SUPER ROBOT WARS IMPACT for Playstation 2 by: Joekage (joekage81@gmail.com) Version 1.0 Super Robot Wars Impact is copyright 2002 by Banpresto The purpose of writing this FAQ is helping those who want to play this game discover the charms, not trying to pass because it is difficult. Also, I myself discovered that the FAQs posted before either contains lot of errors or not exactly about secrets and other information about enemies and the like. About copyright: if you like you can post this anywhere you want. DON'T ask me permission since it only annoys me. IMPORTANT STUFFS: 1. Getting all the skill point didn't change the difficulty very much. In reverse, you'll loss all awards (skill+money) and some good mechas like Nu Gundam HWS and FA Hyakushiki Kai (obviously the most powerful MS). The bad side of letting drops skill point is only some money and mostly useless items like Booster and Chogokin Z Alloy, which you will get alot when defeating bosses. 2. This game DOES have replay value. Your remaining money will carry with you in new game, so for those who doesn't want cheating money, farm the final stage vs Char alot (I'll plan to farm 30 million) and save the file safely so whenever you wanted to play just open it and play again. Farming 30 million is VERY FAST if you recruit GP02 (it has a nuclear bazooka map attack if you wondered). I myself farm the exact number of enemies left when it gameover and it only took 25 minutes for 300000 credits. 3. The best support units are: Bluegar, Jingi Mk-II (the bull piloted by 2 pilots) and Quin-Mantha. I will explain this clearly: Jingi Mk-II is the best one. Why? It has Gekirei (Cheer) for main pilot and Saidou (Move Again) for sub pilot. Saidou (Move Again) is the best seishin. Why? You want to finish the stage in 5 turns to get Concentrate. Then it will combine with Resurrection. That way you can finish even the longest stage in only 3 turns if you spam them. But why I named them 2 best supporting units? They all have self-destruct. Very easy to spam seishins right? The last is Quin-Mantha since it can be piloted by 2 pilots. So if you have 2 good Gundam pilots with Bless and Devotion, just throw them inside. There is one more reason: except Jingi Mk-II, the other two can be attacking units as well. Good isn't it? 4. S for weapon is the BEST option when you chose full-upgrade bonus. It will boost all status in the terrain supporting it, and turn that unit into a completely different mecha in that terrain. The power of weapon will be extremely unimmaginable. You will have to find that out. (if you don't know) :D 5. About Irbora: if you ain't Ninja Robot fan, you don't like recruiting him. I meant, if he pilot Zerokage, it isn't that great (loss statistics horriblely compared to Tobikage). I found out he can be sub-pilot for Ell Shank as well. It is obviously very nice, but the truth is you only have like 1 or 2 stages to use him as a sub-pilot, so overall it is not that great. Probably in the future Banpresto will remake Impact. I only hope so. :D 6. Enemies only get smarter and maybe stronger when you replay, so it only be more challenge if you want to finish 5 turns or more. 7. About Tobikage and other Ninja Robots: actually there are many ways to use them efficently. Like: if he is far away from Thunder Phoenix, you can combine then separate him from it again to reach enemies nearer. If there are Burst Dragon and Black Lion, you can combine anywhere so it is better not to keep those 3 along. Also, after they combined, if you cast a seishin to them, for example Kaima, both Mike and Joe will get the advantage, even after they're separated. 8. About special skills: Concentrate is NOT the best skill. Don't look at the low number of turns to decide. It is truly good for sub-pilot, not main pilot. For main pilot, I suggest Potential. Why? Potential immediately add its level base on assigning pilot. For real robot pilot, if the unit has shield, and you equipped it with Beam Coating, it can't hardly die. Special Skill +1 is also good, for pilots that already has potential and defense. Concentrate should be combine with SP+15 and SP+5. Critical maybe good if you do a first run, but it is not really that good compared to Potential or even War Heart. The idea of chosen which special skill good for you depend on which unit you feel best for it. 9. About special skills lv10: Potential lv10 activates even when your unit full HP. However it isn't at all its value. It is even the least of its best. Defense lv10 automatically activatives shield no matter how much number of shield you have. There are many other skills that can reach lv10 like Holy Warrior and Psychic Power but they have other effections. 10. About Combattler V and Tobikage: Tobikage will come with full upgrade BUT it lacks full upgrade bonus. You should assign the bonus as soon as possible. Combattler V after scenario 93 will automatically receive 4 free blocks upgrade at every status so it is better you upgrade all the first 6 blocks and leave the remaining free. That way you can save more money and indirectly get a free full upgrade bonus. 11. About V-Up Unit: V-Up Unit only effective with units that has 3 or 4 slots. It works best with units for example Alteisen or Aura Battlers like Botune or Bastole. 12. About strategy: SRW Impact have various way of approaching enemy units but like the FAQs posted before the most important thing is you have to know where enemy reinforcement comes from. Calculate the number of movement square is also important so counter-attack at right degree shall be considered. 13. About Shining Gundam: All upgrades from Shining Gundam will not carry over to God Gundam. So on your first run, it is better to leave it alone. 14. About Nadesico: It is the best battleship, if not one of the best units in the game. It has 5 pilots with all kind of supporting seishin. Jun has to be replaced by Prospector. His seishin sucks and Prospector's are way better (Bless and Resupply for example). As soon as you get the battleship, give it Spiritual Energy Device and Lilith's Royal Crest. It is also a good idea to give Super Robots the same equipments. 15. About how to make more money: Bernard is the best pilot for this since he has this skill natural. I suggest you upgrade Apsalus II (weapon for first run) and throw him inside. You'll get one more when you recruit Aina and Norris and another if your skill points are lower than 15 at the end of part 1. But in my opinion it is very difficult to get all 3 and get all the good items drop by bosses at first run. You'll have to concentrate alot. 16. About more special skills: Aside from the other skills mention above, the remainings are: Strong Luck (強運), Relive from hopeless (起死回生), Rebellious Heart (反骨心), Mental Unity (精神統一), Hard Worker (がんばり屋). Yes they're all will be awarded if you done things accordingly to plan. 17. About secrets: //Jamie Lee's FAQ is wrong about recruiting Gato: you don't need to have Glemy retreat in Scene 6-1. The correct steps are: - Part 2, scene 4, stage 55 Kou fight Gato - Stage 55 Quattro persuades Gato - Part 3, scene 4, stage 91 have Quattro persuades Gato again - At that stage defeat Haman and Glemy - After that have Kou persuade him //About getting Mass Product Great Mazinger: - Part 1, scene 1, stage 4 is being played last - Persuade one of them with Tetsuya when they appear at stage 17b (part 1 scene 4B) //Kampfer: - Play Stage 15 (I'm me, you're Mylene) as 2nd or 3rd select with Shiro in the team (if you play it as 3rd select, Shiro must not defeat Aina or the Snow Mountain event will trigger and you will temporary lose him). //Alternate Coloured Billvine: follow Byston Well route in Episode 1 you will get this unit automatically at the end of Scenario 72. //Raideen Extra Weapon God Voice: Destroy Kyoretsu Beast Ghostan (巨烈獣ゴースタン) with Raideen in Scenario 80. Destroy Kyoretsu Beast Vanger (巨烈獣バンガー) and Ghost Kyoretsu Beast Baragoan (妖魔巨烈獣バラゴーン) with Raideen in Scenario 81. //Nu Gundam HWS: Be at Normal mode (AP is less than half of total scenarios count) at the beginning of scenario 77, part 3, scene 3. //Special Skills Rewards: Strong Luck and Leadership: Obtained if your skill points is 15 or less at the end of stage 33 (last stage of part 1). //Special Skills Rewards: Support Attack, Support Defense, Relive from hopeless, Leadership if your skill points is 32 or less at the end of stage 67 (last stage of part 2). 18. You DON'T have to pick up containers to get the items. When the battle ended, the game will automatically bring it to you. 19. You need to pay close attion to terrains. Terrain effect weapons' power and hit rate so becareful. 20. Upgrade weapons is primary since they're a big help for 5 turns cleared. 21. Equip a Cartridge is not worthy as a Large-scale Cartridge. The problem is that you only have one chance of using a Cartridge but a Large-scale Cartridge double your ammo forever. 22. The best stage to farm money is probably stage 99. Those mini-bosses worth about 100000 Credits each group and it is very easy to kill them with GP-02's nuclear bazooka. ^_^ 23. Probably the max number of Concentrate Power you can get in your first run is 37-38 (keep in Hard and get more than that is nearly impossible). I made it around 34 in my first run and get around 87 skill points. After that I got bored and try to keep the number of skill point to minimum to get the rewards. ^_^ 24. Enemies in part 1 and part 2 only attack the one nearest to them so please pay attention. However enemies in part 3 are different. They can act smartly so you have to calculate your steps more careful. 25. Bluegar is the key for clearing the stages in part 3 in low number of turn. Because of that, before part 3 (until the end of part 1) its weapon must be full upgraded. 26. Lilith's Royal Crest (the item that gives you SP regen) does not stack. Probably the same with items that give recovery like Solar Sail or Ultimate Cell. -------------------------------------------- TABLE OF CONTENTS I. Update History II. Introductions III. Walkthrough IV. Informations Translation V. Characters' Quote Translations VI. About Secret Units VII. FAQs VIII. Credits -------------------------------------------- I. Update History: 14/12/2014 - Begin writing this, when I almost finish my second run. 9/1/2015 - Finished part 2. Missing part 3. 21/1/2015 - 98% Complete. Missing part 1 SCENE 4A. Will do in the future. 25/1/2015 - 100% Complete. SCENE 4A done. Some level listings are still missing but I don't feel like adding them anymore (until I like to play a 4th run). 18/11/2015 - Add information about the Nadesico glitch at part 1. 6/12/2015 - Edit probably the last time (stage 56). II. Introductions: I'm an old typical fan of Super Robot Wars, back from 1995. My first game was Dai 4 Ji Super Robot Taisen. This is the first time I write a true FAQ about this game series. I can assure you everything I write is correct. If you find this game too difficult to pass with getting 5 turns or below, feel free to read. But I suggest you play by your own way. I'm sure you'll find something even more amazing than I've found. Cheers! ^_^ III. Walkthrough: In this FAQ I'll only do Normal Mode, that means I'll drop as much skill points as possible (I'm not sure how many skill points you've to collect for Hard Mode but keep in mind difficulty doesn't change that much...). ######################## # PART 1: EARTH CRISIS # ######################## SCENE 1: The only talking point worth noticing is the Ninja Robot teams. If you want the AP at part 2, you have to start upgrading their weapons (but is it worth it anyway?). Dancouga and Zambot 3 will also leave the group right after this scene so you have to upgrade them, especially their EN and weapons if you want to play with ease in part 2. If you're playing a second run with a lot of money, upgrade Mazinger Z and Diana A and leave blank the two final blocks. That way when you play part 2, you can fully upgrade them without losing money in part 2 (you start with 0 credit at beginning of part 2). Also, to prepare for part 3, if you have enough money, fully upgrade Thunder Phoenix and give it a S in space (or land). Its map weapon can be the key to many 5-turn-clears. +----------------------------------------------+ |Scenario 1 - Flying Dragon Takes to the Clouds| +----------------------------------------------+ AP - Defeat Norris Beginning Player units - Gundole, Dancouga, Alteisen, NT-1, Zaku Kai, EZ-8 and Methuss Beginning enemy units: Gogg(x4) - lv5 (HP 3800, 2000 Credits) Zaku Kai(x2) - lv5 (HP 3200, 1000 Credits) Gouf (x2) - lv6 (HP 3700, 1300 Credits) Gouf Custom [Norris] - lv 13 (HP 8000, 30%; Booster; 7300 Credits) Items Drop: Magnet Coating (Zaku Kai), Repair Kit S (Gogg), Booster (Gouf Custom) Comment: I don't need to explain the strategy to you. Just follow KOTRT's to complete a 5 turn cleared. However, I recommend you not to defeat Norris so that you can avoid a meaningless AP gain (unless you want money and item, which isn't that worthy IMO). That means the situation is much more simple: you don't need to move Gundole to support Dancouga. Dancouga alone shall get rid of the enemies around Norris. Gundole should move to the opposite side to kill all the Zaku Kai. +-------------------------------------------------------------------+ |Scenario 2 - 1st select (Saotome Research Institute) - Three Hearts| +-------------------------------------------------------------------+ AP - Defeat Mecha-Tekkouki (Hidler) Beginning Player units - Getter 1, Gundole and 6 units Enemy reinforcement - 4 units Beginning enemy units: Cyber Saurus Saki(x2) - lv7 (HP 4500, 1800 Credits) Cyber Saurus Bado(x2) - lv8 (HP 4000, 1800 Credits) Cyber Saurus Zoo(x2) - lv8 (HP 5200, 1700 Credits) Cyber Saurus Zai(x2) - lv7 (HP 4400, 1900 Credits) Enemy reinforcement (turn3): Mecha-Tekkouki [Hidler] - lv15 (HP 17000, 30%; Apogee Motor; 7800 Credits) Mecha-Hakkotuki(x3) - lv8 (HP 5800, 2200 Credits) Items Drop: Propellant Tank S (Cyber Saurus Zoo), Chobham Armor (Mecha-Hakkotuki), Apogee Motor (Mecha-Tekkouki) Comment: The enemy reinforcement appear at the north of Saotome Lab. I recommend you keep Dancouga and Gundole there. There is really no need of defeating Hidler unless you want items and money (but keep remember that getting more AP only result in unwanted situation). +------------------------------------------------------------------------+ |Scenario 3 - 2nd select (Photon Power Laboratory) - Castle of Black Iron| +------------------------------------------------------------------------+ AP - Defeat Ashura Beginning Player units - Boss Robo, Diana A, Mazinger Z, Gundole, 7 units Enemy reinforcement - 4 units Beginning enemy units: Machine Beast Garada K7(x4) - lv8 (HP 4000, 1700 Credits) Machine Beast Toros D7(x4) - lv8 (HP 4600, 1800 Credits) Machine Beast Genova M9(x4) - lv7 (HP 4700, 2300 Credits) Air Fortress Ghoul [Ashura] - lv15 (HP 15000, 30%; Super Alloy Z; 12000 Credits) Enemy reinforcement (turn 3): Machine Beast Abdullah U6(x4) - lv8 (HP 5800, 2000 Credits) Items Drop: Cartridge (Garada K7), Magnet Coating (Genova M9), Super Alloy Z (Air Fortress Ghoul) Comment: This one can be finished in 5 turns as well. I recommend you to drop the skill point (of course you can do a 5 turn cleared with the skill point) but to get the reward at the end of part 1 its better to drop it. Transport Dancouga into Gundole and move toward Ashura. The main force should concentrate on the lower right side of the map where enemy reinforcement will appear (near the lab). +----------------------------------------------------------------+ |Scenario 4 - 3rd select (Science Fortress Laboratory) - Fire On!| +----------------------------------------------------------------+ AP - Finish the stage in 5 turns or less Beginning Player units - Gundole, 10 units Player reinforcement - Great Mazinger, Venus A (turn 3) Beginning enemy units (if you chose this stage as 3rd choice): War Beast Zugahr(x6) - lv8 (HP 4600, 2100 Credits) War Beast Alsos(x3) - lv8 (HP 5500, 2200 Credits) Machine Beast Genova M9(x3) - lv8 (HP 4700, 2300 Credits) OR Beginning enemy units (if you chose this stage as 1st or 2nd choice): War Beast Jaraga(x3) - lv7 (HP 4900, 2400 Credits) Machine Beast Glossam X2(x3) - lv7 (HP 4800, 1600 Credits) War Beast Zugahr(x3) - lv7 (HP 4600, 2100 Credits) Machine Beast Genova M9(x3) - lv7 (HP 4700, 2300 Credits) Enemy reinforcement (the next phase when number of enemy are less than 6): Gogg(x6) - lv8 (HP 3800, 2000 Credits) Items Drop: Needleless Ampule Medicine (War Beast Alsos), Repair Kit (War Beast Zugahr), Booster (Gogg) Comment (3rd choice): NT1 should get rid of the Zugahrs nearby. All other units should transfer to Gundole to get the the Laboratory as fast as possible. Getter 3 has S in water so it is better to leave it near the bridge to wait for the reinforcement to appear. If you play this as 1st or 2nd choice the beginning position of your party will be different. +--------------------------------------------------------------------------+ |Scenario 5 - 4th select (Nergal Industries Sasebo Dock) - Let's Get Manly!| +--------------------------------------------------------------------------+ AP - Defeat Butcher Beginning Player unit - Aestivalis Air type (Gai) Player reinforcement - Aestivalis Land type (Akito, turn 2) - Nadesico, Gundole, 12 units - Zambot 3 (turn 4) Beginning enemy units: Jyoro(x3) - lv8 (HP 3500, 1200 Credits) Batta(x2) - lv8 (HP 3000, 1000 Credits) Enemy reinforcement (turn 2): Jyoro(x6) - lv7 (HP 3500, 1200 Credits) Enemy reinforcement (turn 3 enemy phase): Mecha Boost Tracid(x3) - lv8 (HP 5500, 2000 Credits) Vandock [Butcher] - lv15 (HP 16000, 30%; Beam Coating; 10000 Credits) Enemy reinforcement (turn 5): Mecha Boost Gabitan(x6) - lv8 (HP 3300, 1400 Credits) Event: - Gai is uncontrolable on turn 1. - On turn 3 Nadesico will show up and mapped a bunch of Battas. Items Drop: Beam Coating (Vandock), Propellant Tank S (Batta), Apogee Motor (Mecha Boost Tracid) Comment: It is hard to get a 5 turn cleared but 6 turns is possible. (I myself could only made a 5 turn cleared on my 3rd run with almost all units fully upgrade) The key is to choose position correctly: land units should be place near the Jyoros while flying unit should concentrate moving towards Vandock. Most Nadesico enemies shall be killed by Akito's unit (notice he has 2 propellant tank S). I recommend Shiro's unit kills the remaining Jyoros. Alteisen could kill one of them (probably you can't make a 5 turn cleared at that time). Gundole and powerful units like the Mazingers should focus on Vandock. (Just forget about the AP if you want a Concentrate Power - 5 turn cleared) +--------------------------------------------------------------------------+ |Scenario 6 - Last select (Institute of Space and Astronautical Science) - | |Wings that rise, Wings that fall | +--------------------------------------------------------------------------+ AP - Defeat Butcher (Vandock) or reduce his HP to below 30% before turn 5 Beginning Player units - Zambot 3, Gundole, 7 units Player reinforcement - Ell Shank, Mike, Rennie, Joe (turn 6) Enemy reinforcement - 14 units Beginning enemy units: Gogg (x3) - lv9 (HP 3800, 2000 Credits) Gogg (x2) - lv10 (HP 3800, 2000 Credits) Kampfer (x3) - lv10 (HP 4000, 1400 Credits) Gouf (x2) - lv10 (HP 3700, 1300 Credits) Gouf Custom [Norris] - lv18 (HP 11000, 0%; 10000 Credits; 7300 Credits) Enemy reinforcement (turn 3 enemy phase): Mecha Boost Tracid(x3) - lv9 (HP 5500, 2000 Credits) Vandock [Butcher] - lv18 (HP 19000, 30%; V-Up Unit(W); 10000 Credits) Enemy reinforcement (turn 6): Shaman(x4) - lv9 (HP 4300, 1500 Credits) Banks(x2) - lv10 (HP 5000, 1900 Credits) Enemy reinforcement (turn 7 enemy phase): Shaman(x4) - lv10 (HP 4300, 1500 Credits) Event: Turn 5 player phase Vandock will retreats, Zambot 3 will chase him and become unavailable for the rest of part 1. Item Drops: Apogee Motor (Kampfer), Chobham Armor (Tracid), V-Up Unit(W) (Vandock), 10000 Credits (Gouf Custom), Mars Bowl (Banks) Rewards: 20000 Credits, Mega Booster (Normal Mode); 10000 Credits, Apogee Motor (Hard Mode) Comment: Kill Butcher is possible if you follow KOTRT's FAQ. Nothing other than that are special. Since you can't finish this in low turns, just select potential for Tetsuya (because he is your main boss killer). SCENE 2: If you do Normal Mode, shot down Aina's Apsalus II is easier (25000 HP instead of 26800 HP). If you're in hard mode, it is extremely hard to get the skill point (I already forgot how I did it in hard mode so sorry). Feel free to upgrade Dunbine, but keep in mind later Marvel will come with the best Aura Battler unit: Botune. A smart way is throw Show into Bastole (it isn't that bad: 4 empty slots and Hyper Aura Cut only requires 120 morale). Legitimately the second best Aura Battler aside Botune. Finally, since Bluegar's pilots' seishin hold the key to finish the later stages at part 3 in short turns, it is never a bad idea to give all of them Concentrate Power as soon as you can. +--------------------------------------------------+ |Scenario 7 - 1st Select (Shinshuku) - CROSS FIGHT!| +--------------------------------------------------+ AP - Defeat Gil (Bloody 2) Beginning Player units - Gundole, Ell Shank, 11 units Player reinforcement - Dangaioh (turn 2) Enemy reinforcement - 6 units (when Gil (Bloody 1) is defeated) Beginning enemy units: Floating Tank(x12) - lv12 (HP 4000, 2000 Credits) Bloody I [Gil] - lv20 (HP 25000, 11000 Credits) Enemy reinforcement (when Bloody I is defeated): Mecha-Hakkotuki(x2) - lv13 (HP 6090, 2200 Credits) Cyber Saurus Zoo(x2) - lv12 (HP 5460, 1700 Credits) Cyber Saurus Zai(x2) - lv13 (HP 4400, 1900 Credits) Bloody II [Gil] - lv20 (HP 23000, 30%; Large-scale Generator; 10000 Credits) Items Drop: Magnet Coating (Floating Tank), Large-scale Generator (Bloody II), Propellant Tank S (Mecha-Hakkotuki) Comment: This stage can be finished in 5 turns. Enemy reinforcement will appear near the place your force is originally. Kill Bloody I as fast as possible and leave the Floating Tank for counter-attack. I recommend leave the Ninja teams and some weaker units like NT1 and Venus A for the reinforcement. +--------------------------------------------------------------------+ |Scenario 8 - 2nd Select (Mutron Research Facility) - The Awaken Hero| +--------------------------------------------------------------------+ AP - Defeat Gil (Bloody 2) Beginning Player unit - Bluegar Player reinforcement - Gundole, Ell Shank, 11 units (turn 2) - Raideen (turn 3) Beginning enemy units: Drowmey(x6) - lv12 (HP 2500, 1000 Credits) Gildeen(x3) - lv13 (HP 6200, 2100 Credits) Kyoretsu Beast Madanger(x2) - lv13 (HP 6800, 2300 Credits) Floating Tank(x6) - lv13 (HP 4000, 2000 Credits) Gante [Sharkin] - lv20 (HP 18000, 0%; Mega Booster; 6500 Credits) Enemy reinforcement: Bloody I [Gil] - lv20 (HP 28000, 11000 Credits) Bloody II [Gil] - lv20 (HP 26000, 30%; High Performance Targeter; 10000 Credits) Items Drop: Cartridge (Kyoretsu Beast Madanger), Mega Booster (Gante), High Performance Targeter (Bloody II) Comment: This stage can be finished in 5 turns. However you have to forbid the skill point since Gil only appear at turn 5 enemy phase. Bluegar and Gundole should take care of the troops above the sea while all other units should focus on Gante's direction. +-------------------------------------------------------------+ |Scenario 9 - 3rd Select (Iga Village) - The Lost Ninja Legend| +-------------------------------------------------------------+ AP - Defeat Irbora Beginning Player units - Ell Shank, Joe, Rennie, Mike, Gundole, 11 units Player reinforcement - Tobikage (NPC) Enemy reinforcement - Irbora and 10 units (turn 3) Beginning enemy units: Shaman(x8) - lv13 (HP 4515, 1500 Credits) Enemy reinforcement (turn 3 enemy phase): Skeleton [Irbora] - lv20 (HP 27000, 30%; Book of Ninjitsu; 8000 Credits) Banks(x6) - lv13 (HP 5000, 1900 Credits) Shaman(x4) - lv13 (HP 4515, 1500 Credits) Items Drop: Propellant Tanks S (Shaman), Chobham Armor (Banks), Book of Ninjitsu (Skeleton) Comment: This stage can be finished in 5 turns. Irbora and his gang will appear a little far away from the bridge. You can plan the move Gundole's party straight ahead and keep them near the bridge to prepare. Good luck! +-------------------------------------------------------+ |Scenario 10 - 4th Select (Tokyo) - A visitor, From afar| +-------------------------------------------------------+ AP - Clear the stage without defeating Galaria Beginning Player units - Dunbine Player reinforcement - Ell Shank, Great Mazingar, Venus A, Gundole, 9 units (turn 3) - Master Gundam, Shining Gundam, Nobell Gundam (turn 4) Beginning enemy units: Drumlo(x6) - lv12 (HP 3600, 1000 Credits) Leprechaun(x3) - lv13 (HP 4000, 1900 Credits) Bastole [Garalia] - lv16 (HP 12500, 7200 Credits) Enemy reinforcement: Einst Knochen(x4) - lv12 (HP 5500, 2000 Credits) Death Army(x9) - lv13 (HP 4100, 800 Credits) Event: (When number of enemy are less than 9) Master Gundam retreats, any Death Army left will retreat. Items Drop: Aura Converter (Drumlo), Repair Kit S (Death Army), Space Abacus (Einst Knochen) Comment: The enemy reinforcement will be scatter all over the map. First, Show must lure the Aura Battlers at the far northwest side to the center. Tohofuhai and his students should take care of the Death Army nearby. Divide your party into 3 groups to get rid of the enemies as fast as possible. Good luck on a 5 turn try. ^_^ Special - Galaria will join with her unit if she's alive after all enemy units have been defeated. Plus, a special skill+1 will be rewarded if you've her joined. +-----------------------------------------------------------------+ |Scenario 11 - Last Select (Uninhabited Island) - The Two Newtypes| +-----------------------------------------------------------------+ AP - Defeat Aina Beginning Player units - Super Gundam Player reinforcement - Ell Shank, Gundole, 9 units (turn 2) - Re-GZ (turn 6) - Tobikage (NPC) (turn 8) Enemy reinforcement - 5 units (turn 4) - 4 units (turn 6) Beginning enemy units: Asshimar(x6) - lv16 (HP 4500, 2500 Credits) Kampfer(x2) - lv15 (HP 4200, 1400 Credits) Gouf Custom [Norris] - lv23 (HP 14000, 0%; Super Alloy Z; 7300 Credits) Enemy reinforcement (turn 4): Gaplant (MS)(x2) - lv16 (HP 4500, 1400 Credits) Gaplant (MA)(x2) - lv15 (HP 4500, 1400 Credits) Gaplant (MS) [Rozamia] - lv19 (HP 13600, 6400 Credits) Enemy reinforcement (turn 6): Gaplant (MA)(x3) - lv15 (HP 4500, 1400 Credits) Apsalus II [Aina] - lv19 (HP 25000, 50%; Minovsky Craft; 8800 Credits) Items Drop (Normal): 20000 Credits (Kampfer), Super Alloy Z (Gouf Custom), Biosensor (Gaplant), Booster (Gaplant), Needleless Ampule Medicine (Asshimar) Comment: Since you can't complete this in short turns, you don't need to rush. Aina will not move so you've to approach her. Beware of Tobikage, he might attack Aina and cost you all the skill point and part so its better not to take her mecha's HP down until Tobikage arrived. Again, potential is the best skill selected for main pilots. If you're unsure how to beat Aina in hard mode, here is the tip: Tetsuya learns support attack at lv15, and thanks God he has great effort himself, just let him kill some grunts to lv up, upgrade Great Mazinger's weapon and do a hot-blooded attack (Raideen with V-Up Unit (W) might be a good example) support by Great Booster. Special - Convince Rosamia with Kamille and she'll join immediately with her unit. You will also get the skill SP+15. SCENE 3: I recommend you to play by alphabetical order in order to get Hyakushiki Kai/FA Hyakushiki Kai and Master Asia. Combattler V will join in this scene but he will receive a free 4 blocks upgrade later on in part 3 like I already mentioned before. +-----------------------------------------------------------------+ |Scenario 12 (Nambara Connection) - Launch, Ultimate Electric Robo| +-----------------------------------------------------------------+ AP - Defeat Garuda Beginning Player units - Ell Shank, Gundole, 11 units Player reinforcement - Combattler V (turn 2) Enemy reinforcement - 6 units (when existing enemy units are less than 11) Beginning enemy units: Magma Beast Galmus(x8) - lv17 (HP 4900, 1600 Credits) Magma Beast Demon(x6) - lv16 (HP 6300, 2300 Credits) Graydon [Garuda] - lv24 (HP 25000, 30%; Spiritual Energy Device; 13000 Credits) Enemy reinforcement (turn 2 enemy phase): Einst Knochen(x5) - lv16 (HP 5500, 2000 Credits) Personlichkeit [Alchemie] - lv16 (HP 20000, 50%; Biocensor; 10000 Credits) Items Drop: Repair Kit S (Magma Beast Demon), Spiritual Energy Device (Graydon), Magnet Coating (Einst Knochen), Biosensor (Personlichkeit) Comment: This one can be finished in 5 or 6 turns (I can't remember but probably I made it in 6). It is very possible to finished in 5 together with killing Garuda but you have to forget about Alchemie (killing her isn't easy and she only drops a cheap Biosensor). Leave some weak units and a Super Robot at the starting place to wait for enemy reinforcement. Alchemie and her gang will appear near Combattler team's base but they will start moving towards you. I suggest you give Concentrate Power to princess Romina as soon as you get her. With 3 Exhaust, it is possible to shot down Garuda with strong attacks. If you recruit Rozamia, it is better to call her out and resupply her unit with Bluegar so its support pilot could learn Bless at level 17 (but by doing that you probably can't finish the stage in 6 turns or less). It help alot if you can cast Bless to Bernard so with his natural Strong Luck skill the credits for shooting down an enemy will be x3 times. +----------------------------------------------------------+ |Scenario 13 - 1st Select (New York) - Hometown of the Soul| +----------------------------------------------------------+ AP - Defeat Tohofuhai (Master Asia) Beginning Player units - Ell Shank, Gundole, Shining Gundam, Nobell Gundam, 9 units Enemy reinforcement - 10 units (when all beginning enemy units have been defeated) Beginning enemy units: Einst Glied(x8) - lv18 (HP 6000, 2200 Credits) Leprechaun(x2) - lv19 (HP 4200, 1900 Credits) Vierres(x2) - lv18 (HP 3800, 1200 Credits) Drumlo(x4) - lv19 (HP 3600, 1000 Credits) Dunbine Tod's version [Tod] - lv22 (HP 24000, 0%; Aura Converter; 6500 Credits) Enemy reinforcement: Death Navy(x6) - lv18 (HP 4200, 800 Credits) Death Birdie(x3) - lv19 (HP 4000, 800 Credits) Master Gundam [Tohofuhai] - lv46 (HP 36000, 0%; Shuffle Crest; 5000 Credits) Event: Master Gundam will retreat after two turns of appearance. Items Drop: Cartridge (Einst Glied), Aura Converter (Dunbine), Booster (Death Birdie), Shuffle Crest (Master Gundam) Comment: In your first run you probably can't finish it in 5 or 6 turns. Try to get rid of the beginning enemy units as fast as possible. Leave your Super Robots near the Liberty Statue to wait for Tohofuhai. He is tough but it is possible to kill him in 2 turns. Special - Convince Tod with Show then defeat him with any character. He and his unit will be usable before stage 16. +---------------------------------------------------------------------+ |Scenario 14 - 2nd Select (Southeast Asia, Secret Zeon Base) - Assault| +---------------------------------------------------------------------+ AP - Reduce GP-02's HP to 10500 or less Beginning Player units - Ell Shank, Gundole, EZ-8, 11 units Enemy reinforcement (turn 2 enemy phase): Zaku Kai(x4) - lv19 (HP 4360, 1000 Credits) Gelgoog M(x5) - lv18 (HP 4200, 1900 Credits) Kampfer(x4) - lv19 (HP 4200, 1400 Credits) Gouf(x5) - lv18 (HP 4700, 1300 Credits) Xamel(x2) - lv19 (HP 5000, 2000 Credits) Apsalus II [Aina] - lv22 (HP 28900, 0%; Biosensor; 8800 Credits) Gouf Custom [Norris] - lv26 (HP 17200, 0%; Chobham Armor; 7300 Credits) GP-02 [Gato] - lv26 (HP 31000, 40%; V-Up Unit(U); 8000 Credits) Enemy reinforcement (turn 5 enemy phase): Xamel(x4) - lv19 (HP 5000, 2000 Credits) Zanzibar [Ginius] - lv22 (HP 25000; 50%; Large-scale Cartridge; 12000 Credits) Event: (If Shiro shoot down Aina) Shiro will immediately after leaves the team. Items Drop: Mars Bowl (Gelgoog M), Chobham Armor (Gouf Custom), V-Up Unit(U) (GP-02), Biosensor (Apsalus II), Large-scale Cartridge (Zanzibar) Comment: If you want the skill point, your main force should gather on the other side of the river. Gato is tough: he has 6 shields and retreat at high HP. Try to use support attack to deplete his shields. Combattler V with Hot-Blooded support by Great Mazinger should do the job. Make it a 5 turn cleared is possible but you have to forget about Ginius. He worth a Large-scale Cartridge (double the ammo) so a 6 turn cleared with that is not bad. ^_^ 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 Apsalus II and Aina, Norris and GP-02 (part 3). You can call this the most important step refers the secrets in this game. +-----------------------------------------------------------------------------+ |Scenario 15 - 3rd Select (Central Asia Desert Area) - I am Me, You are Mylene| +-----------------------------------------------------------------------------+ AP - Within 5 turns, destroy the 3 pyramids without defeating the 3 Anihelms; OR defeat Mileen Beginning Player units - Ell Shank, Gundole, 12 units Player reinforcement - Daitarn 3 (turn 5) Beginning enemy units: Aiai(x6) - lv18 (HP 3500, 1200 Credits) Gouf(x3) - lv19 (HP 4700, 1300 Credits) Bastole(x3) - lv19 (HP 3500, 1200 Credits) Enemy reinforcement (turn 2): Gosei Beast Anihelm(x3) - lv22 (HP 11200, 7300 Credits) Enemy reinforcement (after the 3 pyramids were destroyed without killing any Anihelm): Qubeley Mk-II [Ple] - lv22 (HP 17000, 0%; Psycho Frame; 8500 Credits) Enemy reinforcement (turn 5): Mettanger(x6) - lv19 (HP 6600, 2200 Credits) Megaborg Mylene [Mylene] - lv26 (HP 30000, 50%; Super Alloy Z; 8000 Credits) Items Drop: Super Alloy Z (Mylene), Psycho Frame (Ple) Comment: I remember I did a 5 turn cleared although I'm not sure I did defeat Mylene or not. Anyway, put all your fastest moving units into the battleships and destroy the 3 pyramids as fast as possible. Mylene might be hard to kill (again combination of Combattler V and Great Mazinger should do the job). Special - If you make Ple (Qubeley Mk-II) appears by destroying all the 3 pyramids in 5 turns or less, defeat her to get her in part 2. - If this stage is played second or third, you will get Kampfer afterwards if Shiro is in this stage. +--------------------------------------------------------------------+ |Scenario 16 - Last Select (South America, Jaburo) - An unusual event| +--------------------------------------------------------------------+ AP - Defeat Master Asia Beginning Player units - Ell Shank, Gundole, Shining Gundam, Nobell Gundam, 10 units Player reinforcement - Tobikage (NPC) (turn 4) - Gundam Spiegel Beginning enemy units: Einst Knochen(x5) - lv21 (HP 6325, 2000 Credits) Einst Glied(x6) - lv20 (HP 6900, 2200 Credits) Enemy reinforcement: Einst Glied(x4) - lv21 (HP 6900, 2200 Credits) Einst Knochen(x3) - lv20 (HP 6325, 2000 Credits) Death Birdie(x3) - lv21 (HP 4600, 800 Credits) Death Army(x3) - lv21 (HP 4715, 800 Credits) Death Navy(x3) - lv21 (HP 4830, 800 Credits) Master Gundam [Tohofuhai] - lv51 (HP 36450, 0%; Space Alloy Gren; 5000 Credits) Event: Turn 5, Gundam Spiegel and Devil Gundam appear, Domon attacks Kouji but Devil Gundam fully heal, Master Gundam, Shining Gundam, Devil Gundam all retreat. Items Drop (Hard): Mega Booster (Death Birdie), 10000 Credits (Einst Knochen), Book of Ninjitsu (Einst Glied), Propellant Tank S (Death Navy), Space Alloy Gren (Master Gundam) Comment: This stage can be finished in 5 turns. Pay attention to the Death Navies. They can't come to you but trying to move around the shore. I suggest you call out Mike to combine with Tobikage to get rid of them. Master Gundam is not that tough but needed around 4 Super Robots. Domon and Allenby should get rid of the Einst near the bridge. Leave the Death Army and Death Birdie alone for counter-attack. Special - If your skill points is less than 8 (Normal Mode), you'll receive a support attack and a support defense after the stage ends. SCENE 4A: If you pick the stage ''Hometown of the Soul'' as last select from previous scene, you'll be headed to this scene. It is possible to get the Night Camouflage Billbine later on in part 3 if you play through this route. +--------------------------------------------------------------------+ |Scenario 17A (Caracara Mountain Chains) - The Dark, Terrifying Thing| +--------------------------------------------------------------------+ AP - Defeat Drake (Will-Wips) Beginning Player units - Botune (Marvel) Player reinforcement - Alteisen, Re-GZ, Super Gundam, Methuss, NT-1, Ez-8, Nobell Gundam, Dunbine, Black Lion, Thunder Phoenix, Getter 1 (turn 2) Beginning enemy units: Will-Wips [Drake] - lv26 (HP 32000, 30%; Large-scale Generator; 12000 Credits) Drumlo(x5) - lv18 (HP 4780, 1000 Credits) Enemy reinforcement (turn 2): Drumlo(x3) - lv17 (HP 4780, 1000 Credits) Bastole(x6) - lv19 (HP 4500, 1000 Credits) Spriggan [Shot] - lv26 (HP 18000, 0%; Magnet Coating; 10000 Credits) Item Drops: Repair Kit S (Bastole), Booster (Drumlo), Magnet Coating (Spriggan), Large-scale Generator (Will-Wips) Comment: Your goal is to stop the Will-Wips escapes to the south pole of the map or else it is Game Over. Needless to say, kill the grunts first then concentrate on the Will-Wips for the skill point. Getter 1 and Ez-8 shall be a good example. +------------------------------------------------------------------------+ |Scenario 18A (Forest of the stormy ball, Oasis) - Queen of the Red Storm| +------------------------------------------------------------------------+ AP - Defeat Musy (Bubury) Beginning Player units - Alteisen, Re-GZ, Super Gundam, Methuss, NT-1, Ez-8, Nobell Gundam, Dunbine, Black Lion, Thunder Phoenix, Getter 1, Botune (Marvel) Enemy reinforcement (turn 2): Bubury [Musy] - lv27 (HP 15800, 30%; High Performance Targeter; 8000 Credits) Leprechaun [Fay] - lv27 (HP 14000, 30%; Chobham Armor; 6900 Credits) Vierres(x3) - lv20 (HP 4990, 1200 Credits) Drumlo(x3) - lv20 (HP 4780, 1000 Credits) Bastole(x3) - lv20 (HP 4675, 1000 Credits) Enemy reinforcement (turn 3): Mecha Saurs Zen-2(x3) - lv19 (HP 7900, 2500 Credits) Mecha-Hakkotuki(x3) - lv20 (HP 7090, 2200 Credits) Mecha Saurs Bado(x3) - lv19 (HP 5200, 1800 Credits) Items Drop: Propellant Tank S (Mecha Saurs Zen-2), Cartridge (Mecha-Hakkotuki), Chobham Armor (Leprechaun), High Performance Targeter (Bubury) Comment: Your goal is to complete this stage in 10 turns. Musy and Fay appear at the farthest corner of the map you can reach. You'll obtain the Billvine after finished this stage. +---------------------------------------------+ |Scenario 19A (Ouroboros Castle) - Silent Fort| +---------------------------------------------+ AP - Defeat Jeril and Allen before enemy reinforcement arrive Beginning Player units - Goraon, Botune (Nie), Botune (Keen) Player reinforcement - Alteisen, Re-GZ, Super Gundam, Methuss, NT-1, Ez-8, Nobell Gundam, Billvine, Black Lion, Thunder Phoenix, Getter 1, Dunbine (turn 3) Beginning enemy units: Leprechaun [Jeril] - lv27 (HP 14000, 30%; Space Abacus; 6900 Credits) Leprechaun [Allen] - lv27 (HP 14000, 30%; Needleless Ampule Medicine; 6900 Credits) Vierres(x5) - lv19 (HP 4990, 1200 Credits) Drumlo(x9) - lv19 (HP 4780, 1000 Credits) Enemy reinforcement (when number of enemy are less than 11): Leprechaun [Bern] -lv27 (HP 14000, 0%; Aura Converter; 6900 Credits) Vierres(x8) - lv20 (HP 4990, 1200 Credits) Items Drop: Space Abacus (Jeril), Needleless Ampule Medicine (Allen), Booster (Drumlo), Aura Converter (Bern) Comment: Your goal is prevent enemies invade Ouroboros Castle and must not let the Gran-Garan get destroyed. Getting the skill point is a bit difficult. It is better to wait for Allen and Jeril to come rather than heading toward them. +------------------------------------------------------+ |Scenario 20A (Drake Castle) - The forcibly opened road| +------------------------------------------------------+ AP - Defeat Alchemie (Personlichkeit) Beginning Player units - Goraon, Gran-Garan (if stage 19 ''Silent Fort'' is played before stage 18 ''Queen of the Red Storm''), 13 units Player reinforcement - Tobikage (NPC) (turn 6) Beginning enemy units: Bubury [Musy] - lv28 (HP 15800, 0%; Apogee Motor; 8000 Credits) Wryneck [Bern] - lv28 (HP 14000, 0%; Wryneck; 6200 Credits) Leprechaun [Jeril] - lv28 (HP 14000, 0%; 10000 Credits; 6900 Credits) Leprechaun [Allen] - lv28 (HP 14000, 0%; Mega Booster; 6900 Credits) Leprechaun [Fay] - lv28 (HP 14000, 0%; Repair Kit S; 6900 Credits) Vierres(x10) - lv20 (HP 5180, 1200 Credits) Drumlo(x9) - lv20 (HP 4960, 1000 Credits) Enemy reinforcement (turn 4 enemy phase): Personlichkeit [Alchemie] - lv28 (HP 27000, 30%; I-Field Generator; 10000 Credits) Einst Knochen(x8) - lv20 (HP 6775, 2000 Credits) Items Drop: Repair Kit S (Fay), Wryneck (Bern), Mega Booster (Allen), Apogee Motor (Musy), 10000 Credits (Jeril), Cartridge (Einst Knochen), I-Field Generator (Alchemie) Comment: None SCENE 4B: Upgrade Grendizer as much as possible (especially weapons and EN) to be prepared for part 2. Duke and Maria will leave after this scene so upgrade Grendizer the earlier the better. I also recommend you play ''Within the Winds of Battle'' before ''The Royal Prince's Last Gamble''. That way you can obtain some extra money, exp and a Mega Booster after finishing ''Within the Winds of Battle''(unless you're confident of a 5 turn cleared...) +--------------------------------------------------------+ |Scenario 17B (Cyber-Beast Force Base) - Zero Degree Trap| +--------------------------------------------------------+ AP - Defeat the Great General of Darkness Beginning Player units - Ell Shank, Gundole, 12 units Player reinforcement - Tobikage (NPC) (turn 6) - Grendizer, Aphrodite A (when all enemy units have been defeated) Beginning enemy units: War Beast Oberius(x6) - lv18 (HP 5600, 2100 Credits) Machine Beast Genova M9(x4) - lv19 (HP 5935, 2300 Credits) Great General of Darkness - lv26 (HP 29000, 30%; Super Alloy Z; 15000 Credits) (If Mazinger Z was sent to space & stage ''Fire On!'' is played last) Great Mazinger Mass Product Model(x4) - lv21 (HP 8000, 3000 Credits) (If Great Mazinger was sent to space & stage ''Fire On!'' is played last) War Beast Dante(x2) - lv?? (HP 7000, 2800 Credits) Enemy reinforcement: Minifo(x6) - lv18 (HP 4465, 1000 Credits) Vega Beast Zumezume(x3) - lv19 (HP 6500, 2200 Credits) Minifo [Kirika] - lv22 (HP 15465, 30%; High Performance Radar; 6000 Credits) Moterbarn [Zuril] - lv26 (HP 22000, 30%; Beam Coating; 12000 Credits) Items Drop: Booster (War Beast Oberius), Repair Kit S (Machine Beast Genova M9), New Super Alloy Z (Great General of Darkness), High Performance Radar (Minifo), Beam Coating (Moterbarn) Comment: Try not to do this stage too slowly to get a Potential. It is nearly impossible to do a 5-6 turn cleared since the enemy reinforcement will appear at the opposite direction of the Great General of Darkness. Here is my suggestion for a low turn cleared: leave Combattler V and Bastole (Tod), Gundole, Galaria, Rozamia at the base and move your main hitter towards the Great General of Darkness. Kill them as fast as possible (if you don't want the skill point, just expel the Great General of Darkness and kill the rest (that way you don't need to set up to kill him). Wait for the enemy reinforcement and counter-attack with Combattler and Gundole. If you're lucky you can wipe them out in 2 turns, so maybe... ahem, 6 turn cleared might be possible. ^_^ Special - If Tetsuya is on Earth and Part 1 Scene 1's "Fire On" is played last, the Mass Product Model Great Mazingers will show up as enemy. Convince anyone of them with Tetsuya and it will be usable after the stage. +---------------------------------------------------------------------------+ |Scenario 18B - 1st Select (Nanbara Connection) - Within the Winds of Battle| +---------------------------------------------------------------------------+ AP - Defeat Garuda Beginning Player units - Ell Shank, Gundole, Combattler V, 11 units Beginning enemy units: Magma Beast Galmus(x6) - lv20 (HP 6145, 1600 Credits) Magma Beast Demon(x12) - lv19 (HP 7300, 2300 Credits) Magma Beast Demon [Miah] - lv23 (HP 16300, 50%; Magnet Coating; 7300 Credits) Big Garuda [Garuda] - lv27 (HP 25000, 50%; V-Up Unit(W); 12000 Credits) Enemy reinforcement (turn 1): Drowmey(x4) - lv20 (HP 3625, 1000 Credits) Gildeen(x2) - lv19 (HP 7510, 2100 Credits) Kyoretsu Beast Madanger(x2) - lv19 (HP 8140, 2300 Credits) Gante [Sharkin] - lv20 (HP 19900, 50%; Mega Booster; 6500 Credits) Items Drop: Space Abacus (Magma Beast Demon), Magnet Coating (Miah), V-Up Unit (W) (Garuda) Comment: It is impossible to finish this in 5 turns if you chose this as first select since you have to resolve the 3rd party troops. However, clear this stage in 5 turns without enemy reinforcement is absolutely possible (I remember I did it long ago). I still did this in 5 turns in my second run. Let's split the forces into 4 groups. One should stay to wait for the reinforcement, Daitarn 3 can transform into the plane to move toward the Magma Beast Demon group above the river near Garuda's. Tod and Kyosuke should take care of the Magma Beast Demon group at the farthest north side of the map. The rest should head for Garuda. Again use the combination of Combattler and Great to get rid of him (or if you've enough money to upgrade Bernard's Zaku, let him be the one to do the job). +-----------------------------------------------------------------------+ |Scenario 19B - 2nd Select (Atlantic Ocean, Volcanic Island) - The Royal| |Prince's Last Gamble | +-----------------------------------------------------------------------+ AP - Defeat Shakin with Raideen Beginning Player units - Ell Shank, Gundole, Raideen, 11 units Player reinforcement - Tobikage (NPC) (turn 4) Beginning enemy units: Drowmey(x10) - lv19 (HP 3625, 1000 Credits) Gildeen(x6) - lv20 (HP 7510, 2100 Credits) Kyoretsu Beast Madanger(x4) - lv20 (HP 8140, 2300 Credits) Gante(x2) - lv20 (HP 19000, 6500 Credits) Prince Shakin - lv27 (HP 32000, 0%; Spiritual Energy Device; 12000 Credits) Enemy reinforcement (turn 3): Union Kyoretsu Beast Gardon(x4) - lv19 (HP 8200, 2400 Credits) Fossil Beast Bustdon(x6) - lv19 (HP 6250, 1500 Credits) Event: If you use Raideen to kill Prince Shakin, you will get a new movie. Items Drop: New Super Alloy Z (Gante), Apogee Motor (Gante), Propellant Tank S (Union Kyoretsu Beast Gardon), Spiritual Energy Device (Prince Shakin) Comment: This stage can be finished in 5 turns. If you want an easy way, just head towards Shakin and kill him. Once he's dead, all other enemies will explode and the stage will end. However, killing all is possible. Leave some units (like Burst Dragon) left near the middle of the map to wait for enemy reinforcement. If you play this stage after ''Within the Winds of Battle'', you can not use Combattler V so it will be a bit challenging. Remember to use Bless and Luck on the Gantes and Prince Shakin. +--------------------------------------------------------+ |Scenario 20B (Guiana Highlands) - A single drop of water| +--------------------------------------------------------+ AP - Defeat Master Gundam Beginning Player units - Shining Gundam Player reinforcement - Gundam Spiegel (turn 2) - Ell Shank, Gundole, Alteisen, 10 units (all enemy units are defeated) - Tobikage (NPC) (3 turns after all enemy units are defeated) Beginning enemy units: Death Birdie(x6) - lv20 (HP 5200, 800 Credits) Enemy reinforcement (all enemy units are defeated): Einst Knochen(x6) - lv21 (HP 6775, 2000 Credits) Einst Glied(x3) - lv21 (HP 7600, 2200 Credits) Master Gundam [Tohofuhai] - lv61 (HP 51300, 0%; Shuffle Crest; 5000 Credits) Devil Gundam [Kyouji] - lv28 (HP 38000, 0%; Space Alloy Gren; 9000 Credits) Event: - When all beginning enemies were killed: Shining Gundam is forced to battle Master Gundam, Gundam Spiegel appears and support Domon. Domon's morale raises to 150. - Devil Gundam's HP below 65%: Devil Gundam fully heal. Items Drop: Biosensor (Einst Knochen), Repair Kit S (Einst Glied), Space Alloy Gren (Devil Gundam), Shuffle Crest (Master Gundam) Comment: You can farm some level with Master Asia if you want. Other than that nothing is special about this stage. Just finish the Devil Gundam to pass. +--------------------------------------------------------------------------+ |Scenario 21 (Institute of Space and Aeronautical Science) - Shining in the| |Storm | +--------------------------------------------------------------------------+ AP - Let the Ell Shank launch without being reduced its HP below 90% Beginning Player units - Ell Shank, Gundole, Joe, Rennie, Mike, EZ-8, 9 units
Player reinforcement - Tobikage (NPC) (turn 5)

