So basically whenever you have an enemy down to a morsel of HP and his level is less than that of your main units, bring in one of your weaker units to finish him off and use whatever skills that might help you kill him easily Lock-On, Fervor, Focus as well as Luck if the unit has it. The Gundam pilots reach faster than the Super robot pilots.
It's in your interest to have them get the kills on the high level enemies when they get within Response. He'll leave when you destory the Musai and the rest of his troops. He'll be much easier to kill the next time you meet him. This way enemies will concentrate on him and ignore your other units.
Remeber to use his skills to heal him. You should do your best to take him out in one turn by ganging up on since he recovers HP each turn. This will benefit you greatly in the "Nightmare of Solomon" mission, where Gato shows up and nukes a good chunk of the enemy forces.
It's bad enough that you have to fight Gremmi again at this point. Up till now, you've probably been using the second option in the orders menu Counterattack unless HP is critical. Funnel using enemies are probably out of your range anyway.
First, use the Yell spirit to get them the required amount of morale if they don't have it already. Now save your game, the next spirit you should use depends on whether you could hit the boss or not. Even though final attacks have high hit rates, it's still next to impossible to hit the more powerful UC Gundam enemies with them Scirocco and Hamaan immediately come to mind so if you don't have enough SP for both Lock-On and Fervor, see if you can hit them with Fervor alone, if not, reload and use Lock-On.
Better to hit them than to not hit at all. For other bosses, Lock-On probably won't be necessary. The only attacks that can damage them are: -Melee attacks Beam sabers included -Solid projectiles Grenades, missiles, etc You'll want to set it up so that you hit as many enemy units as possible. The first ALL weapon you get is the Argama's, although this one is difficult to set up due to Argama's passive role in battle and enemies' tendency to attack it with reckless abadon. The GP and Neue Ziel's ALL attack is just as useful, if not as powerful, and as a bonus, the unit that fired the attack won't get damaged if it's caught in the blast radius.
Don't forget to use Fervor! They're not as powerfull as the previous two types plus Masaki and Ryuune don't have Fervor but they have great range and won't damage your own units. Good for softening up large groups of enemies. They are your worst nightmare and also your best friend. They're powerful, have excellent hit rates, even better range and, as mentioned before, completely negate the effects of I-Fields and Beam Coating. Unfortunately, whereas the DC and the aliens will have an army of funnel using MS's, you're only able to get five at most.
The Nu Gundam comes automatically, but for the rest you'll have to recruit Puru and Puru 2, save Nadia and recruit Kyara the latter is only available in the A Bao A Qu path of the game's final stretch. You really should try getting all of them as it'll make missions go faster and ease some stress off your Super robots when fighting bosses. Psybuster also has a funnel-like attack, but it's slightly weaker and I found his ALL attack more useful. Ashura's Boon submarine is a sitting duck, so it won't be too hard to destroy.
This is useful later on when enemies start swarming you. Valcionne and Hyaku Shiki can fire their ALL weapons, get into the ship and pop back out the next turn to deal hot plasma death again. I find this better than using a Blueger for a lot of reasons. During the final stretch of the game you won't be able to launch a lot of units. Blueger's low HP and limited use of it's Restore energy attack isn't worth swapping out an offensive unit for it.
You should save up your spirit points for the actual bosses. You could try to make them waste their Mega Graviton Wave ammo before doing this, but I don't think that's necessary. Especially since they'll be backed up by several enemies two out of the three times you face them.
At this point in the game they'll fall easily to continuous attacks. It's okay to use Fervor'd ALL attacks since those units won't have any useful direct attacks against the bosses.
The Valcion Kai, Dikastes and Neo Granzon are all capable of killing any of your non-guarding units in one hit. So your top priority is to make them use up all the ammo and energy of their best attacks, leaving them with only a melee strike and ALL attacks. Once that's done it's a simple matter of gang tackling them with your Super robots and smacking them with Fervor'd funnels.
Once you damage to Garma's Kampfer, he calls for Char, and wonders why hasn't Char joined his raid. Turns out Char has no intention to save him: Garma is a good friend, but Char wants to hit Garma's father.
