00000 00 00 00000 00000 00000 00 0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000 00 00 00000 00000 00 00 00 00 00 00 00 00000 0 00 00000 00 00 00 00 00000 000 00 00000 00 00 00000 000 00000 000 000000 00 00 00 00000 00000 00 00 00000 00 00 00000 000000 00 00 0000 00 00 00 0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 000000 00 00 00 00 00 00 00 00 00 00 000 00000 00 00 00 00 00 00 00 00 00 00 000000 00000 00 00 00 00000 00 00 00000 00 00 00 00 00 00 00 0 00 00 00 000 00000 000 00 00 00 00 00 00 00 00000 00000 00 00 000 0 0000 00000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 000 00000 0 0 0 0 0 0 0 0 0 0 00000 0 0 0 0 0 0000 0 SUPER ROBOT WARS IMPACT for Playstation 2 by: KOTRT (mlau@ipoline.com) version 3.5 This document is copyright 2002 Michael Lau. This guide is prepared exclusively for GameFAQs. It may be distributed freely by other parties if the following terms are satisfied: this guide is not being sold or resold, none of the content is removed or changed in any way, not used in a commercial environment, not used or distributed in support of a commercial service or product, not used or distributed to support any kind of profit-generating activity, even if it is being distributed freely, and notify me of where it is used by email with the subject line "Super Robot Wars Impact". If you would like to distribute this guide in any commercial environment, contact me for written permission. Final approval is subject to my own discretion. If you have any comments, questions, suggestions and corrections, please also send them to the above email address. All email regarding this matter should have the subject line "Super Robot Wars Impact". Because this is my first walkthrough, I'm sure there are many mistakes and any corrections will be greatly appreciated. Finally, I hope you will find this useful. The game software Super Robot Wars Impact is copyright 2002 Banpresto ------ TABLE OF CONTENTS I. Update History II. Introductions III. General strategy IV. Game Rules/Calculations V. Walkthrough VI. Guides to secret Mechas and Characters VII. Credits ------ I. Update History v 3.5 (10-02-2002) - This version includes walkthrough up to Part 3 Scene 5. - Revised and edited the overall guide. v 3.0 (08-25-2002) - This version includes walkthrough up to Part 3 Scene 2. v 2.0 (07-02-2002) - This version includes walkthrough up to Part 2. - Section IV. Game Rules/Calculations added - Special thanks to Integrators for corrections on v1.0 Arigatou Gozaimashita! V 1.0 (06-05-2002) - This version only includes walkthrough up to Part 1. ------ II. Introductions All the basics about the game (control, menu, Japanese--->English translations and etc.) are very well explained in Kain's FAQ, which can be found on www.gamefaqs.com For the most part, this guide uses the translations found in Kain's FAQ (SP commands, Skills, Stages' title and etc.) Super Robot Wars Impact is quite similar to Shin Super Robot Wars (PSX). You have to first complete Part 1 (Earth), then Part 2 (space) with an almost completely new team of mechas, and finally Part 3 with mechas from both Part 1 and 2. A new feature in SRWI is that it encourages fast game play. The faster a stage is completed, the better the skill will be awarded. This guide mainly focuses on how to end stages faster (especially those which can be finished within 5 turns for the best skill in the game - Concentrate) Of course, it does not imply that only these stages are possible to be completed in 5 turns. I'm just sharing my experience and there might well be other stages that can be finished in 5 turns but I've missed the chance to do so. Please feel free to send me an email if you have any strategies for ending other stages faster. In the Walkthrough section, player units are usually named by their mecha's name and enemy units by their pilot's name, but sometimes the otherwise. There will be comment on each scene and each stage. The "Special" section under Comment in some stages are quick references to "hidden" mechas and characters or conditions that will lead to a different route. For each stage, there is a note on obtaining the AP point, beginning player units, player reinforcement, enemy reinforcement and a list for bosses. The boss's stats are listed in the following sequence "HP", "retreats when HP is below this %"; "item yielded"; "when do they appear"; "condition for retreating other than HP lost" Stages are listed as how they appear in intermission. Usually the first and last stage of a scene are mandatory. Stages in between are referred to as Selects. Please note that I've only decided to write this guide when I'm playing the last stage in Part 2, Scene 2. The data and strategy for previous stages are mostly based on my memory, the guide by Game Station (a game magazine in Hong Kong) and Kain's FAQ. ------ III. General strategy Super Robots have really become the "super robots". If their armours and weapons have been upgraded sufficiently, they're almost invincible and can cause lots of damage (at least in Part 1 and 2). Their aiming has also become good, even when against Mobile Suit or Aura Battler's enemies. On the other hand, there won't be any good player Mobile Suits until Part 2 and although Dunbine still has high agility after upgrade, it just can't do enough damage anymore... Super Robots are your friends to rely on. In order to be able to finish a stage faster, it is beneficial to first try it before actually playing. Knowing which units are compulsory, how many player units can be used, the type of enemy units, their location and if there will be any reinforcement is a great advantage. Try to kill ALL bosses. Getting more items (you'll get the good ones because they're bosses) and money will make game play easier. However, if you want to maintain low AP to get better mechas (such as FA Hyaku Shiki Kai and New Gundam HWS), you should only kill those AP-yielding bosses that give very good items (such as V-UP Unit and Halo). If you have been a conservative SRW player (like myself), it's now time to be brave. Don't be afraid to send a single or two units to take out several enemy units in an area. When it is done skillfully, it helps clearing a stage much faster. Also, don't be over conservative in SP usage. Sometimes using Hot Blood on non-boss enemy units will help to clear matters effectively. Encourage and Motivate are other SP commands that have high influence in the game and Love is probably the magic that resuscitates players from an adverse situation. Change Pilot. Change Pilot. Change Pilot. Change them when appropriate. This is most essential among MS pilots. There are several good pilots but very limited good Mechas. Repairing and Resupplying units are good ways to level up. Let weak characters who have good SP commands (i.e. Aina) be the pilot. There's no reason to leave Aina in Apsellas with her low attacking power. Finally, this might not be honourable but Save-Load is the best companion in all SRW series :p ------ IV. Game Rules/Calculations Here are some points that might be useful in planning your strategy I) In Part 1 and 2, enemy units will 99% attack its nearest player unit. Very occasionally, they will move and attack a different unit. II) When you cast Devotion on oneself, it firsts adds 10 SP, then reduces 40. In other words, it's not a good idea to do it when the pilot has full SP. This is useful when the unit has multiple pilots. III) Defense Level determines how much damage the shield can take. Lv 1 reduces damage by 500, each additional Lv reduces 100 more. It also determines the chances of using Sword-cut. I think it is Defense Level divided by 16. IV) Special container (those found in secret rooms) MUST be picked up. V) Assist Attack and Defense - The assisting unit must be able to reach the terrain of the beneficiary. For example, assume Mazingar Z is standing on ground. He can assist Elshank (the battleship) because Mazingar Z CAN fly. However, Elshank CANNOT assist Mazingar Z because it cannot stand on land (well... unless it crashes...) If you want Elshank to assist Mazingar Z, Mazingar Z must be flying. The following is from http://tekipaki.jp/~cybaster/ Assist Defense level has no effect on performance but is just an indicator of how many times the unit can Assist Defend in one turn. However, Assist Attack does affect the damage dealt. Lv 1 is 80% of normal damage, Lv 2 85%, Lv 3 90% and Lv 4+ 100%. IV) Throughout the guide, when the enemy reinforcement is said to come out in turn 5, it means turn 5 enemy phase. If it's player reinforcement, it'll be turn 5 player phase. ----- V. Walkthrough **************************** **************************** **************************** **************************** **************************** ****** ****** ****** ****** ****** ****** ****** PART 1 ****** ****** ****** ****** ****** ****** Earth Crisis ****** ****** ****** ****** ****** ****** ****** **************************** **************************** **************************** **************************** **************************** SCENE 1 Scene - It does not worth upgrading Gandol because it will break down Comment in early Part 3 (usable only a few times in Part 3). Make sure to upgrade each stat of Dancougar (HP, EN and etc) for at least 1 block. By doing so, Dancougar will acquire the new weapon Aggressive Beast in the last stage in Part 2 Scene 4. Otherwise, it'll be added in Part 3. When choosing wether to send Kouji Kabuto or Tetsuya to space, I recommend choosing Kouji because Tetsuya (Great Mazinger) is slightly stronger. In space, you'll also have Grendizer so it is better to let Tetsuya stay on earth. If the 4th Select (Fire On) is played last, you will be eligible to get the Production Model Great Mazingar if you choose the Scene 4B route and have Tetsuya stayed on earth. If Kouji stays on earth and Scene 4B is chosen, there will be a one-time enemy Danti(?). People who are trying to collect 100% profile on units should be aware of it. The Ninja team will join after the last Stage of this Scene. Upgrade them a little (EN at least) if you want to get the AP point of a stage in Part 2. Start saving some money for Scene 2. 1st stage, #1 - Flying Dragon Takes to the Clouds AP - defeat Norris Beginning Player units - Gandol, Dancougar, Altaisen, NT-1, Zaku Kai, EZ-8 and Metasu Boss list - Norris (HP 8000, 30%; Booster) Comment - This stage could be finished in 5 turns. I sent Gandol and Dancougar to handle the 3 Goufs, including Norris. The Goufs' to-air-weapons are weak so Dancougar could counter-attack with no problem. Move other units towards the base to lure the enemies to land or at least come closer to where you are. After Norris has run out of shield, Dancougar with Hot Blood, assisted by Gandol, should defeat Norris. Make sure to take advantage of all the Support Attack and Defense available. 2nd select (Saotome Research Institute) - Three Spirits AP - defeat Hydra Beginning Player units - Getta-1, Gandol and 6 units Boss - Hydra (HP 17000, 30%; Apojee Motor; turn 3) Comment - Nothing much special but if you want to clear the stage faster, send the Super Robots to kill Megasaurus Zai's, then move a little east and wait for Hydra and his reinforcement. Special - Upgrade Dancougar! 3rd select (Phototronic Research Institute) - Castle of Black Iron AP - defeat Ashura Beginning Player units - Boss Robo, Diana A, Mazinger Z, Gandol, 11 units Comment - Sorry, couldn't recall this stage... Special - Upgrade Dancougar! 4th select - Fire on AP - Clear the stage in 5 turns or less Beginning Player units - Gandol, 10 units Player reinforcement - Great Mazinger, Venus A (turn 3) Enemy reinforcement - 5 gogs (turn 3, near the seashore) Comment - Another chance to grab the skill Concentrate. Getta-3 is very useful in fighting the gogs. Special - Play this stage last and you could get Production Model Great Mazingar if you play Scene 4B and have Tetsuya stayed on earth. It's getting redundant but this is your LAST chance to uprade Dancougar (if this stage is played last). He'll be sent to space in the next stage so he won't appear in intermission after this stage. Do it now or you'll regret. I forgot to do it, so... :( 5th stage, #5 - Let's Get Masculine AP - defeat Butcher Beginning Player unit - Aestivalis Air type (Gai) Player reinforcement - Aestivalis Land type (Akito, turn 2) - Nadeisco, Gandol, 12 units - Zambot 3 (turn 4) Enemy reinforcement - (turn 3 and 4) Boss - Butcher (HP 16000, 30%; ???; turn 3) Comment - Gai will only be attacked by the closest enemy unit at first. However, after the arrival of the Gandol team, the enemy units will approach Gai and he WILL be killed if left alone. You could use Trust on him, and send 2 to 3 units to guard him and kill the surrounding units. Since the Nadesico team will retreat in turn 4 (beginning of Player Phase), it's not a bad idea to use Gai's Motivate at the beginning so he will take less damage and exploit all SP of the Nadesico team. Assuming Nadesico is at the east (thus Gandol at the bottom left corner), both groups of enemy reinforcement will appear at Gandol's north. Zambot 3 will also come out around there. Don't forget to take advantage of the terrain (buildings increase your defense, dodging and recover 10% EN) but you must be grounded, not flying. Last stage, #6 - Wings That Rise and Fall AP - Defeat Butcher or reduce his HP to below 30% before turn 5 Beginning Player units - Zambot 3, Gandol, 7 units Player reinforcement - Elshank, Joe, Lenny, Joe (turn 6) Enemy reinforcement - (turn 3 and 6) Boss - Butcher (HP 20000, 30%; V-UP Unit(W); turn 3) Comment - The challenge is to defeat Butcher. It is definitely worth the effort because he yields a V-UP Unit. He and his reinforcement will come out on the cliff opposite to the base. The trick is to know the exact location of where he shows up (save on turn 3, remember the location after he shows up, reboot). In turn 3, move a Super Robot (I used Getta-1) besides where he'll show up. Also move Great Mazinger besides this unit (thus two blocks from Butcher). When it becomes the enemy phase, he'll appear and make an attack on the closest unit. Counter attack with your strongest weapon. It is also good to use some SP commands (like Flash, 100% Hit, Iron Wall) or others that deem appropriate. Then in turn 4, attack Butcher with the rest of your Super Robots and he should be defeated with the help of Great Mazinger. This strategy really helps to clear a stage with reinforcing Boss faster, especially if that unit has Hot Blood. I'll refer this as the "Wait-&-Counter" strategy. When Butcher is defeated, the HLV will launch immediately and Zambot 3 will also leave. Therefore, it is good to exploit all SP of Zambot 3. Assuming Butcher appears at east, the second reinforcement and the Elshank team will come out at the middle south. SCENE 2 Scene - In the stage A Visitor, From Afar, Shou will join with Comment Dunbine. I recommend NOT to upgrade him. If you choose to play Scene 4A, you will get Bilvine. Otherwise, you'll get it in Part 3. If you're going for 4A, of course it's better to save your money for Bilvine. If you go for 4B, instead of upgrading Shou's Dunbine, upgrade Todd's. First of all, the pilots are interchangeable. Secondly, you won't want to put out 2 Aura Battlers in Part 1 unless you have Bilvine... Finally, at later stages when the player's Aura Battlers are compulsory units, Todd can come out in his upgraded Dunbine and Shou in Bilvine. It'll be a waste to leave an upgraded Dunbine behind for nothing. If you choose 4B, you'll be able to upgrade Grendizer who will be the major force in beginning Part 2. Continue saving money. You will need to upgrade the weapons of your 2 strongest Super Robot (Raideen and Great Mazingar recommended) to take out Aina in the last stage. It is a challenge to take off 13000+ HP at this stage. Note that Raideen will leave in Scene 5. Also, Dangaioh will soon leave for awhile but return in the last stage in Scene 5. Both units should still be upgraded. 1st Select (Shinjuku) - Cross Fight AP - Defeat Gil (Bloody 2) Beginning Player units - Gandol, Elshank, 11 units Player reinforcement - Dangaioh (turn 2) Enemy reinforcement - 6 units (when Gil (Bloody 1) is defeated) Boss - Gil (Bloody 1, HP 25000) - Gil (Bloody 2, HP 23000, 30%; Large-scale Generator; when Bloody 1 is defeated) Comment - Assuming the Gandol team is at south, all the beginning enemy units and reinforcement scatter around the buildings at north. Take advantage of the mini 2D map or it'll be extremely difficult to measure the distance between units... for me that is... At this stage, Gil shouldn't be a problem even though he will transform after the first destruction. Unlike Bloody 1, Bloody 2 is more like a real robot (high agility) but Gil's morale will be reset at 100. 2nd Select (Mutron Research Facility) - The Awaken Hero AP - Defeat Gil (Bloody 2) Beginning Player units - Brueger Player reinforcement - Gandol, Elshank, 11 units (turn 2) - Raideen (turn 3) Enemy reinforcement - Gil Boss - Shakin (HP 18000) - Gil (Bloody 1, HP 28000; turn 3) - Gil (Bloody 2, HP 26000, 30%; High Performance Targeter; when Bloody 1 is defeated) Comment - Sorry, couldn't really recall this stage... but if I've remembered correctly, assuming Raideen first appears at south, Gil should come out at middle east. 3rd Select (Iga Village) - The Lost Ninja Legend AP - Defeat Irubora Beginning Player units - Elshank, Joe, Lenny, Mike, Gandol, 11 units Player reinforcement - Tobikage Enemy reinforcement - Irubora and 10 units (turn 3) Boss - Irubora (HP 27000, 30%; Book of Ninjitsu; turn 3) Comment - Assuming the Gandol team is at south, Irubora will appear at the north island and the reinforcement will scatter around Irubora and north of the southern plain. 4th Select (Tokyo) - A Visitor, From Afar AP - Clear the stage without defeating Galaria Beginning Player units - Dunbine Player reinforcement - Elshank, Great Mazingar, Venus A, Gandol, 9 units (turn 3) - Master Gundam, Shining Gundam, Nobel Gundam (turn 4) Enemy reinforcement - 13 units (turn 3) Boss - Galaria (HP 12500; ???) Comment - This stage looks complicated but it can be actually completed in 5 turns (or 6 if I've remembered it wrong...) In the first two turns, don't let Dunbine fight anything. Unless you're very lucky, Dunbine is likely to get hit and killed... Here's the trick when the Gandol team comes out. Assuming it is at the north, send a few units to take out the existing enemy units and also a few to the area at east (the buildings) to wait for the enemy reinforcement. In turn 4, the Gundam G team will arrive but let them stay there because some enemy reinforcement will come out near them. On turn 4 Enemy Phase, enemy reinforcement should come out in four areas (might be wrong...) The first should come out at the northwest corner, the second at east, the third at southeast and the last group near the Gundam G team. Concentrate on killing the Aura Battler units (the beginning enemy units) and the new 4 Einst units because in turn 5 or 6 (Enemy Phase), a new group of reinforcement will show up but retreat immediately with all the Death Army units (I'm not sure about the Einst units). It is possible to end the stage during this enemy phase. Touhou Fuhai will leave to chase after them but Shining and Nobel Gundam will stay. Special - Galaria will join with her unit if she's alive after all enemy units have been defeated. Last Stage (No-man Island), #11 - Two Newtypes AP - Defeat Aina Beginning Player units - Super Gundam Player reinforcement - Elshank, Gandol, 9 units (turn 2) - Re-GZ (turn 6) - Tobikage (turn 8) Enemy reinforcement - 5 units (turn 4) - 4 units (turn 6) Boss - Norris (HP 14400, 0%; Chobam Armor) - Rosamia (HP 13600, ???; turn 4) - Aina (HP 26800, 50%; Minovski Craft; turn 6) Comment - Needless to say, the challenge here is to defeat Aina. But before going into that, Rosamia and her reinforcement will appear at northeast of the island, assuming Norris is at west. You can convince Rosamia with Camille and she'll join immediately. In turn 6, Aina and her reinforcement will appear at west. Her MAP weapon's range is 3 (width) x 6 (length) and 1 extra block on the middle column. Watch out and feel free to first kill the reinforcement because she won't gain any morale from it. If there is not enough money to fully upgrade your Super Robots' weapons, the trick is to lure her to come closer to land. Again, assuming she's at west, you should find a terrain at her southeast (within her attacking range) that looks like the following ___________________ | | | | | where W = water; S = seashore; L = Land | W | W | S | L/S | |___|___|___|_____| Move a unit (underwater) to the W next to S. Because Apsellas cannot fire under water but that unit is within her attacking range, she'll move to the W right next to it. Now, you can put Raideen on S and Great Mazingar behind it and they can both stand on land to launch the attack. Because their terrain level is S on land, they are stronger when standing than flying. Exhaust Aina with Elshank and I used the almost fully upgraded Great Mazingar (1 block remaining) and Raideen (2 remaining) for the final blow. That costs me all the money saved so far (down to around $7000...) If you've reduced Aina's HP very close to 13400, God Bird Change with Hot Blood assisted by Great Booster (maybe the other way around) should be enough to take off the rest. Of course, if you have enough money to fully upgrade the weapons of both units, probably that's enough to defeat Apsellas while flying and save all the trouble. Also, because Tobikage will show up in turn 8, you might want to start your attack on Apsellas afterwards. It'll be annoying if Apsellas's HP is reduced close to 50% then Tobikage comes out and damages her HP to below 50%. Forgot to mention - I gave Raideen a V-UP Unit (W) Special - Convince Rosamia with Camille and she'll join immediately with her unit. You will also get the skill SP+15. However, her unit's HP will be reduced back to normal after this stage. SCENE 3 Scene - If the stage Hometown of the Soul is played last, you'll go to Comment Scene 4A. Otherwise, you'll go to Scene 4B. Choosing 4A will give you Bilvine in Scene 4A and Bilvine (camouflage version) in Part 3. For 4B, you will still get Bilvine in Part 3 and become eligible to get Touho Fuhai and Master Gundam. If you're planning to get Touho Fuhai, the last stage to be played should be the 2nd select (Central Asia Dessert Area) - I am Me, You Are Mileen. This will prevent you from going to 4A and when 4th Select (Southeast Asia Dessert Area) - Assault is played first or second, you can defeat Gato to get Hyaku Shiki Kai later. Save some money to upgrade Daitarn 3's weapons as his weapons MUST be fully upgraded if you want to defeat a boss in Part 2. He won't leave until late Scene 5 so no hurry. Combattler V's stats (HP, EN and etc) will receive an upgrade of 4 blocks automatically in Part 3 Scene 4. Except EN which is cheap and necessary at this stage, leave blank at least 4 blocks for other stats when upgrading. 1st stage (Nambara Connection), #12 - Launch, Ultimate Electric Robo AP - Defeat Garuda Beginning Player units - Elshank, Gandol, 11 units Player reinforcement - Combattler V (turn 2) Enemy reinforcement - 6 units (when existing enemy units are less than 10) Boss - Garuda (HP 25000, 30%; Spiritual Energy Device) - Alfimi (HP 20000, 50%; Biocensor; when existing enemy units is less than 10) Comment - Garuda who runs at 30% shouldn't be a problem by now. Alfimi looks scary (runs at 50% and has small HP recovery), but think of it this way - if you can defeat Aina in the previous stage, Alfimi is nothing ^_- Just Exhaust her so that she cannot use Prediction and it's also unlikely that she can ever launch her MAP weapon. However, if you want to make it challenging, try to defeat her with Combattler V and Great Mazingar to balance out the level among your team. Let them stand on the base for HP and EN recovery and they should be able to defeat Alfimi when her HP is close to 10000. 2nd select (Central Asia Dessert Area) - I am Me, You Are Mileen AP - Within 5 turns, destroy the 3 pyramids without defeating the 3 assistants; OR defeat Mileen Beginning Player units - Elshank, Gandol, 12 units Player reinforcement - Daitarn 3 (turn 5) Enemy reinforcement - 1 unit (when condition for gaining AP point is fulfilled) - 7 units (turn 5) Boss - Mileen (HP 28000, 50%; ???; turn 5) - Puru (???, 0%; ???; when the 3 assistants are rescued in 5 turns) Comment - Sorry... I couldn't remember the exact locations of where the Gandol team first appears. This is the first time players are required to destroy background buildings. Assuming they appear at somewhere at northeast, the three pyramids that need to be destroyed are the big one at west, the small one at south and another small at the southwest corner. Each pyramid only has 1000 HP but only one block (the small one is 2x2 and the big one is 3x3 by size) can be targeted. When 1 pyramid is destroyed, 1 assistant will be freed and retreat instantly. When all of them are rescued within 5 turns, Puru will appear at south. Defeat her to get her in Part 2. Mileen retreats at 50% and has even more HP than Aina but it should be manageable at this stage with sufficient upgrade. Special - If the Snow Mountain event is not triggered and this stage is played second or third, you will get Kempfer afterwards if Shiro is in this stage. 3rd Select (New York) - Hometown of the Soul AP - Defeat Touhou Fuhai (Master Asia) Beginning Player units - Elshank, Gandol, Shining Gudnam, Nobel Gundam, 9 units Enemy reinforcement - 10 unit (when all beginning enemy units have been defeated???) Boss - Touhou Fuhai (HP???, 0%; Shuffle Crest; when all beginning enemy units have been defeated???; retreat after 2 turns) Comment - Again... I couldn't remember when do the reinforcement units appear. I do think they appear before all enemy units have been defeated. Anyways... assuming the Gandol team first appears at the north island, Master Asia and other reinforcement will come out around the island at west (the Statue of Liberty). Even though it is the Enemy Phase, Domon will rush to Touho Fuhai and a combat event will reduce half of his existing HP... Therefore, it is advisable to move some Super Robots to that island beforehand to help guarding Domon and defeating Touho Fuhai. Taking him down is tedious but possible with the help of all Super Robots, Altaisen and maybe Amuro Ray (he has Command Attack). Make sure to take advantage of all possible Assist Attacks. Since he only yields a Shuffle Crest and the experience earned is limited (you won't get 20000 exp from killing this Lv 46 old man), defeating him virtually gives no benefit to future game play... it's more like the perseverance of a SRW player. :p Special - Convince Todd with Shou then defeat him with any character. He and his unit will be usable before stage 16. 4th Select (Southeast Asia Dessert Area) - Assault AP - Defeat Ginias Beginning Player units - Elshank, Gandol, EZ-8, 11 units Enemy reinforcement - 5(?) Units (turn 2 or 3) - 5 units (turn 5) Boss - Norris (HP 17200, 0%; Chobam Armor) - Aina (HP 28900, 0%; Bioncensor) * Gato (around HP 33000, 40%; V-UP Unit (W); turn 2 or 3; retreat in 2 turns) - Ginias (HP 25000, 50%; ???; turn 5) Comment - Assuming the Gandol team arrive at southwest, Gato will come out at east and Ginias at northwest (near Aina). I find 3 upgraded Super Robots enough to take out Gato. Let a Super Robot fly and have Beam Coat on, Gato's beam rifle can hardly do any damage to him (he can't use Beam Sabre to flying units) Again, the Wait-&-Counter strategy would help. However, make sure enough EN is saved for Ginias because he'll run at 50%. Special - Defeat Aina with Shiro to trigger the Snow Mountain event. Shiro will leave the team temporarily and return before stage 16. This event must be triggered to get Apsellas, Norris and Gouf B-3. However, Aina herself will join anyways. * Gato will only appear if this stage is played first or second. Defeating him or reducing his HP to below 40% will damage GP-02, causing him not to show up in Part 2's "Nightmare, returns". Because he won't show up to fire the Nuclear Bazooka to wipe out Solomon, it is possible to get Hyaku Shiki Kai later on. Actually, the title "Nightmare, returns" will no longer make sense in this case because Gato (Nightmare of Solomon) won't even show up...... If you do wonder, Gato and the Snow Mountain event can happen together. Last Stage (Jaburo), #16 - Disaster AP - Defeat Master Asia Beginning Player units - Elshank, Gandol, Shining Gundam, Nobel Gundam, 10 units Player reinforcement - Tobikage (turn 4) - Gundam Spigiel (when Master Asia is defeated or retreats) Enemy reinforcement - 16 Units (turn) Boss - Touhou Fuhai (HP 36450, 0%; Space Alloy Glen; turn 2; retreats in turn 5) Comment - Couldn't remember this stage except Domon and Touho Fuhai shouting "Ready... GOOOOOOOO"... But if you have defeated Master Asia before, you should be able to do it again. SCENE 4A Scene - The guide for 4A is preliminary because I still haven't played Comment it myself. 1st Stage (Kara Kara Mountain Range), #17 - Darkness, The Fearful Thing AP - defeat that battleship 2nd Select - Queen of Red Squall AP - defeat Myuji 3rd Select (Uro Puro City) - The Silent Fortress AP - complete the stage within 8 turns 4th Select (Doreiku City) - The Opened Road AP - defeat Alfimi Last Stage - (same as that of Scene 4B?) SCENE 4B Scene - Make sure to upgrade Grendizer. He will be the major force in Comment beginning Part 2 and all upgrade now will carry over. A full upgrade will make him invincible but several upgrade on HP, EN, armour and half its weapon will be sufficient. He and Aphrodite A will leave at the end of this scene. Combattler will leave temporarily after 3rd Select. It is better to first play 2nd Select to pick up Grendizer, then 4th Select and 3rd Select last. 1st Stage, #17 - Zero Degree Trap AP - Defeat the Great General of Darkness Beginning Player units - Elshank, Gandol, 12 units Player reinforcement - Tobikage (turn 6) - Grendizer, Aphrodite A (when all enemy units have been defeated) Enemy reinforcement - 11 Units (when all enemy units have been defeated) Boss - Great General of Darkness (HP 29000, 30%; Super Alloy Z) - Zuriru (HP 22000, 30%; Beam Coating; all enemy units are defeated) - Kirika (HP 15465, 30%; High Performance Radar; all enemy units are defeated) Comment - This stage is annoying. Assuming the Great General of Darkness is at the northeast corner, after you have defeated all enemy units, the reinforcement will appear at southwest... Special - If Tetsuya is on earth and Part 1 Scene 1's "Fire On" is played last, the Production Model Great Mazingers will show up as enemy. Convince any one of them with Tetsuya and it will be usable after the stage. 2nd Select (Atlantic Ocean Volcanic Island) - Last Gamble of the Prince AP - Defeat Shakin with Raideen Beginning Player units - Elshank, Gandol, Raideen, 11 units Player reinforcement - Tobikage (turn 4) Enemy reinforcement - 10 Units (turn 4) Boss - Shakin (HP 32000, 0%; Spiritual Energy Device) Comment - This stage can be completed in 5 turns. Upgrade the Super Robot's Armour (hopefully they've already been upgraded; the first few blocks are cheap anywayz...), give them some items that increase Armour and they should be almost invincible, especially Daitarn 3 with his shield. (With the items, my Grendizer has 2040 Armor and Daitarn 1800). Send them to the front line and keep counter-attacking. The enemy reinforcement will appear at where the Gandol team first appears. 3rd Select (Nambara Connection) - Within the Winds of Battle AP - Defeat Garuda Beginning Player units - Elshank, Gandol, Combattler, 11 units Boss - Garuda (HP 25000, 50%; ???) - Mia (HP 16300, ???; ???) Comment - One of the few stages that does not have reinforcement. The objective of this stage is to prevent enemy units from entering the base. Using the same idea in the previous stage, Super Robots with high armour will basically kill off most of them. This stage is straight forward and hopefully you could also end it in 5 turns (took me 6). BTW, Combattler will temporarily leave the team when Garuda is defeated. 4th Select (Giana Plateau) - One Drop of water AP - Defeat Master Gundam Beginning Player units - Shining Gundam Player reinforcement - Gundam Spigiel (turn 2) - Elshank, Gandol, Altaisen, 10 units (all enemy units are defeated) - Tobikage (3 turns after all enemy units are defeated) Enemy reinforcement - 11 units (all enemy units are defeated) Boss - Touhou Fuhai (???, 0%; Shuffule Alliance Badge; all enemy units are defeated; will retreat if Devil Gundam is defeated) - Devil Gundam (HP 38000, 0%; Space Alloy Glen) Comment - It is advisable not to do anything but just move away from the enemy units when Rain's controlling Shining Gundam. In turn 2, she will interchange with Domon and Gundam Spigiel will also come out. When all 6 Death Body's are killed, Master Asia and his reinforcement will appear in the enemy phase. As an event, he will fight against Domon and Gundam Spigiel will protect Domon and lose most of his existing HP (forgot how much but he won't get killed) Domon will then learn the Clear Mirror Still Water skill, transform into Shining Gundam S and morale rises to 150 (I think he recovers HP but I'm not too sure now...) As a test, I've tried to let Gundam Spigiel die before Touho Fuhai appears. When the 6 Death Body's are killed, he will come out again with full HP and SP to protect Domon and can still be used after the event... Touhou Fuhai goes next to Domon no matter where Shining Gundam is. It is possible to put Domon 1 block away from water beforehand. Then when Master Gundam comes out, he'll go into water and start the event. Because Master Gundam's terrain is only B for water, staying in water will reduce his damage, aiming and dodging rate. However, most of the Super Robots' weapons are also only B against water. Nonetheless, this could be a strategy if anyone wants to try. (OK... I didn't use this strategy, just a thought...) Touhou Fuhai seems dangerous with his high level Potential and Perseverance, but if you bombard him with Super Robots and he counter-attacks with Darkness Finger, he will run out of EN very soon and cause relatively low damage afterwards. Be aware that when Devil Gundam's HP is reduced to below 50%, he will fully recover once. Also watch out that the "Plants" will launch its MAP weapon when there are 2 or more player units in front of it (straight line). Last Stage, #21 - Shining in the Midst of the Storm AP - Let the Elshank launch without being attacked Beginning Player units - Elshank, Gandol, Joe, Lenny, Mike, EZ-8, 9 units Player reinforcement - Tobikage (turn 5) Enemy Reinforcement - 9 units (turn 4) - 1 unit (Aina, turn 5) Boss - Norris (HP 21000, 0%; ???) - Aina (HP 20500, ???; ???; turn 5) Comment - If you want to end this stage (and convince Aina and Norris) faster, add Items that increase mobility to Gandol. Assuming the Gandol team first shows up at east of the base, the enemy reinforcement will show up at north of the base and Aina at northwest. Return EZ-8 and Bernie to Gandol and start moving towards northwest. When you're there, release EZ-8 to convince Aina. Once done, move both of them back to Gandol and move towards Norris. Because Tobikage will show up in turn 5 and likely to combine with Joe, the transformed Joe can be used to lure Norris to move towards Gandol to speed things up. Daitarn 3 alone (with 1800+ armour) could kill all enemy units at the north (including reinforcement) without a single HP being reduced. Of course, it never hurts to send another one there to help. Special - If the Snow Mountain event has been triggered, convince Aina with Shiro, then Norris with Aina and Bernie to get Aina, Norris and their units. The skill Strong Luck will also be awarded. SCENE 5 Scene - Nothing special about this scene. Combattler will return in Comment 4th Select and Getta Robo will upgrade to Getta Dragon in 3rd Select. Make sure to upgrade Daitarn 3 before the last stage. 1st Stage, #22 - A Promise That If You're Aware of AP - Defeat Glowbine (runs at 30%) Beginning Player units - Nadesico and 6 Aestivalis Player reinforcement - Altaisen, EZ-8, Joe, Mike, NT-1, Zaku Kai and Gouf (turn 3) - Gandol, 9 units (1 turn after Glowbine shows up) - Machine Robo team (probably turn 9) Enemy reinforcement - 7 units (when Nanabushi is destroyed) - 10 units (when the Machine Robo team arrives) Boss - Nanabushi (HP 20000) - Glowbine (???, 30%; Psycho Frame; when Nanabushi is destroyed, will retreat when the Machine Robo team arrives) Comment - Assuming Nanabushi (the big cannon) is at north, the fastest way to go there is through the land route at west. Take advantage that some Aestivalis units have Accelerate. All Aestivalis are equipped with EN recovery items so use them when necessary. Don't let your units fly (if you give them Minovski Craft) before Nanabushi is destroyed or it will be shot down (99999 damage). The female Aestivalis team and Mike (most of them have assist attack) should be enough to destroy Nanabushi within 6 or 7 turns. Those "insects" can hardly do any damage to units under water. When Nanabushi has been destroyed, Glowbine and his reinforcement will appear at west. By default, he will be standing on top of the two consecutive cargos, which are located at the middle west and only one block away from the edge. To take the "Wait-&-Counter" strategy one step further, you can put two units on the cargos to "bump" Glowbine away. This can prevent him from benefiting from the cargos (defense and dodging increase, EN recovery). 2nd Select (Kyoto) - Commander's Legacy AP - Defeat Irubora Beginning Player units - Joe, Lenny, Mike Player reinforcement - Gandol, 13 units (after the Ninja team is transferred or one Teleport Machine is destroyed) - Tobikage Enemy reinforcement - 4 units (turn 5) Boss - Teleport Machine (HP 23000) - Irubora (???, ???; Book of Ninjitsu) - Meleen (HP 23000, 30%; High Performance Targeter; turn 5) Comment - If you do not want the ninja team to be teleported, you must destroy one of the three Teleport Machines in/before turn 4 (might be 3...) It is not difficult if SP Commands and Assist Attacks are used effectively. It will also be advantageous to give them Items that increase Mobility. Assuming Irubora is at northeast, the Gandol team will come out at southwest and Meleen and her reinforcement at north. If the Teleport Machine is not destroyed on time, the Ninja team, Irubora and most of the enemy units (may be all) will be teleported. However, there will be more reinforcement with Meleen. BTW, when one Teleport Machine is destroyed to stop the teleport, destroying the other two will have no effect on anything. 3rd Select (Saotome Research Institute) - Roar of G AP - Defeat Brai Beginning Player units - Gandol, 12 units Enemy reinforcement - (turn 5) Boss - Hidora (HP 24000, 0%; High Performance Radar) - Getta Dragon (HP 35000, 0%)
                       - Brai (HP 35000, 30%; Super Alloy New Z; turn 5)

