock to the Earth. Unwilling to allow the indiscriminate murder of civilians, Roph withdraws all support to Guyzock, but Butcher already provided the means to extract all he needs from the Earth itself, and won't stop murdering as many earthlings as he can - he even deploys more MechaBoosts to fight you. On Turn 8, Butcher runs out of units to launch into the fight, and cannot afford to spend more material resources on MechaBoosts. Determined to develop a new strategy, he abducts a few nearby humans (Aki, Michi, and Kouzuki) and runs away, happy with his catch. You can prevent the above from happening (and change later events on your game) by defeating Butcher before Turn 8. Doing so can be hard, but here go a few tips. First, move the Bandock out of the buildings, or else it will heal HP every turn: place one unit within the Bandock's attack range (9 squares); after it attacks this unit, move it away from the Bandock and it will move to chase you. Then, throw everything you have (Zanbot 3, Getter 1 and Z-Gundam can cause heavy damage) to destroy the Bandock and force Butcher to withdraw - or, as he says, "advance backwards". After the battle, Kouji's party returns with Katsuya, reporting Erica was actually a Barm (but not a spy, as Miwa thinks), and was taken away by a Barm mothership. Go to Scenario 18. Scenario 18: "Surfacing" ------------------------ 34x36, Surface Goal: (until Turn 5) Keep Shou alive (Turn 5 and later) Destroy all enemies Player Units: 19 (Dunbine, Botune, Argama + 16) Initial Enemy Formation: Bastole [Galaria] Lv13 Enemy Reinforcements: Gea Gring [Bishot] Lv16 Vierres [Todd] Lv16 Vierres [Barn] Lv15 Drumlo Lv15 x01 Drumlo Lv14 x12 Items: $5000 (10,16) $2000 (15,31) $2000 (6,13) $5000 (12,19) Events: Turn 3, Enemy Phase - Galaria joins your team Turn 3, Enemy Phase - Enemy Reinforcements arrive (or when Shou defeats Galaria) Turn 4, Player Phase - Botune appears Turn 5, Player Phase - Londo Bell sortie Turn 6, Enemy Phase - Bishot leaves Even though they are not in Bistonwell anymore, Galaria still insists on fighting Shou Zama and his Dunbine, for prestige's sake. If you don't defeat Galaria by Turn 3, Shou will be able to convince her fighting here would only bring more chaos and war to Bistonwell (defeating Galaria or not affects the scenarios you will visit later on). Once you beat Galaria (or have her stop fighting), more enemies enter the battlefield, led by Bishot Hatte. If Galaria is still up, Todd invites her to join his wing. She refuses and joins Shou instead, claiming the surface must be ridden of all aura machines, or else their evil influences will keep on descending upon Bistonwell. Marvel's arrival (Turn 4) doesn't really help, but the Londo Bell appears one turn later, after having seen Dunbine on a TV newscast. All aura battlers have Aura Barriers and fly, so most MSs aren't useful here; have your Super Robots handle the close-range fight, while other units attack from a distance - all enemies have, at most, range-4 attacks. The Gea Gring leaves on Turn 6, as Bishot will meet Drake to negotiate the formation of an united front. After the battle, you are told Bistonwell is "a world located between sea and land - a resting place for human souls" (which is why they call the Earth 'surface'. This is an idealistic explanation, though: Bistonwell is actually another dimension). With Drake Luft (a feudal lord of the 'Kingdom of A'), a surfacer named Shott Weapon created the 'aura machines'. Tired of all the war caused by the aura machines, one 'Jakova Aon' used his powers to ban them to the surface. Now, both Drake and Bishot are interested in taking over the Earth, maybe because aura machines seem to suffer a massive power increase here. Even more problems for you to solve, which reinforces that theory that says this can't all be coincidence... Go to 19. Scenario 19 - "Mazinger Z Flying in the Sky" -------------------------------------------- 24x28, Surface Goal: Protect The Photon Power Laboratory Player Units: 5 (Mazinger Z, Dianan A, BozBorot, Drill Spazer, GoShogun) Initial Enemy Formation: Ghoul [Brocken] Lv16 Machine Beast Spartan K5 Lv15 x01 Machine Beast Abdra A6 Lv15 x01 Enemy Reinforcements (1): Rain X1 Lv15 x01 Machine Beast Genova M9 Lv15 x01 Machine Beast Garada K7 Lv15 x01 Machine Beast Toros D7 Lv15 x01 Enemy Reinforcements (2): Rain X1 Lv15 x01 Machine Beast Toros D7 Lv15 x01 NPC Units: Gespenst Mk-II [Gilliam] Lv15 Items: $5000 (3,28) $2000 (14,11) $10000 (1,15) $2000 (19,4) $2000 (13,12) Minovsky Craft (16,24) Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive Turn 3, Player Phase - Drill Spazer appears Turn 4, Player Phase - Gespenst Mk-II appears Enemy Reinforcements (2) arrive Turn 5, Player Phase - GoShogun appears All Machine Beasts defeated - Brocken leaves While the Londo Bell goes on patrol, the Mazinger Team visits the Photon Power Laboratory to pick up the remodeled Jet Scrander and Dianan A. The Jet Scrander gives Mazinger Z the ability to fly, while the Dianan A is basically an upgraded Aphrodi A. Boz, by the way, gains absolutely nothing. When Count Brocken attacks, the Mazinger Team's mission is to prevent the enemies from reaching the Laboratory (Professor Yumi rises the Lab's barrier, but it won't hold the attackers). To better cover the battlefield, I suggest you give your units mobility-enhancing equipment, especially if you want to collect all items - even if you don't normally pick up items, consider going after the Minovsky Craft: it's a one-of-a-kind thing (I usually have Boz pick it). Brocken launches more units on Turn 2 for no particular reason, but Maria and the Drill Spazer appear the next minute to reinforce you - you can either have it help defend the Laboratory or pick up the items on the left side of the screen. A Gespenst appears on Turn 4, but it's not Hector's. Its pilot is AEUG's Gilliam Jaeger, here to help you - even though the Londo Bell is part of the Union Army, it opposes the EUGO's bureaucracy and space-oppressing policies as much as the AEUG, so it deserves a little hand. Like every NPC, Gilliam always aims at the weaker/weakened enemies, but at least is strong enough to severely hurt whoever he attacks. Your lineup gets even stronger when GoShogun appears. For a super robot, GoShogun is unusually unheard of - only Professor Morimori remembers it, and just vaguely: reports were it was powered by a 'Bimular' energy discovered by one Professor Shinda. These reports, however, date from years ago, leaving doubts about where has it been all this time - and the GoShogun Team doesn't seem interested in making things any clearer. Anyway, with the Gespenst Mk-II and GoShogun it shouldn't be hard to beat all machine beasts, and Brocken leaves as soon as he realizes his operation's failure. Gilliam too leaves, but not before giving you some info: first, the AEUG's headquarters are located at Side 1's Londenion colony, and the LB will always be welcome there. Second, Vice-Admiral Corwen should look out for the Titans, as some of them consider him a threat. The GoShogun pilots won't join you either, as they are determined to find Docouga (their arch-enemies). At least Maria joins the LB, and Professor Yumi has a Mega Booster, a High-Efficiency Radar and a BioSensor for you. Also, a Medea delivers more goodies for you: engineers Astonage and Nina, bringing in the GP-03S Staimen mobile suit (replacing the GP-01Fb). Kou is totally crazy to see the GP-03S, as he can make good use of its high mobility. Sure, Nina's presence is great too (or will be, once Kou looks away from the Staimen long enough to notice she's there...). Go to Scenario 20. Scenario 20: "Mia's Decision" ----------------------------- 24x42, Surface Goal: Destroy all enemies Player Units: 14 (Combattler V, Argama + 12) Initial Enemy Formation: Magma Beast Demon [Mia] Lv15 Enemy Reinforcements: Greydon [Garuda] Lv?? Garnroll [Richter] Lv16 Battle Beast Gratonios Lv15 x01 Battle Beast Obelius Lv15 x01 Mechasaurus Dai Lv14 x01 Mechasaurus Shigu Lv14 x01 Gira Doga Lv14 x01 Zssa Lv14 x01 Kampfer Lv14 x01 Machine Beast Genova M9 Lv14 x01 Rain X1 Lv14 x01 Mechasaurus Bado Lv14 x01 Items: $2000 (8,12) Psycho Frame (24,29) $2000 (21,30) $2000 (17,32) $5000 (19,17) $5000 (4,15) Events: Turn 1, Player Phase - "Combattler V Combination" Demo After Mia is defeated - Garuda appears, then leaves Enemy Reinforcements arrive 2 turns later, Player Phase - Londo Bell sortie Manipulated by Garuda's mother Oreana, Mia flies the Magma Beast Demon to destroy Combattler V and salvage her beloved Garuda's career. Demon has a lot of HP, but a critical Chou Denji Spin alone can dispose of it. Garuda arrives in time to see Demon fall, immediately followed by a DC force: Richter wanted to support the attack, only to discover Garuda has to leave to repair Mia's very damaged body. Now outnumbered, the situation doesn't look good for the Combattler Team, but hold on for a couple of turns to see the Argama appear - Combattler V has just been reinstated to the Londo Bell. After this, this battle is a breeze, and the Combattler Team joins the LB for good. You have only one Galva FX-II, and it is inconvenient to have two pilots for it. Since both Nana and Kyoushirou believe to be up to the job, Hector is called to settle the dispute - pick one of them to be the Galva's main pilot, and the other one will work as a support crew (in effect, the support pilot won't be available anymore). Go to 21. Scenario 21 - "Great General Garuda's Tragedy" ---------------------------------------------- 24x42, Surface Goal: Destroy all enemies Player Units: 14 (Combattler V, Argama + 12) Initial Enemy Formation: Big Garuda [Garuda] Lv16 Enemy Reinforcements: Garnroll [Richter] Lv18 Battle Beast Gratonios Lv17 x01 Battle Beast Obelius Lv17 x01 Mechasaurus Dai Lv16 x01 Mechasaurus Shigu Lv16 x01 Gira Doga Lv16 x01 R-Jarja Lv16 x01 Zssa Lv16 x01 Kampfer Lv16 x01 Machine Beast Genova M9 Lv15 x01 Rain X1 Lv15 x01 Mechasaurus Zuu Lv15 x01 Mechasaurus Bado Lv15 x01 Discus Beast Jin-Jin Lv15 x01 Items: $10000 (2,24) Chobham Armor (2,41) $5000 (24,39) Events: After Garuda is defeated - Enemy Reinforcements arrive Next Turn, Player Phase - Londo Bell sortie Garuda goes insane after discovering he is not really Oreana's son - just another of her robots. After killing his 'mother' for deceiving him, he takes their latest robot, the Big Garuda, to challenge Combattler V and avenge Mia. Cham is not available here, as she's getting fat and Shou can't wait for her to squeeze into her uniform. At first, Combattler V faces Garuda on an one-on-one duel. The Big Garuda is pretty strong, so use your seishins to dodge some attacks. Wearing him out shouldn't take too long, but he recovers some HP once it drops below 50%. A critical Chou Denji Spin takes some 12000HP, so you can weaken him a little, then use it to finish him _before_ he has a chance to heal. The Argama comes out one turn after Richter's forces appear. Have Shou go to square (3,41), where a faerie called Silky Mau sees him and asks for help. For now, she's oriented to hide, but you'll meet her after the battle. Again, Richter's forces aren't that bad against the entire LB, so the fight will be over in no time. If you had Shou meet Silky, she brings in some presents after the battle: Sirbine and Zwauth, two custom-made, knight-exclusive aura battlers. However, both units' aura converters are dead. Shou can use Dunbine's converter to fix one of them, but that would render Dunbine itself useless (you have to choose between repairing Sirbine, Zwauth or keeping Dunbine). Since she would never survive in the surface by her own, Silky joins the LB - she is a faerie like Cham, and can be assigned to any AB pilot. If Galaria joined you, go now to Scenario 22; if she didn't, go to 23. Scenario 22: "Expansion of the Aura Machine" -------------------------------------------- 34x40, Surface Goal: Destroy all enemies Player Units: 18 (Dunbine (or its replacement), Botune, Argama + 15) Initial Enemy Formation: Gea Gring [Bishot] Lv17 Drumlo Lv16 x02 Drumlo Lv15 x04 Enemy Reinforcements: Auge [Nei] Lv19 Bat-Shu [Anton] Lv18 Bat-Shu [Heckler] Lv18 Calvary Temple Lv16 x02 A.Taul Lv16 x01 G.Roon Lv16 x01 Greia Lv16 x01 Greia Lv15 x07 Allone Lv15 x03 NPC Units: Gran Garan [Sheila] Lv15 Items: $2000 (8,8) Hybrid Armor (1,3) $5000 (29,3) Propellant Tank S (14,1) BioSensor (5,32) $2000 (3,39) Events: Turn 1, Player Phase - Guran Galan leaves Turn 2, Enemy Phase - all remaining enemies leave Turn 3, Player Phase - Enemy Reinforcements arrive Apparently, Vice-Admiral Corwen is in a difficult political position - so much he had to travel to the Londenion colony, in hope to gather support from the local garrison commander, Commodore Blex Forer. In a recorded message, he tells the Londo Bell 'independent squad' status is now almost the same as it used to be, giving you much more freedom of movement. No longer restricted to the Japan district, the LB flies to China to meet the Guran Galan (the giant aura battleship from the 'Kingdom of Na'). Having no chance of victory against Bishot's forces, Queen Sheila Lapanna is about to crash her ship against the Gea Gring, but the Londo Bell shows up at the last minute, allowing the Guran Galan to escape. After having lost his main target, Bishot withdraws. Immediately next, the Posaydal Army attacks - they expected to watch a nice battle, but Bishot's disapponting escape forced them to intervene. Posaydal's heavy metals are tough, but not as bad as they used to be. Try moving in mass, so none of your units finds itself surrounded, and abuse your aura battlers' agility and barriers. After the battle, the Guran Galan joins the Londo Bell, and you get two more faeries, Elle and Belle. To send soldiers even to distant places, Posaydal must have established a frontline base on Earth, but not even Leccee has any clue about its location; On the other hand, Guyzock has only attacked Japan so far, suggesting it is a fairly small army, having, therefore, a limited range of action. Heizaemon's latest studies reveal Guyzock is a 'civilization-destroying machine' - a mass of robots and cyborgs programmed, for some reason, to extinguish any culture that surpasses a given level. After the intermission, you're contacted by your friend Banjou Haran, the pilot of super robot Daitarn 3. Considering Neue DC's current hegemony on all near space, the Mars-based DC should have had problems sending goods all the way over to the Earth, and yet their supply flow has been very steady so far. To do this, Banjou suspects Korosu is using Inspector's leftover teleporting device technologies to deliver weapons to the Earth. While investigating this matter, he discovered a DC base on the Phillipines, and invites you to join him in destroying the place. Already on the Phillipines with Banjou (and his friends Garrison, Beauty, Reika and Toppo), you learn there are two invasion routes to the DC fortress: the northwest route is longer, while the south-southwest one is more heavily patrolled. Since both routes have their up and downsides, the choice is yours to make: if you choose the northwest route, go to Scenario 24; if you prefer the south-southwest path, go to 25. Scenario 23: "Expansion of the Aura Machine" -------------------------------------------- 28x38, Surface Goal: (initial) Defeat the Will Wipps (after Will Whips leaves) Destroy all enemies Player Units: 18 (Dunbine (or its replacement), Botune x3, Argama + 13) Initial Enemy Formation: Will Wipps [Drake] Lv17 Leprechaun Lv15 x03 Wryneck Lv15 x02 Bastole Lv15 x01 Drumlo Lv15 x02 Drumlo Lv14 x10 Enemy Reinforcements: Ashura Temple [Wazan] Lv17 A.Taul [McTomin] Lv16 A.Taul [Burn Gania] Lv16 G.Roon Lv15 x01 Bat-Shu Lv15 x06 Greia Lv15 x15 NPC Units: Graon [Ere] Lv14 Items: $2000 (2,14) $2000 (22,30) $5000 (4,32) Repair Kit (23,10) $2000 (24,3) Propellant Tank (9,21) $2000 (16,1) Events: Turn 1, Player Phase - Graon leaves Will Wipps is damaged - all remaining enemies leave Enemy Reinforcements arrive Apparently, Vice-Admiral Corwen is in a difficult political position - so much he had to travel to the Londenion colony, in hope to gather support from the local garrison commander, Commodore Blex Forer. In a recorded message, he tells the Londo Bell 'independent squad' status is now almost the same as it used to be, giving you much more freedom of movement. No longer restricted to the Japan district, the LB flies to India to meet the Graon battleship shown on the TV news. By the time the Argama arrives, the Graon is already too damaged to keep on fighting, but pilots Knee and Keen stay to help. Most of your mobile suits and heavy metals have little or no effect against aura battlers, so your aura battlers and super robots will have to handle the bulk of Drake's forces. If you don't feel like fighting, have someone damage the Will Wipps: it will be enough to have Drake and his men withdraw. The Posaydal Army appears immediately next. Depending on where the Argama is when Posaydal arrives, you might be just in the right spot to fire its MAP weapon on a large bunch of enemies, when they are clustering to cross one of the bridges to the center island. Anyway, most enemies are Greias (very easy kills), so focus your best robots against the stronger, beam-coated units - especially Wazan, Mf and Burn Gania. After the intermission, you're contacted by your friend Banjou Haran, the pilot of super robot Daitarn 3. Considering Neue DC's current hegemony on all near space, the Mars-based DC should have had problems sending goods all the way over to the Earth, and yet their supply flow has been very steady so far. To do this, Banjou suspects Korosu is using Inspector's leftover teleporting device technologies to deliver weapons to the Earth. While investigating this matter, he discovered a DC base on the Phillipines, and invites you to join him in destroying the place. Already on the Phillipines with Banjou (and his friends Garrison, Beauty, Reika and Toppo), you learn there are two invasion routes to the DC fortress: the northwest route is longer, while the south-southwest one is more heavily patrolled. Since both routes have their up and downsides, the choice is yours to make: if you choose the northwest route, go to Scenario 24; if you prefer the south-southwest path, go to 25. Scenario 24: "Intruder" ----------------------- 28x48, Surface Goal: Have one of your units reach the enemy base within 6 Turns. Player Units: 14 (Daitarn 3, battleship + 12) Initial Enemy Formation: none Enemy Reinforcements (1): Battle Beast Obelius Lv17 x01 Discus Beast Giru-Giru Lv17 x01 Machine Beast Toros D7 Lv17 x01 Garoika Lv17 x01 Gira Doga Lv17 x02 Gabthley (MS) Lv17 x02 Enemy Reinforcements (2): Byalant Lv17 x01 Asshimar (MA) Lv17 x02 Calleyzed Lv17 x01 Garoika Lv17 x01 Drome Lv17 x01 Enemy Reinforcements (3): Asshimar (MS) Lv18 x02 Drome Lv17 x02 Enemy Reinforcements (4): Dreydow [Dreydow] Lv19 Mechasaurus Dai Lv18 x01 Battle Beast Zugarl Lv18 x01 Battle Beast Dante Lv18 x01 Discus Beast Deki-Deki Lv18 x01 Discus Beast Jin-Jin Lv18 x01 Items: Propellant Tank (26,22) $5000 (27,3) $2000 (10,19) $5000 (15,45) $2000 (19,45) Repair Kit (2,30) $2000 (13,5) Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive Turn 2, Enemy Phase - Enemy Reinforcements (2) arrive Turn 3, Enemy Phase - Enemy Reinforcements (3) arrive Turn 5, Enemy Phase - Enemy Reinforcements (4) arrive Your goal here is to reach the DC base (on the bottom of the map) within six minutes (six turns). With this in mind, launch at least one high mobility unit, and dedicate it exclusively to reaching the goal (in other words, have it ignore all enemies and leave the fight to someone else). As expected, there are no enemies at first, but a DC patrol