Dai 3 Ji Super Robot Taisen (Super Robot Wars III) Walkthrough Version 1.7 - 07/05/2002 by Carlos Satoshi Mori (csmori@hotmail.com) This is my guide for the Super Famicom (SFC) version of Dai 3 Ji Super Ro- bot Taisen, also known as Super Robot Wars III. I have written this because I think this game could use a detailed walkthrough, that teaches all possibili- ties, routes, units and pilots you can get. As this is a pretty traditional simulation game, I decided not to take too much time explaining the basic mechanics of this game; I believe most players already know how to play it, or won't have much trouble figuring it out, so I will only cover less obvious aspects (or, at least, things I think are not so obvious) of the game. But, first of all, I should tell you this FAQ is a succession of spoilers; as a matter of fact, regard it as a single huge spoiler. I give up the story- line, as most of this guide's intended readers can't understand japanese. So, if you don't want to know what happens before it happens, don't read this. LEGAL STUFF (a.k.a. Disclaimer)---------------------------------------------- This document is copyrighted ゥ 2002 Carlos Satoshi Mori. No one is allowed to change this document, in any way, without my express permission. No one is allowed to sell this document (or charge money to cover distribution or media costs), nor use it as a gift or a promotional tool of any kind. As of this version (1.7), the only website allowed to publish this file is GameFAQs (www.gamefaqs.com): its publishing is forbidden for any other sites. In a similar way, this document cannot be reproduced, partially or in its en- tirety, 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. Super Famicom is a trademark of Nintendo Co., Ltd.. TABLE OF CONTENTS------------------------------------------------------------ I - Prologue II - Gameplay Details 1 - Pilot Status 2 - Unit Status 3 - Weapon Status 4 - Upgrading 5 - Special Robot Skills 6 - Seishins III - Walkthrough IV - Help Needed V - Contact Information VI - Version History VII - Credits PROLOGUE--------------------------------------------------------------------- Six months after the "DC War" (SRW2) that had thrown the entire world into confusion, Earth returned to a very welcome state of peace. However, DC, which once seemed broken, started to rebuild its strenght un- der the rule of the Zabi family, and the damage caused by their guerilla tac- tics is growing. At this moment, the nations of the world felt the necessity to stay unite, and assembled a new international organization to replace the United Nations; this new organization is called "Earth Union". The heroes that fought the DC War were given the mission of mantaining the public order, forming an external, independent group called the "Londo Bell". However, because the Londo Bell is not under direct control of the Union, po- liticians, fearful of their power, ensured the Londo Bell would be kept under strict scrutiny, and it was not given any satisfactory equipments. GAMEPLAY DETAILS------------------------------------------------------------- Here I will place some observations about certain aspects of the game that I find relevant; usually, you'll do just fine even if you don't know them, so I won't bother very much. 1 - Pilot Status ---------------- Each pilot has a given set of skills and characteristics, which determines his/her effectiveness in battle. Each pilot's status is unique (no two pilots have exactly the same skills), and should be considered when assigning robots to each character. It can be seen on the "Pilot Status" screen and, for refe- rence, I'll describe here what each status topic means. Kougeki (Attack) Determines the pilot's skill when attacking; the higher it is, the more damage a pilot inflicts to his enemy. Meichuu (Aim) The pilot's aiming skill - higher values make it easier for the pilot to hit the opponent. Soujou (Control) Affects the amount of damage the pilot can inflict, and the frequency the pilot makes critical attacks. Han'nou (Response) Measures the character's reflexes. The higher the value the better he/she aims and dodges attacks. In addition, when it reaches 130 the pilot can move twice per turn. Kiryoku (Vitality) Shows the amount of vitality the character current has; usually, kiryoku has little effect on a pilot's perfor- mance, but some attacks and some robots' skills require a certain amount of it to become usable. Chokkan (Intuition) Affects the pilot's hit and evade rates - the higher it is, the better. Each character has a fixed value for it (that is, it's always the same regardless of level). Chikei Tekiou The pilot's expertise in each terrain (Sky, Ground, Sea (Terrain Adapt.) and Space), rated from 1 to 7, with 7 being the best. 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 values than Mazinger pilots - overall, each type of pilot is designed to com- pensate 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) The unit's "life meter". The higher the value, the more damage your unit can sustain before being destroyed. It is shown in a current HP / max HP format. EN (Energy) The unit's "fuel meter". Shows the amount of energy the unit has left. You spend 1 EN for every square moved in in the sky or space. Also, some attacks spend a certain amount of energy when used. Each unit recovers 5 energy points every turn. Idouryoku The amount of squares this unit can cover in one single (Mobility) turn when standing on a clear, non-accidented terrain. Soukou (Armor) The robot's armor strenght. Higher armor means the unit will suffer less damage on every attack. Genkai Han'nou The unit's max sustainable response. If the pilot's aim (Limit Response) or response are higher than the Limit Response, the ex- ceeding value is disconsidered (i.e.: if a unit's limit response is 180 and the pilot's aim is 200, then in ef- fect the pilot's aim is 180 - the unit can't stand more than this). Chikei Tekiou Like the pilot terrain adaptation, it shows the robot's (Terrain Adapt.) efficiency in each terrain, rated from 1 to 7. Again, 7 is the best possible value. 3 - Weapons Status ------------------ Like everything else, weapons have their own characteristics, which deter- mine its destruction power, range and hit rates, among other things. Kougeki (Attack) The attack's strenght. Obviously, the higher it is, the more damage it can cause. Shatei (Range) The attack's maximum range, in squares. Range 1 attacks are considered "short-range"; all other ones are consi- dered "long-range". Meichuu (Hit) The weapon's hit rate, as a percentage bonus. For exam- ple, an attack with 120 Meichuu has 50 % more chance to hit than one with a 70 Meichuu value. Zandan The amount of ammo available to this attack. Dashes in- (Remaining Shots) dicate the weapon does not have ammo limitations. Chikei (Terrain) The attack's efficiency on each terrain, from 1 to 7. A dash means it can't hit enemies on that terrain. Shouhi EN Some attacks spend a certain amount of EN whenever used (Consumed Energy) - if that's the case, the amount it spends is displayed here. Hitsuyou Kiryoku Some attacks demand the pilot to have a specific amount (Required Vitality) of kiryoku to be used. Until the character has at least this amount of kiryoku, the attack is not available. 4 - Upgrading ------------- During every intermission, you can upgrade your robots' status in order to improve their battle performance. Each upgrade costs money, and you are given the choice of upgrading several different aspects of each robot. The more upgrades you do on a unit's characteristic, the more expensive it becomes (except energy). Each category can be upgraded up to seven times. The following table shows the prices charged for each upgrade - and the upgrading value you get for each category. Upgrade | Costs | 1 2 3 4 5 6 7 M.Response +10 | $1000 $2000 $3000 $4000 $5000 $5000 $5000 Armor +50 | $3000 $8000 $15000 $15000 $30000 $30000 $30000 EN +10 | $2000 $2000 $2000 $2000 $2000 $2000 $2000 HP +300 | $5000 $10000 $10000 $10000 $20000 $20000 $20000 For EN and Limit Response, the maximum value any unit can possibly have is 255; if the unit already has this much EN or response you can't upgrade these categories anymore, even if they haven't been upgraded seven times yet. 5 - Special Robot Skills ------------------------ Special Robot Skills are built-in features some mechs have, and that allow them to perform certain functions. You can see at the Unit Status screen what skills each robot has. Henkei (Transform) The unit can transform into another mode. Each mode has different characteristics, like armor and mobility, but they all share the same HP and EN. Gattai (Combine) The unit can combine with other ones to form a stronger unit. Combinable units are usually launched in combined mode from the beginning of the scenario. Bunri Gattai The robot can combine with other units. Unlike the pre- (Separate Combine) vious one, you can only combine during battle. In other cases, the unit is launched combined, but cannot recom- bine if you separate. Bunshin (Branching) Whenever the pilot's kiryoku is 130 or higher, the unit has a 50% chance to dodge any enemy attack (you know it is going to happen if the enemy hit rate is shown as 0% in an attack he'd usually have a high hit rate). Getter Vision Getter 2 only. Same effect as Bunshin. Mach Special Getter Liger only. Same effect as Bunshin. I-Field A force field that blocks beam attacks. I-Fielded units spend 20 EN whenever hit by a beam but suffer no damage at all. Doesn't work if the unit has less than 20 EN. Beam Kyuushuu Units with this skill have their HP refilled instead of (Beam Absorb) decreased when hit by a beam attack. Unnecessary to say none of your units has this. 6 - Seishins ------------ Seishins are this game's equivalent to magics. Every character has a given set of seishins (up to 6), each of which is learned when the he/she reaches a determined level. These are the seishins available. If you don't know japanese, you're pret- ty much restricted to try and error to know which does what - I wrote the ja- panese names on the side, but you need a japanese font and a japanese-enabled text viewer (most web-browsers do the job) to be able to see them. The number near the name is the amount of SP (seishin points) it takes to use them. 加速 (Kasoku/Acceleration) 10 Mobility + 5 for your next move 根性 (Konjou/Will-power) 30 Cures 1/3 of your own HP ド根性 (Do-Konjou/Great Will-power) 70 Cures completely your own HP 友情 (Yuujou/Friendship) 90 Cures all your units by 50% 愛 (Ai/Love) 140 Cures all HP of all your units 補給 (Hokyuu/Supplying) 80 Refills one unit's energy and ammo 幸運 (Kou'Un/Fortune) 20 Your next attack yields double the exp and money it would normally do 熱血 (Nekketsu/Hot Blood) 50 Your next attack is sure to make a critical hit (double damage) 集中 (Shuuchuu/Concentration) 50 Intuition + 50 for one turn (rises both hit and evade rates) 必中 (Hicchuu/Certain Hit) 40 100% hit rate for one turn ひらめき (Hirameki/Flash) 30 100% evade rate on the next battle 気合い (Ki'Ai/Focus) 80 Kiryoku + 15 激怒 (Gekido/Rage) 200 Inflicts a 10 to 1000 HP damage on all enemies. While pilots of attack-oriented units tend to have seishins that help them inflict more damage, and support pilots usually have healing seishins, in the end they all end up having not very different seishin sets, as the variety of seishins isn't that great. WALKTHROUGH------------------------------------------------------------------ Whenever an NPC or enemy unit is piloted by an "important" pilot (that is, someone other than a regular soldier or an AI system), I will mention his/her name between square brackets []. Scenario 1 - "Dark Clouds" ------------------------- 24x24, Space Goal: Destroy all enemies Player Units: 9 (all units obligatory) Initial Enemy Formation: Zaku (Char Custom Type) [Char] Lv15 Zaku [Denim] Lv10 Zaku [Slander] Lv09 Zaku [Gene] Lv04 Zaku Lv08 x02 Zaku Lv05 x02 Garada K7 Lv07 x02 Dabras M2 Lv07 x02 Drattse Lv06 x02 Drattse Lv04 x02 Enemy Reinforcements: Zaku (Garma Custom Model) [Garma] Lv14 Zaku Lv08 x02 Zaku Lv07 x02 Events: Turn 1, Enemy Phase - Denim, Slander, Gene leave Turn 7, Enemy Phase - Enemy Reinforcements arrive Char leaves Several army units have disappeared over Fifth Luna, and you're ordered to investigate these incidents. It could be the work of remnants of DC, but Ryou doesn't think DC could still have that much battle power left. As soon as in- coming units are detected, the Londo Bell deploys its units. What do you know, those are DC remnants. Char actually expects you to pick up the container he's guarding, so he orders Denim, Slander and Gene to leave while he holds you back; the three go away immediately. When your team recog- nizes Char's red MS, Kouji says he'll take care of the machine beasts - Amuro should go for Char. After you first attack with the Proto Getter Robo, you'll listen its pilot complaining about its low power (unless this first attacks kills its target). Also, if you send Sayla to battle Char, you trigger a small message event, in which they recognize each other (notice Char never hits Sayla). Amuro can use the 'persuade' command on Char: it doesn't bring any immediate advantage, but affects later events. On Turn 7, a second batch of MSs appears, led by Garma, who tells Char not to worry and leave, which Char does (NOTE: if all enemies are defeated before Turn 7 ends, these new MSs don't appear. I don't think this affects the story at all). After the battle, you find out the DCs were defending a container full of G-3, a poisonous gas: they are planning to make a terrorist attack on a space colony. Doesn't look like something DC would do, but there's no time to think about it; analyzing enemy movements, it's fair to conclude DC will hit a Side 5 colony, and their operation is based on Fifth Luna. Now, there are two routes you can take. The "A" Route is the shortest one; it allows you to save some time, but you'll probably walk right into a major enemy force. The "B" Route takes you around the enemies; while this gives you better odds in battle, you'll have to make a long turn, and there is always a chance a detached enemy force spots you. If you choose to take Route A, go to Scenario 3A; if you decide to take Route B, go to Scenario 2 instead. Scenario 2 - "Knight of the Rose" --------------------------------- 20x26, Space Player Units: 9 (White Base + 8) Initial Enemy Formation: Zssa [Mashmar] Lv11 Drattse [Gotton] Lv09 Drattse Lv07 x08 Events: none Well, you are found by some enemies on your way to Side 5; they are led by Mashmar, who refuses to report your presence to Colonel Bosque, as he intends to prove his value to Hamaan, to whom he intends to offer a Rose. You fought Drattses in the previous stage, and should know they are simply ridiculous, so you will be able to wipe out most of the enemy forces quickly. Mashmar's Zssa is slightly better than the rest, but still makes no threat to your Super Robots. Once you get rid of these peskies, the Londo Bell is ready to proceed to Side 5. Go to Scenario 3B. Scenario 3A - "G-3" ------------------- 22x40, Space Goal: Destroy all enemies Player Units: 9 (White Base + 8) Initial Enemy Formation: Dogos Gear [Bosque] Lv13 Marasai [Lyla] Lv13 Marasai [Jerid] Lv12 Marasai [Kacricon] Lv10 Marasai [Emma] Lv10 Garada K7 Lv09 x01 Musai Lv08 x01 Drattse Lv08 x02 Drattse Lv06 x02 Zaku Lv06 x04 GiruGiru Lv05 x02 Enemy Reinforcements: Zssa [Mashmar] Lv13 Zssa [Gotton] Lv10 Gaza C (MS) Lv08 x03 Events: Musai is defeated - Bosque leaves Turn 9, Enemy Phase - Enemy Reinfocements arrive Once you reach Side 5 space, Bright puts everyone on standby, as the enemy might be waiting and watching. Musashi says he will face them all, just to be reminded his Getter 3 isn't good for space fighting. As expected, you walked straight into the main enemy force; on the plus side, you managed to surprise them and there's time before the enemy operation begins, so you can take your time breaking through the enemy lines. After Turn 1, you learn the container with G-3 is being transported by the Musai - at that moment, Emma too is wondering what's on that container. Amuro can convince Emma by telling her what's on the container, which causes her to retreat and abandon the battlefield. When Lyla attacks Amuro, you get a small message event, in which she recognizes the Londo Bell ace. On Turn 9, another group of enemy MSs arrive, led by Mashmar, but they are not that tough; in this stage the worst enemy is Bosque, whose Dogos Gear has strong high-ranged weapons and, mainly, a lot of HP. Beating him is perfectly feasible, but if you don't want the trouble of fighting him, just go through him and destroy the Musai: once you do that, Bosque leaves (it takes a couple of turns for him to reach the corner of the battlefield). After the battle, an urgent transmission comes from General Revielle: most of the Earth Union Army was destroyed by still unknown attackers; even Jaburo fell, leaving the Londo Bell as the only relevant group left on Earth's side. You receive some reinforcements from what used to be the Eighth Fleet: pilots Reccoa Londo and Fa Yuiri, bringing a couple of Nemos and a Methuss, as well as the Getter Robo, which replaces the Proto Getter Robo. Bright wants to gather all your friends scattered over the Earth, as this enemy is clearly a tough one. For now, you have to choose who you're going to fight first: the mysterious enemies or DC. If you choose the first, go to 6A, otherwise go to Scenario 4. Scenario 3B - "G-3" ------------------- 22x40, Space Goal: Destroy all enemies Player Units: 9 (White Base + 8) Initial Enemy Formation: Dogos Gear [Bosque] Lv15 Marasai [Lyla] Lv15 Marasai [Jerid] Lv12 Marasai [Kacricon] Lv10 Marasai [Emma] Lv10 Musai Lv08 x01 Drattse Lv07 x02 Drattse Lv06 x02 Zaku Lv06 x04 GiruGiru Lv05 x01 Events: Musai is defeated - Bosque leaves At last you arrive to Side 5. You hit the flank of the DC, dividing their forces in two. Bosque is amazed you came here unseen - the enemy patrols were confused by the large amount of drifting things around - but quickly puts his men to wipe you out before you ruin his operation. After Turn 1, you learn the container with G-3 is being transported by the Musai - at that moment, Emma too is wondering what's on that container. Amuro can convince Emma by telling her what's on the container, which causes her to retreat and abandon the battlefield. When Lyla attacks Amuro, you get a small message event, in which she recognizes and tries to take a piece of the Londo Bell Ace. You don't need to battle the Dogos Gear if you don't want to: if you blast the Musai, Bosque leaves the battlefield, since you destroyed the whole point of his operation. After the battle, an urgent transmission comes from General Revielle: most of the Earth Union Army was destroyed by still unknown attackers; even Jaburo fell, leaving the Londo Bell as the only relevant group left on Earth's side. You receive some reinforcements from what used to be the Eighth Fleet: pilots Reccoa Londo and Fa Yuiri, bringing a couple of Nemos and a Methuss, as well as the Getter Robo, which replaces the Proto Getter Robo. Bright wants to gather all your friends scattered over the Earth, as this enemy is clearly a tough one. For now, you have to choose who you're going to fight first: the mysterious enemies or DC. If you choose the first, go to 6, otherwise go to Scenario 4. Scenario 4 - "Reef Airspace" ---------------------------- 28x30, Space Goal: Destroy all enemies Player Units: 11 (White Base + 10) Initial Enemy Formation: Gelgoog (Char Custom Type) [Char] Lv18 Gelgoog [Roberto] Lv15 Gelgoog [Apolli] Lv15 Elmeth [Lalah] Lv14 Abdra U6 [Ashura] Lv13 Genova M9 Lv11 x01 Garada K7 Lv10 x02 Dabras M2 Lv10 x02 Dom Lv09 x02 GiruGiru Lv08 x02 Drattse Lv08 x02 Events: none The DC remnants come your way as you approach their frontline base. If you convinced Char on Scenario 1, he won't be in the mood to fight you now, so he goes away, as do Lalah, Roberto and Apolli; he doesn't even feel any need to explain his reasons to Ashura, whom Char clearly doesn't respect. If you didn't convince Char earlier, his group will come to fight you, but Amuro can still convince Char and Lalah. If he talks to Lalah, she won't make any moves - Char, Roberto and Apolli will still fight you. If Amuro convinces Char, at the next enemy phase Char will call his people back, and the four'll leave the field by the top of the screen (notice that talking to one of them doesn't prevent you from talking to the other later). If Kouji fights Ashura, a message event happens, in which the two exchange insults. After the battle, DC leader Giren Zabi sends