Dai 2 Ji Super Robot Taisen G Walkthrough Version 1.0 - 01/18/2003 by Carlos Satoshi Mori (csmori@hotmail.com) This is my guide for the Game Boy/Super Game Boy game Dai 2 Ji Super Robot Taisen G, also known as Super Robot Wars 2G. I'm writing this walkthrough be- cause I'm a fan of the Super Robot Taisen series of games; besides, a FAQ for this game is apparently highly requested (the last time I checked, it was the most requested GB game at GameFAQs). This game is a remake of the Famicom/NES game Dai 2 Ji Super Robot Taisen. SRW2 was the only game of its saga whose gameplay was, well, below a certain standard (mainly because its sequences are for the Super Famicom); because of that (and also because of the then upcoming Super Robot Taisen F), this game was created to bring up the gameplay level a bit, and also correct some story incoherences. I'm kinda expecting most readers of this guide to be already familiar with Super Robot Taisen games, so as usual I am not putting much detail on how to play, focusing on other aspects of the game. Be warned this guide gives up the entire storyline, and should not be read by anyone expecting plot surprises. That said, enjoy! LEGAL STUFF------------------------------------------------------------------ This document is copyrighted ゥ 2003 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 (1.0), 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. Nintendo Game Boy 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 - Scenario Flowchart V - Help Needed VI - Contact Information VII - Version History VIII - Credits PROLOGUE--------------------------------------------------------------------- There once was a scientist with a superhuman intellect and extraordinary determination. Through an accurate invstigation, he found out a great crisis was approa- ching the Earth. In order to face this threat, he used all his power to build one robot. This robot's name is Valcion - the ultimate robot, boasting an im- mense power. Until here, the story is relatively nice. But the scientist, Bian Zoldark, still felt uneasy. He thought if all mankind wasn't united, if all their ef- forts weren't concentrated, it would not be able to defend itself against the invaders from space. Professor Bian established a secret society, the Divine Crusaders (DC), to protect the Earth. DC's objective is only one: to unite the planet by force - in other words, to conquer the world. DC quickly gained control of the world, its might admired even by the Uni- ted Nations Army. No force could match the Valcion. However, even when DC conquered the entire world, some people continued to oppose their rule. In several places, they challenged DC by conducting a gue- rilla-style fight. Soon, based on a battleship called White Base, they star- ted a rebellion against DC. And now begins the world-silencing Second Super Robot War... 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. 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. 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. Kaihi (Evade) A measure of the pilot's dodging skills - higher values mean the pilot can dodge incoming attacks more easily. Chokkan (Intuition) Affects the pilot's hit and evade rates - the higher it is, the better. Also, when this value is 130 or higher, the pilot becomes able to move twice per turn. 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 others. 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", displaying the amount of ener- gy the unit has left. A unit spends 1 EN for every step moved; also, some attacks spend a given amount of ener- gy whenever used. Each unit recovers 5 EN at the begin- ning of each turn. Soukou (Armor) The robot's armor strenght. Higher armor means the unit will suffer less damage on every attack. Idouryoku The amount of squares this unit can cover in one single (Mobility) turn when standing on a clear, non-accidented terrain. Type Shows the unit type - Ground or Air. Genkai (Limit) The unit's max sustainable response. If the pilot's aim 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). 3 - Weapon Status ----------------- Like everything else, weapons have their own characteristics, which deter- mine its destruction power, range and hit rates, among other things. Name The attack's name. A "B" symbol next to it indicates it is a Beam attack, therefore subject to anti-beam measu- res. An "M" indicates it is a 'Map weapon', able to at- tack more than one enemy at once. 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 +20 Meichuu has 30 % more chance to hit than one with a -10 value. Zandan The amount of ammo available to this attack. Dashes in- (Remaining Shots) dicate the weapon does not have ammo limitations. 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. Chikei (Terrain) The attack's efficiency on each terrain, from D to A. A dash means it can't hit enemies on that terrain. 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 Limit). Each category can be upgraded up to seven times. The following table shows the prices charged for each upgrade - and the upgrading value you get for each category. Upgrade | Costs | 1 2 3 4 5 6 7 HP +200 | $3000 $5000 $8000 $10000 $15000 $20000 $25000 EN +10 | $1000 $1000 $1300 $1300 $1600 $1600 $2000 Limit +10 | $1000 $1000 $1000 $1000 $1000 $1000 $1000 Armor +50 | $3000 $5000 $8000 $10000 $15000 $20000 $25000 Weapons too can be upgraded, but you can only improve their attack power. The price chart for weapon upgrades is as follows: Upgrade | Costs | 1 2 3 4 5 6 7 Attack +200 | $5000 $5000 $10000 $10000 $15000 $15000 $20000 On almost all your units, fully upgrading all stats (HP, EN, Limit, Armor) yields you a bonus, usually a new skill for the unit. The following is a list of upgrade bonuses you get for each unit: Aphrodi A - Booster BozBorot - Chou Goukin Z Elmeth - Psycho Frame F-91 - Chou Goukin Z Getter Dragon - Genki no Shirushi Getter Liger - BioSensor Getter Poseidon - Chou Goukin Z Getter Q - Yuuki no Shirushi God Gundam - I-Field Generator Great Mazinger - Booster Grendizer - Chou Goukin Z Grendizer (w/ Double Spazer) - Beam Barrier Generator Grendizer (w/ Drill Spazer) - Chou Goukin Z Grendizer (w/ Marine Spazer) - I-Field Generator Gunblaster - Chobham Armor Gundam - Yuuki no Shirushi GunEZ - Chou Goukin Z Mazinger Z - Booster Mecha Kochou Ki - Beam Barrier Generator Methuss - Chou Goukin Z Minerva X - Chou Goukin Z Nu Gundam - Psycho Frame Psybuster/Psybird - I-Field Generator Qubeley Mk-II - Booster Reinforce Jr. - Genki no Shirushi Shining Gundam (Super Mode) - I-Field Generator Texas Mack - Chou Goukin Z V Gundam - Beam Barrier Generator V2 Gundam - Transforms into V2 Assault/Buster Valcionne - Beam Barrier Generator White Ark - Yuuki no Shirushi Z Gundam/Wave Rider - BioSensor Zoloatt - none ZZ Gundam/G-Fortress - BioSensor 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. Shield If the pilot's kiryoku is 130 or higher, there is a 50% chance the unit will defend an incoming attack with its shield, in which case it'll suffer only half the damage it normally would. B-Shield Beam Shield - an advanced version of the Shield. It has the same effect, though. Bunshin (Branching) Whenever the pilot's kiryoku is 130 or higher, the unit has a 50% chance to dodge any enemy attack, even if the attacker uses the 'Hicchuu' seishin. Getter Vision Getter 2's version of Bunshin. Mach Special Getter Liger's version of Bunshin. Yuuki no Shirushi On every turn, the unit heals 100 HP. (Mark of Courage) Genki no Shirushi On every turn, the unit heals 10 energy points, instead (Mark of Health) of 5. Chou Goukin Z Gives a 100-point bonus to the unit's armor. (Super Alloy Z) Chobham Armor Rises the unit's max HP by 800 points. Psycho Frame Rises the unit's max HP by 800 points. BioSensor Rises the unit's Limit by 15 points. I-Field Generator A force field that blocks beam attacks. I-Fielded units spend 10 EN whenever hit by a beam but suffer no damage at all. Doesn't work if the unit has less than 10 EN. Beam Barrier The game's description says it "Reflects incoming beam Generator attacks". I have no idea what it really does or how to activate it. Kansetsu Kougeki A unit equipped with this skill cannot be damaged by Mukou (Indirect indirect (long-range) attacks. Attack Cancel) 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. 根性 [ 20] Heals the caster's HP by 30% of its max (Konjou/Will-Power) value. ド根性 [ 40] Heals the caster's HP completely. (Do-Konjou/Great Will-Power) ひらめき [ 10] 100% Evade Rate on the next battle. (Hirameki/Flash) 加速 [ 5] Mobility + 3 for the unit's next move. (Kasoku/Acceleration) 熱血 [ 30] Doubles the damage inflicted by the (Nekketsu/Hot Blood) unit's next attack. 必中 [ 20] 100% Hit rate for one turn. (Hicchuu/Certain hit) 集中 [ 10] Hit/Evade rates are increased by 10% (Shuuchuu/Concentration) for one turn. 信頼 [ 30] Heals a chosen unit's HP by 30% of its (Shinrai/Trust) max value. てかげん [ 10] Leaves the enemy with 10 HP if the at- (Tekagen/Mercy) tack is enough to kill him. I _think_ it only works if your own level is hi- gher than the enemy's. 気合 [ 40] Increases kiryoku by 15 points. (Kiai/Focus) 幸運 [ 40] Your next attack yields twice the exp (Kou-Un/Fortune) and money it normally would. 補給 [ 60] Recovers a chosen unit's EN and ammo. (Hokyuu/Resupply) 友情 [ 80] Heals all your units by 50%. (Yuujou/Friendship) 愛 [100] Heals all your units completely. (Ai/Love) 激怒 [ 70] Damages all enemies for 100 to 1000 HP. (Gekido/Rage) 覚醒 [ 60] Lets the caster move one extra time du- (Kakusei) ring the turn. 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------------------------------------------------------------------ DC's sudden advance has reached even the city of Kasareria. It's said that the DCs don't do anything against non-government people, but Shakti isn't su- re they'll mantain this composure in the heat of battle. She has done all but run away scared, but Usso was different: he snatched an enemy mobile suit and joined the fight. The people known as "League Militaire" decided to take advantage of Usso's piloting skills and made him the pilot of a mobile suit called V Gundam. Ever since that, Usso was dragged into the middle of all this fighting. Shakti is now worried, as she's received nothing but bad news from the front... Scenario 1 - "League Militaire" ------------------------------- 23x21, Surface Goal: (initial) Mantain Usso alive (after Chronocle leaves) Destroy all enemies Player Units: 7 (all available units) Initial Enemy Formation: Shakkou [Chronocle] Lv03 Enemy Reinforcements (1): Zolo (MS) Lv03 x01 Zolo (MS) Lv02 x02 Enemy Reinforcements (2): Zolo (MS) Lv03 x01 Zolo (MS) Lv02 x02 Zolo (MS) Lv02 x01 (optional) Events: Chronocle's HP drops below 30% - Enemy Reinforcements (1) arrive (or Chronocle is defeated) Chronocle leaves After Chronocle leaves - Enemy Reinforcements (2) arrive Next turn, Player Phase - Mazinger Z, Aphrodi A appear Next turn, Player Phase - White Base, Gundam, Getter 1 appear Next turn, Player Phase - Texas Mack appears Chronocle is chasing a small mech, hoping to find the place it came from. Inside this little mech, Usso is contacted by Marvette, who informs the 'Han- ger' and 'Boots' are just ready for launch, so Usso should try to break free from the enemy and go for them. As Usso gains a little distance from Chronocle, Marvette releases the Han- gar and Boots, allowing Usso to align the three units into 'V-Mode' and form the V Gundam. On the first turn's enemy phase, Chronocle says docking into a MS won't be enough to defeat him. After Chronocle's HP drops below 30%, he sees his sen- sors are gone, but fortunately (for him) a team of Zolos from the Lagain Base arrives. He leaves matters on the reinforcements' hands and returns to Lagain for repairs. Immediately after that, a second group of enemies appear. (if, instead of reducing Chronocle's HP to 30% you destroy his Shakkou al- together, he says he was unprepared for you. At this point, the enemy rein- forcements come, and tell Chronocle to return to the Lagain Base, while they take care of you. In this case, the second reinforcement group has one extra Zolo.) Marvette tells Usso not to do anything reckless, as rescue is on its way. Usso wonders who's this rescue, but Marvette warns him to focus on surviving right now. On the next turn Mazinger Z and Aphrodi A appear. Kouji finds amazing they aren't the only ones fighting DC, and Sayaka asks Usso if he's really against DC - if so, they're willing to help. Oddly enough, these are NOT the rescuers Marvette was expecting, but since they too seem to be fighting DC, she thinks it's okay to have them help. Usso introduces himself and his V Gundam, leaving Kouji surprised to see a kid on the cockpit. Usso explains he has to do what it takes to survive, in- cluding fighting. One turn later, Usso gets a strange feeling, and senses so- meone's coming: the Getter Robo, Gundam, and White Base, the rescue Marvette was waiting for. Bright recognizes the League Militaire's V Gundam, but Amuro can't identi- fy the other robot fighting on his side. Ryou says that's Mazinger Z, whose pilot he already knows - they've fought together in the past, and Mazinger Z has pretty much the same power as their robots. Usso soon recognizes the fa- med RX-78 Gundam, and Kouji asks Ryou a little help against the enemies. As if it wasn't enough, Texas Mack arrives the next turn. Musashi thought it and its pilot Jack King were supposed to be with America's 7th fleet, but Jack says DC already wiped out the entire American Army, so now he's only got you to join. After the battle, Marvette Fingerhat introduces herself and thanks Bright for his assistance, inviting him to resupply at their base. If Usso survived the battle, he's left with the notice he is still alive, and Marvette has to pull him back to his senses. Usso reaffirms he's not a pilot by choice, but only to survive. Amuro un- derstands, and says children like him shouldn't have to fight. Marvette pulls Amuro to the side, and says she's the one who put Usso into this situation, and apologizes for not having considered Usso's feelings. For now, the party can stay here, but Usso