SD Gundam F Generation: Colony Kakutoki (Colony Battle Chronicle) FAQ/Walkthrough by AmuroNT1 (UntensuSyuu@aol.com) Version 2.0 (09/19/03) This FAQ uses Shift-JIS text. It's best read using a program like NJStar. EARLY WARNING!: This FAQ contains major plot spoilers for the anime series G-Gundam. If you haven't finished the series and do not wish to have the plot spoiled for you, either forget this FAQ or ignore the text blurbs at the start of each Stage section. Table of Contents 1. Introduction 1.1 Intro to SD Gundam 1.2 Intro to G-Gundam 1.3 Glossary of Terms 2. Game System 2.1 Comabt System 2.1.1 Move 2.1.2 Attack 2.1.3 Depart 2.1.4 Ascend/Descend 2.1.5 Capture 2.1.6 Transform 2.1.7 End 2.1.8 Extra Notes 2.2 Pre-Battle Screen 2.2.1 MS Purchase 2.2.2 Warship Purchase 2.2.3 Fleet Information 2.2.4 Dismantle Unit 2.2.5 End 2.3 In-Battle Screen 2.3.1 Auto-Sort 2.3.2 Group Creation 2.3.3 Battle Formation 2.3.4 Fleet Information 2.3.5 Class Change 2.3.6 Map Return 2.4 Battle Information 2.4.1 Warships 2.4.2 Leveling Up 2.4.3 Beam and MAP Attacks 2.4.4 Money and Occupation Points 2.4.5 Terrain Modifiers 2.4.6 Different Maps 2.4.7 Computer Strategies 3. Stages 4. Special Mode 5. Units 5.1 Mobile Suits/Mobile Fighters 5.2 Warships 6. Closing/Credits 1. INTRODUCTION 1.1 Intro To SD Gundam In 1979, writer Yoshiyuki Tomino created Kidou Senshi Gundam (Mobile Suit Gundam), the first Real Robot anime. In the past, sci-fi series had been either space operas like Yamoto/Star Blazers or Super Robot shows like Mazinger Z/TranZor Z. Gundam was entirely different; rather than having goofy-looking battle robots made by mad scientests, the humanoid comnat machines (named Mobile Suits) were mass-produced war machines, complimented by tanks, aircraft and infantry. The original series (often called "First Gundam" for short) often drew comparisons to America's Star Trek, especially since both were cancelled but found a wider audience in syndication. This success lead to the production of even more series, up until today, when there have been 9 television series, 4 OVAs, and 9 movies...and that's just the official stuff. Gundam media also covers countless manga, variation designs, and video games, including the SD Gundam series. Taking the popular form of Chibi-fied characters, Bandai produced a series of games that combined strategy RPGs with the ever-famous Gundam mecha. There were five games for the Super Famicom (Super Nintendo), labelled A Generation through F Generation, each covering a different era of the Gundam continuity. This FAQ deals with F Generation: Colony Kakutoki (Colony Battle Chronicle). 1.2 Intro To G-Gundam In 1994, Bandai created a new Gundam series to commorate the 15th anniversary of First Gundam. The result was Kidou Butouden G-Gundam (Mobile Fighter G-Gundam), featuring a new universe, free from the tight continuity of the Universal Century. The story takes place in Future Century 60, when the nations of Earth have moved most of their citizens into space colonies orbitting the planet. To prevent the outbreak of war, the United Colonies Federation organized a massive fighting tournament known as the Gundam Fight. Every four years, the colony nations construct a Gundam-type Mobile Fighter and send it to Earth along with its pilot, the Gundam Fighter. For eleven months, the Fighters battle each other and attempt to survive, preserving the head of their MF. On the twelfth month, the surviving Fighters gather in the nation of the previous champion and hold the finals. The last MF standing is declared "Gundam of Gundams" and its home nation wins the right to govern the Federation until the next Gundam Fight. But on the eve of the 13th Fight, things are a little more chaotic. A monstrous machine known as the Devil Gundam has fallen to Earth, intent of wiping out mankind. To counter this threat, Neo- Japan sends Domon Kasshu, a hot-blooded martial artist, as its Gundam Fighter along with Shining Gundam. His mission: hunt down and destroy the Devil Gundam and its thief, his brother Kyouji. If he wins, Neo-Japan will release his father, who was put in cryogenic stasis for treason for his creation of the Devil Gundam. As Domon roams the Earth looking for his brother, the starting bell in space rings! Gundam Fight! Ready, GO! Author's Note: With the American release of G-Gundam, Sunrise