That said, Char leaves the field, leaving Garma for you to do the dirty work. The next enemy phase after you kill Garma, more enemies arrive, Cima among them, wondering where is Char and why hasn't he saved Garma. Once you beat all enemies, you're ready to enter the atmosphere. As Bright mentioned before, if you took less than 10 minutes to finish the enemies the White Base can enter through its planned course and head for the Trinton Base in Australia, otherwise they will have to change their plans.
In other words, if you took 9 or less turns to clear this scenario, go to Scenario 8; if you spent 10 or more turns here, go to Scenario More reason to be concerned, as DC now is probably more dangerous than ever. While you approach Earth, you're attacked; Bright tells you everyone should be back to the White Base in ten minutes, or else they won't be able to mantain their planned course.
Five Gelgoogs appear the enemy phase after you kill Garma, one of them pi- loted by Cima, wondering where is Char and why didn't he save Garma.
Once the battle is over, you're ready to enter the atmosphere. As Bright mentioned be- fore, if you repelled the enemies in 10 or less minutes you can stick to your planned course and go to the Trinton Base, Australia; otherwise, you have to change your plans. In other words, if you took 10 or more turns to clear this scenario, go to Scenario 9; if you spent 9 or less turns, go to Since only the Londo Bell and Henken's forces are battle-ready at this moment, Synapse is willing to give you all the resources he can.
Already at the base, you are presented the new Gundam models, the GP and the heavily- equipped GP Also, an ensign named Kou Uraki presents himself to Amuro. Suddenly, the DC remnants attack Trinton; simultaneously, Lt.
In order to stop Gato, Kou takes the GP, despite the fact it's still not perfected. Whenever Kou fights Ga- to, there's a message event until the third time , where they build some mu- tual hatred. Gato intends to leave the screen by its bottom side; even if you do beat the GP, the game will consider Gato managed to escape with it, so don't go suicidal trying to stop him. On Turn 3, the Londo Bell is, at last, ready to deploy its units.
Once Gato leaves either because he reached the bottom of the screen or you defeated him , any remaining DCs will try and leave too. On Turn 5 and 6, two waves of invader units will come, but they're pretty weak, so no problem.
From here Bright wants to go to Japan to gather a few more friends and power your team up a little more - go to Scenario Your goal is the Trinton Base in Australia, but you're attacked by some mysterious mechs coming by air and sea.
These enemies are not DCs; they must be those who attacked the Earth Army. Try to launch robots with good water skills and attacks, as most of the fight takes place underwater; beam weapons, for instance, don't work underwater.
In addition, notice only "water" type units can go to the deep ocean the darker waters , so Getter 3 is bound to be your best call here. Once you've beaten all enemies, Bright orders Frau to collect some scraps left from the enemies and have them analyzed to see the invaders' identities. However, the parts give you no clue about who are they, nor there is any evi- dence pilots ever boarded them Go to Scenario Neither of them has a good level, but since the closest enemies aren't strong you can hold the attackers for a while.
Just as things start to look really bad, the Londo Bell arrives on Turn 4. On Turn 7 Nina appears on a Medea, reporting Trinton nine enemies are chasing her and asking for help.
As if you didn't have enough on your hands, Synapse asks Bright to save her, and says she's transporting a new Mobile Suit model. The enemies Nina was talking about pop up on Turn 8; protect her Medea at any cost. Synapse has no information to give about the invaders, but transfers Kou and the Nemo he was piloting to your team; also, if you protected Nina's Medea during the stage, you are given the MS it was carrying: the GP From here, you are going to Japan, where you may hopefully increase your strenght further.
Go to If you haven't been to Scenario 8, your guys will recognize the pilot of the GP- 02 as Anavel Gato, a. On Turn 7 Ranba Ral arrives with some reinforcements to give Gato a little hand. When Sayla fights Ral, Ral recognizes her and says he was very close to her father; Sayla replies by asking why is he fighting, if he knows her. From this time on, he will not attack you - but he'll still counter your attacks, except Sayla's.
As soon as the battle's over, you receive a transmission from Captain Hen- ken: he just arrived to Earth, and brought you some gifts. First, he already has enough good battleships, so he spares you the Argama to replace the White Base.
Sleggar Rou. Kouji suggests going to Nanbara Connection, as they have a robot called Combattler V, which seems quite powerful. At the beach, they meet one Bernard Wise- man, who's particularly interested in Chris - the feeling is mutual. Bernie's flirt is interrupted by the rest of your group Bright can't quite understand how they could approach you un- detected, and now has to wait until everyone is back at the ship.