has to consider what he'll do from now on. Later, Ryou explains to his fellow Getter teammates the League Militaire is a civilian-established anti-DC organization, and has been helping them so far - Musashi didn't know where were all their supplies coming from, and is impressed civilians could pull out something like that. That's to be credited to one Jim Janaham, the League Militaire's leader. Go to Scenario 2. Scenario 2 - "Woowig's Tragedy" ------------------------------- 23x19, Surface Goal: Mantain Usso alive Player Units: 7 (V Gundam, White Base + 5) Initial Enemy Formation: Recarl [Metchet] Lv06 Shakkou [Chronocle] Lv05 Zolo (MA) Lv04 x02 Zaku Lv04 x02 Zaku Lv03 x02 Dabras M2 Lv03 x01 Garada K7 Lv03 x01 Events: Turn 2, Player Phase - Domon, Rain event Turn 4, Player Phase - White Base sortie Less than 4 enemies left - Metchet leaves Shakti asks what will Usso do from now on. Usso answers he has to look for his parents, not to mention Shakti's folks, and fighting on a MS is his best shot; plus, he's also worried about Katejina, who was at Woowig. Shakti deci- des to go along with Usso. Woowig is being bombed by DC, and Marvette at first orders Usso to prepare to fight, but on a second thought tells him to stay put, as she doesn't want to force him to fight anymore. Usso refuses her orders, as he feels he has to save Katejina from Woowig. Seeing the V Gundam out of the ship, Bright orders everyone else to get ready to fight. On the battlefield, Usso oddly finds no DCs at sight. However, while he's seeking for Katejina, the DC's appear. They're led by Falla, a bit disappoin- ted only one enemy came over. Chronocle wants to battle the V Gundam himself and avenge his previous defeat, but Falla won't let personal feelings inter- fere with her operation. On the first enemy phase, Chronocle notices Falla isn't moving and asks if there's something wrong with her MS. She answers letting him go first doesn't make much difference from the operation's view point, so Chronocle can have his private fight with his enemy. On Turn 2, something appears on Usso's monitor: Domon amd Rain invade the DC video frequency just to show them a photo, and ask if they've seen the man on it. Falla says they haven't seen him, while complaining about Domon's lack of manners. Rain wonders if it's okay to leave the DCs alone, but Domon says this is not his fight: his problem is the 'Devil Gundam' and looking for one 'Kyouji'. Domon asks Usso too about the man on the photo, then tells him to try his best: being a Gundam Fighter, Usso should be able to take care of them all by himself. On Turn 4, the White Base comes to the rescue. If you have Usso des- troy the Shakkou, Chronocle gets particularly pissed for being beaten by a child. If the Recarl is still around by then, Falla makes a little comment on it. Once there are less than four enemies left, Falla decides to leave, as she considers the battle already over. After all enemies are gone, Odello and Ka- tejina appear, safe and sound. Katejina asks Usso what changed his mind about fighting; he answers he just couldn't let her and Shakti get hurt. After the intermission, Bright says you have to gather more fighting power or else you can't stand DC. He wants to rescue Camille, currently arrested at Belfast, but Marvette suggests waiting for the Shurak Team first. The Shurak Team is a squadron assembled by the League Militaire, and is coming this way. However, your intel tells the Belfast base is receiving reinforcements soon, so you can't wait too much. You have to choose what to do next: either go meet with the Shurak Team or save Camille first. If you choose the Shurak Team, go to Scenario 3; otherwi- se, go to Scenario 4. Scenario 3 - "Shurak Team's Fierce Fighting" -------------------------------------------- 28x19, Surface Goal: (initial) Have Oliver's Medea survive for 3 turns (after Turn 3) Destroy all enemies Player Units: 11 (Medea, GunEZ x 6, White Base + 3) Initial Enemy Formation: Zssa [Mashmar] Lv09 Zssa [Gremmi] Lv08 Zssa Lv06 x02 Zolo (MA) Lv06 x03 Zolo (MS) Lv06 x03 Zaku Lv05 x06 Events: Turn 3, Player Phase - White Base sortie Turn 5, Player Phase - Z Gundam appears Bright decides to wait and meet the Shurak Team first, hoping an increased battle power will make things easier later. The arranged rendezvous point is at the Swiss Alps, so that's where you're heading. Already at Swiss, Frau in- forms a battle is going on nearby the meeting spot, and the White Base rushes to help the Shurak Team. At the battlefield, Mashmar can't believe his luck: destroying the League Militaire will certainly please Hamaan. Gremmi wishes to join the frontline, but Mashmar won't allow him to take this risk. None of the Shurak Team MSs is damaged yet, but their supply cargo must be delivered to the White Base. The first idea is to open a breach for Oliver to fly through, but he rejects it - the Shurak Team itself is a valuable force. On Turn 2, Junko says the enemy is as difficult as they expected, but the White Base arrives one turn later. Mashmar only now meets the rumoured White Base rebellious force, but isn't worried about them at all. On Turn 5, Camil- le and his Z Gundam arrive: he escaped his captors when they were busy deal- ing with a strange Gundam-like MS that trespassed their limits. After the battle, Oliver apologizes for giving you so much work, but for- tunately everyone's fine. If Oliver's Medea survived the battle, he delivers his cargo: a V Gundam. Plus, the entire Shurak Team will join you, as well as Oliver himself. The Shurak Team is formed by female pilots only: their leader Junko Jenko, Kate Bush, Maheria Merill, Helen Jackson, Peggy Lee and Connie Francis - ma- king Marvette a tad pissed to see Oliver surrounded by so many women. Marvet- te's GunEZ was also brought along, although it doesn't make Marvette feel any better... Now the White Base's running short on supplies and needs a place to refill their stocks. The closest ally base is Madrid, which happens to be the place Getter Team's friend Michiru Saotome is at - you can ask for her cooperation. Go to Scenario 5. Scenario 4 - "Rescue!! Z Gundam" -------------------------------- 16x20, Surface Goal: Destroy all enemies Player Units: 7 (White Base + 6) Initial Enemy Formation: Zai Lv07 x01 Garada K7 Lv07 x01 Dabras M2 Lv07 x01 Bado Lv06 x02 Zssa Lv06 x01 Zaku Lv05 x08 Enemy Reinforcements (1): Zaku (Char Custom Type) [Char] Lv10 Zaku [Denim] Lv08 Zaku [Gene] Lv07 Enemy Reinforcements (2): Zaku Lv05 x03 Events: Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive Turn 7, Enemy Phase - Enemy Reinforcements (2) arrive Denim, Gene are defeated - Char leaves Being too concerned about Camille, Bright decides to bail him out before anything. Currently, the Belfast Base forces aren't a great deal, and you can defeat them even with your current resources. Kouji says even if there are a little too many enemies he'll get rid of them in no time, but Sayaka says it is easier said than done. Usso's anxious to get started, making Odello wonder if that's inspired by Katejina... At the battlefield, it's confirmed the enemy's short on numbers, so Bright calls everyone to cut through them, and save Camille only after gaining total contol of the base. On Turn 3, more DCs arrive, led by Char, who considers himself lucky for stumbling on a trophy like you. Denim reminds him their prime objective here is reconaissance, so Char decides not to jump into an enemy they don't know. As the other enemies fight you, Gene sees you're not that strong, and joins the battle, chased by Denim. When Gene attacks you, he realizes Char didn't come along... Later, having failed to restrain Gene, Char sees no choice other than entering the battle himself. When you kill both Gene and Denim, Char credits their fall to their own youth's flaws, and leaves. On Turn 7, three more Zakus appear. Once you destroy all enemies, Camille and his Z Gundam are set free. When asked if he's fine, Camille says the DCs treated their prisoners of war ama- zingly well: they haven't been violent to him a single time, and even Z was adjusted during this period. Usso says it's no reason to excuse the DCs, while Amuro wonders how did a pilot like Camille get captured so easily. Camille says he was defeated by a big blue robot, which he didn't see on this last attack. Bright is concerned the enemy still has such powerful mechs on hold... If you spent seven or more turns to clear this stage, Camille finds an ap- parently new Gundam-like MS model: a V Gundam - Marvette heard a League Mili- taire plant had been pillaged. Just then you're contacted by the Shurak Team. Oliver apologizes for their delay, caused by an enemy attack. They managed to repel them, but their valuable supplies were stolen. When the Shurak Team arrives, their field commander Junko Jenko introduces herself, and so do the others: Kate Bush, Maheria Merill, Helen Jackson, Peg- gy Lee and Connie Francis - the Shurak Team is formed by women only. Oliver also brought Marvette's GunEZ along, although it doesn't seem to please her much. Now, they have a supply shortage problem, and need a near friendly base to refill their stocks. The closest base is Madrid, which happens to be the pla- ce Michiru's at - they can ask for her cooperation. Go to Scenario 5. Scenario 5 - "Trick City" ------------------------- 30x15, Surface Goal: Destroy all enemies Player Units: 9 (Texas Mack, White Base + 7) Initial Enemy Formation: Marasai [Jerid] Lv11 Marasai [Kacricon] Lv11 Getter Q [Michiru] Lv07 Garada K7 Lv09 x01 Dabras M2 Lv09 x01 Zssa Lv08 x03 Zai Lv08 x01 Bado Lv08 x03 Zaku Lv07 x03 Enemy Reinforcements: Gouf [Ranba Ral] Lv12 Zaku [Gozun] Lv10 Zaku [Akorth] Lv09 Events: Turn 3, Player Phase - Texas Mack appears Getter Q turns into NPC Turn 5, Enemy Phase - Enemy Reinforcements arrive According to Michiru, DC hasn't attacked the city yet, and she's got sup- plies ready for you to pick up. Jack leaves ahead to thank her, against Musa- shi's objections... As you approach Madrid, Michiru's already waiting outside the city. Oddly, Jack's nowhere to be seen. Suddenly, Michiru shouts you not to come here - it is a trap! A bunch of DCs appear, led by Jerid. He's holding the city popula- tion hostage, and orders Michiru to destroy the White Base team, or else the hostages take it - you better not react either. On Turn 3, however, Jack finally appears, saying he freed the city people. If by then Getter Q is still around, Michiru has no more reason to obey Jerid and turns into a NPC, attacking the DCs. Enemy reinforcements arrive on Turn 5, led by Ranba Ral. After the battle, Michiru apologizes for having endangered everyone, but Ryou says they would've done the same in that situation, and the DCs are to blame for being so ruthless. If you destroyed the Getter Q, Sayaka tells Michiru's hurt her head when ejecting, and is having medical care. Katejina wonders if you didn't go a bit too rough on attacking her, but Bright replies you can't think about it on the heat of the battle. Katejina thinks that's not very different from what DC would do... Bright doesn't understand why the enemy came here, as Madrid isn't such an important place. If you didn't destroy Getter Q, Michiru tells DC apparently plans to capture Gibraltar, and Madrid is just a foothold for this operation. You assume their idea is to gain control of Gibraltar's Mass Driver, and head there. If you didn't destroy the Getter Q, go to Scenario 6; otherwise, go to Scenario 7. Scenario 6 - "Gibraltar Airspace" --------------------------------- 25x23, Surface Goal: Destroy all enemies Player Units: 10 (Methuss, White Base + 8) Initial Enemy Formation: Recarl [Metchet] Lv12 Zolo (MS) Lv10 x03 Marasai Lv10 x03 Toros D7 Lv10 x03 Zssa Lv10 x02 Zaku Lv09 x03 Gouf Lv09 x03 Enemy Reinforcements: Shakkou [Chronocle] Lv13 Zolo (MA) Lv11 x02 Events: Turn 4, Player Phase - Methuss appears Turn 6, Enemy Phase - Enemy Reinforcements arrive According to Michiru, the Getter Q's okay and ready to fight. Musashi dis- likes the idea of Michiru fighting any longer, but she already made her mind. Mass Drivers are installations intended to transport cargo to space; Bright doesn't know what does DC want to send to space, but the idea of letting them take over the place isn't very appealing to him... You arrive in time to see DC's using the Mass Driver to launch a Zanzibar, and wonder what's the point. Inside the ship, Char and Doren comment the Whi- te Base arrived sooner than expected, but still too late to stop their depar- ture. After they leave, Falla's left to defend the Mass Driver. On Turn 4, the Methuss appears, brought by Fa Yuiri according to Captain Henken's orders. Camille's surprised her friend Fa is piloting a MS, and she explains she grew worried when she learned Camille was captured by the enemy, so... The DCs receive their reinforcements on Turn 6 - Chronocle to the rescue. When you take the Recarl down, Metchet manages to have Falla escape before the explosion, even though she argues she'd better end her dishonor there. After the battle, an interrogation on your prisoners reveals the Zanzibar DC launched is heading towards Side 6. Side 6 holds neutral colonies, and you wonder what's DC doing there... Only one way to find out: use the Mass Driver yourself and go to space! Go to Scenario 8. Scenario 7 - "Supremacy over Dakar" ----------------------------------- 16x24, Surface Goal: Destroy all enemies Player Units: 10 (F-91, White Base + 8) Initial Enemy Formation: Toros D7 Lv11 x01 Hi-Gogg Lv10 x03 Bado Lv10 x03 Zaku Lv09 x03 Enemy Reinforcements (1): Zaku (Garma Custom Model) [Garma] Lv13 Zssa Lv10 x04 Enemy Reinforcements (2): Shakkou [Chronocle] Lv13 Zolo (MS) Lv09 x02 Enemy Reinforcements (3): Dom [Gaia] Lv13 Dom [Mash] Lv13 Dom [Ortega] Lv13 Enemy Reinforcements (4): Zaku (Char Custom Type) [Char] Lv15 Zaku Lv10 x03 Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive Turn 2, Enemy Phase - Enemy Reinforcements (2) arrive Turn 5, Enemy Phase - Enemy Reinforcements (3) arrive Turn 6, Player Phase - F-91 appears Garma is defeated - Enemy Reinforcements (4) arrive Char's Zaku's HP drops below 50% - Char leaves