a transmission to the entire world. In this broadcast, he asks for the people to help DC defend Earth from the mysterious invaders - which he claims to be aliens. You're still not sure the invaders are aliens or not, but DC clearly is trying to regain its power, and you can't let that happen. You can either head to Earth and try to find out more about the mysterious invaders or go to moon city Von Braun and reduce DC's power even further. If you choose Von Braun (first choice), go to Scenario 5; if you choose to enter the atmosphere, go to Scenario 7A. Scenario 5 - "Von Braun" ------------------------ 32x32, Moon Surface Goal: Destroy all enemies Player Units: 11 (White Base + 10) Initial Enemy Formation: Gyan [Ma Kube] Lv16 Musai [Doren] Lv15 Gelgoog J [Denim] Lv10 Gelgoog J [Gene] Lv09 Gelgoog Lv12 x02 Genova M9 Lv11 x01 Zssa Lv11 x02 Dom Lv11 x03 Dom Lv09 x04 Drattse Lv11 x02 Drattse Lv08 x02 Jalaga Lv10 x01 Dabras M2 Lv09 x01 Garada K7 Lv09 x01 Abdra U6 Lv08 x01 Zaku Lv07 x02 Events: none If Amuro talked to Emma on the last scenario, this stage begins with Frau detecting a single Mobile Suit approaching: it's Emma, who left DC after rea- lizing they are not the justice champions they claim to be; she wants to join your ranks, to which your people have no objections. Then, you're attacked by some 30 enemy mechs. Even if Emma joined your team, you cannot launch her at this stage. The DC enemies are led by Ma Kube, who was ordered to wipe you out here. Even though they're high on numbers, most of them are not really strong; then again, many units of your own team aren't great, so be careful. Also, notice you can take advantage of the moon craters as a defensive standpoint: standing inside them makes it easier for your pilots to dodge attacks. Once you wipe out the enemies, the Londo Bell can finally enter Von Braun. There, they meet with Captain Henken - who is clearly into Emma. Bright wants to resupply, but Henken was recently attacked by the mysterious invaders and suffered a lot of damage; while he doesn't have supplies, he can spare pilots and transfers Camille and his Z Gundam to your team. Time to go to Earth - go to Scenario 7B. Scenario 6 - "Atmospheric Entry" -------------------------------- 32x26, Space Goal: Destroy all enemies; Defend the White Base Player Units: 12 (Z Gundam, White Base + 10) Initial Enemy Formation: Zakrello Lv11 x01 Genova M9 Lv11 x01 Garada K7 Lv11 x01 Dabras M2 Lv11 x02 Dom Lv11 x03 Drattse Lv11 x02 Drattse Lv11 x02 Zaku Lv10 x02 Enemy Reinforcements: Dogos Gear [Bosque] Lv15 Marasai [Lyla] Lv15 Marasai [Jerid] Lv13 Marasai [Kacricon] Lv11 Gundam Mk.II [Emma] Lv11 Events: Turn 4, Player Phase - Z Gundam arrives Turn 4, Enemy Phase - Enemy Reinforcements arrive The Londo Bell is attacked when approaching the Earth. Amuro notices these aren't DC soldiers; they are probably part of the force that attacked Jaburo. You cannot let the White Base be destroyed, because you will need it to enter the atmosphere. Camille arrives on Turn 4 - he was assigned to Captain Henken's fleet, but Henken sent him to the Londo Bell in order to help you gather strenght. Since the enemies weren't very strong to begin with, things seem to be getting much easier, but some DCs arrive right after Camille. Among these DCs is Emma, who thinks they should fight the aliens first, but Bosque disagrees. If you used Amuro to persuade Emma on Scenarios 3A or 3B, you will be able to convince her again now (using either Amuro or Camille), and make her leave DC and join you. When Camille and Jerid fight, Jerid takes the opportunity to make a little fun out of Camille. After the battle, DC leader Giren Zabi sends a transmission to the entire world. In this broadcast, he asks for the people to help DC defend Earth from the mysterious invaders - which he claims to be aliens. You're still not sure the invaders are aliens or not, but DC clearly is trying to regain its power, and you can't let that happen. Now that the path is clear for your entry, the goal is the Trinton Base, Australia. Go to Scenario 8. Scenario 7A - "Atmospheric Entry" --------------------------------- 32x26, Space Goal: Destroy all enemies; Defend the White Base Player Units: 12 (Z Gundam, White Base + 10) Initial Enemy Formation: Zeong [Char] Lv22 Kampfer [Garma] Lv19 GiruGiru Lv12 x03 Drattse Lv12 x02 Gelgoog Lv10 x04 Dom Lv09 x02 Zaku Lv09 x03 Genova M9 Lv08 x01 Jalaga Lv07 x02 Abdra U6 Lv06 x01 Garada K7 Lv06 x01 Marasai Lv06 x03 Zssa Lv06 x02 Dabras M2 Lv06 x01 Enemy Reinforcements: Gelgoog M (Cima Custom Type) [Cima] Lv17 Gelgoog M Lv15 x02 Gelgoog M Lv14 x02 Events: Garma suffers any damage - Char leaves After Garma is defeated - Enemy Reinforcements arrive Turn 5, Player Phase - Z Gundam appears You're attacked by DC while approaching the Earth atmosphere. Bright tells everyone to be back in 10 minutes, or else they won't be able to maintain the planned entry route. The DCs are led by Garma, who soon starts to move towards your White Base, calling Char to do the same - Char doesn't move a finger. Because you'll need the White Base to enter the atmosphere, you cannot let it be destroyed here. Once you damage to Garma's Kampfer, he calls for Char, and wonders why hasn't Char joined his raid. Turns out Char has no intention to save him: Garma is a good friend, but Char wants to hit Garma's father. That said, Char leaves the field, leaving Garma for you to do the dirty work. The next enemy phase after you kill Garma, more enemies arrive, Cima among them, wondering where is Char and why hasn't he saved Garma. On Turn 5, the Z Gundam and its pilot Camille appear, sent from Captain Henken's fleet to help you. Once you beat all enemies, you're ready to enter the atmosphere. As Bright mentioned before, if you took less than 10 minutes to finish the enemies the White Base can enter through its planned course and head for the Trinton Base in Australia, otherwise they will have to change their plans. In other words, if you took 9 or less turns to clear this scenario, go to Scenario 8; if you spent 10 or more turns here, go to Scenario 10. Scenario 7B - "Atmospheric Entry" --------------------------------- 32x26, Space Goal: Destroy all enemies; Defend the White Base Player Units: 11 (White Base + 10) Initial Enemy Formation: Zeong [Char] Lv22 Kampfer [Garma] Lv19 GiruGiru Lv12 x03 Drattse Lv12 x02 Gelgoog Lv10 x04 Dom Lv09 x02 Zaku Lv09 x03 Genova M9 Lv08 x01 Jalaga Lv07 x02 Abdra U6 Lv06 x01 Garada K7 Lv06 x01 Marasai Lv06 x03 Zssa Lv06 x02 Dabras M2 Lv06 x01 Enemy Reinforcements: Gelgoog M (Cima Custom Type) [Cima] Lv17 Gelgoog M Lv15 x02 Gelgoog M Lv14 x02 Events: Garma suffers any damage - Char leaves After Garma is defeated - Enemy Reinforcements arrive Emma says DC is turning into an increasingly radical group, and that under Rear Admiral Kishiria Zabi's supervision they're conducting some very violent operations without even hesitating. More reason to be concerned, as DC now is probably more dangerous than ever. While you approach Earth, you're attacked; Bright tells you everyone should be back to the White Base in ten minutes, or else they won't be able to mantain their planned course. The DCs are led by Garma, who soon starts to move towards your White Base, calling Char to do the same - Char doesn't move a finger. Because you'll need the White Base to enter the atmosphere, you cannot let it be destroyed here. Once you damage to Garma's Kampfer, he calls for Char, and wonders why hasn't Char joined his raid. Turns out Char has no intention to save him: Garma is a good friend, but Char wants to hit Garma's father. That said, Char leaves the field, leaving Garma for you to do the dirty work. Five Gelgoogs appear the enemy phase after you kill Garma, one of them pi- loted by Cima, wondering where is Char and why didn't he save Garma. Once the battle is over, you're ready to enter the atmosphere. As Bright mentioned be- fore, if you repelled the enemies in 10 or less minutes you can stick to your planned course and go to the Trinton Base, Australia; otherwise, you have to change your plans. In other words, if you took 10 or more turns to clear this scenario, go to Scenario 9; if you spent 9 or less turns, go to 10. Scenario 8 - "Gundam Pillage" ----------------------------- 44x32, Surface Goal: Destroy all enemies Player Units: 16 (GP-01, Guncannon, Nemo, White Base + 12) Initial Enemy Formation: GP-02 [Gato] Lv20 Gelgoog M [Karius] Lv17 Dom Lv13 x02 Gelgoog M Lv12 x01 Gelgoog M Lv11 x01 Gelgoog J Lv12 x01 Gelgoog J Lv11 x01 Enemy Reinforcements (1): Gouf Lv15 x01 Gouf Lv13 x02 Bado Lv12 x02 Enemy Reinforcements (2): Gouf Lv15 x01 Gouf Lv13 x02 Bado Lv12 x02 Events: Turn 1, Player Phase - White Base can't move Turn 2, Player Phase - Guncannon, Nemo appear Turn 3, Player Phase - Londo Bell sortie White Base able to move After Gato escapes - all remaining DC units leave Turn 5, Enemy Phase - Enemy Reinforcements (1) arrive Turn 6, Enemy Phase - Enemy Reinforcements (2) arrive Nearing the Trinton Base, you open a channel to its commander, Colonel Sy- napse. Since only the Londo Bell and Henken's forces are battle-ready at this moment, Synapse is willing to give you all the resources he can. Already at the base, you are presented the new Gundam models, the GP-01 and the heavily- equipped GP-02. Also, an ensign named Kou Uraki presents himself to Amuro. Suddenly, the DC remnants attack Trinton; simultaneously, Lt. Anavel Gato steals the GP-02, planning to take it to DC. In order to stop Gato, Kou takes the GP-01, despite the fact it's still not perfected. Whenever Kou fights Ga- to, there's a message event (until the third time), where they build some mu- tual hatred. Gato intends to leave the screen by its bottom side; even if you do beat the GP-02, the game will consider Gato managed to escape with it, so don't go suicidal trying to stop him. On Turn 2, Monsha (in a Nemo) and Keith (Guncannon) come out to help - not much, given Keith is as low-leveled as Kou. On Turn 3, the Londo Bell is, at last, ready to deploy its units. Once Gato leaves (either because he reached the bottom of the screen or you defeated him), any remaining DCs will try and leave too. On Turn 5 and 6, two waves of invader units will come, but they're pretty weak, so no problem. After the battle, pilots Kou (GP-01) and Keith (Guncannon) are transferred to the Londo Bell, as well as the system engineer Nina and a mechanic called Maura. From here Bright wants to go to Japan to gather a few more friends and power your team up a little more - go to Scenario 11. Scenario 9 - "Solomon Sea Battle" --------------------------------- 34x42, Surface Goal: Destroy all enemies Player Units: 9 (White Base + 8) Initial Enemy Formation: Hi-Gogg Lv18 x01 Z'gok E Lv15 x02 Jalaga Lv14 x01 Bado Lv11 x04 Grossam X2 Lv10 x03 Events: none Having failed to follow your planned entry course, you are forced to land in the middle of the Pacific Ocean, just where the Solomon Islands used to be (during the last Super Robot War, they were wiped out by a colony drop). Your goal is the Trinton Base in Australia, but you're attacked by some mysterious mechs coming by air and sea. These enemies are not DCs; they must be those who attacked the Earth Army. Try to launch robots with good water skills and attacks, as most of the fight takes place underwater; beam weapons, for instance, don't work underwater. In addition, notice only "water" type units can go to the deep ocean (the darker waters), so Getter 3 is bound to be your best call here. Once you've beaten all enemies, Bright orders Frau to collect some scraps left from the enemies and have them analyzed to see the invaders' identities. However, the parts give you no clue about who are they, nor there is any evi- dence pilots ever boarded them... Go to Scenario 10. Scenario 10 - "Land of Hot Sands" --------------------------------- 44x32, Surface Goal: Destroy all enemies Player Units: 15 (Nemo, Guncannon, White Base + 12) Initial Enemy Formation: Abdra U6 Lv13 x02 Zuu Lv12 x02 Bado Lv11 x02 Jalaga Lv10 x01 Saki Lv09 x02 Gouf Lv06 x02 Zaku Lv06 x02 Enemy Reinforcements: Gaza C (MA) Lv12 x02 Gaza C (MS) Lv12 x03 Saki Lv12 x04 NPC Units: Medea [Nina] Lv2 Events: Turn 4, Player Phase - Londo Bell sortie Turn 7, Player Phase - Medea appears Turn 8, Enemy Phase - Enemy Reinforcements arrive Just as you set up a communication link to Trinton, Colonel Synapse tells you it is under attack from the mysterious invaders, and asks for your assis- tance. While the Londo Bell doesn't arrive you control only two units: pilots Kou Uraki (in a Nemo) and Chuck Keith (Guncannon). Neither of them has a good level, but since the closest enemies aren't strong you can hold the attackers for a while. Just as things start to look really bad, the Londo Bell arrives on Turn 4. On Turn 7 Nina appears on a Medea, reporting Trinton nine enemies are chasing her and asking for help. As if you didn't have enough on your hands, Synapse asks Bright to save her, and says she's transporting a new Mobile Suit model. The enemies Nina was talking about pop up on Turn 8; protect her Medea at any cost. After the battle, Keith finds a MS and asks Kou whether it's still usable; it is an amphibious MSM-07E Z'gok E ("E" stands for experimental), nearly un- damaged. Synapse has no information to give about the invaders, but transfers Kou and the Nemo he was piloting to your team; also, if you protected Nina's Medea during the stage, you are given the MS it was carrying: the GP-01. From here, you are going to Japan, where you may hopefully increase your strenght further. Go to 11. Scenario 11 - "Gato's Raid" --------------------------- 32x32, Surface Goal: Destroy all enemies Player Units: 14 (White Base + 13) Initial Enemy Formation: GP-02 [Gato] Lv23 Gelgoog J [Karius] Lv18 Hi-Gogg Lv17 x03 Z'gok E Lv17 x01 Gelgoog J Lv16 x02 Gouf Lv16 x03 Gelgoog Lv15 x02 Bado Lv11 x02 Grossam X2 Lv10 x01 Enemy Reinforcements: Kampfer [Ranba Ral] Lv24 Gelgoog [Gozun] Lv18 Gelgoog [Gramp] Lv18 Gouf Lv15 x02 Events: Turn 7, Enemy Phase - Enemy Reinforcements arrive While still near Australia, you are attacked by some DCs, led by Gato. If you haven't been to Scenario 8, your guys will recognize the pilot of the GP- 02 as Anavel Gato, a.k.a. "Nightmare of Solomon". Most enemies here are quite weak, especially if you keep yourself dry - on the ground, many of the enemies can't use their strongest and/or longest ran- ged weapons. On Turn 7 Ranba Ral arrives with some reinforcements to give Gato a little hand. When Sayla fights Ral, Ral recognizes her and says he was very close to her father; Sayla replies by asking why is he fighting, if he knows her. From this time on, he will not attack you - but he'll still counter your attacks, except Sayla's. As soon as the battle's over, you receive a transmission from Captain Hen- ken: he just arrived to Earth, and brought you some gifts. First, he already has enough good battleships, so he spares you the Argama to replace the White Base. He also sends you three more MSs: an Alex and two Nemos, as well as two new pilots: The Alex's test pilot Christina Mackenzie and Lt. Sleggar Rou. Having obtained a few new MSs, Bright imagines they'll need more Super Ro- bots. Kouji suggests going to Nanbara Connection, as they have a robot called Combattler V, which seems quite powerful. Go to Scenario 12. Scenario 12 - "Seaside Panic" ----------------------------- 30x46, Surface Goal: Destroy all enemies Player Units: 15 (Argama + 7 + 7) Initial Enemy Formation: Z'gok E Lv16 x01 Saki Lv15 x01 Zai Lv15 x01 Zai Lv14 x01 Bado Lv14 x02 Hi-Gogg Lv13 x01 Grossam X2 Lv13 x01 Jalaga Lv13 x04 Enemy Reinforcements: Kampfer [Gaia] Lv23 Kampfer [Ortega] Lv22 Kampfer [Mash] Lv22 Gouf Lv18 x03 Dom Lv18 x03 NPC Units: Dijeh SE-R [Four] Lv20 Events: Turn 1, Player Phase - Argama can't move Turn 5, Player Phase - remaining units launch Argama able to move Turn 6, Player Phase - Dijeh SE-R appears Four enemies left - Enemy Reinforcements arrive When flying over Okinawa, Sayaka, Fa and Nina ask to land the Argama for a much needed break from the battles. At the beach, they meet one Bernard Wise- man, who's particularly interested in Chris - the feeling is mutual. Bernie's flirt is interrupted by the rest of your group... and then by an invader raid out of nowhere. Bright can't quite understand how they could approach you un- detected, and now has to wait until everyone is back at the ship. At first, the only pilots you can use are those who did not leave the ship - Amuro, Kou, Emma, Reccoa, Sleggar, Getter Team, Ryuu and Hayato. To top it, the Argama won't move until the remaining pilots return. The rest of the pilots returns only on Turn 5; until then, you may have to sweat a little to keep the ground enemies away (those on the water should not be a problem to Getter 3, and the Jalagas can't attack an underwater target). On Turn 6, Four Murasame appears to help you. Once there are four enemies left, more enemies appear the next enemy phase - those are DCs, the Black Trinary (Gaia, Ortega and Mash) among them, pretty happy to find you and the aliens together here, as now they can destroy both sides - Londo Bell first. The invaders, on the other hand, will fight the DCs if they are close - at least that. And if things are still too hard, just re- member the Argama has an ALL weapon, that can leave the Trinary half dead and kill everyone else. After the battle Four explains she was brought here by Captain Henken, who wants to talk with Bright and ask for a pilot to be transferred to his fleet. Actually, he just wants to get Emma closer to him, so when he's offered Amuro or Camille he refuses, saying he doesn't want to deprive you of an ace - what about Emma? Emma freaks out at Henken for not considering her an ace pilot; since Bri- ght would only transfer Emma if she agreed to go, Henken ends up with Hayato and Ryuu on his fleet instead. While Fa is scared of Emma's overreaction, you find out Emma only faked it to stay on the Londo Bell... (NOTE: even if Emma did not join you, Henken will take Hayato and Ryuu away; the difference is he specifically asks for them to cover his shortage of pilots, instead of trying to make a move on Emma). If Four appeared on the map (simply put, if you spent more than 6 turns to clear the scenario), Four tells Camille it looks like the Londo Bell has some very tough enemies coming, and leaves her Dijeh SE-R hoping it may help... Go to Scenario 13. Scenario 13 - "Super Electromagnetic Robo Con-Battler V" -------------------------------------------------------- 24x46, Surface Goal: Destroy all enemies; Prevent the Battle Machines' destruction Player Units: 15 (Combattler V, Argama + 13) Initial Enemy Formation: Magma Beast Garms Lv12 x02 Enemy Reinforcements (1): Big Garuda [Garuda] Lv20 Enemy Reinforcements (2): Hi-Gogg Lv23 x01 Z'gok E Lv23 x01 Gelgoog J Lv23 x01 Marasai Lv20 x01 Garada K7 Lv20 x01 Toros D7 Lv18 x02 Grossam X2 Lv18 x01 Enemy Reinforcements (3): Hi-Gogg Lv23 x01 Z'gok E Lv23 x01 Gelgoog J Lv23 x01 Marasai Lv20 x01 Garada K7 Lv20 x01 Toros D7 Lv20 x02 Grossam X2 Lv20 x01 Events: Turn 2, Player Phase - Battle Craft, Tank, Marine appear Turn 4, Player Phase - "Combattler V Combination" Demo Destroy all enemies - Enemy Reinforcements (1) arrive Defeat Garuda - Enemy Reinforcements (2) arrive Next Enemy Phase - Enemy Reinforcements (3) arrive Next Player Phase - Londo Bell sortie While the Argama approaches the Nanbara Connection, Kouji tells he has met with the Combattler Team several times before - special attention to Michiru, a real cutie. However, before you arrive, Magma Beasts attack the Connection. To fight them, Hyouma and Juuzou come out before the rest is ready. The remaining Battle Machines pop out on Turn 2; you can't let any of them be destroyed, or else it's Game Over. On Turn 4, Professor Yotsuya orders the Combattler Team to combine, as they can do little separated. It's really easy for Combattler V to destroy the Garms, and once you do that Garuda appears to challenge Combattler V for a duel. After Garuda himself is history, the mysterious enemies rush in before you have a chance to return to your base; yet another wave of enemies comes right after. Only then the Londo Bell appears to save the day. Once you defeat all enemies, Professor Yotsuya thanks you for saving them, and lets you take Combattler V and its team - after all, the aliens from Pla- net Campbell (the planet Garuda came from) are no longer a threat. He already created a new weapon for the Combattler V, called Big Blast Divider, and will develop more in time. Now, you have the choice to visit either the Saotome Institute or the Pho- ton Power Laboratory. Yotsuya says you