had a number of the Mobile Fighters' names changed for various reasons. For the purpose of completeness, this FAQ will use the Japanese names. For those who don't know all the Japanese names of the Gundams... American Name Nation Japanese Name ------------- ---------- ------------- Burning Gundam Neo-Japan God Gundam (G-Gundam) Dark Gundam DG Army Devil Gundam Shadow Gundam Neo-Germany Gundam Spiegel Noble Gundam Neo-Sweeden Nobel Gundam Hurricane Gundam Neo-Holland Nether Gundam Mandor Gundam Neo-Nepal Mandala Gundam Spike Gundam Neo-Mexico Tequila Gundam Royal Gundam Neo-England Johnbull Gundam Mummy Gundam Neo-Egypt Pharaoh Gundam Grizzly Gundam Neo-Canada Lumber Gundam Scythe Gundam Neo-Turkey Minaret Gundam Toro Gundam Neo-Spain Matador Gundam Desert Gundam Neo-Iraq(?) Scud Gundam* Raven Gundam DG Army Gundam Heaven's Sword Dark (Army, Navy, DG Army Death (Army et al.) Beast, Birdie, Dragon, Master) *Yes, Iraq gets a Gundam. It appears for about 7 seconds in Episode 2, where it's shown being beaten by Neo-America's Gundam Maxter with one punch. And remember, G-Gundam is almost 10 years old... 1.3 Glossary Of Terms Bits: A form of weapon used by Newtypes (psychics), bits are essentially beam guns mounted on a small, mobile unit which can operate by the pilot's mental commands. In G-Gundam, two Gundam Fighters use bits: George de Sand's Gundam Rose and its Rose Bits, and Master Asia's Master Gundam and its Juuni Ouhouhai attack. However, the bits in G-Gundam are controlled by computer and mental scans, eliminating the need for a Newtype pilot. Core Lander: In some Mobile Fighters, the backpack unit is actually a detachable hovercraft called a Core Lander which lets the Gundam Fighter travel quickly. To activate the Gundam, the Core Fighter must be attached to the back, loading the cockpit into the Gundam. In this game, the Core Landers can't be removed from the Gundams. DG Cells: A form of nanotechnology that makes up the Devil Gundam and most of its support units. The cells have three properties that add to Devil Gundam's nigh-indestructability: self-regeneration, self- replication, and self-evolution. These cells have been known to infect humans, Mobile Fighters, and even corpses for the purpose of survival. The only known way to remove the infection of DG Cells is through the power of the Shuffle Alliance's crests. Gundam: A distinctive form of Mobile Suit, a Gundam typically features a V-shaped fin on its "forehead", a humanoid face, complete with two eyes, a faceplate, and a chin, and is almost always more powerful than contemporary MS. In G-Gundam, all Gundams are Mobile Fighters. Gundam Fight International Treaty: The seven articles which govern the Gundam Fight. 1: A Gundam whose head is destroyed is immediately disqualified. Suppliment to Article 1: Injury or death caused accidentally during a Gundam Fight is not punishable. 2: Attacking the cockpit of an enemy is forbidden. 3: Any Gundam that is damaged but has its head intact may be repaired and continue fighting indefinitely. 4: A Gundam Fighter must protect his/her Gundam at all times. 5: All battles are held on a one-on-one basis. 6: A Gundam Fighter must always maintain the honor and dignity of his/her home nation. 7: The battlefield for the Gundam Fight is Earth. Suppliment to Article 7: Gundam Fighters cannot be punished for destroying property during Gundam Fight matches. Gundam Fighter: The technical term for the "pilot" of a Mobile Fighter. Unlike previous Gundam series, Gundam Fighters need not be skilled in mechanical operations to use their Gundams; instead, the Mobile Trace System makes it so that any reasonably fit person can control an MF. Mobile Armor (MA): Using the technology developed for Mobile Suits, Mobile Armors are large weapons that usually aren't humanoid in shape. Because they're so much larger than MS, MA can hold more powerful machines like I-Field generators and larger weapons. Some MS have the ability to transform into MA forms, which are faster but less capable at melee combat than their MS forms. Mobile Fighter (MF): The specialized MS used in the world of G- Gundam. MF are Gundams that use the Mobile Trace System and are exclusivly used in the Gundam Fight tournament. MFs are built to augment their Gundam Fighter's fighting abilities; therefore, a boxer's MF would have more powerful