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Walkthrough

by yangxu

SUPER ROBOT TAISEN W WALKTHROUGH/FAQ
by yangxu ([email protected])

=================
TABLE OF CONTENTS
=================

1. Introduction
2. Version History
3. Walkthrough
4. Skill/Item Lists
5. Secrets
6. FAQ
7. Acknowledgement
8. Legal Terms



===============
1. INTRODUCTION
===============

The Super Robot series is a long running turn based RPG game that can 
be tracked all the way back to the late 80s. It spans practically 
every game console to date, and features tons of famous Japanese Robot 
animes fans enjoy over the last three decades. Unfortunately, due to 
licensing issues and copyright agreements of different animes here in 
the west, average gamers cannot enjoy a fully translated English 
version of the game. This FAQ/Walkthrough is written to help those who 
have some very basic knowledge of the Japanese language in order to 
get through certain missions. I cannot guarantee a non-spoiler FAQ as 
later chapters may feature unexpected characters. Therefore, to reduce 
the risk of being spoiled, I suggest reading only the specific chapter 
you are currently playing.

Super Robot Taisen W is the first Nintendo DS Super Robot game. It has 
similar graphics as the Game Boy Advanced's Super Robot Taisen J, but 
with more detailed robot animations, higher quality soundtracks, new 
mecha anime series and touch screen features (which is kind of useless 
if I do say so myself). One of the major improvements in SRTW is the 
finishing move animation, which is a first in the series where certain 
attacks demos will show extra scenes if player's unit is able to kill 
the target successfully. Overall, this is a great start for the Super 
Robot franchise on the NDS, definitely pick it up if you are a true 
robot fan.



==================
2. VERSION HISTORY
==================

Version 0.1
March 9, 2007
-Introduction completed; walkthrough section up to chapter 5; seishin 
 list completed; added some info in the secret section.

Version 0.2
March 12, 2007
-Completed character and mecha special skill list, walkthrough up to 
 chapter 8.

Version 0.3
March 18, 2007
-Completed combination attack and skill parts list, walkthrough up to 
 chapter 12.

Version 0.4
March 26, 2007
-Added in more specific mission objectives for the first 10 chapters,
 walkthrough up to chapter 17, some updates on the secret section.

Version 0.5
April 16, 2007
-Walkthrough up to Chapter 21. Mecha parts list added.

Version 0.6
May 10, 2007
-Walkthrough done for the first movement of the game.

Version 0.7
August 13, 2007
-Walkthrough up to Chapter 34A. Secret section updated.

Version 0.8
February 9, 2008
-Walkthrough up to Chapter 39. Secret section updated.

Version 0.9
January 13, 2009
-Walkthrough up to Chapter 45B, I'm tied to graduate school works and 
 can only update the FAQ from time to time. Rest assured, I will 
 finish this and the other FAQs I've written, but it'll take a while. 
 JaveChen has done a fabulous job continuing where I left off, bravos 
 to him! Please refer to his guide as well as other people's works for 
 information unavailable on mine.



==============
3. WALKTHROUGH
==============

A few words before you start reading... I know the seishins (spirits) 
in this game are translated differently in the localized versions of 
Original Generations, but I'm going to stick to the official words. 
Please do not complain about why isn't HOTBLOOD included, and why is 
FLASH written as ALERT. I have a full list of seishins with their 
corresponding effects at the end of the walkthrough, if you aren't 
sure what each one does, please refer to that instead. Do note that 
there are some new spirits added in for this particular game, and no 
official translation is (or ever will be) out, for those ones, I'll 
translate directly from Japanese. 

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CHAPTER 1: SAIL IN THE SEA OF OUTER SPACE
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Valhawk (Kazuma)
Valstork (Blessfield)


Enemy Units (Initial):

Taurus
Moebius x2
Delphinium x2


You start with Kazuma and his old man facing against some grunts. This 
should be a breeze, it's a warm up stage for you to get used to the 
command interface. Have Kazume cast FOCUS and roar through the pathetic 
grunts. When you destroyed all 6 enemies, the next batch shows up.


Enemy Reinforcements:

Eido x6


Ally Reinforcements:

Gundam Deathscythe Hell (Duo)
Gundam Sandrock Kai (Quatre)


Oh look! It's the Wing Boyz... these two will be your slayers for the 
next few stages, so start building their levels up. The stage ends if 
you destroy the enemy reinforcements.



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CHAPTER 2: THE WHITE IRON KNIGHTS
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Tekkaman Blade (D-Boy)
Blue Earth (Noel)


Enemy Units (Initial):

Radam Beast x5


Again, another warm up stage. Use the same strategy as last time, cast 
FOCUS on D-Boy, and he'll be invincible. Destroying the first 5 Radams 
will cause 21 more to appear.


Enemy Reinforcements:

Radam Beast x21


Ally Reinforcements:

Detonator Orgun (Orgun)
Valhawk (Kazuma)
Valstork (Blessfield)


Note that Orgun is not under your control, if you want the money and 
exp, kill as many as you can before Orgun wipes them all out. The stage 
ends when every Radam Beast has been eliminated.



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CHAPTER 3: MISSION - COMMAND: NADESICO DESTRUCTION
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Nadesico (Yurika)
Aestivalis Akito OG Frame (Akito)
Aestivalis Gai OG Frame (Gai)


Enemy Units (Initial):

Delphinium x6
Moebius x8


If anyone on your side is shot down, it's game over for you. You know 
what to do now, right? Cast FOCUS on Akito and let him take care of 
everything. Yurika and Gai should act as backups. If Nadesico's being 
targeted, defend, try not to fight back if its HP's halved. Enemy 
reinforcements will show up when you've depleted their numbers to 7 or 
less.


Enemy Reinforcements:

Batta x12
Katonbo x3


Ally Reinforcements:

Aestivalis Ryoko OG Frame (Ryoko)
Aestivalis Hikaru OG Frame (Hikaru)
Aestivalis Izumi OG Frame (Izumi)
Valhawk (Kazuma)
Valstork (Blessfield)
Player's Choice x4
Moebius Zero (Mu)


Don't bother using Mu, he won't be joining you until much later in the 
game. Depending on your taste of characters, you might be investing 
experience on those Aestivalis units. I personally don't use them as 
none of them can deal tremendous amount of damage in the future at max 
upgrades. You can keep training Akito though, for he gets a better 
machine eventually. Again, cast FOCUS and see your foes go down one by 
one. The Katonbos have higher HPs than others, so they may pose more 
of a challenge relatively speaking. The stage ends when you clear the 
map.



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CHAPTER 4: SCATTERED HOPE
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Blue Earth (Aki)


Enemy Units (Initial):

Radam Beast x12


Ignore the enemy for one turn, since Blue Earth is more of a backup 
unit, avoid engaging in combat. The way this unit gains experience is 
through repairing and refilling other ally units. On turn 2, ally 
reinforcements appear.


Ally Reinforcements:

Taurus (Noin)
Birdman (Yoko)


That's some reinforcements alright... Well at least Noin's unit can 
repair, too. As usual, cast FOCUS on your characters and stay strong. 
Kill around 4 Radams and an event will unfold. Orgun comes and goes, 
and you'll be greeted by more enemy troops. Of course, Tekkaman Blade 
and protagonist's family jump right in the scene to back you up.


Enemy Reinforcements:

Tekkaman Dagger (Dagger)
Radam Beast x10


Ally Reinfocements:

Valhawk (Kazuma)
Valstork (Blessfield)
Tekkaman Blade (D-Boy)
Player's Choice x2


 ------------------------------------------
|Winning Condition: Destroy Tekkaman Dagger|
|Losing Condition:  Mothership Destroyed   |
|                   D-Boy shot down        |
 ------------------------------------------

Now that your main force arrives, you shouldn't be struggling with 
the current numbers of enemies anymore. Cast STRIKE on any character 
that has this spirit and take out Dagger. Oh, for the unit that deals 
the final blow to Dagger, be sure to cast CHEER and BLESS on it if you 
have enough SP left, it'll give 2x money and exp to him/her. The stage
ends when you take out Dagger.



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CHAPTER 5: BIZARRENESS OF THE MECHA WORLD AND ITS ROBOTS
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 --------------------------------------
|Winning Condition: Destroy EI-02      |
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (Initial):

VolFogg (VolFogg)
M9 Gernsback (Kurz)
M9 Gernsback (Mao)


Enemy Units (Initial):

EI-02
Birdman x3
M6 Bushnell x5


VolFogg is strong, train it well and it'll become a butcher later on. 
As for the two Full Metal Panic units, I don't find them useful, the 
pilots are great, but their machines suck. There are just too many 
great mechas in this game, I highly doubt anyone would use the M9s to 
deal massive damages on enemies with thick armors and high HPs later 
into the game.

Anyway, Gai will jump in on turn 3, so wait for him before you take on 
EI-02.


Ally Reinforcements:

GaoGaiGar (Gai)
Enryuu (Enryuu)
Hyouryuu (Hyouryuu)


Cast ALERT on VolFogg and RESIST on Gai and pound away. Taking care of 
EI-02 would cause more enemy reinforcements to appear in the next 2 
turns. But fear not, more ally reinforcements show up right after them.


Enemy Reinforcements:

FIRST TURN
Metal Beast Twin Head x4

SECOND TURN
Metal Beast Skull x6
Metal Beast Twin Head x2
Floating Fortress Gale (Ashura)


Ally Reinforcements:

FIRST TURN
Mazinger Z (Kouji)
Great Mazinger (Tetsuya)
Aphrodite A (Sayaka)

SECOND TURN
Valhawk (Kazuma)
Valstork (Blessfield)
Player's Choice x5


 --------------------------------------
|Winning Condition: Destroy Gale       |
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

With all these reinforcements, there's no way for you to lose. Repair 
any damaged units with Aphrodite A, or send them back on Valstork. 
Sometime later, Ashura will pull off some cheap trick to make Kouji 
turn against you. 

 --------------------------------------
|Winning Condition: Destroy Mazinger   |
|Losing Condition: Mothership Destroyed|
|                  Gale Destroyed      |
 -------------------------------------- 

Due to its high defense, Mazinger Z could pose a threat to your Real 
Robot teams. Cast FOCUS or ALERT just in case and shoot it down with a 
character that needs some level gaining, don't forget to cast BLESS 
(both Quatre and Sayaka have it), CHEER (Mihiro), etc. Wipe out the 
remaining enemies and the stage'll be cleared.



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CHAPTER 6: GGG AT THE BRINK OF CRISIS
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (Initial):

Enryuu (Enryuu)
Hyouryuu (Hyouryuu)


Enemy Units (Initial):

Radam Beast x9


Move your robots away from the enemy and end your turn. Reinforcements 
arrive on turn 2.


Ally Reinforcements:

M9 Gernsback (Mao)
M9 Gernsback (Kurz)
Valstork (Blessfield)
Player's Choice x4


Start raving through the Radams, it shouldn't be difficult. When you 
have destroyed them all, more zakos show up along with two bosses and 
more ally reinforcements join the party.


Enemy Reinforcements:

Tekkaman Dagger (Dagger)
Radam Beast x9

EI-15
Taurus x2
M6 Bushnell x2
Birdman x2
Metal Beast Skull x2
Metal Beast Twin Head x2


Ally Reinforcements:

Valhawk (Kazuma)
VolFogg (VolFogg)
GaoGaiGar (Gai)
Tekkaman Blade (D-Boy)


 ------------------------------------------
|Winning Condition: Destroy Tekkaman Dagger|
|                   Destroy EI-15          |
|Losing Condition: Mothership Destroyed    |
|                  GaoGaiGar Destroyed     |
 ------------------------------------------

Tekkaman's now riding on Pegas, which makes him even more agile. Train 
him for sure, as he'll become one of the best frontline fighters you 
can get. Take care of Dagger first, then concentrate your fires on EI-
15. Duo and D-Boy are your top choices against Dagger, FOCUS makes 
them close to invincible. The GGG team can go against EI-15 if you are 
desperate, just make sure you cast RESIST on them. As usual, those 
dealing the final blows should receive CHEER and BLESS for double the 
exp and money. This should become a habit/tradition by now, so I won't 
be reminding you guys anymore :)



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CHAPTER 7: "GREET AND FAREWELL" TO THE RED STAR
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (initial):

Nadesico (Yurika)
Aestivalis Akito Air Combat Frame (Akito)
Aestivalis Gai Air Combat Frame (Gai)
Aestivalis Ryoko Ground Combat Frame (Ryoko)
Aestivalis Hikaru Ground Combat Frame (Hikaru)
Aestivalis Izumi Ground Combat Frame (Izumi)


Enemy Units (Initial):

Batta x8
Katonbo x4


Cast FOCUS on everyone and take out these annoying flies. You may want 
to place your Aestivalis units around Nadesico to maximize the use of 
attack/defense supports. When enemy targets Nadesico, defend, this 
pretty much negates all incoming attacks. When you destroy six foes, 
the next wave appears.


Enemy Reinforcements: 

Batta x4
Katonbo x2


Ally Reinforcements:

GoLion (Akira)


GoLion!!...or Voltron... Anyway, with this giant robot's entrance, you 
can wreck havoc against the remaining units EXCEPT, after taking out 
two baddies, Deathblack Beastmen appear. Taking out two more makes a 
whole screen of enemies emerge, but they are for story purposes. After 
a touching scene, the chapter ends.


 
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CHAPTER 8: OKINAWA'S HOTTEST DAY
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (Initial):

Mike Sounders XIII (Mike)
Bonta-kun (Bonta-kun)


Enemy Units (Initial):

Birdman x3
M6 Bushnell x3


Try shooting down everything with just Bonta-kun, Mike can repair and 
refill if needed. Save often just in case Bonta-kun got shot down. On 
turn 2, ally reinforcements arrive.


Ally Reinforcements:

M9 Gernsback (Mao)
M9 Gernsback (Kurz)
Big VolFogg (VolFogg)

 
When the first group of enemies is cleared, EI-13 shows up followed 
by an event. After that, more ally and enemy reinforcements.


Ally Reinforcements:

Valhawk (Kazuma)
Valstork (Blessfield)
GaoGaiGar (Gai)
M9 Gernsback (Sousuke)
Tuatha de Daanan (Tessa)
Player's Choice x7


Enemy Reinforcements:

FIRST TURN
EI-13
Metal Beast Skull x3
Metal Beast Twin Head x2
Birdman x5
M6 Bushnell x3

SECOND TURN
RK-92 Savage x6
C3-5 Mistral II x3


 -------------------------------------------
|Winning Condition: Destroy EI-13           |
|Losing Condition: Tuatha de Daana Destroyed|
|                  GaoGaiGar Destroyed      |
|                  M9 Gernsback Destroyed   |
 -------------------------------------------

Now that's what I call war. And you gotta love Tessa's ship... too bad 
it's only adapted to marine environment, imagine White Base having 
weapons with that kind of range. Take out the pawns first with whoever 
you prefer, then direct everything at EI-13. Some event after shooting 
down EI-13 and the chapter concludes.

Half way through the dialogues, you get to pick routes you plan to 
follow:

9A. Nadesico Route [Nadesico, Tekkaman Blade]
9B. Hijack Plane Route [Gundam W, FMP, GGG]



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CHAPTER 9A: THE WORST CALAMATOUS CHOICE
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (Initial):

Nadesico (Yurika)
Aestivalis Akito Artillary Frame (Akito)
Aestivalis Ryoko OG Frame (Ryoko)
Aestivalis Hikaru OG Frame (Hikaru)
Aestivalis Izumi OG Frame (Izumi)
GoLion (Akira)


Enemy Units (Initial):

Batta x9
Katonbo x2


When the battle commences, Akito's Will drops by 20, making him an easy 
target for foes. Cast FOCUS on Akito try attacking an enemy, this will 
trigger an event, followed by ally reinforcements.


Ally Reinforcements:

Gai Custom GINN (Gai)
Aestivalis Akatsuki OG Frame (Akatsuki)


After some dialogues, Akito gains 40 Will. Now you should start your 
counterattacks. Don't bother using Gai as he won't be joining the crew 
any time soon. Instead focus on leveling up Akito, Akira and Ryoko. 
When you shoot down the remaining enemies, Valstork appears. 


Ally Reinforcements:

Valstork (Blessfield)
Player's Choice x3


Enemy Reinforcements:

Deathblack Beastman Galsha x2
Deathblack Beastman Death Hell x2
Galra Empire Fighter Jet x8
Galra Empire Flagship (Commander Sadack)


 ---------------------------------------
|Winning Condition: Destroy All Enemies |
|Losing Condition: Mothership Destroyed |
 --------------------------------------- 

FOCUS, RESIST, ALERT, etc. cast these on your characters and charge. 
But make sure you set up your formation such that you can freely use 
attack/defense support. Nadesico and Valstork should follow your units 
closely to provide evasion boosts and EN refill (Nadesico to Aestivalis 
only). A turn later, more enemies arrive, Orgun also shows up to steal 
some kills from you.


Enemy Reinforcements:

Deathblack Beastman Galsha
Deathblack Beastman Death Hell
Galra Empire Fighter Jet x4


Ally Reinforcements:

Detonator Orgun (Orgun)


Enemy flagship retreats when Orgun shows up. Now it's just a battle 
against grunts. Orgun's still not under your control, don't let him 
steal too many kills from you. Attack actively, and the stage will be 
over in no time.



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CHAPTER 9B: FIGHT! GIRLS AND BOYS
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (Initial):

Gundam Wing Zero (Heero)


Enemy Units (Initial):

RK-92 Savage x3
C3-5 Mistral II


The all-time favorite Wing Zero and its invincible pilot Heero Yuy. 
Yup, what more do I need to say? If you stay on top of buildings or 
similar terrains, you receive HP/EN regeneration and attack/defense 
boosts. So stick around near where you started off and destroy these 
worms. Killing either the C3-5 Mistral II or waiting for your second 
turn to end would cause more enemies to appear. To make your life 
"easier", Mike Sounders XIII B joins the ally's side.


