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Walkthrough

by Xenon

******************************************************************************
Super Robot Wars Alpha 3 FAQ/Walkthrough
by Xenon
Version 0.75
Guide Started 6/23/2008
Last Updated 6:48 PM Sunday, July 20, 2008
******************************************************************************

Table of Contents

1. Introduction
2. Copyright Notice
3. FAQ
4. General Information
5. Walkthrough
	A. Character Specific Stages
           I.   Cobray
           II.  Kusuha
           III. Touma
           IV.  Selena
        B. Standard Stages
6. Mecha/Pilot Guide
        A. Gundam
           I.   0083
                a. Mecha
                b. Pilots
           II.  Zeta
                a. Mecha
                b. Pilots
           III. ZZ
                a. Mecha
                b. Pilots
           IV.  Char's Counterattack
                a. Mecha
                b. Pilots
           V.   Wing
                a. Mecha
                b. Pilots
           VI.  SEED
                a. Mecha
                b. Pilots
        B. Mazinger
           I. Mecha
           II. Pilots
        C. Getter Robo
        D. Romance Trilogy
           I.   Combattler V
           II.  Voltes V
           III. Daimos
        E. Daitarn 3
        F. Dancougar
        G. Gaiking
        H. GaoGaiGar
        I. GoShogun
        J. Gunbuster (Top wo Narae!)
        K. Space Runaway Ideon
        L. Macross
           I.   Macross
                a. Mecha
                b. Pilots
           II.  Macross Plus
                a. Mecha
                b. Pilots
           III. Macross Seven
                a. Mecha
                b. Pilots
        M. Neon Genesis Evangelion
        N. Raideen
        O. Steel Jeeg
        P. Virtua ON!
        Q. Banpresto Original
7. Skills/Abilities Encyclopedia
        A. Purchasable Skills List
        B. Purchasable Skills
        C. Non-buyable Skills
        D. Unit Abilities
8. Spirit Encyclopedia
        A. Spirit Table
        B. Spirit Commands
9. Parts List
        A. In-Game Parts List
        B. Parts
10. Secrets
11. Version History
12. Credits
13. Contact Information
14. Needs to be done
==============================================================================
1. Introduction
==============================================================================

     Welcome to Xenon's guide to Super Robot Wars Alpha 3. Initially, this was
only going to be a mecha guide. But the mecha in SRW@3 are completely linked
with the pilots, and so it was going to be a mecha/pilot guide. But in order
to get all that information, the game would have to be played through. And so
I figured I could get at least one route up. So here we are. It's been a while
since I actually got serious about writing an FAQ/Walkthrough. Five years,
to be exact. I probably should have started with something smaller, but hey,
you gotta do what you gotta do.
     This guide, at least of this writing, should be the most in-depth of
those available at GameFAQs. Unfortunately, it's probably not the most
complete. This writing will be made on my third run-through of SRW@3. I
have already completed both Cobray and Touma's route. As such, I suspect that
it'll be some time before either of these routes is up. Kusuha's route
should be next, but simply because of my disposition, that will take some
time, as I intend to go through the whole @ series with her when I'm ready.
So that's Alpha, Alpha Gaiden, Alpha 2, and then finally Alpha 3. With that
said, the Selena route is the only one that, as of this writing, isn't
really covered at all on GFAQs. Touma and Cobray are covered in the skillpoint
walktrhough by CaptainRat, and Kusuha's route, along with her story, are
covered by the FAQ/Walkthrough by Mneidengard. Eventually, I DO intend to
cover all four routes, but it may take some time. What I WON'T be doing is
covering the story of Alpha 3. My Japanese is elementary at best, and it's
certainly not good enough to read all the Kanji that's in the story. Hopefully
this guide will be helpful to you. So, here we go.

==============================================================================
2. Copyright Information
==============================================================================

This guide is copyright (c) 2008 by Luke M. Stevenson. Any distribution,
reproduction, or retransmission in part or in whole is both unlawful and just
plain not nice.

If you want to post this guide on your site, e-mail me to ask permission. I'll
probably give it, but I want to know where my guide is.

As of 4:03 PM 6/28/2008 These sites have permission to post this guide.

GameFAQs    www.gamefaqs.com

If you see this guide anywhere else, e-mail me so I can well, do something
about it.

==============================================================================
3. FAQ
==============================================================================


1:
Q) Is this game available in English?

A) No, Super Robot Wars Alpha 3 is only available in Japanese.

2:
Q) Is there any Super Robot Wars game that IS available in English?

A) Super Robot Wars: Original Generation and Super Robot Wars: Original
Generation 2, both for the GBA, have been released in the USA by Atlus. Both,
however, are somewhat difficult to find.

3:
Q) Any plans to bring any more Super Robot Wars games to the US?

A) As of this writing, no.

4:
Q) How can I play this game?

A) First, go to an online store to purchase it. Suggestions include
www.play-asia.com, www.yesasia.com, or www.ebay.com. There are others as well,
those are just what I have personal experience with. Once you have the game,
you'll need SwapMagic 3, which can also be acquired online at a variety of
places. Finally, you'll need to modify your PS2 in some way. Standard PS2s
I'd reccommend a Flip Top case, which can be attached to your PS2 without
too much trouble. For the Slim PS2, I'd reccommend the magic keys, which are
fairly simple to install, and work wonderfully. There are other ways as well,
including mod chips. Note that many of these items can be purchased in
conjunction with SwapMagic discs.

Alternatively, you could splurge and purchase a Japanese PS2 from one of the
retailers mentioned previously. This is the easiest way, but of course,
it's also the most expensive.

5:
Q) What series are featured in this game?

A) Series include Mobile Suit Gundam 0083: Stardust memory, Mobile Suit Zeta
Gundam, Mobile Suit Gundam ZZ, Char's Counterattack, New Mobile Report Gundam
Wing, Mobile Suit Gundam SEED, Mazinger Z, Great Mazinger, Mazinkaiser,
Getter Robo G, Shin Getter Robo, Invincible Robot Daitarn 3, God Machine Beast
Dancougar, Gaiking, King of Braves GaoGaiGar, GoShogun, Gunbuster (Top wo
Narae!), Space Runaway Ideon, Super Dimensional Fortress Macross, Macross
Plus, Macross Seven, Neon Genesis Evangelion, Brave Raideen, Steel Jeeg, and
Virtua ON!. Banpresto Originals include four brand new original mechs (and
their respective upgrades), as well as the originals from Alpha 2 and the SRX
team.

6:
Q) What's a good Super Robot Wars game to start with?

A) There are a few options for english speakers. The translated OG games
provide a lot of experience with the series. While every SRW game has some
differences, the basic concept is usually similar and you can learn a lot that
way. Ther origianl Super Robot Wars Alpha, while a Playstation game and so
taking a bit more work to play, is a good starting point for the series.
Super Robot Wars W is another excellent starting point, and has the additional
benefit of taking no work to play, since the DS has no region protection.


7:
Q) What do skill points do?

A) Firstly, earning a skill point will give all the deployed units 5 PP. Not
a whole lot, but a unit deployed on every mission can earn almost 300 PP this
way. Secondly, if you want the good ending of the game, you must complete
the game in less than 420 turns and have 57 skill points. This means you can
only miss TWO if you want to get the good ending.

8:
Q) Is 420 turns a lot or will I barely make it?

A) It's in between. My very first playthrough, I made it with 419 turns. One
more and wouldn't have made it. But took the absolute minimum number of turns
for about the last ten, as I realized I was running out of time and one of the
missions near the end requires you to spend more than 10 turns at it.

9:

Q) Is there any benefit to the good ending?

A) Practically speaking, not really. In order to play the special scenario,
you have to complete every single map in the game, and so there is that. Also,
the good ending stage will give you a special reinforcement. However, the
enemies are stronger in the good ending.

10:

Q) Are there any other endings?

A) If you've completed the game once, you can get the Ideon ending after stage
56 by making a particular choice and completing a special stage 57. The ending
is the exact same for all characters, and the reasons why are obvious if
you've seen Ideon. I wouldn't reccommend ending a playthrough here,
even though it DOES technically count as clear data. Simply create an
in-battle save at the VERY end of stage 56, make the choice, save in a
seperate slot, re-load your in-battle save, make the OTHER choice, and save
in your normal slot.

11:

Q) Any benefit to the Ideon ending?

A) Again, in order to unlock the special stage, you'll have to complete every
map, including the Ideon ending. Other than that, no. Unless you really hate
one of the originals, or something.

12:

Q) What is this special stage?

A) You get to take all four of the @3 original mechs up against an army of
mechs. As previously mentioned, you must complete every single other map in
the game in order to unlock it.

12:

Q) Anything unlocked after I beat the game?

A) Beat the game and you'll be able to save a clear data file. When you load
the clear data, you'll be able to start a new game with a portion of the
money and PP earned in the previous game. Originals share PP with each other,
but they are the only ones. The amount of PP and Money kept is equal to
n/n+1 where N is the current playthrough beyond the first. Additionally,
you'll be able to unlock EX-Hard mode.

13:

Q) What's EX Hard Mode?

A) EX hard mode does a few things. First, it increases the strength of your
enemies, second, it doubles the PP cost of...everything. And third, you'r
unable to upgrade the weapons of your characters. Frankly, I'm not a fan,
as I think all it really does is make the game more tedious. The good mechs
are still unstoppable, and the crappy ones simply die faster. In the end, it
just takes longer.

14:

Q) Any benefit to completing EX Hard Mode?

A) Completing EX Hard mode will unlock Special mode.

15:

Q) Special mode is...?

A) Enemies are back to normal strength, you get one of every single item to
start, and units can be upgraded farther. After EX hard makes you sick of the
game, Special mode can be used to power through it and laugh at your enemies.

16:

Q) Any modes unlocked for beating Special mode?

A) No.


17:
Q) What character should I start with?

A) Whatever one you like the best? Difficulty differences are minor at worst.
Most of the stages are identical as well. And all of the originals get very
good mechs. I suppose that Cobray's has a slight advantage, as Arado and
Seolla (in the Wildwurger and Wildfalken) join very early in the game, as
opposed to Selena, who doesn't gain Ibis and Hyperlion until the 40s, or
Touma/Kusuha, who gain no unique mechs beyond their original (Sanger joins
on all routes, and Kusuha WAS the SR Female in @2). My favorite is Cobray,
but I basically like them all.

18:
Q) What's the best mecha in the game?

A) Banpreios. Not only does it gain a very powerful combination attack, it
has excellent range, four pilots, and the most abusable MAP attack in the
game. Because of said MAP attack, even though Ryusei doesn't join until the
Stage 28, on every single playthrough of mine he's had 500-700 kills before it
was over. And Banpreios doesn't even arrive until the mid-40s. It's less
abusable in EX Hard, but still.....

19:
Q) What's the worst mecha in the game?

A) That you get to keep, the GM Custom. Weakish PLA attack, weak final attack.
Though it has an ALL attack, at least. Other mecha will have weaker PLA
attacks, but generally have some other benefit, like repair or resupply. It
can't fly, either, which doesn't come up too often, but is annoying when it
does. The GINN is worse than the GM Custom, but it only appears as a
reinforcement for one mission on one route. But it IS terrible.

20:
Q) When does my main character get their upgrade?

A) Stage 35. Sometimes their final attack will be locked until later on, but
Stage 35 will feature the new mech.

21:
Q) What Banpresto originals are featured in this game?

A) The three new Alpha 3 originals and Kusuha Mizuha, the Alpha series canon
main protagonist, as well as everyone that goes with them. The SRX team,
Sanger and Ratsel, and the Balmar empire appear on all routes. Arado and
Seolla, and Ibis, Tsugumi, and Sleigh appear on Cobray and Selena's routes
respectively. If you're looking for particular mechas, check the mecha/pilot
guide under the Banpresto Originals Section.


22:
Q) How's the IDE Gauge work?

A) Ideon's IDE gauge is complicated, though it's probably best described as
"bad stuff=IDE Guage up, good stuff=IDE gauge go down" Ideon destroying an
enemy makes it go up. Being hit or having an ally destroyed makes it go up. It
also seems to increase slightly on its own as the battle goes forth. The best
way to raise the gauge is the throw Ideon out in front of your troops and
into a group of enemies. They will almost invariably attack Ideon without
mercy, so if you defend and survive the whole onslaught, the gauge should be
maxed out. This also has the "benefit" of dropping Ideon's HP significantly,
hopefully enough to unlock the Ideon Sword and Gun.

23:
Q) How do I unlock the Ideon Sword and Ideon Gun?

A) As alluded to in the previous question, to unlock Ideon's uber weapons,
the IDE gauge must be maxed, and his HP must be under 30%.

24:
Q) Is Ideon worth it?

A) No.He's a giant hassle to get work right, and in the same amount of time,
you could have actually killed enemies. Plus, it's rare to get a situation
where you can nuke a field of enemies without nuking a field of allies as
well.It takes an awful lot of planning. Now, you may like planning, and I'm
usually ok with planning, but a better plan would be to just use something
else. Couse, that's just my opinion, some love Ideon.

25:
Q) How does the enemy determine what to attack?

A) As someone else put it the enemy has a "Low HP/Low Armor/Battleship/Ideon"
targetting preference. They tend to focus on things that they can kill.
Mazinkaiser doesn't get targetted too often as a result. It's also another
reason Ideon's a pain to deal with.

26:
Q) Hey, those Bugs/Fish have different colors, what's the difference?

A) ALMOST nothing. Closer inspection reveals that each type has their own
status effect to the final attack. It's really not worth your time to worry
about it. It's rarely used.

27:
Q) Super or Real?

A) It's not that simple. Both Super Robots and Real Robots have their own
strengths and weaknesses. Limiting yourself to one type should only be done
out of fun, not when you're just trying to win. I personally lean more towards
real types. The damage gap between Super and Real isn't that large (Supers
generally do more), and Reals tend to have better range. The best reals will
dodge 70-100% of the attacks thrown their way, including bosses. Finally,
Reals, I think, require less maitenance. If you upgrade something like Shin
Getter, you'll have a nigh-unstoppable monster. But if you don't upgrade him,
he's just good. Reals, generally, only need Mobility and they'll become
impossible to hit, allowing you to spend money on offense or more units. Of
course, with all that said, it only applies to the good half of the reals.
Grunt RRs suck. The worst Super Robot is better than any of the grunt RR
suits. OF course, all this is just IMO.

28:
Q) OMG I can't believe you think <Robot X> sucks. <Robot X> is the best robot
in the whole game and you're stupid.

A) If you disagree with my opinion of a robot, then just use it. I try to
provide fair, objective analysis of all of the game's units, so that if you're
just looking for the best ones, you'll have a list. But in the end, it's just
my opinion. SRW Alpha 3 is a basically an easy game. You can go through the
game with nothing but the crappiest Gundam Grunts and still succeed. Don't
worry about it too much. If you want to use Combattler V, then do it. He
can function. Just try not to claim he's the best unit in the game without
data to back you up.

29:
Q) How do you determine your rating?

A) Feeling. There's no complicated formula, and it's purely subjective. It's
totally possible that you'll find two robots with very similar stats where
one is given a higher rating. There are many factors that can go into this.
Daitarn, for instance, is rated an 8 primarily because of his lowish power
attacks. But a quick survey of, say, every gundam, would note that its
stronger than ALL of them, yet there are some that are rated higher. Well
this is due to other factors, like the other suits being nigh-impossible to
hit while Daitarn is 2L size and so has MUCH trouble with dodging. Then
there's the range gap. The point, you see, is that there are many many factors
that go into the rating.

30:
Q) Where do these questions come from?

A) A combination of my head and the SRW Alpha 3 board. I anticipate people's
questions and try to make one to fit that. In the future, if I get something
that actually is a FAQ, I'll be sure to add it in here. I may also clarify
some questions later on.


==============================================================================
4. General Information
==============================================================================

This section has two purposes. The first is to give newbies a bit of
information to help them along. The second is to provide information to all
players about the workings of the game of SRW@3. It should provide most of you
with at least some information you don't already have. This section will also
contain my personal tips to get through things. Obviously, I'm not the only
person to finish these games. However, it's useful to have some helping hands,
and I think I'm decently good at this game. If after playing and trying your
own ways you think I'm wrong, then use your own method! I'm not making you
follow my way.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Lost in Translation
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Obviously, the biggest problem for most of the people reading this guide is
understanding Japanese. This is NOT a translation guide. Additionally, the
way things can change and vary in battle, simply listing things has a limited
purpose. The best way to learn to play is through trial and error. I lack the
knowledge to type in Kanji and Kana(at least in Notepad), so you'll have to
see what things do and then remember the symbols. In the character/mecha
section, the pilots spirit commands are listed in order, so if you're
wondering what a spirit command does, simply look up that character and
count down the number of spirits.

However, I will provide a couple of listings for your use.

----------
Game Start
----------

Selecting "start" or loading a clear file will take you to the character
select screen. Identifying which character you want isn't too difficult.

Cobray - Silver Hair, Black mecha
Kusuha - Blue Hair, mech with an overhead cannon
Touma - Brown Hair, red scarf mecha
Selena - Purple Hair, Red mecha

At this point, you'll be taken to a confirmation screen. You can change the
name of the pilot, the birthday of the pilot, the blood type of the pilot, the
name of the mecha, and the name of the group. The default name of the group
is Alpha Numbers. Birthdays and Bloodtype determines the Spirit commands
that you'll recieve. The default birthdays are generally fine for each of the
pilot's, and frankly, picking a new birthday can give completely unexpected
results. You're welcome to it, of course, but it's dangerous.

*However there is a special birthday bloodtype combination 11/11 B, which is
generally considered the best birthday, as it provides numerous useful Spirits
at very low SP costs.*

If you wish to change something, select the option to the left. Here you
are able to change any of the above named things. Names can be changed to read
in either western or traditional Japanese style(so, surname then given name).
The third slot on the list will change alphabets, so you can even name them
something in English if you want(though it may not fit). Once you're done
naming, press start, and you'll be taken to the mecha name, name that and next
is the group name. Name THAT, and a window will open where you can change your
birthday and blood type. Press start until it confirms, and you'll be taken
back to the confirmation screen. Select the option on the right to move on.

------
Battle
------

At this point you'll be taken to some story scenes where people will talk.
You can hurry through these scenes by holding down R1+Circle, or you can skip
them entirely by holding R1 and pressing start. ONce in combat, there's a
couple of menus.

Select an empty square to open the main menu.

Order from top to bottom.

End Turn
Spirit Listing
Unit List
Battle Conditions
Battle Progress
System
Save

End Turn - Ends the current turn. You'll get to confirm it first. Note that
if you haven't used some units actions, the message will change and display
how many units haven't moved, though you'll still be able to end the turn
if you so desire

Spirit Listing - Takes you to a list of spirits. Selecting one will give you
a list of deployed pilots with that skill. Extremely useful previously, the
new spirit selection menu makes this almost obsolete. Still there if you
want, of course.

Unit List - Lists all of your units on a screen with basic information. Good
for getting a gauge on how damaged your troops are.

Battle Conditions - Lists the win conditions, loss conditions, and skill
point requirement.

Battle Progress - A useful new screen that tells you a few things. On the
left, there are five categories. The first displays how many enemies you've
destroyed, the second displays how many units you've lost. The third displays
the number of squads left for both sides, yours are blue, the enemies are
red. I have no idea what the fourth is, but the final one is the total money
gained and lost this mission, pro in white, con in red. On the right side,
you'll get a list of all the items you've recieved in the mission.

System - Takes you to another menu where you can adjust various options.
Sadly, I can't tell you what many of them do. The first one allows you to
change the BGM of any unit, the second allows you to set short cuts to the
Triangle and Square button. The third, fourth, and fifth are a mystery to me,
the sixth I believe determines if the music will carry over to the map screen
the seventh turn the gride lines on or off....and I have no idea what the
last two do.

Save - Creates an in-battle save that can be accessed either through the start
screen's "Continue" option, or by soft resetting and holding select.


Select a unit that you control, and a small window will open. The exact
commands will vary, however, MOST units will look like this...

Move
Attack
Spirit Command
Squad Commands
Status

Move - Moves the unit where the player chooses. The units range will be
     determined the move rating of all the units in a squad. The range will
     be highlighted in blue.

Attack - Will only appear if a unit is in range. Select Attack to..attack,
an enemy. The range will be highlighted in red. Select this then select the
enemy to be taken to the attack screen.

Squad Commands - Selecting this will let you overview your squad. You can
check the status here of your units. If you select a unit that isn't your
leader, you can switch them to the leader.

Spirit Commands - Select this and a small window will open with a list of
units in the squad. Select them to be taken to the spirit command window.
Highlight the desired command and press circle to cast the selected spirit.
Press square to queue the spirit. You can highlight as many spirit commands
(with a few exceptions) as you have the SP for. Once you've highlighted all
you want to, press circle to cast them. If a unit has multiple pilots, you
can select the different ones of one unit by pressing L2/R2. If there are less
than 5 pilots in one unit and no other units in the squad, the pilots will
be spread across the screen. If you move the cursor far to the right, you can
access the spirit commands that are for other units (Bless/Cheer/Trust/Etc.)

Status - Select this then a unit to check the status of a unit. There are
four status screens. The first is a combined Pilot/Unit screen, the second
covers just the unit, the third just the pilot, and the fourth the weapons
of the unit. Pressing R1/L1 cycles through the units in the squad.

Other commands, in the order they will appear if valid:

Fly - Allows the unit to fly. Note that if they can fly, squads will default
to doing so, but this can come up if you manually land.

Land - Puts a flying unit on the ground. This is generally not reccommended.
There are a few minor benefits, as there isn't really a unit in this game that
has problems in the air but excels on the land AND can fly. Well, no one
worthwhile, anyway.

Transform - This converts a unit between its multiple forms. Select Transform,
then the unit you wish to transform, then finally the form you wish to change
to. Note that most units only have one transformation.

SB - Equips the entire Sound Force with the Sound Boosters. You'll have to
have enough Song Energy before this will become available.

Seperate - Does one of two things. Seperates a unit that has been combined
into it's original two units. Alternatively,some units like the GP-03 or the
Re-GZ have optional armors that are able to be ejected from the unit. Combined
units that are seperated can be rejoined, ejected equipment cannot.

Combine - Combines two units into a new single unit. The new unit is generally
stronger than the individual units. The first Kanji of this has a ^ symbol on
top of a box.


-
When selecting attack, you'll be taken to a window that will display your hit
and evade percentages. When you're attacking, the only other things you'll be
able to do on this screen is turn on or off your support attack (third option)
or turn the battle display on or off(bottom option). The top option will
initiate the attack. When being attacked, the third option turns into turning
on and off support defend. The second option will determine whether you
attack, defend, or evade. Attack takes you to your attack screen to select the
weapon. Defend cuts the damage recieved in half, evade cuts the hit percentage
of the enemy in half.


------------
After Battle
------------

After battle, you'll be taken to the intermission screen. Here things are
pretty clearly divided into sections. The three pilots shown to the right are
you're top aces. They'll all recieve a +5 morale boost at the start of any
battle. The bar underneath them will display the number of squads you'll be
able to deploy the next battle. Deploy accordingly.

On the left, you'll find....(headings will be denoted with /heading/)

/Squad/
Auto Form
Squad arrangement
Change pilot
/Status/
Pilot Status
Unit Status
Encyclopedia
/Customize/
Pilot Customize
Unit Customize
Weapon Customize
/Parts/
Change parts
Change Optional Equipment
/System/
System
Data
Next Map



Auto-Form - Creates units automatically based on one of three settings.

Squad Arrangement - Allows you to manually arrange your squads. Reccommended.

Change Pilot - Takes you to a screen listing all the machines who can have
variable pilots. Select the machine and then select the new pilot. This is
rarely needed. The best pilots are generally placed in the best machines.
When you recieve Shin Getter and Mazinkaiser back, however, note that you'll
have to manually place the pilots in them.


Pilot Status - Displays the status of the selected pilot. L1/R1 will cycle
through them. If you press square, you'll be taken to the pilot upgrade
screen, though you'll have to back out to continue cycling when entering from
here.

Unit Status - Displays the status of the select unit. Pressing square on the
unit status will

Encyclopedia - This will allow you to look at the various skills, abilities,
spirits, and Leader abilities of the game. Course, if you're reading this,
you probably don't understand any of it, so....yeah....

Pilot Customize - Allows you to spend your PP on more stat points, skills, and
terrain ratings. You can cycle through pilots with L1/R1. More info below.

Unit Customize - Allows you to upgrade your units. Cycle with L1/R1. More
info below.

Weapon Customize - Allows you to upgrade your weapons. Cycle with L1/R1. More
info below.

Change Parts - Allows you to equip one of several parts to your unit. Press
SQUARE while in this screen to enter a parts selling screen.

Change optional equipment. Some units have optional equipment that can
improve performance. You can equip and unequip it here. It's almost always a
good idea to equip it. The only one that has some variance is the MP Nu
Gundam.

System - Allows you to change the sort order and do two other things I don't
understand.

Data - Allows you to save or load your game.

Next Map - Starts the next stage.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Tips, Information, and Suggesstions
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

At the moment, this section is rather bare bones. As I think of things, it
will grow.

--------------
On Squad Setup
--------------

~Choosing squadmembers should probably go in two phases. The first is when
you decide on your leaders, and then you should run through again and add
in all the back-up members.

~When choosing leaders, there are a few key considerations. Overall quality
is the first one. You don't want to be leading with the Methuss while the
Zeta Gundam sits in the back. It's just a bad idea. Another big question is
that of Post-Movement attacks. The best leaders have a powerful post-movement
attack with good range at their disposal. If you don't have a good
post-movement attack, you'll lose a lot of attack opportunities. Thirdly,
it's nice if Leaders have ALL attacks with a good range. This is beneficial
on the enemy phase, as you'll be able to dispose of the weaker squadmates of
the enemy without sacrificing full power on the leader on your turn.

~Sometimes a Leader is good but is missing one of the qualities. Sometimes a
leader isn't good but you want to use them anyway. In these cases, you would
put a unit in the squad that I like to call a "back-up leader". The back up
leader will possess the missing qualities and be called upon to fufill that
role when needed.

~Remember, Leaders are FAR more important than Back-up members.

~On stages where you expect to use a lot of spirit commands (like ones with
lots of bosses) and have limited squads, it may be wise to put two leader
types in one squad. While you'll sacrifice some squad attack power, when the
first leader runs out of SP, you can switch the other one outfront to have a
full strength attacker.

~The best leaders don't often make the best Squadmembers. Supers, for
instance, are particularly guilty of this. They have PHENOMENAL COSMIC POWERS!
</Robin Williams> but they're PLA attack is the weakest (or close to it)
attack they have and just doesn't work well.

~Choosing back-up units is probably even more complex than leaders. While
leaders primary job is to kill things, the role of a back-up pilot is to
assist. And assisting can be done in multiple ways. You need to find a unit
with a good PLA attack, and a pilot that has spirit commands that you want.
Sure, some characters that have Bless and Cheer and the like won't have a
unit with a good PLA attack, but that doesn't mean they have no use. You need
to find a balance between units with good PLA attacks and units with good
support spirit commands.

~Additionally, when picking back-up members, be aware of the range of the
PLA attack. If you have a leader that has long range non-ALL attacks, try to
put a back-up member with a long-range PLA attack as well.

~Be aware that ALL attacks can't be combined with squad attacks, so on units
that may be using mostly ALL attacks (Dancougar), you can focus on filling the
squad with pilots that have good support spirits.

------------
On Upgrading
------------

~Funds are limited. It's unlikely on a first playthrough that you'll be able
to upgrade everything you want. Because of this, you need to prioritize.

~There are two basic types of upgrades. Those to the unit, and those to the
weapons of the unit. Unit upgrades I tend to refer to as Defensive upgrades,
while weapons are offensive upgrades.

~For Real Robots, you can generally get away with just a mobility upgrade on
the defensive side. Probably an EN upgrade, but these are fairly cheap. The
only reason to upgrade the Armor and HP is if you want the Full Upgrade Bonus.
With mobility upgraded, the better RR pilots will be untouchable, and you can
spend your money elsewhere.

~Super Robots tend to want all the upgrades, but EN becomes VERY important for
most. As such, it may be wise in the early stages of the game to upgrade the
EN of your supers that you use before nearly everything else.

~Don't underestimate the defensive benefits of weapon upgrades. Weapon upgrades
allow you to kill more, which makes less units attack you. It also allows you
to get through stages quicker.

~Unless this is like your fourth playthrough and you're swimming in money,
don't waste your time with non-leader unit upgrades. The only exception to
this being EN upgrades for units with combination attacks.

~Becaues funds are limited, the best units to upgrade are those that carry
over to other units where you get to keep the original unit. Here's a listing
of the upgrades that carry over that I know of. It may need to be updated in
the future.

Mazinkaiser -> Mazinger Z -> Mazinkaiser
Shin Getter Robo -> Getter Robo G -> Shin Getter Robo
Nu Gundam -> Hi-Nu Gundam
GaoGaiGar -> GaoFighGar -> Genesic GaoGaiGar AND J-Ark/King J-Der
Strike Gundam -> Freedom Gundam AND Buster Gundam AND Strike Rouge
Freedom Gundam -> Justice Gundam
Buster Gundam -> Duel Gundam
HyoRyu <-> EnRyu
KoRyu <-> AnRyu
Werkbau -> Dis Astranagant
<Initial Kusuha Unit> -> RyuKoOh/KoRyuOh -> Shin RyuKoOh/Shin KoRyuOh
RaiOh -> DaiRaiOh
AS Soleras -> AS Alegras
Vegalion -> Altairlion
R-Blade Custom -> Banpreios


More to be added if I find out about them.

~The King of the carry-over upgrades is the Strike. Upgrading it will
upgrade FIVE other units, and you get to keep the original. On your first
playthrough, this will help greatly, as you'll be able to have more fully
upgraded squad leaders.

~The lamer of the carry-overs is Getter Robo. While you DO keep the upgrades
made to Getter G when you get Shin Getter back (and Getter G recieves any
upgrades you've already made to Shin Getter when you get it to start), there's
no one to pilot G. So it's useless.

~A word on Mazinger and Getter, to make things clear. At the beginning of the
game, you'll recieve Mazinkaiser and Shin Getter. Shortly thereafter they'll
be removed from your possession. Any upgrades made before that point will be
carried over to Mazinger Z and Getter G. Some time later you'll recieve
Mazinkaiser and Shin Getter back, and any upgrades already made to Z and G
will carry over.

~Except for HyoRyu, EnRyu, KoRyu, AnRyu, and MAYBE Vegalion, Altairlion, the
upgrades ONLY carry over when you first recieve the unit. If you upgrade the
Freedom Gundam AFTER Justice has already joined, Justice will get nothing.
Keep this in mind.

----------------------------------
Stuff you may not know, but should
----------------------------------

~When attacking, you're allowed to do either a Squad attack, Supported Attack,
or ALL attack, but not any combination of the above.

~When using a combination attack, you cannot use a squad attack, but you CAN
use a supported attack. Unless, of course, the combined attack is an ALL
attack, in which case you can't.

~The post-movement status of a PLA attack is meaningless. It can be used in a
squad attack regardless of whether you've moved or not.

~Any squad that has a unit with the repair ability in the squad will
regenerate 10% of their HP per turn.

~Similarly, Any squad that has a unit with the resupply ability in the squad
will regenerate 10% of their EN per turn.

==============================================================================
5. Walkthrough
==============================================================================

I wasn't sure how to organize this, so I did so in my own way. The walkthrough
is divided into two parts. The first covers the character specific levels.
Just go to the character you're playing as and you'll find the levels in
order. The second part of the walkthrough covers stages that are the same for
everyone. Note that even in those sections, there may be slight differences
depending on the character, but they're so minor that they're not worth
seperating.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A. Character Specific Stages
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
I. Cobray
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Cobray is my favorite Original Pilot, like....ever. And while it took the
Werkbau a while to grow on me, I've loved Dis Astranagant and its music from
day one. Joining Cobray on his route are Arado and Seolla, the Alpha 2 RR male
main and his main squeeze. They join WAY early, and their powerful units can
be a major boon to you. Cobray himself is one of the few possessors of the
coveted SP Regen skill, and the Werkbau/Dis Astranagant are two of the best
units in the game. Cobray is my favorite route, and it's also probably the
best place for beginners to start. His mechs are powerful and have lots of
options and getting the Alpha 2 originals early on helps a lot.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
II. Kusuha
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Kusuha is the Alpha series original main. She was in the original Alpha,
though only as one of several choices, and she's carried over to Alpha 2 and
Alpha 3. She's been using the same mech for a while now, though she seems to
ditch it occasionally. In Alpha 3, it finally recieves an upgrade. Also
tagging along is her love interest Brooklyn "Bullet" Luckfield. Having TWO
main characters is a nice assist, though since she IS the Alpha 2 SR female,
there's no extra originals tagging along with her. Also, Kusuha has what is
probably the most annoying rival of the four. While you have to fight Son
Ganlong regardless, you have to fight him much more on this route. If you've
already played her routes in Alpha(well, the SR route) and Alpha 2, then this
is probably you're choice, but first timers may have more problems here.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
III. Touma
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

The Super Robot Male is a solid, if not spectacular unit. Touma's mechs have
powerful attacks, but lack some range. Sanger and Ratsel join no matter what
route you pick, and unlike Kusuha, Touma lacks a partner. This is a difficult
route, but it's also totally awesome. Few mechs have the flair of RaiOH and
DaiRaiOH.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. Selena
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Selena is a bit....funny. I think if I could read the Japanese, Selena's route
would be one of the most interesting. But alas, I cannot. As it is, I'm not
sure how much I like this route. It's definitely interesting though. Selena
joins the enemy side for the majority of her early missions, and her ninja
type mech has some neat attacks. While probably the weakest of the four
originals, her upgrade Alegras makes up for this by possessing the game's
other post-movement MAP attack. Plus, both of the ASes have a powerful
post-movement ALL attack, even if it's only range one. Selena is joined on
her route by Ibis, Sleigh, and Tsugumi, though to get the full effect you're
going to have to wait a while. Only Sleigh and her Vegalion join early. Ibis
doesn't come along until upgrade time, and you won't be able to form Hyperlion
until the early 40s. The trio are definately good units, but like Selena and
her ASes, they're not the best. Picking Selena's route will certainly be a
different experience, though.


------------------------------------------------------------------------------
Stage 1
------------------------------------------------------------------------------

Environment: Space

Player Units:

      AS Soleras (Selena)

Enemy Units:

      Megllen x01
      Taurus x02
      Jegan x02

Enemy Reinforcements:

      R-Gun Powered (Villetta)

Skill Point:

      Destroy all units but the battleship

Events:

      Taurus and Jegans are destroyed, Enemy Reinforcements arrive.

Notes:

      Selena's intro stage, nothing difficult. Have either Elma or Selena use
Concentrate and charge in. You'll make short work of the enemy units with no
problem. When the R-Gun Powered shows up, you're hit and evade rates will take
a hit, but as long as you use concentrate, Villetta should fall in a couple
attacks.

After she's defeated, the Albion will arrive with the 0083 and Zeta crew.
Even though it's her own route, Selena follows the path of Sanger and doesn't
actually join yet. However, Kamille, Fa, Four, Emma, Kou, Keith, Burning,
Monsha, Bate, and Adel all join with their units, and Synapse joins (for now)
with the Albion.

------------------------------------------------------------------------------
Stage 2
------------------------------------------------------------------------------

Environment: Space

Player Units:

      Albion (Synapse)
      Zeta Gundam (Kamille)
        - Re-GZ (Four)
        - Super Gundam (Emma)
        - Methauss (Fa)
      GM Custom (Burning)
        - GM Custom (Bate)
        - GM Custom (Monsha)
        - GM Cannon II (Adel)
      Gundam Unit 03 Dendrobium (Kou)
        - GM Cannon II (Keith)

Player Reinforcements:

      Ra Kalium (Bright)
      Nu Gundam (Amuro)
        - MP Nu Gundam (Keyra)
        - Jegan (Katz)
      ZZ Gundam (Judau)
        - Re-GZ (Roux)

Player Reinforcements 2:

      AS Soleras (Selena)

Enemy Units:

      Mazaran Launcher
      Zaku IIF2
        -Taurus
      Jegan
        -Dom
      Jegan
        -Dom
      Gelgoog
        -Dom
      Doven Wolf
        -ZakuII F2

Enemy Reinforcements:

      Yoera x 6

Skill Point:

      Clear the Map in Five Turns

Events:

      Turn 2: Player Reinforcements arrive

      Enemy squads reduced to three: Enemy Reinforcements and Player
      Reinforcements 2 arrive.

Notes:

     Enjoy the Albion while you can, it won't be accompanying you through THIS
game. Selena or not, this starts off simple enough. Move towards the enemies on
turn one, and when your reinforcements arrive, have follow suit. Keyra has
accelerate, so you may wish to use that to move Amuro's squad faster. Really,
these cannon fodder units are nothing to your selection of Gundams. Bearing
that in mind, you may wish to have Amuro, Judau, and Bright move west a bit to
catch the reinforcements. Remember also that the GM Customs have an ALL
attack that you can use to tear through the enemy even quicker.

    Reducing the enemy to three squads will cause a group of Balmar Yoeras to
launch on the other side of where the enemies started (still close to the
middle, however) and Selena will launch just to the north of them. These
things are quite weak, and Selena should be capable of eliminating them by
herself if you so choose. Or, you can spread the kills around, it really
doesn't matter.

    It's worth noting that the kill counts for Amuro, Kamille, Bright, Kou,
and Keith are all relevent for some secrets, but these occur MUCH later in
the game. Still, for Kou and Keith, you may want to favor them a bit.

    Selena isn't as much of a hold out as Sanger, and will join after this
scenario. Amuro, Judau, and Bright will also join with their respective units.
Additionally, the Mazinger universe team, the Getter team, the Jeeg team, and
the Combattler V will all join after this scenario.

Stage 3 is the same for everyone, so off to the standard stages section with
you.

------------------------------------------------------------------------------
Stage 6
------------------------------------------------------------------------------

Environment: Space

Player Units:

     AS Soleras (Selena)
     CGUE (Rau)

Player Reinforcements:

     Versailius(Ades)
     GINN x2


Enemy Units:

     Jegan x2
     Geara Doga x2
     Taurus x2

Enemy Reinforcements:

     Jegan x4
     Magellen x1
     Mobius Zero (Mu)

Skill Point:

     All Enemies destroyed, then AS Soleras reaches the Highlighted square by
turn 4.

Events:

     AS Soleras reaches highlighted square: Enemy and Player reinforcements
arrive.

Notes:

   Well, this is a change of pace if I ever saw one. Selena is starting on the
Gundam SEED story...but on ZAFT's side. Everyone who was with you as of
last mission no longer is, so be aware. Move Rau and Selena up and
concentrate. The enemies here are no big deal, especially if you've upgraded
the AS Soleras. Rau is also quite competent, but it's better if he softens
enemies up if possible, as he won't be with you for long. Only have him kill
if a unit is hindering Selena's movement. I was able to reach the marked
square in three turns, but I had fully upgraded weapons and so killed the
enemies in one turn. Anyway, after you kill them, you'll have until turn four
to reach the marked square on Heliopolis. Do so, and enemy reinforcements will
arrive along with the Versailius and a couple of GINNs. Unfortunately, if
any of the units are destroyed, it's game over, so I would reccommend having
the GINNs run. They're not terrible (they are,in fact, better than the enemy),
but they're outnumbered, and even with concentrate, have a decent chance of
being hit. Just keep them back a bit, you can still use them to soften up
the enemy on your turn. The Versailius is much better than I expected, but
can't move, so it won't be much help. The only enemy that's a REAL threat is
Mu in his mobius Zero. I'd suggest having Rau use Sense if he moves in range
the Zero, as it won't take much to bring him down, it's just hard to hit. You
can clear out the entire enemy force if you wish, but shooting down Mu will
end the stage.

SEED events will play out inside the colony, but you need to do nothing with
them.

No one joins after this mission, and only Selena and her Soleras will be
available for modification.

------------------------------------------------------------------------------
Stage 7
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Versailius(Ades)
     AS Soleras (Selena)
     Aegis Gundam (Athrun)
     Blitz Gundam (Nicol)
     Duel Gundam (Yzak)
     Buster Gundam (Dearka)
     CGUE (Rau)
     Gundam Heavyarms (Trowa)
     Altron Gundam (WuFei)

Enemy Units:

     Jegan x4
     Taurus x3
     Geara Doga x3

Enemy Reinforcements:

     ZakuII F2 x3
     Geara Doga x3
     Rick DomII x2
     Gelgoog x1

Skill Point:

     Reach the highlighted point within five turns.

Events:

     Player gets close to Heliopolis: Enemy reinforcements arrive.


Notes:

     Not too bad. Enemies show up when you move closer, though the exact
amount I cannot say. For me, moving Athrun as far as he could mostly east
and a little North triggered it. Anyway, I'd suggest trying to trigger it
BEFORE the north group of your mobile suits move, and then you can get a
few attacks off on them early on. Use Concentrate and your defensive spirits
and you should get through this stage with time to spare. Just make sure that
you keep Athrun or Selena moving towards the highlighted square. There's
really not much else to say about this stage. Play around with the ZAFT
Gundams, you won't get half of them.

More SEED events will play out that you have no control over.

Trowa and Wufei will join after this stage.


------------------------------------------------------------------------------
Stage 8
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Versailius (Ades)
     AS Soleras(Selena)
     Altron Gundam(Wufei)
        - Gundam Heavyarms(Trowa)
     Aegis Gundam(Athrun)
        - Blitz Gundam(Nicol)
     Duel Gundam(Yzak)
        - Buster Gundam(Dearka)
     CGUE(Rau)

Enemy Units:

     Wing Gundam Zero(Heero)
        - Gundam Sandrock(Quatre)
     Gundam Deathscythe(Duo)
        - Taurus(Hilde)
     ZZ Gundam(Judau)
        - Re-GZ(Roux)
     Hyaku Shiki(Beecha)
        - Gundam Mk.II (Elle)
     Quebely Mk.II(Puru)
        - Quebely Mk. II (Puru Two)
     Jegan x6

Enemy Reinforcements:

     Archangel(Murrue)
     Aile Strike Gundam(Kira)
        - Mobius Zero(Mu)
     Zeta Gundam(Kamille)
        - Re-GZ(Four)
     Super Gundam(Emma)
        - Methuss(Fa)

Skill Point:

     Destroy the Jegans

Events:

     Four Units are Destroyed: Enemy Reinforcements arrive

Notes:

    Yes, the skillpoint is correct. All these Gundams...and the skill point is
to eliminate the weakest thing on the map. Simple enough. I would reccommend
switching Buster to lead Yzak and Dearka's group. Post-movement ALL attack and
long range are better than Duel can offer. Destroying four enemies (probably
the Jegans) will trigger the AA and co's arrival north of the colony. You'll
likely have part of your force right under them. The enemy loadout may look
scary, but it isn't as bad as it seems. While all your opponents in this stage
are competent, they aren't too dangerous. I'd reccommend that you keep Iron
Wall up on the Versailius once its in range, as a lot of the units love to go
after it. Speaking of Spirits, Concentrate is definately your friend in this
stage. A lot of the units are hard to get 100% hit rates on otherwise, and if
you're luck is like mine, well, that's a problem. Athrun can use 'convince' on
Kira, but all this seems to do is shuffle around Kira and Yzak's units. You
have to destroy everyone on this map, so don't worry about order other than
the Jegans.

------------------------------------------------------------------------------
Stage 9
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Versailius (Ades)
     AS Soleras(Selena)
     Altron Gundam(Wufei)
        - Gundam Heavyarms(Trowa)
     Aegis Gundam(Athrun)
        - Blitz Gundam(Nicol)
     Duel Gundam(Yzak)
        - Buster Gundam(Dearka)
     CGUE(Rau)

Enemy Units:

     Archangel(Murrue)
     Wing Gundam Zero(Heero)
        - Gundam Sandrock(Quatre)
     Gundam Deathscythe(Duo)
        - Taurus(Hilde)
     ZZ Gundam(Judau)
        - Re-GZ(Roux)
     Hyaku Shiki(Beecha)
        - Gundam Mk.II (Elle)
     Quebeley Mk.II(Puru)
        - Quebeley Mk. II (Puru Two)
     Strike Gundam(Kira)
        - Mobius Zero(Mu)
     Zeta Gundam(Kamille)
        - Re-GZ(Four)
     Super Gundam(Emma)
        - Methuss(Fa)

Enemy Reinforcements:

     Megilot x3
     Yoera x3
     Valuk Ben x2
     Valuk Isha(Spectra)

3rd party Units:

    R-Gun Powered(Villetta)

Skill Point:

    Destroy Valuk Isha(retreats at 4000 HP)

Events:

      Archangel is reduced to 50% HP/Archangel is last unit on field:
Archangel retreats, enemy reinforcements arrive.

      1 Turn after enemy reinforcements arrive: AS Soleras is damaged, 3rd
party units arrive.

Notes:

     The enemies here will look familiar in more ways than one. Your goal here
is to either destroy everything but the Archangel, or reduce the Archangel to
50% HP. Since the Archangel won't move, defends when attacked, and has a
barrier, the former is much much simpler. Do so in a similar manner to the
last level, but be a bit more conservative with your SP. Once you accomplish
the initial goal, Balmar enemies will show up in the southwest. Most are
cannon fodder, but the Valuk class enemies are evasive little buggers. One
turn after they arrive, Spectra will move to where Selena is and damage her.
Villetta will arrive as a 3rd Party unit. Villetta will try to go for Spectra,
but will mostly just succeed in almost getting herself killed. The skill point
requires you to destroy Spectra's Valuk Isha, so reduce it to just above 4000
HP, and hit it with your strongest attack coupled with a support attack. Of
course, this is easier said than done, so this may require a bit of
manuvering with damage and HP. Buster is a great choice for the support
attack, as Dearka has Cooperative attack to help things along.


------------------------------------------------------------------------------
Stage 10
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Aile Strike Gundam(Kira)
        - AS Soleras (Selena)
     Altron Gundam(Wufei)
        - Gundam Heavyarms(Trowa)

Player Reinforcements:

        -Mobius Zero(Mu)
     Archangel(Murrue)
     Wing Gundam Zero(Heero)
        - Gundam Deathscythe(Duo)
        - Gundam Sandrock(Quatre)
        - Taurus(Hilde)
     Zeta Gundam(Kamille)
        - Re-GZ(BWS)(Four)
        - Super Gundam(Emma)
        - Methuss (Fa)
     ZZ Gundam(Judau)
        - Re-GZ(BWS)(Roux)
        - Quebeley Mk.II(Puru)
        - Quebeley Mk.II(Puru Two)
     Hyaku Shiki(Beecha)
        - Gundam Mk.II(Elle)
        - Jegan (Mondo)
        - Megarider(Iino)

Player Reinforcements 2:

     YF-19(Isamu)
        -YF-21(Guld)

Enemy Units:

     Gamov x1
     Duel Gundam(Yzak)
        - GINN
     Buster Gundam(Dearka)
        - GINN
     Blitz Gundam(Nicol)
        - GINN
     GINN   }
       -GINN}  x6

Skill Point:

     Clear the Map in Six turns

Events:

     Turn 3: Player Reinforcements arrive, Mu joins Kira/Selena's squad
     Turn 4: Player Reinforcements 2 arrive

Notes:

     If you couldn't tell by the Player and enemy units, you're switching
sides again. You're outnumbered pretty severely, but reinforcements will be
on their way soon. Turn Three brings the people you were beating up for the
past two stages, on your side now. Turn four will bring Isamu and Guld, which
should be able to help mop up the non-gundams. The enemy Gundams, however, are
of not because of their phase shift armor. PSArmor reduces all non-beam
weapondry damage severely. Fortunately, most of your reinforcements possess
beam weapondry, and the Strike itself has numerous options. It's something
you need to keep in mind, regardless. Six turns will be a little tight, so
don't goof around.

     Kamille, Fa, Four, Emma, Judau, Roux, Puru, Puru Two, Elle, Beecha, Iino
Mondo, Heero, Duo, Quatre, Hilde, Kira, Mu, Isamu, and Guld will all join
with their units. Additionally, you're now able to form your own squads
(finally), so make sure you make eight of them before the next mission.

------------------------------------------------------------------------------
Stage 11
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Archangel
     8 Squads

Player Reinforcements:

     Ra Kalium(Bright)
     Mazinger Z (Kouji)
        - Diana A(Sayaka)
     Great Mazinger(Tetsuya)
        - Venus A(Jun)
        - Boss Borot(Boss)
     Steel Jeeg(Jeeg)
        - Big Shooter(Miwa)
     Getter Robo G(Ryoma)
        - Lady Command(Michiru)
     Star GaoGaiGar(Guy)
        - Goldymarg (Goldymarg)
        - Mike Sounders the 13th(Mike)
     Dancougar(Shinobu)
        - Combattler V(Hyoma)
     Raideen(Akira)
        -Blugar(Mari)
     HyoRyu(HyoRyu)
        -EnRyu(EnRyu)
        -Big Volfogg(Big Volfogg)

Enemy Units:

     Boazoan Saucer    }
        -Boazoan Saucer}  x4
     Magnum     }
        -Zubanza} x3
     Magnum (Dangel)
        -Magnum
     Bramble(Archmedes)
     Zai Fa    }
        -Zai Fa} x3
     Mugemega Ship    }
        -Mugemega Ship} x4
     Desra
        - Boazoan Saucer
     Ocozania
        - Boazoan Saucer
     Muge Battleship

Enemy Reinforcements:

     Zengaio (Desgaiya)
        - Zai Fa

Skill Point:

    Clear the map in seven turns

Events:

    Five Enemy Squads are destroyed: Player and Enemy Reinforcements arrive

Notes:

    It's the Real Robot heroes vs. the Super Robot enemies! I'll give you two
guesses who'll win. Actually, I take that back, both sides cheat. Destroying
Five squads will cause your super robot allies to arrive and for the enemy
to launch a boss. Other than that, the mission is very straitforward. It
shouldn't be too difficult to eliminate them in seven turns.

------------------------------------------------------------------------------
Stage 12
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Ra Kalium
     Archangel
     12 Squads

Player Reinforcements:

     J-Ark

Player Reinforcements 2:

     AS Soleras(Selena)
        -R-Gun Powered(Viletta)
     DyGenGuard(Sanger)
        -Huckebein Mk.III Trombe(Ratsel)

Enemy Units:

     EI-02    }
        -EI-02}  x3
     EI-05    }
        -EI-05}  x3
     EI-15    }
        -EI-15}  x2
     EI-20    }
        -EI-20}  x2

     ZX-02

Enemy Reinforcements:

     Valuk Isha(Spectra)
     Megilot Af }
        -Megilot} x4
     Yoera Af }
        -Yoera}   x4

Skill Point:

     Defeat ZX-02 within Five Turns

Events:

    8 Enemy Squads remain: Player Reinforcements arrive
    ZX-02 is defeated: Enemy Reinforcements arrive

Items:

    A-Adapter: Spectra

Notes:

         The GaoGaiGar enemies at the start of this stage are nothing special,
taking them out in five turns shouldn't be a problem. J will arrive after you
defeat some squads. I wouldn't really use him. He won't join you for some
time, and there are other units that could use the kills to get to Ace status.
After defeating ZX-02 (really, the only difficult enemy on the map), events
will transpire and you'll be up against Spectra and some Balmar drones. You'll
also get the assistance of Sanger, Ratsel, and Viletta. Selena also launches
with 150 Morale. The drones, as usual, are a complete cakewalk, and Spectra,
as will be usual, is nigh-impossible to hit. Use strike and she'll fall
without any real tricks though.

     Viletta, Sanger, and Ratsel will leave after the scenario. You won't get
them for QUITE some time. Sleigh will join with the Vegalion after this stage.

After Scenario Items: Thruster Module x2
                      Dustproof x1

     Stage 13 is the same for everyone, so head over to the Standard Stages
section to continue.

------------------------------------------------------------------------------
Stage 34 - Betrayer
------------------------------------------------------------------------------

Environment: Space

Player Units:

     AS Soleras

Player Reinforcements:

     Ra Kalium
     10 Squads
        -Vegalion(Sleigh)

Player Reinforcements 2:

     Altairlion(Ibis)

Enemy Units:

     Shumuel(Rulia)

Enemy Reinforcements:

     Esurimu Af    }
        -Esurimu Af} x4
        -Esurimu Af}
     Haggai    }
        -Haggai}  x4
        -Haggai}
     Valk Ben    }
        -Valk Ben}  x2
        -Valk Ben}
     Shin Ryu-Oh-Ki(Son Ganlong)
     Bemidoban(Baran Doban)

Skill Point:

     Destroy(0 HP) Son Ganlong and Baran Doban, both of whom retreat at
     12000HP

Events:

     Rulia is defeated: Enemy and Player Reinforcements arriv
     Bemidoban/Shin Ryu-Oh-Ki is reduced to under 20000: AS Soleras destroyed,
Veglion destroyed, Player Reinforcements 2 arrive.
Items:

    Analyzer++: Rulia
    Hyper Jammer: Son Ganlong

Notes:

     For the first half of the upgrade stages, the first order of business is
getting destroyed. Well, by an event. The stage starts with the AS Soleras
against Rulia's Shumuel. This shouldn't be a problem for you.  AFter doing so
the real enemy forces appear. Deal with the grunts as usual, though note that
the Valuk Bens are more evasive than usual, it seems. the Shin Ryu-Oh-Ki is
nasty, but there's nothing beyond this, so you can blow your SP powering up
to take it down. The Goldion Hammer is as good as always, for this. Make sure
you take his HP down to just above 12000 before letting the final blow fall.
Speaking of such, taking it below 20000 will cause Selena to apparently turn
traitor and destroy the Vegalion, after being attacked by Spectra. Spectra
will leave with Selena, and Ibis will appear in the Altairlion. After
finishing off Shin Ryu-Oh-Ki, go for Baran Doban, who should not have moved
yet. Baran Doban has no barrier, but considerably more armor than Shin
Ryu-Oh-Ki, so be forwarned. He follows the same rules though, retreats at
12000.

Ibis will join after this scenario.

------------------------------------------------------------------------------
Stage 35 - Crushing Heart
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Esurimu(Selena)

Player Reinforcements:

     Daikyu Maryu/Ra Kalium/Archangel
     AS Alegras (Selena)
        -Altairlion(Ibis)
     12 Squads

Enemy Units:

     Megilot Ben    }
        -Megilot Ben}   x3
        -Megilot Ben}
     Yoera Ben    }
        -Yoera Ben}  x3
        -Yoera Ben}
     Esurimu Af }
        -Esurimu}  x4
        -Esurimu}
     Haggai    }
        -Haggai} x3
        -Haggai}
     Valuk Ben    }
        -Valuk Ben}  x3
        -Valuk Ben}
     Shumuel(Rulia)
     Bemidoban(Baran Doban)
     Valuk Isha(Spectra)
        -Valuk Ben
        -Valuk Ben
     Valuk Isha(Calico)
        -Valuk Ben
        -Valuk Ben

Skill Point:

     Clear the Map in seven turns

Events:

     Turn 3: Player Reinforcements arrive, Spectra destroyed, Baran Doban and
     Rulia retreat.

Notes:

     At the beginning of the stage, you're able to pick one of two choices,
however, your choice doesn't actually seem to DO anything, so....The Esurimu
you start in sucks. Even with concentrate, you're not gonna hit 100% hit, even
on the Megilots. You're evade rate ain't too great either. On your first turn,
move as far east as you can go. You should be in the asteroids and hence get
the hit and evade bonus'. This should help, though it's still not amazing.
Use concentrate on turn 2, as then the enemy will be able to reach you. On
Turn 3, you'll recieve your new unit and your reinforcements will arrive.
Also, Baran Doban and Rulia will retreat, and Spectra's Valk Isha will be
destroyed. Also, Ibis, Sleigh, and Tsugumi will cram themselves into the
Altairlion and join Selena's squad. That has to be cramped. Course, maybe the
three of THEM don't mind. Eh-hem. Anyway, charge forward with your
reinforcements and stick it to the enemy. You've only got seven turns, so
don't waste your time. Check out the Alegras' MAP attack, it's highly
abusable, though not as much as Banpreios'.

     After this stage, you'll have the AS Alegras and the game will move back
to stages that are the same for everyone. Pop back down to those sections.
You'll be back, there's one more set of character specific stages.

------------------------------------------------------------------------------
Stage 43
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Archangel
     Battle 7
     Daikyu Maryu
     Ra Kalium
     Solo Ship
     AS Alegras
        -Altairlion
     R-Blade Custom
        -R-GUN Powered
     14 Squads

Enemy Units:

     Megilot Ben    }
        -Megilot Ben}  x3
        -Megilot Ben}
     Yoera Ben    }
        -Yoera Ben}  x3
        -Yoera Ben}

     Valuk Ben    }
        -Valuk Ben} x8
        -Valuk Ben}
     Valuk Isha (Calico)
        -Valuk Ben
        -Valuk Ben
     Fury
     Devarim(Ace)
     Bemidoban(Baran Doban)

Enemy Reinforcements:

     Vyclone(Hazel)

Skill Point:

     Defeat Bemidoban within 5 turns

Events:

     Bemidoban is defeated: Enemy Reinforcements launch, AS Alegras and
Altairlion retreat

Notes:

     You're annoyingly split into two groups for this one, so it's not as easy
to Sound Force everyone. You'll probably have to settle for half for now. The
enemy here is just the same Balmar enemies you've been fighting for the whole
game now. They're evasive, but nothing really special. Defeating Baran Doban
will call out Hazel, and send Selena/Ibis back to the ship. At this point, you
just need to defeat either Hazal or his Fury to end the stage.

If you haven't done so already, upgrade the R-Blade Custom as much as possible
after this stage. Banprieos comes!

------------------------------------------------------------------------------
Stage 44
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Archangel
     Battle 7
     Daikyu Maryu
     Ra Kalium
     Solo Ship
     R-Blade Custom
        -R-GUN Powered
     Altairlion
     14 Squads

Playe Reinforcements:

     AS Alegras(Selena)
        -Shumuel(Rulia)
     Banpreios(Ryusei)
     Dygenguard(Sanger)
        -Aussenseiter(Ratsel)

Player Reinforcements 2:

     Hyperlion(Ibis)

Enemy Units:

     Megilot Ben    }
        -Megilot Ben}  x3
        -Megilot Ben}
     Yoera Ben    }
        -Yoera Ben}  x3
        -Yoera Ben}

     Valuk Ben    }
        -Valuk Ben} x8
        -Valuk Ben}
     Valuk Isha (Calico)
        -Valuk Ben
        -Valuk Ben
     Valuk Isha(Spectra)
        -Valuk Ben
        -Valuk Ben
     Shin Ryu-Oh-Ki(Son Ganlong)

Enemy Reinforcements:

     Vyclone(Hazel)

Enemy Reinforcements 2:

     Megilot Ben    }
        -Megilot Ben}  x3
        -Megilot Ben}
     Yoera Ben    }
        -Yoera Ben}  x3
        -Yoera Ben}

     Valuk Ben    }
        -Valuk Ben} x4
        -Valuk Ben}
     Valuk Isha(Spectra)
     Vyclone(Hazel)
        -Devarim(Ace)

Skill Point:

     Within 3 turns of its arrival, destroy the Vyclone

Events:

     Spectra is defeated: Enemy Reinforcements arrive
     Vyclone is defeated: Player Reinforcements Launch, Enemy Reinforcements 2
launch.
     Enough Reinforcements are defeated: Player Reinforcments 2 launch and
damage Spectra further.
     Hazel is reduced to low HP: Hazel uses Guts.
Notes:

     This stage is very reminicient of the one you just left. You're split up
again, but not nearly as much. Still, you're going to have to manually make a
formation (as opposed to just filling in the holes) if you want to Sound Boost
everyone. We've got Son Ganlong this time instead of Bemi Doban, and Spectra
is actually present, but other than that, it's exactly the same. I'd
reccommend exterminating everyone who isn't Spectra first. Once you take her
out, the Vyclone will launch. You've got three turns to take it out, so hit
it with all you have. I would reccommend taking it out on a turn where Ryusei
and hopefully Ibis have not moved. Do that....and all the nice events begin.
Alegras returns, Rulia joins, Altairlion moves next to it, and Ryusei moves to
Banpreios. Destroy enough of the new reinforcement grutns, and the Vegalion
will return and it will form the Hyperlion with the Altairlion. They will
proceed to beat down Spectra with Alegras, and once that's all over, the
Valuk Isha will be near death. Hyperlion will then join Alegras' squad.
Unfortunately, Spectra will get some HP restored, but you should be able
to take her out without too much effort. Dispatch the remaining Balmar
forces, then finish off the Vyclone to end the stage. Note that Ace will
support defend Hazel, so plan for it when attacking him. You'll have to go
through his HP twice (though the first time he'll start damaged), by the way.

After this stage, you get to keep Banpreios and the Hyperlion. Rulia won't be
joining you just yet. However, Sanger and Ratsel will finally join with their
units. Rejoice, peasents.

The routes join up again...to split up with the big four path split. This is
the last stage specific to Selena, so you won't come back to this section for
the remainder of this playthrough. Later. ^_^

                                 SELENA ROUTE END
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Standard Stages
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

------------------------------------------------------------------------------
Stage 3
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Nu Gundam(Amuro)
         - MP Nu Gundam (Keyra)
         - Jegan (Katz)
     ZZ Gundam(Judau)
         - Re-GZ(BWS)(Roux)
     Zeta Gundam(Kamille)
         - Re-GZ(Four)
         - Super Gundam(Emma)
         - Methuss(Fa)
     GM Custom(Burning)
         - GM Custom(Bate)
         - GM Custom(Monsha)
         - GM Cannon II(Adel)
     GP-03 Dendrobium Orochis(Kou)
         - GM Cannon II(Keith)
     Shin Getter-1(Ryouma)
         - Lady Command(Michiru)
     Mazinkaiser(Kouji)
         - Diana A(Sayaka)
     Great Mazinger(Tetsuya)
         - Venus A(Jun)
     Steel Jeeg(Jeeg)
         - Big Shooter(Miwa)
     Combattler V(Hyouma)
     Original Main(Main Character)

Player Reinforcements:

     J-Ark(J)

Enemy Units:

     Primeval x15

Enemy Reinforcments:

     ZX-03

Skill Point:

     Clear the Map in Six(6) turns

Events:

     Enemy units are reduced to nine: Player Reinforcements appear.

     Turn Four: Enemy Reinforcements appear.

Special Condition:

     Primeval Reaches south edge of map: Game Over

Notes:

     Starting off simple, 15 Primevals want to come through to earth, it's
your job to stop them from doing so. Move forward and take out the first few
then split into two groups, one for each side. The group on the West side
should have stronger (though probably not more) units for the reinforcement
that shows up. When you reduce the enemy units to nine, J-Ark will show up
in the south western part of the map.  You probably want to leave him
close to there, as it's both unlikely he'll reach the enemy units in time
and his starting point is close to the enemy reinforcement. The ZX-03  will
probably take two turns, so be aware.


------------------------------------------------------------------------------
Stage 4(First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Nu Gundam(Amuro)
         - MP Nu Gundam (Keyra)
         - Jegan (Katz)
     ZZ Gundam(Judau)
         - Re-GZ(BWS)(Roux)
     Zeta Gundam(Kamille)
         - Re-GZ(Four)
         - Super Gundam(Emma)
         - Methuss(Fa)
     GM Custom(Burning)
         - GM Custom(Bate)
         - GM Custom(Monsha)
         - GM Cannon II(Adel)
     GP-03 Dendrobium Orochis(Kou)
         - GM Cannon II(Keith)
     Shin Getter-1(Ryouma)
         - Lady Command(Michiru)
     Mazinkaiser(Kouji)
         - Diana A(Sayaka)
     Great Mazinger(Tetsuya)
         - Venus A(Jun)
     Steel Jeeg(Jeeg)
         - Big Shooter(Miwa)
     Combattler V(Hyouma)
     Original Main(Main Character)

Enemy Units:

     Mugemega Ship     }
        - Magemega Ship}  x4
     Zai Fa     }
        - Zai Fa}    x4
     Magnum x2
     Magnum (Bergan)
        - Zubanzu
        - Zubanzu
     Desra
     Ocozania
     Dorion
     Skullrock

Skill Point:

     Clear the Map in Five Turns

Events:

Special Condition:

     Ra Kalium and Albion must reach flashing point within five turns
(unless all enemies are destroyed in this time)

Notes:

        This is...really really simple. You've got five turns to either
destroy all the enemies or get the Ra Kalium and Albion to the flashing point.
Considering the ease with which the enemies can be destroyed, they'll mostly
be dead by the time the Ra Kalium can even reach the point, and the money
gained by killing them, just destroy them all. You can even keep the Ra Kalium
and Albion moving towards the goal if you want a safety net in case by some
rediculous bad luck you can't kill them in five turns.

------------------------------------------------------------------------------
Stage 4(Second Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     SRX(Ryusei, Rai, Aya)

Enemy Units:

     Megilot x2
     Yoera x2
     Vyclone(???)

Events:

    Turn 2 Enemy Phase: Ra Kalium and Albion arrive, Stage ends.

Notes:

    SRX has been damaged a obscene amount. You can use Concentrate if you
want, but it'll make no difference. Pass the turn or run away from the enemies
and then pass the turn. They'll attack, you'll survive, and then you pass
another turn and the stage ends. Just go through the motions.

------------------------------------------------------------------------------
Stage 5
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Nu Gundam(Amuro)
         - MP Nu Gundam (Keyra)
         - Jegan (Katz)
     ZZ Gundam(Judau)
         - Re-GZ(BWS)(Roux)
     Zeta Gundam(Kamille)
         - Re-GZ(Four)
         - Super Gundam(Emma)
         - Methuss(Fa)
     GM Custom(Burning)
         - GM Custom(Bate)
         - GM Custom(Monsha)
         - GM Cannon II(Adel)
     GP-03 Dendrobium Orochis(Kou)
         - GM Cannon II(Keith)
     Shin Getter-1(Ryouma)
         - Lady Command(Michiru)
     Mazinkaiser(Kouji)
         - Diana A(Sayaka)
     Great Mazinger(Tetsuya)
         - Venus A(Jun)
     Steel Jeeg(Jeeg)
         - Big Shooter(Miwa)
     Combattler V(Hyouma)
     Original Main(Main Character)

Player Reinforcements:

     Mobius Zero (Mu)


Enemy Units:

     Mugemega Ship     }
        - Magemega Ship}  x4
     Zai Fa     }
        - Zai Fa}    x4
     Muge Battleship x3
     Magnum x3
     Bramble(Archmedes)
     Desra
     Ocozania
     Skullrock
     Black Monster x2
     Dali x2
     Garnroll

3rd Party Units:

     GINN   }
       -GINN}  x6
     Versailius

3rd Party Reinforcements:

     CGUE(Rau)
       -GINN
       -GINN

Skill Point:

    Clear the Map in six turns

Events:

    Enemy squads reduced to 15: Garnroll, Skullrock, Bramble, and the 3 muge
battleships retreat, 3rd Party Units arrive.