To top it, the Argama won't move until the remaining pilots return. The rest of the pilots returns only on Turn 5; until then, you may have to sweat a little to keep the ground enemies away those on the water should not be a problem to Getter 3, and the Jalagas can't attack an underwater target.
On Turn 6, Four Murasame appears to help you. Once there are four enemies left, more enemies appear the next enemy phase - those are DCs, the Black Trinary Gaia, Ortega and Mash among them, pretty happy to find you and the aliens together here, as now they can destroy both sides - Londo Bell first. The invaders, on the other hand, will fight the DCs if they are close - at least that.
And if things are still too hard, just re- member the Argama has an ALL weapon, that can leave the Trinary half dead and kill everyone else. After the battle Four explains she was brought here by Captain Henken, who wants to talk with Bright and ask for a pilot to be transferred to his fleet. Actually, he just wants to get Emma closer to him, so when he's offered Amuro or Camille he refuses, saying he doesn't want to deprive you of an ace - what about Emma? Emma freaks out at Henken for not considering her an ace pilot; since Bri- ght would only transfer Emma if she agreed to go, Henken ends up with Hayato and Ryuu on his fleet instead.
While Fa is scared of Emma's overreaction, you find out Emma only faked it to stay on the Londo Bell NOTE: even if Emma did not join you, Henken will take Hayato and Ryuu away; the difference is he specifically asks for them to cover his shortage of pilots, instead of trying to make a move on Emma.
If Four appeared on the map simply put, if you spent more than 6 turns to clear the scenario , Four tells Camille it looks like the Londo Bell has some very tough enemies coming, and leaves her Dijeh SE-R hoping it may help However, before you arrive, Magma Beasts attack the Connection. To fight them, Hyouma and Juuzou come out before the rest is ready. The remaining Battle Machines pop out on Turn 2; you can't let any of them be destroyed, or else it's Game Over.
It's really easy for Combattler V to destroy the Garms, and once you do that Garuda appears to challenge Combattler V for a duel. After Garuda himself is history, the mysterious enemies rush in before you have a chance to return to your base; yet another wave of enemies comes right after. Only then the Londo Bell appears to save the day. Once you defeat all enemies, Professor Yotsuya thanks you for saving them, and lets you take Combattler V and its team - after all, the aliens from Pla- net Campbell the planet Garuda came from are no longer a threat.
He already created a new weapon for the Combattler V, called Big Blast Divider, and will develop more in time. Yotsuya says you should go to the first only if you are not in a hurry - the Photon Power Lab is on your way, so you can go there no matter what. If you choose to visit the Saotome Institute first, go to Scena- rio 14; if you want to go straight to the Photon Power Lab, go to Scenario 14 - "Saotome Institute in Danger!
Of course, Bright orders a full-speed rush to the battle, but you're still quite far away At first, you only have Texas Mack and Getter Q to fence off the enemy me- chasaurus; they're no big deal, but they outnumber you and your units aren't great either , so Professor Saotome only hopes Jack and Michiru can hold them back until reinforcements arrive.
The Londo Bell appears at Turn 4, and they should be able to terminate the low-leveled mechasaurus easily. Some more enemies arrive on Turn 6; those are way better than the first ones, but you may manage to destroy all enemies be- fore this second wave even has a chance to show up.
After the battle, Saotome says the Getter G readjustment is still going to take some time, so you have to stick with the regular Getter for now. By the way, Getter Q and Texas Mack won't join you either. With the usual good timing, DC appears before Kouji gets to reach the Lab. The Professor calls him and Sayaka inside, but they refuse to, as the Labora- tory's protective barrier wouldn't hold the enemies long; besides, the Londo Bell should catch up with them at any moment now.
The DCs are led by Brocken, who didn't expect to find Mazinger Z here, but doesn't mind destroying them with the lab. On Turn 3 Boz shows up; while it's clear for everyone the BozBorot is no match for the machine beasts, Boz won't retreat, as it wouldn't be an attitude worthy of his name?
The rest of the Londo Bell appears on Turn 6, closely followed by a second wave of enemies, led by Baron Ashura. These enemies are way stronger than the first ones, so it's good to be careful. After the battle, Kouji finally gets open his presents. Now, Bright thinks about going to Chiba City; he is pretty sure Raideen is fighting there, and hopes it may join your ranks. Boz too wants to fight with you; despite Kouji's objections, Bright lets him in, but only until you go to space.