In order to scrape off even a little bit of DC's Africa corps' power, Bri- ght wants to take over their Dakar Base. By the time you reach Africa, Michi- ru is already recovered, altough her Getter Q is unusable... Dakar is defended by Garma Zabi and Char Aznable, who expects a medal if they manage to destroy you rebels. Apparently, Char's postponed a tri to spa- just to warn Garma about you. Still on Turn 1, Garma comes out leading more troops, while Char sits and watches what's Garma capable of. Bad news for you, as the enemy's not as weak as expected, but defeating them is still possible. However, Chronocle arrives one turn later, leading reinforcements sent from the Lagain Base. To top it all, the Black Trinary (Gaia, Ortega and Mash) comes on Turn 5, determined to show their power. Bright starts getting truly concerned, as now the enemy is striking your back. Fortunately, Seabook and his F91 arrive just after. Amuro thought he was imprisoned by DC, and Seabook promises to explain it later - right now, focus on the enemy. When you defeat Garma, Char feels compelled to step down and join the bat- tle himself, but when his HP drops to less than 50% he admits he's not going to beat you without gathering a stronger force, and leaves. After all enemies are gone, you can now use this base yourself. Chronocle is still around, and plans to collect some useful information for DC. Captain Henken expresses his satisfaction on you taking over Dakar, and tells things aren't as good on the asian front - their guerilla tactics can't even make a dent on DC. Even so, Henken considers you an important force, and as such is determi- ned to share with you whatever little he has: he will send you the Argama and the Methuss. The one bringing in the goods is Fa Yuiri, and old friend of Ca- mille, and seeing she became a pilot isn't very pleasant to him... Go to Sce- nario 9. Scenario 8 - "Encounter at Side 6" ---------------------------------- 21x24, Space Colony Goal: Destroy all enemies Player Units: 10 (Argama + 7 + 2) Initial Enemy Formation: Zoloatt [Lupe] Lv15 Zoloatt Lv13 x02 Shakkou Lv12 x03 Bado Lv11 x03 Zolo (MA) Lv11 x03 Zolo (MS) Lv11 x03 Enemy Reinforcements (1): Gelgoog (Char Custom Type) [Char] Lv16 Dom Lv12 x04 Enemy Reinforcements (2): Marasai Lv12 x03 Events: Turn 4, Enemy Phase - Enemy Reinforcements (1) arrive Turn 5, Player Phase - Argama second sortie Argama able to move Turn 6, Enemy Phase - Enemy Reinforcements (2) arrive You receive a SOS message from one Lt. Yuka Meilasch of the UN Space Army. She reports the Space Army was completely destroyed, leaving all space in the hands of DC. Usso says this isn't true - you're there, and you owe a good fi- ght to compensate Henken's efforts on Earth. Bright invites Yuka to join your party - she accepts; in addition, she of- fers the services of the battleship Argama she used to escape. On Side 6, you receive no response to your calls, so Usso and Amuro offer to scout the area. Inside a colony, everything seems normal, and they split for a better recon. Amuro is caught by a rain and takes shelter by a lake, where he meets one La- lah Sun, and they instantly click. In time, Char appears looking for Lalah, and Amuro can't help feeling he's already met Char before. Once Char and Lalah leave, Amuro and Usso meet; Usso found nothing wrong in the colony, but it definitely looks like DC's about to strike, so they'd better return to their MSs. However, DC attacks before they have the chance to do it. The DC forces head straight to you, despite the face this colony is a neu- tral territory. To make things worse, the Argama's Minovsky Craft starts kic- king back, forcing you to land. Seeing the Argama cornered, DC commander Lupe orders an attack - the Side 6 folks better learn what war's about... At first, the Argama can't move, nor you can launch Amuro and Usso's units - they're still running back to the ship. Char arrives on Turn 4, and figures he can take advantage of your mechanical problems to get rid of the White Ba- se crew - that is, the Argama crew. One turn later, Amuro and Usso finally return home, and you can launch two more units. Moreover, the Argama's engines are back online, allowing the ship to move once again. More enemies arrive on Turn 6, but Char's Gelgoog is what you have to worry about - not only Char's a good pilot, his MS has 9000HP. After the battle, you receive protests from the colony, but reply you fou- ght in self-defense. Katejina reports a Zanzibar just left the colony, almost as if it was inviting you... Probably a trap, but you're still chasing it. Go to Scenario 10. Scenario 9 - "Strike Back" -------------------------- 26x23, Surface Goal: Destroy all enemies Player Units: 10 (Argama + 9) Initial Enemy Formation: Marasai [Jerid] Lv15 Marasai [Kacricon] Lv15 Dom [Gaia] Lv14 Dom [Ortega] Lv14 Dom [Mash] Lv14 Shakkou Lv12 x04 Hi-Gogg Lv11 x04 Zolo (MS) Lv11 x04 Bado Lv11 x03 Enemy Reinforcements: Zssa [Mashmar] Lv16 Zssa Lv12 x02 Zolo (MA) Lv11 x03 Events: Turn 2, Player Phase - Shakkou event Turn 4, Enemy Phase - Enemy Reinforcements arrive Camille's not happy with Fa becoming a pilot, and the Shurak Team takes it as discrimination against female pilots. In the end, they do convince him to let Fa do what she wishes. Usso finds an usable Shakkou, and Katejina volunteers to help in its main- tenance - she feels she's the only one not doing anything to help, and Odello too joins. The enemy counterattack to the Dakar base comes, as expected, and your crew launches. On the DC side, both Jerid and the Black Trinary want your head and aren't willing to cooperate too much with each other. Chronocle is still infiltrated on the base, when he finds Odello and Katejina working to repair the Shakkou. Odello mentions he wants to fly the Shakkou himself: the Kilimanjaro Base is said to be very dangerous. Now that Chronocle knows your next destination, he only needs a way out of here to notify DC. On Turn 2, Odello and Katejina finally put the Shakkou to move... just for Chronocle to show up and steal it, taking Katejina as hostage. On Turn 4, Ma- shmar comes to help the DC offensive. After the battle, Usso and Odello argue about Katejina's kidnapping, until Marvette cuts it out. Now the enemy knows you are heading to the Kilimanjaro, and yet you cannot change your plans... You're going anyway, and Henken will take the White Base through an alternate route. Go to Scenario 11. Scenario 10 - "Shining Space" ----------------------------- 17x27, Space Goal: Destroy all enemies Player Units: 13 (ZZ Gundam, Argama + 11) Initial Enemy Formation: Hambrabi (MS) [Yazan] Lv18 Adrastea Lv15 x01 Zoloatt Lv14 x06 Hambrabi (MS) Lv13 x02 Gelgoog Lv12 x08 Enemy Reinforcements (1): Giru-Giru Lv14 x03 Enemy Reinforcements (2): Gelgoog [Char Custom Type] Lv18 Elmeth [Lalah] Lv16 Events: Turn 4, Player Phase - ZZ Gundam appears Turn 5, Enemy Phase - Enemy Reinforcements (1) arrive Turn 6, Enemy Phase - Enemy Reinforcements (2) arrive You follow the enemy ship to Side 3 without problems; inside the Zanzibar, Doren wonders if it's okay to bring you into Side 3, but Char's got it figu- red out: he plans to put you against Degin Zabi's Adrastea battleship. Later, Katejina detects another ship ahead; oddly, it doesn't look like a trap: it's one single ship, but a very big one. At the battlefield, Degin credits your presence to Char's stupidity, while Yazan sees this as an opportunity for fun. On Turn 4 Judou arrives in the ZZ Gundam; when he heard of a battle going on here he knew it was you. Judou had been captured by DC (which he credits to his own clumsiness), but sneaked out already - however, ZZ's Hi-Mega Cannon is busted. A few more enemies come on Turn 5, but one turn later the Zanzibar appears (if the Adreastea is still around) - Char feels like showing you one thing or two, and Lalah wants in too. If Amuro's in the battlefield, he and Lalah sen- se each other's presence. When Amuro battles Char, they recognize each other from the colony. Amuro can persuade Lalah, in which case she tells she fights for those she loves, and he tries to convince her their encounter at the colony meant some- thing else. Char will interfere if he's still around, and Lalah won't change her mind - their meeting, she says, happened too late. If Amuro kills Lalah, he gets to mourn a little, while Char blames himself for having guided her to this. If you convince Lalah after having taken Char down, however, Amuro has ti- me to tell her it's not too late to start over, and that she does not belong to DC. She accepts that, and joins you. In this case, after the battle, Amuro says she can stop fighting if she wants to; so, Lalah can't be used as a pi- lot, but her Elmeth MA is available. Captain Henken calls from Earth, asking you to come and join against a DC wide-scale offensive against your Kilimanjaro Base. Africa is the only terri- tory your side managed to steal from DC so far, and you can't afford to lose it. The Argama traces an atmospheric entry route leading to the Kilimanjaro - go to Scenario 12. Scenario 11 - "Desert of Treachery" ----------------------------------- 30x15, Surface Goal: Destroy all enemies Player Units: 10 (Z Gundam, Argama + 8) Initial Enemy Formation: Marasai Lv15 x03 Toros D7 Lv15 x03 Bado Lv14 x05 Zolo (MA) Lv14 x03 Zolo (MS) Lv14 x03 Enemy Reinforcements (1): Gouf [Ranba Ral] Lv17 Enemy Reinforcements (2): Dom Lv14 x05 Events: Turn 1, Player Phase - Four kidnapping Turn 5, Enemy Phase - Enemy Reinforcements (1) arrive Turn 9, Enemy Phase - Enemy Reinforcements (2) arrive Usso wants Shakti to leave the ship - if Katejina hadn't boarded in, she'd be safe now. Shakti refuses, and argues each person takes his own decisions, and so did Katejina. While flying over the Sahara Desert, Fa detects an unit, but can't tell if it's an enemy or not. Before Fa can confirm anything, the unit contacts you: its pilot introduces herself as Four Murasame, a deserting DC member wanting to join you. Hayato thinks she's a spy, but Camille disagrees. Bright decides to listen to her, but with all countermeasures prepared, just in case. When you're attacked, Camille is the first to launch. Dozul Zabi finds ap- propriate to meet you here, as he can crush you with the traitor Four. Since Four has the Psycho Gundam, Dozul finds better to come out himself in the Big Zam. At its sight, Four says the Big Zam is something else, and you must lea- ve it to her. She attacks it, without success. Baron Ashura's Ghoul flying fortress appears, and collects the Psycho Gun- dam, as well as Four. The Big Zam returns to the Zanzibar, and both ships run away, leaving Camille desperate. On Turn 2, Camille is still shaken by Four's kidnapping, until Amuro tells him there will be plenty of chances to save her - but he has to keep up. Ran- ba Ral pops in on Turn 5, craving for vengeance. More enemies appear on Turn 9, but those are very weak. After the battle, Camille vows to protect Four, when Henken calls. The situation at Kilimanjaro is harder than expected and he asks for your help, as Africa is the only part of the world your side managed to steal from DC so far - therefore you can't afford to lose it. Of course you're helping: go to Scenario 12. Scenario 12 - "Destroy the Enemy Fortress!" ------------------------------------------- 24x24, Surface Goal: Destroy all enemies Player Units: 11 (Argama + 10) Initial Enemy Formation: Dom [Gaia] Lv16 Dom [Ortega] Lv16 Dom [Mash] Lv16 Mecha Kochou Ki [Kochou] Lv16
Shakkou Lv16 x03
Marasai Lv15 x02
Dom Lv15 x03
Enemy Reinforcements: Asshimar (MA) [Bran] Lv19
Giru-Giru Lv17 x02
Giru-Giru Lv16 x01
Zai Lv17 x02
Zai Lv16 x01
Genova M9 Lv17 x02
Genova M9 Lv16 x01
Events: Turn 1, Player Phase - Psybuster event
Turn 3, Enemy Phase - Enemy Reinforcements arrive
If you came from Scenario 11, Kouji mentions the Kilimanjaro Base is said
to be one of the League Militaire's strongest bases, and Sayaka comments they
have a lot of guerilla skills, despite being civilians.
Marvette reveals the League Militaire's leader Jim Janahan was never seen
by anyone. Sayaka wonders how can such a shady person be the commander of the
League; Marvette answers nobody would question a person with this much finan-
cial resources and technology.
Henken is way glad to see you there: to tell you the truth, without you he
would surely have no chances. He has no good expectations, as the enemy's set
up a base very close to here, and its cannons can pound the Kilimanjaro Base
at will. Henken's sorry to ask you this, but he depends on you: those cannons
must go.
At the battlefield, Musashi notices the enemy Base is exactly the same as
the Kilimanjaro Base. Gaia's pretty sure you don't know the true power of the
fortress, and foresees little problems in fencing you back. If you launched
the Getter Robo, Kochou Ki calls its destruction for herself.
Someone named Masaki appears, aiming to take down the fortress. Kouji won-
ders if that's an ally, but Masaki tells him not to take hasty conclusions -
he's only giving you a little hand. He tells you to duck if you don't want to
get hurt, then fires something called 'Psyflash', which destroys nine cannons
at once! Having cleared the route, he enters the fortress: he needs to check
something, he says.
When Kochou Ki fights the Getter Robo, she challenges it for a duel. Once
the Mecha Kochou Ki's HP drops below 1/3 (1333 HP), any Getter Robo pilot be-
comes able to talk to her. Kochou Ki admits her defeat and asks for the final
blow, but Ryou refuses to. She asks why, as it's just natural for the strong
to defeat the weak.
Ryou asks why's she so obsessed with duels, and wonders if they can't just
go along - can her heart be so chilled out? She explains it's the only way to
survive inside DC; Ryou then calls her to come to your group, since once her
heart warmed up again she stopped being Kochou Ki, and became just the beau-
tiful Kochou instead. She thanks and joins your party.
On Turn 3, more DCs arrive, led by Bran Bultark and his Asshimar - a dan-
gerous enemy: his Large Beam Rifle is quite powerful. In addition, the Geno-
va M9 Machine Measts he brings along have strong, long-range attacks.