Enemy Reinforcements:

RK-92 Savage x3


Ally Reinforcements:

Mike Sounders XIII B


Mike is more of a backup unit, its defense and evasion are crappy, so 
careless placement on this map would get him killed, which also means 
game over for you. If your Wing Zero doesn't need repair or refill, 
move Mike further to the left of the map. Heero alone is more than 
enough to handle everything, but if you insist on putting Mike to the 
frontlines, cast RESIST on him before exposing him to dangers. When 
there's just one enemy left on the map, or when you've reached the 
third turn, you'll be greeted with yet another group of Savages and 
Mistral.


Enemy Reinforcements:

RK-92 Savage x3
C3-5 Mistral II


Ally Reinforcements:

M9 Gernsback (Sousuke)
M9 Gernsback (Mao)
M9 Gernsback (Kurz)


Full Metal Panic! units will make their entrance on the next turn, but 
Kurz is immobile due to story purposes. Use Mao and Sousuke to clear 
the zakos if Heero's level is too high. When you do, another wave of 
enemies starts pouring in.


Enemy Reinforcements:

RK-92 Savage x3
C3-5 Mistral II x2
Plan-1056 Codarl (Gauron)


Ally Reinforcements:

Valstork (Blessfield)
Player's Choice x8


At the start of your next turn, Valstork arrives. Deploy your units, 
and place them around Gauron (utilize attack/defense supports well). 
You probably have noticed that this cheap boss acts twice per turn, so 
be well prepared. Don't be greedy on casting the necessary spirits, 
you don't want a game over when you've come this far. 

There are some story sequences if you successfully damaged Gauron. And 
in case you're wondering why Wing Zero is here to begin with, here's 
the reason:


Enemy Reinforcements:

Altron Gundam (Wufei)
Serpent (Trowa)
Serpent x11


 -----------------------------------------------
|Winning Condition: Destroy Plan-1056 Codarl    |
|Losing Condition: Gundam Wing Zero Destroyed   |
|                  M9 Gernsback (Kurz) Destroyed|
 -----------------------------------------------

Ahh... The same old story of Endless Waltz. These people appear after 
the above incident. Trowa's not an immediate threat, and Wufei only 
attacks Heero. The Serpent units, however, are scrambling. Keep an eye 
on Kurz, since he can't move. He can, however, snipe with his long 
range weapons. 

In about two turns, Sousuke will come with his Lambda Driver activated 
Arbalest. It's still not enough to single handedly take on the Codarl. 
Make sure to use the terrain effect to the fullest.


Ally Reinforcements:

ARX-7 Arbalest (Sousuke)


 -----------------------------------------------
|Winning Condition: Destroy Plan-1056 Codarl    |
|Losing Condition: Gundam Wing Zero Destroyed   |
|                  M9 Gernsback (Kurz) Destroyed|
|                  ARX-7 Arbalest Destroyed     |
 -----------------------------------------------

This chapter has some tough bosses, planning out your unit's location 
is critical; and remember to save often. Take out Wufei first to get 
some good exp and cash. The chapter ends if you blow up the Codarl.



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CHAPTER 10: THE RED AND WHITE DEVILS
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (Initial):

Nadesico (Yurika)
Aestivalis Akito Artillery Frame (Akito)
Aestivalis Akatsuki Artillery Frame (Akatsuki)
Aestivalis Ryoko Artillery Frame (Ryoko)
Aestivalis Hikaru Artillery Frame (Hikaru)
Aestivalis Izumi Artillery Frame (Izumi)
Sol Tekkaman Unit 1 (Balzack)
Fuuryuu (Fuuryuu)
Rairyuu (Rairyuu)
Moebius Zero (Mu)
Birdman (Yoko)


Enemy Units (Initial):

Radam Beast x9
Radam Mother x3


This stage is a joke compared to 9B. The fact that your opponents are 
nothing but Radams makes it so. Fuuryuu and Rairyuu make their first 
appearances in the SRT series. They have similar attributes as Enryuu 
and Hyouryuu, and they can combine later on to be more powerful. You 
should train them if you prefer balanced units with long and short 
range weapons.

Again, there are terrains around Rairyuu and Fuuryuu that give bonus 
boosts, definitely use these to your advantage. Start moving forces 
to the north down and pincer these Radam Beasts, be sure to have some 
of your stronger characters near where Rairyuu and Fuuryuu started 
because as soon as the first wave of enemies have been delt with, 
Tekkaman Evil shows up with more grunts.


Enemy Reinforcements:

Tekkaman Evil (Evil)
Radam Beast x12
Radam Mother x4


Player Reinforcements:

Tekkaman Blade (D-Boy)
Valstork (Blessfield)
Player's Choice x5


 ----------------------------------------
|Winning Condition: Destroy Tekkaman Evil|
|Losing Condition: Ally Unit Destroyed   |
 ---------------------------------------- 

Wherever your smell Evil, you'll find Blade. After some scenes, Blade 
arrives and the two engages in a duel. You have a turn limit here, if 
you can't own Evil within 5 turns, the stage's over (it's not a game 
over, so don't worry if you couldn't accomplish it). Blade obviously 
can't handle Evil by himself, you have to help out. Cast FOCUS, ALERT 
and all that good stuff on those who are targeting Evil, he should be 
gone if you manage to pull 4 hits on him. The money, exp and items are 
worth all the troubles you went through. Enjoy the scenes that follow 
and save your game.

You'll be presented with another path split after some dialogues:

11A: Nadesico Route [Nadesico, Mazinkaiser, Getta Robo]
11B: Reinforce North America Route [Tekkaman Blade, GGG, Gundam W]



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CHAPTER 11A: COLLISION OF THE MAZINS
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (Initial):

Great Mazinger (Tetsuya)
Aphrodite A (Sayaka)
Boss Borot (Boss)


Enemy Units (Initial):

Metal Beast Skull x4
Metal Beast Twin Head x4


Great Mazinger is an above average unit, it has several combination 
attacks with Mazinkaiser, so if you plan to deploy both for later half 
of the game, you should start training Tetsuya now. On turn 2, ally 
reinforcements arrive, followed by enemy reinforcements on turn 3. 
Start moving your units toward the research centre for terrain boosts. 


Ally Reinforcements:

Nadesico (Yurika)
Valstork (Blessfield)
Player's Choice x10


 ------------------------------------------
|Winning Condition: Destroy All Enemies    |
|Losing Condition: Mothership Destroyed    |
|                  Great Mazinger Destroyed|
 ------------------------------------------


Enemy Reinforcements:

Floating Fortress Gale (Ashura)
Metal Beast Skull x4
Metal Beast Twin Head x4
Mazinkaiser


Ally Reinforcements:

Shin Getta Robo (Ryuuma)


 ----------------------------------------------------------------
|Winning Condition: Mazinkaiser's HP below 30%                   |
|Losing Condition: Mothership Destroyed                          |
|                  Great Mazinger Destroyed                      |
|                  Shin Getta Robo Destroyed                     |
|                  Mazinkaiser Reaches Photon Energy Research Lab|
 ----------------------------------------------------------------

If you've already placed your units around the research centre, there 
is very little chance for Mazinkaiser to squeeze in there. Plus, Shin 
Getta's there to challenge this giant, you shouldn't have any problem 
with it. Of course, it goes without saying that Ryuuma's worth every 
investment on, all of you know Shin Getta's badass ;)

Let the enemies come to you, don't reach out for them, if Mazinkaiser 
comes near, focus your fire on it; HOWEVER, if you want infinite $$$, 
you better not attack Mazinkaiser. Let me explain, currently Ashura's 
sitting in his/her Gale, if you've already destroyed it once, you've 
probably noticed that its HP regenerates, meaining that you can kill 
it as many times as you want. For each successful destruction, you 
receive $6000. So screwing it over and over again would make you rich 
fast. For more information on this trick, please refer to the Secret 
section below.

Now, depleting Mazinkaiser's HP down to 30% will trigger some events 
followed by more enemy and ally reinforcements.


Enemy Reinforcements:

Deathblack Beastman Galsha x2
Deathblack Beastman Death Hell x2
Galra Empire Fighter Jet x8
Galra Empire Flagship 
Ashura Mazinkaiser (Ashura)


Ally Reinforcements:

Mazinkaiser (Kouji)


 ----------------------------------------------------------------
|Winning Condition: Ashura Mazinkaiser Destroyed                 |
|Losing Condition: Mothership Destroyed                          |
|                  Mazinkaiserer Destroyed                       |
 ----------------------------------------------------------------

Nothing much to say except if you want to end the stage early, just 
blow up Ashura. Otherwise, stay on the research facility terrain and 
engage the enemies passively. 



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CHAPTER 11B: THE HEART'S DESIRE
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 ----------------------------------------------------------------
|Winning Condition: Destroy All Enemies                          |
|Losing Condition: Mothership Destroyed                          |
|                  Enryuu, Hyouryuu, Rairyuu or Fuuryuu Destroyed|
|                  Sol Tekkaman Unit 1 Destroyed                 |
 ----------------------------------------------------------------

Ally Units (Initial):

Sol Tekkaman Unit 1 (Balzack)
Enryuu (Enryuu)
Rairyuu (Rairyuu)
Hyouryuu (Hyouryuu)
Fuuryuu (Fuuryuu)
Valstork (Blessfield)
Player's Choice x5


Enemy Units (Initial):

Radam Beast x18
Radam Mother x6


Start rushing the Radams. Be sure to cast FOCUS, ALERT and RESIST on 
your characters. Fuuryuu, Rairyuu and Noel are isolated to the south, 
but the terrains near them provide important boosts, don't let them go 
to waste! Player and enemy reinforcements arrive on turn 2.


Enemy Reinforcements: 

Tekkaman Evil (Evil)


Ally Reinforcements:

Sol Tekkaman Unit 2 (Noel)


Ignore them, do whatever you were doing a moment ago. Orgun comes in 
on turn 3, who's still uncontrollable. 


Ally Reinforcements:

Detonator Orgun (Orgun)


When you reach turn 5, more ally and enemy reinforcements appear. 


Enemy Reinforcements:

EI-21 (Pizza)


Ally Reinforcements:

Gundam Deathscythe (Duo)
Gundam Wing Zero (Heero)
GaoGaiGar (Gai)
Tekkaman Blade (D-Boy)


 ----------------------------------------------------------------
|Winning Condition: Destroy Tekkaman Evil                        |
|                   Destroy EI-21                                |
|Losing Condition: Mothership Destroyed                          |
|                  Enryuu, Hyouryuu, Rairyuu or Fuuryuu Destroyed|
 ----------------------------------------------------------------

After a few scenes, you'll have control over some overpowered units. 
Gai and his team can take care of EI-21. Heero, Duo, Kazuma and D-Boy 
should deal with Evil. There really is no strategy here, it's pretty 
much swarm tactic with spirit spams. Do watch out for Evil's Map, it's 
not accurate at all, but if it does land on your unit, you're toast. 
The best way is to surround him such that you can reduce the number of 
units filling the spots for his Map. Since the mission ends if you fry 
Pizza, you should finish Evil first for his money, exp and parts.



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CHAPTER 12: DELIVERY FAILURE - WOW-CRY
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (Initial):

Bonta-kun (Sousuke)
Mass Produced Bonta-kun x5


Enemy Units (Initial):

Metal Beast Twin Head
Metal Beast Skull


BONTA-KUN!!!! Is he a mouse or a bear? And who's controlling those mass 
produced ones? Anyway, Bonta-kun's evasion is superb, but his HP is... 
Cast RESIST on everyone just in case, its effect doesn't wear off till 
the unit is hit. Fumoffu (Kill) the enemy units will make more pop up.


Enemy Reinforcements:

Deathblack Beastman Galsha
Deathblack Beastman Death Hell
Galra Empire Fighter Jet x6


Ally Reinforcements:

GaoGaiGar (Gai)
GoLion (Akira)


That's it for enemy reinforcements, try killing everything with Bonta, 
whether that'll have an impact on obtaining Bonta-kun later on is still 
unknown, but just to be sure... The stage settles when you clear this 
map.



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CHAPTER 13: "SECRET ALBEIT" IS DANGEROUSLY SWEET
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 --------------------------------------
|Winning Condition: Destroy Nadesico   |
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (Initial):

Valhawk (Kazuma)
Aestivalis Akito OG Frame (Akito)
GoLion (Akira)
ARX-7 Arbalest (Sousuke)
M9 Gernsback (Kurz)
Mazinkaiser (Kouji)
Boss Borot (Boss)
Gundam Deathscythe Hell (Duo)


Enemy Units (Initial):

Nadesico
Aestivalis Akito Artillery Frame x2
Aestivalis Akito OG Frame x6


Since the Aestivalis units have fairly high evasions, you should cast 
STRIKE, FOCUS and ALERT on your characters. Nadesico based units all 
have distortion fields, therefore weapons with higher attack powers 
should be your priorities. Nadesico itself is fairly easy to take 
down, I'm sure you can come up with your own scheme to bring her down. 

A second wave of enemies comes in when you shoot down Nadesico, player 
reinforcements also arrive.


Enemy Reinforcements: 

Moebius x2
Birdman x2
RK-92 Savage x2
Metal Beast Twin Head x2
Metal Beast Skull x2
Taurus x2
Serpent x2
Delphinium x2
C3-5 Mistral II x2


Ally Reinforcements:

Nadesico (Yurika)
Player's Choice x11


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
 --------------------------------------

Just a bunch of zako reinforcements, no need to worry about your unit 
being shot down to result a game over screen anymore, go all out and 
finish clean the mess up!



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CHAPTER 14: WHO'S SAKE IS THIS LIFE FOR?
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (Initial):

Venus A (Sayaka)
Tuatha de Daanan (Tessa)


Enemy Units (Initial):

Metal Beast Twin Head x3
Metal Beast Skull x3
Deathblack Beastman Death Hell x6
Deathblack Beastman Galsha x3
Galra Empire Fighter Jet x3
Underwater Fortress Bude (Ashura)


Other than Ashura, all other pawns are just there for money and exp 
gains. Sayaka has GUARD, so casting that would help a ton, Tessa's 
ship can also snipe from 15 blocks away. You can choose to run and 
wait till turn 3 or you can cut enemy numbers to 14, eitherway, ally 
reinforcements will appear:


Ally Reinforcements:

Valstork (Blessfield)
Nadesico (Yurika)
Player's Choice x15


 --------------------------------------------
|Winning Condition: Destroy All Enemies      |
|Losing Condition: Mothership Destroyed      |
|                  Tuatha de Daanan Destroyed|
 --------------------------------------------

Want a challenge? Try taking out every enemy under a turn just for fun. 
A turn later, GoLion and something else show up:


Ally Reinforcements:

GoLion (Akira)


Enemy Reinforcements:

Metal Demon Drago


 --------------------------------------------
|Winning Condition: Destroy All Enemies      |
|Losing Condition: Mothership Destroyed      |
|                  Tuatha de Daanan Destroyed|
|                  GoLion Destroyed          |
 --------------------------------------------

Personally, I do not think GoLion alone can handle this thing, send 
someone like D-Boy or Kazuma to help out. Sayaka's repair ability's 
handy here, plus she can earn some next exp while doing that. If you 
deployed Duo and Kouji, leave Ashura to them. The rest of your team 
can back up GoLion if needed.



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CHAPTER 15: BOND OF FIVE COLORS, THE GOLDEN COURAGE
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 ---------------------------------------
|Winning Condition: Destroy All Enemies |
|Losing Condition: Mothership Destroyed |
 --------------------------------------- 

Ally Units (Initial):

Valstork (Blessfield)
Nadesico (Yurika)
Player's Choice x15


Enemy Units (Initial):

Radam Beast x12
Radam Mother x4


No challenge here right? Just rush in and take out 8 of them for the 
next wave to show up, be sure to cast FOCUS and ALERT just in case:


Enemy Reinforcements: 

Tekkaman Sword (Sword)
Tekkaman Axe (Axe)
Tekkaman Lance (Lance)
EI-15
Taurus x3
M6 Bushnell x3
Metal Beast Twin Head x3
Metal Beast Skull x3
C3-5 Mistral II x3


Ally Reinforcements:

GaoGaiGar (Gai)


 ---------------------------------------
|Winning Condition: Destroy EI-15       |
|Losing Condition: GaoGaiGar Destroyed  |
|                  Radam Destroyed EI-15|
 --------------------------------------- 

The enemies receive what, like 20 new units? Yet you only get Gai...
Fortunately those following EI-15 are not friends with the Tekkamen, 
you can use this opportunity to sneak up on baddies with low HPs and 
erase them from the map. Gai's Protector Shield should neutralize most 
of the attacks, so don't worry about him too much. On the fifth turn, 
GoLion joins your side.


Ally Reinforcements:

GoLion (Akira)


Well, one's better than nothing. Your main concern here are the Tekkas, 
there are three of them and they ain't no push over. Super robots like 
Mazinkaiser with STRIKE casted can reduce one tekka's HP to half, use 
that to end their lives quickly. When you get rid of them, you can take 
your sweet time to torture Zonder. 



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CHAPTER 16: THE SECLUDED TWO
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 --------------------------------------------------------
|Winning Condition: Attack EI-28 & EI-29 At The Same Time|
|Losing Condition: Ally Unit Destroyed                   |
 --------------------------------------------------------

Ally Units (Initial): 

Valhawk (Kazuma)
Tekkaman Blade (D-Boy)
Tekkaman Evil (Evil)


Enemy Units (Initial):

EI-28 (Poroneze)
EI-29 (Primarda)
Taurus x2
M6 Bushnell x2
Metal Beast Twin Head x2
Metal Beast Skull x2
C3-5 Mistral II x2
Serpent x2


Yes, you read it right, you'll need to attack both EI-28 and EI-29 on 
the same turn, you CANNOT destroy them, that'll give you a game over 
screen. Evil's only here for one stage, you can ignore him, but it's 
cool to see his attacks once.

I assume you've dedicated enough cash to Valhawk's upgrades and it's 
close to invincible now. If not, cast FOCUS on all three units, then 
pierce through enemy lines to fulfill the mission objective.