    Three GINN squads are eliminated: Player Reinforcements and 3rd Party
Reinforcements launch.

Notes:

     Lots of high HP enemies in this stage....that you don't need to touch.
Outside of that, just some standard super robot enemies to destroy. The
hardest part of this map is really reaching some of the forces. Defeating
some of the inital enemies will cause the big guys to retreat and ZAFT forces
to show up. ZAFT forces are not technically on the side of the enemies, and
if they were anywhere near each other, they'd attack one another. But they're
not, so you'll have to deal with them all yourself. The GINNs aren't special,
and defeating half of them will cause Mu to arrive and Rau to launch. Rau is
extremely difficult to hit, so you may need to use Strike to accomplish this.
The mission will end with either Rau or the Versailius is destroyed, so you
may want to consider toasting that instead.


You'll return to character specific stages after this, so hop on back to your
appropriate section.


------------------------------------------------------------------------------
Stage 13
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Archangel
     Ra Kalium
     14 Squads

Player Reinforcements:

     EVA Unit 01(Shinji)
        -EVA Unit 02(Asuka)
        -EVA Unit 00(Rei)


Enemy Units:

     EI-02    }
        -EI-02}   x3
        -EI-02}

     EI-05    }
        -EI-05}   x3
        -EI-05}
     EI-15    }
        -EI-15}   x2
        -EI-15}
     ZX-06

Enemy Reinforcements:

     Megilot Af
        -Megilot Af
        -Megilot Af
     Megilot    }
        -Megilot} x3
        -Megilot}
     Yoera Af
        -Yoera Af
        -Yoera Af
     Yoera    }
        -Yoera}  x3
        -Yoera}

Skill Point:

     Within Six turns, destroy all enemies, then destroy ZX-06

Events:

     6 enemies are destroyed: Player and Enemy reinforcements arrive.

Notes:

     It seems that unlike Alpha 2, the Zondar Metal is now content just making
a bunch of EI enemies. Send most of your forces up towards the Zondars, but
send the Archangel and 3 or 4 squads down east. After you destroy enough
enemies, Balmar Drones and the EVAs will launch. Now just make sure you
destroy everything else on the map before the ZX-06. the ZX-06 has nearly
32000 HP and a strong barrier, so be aware that it may take a bit to bring
it down.

------------------------------------------------------------------------------
Stage 14
------------------------------------------------------------------------------

Environment: Space

Player Units:

      Ra Kalium
      Archangel
      15 Squads

Enemy Units:

     Megilot    }
        -Megilot}  x2
        -Megilot}
     Megilot Af
         -Megilot Af
         -Megilot Af
     Megilot Ben    }
         -Megilot Af}    x2
         -Megilot Af}
     Yoera    }
        -Yoera}   x2
        -Yoera}
     Yoera Af
        -Yoera Af
        -Yoera Af
     Yoera Ben   }
        -Yoera Af}  x2
        -Yoera Af}
     Esurimu    }
        -Esurimu}   x3
        -Esurimu}
     Haggai    }
        -Haggai}   x2
        -Haggai}
     Fury x 4
     Helmoze Eheddo

Enemy Reinforcements:

     Devarium(Ace)


Skill Point:

     Clear the Map in Seven turns

Events:

     Helmoze Eheddo has a battle encounter: Enemy Reinforcements launch, Fury
farthest to the East retreats.

Notes:

     I hate this stage. High HP battleships and a boss with MAP weapons. The
Helmoze, which is what you're trying to hurt, is also quite competent and
has a MAP attack. Anyway, to prepare to deal with said MAP attack, as you
move your forces forward, push a majority of them to the east. Ace and his
Devarium will launch from the Fury fartherst to the East. When he launches,
you want to be there to eliminate him. The trick is to either trigger his
launch first thing on your turn, or to trigger it on the enemy turn when
his morale is under 120 (the requirement for the strong MAP attack).
Alternatively, you could keep everyone JUST west of the Helmoze's MAP attack
(so two squares west), once Devarim Launches, he should just move over, then
you can take him out with gangtackling proceedures. This does have a tendency
to put you square in the MAP range of the Helmoze, though, so....pick your
poison. To clear this in Seven turns, you'll likely have to foregore killing
all the Furies. It may be possible, but it's tough.

     HyoRyu and EnRyu will leave after this stage. Don't worry, they'll be
back.

------------------------------------------------------------------------------
Stage 15
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

      Ra Kalium
      Archangel
      J-Ark
      15 Squads

Enemy Units:

      GINN
         -Ocozania
         -Red Bomb
      Dali
         -CGUE
         -Mugemega Ship
      Zubanza
         -Desra
         -ZakuII F2
      Magnum
         -Geara Doga
         -Rick DomII
      Gelgoog M
         -Zai Fa
         -Debeza
      EI-02    }
         -EI-02}  x2
         -EI-02}

      EI-05    }
         -EI-05} x2
         -EI-05}

      EI-07
         -EI-20
         -EI-15
      EI-15
         -EI-07
         -EI-20
      EI-20
         -EI-15
         -EI-07
      Combined Primeval

Skill Point:

      Destroy the Combined Primeval within seven turns...but only after
destroying everything else in the stage.

Events:

      Player Unit moves within Ten spaced of the Combined Primeval: J uses
Flash and moves three spaces in front of the Combined Primeval.

Notes:

     One sorry excuse for an event and no reinforcements for either side.
This stage is simple. Destroy all of the Primeval's Zondar clones, giving
kill preference to things like GaoGaiGar and Getter G.  The Combined Primeval
has Invincibility to start, so it may be a wise idea to have J use that free
Flash he gets to toast that. Another word of caution, as well. J has a barrier
and will be able to tank the enemies fine as long as he defends. Don't defend,
however, and you'll get a game over when he dies. Or, of course, you could
just use Iron Wall.


After Stage Items: Minovsky Craft
                   Thruster Module
                   Dustproof
                   Screw Module

------------------------------------------------------------------------------
Stage 16 (First Half)
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     Ideon (Cosmo, Bess, Kasha)

Enemy Units:

     Dekka Bau x2

Skill Point:

     None

Events:

     None

Notes:

     Have Bess(Green Hair), use Lock-On. Annihilate them. Move on to part two.


------------------------------------------------------------------------------
Stage 16 (Second Half)
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     Ideon (Cosmo, Moira, Kasha)

Player Reinforcements:

     VF-17(Gamlin)
     VF-17(Dokker)
     VF-17(Ryujin(?))

Enemy Units:

     Dekka Bau x10
     Condo Bau(Gije)
        -Dekka Bau
     Condo Bau(Damido)
        -Dakka Bau

Skill Point:

     Clear the map in Four turns

Events:

     Turn 2: Player Reinforcements Arrive

Notes:

     Have Cosmo use Lock-On and move forward. This is what he should do for
the entire time. When he can attack, go for the Green ones, as they take
more to kill. On turn 2, you should have Kasha use Iron Wall, as that's when
you'll face the brunt of the enemies. Diamond Force should use Concentrate and
move toward the enemies. If Diamond force connects with all its attacks, you
should be able to finish in three turns, if not, it could take all four. I'd
save after, say, turn one, just in case the Diamond force decides to suck.


------------------------------------------------------------------------------
Stage 17
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Battle 7(Max)
     Solo Ship(Bess)
     VF-17S(Kinryu)
     VF-17D(Gamlin)
     VF-17D(Dokker)
     Ideon(Cosmo)

NPC Reinforcements:

     VF-19 Custom(Basara)

Enemy Units:

     Dekka Bau x5
     Condo Bau (Damido)
        -Condo Bau
        -Condo Bau
     Jig Mack(Gije)
        -Dekka Bau
        -Dekka Bau
     Gataman Zan

Enemy Reinforcements:

     Fz-109A x6
     Fz-109F(Gigil)
     Ballute

Special Win Condition:

      1)Destroy the Jig Mack
      2)Destroy the Fz-109F

Special Lose Condition:

      Jig Mack occupys square next to the solo ship.

Skill Point:

     Defeat the first set of enemies within Four turns.

Events:

     Jig Mack is destroyed: Remaining Buff Clan retreats: Enemy reinforcemnnts
arrive.
     Turn after Reinforcements arrive: Dokker gets spirit drained, NPC
Reinforcments launch.

Notes:

       Pretty easy. Have everything move forward as far as it can. I would
reccommend having the solo ship use accelerate and lock-on. The enemies should
target it, at which point it'll blow them away with its superior firepower.
You should be able to finish this in two turns very easily. After the Jig Mack
is destroyed, the Buff Clan will retreat and the Protodevlin enemies will
arrive to the west. You'll now have to destroy Gigil's Fz-109F, which isn't
nearly as much trouble as it seems. The turn after they arrive, Dokker will be
put out of commission and Basara will arrive as a friendly NPC. Have your
Valkries concentrate and move towards the enemies. They should go down without
much of a fight.

------------------------------------------------------------------------------
Stage 18 (First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Battle 7(Max)
     Solo Ship(Bess)
     VF-17S(Kinryu)
     VF-17D(Gamlin)
     VF-17D(Dokker)
     Ideon(Cosmo)

NPC Reinforcements:

     VF-19 Custom (Basara)

Enemy Units:

     Fz-109A x5
     Fz-109F(Gigil)
     Ballute

Skill Point:

     Clear the map in 3 turns

Special Win Condition:

     Fz-109F Destroyed

Events:

     Turn 2: NPC Reinforcements arrive

Items:

     Dual Sensor: Gigil

Notes:

     The first half is simple. Rush forward, use Concentrate/Lock-on, wipe out
the protodevlin ships. On to the Second Half.

------------------------------------------------------------------------------
Stage 18(Second Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Battle 7(Max)
     Solo Ship(Bess)
     VF-17S(Kinryu)
     VF-17D(Gamlin)
     VF-17D(Dokker)

Player Reinforcements:

     Ideon(Cosmo)

NPC Reinforcements:

     VF-19 Custom(Basara)

Enemy Units:

     Dekka Bau x5
     Condo Bau x2
     Jig Mack(Gije)
        -Dekka Bau
        -Dekka Bau
     Jig Mack(Damido)
        -Dekka Bau
        -Dekka Bau

Enemy Reinforcements:

     Dekka Bau x4
     Condo Bau x2

Skill Point:

      None

Special Win Condition:

      Defeat Damido's Jig Mack.

Events:

     Turn 2: Basara Arrives
     Turn 3: Player and Enemy Reinforcements arrive, Battleships can move.
     Gataman Zan is damaged before turn 3: Gataman Zan uses Guts
     Damido's Jig Mack is damaged before turn 3: Damido uses Guts

Notes:

     Stop me if you heard this one, move forward and concentrate. It's hard
really to deviate, as you just don't have much to work with here. The Battle 7
and Solo Ship are unable to move, and Ideon was damaged in the event at the
end of the last half, so all you've got is Diamond Force. So...move forward
and concentrate. On turn 2, as always, Basara will show up, and on turn 3,
enemy reinforcments will appear behind the Solo Ship and Battle 7. Sadly for
them, the enemy is really no match for those two battle ships, so use lock on
and accellerate and have them wax the Buff Clan. The battle will end once you
destroy Damido's Jig Mack.


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Route Split time!

You're given the choice to follow either the Earth Path or the Space Path.
Unlike in Alpha 2, where everyone followed you, half of your forces will
go on one path with the rest going on the other. So which path should you
take? Depends on a few things.

One, Secrets. In this route split, the Earth Path is the only one with special
requirements. If you want to get Yzak/Duel,the VF-1J, and the LaGOWE you have
to go Earth route. If you don't care, then either one will do.

Two, is which units go on each path. I've organized them by series.

               Earth                        Space
              -------                      -------
             Ra Kalium                   Daikyu Maryu
             Archangel                     Gaiking
              Gundam                       Mazinger
           Macross Seven                 Getter Robo
           Macross Plus                  Steel Jeeg
             Evangelion                  Combattler V
                                           Raideen
                                          Dancougar
                                          GaoGaiGar

In case you couldn't tell, the Earth Route is essentailly the Real Robot
path, while the Space Route is essentially the Super Robot Path.

Other things worth noting, Earth Route has the only Macross Plus stage...in
the entire series. Space Route has far more new units join you, though in
the end, of course, you get the new units either way.

If you can't decide, go Earth route. Duel is a useful back-up unit in the late
game thanks to the Strike Upgrade trick, and more secrets are unlocked by the
kill counts of the Earth Route people (the only one for Space route is Black
Getter, which is a pointless execise anyway).

Earth Route is the _TOP_ Choice.
Space Route is the _BOTTOM_ Choice
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Earth Route
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                   END EARTH ROUTE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Space Route
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
------------------------------------------------------------------------------
Stage 19
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Daikyu Maryu
     9 Squads

Enemy Units:

     Kabutonga
        -Red Bomb
        -Red Bombl
     Zenringa
        -Red Bomb
        -Red Bomb
     Black Monster
        -Red Bomb
        -Red Bomb
     Mugemega Ship    }
        -Mugemega Ship}  x3
        -Mugemega Ship}
     Zai Fa    }
        -Zai Fa}  x4
        -Zai Fa}
     Muge Battleship(Gildorome)

Enemy Reinforcements:

     Magnum     }
        -Zubanza} x3
        -Zubanza}
     Desra
        -Zubanza
        -Zubanza
     Ocozania
        -Zubanza
        -Zubanza
     Dorion
        -Zubanza
        -Zubanza
     Manmozu(Dangel)
        -Zubanza
        -Zubanza

Skill Point:

     Destoy the Muge Battleship within six turns

Events:

     13 enemies remain: Player units lose 30 morale, Muge battleship
moves far to west. Multiple player units become enemies.

     Muge Battleship has a battle encounter AFTER prior event: Allies return
to your side, morale restored, enemy reinforcements launch.

Items:

    Analyzer+: Muge Battleship

Notes:


     So....this stage.....yeah. Charge forward and destroy the enemies, though
I would strongly reccommend moving STRAIGHT down, and not towards the enemy.
After you destroy enough of them, Gildorom will crush your morale and turn
multiple units of yours into enemies. Now, the first time I went throught this
stage, it really wasn't a problem. THIS time through it...my main character,
Dancougar, GaoGaiGar, and Raideen all turned on me, which were the ones I
upgraded, which gave me no chance of winning. So...it really could go either
way. AFter he does this, he'll move way west. This is why you moved straight
down, you should be closer to him. Once you get into a battle encounter with
him once, your morale will be restored(likely higher than it was before ) and
the enemy reinforcements will launch to the east northeast side. This is quite
a pain, as now you'll probably have two fronts to the fight. You should
probably have both groups meet up in the middle, though this will take longer.
The real troublesome part to the stage is the Muge Battleship, as you'll need
to cause over 10000 damage to get it. If you haven't upgraded anyone's weapons,
you'll need a power attack coupled with a support attack. Goldion Hammer is a
good choice for the opener if you can make the morale. Even with upgraded
weapondry, it's still a good idea.

------------------------------------------------------------------------------
Stage 20
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Daikyu Maryu
     9 Squads

Player Reinforcements:

     Solo Ship(Bess)
     Ideon(Cosmo)

Enemy Units:

     Dorion
        -Desra
        -Ocozania
     Desra
        -Ocozania
        -Dorion
     Ocozania
        -Dorion
        -Desra
     Skullrock
        -Boazoan Saucer
        -Boazoan Saucer
     Dali       }
        -Zubanza} x2
        -Zubanza}

     Kurain     }
        -Zubanza} x2
        -Zubanza}
     Garnroll
        -Zubanza
        -Zubanza
     Magnum     }
        -Zubanza} x2
        -Zubanza}

      Mugemega Ship   }
        -Mugemega Ship}  x3
        -Mugemega Ship}
     Zai Fa    }
        -Zai Fa}  x4
        -Zai Fa}
     Mammoth(Dangel)
        -Zubanza
        -Zubanza
     Bramble(Archemeides)
     Muge Battleship (Helmat)

Enemy Reinforcements:

     Jig Mack     }
        -Dekka Bau}  x8
        -Dekka Bau}
     Gataman Zan x5
     Dorowa Zan(Halulu)

Skill Point:

     Destroy the Muge Battleship within 4 turns

Events:

     Muge Battleship is destroyed: Enemy units retreat, Player and enemy
reinforcements arrive.

    Gije's Battleship is damaged: Ideon destroys 2 middle Gataman Zan's and
Gije's Gataman Zan, unlocks Ideon Sword, Buff Clan retreats.

Notes:

     There's a LOT of enemies, and you've only got four turns. Charge forward
and prioritize the Bigger enemies (more cash). The Muge battleship has 26000
HP, so make sure you can take that much off. Outside of that, take the whole
four turns so you can really get the most money/EXP/PP. The Buff Clan will
show up  to the north when you defeat the Muge Battleship and all the old
enemies will retreat. Ideon and the Solo Ship will arrive, as well. The Buff
Clan, as is usually, provide a lot of units but not a lot of bite. Use your
high morale characters to rip through them. After you damage Gije's Gataman
Zan,the stage will end with an event.

     Ideon and the Solo Ship will join after this stage.
------------------------------------------------------------------------------
Stage 21
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Ideon(Cosmo)
     Goshogun(Shingo)
     Good Thunder(Sabaras)

Player Reinforcements:

     Daikyu Maryu
     Solo Ship
     9 Squads

Enemy Units:

     Inpakuta     }
         -Inpakuta}  x5
         -Inpakuta}
     Debizaa     }
         -Dogaabu}   x4
         -Dogaabu}

     Dosuhaado   }
         -Dogaabu}  x2
         -Dogaabu}

     Gonaguul    }
         -Debizaa}  x2
         -Debizaa}

Skill Point:

     Clear the map in Five turns

Events:

     Turn 3: Player Reinforcements arrive

Notes:

     One of the trickier stages to get the skill point, to be honest. You
start with just the Ideon, Goshogun, and Good Thunder against a nice little
horde of enemies. While most of the enemies are quite weak, simply because
there's so many of them, things are quite dangerous. The safe thing would be
to have Ideon and Goshogun sit back and wait for reinforcements. But doing
this will probably deny you the skill point, as you'll run out of time.
Instead, we'll have to make effective use of Iron Wall and Disturbance. Now,
if for some strange reason you've upgraded Ideon, this will probably be much
easier, but that's definately not necessary. Charge forward and use Iron Wall
on both Goshogun and Ideon. Additionally, have Goshogun use Accelerate. Repeat
this on turn two, and you should be able to get through fine. Now, once
everyone else arrrives, Ideon and Goshogun are going to be out of SP, which is
problematic. At this point, I'd suggest having Volfogg use Decoy and the
Goshogun(which is probably in the middle of the enemies) use Concentrate.
Charge forward with the reinforcements and you should be able to take them out
in time.

     Goshogun will join after this stage.

After Stage Items:
                   OVA Corokke x3
                   Kattonaraiza x2
------------------------------------------------------------------------------
Stage 22
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     Solo Ship
     10 Squads

Player Reinforcements:

     Daikyu Maryu

Player Reinforcements 2:

     Choryujin

Enemy Units:

     Black Monster
        -Zubanza
        -Zubanza
     Kabutonga
        -Zubanza
        -Zubanza
     Sanringa
        -Zubanza
        -Zubanza
     Kurain
        -Zubanza
        -Zubanza
     Magnum
        -Zubanza
        -Zubanza
     Dali
        -Zubanza
        -Zubanza
     Ocozania
        -Zubanza
        -Zubanza
     Dorion
        -Zubanza
        -Zubanza
     Desra
        -Zubanza
        -Zubanza
     Mugemega Ship     }
         -Mugemega Ship} x3
         -Mugemega Ship}
     Zai Fa    }
        -Zai Fa}  x3
        -Zai Fa}
     Muge Battleship

Enemy Reinforcements:

     Jig Mack     }
        -Dekka Bau}  x5
        -Dekka Bau}
     Jig Mack(Gije)
        -Condo Bau
        -Condo Bau
     Log Mack(Doppa)
        -Log Mack(Kiyaya)
     Gataman Zan x2
     Dorou Zan(Halulu)


Skill Point:

     Solo Ship reaches the highlighted point without taking damage within four
turns.

Special Win Condition:


     Solo Ship reaches highlighted point.

Events:

     Solo Ship reaches highlighted point: Player and Enemy reinforcements
launch

     Enough Enemies are destroyed: Player Reinforcements 2 launch.

Notes:

     With Accelerate, the Solo ship can EASILY make it in two turns. The
trick, of course, is to make it there without taking damage. With that in
mind, have the Solo Ship move mostly west on its first turn, and THEN head
North. Stay far to the west until you can make it in. You'll probably need to
have your units prioritize the enemies farthest to the west to ensure the
Solo Ship makes it. Once it does, the Buff Clan will show up, but the old
enemies won't retreat. Continue pounding on them and eventually ChoRyuJin will
launch with 300 morale. Yes, 300. He can help you eliminate the rest of the
enemies.

     HyoRyu and EnRyu will rejoin you after this stage.

------------------------------------------------------------------------------
Stage 23
------------------------------------------------------------------------------

Environment:Gravity

Player Units:

     Solo Ship
     Daikyu Maryu
     10 Squads

Enemy Units:

     Boazoan Saucer    }
        -Boazoan Saucer}  x2
        -Boazoan Saucer}
     Dorion
        -Desra
        -Ocozania
     Desra
        -Ocozania
        -Dorion
     Ocozania
        -Dorion
        -Desra
     Skullrock
     Dali       }
        -Zubanza}  x2
        -Zubanza}
     Kurain
        -Zubanza
        -Zubanza
     Garnroll
        -Boazoan Saucer
        -Boazoan Saucer
     Magnum     }
        -Zubanza}   x3
        -Zubanza}
     Mugemega Ship    }
        -Mugemega Ship}   x3
        -Mugemega Ship}
     Zai Fa    }
        -Zai Fa}   x3
        -Zai Fa}
     Muge Battleship(Helmat)

Enemy Reinforcements:

     Mammoth(Dangel)
        -Zubanza
        -Zubanza
     Mammoth    }
        -Zubanza}  x3
        -Zubanza}
     Moon Condor      }
        -Black Monster} x2
        -Black Monster}
     Zonnekaiser}
        -Dali   }  x2
        -Dali   }
     Zai Fa    }
        -Zai Fa}   x3
        -Zai Fa}
     Mammoth   }
        -Magnum}  x2
        -Magnum}
     Bramble(Archemedes)
        -Magnum
        -Magnum
     Muge Battleship(Gildorome)
     Muge Battleship(Shapiro)
Skill Point:

     Clear the Map in 9 Turns

Events:

     Helmat's battleship is destroyed: Enemy reinforcements launch, Daikyu
Maryu is surrounded, Solo Ship is disabled.
     Gildorome's Battleship is reduced to less than 20000 HP: Solo ship
reabled.

Items:

     Super Alloy Z: Helmat
     Apogee Motor: Archemedes
     Custom OS: Shapiro

Notes:

     Lots to do here. Plenty of enemies in front of you, but more are coming.
It may be wise to have a couple of flying units sail over the canyon next to
you in preparation for the coming event. Cut your way through the enemies and
try to destroy the Muge Battleship as soon as possible. The green one, in the
back. doing so will trigger  apretty significant event, including the return
of that jerk Gildorome. Fortunately, he's rather mild this time, and will only
disable the Solo Ship completely. Dangel and three other Mammoths will
surround the Daikyu Maryu, as well as an assortment of enemies. Now, in order
to enable the Solo ship again, you'll need to take Gildorome's HP down to about
20000. Unfortunately, he doesn't budge for some time after he launches, and
he defends, too. That's why the flying units have went over, as they can take
him out fast from their position. At least, damage him enough. Once that's
done, the stage is just a free-for-all. Fortunately, there's so many enemies
that the later ones will feel the full brunt of your max morale attacks.

After the scenario, the routes join up again. More importantly, Mazinkaiser and
Shin Getter are returned to you.

                             SPACE ROUTE END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
Stage 24
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     Tallgeese III(Zechs)
        -Taurus(Noin)
     Daimos(Kazuya)
        -Galba-FXII(Edward)
     Voltes V(Kenichi)

Player Reinforcements:

     2 Battleships
     14 Squads
     VF-19 Custom(Basara)
        -VF-11 MAX(Mylene)
        -VF-17 Custom(Ray)


Enemy Units:

     Megilot     }
         -Megilot} x2
     Yoera    }
        -Yoera}  x2
     Esurimu x2
     Haggai

Enemy Reinforcements:

     Megilot    }
        -Megilot}  x3
     Megilot Af    }
        -Megilot Af}  x2
     Yoera    }
        -Yoera}  x3
     Yoera Af    }
        -Yoera Af}  x2

     Esurimu     }
        -Yoera Af}  x3
        -Yoera Af}
     Haggai        }
        -Megilot Af} x2
        -Megilot Af}

Enemy Reinforcements 2:

     Valk Ben    }
        -Valk Ben} x2
        -Valk Ben}
     Valk Isha/Shin Ryu-Ou-Ki/Bemidoban/Valk Isha(Calico/Son Ganlon/Baran
     Doban/Spectra)

Skill Point:

     Destroy the initial enemy units in 3 turns

Events:

     Initial Enemies are destroyed: Enemy Reinforcements arrive
     2 Reinforcements destroyed: Enemy Reinforcements 2 arrive

Items:

     Mega Booster: Rival

Notes:

     This generally isn't as bad as it seems. Kusuha route people have to
deal with Son Ganlong, but none of the other rivals are nearly the pain
he is. Anyway, in the beginning, have Noin Transform, Concentrate, and
Accelerate. Zechs should also Concentrate. Voltes and Daimos should use
strike and a defensive spirit, Have them all charge forward and waste the
enemy. Zechs and the Tallgeese III will be useful in particular. You really
should be able to kill them all in two turns, provided you prioritize, though
you'll get them on the enemy turn. Now, the turn after the enemy reinforcements
arrive, the Player Reinforcements will arrive. AND Sound Force will launch. Yay!
Don't get too excited, as they're still missing the Sound Boosters that will
REALLY make the difference. Hold on for a second, as a smaller but more powerful
enemy force will be arriving to the north of the Player reinforcements. I only
had to kill two of the reinforcments to trigger it. In THAT group will be your
rival. The RR pilots need to use Strike, Touma route will want flash, and
Kusuha route people are just going to have to send more people to deal with
Shin Ryu-Oh-Ki. Really not too bad, as the force to the south is fairly weak
anyway. Really, this stage makes me slightly irritated for giving Cobray/Selena
basically the same rival, in so many ways. Was it so hard to design one more
mech?

After Stage Items: Minofsky Craft
                   Thruster Module
                   Dustproof
                   Screw Module

------------------------------------------------------------------------------
Stage 25
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     Daikyu Maryu
     Archangel
     Battle 7
     Solo Ship
     16 Squads

Enemy Units:

     Megilot Ben    }
        -Megilot Ben}   x2
     Yoera Ben    }
        -Yoera Ben}  x2
     Esurium       }
        -Megilot Af} x3
        -Megilot Af}
     Esurium      }
        -Yoera Af}  x4
        -Yoera Af}
     Fury x2
     Megilot Ben   }
        -Megilot Af} x2
        -Megilot Af}
     Yoera Ben   }
        -Yoera Af} x2
        -Yoera Af}
     Haggai        }
        -Megilot Af} x2
        -Megilot Af}
     Haggai     }
        -Esurium} x2
        -Esurium}
     Valuk Ben    }
        -Valuk Ben} x2
        -Valuk Ben}
     Valk Isha/Shin Ryu-Ou-Ki/Bemidoban/Valk Isha(Calico/Son Ganlon/Baran
     Doban/Spectra)
     Helmoze Eheddo(Epen)

Enemy Reinforcements:

     Zufield(Epen)

Skill Point:

     Clear the map in 8 turns

Events:

     Helmoze Eheddo is reduced to 80000 HP: Enemy Reinforcements launch,
Helmoze retreats.

Items:

     Haro: Zufield

Notes:

     I'm glad we're really into the meat of the game now. The middle is
probably my favorite part. For this stage, you'll want to split your sixteen
squads into two, with one group going East, and the other going south, then
having them meet in the middle where the Helmoze is located. Eight turns isn't
a lot to take out all the High HP enemies here, so don't hold back too much,
though make sure you save enough SP to deal with the Helmoze and Zufield. You
may note that land units have trouble moving on the surface, so you may
want to adjust for this before the level starts. Your rival is the same as
always. Dangerous, but you've dealt with them before. The Helmoze still has
its MAP attacks, so it may be wise to stay a bit back until you can do some
significant damage to it. Try to save the Helmoze for last, as you don't want
to boost the Zufield's Morale up any higher than you have to by destroying
enemies after it launches. The Zufield has an even MORE annoying MAP attack
than the Helmoze, but Epen will launch will 100 morale, and he needs 120 to
activate it. Once it does launch, hit it with every single thing you can
muster. You don't want it getting more attacks than it has to.

After-Stage Items:
                  Propellent Tank x2
                  Cartridge x2
                  Repair Kit x2
                  Kattonaraizaa x2

------------------------------------------------------------------------------
Stage 26
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Daikyu Maryu
     Solo Ship
     Temjin 747J(Chief)
       -Fui In the Night(Fui)
       -Afamudo Za Hatta(Za Hatta)
     12 Squads

Enemy Units:

     STMC Bug    }
        -STMC Bug}  x15
        -STMC Bug}
     STMC Small Battleship
        -STMC Bug
        -STMC Bug

Skill Point:

     Clear the map in 3 turns

Events:

Notes:

    The stage will start with the Virtua ON! characters arriving. Then the
STMC will arrive. The STMC are all about Quantity, not quality. So despite the
numerous units and low turns, this isn't too difficult. Post movement ALL
attacks are your friend, so use the Sound Force to get access to them ASAP.
Other than that....what you see is what you get. No reinforcements, just you
and the bugs.  Get to the battleship as soon as you can, as it has 40000 HP,
and so will take some effort to destroy (unlike its bugs).

After the stage, the Virtua ON! units will join.

After Stage Items:
                  Full SP Restore
                  Super Repair Kit x2
                  OVA Corokke x2
                  Andromeda x2

------------------------------------------------------------------------------
Stage 27(First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

       Daikyu Maryu
       Solo Ship
       Battle 7
       Archangel
       GaoGaiGar Squad(Blue Event Squad)
       15 Squads

Enemy Units:

     Death Spider
        -Sanringa
        -Desra
     Rick DomII
        -Dali
        -Yoera
     Megilot Af
        -Doven Wolf
        -Gelgoog M
     Nibelgun
        -Condo Bau
        -Aiai
     Magnum
        -Debeza
        -Gelgoog M
     Fz-109A
        -Gelgoog M
        -Sanringa
     Esurimu
        -Nibelgun
        -Debiza
     Condo Bau
        -Fz-108A
        -Zubanza
     Doven Wolf
        -Megilot Af
        -Kabutonga
     Dorion
        -Dekka Bau
        -Rick DomII
     Aiai
        -Magnum
        -Geara Doga
     Dorion
        -Megilot Af
        -Fz-109A
     Geara Doga
        -Esurimu
        -Zai Fa
     Zubanza
        -Kabutonga
        -Dekka Bau
     Yoera Ben
        -Dali
        -Death Spider
     Zai Fa
        -Megilot Af
        -Desra

Enemy Reinforcements:

     Dali
        -Dekka Bau
        -Zubanza
     Megilot Af
        -Dorion
        -Geara Doga
     Kabutonga
        -Fz-109A
        -Aiai
     Dekka Bau
        -Esurimu
        -Gelgoog M
     Rick DomII
        -Death Spider
        -Fz-109A


Skill Point:

      None

Events:

     18 Units Remain: Enemy Reinforcements arrive

Notes:

     The only thing remarkable about this stage is that it's part one of two.
Other than that, it's just you beating up some Zondar enemies. You'll start
the second half of the stage with a set amount of HP/EN/SP, so you can  go a
little overboard on this one to make things go faster if you wish.

------------------------------------------------------------------------------
Stage 27(Second Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

    Battle 7
    Archangel
    Solo Ship
    Daikyu Maryu
    GaoGaiGar Squad(Blue Event Squad) *MUST REFILL AFTER PART 1*
    King J-Der(J)
    15 Squads

Enemy Units:

    Primeval x11
    ZX-19
       -EI-07
       -EI-15
    ZX-26
       -EI-07
       -EI-15
    ZX-16
       -EI-07
       -EI-15
    ZX-07
       -EI-20
       -EI-20

Enemy Reinforcements:

    Z-Master

Skill Point:

    Defeat the enemies in seven turns

Events:

    18 enemies remain: HP/EN/SP restored, Morale to 300, Guy damages
    Arm(ZX-07) for 1/5 of his HP.

    All enemies defeated: Enemy reinforcements launch

Notes:

   This half is what I would call a roller coaster of difficulty. It starts
out quite difficult, the middle is cake, but the end is medium. You start the
stage with reduced HP/EN/SP against high accuracy primevals with ALL attacks.
Don't hold back with the defensive spirits. You need to kill them ASAP. If
possible, attack from range 1, as the Primeval needs more space than that to
attack. Also be aware that both the EI units with the Primeval have
Support Defend, so you'll need to use squad or ALL attacks to get to the
Primeval. Of course, complicating that is the fact that the Primeval's barrier
is so strong that I've yet to see a squad attack damage it, so, they're ONLY
useful for tossing the support defends. Once you defeat enough of them, you'll
get ZA POWAA! literally. At this point, the rest of this part becomes a
breeze. Basically, anyway. You'll be both nigh-unstoppable and have full
HP/EN/SP. Don't blow it all, however, as there's one more monstrosity for
you to deal with. After defeating everything, Arm will combine all the
Primevals into the Z master. He'll also change the apperance of the map.
Everything will still be in the same place, and he'll launch on the north
edge. Charge everyone forward and prepare to unleash everything you have
against him. He has invincible to start with, so make sure you waste an attack
before you seriously attack him. He's powerful, so make sure you use your
defensive spirits, but give him everything you've got left and you should be
able to power through his 200000 HP.

Macross units will be unavailable for a little while after this scenario.

------------------------------------------------------------------------------
Stage 28
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     Galeon

Player Reinforcements:

     Daikyu Maryu
     8 Squads

Player Reinforcements 2:

     GaoGaiGar(Guy)

Player Reinforcements 3:

     Werkbau/RyuKoOh/RaiOh/AS Soleras(Cobray/Kusuha/Touma/Selena)

Player Reinforcements 4:

     R-Blade Custom(Ryusei)
     R-Gun Powered(Viletta)
     Dygenguard(Sanger)
     Aussenseiter(Ratsel)

Enemy Units:

     Zonudar(Mikoto)

Enemy Reinforcements:

     Valk Ben x10
     Devarim(Ace)
     Valk Isha(Calico)
     Valk Isha(Spectra)
     Bemidoban(Baran Doban)
     Shin Ryu-Oh-Ki(Son Ganlong)

Skill Point:

     Zonudar is defeated within five turns.

Events:

     Turn 2: Player Reinforcements Launch
     Turn 3: Player Reinforcements 2 Launch, Zonudar moves up.
     Character that isn't Guy attacks Zonudar: Character retreats.
     Zonudar is defeated: Enemy reinforcements launch, GaoGaiGar retreats,
     Player Reinforcements 3 launches.
     4 Valk Bens destroyed: Calico, Spectra, Ace, Baran Doban, Son Ganlong
     and the Main character retreat. Player Reinforcements 4 launch. Daikyu
     Maryu moves.

Notes:

     Not QUITE done with GaoGaiGar.

     Galeon isn't going to be able do...anything. Even with Valor, he won't do
enough damage for it to last beyond the Zonudar's HP Regen. Fortunately, the
Zonudar won't attack on its turn. When reinforcements launch on turn two, you
need to consider a few things. One, you need units that can raise their morale
up high fast to destroy the Zonudar, two, ideally, you need to have some
units NOT attack the Zonudar so your main character won't be alone (or not,
as they tend to be powerfu enough on their own). The Zonudar tends to be
quite defensively powerful, so if Daimos can reach 125 Morale, his final
attack is a good opener(as it reduces defense). Dancougar is a good choice as
well, as 3 if its four pilots have Spirit, you can unlock its final attack
and still have enough left to Valor it. If you're concerned about your damage
output, know that GaoGaiGar has five attacks before it'll leave (though if it
does, you lose). Speaking of GGG, it'll launch on turn three with Choryujin,
Volfogg, and Mike as subpilots and with 150 morale. If you need to, you can
attack twice with Hell and Heaven Valored to soften up the Zonudar. Then,
just unleash all the most powerful attacks you have. Note that the character
that destroys the Zonudar will not retreat. GaoGaiGar will retreat either way,
so it's perhaps best to open with it attacking to minimize the amount of
characters lost(though then you lose that story effect).
    Things aren't over, though. Irui and Hazel are in town, and the Balmarians
want to play. You main character will launch along with the enemy
reinforcements. It's quite the crew considering how few allies you may have
left, but don't be too concerned, some will leave. Enemies, that is. Destroy
three Valk Bens and the mian character will have an encounter with their
rival that doesn't end well for them. The last set of player reinforcements
will launch, and all the boss characters will bail. Clean up the remaining
Valk Bens to end the stage.

     Ryusei and Viletta will join after this scenario with the R-Weapons.
GaoGaiGar and crew will be unavailable for the next mission.


------------------------------------------------------------------------------
Stage 29
------------------------------------------------------------------------------

Environment: Gravity....with WATER!

Player Units:

     Archangel
     Daikyu Maryu
     13 Squads

Player Reinforcements:

     Skygrasper(Cagalli)

Player Reinforcements 2:

     Ra Kalium(Bright)
     GaoFighGar(Guy)
     KoRyu(KoRyu)
        -AnRyu(AnRyu)

Enemy Units:

     Ghost X-9    }
        -Ghost X-9}  x6
     DINN    }
        -DINN}  x4
        -DINN}
     BaCUE    }
        -BaCUE}  x4
        -BaCUE}
     Buster Gundam
        -BaCUE
        -BaCUE
     Duel Gundam
        -BaCUE
        -BaCUE
     Blitz Gundam
        -BaCUE
        -BaCUE
     Aegis Gundam
        -BaCUE
        -BaCUE

Enemy Reinforcements:

     DINN    }
        -DINN}   x3
     Ghost X-9 x2

Skill Point:

     Clear the map in six turns.

Events:

     Turn 2: Player Reinforcements Launch
     KoRyu/AnRyu enter battle: KoRyu and AnRyu form TenRyuJin
     Athrun is defeated: Athrun and Cagalli retreat

Items:

    Pink Haro: Athrun

Notes:

     If you took the space route last time, this is your first encounter with
Ghosts. Use Lock-On. Even Amuro and Kira can't hit the damn things
consistently without it. The BaCUEs are slightly better, but not by a whole
lot. Your battleships will be unable to move this mission, as if they did,
the Ambush just wouldn't have the same effect, you know? Destroy enough
enemies and said ambush will appear East of the battleships. You may want to
leave a unit there to help deal with them, but be aware that Guy is back
(yes, already) in the improved GaoFighGar along with two new Brave Robots,
KoRyu and AnRyu. That's all there is to this stage. Remember that PSArmor is
ridiculous and so you should either use Beam attacks or Fury when attacking
the Gundams.


After Stage Items: OVA Corokke x2

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Route Split Time!

The basic choice is the same this time, Earth Route or Space Route.

Secrets: If you want the Strike IWSP and the Duel Gundam, you'll need to go
Earth Route. Space route has nothing in particular.

Who goes where?

                  Earth                    Space
                 -------                  -------
                All Gundam                Gaiking
                Mazinger                  Macross 7
                Steel Jeeg                Goshogun
                Dancougar                 Getter Robo
                Voltes V                  Combattler V
                Daimos                    Raideen
                EVAs                      GaoGaiGar
                                          Virtua ON!
                                          Ideon(Kinda)

Unlike last time, the split isn't simply Real and Super. Again, if you can't
decide, I'd go Earth.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Earth Route
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                              Earth Route END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Space Route
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
Stage 30
------------------------------------------------------------------------------

Environment: Space


Player Units:

     VF-1S Super Valkyrie(Fokker)
        -VF-1S Super Valkyrie(Ri...er..Hikaru)
        -VF-1A Super Valkyrie(Kakizaki...or Ben)

Player Reinforcements:

     Battle 7
     Daikyu Maryu
     7 Squads
     VF-19 Custom "Fire Valkyrie" (Basara)
        -VF-11 MAX (Mylene)
        -VF-17 Custom (Ray)
     VF-17(Gamlin)
        -VF-17(Physica)


Enemy Units:

     Fz-109F    }
        -Fz-109A}  x4
        -Fz-109A}

     Az-130A    }
        -Fz-109A}  x4
        -Fz-109A}
     FBz-99G(Gabil)
        -Fz-109F
        -Fz-109F
     Grabil(Grabil)

Enemy Reinforcements:


Skill Point:

    Within six turns, defeat Gabil and Grabil, defeating Grabil first.

Events:

    Have a battle encounter with Gabil: Player Reinforcements arrive

Items:

     Minmei Disc: Gabil

Notes:

    I should confess now. My Macross Experience was first by way of Robotech.
So Hikaru Ichijo will always be Rick Hunter to me, and as such, I may slip
and call him Rick every now and then. Forgive me. On that note, Hikaru is like
the one guy to totally get the shaft in his own series. Not only does Max
have a better reputation than him and he can't get his woman, here he's not
even the leader of his show's squad. Fokker and Hikaru are relatively equal
in stats with Fokker having a slight lead (though Hikaru's leader bonus is
better). I like switching Hikaru in the lead, but truth be told, either will
do. This stage also makes me angry I can't read Japanese well enough to figure
out how the hell the time difference works with Macross and the Battle 7 and
what not. Maybe it's Alpha Gaiden stuff. Le Sigh. Back on topic, have Hikaru,
Fokker, and Kakizaki use Concentrate (or strike in Kakizaki's case) and move
forward. With Concentrate up, none of the grunts will be able to touch you,
and even Gabil and Grabil's chances are abyssmal. Turn two should be a repeat
of turn one, moving as close as you can to Gabil. He'll attack you on his
phase, and that'll summon your reinforcements. Now you'll need to move them
towards the enemy and take them out. Grabil is a full Protodevlin. This means
he has a rediculous ability simply called "Protodevlin". This reduces all
non-song energy attacks to a small fraction of there supposed power and it
activates at 100 Morale(translation: There's almost no way to avoid it). Now
you'll see what Sound Force can really do. Song Energy attacks actually do
damage to Protodevlins, and because they're not affected by the barrier, do
more damage. Holy Lonely Light did more damage than upgraded Stoner SunShine.
Yeah. Make sure you take out Grabil first, and try not to group too much, he
has a nasty map attack.

Fokker and Hikaru will join after this stage, Kakizaki isn't dead. Still.

------------------------------------------------------------------------------
Stage 31 (First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     8 Squads

Player Reinforcements:

     VF-19 Custom "Fire Valkyrie" (Basara)
     VF-11 MAX (Mylene)
        -VF-17 Custom (Ray)
     VF-17(Gamlin)
     VF-17(Physica)

Enemy Units:

     Fz-109A    }
        -Fz-109A}  x8

Enemy Reinforcements:

     Fz-109A x4

Skill Point:

     None

Events:

     Turn 2:  Player and Enemy Reinforcements launch

Notes:

     Nothing special really. Destroy the bad guys. When the reinforcements
launch, have Basara and Mylene use Valor to take out the enemy in one shot.
Have Physica and Gamlin use missiles. Move on.

------------------------------------------------------------------------------
Stage 31(Second Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Battle 7
     Daikyu Maryu
     VF-19 Custom "Fire Valkyrie" (Basara)
        -VF-11 MAX (Mylene)
        -VF-17 Custom (Ray)
     VF-17(Gamlin)
        -VF-17(Physica)
     8 Squads

NPC Reinforcments:

     Esurimu    }
        -Esurimu}   x3
        -Esurimu}
     Haggai    }
        -Haggai}   x3
        -Haggai}

Enemy Units:

     Fz-109F    }
        -Fz-109A}  x5
        -Fz-109A}

     Az-130A    }
        -Fz-109A}   x4
        -Fz-109A}
     Balota x4
     Balota Big x3
     FBz-99G(Gabil)
        -Az-130A
        -Az-130A
     Grabil(Grabil)
     Gepelnich Battleship (Gepelnich)

Skill Point:

     In Seven turns, defeat Grabil and Gabil, then reduce Gepelnich's
     battleship to 50000 HP.

Events:

Notes:

     Lots of HP on this level, best not to waste any time. The skill point
requires you to take down Gabil and Grabil and THEN reduce Gepelnich's
Battleship to 50000 HP, and you only have seven turns to do all that plus
take out whatever you can for cash. Unlike the last stage, Gabil and Grabil
can be taken out in whatever order you choose, meaning Gabil will most
certainly fall first. Grabil has got that protodevlin thing going on, of
course. Don't be afraid to send Sound force right into the thick of the enemy.
With Concentrate, they won't be hit, and two turns of it will send any of
the units packing. Plus, they're the only ones really effective against
Grabil. I'm not sure if Gabil will retreat if under 90 morale like all the
other Macross 7 enemies. As for Grabil, most units efforts are wasted on him,
so I would suggest just having Sound Force deal with him entirely. Have Basara
use Concentrate and Valor and repeat that until he's out of SP. Then have
Mylene do the same. Note that Mylene isn't the dodger that Basara is, so you
may wish to have Volfogg use Decoy when she's out front. On turn five, Balmar
will launch, but they'll be on your side. Gepelnich has well over 100000 HP,
so you have to really hit him hard to reach 50000.

If you got the skillpoint,  you'll recieve a Destroid Monster after this
stage. It's a great unit if you're not using a particular Macross group's
group attack thanks to it's tied for the strongest PLA attack.

------------------------------------------------------------------------------
Stage 32
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     Battle 7
     Daikyu Maryu
     VF-17(Gamlin)
        -VF-17(Dokker)
        -VF-17(Physica)
     VF-11 MAX (Mylene)
        -VF-17 Custom (Ray)
     8 Squads

Player Reinforcements:

     VF-19 Custom "Fire Valkyrie"(Basara)

Player Reinforcements 2:

     Solo Ship(Bess)
     Ideon(Cosmo)

Enemy Units:

     Fz-109A    }
        -Fz-109A}  x5
        -Fz-109A}

     Fz-109F    }
        -Fz-109A}  x4
        -Fz-109A}

     Az-130A    }
        -Fz-109A}  x3
        -Fz-109A}

     Vargo(Vargo)

Enemy Reinforcements:

     FBz-99G(Gabil)
        -Az-130A
        -Az-130A
     Grabil(Grabil)

Enemy Reinforcements 2:

     Condo Bau    }
        -Condo Bau}   x5
        -Condo Bau}

     Jig Mack     }
        -Condo Bau}  x4
        -Condo Bau}

     Ganga Rubu(Gije)
        -Condo Bau
        -Condo Bau

Skill Point:

     Defeat Vargo in six turns.

Events:

     Turn 3: Player and Enemy Reinforcements arrive
     Vargo, Gabil, or Grabil is defeated: Basara, Mylene, and Ray all get
the sound boosters and form one squad. Grabil retreats.
     Enemies and Enemy reinforcements destroyed: Enemy and Player
reinforcements 2 arrive.

Items:

     Custom OS: Gabil

Notes:

     Hey, there's WATER on this stage! Too bad none of the enemies are in it,
ruining Shin Getter-3s one chance at useful-ness. Well, it's actually a good
thing for everyone else, but them's the breaks. This is the stage where you'll
finally recieve my precious sound boosters. In the beginning, you're
Basara-less but plus one Dokker. The Diamond Force combination attack will
therefore be available again, if you can get the morale for it (not too hard).
Macross Seven enemies abound, so take the usual route and concentrate and
move forward. On turn 3, both Basara and the 'bil duo will arrive in there
usual arrangement. At this point, you can take out Vargo, Gabil, or Grabil to
trigger the next event and recieve the sound boosters. The easiest of the
three to eliminate is obviously Gabil. However, taking out Grabil is ideal, as
he retreats after the event anyway. Of course, that can lead to time issues,
as taking out Protodevlin without Song energy is slow, and it'll take a turn
or two to get Basara/Mylene in position. It's your call, just remember that
Vargo has over 60000 HP and as such is a pain in the butt. Once you defeat the
protodevlins, it's not quite over. Ideon and the Solo Ship will arrive being
chased by Buff Clan. Toast those Buff Clan enemies. Frankly, you can just send
Ideon in with Iron Wall and he should do half the work for you. It's IDE gauge
starts at level 3, so the ALL attack is unlocked, just have Cosmo and Moira
use Spirit and send him into the fray. However you do it, the stage will
end with their defeat.

     Kakizaki will return from the apparent grave again after this stage.
Ideon and the Solo ship will also rejoin.

     I would STRONGLY consider upgrading Raideen's Mobility and EN, and the
Battle 7's EN before the next mission. It will easily pay for itself, if you
do.

------------------------------------------------------------------------------
Stage 33
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     Daikyu Maryu
     Battle 7
     Solo Ship
     Raideen(Akira)
        -Blugar(Dude/Mari)
     8 Squads

Enemy Units:

     Fz-109A    }
        -Fz-109A}  x6
        -Fz-109A}

     Fz-109F    }
        -Fz-109A}  x4
        -Fz-109A}

     Az-130A    }
        -Fz-109A}  x3
        -Fz-109A}
     Grabil(Grabil)
     Vargo(Vargo)


Enemy Reinforcements:

     Jig Mack     }
        -Condo Bau}  x4
        -Condo Bau}

     Ganga Rube   }
        -Condo Bau} x2
        -Condo Bau}
     Ganga Rube(Gije)
        -Condo Bau
        -Condo Bau
     Gataman Zan x2
     Gaburo Zan(Dalamu)


Enemy Reinforcments 2:

     Esurimu Af }
        -Esurimu} x6
        -Esurimu}
     Haggai      }
        -Yoera Af} x4
        -Yoera Af}
     Fury
     Jumora(Etsteera)

Enemy Reinforcements Infinity:

     Az-130A    }
        -Fz-109A}  x5
        -Fz-109A}


Special Win Condition:

     Last until Turn 9


Skill Point:

     Within 8 turns, defeat Etseera, Vargo, Grabil, the Gaburo Zan, and Gije.

Events:

     Turn 2: Enemy Reinforcements Arrive
     Grabil attacks a squad: Enemy Reinforcements 2 arrive, Solo Ship
immobilized.
     Enemy Squads reduced to 15: Enemy Reinforcements Infinity arrive
     Grabil is defeated: Raideen gains Mutron, is fully restored, and
unlocks his new attacks.
Notes:

     Oh boy, crazyness. It's a four-way, but everyone's just against you.
Figures. You start out against Macross enemies. Now, notice the structure in
the middle. the first set of reinforcements, the Buff Clan, will appear on the
west side of that structure, north of your initial position. The second set,
the Balmar, will appear in a similar poisition...on the east side of the
structure. When sending your units out, send out a couple straight north to
deal with the Buff Clan. Weaker/Slower land-bound units are good, especially
if they have ALL attacks. Temjin is great for this (not weak or slow, but he's
got ALL attacks and is land bound). I would also reccommend sending the Solo
Ship up there. It's going to be disabled soon, and this is probably the only
group it can effectively reach. Move the rest forward as far as you can
(employing accelerate).When you either destroy enough of the enemies or Grabil
attacks someone, The Balmar will arrive and the Solo Ship will be stuck where
it is. Now, the Skill point will be officially revealed. Etseera is EASILY
the most dangerous enemy on the map. She has a range of ten, is very accurate,
and does a lot of damage. Send your most powerful units to deal with her.
Mylene, of course, should be sent after Vargo and Grabil, Grabil first. As you
take out the targets, make sure you keep your units moving. Vargo is a pain
to kill, especially as you don't have Basara. The Stage will end after Eight
turns. If you start to run low on enemies, namely only fifteen squads,
five reinforcements will show up in the south east over the water. They will
repeat this as long as you reduce the squads, and this is where upgrading the
Battle 7 and Raideen come in.
     Both the Battle 7 and as of this map, Raideen, have powerful MAP attacks
with a good range. since the enemy units spawn in the same place forever, you
can sit Raideen and the Battle 7 in front of it. THEN, simply use Strike/Sense
and Bless, and repeatedly blast the troops away. You can easily get a couple
hundred thousand this way. Especially if Raideen(unlikely) or the Battle 7
(likely) has E Save. It's sweet. note that there also appears to be a unit
trigger for the reinforcements (as opposed to just squad numbers) though I
don't know the exact number there.

     After this mission, the routes join back up.....and we head back to
character specific stages! So head back to your character's section. It's
upgrade time! Macross and Ideon units will also be unavailable for a while
again. Slackers.

After Stage Items:  Propellent Tank x2
                    Cartridge x2
                    Repair Kit x2

                                  SPACE ROUTE END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
Stage 36(First Half)
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     2 Battleships
     13 Squads

Enemy Units:

     Jegan
        -Log Mack
        -Gyao
     Googura
        -BaCUE
        -BaCUE
     Jig Mack
        -CGUE
        -CGUE
     Death Spider
        -Dosuhado
        -Jegan
     Esurimu
        -Strike Dagger
        -Strike Dagger
     Dosuhado
        -Zai Fa
        -Zai Fa
     Strike Dagger
        -Log Mack
        -Death Spider
     Log Mack
        -Jegan
        -Jegan
     Mammoth
        -BaCUE
        -BaCUE
     DINN
        -Jig Mack
        -Zai Fa
     BaCUE
        -Esurimu
        -Esurimu
     Googura
        -Death Spider
        -Mammoth
     Zai Fa
        -Magnum
        -DINN
     Zai Fa
        -Strike Dagger
        -Strike Dagger
     Magnum
        -CGUE
        -CGUE
     Log Mack
        -Jig Mack
        -BaCUE
     Log Mack
        -DINN
        -DINN

Enemy Reinforcements:

     Ramiel, the 5th Angel(Ramiel)

Skill Point:

     Defeat all enemies in six turns

Events:

     Enough enemies destroyed: Ramiel launches

Notes:

     You MIGHT actually have occasion to need water attacks, for once. If you
want a chance at getting the F Parts for EVA Unit 1, you'll need to have
Shinji defeat the Angel when it arrives.  It has a ridiculous range, so you'll
probably be bombarded by it by the time it arrives, but it's fairly easy to
kill, just make sure you avoid its attacks. Nothing else of note, move on to
the second half.


------------------------------------------------------------------------------
Stage 36(Second Half) - Brave vs. Brave
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     GaoFighGar(Guy)
     Goldymarg(Goldymarg)

Enemy Units:

     Star GaoGaiGar(Mamoru)

Skill Point:

     None

Events:

     None

Items:

     S-Adapter: Mamoru

Notes:

     Goldymarg can't actually DO anything, so it's just Guy vs. Mamoru. Guy
starts with 150 Morale, to boot. You should just be able to use Courage on
the first turn, then counter him and finish him off on turn two with no issue.
Defeating Mamoru will end the stage with GGG Final events. Don't worry though,
Goldymarg will be back next stage good as new.

     After the stage, you'll recieve a new Re-GZ with BWS, a new MP Nu Gundam
(with a set of Fin Funnels to spare) and a new Megarider.

After Stage Items: Minofsky Craft
                   Basara Disc
                   A Adapter

------------------------------------------------------------------------------
Stage 37
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Daikyu Maryu
     Solo Ship
     Ra Kalium
     Battle 7
     Archangel
     15 Squads

Player Reinforcements:

     Eltruem(Tashiro)
     Gunbuster(Noriko)
        -Sizzler Black(Yung)

Player Reinforcements 2:

     Bundle Battleship(Bundle)
     Kattonar Battleship(Kattonar)
     Kernagul Battleship(Kernagul)

Enemy Units:

     Megilot Ben    }
        -Megilot Ben} x3
        -Megilot Ben}
     Yoera Ben    }
        -Yoera Ben} x3
        -Yoera Ben}
     Esurimu Af    }
        -Esurimu Af} x4
        -Esurimu Af}
     Haggai     }
        -Esurimu} x3
        -Esurimu}
     Haggai Yaddo}
        -Esurimu } x2
        -Esurimu }
     Valuk Ben   }
        -Valuk Ben} x4
        -Valuk Ben}

Enemy Reinforcements:

     Devarium(Ace)
     Valuk Ben    }
        -Valuk Ben}  x2
        -Valuk Ben}

Skill Point:

     Defeat all enemies in six turns. The Devarium must be defeated last.

Events:

     Enemy Squads reduced to five: Player and Enemy reinforcements arrive
     Turn after Player Reinforcements arrive: Player Reinforcements 2 arrive,
     Player Units Morale+20

Notes:

     This stage is a nice mix of old and new. Old map (you'll be back, too)
and Old enemies, but this is the first stage you'll be able to employ Sound
Force's Sound Boosters AND you'll get some new units. A few things you should
do before this stage begins. Firstly, if Amuro has sixty kills or more, you'll
recieve the HWS for Nu Gundam before the stage begins, so make sure before you
actually deploy you equip that. Second, Sound Force set-up. Put Basara in one
squad, and Mylene and Ray in a different one. In the pre-battle deployment,
make sure both of the units are diagonal from each other. At the beginning of
the battle, switch Basara and Mylene to the lead of their squads. Now have
Basara use Spirit and Ray use Encourage until you reach 115 Morale (SP Up
or the Hope spirit will be needed), select the "SB" command to equip the
Sound Boosters to both of them. Now, move your units into a diamond formation
like the area the MAP songs will hit. Now Valor and Totsugeki love heart
the designated area. Laugh at the enemy. Now, just power through the
enemies. The only real danger is Ace, who has that stupid MAP attack again.
After defeating most of the enmies, Ace will arrive south of the original
enemies. It's about due east from where you started. Gunbuster and Friends
will also arrive and give you a 20 morale boost. Finish off the enemies and
then take out Ace to end the stage.


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Route Split Time!

The two routes this time are designated as Solo Ship and Battle 7. There's
really no rhyme or reason to the split this time. Additionally, there's not
really any secrets specific to either route. Just pick the route you like the
units on best, unless you're really needing those kills counts.

                 Solo Ship                   Battle 7
               -------------               ------------
               All Gundam                  All Macross
               Space Runaway Ideon         Gaiking
               Neon Genesis Evangelion     Dancougar
               GaoGaiGar                   Gunbuster
               Daitarn 3                   Steel Jeeg
               Getter Robo                 Mazinger
               Raideen                     Goshogun
                                           Combattler V
                                           Voltes V
                                           Daimos
                                           Virtua ON!


Solo Ship route is the top choice, Battle 7 route is the bottom choice.

After you pick, you'll be given 2 propellant tanks, 2 cartridges, 2 repair
kits, a super repair kit, and a full SP restore item.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Solo Ship Route
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



                               END SOLO SHIP ROUTE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Battle 7 Route
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
Stage 38
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Daikyu Maryu
     Battle 7
     12 Squads

Enemy Units:

     Desra             }
        -Boazoan Saucer}  x2
        -Boazoan Saucer}

     Dorion            }
        -Boazoan Saucer}  x2
        -Boazoan Saucer}

     Ocozania          }
        -Boazoan Saucer}  x2
        -Boazoan Saucer}
     Kurain  }
        -Dali}  x3
        -Dali}
     Garnroll x2
     Mammoth   }
        -Magnum}  x3
        -Magnum}
     Mammoth(Dangel)
        -Magnum
        -Magnum

Skill Point:

     Complete the map in six turns

Events:

     None

Notes:

     It's like they really didn't have enough to make a spereate route, but
wanted to split you up anyway. Nothing happens here. Just beat the enemy up.

------------------------------------------------------------------------------
Stage 39
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Daikyu Maryu
     Battle 7
     12 Squads

Enemy Units:

     Desra       }
        -Ocozania}  x2
        -Dorion  }
     Ocozania  }
        -Desra }  x2
        -Dorion}
     Dorion      }
        -Desra   }  x2
        -Ocozania}
     Kurain  }
        -Dali}  x4
        -Dali}
     Zonnekaiser}
        -Zubanza} x3
        -Zubanza}
     Garnroll x2
     Cobrado(Richter)
     Skullrock(Hainel)

Enemy Reinforcements:

     Godel(Hainel)

3rd Party Reinforcements:

     Valuk Ben    }
        -Valuk Ben}  x5
        -Valuk Ben}

Skill Point:

     Defeat Richter, then defeat Hainel, within seven turns.

Events:

     Enough enemies are destroyed: 3rd Party Reinforcements arrive
     Hainel is defeated: Enemy reinforcements arrive

Notes:

     Once again, there's not much special to say about this stage. Heinel and
Richter may or may not be back from the grave, and this time for some reason
they've decided you're the enemy again. Whatever. Soud Boost everyone then
push forward to crush the you've-seen-them-too-much Romance Trilogy enemies.
Make sure you take Richter out first. Heinel will launch in his signature mech
after his Skullrock is defeated. You can use convince on him with Voltes, but
this doesn't actually seem to do anything. Once you beat Heinel, Goshogun will
get an event and unlock its GoFlasher Special, which will be added to its
attacks and not replace the normal GoFlasher this time.

------------------------------------------------------------------------------
Stage 40
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     GaoFighGar(Guy)

Player Reinforcements:

     Daikyu Maryu
     Battle 7
     12 Squads

Enemy Units:

     Esurimu    }
        -Esurimu}  x2
     Zai Fa
        -Zai Fa
        -Zai Fa
     Mammoth
        -Zubanza
        -Zubanza
     Az-130A
        -Fz-109A
        -Fz-109A
     Death Spider
        -Aiai
        -Aiai
     Kurain
        -Dali
        -Dali
     Jig Mack
        -Dekka Bau
        -Dekka Bau
     Geara Doga    }
        -Geara Doga} x2
        -Geara Doga}
     DINN    }
        -DINN}  x2
        -DINN}
     BaCUE    }
        -BaCUE} x2
        -BaCUE}

Enemy Reinforcements:

     Palparepa Plus(Palparepa)

Enemy Reinforcements 2:

     Kurain
        -Dali
        -Dali
     Mammoth
        -Zubanza
        -Zubanza
     Zai Fa
        -Zai Fa
        -Zai Fa
     Az-130A
        -Fz-109A
        -Fz-109A

Skill Point:

    Defeat Palparepa Plus within seven turns

Events:

    Enough Enemies are Destroyed or Turn 3: Player and Enemy Reinforcements
    Arrive
    Palparepa Plus is defeated: GaoFighGar is destroyed, Palparepa Plus
retreats, Enemy Reinforcements 2 arrive.

Notes:

    See what I mean by not having enough material? It's a GGG Final stage, and
GGG went the other way. =p Despite not being Zondar metal (in fact, sort of
the complete opposite), the 11 Soul Masters enemies are remarkably similar.
The difference is that they're a littl bit more organized. While the enemies
will come from various series, they aren't mixed, and are squads you're used
to seeing, and they even make a little bit of sense. Those of you with
upgraded GaoFighGar's can simply cast strike and charge forward. Those without
may want to be a bit more cautious,even though none of the enemies are
particularly dangerous. Smash them until turn 3 or you trigger the
reinforcements through sheer destruction. Your units will deploy with half
SP. Furthermore, each turn after you launch you'll recieve a morale down
effect. For this reason, it's important to move quickly take out all of the
initial units, then take down Palparepa(within seven turns, of course). Doing
so will cause events to transpire and the second enemy reinforcements to
arrive. They're nothing special, but remember that the status effects will
continue.

      The Routes will join back up at this point. GaoFighGar will be
unavailable for obvious reasons, and the rest of the GGG cast will also
unavailable.

After Stage Items: Min-mei Doll
                   Ace Symbol


                              BATTLE 7 ROUTE END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


------------------------------------------------------------------------------
Stage 41
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Archangel
     Battle 7
     Daikyu Maryu
     Ra Kalium
     Solo Ship
     J-Ark
     15 Squads

Enemy Units:

     Haggai     }
        -Esurimu}  x2
        -Esurimu}

     Az-130A    }
        -Fz-109A}  x2
        -Fz-109A}
     Zai Fa    }
        -Zai Fa}  x2
        -Zai Fa}
     Magnum     }
        -Zubanza} x2
        -Zubanza}
     Death Spider}
        -Aiai    }  x2
        -Aiai    }
     Jig Mack     }
        -Dekka Bau} x2
        -Dekka Bau}
     Doven Wolf    }
        -Geara Doga}  x2
        -Geara Doga}
     CGUE    }
        -GINN}  x2
        -GINN}

Enemy Reinforcements Infinity:

     Haggai
        -Esurimu
        -Esurimu
     Az-130A
        -Fz-109A
        -Fz-109A
     Zai Fa
        -Zai Fa
        -Zai Fa
     Magnum
        -Zubanza
        -Zubanza
     Death Spider
        -Aiai
        -Aiai
     Jig Mack
        -Dekka Bau
        -Dekka Bau
     Doven Wolf
        -Geara Doga
        -Geara Doga
     CGUE
        -GINN
        -GINN

Enemy Reinforcements:

     GaoFighGar(Guy)

Skill Point:

     Defeat GaoFighGar within seven turns

Events:

     8 Squads remain: Enemy Reinforcements Infinity arrive (repeats
     Turn 6: Enemy Reinforcements Arrive

Notes:

     This stage is a pain. Every normal human character will start at 50
morale and half SP. The Virtuaroids, Rei, J, Jeeg, and Basara will not.
Virtuaroids are machines, obviously, Jeeg's a cyborg, J just got here, and
you know why Rei is the way she is. Basara? If you've seen Macross Seven,
you understand. For this reason, the above mentioned characters are more
useful than usual on this stage. I'd bring them all. Charge forward and
take out the enemies to build your morale. Sound force will be unable to MAP
your morale into shape (as Mylene and Ray are still affected), but they can
still individually build up with the normal Totsugeki Love Heart. The big
thing to not on this stage is that the reinforcements will repeat....forever.
Simply reduce the squads to 8 and they'll appear in the northeast corner. Now,
to some, this may seem annoying. But you, you're an entrepenuer. You see
opportunity. Stick someone with a good MAP attack up there (Battle 7, Raideen
Alegras [if you've got her], Wing Zero) and just MAP the heck out of that
area. The downside, of course, is that you won't get morale from those
enemies. Course, since they're infinitely respawning, you could just get the
morale once you've exhausted your MAP supply. And it's not like you'll be able
to kill as many without the MAP attacks. The trick, of course, is getting your
morale high enough to USE the MAP attacks. Valor'd Sound Force is the trick,
though it's not instant. Just like the Space route 33, you can make some serious
cash this way. When turn six finally arrives, GaoFighGar will as well.
Hopefully, you're morale is appropriately high, as you're time constrained.
Yes, GaoFighGar is an enemy. Be appropriately afraid. Defeating GaoFighGar
will end the stage.