After the battle, Masaki comes out of the base; the one he's looking for,
"Shuu", wasn't there. He tells his name is Masaki Andou, and his robot is the
Psybuster. Kouji never heard of this name, so Masaki tells him he better not
forget it in the future. He departs as quickly as he appeared, leaving a lot
of questions in the air.
Back to Kilimanjaro Base, Henken thanks you, and says with this Africa is
free from DC's influence. While you were out, Henken received some goods from
the League Militaire: power-ups to some of your units.
Sayaka's Aphrodi A receives the Photon Power Missile, Usso finds the Mega
Beam Rifle for the V Gundam (if you have two V Gundams, both get the new wea-
pon) and the Z Gundam is equipped with the Hyper Mega Launcher. If you clear-
ed Scenario 7, the F-91 gets its trademark VSBR. If Judou's with you, he asks
about ZZ Gundam's Hi-Mega Cannon, but it's not in the package... If Kochou
joined you, go to Scenario 13; if you defeated her, go to 14.
Scenario 13 - "Friend or Foe!? The Mysterious Gundam"
-----------------------------------------------------
30x24, Surface
Goal: Destroy all enemies
Player Units: 11 (Grendizer, BozBorot, Argama + 8)
Initial Enemy Formation: Shigu [Radra] Lv21
Genova M9 Lv18 x02
Shakkou Lv18 x03
Zai Lv18 x03
Zssa Lv18 x02
Zssa Lv17 x01
Bado Lv17 x03
Garada K7 Lv16 x01
Dabras M2 Lv16 x01
Enemy Reinforcements: Genova M9 Lv18 x03
NPC Units: Shining Gundam [Domon] Lv18
Events: Turn 2, Player Phase - Shining Gundam appears
Turn 5, Player Phase - Grendizer, BozBorot appear
Turn 5, Enemy Phase - Enemy Reinforcements arrive
Bright says goodbye to Henken and sets course to Hong Kong, DC's strongest
position in Asia - if you manage to cause some damage there, the asian situa-
tion may not be hopeless after all.
However, Kochou tells you to drop this plan as soon as she hears about it:
DC's Hong Kong forces are far greater than yours, and attacking them would be
suicidal. Instead, she recommends attacking a DC supply facility at Sri Lanka
- once you destroy it, even capturing Hong Kong becomes possible.
Your raid totally surprises the DCs; their commander, Captain Radra, can't
even imagine how did you learn of this base's existance. Kochou didn't expect
Radra to be here, and warns he's a very tough opponent.
Domon appears on Turn 2; once again, he shows a photo and asks if anyone's
seen this man. Regarding Domon as inferior, Radra refuses to answer - in this
case, Domon will beat the answer out of him. For this, he calls and boards a
Gundam (if you've been to Scenario 3, Camille recognizes it as the robot that
trespassed the Belfast Base and gave him the chance to escape).
Before Domon enters the fight, Rain asks him not to attack the liberation
forces (you), as there's a chance you become their allies. The Shining Gundam
is awfully powerful, but has the annoying habit of killing enemies you've al-
ready weakened, preventing you from getting valuable exp and money.
On Turn 5 come the BozBorot and Grendizer. Duke tells Boz rescued him from
his captivity, as unbelievable as it may seem. DC's reinforcements come right
after, giving Radra a little extra breath. When Getter Robo fights the Shigu,
Radra mentions defeating Getter will be most glorious to him. When Radra fi-
ghts Domon, they exchange the usual insults.
After the battle, Domon still isn't really willing to talk, so Rain makes
the introductions: they're Domon Kasshu and Rain Mikamura, and they're pursu-
ing the "Devil Gundam". It's a bit complicated, so they go end the conversa-
tion inside the Argama.
The Devil Gundam is a machine developed with United Nations assistance. It
was originally designed with the purpose of cleaning up the Earth, but a per-
son stole it and joined DC. The photo Domon shows around is of the thief, and
his name's Kyouji Kasshu - Domon's older brother, although Domon sees him as
nothing but an enemy: he killed his mother, and froze his father.
Bright wishes he could help, but unfortunately the Argama's crew knows no-
thing about the subject. That said, Domon's ready to leave, but Rain believes
they can't beat the Devil Gundam by themselves, and by sticking with you they
will eventually meet it. Domon says he works alone, and doesn't need anyone's
help. He mantains his position for a while, until Rain stages a freak-out. Go
to Scenario 15.
Scenario 14 - "Ma Kube's Trap"
------------------------------
28x20, Surface
Goal: (initial) Grendizer's rescue
(after Grendizer's change) Defeat Ma Kube
Player Units: 10 (Mazinger Z, Argama + 8)
Initial Enemy Formation: Gyan [Ma Kube] Lv21
Enemy Reinforcements (1): Fake Grendizer [Fake Duke] Lv19
Enemy Reinforcements (2): Zssa Lv18 x03
Shakkou Lv17 x03
Marasai Lv17 x03
Enemy Reinforcements (3): Minerva X [Minerva X] Lv19
Zai Lv18 x03
Genova M9 Lv18 x03
Events: Kouji meets Duke - Grendizer turns into Fake Grendizer
Turn 1, Enemy Phase - Enemy Reinforcements (2) arrive
Turn 4, Player Phase - Argama sortie
Enemy Reinforcements (3) arrive
Gyan suffers any damage - Grendizer, BozBorot appear
Ma Kube leaves
Having cleared the Africa Area, Bright plans to go to Hong Kong, but a DC
transmission changes his plans. It comes from Ma Kube, DC's Europe District
Commander, who tells you to remember his name. Musashi says they don't need
to be told to learn anything; Ma Kube replies that if Musashi's memory is as
bad as his face... Anyway, he's calling to tell your friend Duke Freed is in
his custody.
Since he finds Kouji particularly insolent, he wants him to come alone to
Odessa. If he does so, Duke will be returned safe and sound; otherwise, Duke
dies today. Kouji's so pissed he doesn't even care this is a trap.
As Kouji appeared alone, Ma Kube says he's free to rescue Duke, left ri-
ght before Kouji's eyes. Once Kouji approaches Grendizer, however, Duke lau-
ghs and says you were caught, while revealing to be a fake. Ma Kube says you
shouldn't expect this to be so simple. Still on Turn 1, more enemies appear
- Ma Kube says he's a perfeccionist.
On Turn 4 your friends arrive; Ryou apologizes for their delay, but they
stumbled on some enemy reinforcements on their way here, and had to take ca-
re of them. Seeing Baron Ashura was unable to hold up one single ship, Ma Ku-
be launches out all his reinforcements.
Among these fresh reinforcements is a robot familiar to Kouji, although he
can only remember it had something to do with his Mazinger Z. Kouji can per-
suade Minerva X: he remembers Minerva X was designed by his grandfather to be
Mazinger Z's partner. Kouji believes Minerva X doesn't want to fight you, and
Minerva X nods in agreement - it was designed to help Mazinger Z, and its on-
ce destroyed partner circuits seem to be functioning again - Minerva X joins
your party.
Once you cause any damage to the Gyan, Ma Kube decides to stop playing: he
reveals the real Grendizer and plans to kill him before your eyes, unless you
behave. Ryou calls Ma a coward, which he takes as a compliment. Suddenly, Boz
appears to the rescue; Kouji tells him to get out - this is too dangerous -,
but Boz attacks the Gyan. Ma Kube, surprised, runs away, forcing Kouji to ad-
mit the BozBorot was helpful this time.
Odello wants to pilot the V Gundam a little, but Usso forbids it - no mat-
ter how much Odello trained on the simulator, the real deal's very different.
Usso asks Shakti to keep an eye on Odello and prevent him from doing anything
stupid. Go to 15.
Scenario 15 - "Marionette Four"
-------------------------------
28x30, Surface
Goal: Destroy all enemies
Player Units: 12 (GunEZ, Grendizer, Mazinger Z, Z Gundam, V Gundam,
ZZ Gundam (or F-91), Argama + 5)
Initial Enemy Formation: Bound Doc (MS) [Jerid] Lv23
Bound Doc (MS) [Lyla] Lv23
Bound Doc (MS) [Kacricon] Lv23
Psycho Gundam (MS) [Four] Lv22
Dai Lv21 x01
Giru-Giru Lv20 x03
Dreissen Lv20 x06
Marasai Lv19 x03
Enemy Reinforcements: Zaku III [Garma] Lv22
Jalaga Lv19 x01
Jalaga Lv19 x01 (optional)
Dai Lv20 x01 (optional)
Events: Turn 3, Enemy Phase - Four Event (optional)
Turn 6, Enemy Phase - Enemy Reinforcements arrive
Turn 7, Player Phase - ZZ Gundam or F-91 appear
Destroying the Sri Lanka resupply post makes conquering Hong Kong a little
easier. While Bright's ordering everyone to set up, Camille has a strage fee-
ling. Suddenly, Shakti rushes in and tells Odello launched himself in a mobi-
le suit; because this is enemy territory, you can't just leave him there: Du-
ke, Kouji, Camille and Usso go follow him.
When your advanced team catches up with Odello, Duke says Odello may think
fighting is cool, but reality is very different - one's mistake can cost eve-
rybody's lives.
If you cleared Scenario 11, Camille sees Four's in a mobile armor and cal-
ls her, but she doesn't recognize him. Amuro says she's an Enhanced Human: an
artificial newtype created through drugs and hypnotism. Jerid wonders how did
Scirocco develop the technology to create Enhanced Humans, but for now he is
just happy to use them to crush the rebel forces.
If you've been to Scenario 11, Four feels headaches on Turn 3, and some of
her memories return. After this event you can have Camille persuade Four, and
she'll remember him. Her headaches, however, still persist; Amuro says Camil-
le must take Four out of the Psycho Gundam, since its Psycommu is what's con-
trolling her. Four goes into the Z Gundam, and the Psycho Gundam explodes; if
Jerid is still around, he comments Enhanced Humans are useless.
On Turn 6, Garma arrives leading the DC reinforcements - if you came from
Scenario 13, he mentions he could've brought more units if he had'n been late
to defend the Sri Lanka base (indeed, if you came from Scenario 14 the enemy
reinforcements are a little bigger).
One turn later, it's your time to receive reinforcements: either the F-91
or the ZZ Gundam (whichever you still don't have). Seabook was imprisoned by
DC, but escaped when their base was attacked; Judou too was imprisoned, and
brags about how easy it was to escape, but his Hi-Mega Cannon was busted in
the process.
After the battle you find some advanced facilities inside the HK Base, as
expected. You free your friend Astonage from his captivity, giving Judou the
chance to ask for a repair on ZZ's Hi-Mega Cannon. While checking the ZZ Gun-
dam, Astonage notices Seabook's F-91 suffered quite a damage, and offers him
an overhaul. Go to Scenario 16.
Scenario 16 - "Wonderful!! The Ultimate Robot Valcion"
------------------------------------------------------
26x30, Surface
Goal: Defend the Medea while destroying all enemies
Player Units: 12 (Shining Gundam, Gundam, Psybuster + 9)
Initial Enemy Formation: Dai Lv22 x02
Asshimar (MS) Lv22 x03
Giru-Giru Lv21 x02
Genova M9 Lv21 x02
Jalaga Lv21 x06
Enemy Reinforcements (1): Valcion [Bian] Lv55
Enemy Reinforcements (2): Genova M9 Lv22 x01
Giru-Giru Lv21 x02
Enemy Reinforcements (3): Contio [Chronocle] Lv25
Contio Lv22 x02
Enemy Reinforcements (4): Gedlav [Katejina] Lv24 (optional)
Gedlav Lv22 x02
NPC Units: Medea [Matilda] Lv20
Events: Turn 3, Enemy Phase - Enemy Reinforcements (1) arrive
Turn 4, Player Phase - Shining Gundam appears (optional)
Turn 5, Enemy Phase - Enemy Reinforcements (2) arrive
Turn 7, Player Phase - Psybuster appears
Enemy Reinforcements (3) arrive
Bian leaves
Turn 7, Enemy Phase - Enemy Reinforcements (4) arrive
Matilda calls for help: she is under attack at Shanghai. Her Medea carries
new equpiments from the League Militaire, so rescuing it is mandatory. Unfor-
tunately, the Argama isn't combat-ready right now, so Astonage suggests using
a Ral Kairam found in the Hong Kong Base. Seabook and Judou too aren't going
anywhere, as their MSs are still being worked on.
Matilda's safe when you arrive, but an enemies wave comes right next. Pro-
tecting her is essential - without her cargo, you're history. The Medea won't
move anywhere, but will heal any units standing next to her.
On Turn 3 appears a different robot: the Valcion, piloted by DC leader Bi-
an Zoldark himself. He came in person to give you one last chance to join his
team - which you refuse immediately. If Domon joined you, he asks about Kyou-
ji's whereabouts. Bian asks what would he do if ke knew the answer - nothing
on this world can destroy the Devil Gundam (If Domon had't joined you yet, he
appears on Turn 4, asking exactly the same question).
On Turn 5 comes another "weird Gundam", as Usso puts it. Bian thinks rein-
forcements are not necessary, but this is a good opportunity to see the Mas-
ter Gundam's behavior. Suddenly, it vanishes. A little later, Bian says your
power isn't enough to face the Valcion, and a new threat is approaching fast;
you should stop this foolishness and submit to him. The only way to deal with
this threat is to unite the world, and you mustn't stand on his way: the Val-
cion starts moving towards you.
Masaki appears again on Turn 7, surprising Bian - he'd never heard of the
Psybuster. From hearing Masaki, Bian learns it has something to do with Shuu
Shirakawa and his Granzon, but doesn't give much more attention to it: clear-
ly, Masaki's still green and doesn't pose a threat.