soon stumbles on you and rings all alarms. Over the following turns, more and more DCs keep appearing: first, at the top right corner of the map (be careful if you are going to send someone after the items there); second, by the base itself, so you'll have to destroy, encircle, or lure out the Asshimars. The last DC wave is much stronger than the previous, but by then all you can do is get inside the base and finish the scenario. Go to Scenario 26. Scenario 25: "Intruder" ----------------------- 36x20, Surface Goal: Have one of your units reach the enemy base within 6 Turns. Player Units: 14 (Daitarn 3, battleship + 12) Initial Enemy Formation: none Enemy Reinforcements (1): Battle Beast Obelius Lv17 x01 Discus Beast Giru-Giru Lv17 x01 Machine Beast Toros D7 Lv17 x01 Garoika Lv17 x01 Gira Doga Lv17 x02 Gabthley (MS) Lv17 x02 Enemy Reinforcements (2): Byalant Lv17 x01 Asshimar (MA) Lv17 x02 Calleyzed Lv17 x01 Garoika Lv17 x01 Drome Lv17 x01 Enemy Reinforcements (3): Asshimar (MS) Lv18 x02 Drome Lv17 x02 Enemy Reinforcements (4): Dreydow [Dreydow] Lv19 Mechasaurus Dai Lv18 x01 Battle Beast Zugarl Lv18 x01 Battle Beast Dante Lv18 x01 Discus Beast Deki-Deki Lv18 x01 Discus Beast Jin-Jin Lv18 x01 Items: Repair Kit (29,20) Psycho Frame (11,17) Propellant Tank (19,9) $5000 (2,2) BioSensor (34,12) $2000 (27,3) Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive Turn 2, Enemy Phase - Enemy Reinforcements (2) arrive Turn 3, Enemy Phase - Enemy Reinforcements (3) arrive Turn 4, Enemy Phase - Enemy Reinforcements (4) arrive The goal here is to reach the DC fortress (at the top right corner of the map) within six minutes (six turns). Having this in mind, launch as many fast units as possible and dedicate them exclusively to reaching the goal - leave the fighting to the slower units. At first your path is clear, but a DC patrol soon finds you and rings all alarms. In response, enemy reinforcements keep popping up over the next three turns, always blocking the road to the base (that's why you should have more than one unit rushing towards it). The last batch of enemies is particularly strong, but by the time they appear your units should already be close to the base (and there's no time left for fighting anyway), so simply enter the base to complete the stage, then go to Scenario 26. Scenario 26: "Baron Ashura's Final Moment" ------------------------------------------ 30x40, Base Goal: (initial) Defeat Baron Ashura (after Ashura's dead) Make all your units leave the base within 6 turns Player Units: 13 (Getter 1, Combattler V, Daimos, Daitarn 3, Z-Gundam, Gespenst, Dunbine (or its replacement), Mazinger Z + 5) Initial Enemy Formation: Ghoul [Ashura] Lv19 Machine Beast Toros D7 Lv18 x01 Battle Beast Zugarl Lv18 x01 Battle Beast Gratonios Lv18 x01 Battle Beast Obelius Lv18 x01 Discus Beast Deki-Deki Lv17 x01 Rain X1 Lv17 x01 Mechasaurus Shigu Lv17 x01 Machine Beast Abdra U6 Lv17 x01 Machine Beast Dabras M2 Lv17 x01 Machine Beast Garada K7 Lv17 x01 Mechasaurus Bado Lv17 x02 Drome Lv17 x02 Enemy Reinforcements: Discus Beast Gosu-Gosu Lv18 x01 Discus Beast Giru-Giru Lv18 x01 Battle Beast Dante Lv18 x01 Battle Beast Zugarl Lv18 x01 Battle Beast Gratonios Lv18 x01 Machine Beast Spartan K5 Lv18 x01 Machine Beast Abdra U6 Lv18 x01 Machine Beast Genova M9 Lv18 x01 Machine Beast Toros D7 Lv18 x01 Rain X1 Lv18 x01 Items: $2000 (29,7) $5000 (28,26) Psycho Frame (24,25) $2000 (12,16) $20000 (3,8) $5000 (23,4) Events: Ashura is defeated - Base self-destruction process starts Next Enemy Phase - Enemy Reinforcements arrive This DC base is so huge even flying units can move freely inside it. Just before your raid, Amuro feels sick and cannot be used in this scenario. Baron Ashura will defend this place to the end, hoping a victory here would redeem his previous defeats. The squares with red, blinking dots are 'Energy Tanks', which refill 10% of the HP and EN of any unit standing there. Don't send all you have against Ashura: any unit should have at least ten mobility points (or the Kasoku seishin) to go to the deepest end of the base. Let the slower units fight the earlier enemies (and pick nearby items) while the others attack the Ghoul - a couple of super robots or aura battlers can take care of it easily. Once Baron Ashura is gone, a self-destruction process starts, leaving you six minutes to escape the base. In other words, you must have ALL your robots reach the base entrance within six turns. To make things worse, some Machine Beasts are sent in to hold you back - ignore them and run, and all your units should make it on the very last minute. Your friend Kai Shiden, now a frelance journalist, tells you Vice-Admiral Jamitov is gathering a lot of support among the council members - there are a lot of bribes going around, but no one can discover where the money is coming from. Looks like Vice-Admiral Corwen too is looking into this, and Kai warns this could be dangerous for him - the Titans already don't like Corwen a lot. If you are on Real Robot Side, go to 27; if you are on Super Robot Side, go to Scenario 28. Scenario 27: "Old Soldier's Elegy" ---------------------------------- 42x34, Surface Goal: Destroy all enemies Player Units: 14 (battleship + 13) Initial Enemy Formation: Old Zaku [Gadem] Lv22 Gabthley (MS) [Sara] Lv19 (optional) Gau Lv20 x02 Galluss-J Lv20 x01 Galluss-J Lv19 x01 Medea Lv19 x01 Zssa Lv19 x02 Asshimar (MS) Lv19 x01 Asshimar (MA) Lv19 x01 Battle Beast Obelius Lv19 x01 Battle Beast Gratonios Lv19 x01 Enemy Reinforcements: Dooben-Wolf [Ral] Lv25 Dreissen [Gaia] Lv23 Dreissen [Mash] Lv23 Dreissen [Ortega] Lv23 R-Jarja [Cramp] Lv22 Dobday [Hamon] Lv21 Bawoo (MS) Lv21 x02 Galluss-J Lv21 x03 Zssa Lv21 x01 Machine Beast Genova M9 Lv21 x03 Machine Beast Abdra U6 Lv21 x01 Battle Beast Gratonios Lv21 x01 Battle Beast Obelius Lv21 x01 Battle Beast Dante Lv21 x01 Battle Beast Zugarl Lv21 x01 Items: $2000 (16,33) $10000 (11,29) $2000 (6,6) $20000 (30,23) $2000 (20,8) Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive While trying to contact the General Staff Headquarters, you accidentally bump on a resupplying DC force. Seeing Ral is still arming up, Gadem launches to buy some time. All enemies here are strong, so make sure your units are up to the challenge. If you cleared Scenario 14, you can see Sarah again among the DCs. As you might have guessed, Katz can talk to Sarah, reminding her she promised not to help DC anymore. Furthermore, he convinces her there is no point on avenging Scirocco's death anymore, so she joins the Londo Bell. I recommend you launch a MAP weapon-equipped battleship (Argama or Graon), and spend the first two turns placing it just above the rightmost bridge - on Turn 3 the bulk of the enemy forces finish their resupply and launch out, and will often use this bridge, giving you a good opportunity to damage lots of them with little effort. After the battle, your crew goes scavenge the battlefield. In addition to a few items (High Efficiency Radar, Mega Booster, ALICE), they find a damaged S (Superior) Gundam mobile suit, which can only be repaired by cannibalizing Guntank's core block. Choose which one you want to keep (S-Gundam or Guntank) and move on to Scenario 29. Scenario 28: "Brave Raideen" ---------------------------- 32x34, Surface Goal: Destroy all enemies Player Units: 2 (Raideen, Blueger) Initial Enemy Formation: Gante [Sharkin] Lv19 Fossile Beast Bastodon Lv18 x02 Drome Lv18 x04 Items: $2000 (7,7) $2000 (4,18) $5000 (18,21) $5000 (10,26) Propellant Tank (32,1) Events: After Intermission - "Raideen Launch" Demo Sealed on the 'God Face Rock' since the end of the Third Super Robot War, super robot Raideen wakes up to face this new crisis, calling its pilot Akira Hibiki to join the fight once again. As soon as Akira frees Raideen from the Rock, his old (and just ressuscitated) enemy Prince Sharkin attacks. This scenario is very easy and fast, especially if you choose not to pick any items: have Raideen crush the minor enemies to amass kiryoku, so that you get to unleash the 'God Bird' attack on Sharkin - three or four hits get the job done, and have the defeated Sharkin run away. All the power-ups and new weapons Raideen received during the Third Super Robot War seem to be unavailable now, apparently by Raideen's own will - they will probably reappear as Raideen deems necessary. With his robot back, Akira plans to rejoin the Londo Bell, but right now he must chase Sharkin, who was last seen going to the Phillipines. Go to Scenario 29. Scenario 29: "Dr. Hell's Ambition" ---------------------------------- 42x34, Surface Goal: Destroy all enemies Player Units: 19 (Raideen, Blueger, battleship + 16) Initial Enemy Formation: Ghoul [Dr. Hell] Lv20 Ghoul [Brocken] Lv19 Adzam Lv19 x02 Calleyzed Lv19 x02 Garoika Lv19 x02 Battle Beast Gratonios Lv19 x01 Battle Beast Obelius Lv19 x01 Vega Beast King Gori Lv19 x01 Discus Beast Giru-Giru Lv19 x01 Discus Beast Gosu-Gosu Lv19 x01 Mechasaurus Dai Lv19 x02 Gau Lv19 x01 Gira Doga Lv19 x01 Discus Beast Jinjin Lv19 x01 Discus Beast Deki-Deki Lv19 x01 Battle Beast Dante Lv19 x01 Battle Beast Zugarl Lv18 x01 Machine Beast Genova M9 Lv18 x01 Machine Beast Dabras M2 Lv18 x01 Machine Beast Garada K7 Lv18 x01 Machine Beast Toros D7 Lv18 x01 Enemy Reinforcements: Giant Sharkin [Sharkin] Lv22 Fossile Beast Bastodon Lv21 x01 Fossile Beast Gildeen Lv21 x03 Galluss-J Lv19 x01 Zssa Lv19 x01 Hamma-Hamma Lv19 x01 Drome Lv19 x07 Items: $2000 (25,26) BioSensor (17,13) $5000 (5,4) Anti-Beam Coating (42,32) $2000 (40,15) $2000 (4,31) Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive Turn 6, Player Phase - Raideen, Blueger appear Hoping Baron Ashura's death may have momentarily lowered the Londo Bell's guard, Dr. Hell and Count Brocken launch a single, wide-scale attack with the new mechs they received from Korosu. It is probably better to destroy the Battle Beasts first, since these are the most damaging enemies. Also, don't cluster your units, as the Adzams have MAP attacks and aren't shy about using them. Things get much easier once you destroy the Battle Beasts, and not even the arrival of Prince Sharkin changes this much. Akira (Raideen) and Jinguuji (Blueger) appear right next, chasing the just-resurrected Sharkin. After the fight, Combattler V receives new weapons: V-Laser, Twin Lancer, Battle Chainsaw and Big Blast Divider. If Bernie joined the Londo Bell and no units were sold so far, your battleship gets so crowded you have to get rid of one mobile suit - choose between the Zaku Kai or a Jegan. Go to 30. Scenario 30: "Turning Point" ---------------------------- 42x34, Surface Goal: Destroy all enemies Player Units: 11 (battleship + 10) Initial Enemy Formation: Beast Demon General [Beast Demon General] Lv21 Mother Burn Lv20 x01 Battle Beast Gratonios Lv20 x01 Battle Beast Obelius Lv20 x01 Mechasaurus Shigu Lv20 x01 Vega Beast King Gori Lv20 x01 Minifoe Lv20 x02 Gira Doga Lv20 x01 Kampfer Lv20 x01 Drome Lv20 x03 Items: $5000 (22,22) Repair Kit (16,33) Propellant Tank S (9,18) $5000 (7,16) Mega Booster (2,2) $2000 (17,13) Events: After Map is Clear - choose to go to Space or stay on Earth Kai calls to inform that Vice-Admiral Corwen's Medea was shot down while flying over the Atlantic. Corwen was traveling to negotiate with a Bistonwell army, which is now said to be fighting the Union forces. Earlier spy reports had alerted you to a possible alliance between the Titans and the Drake Army, suggesting this Bistonwell negotiation was just a hoax to lure Corwen into a trap - and removing the opposition to an apparently upcoming coup d'etat that would surrender the EUGO's command to Vice-Admiral Jamitov. With Vice-Admiral Corwen (presumed) dead, all command over the Londo Bell is transferred exactly to Vice-Admiral Jamitov, certainly not by coincidence. The Londo Bell is ordered to go to Dakar, where all your non-military robots will be dismantled, and your crew will face charges for supposedly disobeying orders. Convinced the Londo Bell will be dissolved, and its robots handed to the Titans as soon as it reaches Dakar, your crew decides to break free from the Union Army, even if it implies being hunted down for treason. Commodore Miwa doesn't agree with your decision - even though he dislikes Jamitov's orders and intentions, he still thinks soldiers must never question superior commands. When given the choice, he leaves the Argama, warning your act of treason makes you his sworn enemy as well. Shinobu is relieved to see Miwa away, but others comment he is, in a sense, just another pitiable victim of the war. Because supplies (especially military ones) are expected to become harder to find from now on, you cannot deploy many units to fight the DC force you bumped on, but your enemies too are short-handed - they just came out from a battle against the Titans. This scenario is easy and can be cleared quickly - only the Beast Demon General and, mainly, the Mother Burn may take longer to defeat, because of their high HPs. Neue DC accuses the Earth Union Government of gathering all its wealth by exploring (and then abandoning) the space colonists. To punish the government and prevent Jamitov's even bigger tyranny from rising, Admiral Aguille Delaz announces Neue DC will drop a discarded space colony on Dakar within the next 24 hours - time for the innocent to look for shelter, and the Union leaders' incompetence to become evident. This makes your next objective very clear: to stop Neue DC's colony drop. Because not all of your units (namely aura battlers) are meant for space, the Londo Bell splits in two separate teams: Amuro, Fa, Kou, Keith, Zanbot Team, Dancouga Team, Daba, Amm, Leccee, Akira and Coplander Team launch to space in the Argama (Team A). The rest stays on the Earth, under Banjou's command and based on your aura battleship (Team B). You can choose which team Hector (and Patricia, if she joined already) will follow: go to Scenario 31 if you chose Team A, or Scenario 32 if you picked Team B. Scenario 31: "Into Space" ------------------------- 26x36, Surface Goal: While protecting the Argama, destroy all enemies within 10 turns Player Units: 15 (Argama + 14) Initial Enemy Formation: Byalant [Jerid] Lv22 Hambrabi [Yazan] Lv21 Byalant [Kacricon] Lv20 Hambrabi (MS) [Ramsus] Lv20 Hambrabi (MS) [Dunkel] Lv20 Byalant [Main Character 2] Lv20 (optional) Byalant Lv21 x01 Gabthley (MS) Lv21 x02 Bawoo (MS) Lv21 x01 Bawoo (MS) Lv20 x01 R-Jarja Lv20 x01 Dreissen Lv20 x01 Asshimar (MS) Lv20 x01 Galluss-J Lv20 x01 Galluss-J Lv19 x01 Gira Doga Lv19 x02 Barzam Lv19 x02 Zssa Lv19 x02 Enemy Reinforcements: Byalant [Mouar] Lv23 Gabthley (MS) Lv22 x02 Gabthley (MA) Lv22 x02 Baund Doc (MS) Lv21 x02 Hamma-Hamma Lv21 x03 Gira Doga Lv21 x03 Galluss-J Lv21 x02 Items: $2000 (15,30) Repair Kit (21,36) $5000 (6,29) $5000 (11,27) $2000 (17,20) Events: Turn 4, Enemy Phase - Enemy Reinforcements arrive During the intermission, have your best MSs issued to Team A's pilots (it won't affect Team B's performance, although it'd be nice to keep at least one decent mobile suit on Team B), and put both the Galva FX-II and Blueger with Coplander Team members. While Banjou's Team B goes to America find Great Mazinger, Team A goes to Hong Kong, where a booster awaits. To intercept the colony's route, your ship must take off immediately, so you can't stop your 15-minute countdown - even when the Titans arrive to capture you. After setting up for battle, Team A is left with only ten minutes (ten turns) to fence off the enemies, or else you will launch out of course. During this time, you must also defend the Argama, which, by the way, cannot move because it's strapped to the booster. If you cleared Scenario 8, Patricia will be among the Titans - as you may have guessed, she joins your team if Hector talks to her. Because the enemies are so scattered, you'll probably have to divide your forces, but try keeping your robots close to the Argama - Mouar brings in the Titans' reinforcements through the top of the screen on Turn 4. Over Turns 4 and 5, the forementioned reinforcements will move in such a way that most of them will cluster just above the Argama - simply begging to take its MAP attack. Any Titans hit by the MAP weapon will be left half dead, so send in your other units to the kill. After the enemies are out, all your units board the Argama to launch into space and fight Neue DC - whose battle power is, by the way, freakingly huge: 11 battleships, 48 cruisers, 1500 mobile suits and robots, mobilizing a grand total of over 50.000 people. Go to Scenario 33. Scenario 32: "Recapture of Great Mazinger" ------------------------------------------ 34x26, Surface Goal: (initial) Recapture Great Mazinger (after Great Mazinger is recaptured) Keep Tetsuya alive (after Londo Bell arrives) Destroy all enemies Player Units: 19 (Great Mazinger, Byuunas A, Aura battleship + 16) Initial Enemy Formation: Great Mazinger [Brocken] Lv21 Minifoe Lv19 x03 Enemy Reinforcements: Ghoul [Brocken] Lv21 Mother Burn Lv20 x01 Zanzibar Lv20 x01 Dreissen Lv20 x01 Hamma-Hamma Lv20 x01 Discus Beast Jinjin Lv20 x01 Discus Beast Deki-Deki Lv20 x01 Battle Beast Obelius Lv20 x01 Mechasaurus Dai Lv20 x01 Mechasaurus Shigu Lv20 x01 Mechasaurus Saki Lv20 x01 Mechasaurus Zai Lv20 x01 Mechasaurus Zen II Lv20 x01 Garoika Lv20 x01 Drome Lv20 x02 Drome Lv19 x02 Calleyzed Lv19 x01 Minifoe Lv19 x01 Items: $2000 (13,2) Repair Kit (16,18) $5000 (34,26) Propellant Tank (32,12) Magnet Coating (1,13) $2000 (20,6) Events: Once Great Mazinger is recovered - Enemy Reinforcements arrive 3 turns later - Londo Bell sortie While Bright's Team A goes to Hong Kong to launch to space, Team B heads to North America: Great Mazinger is known to be on display at the Smithsonian Museum, but now that the Londo Bell has gone renegade you cannot expect them to simply hand it over to you... Your crew still doesn't know, but this issue was already taken care of: Count Brocken stole Great Mazinger. Flying over Hawaii after a long escape, Count Brocken decides to stop and fight the only ones still chasing him: Tetsuya and Jun, on the Byuunas A. Jun can easily handle the Minifoes, but don't even try to attack Count Brocken - instead, just place the Byuunas A right next to Great Mazinger: Jun will flip a switch behind Great's neck and cut off its control system, forcing Brocken to abandon the robot. Once Tetsuya regains control over Great Mazinger, Count Brocken calls out his subordinates - a large force hidden nearby. You can have Great battle the nearby DCs, but attacking their main force will probably have you killed, so take care and hold on for a while, until the Londo Bell appears (following an anonymous message left in a hacked Haran zaibatsu computer). With a complete team, defeating Brocken should be easy. After the battle, your crew starts planning your next moves: with so many different enemies around (DC, Titans, Neue DC, Posaydal Army, Guyzock and the Drake Army), it is probably better to sit and wait - your enemies are likely to fight each other and make your job easier. In the meantime, your objective is to gather more power, so you go to the Tesla Righi Institute to have your aura battlers suited for space combat. Go to Scenario 34. Scenario 33: "Encounter with the AEUG" -------------------------------------- 32x28, Space Goal: (initial) Keep Quattro and Duke alive (Turn 3 and after) Destroy all enemies Player Units: 17 (HyakuShiki, Grendizer, Double Spazer, Argama + 14) Initial Enemy Formation: Hamma-Hamma [Mashymre] Lv26 Endra [Gottn] Lv25 Bigro Lv23 x02 R-Jarja Lv23 x02 Bawoo (MS) Lv23 x01 Bawoo (MA) Lv22 x01 Hambrabi (MS) Lv22 x02 Byalant Lv22 x02 Marasai Lv22 x02 Enemy Reinforcements: Dooben-Wolf [Rakan] Lv26 Bawoo (MS) [Nee] Lv25 Bawoo (MS) [Lance] Lv25 R-Jarja Lv23 x02 R-Jarja Lv22 x02 Bigro