Beginning enemy units:
Kampfer(x4) - lv23 (HP 5400, 1400 Credits)
Galluss-J(x6) - lv22 (HP 5500, 1100 Credits)
Hy-Gogg(x6) - lv22 (HP 5500, 2200 Credits)
Zssa(x3) - lv23 (HP 6000, 1200 Credits)

Gouf Custom [Norris] - lv30 (HP 21000, 0%, 7300 Credits)

Enemy reinforcement (turn 4):
Shaman(x6) - lv23 (HP 5730, 1500 Credits)
Banks(x3) - lv23 (HP 6250, 1900 Credits)

Enemy reinforcement (when initial number of enemies are 12 or less):
Apsalus II [Aina] - lv26 (HP 20500, 0%, 7000 Credits) 

Event: Turn 5 enemies phase, Ell Shank launches to space, Romina will become
unavailable for the rest of part 1. 

Items Drop (Hard Mode): Booster (Zssa), Chobham Armor (Kampfer), Needleless 
Ampule Medicine (Zssa), 10000 Credits (Hy-Gogg), Mars Bowl (Banks)

Comment: If you want to do a low turn cleared, get some Mega Booster equip to 
Gundole and get Bernard and Shiro inside. Once Aina appears, recruit her with 
Shiro. Transfer Aina inside Gundole and move towards Norris to recruit him. I
would said 6 turns or lower is nearly impossible in first run, but try not to 
waste lots of turn in order to get a Potential (If you play using my save file
with all units full upgraded, I can safely say you can finish this stage in 5
turns XD). It is hard to avoid the skill point but if you don't want it Gundole
must map Ell Shank (the enemies nearly can't give decent damage to it to cause
you lose the point).

Special - If the Snow Mountain event has been triggered, convince Aina with 
Shiro, then Norris with Aina and Bernard to get Aina, Norris and their units.
The skill Strong Luck will also be awarded.

SCENE 5: Combattler will return in the 4th select and Getter Robo will upgrade 
to Getter Dragon in the 3rd select.  Make sure to fully upgrade Daitarn 3's 
weapon before the last stage if you want a skill point in part 2.

+-------------------------------------------------------------------+
|Scenario 22 (Crux Industrial Area) - Do you notice ''Our promise''?|
+-------------------------------------------------------------------+
AP - Defeat Glorbain

Beginning Player units - Nadesico and 6 Aestivalis
Player reinforcement - Alteisen, EZ-8, Joe, Mike, NT-1, Zaku Kai and Gouf 
                     (turn 3)
                     - Gundole, 9 units (1 turn after Glorbain shows up)
                     - Machine Robo team (1 turn after Gundole show up)

Enemy reinforcement (turn 2):
Batta(x8) - lv24 (HP 3300, 1000 Credits)
Jyoro(x4) - lv23 (HP 3850, 1200 Credits)

Enemy reinforcement (after Nanafushi is destroyed):
Falgos(x3) - lv23 (HP 5280, 2000 Credits)
Zarios(x3) - lv23 (HP 5280, 2000 Credits)
Glorbain - lv31 (HP 24000, 30%; Psycho Frame; 4500 Credits)

Enemy reinforcement (when Machine Robo team show up):
Falgos(x3) - lv23 (HP 5280, 2000 Credits)
Zarios(x3) - lv23 (HP 5280, 2000 Credits)
Casmodon(x4) - lv23 (HP 5250, 2000 Credits)

Items Drop: Space Abacus (Jyoro), Chobham Armor (Batta), Repair Kit S (Falgos),
Psycho Frame (Glorbain)

Comment: Beware not to equip Minovsky Craft so that your units can reach 
Nanafushi faster since it will fire a one-hit-kill at that unit. For the 
remaining, since you can not finish this stage fast there is no need to rush.
All Aestivalises should go along the shore rather than jump into the sea. 
Mike's unit is S on water so let him go alone. Glorbain is tough since he's
standing on the defensive object. Try to let some units cover that area
before he arrives.

+-------------------------------------------------------+
|Scenario 23 - 1st Select (Kyoto) - A Commander's Legacy|
+-------------------------------------------------------+
AP - Defeat Irbora

Beginning Player units - Joe, Rennie, Mike
Player reinforcement - Gundole, 13 units (after the Ninja team is transferred 
or one Teleport Machine is destroyed)
                     - Tobikage (NPC) (turn 6)

Beginning enemy units:
Shaman(x6) - lv23 (HP 5730, 1500 Credits)
Banks(x9) - lv23 (HP 6250, 1900 Credits)
Skeleton [Irbora] - lv31 (HP 32000, 9600 HP; Book of Ninjitsu; 8000 Credits)

Enemy reinforcement (when one Teleport Machine is destroyed):
Aiai(x6) - lv23 (HP 4850, 1200 Credits)

Enemy reinforcement (turn 5 enemy phase):
Mettanger(x3) - lv23 (HP 8260, 2200 Credits)
Megaborg Mylene [Mylene] - lv31 (HP 23000, 4600 HP; High Performance Targeter;
8000 Credits)

Event: Until turn 4 enemy phase if none of the Teleport machines are shot 
down: Joe, Mike, Rennie all retreat, Irbora retreats. Ally selection becomes
13 units instead of 10.

Items Drop: Needleless Ampule Medicine (Aiai), Booster (Shaman), Book of 
Ninjitsu (Skeleton), High Performance Targeter (Megaborg Mylene)

Comment: You can complete this in 6 turns (5 turn cleared is impossible since
Mylene only appear at turn 5 enemy phase). If you don't want the Ninja Team 
to be teleported, destroy at least one of the Teleport Machines. Do this as 
fast as you can for Player reinforcement to arrive. HOWEVER, if you don't want
the skill point to stay at Normal Mode, I advice you not to do it. You will
not lose anything aside from the skill point and Irbora worth a nice High
Performance Targeter and some cash in part 2 and you can get the ninja team 
exclusively at part 2 scene 5 (how I miss them in part 2 >.<).

+------------------------------------------------------------------+
|Scenario 24 - 2nd Select (Saotome Research Laboratory) - Roar of G|
+------------------------------------------------------------------+ 
AP - Defeat Bly

Beginning Player units - Gundole, 12 units
Player reinforcement - Getter Dragon (turn 3) 

Beginning enemy units:
Invincibility Battleship Dai(x2) - lv26 (HP 13000, 5000 Credits)
Mecha Saurs Zen-2(x4) - lv26 (HP 8245, 2500 Credits)
Mecha-Hakkotuki(x6) - lv25 (HP 7380, 2200 Credits)
Mecha Saurs Bado(x4) - lv25 (HP 5400, 1800 Credits)
Mecha Saurs Guda [Hidler] - lv29 (HP 24000, 0%; High Performance Radar; 4000
Credits)

Enemy reinforcement (turn 5 enemy phase):
Mecha-Raidenki(x6) - lv25 (HP 7500, 2400 Credits)
Union Hyaltuki Robot [Bly] - lv33 (HP 35000, 30%; New Super Alloy Z; 12000 
Credits)

Event: If this stage is played last, there will be a movie about the fight 
between Getter Robot and the stolen Getter Dragon

Items Drop: Repair Kit S (Invincibility Battleship Dai), High Performance Radar
(Mecha Saurs Guda), Space Abacus (Mecha-Raidenki), New Super Alloy Z (Bly)

Comment: This stage is very hard to do a 6 turn cleared at first run (including
getting the skill point). All your force should head south and clear the 
beginning enemies as fast as possible and head back north. The enemy 
reinforcement will appear near the mountain area. Defeat Bly need a careful
set up.

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

+-----------------------------------------------------------------------------+
|Scenario 25 - 3rd Select (New Empty Volcanic Cave) - The Tragedy of the Great| 
|General Garuda                                                               |
+-----------------------------------------------------------------------------+ 
AP - Defeat Garuda with Combattler V

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

Beginning enemy units:
Magma Beast Galmus(x12) - lv25 (HP 6390, 1600 Credits)
Magma Beast Demon(x7) - lv26 (HP 7615, 2300 Credits)
Graydon(x2) - lv26 (HP 14000, 8000 Credits)
Magma Beast Demon [Miah] - lv33 (HP 19615, 0%; Book of Ninjitsu; 7300 Credits)
Oleana - lv33 (HP 30000, 0%; V-Up Unit(U); 15000 Credits)

Enemy reinforcement (when number of enemies less than 8):
Einst Knochen(x12) - lv25 (HP 6775, 2000 Credits)

Enemy reinforcement (when Miah and Oleana were defeated):
Big Garuda [Garuda] - lv33 (HP 30500, 0%; Super Alloy Z; 12000 Credits)

Event: If you use Combattler Team to defeat Garuda you'll unlock a new movie.

Items Drop: Propellant Tank S (Graydon), V-Up Unit(U), Book of Ninjitsu (Magma
Beast Demon (Miah)), Super Alloy Z (Big Garuda)

Comment: Depend on how much you upgraded you can complete this stage in 6 turns
in your first run (I finished this in 5 in my second run). Kill as much unit as
possible with Combattler V and later on Gundole Team to force the Einsts out.
Leave Oleana and Garuda last. Alteisen and Great Mazinger should wait for the 
Einsts appear at the lower two corner of the map. Combattler V should 
concentrate himself at the right side (where he appeared) to kill a Graydon and
Garuda (if you want the skill point). Equip Bluegar with a V-Up Unit(W) and 
head to the top left side. Ez-8 should assist him. Main force should be at the 
center to kill Oleana and Garuda.

+-------------------------------------------------------------------------+
|Scenario 26 - Last Select (Uninhabited Island) - The Traitorous Collector|
+-------------------------------------------------------------------------+ 
AP - Defeat Benmeru

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

Enemy reinforcement - 15 units (turn 2)
                    - 13 units (turn 4)
                    - 2 units (turn 10)

Turn 2:
Gosei Beast Anihelm(x3) - lv26 (HP 7820, 2300 Credits)
Aiai(x6) - lv26 (HP 4850, 1200 Credits)
Mettanger(x3) - lv26 (HP 8260, 2200 Credits)

Turn 4:
Zssa(x3) - lv26 (HP 6250, 1200 Credits)
Mecha Boost Tracid(x3) - lv26 (HP 6775, 2000 Credits)
Hambrabi MS(x3) - lv25 (HP 6200, 1500 Credits)
Leprechaun(x3) - lv26 (HP 5400, 1900 Credits)
Megaborg Benmeru [Benmeru] - lv33 (HP 25000, 30%; Halo; 8000 Credits)

Turn 10: (If Commander Benmeru is on the map)
G-3 Gundam - lv29 (HP 15270, 5000 Credits)
Char Custom Zaku - lv29 (HP 15600, 5000 Credits)

Items Drop: Beam Coating (Gosei Beast Anihelm), Cartridge (Char Custom Zaku),
Magnet Coating (G-3 Gundam), Halo (Megaborg Benmeru)

Comment: Nothing special about this stage except you have to wait 10 turns
for G-3 Gundam and Char Custom Zaku to come out. Also beware that Tobikage 
might interrupt your game so its better to send out a Ninja robot to combine
with him, or you have to use a map weapon to kill him yourself. If the three
ninjas teleported, Tobikage won't show up, which make things a lot simpler.

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

+-------------------------------------------------------------------------+
|Scenario 27 (Hundred-Demon Scientific Island Fortress) - The battlefield,| 
|high in the skies                                                        |
+-------------------------------------------------------------------------+
AP - Clear the stage within 7 turns

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

Beginning enemy units:
Mecha Saurs Zori - lv28 (HP 8500, 2800 Credits)
Mecha-Raidenki - lv28 (HP 7825, 2400 Credits)
Mecha-Hakkotuki - lv28 (HP 7380, 2200 Credits)

Enemy reinforcement (turn 2):
Mecha-Tekkouki(x8) - lv29 (HP 8700, 2800 Credits)

Enemy reinforcement (turn 5):
Mecha Saurs Guda(x2) - lv28 (HP 12550, 4000 Credits) 
Union Hyaltuki Robot [Hidler] - lv36 (HP 36000, 0%; Large-scale Generator; 
17000 Credits)

Enemy reinforcement (turn 6):
Invincibility Battleship Dai(x2) - lv28 (HP 14200, 5000 Credits)
Union Hyaltuki Robot [Bly] - lv37 (HP 45000, 0%; Biosensor; 17000 Credits)

Item Drops (Normal): Mars Bowl (Mecha-Tekkouki), 20000 Credits (Mecha Saurs 
Guda), Repair Kit S (Invincibility Battleship Dai), Large-scale Generator
(Hidler), Biosensor (Bly)

Comment: Let's Gundole and Amuro (G-3) take care of the enemies at the lower
corner. The rest should move straight up. Bernard with his natural Strong Luck
should map a bunch of Mecha-Tekkouki if they stand in his way. He and another
character that you give the skill Strong Luck to should kill the Union Hyaltuki
Robots with Luck. Clear the stage in 7 turns or drop the skill point is for you
to decide (7 turns is meaningless anyway).

SCENE 6: Final scene of part 1. Needless to say, there are plenty of stages to
get Concentrate Power. Again, I suggest you play in order. Psycho Gundam sucks
period so you don't need to get it and avoid throwing meaningless money into 
it.

+--------------------------------------------------+
|Scenario 28 (Kawasaki City) - Fragments of a Dream|
+--------------------------------------------------+
AP -  Clear the stage in 6 turns or less

Beginning Player units - Nadesico, 4 Aestivalis, Dangaioh, Gundole, 9 units
Enemy reinforcement - 5 units (turn 3)
                    - 5 units (when Tetsujin's HP is below 50%)

Beginning enemy units:
Floating Tank(x4) - lv29 (HP 6400, 2000 Credits)
Gengoroh(x6) - lv29 (HP 4000, 1200 Credits)
Katonbo(x2) - lv29 (HP 9000, 4000 Credits)
Jyoro(x6) - lv29 (HP 5850, 1200 Credits)

Enemy reinforcement (turn 3):
Batta(x4) - lv29 (HP 5300, 1000 Credits)
Tetsujin - lv37 (HP 27000, 0%; Magnet Coating; 7500 Credits)

Enemy reinforcement (when Tetsujin's HP is below 50%):
Majin - lv37 (HP 26500, 0%; New Super Alloy Z; 11000 Credits)
Bloody I(x3) - lv29 (HP 12500, 6000 Credits)
Bloody I [Gil] - lv37 (HP 32000, 0%; 7500 Credits)

Enemy reinforcement (when Gil was defeated):
Bloody II [Gil] - lv37 (HP 29800, 0%; Spiritual Energy Device; 10000 Credits)

Items Drop: 
Repair Kit S (Katonbo), Space Abacus (Katonbo), Magnet Coating (Tetsujin), New
Super Alloy Z (Majin), Spiritual Energy Device (Bloody II)

Comment: Tetsujin will appear at the farthest north side of the map (the empty
place with many buildings). I send Dangaioh, Gundole and G-3 to get rid of him.
You need to deplete his HP down to 50% as fast as possible for Gil's gang to
appear. He appears at the buildings near the lake a little far away from the 
area with mud. Your main force should go there as quick as possible. Majin
should be alright with the care of the Nadesico's. The other problem is the
Gengorohs. I send Getter 3 to get rid of them. Hopefully you should be able to
clear everything by turn 6.