------------------------------------------------------------------------------
Stage 42 (First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Archangel
     Battle 7
     Daikyu Maryu
     Ra Kalium
     Solo Ship
     Genesic GaoGaiGar(Guy)
     ChoRyuJin(ChoRyuJin)
        -Big Volfogg(Volfogg)
     TenRyuJin(TenRyuJin)
        -Mike Sounders the 13th(Mike)
     13 Squads

Enemy Units:

     GINN    }
        -GINN}  x6
        -GINN}
     Strike Dagger    }
        -Strike Dagger}  x7
        -Strike Dagger}
     CGUE    }
        -CGUE} x3
        -CGUE}
     PasCube  x5
     Pia Dekum Pit(Pia Decum)
     Palparepa Plus(Palparepa)

Enemy Reinforcements:

     Pia Dekum Peakk(Pia Decum)

Enemy Reinforcements 2:

     Palparepa Prajuna (Palparepa)

Skill Point:

     Defeat all enemies in 7 turns

Events:

     Pia Dekum Pit is defeated: Pia Dekum performs Giga Fusion and becomes
Pia Dekum Pick, J-Ark transforms into King J-Der.
     IF Pia Dekum Pit was defeated by J, Pia Dekum Pit defeated: J learns
J Phoenix.
     Palparepa Plus is defeated: Palparepa Prajuna is created...druggie.
Notes:

    Lots of events here, but there's not that much that will change gameplay.
The good news, Genesic GaoGaiGar will be given to you at the start. The most
powerful form of GaoGaiGar is a sight to behold, and can make short work of
the enemies near it. J will be stuck in his J-Ark form for now, and the GGG
mobile corps will launch as well. Morale up with Sound Force and then plow
through the enemies. Defeating either Pia Dekum or Palparepa will cause them to
get a new form. NOTE: MAKE SURE THAT J TAKES OUT PIA DEKUM'S FIRST FORM. This
will unlock a powerful attack for King J-Der and make sure that Renais stays
a sub-pilot for J. You've got seven turns, and the only real barrier to this
is the bosses, so move it. When you beat them all, a ton of events will unfold
that can be summarized as simply: the 11 Soul masters make everyone mad. You'll
then be taken to the second part of the stage.

------------------------------------------------------------------------------
Stage 42(Second Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Solo Ship
     Genesic GaoGaiGar(Guy)
     ChoRyuJin(ChoRyuJin)
        -Big Volfogg(Volfogg)
     TenRyuJin(TenRyuJin)
        -Mike Sounders the 13th(Mike)
     5 Squads

Enemy Units:

     Palparepa Prajuna(Palparepa)
     Palparepa Prajuna    }
        -Palparepa Prajuna}  x4
        -Palparepa Prejuna}
     Pia Dekum Peak(Pia Dekum)
     Anti-Neutron Fighter    }
        -Anti-Neutron Fighter}  x6
        -Anti-Neutron Fighter}

Enemy Reinforcements Infinity:

     Palparepa Prajuna    }
        -Palparepa Prajuna}  x2
        -Palparepa Prejuna
     Anti-Neutron Fighter    }
        -Anti-Neutron Fighter}  x3
        -Anti-Neutron Fighter}

Skill Point:

     None

Special Win Condition:

     Genesic GaoGaiGar reaches the highlighted square within 4 turns

Events:

     Enemy Squads reduced to 6: Enemy Reinforcements Infinity launch
     Palparepa Prajuna(Palparepa) is defeated: Palparepa is restored
     Pia Dekum Peak is destroyed: Pia Dekum Peak is restored

Notes:

     You've got four turns to make it to the highlighted square with Guy.
You start with full SP but down some HP and EN. Guy can make it to the
highlighted square in two turns if you clear him a path, and that's fairly
easy to do. But you should wait until turn four (unless you're worried about
your turn count for the good ending) killing enemies for the PP and cash.
Note that only one of the Palparepa's is legit, the other's are 30000ish HP
clones. But they're worth quite a bit. Palparepa himself can be killed, but
will immediately be restored. He's worth 50000 with Lucky, so it may be worth
the effort. Maybe. Pia Dekum follows the same rules, only he has 50000 less
HP, but is worth less than half the cash (not worth the effort). The Fighters
aren't worth anything either. Just smash Palparepa Prajuna's until turn four,
then have GGG move to the space to unleash its ultimate attack. Whether you
want to focus on taking out the main Palparepa or the clones will depend on
the units you chose. If you've got lots of powerful ALL attacks, the Clones
work great. Otherwise, you may want to consider the original. Only waste your
time on the fighters when you have to. Hopefully they'll just get themselves
killed on the enemy phase.

After this stage, you'll be moving on to the final set of character specific
stages. Up you go.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Route Split Time!

AFTER you come back from stage 44, you'll be given a couple of choices and
sent on one of FOUR seperate paths. Each path will have three exclusive
missions before meeting up for a final mission that combines two of the paths.
There are two "areas", Earth and Space, and all the units in an area will take
part in Mission 48. For 45-47, you'll only have the smaller group.

Secrets wise, The best route is the SEED route, or, Top->Bottom choice.
There is one secret that's exclusive to either of the space routes, but it's
not that special of a secret(Gije). The VF-19 Excaliburs can be unlocked by
fufilling a condition on the Macross 7 route, but they can also be unlocked if
Max has at least 57 kills at this point, and really, they aren't that much
better than the VF-17s. Nothing special on the Irui Search route, the
SEED route has nothing TECHNICALLY required, but if you don't go this route
you'll have to get a 100 more kills with your EVAs to get the F-Type for EVA
Unit 01. Plus, those kill count requirements are looming for the Gundams.

Basically, it boils down to this. The Secrets on the SEEED route and the
Macross Seven route can be obtained by going a different way. However, the
secret on the SEED route is MUCH more difficult if you don't go that way.
If you either search for Irui or go the SEED route, you won't be able to
get Gije, but that's it.

Here's how it breaks down...

     Irui Search              SEED           Macross 7      Romance Trilogy
    -------------            ------         -----------    -----------------
    Gaiking                 All Gundam      All Macross    Space Runaway Ideon
    All Mazinger            Evangelion      Gunbuster      Combattler V
    Getter Robo                             Goshogun       Voltes V
    Steel Jeeg                              Daitarn 3      Daimos
    Dancougar                                              Raideen
                                                           GaoGaiGar

The Banpresto Originals will all go where you choose.

To pick your route, you'll get two choices, the first is Earth and Space,
the second is dependant on whether you picked earth or space. Here's how to
get where you want to go.

Irui Search - Top, Top
SEED - Top, Bottom
Macross 7 - Bottom, Top
Romance Trilogy - Bottom, Bottom
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Earth Routes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Search for Irui
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

                            SEARCH FOR IRUI END
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
SEED
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

                                  SEED END
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

                              EARTH ROUTES END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Space Routes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Macross 7
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

------------------------------------------------------------------------------
Stage 45 (First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Battle 7
     VF-1S Super Valkyrie
        -VF-1S Super Valkyrie
        -VF-1A Super Valkyrie
     VF-17S Nightmare
        -VF-17D Nightmare
        -VF-17D Nightmare
     YF-19
        -YF-21
     VF-19 Custom "Fire Valkyrie"
        -VF-17T Custom
     Gunbuster
        -Sizzler Black
     Daitarn 3
        -GoShogun
     Dyguenguard
        -Aussenseiter
     Banpreios
        -R-GUN Powered
     Main Charater
        -Alpha 2 Original(if applicable)
        -Alpha 2 Original(if applicable)

Player Reinforcements:

        -VF-11 MAX(Mylene)

Enemy Units:

     Fz-109A    }
        -Fz-109A}  x6
        -Fz-109A}

     Fz-109F    }
        -Fz-109A}  x3
        -Fz-109A}

     Az-130A    }
        -Az-130A}  x2
        -Az-130A}
     Balute Battleship}
        -Fz-109A      }  x2
        -Fz-109A      }
     Large Balute Battleship
        -Fz-109A
        -Fz-109A
     FBz-99G
        -Az-130A
        -Az-130A

Skill Point:

     None

Special Win Condition:

     All units except the Battle 7 reach the highlighted point.

Events:

     Enough enemies are destroyed: Player Reinforcements launch

Notes:

    Totally Event Squads for this stage. To win you just have to get everyone
that ISN'T the Battle 7 to the highlight square. There are no reinforcements,
and that FBz-99 isn't piloted by Gabil. Once everyone has reached the square,
you'll move on to the second half.

------------------------------------------------------------------------------
Stage 45(Second Half)
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     Player Units:

     VF-1S Super Valkyrie (Fokker)
        -VF-1S Super Valkyrie (Hikaru)
        -VF-1A Super Valkyrie (Kakizaki)
     VF-17S Nightmare (Gamlin)
        -VF-17D Nightmare (Dokker)
        -VF-17D Nightmare (Physica)
     YF-19 (Isamu)
        -YF-21 (Guld)
     VF-19 Custom "Fire Valkyrie" (Basara)
        -VF-11 MAX (Mylene)
        -VF-17T Custom (Ray)
     Gunbuster (Noriko)
        -Sizzler Black (Yung)
     Daitarn 3 (Banjo)
        -GoShogun (Shingo)
     Dyguenguard (Sanger)
        -Aussenseiter (Ratsel)
     Banpreios (Ryusei)
        -R-GUN Powered (Viletta)
     Main Charater
        -Alpha 2 Original(if applicable)
        -Alpha 2 Original(if applicable)

Enemy Units:

     Fz-109A    }
        -Fz-109A}  x9
        -Fz-109A}

     Fz-109F    }
        -Fz-109A}  x3
        -Fz-109A}
     Az-130A
        -Az-130A
        -AZ-130A
     FBz-99G(Gabil)
        -Az-130A
        -Az-130A
     Grabil(Grabil)

Enemy Reinforcements:

     Az-130A   }
       -Az-130A}  x2

Special Win Condition:

    Unit reaches highlighted square

Skill Point:

    Defeat all enemies before reaching the highlight squares.

Events:

     Enough Enemies are defeated: Macross fighter valkyries, and (if
applicable) Altairion (w/squad) move to the ravine, Gabil blocks ravine,
Enemy Reinforcements launch.
     Gabil is destroyed: Gamlin is destroyed

Notes:

     THe Second half isn't much more eventful than the first. Move forward
and take out the enemies. Once you've destroyed enough (MAP weapon sprees
prevent me from knowing the exact number), several of your units will move
to the South side of the Ravine and Gabil will move to block with some new
reinforcements. Once this happens, I believe you only have five turns to reach
the squares. Also, I believe that the skill point is that you must destroy all
the enemies before reaching said square. For the most part, this is a
non-issue. Grabil, however, will be as troublesome as always. Sound Force
helps, of course, don't forget them.

------------------------------------------------------------------------------
Stage 46
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     Gunbuster(Noriko)
     Sizzler Black(Jung)
     Daitarn 3(Banjo)
     GoShogun(Shingo)

Player Reinforcements:

     VF-1S Super Valkyrie (Fokker)
        -VF-1S Super Valkyrie (Hikaru)
        -VF-1A Super Valkyrie (Kakizaki)
     FBz-99G (Gamlin)
        -VF-17D Nightmare (Dokker)
        -VF-17D Nightmare (Physica)
     VF-22 Vogel II(Max)
        -YF-19 (Isamu)
        -YF-21 (Guld)
     VF-19 Custom "Fire Valkyrie" (Basara)
        -VF-11 MAX (Mylene)
        -VF-17T Custom (Ray)
     Dyguenguard (Sanger)
        -Aussenseiter (Ratsel)
     Banpreios (Ryusei)
        -R-GUN Powered (Viletta)
     Main Charater
        -Alpha 2 Original(if applicable)
        -Alpha 2 Original(if applicable)

Enemy Units:

     Fz-109F    }
        -Fz-109F}  x4

     Az-130A    }
        -Az-130A}  x3
     Balute Battleship

Enemy Reinforcements:

     Fz-109A    }
        -Fz-109A}  x4
        -Fz-109A}

     Fz-109F    }
        -Fz-109A}  x2
        -Fz-109A}
     Az-130A
        -Az-130A
        -Az-130A
     Balute Battleship  x2
     Grabil(Grabil)

3rd Party Reinforcements:

     STMC Bug  x25

Skill Point:

    Within 8 turns of Player/Enemy reinforcements arrival, destroy all enemies
 before escaping the stage.

Special Win Condition:

    1) All enemies are east of the highlighted line.
    2) All allies reach the highlighted squares in the corner.

Special Loss Condition:

   Enemy Unit destroyed. Yes, you read that right. Destroy an enemy and you
lose.

Events:

     All enemies cross the line: Player and Enemy Reinforcements arrive,
Sizzler Black and Goshogun join Gunbuster and Daitarn 3 respectively. 3rd
party units MAY arrive....or they may arrive when one unit reaches the
highlighted line.

Notes:

    **** this stage. This is essentially a giant **** you to everyone that
can't read Japanese. Course, I mean, it's only supposed to be a Japanese
game, but considering how accessible everything ELSE is....

    The goal of this stage with your limited forces is to get ALL of the enemy
units behind the highlighted line. The real trick to this is the enemy
Battleship. See, just moving back will not cause the Battleship to move. So
here's what you do. At the beginning, have Gunbuster, Sizzler Black, and
Goshogun run. Daitarn should change into Daifighter, use Flash, and move
forward. I attack the battleship, though this may not be strickly necessary.
Have him dodge the whole time during the enemy phase. On the next player phase
have Banjo use accelerate and RUN with everyone. The battleship should follow,
and you'll be a couple turns away from success. When running, you probably
don't want your units to get RIGHT up against the wall, else they'll just
leave as soon as the next part starts. Once everything gets away, a whole
bunch of events will happen and you'll be free to smash everything in sight
with a few waves of TK Missile. Player and Enemy units will launch, and the
STMC MAY launch. See, what I mentioned earlier about being against the wall
HAPPENED to me, and so I'm unsure of whether the STMC launch with everything
else or after someone leaves. In any case, they're included in the skill point
requirement, so take them out. As you're probably used to by now, only Grabil
is really a problem to kill, so send some of your more mobile units down there
to deal with him, including Sound Force. In reality, this stage isn't
difficult, it's just a pain to figure out what you're supposed to do.

------------------------------------------------------------------------------
Stage 47
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Bundle Battleship(Bundle)

Player Reinforcements:

     Battle 7
     9 Squads

Enemy Units:

     STMC Bug     }
         -STMC Bug}  x16
         -STMC Bug}
     STMC Small Battleship

Enemy Reinforcements:

     Fz-109A    }
        -Fz-109A}  x4
        -Fz-109A}

     Fz-109F    }
        -Fz-109A}  x2
        -Fz-109A}

     Az-130A    }
        -Az-130A}  x4
        -Az-130A}
     Balute Battleship  x2
     Balute Big Battleship

Skill Point:

     Defeat the STMC in five turns

Events:

     Enough STMC are destroyed: Player Reinforcements arrive.
     STMC destroyed: Gamlin is revealed to be possessed, kidnaps Mylene and
Enemy reinforcements arrive.
     Enough reinforcments are destroyed: Stage Ends. Yep. Over.

Notes:

     This is mind-numbingly simple after the hell that was the last stage.
Bundle and his buddies are all sitting in Bundle's Battleship surrounded by
STMC. Have Kernagul use Iron Wall and Bundle use Strike. Turn 2 comes around,
do the same, but add in a Guts command.  Assuming you use Flasher Beam, your
allies should arrive early on in this phase. Now, the reinforcements appear to
the character's left, and so we don't want to send too many forward. You'll
almost be able to wipe them all out with Banpreios and his MAP attack if you
Renew it and Bundle and use Awaken twice (Hope is needed, of course). Once you
DO wipe them out, the reinforcements will launch after some events. Gamlin
and Mylene won't do anything against you, so if you zip over to the enemies,
you should be able to take them out very quickly. Just don't MAP them into
oblivion and life should be fine. For whatever reason, you won't have to
actually destroy all the enemies to end the stage. Destroying enough will
call a horde of STMC and you'll be teleported out.

     After this stage, you'll meet up with the characters from the Romance
Trilogy path. You're done with this godforsaken path. I won't be back.


                            Macross 7 Route END
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

------------------------------------------------------------------------------
Stage 48
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Battle 7
     Solo Ship
     VF-19 Custom "Fire Valkyrie"(Basara)
        -VF-11MAXL (Mylene)
        -VF-17T Nightmare Custom (Ray)
     14 Squads

Enemy Units:

     Fz-109F    }
        -Fz-109A}  x10
        -Fz-109A}

     FBz-99G    }
        -Az-130A}  x3
        -Az-130A}
     FBz-99G (Gabil)
        -Az-130A
        -AZ-130A
     Grabil(Grabil)
     Balute Big Battleship

Enemy Reinforcements:

     Gabigra (Gabigra)
     Zomud (Zomud)
     Goram (Goram)

Enemy Reinforcements 2:

     STMC Small Battleship  x2
     STMC Bug    }
        -STMC Bug}  x16
        -STMC Bug}

Enemy Reinforcements 3:

     Adeigo    }
        -Adeigo}  x5
        -Adeigo}
     Jig Mack     }
        -Dekka Bau} x3
        -Dekka Bau}
     Gataman Zan }
        -Jig Mack}  x2
        -Jig Mack}
     Log Mack     }
        -Dekka Bau}  x3
        -Dekka Bau}

     Ganga Rube   }
        -Dekka Bau}  x3
        -Dekka Bau}

     Galpo Jikku  }
        -Condo Bau}  x2
        -Condo Bau}

     Gido Mack    }
        -Condo Bau}  x2
        -Condo Bau}

     Gaburo Zan (Hannibal)
        -Ganga Rube
        -Ganga Rube

Enemy Reinforcements Infinity:

     STMC Bug    }
        -STMC Bug}  x6
        -STMC Bug}

Skill Point:

     Defeat Gabigra(Gabigra retreats at 120000 HP)

Events:

     Enough Enemies are defeated: Gabil and Grabil Merge to form Gabigra.
Zomud and Goram arrive.
     Goram or Zomud Destroyed: Enemy units currently deployed retreat, STMC
arrive (Enemy Reinforcements 2).
     Turn after STMC arrrive: 3rd Party Reinforcements arrive.
     STMC reduced to six: Enemy reinforcements Infinity arrive (repeats)

Notes:

     Not one, not two, but THREE Protodevlin enemies. Beautiful. Fortunately,
one set will dissappear. Move forward but don't waste too much SP here.
Destroying enough of the initial enemies will trigger the appearance Zomud and
Goram, as well as cause Gabil and Grabil to merge. Gabigra is suitibly tough
to crack, but keep at it and employ Sound Force and it'll eventually fall.
After you take him out, go after either Goram or Zomud. Defeating one will
cause events to transpire that'll leave you minus one Basara. STMC show up,
and Ideon launches. Now, if you want to have a chance at getting Gije back,
you need to max out Ideon's IDE gauge. If you want to do this, then have Gije
accelerate and have Kasha cast Iron Wall and throw Ideon into the STMC alone.
Have him Defend the whole turn. Next turn, you can resume your attack. Of
course, the next turn features a new suprise in the form of Buff Clan enemies
in the opposite corner. So if you have units left over on the turn the STMC
show up, you should send some up there to deal with the Buff Clan. The goal
here is to take out the Gaburo Zan. It's the Tube Buff Clan Battleship, it
should be fairly obvious from its placement and uniqueness. The STMC will
never end, but it's generally not worth the effort to farm them. THey just don't
give the cash.

After this stage, you'll meet up with the characters from the Earth Route.
We're winding down, so the next several stages will bring an end to the
storyline for several of our story series.

                                 SPACE ROUTES END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
Stage 49 (First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Battle 7
     Two Battleships
     VF-11MAXL (Mylene)
        -VF-17T Nightmare(Ray)
     15 Squads

Enemy Units:

     FBz-99G    }
        -Az-130A}  x3

     Az-130     }
        -Fz-109A}  x9
        -Fz-109A}
     Balute Battleship}
        -Az-130A      }  x2
        -Az-130A      }
     Balute Big Battleship}
        -Az-130A          }
        -Az-130A          }
     Gabigra(Gabigra)

Skill Point:

     Defeat Gabigra

Special Win Condition:

     Battle 7 reaches the marked square within 5 turns.

Special Loss Condition:

     Six turns pass

Events:

     None

Notes:

     Some Macross 7 enemies for the first half of the Macross 7 finale. The
theoretical goal is for the Battle seven to reach the highlight square. But
to be honest, it's simple enough to eliminate all enemies. Use Strike and have
at them. The Protodevlin is sort of a problem, but with fifteen squads, you
can simply overpower him. Or heck, just bring enough units with Exhaust and
let him feel the full force of a Goldion Crusher without his Protodevlin
status. However, try to finish him off with Gamlin (White Haired Macross
Seven Pilot), as if you do so here and DON'T destroy him in the next part,
Gabil will join you in his FBz-99G. If you care. Destroy everything or have
Battle 7 reach the square to end the map and move on to part two. Note that
it'll take about four turns for the Battle 7 to get there, so if for some
reason you CAN'T kill them all (though any reason for this escapes me), you'll
want to have it book it. Don't worry about HP/EN/SP, as everything's fully
restored for the second half.

------------------------------------------------------------------------------
Stage 49(Second Half)
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     Battle 7
     2 Battleships
     VF-11MAXL (Mylene)
        -VF-17T Nightmare(Ray)
     14 Squads

Enemy Units:

     Az-130A    }
        -Fz-109A}  x12
        -Fz-109A}
     Balute Battleship}
        -Az-130A      }  x4
        -Az-130A      }
     Balute Big Battleship}
        -Az-130A          }  x2
        -Az-130A          }
     FBz-99G    }
        -Az-130A}  x4
        -AZ-130A}
     Goram (Goram)
        -Zomud(Zomud)
     FBz-99G (Gabil)
        -FBz-99G
        -FBz-99G
     Grabil (Grabil)
        -FBz-99G
        -FBz-99G

Player Reinforcements:

     VF-22 (Max)
        -VF-22(Millia)

Player Reinforcements 2:

     VF-19 Custom "Fire Valkyrie"

Enemy Reinforcements:

     Gepelnich Battleship

Enemy Reinforcements 2:

     Gepelnich(Gepelnich)

Skill Point:

     None

Events:

     Turn 3: Enemy Reinforcements Arrive
     Battle 7 reaches highligted point: Player and Enemy Reinforcements
arrive, Mylene and Gamlin's Squad retreat to the Battle 7.
     Gepelnich loses 50000 HP: Gepelnich uses Guts, Goram and Zomud are
absorbed, Player Morale boosted to max.
     Gepelnich loses ~80000 HP, after above: Gamlin's Squad and Mylene return.
Basara joins Mylene and Ray. All characters gain Valor status and a full HP
restore.
     Basara attacks Gepelnich: Player Reinforcements  3 arrive, Try Again
combination attack performed on Gepelnich.

Items:

     High Performance Radar: Gepelnich Battlship
     Cost Down: Gepelnich

Notes:

     Wee! Macross 7 Finale. Lots of events here. Your first goal is to get
the Battle 7 to the highlighted point in four turns. Cut a swath through the
enemies, though if you want to recruit Gabil, leave him alone(feel free to axe
his squadmates though). Additionally, you mauy ignore Grabil if you so choose.
They'll both retreat after a later event. The other enemies of note are Goram
and Zomud. They're in one squad together and they're as much of a pain as
always. However, like Gabil and Grabil, you may ignore them if you please.
There's nothing lost by killing them, of course, but it's a pain. On Turn 3,
Gepelnich's Battleship will arrive and park itself on top of the highlighted
square. You'll need to take its 180000 HP out before the Battle 7 can move on
it. You're limited on time. So hurry. Fortunately, only its HP is any good.
You should be able to evade its attacks with little effort. Do that and move
 nto the highlighted square. At this point, a ton of events will happen, mainly
consisting of Max and Millia going WAY overboard on some grunts. After the
events, they'll be in a squad and Gepelnich will be here. You'll also lose
Mylene(but not Ray) and Gamlin's ENTIRE squad until you complete some later
events. It's usually not worth it in this case to exhaust Gepelnich's morale. I
did so, but it gained back 20 morale in a single encounter. Dealing 50000
damage will cause Gepelnich to simply restore the missing HP. However, at this
point, Minmei will start singing and boost your characters' morale to max.
Unlike most other times when this happens, MAX will really be max and not just
150 (in the case of Break Morale Limit). Now you'll have to take a lot of
Gepelnich's HP down again. A bit more than last time. Do so and Basara will
come out and give everyone Valor and full HP. As if that wasn't good enough,
attacking Gepelnich with Basara will cause Sybil to show up, join Basara's
squad, and the entire Sound Force with Sybil will unleash the most powerful
version of Try Again on Gepelnich. So, you've got Gepelnich already hurt, two
power attacks without the protodevlin resistence, and everyone remaining has
Valor. Yeah, you know what to do.

     After this stage, Max and Millia will join with their VF-22s, Sybil will
join...as herself, and if you met the requirements, Gabil will join in a
FBz-99G. Exedore will become the permanent captain of the Battle 7.

------------------------------------------------------------------------------
Stage 50
------------------------------------------------------------------------------

Environment: Space

Player Units:

     3 Battleships
     15 Squads

Enemy Units:

     Megilot Ben    }
        -Megilot Ben}  x3
        -Megilot Ben}
     Yoera Ben    }
        -Yoera Ben}  x3
        -Yoera Ben}
     Haggai Yaddo}
        -Haggai  }  x3
        -Haggai  }
     Esurimu Roshu}
        -Esurimu  }  x3
        -Esurimu  }
     Shumuel       }
        -Esurimu Af}  x4
        -Esurimu Af}
     Fury             }
        -Esurimu Roshu}  x3
        -Esurimu Roshu}
     Helmoze Eheddo(Epen)

Enemy Reinforcements:

     Zufield(Epen)
     Bemidoban(Baran Doban)
     Jumora(Etseera)


Skill Point:

     Defeat the Helmoze Eheddo within five turns

Items:

     Basara Disc: Etseera
     S-Adapter: Epen(Zufield)


Events:

     Every Turn: Neviim attacks random squads.

Notes:


     This might not look like a Plot ending stage, but we're going to toast
Epen, the Balmar guy that's been tormenting you for a while. It's fairly
straight forward, with the big catch being that Neviim will randomly attack
your squads at the beginning of each turn. Defeating the Helmoze will launch
the bosses. The only thing you NEED to do at this point is defeat the Zufield.
But you may as well take out Etseera and Baran Doban. Keep an eye on your turn
count if you want the good ending, though.

------------------------------------------------------------------------------
Stage 51 (First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Eternal
     Archangel
     Ra Kalium
     Freedom Gundam(METEOR)(Kira) Squad *BLUE EVENT SQUAD*
     Justice Gundam(METEOR)(Athrun) Squad *BLUE EVENT SQUAD*
        -Aile Strike Rouge(Cagalli)

Enemy Units:

     X-9 Ghost    }
        -X-9 Ghost}  x5
        -X-9 Ghost}
     Strike Dagger    }
        -Strike Dagger}  x4
        -Strike Dagger}

     Kurabu           }
        -Strike Dagger}  x3
        -Strike Dagger}
     Hamrabi(Yazan)
        -Hamrabi(Dunkel)
        -Hamrabi(Ramsus)
     Raider Gundam(Crot)
        -Strike Dagger
        -Strike Dagger
     Calamity Gundam(Orga)
        -Strike Dagger
        -Strike Dagger
     Forbidden Gundam(Shani)
        -Strike Dagger
        -Strike Dagger
     Dominion (Natarle)
        -Strike Dagger
        -Strike Dagger
        -Strike Dagger
     Nuclear Missile  x20

Player Reinforcements:

     Duel Gundam(Yzak)

Enemy Reinforcements:

     Strike Dagger    }
        -Strike Dagger}  x6
        -Strike Dagger}

3rd Party Units:

     CGUE    }
        -GINN}  x2
        -GINN}

     GINN    }
        -GINN}  x2
        -GINN}
     GuAIZ    }
        -GuAIZ}  x4
        -GuAIZ}
     Duel Gundam(Yzak)
        -CGUE
        -GuAIZ
        -GuAIZ
     Loraisia Class}
        -GuAIZ     }  x2
        -GuAIZ     }
     Nazca Class
        -GuAIZ
        -GuAIZ

3rd Party Reinforcements:

     GuAIZ    }
        -GuAIZ}  x4
        -GuAIZ}

3rd Party Reinforcements 2:

     Providence Gundam(Rau)
        -GuAIZ
        -GuAIZ

Skill Point:

     None

Special Win Condition:

     (1) Athrun must reach the highlighted point. Dominion must be destroyed.

Special Loss Condition:

     Nuclear Missile reaches highlighted line

Events:

     Turn 2: You arrive.
     Nuclear Missiles destroyed: Special Win Condition 1 becomes active, Enemy
and 3rd Pary Reinforcements arrive.
     Phase after Nuclear Missiles are destroyed: Providence Gundam Launches.
     Dearka has a battle encounter with Duel: Duel joins your side (for this
Battle at least)(Player Reinforcements)

Items:

     Basara Disc: Shani

Notes:

     Turn one is very very simple. You aren't there. On turn 2, you get there
and launch as normal. The goal of this stage at first is to smash all the
nuclear missiles. There's a lot of events here though. The Nuclear missiles
themselves are of little concern. If they get next to a character, they may
try to attack them, and if they hit, they'll explode. Destroy all of them
to unleash GENESIS and the reinforcements. The quickest way to get through all
this is to split your forces in half. Make sure Athrun heads up to the
square, and send enough down to deal with the Dominion and Three Bosses.
Providence will arrive the phase immediately after the missiles are destroyed.
Not a whole turn, just a phase. Oh, and you may notice that Yazan is hellbent
on Kamille if you launch him. If this is the case, then you should probably
send Kamille down there too, as it's just more epic that way. Dearka,
meanwhile, should be heading toward's Yzak. Having a battle encounter with
Yzak's squad (with Dearka) will cause him to join you, at least for this
stage. If you completed the other requirements for Duel and Yzak, then you
need to make sure neither him nor Dearka are shot down during this half.
Taking out the Dominion will move the Archangel, Kira's Squad, and
Providence's squad to the southeast part. Mu will be shot down protecting
the AA. Don't worry though, he survives (and the characters know it, no Neo
Roanoke HERE!) and will be available next scenario, though you WILL have to
put him back in the Strike. Moving Athrun onto the highlighted square will
cause him to go into the GENESIS. Once you've both defeated the Dominion and
moved Athrun to the highlighted square, you'll move on to the second half.
------------------------------------------------------------------------------
Stage 51 (Second Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

      Freedom Gundam(METEOR) (Kira) Squad *BLUE EVENT SQUAD*
      Justice Gundam(METEOR) (Athrun)
          -Aile Strike Rouge (Cagalli)
      6 Squads

Enemy Units:

     X-9 Ghost    }
        -X-9 Ghost}  x3
        -X-9 Ghost}
     GuAIZ    }
        -GuAIZ}  x3
        -GuAIZ}
     Providence Gundam(Rau)

Skill Point:

     Destroy Providence Gundam

Special Win Condition:

     Destroy GENESIS within four turns.

Events:

     Providence Gundam is destroyed:

Items:

     Haro: Providence Gundam

Notes:

     You'll start at max morale but down HP/EN/SP. You're goal here is to
destroy the GENESIS core, which is that highlighted square. You'll have to
be somewhat in front to hit it however, as for some reason the sides are
blocked. Four turns will be kind of tight, but if you brought Banpreios it
can wipe out the Grunts on turn one (provided you also brought someone with
Renew) Then you'll have three turns to take out the generator and Rau. If
you met the requirements, then Yzak will arrive in Duel on turn two to help.
Hit Rau with everything you've got then finish off that generator.


     That concludes Gundam SEED. Yzak will join after this scenario with the
Duel Gundam if you met the requirements. Cagalli and Lacus will have thier
SEED skill unlocked.

------------------------------------------------------------------------------
Stage 52 (First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     EVA Unit 01(Shinji)
     EVA Unit 02(Asuka)
     EVA Unit 00(Rei)

Player Reinforcements:

     Ra Kalium
     Archangel
     15 Squads

Enemy Units:

     Zeruel, the 14th Angel(Zeruel)

Enemy Reinforcements:

     EVA Series  x9

Enemy Reinforcements 2:

     EVA Unit 1..God thing

Skill Point:

     Asuka survives for 2 turns after the EVA series arrives.

Events:

     Zeruel is destroyed: Rei retreats, Shinji becomes a green unit, and
Enemy reinforcements arrive.
     2 turns pass after the arrival of the EVA Series/Asuka is destroyed:
Player Reinforcements arrive, Shinji and Asuka retreat.
     All enemies defeated: Enemies return, Enemy reinforcements 2 arrive.
     EVA Unit 1's HP drops below 50000: 5 Turn limit imposed.
Notes:

     Before this scenario starts, you may want to give your Haros or Brave
Symbols to Asuka. Stage starts simple enough with the EVAs versus an Angel.
You'll badly outclass the Angel in power, and taking it down shouldn't take
much effort. Do this and EVA series will arrive and gang up on Asuka, who
literally tosses Sinji aside. For the skill point, you need to survive for
two turns. Hence the awesome items before the stage starts. Have Asuka run
to one side to limit the amount of encounters she has to have. If you're
defeated or after two turns have passed, the EVA series will take out Asuka,
the player reinforcements will appear and collect both the EVAs, and it'll
be on. As a bonus, you'll launch at 120 morale. Sadly, this is one map
where my "Banpreios annihilates everything with TK missile" strategy won't
work. You're going to have to beat them down hard. Push everyone forward, but
be careful with the Battleships. The EVA Series aren't pushovers. Their
accuracy is generally horrid, but they can do significant damage. Once you
defeat them all....they'll come back. The ensuing EoE events will piss off
all the super robots (just like Eva did to the fans!) and change the music
to be totally inappropriate for the gravity of the situation. At this point
your job is to defeat the EVA unit one. You're units will be moved into
formation again and you'll have to manually go after him. Note that while you
can destroy the EVA series, they'll immediately regenerate. They're not worth
the trouble, as they don't give money or PP appropriate to the difficulty.
Just cruise on by them. What's REALLY irritating is that the EVA unit 1 will
get TWO turns per turn. Sucks. Do enough damage to it and you'll start a
count down that will give you only five turns to smash it. This shouldn't be
too difficult to achieve, but be aware of it in case you're really intent on
farming the EVA Series kills. Defeat the Unit 1 to end this half of the stage.

Yes, there's more.

------------------------------------------------------------------------------
Stage 52(Second Half)
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     EVA Unit 1(Shinji)

Player Reinforcements:

        -EVA Unit 00(Kaworu)
        -EVA Unit 02(Asuka)
     Ra Kalium
     1 Battleship
     15 Squads

Enemy Units:

     EVA Unit 1 BEAST (Damipuragu)
     EVA Series  x9

Skill Point:

     None

Events:

     Turn 2: Player Reinforcements arrive

Notes:

     Unless you've upgraded him, it's probably better for Shinji to just hang
back for a while. Although, that said, the BEAST wasn't able to break my AT
Field when it came right down to it, so perhaps it's safer than I think. On
Turn 2, the rest of your characters will arrive. This is exactly like the end
of the first part, only this time, the EVA unit 1 is WEAKER (as it doesn't
have Shinji), and the EVA series will stay dead. Though the Terrain sucks for
you now (Gravity and LCL, which is technically water), this is still easier
than the last part thanks to the previously mentioned factors. All you have to
do to end the stage is kill the EVA Unit 1, but feel free to take revenge on
the EVA Series.

------------------------------------------------------------------------------
Stage 53
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Archangel
     Battle 7
     Daikyu Maryu
     Eternal
     Ra Kalium
     Solo Ship
     16 Squads

Enemy Units:

     Adeigo    }
        -Adeigo}  x9
        -Adeigo}

     Ganga Rube}
        -Adeigo} x6
        -Adeigo}

     Zanza Rube}
       -Adeigo }  x3
       -Adeigo }
     Gataman Zan}
       -Adeigo  } x3
       -Adeigo  }

3rd Party Reinforcements:

     STMC Bug    }
        -STMC Bug}
        -STMC Bug}  x8
        -STMC Bug}
     STMC Small Battleship  x4

3rd Party Reinforcements Infinity:

     STMC Bug    }
        -STMC Bug}
        -STMC Bug}  x4
        -STMC Bug}
     STMC Small Battleship  x2

Skill Point:

     In 7 turns, destroy 230 enemy units

Events:

     Enemy squads reduced to 10: 3rd Party Reinforcements arrive
     STMC Squads reduced to 6: 3rd Party Reinforcements Infinity arrive
                              (repeats)
Notes:

     BEFORE the stage begins, you may recieve a small army of secret units
and special parts. As these can, and probably will, contain both the Hi-Nu
Gundam and the Sazabi, you may wish to switch pilots around before you launch
your squads. The stage itself is one of my favorites, but there's very little
to say about it. You start out against some Buff Clan enemies. If you're a
player that tends to enjoy spamming Banpreios' map attacks, I would suggest
limiting yourself a bit. smash the Buff clan enough and your real enemy of
the stage, the STMC, will arrive. At this point, you should focus on the Buff
Clan, as you don't want the STMC stealing your kills. And at this point, it's
just you killing as many STMC as you can. Reducing the STMC to six squads will
cause it to spawn more reinforcements in the center of the map (on top of the
Crossgate). That's...it. Spam your ALL attacks for 7 turns. If, on turn 8,
you've killed at least 230, you'll recieve the skill point and the map will
be over. It won't be over UNTIL turn 8 no matter what. 230 sounds like a lot,
but it really shouldn't be too difficult. I've killed over 600 on this map
before, though it was on a repeat playthrough.


------------------------------------------------------------------------------
Stage 54
------------------------------------------------------------------------------

Environment: Space

Player Units:

     3 Battleships
     16 Squads

Player Reinforcements:

     Shumuel(Rulia)
        -Bemidoban(Baran Doban)

Enemy Units:

     Megilot Ben    }
        -Megilot Ben}  x3
        -Megilot Ben}
     Yoera Ben    }
        -Yoera Ben}  x3
        -Yoera Ben}
     Haggai Yaddo}
        -Haggai  }  x4
        -Haggai  }
     Shumuel          }
        -Esurimu Roshu}  x4
        -Esurimu Roshu}
     Shumuel Ben    }
        -Shumuel Ben}  x4
        -Shumuel Ben}
     Fury             }
        -Esurimu Roshu}  x4
        -Esurimu Roshu}  x4
     Helmoze Hamisha(Saldes)
     Helmoze Shisha(Hiradelhia)

Enemy Reinforcements:

     Jumora(Etseera)
     Shumuel Ben    }
        -Shumuel Ben}  x5
        -Shumuel Ben}

Enemy Reinforcements 2:

     Bemidoban(Baran Doban)

Skill Point:

     Defeat the Helmoze Hamisha and Helmoze Shisha before clearing the map and
clear the map in 10 turns.

Special Win Condition:

     (1) SRX moves onto the Neviim that contains Aya.

Events:

     Turn 1 Enemy Phase: Special Win Condition (1) active.
     Jumora is defeated: All player and enemies retreat, Sanger relaunches,
Enemy Reinforcements 2 becomes active. If you're on Touma's route, Touma will
launch instead of Sanger

Notes:

     Several High HP enemies, an annoying event, and an annoying boss. If you
didn't get the full power of Banpreios on this stage, I'd be upset with it.
Start out by moving everyone as far forward as you can (after Sound Force,
of course), making sure that Banpreios is getting closer to the white orbs.
On the first enemy phase, they'll activate, and the SRX team will sense Aya.
At this point, you need to go to the highlighted squares until you find her.
Which Neviim she's in is completely random. If you can, you may wish to
save before moving so you can check if she's in one, and reload if not. Or you
could do it completely legitamately. Banpreios should be powerful enough that
you'll only need a couple turns afterwards anyway. The stage won't end until
you reach the right square, even if you destroy all the enemies. Speaking of
which, the skill point requires you to kill the two Helmozes, but they aren't
required to clear the map. So make sure you do that before you destroy the
Jumora. The Jumora will appear after Banpreios finds the right square. Along
with her and her minions arrival, Banpreios will recieve its final attack
along with the combination attack. Make sure the Helmoze are dead for the
skill point, then finish off the Jumora to end the stage.....almost. Everyone
will retreat, but Baran Doban will require a bit more convincing. If you're
on Touma's route, he'll one on one Baran. Otherwise, the duel will take place
between Sanger and Baran. The Bemidoban only has a little under 14000 HP, and
your SP should be restored. Valor, Strike, and goodbye.

     After this stage, Aya will be a sub-pilot for Banpreios, and Baran Doban
and Rulia will join with their units. Note that Rulia can be moved into the
R-Blade Custom, and if it's upgraded, you definately should do so.
------------------------------------------------------------------------------
Stage 55(First Half)
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     3 Battleships
     16 Squads

Enemy Units:

     Megilot Ben    }
        -Megilot Ben}  x6
        -Megilot Ben}
     Yoera Ben    }
        -Yoera Ben}  x6
        -Yoera Ben}
     Haggai Yaddo}
        -Haggai  }  x8
        -Haggai  }
     Shumuel          }
        -Esurimu Roshu}  x8
        -Esurimu Roshu}
     Shumuel Ben    }
        -Shumuel Ben}  x6
        -Shumuel Ben}
     Zufield Evaeddo(Hiradelhia)
     Zufield Evaeddo(Saldes)

Enemy Reinforcements:

     Gebel Guneden(Ruaf)

Skill Point:

     Within 6 turns, defeat the two Zufield Evaeddos

Events:

     Zufields are destroyed: Enemy Reinforcements launch

Notes:

     Lousy Gravity. Fortunately, this is the last time you'll have to deal with
an in-atmosphere stage in the game. Well, both halves of this stage, anyway.
Lots of enemies on this stage. The goal here is to take out the two Zufields.
You've got six turns for the skill point, and this might be a little tight
with all the enemies. Push forward and don't waste effort on the Zufields
until you're ready to kill one. They have a large HP regen, and even though
their HP is under 100000, this will make things very difficult if you try to
kill them over multiple turns. Finish them off and you'll be greeted by Ruaf
and his Gebel Guneden. If you've played Alpha 2, this is very similar to the
final boss. VERY. Be wary about Guneden. It gets two turns on its phase, is
quite accurate, does a lot of damage, and it's favorite attack will even
steal energy as if to kick you while you're down. Smash through its barrier
and 200000 HP and you'll move on to the almost as annoying second half of the
stage. It's Balmar's last stand. And there's still four levels left to go!

------------------------------------------------------------------------------
Stage 55(Second Half)
------------------------------------------------------------------------------

Environment: Gravity

Player Units:

     3 Battleships
     16 Squads

Enemy Units:

     Megilot Ben    }
        -Megilot Ben}  x6
        -Megilot Ben}
     Yoera Ben    }
        -Yoera Ben}  x6
        -Yoera Ben}
     Valk Ben   }
        -Shumuel}  x6
        -Shumuel}
     Devarim  }
        -Gadel}  x3
        -Gadel}
     Valk Isha(Calico)
        -Valk Ben
        -Valk Ben
     Valk Isha(Spectra)
        -Valk Ben
        -Valk Ben
     Vyclone(Ace)
        -Devarim
        -Devarim

Enemy Reinforcements:

     Gebel Guneden(Shiva)

Skill Point:

     None

Items:

     Multisensor: Spectra
     Bio Computer: Ace

Events:

     Calico/Spectra is defeated: Spectra/Calico casts Drive, Valor, Strike,
and Flash
     All enemies are defeated: Enemy Reinforcements arrive

Notes:

     There's five missions left, but the major original enemies are all dying.
Odd, eh? But where'd that bastard Son Ganlong run off too.....

     This is the final battle against the Balmar enemies. Calico, Spectra,
Ace, and the mastermind Shiva are all here. You start this half at full
HP/EN/SP, but you also start with 150 Morale. I know I've mentioned
Banpreios' MAP attack before and will again, but you should be particularly
aware of it this map, as the enemies have been so kind as to form up
perfectly for it (or Alegras', if you have it). There's not a whole lot to
say about the initial enemies. You've fought them all before. Defeating either
Calico or Spectra will cause the other to Spirit up. While they have
conversations, nothing changes for Cobray or Spectra, the stage is identical.
Defeating all the them will cause Shiva to launch in the Gebel Guneden. He's
lacking the 2 turns skill, but he has 300000 HP instead of 200000, so he'll
take a bit more to kill. Wipe him out to end the stage and the last of the
Balmar.

After Stage Items: Full SP Restore x2
                   Ace Symbol
                   Fan's Bouquet

------------------------------------------------------------------------------
Stage 56 (First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Solo Ship
     2 Battleships
     16 Squads

Enemy Units:

     Log Mack     }
        -Condo Bau}  x3
        -Condo Bau}
     Gido Mack }
        -Adeigo}  x2
        -Adeigo}

     Galpo Jick}
        -Adeigo}  x2
        -Adeigo}

     Jig Mack  }
        -Adeigo}  x3
        -Adeigo}

     Ganga Rube}
        -Adeigo}  x4
        -Adeigo}

     Zanza Rube}
        -Adeigo}  x3
        -Adeigo}
     Gataman Zan   }
        -Ganga Rube}  x2
        -Ganga Rube}
     Dorowa Zan(Halulu)

Skill Point:

     None

Special Win Condition:

    Dorowa Zan is defeated

Special Loss Condition:

     Turn 6 begins

Events:


Items:

     Big Generator: Halulu


Notes:


    I hate the Buff Clan. You should use this stage to let out your aggression
on them. You've only got five turns and the Dorow Zan has lots of HP, so
make sure you make liberal use of Accelerate.

------------------------------------------------------------------------------
Stage 56(Second Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Solo Ship
     2 Battleships
     16 Squads

Enemy Units:

     Log Mack     }
        -Condo Bau}  x3
        -Condo Bau}
     Galpo Jick}
        -Adeigo}  x2
        -Adeigo}
     Jig Mack     }
        -Condo Bau}  x3
        -Condo Bau}
     Ganga Rube}
        -Adeigo}  x4
        -Adeigo}


     Gido Mack }
        -Adeigo}  x2
        -Adeigo}

     Zanza Rube}
        -Adeigo}  x3
        -Adeigo}
     Gataman Zan   }
        -Ganga Rube}  x5
        -Ganga Rube}

     Gabro Zan     }
        -Zanza Rube}  x3
        -Zanza Rube}
     Bairal Jin(Doba)

3rd Party Reinforcements:

     STMC Bug    }
        -STMC Bug}  x8
        -STMC Bug}
     STMC Small Battleship  x3
     STMC Medium Battleship x2

Skill Point:

     Clear the Map in 7 turns

Special Win Condition:

     (1)Unit reaches highlighted square

Events:

     Unit gets within 20 squares of Bairal Jin: 3rd Party Reinforcements
arrive, Special Win Condition becomes active.
     Bairal Jin's HP reduced to 50%: Doba uses Guts(repeats)

Notes:

     I'm not entirely sure what the initial win condition is, but it's
wholly irrelevent, as once you get close enough to the Bairal Jin the
req will change and you'll simply have to move onto the highlighted square.
The STMC will also arrive to make things more troublesome. On a more positive
note, you start the stage with 130 morale, so all but your highest morale
attacks will be available from the start. In truth, this stage is interesting
because you don't actually have to attack ever. With Awaken and Hope, you can
make it to the square in one turn and end it. If you want to do this, The
best way is to put multiple units with Awaken in one squad. So..Amuro,
Kamille, Judau, and one of the Purus. If you've got SP up on them, you may
not even need Hope. This, however, is only the recommended path if you're
running out of time (remember, good ending requires less than 420 turns and
57 skill points). Instead, try to kill as much as you can for six turns,
making sure you'll be in range of the square. Don't even mess with the Bairal
Jin, as when it's reduced to half HP, Doba will just use Guts. Whatever you
do, once you reach the highlighted square the stage is over.

*************AT THE VERY END OF THE STAGE, if you have already completed the
game once, you'll be asked a question. The FIRST(Top) choice will send you
on the IDEON ENDING stage 57 (it's located right below this one in the
guide). The SECOND(Bottom) choice, will send you on the normal path to the
route split.************************************************

AFter Stage Items: Propellent Tank  x2
                   Cartridge  x2
                   Repair Kit  x2
                   Super Repair Kit  x2


------------------------------------------------------------------------------
Stage 57....IDEON ENDING
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Who Cares?

Enemy Units:

     Really, don't give a damn.

Skill Point:

     Isn't one, obviously, the universe is going to explode.

Events:

     Eventually: Universe explodes. Everyone dies. Everyone. In the Universe.
Happy now?

Notes:

     There are units and deployments in this mission, but they're meaningless.
People will talk when they attack, and eventually the turns will pass and
everyone will die since the IDE is going to restart the universe. You can
kill things until the end to build up money for the next time. If you decide
to start a new game from this clear data. Which I wouldn't. Unless, of course,
you accidentally saved over the data before this stage. Sucks for you. =O

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Route Split Time

The final route split of the game. Two choices, Ideon and Gunbuster. At this
point, there's only one secret left, and it's on the Ideon stage. If, however,
you didn't go on one of the space routes, you can't recieve it anyway. So if
you want Gije and went on the Space route, then Ideon route is the way to
go probably. If not...then just pick whatever route you like the units on
the most.

                   Ideon                        Gunbuster
                  -------                      -----------
              Space Runaway Ideon              Gunbuster
              All Gundam                       All Macross
              Daitarn 3                        Evangelion
              Getter Robo                      Mazinger
              Combattler V                     Steel Jeeg
              Voltes V                         Raideen
              Daimos                           Goshogun
                                               Gaiking
                                               Dancougar
                                               GaoGaiGar
                                               Virtua ON!

Short and Simple. Top is Ideon, bottom is Gunbuster.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ideon Route
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
Stage 57(First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Solo Ship
     Ra Kalium
     Archangel
     Eternal
     15 Squads

Enemy Units:

     Jig Mack  }
        -Adeigo}  x3
        -Adeigo}

     Log Mack  }
        -Adeigo}  x3
        -Adeigo}

     Gido Mack }
        -Adeigo}  x2
        -Adeigo}

     Galpo Jick}
        -Adeigo}  x2
        -Adeigo}

     Ganga Rube}
        -Adeigo}  x4
        -Adeigo}
     Gataman Zan }
        -Jig Mack}  x2
        -Jig Mack}

Enemy Reinforcements:

     Jig Mack  }
        -Adeigo}  x3
        -Adeigo}

     Log Mack  }
        -Adeigo}  x3
        -Adeigo}

     Gido Mack }
        -Adeigo}  x2
        -Adeigo}

     Galpo Jick}
        -Adeigo}  x2
        -Adeigo}
     Gataman Zan }
        -Jig Mack}  x2
        -Jig Mack}

Skill Point:

     None

Special Win Condition:

     Solo Ship reaches the highlighted square

Events:

     Enough Enemy Sqauds are destroyed: Enemy Reinforcements Appear. Special
Win conditions become active.

Items:

     Mega Booster: Gataman Zan

Notes:

     A few things I'd reccommend. 1, Moving the Solo Ship East to start. 2,
leaving half your forces at your start location. 3, spam that MAP attack, you
know what I'm talking about. Send about half your forces towards the current
enemy forces. The other half should basically just sit right where they are.
You may want to move the battleships out a bit. The reason for this is that
defeating enough of the enemy will cause the reinforcements to appear right
where you started. Now, because Super Robot Wars places almost no emphasis on
the position of your enemies, this really isn't a big deal, but it takes time
to run back. When these show up, a highlighted square far to the east will
also show up. You goal is to move the Solo Ship to this square.  However,
defeating all the enemies will end the stage as normal. There's still another
half, though....

------------------------------------------------------------------------------
Stage 57(Second Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Solo Ship
     Ra Kalium
     Archangel
     Eternal

Player Reinforcements Secret:

     Ganga Rube(Gije)

Enemy Units:

     Ganga Rube}
        -Adeigo}  x4
        -Adeigo}

     Zanza Rube}
        -Adeigo}  x3
        -Adeigo}

     Jig Mack  }
        -Adeigo}  x3
        -Adeigo}

     Log Mack  }
        -Adeigo}  x3
        -Adeigo}

     Gido Mack }
        -Adeigo}  x2
        -Adeigo}

     Galpo Jick}
        -Adeigo}  x2
        -Adeigo}

     Gataman Zan   }
        -Ganga Rube}  x2
        -Ganga Rube}
     Dorowa Zan(Halulu)

Skill Point:

     Clear the Map in 6 turns

Special Win Condition:

     Defeat the Dorowa Zan in 7 turns.

Special Loss condition:

     Turn 8 arrives

Events:

     Enough Enemies are defeated: If the requirements have been met, Player
Reinforcements Secret arrive.

Items:

     Minmei Doll: Jig Mack

Notes:

     The annoying part of this stage comes if you try to kill everything.
They've encircled you. If you want to kill everything equickly, you'll need
to split off a few squads and send them the opposite direction of the Dorowa
Zan. You may also need to send one to the Southeast to deal with that group.
Send the largest group to the southwest, as that's where the Dorowa Zan has
been sitting. Once you defeat enough enemies an Ideon event will take place.
If you've completed the secret requirements for Gije Returns, then he'll
arrive and Defuse the situation. If not, then nothing happens that affects
gameplay, IIRC. The IDE gauge may or may not max, I'm not sure, it's been a
while. Nothing else happens on this half. Just smash the Dorowa Zan by turn
six for the skill point. That's only one turn less than you have to finish the
stage before Game Over.

------------------------------------------------------------------------------
Stage 58 (First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

    Archangel
    Eternal
    Ra Kalium
    Solo Ship
    Ideon
    16 Squads


Enemy Units:

     Gido Mack }
        -Adeigo}  x2
        -Adeigo}

     Galpo Jick}
        -Adeigo}  x2
        -Adeigo}

     Ganga Rube}
        -Adeigo}  x4
        -Adeigo}

     Zanza Rube}
        -Adeigo}  x3
        -Adeigo}
     Gataman Zan   }
        -Ganga Rube}  x5
        -Ganga Rube}

     Gaburo Zan    }
        -Zanza Rube}  x3
        -Zanza Rube}
     Dorowa Zan  x2
     Bairal Jin(Doba)

3rd Party Reinforcements:

     STMC Bug    }
        -STMC Bug}  x8
        -STMC Bug}
     STMC Small Battleship  x4
     STMC Medium Battleship  x3
     STMC Large Battleship  x2

Skill Point:

     None

Events:

     Enough Enemies are destroyed: 3rd party reinforcements arrive
     Even MORE Enemies are destroyed: Move on to the second half of the stage.

Notes:

     The first half of 58 consists of you just smashing them as much as you
can. Defeat enough and the STMC will appear. Defeat enough again and the
first half will come to an end. I'm unsure of the exact amounts, as Banpreios
was MAPing everything the first event, and the second time brought the stage
to an end, so I couldn't count. Yeah....the Buff Clan will debut their
superweapon, and you'll be moved onto the second half once you defeat enough
of the Buff Clan. Defeating STMC doesn't affect anything, and I believe that
if you destroy enough of them they'll simply spawn new ones.


------------------------------------------------------------------------------
Stage 58(Second Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Solo Ship
     Ideon
     16 Squads


Enemy Units:

     Jig Mack     }
        -Condo Bau}  x3
        -Condo Bau}
     Log Mack     }
        -Condo Bau}  x3
        -Condo Bau}
     Gido Mack }
        -Adeigo}  x2
        -Adeigo}

     Galpo Jick}
        -Adeigo}  x2
        -Adeigo}

     Ganga Rube}
        -Adeigo}  x4
        -Adeigo}

     Zanza Rube}
        -Adeigo}  x4
        -Adeigo}
     Dorowa Zan  x2
     Bairal Jin(Doba)

3rd Party Units:

     STMC Bug    }
        -STMC Bug}  x8
        -STMC Bug}
     STMC Small Battleship  x3
     STMC Medium Battleship  x2

Skill Point:

     Destroy the Bairal Jin within six turns

Events:

     None

Items:

     Mega Generator

Notes:

     You start with max morale and are tasked with destroying the Bairal Jin,
and hence, the leader of the Buff Clan, so that the huge super weapon you're
fighting above can't be fired again. The STMC will join at the beginning of
the battle for once, and you can smash them without fear of reinforcements.
There actually aren't any events at all on this stage. The Bairal Jin you
should recognize by now, but this is the first time you've actually had to
fight the damn thing in earnest. It's got over 350000 HP, so it'll take some
time to fell. It also has some significant range behind it, but fortunately,
the ALL attack has a minimum range of 6, so if you move within five spaces,
you can save your sqadmates a lot of deaths. The downside, of course, is that
you'll then be in range for the Bairal Jin's final attack, but leaders should be
competent enough to dodge it. Defeat the BAiral Jin to end the stage.

     AT this point, you'll move back to the combined stages..well, stage, at
least. It's the last two missions of the game.

After Stage Items: Minmei Disc
                   Basara Disc
                   Propellent Tank  x2
                   Cartridge x2
                   Repair Kit x2
                   Super Repair Kit x2
                   Andromeda Snack x3

                               IDEON ROUTE END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gunbuster Route
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               GUNBUSTER ROUTE END
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

------------------------------------------------------------------------------
Stage 59 (First Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Archangel (Murrue)
     Battle 7 (Exedore)
     Daikyu Maryu (Pete)
     Eltoreum (Tashiro)
     Eternal (Lacus)
     Ra Kalium (Bright)
     Solo Ship (Bess)
     Ideon (Cosmo)
     Gunbuster (Noriko)
        -Sizzler Black (Jung)
     18 Squads

Enemy Units:

     STMC Bug    }
        -STMC Bug}  x18
        -STMC Bug}
     STMC Small Battleship  x6
     STMC Medium Battleship  x4
     STMC Large Battleship  x3
     STMC Crusher Ship  x2

Enemy Reinforcements Infinity:

     STMC Bug    }
        -STMC Bug}  x6
        -STMC Bug}
     STMC Small Battleship  x2
     STMC Medium Battleship  x2
     STMC Large Battleship

Skill Point:

     None

Special Win Condition:

     Turn 11 arrives

Special Loss Condition:

     Enemy enters highlighted square

Events:

     STMC reduced to 14 squads: Enemy Reinforcements Infinity appear (repeats)

Notes:

     For many turns, you're going to have to block the STMC. The square they
have to enter is quite large which makes defending it quite the chore. The
easiest and BY FAR recommended way it to have your units box it in. Put a unit
on every single border space of the square. Then just bear with it for the
turns. If you want to minimize your work, just destroy the bugs and not any of
the battleships. This will keep reinforcements from appearing. If you do
reduce the number of units to 14, sizable reinforcements will arrive all
around you. The other way to approach this stage is to charge the STMC and
just take them out before they reach the square. This is MUCH harder. I
wouldn't recommend it. While dispatching the bugs is a minor issue, the
Battleships are problematic. The smalls and even the mediums can probably be
dealt with, as they have ONLY 40 and 65 thousandish HP. But the large
battleships have nearly 200000, and the crusher ships have over 250000. It's
not pleasent. Course, there are only two crushers, and only one large comes
in the reinforcements, so if you contain the initial batch, you may be able to
do it. But it's risky. Whatever you decide to do, as long as you don't let an
enemy within the square, the stage will end when you reach turn eleven
(letting one end is game over, don't get any funny ideas).


------------------------------------------------------------------------------
Stage 59(Second Half)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Eltoreum (Tashiro)
     2 Battleships
     Ideon (Cosmo)
     Gunbuster (Noriko)
        -Sizzler Black(Jung)
     18 Squads

Enemy Units:

     STMC Bug    }
        -STMC Bug}  x12
        -STMC Bug}
     STMC Small Battleship  x4
     STMC Medium Battleship  x4
     STMC Large Battleship  x3
     STMC Crusher Ship x2

Skill Point:

     Destroy all enemies within five turns

Special Win Condition:

     6 Turns pass

Special Loss Condition:

     Enemy enters highlighted square

Events:

     Enough Enemies are destroyed: IDE Gauge Maxes

Notes:

     First, the bad news. You're down HP and EN, furthermore, the enemies get
an evade/defense bonus and the terrain hinders your movement. Now for the
GOOD news. You start with full SP and MAX morale. You get the evade/defense
bonus too, and there's a finite number of STMC this time. While you still
have to guard a highlighted box, the box is off in a corner this time. The
enemy will likely never reach it as long as you give them a target. I would
focus on the westernmost group first, just to be safe (TK Missile them!).
At this point all you'll have to do is smash all the STMC in five turns for
the skill point. If you don't WANT the skill point, then you can simply wait
until turn six. The stage will end with your victory either way. The event
in the middle of the stage is nearly pointless. Though you will get the IDE
gauge maxed for free. The main characters of various series will also get
chatty when they attack the STMC after this point.

     After this stage, if you have taken LESS than 420 turns and have at least
57 skill points, then you'll move on to the good ending. If you do not meet
BOTH of these conditions, then you'll be sent to the normal ending. Both are
fairly similar.

     Also, since the next stage is the last one, you should sell all your
spare parts. Just a heads up. Other things to be aware of are that you'll
need to put Genesic GaoGaiGar, Shin Getter, and Raideen back in their squads.
------------------------------------------------------------------------------
Stage 60(Good Ending)
------------------------------------------------------------------------------

Environment: Space

Player Units:

     Archangel(Murrue)
     Battle 7(Exedore)
     Daikyu Maryu(Pete)
     Eltoreum(Tashiro)
     Eternal(Lacus)
     Ra Kalium(Bright)
     Solo Ship(Bess)
     20 Squads

Player Reinforcements:

     Nashim Guneden(Irui)

Enemy Units:

     Esurimu Roshu    }
        -Esurimu Roshu}  x10
        -Esurimu Roshu}
     Haggai Yaddo    }
        -Haggai Yaddo}  x8
        -Haggai Yaddo}
     Shumuel Ben    }
        -Shumuel Ben}  x4
        -Shumuel Ben}
     ???(???)

Enemy Reinforcements:

     Shumuel Ben    }
        -Shumuel Ben}  x8
        -Shumuel Ben}
     Devarim  x3
     Zufield Evaeddo  x6
     Vyclone  x3
     Ra Kanaf
     Ra Keren
     Ra Zanava
     Shin Ryu-Oh-Ki(Son Ganlong)
     Kaiser Ephes(Kaiser Ephes)

Enemy Reinforcements 2:

     Gebel Guneden  x2

Enemy Reinforcements Infinity:

     Shumuel Ben    }
        -Shumuel Ben}  x4
        -Shumuel Ben}
     Zufield Evaeddo  x2
     Devarim
     Vyclone

Skill Point:

     None, it's the last stage.

Events:

     ??? is defeated: Enemy Reinforcements appear
     Enemy reduced to 8 Squads: Enemy Reinforcements Infinity Appear(repeats)
     Kaiser Ephes is reduced to under 100000 HP: Kaiser Ephes restores 150000
HP. Player Reinforcements arrive. Enemy Reinforcements 2 arrive.

Notes:

     Unlike the Normal ending, where you just have to smash the defenseless
Egg/Ball thing, this version of the stage brings friends. This first set isn't
that impressive, so I would save my SP as much as possible. I would also make
sure that Sound Force pumps your Morale of your important units up to where
they can access their strongest attacks. Once you've dealt with all the
enemies except for ???...ignore him for a bit. You can damage him, but
wait to destroy him until your units are on the other side of him. You needn't
worry about that MAP attack he has, he'll never ust it. Once you have everyone
on the other side of ???, weaken it and then destroy it with the first unit
of a turn. Preferably something you won't miss too much, like the Eltoreum.
Do this and a whole mess of enemies will appear and the true boss, Kaiser
Ephes will lead them. Now, at this point, the only thing you have to do is
kill Kaiser Ephes. This is actually almost all it's worth your time to do.
Destroying too many of the enemies will simply cause more to spawn.
Considering the obscene HP and barriers these units have, it's best to mostly
just worry about Kaiser Ephes. I would destroy the Devarim, as the MAP attacks
are as pesky as always. I also destroy Son Ganlong, because he's a bastard
and deserves it. Kaiser Ephes himself is a beast. Huge energy supplies,
500000 HP, powerful attacks, and good accuracy, you're going to lose quite a
bit here. Oh, and did I mention he gets double turns? Yeah. He's fairly
worthy as a last bass. Keep on pounding away at him though. Once you take him
to below 100000, he'll restore 150000, and a whole bunch of events will occur.
Minmei's  12000 year old Excelions equipped with speakers will appear and
start playing GONG. Through these events, you'll regain 50 SP for all pilots.
Additionally, Irui will show up as Guneden. Unlike...every single other boss
that joins you in every game ever, Nashim Guneden is just as ferocius as it
was at the end of Alpha 2. I don't even know for sure how much HP it has,
because it's all question marks as its above 100000 HP. Now, as you've already
done 400000 damage to this punk before this event and they even give you more
SP, finishing off ihis last <250000 shouldn't be TOO difficult. Finish off
Kaiser Ephes and all the remaining enemies will die as well.

    After this stage...you've beaten the game. Hooray! After the credits, you
can save your data, while you won't be able to play from this data, loading
it will start a new game with bonus money and PP based on how much you had
and how many times you've played through. If it's your first playthrough,
you'll also unlock EX Hard. If you were PLAYING on EX Hard, you've just
unlocked Special mode.

Thanks for reading the walkthrough.

------------------------------------------------------------------------------
Stage 60(Normal Ending)
------------------------------------------------------------------------------

Environment: Space

Player Units:

Enemy Units:

     ???(???)

Enemy Reinforcements:


Skill Point:

     None, it's the last stage.