Large group of enemy reinforcements appear if you succeeded, followed 
by player reinforcements:


Enemy Reinforcements:

EI-26 (Pizza)
EI-27 (Penchinon)
Taurus x4
M6 Bushnell x4
Metal Beast Twin Head x4
Metal Beast Skull x4
C3-5 Mistral II x4
Serpent x4
RK-92 Savage x4

Ally Reinforcements:

Valstork (Blessfield)
Nadesico (Yurika)
GaoGaiGar (Gai)
Player's Choice x14


 ---------------------------------------
|Winning Condition: Destroy All Enemies |
|Losing Condition: Mothership Destroyed |
|                  GaoGaiGar Destroyed  |
 --------------------------------------- 

So many EIs, impressive! I suggest taking two on at a time, throw your 
strongest attacks at them, put a repair/refill unit near by to reduce 
the amount of time required to recover from excessive abuse. Don't try 
to conserve, cast VALOR if you need to, dealing enough damage to break 
their Protector Shields should be your primary concern. Make good use 
of attack/defense support, it could be a long battle, but the rewards 
are worth it.



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CHAPTER 17: FAREWELL, BRAVE ONES! SHOWDOWN AT TOKYO!
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 ------------------------------------------
|Winning Condition: Destroy EI-01          |
|Losing Condition: Yuusha Robots Destroyed |
 ------------------------------------------

Ally Units (Initial):

Valstork (Blessfield)
Nadesico (Yurika)
GaoGaiGar (Gai)
Big VolFogg (Volfogg)
Mike Sounders XIII (Mike)
Chouryuujin (Chouryuujin)
Player's Choice x13


Enemy Units (Initial):

EI-01 (Pasdar)
EI-02 x2
EI-11 x2
EI-13 x2
EI-15 x2
EI-21 x2
EI-26
EI-27
EI-28
EI-29


Yuusha robots pretty much refers to any unit from the GGG series, you 
wanna make sure that they're alive and kicking by the end of the stage.
This shouldn't be hard really, their Will's at 200 and their HPs and 
ENs regenerate every turn, it's difficult to not win...
 
Don't be frightened by the numbers of EIs here, they are just AIs with 
buffed up HPs, a few punches from Gai will pound them to pies. Ally At 
the end of turn 2, a third party shows up:


Enemy Reinforcements:

Tekkaman Evil (Evil)
Radam Beast x12
Radam Mother x3

Ally Reinforcements:

Detonator Orgun (Orgun)


Orgun's actually helpful here, while you are busy messing around with 
the EIs, he can handle most of the Radams no problem. Evil will leave 
on turn 4, so if you want that Barrier S skill desparately, you will 
have to turn around and concentrate firepowers on him.

Pasdar has this crazy map attack that randomly picks on a few of your 
units every turn by draining their HPs by half, it's annoying. It'd be 
smart to have some units with repair skill to balance the effects out.

On turn 5, more ally reinforcements appear:


Ally Reinforcements:

Tekkaman Rapier (Miyuki)
???? (????)


The red original robot is stylish isn't it? I love its bgm. The pilot 
has a thing for Mihiro, too... O__O. Anyway, ???? isn't controllable, 
but you can utilize her to deal extra damage on Pasdar. Don't bother 
using Miyuki, she's just there for story purposes. Pasdar has high HP 
and thick armor, it's normal if you find yourself wrestling with him 
for an extended period of time. Evenutally you'll emerge victorious, 
though.



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CHAPTER 18: TRAGEDY OF ONE NIGHT STAND
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 ---------------------------------------
|Winning Condition: Destroy All Enemies |
|Losing Condition: Mothership Destroyed |
 --------------------------------------- 

Ally Units (Initial):

valstork (Blessfield)
Nadesico (Yurika)
Player's Choice x15


Enemy Units (Initial):

Serpent x9
M6 Bushnell x4
Birdman x4
RK-92 Savage x4


Do whatever you like with these zakos, they don't pose any threat. 
When their number falls below 16, boss units start pouring in:


Enemy Reinforcements:

Altron Gundam (Wufei)
Behemoth (Takuma)


Behemoth is a monster (duh...), and its pilot is retarded, too. Auto 
seishin every turn: GUARD + FOCUS + ZEAL... If this is still your 
turn, start attacking Wufei. He should be easy to push down with VALOR, 
otherwise, wait for your reinforcement on the next turn.


Ally Reinforcements: 

Gundam Wing Zero (Heero)
ARX-7 Arbalest (Sousuke)


 ---------------------------------------------
|Winning Condition: Destroy All Enemies       |
|Losing Condition: Mothership Destroyed       |
|                  ARX-7 Arbalest Destroyed   |
 --------------------------------------------- 

Heero and Sousuke, the fateful twins. Anyway, with their arrival, it 
should make this battle that much easier, eh? I don't know man. ARX-7 
certainly isn't strong without its driver, you might wanna protect it 
before it's activated.

The party's not over yet, reinforcements on both sides show up one 
after the other.


Ally Reinforcements:

Gundam Heavyarms Kai (Trowa)


Enemy Reinforcements:

ZY-98 Shadow (Seina)


There you have it folks, everyone's here, you can start planning out 
your layouts now. Trowa's crappy evasion make him an easy target for 
others, if you plan to use him, cast GUARD first. If you haven't 
finished Wufei yet, do it now. Taking out Seina will make Takuma go 
berserk, he'll cast VALOR and STRIKE which can be dangerous. You can 
waste his VALOR by casting ALERT on one of your units and attack him, 
those without ALERT and are being targeted by him, simply defend to 
reduce the damage.

I suggest you use all your super robots' best attacks on Behemoth, 
and cast VALOR to make them more powerful. It will take some time, so 
be patient and aggressive, don't be frustrated if you lose one or two 
units, the battles will only get tougher from now on.



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CHAPTER 19: BURNING ASSULT! MAZIN VS HELL MASTER
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There are two parts to this chapter, for simplicity, I divided them 
up here.

PART I:

 ---------------------------------------------
|Winning Condition: Destroy All Enemies       |
|Losing Condition: Mothership Destroyed       |
|                  Mazinkaiser Destroyed      |
|                  Venus A Destroyed          |
 --------------------------------------------- 

Ally Units (Initial):

Valstork (Blessfield)
Mazinkaiser (Kouji)
Venus A (Sayaka)


Enemy Units (Initial):

Deathblack Beastman Death Hell
Deathblack Beastman Galsha
Galra Empire Fighter Jet x4
Metal Beast Twin Head
Metal Beast Skull
Metal Demon Drago
Galra Empire Flagship (Sadack)


Kouji alone should be able to handle most of the units. GUARD + STRIKE 
will do you good. For better evasion, put him near Blessfield so he's 
benefitting from Blessfield's commanding zone boost. Sayaka should stay 
behind, use her only if you are desperate for repairs. You'll move onto 
the second part if you shoot down Drago, for money and exp, go after 
Sadack first.


PART II:

 ---------------------------------------------
|Winning Condition: Destroy Bad Venus         |
|Losing Condition: Mazinkaiser Destroyed      |
 --------------------------------------------- 

Ally Units (Initial):

Mazinkaiser (Kouji)


Enemy Units (Initial):

Ashura Mazinger x4
Metal Demon Drago x3
Bad Venus
Metal Beast Twin Head Skull MK01


Bad Venus... orz. Japanese names are amazing. If you want more units to 
assist you ASAP, aim for Bad Venus. It'll take some hits to bring her 
down, but you shouldn't suffer too much damage.


Ally Reinforcements: 

Valstork (Blessfield)
Nadesico (Yurika)
Great Mazinger (Tetsuya)
Mazinkaiser KS (Kouji)
Tuatha de Daanan (Tessa)
Player's Choice x15


Enemy Reinforcements:

Bad Venus
Deathblack Beastman Death Hell x3
Deathblack Beastman Galsha x3
Galra Empire Fighter Jet x4
Ashura Mazinger x4
Metal Beast Twin Head Skull MK01 x3
Metal Demon Drago x2
Galra Empire Flagship (Sadack)


 ---------------------------------------------
|Winning Condition: Destroy All Enemies       |
|Losing Condition: Mothership Destroyed       |
|                  Mazinkaiser Destroyed      |
|                  Tuatha de Daanan Destroyed |
 --------------------------------------------- 


W00t, that's a lot of units; but hey, Mazinkaiser can fly now, so what 
to complain?

Since enemy's major pawns have crappy accuracies against real robots, 
I seriously doubt you'll struggle here, plus with Tessa sniping from 
the left side, it'll take even fewer turns to clear the map. That of 
course, doesn't mean the stage's over...


Enemy Reinforcements:

Hell Master Goudon (Ashura)
Ashura Mazinger
Metal Demon Twin Head Skull MK01
Metal Demon Drago


 ---------------------------------------------
|Winning Condition: Destroy Hell Master Goudon|
|Losing Condition: Mothership Destroyed       |
|                  Mazinkaiser Destroyed      |
|                  Tuatha de Daanan Destroyed |
 --------------------------------------------- 

Ashura won't give up without a good fight, but other than its thick 
armor, Ashura's mecha really isn't impressive at all. You'd expect a 
more difficult boss fight, but... Obviously, sending real robots there 
to mess around for fun is your best choice, if you think 15% accuracy 
still can't guarantee complete evasion from Ashura's attacks, cast 
ALERT or RESIST for reassurance. Shoot down Goudon to end the stage.



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CHAPTER 20: THE ACCELERATED UNIVERSE
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 -------------------------------------- 

Ally Units (Initial):

Fuuryuu (Fuuryuu)
Rairyuu (Rairyuu)


Enemy Units (Initial):

Moebius x3
Serpent x3
Taurus x4
Delphinium x4
Birdman x3


See the base to the lower part of the map? That's where you should 
move your untis to. Try avoiding combat till all reinforcements arrive 
for maximum retaliation. "The wind that puts out fire" arrives on turn 
2...


Ally Reinforcements:

Tallgeese III (Zechs)


Too many Wing units... You can replace Sandrock with this if you want, 
since Zech's stats is almost identical to Heero's. Again, keep moving 
south till you reach the base. 


Ally Reinforcements:

Valstork (Blessfield)
Nadesico (Yurika)
Player's Choice x14


Enemy Reinforcements:

Batta x14
Katonbo x3
Tetsujin (????)


Now is the time to strike back, by standing on your base. Note that if 
you kill Tetsujin first, everything else will retreat. For maximum exp, 
save the best last. Killing Tetsujin would also make a bunch of other 
units pop up.


Ally Reinforcements: 

Star GaoGaiGar (Gai)
King J-Der (J)


Enemy Reinforcements:

ZX-02
ZX-03
EI-02 x3
EI-11 x3
EI-13 x3
EI-15 x3
EI-21 x3
EI-26
EI-27
EI-28
EI-29


 ---------------------------------------
|Winning Condition: Destroy ZX-02, ZX-03|
|Losing Condition: Mothership Destroyed |
 ---------------------------------------

If you've been standing on your base the whole time, none of your units 
should suffer severe damages from prior enemy assaults. In fact, most 
should be at full HP and EN. However, now you might wanna change the 
plan a bit, because you need to get as much cash and exp as possible 
before "she" appears again the turn after you shoot down Tetsujin.


Ally Reinforcements:

???? (????)


Uncontrollable as always. Don't let her steal your kills. The best way 
here is to finish off any enemy with low HP, sit back, relax and watch 
???? getting owned by grunts, then steal her kills XD

The Origins have higher HPs, but Gai's Hell and Heaven should pierce 
through them no problem. Oh, and don't bother using J, he won't be 
joining you until a much later time.



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CHAPTER 21: THE SENT ASSASSIN
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Another chapter with two sessions.

PART I:

 ------------------------------------------
|Winning Condition: Tekkaman Axe Destroyed |
|Losing Condition: Tekkaman Blade Destroyed|
 ------------------------------------------

Ally Units (Initial):

Tekkaman Blade (D-Boy)


Enemy Units (Initial):

Tekkaman Axe (Axe)


Unless you upgraded Blade's mobility to his max, chances are you will 
need to cast FOCUS and RESIST to avoid random death. This shouldn't be 
a problem since Pegas also has its own seishins.

There won't be any enemy reinforcement here, just focus on defeating 
Axe and watch the scenes afterwards.


PART II:

 ------------------------------------------------
|Winning Condition: Origin Fusion Destroyed      |
|Losing Condition: GaoGaiGar Destroyed           |
|                  J-Ark Destroyed               |
|                  Valhawk or Arm Arcus Destroyed|
 ------------------------------------------------

Ally Units (Initial):

Valstork (Blessfield)
Nadesico (Yurika)
Valhawk (Kazuma)
Arm Arcus (Aria)
Star GaoGaiGar (Gai)
J-Ark (J)
Player's Choice x12


Enemy Units (Initial):

Origin Fusion
EI-02 x3
EI-11 x3
EI-13 x3
EI-15 x3
EI-21 x3
EI-26
EI-27
EI-28
EI-29


???? has finally revealed herself: her name is Aria, her robot robot's 
called Arms Arcus (Thanks to Senzankou for the translation), favorite 
thing is Mihiro, least favorite would be Kazuma, three sizes are......

*cough*

Just because she's on your side now, doesn't mean she's here forever, 
I'd ignore her if I were you and focus on training whoever you plan to 
build as your aces. The EIs are nothing new, Origin Fusion may pose 
some problems for real robots if you never upgraded their mobilities. 
The moment you lay an attack on it, enemy reinforcement appears.


Enemy Reinforcements:

ZX-06


 ------------------------------------------------
|Winning Condition: ZX-06 Destroyed              |
|Losing Condition: GaoGaiGar Destroyed           |
|                  J-Ark Destroyed               |
|                  Valhawk or Arm Arcus Destroyed|
 ------------------------------------------------

Another Origin, with more powerful attacks than grunts. Attacking it 
will force Akito to come out :P


Ally Reinforcements:

Aestivalis Akito Moon Surface Frame (AkitO)


Not exactly as useful as OG Frame, but it'll do for this map, when the 
stage's over, be sure to change it back during the intermission screen. 
Leave ZX-06 to your real robots, it can't even touch them. However, if 
you do attack ZX-06, Radams will pop out of no where.


Enemy Reinforcements:

Radam Beast x6
Radam Mother x5


ADVERTISEMENT BREAK!!! Need to level some units up but wanna leave the 
bosses to the best of the best? The Radams are your best punching bags. 
Durable and numerous, you can't find a better deal than this. If you 
call in the next 30 minutes, we'll throw on two Radam Mothers for FREE!

OK, I'll shut up now. You can focus on ZX-06 at hand, the Radams can be 
taken care of when they seek you out. Destroying ZX-06 will generate a 
scene that grants your protagonists some overpowered combination attack, 
which is perfect for depleting Origin Fusion's HP. Blade will also come 
to help you out.


Ally Reinforcements:

Tekkaman Blade (D-Boy)


 ------------------------------------------------
|Winning Condition: Origin Fusion Destroyed      |
|Losing Condition: J-Ark Destroyed               |
|                  Valhawk or Arm Arcus Destroyed|
 ------------------------------------------------

Back to Origin Fusion again. You know what to do now, destroy it and 
move on with the story :)

You'll be given a choice to pick the route you plan to follow again 
during the conversations:

22A: Investigate Martian Ruins Route: [GGG, Orgun, Tekkaman Blade]
22B: Protect Nadesico Route: [Nadesico, Gundam W, FMP]



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CHAPTER 22A: RETURNERS FROM THE PAST
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 ---------------------------------------
|Winning Condition: Destroy All Enemies |
|Losing Condition: Mothership Destroyed |
|                  Gekiryuujin Destroyed|
 ---------------------------------------

Ally Units (Initial):

Valstork (Blessfield)
Gekiryuujin (Gekiryuujin)
Player's Choice x13


Enemy Units (Initial):

Deathblack Beastman Death Hell x3
Deathblack Beastman Galsha x3
Galra Empire Fighter Jet x12
Batta x4
Katonbo x2


If you never bothered with upgrading GGG units other than Gai, keep 
Gekiryuujin out of enemies' weapon range. Its mobility and defense is 
too crappy to go against that many, not to mention that zakos tend to 
target the most vulnerable ally units of the bunch.

Other than this, you should be able to deal with all of them under 5 
turns. If you want a quick victory (for now), killing the Galra Empire 
pawns will do. When you cleared the map, Orgun and more zakos appear.


Ally Reinforcements:

Detonator Orgun (Orgun)


Enemy Reinforcements:

Lang
Eido x13


 ---------------------------------------
|Winning Condition: Destroy All Enemies |
|Losing Condition: Mothership Destroyed |      
|                  Gekiryuujin Destroyed|
|                  Orgun Destroyed      |
 --------------------------------------- 

Move Orgun away from Lang, and let your people handle him. If you 
deplete Lang's HP below 50%, Wrist Origin will appear, forcing Lang 
to retreat and more GGG units to join. 


Enemy Reinforcements:

Wrist Origin


Ally Reinforcements:

Gouryuujin (Gouryuujin)
Genryuujin (Genryuujin)


 ----------------------------------------------------
|Winning Condition: Destroy All Enemies              |
|Losing Condition: Mothership Destroyed              |      
|                  Gouryuujin or Genryuujin Destroyed|
|                  Orgun Destroyed                   |
 ----------------------------------------------------

Gouryuujin and Genryuujin have a combination attack you can pull off 
which is very effective against Origins. Be sure to cast protective 
seishins before attacking it. When you blow it up, Nadesico and Akito 
will return and the stage'll end.



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CHAPTER 22B: DISTANT COMRADES
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 ---------------------------------------
|Winning Condition: Destroy All Enemies |
|Losing Condition: Mothership Destroyed |
 ---------------------------------------

Ally Units (Initial):

Valstork (Blessfield)
Player's Choice x11


Enemy Units (Initial):

RK-92 Savage x2
C3-5 Mistral II x2
M6 Bushnell x2
Taurus x2
Serpent x2
Birdman x2
Delphinium x2


Screw these poor machines over however you like, on turn 3, Akito 
will participate with his X Aestiavlis.


Ally Reinforcements:

X Aestivalis (Akito)


 ----------------------------------------
|Winning Condition: Destroy All Enemies  |
|Losing Condition: Mothership Destroyed  |
|                  X Aestivalis Destroyed|
 ----------------------------------------

His appearance doesn't make the battles any easier, instead if he gets 
owned, it's game over for you. Since Akito won't be available until the 
last two or three chapters in the second movement of the game, it's 
better to just let him sit on the bench for now. Killing all enemies 
will force out Tsukumo, Genichiro and their underlings, followed by 
more reinforcements on both sides.