      Comment - In fact, Getta Dragon is not that strong considering its 
                strong weapons are all short-ranged.  However, watch out for 
                Hidora because his attack range is very long.  In turn 5, Brai
                and his reinforcement will appear at southwest. Brai will be
                at the southwest corner, standing on the left of two
                consecutive buildings which gives him huge defense bonus.
                Again, you could first send two units there to occupy the
                buildings and "bump" him to normal terrain.

      Special - If this stage is played first or second, Texas Cowboy will 
                show up and join. If it is played last, Texas Cowboy will not 
                join but there will be a CG for the fight between Getta Robot
                and the stolen Getta Dragon.


4th Select (New Empty Volcanic Cave) - The Tragedy of Great Shogun Garuda 

   AP  - defeat Garuda with Combattler

   Beginning Player units - Combattler
   Player reinforcement   - Gandol, 12 units (turn 3)

   Enemy reinforcement - 12 units (turn 5)
                       - 1 unit (when all enemy units are defeated)
   Boss                - Oreana (HP 30000, 0%; V-UP Unit(U))
                       - Mia (HP 19615, 0%; Book of Ninjitsu)
                       - Garuda (HP 30500, 0%; Super Alloy Z; when all enemy
                                 units are defeated)

      Comment - Nothing really challenging here because all bosses will not 
                run. Watch out for Oreana (the green woman) because her attack
                range is long.  Just a reminder, because Combattler V has just
                return, it won't have any Items equipped. It is safer to wait
                for the Gandol team before attacking.



5th Select (No-man Island) - Traitorous Collector

   AP - defeat Benmel

   Beginning Player units - Daitarn 3, Gandol, 12 units
   Player reinforcement   - Tobikage (turn 6)

   Enemy reinforcement - 15 units (turn 2)
                       - 3 units (turn 3)
                       - 7 units (turn 4)
                       - 2 units (turn 10)
   Boss                - Benmel (HP 25000, ???; Halo; turn 4)

      Comment - Finally, here's the chance to get some better Gundam units.
                However, when G-3 Gundam and Char's Zaku come out as enemy 
                reinforcement, their stats are all fully upgraded, meaning  
                high agility and SUPER high attack power (yes, way more 
                dangerous than Benmel). They will appear near Benmel. In order
                to get them, G-3 Gundam must be defeated by Chris and Char's
                Zaku by Bernie.  Bernie might be able to destroy it with Raid
                but Chris is unlikely to do any damage or even hit the target.
                Luckily, Assist Attack also counts so just rely on Super 
                Robots.  Also, Chris and Bernie DO NOT have to be in NT-1 
                Gundam or Zaku Kai. 

      Special - Defeat G-3 Gundam with Chris and Char's Zaku with Bernie to 
                get these units before stage #27.