punches while a sniper's MF would have enhanced targetting sensors and a powerful rifle. Mobile Suit (MS): The name given to the humanoid battle machines used in the Gundam multiverses. MS tend to be between 20 and 60 feet tall (depending on the era they were produced) and weigh several tens of tons. Since they're human-shaped, MS weapons come in two forms: either built-in weapons, like the famous 60mm Vulcan Guns, or scaled- up versions of regular weapons, like rifles, swords, or bazookas. In G-Gundam, MS are used for colony defense or anything outside of the Gundam Fight. Mobile Trace System (MTS): The special cockpit system used in Mobile Fighters. Invented in FC 2, the MTS cockpit is essentially a bare sphere, with three "rings" surrounding it; the middle ring, running around the middle of the sphere, includes computers for diagnostic purposes. When the Gundam Fighter activates his/her Gundam, the top ring slides down and covers the pilot with a skin-tight battle costume that has antennae on the shoulders, wrists, ankles, hips, and down the back. These sensors copy the pilot's actions and transmit them to the Gundam, making it act exactly like the pilot (except in the case of transforming MFs like Gundam Heaven's Sword). This makes piloting a Gundam more dependant on physical prowess than piloting skill. Shuffle Alliance: A clandestine organization of the world's strongest fighters, the Shuffle Alliance maintains the honor and fairness of combat in the Earth Sphere. Its members are Queen the Spades, Jack in Diamonds, Club Ace, Black Joker, and the leader, King of Hearts. The members of the Alliance are marked with crests on the back of their right hands that can cleanse the infection of DG Cells. In the beginning of G-Gundam, Domon Kasshu is the current King of Hearts, having received the title from his mentor Master Asia. The old Shuffle Alliance is lead by Black Joker and passes their crests on to Chibodee Crockett (Queen the Spades), George de Sand (Jack in Diamonds), Sai Saisi (Club Ace) and Argo Gulski (Black Joker). The old Alliance also had their own unique MFs. Ultimate Attack: Just like Street Fighter and KOF, almost all of the Gundam Fighters have special attacks that defy logic and the laws of physics. A Gundam Fighter's ultimate attack is his finishing move, usually reserved for the very end of the fight. Some ultimate attacks are more powerful than others; Neros Gundam's Silver Legs is nowhere near as strong as Gundam Spiegel's Sturm Und Drang. The best ultimate attacks in G-Gundam are the "Finger" attacks used by Shining, God and Master Gundams, which charge the Gundam's hand with energy and make destroying the enemy's head much easier. In F Generation, a MF's ultimate attack is its most damaging and most expensive attack. 2. GAME SYSTEM 2.1 Combat System 2.1.1 Move 移動 Every unit, except for Guards, have a Movement rating. This, obviously, determines how many squares they can cover in a single turn's action. One factor that affects the unit's movement is its Terrain Rating, which will be covered later. Depending on how well your unit can move over certain terrains, it can get extra movement or none at all. If a warship moves, it automatically ends its turn. 2.1.2 Attack 攻撃 You can't win a fight through pacifism, so you'd better learn how to attack appropriately. Each unit has between one and four different attacks, all of which have three important stats: Range, Damage, and EN Cost. Range determines exactly how many squares the attack can hit; it's listed as a pair of numbers, showing the minimum and maximum distance at which you can attack. For example, 60mm Vulcan Guns have a Range of 1~2, meaning they can hit anything from one to two squares away. Damage is an abstract rating of how hard the attack hits, which tells you what to use in what situations. EN Cost shows how much Energy the attack will consume from your unit. If you have too few EN to use an attack, its name will be grayed out on the screen. Be sure to conserve your EN; if the enemy is really low on HP, use a weaker, cheaper attack so you can still fight. MS can restore EN by docking with their warships, while warships can restore theirs by landing in a friendly occupation point. 