Events:

Notes:


                                GAME......END
------------------------------------------------------------------------------
==============================================================================







==============================================================================
6. Mecha/Pilot Guide
==============================================================================

This was to be the entire guide when I started this document. It should be
more detailed than anything else available in English, at least, as I'm
writing this it is. I've divided it up into sections based on franchise. The
series order puts the big three first (Gundam, Mazinger, Getter) out of
respect that they're the big three. Nagahama's Romance trilogy is next as
it's three series cobbled together, and after that things go alphabetical
from Daitarn 3 to Virtua ON!, ending with the Banpresto originals. Gundam,
Macross, and the Banpresto Originals are further divided into individual
series sections (So, Zeta Gundam to Char's Counterattack, for instance). For
the originals, series is broken up into route, with route specific characters
first, followed by characters that join on all routes.

Series which features pilots that can change units will be divided into
Mecha and Pilot sections. I've tried to review the unit seperate of the
individual, but it's hard for my brain. A few notes about this. Not all
pilots can go in all units. Getter, for instance, can change units, but only
the Getter Trio can get into the Getters, Michiru is stuck in the Lady
Command. For the various Gundam series, any UC pilot can get into any UC
mech (0083, Z Gundam, ZZ Gundam, Char's Counter Attack), but not into a
Wing or SEED mech, and vise versa. Wing characters are stuck in Wing mecha,
and SEED ones in SEED. But if you want to stick Julie into the Freedom, you
can totally do it.

Pilots who cannot change units will be listed under their unit. There are a
couple exceptions, like Max and Millia. Both are unable to change units
manually, but both will be in multiple units during the game, but because
they're series generally can move around, they're just listed in the pilot
sections. Guy from Gaogaigar pilots multiple versions of GaoGaiGar, but no
one from his series can change units, so he's just listed under all of his
units.

---
Key
---
------
<Name> (1)
------
HP: XXXX~ZZZZ(2)
EN: AAA~BBB(3)
Mobility: DDD~EEE(4)
Armor: FFFF~GGGG(5)
Move: C (6)
Size: J (7)
Type: Sky/Land/Sea(8)
Squad Cost: I(9)
Repair Cost: KKKK(10)
Terrain Ratings: (11)
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:     (12)

Weapons: (13)
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(14)    (15)                  (16)     (17)  (18)   (19)     (20)     (21)
Weapon Upgrade Cost Total: (22)

Unlockable Attacks: (23)

Combination Attacks: (24)

      <COMBO SKILL>
Performed By: (25)

Rating: (26)
Notes: (27)

(1) The name of the mech
(2) The HP range of the mech. The number before the "~" is no-upgrades.
The number AFTER the "~" is 100% upgraded. A few of the lower numbers are
estimated because certain units come pre-upgraded.
(3) The EN Range of the mech. Same rules as the HP.
(4) The Mobility range of the mech. Same rules as HP.
(5) Armor range of the mech. Same rules as HP.
(6) The number of squares the unit can move if in a squad by itself.
(7) The size of the mech. When fighting mechs smaller than you, you'll
recieve a damage bonus but recieve a hit/evade penalty. When fighting mechs
larger than you, you'll recieve a hit/evade bonus but recieve a damage
penalty. If you have the Ignore Size Modifier skill, you won't get a damage
penalty.
(8) The movement type of the unit. Units with the sky movement type are able
to fly. Units with the Land/Water type won't recieve a movement penalty on
that terrain.
(9) The cost to put a unit in a squad. Squads have a five point limit.
(10) The cost to repair a unit if it's destroyed. All units have this, even
ones that will cause a game over if destroyed.
(11) The Terrain ratings for the unit. The order from weakest to strongest is
CBAS. Units with a A ranking will recieve no penalty or bonus. B and C
rankings will penalize the unit, S rankings will provide a hit/evade bonus.
(12) Any Unit abilities the unit has. Ability explanation is found in the
Skill/Ability Encyclopedia.
(13) This begins the weapon section. What follows will be a listing of the
weapons of the unit.
(14) What you'll find here is a (M), (R), or (Music). (M) means the attack is
a melee attack and based off the pilot's Melee stat. (R) stands for a ranged
attack and is based off of the Shooting Stat. (Music) means that it's a song
and is basd of the song stat. Well, for Sound Force anyway. I'm not sure what
Mike bases his off of.
(15) The name of the attack...theoretically. Some use way too much Kanji
for me. If that's the case, I've imrpovised based on appearance. The letters
after the name are the traits of the attack. <P> stands for Post-movement,
<B> stands for Beam, <ALL> is an ALL attack, <MAP> is a Map attack.
(16) The power of the attack. Like HP, the number before the "~" is the
unupgraded power, the number after the "~" is the fully upgraded power.
(17) The morale needed to perform the attack.
(18) The attack's range.
(19) The hit and critical modifier. Before the "/" is hit, after is the
critical.
(20) The terrain ratings for weapons. From Weakest to strongest the letters are
DCBAS. The ratings of C-S are the same as on units. A D rating for a weapon
means it cannot be used in that terrain. This means that if the unit performing
the attack is in that terrain, it will be unavaialable, and if the unit that's
being attacked by that weapon is in that terrain, the attack will only do 10
damage.
(21) Lists the amount of ammo the weapon possesses or the amount of energy it
consumes. A plain number is ammo, a number between parentheses, like so
"(2)", means that number is consumed in EN.
(22) The total cost to upgrade from 0% to 100%. There's some estimation
involved with the units that have been upgraded before you get them.
(23) Sometimes weapons will not be available to you until a later point in the
game. These weapons will be listed here. If a unit has no unlockable attacks,
this section will be omitted.
(24) Some units will have combination attacks with other units. These will be
listed here. If there are no combination attacks the unit can perform, this
section will be omitted. Note that sometimes a combination attack will require
units that cannot initiate the attack. In this case, the attack will only be
listed on the units that can initiate the attack.
(25) The OTHER units required for a combination attack will be listed here,
whether they can initiate or not.
(26) My personal score for the unit. Take it with a grain of salt.
(27) My comments for the unit. Bag of salt, etc.

//////
<Name> (1)
//////
Default Skills: (2)
Spirit Commands: (3)
Terrain Ratings: (4)
                Sky:
                Land:
                Sea:
                Space:
Leader Ability: (5)
Notes: (6)

(1) The pilot's name. Pilots that are fixed in a unit will have "/" marks
above and below their name. Pilots that can be moved will have "-" above and
below the name.
(2) The skills that the pilot has naturally. If they level up, I'll try to
put the maximum level in parentheses next to the skill.
(3) The spirit commands the pilot learns, with the cost of the spirit next
to the name.
(4) The pilot's natural terrain ratings. These are combined with the unit they
pilot to get the final ratings.
(5) The ability recieved when the pilot is leading the squad. At the moment,
many of these are missing thanks to those stupid Kanji.
(6) Comments on the pilot. These are generally less expansive than unit
comments, simply because there's a lot less variety.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A. Gundam
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
I. 0083
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

%%%%%%%%
a. Mecha
%%%%%%%%

On the whole, 0083 are a bit...lacking. Even the secret units. Still, the
Dendrobium is a good unit, it's just...overshadowed.

------
Albion *Mothership*
------
HP: 17000~22000
EN: 210
Mobility: 60~110
Armor: 1400~2100
Move: 6
Size: 2L
Type: Sky Only
Repair Cost: 12000
Terrain Rankings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
(R)   Sky Laser Launcher<P>  2300~3900       1~3   +40/0     SBBS    15
(R)   Missile Launcher<ALL>  3300~4900       1~6   +35/+10   AABA    10
(R)   Hyper Mega Cannon<B><MAP> 3400~4200 105 1~5   0/+10    AADA    3
(R)   Main Mega Cannon<B><ALL> 3700~5300     1~8   +30/+20   ABDA    8
Weapon Upgrade Cost Total: 465000


Rating: 4
Notes:It's a battleship. Not that good, but it doesn't really matter. The
Albion leaves you quite early in this one (if it joins at all). Still, for
completeness' sake....


-----------------------
GP-03 Gundam Dendrobium
-----------------------
HP: 12000~14500
EN: 180~330
Mobility: 105~165
Armor: 1500~2100
Move: 7
Size: L
Type: Sky
Squad Cost: 2
Repair Cost: 8000
Terrain Rankings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: S
Abilities:    I Field
              Seperate (Becomes Gundam Stamen)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                               ALWS

(R)  Beam Rifle <P><B> <PLA> 3200~4800      2~4    +35/0      BADA    15
(R)  Micromissle <All>       3500~5100      3~7    +30/+10    AABA    5
(R)  FullDeingu Bazooka      3600~5200      1~6    +10/+20    AABA    10
(M)  Big Beam Saber <P><B>   4200~5800      1~2    +40/+15    BABS    (10)
(R)  Mega Beam Launcher <All>4500~6100      1~8    +25/+10    AADS    (70)
(R)  Close Range Mega Beam Launcher<P> 120
(^)                           4800~6400      1     +35/+45    AADS    (40)
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: By far the best of the 0083 units, it's still..only ok. On the plus
side, several of its better weapons have S space rankings. But only in space.
If you're doing a Gundam centric playthrough, there may be room, but this is
probably going to end up in the back row at best. Note that if this is
destroyed, it'll turn into the Gundam Stamen

-------------
Gundam Stamen
-------------
HP: 4700~7200
EN: 115~265
Mobility: 110~170
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost:
Repair Cost: 4000
Terrain Rankings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: S
Abilities:     Sword
               Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)     Beam Saber<P><B>     3000~4600        1   +40/+40    DABA
(R)     Beam Rifle<P><B><PLA>3200~4800       2~4  +30/0      BADA      15
(R)     FullDeng Bazooka     3600~5200       1~6  +10/+20    AABA      10
(R)     Long Rifle<B>        4200~5800       2~7  +35/+10    AADA      8
Weapon Upgrade Cost Total: 46500

Rating: 5
Notes: Only very slightly better than the Gundam Mk. II, the stamen...isn't
very good. Fortunately, there's almost no reason to use it. The Dendrobium is
worth the extra squad cost if you're going to use this unit. Note that if the
Dendrobium is destroyed, it turns into this.

-------
GP-01Fb
-------
HP: 4800~7300
EN: 115~265
Mobility: 110~170
Armor: 1000~1600
Move: 7
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: S
Abilities:     Sword
               Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   60mm Vulcan<P>          1600~3200       1   +30/-10    AABA       20
(M)   Beam Saber<P><B>        3200~4800       1   +45/+45    DABA
(R)   Beam Rifle<P><B>        3200~4800      1~4  +35/+10    BADA       10
(R)   Beam Rifle<B><ALL>      3900~4800      1~7  +30/+15    AABA       6
Weapon Upgrade Cost Total: 400000

Rating:4
Notes: The GP-01 is really kind of sad. It's supposed to be Gundam, but the
GM Cannon II is basically it's equal. Mobility is higher, significantly so, and
it's got more/better Post-movement attacks. But it's PLA attack AND its ALL
attack are both weaker. If you need survivabilty in your backup units, this is
a good choice. Otherwise though....

---------
GM Custom *Multiple*
---------
HP: 4700~7200
EN: 90~240
Mobility: 95~155
Armor: 900~1500
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 1600
Terrain Rankings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:    Sword
              Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   60mm Vulcan<P>         1600~3200        1   +45/-10   AABA     20
(M)   Beam Saber<P><B>       3000~4600        1   +40/+20   DABA
(R)   GM Rifle <P><PLA>      3000~4600       1~4  +20/+10   BABA     15
(R)   GM Rifle <All>         3800~5400       2~6  +35/+15   AABA     6
Weapon Upgrade Cost Total: 400000
Rating: 2
Notes: Crap, plain and simple. Don't use these longer than you absolutely have
to.

------------
GM Cannon II *Multiple*
------------
HP: 5000~7500
EN: 90~240
Mobility: 90~150
Armor: 1200~1800
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 1600
Terrain Rankings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:    Sword
              Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)    Vulcan<P>            1600~3200         1    +45/-10  AABA    20
(M)    Beam Saber<P><B>     2800~4400         1    +40/+20  DABA
(R)    GM Rifle<P>          2800~4400        1~4   +35/+10  BABA    15
(R)    Beam Canon<B><PLA>   3600~5200        2~6   +10/+5   AADA    8
(R)    Beam Canon<B><All>   4000~5600        3~7   +30/+15  AADA    3
Weapon Upgrade Cost Total: 400000

Rating: 4
Notes: Better than the GM Custom, the GM Cannon II has a decent squad attack.
Really, the draw to this one is that 3600 squad attack. That's higher than the
MP Nu Gundam.


%%%%%%
Pilots
%%%%%%

---------
Kou Uraki
---------
Default Abilities: Sword Cut (lvl2)
                   Shield Defend (lvl5)
                   Support Attack (lvl1)
Spirit Commands: Concentrate(20)
                 Strike (15)
                 Flash(10)
                 Valor(35)
                 Spirit(35)
                 Soul(60)
Terrain Rankings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Notes: Kou is a decent Gundam pilot, though his hit/dodge rates will be lower
than many gundam mains due to his lack of Newtype-ness. Also, he's terrible at
his skills. They won't naturally level up much at all.

--------
Keith
--------
Default Abilities: Support Attack (lvl3)
                   Support Defend (lvl3)
                   Shield Defend (lvl4)
Spirit Commands: Accelerate(25)
                 Cheer (15)
                 Strike(20)
                 Valor(40)
                 Snipe(30)
                 Hope(75)
Terrain Rankings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: A
Notes: Kou's right hand man makes for a decent support pilot, eventually
aquiring a very cheap Hope. Keep him in mind if you have an open spot in
a squad.

-------
Burning
-------
Default Abilities: Leadership
                   Support Attack
                   Shield Defend
Spirit Commands: Concentrate (20)
                 Mercy (5)
                 Critical+(35)
                 Valor(35)
                 Strike(15)
                 Invincible(10)
Terrain Rankings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: EN Use-20%
Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's
space and you run out of other units, they can be useful. They're all almost
identical, but Burning and Monsha are better than Adel and Bate.

------
Monsha
------
Default Abilities: Support Attack
                   Support Defend
                   Shield Defend
Spirit Commands: Vigor(20)
                 Luck(30)
                 Strike(20)
                 Valor(35)
                 Flash(15)
                 Exahust(40)
Terrain Rankings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: Hit+10%
Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's
space and you run out of other units, they can be useful. They're all almost
identical, but Burning and Monsha are better than Adel and Bate.

----
Bate
----
Default Abilities: Support Attack
                   Support Defend
                   Shield Defend
Spirit Commands: Accelerate (25)
                 Vigor (20)
                 Concentrate(20)
                 Mercy(10)
                 Valor(40)
                 Fury(30)
Leader Ability: Evade+10%
Terrain Rankings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's
space and you run out of other units, they can be useful. They're all almost
identical, but Burning and Monsha are better than Adel and Bate.

----
Adel
----
Default Abilities: Support Attack
                   Support Defend
                   Shield Defend
Spirit Commands: Iron Wall (20)
                 Snipe (30)
                 Trust(30)
                 Strike(25)
                 Valor(45)
                 Renew(60)
Leader Ability:
Terrain Rankings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A

Notes: Burning, Monsha, Bate, and Adel are 2nd tier filler pilots. If there's
space and you run out of other units, they can be useful. They're all almost
identical, but Burning and Monsha are better than Adel and Bate.

-------
Synapse
-------
Default Abilities: Leadership
                   Support Attack
                   Cooperative Attack
Spirit Commands: Strike
                 Vigor
Leader Ability: Critical +20%
Terrain Rankings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A

Notes: Don't bother. He's barely there.

------
Pasrof *subpilot*
------
Spirit Commands: Accelerate
                 Cheer
Notes: Albion's subpilot.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
II. Zeta
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

UC Gundam series all have several units, but most are just filler at best.
Zeta is a perfect example. Except for the Zeta gundam, none of the units are
leader material. However, Zeta contains multiple good filler units for the
first half of the game, though as you get more and more CCA units, they
should be slowly replaced.

%%%%%
Mecha
%%%%%

-----------
Zeta Gundam
-----------

HP: 5200~7700
EN: 125~275
Mobility: 110~170
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost:
Repair Cost: 4400
Terrain Rankings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: S
Abilities:      Sword
                Shield
                Transform (Waverider)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   60mm Vulcan<P>         1600~3200         1   +30/0      AABA    20
(R)   Grenade Launcher<P>    2500~4100        1~3  +10/+30    AABA    4
(M)   Beam Saber<P><B>       3200~4800         1   +40/+10    AABA
(R)   Beam Rifle<P><B><PLA>  3400~5000        2~4  +15/0      BADA    10
(M)   Beam Saber(Hyper)<P><B>3800~5400  110   1~2  +30/+40    AABA    (10)
(R)   Hyper Mega Launcher<B> 4200~5800        1~7  +25/+15    AADA    (30)
(R)   Hyper Mega Launcher<B><ALL>
                             4600~6200  110   2~8  +30/+10    AADA    (70)
Weapon Upgrade Cost Total: 465000

Rating: 7
Notes: Zeta was a monster in the original Alpha, but it suffered a bit in
Alpha 2. While it doesn' match up to its power in Alpha, it fairs much better
than it did in 2. The addition of the much needed ALL attck helps, but the
power itself is quite good. It's still probably not as good as the Nu Gundam
or Sazabi, though, so you may find yourself moving Kamille there late game.
Think before you upgrade.

*Additional Note: Beam Saber(Hyper) requires Kamille to be Newtype Level 3*

---------
Waverider
---------
HP: 5200~7700
EN: 125~275
Mobility: 120~180
Armor: 900~1500
Move: 8
Size: M
Type: Sky
Squad Cost:
Repair Cost: 4400
Terrain Rankings:
                  Sky:   S
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:       Transform (Zeta Gundam)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Beam Gun<P><B><PLA>    3200~4800       1~4   0/0       AADA    8
(R)   Beam Rifle<B>          3400~5000       2~7   +15/0     AADA    10
(M)   Waverider Crash<P>     5000~6600 130   1~3   +50/+40   SABS    (60)
Weapon Upgrade Cost Total: 465000

Rating: 7
Notes: Zeta's flying form, it's pretty self-explanatory. Offensively, it's a
bit weaker, though the Waverider Crash is Zeta's strongest attack, it's melee,
while all of Zeta's other strong attacks are ranged.

*Additional Note: Waverider Crash requires Kamille to be Newtype Level 4*

-------------
Gundam Mk. II *Multiple*
-------------
HP: 4900~7400
EN: 110~260
Mobility: 100~160
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 2000
Terrain Rankings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword
               Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)    60mm Vulcan<P>        1600~3200        1    +30/0     AABA     20
(M)    Beam Saber<P><B>      3200~4800        1    +40/+10   DABA
(R)    Beam Rifle<P><B><PLA> 3200~4800       2~4   +10/0     BADA     10
(R)    Hyper Bazooka         3600~5200       1~7   0/+20     AABA     8

Weapon Upgrade Cost Total: 465000

Rating: 4
Notes: This could go in either Zeta or ZZ, but since it debuted in Zeta, I
put it here. In any case, it's just not that good. Even with the G-Defensor
it's not spectacular, but at least it can fly then. Equipping the G-Defensor
will change the Gundam Mk-II to the Super Gundam. You get TWO Gundam Mk-IIs,
but only one G-Defensor, so one will be stuck in this form....

------------
Super Gundam
------------
HP: 5300~7800
EN: 120~270
Mobility: 110~170
Armor: 1300~1900
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1
Repair Cost: 3400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)    60mm Vulcan<P>        1600~3200        1    +30/0     AABA     20
(R)    Missile Launcher<ALL> 2300~3900       1~6   +50/0     AAAA     5
(M)    Beam Saber<P><B>      3200~4800        1    +40/+10   DABA
(R)    Beam Rifle<P><B><PLA> 3200~4800       2~4   +10/0     BADA     10
(R)    Hyper Bazooka         3600~5200       1~7   0/+20     AABA     8
(R)    Long Rifle<B>         4000~5600       1~7   0/+10     AADA     6
Weapon Upgrade Cost Total:465000

Rating: 5
Notes: The Super Gundam is better is just about every possible way from the
Mk. II, even if only by a little bit. It's still not leader material of
course, but it's flying ability and all-around averageness make it a good
back up unit.

-------
Methuss
-------
HP:4400~6900
EN:90~240
Mobility: 95~155
Armor: 900~1500
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 2400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword
               Repair
               Transform(Methaus(MA))

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Beam Saber<P><B>       2500~4400        1    +40/+20   DABA
(R)   Arm Beam Gun<P><B><PLA>2700~4600       2~5   +30/0     BADA       8
Weapon Upgrade Cost Total:400000

Rating: 4
Notes: A crappy unit that exists only to heal. It's an oddity, as well, being
the only repair unit from a RR series. When not in the atmosphere, or when
it's possible for the Methaus' unit to fly while in the atmosphere,
the Methaus should probably stay in Mobile Armor mode, as the mobility is a
bit higher. Fa is the default pilot, and while she's not amazing, she is a
mild Newtype, so she'll generally be able to hold her own, by that I mean not
die to enemy ALL attacks. Consider giving it a few mobility increase items.


-----------
Methuss(MA)
-----------
HP:4400~6900
EN: 90~240
Mobility: 105
Armor: 800~1400
Move:
Size: 7
Type: M
Squad Cost: 1
Repair Cost: 2400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Repair
               Transform(Methaus)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Arm Beam Gun<P><B><PLA>2700~4600       1~5  +30/0      ABDA      8
Weapon Upgrade Cost Total: 400000

Rating: 4
Notes: Slightly better than the Methaus in Mobile suit mode, the MA form
boasts 10 more mobility, the ability to fly, and it's PLA attack works from
range 1. Unless you're stuck on the ground, this is the way to keep the
Methaus, and in reality, you may want this form even when stuck on the ground.

-----------
Hyaku Shiki
-----------
HP: 5100~7600
EN: 115~265
Mobility: 105~165
Armor: 900~1500
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   60mm Vulcans<P>        1600~3200        1    +30/0     AABA     20
(M)   Beam Saber<P><B>       3200~4800        1    +40/+10   DABA
(R)   Beam Rifle<P><B><PLA>  3200~4800       1~4   +30/0     BADA     8
(R)   Clay Bazooka           3400~5000       1~7   +10/+20   AABA     8
(R)   Mega Bazooka Launcher<B><ALL>
                             4300~5900  110  3~8   +25/0     AADA    (60)
Weapon Upgrade Cost Total: 465000

Rating: 4
Notes: It's better than I remembered. It's PLA attack is kind of weak, but
it's final attack has got some "umph" behind it. Course, it's nowhere near
good enough to be a leader unit, and that leads to the whole "it's PLA attack
is kinda weak. You could do worse, but you could also do much better.

%%%%%%
Pilots
%%%%%%

-------------
Kamille Bidan
-------------
Default Skills: Newtype (lvl8)
                Sword Cut (lvl5)
                Shield Defend (lvl2)
Spirit Commands: Concentrate(15)
                 Sense(20)
                 Spirit(30)
                 Valor(35)
                 Awaken(85)
                 Soul(55)

Terrain Ratings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability:
Notes: Kamille is a great pilot with a good Spirit Set. Cheapish Soul is good.
His initial skills are generic but work well. He's a Gundam pilot, after all.
The only one I'd consider dropping (not that you CAN drop Newtype) is Shield
Defend, as rare is the enemy that will be able to hit him, and if they CAN,
then Zeta's shield is probably going to do little. Course, it can still do
something, so replacing it is probably unneeded. But, you know, you COULD.
Like with Focused Attack.

--------
Fa Yuiry
--------
Default Skills: Newtype (lvl5)
                Support Attack (lvl3)
                Support Defend (lvl3)
Spirit Commands:  Trust(20)
                  Bless(45)
                  Concentrate(20)
                  Cheer(20)
                  Encourage(45)
                  Hope(75)

Terrain Ratings:

                 Sky:   B
                 Land:  A
                 Sea:   C
                 Space: A
Leader Ability: HP/EN Regen +50%
Notes: She shouldn't fight, but she's good enough at dodging to stay alive in
the Methuss. Her very early Bless is well appreciated, and is reason enough to
include her in the beginning. Once her spirit set is complete, you'll have
one of the most pure Support pilots in the game, only Concentrate can't be
cast on others. Her Hope is very cheap (relatively, of course) as well. The
only thing of real concern is that B ranking in Sky. I'd reccommend bumping
that up to an A rank as soon as you can. Note that while she's a newtype,
it's fairly weak for her and won't reach the high levels of characters
like Kamille and Judau.

----------
Emma Sheen
----------
Default Skills: Shield Defend (lvl4)
                Support Attack (lvl2)
                Support Defend (lvl2)
Spirit Commands:  Gain(15)
                  Strike(20)
                  Snipe(20)
                  Valor(45)
                  Iron Wall(25)
                  Flash(10)
Terrain Ratings:

                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: Evade/Critical +10%
Notes: Emma is a 3rd tier leader. She's not really good enough for it, but
she's definately not geared toward being a support pilot. Still, her higher
stats will keep her alive and allow her to do more damage form the back.
Squad attack is key to optimizing her value.


--------------
Katz Kobayashi
--------------
Default Skills: Newtype
                Support Attack
                Support Defend
Spirit Commands: Vigor(20)
                 Concentrate(15)
                 Flash(10)
                 Valor(45)
                 Accelerate(25)
                 Renew(55)
Terrain Ratings:

                 Sky:   B
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: Weapon Range+1
Notes: Katz is a worthless piece of trash that should be killed. It's a shame
that no SRW has some form of permanant death, as I'd deploy him just for that
purpose. Also, his stats aren't any good. He's got support pilot stats
without the support spirits to support them. All kidding aside, he's not
worth your time. Low stats and the only Spirit wroth mentioning is Renew. While
it's cheap, by the time he learns it, there are many better pilots than him.
Kick him to the curb.

-------------
Four Murasame
-------------
Default Skills: Cyber-Newtype (lvl8)
                Sword Cut (lvl5)
                Support Defend (lvl2)
Spirit Commands: Concentrate(15)
                 Flash(10)
                 Iron Wall(30)
                 Valor(45)
                 Attune(30)
                 Love(90)
Terrain Ratings:

                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability:
Notes: Ah the magic of SRW. Four is a decent pilot whose Cyber-Newtype ability
and high Evade rating will allow her to stay alive. Stick her in a unit with
a good PLA attack, and move on.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
III. ZZ
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

ZZ has only a few units, and I'm not terribly impressed with any of them. ZZ
itself is good, of course, but it's got some issues. Note that several of
the ZZ units are secrets, and you won't be able to get them all on one
playthrough.

%%%%%
Mecha
%%%%%


---------
ZZ Gundam
---------
HP: 5500~8000
EN: 150~300
Mobility: 105~165
Armor: 1200~1800
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword
               Shield
               Transform (G Fortress)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Double Vuncans<P>        1800~3400      1    +30/0     AABA      20
(R)   Missile Launcher<ALL>    3000~4600     1~5   +20/+25   AAAA      3
(R)   Double Beam Rifle<B><PLA>3500~5100     2~6   +15/-10   BADA      6
(M)   Hyper Beam Saber<P><B>   3700~5300     1~2   +35/+10   BABA     (10)
(R)   High Mega Cannon<B><MAP> 3900~4700 120 1~4   0/0       AADA     (100)
(R)   High Mega Cannon<P><B><ALL>
                               4600~5900 120 2~4   0/0       AADA     (80)
(R)   High Mega Cannon Full Power<B>
                               5200~6500 140 1~8   +20/+55   AADS     (80)
Weapon Upgrade Cost Total: 520000

Rating: 6
Notes: ZZ seems like it got left behind. All the other mechs adjusted upward,
and ZZ sat where it was. This isn't exactly true(it's attacks ARE stronger),
just it SEEMS that way. ZZ has some good power behind it, and it's got plenty
of options. Two ALL attacks, a MAP attack, a long range PLA attack, attacks
that mix EN and Ammo. But it's got flaws to go with it. It's
strongest non-ALL attack is a major drop (and this is needed for Squadron and
Support attacks), for instance. But the big problem is Post-movement attacks,
where ZZ only has 2 before it reaches 120 morale, and only one of those is
worth your time. Don't misunderstand. ZZ is still a good unit. It's got some
nice power behind it, just takes a while for it to get there.

----------
G Fortress
----------
HP: 5500~8000
EN: 150~300
Mobility: 115~175
Armor: 1100~1700
Move: 7
Size: M
Type: Sky
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Transform (ZZ Gundam)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Double Cannon<P><B>      2900~4500     1~3   +25/0     AADA      8
(R)   Missile Launcher<ALL>    3000~4600     1~5   +20/+25   AAAA      3
(R)   Double Beam Rifle<B><PLA>3500~5100     2~7   +15/-10   AADA      6
Weapon Upgrade Cost Total: 520000

Rating: 5
Notes: ZZ Gundam's Mobile Armor mode, there are two cases where this is worth
your time, firstly, it gives you a better post-movement attack pre-120 morale,
and secondly, it can fly, possibly giving ZZ's squad better mobility. It
loses out on all the higher level abilities, though, so I wouldn't try to
seriously fight in this one.

---------
Megarider
---------
HP: 6000~8500
EN: 100~250
Mobility: 85~145
Armor: 1100~1700
Move: 7
Size: M
Type: Sky
Squad Cost: 1
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Resupply

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Mega Launcher<B><MAP>  2800~3600 110  1~5     0/0      AADA     (60)
(R)   Mega Cannon<B><PLA>    2900~4500      1~5   +15/-10    ABDA     (10)
Weapon Upgrade Cost Total: 465000

Rating: 4
Notes: It's an odd one, that's for sure. A support unit with a MAP attack. A
weak map attack, but a map attack nonetheless. Use it for the recharge, it's
as simple as that.

-------------
Quebely Mk.II *Multiple*
-------------
HP: 5300~7800
EN: 105~255
Mobility: 105~165
Armor: 1600
Move: 6
Size: M
Type: Sky/Land
Squad Cost: 1
Repair Cost: 4000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Beam Saber<P><B>       3300~4900        1   +40/+10    AABA
(R)   Beam Gun<P><B><PLA>    3300~4900       1~4  +5/+5      BADA      15
(R)   Funnel                 4200~5800 105*  1~8  +35/+10    AABA     (10)
Weapon Upgrade Cost Total: 465000

*Requires Newtype Level 1

Rating: 4
Notes: You get two Quebelys, one Black/Purple, the other Red. They're...ok.
Nice range on Funnel, but you don't really want to use them for a leader
unit. So...yeah, that problem again. You could certainly find better units.


-------
Ge-mark
-------
HP: ~10000
EN: ~280
Mobility: ~160
Armor: ~2000
Move: 5
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3800
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Triple Mega Particle Cannon<B><PLA>
                             ~5100           1~7   +20/+10   BBDA      10
(M)   Beam Saber<P><B>       ~5300            1    +45/+25   DABA
(R)   Mega Particle Cannon Unload<B><ALL>
                             ~5800     115   4~9   +30/+10   AADA      (70)
(R)   Mazer Funnel<ALL>      ~5900     110   2~8   +40/0     AACA      16
Weapon Upgrade Cost Total:

Rating: 6
Notes: It's a solid unit. Course, it's not any better than any of the Gundams,
and it's lack of Post-movement attacks are quite annoying. It might be good to
stick in a unit with no ALL attack, as it has two. Note that the this will
recieve the upgrades from SOMETHING when it arrives, but I can't be sure what,
as I have numerous UC Gundams upgraded. I'd suspect it's the ZZ, but that's
just a hunch.

%%%%%%
Pilots
%%%%%%

-----------
Judau Ashta
-----------
Default Skills: Newtype (lvl9)
                Sword Cut (lvl5)
                Shield Defend (lvl2)
Spirit Commands: Concentrate(15)
                 Sense(15)
                 Luck(30)
                 Valor(35)
                 Awaken(85)
                 Soul(60)
Terrain Ratings:

                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability:
Notes: Another Good Gundam pilot, cheap Sense, and Awaken. Plus, he gets
Lucky, and early, allowing you to get some nice cash early.

----------
Roux Louka
----------
Default Skills: Newtype (lvl8)
                Sword Cut (lvl4)
                Support Attack (lvl2)
Spirit Commands: Concentrate(15)
                 Iron Wall(25)
                 Flash(10)
                 Valor(40)
                 Spirit(40)
                 Fury(30)
Terrain Ratings:

                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: Manueverability+10% Damage+10%
Notes: Roux fills a similar role as Four does for Zeta. Solid back-up pilot.
Use when you have room. Her spirits could be better, Iron Wall on a RR type?

-----------
Beecha Oleg
-----------
Default Skills: Newtype
                Support Attack
                Support Defend
Spirit Commands: Accelerate (25)
                 Lucky(35)
                 Invincible(20)
                 Valor(45)
                 Iron Wall(20)
                 Strike(20)
Terrain Ratings:
                Sky:   B
                Land:  A
                Sea:   C
                Space: A
Leader Ability:
Notes: Beecha has a utility Spirit set, and that's what makes him valuable.
He does tend to fall to ALL attacks for a while because of his lack of
defensive spirits. I used to use him all the time, though after watching ZZ,
my opinion of him soured a bit.

-----------
Elle Vianno
-----------
Default Skills: Newtype
                Support Attack
                Support Defend
Spirit Commands: Cheer(25)
                 Concentrate(20)
                 Flash(10)
                 Valor(40)
                 Bless(45)
                 Exhaust(60)
Terrain Ratings:
                Sky:   B
                Land:  A
                Sea:   C
                Space: A
Leader Ability:
Notes: Elle is a fairly standard support pilot. Unlike Beecha, she has
defensive spirits to survive longer. Not much to say.

-----------
Mondo Agake
-----------
Default Skills: Newtype (lvl5)
                Support Attack (lvl3)
                Support Defend (lvl3)
Spirit Commands: Scan(1)
                 Iron Wall(30)
                 Great Effort(25)
                 Strike(25)
                 Accelerate(30)
                 Renew(55)
Terrain Ratings:
                Sky:   B
                Land:  A
                Sea:   C
                Space: A
Leader Ability:
Notes: Mondo only gets useful late game when he gets his good Spirits. Until
then, he can tag along when you have space.

-----------
Iino Abbabu
-----------
Default Skills: Newtype
                Support Attack
                Support Defend
Spirit Commands: Concentrate(15)
                 Vigor(25)
                 Iron Wall(30)
                 Friendship(40)
                 Flash(10)
                 Encourage(45)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: HP/EN Regen+50%
Notes: All of Judau's friends are nearly identical, but Iino is a bit
different with his A sky rank. He's more geared to being a support pilot.
He should come in a megarider, and it's probably a good idea to leave him
there.

----------
Elpeo Puru
----------
Default Skills: Newtype (lvl8)
                Sword Cut (lvl4)
                Support Defend (lvl2)
Spirit Commands: Concentrate(15)
                 Flash(10)
                 Bless(45)
                 Valor(40)
                 Attune(30)
                 Awaken(95)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Critical+10%
Notes: Puru and Puru Two are actually good pilots. Not spectacular ones, but
good ones. Puru has Bless, which is quite nice, and later on, they both get
Awaken, and are one of the few backup pilots (or pilots at all) to get the
skill. This can make one unit get a LOT of turns in one turn.

--------
Puru Two
--------
Default Skills: Cyber-Newtype(lvl8)
                Sword Cut (lvl4)
                Support Attack (lvl2)
Spirit Commands: Concentrate(15)
                 Accelerate(25)
                 Flash(10)
                 Valor(35)
                 Attune(30)
                 Awaken(95)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Critical+10%
Notes: Like the original, Puru Two is a pretty good pilot. Her accelerate
adds a lot of value for her squad, and just like Puru, she gets Awaken later
on. That puts her priority pretty high. In the back, anyway.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. Char's Counterattack
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

CCA features the top-level units for the UC Gundam characters. It also
features junk.

%%%%%
Mecha
%%%%%

---------
Ra Kalium *Mothership*
---------
HP: 17000~22000
EN: 240~440
Mobility: 65~115
Armor: 1300~2000
Move: 5
Size: 2L
Type: Sky Only
Repair Cost: 14000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   180mm Guns<P>          2800~4400       1~2   +40/+10   SABA      20
(R)   Missile Launcher<ALL>  3200~4800       1~6   +25/+5    AAAA      10
(R)   Hyper Mega Cannon<B><MAP>
                             3600~4400 110   1~5   +10/+15   AADA       1
(R)   Main Gun<B><ALL>       3900~5500       2~8   +15/+5    AADA      (60)
Weapon Upgrade Cost Total: 465000

Unlockable Attacks:

(R)   Nuclear Missile<MAP>   5100~5900  130  2~5     0/0     AAAA      2
(R)   Nuclear Missile<ALL>   5500~6800  130  5~10    0/+20   AAAA      4
BOTH unlocked after: Stage 52


Rating: 6
Notes: As far as battleships go, the Ra Kalium is pretty solid. It still
shouldn't see a whole lot of combat, but when it's attacked, it should be
able to hold it's own for a while. Like most battleships, I'd strongly
reccommend upgrading the EN as soon as you can. When it gets the nuclear
missiles, it'll jump to being the second strongest battlship, but you won't
get them for a LONG time.

//////////
Bright Noa
//////////
Default Skills: Leadership (lvl4)
                Support Attack (lvl3)
                E Save
Spirit Commands: Strike (25)
                 Guts(40)
                 Accelerate(5)
                 Iron Wall(30)
                 Valor(40)
                 Fury(30)
Terrain Ratings:

                 Sky:   A
                 Land:  A
                 Sea:   C
                 Space: A
Leader Ability: Damage+10%
Notes: Captain of the Ra Kalium, Bright is decent. His leadership skill
levels up quite fast, and really, that's one of the biggest draws for
battleships. Surprisingly, he's outdone statistically by most of the other
captains.

//////
Torres
//////
Spirit Commands: Scan(1)
                 Trust(30)
                 Cheer(30)
                 Luck(35)
                 Snipe(30)
                 Spirit(40)
Notes: Torres is the Ra Kalium's sub-pilot. That's...all there is to say
about him.


---------
Nu Gundam
---------
HP: 5400~7900
EN: 130~280
Mobility: 115~175
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: S
Abilities:     Sword
               Shield
               I-Field Delta

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   60mm Vulcan<P>         1600~3200        1    +35/0     AABA      20
(R)   Beam Cannon<P><B>      2900~4500       1~3   0/+20     BADA      (5)
(M)   Beam Saber<P><B>       3400~5000        1   +40/+35    DABA
(R)   Beam Rifle<P><B><PLA>  3500~5100       2~4  +30/+10    BADA      8
(R)   New Hyper Bazooka      4000~5300       1~7  +10/+10    AABA      5
(R)   Fin Funnel<ALL>        4600~5900  105* 1~8  +45/+20    AABA      8
Weapon Upgrade Cost Total: 465000

Rating: 8
Notes: Nu Gundam's signature attack is really what propels it so high. Without
the Fin Funnels, it's a strong but not spectacular machine. But with them,
it's deadly. Nu Gundam got a big upgrade from Alpha 2, as its Fin Funnels
are now an ALL attack (before, only Hi-Nu's were). What's really scary,
however, is that Nu is the weakest of the non-MP CCA machines. The stronger
ones are all secret, of course, but yes, things get stronger. Including Nu.

*Requires Newtype lvl1


-------------
Nu Gundam HWS
-------------
HP: 6000~8500
EN: 140~290
Mobility: 105~165
Armor: 1300~1900
Move: 8
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: S
Abilities:     Sword
               Shield
               I-Field Delta

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   60mm Vulcan<P>         1600~3200        1   +35/+10    AABA      20
(R)   Beam Cannon<P><B>      2900~4500       1~3    0/+30    BADA     (5)
(M)   Beam Saber<P><B>       3400~5000        1   +40/+45    DABA
(R)   Beam Rifle<P><B><PLA>  3500~5100       2~4  +30/+20    BADA      8
(R)   New Hyper Bazooka      4300~5600       1~7  +10/+40    AABA      5
(R)   Hyper Mega Rifle<B>    4400~5700       3~9    0/+40    AADA      4
(R)   Fin Funnel<ALL>        4600~5900  105* 1~8  +45/+30    AABA      8
Weapon Upgrade Cost Total: 465000

*Requires Newtype level 1

Rating: 8
Notes:

------------
Hi-Nu Gundam
------------
HP: ~8100
EN: ~300
Mobility: ~185
Armor: ~1700
Move: 8
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
                  Sky:   S
                  Land:  S
                  Sea:   B
                  Space: S
Abilities:     Sword
               Shield
               I Field Delta

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Vulcan<P>              ~3400            1   +35/0      AABA      20
(R)   Beam Cannon<P><B>      ~4800           1~3    0/+20    AADA      10
(R)   Hyper Mega Bazooka Launcher<MAP>
                             ~4800     120   1~7    0/0      AADA      1
(M)   Beam Saber<P><B>       ~5300            1   +40/+5     AABS
(R)   Beam Rifle<P><B><PLA>  ~5500           1~4  +30/+10    AADA      12
(R)   New Hyper Bazooka      ~5800           3~7  +10/+30    AABA      7
(R)   Fin Funnel<ALL>        ~6100     105*  2~9  +35/+10    SSCS     (15)
Weapon Upgrade Cost Total: 465000

*Requires Newtype Level 4

Rating: 9
Notes: The Hi-Nu is the strongest Nu, and it will do significantly more damage
and for longer than the others. It's not a huge deal like it was in Alpha 2,
however, as the normal Nu's Fin Funnels are also ALL attacks. Still, Hi-Nu's
are stronger and have S ranks. Plus, at only 15 EN per pop, you can keep it
going for 20 uses when the Hi-Nu's EN is fully upgraded. Definitely the
superior machine. It shares the Nu's upgrades, so you can hop right in when
they give it to you. Assuming, of course, you earn it.

------
Sazabi
------
HP: 5800~8300
EN: 200~350
Mobility: 130~190
Armor: 1700~2300
Move: 7
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 4800
Terrain Ratings:
                  Sky:   S
                  Land:  S
                  Sea:   B
                  Space: S
Abilities:     Sword
               Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Beam Tomahawk<P><B>    3500~5100       1~2   +45/+40   AABS
(R)   Beam Shot Rifle<P><B><PLA>
                             3600~5200       1~5   +35/+35   AADS       12
(R)   Mega Particle Cannon<P><B>
                             4200~5500       1~7   +20/+15   AADS      (10)
(R)   Funnel<ALL>            4700~6000 105*  1~8   +45/+15   AAAS      (40)
Weapon Upgrade Cost Total: 465000

Rating: 9
Notes: While slightly weaker than the Hi-Nu, the Sazabi has better
post-movement attacks and mobility. That 1~7 post movement is amazing. S
Ranks in space solidify its awesomeness. The only real downside is that it
doesn't come upgraded, unlike the Hi-Nu, which shares Nu's upgrades. Upgrade
it and it'll basically be the equal of the Hi-Nu.


------------------------------
Mass Produced Nu Gundam(Incom) *Multiple*
------------------------------
HP: 5400~7900
EN: 110~260
Mobility: 105~165
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost:
Repair Cost: 4000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)    60mm Vulcan<P>        1600~3200        1    +35/0     AABA      20
(M)    Beam Saber<P><B>      3400~5000        1    +40/+30   DABA
(R)    Beam Rifle<P><B><PLA> 3400~5000       1~4   +35/+10   BADA      10
(R)    Incom Unit<P>         4000~5600       1~3   +30/+5    AACA      (25)
Weapon Upgrade Cost Total: 465000

Rating: 4
Notes: For being a mass produced version of the amazing Nu Gundam, this thing
is quite underwhelming. It's not much better than the GM Custom, and it's
arguable whther it's really better than the GM Cannon II. Well, as a backup
unit anyway. Leaderwise, it's definately better, but there's just about no
reason that you'll ever need to have one of these things as a leader unit.
This is the Incom version of the MP Nu, which allows non-newtypes access to
Incoms, wired versions of Bits and Funnels. The Incoms are post-movement,
which is nice, but fairly short range. This version doesn't have an I-Field,
either. To switch between the Incom and Funnel version, just go into the
optional equipment menu.

-------------------------------
Mass Produced Nu Gundam(Funnel) *Multiple*
-------------------------------
HP: 5400~7900
EN: 110~260
Mobility: 105~165
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost:
Repair Cost: 4000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword
               I Field Delta

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)    60mm Vulcan<P>        1600~3200        1    +35/0     AABA      20
(M)    Beam Saber<P><B>      3400~5000        1    +40/+30   DABA
(R)    Beam Rifle<P><B><PLA> 3400~5000       1~4   +35/+10   BADA      10
(R)    Fin Funnel            4100~5700 105*  2~7   +20/+5    AACA      5
Weapon Upgrade Cost Total: 465000

Rating: 4
Notes: This is the Funnel version of the MP Nu. Newtype pilots will be able
to use the Fin Funnel, a watered down (like everything else on this machine)
version of Nu Gundam's Fin Funnel. Additionally, this version also has an
I-Field. This is more important, as it guards your whole squad to an extent.
If you've got a free Newtype, then this is a good place for them.


----------
Re-GZ(BWS) *Multiple*
----------
HP: 5000~7500
EN: 110~260
Mobility: 110~170
Armor: 1000~1600
Move: 7
Size: M
Type: Sky
Squad Cost:
Repair Cost: 3000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: S
Abilities:     Seperate (Becomes Re-GZ)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R) Missile Launcher         3200~4800       1~6    +35/0    AAAA      20
(R) Beam Cannon<P><B><PLA>   3500~5100       1~4    +15/0    ABDA      12
(R) Mega Beam Cannon<B>      4000~5600       1~7    +25/+10  ABDA      (30)
Weapon Upgrade Cost Total:

Rating: 4
Notes: This, believe it or not, is the mass-produced version of the Zeta
Gundam. It looks the part more once it sheds the BWS, but it isn't really
as good without it. If at all possible, you want to keep your Re-GZs in this
form. It's better in everyone way but one, it's squad attack has one shorter
range. The S Rank in space and the added Mobility and Armor, not to mention
the ability to fly, more than make up for it. If this is destroyed, it'll turn
into the plain old Re-GZ.

-----
Re-GZ *Multiple*
-----
HP: 5000~7500
EN: 110~260
Mobility: 105~165
Armor: 950~1550
Move: 7
Size: M
Type: Land
Squad Cost:
Repair Cost: 3000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword
               Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Vulcans<P>             1600~3200        1    +30/0     AABA      20
(R)   Grenade Launcher       2400~4000       2~5   0/-10     AABA      4
(M)   Beam Saber<P><B>       3300~4900        1    +45/+40   AABA
(R)   Beam Rifle<P><B><PLA>  3300~4900       1~5   +40/+30   AADA      12
Weapon Upgrade Cost Total:

Rating: 3
Notes: Looking more like it's supposed "prototype", the Re-GZ falls a bit
without the BWS. Less mobile, less armor, weaker attacks, and it can't fly.
If at all possible, don't eject the BWS (it's always possible). If the
Re-GZ(BWS) is destroyed, it'll turn into this.

-----
Jegan
-----
HP: 4900~7400
EN: 95~245
Mobility: 95~155
Armor: 1000~1600
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 2000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword
               Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Vulcans<P>             1600~3200        1    +45/0     AABA      10
(M)   Beam Saber<P><B>       3300~4900        1    +40/+30   DABA
(R)   Beam Rifle<P><B><PLA>  3300~4900       1~4   +35/0     BADA      15
(R)   Beam Rifle<P><B><ALL>  3900~5500       1~4   +5/+20    AADA      5
Weapon Upgrade Cost Total: 400000

Rating: 2
Notes: Look! It's the next-gen GM. Almost as bad as the GM Custom, the Jegan
is only slightly better performing, even if I do think it's way cooler
looking. Throw it in the junk heap as soon as you can.


%%%%%%
Pilots
%%%%%%


---------
Amuro Ray
---------
Default Skills: Newtype (lvl9)
                Sword Cut (lvl6)
                Shield Defend
Spirit Commands: Concentrate(10)
                 Sense(15)
                 Fury(25)
                 Valor(40)
                 Awaken(85)
                 Soul(55)
Terrain Ratings:

                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: Eveade/Critical +10%
Notes: Amuro is nigh-untouchable and has a really good shooting stat, which
will fuel his funnels. Like Kamille, if you've gone through before, Shield
Defend is ripe to be replaced. Seriously, no one can touch Amuro. Even bosses
will max out at like 30-40% if you upgrade his suit, without Amuro
Concentrating.



--------
Keyra Su
--------
Default Skills: Shield Defend
                Support Attack
                Support Defend
Spirit Commands: Strike(20)
                 Accelerate(25)
Terrain Ratings:

                 Sky:   B
                 Land:  A
                 Sea:   C
                 Space: A
Leader Ability: Manueverability+10%
Notes: The only real reason to use Keyra is her Acclerate. She's similar to
Four and Roux statistically, but seems a bit worse, and doesn't have the
newtype abilities to buff her hit/dodge.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
V. Wing
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

All of the Wing Gundams are solid units. But in the harsh Alpha 3 environment,
only Zero will probably make it as a leader. Most of the others are excellent
back-up leaders, but in a full time capacity, they fall short. Still, if you
can find room in your land-bound units (or can give them minovsky crafts),
you could do a lot worse than the Wing boys.


%%%%%
Mecha
%%%%%

----------------
Wing Gundam Zero
----------------
HP: 5000~7500
EN: 130~280
Mobility: 120~180
Armor: 1100~1700
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword
               Shield
               Zero System

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Machine Cannon<P>        2500~4400     1~3    0/+20    AAAA      20
(M)   Beam Saber<P><B>         3200~4800      1   +40/+10    AABA
(R)   Buster Rifle<P><B><PLA>  3600~5200     1~4  +35/+25    AADA      10
(R)   Twin Buster Rifle<B><MAP>3700~4500 120 1~9    0/0      AADA      3
(R)   Twin Buster Rifle<B>     4200~5500     2~8  +30/+30    AADA      (35)
(R)   Rolling Buster Rifle<P><B><ALL>
                               5000~6300 140 1~5  +35/+20    SSDS      (70)
Weapon Upgrade Cost Total: 520000

Rating: 10
Notes: About the only thing you could ask of ZERO are some lower morale
requirements for the Rolling Buster Rifle and Zero system. Other than that,
it's just amazing. A huge MAP attack, a post-movement ALL attack with S Ranks,
and even a good platoon attack. You'll need to upgrade its EN, but this is a
small price to pay for one of the best Gundams and overall units in the game.


-----------------------
Gundam Deathscythe Hell
-----------------------
HP: 4900~7400
EN: 120~270
Mobility: 115~175
Armor: 1000~160
Move: 7
Size: M
Type: Land/Sea
Squad Cost: 1 1/2
Repair Cost: 3500
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:     Sword
               AB Field
               Jamming
               Double Image

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Vulcans<P>             1800~3400        1   +40/+60    AAAA      10
(M)   Hyper Jammer<P><PLA>   3400~5000       1~5  +25/+10    BABA
(M)   Beam Scythe<P><B>      3900~5500       1~2  +50/+45    BABA
(M)   Beam Scythe<P><B><ALL> 4300~5900       1~4  +30/+35    AABA      (50)
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: Deathscythe is another example of a decent mech that's just
overshadowed by the awesome ones. It's got a lot of defensive abilities, but
of course as a Gundam shouldn't be hit that much. It's got an ALL attack even.
It's probably the third best Wing unit (after Zero and Tallgeese III), but
in Alpha 3, that's just not enough.


----------------
Gundam Heavyarms
----------------
HP: 5200~7700
EN: 110~260
Mobility: 110~170
Armor: 1100~1700
Move: 6
Size: M
Type: Land/Sea
Squad Cost: 1 1/2
Repair Cost: 3500
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Vulcan<P>              1800~3400        1    +30/+20   AABA      20
(R)   Homing Missile         3400~5000       2~8   +45/+30   AAAA      12
(R)   Micro Missile<ALL>     3500~5100       1~6   +25/0     BAAA      4
(R)   Machine Cannon<P>      3600~5200       1~3   +40/+35   BABA      20
(R)   Double Gatling Gun<PLA>3900~5500       1~7   +25/+10   AABA      16
(R)   Full Open Attack<ALL>  4500~5800  110  2~9   +35/+20   ASBA      5
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: Heavyarms is a great squad member. Not only does it have a powerful
PLA attack with a huge range, but if you need an ALL attack, it can pop up
front and deliver one from long range. That said, I'm not convinced it's
really leader material. It only features two post-movement attacks and isn't
exactly a powerhouse. There are better choices.

---------------
Gundam Sandrock
---------------
HP: 5400~7900
EN: 115~265
Mobility: 110~170
Armor: 1500~2100
Move: 6
Size: M
Type: Land/Sea
Squad Cost: 1
Repair Cost: 3700
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:     Sword
               Resupply

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)    Vulcans<P>            1800~3400        1    +45/+60   AABA     10
(M)    Heat Shotel<P><PLA>   3300~4900       1~4   +25/0     BAAA
(M)    Heat Shotel<P>        3700~5300       1~2   +40/+15   BAAA
(R)    Maganac Attack!<ALL>  4200~5800  110  1~8   +35/+20   ASBA     5
Weapon Upgrade Cost Total: 46500

Rating: 5
Notes: Sandrock doesn't get the respect it deserves. It should totally be
better than this. But it isn't. In the back row, it's EN Recharge makes it
quite valuable, and it's new PLA attack helps a lot. The new Maganac attack
is nifty, but it's not good enough to give Sandrock a place in the lead.

-------------
Altron Gundam
-------------
HP: 5100~7600
EN: 120~270
Mobility: 115~175
Armor: 1300~1900
Move: 6
Size: M
Type: Land/Sea
Squad Cost: 1
Repair Cost: 3500
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Vulcan<P>              1800~3400        1    +30/+60   AABA      10
(M)   Dragon Fang<P><PLA>    3600~5200       1~5   +20/+25   BAAA
(M)   Twin Beam Trident<P><B>4000~5600       1~2   +45/+30   BAAA
(M)   Dragon Fang            4400~6000 105   1~7   +30/+40   AAAA
Weapon Upgrade Cost Total: 465000

Rating: 5
Notes: Altron is I believe the only suit to really get weaker from Alpha 2 to
3. In this case, while it got a much improved PLA attack, it did so at the
cost of its best attack. Now one version of Dragon Fang is considerably
weaker, and the other, while having more range, is not post movement. It
still makes a good squad unit, but it's not leader material anymore.


-------------
Tallgeese III *pre-upgraded 2 slots*
-------------
HP: 5300~7800
EN: 125~275
Mobility: 115~175
Armor: 1300~1420
Move: 6
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 4000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Vulcans<P>             1800~3400        1    +30/+20   AABA      20
(M)   Heat Rod<P>            3300~4900       2~4   +15/+40   AAAA
(M)   Beam Saber<P><B>       3500~5100        1    +40/+35   AABA
(R)   Mega Cannon<B><PLA>    4000~5600       1~7   +35/0     AADA     (10)
(R)   Mega Cannon<B><ALL>    4700~6300 110   2~8   +25/+10   AADS     (48)
Weapon Upgrade Cost Total: 465000

Rating: 7
Notes: Though tough, I really think that the Tallgeese III should be in the
back row. Unlike many, though, this is not for its lack of ability. On the
contrary, though not the strongest, Tallgeese III can hang up there in leader
territory. But, the 4000+(it COMES with upgrades) PLA attack is hard to come
by. It is, in fact, the strongest PLA attack in the game. Second is a tie
between the EVAs and Heavyarms.

------
Taurus
------
HP: 4600~7100
EN: 90~240
Mobility: 100~160
Armor: 900~1500
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3200
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Transform(Taurus(MA))

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Beam Launcher<P><B><PLA> 3400~5300     1~5   +40/+15   BADA      20
Weapon Upgrade Cost Total: 400000

Rating: 3
Notes: Yeah....the Taurus isn't very good. Shame too, I love the design. Not
strong, not mobile, not well armored. At least it can change to a flight
form.


----------
Taurus(MA)
----------
HP: 4600~7100
EN: 90~240
Mobility: 105~165
Armor: 800~1400
Move: 7
Size: M
Type: Sky
Squad Cost: 1
Repair Cost: 3200
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Transform(Taurus)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Beam Launcher<P><B><PLA> 3400~5300     1~6   +40/+15   ABDA    20
Weapon Upgrade Cost Total: 400000

Rating: 3
Notes: Just as bad, now with flight. Moving on.

%%%%%%
Pilots
%%%%%%

---------
Heero Yuy
---------
Default Skills: Potential (lvl9)
                Sword Cut (lvl4)
                Fortune
Spirit Commands: Concentrate(15)
                 Flash(10)
                 Strike(20)
                 Valor(40)
                 Fury(30)
                 Soul(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Manuverability/Evade +10%
Notes: A quality pilot for a quality machine. I'm still not sold on
Potential, but I guess it DOES boost evade. His spirit set is mostly about
offense.

-----------
Duo Maxwell
-----------
Default Skills: Sword Cut (lvl6)
                Support Attack
                Counter
Spirit Commands: Invincible(10)
                 Concentrate(15)
                 Accelerate(20)
                 Valor(35)
                 Strike(10)
                 Drive(55)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Critical+20%
Notes: I'm always a fan of counter, and other than that, Duo is a fairly
standard RR pilot. Accelerate gives him more priority as a backup pilot, as
usual. Drive seems like a waste though. He does have a higher Melee stat
than ranged, to fit his Deathscythe.

------------
Trowa Barton
------------
Default Skills: Support Attack (lvl2)
                Support Defend (lvl2)
                SP UP (lvl7)
Spirit Commands: Iron Wall (15)
                 Snipe (20)
                 Strike(20)
                 Valor(45)
                 Fury(30)
                 Decoy(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Range+1
Notes: Trowa really accents the support nature of his default Heavyarms. Iron
Wall is a little funny for a real, but he holds it decently. You should
definitely play to his strenths and get him Squad Attack and Learning ASAP.
After that, I'd pump up his SPUP to max. If you really want to make him a
leader, BSave will take you a long way.

--------------------
Quatre Rebaba Winner
--------------------
Default Skills: Support Defend (lvl2)
                Sword Cut (lvl3)
                SP Regen
Spirit Commands: Scan(1)
                 Bless(45)
                 Concentrate(15)
                 Friendship(40)
                 Valor(45)
                 Encourage(45)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   A
                Space: A
Leader Ability: Support Defend Damage Taken-10%
Notes: SP Regen AND Bless? A really great support pilot. I'd reccommend
using him and his Sandrock whenever you have the chance.

-----------
Wufei Chang
-----------
Default Skills: Sword Cut (lvl5)
                Support Attack (lvl2)
                Potential (lvl9)
Spirit Commands: Accelerate(20)
                 Strike(15)
                 Invincible(10)
                 Valor(35)
                 Fury(30)
                 Drive(50)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   A
                Space: A
Leader Ability:
Notes: Accelerate, as usual, makes Wufei a good choice to stick in the back
of your squad. His lack of Concentrate hurts his leader ability, though his
Skills are made for it. Potential is a little funny. If you want to make use
of it, you'll really need to pump up his unit's HP.

--------------
Zechs Marquise
--------------
Default Skills: Sword Cut (lvl6)
                Shield Defend
                Support Attack (lvl2)
                Support Defend (lvl2)
                E Save
Spirit Commands: Sense(25)
                 Concentrate(15)
                 Accelerate(25)
                 Lucky(40)
                 Valor(40)
                 Soul(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Manuverability +10%/Evade+10%
Notes: Zechs comes pre-stacked. How you use that last slot will be determined
on how you're going to use him. If you want him up front, then you're going
to want SP UP above all. If you're going to use him in back, then Squad
Attack is a must, and then learning and SP UP. Course, to do all that you'll
have to replace some skills. In the back, Support attack is obvious, but the
other one is up to you. I'd keep E Save and Support Defend, though. Keeping
him good for either the front or back is a bit more tricky. You'll have to
sacrifice something.

-------------
Lucretia Noin
-------------
Default Skills: Support Attack (lvl2)
                Support Defend (lvl2)
                Squad Attack
Spirit Command: Trust(30)
                Accelerate(25)
                Concentrate(15)
                Fury(30)
                Love(80)
                Encourage(50)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: Oh look! It's another support character! Why do they always give them
Support attack? I mean, it only works when they're leaders, and they should
never BE leaders. Bah. Noin, to her credit, has stats that rival the other
Gundam W pilots. Not enough to replace them (her melee is lower than Duo,
Quatre, or Wufei, her shooting is lower than Heero, Zechs, and Trowa), but
they're good. She's odd as she learns Love(odd enough) BEFORE the last
spirit.
---------------
Hilde Shubacher
---------------
Default Skills: Support Attack (lvl2)
                Support Defend (lvl3)
Spirit Commands: Cheer(30)
                 Trust(25)
                 Concentrate(15)
                 Flash(10)
                 Encourage(45)
                 Renew(55)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: Offensively, she's nothing. Defensively, she can stay alive, which
is always nice. She has a nice support spirit set.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
VI. SEED
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

There's one particular trick that makes SEED Gundams more useful than most.
Only the mains are really leader material, but you can get some nice backup
units from this Gundam-verse.

The trick isn't really a trick, it's just that you should upgrade the Strike
Gundam, and it should probably get priority over...everything, or, at least
you should do it before it leaves initially. Why?  Well, because of upgrade
carry-overs. Freedom, Strike's replacement, keeps the upgrades that you made
to Strike. Along with Freedom, Buster and the Strike Rouge also gets the
upgrades that Strike recieved, AND you get to keep the Strike.  Justice,
which joins a few missions later, will get any upgrades that Freedom recieved,
meaning that the upgrades will continue to carry over. Finally, Duel, a secret
unit, will get Buster's upgrades, and, as you know, Buster got Strike's
upgrades. So, by upgrading ONE unit, you get FIVE. Even if only Freedom and/or
Justice end up leading squads, the back up units are great.


%%%%%
Mecha
%%%%%

---------
Archangel *Mothership*
---------
HP: 18000~23000
EN: 250~450
Mobility: 70~120
Armor: 1500~2200
Move: 6
Size: 2L
Type: Sky Only
Squad Cost: 5
Repair Cost: 14000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:     Laminated Armor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Igelstung              2900~4500      1~3   +35/+20    AAAA      20
(R)   Valiant Mk.8           3400~5000      2~8   +10/+25    AABA      10
(R)   Gottfried Mk.71        3700~5300      1~7   +20/+10    AACA      (15)
(R)   Lohengrin<B><MAP>      4200~5000 130  1~6     0/+20    AADA      1
(R)   Lohengrin<B><ALL>      4700~6300 110  3~9   +10/0      AADA      (60)
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: The Archangel is another good battleship for you to use It starts out
quite a bit stronger than the Ra Kalium, but ends a bit weaker, as it gets
no upgrades, while the Ra Kalium will recieve its nuclear weapons late game.
In general, I deploy this one.

/////////////
Murrue Ramius
/////////////
Default Skills: Leadership (lvl4)
                Support Attack (lvl3)
                Cooperative Attack
Spirit Commands: Accelerate(5)
                 Iron Wall(30)
                 Strike(20)
                 Valor(40)
                 Guts(30)
                 Love(90)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   A
                Space: A
Leader Ability:
Notes: She's nothing special statistically, but her default skills are perfect
and she learns her spirits in a proper order. Plus, she gets Love later on.
Another reason to use the Archangel.

////////////////
Nataru Badgerial
////////////////
Spirit Commands: Scan(1)
                 Invincible(10)
Notes: Archangel's first subpilot, she gets replaced about halfway through
the game. You'll notice that her stats are actually higher than Murrue's.
No, you can't switch them.

/////////////
Arnold Neuman
/////////////
Spirit Commands: Scan(1)
                 Invincible(10)
                 Gain(20)
                 Snipe(30)
                 Fury(35)
                 Decoy(70)
Notes:

-------
Eternal *pre-upgraded 4 slots*
-------
HP: 15000~20000
EN: 260~460
Mobility: 75~125
Armor: 1300~2000
Move: 6
Size: 2L
Type: Sky Only
Squad Cost: 5
Repair Cost: 17000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Anti-Air Guns<P>       2900~4500       1~3   +40/+20   AAAA       30
(R)   Missile<ALL>           3300~4900       1~7   +30/0     AADA       20
(R)   Main Gun<B>            3900~5500       1~9   +20/+30   AADA      (30)
Weapon Upgrade Cost Total: 520000

Rating: 3
Notes: I've decided that someone at Banpresto must have something against the
Eternal. In both of the outings I've played that have it in it, It's just BAD.
In J, it's a UNIT, and there's almost no battleship that could compete for that
spot. Here though, it's just bad. Weaker than the other battleships, and its
captain doesn't have leadership. It's final attack isn't even an ALL attack.
It's mobile for a battleship, I guess. Look, the ONLY reason to deploy this is
for Lacus' spirit commands, as she has some decently rare ones in there. Other
than that, there are definitely better choices.


///////////
Lacus Clyne
///////////
Default Skills: SEED(Locked initially)
                SP Regen
                Support Attack (lvl3)
Spirit Commands: Bless(50)
                 Cheer(30)
                 Sense(30)
                 Mercy(10)
                 Exhaust(50)
                 Love(80)
Terrain Commands:
                 Sky:   A
                 Land:  A
                 Sea:   C
                 Space: A
Leader Ability:
Notes: This is the only reason to deploy the Eternal. Lacus is a very good
support pilot thanks to SP Regen. She possesses both Bless and Cheer, plus she
has the rare Exhaust, when you want that. What you may be surprised to hear,
though, is that statistically, she's probably better than all the other ones.
Cept maybe Max. A shame her unit is horrible.


////////////////
Andrew Bartfield
////////////////
Spirit Commands:   Concentrate(15)
                   Invincible(10)
                   Strike(20)
                   Valor(40)
                   Accelerate(5)
                   Fury(30)
Notes: If you insist on making the Eternal fight, you'll need Bartfield's
Spirit commands.

-------------
Strike Gundam
-------------
HP: 4900~7400
EN: 130~280
Mobility: 115~175
Armor: 1200~1800
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Shield
               Phase Shift Armor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Igelstung<P>           1900~3500        1    +45/+20   AAAA      20
(M)   Armor Schnieders<P>    3000~4600       1~2   +35/+25   DAAA
(R)   Beam Rifle<P><B><PLA>  3600~5200       1~4   +20/+15   BADA      10
Weapon Upgrade Cost Total: 465000

Rating: 4
Notes: Vanilla Strike isn't very good, and the makers were even a bit
generous to it by giving it a Shield and Beam Rifle that it isn't supposed to
have. With that said, of course, you never have to actually USE Vanilla Strike
so this is very much irrelevent. Just remember, always use a Striker Pack.