Last Stage, #27 - The Battlefield, Towards the Skies 


   AP - Clear the stage within 7 turns

   Beginning Player units - Gandol, 12 units
   Player reinforcement   - Dangaioh (also Joe, Lenny and Mike if they were 
                                 teleported in the previous stage)  (turn 5)
                          - Tobikage (turn 6)

   Enemy reinforcement - 8 units (turn 2)
                       - 3 units (turn 5)
                       - 3 (turn 6)
   Boss                - Hidora (HP 37500, 0%; Large-scale Generator; turn 5)
                       - Brai (HP 46500, 0%; ???; turn 6)

      Comment - This stage must be completed within 10 turns which is not bad.
                However, it is very difficult to defeat all enemy units within
                7 turns for the AP point. Even though I kept rushing to the
                enemy units and counter-attack, it took me 8 turns and I was
                too lazy to play again.

                The first group of enemy reinforcement will come in two 
                groups, one on each of the corner of the southern void sky. 
                The next group of reinforcement will be at the front of the 
                circular architecture (the one in front of the big black 
                hole).  The last reinforcement will appear at the back of that
                circular architecture.

                Dangaioh will appear on the left of the big black hole but I'm
                not sure about the Ninja team.  I don't have any good strategy
                but to rely on Super Robots and MAP weapons. One suggestion if
                the Ninja team was not teleported - send out only Lenny so 
                that Tobikage will combine with her.  The new unit will have
                MAP weapon and could do some decent damage with Hot Blood.  If
                you're desperate, don't send out any Ninja unit and let 
                Tobikage fight on its own.  However, watch out for its MAP 
                weapon and don't let it destroy your own units.





SCENE 6


      Scene   - Last scene of Part 1.  The 5 stages before the final battle
      Comment   are excellent chances to get some good skills for your pilots.

                If 2nd Select (Jaburo East) is played before 4th Select
                (Jaburo West), it is possible to acquire Psycho Gundam.  If
                West Jaburo is played before East Jaburo, Gremi will retreat
                and make the stage very easy.



1st Stage (Kawasaki City), #28 - Fragments of a Dream

   AP -  Clear the stage in 6 turns

   Beginning Player units - Nadesico, 4 Aestivalis, Dangaioh, Gandol, 9 units

   Enemy reinforcement - 5 units (turn 3)
                       - 5 units (when Tetsujin's HP is below 50%)
   Boss                - Tetsujin (HP 27000, 0%; Magnetic Coating; turn 3)
                       - Majin (HP 26500, 0%; Super Alloy New Z; Tetsujin's 
                                HP is below 50%)
                       - Gil (Bloody 1, HP 32000; Tetsujin's HP is below 50%)
                       - Gil (Bloody 2, HP 29800, ???; Spiritual Energy 
                              Device; Bloody 1 is defeated)

      Comment - This stage could be finished in 6 turns.  I sent Getta-3 
                (Poseidon) and Mike to the right for the enemy units under 
                water; 2 Super Robots to the northwest for Tetsujin and the 4
                reinforcement; and 1 Super Robot and the Nadesico team to the
                northeast for the existing enemy units and Majin in later
                turns.  Gil and 3 other Bloody 1's will appear at south to 
                where the Gandol team originally is.  If Tetsujin and Majin 
                seem hard, a strategy against that is to first waste all their
                EN.  Each Distortion Field activated costs 20 EN. Keep 
                attacking them and they will run out of EN quickly and become
                unable to attack or launch Distortion Field.



2nd Select (Jaburo East) - Messenger of Axis

   AP -  Defeat Gremi

   Beginning Player units - Gandol, 13 units

   Enemy reinforcement - 6 units (turn 3)
   Boss                - Gremi (HP 31130, 50%; Halo)
                       - Yazan (HP 25720, 0%; Beam Coating)

      Comment - This stage can be completed in 5 turns.  The major challenge,
                of course, is defeating Gremi.  In order to do so, it is a 
                MUST to deplete his shields ASAP.  3 Super Robots would be 
                enough to take him down, however, 1 or 2 more extra units will
                be helpful to take down the units around him.  All the 3 Super
                Robots should use Accelerate and the fastest one should be 
                able to attack Gremi in turn 3.  Make sure to counter-attack
                him and anything that attacks you.  His shields should run
                out in turn 5 as you bombard him in turn 4.  If you are 
                wondering why he seems so strong with his not-so-impressive 
                stats, that's because he's standing on a terrain that gives
                him huge defense and dodging bonus and recovers HP and EN.

                As for the enemy reinforcement, assuming the Gandol team is at
                south, they will appear at the southeast territory.  Once 
                again, the Wait-&-Counter strategy will help defeating Yazan.

      Special - If this stage is played after Jaburo West, Yazen 
                (HP 25720, 0%; Beam coating) will be there instead of Gremi.
                Jerid will show up as reinforcement in turn 3.



3rd Select (Jaburo North) - The Devil Above

   AP - Defeat Zabine

   Beginning Player units - Gandol, 12 units
   Player reinforcement   - Tobikage (turn 6)

   Enemy reinforcement - 9 units (turn 5)
   Boss                - Ginias (HP 40000, 0%; Minovski Craft)
                       - Zabine (HP 26200, 30%; Shuffle Crest; turn 5)

      Comment - Another stage that can be completed in 6 turns (damn Zabine
                who comes out in turn 5 enemy phase).  The challenging part of
                this stage is to kill all the enemy reinforcement in 1 turn.
                I suggest dividing the team into three groups. Assuming Gandol
                is at the northeast corner, move the first group (the weakest) 
                downwards, killing everything on its way and when it reaches
                the bottom, move left towards Ginias.  The second group should
                move left to take out enemy units at the northwest corner and
                wait for enemy reinforcement.  The third group (probably the 
                strongest) should move diagonally towards Ginias.  However,
                when most enemy units on its way have been killed, part of the
                group should return to prepare for the enemy reinforcement.
                
                Zabine and 2 Apsellases will appear at northwest (right to the
                river) and I think the 6 Denon Zons will be on the left to the
                river (at least 3 for sure).  Although the Denon Zons have
                shields, they should not be a big problem.  The Wait-&-Counter
                strategy will work well on Zabine and Apsellases. However, pay
                close attention to the Apsellases' MAP weapon range.  It's
                range is the same as the player's Apsellas' and they will fire
                it if two or more player units are in range.  



4th Select (Jaburo West) - The Phantom of Glips(?)

   AP -  Defeat Jerid

   Beginning Player units - Gandol, 13 units

   Enemy reinforcement - 1 units (turn 3)
                       - 3 units (when existing enemy units are less than 10)
   Boss                - Jerid (HP 39500, 40%; Psycho Frame; turn 3)

      Comment - This stage can also be completed in 5 turns.  Assuming the
                Gandol team comes out at the northeast corner, Jerid will 
                show up at south and the enemy reinforcement will appear near
                southeast.  Kill as many enemy units ASAP so that the enemy
                reinforcement will appear in turn 4 (or turn 3 the better).
                Use the Wait-&-Counter strategy against Psycho Gundam and
                Gundam MK-II.  Finally, use Camille to destroy Psycho Gundam
                to get it after the stage.

      Special - If this stage is played after Jaburo East (Messenger of Axis),
                Psycho Gundam will show up as enemy reinforcement.  Destroy it
                with Camille to get it after stage.



5th Select (Jaburo South) - He Who Guides, And He Who Is Guided 

   AP -  Defeat Alfimi

   Beginning Player units - Getta Dragon, Dangaioh, Combattler, Shining 
                            Gundam, Altaisen, Gandol, 9 units
   Player reinforcement   - Tobikage (turn after first enemy reinforcement)

   Enemy reinforcement - 12 units (when existing enemy units are below 10)
                       - 4 units (when existing enemy units are below 5)
   Boss                - Alfimi (HP 33000, 40; Solar Sail; existing enemy 
                                 units are below 5)

      Comment - This stage can be finished in 6 turns.  The trick is to spread
                out your units nicely.  Although I could not remember the 
                location of all enemy reinforcement, the two more tricky ones 
                will come out at northeast and north (assuming the Gandol team
                is at northeast at the beginning).

                When enemy units are below 5 after first reinforcement, Alfimi
                and Einst units will come out in the "village" at south. Be
                cautious that Alfimi will be hovering over a cottage which
                recovers her HP and EN.  Therefore, the Wait-&-Counter and 
                Bumping strategy should be used to defeat her faster.  When 
                successful, she could be defeated in 3 attacks.  For example,
                Dangaioh with Hot Blood should take off 8000+ in the first 
                counter-attack, let him attack again and half of Alfimi's HP
                is gone. Use another 2 Super Robots to attack together for the
                finishing touch.  Keep in mind that many enemy units have been
                killed before her appearance, so the player units' morale is
                way higher than hers.



Last stage, #33 (Jaburo Headquarter) - He Who Controls the Rousing Earth

   AP - Clear the stage in 20 turns or less 

   Beginning Player units - God Gundam, Gandol, 15 units
   Player reinforcement   - Gundam Spiegel (turn 5)

   Enemy reinforcement - 17 units (turn 3)
                       -  8 units (turn 5)
                       -  1 unit  (after Devil Gundam is defeated)
                       -  1 unit  (1 turn after appearance of Master Gundam)
   Boss                - Devil Gundam (HP 40000, 0%; Ultimate Cells)
                       - Touhou Fuhai (HP 54000, 0%; Shuffle Crest; after
                                       Devil Gundam is defeated)
                       - The Einst Regisseur (HP 67800, 0%; I-Field Generator;
                                     1 turn after Master Gundam)

      Comment - At last, we've come to the ending stage of Part 1.  The first
                thing to do before this stage is to upgrade God Gundam.  Even
                without weapon upgrade he could do some decent damage but more
                EN is a must.  I recommend maxing his EN at least.  Also note 
                that in this stage, Gandol will be unable to move.  It is safe
                to give him armour bonus Items.

                This stage must be completed within 24 turns and 20 turns for
                the AP point.  Also, if Gandol is destroyed, it's game over.

                Resupplying and Repairing units are a must.  There just won't 
                be enough EN and ammo reserve.  You could consider letting 
                Combattler V kill both Devil and Master Gundam as Chizuru will
                learn the SP magic Resupply around level 40. Although it 
                reduces 15 morale of the beneficiary, it will be very handy 
                when needed.  

                It will help to divide the team into 3 groups.  One move
                along the left, another through the shortcut on the right and
                one (the weakest) stay with Gandol. Most enemy reinforcement 
                will come out on the left-hand side but the 3 bosses are on 
                the right...  So plan your team nicely.

                Assuming Gandol is at the center south, there is a secret door
                at east.  Break it and there will be a shortcut to the
                northeast.  Enemy reinforcement scatters all over the map.
                Devil Gundam will show up at northeast, standing on the 
                southwest HP-recovering green pool of the four.  There will be
                several units coming out near Gandol so it is beneficial to 
                leave some units (maybe just 1 good one) to protect him.  In 
                turn 5, Gundam Spiegel will also appear near that area and he 
                could help defending Gandol.  However, don't let his HP drop 
                below 50% or he won't join.  It won't help even if you repair 
                him later on.

                When Devil Gundam is defeated, Master Gundam will appear 
                (could be in player phase) at the northeast HP-recovering 
                green pool.  Don't stand close to him but stay in other
                green pool.  He will move towards you, thus leaving the green
                pool himself.  Again, bombard him to waste his EN.  Do not 
                let Domon defeat him or he'll die and won't join later on.

                One turn after Master Gundam's appearance, the final boss from
                the Einst series will come out at southeast and move towards
                Gandol.  It is EXTREMELY dangerous if you let it attack
                Gandol.  Even when equipped with armour plus Items, it could
                take off over 2000 HP of Gandol even when guarding. Just if
                that's not enough, it also has HP recovery.

                Planning should be done before killing Devil Gundam. When it's
                dying, return some units to the southeast to wait for the 
                Einst boss.  Master Gundam is strong but not as dangerous. It
                is possible to detain the Einst boss by surrounding it with 4 
                units.

                Finally, don't forget the container at the northwest corner
                and there's a secret room at the southwest of Devil Gundam.

      Special - Do not let Gundam Spiegel's HP drop below 50% and he will 
                join with his unit.  Repairing does not help.  
 
                If AP point is below 15, the container at northwest will be 
                $20000, otherwise, it is the Gundam RX-78 unit. 

                The container in the secret room at the southwest to Devil
                Gundam is Gun Cannon II

                If you've played Scene 4B, use Domon to attack Touho Fuhai
                when his HP is below 50% to trigger a conversation, use 
                another character (MUST NOT be Domon) to defeat Master Gundam
                and you will get him and his unit in Part 3.





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SCENE 1


      Scene   - Similar to Part 1 Scene 1, this is not a hard scene overall.
      Comment   If you have not upgraded Grendizer before, start saving 
                money for his weapon because you'll need it to defeat Devil 
                Gundam in the last stage.



1st stage, #34 - Attack 

   AP - defeat Mashma

   Beginning Player units - Ra Kairam, Grendizer, Aphrodite A, Hyaku Shiki,
                            Rick Dias, Weibritter, Gundam GP-01FB

   Boss                - Mashma (HP 8000, 50%; Biocensor)
                       - Godan (HP 15000, 0%; Booster)

      Comment - This stage could be finished in 5 turns, especially if your 
                Grendizer has been upgraded.  Send two MS to the left, two MS
                to the right and the rest to the south.  Mashma could be dealt
                with easily with Grendizer and Weibritter.  To make it easier,
                Exhaust him with Excellens.

                If things are really not going well, cast Cheer (Aphrodite A)
                on Grendizer and let him kill Godan first.  This probably will
                raise his level to 9 and he'll then learn Hot Blood.  Mashma
                wouldn't be able to stand Double Harken with Hot Blood and 
                Orcstan Launcher.



2nd select (Sea Close to Earth 1) - Threat of the Destroyer

   AP - defeat Devil Satan

   Beginning Player units - Ra Kairam, 6 units

   Enemy reinforcement - 7 units (turn 3)
   Boss                - Butcher (HP 16000, 50%; Biocensor)
                       * Devil Satan (HP 18000, 30%; ???; ???)

      Comment - A very easy stage.  This stage could actually be done in 4 
                turns  (enemy phase) if you play really fast.  There is no 
                enemy reinforcement.  Killing Butcher shouldn't be a problem
                if Grendizer has Hot Blood. 

              * The AP point is tricky.  Devil Satan will ONLY show up if the
                4th Select is played before this stage.  Also, there will be
                some extra enemy reinforcement units.



3rd select (Sea Close to Moon - Reef Area) - Fighter from Moon

   AP - kill all beginning enemy units within 4 turns (not including turn 4
        Enemy Phase)

   Beginning Player units - Ra Kairam, Grendizer, 5 units
   Player reinforcement   - Gabela Tetra (turn 4 Enemy Phase)

   Enemy reinforcement - 4 units (turn 4)

      Comment - Not a difficult stage. The beginning enemy units will not
                attack you (will counter-attack though) until turn 2 Enemy 
                Phase.  It only should take 3 turns to kill all of them. This
                gives you at least 1 full turn to move towards where the enemy
                reinforcement will appear.

                Assuming the Lond Bell team comes out at the northwest corner,
                the enemy reinforcement and Gabela Tetra will show up at
                southeast (around the cluster).  Gabela Tetra must not be 
                destroyed or it's game over.  Basically, with counter-attacks,
                Grendizer himself can take out all the 4 units in turn 5
                Enemy Phase.



4th Select (Colony Area) - Raising the Winds - The Fist of Justice

   AP - defeat Goman

   Beginning Player units - Ra Kairam, Grendizer, 5 units
   Player reinforcement   - the Machine Robo team (turn 3 Enemy Phase)

   Enemy reinforcement - 11 units (turn 3)
   Boss                - Goman (HP 19000, 30%; Biocensor)
                       - Devil Satan (HP 15000, 30%; Booster, turn 3)

      Comment - Assuming the Lond Bell team comes out at north, majority
                of the enemy reinforcement will be at northeast and 3 units
                will be at northwest.  The Machine Robo team will appear at
                where the Lond Bell team originally is.  They will not join
                for now yet, but if you want to clear this stage faster, it is
                not a bad idea to use them to defeat Devil Satan.  First turn
                Rom into Vaikungfu.  His God Hand Smash, assisted by Jet's
                most powerful weapon (NOT the combination attack), can then
                take off over 8500 HP of Devil Satan thanks to Rom's Command
                Attack.  Of course, if you want all the EXP for your own team,
                just let Grendizer defeat both bosses but that'll take a
                little more time.



5th Stage (Sea near Earth 2), #38 - Bringer of Azure Spirit

   AP - kill 3 or more units in turn 1

   Beginning Player units - Joe, Lenny, Mike
   Player reinforcement   - Ra Kairam, 7 units (turn 2)

   Enemy reinforcement - 8 units (???)
   Boss                - Gil (HP 25000, ???; ???; ???)

      Comment - Condition for the AP point is extremely hard to fulfill if
                the 3 Ninja Units have not been sufficiently upgraded.  I
                wasn't able to do it because I had not upgraded them at all.
                If their EN are upgraded, let them move towards the enemy 
                together and each attack a different unit.  Counter-attack
                with the combination attack and hopefully that can kill the 3 
                units in Enemy Phase.
 
                I couldn't remember the details of this stage, but when the 
                Lond Bell team shows up in turn 2, the Ninja team will leave.
                Gil will appear soon with reinforcement.  It is impossible to
                defeat him because he will retreat in the next turn.



Last Stage (Sea near Colony Barrier), #39 - The Spell Called Miracle

   AP - defeat Devil Gundam

   Beginning Player units - Nadesico, Gai, Akito
   Player reinforcement   - Ra Kairam, 8 units (turn 3)
                            Master Gundam, Shining Gundam, Nobel Gundam
                            (turn 6)

   Enemy reinforcement - 5 units (turn 5)
   Boss                - Devil Gundam (HP 40400, 40%; Ultimate Cell; turn 5)

      Comment - The Nadesico team should be able to kill the approaching enemy
                units but don't put too much pressure on them.  In turn 3,
                when asked to choose password 1 or 2, pick the first one. That
                will deactivate the barrier and Ra Kairam will arrive
                instantly.  If password 2 is picked, you have to destroy the 
                four barriers before Ra Kairam can come to the stage.  

                Nadesico will leave 1 or 2 turns after the arrival of Ra 
                Kairam.  Again, use their SP as much as possible.  In turn 5,
                Devil Gundam will show up at the northwest corner but the
                Gundam G team will also come out as reinforcement at west. The
                most effective and cost-saving way to defeat Devil Gundam is
                by Touho Fuhai's Sekiha Tenkyouken, assisted by Grendizer.
                However, Grendizer's weapon must be at least 6 blocks
                upgraded.  This will give you a very slim margin (I think
                they take off just a little more than 16200 HP), so you need
                to measure your damage on Devil Gundam very precisely.





SCENE 2


      Scene   - Nothing special about this scene.  Contrary to what most
      Comment   people think, Dangaioh's upgrade in Part 2 WILL carry over to
                Part 3.  Most people think that it will not carry over because
                of time-line problem.  Part 1 and 2 are supposed to be
                simultaneous and Dangaioh's last appearance is in Part 1.
                However, I've upgraded 2 blocks of Limit of Dangaioh in
                Part 2 and it's there in Part 3 as well.



1st Select (something no.2 colony), #40 - The Angry Majin

   AP - kill all existing enemy units in 4 turns or less

   Beginning Player units - Mazingar Z or Great Mazingar, Diana A, Boss Robot
   Player reinforcement   - 3 female Aestivalises (turn 3)
                            Gai, Akito, Nadesico (turn 5)
                            Ra Kairam, Grendizer (turn 6)

   Enemy reinforcement - 4 units (turn 3 Player Phase)
                       - 6 units (turn 5 Player Phase)
                       - 6 units (turn 6 Player Phase)

      Comment - Whether it'll be Mazingar Z or Great Mazingar depends on your
                choice in Part 1.  Either one would be enough to take out all
                the enemy units in front of him.  Taking advantage of the 
                terrain that gives defense bonus and Diana A's repairing, 
                there is no real danger for him.