Enemy Reinforcements:

Daimajin (Genichiro)
Daitetsujin (Tsukumo)
Tetsujin
Majin
Denjin
Batta x10
Katonbo x2


 ----------------------------------------
|Winning Condition: Destroy Daitetsujin  |
|Losing Condition: Mothership Destroyed  |
|                  X Aestivalis Destroyed|
 ----------------------------------------

If you aren't too hungry for exp points, and a unit in your party can 
use Map, send it into the group of Battas, cast VALOR, CHEER, BLESS, 
STRIKE and FOCUS to clear them out quickly. With the bugs squeeshed, 
you can spend your sweet time on frying the larger insects.


Enemy Reinforcements:

Tetsujin
Majin
Denjin


Ally Reinforcements:

Nadesico Y Unit (Yurika)
Gundam Deathscythe Hell (Duo)
Gundam Wing Zero (Heero)
ARX-7 Arbalest (Sousuke)


You know you can pretty much clear the map with Heero and Duo alone. 
But they also throw in Sousuke and the new Nadesico ship for extra 
insurance. When you start battling the remaining foes, scatter your 
units apart as far as possible to avoid enemy Map attacks. Of course, 
if you can eliminite 80% of them in one turn, just ignore what I said. 

Genichiro and Tsukumo have high HPs, making them a little tougher to 
crack (not to mention they also have Distortion Fields and Boson Jump). 
Focus your fire one at a time, be sure to cast STRIKE to nullify the 
random Boson Jumps. Blow up Genichiro first for exp and money, then 
finish off Tsukumo to end the stage.



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CHAPTER 23: ENDLESS WALTZ: EPILOGUE
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 --------------------------------------------
|Winning Condition: Destroy All Enemies      |
|Losing Condition: Mothership Destroyed      |
|                  Gundam Wing Zero Destoryed|
 --------------------------------------------

Ally Units (Initial):

Valstork (Blessfield)
Nadesico Y Unit (Yurika)
Gundam Wing Zero (Heero)
Player's Choice x17


Enemy Units (Initial):

Taurus x14
Serpent x7


Just by reading the chapter title, Wing fans should recognize what it's 
all about right away. That's right, it's the story about a loli and 
her ojisan getting owned by a bunch of cold blooded undead supermen 
piloting giant mecha known as Gundams...

Anyway, if you wanna level up like crazy, this is the stage to do it. 
As soon as turn 1 ends, Wufei arrives with his Altron Gundam.


Enemy Reinforcements:

Altron Gundam (Wufei)


This thing's badass, watch the battle animation and you'll see why. 
But that's not all, IT DOESN'T DIE! You can blow him up a thousand 
times and Wufei can somehow fix his machine back to full health. If 
you seek money and exp, start attacking it now! Oh yeah, the pawns 
also regenerate when their numbers fall below 12.


Enemy Reinforcements:

Taurus x8
Serpent x4


Map them if you need. On turn 6, Wufei will retreat and the pawns will 
stop regenerating. Clear the remaining enemies and the stage'll end.



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CHAPTER 24: EVERYONE'S "BY-MYSELF"
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 ---------------------------------------------
|Winning Condition: Nadesico Reaches The Ruins|
|Losing Condition: Mothership Destroyed       |
|                  Akito's Unit Destoryed     |
 ---------------------------------------------

Ally Units (Initial):

Valstork (Blessfield)
Nadesico Y Unit (Yurika)
Aestivalis Akito Moon Surface Frame (Akito)
Player's Choice x16


Enemy Units (Initial):

Daimajin (Genichiro)
Daitetsujin (Saburota)
Kaguratsuki (Kusakabe)
Batta x4
Katonbo x2
Majin x2
Tetsujin x2
Denjin x2
Jupiter Alliance Mothership x2


This is a hard stage (relative to the previous chapters), Akito's unit 
is a piece of crap (again), don't bother using it unless you want to 
snipe from afar. The zakos are nothing unusual, but the bosses are a 
pain to kill. Not only do they have thick armors, high HPs, Boson Jump 
and Distortion Field abilities, killing Genichiro and Saburota will 
simply make them regenerate their HPs to full. And yes, they all have 
map weapons.

Like the last chapter, if you seek more exp and money refills, just 
keep pummeling Genichiro and Saburota till you puke. Before you move 
Nadesico to the designated location, destroy Kusakabe's fortress if 
you can, since all enemy units will pull back if you complete this 
primary objective.

Some events later, Gai and Galra beasts arrive. and everyone goes 
hotblooded...... (Kazuma: "Moooooeeeerooooo!!")


Ally Reinforcements:

Aestivalis Gai Air Combat Frame (Gai)


Enemy Reinforcements:

Galra Empire Flagship (Syncline)
Galra Empire Mothership x2
Galra Empire Fighter Jet x2
Deathblack Beastman Death Hell x4
Deathblack Beastman Galsha x4


 ------------------------------------------
|Winning Condition: Destroy Syncline's Ship|
|Losing Condition: Mothership Destroyed    |
 ------------------------------------------

Retrieve your units and replenish their EN and HP, your motherships 
can stay where they are and wait for enemies to come close. You may 
have used up most of your seishins at this point, but who cares, a 
150 Will per unit should allow you to blaze through the remaining 
foes. Send your super robots to deal massive damage on Syncline's 
ship, my Mazinkaiser took care of him under 3 hits.



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CHAPTER 25: DECISIVE BATTLE ON JUPITER! THE SUPER GRAVITY TRAP
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 ------------------------------------------
|Winning Condition: Destroy All Enemies    |
|Losing Condition: Mothership Destroyed    |
|                  Yuusha Robots Destroyed |
|                  Tekkaman Blade Destroyed|
|                  GoLion Destroyed        |
 ------------------------------------------

Ally Units (Initial):

Valstork (Blessfield)
Nadesico Y Unit (Yurika)
GoLion (Akira)
GaoGaiGar (Gai)
Mike Sounders XIII (Mike)
Gekiryuujin (Gekiryuujin)
Chouryuujin (Chouryuujin)
Big Valfogg (Valfogg)
Tekkaman Blade (D-Boy)
Player's Choice x10

Enemy Units (Initial):

Galra Empire Flagship (Syncline)
Deathblack Beastman Death Hell x4
Deathblack Beastman Galsha x4
Galra Empire Fighter Jet x4
Galra Empire Mothership x4


Reminder: Yuusha Robots refer to GGG units.

If you never bothered training any GGG unit, you can use this chance 
to stock a few levels on Gai and Volfogg, just make sure they don't die 
on you. As for the Ryuus, you can send them back to the mothership, I 
don't recommand using them unless they are your favorites. At the end 
of turn 2, some events occur and force Gai, Akira, and Blade to leave 
your team temporarily. None of your remaining units are able to move, 
but since everyone's adjacent to each other, it's much easier to use 
attack/defense support. You should thank Syncline for his "intelligent" 
plans, it makes the battle even easier than before.

Gai's mandatory participation at the beGINNing of this chapter should 
make things really obvious to you: the Origins are going to be involved 
in this sooner or later; and sure enough, they show up on the third 
turn.


Enemy Reinforcements:

ZX-07 (Wrist Origin)
ZX-19
ZX-16
ZX-26


 -----------------------------------------
|Winning Condition: Destroy All Enemies   |
|Losing Condition: Mothership Destroyed   |
|                  Yuusha Robots Destroyed|
 -----------------------------------------

Cast seishin on units that you think have low evasions, Wrist Origin 
has some powerful weapons, but with defense support at your disposal, 
it should bring down the damage by 40% or more. You can retaliate or 
turtle, since the restriction on your units' movement is nullified 
on turn 6.


Ally Reinforcements:

GoLion (Akira)
GaoGaiGar (Gai)
Tekkaman Blade (D-Boy)
Gouryuujin (Gouryuujin)
Genryuujin (Genryuujin)


Enemy Reinforcements:

Mechanical Origin x16


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
|                  GoLion Destroyed    |
 --------------------------------------

150 Will, again. I don't know about you, but I was practically reaping 
the enemies apart with any unit I deployed. No strategy here, go all 
out. J-Ark joins on turn 7, too.


Ally Reinforcements:

J-Ark (J)


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
|                  J-Ark Destroyed     |
 --------------------------------------

Don't bother using J, he won't be available till much later, if you do, 
just keep an eye on his HP. Other than this, clear the map and move on.



~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+
CHAPTER 26: FIGHT WITH COURAGE
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
|                  J-Ark Destroyed     |
|                  Valhawk Destroyed   |
 --------------------------------------

Ally Units (Initial):

Valstork (Blessfield)
Nadesico Y Unit (Yurika)
Valhawk (Kazuma)
J-Ark (J)
GaoGaiGar (Gai)
Gekiryuujin (Gekiryuujin)
Chouryuujin (Chouryuujin)
Player's Choice x12


Enemy Units (Initial):

Arm Arcus (Aria)
Orbs x9
EI-02 x3
EI-11 x3
EI-13 x3
EI-15 x3
EI-21 x3
EI-26
EI-27
EI-28
EI-29


This is probably one of the hardest stages yet. I highly suggest that 
you deploy a healing unit (eg. Blue Earth, Boss Borot, etc) on this 
map, because the game randomly selects a certain number of units on 
your side and damages their HPs at the end of every turn. It's annoying 
I know, but hey, this is the second last chapter in the first movement, 
you want some challenges, don't you? :)

Aria's HP regenerates when you bring it down to 0, she'll only retreat 
when J-Ark reaches its destination. This condition appears when there 
are 16 enemy units left. This event is of course, accompanied by many 
more opponent reinforcements.


Ally Reinforcements:

Detonator Orgun (Orgun)


Enemy Reinforcements:

Eido x9
Lang x9


 -------------------------------------------------
|Winning Condition: J-Ark Reaches Designated Point|
|Losing Condition: Mothership Destroyed           |
|                  J-Ark Destroyed                |
|                  Valhawk Destroyed              |
 -------------------------------------------------

Orgun... isn't much use, but the more the marrier. Your Yuusha Robots 
regenerate their EN and HP every turn, which should make your life a 
lot easier (including J-Ark). If you have already destroyed Aria a 
couple of times, you can start moving J-Ark to the indicated zone to 
activate the next set of events. Aria will retreat at this point and 
Z Master finally makes its appearance.


Enemy Reinforcements:

Z Master


Ally Reinforcements:

Valguard (Kazuma)


 --------------------------------------
|Winning Condition: Destroy Z Master   |
|Losing Condition: Mothership Destroyed|
|                  J-Ark Destroyed     |
|                  Valguard Destroyed  |
 --------------------------------------

This is it guys, unleash everything you have at it. Throw on whatever 
seishin you can cast to boost your accuracy, attack power or defense 
and pound away. It has a ton of HP, so it's going to take a while 
for it to go down. Watch each of your unit's HP in case it gets hit 
by those random firings, utilize your healing units' abilities to 
replenish if you don't like casting healing seishins. 

On a side note, Valguard is THE most badass protagonist unit you'll 
ever get in a SRT game up till this point. Thick armor, high HP, good 
evasion, 6 pilot seishin bank... I mean, this is totally spoiling new 
and veteran players alike. Even if you purposely try to make Valguard 
fall, it'll take a freaking long time to do so. The only downside to 
it is that its strongest attacks are melee based, so if you've stacked 
all your PP to Kazuma's Ranged stat, the amount of damage you deal'll 
be reduced. But... WHO CARES!? It owns everything else, period.

Anyway, the chapter concludeS with the destruction of Z Master.



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CHAPTER 27: THEN... THE NEVER ENDING TOMORROW
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 -----------------------------------------
|Winning Condition: Zonuda Robot Destroyed|
|Losing Condition: Mothership Destroyed   |
 -----------------------------------------

Ally Units (Initial):

Nadesico Y Unit (Yurika)
Player's Choice x10


Enemy Units (Initial):

Zonuda Robot


Yes, there's only one enemy here, but it won't be easy to bring it down 
as any unit that attacks it will be forced to retreat. What do you do? 
Cast VALOR, ALERT and STRIKE on your units and start attacking. You 
only get one chance to hit it, so might as well make it worthwhile.

On turn 3, Gai arrives.


Ally Reinforcements:

Star GaoGaiGar (Gai)


 -----------------------------------------
|Winning Condition: Zonuda Robot Destroyed|
|Losing Condition: GaoGaiGar Destroyed    |
 -----------------------------------------

Gai's the only one who doesn't retreat after attacking Zonuda. Since 
most of your units already depleted Zonuda's HP below 40% (I hope), 
Gai's Heaven and Hell attack should take care of the remaining life 
it has. Cast RESIST, VALOR and STRIKE on Gai for a quicker victory. 

After this chapter, the first movement of the game comes to an end. 
Save and it's time to move on to the second part!



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CHAPTER 28: THE ONLY ONE IN THE UNIVERSE
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 ------------------------------------------
|Winning Condition: Miguel's Unit Destroyed|
|Losing Condition: Ally Unit Destroyed     |
 ------------------------------------------

Ally Units (Initial):

GINN Gai Custom (Murakumo)
GINN Elijah Custom (Elijah)


Neutral Units (Initial):
Moebius (Kite)


Enemy Units (Initial):

GINN x3
GINN Miguel Custom (Miguel)


This is the starting point of Gundam Seed/Astray arc, however, W 
focuses mainly on Astray and Astray X, so some Seed fans might be 
disappointed. If you really crave for that Kira x Athrun thing, buy 
SRTJ for GBA, it's just like W with, except everything's displayed 
on one screen instead of two.

Anyway, the protags of Astray are overpowered in this game, their 
stats plus the units they receive later make them almost invincible. 
So definitely train Gai and Lowe for superior ownage purposes. For 
clarification purposes, I'll address Gai from Astray as Murakumo to
avoid any confusion that might arise due to the other "Gai"s in W.

Cast FOCUS on Murakumo and take out the GINNs. If you want an easier 
fight with Miguel, use melee attacks instead of ranged, he should go 
down fast this way. 

Whoa, hold it, the battle ain't over yet. Lance and his pets decide 
to stir things up by assaulting you. Some scenes take place and you 
will get to control the Blessfield family once more.


Enemy Reinforcements:

Tekkaman Lance (Lance)
Radam Beast x4


Ally Reinforcements:

Shihomi (Valstork)
Mihiro (Valhawk)


 -------------------------------------------
|Winning Condition: Tekkaman Lance Destroyed|
|Losing Condition: Ally Unit Destroyed      |
 -------------------------------------------

Mihiro's obviously not as strong as Kazuma, but if you ever bothered 
to upgrade Valhawk's evasion and armor, killing these rookies on the 
map should be a breeze. A turn later, Mu arrives.


Ally Reinforcements:

Moebius Zero (Mu)


Mr. La Flaga is a virtuous chuunin oyaji (middle aged man), jumps 
into the big mess whenever he can, as if he can save the day with a 
mobile armor. Spare yourself the trouble and keep his MA away, you 
don't need that extra firepower to take out Lance. If Mu got crushed, 
well, he'll be the first man who makes the possible impossible...


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CHAPTER 29: RED SOUL, BLUE FLAME
~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+

 --------------------------------------------
|Winning Condition: Murakumo's Unit Destroyed|
|Losing Condition: Ally Unit Destroyed       |
 --------------------------------------------

Ally Units (Initial):

Astray B-Frame (Lowe)


Enemy Units (Initial):

Moebius (Murakumo)


As you can see, both protags of Astray have made their appearances, 
and both look much cooler than Kira and Athrun combined. Well, that's 
my personal opinion anyway.

Murakumo casts FOCUS and ALERT every turn, to counter-balance this, 
you should cast FOCUS and STRIKE on Lowe. Waste Murakumo's ALERT by 
attacking him, and strike back when he's attacking you. Do not worry 
about wasting seishins, they'll be replenished later, spam it while 
you can. After 3 turns, some events will take place, Lowe is kicked 
out from B-Frame by Murakumo and a bunch of Gundam Wing units show 
up.


Enemy Reinforcements:

Serpent x2
Taurus x2
Moebius x2


Player Reinforcements:

Astray B-Frame (Murakumo)
GINN Elijah Custom (Elijah)


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

This is gotta be a joke or something. Even Elijah can handle these 
poor bastards alone. When enemy's unit is down to 1, which should be 
happening within a turn or so, a second wave of reinforcement arrive.


Enemy Reinforcements:

Leave (Leave)
Eido x9


Boss unit! Except he's not strong, Murakumo should single footedly 
kick him out from this galaxy. Let Elijah handle the janitor work 
and clean these Eidos. Protag's family troopers will arrive when you 
take down Leaf, some dialogues ensure and this chapter should end.



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CHAPTER 30: GODDESS' DREAM, GOD OF WAR'S AMBITION
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Valhawk (Kazuma)
Astray R-Frame (Lowe)
HOME (Professor)


Enemy Units (Initial):

Moebius x4
Stern Kugel x5


No, this chapter isn't about Belldandy (Ah! My Goddess!) or Kratos 
(God of War). 

Let me say this first so you don't mess up on getting Nicol as a 
secret character. Do not wander off too far from where you are, 
otherwise you won't have enough time to destroy Blitz Gundam. 

You start off with enough units to quickly dismember your enemies, 
do so until their number drops to 7, Murakumo will come in to 
challenge Lowe for another duel.


Enemy Reinforcements:

Astray B-Frame FW (Murakumo)


Unfortunately, you can't kill him. His unit will fully regenerate 
after its HP reaches 0. You can try shooting him down once and get 
some exp and money, but refrain from using too many seishins. When 
enemy units number drop to 3, all of them retreat except Murakumo. 
Some events take over and reinforcements for both sides show up.


Enemy Reinforcements:

Buster Gundam (Dearka)
Blitz Gundam (Nicol)
Duel Gundam (Yzak)
GINN x12


Play Reinforcements:

Astray B-Frame FW (Murakumo)
Aestivalis Custom Gai (Gai)
Aestivalis Custom Ryoko (Ryoko)
GINN Elijah Custom (Elijah)


The new group of enemies pop out right around the positions where 
your units were initially. In 2 turns, they'll all retreat, make 
sure you shoot down Nicol before then if you want his Blitz. This 
shouldn't be hard with Lowe and Murakumo around.