------------------
Aile Strike Gundam
------------------
HP: 5200~7700
EN: 130~280
Mobility: 125~185
Armor: 1300~1900
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Sword
               Shield
               Phase Shift Armor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Igelstung<P>           1900~3500        1   +45/+20    AAAA      20
(M)   Beam Saber<P><B>       3500~5100       1~2  +40/+45    AABA
(R)   Beam Rifle<P><B><PLA>  3600~5200       2~4  +20/+5     AADA      10
(R)   Beam Rifle<B><ALL>     4100~5700       1~7  +35/+30    AADA      8
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: The preferred pack, Aile Strike offers a lot. It's got a long range ALL
attack, and it's got decent powered post-movement attacks. Plus, it can fly
and is the most mobile of the Strikes. It IS the weakest of the three, but
not by a whole lot, and I think the rest makes up for it.

-------------------
Sword Strike Gundam
-------------------
HP: 5100~7600
EN: 130~280
Mobility: 120~180
Armor: 1400~2000
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Igelstung<P>           1900~3500        1   +45/+20    AAAA      20
(M)   Maida Smasher<P><B><PLA>
                             3600~5200       1~4  +30/+25    BAAA
(M)   Panshaaizan<P>         3800~5400       2~5  +10/+35    BAAA
(M)   Shuparutogepell<P><B>  4400~6000       1~3  +35/+45    AAAA      (25)
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: Sword Strike is the alternative to Aile. You give up the ALL attack,
the ability to fly, and a little mobility, and get back some power and armor.
Sword's A Rank in water is worth noting, as if you're actually on a water
stage, Sword might be a better pick than Aile, since it's weapons can work
in the water AND it will move fine in the water compared to other units.

----------------------
Launcher Strike Gundam
----------------------
HP: 5000~
EN: 130~
Mobility: 115
Armor: 1200
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword
               Phase Shift Armor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Igelstung<P>           1900~3500        1   +45/+20    AAAA      20
(R)   120MM Gatling Gun      3600~5200       1~6  +20/+30    BAAA      15
(R)   350MM Gun Launcher<PLA>3900~5500       1~7  +30/+25    AABA      10
(R)   Aguni<B><ALL>          4500~6100       2~9  +15/+5     AADA      (50)
Weapon Upgrade Cost Total: 465000

Rating: 5
Notes: The Launcher is only better than a packless Strike. While Aguni is
the most powerful attack the Strike has, Launcher's almost complete lack of
post-movement weapons makes this a bad choice for leading a unit. Besides,
the Aile pack has an ALL attack AND it can fly. On the other hand, if for
some reason you decide that the Strike should be a back-line unit (say, in
the part after you get Freedom), Launcher then becomes a great choice. It's
PLA attack is both powerful and long-range, and the lack of post-movement
isn't an issue. Still can't fly though, but in space that's not an issue.


-----------
Duel Gundam
-----------
HP: 5200~7700
EN: 150~300
Mobility: 115~175
Armor: 1300~1900
Move: 7
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword
               Shield
               Phase Shift Armor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Igelstung<P>           1900~3500        1    +45/+40   AAAA      20
(R)   5 Missile Pod          3500~5100       1~7   +30/+35   AABA      20
(R)   Beam Rifle<P><B><PLA>  3700~5300       1~5   +20/+35   AADA      15
(M)   Beam Saber<P><B>       4000~5600       1~3   +40/+50   BABA
(R)   Shiva                  4300~5900       1~8   +10/+45   AABA      10
Weapon Upgrade Cost Total: 465000

Rating: 5
Notes: There's nothing particularly WRONG with Duel, it's just,well, there's
nothing particularly right with it either. It's just plain and average. You
don't ever get it without going through a bit of work, and the only reason
it's worth the work is because any upgrades made to Buster before Duel joins
are carried over. Since the Strike upgrades carry over to Buster, you'll
likely have a powerful backup unit when he joins. OF course, if you're on a
EX hard mode game, some of the flare is take out, but it definitely could be
worse.

-------------
Buster Gundam
-------------
HP: 4900~7400
EN: 150~300
Mobility: 110~170
Armor: 1100~1700
Move: 7
Size: M
Type: Land
Squad Cost:
Repair Cost: 3600
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Phase Shift Armor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   6 MIssile Pod<P>       3200~4800       1~3   +40/+25   AABA      30
(R)   350 Miligun Launcher<PLA>
                             3700~5300       1~6   +20/+10   AABA      15
(R)   Beam Rifle(?)<B>       3900~5500       2~7   +30/+25   AADA      15
(R)   Spread Gun<P><ALL>     4200~5800       2~5   +35/+10   AABA      4
(R)   Combined Gun<B>        4500~6100 110   3~9   +25/+25   AADA      (40)
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: The Buster is better than I expected. It's not amazing, of course, but
it features a nice blend of post-movement, ALL, and long-range weapons. The
post-movement ALL weapons is of particular note. BSave would be a good idea
for the pilot to get the most out of Buster.

------------
Blitz Gundam
------------
HP: 4800
EN: 150
Mobility: 120
Armor: 1400
Move: 7
Size: M
Type: Land
Squad Cost: N/A
Repair Cost: 3700
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Shield
               Phase Shift Armor
               Jamming
               Double Image

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Beam Saber<P><B>       3500             1    +40/+45   AABA
(R)   Beam Rifle<P><B><PLA>  3700            1~4   +30/+25   BADA      15
(R)   Lancer Dart            3900            1~7   +25/+30   AABA      6
(M)   Grip Niru<P>           4100            2~5   +40/+35   AABA     (10)
Weapon Upgrade Cost Total: N/A

Rating: 5
Notes: For the four missions you have it, it's decent. Lancer Dart give it a
nice ranged option, and Grip Niru is decent power and range. What is
particularly nice about Blitz is all the defensive abilities. If you had it
for the whole game, this puppy would probably be the hardest thing to kill in
the game.

////////////
Nicol Amalfi
////////////
Default Skills: Support Attack
                Support Defend
                Shield Defend
                Squad Attack
Spirit Commands: Scan(1)
                 Flash(10)
                 Concentrate(15)
                 Trust(20)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Critial+10%
Notes: Nicol is a backup pilot. This is convinient, since most of the time
he's with you, he's in a squad with Aegis and Athrun. No point going much
deeper than that though, he's only with you for four missions on one route.


------------
Aegis Gundam
------------
HP: 5000
EN: 150
Mobility: 120
Armor: 1200
Move: 8
Size: M
Type: Land
Squad Cost: N/A
Repair Cost: 3600
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword
               Shield
               Phase Shift Armor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Igelstung<P>           1900             1    +45/+20   AAAA     20
(M)   Beam Saber<P><B>       3500             1    +40/+35   AABA
(R)   Beam Rifle<B><PLA>     3700            1~6   +20/+15   AADA     15
(R)   Scylla<P><B><ALL>      4500       110  1~4   +15/+5    AADA     (40)
Weapon Upgrade Cost Total: N/A

Rating: 5
Notes: I don't think Alpha 3 has done Aegis justice. It's probably the worst
of the four. The Scylla cannon is nice, but outside of that, the lack of
post-movement range hurts him. Still, if you got to keep it, it'd be great
in the back row.

--------------
Freedom Gundam
--------------
HP: ~7800
EN: ~310
Mobility: ~195
Armor: ~1900
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Shield
               PSArmor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Vulcans<P>              ~3600           1    +40/+25   AAAA      20
(R)   Lupus Beam Rifle<P><B><PLA>
                              ~5100          2~4   +25/+20   AADA      12
(M)   Lacerta Beam Saber<P><B>~5300           1    +35/+40   AABA
(R)   Railgun                 ~5600          1~7   +30/+25   AAAA      6
(R)   Baleena Beam Guns<B>    ~5900    110   2~8   +15/+10   AADA      (35)
(R)   HiMAT Full Burst<P><ALL>~6600    130   1~5   +15/+10   AADA      (80)
Weapon Upgrade Cost Total: 465000

Combination Attacks:

(R)   Combination Assault<P>  ~7200    140   1~4   +20/+10   AADA      (60)

Rating: 10
Notes: Look! It's the second coming of Wing Zero! The similarities are
striking. The only thing it lacks is the awesome MAP and the Zero System.
In exchange, it has bettwer HP,EN, Mobility, Armor, and weapon power.
HiMAT Full Burst's damage is probably going to be about equal to Rolling
Buster Rifle all things considered, as it doesn't have an S rank. The only
question with using Freedom is whether or not to use the Freedom METEOR pack.

----------------------
Freedom Gundam(METEOR)
----------------------
HP: ~13500
EN: ~340
Mobility: ~190
Armor: ~2400
Move: 9
Size: L
Type: Sky
Squad Cost: 2
Repair Cost: 9000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   C
                  Space: S
Abilities:     Seperate(Freedom Gundam)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Lupus Beam Rife<B><PLA> ~5100          1~5   +25/+20   BBDS     12
(R)   Irinakeusu Missile<ALL> ~5300          2~7   +35/+10   ABBS      8
(R)   METEOR Full Burst<MAP>  ~5300     140  1~8   +25/0     ABDA      1
(M)   Beam Sword<P><B>        ~5900     110  1~3   +15/+35   ABBS     (30)
(R)   High Energy Assault<ALL>~6900     130  4~9   +20/+10   ABDS     (80)
Weapon Upgrade Cost Total: 465000

Rating: 10
Notes: I'm just not sure if this is better than the normal Freedom Gundam. On
the one hand, it's final attack IS stronger than Freedom's. But it's not
post-movement. But it's got an S ranking. But no combination attack(leaving
overall strength probably weaker) But defensively it's got way more HP and
Armor. Bah. The best course of advice is probably to deploy it this way and
eject the METEOR if you want.

---------------
Justice Gundam
--------------
HP: ~7900
EN: ~310
Mobility: ~195
Armor: ~1800
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Shield
               PS Armor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Vulcans<P>               ~3600          1   +40/+25    AAAA     20
(R)   Bassalu<P>               ~5000         2~5  +15/+30    AABA
(R)   Lupus Beam Rifle<P><B><PLA>
                               ~5100         1~4  +25/+20    AADA     12
(M)   Lacerta Beam Saber<P><B> ~5300          1   +35/+40    AABA
(R)   Fuollteis Beam Gun<B><ALL>
                               ~6400    110  1~8  +30/+15    AADA     (70)
Weapon Upgrade Cost Total: 465000

Combination AttacK:

(R)   Combination Assault<P>   ~7200    140  1~4  +20/+10    AADA     (60)
Rating: 9
Notes: It's amazing how a few tweaks can really alter the perception of a
unit. Justice has lower Morale requirements than Freedom, but pays for it with
many fewer guns and less power on its final attack. If you really want to keep
the normal Freedom, then I suggest you stay with this Justice, otherwise,
into the METEORs with them.

----------------------
Justice Gundam(METEOR)
----------------------
HP: ~13500
EN: ~340
Mobility: ~190
Armor: ~2300
Move: 9
Size: L
Type: Sky
Squad Cost: 2
Repair Cost: 9000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   C
                  Space: S
Abilities:     Seperate(Justice Gundam)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Lupus Beam Rifle<B><PLA>
                              ~5100          1~5   +25/+20   AADA      12
(R)   Irinakeus Missile<ALL>  ~5300          2~7   +35/+10   ABDS      8
(R)   METEOR Full Burst<MAP>  ~5300    140   1~8   +25/0     ABDS      1
(M)   Beam Sword<P><B>        ~5900    110   1~3   +30/+25   ABDS     (30)
(R)   High Energy Assault<B><ALL>
                              ~6900    130   4~9   +20/+10   ABDS     (80)
Weapon Upgrade Cost Total: 465000

Rating: 10
Notes: At first glance, Freedom and Justice appear identical with the METEORs
equipped. They're not though. Ranges are all the same, but the Terrain ratings
and hit/crit numbers are different for some unfathomable reason. Justice also
has less armor, but that's just like without the METEOR. But it loses its HP
advantage that it has without METEORs. So....it's kind of weird. Still a
Great unit, of course.

------------
Strike Rouge
------------
HP: 4900~7400
EN: 130~280
Mobility: 115~175
Armor: 1200~1800
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Shield
               Phase Shift Armor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Igelstung<P>           1900~3500        1    +45/+20   AAAA      20
(M)   Armor Schnieders<P>    3000~4600       1~2   +35/+25   DAAA
(R)   Beam Rifle<P><B><PLA>  3600~5200       1~4   +20/+15   BADA      10
Weapon Upgrade Cost Total: 465000

Rating: 4
Notes: The only difference between the Strike and the Strike Rouge is that
one is Blue and White while the other is Red and Pink. Oh, and Strike Rouge
has it's own seperate Aile Pack(as opposed to the one shared between Strike
and the Skygraspers) and if you fufilled some difficult requirements, you
can get the IWSP pack for it. As with the original Strike, there's no reason
to use this form of the Rouge.

-----------------
Aile Strike Rouge
-----------------
HP: 5200~7700
EN: 130~280
Mobility: 125~185
Armor: 1300~1900
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 3600
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Sword
               Shield
               Phase Shift Armor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Igelstung<P>           1900~3500        1   +45/+20    AAAA      20
(M)   Beam Saber<P><B>       3500~5100       1~2  +40/+45    AABA
(R)   Beam Rifle<P><B><PLA>  3600~5200       2~4  +20/+5     AADA      10
(R)   Beam Rifle<B><ALL>     4100~5700       1~7  +35/+30    AADA      8
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: It's just the Girl version of the Strike. It's a solid unit, especially
if you upgraded the Strike(because of carryover upgrades). By the time you
get it, it's not leader material, but it makes a solid backup unit.

-----------------
Strike Rouge IWSP
-----------------
HP:
EN:
Mobility:
Armor:
Move:
Size:
Type:
Squad Cost:
Repair Cost:
Terrain Ratings:
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
Weapon Upgrade Cost Total:

Rating:
Notes:

---------
M1 Astray *Multiple* *pre-upgraded 2 Slots*
---------
HP: 4900~7400
EN: 140~290
Mobility: 105~165
Armor: 1100~1700
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 2500
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Igelstung<P>           1900~3500        1    +45/+20   AAAA     20
(B)   Beam Saber<P><B>       3500~5100        1    +40/+30   DABA
(R)   Beam Rifle<P><B><PLA>  3500~5100       1~4   +25/+10   AADA     15
(R)   Beam Rifle<B><ALL>     4100~5700       2~7   +30/+15   AADA     5
Weapon Upgrade Cost Total: 465000

Rating: 3
Notes: Think of it like the late game GM Custom. Only with more support
oriented pilots. It's not very good, it can't fly, but the pilots have nice
spirits that you may wish to employ.

-----------
Mobius Zero
-----------
HP: 3800~6300
EN: 120~270
Mobility: 120~180
Armor: 1000~1600
Move: 7
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 2000
Terrain Ratings:
                  Sky:   B
                  Land:  B
                  Sea:   C
                  Space: S
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Linear Gun<PLA>        3400~5000        1~7   +35/+20   CCCA     15
(R)   Remote Gunpods<P><ALL> 3900~5000        1~5   +40/+15   CCCA     8
Weapon Upgrade Cost Total: 465000

Rating: 3
Notes: In Space, the Mobius Zero is a nice little unit. Plenty of mobility,
S rank, a long range PLA attack, and a post-movement ALL attack. This all
falls apart, however, once it gets in the atmosphere. B ranks for the unit,
C ranks for the weapons make it nigh useless. Course, that's why they give
you the Skygrasper. Use it.

----------
Skygrasper
----------
HP: 3300~5800
EN: 100~250
Mobility: 120~180
Armor: 900~1500
Move: 7
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 1500
Terrain Ratings:
                  Sky:   S
                  Land:  A
                  Sea:   C
                  Space: C
Abilities:     Resupply

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Large Cannon<P>        1800~3700       1~3   +40/+20   AABA      20
(R)   Beam Cannon<B><PLA>    3200~5100       1~6   +25/+10   AADA      10
Weapon Upgrade Cost Total: 465000

Rating: 3
Notes:

---------------
Aile Skygrasper
---------------
HP:3300~5800
EN: 100~250
Mobility: 120~180
Armor: 900~1500
Move: 8
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 1500
Terrain Ratings:
                  Sky:   S
                  Land:  A
                  Sea:   C
                  Space: C
Abilities:     Resupply

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Large Cannon<P>        1800~3700       1~3   +40/+20   AABA      20
(R)   Beam Cannon<B><PLA>    3200~5100       1~6   +25/+10   AADA      10
Weapon Upgrade Cost Total:465000

Rating: 3
Notes:

----------------
Sword Skygrasper
----------------
HP: 3300~5800
EN: 100~250
Mobility: 120~180
Armor: 900~1500
Move: 7
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 1500
Terrain Ratings:
                  Sky:   S
                  Land:  A
                  Sea:   C
                  Space: C
Abilities:     Resupply

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Large Cannon<P>        1800~3700       1~3   +40/+20   AABA      20
(R)   Beam Cannon<B><PLA>    3200~5100       1~6   +25/+10   AADA      10
(M)   Shuparutogepell<P><B>  4000~5600       1~3   +35/+45   AACA     (25)
Weapon Upgrade Cost Total: 46500

Rating: 3
Notes:

-------------------
Launcher Skygrasper
-------------------
HP: 3300~5800
EN: 100~250
Mobility: 120~180
Armor: 900~1500
Move: 7
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 1500
Terrain Ratings:
                  Sky:   S
                  Land:  A
                  Sea:   C
                  Space: C
Abilities:     Resupply

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Large Cannon<P>        1800~3700       1~3   +40/+20   AABA      20
(R)   Beam Cannon<B><PLA>    3200~5100       1~6   +25/+10   AADA      10
(R)   Aguni<B>               4100~5700       2~7   +15/+5    AADA     (30)
Weapon Upgrade Cost Total: 465000

Rating: 3
Notes:

-----
BaCUE
-----
HP: 4900~7400
EN: 140~290
Mobility: 115~175
Armor: 1200~1800
Move: 6
Size: S
Type: Land
Squad Cost: 1
Repair Cost: 2200
Terrain Ratings:
                  Sky:   B
                  Land:  S
                  Sea:   A
                  Space: B
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Twin Rail Gun<PLA>     3700~5300       2~8  +30/+25    BAAC       15
(M)   Attack<P>              4000~5600       1~3  +40/+40    DAAC
Weapon Upgrade Cost Total: 465000

Rating: 2
Notes: The BaCUE is given to you VERY late in the game. And...I'm not entirely
sure why they do. Perhaps as some reference to Astray? In any case, while
BaCUE make for annoying enemies, the S rank on land is ALMOST worthless by the
time you get this, and the Small size helps, but the B ranking in space almost
destroys that. It's PLA attack is decently strong, but this is only here in
case you love the BaCUE for some reason.

------
LaGOWE
------
HP:
EN:
Mobility:
Armor:
Move:
Size:
Type:
Squad Cost:
Repair Cost:
Terrain Ratings:
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
Weapon Upgrade Cost Total:

Rating:
Notes:



----
CGUE
----
HP: 4800
EN: 110
Mobility: 105
Armor: 1200
Move: 6
Size: M
Type: Land
Squad Cost: N/A
Repair Cost: 1900
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   76mm Machine Gun<PLA>  3400            1~6    +30/+25   BABA     15
(R)   Gatling Gun<P><ALL>    3500            2~4    +45/+30   BABA     8
(M)   CGUE Blade<P>          3700             1     +40/+30   DAAA
Weapon Upgrade Cost Total: N/A

Rating: 3
Notes: Rau's CGUE is crap. The Post-Movement ALL attack is nice though.
It's the only thing that's really worthwhile though.


/////////////
Rau Le Cruset
/////////////
Default Skills: Potential
                Counter
                Shield Defend
                Sword Cut
                Leadership
                Pre-Emptive
Spirit Commands: Sense(15)
                 Accelerate(20)
                 Concentrate(10)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   A
                Space: A
Leader Skill: Squad Attack+20%
Notes: Rau doesn't even actually join you, but if you're on Selena's route,
he launches in four missions early on. He's decent, but his most valuable
asset is the Leadership skill he has. Quite valuable for the short time
you've got him.

----
GINN
----
HP: 4200
EN: 130
Mobility: 80
Armor: 1100
Move: 5
Size: M
Type: Land
Squad Cost: N/A
Repair Cost: 1800
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:    Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   76mm Machine Gun<PLA>  2200            1~6   0/+10     BADA      15
(M)   GINN Blade<P>          2800             1    +20/+30   DABA
Weapon Upgrade Cost Total:

Rating:1
Notes: Of all the units you get to control (even if you only get them for
one mission), the GINN is the worst. It can't break 3000 power, and the
only post-movement attack it has, has a range of one. It's a good thing
you don't have to really use these.

//////////
ZAFT Pilot
//////////
Spirit Commands: Vigor(10)
                 Concentrate(20)
Notes: Yes, if you go Selena's route, you will get generic ZAFT Pilots for
one mission. Theyy have no skills, but have surprisingly decent offensive
stats.



----------
Versailius
----------
HP: 16000
EN: 250
Mobility: 65
Armor: 1400
Move: 6
Size: 2L
Type: Sky Only
Squad Cost: N/A
Repair Cost: 18000
Terrain Ratings:
                  Sky:   B
                  Land:  B
                  Sea:   D
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Anti-Air Guns<P>       3300           1~3    +30/+20   AABA     20
(R)   Main Cannon<B><ALL>    3900           2~9    +15/0     BBDA     (15)
Weapon Upgrade Cost Total:

Rating:
Notes:

/////
Ades
////
Default Skills: Leadership
                Support Attack
Spirit Commands: Iron Wall(20)
                 Invincible(15)
                 Accelerate(5)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Move+1
Notes: Like his ship, he's better than I expected. Course, he's only around
for a tiny bit, but...


%%%%%%
Pilots
%%%%%%

-----------
Kira Yamato
-----------
Default Skills: SEED(originally locked)
                Sword Cut (lvl5)
                Shield Defend
Spirit Commands: Concentrate(10)
                 Mercy(1)
                 Sense(20)
                 Valor(40)
                 Friendship(60)
                 Soul(65)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   A
                Space: A
Leader Ability: Evade+10%
Notes: A great pilot, it'd be nice if he didn't waste a spirit slot on Mercy.
Still, even with only five good spirits, he's got high stats to back him up. Be
nice if Soul wasn't so expensive, either. Use him.

-----------
Athrun Zala
-----------
Default Skills: SEED
                Sword Cut (lvl5)
                Shield Defend
                Support Attack (lvl2)
Spirit Commands: Sense(20)
                 Concentrate(15)
                 Accelerate(25)
                 Valor(40)
                 Fury(25)
                 Soul (65)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Move+1
Notes: He's basically Kira's equal. Basically, Kira's stats are marginally
better. Justice is slightly less competent than Freedom, however, and it
stacks a bit. Still, he's a great choice.

--------------
Dearka Elseman
--------------
Default Skills: Support Attack (lvl3)
                Focused Attack
                Cooperative Attack
                BSave
Spirit Commands: Snipe(10)
                 Concentrate(15)
                 Strike(20)
                 Valor(40)
                 Luck(30)
                 Flash(10)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: Dearka is....much better than he should be. He's worse than Athrun, and
he doesn't have SEED, but Dearka is a man who knows what he wants. With
Support, Focused, AND cooperative attacks, it's hard to find a better support
attacker. And his unit has a nice Post-movement ALL attack. He's not top tier,
but he's damn close.


-----------
Mu La Flaga
-----------
Default Skills: Potential (lvl6)
                Counter (lvl6)
                Support Attack (lvl2)
Spirit Commands: Concentrate(10)
                 Accelerate(20)
                 Flash(10)
                 Valor(40)
                 Fury(30)
                 Love(80)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: An excellent pilot, his stats are only slightly lower than most of the
Gundam mains. Potential is even more wasted than normal since he spends most
of the game is things with such low HP. Unfortunately, slightly lower means
way more time in the back. Just the way it is. Counter will fall into disuse
very quickly as a result. Still, those stats power a great backrow character.

-----------------
Cagalli Yula Atha
-----------------
Default Skills: SEED(Locked)
                Fortune
                Support Attack
Spirit Commands: Gain(15)
                 Cheer(30)
                 Concentrate(15)
                 Sense(25)
                 Valor(30)
                 Hope(90)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Squad Attack +20%
Notes: Cagalli is trying really hard to be a leader...but she's short. Still a
quality backup character, and she gets a quality unit handed to her in the late
game. Plus, she seems to resign herself to the backrow in the late game, as
she'll learn Hope.

-------------
Asagi Codoulu
-------------
Default Skills: Sword Cut (lvl3)
                Shield Defend (lvl3)
                Support Defend (lvl3)
Spirit Commands: Strike(20)
                 Accelerate(30)
                 Concentrate(15)
                 Valor(40)
                 Encourage(50)
                 Decoy(70)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Evade+10%
Notes: Asagi is I believe the technical leader of the M1 trio, but she can't
compete with their utility value. Decoy is kinda expensive on her, but it,
Encourage, and Accelerate together should be enough to stick her in a back
row spot somewhere.

---------------
Mayura Rabattsu
---------------
Default Skills: Shield Defend (lvl2)
                Support Defend (lvl3)
                Support Attack (lvl3)
Spirit Commands: Trust(15)
                 Gain(10)
                 Concentrate(15)
                 Valor(40)
                 Friendship(50)
                 Exhaust(55)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Hit+10%
Notes: Most of her spirit commands aren't really strongly desired ones, but
they're all useful. She has the cheapest Trust in the game, and if you give
her SP Up, ou can get a LOT of milage out of that.

-------------
Julie uu Nien
-------------
Default Skills: Sword Cut (lvl2)
                Support Defend (lvl3)
                Squad Attack
Spirit Commands: Concentrate(15)
                 Iron Wall(30)
                 Strike(25)
                 Valor(40)
                 Hope(90)
                 Renew(70)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Critical +10%
Notes: Hope AND Renew? Miwa may just not be the best support pilot in the
whole game. You should definitely put Julie somewhere, put her in the
Mobius Zero or Skygrasper if you must. The only downside is that her SP
won't last very long, but having both available on one pilot is great.



++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
B.Mazinger
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Alpha 3 is full of really great units, as I've mentioned before. Because of
that, even good units get tossed aside. In this case, Mazinkaiser is one of
the best units in the game, and is responsible for the tossing aside of
numerous others. Mazinger Z and Great Mazinger are both eligible for this.
Ironically, even though the Diana A and Venus A are definitively worse units
than Mazinger Z and Great Mazinger, they're support abilities make them less
likely to get kicked.

%%%%%
Mecha
%%%%%

----------
Mazinger Z
----------
HP: 7500~11000
EN: 170~320
Mobility: 75~125
Armor: 1700~2450
Move: 6
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 6500
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Mazin Power

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Missile Punch           2000~3300       1~6   +35/+20   AABA      99
(R)   Drill Missile<P><ALL>   2400~3700       1~4   +60/+45   AABA      20
(M)   Photon Beam<PLA>        2700~4000       1~4   +30/+15   AADB      (5)
(R)   Rust Hurricane<S><ALL>  2900~4200       1~5   +30/+5    AAAD      (15)
(M)   Rocket Punch<P>         3500~4800       1~5   +50/+25   AABA
(M)   Iron Cutter<P>          3800~5100       1~4   +45/+40   AABA
(M)   Breast Fire<P>          4100~5400       1~2   +40/+20   AABA      (40)
(M)   Spinning Rocket Punch<P>4200~5500 110   2~5   +50/+30   AABA      2
Weapon Upgrade Cost Total: 520000

Combination Attacks:

(M)   Double Mazinger Blade<P> 3900~5200      1~3   +10/+20   AABA
Performed With: Great Mazinger
(M)   Double Ningu Fire<P><ALL>4800~6100      1~2   +20/+30   AAAA     (30)
Performed With: Great Mazinger

Rating: 7
Notes: When Mazinkaiser has some issues, Mazinger Z is called back into the
fray, and he's kind of a dissappointment. It's still a solid unit, but it's
not the amazing piece of work that Mazinkaiser is. Upgrading it is a smart
move since the upgrades carry over to Mazinkaiser (and you get to KEEP
Mazinger Z). Not really much else to say. It's got some solid attacks and
will do more damage than it seems thanks to mazin power.

--------------
Great Mazinger
--------------
HP: 7900~11400
EN: 180~330
Mobility: 75~125
Armor: 1800~2550
Move: 6
Size: M
Type: Sky/Land
Squad Cost:
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Mazin Power

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Navel Missile<PLA>     2600~3900      1~4   +15/+20    AABA      99
(M)   Great Typhoon<ALL>     2900~4200      2~6   +30/+5     AAAD      (25)
(M)   Mazinger Blade<P>      3000~4300      1~2   +45/+40    AABA
(M)   Atomic Punch<P>        3500~4800      1~3   +40/+30    AABA
(M)   Drill Pressure Punch<P>3700~5000      2~4   +35/+35    AABA      (5)
(M)   Breast Burn<P>         3900~5200       1    +30/+20    AABA      (40)
(R)   Thunder Break<ALL>     4300~5600      1~6   +10/+15    AAAA      (60)
Weapon Upgrade Cost Total: 465000

Combination Attacks:


(M)   Double Mazinger Blade<P> 3900~5200      1~3   +10/+20   AABA
Performed With: Mazinger Z
(M)   Double Ningu Fire<P><ALL>4800~6100      1~2   +20/+30   AAAA     (30)
Performed With: Mazinger Z

Rating: 7
Notes: Great Mazinger is a good super robot in a game full of great ones. A
couple issues hold it back, energy consumption and over all lack of power.
Mind you, Mazin power makes up for some of the damage deficiency, but Why
did they have to make Thunder Break a ranged ability. =\

-----------
Mazinkaiser
-----------
HP: 8000~11500
EN: 190~340
Mobility: 90~140
Armor: 1800~2550
Move: 8
Size: M
Type: Land (Gains Sky after Irui Search Route)
Squad Cost: 2
Repair Cost: 6500
Terrain Rankings:
                  Sky:   S
                  Land:  S
                  Sea:   A
                  Space: S
Abilities:     HP Regen(Small)
               Mazin Power

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)    Photon Beam<P><PLA>   3400~4700      1~4    +30/+15   AADA      (5)
(R)    Gigas Missle          3600~4900      1~6    +35/+20   AABA      99
(R)    Rust Tornado<S><ALL>  4000~5300      2~6    +30/+5    AABD      (40)
(M)    Turbo Smasher Punch<P>4500~5800      1~4    +45/+40   AABA
(M)    Fire Blaster<P><ALL>  5200~6500      1~3    +10/+20   AABA      (60)
Weapon Upgrade Cost Total: 520000

Unlockable Attacks:

(M)    Kaiser Nova<P>        6700~8000  130  1     +30/+45   SABS      (70)
Unlocks after: Stage 47

Rating: 10
Notes: There's a lot to love about Mazinkaiser. Unlike most super robots, he
doesn't require morale for any of his attacks initially, meaning he can start
demolishing things right from the gate. Fire Blaster is the cheif beneficiary
of this. There are stronger ALL attacks, even post-movement ones, but they
take morale. On the downside, it's kind of an energy hog, and by the
time it can fly, there's almost no Gravity stages left. All-in-all, it's an
amazing unit. Tis' a shame they take this from you early on for many missions.

-------
Diana A
-------
HP:5800~9300
EN: 120~270
Mobility: 70~120
Armor: 1200~1950
Move: 6
Size: M
Type: Land
Squad Cost:
Repair Cost: 4000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Repair

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Scarlet Beam<P>        2900~4800        1    +10/0     AADA      (15)
(R)   Diana Missile<PLA>     3200~5100       1~5   +35/+40   AACA       10
Weapon Upgrade Cost Total: 400000

Rating: 4
Notes: The Diana is the Mazinger support unit, but...well...it's not very
good. It can't even fly (though, to be fair, neither can Mazinkaiser for
most of the game). It's survivability is questionable at best, so stick this
one in the back, and consider giving it armor boosting items.

-------
Venus A
-------
HP:6200~9700
EN:140~290
Mobility: 70~120
Armor: 1300~2050
Move: 6
Size: M
Type: Sky/Land
Squad Cost:
Repair Cost: 6000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Repair

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
(R)   Finger Missile<P><ALL> 2700~4600       1~4   +35/0     AAAA      20
(M)   Photon Beam<PLA>       3000~4900       1~5   +20/0     AADA      (5)
(R)   Photon Missile         3300~5200       2~7   +10/0     AABA      10
Weapon Upgrade Cost Total:400000

Rating: 4
Notes: The Venus is roughly equal in value to the Diana. The Venus can fly
and has a bit more HP and Armor, but does less damage with squad attacks.
The flight is very valuable, though. Never should be a leader, but it's
good enough for the backrow.

----------
Boss Borot
----------
HP: 4600~8100
EN: 80~230
Mobility: 55~105
Armor: 1100~1850
Move: 5
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 10
Terrain Ratings:
                  Sky:   B
                  Land:  S
                  Sea:   C
                  Space: B
Abilities:     Resupply

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Borot Punch<P>         2400~4500        1    -5/+20    DABB
(M)   Borot Pressure Punch<P><PLA>
                             3000~5100       2~4  -20/+40    AACA
(M)   Borot Dynamic Special<P><ALL>
                             4900~7000  150  1~3  +50/+60    BSCA      1
Weapon Upgrade Cost Total: 335000

Rating:  2
Notes: Boss Borot only has two real values. 1) Humor 2) Recsupply. On the
bright side, when/if it's destroyed, it only costs a  measly 10 bucks to
get repaired. So you can basically use it with impunity.



%%%%%%
Pilots
%%%%%%

------------
Kouji Kabuto
------------
Default Skills: Potential (lvl9)
                Sword Cut (lvl3)
                Morale+(Damage)
Spirit Commands: Strike (20)
                 Spirit(35)
                 Iron Wall(20)
                 Valor(35)
                 Accelerate(25)
                 Flash(10)
Terrain Ratings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: Damage+20%
Notes: Kouji and his freakishly high defense makes him a wonderful complement
to the already very defensive Mazinkaiser. His default skills kind of suck
though. Morale+(Damge) is ok, but the last third of the game it won't have
much purpose. Mazinkaiser doesn't even HAVE a sword to use the Sword Cut
ability. Max out his damage with Break Morale Limit and Ignore Size to really
wreck some havok, if you have the PP, you may want to consider replacing
Sword Cut, though with the high cost of SPUp, you might not be able to until
after the first playthrough. The real trick of Kouji is deciding what to
not give him early, as ESave would really help him.

-----------
Sayaka Yumi
-----------
Default Skills: Support Attack
                Support Defend (lvl3)
                Squad Attack
Spirit Commands: Bless(45)
                 Trust(25)
                 Iron Wall(30)
                 Strike(20)
                 Valor(40)
                 Encourage(50)
Terrain Ratings:

                 Sky:   B
                 Land:  A
                 Sea:   C
                 Space: A
Leader Ability: HP/EN Regen+50%
Notes: A fairly standard support pilot, Sayaka has healing abilities and the
Squad attack ability standard.  Giving her SPUP will allow her to bless many
more. Her SP is already naturally high, so the ability to rocket it high
enough that she can afford a few Iron Walls to survive.

---------------
Tetsuya Tsurugi
---------------
Default Skills: Potential (lvl9)
                Sword Cut (lvl3)
                Counter (lvl6)
Spirit Commands: Strike(15)
                 Iron Wall(25)
                 Gain(20)
                 Invincible(10)
                 Valor(35)
                 Drive(45)
Terrain Ratings:

                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: Manuverability+10% Critical +20%
Notes: Tetsuya is a good, surprisingly balanced pilot. I love the counter
ability, and cheap Strike and early Iron Wall is always appreciated. ESave
would probably be a good investment, and Focused attack would boost the damage
from Thunder Break. HIS unit actually DOES have a sword, so sword cut is
appreciated.


--------
Jun Hono
--------
Default Skills: Potential
                Support Attack
                Support Defend (lvl2)
Spirit Commands: Cheer(25)
                 Trust(25)
                 Strike(20)
                 Iron Wall(30)
                 Valor(40)
                 Hope(75)
Terrain Ratings:

                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability:
Notes: Jun is, surprise suprise, very similar to Sayaka. Unfortunately, the
changes that are made aer generally for the worse, as Bless is way better
than cheer, and for a support pilot, I'll take Squad Atttack over Potential.
Still, serves her purpose well enough, and her Hope Spirit is very cheap.

----
Boss
----
Default Skills: Potential
                Support Attack
                Support Defend
Spirit Commands: Guts(35)
                 Friendship(55)
                 Invincible(15)
                 Iron Wall(30)
                 Valor(35)
                 Drive(70)
Terrain Ratings:
                Sky:   B
                Land:  A
                Sea:   C
                Space: B
Leader Ability:
Notes: Not as bad as you'd think. His shooting stat is perhaps the worst in
the entire game, and he can't dodge to save his life, but outside of that,
his stats are decent, and his Spirit list has got a lot of survival. Really,
if you're willing to boost up Boss Borot's HP, you could get a lot of milage
out of him.

----
Nuke
----
Spirit Commands: Trust(30)
                 Cheer(30)
Notes: Nuke is Boss' first sub-pilot. Yes, they go with Boss. if you put
Boss in Mazinkaiser (don't do it), Nuke and his co-hort come with. The only
thing notable is that Boss's subpilots are the only units in the game that
don't recieve a full set of Spirits. The two Nuke starts with are the only
two he's going to get.

-----
Mooch
-----
Spirit Commands: Scan(1)
                 Vigor(20)
Notes: Mooch is Boss' second sub-pilot, and behaves exactly like Nuke. Goes
with Boss, only two Spirits, nuff said.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C. Getter Robo
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


%%%%%
Mecha
%%%%%

<SHIN GETTER>

-------------
Shin Getter-1
-------------
HP: 8200~11700
EN: 200~350
Mobility: 90~140
Armor: 1300~2050
Move: 7
Size: L
Type: Sky/Land
Squad Cost: 2
Repair Cost: 8000
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:      HP Regen(Small)
                Transform(Shin Getter-2, Shin Getter-3)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R) Getter Blaster Cannon<PLA> 3500~4800     1~6   +15/+10   SACA      8
(M) Tomahawk Boomerang<P>      3700~5000     1~3   +20/+35   SACA
(M) Getter Tomahawk<P>         4600~5900      1    +45/+10   SACA
(M) Getter Beam<P>             4900~6200      1    +5/+25    SACA      (35)
(M) Stoner Sunshine<P>         6600~7900 130 1~3  +10/+20    SACA      (70)
Weapon Upgrade Cost Total: 520000

Unlockable Attacks:

(M) Shin Shine Spark<P><ALL>   7100~8400  140

Rating: 9
Notes: Shin Getter got a lot better between Alpha 2 and Alpha 3, and it was
good in Alpha 2. Most notable is the rediculous power of Stoner Sunshine,
and there's another attack to be unlocked after that. Morale requirements are
stiff, but Sound Force can take care of that. The most important thing to
remember with Getter is Upgrades. Before you upgrade it, it dies too easily
and runs out of power too quickly. For whatever reason, it has RR Armor and SR
mobility. AFTER upgrades, it's nigh unstoppable. It's one of the biggest gaps
between upgraded and non, and if you plan on using it, Shin Getter should get
some priority. Note that it'll be taken from you early in the game and
replaced with Getter Robot G for a while, so you can wait, as G isn't near as
good. Any upgrades you make will carry over, however. Range is also a
problem, and Mazinkaiser's slight range advantage is part of the reason I
prefer it.

While Shin Getter can transform,there's ALMOST no reason to do so. Shin
Getter 2 has an ALL attack that you may want to take use of since Shin-1 has
no ALL before Shin Shine Spark.

-------------
Shin Getter-2
-------------
HP: 8200~11700
EN: 200~350
Mobility: 105~155
Armor: 1100~1850
Move: 8
Size: L
Type: Land
Squad Cost:
Repair Cost: 8000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Double Image
               HP Regen(Small)
               Transform(Shin Getter-1, Shin Getter-3)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)    Getter Missile<PLA>   3800~5100       1~6   +35/+10   BSCA     8
(M)    Drill Tempest<ALL>    4500~5800       2~7   +25/+10   ASCA     (40)
(M)    Getter Drill<P>       4800~6100       1~2   +45/+30   ASCA     (30)
Weapon Upgrade Cost Total: 520000

Rating: 7
Notes: Less of an energy hog than Shin-1, but you get a lot less out of it
for it. In the atmosphere, you're going to want to fly, so Getter-2 loses
out there. The only reason to switch to this is to use the Drill Tempest <ALL>
attack. I suppose, as well, that early on before you upgrade Shin Getter,
this one has better survival, but....I wouldn't count on it.

One last thing, Getter-2's S Ranks (for his attacks) on land are going to
give him a noticeable damage difference there. This only works if the ENEMY
is on the ground though. Flying Enemies are going to take more from Shin-1
.
-------------
Shin Getter-3
-------------
HP: 8200~11700
EN: 200~350
Mobility: 80~130
Armor: 1500~2250
Move: 6
Size: L
Type: Land/Sea
Squad Cost:
Repair Cost: 8000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   S
                  Space: B
Abilities:     HP Regen(small)
               Transform(Shin Getter-1, Shin Getter-2)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)     Getter Missile<PLA>  3500~4800       1~6   +30/0     BASB      15
(M)     Hammer Punch<P>      3800~5100        1    +40/+30   DASB
(R)     Missle Launcher<ALL> 4800~6100       3~8   +25/+30   AASB      3
(M)     Spinning Throw<P>    5200~6500  120   1    +30/+35   DASB      (40)
Weapon Upgrade Cost Total: 520000

Rating: 4
Notes: Poor Getter-3. He tries so hard to be useful, but the game robs him
of any opportunity to do so. Shin Getter-3 is amazing in the Water. He's got
S Ranks in the water. I think he's the only one, too. If there were some
water stages, Shin-3 would dominate...well, it'd have ammo problems. But this
is Alpha 3, and Alpha 3 doesn't have water stages. Oh, there's some water
occasionally, but it's so crippling for other units, that 3 has the least
water of any of the alpha games. Furthering Shin-3's problems, most of Alpha
3's stages are in space, which, if you'll notice, it's got a B ranking in.
If all this wasn't enough to seal Getter-3's fate.....two of the attacks are
ranged, and the Getter pilots are most definately melee.  If you want an ALL
attack, go with Shin-2. Even though it has less power, it'll do more damage
thanks to the terrain ratings.

<GETTER ROBO G>

-------------
Getter Dragon
-------------
HP: 7900~11400
EN: 170~320
Mobility: 80~130
Armor: 1200~1950
Move: 6
Size: L
Type: Sky/Land
Squad Cost: 2
Repair Cost: 8000
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Transform(Getter Liger, Getter Poseidon)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Spin Cutter<P>         2800~4100        1   +45/+35    ABCA
(M)   Double Tomahawk Boomerang<P>
                             3200~4500       1~3  +40/0      ABCA
(R)   Getter Laser Cannon<PLA>
                             3400~4700       1~5  +25/+10    ABCA      10
(M)   Double Tomahawk<P>     3700~5000        1   +30/+20    ABCA
(M)   Getter Beam<P>         4300~5600        1   +20/+20    ABCA     (25)
(M)   Getter Change Attack<P><ALL>
                             4900~6200  120  1~4  +35/+40    SBCA     (60)
(M)   Shine Spark<P>         5800~7100  130   1   +10/+30    AABA     (65)
Weapon Upgrade Cost Total: 600000

Rating: 8
Notes: Getter Robo G is a significant downgrade from Shin Getter, but since
Shin Getter is taken from you for the middle part, you've got no choice. Power
doesn't suffer too much, but defensively, well, to use an example, Getter
Dragon, the fast one, has as much mobility as Shin Getter-3, the slow one.
Still, the same rule applies as with Shin Getter, upgrade and you'll get a
good mech, don't, and it'll die too easily. The one plus to Getter G is that
Getter Dragon gets an ALL attack on its own. Now even LESS reason to use the
other forms of Getter. You CAN get a damage boost for Getter Change attack by
matching the right getter for the terrain the enemy is on. Each version has an
S rank on a different ground.

------------
Getter Liger
------------
HP: 7900~11400
EN: 170~320
Mobility: 90~140
Armor: 1000~1750
Move: 7
Size: L
Type: 8000
Squad Cost: 2
Repair Cost: 8000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword
               Double Image
               Transform(Getter Dragon, Getter Poseidon)
Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Liger Missile<PLA>     3000~4300       1~6  +30/0      BACA       8
(M)   Chain Attack<P>        3300~4600       3~5  +25/+30    CACA
(M)   Drill Arm<P>           3900~5200       1~3  +45/+35    CACA      (10)
(M)   Getter Change Attack<P><ALL>
                             4900~6200 120   1~4  +35/+40    BSCA      (60)
Weapon Upgrade Cost Total: 600000

Rating: 5
Notes: I'm not too thrilled about the rest of Getter G, but Liger really gets
the short end of the stick. Like Dragon, Liger loses the S rank of Shin-2.
Dragon suffers little from this, but Poseidon ALSO has an A rank on land,
which makes Liger all but obsolete. If you want to use Getter Change Attack on
a land based enemy, Getter-2 will do the most damage. Outside of that however,
he's pointless

---------------
Getter Poseidon
---------------
HP: 7900~11400
EN: 170~320
Mobility: 70~120
Armor: 1400~2150
Move: 5
Size: L
Type: Land/Sea
Squad Cost: 2
Repair Cost: 8000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   S
                  Space: B
Abilities:     Transform(Getter Dragon, Getter Liger)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Strong Missile<PLA>    3300~4600       1~5   +15/0     BASB      10
(M)   Finger Net<S><P>       3500~4800       1~4   +35/+30   DASB     (10)
(M)   Getter Cyclone<ALL>    4200~5500       1~6   +20/+35   BASD     (45)
(M)   Getter Change Attack<P><ALL>
                             4900~6200 120   1~4   +35/+40   CASA     (60)
Weapon Upgrade Cost Total: 600000

Rating: 6
Notes: Despite being the Water version of Getter G and that version usually
getting the way shorter end of the stick, Poseidon actually has a lot of value.
While no, you're not going to randomly run into a whole lot of water stages,
Poseidon has an A rank on Land just like Liger. While this would tend to
make them equal, the S rank on Water does give it flexibility. It's generally
got more power than Liger as well. Course, these still VERY little reason to
ever not use Dragon. Just get your other units to take on the land enemies.

<OTHERS>

------------
Black Getter
------------
HP:
EN:
Mobility:
Armor:
Move:
Size:
Type:
Squad Cost:
Repair Cost:
Terrain Ratings:
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
Weapon Upgrade Cost Total:

Rating:
Notes:


------------
Lady Command
------------
HP: 2700~5700
EN: 80~230
Mobility: 115~175
Armor: 800~1450
Move: 8
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 2400
Terrain Ratings:
                  Sky:   S
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Repair

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Vulcan<P>              1900~3800        1    +40/+10   AABA      30
(R)   Command Missile        2800~4700       1~6   +35/+15   SABA      20
Weapon Upgrade Cost Total:335000

Rating: 4
Notes: The purpose of the Lady command isn't to fight. The purpose of the
Lady Command is to heal. That, and to let Michiru use her Spirit commands.
It's half point squad cost will make it invaluable for those of you trying to
max out your squads (which should be everyone).



%%%%%%
Pilots
%%%%%%

------------
Ryoma Nagare
------------
Default Skills: Potential (lvl9)
                Morale Plus(Hit)
                Pre-Emptive
Spirit Commands: Strike(15)
                 Invincible(10)
                 Gain(20)
                 Valor(35)
                 Spirit(40)
                 Awaken(100)
Terrain Ratings:

                 Sky:   A
                 Land:  B
                 Sea:   C
                 Space: A
Leader Ability: Squad's Sky rating to A
Notes: The trio of Ryoma/Hayato/Benki are the only ones that can pilot a
Getter Robo, though you have a couple choices which Getter you want them to
pilot. Ryoma is Getter-1's pilot, and performs the role well enough.
Pre-emptive is an odd choice for a SR pilot, and just reaffirms Getter's
upgrade need.

----------
Hayato Jin
----------
Default Skills: Potential (lvl9)
                Counter (lvl4)
                Sword Cut (lvl4)
Spirit Commands: Flash (15)
                 Accelerate(25)
                 Luck(40)
                 Concentrate(20)
                 Mercy(10)
                 Fury(30)
Terrain Ratings:

                 Sky:   B
                 Land:  A
                 Sea:   C
                 Space: A
Leader Ability: Squad's Land rating to A
Notes: Because there's almost no need to change Getter from Getter-1, Hayato
is essentailly a subpilot that can learn abilities. Take advantage of this
and slap on things like SP UP.

------------
Benki Kurama
------------
Default Skills: Potential (lvl9)
                Support Attack (lvl2)
                Morale UP (Damage)
Spirit Commands: Guts(20)
                 Spirit(40)
                 Flash(20)
                 Strike(20)
                 Valor(40)
                 Bonds(70)
Terrain Ratings:

                 Sky:   B
                 Land:  A
                 Sea:   A
                 Space: B
Leader Ability: Squad's Sea rating to A
Notes: It's almost a shame there's almost no water and water enemies in this
game. Benki is trying hard. He's got a default A ranking in water for
crying out loud! And he makes the rest of the squad get A ranking in water.
But alas, he suffers the same fate as Hayato, SP battery for Getter-1.
HOWEVER, he does have one good use. Support attack. Neither of the other
Getter pilots have it by default. If you have a unit to move next to Getter,
just change it to Getter-3/Poseidon, and Benki will support attack. Then just
change it back for Getter's action.


---------------
Michiru Saotome
---------------
Default Skills: Support Attack (lvl3)
                Support Defend (lvl3)
                SP Regen
Spirit Commands: Accelerate(25)
                 Concentrate(20)
                 Flash(10)
                 Bless(50)
                 Valor(40)
                 Encourage(45)
Terrain Ratings:

                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: HP/EN Regen +50%
Notes: Michiru is stuck in the Lady Command, no matter how many spare
Getters you have lying around. However, accelerate gives her some good value
and she's one of only four pilots with SP Regen.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
D. Romance Trilogy
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The Romance Trilogy is comprised of Combattler V, Voltes V, and Daimos. They
were all made by the same director in sequence in the 70s. While technically,
they're unrelated, they're almost always treated as a group, and they even
have a combination attack. Unfortunately, only Daimos is really any good.
Combattler and Voltes have numerous issues that keep them from being worth
your effort. If you spend the money to upgrade them, then you'll have a decent
super robot anyway, but there are better robots to spend your cash on.

------------
Combattler V
------------
HP: 8000~11500
EN: 190~340
Mobility: 70~120
Armor: 1500~2250
Move: 5
Size: L
Type: Sky/Land
Squad Cost: 2 1/2
Repair Cost: 8500
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Atomic Burner<P>       2700~4000         1    +45/+20   AABA      (5)
(M)   Battle Chainsaw<P>     3000~4300       1~3   +35/+20   AABA       2
(R)   V Laser<PLA>           3200~4500       1~5   +35/+10   AACA      (5)
(M)   Choudenji Yo-Yo<P>     3600~4900       1~4   +40/+25   AABA
(M)   Twin Lancer<P>         4000~5300 105    1    +35/+15   AABA
(R)   Big Blast Divider<ALL> 4100~5400       1~7   +30/+30   AACA       5
(M)   Choudenji Spark<S><P>  4400~5700 115   1~2   +15/0     AABA      (30)
(M)   Grand Dasher<ALL>      5500~6800 125   1~6   +25/0     AABA      (70)
(M)   Choudenji Spin<P>      5700~7000 130    1    +30/+40   AABA      (60)
Weapon Upgrade Cost Total: 520000

Combinatino Attacks:

(M)   Choudenji Spin V Slash 6300~     130   1~3   +20/+35   AABA      (60)
Performed With: Voltes V

Rating: 5
Notes: Combattler V (vee, like the letter) always seemed like the geek of the
super robot world to me. I mean, one of his main weapons are Yo-Yos! I really
do want to like Combattler, but I just don't have it in me. It might just be
the pilot's fault, but I've never been able to create a really great
Combattler. Oh, if you upgrade him, you'll find some power attacks, but the
way the pilot's Spirit commands are split, it may be hard to really power him
effectively.


/////////
Hyoma Aoi
/////////
Default Skills: Potential (lvl9)
                Sword Cut (lvl4)
                Morale Up(Hit)
Spirit Commands: Spirit(30)
                 Guts(30)
                 Strike(20)
                 Valor(35)
                 Friendship(60)
                 Awaken(100)
Terrain Ratings:

                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: Damage +20%
Notes: The pilot of Combattler V, his default skills are appreciated, and
he has two essential sprits for a SR pilot. Unfortunately, his SP is really
low, because Combattler has five pilots. This can get annoying, as he's the
only one who can learn skills, and as such, the only one who can learn SP
Up. Do so as soon as you can, you'll need it.

///////////
Juzo Naniwa
///////////
Spirit Commands: Strike(15)
                 Snipe(20)
                 Mercy(5)
                 Accelerate(25)
                 Valor(40)
                 Flash(10)
Notes: Several useful spirits. Combattler's first subpilot.

/////////////////
Daisaku Nishikawa
/////////////////
Spirit Commands: Invincible(15)
                 Iron Wall(30)
                 Gain(20)
                 Friendship(60)
                 Encourage(60)
                 Bonds(60)
Notes: Unsurprisingly, the big guy is in charge of defensive spirits.

///////////////
Chizuru Nanbara
///////////////
Spirit Commands: Spirit(40)
                 Flash(15)
                 Luck(35)
                 Concentrate(20)
                 Valor(40)
                 Fury(30)
Notes: Also unsurprisingly, the chick takes the support spirits. That makes
me wonder. There really aren't any female mains in SR series are there? The
closest I can think of is Anna from Godanner. And, well, if you've seen
Godannar, you may realize why I'm not sure that counts.

///////////
Kosuke Kita
///////////
Spirit Commands: Scan(1)
                 Gain(20)
                 Accelerate(25)
                 Flash(10)
                 Decoy(70)
                 Renew(70)
Notes: The final Sub-pilot, he has a...variety of spirits.

--------
Voltes V *pre-upgraded 2 slots*
--------
HP: 8100~11600
EN: 200~350
Mobility: 70~120
Armor: 1500~2250
Move: 5
Size: L
Type: Sky/Land
Squad Cost: 2 1/2
Repair Cost:  9000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Gatling Missile        2900~4200       1~6   +40/0     AAAA      20
(R)   Choudenji Wave<PLA>    3200~4500       1~6   +35/+15   AABA      (5)
(M)   Chain Knuckle<P>       3300~4600       1~4   +30/+40   AABA
(M)   Choudenji Strings<P>   3700~5000        1    +45/+20   AABA
(M)   Choudenji Top<P>       3800~5100       2~5   +40/+20   AABA
(R)   Voltes Bazooka         4000~5300       2~8   +10/+25   AABA      15
(M)   Grand Fire<P><ALL>     4400~5700 110   1~3   +20/+15   AADA     (50)
(M)   V Slash<P>             5100~6400 120    1    +20/+25   AABA     (50)
(M)   Choudenji Ball<S><P>   5800~7100 130   1~2   +10/+30   AABA     (60)
Weapon Upgrade Cost Total: 520000

Combination Attacks:

(M)   Choudenji Spin V Slash

Rating: 5
Notes: Voltes V (as in the roman numeral Five) is pretty much identical to
Combattler, when it comes right down to it. Same basic problems. Voltes
is a bit stronger, but it's a small bit, and it has weaker ALL attacks.

//////////
Kenichi Go
//////////
Default Skills: Potential (lvl9)
                Sword Cut (lvl5)
                Morale+(Damage)
Spirit Commands: Strike(20)
                 Snipe(20)
                 Spirit(35)
                 Valor(35)
                 Flash(10)
                 Friendship(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Damage Taken -20%
Notes: That leader ability is nice. And his skills fit well. Snipe is an
interesting, but useful choice, as well. SP UP helps as always, and he's a
cheif candidate for Guard, as well.

//////////
Ippei Mine
//////////
Spirit Commands: Accelerate(25)
                 Mercy(10)
                 Strike(25)
                 Valor(40)
                 Flash(15)
                 Fury(30)
Notes: Expensive strike, but he's your man for accelerate. Really, given his
limited SP pool, you'll probably want to save most of it for accelerate
unless you've got an alt in the squad.

//////////
Daisuke Go
//////////
Spirit Commands: Spirit(40)
                 Gain(20)
                 Iron Wall(30)
                 Invincible(20)
                 Valor(40)
                 Encourage(70)
Notes: Once again, the fat guy is the defensive one. Figures.

//////////
Hiyoshi Go
//////////
Spirit Commands: Flash(15)
                 Vigor(25)
                 Trust(30)
                 Concentrate(20)
                 Friendship(60)
                 Renew(70)
Notes: Lots of healing on this one.

//////////
Megumi Oka
//////////
Spirit Commands: Scan(1)
                 Lucky(30)
                 Cheer(30)
                 Strike(20)
                 Decoy(65)
                 Awaken(100)
Notes: Shame her SP is so low, she's got a great support spirit list.
------
Daimos *pre-upgraded 2 slots*
------
HP: 7800~11300
EN: 200~350
Mobility: 85~135
Armor: 1450~2150
Move: 6
Size: L
Type: Sky/Land
Squad Cost: 2
Repair Cost: 8000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Daimo Gun<PLA>         2600~3900       1~5   +35/+25   AABA      20
(M)   Five Shooter<P><ALL>   2800~4100       1~3   +20/0     AABA      8
(M)   Fight<P>               3200~4500        1    +40/+40   AABA
(M)   Daimo Knives<P>        3400~4700        1    +10/+15   AABA
(M)   Three-Section-Staff<P> 3800~5100       1~3     0/+5    AABA
(M)   Daimo Shaft<P>         4000~5300  105  2~4   +15/+10   AABA
(M)   Daimos Kick<P>         4500~5800  110  1~3   +15/+20   AABA     (25)
(M)   Hissatsu! Reppu! Kenzuki!<P>
                             5300~6600  120   1    +40/+35   AABA     (35)
(M)   SHOURYUKEN!!!!!<S><P>* 5900~7200  125  1~2   +35/+40   SSBA     (45)
Weapon Upgrade Cost Total: 465000

*Or...it could have been Hissatsu! Reppu! Kenzuki! Custom. The Japanese is
TOTALLY not clear here and really could go either way. I swear. Seriously.
Ignore the man behind the curtain.

Rating: 8
Notes: Daimos, unlike it's Romance trilogy brethren, is a solid Super Robot.
It's limited in its range (expected) perhaps more than most, but it can
really do a ton of damage.

//////////////
Kazuya Ryuzaki
//////////////
Default Skills: Potential (lvl9)
                Sword Cut (lvl8)
                Counter (lvl9)
Spirit Commands: Strike(15)
                 Spirit(35)
                 Invincible(10)
                 Valor(35)
                 Fury(20)
                 Love(80)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Sword Cut +20%
Notes: I really like Kazuya's set up. A solid and unique Leader ability, a
good spirit list, PLENTY of SP, and two solid defensive skills. Just don't
replace sword cut, give him SP UP to make things really ridiculous, and
consider Ignore Size Modifier to really pound the bosses. Also, I would spend
the 25 PP ASAP to gain the one level of sword cut he doesn't get naturally.
Make the most of that leader ability.

----------
Galva-FXII
----------
HP: 2500~5500
EN: 90~240
Mobility: 110~170
Armor: 950~1600
Move: 8
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 2400
Terrain Ratings:
                  Sky:   S
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Repair

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   20mm Vulcan<P>         1900~3800        1   +40/+40    AABA      20
(R)   Missile<PLA>           2600~4500       1~6  +30/+20    SABA      15
Weapon Upgrade Cost Total: 335000

Rating: 3
Notes: Another Super Robot series, another support ship. Thouroughly
unimpressive, the pilot's spirits and it's 1/2 squad cost end up being the
reason it gets used.


///////////////
Kyoshiro Yuzuki
///////////////
Default Skills: Support Attack (lvl3)
                Support Defend (lvl3)
                Pre-emptive
Spirit Commands: Accelerate (25)
                 Flash(10)
                 Strike(25)
                 Friendship(60)
                 Valor(45)
                 Snipe(30)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader ability: Manuverability/Evade +10%
Notes: Since there's no reason for him to lead a squad, Support attack is
kinda useless, as is Valor and Strike, but overall he's solid. Friendship is
nice to have around.

//////////
Nana Izumi
///////////
Spirit Commands: Trust(20)
                 Cheer(30)
                 Concentrate(15)
                 Bless(50)
                 Iron Wall(25)
                 Encourage(50)
Notes: With both Cheer and Bless, if she were a main pilot, she'd be great.
But being a sub means that she has a limited SP pool, and hence, falls a bit
short. Still, the more Bless the better.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
E. Daitarn 3
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


---------
Daitarn 3 *pre-upgraded 2 Slots*
---------
HP: 13000~16500
EN: 200~350
Mobility: 70~120
Armor: 1300~2050
Move: 5
Size: 2L
Type: Sky/Land
Squad Cost: 3
Repair Cost: 9000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Shield
               Transform(Daifighter, Daitank)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Sun Laser              2000~3300       1~5   +10/0     BBDA      (5)
(R)   Daitarn Missile<PLA>   2600~3900       1~4   +20/0     AABA      10
(M)   Big Wave<P>            2800~4100       1~3   +25/0     AABA
(R)   Daitarn Cannon         3800~5100       3~6   +15/0     AABA      8
(M)   Daitarn Zanba<P>       3800~5100        1    +40/+20   AABA
(M)   Daitarn Hammer<P>      4200~5500  105  3~5   +10/+35   AABA
(M)   Daitarn Javelin<P>     4500~5800  110  1~2    +5/+10   AABA
(M)   Sun Attack Spray<ALL>  5200~6500  120  2~6   +15/+20   AAAA     (90)
(M)   Sun Attack<S><P>       5700~7000  130   1    +20/+10   SSAS     (60)
Weapon Upgrade Cost Total: 52000

Rating: 7
Notes: Daitarn is huge. Collossal and stuff. And it's got some power behind
that size. 7000 isn't by any means the strongest attack in the game, but it'll
do a lot more than that thanks to Daitarn's 2L size. At least, to most
enemies. Sun Attack also has the nice bonus of dropping the enemies armor two
levels, which makes it a GREAT opener. It's armor may be lower than you would
expect, but again, it's size will help it. The only place Daitarn really
struggles is against enemies that can match or beat its size. 7000 is, in
fact, the weakest final of any true super in the game. Jeeg is weaker, but
performs like a real in-game. The GGG Mobile Corps are also weaker, but
they're not series mains. What this means is it puts Daitarn in kinda a
pre-carious position. Most later game bosses are 2L size or greater. While
Sun attack does have the armor down effect, so does Raideen's God Voice,
and it's stronger. Daitarn is a solid choice if you want, but you may find
it being outperformed.

----------
Daifighter
----------
HP: 13000~16500
EN: 200~350
Mobility: 75~125
Armor: 1200~1950
Move: 7
Size: 2L
Type: Sky
Squad Cost: 3
Repair Cost: 9000
Terrain Ratings:
                  Sky:   S
                  Land:  B
                  Sea:   C
                  Space: S
Abilities:     Transform(Daitarn 3, Daitank)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Sun Laser              2000~3300       1~3   +10/0     SADS      (5)
(R)   Daitarn Missile<PLA>   2600~3900       1~5   +20/0     SABS      10
(R)   Bombs<P><ALL>          3000~4300        1    +20/0     ASBA      4
(R)   Rocket Gun             3700~5000       1~6   +5/+15    SABS      6
Weapon Upgrade Cost Total: 520000

Rating: 5
Notes: With all those S ranks, Banpresto seems to be trying to give Daitarn's
other forms some purpose. Too bad it barely works. Until you get the morale
for Sun Attack Spray, the Bombs can be useful, but once you do...well, I guess
they're still post-movement.

-------
Daitank
-------
HP: 13000~16500
EN: 200~350
Mobility: 65~115
Armor: 1500~2250
Move: 6
Size: 2L
Type: Land
Squad Cost: 3
Repair Cost: 9000
Terrain Ratings:
                  Sky:   B
                  Land:  S
                  Sea:   A
                  Space: B
Abilities:     Transform(Daitarn 3, Daifighter)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Daitarn Missile<PLA>   2600~3900       1~5   +20/0     ASBA     10
(R)   Daitarn Cannon         3800~5100       2~7   +15/0     ASSA     8
Weapon Upgrade Cost Total: 520000

Rating: 3
Notes: There's....not really any worthwhile reason to use the Daitank. Um...
yeah.

///////////
Banjo Haran
///////////
Default Skills: Potential (lvl9)
                Sword Cut (lvl5)
                Shield Defend (lvl5)
Spirit Commands: Accelerate(15)
                 Strike(20)
                 Spirit(40)
                 Valor(40)
                 Flash(10)
                 Soul(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Critical +20%
Notes: The most The most interesting aspect of Banjo is his possession of
Soul. He's the only Super Robot pilot (almost in the whole series) to have
it besides Jeeg, but Jeeg is a Super in name only, well, and origin. In any
case, this sort of fits him and his unit's deceptive power. Daitarn's large
size boosts his damage (against most), and Banjo has Soul. It's nice.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
F. Dancougar
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Dancougar consists of just Dancougar and it's upgrade. Support units?
Dancougar doesn't need any stinking support units. Dancougar's a MAN! Well,
a ROBOT MAN! I think.

---------
Dancougar
---------
HP: 7200~10700
EN: 190~340
Mobility: 85~135
Armor: 1500~2250
Move: 6
Size: M
Type: Sky/Land
Squad Cost: 2
Repair Cost: 7000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Pulse Laser            2500~          1~6   +25/0      AABA       (5)
(R)   Daigun<PLA>            3200~          1~5   +30/0      AABA       10
(M)   Punch<P>               3800~          1~3   +35/+45    AABA
(M)   Dancouken<P>           4500~     110   1    +20/+35    AABA       (10)
(R)   Dancouhou<ALL>         4900~     120  2~6   +10/+10    AABA       (70)
(M)   Dancoukogaken<P><ALL>  5900~     130  1~4   +15/+30    AABA       (90)
Weapon Upgrade Cost Total: 520000

Rating: 8
Notes: Dancougar is a mech I love simply becuase in a lot of ways, it
embodies the super robot spirit to me. That said, Dancougar is a multi-man
mech done RIGHT, but doesn't escape flawless. It's mobility is decent for a
super robot, but it's armor is just average. Offensively, it has a lot of
morale requirements, and more importantly, is a complete energy hog. If
you're going to use Dancougar, you'll want to upgrade it's EN ASAP. Now,
with all that said, I definately feel Dancougar is worth using. Dancoukogaken
is powerful, has good range, and is a Post-movement ALL attack. There's got
a good variety of attacks here, make the most of them.