2.1.3 Depart 出撃 This option is only selectable by warships that currently hold MS. It allows you to release the MS, giving them a full movement away from the warship. If there are still MS in the warship, you will be returned to the unit list and can release as many as you want. This action can be performed after the warship has ended its turn, so you can effectively get the combination of the warship and the MS' movement. However, when an MS departs its warship, its turn is over. 2.1.4 Ascend/Descend 上昇/上陸 This option is only selectable by a unit which has ratings for both Ground and Air. The Ascend command makes the unit move from Ground to Air, while Descend makes the unit move from Air to Ground. 2.1.5 Capture 回収 This option is only selectable by warships with empty space that are near surrendered MS. To make an enemy MS surrender, destroy its warship and it will display a white flag and stop fighting. When you capture a unit, it sits in your warship, useless until the end of the stage. Afterwards, there will be a screen where all the captured units change from red to blue and join your side. Surrendered units are effectively destroyed until they're captured; if all enemy warships are destroyed, the stage ends. Only surrendered units inside a warship at the end of the stage are captured. Unlike the G- Generation games, you can make any MS surrender, even if it's a big- name character's MS like Sazabi, The-O, or Master Gundam. Also, if some of your units surrender, you can use the Capture command to reclaim them, making them available to fight again. 2.1.6 Transform 変身 This option is only available to units that have two different forms. This allows you to change between its forms freely. In almost every instance, the MS form is harder to hit and more capable of fighting, while the MA form has heavier armor and better movement. 2.1.7 End 確定 After your unit has done everything it can, you can use the End command to end its turn. Units that have ended their turn are marked with an E in the lower right corner of their portraits. Note that after a warship moves, its turn is automatically ended. Also, any unit that attacks has its turn ended. Ascending and Descending also ends the unit's turn. 2.1.8 Countering When you find yourself under attack from an enemy unit, a screen will pop up and prompt you to counter the attack in some way. The three options are (in order): Counterattack (武器), Defend (防御), Dodge (回避). Counterattack works like a regular attack, except that you can only use attacks that hit the enemy; if someone shoots at you from two squares away, you can't counter with a beam saber. Defend reduces the amount of damage you take from attacks, but never totally negates it. Dodge decreases the hit percentage of the enemy's attack; if they miss, you take no damage. When the Counter screen pops up, you'll see the name of your unit on the left, the attacking enemy on the right, and the attack they're attempting with a hit percentage. If the percentage is high, you should probably Defend. Use Dodge if you can lower their hit percentage to under 50%, the lower the better. If you want the opportunity for a free attack, choose Counterattack. 2.1.9 Extra Notes In combat, you can receive extra money at the end by occupying certain points on the map. For Ground stages, the occupation points will be cities, and for Space stages they'll be colonies. If a warship ends its turn on an occupation point, the point will change to the appropriate color; afterwards, if a unit ends its turn on a friendly point, its HP and EN will be partly restored. If an MS ends its turn inside its warship, its HP and EN will be recovered slightly. Some units have special unique commands. For example, Gundam Spiegel and Johnbull Gundam have the Dummy (ダミー) Command, borrowed from the other SD Gundam games. When used, it negates the next attack made against the target. Using Dummy ends the unit's turn. 2.2 Pre-Battle Screen This is the screen that comes up between two combat stages. You get four different options to prepare for the next battle, and one to continue on. 2.2.1 Manufacture MS MS 生産 This displays the stats for certain MS along with a price and your current credits. You can buy a Level 1 MS for the price listed, adding them to your roster. To purchase an MS, select it from the list and press A. A red cursor will appear along with the message "Press A Button". Press A again to confirm and add the MS to your line-up. Note that not every MS in the game may be purchased; if the unit has a price listed in the index, it was calculated using the Dismantle Unit option (see below). 