                In turn 3, the female Aestivalis team will show up inside
                the colony along with the enemy reinforcement.  They are
                able to clear that area.  Don't forget to take advantage of
                the green pools that recover HP and EN.  In turn 5, enemy
                reinforcement and Nadesico will appear right outside the
                colony's exit.  Move them right into the enemy units because
                in the next turn, Ra Kairam will appear and the Nadesico team
                will retreat.  

                There is a Rick Dias container ob the right of the colony's 
                exit.  Break the wall to get in.  There is another container 
                of $20000.  Assuming the Lond Bell team appears at southeast,
                that container is inside the colony at southwest.  It is VERY
                time consuming to get this.  You need to send a Mecha to the
                west (in space), then break the wall (facing north) to get in.
                The container is inside the "room" at the bottom.  This stage
                would take only about 8 turns to clear normally, so it's a
                trade off between a fairly good Skill and $20000 with a poor
                Skill.  A way to speed things up is to let Emma or Quattro
                (they have Accelerate) pilot GP-01 and equip all Mobility-Up
                Items available on it. 

      Special - There is a container for Rick Dias and one for $20000.



2nd Select (Sea near Earth 1) - The Blue Planet being Attacked

   AP - defeat Gil

   Beginning Player units - Ra Kairam, 11 units
   Player reinforcement   - Zambot 3 (turn 4)
                            Dangaioh (turn 5)

   Enemy reinforcement - 6 units (turn 3)
   Boss                - Devil Satan (HP 18000, 0%; Shuffle Crest)
                       - Gil (HP 25000, 40%; nil)
                       - Butcher (HP 19000, 30%; V-UP Unit(W), turn 3)

      Comment - This stage is pretty straight forward.  In turn 3, Butcher and
                his reinforcement will appear at northeast.  Zambot 3 will
                also show up in that area.  In turn 5, Dangaioh will appear at
                northwest and Gil will start moving towards him.  It's not a
                bad idea to move Dangaioh towards other player units to lure
                Gil to come closer.  BTW, Gil won't transform into Bloody 2
                this time.



3rd Select (Sea near Earth 2) - The Pulse of Zeta, Once Again

   AP - kill 4 units before Ra Kairam's arrival

   Beginning Player units - Z Gundam
   Player reinforcement   - Machine Robo team (turn 3)
                            Ra Kairam, 12 units (turn 5)

   Enemy reinforcement - 7 units (turn 2)
   Boss                - Goman (HP 19000, ???; Super Alloy Z)

      Comment - Obtaining the AP point for this stage requires some risk and
                luck.  Use Accelerate and move Rou (Z Gundam) towards the 
                enemy units on the left.  Rou should then be able to make
                one attack.  Make sure to use Concentrate every turn as well.
                Don't bother with those at south because they won't move
                towards Rou and there won't be enough time to kill them all.
                There will be a total of 6 units moving towards Rou. Just
                focus on killing 4. With counter-attacks, Rou should be able
                to kill the 4 units in turn 2 Enemy Phase.

                The Machine Robo team will come out in turn 3 at east.  They 
                will leave in turn 5 when Ra Kairam arrives, so just let
                them kill as many enemy units (preferably all) around them. 
                By doing so, the Ra Kairam can concentrate on killing enemy 
                units at north and south.



4th Stage (Stone Circle 1), #43 - Ring

   AP - defeat Alfimi; or kill 8 Einst units within 5 turns; or use MAP 
        weapon; or let Boss Self-Destruct in turn 1....

   Beginning Player units - Ra Kairam, Weibritter, Gabela Tetra, 10 units

   Enemy reinforcement - 10 units (turn 5 or 6)
   Boss                - Alfimi (HP 20000, 50%; Shuffle Alliance Badge)

      Comment - As for the AP point...  it's what Game Station says. At least
                I've tried to kill 8 enemy units within 5 turns and it works.
                Nonetheless, it is beneficial to kill as many of them ASAP 
                before Alfimi shows up.  This can increase the team's morale
                without increasing hers.  She will automatically use Flash
                once her morale is over 110. Since there are many Super Robots
                now, she shouldn't be a problem.



Last Stage, #44 - The Song You Will One Day Sing

   AP - defeat Coros

   Beginning Player units - Nadesico, Akito
   Player reinforcement   - 4 Aestivalises (turn 2)
                          - Daitarn 3 (turn 3)
                          - The Machine Robo team (turn 6 enemy phase)

   Enemy reinforcement - 5 units (turn 2)
                       - 3 units (turn 5)
                       - 3 units (turn 6)
   Boss                - Coros (HP 41800, 30%; Spiritual Energy Device, turn5)

      Comment - Assuming Akito is at north, if you keep moving him towards 
                west, Daitarn will appear somewhere south to him in turn 3.  
                4 other Aestivalises will also come out near Nadesico at that
                time.  Nadesico will be able to move in turn 4.  

                First group of enemy reinforcement will also appear at south 
                in turn 4.  In turn 5, the second enemy reinforcement, with 
                Coros, will appear at north.  The only possible way to defeat
                her is with Daitarn's fully upgraded Sun Attack, assisted by
                Akito.  Think positively - if Daitarn 3's weapons are fully
                upgraded, you're guaranteed to defeat her   :p

                In turn 6, the last enemy reinforcement will appear at the 
                west side.  However, the Machine Robo team will also come out
                near them simultaneously.  

                And yes...  the Lond Bell team won't appear.





SCENE 3


   Scene   - If you're going to convince Shazara, plan ahead who do you want 
   Comment   to give the skill Rebelling Heart to.  If you want to give it to
             Dancougar, play the 2nd Select first.



1st Select (Colony Area) - Spiral Knuckle of Tears

   AP - defeat Shazara with Dangaioh

   Beginning Player units - Dangaioh
   Player reinforcement   - Ra Kairam, 9 units (turn 2)

   Enemy reinforcement - 11 units (turn 3)
   Boss                - Shazara (HP 26200, 0%; nil, turn 3)
                       - Gil (Bloody 1, HP 30000, 0%)
                       - Gil (Bloody 2, HP 26400, 0%; Crest of Rilis Royalty;
                              when Bloody 1 is defeated)

      Comment - In turn 2, London Bell arrives at south (assuming Gil is at
                the center north).  In turn 3, Shazara and 7 units will appear
                at the northeast corner and 3 units at west.  After you have
                defeated Gil once, he will transform.  Must defeat Gil (second
                transform) before convincing Shazara.

                Although defeating Shazara will let you gain the AP point and
                Spiral Knuckle, she and her unit are quite good and you'll
                also get the Skill "Rebelling Heart".

      Special - Convince Shazara with Dangaioh (after Gil has been defeated),
                then the second time when her HP is below 20%. She will join 
                with her unit. You will also get the skill Rebelling Heart.

                Defeat Shazara with Dangaioh and he will acquire a new weapon
                Spiral Knuckle.  



2nd Select (Seas Near Dirad) - Lone Warrior

   AP - let Dancougar kill 5 enemy units by turn 3 Player Phase

   Beginning Player units - Dancougar
   Player reinforcement   - Ra Kairam, 12 units (turn 4)

   Enemy reinforcement - 6 units (turn 3) 

      Comment - It is very difficult to get the AP point if Dancougar is not 
                sufficiently upgraded.  I didn't manage to get it because I 
                had not upgraded Dancougar at all...  I killed 5 of them in 
                turn 3 (Enemy Phase) but I guess it's too late.  However, it's
                possible to end this stage in 5 turns.  

                Kill as many enemy as possible with Dancougar at first.  Make
                sure you have exploited all their SP (Iron Wall, Confuse, 
                Trust, etc...)  Although the enemy reinforcement will appear
                at the bottom, they'll move towards Dancougar and be close to 
                the Lond Bell team in turn 4.  All Super Robots should move 
                north to help Dancougar (don't forget to use Accelerate). You 
                should be able to clear the stage in turn 5 (Enemy Phase).



3rd Select (Seas Near Earth - Tulip) - The warm cool formula(?)

   AP - defeat Glowbine

   Beginning Player units - Ra Kairam, 9 units
   Player reinforcement   - Nadesico and 5 Aestivalis (turn 2)
                          - Machine Robo team (turn 3)

   Enemy reinforcement - 10 units (turn 2 player phase)
   Boss                - Devil Satan (HP 18900, 30%; High Performance 
                                      Targeter)
                       - Glowbine (HP 20000, 30%; Beam coating)

      Comment - Assuming the Lond Bell team is at northeast, Nadesico will
                arrive at the center north through the portal in turn 2. Enemy
                reinforcement will appear at north of them.  This is not a
                really hard stage as the Machine Robo team will also show up
                at the northwest in turn 3.  When they appear, Glowbine will
                start moving towards Jet.  If they fight, Glowbine will 
                retreat.



4th Stage (Above Abandoned Colonies) - Two Projects

   AP - Kill 9 enemy units within 3 turns

   Beginning Player units - Ra Kairam, Nadesico, 10 units

   Enemy reinforcement - 6 units (turn 2)

      Comment - A pretty easy stage which could be finished in 5 turns.  The 
                trick is that enemy reinforcement will appear near where Ra 
                Kairam originally is (3 units) and at the top of the  map (3 
                units).  Assuming Ra Kairam first appears at south, sending 2
                to 3 Super Robots with 1 or 2 MS to the north should be enough
                to kill the enemy units and reinforcement.  Another 2 Super
                Robots could take care of the units at the upper right corner.
                The rest could stay to handle the units on the right and
                reinforcement.



Last select (The Solomon Area) - The Nightmare, Returns

   AP - defeat Gato

   Beginning Player units - Ra Kairam, Nadesico, 12 units
   Player reinforcement   - ZZ Gundam (turn 5)

   Enemy reinforcement - 12 units (turn 2)
   Boss                - Shima (HP ???, ???; ???; retreats in turn 4)
                       - Godan (HP 24850, 0%; Apogee Motor; turn 2)

      Comment - If Gato has been defeated in Episode 1, this stage will be 
                relatively easy and straight forward.  Gato will not appear 
                (as GP02 is damaged) but Shima will also retreat in turn 4 
                (Enemy Phase), making it virtually impossible to defeat her.
                Using Accelerate every turn, Dangaioh could only make one 
                attack on her in turn 4 (Player Phase).  Judo (ZZ Gundam)
                will appear on the bottom right in turn 5.  The enemy
                reinforcement will scatter around northwest in turn 2.

                If Gato does show up in turn 3, he will fire the Nuclear 
                Bazooka at Solomon, damaging Solomon and massacring units in
                that area, be it player's or enemy's. Super Robots may survive
                but don't expect any MS to stay unless they have Flash. To
                make life easier, just don't go there before Gato arrives.
                I think Shima will stay if Gato appears.





SCENE 4


      Scene   - I recommend playing the 4th Select (Inside Gate of Zetan)
      Comment   first because Nadesico will join up with Ra Kairam again after
                that stage.  Otherwise, Nadesico will not show up until
                that stage is played.  However, they will leave again before
                the last stage.



1st Stage (Von Braun), #50 - Even If My Life Burns Through

   AP - defeat Shigura

   Beginning Player units - Grendizer, Aphrodite A, Ra Kairam, Nadesico,
                            11 units

   Enemy reinforcement - 11 units (turn 3)
   Boss                - Shigura (HP 26500, 50%; Chobam Armor)
                       - Kirika (HP 20500, 0%; nil)
                       - Mashma (HP 25400, 30%; Book of Ninjitsu; turn 3)
                       - Godan (HP 20750, 0%; Magnetic Coating; turn 3)

      Comment - This stage can be completed in 5 turns.  Assuming the Lond
                Bell team appears at southeast, Mashma and his reinforcement 
                will show up at northeast.  I recommend sending Nadesico,
                Akito, Gai (for their combination attack), Dancougar, Dangaioh
                and Weibritter to handle that area.  Mazingar, Grendizer and
                the rest could take care of those enemy units on the west-hand
                side.  All the bosses could do no real harm to Super Robots
                with 1700+ Armour.  It will be better to first defeat Shigura
                before Kirika.  When Kirika is defeated, Grendizer and 
                Aphrodite A will temporarily leave to chase after her.

                If Mazingar's and Grendizer's weapons are 9-block upgraded,
                that's very sufficient to take out Shigura, considering
                you have at least 3 Exhaust available (2 from Excellens and 
                1 from Yurika)  If you do not want to upgrade as much, you can
                also put Shazara in this stage.  She can use Devotion on
                Yurika 2 times for another Exhaust. Shigura will be quite easy
                with 4 Exhausts...



2nd Select (Large Cluster of Rocks) - Jet, Break the Twin Slaughter Sword

   AP - reduce Glowbine's HP to below 50% by turn 3 (Player Phase)

   Beginning Player units - Jet
   Player reinforcement   - Machine Robo team, Ra Kairam, Dangaioh, 11 units 
                            (turn 5 Enemy Phase)

   Enemy reinforcement - 13 units (when Glowbine retreats)
                       - 8 units (turn 5)
   Boss                - Glowbine (???, 50%; ???; retreats in turn 3)
                       - Devil Satan (HP 23900, 30%; Aura Converter, when
                                      Glowbine retreats)
                       - Burst (HP 24500, 0%; Beam Coating; turn 5; retreats
                                if Flash is defeated)
                       - Flash (HP 23500, 0%; Shuffle Crest; turn 5; retreats
                                if Burst is defeated)

      Comment - With Accelerate and Concentrate and a little luck (have 1
                critical hit), Jet will be able to reduce Glowbine's HP to
                below 50% in turn 2 Enemy Phase.  Devil Satan and his
                reinforcement will appear when the AP condition is satisfied
                or in turn 3 Enemy Phase the latest.  Glowbine will retreat
                when he shows up.  

                There's nothing special about the rest of the stage.  Burst
                and Flash will run when the other is defeated, so it's better
                to use ZZ Gundam's MAP weapon to finish them both together.



3rd Select (Seas Near Dirad) - Dirad, Awaken

   AP - defeat Abel before enemy reinforcement's arrival

   Beginning Player units - Ra Kairam, Nadesico, 11 units
   Player reinforcement   - Machine Robo team (on the enemy phase after 3
                                               enemy units are defeated)

   Enemy reinforcement - 13 units (on the enemy phase after 3 enemy units are
                                   defeated)
   Boss                - Abel (HP 18500, 0%; Super Alloy Z)
                       - Devil Satan (HP 23900, 50%; Large-scale Cartridge; on
                             the enemy phase after 3 enemy units are defeated)

   Comment - This stage can be finished in 5 turns but if you also want the AP
             point, some planning must be done ahead.  In order to complete
             this stage in 5 turns, the enemy reinforcement must appear in
             turn 2 Enemy Phase, meaning that at least 3 enemy units must be 
             killed in turn 2 Player Phase (can include Abel).  

             I recommend giving Mobility-Up Items to Mazingar Z (let him move
             9 blocks), ZZ Gundam and Z Gundam.  Also, equip Shuffle Crest to
             Super Robots.  When launching the units, Mazingar Z, Dancougar,
             Zambot 3, ZZ Gundam and Z Gundam should be on the front line.

             Assuming the Super Robots all have Fighting Spirits, Dancougar
             will reach 130 Morale with 2 Motivates and the Crest.  For
             Mazingar Z, Encourage him with Bright 2 times (use Devotion if
             necessary).  When done, move the 3 Super Robots towards Abel.
             use Accelerate, Assault and Sniping where available.  Dancougar
             and Zambot 3 should be able to make an attack on the nearest 
             enemy unit immediately.  Move ZZ Gundam and Z Gundam to the enemy
             group on the right and they should also be able to kill at least
             one unit by next turn.  In the next turn, the 3 Super Robots, 
             with Hot Blood, could kill Abel easily.

             At least 3 enemy units should have been killed by now so Devil
             Satan and enemy reinforcement will appear in turn 2 Enemy Phase.
             The Machine Robo team could take out Devil Satan and all enemy
             units around him.  There will be 3 units coming out near Abel and
             another 3 near where the Lond Bell team first appears.  Again,
             turn Rom into Vaikungfu and his God Hand Smash (with Hot Blood),
             assisted by Jet, could hit Devil Satan for more than 12850 HP.
             Finally, be aware that the Machine Robo team will leave instantly
             when Devil Satan retreats or is defeated.



4th Select (Inside Gate of Zetan) - A New Invader

   AP - defeat Dangel

   Beginning Player units - Nadesico, 6 Aestivalises
   Player reinforcement   - Ra Kairam, 8 units (turn 3 Enemy Phase)

   Enemy reinforcement - 9 units (turn 3)
   Boss                - Dangel (HP 22000, 30%; V-UP Unit(U))

      Comment - This stage will take long to complete so don't hurry.  I 
                recommend launching the Aestivalises in Air-type. However, if
                their ENs have not been upgraded, OG-type will be better 
                because it provides more EN.  The enemy reinforcement will 
                appear on Nadesico's way to the inner part of the colony. The
                Lond Bell team will arrive at where Nadesico originally is.

                Assuming the Nadesico team comes out at northwest, at the
                second corner, there is a door on the northern side.  There
                is another door on the left-hand side nearby, which leads to a
                secret room with Core Booster.  At the northeast of Dangel,
                there is a $10000 container within a breakable wall.

      Special - There is a container of Core Booster at the center, and
                another one of $10000 at the northeast corner.



5th Select (Seas Near Moon) - Thoughts of an Alchemist

   AP - defeat Alfimi

   Beginning Player units - Weibritter
   Player reinforcement   - Nadeisico, Ra Kairam, 12 units (turn 5)

   Enemy reinforcement - 3 units (turn 2)
                       - 6 units (turn 3)
                       - 3 units (turn 4)
                       - 4 units (turn 5)
   Boss                - Alfimi (HP 22000, 30%; nil, turn 5, when all other
                                 enemy units are defeated)

      Comment - Note that when all enemy units (besides Alfimi) are defeated,
                she will retreat.  Vice versa, when Alfimi is defeated, all 
                other enemy units will retreat as well.  Therefore, the best
                time to defeat Alfimi is when there is only one other enemy
                unit left.  I recommend leaving one of those that shows up
                earliest in the stage because none of those yields item.

                If Weibritter is not upgraded at all (mine), it will be 
                extremely tough to kill anything.  It is more safe to stay on
                the meteorite on the left for defense and dodging bonus.  The
                Lond Bell team will also arrive very near to there. However,
                if your Weibritter is strong, take advantage of the Supply Pod
                behind her to confront the enemy units.



Last Select 

   AP - defeat Gato before enemy reinforcement's arrival

   Beginning Player units - Ra Kairam, Hyaku Shiki, Gundam GP-01, 11 units
   Player reinforcement   - Machine Robo team (player phase after enemy 
                                               reinforcement's arrival)

   Enemy reinforcement - 7 units (when more than 6 enemy units are defeated)
   Boss                - Gato (HP 37000, 30%; Psycho Frame)
                       - Shima (HP 15850, 0%; $10000; when more than 6 enemy
                                units are defeated)
                       - Kelly (HP 21000, 0%; Val Valo; when more than 6 enemy
                                units are defeated)

      Comment - This stage must be completed within 10 turns.  If you want the
                AP point, separate the team into two groups.  Note that
                besides Belga Barus, the attack range of enemy units 
                surrounding Gato (including himself) is only 4.  I recommend
                sending Hyaku Shiki and GP-01 (mainly for convincing Gato), 
                Zambot 3 (or Dangaioh), Mazingar Z and ZZ Gundam (he's 
                relatively strong with his beam coat and shield in this case)
                to Gato's side.

                Gato has 9 shields, so it is extremely important to deplete
                all of them ASAP.  Make sure to take advantage of Assist
                Attacks.  Attack Gato once with Kou and Quattro will be able
                to convince him but he will not join yet.  There shouldn't be
                much trouble if Dangaioh's weapons are fully upgraded.  If 
                not, Zambot 3's 7-block upgraded Moon Attack, assisted by 
                Mazingar Z's fully upgraded weapon, will be able to defeat 
                Gato with a slight margin IF they both hit critical...  
                If you don't want to take the risk, it's never a bad idea to 
                MAX Zambot 3's weapon and also give a V-UP Unit (W) to 
                Mazingar Z.