*IMPORTANT NOTICE: Don't assign any skill to the Nadesico pilots. You'll lose
it for good for part 2 and part 3 due to the glitch. Concentrate Power or SP+15
are too good to lose.

+-------------------------------------------------------------+
|Scenario 29 - 1st Select (Eastern Jaburo) - Messenger of Axis|
+-------------------------------------------------------------+
AP -  Defeat Glemy

Beginning Player units - Gundole, 13 units
Enemy reinforcement - 6 units (turn 3)

Beginning enemy units:
Qubeley Mk-II(x4) - lv31 (HP 7400, 3000 Credits)
R-Jarja(x3) - lv31 (HP 7400, 2000 Credits)
Dreissen(x6) - lv32 (HP 7200, 2200 Credits)
Gaza-D (MA)(x6) - lv31 (HP 6400, 1200 Credits)
Bawoo [Glemy] - lv39 (HP 31130, 50%; Halo; 7800 Credits)

Enemy reinforcement (turn 3):
Hambrabi (MA)(x2) -lv31 (HP 7200, 1500 Credits)
Baund Doc(x3) -lv31 (HP 8000, 3000 Credits)
Hambrabi (MA) [Yazan] - lv39 (HP 25720, 0%; Beam Coating; 6500 Credits)

Items Drop: Needleless Ampule Medicine (Dreissen), Repair Kit S 
(Qubeley Mk-II), Magnet Coating (Qubeley Mk-II), Beam Coating (Hambrabi), Halo
(Bawoo)

Comment: Besure to leave some strong units for enemy reinforcement (a little
far to the right of your beginning position across the river). Glemy worth a
Halo so you must defeat him no matter what. I suggest Dangaioh for finisher 
and Great Mazinger for support attack. Wipe out all enemy units and clear the
stage in 5 turns is doable. Good luck.

+------------------------------------------------------------+
|Scenario 30 - 2nd Select (Northern Jaburo) - The Demon Above|
+------------------------------------------------------------+
AP - Defeat Zabine

Beginning Player units - Gundole, Apsalus II (Aina), 12 units
Player reinforcement - Tobikage (NPC) (turn 6)

Beginning enemy units:
Gouf Custom(x6) - lv32 (HP 6400, 2300 Credits)
Zaku III(x4) - lv32 (HP 7500, 2800 Credits)
Xamel(x3) - lv32 (HP 7500, 2000 Credits)
Gelgoog Jager(x3) - lv31 (HP 6400, 1700 Credits)
Apsalus III [Ginius] - lv39 (HP 40000, 0%; Minovsky Craft; 13000 Credits)

Enemy reinforcement (turn 5):
Den'an Zon(x6) - lv31 (HP 7000, 2000 Credits)
Apsalus II(x2) - lv32 (HP 20900, 3800 Credits)
Berga Giros [Zabine] - lv39 (HP 26200, 50%; Shuffle Crest; 8000 Credits)

Items Drop:
Cartridge (Gelgoog Jager), Mars Bowl (Gouf Custom), Shuffle Crest (Berga 
Giros), Minovsky Craft (Apsalus III)

Comment: This stage could only be finished in 6 turns (the enemy reinforcement
appear at turn 5 enemy phase). Notice that Zabine stands in the ''cannon''
near the river at the top right side of the map (from Apsalus III position
straight ahead) so you have to let a unit standing there or getting the skill
point is very hard.

+--------------------------------------------------------------+
|Scenario 31 - 3rd Select (Western Jaburo) - The Ghost of Gryps|
+--------------------------------------------------------------+
AP - Defeat Jerid

Beginning Player units - Gundole, 13 units

Beginning enemy units:
Hambrabi (MA) - lv31 (HP 7460, 1500 Credits)
Hambrabi (MS) - lv31 (HP 7460, 1500 Credits)
Gaplant (MS) - lv31 (HP 6950, 1400 Credits)
Baund Doc (MA) - lv31 (HP 8000, 3000 Credits)
Baund Doc (MS) - lv31 (HP 8000, 3000 Credits)
(Chose this as stage 29 (first choice)): 
Hambrabi (MS) [Yazan] - lv39 (HP 25460, 0%; 6500 Credits)

Enemy reinforcement (turn 3):
The-O [Jerid] - lv39 (HP 39500, 30%; Psycho Frame; 14000 Credits)

Enemy reinforcement (number of enemies are less than 8):
Psycho Gundam (MS) - lv35 (HP 26000, 3500 Credits)
Gundam Mk-II (MS)(x2) - lv35 (HP 18000, 2000 Credits)

Items Drop: Propellant Tank S (Gundam Mk-II), Beam Coating (Hambrabi),
Super Alloy Z (Psycho Gundam), Psycho Frame (The-O)

Comment: This stage can be finished in 5 turns. Notice that Jerid stands in
the ''cannon'' at the farthest corner of the map (from your position) so 
transfer one of your unit into the Gundole and occupy that place as fast as 
possible. If you chose this as 1st select, Yazan will be there so it will be 
slightly challenging (he won't drop any item though).

+---------------------------------------------------------------------------+
|Scenario 32 - 4th Select (Southern Jaburo) - Those who guide, those who are| 
|guided                                                                     |
+---------------------------------------------------------------------------+
AP - Defeat Alchemie

Beginning Player units - Getter Dragon, Dangaioh, Combattler V, Shining Gundam,
Alteisen, Gundole, 9 units
Player reinforcement - Tobikage (NPC) (the turn after the first enemy 
reinforcement)

Beginning enemy units:
Death Army(x4) - lv35 (HP 6510, 800 Credits)
Einst Knochen(x4) - lv35 (HP 7775, 2000 Credits)
Mecha-Raidenki(x3) - lv31 (HP 8825, 2400 Credits) 
Magma Beast Demon(x3) - lv31 (HP 8615, 2300 Credits)
Invincibility Battleship Dai(x3) - lv32 (HP 15200, 5000 Credits)
Floating Tank(x3) - lv31 (HP 6400, 2000 Credits)

Enemy reinforcement A (when number of enemies are less than 9):
Einst Knochen(x3) - lv35 (HP 7775, 2000 Credits)
Banks(x3) - lv31 (HP 7250, 1900 Credits)
Mecha Boost Tracid(x3) - lv31 (HP 7775, 2000 Credits)
Kyoretsu Beast Madanger(x3) - lv32 (HP 9480, 2300 Credits) 

Enemy reinforcement B (after enemy reinforcement A, when number of enemies are 
less than 9):
Einst Eisen(x4) - lv35 (HP 9980, 2600 Credits)
Personlichkeit [Alchemie] - lv39 (HP 33000, 30%; Solar Sail; 10000 Credits)

Items Drop: Chobham Armor (Invincibility Battleship Dai), Mars Bowl (Banks),
Shuffle Crest (Einst Knochen), Solar Sail (Personlichkeit)

Comment: This stage can be completed in 5 turns. The key is to move Apsalus II
(Bernard) 4 squares ahead from the bridge. He can map the Daies and all other
enemy reinforcements. I left Domon against the Death Army at the left side of
the map and Gundole to get rid of the Floating Tanks. Besure to kill enemies
as quick as possible (including counter-attack) to force the reinforcement out.
Alchemie is worth a nice Solar Sail so besure to kill her.

+---------------------------------------------------------------+
|Scenario 33 (Inside Jaburo) - He who controls the rousing Earth|
+---------------------------------------------------------------+
AP - Clear the stage in 20 turns or less

Beginning Player units - God Gundam, Gundole, 15 units
Player reinforcement - Gundam Spiegel (turn 5)
                     - Tobikage (NPC) (when Devil Gundam is defeated)

Beginning enemy units:
Einst Knochen(x9) - lv35 (HP 9050, 2000 Credits)
Einst Glied(x9) - lv35 (HP 8900, 2200 Credits)

Enemy reinforcement A (turn 3):
Einst Knochen(x3) - lv34 (HP 9050, 2000 Credits)
Einst Glied(x3) - lv34 (HP 8900, 2200 Credits)
Death Master(x4) - lv34 (HP 8000, 800 Credits)
Death Birdie(x3) - lv35 (HP 7400, 800 Credits)
Death Army(x3) - lv35 (HP 7715, 800 Credits)
Devil Gundam [Kyouji] - lv51 (HP 37600, 0%; Ultimate Cell; 9000 Credits)

Enemy reinforcement B (turn 5):
Bloody I(x2) - lv35 (HP 14000, 6000 Credits)
Graydon(x2) - lv35 (HP 18650, 8000 Credits)
Union Hyaltuki Robot(x2) - lv34 (HP 19500, 12000 Credits)
Union Kyoretsu Beast Gardon(x2) - lv34 (HP 11280, 2400 Credits)

Enemy reinforcement C (when Devil Gundam is defeated):
Master Gundam [Tohofuhai] - lv65 (HP 52300, 0%; Lilith's Royal Crest; 5000 
Credits)

Enemy reinforcement D (1 turn after Devil Gundam is defeated):
Einst Regisseur - lv61 (HP 63000, 0%; Distortion Block; 20000 Credits)

Event: (When Devil Gundam defeated) Devil Gundam fully heal. Domon uses Sekiha
Tenkyoken to defeat Devil Gundam. Gundam Spiegel (Schwarz) becomes unavailable. 

Items Drop (Normal):
Ultimate Cell (Devil Gundam), Lilith's Royal Crest (Master Gundam), Distortion
Block (Einst Regisseur)

Comment: In order to get the skill point, I suggest you separate your force 
into 3 groups. One group should head west and follow the only path available at
the moment. The others should head to the farthest east and destroy the block 
leads to a short-cut. Then divide those into 2 groups. One group makes of 3 to 
4 mecha (maybe contain 1 or 2 Super Robots) staying there. The others follow
the short-cut and head to the place where Devil Gundam is. Notice Master Gundam
will appear standing on one of the square that boosts defense and generates HP
so measure when he appears, save first then have one unit stands on that 
square. Since you can't complete this one in short turn, feel free to farm some
levels with Devil Gundam and Master Gundam. I boost Combattler team to lv52, Fa
to lv46, Tod and Chum to lv47, the Bluegar pilots to lv46, Dangaioh team to 
lv40. Nice isn't it? ^_~ 

Special - If you complete this stage in Normal Mode (less than 15 skill points)
        you'll receive the special skills Strong Luck & Leadership. 

        - Do not let Gundam Spiegel's HP drop below 50% and he will join with 
        his unit. Repairing does not help.  
 
        - If AP 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 northeast near Devil Gundam is GM Cannon II.

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

######################
# PART 2: COSMOQUAKE #
######################

SCENE 1: Notice that some beginning stages in this scene can be completed in 5
turns. Excellen has Exhaust so besure to give it to her as soon as you can. If
your Grendizer (and possibly Aphrodite A) was upgraded, things can become even
more simple.

+-----------------------------------------------+
|Scenario 34 (Near the sea of Luna Two) - Sortie|
+-----------------------------------------------+
AP - Defeat Mashymre

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

Beginning enemy units:
Zaku Kai(x6) - lv6 (HP 3200, 1000 Credits)
Galluss-J(x2) - lv6 (HP 4500, 1100 Credits)
Zssa(x3) - lv5 (HP 5000, 1200 Credits)
Endra [Gottn] - lv9 (HP 15000, 0%; Booster; 8000 Credits)
Hamma-Hamma [Mashymre] - lv13 (HP 8000, 50%; Biosensor; 8000 Credits)

Items Drop:
Repair Kit S (Zssa), Booster (Endra), Biosensor (Hamma-Hamma)

Comment: This stage can be completed in 5 turns. A simple stage of part 2: 
Grendizer learn Hot-Blooded at lv9 so it is better to destroy Endra first, or
if your Grendizer is upgraded alot 4000 HP is no problem. But remember if you 
want the rewards at the end of this part I advice you to let lose the skill
point.

+------------------------------------------------------------------------+
|Scenario 35 - 1st Select (Colony Area) - The storm arise; Martial Art of| 
|Justice                                                                 |
+------------------------------------------------------------------------+
AP - Defeat Goman

Beginning Player units - Ra Cailum, Grendizer, 5 units
Player reinforcement - Machine Robo team (turn 3)

Beginning enemy units:
Minifo(x6) - lv6 (HP 3300, 1000 Credits)
Saucer Beast Girugiru(x4) - lv6 (HP 4300, 1600 Credits)
Moterbarn [Goman] - lv14 (HP 19000, 5700 HP; Beam Coating; 12000 Credits)

Enemy reinforcement (turn 3):
Falgos(x3) - lv7 (HP 4800, 2000 Credits)
Casmodon(x4) - lv7 (HP 5000, 2000 Credits)
Zarios(x3) - lv7 (HP 4800, 2000 Credits)
Devilsatarn 6 - lv14 (HP 18000, 7200 HP; Magnet Coating; 7000 
Credits)

Item Drops: Chobham Armor (Saucer Beast Girugiru), Propellant Tank S (Zarios),
Magnet Coating (Devilsatarn 6), Beam Coating (Moterbarn)

Comment: Depend on how your Grendizer is upgraded, this stage can be finished
in 5 turns to 6 turns. Has Ra Cailum cast Cheer on your Grendizer and move it 
towards Goman. It is easy to take 5700 HP depend on Grendizer's weapon 
(especially if Duke has learned Hot-Blooded). Ra Cailum should move to the 
lower nearest side of the map where Devilsatarn 6 and his gang appear. Excellen
and Kou should take care of the Minifoes nearby and later the 3 Zarios. The 
rest should follow Ra Cailum and wait for counter-attack. Rom Stol has Inspire 
so besure to cast it (an important note is that he will appear right beside Ra
Cailum. Hopefully with Jet's assist you can bring Devilsatarn down at turn 5 
(You might have to let GP-01FB blow up to achieve your goal).

+--------------------------------------------------------------------+
|Scenario 36 - 2nd Select - (Near the sea of Earth 1) - Threat of the| 
|Destroyer                                                           |
+--------------------------------------------------------------------+
AP - Defeat Devilsatarn 6

Beginning Player units - Ra Cailum, 6 units

Beginning enemy units:
Mecha Boost Gabitan(x9) - lv7 (HP 3300, 1400 Credits)
Mecha Boost Tracid(x4) - lv7 (HP 5500, 2000 Credits)
Vandock [Butcher] - lv13 (HP 16000, 50%; V-Up Unit(W); 10000 Credits)

Enemy reinforcement (only if you cleared stage 4 (Colony Area)):
Falgos(x3) - lv7 (HP 4800, 2000 Credits)
Zarios(x3) - lv7 (HP 4800, 2000 Credits)
Devilsatarn 6 - lv15 (HP 18000, 5400 HP; Magnet Coating; 7000 
Credits)

Items Drop: Propellant Tank S (Mecha Boost Gabitan), Chobham Armor (Mecha Boost
Tracid), V-Up Unit(W) (Vandock), Magnet Coating (Devilsatarn 6)

Comment: For some stupid reasons in my game Butcher and his gang keep moving up
and won't attack unless they're attacked. (>_<) If you played the above stage
(The storm arise; Martial Art of Justice) it is possible to get the skill point
here. Even with my Grendizer full upgraded and Aphrodite A being upgraded I 
could only finish this in 6 turns. You might reconsider drop the skill point
and let this stage played first. (>_<)

+-------------------------------------------------------------------------+
|Scenario 37 - 3rd Select (The sea near the Moon; Reef air boundary) - The|
|warrior from the Moon                                                    |
+-------------------------------------------------------------------------+
AP - Kill all beginning enemy units within 4 turns (not including turn 4 Enemy 
Phase)

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

Beginning enemy units:
Saucer Beast Girugiru(x6) - lv7 (HP 4300, 1600 Credits)
Minifo(x6) - lv6 (HP 3300, 1000 Credits)

Enemy reinforcement:
Saucer Beast Girugiru(x4) - lv6 (HP 4300, 1600 Credits)

Items Drop: Needleless Ampule Medicine (Minifo), Cartridge (Saucer Beast 
Girugiru), Apogee Motor (Saucer Beast Girugiru)

Comment: A very easy 5 turn clear stage. If you don't want the skill point, 
just let one enemy alive pass turn 4. Grendizer should focus on moving near
the asteroids at the lower far bottom left corner of the map to support Elle.

+------------------------------------------------------------------+
|Scenario 38 - 4th Select (Near the sea of Earth 2) - Visitor of an|
|inexperienced heart                                               |
+------------------------------------------------------------------+
AP - Kill 3 or more units in turn 1

Beginning Player units - Ell Shank (NPC), Joe, Rennie, Mike
Player reinforcement - Ra Cailum, 7 units (turn 2)
                     - Machine Robo team (turn 5)

Beginning enemy units:
Shaman(x6) - lv8 (HP 4300, 1500 Credits)
Banks(x3) - lv8 (HP 5000, 1900 Credits)

Enemy reinforcement (turn 4):
Falgos(x3) - lv8 (HP 4800, 2000 Credits)
Casmodon(x3) - lv8 (HP 5000, 2000 Credits)
Zarios(x3) - lv7 (HP 4800, 2000 Credits)
Floating Tank(x4) - lv7 (HP 4000, 2000 Credits)
Bloody I [Gil] - lv15 (HP 25000, 0%; Super Alloy Z; 11000 Credits)

Event: Turn 4, Ell Shank and Joe's gang all retreat. Tobikage will appear and
retreats. 

Items Drop: Mars Bowl (Floating Tank), Repair Kit (Casmodon), Magnet Coating
(Banks), Super Alloy Z (Bloody I)

Comment: Defeat Gil is POSSIBLE on your first run. He only appear for 1 turn
and leave on turn 5 Enemy Phase. Equip the only Booster you got to Ra Cailum,
cast Cheer & Hot-Blooded on Duke and transport all units into the battleship 
and go to Gil's location (the farthest corner of the map from Player's units). 
The formation should be like this (after you calculated each steps (especially
Grendizer) carefully):

           Bloody I                                                         
                                                     
                                                      
Hyakushiki|Grendizer|XXXXXXX|Weissritter|Gerbera Tetra 
           Rick Dias|GP01-FB|Aphrodite A             

Grendizer should start the counter-attack with a Hot-Blooded Space Thunder, 
then make all uses of support attack (2 of Weissritter and 1 of Grendizer) to 
bring him down. It is tough but there is nothing left to say if all your team 
couldn't defeat a Bloody I in one turn. ^_^ For the rest, there no need to 
rush but try to end the stage within 12 turns to get a Potential. Very easy 
isn't it? Btw, I remember on Hard you could only get a Chobham Armor instead of
a Super Alloy Z but I could be wrong(?).

+-------------------------------------------------------------------------+
|Scenario 39 (Near the sea of satellites' barrier) - The incantation which| 
|causes a miracle                                                         |
+-------------------------------------------------------------------------+
AP - Defeat Devil Gundam

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

Beginning enemy units:
Jyoro - lv8 (HP 3500, 1200 Credits)
Batta - lv8 (HP 3000, 1000 Credits)
Katonbo - lv8 (HP 7000, 4000 Credits)

Enemy reinforcement (turn 5):
Death Army - lv8 (HP 4100, 800 Credits)
Devil Gundam [Kyouji] - lv16 (HP 38000, 30%; Ultimate Cell; 9000 Credits)

Items Drop (Normal): Space Abacus (Jyoro), Booster (Batta), 20000 Credits 
(Katonbo), Needleless Ampule Medicine (Katonbo), Super Alloy Z (Katonbo),
Ultimate Cell (Devil Gundam)

Event: - (After enemy reinforcement appear) Yurika, Gai, Akito retreat. 
       - Devil Gundam is defeated or his HP is below 30%: Tohofuhai, Domon, 
       Allenby retreat. 

Comment: Destroy at least one barrier and pick the right password for Ra Cailum
team to appear (it doesn't matter anyway since you can't finish this in 5 or 6
turns). Devil Gundam is tough to beat but Master Asia and Duke should bring him
down. Btw, if you don't mind lose a number of turn to get a Potential, you can
farm level with Aphrodite A: let Master Asia attacks Devil Gundam so he will
loss some HP and repair him with Maria. Maria can get to level 42 due to Master
Asia's high level. This is important since you can throw the Mazinger pilots 
into Bossborot and do resupply so they can reach lv40s by a few stages.

SCENE 2: Even with Daitarn 3's weapon full upgraded, I still have some problem
in defeat Koros. I made it barely with support from Akito for the first time. 
Besure you keep Banjo's leadership skill or it will be very hard to land 2 
critical to Koros. Other than that, nothing is challenging in this scene.

+-------------------------------------------------------------------------+
|Scenario 40 - 1st Select (Satsuki Midori Colony Type 2) - The Angry Majin|
+-------------------------------------------------------------------------+
AP - Kill all existing enemy units in 4 turns or less

Beginning Player units - Mazinger Z or Great Mazinger, Diana A or Venus A, Boss
                         Borot
Player reinforcement - 3 female Aestivalises (turn 3)
                       Gai, Akito, Nadesico (turn 5)
                       Ra Cailum, Grendizer (turn 6)

Beginning enemy units:
Jyoro(x4) - lv11 (HP 3675, 1200 Credits)
Batta(x4) - lv10 (HP 3150, 1000 Credits)

Enemy reinforcement (turn 3 Player Phase):
Batta(x4) - lv10 (HP 3150, 1000 Credits)

Enemy reinforcement (turn 5 Player Phase):
Banks(x3) - lv11 (HP 5000, 1900 Credits)
Shaman(x3) - lv11 (HP 4515, 1500 Credits)

Enemy reinforcement (turn 6 Player Phase):
Banks(x3) - lv11 (HP 5000, 1900 Credits)
Shaman(x3) - lv11 (HP 4515, 1500 Credits)

Event: Turn 6, Nadesico party all retreat.

Item Drops: Space Abacus (Jyoro), Mars Bowl (Shaman), Booster (Banks)

Comment: If you defeated Butcher in the last stage of scene 1 part 1, Mazinger
party all comes with 2 slot upgrades. Take the 20000 credits at the farmost 
place you can reach require sacrifice some turns, but you can ended up at turn
12 to get a Potential which ain't so bad. ^_^

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

+--------------------------------------------------------------------------+
|Scenario 41 - 2nd Select (Near the Earth Sea 1) - The blue planet which is| 
|aimed                                                                     |
+--------------------------------------------------------------------------+
AP - defeat Gil

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

Beginning enemy units:
Zarios(x3) - lv11 (HP 5040, 2000 Credits)
Falgos(x3) - lv11 (HP 5040, 2000 Credits)
Casmodon(x3) - lv11 (HP 5000, 2000 Credits)
Devilsatarn 6 - lv18 (HP 18000, 0%; Shuffle Crest; 7000 Credits)
Floating Tank(x3) - lv11 (HP 4200, 2000 Credits)
Bloody I [Gil] - lv18 (HP 25000, 40%; Large-scale Generator; 11000 Credits)

Enemy reinforcement (turn 3 enemy phase):
Mecha Boost Gabitan(x5) - lv10 (HP 3465, 1400 Credits)
Mecha Boost Tracid(x2) - lv11 (HP 5500, 2000 Credits)
Vandock [Butcher] - lv18 (HP 19000, 30%; V-Up Unit(W); 10000 Credits)

Items Drop: Repair Kit S (Mecha Boost Tracid), Cartridge (Mecha Boost Gabitan),
V-Up Unit(W) (Vandock), Large-scale Generator (Bloody I)

Comment: This stage can be finished in 6 turns (if you forbid Gil, the item he 
drop ain't that great anyway but I believe you CAN achieve it together with 
defeating him). You need to equip Mazinger Z and Ra Cailum with Booster. Move
Mazinger Z diagonally towards Gil and wipe out some Machine Robo enemies. Hit
one major damage on Devilsatarn 6 and move inside the battleship. Then have
Ra Cailum move to Gil's gang. Grendizer should move straight north to find
Butcher's party and attack. He can't survive a Double Haken hot-blooded with
some upgrade. By the time Mazinger Z can attack Gil, you should have Zambot 3
and Dangaioh there. Hopefully a Zambot Moon Attack with Daisharin Rocket Punch 
assist should to the job shooting Gil down. Btw, at turn 4, Diana A and your 
Gundams can get rid of Devilsatarn 6 on time. Remember to cast Luck on Elle and
have her finish off Devilsatarn 6.

+--------------------------------------------------------------------+
|Scenario 42 - 3rd Select (Near the Earth Sea 2) - The Pulse of Zeta,| 
|once again                                                          |
+--------------------------------------------------------------------+
AP - Kill 4 units before Ra Cailum's arrival

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

Beginning enemy units:
Minifo - lv11(x12) (HP 3465, 1000 Credits)
Saucer Beast Girugiru(x4) - lv10 (HP 4300, 1600 Credits)
Moterbarn [Goman] - lv18 (HP 19000, 7600 HP; Super Alloy Z; 12000 Credits)

Enemy reinforcement (turn 2)
Vega Beast King Gori - lv14 (HP 5000, 2800 Credits)
Minifo - lv10(x6) (HP 3465, 1000 Credits)

Items Drop: Propellant Tank S (Minifo), Beam Coating (Vega Beast King Gori),
Chobham Armor (Saucer Beast Girugiru), Super Alloy Z (Moterbarn)

Event: turn 5 player phase, Machine Robo team retreat. 

Comment: A boring stage, you can't finish it fast neither slow. Goman worth
some money so have Elle finish him with Luck support by Duke (if you full
upgrade Grendizer). 

+------------------------------------------------+
|Scenario 43 - 4th Select (Stone Circle 1) - Ring|
+------------------------------------------------+
AP - In 6 turns (until player phase) destroy at least 8 enemies

Beginning Player units - Ra Cailum, Weissritter, Grendizer, 11 units

Beginning enemy units:
Einst Glied(x12) - lv12 (HP 6000, 2200 Credits)

Enemy reinforcement (turn 6 enemy phase):
Einst Knochen(x6) - lv13 (HP 6000, 2000 Credits)
Einst Gemut(x2) - lv13 (HP 8000, 2400 Credits)
Personlichkeit [Alchemie] - lv20 (HP 20000, 50%; Shuffle Crest; 10000 Credits)

Items Drop: Needleless Ampule Medicine (Einst Knochen), Booster (Einst Gemut),
High Performance Radar (Einst Glied), Shuffle Crest (Personlichkeit)

Comment: Another boring stage. You can't finish it fast due to the stupid
reinforcement only appear at turn 6. Try to level your weak characters here
like Emma (learn Bless later), Sayaka and Maria.

+----------------------------------------------------------------------------+
|Scenario 44 (Mars polar cap Nergal Research Institution) - The song you will|
|one day sing                                                                |
+----------------------------------------------------------------------------+
AP - Defeat Koros

Beginning Player units - Nadesico, Akito
Player reinforcement - 4 Aestivalises, Daitarn 3 (turn 3)
                     - The Machine Robo team (at the same time with enemy 
                     reinforcement C)

Beginning enemy units:
Jyoro(x2) - lv13 (HP 3675, 1200 Credits)
Batta(x4) - lv14 (HP 3150, 1000 Credits)
Katonbo(x2) - lv13 (HP 7000, 4000 Credits)

Enemy reinforcement A (when number of enemies below 4):
Shaman(x2) - lv13 (HP 4515, 1500 Credits)
Banks(x2) - lv14 (HP 5000, 1900 Credits)
Ultimate Tank Nibelungen - lv14 (HP 10000, 4000 Credits)

Enemy reinforcement B (next enemy phase after reinforcement A):
Ultimate Tank Nibelungen(x2) - lv14 (HP 10000, 4000 Credits)
Megaborg Koros [Koros] - lv21 (HP 38000, 30%; Spiritual Energy Device; 12000 
Credits)

Enemy reinforcement C (next enemy phase after reinforcement B):
Banks(x3) - lv13 (HP 5000, 1900 Credits)

Item Drops: High Performance Radar (Katonbo), 10000 Credits (Katonbo), Repair 
Kit S (Ultimate Tank Nibelungen), Mars Bowl (Banks), Spiritual Energy Device
(Koros)

Comment: The challenge here is defeating Koros. She worth a good item so you
must shoot her down. Btw, I can guarantee that with Daitarn 3 full upgrade
weapon you can defeat her even in Hard Mode, just remember don't erase Banjo's
leadership.

SCENE 3: Nothing really special here. Chose 2nd select as first stage to play
in order to get Dancouga to do a short turn cleared in ''Spiral Knuckle of 
Tear''. 

+------------------------------------------------------------------+
|Scenario 45 - 1st Select (Near the sea of Dirad ) - Lonely Warrior|
+------------------------------------------------------------------+
AP - Let Dancouga kill 5 enemy units by turn 3 Player Phase

Beginning Player units - Dancouga
Player reinforcement - Ra Cailum, 12 units (turn 4)

Beginning enemy units:
Mecha Boost Gabitan(x9) - lv17 (HP 3465, 1400 Credits)
Mecha Boost Tracid(x6) - lv17 (HP 5500, 2000 Credits)

Enemy reinforcement (turn 3 enemy phase):
Dirad Battle Mecha(x6) - lv17 (HP 5400, 1600 Credits)

Items Drop: Cartridge (Mecha Boost Gabitan), Chobham Armor (Mecha Boost 
Tracid), Apogee Motor (Dirad Battle Mecha), Booster (Dirad Battle Mecha)

Comment: Nothing special here. You can complete this in 5 turns. Dancouga
even with little upgrade (but EN must be upgraded heavily) can wipe out most
enemies at north. 

+-------------------------------------------------------------------+
|Scenario 46 - 2nd Select (Colony Boundary) - Spiral Knuckle of Tear|
+-------------------------------------------------------------------+
AP - Defeat Shazara with Dangaioh

Beginning Player units - Dangaioh
Player reinforcement - Ra Cailum, 11 units (turn 2)

Beginning enemy units:
Zarios(x3) -lv14 (HP 5040, 2000 Credits)
Casmodon(x3) - lv15 (HP 5000, 2000 Credits)
Floating Tank(x4) - lv14 (HP 4200, 2000 Credits)
Bloody I(x2) - lv15 (HP 10000, 6000 Credits)
Bloody I [Gil] - lv22 (HP 28500, 0%, 11000 Credits)
Bloody II [Gil] - lv22 (HP 26400, 0%; Lilith's Royal Crest; 10000 Credits)

Enemy reinforcement (turn 3 enemy phase):
Floating Tank(x10) - lv15 (HP 4200, 2000 Credits)
Aizam The 3rd [Shazara] - lv18 (HP 26200, 0%, 9800 Credits)

Event: 

Items Drop: Repair Kit S (Bloody I), Aura Converter (Bloody I), Lilith's Royal
Crest (Bloody II)

Comment: This stage can't be completed short in your first run. Try to move
Dangaioh as far as you can to the east as soon as possible. Most of the team
should be transport into the battleship and move towards Gin, kill him then
move towards Shazara. Good luck on a 6 turn try.

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

+---------------------------------------------------------------------------+
|Scenario 47 - 3rd Select (Near the sea of Earth - Tulip) - The cold formula| 
|in the warmth                                                              |
+---------------------------------------------------------------------------+
AP - Defeat Glorbain

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

Beginning enemy units: 
Falgos(x3) - lv16 (HP 5040, 2000 Credits)
Zarios(x3) -lv17 (HP 5040, 2000 Credits)
Casmodon(x3) - lv16 (HP 5000, 2000 Credits)
Glorbain - lv24 (HP 20000, 30%; Beam Coating; 4500 Credits)
Devilsatarn 6 - lv24 (HP 18900, 30%; High Performance Targeter; 7000 Credits)

Enemy reinforcement (turn 2):
Katonbo - lv16 (HP 7000, 4000 Credits)
Batta - lv17 (HP 3150, 1000 Credits)
Jyoro - lv17 (HP 3675, 1200 Credits)

Event: On turn 2 Nadesico will show up and mapped some Battas. Its pilots will
automatically gain some exp.

Items Drop: Space Abacus (Katonbo), Magnet Coating (Falgos), High Performance 
Targeter (Devilsatarn 6), Beam Coating (Glorbain)

Comment: I don't remember I did this in 5 or 6 in my first run, but a 5 turn
cleared is highly possible. Before battle, I recommend Sayaka piloting Boss 
Borot so that she can reach Bless fast (lv20). If you want exp, let Maria pilot
it. Anyway, do the old strategy: load all into the battleship and move. 
Grendizer alone should get rid of Glorbain while the rest wipe the other 
enemies. After battle, besure to upgrade Hikaru's unit since she has a rare 
Strong Luck skill.