Lv22 x02 Zssa Lv22 x02 Kampfer Lv22 x04 NPC Units: Gespenst Mk-II [Gilliam] Lv22 Jegan Lv20 x01 GM III Lv19 x01 Ball Lv19 x01 Items: $2000 (11,23) Booster (28,18) $2000 (25,12) $2000 (25,4) $10000 (4,25) $5000 (7,3) Events: Turn 1, Player Phase - Gespenst Mk-II leaves Turn 3, Player Phase - Londo Bell sortie Turn 5, Enemy Phase - Enemy Reinforcements arrive Turn 7, Player Phase - AEUG units arrive With Duke and Hikaru's help, the AEUG fenced off a Neue DC attack, but an enemy second wave is bound to come - Quattro, Duke and Hikaru have to hold on while Gilliam leaves to bring reinforcements. Hikaru isn't much of a fighter, but her Double Spazer (like all Spazers) can combine with Grendizer to boost its stats. While Grendizer can hold its own, Quattro's HyakuShiki can't stand much damage, so you better retreat until the Londo Bell arrives. Before this scenario started, Raideen had a few power-up weapons unlocked (GoGun Sword and Energy Cutter), apparently feeling the need for extra power. The battle should go easy until Turn 5, when more Neue DCs arrive - they can be hard, especially if you haven't destroyed many of the initial enemies yet. Rakan, Nee and Lance are dangerous no matter what, so dispose of them as soon as possible. Gilliam returns on Turn 7, but the units he brings in are no help at all. chances are only Gilliam will survive this fight, as the other AEUGs are very weak and have the bad habit of attacking whoever is close (a sure death when Rakan is nearby) - at least they will attract some fire. After the battle, you discover that, when Vice-Admiral Corwen traveled to meet Commodore Blex Forer, he wasn't trying to obtain the support of a fellow Union officer, but of the AEUG: Blex founded the Anti-Earth United Government after he and Corwen failed to clean the Union Army from the inside. However, right now it's more important to protect the Earth from DC and threats alike, so they will help the Londo Bell. As part of this cooperation, Quattro joins the LB, as Duke and Hikaru had already done. Go to 35. Scenario 34: "Rise of the Titans" --------------------------------- 30x30, Surface Goal: (initial) Destroy all enemies (after Titans appear) Defeat Jamaican Player Units: 18 (Aura battleship + 17) Initial Enemy Formation: Will Wipps [Drake] Lv24 Billbine [Aren] Lv21 Leprechaun [Fei] Lv21 Leprechaun Lv22 x07 Drumlo Lv20 x07 Enemy Reinforcements: Endra [Jamaican] Lv22 Bawoo (MS) [Yazan] Lv23 Bawoo (MS) [Ramsus] Lv22 Bawoo (MS) [Dunkel] Lv22 Byalant [Main Character 2] Lv20 (optional) Galluss-J Lv21 x02 Dreissen Lv21 x01 R-Jarja Lv21 x02 Gabthley (MS) Lv20 x03 Barzam Lv20 x03 Byalant Lv20 x02 Marasai Lv20 x01 Kampfer Lv20 x02 Items: $2000 (14,14) $2000 (29,10) Mega Booster (16,27) Propellant Tank S (5,21) $5000 (9,6) Events: Destroy all enemies - Enemy Reinforcements arrive When the Londo Bell detects and intercepts the Will Wipps, Shou discovers Drake has somehow put his hands on the Billbine (which was under repairs when Shou was brought to the surface). While Fei, Aren and the Drumlos fight you, Drake and the rest move to escape through the top of the screen - they should all be gone by the end of Turn 2, and there isn't much you can do to stop it, so focus on defeating the others. After all enemies are destroyed (shouldn't take long, since the strongest ones run away), some Titans appear, attracted by your gunfire. If you cleared Scenario 8, Patricia will appear among the Titans: as you might have guessed, Hector can speak to her and have her join the Londo Bell. Some Titans can be very damaging, but most of them have few or no weapons against your aura battlers' aura barriers. In this scenario, you only need to defeat Jamaican, but he is so well covered you will probably have to destroy most of the others anyway. Be very careful especially with the Gabthleys and Bawoos, whose beams can cause severe damage even to your best units. Once you destroy the Endra, all remaining Titans run away. In the previous battle, Shou managed to retrieve Billbine from the Drake Army, but its aura converter is so misadjusted it can't even be used for now. When contacting the Tesla Righi Institute to inform of Billbine's needs, you receive some good news: Getter Robo G is at last completed, and was already delivered to the Tesla Righi Institute. Go to 36. Scenario 35: "Assault! Limit Intervention Point" ------------------------------------------------ 48x24, Space Goal: (initial) Make the Argama reach the Colony (Turn 3 and later) Make the Argama reach the Colony by Turn 12 Player Units: 19 (ZZ-Gundam, F91, Argama + 16) Initial Enemy Formation: Neue Ziel [Gato] Lv29 Val Varo [Kelly] Lv28 Brau Bro [Sharia] Lv28 Elmeth Lv26 x01 Dooben-Wolf Lv25 x01 Zanzibar Lv25 x01 Musai Kai Lv24 x01 R-Jarja Lv24 x01 Bawoo (MS) Lv23 x01 Bigro Lv23 x01 Gabthley (MS) Lv23 x02 Gabthley (MA) Lv23 x02 Hambrabi (MS) Lv23 x02 Hambrabi (MA) Lv23 x01 Barzam Lv23 x02 Marasai Lv23 x04 Enemy Reinforcements (1): Hamma-Hamma [Mashymre] Lv27 Bawoo (MS) [Schteiner] Lv26 Dreissen Lv26 x02 R-Jarja Lv26 x01 Bigro Lv26 x02 Enemy Reinforcements (2): Hamma-Hamma [Illia] Lv27 Hamma-Hamma [Rakan] Lv26 Hamma-Hamma [Lance] Lv26 R-Jarja Lv25 x03 R-Jarja Lv24 x01 Dreissen Lv 24 x01 Gerbera Tetra Lv24 x01 Bigro Lv24 x01 Items: $5000 (24,5) $2000 (21,16) Propellant Tank S (6,22) $5000 (4,7) Chobham Armor (40,13) Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive Turn 3, Player Phase - Colony starts to move faster Turn 5, Player Phase - ZZ-Gundam, F91 appear Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive The original estimate was that the space colony would not reach its limit intervention point (the point after which its crash can no longer be avoided) for another three hours, but the fact you can already see the colony at naked eye implies it has gained speed in the meantime. Anyway, the goal here is to have the Argama dock into the space colony, so your crew can control its core pulse engines and use them to alter the colony's course. Among the Neue DCs protecting the colony is your former ally Anavel Gato, claiming the Union Army proved to be a disappointment, having failed to learn anything after years of chaos and wars. Now, the Titans are taking advantage of this current crisis to take over the government - in this sense, the Union is already doomed. Better than anyone, the Londo Bell should understand Neue DC's reasons, or else they wouldn't have abandoned the Union Army. Some enemy reinforcements arrive on Turn 2 through the bottom of the map, but they aren't so strong (don't leave weaker units in that area, though). By then, the Val Varo too should have started moving towards you: kill it fast, before it gets to use its powerful 'Plasma Leader' MAP attack. On Turn 3, your new calculations confirm Neue DC accelerated the colony - probably to surprise eventual attackers (like you). This changes the colony's crash site from Dakar to Jaburo, on South America. From a Neue DC viewpoint, this makes perfect sense, as Jaburo houses the Titans' main headquarters, but a colony drop there would also annihilate 30% of the continent's forests and ruin all ecosystems on the Earth. To complete your day: at the present speed, the colony will reach the limit intervention point in just ten minutes - you must reach the colony by Turn 12. Judau and Seabook appear on Turn 5, but on the top right corner, and take a lot of time to catch up with the Londo Bell. More Neue DCs appear, still on Turn 5; if the Argama is on the asteroid field (just right of the colony) by then, chances are these fresh enemies will cluster before your ship: use your MAP attack to wipe them out. Try to kill as many enemies as possible to gain (lots of) money and experience, but if things get too tough you should make a run to the colony and finish the stage. Interested in extending this profitable conflict for as long as possible, Amandra Kamandra (a Pentagona 'death merchant') offers Daba new heavy metals, for free: the L-Gaim Mk-II and Novel D-Seerd. As Kyao wants to dismantle all unused heavy metals for spare parts, you must choose which of your old robots you want Amm to pilot: L-Gaim or Calvary Temple. Go to 37. Scenario 36: "Hyper Jerill" --------------------------- 36x32, Surface Goal: Destroy all enemies Player Units: 19 (Billbine, Aura battleship + 17) Initial Enemy Formation: Beast Demon General [Beast Demon General] Lv25 Battle Beast Dante Lv23 x01 Battle Beast Zugarl Lv23 x01 Vega Beast King Gori Lv23 x01 Discus Beast Gosu-Gosu Lv22 x01 Discus Beast Jin-Jin Lv22 x01 Battle Beast Gratonios Lv22 x01 Battle Beast Obelius Lv22 x01 Mechasaurus Zen II Lv21 x01 Mechasaurus Saki Lv21 x01 Mechasaurus Bado Lv21 x01 Machine Beast Genova M9 Lv21 x01 Machine Beast Toros D7 Lv21 x02 Enemy Reinforcements: Leprechaun [Jerill] Lv28 Leprechaun [Fei] Lv26 Leprechaun [Aren] Lv26 Leprechaun Lv25 x04 Leprechaun Lv24 x02 Vierres Lv24 x03 Vierres Lv23 x01 Drumlo Lv23 x03 Drumlo Lv22 x04 Items: $5000 (34,21) $2000 (29,12) $2000 (4,2) Propellant Tank S (24,19) Hybrid Armor (19,11) Events: Destroy all enemies - Enemy Reinforcements arrive Billbine appears After receiving Getter Robo G, the Getter Team leaves the old Getter Robo for the Tesla Righi Institute to research, as requested by Professor Saotome, hoping the data gathered may help improve Getter G even further. Involved in an extremely important experiment, Hector's father can't leave his laboratory in any circumstances, but had his son's birthday present ready: a new robot. If you are on Real Robot Side, you get the Huckebein, a Gundam-like mech with lots of long-range attacks; Super Robot side players receive the GrunGast, a powerful transformable Super Robot. Your aura battlers needed only minor modifications to become space-combat ready, so they are all set up by the time DC attacks - except Billbine, whose aura converter need a little more work to adjust, making Shou unavailable for now. Launch Getter G here to see the Getter G demos, as the Getter Team runs a little transformation test just before the battle. The DCs aren't hard, so have your super robots use them to amass kiryoku, while saving energy, SP and ammo. After DC comes the Drake Army, but Billbine too is ready by then and launches immediately. Use MAP weapons to weaken the Drumlos and Leprechauns, so your super robots and aura battlers get to easily finish them (and gather more kiryoku). The twist on this scenario is that defeating Jerill won't make her leave; instead, her aura battler grows huge (an evidence of her aura's enlargement), becoming a *Hyper* Leprechaun. It is not only resistant (38800 HP), but also has extremely powerful attacks - all unlocked, since Jerill's ki just rose to 150. Plus the high armor and agility all aura battlers have... Hopefully, by now your super robots have enough kiryoku and energy to use their best moves - use all of them on Jerill. Many of your attacks are likely to simply miss her, because of her 'Bunshin' skill, but at least some should connect (if possible, have someone cast the Datsuryoku seishin a few times to lower her ki to less than 130, which will turn her Bunshin off). Try to kill her within a single turn, so she never gets to have the initiative. After the battle, Marvel notices her Botune's aura mars is reacting very slowly, and needs to be replaced. Unfortunately, you can't find spares for it on the surface, so the now unusable Botune is dismantled for spare parts. Go to Scenario 38. Scenario 37: "Londenion" ------------------------ 32x36, Space Goal: Destroy all enemies Player Units: 19 (Argama + 18) Initial Enemy Formation: G.Roon [Ryoklay] Lv28 G.Roon [Lili] Lv27 Calvary Temple [Olibee] Lv26 Ashura Temple Lv27 x01 Ashura Temple Lv26 x03 Bat-Shu Lv26 x02 Bat-Shu Lv25 x02 Greia Lv24 x07 Enemy Reinforcements: Ashura Temple Lv26 x04 Bat-Shu Lv26 x04 Greia Lv25 x02 Items: Repair Kit (17,28) $5000 (6,35) Propellant Tank S (2,12) Propellant Tank (12,1) $2000 (14,9) $2000 (32,6) Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive After map is clear - Receive new units The Londo Bell goes to Side 1's Londenion colony, as the AEUG offered you the Nahel Argama battleship to replace the battered Argama. However, Posaydal attacks when you're just about to dock into the colony, forcing you to delay the Argama's retirement. Among the enemies is Daba's (adoptive) sister Quwasan Olibee, brainwashed by Posaydal. Have Daba attack her (they both must survive the battle) for him to recognize and call her; this won't bring Olibee's memories back, but will confuse her enough to make her leave (NOTE: here, having Olibee escape or not does NOT affect any future events, so defeat her if you feel like it). There is nothing difficult about this stage, as long as you remember most enemies are beam coated. Posaydal's second wave isn't any harder, and appears by the right side of the map (below the asteroids): good positioning can put you in place to MAP them away immediately. After the battle, you receive a package from the Tesla Righi Institute: a birthday present to Hector, by his father. It is a new robot, synchronized to Hector's brainwaves (therefore, only he can pilot it): if you're on the Real Robot side, you get the Huckebein, a Gundam-ish robot with several long-range attacks; Super Robot side players get the GrunGast, a powerful transformable super robot. As promised, the AEUG gives you the Nahel Argama, plus some items (Psycho Frame, ALICE, Apogee Motor and Fatima, courtesy of the Haran zaibatsu). Amuro also receives the Nu Gundam: it should have been assigned to the Titans, but your friend Chien Agi tampered with the paperwork, and had it delivered here. Neue DC probably won't bother you for a while, as DC's newly-started advance into space will certainly keep them busy. Bright calls Banjou to inform of Team A's successes in stopping Neue DC's colony drop and establishing an alliance with the AEUG, and learns Team B too brings good news: Great Mazinger, Getter Robo G and Billbine have joined the Londo Bell, and your aura battlers are now space-combat ready. Now, Team A is returning to the Earth surface to rendezvous with Team B - the meeting point is Adelaide, Australia. Go to Scenario 39. Scenario 38: "I Have the Power of the Sun" ------------------------------------------ 32x34, Surface Goal: Destroy all enemies Player Units: 19 (Daitarn 3, Aura battleship + 17) Initial Enemy Formation: Ghoul [Dr. Hell] Lv30 Mother Burn Lv28 x02 Mechasaurus Dai Lv28 x02 Mechasaurus Shigu Lv28 x02 Discus Beast Deki-Deki Lv28 x02 Battle Beast Dante Lv28 x01 Battle Beast Zugarl Lv28 x01 Discus Beast Giru-Giru Lv28x02 Discus Beast Gosu-Gosu Lv28 x02 Vega Beast King Gori Lv28 x02 Mechasaurus Zen II Lv 28 x03 Machine Beast Genova M9 LV28 x03 Battle Beast Gratonios Lv28 x02 Battle Beast Obelius Lv28 x02 Items: $2000 (5,25) Propellant Tank S (21,20) Hybrid Armor (29,30) $5000 (3,32) $2000 (19,1) Events: Turn 1, Player Phase - Daitarn 3 launch With time to spare and nothing else to do, Team B takes a little break at Tahiti. While Banjou and company are enjoying a picnic prepared by Beauty and Toppo, DC attacks. Unfortunately, Toppo's inexperience at fish cooking makes Banjou sick, so he is not available here. To compensate for Banjou's absence, and because Reika and Beauty are busy taking care of Banjou, Garrison boards the Daitarn 3 into this battle. Garrison actually is not as bad a pilot as one would expect: high-leveled and with decent seishins, he can deliver a lot of pain. Avoid having him kill the enemies, as there is no point in leveling him up - he won't be available in any later scenarios; instead, have him just weaken the enemies for someone else to finish. Anyway, the enemies aren't much of a threat, although their high HPs make them an annoyance to destroy. Also, since the DCs can fly and aren't affected by the water, keep your own units on the dry as well - you will have to take the longer route, wasting a lot of turns. After the battle, Bright reports they have successfully stopped Neue DC's colony drop, and that Quattro, Seabook, Judau, Duke and Hikaru joined Team A. In addition, Amuro received the Nu Gundam, and Amandra Kamandra (a Pentagona 'death merchant') gave Daba the L-Gaim Mk-II. Go to 39. Scenario 39: "Granzon's Enigma" ------------------------------- 24x32, Surface Goal: Destroy all enemies Player Units: 19 (Psybuster, Nu Gundam, Raideen, Aura battleship + 9 + 6) Initial Enemy Formation: Hardias [Hardias] Lv29 Dreydow [Dreydow] Lv28 Beast Demon General [Beast Demon General] Lv25 Mechasaurus Dai Lv28 x01 Mechasaurus Shigu Lv28 x01 Vega Beast King Gori Lv26 x01 Battle Beast Zugarl Lv26 x01 Endra Lv26 x01 R-Jarja Lv26 x01 Gira Doga Lv25 x01 Galluss-J Lv25 x01 Discus Beast Jinjin Lv25 x01 Discus Beast Deki-Deki Lv25 x01 Discus Beast Giru-Giru Lv25 x02 Discus Beast Gosu-Gosu Lv25 x02 Machine Beast Toros D7 Lv25 x01 Machine Beast Garada K7 Lv25 x01 Mechasaurus Bado Lv25 x01 Fossile Beast Gildeen Lv25 x01 Bawoo (MS) Lv25 x01 Dreissen Lv25 x01 Enemy Reinforcements: Beast Demon General [Beast Demon General] Lv25 Battle Beast Dante Lv26 x02 Battle Beast Zugarl Lv26 x01 Battle Beast Zugarl Lv25 x01 Machine Beast Spartan K5 Lv25 x02 Machine Beast Abdra U6 Lv25 x01 Machine Beast Abdra U6 Lv24 x01 Rain X1 Lv24 x01 Mechasaurus Zen II Lv24 x01 Machine Beast Genova M9 Lv24 x01 Gira Doga Lv23 x01 Kampfer Lv23 x01 Zssa Lv23 x01 R-Jarja Lv23 x01 Mechasaurus Zai Lv22 x01 Mechasaurus Saki Lv22 x01 Machine Beast Dabras M2 Lv22 x01 Machine Beast Garada K7 Lv22 x01 Items: Repair Kit (13,12) $2000 (9,10) $2000 (10,22) Propellant Tank S (24,18) $5000 (4,11) $2000 (21,27) Events: Turn 1, Player Phase - Beast Demon General leaves 10 enemies left - Enemy Reinforcements arrive Next turn - Psybuster appears Next turn - Team A sortie No matter which team you have been following so far, you start this stage with Team B, as they go reunite with Team A on Adelaide. However, the enemies were warned of your upcoming visit, and prepared a large force accordingly - Beast Demon General goes bring them as soon as you show up. The first enemy wave isn't much of a threat, but Beast Demon General soon returns with the previously mentioned large force. These fresh DCs are pretty low-leveled, but their numbers are high enough to wear you down. Fortunately, the Psybuster appears the next turn, closely followed by Team A, leaving you with enough firepower to easily finish the DCs. If you have the GM III, Maura and Astonage consider it not worth repairing (even if you never used it...), and dismantle it for spare parts. For your crew's disappointment, Masaki can't join the Londo Bell for now: he is once again looking for Shuu Shirakawa, who left La Giars after learning about the current crisis on the surface. Unlike the previous times, Shuu has no evil intentions towards the Earth, and can certainly take care of himself, but Masaki couldn't help noticing something wrong on his voice - besides, he mentioned the name 'Guest'. Masaki first heard of Guest some three years ago, before he was chosen to pilot the Psybuster. Shuu was then a scientist working for the UN troops, but would soon unveil the Granzon and bring destruction to Langran. It's already well known the Granzon is powered by a singularity (a black hole), but Masaki now reveals this singularity is in fact a piece of alien technology, part of a black box given to Shuu by Guest. Guest's plans (whatever they were) failed when Shuu grew rebellious, and Guest apparently left the Earth after signing a pact with the UN, by which both sides agreed Shuu had to be destroyed. Masaki suspects the current conflicts were caused by Guest, in an attempt to kill Shuu, who managed to completely understand their technology. In fact, all the incidents you have faced over the last two