In the meantime, at Chiba, Raideen and the Coplander Team are about to fight a group of attacking fossile beasts, led by Sharkin, who wishes to defeat Raideen for the pride of the Demon Empire. Since the Dromes are very easy to destroy, use them to amass some kiryoku, so you have enough to use God Bird by the time you destroy all monsters. When all enemies are gone, Sharkin decides to take matters into his own hands, and begs the Great Ghost Emperor Barao for more power; he's granted his wish, and comes out to challenge Raideen.
Sharkin is no big deal if God Bird is enabled, and the threat of the Demon Empire dies with him. Right after, the aliens attack - fortunately, the Londo Bell appears right after. After the stage is clear, Akira tells you Raideen was built with the Super Science left by the ancient Mu Empire, whose technology seems similar to the one used on the Psybuster.
Of course, Camille is worried, and he promises he'll rescue her. And so is Jerid there again, so positive this is his moment, thanks to the Gaplant MS he managed to put his hands on; Kacricon doesn't share that confi- dence Kai is surprised DC has the resources to attack you so many times in a row, and with such power - Sayla supposes that's Giren Zabi's speech paying off.
On Turn 4, you hear some people discussing whether they should come out to battle, eventually deciding there's no need to hurry, as the Londo Bell seems to be doing just fine. However, still on Turn 4 the aliens crash in; Mari no- tices Dromes among them, and imagines they joined forces with the Demon Empi- re; Rei dismisses that, saying the aliens probably aren't allied to the Demon Empire, but are instead just using their units.
The arrival of new enemies turns the tide against you, so at last the peo- ple in the city decide to participate; Banjou summons his Super Robot and co- mes to battle. Destroy all enemies and Garrison says you made it just in time for dinner; Banjou can at last introduce himself, and Garrison suggests joining the Londo Bell, to which both Banjou and Bright agree.
Amuro thinks they should try and reduce the enemy power a little further, but Bright refuses: their reinforce- ments would just keep coming. From all that happened, Bright thinks the enemy's taking advantage of some sort of teleporting installation; that's no common technology, and only makes more likely your opponents are indeed aliens. An analysis of the intelligence information gathered so far leads to the conclusion this teleportation device is probably located nearby Luna Two.
So, the next step is to contact Kalaba - the Shanghai support system - in order to get a booster and go back to space. She brought your booster and new people. Camille confronts him, asking what is his goal sneaking in under a false name. Quattro denies being Char - until Camille punches him; he then claims he only didn't use his actual name out of shyness. Bright isn't sure about Quattro, but decides to trust Kalaba's judg- ment.
A DC raid comes to save everyone from this awkward situation. Again led by Jerid again swearing he won't lose this time , among the enemies is Bernie, advised by Schteiner not to try anything stupid, being just a rookie and all. On Turn 3, Bernie starts wondering if he'll ever see Chris again Put Chris to fight Bernie, and they recognize each other.
Its presence here implies DC stole and remodeled it - this remodeling also mean any attempt to retrieve it would be useless that is, you cannot persuade it. Kouji urges everyone to be careful, as Minerva's stats are similar to the Mazinger's. After the battle the path is clear for the Argama's launch. As previously agreed, Boz won't leave the Earth, so he stays on the base. If Quattro joined you, Sayla wants to leave the ship; she explains, to Bright only, that Char's her brother, and she doesn't trust him; most of all, she doesn't like what he represents.
Either way, you're leaving the Earth - go to Scenario In the mean- time, Fa and Nina are trying to have Kou eat his carrots - because that's all there was to eat where he grew up, he just can't stand the sight of them any- more; when the ladies are almost forcing it into him, an machine group at- tacks - lucky Kou.
The bad news: Daitarn 3 isn't ready for battle and cannot be used here. Also, don't put Reccoa on a good MS. On Turn 5 it's time for Mashmar to appear, vowing to pulve- rize you, while Kyara sets up to videotape your demise and play it to Hamaan. On Turn 6, more enemies show up, Bernie among them; if you had Chris and Ber- nie fight on the previous scenario, you can now use her to convince him, and he'll join you.