If you engage Dearka, Saburota will make his flashy entry with his 
Super Aestivalis Saburota... -___-


Player Reinforcements:

Super Aestivalis Saburota (Saburota)


Not much use, really. Just ignore him. When 2 turns have passed, all 
Zaft forces will be replaced by Martians, our new captain for Nadesico 
joins in, too. Accompanying her, are 2 uncontrollable NPCs who should 
be familiar to you (well, at least one of them).


Enemy Reinforcements:

Rokuren x6
Sekishiki x6


Ally Reinforcements:

Nadesico B (Ruri)
Black Serena (???)
Eucharis (Labis)


Don't worry about the NPCs, their deaths don't mean game over. Black 
Serena will probably go down in 1 turn if it couldn't avoid Rokurens' 
attacks, and Labis has no significance whatsoever. 

All enemies will run away in 2 turns, if you want the experience and 
cash, take them out fast. Sekishikis post no threats; Rokuren, however, 
could present some problems if you used up all your seishins. They have 
high evasion and accuracy against most of your units. Throwing Lowe in 
there and cast STRIKE and FOCUS should do the job. 

If you want to level some of your other characters, just let them land 
the finishing blow to avoid a game over screen.



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CHAPTER 31: PRINCESS AND BUFFOONERY, QUEEN AND YUUSHA
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Archangel (Marrue)
Valhawk (Kazuma)
Anryuu (Anryuu)
Kouryuu (Kouryuu)


Enemy Units (Initial):

Gimlet Empereur (Gimlet)
Moebius x3
Stern Kugel x3
Taurus x3
Serpent x3


Build up your characters' Wills by depleting zakos, Gimlet isn't 
exactly strong, but Anryuu/Kouryuu really shouldn't be engaging it. 
Wait for your reinforcements on turn 2 and 3 for some better units.


Ally Reinforcements:

TURN 2
Aile Strike Gundam (Kira)
Moebius Zero (Mu)

Ally Reinforcements:

TURN 3
GaoGaiGar (Gai)
Big Valfogg (Valfogg)


Gai and Valfogg will join permanently after this stage, feel free to 
use them for your needs. Kira and Mu will join much later, so avoid 
letting them steal your kills. There won't be more reinforcements 
till you shoot down Gilmet. Use Gai for an easy victory. Note that 
all initial enemies will flee if you destroyed Gimlet first.

A party for Martians starts right after Gimlet's defeat.


Enemy Reinforcements:

Sekishiki x8
Majin
Tetsujin
Denjin
Batta x4
Katonbo x2


Ally Reinforcements:

Nadesico B (Ruri)
HOME (Professor)
Aestivalis Custom Gai (Gai)
Aestivalis Custom Ryoko (Ryoko)
Super Aestivalis Saburota (Saburota)
Astray R-Frame (Lowe)

Ally Reinforcements (Enemy # < 15):

Black Serena (???)


Use this chance to build Lowe into an ace pilot if you want. ???'s 
entrance is starting to get annoying, you can't control him, and he 
steals kills. Quickly finish all enemies in 2 turns to reduce loss. 
Map cleared? Good, let's move on.



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CHAPTER 32: THE END OF HIGHSCHOOL LIFE
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Bonta-kun (Bonta-kun)


Enemy units (Initial):

EI-02


If you plan to crush EI-02 with Bonta, think again. Wait for multiple 
reinforcements in the next 4 turns before making any bald moves. It's 
not worth the risk, trying to rush with Bonta-kun and get shot down 
accidentally at a 5% accuracy.


Ally Reinforcements:

TURN 2
Majin (Shiratori)

TURN 4
Mazinger Z (Kouji)
Venus A (Sayaka)
Boss Borot (Boss)
Shin Getta 1 (Ryuuma)


Enemy Reinforcements:

TURN 2
RK-92 Savage x2
C3-5 Mistral II x2
Taurus x2
M6 Bushnell x2
Serpent x2

TURN 4
Gimlet Empereur (Gimlet)


 --------------------------------------------
|Winning Condition: Gimlet Empereur Destroyed|
|Losing Condition: Ally Unit Destroyed       |
 --------------------------------------------

You should be able to clear half of them by the end of turn 4, with 
Shin Getta 1 alone. Mazinger Z's not worth using till Great Mazinger 
arrives. EI-02 regenerates a small portion of its HP every turn, if 
you plan to bring it down, focus all your attacks on it for one turn.
Getting Ryuuma's Will to 140-ish is very useful, because by then you 
can spam Stoner Sunshine on Gimlet or EI-02, one badass attack that 
does about 5000 damage or more.

When Gimlet falls, more reinforcements appear, mostly zakos that'll 
add more counts toward your pilot's 0wned list.


Enemy Reinforcements:

Metal Beast Twin Head x4
Metal Beast Skull x4
Metal Demon Drago x4


Ally Reinforcements:

Great Mazinger (Tetsuya)
Venus A Neo (Jun)
Million Alpha (Lolly)


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

I hardly ever use Great Mazinger or its companions. Million Alpha 
might be an exception because it can fly, repair and refill. More 
mobile than Boss Borot in terms of a support unit, I suppose. 

Not much else left to say for this stage, just clear the map and get 
on with it.

You'll be given a choice to pick routes again during the character 
conversations, the series distribution breaks down like this:

A. Reject Request [Gundam Seed Astray, Gundam W, Tekkaman Blade]
B. Accept Request [Tekkaman Blade, Gundam Seed]



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CHAPTER 33A: THE APPROACHING GOLDEN SHADOW
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
HOME (Professor)
Valhawk (Kazuma)
Astray R-Frame (Lowe)


Enemy Units (Initial):

Moebius x2
Birdman x2
Delphinium x2
Taurus x2


Such weaklings, clear them the way you like and anticipate the next 
wave... of Gundams.


Enemy Reinforcements:

Gundam Wing Zero (Heero)
Altron Gundam (Wufei)


Ally Reinforcements:

Astray B-Frame FW (Murakumo)


 -------------------------------------------
|Winning Condition: Destroy Gundam Wing Zero|
|                   Destroy Altron Gundam   |
|Losing Condition: Ally Unit Destroyed      |
 -------------------------------------------

Heero and Wufei will retreat 2 turns later, it's definitely worth 
shooting them down for exp and money. Spamming Valguard and the 5-men 
seishin bank would be ideal.

More zakos show up when the above cnoditions are met, D-Boy also makes 
his entrance.


Enemy Reinforcements:

Radam Beast x6
Radam Mother x3
Alien Tekkaman x3


Ally Reinforcements:

Tekkaman Blade (D-Boy)


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Alien Tekkamen have high evasions and fairly strong attacks, cast 
seishins like STRIKE and ALERT to reduce damage or EN waste. D-Boy 
won't be joining your crew anytime soon, so level up Lowe or Kazuma 
if you want.



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CHAPTER 33B: VIRGIN FLUSH
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
 --------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Nadesico B (Ruri)
Player's Choice x6


Enemy Units (Initial):

GINN x8
CGUE X2


W00t, CGUE! I love that unit, too bad there's none on your side. When 
you deplete their numbers down to 4, a bunch of Tekkamen units take 
over Zaft's position and attack you.


Enemy Reinforcements: 

Tekkaman Sword (Sword)
Radam Beast x8
Radam Mother x4


Just let anyone who has STRIKE and ALERT handle Sword, the rest of 
your units can clean the map. Sword will flee if you take down his HP 
to 30%, to ensure you get the exp and money, cast VALOR and use support 
attacks for a definite knock out. Eitherway, some events will unfold 
leading to more reinforcements.


Ally Reinforcements:

Tekkaman Evil (Evil)
Tekkaman Sommer (Sommer)
Tekkaman Vesna (Vesna)


Enemy Reinforcements:

RK-92 Savage x3
C3-5 Mistral II x3
Taurus x3
M6 Bushnell x3
Serpent x3


The 3 new Tekkaman units will join you permanently after this stage, 
I'm not a fan of Tekkaman folks, but their small size and high evasion 
definitely make them the ultimate frontline butchers in this game. In 
addition, these units have some crazy combo attacks that you can pull 
off for massive damage. So if you crave for them, investing in their 
abilities will prove to be useful later.

That said, I personally don't use any Tekkaman other than the protags. 
As for frontline butchers, Lowe and Kazuma can do all the dirty works 
with little probability of being shot down.

Anyway, the remaining enemy units pose no threats. Clear the map and 
move on.



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CHAPTER 34A: AWAKENING OF THE GRAVEYARD BLADE
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Gundam Heavyarms Kai (Trowa)
Black Serena (???)


Enemy Units (Initial):

Sekishiki x4
Batta x4
Katonbo x3


It'd be better if you don't confront the enemy head on. Heavyarms 
isn't exactly heavily protected, cast GUARD just in case. You don't 
want a game over screen before turn 1 is over, right?

Akito's still not controllable, let him have his way, reinforcements 
arrive on turn 2 for both sides.


Enemy Reinforcements:

Rokuren x3


Ally Reinforcements:

Valstork (Shihomi)
HOME (Professor)
Valhawk (Kazuma)
Gundam Deathscythe (Duo)


 --------------------------------------
|Winning Condition: Rokuren Destroyed  |
|Losing Condition: Mothership Destroyed|
 --------------------------------------

Rokurens are an annying bunch, but they mainly engage Akito. You should 
always cast ALERT, STRIKE, FOCUS, VALOR, etc. to be on safe side if you 
intend on attacking them. Don't worry about Akito, he's invincible.

Rokurens' defeat shifts the story towards Astray. It's now a battle 
between Lowe and Mikhail:


Ally Reinforcements:

Astray R-Frame (Lowe)


Enemy Reinforcements:

GINN High Maneuver (Mikhail)
GINN x6


 -----------------------------------------
|Winning Condition: Destroy Mikhail's Unit|
|Losing Condition: Lowe's Unit Destroyed  |
 -----------------------------------------

High maneuver, the name says it all. Better cast FOCUS or STRIKE if 
you wanna hit him. Lowe should be able to take care of this alone, but 
that's up to you.

When you fulfill the victory condition, you get to see a few scenes on 
Astray Gold Frame, but eventually, you'll end up on Earth, exactly where 
Kira battles Andy.



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CHAPTER 34B: THE SHAKEN THOUGHT AND A SMALL DECISION
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Again, there are two parts to this chapter:

PART I:

 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Tekkaman Evil (Evil)
Tekkaman Sommer (Sommer)
Tekkaman Vesna (Vesna)


Enemy Units (Initial):

Radam Beast x6
Radam Mother x3


If you are worried about getting killed, placing them close together to 
warrant support attack/defense would be the best. Cast the necessary 
seishins for you need and don't worry about wasting them. You won't be 
using these units for Part II of the chapter. The stage automatically 
terminates after 3 turns.


PART II:

 --------------------------------------------
|Winning Condition: Destroy All Enemies      |
|Losing Condition: Mothership Destroyed      |
|                  Tekkaman Evil Destroyed   |
|                  Kouryuu & Anryuu Destroyed|
 --------------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Nadesico B (Ruri)
Tekkaman Evil (Evil)
Kouryuu (Kouryuu)
Anryuu (Anryuu)
Player's Choice x6


Enemy Units (Initial):

Radam Beast x10
Radam Mother x5


Leave Evil and the Ryuus behind if you don't plan on stacking levels on 
them. When you bring down enemy numbers to 9, Leave arrives with his 
goons. Attacking Leave will trigger a scene with more reinforcements on 
both sides.


Enemy Reinforcements:

ENEMY NUMBER DOWN TO 9
Leave
Eido x15

LEAVE DAMAGED
Tekkaman Sword (Sword)
Alien Tekkaman x3


Ally Reinforcements:

LEAVE DAMAGED
Tekkaman Aki (Aki)


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
 --------------------------------------

Aki won't join you till later, you don't have to train her now. Start by 
killing Eidos to build up your Will. You can fuse Anryuu and Kouryuu and 
use their long range attack on Leave, and finish him with Valguard.

As for the Tekkamen, STRIKE and FOCUS are mandatory casts. It's a good 
thing that they have crappy defenses. Try to kill everything before you 
finish Leave, as most of them retreat when their commander flees.



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CHAPTER 35: BLOWING WIND IN THE HOT SAND
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Another two-part chapter, so annoying...

PART I:

 --------------------------------------
|Winning Condition: Destroy LaGOWE     |
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Archangel (Marrue)
Aile Strike Gundam (Kira)
Sky Grasper-1 (Mu)
Sky Grasper-2 (Cagalli)
Gundam Sandrock Kai (Quatre)


Enemy Units (Initial):

LaGOWE (Andy)
BuCUE x6


If you want to unlock Blitz and Nicol, you better destroy Andy within 
3 turns, which shouldn't be hard if you swarm it. Just becareful not to 
get anybody killed during the assault. Save often and don't save up on 
seishins! If you can get Cagalli's kills over 5 in this chapter, you'll 
receive the IWSP pack for Strike after Chapter 46.


PART II:

 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Ally Units (Initial):

Sky Grasper-2 (Cagalli)
Gundam Sandrock Kai (Quatre)
M6 Bushnell (Seina)


Enemy Units (Initial):

ZY-98 Shadow (Zaidou)
Serpent x3
Taurus x3
Birdman x3
RK-92 Savage x3
ZY-98 Shadow x3
C3-5 Mistral II x3


I'll say this again, if you want the IWSP pack for Strike, make sure 
Cagalli gets over 5 kills on this stage. There are plenty of enemies 
available, it should not be hard at all.

Play defensively before the end of turn 3, when your reinforcements 
arrive. If you engaged Zaidou before then, you'll be greeted with two 
Behemoth units... which is NOT fun, even with Sousuke backing you up.


Ally Reinforcements: 

TURN 3
Valstork (Shihomi)
Nadesico B (Ruri)
M9 Gernsback (Mao)
M9 Gernsback (Kurz)
M9 Gernsback (Guile)
Player's Choice x10

ZAIDOU ENGAGED
ARX-7 Arbalest (Sousuke)


Enemy Reinforcements:

ZAIDOU ENGAGED
Behemoth x2


 ------------------------------------------
|Winning Condition: Zaidou's Unit Destroyed|
|Losing Condition: Mothership Destroyed    |
|                  Mao's Unit Destroyed    |
 ------------------------------------------

Again, unless you are obsessed with FMP folks, I suggest you limit your 
training to just Sousuke. Kurz and Mao aren't exactly frontline units, 
and their sniping specialties can be easily replaced with Heavyarms and 
Astray B-Frame. 

As stated in the battle conditions, Mao cannot die here, she sucks at 
dodging and some units tend to gang up on her, your best strategy here 
is to leave her behind and cast protective seishins just in case. Leave 
the slaughter to your Gundams.

Zaidou's Shadow is pretty mobile, but its armor is pathetic. Gang up 
on him once you cleaned up his pests and he should go down in a turn or 
less. But wait, this game isn't over yet. Gauron, despite his crippled 
body, salutes you again with his updated Codarl. If you dare to attack 
him, he returns the favor by calling his allies over.


Enemy Reinforcements:

ZAIDOU SHOT DOWN
Plan-1058 Codarl (Gauron)

GAURON ENGAGED
Tekkaman Lance (Lance)
Radam Beast x4
Radam Mother x2
Alien Tekkaman x6


Ally Reinforcements:

GAURON ENGAGED
Tekkaman Blade (D-Boy)


 --------------------------------------
|Winning Condition: Codarl Destroyed   |
|Losing Condition: Mothership Destroyed|
|                  Mao's Unit Destroyed|
|                  Arbalest Destroyed  |
 --------------------------------------

Send some second class units over to deal with Lance (eg. Sandrock, 
Heavyarms, Blade, etc). Move all your frontline fighters to assault 
Gauron, he's one tough nut to crack. Just when you think you shot him 
down, he replenishes all his lost HP for a second round. It's best if 
you have left over SPs, if not, place your units to maximize support 
attack/defense. I kicked his butt with just that, no seishin involved 
('cause I had nothing left...). Cagalli and Mu have refill/repair kits 
equiped on their Sky Graspers, use them for your advantage. Good luck!



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CHAPTER 36: AN ALTERNATE INTO THE BLUE
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 --------------------------------------------
|Winning Condition: Vosgulov Class Destroyed |
|Losing Condition: Tuatha de Daanan Destroyed|
|                  Ally Unit Destroyed       |
 --------------------------------------------

Ally Units (Initial):

Tuatha de Daanan (Daanan)
Player's Choice x17


Enemy Units (Initial):

Vosgulov Class (Marco)
Blitz Gundam (Nicol)
Buster Gundam (Dearka)
Duel Gundam AS (Yzak)
GOOhN x8
ZnO x4
BuCUE x4
DINN x4


Nicol appears again, destroy him if you want his Blitz. There is no 
turn limit for Zaft's retreat, so take your time and destroy everything 
before sinking Vosgulov. Yzak's machine can shed its armor after being 
destroyed, giving him an extra life over the others.

Once Zaft's mothership has fallen, Gauron begins his assault. Of course 
Gauron would never show up if Sousuke isn't there, that would bring 
disappointments to Kagami Hiragi (Lucky Star) and other fangirls XD


Ally Reinforcements:

ARX-7 Arbalest (Sousuke)


Enemy Reinforcements:

ZnO (Marco)
Plan-1058 Codarl (Gauron)


 --------------------------------------------
|Winning Condition: Codarl Destroyed         |
|Losing Condition: Tuatha de Daanan Destroyed|
|                  Arbalest Destroyed        |
 --------------------------------------------

I never bothered powering up the Arbalest, so I had to constantly cast 
FOCUS on Sousuke. If you maxed out his unit, I doubt Gauron would pose 
much threat. As for Marco, his ZnO is just a rotten veggie waiting to 
be disposed; however, do shoot him down first. You don't want him too 
close to your mothership, which has no close range attacks to defend 
itself.

You'll be given a choice to choose between Real and Super robot routes 
during character dialogues, and if you want Nicol's Blitz, you HAVE to 
pick the first option:

A: Pursuit Kaname to Orb [Gundam Seed, FMP!]
B: Preparation against Biott in Paris [Mazinkaiser, GGG]



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CHAPTER 37A: THUNDER IN A PEACEFUL NATION
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PART I:

 -------------------------------------------
|Winning Condition: Athrun's Unit Destroyed |
|Losing Condition: Kira's Unit Destroyed    |
 -------------------------------------------

Ally Units (Initial):

Aile Strike Gundam (Kira)


Enemy Units (Initial):

Aegis Gundam (Athrun)


Gosh, this stage is overused... = =. How many times do you have to 
watch Athrun blows up Kira only to see him come back with Freedom a 
few stages later? Just keep pumping FOCUS on Kira and you'll win.