years might have happened for the same reason - if so, Shuu apparently plans to put an end to all this. In order to understand a possible connection between Guest and DC, the Londo Bell will stage an offensive against DC. Go to Scenario 40. Scenario 40: "Neue DC" ---------------------- 26x26, Surface Goal: Destroy all enemies Player Units: 19 (GoShogun, Nahel Argama + 17) Initial Enemy Formation: Bundle Warship [Bundle] Lv27 Kuttner Warship [Kuttner] Lv27 Kernagurl Warship [Kernagurl] Lv27 Quin Mantha Lv26 x01 Jagd Doga Lv26 x02 Hamma-Hamma Lv26 x01 Dooben-Wolf Lv26 x01 Bawoo (MA) Lv26 x01 Battle Beast Gratonios Lv26 x01 Battle Beast Obelius Lv26 x01 Discus Beast Giru-Giru Lv26 x01 Discus Beast Gosu-Gosu Lv26 x01 Mechasaurus Dai Lv26 x01 Mechasaurus Shigu Lv26 x01 Mechasaurus Bado Lv26 x02 Mechasaurus Zen II Lv26 x01 Galluss-J Lv26 x01 Asshimar (MA) Lv26 x01 Hambrabi (MA) Lv26 x01 Drome Lv26 x02 Enemy Reinforcements: GoNagurl Lv26 x08 Items: $2000 (8,3) $5000 (10,13) $2000 (12,26) $10000 (3,23) $2000 (22,6) Events: Turn 3, Player Phase - GoShogun appears Turn 4, Enemy Phase - Enemy Reinforcements arrive 9 enemy units left - All enemies leave Your next destination is Kimberley, South Africa, to attack and destroy a DC base. However, while heading there, you detect a Sadalahn-class battleship entering the atmosphere just above you - Neue DC leader Haman Karn. Haman is here to conduct a direct attack against the Titans, and has no time or reason to fight you right now, so she proposes an armistice between Neue DC and the Londo Bell/AEUG, which you promptly accept. Your verbal non-aggression pact with Neue DC states you won't attack each other until the Titans are disposed of. Not only this helps you from fighting Neue DC's huge army, this agreement allows you to focus your efforts on your DC campaign, as Neue DC and the Titans are bound to keep each other occupied. Hoping to defeat Haman, a large DC force (led by Docouga) arrives, but only you are there by then... Although the wet field may hurt your performance, the fight goes normally until Turn 3, when GoShogun arrives, and at last finds Docouga. Always alert, Kernagurl was prepared for this event, and unveils one GoNagurl - a GoShogun rip-off. Then, he throws in a few more, just to have the GoShogun pilots stop mocking his creation. Anyway, the GoNagurls are not difficult (but have some high HP), and the enemy withdraws once they have less than ten units left. It is clear that Docouga is working very closely with DC, so GoShogun joins the Londo Bell. Shingo, Lemmie and Kirie refer to Docouga as "a shadow amid darkness" - a secret organization that has controlled the world's economy on all ages. Both the GoShogun Team and Docouga have access to something called 'Bimular' - an energy that allows its users to move freely through dimensions. With it, they have been hunting Docouga through time and space (that is why GoShogun is so unheard of). Bright warns joining the Londo Bell would make the GoShogun crew an enemy of the EUGO, but Shingo calls that an 'unrelated matter' - in other words, he couldn't care less about who he's gonna have to kill. Not exactly the answer you expected, but at least they are on your side. If you have the Nemo, Maura and Astonage dismantle it too for spare parts. Real Robot side players go to Scenario 41, while Super Robot side ones go to 42. Scenario 41: "Mars Connection" ------------------------------ 34x28, Surface Goal: Destroy all enemies Player Units: 16 (battleship + 15) Initial Enemy Formation: Garnroll [Richter] Lv?? Mecha Warrior Zonnekaiser [Barbas] Lv28 Battle Beast Gratonios Lv27 x01 Battle Beast Obelius Lv27 x01 Mechasaurus Shigu Lv27 x01 Vega Beast King Gori Lv27 x01 Mechasaurus Dai Lv27 x01 Jagd Doga Lv27 x01 Gira Doga Lv26 x02 Enemy Reinforcements (1): Ghaos Guld [Zeb] Lv31 Grassidow Ryu Lv27 x02 Lastrail Lv27 x03 Calleyzed Lv27 x10 Garoika Lv27 x10 Enemy Reinforcements (2): Auge [Nei] Lv30 Ashura Temple [Gablae] Lv30 Ashura Temple [Ryoklay] Lv29 Ashura Temple [Anton] Lv29 Ashura Temple [Heckler] Lv29 Bat-Shu [Hatchia] Lv29 Calvary Temple [Olibee] Lv28 G.Roon Lv28 x06 Items: $2000 (9,26) $5000 (8,6) $5000 (22,8) BioSensor (18,3) $2000 (28,24) Events: Turn 1, Player Phase - Richter leaves Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive Barbas leaves Turn 6, Enemy Phase - Enemy Reinforcements (2) arrive Before this scenario starts, you are prompted to choose a fixed pilot for the Blueger, just like you did with the Galva FX-II before. As the Londo Bell approaches Kimberley, you start flying low to avoid the enemy radars, but it doesn't help you from stumbling into Richter... Fortunately, his units aren't ready to fight (you caught him during his resupply), so he retreats, leaving Barbas's small force to cover his back. Whenever possible, place Amuro on the (9,7) square for him to meet Quess. She convinces Amuro to let her into his mobile suit (as she did on SRW3), but promises this time she'll bring something good in. Barbas's units are few and pretty weak, but new enemies appear already on Turn 2. They are from the 'Guest' organization Masaki had told you about, and came here to dispose of you, allowing Barbas to escape. The Guest robots are very strong, so abuse your MAP weapons to soften them up (on the bright side, each destroyed Guest will probably give you enough experience for your units to gain at least one level). As if you weren't screwed enough, the Posaydal Army shows up on Turn 6 to help Guest. Among the Posaydals is Quwasan Olibee: if you played Scenario 37, you already know Olibee is Daba's adoptive sister. Daba can talk to her, but her mind is under some heavy control - so much dictator Oldna Posaydal speaks through her. Posaydal claims she wishes only the best for Pentagona, and all her apparently cruel decisions were necessary to keep the system's stability. Daba, as you might expect, won't buy that, especially considering he himself is a survivor of one of the tribes Posaydal crushed. That said, Daba tries to force Olibee out of Posaydal's control, and succeeds - but she's so confused she leaves the battlefield. Clearing this scenario will demand quite some effort, and leaves you with the notion Guest might be out of your league - the enemies you just struggled to defeat were apparently only a reconaissance force. Moreover, you now know Guest is responsible for bringing Posaydal into the Earth, and Masaki already warned you Guest and DC may be connected - if this is true, you are standing against a huge Guest + DC + Posaydal joint front. The conclusion is the Londo Bell is currently standing against four major opponents: the Guest/DC/Posaydal front, Neue DC, Guyzock and the Titans/Drake Army alliance. Since Neue DC operates almost only in space and Guyzock seems to be currently inactive, you are left with two major immediate enemies... If you had Amuro meet Quess, she now gives you a Jagd Doga she stole from Neue DC. Depending on how many robots you have, you might be out of space for her unit. If so, you will have to choose between discarding the Jagd Doga or throwing out a Jegan instead (notice the Jagd Doga is Quess's custom model, a little different from the ones you fought). Go to Scenario 44. Scenario 42: "Genius Scientist Aizam's Challenge" ------------------------------------------------- 28x44, Surface Goal: Destroy all enemies Player Units: 11 (battleship + 10) Initial Enemy Formation: Garnroll [Richter] Lv30 Mecha Warrior Gimeria Lv30 x01 Items: $2000 (13,36) $5000 (20,21) Hybrid Armor (21,42) $20000 (5,39) $2000 (4,7) Events: Fight Mecha Warrior Gimeria - "No Damage" message event Next turn - Londo Bell leaves Imprisoned (for being too fond of the earthlings, I guess), Erica manages to escape her cell, thanks to the fact most guards were detailed to attend an emissary from Small Barm (the Barms' HQ): Aizam is the greatest mind to ever grace the Barms, and came to replace Richter as the new Barm Invasion Forces' Supreme Commander, as ordered by Commander-in-Chief Orban. Together, Aizam and Richter create the Mecha Warrior Gimeria and armor it with Aizam's own new 'Super Elastic Metal', capable of absorbing all kinds of impact and energy discharges. Richter is given radio control of the Gimeria, so that he can use it to destroy the Londo Bell, prove his value, and recover his status before Orban. In the battlefield, you'll realize the Gimeria is completely invulnerable to your attacks - no matter what, it always suffers zero damage (the Garnroll doesn't have the Elastic Metal armor, but leaves if you attack it). One turn after you first attacked the Gimeria, Bright sees you can't possibly beat the damn thing and orders a withdraw. Erica is desperate to see that battle's outcome, but is reminded Aizam is only a person and, as such, his creation cannot be perfect - the Gimeria must have a weakness. Go to Scenario 43. Scenario 43: "Richter and Aizam" -------------------------------- 28x44, Surface Goal: (initial) Defeat Mecha Warrior Gimeria (after Gimeria is defeated) Defeat Aizam (after Aizam is defeated) Defeat the Guest Commander (Sety) Player Units: 20 (Daimos, Galva FX-II, Nahel Argama + 17) Initial Enemy Formation: Garnroll [Richter] Lv30 Mecha Warrior Gimeria Lv30 x01 Enemy Reinforcements (1): Mecha Warrior Gimeria [Aizam] Lv30 Enemy Reinforcements (2): Righ Ghaos [Sety] Lv33 Grassidow Ryu Lv29 x02 Lestrail Lv29 x03 Calleyzed Lv29 x05 Garoika Lv29 x10 Items: $5000 (13,36) $10000 (4,7) $2000 (20,21) Events: Turn 1, Player Phase - Daimos, Galva FX-II launch Nahel Argama cannot move After Gimeria is defeated - Enemy Reinforcements (1) arrive After Aizam is defeated - Richter leaves Enemy Reinforcements (2) arrive Londo Bell sortie Nahel Argama can move Aizam's Super Elastic Metal has one flaw: it becomes vulnerable if frozen to -250°C, then heated to 3000°C within three seconds. Daimos already has the weapons to reach such extreme temperatures, but cannot use them because its Daimolight energy lacks the efficiency required to power them up. Then, in a very happy coincidence, Erica's aide Margarete shows up and delivers you some papers freshly stolen from Aizam's office, describing the 'Aizaron Particle Generation', a technology that can improve the Daimolight's energy efficiency by over 200% - and solve your problems. By the time the Barms strike again, Daimos's modifications are complete, and it launches to face the Gimeria, with the Galva FX-II as support. Daimos now has three good new attacks: Drill Anchor, DaimoShaft and, most important, the 'Hissatsu-Reppuu-Sekken-Zuki Kai' - the only thing that can damage the Gimeria. Use this new Hissatsu immediately - a single critical hit is enough to destroy your enemy, so use the Nekketsu seishin to save time. Aizam soon concludes Daimos is using the Aizaron Particle technology, and is pretty amused to see you used one of his creations to destroy another. Two years ago, when developing the Aizaron Particle, a radioactive accident left him irreversibly poisoned - by now, he only has a few more weeks. Ironically, this accident also allowed him to devise the 'Anti-Aizaron Particle Cannon', which he assembled on a second Gimeria. This new cannon prevents this Gimeria from being radio-controllable, so Aizam pilots it himself - it's not like he will live much longer anyway. The Anti-Aizaron Particle Cannon can destroy Daimos with a single hit, so use the Hirameki seishin to dodge it. Like the first one, this Gimeria cannot be damaged by anything other than Daimos's Hissatsu Kai: use it again. After Aizam is defeated, the Barms leave, but new enemies show up right next. These enemies are from the 'Guest' organization Masaki told you about. As Justine "Sety" Shaflowers felt your previous fights didn't provide her enough information, she decided to have you battle a little more. Her Righ Ghaos is a powerhouse, and agile to boot - even Aura Battlers have a hard time hitting her. It takes a round or two of your Super Robots' best moves to destroy it, and don't forget the other Guest units are strong too. Clearing this scenario will demand quite some effort, and leaves you with the notion Guest might be out of your league - the enemies you just struggled to defeat were apparently only a reconaissance force. Moreover, you now know Guest is responsible for bringing Posaydal into the Earth, and Masaki already warned you Guest and DC may be connected - if this is true, you are standing against a huge Guest + DC + Posaydal joint front. The conclusion is the Londo Bell is currently standing against four major opponents: the Guest/DC/Posaydal front, Neue DC, Guyzock and the Titans/Drake Army alliance. Since Neue DC operates almost only in space and Guyzock seems to be currently inactive, you are left with two major immediate enemies... Go to Scenario 44. Scenario 44: "Korosu and Don Zauser" ------------------------------------ 32x34, Base Goal: Destroy all enemies Player Units: 18 Initial Enemy Formation: Darkness Great General [Darkness Great General] Lv32 Battle Beast Dante Lv31 x01 Battle Beast Dante Lv29 x02 Battle Beast Zugarl Lv31 x01 Battle Beast Zugarl Lv29 x02 Mechasaurus Dai Lv31 x01 Mechasaurus Shigu Lv31 x01 Battle Beast Gratonios Lv30 x02 Battle Beast Obelius Lv30 x02 Dreissen Lv30 x01 Gira Doga Lv30 x01 Garoika Lv30 x02 Calleyzed Lv30 x01 Discus Beast Giru-Giru Lv30 x01 Discus Beast Gosu-Gosu Lv30 x01 Vega Beast King Gori Lv30 x01 R-Jarja Lv30 x01 Berga Giros Lv30 x02 Hamma-Hamma Lv30 x01 Discus Beast Jinjin Lv30 x01 Discus Beast Jinjin Lv29 x02 Discus Beast Deki-Deki Lv30 x01 Discus Beast Deki-Deki Lv29 x01 Mechasaurus Bado Lv29 x01 Mechasaurus Zai Lv29 x01 NPC Units: Granvell [Yanlong] Lv?? Goddess [Tootie] Lv?? Zamjeed [Mio] Lv?? Items: $2000 (13,11) Repair Kit (29,5) Psycho Frame (22,14) $20000 (17,33) $2000 (8,13) Events: Turn 1, Player Phase - NPCs leave The Titans had the same idea as you, and tried to attack the DC Kimberley Base. While DC is fighting the Titans on the Kalahari Desert, the base itself is left vulnerable for your offensive. Strangely, by the time you arrive the base is already destroyed, apparently by Shuu. Inside, you meet with Yanlong, Tootie and Mio, looking for Masaki - after a little conversation, they leave to Australia (the place you last saw Masaki). The Londo Bell might leave this now useless place as well, but the DCs show up just then... While your enemies are growing strong, they are still low-leveled and the field's layout often leaves them open to MAP attacks. Again, the squares with red dots are Energy Tanks, but there are less of them this time, so you will probably depend more on your support units. This stage is time-consuming, but does not demand much effort. After the battle, Meganoid Korosu calls just to inform you have no chance of defeating DC: first, their Mars headquarters has resources enough to build and arm countless Kimberley-size installations, and Guest's technology input brought major enhancements for all of DC's soldiers. She closes her speech by challenging Banjou to come to Mars anytime, but you cannot afford to abandon the Earth while Neue DC and the Titans roam around. Kimberley's destruction cut DC's local battle power by a lot, so now it's time to focus on the Titans. The Earth Union's Council is gathering at Dakar, and Commodore Blex intends to take advantage of this political event's heavy media coverage to denounce Jamitov's conspiracy. In order to escort Commodore Blex to Dakar, you go meet him at his landing point - the Kilimanjaro. Go to Scenario 45. Scenario 45: "Kilimanjaro Storm" -------------------------------- 32x32, Sky Goal: Escort the Argama Player Units: 14 (battleship + 13) Initial Enemy Formation: Byalant [Jerid] Lv35 Byalant [Kacricon] Lv34 Gabthley (MA) Lv32 x02 Gabthley (MA) Lv31 x02 Bawoo (MA) Lv32 x01 Bawoo (MA) Lv31 x02 Byalant Lv32 x02 Byalant Lv31 x05 Hambrabi (MA) Lv32 x01 Hambrabi (MA) Lv31 x02 Asshimar (MA) Lv32 x02 Asshimar (MA) Lv31 x01 Enemy Reinforcements (1): Suudori [Ben] Lv33 Psycho Gundam (MA) [Four] Lv32 Gau Lv32 x01 Bawoo (MA) Lv32 x03 Byalant Lv32 x07 Enemy Reinforcements (2): Spriggan [Shott] Lv35 Bubuly [Myuuji] Lv34 Wryneck Lv32 x03 Leprechaun Lv32 x03 NPC Units: Argama Lv30 x01 Items: none Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive Turn 3, Enemy Phase - Enemy Reinforcements (2) arrive Shott, Myuuji suffer any damage - Shot, Myuuji leave After Map is clear - Receive new weapons The Earth Union Parliament will begin a constitutional reform in two days - probably a maneuver to allow Jamitov to seize power in what would look like a democratic process. If Commodore Blex manages to make his speech just after the reform's votings, Jamitov's plot would become particularly clear, and he would certainly be overthrown. Commodore Blex enters the Earth atmosphere in your old Argama battleship, and the Titans soon arrive to intercept it. Being so high on the sky, you can only deploy flying units in this battle (transformable robots automatically turn into their flying modes; any other units would need the Minovsky Craft). If the Argama is destroyed you lose, so never leave it unprotected. On their flying mode most enemy units have only beam weapons, giving Aura Battlers a major advantage. The Titans reinforcements come already on Turn 2, including Four Murasame (brainwashed _yet again_). More experienced players probably already figured out Kamille can speak to her, but Ben calls her back as soon as he notices she's snapping out of the brainwash. Some Aura Battlers appear the next turn, but wait a little before joining the fight. Shott and Myuuji leave when any of them suffers any damage (except from MAP weapons); try to destroy the Bubuly with a single strong attack to gain a lot of experience (it doesn't affect anything else: Shott leaves just the same). After the battle, you gain more goods from the AEUG, including an upgrade blueprint for Combattler V's new weapon, the 'GranDasher'. Furthermore, Akira finally hears the mysterious voice announcing Raideen's God Voice is usable, as well as a friendly warning: abusing God Voice _will_ bring consequences to his body. You also get a Chobham Armor, a Hybrid Armor, a Booster and $2000. Go to Scenario 46. Scenario 46: "Sun of Dakar" --------------------------- 50x24, Surface Goal: (initial) Diversion operation (Turn 4 and after) Prevent enemies from invading the Parliament Player Units: 16 (battleship + 15) Initial Enemy Formation: Suudori [Ben] Lv35 Dobday [Jamaican] Lv35 Psycho Gundam (MS) [Four] Lv33 Berga Giros Lv33 x02 Gira Doga Lv33 x01 Bawoo (MS) Lv33 x03 Dreissen Lv33 x01 Hamma-Hamma Lv33 x02 R-Jarja Lv33 x02 Enemy Reinforcements: Dobday [Chief Miwa] Lv35 Hamma-Hamma Lv33 x02 Bawoo (MA) Lv33 x01 Dreissen Lv34 x02 Dreissen Lv33 x01 Gabthley (MS) Lv33 x02 Byalant Lv33 x02 Asshimar (MS) Lv33 x01 Asshimar (MA) Lv33 x01 Items: $2000 (19,14) $2000 (38,22) $5000 (46,14) $10000 (50,1) ALICE (48,23) $2000 (5,1) Events: After Intermission - Choose to go with Quattro or not Turn 3, Player Phase - Choose to escape to the left or right (if chose to go with Quattro) Turn 4, Enemy Phase - Enemy Reinforcements arrive Here is the plan: while the Londo Bell stages a diversionary attack west of Dakar, AEUG members and allies occupy the Parliament and set things up for Blex's speech. Blex himself will approach the place by foot through a poorly guarded area at the southeast. Quattro asks for someone to help him escorting Blex: you can volunteer Hector (if you choose not to, Shou goes instead). Of course, Blex's escorts won't be available for the upcoming battle. If you had Kamille talk to Four on the previous scenario, he can now talk to her again - but this time she jumps out of the Psycho Gundam, and into the Z-Gundam (she will be available for