2.2.2 Manufacture Warship 戦艦生産 This is essentially the same as MS Purchase, except it allows you to buy warships so you can get as many MS into combat as possible. Warships have the same basic stats as MS, except that they don't progress levels; instead they have a capacity, which shows how many MS they can hold at maximum. 2.2.3 Fleet Summary 一覧 Use this option to see the individual statistics for the MS and warships you own. Units are grouped by type, then by level from left to right. Transformable units can be transformed by pressing X. 2.2.4 Dismantle Unit 解体 If you have a unit you think is just warming the bench, wasting space, or otherwise not worth its while, you can use this command to dismantle the unit. Highlight the unit you want to scrap and press A, and a red cursor will appear above it. Press A again to confirm and eliminate the unit for good. Destroying a unit adds half its purchase price to your current money. 2.2.5 End 終ろ When you're done with pre-battle preparations, use this command to progress on to the next stage. 2.3 In-Battle Screen If you press A while highlighting your base, this menu will pop up, allowing you to set up your battle team. 2.3.1 Auto-Formation オート結成 Using this command will automatically make combat groups for you by putting all available MS in warships in order. This command is not recommended as it tends to put bad Mass-Production units in your prized warships. 2.3.2 Group Formation グループ結成 Selecting this option opens a menu with a list of your available warships. Selecting one will open a menu of all your available MS and a chart showing your warship's current load. You can select MS to occupy the warship and have a battle group. This is the only way to add units to combat other than those who begin combat on the map. 2.3.3 Launch 発進 This displays the list of warships and MS currently in battle. The top section shows warships that are either on the map (grayed out) or waiting to be launched. The bottom section shows warships that are sitting out. To switch a warship from one list to another, highlight it and press A. 2.3.4 Fleet Summary 一覧 The same as the pre-battle screen; lets you look at the stats for the MS and warships in your base. 2.3.5 Class Change クラス・チエンジ If you manage to get a MS up to Level ACE, then you can upgrade it to a more powerful form using this command. The menu will show all your MS, with ACEs lit up. To upgrade a unit, highlight it and the boxes at the bottom of the screen will display what it can be upgraded to. The left option gives a +1 bonus to the MS' Attack while the right option gives a +1 to Defense. Some units can only be upgraded to one form; in that case, they get +1 to Attack. If possible, save before you upgrade so you don't end up with a unit you don't want. 2.3.6 Map Return マップ戻る When you're done with your preparations, use this command to return to the map. If you added any groups to the battle list, they'll immediately pop up at the base and be given a movement. If you cancel the move, the warship is returned to base and will need to be selected using the Battle Formation command again. 2.4 Battle Information There are several important things you need to know about the battles in SD Gundam. 2.4.1 Warships You can't send units into battle without a Warship, so you're always given at least one. When you send your Warship into battle, don't expect to use it like an AEGIS Cruiser; they're too important. If a Warship is destroyed, all its MS immediately surrender, making them open to Capture or easy pickings for Experience. Also, when you move an MS, you'll notice a yellow display centered around its home Warship. This is the ship's Zone of Control. As long as you stay within it, everything's fine. However, if you leave it, "WARNING!" will appear above the MS, letting you know that it's in deep trouble. When an MS is outside its Warship's zone, its accuracy and evasion drop drastically, leaving it open to all kinds of pain. 2.4.1 Leveling Up If you look at the stats for your MS, you'll notice that they have an EXP listing, followed by a fraction. This indicates the MS' current experience points. For those who've never played an RPG or strategy game before, you earn EXP by defeating enemy units. The first number listed is your current EXP while the second is the number you need to level up. For example, Shining Gundam starts at 0/85; that means it has no EXP and needs 85 points to go to the next level. After Level 3, the MS reaches Level ACE, which means it's as powerful as it'll get in its current form and can be upgraded into a new unit (see Class Change, above). 