After all enemies are gone, Kou ends up eating his carrots, mainly just to please Nina - and because she says top-level pilots mind their nutrition and eat balanced meals. If Katsu appeared during the battle, Camille tells him to return to Henken's fleet, but Katsu refuses to; Bright thinks Henken wouldn't send him an unprepared pilot, so Katsu can stay.
If Quattro is in your party, go to Scenario 20; if not, go to Sure enough, enemies come out their base; the plan is to have the outside area totally cleaned before running in- side the base. There are plenty of enemies to fight, but a fair amount of those are weak, so don't fear. On Turn 5, however, DC appears, led by Bosque: he orders Yazan to attack you and ignore the aliens; the aliens, however, attack whoever gets close to them.
After fighting that many aliens, your Super Robots should have enough kiryoku to use their best moves, so defeating even the strongest oppo- nents may be easy. After the battle is over, Beltorchika lets you know you received new mobi- le suits from Henken: a Kampfer and a Jegan; in addition, he delivered a gift from Professor Yotsuya to the Coplander Team: Gargantua, a robot built by so- me Professor Picadilly.
In a note attached to the Gargantua, Yotsuya explains he remodeled it so its controls and handling would be as similar as possible to the Blueger's. Quattro is worried, as he can't understand the logic behind Bosque's move. Now that he mentioned it, Amuro notices during all this battle the Dogos Gear didn't attack the aliens at all, and Chris points out DC has not done much to fight the aliens so far.
Conclusion: DC may be allying to the aliens. Quattro doesn't see what reasons DC could have to do this, but Bosque's army is under Kishiria Zabi's supervision, so it might be something against Giren Zabi, its leading officer. Anyway, you can't confirm the existance of a conspiracy before further in- vestigations.
So, you now have a choice: you can go pursuit DC, or stick with the original plan and break into Luna Two. Amuro still isn't sure there is really an alien base there, but Luna Two is long abandoned, so it's perfectly possi- ble. That said, enemies come out of it; Bright wants the Luna Two outside to- tally clear, and only then rush in. On Turn 5 Gato's group appears, surprised to see you here; for him, the true enemies here are the aliens, so the Londo Bell is ordered to be left alone.
While seeing DC again isn't pleasant, your pilots soon notice they're only fighting the aliens; Kou wants to take the chance and get Gato, but Nina says they're on the same side right now.
Bright agrees - also because he won't en- ter a two-front battle - and tells everyone not to attack Gato. Gato's men are pretty high-leveled, and may save you a lot of trouble with the aliens. Once all enemies are gone, Gato leaves the next battle to you, as his side suffered significant losses. Bright calls everyone to enter Luna Two and Sayaka warns Kouji not to do anything stupid, as it will be harder to fix damages - the Argama can't go inside.
Back at the ship, you receive two new MSs from Henken: a Kampfer and a Je- gan; in addition, he delivered a present, from Professor Yotsuya, to the Cop- lander Team: a robot, called Gargantua, built by some Professor Picadilly. In a note attached to it, Yotsuya explains he remodeled it, to make its controls and handling as similar as possible to the Blueger's. Sud- denly, one robot is detected; its ID signal indicates it's friendly, but soon several enemies appear too.
The friendly unit is Roux, in a Re-GZ, another of Henken's reinforcements to you; she came here because she was told the Argama was nearby, but gets worried as she can't find it. Right next, some DC mobile suits appear, investigating why a single unit is wandering here - it could be a spy. Gremmi falls for that partly because Roux is cute , and offers to escort her to the right place. When the Argama shows up, Roux has no more reasons to fake: she thanks Gremmi On Turn 3, enemy reinforcements arrive; Bosque orders Kyara to help Gremmi and then leaves.
Fortunately, Judou appears right after. Gremmi may seem like an easy prey, since he's so far away from his buddies, but he's high-leveled, and his Bawoo has HP to spare. After the battle, Judou finds an escape pod from a DC mobile suit. The one inside is Kyara; at first, she's unwilling to let you know anything more than her name and rank, but she spills out after Judou tickles her a little lite- rally : there are rumors Bosque is dealing with the aliens, but that's uncon- firmed; his next destination is a colony on Side 1 called Shangri-La, but she doesn't know what's his goal there.