Right after Masaki, Chronocle arrives. Since you didn't listen to him, Bi-
an decides to leave matters on his hands. Before leaving, he pisses up Masaki
by saying he still has to grow up a lot before facing the Valcion.
Ryou invites Masaki to join your team, as you and him are both against DC.
Masaki acknowledges his power is insufficient to face Bian, and that he alone
can't defeat the entire DC, so he accepts.
Still on Turn 7, yet another enemy group appears; if you've been to Scena-
rio 9, Katejina will be among them. She's supposed to be on training, but ca-
me here because she agrees with Bian's thoughts. Have Usso fight Katejina and
he'll be surprised at the sight of Katejina piloting a MS.
When Usso fights Chronocle, Chronocle comments 'that kid' is always on his
way. After the battle, the Ral Kairam arrives. Judou complains they came too
late to see the fight, but at least ZZ's Hi-Mega Cannon's working again.
Domon still isn't in a talking mood, so Rain makes the introductions: they
are Domon Kasshu and Rain Mikamura, and they're pursuing the "Devil Gundam".
It is a machine developed with United Nations assistance, originally designed
with the purpose of cleaning up the Earth, but one person stole it and joined
DC.
The photo Domon shows around is of the thief, Kyouji Kasshu - Domon's ol-
der brother. Domon sees Kyouji only as an enemy, since he killed their mother
and froze their father. Bright wishes he could help, but unfortunately your
crew knows nothing about the subject.
That said, Domon's ready to leave, but Rain prefers joining you, to impro-
ve their chances of defeating the Devil Gundam. Domon says he works alone and
doesn't need anyone's help. He mantains his position for a while, until Rain
stages a freak-out.
Now that she's safe, Matilda delivers the Medea's cargo: the Nu Gundam for
Amuro, and Getter Robo G for the Getter Team. Mazinger Z gains the Jet Scran-
der, which allows it to fly. Go to Scenario 17.
Scenario 17 - "His name is Touhou Fuhai"
----------------------------------------
30x30, Surface
Goal: Destroy all enemies
Player Units: 12 (Psybuster, Shining Gundam, Ral Kairam + 9)
Initial Enemy Formation: Z'Gok Lv15 x03
Zolo (MS) Lv15 x03
Gouf Lv15 x03
Zaku Lv?? x06
NPC Units: Master [Touhou Fuhai] Lv40
Events: none
The League Militaire sends images of a certain robot seen in Shinjuku, Ja-
pan. Domon identifies it as the Devil Gundam, so he's going there. Before he
calls for his Gundam, however, Rain bops him in the head, warning him not to
call his Gundam at a closed room. Besides, DC's at Shinjuku too, so you might
as well go there with him.
Once you reach Shinjuku, Domon and Masaki launch. The Ral Kairam finds on-
ly ruins where Shinjuku should be... They see an old man standing around, and
go rescue him, but he refuses your shelter. When Domon and Masaki appear, Do-
mon identifies the old man as Touhou Fuhai, or Master Asia - his martial arts
teacher.
After they fight a little, for old times' sake, Master Asia explains he is
fighting the 'creepy guys'. After he takes down a MS with his bare hands, Do-
mon realizes Master is fighting DC. When more DC units come, Master calls his
Gundam, and does a combined attack with the Shining Gundam to destroy a whole
chunk of them at once. Master's Gundam, however, doesn't stand the stress of
the move, and explodes.
Master escapes safely, and calls for the destruction of the remaining ene-
mies - he himself fights again with his bare hands. The DCs here are awfully
weak, so you better hurry not to let Master get all them by himself.
After the battle, Master appreciates your help, although Bright thinks you
weren't really necessary here. He offers you his hospitality but unfortunate-
ly he didn't see the Master Gundam around... Go to Scenario 18.
Scenario 18 - "Devil Gundam Arrives!"
-------------------------------------
30x30, Surface
Goal: Mantain Master and Domon alive
Player Units: 11 (Shining Gundam, Ral Kairam + 9)
Initial Enemy Formation: Dai Lv10 x01
Zen II Lv10 x01
Dom Lv10 x02
Zolo (MA) Lv10 x03
Events: All enemies destroyed - Master Gundam, Devil Gundam event
Kouji and Fa comment on how strange Master Asia is, until Judou cuts it -
it's not very polite. While the others are sleeping, Domon tells Master about
the Devil Gundam, when Rain interrupts.
She tries to romance Domon, but is interrupted by Master's surprise attack
- just to double-check Domon's reflexes. Domon does call his Gundam, but not
because of Master - some 10 enemy units are approaching. Still on Turn 1, the
rest of the team wakes up, and they're ready to fight by Turn 2.
After the battle, the ground shakes and Master starts laughing. He attacks
Domon (he always misses), and calls you fools for not noticing what's he tru-
ly up to. He shows Touhou Fuhai's true shape: the Master Gundam, the one that
helped Bian on Scenario 16. As if Domon's wasn't shaken enough, Master shows
yet another surprise: the Devil Gundam!
Master Asia says there's no point in being surprised or not believing - it
is true! He pushes Domon around, and tries to hypnotize him into joining his
brother and become stronger, but Rain interrupts the process. Master attacks
Rain, which causes Domon to recover his strenght and attack the Master Gundam
with the Shining Finger - he misses.
Master says it's useless to attack him with the Shining Finger. He leaves
with the Master Gundam, promising the next time he'll take Domon's life. Amu-
ro's amazed at the Devil Gundam, "a huge MS", while Marvette wonders why did
Master do all the fight-against-DC drama. Rain supposes the Devil Gundam suf-
fered some damage while entering the atmosphere, and he used the DC robots to
repair it - the Devil Gundam has the 'self-repair' skill.
Boz asks what's that, and Rain explains the Devil Gundam has three capabi-
lities. The first is 'self repair': the ability to fix itself, even when des-
troyed; the second is 'self multiplication": it can copy and increase its own
functions. The third is 'self evolution', the ability to evolve and adapt it-
self according to the circumstances.
Usso almost can't believe that thing isn't alive on its own, and imagines
it's invincible, but Rain says you can't let DC make use of it either. Masaki
wonders what to do, since you don't know where did that thing go. Domon says
he'll simply look for it, and leaves with Rain. Junko says they (Shurak Team)
will keep an eye on them - Usso and Odello stay too. Go to 19.
Scenario 19 - "The Mysterious Warrior Schwartz"
-----------------------------------------------
28x30, Surface
Goal: Mantain Rain alive
Player Units: 10 (GunEZ x 7, Gunblaster, V Gundam, Shining Gundam)
Initial Enemy Formation: Dabras M2 Lv15 x01
Garada K7 Lv15 x01
Bado Lv15 x02
Enemy Reinforcements: Dabras M2 Lv12 x01
Garada K7 Lv12 x01
Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive
Turn 3, Player Phase - Usso, Shurak team appear
All enemies destroyed - Shining Gundam Super Mode event
Back to Hong Kong, Rain complains Domon had agreed to stay with the others
to grow stronger, but Domon says he doesn't need their help. Tired of Domon's
selfishness, Rain runs away. Domon goes looking for her on foot when DC stri-
kes. Since Domon is too far, Rain takes the Shining Gundam herself.
On Turn 2, Domon rushes towards Rain, but Master Asia blocks his way. Whi-
le they are dueling, more DCs arrive. Domon looks away for an instant, giving
Master the chance to take him down; just as he's about to finish Domon, some-
one called Schwartz Blueder interferes, determined to stop Master Asia on his
tracks. Surprisingly, Schwartz is a fighting match for Master, giving Domon a
chance to escape.
Usso and the Shurak Team come to the rescue (not that Rain couldn't defeat
those weak enemies by herself). After the battle, Domon catches up with Rain,
who's quite tired from connecting with the fighting suit. The Shurak team ta-
kes her to a quiet place for rest. Junko says things won't always run swiftly
when you're alone, but Domon is still thinking too much about the Devil Gun-
dam to really accept joining you.
Schwartz appears, saying Domon can't defeat the Devil Gundam with his cur-
rent strenght; the Shining Gundam has a 'Super Mode', but Domon isn't prepa-
red to use it. You can't fight running on anger alone - you have to reach the
level where you don't have any ill feelings or guilt, the "Meikyou Shisui" -
that's the key to use the Super Mode.
Master appears again, this time in the Master Gundam; Schwartz tells Domon
to remember his advices. Domon asks why is his teacher doing all this - Mas-
ter says he can't understand his reasons, as he doesn't live for fighting on-
ly. the Master and Shining Gundams fight, and Domon suffers heavy damage.
As Domon's about to be killed, he's invaded by a new feeling of inner pea-
ce, with no anger or hatred. His mobile fighter glows - Domon has reached the
Meikyou Shisui. The Shining Gundam enter Super Mode, releasing a ki so large
even Master is impressed. Seeing no more advantage in fighting here, Master
leaves.
Schwartz congratulates Domon for his achievent, but warns he still doesn't
master the Super Mode and needs plenty of learning to beat the Master and De-
vil Gundams. Schwartz also says Domon should go along with his friends, since
chasing DC also means chasing the Devil Gundam.
Domon and the rest are returning to Shinjuku; Schwartz has other issues to
take care of, but promises you'll meet again. Rain finds Schwartz's voice fa-
miliar, but can't remember where from... Go to 20.
Scenario 20 - "Scirocco's Shadow"
---------------------------------
24x24, Surface
Goal: Defend the Ral Kairam while destroying all enemies
Player Units: 15 (Gunblaster x 2, White Ark, Great Mazinger, Ral Kairam + 10)
Initial Enemy Formation: Palas Athene [Scirocco] Lv32
Palas Athene [Sara] Lv30
Qubeley [Hamaan] Lv28
Zaku III [Mashmar] Lv27
Bound Doc (MS) [Jerid] Lv26
Qubeley Mk-II [Puru] Lv26
Zen II Lv24 x03
Dreissen Lv23 x04
Enemy Reinforcements: Contio [Chronocle] Lv26
Gedlav [Katejina] Lv25 (optional)
Contio Lv24 x03
Events: Turn 1, Enemy Phase - Scirocco, Sara leave
Turn 3, Player Phase - Gunblaster x 2, White Ark appear
Turn 4, Enemy Phase - Enemy Reinforcements arrive
Turn 7, Player Phase - Great Mazinger appears
Following the reconquest of Africa, Henken managed to retrieve Europe from
DC. You too are doing a fine job recovering the asian area, and Henken propo-
ses leaving the final work for him, while you go to space; in other words, he
wants you to engage on a decisive battle against DC. He had a rocket prepared
for you at Phnom Penh, and there are reinforcements coming to join you, cour-
tesy of the League Militaire.
If you saved Four, she asks Camille how is space like, since she can't re-
member having been there - consequence of the 'enhancing' process. He answers
it's cold and empty, but also huge, and makes you feel like you're immerse in
it, like a child who first sees the sea. Four would love to see it - good for
her, cause you're going there now.
Everything is set for the countdown, but Fa falls with a severe fever. She
will be fine, but the enemy attacks just then. You can't launch Fa, so if you
want to use the Methuss put someone else in it.
Hamaan orders everyone to aim at the Ral Kairam, since destroying it would
leave you powerless - she particularly expects Puru to show her might. Judou
feels like somebody's calling for him. Amuro and Camille too sense something,
and explain Judou feels like that because his brainwaves are synchronized wi-
th whoever's causing this.
On Turn 1, Hamaan asks why is Scirocco hesitating to move; he answers he's
changed his mind, and decided to leave. Sara leaves with him, but Jerid wants
to stay and avenge his previous defeats (if Camille's around, Jerid specifi-
cally calls for him).
On Turn 3 arrive the League Militaire's promised reinforcements: Miriella
Katan and Francesca "Frannie" O'Hara, of the Shurak Team, plus Tomache Massa-
rik. The DC reinforcements arrive the next turn, led by Chronocle; if you've
been to Scenario 9 Katejina appears again, calling for the destruction of all
those who don't understand DC's ideals.
Judou can talk to Puru, and is surprised to see she's only a child. Becau-
se of the strange feeling she has towards Judou, Puru is quite receptive, and
calls him to play. Hamaan orders Puru to kill Judou at once, but she refuses
to - "he's not an enemy, he's Judou". Judou encourages Puru not to listen to
"that old woman", and come play with him. Hamaan then activates the Qubeley's
auto pilot system to take Puru out of there.
If you had Usso fight Katejina on Scenario 16, do it again and she'll ask
why is Usso always on her way, and that she's determined to have Usso pay for
his crimes. Usso denies any crimes, and says Chronocle has deceived her; that
won't stop her from fighting you.
On Turn 7 appears the Great Mazinger; Tetsuya says he didn't show up ear-
lier because 'he wasn't much in the mood', but now he's here. The worst enemy
here is certainly Hamaan; the Qubeley's extremely powerful, especially HP-wi-
se, and even hitting her is difficult for most of your pilots.
After the battle the crew hops back in the Ral Kairam; if Four joined you,
Jerid appears again, completely determined not to let you run away. Four co-
mes out to hold Jerid back; Camille too wants to fight, but it's too late: if
he leaves now, he won't be able to return. Amuro tells Camille not to worry,
as they've already contacted Henken and he'll certainly rescue her. Besides,
Four's risking her life to have you go to space and you can't let that be in
vain.
Already at space, Tetsuya reveals Professor Umon sent in unmanned Spazers;
running on auto control, the Drill, Marine and Double Spazers can combine wi-
th Grendizer, adapting it to all environments.
Tomache tells Usso he's been piloting for a short while only, so much he's
still on 'practice' status; so, it's fair to say he's boarding the White Ark,
instead of piloting it. There's also a new Victory-class mobile suit, the V2
Gundam, brought in especially for Usso. Go to 21.