+------------------------------------------------------------------+
|Scenario 48 - 4th Select (Above the abandon colony) - Two Projects|
+------------------------------------------------------------------+
AP - Kill 9 enemy units within 3 turns

Beginning Player units - Ra Cailum, Nadesico, 10 units

Beginning enemy units:
Den'an Zon(x9) - lv17 (HP 5000, 2000 Credits)
Den'an Gei(x5) - lv17 (HP 5400, 2000 Credits)

Enemy reinforcement A (turn 3 enemy phase):
Berga Dalas(x2) - lv16 (HP 8160, 2500 Credits)
Den'an Zon (Black) (x4) - lv17 (HP 7940, 2000 Credits)

OR

Enemy reinforcement B (turn 3 enemy phase):
Berga Giros [Zabine] - lv24 (HP 21200, 0%; Book of Ninjitsu; 8000 Credits)
Apsalus II(x4) - lv19 (HP 18000, 3800 Credits)

Items Drop: Repair Kit S (Berga Dalas), Mars Bowl (Berga Dalas), Minovsky
Craft (Apsalus II), Book of Ninjitsu (Berga Giros)

Comment: You can only fight enemy reinforcement B if you chose this stage as
1st or 2nd select. Since those enemies give much better items, I advice you to
do it. However, clear this stage in 5 turns or even 6 turns become much more 
challenging, especially if your Super Robots don't have much upgrade. All 
Supers should go opposite way of where the Den'an Gei are and wait to counter 
Zabine's gang. Your battleship, Zeta and all other units should head to where 
the Den'an Gei are. Left Grendizer and go up a bit to counter and attack the 
Den'an Zon. Hopefully your Dancouga, Zambot, Grendizer and Mazinger Z are 
enough to get rid of the enemy reinforcement (remember Grendizer and Mazinger 
have support). And just keep believing Zeta, Hyakushiki and the Nadesico's wipe
up all the remaining enemies... XD

+-----------------------------------------------------+
|Scenario 49 (Solomon sector) - The Nightmare, Returns|
+-----------------------------------------------------+
AP - Defeat Gato

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

Beginning enemy units:
Byg-Zam(x2) - lv19 (HP 12000, 6000 Credits)
Gabthley (MA)(x3) - lv18 (HP 7000, 2000 Credits)
Gelgoog M(x4) - lv18 (HP 6200, 1900 Credits)
Rick-Dom II(x6) - lv18 (HP 4200, 1500 Credits)
Gerbera Tetra [Cima] - lv26 (HP 14950, 0%; Mega Booster; 7100 Credits)

Enemy reinforcement (turn 2 enemy phase):
Saucer Beast Girugiru(x3) - lv18 (HP 4515, 1600 Credits)
Minifo(x6) - lv19 (HP 3465, 1000 Credits)
Vega Beast King Gori(x2) - lv18 (HP 7250, 2800 Credits)
Moterbarn [Goman] - lv26 (HP 22950, 0%; Space Alloy Gren; 12000 Credits) 

(If in part 1 stage ''Assault'' you don't obtain the skill point)
GP-02 - lv?? (HP 30000, 9600 HP, 0%; Large-scale Cartridge, 3000 Credits)

Items Drop: Propellant Tank S (Gabthley), Needleless Ampule Medicine (Gelgoog
M), Mega Booster (Gerbera Tetra), Space Alloy Gren (Moterbarn), 20000 Credits
(Vega Beast King Gori)

Comment: This stage can be finished in 6 turns but you need some careful 
planning. Left back Mazinger Z, the rest Supers and Aetivalis (Hikaru) should 
move inside Ra Cailum. Start moving Ra Cailum towards Cima (Gerbera Tetra). 
Your Supers should be near her by turn 3 and start the attack on turn 4 player
phase. After cleared everything there move back your aces towards Goman
(Moterbarn). Btw, finish Cima with Hikaru and the other boss with Elle (or if
you're on Normal part 1 and receive the skill Strong Luck kill her by the one
that you've assigned that skill). Move Nadesico down together with Hyakushiki
to kill the Gabthleys. The rest should focus on the place Goman's party 
appears. If in part 1 you don't obtain the skill point, just move away from
Solomon or Gato will kill you. Btw, if you're on Normal Mode you will have
the option to chose 2 more skills: support attack and support defense.

SCENE 4: 

+--------------------------------------------------+
|Scenario 50 (Von Braun) - Even if my life runs out|
+--------------------------------------------------+
AP - Defeat Zigra 

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

Beginning enemy units:
Minifo(x9) - lv20 (HP 4465, 1000 Credits)
Saucer Beast Girugiru(x3) - lv19 (HP 5515, 1600 Credits)
Vega Beast Zumezume [Kirika] - lv27 (HP 20500, 7200 Credits)
Saucer Beast Jirajira [Zigra] - lv27 (HP 26500, 50%; Chobham Armor; 3000 
Credits)

Enemy reinforcement (turn 3):
Gaza-D(x3) - lv19 (HP 4400, 1200 Credits)
Galluss-J(x3) - lv20 (HP 5725, 1100 Credits)
Zssa(x3) - lv19 (HP 6000, 1200 Credits)
R-Jarja [Mashymre] - lv27 (HP 25400, 7620 HP; Book of Ninjitsu; 7000 Credits)
Endra [Gottn] - lv27 (HP 20750, 0%; Magnet Coating; 8000 Credits)

Event: If Kirika is shot down, Duke and Maria will retreat.

Items Drop: Cartridge (Zssa), Chobham Armor (Saucer Beast Jirajira), Magnet 
Coating (Endra), Book of Ninjitsu (R-Jarja)

Comment: If you don't leave your main force at the top side of the map (near
your beginning position) it will cost you some turns. Grendizer and a good
supporter like Z Gundam (let's Quattro pilot it) can go and get rid of Zigra.

+-----------------------------------------------------------------------+
|Scenario 51 - 1st Select (Large Cluster of Rocks) - Jet, Break the Twin|
|Slaughter Sword                                                        |
+-----------------------------------------------------------------------+
AP - Reduce Glorbain's HP to below 50% by turn 3 (Player Phase)

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

Beginning enemy units:
Glorbain - lv29 (HP 24000, 60%, 4500 Credits)

Enemy reinforcement (when Glorbain retreats):
Falgos(x4) - lv21 (HP 5040, 2000 Credits)
Zarios(x4) - lv22 (HP 5040, 2000 Credits)
Casmodon(x4) - lv22 (HP 5250, 2000 Credits)
Devilsatarn 6 - lv29 (HP 23900, 30%; Aura Converter; 7000 Credits)

Enemy reinforcement (turn 5):
Floating Tank(x6) - lv21 (HP 4200, 2000 Credits)
Lidole [Flash] - lv29 (HP 24500, 0%; Shuffle Crest; 8500 Credits)
Blast [Burst] - lv29 (HP 23500, 0%; Beam Coating; 8500 Credits)

Event: - (Glorbain's HP is below 60% or turn 3 enemy phase) Jet's morale raises
       to 150.
       - Lidole or Blast will retreat if one of them are shot down

Items Drop: Propellant Tank S (Falgos), Booster (Floating Tank), Aura Converter
(Devilsatarn 6), Shuffle Crest (Lidole), Beam Coating (Blast)

Comment: Use Map weapon to kill Flash and Burst simutaneously.

+-------------------------------------------------------------------+
|Scenario 52 - 2nd Select (Inside the Gate of Zedan) - A New Invader|
+-------------------------------------------------------------------+
AP - Defeat Dungele

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

Beginning enemy units:
Magma Beast Galmus(x6) - lv22 (HP 5900, 1600 Credits)
Magma Beast Demon(x8) - lv21 (HP 6300, 2300 Credits)
Big Sirius(x2) -lv21 (HP 8000, 3000 Credits)
Magma Beast Great 2 [Dungele] - lv29 (HP 22000, 6600 HP; V-Up Unit(U); 8000 
Credits)

Enemy reinforcement (when number of enemy are less than 13):
Einst Glied(x3) - lv21 (HP 6300, 2200 Credits)
Einst Knochen(x3) - lv21 (HP 6775, 2000 Credits)
Einst Gemut(x3) - lv22 (HP 8400, 2400 Credits)

Items Drop: Mars Bowl (Einst Knochen), Mega Booster (Big Sirius), Chobham
Armor (Magma Beast Demon), V-Up Unit(U) (Magma Beast Great 2)

Comment: A Psychic Zan with Zeta Gundam support (Quattro pilots it) should be
enough to bring down Dungele. The secret room at somewhere around the middle 
of the map has an important unit Core Booster. Emma should be the one pilot 
it so you can use her Bless (lv29) as soon as possible. Nadesico party will 
rejoin the group after the stage ends.

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

+-------------------------------------------------------------------+
|Scenario 53 - 3rd Select (In the sea near Dirad) - Dirad, Awakening|
+-------------------------------------------------------------------+
AP - Defeat Abel before enemy reinforcement's arrival

Beginning Player units - Ra Cailum, Nadesico, 11 units
Player reinforcement - Machine Robo team (next enemy phase when number of 
                       enemy are less than 9)

Beginning enemy units:
Dirad Battle Mecha(x10) - lv22 (HP 5670, 1600 Credits)
Dirad Decisive Battle Mecha [Abel] - lv29 (HP 18500, 0%; Super Alloy Z; 7600 
Credits)

Enemy reinforcement (when number of enemy are less than 9):
Dirad Battle Mecha(x6) - lv21 (HP 5670, 1600 Credits)
Falgos(x2) - lv21 (HP 5040, 2000 Credits)
Zarios(x2) - lv22 (HP 5040, 2000 Credits)
Casmodon(x2) - lv22 (HP 5250, 2000 Credits)
Devilsatarn 6 - lv29 (HP 23900, 50%; Large-scale Cartridge; 7000 Credits)

Items Drop: Repair Kit S (Dirad Battle Mecha), Space Abacus (Falgos), Super 
Alloy Z (Dirad Decisive Battle Mecha), Large-scale Cartridge (Devilsatarn 6)

Comment: Devilsatarn 6 party will appear at the farthest corner to the left 
side of the map where your units originally are. I recommend Mazinger Z and
Dangaioh transport inside Nadesico and go there and wait. Equip Mazinger Z
with a Mars Bowl and boost its morale. Spend 2 Cheer of Bright wisely (you
should be able to cast it twice by now if Bright has Concentrate Power). Also
besure to left some solid unit like Diana A and Z Gundam stand still and wait
for the Dirad Battle Mechas.

+--------------------------------------------------------------------+
|Scenario 54 - 4th Select (In the sea near the moon) - Thoughts of an| 
|Alchemist                                                           |
+--------------------------------------------------------------------+
AP - Defeat Alchemie

Beginning Player units - Weissritter
Player reinforcement - Nadesico, Ra Cailum, 12 units (turn 5)

Beginning enemy units:
Einst Knochen(x3) - lv21 (HP 6775, 2000 Credits)

Enemy reinforcement (turn 2):
Einst Knochen(x3) - lv21 (HP 6775, 2000 Credits)

Enemy reinforcement (turn 3):
Einst Glied(x6) - lv21 (HP 6300, 2200 Credits)

Enemy reinforcement (turn 4):
Einst Gemut(x3) - lv22 (HP 8400, 2400 Credits)

Enemy reinforcement (turn 5):
Einst Eisen(x3) - lv22 (HP 7600, 2600 Credits)
Personlichkeit [Alchemie] - lv29 (HP 22000, 7200 HP, 10000 Credits)

Items Drop: Repair Kit S (Einst Glied), Propellant Tank S (Einst Gemut),
Space Alloy Gren (Einst Gemut), Large-scale Generator (Einst Eisen)

Comment: None

+--------------------------------------------+
|Scenario 55 (Von Braun) - Return to Paradise|
+--------------------------------------------+
AP - Force Gato to retreat before enemy reinforcement's arrival

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

Beginning enemy units:
Hambrabi (MA)(x6) - lv24 (HP 5200, 1500 Credits)
Gelgoog J(x6) - lv24 (HP 6400, 1700 Credits)
Marasai(x2) - lv25 (HP 6800, 1300 Credits)
Byg-Zam - lv24 (HP 14600, 6000 Credits)
Marasai(x3) - lv25 (HP 4800, 1300 Credits)
GP-02 [Gato] - lv32 (HP 35000, 30%; Halo; 3000 Credits)

Enemy reinforcement (when number of enemy are less than 13):
Val-Walo [Kelley] - lv28 (HP 20000, 0%; Val-Walo; 7800 Credits)
Gerbera Tetra [Cima] - lv32 (HP 15400, 0%; 20000 Credits; 7100 Credits)
Marasai(x2) - lv24 (HP 6800, 1300 Credits)
Rick-Dom 2(x3) - lv25 (HP 6410, 1500 Credits)

Items Drop (Normal): Neddleless Ampule Medicine (Marasai), Magnet Coating 
(Rick-Dom 2), Halo (GP-02), Val-Walo (Val-Walo), 20000 Credits (Gerbera Tetra) 

Comment: Defeating Gato is hard if you're on hard mode. To approach his place,
you've to go the long way. Then remember keep his morale low (use Excellen's
Exhaust) so he can't fire the Atomic Bazooka (or send some high HP Supers along
with some pilots that have Flash). Dangaioh could probably the ONLY mech that
can bring Gato down (with Mazinger Z's support). Remember to equip a V-Up Unit
(W) on Mazinger as well.

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

SCENE 5: If you don't destroy any teleport machine in part 1, now you can use
the three ninja robots in this scene. It will be a great help if you fully 
upgrade them, expecially the Thunder Phoenix (S on land).

+-------------------------------------------+
|Scenario 56 (Anaheim) - Plot of Outer Space|
+-------------------------------------------+
AP - Defeat Mashymre

Beginning Player units - Ra Cailum, 12 units
Player reinforcement - Gundam GP 03 (turn 5)
                     - (If none of the Teleport Machines are destroyed in part
                     1, turn 6 player phase) Tobikage (NPC)

Beginning enemy units:
Gaza-D(x9) - lv26 (HP 5400, 1200 Credits)
Dreissen(x3) - lv26 (HP 5200, 2200 Credits)
Endra [Gottn] - lv29 (HP 25750, 0%; Booster; 8000 Credits)
Dooben-Wolf [Mashymre] - lv33 (HP 26160, 20%; New Super Alloy Z; 7600 Credits)

Enemy reinforcement (turn 4, if none of the Teleport Machines are destroyed in
part 1):
Shaman(x2) - lv26 (HP 5730, 1500 Credits)
Banks(x2) - lv26 (HP 6250, 1900 Credits)
Skeleton - lv33 (HP 32000, 30%; High Performance Targeter; 8000 Credits)

Enemy reinforcement (turn 5):
Qubeley Mk-II(x6) - lv26 (HP 7400, 3000 Credits)
R-Jarja [Illia] - lv33 (HP 15940, 0%; Space Abacus; 7000 Credits)

Items Drop: Space Abacus (R-Jarja), Booster (Endra), New Super Alloy Z 
(Mashymre), Repair Kit S (Shaman), High Performance Targeter (Skeleton)

Comment: This stage can be completed in 5 turns if Irbora's gang don't appear.
Any unit that can fly should head towards Mashymre. Leave Diana A near the hill
at the corner of the map to wait and attack. The enemy reinforcement will 
appear on the hill at the top corner of the map so please pay attention. Kou 
will appear near the Anaheim but his mech doesn't have any upgrade so if you
let him kill a Qubeley Mk-II there must be an unit support him.

+------------------------------------------------------------------------+
|Scenario 57 - 1st Select - (Abandoned Colony Area) - The Burning Sibling| 
|Warriors                                                                |
+------------------------------------------------------------------------+
AP - Defeat Devilsatarn or make him retreat

Beginning Player units - Ell Shank (NPC), Grendizer, Aphrodite A
Player reinforcement - Machine Robo team (turn 3)
                     - Ra Cailum, 10 units (turn 5)

Beginning enemy units:
Falgos(x3) - lv28 (HP 4800, 2000 Credits)
Zarios(x5) - lv28 (HP 5280, 2000 Credits)
Casmodon(x3) - lv28 (HP 5250, 2000 Credits)
Floating Tank(x4) - lv27 (HP 6400, 2000 Credits)
Bloody I(x2) - lv28 (HP 11500, 6000 Credits)
Jingi Mk-II [Kina] - lv31 (HP 15000, 4500 HP; High Performance Radar; 8000 
Credits)
Devilsatarn 6 - lv35 (HP 27800, 8640 HP; Large-scale Generator; 7000 Credits)

Items Drop: Propellant Tank S (Falgos), Magnet Coating (Zarios), Chobham Armor
(Bloody I), High Performance Radar (Jingi Mk-II), Large-scale Generator 
(Devilsatarn 6)

Event: (Devil Satarn 6's HP is below 30% or turn 5 Player phase) Devil Satarn 
6 and Jingi Mk-II retreat, Machine Robo team retreat.

Comment: This stage can be completed in 5 turns with about 8 blocks of weapon
upgrade for Grendizer. For safety, I recommend not to defeat Jingi Mk-II. Move
Grendizer straight ahead. After defeating some enemies at the middle, head 
right to kill one Bloody I. Leave the other for Ra Cailum's group.

Special - Convince Kina with Rom

+--------------------------------------------------------------------+
|Scenario 58 - 2nd Select - (Inside Luna 2) - Ghosts that Take Action| 
+--------------------------------------------------------------------+
AP - Defeat The-O (Jerid)

Beginning Player units - Ra Cailum, 13 units

Beginning enemy units:
Hambrabi (MS)(x6) - lv27 (HP 6200, 1500 Credits)
Gabthley (MS)(x6) - lv27 (HP 7000, 2000 Credits) 
Qubeley Mk-II(x4) - lv27 (HP 7670, 3000 Credits)
Palace Athene(x3) - lv27 (HP 7800, 2700 Credits)
Qubeley Mk-II (Ple Two) - lv31 (HP 24200, 7000 Credits)
Bawoo [Glemy] - lv35 (HP 28820, 30%; 20000 Credits; 7800 Credits)
The-O [Jerid] - lv35 (HP 33000, 30%; Needleless Ampule Medicine; 14000 Credits)

Enemy reinforcement (turn 3 enemy phase):
Floating Tank(x4) - lv28 (HP 6400, 2000 Credits)
Bloody I [Gil] - lv35 (HP 30500, 30%; Chobham Armor; 11000 Credits)

Items Drop: Repair Kit S (Palace Athene), Needleless Ampule Medicine (The-O),
Chobham Armor (Bloody I), 20000 Credits (Bawoo)

Comment: I finished this stage in 5 turns in my 3rd run, so I assume you can
do this in 6 turns in your first run (although it isn't easy). Send Grendizer
and Val-Walo (Quattro) to go the longest way, while your main force should take
the short-cut towards Glemy (including Judau). Excellen and Boss Borot should 
stay back to get the containers. Finish Glemy as soon as possible and let Judau
persuade Ple Two. Dancouga and Mazinger Z, after some nitpickings on Glemy and
Gil should go towards Jerid. If everything done correctly, I hope you done it
in turn 5 enemy phase. ^_^

Special - Convince Puru II with Judau at anytime, then the second time when her 
HP is below 20% (4840) and Glemy is defeated.  She will join with her unit 
immediately. There is a container for Aura Converter and one for Jegan.

+--------------------------------------------------------------+
|Scenario 59 - 3rd Select - (Stone Circle 2) - Land of Darkness| 
+--------------------------------------------------------------+
AP - Clear the stage in 7 turns or less

Beginning Player units - Raideen
Player reinforcement - Ra Cailum, Weissritter, 12 units (turn 4)

Beginning enemy units:
Einst Knochen(x9) - lv27 (HP 7775, 2000 Credits)
Einst Glied(x3) - lv27 (HP 7600, 2200 Credits)

Enemy reinforcement (turn 2):
Einst Knochen(x3) - lv28 (HP 7775, 2000 Credits)
Einst Glied(x3) - lv27 (HP 7600, 2200 Credits)

Enemy reinforcement (turn 3):
Einst Gemut(x3) - lv27 (HP 8000, 2400 Credits)
Einst Glied(x3) - lv28 (HP 7600, 2200 Credits)

Enemy reinforcement (turn 4):
Einst Regisseur - lv45 (HP 48000, 0%; Minovsky Craft; 20000 Credits)

Items Drop: Cartridge (Einst Glied), Booster (Einst Knochen), Apogee Motor
(Einst Gemut), Minovsky Craft (Einst Regisseur)

Comment: I finished this stage in 6 turns in my 3rd run so I assume 7 turns
for a skill point is quite close. I recommend sending Weissritter and GP-03
to the west area, Mazinger and Dancouga to the east. After some nitpickings
with the Einst Knochen they should move straight up to deal with the enemies
at northeast corner of the map. The remaining should concentrate on dealing
with Einst Regisseur. You have to call out all your best attackers in order for
a 6 turn cleared (remember the Einsts won't move so it will be a bit annoying).

+-------------------------------------------------------------------------+
|Scenario 60 - 4th Select - (Near the sea of Dirad) - Reincarnation of the| 
|Demon King                                                               |
+-------------------------------------------------------------------------+
AP - Defeat Shapiro 

Beginning Player units - Ra Cailum, 13 units

Beginning enemy units:
Dirad Battle Mecha(x13) - lv27 (HP 5940, 1600 Credits)

Enemy reinforcement (when number of enemies are less than 9):
Dirad Battle Mecha(x2) - lv27 (HP 5940, 1600 Credits)
Dirad Battle Mecha(x2) - lv28 (HP 5940, 1600 Credits)
Shapiro Battle Mecha [Shapiro] - lv35 (HP 29000, 8700 HP; Psycho Frame; 11000
Credits)
Dirad Decisive Battle Mecha [Keim] - lv27 (HP 19350, 0%; Mega Booster; 7600 
Credits)

Player reinforcement (If stage 56 (Plot of Outer Space) the ninja robots 
appeared and you call at least one of them out in this scenario) - Tobikage 
(NPC) (one turn after Shapiro appeared) 

Items Drop: Cartridge (Dirad Battle Mecha), Beam Coating (Dirad Battle Mecha),
Mega Booster (Dirad Decisive Battle Mecha), Psycho Frame (Shapiro Battle Mecha)

Comment: Keim (Dirad Decisive Battle Mecha) only appear if you play this stage
as last choice. Other than that nothing is worth noticing here and this is an 
easy 5 turn clear stage.

+------------------------------------------------------------------+
|Scenario 61 (Above the Stardust Colony) - In the Hopeless Universe|
+------------------------------------------------------------------+
AP - Defeat Gato

Beginning Player units - Kou, Ra Cailum, 12 units

Beginning enemy units:
R-Jarja(x6) - lv30 (HP 7940, 2000 Credits)
Dreissen(x3) - lv30 (HP 7720, 2200 Credits)
Val-Walo lv29(x3) - lv29 (HP 11000, 2800 Credits)
Dooben-Wolf [Mashymre] - lv37 (HP 26400, 0%; Psycho Frame; 7600 Credits)
R-Jarja [Illia] - lv37 (HP 21210, 0%; Mars Bowl; 7000 Credits)
Neue Ziel [Gato] - lv37 (HP 40000, 30%; I-Field Generator; 13000 Credits)

Enemy reinforcement (when number of enemy are less than 9):
Einst Eisen(x3) - lv30 (HP 8980, 2600 Credits)
Personlichkeit [Alchemie] - lv37 (HP 28000, 0%; Solar Sail; 10000 Credits)

Enemy reinforcement (turn 5 enemy phase):
Gerbera Tetra(x2) - lv30 (HP 6950, 2100 Credits)
Qubeley Mk-II(x6) - lv29 (HP 7940, 3000 Credits)
GP-02 [Cima] - lv37 (HP 32000, 0%; 20000 Credits; 8000 Credits)

Items Drop (Normal): Repair Kit S (Einst Eisen), Mars Bowl (R-Jarja), Psycho
Frame (Dooben-Wolf), Solar Sail (Personlichkeit), 20000 Credits (GP-02), 
I-Field Generator (Neue Ziel)

Comment: 
Don't left a weak group to deal with Alchemie. She is strong and watch out for 
her automatic Flash casting plus a very dangerous Map attack. Exhaust her with 
Excellen as soon as she appears. Since her group will come to you, there is 
really no need to split your force to deal with her. I recommend split your 
force into 2 groups. Raideen and a Super Robot deal with Mashymre, the rest 
head straight to Gato direction. Since Cima will appear at Illia's place, it is
easy to reach her place and destroy her GP-02. Also watch out GP-02's Atomic 
Bazooka so try to get rid of it in one turn.
The Dangaioh team will leave you before this stage. They will come back at 
the beginning of part 3.
The Machine Robo team will join you temporary after this stage.

SCENE 6: The final scene of this part, though it is not challenging like in
Compact 2 part 2 (bosses like Karozo and Einst Regisseur are extremely tough).
This is your last chance to upgrade F91, Vigna Ghina and the Aestivalises. You
will need them on part 3 so spend as much money as you can on them. Avoid 
upgrading too much ZII (Meganoid Space is played third or fourth) and FA 
Hyakushiki Kai (if you got them) since you don't have much chance to use them 
throughout the game.

+----------------------------------------------------+
|Scenario 62 (Nergal Moon Dock) - Courage of Tomorrow|
+----------------------------------------------------+
AP - Defeat Genichiro or make him retreat within 3 turns

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

Beginning enemy units:
Jyoro(x2) - lv30 (HP 5850, 1200 Credits)
Batta(x6) - lv30 (HP 5300, 1000 Credits)
Katonbo(x8) - lv30 (HP 9700, 4000 Credits)
Majin [Genichiro] - lv38 (HP 26500, 30%; Shuffle Crest; 7500 Credits)

Enemy reinforcement (turn 5):
New Batta(x8) -lv31 (HP 6950, 1500 Credits)
Tetsujin [Tukumo] - lv38 (HP 27000, 0%; Biosensor; 7500 Credits)

Items Drop: Repair Kit S (Katonbo), Space Abacus (Batta), Super Alloy Z 
(Katonbo), Shuffle Crest (Majin), Biosensor (Tetsujin)

Comment: Clearing this stage in 6 turns is quite difficult. You must send a
strong Super Robot to deal with the New Battas at the topmost east corner from
where your party appear. Use Ra Cailum to map all the Katonbos nearby. Another
2 Super Robots should go ahead and deal with Tetsujin. Also on other note, you
can't have Prospector as sub-pilot of Nadesico instead of Jun. For some odd
reasons Jun can't be replaced until way at the beginning of part 3 when 
Nadesico's party join. 
 
+----------------------------------------------------+
|Scenario 63 - 1st Select (Frontier I) - Eternal Wind|
+----------------------------------------------------+
AP - Defeat Carozzo

Beginning Player units - Ra Cailum, Nadesico Y Unit, 11 units
Player reinforcement - Gundam F91, Vigna Ghina (turn 5)

Beginning enemy units:
Den'an Zon(x6) - lv32 (HP 7500, 2000 Credits)
Apsalus II(x3) - lv32 (HP 20900, 3800 Credits)
Den'an Gei(x3) - lv33 (HP 7940, 2000 Credits)
Berga Giros(x3) - lv32 (HP 8510, 2800 Credits)
Rafflesia [Carozzo] - lv40 (HP 45700, 13710 HP; Spiritual Energy Device; 15000 
Credits)

Enemy reinforcement (turn 5):
Apsalus III - lv36 (HP 20000, 8000 Credits)
Apsalus II(x3) - lv33 (HP 20900, 3800 Credits)
Berga Dalas(x2) - lv33 (HP 8720, 2500 Credits)
Berga Giros(x2) - lv32 (HP 8510, 2800 Credits)
Berga Giros [Zabine] - lv40 (HP 26820, 0%; Halo; 8000 Credits)

Items Drop: Repair Kit S (Apsalus II), Needleless Ampule Medicine (Berga 
Giros), Mega Booster (Berga Dalas), Halo (Berga Giros), Spiritual Energy Device
(Rafflesia)

Comment: If you full upgrade Daitarn 3 and give it a S in air, there shall be
no problem in defeating Carozzo. Or else you have to boost Mazinger Z morale to
130 and support Daitarn with its strongest attack. Since this one can't be done
fast, feel free to make some money with Hikaru's Aestivalis (Yup those Apsalus
and Zabine worth alot of money). 

+--------------------------------------------------+
|Scenario 64 - 2nd Select (Inside Solomon) - Seeker|
+--------------------------------------------------+ 
AP - Defeat Alchemie

Beginning Player units - Ra Cailum, Nadesico Y Unit, Raideen, Weissritter, 
                       10 units

Beginning enemy units:
Einst Knochen(x5) - lv32 (HP 9050, 2000 Credits)
Einst Glied(x6) - lv32 (HP 8600, 2200 Credits)

Enemy reinforcement (turn 2):
Einst Knochen(x3) - lv33 (HP 9050, 2000 Credits)

Enemy reinforcement (turn 3):
Einst Glied(x3) - lv33 (HP 8600, 2200 Credits)

Enemy reinforcement (turn 4):
Einst Gemut(x3) - lv33 (HP 8800, 2400 Credits)

Enemy reinforcement (turn 5):
Einst Eisen(x3) - lv32 (HP 8980, 2600 Credits)
Personlichkeit [Alchemie] - lv40 (HP 33000, 40%; New Super Alloy Z; 10000 
Credits)

Items Drop: Cartridge (Einst Glied), Space Abacus (Einst Gemut), Biosensor
(Einst Eisen), New Super Alloy Z (Personlichkeit)

Comment: None

Special - There is a container of $10000 near the Londo Bell team. If skill 
point is 29 or less, 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.

+-------------------------------------------------------------------+
|Scenario 65 - 3rd Select (Inside Gryps II) - Hyperbolic Destruction|
+-------------------------------------------------------------------+
AP - Defeat Shapiro

Beginning Player units - Dancouga, Ra Cailum, Nadesico Y Unit, 13 units

Beginning Enemy Unit:
They far(x6) - lv32 (HP 4000, 1000 Credits)
Dirad Battle Mecha(x6) - lv33 (HP 5940, 1600 Credits)
GilBauer(x2) - lv33 (HP 7000, 2600 Credits)
Shapiro Battle Mecha [Shapiro] - lv40 (HP 32800, 30%; V-Up Unit(U); 11000 
Credits) 

Enemy reinforcement (when number of enemy are less than 13):
Dirad Battle Mecha(x5) - lv33 (HP 5940, 1600 Credits)
Dirad Decisive Battle Mecha [Keim] - lv40 (HP 19350, 0%; Book of Ninjitsu; 7600 
Credits)

Items Drop: Propellant Tank S (GilBauer), Booster (Dirad Battle Mecha),
Book of Ninjitsu (Dirad Decisive Battle Mecha), V-Up Unit(U) (Shapiro Battle 
Mecha)

Comment: Nothing other than an easy 5 turn clear stage.

+-------------------------------------------------------------+
|Scenario 66 - 4th Select (Meganoid Space) - Koros cannot kill|
+-------------------------------------------------------------+
AP - Defeat Koros

Beginning Player units - Daitarn 3, Ra Cailum, Nadesico Y Unit, 12 units

Beginning enemy units:
Aiai(x6) - lv33 (HP 4850, 1200 Credits)
Wryneck(x2) - lv32 (HP 5200, 1200 Credits)
Banks(x2) - lv32 (HP 6500, 1900 Credits)
Val-Walo(x2) - lv32 (HP 13000, 2800 Credits)
Bloody I(x2) - lv32 (HP 13500, 6000 Credits)
Megaborg Benmeru [Benmeru] - lv40 (HP 26500, 0%; New Super Alloy Z; 8000 
Credits)

Enemy reinforcement (when number of enemy are less than 9):
Anihelm(x3) - lv33 (HP 7820, 2300 Credits)
Ultimate Tank Nibelungen(x2) - lv33 (HP 11500, 4000 Credits)
Megaborg Koros [Koros] - lv40 (HP 48700, 30%; High Performance Targeter; 12000
Credits)

Items Drop: Repair Kit S (Ultimate Tank Nibelungen), Mars Bowl (Bloody I), New
Super Alloy Z (Megaborg Benmeru), High Performance Targeter (Megaborg Koros)

Comment: This stage can be completed in 5 turns. I recommend you first 
concentrate on destroying the Aiais and Wrynecks. When they are destroyed, 
Koros will be forced to appear. Daitarn 3 and 3 other Super Robots (Raideen, 
Dancouga and Grendizer for example) should head to the towel to get rid of her.
Zambot 3, Mazinger Z and the remaining units should head towards Benmeru. Once
he is dead they can support Daitarn 3 to kill Koros.