Judou's worried, as his sister Lina is on Shangri-La - now you're going there too. Notice no flying units can be launched here, and, as previously mentioned, the Arga- ma can't enter either. Camille starts looking around for Reccoa, without suc- cess. Take care with your HP, since there is no battleship to run to if things get too hard. Also, you can't reload ammo in this stage you cannot launch the Blueger.
After you defeat the last enemy, there seems to be nothing else to do, but suddenly four more enemies appear. Welcoming you, one of them introduces him- self as Vigaj, the "Culture Inspection Secretary".
The others three are Sika- log, Agirha, and Mekiboz, who calls himself the leader, although Vigaj thinks he's in charge and Agirha claims that position for her beloved Sikalog. Even- tually, they agree to settle it later to save their image before you. Because a bored Agirha wants something to spend a little time, Mekiboz ex- presses his intent to drop a Side 1 colony; try and stop them - and try hard, because the idea is for it to be entertaining.
That said, they leave just as they appeared. Before leaving to tell Bright the news, the team finally finds Reccoa, who joins the party again. After the Combattler Team is explained how terribly damaging a colony drop is one colony drop during the last war turned half of Australia into ocean , the Londo Bell rushes into Side 1; Camille remembers Judou is probably there, and worries about him.
Later, Kyara's ecchi dialogs towards Judou are cut short, as the Argama reaches Side 1, with the mandatory enemy attack. Bosque is the leader of the DCs, and tells everyone to stop the Londo Bell at any cost, mentioning soon the aliens will come to help. Notice Sharia can move twice per turn, so it's a good idea to shoot him down fast. Gato appears on Turn 2, ordered to help Bosque.
However, on Turn 3, the alien units Bosque was waiting for arrive. Once he sees them, Gato urges everyone to battle the aliens; Bosque reassures him you are the enemy, but Gato still objects. When it becomes clear Gato won't obey, Bosque orders Gates to take Gato down, under the excuse he's an accident wai- ting to happen.
Result: while Gato fights the aliens, Gates chases Gato. Damaging Gates makes him give up on Gato run away; Gato and Karius try and leave too unless you attack them. While leaving the field, Gato says he re- fuses to thank you, but vows to some day retribute your help. When the battle is over, another mobile suit comes: it's Reccoa, who stole a Gelgoog M to flee Luna Two oddly, you also recover the MS she was boarding when she left your party. She reports the aliens left Luna Two, and it's now completely empty.
To find out why was Bosque here, you must enter the colony, but Judou's too worried about his sister to wait, and leaves before everybody else is ready. Bright argues the lack of in- formation about the aliens prevents them from doing anything else, but Banjou disagrees: he suggests surveying the areas near a place where the aliens were seen - they're bound to have a frontline base not far from these places; Nina takes all the alien appearance data in hope to squeeze something out of them.
You're attacked as soon as you reach the Side 1 area. The aliens are trying to install pulse engines into the colony core to set it into motion, so you should approach the Musai stationed at the colony. On Turn 3 Seabook piloting the F comes to help you stop the colony drop; he brings along Roux, in a Jegan - another pilot sent by Henken.
On Turn 5 it the aliens' time to receive reinforcements. Also, when any of your units reaches the top of the screen row 11 or above , one more group of enemies pop up. After all enemies outside are gone, you realize others went inside the co- lony, so your party enters it as well. Judou's worried about his sister Lina, who is in the Shangri-La colony too Just as he says that, aliens show up.
On Turn 2, Judou starts to worry about the enemies' high numbers, but then Seabook and his F appear to help. Right after, DC's Mashmar and Gotton pop into the battlefield.
Gotton wants to seize the oportunity and attack you now that you're down, but Mashmar thinks attacking such an outnumbered opponent'd be a coward thing to do; instead, he decides to even things up a little - and attack the aliens, for Gotton's surprise. The Londo Bell appears on Turn 5. Since the fight is fair now, Mashmar and Gotton leave the field; Judou wants to thank them, but Mashmar says it's just something that came naturally. After the battle, Bright says looks like they prevented a colony drop.
Ju- dou meets with old friends: Elle, Beacha, Mondo and Ino; saying they are out- casts, thay ask Judou to take them along, to which Bright doesn't object. Ju- dou's sister Lina also wants to go, and Bright accepts, although Judou thinks she shouldn't miss school.