should go to the first only if you are not in a hurry - the Photon Power Lab is on your way, so you can go there no matter what. If you choose to visit the Saotome Institute first, go to Scena- rio 14; if you want to go straight to the Photon Power Lab, go to 15. Scenario 14 - "Saotome Institute in Danger!" -------------------------------------------- 32x32, Surface Goal: Destroy all enemies Player Units: 13 (Texas Mack, Getter Q, Argama + 10) Initial Enemy Formation: Zai Lv10 x02 Bado Lv10 x02 Saki Lv10 x02 Enemy Reinforcements: Zen II Lv25 x01 Saki Lv23 x01 Genova M9 Lv23 x01 Garada K7 Lv23 x01 Kampfer Lv23 x01 Gelgoog Lv23 x01 Gaza C (MA) Lv23 x01 Dom Lv22 x01 Jalaga Lv21 x01 Spartan K5 Lv20 x01 Events: Turn 4, Player Phase - Londo Bell sortie Turn 6, Enemy Phase - Enemy Reinforcements arrive As soon as the Argama is close enough, the Londo Bell establishes a commu- nication link with the Saotome Institute, just to learn it's under attack. Of course, Bright orders a full-speed rush to the battle, but you're still quite far away... At first, you only have Texas Mack and Getter Q to fence off the enemy me- chasaurus; they're no big deal, but they outnumber you (and your units aren't great either), so Professor Saotome only hopes Jack and Michiru can hold them back until reinforcements arrive. The Londo Bell appears at Turn 4, and they should be able to terminate the low-leveled mechasaurus easily. Some more enemies arrive on Turn 6; those are way better than the first ones, but you may manage to destroy all enemies be- fore this second wave even has a chance to show up. After the battle, Saotome says the Getter G readjustment is still going to take some time, so you have to stick with the regular Getter for now. By the way, Getter Q and Texas Mack won't join you either. Go to 15. Scenario 15 - "Crimson Wings" ----------------------------- 32x32, Surface Goal: Destroy all enemies Player Units: 14 (Mazinger Z, Aphrodi A, BozBorot, Argama + 10) Initial Enemy Formation: Ghoul [Brocken] Lv20 Toros D7 Lv16 x02 Dabras M2 Lv16 x01 Garada K7 Lv16 x01 Enemy Reinforcements: Ghoul [Ashura] Lv22 Toros D7 Lv20 x02 Jalaga Lv20 x02 Spartan K5 Lv18 x02 Events: Turn 3, Player Phase - BozBorot appears Turn 6, Player Phase - Londo Bell sortie Turn 6, Enemy Phase - Enemy Reinforcements arrive It's been a while since Kouji and Sayaka left the Photon Power Laboratory, so they leave ahead to see Professor Yumi; once they get to talk to him over the radio, Yumi says he has presents waiting for them - he's not telling what they are, as it'd ruin the surprise. With the usual good timing, DC appears before Kouji gets to reach the Lab. The Professor calls him and Sayaka inside, but they refuse to, as the Labora- tory's protective barrier wouldn't hold the enemies long; besides, the Londo Bell should catch up with them at any moment now. The DCs are led by Brocken, who didn't expect to find Mazinger Z here, but doesn't mind destroying them with the lab. On Turn 3 Boz shows up; while it's clear for everyone the BozBorot is no match for the machine beasts, Boz won't retreat, as it wouldn't be an attitude worthy of his name (?). The rest of the Londo Bell appears on Turn 6, closely followed by a second wave of enemies, led by Baron Ashura. These enemies are way stronger than the first ones, so it's good to be careful. After the battle, Kouji finally gets open his presents. Professor Yumi has developed new weapons, especially to cover Mazinger Z's weak points; Mazinger Z gets the Jet Scrander, which allows it to fly, as well as new weapons: Iron Cutter and Drill Missile. To his daughter Sayaka, he developed an entire new robot - the Dianan A - to replace the Aphrodi A. Now, Bright thinks about going to Chiba City; he is pretty sure Raideen is fighting there, and hopes it may join your ranks. Boz too wants to fight with you; despite Kouji's objections, Bright lets him in, but only until you go to space. Go to Scenario 16. Scenario 16 - "Brave Raideen" ----------------------------- 32x32, Surface Goal: Destroy all enemies Player Units: 14 (Raideen, Blueger (x2), Argama + 10) Initial Enemy Formation: Gante Lv18 x01 Gildeen Lv13 x01 Fossile Beast Bastodon Lv13 x01 Drome Lv10 x04 Drome Lv09 x04 Enemy Reinforcements (1): Monster Sharkin [Sharkin] Lv20 Enemy Reinforcements (2): Zuu Lv20 x02 Saki Lv20 x01 Zai Lv20 x01 Jalaga Lv20 x04 Bado Lv20 x03 Hi-Gogg Lv20 x02 Gouf Lv20 x02 Zaku Lv20 x02 Events: Destroy all enemies - Enemy Reinforcements (1) arrive Defeat Sharkin - Enemy Reinforcements (2) arrive Next Turn, Player Phase - Londo Bell sortie You are ten minutes away from Chiba City, and find out no one on your team knows much about Raideen, except its pilot is called Akira Hibiki and runs on some kind of energy called Mutron. In the meantime, at Chiba, Raideen and the Coplander Team are about to fight a group of attacking fossile beasts, led by Sharkin, who wishes to defeat Raideen for the pride of the Demon Empire. Since the Dromes are very easy to destroy, use them to amass some kiryoku, so you have enough to use God Bird by the time you destroy all monsters. When all enemies are gone, Sharkin decides to take matters into his own hands, and begs the Great Ghost Emperor Barao for more power; he's granted his wish, and comes out to challenge Raideen. Sharkin is no big deal if God Bird is enabled, and the threat of the Demon Empire dies with him. Right after, the aliens attack - fortunately, the Londo Bell appears right after. After the stage is clear, Akira tells you Raideen was built with the Super Science left by the ancient Mu Empire, whose technology seems similar to the one used on the Psybuster. Now that the Demon Empire is down, Akira offers to join your cause and the Coplander Team (Chikara Jinguuji, Rei Asuka, and Mari Sakurano) follows his lead - you get only one Blueger, though. Just as Bright plans heading towards Hong Kong, where he believes DC has a base, Henken reports over the radio the DCs captured Four. Of course, Camille is worried, and he promises he'll rescue her. Go to 17. Scenario 17 - "The Rumoured Banjou Haran" ----------------------------------------- 40x40, Surface Goal: Destroy all enemies Player Units: 20 (Daitarn 3, Argama + 18) Initial Enemy Formation: Gaplant (MS) [Jerid] Lv26 Gaplant (MS) [Kacricon] Lv25 Gira Doga (Rezun Custom Model) [Rezun] Lv25 Spartan K5 Lv23 x01 Gabthley (MS) Lv23 x03 Zssa Lv23 x02 Magma Beast Garms Lv22 x01 Dreissen Lv22 x02 Garada K7 Lv22 x01 Garada K7 Lv18 x01 Grossam X2 Lv19 x01 Kampfer Lv19 x02 Capoole Lv19 x01 Zuu Lv18 x01 Genova M9 Lv18 x01 Dabras M2 Lv18 x01 Hi-Gogg Lv18 x01 Z'gok E Lv17 x01 Bado Lv14 x02 Enemy Reinforcements: Biaran Lv24 x02 Asshimar (MA) Lv24 x01 GosuGosu Lv24 x02 Drome Lv22 x02 Events: Turn 4, Enemy Phase - Enemy Reinforcements arrive Turn 5, Player Phase - Daitarn 3 appears By the time you reach Hong Kong, Camille's worries about Four's only grew, so much he lashes out on Fa; she and Reccoa talk some sense back on him, just to be once again interrupted by a DC attack. And so is Jerid there again, so positive this is his moment, thanks to the Gaplant MS he managed to put his hands on; Kacricon doesn't share that confi- dence... Kai is surprised DC has the resources to attack you so many times in a row, and with such power - Sayla supposes that's Giren Zabi's speech paying off. On Turn 4, you hear some people discussing whether they should come out to battle, eventually deciding there's no need to hurry, as the Londo Bell seems to be doing just fine. However, still on Turn 4 the aliens crash in; Mari no- tices Dromes among them, and imagines they joined forces with the Demon Empi- re; Rei dismisses that, saying the aliens probably aren't allied to the Demon Empire, but are instead just using their units. The arrival of new enemies turns the tide against you, so at last the peo- ple in the city decide to participate; Banjou summons his Super Robot and co- mes to battle. Upon seeing Daitarn 3, Bright comments he's heard many rumours about it and its pilot, Banjou Haran; Kouji's just impressed at Banjou's cool name (Haran Banjou = "stormy"). Destroy all enemies and Garrison says you made it just in time for dinner; Banjou can at last introduce himself, and Garrison suggests joining the Londo Bell, to which both Banjou and Bright agree. Amuro thinks they should try and reduce the enemy power a little further, but Bright refuses: their reinforce- ments would just keep coming. From all that happened, Bright thinks the enemy's taking advantage of some sort of teleporting installation; that's no common technology, and only makes more likely your opponents are indeed aliens. An analysis of the intelligence information gathered so far leads to the conclusion this teleportation device is probably located nearby Luna Two. So, the next step is to contact Kalaba - the Shanghai support system - in order to get a booster and go back to space. Go to Scenario 18. Scenario 18 - "Into Space" -------------------------- 32x48, Surface Goal: Destroy all enemies Player Units: 19 (Argama + 18) Initial Enemy Formation: Bawoo (MS) [Schteiner] Lv29 Gabthley (MS) [Jerid] Lv28 Gabthley (MS) [Mauer] Lv27 Hambrabi (MS) [Rezun] Lv26 Zaku [Bernie] Lv16 Dreissen Lv23 x04 Dreissen Lv21 x01 Gratonios Lv22 x01 Bado Lv22 x03 Spartan K5 Lv21 x02 Hambrabi (MS) Lv21 x01 Gaplant (MA) Lv21 x01 Gaplant (MS) Lv21 x01 Marasai Lv21 x04 Garada K7 Lv21 x01 Grossam X2 Lv21 x01 Jalaga Lv19 x02 Enemy Reinforcements: Dreissen [Mashmar] Lv26 Minerva X Lv23 x01 Gaplant (MS) Lv23 x02 Hambrabi (MS) Lv23 x01 Biaran Lv23 x01 Events: Turn 6, Enemy Phase - Enemy Reinforcements arrive Kalaba sends you Beltorchika Irma, who is instantly attracted to Amuro and quickly identifies the soap brand he uses... She brought your booster and new people. The pilot(s) she brings in depends on you previous acts: if Amuro did not convince Char in Scenario 1 or 4, you get Kayla Suu (in a Re-GZ). If Amuro did convince Char, you get Quattro Bajina (in a Hyaku Shiki), Ro- berto and Apolli (both in Rick Dias); it doesn't take long for Camille, Sayla and Amuro to see Quattro is actually Char. Camille confronts him, asking what is his goal sneaking in under a false name. Quattro denies being Char - until Camille punches him; he then claims he only didn't use his actual name out of shyness. Bright isn't sure about Quattro, but decides to trust Kalaba's judg- ment. A DC raid comes to save everyone from this awkward situation. Again led by Jerid (again swearing he won't lose this time), among the enemies is Bernie, advised by Schteiner not to try anything stupid, being just a rookie and all. On Turn 3, Bernie starts wondering if he'll ever see Chris again... Put Chris to fight Bernie, and they recognize each other. On Turn 6, Mashmar appears heading DC's reinforcements; he was sent by Ha- maan, who also entrusted him the Minerva X, Mazinger Z's partner robot during the last Super Robot War. Its presence here implies DC stole and remodeled it - this remodeling also mean any attempt to retrieve it would be useless (that is, you cannot persuade it). Kouji urges everyone to be careful, as Minerva's stats are similar to the Mazinger's. After the battle the path is clear for the Argama's launch. As previously agreed, Boz won't leave the Earth, so he stays on the base. If Quattro joined you, Sayla wants to leave the ship; she explains, to Bright only, that Char's her brother, and she doesn't trust him; most of all, she doesn't like what he represents. If you didn't get Quattro, notice you gained two new mobile suits - a Hyaku Shiki and a Rick Dias. Either way, you're leaving the Earth - go to Scenario 19. Scenario 19 - "In the Middle of Silence" ---------------------------------------- 32x26, Space Goal: Destroy all enemies Player Units: 13/14 (Argama, G-Defensor (optional) + 12) Initial Enemy Formation: Gerbera Tetra [Cima] Lv27 Dreissen [Gaia] Lv26 Dreissen [Mash] Lv25 Dreissen [Ortega] Lv25 Gabthley (MS) [Towakun] Lv25 Zakrello [Demitri] Lv23 Biaran Lv24 x02 GosuGosu Lv23 x03 Gaplant (MS) Lv22 x02 Gaza C (MA) Lv21 x03 Marasai Lv18 x02 Enemy Reinforcements (1): Dreissen [Mashmar] Lv27 Bawoo (MS) [Kyara] Lv27 Dogos Gear Lv24 x01 Enemy Reinforcements (2): Gabthley (MS) [Schteiner] Lv29 Zaku [Bernie] Lv18 Biaran Lv24 x02 Events: Turn 3, Player Phase - G-Defensor appears (optional) Turn 5, Enemy Phase - Enemy Reinforcements (1) arrive Turn 6, Enemy Phase - Enemy Reinforcements (2) arrive The surroundings are very quiet, and no abnormalities can be detected even though your radar efficiency is boosted up by the circumstances. In the mean- time, Fa and Nina are trying to have Kou eat his carrots - because that's all there was to eat where he grew up, he just can't stand the sight of them any- more; when the ladies are almost forcing it into him, an 18-machine group at- tacks - lucky Kou. Nina says the GP-01 is now equipped for space combat (the GP-01Fb also has a higher mobility). The bad news: Daitarn 3 isn't ready for battle and cannot be used here. Also, don't put Reccoa on a good MS. If Emma is in your team and Quattro isn't, Katsu and the G-Defensor appear on Turn 3, courtesy of Captain Henken; notice the G-Defensor can combine with the Gundam Mk.II. On Turn 5 it's time for Mashmar to appear, vowing to pulve- rize you, while Kyara sets up to videotape your demise and play it to Hamaan. On Turn 6, more enemies show up, Bernie among them; if you had Chris and Ber- nie fight on the previous scenario, you can now use her to convince him, and he'll join you. After all enemies are gone, Kou ends up eating his carrots, mainly just to please Nina - and because she says top-level pilots mind their nutrition and eat balanced meals. If Katsu appeared during the battle, Camille tells him to return to Henken's fleet, but Katsu refuses to; Bright thinks Henken wouldn't send him an unprepared pilot, so Katsu can stay. Now it's necessary to survey the Luna Two area, as Bright wants to be 100% sure there is an alien base there; even though it is a really dangerous task, Reccoa offers to go there - for now, she leaves your team, and takes whatever MS she's piloting at the moment (that's why she shouldn't be on a strong MS). If Quattro is in your party, go to Scenario 20; if not, go to 21. Scenario 20 - "Suspicion" ------------------------- 24x38, Space Goal: Destroy all enemies Player Units: 20 (Argama + 19) Initial Enemy Formation: Musai Lv28 x01 Gaplant (MS) Lv28 x04 Bawoo (MS) Lv26 x05 Zssa Lv26 x03 GiruGiru Lv24 x04 Garada K7 Lv24 x03 Biaran Lv24 x01 Jagd Doga Lv23 x02 Hambrabi (MS) Lv23 x02 Marasai Lv23 x03 Genova M9 Lv23 x02 Gaza C (MS) Lv22 x02 Drattse Lv22 x02 Enemy Reinforcements: Hambrabi (MS) [Yazan] Lv28 Dogos Gear [Bosque] Lv26 Gaplant (MS) [Gates] Lv26 Gaplant (MS) [Ramses] Lv26 Gaplant (MS) [Rozamia] Lv26 Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive Once you reach the troubled area, Bright puts everybody on stand by; Kouji thinks he and his Mazinger Z can defeat anything the enemy throws, and Sayaka dismisses that as Kouji's usual gloating. Sure enough, enemies come out their base; the plan is to have the outside area totally cleaned before running in- side the base. There are plenty of enemies to fight, but a fair amount of those are weak, so don't fear. On Turn 5, however, DC appears, led by Bosque: he orders Yazan to attack you and ignore the aliens; the aliens, however, attack whoever gets close to them. After fighting that many aliens, your Super Robots should have enough kiryoku to use their best moves, so defeating even the strongest oppo- nents may be easy. After the battle is over, Beltorchika lets you know you received new mobi- le suits from Henken: a Kampfer and a Jegan; in addition, he delivered a gift from Professor Yotsuya to the Coplander Team: Gargantua, a robot built by so- me Professor Picadilly. In a note attached to the Gargantua, Yotsuya explains he remodeled it so its controls and handling would be as similar as possible to the Blueger's. Quattro is worried, as he can't understand the logic behind Bosque's move. Now that he mentioned it, Amuro notices during all this battle the Dogos Gear didn't attack the aliens at all, and Chris points out DC has not done much to fight the aliens so far. Conclusion: DC may be allying to the aliens. Quattro doesn't see what reasons DC could have to do this, but Bosque's army is under Kishiria Zabi's supervision, so it might be something against Giren Zabi, its leading officer. Anyway, you can't confirm the existance of a conspiracy before further in- vestigations. So, you now have a choice: you can go pursuit DC, or stick with the original plan and break into Luna Two. If you want to chase DC, go to 22; choosing Luna Two leads to Scenario 23. Scenario 21 - "The Battle of Luna Two" -------------------------------------- 24x38, Space Goal: Destroy all enemies Player Units: 20 (Argama + 19) Initial Enemy Formation: Musai Lv28 x01 Gaplant (MS) Lv28 x04 Bawoo (MS) Lv26 x05 Zssa Lv26 x03 GiruGiru Lv24 x04 Garada K7 Lv24 x03 Biaran Lv24 x01 Jagd Doga Lv23 x02 Hambrabi (MS) Lv23 x02 Marasai Lv23 x03 Genova M9 Lv23 x02 Gaza C (MS) Lv22 x02 Drattse Lv22 x02 Enemy Reinforcements: GP-02 [Gato] Lv38 Gerbera Tetra [Karius] Lv30 Gerbera Tetra Lv28 x02 Gabthley (MS) Lv28 x02 Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive Everyone is on stand by from the moment you reach the Luna Two area; Kouji thinks he and Mazinger Z can crush anything the enemy throws, and Sayaka dis- misses that as Kouji's usual gloating. Amuro still isn't sure there is really an alien base there, but Luna Two is long abandoned, so it's perfectly possi- ble. That said, enemies come out of it; Bright wants the Luna Two outside to- tally clear, and only then rush in. There are plenty of enemies to fight, but a fair amount of those are weak, so don't fear. On Turn 5 Gato's group appears, surprised to see you here; for him, the true enemies here are the aliens, so the Londo Bell is ordered to be left alone. While seeing DC again isn't pleasant, your pilots soon notice they're only fighting the aliens; Kou wants to take the chance and get Gato, but Nina says they're on the same side right now. Bright agrees - also because he won't en- ter a two-front battle - and tells everyone not to attack Gato. Gato's men are pretty high-leveled, and may save you a lot of trouble with the aliens. Once all enemies are gone, Gato leaves the next battle to you, as his side suffered significant losses. Bright calls everyone to enter Luna Two and Sayaka warns Kouji not to do anything stupid, as it will be harder to fix damages - the Argama can't go inside. Back at the ship, you receive two new MSs from Henken: a Kampfer and a Je- gan; in addition, he delivered a present, from Professor Yotsuya, to the Cop- lander Team: a robot, called Gargantua, built by some Professor Picadilly. In a note attached to it, Yotsuya explains he remodeled it, to make its controls and handling as similar as possible to the Blueger's. Go to Scenario 23. Scenario 22 - "Pursuit Battle" ------------------------------ 38x22, Space Goal: Destroy all enemies Player Units: 20 (Re-GZ, ZZ Gundam, Argama + 17) Initial Enemy Formation: Bawoo (MS) (Gremmi Custom Model) [Gremmi] Lv32 Dreissen Lv30 x02 Rain X1 Lv28 x02 Gira Doga Lv28 x05 Abdra U6 Lv28 x02 Kampfer Lv28 x02 Enemy Reinforcements: Dogos Gear [Bosque] Lv?? Bawoo (MS) [Kyara] Lv31 Bawoo (MS) [Gotton] Lv30 Hambrabi (MS) Lv29 x02 Zssa Lv29 x03 Events: Turn 3, Enemy Phase - Enemy Reinforcements arrive Bosque leaves Turn 4, Player Phase - ZZ Gundam appears Although running at maximum speed, you still haven't reached the DCs. Sud- denly, one robot is detected; its ID signal indicates it's friendly, but soon several enemies appear too. The friendly unit is Roux, in a Re-GZ, another of Henken's reinforcements to you; she came here because she was told the Argama was nearby, but gets worried as she can't find it. Right next, some DC mobile suits appear, investigating why a single unit is wandering here - it could be a spy. Roux claims to be lost and asks Gremmi for help; her mission, she says, is to take this captured MS to a DC base - hence her Londo Bell ID. Gremmi falls for that (partly because Roux is cute), and offers to escort her to the right place. When the Argama shows up, Roux has no more reasons to fake: she thanks Gremmi... then attacks him, and runs your way. On Turn 3, enemy reinforcements arrive; Bosque orders Kyara to help Gremmi and then leaves. Fortunately, Judou appears right after. Gremmi may seem like an easy prey, since he's so far away from his buddies, but he's high-leveled, and his Bawoo has HP to spare. After the battle, Judou finds an escape pod from a DC mobile suit. The one inside