Scenario 21 - "Into Space..."
-----------------------------
24x30, Space
Goal: Destroy all enemies
Player Units: 11 (Ral Kairam + 10)
Initial Enemy Formation: Gelgoog (Char Custom Type) [Char] Lv31
Hambrabi [Yazan] Lv29
Zaku III Kai [Kyara] Lv29
Zoloatt Lv26 x06
Bawoo (MS) Lv26 x03
Dreissen Lv26 x04
Hambrabi (MS) Lv26 x02
Enemy Reinforcements: Zanneck [Falla] Lv30
Events: Turn 4, Enemy Phase - Enemy Reinforcements arrive
The Divine Crusaders' headquarters are known to be at the Moon; Kouji cal-
ls you to go straight there, but Masaki prefers taking Solomon down first and
use it as a foothold. Bright agrees you'll need a base, but worries an attack
would warn the enemy about your presence.
Masaki points you already gave DC plenty of warning, so Bright chooses So-
lomon as your next destination. You cannot use Boz in this stage, because the
BozBorot can't function in space; on the other hand, Fa's recovered and ready
to fight. If Lalah joined you, she senses the presence of Char...
At Solomon the DCs are already waiting for you - courtesy of Scirocco. Ya-
zan wants to finish you and start a counterattack.
On Turn 4, Usso hears a bell ringing, and feels like it's calling for him;
Falla appears, turned into an Enhanced Human. Yazan considers Enhanced Humans
a risk, and useless, as they bring more trouble to his side. Falla too hears
a bell and says its ringing is connected to the frequency of mechanical move-
ments, directing her to her enemies.
If you had Lalah join you on Scenario 10, when Amuro battles Char they ex-
change accusations: Char says Amuro stole Lalah from him, and Amuro says Char
forced her into battle.
After the battle, a quick check shows there are no more enemies inside So-
lomon or in its surroundings. Judou never liked how the name Solomon sounds,
and wants to change it; Fa suggests 'Konpei Island', because it looks like a
piece of candy ("Konpei-Tou" = "confetti").
If the above 'Amuro versus Char' event happened, Lalah decides to fight a-
gain. Amuro resists this, as he thinks fighting isn't in her spirit; besides,
if she faced Char in battle, would she attack him? Lalah says Char won't ap-
pear anymore, as this fight lost all meaning to him... Go to 22.
Scenario 22 - "Fierce Battle! Jupitris"
---------------------------------------
25x30, Battleship
Goal: Destroy all enemies
Player Units: 11 (Mazinger Z, Getter Dragon, Nu Gundam + 8)
Initial Enemy Formation: Palas Athene [Scirocco] Lv31
Palas Athene [Sara] Lv30
Bound Doc (MS) [Jerid] Lv30
Bound Doc (MS) [Maua] Lv30
Shakkou Lv28 x04
Dreissen Lv28 x02
Geymalk Lv28 x02
Zoloatt Lv27 x02
Enemy Reinforcements: Bound Doc (MS) Lv28 x03
Events: Turn 4, Enemy Phase - Enemy Reinforcements arrive
Fa detects a large object approaching, probably a battleship. The ship is
identified as 'Jupitris'. Since an attack from outside wouldn't have much ef-
fect, you have to invade the battleship and cause damage from the inside. On-
ce you enter the Jupitris, Paptimus Scirocco, DC Space Commander, introduces
himself and welcomes you to his ship. As he invites you for a talk, Ryou ma-
kes clear you won't support DC's crimes.
Scirocco, however, doesn't want you to join DC. He believes Bian isn't to-
tally right, but agrees the world needs the correct guidance in order not to
be ruined. He plans to take advantage of the current confusion to establish a
new order. In other words, he plans a coup and wants you to join it. Once you
refuse, he says you then can die here.
You can't launch flying units here, nor the BozBorot, so there's no way to
reload ammo in this stage, except by seishins. You better save up your units'
ammo for the strongest enemies, and use energy-consuming moves for the weaker
ones - the cylinders on the ground are energy tanks, which refill the energy
and HP of any unit standing on them. You better also launch both the Methuss
and the Aphrodi A, since you have no battleship to run to.
Most enemies are perfectly defeatable, as they tend to approach you little
by little, and your super robots' attacks will have most of them half dead in
no time. The problems here are mainly Scirocco and Sara: while Jerid and Maua
can be defeated fairly quickly, the Palas Athenes are damaging and have a lot
of HP. The best units against them is probably the Nu Gundam, as its I-Field
can hold their beam attacks; use it to lure one of them out, then fall on it
with your super robots' main attacks.
After you defeat Scirocco, he tells you DC is aiming the Solar Ray at Kon-
pei Island. The Solar Ray is at the L6 area - you better hurry up and do your
best. Amuro can't quite believe that, and Scirocco says you better head there
and see for yourself.
Masaki doesn't think Scirocco was necessarily lying: he might just be try-
ing to use you for his own purposes - once you weaken DC, he could take over.
Of course, fighting just so Scirocco can profit isn't the most pleasant thou-
ght, but you can't simply stop fighting DC either, meaning you have to choose
the lesser evil.
If Katejina is still with you, she finds an enemy mobile suit: a Zoloatt,
in very good shape - perfectly usable, as a matter of fact. Usso says it will
become a valuable force, and can be used over a GunEZ. Go to 23.
Scenario 23 - "Escape"
----------------------
30x16, Space
Goal: Have all units escape
Player Units: 11 (Ral Kairam + 10)
Initial Enemy Formation: Lafressia [Carozzo] Lv36
Big Zam [Dozul] Lv34
Gira Doga [Rezun] Lv34
Jagd Doga [Gyunei] Lv33
Gedlav Lv30 x08
Gira Doga Lv30 x05
Enemy Reinforcements: Shigu [Radra] Lv33
Zai Lv30 x03
Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive
Turn 5, Enemy Phase - Radra leaves (optional)
The L6 point probably houses airtight-type colonies, which are very simple
to convert into a Solar Ray. Boz asks what is a Solar Ray, by the way; Kouji
berates him for not knowing, but he himself doesn't know it. Basically, a So-
lar Ray is a colony converted into a laser cannon. A colony has about two ki-
lometers in diameter, so you can imagine the destruction power such a cannon
has.
On route to point L6, you meet with some DCs and prepare to fight. Carozzo
says they were in the middle of a practice when you appeared to provide some
fun. Masaki notices those aren't common opponents: that's the Last Batallion,
DC's most powerful corps. They usually don't fight against insects like you,
but you're fine for practice opponents.
Duke says you can't beat the Last Batallion, and tells you to run away: so
far, no enemy was a match to them. Kouji argues you too haven't been defeated
yet, but Amuro doesn't want to take this fight now, with all this pressure...
The Psybuster's Laplace Computer detects an escape point: in the atmospheric
current before you, there's a swirl: if you enter it, the enemies won't be a-
ble to catch you.
This scenario's goal is to have all your units escape through this swirl,
so remember the point Masaki shows to you. On Turn 2, Radra arrives with more
units, but if you faced him before (that is, if you've been to Scenario 13),
and used Getter Robo to defeat him, he'll leave on Turn 5.
Despite all the warnings you get from your crew, it's actually quite fea-
sible to defeat the Last Batallion - but not easy. Launch units with powerful
attacks (mainly the Shining Gundam) or the 'Bunshin' skill (F-91, Getter Li-
ger) and kill the enemies to the right to gather kiryoku for them. Once only
the stronger enemies (the ones to the left) remain, call the Kiai seishin to
rise their kiryoku to whatever level necessary to use their strongest attacks
or activate the Bunshin.
When you fight Carozzo, he calls you a fool for thinking you're a match to
them, but even he won't take much of the (Shining Gundam's) Shining Finger or
Shining Finger Sword. If you defeat the Lafressia, Carozzo cannot believe it
at first, but then calls it a 'test'. And, if you meet again, that date'll be
known as the day of your death.
If you had all your units escape throught the swirl, Camille mentions what
a detestable opponent this Last Batallion is; Tetsuya agrees, but says you'll
have to fight them eventually - what a depressive thought.
On the other hand, if you destroyed them all, Kouji says they weren't such
a big deal after all, but Duke says it's you who became stronger. Bright war-
ns you still have to stay tuned, as DC's strenght is bound be more than this.
Go to Scenario 24.
Scenario 24 - "Solar Ray in Operation"
--------------------------------------
26x30, Space
Goal: Destroy all Mirrors within 15 turns
Player Units: 11 (Ral Kairam + 10)
Initial Enemy Formation: Bawoo (MS) [Gremmi] Lv35
Qubeley Mk-II [Puru] Lv34
GiruGiru Lv32 x03
Zoloatt Lv32 x03
Bawoo (MS) Lv32 x05
Generator Mirror Lv20 x04
Enemy Reinforcements (1): Gedlav [Lupe] Lv35
Gedlav [Katejina] Lv33 (optional)
Zoloatt Lv31 x03
Enemy Reinforcements (2): Dreissen [Rakan] Lv35
Bawoo (MS) Lv32 x03
Events: Turn 2, Enemy Phase - Enemy Reinforcements (1) arrive
Turn 8, Enemy Phase - Enemy Reinforcements (2) arrive
Thanks to the Last Batallion, your attack against the Solar Ray is already
late. To make thngs worse, Masaki asks to leave for a while, claiming he has
other things to do: his Laplace Computer detected an unusual signal, which he
hopes to be the Granzon, the mech whose pilot he's looking for. He's sorry to
abandon you now, but that's the reason he's here in the first place.
Masaki leaves whithout even hearing Bright's response, promising he'll re-
turn once he's done. Since you can't catch up with the Psybuster anyway, time
fo concentrate on the Solar Ray. You arrive to point L6 just to find out the
cannon is almost complete.
Gremmi's satisfied the Solar Ray was completed without problems, and it is
only fifteen minutes away from firing readiness, so he sends Puru to hold you
on your tracks. Amuro tells the best way to stop the Solar Ray is by destroy-
ing its generator mirrors - it'd cut the power for the laser.
On Turn 2 Lupe arrives, wondering how did the rebel forces find out about
their laser cannon. Again, if you played Scenario 11 Katejina appears, alrea-
dy knowing Usso's there. When Usso fights Katejina, they talk again, and Usso
finds out she has some grudges against your lack of understanding.
If you had Judou talk to Puru on Scenario 20, you can have him talk to her
again. She only finds him familiar, and he tries to remind her he promised to
play with her, but it only causes her head to hurt. Talk to her once again to
get her memory back - for Gremmi's surprise, who considered the mind control
on her to be perfect.
Rakan arrives on Turn 8 to save Gremmi's ass, but even so you should have
plenty of time to destroy them and the mirrors. After the battle, Masaki cal-
ls; apparently, the signal he picked was Shuu, but he failed to catch up with
it in time, mainly because of his poor sense of direction.
With Masaki is Captain Henken; he came to space to deliver some goods, and
found Masaki wandering around. He tells you the battles are over in the enti-
re world, except the America area. If you had Four join your team before, she
now returns; Henken had this whole so-very-emotional thing planned for their
encounter, but she ruins it by appearing before time... Plus, he pisses Fa by
calling Camille and Four 'sweethearts'.
Notice you got a new battleship (the Ral Kairam's replaced by the Reinforce
Jr.), and go to Scenario 25.
Scenario 25 - "Final Battle! Granada Fortress"
----------------------------------------------
30x20, Moon Surface
Goal: Destroy all enemies
Player Units: 12 (Getter Dragon, Mazinger Z, Nu Gundam, Reinforce Jr. + 8)
Initial Enemy Formation: Qubeley [Hamaan] Lv38
Geymalk [Kyara] Lv37
Geymalk Lv34 x01
Contio Lv34 x06
Bong Lv33 x02
Arsos Lv33 x04
Enemy Reinforcements (1): Granzon [Shuu] Lv40
Enemy Reinforcements (2): Gengaozo [Falla] Lv38
Events: Turn 1, Enemy Phase - Enemy Reinforcements (1) arrive
Turn 3, Enemy Phase - Enemy Reinforcements (2) arrive
Turn 4, Enemy Phase - Shuu leaves
Maheria mention that with this new Reinforce Jr. you can march into the DC
headquarters, so you head to the Moon, to attack DC's Granada Fortress. There
aren't that many enemies there - very unusual, considering this is their main
base, but Shakti feels some great power there...
Judou considers the enemy units weak, but Bright warns reinforcements may
come at any moment. Amuro considers this place a little eerie and Usso has no
good feelings about this. If you launched Puru, she starts feeling some pres-
sure - because of Hamaan.
Still on Turn 1 appears the blue robot that defeated and imprisoned Camil-
le; it's Shuu, who wasn't expecting to meet Masaki, and asks when did he join
you - didn't Masaki have a 'lone wolf' pretension?
On the other hand, Masaki wonders what's Shuu planning, joining DC and all
- Shuu says Masaki wouldn't understand it even if he explained, and introdu-
ces himself, Shuu Shirakawa, and his favorite machine, the Granzon. He heard
of you, and figured he'd take the time to meet you. If Masaki fights Shuu, he
says Shuu won't escape this time, but Shuu's hardly even cares.
Falla appears a couple of turns later, and your crew regards her as either
weird or dangerous (mostly both). On Turn 4, Shuu leaves, claiming you're not
worth the time he spent coming here (if you didn't attack him at all; if you
did, he calls your power "considerable", no matter how much damage you really
caused).
If you have Usso kill Falla she laughs, saying she's "shown you", then re-
verts to her regular (non-enhanced) persona, and tells Metche she's coming...
Puru fighting Hamaan causes a dialogue to occur where Puru asks Hamaan to say
something; Hamaan just calls her ungrateful.
After the battle, the crew talk about how awful the Granzon is, and Domon
mentions it's like the Devil Gundam. You don't know what's Shuu's objective,
but know he's after you... Go to 26.