At the Argama, Bright still can't understand what the aliens were doing at the colony. Beacha gives Bright an optical disc the aliens left behind, which will hopefully give you a clue about their plans. Nina's given the mission of analyzing the disc and finding out the enemies' next moves. Now, you're going to Side 6 to get new equipment - go to So, destroying the aliens as fast as possible is mandatory. There are not only aliens in the colony, but also DCs, Mashmar among them; he was already thinking the aliens appeared suddenly, and now you show up.
He sees this as a chance to clean his name by defeating both you and the aliens, but instead of fighting two foes at the same time, he plans to let you battle the aliens, to then fight whoever is left - the DCs won't move a finger while you're fighting the aliens. Move Amuro to the 41,8 square the building above the rightmost bridge ; he'll see a girl and try to tell her to go somewhere safe.
She recognizes him and asks for a ride in his MS; because she's so very reckless, Amuro lets her in before she gets hurt. Her name is Quess Paraya, and says she met Amuro be- fore - not that Amuro cares. For what you care, Quess is a pilot. Even after you destroy all alien units Mashmar only lets his soldiers move after you come within a certain distance of them once you reach column 18 or less.
The turn after that, more DC robots come: Rakan criticizes Mashmar for not having finished the battle yet. And, even though Mashmar says he can take care of everything, he insists on fighting. After the battle, the threat of a colony drop is at last gone. Judou meets some old friends: Elle, Beacha, Mondo and Ino; they say they're outcasts, and ask Judou to take them along, to which Bright has no objections.
Judou's sis- ter Lina wants to come along too, and Bright agrees, although Judou would ra- ther her staying and not missing school. Nina finally finishes her data analysis: according to her, the enemy front base is Konpei Island - an fortress you used as a relay base in the past, but was abandoned recently. Bright acknowledges the possibility its resources may be used by the enemy, and wants the Londo Bell to go there. Before that, how- ever, Astonage wants to go to Side 6 and resupply - go to Scenario However, there are DCs between you and the colony.
If you've been to Scenario 22, Kyara will identify Conscon and Gremmi, and say they're not connected to Bosque. Bright is surprised too see Kyara in the bridge, but she assures he has nothing to worry about - she won't try and es- cape; just in case, Bright tells Beltorchika to keep an eye on her.
Anyway, Quattro agrees with Kyara - Conscon and Gremmi are subordinates to Dozul Zabi, and certainly would never work with Kishiria's subordinates, like Bosque. Sarumaru wonders how can DC be so divided internally; Quattro answers there's no single reason, but he thinks it has a lot to do with their will to impose themselves over the others. Gremmi asks Conscon how much power can he put against you; Conscon replies he's not as incompetent as "you guys", and will honor Dozul.
To achieve that, he sends a huge group of Very low-leveled ones, by the way. Once you wipe all of them out, Conscon's just dazzled, and Gremmi sees he himself will have to work after all. On Turn 5, Rakan shows up, and calls Gremmi to back him up. Fear his Doven Wolf: it can kill you very fast. If you cleared Scenario 22, when Roux fights Gremmi, he says he's a fool for having trusted her; for his anger, she agrees - any adult wouldn't have fallen for that.
After the battle, if you've been to Scenario 22, Kyara escapes by stealing a Core Fighter, and also destroys the Argama's deck to prevent it from follo- wing her; it was fun, she says, but it's time to go now. Inside the colony, time to get your new gear. First, Amuro receives the Nu Gundam; also, a new mechanic called Chien Agi introduces herself to him. When Beltorchika complains she is getting a bit too familiar with Amuro, Chien re- plies her main duty is to check Amuro's mechs, so she is supposed to know him well If you cleared Scenario 26, Nina finishes her analysis on the optical disc - but because several disk sectors went bad for protection reasons, she could only decipher parts of it.
It turns out it refers to parts of a DC operation, not the aliens: it was written in common language, and Bosque's name is there very clearly. According to it, DC intends to begin a large-scale mobilization operation near Solomon, now known as Konpei Island. As Nina couldn't get more concrete info from the disc, you're going there to find out by yourself. If you cleared Scenario 22, go to Scenario 29; if you didn't, go to Scenario When Camille asks why, he replies he doesn't have the ability to know what is inside someone else's mind.