After our two fully germinated Seed pilots "died", Lowe comes in to 
collect their machines' leftovers, but the task isn't so smooth.


Ally Reinforcements:

Astray R-Frame F (Lowe)


Enemy Reinforcements:

Astray G-Frame Sky (???)


 ---------------------------------------
|Winning Condition: Gold Frame Destroyed|
|Losing Condition: Lowe's Unit Destroyed|
 ---------------------------------------

This duel is slightly harder than the last one, but you don't have to 
destroy Gold Frame, just live for 4 turns and it's over. If you want 
to trash G-Frame for satisfaction, I suggest you upgrade Lowe's machine 
first. G-Frame has 22000 HP, it should go down if you attack & counter 
during you limited turns.


PART II:

 --------------------------------------
|Winning Condition: Codarl Destroyed   |
|Losing Condition: Mothership Destroyed|
|                  Arbalest Destroyed  |
 --------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Nadesico B (Ruri)
ARX-7 Arbalest (Sousuke)
Player's Choice x10


Enemy Units (Initial):

Plan-1058 Codarli (Gates)
ZY-98 Shadow (Yufang)
ZY-98 Shadow (Yulan)
RK-92 Savage x5
ZY-98 Shadow x5
C3-5 Mistral II x5


Sousuke thought Gauron's driving that Codarl, but it's actually Gates. 
Well, it matters not who, you'll have to shoot it down anyway. 2 turns 
later, Gates charges at Sousuke directly, and finds a Falke standing 
in his way. To make things fair for the enemies, Gates summons Dead 
(no, he's no necromancer).


Ally Reinforcements:

Falke (Grouseaux)


Enemy Reinforcements:

Tekkaman Dead (Dead)


 --------------------------------------
|Winning Condition: Codarl Destroyed   |
|Losing Condition: Mothership Destroyed|
|                  Falke Destroyed     |
 --------------------------------------

If you want to keep it short, shooting down Gates will clear the map. 
Otherwise, you'll need to keep Falke away from enemies, it's easily 
targeted and ganged upon. Dead will retreat as soon as you land a hit, 
so worry not. What you should watch out for are the combo attacks 
Gates and his two female subordinates can pull off. Avoid placing your 
units side by side to minimize damage.



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CHAPTER 37B: INVADERS FROM THE DARK SIDE
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 --------------------------------------------
|Winning Condition: Gimlet Empereur Destroyed|
|Losing Condition: Ally Unit Destroyed       |
 --------------------------------------------

Ally Units (Initial):

Great Mazinger (Tetsuya)
Venus A Neo (Jun)
Million0 Alpha (Lolly)
Kouryuu (Kouryuu)
Anryuu (Anryuu)


Enemy Units (Initial):

Gimlet Empereur (Gimlet)
Serpent x3
RK-92 Savage x3
M6 Bushnell x3
Birdman x3
C3-5 Mistral II x3
Taurus x3
Stern Kugel x3


Both Venus and Million have repair ability, use them to your advantage. 
Out of the 5 units you begin with, I'd say Tetsuya's the only one who 
can endure enemy attacks. It's best if you pull back till turn 2 when 
your reinforcements arrive.


Ally Reinforcements:

Mazinger Z (Kouji)
Venus A (Sayaka)
Boss Borot (Boss)
Shin Getta 1 (Ryuuma)


Boss can refill your EN, Sayaka can repair, that's two more support 
units for you. Ryuuma alone can handle everything, Getta is a 3-men
seishin bank, you'll have all the spirits you need to dodge and endure 
incoming attacks from the goons; Mazinger and Great Mazinger can just 
fill in for Getta if it can't kill enemies in one hit.

Gimlet himself is pathetic, Shin Getta's Stoner Sunshine with VALOR 
casted on Ryuuma can easily bring down its HP to 30% or less, when 
that happens, you get a few more reinforcements on your side.


Ally Reinforcements:

Valstork (Shihomi)
Valhawk (Kazuma)
GaoGaiGar (Gai)
Big VolFogg (VolFogg)
Rairyuu (Rairyuu)
Fuuryuu (Fuuryuu)
Enryuu (Enryuu)
Hyouryuu (Hyouryuu)


That's more than enough to bring down Gimlet for the last time. Watch 
the next few events and get ready for some wet work.


Enemy Reinforcecments:

Metal Demon Drago x8
Battle Beast Psychobear x2
Battle Beast Dante x2


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

Dante from Devil May Cry must be crying at a corner right now seeing 
himself turned into a piece of ugly scrap metal, well at least its 
durable (HP 20700). Other than the high HPs, these machines are easy 
to handle. Kazuma can feed them with Valhawk's fists.

But don't expect this battle to end anytime soon; just when you cut 
the remaining enemies number to 5, more reinforcements featuring the 
same types of enemies will appear, it's more annoying than challenging, 
so be prepared.


Enemy Reinforcements:

Metal Demon Drago x8
Battle Beast Psychobear
Battle Beast Dante


Use whatever strategy you are comfortable with for now, eventually 
Ankoku Daishogun will show up to hi-jack Mazinkaiser Shiro brought for 
Kouji, and the final showdown begins in the next chapter! 



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CHAPTER 38A: HIS AND HER PROBLEMS
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 --------------------------------------
|Winning Condition: Codarl Destroyed   |
|Losing Condition: Mothership Destroyed|
 --------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Nadesico B (Ruri)
M1 Astray (Cagalli)
Player's Choice x16


Enemy Units (Initial):

Plan-1058 Codarli (Gates)
ZY-98 Shadow (Yulan)
RK-92 Savage x3
ZY-98 Shadow x3
C3-5 Mistral II x3
Sekishiki x6
Rokuren x3


Sucks to fight against the same opponents a chapter ago, doesn't it? 
Good thing Yufang isn't here, but Yulan's combo attack can still hurt, 
avoid placing your units side by side till you shoot her down. As for 
the Rokurens, casting STRIKE helps A TON, you should leave this to 
yout super robots.

If you bring down Yulan, both sides receive reinforcements, if you 
destroy Codarli, however, the entire Gates' force retreats. As usual, 
for max money and exp, it's better if you leave Gates last. 


Ally Reinforcements:

ARX-7 Arbalest (Sousuke)
Black Serena (Akito)


Enemy Reinforcements:

YULAN SHOT DOWN
ZY-98 Shadow (Yufang)
Rokuren x2

GATES SHOT DOWN
Metal Demon Drago x6
Battle Beast Psychobear
Battle Beast Dante


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
|                  Arbalest Destroyed  |
 --------------------------------------

Psychobear carries a chip that lowers Will and SP if its attack lands 
on your pilots, destroy it first just in case. Akito is still an NPC, 
leave him be, he could either destroy the Rokurens or be destroyed by 
them, it matters not eitherway.



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CHAPTER 38B: DEATHMATCH! MAZIN VS DAISHOGUN
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 ---------------------------------------------
|Winning Condition: Ankoku Daishogun Destroyed|
|Losing Condition: Mothership Destroyed       |
|                  Great Mazinger Destroyed   |
|                  Shin Getta Destroyed       |
 ---------------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Great Mazinger (Tetsuya)
Shin Getta 1 (Ryuuma)
Player's Choice x13


Enemy Units (Initial):

Ankoku Daishogun (Ankoku Daishogun)
Bizarre Bird Shogun Bardalar (Bardalar)
Demon Anthropod Shogun Dreidow (Dreidow)
Evil Spirit Shogun Hardias (Hardias)
Metal Demon Drago x12
Battle Beast Psychobear x2
Battle Beast Dante x2


This is it folks, you won't have to fight any more metal beasts after 
this chapter. Tetsuya challenges Ankoku Daishogun for a duel, but he's 
not ready for that, plus you cannot let Tetsuya die here, so pull him 
as far back as possible.

Destroy the other shoguns first, real robots will have an advantage 
here, cast FOCUS or FLASH on your Gundams and start chipping. There 
won't be any reinforcements until you destroy Ankoku Daishogun, so no 
need to rush. 


Ally Reinforcements:

ANKOKU DAISHOGUN DESTROYED
Mazinkaiser (Kouji)


Enemy Reinforcements:

ANKOKU DAISHOGUN DESTROYED
Invincible Fortress Demonica (Gorgon)


 ---------------------------------------------
|Winning Condition: Ankoku Daishogun Destroyed|
|Losing Condition: Mothership Destroyed       |
|                  Great Mazinger Destroyed   |
|                  Shin Getta Destroyed       |
|                  Mazinkaiser Destroyed      |
 ---------------------------------------------

This is probably the first boss with 320000 HP, but fear not, you can 
now unleash the Final Dynamic Special combination attack with Shin 
Getta 1, Mazinkaiser and Great Mazinger together which does insane 
amount of damage if you cast VALOR. Keep pounding him with your best 
attacks and Gorgon will fall. Watch the scenes featuring Aria, who 
steals the precious Q parts you fought so hard to get back from Ankoku 
Daishogun to end the stage.



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CHAPTER 39: REBIRTH OF THE IRON KNIGHT
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 ------------------------------------------
|Winning Condition: Tekkaman Dead Destroyed|
|Losing Condition: Tekkaman Blade Destroyed|
 ------------------------------------------

Ally Units (Initial):

Tekkaman Blade (D-Boy)


Enemy Units (Initial):

Tekkaman Dead (Dead)


Both Dead and Blade will retreat after 4 turns, you can either wait it 
out (avoid getting Blade killed), or chop down Dead for some good cash 
and exp. Do note however that Pegas is destroyed right at the start, so 
if you haven't upgraded Blade's mobility, dodging Dead's attacks will 
be difficult. Cast FOCUS and VALOR and save before you strike, if your 
attack lands, save again and end your turn. If you get hit during the 
enemy's turn while counterattacking, reload your save to try again. As 
long as you are aggressive, Dead won't last long.


Ally Reinforcements:

Valstork (Shihomi)
Nadesico B (Ruri)
Player's Choice x15


Enemy Reinforcements:

Radam Beast x8
Radam Mother x4
Alien Tekkaman x6


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
 --------------------------------------

No bosses in the remainder part of this chapter, it's a good time to 
level up some of your units that didn't have a chance to deploy in 
the previous stages. There are two waves of enemy reinforcements when 
you reduce their units to a specific number.


Enemy Reinforcements:

9 ENEMY UNITS REMAINING
Eido x9

6 ENEMY UNITS REMAINING AFTER THE SECOND WAVE
Eido x8


Ally Reinforcements:

9 ENEMY UNITS REMAINING
Birdman (Yoko)

6 ENEMY UNITS REMAINING AFTER THE SECOND WAVE
Orgun (Orgun)


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
|                  Orgun Destroyed     |
 --------------------------------------

Orgun is now controllable, but avoid putting him in the frontline until 
you upgrade his mobility. The Eidos become Eido IIs when you destroy 
them, and they still suck. Clear the map and move on.



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CHAPTER 40: THE TRUTH OF A HERO
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 -------------------------------------------
|Winning Condition: Star GaoGaiGar Destroyed|
|Losing Condition: GaoFaiGar Destroyed      |
 -------------------------------------------

Ally Units (Initial):

GaoFaiGar (Gai)


Enemy Units (Initial):

Star GaoGaiGar (Mamoru)


Mamoru steals Gai's fusion components and becomes Star GGG, he owns 
Gai an explanation. Teaching this little punk a lesson can be easily 
done by casting RESIST. The first time you destroy Star GGG, J will 
appear as enemy reinforcement.


Enemy Reinforcements:

STAR GAOGAIGAR SHOT DOWN
King J-der (J)


On top of this, Star GGG regenerates its lost HP and you'll have to 
take on two units at the same time. The good news is that Gai's HP 
and SP automatically refill as well. GoLion will assist you when you 
bring down Star GGG's HP below 50%, so make this your priority and 
worry about J later.


Ally Reinforcements:

STAR GAOGAIGAR HP BELOW 50%
GoLion (Akira)


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------

This is more like a fair fight. With GoLion's five people seishin 
bank, taking out J and Mamoru should be a piece of cake now. After 
you clean this mess, both sides deplete the main forces, finally a 
full scale battle!


Ally Reinforcements:

STAR GAOGAIGAR AND J-DER DESTROYED
Valstork (Shihomi)
Nadesico B (Ruri)
Mike Sounders XIII (Mike)
Player's Choice x15


Enemy Reinforcements:

STAR GAOGAIGAR AND J-DER DESTROYED
Galra Empire Mothership (Syncline)
Galra Empire Mothership
Galra Empire Fighter Jet x6
Deathblack Beastman Death Hell x4
Deathblack Galsha x2
Megablack Beastman Ganma x2
Megablack Beastman Pai x2


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
 --------------------------------------

The Galra Empire units are a joke, take as many out as you can with 
your real robots, and prepare for another round of enemy reinforcements 
on the next turn.


Enemy Reinforcements:

Arm Arcus (Aria)
Orbs x9


Aria is annoying isn't she? If you want money and exp, make sure to 
save her for last because a series of events will follow if you piss 
her off. :D Arm Arcus has high evasion, use STRIKE and support attacks 
for maximum damage, I recommend using super robots for this.



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CHAPTER 41: MEMORY AND POWER, WHICH LIE AHEAD
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 ----------------------------------------
|Winning Condition: Duel Gundam Destroyed|
|Losing Condition: Mothership Destroyed  |
 ----------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Nadesico B (Ruri)
Player's Choice x15


Enemy Units (Initial):

Duel Gundam AS (Yzak)
GINN High Maneuver (Mikhail)
GINN Miguel Custom (Miguel)
CGUE DEEP Arms (Shiho)
CGUE x4
GINN x4
BuCUE x4
GOOhN x4
ZnO x2
DINN x2


Obviously this is a real robot scramble. Since most of the enemies have 
fairly good evasion rates, it's important that you cast STRIKE or FOCUS 
to clean them up. Yzak will regenerate by shedding the extra equips on 
his Duel, and when you bring him down a second time, both sides will be 
greeted with reinforcements.


Ally Reinforcements:

DUEL GUNDAM SHOT DOWN A SECOND TIME
Archangel (Marrue)
Freedom Gundam (Kira)


Enemy Reinforcements:

DUEL GUNDAM SHOT DOWN A SECOND TIME
Radam Beast x6
Radam Mother x4
Alien Tekkaman x6


Kira "Jesus" Yamato. He's not so Jesus when his Freedom hasn't been 
upgraded. You do, however, want to invest your money on this machine, 
it's a damn beast. Anyway, you may choose to ignore the Radams for now, 
because more reinforcements will arrive next turn.


Ally Reinforcements:

Orgun (Orgun)


Enemy Reinforcements:

Tekkaman Dead (Dead)

ENEMY UNITS LESS THAN 9
Alien Tekkaman x9


 ------------------------------------------
|Winning Condition: Tekkaman Dead Destroyed|
|Losing Condition: Mothership Destroyed    |
|                  5 Turns Passed          |
|                  Orgun Destroyed         |
 ------------------------------------------

Watch the plots unfold and the change in your winning conditions. You 
will have to shoot down Dead in five turns. If you are sure you can 
finish Dead in one turn, you can kill time by wiping out grunt units. 
Since Alien Tekkaman will spawn infinitely, you can use this as a 
training ground for money and exp. However, I strongly recommend that 
you first deplete Tekkaman Dead's HP below 60%, since Blade will come 
as your reinforcement.


Ally Reinforcements:

TEKKAMAN DEAD'S HP BELOW 60%
Tekkaman Blade + Pegas (D-Boy)


 ------------------------------------------
|Winning Condition: Tekkaman Dead Destroyed|
|Losing Condition: Mothership Destroyed    |
|                  5 Turns Passed          |
|                  Tekkaman Blade Destroyed|
 ------------------------------------------

Nothing much to say except finishing off Dead with Blade's new attack. 
Moving on!



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CHAPTER 42: THE FLASH OF DAWN
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 ------------------------------------------
|Winning Condition: Destroy All Enemies    |
|Losing Condition: Mothership Destroyed    |
|                  Freedom Gundam Destroyed|
 ------------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Nadesico B (Ruri)
Freedom Gundam (Kira)
Aile Strike Rouge (Cagalli)
Player's Choice x7


Enemy Units (Initial):

105 Dagger (Morgan)
105 Dagger (Ed)
105 Dagger x7
M6 Bushnell x3
Serpent x3
Birdman x3
Mass Produced Sol Tekkaman x3


Cagalli's Strike is too weak without upgrades, just recall it back to 
the mothership for now. Do NOT kill Ed until you convinced him with 
Lowe.

When enemy unit number falls below 12, Athrun will appear with his 
Justice Gundam. Have a fight with him first with Kira to get Heero and 
his Wing Zero, then convince Athrun with Kira to lure further 
reinforcements out. By the way, if you did everything listed in the 
secret section correctly, you should see dialogues involving Nicol when 
Kira convinces Athrun as an indication to confirm that Nicol and his 
Blitz Gundam are now a deployable unit on your side.


Enemy Reinforcements:

ENEMY UNITS BELOW 12
Justice Gundam (Athrun)

KIRA CONVINCES ATHRUN
Calamity Gundam (Orga)
Forbidden Gundam (Shani)
Raider Gundam (Clotho)


Ally Reinforcements:

KIRA ENGAGES ATHRUN
Gundam Wing Zero (Heero)

KIRA CONVINCES ATHRUN
Justice Gundam (Athrun)
Buster Gundam (Dearka)
Astray R-Frame P (Lowe)
Astray B-Frame Second L (Murakumo)
GINN Elijah Custom (Elijah)


 -------------------------------------------------------------------
|Winning Condition: Calamity, Raider and Forbidden Gundams Destroyed|
|Losing Condition: Mothership Destroyed                             |
 ------------------------------------------------------------------- 

Ahh... the Federation druggies have finally entered the game and they 
are no pushover. Use STRIKE and FOCUS and spam the support attacks. 
Take them out one by one. With the modified Astrays, I didn't find this 
too difficult to fulfill. Once the Seed fights are over, you'll be 
greeted with some Tekkaman goodness.