Scenario 26 - "Stop the Time"
-----------------------------
30x30, Base
Goal: Have all units escape within 18 turns
Player Units: 12 (Getter Dragon, Mazinger Z, Nu Gundam + 9)
Initial Enemy Formation: Valcion [Bian] Lv??
Enemy Reinforcements: Bong Lv31 x01
Dai Lv30 x01
Zen II Lv29 x01
Giru-Giru Lv28 x01
Arsos Lv27 x01
Genova M9 Lv27 x01
Zai Lv26 x01
Events: Turn 1, Player Phase - Bian leaves
Turn 5, Enemy Phase - Enemy Reinforcements arrive
Turn 17, Player Phase - Valcionne appears (optional)
Bright says conquering the Granada Fortress will have DC annihilated, so a
final effort is worthy. Amuro thinks the resistance you fought to enter here
was too small, meaning this is probably a trap. Kouji doesn't care - whatever
is inside, he'll jump at. Masaki agrees, and Sayaka wonders what to do with
two people like Kouji...
It's indeed a trap: the Valcion appears, and Bian tells this base was com-
pletely abandoned, and they turned it into a bait for you. The base'll self-
destruct in 18 minutes - an old trick, but efficient. Your powers' growth has
exceeded his forecasts by a lot, and he never thought you'd get this far. So,
time to offer you a last chance to join him.
As your crew doesn't even bother to answer that, Bian says it's a shame he
has to finish you and your great talents, but he can't let you go unpunished.
His talk has gone too long already, so he leaves.
You have to reach the exit on the bottom of the screen within 18 turns, so
I suggest you don't even launch any units with mobility lower than 7, unless
its pilot has the Kasoku seishin or can move twice.
On Turn 2, Ryou wonders why didn't Bian blow up the whole place immediate-
ly; Musashi says he just wants to make fun of you. Masaki double-checks where
is the exit, and Domon says his sense of direction is truly lousy.
Some enemies appear on Turn 5, clearly just to hold you; Usso tells you to
ignore them and keep on going. Have your double-moving units take care of the
enemies, as slower mechs like Mazinger Z can't afford to lose pace.
If Masaki is on the map on Turn 17, the Valcionne enters the base; Ryuune
wanted to meet the rebels everyone's talking about. She introduces herself as
Ryuune Zoldark, daughter of Bian Zoldark. Masaki says he will be merciless if
she came here to fight, but she claims to be different from her father, and
doesn't want to fight you.
Masaki says Ryuune's too honest to be Bian's daughter - not to mention too
cute. She likes that, and says she's pleased with Masaki, so she'll help you
- she joins your group.
After you all exit the base, Masaki is a bit down to find out DC predicted
all your moves, but Duke tells him all is not lost - they went as far as blo-
wing up Granada just to get rid of you, so your power must concern them. Mar-
vette argues that, if it is so, they shouldn't have set a time bomb, but just
explode the whole place immediately.
Odello tells Marvette to stop talking like that, as he's still shaken. Do-
mon wonders what are Bian's plans; being Bian's daughter, Masaki hopes Ryuune
can tell something about it, but she says she knows absolutely nothing about
DC's businesses. Go to Scenario 27.
Scenario 27 - "Atmospheric Entry"
---------------------------------
30x18, Space
Goal: Defend the Reinforce Jr. for 20 turns or destroy all enemies
Player Units: 11 (Reinforce Jr. + 10)
Initial Enemy Formation: Qubeley [Hamaan] Lv41
Zaku III Kai [Mashmar] Lv40
Geymalk [Kyara] Lv40
Gira Doga Lv38 x10
Enemy Reinforcements: Doggorla [Brohho] Lv40
Adrastea [Chronocle] Lv40
Gottrlatan [Katejina] Lv39 (optional)
Contio Lv38 x04
Events: Turn 2, Enemy Phase - Enemy Reinforcements arrive
With Granada being no more than a bait, Henken isn't sure where are the DC
headquarters: it's either at Jaburo or the Guiana Plateau, both in South Ame-
rica. Choose where to go next and Bright rushes to Earth, where he orders his
crew to prepare for an atmospheric entry.
Your course is adjusted, and the entry angle is set: the Reinforce's ente-
ring the atmosphere in 25 minutes. Bright puts everyone on alert, as the ene-
my may see this as an opportunity to attack. As predicted, the DC raid comes,
and Bright tells the pilots they only need to hold the attackers back for 20
minutes - after that, whoever doesn't return to the ship will burn on the re-
entry.
Hamaan is a tad disappointed you didn't blow up with the Granada Base, but
destroying your battleship now will prevent you from landing on Earth; all DC
units are ordered to aim at the Reinforce, and ignore the small fries. Becau-
se the Reinforce Jr. is on a set course, Bright can't move on this stage, but
can attack.
Chronocle appears, disappointed the Reinforce's still up, and orders Broh-
ho to attack with the Doggorla; Brohho says he'll show "those women and kids"
how is a true fighting like. If Katejina's with the enemies, she isn't plea-
sed by Brohho's statement, but asks to launch too, in order to study the Dog-
gorla's functioning in depth.
When Brohho attacks Usso, he says he'll smash "the mice", and show how the
Doggorla is used. If Usso attacks the Doggorla, Usso says bigger enemies are
just easier to hit. As usual, Usso talks to Katejina before fighting her: he
asks if she really believes DC's doing the right thing; she answers she does,
and Chronocle treats her much better than Usso and Shakti did. Usso says she
completely misunderstood it, but it doesn't convince her.
You don't need to destroy all enemies - if you prefer, just hold on until
Turn 20 and the stage ends automatically. Bright calls everyone back, and the
ship start entering the atmosphere; just like you expected, all enemies pene-
trate the atmosphere in a shallow angle.
Bright tells you not to mind, as you can't afford to waste time doing any-
thing else. Before this scenario started, if you chose to go to Jaburo, go to
Scenario 28; if you chose the Guiana Plateau, Domon mentions he has once been
there with Master Asia (to pursuit knowlegde) and you go to 29.
Scenario 28 - "Scirocco's Counterattack"
----------------------------------------
28x16, Surface
Goal: Defeat Scirocco
Player Units: 11 (Reinforce Jr. + 10)
Initial Enemy Formation: The-O [Scirocco] Lv45
Ghoul [Ashura] Lv44
Messala (MS) [Sara] Lv43
Doven Wolf Lv40 x03
Jagd Doga Lv40 x03
Zaku III Lv40 x03
Zaku III Lv39 x03
Gira Doga Lv39 x03
Events: Turn 5, Enemy Phase - Granzon event
The Reinforce lands on North America, just outside New York, and is attac-
ked almost immediately. The enemies are led by Scirocco, who says you've come
a long way, but everything has a limit - destroying DC any further would harm
his plans of taking over the organization. Your usefulness has ended, and you
will die here.
Shuu appears on Turn 2, and Scirocco says his help wasn't necessary. Good,
because Shuu only came to inform his plans for a coup d'etat are over, as all
conspirators were found and taken care of. Scirocco minimizes Shuu's threats,
saying DC's over anyway and he'll now move on his own; after the Granzon lea-
ves Scirocco mentions he still has a trump card...
When you defeat Scirocco, he says it's okay - he'll still heve other chan-
ces - and then escapes, leaving you wondering what's he planning, but sure he
will return someday. While your battleship goes to Jaburo, Domon wonders whe-
re are his master and the Devil Gundam... Go to 31.
Scenario 29 - "Guiana Plateau"
------------------------------
30x30, Cave
Goal: Have the God Gundam survive
Player Units: 12 (God Gundam + 11)
Initial Enemy Formation: Master Gundam [Touhou Fuhai] Lv50
Dai Lv40 x02
Genova M9 Lv39 x02
Dabras M2 Lv38 x02
Zen II Lv35 x02
Toros D7 Lv35 x02
Zai Lv35 x02
Garada K7 Lv32 x02
Enemy Reinforcements: Master Gundam (open cape) [Touhou Fuhai] Lv50
Devil Gundam [Kyouji] Lv50
Events: After Touhou is defeated - Enemy Reinforcements arrive
Jack's just happy to be back to the States, but this means you went a lit-
tle off course. America is still under DC's control, but Jack says recovering
it is just a matter of time, especially now that you're there.
Already at the Guiana Plateau, Schwartz appears, bringing in a little pre-
sent for Domon: the God Gundam, a mobile fighter developed along with the De-
vil Gundam. Its operational systems are almost identical to the Shining Gun-
dam's, but its data bank is empty, forcing Rain to transfer the Shining's da-
ta bank to the new MF, leaving the Shining Gundam unusable.
Schwartz tells the Devil Gundam is inside a cave; the Guiana Plateau's ap-
parently not the DC main HQ, but you can't leave without destroying the Devil
Gundam - it's way too dangerous to be left alone. Bright takes the Reinforce
to the entrance of the cave, from where your units have to go on foot.
Your attack takes Master by surprise, as he expected you'd never find this
place. Domon asks where's the Devil Gundam, but Master won't tell. Once again
you have no battleship, nor can launch flying units, meaning you can't refill
your ammo unless you use seishins, so you better save your ammo; plus, there
are no energy tanks either, so even wasting energy isn't advisable.
Notice Master starts with 130 ki and the Master Gundam has Bunshin, so you
might have a tough time even hitting it. On the other hand, the Master Gundam
doesn't have the greatest resistance and HP ever, so once you do hit a couple
strong attacks he's history.
If Domon destroys the Master Gundam, Master Asia says he has no intentions
to let this end here. Schwartz warns Domon the battle isn't over yet - Master
returns, this time with the Devil Gundam on tow. Kyouji does nothing but lau-
gh, pissing Domon up.
Schwartz reminds Domon not to let anger take over, since this is what Mas-
ter Asia wants him to do, but as Master taunts, Domon gets enraged and igno-
res Schwartz.
This time's Master Gundam is different from the previous - much sturdier,
and more powerful, but Master Asia's ki is at 100 again, so his most powerful
attacks are still unavailable, as well as his Bunshin. Unfortunately, you can
NOT say the same about Kyouji: he has all the kiryoku he needs to use all his
moves.
One turn later, Rain calls Domon and reminds him he's not fighting alone,
and all his friends are by his side. Once you destroy all enemies, Domon har-
dly believes it's over...
Now, only Jaburo is left to finish DC. Before you take off, Domon takes a
little time to thank everyone for the help - something he says he should have
done before. He will stick around here for a while, but promises to catch up
with you at Jaburo - go to Scenario 30.
Scenario 30 - "Deathmatch! Master Asia"
---------------------------------------
30x30, Cave
Goal: Destroy all enemies
Player Units: 5 (God Gundam, Getter Dragon, Nu Gundam, Great Mazinger,
Psybuster) (optional)
Initial Enemy Formation: Master Gundam [Touhou Fuhai] Lv50
Devil Gundam [Kyouji] Lv50
Events: Turn 1, Player Phase - Devil Gundam destroyed
If Domon is defeated - Getter Dragon, Nu Gundam, Great Mazinger,
Psybuster appear
After everybody leaves, Domon reveals to Rain it's still not over. Schwar-
tz pops out of nowhere to agree: the Devil Gundam still isn't dead - soon it
will recover from the previous battle. Rain asks why didn't he tell everyone
else about it; Domon says he himself must take care of his brother.
At the cave, Schwartz wants to tell something before destroying the alrea-
dy recovering Devil Gundam, but Master Asia appears first and attacks Schwar-
tz, tearing his mask and revealing his face - Kyouji Kasshu!
Schwartz explains he's Kyouji's "shadow": a cyborg built from one of Devil
Gundam's cells, and carrying Kyouji's memories. He reveals U.N. soldiers took
their mother hostage the day the DG was completed.
They wanted the Devil Gundam for themselves because it was built with ali-
en technology, and a member of the U.N. military - Paptimus Scirocco! - desi-
red it. To defend the technology, Kyouji tried to steal the Devil Gundam, and
his mother was killed by an U.N. bullet during this.
Their father was frozen so he would never reveal what happened; Kyouji es-
caped the colony and descended to Earth, but the atmospheric entry shock mes-
sed up the Devil Gundam's program, causing it to 'take in' Kyouji. Using his
last forces, Kyouji divided himself into Schwartz, but cannot stand that any-
more - Schwartz urges Domon to destroy the Devil Gundam.
Domon attacks and destroys the DG. Master says he'll never forgive him for
compromising the future of the Earth, but Domon tells him to shut up, as Mas-
ter only wanted the DG to conquer the world - after all, he joined DC.
Master claims he only used DC's forces for another purpose, but won't tell
what's this purpose until Domon duels him. The Master Gundam starts with 132
ki, but you too have plenty of kiryoku (unfortunately, hitting the Devil Gun-
dam left your EN about half full).
When Master attacks, Domon feels his punch transmitted a sense of sadness.
Once the Master Gundam's HP drops below 60%, let him hit you (don't kill him)
and he'll explain waging war is part of the human nature and that took a toll
on the Earth.
The only way to save the planet is by obliterating all mankind, and that's
why he wanted the Devil Gundam. Fight again and Domon says Master's mistaken:
trying to kill all people is, by itself, just an expression of mankind's vio-
lent nature.
If Domon's defeated, Amuro, Kouji, Masaki and the Getter Team appear; they
were worried about Domon, but didn't think interfering was necessary - until
Domon was beaten.
If Domon defeats the Master Gundam (and if all dialogues above happened),
Master says Domon is now truly the King of Hearts; mankind is still driven by
their nature, and he made the same mistake. His fighting school has one last
secret, the Sekiha Tenkyou Ken, which he now teaches Domon.
Master Asia dies on Domon's hands. Domon just tells Rain they better move
on, as everybody's waiting. He blames DC for having caused all this, and will
not stop fighting until they pay for it. Go to 32.