2.4.2 Beam and MAP Attacks There are certain classifiers for attacks; the two that appear in this game are Beam and MAP. Beam attacks tend to be more accurate and are represented by the beam rifles used by the Death Army and Nobusshi MS. MAP (Mass Attack Power) Attacks are commands that have no battle animation; they simply hit a section of the battlefield all at once. To use a MAP Attack, the MS must stay in one location for a single turn (departing a warship counts for this movement). Examples of MAP Attacks in this game include Bolt Gundam's Zakaretsu Gaia Crusher and Nether Gundam's Nether Typhoon. 2.4.3 Money and Occupation Points You earn a set amount of money after each battle, based off how you won. If you destroyed all enemies, you get 150 credits; if you infiltrated the enemy base, you get 50. To increase this amount, you must occupy certain locations on the map, called Occupation Points. To gain control of an Occupation Point, one of your MS must end its turn on the point, which will make it change to your color. Allied Occupation Points are useful to heal your warships; if you end a warship's turn in one, its HP and EN will be restored partially. At the end of battle, each Occupation Point is worth a certain amount of bonus money. 2.4.4 Terrain Modifiers Among the stats for your units is a Terrain Modifier. This is a score, ranked from A to D, which shows how well suited the unit is to traversing a certain type of terrain. There are four terrain types: Space (top of the diagram), Ground (right), Air (left), and Water (bottom). A B rating means that your unit can move a number of squares equal to its Move rating. A higher rating increases the amount of spaces you can move, while a lower rating reduces it. If the unit has a dash (-) listed for a terrain, it can't move on that terrain at all. 2.4.5 Different Maps In some situations, there will be more than one battle map. Such situations typically include an Earth-based battle with both Ground and Space maps, or a space battle with a colony, asteroid or the Moon. To change your view to another map, press Select. The ability to move a unit from one map to the other depends on the stage. In a Ground and Air situation, all you need to do is select the Ascend or Descend command where appropriate. For Space and Ground maps, you can change to the Ground map by moving the unit onto the image of the other location (colony, Moon, etc.). To go from a colony to Space, move the unit onto the airlock (the metal boxes located near the edges of the map). To go from an asteroid or the Moon to Space, you need to have a mass driver Occupation Point (looks like a ramp curving upwards). To use it, move the warship onto the Point, then next turn there will be a new command above End which will Catapult your warship back into Space. 2.4.6 Computer Strategies No matter what game of SD Gundam you're playing, the AI uses similar tactics. It prefers to sneak a warship around to your base and take over quickly, especially if there are two maps (check the second map immedately). If an MS is damaged but not destroyed, it will return to its warship and heal up; by the same token, a heavily damaged warship will take up its units and run for the nearest Occupation Point to restore itself. And of course, the computer loves to pick on the little guys, damaging a single weak unit and having all its units pound that unit until it blows up. 3. STAGES 3.1 Stage 1 "You may have those silver legs...but I have these golden fingers!" -Domon Kasshu Mission: Destroy Bud Carrier (Neros Gundam) Victory Conditions: Defeat all enemies, invade enemy base Lose Conditions: All allies defeated, allied base invaded Maps: 1 (Ground) Occupation Points: 9 Guest Units: Bud Carrier (Shining Gundam) Enemy Units: Bud Carrier (Neros Gundam) This is the first stage, so obviously it's going to be easy. It recreates the first episode of G-Gundam (somewhat), as Domon Kasshu of