you after this stage). While the Parliament changes the constitution and elects Jamitov as their new leader, Quattro's party wanders the streets until a soldier stops them at Turn 3. If Hector is there, he has to choose between running to the right or to the left - 'right' leads to a safe escape, 'left' has Blex shot and killed (if Shou went with Quattro instead, he uses Cham as a distraction and knocks out the soldier). Blex goes address the world as soon as he reaches the Parliament. If Blex was killed, Quattro speaks in his place, but the point is the same: Jamitov's plan to seize the EUGO is denounced, as are the corrupt council members. The Titans receive reinforcements, led by Chief Miwa, who calls his men to arrest all traitors on the Parliament. From this point on, you must stop the Titans from reaching the Parliament building - it is not hard, since often only Miwa even tries to go there. After you defeat all enemies, the Londo Bell quickly escapes Dakar - even though the Parliament is bound to purge out its corrupt members, it will take some time. Until then, the Londo Bell crew will still be considered traitors. If Blex died, Quattro becomes the AEUG's new commander, and leaves the Londo Bell to join his followers on space. The Titans may have lost their political power, but still have quite an army and are likely not to fade out silently. If you saved Four, go to Scenario 47, otherwise go to 48. Scenario 47: "Total Balance" ---------------------------- 32x38, Surface Goal: Destroy all enemies Player Units: 18 (battleship + 17) Initial Enemy Formation: Will Wipps [Drake] Lv37 Zwarth [Fei] Lv35 Zwarth [Aren] Lv35 Bastole [Galaria] Lv35 (optional) Vierres Lv34 x02 Leprechaun Lv34 x09 Enemy Reinforcements (1): Gea Gring [Bishot] Lv35 Galava [Black Knight] Lv36 Wryneck [Todd] Lv36 Wryneck [Galamity] Lv35 Wryneck [Da] Lv35 Wryneck [Nyet] Lv35 Vierres Lv34 x07 Enemy Reinforcements (2): Spriggan [Shott] Lv36 Bubuly [Myuuji] Lv35 Zwarth Lv35 x03 Vierres Lv35 x01 Vierres Lv34 x03 Leprechaun Lv34 x04 NPC Units: Wryneck [Rimru] Lv32 (optional) Items: $2000 (34,14) $5000 (16,16) $2000 (25,25) Anti-Beam Coating (18,34) $2000 (11,19) Events: Rimru reaches Knee - Rimru leaves Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive Bishot suffers any damage - Bishot leaves Next Enemy Phase - Enemy Reinforcements (2) arrive Shott suffers any damage - Shott leaves The incident at Dakar caused Neue DC to increase its activities, and the Guest + DC alliance too is trying to grow influent on space. Because the AEUG lacks the manpower to deal with these enemies, the Londo Bell will send them one Super Robot - either Dancouga or Combattler V. After the Titans' retreat, Guyzock too started a full-scale campaign on Japan, which apparently includes terrorist acts - sudden explosions in crowded places. While flying to Japan, you bump into the Drake Army. If you launch Knee, Drake's daughter Rimru will snatch an Aura Battler and come to his encounter. At first, Drake's forces are weak (you caught him during a regroup maneuver), but it doesn't last long: Bishot arrives on Turn 3. Since Drake is below you and Bishot appears above, you can easily get sandwiched - you better dispose of the enemies, fast (MAP weapons are a good call). Once the Gea Gring is damaged, Bishot pulls the 'mechanical problem' card and runs away. Unfortunately, Shott brings in more reinforcements immediately after that (at least he too runs away once you hurt him). By then, your Super Robots should have gathered enough kiryoku, so unleash hell on the top enemy pilots, but save some for Drake - he doesn't run away if damaged. After the battle, the Union Army communicates all treason charges against the Londo Bell and its members have been withdrawn, and they "look forward to see your next activities", like nothing wrong ever happened... If you failed to destroy the Bandock on Scenario 17 (or cleared Scenario 16 instead), move on to Scenario 49; if you destroyed the Bandock on Scenario 17, go to 50. Scenario 48: "Beyond the Todd" ------------------------------ 28x38, Surface Goal: Destroy all enemies Player Units: 11 (battleship + 10) Initial Enemy Formation: Gea Gring [Bishot] Lv37 Wryneck [Galamity] Lv35 Wryneck [Da] Lv35 Wryneck [Nyet] Lv35 Vierres Lv35 x01 Vierres Lv34 x09 Enemy Reinforcements (1): Zwarth [Black Knight] Lv38 Wryneck [Todd] Lv38 Zwarth Lv36 x01 Wryneck Lv36 x03 Vierres Lv36 x01 Vierres Lv35 x09 Enemy Reinforcements (2): Suudori [Ben] Lv37 Baund Doc (MS) [Gates] Lv38 Jagd Doga Lv37 x02 Dreissen Lv36 x01 Hamma-Hamma Lv35 x01 Dooben-Wolf Lv37 x01 Dooben-Wolf Lv35 x01 NPC Units: Rosamia [Jegan/Zaku Kai] Lv36 Items: $2000 (23,10) $2000 (3,31) Propellant Tank S (11,2) Magnet Coating (14,8) BioSensor (22,9) Events: 10 enemy units left - Enemy Reinforcements (1) arrive Next Turn, Enemy Phase - Enemy Reinforcements (2) arrive Jegan/Zaku Kai appears (optional) The incident at Dakar caused Neue DC to increase its activities, and the Guest + DC alliance too is trying to grow influent on space. Because the AEUG lacks the manpower to deal with these enemies, the Londo Bell will send them one Super Robot - either Dancouga or Combattler V. After the Titans' retreat, Guyzock too started a full-scale campaign on Japan, which apparently includes terrorist acts - sudden explosions in crowded places. Before returning to Japan, the Londo Bell makes a quick stop at New Delhi to resupply (if you have the S-Gundam, you will also get an upgrade pack that turns it into ExS-Gundam). There, your old friend Hayato Kobayashi introduces you to Rozamia, a girl he picked out of a refugee camp. Because she claims to be Kamille's sister (which is not true), Kamille suspects Rozamia was subject to an enhancement process similar to the one Four suffered, but you encounter an Aura Battleship before he can confirm anything... Despite being clearly outnumbered, Bishot refuses to retreat: he has been conspiring against Drake, and needs to show some loyalty before Drake decides to get rid of him. Fortunately (for him), Todd and friends arrive as soon as he has less than ten units left. One turn after that, the Titans too arrive to reinforce the enemy forces. If you are on Super Robot side and/or was joined by Chris and Bernie, Rozamia will then enter the battle to protect Kamille from the enemy (she will board any weak, unused mobile suit you have - usually the Zaku Kai or a Jegan). The problem is, Rozamia is indeed an enhanced human, and immediately is commanded to attack you - have Kamille talk to her and she will stop fighting, but the Titans call her back (you do lose the MS she boarded, by the way). Leave Todd for last if you can, because defeating him makes him go Hyper. If you stayed on Earth all the time, you already battled the Hyper Leprechaun before - the Hyper Wryneck is similar, but somewhat stronger. However, unlike the Hyper Leprechaun, this enemy does NOT have the Bunshin skill, so you can unleash all your Super Robots' best attacks without fear. After you beat all enemies, if Rozamia was not taken by the Titans, blood test results confirm she is an enhanced human, and probably had fake memories implanted so that she could infiltrate the Londo Bell. By then, however, she already stole a Core Fighter and escaped, wounding Kamille in the process. To top it all, she also blew up one of the hangars and damaged the Z-Gundam and Grendizer - Kamille and the two damaged robots will not be available for your next battle. And, at last, the Union Army communicates all treason charges against the Londo Bell and its members have been withdrawn, and they "look forward to see your next activities"... If you failed to destroy the Bandock on Scenario 17 (or cleared Scenario 16 instead), move on to Scenario 49; if you successfully destroyed the Bandock on Scenario 17, go to 50. Scenario 49: "Terror of the Human Bombs" ---------------------------------------- 38x38, Surface Goal: Defeat the Bandock Player Units: 20 (Zanbot 3, Psybuster, battleship + 17) Initial Enemy Formation: Bandock [Butcher] Lv37 MechaBoost Gabitan Lv34 x10 Enemy Reinforcements: Red Knight Deathguine Lv36 x03 Blue Knight Helldine Lv36 x03 Items: none Events: Butcher suffers any damage - Enemy Reinforcements arrive Bandock recovers HP Next Turn, Player Phase - Psybuster appears Before taking on Guyzock, the Londo Bell makes a quick stop at the Photon Power Laboratory and pick up a new weapon for Hector's robot: the 'Black Hole Cannon' if you are on Real Robot Side, or the 'Keitsuragouken-Ankensatsu' if you're on Super Robot Side. Kappei's friend Aki is a refugee at the Laboratory, with no recollections of the time she spent on Guyzock's hands, nor any idea of how did she escape. While Kappei leaves her alone to change her clothes, Kouzuki rushes into the building to warn him of Guyzock's plan: many of the captured humans had bombs implanted into their bodies, meant to explode on crowded places and terrorize the population. The "human bombs" can be identified by a star-shaped mark on their backs - like the one Kappei just saw on Aki. Before Kappei has a chance to do anything, Aki blows up, taking the room block along - fortunately, she was alone at that time. The Londo Bell flies to Osaka, where Guest's Roph is again trying to have Killer the Butcher stop his indiscriminate killing - and once again he fails, leaving Guyzock for you to take care of. Furious with Butcher, Kappei starts this scenario with 150 ki, so don't bother amassing kiryoku for Zanbot 3 (let someone else do the kills unless Kappei needs to level up). The Gabitans are easy, but Butcher releases the Deathguines and Helldines ("Guyzock's guardian deities") as soon as you damage the Bandock. The new enemies make the battle a lot harder, but Masaki appears again to help you the next turn. If, even with the Psybuster, you feel the knights are too much for you to handle, remember you only need to destroy the Bandock to clear this scenario - and finish Guyzock for good. After the fight, Kappei encounters the last of his missing friends, Michi - with no star-shaped mark. Furthermore, Kouzuki encourages Kappei to keep on fighting, until Guest pays for bringing Guyzock to the Earth. You also learn Masaki still hasn't found Shuu, but knows he will be at Shinjuku in about ten hours. There, he expects to finally understand what Shuu is planning - go to Scenario 51. Scenario 50: "New Strenght" --------------------------- 38x38, Surface Goal: Defeat the Bandock Player Units: 20 (Psybuster, battleship + 18) Initial Enemy Formation: Bandock [Butcher] Lv37 MechaBoost Gabitan Lv34 x10 Enemy Reinforcements: Red Knight Deathguine Lv36 x03 Blue Knight Helldine Lv36 x03 Items: $2000 (38,38) $20000 (38,1) I-Field Generator (6,21) ALICE (10,1) $5000 (24,10) Events: Butcher suffers any damage - Enemy Reinforcements arrive Bandock recovers HP Next Turn, Player Phase - Psybuster appears Before taking on Guyzock, the Londo Bell makes a quick stop at the Photon Power Laboratory and pick up a new weapon for Hector's robot: the 'Black Hole Cannon' if you are on Real Robot Side, or the 'Keitsuragouken-Ankensatsu' if you're on Super Robot Side. Your next destination is Osaka, where Guest is fighting Guyzock. It seems Guest's Roph is once again trying to stop Butcher's indiscriminate attacks on civilians, this time by force. Roph is almost succeeding, but is called back to his headquarters, leaving Guyzock for you to finish. Even if you don't care about items, you should get the I-Field Generator, an useful one-of-a-kind item. The Gabitans are easy, but Butcher releases the Deathguines and Helldines ("Guyzock's guardian deities") as soon as you cause any damage on the Bandock. The new enemies make the battle a lot harder, but Masaki appears again to help you the next turn. If, even with the Psybuster, you feel the knights are too much for you to handle, remember you only need to destroy the Bandock to clear this scenario - and finish Guyzock for good. After the fight, Kappei encounters Aki, Michi and Kouzuki again, but this time they apologize for what was said before - they now understand the Zanbot Team is fighting to protect the Earth. Masaki still has not found Shuu, but was informed he will be at Shinjuku in about ten hours. The Londo Bell too is going there, hoping to finally understand Shuu's plans - go to 51. Scenario 51: "Singularity, Collapse" ------------------------------------ 34x36, Surface Goal: Destroy all enemies Player Units: 19 (Zamjeed, Granvell, Goddess, battleship + 15) Initial Enemy Formation: Baran Schnile [Zezenan] Lv44 Righ Ghaos [Zeb] Lv40 Righ Ghaos [Roph] Lv40 Ghaos Guld Lv37 x03 Lestgrunch Lv36 x07 Grassidow Ryu Lv36 x04 Lestrail Lv36 x05 Calleyzed Lv36 x04 Garoika Lv36 x07 Enemy Reinforcements: Righ Ghaos [Sety] Lv40 Lestrail Lv36 x03 Grassidow Ryu Lv36 x04 NPC Units: Granzon [Shuu] Lv?? Wizoll Kai [Saphine] Lv?? Nols Rei [Monica] Lv?? Gadyfall [Terius] Lv?? Items: $2000 (19,9) $2000 (12,19) BioSensor (8,5) $5000 (4,35) $2000 (21,30) Events: Turn 1, Player Phase - NPCs leave Zezenan suffers any damage - Zezenan leaves Next turn, Enemy Phase - Enemy Reinforcements arrive Zeb suffers any damage - Zeb leaves Roph suffers any damage - Roph leaves Sety suffers any damage - Sety leaves In order to research the Getter Beam, the Saotome Institute conducted an experiment where Getter Robo's reactor was filled above all tolerance levels. This caused the reaction to run out of control, but everything is normalized by the time you arrive there. Encouraged by Masaki, Professor Saotome returns to the hangar, only to find out the old Getter Robo has transformed: it grew larger and more powerful than Getter G. Masaki isn't that surprised: considering all the sudden recent incidents, it was about time for a 'good incident' to happen, he thinks. The transformed Getter Robo is named "Shin (Real) Getter Robo", and will be taken for a test at Shinjuku. Before you leave, Zanbot 3 receives a new weapon: the 'Aeon Gun' was originally meant to help fighting Guyzock, but can still be useful. By gathering all four Masoukishins (Yanlong, Tootie and Mio have received the same information Masaki was given), the Londo Bell (which would certainly follow Masaki) and himself at Shinjuku, Shuu created a package so attractive the Guest top commander Tiniquet Zezenan wouldn't resist appearing in person. When Zezenan indeed shows up, Shuu lets clear he managed to understand Guest and its plans. It's already known that the Granzon is powered by a singularity - a black hole created by a Guest black box. When receiving this box, Shuu did not know Guest had a hidden agenda: a regular black box only distorts time and space, but, by forcing it to mantain a given phase, one can alter the frequency rate by which some phenomena occur. Simply put, the Granzon's black box triggered the unusually high rate of incidents that plagued the Earth over the past two years: Guest planned to wreak chaos on the planet so that Zezenan would have no problems taking over the world (and its military technology). Even though the humans have built spendid weapons, Zezenan expects to win this war in a very short time, based on the aliens' clear mental superiority. For example, Earth's science would take some 200 years to crack the Granzon's black box and make sense of the theories behind it... Except Shuu has already managed to crack the box, understand the 'singularity phase shift' theory it is based on, and more: inspired by GoShogun, he used the 'Bimular' energy to generate and display a 'singularity collapse', the aftermath of a singularity phase delay. Shuu's little display not only stopped the Granzon black box from causing more incidents, but also proved Guest's technology is not as superior as they thought. Guest's next battles won't be as easy as the previous ones, and the Earth will much harder to conquer than Guest imagined - so much it's not even worth the trouble. Unfortunately, Zezenan won't listen to reason, so it's up to the Londo Bell to handle the battle. If you launched Shin Getter Robo, you get to see its transformation demos before the battle starts. A look at the enemy lineup lets clear this fight is not going to be easy, but Zezenan, Zeb and Roph leave as soon as they're hit (even by MAP attacks). More reinforcements after Zezenan leaves, but Sety too leaves after she's hurt. Your super robots and the powerful Masoukishins can handle the rest and finish the battle. Yanlong and Tootie refuse to help Masaki against Guest, as they feel this concerns only the Earth (they consider themselves to be Langrans by now). Mio does want to help, but Masaki thinks she's too green to be helpful. To prove him wrong, she proudly presents her newly-created familiars - Jun, Chosak and George, three stupid platypuses. Masaki obviously isn't pleased, but she did create familiars and is willing to stop Zezenan's ambitions, so she makes the team. To better handle the upcoming battles, the Londo Bell divides once again: Hector, Bright, Amuro, Kou, Keith, Judau, Emma, Fa, the Zanbot Team, Tetsuya, Jun, Akira, the Coplander Team, Daba, Amm, Leccee, Duke and Hikaru form Team A (if available, Patricia, Hathaway, Keyla, Quattro, Roux, Katz, Sarah, Chris and Bernie also join Team A) - the rest makes Team B. The final goal for both teams is the same: to reach Mars and defeat DC. Go to Scenario 52. Scenario 52: "Glorious Sunset" ------------------------------ 40x32, Surface Goal: Destroy all enemies Player Units: 20 (Near Argama + 19) Initial Enemy Formation: Dobday [Jamaican] Lv41 Dobday [Gady] Lv41 Dooben-Wolf [Yazan] Lv43 Dooben-Wolf [Jerid] Lv42 Dooben-Wolf [Mouar] Lv42 Dooben-Wolf [Ramsus] Lv41 Dooben-Wolf [Dunkel] Lv41 Dooben-Wolf [Bran] Lv40 Psycho Gundam Mk-II (MS) [Rosamia] (optional) Baund Doc (MS) [Kacricon] Lv42 Jagd Doga [Gates] Lv42 Hamma-Hamma [Lila] Lv42 Bawoo (MS) [Ben] Lv42 Bawoo (MS) Lv40 x01 Byalant Lv39 x01 Byalant Lv38 x01 Byalant Lv37 x01 Gabthley (MS) Lv39 x01 Gabthley (MA) Lv39 x01 Gabthley (MA) Lv38 x01 Hamma-Hamma Lv38 x01 Dreissen Lv38 x01 Dreissen Lv37 x01 R-Jarja Lv37 x01 Galluss-J Lv37 x01 Enemy Reinforcements (1): Will Wipps [Drake] Lv42 Gea Gring [Bishot] Lv41 Galava [Galaria] Lv41 (optional) Galava [Aren] Lv40 Galava [Fei] Lv40 Zwarth Lv39 x03 Leprechaun Lv38 x01 Leprechaun Lv37 x03 Enemy Reinforcements (2): Spriggan [Shott] Lv42 Bubuly [Myuuji] Lv42 Galava [Black Knight] Lv44 Galava [Galamity] Lv42 Galava [Da] Lv42 Galava [Nyet] Lv42 Wryneck Lv40 x01 Zwarth Lv40 x03 Zwarth Lv39 x01 Leprechaun Lv40 x01 Leprechaun Lv39 x02 Bastole Lv39 x01 Items: $2000 (10,21) $10000 (16,31) Propellant Tank S (36,13) Repair Kit (23,7) $2000 (1,13) $2000 (22,16) Events: Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive While Team B goes to Hong Kong strap themselves to a booster, Team A goes to Tibet, following reports Jamitov is hiding at Llasa. Your ship is hit by a missile upon approaching the enemy base, and is quickly surrounded by Titans (Rosamia only appears if you haven't cleared Scenario 48). The Titans aren't difficult, despite their high levels: most of them just stand still until you approach them. I suggest you put the ZZ-Gundam south of the Nahel Argama, to take care of the aura battlers that show up on Turn 3 - Drake and Bishot need to defend the Titans, or else their only surface allies will be history. Abuse of MAP weapons to weaken the aura battlers but save some for Shott, who appears on Turn 5 (if Rozamia is among the enemies, this second wave only appears after Turn 5 AND after Rozamia is gone). It may take a while to beat all enemies, but you'll still get a lot of money and experience. After the battle, Keith and Maura go explore the Titans' base and witness Jamitov's assassination by Haman Karn. While this finishes the