      Special - Attack Gato with Kou then convince him with Quattro.





SCENE 5


      Scene   - It should be easier if the Selects are played in order.  It's
      Comment   very handy to first pick up Grendizer after having completed 
                the 2nd Select.  The 3rd Select is easy and should not be a
                problem.  The 5th Select should be played last because it's 
                relatively more difficult (if you want the AP point that
                is...)

                The Machine Robo Team will stay for most of the time after
                the last stage of this Scene.



1st Stage (Anaheim), #56 - Cosmic Area of Strategic Planning

   AP - defeat Mashma

   Beginning Player units - Ra Kairam, 12 units
   Player reinforcement   - Gundam GP-03 (turn 5)

   Enemy reinforcement * 5 units (turn 4)
                       - 7 units (turn 5 player phase)
   Boss                - Mashma (HP 26160, 30%; Super Alloy New Z)
                       - Godan (HP 25750, 0%; Booster)
                       - Iria (HP 15940, 0%; Space Abacus, turn 5)
                       * Irubora (HP 32000, 30%; ???; turn 4) 

      Comment - This stage is not complicated and can be completed in 6 turns.
                However, keep in mind that the purpose of this stage is to 
                prevent enemy units from entering Anaheim.  Press [] to check
                which blocks on the map are Anaheim. 2 Super Robots and 2 to 3
                MS should be enough to deal with Mashma's area. The other 
                enemy units will move towards Anaheim but they are weak and 
                should be killed very quickly. Assuming the Lond Bell team is
                at south, Iria and her reinforcement (6 Quebeley Mk II's) will
                appear on the east-hand side.  

              * If the Ninja team is teleported in Part 1 Scene 5, they will
                appear in this stage with Irubora.



2nd Select (Abandoned Colony Area) - Flame-Footed Sibling Warriors

   AP - defeat Devil Satan or make him retreat

   Beginning Player units - Elshank, Grendizer, Aphrodite A
   Player reinforcement   - Machine Robo team (turn 3)
                          - Ra Kairam, 10 units (turn 5)

   Boss                - Devil Satan (HP 27800, 30%; Large-scale Generator;
                                      retreats in turn 5)
                       - Kina (HP 15000, ???; ???)

      Comment - There are no enemy reinforcement.  Whether this stage can be
                finished in 5 turns depends ENTIRELY on how strong Grendizer
                is.  Mine has 1562 Armour and weapons are 9-block upgraded and
                that is just marginally enough. Among stages completed in 5 
                turns, this is by far the hardest because almost all steps 
                must be done correctly.  Don't try this unless you're very 
                comfortable with the game or desperate for Concentrate.  

              * Important requirement - Grendizer must have Fighting Spirit.
                Otherwise, I don't know if it'll work....

                Turn Grendizer into UFO and move towards Devil Satan.  He
                should be able to attack Devil Satan in turn 2, but do not do
                so.  Instead, transform back into Grendizer (for higher 
                armour) and attack the nearest enemy unit.  By doing so, that 
                unit should be killed when you counter-attack and that will 
                open a "road" to Devil Satan.

                Leave Aphrodite A to repair Elshank.  Note that enemy units 
                killed by Elshank will NOT yield money...  Also, be aware that
                Elshank can Assist player units but NOT vice versa.  

                In turn 3, the Machine Robo team will arrive.  Use Rom's 
                Inspiration and Encourage Jet with Reina. Jet, with Accelerate
                and Assault, should be able to attack Devil Satan with his
                Tenkuushinken Konoha Oroshi.  Also, attack DS with Grendizer's
                Double Harken (don't forget Hot Blood).  It will be good if 
                Grendizer hits critical.  DS will not attack in Enemy Phase 
                until turn 4, but he should be defeated by then...  Don't 
                forget to move Rom straight towards Kina.

                Because Drill moves too slowly, just leave him behind to deal
                with the enemy units on the right. Depending on how much HP of
                DS is reduced, in turn 4, use Jet to attack DS once more and 
                Assist with Grendizer if needed.  As for the finishing touch, 
                Double Harken with Hot Blood can defeat DS if hit critical.

                When the Lond Bell team arrives in turn 5, put the Super
                Robots on the southern front line.  With Accelerate, Assault,
                Sniping, Motivate, Encourage and everything appropriate, they
                would be able to defeat the Bloody 1 on the right.  Make sure
                to launch Zambot 3 and Shazara.  That's a total of 4
                Devotions, meaning an extra Hot Blood for Grendizer.  He 
                would then be able to kill the Bloody 1 on the other side.

      Special - Convince Kina with Rom.



3rd Select (Near Seas of Dirad) - Reincarnation of the Demon King

   AP - defeat Shapiro

   Beginning Player units - Ra Kairam, 13 units

   Enemy reinforcement - 3 units (when enemy units are less than half)
   Boss                - Shapiro (HP 29000, 30%; Psycho Frame, when enemy
                                  units are less than half)

      Comment - This stage is easy and can actually be completed in 4 turns.
                Assuming the Lond Bell team appears at the central north, 
                Shapiro and his 2 units will come out at the northwest corner.
                They will come towards you.  The trick is to kill the 
                beginning enemy units ASAP because Shapiro will only show up 
                on the Enemy Phase after half of them have been killed.



4th Select (Inside Lunar) - Ghosts that Take Action

   AP - defeat Jerrid

   Beginning Player units - Ra Kairam, 13 units

   Enemy reinforcement - 5 units (turn 3)
   Boss                - Gremi (HP 28820, 30%; $20000)
                       - Jerrid (HP 33000, 30%; Needleless Ampule)
                       - Puru II (HP 24200, 0%; nil)
                       - Gil (HP 30500, 30%; Chobam Armor, turn 3)

      Comment - Assuming the Lond Bell team is at the southwest corner, the
                wall at its northeast is breakable.  The wall on the right
                of that room can also be broken down.  Finally, break the 
                door at north and you'll be very close to majority of enemy 
                units.

                Almost all units should go through those rooms to fight the
                enemy units there.  Z Gundam and 1 extra unit should be enough
                to clear the 6 enemy units on the left.  If Z Gundam has 
                Beam Coating, with the shields, beam weapons can hardly damage
                him.

                Judo is required to convince Puru II.

      Special - Convince Puru II with Judo at anytime, then the second time
                when her HP is below 20% and Gremi is defeated.  She will join
                with her unit immediately.

                There is a container for Aura Converter and one for Jegan.



5th Select (Stone Circle 2) - Land of Darkness

   AP - Clear the stage in 7 turns or less.

   Beginning Player units - Raideen
   Player reinforcement   - Ra Kairam, Weibritter, 12 units (turn 4)

   Enemy reinforcement - 6 units (turn 2)
                       - 6 units (turn 3)
                       - 1 units (turn 4 player phase)
   Boss                - Einst Regisseur (HP 48000, 0%; Minovsky Craft,
                                          turn 4)

      Comment - Assuming Raideen appears at northeast, the first group of 
                enemy reinforcement will come out at both corners at south.
                The second group will come out at east and the center.  The
                boss in turn 4 will also appear at the center.  It's the same
                boss as the one in the last stage of Part 1.  

                The Lond Bell team will arrive at the south.  It is
                recommended to move Raideen towards there beforehand or to the
                Resupplying Point at east.



Last Select (Above the Stardust Colony), #61 - In the Hopeless Universe

   AP - Defeat Gato

   Beginning Player units - Kou, Ra Kairam, 12 units
   Player reinforcement   - Machine Robo Team (turn 6)

   Enemy reinforcement - 9 units (turn 5)
                       - 4 units (turn 8)
   Boss                - Iria (HP 21750, 0%; Mercury Don)
                       - Mashma (HP 27000, 0%; Biocensor)
                       - Gato (HP 44000, 30%; I-Field Generator)
                       - Shima (HP 34000, 0%; $10000, turn 5)
                       - Alfimi (HP 30000, 0%; Solar Sail)

      Comment - This stage must be completed in 12 turns.  Assuming Gato is at
                the southeast corner, Shima and 5 enemy units will appear 
                around northeast in turn 5.  3 Quebeleys will come out at 
                south (east to Mashma).  Watch out for GP02's Nuclear Bazooka
                because Shima's also Super Strong Will. 

                The Machine Robo team will appear at south in turn 6 near
                Mashma.  They should be able to clear that area but it might 
                help to send 1 or 2 units to assist them.

                In turn 8, Alfimi and her reinforcement will come out at east.
                Although they will move towards you, it's better to move
                some units there beforehand to speed things up.

              * It appears that this stage is hard for some players.  To make
                it easier, weapons of Super Robots should be upgraded.  Also,
                after having equipped Armour+ Items to them, they should have
                at least 1700 Armour (try to go for 1900 ~ 2000).  

                Launch both Repair Units and Core Booster is also good for
                resupplying the Super Robots.

                Move the Super Robots side by side. Take advantage of Assist
                Attack and Defense. Counter-attack as much as possible. 

                Save Exhaust for Gato. Bombard Shima with Super Robots and try
                to defeat her in 2 turns. Make sure to keep her morale under 
                120 during Enemy Phase or she will fire the Nuclear Bazooka...
                After she has been defeated, start moving several units toward
                where Aflimi will appear.

                Grendizer / Vaikungfu + Mazingar should be your best 
                combination in finishing Gato.





SCENE 6


      Scene   - If the 5th Select (Meganoid Space) is played first or second, 
      Comment   you'll get X Aestivalis Kai.  If it is played third or fourth,
                you'll get ZII Gundam.  I recommend ZII because it has quite
                high agility (100) and good weapon (3000, 12 shots, no morale
                requirement).  XAK has MAP weapon but it does not have 
                combination attack...

                3rd Select (Inside Solomon) will be different if you let Gato
                destroy Solomon.  Solomon will be jammed and Hyaku Shiki Kai
                will not be there.  This guide is based on not letting Gato
                destroy Solomon.

                The 4th Select (Inside Glipus 2) will also be slightly 
                different depending on when it is played.  

                Finally, it is not a bad idea to first play the 2nd Select
                (Frontier Colony 1) to pick up Gundam F91.  It's definately
                the best Gundam unit so far.



1st Stage (Nergal Moon Dock),  #62 - Courage For Tomorrow

   AP - defeat Genichiro or make him retreat within 3 turns

   Beginning Player units - Daitarn 3, Akito
   Player reinforcement   - Ra Kairam, 8 units (turn 3)
                          - Nadesico, 5 units (turn 4)

   Enemy reinforcement - 9 units (turn 5 player phase)
   Boss                - Genichiro (HP 26500, 30%; Shuffle Crest)
                       - Shiratori (HP 27000, 0%; Biocensor, turn 5)

      Comment - This stage can be completed in 6 turns but the main 
                difficulty is the AP point.  Probably this could only be done
                if Daitarn 3's weapons are fully upgraded.  

                Move Akito towards Genichiro and fire the Anti-warship Missile
                (with Hot Blood).  Then, turn Daitarn 3 into Dai Fighter, cast
                Hot Blood, and move towards Genichiro.  Genichiro is likely to
                hit Daitarn in enemy phase.  In turn 2, move Daitarn 3 right
                next to him and attack again with Hot Blood.  Akito should
                move behind Daitarn and fire the last Missile (Hot Blood 
                optional)  

                The Lond Bell team arrives in turn 3.  Daitarn should be able
                to use one more Hot Blood when someone casts Devotion on him.
                Hot Blood Sun Attack, assisted by Akito's second strongest 
                weapon, should be sufficient to defeat Genichiro on time.

                In turn 5 Player Phase, Shiratori will escape from Nadesico
                and move to somewhere near Genichiro.  Assuming the Lond Bell
                team first appears at southwest,  4 of the enemy reinforcement
                will come out at northeast (near Nadesico) and another 4 at
                southeast.  



2nd Select (Frontier Colony 1) - Eternal Wind

   AP - Defeat Karozo

   Beginning Player units - Ra Kairam, Nadesico, 11 units
   Player reinforcement   - Gundam F91, Vigna Gina (turn 5)

   Enemy reinforcement - 9 units (turn 4)
   Boss                - Karozo (HP 45700, 30%; Spiritual Energy Device)
                       - Zabine (HP 26820, ???; Halo; turn 4)

      Comment - This stage is pretty straight-forward but it is very, very
                important to watch out for the enemy reinforcement.  Assuming
                the Lond Bell team comes out at south, 1 Apsellas will come
                out in front of the 2nd bridge (counting from left to right),
                another one in front of the 3rd bridge, Apsellas III will
                be in between the above two, and the last Apsellas will be at
                the southeast, again, in front of the bridge.  

                Not surprisingly, the Apsellases WILL fire MAP weapon if more
                than 2 player units are in front of them. The 3 Apsellases at
                north make it extremely annoying.  They are very close to
                each other so a large area in front of them are vulnerable to
                their MAP weapons.  Remember, place only a maximum of 1 unit
                in their MAP weapons' attack range.

                Needless to say, the Apsellas surrounding Karozo should be get
                rid of ASAP.  It's not a bad idea to send Mazingar Z (with
                Iron Wall) there by himself and keep counter-attacking with 
                Big Wheel Rocket Punch.

                Karozo is not *that* though if your Super Robots' weapons are
                upgraded sufficiently.  Exhaust him (you should be able to do
                it at least 4 times, 2 from Excellens and 2 from Yurika.)
                A fully upgraded Daitarn 3 should be the strongest with his
                Command Attack.  




3rd Select (Inside Solomon) - Seeker

   AP - Defeat Alfimi

   Beginning Player units - Ra Kairam, Nadesico, Raideen, Weibritter, 10 units

   Enemy reinforcement - 3 units (turn 2)
                       - 3 units (turn 3)
                       - 3 units (turn 4)
                       - 4 units turn 5)
   Boss                - Alfimi (HP 33000, 30%; Super Alloy New Z; turn 5)

      Comment - This stage is pretty straight forward if you haven't let Gato
                destroy Solomon.  The enemy reinforcement will appear 
                continually on your way to the inner part of Solomon. There is
                a $10000 container at the northeast of where the Lond Bell 
                team first appears.  You need to past the first corner to
                break down the wall.  The Hyaku Shiki Kai container is in a 
                secret room in the most inner part.

      Special - There is a container of $10000 near the Lond Bell team.  

                If AP point is below 29, the container at the inner part of 
                Solomon will be FA Hyaku Shiki Kai, otherwise, it is Hyaku 
                Shiki Kai.  This container will only be there if Gato has not
                destroyed Solomon.



4th Select (Inside Glipus 2) - Twin Symphonies of Destruction

   AP - Defeat Shapiro

   Beginning Player units - Dancougar, Ra Kairam, Nadesico, 12 units

   Enemy reinforcement - 6 units (when 4 enemy units are killed)
   Boss                - Shapiro (HP 32800, 30%; V-UP Unit(U) )
                       - Kim (HP 19350, 0%; Book of Ninjitsu; when 4 enemy
                              units are killed)

      Comment - This stage can be completed in 5 turns.  Assuming the Lond
                Bell team is at south, Kim and his reinforcement will appear
                at southeast.  The trick is to kill 4 enemy units ASAP so
                Kim will show up earlier.  He is indeed pretty weak, 
                considering he has low HP and won't retreat.  The focus
                should be on Shapiro. It's a good idea to rush some Super
                Robots towards him (with Accelerate) right from the beginning.

              * If this stage is played first or second, Shapiro won't be
                there at the beginning but Abel will show up at where Kim 
                would have been.  Shapiro will appear when Abel is defeated.
                He will be at the northwest, same location in both scenario.
                         Abel (HP 19350, 0%; Book of Ninjitsu)



5th Select (Meganoid Space) - Cannot kill Coros (Coros cannot kill?)

   AP - Defeat Coros

   Beginning Player units - Daitarn 3, Ra Kairam, Nadesico, 12 units

   Enemy reinforcement - 6 units (turn 3)
   Boss                - Benmel (HP 26500, 0%; Super Alloy New Z)
                       - Coros (HP 48700, 30%; High Performance Targeter;
                                turn 3)

      Comment - This stage can also be completed in 5 turns.  Because
                Benmel will not run, leave him for your MS and Aestivalises.
                Start moving Super Robots towards the "tower", where Coros and
                her reinforcement will appear.  It shouldn't be hard if the
                weapons of Super Robots are upgraded sufficiently.



Last Stage (Seas Near Earth, Star of Dirad), #67 - To the Quaking Cosmos

   AP - Defeat Alfimi

   Beginning Player units - Dancougar, Rom, Ra Kairam, Nadesico, 13 units

   Enemy reinforcement - 16 units (when enemy units are less than half)
                       - 10 units (turn 5)

   Boss                - Kim (HP 20625, 0%; Book of Ninjitsu)
                       - Abel (HP 20625, 0%; Magnetic Coating)
                       - Alfimi (HP 36000, 30%; Solar Sail; when enemy units 
                                 are less than half)
                       - Einst Regisseur (HP 67800, 0%; Cartridge; when enemy
                                          units are less than half)
                       - Devil Satan (HP 36100, 0%; $10000; turn 5)
                       - Deondora (HP 32400, 0%; Apogee Motor; turn 5)
                       - Galdi (HP 30800, 0%; Wolf Crest; turn 5)
                       - Kina (???, ???; ???; turn 5)

      Comment - I would say this stage is easier than the last stage of Part
                1.  The Machine Robo enemy reinforcement will appear at
                northeast in turn 5.  When half of the enemy units have been
                killed,  10 of the Alfimi's reinforcement will appear at 
                southeast while 6 will come out at around the center north.

                Normally, if you approach the enemy right from the beginning,
                more than half of the enemy units will be killed before turn
                5 (i.e. when the 9 green units are killed)  This will make 
                the stage more difficult.  Alfimi and her reinforcement are 
                far away so it is hard to defeat them in a short time.  Also,
                even if the team is split into two groups, one single group
                might not be powerful enough to handle her area.

                When the next enemy reinforcement shows up in turn 5, there 
                will be a lot of enemy units on the map.  Alfimi will gain
                LOTs of morale when they are killed, making her very 
                dangerous.

                Instead, I would recommend not to kill too many enemy units
                at the beginning.  Let more than half of them survive until
                the turn 5 enemy reinforcement shows up.  You could now split
                your team into two groups, one takes care of those at
                northwest and the other one handles the reinforcement group.

                It should be at least 2 to 3 more turns before Alfimi's
                reinforcement shows up in this case.  After you have cleared
                the enemy units at northwest, move back and concentrate on the
                enemy reinforcements.  Make sure to keep Alfimi's morale under
                110 and use the SP command Love wisely.  Also, Rom attacking
                Galdi will trigger a conversation.  However, it does not seem
                to be relevant in convincing Galdi later on.

                Just a reminder, except Alfimi, all bosses do not run.





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                        ******     PART 3     ******
                        ******                ******
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                        ****** GalaxyShowDown ******
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SCENE 1


      Scene   - Tough.  Finally the game has become more difficult.  Firstly, 
      Comment   enemy units will no longer attack the unit nearest to them. 
                Secondly, most of the enemy units in this scene have very high
                attacking power.  In addition to that, during intermission, 
                you could not equip items to many units that will show up in
                the next stage because they are not with you.

                Playing which Select first has no effect on the game.  I 
                played 2nd Select first because I wanted to pick up the 
                Machine Robo team ^_^  However, they will leave after Scene 1
                but return in Scene 3.



1st Stage (Sea near Dirad Planet), #68 - Raid on Diard

   AP - kill 4 enemy units within 3 turns

   Beginning Player units - Dancougar, ZZ Gundam, Z Gundam, Rick Dias,
                            Gabela Tetra, Hyaku Shiki, Quebeley MK-II (Puru),
                            Quebeley MK-II
   Player reinforcement   - Gandol, Altaisen, 7 units (turn 4)

   Enemy reinforcement - 3 units (turn 3)
                       - 3 units (turn 4 player phase)

      Comment - This stage could be finished in 6 turns.  In order to get the
                AP point, it is better to focus on killing the 3 fake
                Dancougar. Only the 3 enemy units at southwest will move at
                the beginning.  There should be enough time to kill one of
                them in turn 3.  Assist Defense is a MUST for MS's to survive.
                It'll be hard to get the AP point if you don't have Puru.