Scenario 31 - "Devil Gundam Again"
----------------------------------
30x22, Surface
Goal: Destroy all enemies
Player Units: 12 (God Gundam, Reinforce Jr. + 10)
Initial Enemy Formation: Master Gundam [Touhou Fuhai] Lv45
The-O [Scirocco] Lv45
Devil Gundam [Kyouji] Lv40
Enemy Reinforcements: Rig Contio [Chronocle] Lv42
Doggorla [Lupe] Lv41
Gottrlatan [Katejina] Lv40 (optional)
Events: Turn 2, Player Phase - Devil Gundam event
Turn 3, Enemy Phase - Enemy Reinforcements arrive
Your radar picks something up; Schwartz, bringing in a little present: the
God Gundam - a mobile fighter developed along with the Devil Gundam. Its ope-
rational system's almost identical to the Shining Gundam's, but its data bank
is empty, forcing Rain to transfer the Shining's data bank to the new MF; un-
fortunately, this leaves the Shining Gundam unusable.
Schwartz tells the Devil Gundam is at Jaburo, with Master Asia and Sciroc-
co. Bright tells everybody fought hard so far, and destroying the Jaburo Base
will have DC finished.
At the battlefield, Schwartz accuses Scirocco of infiltrating the U.N. on-
ly to use the Devil Gundam; Scirocco asks how does he know that, but Schwartz
won't answer. Since everybody's asking for the Devil Gundam, Master Asia de-
cides to reveal it; when it appears, Schwartz runs towards it...
One turn later, Schwartz reaches the Devil Gundam, but is attacked by it;
his mask is torn, revealing his face: Kyouji!
Schwartz explains he's Kyouji's "shadow": a cyborg built from one of Devil
Gundam's cells, and carrying Kyouji's memories. He reveals U.N. soldiers took
their mother hostage the day the DG was completed.
They wanted the Devil Gundam for themselves because it was built with ali-
en technology, and a member of the U.N. military - Paptimus Scirocco! - desi-
red it. To defend the technology, Kyouji tried to steal the Devil Gundam, and
his mother was killed by an U.N. bullet during this.
Their father was frozen so he would never reveal what happened; Kyouji es-
caped the colony and descended to Earth, but the atmospheric entry shock mes-
sed up the Devil Gundam's program, causing it to 'take in' Kyouji. Using his
last forces, Kyouji divided himself into Schwartz, but cannot stand that any-
more.
Schwartz jumps on the Devil Gundam, and tells Domon to acknowlegde how va-
luable Rain is, before destroying the Devil Gundam. Both Master Asia and Sci-
rocco are desperate to see 'their' DG gone, but soon put themselves together
and decide to at least take something out of it: your demise.
Chronocle and his guys arrive on Turn 3; yet again, if you played Scenario
11 Katejina's among them, this time telling Usso it ends now. If Usso attacks
Chronocle, Chronocle calls Usso 'Katejina's stalker' - besides, Usso tends to
hinder Chronocle a lot.
When fighting Master, Domon asks why is he doing all this, but Master only
wants to fight for the moment. Once Scirocco is defeated, he acknowledges his
defeat, and leaves quietly, saying the world will someday fall into confusion
again - that day he'll return.
After the battle, Domon's left wondering why did all this happen, but soon
calls everyone to move on, as Bian is just before your eyes. He blames DC for
having caused everything, and as such his fight won't end until DC falls.
Ryuune tells everyone she's leaving the party now, as fighting her own dad
just wouldn't feel right. Go to Scenario 33.
Scenario 32 - "Scirocco's Counterattack"
----------------------------------------
30x22, Surface
Goal: Defeat Scirocco
Player Units: 12 (Reinforce Jr. + 11)
Initial Enemy Formation: The-O [Scirocco] Lv45
Ghoul [Ashura] Lv44
Messala (MS) [Sara] Lv43
Contio Lv43 x03
Doven Wolf Lv42 x03
Jagd Doga Lv42 x04
Zaku III Kai Lv41 x03
Enemy Reinforcements: Devil Gundam [Scirocco] Lv50
Events: Turn 2, Enemy Phase - Granzon event
After Scirocco is defeated - Enemy Reinforcements arrive
As soon as Domon's back on board, the Reinforce heads to the final battle.
The first step is to break through Jaburo's defense lines, to then invade the
Jaburo Base itself.
You're greeted by Scirocco, who says you have shown an extraordinaire per-
formance, but everything has its limits. It's reached a point where destroy-
ing DC's structure any further would hurt his plans of taking over the orga-
nization; since you're no longer useful, time to die.
Shuu appears on Turn 2, and Scirocco says his help wasn't necessary. Good,
because Shuu only came to inform his plans for a coup d'etat are over, as all
conspirators were found and taken care of. Scirocco minimizes Shuu's threats,
saying DC's over anyway and he'll now move on his own; after the Granzon lea-
ves Scirocco mentions he still has a trump card...
When you defeat Scirocco, he immediately returns in the Devil Gundam. Sin-
ce you destroyed the The-O, he wonders how will you fare against it. He tells
he only managed to retrieve it from Master Asia thanks to Domon... With this,
he can do anything he wants, including usurping DC. But he won't forgive you
for trying to interfere - he'll deal with you personally.
Once you destroy the Devil Gundam, Scirocco can hardly believe you've bea-
ten him, but quickly puts himself together and decides to pull out calmly, as
the world is bound to fall in consusion again someday: this day he'll return.
Camille's a little disappointed Scirocco escaped, but at least he has no more
power, so he's nothing to worry about anymore.
Now, only Bian is left before DC's totally terminated, so an extra effort
is valid. Ryuune leaves the party now - it'd be awkward to fight her own dad.
Go to Scenario 33.
Scenario 33 - "Final Battle at Dawn"
------------------------------------
20x24, Base
Goal: Defeat the Valcion
Player Units: 16 (Psybuster + 15)
Initial Enemy Formation: Valcion [Bian] Lv60
Granzon [Shuu] Lv58
Geymalk [Rakan] Lv50
Geymalk [Kyara] Lv50
Events: none
At last, you invade the Jaburo Base, overcoming all expectations. However,
DC won't fall until you defeat Bian. To top it all, Shuu's with him - he says
they're inseparable.
Notice both Shuu and Bian start out with 130 kiryoku; not only this unlea-
shes all of the Granzon's dreadful attacks, but also help both guys cause mo-
re damage. Shuu also has the "Indirect Attack Cancel" skill, which causes all
long-range attacks to be useless against him (MAP weapons can damage him, but
won't hurt much anyway, since they both have damn huge armors).
Like every other time you fought indoors, you cannot use the White Ark, or
resort to your battleship. However, this time you can launch the BozBorot, so
ammo is less of a concern here - but do remember to launch it and all healing
units you can.
Rakan and Kyara, on the lower corners of the map, aren't as threatening as
the others, and should be killed first, mainly to amass kiryoku.
As usual, your best chances against Bian and Shuu are your Bunshin-enabled
units: rise their ki to 130 and have them attack; even so, their armor has to
be very high to survive if they're hit. Do your best to lure only one of them
out of their spot, so you can deal with them one by one.
When you fight Bian, he says he fights to stand the threat from space, his
ideals will be implemented, and you'll die here. If the Psybuster fights the
Granzon, Masaki curses Shuu for bringing confusion to the surface, as if Lan-
gran wasn't enough.
If you defeat the Granzon, Shuu admits his defeat, and decides to withdraw
honorably - notice the Granzon doesn't explode, just leaves.
Once the Valcion's HP drops below a certain point (below half or so), Bian
says even though you are his enemy he must acknowledge your power is magnifi-
cent, but he has no intention of letting things end so simply: he refills the
Valcion's HP completely, for your pilots' surprise - Judou calls that thing a
monstruosity.
When the Valcion falls, Shuu (if he's still around) says it looks like his
side lost. Bian thanks Shuu for having followed him in his selfish quest, but
Shuu doesn't have to follow him any further. Bian also asks him to apologize
to Ryuune on his behalf, if he ever meets with her.
After Shuu leaves (or if Shuu was defeated before him), Bian says you have
grown very powerful; now he can entrust you the safety of the Earth. The turn
of the old ends here, and the future is to be built by young people like you.
With your youth, you must stand the upcoming threat, and he hopes your coura-
ge and strenght persist for as long as there are things worth defending. Bian
only regrets Ryuune didn't have the chance to meet you, and dies.
Your pilots can hardly believe in their victory, but Camille is also wor-
ried about the threat from space he predicted. Duke replies that even if this
prediction is correct his means were wrong: to force people down won't settle
things. Kouji is confident things will be fine as long as you're around; Ju-
dou agrees, and calls everyone to return - people are waiting for you.
Epilogue
--------
At space, Ryuune learns from Shuu about her father's death. Shuu asks what
will she do now - maybe rebuild DC? She says she won't, as she hates such ti-
resome things. She decides to return to Jupiter, as the aliens her dad talked
about might come.
Shuu asks if she plans to help if this day comes, but she won't answer, as
she doesn't trust him - or like him - so much. After Ryuune leaves, Shuu men-
tions it looks like things might get entertaining again in the future...
The end game text goes as follows:
"And so our fight ended...
With DC dismantled, peace returned to the world.
But it's not like there were no problems left. In particular, League Mili-
taire's leader Jim Janaham turned out not to exist. It was a great shock when
it was found out Professor Bian used that name...
In short, Professor Bian was the commander of DC, but also was the leader
of the anti-DC resistance system League Militaire.
Since Professor Bian's objective was to defend the Earth from a threat co-
ming from space, he apparently thought it could also be good to entrust this
task to a power other than his own DC, if such a thing existed.
Well... over time, a new Earth Union was created.
However, the Union's main heads were all originally people from the United
Nations, who erased all mentions to the Devil Gundam or the League Militaire
from the records... They were afraid of a scandal inside the U.N. that origi-
nated the Earth Union.
At least, that's what I think.
But even if there are questions left, the simple fact that there is peace
again is by itself splendid, isn't it?
I hope this peace goes on forever...
Shakti Karin."
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
"League Militaire"
|
|
SCENARIO 2
"Woowig's Tragedy"
|
_________________|_________________
| |
| |
(Meet Shurak Team) (Save Camille First)
| |
SCENARIO 3 SCENARIO 4
"Shurak Team's Fierce Fighting" "Rescue!! Z Gundam"
| |
|___________________________________|
|
|
SCENARIO 5
"Trick City"
|
_________________|_________________
| |
| |
(Saved Getter Q) (Didn't Save Getter Q)
| |
SCENARIO 6 SCENARIO 7
"Gibraltar's Airspace" "Supremacy over Dakar"
| |
| |
SCENARIO 8 SCENARIO 9
"Encounter at Side 6" "Strike Back"
| |
| |
SCENARIO 10 SCENARIO 11
"Shining Space" "Desert of Treachery"
| |
|___________________________________|
|
|
SCENARIO 12
"Destroy the Enemy Fortress"
|
_________________|_________________
| |
| |
(Kochou Ki joined you) (Kochou Ki didn't join you)
| |
SCENARIO 13 SCENARIO 14
"Friend or Foe!? The Mysterious Gundam" "Ma Kube's Trap"
| |
|___________________________________|
|
|
SCENARIO 15
"Marionette Four"
|
|
SCENARIO 16
"Wonderful!! The Ultimate Robot Valcion"
|
|
SCENARIO 17
"His Name is Touhou Fuhai"
|
|
SCENARIO 18
"Devil Gundam Arrives!"
|
|
SCENARIO 19
"The Mysterious Warrior Schwartz"
|
|
SCENARIO 20
"Scirocco's Shadow"
|
|
SCENARIO 21
"Into Space..."
|
|
SCENARIO 22
"Fierce Battle! Jupitris"
|
|
SCENARIO 23
"Escape"
|
|
SCENARIO 24
"Solar Ray in Operation"
|
|
SCENARIO 25
"Final Battle! Granada Fortress"
|
|
SCENARIO 26
"Stop the Time"
|
|
SCENARIO 27
"Atmospheric Entry"
|
_________________|_________________
| |
| |
(Jaburo) (Guiana Plateau)
| |
SCENARIO 28 SCENARIO 29
"Scirocco's Counterattack" "Guiana Plateau"
| |
| |
| SCENARIO 30
| "Deathmatch! Master Asia"
| |
| |
SCENARIO 31 SCENARIO 32
"Devil Gundam, Again" "Scirocco's Counterattack"
| |
|___________________________________|
|
|
SCENARIO 33
"Final Battle at Dawn"
|
|
END
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. However,
before doing that, please pay attention to the following requests/facts:
- Write "FAQ" as your subject, just so I can separate your mail from junk
mail and things alike.
- Due to the amount of mail I receive, I might not be able to respond all
e-mails. So, if you receive no response, it doesn't mean it hasn't been
received and/or read. Don't send it over and over.
- I know the 'canonical' names for mechs and characters from all the Gun-
dam series; I just happen not to agree with some of them. Do not ask me
to change that. However, please DO let me know the *official* names for
any series, especially non-Gundam ones.
- Feel free to point grammar mistakes or anything like that. English is
not my native language, and advice is always welcome.
- Do not ask me where you can get "romz". If it's up to me, you won't get
them; as a matter of fact, do not ask me ANYTHING about ROMs, emulators
or patches, nor complain to me if you can't run it on your computer.
- No 'l33t' language please. What can I say, I just hate it.
VERSION HISTORY-------------------------------------------------------------
V 1.0 (01/18/2003) - Initial Release. What else can I say?
CREDITS----------------------------------------------------------------------
* Banpresto - for having created this game.
* Nintendo - for having made the Game Boy/Super Game Boy.
* 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 trans-
late much of the japanese text and information of the game.
End of file.