Titans and the Drake Army for good, it also means Neue DC cannot be left unchecked. Because the missile attack damaged the Nahel Argama's life support systems, the Londo Bell boards a Ral Kairam battleship (found at the Titans base), and prepares to launch into space. If you have the NT-1 Alex, you learn it has reached its limit and is no longer worth keeping - as other mobile suits before it, it's dismantled for spare parts. Go to 53. Scenario 53: "Guest and Inspector" ---------------------------------- 36x46, Space Goal: Destroy all enemies Player Units: 19 (Aura battleship + 18) (maybe more, not sure yet) Initial Enemy Formation: Righ Ghaos [Zeb] Lv43 Zeranio Lv41 x01 Ghaos Guld Lv41 x01 Lestgrunch Lv41 x01 Lestgrunch Lv40 x04 Grassidow Ryu Lv40 x03 Lestrail Lv39 x03 Calleyzed Lv39 x03 Calleyzed Lv38 x01 Calleyzed Lv?? x02 Enemy Reinforcements (1): Lestrail Lv44 x01 Lestrail Lv42 x03 Lestrail Lv41 x01 Calleyzed Lv41 x02 Calleyzed Lv40 x03 Enemy Reinforcements (2): Lewroola [Jamaican] Lv43 Alpha Aziel [Gates] Lv43 Psycho Gundam Mk-II (MA) [Rosamia] Lv44 Dooben-Wolf [Jerid] Lv45 Dooben-Wolf [Mouar] Lv44 Dooben-Wolf Lv42 x02 Baund Doc (MS) Lv43 x01 Baund Doc (MS) Lv42 x01 Baund Doc (MA) Lv43 x01 Baund Doc (MA) Lv42 x01 NPC units: Zamus Gal [Delaz] Lv?? Qubeley [Haman] Lv?? GP02A [Gato] Lv?? Righ Ghaos [Mekiboz] Lv?? Items: High Efficiency Radar (19,4) $2000 (4,25) Chobham Armor (35,23) $5000 (11,45) $2000 (32,42) Events: Turn 1, Player Phase - Haman, Gato leave Delaz self-destructs Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive Turn 3, Player Phase - Mekiboz appears, then leaves Turn 3, Enemy Phase - Enemy Reinforcements (2) arrive (optional) At space, Neue DC is all but completely wiped out by Guest. Only Gato and Haman escape, covered by Delaz's suicide tactics. The Londo Bell arrives soon after (Team B managed to launch into space easily after Team A attracted the enemies' attention). Be ready for a very tough battle: the first thing you will notice here is your aura battlers and most super robots are weakened in space - mobile suits are at their prime here, but Team B has few of those... To top it all, enemy reinforcements are called in already on Turn 2 - Zeb was smart enough to save a few units when fighting Neue DC. On Turn 3 Mekiboz (one of Inspector's commanders, and thought to be dead) appears, ordering Guest to pull out, but Zeb will not obey orders from anyone other than his direct superior, Zezenan. While Mekiboz goes follow the chain of command, Zeb is left free to crush the Londo Bell. Still on Turn 3, if you had Rozamia leave the battlefield on Scenario 48, the Titans appear (including some pilots Team A just defeated on the previous scenario - aren't they fast?) to have their vengeance, as if you needed even more trouble. Kamille can speak with Rozamia again, and this time she'll join the Londo Bell for good. After the battle, Mekiboz returns to talk (he clearly didn't die fighting Wendolo (SRW3), but because of that fight much of his body had to be replaced with cybernetics). He explains Guest and Inspector obey the same government: they live on different star systems and don't keep constant contact with each other, but originally came from the same planet. Both factions are subject to the 'Private Council' (their race's highest decision-making body), but grew apart over time. This apartness caused Guest and Inspector, each at their time, to try and interfere with the Earth, hoping to gain an edge over the other - each side's failure opened a gap for the other to try. Anyway, Inspector (and many people at Guest's own nation) considers Zezenan's methods excessive, and the Private Council sent Mekiboz here to order Zovork (Guest's actual name) to cease all hostilities. The problem is Zezenan went power-crazy and broke relations with his own nation, so he now has to be stopped by force. Inspector's direct interference would violate some treaty the aliens have among themselves, so it's up to the Londo Bell now. At least Mekiboz provides you some useful information: Guest headquarters are at Mars, near Don Zauser and Korosu's base. There, Zezenan is building a huge army, applying the Earth military skills to Guest's own technology. Go to 54. Scenario 54: "Posaydal's Ambition" ---------------------------------- 34x40, Space Goal: Destroy all enemies Player Units: 18 (Ral Kairam + 17) Initial Enemy Formation: Righ Ghaos [Sety] Lv44 Lafressia [Carozzo] Lv42 Berga Giros [Zabine] Lv44 Berga Giros [Dorel] Lv43 Berga Giros [AnnaMarie] Lv41 Zeranio Lv42 x01 Lestgrunch Lv42 x01 Lestgrunch Lv41 x03 Berga Giros Lv42 x01 Grassidow Ryu Lv41 x01 Grassidow Ryu Lv40 x04 Lestrail Lv40 x02 Lestrail Lv39 x03 Enemy Reinforcements: A.Taul [Ryoklay] Lv43 Ashura Temple [Gablae] Lv44 Ashura Temple [Hatchia] Lv42 Bat-Shu [Olibee] Lv40 Bat-Shu Lv42 x03 G.Roon Lv42 x03 Items: $2000 (4,4) $5000 (25,3) Hybrid Armor (23,35) $20000 (17,37) $2000 (4,11) Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive After the Titans demise, the Battle Platform Orchis was left forgotten at the La-Vie-En Rose dockship, but the Londo Bell can make good use of it now - the Orchis combines with the GP-03S into the 'GP-03 Dendrobium' mobile armor. You are attacked by a Guest/DC joint force, but they should be somewhat easy - they aren't that strong, and Team A's pilots should have gained many levels at Scenario 52. Cautious, Sety had some Posaydal units set aside just in case, and calls them in at Turn 3 - Gablae and Olibee are among them. If you had Daba talk to Olibee on Scenario 41, he can talk to her again and have her recover her will (and, of course, change sides). With Olibee on the Londo Bell, Daba can have Gablae too join your cause (he just won't stay away from her). Hatchia then simply abandons the field, unwilling to attack Amm. After the battle, despite having already been informed of the connections between Guest and Inspector, Team A wants to finish Posaydal before moving on to Mars. If Gablae and Olibee joined you, he agrees to stay and fight by your side, but she isn't fit to pilot anymore after breaking free from Posaydal's control, so her heavy metal is dismantled for spare parts. From here, proceed to Scenario 55A if Quattro left, or Scenario 55B if he's still around. Scenario 55A: "Ryuune Capriccio" -------------------------------- 32x32, Space Colony Goal: Destroy all enemies Player Units: 17 (Vigna Ghina, Aura battleship + 15) Initial Enemy Formation: Darkness Great General [Darkness Great General] Lv44 Dreydow [Dreydow] Lv43 Hardias [Hardias] Lv43 Grassidow Ryu Lv41 x03 Lestrail Lv40 x04 Mechasaurus Dai Lv40 x01 Mechasaurus Shigu Lv40 x01 Battle Beast Gratonios Lv40 x01 Battle Beast Obelius Lv40 x01 Vega Beast King Gori Lv40 x01 Enemy Reinforcements (1): Calleyzed Lv42 x01 Lestrail Lv42 x01 Mechasaurus Dai Lv42 x01 Mechasaurus Shigu Lv42 x01 Berga Giros Lv41 x02 Dooben-Wolf Lv41 x02 Jagd Doga Lv42 x02 Enemy Reinforcements (2): Valcionne R [Ryuune] Lv41 Enemy Reinforcements (3): Bundle Warship [Bundle] Lv43 Kernagurl Warship [Kernagurl] Lv43 Kuttner Warship [Kuttner] Lv43 God Neros Lv43 x01 Geymalk Lv41 x01 Quin Mantha Lv41 x01 Lestgrunch Lv41 x02 Grassidow Ryu Lv41 x02 Lestrail Lv41 x01 Calleyzed Lv41 x01 NPC Units: GP-02A [Gato] Lv48 Items: $2000 (21,32) $5000 (3,27) ALICE (2,22) $20000 (6,7) $2000 (26,21) Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive Turn 2, Player Phase - GP-02A, Vigna Ghina appear Turn 3, Enemy Phase - Enemy Reinforcements (2) arrive Turn 4, Enemy Phase - Enemy Reinforcements (3) arrive Now officially a member of the Earth Union Government, the AEUG is set to be dismantled and absorbed by the EUGO, but its services are still being used for convenience. For example, they have prepared a long-distance booster for Team B's martian tour, but your presence at Londenion causes the colony to be invaded by DC. The Londo Bell and DC start at opposite corners, but a second enemy wave appears (on the top and bottom of the map) already at Turn 1. The GP-02A appears the next turn, but this time Gato is not an enemy - he just escorted Cecily here, after having saved her from a Guest attack. On the other hand, he's not willing to join the Londo Bell either, so he behaves as an NPC. As usual with NPCs, don't let weakened enemies near him (instead, let HIM weaken the DCs for your units to kill). Make sure his HP is always high, because you _really_ want him to survive this battle. Ryuune comes in on Turn 3, but attacks you instead of the enemies. Masaki can try talking to her, but she doesn't respond - imagining the Valcionne R's cockpit is bugged, Masaki has his familiar Shiro send in a note, instructing Ryuune to pretend having been defeated, withdraw and only come back after the battle is over - she obeys, and pulls out immediately. Docouga shows up on Turn 4, bringing in another of Kernagurl's creations: the "35-combined-bodies God Neros". Again, nobody cares: even Bundle comments the thing is too ugly, and Kuttner expected a robot with that name to have a combination scene (Kernagurl: "There is one, but it's too long"). Anyway, God Neros isn't such a terrible enemy: it has some strong attacks, but also some lousy aiming. Actually, overall, none of the enemies is difficult - just have lots of HP. Once the colony is free of DCs, Ryuune returns as instructed. Bored at La Giars, she dragged Presia into the surface, to follow Masaki. However, Presia ended up taken hostage by Carozzo, who then forced Ryuune into attacking the Londo Bell. Obviously, Presia must be rescued, but not by Masaki - he demands Ryuune to clean her own mess. At least Tootie and Yanlong (who just arrived) will provide her some assistance. If Gato survived the battle, he eventually accepts joining the Londo Bell again, since it's the only decent faction left after Neue DC's destruction by Guest. If Gablae joined you, go to Scenario 56, otherwise go to 57. Scenario 55B: "Ryuune Capriccio" -------------------------------- 32x32, Space Colony Goal: Destroy all enemies Player Units: 18 (Aura battleship + 17) Initial Enemy Formation: Darkness Great General [Darkness Great General] Lv44 Dreydow [Dreydow] Lv43 Hardias [Hardias] Lv43 Grassidow Ryu Lv41 x03 Lestrail Lv40 x04 Mechasaurus Dai Lv40 x01 Mechasaurus Shigu Lv40 x01 Battle Beast Gratonios Lv40 x01 Battle Beast Obelius Lv40 x01 Vega Beast King Gori Lv40 x01 Enemy Reinforcements (1): Valcionne R [Ryuune] Lv41 Enemy Reinforcements (2): Bundle Warship [Bundle] Lv43 Kernagurl Warship [Kernagurl] Lv43 Kuttner Warship [Kuttner] Lv43 God Neros Lv43 x01 Geymalk Lv41 x01 Quin Mantha Lv41 x01 Lestgrunch Lv41 x02 Grassidow Ryu Lv41 x03 Lestrail Lv41 x03 Calleyzed Lv41 x02 NPC Units: Gespenst Mk-II [Gilliam] Lv45 Items: $2000 (25,25) $2000 (17,30) Booster (27,11) $10000 (15,18) Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive Turn 4, Enemy Phase - Enemy Reinforcements (2) arrive Team B goes to Londenion pick up a long-distance booster needed for their long travel to Mars, and learn the AEUG will be dissolved and absorbed by the EUGO - they will help reform the Earth Union from the inside. When DC invades the colony after the Londo Bell, Gilliam too enters the fight. The Gespenst Mk-II is strong enough to kill almost anyone quickly, but is is bound to occasionally get hit - try keeping a healer unit near it, because you really want Gilliam to survive this battle. Ryuune comes in on Turn 2, but attacks you instead of the enemies. Masaki can try talking to her, but she doesn't respond - imagining the Valcionne R's cockpit is bugged, Masaki has his familiar Shiro send in a note, instructing Ryuune to pretend having been defeated, withdraw and only come back after the battle is over - she obeys, and pulls out immediately. Docouga shows up on Turn 4, bringing in another of Kernagurl's creations: the "35-combined-bodies God Neros". Again, nobody cares: even Bundle comments the thing is too ugly, and Kuttner expected a robot with that name to have a combination scene (Kernagurl: "There is one, but it's too long"). Anyway, God Neros isn't such a terrible enemy: it has some strong attacks, but also some lousy aiming. Actually, overall, none of the enemies is difficult - just have lots of HP. Once the colony is free of DCs, Ryuune returns as instructed. Bored at La Giars, she dragged Presia into the surface, to follow Masaki. However, Presia ended up taken hostage by Carozzo, who then forced Ryuune into attacking the Londo Bell. Obviously, Presia must be rescued, but not by Masaki - he demands Ryuune to clean her own mess. At least Tootie and Yanlong (who just arrived) will provide her some assistance. If Gilliam survived the battle, he will award you the Sazabi mobile suit, captured from Neue DC - it's only natural for Quattro to have it, he says. If Gablae joined you, go to Scenario 56, otherwise go to 57. Scenario 56: "The Other Side of the Moon" ----------------------------------------- 24x50, Space Goal: Destroy all enemies Player Units: 17 (Ral Kairam + 16) Initial Enemy Formation: Righ Ghaos [Zeb] Lv46 Geymalk [Mashymre] Lv45 Doven Wolf [Gottn] Lv43 Lestgrunch Lv42 x04 Grassidow Ryu Lv42 x04 Hamma-Hamma Lv42 x02 Dreissen Lv42 x03 Lestrail Lv41 x06 Dooben-Wolf Lv41 x02 R-Jarja Lv41 x01 Berga Giros Lv41 x01 Enemy Reinforcements (1): Dooben-Wolf [Rakan] Lv46 Geymalk [Chara] Lv45 Alpha Aziel [Illia] Lv44 Alpha Aziel [Lance] Lv43 Alpha Aziel [Nee] Lv43 Bawoo (MS) Lv41 x02 Dooben-Wolf Lv41 x01 Dreissen Lv41 x02 R-Jarja Lv41 x01 Enemy Reinforcements (2): Qubeley Mk-II [Ple] Lv40 Qubeley Mk-II [Ple-Two] Lv40 Items: $5000 (14,50) $2000 (23,19) $2000 (19,26) $2000 (10,9) Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive Turn 3, Enemy Phase - Enemy Reinforcements (2) arrive Thanks to Gablae, not only Team A discovered Posaydal's headquarters are on the dark side of the Moon, but also learned it has a main defense line set - a fleet commanded by Giwaza Lowaw. In order to enter 'Area 5' (a sector of Posaydal's defense line expected to have breaches) undetected, the Londo Bell takes a course around A Bao A Qu. Already near the Moon, you stumble on Neue DC and Guest, and will have to fight both enemies at once - Neue DC's Mashymre was ordered not to attack the Londo Bell unless in self-defense, but uses Guest's presence as an excuse to shoot everyone down (he can later claim that, in the heat of battle, he could not tell Guest and the Londo Bell apart). Surrounded, you will probably have to divide your forces - if so, send the better half to Neue DC, because their reinforcements arrive on Turn 2 already. On Turn 3, Ple and Ple-Two appear. Fearing Judau will have them sent back home, they attack you, claiming they have a promise to live up to. Have Judau talk to them, and learn the girls have met Mineva Lao Zabi at the Shangri-La colony. Used by Haman Karn to lend Neue DC some legitimacy, Mineva lived like a prisoner. Feeling sorry for that unhappy girl, Ple and Ple-Two took Mineva out and hid her at the Sweet Water colony. The girls stop fighting as soon as Judau promises to help. After the battle, if Ple and Ple-Two joined you, a small group is sent to guard Mineva. At first, only Judau, Ple and Ple-Two are on it, but Hector can go too - if he does, Daba, Amm and Leccee join him. Go to 58. Scenario 57: "Siege Network Breach!" ------------------------------------ 24x50, Space Goal: Destroy all enemies Player Units: 16 (Ral Kairam + 15) Initial Enemy Formation: Zeranio [Giwaza] Lv43 Auge [Nei] Lv44 A.Taul [McTomin] Lv44 Ashura Temple [Burn Gania] Lv43 Ashura Temple [Ted] Lv43 G.Roon [Anton] Lv43 G.Roon [Heckler] Lv43 G.Roon Lv42 x01 Bat-Shu Lv42 x05 A.Taul Lv42 x04 Enemy Reinforcements: Ghaos Guld [Lili] Lv43 Ghaos Guld [Wazan] Lv43 Lestgrunch Lv42 x08 Items: $5000 (2,8) $5000 (9,24) $10000 (19,26) $20000 (12,40) $2000 (17,5) Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive A conversation Leccee once had with Gablae suggests Posaydal's front line headquarters are at the Moon. Confirming her theory, you soon meet the base's defense fleet - but it looks like _they_ were setting up to attack Posaydal. Indeed, the fleet commander, Giwaza Lowaw, is rebelling against Posaydal, but only to take over power for himself. The enemy heavy metals are quite easy: most of them can't move twice, and their attacks lack range (in most cases, their top weapons are only range 6). On Turn 2, enemy reinforcements arrive on Guest units, just behind you. These new enemies are stronger than the first, but still cannot move twice, so you can dispose of them without much trouble. After the battle, Bright comments the Londo Bell was really unlucky this time: had you arrived just a few minutes later, Giwaza and Posaydal would've attacked each other, saving you a lot of trouble... Go to 58. Scenario 58: "Scatter to Axis" ------------------------------ 30x52, Space Goal: Destroy all enemies Player Units: 17 (Aura battleship + 16) Initial Enemy Formation: Righ Ghaos [Roph] Lv48 Zeranio Lv43 x01 Ghaos Guld Lv43 x01 Lestgrunch Lv43 x01 Grassidow Ryu Lv42 x01 Lestrail Lv42 x01 Calleyzed Lv42 x01 Discus Beast Jin-Jin Lv42 x01 Discus Beast Deki-Deki Lv42 x01 Discus Beast Giru-Giru Lv42 x01 Discus Beast Gosu-Gosu Lv42 x01 Mother Burn Lv42 x01 Bawoo (MS) Lv42 x01 Minifoe Lv42 x01 Enemy Reinforcements (1): Righ Ghaos [Zeb] Lv47 Zeranio Lv43 x01 Ghaos Guld Lv43 x02 Lestgrunch Lv43 x02 Grassidow Ryu Lv42 x02 Lestrail Lv42 x02 Calleyzed Lv42 x01 Enemy Reinforcements (2): Righ Ghaos [Sety] Lv47 Ghaos Guld Lv43 x02 Lestgrunch Lv43 x03 Grassidow Ryu Lv42 x02 Lestrail Lv42 x02 Calleyzed Lv42 x01 Items: $5000 (23,41) Psycho Frame (28,49) $10000 (8,48) $2000 (26.6) Events: Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive Turn 6, Player Phase - Valcionne R, Granvell, Goddess appear (opt.) Despite not being in its best shape, Team B attacks the Guest garrison at the asteroid fortress Axis, in order to prevent them from attacking your back later. At least the enemy numbers are small - even with some DC units added, Roph only expects to delay you a little. The closest enemies are the forementioned DC units (weak), but more units arrive on Turn 3. Zeb's units are much stronger than those you fought so far, and appear at the left side of the map, so try staying away from there. This should keep you busy for a couple turns, just enough for Sety to show up with even more enemies. At that point, Roph too will start moving towards you (if he hasn't done so already). By now, your robots are probably worn down, but if you had Masaki talk to Ryuune on Scenario 55A/B, she will return on Turn 6 (with Tootie and Yanlong, plus Presia safe and sound). These three fresh units can be very useful, and are pretty high-leveled (at least Tootie and Yanlong are). After the battle, if Tootie and Yanlong joined you, Masaki now sends them to Team A - there's no reason to keep all Masoukishins on one team, while the other may be needing help. With this last Guest garrison destroyed, Team B's road to Mars is clear. If, after Scenario 56, you sent Hector to Sweet Water with Judau, proceed to Scenario 59 now. If he didn't go with Judau, go to 60B. If Ple and Ple-Two didn't join you at all (because Judau didn't persuade them at Scenario 56 or because you cleared Scenario 57), go to 60C. Scenario 59: "Haman's Shadow" ----------------------------- 32x32, Space Colony Goal: Destroy all enemies Player Units: 7 (all available units) Initial Enemy Formation: Qubeley [Haman] Lv47 Quin Mantha Lv45 x01 Jagd Doga Lv43 x02 Dooben-Wolf Lv45 x01 Dooben-Wolf Lv43 x01 Dooben-Wolf Lv42 x04 Items: $10000 (20,26) $20000 (16,17) Apogee Motor (1,11) $20000 (14,2) $2000 (12,27) Events: 4 enemies left - all remaining enemies leave Even at an overcrowded refugee colony like Sweet Water, Mineva's presence didn't go