                Enemy units will NO longer attack their nearest unit.  Be 
                prepared that they will fire at your weakest unit.  Again, 
                make sure to take advantage of Assist Attack and Defense.

                Player reinforcement in turn 4 should be the killer.  With
                Items in Part 1 and 2 combined, the 8 units should be super
                strong.  I recommend sending 2 units to assist the Dancougar's
                team and the rest go straight up to clear the northeast
                corner.  It's not a bad idea to launch someone who has the SP
                Command Love for a full HP recovery.

                To help clearing the stage faster, launch units that has 
                Encourage so that Super Robots can use their strongest weapons
                earlier.  Aura Battler is a good choice because Cham the pixie
                has Encourage and Todd has Motivate and Hot Blood.



2nd Select (North Dirad Planet) - The Thing called Seed of Life

   AP - defeat Kim

   Beginning Player units - Machine Robo team, GP03, F91, Kina, Vigna Gina, 
                            GP01
   Player reinforcement   - Gandol, Dancougar, 6 units (turn 3)

   Enemy reinforcement - 7 units (turn 3)
                       - 2 units (turn 4)
   Boss                - Kim (HP 19775, 30%; Space Abacus)
                       - Abel (HP 19775, 30%; Biocensor; turn 3)

      Comment - This stage can be completed in 5 turns.  Assuming the player
                units first appear at northeast, player reinforcement will
                come out at southwest.  The first enemy reinforcement will
                appear at the northwest and southwest corner and the second
                reinforcement at west.

                Don't move the Machine Robo team too far away because only
                they will be able to defeat Abel on time.  F91 should be
                enough to keep the enemy units at northeast from coming
                closer.  Also, leave the enemy units at the bottom for player
                reinforcement units.

                Be aware that it is "difficult" to move to Abel. That area is
                "jammed" and requires more movement point to move.  Clearing
                that area fast is the key to finish this stage within 5 turns.
                Also watch out for the 2 enemy reinforcement.  They are not
                that strong but have over 10000 HP.  



3rd Select (South Dirad Planet) - People Who See the Vacant Dream

   AP - defeat Irubora (Zerokage)

   Beginning Player units - Raideen, Shazara, Daitarn 3, Zambot 3
   Player reinforcement   - Gandol, Dancougar, 8 units (turn 3)

   Enemy reinforcement - 5 units (turn 3)
                       - 1 units (when all enemy units are defeated)
                       - 6 units (when Irubora is defeated)
   Boss                - Shapiro (HP 34350, 30%; Book if Ninjitsu; turn 3)
                       - Irubora (Skeleton; HP 37700, 0%; nil; turn 6)
                       - Irubora (Zerokage; HP 40000, 30%; Spiritual Energy
                                  Device; when Skeleton is defeated)
                       - Sharme (25700, 30%; nil; when Skeleton is defeated)

      Comment - Just relax.  This stage can't be completed fast because of 
                Irubora.  Although Shapiro leaves at the beginning, he will
                return in turn 3 in the same area.  Assuming he is at the
                northwest corner, Irubora will come out at southwest in turn
                6.  However, when Irubora is defeated, he will come out in
                Zerokage at the very northeast corner.... the enemy 
                reinforcement will also be at northeast but closer.  I don't
                have any specific strategy for this stage but just watch out
                for Zerokage.  He will have 150 morale and can thus use 
                "after-image".  Super Robots with 100% Hit should waste him
                though.

      Special - Let Joe attack Irubora once.  When Irubora's HP is below 30%;
                convince him with Joe.



Last Select (Dirad Center), #71 - Epilogue of Incandescence

   AP - defeat Abel and Kim before player reinforcement

   Beginning Player units - Nadesico, 6 Aestivalises, Aphrodite A, Diana A,
                            Boss Robot, Mazingar Z, Grendizer
   Player reinforcement   - Gandol, Great Mazingar, 6 units (when existing
                                               enemy units are less than 8)
                          - Tobikage (turn 9, leaves in turn 11 if not
                            combined)

   Enemy reinforcement - 13 units (when existing enemy units are less than 8)
   Boss                - Abel (HP 22625, 0%; High Performance Radar)
                       - Kim (HP 22625, 0%; Apogee Motor)
                       - Shapiro (HP 40000, 0%; Large-scale Generator; turn 7)

      Comment - The requirement to get the AP point for this stage is
                EXTREMELY demanding.  I haven't attempted it myself so I don't
                have a strategy for that...  sorry.

                Assuming the Nadesico team appears at the center bottom, I
                encourage to first take out the 3 enemy units at north
                because they will move towards you.  Next, turn back and
                deal with the 3 units on the right because they will start
                moving in turn 3.  Finally, finish the 3 on the left as they
                will not move until turn 5.

                Similar to previous stages, your reinforcement units will be
                the main force.  Be aware that the enemy reinforcement units
                will scatter all around the map.  Fortunately (maybe
                unfortunately?), most of them will move towards the player
                units so you can save some traveling time.  Since no boss runs
                in this stage, have fun.





SCENE 2


      Scene   - The key Select is the 2nd one (Saotome Research Institute).
      Comment   If you want to try both Line Weibritter and Shin Getta-Robo,
                you should play this select last.  You will get Line
                Weibritter after 3 stages (if 2nd Select is played last) or 
                Shin Getta-Robo before the last stage of this scene.

                Which unit is better depends on your game play strategy.  Both
                of them are strong and have HP Recovery (Small).  Line
                Weibritter has much better stats and stronger weapons than the
                old Weibritter but its weapons' ranges have many "dead angle".
                Its strongest weapon's range is 5-9 and it has only one weapon
                for the range 1-2.  It works well as a long range sniper.

                Shin Getta-Robo has the strongest non-combination weapon in 
                the game but it still has the same problem as Getta-Dragon -
                low EN and the weapons only have A in limited terrain. 
                However, its armour is upgraded so you can send it to the
                front line and just resupply when needed. If you go for Shin
                Getta-Robo, Altaisen Rieze and Weibritter will acquire a 
                powerful combination attack.



1st Stage (Nergal Dock), #72 - Cursed Joan of Arc

   AP - before player reinforcement's arrival, defeat Allen or kill 5 enemy
        units 

   Beginning Player units - Shiela, Shou, Todd, Marvel, Galaria, Nii, Kiin
   Player reinforcement   - Nadesico, 6 Aestivalises, 8 units (turn 4)

   Enemy reinforcement - 10 units (turn 4)
   Boss                - Allen (HP 19600, 0%; Aura Converter)
                       - Jerryl (HP 19600, 0%; nil)
                       - Hyper Jerryl (HP 37000, 0%; High Performance 
                                       Targeter; when Jerryl is defeated)

      Comment - This stage can be completed in 5 turns.  The key is SP 
                Commands and to increase movement of your units.  Because the
                Aura Battler enemy units are weak, armour is not a concern. I
                let Raideen move 11 blocks, Dancougar 7 and Zambot 3 8.  With
                Accelerate, they should be able to kill all the enemy units at
                north by turn 5.  Zambot 3 could launch its first attack in
                turn 3 with Accelerate and Sniping (if you place him at the
                front line).

                The Items that you give to the 4 Aura Battlers could also make
                a difference.  Among the 4, enemy units will attack the one
                with the least HP.  In other words, if Marvel and Galaria have
                more HP than Shou and Todd, enemy units will attack the latter
                group instead.  However, if you move Shiela (the battleship)
                towards them, enemy units will go after her instead.

                I recommend separating them into 2 groups.  Send the strongest
                unit (Todd in my case because I haven't upgraded Shou's
                Dunbine) and either Marvel or Galaria to handle the 3 units at
                north, and the remaining 2 to the 3 units at south.  Assuming
                Marvel and Galaria have higher HP than Shou and Todd, enemy
                units will attack the latter two which is a big plus for 
                counter-attack.  It will also help to Encourage or Motivate
                Shou and Todd so they could use Aura Slash right away.
                When they are done, send them north to take care of the enemy
                units on their way.  It is virtually impossible to defeat
                Allen before player reinforcement's arrival.  Whether you 
                could kill 5 units before that depends on how much upgrade 
                you've done to them.  Players who have chosen route 4A 
                definitely have an advantage because of Bilvine.

                It is beneficial to equip 2 Spiritual Energy Devices to
                Nadesico, 1 to Izumi (so she can use 2 Exhaust) and some to
                Metasu with Aina in (her SP commands are just handy...)  Be
                aware that Nadesico cannot move and the Aestivalises will
                become unusable once Jerryl turns Hyper.
                
                After player reinforcement has shown up, use 2 Inspiration
                from Sheila (require 2 Devotions) and 2 from Aina (she could
                probably use 3 but 2 should be enough).  Before casting
                Devotions on Sheila, make sure to use Bel's Exhuast once.
                Because she has 80+ SP, she could cast another Exhaust with
                the 2 Devotions.

                Needless to say, rush Raideen, Zambot 3 and Dancougar to the
                north.  With such high morale (it never hurts for them to use
                Motivate once more), they are just invincible in front of the
                Aura Battler units.  Don't forget 100% Hit though.

                For the remaining 4 units, I've used Mazingar Z, Great
                Mazingar, Z Gundam and Altaisen because they have good
                attacking power and 3 slots for Items.  Equipping High 
                Performance Radar(s) to Z Gundam and Altaisen will also help
                in positioning for Assist Attack.  

                Enemy reinforcement come out in 3 groups. They are pretty
                close to where the player reinforcement appears.  I encourage
                you to save at the beginning of turn 4, check the exact
                locations and restart.  The female Aestivalis team should be 
                enough to take care of the units at the bottom center.  The
                rest of the enemy reinforcement should not be a problem if 
                you counter-attack them with strong weapons.  Mazingar Z
                is a good choice.  Hopefully Dancougar is high level enough
                so that Hayato can cast Resupply on him.

                Because Jerryl will be the first unit to move when the enemy
                reinforcement shows up in turn 4, it is a good idea to move
                a unit with Hot Blood and 100% Hit near her.  She will turn
                Hyper when defeated but you should be able to kill her in turn
                5 with Assist Attacks.  For the rest of the enemy units, you
                should be able to kill them when counter-attacking during
                enemy phase.



2nd Select (Saotome Research Institute) - That Meaning of Getta Beam

   AP - Convince Excellens with Kyousuke

   Beginning Player units - Getta-Dragon
   Player reinforcement   - One battleship, Altaisen, 11 units (turn 3)

   Enemy reinforcement - 9 units (turn 3 player phase)
   Boss                - Excellens (HP 33000, 50%; Solar Sail; turn 3; retreat
                                   after Kyousuke has convinced her)

      Comment - This stage can be completed in 6 turns.  It is quite easy
                because there are only a few enemy units.  The main concern
                is whether you want to get Shin Getta-Robo or Line
                Weibritter.  If you want Shin Getta-Robo, simply let an enemy
                unit go near Saotome Research Institute (the nearby forest
                also counts.)  If you're going after Line Weibritter, you
                must not let any enemy unit go near the Institute.  When an
                enemy unit goes near it, there will be a little cut scene.

                Assuming the "city area" is at north, only three enemy units
                from south will move towards the Institute at the beginning.
                With proper SP commands, Getta-Dragon should be able to kill 
                or at least stop them (if you don't want them move near the
                Institute).  The player reinforcement in turn 3 will arrive at
                the southwest corner.  The enemy reinforcement will scatter 
                around the map.

                If you want to prevent enemy units from going near the
                Institute, watch out for the closest enemy unit to the
                northeast of the building.  It can move near the Institute in
                just 1 turn.  A player unit with high movement (i.e. Bilvine
                with Halo) with Accelerate should be able to "lure" it away
                on time though.

      Special - To get Shin Getta-Robo, let enemy units go near Saotome
                Research Institute.  

              - To get Line Weibritter, do not let enemy units go near Saotome
                Research Institute.  When all enemy units besides Excellens
                have been killed, convince her with Kyousuke.



3rd Select (Boston) - A sword that Cleaves the Will

   AP - defeat Hyper Black Knight

   Beginning Player units - Ere, Rimru
   Player reinforcement   - Daitarn 3 (turn 2 enemy phase)
                          - One battleship, Bilvine, 11 units (turn 3)

   Enemy reinforcement - 9 units (turn 2)
                       - 4 units (turn 5)
   Boss                - Neros (HP 30500, 0%; Halo)
                       - Myuji (HP 21380, 0%; Mega Booster, turn 2)
                       - Shot  (HP 26900, 0%; Needleless Ampule, turn 2)
                       - Black Knight (HP 24900, 0%; turn 5)
                       - Hyper Black Knight (HP 39000, 30%; Cartridge; when
                                             Black Knight is defeated)

      Comment - Before the arrival of player reinforcement, Ere and Rimru
                should not attack the 3 units at the southeast corner.  They
                would not move or attack unless they are attacked.  In turn 2,
                the enemy reinforcement will show up at the southwest corner. 
                Daitarn 3 will arrive at the north of Ere.  In turn 3, player
                reinforcement will appear at the southeast corner, right next
                to the 3 units.  Black Knight and his reinforcement will
                appear at north of where the turn 3 player reinforcement
                appears.  In order to finish this stage faster, I recommend
                using Shiela's battleship and Aina.  With enough Spiritual
                Energy Device equipped, they could cast around 4 Inspirations.
                That gives a great advantage because all the player units will
                now have at least 120 morale and can deal some decent damage.
                I'll refer this as the "Inspiration Strategy"



4th Select (Demon Castle) - Demon Monster(?)

   AP - defeat Alfimi

   Beginning Player units - Combattler V
   Player reinforcement   - One battleship, Altaisen, 12 units (turn 4)

   Enemy reinforcement - 6 units (turn 4 player phase)
                       - 4 units (turn 4)
   Boss                - Walky Medis (HP 37000, 30%; High Performance Radar;
                                      turn 4)
                       - Dangel (HP 32350, 30%; Mercury Don; turn 4)
                       - Alfimi (HP 37000, 20%; I-Field Generator; turn 4)

      Comment - Assuming the Demon Castle is at north, player reinforcement 
                will appear at southeast in turn 4.  I recommend moving 
                Combattler V towards that area.  However, with proper SP 
                commands, Combattler V could still be able to do some damage.
                If you want to end stage faster, similar to the previous 
                stage, use some Inspirations when player reinforcement
                arrives.

                In turn 4, Alfimi and her reinforcement will come out at the
                "mountain" at the north of where player reinforcement first
                arrives (across the river).  Try to defeat her within 1 turn
                to make the stage easier.



5th Stage (Inside Omoikane), #76 - I'm Alive Because of This

   AP - arrive at Omoikane within 5 turns

   Beginning Player units - Nadesico, Akito, Gai, Atlaisen, 13 units
   Player reinforcement   - Tobikage (the player turn after Einst Regisseur
                                      has shown up)

   Enemy reinforcement - 2 units (turn 2)
                       - 4 units (turn 4)
                       - 2 units (on the Enemy Phase after a player unit has
                                  arrived at Omoikane)
   Boss                - Einst Regisseur (HP 63000, 0%; V-UP Unit(U); on the 
                                          Enemy Phase after a player unit has
                                          arrived at Omoikane)

      Comment - This stage could be finished in 5 turns. The basic requirement
                is to end the stage within 10 turns or it's Game Over.  The
                "Inspiration Strategy" will help greatly.  Be aware that there
                are three "alleys" that connect the MIT library to the open
                space. It will be beneficial to separate the team into 3
                groups and approach the open space through each of the alleys.

                Assume the player units show up at northeast.  In turn 2, the
                two enemy reinforcement units will appear at south to the
                player units.  If you equip Halo or other Movement-up Items to
                a unit that has the SP command Accelerate, the unit will
                probably arrive at Omoikane (the tree) in turn 3.  Be aware
                that only flying units can stay over it.  In this case, Einst
                Regisseur and Hyper Aura Battler will come out in turn 3 so
                that you could have more time to deal with them.  Einst
                Regisseur will be next to Omoikane and the Hyper Aura Battler
                will come out at northeast (near where the player team first
                shows up)  

                Be aware that when Einst Regisseur is killed, all other enemy
                units will self-destruct and the stage will end.  Because 
                all the enemy reinforcement units are "boss" type, they yield
                good money and you don't want to give them up.  I recommend
                not moving Nadesico, Akito, Gai and probably one repairing
                unit so that they can handle the Hyper Aura Battler (Akito has
                Lucky which is good.)  Also, in turn 4, you should only reduce
                Einst Regisseur's HP to around 5000.  If Tobikage move towards
                Einst Regisseur, it might be killed if too little HP's left...

                The four enemy reinforcement units will appear in the open
                space surrounding Omoikane.  There is one standing close to
                each of the 3 alleys.  The fourth unit is sort of at the
                middle.  Take advantage of Assist Attack and bombard them with
                the rest of your mechas.  One of the reinforcement units is
                Apsellas III so watch out for its MAP Weapon.

                Note that only Yurika and Ruri will be in Nadesico.



Last Stage (Above Pacific Ocean), #77 - The Sea, The Earth

   AP - defeat Excellens

   Beginning Player units - Shiela, one battleship, Altaisen, Bilvine,
                            13 units
   Player reinforcement   - Tobikage (one turn after Excellens shows up)

   Enemy reinforcement - 5 units (turn 3)
                       - 8 units (on the enemy phase after Hyper Black Knight
                                  is defeated)
   Boss                - Myoji (HP 20580, 0%; Zuwasu)
                       - Shot (HP 31600, 0%; Mega Booster)
                       - Drake (HP 48400, 0%; Distortion Block)
                       - Black Knight (HP 28280, 0%; turn 3)
                       - Hyper Black Knight (HP 51800, 0%; V-UP Unit(W); when
                                             Black Knight is defeated)
                       - Excellens (45200, 30%; Super Alloy Z; on the enemy
                                 phase after Hyper Black Knight is defeated)
                       - Einst Regisseur (HP 67800, 0%; Apogee Motor; on the 
                            enemy phase after Hyper Black Knight is defeated)

      Comment - To make this stage easier, I recommend not to defeat Black
                Knight too early to defer Excellens's arrival.  Because the
                first few bosses will not run, it is better to save most of
                your SP magic for Excellens and Einst Regisseur.  EN should
                not be a big problem because Dancougar and Combattler V should
                have the SP command Resupply by now.

                Assuming the player units appear at east, Black Knight and his
                reinforcement will show up at west.  Excellens and 3 units 
                will show up at around where the player units originally are
                and Einst Regisseur and 3 units will come out at the southern
                island.  Because Tobikage will show up after Excellens, it
                might be better to send out a Ninja Unit to combine with it.

                If you are going to launch Nadesico, make sure to add back 
                the sub-pilots.  They are removed from Nadesico in the
                previous stage and not added back.  Also, I don't know if it
                just happens to me but in this stage, only Shiela and her
                assistance can be in the battleship (no pixies).  

                After this stage, you will be given three choices for where to
                go next.  The order is Earth (3A), Mars (3B) and Moon (3C).
                3C has to be played before 3A if you want to get Glowbine.





SCENE 3A


      Scene   - Enemy units in this scene are not that strong but it will 
      Comment   still be difficult if you do not have G-3 Gundam and Char's
                Zaku.  Shin-Getta will be a great asset if you have opted for
                him.  I recommend playing the 1st Select first to get
                Dancougar's new weapon or the 2nd Select first to pick up
                Great Mazingar.

                Be aware that if this route is played last, the Items you
                give to the two Aura Battler Battleships in the last stage
                will DISAPPEAR when your teams combine in Scene 4.  The two
                battleships will not be usable anymore.  I played this route
                second and it *seems* that I still have the Items.