is Kyara; at first, she's unwilling to let you know anything more than her name and rank, but she spills out after Judou tickles her a little (lite- rally): there are rumors Bosque is dealing with the aliens, but that's uncon- firmed; his next destination is a colony on Side 1 called Shangri-La, but she doesn't know what's his goal there. Judou's worried, as his sister Lina is on Shangri-La - now you're going there too. Go to 24. Scenario 23 - "People from the Stars" ------------------------------------- 40x24, Base Goal: Destroy all enemies Player Units: 15 Initial Enemy Formation: Gabthley (MS) Lv30 x03 Dreissen Lv30 x02 Gratonios Lv28 x01 Zen II Lv28 x03 Spartan K5 Lv27 x02 Bawoo (MS) Lv27 x03 Gaza C (MS) Lv27 x03 Fossile Beast Bastodon Lv26 x02 Zssa Lv26 x04 Genova M9 Lv25 x02 Events: none The Londo Bell invades the Luna Two base as soon as they are ready. Notice no flying units can be launched here, and, as previously mentioned, the Arga- ma can't enter either. Camille starts looking around for Reccoa, without suc- cess. The squares with red flashing dots around are energy tanks: any unit stan- ding on them has its HP and energy refilled by 20% every turn. Take care with your HP, since there is no battleship to run to if things get too hard. Also, you can't reload ammo in this stage (you cannot launch the Blueger). After you defeat the last enemy, there seems to be nothing else to do, but suddenly four more enemies appear. Welcoming you, one of them introduces him- self as Vigaj, the "Culture Inspection Secretary". The others three are Sika- log, Agirha, and Mekiboz, who calls himself the leader, although Vigaj thinks he's in charge and Agirha claims that position for her beloved Sikalog. Even- tually, they agree to settle it later (to save their image before you). Because a bored Agirha wants something to spend a little time, Mekiboz ex- presses his intent to drop a Side 1 colony; try and stop them - and try hard, because the idea is for it to be entertaining. That said, they leave just as they appeared. Before leaving to tell Bright the news, the team finally finds Reccoa, who joins the party again. After the Combattler Team is explained how terribly damaging a colony drop is (one colony drop during the last war turned half of Australia into ocean), the Londo Bell rushes into Side 1; Camille remembers Judou is probably there, and worries about him. Go to 25. Scenario 24 - "Fierce Battle at Side 1" --------------------------------------- 22x40, Space Goal: Destroy all enemies Player Units: 19 (Argama + 18) Initial Enemy Formation: Elmeth [Sharia] Lv35 Gaplant (MS) [Rozamia] Lv33 Dogos Gear [Bosque] Lv32 Bound Dog (MA) [Gates] Lv32 Biaran Lv31 x03 Genova M9 Lv30 x02 Abdra U6 Lv30 x01 Abdra U6 Lv29 x01 Rain X1 Lv29 x02 Kampfer Lv29 x05 Marasai Lv29 x02 Zssa Lv29 x02 Enemy Reinforcements (1): GP-02 [Gato] Lv35 Dreissen [Karius] Lv31 Enemy Reinforcements (2): GiruGiru Lv30 x04 Gira Doga Lv30 x03 Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive Turn 3, Enemy Phase - Enemy Reinforcements (2) arrive Attack Gates - Gates leaves Gato, Karius leave Kyara complains about having to work on the ship, saying this violates the Antarctic Treaty; Fa answers the treaty is only valid during wars, so Kyara's out of luck. Later, Kyara's ecchi dialogs towards Judou are cut short, as the Argama reaches Side 1, with the mandatory enemy attack. Bosque is the leader of the DCs, and tells everyone to stop the Londo Bell at any cost, mentioning soon the aliens will come to help. Notice Sharia can move twice per turn, so it's a good idea to shoot him down fast. Gato appears on Turn 2, ordered to help Bosque. However, on Turn 3, the alien units Bosque was waiting for arrive. Once he sees them, Gato urges everyone to battle the aliens; Bosque reassures him you are the enemy, but Gato still objects. When it becomes clear Gato won't obey, Bosque orders Gates to take Gato down, under the excuse he's an accident wai- ting to happen. Result: while Gato fights the aliens, Gates chases Gato. Damaging Gates makes him give up on Gato run away; Gato and Karius try and leave too (unless you attack them). While leaving the field, Gato says he re- fuses to thank you, but vows to some day retribute your help. When the battle is over, another mobile suit comes: it's Reccoa, who stole a Gelgoog M to flee Luna Two (oddly, you also recover the MS she was boarding when she left your party). She reports the aliens left Luna Two, and it's now completely empty. To find out why was Bosque here, you must enter the colony, but Judou's too worried about his sister to wait, and leaves before everybody else is ready. Go to Scenario 26. Scenario 25 - "Fierce Battle at Side 1" --------------------------------------- 22x40, Space Goal: Destroy all enemies Player Units: 17 (F-91, Jegan, ZZ Gundam, Argama + 13) Initial Enemy Formation: Musai Lv32 x01 Gaplant (MA) Lv30 x02 Gaplant (MS) Lv30 x03 Elmeth Lv28 x02 Gabthley (MS) Lv28 x01 Hambrabi (MS) Lv28 x01 Dreissen Lv28 x02 Rain X1 Lv27 x04 Genova M9 Lv27 x02 Abdra U6 Lv27 x03 Enemy Reinforcements (1): Biaran Lv30 x01 Gaplant (MS) Lv30 x03 Kampfer Lv30 x02 Enemy Reinforcements (2): Zaku III Lv30 x01 Gratonios Lv30 x02 Gaplant (MS) Lv30 x03 Events: Turn 3, Player Phase - F-91, Jegan appear Turn 4, Player Phase - ZZ Gundam appear Turn 5, Enemy Phase - Enemy Reinforcements (1) arrive Approach Musai - Enemy Reinforcements (2) arrive Garrison criticizes the Londo Bell for having taken only a defensive posi- tion so far, only reacting to enemy operations. Bright argues the lack of in- formation about the aliens prevents them from doing anything else, but Banjou disagrees: he suggests surveying the areas near a place where the aliens were seen - they're bound to have a frontline base not far from these places; Nina takes all the alien appearance data in hope to squeeze something out of them. You're attacked as soon as you reach the Side 1 area. The aliens are trying to install pulse engines into the colony core to set it into motion, so you should approach the Musai stationed at the colony. On Turn 3 Seabook (piloting the F-91) comes to help you stop the colony drop; he brings along Roux, in a Jegan - another pilot sent by Henken. On Turn 4, it's Judou's (ZZ Gundam) time to appear from inside one of the colonies. On Turn 5 it the aliens' time to receive reinforcements. Also, when any of your units reaches the top of the screen (row 11 or above), one more group of enemies pop up. After all enemies outside are gone, you realize others went inside the co- lony, so your party enters it as well. Judou's worried about his sister Lina, who is in the Shangri-La colony too... Go to Scenario 27. Scenario 26 - "Shangri-La" -------------------------- 48x24, Space Colony Goal: Destroy all enemies Player Units: 10 (ZZ Gundam, F-91 + 8) Initial Enemy Formation: Asshimar (MS) Lv32 x01 Asshimar (MA) Lv29 x01 Hambrabi (MS) Lv31 x01 Bawoo (MS) Lv30 x01 Jagd Doga Lv29 x01 GiruGiru Lv29 x02 Bado Lv29 x01 Bado Lv28 x02 Enemy Reinforcements: Zaku III Kai [Mashmar] Lv33 Dreissen [Gotton] Lv30 Events: Turn 2, Player Phase - F-91 appears Turn 2, Enemy Phase - Enemy Reinforcements arrive Turn 5, Player Phase - Londo Bell sortie Mashmar, Gotton leave While the Londo Bell is setting up to launch Judou is alone in the colony, and everything is quiet, which makes him wonder whether Kyara was lying. Just as he says that, aliens show up. On Turn 2, Judou starts to worry about the enemies' high numbers, but then Seabook and his F-91 appear to help. Right after, DC's Mashmar and Gotton pop into the battlefield. Gotton wants to seize the oportunity and attack you now that you're down, but Mashmar thinks attacking such an outnumbered opponent'd be a coward thing to do; instead, he decides to even things up a little - and attack the aliens, for Gotton's surprise. The Londo Bell appears on Turn 5. Since the fight is fair now, Mashmar and Gotton leave the field; Judou wants to thank them, but Mashmar says it's just something that came naturally. After the battle, Bright says looks like they prevented a colony drop. Ju- dou meets with old friends: Elle, Beacha, Mondo and Ino; saying they are out- casts, thay ask Judou to take them along, to which Bright doesn't object. Ju- dou's sister Lina also wants to go, and Bright accepts, although Judou thinks she shouldn't miss school. At the Argama, Bright still can't understand what the aliens were doing at the colony. Beacha gives Bright an optical disc the aliens left behind, which will hopefully give you a clue about their plans. Nina's given the mission of analyzing the disc and finding out the enemies' next moves. Now, you're going to Side 6 to get new equipment - go to 28. Scenario 27 - "Shangri-La" -------------------------- 48x24, Space Colony Goal: Destroy all enemies Player Units: 14 Initial Enemy Formation: Bawoo (MS) [Mashmar] Lv34 Bawoo (MS) [Ilia] Lv33 Bawoo (MS) [Gotton] Lv32 Gaplant (MA) Lv31 x02 Gabthley (MS) Lv30 x01 Gerbera Tetra Lv30 x03 Genova M9 Lv30 x01 Rain X1 Lv29 x02 Gira Doga Lv29 x03 Biaran Lv29 x02 Gratonios Lv28 x02 Abdra U6 Lv28 x01 Asshimar (MA) Lv26 x02 Enemy Reinforcements: Dreissen [Rakan] Lv34 Dreissen Lv32 x05 Events: Approach Mashmar - DCs start to move Next Turn, Enemy Phase - Enemy Reinforcements arrive The enemies probably intend to use the colony's verniers, normally used to mantain the colony in place, to alter its orbit. So, destroying the aliens as fast as possible is mandatory. There are not only aliens in the colony, but also DCs, Mashmar among them; he was already thinking the aliens appeared suddenly, and now you show up. He sees this as a chance to clean his name by defeating both you and the aliens, but instead of fighting two foes at the same time, he plans to let you battle the aliens, to then fight whoever is left - the DCs won't move a finger while you're fighting the aliens. Move Amuro to the (41,8) square (the building above the rightmost bridge); he'll see a girl and try to tell her to go somewhere safe. She recognizes him and asks for a ride in his MS; because she's so very reckless, Amuro lets her in before she gets hurt. Her name is Quess Paraya, and says she met Amuro be- fore - not that Amuro cares. For what you care, Quess is a pilot. Even after you destroy all alien units Mashmar only lets his soldiers move after you come within a certain distance of them (once you reach column 18 or less). The turn after that, more DC robots come: Rakan criticizes Mashmar for not having finished the battle yet. And, even though Mashmar says he can take care of everything, he insists on fighting. After the battle, the threat of a colony drop is at last gone. Judou meets some old friends: Elle, Beacha, Mondo and Ino; they say they're outcasts, and ask Judou to take them along, to which Bright has no objections. Judou's sis- ter Lina wants to come along too, and Bright agrees, although Judou would ra- ther her staying and not missing school. Nina finally finishes her data analysis: according to her, the enemy front base is Konpei Island - an fortress you used as a relay base in the past, but was abandoned recently. Bright acknowledges the possibility its resources may be used by the enemy, and wants the Londo Bell to go there. Before that, how- ever, Astonage wants to go to Side 6 and resupply - go to Scenario 28. Scenario 28 - "Conscon's Assault" --------------------------------- 42x32, Space Goal: Destroy all enemies Player Units: 15 (Argama + 14) Initial Enemy Formation: Bawoo (MS) (Gremmi Custom Model) [Gremmi] Lv35 Bawoo (MS) [Arias] Lv33 Bawoo (MS) [Auguste] Lv33 Musai [Conscon] Lv22 Jamul Fin (MS) Lv32 x02 Bawoo (MS) Lv30 x01 Dom Lv21 x12 Enemy Reinforcements: Doven Wolf [Rakan] Lv35 Doven Wolf Lv34 x01 Dreissen Lv33 x04 Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive Cameron Bloom, a Side 6's financial officer (and also Mirai's former fian- cee), call to report Captain Henken's left a new battleship and new equipment for you to use, and they are ready for you to pick up. However, there are DCs between you and the colony. If you've been to Scenario 22, Kyara will identify Conscon and Gremmi, and say they're not connected to Bosque. Bright is surprised too see Kyara in the bridge, but she assures he has nothing to worry about - she won't try and es- cape; just in case, Bright tells Beltorchika to keep an eye on her. Anyway, Quattro agrees with Kyara - Conscon and Gremmi are subordinates to Dozul Zabi, and certainly would never work with Kishiria's subordinates, like Bosque. Sarumaru wonders how can DC be so divided internally; Quattro answers there's no single reason, but he thinks it has a lot to do with their will to impose themselves over the others. Gremmi asks Conscon how much power can he put against you; Conscon replies he's not as incompetent as "you guys", and will honor Dozul. To achieve that, he sends a huge group of... Doms. Very low-leveled ones, by the way. Once you wipe all of them out, Conscon's just dazzled, and Gremmi sees he himself will have to work after all. On Turn 5, Rakan shows up, and calls Gremmi to back him up. Fear his Doven Wolf: it can kill you very fast. If you cleared Scenario 22, when Roux fights Gremmi, he says he's a fool for having trusted her; for his anger, she agrees - any adult wouldn't have fallen for that. After the battle, if you've been to Scenario 22, Kyara escapes by stealing a Core Fighter, and also destroys the Argama's deck to prevent it from follo- wing her; it was fun, she says, but it's time to go now. Inside the colony, time to get your new gear. First, Amuro receives the Nu Gundam; also, a new mechanic called Chien Agi introduces herself to him. When Beltorchika complains she is getting a bit too familiar with Amuro, Chien re- plies her main duty is to check Amuro's mechs, so she is supposed to know him well... If you cleared Scenario 26, Nina finishes her analysis on the optical disc - but because several disk sectors went bad for protection reasons, she could only decipher parts of it. It turns out it refers to parts of a DC operation, not the aliens: it was written in common language, and Bosque's name is there very clearly. According to it, DC intends to begin a large-scale mobilization operation near Solomon, now known as Konpei Island. As Nina couldn't get more concrete info from the disc, you're going there to find out by yourself. No matter what scenarios you have been to, you receive the same new stuff: the Nu Gundam, a Re-GZ, and a Near Argama battleship. If you cleared Scenario 22, go to Scenario 29; if you didn't, go to Scenario 30. Scenario 29 - "Nightmare of Solomon" ------------------------------------ 32x42, Space Goal: Destroy all enemies Player Units: 20 (Psybuster, Near Argama + 18) Initial Enemy Formation: Gargau [Vigaj] Lv43 Bound Dog [Gates] Lv35 Bound Dog [Rozamia] Lv35 Dogos Gear [Bosque] Lv33 Zaku III Lv34 x04 Biaran Lv34 x04 Gabthley (MA) Lv33 x02 Rain X1 Lv33 x01 GiruGiru Lv33 x02 Gerbera Tetra Lv32 x02 Hambrabi (MS) Lv32 x03 Musai Lv32 x02 Abdra U6 Lv32 x05 Grossam X2 Lv32 x01 Genova M9 Lv32 x03 Dabras M2 Lv32 x02 Enemy Reinforcements: GP-02 [Gato] Lv?? Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive (optional) Turn 4, Player Phase - Psybuster appears Turn 4, Enemy Phase - Vigaj leaves (optional) Reccoa tries to make a converstion with Quattro, but he treats her coldly. When Camille asks why, he replies he doesn't have the ability to know what is inside someone else's mind. Reika mentions it feels good to board a new model battleship, and that Near Argama means "somewhat close to Argama". You're now approaching Solomon. The enemies are both DCs and the aliens, about to have some sort of confe- rence. Vigaj's not very comfortable with the DCs, having fought them and all, but Agirha says their motto is "if you can make use of something, do so". As the encounter begins, Bosque says he represents all the Earth people on this negotiation, which doesn't impress Mekiboz. Vigaj finds the DC terms ac- ceptable, but adds one more condition: the destruction of their common enemy, the Londo Bell; Bosque agrees, and offers some reinforcements for this purpo- se. Vigaj's also curious about the DC internal divisions he had heard of, but Bosque dismisses it as nothing to worry about. Just as their negotiations are about finished, the Londo Bell appears. Mekiboz says they have a nice view from where they are, and it'd be futile to employ their battle power here. Vigaj points their newly-arranged pact re- quires them to help DC; in this case, Mekiboz says, he (Vigaj) is going to be DC's reinforcement. That said, Mekiboz, Agirha and Sikalog leave. Your team's quite amazed by Vigaj's dinosaur-shaped mech. If you saved Gato during Scenario 22, he appears on Turn 2, calling Bosque a disgrace for DC and the alliance with the aliens inexcusable. Bosque argues no government can be all nice and pretty; Gato doesn't want to know what sort of government has no ideals, and fires the GP-02's Atomic Bazooka on both DCs and aliens, taking down the bulk of their forces. Among Bosque's curses, Gato says he'll fight the aliens alone, if necessary, and leaves. Pressed by Vigaj to deal with this mess, Bosque says he will stop the Londo Bell himself. On Turn 4, Masaki appears. Kouji asks where had he been until now, as they have been through a lot of trouble and could've used a hand; Masaki was doing a few "guest appearances" elsewhere (reference to a game called "Hero Senki") but is here now to help you. Rei finds the Psybuster strange but, having some ESP, can feel an awesome ki flowing from it - indeed, the Psybuster functions by transforming ki into matter, much like Raideen. Vigaj leaves still on Turn 4 (if Gato showed up), saying he'll be waiting inside Solomon. After all aliens are gone, the DCs say they will not increase their losses even further by trying to defeat you - that can wait. Kouji asks Masaki where the Psybuster comes from; Masaki's surprised he still doesn't know, and Amuro says he wants to know too. Masaki thinks Amuro already heard this before (He- ro Senki again); Ryou interrupts Masaki when he's about to tell all about the Psybuster, and hurries them into Solomon/Konpei Island. Go to 31. Scenario 30 - "Masoukishin" --------------------------- 32x42, Space Goal: Destroy all enemies Player Units: 20 (Psybuster, Near Argama + 18) Initial Enemy Formation: Zeong [Char] Lv43 (optional) Elmeth [Lalah] Lv41 (optional) Musai [Nanai] Lv40 (optional) GP-02 [Gato] Lv40 Gaplant (MS) [Gyunei] Lv38 (optional) Gerbera Tetra [Karius] Lv38 Zaku III Lv34 x04 Gratonios Lv34 x04 Dreissen Lv34 x02 Jamul Fin (MA) Lv33 x02 Gaplant (MS) Lv33 x03 ZumeZume Lv32 x02 Rain X1 Lv32 x03 Genova M9 Lv32 x03 Enemy Reinforcements: Zaku III Lv34 x03 Dreissen Lv32 x03 Dreissen Lv31 x02 Events: Turn 6, Player Phase - Psybuster appears Turn 6, Enemy Phase - Enemy Reinforcements arrive Reika mentions it feels very good to board a new battleship, and that Near Argama means "somewhat close to Argama". Assuming the data analysis is right, there's a 75% chance Solomon is the alien frontline base. You know the analy- sis was correct when they cross your way. When approaching Solomon, you find out DCs are there as well; their forma- tion changes according to your choices: if Quattro joined you the DCs are on- ly Gato and Karius; if he didn't join you, there'll also be Char, Lalah, Gyu- nei and Nanai. Whoever they are, their leader proposes a cease-fire agreement while you both fight the aliens, to which Bright agrees. On Turn 6, Masaki appears. Kouji asks where had he been until now, as they have been through a lot of trouble and could've used a hand; Masaki was doing a few "guest appearances" elsewhere (reference to a game called "Hero Senki") but is here now to help you. Rei finds the Psybuster strange but, having some ESP, can feel an awesome ki flowing from it - indeed, the Psybuster functions by transforming ki into matter, much like Raideen. Bright quickly lets Masaki know DC's not the enemy on this battle. Still on Turn 6, alien reinforcements arrive, but if Char is there, he takes good care of them. After all aliens are gone, the DCs say they will not increase their losses even further by trying to defeat you - that can wait. Kouji asks Masaki where the Psybuster comes from; Masaki's surprised he still doesn't know, and Amuro says he wants to know too. Masaki thinks Amuro already heard this before (He- ro Senki again); Ryou interrupts Masaki when he's about to tell all about the Psybuster, and hurries them into Solomon/Konpei Island. Go to 31. Scenario 31 - "Prelude to a Hard Battle" ---------------------------------------- 36x32, Base Goal: Destroy all enemies Player Units: 16 Initial Enemy