unnoticed, and Neue DC soon appears to reclaim the girl. Seeing the Londo Bell at the colony, Haman concludes you were responsible for (what she calls) Mineva's kidnapping - a despicable act, since the Londo Bell has never officially declared war against Neue DC. Before attacking any enemy, have Judau talk to Haman, and try to convince her this fight is pointless, since she has no army left. Haman admits Neue DC is all but destroyed, but won't give up her goals. That done, fight normally, but don't attack Haman herself. Once there are only four enemies left, Haman gives up the already lost battle and pulls out, leaving Mineva under Judau's care. If Gato joined you, notice the GP-02A now has the Atomic Bazooka equipped. While trying to move Mineva out of Sweet Water, your party met a Posaydal associate called Full Flat, who reveals the Oldna Posaydal you know is only a kagemusha (an impostor, so to speak), but refuses to disclose the identity or location of the real Pentagona dictator - despite having betrayed her master by telling you this, Full has no interest in overthrowing Posaydal. For helping the Pentagona dictator, Full was allowed to take advantage of the 'bio-relation' process - a system that converts life energy into physical power (it was, by the way, also used in controlling Olibee's mind). With it, people can avoid the aging processes and be young forever, but over the years Flat grew to consider infinite life and youth a burden. Therefore, betraying Posaydal and losing this 'privilege' sounds nice to her. Go to 60A. Scenario 60A: "Oldna Posaydal" ------------------------------ 32x34, Moon Surface Goal: Defeat Amandra (Posaydal) Player Units: 18 (Huckebein, Gespenst, Nu Gundam, GP-03 Dendrobium, Raideen, Blueger, Great Mazinger, Grendizer, Zanbot 3, ZZ-Gundam, Qubeley Mk-II (x2), L-Gaim Mk-II, Novel D-Seerd, L-Gaim (or Calvary Temple), Granvell (optional), Goddess (optional), Ral Kairam) Initial Enemy Formation: Blood Temple [Amandra] Lv56 Ghaos Guld Lv43 x02 NPC Units: Aug [Posaydal] Lv48 Ashura Temple [Full] Lv46 Items: $10000 (17,33) $10000 (6,34) $20000 (16,3) Mega Booster (19,16) $5000 (9,23) Events: Turn 1, Player Phase - Judau's group arrives Blood Temple appears Ashura Temple appears Posaydal, Full killed By the time Judau's party arrives at Posaydal's Moon headquarters, Team A is about to finish Posaydal herself... or is it?: according to Full Flat, the woman you've been fighting all this time is only a kagemusha called Mian Kuu Haw Atchar, but in this case who is the real Posaydal? The real Posaydal is nobody but Amandra Kamandra, the trader you received the L-Gaim Mk-II from. By staging this whole fake, Amandra managed to mantain himself out of the war - a position from which he could better see and steer the conflict. Giving you new heavy metals was all part of the plan, as a weak rebel army makes an uninteresting enemy and gives room for internal dissents to arise. Full Flat tries to cut her friend Mian free from Posaydal, but is quickly killed by Amandra. This causes Mian to question her master's decision to keep fighting an already lost war - for this intolerable defeatism and insolence, she too is killed by Posaydal. Now it's your turn to face Amandra's Blood Temple: the thing has a 30% HP recover and standing on a city gives him an extra 10% - meaning it heals some 22000HP every turn (!). Furthermore, Amandra is very high-leveled, making it hard for some of your units to even hit him. To defeat him, I suggest using the Gekirei seishin (Leccee, Ple have it) to rise the Super Robots' and Masoukishins' kiryoku to whatever level needed to unleash their best attacks. Then, fall on the Blood Temple with everything you have and destroy it in a single turn. If you wish, you can destroy the Ghaos Gulds first, but save your SP and energy for Amandra. Once you defeat Amandra, the last enemy left on the Earth sphere is gone, leaving the path clear for you to go to Mars - go to 61. Scenario 60B: "Oldna Posaydal" ------------------------------ 32x34, Moon Surface Goal: Destroy all enemies Player Units: 19 (Granvell (optional), Goddess (optional), ZZ-Gundam, Qubeley Mk-II (x2), Ral Kairam + 13) Initial Enemy Formation: Zeranio [Giwaza] Lv44 Aug [Posaydal] Lv51 Auge [Nei] Lv44 A-Taul [McTomin] Lv44 Ashura Temple [Burn Gania] Lv44 Ashura Temple [Ted] Lv43 Ghaos Guld Lv43 x02 Mother Burn Lv43 x01 Calvary Temple Lv43 x02 Bat-Shu Lv43 x03 A-Taul Lv43 x02 Minifoe Lv43 x01 Bawoo (MS) Lv43 x04 Enemy Reinforcements: Blood Temple [Amandra] Lv52 Items: $2000 (16,24) $2000 (9,23) $10000 (1,3) Hybrid Armor (23,31) $5000 (31,20) Events: Turn 2, Player Phase - Granvell, Goddess appear (optional) Turn 3, Player Phase - ZZ-Gundam, Qubeley Mk-II (x2) appear After Posaydal is defeated - Enemy Reinforcements arrive The huge army Posaydal brought to the Earth suggests she is planning more than just honoring their deal with Guest - the combination of Guest's science and the Earth's military technology would raise her power even further. Back at Pentagona, Gablae says, Posaydal's Earth invasion deal was heavily opposed by Giwaza - because he planned to eventually overthrow Posaydal and take the throne for himself. Giwaza's defense fleet, which was supposed to protect Posaydal's base, is nowhere to be found... because Giwaza has already put his own rebellion plans in motion and is striking the base himself. To personally punish the rebels, Oldna Posaydal boards the Aug (also known as Original Auge), a powerful heavy metal designed to fight holy wars. You could simply sit and watch Posaydal and Giwaza shoot each other down, but it's better to enter the fight to collect money and experience. If Masaki sent Yanlong and Tootie to Team A on Scenario 58, they arrive on Turn 2. One turn later, Judau, Ple and Ple-Two return, after having successfully rescued Mineva Zabi. Although some enemies ride Guest and DC mechs, their pilots are still the weaker Posaydal soldiers - not very hard to beat. The worst enemy here is, of course, Posaydal herself: the Aug has 10% HP recover, and standing on a city rises this value to 20%. When you finally defeat the Aug, the last person Posaydal calls for is... Posaydal? Amandra Kamandra appears, and reveals he is the true Posaydal - the person you just killed was Mian Kuu Haw Atchar, a kagemusha. Programmed with Amandra's own memories and personality, Mian replaced him so he could mantain himself at a distance - from where he could always see (and control) the big picture. Giving you new heavy metals was part of his plan too: a strong rebel army creates tension and prevents internal dissents from arising. Amandra's Blood Temple is basically just a stronger version of the Aug, with 30% HP recover (again, being on a city rises it to 40%). Destroy it just like you did with the Aug, and the Posaydal Army is history. With Pentagona free, Daba's group is free to return home, but they choose to stay until your problems are over too. Now, at last Team A is heading to Mars, where Team B already is - Go to 61. Scenario 60C: "Oldna Posaydal" ------------------------------ 32x34, Moon Surface Goal: Destroy all enemies Player Units: 16 (Granvell (optional), Goddess (optional), Ral Kairam + 13) Initial Enemy Formation: Aug [Posaydal] Lv50 Ghaos Guld Lv44 x02 A-Taul Lv43 x02 Calvary Temple Lv43 x02 Bat-Shu Lv43 x03 Lestgrunch Lv43 x04 Grassidow Ryu Lv43 x02 Enemy Reinforcements (1): Zeranio Lv45 x01 Ghaos Guld Lv45 x01 Ghaos Guld Lv44 x01 Lestgrunch Lv45 x05 Lestgrunch Lv44 x02 Grassidow Ryu Lv45 x02 Lestrail Lv44 x03 Enemy Reinforcements (2): Lestgrunch Lv45 x04 Grassidow Ryu Lv45 x02 Lestrail Lv44 x01 Ashura Temple Lv44 x01 A-Taul Lv44 x01 Bat-Shu Lv44 x01 G.Roon Lv44 x01 Enemy Reinforcements (3): Blood Temple [Amandra] Lv52 Items: $2000 (23,25) $5000 (32,2) $10000 (27,13) $2000 (31,20) Events: Turn 2, Player Phase - Granvell, Goddess appear (optional) Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive Turn 3 (?), Enemy Phase - Enemy Reinforcements (2) arrive After Posaydal is defeated - Enemy Reinforcements (3) arrive At the Moon, Oldna Posaydal rides the Aug (also known as Original Auge, a heavy metal meant for holy wars) to personally 'reward' you for your services against the traitor Giwaza. Her army has a few Guest units, but their pilots are still normal Posaydal soldiers; unable to move twice, they're much easier than the enemies you've been fighting lately. If Masaki had Tootie and Yanlong join Team A on Scenario 58, they arrive on Turn 2. Still on Turn 2, Posaydal calls in some of the reinforcement units she was saving for the fight against Giwaza, and the rest on Turn 3. All these enemies pile up on you and make the battle very tough. Even so, save your best for Posaydal: the Aug has tons of strong attacks, high agility and a 10% HP recover (standing on a city yields it 10% more, totaling 20%). You better defeat it in a single turn, by throwing all major attacks you have at once, so Posaydal never gets to have the initiative. When you finally defeat the Aug, the last person Posaydal calls for is... Posaydal? Amandra Kamandra appears, and reveals he is the true Posaydal - the person you just killed was Mian Kuu Haw Atchar, a kagemusha. Programmed with Amandra's own memories and personality, Mian replaced him so he could mantain himself at a distance - from where he could always see (and control) the big picture. Giving you new heavy metals was part of his plan too: a strong rebel army creates tension and prevents internal dissents from arising. Amandra's Blood Temple is basically just a stronger version of the Aug, with 30% HP recover (again, being on a city rises it to 40%). Destroy it just like you did with the Aug, and the Posaydal Army is history. With Pentagona free, Daba's group is free to return home, but they choose to stay until your problems are over too. Now, at last Team A is heading to Mars, where Team B already is - Go to 61. Scenario 61: "Deathmatch in the Wastelands" ------------------------------------------- 32x42, Mars Surface Goal: (initial) Defeat Korosu (after Korosu is defeated) Defeat Don Zauser Player Units: 19 (Nu Gundam, Huckebein (GrunGast), Aura battleship + 10 + 6) Initial Enemy Formation: Righ Ghaos [Korosu] Lv50 Ghaos Guld Lv48 x03 Ghaos Guld Lv45 x02 Lestgrunch Lv45 x01 Lestgrunch Lv44 x03 Grassidow Ryu Lv44 x06 Enemy Reinforcements (1): GiruGiruGan Lv48 x01 Picdrone Lv48 x03 Enemy Reinforcements (2): Garnroll [Richter] Lv?? Mecha Warrior God Armon [Barbas] Lv?? Mecha Warrior God Armon [Raiza] Lv?? Enemy Reinforcements (3): Righ Ghaos [Don] Lv52 Ghaos Guld Lv48 x01 Quin Mantha Lv48 x02 NPC Units: Garoika [Erica] Lv?? Items: $10000 (15,6) $20000 (3,8) $20000 (12,14) Fatima (8,31) $10000 (30,3) Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive Turn 2, Player Phase - Team A arrives Turn 2, Enemy Phase - Enemy Reinforcements (2) arrive, then leave Garoika appears, then leaves After Korosu is defeated - Enemy Reinforcements (3) arrive At Mars, the Londo Bell's Team B reaches DC's headquarters, where you can find not only Korosu and Don Zauser, but also Zezenan. Of course, the enemies don't take long to appear, and their first wave is led by Korosu herself. Without Team A, the Londo Bell's power is quite limited, and Korosu knows that. On the other hand, you did get her attention by coming this far, so she calls extra units in on Turn 1 already. Despite their high HP, those enemies aren't much trouble (especially if you have the Atomic Bazooka), but be aware that GiruGiruGan goes into a 'Mecha' form after you first defeat it. Team A arrives on Turn 2, very close to Korosu, but there isn't much you can do: she is surrounded by strong units, and Team A is short on numbers, so just try and weaken them as much as possible. Still on Turn 2, Richter appears to help Korosu a little more, but Erica catches up and reveals her latest discovery: their father, Marshall Lyon, was in fact murdered by Commander-in-Chief Orban in an attempt to gain political power and influence. Worse, by blaming it on the humans, he threw all hundred million Barms into an useless war against the Earth. Enraged, Richter leaves to join the already ongoing revolt against Orban. If you are trying to save turns, concentrate your efforts on Korosu only, otherwise take your time destroying the other enemies first. Anyway, Korosu's defeat should finish the stage... except Don Zauser just woke up after years of sleep, and is rather unhappy to see Korosu wounded on the ground. Well, by now, after destroying so many enemies, a few more shouldn't be such a great issue, and you only need to defeat Don Zauser to clear the scenario. Now that DC is gone (again), only Zezenan stands between the Earth and a diplomatic negotiation with Guest and Inspector's home "Republican Alliance", and possibly the end of two years of conflicts. If your turn count (the total amount of turns spent in the whole game) is 420 (or less), you receive a call: because your speedy campaign prevented him from destroying Zezenan by himself as planned, Shuu was left with no choice but to beg his way into the Londo Bell and get at least a piece of his enemy. Despite Shuu's previous betrayal (SRW3), he is allowed into the team, and so are Saphine, Monica and Terius (unwilling to fight, Terius isn't available as a pilot). Ryuune, Tootie and Yanlong refuse to accept that, and abandon the Londo Bell in protest. Go to Scenario 62A if Shuu didn't join you, or 62B if he did. Scenario 62A: "Final Battle on Mars" ------------------------------------ 36x40, Mars Surface Goal: variable Player Units: 20 (battleship + 19) Initial Enemy Formation: Baran Schnile [Zezenan] Lv59 Granzon [Shuu] Lv99 Wizoll Kai [Saphine] Lv60 Nols Rei [Monica] Lv58 Items: none Events: Turn 1, Player Phase - "Fight Shuu?" question Since this is the final battle, feel free to spend all your money on your top units. If you used Raideen's God Voice more than ten times over the whole game, Akira faints before the operation begins and won't fight this battle - a consequence of abusing God Voice (you were warned, weren't you?). You enter the stage just to see Shuu and friends already attacked Guest's base and are just about to finish Zezenan. Masaki harshly orders Shuu to step out and leave Zezenan on the Londo Bell's hands; Shuu's party understandably dislikes Masaki's tone and asks if this attitude means you would rather fight Shuu instead of Zezenan. Your answer to this question changes the scenario completely: if you want to fight Shuu (you need to confirm your answer), go to Scenario 62A-1. If you decide not to fight him, move on to Scenario 62A-2. Scenario 62A-1: "Final Battle on Mars" -------------------------------------- 36x40, Mars Surface Goal: Defeat Shuu Player Units: 20 (battleship + 19) Initial Enemy Formation: Neo Granzon [Shuu] Lv99 Wizoll Kai [Saphine] Lv60 Nols Rei [Monica] Lv58 Valcion Lv99 x05 Items: none Events: Turn 1, Player Phase - Baran Schnile destroyed Neo Granzon's HP below 20000 - Shuu recovers HP Shuu believes pointless battles bring nothing but unnecessary sacrifices, and thought you felt the same. However, your decision shows he misjudged you: the Londo Bell too is obsessed with power. Well, he is willing to teach you better, and since you're only listening to force... By invoking Volkruss's curse, Shuu has the Granzon turns into Neo Granzon and immediately finishes Zezenan. With Guest out of the way, he calls in five Valcions (!) to handle you. Picking a fight with Shuu apparently doesn't feel right to your pilots either, because their kiryoku drops straight to 50. Use the 'Gekirei' seishin to boost up the kiryoku of whoever needs it to attack, giving priority to your Super Robots and aura battlers. You'll have a hard time even hitting the enemies (due to their high level), but you cannot afford to waste your best units' SP either - you'll need it later. While the Valcions can't counterattack if you are more than seven squares away, they keep on moving your way and will be over you in no time. When that happens, well, things get real tough and you'll probably have to rely on the aura battlers' bunshin to survive. Monica and Saphine are relatively easy to defeat, but still can hurt you a lot, so get rid of them fast. Once all henchmen are out, time to face Shuu himself. The Neo Granzon has awfully powerful attacks, and the kiryoku to use them (destroying his friends doesn't lower his kiryoku as it would with anybody else). Have someone cast the 'Datsuryoku' seishin to lower his ki to 120 or less, to turn off his best attacks (Shukutai-Hou and Graviton Cannon). That done, start wearing Shuu down with your best attacks, but beware: he heals his HP as soon as it drops below 20000. Once this happens, fire all you have left on stock to finish him quickly. Go to Epilogue 1. Scenario 62A-2: "Final Battle on Mars" -------------------------------------- 36x40, Mars Surface Goal: Defeat Zezenan Player Units: 20 (battleship + 19) Initial Enemy Formation: Baran Schnile [Zezenan] Lv59 Righ Ghaos Lv52 x05 Ghaos Guld Lv50 x04 Enemy Reinforcements (1): Garnroll [Richter] Lv49 Enemy Reinforcements (2): Righ Ghaos [Sety] Lv52 Righ Ghaos [Zeb] Lv52 Ghaos Guld Lv50 x03 Enemy Reinforcements (3): Righ Ghaos Lv50 x02 Ghaos Guld Lv49 x04 NPC Units: Mecha Warrior God Armon [Erica] Lv?? Items: none Events: Turn 1, Player Phase - Shuu, Saphine, Monica leave Zezenan recovers HP, calls units Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive Erica appears, than leaves Turn 4, Enemy Phase - Enemy Reinforcements (2) arrive Baran Schnile's HP below 70% - Zezenan recovers HP Enemy Reinforcements (3) arrive Sety, Zeb leave Like you, Shuu hates pointless battles, and now that your attitude is set straight, he pulls out to avoid more conflicts, but not without first warning you that true strenght comes from the heart - power without compassion only leads to darkness, as he himself learned the hard way... Despite Shuu's words, Zezenan remains convinced the earthlings believe in strenght only, and will be defeated by the superior aliens. After healing his entire HP, he calls in more units - battle power enough to bring concern to the whole universe. Richter appears still on Turn 1 - having been fooled into the war doesn't change the fact many people dies in his hands, so he's now determined to face his fate in the battlefield, like a true warrior. And, given Zezenan isn't a worthy, honored opponent, only the Londo Bell is left to kill him: because of this logic, he attacks you instead of Guest. For someone with a death wish Richter puts up quite a fight, but isn't as strong as the Guest units. On Turn 4, Sety and Zeb arrive, only hoping to die avenging Roph. Zezenan heals his HP again once it drops below 70%. Against all evidence, he refuses to admit humans are anywhere close to being a decent opponent - he already knew the human history by the time he came to the Earth, and is only surprised to see such a poor, self-destructive species last so long. In fact, since he sees no merit in its existance, he just decided to terminate all of mankind. After this, Zeb and Sety decide not to help Zezenan anymore and leave the field, while the Guest commander calls in more reinforcements, confident they will make him the ruler of the universe. Since standing on a base yields Zezenan a 20% HP recover, try to destroy the Baran Schnile in a single turn, throwing everything you have on a massive attack. Once you do so, any remaining enemies leave - read Epilogue 2. Scenario 62B - "Final Battle on Mars" ------------------------------------- 36x40, Mars Surface Goal: Defeat Zezenan Player Units: 20 (battleship + 19) Initial Enemy Formation: Baran Schnile [Zezenan] Lv58 Righ Ghaos Lv50 x02 Ghaos Guld Lv50 x01 Ghaos Guld Lv49 x01 Ghaos Guld