+-----------------------------------------------------------------------+
|Scenario 67 (The sea near Earth - Planet Dirad) - To the Quaking Cosmos|
+-----------------------------------------------------------------------+
AP - Defeat Alchemie

Beginning Player units - Dancouga, Kenryu, Ra Cailum, Nadesico Y Unit, 13 units

Beginning enemy units:
Dirad Battle Mecha(x9) - lv36 (HP 6210, 1600 Credits)
Dirad Decisive Battle Mecha(x6) - lv36 (HP 9350, 2600 Credits)
Dirad Decisive Battle Mecha [Keim] - lv43 (HP 19775, 0%; Book of Ninjitsu; 7600
Credits) 
Dirad Decisive Battle Mecha [Abel] - lv43 (HP 19775, 0%; High Performance 
Radar; 7600 Credits)

Enemy reinforcement (when number of enemy are less than 9):
Einst Gemut(x12) - lv35 (HP 12200, 2400 Credits)
Einst Eisen(x2) - lv35 (HP 10360, 2600 Credits)
Einst Regisseur - lv61 (HP 63000, 0%; Distortion Block; 20000 Credits)
Personlichkeit [Alchemie] - lv40 (HP 34000, 30%; Solar Sail; 10000 Credits) 

Enemy reinforcement (turn 5 enemy phase):
Falgos(x2) - lv35 (HP 5520, 2000 Credits)
Zarios(x2) - lv36 (HP 5520, 2000 Credits)
Casmodon(x2) - lv35 (HP 5500, 2000 Credits)
Mizuchi - lv39 (HP 7500, 3000 Credits)
Jingi Mk-II - lv39 (HP 25500, 6500 Credits)
Galdy - lv43 (HP 28000, 0%; Wolf Crest; 12000 Credits)
Diondola - lv43 (HP 30000, 0%; Mega Booster; 8000 Credits)
Devilsatarn 6 - lv43 (HP 32500, 0%; 20000 Credits; 7000 Credits)

Items Drop (Normal): Cartridge (Einst Eisen), High Performance Radar (Abel), 
Book of Ninjitsu (Keim), Mega Booster (Diondola), Wolf Crest (Galdy), 20000 
Credits (Devilsatarn 6), Solar Sail (Personlichkeit), Distortion Block (Einst
Regisseur)

Comment: Since the Einsts and Alchemie will appear when number of enemy are 
less than 9, I recommend you to focus on killing the first group of enemy,
especially the weak Dirad Battle Mechas. If Rom has Concentrate Power, it will
be good if he can cast Inspire twice (with the help of Devotion seishin) so all
party can start with 110 morale. In 2 turns you should be able to get rid of
the Dirad Battle Mechas so the Einsts appear. Focus on the original enemies and
some Einst Gemut on the way. Diondola's gang will appear left to Keim (near the
meteors). Becareful that you might end up fighting both Einsts and the Machine
Robo enemies. Focus on Alchemie first and leave the Machine Robo bosses alone.
If you want the skill point, you might need a setup that should stay away from
Personlichkeit's Map weapon range. Once you finished Alchemie and Einst 
Regisseur, you can come back to get rid of Diondola and Devilsatarn 6. A bunch
of special skill will be rewarded after this stage ends. I suggest you give
Leadership to Seabook (if you plan to use him). Support attack and support 
defense ain't worth that much so make a choice between SP+5 and them (I prefer 
SP+5 to the guy pilots Jingi Mk-II). Finally, my opinion is although this stage
is more challenging than the last stage of part 1, it isn't annoying like in 
Compact 2 where even the beginning grunts have HP equal to Keim and Abel. If 
you like challenge, I advice you to play Compact 2 after this. Some changed of 
the stages of the 2 game are similar and who knows you might find something new 
while playing this AFTER you finished Compact 2. ^_^

Special - If you've already convinced Kina before, you can do it now once 
        Diondola retreats. She will immediately join. The skill Hard Worker 
        also being rewarded.
        - If your skill point is 32 or less, there are rewards: a choice of 
        support attack or support defense come together with those special 
        skills appear when the stage ends. There are also free Leadership and 
        Relive from Hopeless. I suggest you give Relive from Hopeless to Kouji.
        He can easily cast it (I have him cast it 4 times in part 3) if you 
        purposely let his SP (Kiai so he can use his strongest weapon), HP
        (since Mazinger can't dodge very well) and EN (a couple of Daisharin
        Rocket Punch will do the job) down to below 20%. Don't worry, he can't
        die that easily.

###########################
# PART 3: GALAXY SHOWDOWN #
###########################

This part is not challenging as the first two, since you've got all your 
strongest units and all those items and especially level and upgrade carryover,
not to mention some very useful seishins being unlocked. In this part, since
there are no more rewards, I'll get as much skill points as possible to play
the secret scene of this part. At the end of part 2 I got 30 skill points, so
at least 20 more is needed. ^_^

SCENE 1: 

+------------------------------------------------------+
|Scenario 68 (The sea near Planet Dirad) - Invade Dirad|
+------------------------------------------------------+
AP - Kill 4 enemy units within 3 turns

Beginning Player units - Dancouga, ZZ Gundam, Z Gundam, Rick Dias, Gerbera 
Tetra, Hyakushiki, Qubeley Mk-II (Ple), Qubeley Mk-II (Ple Two)
Player reinforcement - Gundole, Alteisen, 7 units (turn 4)

Beginning enemy units:
Fake Dancouga(x3) - lv31 (HP 16000, 3800 Credits)
Einst Knochen(x4) - lv32 (HP 9050, 2000 Credits)
Einst Glied(x4) - lv32 (HP 8900, 2200 Credits)

Enemy reinforcement (turn 3):
Einst Gemut(x3) - lv32 (HP 11200, 2400 Credits)

Enemy reinforcement (turn 4):
Einst Eisen(x3) - lv32 (HP 10360, 2600 Credits)

Event: At the beginning of the scenario there will be a movie where Dancouga
destroy one Fake Dancouga with Dankuuken.

Items Drop: Repair Kit S (Einst Knochen), Cartridge (Einst Gemut), Super Alloy
Z (Einst Eisen)

Comment: The first thing you notice is that the enemies are now smarter and hit
also harder than before. If you want to clear things in 5 turns, it will be a
big help if Rei (the sub-pilot of Bluegar) has learned Awaken (lv29). With the
combination of Awaken and Devotion spam they can move all over the map and do
some good damage against the Einsts (with some V-Up Unit(W) equipped of 
course). Notice that one of the Einst Gemut stands on a station that generates 
EN and HP so have Dancouga kill it quickly.

+-----------------------------------------------------------------------------+
|Scenario 69 - 1st select (North Dirad Planet) - The Thing called Seed of Life|
+-----------------------------------------------------------------------------+
AP - Defeat Keim

Beginning Player units - Machine Robo team, GP03, F91, Jingi Mk-II, Vigna 
                       Ghina, GP01
Player reinforcement - Gundole, Dancouga, 6 units (turn 3)

Beginning enemy units:
Dirad Battle Mecha(x6) - lv33 (HP 8210, 1600 Credits)
Plant Giant(x3) - lv33 (HP 6000, 5000 Credits)
Dirad Decisive Battle Mecha [Keim] - lv41 (HP 19775, 30%; Space Abacus; 2600 
Credits)

Enemy reinforcement (turn 3):
Dirad Battle Mecha(x3) - lv33 (HP 8210, 1600 Credits)
Shapiro Battle Mecha(x3) - lv33 (HP 10350, 6000 Credits)
Dirad Decisive Battle Mecha [Abel]- lv41 (HP 19775, 30%; Biosensor; 2600 
Credits)

Enemy reinforcement (the next turn if number of enemy are less than 9):
Gilgilgun(x2) - lv37 (HP 12000, 10000 Credits)

Items Drop: Propellant Tank S (Shapiro Battle Mecha), Space Abacus (Keim),
Biosensor (Abel), Beam Coating (Gilgilgun)

Comment: In the past I didn't believe this is a 5 turn cleared but I've to 
change my opinion on my second try. The key is you've to figure out the place 
the two waves of enemy reinforcement appear and send flying units there. Rom 
should move toward the north corner of the map to wait for Abel. Figure out the
exact place is difficult if you haven't try yet. I suggest from beginning you 
save and wait a few turns to see where Abel's gang appear. The Gilgilguns 
appear near Abel toward your beginning troops. Call out God Gundam will be a 
big help since with Sekiha Tenkyoken he will finish Keim instantly (chose 
placing him correctly or he will be a waste) . Call out Bernard in Apsalus II
for the Gilgilguns. Super Robots (Dancouga, Combattler V, Dangaioh) should move 
inside the mothership and transport to Abel's place. Thing will be extremely 
simple if Bluegar's main pilot has Self-Destruct (lv47). Remember what I told 
you about stage 33 where you can farm a bunch of leveling up with Devil Gundam 
and Master Asia? My Bluegar's pilots are at lv46. They all learn their final 
seishin at level 48, and Chizuru (Combattler V) learns Resurrection at lv52. 
Now things will be fun and extremely simple! See how important farming level? 
lol!

+-------------------------------------------------------------------------+
|Scenario 70 - 2nd select (South Dirad Planet) - People Who See the Vacant|
|Dream                                                                    |
+-------------------------------------------------------------------------+
AP - Defeat Irbora (Zerokage) 

Beginning Player units - Raideen, Aizam The 3rd, Daitarn 3, Zambot 3
Player reinforcement - Gundole, Dancouga, 8 units (turn 3)
                     - Tobikage (when Skeleton [Irbora] is defeated)

Beginning enemy units:
They far(x6) - lv33 (HP 6400, 1000 Credits) 
Gouzard(x2) - lv34 (HP 16000, 15000 Credits)
GilBauer(x3) - lv33 (HP 10050, 2600 Credits)

Enemy reinforcement (turn 3):
Shaman(x4) - lv34 (HP 6945, 1500 Credits)
Shapiro Battle Mecha [Shapiro] - lv41 (HP 34350, 30%; Book of Ninjitsu; 6000 
Credits)

Enemy reinforcement (next turn & when number of enemy are less than 9):
Skeleton [Irbora] - lv41 (HP 37700, 3000 Credits)

Enemy reinforcement (when Irbora is defeated):
Skeleton(x3) - lv34 (HP 7700, 3000 Credits)
Skeleton [Charme] - lv41 (HP 25700, 30%; Chobham Armor; 3000 Credits)
Zerokage [Irbora] - lv43 (HP 40000, 30%; Spiritual Energy Device; 5000 Credits)

Event: When Skeleton [Irbora] is defeated, Irbora will be absorbed into the
Zerokage and his morale raises to 150. Tobikage will then appear and combine 
with Black Lion, Joe's morale raises to 150.

Items Drop: Repair Kit S (GilBauer), Needleless Ampule Medicine (Gouzard),
Chobham Armor (Charme), Book of Ninjitsu (Shapiro), Spiritual Energy Device
(Zerokage)

Comment: The first thing to notice is there are 2 Gouzards. Each worth 30000
Credits with Luck and an amazing 45000 Credits with Strong Luck stacks. 
However, it has an annoying self-destruct Map weapon with the range of 5 but
requires 105 morale. It will self-destruct immediately if there are more than
one unit standing around, so please pay attention.
Although I could highly finish this one in 6 turns with Awaken, Self-Destruct,
Devotion and Resurrection seishin spam, I decide to stress it a bit longer to
10 turns to make some money. In order to finish this one faster, I advice you
to keep the Ninja team near the place where Irbora originally is. If you full
upgrade their robots, it shouldn't be a problem to bring down Irbora with 3
combination attacks. Aizam The 3rd should be there as well for taking support.
Bernard in Apsalus II should be somewhere near the opposite corner to net the
Skeletons commanded by Charme. It shall not take more than 3 turns from the 
time Irbora appears to finish things up. The reason I forfeit the 6 turn 
cleared is I hope for Reina to unlock her Resurrection seishin by repair 
Combattler V but oh well... I was wrong. Anyway, my characters with skill 
Strong Luck did make alot of money. It seems 32 million when starting wasn't 
enough. O_o

Special - Attack Skeleton [Irbora] with Joe. When his HP is below 30%, Joe can
use Convince command on Irbora. 

+------------------------------------------------------+
|Scenario 71 (Dirad Center) - Epilogue of Incandescence|
+------------------------------------------------------+
AP - Defeat Abel and Keim before the number of enemy reduce to 8

Beginning Player units - Nadesico Y Unit, 6 Aestivalises, Aphrodite A, Diana A,
Boss Borot, Mazinger Z, Grendizer
Player reinforcement - Gundole, Great Mazinger, 6 units (when existing enemy 
                     units are less than 8)
                     - Tobikage (NPC) (turn after enemy reinforcement arrived)

Beginning enemy units:
Dirad Decisive Battle Mecha(x10) - lv35 (HP 11775, 2600 Credits)
Plant Giant(x3) - lv36 (HP 8000, 5000 Credits)
Dirad Decisive Battle Mecha [Abel] - lv43 (HP 21775, 0%; Aura Converter, 2600
Credits)
Dirad Decisive Battle Mecha [Keim] - lv43 (HP 21775, 0%; High Performance 
Targeter, 2600 Credits)

Enemy reinforcement (the turn after Player reinforcement arrive):
Gilgilgun(x2) - lv39 (HP 14600, 10000 Credits)
Gouzard(x4) - lv36 (HP 16000, 15000 Credits)
Shapiro Battle Mecha(x3) - lv36 (HP 11900, 6000 Credits)
They far(x4) - lv36 (HP 6600, 1000 Credits)
Fake Dancouga [Shapiro] - lv43 (HP 36800, 0%; Large-scale Generator; 3800 
Credits)

Items Drop (Normal): Propellant Tank S (Plant Giant), Needleless Ampule 
Medicine (Gilgilgun), Booster (Shapiro Battle Mecha), 30000 Credits (Gouzard),
Large-scale Generator (Shapiro), Aura Converter (Abel), High Performance 
Targeter (Keim)  

Comment: In order to finish this stage in 6 turns, some plans must be calculate
carefully. First, Sayaka and Kouji must head left to the 3 Dirad Decisive 
Battle Mecha at the corner. Support defense and support attack wisely (they
must not separate from each other) and hope to bring them down in 3 turns. The
rest should go ahead to the 3 weak Plant Giants. Bring them down with Hikaru's
Strong Luck. All of them (remember to keep some SP and hopefully you already
upgraded the Aestivalises) should head the Keim and Abel to kill those two.
Grendizer should lead the party and move ahead to where he can counter Keim
with Space Thunder (you should cross your fingers and pray the counter will 
strike, lol). Now in the 2nd turn, Duke should cast Cheer and Hot-Blooded and
attack Keim. Move all the Aestivalises head to Keim and Abel and remember 
Ruri's Confuse for surviving. With right setup (especially 2 support attack
from Grendizer) you should be able to kill Keim and Abel in 3 turns. In turn 4,
Gundole Team will arrive. My choice are: Dangaioh, Apsalus II (Bernard), Botune
(Tod), Combattler V, Bluegar and Char Custom Zaku (Aina). Now the key is 
spamming Bluegar's seishin Awaken and Combattler V's Resurrection. Whenever you 
run out of SP of those two, calculate carefully the use of Devotion to let one 
of those two dies and resurrect another one. You only have maximum two chances 
of using this trick so think carefully (but that can change the battle 
situation huge lol). Notice Bluegar's main pilot has Self-Destruct that can 
take along HP of an enemy adjacent to it. If you wonder how can Combattler V 
dies, just put it in Bernard's Apsalus range so you can map it. Also another 
important point of this trick: don't cast Devotion of any pilot for anyone 
beside Chizuru (Combattler) so you can save SP to cast Resurrection twice.

 I play this with a lot of units full upgraded. If you want to finish it
in 6 turns in your first try, Chizuru must be at least at lv51 and Bluegar's 
pilots about lv48 and you must cast Devotion wisely (focus on cast it for 
Chizuru since probably she can only cast Resurrection once). Also to make 
things easier Bluegar's weapon must be full-upgraded. Also, before stage 
begins, equip 2 Needleless Ampule Medicine and 1 or 2 V-Up Unit(W) on Bluegar.

SCENE 2: The story of this game is crap and messed up. No one understand how on
Earth the Aura Battler ships disappear. Anyway, this scene isn't an easy one.
Bosses, especially Hyper Black Knight are hard to deal with. Also, your party
began to split into small groups forced you to use everyone make the game even
more difficult. Finally, it is never a bad idea to pick up Combattler V by 
playing the 4th select FIRST to again use the combined Resurrection and Awaken
spam of Combattler V and Bluegar; it will turn the chance of finishing the 
stages of this scene in 5-6 turns HUGE, especially if you don't have much 
upgrade because you run out of money.

+----------------------------------------------------------------+
|Scenario 72 (Nergal Industries Sasebo Dock) - Cursed Joan of Arc|
+----------------------------------------------------------------+
AP - In 2 turns (including enemy phase) kill at least 5 units

Beginning Player units - Ciela, Show, Tod, Marvel, Galaria, Nie, Keen
Player reinforcement - Nadesico Y Unit, 6 Aestivalises, 8 units (turn 3)

Beginning enemy units:
Bastole(x6) - lv37 (HP 7025, 1000 Credits)
Drumlo(x6) - lv37 (HP 7140, 1000 Credits) 
Vierres(x3) - lv36 (HP 7370, 1200 Credits)
Leprechaun [Allen] - lv44 (HP 19600, 0%; Aura Converter; 1900 Credits)

Enemy reinforcement (turn 4 enemies phase):
Leprechaun [Jeril] - lv44 (HP 19600, 1900 Credits)
Vierres(x6) - lv37 (HP 7370, 1200 Credits)
Leprechaun(x3) - lv36 (HP 7600, 1900 Credits)

Enemy reinforcement (when Jeril is defeated):
Hyper Leprechaun [Jeril] - lv44 (HP 37000, 0%; High Performance Targeter; 
10000 Credits)

Event: Jeril will go hyper when her Leprechaun is defeated, Jeril's morale
raises to 150.

Items Drop: Cartridge (Vierres), Mars Bowl (Leprechaun), Magnet Coating 
(Bastole), Aura Converter (Allen), High Performance Targeter (Hyper Jeril)

Comment: None except you can do a 5 turn cleared at your first run.

+------------------------------------------------------------------------+
|Scenario 73 - 1st Select - (Saotome Laboratory) - Getter Radiation, That| 
|Meaning                                                                 |
+------------------------------------------------------------------------+
AP - Convince Excellen with Kyousuke

Beginning Player units - Getter Dragon, Texas Mac
Player reinforcement - Ell Shank or Gran-Garan, Alteisen, 11 units (turn 3)

Beginning enemy units:
Einst Glied(x3) - lv39 (HP 8900, 2200 Credits)
Einst Knochen(x6) - lv39 (HP 9325, 2000 Credits)
Einst Gemut(x3) - lv39 (HP 11200, 2400 Credits)

Enemy reinforcement (turn 3):
Gespenst Mk-II(x8) - lv38 (HP 10000, 3000 Credits)
Rein Weissritter [Excellen] - lv46 (HP 33000, 50%; Solar Sail; 2000 Credits)

Items Drop: Repair Kit S (Einst Glied), Space Abacus (Einst Gemut), Biosensor
(Gespenst Mk-II), Solar Sail (Excellen)

Comment: I did this in 5 turns in my 3rd run, but I assume with right setup
you can do this in 5 (or maybe 6) in your first run, especially if you let
Kyosuke convince Excellen so you don't have to fight her. Send out Dancouga
and use Pressure to cut off Excellen's support defense. You have to leave a
good number of strong units in your two sides on the way to approach Excellen
so a good suggestion is send Getter Dragon at risk towards the Einst Gemuts
and counterattack (remember to cast Iron Wall). It has to stay there for 3
turns to weaken the Einsts near it. Then lure those Einst towards to Lab (don't
worry they can't touch it) to make it easier for the reinforcement. About 4 
strong attacking units (in my case G-3, Alteisen, Great Mazinger, Zambot 3) 
should get inside the battleship and move up. Hopefully they could reach there
in turn 5 to wipe out those Einsts.

Special - To get Shin Getter Robo, let enemy units go near Saotome Laboratory.  
        - To get Line Weibritter, do not let enemy units go near Saotome 
        Laboratory.  When all enemy units besides Excellen have been killed, 
        convince her with Kyousuke.  

+-------------------------------------------------------------+
|Scenario 74 - 2nd Select (Boston) - The Sword that cut Hatred|
+-------------------------------------------------------------+
AP - defeat Hyper Black Knight

Beginning Player units - Goraon, Vierres
Player reinforcement - Daitarn 3 (turn 2 enemy phase)
                     - Ell Shank or Gran-Garan, Billvine, 11 units (turn 3)

Beginning enemy units:
Aiai(x6) - lv39 (HP 7025, 1200 Credits)
Anihelm(x3) - lv39 (HP 10130, 2300 Credits)
Mettanger(x6) - lv38 (HP 10590, 2200 Credits)
Megaborg Neros [Neros] - lv43 (HP 30500, 0%; Halo; 4200 Credits)

Enemy reinforcement (turn 2 enemy phase):
Vierres(x3) - lv38 (HP 7370, 1200 Credits)
Leprechaun(x4) - lv38 (HP 7600, 1900 Credits)
Bubury [Musy] - lv42 (HP 21380, 0%; Mega Booster; 3000 Credits)
Spriggan [Shot] - lv43 (HP 26900, 0%; Needleless Ampule Medicine; 5000 Credits)

Enemy reinforcement (turn 5 enemy phase):
Gallaba [Black Knight] - lv46 (HP 24900, 3000 Credits)
Wryneck - lv39 (HP 7400, 1200 Credits)

Enemy reinforcement (when the Black Knight is defeated):
Hyper Gallaba [Black Knight] - lv46 (HP 39000, 30%; 15000 Credits)

Event: Bern will go hyper when his Gallaba is defeated, Bern's morale raises to
150.

Items Drop: Cartridge (Wryneck), Needleless Ampule Medicine (Shot), Mega 
Booster (Musy), Halo (Neros)

Comment: This is a difficult stage consider it is your first run. I completed 
it in 6 turns on my 3rd run but it is probably impossible on your 1st. It is
really helped if you send out Fa and Aina since they have Devotion, Gran-Garan
seems to be a better choice than Ell Shank since it has 3 pilot slots. You 
need 3 Exhausts once Bern go hyper and watch out he hits very hard. It is very
annoying since beginning enemies and their reinforcements scatter at the 
farthest place you can reach so if you send out units to kill them fast, it is
impossible to go back on time. If you confident you can clear it in 6 turns,
sortie Bluegar (& Combattler V if you already played ''The Demon Beast'') is a 
must.

+---------------------------------------------------------+
|Scenario 75 - 3rd Select (Demon Castle) - The Demon Beast|
+---------------------------------------------------------+
AP - Defeat Alchemie

Beginning Player units - Combattler V
Player reinforcement - Ell Shank or Gran-Garan, Alteisen, 12 units (turn 4)

Beginning enemy units:
Magma Beast Galmus(x3) - lv38 (HP 7635, 1600 Credits)
Maguma Beast Demon(x6) - lv38 (HP 8930, 2300 Credits)
Big Sirius - lv42 (HP 10200, 3000 Credits)

Enemy reinforcement (turn 4):
Einst Glied(x3) - lv39 (HP 9900, 2200 Credits)
Einst Knochen(x3) - lv39 (HP 9325, 2000 Credits)
Magma Beast Great 2 [Dungele] - lv45 (HP 32350, 30%; Mars Bowl; 3000 Credits)
Magma Beast Darklon [Warchimedes] - lv43 (HP 37000, 30%; High Performance 
Radar; 7500 Credits)

Enemy reinforcement (turn 5):
Einst Eisen(x3) - lv39 (HP 11360, 2600 Credits)
Personlichkeit [Alchemie] - lv46 (HP 37000, 20%; I-Field Generator; 10000
Credits)

Items Drop: Propellant Tank S (Big Sirius), Chobham Armor (Einst Eisen), Mars
Bowl (Magma Beast Great 2), High Performance Radar (Magma Beast Darklon), 
I-Field Generator (Personlichkeit)

Comment: Cast Iron Wall and Yell once on Combattler Team and they will be
invincible. Since Ciela has Inspire have her cast it twice. The second wave of
enemy will be above the mountains. Since you can spam Awaken and Resurrection
at least once, do it wisely to finish the stage in 5 turns. Btw, at the end of
this stage you will get back Nadesico's group. Besure to replace Jun by 
Prospector, he is usable by now.

+------------------------------------------------------+
|Scenario 76 (Inside Omoikane) - For that, now I'm born|
+------------------------------------------------------+
AP - Arrive at Omoikane within 5 turns

Beginning Player units - Nadesico, Akito, Gai, Alteisen, 13 units
Player reinforcement - Tobikage (NPC) (when an unit arrived at Omoikane)

Beginning enemy units:
Jyoro(x3) - lv40 (HP 7025, 1200 Credits)
Batta(x6) - lv40 (HP 6450, 1000 Credits)
Katonbo(x2) - lv41 (HP 11050, 4000 Credits)

Enemy reinforcement (after an unit arrived at Omoikane):
Hyper Leprechaun - lv41 (HP 19550, 10000 Credits)
Einst Regisseur - lv48 (HP 63000, 0%; V-Up Unit(U); 20000 Credits)

Enemy reinforcement (turn 2 enemy phase):
Tetsujin - lv44 (HP 10050, 2500 Credits)
Majin - lv44 (HP 9475, 2500 Credits)

Enemy reinforcement (turn 4 enemy phase):
Big Garuda - lv41 (HP 27500, 12000 Credits)
Apsalus III - lv41 (HP 27000, 8000 Credits)
GP-02 - lv41 (HP 22000, 3000 Credits)
Shapiro Battle Mecha - lv41 (HP 13350, 6000 Credits)

Enemy reinforcement (turn 8 enemy phase):
Einst Eisen - lv41 (HP 11360, 2600 Credits)
Einst Gemut - lv41 (HP 12200, 2400 Credits)
Einst Knochen - lv40 (HP 9325, 2000 Credits)
Einst Glied - lv40 (HP 9900, 2200 Credits)

Items Drop: Repair Kit S (Big Garuda), Cartridge (GP-02), Booster (Hyper 
Leprechaun), Minovsky Craft (Apsalus III), V-Up Unit(U) (Einst Regisseur)

Comment: In order to complete this stage in 5 turns, Halo and Aura Converter
must be equipped to Bluegar so it can reach Omoikane in turn 1 (with Awaken of
course). The enemies that come in turn 4 all have items and can give some good
money so besure to shot them down (which will be easy with Bluegar - Combattler
combination).

+--------------------------------------------------------+
|Scenario 77 (In the Pacific) - Hey the sea, hey the land|
+--------------------------------------------------------+
AP - Defeat Excellen

Beginning Player units - Gran-Garan, Ell Shank/Goraon/Nadesico Y Unit, 
Alteisen, Billvine, 13 units

Beginning enemy units:
Leprechaun(x3) - lv41 (HP 8200, 1900 Credits)
Wryneck(x6) - lv41 (HP 8000, 1200 Credits)
Bubury(x3) - lv41 (HP 8250, 3000 Credits)
Zwarth [Musy] - lv47 (HP 20580, 0%; Zwarth; 2500 Credits)
Spriggan [Shot] - lv48 (HP 31500, 0%; Mega Booster; 5000 Credits)
Will-Wips [Drake] - lv49 (HP 48400, 0%; Distortion Block; 7000 Credits)

Enemy reinforcement (when number of enemy are less than 9):
Zwarth(x3) - lv41 (HP 9580, 2500 Credits)
Gallaba - lv49 (HP 28280, 3000 Credits) 

Enemy reinforcement (when the Black Knight is defeated):
Hyper Gallaba - lv49 (HP 51800, 0%; V-Up Unit(W); 15000 Credits)

Enemy reinforcement (after Hyper Gallaba appeared):
Gespenst Mk-II(x3) - lv42 (HP 14500, 3000 Credits)
Einst Gemut(x3) - lv42 (HP 12000, 2400 Credits)
Rein Weissritter [Excellen] - lv49 (HP 45200, 30%; Super Alloy Z; 3000 Credits)
Einst Regisseur - lv48 (HP 67800, 0%; Apogee Motor; 20000 Credits)

Event: Bern will go hyper when his Gallaba is defeated, Bern's morale raises to
150.

Items Drop (Hard): Needleless Ampule Medicine (Bubury), Mega Booster 
(Spriggan), Apogee Motor (Einst Regisseur), 15000 Credits (Gespenst Mk-II),
Super Alloy Z (Rein Weissritter), Distortion Block (Will-Wips), Zwarth (Musy),
V-Up Unit(W) (Hyper Gallaba)

Comment: In order to finish this in 5 or 6 turns, you've to force the Black
Knight appears in turn 1 (enemy phase). Because of that you've to rely on the 
''Bluegar - Combattler V combination'' again. Let's Botune (Tod), Zambot 3 and 
Ez-8 (in my case) kill the nearby Leprechauns. Then let's Bluegar with Awaken 
kill the Wrynecks next to it. Bluegar combines with Combattler V, with Awaken, 
Self-Destruct and Resurrection should be able to kill all the Buburies. Now
move Bluegar next to Musy and Shot. Counter them with Bluegar in the next 
turn. Let's Apsalus II maps Combattler V and then resurrects it with Bluegar.
Bluegar now must be run out of SP. And its situation now is surrounding by 4
mechs. Fully heal then Self-Destruct it to take along some HP of Musy and Shot
then resurrect it again with Combattler V. When the Black Knight appears, all
those can reach his place should concentrate on kill him first to force the 
Einsts to appear. The Einst Regisseur will appear near Drake so move those that
killed the Leprechauns down and take care of it. Rein Weissritter and the 
Gespenst Mk-IIs will appear at the place where your party are at the beginning.
To deal with Rein Weissritter and the Gespenst, leave Combattler and Bernard
(Apsalus II) there. Spam movement of the Bluegar to weaken Einst Regisseur and
Will-Wips. Hopefully at turn 5 enemies phase you should be able to get rid of
everything (leave the Einst Gemuts for counter).
 
Glitch - If there are more than one Aura Battlers on the map and Chum isn't a
sub-pilot of Billvine (but she is assigned to another Aura Battlers on the map)
then there are no change of these Aura Battlers. Otherwise Chum will be forced
to stay with Show. Because of that, I highly suggest you don't leave Show alone
(Chum with Billvine and El with Tod for example ^^).

SCENE 3: Depending on the mode (Normal or Hard) you'll get Nu Gundam HWS. Also
it seems to be the requirement for Jingi Mk-II get upgraded or not, but it is
unclear. This scene is... interesting. It divides your team into three group so
you must use everyone. Many rarely used pilots can now get level up (like Chris
and Marvel), and you'll find out they're really useful too.

SCENE 3A: I recommend you play this second, or you'll miss the chance of 
getting Glorbain and the special skill reward.

+-------------------------------------------------------------+
|Scenario 78 - 1st Select (Beast squadron base) - God Blessing|
+-------------------------------------------------------------+
AP - Defeat Shapiro

Beginning Player units - Dancouga, Goraon/Gran-Garan, 12 units

Beginning enemy units:
Einst Glied(x6) - lv41 (HP 10200, 2200 Credits)
They far(x6) - lv40 (HP 7600, 1000 Credits)
GilBauer(x3) - lv41 (HP 11400, 2600 Credits)

Enemy reinforcement:
Fake Dancouga [Shapiro] - lv48 (HP 45400, 30%; Psycho Frame; 3800 Credits)
Gouzard(x2) - lv41 (HP 18950, 15000 Credits)
Shapiro Battle Mecha(x3) - lv41 (HP 13800, 6000 Credits)
Zangaioh(x5) - lv40 (HP 11000, 2400 Credits)

Event: If Shinobu encounter Shapiro and after battle Dancouga's HP is less than
35%, the weapon Dankukogaken will be unlocked (must be the first encounter). 
There will be a movie where Dancouga destroys Muge. After the fight Shapiro 
will retreat. 

Items Drop: Repair Kit S (They far), Needleless Ampule Medicine (Einst Glied),
Beam Coating (Gouzard), Psycho Frame (Fake Dancouga)

Comment: At my first try I made it in 6 turns, so I assume 5 turn cleared is 
doable. I suggest you send G-3 (Amuro), Raideen and Bluegar to take care of 
the Einsts. The Aura Battlers (Show, Tod, Marvel) should head to the They far 
at north of your beginning position. Since acquire Dankukogaken requires 
lossing the skill point, the goal of do a 5 turns cleared is much more simple: 
let Dancouga fight Shapiro once and he will retreat. Because of that, you don't 
need too much strong units to head to Shapiro (he and his gang appear at the
west corner from your position). You might need a unit to support the Aura
Battlers (Bernard in Apsalus II shall be a good choice) to kill the Zangaiohs 
on time.