---------------
Dancougar Final
---------------
HP: 8000~11500
EN: 210~360
Mobility: 95~145
Armor: 1600~2350
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 2
Repair Cost: 10000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Seperate(Final Dancougar -> Dancougar/Black Wing

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS


(R)   Pulse Laser            ~4400          1~6   +25/0      AABA       (5)
(R)   Daigun<PLA>            ~4500          1~5   +30/0      AABA       10
(M)   Punch<P>               ~5100          1~3   +35/+45    AABA
(M)   Dancouken<P>           ~5800     110   1    +20/+35    AABA       (10)
(R)   Dancouhou<ALL>         ~6200     120  2~6   +10/+10    AABA       (70)
(M)   Dancoukogaken<P><ALL>  ~7300     130  1~4   +15/+30    AABs       (90)
(R)   Final Dancouhou        ~7500     140  1~8   +20/+40    SSAS       (100)
Weapon Upgrade Cost Total: 520000

Rating:
Notes:

///////
Shinobu
///////
Default Skills: Aggressive Beast
                Potential (lvl9)
                Sword Cut (lvl4)
Spirit Commands: Strike (20)
                 Guts (30)
                 Spirit(35)
                 Valor(35)
                 Invincible(10)
                 Fury(30)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: "Morale+Damage" Skill to squad
Notes: Shinobu is the main pilot of Dancougar, and has an impressive array
of spirit commands. His SP, expectedly, is kind of low, but this is balanced
by the fact that he has three/four other sub-pilots to command, and he still
has more SP than the Romance Trilogy bunch. As he's the one with a lot of
the good spirits, try to have the other pilots use the more mundane spirits.

////
Sara
////
Default Skills: Aggressive Beast
Spirit Commands: Spirit(35)
                 Iron Wall(30)
                 Strike(20)
                 Snipe(20)
                 Valor(35)
                 Flash(10)
Notes: Why she has Aggressive Beast, I'll never know. Dancougar's first
sub-pilott, she possesses another array of Spirits, though they don't really
have a theme to them. I don't believe any of hers are unique to her, however.

//////
Masato
//////
Default Skills: Aggressive Beast
Spirit Commands: Scan(1)
                 Concentrate(15)
                 Accelerate(25)
                 Valor(40)
                 Friendship(60)
                 Luck(30)
Notes: Dancougar's second sub-pilot, He has accelerate, you know what most
of his SP is going to. He acts more as a support character compared to Sara
and Ryou.

////
Ryou
////
Default Skills: Aggressive Beast
Spirit Commands: Invincible(10)
                 Gain(20)
                 Concentrate(10)
                 Spirit(35)
                 Valor(40)
                 Awaken(100)
Notes: This is about as defensive as Dancougar gets. He still gets Valor, but
invincible and concentrate will keep Dancougar alive most of the time. Late
in the game he'll get Awaken, so you'll have some serious power on your hands.

////
Alan
////
Default Skills: Potential (lvl5)
                Counter (lvl6)
                Support Defend (lvl3)
Spirit Commands: Scan(1)
                 Strike(10)
                 Concentrate(15)
                 Valor(40)
                 Flash(10)
                 Critical+(40)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Move+1/Critical+10%
Notes:

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
G. Gaiking
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

------------
Daikyu Maryu *Mothership*
------------
HP: 18000~23000
EN: 230~430
Mobility: 65~115
Armor: 1300~2000
Move: 5
Size: 2L
Type: Sky Only
Squad Cost: 5
Repair Cost: 14000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Laser Cannon           1800~3100       1~6   +35/+10   AAAA      20
(M)   Dragon Cutter<P>       3200~4500       2~5   +30/+25   AAAA      6
(R)   Saul Kaiser<ALL>       3700~5000       3~7     0/+10   AAAA     (40)
(M)   Big Horn<P>            3800~5100        1    +10/+30   AAAA
(R)   Hide Blazer            4000~5300       2~6   +20/+15   AAAA     (35)
(M)   Miracle Drill<P>       4800~6100  110  1~3   +15/+35   AAAA      4
(M)   Giant Cutter<P>        5200~6500  110   1    +35/+45   AAAA     (40)
Weapon Upgrade Cost Total: 465000

Rating: 5
Notes: Battleships have trouble hitting things and have trouble dodging.
This has been a fairly accepted concept of SRW for a while now. They're
primary role is to serve as a mobile base so you can resupply/heal your
units. However, to compensate them for their battle issues, they have
leadership auras to assist all the other units on the map (encouraging you
to keep them with you) and have Powerful MAP and (in Alpha 2 and 3) ALL
attacks they can bust out so that they have some combat usefulness. The Daikyu
Maryu has none of this. Well, except for the bad parts. While still having
the battleship's trademark difficulty hitting anything, it's ALL attack is
weak, it has no map attack, and the pilot has no leadership skill. The Daikyu
Maryu just isn't worth deploying. It pretends to be a combat ship, but is
barely able to outpower the Archangel without the ALL effect, and is actually
weaker than the Battle 7. Leave it behind, it's just not worth it. Note that
this is the version of the Daikyu Maryu when Gaiking does NOT deploy. If it
does deploy, you get the headless transformable version.


----------------------
Daikyu Maryu(Headless)
----------------------
HP: 17000~22000
EN: 230~430
Mobility: 65~115
Armor: 1200~1900
Move: 5
Size: 2L
Type: Sky Only
Squad Cost: 5
Repair Cost: 14000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:     Transform(Daikyu Maryu(Pollution))

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Laser Cannon           1800~3100       1~6   +35/+10   AAAA      20
(M)   Dragon Cutter<P>       3200~4500       2~5   +30/+25   AAAA      6
(M)   Big Horn<P>            3800~5100        1    +10/+30   AAAA
(M)   Vaogu Eye<ALL>         4300~5600       3~8   +25/0     AAAA     (50)
(M)   Miracle Drill<P>       4800~6100  110  1~3   +15/+35   AAAA      4
(M)   Giant Cutter<P>        5200~6500  110   1    +35/+45   AAAA     (40)
Weapon Upgrade Cost Total: 465000

Rating: 5
Notes: Offensively, it's slightly better than the original despite having
less options because it's ALL attack is stronger. Still not worth it. This is
the version of Daikyu Maryu when Gaiking is deployed (yet another reason not
to use it, if you ask me)

-----------------------
Daikyu Maryu(Pollution)
-----------------------
HP: 17000~22000
EN: 230~430
Mobility: 55~105
Armor: 2000~2700
Move: 5
Size: 2L
Type: Sky Only
Squad Cost: 5
Repair Cost: 14000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:     Transform(Daikyu Maryu(Headless))

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Laser Cannon<P>        1800~3100       1~6  +30/+10    AAAA      20
Weapon Upgrade Cost Total: 465000

Combination Attacks:

(M)   Fire Car Cutter<P>     6400~7700  130  1~3   0/+25     AAAA     (40)

Rating: 5
Notes: Amazing Defense, crappy offense. The only reason to use this form is
really the combination attacks it has with Gaiking. Which are pretty good.


///////////////
Pete Richardson
///////////////
Default Skills: Potential (lvl8)
                Support Attack (lvl6)
                ESP
Spirit Commands: Strike(20)
                 Vigor(40)
                 Iron Wall(30)
                 Spirit(40)
                 Valor(40)
                 Snipe(30)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   A
                Space: A
Leader Ability: Damage Taken-20%
Notes: He's ok. He's got the spirits for combat, which is what the Daikyu
Maryu is traying for. His Vigor ability is expensive and kind of dissappointing,
considering most of the OTHER Battlership captains get Guts. The ESP isn't
going to help a whole lot, either.

///////////////
Midori Fujiyama
///////////////
Spirit Commands: Scan(1)
                 Trust(30)
                 Cheer(30)
                 Bless(50)
                 Accelerate(5)
Notes: The Daikyu Maryu's subpilot. She gets accelerate way too late, and her
Bless is too expensive, especially for someone who can't learn SP Up.



-------
Gaiking
-------
HP: 7700~11200
EN: 190~340
Mobility: 80~130
Armor: 1650~2250
Move: 6
Size: L
Type: Sky/Land
Squad Cost: 2
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Despa Sight<PLA>       1900~3200       1~5   +25/+5    AABA      20
(M)   Counter Cross<P>       2900~4200       2~4   +40/+5    AABA
(M)   Parazaa<S><P>          3000~4300        1    +20/+35   AABA
(M)   Counter Punch<P>       3500~4800       1~3   +35/+20   AABA
(R)   Saul Kaiser<ALL>       3900~5200       2~5     0/+10   AABA     (60)
(M)   Hide Blazer            4200~5500 110   1~6   +20/+15   AABA      5
(M)   Attack Head<P><ALL>    5800~7100 130   1~2   +10/+35   ASBA     (90)
Weapon Upgrade Cost Total: 465000

Combination Attacks:

(M)   Miracle Drill<P>       5100~6700  120  1~4  +15/+30    AABA     4
Performed With: Daikyu Maryu/Daikyu Maryu(Headless)
(M)   Fire Car Cutter<P>     6400~7700  130  1~3   0/+25     AAAA     (40)
Performed With: Daikyu Maryu(Pollution)

Rating: 6
Notes: I'm just not that impressed with Gaiking. Power is kind of weak for a
super robot, and it's one S rank is on land....which isn't that common in Alpha
3. It does have some range on it, but it lacks good post movement attacks until
it reaches 130 morale. You CAN get some good damage out of the combination
attacks with Daikyu Maryu, but...well...there are better battleships to be
deployed. Troublesome.

////////////////
Sanshiro Tsubuki
////////////////
Default Skills: Potential (lvl9)
                Counter
                ESP
Spirit Commands: Strike(20)
                 Guts(30)
                 Invincible(10)
                 Snipe(20)
                 Valor(35)
                 Drive(50)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: Gaiking's pilot is about what you'd expect. ESP will help its hit and
dodge rates be better than the average super. Well, if you upgrade the mobility.

-----------
Pterodactyl
-----------
HP: 3500~6500
EN: 100~250
Mobility: 110~170
Armor: 850~1500
Move: 8
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 2500
Terrain Ratings:
                  Sky:   S
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Repair

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Skyra Beam             2300~4200       2~7   +35/+35   SACA      (5)
(R)   Skyra Missile<PLA>     2600~4500       1~6   +30/+10   SACA       20
(R)   Kaien Cannon<P>        2900~4800       1~3   +30/+10   SACA      (10)
Weapon Upgrade Cost Total: 400000

Rating: 4
Notes: The Gaiking support units are, surprisingly, pretty good. The PLA
attacks are pretty weak, but they have support skills and the pilots have
good support spirits.

///////
Fan Lee
///////
Default Skills: ESP
                Support Attack
                Counter (lvl7)
Spirit Commands: Concentrate(15)
                 Trust(25)
                 Accelerate(25)
                 Friendship(45)
                 Strike(20)
                 Hope(80)
Terrain Ratings:
                Sky:   A
                Land:  B
                Sea:   C
                Space: A
Leader Ability: Squad's Air terrain rating to A
Notes: His skills are....unfortunate, but he has accelerate and learns most of
his spirits early. ESP will help keep him out of trouble. Hope is the big draw
late game.



-----------
Triceratops
-----------
HP: 3800~6800
EN: 110~260
Mobility: 85~145
Armor: 1300~1950
Move: 6
Size: S
Type: Land
Squad Cost: 1/2
Repair Cost: 2600
Terrain Ratings:
                  Sky:   B
                  Land:  S
                  Sea:   C
                  Space: A
Abilities:     Resupply
Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Bazora Cannon          2500~4400       1~7   +30/+10   BSAA       15
(R)   Bazora Beam<PLA>       2700~4600       1~5   +20/+10   BSBA      (5)
(R)   Bazora Drill<P>        3200~5100        1    +45/+50   DSAA
Weapon Upgrade Cost Total: 400000

Rating: 4
Notes: Same Deal as the flyer, only it...can't...fly. But it's a resupply unit
instead of a repair unit, which should make up for it. Of course, then again,
@3 is so space intensive that the lack of flying only matters occasionally.

//////////
Yamagatake
//////////
Default Skills: Potential (lvl7)
                Support Attack
                ESP
Spirit Commands: Guts(30)
                 Iron Wall(20)
                 Valor(40)
                 Strike(20)
                 Accelerate(25)
                 Encourage(45)
Terrain Ratings:
                Sky:   B
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Squad Land Terrain rating to A
Notes: Again, accelerate gives him a lot of value. Plus his unit has resupply.
Valor is kind of wasted on him though....


---------
Long Neck
---------
HP: 3600~6600
EN: 90~240
Mobility: 100~160
Armor: 1100~1750
Move: 6
Size: S
Type: Sky/Land/Sea
Squad Cost: 1/2
Repair Cost: 2200
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   S
                  Space: A
Abilities:     Nessa Barrier

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Nessa Missile<PLA>     2200~4100       1~7   +25/+10   BASA      20
(R)   Nessa Beam             2600~4300       1~5   +20/+15   BASA      (5)
(R)   Nessa Fire<P>          3200~4900       1~2   +35/+15   BASA      (15)
Weapon Upgrade Cost Total: 400000

Rating: 4
Notes: While ostensibly the Gaiking's Sea support unit, it can also fly.
Course, it's not really any GOOD at Air things, but at least it won't drag
your units down to earth with it. This one's support ability is a barrier,
which is nice for those units without one, though I don't believe this one
has a lot of power behind it.

////////////
Hayami Bunta
////////////
Default Skills: Potential (lvl6)
                Support Defend (lvl3)
                ESP
Spirit Commands: Vigor(20)
                 Cheer(25)
                 Concentrate(20)
                 Accelerate(25)
                 Strike(20)
                 Decoy(70)
Terrain Ratings:
                Sky:   B
                Land:  A
                Sea:   A
                Space: B
Leader Ability: Squad's Sea Terrain Rating to A
Notes: Just like his unit, he's not very good at Air combat. He does have
Accelerate and Support Defend though.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
H. GaoGaiGar
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Ahhhh, GaoGaiGar. GaoGaiGar features a mech with both tremendous offensive and
defensive capabilities. Even unupgraded, GGG is going to do good damage and
be a tough cookie to kill. Upgraded, it's an unstoppable force of nature. The
support cast is decent, as well. GaoGaiGar will recieve three seperate
upgrades during Alpha 3, though unless you're playing Touma's route, it'll
recieve the first before it joins you. When it recieves the last upgrade,
it'll possess the strongest attack in the game (without Ideon fiddling). Well
worth the time.

---------
GaoGaiGar
---------
HP: 5600~9300
EN: 190~320
Mobility: 85~135
Armor: 1400~2150
Move: 5
Size: M
Type: Sky/Land
Squad Cost: 2
Repair Cost: 9000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Protect Shade

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Plasma Hold<PLA>       2700~4000       1~4   +30/+5    AABA      (5)
(M)   Drill Knee<P>          3500~4800        1    +40/+20   AABA
(M)   Broken Magnum<P>       3900~5200       2~5   +25/+30   AABA      (10)
(M)   Hell and Heaven<P>     5500~6800  130   1    +10/+30   AABA      (60)
Weapon Upgrade Cost Total: 465000

(M)   Hammer Hell and Heaven<P>
                             6300~7600  140   1~3   +20/+40   AAAA      (75)
Performed With: Goldymarg(MUST BE IN SAME SQUAD)

Rating: 8
Notes: The original GaoGaiGar, most routes won't ever need to use this
version. However, Offensively, it's probably about equal. Defensively it
suffers a bit, and it IS missing Star's ALL attack.

--------------
Star GaoGaiGar
--------------
HP: 6500~10000
EN: 190~340
Mobility: 90~140
Armor: 1500~2250
Move: 6
Size: M
Type: Sky/Land
Squad Cost: 2
Repair Cost: 9000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: S
Abilities:     Protect Wall

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Plasma Hold<PLA>       2800~4100       1~4   +30/+5    ABBA      (5)
(M)   Drill Knee<P>          3500~4800        1    +40/+20   ABBA
(M)   Broken Phantom<P>      3900~5200       2~5   +25/+10   ABBA      (10)
(M)   Gatling Driver<P><ALL> 5000~6300        1    +10/+30   AAAA      (70)
(M)   Hell and Heaven<P>     5500~6800  130   1    +10/+30   AAAA      (60)
Weapon Upgrade Cost Total: 465000

Combination Attacks:

(M)   Hammer Hell and Heaven<P>
                             6300~7600  140   1~3   +20/+40   SAAS      (75)
Performed With: Goldymarg(MUST BE IN SAME SQUAD)

Rating: 8
Notes: The version you'll most likely be introduced to, Star GaoGaiGar has
got a lot of power. While it has less armor than something like Mazinger,
the Protect Wall will block a significant amount of damage. Plus, at 140
mobility fully upgraded, SGGG is a decent dodger, especially with that S
space rank The Goldion Hammer is extremely powerful even at this stage, and
with Shin Getter sealed away, I believe it's the strongest attack you have
available to you until Shin Getter comes back. The B Land ranks on SGGG's
lesse skills are a little worrysome, but so much of the first part takes
place in space that I think it's a minor issue. The scary part, of course, is
that GGG gets better.


----------
GaoFighGar
----------
HP: 6500~10000
EN: 200~350
Mobility: 90~140
Armor: 1500~2250
Move: 6
Size: M
Type: Sky/Land
Squad Cost: 2
Repair Cost: 7000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: S
Abilities:     Protect Wall

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS


(M)   Plasma Hold<PLA>       3300~4600       1~4   +30/+5    ABBA      (5)
(M)   Drill Knee<P>          3700~5000        1    +40/+20   ABBA
(M)   Broken Phantom<P>      4400~5700       2~5   +25/+10   ABBA      (10)
(M)   Gatling Driver<P><ALL> 5500~6800       1~3   +10/+30   AAAA      (70)
(M)   Hell and Heaven<P>     5900~7200  130   1    +10/+30   AAAA      (60)
Weapon Upgrade Cost Total: 465000

Combination Attacks:

(M)   Hammer Hell and Heaven<P>
                             6500~7800  140   1~3   +20/+40  ASAS      (75)
Performed With: Goldymarg(MUST BE IN SAME SQUAD)

Rating: 9
Notes: Star GaoGaiGar was just a optional set of parts for GaoGaiGar. Not
a full Upgrade. GaoFighGar is the first real upgrade, but its defensive stats
are the same as Star GaoGaiGar. GFG has two advantages. Firstly, all it's
attacks have had a power boost. Helland Heaven breaks 7000. Second, GFG's ALL
attack Gatling Driver, now has a range of 1~3 instead of just one. A great
mech, if this was the final upgrade, it'd be a great machine. But there's
one more.

-----------------
Genesic GaoGaiGar
-----------------
HP: 8500~12000
EN: 220~370
Mobility: 90~140
Armor: 1700~2450
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 2
Repair Cost: 13000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: S
Abilities:     Protect Shade
               Genesic Armor

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Genesic Bolt<PLA>       ~5100          1~5  +10/+15    AABA       5
(M)   Will Knife<P>           ~5300          1~3  +45/+20    AABA
(M)   Broken Magnum<P>       4700~6000       2~5  +30/+35    AABA      (5)
(M)   Bolting Driver<P><ALL> 5800~7100  120  1~3  +10/+30    AABA      (80)
(M)   Hell and Heaven<P>     6500~7800  130   1   +25/+40    ASBS      (65)
Weapon Upgrade Cost Total: 465000

Combination Attacks:

(M)   Goldion Crusher<MAP>      ~6700   150  1~9    0/0      AAAA      (160)
(M)   Goldion Crusher<P><ALL>   ~9300   140  1~5  +25/+40    SSSS      (90)

Rating: 10
Notes: Genesic is simply amazing. But you know that already. You know because
this is yet another upgrade to what was already a great machine. So instead,
I'll use this space to complain just a bit.  While it improves both offensively
and defensively, it picks up a couple flaws it didn't have before. The first is
the Will requirement for for Bolting Driver. What was before a right off the
bat move now takes 120 Morale. Course, with Sound Force, this isn't really a
problem, but it's worth noting. Second, the Goldion Crusher, while the most
powerful attack in the game that doesn't require Ideon fuss, can only be used
once per map. That's either of them. If you use the MAP version that's all you
get, if you use the non-MAP version, again, all you get. This isn't a huge deal,
as Genesic Hell and Heaven is as strong as the old Goldion Hammer, but it's a
shame you can't use it more than once. Note that resupply will not restore the
use either. It's one and done.

///////////
Guy Shishio
///////////
Default Skills: Brave (lvl9)
                Potential (lvl9)
                Morale+(Hit)
Spirit Commands: Strike(20)
                 Invincible(10)
                 Spirit(35)
                 Accelerate(25)
                 Valor(35)
                 Courage(80)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Move+1
Notes: A standard SR spirit list, a surprising leader ability, and the
awesome "Brave" skill add up to a great pilot to go with a great mech. His
shooting stat isn't really any goood. But...he pilots GaoGaiGar. He has no
need of it anyway....

---------
Goldymarg
---------
HP: 4800~8300
EN: 160~310
Mobility: 75~125
Armor: 1600~2350
Move: 5
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:    Transform(Goldytank)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Attack<P>              3500~4800        1   +20/+30    DABA
(R)   Marg Cannon<PLA>       3800~5100       2~7  +5/+10     BABA      5
Weapon Upgrade Cost Total: 465000

Rating: 4
Notes: Goldymarg himself could be complete Garbage and I'd reccommend putting
him in GaoGaiGar's squad every time. Goldymarg's real purpose is to hold the
Goldion Hammer for GGG's most powerful attack. All that said, he's not total
trash. His attacks have good power behind them, but ammo is a problem. He'll
never really be in the front row, though, so it's all squad attacks. The one
thing I would reccommend is upgrading his EN, as he needs it to power Hammer
Hell and Heaven, his only real purpose for being around.

---------
Goldytank
---------
HP: 4800~8300
EN: 160~310
Mobility: 65~115
Armor: 1700~2450
Move: 6
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Transform(Goldymarg)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Marg Cannon<PLA>       3800            2~7   +5/+10    BABA       5
Weapon Upgrade Cost Total: 46500

Rating: 4
Notes: Frankly, it IS slightly better than normal Goldymarg. Not saying much
but hey, if you want to take the effort, be my guest.

/////////
Goldymarg
/////////
Default Skills: Brave (lvl9)
                Potential (lvl9)
                Morale+(Damage)
Spirit Commands: Guts(30)
                 Iron Wall(10)
                 Strike(25)
                 Spirit(45)
                 Valor(35)
                 Courage(90)
Terrain Ratings:
                Sky:   B
                Land:  A
                Sea:   A
                Space: A
Leader Ability:
Notes: Irritatingly, Goldymarg lost his Drive spirit that he had in Alpha
2, which can make getting to 140 troublesome before Sound Force. Goldymarg's
only job is to reach 140 Morale and stay alive, and he's basically equipped
to do that. With his crazy cheap Iron Wall, staying alive can always be
achieved. Well, as long as he's in the back.

-----
J-Ark
-----
HP: ~14500
EN: ~350
Mobility: ~135
Armor: ~2350
Move: 7
Size: 2L
Type: Sky/Land
Squad Cost: 3
Repair Cost: 12000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: S
Abilities:     Generating Armor
               Transform(King J-Der)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   ES Missile<MAP>        ~5000           2~5   +40/0     BABA      2
(R)   2 Mason CAnnons<PLA>   ~5400           1~8   +20/+10   AABA      15
(M)   J-Der Plasma Sword     ~6100           1~3   +45/+30   AABA     (30)
Weapon Upgrade Cost Total:

Rating:
Notes:

----------
King J-Der
----------
HP: ~14500
EN: ~350
Mobility: ~135
Armor: ~2350
Move: 6
Size: 2L
Type: Sky/Land
Squad Cost: 3
Repair Cost: 12000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: S
Abilities:     Generating Armor
               Transform(J-Ark)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   ES Missile<MAP>        ~5000           1~4   +40/0     BABA      2
(R)   2 Mason Cannons        ~5300           2~7   +30/+25   AABA      15
(R)   Anti Neutron Cannons<P><ALL>
                             ~6300     120   1~3   +20/+15   AABA      3
(R)   J-Quath                ~6900     130   2~9   +35/+10   AABA     (50)
(R)   J-Phoenix              ~7600     140   3~10  +25/+35   AABS     (60)
Weapon Upgrade Cost Total:

Rating:
Notes:

////////
Soldat J
////////
Default Skills: Brave (lvl8)
                Counter (lvl7)
                Pre-Emptive
                E Save
Spirit Commands: Accelerate(20)
                 Invincible(10)
                 Strike(20)
                 Valor(35)
                 Critical+(40)
                 Courage(90)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   A
                Space: A
Leader Ability: Zondar Attack+20%
Notes:

//////////
Tomoro0117
//////////
Spirit Commands: Scan(1)
                 Iron Wall(25)
                 Trust(30)
                 Snipe(30)
                 Lucky(40)
                 Decoy(65)
Notes:

///////////////////////
Renais Cardiese Shishio
///////////////////////
Spirit Commands: Accelerate(20)
                 Concentrate(15)
                 Iron Wall(30)
                 Valor(35)
                 Fury(30)
                 Courage(90)
Notes: The second sub-pilot for J, I'm not sure if you have to unlock the
J-Phoenix
attack to keep her. It's easy enough to do, but you should be wary of this.

------
HyoRyu
------
HP: 4600~8100
EN: 120~270
Mobility: 105~155
Armor: 1300~2050
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Combine(Enryu->ChoRyuJin)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Freezing Gun<S><P><PLA>3200~4500      1~5    +20/+10   AAAA      10
(R)   Freezing Rifle         3400~4700      1~6    +15/+20   AAAA      8
(M)   Crane Tonfa<P>         3500~4800       1     +35/+40   BABA
(R)   Pencil Launcher        3800~5100 110  1~7    +20/+10   AABA      6
Weapon Upgrade Cost Total: 600000

Rating: 4
Notes: HyoRyu and EnRyu are ALMOST identical and even share upgrades.
Upgrading HyoRyu will upgrade EnRyu (as well as ChoRyuJin) as well. HyoRyu
has a nice feature of his PLA attack having a status effect. Neither HyoRyu
or EnRyu are good as Squad leaders, and if one is in front, you should combine
them to form ChoRyuJin. If, however, they're in the back of a squad, they
should be seperated. As even though ChoRyuJin's PLA attack is marginally
stronger, it still does less damage than both of them attacking.

//////
HyoRyu
//////
Default Skills: Brave (lvl9)
                Potential (lvl9)
                Support Defend (lvl4)
                Squad Attack
Spirit Commands: Concentrate(15)
                 Flash(10)
                 Strike(25)
                 Spirit(35)
                 Valor(40)
                 Renew(55)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: The only thing worth noting on HyoRyu and EnRyu is that ChoRyuJin will
recieve the combination of their skills, so you shouldn't fill those last two
spots with the same thing for both of them. Well, there is one other thing.
HyoRyu is one of the few characters in the game to naturally max out support
defend. And HyoRyu has Renew. Ok, so I lied, there's plenty to mention about
HyoRyu.

-----
EnRyu
-----
HP: 4600~8100
EN: 120~270
Mobility: 105~155
Armor: 1300~2050
Move: 6
Size: M
Type: Land
Squad Cost: Land
Repair Cost: 3400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Shield
               Combine(HyoRyu -> ChoRyuJin)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Melting Gun<P><PLA>    3200~4500       1~5   +20/+10   AACA      10
(M)   Ladder Tonfa<P>        3500~4800        1    +35/+40   BABA
(R)   Melting Rifle          3500~4800       2~7   +15/+20   AACA      8
(R)   Pencil Launcher        4000~5300  110  3~8   +10/+10   AABA      6
Weapon Upgrade Cost Total: 600000

Rating: 4
Notes: For seemingly no reason at all, EnRyu is almost identical to HyoRyu...
but does more damage. I guess to balance they gave two of his attacks C rank
in Water, making them nigh useless, but as I've mentioned more than once
up until now, water is very very scarce in this game Same rules as HyoRyu
apply here though. Remember that upgrades are shared. 6000000 for two isn't a
bad deal.

/////
EnRyu
/////
Default Skills: Brave (lvl9)
                Potential (lvl9)
                Support Attack (lvl4)
                Shield Defend (lvl4)
Spirit Commands: Concentrate(15)
                 Flash(10)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: The only thing worth noting on HyoRyu and EnRyu is that ChoRyuJin will
recieve the combination of their skills, so you shouldn't fill those last two
spots with the same thing for both of them. Oh, and EnRyu is one of the few
pilot's to naturally max out Support attack.

---------
ChoRyuJin
---------
HP: 5800~
EN: 150~
Mobility: 100~
Armor: 1500~
Move: 5
Size: M
Type: Land
Squad Cost: 2
Repair Cost: 8000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Seperate(HyoRyu/EnRyu)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)     Double Gun<PLA>      3700~5000       1~5   +15/+20   AABA      18
(M)     Double Tonfa<P>      4500~5800       1~2   +35/+40   AABA
(R)     Unload<ALL>          5200~6500  115  1~8   +30/+20   AABA      5
Weapon Upgrade Cost Total:

Rating:
Notes:

/////////
ChoRyuJin
/////////
Default Skills: Brave (lvl9)
                Potential (lvl9)
Spirit Commands: Strike(25)
                 Invincible(15)
                 Accelerate(25)
                 Friendship(50)
                 Valor(35)
                 Courage(80)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: ChoRyuJin is upgraded by upgrading HyoRyu and EnRyu, and will take on
a combination of their stats. The two empty spots on HyoRyu and EnRyu will
determine the last four skills. The OTHER two default skills of Hyo and EnRyu
that aren't Brave and Potential will not be on ChoRyuJin.

-------
Volfogg
-------
HP: 3900~6900
EN: 120~270
Mobility: 125~185
Armor: 1300~1950
Move: 7
Size: S
Type: Land
Squad Cost: 1
Repair Cost: 3400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Jamming
               Double Image

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Silver Moon<PLA>       3400~4700       1~6   +45/+25   AABA
(M)   Silver Cross<P>        3700~5000       1~4   +20/+10   AABA
(M)   Holographic Camoflage<S><P>
                             4000~5300 110    1    +30/+45   AABA     (20)
Weapon Upgrade Cost Total: 465000

Rating:
Notes:


-----------
Big Volfogg
-----------
HP: 4900~7900
EN: 140~290
Mobility: 120~180
Armor: 1500~2150
Move: 7
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Jamming
               Double Image

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   4000 Magnum<PLA>       3700~5000           1~6  +20/+10    AABA      10
(M)   Murasame Sword<P>      4000~5300        1   +40/+25    BABA
(R)   Hissatsu! Daikaitan Magnum!<ALL>
                             4800~6100       3~7  +45/+30    AABA      4
(M)   Sanmikka<S><P>         5300~6600  130  1~4  +35/+10    ASBS     (30)
Weapon Upgrade Cost Total: 465000

Rating:
Notes:

///////
Volfogg
///////
Default Skills: Brave (lvl9)
                Support Attack (lvl2)
                Squad Attack
Spirit Commands: Scan(1)
                 Concentrate(10)
                 Accelerate(20)
                 Decoy(45)
                 Valor(40)
                 Sense(15)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Move+1/Evade+10%
Notes: The only problem with Volfogg is that he really won't ever reasonably
be leading a squad, so Support attack is really a waste. His spirit commands
will absolutely assure he'll stay alive, if used properly. It's usually not
even needed.

----------------------
Mike Sounders the 13th
----------------------
HP: 4000~7500
EN: 120~270
Mobility: 100~150
Armor: 1000~1750
Move: 7
Size: S
Type: Sky/Land
Squad Cost: 1
Repair Cost: 2000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Resupply

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)    Attack<P>                2500~4100     1~2   0/0      AABA
(Music)Disc P<P><ALL><Morale UP>2600~4200     1~3   0/0      AABA
(R)    Disc M<S><P><ALL>        4500~6100     1~5 +40/+30    AABA     (40)
(R)    Disc X<S><ALL>           5900~7200 140 2~9 +35/+45    AAAA     (60)
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: Yes, you read that right, Mike has an attack as powerful as Dancougar.
His stats aren't as high as a pilot, of course, but you should not
underestimate Mike. He can raise your morale or do significant damage to the
entire enemy squad. You could do a lot worse than Mike. He doesn't, however
have a PLA attack, meaning that all he offers in the back row in EN recharge.
Still nice, but it hurts your offense a bit.

////
Mike
////
Default Skills: Brave (lvl9)
                Support Defend (lvl3)
                Morale+(Evade)
Spirit Commands: Accelerate(25)
                 Cheer(30)
                 Strike(20)
                 Iron Wall(35)
                 Valor(35)
                 Invincible(10)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: Mike's more of a support unit. Support Defend and Accelerate will
halfway make up for his lack of a PLA attack.

-----
KoRyu *pre-upgraded 2 slots*
-----
HP: 4600~8100
EN: 120~270
Mobility: 115~165
Armor: 1300~2050
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Combine(AnRyu->TenRyuJin)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Attack<P>               3000~4300       1    +35/+20   BABA
(R)   Primrose Moon<PLA>      3500~4800      1~6   +20/+15   AABA      (5)
(R)   Renee Combo Attack<S><P>3900~5200      1~3   +40/+45   DSBA      10
(R)   Primerose Moon          4200~5500 110  3~8   +10/+10   AABA      (15)
Weapon Upgrade Cost Total: 600000

Rating:
Notes:

/////
KoRyu
/////
Default Skills: Brave (lvl9)
                Potential (lvl9)
                Support Attack (lvl4)
                Squad Attack
Spirit Commands: Concentrate(15)
                 Flash(10)
                 Strike(20)
                 Bless(45)
                 Valor(40)
                 Bonds(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes:

-----
AnRyu *pre-upgraded 2 slots*
-----
HP: 4600~8100
EN: 120~270
Mobility: 115~165
Armor: 1300~2050
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Shield
               Combine(KoRyu->TenRyuJin)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Attack<P>              3000~4300        1   +35/+20    BABA
(R)   Shellbull Rain<PLA>    3500~4800       1~5  +20/+15    AABA     15
(R)   Renee Combo Attack<S>  3900~5200       1~6  +40/+45    DSBA     10
(R)   Shellbull Rain<ALL>    4200~5500  110  1~7  +10/+10    AABA     10
Weapon Upgrade Cost Total: 600000

Rating:
Notes:

/////
AnRyu
/////
Default Skills: Brave (lvl9)
                Potential (lvl9)
                Support Defend (lvl4)
                Shield Defend (lvl4)
Spirit Commands: Concentrate(15)
                 Flash(10)
                 Strike(20)
                 Accelerate(25)
                 Valor(40)
                 Fury(30)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes:

---------
TenRyuJin *pre-upgraded 2 slots, STATS REFLECT THE UPGRADE*
---------
HP: 6500~
EN: 180~
Mobility: 120~
Armor: 1650
Move: 5
Size: M
Type: Land
Squad Cost: 2
Repair Cost: 8000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R) Power Arm Maiser Gun<PLA>3800~4900       1~7   +20/+15   AABA      (25)
(M) Double Rim Ongul<P>      4800~5900       1~4   +40/+35   AABA
(R) EI-01 Attack<ALL>        5500~6600 120   3~9   +35/+45   AABA      (60)
Weapon Upgrade Cost Total: 600000

Rating:
Notes:

/////////
TenRyuJin
/////////
Default Skills: Brave
                Potential
Spirit Commands: Strike(20)
                 Invincible(10)
                 Accelerate(25)
                 Bless(45)
                 Valor(40)
                 Courage(80)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes:

------
Galeon
------
HP: 4800
EN: 90
Mobility: 110
Armor: 1200
Move: 6
Size: M
Type: Sky/Land
Squad Cost: N/A
Repair Cost: 3400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Galeon Claw<P>         2900            1~3   +40/+25   AABA
(M)   Galeon Fang<P>         3300             1    +30/+20   AABA
Weapon Upgrade Cost Total: N/A

Rating: 3
Notes: Galeon isn't really any good, but he only appears on one stage for two
turns anyway. So.....yeah.

//////
Galeon
//////
Default Skills: Brave lvl 4
                Potential Lvl 4
Spirit Commands: Vigor(30)
                 Concentrate(20)
                 Invincible(15)
                 Accelerate(20)
                 Valor(40)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Critical+10%
Notes: Not a bad set, to be honest. Course, his attacks aren't any good and
the one enemy he fights is ridiculously more powerful than him, so...yeah...


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
I. Goshogun
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


------------
Good Thunder *Mothership*
------------
HP: 16000
EN: 250
Mobility: 60
Armor: 1200
Move: 5
Size: 2L
Type: Sky Only
Squad Cost: 5
Repair Cost: 14000
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Anti-Air Guns<P>       2200             1   +20/+10    AABB      20
(R)   Beam Cannon<B><ALL>    3700            1~8  +35/+25    AADA     (25)
Weapon Upgrade Cost Total: N/A

Rating:
Notes:


///////
Sabaras
///////
Default Skills: Leadership
                Support Attack
                Cooperative Attack
Spirit Commands: Scan(1)
                 Flash(10)
                 Decoy(70)
                 Resupply(60)
                 Trust(20)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Damage Taken-10%
Notes:


--------
Goshogun *pre-upgraded 2 slots
--------
HP: 7600~11100
EN: 210~360
Mobility: 70~120
Armor:1500~2250
Move: 5
Size: L
Type: Sky/Land
Squad Cost: 2 1/2
Repair Cost: 8500
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Cosmo Beam<P>          2000~3300        1    +45/+30   AADB     (5)
(R)   Holster Beam<PLA>      3400~4700       1~7   +35/+20   AACA     (15)
(R)   Emblem Pulser<ALL>     3500~4800       2~6    +5/+15   AABA     (30)
(M)   GoSaber<P>             3800~5100        1    +40/+30   AABA
(M)   GoStick<P>             4100~5400       1~4     0/+5    AABA
(R)   Space Bazooka          4700~6000       2~8   +25/+10   AABA      8
(R)   GoFlasher              5800~7100 125   1~9   +30/+15   AAAA     (55)
Weapon Upgrade Cost Total: 520000

(R)   GoFlasher Special

Rating: 7
Notes: A true ranged Super, Goshogun comes out pretty good. For whatever
reason, it won't start with it's GoFlasher Special, which is dissappointing,
but eh, you deal. Good Power, good range, and three pilots to get good
survivability. You could do a lot worse than GoShogun.

//////
Shingo
//////
Default Skills: Potential (lvl9)
                Sword Cut (lvl4)
                Morale+(Hit)
Spirit Commands: Strike(20)
                 Guts(40)
                 Spirit(40)
                 Valor(40)
                 Flash(10)
                 Awaken(100)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Range+1
Notes:

////
Kiri
////
Spirit Commands: Invincible(10)
                 Accelerate(25)
                 Snipe(35)
                 Strike(20)
                 Fury(25)
                 Flash(10)
Notes:

/////
Lemon
/////
Spirit Commands: Luck(30)
                 Concentrate(15)
                 Iron Wall(30)
                 Valor(45)
                 Spirit(50)
                 Exhaust(35)
Notes:

-----------------
Bundle Battleship
-----------------
HP: 17500
EN: 300
Mobility: 75
Armor: 1610
Move: 6
Size: 2L
Type: Sky/Water
Squad Cost: N/A
Repair Cost: 18000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Anti-Air Guns<P>       3200            1~2   +45/+10   AABB       40
(R)   Homing Missile         3900            1~8   +35/0     AADA       15
(R)   Flasher Beam<S><ALL>   4500            2~7    +5/-5    AADS      (40)
Weapon Upgrade Cost Total: N/A

Rating:
Notes:

//////////////////////
Leonard Medechi Bundle
//////////////////////
Default Skills: Leadership lvl4
                Support Attack lvl2
                Cooperative Attack
                Potential Lvl6
                Morale+(Hit)
                E Save
Spirit Commands: Scan(1)
                 Strike(10)
                 Mercy(5)
                 Bless(20)
                 Fury(20)
                 Soul(50)
Terrain Ratings:
                 Sky:   S
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: Male Attack+20%/Female Attack-20%
Notes:


--------------------
Kattonar Battleship
--------------------
HP: 15500
EN: 280
Mobility: 70
Armor: 1710
Move: 7
Size: 2L
Type: Sky/Water
Squad Cost: N/A
Repair Cost: 15000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Anti-Air Guns<P>       3100             1   +40/+35    AABB      40
(R)   Homing Missile         3900            1~6  +15/0      AADA      15
(R)   Flasher Beam<S><ALL>   4300            3~8   0/+10     AADA      (40)
Weapon Upgrade Cost Total: N/A

Rating:
Notes:

///////////////
Suguni Kattonar
///////////////
Default Skills: Leadership lvl4
                Support Attack lvl2
                Cooperative Attack
                Potential lvl6
                Battle Spirit
                E Save
Spirit Commands: Vigor(20)
                 Invincible(20)
                 Accelerate(20)
                 Valor(40)
                 Strike(20)
                 Drive(80)
Terrain Ratings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: S
Leader Ability:
Notes:


-------------------
Kernagul Battleship
-------------------
HP: 18500
EN: 260
Mobility: 65
Armor: 1510
Move: 6
Size: 2L
Type: Sky/Water
Squad Cost: N/A
Repair Cost: 16000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Anti-Air Guns           2800           1~2   +40/+35   AABB      40
(R)   Homing Missile          3800           2~5   +15/+5    AADA      10
(M)   Charge<P>               4600           1~3   +25/+20   AABA     (30)
Weapon Upgrade Cost Total: N/A

Rating:
Notes:

/////////////////
Yatta Ra Kernagul
/////////////////
Default Skills: Leadership lvl4
                Potential lvl6
                Support Attack lvl2
                Counter lvl5
                Morale+(Damage)
                Battle Spirit
Spirit Commands: Guts(30)
                 Accelerate(20)
                 Iron Wall(30)
                 Strike(20)
                 Spirit(40)
                 Valor(35)
Terrain Ratings:
                 Sky:   A
                 Land:  S
                 Sea:   C
                 Space: A
Leader Ability:
Notes:


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
J. Gunbuster (Top Wo Nerae!)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


---------
Gunbuster *Pre-upgraded 3 slots*
---------
HP: 15100~18500
EN: 250~400
Mobility: 80~130
Armor: 1300~2050
Move: 5
Size: 2L
Type: Sky/Land
Squad Cost: 4
Repair Cost: 14000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: S
Abilities:     Shield
               Inaashalukyansara

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Homing Laser<MAP>      4000~4800       1~6  +30/0      AABA      1
(R)   Buster Missile<PLA>    4300~5600       1~7    0/+5     AABA     30
(M)   Buster Tomahawk<P>     4400~5700       1~3  +35/+40    AABA
(M)   Buster Beam<ALL>       4900~6200       2~8  +25/+20    AABS    (60)
(R)   Buster Homerun         5500~6800 110   3~9   +5/+35    AABA     4
(M)   Double Buster Coreda<P>6000~7300 120   1~3  +20/+45    AABS    (50)
Weapon Upgrade Cost Total: 520000

Unlockable Attacks:

(M)   Super Inazuma Kick<P><ALL>
                             6900~8200 130   1~5  +30/+50    AAAS    (100)

Rating: 9
Notes:


/////////////
Noriko Takaya
/////////////
Default Skills: Potential (lvl9)
                Shield Defend (lvl7)
                Morale+(Damage)
Spirit Commands: Great Effort(10)
                 Guts(25)
                 Strike(15)
                 Spirit(30)
                 Valor(35)
                 Courage(85)
Terrain Ratings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability:
Notes:

///////////
Kazumi Outa
///////////
Spirit Commands: Iron Wall(25)
                 Concentrate(15)
                 Accelerate(10)
                 Fury(30)
                 Bless(50)
                 Love(90)
Notes: Kazumi has tied the knot and returned to the Gunbuster, but it takes
her some time to get to you. Like, after stage 52. You'll love it when she
does get there, however, as not only does she unlock the Gunbuster's final
attack, she also provides cheap accelerate, which is something the Gunbuster
DESPERATELY needs. Plus, she has Love, adding kick when needed.

-------------
Sizzler Black
-------------
HP: 9100~12500
EN: 180~330
Mobility: 90~140
Armor: 1300~2050
Move: 6
Size: L
Type: Sky/Land
Squad Cost: 2 1/2
Repair Cost: 8000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: S
Abilities:     Inaashalukyansara

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Chain Knuckle<P>       3900~           2~5   +10/+5    AABA
(M)   Sizzler Tomahawk<P>    4200~           1~3   +40/+45   AABA
(R)   Balukan Burasuta<PLA>  4500~           1~7   +15/0     AABA      30
(R)   Sizzler Beam Gun<ALL>  4800~           1~8   +25/+10   AABS     (50)
(M)   Jyacobini  Attack<P>   5800~      115  1~4   +35/+40   AABS     (40)
Weapon Upgrade Cost Total: 520000

Rating:
Notes:

////////////
Yung Furoito
////////////

Default Skills: Genius
                Counter (lvl7)
                Morale+(Hit)
Spirit Commands: Strike(15)
                 Flash(10)
                 Iron Wall(25)
                 Valor(35)
                 Fury(25)
                 Drive(45)
Terrain Ratings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability:
Notes:

--------
Eltoreum
--------
HP: 35000~40000
EN: 400~600
Mobility: 55~105
Armor: 1400~2100
Move: 5
Size: 3L
Type: Sky Only
Squad Cost: N/A
Repair Cost: 25000
Terrain Ratings:
                  Sky:   B
                  Land:  B
                  Sea:   B
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Sky Pulse Laser<P>     3900~5200       1~4   +45/0     AACS      90
(R)   Medium Laser Guns      4400~5700       1~8   +40/+15   AACS      30
(R)   Large Laser Gun<ALL>   4800~6100       3~9   +35/+25   AACS     (40)
(R)   Proton Torpedos        5800~7100  120  4~11  +10/+20   AAAS      4
Weapon Upgrade Cost Total: N/A

Rating:
Notes:

///////
Tashiro
///////
Default Skills: Leadership (lvl4)
                Battle Spirit
                Support Attack (lvl3)
                Cooperative Attack
Spirit Commands: Strike(20)
                 Vigor(40)
                 Iron Wall(30)
                 Drive(55)
                 Valor(40)
                 Fury(30)
Terrain Ratings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: Damage -10%
Notes:

/////////
<Unknown>
/////////
Spirit Commands: Scan(1)
                 Accelerate(5)
                 Trust(30)
                 Cheer(35)
                 Snipe(30)
                 Renew(60)
Notes:
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
K. Space Runaway Ideon
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---------
Solo Ship  *Mothership*
---------
HP: 22000~25000
EN: 240~390
Mobility: 55~115
Armor: 1200~1850
Move: 7
Size: 2L
Type: Sky Only
Squad Cost: 5
Repair Cost: 14000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: S
Abilities:     Ide Barrier

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   <Placeholder><P>       3300~5200         1~4   +40/+35   AACA     50
(R)   Gren Cannon            3600~5500       1~7   +25/0     AACA     (5)
(R)   Missile Pod<ALL>       3900~5800       1~8   +35/+30   AACA     40
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: What's nice about the Solo Ship is that its power attack is based on
Ammo. And not just a few ammo, a LOT of ammo. If you spend the money to
upgrade it, you'll have a quite powerful ALL attack with good range and 40
ammo to burn. It's free to use all it's EN to power its barrier, and the
22000 HP it has to start will take a while to burn. The armor is a bit
worrisome, but again, HP and Barrier will take care of most of it. Not the
best Battleship, but not the worst either

////
Bess
////
Default Skills: Leadership (lvl4)
                Support Attack (lvl3)
                Potential (lvl4)
Spirit Commands: Accelerate(5)
                 Strike(10)
                 Iron Wall(25)
                 Valor(40)
                 Bonds(70)
                 Love(80)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Move +1/Damage Taken-10%
Notes: Like Cosmo, Bess is prety much exactly what you would expect from him.
Leadership, Support attack, Potential. Doesn't get much more standard that
that. And it's not a bad thing at all. Works well. If you want to be
excessive, you can give him B Save, but...it's really not needed. Love is
kind of a deviation from the norm, but then again, four of the eight captains
have it in Alpha 3, so...maybe not as much as you'd think.

//////
Hatari
//////
Spirit Commands: Scan(1)
                 Trust(30)
                 Cheer(30)
                 Concentrate(15)
                 Snipe(30)
                 Renew(60)
Notes: The Solo Ship's sub-pilot, his highlights are Snipe and Renew.

-----
Ideon
-----
HP: 12000~15000
EN: 250~400
Mobility: 80~140
Armor: 1100~1750
Move: 5
Size: 2L
Type: Sky/Land
Squad Cost: 3
Repair Cost: 20000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Gren Cannon<PLA>       3100~4400       1~6   +30/+10   AACA     (10)
(M)   Attack<P>              3600~4900       1~4   +20/+40   AABA
(R)   Missile                3700~5000       2~8   +10/+15   AACA     30
(R)   Suddenly, Missiles, Everywhere!<ALL>
                             5000~6300  120* 3~9   +35/+20   AABA     10
Weapon Upgrade Cost Total: 520000

*Requires IDE Gauge level 2

Unlockable Attacks:

(M)   Ideon Sword<P>         9999    130  1~6      +30/+35   SSSS
(M)   Ideon Sword<MAP>       9999    150  Infinity   0/0     AAAA
(R)   Ideon Gun              9999    140  4~15     +40/+45   SSSS
(R)   Ideon Gun<MAP>         9999    150  Infinity   0/0     SSSS

NOTE: These base numbers are for IDE Gauge level 1. As the IDE gauge rises,
so too does the power of the attacks. The amount is I believe 200 per level. The
exception is the ALL Missile attack, which only unlocks at level 2. It's base is
for IDE gauge level 2, but it still goes up 200 per level.

Rating: 6
Notes: At it's full potential, nothing is stronger than Ideon. It possesses
the strongest attack in the game, well, four of them, all tied at 9999. The
Map attacks it possesses go on for literally the entire map. It has infinite
energy to power them. Plus, it's 2L size will boost the damage it does to most
enemies considerably. But....only at full power. And there's the rub. Without
the Ide gauge at high levels, Ideon's....kinda weak. And at even at the
highest level, the crown jewel attacks are all locked until Ideon's HP is
reduced below 30%. Making matter worse, neither of the huge range map attacks
are smart targetting, any ally in their range will be nuked as well. When it
comes right down to it, Ideon is just too much trouble. By the time you get
his MAP attacks unlocked, 70-80% of the enemy could be, or should be dead.
To even unlock them requires you to finagle a bit to get Ideon's HP down low
enough to unlock them without getting him killed. And you don't want Ideon
killed.  Early on it'll just cost you 20000, a price only matched by the EVAs,
but after a certain point in the game, Ideon being destroyed is simply a game
over. I will, however, give credit where credit is due. Thanks to the Infinite
energy Ideon gets at IDE Gauge five, there are really few better Tankers in the
game. And the Final Four Ideon attacks are obscenely powerful. and since they
can be spammed, with Infinite energy, you can make a mess of the enemy on their
phase. Sadly, this all only works once you reach IDE gauge five. Before then,
you're lacking, and even at IDE gauage five, you have to keep Ideon somewhat
damaged to really reach that potential. Ideon, in the end, proves to be a
curiosity, but not that useful.

//////////
Cosmo Yuki
//////////
Default Skills: Potential (lvl7)
                Counter (lvl4)
Spirit Commands: Strike(20)
                 Guts(35)
                 Spirit(40)
                 Valor(40)
                 Invincible(10)
                 Fury(35)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Damage Taken-10%
Notes: Cosmo is pretty much built to be the pilot of Ideon. I've got no
complaints for once. Appropriate skills, good spirits. He'll do the job well.
You may or may not want to give him guard, and...I'm really not sure what
else would be good on Ideon. Good ol' SP UP is a smart choice.

/////
Moira
/////
Spirit Commands: Vigor(15)
                 Gain(20)
                 Spirit(40)
Notes: Moira is the first of three first subpilots for Ideon. It's a dangerous
position.

////
Gije
////
Default Skills: Potential (lvl6)
                Counter (lvl5)
                Morale+(Hit)
                Pre-emptive
Spirit Commands: Scan(1)
                 Snipe(20)
                 Concentrate(15)
                 Valor(40)
                 Accelerate(25)
                 Decoy(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Hit/Critical+20%
Notes: Gije is the second first subpilot for Ideon. He leaves on Stage 48
unless you bring the IDE gauge to level 5(MAX). He'll still leave, but he can
come back in a seperate unit later if you do this.


////
Deck
////
Spirit Commands: Trust(30)
                 Accelerate(25)
                 Mercy(10)
                 Luck(30)
                 Strike(20)
                 Renew(60)
Notes: You konw you're getting desperate when you're recuiting Elementary
school kids to pilot your Robot of Mass Destruction. None the less, Deck is
my favorite of the three sub-pilots.

/////
Kasha
/////
Spirit Commands: Iron Wall(30)
                 Concentrate(15)
                 Strike(20)
                 Valor(40)
                 Invincible(10)
                 Encourage(50)
Notes: Kasha is the second sub-pilot for Ideon. Unlike the first sub-pilot
position, she'll be with you the whole time.

----------
Ganga Rube *comes pre-upgraded 8 slots*
----------
HP: 15000~18500
EN: 160~310
Mobility: 90~140
Armor: 1500~2250
Move: 6
Size: 2L
Type: Sky/Land
Squad Cost: 2
Repair Cost: 5000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Missile Pod<PLA>       ~4500           2~7   +5/+10    AABA      20
(M)   Attack<P>              ~5000           1~3  +35/+25    AABA
(R)   Energy Guns<ALL>       ~5200           3~8  +25/0      AACA
Weapon Upgrade Cost Total: 520000(?)

Rating:
Notes:

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
L. Macross
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Much like the UC gundam series, characters from the Macross universe can be
placed into any Macross ship, regardless of series. With that said, however,
most Macross units have combination attacks that'll require you to be in the
right units. Also, there are a few exceptions and/or time delays. Sound Force
cannot be switched around, and Millia is stuck where she starts for a while.

The other thing worth noting for Macross characters is that you'll probably
want to give them all the Ignore Size Modifier Skill. There's some decent
attack power in this bunch, but if you're getting penalized for their size,
it's gonna hurt the damage output. The difference is Staggering.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
I. Macross
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

----------------------------
VF-1S Super Valkyrie-Fighter
----------------------------
HP: 3800~6300
EN: 110~260
Mobility: 115~175
Armor: 800~1400
Move: 7
Size: S
Type: Sky
Squad Cost: 1
Repair Cost: 4000
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Transform(VF-1S Super Valkyrie-Battloid)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Gunpod<P>              3300~4900       1~3  +45/+35    AACA     20
(R)   Homing Missile<PLA>    3400~5000       1~7  +30/+20    AACA     12
(R)   2 Barrel Beam Gun<P><B>3500~5100       2~4  +15/0      AADA     (5)
(R)   Micromissile           3700~5300       2~8  +25/+15    AACA     10
(R)   Gunpod(Empty it)<P>    4200~5800 110   1~4  +40/+30    AACA     4
Weapon Upgrade Cost Total: 465000

Combination Attacks:

(R) Skull Squadron Attack<P> 4900~     115   1~3

Rating:
Notes:

-----------------------------
VF-1S Super Valkyrie-Battloid
-----------------------------
HP: 3800~6300
EN: 110~260
Mobility: 105~165
Armor: 900~1500
Move: 7
Size: S
Type: Sky
Squad Cost: 1
Repair Cost: 4000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Transform(VF-1S Super Valkyrie-Fighter)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
(R)   Gunpod<P><PLA>         3300~4900       1~3  +45/+35    AACA     20
(R)   2 Barrel Beam Gun<B>   3500~5100       2~4  +15/0      AADA     (5)
(R)   Micromissile           3700~5300       2~8  +25/+15    AACA     10
(R)   Unload<P>              4500~6100  115  1~5  +30/+20    AACS     3
Weapon Upgrade Cost Total: 465000

Rating:
Notes:


----------------------------
VF-1A Super Valkyrie-Fighter
----------------------------
HP: 3800~6300
EN: 110~260
Mobility: 115~175
Armor: 800~1400
Move: 7
Size: S
Type: Sky
Squad Cost: 1
Repair Cost: 4000
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Transform(VF-1A Super Valkyrie-Battloid)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Gunpod<P>              3300~4900       1~3  +45/+35    AACA     20
(R)   Homing Missile<PLA>    3400~5000       1~7  +30/+20    AACA     12
(R)   Micromissile           3700~5300       2~8  +25/+15    AACA     10
(R)   Gunpod(Empty it)<P>    4200~5800 110   1~4  +40/+30    AACA     4
Weapon Upgrade Cost Total: 465000

Combination Attacks:

(R) Skull Squadron Attack<P> 4900~     115   1~3

Rating:
Notes:

-----------------------------
VF-1A Super Valkyrie-Battloid
-----------------------------
HP: 3800~6300
EN: 110~260
Mobility: 105~165
Armor: 900~1500
Move: 7
Size: S
Type: Sky
Squad Cost: 1
Repair Cost: 4000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Transform(VF-1A Super Valkyrie-Fighter)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
(R)   Gunpod<P><PLA>         3300~4900       1~3  +45/+35    AACA     20
(R)   Micromissile           3700~5300       2~8  +25/+15    AACA     10
(R)   Unload<P>              4500~6100  115  1~5  +30/+20    AACS     3
Weapon Upgrade Cost Total: 465000

Rating:
Notes:

----------------
Destroid Monster
----------------
HP: 8000~11000
EN: 200~350
Mobility: 70~130
Armor: 1700~2350
Move: 5
Size: M
Type: Land
Squad Cost: 1 1/2
Repair Cost: 6000
Terrain Ratings:
                  Sky:   B
                  Land:  S
                  Sea:   C
                  Space: B
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Rocket Gun<PLA>        4000~5900       3~9   +15/+25   ASCA      20
(R)   Cannon Gun<ALL>        4500~6400       4~10  +10/+45   ASCA      15
(R)   Main Launcher<ALL>     5000~6900  110  5~11    0/+40   ASCA      3
Weapon Upgrade Cost Total: 520000

Rating:
Notes:

%%%%%%
Pilots
%%%%%%

-----------------------------
Rick Hunter AKA Hikaru Ichijo
-----------------------------
Default Skills: Support Attack (lvl3)
                Cooperative Attack
                Fortune
Spirit Commands: Concentrate(10)
                 Flash(10)
                 Strike(20)
                 Valor(40)
                 Lucky(30)
                 Soul(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Evade+20%/Damage-10%
Notes: Ri..er...Hikaru is my prefered Skull Squadron Leader. Largely out of
loyalty, but I also think he's slightly better than Roy. Course, Ro..Macross is
probably one series I'm kinda biased on. I mean, I give Rick the Minmei Doll and
Disc as soon as I get them/him regardless of strategy. Because that's how it
should be. No offense Misa. But...yeah.

----------
Roy Fokker
----------
Default Skills: Potential (lvl9)
                Counter (lvl7)
                Pre-emptive
Spirit Commands: Concentrate(10)
                 Invincible(10)
                 Strike(20)
                 Valor(40)
                 Critical(40)
                 Soul(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability:
Notes: Roy is the default leader of Skull Squadron(I guess these things happen
when you don't die), and basically as good as Hikaru. I believe that he has a
slight Shooting stat lead while trailing most other places. Use whichever one
you feel like. I wouldn't reccommend splitting Skull Squadron, however.

--------
Kakizaki
--------
Default Skills: Potential (lvl6)
                Support Defend (lvl2)
                Squad Attack
Spirit Commands: Iron Wall(20)
                 Guts(20)
                 Strike(20)
                 Invincible(15)
                 Valor(40)
                 Friendship(40)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Damage Taken -10%
Notes: Cheap Friendship is nice, but you may have a bit of trouble keeping him
alive. Even WITH Iron Wall. Still, Squad attack starting out is nice. Just
give him some mobility items/upgrade his Valkyrie's mobility, and stick him
in the back of Rick/Roy's squad.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
II. Macross Plus
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

There are only two Macross Plus units and characters. Neither are particularly
amazing, but they're evasive and do ok damage. They also have a combination
attack together. I wouldn't put a priority on them, but they're usable if you
so desire.


%%%%%
Mecha
%%%%%

--------------
YF-19(Fighter)
--------------
HP: 4000~6500
EN: 120~270
Mobility: 120~180
Armor: 950~1550
Move: 8
Size: S
Type: Sky
Squad Cost: 1
Repair Cost: 6000
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Transform(YF-19(Battloid))

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Gatling Gunpod<P><PLA> 3500~5100      1~4    +45/+35   AACA     15
(R)   Micromissile           3900~5500      2~8    +25/+20   AACA     10
(R)   Unload<P>              4500~6100 115  1~3    +35/+30   AACA     4
Weapon Upgrade Cost Total: 46500

Rating: 5
Notes: As mentioned previously, it's ok, but nothing spectacular. One thing
to note is how expensive the YF-19 and YF-21 are to repair. Make sure they
dodge those attacks.

---------------
YF-19(Battloid)
---------------
HP: 4000~6500
EN: 120~270
Mobility: 110~170
Armor: 1050~1650
Move: 6
Size: S
Type: Land
Squad Cost: 1
Repair Cost: 6000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Shield
               Pinpoint Barrier
               Transform(YF-19(Fighter))

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)  Gatling Gunpod<P>        3500~5100     1~4    +45/+35   AACA     15
(R)  Micromissile             3900~5500     1~7    +25/+20   AACA     10
(M)  Pinpoint Barrier Punch<P>4500~6100 110  1     +30/+30   AACA     (20)
Weapon Upgrade Cost Total: 465000

Rating: 5
Notes: The battloid is more defensive, but otherwise pointless. Since Macross
units shouldn't get hit (bad things happen), there's really no reason to go
to Battloid mode. I suppose the higher land terrain rating is something if
you stick the YF-19 into a squad that can't fly.

--------------
YF-21(Fighter)
--------------
HP: 4200~6700
EN: 120~270
Mobility: 125~185
Armor: 900~1500
Move: 8
Size: S
Type: Sky
Squad Cost: 1
Repair Cost: 7000
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Transform(YF-21(Battloid))

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Gatling Gunpod<P><PLA> 3500~5100      1~4    +50/+30   AACA     15
(R)   Micromissile           3900~5500      2~8    +30/15    AACA     10
(R)   Unload<P>              4700~6300 115  2~4    +40/+25   AACA     4
Weapon Upgrade Cost Total: 465000

Rating: 5
Notes: The YF-21 is a slightly better machine than the YF-21. A little more
mobile, a little more power behind it's final attack, even a little more
range to it's final attack. If you can only use one....

---------------
YF-21(Battloid)
---------------
HP: 4200~6700
EN: 120~270
Mobility: 115~175
Armor: 1000~1600
Move: 6
Size: S
Type: Land
Squad Cost: 1
Repair Cost: 7000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Shield
               Pinpoint Barrier
               Transform(YF-21(Fighter))

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Gatling Gunpod<P><PLA>   3500~5100     1~4    +50/+30   AACA      15
(R)   Prototype Beam Gun<P><B> 3700~5300     2~5    +15/0     AADA      (10)
(R)   Micromissile             3900~5500     1~7    +30/+15   AACA      10
(M)   Pinpoint Barrier Punch<P>4400~6000 110 1~2    +35/+25   AACA      (20)
Weapon Upgrade Cost Total: 465000

Rating: 5
Notes: Like the YF-19's Battloid mode, there's little purpose to this thing.
Stick to the Figher.

//////////////
Guld Goa Poman
//////////////
Default Skills: Shield Defense
                Support Attack
                Support Defend
Spirit Commands: Concentrate(10)
                 Strike(20)
                 Gain(20)
                 Valor(40)
                 Invincible(10)
                 Soul(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Hit+10%/Critical+10%
Notes: Man, I always liked Isamu better, but Guld and his YF-21 just win in
this game. Cheaper concentrate, appropriate skills. Again, if you can only
take one.....

%%%%%%
Pilots
%%%%%%

------------
Isamu Daison
------------
Default Skills: Potential (lvl9)
                Shield Defense (lvl7)
                Pre-Emptive
Spirit Commands: Concentrate(15)
                 Spirit(35)
                 Strike(15)
                 Flash(10)
                 Valor(35)
                 Soul(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Move+1/Evade+10%
Notes: Isamu is a strage real type. Potential, for one thing, Spirit for
another. Decent stats, but I don't know what those skill choices are about.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
III. Macross Seven
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Macross Seven's combat units are nothing to write home about. The VF-17's
are pretty weak, and the VF-19s aren't much better. The combination attack
helps, but still isn't that good. The best combat units, the twin VF-22s,
won't be unlocked until near the end of the game. However, the Battle Seven
is probably the best Mothership in the game, providing both a leadership
bonus and having excellent combat skills. Furthermore, Macross Seven features
the immeasurably useful Sound Force. Early on they'll simply be a small boon,
boosting up morale for units to reach their ultimate attacks. After the
sound Boosters are acquired, however, they enable you to get almost your
entire force to 140 Morale...on TURN 1. Yeah, they're great.


------------------
Battle 7 Ship mode *Mothership* *2 bars pre-upgraded*
------------------
HP: 24000-29000
EN: 250~450
Mobility: 45~95
Armor: 1200~1900
Move: 5
Size: 3L
Type: SKy Only
Squad Cost: 5
Repair Cost: 20000
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   A
                  Space: A
Abilities:     Pinpoint Barrier
               Transform(Battle 7 Battloid Mode)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Sky Pulse Laser<P>    3000~4300        1~3   +45/+30   AACA      30
(R)   Small Missiles        3600~4900        1~6   +40/+25   AABA      15
(R)   Big Missile Launcher  4000~5300        3~9   +10/+15   AABA      10
Weapon Upgrade Cost Total: 465000

Rating: 7
Notes: When it comes to battleships, the Battle 7 is just about as good as it
gets. Not this form so much, though. Ship Mode is decent, though. A little
lacking in the power department, but because it's 3L, it's bigger than ALMOST
everything in the game and so will get a damage bonus.