Lv48 x02 Ghaos Guld Lv47 x01 Lestgrunch Lv48 x03 Lestgrunch Lv47 x02 Grassidow Ryu Lv47 x04 Lestrail Lv47 x05 Enemy Reinforcements (1): Garnroll [Richter] Lv49 Enemy Reinforcements (2): Righ Ghaos [Sety] Lv52 Righ Ghaos [Zeb] Lv52 Ghaos Guld Lv50 x03 Enemy Reinforcements (3): Righ Ghaos Lv50 x02 Ghaos Guld Lv49 x04 NPC Units: Mecha Warrior God Armon [Erica] Lv?? Items: none Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive Erica appears, than leaves Turn 4, Enemy Phase - Enemy Reinforcements (2) arrive Baran Schnile's HP below 70% - Zezenan recovers HP Enemy Reinforcements (3) arrive Sety, Zeb leave Since this is the final battle, feel free to spend all your money on your top units. If you used Raideen's God Voice more than ten times over the whole game, Akira faints before the operation begins and won't fight this battle - a consequence of abusing God Voice (you were warned, weren't you?). For Zezenan, your appearance only shows humans are so inferior they don't even know their own limits, and your suitable death will help the galaxy from worrying about Earth's genocide weapons. Richter appears still on Turn 1 - having been fooled into the war doesn't change the fact many people dies in his hands, so he's now determined to face his fate in the battlefield, like a true warrior. And, given Zezenan isn't a worthy, honored opponent, only the Londo Bell is left to kill him: because of this logic, he attacks you instead of Guest. For someone with a death wish Richter puts up quite a fight, but isn't as strong as the Guest units. On Turn 4, Sety and Zeb arrive, only hoping to die avenging Roph. Zezenan heals his whole HP once it drops below 70%. Against all evidence, he refuses to admit humans are anywhere close to being a decent opponent - he already knew the human history by the time he came to the Earth, and is only surprised to see such a poor, self-destructive species last so long. In fact, since he sees no merit in its existance, he just decided to terminate all of mankind. After this, Zeb and Sety decide not to help Zezenan anymore and leave the field, while the Guest commander calls in more reinforcements, confident they will make him the ruler of the universe. Since standing on a base yields Zezenan a 20% HP recover, try to destroy the Baran Schnile in a single turn, throwing everything you have on a massive attack. Once you do so, any remaining enemies leave - read Epilogue 2. Epilogue 1 ---------- Shuu never expected you to have such power, but never mind: he admits his defeat, but warns it's a mistake to think all problems can be solved by brute force. Not to mention: how many lives did you take to grow this powerful? If it doesn't consider such things, the human race really has no future. The Londo Bell won, but nobody's happy about it - Shuu was right when he said this battle was meaningless. Even worse, your latest actions had Mekiboz change his mind about you: inclined to agree with Shuu, now he thinks you're no better than Zezenan. Because of this, all peace negotiations between the Earth and Guest stop, and the conflict against Guest and Inspector escalates into a no-holds-barred war - an endless nightmare... Epilogue 2 ---------- Zezenan's fall allows the Private Council to recover its authority, which in its turn allows the war to finally end. For as far as Mekiboz knows, there is no reason for earhlings and aliens not to coexist peacefully, although he wouldn't want Zezenan's words to be dismissed or forgotten. In time, the Guest and Inspector parties make a definitive reconciliation and send a special envoy to propose a friendship treaty with the Earth Union. The now renewed Earth Union Government gladly embraces it, thus marking the beginning of a brand new history for mankind. SCENARIO FLOWCHART----------------------------------------------------------- This flowchart is intended to help players visualizing the available paths in the game, as well as noticing the consequences of each path. START (Character Construction) | _________________|_________________ | | | | (Real Robot Type) (Super Robot Type) | | SCENARIO 1A SCENARIO 1B "The Beginning" "The Beginning" | | |___________________________________| | _________________|_________________ | | | | (spent 7 or less turns) (spent 8 or more turns) | | SCENARIO 2A SCENARIO 2B "Enigmatic Visitors" "Enigmatic Visitors" | | | | SCENARIO 3 SCENARIO 4A "A New Enemy" "Special Training! Dai-Setsu-Zan Oroshi!" | | | | SCENARIO 4B SCENARIO 5 "Special Training! Dai-Setsu-Zan Oroshi!" "A New Enemy" | | | | SCENARIO 6 SCENARIO 7 "Bright's Return" "Daba Myroad" | | |___________________________________| | _________________|_________________ | | | | (have a sweetheart) (doesn't have a sweetheart) | | SCENARIO 8 SCENARIO 9 "Stampede" "Rescue! Combattler V" | | |___________________________________| | | SCENARIO 10 "Battle Commander Daimos" | | SCENARIO 11 "Love of the Battlefield" | | SCENARIO 12 "Enter Zanbot 3" | _________________|_________________ | | | | (Pacific Ocean) (Japan Sea) | | SCENARIO 13 SCENARIO 14 "Sorrowful Memories" "Sorrowful Memories" | | |___________________________________| | | SCENARIO 15 "Wake Up! Super Bestial Machine God" | _________________|_________________ | | | | (go with Kouji's group) (stay with main team) | | SCENARIO 16 SCENARIO 17 "Love's Whereabouts" "Guyzock's Terror" | | |___________________________________| | | SCENARIO 18 "Surfacing" | | SCENARIO 19 "Mazinger Z Flying in the Sky" | | SCENARIO 20 "Mia's Decision" | | SCENARIO 21 "Great General Garuda's Tragedy" | _________________|_________________ | | | | (with Galaria) (without Galaria) | | SCENARIO 22 SCENARIO 23 "Expansion of the Aura Machine" "Expansion of the Aura Machine" | | |___________________________________| | _________________|_________________ | | | | (northwest route) (south-southwest route) | | SCENARIO 24 SCENARIO 25 "Intruder" "Intruder" | | |___________________________________| | | SCENARIO 26 "Baron Ashura's Final Moment" | _________________|_________________ | | | | (Real Robot side) (Super Robot side) | | SCENARIO 27 SCENARIO 28 "Old Soldier's Elegy" "Brave Raideen" | | |___________________________________| | | SCENARIO 29 "Dr. Hell's Ambition" | | SCENARIO 30 "Turning Point" | _________________|_________________ | | | | (Team A) (Team B) | | SCENARIO 31 SCENARIO 32 "Into Space" "Recapture of Great Mazinger" | | | | SCENARIO 33 SCENARIO 34 "Encounter with the AEUG" "Rise of the Titans" | | | | SCENARIO 35 SCENARIO 36 "Assault! Limit Intervention Point" "Hyper Jerill" | | | | SCENARIO 37 SCENARIO 38 "Londenion" "I Have the Power of the Sun" | | |___________________________________| | | SCENARIO 39 "Granzon's Enigma" | | SCENARIO 40 "Neue DC" | _________________|_________________ | | | | (Real Robot side) (Super Robot side) | | | SCENARIO 42 | "Genius Scientist Aizam's Challenge" SCENARIO 41 | "Mars Connection" | | SCENARIO 43 | "Richter and Aizam" | | |___________________________________| | | SCENARIO 44 "Korosu and Don Zauser" | | SCENARIO 45 "Kilimanjaro Storm" | | SCENARIO 46 "Sun of Dakar" | _________________|_________________ | | | | (Four alive) (Four killed) | | SCENARIO 47 SCENARIO 48 "Total Balance" "Beyond the Todd" | | |___________________________________| | _________________|_________________ | | | | (been to Scenario 16 or (been to Scenario 17 Bandock escaped on Scenario 17) and destroyed Bandock) | | SCENARIO 49 SCENARIO 50 "Terror of the Human Bombs" "New Strenght" | | |___________________________________| | | SCENARIO 51 "Singularity, Collapse" | | SCENARIO 52 "Glorious Sunset" | | SCENARIO 53 "Guest and Inspector" | | SCENARIO 54 "Posaydal's Ambition" | _________________|_________________ | | | | (Quattro left) (Quattro is with you) | | SCENARIO 55A SCENARIO 55B "Ryuune Capriccio" "Ryuune Capriccio" | | |___________________________________| | _________________|_________________ | | | | (Gablae joined you) (Gablae killed) | | SCENARIO 56 SCENARIO 57 "The Other Side of the Moon" "Siege Network Breach" | | |___________________________________| | | SCENARIO 58 "Scatter to Axis" | __________________________|__________________________ | | | | | | (Ple joined you and (Ple joined you but you (Ple didn't join you) you go to Sweet Water) don't go to Sweet Water) | | | | SCENARIO 59 | | "Hamaan's Shadow" | | | SCENARIO 60B SCENARIO 60C | "Oldna Posaydal" "Oldna Posaydal" SCENARIO 60A | | "Oldna Posaydal" | | | | | |__________________________|__________________________| | | SCENARIO 61 "Deathmatch in the Wastelands" | _____________|__________________________ | | | | (Shuu didn't join you) (Shuu joined you) | | SCENARIO 62A | "Final Battle on Mars" | | | ____________|_____________ SCENARIO 62B | | "Final Battle on Mars" | | | (fight Shuu) (don't fight Shuu) | | | | SCENARIO 62A-1 SCENARIO 62A-2 | "Final Battle on Mars" "Final Battle on Mars" | | | | | |__________________________| | | | | EPILOGUE 1 EPILOGUE 2 OPTIONS---------------------------------------------------------------------- In the "Options" menu on the title screen, there are sections called "Demo Select" and "Robot Encyclopedia". I just thought I could put some information regarding how to get those sections completed. 1 - Demo Select --------------- This allows you to see all 'demo' sequences available in the game, but you can only access the demos you already viewed during the game. This section is very easy to complete, but here it goes anyway: * "Mazinger Z Launch" - start on Super Robot side * "Scrander Cross" - always shown * "Raideen Launch" - start on Super Robot side * Getter Robo Transformations - always shown (Getter 1, 2 and 3) * "Combattler V Combination" - always shown * "Zanbot 3 Combination" - always shown * "Dancouga Combination" - always shown * Getter Robo G Transformations - stay on Earth after Scenario 30 (Getter Dragon, Liger, Poseidon) and launch Getter G on Scenario 36 * Shin Getter Robo Transformations - launch Shin Getter Robo on Scenario 51 (Shin Getter 1, 2 and 3) 2 - Robot Encyclopedia ---------------------- Allows you to see all robots and mechas (not really) of the game. In order for a mech to appear here, you must have seen it during the game (it appeared in a scenario or you have it in your team). Unlike what I used to think, it's NOT necessary to save the game after you see a robot for it to show up in the encyclopedia. Complete, the Robot Encyclopedia has 248 entries, shown as follows (in ja- panese, they'd be in alphabetical order): Page 01/12---------------------------------------------- | | | Argama R-Jarja | | Blue Knight Helldine Red Knight Deathguine | | Ashura Temple Adzam | | Asshimar (MS) Asshimar (MA) | | A-Taul Aphrodi A | | Alpha Aziel Allone | | Darkness Great General Eagle Fighter A | | Eagle Fighter H Eagle Fighter N | | Wizoll Kai Will Wipps | | Wing Caliber Wave Rider | | ExS-Gundam S-Gundam | | | -------------------------------------------------------- Page 02/12---------------------------------------------- | | | NT-1 Alex F-91 | | L-Gaim L-Gaim Mk-II | | Elmeth Endra | | Discus Beast Giru-Giru Discus Beast Gosu-Gosu | | Discus Beast Jin-Jin Discus Beast Deki-Deki | | Aug (Original Auge) Auge | | Fossile Beast Gildeen Fossile Beast Bastodon | | Kuttner Warship Calvary Temple | | Calleyzed Gerbera Tetra | | Gau Goddess | | Gadyfall Gabthley (MS) | | | -------------------------------------------------------- Page 03/12---------------------------------------------- | | | Gabthley (MA) Galava | | Galluss-J Galva FX-II | | Garnroll Garoika | | Guncannon Guntank | | Gundam Gundam Mk-II | | Gante Machine Beast Abdra U6 | | Machine Beast Garada K7 Machine Beast Genova M9 | | Machine Beast Spartan K5 Machine Beast Dabras M2 | | Machine Beast Toros D7 Old Zaku | | Qubeley Qubeley Mk-II | | Monster Sharkin Gira Doga | | | -------------------------------------------------------- Page 04/12---------------------------------------------- | | | GiruGiruGan Quin Mantha | | Ghoul Greia | | Grassidow Ryu Guran Galan | | Granzon Granvell | | G.Roon Great Mazinger | | Greydon Grendizer | | Kernagurl Warship Kampfer | | Geymalk Gea Gring | | Ghaos Guld Gespenst | | Gespenst Mk-II Getter 1 | | Getter 2 Getter 3 | | | -------------------------------------------------------- Page 05/12---------------------------------------------- | | | Getter Dragon Getter Poseidon | | Getter Liger Combattler V | | GoShogun GoNagurl | | God Neros Graon | | Sirbine Psycho Gundam (MS) | | Psycho Gundam (MA) Psycho Gundam Mk-II (MS) | | Psycho Gundam Mk-II (MA) Psybird | | Psybuster Sazabi | | Sadalahn Zaku Kai | | Zamjeed Zamus Gal | | Zanzibar ZanBird | | | -------------------------------------------------------- Page 06/12---------------------------------------------- | | | ZanBlue ZanBase | | ZanboAce Zanbot 3 | | Shin Getter 1 Shin Getter 2 | | Shin Getter 3 G-Fortress | | G-Cruiser (S-Gundam) G-Cruiser (ExS-Gundam) | | G-Defensor GP-03S Staimen | | GP-03 Dendrobium GP-02A | | GP-01Fb Jegan | | GM III Beast Demon General | | Suudori Super Gundam | | Spriggan Spazer | | | -------------------------------------------------------- Page 07/12---------------------------------------------- | | | Zssa Zwarth | | Zwauth Battle Beast Obelius | | Battle Beast Gratonios Battle Beast Zugarl | | Battle Beast Dante Z-Gundam | | Zeranio Dianan A | | Daitarn 3 DaiTank | | DaiFighter Daimos | | Dobday DoubleSpazer | | ZZ-Gundam Dancouga | | Dunbine Texas Mac | | D-Seerd Troy Horse | | | -------------------------------------------------------- Page 08/12---------------------------------------------- | | | Dooben Wolf Dom | | Dreissen Dragonosaurus | | Drumlo DrillSpazer | | Dreydow Drome | | Nu Gundam Novel D-Seerd | | Nahel Argama Neo Granzon | | Nemo Neue Ziel | | Nols Rei Hardias | | Hambrabi (MS) Hambrabi (MA) | | Hamma-Hamma Barzam | | Byalant Bawoo (MS) | | | -------------------------------------------------------- Page 09/12---------------------------------------------- | | | Bawoo (MA) Baund Doc (MS) | | Baund Doc (MA) Bastole | | Bat-Shu BattleCrusher | | BattleCraft BattleJet | | BattleTank BattleMarine | | Baran Schnile Bandock | | HyakuShiki Vierres | | Vigna Ghina Bigro | | Big Garuda BigMoth A | | BigMoth H BigMoth N | | Byuunas A Billbine | | | -------------------------------------------------------- Page 10/12---------------------------------------------- | | | Picdrone Bood | | Bubuly Brau Bro | | Blood Temple Blueger | | Bundle Warship Prowler | | Vega Beast King Gori Berga Giros | | Ball BozBorot | | Botune Magma Beast Garms | | Magma Beast Demon Mother Burn | | Mazinger Z Marasai | | MarineSpazer Medea | | Minifoe Musai Kai | | | -------------------------------------------------------- Page 11/12---------------------------------------------- | | | Mecha GiruGiruGan Mechasaurus Saki | | Mechasaurus Zai Mechasaurus Shigu | | Mechasaurus Zuu Mechasaurus Zen II | | Mechasaurus Dai Mechasaurus Bado | | Mecha Warrior Gimeria Mecha Warrior God Armon | | Mecha Warrior Zonnekaiser MechaBoost Gabitan | | MechaBoost Domira Methuss (MS) | | Methuss (MA) Jagd Doga | | Jagd Doga (Quess custom) Ral Kairam | | Righ Ghaos Raideen | | Wryneck Rhine X1 | | | -------------------------------------------------------- Page 12/12---------------------------------------------- | | | Lafressia LandCougar A | | LandCougar H LandCougar N | | LandLiger A LandLiger H | | LandLiger N Re-GZ (BWS) | | Re-GZ (MS) Lewroola | | Lestgrunch Lestrail | | Leprechaun Val Varo | | Valcionne-R Valcion | | | | | | | | | -------------------------------------------------------- Notice not all units you see in the game appear in the encyclopedia. Noti- ceably, the following mechas don't appear: - The main character's exclusive robots (GrunGast/WingGast/GastLander and Huckebein); - The combined forms of Grendizer (Grendizer + DoubleSpazer, DrillSpazer or MarineSpazer); - The Aura Battlers' "Hyper" forms (Hyper Leprechaun and Hyper Wryneck); - The bird-like monster left after you destroy MechaBoost Gabitan (which is also called MechaBoost Gabitan). - The Scrander-Crossed (winged) Mazinger Z HELP NEEDED------------------------------------------------------------------ I will place in this section any doubts I might have about the game. Hope- fully someone will be able to help me with them. Questions are posted as they arise. - nothing 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. However, before doing that, 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. - Due to the amount of mail I receive, I might not 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 know the 'canonical' names for mechs and characters from all the Gun- dam series; I just happen not to agree with some of them. Do not ask me to change that. However, please DO let me know the *official* names for any series, especially non-Gundam ones. - Feel free to point grammar mistakes or anything like that. English is not my native language, and advice is always welcome. - Do not ask me where you can get "romz". If it's up to me, you won't get them; as a matter of fact, do not 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. What can I say, I just hate it. VERSION HISTORY-------------------------------------------------------------- V 1.0 (04/07/2001) - Initial Release. Expect many mistakes. V 1.1 (04/13/2001) - Added Scenario Descriptions for Scenarios 7, 14, 16 and 17, and changed some info on other scenarios. - Small portions of text rewritten. Nothing big. - Corrected my email address in the "Contact Info" section (a really stupid mistake). V 1.2 (04/22/2001) - Added Scenario Descriptions for Scenarios 19 to 28. V 1.4 (05/11/2001) - Added Scenarios 29 to 44. - Added more stuff to the Basic Gameplay chapter, which changed the order of the sections. V 1.5 (06/10/2001) - Added Scenarios 45 to 52. - I haven't been able to play this game lately, mainly due to the brazilian energy crisis; that means updates will be less frequent from now on, and that checking the information sent to me will take longer. Sorry. V 1.7 (07/24/2001) - Added Scenarios 53 to 62B, thus finishing the game. - Added the "Options" section. - Added a scenario flowchart. - Added the special birthdate/bloodtype combinations. V 1.8 (08/29/2001) - Mostly minor changes, the biggest one being the changes to Scenarios 5 and 6. - Added information submitted by readers - again, thanks to them all. V 2.0 (11/22/2004) - After a big hiatus I rewrote the entire guide, to add info submitted by several readers and correct errors I and others have found. Also, now the walkthrough gives the game's whole story, for the non-japanese players' sake. 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. * Famicom Magazine - much of the information here (including, but not only, the birthday/bloodtype seishin information and part of the scenario descriptions for the first 8 scenarios) comes from it. Reading FamiMaga is actually what made me decide write this FAQ, since it showed me how much (and how detailed) information could be provided for players. * Glenn Rosenthal - for having written JWPce, the program I used to translate much of the japanese text and information of the game. * Jin Kin - for pointing me to a list of special birthdate/bloodtype combinations, as well as giving me lots of constructive suggestions, including adding a flowchart, and mentioning the consequences of abusing Raideen's God Voice. * SatsuNightmare666 - for giving me pleny o'info on the anti-beam measures, among other things. * Alex "Shigeki" Weispfenning - for first telling me that you can get Rozamia even if you don't have Chris and Bernie, at least if you're on Super Robot side. * DragoonT - fellow SRW4 guide writer, and the one who pointed me exactly what you need to do in order to get GP-02A's Atomic Bazooka, among other things. End of file.