+----------------------------------------------------------------------+
|Scenario 79 - 2nd Select (Bados Island) - All-out war without tomorrow|
+----------------------------------------------------------------------+
AP - Kill 3 enemy units in the first 2 turns (including enemy phase)

Beginning Player units - Great Mazinger, Venus A
Player reinforcement - Mazinger Z, Goraon/Gran-Garan, 12 units (turn 3)

Beginning enemy units:
War Beast Oberius(x3) - lv41 (HP 8290, 2100 Credits)
Machine Beast Doublas M2(x3) - lv41 (HP 5040, 1700 Credits)

Enemy reinforcement (turn 3):
Sea Fortress Bood [Ashura] - lv47 (HP 35000, 0%; Magnet Coating; 8000 Credits)
Air Fortress Ghoul [Brocken] - lv47 (HP 34500, 0%; New Super Alloy Z; 7000 
Credits)
Great Mazinger Mass Product Model(x2) - lv40 (HP 11200, 3000 Credits)
Machine Beast Glossam X2(x3) - lv41 (HP 7520, 1600 Credits)
Machine Beast Goushios Beta III(x3) - lv41 (HP 6600, 1500 Credits)
Machine Beast Garada K7(x6) - lv41 (HP 6600, 1700 Credits)

Enemy reinforcement (Ashura is defeated):
Dragonozaurs - lv44 (HP 18000, 0%, Mars Bowl; 8000 Credits)
Machine Beast Haribyune V6 - lv41 (HP 8625, 2700 Credits)

Enemy reinforcement (number of enemy are less than 9):
The Great General of Darkness - lv48 (HP 53900, 0%; Wolf Crest; 15000 Credits)
Mikeros [Great Marshall of Hell] - lv48 (HP 42000, 0%; 15000 Credits; 9000 
Credits)
Picdoron - lv44 (HP 13000, 5000 Credits)
War Beast Alsos(x4) - lv41 (HP 9600, 2200 Credits)

Items Drop: Mars Bowl (Dragonozaurs), Magnet Coating (Sea Fortress Bood),
New Super Alloy Z (Air Fortress Ghoul), Wolf Crest (The Great General of 
Darkness), 15000 Credits (Mikeros)

Comment: It is quite difficult to finish this stage in 6 turns in your first 
try. First, try to move Great Mazinger and Venus A toward the sea side at the
southwest corner where Ashura pop out. Position Getter 3 and your Supers 
carefully so they can kill Ashura instantly when she appears. Kill as many as
possible for The Great General of Darkness to appear. He and his gang pop out
above the ruins near the 3 War Beast Oberius. Kill them fast is difficult 
unless they move toward you. Position Bernard (Apsalus II) carefully so that
he can map as many as possible. Even many of my robots are S in air it is
close so I suppose it is nearly impossible (maybe if the last reinforcement
appear at turn 4 then...?).

+--------------------------------------------------------+
|Scenario 80 - 3rd Select (Mutoron ruins) - Star of Ra-Mu|
+--------------------------------------------------------+
AP - Defeat Ghostan with Raideen

Beginning Player units - Raideen, Bluegar
Player reinforcement - Goraon/Gran-Garan, 12 units (turn 2)
                     - Machine Robo team (2 turns after Devilsatarn's arrival)

Beginning enemy units:
Drowmey(x9) - lv40 (HP 5000, 1000 Credits)
Kyoretsu Beast Madanger(x4) - lv41 (HP 11160, 2300 Credits)
Gante(x2) - lv44 (HP 23700, 6500 Credits)
Kyoretsu Beast Ghostan [Gekido] - lv48 (HP 35000, 30%; Apogee Motor; 4800
Credits)
Mecha Gante [Gourai] - lv48 (HP 37000, 50%; Mega Booster; 12000 Credits)

Enemy reinforcement (after Kyoretsu Beast Ghostan is defeated):
Union Kyoretsu Beast Gardon(x4) - lv40 (HP 10200, 2400 Credits)

Enemy reinforcement (when number of enemy are less than 9):
Mizuchi(x2) - lv43 (HP 10625, 3000 Credits)
Falgos(x2) - lv40 (HP 7760, 2000 Credits)
Casmodon(x4) - lv40 (HP 7750, 2000 Credits)
Devilsatarn 6 - lv47 (HP 33600, 30%; Space Abacus; 7000 Credits)

Enemy reinforcement (2 turns after Devilsatarn's arrival):
Casmodon(x4) - lv41 (HP 7750, 2000 Credits)
Diondola - lv48 (HP 36400, 30%; Book of Ninjitsu; 8000 Credits)

Event: If Gekido is defeated, Gourai will retreat.

Items Drop: Mega Booster (Mecha Gante), Apogee Motor (Kyoretsu Beast Ghostan),
Repair Kit S (Mizuchi), Space Abacus (Devilsatarn 6), Book of Ninjitsu 
(Diondola)

Comment: Try to get Marvel to lv48 so she has Move Again. El (the fairy that I 
assigned as a sub-pilot) also has Devotion at lv48. It helps alot since there 
are other options that I don't have to always rely on Bluegar. ^_^ (After this
stage you should assign Rei as sub-pilot of Bluegar again, Mari sucks period)

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

+-------------------------------------+
|Scenario 81 (Demon Isle) - Demon Isle|
+-------------------------------------+
AP - Defeat Vanger and Baragoan with Raideen

Beginning Player units - Raideen, Goraon/Gran-Garan, 13 units

Beginning enemy units:
Drowmey(x12) - lv42 (HP 5000, 1000 Credits)
Union Kyoretsu Beast Gardon(x4) - lv43 (HP 10920, 2400 Credits)
Gildeen(x4) - lv43 (HP 8820, 2100 Credits)
Mecha Gante(x4) - lv45 (HP 27500, 12000 Credits)
Kyoretsu Beast Vanger [Gourai] - lv49 (HP 41000, 0%; New Super Alloy Z, 11000 
Credits)
(If you can not kill Ghostan in stage 88 ''Star of Ra-Mu'') 
Kyoretsu Beast Ghostan [Gekido] - lv?? (HP 39500, 4800 Credits)

Enemy reinforcement (Vanger and Ghostan is defeated):
Kyoretsu Beast Baragoan - lv45 (HP 40000, 0%, Space Abacus; 14000 Credits)
Demon Emperor Barao [Barao] - lv50 (HP 52000, 0%; Large-scale Cartridge; 20000 
Credits)

Enemy reinforcement (2 turns after Barao appears):
Einst Glied(x3) - lv42 (HP 10200, 2200 Credits)
Einst Gemut(x3) - lv42 (HP 12600, 2400 Credits)
Einst Knochen(x3) - lv42 (HP 9600, 2000 Credits)

Items Drop (Normal): Propellant Tank S (Einst Gemut), Cartridge (Einst Glied),
Space Abacus (Kyoretsu Beast Baragoan), 30000 Credits (Mecha Gante), New Super 
Alloy Z (Kyoretsu Beast Vanger), Shuffle Crest (Kyoretsu Beast Ghostan?), 
Large-scale Cartridge (Demon Emperor Barao)

Comment: The key to a 5 turn cleared is kill Gourai (Vanger) right on turn 1 so
that Barao is forced to appear and so the Einsts must appear earlier. This can
only be done if Marvel has Move Again (she can cast it twice with 1 Devotion if
her unit is equipped with 3 Spiritual Energy Device and a Lilith's Royal Crest,
I have El cast it on her robot to save SP). First, Bluegar must cast Awaken, 
Assault and Hot-Blooded and attack Vanger twice. After G-3 (Amuro) attacked and
use some support attack you should be able to have Akira (cast a Move Again on 
him) kill Vanger on the first turn. Now Marvel is probably run out of SP. You 
can use Bernard to map her and use Bluegar's seishin to resurrect her unit 
(Marvel don't need to do anything, just stay there waiting to be killed XD). In
order to not waste her SP regen, I recommend cast Move Again on one character 
that has Strong Luck (Tod in my case). The rest is pretty straight forward (I 
suggest you kill Baragoan as soon as possible to unlock Raideen's God Voice).

Special - If Raideen has defeated Ghostan in the 3rd Select, defeat Vanger and 
Baragoan with Raideen to get his MAP weapon. 

SCENE 3B: 

+------------------------------------------------------------+
|Scenario 82 - 3rd Select (Mars sector) - Last Day of Butcher|
+------------------------------------------------------------+
AP - Defeat Kannazuki

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

Beginning enemy units:
New Batta(x12) - lv40 (HP 7175, 1500 Credits)
Kannazuki [Akiyama] - lv47 (HP 53400, 30%; Aura Converter; 8000 Credits)

Enemy reinforcement (turn 2):
New Batta(x3) - lv41 (HP 7175, 1500 Credits)
Denjin [Saburouta] - lv47 (HP 27200, 0%; Magnet Coating; 2500 Credits)

Enemy reinforcement (turn 3):
Blue Knight Helldien(x2) - lv44 (HP 11000, 3000 Credits)
Red Knight Deathcain(x2) - lv44 (HP 10450, 3000 Credits)
Mecha Boost Garuchak(x4) - lv41 (HP 6900, 2700 Credits)
Mecha Boost Anmosgar(x6) - lv40 (HP 5750, 3500 Credits)
Vandock [Butcher] - lv48 (HP 42600, 10000 Credits)

Enemy reinforcement (when Vandock is defeated):
Vandock (Head) [Butcher] - lv48 (HP 49200, 0%; Space Alloy Gren; 10000 Credits)

Items Drop: Needleless Ampule Medicine (Blue Knight Helldien), Space Abacus 
(Red Knight Deathcain), Aura Converter (Kannazuki), Magnet Coating (Denjin),
Space Alloy Gren (Vandock (Head))

Event: Nadesico and the Aestivalises can't act until turn 3. Kannazuki will
retreat if Denjin defeated.

Comment: This stage is a good place to train rarely used pilot like Romina 
Hime. If you have a S in space robot like Zambot 3, acquire the skill point is
easy, or else you have to rely on Zeta Gundam for bringing Kannazuki down.

+-------------------------------------------------------------------+
|Scenario 83 - 2nd Select (Mars reclamation base) - Great Quickening|
+-------------------------------------------------------------------+
AP - Defeat Denjin

Beginning Player units - Ell Shank, Nadesico (if applicable), Mike, Rennie, 10 
units
Player reinforcement - Tobikage, Black Lion (turn 3 enemy phase) 

Beginning enemy units:
Shaman(x6) - lv40 (HP 7160, 1500 Credits)
Banks(x4) - lv41 (HP 7750, 1900 Credits)
Famir Warship [Hazard] - lv47 (HP 35000, 0%; Mars Bowl; 15000 Credits)

Enemy reinforcement (turn 3):
Skeleton(x3) - lv40 (HP 10050, 3000 Credits)
Banks Battery type(x9) - lv40 (HP 8210, 2200 Credits)
Skeleton [Charme] - lv47 (HP 28500, 0%; Book of Ninjitsu; 3000 Credits)
Zerokage [Irbora] - lv48 (HP 37000, 30%; Psycho Frame; 5000 Credits)

Enemy reinforcement (turn 5):
New Batta(x6) - lv41 (HP 7175, 1500 Credits)
Denjin [Saburouta] - lv48 (HP 29200, 30%; Beam Coating; 2500 Credits)

Items Drop: Repair Kit S (New Batta), Mars Bowl (Famir Warship), Psycho Frame
(Zerokage), Book of Ninjitsu (Charme), Beam Coating (Denjin)

Comment: This stage could probably finish in 6 turns if you know where the 
enemy reinforcements pop up (I did this in 7 turns damn >.<). I recommend send
FA Hyakushiki Kai at the lowest south (middle) and wait for Denjin (you 
probably can't obtain the skill point if you want to finish it in 6 turns). The
first wave of reinforcement will scatter near your beginning positions and near
Hazard. At least 3 strong units have to head to Hazard to take care of him and
his troops. Charme and Irbora isn't easy to bring down in 2 turns so spread 
your force wisely (Thanks God this time Irbora's morale is 100).

Special - Joe can convince Irbora after Charme is defeated.

+--------------------------------------------------------------------------+
|Scenario 84 - 1st Select (Mars mountainous area) - People who have no life|
+--------------------------------------------------------------------------+
AP - Defeat Koros

Beginning Player units - Nadesico Y Unit/Ell Shank, Daitarn 3, 12 units

Beginning enemy units:
Megaborg Benmeru(x2) - lv41 (HP 17250, 8000 Credits)
Megaborg Neros(x2) - lv41 (HP 11500, 4200 Credits)
Ultimate Tank Nibelungen(x4) - lv41 (HP 12500, 4000 Credits)
Aiai(x6) - lv41 (HP 7200, 1200 Credits)
Megaborg Koros [Koros] - lv48 (HP 52600, 30%; Minovsky Craft; 12000 Credits)

Enemy reinforcement (turn 2):
Fake Daitarn 3(x5) - lv44 (HP 11800, 3000 Credits)

Enemy reinforcement (turn 4):
Mecha Boost Tracid(x6) - lv40 (HP 8325, 2000 Credits)

Items Drop: Propellant Tank S (Megaborg Neros), Cartridge (Ultimate Tank 
Nibelungen), Booster (Megaborg Benmeru), Chobham Armor (Fake Daitarn 3),
Minovsky Craft (Megaborg Koros)

Comment: None

+-------------------------------------------------+
|Scenario 85 (Inside Vandock) - The Burning Cosmos|
+-------------------------------------------------+
AP - Kill 3 units in the first 2 turns (including enemy phase)

Beginning Player units - Zambot 3
Player reinforcement - Nadesico Y Unit/Ell Shank, 13 units (turn 3)

Beginning enemy units:
Mecha Boost Gabitan(x3) - lv42 (HP 7290, 1400 Credits)
Mecha Boost Tracid(x3) - lv42 (HP 10150, 2000 Credits)
Gaizok - lv48 (HP 57800, 0%; Ultimate Cell; 28000 Credits)

Enemy reinforcement (turn 3):
Mecha Boost Garuchak(x6) - lv41 (HP 7200, 2700 Credits)
Mecha Boost Anmosgar(x2) - lv40 (HP 5750, 3500 Credits)

Enemy reinforcement (turn 4):
Blue Knight Helldien - lv46 (HP 11500, 3000 Credits)
Red Knight Deathcain - lv46 (HP 11400, 3000 Credits)
Mecha Boost Dangarun(x3) - lv42 (HP 7260, 2500 Credits)
Mecha Boost Anmosgar - lv43 (HP 5750, 3500 Credits)

Enemy reinforcement (after Gaizok is defeated)
Einst Glied(x3) - lv43 (HP 10800, 2200 Credits)
Einst Knochen(x3) - lv43 (HP 10150, 2000 Credits)
Einst Gemut(x3) - lv42 (HP 13400, 2400 Credits)
Einst Regisseur - lv61 (HP 69800, 0%; V-Up Unit(U); 20000 Credits)

Items Drop (Hard): Repair Kit S (Einst Glied), Cartridge (Einst Gemut), V-Up 
Unit U (Einst Regisseur), 15000 Credits (Red Knight Deathcain), Biosensor (Blue
Knight Helldien), Ultimate Cell (Gaizok) 

Comment: There are two short-cuts and a secret room that has a Solar Sail
(Hard). Make sure you explore them all. Since there are short-cuts, there is no
need to split your force at the beginning. You can send Daitarn 3 head straight
up to pick up the container, the rest follow the longest way up and fight 
Gaizok. Make sure don't leave any unit at the top corner of the map since Einst
Regisseur is there.

Special - The container at northwest is 50000 Credits. The container inside the
secret room at northeast is a Solar Sail.

SCENE 3C: If you already FULL UPGRADED Alteisen, you will receive an extra 
upgrade block (full upgrade bonus is NOT reset). Also, it is too late for Nu
Gundam HWS if right before SCENE 3 you are currently at Hard mode. It doesn't 
matter if you chose it first or last choice, if you're already on Hard, it is 
too late. >.<

+--------------------------------------------------------------------------+
|Scenario 86 - 1st Select (Sea near the Moon, Reef air boundary) - Heart of| 
|the White Knight                                                          |
+--------------------------------------------------------------------------+
AP - Defeat Alchemie

Beginning Player units - Ra Cailum, Alteisen Riese
Player reinforcement - 12 units (turn 4)

Beginning enemy units:
Rein Weissritter [Excellen] - lv48 (HP 45200, 3000 Credits)
Gespenst Mk-II(x6) - lv40 (HP 14500, 3000 Credits)
Einst Glied(x3) - lv41 (HP 10200, 2200 Credits)
Einst Gemut(x3) - lv40 (HP 12200, 2400 Credits)
Einst Knochen(x3) - lv41 (HP 9325, 2000 Credits)

Enemy reinforcement (turn 3):
Einst Eisen(x6) - lv40 (HP 11740, 2600 Credits)
Personlichkeit [Alchemie] - lv47 (HP 46000, 20%; Biosensor; 10000 Credits)

Items Drop: Propellant Tank S (Gespenst Mk-II), Needleless Ampule Medicine
(Einst Gemut), Chobham Armor (Einst Eisen), Biosensor (Personlichkeit)

Comment: The goal of this stage is defeat Excellen with Kyosuke after you 
killed all other enemies and defeated or forced Alchemie retreats. Other than
that nothing special worth noticing.

Special - In stage 73 (Getter Radiation, That Meaning) if you convinced 
Excellen with Kyosuke and didn't let any Einst invade the Saotome Laboratory, 
you will receive Rein Weissritter instead of the Normal Weissritter when the
stage ends.

+-------------------------------------------------------------------+
|Scenario 87 - 2nd Select (Neo Japan Colony) -  Devil and Conspiracy|
+-------------------------------------------------------------------+
AP - Kill all Bugs before turn 3 Enemy phase

Beginning Player units - Ra Cailum, God Gundam, Shining Gundam, Nobell Gundam, 
                       Gundam F91, Vigna Ghina, 12 units
Player reinforcement - Master Gundam (2 turns after Carozzo appears)

Beginning enemy units:
Bug(x16) - lv40 (HP 4000, 500 Credits)
Death Army(x4) - lv41 (HP 7920, 800 Credits)
Devil Gundam - lv51 (HP 30000, 0%; I-Field Generator; 9000 Credits)

Enemy reinforcement (after Devil Gundam is defeated):
Einst Knochen(x3) - lv41 (HP 9325, 2000 Credits) 
Einst Glied(x3) - lv41 (HP 10200, 2200 Credits)

Enemy reinforcement (after all Bugs is defeated):
Den'an Gei(x3) - lv40 (HP 8750, 2000 Credits)
Den'an Zon(x3) - lv41 (HP 8250, 2000 Credits)
Berga Dalas(x3) - lv41 (HP 9280, 2500 Credits)
Berga Giros(x3) - lv41 (HP 10130, 3000 Credits)
Berga Giros [Zabine] - lv48 (HP 32400, 0%; Apogee Motor; 3000 Credits)
Rafflesia [Carozzo] - lv48 (HP 51600, 0%; Spiritual Energy Device; 10000 
Credits)

Event: Zabine will retreat if Carozzo is defeated.

Items Drop: Mars Bowl (Einst Glied ), I-Field Generator (Devil Gundam), 
Cartridge (Berga Dalas), Spiritual Energy Device (Rafflesia), Apogee Motor 
(Berga Giros)

Comment: This one could be done in short turns with right setup. First you must 
concentrate on destroying the Devil Gundam to force the Einsts out. Main force 
should head to farthest corner where Carozzo and Zabine is. I recommend you 
leave Schwarz left to deal with the Bugs near the meteors near your beginning 
position. Rain should stay behind Domon to use their Combination Attack. F91 
and Alteisen Riese should be enough to deal with Zabine's gang. Remember to use
Luck on Rafflesia (Roll with Strong Luck in my case).  

+---------------------------------------------------------+
|Scenario 88 - 3rd Select (Texas Colony) - Vengeful Devils|
+---------------------------------------------------------+
AP - Defeat Gil

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

Beginning enemy units:
Floating Tank(x6) - lv40 (HP 7800, 2000 Credits)
Aizam the 3rd(x4) - lv40 (HP 7000, 2800 Credits)
Lidole [Flash] - lv47 (HP 28450, 20%; Book of Ninjitsu; 3500 Credits)
Blast [Burst] - lv47 (HP 27350, 20%; High Performance Targeter; 3500 Credits)
Casmodon(x3) - lv40 (HP 7750, 2000 Credits)
Mizuchi(x2) - lv44 (HP 10625, 3000 Credits)
Glorbain - lv47 (HP 29700, 3000 Credits)

Enemy reinforcement (Burst or Flash is defeated):
Bloody II(x4) - lv41 (HP 12200, 5000 Credits)
Gill Gear [Gil] - lv48 (HP 42000, 30%; Lilith's Royal Crest; 16000 Credits)

Enemy reinforcement (turn 5 Player phase):
Zarios(x3) - lv40 (HP 7760, 2000 Credits)
Ironsand [Bug] - lv47 (HP 28800, 30%; Apogee Motor; 2500 Credits)

Enemy reinforcement (turn 5 enemy phase):
Falgos(x4) - lv41 (HP 7760, 2000 Credits)
Galdy - lv48 (HP 42000, 30%; Shuffle Crest; 12000 Credits)

Items Drop: Repair Kit S (Zarios), Apogee Motor (Ironsand), Magnet Coating
(Mizuchi), Shuffle Crest (Galdy), High Performance Targeter (Blast), Book of 
Ninjitsu (Lidole), Lilith's Royal Crest (Gill Gear)

Comment: None

Special - Convince Glorbain with Jet. He will join instantly and the skill 
Relive from hopeless will also be awarded.

+---------------------------------------------------------------+
|Scenario 89 (Skull Moon base) - Only for the peace of the Earth|
+---------------------------------------------------------------+
AP - Kill 9 enemy units before turn 4 Player phase

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

Beginning enemy units:
Minifo(x9) - lv43 (HP 5960, 1000 Credits)
Moterbarn(x2) - lv46 (HP 24850, 7000 Credits)
Vega Beast King Gori(x3) - lv42 (HP 11000, 2800 Credits)
Saucer Beast Girugiru(x6) - lv43 (HP 7160, 1600 Credits)
Vega Beast Zumezume [Kirika] - lv49 (HP 24325, 2200 Credits)

Enemy reinforcement (turn 4 enemy phase):
Vega Beast Zumezume(x3) - lv43 (HP 7325, 2200 Credits)
Saucer Beast Girugiru(x6) - lv43 (HP 7160, 1600 Credits)
Saucer Beast Jirajira(x3) - lv43 (HP 9800, 3000 Credits)
Saucer Beast Jirajira [Zigra] - lv50 (HP 31475, 0%; 30000 Credits; 3000 
Credits)
Vega Beast Guragura [Gandal] - lv50 (HP 31600, 0%; Super Alloy Z; 4000 Credits)
Moterbarn [Goman] - lv50 (HP 37850, 0%; Needleless Ampule Medicine; 7000
Credits)
Moterbarn [Zuril] - lv50 (HP 34850, 0%; Biosensor; 7000 Credits)
King of Vega [King Vega] - lv51 (HP 54000, 0%; Space Alloy Gren; 20000 Credits)

Items Drop (Normal): Propellant Tank S (Moterbarn), 30000 Credits (Zigra), 
Super Alloy Z (Gandal), Needleless Ampule Medicine (Goman), Biosensor (Zuril),
Space Alloy Gren (King Vega)

Comment: Since you can't finish this one fast, try to kill the grunt first 
before touching the bosses. King of Vega has a Map attack so stay away from his
range. 

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

SCENE 4: 

+-----------------------------------------------------------+
|Scenario 90 (Inside Devil Colony) - The Eternity Inside You|
+-----------------------------------------------------------+
AP - Defeat Rain

Beginning Player units - God Gundam, Nadesico Y Unit/Ell Shank, 12 units
Player reinforcement - Shining Gundam (after Domon has convinced Rain)

Beginning enemy units:
Grand Master Gundam [Ulube] - lv51 (HP 42000, 0%; High Performance Radar; 20000
Credits)
Death Master(x4) - lv44 (HP 10000, 800 Credits)
Death Army(x8) - lv45 (HP 8920, 800 Credits)
Death Birdie(x6) - lv44 (HP 8800, 800 Credits)

Enemy reinforcement (when Ulube is defeated):
Devil Gundam [Rain] - lv52 (HP 53000, 0%; Ultimate Cell; 25000 Credits)

Enemy reinforcement (turn 3):
Bloody I(x4) - lv45 (HP 15500, 6000 Credits)
Floating Tank(x6) - lv44 (HP 7800, 2000 Credits)
Lidole [Flash] - lv51 (HP 31400, 30%; Apogee Motor; 3500 Credits)
Blast [Burst] - lv51 (HP 30200, 30%; Biosensor; 3500 Credits)

Items Drop: Repair Kit S (Death Master), Mars Bowl (Bloody I), Apogee Motor
(Lidole), Biosensor (Blast), High Performance Radar (Grand Master Gundam), 
Ultimate Cell (Devil Gundam)

Comment: To make thing easier for a 5 turn cleared, I suggest you call out 
Marvel (probably she is the only one with Move Again if you don't use some 
tricks). The enemy reinforcement are divided into 2 groups which scatter around
the ''trees''. Divide your party into 3 groups and wait is my advice. If you 
feel you can't make it in turn 5, just convince Rain with Domon, the Devil 
Gundam will explode and you don't have to fight it.

Special - Convince Rain with Domon to acquire the combination attack Sekiha 
Love Love Tenkyoken.

+---------------------------------------------------------+
|Scenario 91 - 1st Select (5th Luna) - The Cosmo Guidepost|
+---------------------------------------------------------+
AP - Defeat Zaku III Custom (Mashymre) by turn 5 Player phase

Beginning Player units - FA ZZ Gundam, Gundam Mk-II, Gerbera Tetra
Player reinforcement - Nadesico Y Unit/Ell Shank, Kou, 11 units (turn 2)

Beginning enemy units:
Zaku III Custom [Mashymre] - lv53 (HP 36000, 0%; Zaku III Custom; 4000 Credits)
Endra [Gottn] - lv53 (HP 33000, 0%; Mars Bowl; 8000 Credits)
R-Jarja [Illia] - lv53 (HP 26750, 0%; Space Abacus; 2000 Credits)
R-Jarja(x3) - lv46 (HP 10480, 2000 Credits)
Zaku III(x3) - lv46 (HP 8600, 2800 Credits)
Geymalk(x4) - lv46 (HP 5600, 3500 Credits)

Enemy reinforcement (turn 2):
Val-Walo(x4) - lv46 (HP 15000, 2800 Credits)
Gerbera Tetra [Cima] - lv53 (HP 25625, 0%; Needleless Ampule Medicine; 2100 
Credits)
Neue Ziel [Gato] - lv53 (HP 42130, 12000 Credits)

Enemy reinforcement (turn 5 enemy phase):
Qubeley [Haman] - lv54 (HP 52000, 0%; Qubeley; 16000 Credits)
Quin-Mantha [Glemy] - lv53 (HP 44000, 0%; Quin-Mantha; 9000 Credits)
Dooben-Wolf [Rakan] - lv53 (HP 36720, 0%; Book of Ninjitsu; 2600 Credits)
Qubeley Mk-II(x7) - lv47 (HP 9480, 3000 Credits)
Geymalk(x4) - lv46 (HP 5600, 3500 Credits)
Dooben-Wolf(x3) - lv46 (HP 8840, 2600 Credits)

Items Drop: Needleless Ampule Medicine (Cima), Space Abacus (Illia), Mars Bowl
(Gottn), Book of Ninjitsu (Rakan), Zaku III Custom (Mashymre), Qubeley (Haman),
Quin-Mantha (Glemy)

Comment: Since the enemies here have their level close to 47, you should call 
out Jingi Mk-II and boost its pilots level so that they can learn their final 
seishin.

Special - Convince Gato with Quattro. Defeat Haman and Glemy then convince Gato
again with Kou. If all steps of recruiting Gato had been done correctly, Gato
will immediately join.

+-------------------------------------------------------------------+
|Scenario 92 - 2nd Select (Stone Circle 3) - The Meaning of ''Once''|
+-------------------------------------------------------------------+
AP - Defeat Alchemie (the second time)

Beginning Player units - Alteisen Riese, Rein Weissritter, Ell Shank/Nadesico Y
                       Unit, 12 units

Beginning enemy units:
Einst Glied(x6) - lv46 (HP 10200, 2200 Credits)
Einst Gemut(x6) - lv46 (HP 12600, 2400 Credits)
Einst Knochen(x6) - lv46 (HP 10600, 2000 Credits)

Enemy reinforcement (turn 3):
Personlichkeit [Alchemie] - lv54 (HP 51000, 10000 Credits)
Einst Knochen(x2) - lv47 (HP 10600, 2000 Credits)
Einst Eisen(x8) - lv47 (HP 12120, 2600 Credits)

Enemy reinforcement (turn 3):
Personlichkeit [Alchemie] - lv54 (HP 51000, 30%; Halo; 10000 Credits)

Items Drop: Repair Kit S (Einst Eisen), Propellant Tank S (Einst Gemut), Mega
Booster (Einst Glied), New Super Alloy Z (Einst Eisen), Halo (Personlichkeit)

Comment: A very easy 5 turn cleared stage if you spam Move Again, Resurrection 
& Devotion. If you didn't give any Concentrate Power to the Jingi Mk-II's 
pilots, do it now (at least Koron need Concentrate).

+----------------------------------------------------------------------+
|Scenario 93 - 3rd 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, Ell Shank/Nadesico Y 
                       Unit, 8 units

Enemy reinforcement - 12 units

Beginning enemy units:
Saint Magma [Janera] - lv54 (HP 61250, 0%; Large-scale Generator, 18000 
Credits)
Magma Beast Great II [Dungele] - lv53 ((HP 33400, 0%; Beam Coating, 3000 
Credits)
Magma Beast Darklon [Warchimedes] - lv53 (HP 40000, 0%; 15000 Credits, 7500 
Credits)
Maguma Beast Demon(x10) - lv47 (HP 8930, 2300 Credits)
Graydon(x4) - lv47 (HP 10245, 8000 Credits)
Big Sirius(x2) - lv46 (HP 11600, 3000 Credits)
Maguma Beast Galmus(x6) - lv47 (HP 8880, 1600 Credits)

When all enemies defeated:
Galdy - lv53 (HP 47000, 30%; High Performance Targeter, 12000 Credits)
Devilsatarn 6 - lv53 (HP 36600, 30%; Super Alloy Z, 7000 Credits)
Mizuchi - lv50 (HP 12000, 3000 Credits)
Casmodon(x3) - lv46 (HP 9000, 2000 Credits)
Falgos(x3) - lv46 (HP 8760, 2000 Credits)
Zarios(x3) - lv47 (HP 8760, 2000 Credits)

Event: There will be a movie which Combattler V destroys Empress Janera once
Saint Magma is defeated. If Galdy is defeated, Diondola will appear to tell Rom
that Galdy is actually his brother. Galdy and the Machine Robo Team will then
retreat.

Items Drop: High Performance Targeter (Galdy), Beam Coating (Magma Beast Great 
II), 15000 Credits (Magma Beast Darklon), Large-scale Generator (Saint Magma),
Cartridge (Graydon), Devilsatarn 6 (Super Alloy Z) 

Comment: This stage can be finished in 5 turns if you have Jingi Mk-II's pilots
lv47 and Bluegar & Combattler V have Resurrection. The best way is kill Saint
Magma first. I suggest you call out Tobikage and Thunder Phoenix, combine and
use Kuuma's MAP attack, combine with Bluegar's Awaken to do support attack. You
should kill all beginning enemies in turn 2. Separate your forces, check first
the location of enemy reinforcement and kill them. It is not easy but you shall
do it at turn 5 player phase.

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

+------------------------------------------------------------------+
|Scenario 94 - Last Select (The Gandora Base) - 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 Galdy's HP is below 90%)

Enemy reinforcement - 10 units (Enemy Phase after existing units are less
than 8)
                    - 1 unit (when Galdy's HP is below 90%)

Beginning enemy units:

Diondola - lv55 (HP 47400, 0%; 15000 Credits, 8000 Credits)
Devilsatarn 6 - lv55 (HP 42300, 0%; Mars Bowl, 7000 Credits)
Galdy - lv55 (HP 54200, 0%; Large-scale Generator; 12000 Credits, Enemy Phase 
after existing units are less than 8)
Gadess - lv56 (HP 61600, 0%; Solar Sail; 25000 Credits, when Galdi's HP is
below 90%)
Casmodon(x3) - lv48 (HP 9500, 2000 Credits)
Zarios(x3) - lv49 (HP 9480, 2000 Credits)
Falgos(x3) - lv48 (HP 9480, 2000 Credits)
Ironside(x6) - lv49 (HP 10800, 2500 Credits)

Existing units are less than 8:
Mizuchi(x3) - lv52 (HP 12750, 3000 Credits)
Ironside(x6) - lv49 (HP 10800, 2500 Credits)

Items Drop: Space Abacus (Mizuchi), Mars Bowl (Devilsatarn 6), Repair Kit S
(Ironside), Propellant Tank S (Ironside), Large-scale Generator (Galdy), 15000
Credits (Diondola), Solar Sail (Gadess) 

Comment: This stage can be finished in 6 turns (I believe you can get 5 turns 
as well but Aina and many other pilots has to have Resurrection and some pilots
like Rain has to learn Move Again (lv50) too). However, reaching this goal 
isn't easy. The truth is the battle with enemies is very ferocious. I suggest 
you call out Tobikage and Thunder Phoenix (you've to do this many times since 
it is the unit with the best MAP attack). Have it move straight ahead toward 
the two breakable walls. The shortcut is near the space where you can't land. 
First, MAP the enemies nearby then break the shorcut and move straight to 
Diondola. MAP first him and the grunts. Stay there and wait for counter-attack.
Second, move Bluegar along with its sub-pilot that has Awaken, cast it enough 
to move aside Kuuma so they can do support attack many times. (You can have it 
destroy the secret wall with an item but better forget it to move on if you 
don't have many unit to pick it up) Have Combattler V, Hikaru to move inside 
Nadesico. Bernard and the remaining pilots should be moved the other way to 
head to Devilsatarn 6. You should finish Diondola by turn 2 player phase. By 
that action Galdy should appear right at your first turn. Move Jingi Mk-II 
along with Reina. Self-destruct it after using all of its Move Again and 
Gekirei so they die together. Use Resurrection to resurrect them back. That way
Reina can move straight to Galdy without using too much Move Again. Rom Stol 
has to be appeared at turn 1. (One strong unit should attack him to lower his 
HP to 90% so that Rom will appear) Devilsatarn 6 should be easily take care by 
some strong units like Shin Getter. By that way, the only problem is Gadess 
(you should force him to appear as fast as possible). Now, keep believe that 
Bluegar can defeat him and all the grunts around and move ahead. (it can be 
easier if you equip it with some V-Up Unit(W)). After Diondola died, move Kuuma
to support it. However, probably your turns should be only 4 or 5 so probably 
you need some critical hits as well. Combattler V and Hikaru could only land 
one hit at that time. Cast Love to restore Bluegar and Kuuma's HP and 
self-destruct Bluegar to take along Kuuma's HP so you could lower Gadess's HP 
as well. Gadess should die by Kuuma's counter-attack. I made it in turn 6 and I
have to forget about Blessing. You have to calculate each step exactly to 
finish in 5 turns. But you have to keep on believing alot whenever you lost 
hope that you can't make it because you've made some wrong errors or enemies 
are too smart. 