Neo-Japan battles the Mafia boss Michelo Chariot and his Neros Gundam. Pretty straightforward, but it's still worth documenting. And to begin with, let's get acquainted with your first Mobile Fighter... SHINING GUNDAM: Shining Gundam is quite a powerful unit. As with most MFs, its main focus is on melee combat, so expect to get up in their faces with this guy. The Beam Sword is a solid, dependable melee attack; high damage for low EN. The Vulcans are, as with all Gundams, forgetable unless you've used all your EN up already. The Shining Finger is a great attack; powerful and with good range, though it can only be used once without healing. Shining Shot is your only real ranged attack, and it's about as good as your Beam Sword. The only real stumbling block for Shining Gundam is its prohibitively high EXP, which might ward you off. But it can upgrade to the incredible God Gundam, so keep at it. And as a side note, an ACE Shining Gundam transforms into Super Mode when it uses the Shining Finger. BUD CARRIER: In the G-Gundam anime, this warship was used exclusively by Neo-Japan, but since there are so few warships, it pops up a lot. For a basic, one-unit warship it's not bad, but don't send it into heavy battle and expect to win. All in all, it's mediocre at best. STRATEGY: This stage is pretty straight-forward. All you have to do is toast Neros Gundam and its Bud Carrier to win. If you look at the stats for Neros Gundam, you'll notice something: it sucks in comparison to Shining. In fact, if you have any trouble with this guy, you should quit now. I swear I beat him with a critical hit while using my 60mm Vulcan Gun. Along the way, you can probably grab two to three Occupation Points for some extra cash. Just use this stage to get adjusted to the game engine. 3.2 Stage 2 "And the pilots fight! And they fight! And they continue fighting..." -Stalker Victory Conditions: Defeat all enemies, invade enemy base Lose Conditions: All allies defeated, allied base invaded Maps: 1 (Ground) Occupation Points: 9 Guest Units: Bud Carrier (Gundam Maxter), Bud Carrier (Dragon Gundam), Bud Carrier (Gundam Rose), Gorby (Bolt Gundam) Enemy Units: Bud Carrier (Johnbull Gundam), Bud Carrier (Tequila Gundam), Bud Carrier (Mermaid Gundam), Bud Carrier (Mandala Gundam), Bud Carrier (Nether Gundam) Summarizing about 10 episodes of the original plot, this stage teams up the five hero Gundams (Japan, America, China, France and Russia) to take on five Gundams from other nations. Now, let's get acquainted with your new friends. GUNDAM MAXTER: Neo-America's boxing-themed Gundam is just as specialized for close-quarters combat as Shining Gundam. Since you can only hit out to a range of 5 at best, you should stick with your strengths and stay close. Your best attack is the Gounetsu Machinegun Punch, but since it's an ultimate attack, you can only use it once before having to return to your warship. Otherwise, just pound away with your punches (the Gigantic Magnum seems to do less damage) and go for it. DRAGON GUNDAM: Before anyone says it, Gundam Wing's Shenlong was inspired by this guy, not the other way around. That having been said, Neo-China's Gundam ought to be a surprise to you. With its Dragon Fire attack (a variation on the incoms from other SD Gundam games), you get great range. This Gundam's ultimate attack (Shin Ryusei Kouchoken) is supposed to be the second strongest so far, but I find that it's actually not that good. Use your other attacks and this guy will be an asset to your team. GUNDAM ROSE: Neo-France's Gundam, like Dragon, has a high-range attack; its Rose Bits. Though this attack costs a fair amount of EN, it's still your best attack since it does good damage and is next to impossible to dodge. The Rose Hurricane is a standard ultimate attack: hard-hitting but expensive. Save it for destroying warships. BOLT GUNDAM: Neo-Russia's Gundam is the second-toughest in the bunch (after Shining, of course). However, it's evem more limited than the others due to the fact that only three of its attacks are universally useful. Its ultimate attack, Zakaretsu Gaia Crusher, is a MAP attack that hits everything in a straight line out to 10 squares away (rotate it with L and R). It has decent hitting power and can halve a Bud Carrier's HP in one shot. Definitely use this guy, as he upgrades into the powerful