Reika mentions it feels good to board a new model battleship, and that Near Argama means "somewhat close to Argama". You're now approaching Solomon. The enemies are both DCs and the aliens, about to have some sort of confe- rence. Vigaj's not very comfortable with the DCs, having fought them and all, but Agirha says their motto is "if you can make use of something, do so".
As the encounter begins, Bosque says he represents all the Earth people on this negotiation, which doesn't impress Mekiboz. Vigaj finds the DC terms ac- ceptable, but adds one more condition: the destruction of their common enemy, the Londo Bell; Bosque agrees, and offers some reinforcements for this purpo- se. Vigaj's also curious about the DC internal divisions he had heard of, but Bosque dismisses it as nothing to worry about. Just as their negotiations are about finished, the Londo Bell appears.
Mekiboz says they have a nice view from where they are, and it'd be futile to employ their battle power here. Vigaj points their newly-arranged pact re- quires them to help DC; in this case, Mekiboz says, he Vigaj is going to be DC's reinforcement. That said, Mekiboz, Agirha and Sikalog leave. Your team's quite amazed by Vigaj's dinosaur-shaped mech. If you saved Gato during Scenario 22, he appears on Turn 2, calling Bosque a disgrace for DC and the alliance with the aliens inexcusable.
Bosque argues no government can be all nice and pretty; Gato doesn't want to know what sort of government has no ideals, and fires the GP's Atomic Bazooka on both DCs and aliens, taking down the bulk of their forces.
Among Bosque's curses, Gato says he'll fight the aliens alone, if necessary, and leaves. Pressed by Vigaj to deal with this mess, Bosque says he will stop the Londo Bell himself. On Turn 4, Masaki appears. Kouji asks where had he been until now, as they have been through a lot of trouble and could've used a hand; Masaki was doing a few "guest appearances" elsewhere reference to a game called "Hero Senki" but is here now to help you.
Rei finds the Psybuster strange but, having some ESP, can feel an awesome ki flowing from it - indeed, the Psybuster functions by transforming ki into matter, much like Raideen. Vigaj leaves still on Turn 4 if Gato showed up , saying he'll be waiting inside Solomon.
After all aliens are gone, the DCs say they will not increase their losses even further by trying to defeat you - that can wait. Kouji asks Masaki where the Psybuster comes from; Masaki's surprised he still doesn't know, and Amuro says he wants to know too.
You know the analy- sis was correct when they cross your way. When approaching Solomon, you find out DCs are there as well; their forma- tion changes according to your choices: if Quattro joined you the DCs are on- ly Gato and Karius; if he didn't join you, there'll also be Char, Lalah, Gyu- nei and Nanai.
Whoever they are, their leader proposes a cease-fire agreement while you both fight the aliens, to which Bright agrees. On Turn 6, Masaki appears. Bright quickly lets Masaki know DC's not the enemy on this battle.
Still on Turn 6, alien reinforcements arrive, but if Char is there, he takes good care of them. Then Vigaj appears, and says a funny game is beginning.
Vigaj claims he predicted your moves, and that Konpei Island was never fit to serve as a base; it was a decoy, meant to lure you and save the aliens a little time. Now, they can wipe the humans out of the Earth. Vigaj grants you they don't want to extinguish all mankind, just make it a little more docile. Their objective is to enforce peace all over the universe - for that, they intend to reduce the numbers of the human race so it doesn't expand into space.
That said, it's time to fight. And also a quick level up code. Thanks LiquidManZero. Knowing that you are looking into this really makes me feel glad because I have looked all over the net for codes on this game with no results at all. But once again thanks for looking into this. One question though, are you using an english translation of the game, specifically the AGTP patch?
I'll probably have the codes up within the next day or so, depending on when I can get on again. Re: DaiJi Super Robot Taisen help Well, this aint my kinda game, but i did manage to find some infinite energy codes. I think they work.
If you have problems let us know. I think I'll let lmz tackle the other codes for this game. Inf energy Ally 1 7ef 7e Inf energy Ally 2 7ef 7e Inf energy Ally 3 7eA0f 7eb27 Inf energy Ally 4 7ec0f 7ed27 Inf energy Ally 5 7ee0f 7ef27 Inf energy Ally 6 7ef 7e Inf energy Ally 7 7ef 7e Inf energy Ally 8 7ef 7e Inf energy Ally 9 7ef 7e And once again thanks guys.
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