Formation: Gargau [Vigaj] Lv40 Doven Wolf Lv36 x01 Gabthley (MS) Lv35 x02 Gaplant (MS) Lv35 x01 ZumeZume Lv35 x01 Spartan K5 Lv34 x01 Dreissen Lv34 x04 Abdra U6 Lv34 x02 Genova M9 Lv34 x03 Garada K7 Lv34 x01 Rain X1 Lv32 x01 Events: Enemy Phase after Gargau's HP drops below 80% - Vigaj leaves You enter Konpei Island to find out it is destroyed inside, and the damage is recent - looks like someone came in just ahead of you. Then Vigaj appears, and says a funny game is beginning. Vigaj claims he predicted your moves, and that Konpei Island was never fit to serve as a base; it was a decoy, meant to lure you and save the aliens a little time. Now, they can wipe the humans out of the Earth. Vigaj grants you they don't want to extinguish all mankind, just make it a little more docile. Their objective is to enforce peace all over the universe - for that, they intend to reduce the numbers of the human race so it doesn't expand into space. That said, it's time to fight. The battle has no particular events or difficult enemies, but remember you cannot reload your ammo here. Also, the energy tanks are more scattered here. The only real hard enemy here is Vigaj, but he runs away once you take 20% of his HP (which isn't much). After Vigaj leaves, you run back to the Near Arga- ma to tell Bright the news. Before you even take off to Earth, Captain Henken informs what was left of the Union Army started counterattacking the aliens on Earth, but their resis- tance was tough, and the battle is stalemated right now; they want to stage a second strike, and hope you can join it. Henken won't discuss any details now (the enemy may be listening), but wants to meet you at point X708A to talk in person. A quick check shows point X708A is Jaburo. If you cleared Scenario 29 go to Scenario 32, otherwise go to 33. Scenario 32 - "Terror! Mobile Big Zam" -------------------------------------- 32x42, Space Goal: Destroy all enemies Player Units: 19 (Near Argama + 18) Initial Enemy Formation: Dogos Gear [Hamaan] Lv40 Psycho Gundam (MS) [Four] Lv36 Jagd Doga Lv38 x02 Gabthley (MA) Lv38 x02 Biaran Lv38 x02 Minerva X Lv37 x01 Rain X1 Lv37 x03 Genova M9 Lv37 x01 GosuGosu Lv36 x02 GiruGiru Lv36 x02 Bawoo (MS) Lv35 x04 Gira Doga Lv35 x03 Gaza C (MS) Lv35 x05 Enemy Reinforcements: Big Zam [Dozul] Lv40 Events: Less than 8 enemies left - Enemy Reinforcements arrive Hamaan leaves Kou pressures Nina to tell what's between her and Gato, but Reccoa convin- ces him to let it go... for now. The DCs attacking you are commanded by Dozul Zabi; unwilling to see you survive yet another battle, he orders a full-scale attack - that includes launching the Psycho Gundam, despite Hamaan's warnings Four's new brainwash isn't complete. Because of this incomplete brainwash, Camille can persuade Four, and bring some of her memories back; Amuro orders Camille to destroy the Psycho Gundam, because it compells Four to fight - she'll be fine if its cockpit is left in- tact. From this point on, Four won't move or counterattack you. Once you des- troy the Psycho Gundam, Camille rescues Four, who recovers her will. With 13 or less enemy units left, Hamaan says the situation looks bad, and consults Dozul about calling Kishiria for backup; he thinks calling for back- up now would make him the laughing stock of all DC. With less than 8 DCs left Dozul, furious, decides to come out himself in the Big Zam - it is dangerous, but he has no other choice, as all his forces are destroyed; Hamaan, however, should escape. If, at the time the Big Zam was launched, Sleggar's MS was out of the Near Argama, at the next turn he starts moving towards the Big Zam, saying he must stop that monstruosity. Reaching it, he goes kamikaze, and Dozul along. After the battle, the expected cry-out for Sleggar if he died. If you res- cued Four Amuro says she's fine, just needing some rest. Bright did expect DC to attack and delay you, but Quattro can't understand why only Dozul's forces - clearly weaker - attacked you. Go to Scenario 33. Scenario 33 - "Ryuune, and Valcionne" ------------------------------------- 32x26, Space Goal: Destroy all enemies; prevent the Near Argama's destruction Player Units: 11 (Near Argama + 10) Initial Enemy Formation: Lafressia [Carozzo] Lv40 Valcionne [Ryuune] Lv38 Berga Giros [Zabine] Lv37 Berga Giros [Dorel] Lv35 Dahgi Iris [Annamarie] Lv35 Gabthley (MS) Lv33 x04 Events: All DCs defeated - Ryuune recovers HP Whenever you try to enter the atmosphere, someone attacks you, so Kouji is already expecting them to come. Sure enough, the enemy shows up, but only one unit: Ryuune Zoldark, daughter of DC founder Bian Zoldark, who you killed du- ring the previous war; even she admits he wasn't much of a father, but he was the only one she had, and wants to straighten things up. Masaki mentions he would expect old Bian's daughter to have a grim-looking face, but Ryuune's actually pretty cute; from her uneasy reaction, he notices she's very innocent. He asks about her relations with DC; she answers she has no ties with the current DC, which she considers a Zabi dictatorship, totally different of what her father created. Masaki asks what are those DC units do- ing behind her, then. Those are DCs, alright; Carozzo notices Ryuune's back from Jupiter as soon as he sees her mech. Surprisingly for Masaki, the DCs and Ryuune really don't know each other were there; even more surprisingly, she attacks DC! She accu- ses DC of betraying her father's ideals - his father's DC would never do any- thing like a poison gas attack. Ryuune won't attack you, only DC - don't attack her either. When you first attack any DC, Ryuune tells you to stay out of it, as it's her fight - ignore her complaints and keep fighting; beat the DCs before they defeat Ryuune. After you defeat all DCs, Ryuune recovers all her HP and turns against you - now you can attack her. If you did everything right (didn't let DC beat her nor attacked her before all DCs are out), Ryuune says she doesn't mind losing to you, and that she's not like her father. And she wants to join your team - she liked Masaki from the start, and the idea of chasing the Zabis seems very nice. After the battle new weapons come for Raideen: the GoGun Sword, which uses a section of God GoGun's bow as a blade; and the Energy Cutter - an energized God Breaker. Now, into the atmosphere - go to 34. Scenario 34 - "Storm of Jaburo" ------------------------------- 32x48, Surface Goal: Destroy all enemies Player Units: 19 (Great Mazinger, Byuunas A, Near Argama + 16) Initial Enemy Formation: Mecha Kochou Ki [Kochou Ki] Lv34 Dai Lv37 x02 Jagd Doga Lv36 x01 Zaku III Lv36 x03 Zaku III Lv35 x01 Rain X1 Lv35 x01 Capoole Lv35 x04 Dreissen Lv35 x02 Bawoo (MS) Lv34 x02 Asshimar (MA) Lv33 x04 Zen II Lv33 x06 Enemy Reinforcements (1): Capoole Lv34 x02 Enemy Reinforcements (2): Gargau [Vigaj] Lv47 Events: Turn 4, Enemy Phase - Enemy Reinforcements (1) arrive Turn 5, Player Phase - Great Mazinger, Byuunas A appear Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive Turn 7, Enemy Phase - Vigaj leaves Jaburo, an installation that should be able to stand a direct nuclear hit, is completely destroyed. And, before you get to meet with Henken, enemies pop up. Among them is Kochou, someone the Getter Team knows - but something's not right with her... Any Getter pilot can convince her; she doesn't remember you right out, but your presence makes her head hurt: talk to her a second time, and she'll free herself from the manipulation she was subjected to. On Turn 4, two more enemy MSs come. The next turn, Tetsuya and Jun appear; Kouji asks where has Tetsuya been, as he wanted to ride Great Mazinger - that will have to wait until the enemies are gone, Tetsuya answers. Still on Turn 5, Vigaj shows up. He mentions he has just arrived to Earth, and came across you by chance; anyway, he'll seize the opportunity and adjust his Gargau. On Turn 7, he says you're still not prepared for him, and decides to report back to Wendolo. After the battle, Tetsuya hands you the plans from Henken, with details on the upcoming operation, as well as a few new weapons for Combattler V, out of Professor Yotsuya's oven: the V Laser, Twin Lancer and Battle Chainsaw - with all these weapons, Hyouma mentions it's becoming confusing to know which ones to use. According to Henken's plans, the operation will take place in Odessa, Cen- tral Europe. However, heading straight to Odessa may hint the enemy where the operation will happen; better take a longer, detouring course, to attract the enemies' attention to the wrong place. The available routes are through North America or via Africa; North America is where DC's base is thought to be, and Africa seems to host the largest concentration of aliens. Choosing North Ame- rica leads to 35; choosing Africa takes you to Scenario 36. Scenario 35 - "Operation Solar Motion" -------------------------------------- 28x52, Surface Goal: Destroy all enemies Player Units: 14 (Spazer, Mazinger Z, Raideen, Near Argama +10) Initial Enemy Formation: Doven Wolf [Yazan] Lv43 Doven Wolf [Ramses] Lv41 Biaran Lv38 x01 Shigu Lv37 x01 Spartan K5 Lv37 x03 Gabthley (MA) Lv36 x02 Gabthley (MS) Lv36 x02 Enemy Reinforcements: Asshimar (MA) [Bran] Lv42 Asshimar (MA) [Ben] Lv39 Bawoo (MS) Lv38 x04 Events: Turn 3, Player Phase - Mazinger Z, Raideen appear Turn 4, Enemy Phase - Enemy Reinforcements arrive Turn 5, Player Phase - Londo Bell sortie Beauty accuses Masaki of peeking in the Shower Room; Masaki claims he just got in the wrong room, but Beauty doesn't believe he could miss the room in a place as small as the Near Argama. He says he's got little sense of direction and isn't proud of it; Amuro backs him up on that, so Beauty lets it go - but it better not happen again: she only allows Banjou to see her nude. Frau detects some enemy units, but looks like they're going elsewhere, and Bright sends Akira and Kouji to scout the area. The DCs are chasing Grendizer (in Spazer mode), piloted by Duke, who promises to protect Hikaru. On Turn 3, Kouji and Akira show up, calling you immediately. More DCs come to help Yazan on Turn 4, but the Near Argama arrives right after. After the battle, Duke explains he is on his way to join Operation Odessa. Tetsuya invites him to come along, and mentions the Mazinger Team is together again, after a long time. A message comes from Belfast Base, saying they have new supplies for you, if you want - of course you do. Going to Europe, you'll enter Union territory, and should be able to get some well-deserved rest. However, Masaki says, according to the Psybuster's Laplace Computer, there is still an alien base nearby, in a place space seems to get distorted... the Bermuda Sea. Hyouma does feel like visiting the Bermudas, but Masaki isn't so eager: there, not only space is distorted, but also time; and it is difficult to know how time'll run there. There is time before Odessa, so you can afford to go to the Bermudas if you want to; choose Bermuda to go to Scenario 37, or Belfast to go to Scenario 39. Scenario 36 - "By the Equator" ------------------------------ 42x42, Surface Goal: Destroy all enemies Player Units: 14 (Combattler V, Near Argama + 12) Initial Enemy Formation: Medea [Agirha] Lv47 Medea Lv35 x10 Events: Turn 5, Player Phase - Londo Bell sortie Combattler V combine The air conditioning system of the Combattler Team's sub-bridge is broken, so Hyouma and Juuzo decide to cool down by getting rid of their clothes, just as Chizuru enters the place... Hyouma invites her to join them (...), but she has other plans: the Battle Machines have just been repaired, and Chizuru was thinking of taking them for a test ride. Since the Machines are bound to be a bit cooler, Hyouma and Juuzo go for it, and Bright doesn't mind them taking a test/patrol ride - anything for them to put their clothes back. During their patrol, they stumble on an alien supply convoy; Hyouma is in- clined not to mind supply ships, but Chizuru says they better destroy them to prevent the enemy from becoming stronger later. Agirha, on one of the Medeas, really didn't expect to find you here, and tries to flee through the left end of the screen. On Turn 2 Chizuru asks whether they should combine, but Hyouma reminds her Ropetto (the robot who allows their combination) isn't there. The Near Argama only arrives on Turn 5, and Tetsuya says they're probably heading for Odessa, so it's important to prevent them from escaping. As Ropetto is now there, the Combattler Team can now combine, and they do so. Make sure you destroy at the very least six of them - it affects later events a little bit. It is possible to destroy all of them (including Agirha), if you make good use of Hyouma and Juuzo's seishins, and each Medea yields a lot of money, so go for it. After the battle, if you destroyed more than six Medeas, Tetsuya says this certainly reduced the aliens' battling power, and will help Earth forces beat them in Odessa. A message comes from Belfast Base to inform you they have new supplies for you, if you want. By going to Europe, you will enter the Union's sphere of influence, and should be able to take a break. Go to 38. Scenario 37 - "Bermuda Triangle" -------------------------------- 34x42, Surface Goal: Destroy all enemies Player Units: 11 (Near Argama + 10) Initial Enemy Formation: Pigdrone Lv45 x01 Events: Pigdrone is damaged - Pigdrone divides Turn 2, Player Phase - Turn counter distorts Beacha says she's got a bad feeling about the Bermuda Sea, and Mondo jokes ghosts are causing it; when enemies are detected, Bright tells everyone to be careful, as you don't know what can happen in this place. Masaki points at the strange monster there and says it's the source of the energy emanating from this base. The Getter Team already know the monster: it is Pigdrone, and Hayato warns it can absorb beam weapons' energy - making him stronger, not weaker. When you inflict any damage on Pigdrone, it divides in two. On Turn 2, Rei gets a strange sensation; Masaki explains time is flowing a little bit faster - notice you are not on Turn 2 anymore, but Turn 3. From this point on, turns will flow _two at a time_. After the battle, the base is left unusable. This took longer than you ex- pected, there's time before Operation Odessa - you can still get some rest on Belfast. At the Near Argama, Sarumaru hears a mysterious voice referring to a "God Voice", and imagines it could be talking about a new weapon for Raideen. He identifies a hidden weapon for it: God Voice, an experimental weapon, cer- tainly strong, but also very exhausting, so Mari begs him not to abuse it. Go to Scenario 39. Scenario 38 - "Desert Storm" ---------------------------- 46x24, Surface Goal: Destroy all enemies Player Units: 14 (Psybuster, Valcionne (if available), Combattler V, Raideen, Grendizer, Near Argama + 8) Initial Enemy Formation: Darkness Great General [Darkness Great General] Lv39 Mecha Tekkou Ki [Tekkou Ki] Lv38 Rain X1 Lv38 x01 GiruGiru Lv38 x01 Jagd Doga Lv35 x02 Spartan K5 Lv35 x01 Doven Wolf Lv35 x02 Gratonios Lv35 x06 ZumeZume Lv35 x03 Events: Turn 3, Player Phase - Londo Bell sortie Turn 4, Player Phase - Grendizer appears Some enemies are detected, but they don't seem interested on you; they are fighting among themselves, instead. Bright wants to know what's going on, and Hyouma, Akira, Masaki and Ryuune volunteer to scout. Kouji comments how these four keep running back and forth, just to be reminded he's not different. As the DCs are fighting themselves, Juuzo and Akira don't want to get into battle, but before they can get out more enemies pop out of the sand - it's a trap. The Darkness Great General is the DC boss here, praising himself on his perfect catch. On Turn 3 the Near Argama arrives; if you launched the Getter Robo, Tekkou Ki asks the General for permission to challenge it, and is granted. On Turn 4 Duke (in the Grendizer) comes to save you. After the battle, Duke introduces Hikaru Makiba to the group. Hikaru holds a provisional pilot license, although Duke would rather see her away from the piloting and the danger. Now that the Mazinger Team is reunited, to Operation Odessa's site you go - go to 39. Scenario 39 - "Female Spy Infiltration" --------------------------------------- 48x28, Surface Goal: Destroy all enemies Player Units: 18 (Near Argama + 7 + 10) Initial Enemy Formation: Capoole [Boon] Lv45 Jagd Doga Lv42 x01 Asshimar (MA) Lv40 x02 Gabthley (MS) Lv40 x02 Gabthley (MA) Lv40 x03 Z'gok E Lv40 x01 Hi-Gogg Lv40 x01 Enemy Reinforcements (1): Capoole Lv41 x08 Enemy Reinforcements (2): The-O [Scirocco] Lv48 Messala (MS) [Sara] Lv Biaran Lv x07 Events: Turn 1, Player Phase - Argama can't move Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive Turn 5, Player Phase - remaining units launch Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive When the Near Argama docks at Belfast, you learn Boon and Scirocco plan to infiltrate a spy in it to disclose its true destination. In the meantime, Kai wants to walk out and stretch; Amuro would rather stay close to the ship, but Kai, already with a leave, drags him along. At the streets, they meet Miharu, who tries to sell them food and seems to be going through some hardship. Kai's too cheap to buy anything and Beltorchika drags Amuro into shopping, leaving Miharu alone and looking for a way to sneak into the Near Argama, for her brothers' sake. To make her life easier, Boon orders a diversionary raid; Sara wants to fight, but Scirocco says it's still too soon to show their real power. Enemy units rise out of the ocean floor, and Bright again can't move until everyone's back. At first, the only pilots available are: Reccoa, Ino, Judou, Chris, Roux, Combattler Team, Getter Team, Kochou, Rei, Mari, Kouji, Duke and Masaki. If you got them, Sleggar, Roberto, Apolli, Quattro, Four, Emma, Quess and Ryuune can also be launched. On Turn 3, a second batch of enemies enters; on Turn 4, while running back to the Near Argama, Kai bumps on Miharu, who asks to enter the ship and cover herself from the battle. Kai notices she has a Beretta among her stuff, which she claims to be a self-defense item... On Turn 5 you get to launch the rest of your units. Once Scirocco sees you got your full power on action, he decides to fight, and lets Sara come along; Camille is surprised to see Scirocco still lives. If you cleared Scenario 22, both Scirocco and Reccoa start getting some strange feeling, but Scirocco has no time to worry about it right now. After the battle, Camille observes Scirocco left DC, and wonders what he's planning. Miharu goes to Bright's room to look for information, but Kai spots her. Still unsuspicious and trying to ease her, he mentions she can leave and return to her brothers once they arrive at Odessa; noticing he shouldn't have said that, Kai won't tell anything else, but the damage is already done - now Miharu knows where you're going to. Go to 40. Scenario 40 - "The Shadow of Brocken" ------------------------------------- 32x46, Surface Goal: Destroy all enemies Player Units: 19 (Near Argama + 18) Initial Enemy Formation: The-O [Scirocco] Lv50 Messala (MS) [Boon] Lv46 Messala (MS) [Sara] Lv44 Dai Lv45 x01 Hambrabi (MA) Lv45 x04 Spartan K5 Lv44 x03 Shigu Lv44 x05 Zaku III Lv44 x06 Bawoo (MA) Lv44 x03 Gabthley (MS) Lv42 x05 Events: Turn 2, Enemy Phase - Scirocco, Sara leave You're covered by intense fog while flying over the Harz Mountains, Germa- ny. A monster is said to exist on one of its mountains, Mt. Brocken; Sarumaru explains it's just a manifestation the Glory phenomenon, by which shadows are shown enlarged on the mist - because this happens often at Mt. Brocken people back then thought it was a monster. Kouji's just displeased this name reminds him of his enemy, Count Brocken, and Amuro is worried this mist doesn't let you see much - even worse, it's so thick it messes up your radar. For a moment, Fa sees a blink in her radar, so Camille, Tetsuya, Judou and Ryou go scouting. Kai catches Miharu sending a transmission, and realizes the small blink in the radar was an enemy ambush, but by now you're already surrounded. The fact you're going to Odessa lets Scirocco deduce you intend to fight the aliens in Central Asia; he orders Boon to deliver the news to DC's Hamaan. Boon objects giving such hard-earned info to DC for nothing, but Scirocco says it fits his long-time objectives. Scirocco expresses having no preference for you or the aliens; at this mo- ment, he just doesn't feel like letting you through without a fight, so he'll put some trouble your way. If you cleared Scenario 22, a confused Reccoa lea- ves in the Methuss, attacks Scirocco and is captured. On Turn 2, Scirocco and Sara leave, putting Boon in charge (Scirocco doesn't