1st Select (The Dancougar Base) - God Blessing

   AP - defeat Shapiro

   Beginning Player units - Dancougar, one battleship, 12 units

   Enemy reinforcement - 12 units (turn 3)
   Boss                - Shapiro (HP 45400, 30%; Psycho Frame; turn 3)

      Comment - Assuming the player units come out at southeast, Shapiro and
                3 units will appear at southwest, some units around the
                bridge, and some at east.

                To get Dancougar's final weapon - Dancoukougaken, reduce his
                HP to below 35%. Then, attack Shapiro (must be the FIRST fight
                between Dancougar and Shapiro).  It will also work if 
                Dancougar has more than 35% HP before the attack but Shapiro
                reduces it to below 35%.  There will always be a conversation
                before their first fight.  However, if you have satisfied the
                requirement to get the new weapon, there will be a cut scene
                after the fight in which Shinobu is beaten the crap out of
                him  :p  He will then turn bestial and use Dancoukougaken in
                the CG.  Shapiro will retreat right after.

      Special - If Dancougar's HP is below 35% after his first fight with
                Shapiro, the new weapon Dancoukougaken will be acquired.



2nd Select (Batos Isle) - General Offense without Tomorrow

   AP - kill 3 enemy units in the first 2 turns (including enemy phase)

   Beginning Player units - Great Mazingar, Venus A
   Player reinforcement   - Mazingar Z, one battleship, 12 units (turn 3)

   Enemy reinforcement - 4 units (when Ashura and Brocken are defeated)
                       - 7 units (1 turn after Ashura and Brocken
                                  are defeated)
   Boss                - Ashura (HP 35000, 0%; Magnetic Coating)
                       - Brocken (HP 34500, 0%; Super Alloy Z)
                       - Darkness General (HP 45000, 0%; Wolf Crest; 1 turn
                                       after Ashura and Brocken are defeated)
                       - Hell General (HP 42000, 0%; $15000; 1 turn after
                                       Ashura and Brocken are defeated)

      Comment - The requirement to get the AP point for this stage is easy.
                Just move Great Mazingar towards the 3 units and counter-
                attack.  Enemy reinforcement will show up in turn 3 and
                beat the crap out of Tetsuya (just like Shinobu :p) in the CG.

                If you think about the CG carefully, it's really hilarious.
                First of all, those K7 are firing missiles behind the Fake
                Mazingars.  How can they hit Great Mazingar without damaging
                the Fake Mazingars...  they sure are good at aiming.  Then...
                Mazingar Z comes in from the sky.  I wonder how can his Iron
                Cutter flies UPWARD to cut the hand of Fake Mazingar...  The
                same goes to his Phototronic Beam...  Finally, when its hand
                gets cut, the Fake Mazingar holds its hand like it's feeling
                the pain and when Kouji and Tetsuya fire Breast Fire/Burn,
                they hold up their hands trying to cover themselves....  they
                must be Super AI!  I know it's Super Robots so it doesn't have
                to be logical but oh well...  hm...  way too off topic now.

                Anyways...  assuming the sea is at west, player reinforcement
                will appear at west (over the sea) but Mazingar Z will be
                at where Great Mazingar originally is.  For the first group
                of reinforcement, 1 unit will be at northwest and 3 at
                northeast.  The two Generals and their reinforcement will show
                up at southeast, near where Brocken has been.  Similar to the
                previous Select, none of the bosses will run.



3rd Select (Mutron Relic) - The Star of Ra-Mu

   AP - Defeat Gostun with Raideen

   Beginning Player units - Raideen, Brueger
   Player reinforcement   - One battleship, 12 units (turn 2)
                          - Machine Robo team (2nd Player Phase after Devil 
                                               Satan's arrival)

   Enemy reinforcement - 4 units (when Gostun is defeated)
                       - 8 units (when existing units are less than 9)
                       - 5 units (2nd player turn after Devil Satan's arrival)
   Boss                - Gostun (HP 35000, 30%; Apogee Motor)
                       - Bangar (HP 37000, 50%; Mega Booster)
                       - Devil Satan (HP 33600, 30%; Space Abacus; when
                                      existing units are less than 9)
                       - Deondora (HP 36400, 30%; Book of Ninjitsu; 2nd Player
                                   Phase after Devil Satan's arrival)

      Comment - Unlike the previous Selects, all bosses in this stage will
                run.  The player reinforcement in the 2nd turn will show up
                at where Raideen originally is.  Devil Satan and his
                reinforcement will show up at east.  Deondora and hers will
                appear at the northeast corner.  The 4 units that will appear
                when Gostun is defeated will be at the center.  Watch out
                that the Raideen's enemy units and Machine Robo's enemy units
                will fight against each other.  You can let them fight but
                don't let them kill each other or you won't get the money...

      Special - Defeat Gostun with Raideen is the first step to get Raideen's
                MAP weapon - God Voice.



Last Stage (Demon Isle) - Demon Isle

   AP - Defeat Bangar and Baragon with Raideen

   Beginning Player units - Raideen, one battleship, 13 units

   Enemy reinforcement - 2 units (when Bangar is defeated)
                       - 9 units (turn 6)
   Boss                - Bangar (HP 43000, 0%; Super Alloy Z)
                       - Baragon (HP 44000, 0%; Space Abacus; when Bangar is
                                  defeated)
                       - Emperor Barao (HP 56500, 0%; Large-scale Cartridge;
                                        when Bangar is defeated)

      Comment - Quite a lot of enemy units in this stage yield good money.
                Make sure you save enough Lucky and Fortune for them.  
                Bangar and Baragon will appear at the head of the Demon Isle.
                Assuming the Demon Isle is at north, 6 Einst units will show
                up at southwest and 3 at southeast.  All enemy units will
                start moving in turn 6 when the Einst units appear.  Once
                again, the two forces of enemy units will fight against each
                other.

      Special - If Raideen has defeated Gostun in the 3rd Select, defeat 
                Bangar and Baragon with Raideen to get his MAP weapon.





SCENE 3B


      Scene   - I recommend playing the Selects in reverse order - 3rd, 2nd,
      Comment   then 1st the last.  By doing so, you will have 2 battleships
                in the 2nd Select and the most powerful team to finish the
                1st Select in 5 turns.  When Joe pilots Tobikage, he can still
                combine with other Ninja Units but of course...  they will not
                recover HP and EN anymore...  Be aware that Tobikage comes
                with MAX upgrade but you can still add the Maximum Upgrade
                Bonus to him.

                This route is quite challenging.  Most of the enemy units and
                especially bosses have high HP.  Other than that, there's
                nothing much special.  



1st Select (Mars Mountain Area) - People who Bear No Life

   AP - defeat Coros

   Beginning Player units - One Battleship Daitarn 3, 12 units

   Enemy reinforcement - 5 units (turn 2)
                       - 6 units (turn 4)
   Boss                - Coros (HP 52600, 30%; Minovski craft)

      Comment - This stage could be finished in 5 turns. It will help greatly
                if you first pick up Nadesico and Tobikage.   Assuming the
                player units first appear at southeast, in turn 2, the 5 fake
                Daitarn 3's will come out near Coros.  In turn 4, 3 units will
                show up at east and 3 at middle south.  

                I recommend sending Tobikage alone to take out the enemy units
                at east and the upcoming reinforcement.  All of your other 
                powerful robots should go to Coros.  Leave the remaining units
                at south to take care of enemy units and reinforcement.

                Z Gundam is very helpful in this stage.  Because of its long-
                range weapon, while staying close to Coros for Assist Attacks
                and such, it can still attack and counter-attack those "tanks"
                nearby to ensure all enemy units can be killed on time.

                It is also not a bad idea to take advantage of the SP command
                Explosion.  Because the Fake Daitarn 3's have over 10000 HP,
                they can do a decent damage on Coros when detonated.  Coercion
                might also help if you want to get rid of Coros' Assist
                Attack and Defense.

                Be aware that Coros is standing on the building that recovers
                20% HP and EN.  However, if you take advantage of Assist
                Attack, you should be able to defeat her in turn 5 and kill
                all the rest of the enemy units when counter-attacking in 
                turn 5 Enemy Phase.

                The female Aestivalis could be helpful as Izumi has Exhaust.



2nd Select (Mars Base of Development) - The Great Omen

   AP - defeat Dinjin

   Beginning Player units - Elshank, Nadesico (if applicable), Mike, Lenny,
                            10 units
   Player reinforcement   - Tobikage, Black Lion (piloted by that barbarian
                            Damien  :p ) (after turn 3 Player Phase)

   Enemy reinforcement - 14 units (turn 3)
                       - 7 units (turn 6)
   Boss                - Hazard (HP 35000, 0%; Mercury Don)
                       - Sharme (HP 42600, 0%; Book of Ninjitsu; turn 3)
                       - Zerokage (HP 37000, 30%; Psycho Frame, turn 3)
                       - Dinjin (HP 29200, 30%; Beam Coating; turn 6)

      Comment - If the 3rd Select is played before this Select, both Elshank
                and Nadesico will come out.  Assuming the city is at east, 
                Zerokage and his reinforcement will appear at south while
                Sharme and hers will be at the southwest border of the city.

                Tobikage will show up at the beginning of turn 3 Enemy Phase
                near where the player units first appear.  Sharme must be
                defeated before Joe can convince Irubora.  In turn 6, Dinjin
                and his reinforcement will appear at west.  Hazard will not
                move for a long time (he sucks anyways...)

                To avoid being attacked from all directions, after having 
                killed the beginning enemy units that approach you, it is
                beneficial to first take out Sharme.  Convince and defeat
                Irubora, then turn back to Dinjin.  The rest should be easy.

      Special - Convince Irubora after Sharme has been defeated.



3rd Select (Area near Mars) - Last Day of Butcher

   AP - defeat Kannatsuki (the big battleship)

   Beginning Player units - Nadesico, 6 Aestivalises
   Player reinforcement   - Zambot 3, 6 units (turn 3)

   Enemy reinforcement - 4 units (turn 3 Player Phase)
                       - 15 units (turn 3)
   Boss                - Kannatsuki (HP 53400, 30%; Aura Converter; retreat
                                     when Dinjin is defeated)
                       - Dinjin (HP 27200, 0%; Magnetic Coating, turn 3 PP;
                                 retreat when Kannatsuki is defeated)
                       - Butcher (HP 42600, 0%; turn 3)
                       - Butcher (HP 49200, 0%; Space Alloy Glen; when 
                                  Butcher is defeated)

      Comment - I had made two mistakes in this stage - I had not upgraded
                my weapons sufficiently and had used Exhaust too early on
                Kannatsuki.  It became a real pain in having Kannatsuki 
                defeated...

                Defeating Kannatsuki now is indeed quite similar to defeating
                Aina the first time in Part 1.  Your weapons should be
                upgraded sufficiently.  If you are thinking of using
                Daitarn 3, forget it.  Although he has Command Attack, he is
                only A in space.  He'll not be able to deal enough damage on
                Kannatsuki.  Z Gundam should be your best choice.  S in space
                and its final weapon is among the best in your team.  Although
                it is a close-range weapon, it'll still work.  If you are 
                still not confident, equip 2 or even 3 V-UP Unit(W) to
                Z Gundam.  Combattler V or Zambot 3 are good for the Assist
                Attack.  To deal 16000+ damage in total, both units have to
                make a critical hit unless you are really going to give
                Z Gundam 3 V-UP Unit(W)...  

                That is the solution to my first mistake but my second mistake
                is even worse.  It took me FOREVER to deplete Kanantsuki's
                EN.  It is impractical to try to defeat him when he can still
                activate Distortion Field.  The trick is NOT to Exhaust him
                too soon.  Keep his morale between 110 ~ 119 (he will fire MAP
                weapon when his morale reaches 120).  When his morale is above
                110, he will use the weapon that takes 50 EN.  In this case,
                you can probably waste all his EN in 5 hits.  Be aware that
                Kannatsuki will always go after Nadesico.  If you want to
                align your units to give him the final blow, move Nadesico
                right next to him so he won't move away.  Also, Dinjin will
                retreat when Kannatsuki is defeated and vice versa.

                As if this is not enough, Butcher and his reinforcement will
                appear in turn 3 Enemy Phase right behind Nadesico.  Although
                he won't move for a long while, it will still become a melee.
                I recommend moving Nadesico towards Kannatsuki in turn 3.  Let
                the Aestivalises stay together to take advantage of Assist
                Defense (very important) and Attack.  Try to clear the
                Nadesico's enemy units ASAP then concentrate on those at
                north.



Last Stage

   AP - kill 3 units in the first 2 turns (including enemy phase)

   Beginning Player units - Zambot 3
   Player reinforcement   - One battleship, 13 units (turn 3)

   Enemy reinforcement - 8 units (turn 3)
                       - 6 units (turn 4 (I forgot))
                       - 10 units (when Gaizock is defeated)

   Boss                - Gaizock (HP 57800, 0%; Ultimate Cell)
                       - Einst Regisseur (HP 69800, 0%; V-UP Unit(U); when
                                          Gaizock is defeated)

      Comment - The AP point is not difficult to get.  Move Zambot 3 towards
                the 3 enemy units and start attacking.  If you are having
                difficulties, Motivate Zambot 3 once so he can use Glove
                Combination right away and Moon Attack sooner.

                Assuming Zambot 3 is at south, the player reinforcement will
                come out at the southwest corner.  All of Gaizock's units,
                including reinforcement, will be on the eastern side.  The
                Einst units that will appear when Gaizock is defeated will be
                at north and the northeast corner.  The are 4 walls that can
                be broken down.  One is at west, outside the room that has a
                $50000 container.  Two are at center north, so you can go to
                the Einst units quickly when Gaizock is defeated.  The last
                one is at east, south of where Gaizock is.  It is a secret
                room that contains a Aura Converter container.  The wall is at
                west of the room.

                Gaizock's MAP weapon has no morale requirement and it will
                fire when two or more player units are in its range.  Watch 
                that out but if you can lure it to move away from its EN-
                recovering block, it will use up its EN very soon.  Bombard
                it with your powerful mechas but keep it alive with low HP.
                Move the powerful units to northwest to prepare for the Einst
                units. Defeat Gaizock when done.

                When Gaizock is defeated, Einst Regisseur and 3 units will
                appear at the northwestern room and 6 units will scatter
                between that room and center north.  It's game over if Einst
                Regisseur is not defeated in 5 turns.  It should not be hard
                if you have already moved some units to that area. If you let
                Nadesico stay in the second EN-recovering field at northwest,
                her last MAP weapon should be able to hit 4 Einst units.  

      Special - The container at east is $50000.

                The container inside the secret room at northeast is a Aura
                Converter.





SCENE 3C


      Scene   - You will get New Gundam (or New Gundam HWS), Full Armour ZZ
      Comment   Gundam and Altaisen Reize in this route.  The enemies are
                quite strong but these new mechas will make up for it.

                You will be able to convince Glowbine if this route is played
                before 3A.  If you are also getting Touho Fuhai AND you want
                to give Master Asia the skill Revival, you should play the 3rd
                Select before the 2nd one.

                Trust me... if you are getting Touho Fuhai, give him Revival.
                He will be really, REALLY tough with the skill.  He has good
                SP commands (Inspiration), uses up EN very fast and because
                he has both the skill Potential and Perseverance, you can
                safely send him to the front line to take damage.  As his HP
                is low (approaching 20%), his Armour will sky-rocket so you
                don't have to worry that the mecha will get killed before
                Revival is activated.  

                I still recommend playing the 1st Select first as Excellens is
                a good member whether you are getting the old Weibritter or
                new Line Weibritter.



1st Select (Sea near Moon, Reef Area) - Spirit of the White Knight

   AP - defeat Alfimi

   Beginning Player units - Ra Kairam, Altaisen Reize
   Player reinforcement   - 12 units (turn 3)

   Enemey reinforcement - 7 units (turn 2)
   Boss                 - Excellens (HP 52000, 0%; nil)
                        - Alfimi (HP 46000, 30%; Biocensor, turn 2)

      Comment - This is not an easy stage, especially that most of the
                powerful Super Robots are not in this team.  I recommend
                equipping 3 Armour-Up Items to Altaisen Reize.  Ra Kairam's
                Armour should also be raised a bit.  The basic requirement
                is to kill all enemy units besides Alfimi and Excellens, then
                defeat Alfimi and at last defeat Excellens by Kyousuke.

                Excellens and the 3 units at south will move towards Ra 
                Kairam.  If you have not upgraded Weibritter's weapons before,
                she will not do much damage now.  Atlaisen Reize with 2500+
                Armour will be very safe as well.  Stand right next to Ra
                Kairam and protect it with Assist Defense.

                In turn 2, Alfimi will show up and your reinforcement can
                come out from Ra Kairam in turn 3.  If you do not have Puru
                in your team, nobody will be able to Exhaust Alfimi.  
                Nevertheless, her morale WILL go over 110 by the time all
                other enemy units have been killed.  So watch out for her
                MAP weapon and don't forget to first attack her with someone
                to cancel out her SP Command Flash.

                Also, pay attention to those Geshphenst Mk-II's at the
                northwest corner.  Their Armour are quite strong and they have
                I-Field.  

      Special - Just follow the basic requirement of this stage - kill all
                enemy units besides Alfimi and Excellens, then defeat Alfimi
                and at last use Kyousuke to defeat Excellens.  Excellens
                will return with her Line Weibritter or the old Weibritter,
                depending on your decision made in Scene 2.



2nd Select (Texas Colony) - Revenge of the Ghosts

   AP - defeat Gil

   Beginning Player units - Ra Kairam, Dangaioh, 12units
   Player reinforcement   - Machine Robo team (turn 5)

   Enemey reinforcement - 5 units (when Burst or Flash is defeated)
                        - 4 units (turn 5 Player Phase)
                        - 5 units (turn 5 Enemy Phase) 
   Boss                 - Burst (HP 27350, 20%; High Performance Targeter)
                        - Flash (HP 28450, 20%; Book of Ninjitsu)
                        - Glowbine (HP 29700, ???; nil?)
                        - Gil (HP 42000, 30%; Crest of Rilis Royalty; when 
                               Burst or Flash is defeated)
                        - Bagu(?) (HP 28800, 30%; Apogee Motor; turn 5 PP)
                        - Galdi (HP 40800, 30%; Badge of Shuffle; turn 5 EP)

      Comment - Assuming that player units first appear at northwest, Gil and
                his reinforcement will come out on top of the dune nearby. 
                The Machine Robo team will appear on the center left-hand
                side. 

                The Aizam Za Zard's at northeast will start moving in turn 3,
                the green ones at south in turn 4 and Bagu in turn 7.

                I recommend to defeat Gil before turn 6.  After you have 
                killed most of the enemy units coming from northeast, defeat
                Burst and Flash to bring out Gil.  Defeat him and then
                focus on Galdi.  It will be a mess to handle Galdi and Gil
                at the same time because both of them are strong.

                On the other hand, you could also leave Gil till the end and 
                defeat Galdi first.  Burst and Flash won't cause much problem
                because they're likely to go after Ra Kairam.  Keep repairing
                it with Maria and it should be alright.  However, this will
                take a long time to finish the stage.

      Special - Convince Glowbine with Jet.  He will join instantly and the
                Skill Revival will also be awarded.



3rd Select (Neo Japan Colony) - Devils and Conspiracies

   AP - kill all Bugs before turn 3 (including turn 3 Enemy Phase)

   Beginning Player units - Ra Kairam, God Gundam, Shining Gundam, Nobel
                            Gundam, Gundam F91, Vigna Gina, 12 units
   Player reinforcement   - Master Gundam (turn 5, if applicable)

   Enemey reinforcement - 15 units (when all Bugs are killed)
                        - 6 units (when Devil Gundam is killed)
   Boss                 - Devil Gundam (HP 30000, 0%; I-Field Generator)
                        - Karozo (HP 51600, 0%; Spiritual Energy Device; when
                                  all bugs are killed)
                        - Zabine (HP 32440, 0%; Apogee Motor; when all bugs
                                  are killed; retreat when Karozo is defeated)

      Comment - Not a very difficult stage.  If you want the AP point, move 
                several units towards the Bugs at the corner right from the
                beginning.  6 Einst units will appear at the center when
                Devil Gundam is killed and the Death Army units will retreat.
                None of the bosses will run but Zabine will retreat if Karozo
                is defeated before him.  Touho Fuhai will appear as
                reinforcement if previous requirements are met.