Enemy Reinforcements:

CALAMITY, RAIDER AND FORBIDDEN GUNDAMS DESTROYED
Tekkaman Lance (Lance)
Radam Beast x6
Radam Mother x3
Alien Tekkaman x6


Third Party Reinforcements:

CALAMITY, RAIDER AND FORBIDDEN GUNDAMS DESTROYED
Lang
Leave
Eido x15


Fight Lance once and Orgun will appear.


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
|                  Orgun Destroyed     |
 --------------------------------------

Lance is hard to hit due to its small size. If you still have seishin 
left, use them and attack Lance. Avoid using Orgun as his current stats 
are in no condition to challenge a boss unit. Bringing this dude's HP 
to 30% or lower will trigger an event which involves D-Boy.


Ally Reinforcements:

TEKKAMAN LANCE'S HP BELOW 30%
Tekkaman Blade + Pegas (D-Boy)


 ------------------------------------------
|Winning Condition: Destroy All Enemies    |
|Losing Condition: Mothership Destroyed    |
|                  Orgun Destroyed         |
|                  Tekkaman Blade Destroyed|
 ------------------------------------------

At this point, it's worth mentioning that for every Alien Tekkaman or 
Eido you destroy, one more will fill in to compensate, so it'll be an 
infinite cycle of enemy reinforcement AGAIN! Use it to your advantage 
if you plan to level your characters. If you destroy Lance or Lang, 
the corresponding faction will retreat entirely. Take out Lance and 
watch the scenes, after this stage, Orgun and the Seed guys will 
permanently join your crew.



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CHAPTER 43: IN THE DEPTH OF MEMORY
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
|                  Valhawk Destroyed   |
 --------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Valhawk (Kazuma)
Nadesico B (Ruri)
Tekkaman Blade (D-Boy)
Player's Choice x14


Enemy Units (Initial):

Radam Beast x6
Radam Mother x3


No challenge here, take out a few of them to get the main forces to 
appear.


Ally Reinforcements:

ENEMY UNIT NUMBER DOWN TO 5
GoLion (Akira)
Super Aestivalis Saburota (Saburota) 


Enemy Reinforcements:

ENEMY UNIT NUMBER DOWN TO 5
Tekkaman Evil (Evil)
Alien Tekkaman x6
Radam Beast x6
Radam Mother x3


Third Party Reinforcements:

ENEMY UNIT NUMBER DOWN TO 5
Galra Empire Mothership (Syncline)
Galra Empire Fighter Jet x9
Deathblack Beast Death Hell x4
Deathblack Beast Galsha x4
Deathblack Beast Ganma x2
Deathblack Beast Pai x2


 --------------------------------------------
|Winning Condition: Tekkaman Evil Destroyed  |
|                   Syncline's Ship Destroyed|
|Losing Condition: Mothership Destroyed      |
|                  Valkhawk Destroyed        |
|                  Tekkaman Blade Destroyed  |
 --------------------------------------------

As usual, don't get overexcited with Saburota's new unit, keep him in 
the backseat. Destroying enemy commanders will cause the corresponding 
factions to withdraw completely, so take out as many grunts as you can 
before defeating Evil or Syncline. Evil uses his map weapon if your 
units are too clustered, it's not a problem if most of your forces are 
real robots.


Ally Reinforcements:

ALL ENEMIES DESTROYED OR WITHDRAWN
Tekkaman Blade + Pegas (D-Boy)


Enemy Reinforcements:

ALL ENEMIES DESTROYED OR WITHDRAWN
Arm Stola (Applicant)
Arm Arcus (Aria)
Orbs x9
Wreath x3
Stoma x3


 --------------------------------------
|Winning Condition: Arm Stola Destroyed|
|                   Arm Arcus Destroyed|
|Losing Condition: Mothership Destroyed|
|                  Valkhawk Destroyed  |
 --------------------------------------

Enemies will flee if you manage to take out either Applicant or Aria. 
Applicant is slightly stronger than Aria, if you want a challenge, go 
ahead and fight him. Feed him with your attacks buffed by STRIKE and 
VALOR and the battle will end quickly. During the intermission 
dialogues, you'll be given a choice to choose between Earth or Mars 
routes (lasts two chapters):

44A. Nadesico Route [FMP, Nadesico]
44B. Earth Route [Gundam W, Seed]



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44A: RETURN TO THE "DAY BY DAY"
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 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
 --------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Nadesico B (Ruri)
Player's Choice x17


Enemy Units (Initial):

Rokuren x2
RK-92 Savage x4
ZY-98 Shadow x4
M6 Bushnell x4
Behemoth x2
Sekishiki x9


Cast STRIKE or FOCUS and wipe out the Rokurens ASAP, they'll be a pain 
if you let them join forces with the next reinforcement wave, which 
will arrive when you take out 19 enemy units. However, you do want to 
save the best frontline fighters' seishins, you'll know the reason 
soon enough.


Third Party Reinforcements:

ENEMY UNIT NUMBER DOWN TO 19
Plan-1059 Codarl (Yufang)


Ally Reinforcements:

ENEMY UNIT NUMBER DOWN TO 19
ARX-7 Arbalest (Sousuke)

ENEMY UNIT NUMBER DOWN TO 10 OR SOUSUKE RECEIVES DAMAGE
Black Serena (Akito) 


 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Mothership Destroyed|
|                  Arbalest Destroyed  |
 --------------------------------------

Although Yufang isn't on the same side as the Rokurens, they can still 
gang up on your units, that's why it's a good idea to eliminate the 
Rokurens before she appears.

Akito is still an NPC, and he still steals your kills. He's more likely 
to get himself killed by Yufang, although you do want to watch out for 
the possibility of having him land the finishing blow on her if he does 
survive that long. Once Yufang's down, Gates will emerge.


Enemy Reinforcements:

Plan-1059 Codarli (Gates)
Plan-1059 Codarlc x4


Gates is a cheap-ass, he casts FOCUS and ZEAL every single turn. On 
top of thiese, he uses weapons that chain combo your units, making your 
support attack/defense difficult. Thus, it goes without saying that 
your priority is eliminating this jerk. If you listened to my advice 
earlier, your frontline pilots should have enough SP for a few rounds 
of STRIKE or FOCUS. Before casting them, put your mothership close to 
the frontline such that the commander aura can enhance the accuracy 
and evasion rates of the surrounding allies. Gates has an HP of 61300 
and is likely to withstand one turn of your bombardments. Defeating 
him will conclude this chapter.



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CHAPTER 44B: CHILDREN OF DESTINY
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 --------------------------------------------
|Winning Condition: Destroy All Enemies      |
|Losing Condition: Mothership Destroyed      |
|                  Astray R-Frame P Destroyed|
 --------------------------------------------

Ally Units (Initial):

Valstork (Shihomi)
Re.HOME (Professor)
Astray R-Frame P (Lowe)
Player's Choice x14


Enemy Units (Initial):

Hyperion Gundam (Canard)
Ultigure (REQUIRES PROPER NAME)
Stern Kugel x3
Serpent x3
Birdman x3
Mass Produced Sol Tekkaman x3


Go ahead and attack Canard, this will trigger the first wave of 
reinforcements for both sides.


Ally Reinforcements:

Dreadnought Gundam (Prayer)


Enemy Reinforcements:

Stern Kugel x3
Serpent x3
Birdman x3
Mass Produced Sol Tekkaman x3


Prayer's fairly incompetent at this point, definitely not a frontline 
pawn without proper upgrades, put in close to your mothership. If you 
eliminate Canard or his mothership, the remaining enemies will flee 
followed by more reinforcements. Canard's Hyperion has insanely high 
evasion rate, I don't recommend wasting your seishin on him, target 
the ship for an easier and more effective victory.


Enemy Reinforcements:

Arm Arcus (Aria)
Orbs x9
Wreath x3
Stoma x3


Take out the grunts, when their number falls below 12, the last wave 
of reinforcements will come.


Player Reinforcements:

ENEMY UNIT NUMBER BELOW 12
Astray B-Frame Second L (Murakumo)
Altron Gundam (Wufei)


Third Party Reinforcements:

ENEMY UNIT BELOW 12
Astray G-Frame Amatu (Ghina)
Sword Calamity x2
M1 Astray x12


 ---------------------------------------------------
|Winning Condition: Astray G-Frame Atamu Destroyed  | 
|Losing Condition: Mothership Destroyed             |
|                  Astray R-Frame P Destroyed       |
|                  Astray B-Frame Second L Destroyed|
 ---------------------------------------------------

Wufei and Murakumo are godly, the two should be able to handle Ghina's 
forces together provided that you cast the right seishins. One thing to 
note is that her G-Frame can absorb EN if you use beam-based ranged 
weapon, melee attacks are therefore recommended (especially Wufei's).



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CHAPTER 45A: MALICIOUS BIRTH
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 -------------------------------------------
|Winning Condition: Destroy All Enemies     |
|Losing Condition: Mothership Destroyed     |
|                  Kira, Mu or Kazuma Killed|
 -------------------------------------------


Ally Units (Initial):

Valstork (Shihomi)
Nadesico B (Ruri)
Eternal (Lacus)
Valhawk (Kazuma)
Freedom Gundam (Kira)
Aile Strike Gundam (Mu)
Buster Gundam (Dearka)
Player's Choice x11


Enemy Units (Initial):

GuAIZ (Creuset)
Duel Gundam AS (Yzak)
CGUE DEEP Arms (Shiho)
Vesalius
CGUE x4
GuAIZ x4


This is an entire chapter on Seed, pretty faithfully replicated at 
that... well, with the exception that the original anime never bothered 
showing Yzak's girlfriend. It goes without saying that 90% of the units 
on this stage are going to be real robots, so FOCUS AND STRIKE are 
crucial for your success. Athrun will appear on the second turn, he 
can pull off some powerful combination attacks with Kira, use that to 
your advantage after you casted VALOR.


Ally Reinforcements:

Justice Gundam (Athrun)


Creuset's forces will retreat if you shoot him down, so take as many 
as you can before feeding him a squirt of your beam. Yzak's Duel will 
shed its add-on and regenerate as usual, no surprise whatsoever. Do 
remember to persuade Yzak with Dearka, even though he refuses Dearka's 
invitation :P

While Creuset issues the signal to withdraw, he releases a GINN which 
you must protect at all costs because the Earth Feddies that appear 
just at the right moment wanted it, too. To make it more messier, Aria 
and Kazuma will (re)deploy in the research facility, fighting like a 
couple.


Enemy Reinforcements:

CREUSET SHOT DOWN
Dominion (Nartale)
Calamity Gundam (Orga)
Forbidden Gundam (Shani)
Raider Gundam (Clotho)
Gun Barrel Dagger (Morgan)
Strike Dagger x3
Serpent x3
Stern Kugel x3
Mass Produced Sol Tekkaman x3

ONE TURN AFTER ENEMY REINFORCEMENTS
Arm Arcus (Aria)
GINN

Ally Reinforcements:

ONE TURN AFTER ENEMY REINFORCEMENTS
Valhawk (Kazuma)


 ---------------------------------------
|Winning Condition: Dominion Destroyed  |
|Losing Condition: Mothership Destroyed |
|                  Freedom Destroyed    |
|                  Dominion Reaches GINN|
|                  GINN Destroyed       |
 ---------------------------------------



Your top priority is to put your mothership and three other strong 
units around the GINN, this way, Dominion will not have access to it. 
The three druggies are a pain in the ass. If Athrun or Kira ran out of 
seishins, cast ATTUNE on them and abuse their combination attacks some 
more. As for Aria, make sure to lure her out from the research facility 
first, otherwise the terrain bonuses will replenish the Arm Arcus every 
turn. Dominion is fairly each to handle, destroy it for some good cash.


~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~
CHAPTER 45B: THE DESTRUCTIVE STORM OF DESERTION
~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~+~

 --------------------------------------
|Winning Condition: Destroy All Enemies|
|Losing Condition: Ally Unit Destroyed |
 --------------------------------------


Ally Units (Initial):

Astray R-Frame (Lowe)
Astray B-Frame Second L (Murakumo)


Enemy Units (Initial):

Sekishiki x9


Pretty easy start, dispose all of them for a quick warm-up :)


Ally Reinforcements:

Valstork (Shihomi)
Re.HOME (Professor)
Player's Choice x14

REGENERATE GUNDAM ENGAGED
Dreadnaught Gundam (Prayer)


Enemy Reinforcements:

Regenerate Gundam (Ash)
GINN High Maneuver (Mikhail)
GuAIZ x2
GINN x6
CGUE x5


Third Party Reinforcements:

REGENERATE GUNDAM ENGAGED
Hyperion Gundam Unit 1 (Canard)


 ---------------------------------------------------
|Winning Condition: Regenerate Gundam Destroyed     |
|                   Hyperion Gundam Unit 1 Destroyed|
|Losing Condition: Mothership Destroyed             |
|                  Dreadnaught Gundam Destroyed     |
 ---------------------------------------------------

Re.HOME cannot move at this point, do not send all your troops down to 
fight Ash's forces. Leave your strongest units to protect Re.HOME as 
the moment you engage Ash, Canard will show up right where Re.HOME is 
and can really make things messy. Fortunately, Hyperion doesn't have 
that much HP, concentrate your fire on it for one turn and it will go 
down.


When you shoot down Canard, Re.HOME will be able to move and the 
second wave of third party reinforcements appear.


Third Party Reinforcements:

Hyperion Gundam Unit 2 (Balsam)
Stern Kugel x3
Serpent x3
Birdman x3
Mass Produced Sol Tekkaman x3
Delphinium x3


 ---------------------------------------------------
|Winning Condition: Regenerate Gundam Destroyed     |
|                   Hyperion Gundam Unit 2 Destroyed|
|Losing Condition: Mothership Destroyed             |
 ---------------------------------------------------
**********************************************************************
Prayer and Canard will leave the map for event purpose. You now have 
the freedom to take down the remaining enemies at will. Hyperion Unit 
2 is just like Unit 1, use the same strategy and it'll go down quickly.

Regenerate Gundam, on the other hand, is much MUCH more difficult to 
handle. The unit uses bunshin when its HP is low and has high evasion 
stats. If you have some strong super robots in your party, cast VALOR, 
STRIKE and whatever seishins you find necessary to bring it down. FYI, 
Regenerate also has a MAP weapon, be sure not to cram all your units 
in one place.



===================
4. SKILL/ITEM LISTS
===================

~~~~~~~~~~~~~~~~~~~~~~~~~
I. Seishin (Spirits) List
~~~~~~~~~~~~~~~~~~~~~~~~~

Names in [] are direct translations from Japanese, those without are 
official English translations from Atlus.

Valor [Hotblood] (40 SP)
-2x attack power against a single target, cannot be combined with 
 [Soul].

N/A [Soul] (60 SP)
-2.5x attack power against a single target, cannot be combined with 
 Valor [Hotblood].

N/A [Fighting Spirit] (30 SP)
-100% critical hit for one turn.

Alert [Flash] (10 SP)
-Completely evades a single attack from one enemy.

N/A [Resist] (20 SP)
-Reduce any attack to 10 damage once.

Guard [Iron Wall] (30 SP)
-Reduce incoming attack to 25% its damage for one turn.

N/A [Disturbance] (70 SP)
-Halves all enemy units' accuracy for one turn.

Focus [Concentrate] (15 SP)
-Evasion and accuracy raised by 30% in one turn.

Strike [Sure Hit] (20 SP)
-100% accuracy for one turn.

Attune [Sense] (30 SP)
-Allow an ally's unit to have 100% accuracy for one turn.

Accel [Accelerate] (5 SP)
-Movement raised by 3 in a turn.

Zeal [Awaken] (60 SP)
-Allows self unit to move again after completing its action.

Enable [Rerise] (90 SP)
-Allows an ally that has acted to act again.

Assail [Assault] (30 SP)
-Enables all weapons except MAP after moving for one turn.

Vigor [Guts] (20 SP)
-Replenishes self unit's HP by 30% of its max value.

Guts [Guts+] (30 SP)
-Completely replenishes self unit's HP.

Trust [Trust] (30 SP)
-Restores an ally's HP by 2000.

Faith [Friendship] (60 SP)
-Completely restores an ally's HP.

N/A [Companion] (80 SP)
-All ally units' HP restored by 50% of their max values.

Renew [Resupply] (60 SP)
-Fully replenishes an ally's ammo/EN.

Snipe [Snipe] (30 SP)
-All weapon (except range 1 weapons) ranges +2 in one turn.

Spirit [Spirit] (40 SP)
-Increases self unit's Will by 10.

Drive [Force] (80 SP)
-Increases self unit's Will by 30.

Rouse [Encourage] (60 SP)
-Raises surrounding allies' Wills by 10.

Daunt [Discourage] (50 SP)
-Reduces an enemy's Will by 10.

N/A [Sacrifice] (30 SP)
-Restores an ally's SP by 10.

Mercy [Mercy] (10 SP)
-Reduces an enemy's HP to 10 (only if user's maneuver's higher.

Fury [Direct Hit] (30 SP)
-Ignores any special defenses an enemy possesses.

Scan [Scan] (5 SP)
-Obtain info on an enemy unit while reducing its evasion by 10%.

Love [Love] (90 SP)
-Effects of Accel + Strike + Alert + Valor + Spirit + Luck + Gain.

N/A [Courage] (90 SP)
-Effects of Accel + Strike + Resist + Valor + Spirit + Fury.

Luck [Luck] (40 SP)
-Doubles the money gained after defeating an enemy.

Bless [Bless] (60 SP)
-Casts Luck on an ally.

Gain [Diligence] (20 SP)
-Doubles the experience gained after defeating an enemy.

Cheer [Support] (40 SP)
-Casts Gain on an ally.

~~~~~~~~~~~~~~~~~~~~
II. Skill Parts List
~~~~~~~~~~~~~~~~~~~~

This is a "new" addition to the franchise, instead of equippping skill 
to pilots like that in J, these parts are consumable, and once used, 
their effects are permanent. In a way, it's very advantageous if you 
are aiming to build a superman, but on the other hand, you can't swap 
the parts around freely as desired. Therefore, balancing out on the 
who-gets-what issue would be a smart move.