leave if you've defeated Sara, though). After the battle, if Reccoa was captured, your team finds no evidence that she ejected from her MS, and thinks she's dead. Miharu apologizes for all the trouble she put you through leaking the information, but Kai blames only Sci- rocco for it; she just did what she had to do to save herself and her family. Now that her part-time job is done, she can leave the ship. Go to 41. Scenario 41 - "Odessa Day" -------------------------- 48x48, Surface Goal: Destroy all enemies Player Units: 20 (Near Argama + 19) Initial Enemy Formation: Grey Turkin [Mekiboz] Lv47 Gargau [Vigaj] Lv47 Jagd Doga (Gyunei Custom Model) Lv45 x02 Doven Wolf Lv45 x01 Bound Dog (MS) Lv42 x03 Abdra U6 Lv42 x01 Dahgi Iris Lv42 x03 Dai Lv41 x01 Dreissen Lv41 x03 Zaku III Lv41 x02 Spartan K5 Lv40 x02 Saki Lv40 x02 Minerva X Lv39 x02 Zen II Lv39 x04 Bado Lv39 x02 Enemy Reinforcements: Messala (MS) Lv41 x02 (optional) Doven Wolf Lv42 x02 Doven Wolf Lv41 x01 Jagd Doga Lv41 x03 (optional) Events: Less than 10 enemies remaining - Enemy Reinforcements arrive Grey Turkin's HP drops below 80% - Mekiboz uses Thunder Crash, then leaves While coming here, you certainly damaged the alien forces a lot, but Amuro says they still have a lot more hidden; if successful, this operation'll take away a huge chunk of their power in a single move. Operation Odessa is set to begin at 09:00, at which time you'll attack the enemies' rear to wreak havoc. Hyouma would prefer spearheading an attack, but Quattro explains this way you will take care of the enemy elite forces. At the battle site, Hyouma's impressed with the enemy numbers - and that's just part of the alien army; Ryou tells him to quit whining - Henken's facing a much larger enemy right now. On the enemy side, Mekiboz sees DC didn't hold you back, but it doesn't affect his plans much, since he never thought they'd be much of a deterrent. Vigaj is convinced his elite forces will crush you in no time - Mekiboz doesn't believe in that either. Once there are less than 10 enemy units remaining, Mekiboz comments on how tough the battle is; to answer that, Vigaj deploys all his forces, Mekiboz is against that, as he thinks it's not a decision to be made when angry. The enemy turn after that, Agirha brings in more reinforcements and leaves (apparently to deal with problems they're having with DC in space). If you've been to Scenario 36 and destroyed at least 6 Medeas there, the reinforcements will be only 3 Doven Wolves, since your attack prevented Agirha from bringing more; if you defeated 5 or less Medeas (or if you haven't been to Scenario 36 at all), there will also be three Jagd Dogas and two Messalas. When you take out more than 20% of the Grey Turkin's HP, Mekiboz sees he's suffered quite a damage, and Vigaj says if things keep going this way they'll lose about 50% of their fighting power; so, Mekiboz advices Vigaj to let this battle go - there will be other chances - and go to space to reorganize their forces. Vigaj's worried about what he'll report to Wendolo, but Mekiboz says he'll take care of this matter, while Vigaj should keep an eye on you. Mekiboz also says this base has no more use, and should be abandoned; the enemy turn after that, he launches his ALL attack (Thunder Crash), then leaves. The battle leaves the alien activities on Earth all but suppressed. Henken informs they discovered the alien headquarters location: Axis, a mining aste- roid originally thought to be the DC remnants' citadel; looks like the aliens occupied it to be closer to the front. To fly to space again, there's a boos- ter in the Maui Base, Hawaii, and there is a Medea fleet in New Delhi (India) you can use for resupplying - go to Scenario 42. Scenario 42 - "Matilda Rescue Operation" ---------------------------------------- 38x38, Surface Goal: Destroy all enemies; Defend the Medea Player Units: 13 (Near Argama + 12) Initial Enemy Formation: Berga Giros [Dorel] Lv46 Vigna Ghina [Cecily] Lv43 Shigu Lv41 x03 Doven Wolf Lv41 x01 Hambrabi (MS) Lv41 x02 ZumeZume Lv40 x02 Jagd Doga Lv40 x02 Gira Doga Lv40 x04 Asshimar (MA) Lv40 x04 Gabthley (MA) Lv40 x01 Enemy Reinforcements: Berga Giros [Zabine] Lv46 Dahgi Iris [Annamarie] Lv43 Jagd Doga Lv43 x02 Zaku III Lv42 x02 Biaran Lv42 x04 Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive The Medea supply fleet contacts you a liitle sooner than expected: they're being attacked and request your help. Among the enemies is Dorel, not pleased to see you here, and Cecily. You cannot let the Medea get destroyed, and, once Matilda reaches the Near Argama, Bright lets her in, so you don't have to worry about her anymore. You can have Seabook convince Cecily, who tells she wasn't sure Seabook was still alive, and rejoined DC due to her father's (Carozzo) influence. Seabook talks some sense into her, and she joins you despite Dorel's attempts to remind her of all Carozzo did for her, and that she owes him. On Turn 5 Zabine appears with more DCs. He already kinda expected Cecily's betrayal, but calls Dorel to deal with the Londo Bell first - it's imperative to prevent the Londo Bell from going into space. After the battle Matilda explains her Medea had engine issues and was left behind just as the enemies spotted her. By now, the other Medeas should be at New Delhi already; for the moment, you can unwrap Matilda's cargo: the Double Spazer, which can combine with Grendizer. Bright offers Matilda a ride to Ha- waii, by which her Medea should be repaired. If Cecily joined you, she'll try to explain herself, but Seabook forgives her right out, and says she's not a- lone anymore. Go to 43. Scenario 43 - "Sister!" ----------------------- 46x32, Surface Goal: Destroy all enemies Player Units: 14 (Near Argama + 13) Initial Enemy Formation: ZumeZume [Maria] Lv42 Bound Dog (MA) Lv44 x02 Bound Dog (MS) Lv44 x01 Messala (MS) Lv44 x02 Jagd Doga Lv44 x01 Doven Wolf Lv44 x03 Rain X1 Lv43 x02 Spartan K5 Lv43 x02 Shigu Lv42 x02 GosuGosu Lv42 x03 ZumeZume Lv42 x03 Zaku III Lv42 x03 Asshimar (MA) Lv42 x02 Asshimar (MA) Lv40 x02 Toros D7 Lv40 x02 Enemy Reinforcements: Quin Mantha [Gremmi] Lv45 Doven Wolf [Lance] Lv43 Doven Wolf [Nii] Lv43 Qubeley Mk.II [Puru] Lv43 Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive Lina insists Judou must finish adjusting the ZZ Gundam instead of slacking off, but he says he already trained a lot in the simulator; Beacha and Ino've beaten his score there, to which Judou has no excuse, so he has to promise to practice more. Seeing them together reminds Duke of his sister Maria, who got separated from him in the previous war. You're attacked right then, and Akira says now you've weakened the aliens DC seems to have regained energy. Among the enemies is Maria, who intends to find her brother as soon as she defeats you. Duke can either persuade or fight Maria - in both cases they re- cognize each other. Maria asks what's Duke doing in the Londo Bell; Duke asks the same about her and DC. Turns out Maria was tricked into thinking the Lon- do Bell is evil and trying to conquer the world; now that she knows the truth she moves to your side. On Turn 5 more enemies appear, led by Gremmi, who orders a mind-controlled Elpe Puru to attack you. Puru gets a strange feeling in her chest and wonders why, while Gremmi ponders if this mind control thing is effective or not. Ju- dou gets the same weird feeling and recogizes Puru's presence as the cause of it. [NOTE: apparently sometimes these enemies show up on Turn 6 instead of 5. I don't know why.] If you have Judou talk or fight Puru, she explains she rejoined DC because Judou never played with her, giving attention to Lina instead. Judou promises to play with Puru from now on, and she gladly joins you then - now Gremmi can tell his mind control isn't perfect. [NOTE: Judou and Puru can never hit each other, so you can attack without fear; they still waste ammo, though.] Once you defeat all enemies, if Puru joined you, Lina says she was worried about her. Puru answers by showing Lina her tongue and saying she won, as she got Judou to promise playing with her. You also receive the Marine and Double Spazers from the rest of the Medeas; Hikaru wants to pilot the Marine Spazer, but Duke resists letting her risk herself. When he finally agrees with it, he finds out having allowed Hikaru to do it, he can't forbid Maria from piloting the Drill Spazer... Kouji asks what to do with Maria's ZumeZume, and she says she doesn't want it anymore, so he can throw it away. Duke thinks it's a waste, and Maria says he's destined to poverty. Matilda delivers a message from Professor Saotome - Getter G's readjustments are done, and it's ready for pick up. Move to 44. Scenario 44 - "In Extreme Sorrow" --------------------------------- 32x32, Surface Goal: Destroy all enemies Player Units: 16 (Getter Q, Texas Mack, Near Argama + 13) Initial Enemy Formation: Ghoul [Ashura] Lv48 GosuGosu [Naida] Lv46 Gratonios Lv46 x04 Dai Lv45 x01 Jagd Doga Lv45 x03 Spartan K5 Lv45 x03 Zai Lv44 x04 Berga Giros Lv42 x02 Zen II Lv41 x03 Events: Turn 3, Player Phase - Londo Bell sortie While reaching the Saotome Institute, Professor Saotome calls to congratu- late you on the Operation Odessa success, and confirms Getter G is ready. Ha- yato says they'll be there in some 15 minutes - prepare the champagne. Before that, however, the Institute is attacked, leaving Texas Mack and Getter Q its only line of defense; Jack comments the enemies come whenever you do... On the DC side Naida says she will never forgive the Londo Bell for having taken her brother away from her, and uses this attack as a bait to lure Duke, while Ashura encourages her. The Londo Bell arrives on Turn 3. When Duke battles Naida, he says they were childhood friends, and asks why did she join DC; her brother was among the DC soldiers you defeated and she's determined to avenge him. Duke can now persuade Naida by offering his life to her, as long as she leaves DC first. Duke's speech confuses Naida; to put her back into battle Ashura threatens to brainwash her, and lets know her brother was brainwashed too, as he wasn't willing to obey. That is enough to make Naida turn against Ashura (you cannot convince Naida if you already defeated Ashura). After the battle, if Naida survived, Duke offers his life for whatever she she wants to do, but Naida no longer wants him dead. Also, she snatched a mo- bile suit from DC, and gives it to you to express her gratitude: the Sazabi - Quattro's favorite MS. From now on, Naida says, she will give up fighting and live quietly. At last, the Getter Team can go to the Saotome Institute and get Getter G. The rest of the Londo Bell leaves, and Getter G's final check starts; Musashi needs to use the toilet, though. During this final test something goes wrong, and Saotome has to force an external shutdown. Before Professor Saotome can fix the problem, Brocken pops up and orders a Mechasaurus Dai to destroy the Institute. Musashi takes Getter 3, still under repairs, to buy some time. Even though most of Getter 3's weapons are broken, Musashi's determined to prevent the enemy from reaching Getter G; he is hono- red he fought alongside Ryou and Hayato, he says, before making a suicide at- tack on Dai. While everyone cries, Professor Saotome encourages everybody to defeat all enemies and restore peace en Earth, so Musashi's death won't be in vain. Get- ter G is ready, but without Musashi they're one pilot short. However, Saotome says he had trained an extra pilot, Benkei Kuruma, for a situation like this. Hayato isn't happy to know there's already a replacement for Musashi; Saotome understands this feeling, but argues the situation leaves no room for another attitude. When called, Benkei is happy to know he'll be Getter Poseidon's pi- lot... until he learns why he got Musashi's seat. At the Near Argama, Henken says ever since the aliens were weakened DC be- came more active; part of it is fighting the aliens, which is good, but he is still worried about the ever dangerous Zabi House. Furthermore, DC's moves on Side 3 are pretty unusual; Cecily heard rumors Side 3 is trying to become in- dependent, and it seems the Zabis are negotiating with them. The squad Henken sent to investigate Side 3 is missing, but he'll contact you to share any de- tailed information he gets - go to 45. Scenario 45 - "Countdown" ------------------------- 42x42, Surface Goal: Destroy all enemies; Defend the Near Argama Player Units: 20 (Getter Robo G, Near Argama + 18) Initial Enemy Formation: Bood [Ashura] Lv50 Dragonosaurus Lv49 x01 Jagd Doga Lv47 x02 Doven Wolf Lv47 x01 Capoole Lv47 x03 Bound Dog (MS) Lv46 x03 Grossam X2 Lv46 x04 Gabthley (MS) Lv45 x04 Berga Giros Lv45 x08 Dahgi Iris Lv45 x04 Biaran Lv45 x04 Enemy Reinforcements: The-O [Scirocco] Lv50 Palas Athene [Sara] Lv47 Palas Athene [Reccoa] Lv47 (optional) Doven Wolf Lv46 x03 Events: Turn 4, Player Phase - Getter Robo G appears Turn 4, Enemy Phase - Enemy Reinforcements arrive If Henken's information is correct, DC is about to obtain total control of Side 3. If you cleared Scenario 22, Duke suggests just watching the situation for a while, as you've already weakened DC; if you didn't, Akira says it'd be great if DC and the aliens destroyed each other. In both cases Bright agrees, but the decision of going to space was already made. Now, everyone should get ready: the enemy will certainly attack when the booster is set to fire. Sure enough, DC attacks then, and Ashura is determined to destroy you now. He orders his second team to attack the Near Argama (which can't move), while the rest takes down the other pilots. The Getter Team catches up with you on Turn 4. Right after, Scirocco shows up, praises your performance on Odessa, and says he went there to prevent the inconvenience of your trip to space, and then take care of DC. If you've been to Scenario 22, Reccoa will be among your enemies; Scirocco asks if she wouldn't rather skipping this sortie, but she declines. When some of your pilots (Quattro, Judou, Emma, etc.) fight Reccoa, there is some talk, and each of them tries to persuade her back, but she ressents you too much to budge - credits go to Quattro and his cold personality and you abandoning her at Luna Two. You will have a hard time defeating so many strong enemies toge- ther, but at least they yield a lot of cash. Also, note the Dragonosaurus has 29800 HP - and recovers 10% every damn turn. After the battle, the Londo Bell is told about Musashi's death, and Hayato vows to stop DC and the aliens on his name. Banjou advises him to be patient, as anger can cloud one's judgment. As all preparations for launching are com- plete, to space you go again - notice the Near Argama was replaced by the Ral Kairam, and go to Scenario 46. Scenario 46 - "Puru and Puru Two" --------------------------------- 28x30, Space Goal: Destroy all enemies Player Units: 15 (Combattler V, ZZ Gundam, Qubeley Mk.II, Ral Kairam + 11) Initial Enemy Formation: Doven Wolf [Rakan] Lv51 Quin Mantha [Gremmi] Lv50 Doven Wolf [Auguste] Lv48 Doven Wolf [Arias] Lv47 Psycho Gundam Mk.II (MS) [Puru Two] Lv47 Gratonios Lv46 x04 Zaku III Lv46 x05 Qubeley Mk.II Lv46 x01 Dreissen Lv46 x02 Messala (MS) Lv45 x02 Berga Giros Lv45 x03 Events: none While you're about to enter a debris zone, Bright is glad the Ral Kairam's equipment is much better than the Near Argama's. Here, the Minovsky particles concentration is high, the Combattler Team volunteers to patrol. In the mean- time, Puru has a bad feeling, but keeps it for herself; later, she refuses to obey Lina and go to bed, taking off instead, just as Hyouma alerts you of in- coming enemies - DC. Like all DCs before him, Gremmi promises you won't survive, and tells Puru Two to display the Psycho Gundam Mk.II's power at will; Puru Two's willing to destroy you alright, but wasting power is unnecessary. Because Puru Two likes battles so much, Gremmi expects her to be more usable then Puru. Have Puru attack Puru Two: they both dodge the incoming attacks. Intrigued by each other's familiar battle pattern, they come closer and learn who's the other. Puru insists they're the same person - although Puru Two seems to have the most violent part of her... As Puru Two refuses to believe, Puru asks for Judou's help. Have both Judou and Puru talk to her again and they'll convince her she's not a bad person, and belongs with Puru. After the battle, Amuro says they shouldn't keep the Psycho Gundam Mk.II - they don't know how it affects Puru Two's mind. She herself doesn't mind get- ting rid of it, but Ryuune objects she'll be left with no unit; Masaki criti- cizes Ryuune's stinginess (which she credits to her father), and Puru Two ex- plains she does have a MS to use: a Jagd Doga, kept hidden from Gremmi - this one she won't share with anyone. Being only one hour away from the Rabian Ro- se, Bright decides to visit and resupply there; if you cleared Scenario 29 go to 47A; if you haven't, go to 47B. Scenario 47A - "Rabian Rose" ---------------------------- 24x32, Space Goal: Destroy all enemies Player Units: 14 (Granzon, Ral Kairam + 12) Initial Enemy Formation: Qubeley [Hamaan] Lv55 Geymalk [Ilia] Lv52 Geymalk [Lance] Lv50 Geymalk [Nii] Lv50 Geymalk Lv52 x01 Jagd Doga Lv52 x03 Qubeley Mk.II Lv52 x03 Big Zam Lv49 x02 Minerva X Lv49 x03 Elmeth Lv49 x03 Zaku III Lv49 x06 Bawoo (MS) Lv49 x06 Genova M9 Lv49 x02 Events: Turn 5, Player Phase - Granzon appears As you approach the dock ship Rabian Rose, Akira sees it indeed looks like a Rose. Inside, you are welcomed by its commander, Emarie Once, who confesses to be a big fan of Bright, and asks for his autograph. The enemy attacks, but at least Emarie already got what she wanted... Despite your success so far, Hamaan is determined not to let this conflict end like the last war, hence the large army she's leading here. Quattro tries to talk her into giving up: DC's resources are already depleted. Hamaan won't listen to someone she considers a traitor, but he still strives to remind her of DC's original reason to be - defend the Earth from an alien invasion. That she understands, but argues things have changed; could've been different, had he stayed on her side... On Turn 5, Masaki comments on the battle's difficulty; just then, Masaki's nemesis Shuu Shirakawa appears. Masaki just wants him to wait and be punished after the DCs are gone, but Shuu says he came to help: it's not of his nature to let the aliens take over Earth. Good enough: the team decides to trust him - except Masaki, who makes clear he'll be watching Shuu all the time, just to catch him when he steps out of the line. After the battle, you receive a new robot from Professor Yotsuya: its name is Pantagruel, and the note attached to it says it is a powered-up Gargantua. Also, an old friend of Nina, Rusette, brings in the GP-03; Kou notices it has tail binders, and assumes it means the GP-03 can combine with something; as a matter of fact, even though the GP-03, by itself, has a quite high performan- ce, it can combine with an 'armored base' and be used as a mobile armor. The aliens established a last line of defense between the moon and A Bao A Qu; according to Henken, DC is heading to A Bao A Qu to negotiate with the a- liens. There are two routes to Axis: via moon or A Bao A Qu (occupied by DC); if you choose the moon route go to Scenario 48A; choosing A Bao A Qu leads to Scenario 49. Scenario 47B - "Rabian Rose" ---------------------------- 24x32, Space Goal: Destroy all enemies Player Units: 15 (Granzon, Ral Kairam + 13) Initial Enemy Formation: Doros [Bosque] Lv55 Geymalk [Rozamia] Lv52 Psycho Gundam Mk.II (MA) [Four] Lv51 Geymalk [Gates] Lv50 Geymalk [Sharia] Lv50 Jagd Doga Lv52 x02 Jagd Doga Lv50 x01 Qubeley Mk.II Lv52 x03 Big Zam Lv49 x02 Minerva X Lv49 x03 Elmeth Lv49 x02 Zaku III Lv49 x04 Bawoo (MS) Lv49 x06 Genova M9 Lv49 x02 Events: Turn 5, Player Phase - Granzon appears As you approach the dock ship Rabian Rose, Akira sees it indeed looks like a Rose. Inside, you are welcomed by its commander, Emarie Once, who confesses to be a big fan of Bright, and asks for his autograph. The enemy attacks, but at least Emarie already got what she wanted... The enemies are led by Bosque, who sends the Psycho Gundam Mk.II your way; Camille soon realizes Four is the pilot. After fighting her, Camille asks her to stop, but Bosque claims the mind control she suffeed was perfect. However, if your total turn count is less than 350 turns, Camille can talk with Four and trigger her memories back; seeing her brainwash wasn't perfect, Amuro urges Camille to destroy the Psycho Gundam, because it compells Four to fight; as long as its cockpit is left intact, Four will be fine. From now on, Four won't make any move, not