----------------------
Battle 7 Battloid Mode
----------------------
HP: 24000~29000
EN: 250~450
Mobility: 40~90
Armor: 1200~1900
Move: 5
Size: 3L
Type: Sky/Ground
Squad Cost: 5
Repair Cost: 20000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Pinpoint Barrier
               Tranform(Battle 7 Ship Mode)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Sky Pulse Laser<P>     3200~4300       1~3   +45/+30   AACA      30
(R)   Small Missiles         3800~4900       1~6   +40/+25   AABA      15
(R)   Big Missile Launcher   4200~5300       3~9   +10/+15   AABA      10
(R)   Beam Gun               4700~5800       2~7   +45/+40   AADA     (16)
(R)   Macross Cannon<B><MAP> 5300~6000 140   1~9     0/+10   AABA     (120)
(R)   Macross Cannon<B>      6400~7500 140   3~10  +10/0     AABS     (80)
Weapon Upgrade Cost Total: 465000

Rating: 8
Notes: Here's what we're talking about. The Macross cannon, while it has a
steep morale requirement, is amazingly powerful. Great range, power, and an
S rank in space as a bonus. Slightly less mobile, it's not as though the
Battle 7 had much chance of dodging anyway. Rely on that Pinpoint barrier to
get things done.


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! Note: The following three units are Sound Force. Sound Force posses no  !
! real weapons at ALL. Instead, the effect of the song will be listed     !
! instead of power. Note that the game itself DOES give a "power" rating, !
! however, they doesn't appear to do anything, and are unupgradeable.     !
! Additionally, the Ammo/EN column has been replaced with a "Song EN"     !
! column. Each song consumes a certain amount of Song Energy. I'm not     !
! currently aware of how song energy is generated, though it seems        !
! connected to the morale of the pilots.                                  !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

------------------------------------
VF-19 Custom "Fire Valkyrie"-Fighter
------------------------------------
HP: 4300~6800
EN: 110~260
Mobility: 120~180
Armor: 950~1550
Move: 8
Size: S
Type: Sky
Squad Cost: 1
Repair Cost: 8000
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Tranform(VF-19 Custom "Fire Valkyrie"-Battloid)

Weapons:
Type  Name/Traits            Effect     Will Range Hit/Crit  Terrain Song EN
                                                             ALWS

(Music) Planet Dance<P><ALL> Hit/Evade Up     1~4   +30/+10  AABA     2000
(Music) Totsugeki Love Heart<P><ALL>
                             Morale Up        1~4   +30/+10  AABA     2500
(Music) Holy Lonely Light<P><ALL>
                   Defense/Accuracy Up  110   1~4   +30/+10  AABA     3000

Rating: 8...I guess
Notes: Basara's VF-19 Custom Fire Valkyrie cannot fight, as noted above. It
will dodge very well on its own, and Basara is a more than competant pilot.
The songs it can play will build up your characters or lower the morale of your
enemies. Of the two, morale raising of YOUR characters is far more useful.
There are a few enemies whose morale is worth lowering, however, so you should
keep it in mind. In particular, the Macross 7 enemies (Fz-109s, mainly) will
retreat if you reduce their morale to under 90. They give the exact same bonus'
as if killed, so it's worth noting. Of course, you can more than likely one shot
said enemies with normal attacks, so that's kind of a wash. In addition to this,
Protodevlin, the Macross 7 bosses, will take actual damage from the Songs, and
it's generally the BEST way to damage said bosses, as it goes around their
Protodevlin status.

-------------------------------------
VF-19 Custom "Fire Valkyrie"-Battloid
-------------------------------------
HP: 4300~6800
EN: 110~260
Mobility: 110~170
Armor: 1050~1650
Move: 6
Size: S
Type: Sky/Land
Squad Cost: 1
Repair Cost: 8000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Shield
               Pinpoint Barrier
               Transform(VF-19 Custom "Fire Valkyrie"-Fighter)

Weapons:
Type  Name/Traits            Effect     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(Music) Planet Dance<P><ALL> Hit/Evade Up     1~4   +30/+10  AABA     2000
(Music) Totsugeki Love Heart<P><ALL>
                             Morale Up        1~4   +30/+10  AABA     2500
(Music) Holy Lonely Light<P><ALL>
             Skill/Defense/Accuracy Up  110   1~4   +30/+10  AABA     3000

Combination Attacks:

(Music) Planet Dance<MAP> Hit/Evade Up   115  1~5     0/0    AABA      3500
(Music) Totsugeki Love Heart<MAP>
                          Morale Up      115  1~5     0/0    AABA      4000
(Music) Holy Lonely Light<MAP>
            Skill/Defense/Accuracy Up    120  1~5     0/0    AABA      4500
(Music) Try Again<MAP> Melee/Shooting Up
(Music) Planet Dance<ALL> Hit/Evade Up   105  1~7   +40/+20  AABA      1500
(Music) Totsugeki Love Heart<ALL>
                          Morale Up      105  1~7   +40/+20  AABA      2000
(Music) Holy Lonely Light<ALL>
            Skill/Defense/Accuracy Up    110  1~7   +40/+20  AABA      2500
(Music) Try Again<ALL> Melee/Shooting Up
ALL PERFORMED WITH: Mylene, Ray (Requires Sound Booster)

(Music) Try Again<ALL> All Stats up
Performed With: Mylene, Ray, Sybil (Requires Sound Booster)


Rating: 8, I suppose
Notes: There's no real reason to use the battloid mode by choice. Sure, it's
got a shield and a barrier, but if it's getting hit enough for those to make a
difference, there's a problem. Of course, when you equip the Sound Boosters,
you'll be forced into this mode, but meh. It's still good enough. You're still
not choosing to be in the mode, and you DEFINATELY want those sound booster

////////////
Basara Nekki
////////////
Default Skills: Potential (lvl9)
                Break Morale Limit
                Pre-Emptive
                Shield Defend
Spirit Commands: Concentrate(15)
                 Invincible(10)
                 Passion(40)
                 Spirit(40)
                 Valor(40)
                 Sense(25)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader ability: Squad gains "Morale+Evade" skill
Notes: Basara is an excellent pilot who is a total pacifist. The man gets mad
for having to beat up street thugs. He also comes decked out with Skills. Give
him SPUP, as it will help immensely. Warring Heart and Learning are both good
as well. Actually, I may be better to give him Learning first, as that's about
the only way he'll get decent PP. And I did mention three skills, if you have
the PP for it, replace Shield Defend. Basara's a dodger.

-----------------
VF-11 MAX Fighter
-----------------
HP: 3900~6400
EN: 110~260
Mobility: 115~175
Armor: 800~1400
Move: 7
Size: S
Type: Sky
Squad Cost: 1
Repair Cost: 6000
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Tranform

Weapons:
Type  Name/Traits            Effect     Will Range Hit/Crit  Terrain Song EN
                                                             ALWS

(Music) Planet Dance<P><ALL> Hit/Evade Up     1~4   +30/+10  AABA     2000
(Music) Totsugeki Love Heart<P><ALL>
                             Morale Up        1~4   +30/+10  AABA     2500
(Music) My Friends<P><ALL>   SP Recover 110   1~4   +30/+10  AABA     3000
(Music) Holy Lonely Light<P><ALL>
                   Defense/Accuracy Up  110   1~4   +30/+10  AABA     3000

Rating: 7...I guess
Notes: The VF-11 is definitely worse than the VF-19, but...no one really cares.
You don't really deploy the Sound force to combat your enemy. It's to raise
your morale.

------------------
VF-11 MAX Battloid
------------------
HP: 3900~6400
EN: 110~260
Mobility: 105~165
Armor: 900~1500
Move: 6
Size: S
Type: Sky/Land
Squad Cost: 1
Repair Cost: 6000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Shield
               Transform

Weapons:
Type  Name/Traits            Effect     Will Range Hit/Crit  Terrain Song EN
                                                             ALWS

(Music) Planet Dance<P><ALL> Hit/Evade Up     1~4   +30/+10  AABA     2000
(Music) Totsugeki Love Heart<P><ALL>
                             Morale Up        1~4   +30/+10  AABA     2500
(Music) My Friends<P><ALL>   SP Recover 110   1~4   +30/+10  AABA     3000
(Music) Holy Lonely Light<P><ALL>
                   Defense/Accuracy Up  110   1~4   +30/+10  AABA     3000

Rating: 7, if you must know
Notes: Worse than the fighter. Have to use it with the Sound Boosters. Done.


///////////////////
Mylene Fulea Jenius
///////////////////
Default Skills: Potential (lvl7)
                Shield Defend (lvl4)
                Guard
                Support Defend (lvl2)
Spirit Commands: Concentrate(15)
                 Bless(45)
                 Flash(10)
                 Valor(40)

Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader ability: Notes: The Bassist isn't as skillful as the lead man, but she's
still good. Her skills are a collection of misplaced abilities, though Support
defend is almost always nice to have. Really, the four of them are a good
combo, but a Valkrie is a bad place for them. If you were to boost her VF-11's
HP, you might be on to something, though. Her spirits are probably better,
though she gets passion later, stick her in the same squad as Ray and let
encourage do the work. As with Basara, Learning, SPUP, and Warring Heart
are great choices.

--------------------
VF-17 Custom Fighter
--------------------
HP: 4500~7000
EN: 110~260
Mobility: 105~165
Armor: 1300~1900
Move: 7
Size: S
Type: Sky
Squad Cost: 1
Repair Cost:  6000
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Repair
               Resupply

Weapons:
Type  Name/Traits            Effect     Will Range Hit/Crit  Terrain Song EN
                                                             ALWS

Rating: 4
Notes: No, I didn't forget anything. Ray's VF-17 is completely weaponless, and
completely songless. Why would you deploy him then? Because he's necessary to
do the combination attacks. He can't initiate them, of course, but he has to
be there. Plus, the Resupply/Repair combo he has is pretty nice for the unit
that he's in.


---------------------
VF-17 Custom Battloid
---------------------
HP: 4500~7000
EN: 110~260
Mobility: 115~175
Armor: 1300~190
Move: 7
Size: S
Type: Sky/Land
Squad Cost: 1
Repair Cost: 6000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Repair
               Resupply

Weapons:
Type  Name/Traits            Effect     Will Range Hit/Crit  Terrain Song EN
                                                             ALWS


Rating: 3
Notes: Strangely enough, unlike every single other Valkyrie in the game, Ray's
is more mobile in Battloid mode than in Fighter mode. You do lose one move
range, but if that's not a problem, there's no reason not to stay in battloid
mode.

////////////
Ray Lovelock
////////////
Default Skills: Guard
                Improved Repair
                Morale+(Evade)
Spirit Commands: Accelerate(15)
                 Concentrate(15)
                 Iron Wall(30)
                 Trust(30)
                 Encourage(45)
                 Bonds(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader ability: HP/EN Regen+100%
Notes: The most useful thing Ray has is Encourage. While normally not that
great of a skill, it's perfect for boosting up Mylene's Morale just enough to
use the MAP version of Totsugeki Love Heart. He's a solid pilot, though his
intentions of tanking are kind of laughable.