Last Stage (Skull Moon Base) - Just for the Sake of the Earth

   AP - kill 9 enemy units before turn 3

   Beginning Player units - Grendizer, Ra Kairam, 13 units
   Player reinforcement   - Machine Robo team (turn 5)

   Enemey reinforcement - 17 units (turn 4)
   Boss                 - Kirika (HP 24875, ???; ???)
                        - King Bega (HP 58700, 0%; Space Alloy Glen, turn 5)
                        - Jigura (HP 32125, 0%; $15000, turn 5)
                        - Gandal (HP 32400, 0%; Super Alloy Z, turn 5)
                        - Goman (HP 39750, 0%; Needleless Ampule, turn 5)
                        - Zuriru (HP 36750, 0%; Mega Booster, turn 5)

      Comment - This stage is easier than it seems.  The requirement for the 
                AP point is not that hard because many of the beginning
                units (the "UFOs") are weak.  Furthermore, it is beneficial
                to kill most of the enemy units ASAP to increase your own
                morale without increasing those of the enemy.

                Most of the Boss units will be at the center.  Be aware that
                some of them are hovering over the area that recovers lots of
                HP and EN.  Try to kill them in one turn or save them till
                the end.  Also, take advantage of the concave area surrounding
                the center.  It gives good Defense and Dodging bonus.

                I recommend not to use Maria to convince Kirika too soon
                because it is dangerous to send her to the front line.  Other
                than that, have fun in this stage as no bosses will run.

      Special - Convince Kirika with Maria.  She is not usable as a pilot. The
                skill Heart and Mind as One will be awarded.





Scene 4


      Scene   - I recommend playing the 4th Select last because the Machine
      Comment   Robo team will leave during the stage and will not return 
                until the Last Stage of this scene.  

                Before going into the 4th Select, it is recommended to first
                upgrade every stat of Combattler V but leave the last 4 blocks
                of each stat blank.  When the stage begins, a 4-block bonus is
                added to each stat of Combattler V.  4 blocks will be added, 
                no matter it is the first 4 blocks or the last 4.  It is a
                very cost-effective way to fully upgrade him.



1st Stage (Inside Devil Colony), #90 - The Eternity Inside You

   AP - defeat Rain

   Beginning Player units - Domon, one battleship, 12 units
   Player reinforcement   - Shining Gundam (after Domon has convinced Devil
                                            Gundam)

   Enemey reinforcement - 12 units (turn 3)
   Boss                 - Grand Master Gundam (HP 42000, 0%; High Performance
                                               Radar)
                        - Devil Gundam (HP 53000, ???; Ultimate Cell; when
                                        Grand Master Gundam is defeated)
                        - Flash (HP 31400, 30%; Biocensor, turn 3)
                        - Burst (HP 30200, 30%; Apogee Motor, turn 3)

      Comment - This stage can be completed in 5 turns.  It is not hard at 
                all given that now you can use the best of the best mechas ^_^

                Assuming the player units first appear at south, Flash and 5
                units will come out at west and Burst and 5 units at east.
                When Grand Master Gundam is defeated, Devil Gundam will come
                out right behind it.

                Both "Wait-&-Counter" (haven't used it for a long time) and
                Inspiration strategy will be beneficial.  Counting from the
                bottom, Flash will hover over the 2nd "tree" at west and Burst
                also over the 2nd "tree" at east.  Be aware that only flying
                units can stay on those "trees".  Because Flash and Burst will
                be the first units to attack, feel free to cast Hot Blood on
                the units that are going to counter-attack them.

                I recommend separating the team into 3 groups.  Send 1 to the
                north for Grand Master Gundam, 1 to east and 1 to west. It'll
                be even easier if Domon convinces Devil Gundam.  You cannot
                get the AP point but you'll still get the Item and acquire the
                most powerful combination attack - Sekiha Love Love Tenkyouken

                However, be warned that Shining Gundam is sort of useless (
                with Rain in it at least...)  With so many other powerful
                Super Robots around, you should consider whether to spend
                money to upgrade Shining Gundam or the others.  If you like
                Gundam G, good.  Otherwise, Devil Gundam yields $50000 with
                Lucky.

      Special - Convince Devil Gundam with Domon to acquire the combination
                attack Sekiha Love Love Tenkyouken.



2nd Select (Fifth Luna) - The Cosmo Guidepost

   AP - defeat Mashma before enemy reinforcement's arrival (turn 6 Enemy
        Phase)

   Beginning Player units - Judo, Rou, Elle
   Player reinforcement   - One battleship, Kou, 11 units (turn 2)

   Enemey reinforcement - 6 units (turn 2)
                        - 20 units (turn 6)
   Boss                 - Mashma (HP 36000, 0%; Zaku III Kai)
                        - Godan (HP 33000, 0%; Mercury Don)
                        - Iria (HP 26750, 0%; Space Abacus)
                        - Gato (HP 42130, 0%; nil, turn 2)
                        - Shima (HP 25625, 0%; Needleless Ampule; turn 2)
                        - Haman (HP 52000, 0%; Quebeley; turn 6)
                        - Gremi (HP 44000, 0%; Queen Mantha; turn 6)
                        - Rakan (HP 36720, 0%; Book of Ninjitsu; turn 6)

      Comment - The beginning units are almost useless.  Judo will come out
                with Double ZZ but Rou and Elle will be in Gundam MK-II and
                Gabela Tetra respectively...  You don't need to hurry even if
                you want the AP point.  The player reinforcement should have
                enough time to go and defeat Mashma.

                When the player reinforcement arrives in turn 2, the basic
                game requirement has changed and you must clear the stage in
                the next 10 turns.  However, it's not difficult. Send several
                strong units (3 to 4 should be enough) to where Judo
                originally is as Gremi and his reinforcement will appear in
                that area.  Haman will come out right next to Gato.

                Be aware that Gemaruku (the orange units) can fire MAP weapon.
                Also, if you don't send some player units to fight Gremi's and
                Haman's units, they are going to fight against each other.
                You won't get any money if the unit is killed by another enemy
                unit.

                If you are going to convince Gato, make sure to send out
                Quattro.

      Special - Convince Gato with Quattro.  Defeat Haman and Gremi then
                convince Gato again with Kou.



3rd Select (Stone Circle 3) - The Meaning of Once (as in "once" upon the time)

   AP - defeat Alfimi (the second time)

   Beginning Player units - Kyousuke, Excellens, 12 units

   Enemey reinforcement - 9 units (turn 3)
   Boss                 - Alfimi (HP 51000, 0%; nil; turn 3)
                        - Alfimi (HP 51000, 30%; Halo; next Enemy Phase after
                                  Alfimi has been defeated the first time)

      Comment - Not a difficult stage.  Alfimi will come out at the
                resupplying spot at the opposite side of where the player
                units originally are.  When she is defeated, in the next enemy
                phase, she will re-appear at the resupplying spot near where
                the player team originally is.  It is not a bad idea to occupy
                both spots ASAP.  You can leave only several units at the
                nearby resupplying spot to defeat Alfimi the second time and
                rush the other units to the other spot.

                The enemy reinforcement will be pretty close to the existing
                units.  Assuming the player units first come out at northeast,
                the farthest ones are those at south.  Alfimi has the same
                stats in both times.



4th Select (Green Oasis Area) - Settle, and a New Enigma

   AP - kill all enemy units in the first 6 turns

   Beginning Player units - Machine Robo team, Combattler V, one battleship, 
                            8 units

   Enemey reinforcement - 12 units (when the Queen is defeated)
   Boss                 - Queen Janera (HP 61250, 0%; Large-scale Cartridge)
                        - Walky Medis (HP 40000, 0%; $15000)
                        - Dangel (HP 33400, 0%; Beam Coating)
                        - Galdi (HP 47000, 30%; High Performance Targeter;
                                 when the Queen is defeated)
                        - Devil Satan (HP 36600, 30%; Super Alloy Z; when the
                                       Queen is defeated)

      Comment - Again, not a difficult stage but you need to hurry if you are
                going after the AP point.  Be warned that the Queen hits HARD.
                Dangel is also quite powerful but Walky Medis sucks big time.
                Also, the Queen and Dangel are standing on HP-recovering spot.

                Assuming the player first appears at northwest, Galdi will
                come out at north and Devil Satan at southwest.  When Galdi
                retreats or is defeated, the Machine Robo team will chase
                after him and thus leave temporarily.  They will be back in
                the last Stage of this scene.

      Special - Combattler V will receive a free 4-block upgrade on all its
                stats when the stage begins.



Last Stage (The Gandora Base), #94 - Machine Robo, Flame

   AP - kill 3 enemy units in the first 2 turns

   Beginning Player units - Machine Robo team (except Rom)
   Player reinforcement   - One battleship, 10 units (turn 3)
                          - Rom (when Galdi's HP is below 90%)

   Enemey reinforcement - 13 units (Enemy Phase after existing units are less
                                    than 8)
                        - 1 unit (when Galdi's HP is below 90%)
   Boss                 - Devil Satan (HP 42300, 0%; Mercury Don)
                        - Deondora (HP 47400, 0%; $15000)
                        - Galdi (HP 54200, 0%; Large-scale Generator; Enemy
                                 Phase after existing units are less than 8)
                        - Gadess (HP 61600, 0%; Solar Sail; when Galdi's HP is
                                  below 90%)

      Comment - If you have not upgraded your Machine Robo team, it will be
                more challenging to get the AP point but it is manageable.
                Kina the Bull and Glowbine will be a big help.  Glowbine and
                Drill should use Motivate.  Encourage Jet and Glowbine so they
                both will be able to use their most powerful weapon.  Focus on
                the units on the right-hand side. 

                I recommend using Jet for the first wave of attack. 
                Accelerate, Assault, Hot Blood, and maybe Concentrate (if you
                don't want to bet on luck) and Jet will be able to attack 
                the unit at the farthest east (assuming the Machine Robo team
                first comes out at northwest.)  It is beneficial to attack
                that unit because Jet can counter-attack the other two during
                enemy phase.

                Align Kina, Jim and Glowbine so that they can snipe the enemy
                units from a distance in turn 2.  Because the enemy units are
                going to surround Jet in turn 1 Enemy Phase, his position is
                a good indicator to make your formation.  Transform Jim into
                a car and he can use a 6-block weapon.  It is not powerful but
                Glowbine's Assist Attack is.  Drill can also do some decent
                damage with Hot Blood.  Try to kill the 3 units by turn 2
                Player Phase.  I've tried to let one of them survive but
                instead of attacking me in turn 2 Enemy Phase, they move away.

                The enemy reinforcement will scatter around.  Galdi and 3
                units will appear at northeast, 3 near Devil Satan, 3 at west
                (south to where the player units first appears) and 3 at
                southwest.  Gadess will also come out at southwest.  Rom, who
                will have 150 morale and turned into Vaikungfu, will be at
                east.

                To kill or convince Galdi should be based on whether you find
                the Skill Heart and Mind as One useful.  I've convinced him
                and given the skill to Aina.  With 160+ SP, the skill and a
                Crest of Rilis Royalty, she can recover 32+ SP (meaning a free
                Devotion every turn) when her SP is low.  However, if you
                don't find the skill useful, it's also good to defeat Galdi
                for the money, exp and Item.

                The secret room at east is tricky.  The breakable wall is at
                the side facing the open space.  You could first break the
                wall at the east to that room, go out from there, then break
                the wall of the secret room.

      Special - Convince Galdi with Rom then Reina.  He is not usable as a
                pilot. The skill Heart and Mind as One will be awarded.

                The container at north is Space Alloy Glen.

                The container inside the secret room at east is New super 
                Alloy Z





SCENE 5


      Scene   - There's nothing special about this scene except it's the last.
      Comment   It is now time to start leveling pilots for their 6th SP
                command (such as Miracle and Spirit).  All the stages must
                be played in order.



1st Stage (The Mars Meganoid Base), #95 - Mars Attack

   AP - defeat Coros in the first 6 turns

   Beginning Player units - Nadesico, Elshank, Daitarn 3, 13 units

   Enemey reinforcement - 15 units (turn 3)
                        - 4 units (when Coros is defeated)
                        - 1 unit (second Enemy Phase after Coros is defeated)
   Boss                 - Mileen (HP 40000, 0%; Mercury Don)
                        - Coros (HP 57500, 0%; High Performance Radar; turn 3)
                        - Irubora (HP 51000, 0%; Aura Converter; when Coros is
                                   defeated)
                        - Don (HP 59000, 0%; Large-scale Cartridge; second 
                               Enemy Phase after Coros is defeated)

      Comment - If you want to get Tsukumo Shiratori, this stage must be
                completed in 10 turns.  Assuming the player units first come
                out at southeast, Coros and her reinforcement will appear at
                east (east to Mileen.)  When she is defeated, Irubora and his
                reinforcement will come out at the area northwest to the 
                center tower.  At the beginning of the 2nd Enemy Phase after
                Coros is defeated, Don will come out at the center tower.
                Because the tower area recovers HP and EN, it is beneficial to
                first occupy all 6 spots and bump Don away.  However, if you
                want to lure Irubora to come closer, you could leave the 
                northwest spot empty because it is within Irubora's attack
                range.  Attack him then move away or snipe him from a
                distance.  It is easier and safer for Romina to convince him
                if he comes closer first.

      Special - Complete this stage within 10 turns and Tsukumo Shiratori
                will join after Stage 96.

                If the Snow Mountain event has been triggered, destroy Gundam
                GP02 with Shiro to get it after the stage.

                If previous requirements have been satisfied, convince Irubora
                with Romina (Elshank) then destroy him with Joe. He will join
                with Zerokage after the stage.



2nd Stage (The Mars Relic), #96 - ???

   AP - Akito reaches the inner part of the relic within 4 turns

   Beginning Player units - Akito, Nadesico, Elshank, 12 units

   Enemey reinforcement - 24 units (when Akito arrives at the relic)
   Boss                 - Akatsuki (same stats as the player's one)
                        - Saburouta (HP 30000, 0%; Space Abacus; when Akito
                                     arrives at the relic)
                        - Genichiro (HP 27500, 0%; Super Alloy New Z, when
                                     Akito arrives at the relic)
                        - Akiyama (HP 32000, 0%; Biocensor; when Akito arrives
                                   at the relic)
                        - Kusakabe (HP 50000, 0%; Distortion Block; when
                                    Akito arrives at the relic)

      Comment - The basic requirement is NOT to defeat Akatsuki.  When Akito
                reaches the inner part of the relic which is almost completely
                black, the enemy reinforcement will show up and scatter around
                the open area.  Akatsuki will once again return to the Lond
                Bell team and all the AI Aestivalises will retreat.



3rd Stage (Inside the Banker Flagship), #97 - By the Honest Heart

   AP - kill 3 units before turn 3 (including turn 2 Enemy Phase)

   Beginning Player units - Dangaoih, One battleship, 13 units

   Enemey reinforcement - 7 units (Enemy Phase after existing units are less
                                   than 10)
   Boss                 - Garimos (HP 60000, 0%; Crest of Rilis Royalty)
                        - Flash (HP 36875, 0%; High Performance Targeter)
                        - Burst (HP 35625, 0%; Shuffle Crest)
                        - Gil (HP 54000, 0%; Wolf Crest; Enemy Phase after
                               existing units are less than 10)

      Comment - The basic requirement is to end the stage in 13 turns.
                Originally, there is no specific requirement.  When the player
                reinforcement arrives, the requirement is changed to
                completing the stage within the next 10 turns.

                Assuming Dangaioh first arrives at southwest, Gil will show
                up at north hovering over a HP-recovering spot.

                Fortunately, there is a secret corridor at the center of the
                map.  I recommend sending 3 to 4 units with high Movement to
                handle Flash's area at southeast.  Once done, they will still
                be able to re-group with other teammates for more killings.

                The main force should go through the corridor.  Out of the 4 
                HP-recovering spots, Gil will come out at the southwest one. A
                player unit should stay in there to bump him away.  The
                breakable wall of the secret room is at north of where Garimos
                orginally is.

      Special - There is a secret corridor at the center of the map.

                The container at northwest is $50000

                The container inside the secret room at east is a V-UP Unit(U)



4th Stage (The Red Cosmo), #98 - Requiem to People who have been Lost

   AP - Defeat Alfimi

   Beginning Player units - Dancougar, Kyousuke, Excellens, 14 units

   Enemey reinforcement - 5 units (when Shapiro is defeated)
                        - 10 units (when Einst Regisseur is defeated)
   Boss                 - Shapiro (HP 50800, 0%; Psycho Frame)
                        - Einst Regisseur (HP 69800, 0%; V-UP Unit(W); when
                                           Shapiro is defeated)
                        - Muge (HP 62000, 0%; Halo; when Einst Regisseur is
                                defeated)
                        - Alfimi (HP 54000, 30%; Spiritual Energy Device;
                                  when Einst Regisseur is defeated)

      Comment - Assuming the player units first appear at southeast, the Einst
                reinforcement will come out at northeast.  Alfimi will come
                out at southwest, Muge and 4 units at the center and there 
                will be 1 unit at north, east, south and west.

                To make the stage easier, you could leave alone the boss units
                until other enemy units are cleared so that you could deal
                with each group of enemy units one by one.

                For those who don't want to re-play a stage to gain extra
                experience, Muge in this stage is a good target to level up
                pilots for their last SP command.  With HP recovery but no EN
                recovery, he will run out of EN quite quickly and recover
                large amount of HP so you can keep hitting him without getting
                hit.  Since he is level 64, there should not be any problem
                for player units in this stage to become level 62 at least.



Last Stage (Einst Space), Last Stage - Then, to Galaxy of the Decisive Battle

   AP - nil

   Beginning Player units - Kyousuke, Excellens, 13 units
   Player reinforcement   - Alfimi (when Alfimi is first defeated)

   Enemey reinforcement - 9 units (when Alfimi is defeated)
   Boss                 - Alfimi (HP 48000, 0%; nil)
                        - Einst Regisseur (HP 74600, 0%; V-UP Unit(U))
                        - Einst Regisseur (HP 74600, 0%; Distortion Block)
                        - Neu Regisseur (HP 99000, 0%; nil)

      Comment - Finally...  considering this is the last stage, it is not that
                hard.  Don't be scared by all the boss-class units. They are
                not as strong as when they are piloted by real bosses.  Be
                aware that all enemy units will start moving in turn 5.

                The two Einst Regisseur could be dangerous because they are
                close together.  I recommend sending a high agility unit to
                lure one of them.  After it has attacked or is attacked, it
                will start moving in the next Enemy Phase.  Try to kill all
                nearby enemy units before the first Einst Regisseur
                approaches.  After that, it should not be hard to kill the
                Einst Regisseur one by one.

                To make the stage even more easier, you could keep Alfimi
                alive until you have killed all the other enemy units.  When
                Alfimi is defeated, the final boss - Neu Regisseur, will come
                out with several units. Alfimi will join with full HP but her
                EN will not be restored......

                Defeating Neu Regisseur will end the stage instantly.  If you
                are going after the secret stage or to re-start the game once
                again, I recommend killing all the enemy units for the money.
                Exhaust Neu Regisseur to 50 morale and it should not be hard
                to defeat it in 1 turn.  Even easier if your team has Miracle
                and Spirit.  However, watch out for its MAP weapon.  It has
                only 2 shots but a radius of 6 blocks.













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VI.   Guides to secret Mechas and Characters


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VII.  Credits

Zhou Tai An (Kain) - SRWI FAQ on GameFAQs

Game Station - Guide on SRWI

Integrators - for pointing out the errors in Ver 1.0, thanks!

Durendal - G-Generation F FAQ on GameFAQs for names of some Gundam mechas



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