Special - Convince Galdy 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 Gren. The container inside the 
          secret room at east is New Super Alloy Z.

SCENE 5: Many stages in this scene could be done in 5 turns once you've got the
destructive GP-02. A lot of your pilots can finally learn their seishins now 
like Miracle and Soul.

+--------------------------------------------------+
|Scenario 95 (The Mars Meganoid Base) - Mars Attack|
+--------------------------------------------------+
AP - Defeat Koros in the first 6 turns

Beginning Player units - Nadesico, Ell Shank, Daitarn 3, 13 units
Enemy reinforcement - 15 units (turn 3)
                    - 4 units (when Koros is defeated)
                    - 1 unit (second enemy phase after Koros is defeated)

Beginning enemy units:
Megaborg Neros(x3) - lv54 (HP 22000, 4200 Credits)
Megaborg Daston(x4) - lv54 (HP 38800, 4200 Credits)
Megaborg Benmeru(x3) - lv54 (HP 28000, 8000 Credits)
Zaku III(x3) - lv50 (HP 9600, 2800 Credits)
R-Jarja(x3) - lv51 (HP 7750, 2000 Credits)

Turn 3:
Fake Daitarn 3(x4) - lv44 (HP 12800, 3000 Credits)
GP-02 - lv54 (HP 26000, 3000 Credits)
Banks(x3) - lv50 (HP 9000, 1900 Credits)
Banks Battery type(x3) - lv51 (HP 9750, 2200 Credits)
Shaman(x3) - lv50 (HP 8375, 1500 Credits)

When Koros is defeated:
Skeleton(x4) - lv51 (HP 11400, 3000 Credits)

Bosses:
Megaborg Mylene [Mylene] - lv57 (HP 40000, 0%, Mars Bowl; 8000 Credits)
Megaborg Koros [Koros] - lv58 (HP 57500, 0%; High Performance Radar; 12000 
Credits, turn 3)
Zerokage [Irbora] - lv57 (HP 51000, 0%; Aura Converter; 5000 Credits, when 
Coros is defeated)
Giant Don Zauer [Don] - lv58 (HP 59000, 0%; Large-scale Cartridge; 20000 
Credits, second enemy phase after Koros is defeated)

Items Drop: Repair Kit S (Megaborg Benmeru), Needleless Ampule Medicine 
(Megaborg Neros, Megaborg Daston), Mars Bowl (Megaborg Mylene), Aura Converter 
(Zerokage), High Performance Radar (Megaborg Koros), Large-scale Cartridge 
(Giant Don Zauer)

Comment: This stage can be finished in 6 turns. (It is impossible to do a 5 
turns cleared since Don Zauer appears at turn 5 enemy phase) Actually nothing 
special about this stage. Since enemy reinforcement only appear straight ahead, 
just split your forces into 2 group. The only problem is Irbora. He is really 
tough with all that potential, high armor and powerful attacks. Since he only 
appears at turn 5 enemy phase, it is better directly get to him and attack. 
Concentrate on him. Don Zauer here is a wimp compared to Don at Compact 2 so 
don't fear him.

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

        - If the Snow Mountain event has been triggered, destroy GP-02 with 
        Shiro to get it after the stage.

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

+-----------------------------------------------------+
|Scenario 96 (The Mars Relic) - Take an operation unit|
+-----------------------------------------------------+
AP - Akito reaches the inner part of the relic within 4 turns

Beginning Player units - Akito, Nadesico, Ell Shank, 12 units
Enemy reinforcement - 24 units (when Akito arrives at the relic)

Beginning enemy units:
Aestivalis(x13) - lv52 (HP 12600, 1500 Credits)
Aestivalis Aerial Type (Akatsuki)

After Akito reaches the inner part of the relic:
New Batta(x6) - lv52 (HP 8400, 1500 Credits)
New Batta(x6) - lv53 (HP 8400, 1500 Credits)
Denjin(x3) - lv56 (HP 11400, 2500 Credits)
Denjin - lv56 (HP 12600, 2500 Credits)
Majin(x3) - lv53 (HP 12800, 2500 Credits)
Kagurazuki - lv56 (HP 48400, 8000 Credits)

Bosses:
Daimajin [Genichiro] - lv59 (HP 27500, 0%; Super Alloy New Z; 3500 Credits)
Denjin [Saburouta] - lv59 (HP 30000, 0%; Space Abacus; 2500 Credits)
Denjin [Akiyama] - lv59 (HP 32000, 0%; Biocensor; 2500 Credits)
Kagurazuki [Kusakabe] - lv60 (HP 50000, 0%; Distortion Block; 10000 Credits)

Items Drop: Propellant Tank S (Kagurazuki), Space Abacus (Denjin), Biosensor
(Denjin), Super Alloy New Z (Daimajin), Distortion Block (Kagurazuki)

Comment: The key to get a 5 turns cleared (I did a 3 turns cleared at my first
run) is to equip all Mega Booster to Akito so he can reach the relic in turn 1.
Call out Jingi Mk-II is a must and support Akito with 2 Move Again. After that,
there is nothing special. There is only one wave of enemy reinforcement so 
spread your force wisely. Also keep in mind that leave the begining enemies
alone. Banpresto made it so that you can't kill them easily (note that if you
kill Akatsuki it is gameover).

+--------------------------------------------------------------+
|Scenario 97 (Inside the Banker Flagship) - By the Honest Heart|
+--------------------------------------------------------------+
AP - Kill 3 units before turn 3 (including turn 2 Enemy Phase)

Beginning Player units - Dangaoih
Player reinforcement - One battleship, 13 units (turn 3)
Enemy reinforcement - 7 units (Enemy Phase after existing units are less than
9)

Beginning enemy units:
Floating Tank(x6) - lv55 (HP 8000, 2000 Credits)
Aizam The 3rd(x4) - lv55 (HP 10400, 2800 Credits)
Lidole(x2) - lv58 (HP 11400, 3500 Credits)
Blast(x2) - lv58 (HP 10200, 3500 Credits)

Burst - lv61 (HP 35625, 0%; Shuffle Crest; 3500 Credits)
Flash - lv61 (HP 36875, 0%; High Performance Targeter; 3500 Credits)
Captain Garimoss - lv62 (HP 60000, 0%; Lilith's Royal Crest; 30000 Credits)

Enemy reinforcement - 7 units (Enemy Phase after existing units are less than
9)
Gill Gear [Gil] - lv61 (HP 54000, 0%; Wolf Crest; 16000 Credits)
Bloody I(x2) - lv55 (HP 17000, 6000 Credits)
Bloody II(x4) - lv54 (HP 14600, 5000 Credits)

Items Drop: Repair Kit S (Aizam The 3rd), Mars Bowl (Blast), Shuffle Crest
(Blast), High Performance Targeter (Lidole), Wolf Crest (Gil), Lilith's Royal 
Crest (Garimoss) 

Comment: Boost Dangaioh's morale and go straight to the breakable wall to open
the short-cut (kill the 3 closest units on the way). The key for a 5 (or 6) 
turn cleared is to kill all the enemies infront of you so that Gil and his gang
will appear at turn 3 enemy phase. You must call out Jingi Mk-II and all the 
supporters that have Resurrection as well. Depend on your way of using 
Resurrection, Devotion and Move Again, you can complete the stage in 6 turns or
less. Kuuma and Shin Getter should take care of Burst and Flash and the rest. 
All the other units should take the shortcut to head towards Garimoss. Gil and
his gang appear near the other side of the shortcut to the left. If you want a
5 turns cleared (obviously very hard), your force should stay where Gil's 
bunch appear and wait for counter-attack. GP-02's nuclear bazooka is a big help
here. Your aces should keep on heading towards Garimoss. Try to use all support
attacks that are available and combine with Resurrection, Devotion and 
Move Again to finish it in 5 or 6 turns.

Special - There is a secret corridor at the center of the map. The container at
the northwest from where your units appear is $50000. The container inside the 
secret room near the place Garimoss is is a V-Up Unit(U).

+------------------------------------------------------------------+
|Scenario 98 (The Red Cosmo) - Requiem to People who have been Lost|
+------------------------------------------------------------------+
AP - Defeat Alchemie

Beginning Player units - Dancouga, Kyosuke, Excellen, 14 units
Enemy reinforcement - 5 units (when Shapiro is defeated)
                    - 10 units (when Einst Regisseur is defeated) 

Beginning enemy units: 
Fake Dancouga [Shapiro] - lv63 (HP 50800, 0%; Psycho Frame; 3800 Credits)
Mecha Gilgilgun(x2) - lv60 (HP 18000, 15000 Credits)
Shapiro Battle Mecha(x3) - lv56 (HP 15200, 6000 Credits)
GilBauer(x3) - lv56 (HP 12750, 2600 Credits)
Einst Glied(x3) - lv56 (HP 11500, 2200 Credits)
Einst Knochen(x3) - lv56 (HP 10600, 2000 Credits)
They far(x6) - lv56 (HP 8800, 1000 Credits)  

Enemy reinforcement:
Einst Regisseur - lv61 (HP 69800, 0%; V-Up Unit(W); 20000 Credits)
Einst Eisen(x4) - lv57 (HP 13120, 2600 Credits)

After Einst Regisseur is defeated:
Gouzard(x4) - lv56 (HP 20600, 30000 Credits)
Fake Dancouga(x4) - lv60 (HP 22000, 3800 Credits)
Personlichkeit [Alchemie] - lv63 (HP 54000, 30%; Spiritual Energy Device; 10000
Credits)
Muge Zorbados - lv64 (HP 62000, 0%; Halo; 20000 Credits)

Items Drop: Cartridge (Mecha Girugirugan), Super Alloy Z (Gouzard), V-Up Unit 
(W) (Einst Regisseur), Psycho Frame (Fake Dancouga), Halo (Muge), Spiritual 
Energy Device (Personlichkeit)

Comment: Move GP-02 to nuke enemies near Shapiro. Chose location carefully so
that you can kill the 2 groups and later Einst Regisseur appear near the group
of They far and GilBauer. Shapiro shall be killed as fast as possible so that
Einst Regisseur appears. Try to kill him too at that turn (I do it in turn one)
so that Muge group and Alchemie group appear. Becareful of Gouzard since they 
can self-destruct which will cost you alot of obtaining money. Focus on all of 
them first then the rest shall be easy. I finished this stage in 4 turns player 
phase. Actually I can do it in 3 turns but I wanted to farm some level from
Muge so... ^_^

+--------------------------------------------------------------------+
|Scenario 99 (Einst Dimension) Then, to Galaxy of the Decisive Battle|
+--------------------------------------------------------------------+
AP - None

Beginning Player units - Kyosuke, Excellen, 13 units
Player reinforcement - Alchemie (when Alchemie is first defeated)

Enemy reinforcement - 9 units (when Alchemie is defeated)

Beginning enemy units: 
Personlichkeit [Alchemie] - lv65 (HP 48000, 0%; 2500 Credits)
Einst Regisseur(x2) - lv62 (HP 74600, 0%; 20000 Credits)
Ghost Kyoretsu Beast Baragoan - lv59 (HP 46000, 14000 Credits)
Hyper Gallaba - lv59 (HP 42150, 15000 Credits)
Grand Master Gundam - lv59 (HP 28350, 20000 Credits)
GP-02 - lv59 (HP 26000, 3000 Credits)
Saint Magma - lv59 (HP 27500, 8000 Credits)
Gill Gear - lv59 (HP 27000, 16000 Credits)
Fake Dancouga - lv58 (HP 23600, 3800 Credits)
Mecha Gilgilgun - lv59 (HP 21000, 15000 Credits)
Vandock - lv59 (HP 20800, 10000 Credits)
Einst Gemut(x4) - lv58 (HP 14800, 2400 Credits)
Daitetsujin -lv59 (HP 12800, 3500 Credits)
Einst Glied(x4) - lv58 (HP 12100, 2200 Credits)
Skeleton - lv59 (HP 12100, 3000 Credits)
Einst Knochen(x4) - lv59 (HP 11425, 2000 Credits)
UFO Jirajira - lv59 (HP 10150, 3000 Credits)

When Alchemie is defeated:
Einst Eisen(x4) - lv59 (HP 13880, 2600 Credits)
Personlichkeit(x4) - lv59 (HP 30000, 10000 Credits)
Neu Regisseur - lv66 (HP 99000, 0%; 0 Credits)

Items Drop: Repair Kit S (Skeleton), Needleless Ampule Medicine (GP-02), 
Large-scale Generator (Grand Master Gundam), Minovsky Craft (Saint Magma),
20000 Credits (Mecha Girugirugan), Distortion Block (Einst Regisseur),
V-Up Unit(U) (Einst Regisseur)

Comment: Like above this one can be completed in 5 turns as well. GP-02 with
Resurrection, Devotion and Move Again spam should take care of the mini-bosses.
I suggest Raideen and Combattler V, Alteisen Riese take care of Alchemie. 
Exhaust her first so you can avoid that automatic Flash. Before battle, besure 
to save enough money to fully upgrade GP-02 and give it a S in space. Make use
of Kuuma's MAP attack too. Good luck. Notice that Neu Regisseur does have a MAP
attack that doesn't require morale so its better not let any unit with low HP
approach him, or kill him as fast as possible. If you still want some money,
just use GP-02 to nuke all.

Extra stages: if your AP is 50 or more, you can play 2 extra stages below: 

+--------------------------------------------+
|Scenario 100 (Axis) - With disgusting memory| 
+--------------------------------------------+
AP - Defeat Jagd Doga (Quess)

Beginning Player units - Ra Cailum, Nu Gundam or Nu Gundam HWS, 10 units
Player reinforcement - Nadesico Y Unit, Aestivalis OG Gai, God Gundam, 6 units
(when enemy units are less than 17)

Enemy reinforcement - 13 units (when enemy units are less than 17)

Beginning enemy units:
Geara Doga [Rezin] - lv64 (HP 44375, 0%; Biosensor; 3000 Credits)
Geara Doga(x30) - lv61 (HP 7500, 2200 Credits)

When enemy units are less than 17 (next enemy phase):
Jagd Doga [Guney] - lv68 (HP 51250, 0%; I-Field Generator; 3500 Credits)
Jagd Doga [Quess] - lv67 (HP 51250, 0%, Spiritual Energy Device; 3000 Credits)
Jagd Doga(x4) - lv61 (HP 9000, 3500 Credits)
Jagd Doga(x4) - lv61 (HP 9000, 3000 Credits)
Geara Doga(x3) - lv60 (HP 7500, 2200 Credits)

Items Drop: Biosensor (Geara Doga Rezin's Type), Spiritual Energy Device 
(Jagd Doga Quess's Type), I-Field Generator (Jagd Doga Guney's Type)

Comment: This one can be finished in 5 turns but you have to calculate 
carefully seishins like Resurrection, Devotion and Self-Destruct (no pilot
with Move Again except Marvel (Jingi Mk-II is unavailable until next stage, or
unless you get Rain to level 50 so she can learn Move Again). Since Bluegar has
Awaken, move it as far as possible to attack the Geara Doga so they can't stand
still. The first time I try I only could do it in 6 turns. Good luck on trying 
a 5 turn cleared. ^_^

+---------------------------------------------+
|Scenario 101 (Axis) - Across space of Moebius|  
+---------------------------------------------+
AP - None

Beginning Player units - Ra Cailum/Nadesico Y Unit, Nu Gundam or Nu Gundam HWS,
10 units
Player reinforcement - Ell Shank, Tobikage, Kenryu, Dangaioh, 6 units (when 
enemy units are less than 13)

Enemy reinforcement - 5 units (when enemy units are less than 13)
Enemy reinforcement - 5 units (when Sazabi's HP is below 75%)

Beginning enemy units:
Alpha Azieru [Quess] - lv70 (HP 45000, 20000 Credits)
Geara Doga(x8) - lv63 (HP 9000, 2200 Credits)
Jagd Doga(x6) - lv64 (HP 10800, 3500 Credits)
Jagd Doga(x10) - lv64 (HP 10800, 3000 Credits)

(If you recruited Gato)
Neue Ziel [Gato] - lv99 (HP 50000, 8000 Credits)
GP-02(x2) - lv64 (HP 29000, 3000 Credits)
Jagd Doga(x2) - lv63 (HP 10800, 3000 Credits)

When enemy units are less than 13 (next enemy phase):
Sazabi [Char] - lv79 (HP 98000, 0 Credits)
Jagd Doga(x4) - lv63 (HP 10800, 3500 Credits)

When Sazabi's HP is below 75%:
Lewloola [Nanai] - lv67 (HP 50000, 15000 Credits)
Jagd Doga(x4) - lv63 (HP 10800, 3000 Credits)

Comment: Your goal here is defeat Char Aznable. If you reduce enemy units to 
below 9 or destroy the Lewloola, you get a Game Over. Keep your eyes on the two
GP-02; destroy them so they can't nuke you. It is easier if you use GP-02 to 
nuke the Jagd Doga surrounding Char so they can't support him. Since this is
the last stage of the game, call out any unit you like without worrying about
turn count. My chosen units are: Nadesico Y Unit, Master Gundam, Bastole 
(Marvel & El), Botune (Tod & Chum), Dancouga, Zambot 3, Combattler V, 
Quin-Mantha (Cecilly & Aina), Alteisen Riese, GP-02 (Bernard), Bluegar (Jinguji
& Rei). Beat the game and try a new run! ^_^

IV/ Informations Translation:

You can easily find this at Akurasu.net. I only list some I use in this FAQ so
that you don't misunderstand:

//Special Skill:
強運 - Strong Luck
聖戦士 - Holy Warrior
先手必勝 - Attack first for victory
反骨心 - Rebellious Heart
防御 - Defense
起死回生 - Relive from hopeless
統率 - Leadership
特殊技能LV+1 - Special Skill Up 1 level

Strong Luck: Money x1.5, stack with Luck or Bless.
Holy Warrior: Increase evade rate, Aura Barrier power and Hyper Aura Cut power 
by each level.
Attack first for victory: At 120 Will, when attacked by the enemy this unit 
will attack first.
Rebellious Heart: When under 50% HP the unit gains +200 Armor, +30 Hit, and 
gains +2 morale when hit.
Defense: Allow pilot to use sword and shield to defense.
Relive from hopeless: When HP, SP, EN (single pilot) are below 20%, on the next
player phase all the three factors fully recover.
Leadership: Attack and support attack trigger at the same time. Moreover, they
all will become critical.
Special Skill Up 1 level: Cost one slot of skill of the assigned pilot. All
special skill that base on level will increase by one (maximum is level 10).

//Seishin:
The new seishins were introduced are: 
鼓舞 70SP (Inspire) - Boost all allies morale by 5 points
献身 30SP (Devotion) - Increase an ally SP by 10 points
誘爆 25SP (Explode) - Units surround the enemy unit being attacked get damaged,
although I don't know how.
奇襲 55SP (Surprise Attack) - cast Hot-Blooded, Flash, Accel, Sure-Hit at the
same time
威圧 30SP (Pressure) - Negate support defense for targetting unit

The old seishins are:
ド根性 40SP (Great Guts): Fully recovers HP
愛 60SP (Love): Heal all allies' HP
祝福 60SP (Bless): Double the money of a selected ally
集中 15SP (Focus): Increase dodge and hit rate by 30%
復活 80SP (Resurrection): Call back one ally from death
加速 5SP (Accel): Increase movement range by 3 squares
狙撃 25SP (Snipe): Increase weapon's range except melee weapon by 2 squares
ひらめき 15SP (Flash): Dodge an attack no matter what the attacker does
熱血 40SP (Hot-Blooded): Increase attack power by 1.5 time
幸運 40SP (Luck): Double the money of your own
突撃 25SP (Assault): You can attack after moving even if that weapon you use
isn't post-movement
覚醒 60SP (Awaken): Double your action
てかげん 10SP (Mercy): Leave an enemy's HP remains 10 after attacking if the
attacker's skill is higher than the victim
奇跡 100SP (Miracle): Cast Yell 3 times, Soul, Accel, Sure-Hit, Flash, Great 
Guts, Effort at the same time
気合 40SP (Yell): Your own morale increase by 10 points
必中 25SP (Sure-Hit): The hit will land on victim unless he/she cast Flash
応援 45SP (Backing): Double your own experience when killing an enemy
脱力 50SP (Exhault): Lower an enemy's morale by 10 points
鉄壁 30SP (Iron Wall): Double your unit's armor
偵察 1SP (Spy): See an enemy's statistics
補給 60SP (Resupply): Restore all ammo of an selected ally
再動 90SP (Move Again): Make an already moved ally can act back
魂 60SP (Soul): Increase attack power by 2.5 time
見切り 30SP (Give Up) : Cast sure-hit and flash at the same time
かく乱? 40SP (Confuse): Reduce all enemies's hit rate by a significant number
激励 70SP (Cheer): The morale of an ally that you chose will be increased by 10
points
自爆 1SP (Self-Destruct): Destroy your own unit. Any surrounding units will get 
damaged depend on the unit's HP
努力 30SP (Effort): Gain double experience after attacking

//About Pilot's Seishin:

UC GUNDAM:
Amuro: Mercy (lv1), Accel (lv5), Focus (lv10), Hot-Blooded (lv22), Explode
(lv39), Miracle (lv66)
Aina: Love (lv1), Devotion (lv1), Bless (lv28), Focus (lv36), Inspire (lv44), 
Resurrection (lv60)
Emma: Accel (lv1), Focus (lv1), Trust (lv11), Hot-Blooded (lv20), Bless (lv29),
Assault (lv45)
Elle: Flash (lv1), Luck (lv1), Sure-Hit (lv13), Hot-Blooded (lv19), Great Guts
(lv31), Awaken (lv50)
Gato: Hot-Blooded (lv1), Assault (lv1), Inspire (lv13), Focus (lv31), 
Explode (lv42), Soul (lv69)
Kamille: Focus (lv1), Flash (lv1), Hot-Blooded (lv17), Yell (lv29), 
Explode (lv42), Assault (lv59)
Chris: Flash (lv1), Trust (lv1), Focus (lv14), Hot-Blooded (lv30), 
Bless (lv40), Resurrection (lv54)
Quattro: Accel (lv1), Focus (lv1), Snipe (lv10), Explode (lv20), 
Hot-Blooded (lv30), Surprise Attack (lv47)
Kou: Effort (lv1), Assault (lv1), Hot-Blooded (lv12), Focus (lv20), Awaken
(lv44), Soul (lv66)
Seabook: Focus (lv1), Snipe (lv1), Flash (lv11), Hot-Blooded (lv26), Luck 
(lv43), Awaken (lv62)
Judau: Flash (lv1), Luck (lv4), Focus (lv14), Yell (lv29), Hot-Blooded (lv38),
Awaken (lv57)
Shiro: Love (lv1), Assault (lv1), Snipe (lv20), Hot-Blooded (lv31), Focus
(lv39), Soul (lv63)
Cecilly: Flash (lv1), Focus (lv5), Trust (lv14), Hot-Blooded (lv15), Bless 
(lv43), Move Again (lv63)
Norris: Surprise Attack (lv1), Assault (lv1), Devotion (lv17), Focus (lv26),
Snipe (lv35), Soul (lv51)
Bernard: Self-Destruct (lv1), Surprise Attack (lv1), Great Guts (lv17), Flash
(lv25), Snipe (lv43), Soul (lv57)
Burning: Explode (lv1), Mercy (lv1), Hot-Blooded (lv11), Focus (lv20), Cheer
(lv27), Soul (lv51)
Fa: Trust (lv1), Luck (lv1), Flash (lv13), Devotion (lv22), Cheer (lv33), 
Resupply (lv50)
Bright: Trust (lv1), Cheer (lv1), Assault (lv11), Sure-Hit (lv19), Hot-Blooded
(lv35), Explode (lv50)
Ple: Focus (lv3), Luck (lv9), Flash (lv11), Backing (lv17), Exhaust (lv33),
Hot-Blooded (lv48)
Ple Two: Focus (lv1), Bless (lv1), Flash (lv11), Effort (lv19), Yell (lv31),
Hot-Blooded (lv45)
Roux: Accel (lv1), Focus (lv1), Snipe (lv13), Hot-Blooded (lv29), Luck (lv39),
Cheer (lv53)
Rozamia: Accel (lv1), Focus (lv1), Flash (lv1), Confuse (lv23), Hot-Blooded 
(lv27), Exhaust (lv38)

NADESICO:
Akatsuki: Accel (lv1), Focus (lv1), Snipe (lv11), Flash (lv16), Hot-Blooded 
(lv26), Luck (lv39)
Akito: Hot-Blooded (lv1), Luck (lv1), Focus (lv17), Flash (lv22), Assault 
(lv14), Awaken (lv48)
Izumi: Mercy (lv1), Exhaust (lv1), Snipe (lv11), Hot-Blooded (lv14), Flash
(lv26), Sure-Hit (lv41)
Gai: Hot-Blooded (lv1), Yell (lv1), Great Guts (lv11), Iron Wall (lv22), 
Sure-Hit (lv31), Explode (lv51)
Jun: Guts (lv1), Great Guts (lv1), Trust (lv11), Love (lv18), Assault (lv30),
Explode (lv41)
Tsukumo: Effort (lv1), Great Guts (lv1), Hot-Blooded (lv11), Yell (lv20), 
Give Up (lv31), Love (lv48)
Haruka: Accel (lv1), Flash (lv1), Trust (lv13), Devotion (lv23), Love (lv34),
Resurrection (lv48)
Hikaru: Luck (lv1), Focus (lv1), Backing (lv11), Confuse (lv16), Hot-Blooded
(lv26), Surprise Attack (lv42)
Prospector: Scan (lv1), Luck (lv1), Bless (lv13), Iron Wall (lv24), Pressure
(lv36), Resupply (lv53)
Megumi: Backing (lv1), Effort (lv1), Accel (lv11), Love (lv20), Trust (lv31),
Cheer (lv45)
Yurika: Exhaust (lv1), Backing (lv1), Confuse (lv13), Trust (lv24), Inspire
(lv36), Love (lv54)
Ryoko: Yell (lv1), Hot-Blooded (lv1), Focus (lv11), Flash (lv19), Great Guts
(lv29), Cheer (lv44)
Ruri: Scan (lv1), Confuse (lv1), Mercy (lv9), Flash (lv19), Snipe (lv33), Trust
(lv51)

RAIDEEN:
Akira: Flash (lv1), Sure-Hit (lv1), Hot-Blooded (lv1), Assault (lv13), Yell 
(lv18), Awaken (lv68)
Jinguji: Accel (lv1), Snipe (lv1), Hot-Blooded (lv11), Sure-Hit (lv18),
Assault (lv31), Self-Destruct (lv48)
Mari: Scan (lv1), Trust (lv1), Love (lv15), Luck (lv23), Devotion (lv30), Move
Again (lv53)
Rei: Accel (lv1), Focus (lv1), Flash (lv9), Bless (lv17), Awaken (lv29), 
Resurrection (lv47)

G GUNDAM:
Allenby: Accel (lv1), Yell (lv1), Sure-Hit (lv11), Hot-Blooded (lv17), Focus
(lv30), Backing (lv57)
Schwartz: Surprise Attack (lv1), Confuse (lv1), Yell (lv1), Backing (lv1),
Cheer (lv46), Explode (lv66)
Tohofuhai (Master Asia): Yell (lv1), Hot-Blooded (lv1), Focus (lv1), Give Up 
(lv1), Inspire (lv1), Explode (lv1)
Rain: Sure-Hit (lv1), Snipe (lv1), Love (lv8), Flash (lv17), Hot-Blooded 
(lv26), Move Again (lv50)
Domon: Great Guts (lv1), Accel (lv1), Yell (lv8), Hot-Blooded (lv18), Give Up
(lv39), Love (lv63)

NINJA ROBOT TOBIKAGE:
Irbora: Accel (lv1), Focus (lv5), Hot-Blooded (lv13), Flash (lv19), Awaken
(lv52), Devotion (lv80)
Joe: Great Guts (lv1), Focus (lv1), Hot-Blooded (lv11), Yell (lv23), Surprise
Attack (lv34), Awaken (lv53)
Damian: Backing (lv1), Great Guts (lv1), Yell (lv9), Hot-Blooded (lv12), Luck
(lv26), Awaken (lv78)
Mike: Effort (lv1), Focus (lv1), Hot-Blooded (lv17), Assault (lv26), Snipe 
(lv39), Resupply (lv60)
Rennie: Accel (lv1), Sure-Hit (lv1), Flash (lv14), Hot-Blooded (lv22), Luck 
(lv26), Love (lv53)
Romina: Trust (lv1), Exhaust (lv1), Devotion (lv18), Luck (lv24), Surprise
Attack (lv31), Love (lv45)

ZAMBOT 3:
Uchuta: Sure-Hit (lv1), Guts (lv1), Mercy (lv9), Flash (lv24), Iron Wall (lv34),
Surprise Attack (lv65)
Kappei: Great Guts (lv1), Accel (lv1), Snipe (lv11), Hot-Blooded (lv20), Yell 
(lv31), Luck (lv62)
Keiko: Scan (lv1), Confuse (lv1), Trust (lv13), Devotion (lv28), Bless (lv39),
Self-Destruct (lv59)

AURA BATTLER DUNBINE:
Abe: Scan (lv1), Focus (lv1), Pressure (lv15), Sure-Hit (lv23), Resupply 
(lv30), Explode (lv44)
El: Effort (lv1), Accel (lv1), Sure-Hit (lv9), Confuse (lv18), Yell (lv29),
Devotion (lv47)
Ele: Trust (lv1), Flash (lv1), Cheer (lv13), Luck (lv22), Assault (lv31),
Move Again (lv45)
Galaria: Accel (lv1), Great Guts (lv1), Yell (lv9), Focus (lv17), Hot-Blooded
(lv27), Awaken (lv42)
Keen: Guts (lv1), Trust (lv1), Snipe (lv7), Hot-Blooded (lv16), Luck (lv27),
Resupply (lv44)
Ciela: Mercy (lv1), Focus (lv1), Trust (lv6), Inspire (lv18), Bless (lv30),
Resurrection (lv50)
Show: Accel (lv1), Mercy (lv1), Focus (lv13), Flash (lv24), Hot-Blooded (lv35),
Yell (lv57)
Marvel: Effort (lv1), Mercy (lv1), Flash (lv8), Hot-Blooded (lv22), Yell 
(lv31), Move Again (lv48)
Chum: Luck (lv1), Backing (lv1), Trust (lv14), Cheer (lv25), Bless (lv38), 
Resurrection (lv54)
Tod: Great Guts (lv1), Focus (lv1), Hot-Blooded (lv9), Yell (lv24), Accel 
(lv36), Luck (lv56)
Nie: Flash (lv1), Effort (lv1), Hot-Blooded (lv4), Iron Wall (lv22), Cheer 
(lv31), Assault (lv48)
Bell: Exhaust (lv1), Confuse (lv1), Flash (lv3), Hot-Blooded (lv20), Iron Wall
(lv33), Surprise Attack (lv45)
Riml: Love (lv1), Luck (lv1), Hot-Blooded (lv10), Focus (lv20), Flash (lv39),
Resupply (lv63)