//////////////
Veffidas Fuizu
//////////////
Spirit Commands: Guts(30)
                 Invincible(10)
                 Cheer(25)
                 Spirit(40)
                 Friendship(40)
                 Exhause(50)
Notes: Ray's Subpilot, the drummer for Fire Bomber.

~~~NOTE: The VF-17 comes in two versions, D and S. Both, however, are
identical to each other except for the design on the face of battloid mode.~~


-------------------------
VF-17 Nightmare(Fighter) *comes pre-upgraded 2 bars on everything* *multiple*
-------------------------
HP: 4400~6900
EN: 110~260
Mobility: 115~175
Armor: 1100~1700
Move: 8
Size: S
Type: Sky
Squad Cost: 1
Repair Cost: 4500
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Transform(VF-17 Nightmare(Battloid))

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Small Laser Gun<PLA>   2900~4500       1~6   +20/+10   AACA      (5)
(R)   Medium Beam Gun<P><B>  3400~5000       2~5   +15/0     AADA      (10)
(R)   Micromissile           3800~5400       2~8   +25/+15   AACA      15
Weapon Upgrade Cost Total: 465000

Combination Attacks:

(R) Diamond Force Attack<P>  5100~6500  115  1~3  +30/+20  AACA    (35)
Performed With: VF-17D Nightmare x2

Rating: 5
Notes: I love the design of the VF-17. I like the face more on the D version
than the S, but what can you do. Unfortunately, my love cannot turn a "meh"
machine into a great one. The VF-17 just doesn't have the UMPH it needs, oh,
it'll stay alive well enough, with it's small size and good mobility, but
it just isn't going to do the damage you need it to. If you insist on using
them, put them in a squad together so they can use their combination attack.
That's decent.

--------------------------
VF-17 Nightmare(Battloid)
--------------------------
HP: 4400~6900
EN: 110~260
Mobility: 105~165
Armor: 1200~1800
Move: 6
Size: S
Type: Sky/Land
Squad Cost: 1
Repair Cost: 4500
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Transform(VF-17 Nightmare(Fighter))

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Gunpod<P><PLA>         3400~4800       1~4  +40/+25    AADA      20
(R)   Medium Beam Gun<P>     3600~5000       2~5  +15/0      AADA     (10)
(R)   Micromissile           4000~5400       1~7  +25/+15    AACA      15
(R)   Gunpod Beam<B>         4200~5600  105  2~8  +20/+30    AADA      4
(R)   Unload<P>              4500~5900  115  1~2  +30/+20    AABA      2
Weapon Upgrade Cost Total: 465000

Rating: 5
Notes: The Battloid mode has more umph than the Fighter...but lacks the
combination attack. It's also easier for the enemy to kill, possessing 10
less mobility. When in your squad, it may be better to keep them in this
form, but it could lead to a few more deaths.

-----
Sybil
-----
HP: 1800
EN: 240
Mobility: 180
Armor: 600
Move: 8
Size: SS
Type: Sky/Land
Squad Cost: 1/2
Repair Cost: 0
Terrain Ratings:
                  Sky:   S
                  Land:  A
                  Sea:   B
                  Space: S
Abilities:     Double Image
               Protodevlin

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Spiritia Attack<S><P>  3500            1~4   +40/+20   AACA
(M)   Body Slam<P><PLA>      3600            1~4   +50/+50   AACA
(R)   <Unknown><S><ALL>      4300            1~7   +45/+55   AACA      (5)
Weapon Upgrade Cost Total: N/A

Rating: 7
Notes: Despite only having 1800 HP and 600 mobility, Sybil is basically
unkillable. With S ranks on both of the most viable terrains, SS size, 180
mobility, Double Image, AND the Protodevlin status, the only things that can
even threaten her are bosses. Decently powerful PLA attack to boot. Sadly, you
can't upgrade her (she's not a machine). She comes with Ignore Size Modifier,
so you won't need to worry about that.
If only her attacks were more powerful, she'd be a great squad leader.

/////
Sybil
/////
Default Skills: Morale+(Evade)
                Counter
                Pre-Emptive
                ESP
                Ignore Size Modifier
Spirit Commands: Concentrate(15)
                 Accelerate(25)
                 Strike(15)
                 Flash(10)
                 Valor(40)
                 Awaken(100)
Terrain Ratings:
                Sky:   S
                Land:  A
                Sea:   B
                Space: S
Leader Ability: Move+1
Notes: I love Sybil. She comes pre-stacked with great skills, has Awaken, and
S ranks on Sky and Space to start. Pre-Emptive and ESP will further add to that
whole "impossible to kill" thing. She's only got a 1/2 point squad cost. Use
her.

----------------
VF- 22 F        *Comes....totally...upgraded*
----------------
HP: ~6800
EN: ~260
Mobility: ~190
Armor: ~1500
Move: 8
Size: S
Type: Sky
Squad Cost: 1
Repair Cost: 7000
Terrain Ratings:
                  Sky:   S
                  Land:  B
                  Sea:   C
                  Space: S
Abilities:     Transform(VF-22 B)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Gatling Gunpod<P><PLA> ~5000           1~4   +45/+30   AACA     20
(R)   Micromissile           ~5500           2~8   +35/+20   AACA     15
(R)   Unload<P>              ~6100     115   1~4   +35/+25   AACA     2
(R)   Reflex Warhead<ALL>    ~6900     130   1~8   +25/+20   SSSS     1
Weapon Upgrade Cost Total:

Rating: 8
Notes:

--------------
VF-22 B
--------------
HP: ~6800
EN: ~260
Mobility: ~180
Armor: ~1600
Move: 6
Size: S
Type: Sky/Land
Squad Cost: 1
Repair Cost: 7000
Terrain Ratings:
                  Sky:   B
                  Land:  A
                  Sea:   B
                  Space: S
Abilities:     Shield
               Pinpoint Barrier
               Transform(VF-22 F)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Beam Gun<P><B><PLA>    ~5200           2~5   +20/+15   AADA     (10)
(R)   Micromissile           ~5500           1~7   +20/+15   AACA      15
(M)   Pinpoint Barrier Punch<P> ~5800   110   1    +30/+25   AACA     (10)
Weapon Upgrade Cost Total:

Combination Attack:

(R)   Jenius Attack

Rating: 7
Notes: The Fighter is usually a better choice, but for the big enemies, you'll
want to switch to this to unleash the Jenius attack.


-------
FBz-99G *pre-upgraded 5 slots*
-------
HP: 4200~6700
EN: 110~260
Mobility: 115~175
Armor: 1300~1900
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1
Repair Cost: 2200
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Spiritia Drain Beam<S><P>
                             2500~4100       1~5   +50/0     AABA      5
(R)   Missile Launcher<PLA>  3500~5100       2~7   +20/+10   AABA      15
(R)   Spiritia Spark Gun<ALL>4000~5600  110  3~8   +35/+5    AABA     (30)
(R)   Pentagram Beam Gun     4200~5800  120  2~6   +35/0     AABA     (40)
Weapon Upgrade Cost Total: 520000

Rating: 7
Notes: Pretty Good. The Spiritia Draing beam's status effect lowers morale by
a whopping 15, IIRC. That's quite useful considering you also get some damage
out of it. Deploying smartly, you could have a useful unit on your hands.

/////
Gabil
/////
Default Skills: Counter (lvl7)
                Morale+(Evade)
                ESP
Spirit Commands: Invincible(10)
                 Concentrate(15)
                 Strike(20)
                 Accelerate(25)
                 Valor(35)
                 Drive(40)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes:


%%%%%%
Pilots
%%%%%%

------
Gamlin
------
Default Skills: Potential (lvl7)
                Counter (lvl6)
                Support Attack (lvl2)
Spirit Commands: Invincible(10)
                 Concentrate(15)
                 Snipe(30)
                 Valor(40)
                 Strike(20)
                 Soul(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability: Evade+10%/Critical+10%
Notes: Gamlin is pretty good. Nice leader bonus if you want to do that, and
Invincible is really appreciated on a mech as dodgy as Macross stuff is.
Snipe will be useful occasionally. Just make sure to give him Ignore
Size modifier if you want some real damage output out of him.

------
Kinryu
------
Default Skills: Support Attack
                Support Defend
                Cooperative Attack
Spirit Commands: Concentrate(15)
                 Spirit(35)
                 Iron Wall(30)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability:
Notes: Kinryu is only with you for a short time, so don't worry about him.

------
Dokker
------
Default Skills: Fortune
                Morale+(Hit)
                Support Defend
Spirit Commands: Concentrate(15)
                 Guts(40)
                 Trust(20)
                 Iron Wall(30)
                 Strike(20)
                 Exhaust(50)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability:
Notes: I'm...not really sure what Dokker is trying for. Fortune is a leader
type skill, but he's really not leader material. Support defend is a back-up
skill. And the highest morale requirement for the VF-17 is 115. Eh, guess
he's just "unique".

-------
Physica
-------
Default Skills: Support Defend (lvl3)
                Support Attack (lvl3)
                Squad Attack
Spirit Commands: Concentrate(15)
                 Gain(20)
                 Mercy(10)
                 Valor(40)
                 Friendship(50)
                 Encourage(50)
Terrain Ratings:
                 Sky:   A
                 Land:  A
                 Sea:   C
                 Space: A
Leader Ability:
Notes: Physica knows where he belongs. In the back row. Mercy is a waste, but
eh, no one's perfect. Slap on Learning and ignore Size modifier and you'll have
a good backrow fighter. Now, if only he could keep his keep his wife in line.
Whore.

------------------
Maximillian Jenius
------------------
Default Skills: Genius
                Morale+(Evade)
                Support Attack (lvl2)
                Leadership (lvl4)
Spirit Commands: Sense(20)
                 Concentrate(10)
                 Snipe(20)
                 Valor(40)
                 Fury(30)
                 Love(80)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Critical+20%(Battleship) Hit/Evade+10% (Fighter)
Notes: At first, he's the captain of the Battle 7. Late in the game, he'll
move to a fighter. There's where that Morale+(Evade) is going to do good.
Really though, I wish I could put him BACK IN THE BATTLESHIP. The Battle 7 is
a great unit, and the VF-22 isn't special enough to make up for it. Note that
while he is ALMOST identical, Battleship Captain Max is actually a different
unit than Fighter Max. I think there's some PP sharing, but when Max joins you
again as a fighter pilot, you'll have to give him new skills.


---------------------
Millia Fallena Jenius
---------------------
Default Skills: Morale+(Hit)
                Potential (Lvl 7)
                Support Attack (Lvl 1)
Spirit Commands: Sense(20)
                 Concentrate(20)
                 Iron Wall(30)
                 Valor(40)
                 Fury(30)
                 Love(80)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Manuverability+10%/Evade+10%
Notes: Not quite as good as her estranged husband, Millia is nonetheless a
very good pilot. It's a shame there's not really a better unit to put her in
for most of the game. I'm tired of complaining about Potential and Iron Wall,
so I'll just let it go.

-------
Exedore
-------
Default Skills: Morale+(Damage)
                Support Attack (lvl3)
                Leadership (lvl3)
                Cooperative Attack
Spirit Commands: Scan(1)
                 Strike(20)
                 Vigor(20)
                 Snipe(40)
                 Invincible(10)
                 Exhaust(50)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Notes: At first, Exedore is the Battle 7's first support pilot. After stage 49,
however, he'll become the main pilot. The Battle 7 is worse for it, but he's
definately still competent. And the Battle 7 is still amazing.

---------
Miho Miho
---------
Spirit Commands: Accelerate(5)
                 Cheer(30)
                 Luck(40)
                 Iron Wall(30)
                 Friendship(50)
                 Renew(60)
Notes: I <3 Miho Miho. She's so cute. She's also totally useful. A great
support spirit set. Late game you'll probably find yourself wanting to save
her SP for Renew.

-----
Sally
-----
Spirit Commands: Scan(1)
                 Trust(30)
                 Concentrate(15)
                 Strike(20)
                 Valor(40)
                 Bless(50)
Notes: Sally will seem kinda redundant while Max is captain of the Battle 7.
Once Exedore takes over, however, you'll find her much more valuable. She's
sorta the combat fuel for the Battle 7 for the last ten levels.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
M. Neon Genesis Evangelion
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The EVAs are units with enourmous defensive capabilities and mediocre
offensive capabilities. To really get them to do damage, you'll need to keep
them together to use the combination attacks. The real question you'll come
to is whether Shinji or Asuka should lead that squad. Asuka has an early game
advantage, but lacks an ALL attack for most of the game. Shinji doesn' have
as good of post-movement attacks until he gets the Maglock E Sword, but his
higher synch ratio and leader ability make him nigh impossible to kill. He
also has a long range ALL attack. As always, it's up to you. I prefer Shinj,
but Asuka is totally viable.


-----------
EVA Unit 00
-----------
HP: 7500~10500
EN: 130~280
Mobility: 90~150
Armor: 1500~2150
Move: 6
Size: L
Type: Land
Squad Cost: 2
Repair Cost: 20000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:     AT Field
               S2 Engine

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   EVA Hand Gun<P>        3400~4700       1~4   +45/+10   AAAA      15
(M)   Progressive Knife<P>   3700~5000        1    +40/+50   DAAA
(R)   Pareto Rifle<PLA>      3900~5200       1~7   +20/+10   AAAA      12
(R)   Positron Sniper Rifle  4900~6200 110   3~10  +30/+35   AAAA      4
Weapon Upgrade Cost Total: 465000

Unlockable Attacks:

(R)   N2 Mine<P><MAP>        5000~     130   1~3     0/+10   AAAA      1

Combination Attacks:

(R)   EVA Unload<ALL>        5500~6800 115   1~8    +15/+25  AAAA     (50)


Rating: 7
Notes:

///////////
Rei Ayanami
///////////
Default Skills: Support Defend (lvl3)
                Squad Attack
                Mental Stability
Spirit Commands: Concentrate(15)
                 Iron Wall(25)
                 Attune(35)
                 Exhaust(55)
                 Sense(20)
                 Bonds(55)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   A
                Space: A
Leader Ability: Defend Damage-30%
Notes: Pure support. SHe built quite well for it, too. EVA-00 is of course
a bit expensive for a back up unit, but it's worth it. Her "Attune" Spirit is
of particular value. Not everyone has strike, and it's one of the rarer
Spirits in the game. I'd bring her along for that alone.

-----------
EVA Unit 01
-----------
HP: 7300~10300
EN: 130~280
Mobility: 85~145
Armor: 1400~2050
Move: 6
Size: L
Type: Land
Squad Cost: 2
Repair Cost: 20000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:     AT Field
               S2 Engine
               The Beast

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   EVA Hand Gun<P>        3400~4700       1~4   +45/+10   AAAA      15
(M)   Progressive Knife<P>   3700~5000        1    +40/+50   DAAA
(R)   Pareto Rifle<PLA>      3900~5200       1~7   +20/+10   AAAA      12
(R)   Positron Rifle<ALL>    4500~5800       2~8   +30/0     AAAA      6
Weapon Upgrade Cost Total: 465000

Unlockable Attacks:

(M)   Maglock E Sword<P>     5000~6300  110  1~3   +35/+50   DSAS      (25)

Combination Attacks:

(M)   Unison Kick<P>         5800~7100  120  1~4   +20/+40   DSAA      (40)
(R)   EVA Unload<ALL>        5500~6800  115  1~8   +15/+25   AAAA      (50)

Rating: 8
Notes: It's decent, but it won't solve all your problems. The real standout
feature of the EVA series are the powerful AT fields. Non-boss enemies will
in all likelyhood be unable to touch EVAs in the front row. So I can forgive
the lack of offensive power. Still, offensively, EVA unit 01 is probably
going to win that game too. Unison Kick has got some power behind it. The big
downside to EVA 01 is that if it's destroyed, instead of just having to pay
the obscene repair 0cost, it changes into the BEAST, which, of course, will
attack whatever it can and becomes a bit of a problem.


------------------
EVA Unit 01 F-Type
------------------
HP:
EN:
Mobility:
Armor:
Move:
Size:
Type:
Squad Cost:
Repair Cost:
Terrain Ratings:
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
Weapon Upgrade Cost Total:

Rating:
Notes:

////////////
Shinji Ikari
////////////
Default Skills: Potential (lvl7)
                Support Attack (lvl3)
                Support Defend (lvl2)
Spirit Commands: Strike(15)
                 Flash(10)
                 Accelerate(25)
                 Valor(40)
                 Awaken(85)
                 Soul(55)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   A
                Space: A
Leader Ability: AT Field strength x 1.2
Notes: Late Game, you could argue either way with regards to EVA Unit 1 or 2
and which one is better. But EVA 01 wins because Shinji is a better pilot
than Asuka. I know, I know, I'm going to send her into a catatonic state, but
facts are facts, and she needs to get over her mommy complex anyway.
Accelerate is as useful as it always is, Potential....again, won't be
activated much, but when it DOES get activated, makes EVA 01 even harder to
kill. Worth noting that Shinji's sychro rate is the highest of the three,
and with his leader ability, the AT field is REALLY hard to get through.

-----------
EVA Unit 02
-----------
HP: 7400~10400
EN: 130~280
Mobility: 90~150
Armor: 1200~1850
Move: 6
Size: L
Type: Land
Squad Cost: 2
Repair Cost: 20000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   A
                  Space: A
Abilities:     AT Field
               S2 Engine

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   EVA Hand Gun<P>        3400~4700       1~3  +45/+10    AAAB      15
(M)   Progressive Knife<P>   3800~5100       1~3  +40/+50    DAAA
(R)   Pareto Rifle<PLA>      3900~5200       1~7  +20/+10    AAAA      12
(M)   Sonic Glaive<P>        4500~5800       1~4  +25/+35    DAAA
Weapon Upgrade Cost Total: 465000

Unlockable Attacks:

(M)   A.T.Field<ALL>         5200~     110   1~4   +30/+45   DSAS      (60)

Combination Attacks:

(M)   Unison Kick<P>         5800~7100 120   1~4  +20/+40    DSAA      (40)
(R)   EVA Unload<ALL>        5500~6800 115   1~8  +15/+25    AAAA      (50)


Rating: 7
Notes: EVA Unit 02 is....the more up-close and personal of the three. It's
Progressive Knife is 100 points stronger than the other two, but it should
never use it, because the Sonic Glaive is way better. Sonic Glaive means that
Asuka will probably be leading about half the time in a squad of EVAs. The
problem with EVA Unit 02 is that EVA Unit 1 gets the Maglock E sword, which
is better, and since it has an ALL attack, it's just more useful. The A.T.
Field Attack that EVA Unit 02 gets is great, but you get it so late in the
game that it really hurts Unit 02's usefulness. Still, Unison Kick is
still great.




///////////////////
Asuka Langley Soryu
///////////////////
Default Skills: Counter (lvl6)
                Support Attack (lvl2)
                Morale+(Hit)
Spirit Commands: Great Effort(15)
                 Sense(20)
                 Spirit(30)
                 Valor(35)
                 Fury(25)
                 Soul(60)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   A
                Space: A
Leader Ability: Squad attack +20%
Notes: Unsurprisingly, Asuka is built for attacking. Her EVA has lots of
post-movement weapons, and she gets Hot Blood way earlier than most others.
For the early part of the game, she'll probably want to be in the lead of
your EVA squad (well, she'll ALWAYS want to, but you're in charge, don't let
her boss you around), but she gets passed up once the Unit 1 gets the Maglock
E Sword. She may or may not be worth the switch in the late game after the
A.T.Field attack is unlocked.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
N. Raideen
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

-------
Raideen
-------
HP: 7900~11400
EN: 210~360
Mobility: 85~135
Armor: 1300~2050
Move: 6
Size: L
Type: Sky/Land
Squad Cost: 2
Repair Cost: 8000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword
               Shield
               Mutron(Locked until Stage 33)
Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   God Missile<PLA>       2800~4700       1~5   +25/+5    AABA      20
(M)   Gorgon Sword<P>        3400~4700       1~2   +35/+40   AABA
(R)   God Gorgon             3600~4900       1~7   +20/+35   AABA      10
(R)   God Alpha<S>           3900~5200       3~8   +40/+15   AABA     (30)
(R)   God Gorgan Swarm<ALL>  4000~5300       2~6     0/0     AABA      3
(M)   God Bird<P>            5000~6300  120  1~3   +15/+40   AABA     (45)
Weapon Upgrade Cost Total: 465000

Unlockable Attacks:

(M)   God Bird Head Cutter<P>4800~6100  115  1~3   +20/+30   AABA     (30)
(M)   God Bird<P>            5300~6600  120   1    +15/+40   AABA     (40)
^*REPLACES ORIGINAL GOD BIRD*^
(R)   God Voice<MAP>         5600~6300  150  1~5     0/+25   AABA     (120)
(R)   God Voice<S><ALL>      5800~8100  140  2~7   +10/+25   SAAS     (80)

Rating: 8
Notes: Raideen is one of my favorite mechs, but I have to be objective, and
Raideen has some issues. On the plus side, God Bird is a great attack, and
Raideen is one of the few supers in the game that has decent ranged attacks.
On the down side, Raideen has very few post-movements attacks. Gorgon Sword
is a tad weak, and while God Bird is good, you've got to get to 120 morale.
More troublesome is Raideen's survival rate. Like Getter-1, Raideen is really
supposed to dodge. But the L size and low mobility will get in the way.
Upgraded, Raideen will do great. Before then though, there may be some
survival issues. Raideen is MUCH better in the late game than the early.
Early, you've got the morale issues. After you get sound force and unlock
Raideen's God Voice, morale isn't a problem, and he has a powerful new MAP
attack to unleash on the enemy forces. Even if you can't find a spot for him
early, reconsider Raideen later on.

////////////
Akira Hibiki
////////////
Default Skills: TK Power (lvl9)
                Sword Cut (lvl7)
                Shield Defend (lvl9)
Spirit Commands: Sense(30)
                 Concentrate(15)
                 Iron Wall(25)
                 Spirit(40)
                 Valor(40)
                 Fury(50)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Shield Defend +40%
Notes: Raideen's pilot, he's got balanced stats. His Spirit list is very
similar to a RR Pilot's but Iron Wall is actually good on Raideen. Not much
else to say here. TK Power further cements the idea that Raideen is supposed
to dodge.


------
Blugar
------
HP: 2500~5500
EN: 90~240
Mobility: 110~170
Armor: 950~1600
Move: 8
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 2000
Terrain Ratings:
                  Sky:   S
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Repair

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   20mm Vulcan<P><PLA>    1600~3500       1~4   +35/+60   ABCA      30
(R)   Missile                2900~4800       1~7   +20/+30   SABA      20
Weapon Upgrade Cost Total: 335000

Rating: 3
Notes: Even as a support unit, the Blugar isn't very good. It'd help if the
missile was the PLA attack. The one saving grace is that it has two pilots, so
the spirit list might be worth it.


//////////////
Tarou Surumiru
//////////////
Default Skills: Potential (lvl6)
                Support Defend (lvl3)
                Squad Attack
Spirit Commands: Strike(20)
                 Concentrate(20)
                 Vigor(20)
                 Spirit(40)
                 Valor(40)
                 Snipe(30)
Terrain Ratings:
                Sky:   A
                Land:  B
                Sea:   C
                Space: A
Leader Ability: Manuverability+10%
Notes: The Blugar's pilot, he possesses the more Blugar centric spirits. If
you're wondering why I'm always so irritated by Potential on pilots like
these, it's because generally, it's not going to get hit when it's in the
back row anyway. The enemies that CAN hit it are generally strong enough to
OHKO it anyway, completely negating the ability.

////
Mari
////
Spirit Commands: Accelerate(25)
                 Trust(30)
                 Cheer(35)
                 Flash(10)
                 Encourage(55)
                 Exahaust(50)
Notes: As a sub-pilot, Mari focuses completely on supporting other units.
This works fairly well, though it can lead to an SP crunch. Accelerate is as
useful as ever.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
O. Steel Jeeg
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Stee Jeeg is just one unit and a support unit. And as far as I'm concerned,
the support unit is vastly superior. Still, Jeeg has a few advantages that are
worth looking into to.

----
Jeeg
----
HP: 3200~6200
EN: 130~280
Mobility: 110~170
Armor: 1100~1750
Move: 6
Size: S
Type: Land
Squad Cost: 1
Repair Cost: 4400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Separate(Jeeg Head)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Jeeg Beam<P><PLA>      2000~3900       1~4   +20/0     AADA      (5)
(M)   Knuckle Bomber<P>      3200~4500       1~3   +40/+30   AABA
(M)   Dynamite Kick<P>       3500~4800        1    +15/+35   DABA
(M)   Spinstorm<ALL>         3700~5000       1~5   0/+10     AABA      (50)
(M)   Jeeg Breaker<P>        4400~5700        1    +40/+50   DSBA      (30)
Weapon Upgrade Cost Total: 465000

Combination Attacks:

(R)   Jeeg Bazooka           3400~4700       2~6   +30/+25   AABA      10
Combined with: Miwa/Big Shooter
(M)   Mach Drill<P>          4800~6100       1~3   +35/+45   ASAS      8
Combined with: Miwa/Big Shooter

Rating: 6
Notes: I haven't given Jeeg enough credit, I think. He has a safety if he's
destroyed (the Jeeg Head), and he's as evasive as a standard Gundam, but is
S size, making him more evasive. His combination attacks with Big shooter are
not only very good, but also very versatile, only requiring Big Shooter to
be within three spaces of Jeeg. However, his power isn't anything special,
and he's quite limited in his range. Furthermore, on his own, his EN will
run out very fast. Basically, what it comes down to to me is that if you're
not going to upgrade him, Jeeg should sit on the bench. If you ARE going to
upgrade him, he'll be a valuable addition to your team. Just treat him more
like a real-type.

---------------
Jeeg Pansaroido
---------------
HP: 3800~6800
EN: 140~290
Mobility: 125~185
Armor: 1100~1750
Move: 8
Size: S
Type: Sky/Land
Squad Cost: 1
Repair Cost: 4400
Terrain Ratings:
                  Sky:   S
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Transform(Seel Jeeg)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Jeeg Beam<P><PLA>      2000~3900       1~4   +20/0     AADA      (5)
(M)   Knuckle Bomber<P>      3200~4500       1~3   +40/+30   AABA
(M)   Dynamite Punch<P>      3300~4600       2~5   +45/+20   AABA      (5)
(R)   Pansaroido Missile     3900~5200       3~8   +35/+15   AABA      8
(M)   Jeeg Lancer<P>         4300~5600       1~4   +20/+30   ASBS
(M)   Spinstorm<ALL>         4600~5900       1~6     0/+10   ASBA      (50)
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: While it has a more poweful ALL attack, it can't do the combination
attacks with the Big Shooter. So if that's not around, I guess this is better.
But not by a lot.



---------
Jeeg Head
---------
HP: 1800~4800
EN: 90~240
Mobility: 125~185
Armor: 1000~1650
Move: 6
Size: SS
Type: Sky/Land
Squad Cost:
Repair Cost: 4400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Attack<P>             1800~3700         1    +30/+20   AACA
(M)   Jeeg Beam<P><PLA>     2000~3900        1~4   +20/0     AACA      (5)
Weapon Upgrade Cost Total: 465000

Rating: 5
Notes: The Jeeg Head is what Jeeg is reduced to if he's destroyed. While nigh
impossible to hit, it is almost like a fly and it's damage is significantly
limited. Fortunately, if you are reduced to the Jeeg head, you can be
restored up to two times to Jeeg by using the Big Shooter to shoot Jeeg a
new body. Yeah, I know, Big Shooter is awesome.


/////////////
Hiroshi Shiba
/////////////
Default Skills: Potential(lvl9)
                Counter
                Fortune
Spirit Commands: Concentrate(15)
                 Strike(15)
                 Accelerate(20)
                 Valor(30)
                 Invincible(10)
                 Soul(60)
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Leader Ability: Squad recieves Ignore Size modifier skill
Notes: With one of the best leader abilities around, Jeeg surprises me again.
Give Hiroshi Break Morale Limit, ESave, and SP UP to really maximize his
potential.


-----------
Big Shooter
-----------
HP:3700~6700
EN:140~290
Mobility: 110~170
Armor: 1300~1950
Move: 7
Size: S
Type: Sky
Squad Cost: 1/2
Repair Cost: 4400
Terrain Ratings:
                  Sky:   S
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Resupply

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Missile<P><PLA>        2800~4700       1~4    +40/0    AABA      25
(R)   Beam<S>                3200~5100       1~6    +30/+10  AACA     (20)
Weapon Upgrade Cost Total: 335000

Rating: 7
Notes: There's no way that Big Shooter should lead a squad, but it does so
much, I have to give it props. Firstly, it has the resupply ability (and
hence, will regenerate EN for the squad she's in), secondly, if you're using
Jeeg, she unlocks his best attack and another longer range attack for him,
all just by being within three squares of him. AND if Jeeg is destroyed, the
Big Shooter can restored him from the Jeeg head. All this...for half a
squad point. Yeah. IMO, this is the best support unit in the game. Oh, AND
Miwa has some nice spirit commands.

//////////
Miwa Uzuki
//////////
Default Skills:  Support Attack (lvl3)
                 Support Defend (lvl3)
                 SP UP
Spirit Commands: Concentrate(20)
                 Trust(20)
                 Cheer(25)
                 Flash(15)
                 Valor(40)
                 Hope(80)
Terrain Ratings:
                 Sky:   A
                 Land:  A
                 Sea:   B
                 Space: A
Leader Ability: HP/EN Regen+50%
Notes: Default SP up is a blessing that will save you a TON of PP in the
long run. Her real value arises when she levels enough to get her "Hope"
spirit. Her low (relatively) cost and huge SP pool allows her to get several
charges of it off.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
P. Virtua ON!
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The first non-anime series to be introduced into SRW, The Virtua ON! units
are quite good. They're not amazing, but they're definately solid. They also
have quite a few S ranks amondg them. They won't do the most damage. But
they'll put up a serious fight.


-----------
Temjin 747J *pre-upgraded 2 slots*
-----------
HP: 4700~7700
EN: 170~320
Mobility: 125~185
Armor: 1300~1950
Move: 7
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 2500
Terrain Ratings:
                  Sky:   A
                  Land:  S
                  Sea:   B
                  Space: S
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Sword Wave Furiikenshi<B><PLA>
                             3600~5200       1~6   +40/+10   AABA      (5)
(M)   Burisshi Saber<P>      3900~5500       1~4   +20/+45   DSBA
(R)   Radical Zapper<ALL>    4200~5800       2~8   +35/+30   AABA      (25)
(R)   Formula Assault<P>     4400~6000 110    1    +15/+10   DSBA
(M)   Buri Slider<P>         4900~6500 120   1~3   +35/+45   ASAS      (40)
Weapon Upgrade Cost Total: 465000

Rating: 7
Notes: A solid unit. It'd be nice if he didn't vary between Range and Melee
so much, but he's got lots of post-movement attacks and a solid ALL attack.

/////
Chief
/////
Default Skills: Counter (lvl9)
                Sword Cut (lvl7)
                Support Attack (lvl3)
Spirit Commands: Accelerate(15)
                 Concentrate(15)
                 Strike(15)
                 Invincible(10)
                 Valor(40)
                 Soul(55)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Move+1/Hit+10%
Notes: Chief is built to be the leader with Counter and Support attack. Soul
really helps add on the damage. As usual, Ignore Size Modifer, Break Morale
Limit, and SP UP will max out his damage.


--------
Fei Yen
--------
HP: 4200~7200
EN: 180~330
Mobility: 130~190
Armor: 1100~1750
Move: 8
Size: S
Type: Land
Squad Cost: 1
Repair Cost: 2500
Terrain Ratings:
                  Sky:   A
                  Land:  S
                  Sea:   B
                  Space: S
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Heart Full Attack<P><PLA>
                             3600~5200       1~6   +30/0     AADA      (5)
(M)   Pinky Lash<P>          3800~5400       1~4   +45/+40   DABA
(R)   Vivid Pink Extra<ALL>  4200~5800       3~7   +10/+20   AABA      (20)
(R)   Emotional Attack<ALL>  4600~6200 130   1~9   +40/+40   SSDS      (30)
Weapon Upgrade Cost Total: 465000

Rating: 6
Notes: She's not as good as Temjin, but those ALL attacks are great to have
around. As a side note, I don't think you could create a more girly robot
if you tried. No, not even those Goddannar units.

///
Fei
///
Default Skills: Fortune
                Pre-emptive
                Sword Cut (lvl 7)
Spirit Commands: Bless(30)
                 Concentrate(15)
                 Sense(20)
                 Valor(40)
                 Accelerate(15)
                 Exhaust
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Evade+20%
Notes: Her cheap Bless combined with a high SP pool is really nice. She's also
more than capable of staying alive. Give her Learning and Squad attack and
she'll sit pretty in the back row.

------------------
Aphardm The Hatter
------------------
HP: 5300~8300
EN: 160~310
Mobility: 120~180
Armor: 1400~2050
Move: 7
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 2500
Terrain Ratings:
                  Sky:   A
                  Land:  S
                  Sea:   B
                  Space: S
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Judo Tonfa<P><PLA>     3800~5400       1~5   +30/+30   AABA
(M)   Supersonic Tengaron<ALL>
                             3900~5500       1~6   +10/0     AABA     (15)
(M)   Dramatic Tonfa<P>      4300~5900       1~4   +40/+50   AABA     (10)
(M)   Dramatic the Hatter<P> 4700~6300  115  1~3   +35/+30   DSBS     (40)
Weapon Upgrade Cost Total: 465000

Rating: 7
Notes: He's about Temjin's equal. He loses a bit of range, but his focus on
melee attacks helps. His ALL attack is weaker, but his morale requirements
are less. It really comes down to the "pilot", which makes Temjin better.
Still a good unit.

//////////
The Hatter
//////////
Default Skills: Potential (lvl8)
                Support Defend (lvl3)
                Sword Cut(lvl7)
Spirit Commands: Invincible(10)
                 Concentrate(15)
                 Strike(15)
                 Valor(30)
                 Drive(30)
                 Accelerate(20)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: This is why Temjin is the one leading. Support defend and no Soul
makes the Hatter a back-up pilot. Quite a GOOD backup pilot, but back-up
nonetheless.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Q. Banpresto Original
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The Banpresto Originals are almost without exception amazing. Use them. Note,
when dealing with the Main Characters, Spirit Commands are based on the
default birthday for them.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
I. Cobray Route
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^


-------
Werkbau
-------
HP:
EN:
Mobility:
Armor:
Move:
Size:
Type:
Squad Cost:
Repair Cost:
Terrain Ratings:
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
Weapon Upgrade Cost Total:

Rating:
Notes:

---------------
Dis Astranagant
---------------
HP:
EN:
Mobility:
Armor:
Move:
Size:
Type:
Squad Cost:
Repair Cost:
Terrain Ratings:
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
Weapon Upgrade Cost Total:

Rating:
Notes:

//////
Cobray
//////
Default Skills:
Spirit Commands:
Terrain Ratings:
                Sky:
                Land:
                Sea:
                Space:
Leader Ability:
Notes:

----------
Wildwurger
----------
HP:
EN:
Mobility:
Armor:
Move:
Size:
Type:
Squad Cost:
Repair Cost:
Terrain Ratings:
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
Weapon Upgrade Cost Total:

Rating:
Notes:

/////////////
Arado Balanga
/////////////
Default Skills:
Spirit Commands:
Terrain Ratings:
                Sky:
                Land:
                Sea:
                Space:
Leader Ability:
Notes:

----------
Wildfalken
----------
HP:
EN:
Mobility:
Armor:
Move:
Size:
Type:
Squad Cost:
Repair Cost:
Terrain Ratings:
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
Weapon Upgrade Cost Total:

Rating:
Notes:

//////////////////
Seolla Schweitzher(?)
//////////////////
Default Skills:
Spirit Commands:
Terrain Ratings:
                Sky:
                Land:
                Sea:
                Space:
Leader Ability:
Notes:

---------
Valuk Ben
---------
HP:
EN:
Mobility:
Armor:
Move:
Size:
Type:
Squad Cost:
Repair Cost:
Terrain Ratings:
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
Weapon Upgrade Cost Total:

Rating:
Notes:

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
II. Kusuha Route
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^


/////////////
Kusuha Mizuha
/////////////
Default Skills:
Spirit Commands:
Terrain Ratings:
                Sky:
                Land:
                Sea:
                Space:
Leader Ability:
Notes:

///////////////////////////
Brooklyn "Bullet" Luckfield
///////////////////////////
Default Skills:
Spirit Commands:
Terrain Ratings:
                Sky:
                Land:
                Sea:
                Space:
Leader Ability:
Notes:


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
III. Touma Route
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

-----
RaiOH
-----
HP:
EN:
Mobility:
Armor:
Move:
Size:
Type:
Squad Cost:
Repair Cost:
Terrain Ratings:
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
Weapon Upgrade Cost Total:

Rating:
Notes:


--------
DaiRaiOH
--------
HP:
EN:
Mobility:
Armor:
Move:
Size:
Type:
Squad Cost:
Repair Cost:
Terrain Ratings:
                  Sky:
                  Land:
                  Sea:
                  Space:
Abilities:

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS
Weapon Upgrade Cost Total:

Rating:
Notes:


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IV. Selena Route
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

----------
AS Soleras *Replaced by AS Aleras*
----------
HP:5000~8000
EN: 150~300
Mobility: 115~175
Armor: 1000~1650
Move: 6
Size: M
Type: Sky/Land
Squad Cost:
Repair Cost: 4000
Terrain Rankings:
                  Sky:   C
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:       Sword
                 Jamming
                 Double Image

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Sol Laza<P><PLA>       3200~4800       1~4   +30/+10   AABA    (5)
(M)   Stealth Boomerang<S><P>3700~5300       2~5   +10/+10   AABA    6
(M)   Sol Fencer<P>          4000~5600       1~2   +20/+15   AABA    (15)
(M)   Gatling Tempest<S><P>  4500~6100 115    1    +5/+20    AABA    5
Weapon Upgrade Cost Total: 465000

Rating: 8
Notes: Like all the original mecha, AS Soleras is awesome. It's a little melee
focused for a real type, but assuming you can get in range, it'll tear the
enemy up.

----------
AS Alegras
----------
HP: 5800~8800
EN: 180~330
Mobility: 130~190
Armor: 1200~1850
Move: 9
Size: M
Type: Sky/Land
Squad Cost: 1 1/2
Repair Cost: 4500
Terrain Ratings:
                  Sky:   A
                  Land:  S
                  Sea:   B
                  Space: A
Abilities:     Sword
               Jamming
               Double Image

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Invisible Assassin<S><P><MAP>
                              ~4100 105  2~5    0/-15    AABA       1
(M)   Sol Laza<P><PLA>        3600~5200      1~5  +30/+10    AABA      (5)
(M)   Savant Suragga<S><P>    4000~5600      2~5  +20/+10    AABA       8
(M)   Sol Fencer<P>           4300~5900      1~3  +20/+15    AABA      (15)
(M)   Magna Tempest<S><P><ALL>4700~6300 110   1    +5/+20    ASBS       6
(M)   Rush Ballerena Veil<P>  5400~7000 120  1~3  +20/+20    SSBS      (40)
Weapon Upgrade Cost Total: 465000

Rating: 10
Notes: While not as directly powerful as the Dis Astranagant, the Alegras is
quite the amazing machine. Keeping all the Soleras' weapons with an upgrade,
the Alegras adds a new power attack with Rush Ballerena, and it adds the
totally awesome post-movement MAP attack Invisible Assassin. As Serena doesn't
have Awaken (at least by default) it's not quite as abusable as Banprieos'
TK Missile. But as the only other post-movement MAP attack in the game, it's
damn close.

//////
Selena
//////
Default Abilities: Support Attack
                   Cooperative Attack
                   Pre-emptive
Spirit Commands:   Concentrate(15)
                   Flash(10)
                   Fury(30)
                   Valor(40)
                   Drive(60)
                   Soul(60)
Terrain Rankings:
                 Sky:   A
                 Land:  A
                 Sea:   C
                 Space: A
Leader Ability: Critical+30%
Notes: Like all the originals, Selena is a great pilot. I'm not particularly
thrilled with either her skills or spirits, however. Drive is almost
completely wasted, as Selena's highest morale requirement is only 120, plus
it's 60 SP. Cooperative attack is good for some to have, but it's nothing
special, and Pre-emptive is really only gonna help the hit rate, as if you
upgrade the AS's mobility (and you should), it's gonna be nigh-impossible to
hit anyway (even before Jamming and Double Image)


////
Elma
////
Spirit Commands: Scan(1)
                 Concentrate(15)
                 Vigor(15)
                 Decoy (40)
                 Fury(30)
                 Renew(60)
Notes: Elma is Selena's robot friend that acts as a subpilot for her mech.
Of course, he can't learn any skills as a subpilot, but more spirit commands
are always welcome, and he's got a great support list.

--------------
Altairlion(CF) *recieves upgrades from Vegalion*
--------------
HP: ~7100
EN: ~290
Mobility: ~185
Armor: ~1500
Move: 8
Size: M
Type: Sky
Squad Cost: 1
Repair Cost: 4400
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Transform(Altairlion(DF))
               Combine(Vegalion->Hyperlion)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   90mm GG Cannon<P>      ~4600           1~2   +20/+30   AABA     10
(R)   CTM-07 Prometheus<PLA> ~5200           1~6   +30/0     AABA     8
(R)   G Accel Drive<P>       ~5500           2~3     0/+10   AACA     6
(R)   Manuever GRaMXs<P>     ~6100      130  3~5   +30/0     AABA     3
Weapon Upgrade Cost Total:

Rating:
Notes:

--------------
Altairlion(DF)
--------------
HP: ~7100
EN: ~290
Mobility: ~175
Armor: ~1600
Move: 6
Size: M
Type: Sky/Land
Squad Cost: 1
Repair Cost: 4400
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Transform(Altairlion(CF))
               Combine(Vegalion->Hyperlion)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   90mm GG Cannon<P>      ~4600           1~3   +20/+30   AABA      10
(M)   Sonic Saber<P>         ~4900      110  1~2   +40/+10   AABA     (15)
(R)   CTM-02 Spikyul<P><ALL> ~5100           3~4   +10/0     AABA       2
(R)   CTM-07 Prometheus<PLA> ~5200           1~6   +30/0     AABA       8
(R)   G Accel Drive          ~5500           3~7     0/+10   AACA       6
Weapon Upgrade Cost Total: 520000


Rating:
Notes:


---------
Hyperlion
---------
HP: ~8000
EN: ~320
Mobility: ~185
Armor: ~1800
Move: 8
Size: M
Type: Sky
Squad Cost: 1 1/2
Repair Cost: 4400
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: S
Abilities:     Double Image
               Seperate(Hyperlion -> Altairlion/Vegalion)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   CTM-05 Pleiades<MAP   ~3800      120   1~5   +10/0     AABA      2
(M)   Sonic Sword<P>        ~4900      110   1~3   +40/+10   AABA     (15)
(R)   Twin GG Cannon<P>     ~4900            1~4   +20/+30   AABA      10
(R)   CTM-02 Spikyul<P><ALL>~5100            3~5   +10/0     AABA      2
(R)   CTM-07 Prominens W<PLA>  ~5400         1~6   +30/0     AABA      8
(R)   CTM-09 Saifat         ~5800            3~8   -10/0     AABA      2
(R)   G-Drive X Combination ~6100            2~9     0/+10   AACA      6
(R)   Manuever GRaMXs<P>    ~6800      130   3~6   +30/0     AACA      3
Weapon Upgrade Cost Total: 520000

Rating:
Notes:

///////////
Ibis Dagras
///////////
Default Skills: Support Attack (lvl3)
                Counter (lvl8)
                Support Defend (lvl3)
Spirit Commands: Great Effort(15)
                 Concentrate(15)
                 Sense(25)
                 Valor(35)
                 Spirit(40)
                 Bonds(80)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Move+1/Evade+10%
Notes: Ibis seems to have taken on a sort of hybrid role of attacker/supporter.
She's not amazing, but she's solid.


////////////////
Tsugumi Takakura
////////////////
Spirit Commands: Scan(1)
                 Trust(30)
                 Cheer(35)
                 Friendship(50)
                 Encourage(60)
                 Hope(90)
Notes: The Altairlion and first Hyperlion sub-pilot, you'll probably want to
save the SP for that Hope spirit.

--------
Vegalion
--------
HP: 4200~6700
EN: 120~270
Mobility: 120~180
Armor:1100~1700
Move: 8
Size: M
Type: Sky
Squad Cost: 1
Repair Cost: 4400
Terrain Ratings:
                  Sky:   A
                  Land:  B
                  Sea:   C
                  Space: A
Abilities:     Combine(Altairlion -> Hyperlion)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   CTM-05 Breades<MAP>    3000~3800 120   1~5    +10/0    AABA      2
(R)   110mm GG Cannon<P>     3200~4000       1~2    +20/+30  AABA      10
(R)   CTM-07 Prominens<PLA>  3600~5200       2~4    +30/0    AABA      8
(R)   G Break Drive          4000~5600       2~8      0/+10  AACA      6
(R)   CTM-09 Saifato         4200~5800       3~7    -10/0    AABA      2
Weapon Upgrade Cost Total: 520000

Rating: 5
Notes: It's...decent...I guess. It seems to be stuck in the world of Alpha 2,
where it would be a good unit. Stick it in the back where you have room, I
guess. Later on, it'll be very useful combining with Altairlion to form
Hyperlion. But that's really all it's good for. =\

//////////////
Sleigh Presley
//////////////
Default Skills: Support Defend (lvl3)
                Support Attack (lvl3)
                Pre-Emptive
Spirit Commands: Accelerate(20)
                 Concentrate(15)
                 Flash(10)
                 Snipe(30)
                 Valor(40)
                 Fury(30)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   C
                Space: A
Leader Ability:
Notes: At the very least, you shouldn't have to worry about Vegalion being
shot down with Sleigh at the helm. She's quite a good pilot. Later on, her
spirits will help Hyperlion quite a bit, though I prefered her Alpha 2
spirit list.

-------
Esurimu
-------
HP: 4900
EN: 150
Mobility: 90
Armor: 1300
Move: 6
Size: M
Type: Land
Squad Cost: N/A
Repair Cost: 3000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Oulu Blade<P>          2800             1  +30/+10     AABA
(R)   Baraku Rifle<PLA>      3000            1~6 +10/0       AABA      15
Weapon Upgrade Cost Total:

Rating:
Notes:

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
V. All routes
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

--------------
R-Blade Custom
--------------
HP: 5000~7500
EN: 140~290
Mobility: 120~180
Armor: 1400~2000
Move: 7
Size: M
Type: Sky/Land
Squad Cost: 1
Repair Cost: 3200
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   C
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   G Revolver<P>          3400~5000           1~4  +40/+35    AABA      12
(R)   G Railgun<PLA>         3900~5500           1~6  +20/+15    AABA      8
(R)   Split Beam Cannon<B><ALL>
                             4100~5700       2~7  +40/+40    AABA     (30)
(M)   Blade Tonfa<P>         4500~6100 110   1~3  +35/+30    AABA     (10)
Weapon Upgrade Cost Total: 465000

Rating: 7
Notes: The R-Blade Custom is a solid unit that you'll want to upgrade before
stage 44. Upgrades to it carry over to Banpreios, but it's cheaper to upgrade
it. Plus, you'll have an empty unit that you can put <Name> in that's fully
upgraded.

-------------
R-Gun Powered
-------------
HP: 4500~7500
EN: 150~300
Mobility: 110~170
Armor: 1100~1750
Move: 6
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 3500
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Vulcan Cannon<P>       1800~3400        1    +40/+20   AABA      20
(R)   T-Link Boomerang<P>    3500~5100 *     2~4   +25/+10   AABA
(R)   Twin Magna Rifle<PLA>  3700~5300       1~6   +30/+20   AABA      12
(R)   High Twin Launcher<ALL>4600~6200 110   1~8   +30/+10   AABA     (30)
Weapon Upgrade Cost Total: 465000

*Requires TK Power lvl 1

Rating: 6
Notes: The real purpose of the R-Gun powered is to unlock Banpreios' final
attack. However, it's a solid unit in it's own right. I wouldn't want it
actually leading a squad, but as a back up unit, it's quite good.


/////////////
Viletta Badam
/////////////
Default Skills: TK Power (lvl3)
                Support Attack (lvl3)
                Support Defend (lvl3)
                Squad Attack
Spirit Commands: Accelerate(25)
                 Concentrate(15)
                 Sense(25)
                 Valor(40)
                 Critical+(40)
                 Spirit(40)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: Viletta is a solid pilot. Support attack is once again wasted, but she
comes pre-loaded with Squad Attack, so I can forgive her. It's good she has
the Spirit spirit, as this will help make sure you can use Banpreios'
Combination attack once its ready.

---------
Banpreios *recieves upgrades from R-Blade Custom when acquired*
---------
HP: 9000~125000
EN: 200~350
Mobility: 90~140
Armor: 1500~2250
Move: 6
Size: L
Type: Sky/Land
Squad Cost: 2 1/2
Repair Cost: 13000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: S
Abilities:     TK Field

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Telekinesis Missile HP<P><MAP>
                             3500~4300 120   1~4   +10/0     AABA      1
(R)   Hyper Mudetoneita<B><PLA>
                             3800~5100       1~7   +40/+10   AADA      15
(R)   Gun Genocider<P>       4200~5500       2~5   +10/+30   AABA     (10)
(M)   T-LINK Blade Knuckle<P>4800~6100 110   1~3   +30/+35   AABA     (20)
(R)   Altered Full Burst<ALL>5700~6800 120   2~8   +35/+15   AABS     5

Unlockable Attacks:

(M)

Combination Attacks:

(R)
Weapon Upgrade Cost Total: 520000

Rating: 11. That's right. We go to 11 and all that jazz.
Notes: Flaws? Banpreios knows not this "Flaw" thing. Perhaps the 1 ammo on
its powerful post-movement map attack could be considered a flaw, but Resupply
is easy to get to. Banpreios seriously has it all. One of only 2 Post-Movement
MAP attacks in the game? Check. Powerful ALL attack? Check. Poweful
Post-Movement Attacks? Check. Decent ranged Post-movement Attacks? Check.
Excellent ranged attacks? Check. Hell, it even has a powerful PLA attack. When
you acquire Banpreios in stage 44, it will be very good and should immediately
take place in a squad(made easier by the fact you immediately are broken into
four small groups). Once it recieves its fourth pilot on stage 54, you almost
don't need other units. Almost. Of course, all that said, the real star of
Banpreios' lineup is that MAP attack. Since Ryusei has Awaken, you can have
the unit go repeatedly in one turn as long as you keep his SP full. Rai can
use Valor and Strike. If you deploy enough units with Renew and Hope, and you
don't really have to deploy that many. Banpreios can literally clear a map in
a single turn. I know mainly because I really had to on my first playthrough.

///////////
Ryusei Date
///////////
Default Skills: TK Power (Locked until 44) (lvl9)
                Potential (lvl9)
                Morale+(Damage)
Spirit Commands: Strike(15)
                 Concentrate(15)
                 Invincible(10)
                 Valor(35)
                 Spirit(40)
                 Awaken(100)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Damage Taken-10%/Critical+10%
Notes: While in the R-Blade Custom, Ryusei is a decent pilot that'd be better
if his TK power wasn't locked. After you recieve Banpreios, Ryusei is still
a good pilot, but he's not really an exceptional one. He's just good. Course,
his unit will make up for that with its post-movement MAP attack of doom. The
key feature here is Awaken. This is what keeps Banpreios going.

/////////////////////
Raideise F. Branstein
/////////////////////
Default Skills: Genius
                Support Attack (lvl3)
                Counter (lvl 8)
                E Save
Spirit Commands: Accelerate(25)
                 Concentrate(15)
                 Strike(10)
                 Valor(40)
                 Fury(30)
                 Drive(55)
Notes: Rai has skills for no reason. Well, I mean, the normal SRX has seperate
units, but Banpreios can't seperate. His Spirit set is designed to have
Banpreios smash the enemy.

/////////////
Aya Kobayashi
/////////////
Default Skills: TK Power (lvl8)
                Support Defend (lvl3)
                Focused Attack
Spirit Commands: Cheer(35)
                 Trust(30)
                 Iron Wall(30)
                 Flash(10)
                 Encourage(60)
                 Renew(80)
Notes: My only guess for why the Banpreios pilot's that aren't the main have
skills is that the in-game story of Banpreios being fused together because they
ran out of time was an out of game story as well. Aya is a pure support pilot.
Mai
straddles the support pilot line, but Aya leaps right over it. But her

/////////////
Mai Kobayashi
/////////////
Default Skills: TK Power (lvl8)
                Support Attack (lvl2)
                Cooperative Attack
Spirit Commands: Bless(40)
                 Concentrate(10)
                 Accelerate(25)
                 Sense(25)
                 Valor(45)
                 Hope(90)
Notes: Really is a shame these sub-pilots can't learn SP UP. She's got a nice
spirit set, but you'll want to save most of her SP for Hope.



---------
Bemidoban *pre-upgraded 4 slots*
---------
HP: 9000~12500
EN: 250~400
Mobility: 65~115
Armor: 1900~2650
Move: 6
Size: L
Type: Land
Squad Cost: 2
Repair Cost: 8000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Weapon Block

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Doban Crusher<P>       4500~5800       1~3   +25/+35   ASCA
(M)   Doban Hammer<ALL>      5200~6500       3~7   +30/+30   BSCA
(M)   Doban Impact<S><P>     6200~7500  120  1~4   +35/+25   ASCS     (40)
Weapon Upgrade Cost Total: 520000

Rating: 8
Notes:

///////////
Baran Doban
///////////
Default Skills: Potential (lvl9)
                Guard
                Morale+(Damage)
                Mental Stability
                Battle Spirit
Spirit Commands: Iron Wall(15)
                 Invincible(10)
                 Strike(20)
                 Spirit(30)
                 Valor(35)
                 Fury(25)
Terrain Ratings:
                Sky:   B
                Land:  S
                Sea:   B
                Space: A
Leader Ability: Damage Taken-10%
Notes: Like most late game pilots, Baran Doban comes pre-stacked. He even has
Ace status to boot. Unsurprisingly given his mech, he's built to tank any and
all damage. It shows.

-------
Shumuel *pre-upgraded 4 slots*
-------
HP: 5000~8000
EN: 190~340
Mobility: 120~180
Armor: 1500~2150
Move: 7
Size: M
Type: Land
Squad Cost: 1
Repair Cost: 4000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Dakal Spear<P>         3800~5400       1~3  +35/+15    AABA
(R)   Oulu Canon<PLA>        4000~5600       1~7  +25/+5     AABA      15
(M)   Hazak Shuvaira<P>      4200~5800  110  1~4  +40/+30    AABA     (40)
Weapon Upgrade Cost Total: 465000

Rating: 5
Notes: Decent defensive stats, but lacks oomph. Assuming you upgraded the
R-Blade Custom, you should most likely move Rulia into that.

////////////
Rulia Kaishi
////////////
Default Skills: Support Attack
                Support Defend (lvl4)
                Sword Cut (lvl8)
                Pre-emptive
Spirit Commands: Trust(25)
                 Concentrate(15)
                 Sense(20)
                 Accelerate(20)
                 Valor(35)
                 Hope(95)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability: Move+1/Critical+10%
Notes: Rulia is a support pilot and reason number two you should have upgraded
the
R-Blade Custom. The Shumuel isn't that good, but even if it was, a fully
upgraded unit
is better. Hope is kind of expensive, but it's always nice to have another shot
or two
of that.


----------
Dygenguard
----------
HP: 8000~11500
EN: 185~335
Mobility: 85~135
Armor: 1500~2250
Move: 6
Size: L
Type: Sky/Land
Squad Cost: 2
Repair Cost: 9000
Terrain Ratings:
                  Sky:   A
                  Land:  A
                  Sea:   B
                  Space: A
Abilities:     Sword

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Energy Wave<P><PLA>    3800~5100       1~4   +15/+10   AABA      (5)
(M)   Boomerang Blade<P>     4300~5600       1~3   +10/0     AABA
(M)   Sword Strike 1<P>      5000~6300 110   1~3   +15/0     AABA      (30)
(M)   Sword Strike 2<P>      6200~7500 130    1    +20/+50   SSBS      (50)
Weapon Upgrade Cost Total: 520000

Combination Attacks:

(M)   Tatsumaki Zankantou<P> 6800~8000 140   1~4

Rating:
Notes:

//////////////
Sanger Zonvolt
//////////////
Default Skills: Potential (lvl9)
                Sword Cut (lvl9)
                Counter (lvl9)
Spirit Commands: Strike(10)
                 Drive(45)
                 Iron Wall(20)
                 Invincible(10)
                 Valor(35)
                 Fury(30)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   B
                Space: A
Leader Ability:
Notes: Sanger is unique in that he actually maxes out all of his natural
skills. Since his purpose is damage, Break Morale Limit, Ignore Size
Modifier, and SP UP are almost certainly the trio you're going to want here.

------------
Aussenseiter
------------
HP: 7900~11400
EN: 190~340
Mobility: 95~145
Armor: 1600~2350
Move: 8
Size: L
Type: Land
Squad Cost: 2
Repair Cost: 9000
Terrain Ratings:
                  Sky:   A
                  Land:  S
                  Sea:   B
                  Space: A
Abilities:     Shield

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(R)   Shield Plate<P>        3700~5000       1~4   +25/+30   AABA
(R)   Lanshe Cannon<PLA>     3900~5200       1~8   +25/+10   AABA      15
(R)   Lanshe Cannon W<ALL>   4800~6100 110   3~9   +35/+15   AABA      8
(R)   Sturmangriff<P><ALL>   5900~7200 125   1~5   +20/+30   SSBS     (50)
Weapon Upgrade Cost Total: 520000

Rating:
Notes:

///////////////////
Ratsel Feinschmaker
///////////////////
Default Skills: Genius
                Support Attack (lvl 3)
                Support Defend (lvl 3)
                Cooperative Attack
Spirit Commands: Concentrate(10)
                 Strike(10)
                 Flash(10)
                 Accelerate(20)
                 Valor(40)
                 Fury(25)
Terrain Ratings:
                Sky:   A
                Land:  A
                Sea:   A
                Space: A
Leader Ability: Move+1
Notes: Since he's probably going to spend most of his time in the back of
Sanger's squad, Squad attack and Learning are reccommended. Course, then
there's SP UP....

--------------
Nashim Guneden
--------------
HP: ?????? (over 100000)
EN: 600
Mobility: 60
Armor: 1500
Move: 4
Size: 2L
Type: Sky/Land
Squad Cost: N/A
Repair Cost: 0
Terrain Ratings:
                  Sky:   S
                  Land:  S
                  Sea:   S
                  Space: S
Abilities:     Full Block
               EN Regen(Large)

Weapons:
Type  Name/Traits            Power     Will Range Hit/Crit  Terrain Ammo/(EN)
                                                             ALWS

(M)   Eden Gore<P>           4900            2~4   +10/+15   SSSS      (10)
(R)   Mavet Gospel           5800            3~13  +30/+10   SSSS      99
(R)   Foro Za Zan<ALL>       6900      120   1~9   +15/0     SSSS      (80)
Weapon Upgrade Cost Total: N/A

Rating: 10
Notes: Dude, it's got over 100000 HP. What more do you want?

////
Irui
////
Default Skills: TK Power lvl9
                Potential lvl9
                Battle Spirit
                Morale+(Damage)
                Guard
                Support Attack lvl3
Spirit Commands: Love(50)
                 Attune(10)
                 Trust(10)
                 Encourage(40)
                 Bless(10)
                 Cheer(10)
Terrain Ratings:
                 Sky:   S
                 Land:  S
                 Sea:   S
                 Space: S
Leader Ability: Squad's terrain ratings to A
Notes: 50 SP Love is all you needed, but then she's got a whole bunch of
cheap Support Spirits to boot. AH, too bad it's only one stage.




==============================================================================
7. Skills Encyclopedia
==============================================================================

There are two types of skills. Skills that you can buy, and skills that you
cannot. The skills you cannot buy TEND to be stronger or have quite desirable
effects. Of course, the skills you can't buy are pretty awesome too. At least,
some of them are. Now, that said, they aren't really in a competition, as you
can't replace unpurchasable skills.

Pilots will come to you with several natural skills. Natural skills are not
all Unbuyable. Most pilots don't even know an unpurchaseable skill. However,
Natural skills are different because they can level up with the pilot. If a
pilot knows a skill that has multiple levels, such Potential, or Support
Attack, then as they level up, they can learn more levels. Not all pilots
who possess such a skill will level up to the maximum, of course. In fact,
most do not. If this is the case, you can purchase additional levels in order
to max these skills out. The additional levels will be seperated by a + (i.e.
Counterlvl3+2) They'll only cost the +level, as well (so, if a pilot knows
Counter Lvl4, purchasing one level of counter to make it Counterlvl4+1, it'll
only cost 25 PP, not 45). Note that while you CAN replace natural skills, it's
not something you'll generally have the extra PP for until repeat
playthroughs. It's better to spend your PP on improved Terrain Ratings than
to replace a skill.

I think...that's all there is to say about skills. Here's a key....

-------
<Name>(1)
-------
Effect: (2)
PP Cost: (3)
Purpose: (4)
Notes: (5)

(1)The name of the skill, easy enough.
(2) What the skill does.
(3)The cost to purchase the skill, if there are multiple levels for the
    skill, the costs will be noted.
(4)This will denote whether its for Leaders, Back-ups, or both.
(5)Comments about the skill

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
A. Purchasable Skills List
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Before I go further, I suppose I should list the skills that you can buy in
the order you can buy them. Since, you know, I'm assuming you can't read
Japanese.

Page 1

Sword Cut
Shield Defend
Potential
Counter
Support Attack
Support Defend

Page 2

SP Up
Warring Heart
Battle Spirit
Morale+(Evade)
Morale+(Hit)
Morale+(Damage)

Page 3

Morale+(Destroy)
E Save
B Save
Learning
Cooperative Attack
Squad Attack

Page 4

Focused Attack
Pre-emptive
Guard
Break Morale Limit
Improved Repair
Improved Resupply

Page 5

Ignore Size Modifier

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
B. Purchasable Skills
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

---------
Sword Cut
---------
Effect: If the pilot's unit is equipped with a sword, allows the pilot to
        cut down or parry certain attacks a certain amount of the time.
PP Cost: 25/30/40/45/50/55/60/65
Purpose: Either
Notes: Sword Cut allows you to completely avoid certain attacks a certain
amount of the time without regard to hit percentage. Even if the enemy's
attack has a 100% chance to hit, you can still cut it down. Some attacks
cannot be cut, however. In general, Beams can't be cut, whether they be
officially designated Beam or not. The important thing to note about Sword
cut is that most pilots that come in a unit capable of sword cutting will
already have the skill. So you'll rarely have to buy this all the way. You'll
simply have to fill it out, if you so choose.

-------------
Shield Defend
-------------
Effect: When selecting Defend or Support defending, if the pilot is in a unit
        with a shield, the pilot will use its shield to further reduce the
        damage.
PP Cost: 25/30/35/40/45/50/55/60/65
Purpose: Either
Notes: While I love Sword Cut, I'm not as enamored with Shield Defend. Most of
the units with Shield's RRs, and if they're defending enough to get much use
out of Shield defend, there's a problem. Then again, Shield defend is a nice
combo with Support defend. I wouldn't be that eager to replace it, but I
wouldn't buy it for anyone. Also like sword cut, however, Shield Defend is
given to most pilots who have units with shields.

---------
Potential
---------
Effect: Increases Hit, Evade, Armor, and Critical when HP is at 40% or less.
PP Cost: 25/30/35/40/45/50/55/60/65
Purpose: Either
Notes: Potential comes from the Super Robot tradition of ALMOST getting thier
ass kicked....and then pulling out amazing feats of power and skill at the
last minute. More levels of potential will increase the effect accordingly.
On Super Robots, their nautrally high HP will allow them to

-------
Counter
-------
Effect: A certain percentage of the time, when attacked by the enemy, the unit
        with Counter will strike first. Higher levels of Counter will
        increase the percentage
PP Cost: 25/30/35/40/45/50/55/60/65
Purpose: Leader
Notes: Counter is my favorite skill that I never buy. The only time it's
actually useful is if the counter attack kills the targetted enemy. So the
value will depend entirely upon the enemies that you're facing. Against a
lot of smaller enemies, this can be great, as you can negate all the damage
you would have taken by destroying them first. If you don't kill the enemy,
however...it's kind of pointless.

--------------
Support Attack
--------------
Effect: Allows a character to perform a support attack when an ally attacks
        from a square next to them.
PP Cost: 100/120/140/160
Purpose: Leader
Notes: Some people love Support attack. I'm....not that enthusiastic about it.
It's a solid skill, don't get me wrong, it just doesn't often fit my
playstyle. To be able to do a support attack the Support attacker must not
have already acted this turn. Also, you cannot do a squad attack AND a
Support attack at the same time, it's one or the other. However, you CAN do a
Combination attack and a Support attack at the same time, provided the
character with Support attack isn't part of the Combination. ALL attacks can
also not be used with Support Attacks. Support Attacks are usually stronger
than Squad attacks, as any non-ALL attack can be used and it'll be done at
full strength. Also, only leaders can support attack. You should have
multiple units with this skill deployed, but many pilots come with this
already and so you really won't need to buy it. The primary reason for this
is to deal with enemies that retreat after reaching a certain HP (bosses).
Using a support attack will let you finish them off and collect the money
and occasional Skill Point.

--------------
Support Defend
--------------
Effect: If a non-ALL attack is about to hit a character in the same squad or
        squad next to a leader with this skill, the Support defender will
        defend against the attack instead of the target. The level
        determines the number of times per turn a unit will Support Defend.
PP Cost: 100/120/140/160
Purpose: Either
Notes: Really, this is for the back-up pilots. The idea is that it's better
for a weaker character to take half damage than your leader to take full
damage. It's generally as solid concept. There are a few times where it can
get annoying where unupgraded grunt suits are taking hits for a fully
upgraded Mazinkaiser, but it's generally just a good idea to spread the
damage around. There are two cases where it just won't work. First, if the
Support Defender would be killed by the attack, they won't jump out in
front, at least, not automatically, you may be able to set them to, as the
enemy will often have a backup unit killed by support defending. Second,
if you're squad attacked, the support defender will block all the squad
attacks, but not the leader's attack. Even if the squad attacks all miss,
you're get no support defend. However, if the support defender doesn't have
to actually block for you, it won't get counted as one of thier charges. While
many pilots have this skill naturally, few will max it naturally. You'll have
to fill it up for them.

-----
SP UP
-----
Effect: Raises pilot's SP by 6 points per level
PP Cost: 25/30/35/40/45/50/55/60/65
Purpose: Either
Notes: SP Up is awesome. It allows you to use your spirits more often, and
spirits can really change the flow of battle. Any leader and any unit with
support spirits should have this if possible.

-------------
Warring Heart
-------------
Effect: Boosts the pilot's morale by 5 at the start of the battle.
PP Cost: 80
Purpose: Specific
Notes: This gives the same boost as if a pilot was an ace. This does stack
with the Ace bonus, AND the top ace bonus. This means that you could have up
to three units start with 115 morale. Of course, except in limited situations,
you shouldn't actually get this skill. Goldymarg should get it, and the
Sound Force members could use it as well. Everyone else should take a pass.

-------------
Battle Spirit
-------------
Effect: After the first turn, gain 2 morale per turn.
PP Cost: 70
Purpose: Specific...junk
Notes: The problem with Battle Spirit is that battles just don't last long
enough to make good use of it. Many many battles will be over in five or six
turns. This means you'll get all of 8-10 morale. It's not that it's useless,
there's just better skills, even for Goldymarg.

--------------
Morale+(Evade)
--------------
Effect: Pilot gains 1 morale when dodging an attack
PP Cost: 70
Purpose: Specific/Leader
Notes:  In general, I find the Morale+ skills to be lacking, simply because
I have Sound Force to boost my morale as high as I need. Still, this is an
effective way for RRs to gain morale. Send them out front and watch the
morale build. Most super robots don't want to touch this.


------------
Morale+(Hit)
------------
Effect: Pilot gains 1 morale when an attack hits the enemy
PP Cost: 70
Purpose: Specific/Leader
Notes: If you're going to get a Morale+ skill, this is a great one for most.
You CAN hit the enemy, right? Again, send them out front and watch the morale
pile on.

---------------
Morale+(Damage)
---------------
Effect: Pilot gains an Additional 1 morale when hit by an attack.
PP Cost: 70
Purpose: Specific
Notes: This is the SR equivalent to the Evade one, though you should be aware
that EVERYONE gains one morale when hit by an attack. This adds an additional
point.

----------------
Morale+(Destroy)
----------------
Effect: Pilot gains an Additional 1 morale when an enemy squad is destroyed.
PP Cost: 70
Purpose: Specific/Back-up
Notes: The good part about this one is that the character needs to do
nothing to gain the morale. On the downside, there's not that many squads
to shoot down. I'm unclear if this works for every enemy shot down(unlikely)
or for every squad shot down. In Alpha 3, everyone gains a morale point for
every SQUAD shot down, not simply units (this is different from Alpha 2, which
gives everyone one point for every unit shot down).

------
E Save
------
Effect: EN cost for attacks reduced to 80%
PP Cost: 150
Purpose: Specific/Leaders/Goldymarg
Notes: Cuts EN consumption on attacks to 80%, which can significantly increase
the amount of attacks you can make. Certain units, like Wing Zero, REALLY
want this skill, others, like GaoGaiGar, would really like it. OTHERS,
like Buster, have no use for it whatsoever. It's nice to have, but not
strictly necessary.

------
B Save
------
Effect: Units have 1.5 times the ammo.
PP Cost: 150
Purpose: Specific
Notes: Units that need more ammo are a bit rarer. Buster and Heavyarms could
certainly use it, most others it's superfluous for.

--------
Learning
--------
Effect: Even if not the leader of a squad, recieve full EXP and PP
PP Cost: 100
Purpose: Back-up
Notes: Virtually every single pilot that's going to be spending most of its
time in a non-leader role should have this squad. The EXP is mostly
superfluous, but the PP is great. it'll pay for itself shortly. And on
repeat playthroughs, you'll enjoy the extra PP.

------------------
Cooperative Attack
------------------
Effect: When performing a support attack, the attack will always be a
        critical.
PP Cost: 200
Purpose: Leader
Notes: I'm not that thrilled with this one. It'll certainly boost the damage
from your support attacks, but 200 PP just for about 20% of a damage increase?
I wouldn't buy it,that's for sure.


------------
Squad Attack
------------
Effect: When participating in a squad attack, damage will be increased.
PP Cost: 150
Purpose: Back-up
Notes: The companion skill to learning, this will increase your damage
siginificantly. I'm not sure the percentage exactly, but squad attacks are
generally penalized, and this removes most if not all of that penalty. I still
think it's less than full, but it's a good increase.

--------------
Focused Attack
--------------
Effect: Damage from ALL attacks increased by 10%
PP Cost: 200
Purpose: Leader
Notes: I believe that ALL attacks are penalized like squad attacks. In any
case, this will increase the damage done by ALL attacks. If the pilot uses
something with a powerful ALL attack, this is a good idea. If it's not there
strongest attack, this may not be that great of a choice, but it's still
good.

-----------
Pre-emptive
-----------
Effect: At 130+ Morale, boosts pilot's Hit, Evade, and Critical by 10%
PP Cost: 150
Purpose: Either
Notes: This is fairly self-explanatory. Use it if you want, don't if you
don't. I will say that it's superfluous for many RRs, and pointless for many
SRs.

-----
Guard
-----
Effect: At 130+ Morale, reduces damage taken to 80%
PP Cost: 150
Purpose: Either
Notes: The SR counterpart. RRs will gain little from this, SRs will improve
their longevity.

------------------
Break Morale Limit
------------------
Effect: Allows pilots to reach 170 morale
PP Cost: 100
Purpose: Leader
Notes: 20 more morale is a significant increase. Main attackers should get
this if they can.

---------------
Improved Repair
---------------
Effect: Units using the repair command will heal 1.5 times the normal amount.
PP Cost: 80
Purpose: Specific
Notes: If you have a repair unit you like to use, this will improve their
usefulness. I'm not generally worried about repair units, so I find it not
that good.

-----------------
Improved Resupply
-----------------
Effect: Allows units with resupply to use it after moving
PP Cost: 100
Purpose: Specific
Notes: Unlike Improved Repair, which is ok, but not that necessary, Improved
Resupply is GREAT. The ability to resupply after moving will save you a lot
of trouble with these units. I'd say that every resupply unit pilot should
have it.

--------------------
Ignore Size Modifier
--------------------
Effect: Eliminates the damage penalty for attacking larger units
PP Cost: 150
Purpose: Attackers
Notes: The last enemies in this game can reach 2 and 3L sizes. For units that
are medium or small, that's a 20%-40% damage reduction.  If you want to do
serious damage to these guys, get Ignore size modifier. Battleship Pilots,
Banjo, and Cosmo can probably skip this one, as they have units that are
themselve 2 and 3L. So they'll only have a minor reduction. I mean, there IS
a 4L enemy.

***WARNING: Some attacks have this skill built in. Ain Soph Aiur and Goldion
Hammer, for instance. While the other attacks will still recieve the effect,
you should consider if this is actually worth it for units with these skills.
***

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
C. Non-Buyable Skills
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

As there is no PP cost and the purpose is kinda irrelevent, only Effect and
Notes this time. Instead, I'll try to add who possesses the skill.

-------
Newtype
-------
Effect: Increases hit and dodge rates and the range of psycommu(funnels)
        weapondry. Nine levels.
Who Has it?: Amuro, Kamille, Fa, Judau, Elle, Roux, Beecha, Mondo, Iino, Puru,
             Katz
Notes: Newtype is great ability. Makes the dodgy UC gundam characters even
       harder to hit. Note that like any natural skill with levels, not
       everyone will hit the max level (9).

-------------
Cyber-Newtype
-------------
Effect: Increases hit and dodge rates and the range of psycommu(funnels)
        weapondry. Multilevel.
Who Has it?: Four, Puru Two
Notes: Fake Newtypes. The ability is the exact same.

--------
TK Power
--------
Effect: Increases hit and dodge rates and the effectiveness of TK Fields.
Who Has it?: Ryusei, Akira
Notes: It's the generic version of Newtypes. Great still. Makes Raideen
       dodgy.

----
SEED
----
Effect: At 140+ morale, increases damage by 10%, and increases final hit and
        final dodge by 10%.
Who Has it?: Kira, Athrun, Lacus, Cagalli
Notes: SEED is unique in that it's locked for a period of time on all the
       characters that have it. It isn't until a story event that it'll be
       active and changed from "???". Final Hit and Dodge means that after
       all other calculations are made, it'll adjust the rates accordingly.
       It's better than the other way. SEED is great when you unlock it, but
       it's got kind of a high morale threshold.

-----
Brave
-----
Effect: Improves Hit, Dodge, Critical, and Armor. Multilevel
Who Has it?: Guy, HyoRyu, EnRyu, Volfogg, Mike, KoRyu, AnRyu
Notes: GGG's special ability, it's like having potential... ALL THE TIME!
       Potential still works, of course. Great little ability.

---
ESP
---
Effect: Inproves hit, dodge, and critical.
Who Has it?: Sanshiro, Fan Lee, Hayami, Yamagatake, Pete, Gabil
Notes: Ok, does everyone have Newtypes now? It's the Gaiking special. Good,
       not good enough to save Gaiking.

----------------
Aggressive Beast
----------------
Effect: At 130+ Morale, increases damage by 25%
Who Has it?: Shinobu, Sara, Masato, Ryou, Alan
Notes: Mazinger has a similar skill on its units. Aggressive Beast is just
       switched to a pilot skill for some reason. Too bad, since it takes a
       slot that could have been used for another skill. Great, though.
       Everyone loves more damage.

------
Genius
------
Effect; +20% Hit,dodge, and critical
Who Has it?: Max. Rai, Ratsel
Notes: This was on more people before, but now...Anyway. Solid skill.


----------
Leadership
----------
Effect: Increases the Hit and Dodge rates of all units in its radius.
        Multilevel. Higher levels increase the range.
Who Has it?: Bright, Murrue, Max, Exedore, Burning, Bess
Notes: A great skill for your battleships to have. Only Burning has it besides
       the battleships. Makes you look down on the ships that don't have it.

-------
Fortune
-------
Effect: Increases money gained by the unit by 20%
Who Has it?: Heero, Cagalli, Ri..er..Hikaru, Jeeg/Hiroshi
Notes: Uh...you...get more money. That's all there is to it. I'm not sure how
       this interacts with Bless/Lucky. It may stack, but I don't believe so.

----------------
Mental Stability
----------------
Effect: Pilot is immune from status effects
Who Has it?: Rei, Baran Doban
Notes: I'm not actually sure what this does. The unit is still vulnerable to
status effects, it's just the pilot that isn't. I suppose this blocks the SP
Down effect, but I don't think it does anything else.

--------
SP Regen
--------
Effect: Regenerates 10SP per turn
Who Has it?: Cobray, Quatre, Michiru, Lacus
Notes: What was the best purchasable skill in Alpha 2 has now been reduced to
       just four pilots. Sadness. Especially since only one is really combat
       worthy, and he's a main character.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
D. Unit Abilities
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

In addition to pilot skills, various units have special abilities that affect
your battle abilities. The only difference is that abilities travel with the
unit, not the pilot.

-----
Sword
-----
Effect: Allows the pilot to use the sword cut skill.
Who Has It?: Many
Notes: This is necessary for the skill "Sword Cut" to work. If the pilot
doesn't have Sword Cut, this does nothing.

------
Shield
------
Effect: Allows the pilot to use the Shield Defend Skill
Who Has It?: Many
Notes: This is necessary for the skill "Shield Defend". If the pilot doesn't
have Shield Defend, this does nothing.

-----------
Mazin Power
-----------
Effect: At 130+ morale, Boosts damage by 20%
Who Has It?: Mazinger Z, Great Mazinger, Mazinkaiser
Notes: You like damage, right? Mazin power contributes to the Mazinger teams
deceptive power.

-----------------
Phase Shift Armor
-----------------
Effect: Damage of all non-beam weapons is reduced.
Who Has It?: Strike, Duel, Buster, Aegis, Blitz, Freedom, Justice, Strike
Rouge.
Notes: More effective than you'd think. If you give the units with PSArmor a
I-Field or Beam Coat, they become even harder to kill. This would be more
useful on Supers,however.


-----------------
Transform(<unit>)
-----------------
Effect: Transforms a unit into <unit>
Who Has It?: Many
Notes: Variable form units use this command to change to their other forms.
If you want the other form, you'll use it.

-------
Combine
-------
Effect: Combines two units into a single unit. Must be in the same squad.
Who Has It?: HyoRyu, EnRyu, KoRyu, AnRyu, Vegalion, Altairlion
Notes: Combined units are stronger than their uncombined parts. However,
if the combined unit isn't going to be the leader, it's better to leave
them uncombined. Two somewhat weaker attacks are generally better than one
stronger attack.

--------
Seperate
--------
Effect: Seperates a combined unit or a unit's optional equipment.
Who Has It?: GP-03 Dendrobium Orochis, Re-Gz(BWS), Freedom Gundam(METEOR),
Justice Gundam(METEOR), Steel Jeeg, ChoRyuJin, TenRyuJin, Hyperlion
Notes: Combined units can always be recombined, but optional equipment is
just gone for the battle. ChoRyuJin and TenRyuJin may want to seperate to
access the component's Spirit commands, and Freedom and Justice may want to
eject the METEORs to change their attacks (well, Freedom will, Justice just
wants the combination back), but outside of this, there's just about no reason
to seperate.

-------------
Protect Shade
-------------
Effect: Creates a Barrier that reduces all damage.Effect is less on
Squadmates.
Who Has It?: GaoGaiGar, Genesic GaoGaiGar
Notes: Genesic's Protect Shade is stronger. Though, to be fair, I'm not sure
on the specifics of this one. It's strong though.

------------
Protect Wall
------------
Effect: Creates a Barrier that reduces all damage.Effect is less on
Squadmates.
Who Has It?: Star GaoGaiGar, GaoFighGar
Notes: As far as I can tell, this is identical in function to Protect Shade.

--------
TK Field
--------
Effect: Creates a Barrier that reduces all damage.Effect is less on
Squadmates.
Who Has It?: Banpreios
Notes: Another reason why Banpreios is awesome.

-------------
Nessa Barrier
-------------
Effect: Creates a Barrier that reduces all damage. Effect is less on
Squadmates.
Who Has It?: Long Neck
Notes: It's kinda weak, but barriers are always nice to have.

--------AT Field
--------
Effect: Creates a Barrier that blocks ALL damage less than 4000, but does
nothing if the attack would do more. Effect is less on Squadmates.
Who Has it?: EVA Unit 01, EVA Unit 02, EVA Unit 00
Notes: Very very effective. The exact amount blocked may not be 4000, but
no one has ever given me a difinitive answer, and I've never seen a leader
EVA get hit by less than 4000 damage.

--------
AB Field
--------
Effect: Creates a Barrier that reduces damage from beam weapons.
Who Has It?: Gundam Deathscythe Hell Custom
Notes: Hey, it's always good to be prepared.

-------------
I-Field Delta
-------------
Effect: Creates a Barrier that reduces damage from beam weapons. Stronger
than AB Field.
Who Has It?: Nu Gundam, Nu Gundam(HWS), Hi-Nu Gundam, Mass Produced Nu Gundam
Notes: Same as above.

------
Repair
------
Effect: The unit's squard regenerates 10% of their HP per turn. Additionally,
if the unit with Repair is leading, they can use the repair command to restore
HP to a squad, post-movement.
Who Has it?: Methuss, Diana A, Venus A, Galva FX-II, VF-17T Custom, Blugar,
Lady Command, Pterodactal
Notes: Making these unit's leaders is a shaky proposition, as then they become
targets and tend to die. There are better ways to restore HP. However, the auto
regen is great.

--------
Resupply
--------
Effect: The unit's squad regenerates 10% of their EN per turn. Additionally,
if the unit with Resupply is leading, they can use the resupply command to
restore all ammo and EN to one unit in any adjacent squad.
Who Has it?: Megarider, Triceratops, Big Shooter, Mike Sounders the 13th,
VF-17T Custom

------------
Double Image
------------
Effect: At 130+ Morale, 50% chance of avoiding ANY attack.
Who Has It?: Gundam Deathscythe Hell Custom, Blitz Gundam, Getter Liger,
Shin Getter-2, Volfogg, Big Volfogg, Sybil, Hyperlion, AS Soleras, AS Alegras
Notes: An amazing ability, with Double Image, even attacks with 100% chance
to hit can miss. The only way around it is the spirit commands Strike and Fury.

-------
Jamming
-------
Effect: 50% chance of avoiding missile attacks.
Who Has It?: Gundam Deathscythe Hell Custom, Blitz Gundam, Volfogg, Big
Volfogg, AS Soleras, AS Alegras
Notes: It doesn't come up as often, but it's nice when it does.

------------
Weapon Block
------------
Effect: Prevents weapon power reducing status.
Who Has It?: Bemidoban
Notes: It's nice. Though it won't come up much.

----------
Full Block
----------
Effect: Prevents all unit status effects.
Who Has It?: Nashim Guneden
Notes: Ah, if only you could get it earlier....

------
Mutron
------
Effect: At 130+ morale, Unlocks God Voice, adds 2 range.
Who Has It?: Raideen
Notes: Takes him a while to get it, but it REALLY helps.

-----------
Zero System
-----------
Effect: At 140 Morale, Pilot's Hit/Evade +20, Melee/Shooting/Defense/Skill+10.
Who Has it?: Wing Zero
Notes: One of the most comprehensive sills, the Zero System is sweet. If only
it activated before 140 Morale.


==============================================================================
8. Spirit Encyclopedia
==============================================================================

Spirit Commands will improve your combat abilities considerably. Almost all of
them are very valuable, and deploying them in the right situation will make
you're life much easier. Proper use will take some practice. Use them too
quickly and you won't have them when you really need them. Don't use them
enough and you'll lose more than you need to. Be particularly aware of
Concentrate, Strike, Flash, and Invincible. While other abilities are more
potent, these are your bread and butter abilities that will get you through it
all. Concentrate is a Real Robot's best friend. Percentages in the 40-70 range
become 10-40. The best pilots or even lesser ones with just a few upgrades
can get it so they have literally no chance to hit. Strike is particularly
useful against Enemy reals, who's chance to evade can get quite high. Flash
and Invincible aren't as useful as they only last for one occurance, but used
properly will save you life when Concentrate just isn't enough.

One thing to note about the spirit commands is that in Alpha 3, the SP cost for
different characters is different. Concentrate may only cost 10 SP for Amuro
and Kira, but it costs 15 for Kamille. The ability of the pilot is a good
indicator of cost, but it isn't perfect, as seen above with Kira, Amuro, and
Kamille. Because of this, I won't be able to list the cost of the spirit
command.

Finally, regarding the chosen names. In the vast majority of cases, I've stuck
with the Atlus translated names from Super Robot Wars Original Generation and
Original Generation 2. This is simply a matter of consistency. The ones that are
different are Concentrate instead of Focus, Flash instead of Alert, Iron Wall
instead of Guard, Accelerate instead of Accel, and Awaken instead of Zeal. Flash
was intentionally left as flash because it's supposed to be a reference to the
Gundam Newtype Flash. Accel is just shortened to fit code for Accelerate,
Focus and guard I felt were too common and since they already had a name in
the vernacular, I stuck with that. I have no reason for Awaken instead of Zeal.
It's just stuck in my head that way.

---
Key
---
<NAME> (1)
----------
Effect: (2)
Notes: (3)

(1) The name of the spirit command
(2) The effect of the spirit command
(3) Comments on the Spirit Command


Concentrate
-----------
Effect: Increases the pilot's hit and evade percentage by 30%
Notes: The Real Robot's bread and butter skill. Better pilot's like the Gundam
mains really will only need this as insurance or possibly hit percentage
topping off. Lesser reals will find this increases their survival rates
dramatically. Supers rarely have it and rarely will find an effective
defensive use for it. It's good for, again, topping off hit percentages, but
Strike is often times a better choice for them. Still, some of the more mobile
supers will like this, especially with upgraded mobility. Raideen, in
particular, will find this particularly useful. It's not flashy, but you'll
grow to love it.

Strike
------
Effect: For one turn guarantees any attack will hit, unless the target has
        Flash.
Notes: Strike, basically, raises the hit percentage of your attack to 100%.
It does more than that, however, you'll just rarely see it. Strike, as well
as raises hit to 100%, will go around all defensive abilities that would stop
the attack from connecting. It can still hit a barrier and do no damage, but
it will still connect. Things like Sword Cut and Double Image, however, will
be disposed of. This will be a Super Robot staple, as they tend to have more
trouble hitting things thanks to thier larger sizes. This is particularly
useful for MAP attacks. Gotta make sure they'll attack.

Flash
-----
Effect: The next attack at the pilot will miss. Period.
Notes: Common on Real Robots, Flash ensures the next attack will not connect
with them. Unfortunately, it lasts for ONLY one attack, irrespective of how
likely that hit would have connected were it not for the use of Flash. This
can be troublesome, as on the enemy phase it could get wasted by a unit that
wouldn't have hit anyway. Most useful against counterattacks, particularly
against the bosses. When you really don't want that specific next attack to
hit, it's time to flash.

Invincible
----------
Effect: The next attack that hits will only do 10 damage.
Notes: 10 damage, the minimum in SRW, isn't going to make much of a difference
in the long run. This is the super robot equivalent to Flash, and it's the
superior one of the two, even on Reals. This is because RRs will generally
have are good to great chance of evading anyway, and so flash is oftentimes a
waste, Invincible, however, will only be used if the attack actually connects.
This means that for certain characters (like Judau), one cast of Invincible
can last for multiple turns. The only flaw to Invincible deals with barriers.
If a weak attack connects with a barrier character that would normally be
completely absorbed, it'll still do ten damage and use up Invincible. Still,
it's a minor issue at worst.


Sense
-----
Effect: Recieve the effects of both Strike and Flash.
Notes: This ability pops up every now and then in SRW, though it's never
consistent. It's exactly like casting both Strike and Flash at the same time.
No different. The advantage of Sense is that it only takes up one spot on the
pilot's spirit list. Note that the first Kanji of Sense is the same as the
first Kanji of Fury.

Valor
-----
Effect: Doubles the damage of the next attack
Notes: One of my favorite Spirits, this doubles the damage of the next attack.
There's nothing else to say about it. Use it when you really need to kill
something or take out that boss.

Fury
----
Effect: The next attack from the casting squad will ignore defensive
        abilities.
Notes: Many Barriers will dissappate once a certain damage level is reached.
AT Fields, for instance, block all damage below 4000, but nothing above it.
For those barriers that do not, however, this will enable you to really do
some damage to them. It also disables things like Double Image and Sword Cut,
but Strike is usually better for this. If your attacker doesn't have
Strike or you want to conserve thier SP and one of your other pilots DO have
Fury, it can be useful there. Also, you should know, that no matter how much
you want it, it won't work on the Protodevlin.

Soul
----
Effect: The next attack will do 2.5 times normal damage.
Notes: When Valor just isn't enough, Soul will take it a step farther. It's a
shame it doesn't do 3x damage like it used to, but eh, it still does a WHOLE
lot of damage.

Gain
----
Effect: The next battle yields 2x experience for the squad
Notes: If you want to bring an underleveled pilot up to speed, there's no
better way. Frankly, however, EXP is rarely necessary. You'll get enough by
simply attacking normal enemies, and underleveled characters will quickly
catch up even under normal circumstances. Fortunately, it's usually cheap. If
you can spare the SP, you may as well. IF.

Luck
----
Effect: Doubles the money gained by the next attack.
Notes: Luck is great. More money means more upgrades means easier battles.
Few pilots have this, unfortunately, but it's cheaper than Bless. Note that
even if the attack does not kill, the Luck effect will be lost. Only use when
you know it'll kill. Also, there seems to be some funny stuff regarding exactly
how much extra money you'll recieve. I've noticed it specifically.

Cheer
-----
Effect: Doubles the targeted unit's EXP for the next attack
Notes: The support pilot version of Gain, Cheer lets you cast it on anyone,
including your own squad. Of course, it's more expensive than Gain. Again,
the same complaints with Gain apply here.

Bless
-----
Effect: Doubles the targeted unit's Money for the next attack
Notes: Bless is really your friend. Many support pilot's have it, and it can
be used on anyone. This is just Luck on any unit, so the same comments apply.
Bless is predictably more expensive, generally between 40-50 SP.

Spirit
------
Effect: Raises the pilot's morale by 10
Notes: On Sub-Pilot's, this will raise the main pilot's Morale. I wouldn't
recommend employing this except when you really need that more powerful
attack. It's expensive, and Morale can be gained through other ways.

Drive
-----
Effect: Raises the pilot's morale by 30
Notes: A more severe form of Spirit, Drive is on few pilots. It's usually more
cost effective than casting Spirit three times, but Drive's cost will wildly
vary. Again, I don't recommend using it much. Just when you really need that
extra attack.

Encourage
---------
Effect: Raises the morale of a squad by 5
Notes: Despite having less of an effect than Spirit or Drive, Encourage is
generally more useful. This is located on several support pilot's many of
which have no useful spirits outside of this.

Exhaust
-------
Effect: Lowers the target's morale by 10
Notes: Lower Morale on the enemy will boost the damage you can do to it. Also,
low morale can disable some dfensive abilities. It's rare and rarely useful,
but when you really need more damage or to avoid that barrier its there. The
reason why it isn't that useful is that Attacks will raise the morale of
enemies. So even if you lower morale by 10, it'll quickly be raised up again.

Snipe
-----
Effect: Increases the range of the pilot's weapons by 2
Notes: Simple enough. More range will allow you to attack more people. Uh...
yeah. Use it when you need it.

Iron Wall
---------
Effect: For one turn, all damage is reduced to 1/4.
Notes: This is the ultimate in survival Spirit commands, at least on a Super.
AT 1/4th damage, you can take a huge number of enemies without danger. With a
barrier, you can attain nigh invincibility. On a real.....this is generally
less useful. It can still protect them from large damage, but usually, if
you're getting hit enough to warrant its use, you should be using someone
else.

Critical+
---------
Effect: The next attack will be a critical.
Notes: I'm unsure on this one. I thought it was supposed to make all attacks
for a turn be a critical, but experimentation makes this seem to not be the
case. I also don't know the name. It isn't very useful in either case, and
it's very common either.

Vigor
-----
Effect: Pilot recovers 30% of their HP.
Notes: If something has a lot of HP this is great, if it DOESN't...this is
ok. It's better to prevent the damage in the first place. But in the case of
bad luck, this can fix an error.

Guts
----
Effect: Recovers the unit's HP fully
Notes: Most useful on Battleship's and other high HP supers. Tank away then
erase the damage.

Trust
-----
Effect: Restores 2000 HP on any character
Notes: 2000 HP is a decent amount, though nothing spectacular. If a unit
doesn't have Vigor and needs some minor healing, this can do it.

Friendship
----------
Effect: Fully restores any Unit's HP.
Notes: Got a damaged squad? This will fix it. While not cheap, it's not a bad
bargain considering how much HP can be healed.

Bonds
-----
Effect: Restores 50% HP to all allies
Notes: If you're using a lot of Supers, this can really save your bacon. The
problem is only saving enough SP to use it late in a mission when it's truly
useful. If you're using mostly reals, it'll be less useful, as the good ones
tend to either not get hit or die from Bosses super weapons.

Scan
----
Effect: Reveals detailed information on an enemy unit that hasn't been fought
yet.
Notes: Scan only costs 1 SP, and that's all its worth. If you REALLY want to
know something before you fight a guy, then just scan them.

Mercy
-----
Effect: If the pilot has more Skill than the target and the attack would kill
the target, leave the enemy with 10 HP.
Notes: I can't recall any situations in Alpha 3 that require you to hurt
something without killing it, so that use is out. Still, this can be useful
for giving kills/PP to a specific character, or when you need to kill a unit
with another specific unit to unlock a secret.

Attune
------
Effect: Casts Strike on the target.
Notes: Some enemies just won't be hit by normal methods (Ghosts). You NEED
Strike. But STrike isn't on every single pilot. This will allow you to gain
the effects of Strike on a pilot that doesn't normally possess it. Quite useful
in the right situation.

Accelerate
----------
Effect: Caster's squad's move range increased by 3.
Notes: Great to have. The sooner you can get to the enemy, the better. Plus,
it's better to strike first than to move just outside of the enemies range
and get hit.

Decoy
-----
Effect: Enemy hit percentage is cut in half for one turn.
Notes: Often times expensive, but this can be a real life saver. Those bosses
have too much accuracy for their own good. Use this and you can breath a lot
easier.

Renew
-----
Effect: Restores the target's EN and Ammo
Notes: Resupply units are troublesome without the improved Resupply skill, and
even then you have to use a unit's turn AND the target loses 10 morale. Renew
fixes all of that. No morale loss and it can be used from anywhere on the map.
Quite useful when you really need it. Like on Banpreios.

Hope
----
Effect: Target recovers 50SP
Notes: While it costs more than 50 SP to cast, this is quite useful for
restoring the SP of the important pilots. The support pilots that possess this
just use the SP in case of an ALL attack anyway.

Love
----
Effect: Casts Strike, Flash, Accelerate, Valor, Spirit, Gain, and Luck
Notes: Do you believe in the power of Love? Love is the traditional ultimate
Spirit command. While of course you can do slightly more damage with Soul,
Soul doesn't have the defensive benefits of Love. With the introduction of
Courage, Love is mostly a Real Robot technique now, and it's not all that
common. Course, in Alpha 3 a couple battleship captains get love. That's
dangerous.

Courage
-------
Effect: Casts Strike, Invincible, Accelerate, Fury, Spirit, and Valor
Notes: The super robot equivalent of love inspired by GaoGaiGar, it fits
quite well into its role. Invincible instead of Flash and Fury allows you to
bypass barriers. It also does away with the practical considerations of money
and experience. COURAGE WILL MAKE UP THE DIFFERENCE.

==============================================================================
9. Parts List
==============================================================================

Parts can be extremely valuable. You can get effects through parts that are
much harder to get elsewhere. You're also able to boost your machine's stats
to make them even harder to kill. Unfortunately, Parts will do little to boost
your offensive abilities. The A and more likely but harder to find S Adapter
may, and getting a high performance rader or linear sight can make more things
be available for you to kill, but for the most part, Parts are about staying
alive.

First comes the list, thien some information about them.

Page 1

Nothing (Unequips item in selected slot)
Booster
Mega Booster
Apogee Motor
Megnetic Coating
Bio Sensor

Page 2

Psychoframe
Custom OS
Bio Computer
Haro
Pink Haro
Minofsky Craft

Page 3

Thruster Module
Dustproof
Screw Module
A-Adapter
S-Adapter
Chobham Armor

Page 4

Hybrid Armor
Super Alloy Z
New Super Alloy Z
Zolumanium Alloy
Big Generator
Mega Generator

Page 5

Auxillery GS Ride
Beam Coating
I Field Barrier
Gravity Territory
Hyper Jammer
Cost Down

Page 6

Brave Symbol
Soul of Steel
Dual Sensor
Multi Sensor
High Performance Sensor
Analyzer

Page 7

Analyzer+
Analyzer++
High Performance Radar
Linear Sight
Propellant Tank
Cartridge

Page 8

Repair Kit
Super Repair Kit
OVA Corokke
Andromeda Snack
Full SP Restore
Kattonarizer

Page 9

Minmei Doll
Ace Symbol
Fan's Bouquet
Minmei Disc
Basara Disc
Learning Manual

----
Key
---

<Name> (1)
------
Effect: (2)
Notes: (3)

(1) - Name of the part
(2) - What the part does
(3) - Comments about the part, which are less common than other sections of
this FAQ, as parts are fairly self-explanatory.

Booster
-------
Effect: Unit's move +1
Notes: Only the unit, not the squad. Most useful for evening out less movable
units.

Mega Booster
------------
Effect: Unit's move +2
Notes: Considerably more rare than the Booster

Apogee Motor
-----------
Effect: Unit's Move+1/Mobility+5
Notes: A nice little unit, get a little dodgy and a little more movement

Magnetic Coating
----------------
Effect: Unit's mobility +5
Notes: From the original Gundam.

Bio Sensor
----------
Effect: Unit's mobility +10
Notes: From Zeta Gundam

Psychoframe
-----------
Effect: Unit's Mobility +25/Critical +10%
Notes: From Char's Counter Attack

Custom OS
---------
Effect: Unit's Mobility +10/Hit+10%
Notes: Based off of Gundam SEED

Bio Computer
------------
Effect: Unit's Mobility +20/Hit+20%
Notes: From Gundam F91

Haro
----
Effect: Unit's Mobility +25, Range+1, Move+2, and Hit rate +20%
Notes: Range increases don't work on weapons with a range of one or MAP
weapons.

Pink Haro
---------
Effect: Mobility +10, Move +1, Hit+10%
Notes: A weaker version of the Haro.

Minofsky Craft
--------------
Effect: Adds the "Sky" type to a unit, and changes the weapon ratings to A.
Notes: By far the most useful of the terrain modifying parts, this allows a
non-flying unit to fly, which can keep more squads airborne in gravity stages

Thruster Module
---------------
Effect: Changes unit and weapon terrain ratings to A
Notes: Not much point to this one, as just about everything worth using is
already competent in space. The only time I use these is to activate the
Mazinger's breath attacks.

Dustproof
---------
Effect: Adds the "Land" type to a unit, and changes weapon ratings to A.
Notes: Not that much point, most units are perfectly competent on the ground.
If you must stick a Sky only type unit in a landbound unit, this does find a
use though.

Screw Module
------------
Effect: Adds the "Water" type to a unit, and changes weapon ratings to A
Notes: If there were any Water enemies in this game, this might be worth
noting. But there's basically none. It's better to just sell them.

A-Adapter
---------
Effect: Sets unit's and weapon's terrain ratings to A.
Notes: Weapons terrain ratings with S ratings will keep them.

S-Adapter
---------
Effect: Sets Weapon and unit terrain ratings to S
Notes: Suitably rare, you can see a significant hit/dodge/damage increase with
S ranks. Only thing to watch for is when units already HAVE S Ranks on the
appropriate terrains. I mean, that Sky S rank is nice, but if you're almost
always in Space....

Chobham Armor
-------------
Effect: HP+500, Armor+100
Notes: There are better uses for your part slot, but more armor is never bad.
Works especially well with unit's that have barriers.

Hybrid Armor
------------
Effect: HP+1000, Armor+150
Notes: Just a better armor

Super Alloy Z
-------------
Effect: HP+1000, Armor+200
Notes: The last three armors aren't as direct,

New Super Alloy Z
-----------------
Effect: HP+1500, Armor+250
Notes: MIGHT be the best armor? This gives you 50 more armor, but 300 less
HP than the next one.

Zolumanium Armor
----------------
Effect: HP+1800, Armor+200
Notes: For some strange reason, the Armor value on this one is less than the
previous armor. But both 300 HP and 50 armor aren't much on their own. I'd
lean the other way though, towards the armor being more important.

Big Generator
-------------
Effect: Adds +50 EN to a unit's max
Notes: If you need a bit more energy, here it is.

Mega Generator
--------------
Effect: Adds +100 EN to a unit's max
Notes: Need MORE energy? Get this.

Auxillery GS Ride
-----------------
Effect: EN+100, EN Regeration 10% a turn
Notes: The ultimate energy solution, only the biggest energy guzzlers will
outdo this.

Beam Coating
------------
Effect: Reduces damage from Beam weapons by 700
Notes: 700 isn't much, but on a high armor unit, this can be useful.

I-Field Barrier
---------------
Effect: Reduces damage from Beam weapons by 850
Notes:  Slightly better. Slightly.

Gravity Territory
-----------------
Effect: Reduces damage by 1500
Notes: I'm not entirely sure of this one specific effects, but it's
definitely the best of the equippable barriers.

Hyper Jammer
------------
Effect: Adds the "Double Image" ability
Notes: Great way to up survivability on a unit that doesn't dodge well.

Cost Down
---------
Effect: Reduces a unit's squad cost by 1
Notes: Situationally useful. If you reall wnat to have certain units in the
same squad, this can do it. Also great for getting more than one unit in
squads with Gunbuster. If the unit's squad cost is already at 1, this will
only reduce it to 1/2.

Brave Symbol
------------
Effect: Armor+200, Mobility+25, Hit+30%
Notes: It's the Super Robot Answer to the Haro. Probably not quite as
good though. But addresses some Super Robot issues better than the Haro.

Soul of Steel
-------------
Effect: Armor+250, Mobility+30, Hit+35%
Notes: A slightly better Brave Symbol

Dual Sensor
-----------
Effect: Hit+10%
Notes: This is pretty straightforward, isn't it?

Multi Sensor
------------
Effect: Hit+20%
Notes: Battleship's love these things

High Performance Sensor
-----------------------
Effect: Hit+30%
Notes: If you're still missing with one of these on, there's probably
a problem.

Analyzer
--------
Effect: Critical+10%
Notes: If you have nothing better to do

Analyzer+
---------
Effect: Critical+20%
Notes: What a lazy name

Analyzer++
----------
Effect: Critical +30%
Notes: But this is lazier


High Performance Radar
----------------------
Effect: Increases Range+1, doesn't work on MAP or range 1 weapons.
Notes: None

Linear Sight
------------
Effect: Increases Range+1, doesn't work on MAP or range 1 weapons, Hit+20%
Notes: None

Propellent Tank
---------------
Effect: Restores all EN to a unit.
Notes: Considerably more useful than the repair kits, there are still other
ways to do this. Still, better than nothing.

Cartridge
---------
Effect: Refills all the units ammo.
Notes: On the right unit, quite useful. But most weapons have enough ammo.

Repair Kit
----------
Effect: Restores HP to the unit, Consumable.
Notes: You only get one use of a repair kit before its consumed. Frankly,
between all the support spirit commands and the repair units, I don't find
this very useful.

Super Repair Kit
----------------
Effect: Restores all HP to the unit, Consumable.
Notes: Rarer and stronger, I'd still rather sell it.


OVA Crokke
----------Effect: Restores 20 SP to the main pilot of a unit.
Notes: 20 SP isn't much, but it can make a difference. I don't know the
proper name for this thing. Help out if you do.

Andromeda Snack
---------------
Effect: Restores 50 SP to the main pilot of a unit.
Notes: 50 is more like it.

Full SP Restore
---------------
Effect: Restores all of the main pilot's SP
Notes: Amazing effect. This name has too much Kanji in it, someone must
assist me in its proper name, please.

Kattonaizer
-----------
Effect: Restore 50 SP....and reduces morale by 50.
Notes: Useless on all by support pilots.

Minmei Doll
-----------
Effect: Unit's starting morale+5
Notes: Good for some unit's worthless for most. I always give one to Rick, but
that's a statement.

Ace Symbol
----------
Effect: Unit's starting morale+10
Notes: Same as above, only better. And I don't give one to Rick. Most useful
on something like Sound Force or Goldymarg.

Fan's Bouquet
-------------
Effect: Protects against status effects
Notes: I think this is the same as the Mental Stability skill, in which case
it's not any good. It might block unit status though, in which case it's
fairly decent.

Minmei Disc
-----------
Effect: Unit's pilot regerates 10 SP per turn.
Notes: Look! SP Regen! Again, I always give it to Rick, but you may want to
put it to more strategic use. Not that he can't use it.

Basara Disc
-----------
Effect: Every turn after the first, the unit will gain 2 morale
Notes: Battle Spirit in portable form. This is why Min-mei is the superior
idol. This...isn't very useful.

Learning Manual
---------------
Effect: Pilot's will recieve full PP and EXP, even in the back row.
Notes: It's learning. Good for pilot's that you don't intend to keep in the
back-row, but may be there occansionally for some purpose.

==============================================================================
10. Secrets
==============================================================================

Super Robot Wars Alpha 3 features numerous secrets. Sadly, most of them
aren't very good or simply aren't worth the trouble. Still, if you want them
for cool factor, they're there. And there ARE some good and great secrets to
pick up.

---
Key
---

<Secret Title> (1)
--------------
Recieve: (2)
Requirements: (3)
Worth it?: (4)
Notes: (5)

(1) What you're going for
(2) What you actually get for your effort
(3) What you have to do to get it.
(4) Should you care?
(5) The ever-present narrator throws his two cents in again

GP-02
-----
Recieve: The Unit "GP-02" from Gundam 0083: Stardust Memory after Stage 37.
Requirements: The combined kill count of Burning, Monsha, Bate, and Adel must
be over 100 by the time Stage 37 ends.
Worth it?: Not really
Notes: The GP-02 is a decent unit, but everyone that it's better than probably
isn't even going to make the final cut anyway. It's not TOO difficult to
reach the kill count since it's divided between four pilots. If you wanted to
devote a stage to them, you could probably reach it, the GMs all have ALL
attacks.

GP-02's Atomic Bazooka
----------------------
Recieve: The attack "Atomic Bazooka for the GP-02.
Requirements: Recieve GP-02. Then, the combined kill count of Burning, Monsha,
Bate, and Adel must be over 150 by the time Stage 52 ends.
Worth it?: If you've already got the GP-02, then, I guess.
Notes: Again, not that hard to reach, but not much purpose for reaching it.
This certainly makes the GP-02 better, but I'm not sure it's worth the
trouble.

VF-1J
-----
Recieve: Millia's VF-1J Valkyrie
Requirments: On Stage 21 Earth Route, Millia must get at least 10 kills.
Worth it?: No, but it's still easy
Notes: The VF-1J is by and far my favorite Valkyrie design. I wish Rick would
have just kept his. None the less,it's not better than either the VF-17
Millia pilots for a while nor her VF-22 she gets to keep. So...why? Unless, of
course, you're a VF-1J fanboy, like me.

Destroid Monster
----------------
Recieve: The unit "Destroid Monster", which any non-Guld Macross Pilot can
pilot.
Requirements: Either choose the Macross 7 route at stage 30 and get stage 31's
skill point -OR- the combined kill count of Hikaru, Fokker, and Kakizaki must
be over 100 by the time stage 52 ends.
Worth it?: Yes
Notes: While you may not see a lot of them depending on your route splits,
the ALL combination attack makes this fairly easy to get. The unit itself is
better than expected, with it's biggest value coming from the powerful PLA
attack it possesses. I usually put Isamu in this.

VF-19 Excalibur
---------------
Recieve: THREE VF-19 Excaliburs
Requirements: Either pick the Macross 7 route on the four-way split and have
Max get fifteen kills -OR- prior to the end of stage 44, Max gets 57 kills.
Worth it?: Meh
Notes: The VF-19s are better than the VF-17s, but they're still not exactly
spectacular. This is one of the rare instances where it's actually EASIER to
fufill the not route specific requirements. Note that if you DO go the
Macross 7 route, you MUST fufill that specific requirement, the other one
will not work if you go that way.

Nu Gundam Heavy Weapon System
------------------------------
Recieve: The optional part set "Heavy Weapon System" for Nu Gundam
Requirements: Amuro must get 60 kills before stage 37
Worth it?: Definately
Notes: Adds additional weapons, armor, and HP to the Nu Gundam in exchange for
a tiny bit of mobility. Unlike Alpha 2, where the Hi-Nu and Nu(HWS) were
recieved at the same time, you get this much earlier than the Hi-Nu, driving
the value up.

Hi-Nu Gundam
------------
Recieve: The Hi-Nu Gundam. It's a unit.
Requirements: Before the end of stage 52, Amuro and Bright's combined kill
count is 120 or more.
Worth it?: Absolutely
Notes: Both Bright and Amuro have ALL attacks, are with you from early on, and
are quite competent.

Sazabi
------
Recieve: The Sazabi. It's a unit. You knew that.
Requirements: Fufill the conditions for the Hi-Nu Gundam. In addition, Kamille
must have 50 kills by the end of stage 52.
Worth it?: Yep
Notes: The Sazabi is only slightly weaker than the Hi-Nu Gundam. Its range is
better thanks to a ridiculously high post-movement attack range. Another great
unit to have around. And getting Kamille 50 kills is no problem.

Full Armor ZZ
-------------
Recieve: The optional Full armor equipment for the Gundam ZZ
Requirements: Before the end of stage 45-SEED, the combined kill count of
Judau, Mondo, Beecha, Elle, Roux, and Iino must be over 100. -OR- ...get
to stage 52.
Worth it?: You...don't have to do anything....
Notes: You're recieve the Full Armor parts for the ZZ after stage 52 regardless
of kill counts or Judau usage. If, however, you're on the SEED route of the
four-way, you can get it several missions earler. If you get it, good for you.
If you don't, you probably won't care, but you'll get it a few missions later.

Strike Rouge IWSP
-----------------
Recieve: The optional equipment "IWSP Pack" for the Strike Rouge.
Requirements: Stage 29; Cagalli must have over 30 kills, Stage 30 Earth Route;
Mu must destroy Dearka's Buster Gundam and Kira SEED mode must defeat Athrun
SEED mode; Before the end of stage 45-SEED or stage 52, the combined kill count
of Cagalli, Julie, Mayura, and Asagi must be over 100
Worth it?: Too much trouble
Notes: To be honest, I've yet to get the IWSP, but the Strike isn't a late
game marvel. Getting Cagalli 30 kills that early is an annoying hassle, and
then further getting the four of them up to 100 kills is a pain. I'm sure the
IWSP is nice, but this is just too much trouble.

LaGOWE
------
Recieve: The Unit "LaGOWE"
Requirements: Stage 21-Earth; Decosta and Bartfield must survive and get
ten kills combined;Stage 22-Earth; Kira must destroy Bartfield while in SEED
mode.
Worth it?: Nope.
Notes: You could get it just because the requirements are simple on the earth
route, but don't trouble yourself over it.


FBz-99G
-------
Recieve: The unit FBz-99G and Gabil, the pilot.
Requirements: During the First Half of stage 49, defeat Grabiga with Gamlin.
During the second half of stage 49, do not defeat Gabil.
Worth it?: Considering how easy it is to get, totally.
Notes: This is one of those that isn't spectacular or anything, but worth it
simply out of ease. It comes 50% upgraded, so it's quite a competent
back-up unit.

Black Getter
------------
Recieve: The unit Black Getter
Requirements: By the end of Stage 36, Michiru must have 30 kills or more.
Worth it?: Don't bother
Notes: As much as I love Black Getter's style, the only ones that can pilot it
are the Getter Trio, and they have not one but TWO better machines to be in.
It'd be a different matter if Michiru could pilot it, but she can't.

Duel Gundam
-----------
Recieve: The unit "Duel Gundam" and the pilot "Yzak Joule"
Requirements: Stage 19 Earth - Yzak is destroyed; Stage 31 Earth - Yzak is NOT
destroyed; Stage 50 - Dearka has over 50 kills by the end; Stage 51 - During
the first half, All Nukes must be destroyed, then, have Dearkka attack Yzak.
Both must survive this half. During the Second half, you have to wait until
turn 2. Not that this should be a problem, but you could have gone on a
Banpreios Rage otherwise and destroyed it on Turn 1 with lots of Awaken.
I guess.
Worth it?: If you upgraded Strike.
Notes: Lots of requirements here, though none are particularly difficult. The
only minorly troublesome one is Dearka's kill count, but it's only troublesome
because you have to give him a squad. His post-movement ALL attack allows him
to rack up kills quickly. He's already halfway there when he joins. Duel isn't
leader material, but if you upgraded Strike all the way, then it'll start out
with a potent PLA attack for you.

Gije Returns
------------
Recieve: The unit "Ganga Rube" and the pilot "Gije"
Requirements:
Worth it?:
Notes:

EVA Unit 01 F-Type
------------------
Recieve: The Optional F parts for the EVA unit 01.
Requirements: (1) Stage 36 - Defeat Ramiel with Shinji
              (2) Stage 52 - Zeruel is defeated by Shinji
              (3) Stage 52 - During the final part, defeat the EVA unit 01
                  with Shinji.
              (A) Stage 45-SEED, Defeat Almshael with Shinji

IF (A) is completed: Then by the end of stage 52, the combined kills of
Shinji, Asuka and Rei must be over 150.
IF (A) is NOT completed: By the end of stage 52, the combined kills of Shinji,
Asuka, and Rei must be over 250.
Worth it?: Maybe?
Notes: The F-Type is a pain to get. High kill count even if you DO go on the
proper route, and a ridiculous kill count if you don't. The F-Type does give
the EVA Unit 01 more powerful attacks, but it also eliminates the combination
attacks. It's kinda neat to see, but it's questionable if it's worth all the
trouble.

J-Phoenix
---------
Recieve: The attack "J-Phoenix" for King J-Der.
Requirements: ON stage 42 defeat Pia Dekum the first time with J-Ark. When
Pia Dekum is defeated the second time, The attack will be learned.
Worth It?: Totally
Notes: J-Phoenix is J's most powerful attack, and it's not even that hard to
get. Definitely get this one.


---------------
Kill Count Sets
---------------

The next "three" secrets are special because each is a set that are mutually
exclusive within themselves. That is, the first secret has several possible
units, but only one can be obtained. You can obtain one from each group, but
only one.

For all three sets, you have two opportunites to meet the required numbers.
The first is Stage 45-SEED, the second is Stage 52. If you get a unit from a
group at 45-SEED, you cannot get another one from that group on stage 52.

Kou / Keith Set
|||||||||||||||

Nuel Zuel
---------
Recieve: The Unit "Nuel Zuel"
Requirements: Kou must have 40 more kills than Keith by the appropriate time.
Worth it?:
Notes:

Val Varo
--------
Recieve: The Unit "Val Varo"
Requirements: Keith must have 20 more kills than Kou by the appropriate time.
Worth it?:
Notes:

Gerbera Tetra
-------------
Recieve: The Unit "Gebera Tetra"
Requirements: The kill counts of Kou and Keith must be within 6 of each other
by the appropriate time.
Worth it?:
Notes:

||||||||||||||||||||||||||||

Puru/Puru Two Set
|||||||||||||||||


Quin Mantha
-----------
Recieve: The Unit "Quin Mantha"
Requirements: The last digit of the sum of Puru and Puru Two's kill counts
must be 5 by the appropriate time. (5,15,25,35,45, etc.)
Worth it?:
Notes:

Haman's Quebeley
----------------
Recieve: The Unit "Quebeley"
Requirements: The last digit of the sum of Puru and Puru Two's kill counts
must be 0 by the appropriate time. (10, 20, 30, 40, 50, etc.)
Worth it?:
Notes:

MP Quebeley
-----------
Recieve: TWO Mass Produced Quebeley units.
Requirements: The last digit of the sum of Puru and Puru Two's kill counts
must be 7 by the appropriate time. (17, 27, 37, 47, etc.)
Worth it?:
Notes:

|||||||||||||||||||||||||||

Mondo/Beecha set
||||||||||||||||

Doven Wolf
----------
Recieve: The Unit "Doven Wolf"
Requirements: The last digit of the sum of Mondo and Beecha's kill counts must
be 0 by the appropriate time. (10, 20, 30, 40, 50, etc.)
Worth it?:
Notes:

Ge-mark
-------
Recieve: The Unit "Ge-Mark"
Requirements: The last digit of the sum of Mondo and Beecha's kill counts must
be 5 by the appropriate time. (15, 25, 35, 45, 55, etc.)
Worth it?:
Notes:

||||||||||||||||||||||||||||

==============================================================================
11. Version History
==============================================================================
------------------------------------------------------------------------------
June 23rd-June 24th, 2008
Version 0.01

Formatted, Stages 1,2, and 3 of Selena's route complete. Initial set of Mecha
and pilots added.
------------------------------------------------------------------------------
June 25th, 2008
Version 0.02

More Selena stages, new Mecha and Pilots added.
------------------------------------------------------------------------------
June 25th - July 1nd, 2008
Version 0.10

Bunch of new stages added. The Space route of the first path split is
complete. More new Mecha and Pilots. Romance Trilogy, ZZ Gundam, Zeta Gundam,
Gaiking, and Macross Plus are complete. Most others are close. Well, that
have joined. First FAQs added.
------------------------------------------------------------------------------
July 2rd, 2008
Version 0.15

Added the Sound Force, Daimos, Voltes, and completed the Gundam Wing mecha.
Typed up the Skill Encyclopedia.
------------------------------------------------------------------------------
July 3rd, 2008
Version 0.17

Got up through the first stage of the second route split, added the upgraded
GGG mecha, and added the Macross Units.
------------------------------------------------------------------------------
July 5th-9th, 2008
Version 0.40

Got through the four way path split on the walkthrough. Also, added the Skill
and Spirit Encyclopedias. Added in Genesic GaoGaiGar, Banpreios, Dygenguard,
and Aussenseiter information.
------------------------------------------------------------------------------
July 13th, 2008
Version 0.50

Added up to stage 52 of the walkthrough. Added explanations for the
Mecha/Pilot guide. Added the Secrets section. ALMOST all the mecha I'm going
to get on this runthrough have been added. Most of the Parts list has been
completed.
------------------------------------------------------------------------------
July 14th-20th, 2008
Version 0.75

Completed the First Walkthrough. Obviously, some paths are still missing.
All units for one playthrough are added, making that mecha/pilot guide about
90% complete. Obviously, the other originals are missing, as are several
secret units, but most of the units and pilots are there. Parts list is
finished, Abilities added to the Skill encyclopedia, though I suspect it
will undergo a major revision soon. Submitted for posting.
------------------------------------------------------------------------------
==============================================================================
12. Credits
==============================================================================

Normally my credits section is short, but this time there's quite a bit to
thank.

The GameFAQs Gundam Board - You guys are what introduced me to SRW in the
first place. To all the regulars past and present, I know we've had our
arugments, but thanks for letting me talk Gundam.

CaptainRat - For making the SRW Alpha 3 Skillpoint walkthrough. It guided me
through my first two playthroughs of Alpha 3. That guide also reinforced my
preference for keeping different paths together.

gundamtorotoro - For his OG1, OG2, and Alpha 2 FAQs. I was so dissappointed
when he didn't have one for Alpha 3. Those guides have influenced this one
strongly.

CJayC - You may have moved on from GFAQs, but for creating my favorite
website, a hearty thanks is needed.

Me - This is a credits section, not necessary a thanks section. I deserve the
credit for writing and compiling all the data.

==============================================================================
13. Contact Information
==============================================================================

Questions, comments, translation, information, suggestions? Shoot me an e-mail
at...

xenon_zaleo17 (at) yahoo.com

Please don't ask how to get this game or simply ***** about one of my ratings.
Other than that, if it's game related, feel free to send one.


==============================================================================
14. Needs to be Done
==============================================================================

This guide is a monumental project. Much bigger than my last one. While the
majority of the actual work is done, there's still much time that needs to be
invested in order to complete it. At the moment, here is what is missing from
the guide.

All of Cobray's stages
All of Touma's stages
All of Kusuha's stages

The Earth route of the first path split
The Earth route of the second path split
The Solo Ship route in the late 30's
The Irui Search route of the Four-way split
The SEED route of the Four-way split
The Romance Trilogy route of the Four-way split
The Gunbuster Route of the final path split.

All the information for the following units:

Val Varo
Nuel Ziel
Gebera Tetra
Doven Wolf
Quebeley
MP Quebeley
Quin Mantha
VF-19 Excalibur
Werkbau
Dis Astranagant
Wildwurger
Wildfalken
RaiOH
DaiRaiOH
<INITIAL Kusuha unit>
RyuKoOh/KoRyuOh
Shin RyuKoOh/Shin KoRyuOh
Black Getter



The minimum numbers for the following units:

Ge-Mark
Hi-Nu Gundam
Freedom Gundam
Justice Gundam
J-Ark/King J-Der
AS Alegras
Altairlion
Hyperlion

The Maximum HP/EN/Mobility/Armor for the following units:

ChoRyuJin
TenRyuJin

The full data for the following attacks......

Tatsumaki Zankantou
Double Ningu Fire
Double Mazinger Blade
Final Dynamic Special

The proper translation for numerous attacks and items. Includes but is not
limited to Shin Getter-3, Getter Poseidon, Dygenguard, the OVA Crokke, and the
Full SP restore item. If any of these are in the GBA OG games, I'll take
Atlus' translations as well, I just don't want to play through OG2 again right
now. These are not all the translations needed, just some of them. If you see
something else that looks stupid because you know there's already an official
English spelling, then shoot me an e-mail using the contact information.

This is where the closing will be once we're actually done. Until then, this
shall stand as the reminder of what needs to be done.

=============================================================================
Copyright 2008 Luke M. Stevenson