even to counterattack you. Once you destroy the Psycho Gundam Mk.II, Camille manages to rescue Four. On Turn 5, Masaki comments on the battle's difficulty; just then, Masaki's nemesis Shuu Shirakawa appears. Masaki just wants him to wait and be punished after the DCs are gone, but Shuu says he came to help: it's not of his nature to let the aliens take over Earth. Good enough: the team decides to trust him - except Masaki, who makes clear he'll be watching Shuu all the time, just to catch him when he steps out of the line. After the battle, you receive a new robot from Professor Yotsuya: its name is Pantagruel, and the note attached to it says it is a powered-up Gargantua. Also, an old friend of Nina, Rusette, brings in the GP-03; Kou notices it has tail binders, and assumes it means the GP-03 can combine with something; as a matter of fact, even though the GP-03, by itself, has a quite high performan- ce, it can combine with an 'armored base' and be used as a mobile armor. Bright says the aliens established their final line of defense between the moon and A Bao A Qu. According to Captain Henken's information, DC is heading to A Bao A Qu to talk with the aliens; Duke wants to take the moon route, and avoid the DCs stationed at A Bao A Qu - the aliens should be the priority. Go to Scenario 48B. Scenario 48A - "Moonlight" -------------------------- 54x32, Moon Surface Goal: Destroy all enemies Player Units: 14 (Ral Kairam +13) Initial Enemy Formation: Gargau [Vigaj] Lv58 Geymalk Lv54 x02 Quin Mantha Lv53 x02 Big Zam Lv53 x01 Jagd Doga Lv52 x03 Gratonios Lv51 x05 Doven Wolf Lv51 x02 Elmeth Lv51 x01 Messala (MA) Lv50 x02 Genova M9 Lv50 x05 Gabthley (MS) Lv50 x06 Hambrabi (MA) Lv49 x03 Enemy Reinforcements (1): Grey Turkin [Mekiboz] Lv58 Enemy Reinforcements (2): Quin Mantha Lv54 x01 Doven Wolf Lv53 x04 Events: Turn 3, Player Phase - Ral Kairam able to move Turn 5, Enemy Phase - Enemy Reinforcements (1) arrive Turn 7, Enemy Phase - Enemy Reinforcements (2) arrive Turn 8, Enemy Phase - Mekiboz leaves (optional) Beauty and Reika stayed into the Rabian Rose not to worry Banjou - but now they report enemy units were spotted near there; you're too close to the ali- en defense line to turn back, and now Banjou can only hope they're safe until your mission is over. You're out of route, and Bright asks why; you're being pulled by something and cannot change your course - you're landing at the moon. You are unable to move, even with your engines' max output. When Banjou says it's a trap, Vigaj comes out and welcomes you to the Moon - the desolate place that will soon be your grave. He says you obviously wouldn't expect him to leave things as they were, and that dealing with the Earth requires wiping you out first. On Turn 3, the Ral Kairam is once again free to move, for Vigaj's surprise - this is actually Shuu's work, whose Granzon's specialty is gravity control, and who makes the alien gravity interference device look like a child's play. On Turn 5, Mekiboz pops up; if Banjou is out of your battleship, Mekiboz asks for him: he captured Banjou's friends Beauty and Reika, and wants the Daitarn 3 for their lives. Banjou does approach Mekiboz, but changes his mind at the last minute; the idea of losing his friends doesn't look good, but he can't waste this chance: this is not a game. Beauty understands it, and Banjou attacks; Mekiboz cannot understand how can he attack him while his friends are inside, but Reika says they'll die happy as long as Mekiboz goes along. After the attack, a dazzled Mekiboz decides to give away his hostages, but with one condition: they must take him along to Axis; in other words, Mekiboz wants to join you. Bright asks why'd he turn against his friends, to which he replies he has no friends - not the kind Banjou has. Besides, he wants to put an end to his past. Bright accepts Mekiboz on your team - he becomes a NPC. Mekiboz asks Vigaj if he's okay with all this fighting, and whether he had ever questioned its reasons. Vigaj says they're fighting for a just cause: to get rid of the space-invading humans. When questioned whether he truly belie- ves that, Vigaj replies they received orders from Wendolo and, for a soldier, orders from above are inconditional; questioning each and every command would make an army useless. On Turn 7 more reinforcements arrive; if Mekiboz joined you, he leaves on Turn 8, saying he'll be resting in the vicinities. After the battle, Mekiboz reassures he doesn't plan to do anything to hurt your efforts. Puru Two calls Judou to the bathtub but he won't go - Puru goes instead; Bright says this ship isn't the place to play, but Quattro says it's good to see the kids playing - it helps everybody else relax. Now the aliens' last line of defense is broken, and Axis stands right ahead. Mari urges Akira not to do anything reckless... Go to 50. Scenario 48B - "Moonlight" -------------------------- 54x32, Moon Surface Goal: Destroy all enemies Player Units: 18 (Neue Ziel, Ral Kairam + 16) Initial Enemy Formation: Grey Turkin [Mekiboz] Lv59 Gargau [Vigaj] Lv58 Geymalk Lv54 x01 Quin Mantha Lv53 x01 Big Zam Lv53 x01 Psycho Gundam Mk.II (MS) Lv53 x01 Jagd Doga Lv52 x03 Gratonios Lv51 x05 Doven Wolf Lv51 x02 Elmeth Lv51 x01 Messala (MA) Lv50 x02 Gabthley (MS) Lv50 x06 Genova M9 Lv50 x05 Hambrabi (MA) Lv49 x03 Enemy Reinforcements (1): Doven Wolf Lv53 x01 Doven Wolf Lv52 x01 Zaku III Lv52 x02 Enemy Reinforcements (2): Silbelvint [Agirha] Lv58 Druekin [Sikalog] Lv58 Events: Turn 3, Player Phase - Ral Kairam able to move Turn 4, Player Phase - Neue Ziel appears Turn 5, Enemy Phase - Enemy Reinforcements (1) arrive Less than 10 enemies left - Mekiboz leaves Vigaj uses Gekido seishin Next Turn, Enemy Phase - Enemy Reinforcements (2) arrive You're out of route, and Bright asks why; you're being pulled by something and cannot change your course - you're landing at the moon. You are unable to move, even with your engines' max output. When Banjou says it's a trap, Vigaj comes out and welcomes you to the Moon - the desolate place that will soon be your grave. He says you obviously wouldn't expect him to leave things as they were, and dealing with the Earth requires wiping you out first. Mekiboz warns Vigaj not to be unreasonable, as losing these forces means losing the war. On Turn 3, the Ral Kairam is once again free to move, for Vigaj's surprise - this is actually Shuu's work, whose Granzon's specialty is gravity control, making the alien gravity interference device look like a child's play. On Turn 4, Gato appears, praising you for not stepping back against the a- liens, and announcing he'll help you; he is no longer a member of DC, and his objective is the same as yours: preventing the Earth from falling into aliens' hands. Bright thinks he can be trusted - Nina agrees. On Turn 5 a small enemy group attacks from behind. Once there are less than 10 enemy units remaining, Mekiboz says this fight is proving to be a mistake, and there is no reason to go further; he suggests leaving and waiting for the next chance, but Vigaj fears a retreat would ruin his chances of becoming a commander. To Mekiboz, retreating when necessary is a commander's duty, but Vigaj re- fuses to, determined to destroy you by any means. When Mekiboz leaves, Vigaj, furious, uses a Gekido seishin on you. Right next, Agirha and Sikalog appear; once Agirha sees Mekiboz isn't around, she decides to join the fight - not to give Vigaj a hand, but to pay you back. After the battle Gato says DC's currently divided between Kishiria and Gi- ren Zabi - a perfect opportunity to defeat them. The two DC factions are just about to battle near Granada; the priority are the aliens, of course, but you also can't let the chance to banish DC escape. Nina meets with Gato, and Kou demands explanations of what's between them; Rusette steps in and tells they had a relationship some three years ago. Gato ensures this is old history, and now he dedicates to his ideals only, not ha- ving time to revisit the past; Kou is pissed up anyway. Go to 52. Scenario 49 - "Space Swirl" --------------------------- 36x30, Space Goal: Destroy all enemies Player Units: 13 (Ral Kairam + 12) Initial Enemy Formation: Qubeley [Hamaan] Lv57 Geymalk [Ilia] Lv55 Geymalk [Lance] Lv55 Geymalk [Nii] Lv55 Geymalk [Kyara] Lv54 Zaku III Kai [Mashmar] Lv54 Quin Mantha Lv54 x02 Big Zam Lv53 x02 Gratonios Lv53 x03 Zaku III Lv52 x03 Jagd Doga Lv52 x03 Elmeth Lv52 x03 Gabthley (MS) Lv52 x03 Genova M9 Lv52 x04 Events: Zaku III Kai is damaged - Mashmar recovers HP Puru wants to play, but Puru Two tells her to postpone that; DC's weakened but still has considerable power, and leaving its demise for later might pro- ve troublesome in the future. Four urges Camille to take care, as she's got a bad feeling about this whole area. Once you appear, Hamaan asks Ilia whether Mashmar and Kyara's enhancements are ready, but they're still at their final adjustment stage; since you won't wait, Hamaan orders them to launch anyway. Kyara wants to parade the might of her Geymalk, while Mashmar wants a fight on Hamaan's name. Ilia isn't worried about Kyara, but wonders if Mashmar got himself fully powered. Judou can persuade Kyara (unless Ilia has already been defeated). He wants her to join you and reveals Hamaan turned her into an 'Enhanced Human'. Kyara asks Ilia whether it's true - this questioning proves to Ilia the enhancement wasn't strong enough... As Judou is telling the truth, Kyara joins you, while Ilia only regrets not having more time to perfect the process. The enemy phase after you cause any damage to Mashmar, he vows to fight to the end, and recovers all his HP. Fighting Mashmar lets Judou question why is he helping Hamaan, since he always had such a sense of justice; it's useless: the enhancement on him is complete. Afther the battle, Duke wonders whether the Londo Bell and DC couldn't al- ly temporarily, since they both want to defend the Earth from the aliens; for the Zabi House, Quattro says, the war on the aliens is just an excuse to gain power, so dealing with them would be pointless - plus, Kyara adds she doesn't feel like being kind to the Zabis. Now, it's time to put an end to DC, so you head to A Bao A Qu, DC's last line of defense and sure to hold a considerable army. Go to 51. Scenario 50 - "Lunatic Dream" ----------------------------- 36x48, Moon Surface Goal: Destroy all enemies Player Units: 15 (Ral Kairam + 14) Initial Enemy Formation: GiruGiruGan (MA) Lv58 x01 Pigdrone Lv57 x01 Big Zam Lv55 x02 Quin Mantha Lv55 x02 Geymalk Lv55 x02 Qubeley Mk.II Lv55 x02 Gratonios Lv54 x01 Jagd Doga Lv54 x04 MechaGante Lv53 x01 Berga Giros Lv53 x05 GosuGosu Lv53 x02 Enemy Reinforcements: The-O [Scirocco] Lv59 Palas Athene [Sara] Lv57 Palas Athene [Reccoa] Lv57 Events: Turn 5, Enemy Phase - Enemy Reinforcements arrive Over an urgent transmission, Captain Henken informs you the Zabi House has fallen; the aliens have performed a general offensive, in which both Kishiria and Giren Zabi died; Bright isn't exactly sad, but this also means the aliens are recovering their strenght. If Mekiboz joined you, he says the aliens have very little power left, and leaves ahead of you - he'll be waiting for you at Axis. As you approach the aliens' last defense line, Bright urges everyone to do their best, since it looks like this'll be your toughest fight yet. Shuu men- tions something about the possibility of you being crushed, but stops talking once Masaki asks what he meant. As Ryuune tells him not to listen to Shuu, he asks whether her dislike for him is because he assisted her dad, but she says she just finds him suspicious. GiruGiruGan is there as well... Ryou points it can evolve three times, and tells everyone to keep the pace against him. Duke observes this should be the aliens' last defense line, but there are DCs here instead. As Ryou mentioned, GiruGiruGan grows stronger every time you destroy it, going through four sha- pes before dying for good. At Turn 5, Scirocco appears, in the mood to give you a present. He says he is just cleaning up after the aliens, then felt like harassing you a little; he's not allied to the aliens or DC, but plans to take advantage of the after war confusion to gain control of the world - and for that he has to terminate you first. After the battle, Scirocco is taken care of, so only the aliens and the DC remanants are left - go to 53. Scenario 51 - "Gate of Zedan" ----------------------------- 42x28, Space Goal: Destroy all enemies Player Units: 15 (Ral Kairam + 14) Initial Enemy Formation: Lafressia [Carozzo] Lv58 Geymalk [Lance] Lv58 Geymalk [Nii] Lv58 Alpha Aziel Lv58 x02 Palas Athene Lv57 x02 Doros Lv56 x01 Big Zam Lv56 x02 Pigdrone Lv56 x01 Lafressia Lv56 x01 Psycho Gundam (MA) Lv56 x02 Dogos Gear Lv56 x02 Quin Mantha Lv55 x02 Bound Dog (MA) Lv55 x02 Jagd Doga Lv54 x05 Doven Wolf Lv53 x03 Dahgi Iris Lv53 x03 Enemy Reinforcements (1): Doros [Kishiria] Lv58 Enemy Reinforcements (2): Doros [Giren] Lv58 Alpha Aziel [Rozamia] Lv56 Alpha Aziel [Zabine] Lv56 Events: Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive Kishiria is defeated - Enemy Reinforcements (2) arrive A Bao A Qu is DC's last defense line, so expect a fierce resistance there. Kishiria blames the fact you got so far on Bosque's failures; Giren takes the responsibility for this fight, and advises Kishiria to stay back in order not to get hurt, but she wants to take part on it from the beginning, and has her Doros prepared. On Turn 3 Kishiria comes out in a Doros; all her plans are now ruined, and having her revenge from you is all she has left. Once she is defeated, Giren, having no more options, launches all the units DC has left, including himself in a Doros. After the battle, DC is gone, and Maria and Kouji are already making plans for after the war. At first, looks like only the aliens are left, but Camille is still concerned about Scirocco: he probably is still around. Judou agrees, and Amuro reminds Reccoa is with him too, so care is advisable. Go to 54. Scenario 52 - "Lunatic Dream" ----------------------------- 36x48, Moon Surface Goal: Destroy all enemies Player Units: 16 (Ral Kairam + 15) Initial Enemy Formation: Doros [Kishiria] Lv58 Doros [Giren] Lv58 Big Zam [Dozul] Lv58 Lafressia [Carozzo] Lv57 Geymalk [Rozamia] Lv54 Geymalk [Gates] Lv54 Dogos Gear Lv55 x02 Geymalk Lv54 x02 Qubeley Mk.II Lv54 x04 GosuGosu Lv53 x02 Elmeth Lv53 x02 Jagd Doga Lv53 x07 Gratonios Lv52 x05 Berga Giros Lv52 x02 Zaku III Lv52 x04 Events: none Kou asks Nina why did she hide what happened between her and Gato; Nina is sorry she didn't come out clean from the start, and explains they had a thing three years ago, in the Moon. However, it's way over, and now she cares about Kou only... You reach Granada just in time for the battle start. Dozul and Giren Zabi say the DC restoration was a long, hard road, and vow to stop Kishiria's ambitions; Kishiria, on the other side, is trying despera- tely to contact the aliens, without success. You launch your units, expecting not to step in the battle just yet, but Kishiria spots you, and it looks like she may head your way... Not good. Unfortunately, all DCs will attack you instead of fighting each other, but most of them are pretty weak. After the battle, Hyouma says everything flowed as expected, and now DC's no longer an issue. Now, only the aliens are left - to Axis! Go to Scenario 57. Scenario 53 - "Axis Burning" ---------------------------- 30x42, Space Goal: Destroy all enemies Player Units: 15 (Ral Kairam + 14) Initial Enemy Formation: Qubeley [Hamaan] Lv62 Silbelvint [Agirha] Lv62 Druekin [Sikalog] Lv62 Alpha Aziel [Ilia] Lv61 Bound Dog (MS) [Yazan] Lv61 Bound Dog (MS) [Ramses] Lv61 Geymalk [Rakan] Lv61 Geymalk [Lance] Lv61 Geymalk [Nii] Lv61 Jagd Doga (Gyunei Custom Model) [Gyunei] Lv60 Lafressia Lv60 x01 Quin Mantha Lv60 x02 Geymalk Lv60 x04 Doven Wolf Lv60 x03 Gratonios Lv60 x01 Zaku III Lv60 x03 Zaku III Lv58 x02 Jagd Doga (Gyunei Custom Model) Lv58 x01 Jagd Doga Lv58 x03 Enemy Reinforcements: Zaku III Kai [Mashmar] Lv62 Geymalk [Kyara] Lv62 Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive All DC defeated - Aliens start to move Fa detects signs of a large-scale battle going on at Axis; Shuu says DC is probably conducting a full offensive against the aliens - a good time to step in. Once you appear both DC and the aliens get concerned, as none of them has enough power to deal with you after fighting each other, but once Agirha sees DC is likely to fight you, she decides to sit and wait. On Turn 2, Bright notices DC is coming your way, credits to Hamaan and her wish to defeat you to the end. Still on Turn 2, Hamaan commands the launching of the newly-enhanced Mashmar and Kyara; their enhancements are perfect, lea- ving no room for you to persuade them. The aliens forces won't move until all DCs are gone: at least you can worry about one of them at a time. After the battle, the inside of Axis remains the last focus of resistance, and Hyouma wonders what does the alien boss look like; considering their pat- tern, Judou thinks he'd be a rather terrible old guy, while Juuzo imagines he may be good-looking - Ryuune's crossing her fingers. Go to Scenario 55. Scenario 54 - "Axis Burning" ---------------------------- 30x42, Space Goal: Destroy all enemies Player Units: 16 (Ral Kairam + 15) Initial Enemy Formation: Druekin [Sikalog] Lv63 Silbelvint [Agirha] Lv63 Gargau [Vigaj] Lv63 Lafressia Lv61 x01 Alpha Aziel Lv61 x02 Quin Mantha Lv61 x01 Quin Mantha Lv60 x01 Quin Mantha Lv59 x02 Geymalk Lv60 x04 Big Zam Lv58 x02 Doven Wolf Lv58 x03 Enemy Reinforcements: GiruGiruGan Lv62 x01 Events: All enemies defeated - Enemy Reinforcements arrive The aliens seem to be building up forces around Axis, apparently preparing for the final battle. Beltorchika hands Amuro a good luck charm, hoping for a safe return... When you arrive, the alien leader Wendolo calls your presence here the re- sult of a big blunder from their part, and Agirha decides to launch all power at you right from the start - Sikalog and herself included. Once you destroy them all, Agirha and Sikalog's demises mark the total ex- haustion of the alien forces. Even so, Wendolo doesn't worry about the humans conquering the entire universe - he believes they will kill themselves before that, as those who don't mind their own planet won't last long. Having had e- nough of this planet, Wendolo decides to leave and watch another civilization - but leaves a last little present for you: your old foe GiruGiruGan. Ryou points GiruGiruGan evolves through three levels and urges you to keep the pace against him. Indeed, it grows stronger everytime you destroy it, and goes through four different shapes before dying for good. On the bright side, GiruGiruGan isn't good on space, and its two first shapes are very weak; even at the strongest forms, his best moves have very limited ammo. After GiruGiruGan, Scirocco comes out from Axis and praises you for defea- ting DC and the aliens; your assistance allowed him to stockpile more power - the remaining DC soldiers and the alien technology. With these new resources, he is the one to control this confused world. Before that, however, he'll take care of you, as he's not willing to allow your kind to be a hindrance, and calls you to finish it all inside Axis. Sci- rocco's disregard for people and their hearts pisses the team up - especially Camille; Amuro tells him to calm down, but Camille still hasn't accepted Rec- coa's change of side... Go to Scenario 56. Scenario 55 - "Last Battle" --------------------------- 36x24, Base Goal: Destroy all enemies Player Units: 18 Initial Enemy Formation: Dikastes [Wendolo] Lv65 Valcion Lv61 x02 Quin Mantha Lv60 x03 Geymalk Lv60 x02 Jagd Doga Lv60 x02 NPC Units: Grey Turkin [Mekiboz] Lv60 (optional) Events: Turn 3, Player Phase - Grey Turkin appears (optional) Time to meet with the enemy boss; Quattro still doesn't know where do they come from, nor why they attacked the Earth. Shuu says it doesn't matter - the real question is how much battle power they have now. When you enter, the alien leader Wendolo presents himself and welcomes you to Axis - Wendolo's a child. He warns you not to judge him by his outside ap- pearance, and says you'll die here, in the hands of his Dikastes; Banjou says Dikastes is girishian for "Judge" - the name fits it well. Wendolo explains the aliens used Earth weapons because their power surpas- ses their own equipments'; although having such powerful destructive devices, earthlings are still very immature, mind-wise. And, just as an adult wouldn't want a child to play with a gun, the aliens came here to take these dangerous toys away from you... and to make sure you don't do it again. So, the