BP +1: 1 bonus point to a character's BP stock
BP +2: 2 bonus points to a character's BP stock
BP +3: 3 bonus points to a character's BP stock

Max SP +5: 5 bonus points to a character's max SP
Max SP +10: 10 bonus points to a character's max SP
Max SP +15: 15 bonus points to a character's max SP
SP consumption -5%: Reduces SP usage by 5% each time it's used

Initial Will +2: Unit gets 2 bonus Will boost when it's deployed

In-fight: Learns In-fight or boosts its level by 1
Gun-fight: Learns Gun-fight or boosts its level by 1
Prevail +1: Learns Prevail or boosts its level by 1

Def. Support +1: Learns Defense Support or boosts its level by 1
Atk. Support +1: Learns Attack Support or boosts its level by 1
Support Invitation: Learns Support Invitation or boosts its level by 1

Counter: Learns Counter
Multi-combo: Learns Multi-combo or boosts its level by 1
Hit & Away: Learns Hit & Away
Size Ignore: Learns Size Ignore
Will Limit Boost: Learns Will Limit Boost

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
III. Character Special Skill List
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These are skills that come with the pilots by default, you can add more 
using Skill Parts to build a super ace.

Prevail: Raises stats according to HP depletion, higher level means 
         better boosts

IFS: Will above 110 will boost a character's specific stats

Co-ordinator: Will above 110 will boost a character's specific stats

SEED: When Will reaches 130, pilot's entire stats +10

Blaster Mode: When Will reaches 130, pilot's entire stats +10

In-fight: Increases melee based attacks and their critical hit ratios, 
          the higher the level, the more effective they are

Gun-fight: Increases range based attacks and their critical hit ratios, 
           the higher the level, the more effective they are

Commander: All units in the commanding zone have increased evasion

Atk. Support: Capable of aiding other units when adjacent to each 
              other, higher level is equivalent to how many times that 
              unit can provide support within a turn

Def. Support: Capable of aiding other units when adjacent to each 
              other, higher level is equivalent to how many times that 
              unit can provide support within a turn

Support Invitation: Units with this skill are able to call undeployed 
                    units for attack or defense support, higher level 
                    allows multiple support invitation per stage

Shield Defense: Use shield to reduce damage, only units with shields 
                can use this skill

Shoot Down: Chance of shooting down physical ranged attack when units 
            have gun/rifle type weapons equipped

Parry Slash: Chance of cutting down physical ranged attack or parrying 
             enemy melee attacks when units have sword type weapons 
             equipped

Multi-combo: Can target multiple enemies adjacent to each other, higher 
             level allows more units to be targeted

Counter: Chance of performing preliminary strike when enemy attacks

Hit & Away: Move after the unit has acted

Size Ignore: Ignore damage reduction due to size difference

Will Limit Boost: Will threshold boosted to 170

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
IV. Mecha Special Skill List
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hyper Jammer: Chance of avoiding enemy attacks when Will reaches 130

ECS: Chance of avoiding enemy attacks when Will reaches 130

Open Gate: Chance of avoiding enemy attacks when Will reaches 130

Aurora Illusion: Chance of avoiding enemy attacks when Will reaches 130

ES Bomb: Chance of avoiding enemy attacks when Will reaches 130

Holographic Camouflage: Chance of avoiding enemy attacks when Will 
                        reaches 130

Mirage Colloid: Chance of avoiding enemy attacks when Will reaches 130

Boson Jump: Chance of avoiding enemy attacks & disregard terran effects 
            during movement when Will reaches 130

HP Recovery S: Recover 10% of max HP at the beGINNing of each turn

EN Recovery S: Recover 10% of max EN at the beGINNing of each turn

N Jammer Canceler: Recover 15% of max EN at the beGINNing of each turn

Fusion: Fuse with designated machines

Change: Allow units to change frames/equipments during intermissions

Carry: Allow motherships to carry adjacent units

Sword Equip: Chance of triggering Parry Slash if pilot has that skill 

Gun Equip: Chance of triggering Shoot Down if pilot has that skill

Shield Equip: Chance of triggering Shield Defense if pilot has that 
              skill

Repair Device: Enable units to use the REPAIR command during battles

Refill Device: Enable units to use the REFILL command during battles

Barrier S: Reduce damage by 1000, consumes 5 EN

Barrier M: Reduce damage by 1200, consumes 8 EN

Beam Coat S: Reduce beam based damage by 1000, consumes 5 EN

Beam Coat M: Reduce beam based damage by 1200, consumes 8 EN

Lambda Driver: Activate Barrier M and boost unit's ability at 120 Will

Mazin Power: Attack power increased by 1.25 times at 130 Will

Anti-Beam Field: Reduce beam based damage by 1300, consumes 5 EN

Laminate Armor: Reduce beam based damage by 1200, consumes 10 EN

Protect Shield: No damage below 1400 at 100 Will

Protect Wall: No damage below 1600 at 100 Will

Zero System: When Will reaches 130, boost pilot's stats by 10

Phase Shift Armor: Reduce any non-beam based attack by 800, consumes 
                   10 EN

Transphase Armor: Reduce any non-beam based attack by 800, consumes 5 
                  EN

Distortion Field: Gravity based attack ineffective if damage <2500, 
                  beam based attack ineffective if damage <1500, all 
                  other attacks ineffective if damage <1000, consumes 
                  10 EN

Generating Armor: Reduce all attacks by 1400, consumes 5 EN

~~~~~~~~~~~~~~~~~~~~~~~~~~
V. Combination Attack List
~~~~~~~~~~~~~~~~~~~~~~~~~~

The following combination attacks are grouped according to their anime 
origins. To execute a combination attack, you have to deploy the 
required units on the map, put them side by side or diagonally adjacent 
to each other, and make sure they all have the required Will and EN. 

BANPRESTO ORIGINALS
___________________

Proton Cannon Focus (Will 120, 50 EN)
-Valhawk + Valstork


MARTIAN SUCCESSOR NADESICO
__________________________

Formation Attack [Ranged] (Will 120, 50 EN)
-Aestivalis Ryoko + Aestivalis Hikaru + Aestivalis Izumi

Formation Attack [Melee] (Will 120, 50 EN)
-Aestivalis Ryoko + Aestivalis Hikaru + Aestivalis Izumi

Double Gekigan Flare (Will 120, 50 EN)
-Aestivalis Akito + Aestivalis Gai


GUNDAM SEED & GUNDAM SEED ASTRAY
________________________________

Combination Assault (Will 130, 50 EN)
-Freedom Gundam + Justice Gundam

Combination Sword (Will 130, 30 EN)
-Freedom Gundam Meteor + Justice Gundam Meteor

Astray Double Blade (Will 130, 30 EN)
-Blue Frame Second + Powered Red


MAZINKAISER: SHITOU! ANKOKU DAISHOGUN! & SHIN GETTA ROBO
________________________________________________________

Double Rocket Punch (Will 120, 20 EN)
-Mazinkaiser + Great Mazinger

Double Mazinger Blade (Will 120, 30 EN)
-Mazinkaiser + Great Mazinger

Double Burning Fire (Will 130, 20 EN)
-Mazinkaiser + Great Mazinger

Dynamic Double Impact (Will 120, 30 EN)
-Mazinkaiser + Shin Getta 1

Final Dynamic Special (Will 130, 50 EN)
-Mazinkaiser + Great Mazinger + Shin Getta 1


GAOGAIGAR: KING OF BRAVES
_________________________

Chouryuujin Gekiryuujin Assault (Will 130, 50 EN)
-Chouryuujin + Gekiryuujin

Enryuu Hyouryuu Assault (Will 120, 30 EN)
-Enryuu + Hyouryuu

Fuuryuu Rairyuu Assault (Will 120, 30 EN)
-Fuuryuu + Rairyuu

Kouryuu Anryuu Assault (Will 120, 30 EN)
-Kouryuu + Anryuu

Maximum Tron (Will 130, 50 EN)
-Genryuujin + Gouryuujin


FULL METAL PANIC! & FULL METAL PANIC! THE SECOND RAID
_____________________________________________________

Uruz Strike (Will 110, 30 EN)
-ARX-7 Arbalest + M9 Gernsback + M9 Gernsback 

Uruz Special (Will 110, 30 EN)
-Falke + M9 Gernsback + M9 Gernsback


TEKKAMAN BLADE & TEKKAMAN BLADE II
__________________________________

Double Fermion Cannon (Will 110, 10 EN)
-Sol Tekkaman Unit 1 Kai + Sol Tekkaman Unit 2

Double Tekker (Will 120, 50 EN)
-Tekkaman Blade + Tekkaman Rapier 
-Tekkaman Vesna + Tekkaman Sommer

Triple Tekker (Will 130, 50 EN)
-Tekkaman Vesna + Tekkaman Sommer + Tekkaman Evil 

Double Reactor Vol-Tekker (Will 120, 50 EN)
-Tekkaman Blade + Tekkaman Evil 

Double Lancer Combination (Will 110, 30 EN)
-Tekkaman Blade + Tekkaman Aki 

~~~~~~~~~~~~~~~~~~~~~~~~~~
VI. Mecha Boost Parts List
~~~~~~~~~~~~~~~~~~~~~~~~~~

Booster ($10000)
-Movement +1

Mega Booster ($20000) 
-Movement +2

Hyper Sensor ($20000)
-Maneuverability +10

High Performance Thruster ($20000)
-Maneuverability +15

Super Computer ($40000)
-Maneuverability +20 
-Range +2 
-All Weapon Acuuracies +25%

Apogee Motor ($15000)
-Movement +1
-Maneuverability +5

Lifter Module ($35000)
-Movement +2
-Movement Type Air Added
-Unit/Weapon Air Adaptability Level S

Flight Unit ($30000)
-Movement Type Air Added
-Unit/Weapon Air Adaptability Level S

Thruster Module ($10000)
-Unit/Weapon Space Adaptability Level S

A-Adaptor ($20000)
-Unit/Weapon Adaptability Level A

S-Adaptor ($30000)
-Unit/Weapon Adaptability Level S

Full Armor ($10000)
-Max HP +500
-Armor +100

Hybrid Armor ($15000)
-Max HP +800
-Armor +150

Super Metalloid Z ($20000)
-Max HP +1000
-Armor +200

Super Metalloid Neo Z ($25000)
-Max HP + 1300
-Armor +250

Super Metalloid Neo Z Alpha ($30000)
-Max HP +1500
-Armor +300

Large Generator ($10000)
-Max EN +50

Power Extender ($15000)
-Max EN +100

GS Ride Assist ($30000)
-Max EN +150
-10% EN Recovery Every Turn
-Cannot Stack

Solar Cell ($20000)
-10% EN Recovery Every Turn
-Cannot Stack

The Carpenters ($30000)
-10% HP Recovery Every Turn
-Cannot Stack

Anti-Beam Coating M ($15000)
-Enable Beam Coat M

Anti-Beam Coating L ($20000)
-Enable Beam Coat L

Laminate Armor ($25000)
-Enable Laminate Armor

Barrier S Generator ($15000)
-Enable Barrier S

Barrier M Generator ($20000)
-Enable Barrier M

Barrier L Generator ($25000)
-Enable Barrier L

Pink Haro ($45000)
-$100 Per Grid Moved

PASFU ($45000)
-1SP Recover Per Grid Moved

Houmaea's Protector Stone ($30000)
-Nullifies All Status Alignments



==========
5. SECRETS
==========

1. SRW GBA Series Interaction
   If you have any of the GB/GBA versions of SRW in your slot 2 (legal 
   copies obviously), SRWW will recognize it and give you corresponding 
   bonuses that are otherwise unavailable:

   Super Robot Taisen A Cartridge
   -Spirit of A (sold for 11111):
    Armor +100, Mobility +10, Accuracy +10

   Super Robot Taisen R Cartridge
   -Spirit of R (sold for 22222):
    Armor +150, Mobility +15, Accuracy +15

   Super Robot Taisen D Cartridge
   -Spirit of D (sold for 33333)
    Armor +200, Mobility +20, Accuracy +20

   Super Robot Taisen J Cartridge
   -Spirit of J (sold for 66666)
    Armor +350, Mobility +35, Accuracy +35

   Super Robot Taisen OG Cartridge (Japanese)
   -Spirit of OG (sold for 44444)
    Armor +250, Mobility +25, Accuracy +25

   Super Robot Taisen OG2 Cartridge (Japanese)
   -Spirit of OG2 (sold for 55555)
    Armor +300, Mobility +30, Accuracy +30

   2nd Super Robot Taisen (Game Boy)
   -Spirit of 2nd SRW (sold for 99999)
    Armor +500, Mobility +50, Accuracy +50

2. The True Final Boss
   The real final boss isn't available until you start your second 
   playthrough, therefore only the most dedicated fans to this series 
   will be able to endure through the ordeals of 55 stages and see it 
   all.

3. Secret Units and Characters
   
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   Yzak and Duel Gundam Assault Shroud (AS)
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   -Choose to follow Nadesico during Chapter 43's path split, and use 
    Dearka to convince Yzak. Choose to stop ZAFT during Chapter 49's 
    path split, and Yzak will join after Chapter 51 with his Duel AS.

   ~~~~~~~~~~~~~~~~~~~~~~~
   Gouryuujin & Genryuujin
   ~~~~~~~~~~~~~~~~~~~~~~~
   -Deploy Enryuu, Hyouryuu, Rairyuu and Fuuryuu in stage 49 and the 
    ultimate fusion forms will be unlocked.
   
   ~~~~~~~~~~~~~~~~~~~~~~
   Nicol and Blitz Gundam
   ~~~~~~~~~~~~~~~~~~~~~~
   -Make sure you destroy Blitz in any stage it shows up in (Chapter 30 
    has a turn limit, be sure to blow it up before the fourth turn). In 
    Chapter 35, kill Andy within 3 turns. Blow up Blitz before Gauron 
    shows up. Choose to chase Kaname to Orb after Chapter 36's path split, 
    and blow up Aegis Gundam in 4 turns on Chapter 37. Finally, on Chapter 
    42, convince Athrun with Kira to get an event, Nicol will join in with 
    his Blitz on that stage.

   ~~~~~~~~~~~~~~~
   Tekkaman Rapier
   ~~~~~~~~~~~~~~~
   -Choose to defeat Radam during Chapter 49's split and Rapier will 
    automatically join on Chapter 52.

   ~~~~~~~~~~
   Mazinger Z
   ~~~~~~~~~~
   Thanks to KillerMel for this info:
   -Take the Paris route on Chapter 36, and be sure to blow up Ankoku 
    Daishogun with Mazinkaiser on Chapter 38. At the beGINNing of the 
    stage you won't have access to Kouji due to story purposes, so you 
    can blow Daishogun up the first time with whomever. He'll regain 
    full health again and Mazinkaiser will show up. Just make sure Kouji 
    deals the final blow on him this time and you'll receive Mazinger Z 
    afterwards.

   ~~~~~~~~~
   Bonta-kun
   ~~~~~~~~~
   -Whenever Bonta-kun's available, try to use it and boost its kills 
    over 10. It'll be available after Chapter 46.

   ~~~~~~~~~~~~~~~~~~~~~~
   IWSP Add-on For Strike
   ~~~~~~~~~~~~~~~~~~~~~~
   -Make sure Cagalli's kills are over 5 when she first appears, the add-
   on will be available after Chapter 46.

   ~~~~~~~~~~~~~~~
   EDF Solid Armor
   ~~~~~~~~~~~~~~~
   -Get Yoko's kills over 10 whenever you get a chance to use her, the 
    unit will be unlocked after Chapter 46.

   ~~~~~~~~~~~~~~~~~~~~~~~~
   Lightning Strike's Parts
   ~~~~~~~~~~~~~~~~~~~~~~~~
   -Get Mu's kills over 10 in part 1 of the game whenever you get to 
    use him, it'll become available after Chapter 46.

   ~~~~~~~~~~~~~~~
   Hyperion Gundam
   ~~~~~~~~~~~~~~~
   -Choose to stop the battle in Plant after Chapter 49, in Chapter 50, 
    reduce Hyperion's HP below 50%, fight Canard with Kira once, and 
    destroy it using Prayer. Hyperion and Canard will be available at 
    the end of Chapter 52.

4. Money Trick
   This isn't a secret really. If you picked the Mazinger route before 
   chapter 11, then you'll have the chance to collect some free cash in 
   the upcoming stage. This is how it works:

   When Mazinkaiser shows up, avoid depleting its HP down to 30% as 
   instructed in the mission objective. Instead, move all your units to
   the Photon Research Lab and stuff either a thick armored unit or a 
   unit with high evasion for Mazinkaiser to aim. Place a unit with 
   repair ability close by just in case. The terrain bonus here should 
   replenish your HP every turn, thereby making whoever the punching 
   bag for Mazinkaiser practically invincible.

   When that's taken care of, direct the rest of your units' attacks at 
   Ashura's mothership. If your Will's already at 150, destroying it 
   should take no more than 3 hits. Doing so will grant you $6000 and 
   a bunch of exp; but Ashura doesn't give up, his/her HP refills back 
   and you'll have the opportunity to pound again for more money and exp.
   As long as your patient, you'll eventually get maxed out money. 



=======
6. FAQs
=======

1. Any chance of this coming to North America?
A: Very unlikely due to licensing issues of various animes.

2. Where can I find the ro-...?
A: Just buy the game.

3. How come the protagonist doesn't change his machine?
A: Because his machine can fuse with others for something new.

4. What things are carried over when you start a new game+?
A: Money, total BP (used & remaining) for each character, mecha units' 
   upgrades and learned skills through skill parts; chips and parts are 
   not carried over, instead they are converted to money.



===================
7. ACKNOWLEDGEMENTS
===================

I'd like to give my most sincere thanks to the following people who've 
contributed to this FAQ, without your helps, it'll not be as complete 
and as informative as it is today. THANK YOU!

KillerMel
Jonothan Thrace


==============
8. Legal Terms
==============

Unpublished work 2007 by yangxu. I reserve the right to modify, alter 
and distribute this walkthrough at any given time and location. This 
document is protected by the Canadian, US and International Copyright 
Laws, plagiarisms, unauthorized modifications of the original document 
of any sort will receive in immediate warnings, those who refuse to 
obey will be prosecuted. 

All names and locations used in this game are copyrighted by Banpresto 
and Atlus.