MACHINE ROBO:
Kina: Assault (lv1), Hot-Blooded (lv1), Iron Wall (lv14), Sure-Hit (lv18), 
Cheer (lv28), Self-Destruct (lv42)
Glorbain: Effort (lv1), Give Up (lv1), Yell (lv1), Surprise Attack (lv1), Guts
(lv1), Soul (lv65)
Koron: Effort (lv1), Focus (lv1), Guts (lv12), Yell (lv15), Confuse (lv21),
Move Again (lv47)
Jim: Trust (lv1), Guts (lv1), Backing (lv9), Bless (lv19), Cheer (lv26), 
Resupply (lv51)
Jet: Accel (lv1), Assault (lv1), Focus (lv13), Hot-Blooded (lv29), Give Up
(lv46), Soul (lv60)
Drill: Great Guts (lv1), Yell (lv1), Hot-Blooded (lv10), Sure-Hit (lv18),
Flash (lv29), Exhaust (lv45)
Reina: Cheer (lv1), Bless (lv1), Devotion (lv11), Flash (lv19), Love (lv39),
Resurrection (lv60)
Rom: Inspire (lv1), Yell (lv1), Focus (lv13), Hot-Blooded (lv20), Give Up
(lv34), Soul (lv68)

MAZINGER:
Kouji: Great Guts (lv1), Iron Wall (lv1), Sure-Hit (lv9), Hot-Blooded (lv18),
Yell (lv35), Accel (lv54)
Sayaka: Trust (lv1), Sure-Hit (lv1), Flash (lv9), Bless (lv20), Hot-Blooded
(lv34), Resupply (lv54)
Boss: Self-Destruct (lv1), Great Guts (lv1), Yell (lv11), Hot-Blooded (lv22),
Sure-Hit (lv33), Flash (lv48)
Jun: Effort (lv1), Sure-Hit (lv1), Flash (lv11), Cheer (lv18), Hot-Blooded
(lv31), Devotion (lv51)
Tetsuya: Accel (lv1), Effort (lv1), Sure-Hit (lv10), Hot-Blooded (lv20), 
Flash (lv34), Assault (lv50)

GRENDIZER:
Duke: Mercy (lv1), Sure-Hit (lv1), Hot-Blooded (lv9), Iron Wall (lv18), Cheer
(lv34), Soul (lv60)
Maria: Accel (lv1), Backing (lv1), Luck (lv11), Sure-Hit (lv17), Hot-Blooded
(lv22), Inspire (lv38)

DANGAIOH:
Lammba: Snipe (lv1), Sure-Hit (lv1), Effort (lv1), Backing (lv28), 
Cheer (lv39), Luck (lv53)
Roll: Accel (lv1), Guts (lv1), Focus (lv14), Hot-Blooded (lv24), Explode 
(lv31), Yell (lv38)
Shazara: Devotion (lv1), Focus (lv1), Trust (lv9), Hot-Blooded (lv24), Flash
(lv33), Move Again (lv47)
Pi: Great Guts (lv1), Yell (lv1), Assault (lv1), Iron Wall (lv22), Pressure
(lv36), Hot-Blooded (lv60)
Mia: Mercy (lv1), Flash (lv1), Trust (lv17), Devotion (lv30), Love (lv47),
Miracle (lv61)

DANCOUGA:
Shinobu: Accel (lv1), Hot-Blooded (lv1), Assault (lv13), Great Guts (lv32),
Surprise Attack (lv46), Yell (lv60)
Hazuki: Accel (lv1), Trust (lv1), Assault (lv12), Cheer (lv17), Hot-Blooded
(lv26), Move Again (lv42)
Masato: Effort (lv1), Confuse (lv1), Sure-Hit (lv1), Flash (lv14), Luck (lv30),
Resupply (lv45)
Sara: Trust (lv1), Yell (lv1), Focus (lv1), Hot-Blooded (lv17), Cheer (lv35),
Love (lv56)
Ryo: Mercy (lv1), Pressure (lv1), Iron Wall (lv9), Yell (lv24), Give Up (lv33),
Bless (lv51)

COMBATTLER V:
Hyoma: Guts (lv1), Yell (lv1), Sure-Hit (lv7), Hot-Blooded (lv17), Iron Wall
(lv35), Assault (lv57)
Kosuke: Scan (lv1), Confuse (lv1), Effort (lv3), Luck (lv22), Guts (lv34), Focus
(lv54)
Juzo: Snipe (lv1), Accel (lv1), Sure-Hit (lv6), Flash (lv22), Focus (lv36),
Surprise Attack (lv53)
Daisaku: Great Guts (lv1), Yell (lv1), Iron Wall (lv8), Effort (lv20), Trust
(lv31), Hot-Blooded (lv44)
Chizuru: Trust (lv1), Flash (lv1), Cheer (lv10), Devotion (lv23), Resupply 
(lv40), Resurrection (lv51)

GETTER ROBO:
Ryoma: Effort (lv1), Guts (lv1), Hot-Blooded (lv9), Sure-Hit (lv19), Yell
(lv30), Give Up (lv56)
Hayato: Accel (lv1), Flash (lv1), Confuse (lv13), Focus (lv23), Surprise Attack
(lv33), Love (lv51)
Benkei: Great Guts (lv1), Yell (lv1), Iron Wall (lv11), Hot-Blooded (lv18),
Luck (lv29), Cheer (lv59)
Jack: Snipe (lv1), Sure-Hit (lv1), Luck (lv11), Hot-Blooded (lv25), Exhaust
(lv38), Soul (lv57)
Mary: Scan (lv1), Accel (lv1), Trust (lv14), Flash (lv28), Devotion (lv40),
Resupply (lv56)

DAITARN 3:
Banjo: Great Guts (lv1), Sure-Hit (lv1), Hot-Blooded (lv11), Iron Wall (lv22),
Yell (lv38), Awaken (lv54)

ORIGINALS:
Kyosuke: Accel (lv1), Assault (lv1), Focus (lv13), Hot-Blooded (lv22), Give Up
(lv29), Miracle (lv66)
Alchemie: Love (lv1), Snipe (lv1), Focus (lv1), Hot-Blooded (lv1), 
Assault (lv1), Awaken (lv1)
Excellen: Exhaust (lv1), Snipe (lv1), Focus (lv9), Hot-Blooded (lv17), Assault
(lv30), Awaken (lv51)

V/Characters' Quote Translations:

*Rom Stol*
(When appear) Wait!
(What!? Suddenly the radar reacts!?)
We care about the past, then what erases the past will become the power to open
new peace isn't it? But for that we must heavily remember what is lost...
People say that is punishment...! 
(You, you can't be?)
I don't need to tell you my name!
Kenryu!

Battle: I can't stand overlooking the sins of you bastards! 
Tenkuu Shinken... Bakuretsu Kuuten!

*Tobikage - Joe Maya*
Attack: Out of the way, you small fish!
Dodge: Come!

*Kuuma - Rennie*
Attack: Joe! Let's clear everything on the way in one strike!
Hit: Shit!

*Kyosuke*
Attack: Here I come... prepare yourself!
Let me erase that joker face of you...!
Each bullet of mine is make of special Titanium. Take it!
Dodge: If this shit didn't move fast, I will...!

*Domon - God Gundam*
Attack:
Kono tatakai... kanarazu katsu! King of Heart no na ni kakete!
(I will surely win this battle! By the name of the King of Heart!)
 
Ikuzo!! Ryuha! Tohofuhai no na no moto ni!!
(Let's go!! Dragon fist! In the name of Tohofuhai!!)
Ore no kono te ga makka ni moeru!!
Shori wo tsukame to todoroki sakebu!!
(This hand of mine is burning red!! It roars to grasp victory!!)
Bakunetsu!! Godo Fingaaaa!!
(Explode!! God Finger!!)
Sekiha!! Tenkyokeeeen!!

Kono Gundam wo tada no gundam to omo na!
(Don't you think that this God Gundam is only a Gundam!)

Shaffuru Domei, King of Heart no Domon Kasshu da!
(Shuffle Alliance, I'm Domon Kasshu the King of Heart!)

Evade: Bunshin Sappo! Godo Shado!

*Master Asia*
Attack:
Shinee!!
Sate, do ryorishite kure you ka!
Darkness Fingerrrrr!!
(Die!! Well now, what kind of food do you want to become! Darkness 
Fingerrrrr!!)

Sekiha Tenkyoken: 
Shinee!! Kono Tohofuhai, nige mo kakuremosen wa!
Haaaaaa... Haa!! Tohofuhai ga saigo ougiiii...! Sekiha! 
Tenkyokeeeeeeeeen!!
(Die!! This Tohofuhai won't let you escape from me! Haaaaaa... Haa!!
The last technique of Tohofuhai...! Sekiha! Tenkyokeeeeeeeeen!!)

*Excellen*
Attack:
There there! My meal
Evade:
I wonder if that can hit me? Goodbye~

Rampage Ghost:
Can we go now? Kyosuke!
Yeah, let's unite
Then, by the power of love from the two people...!
... Let's go!!
Wait! Isn't we've to unite!?

*Shinobu*
Dankukogaken:
By the heart of love, the space of evil shall be penetrated! In the name of!
Dankukogaken!

*Shin Getter*
Hayato: Ryo, do you understand me!?
Ryoma: Yeah, let put all our emotions into this and pull out the power of Shin
Getter!
Benkei: Uooh!
Ryoma: Stonaaa! Suuuun Shiiiine!!

*Banjo*
I gather the power of the sun and, now, final technique!
Sun Attaaaaaaack!! Daitaaaaarn Craaash!!

*Zambot 3*
Keiko: Kappei, I already knew enemy's weak point!
Uchuta: Kappei, pull it out any time!
Kappei: Zambot Moon Attaaaack!!

*Dunbine*
Show Zama: I will show you my Aura power!
Chum: Goooo!! This is: Hyper Aura Giri!!

VI. About Secret Units:

(Description: S/L/S/S/M is Sky/Land/Sea/Space/Moon)



Special Ability: After-image, Aura Barrier, Transform

HP   EN  Size Movement Mobile Armor Limit Item Slot
3700 150 S    7        120    750   290   ?

Name                   Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Wire Claw              G/P   1-2   1250             +30/+10 A/A/B/A/A
Aura Cannon            F/P   4-6   1800          6  -10/+10 A/A/B/A/A
Aura Sword             G/P   1     1900             +20     A/A/B/A/A
Aura Riffle            F     1-5   1900          8      +10 A/A/B/A/A
Aura Beam Sword        G/P   1-2   2000             +15 +10 A/A/B/A/A
Aura Cut               G/P   1     2200  110  25    +20     A/A/B/A/A
Hyper Aura Cut         G/P   1     2700  130  40    +10     A/A/B/A/A
Twin Aura Attack       G/S   1     3075  120  60    +20 +20 A/A/A/A/A
Twin Aura Attack (Tod) G/S   1     3075  120  60    +20 +20 A/A/A/A/A

Aura Cut requires Holy Warrior lv1
Hyper Aura Cut requires Holy Warrior lv3



HP   EN  Size Movement Mobile Armor Limit Item Slot
4400 140 M    6        100    900   340   2

Name                  Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Pulse Lazer Cannon    F/P/B 1-2   1400          20 +15     A/A/-/A/A
Grenade Launcher      F/P   2-4   1500          4  -10     A/A/C/A/A
Beam Saber            G/P   1     1700             +40/+10 -/A/B/A/A
Beam Gatling Gun      F/P/B 1-3   1700          8      +15 B/B/-/A/B
Beam Riffle           F/P/B 1-4   1800          10 +30     A/A/-/A/A
Mega Bazooka Launcher F/B/M 1-7   2900  110  90    -10/-10 A/A/-/A/A



HP   EN  Size Movement Mobile Armor Limit Item Slot
4600 160 M    6        105    950   360   2

Name              Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Beam Cannon       F/P/B 1-3   1300          8          B/B/-/A/B
Missle            F     2-4   1400          10 +20     A/A/B/C/A
Beam Saber        G/P   1     1900             +40/+10 -/A/B/A/A
Beam Riffle       F/P/B 1-4   2000          10 +30     A/A/-/A/A
Long Mega Buster  F/B/M 1-8   3100  110  100   -10     A/A/-/A/A
Explosion Bolt    G/P   1     3200             +35/+30 C/A/B/A/A
Mega Particle Gun F/B   1-6   3700       20        +15 A/A/-/A/A



HP   EN  Size Movement Mobile Armor Limit Item Slot
3100 100 M    6        85     730   360   4

Name          Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Vulcan        G/P   1-2   1200          20 +30/-20 A/A/B/A/A
Beam Riffle   F/P   1-4   1900          10 +30     A/A/-/A/A
Beam Saber    G/P   1     2100             +40/+10 -/A/B/A/A
Hyper Hammer  F     1-5   2300             +20/+40 -/A/B/A/A
Hyper Bazooka G/P   2-6   2400          4  +30/+20 A/A/B/A/A



HP   EN  Size Movement Mobile Armor Limit Item Slot
3200 100 M    6        85     700   300   4

Name             Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Hand Grenade     G/P   1-3   1400          2  +10/+20 A/A/C/B/A
Shoulder Attack  G/P   1     1700             +50     -/A/A/A/A
Heat Hawk        G/P   1     1800             +15     C/A/B/A/A
Zaku Machine Gun F/P   1-4   1850          8      -25 A/A/B/A/A
Sturmfaust       F/P   2-7   1900          6  +20/+30 A/A/B/A/A
Zaku Bazooka     F     2-5   2100          3  -10/-10 A/A/B/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
4600 120 M    6        85     750   250   2

Name             Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Vulcan           F/P   1-2   1000          20 +30/-20 A/A/B/A/A
Beam Riffle      F/P/B 1-4   1700          10    /+10 A/A/-/A/A
Beam Saber       G/P   1     1800             +15     -/A/B/A/A
Hyper Beam Saber G/P   1     2200             +15     -/A/A/A/A
Atomic Bazooka   F/M   1-5   3700  120     1  +50/-20 A/A/C/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
3200 200 S    9        110    1250  340   2

Special Ability: After-image

Name                  Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Chest Missle Launcher F     2-7   2100          16     +25 A/A/A/A/A
Hand Sword            F     1-6   2200          20     +30 A/A/B/A/A
Makibishi Launcher    F/P   1-5   2300          8  +30/+40 A/A/B/A/A
Katana                G/P   1-2   2600             +30/+20 A/A/A/A/A
After-image Kill      G/S   2-4   3375       60    +40/+30 A/A/A/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
5500 180 L    6        70     900   240   3

Name                       Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Large Mega Particle Cannon F/B   1-6   2450       30     -5/+10 A/A/-/A/A
Large Mega Particle Cannon F/B/M 1-7   2700       50    -10/+10 A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
6000 160 M    8        85     1150  260   2

Special Ability: Transform, HP Regen (Small)

Name                Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Tomahawk boomerang  G/P   1-4   2100             +5      A/B/C/A/B
Getter Tomahawk     G/P   1     2200             +35     A/B/C/A/B
Getter Blast Cannon F     2-6   2700          8  +40/+10 A/B/C/A/B
Getter Beam         G/P   1-2   3000       40            A/B/C/A/B
Shin Shine Spark    G/P   1     3900  130  60    +35/+10 A/B/C/A/B
Stoner Sun Shine    G/P   1-5   4300  140  100   -10/+20 A/A/A/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
6000 160 M    10        100   1050  280   2

Special Ability: Shin Mach Special, Transform, HP Regen (Small)

Name          Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Getter Missle F     2-6   1900          10 -10     B/B/A/B/B
Getter Drill  G/P   1     2200             +15     C/A/C/A/A
Drill Tempest G/P   1-3   2500       20    +20     A/A/-/A/A
Mirage Drill  G/P   1-3   3200       50    +15/+10 A/A/A/A/A 


HP   EN  Size Movement Mobile Armor Limit Item Slot
6000 160 M    6        95     1250  270   2

Special Ability: Transform, HP Regen (Small)

Name                           Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Getter Missle                  F     2-7   2400          10 -10     B/A/A/A/B
Humber Punch                   G/P   1     2500             +20/+10 -/A/A/A/A
Daitetsuzan Oroshi Nidankaeshi G/P   1     3800  120  50        +20 -/A/A/-/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
5000 150 M    7        110    850   290   3

Special Ability: Beam Coat, HP Regen (Small) 

Name                      Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Split Missle              F     3-5   1700          16         A/A/A/A/A 
3 Consecutive Beam Cannon F/P/B 1-5   2000          10 +10     A/A/-/A/A 
Howling Launcher E        F/B   4-8   2300       20    +20     A/A/-/A/A 
Howling Launcher B        F     3-6   2500          7  +10/+20 A/A/A/A/A 
Howling Launcher X        F     5-9   3000  120  60 7  +30/+35 A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot 
4500 140 M    6        100    850   360   2

Name             Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Beam Saber       G/P   1     1600             +30/+10 -/A/B/A/A
Beam Riffle      F/P/B 1-4   2000          10         A/A/-/A/A
Long Beam Saber  G/P   1     2300       10    +25/+20 C/A/A/A/A
Mega Beam Riffle F/B   1-7   3000          15         A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot 
4500 140 M    8        105    850   380   2

Name             Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M 
Mega Beam Riffle F/B   1-7   3000          15         A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot 
5800 200 M    7        110    1150   360  2

Name                  Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Master Cloth          G/P   1-3   1900             +15     A/A/A/A/A
Near Crusher          G/P   1-2   2100             +25     A/A/A/A/A
Chokyu Hao Den'eidan  G/M   1-7   2400  120  90    +10/+10 A/A/A/A/A
Juni Ohohai Daisharin G     1-4   2700       35    +10/+20 A/A/A/A/A
Darkness Finger       G/P   1     3100       50    +15/+20 A/A/A/A/A
Sekiha Tenkyoken      G     2-6   3700  130  85    +30/+20 A/A/A/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot 
5000 150 L    7        90     900   280   2 

Name                       Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

110mili-Vulcan             F/P   1-2   1600          20 +30/-20 A/A/B/A/A
Missile Pod                F     2-4   2000          8          A/A/C/A/A
Beam Gun                   F/P/B 1-4   2200          15     +10 A/A/-/A/A
Large Mega Particle Cannon F/B   2-6   2500       40    -10/+10 A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot 
2500 180 S    6        90     850   280   ?

Special Ability: Distortion Field, Weak/Heavy Power Wave Beam 

Name          Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Gravity Blast F     3-7   2500       40    -10     A/A/-/A/A
Gravity Blast F/M   1-9   2500  110  40    -10     A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
5000 190 M    8        110    1050  360   3 

Special Ability: After-image

Name            Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Iron Net        G/P   1-3   1500          8  +30/+14 A/A/A/A/A
Messer Glanz    F/P   1-5   1900          10     +39 A/A/B/A/A
Spiegel Blade   G/P   1     2400             +15/+59 A/A/A/A/A
Sturm und Drang G/P   1-2   2900  110  40     +5/+49 A/A/A/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
4000 120 M    7        100    850   360   2

Name       Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Beam Saber G/P   1     1700             +15     -/A/B/A/A
Beam Gun   F/P/B 1-5   2100          10     +10 A/A/-/A/A
Funnel     F     2-8   2800          8  +25/+20 A/A/C/A/A

Funnel requires New Type lv1


HP   EN  Size Movement Mobile Armor Limit Item Slot
4000 120 M    7        95     750   290   2

Name       Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Beam Saber G/P   1     1650             +15     -/A/B/A/A
Beam Gun   F/P/B 1-5   1700          10     +10 A/A/-/A/A
Funnel     F     2-6   2500          8  +25/+20 A/A/C/A/A

Funnel requires New Type lv1


HP   EN  Size Movement Mobile Armor Limit Item Slot
5200 180 M    5        90     900   310   1

Special Ability: I-Field

Name                 Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Beam Saber           G/P   1     2100             +15     -/A/B/A/A
Mega Particle Cannon F/B   2-6   2700       20        +10 A/A/-/A/A
Funnel               F     2-7   2900          8  +25/+20 A/A/C/A/A

Funnel requires New Type lv1 


HP   EN  Size Movement Mobile Armor Limit Item Slot
4000 90  M    6        85     700   240   4

Name                         Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

3 Consecutive Gatling Cannon F/P   1-3   1750          6  +10     A/A/B/A/A
Hit Saber                    G/P   1     1900             +20     C/A/B/A/A
Gatling Shield               F     2-5   2000          5      +10 A/A/B/A/A
Heat Rod                     G/P   1-2   2400  110  5     +25/+20 C/A/B/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
4700 140 S    6        95     1050  300   3

Name               Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Tonage             G/P   2-5   1900        5 6  +20/+10 A/A/B/A/A
Slash              G/P   1-2   2200             +30/+10 -/A/B/A/A
Ankoku Sosatsu Ken G     2-7   2600  105  40 5  +50/+30 A/A/B/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
4000 110 M    5        85     750   240   4
 
Name            Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

60mili Kikan Ho F/P   1-2   1150          20 +30/-20 A/A/C/A/A
Beam Saber      G/P   1     1500             +15     -/A/B/A/A
Shot Gun        F/P   1-4   1600          5  +20     A/A/B/A/A
Giant Buzz      F     3-5   1700          6  -10/-10 A/A/C/A/A
Sturmfaust      F     2-4   2300          1          A/A/B/A/A
Chain Mine      F/P   1     2900       5  1  +20/+40 -/A/B/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
2500 80  S    7        115    650   310   4
 
Special Ability: Resupply

Name                     Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

30mili 2 Renso Vulcan Ho F/P   1-2   1300          20 +30/-20 A/A/C/A/A
Missle Launcher          F     2-4   1700          10 +20     A/A/C/A/A
Mega Particle Cannon     F/B   1-5   2000       10    +10/+10 A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
5800 180 L    4        70     900   260   2   

Special Ability: I-Field, Transform

Name                       Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Small Mega Beam Cannon     F/P   1-5   2000       30        +10 A/A/-/A/A
Diffusion Mega Beam Cannon F/P/B 1-2   2200       30    +20/-10 A/A/-/A/A
Beam Cannon                F/B   3-7   2500       50    -10/+10 A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
5800 180 L    6        75     950   260   2

Special Ability: I-Field, Transform

Name                       Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Small Mega Beam Cannon     F/P   1-5   2000       30        +10 A/A/-/A/A
Diffusion Mega Beam Cannon F/P/B 1-2   2200       30    +20/-10 A/A/-/A/A
Beam Cannon                F/B   3-7   2500       50    -10/+10 A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
5500 150 M    6        80     1100  290   3

Name           Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M
 
Boomerang Horn F     2-6   1700       20    +20/+10 A/A/B/A/A
Rush           G/P   1     1900             +30/+20 -/A/B/A/A
Horn Thunder   G/P   1-4   2100  110  30    +10     A/A/B/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
5500 150 M    6        70     1000  220   4

Name          Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M
                                        
Mac Bomber    F/P   1-3   1600          12 +20     A/A/C/A/A
Mac Riot      F     1-4   1700          4  +45/+20 A/B/C/B/B 
Texas Sword   G/P   1     1800             +30/+10 A/A/B/A/A
Mac Riffle    F     3-7   2000          8   +5/+20 A/A/B/A/A
Texas Beam    G/P   1     2100       20    +20     A/B/C/A/B
Texas Hammer  G/P   1-2   2200  110                A/A/B/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
4600 120 M    7        110    900   370   2

Special Ability: I-Field

Name              Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M
                                        
Vulcan            F/P   1-2   1600          20 +30/-20 A/A/B/A/A
Missle Launcher   F     2-4   2000          5          A/A/C/A/A
Beam Cannon       F/P/B 1-3   2100          4      +20 B/B/-/A/B
Beam Riffle       F/P/B 1-5   2300          10 +30/+10 A/A/-/A/A
Hyper Bazooka     F/B   3-6   2350          4  -10/+30 A/A/B/B/A
Beam Saber        G/P   1     2500             +40/+5  -/A/B/A/A
Hyper Mega Riffle F/B   1-7   2900          6  +20/+30 A/A/-/A/A
Fin Funnel        F     2-7   3200  105     10     +20 A/A/C/A/A

Fin Funnel requires New Type lv1


HP   EN  Size Movement Mobile Armor Limit Item Slot
6200 120 L    7        90     900   300   2

Special Ability: I-Field

Name                          Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M
                                        
Tendency Mega Particle Cannon F/B   1-5   1800       20        -20 A/A/-/A/A
Large Missle Launcher         F     2-6   2000          20 -10     A/A/C/A/A
Cable Claw Arm                F/P   1-3   2200          10 +15     A/A/A/A/A
Mega Canon Ho                 F/B   3-7   2700          4      +10 A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
2500 100 S    6        90     650   370   4

Special Ability: Aura Barrier, After-image

Name            Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M
                                        
Wire Claw       G/P   1-2   1000             +30/+10 A/A/B/A/A
Missle Launcher F     1-3   1000          6  -10     A/A/C/A/A
Aura Sword      G/P   1     1500             +35     A/A/B/A/A
Aura Cut        G/P   1     1800  110  25    +25/+5  A/A/B/A/A
Hyper Aura Cut  G/P   1     2300  120  40    +20     A/A/B/A/A

Aura Cut requires Holy Warrior lv1
Hyper Aura Cut requires Holy Warrior lv3


HP   EN  Size Movement Mobile Armor Limit Item Slot
4000 120 M    6        85     800   260   4

Name         Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Vulcan       F/P   1-2   1050          20 +30/-20 A/A/B/A/A
Beam Saber   G/P   1     1550             +40/+10 -/A/B/A/A
Beam Pistol  F/P/B 1-4   1600          10 +20     B/B/-/A/B
Clay Bazooka F     2-5   1900          8      +20 A/A/B/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
5800 150 M    5        55     1100  230   4

Name                 Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M
                                         
Great Boomerang      G/P   1-3   1350             +5      A/A/C/A/A
Backspin Kick        G/P   1     1400             +40/+30 A/A/A/A/A
Knee Impulse Kick    G/P   1     1450             +30/+40 A/A/A/A/A
Navel Missle         F     1-3   1450          10     +20 A/A/B/A/A
Great Typhoon        G     1-4   1550       20    +20/-10 A/A/C/C/A
Mazinger Blade       G/P   1     1600             +15/+20 -/A/B/A/A
Atomic Punch         G/P   1-4   1800       5             A/A/B/A/A
Drill Pressure Punch G/P   1-3   1950       10    -15/+20 A/A/B/A/A
Breast Burn          G/P   1     2650       40    +5      A/A/B/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
4100 120 M    6        100    850   390   2

Name               Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M
                                         
30mili Vulcan      F/P   1-2   1400          20     -10 A/A/A/A/A
Beam Saber         G/P   1     1800             +30/+30 -/A/B/A/A
Beam Cannon        F/P/B 1-6   1900          10 +25/+10 B/B/-/A/B
Hide Bomb Pressure F     1-2   2200          4  +35     A/A/B/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
3400 120 M    5        85     750   260   2

Name            Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Vulcan          F/P   1-2   1000          20 +30/-20 A/A/B/A/A
Hand Grenade    F/P   1-2   1100          4  -10/-10 A/A/C/B/A
Missle Launcher F     2-4   2000          4          A/A/C/A/A
Beam Saber      G/P   1     1600             +40/+10 -/A/B/A/A
Beam Riffle     F/P/B 1-4   2000          10 +30     A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
3000 130 S    6        95     750   300   3

Special Ability: Aura Barrier, After-image

Name           Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M
                                        
Aura Vulcan    F/P   1-2   900           20 +30/-20 A/A/B/A/A
Wire Claw      G/P   1-2   1050             +30/+10 A/A/B/A/A
Missle Pod     F     2-4   1500          5  +0      A/A/C/A/A
Aura Sword     G/P   1     1750             +15     A/A/B/A/A
Aura Cut       G/P   1     1900  110  25    +20     A/A/B/A/A
Hyper Aura Cut G/P   1     2300  130  40    +10     A/A/B/A/A

Aura Cut requires Holy Warrior lv1
Hyper Aura Cut requires Holy Warrior lv3


HP   EN  Size Movement Mobile Armor Limit Item Slot
3600 130 S    7        110    800   370   2

Special Ability: Aura Barrier, After-image

Name           Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M
                                        
Aura Vulcan    F/P   1-2   1600          20 +30     A/A/B/A/A
Aura Sword     G/P   1     1700             +15     A/A/B/A/A
Frey Bomb      F/P   1-3   1900          4      -10 A/A/-/-/A
Aura Cut       G/P   1     2000  110  25    +20     A/A/B/A/A
Hyper Aura Cut G/P   1     2500  130  40    +10     A/A/B/A/A

Aura Cut requires Holy Warrior lv1
Hyper Aura Cut requires Holy Warrior lv3


HP   EN  Size Movement Mobile Armor Limit Item Slot
3000 100 M    6        80     725   220   4

Name          Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Vulcan        F/P   1-2   1000          20 +30/-20 A/A/B/A/A
Beam Riffle   F/P/B 1-4   1300          10 -10/+10 A/A/-/A/A
Beam Saber    G/P   1     1400             +15     -/A/B/A/A
Hyper Bazooka F     3-5   1400          4  -20/-10 A/A/B/A/A
Hyper Hammer  G     1     1600             -10/+20 -/A/B/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
3800 110 M    5        70     750   280   4

Name        Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Vulcan      F/P   1-2   1000          20 +30/-10 A/A/B/A/A
Beam Saber  G/P   1     1600             +40/+20 -/A/B/A/A
Riffle      F/P   1-4   1800          10 +35/+10 A/A/B/A/A
Beam Cannon F/P/B 2-7   2000       10    +20/+15 B/B/-/A/B


HP   EN  Size Movement Mobile Armor Limit Item Slot
2800 120 M    7        90     750   240   4

Name                 Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Beam Saber           G/P   1     1600             +15     -/A/B/A/A
Mega Particle Cannon F/B   1-6   2000       25       +10  A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
2800 120 M    8        95     700   240   4

Name                 Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Mega Particle Cannon F/B   1-6   2000       25       +10  A/A/-/A/A


HP   EN  Size Movement Mobile Armor Limit Item Slot
2800 130 S    7        100    700   250   3

Special Ability: Aura Barrier, After-image

Name             Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M
                                        
Wire Claw        G/P   1-2   1000             +30/+10 A/A/B/A/A
Aura Shot        F     1-4   1400          8  -10/+10 A/A/B/A/A
Aura Sword       G/P   1     1650             +15     A/A/B/A/A
Aura Cut         G/P   1     1900  110  25    +20     A/A/B/A/A
Hyper Aura Cut   G/P   1     2600  130  40    +10     A/A/B/A/A
Twin Aura Attack G/S   1     2925  120  60    +20 +20 A/A/A/A/A

Aura Cut requires Holy Warrior lv1
Hyper Aura Cut requires Holy Warrior lv3


HP   EN  Size Movement Mobile Armor Limit Item Slot
6200 160 L    6        75     1100  230   3

Name           Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Depth Charge   F/P   2-5   1800          20     +10 A/A/B/A/A      
Iron Crusher   G/P   1     1900             +15/+20 A/A/A/A/A
Plasma Typhoon F     3-6   2300  110  20    +20/+10 A/A/B/A/A 


HP   EN  Size Movement Mobile Armor Limit Item Slot
4500 210 L    6        80     950   290   2

Name                Type  Range Power Will EN/Am Hit/Crt S/L/S/S/M

Burst Lazer         F/B   1-4   1700       5     -10/+10 A/A/-/A/A
Large Lazer         F/B   1-6   1900       10    -10/+10 A/A/-/A/A
Large Missle        F     1-5   2000                     A/A/C/A/A
Rocket Punch        G/P   1-3   2200       5     +15     A/A/B/A/A
Gravity Wave Cannon F     1-5   2500  110  40        +20 A/A/-/A/A
Gravity Wave Cannon F/M   1-9   2500  120  50        +20 A/A/-/A/A 

VII/Frequently Asked Questions:

Q: Hey, your translation is...
A: No. All informations I searched myself in some Japanese pages so they're 
correct. Don't question me about it.

Q: Is this a good game?
A:Absolutely! But the most fun is play it & beat it in your first run. If you
find it difficult to acquire your objective, feel free to look at my FAQ. I
can guarantee it is no harm. ^_^

Q: Rein Weissritter or Shin Getter?
A:Depends. If you like Getter Robo, Shin Getter will be your choice. But the 
problem is there are too many good units to call out, not to mention near the
end you're forced to call out Excellen so Rein Weissritter might be better (you
loss the Rampage Ghost (Normal Weissritter & Alteisen) though...).

Q: Does your FAQ contain all secrets of the game?
A: Certainly not. Like I said before, you have to play several times to know 
more about the game. No one know what kind of glitch or secret there is (I 
don't believe the ''Perfect Guide'' contains everything there). Now I have
one question: why when the Machine Robo team rejoin your team at later stage of
part 3 the Jingi Mk-II suddenly get lots of upgrade? Here is my theory when 
I'll check in my 4th replay (if I've courage to do that):
- Don't let the Jingi Mk-II fight any enemy at the beginning of part 3.
- Before SCENE 3 of part 3 stay at Normal Mode.
If anyone can confirm this theory for me, I'll gladly give you credit.

That's all for now.

VIII/Credits:

 Without it I can't translate Japanese names into 
English.

 The best walkthrough Japanese
site available on the Internet.

 Another good site helps me alot on my 
walkthrough section.

 help me on the section of secret mechs.

 Thank you for saving alot
of my time!

 thanks for discussing the game with me in the message board.
Your guide lead me to adding new informations. ^_^

You for reading this. If my guide contains any error, feel free to inform me
through my mailing address.

Gamefaqs.com for hosting this. Thank you.