weapons mankind devised will be the object of its own demise - the Dikastes was built based on human weapons. If you got Mekiboz to leave the aliens on Scenario 48A, he appears on Turn 3, telling you he'll take care of Wendolo - who mentions Mekiboz is his older brother, and asks why is he doing this. Mekiboz just answers he believes you, and thinks you are much better people than Wendolo. When Mekiboz attacks Wendolo, he says stopping him is the last thing he'll do as his brother. Wendolo says he accepts to die, if to satisfy his brother. Surprised, Mekiboz lower his guard... and gives Wendolo the perfect chance to destroy him. Because the only way to restore ammo is via seishins, try to save it while fighting the lesser enemies, using energy-consuming attacks instead. The Val- cions have 27000HP each, and the Dikastes has 49000HP; the Valcions' best mo- ves have ammo limitations, so you may force them into wastng all of it. Also, keep in mind Wendolo does use ALL weapons. Once you finally defeat Wendolo, he tells you you're strong, but this very power will ruin the universe. If you launched the Granzon here (and it survi- ved the fight) and your total turn count is 419 turns or less, go to Scenario 58; if you did not fulfill any of the conditions above, go to the 'Ending #1' section in the end of the walkthrough. Scenario 56 - "Last Battle" --------------------------- 36X24, Base Goal: Destroy all enemies Player Units: 17 Initial Enemy Formation: The-O [Scirocco] Lv64 Geymalk [Sara] Lv62 Quin Mantha Lv62 x05 Quin Mantha Lv61 x02 Palas Athene Lv61 x03 Bound Dog (MS) Lv61 x02 Geymalk Lv61 x02 Jagd Doga Lv61 x01 Enemy Reinforcements: Valcion Kai [Scirocco] Lv65 Quin Mantha Lv62 x03 Events: Scirocco is defeated - Enemy Reinforcements arrive Quattro says Scirocco came a long way since he left DC, while Ryou is more worried that, if he really did get his hands on the alien technology, he will be a much more dangerous opponent. Inside, Scirocco expresses respect for the courage you showed in entering this place, but questions whether it is really courage or simple recklessness. When you destroy his The-O, Scirocco says its power was insufficient, runs away and returns in the Valcion Kai. Ryuune never heard of this Kai version - it's the product of the convergency of alien and DC sciences, boasting unima- ginable power. In fact, it has much more HP than the Valcion (Valcion Kai has 40000 HP against 29000 HP of the Valcion) and an I-Field. If you use Camille to defeat Scirocco (either in the The-O or the Valcion) he stages a mental attack on Camille; Camille sees a growing flash, then only darkness. If Four joined you, she steps in and saves Camille, leaving no fur- ther consequences (even if you aren't using her on this particular stage); if Four didn't join you, Camille's stats plunge, making him an useless character (any attack you try with him probably get him killed). Once you get rid of Scirocco, if you launched the Granzon at this scenario (and it survived), and your total turn count is 419 turns or less, go to Sce- nario 58; if you failed to fulfill any of the conditions above, go to 'Ending #2' section in the end of the walkthrough. Scenario 57 - "Last Battle" --------------------------- 30x42, Space Goal: Destroy all enemies Player Units: 17 (Ral Kairam + 16) Initial Enemy Formation: Grey Turkin [Mekiboz] Lv62 Druekin [Sikalog] Lv62 Silbelvint [Agirha] Lv62 Alpha Aziel Lv58 x01 Quin Mantha Lv58 x01 Minerva X Lv58 x05 Geymalk Lv58 x03 Berga Giros Lv58 x05 Jamul Fin (MS) Lv58 x03 Enemy Reinforcements (1): Valcion [Scirocco] Lv60 The-O [Sara] Lv59 Palas Athene Lv59 x02 Doven Wolf Lv59 x04 Elmeth Lv58 x03 Qubeley Mk.II Lv58 x02 Enemy Reinforcements (2): Dikastes [Wendolo] Lv60 Events: Turn 5, Enemy Phase - Enemy Reinforcements (1) arrive All enemies defeated - Enemy Reinforcements (2) arrive The aliens have already wasted most of their resources on the the previous battles, so you should be able to defeat them now. When you show up, Wendolo, the alien leader, is already accepting his defeat, as you managed to get past not only their forces, but DC's as well. Agirha, however, still sees a chance to win; she explains former DC member Paptimus Scirocco is heading this way, and if they get to manipulate him, his forces added to theirs would be enough to defeat the Londo Bell - Wendolo decides to sit and wait. Just like Agirha said, Scirocco appears on Turn 5; without DC, he believes it's only a matter of time before he takes control over the Earth. Before it, however, he must deal with you - so he orders his forces to ignore the aliens and aim at you. You team notices Scirocco is using the Valcion - he says once he put his hands on its project it wasn't difficult to build it. Wendolo says he can make use of this situation, and prepares to come out. If you use Camille to destroy the Valcion, Scirocco, determined not to die alone, makes some sort of mental attack on Camille; Camille sees a flash, and then darkness. If Four joined you, she interferes and saves Camille, leaving no further consequences (even if you aren't using her on this stage); if Four did not join you, however, Camille's stats drop considerably, turning him, in effect, into an useless character. Once you destroy all enemies, the alien leader Wendolo comes out in a mech called Dikastes; he introduces himself, and welcomes you to Axis - curiously, Wendolo is a child. He warns you not to judge him by his outside appearance, and says you are going to die here, in the hands of his Dikastes; Banjou says Dikastes is girishian for "Judge", and says the name fits it well. Wendolo explains the aliens used Earth weapons because they surpass their own; although having such powerful destruction weapons, earthlings are still very immature mind-wise. And, just as an adult would not want a child to play with a gun, they came here to take these dangerous toys away from you, and to ensure you don't do it again. So, the weapons mankind constructed will be the object of its own demise - the Dikastes was built based on human weapons. Once you finally defeat Wendolo, he tells you you're strong, but this very power will ruin the universe. If you launched the Granzon at this stage (and it survived), and your total turn count is 419 turns or less, go to Scenario 58; if you didn't fulfill any of the conditions above, go to the 'Ending #1' section in the end of the walkthrough. Scenario 58 - "Ragnarok" ------------------------ 30x42, Space Goal: Destroy all enemies Player Units: 16 (Ral Kairam + 15) Initial Enemy Formation: Neo Granzon [Shuu] Lv68 Valcion Lv63 x02 Events: none By the end of the previous scenario, Shuu giggles and says you made it, as expected: he only joined you to get rid of all other threats to Earth, and to clear the path for his own moves. Masaki obviously won't let this happen, and Shuu knows it: by fighting you, he'll become even stronger. His Granzon, how- ever, no longer has the power to face you - how about increasing the level of challenge to you? Masaki has no objections. Ryou still can't believe what he's hearing. To prove this is no joke, Shuu moves away from you; the Granzon, he says, has Shiva (also called Volkruss at his homeland), the destruction divinity, in its essence. Summoning Shiva, the Granzon transforms into Neo Granzon - its true form. Shuu expresses his intentions of destroying the Earth, unless you step in, and defeat him. He'll wait outside Axis while you finish equipping yourself - don't forget to eat something, it may be your last meal. Ryuune says she expected Shuu to have anything in mind, but never saw that transformation coming. To figure out why does Shuu want to destroy the Earth, Amuro asks Masaki about him; previously, Shuu planned to destroy Masaki's se- cond homeland, for reasons only he himself knows. But, no matter what are his objectives, when Shuu says he'll do something, you can be sure he will do it, and trying to talk him out of it is useless. If Camille was mind-attacked by Scirocco during the previous stage and did not recover (in other words, if Four isn't in your team), Fa tries to get him back, but Amuro says unfortunately Camille will need a long rehabilitation to get his mind back to its original state. [NOTE: if you came from Scenario 56 and used Camille to destroy the Valci- on Kai (and Scirocco was the last remaining enemy), this bit is shown even if Four is in your team. Don't worry: if Four is with you, Camille is okay. This happens because it takes a while for Four to wake Camille up, and if Scirocco is the last enemy there's no time left for her to speak.] During intermission, you can spend all your money - this is the final sta- ge. Ryou fells awkward fighting a former ally, but Masaki reminds him they're the only thing between Shuu and the Earth. Outside Axis, recognizing he can't fight you alone, Shuu prepared a little extra to make things more interesting - the two Valcions you defeated (this only makes sense if you played Scenario 55). If you fought a Valcion in the previous stage, you know it's not that bad, but the Neo Granzon is: 65000 HP, and an attack (Shukutai Hou), simply devas- tating. However, this attack requires 110 kiryoku, so you can use ALL weapons to soften Shuu before he can use it. But, even without the Shukutai Hou, Shuu demands respect: he has the Big Bang Wave (the Dikastes' ALL attack), and may use it twice in a row - he fires it once to prove he is serious, then does it again because he still has "some appetite left". When Masaki fights Shuu, he asks why is he doing this; Shuu answers he has nothing to gain or lose, but he can't go wrong following his heart. Once Shuu is beaten, go to the 'Ending #3' section of the walkthrough. Ending #1 --------- Shuu seems depressed... Looks like he had second intentions when he joined you, but the fight against the aliens was so difficult he can't even think of doing anything to extend the conflict any further. Anyway, this is a finished matter, and he just wants to enjoy this newfound peace. Even though they didn't like the aliens, Ryou acknowledges they did have a point about the humans. For Banjou, things aren't so simple: true, mankind is immature, but has potential, and therefore a chance. The end game report goes as follows: "... For the first time in 20 years, the truth about the alien wars, also known as the Third Super Robot War, is revealed to the public. After 20 years, the Union has nothing else to lose from the disappointment revealing this important information would cause. And, ever since this truth was disclosed, it seems clear we are capable of repeating the same mistake. It is not clear whether Wendolo and the aliens were actually like what it is said they were, but there is only one side left to tell the story. So far, mankind has not changed its self-centered way of thinking, and they (aliens) are just defined as mankind's 'enemy from space'. I see no reason to change our opinion about the Londo Bell, who saved the Earth at risk of their own lives, without second intentions, while harboring a broad diversity of opinions, like all men should. For those reading this report, and for all those who may ever read it, I would like to make a couple of questions. Do you know where are we, humans, going to? And what should we do? ... The answer is within the hearts of each of you, and it points the road mankind should follow." Ending #2 --------- Shuu seems depressed... Looks like he had second intentions when he joined you, but the fight against the aliens was so difficult he can't even think of doing anything to extend the conflict any further. Anyway, this is a finished matter, and he just wants to enjoy this newfound peace. They think again about why the aliens ever came to Earth; they said it was because mankind was an obstacle to peace in all universe - more specifically, their leader considered us a threat. Ryou says all mankind should once again think what path they will choose. The end game report says: "This fight was later known as the Third Super Robot War. What lessons has this war brought to us? Until now, I ask this to myself whenever I see the fire of war outbreaking everywhere in the world. But accepting despair yields nothing. It is not clear whether Wendolo and the aliens were actually like what it is said they were, but there is only one side left to tell the story. So far, mankind has not changed its self-centered way of thinking, and they (aliens) are just defined as mankind's 'enemy from space'. Advancing is necessary to evolve, even if just a single little step. And we will not make it without walking little by little. Eternity is far away, and so is our meeting with an enlightened world..." Ending #3 --------- Shuu says it is splendid you could beat even the Neo Granzon, leaving him no regrets. He claims he fought just for the sake of fighting, and that the rest of the people will have to wait to die - today is his day, and he hopes his death will absolve him from his sins. Ryou doesn't understand why he was so eager to die, while Masaki berates Shuu for having done this all. The end game text goes: "Shuu Shirakawa... what was his objective? The only one who could obtain the answer, Masaki Andou, disappeared after this war. Regardless of that, was Shuu trying to tell us something with his behavior? Those who seek only power seek the power to destroy. And only the naive cannot see we are on the road of only settling things by strenght. But someday the world will not be all about power, and the day when there is peace among men will come. ... Actually, no, it won't come to us. We will not see this day unless we walk towards it ourselves." 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 | | SCENARIO 1 "Dark Clouds" | _________________|_________________ | | | | (A Route) (B Route) | | SCENARIO 2 | "Knight of the Rose" | | SCENARIO 3A | "G-3" SCENARIO 3B | "G-3" | | | |___________________________________| | __________________________|____________ | | | | (mysterious enemies) (DC) | | SCENARIO 6 SCENARIO 4 "Atmospheric Entry" "Reef Airspace" | | | ____________|_____________ | | | | | | | (B Route) (A Route) | | | | SCENARIO 7A SCENARIO 5 | "Atmospheric Entry" "Von Braun" | | | | _______|____ | | | | SCENARIO 7B | (9- turns) (10+ turns) "Atmospheric Entry" | | | | |__________________| | ________| | | | | | | (9- turns) | SCENARIO 8 | | | "Gundam Pillage" |____________| (10+ turns) | | | | | SCENARIO 9 | | "Solomon Sea Battle" | | | | |_______________| | | | | | SCENARIO 10 | "Land of Hot Sands" | | |____________________________________| | | SCENARIO 11 "Gato's Attack" | | SCENARIO 12 "Seaside Panic" | | SCENARIO 13 "Super Electromagnetic Robo Combattler V" | _________________|_________________ | | | | (Saotome Research Institute) (Photon Power Research Institute) | | SCENARIO 14 | "Saotome Institute in Danger!" | | | |___________________________________| | | SCENARIO 15 "Crimson Wings" | | SCENARIO 16 "Brave Raideen" | | SCENARIO 17 "The Rumoured Banjou Haran" | | SCENARIO 18 "Into Space" | | SCENARIO 19 "In the Middle of Silence" | _________________|_________________ | | | | (Quattro joined you) (Quattro didn't join you) | | SCENARIO 20 SCENARIO 21 "Suspicion" "The Battle of Luna Two" | | |_______________________________ | | | | (DC) (Luna Two) | | | | | | | SCENARIO 22 SCENARIO 23 "Pursuit Battle" "People from the Stars" | | | | SCENARIO 24 SCENARIO 25 "Fierce Battle at Side 1" "Fierce Battle at Side 1" | | | | SCENARIO 26 SCENARIO 27 "Shangri-La" "Shangri-La" | | |___________________________________| | | SCENARIO 28 "Conscon's Assault" | _________________|_________________ | | (cleared Scenario 22) (didn't clear Scenario 22) | | SCENARIO 29 SCENARIO 30 "The Nightmare of Solomon" "Masoukishin" | | |___________________________________| | | SCENARIO 31 "Prelude to a Hard Battle" | _________________|_________________ | | (cleared Scenario 29) (didn't clear Scenario 29) | | SCENARIO 32 | "Terror! Mobile Big Zam" | | | |___________________________________| | | SCENARIO 33 "Ryuune, and Valcionne" | | SCENARIO 34 "Storm in Jaburo" | ____________|__________________________ | | (North America) (Africa) | | SCENARIO 35 SCENARIO 36 "Operation Solar Motion" "By the Equator" | | _____________|____________ | | | | (Bermuda) (Belfast) | | | | SCENARIO 37 | SCENARIO 38 "Bermuda Triangle" | "Desert Storm" | | | |__________________________|__________________________| | | SCENARIO 39 "Female Spy Infiltration" | | SCENARIO 40 "The Shadow of Brocken" | | SCENARIO 41 "Odessa Day" | | SCENARIO 42 "Matilda Rescue Operation" | | SCENARIO 43 "Sister!" | | SCENARIO 44 "In Extreme Sorrow" | | SCENARIO 45 "Countdown" | | SCENARIO 46 "Puru and Puru Two" | ____________|__________________________ | | (cleared Scenario 29) (didn't clear Scenario 29) | | SCENARIO 47A SCENARIO 47B "Rabian Rose" "Rabian Rose" _____________|____________ | | | | (Moon) (A Bao A Qu) | | | | SCENARIO 48A SCENARIO 49 SCENARIO 48B "Moonlight" "Space Swirl" "Moonlight" | | | | | | SCENARIO 50 SCENARIO 51 | "Lunatic Dream" "Gate of Zedan" | | | SCENARIO 52 | | "Lunatic Dream" SCENARIO 53 SCENARIO 54 | "Axis Burning" "Axis Burning" | | | | | | | SCENARIO 55 SCENARIO 56 SCENARIO 57 "Last Battle" "Last Battle" "Last Battle" | | | |__________________________|__________________________| | ____________|__________________________ | | (420 or more turns, (419 or less turns, or Shuu wasn't present and Shuu was present by the end of the by the end of the previous scenario) previous scenario) | | _____________|____________ | | | SCENARIO 58 (cleared Scenario 55 (cleared Scenario 57) "Ragnarok" or Scenario 56) | | | | | ENDING #1 ENDING #2 ENDING #3 HELP NEEDED------------------------------------------------------------------ I will place in this section any doubts I might have about the game. Hopefully someone might be able to help me with them. More questions will be posted as they arise. - No questions right now... CONTACT INFORMATION---------------------------------------------------------- If anyone has questions, comments or suggestions to make, please feel free to mail me at the address written on the beginning of this document (which is csmori@hotmail.com). Before doing that, however, please pay attention to the following requests/facts: - Write "FAQ" as your subject, just so I can separate your mail from junk mail and things alike. - Given the amount of mail I receive, I probably won't be able to respond all e-mails. So, if you receive no response, it doesn't mean it hasn't been received and/or read. Don't send it over and over. - I'm aware of the 'canonical' names for mechs and characters from all the Gundam series; I just happen not to agree with some of them. Don't ask me to change that. However, please let me know the *official* names for any series, especially non-Gundam ones. - Feel free to let me know if I made grammar mistakes or anything like that. I could use some english advice, and it'd only help the quality of the text. - Don't ask me where you can get "romz". If it depends on me, you won't get them. You're on your own there. - As a matter of fact, don't ask me anything about ROMs, emulators or patches, nor complain to me if you can't run it on your computer. - No 'l33t' language please. I just hate it. Well, if you still think you can meet these requirements, go ahead and write me! VERSION HISTORY-------------------------------------------------------------- V 1.0 (02/05/2002) - Initial Release. Most of this FAQ's format comes from my SRW4 FAQ, so some things may seem odd, out of place or just look like they shouldn't be there. V 1.1 (02/23/2002) - Added Scenarios 17 to 28 to the walkthrough. - A little more stuff here and there... V 1.2 (03/23/2002) - Added Scenarios 29 to 38 to the walkthrough. - Sorry it took so long for this update to come. I'm afraid the next one will take even longer... V 1.4 (04/12/2002) - Added Scenarios 39 to 46 to the walkthrough. - Added a seishin list. V 1.6 (05/04/2002) - Added Scenarios 47 to 58, finishing the walkthrough. - Added the Scenario Flowchart. V 1.7 (07/05/2002) - Pretty much a rewrite of the entire guide, including minor fixes and name corrections. CREDITS---------------------------------------------------------------------- * Banpresto - for having created this game. * Nintendo - for having made the Super Famicom. * Everyone who has written a FAQ on a Super Robot Taisen game, especially Edmund Chiu and Mark Neidengard. Their FAQs on the PSX versions of SRW4 and SRW3, respectively, have helped me a lot on both games' versions on the SFC. * Glenn Rosenthal - for having written JWPce, the program I used to translate much of the japanese text and information of the game. End of file.