Master Gundam. GORBY: The Neo-Russian transport plane, this warship is much better than the standard Bud Carrier you've been using before now. After this stage, you'll probably put all your Gundams in this one. One important note: The Carpet Bombing attack can only be used while you're on a Air map, and hits a radius of 3 squares directly below Gorby's position. STRATEGY: This stage isn't actually much of a challenge, either...a bit disappointing. Right off the bat, the enemy Gundams are spread out in a V-formation and are near almost all of the Occupation Points. From left to right, the Gundams are Nether, Johnbull, Mandala, Mermaid and Tequila. If you want some cheap levelling, send Rose to fight Nether, Maxter against Johnbull, and have Shining, Bolt and Dragon triple-team the other three. Just remember two things: 1) If the enemy gets an Occupation Point, they can make your life a living hell; 2) MIND THE BUD CARRIERS! The first time I played this stage, Nether Gundam destroyed Rose's warship, making it surrender and losing me a valuable member of the party. Also, the Gorby has enough space to hold a few captured Gundams, but only Mandala is better than average, so you might just grab some fodder for the next level (believe me, you'll need it...) 3.3 Stage 3 "Come on...the Devil Gundam - and your dear brother - are waiting." -Master Asia Victory Conditions: Defeat all enemies, invade enemy base Lose Conditions: All allies defeated, allied base invaded Maps: 2 (Ground, Sky) Occupation Points: 8 Guest Units: MAP 1: 2x Neo-Japan Shuttle (3x Nobusshi); MAP 2: Warriors' Stealth Shuttle (Shuffle Spade [MA], Shuffle Diamond [MA], Shuffle Club [MA], Shuffle Joker) Enemy Units: MAP 1: Armed Shuttle (Master Gundam, 4x Death Army), 4x Armed Shuttle (5x Death Army) The first major story arc in G-Gundam centers on Domon returning to Neo-Japan when he hears that the Shinjuku district of Tokyo is under attack. When he arrives, he discovers countless hordes of the one- eyed Death Army Mobile Suits, piloted by reanimated corpses. He also encounters his former teacher, Master Asia. Though they work together for a time, Master reveals that he's in league with the Devil Gundam and wants Domon to join their ranks. But our boy isn't about to go down without a fight...and he's got some new friends to help him. NOBUSSHI: Neo-Japan's mass-produced colony defense Mobile Suits, Nobusshis are made to resemble the GM from the original 1979 Gundam series. Sadly, these units fare about as well as their inspiration did. Nobusshis are thorughly useless. Look at their stats; even Neros Gundam is better, and you can almost destroy THAT in a single hit. Don't even bother with these losers; throw them at the Death Army as a diversion. SHUFFLE SPADE: The first of the four Shuffle Alliance's custom Gundams, Spade was designed to emphasize its pilot's skill with daggers. However, that doesn't mean it's limited to only melee attacks; it also hits at a range with the Spade Dagger. Still, it's not as useful as it seems. SHUFFLE DIA: The second of the Shuffle Alliance's MFs, this unit relies upon fire-based attacks. Regardless, it has basically the same attacks as Spade. It has better HP than Spade, but lower Attack. Therefore, it's only sort of useful. SHUFFLE CLUB: The third Shuffle Alliance Gundam, this unit makes use of shoulder-mounted beam cannons. But once again, it's simply a carbon copy of the other two SA Gundams, except with mediocre HP and the lowest Attack and Defense. How can the world's greatest fighters have such lousy Gundams? SHUFFLE JOKER: Okay, I take it back; not all of the SA's Gundams suck. Joker, the only non-transforming Shuffle Gundam, is a great improvement over the other three. It has much higher HP, the second- best attack, the best defense, and unique attacks. And if you notice that I haven't said anything about the Shuffle Flush attack they all share, that's because I haven't gotten it to work. If you do, drop me a line and I'll give you credit for the info. NEO-JAPAN SHUTTLE: This looks almost Star Trek-like, doesn't it? Comparing this warship to the Gorby, you'll notice that it has higher EN, MUCH higher attack, and one extra attack. However, the Gorby wins in every other department, especially carrying capacity (5 to 3). Consider the Neo-Japan Shuttle a weak alternative to the Gorby. ARMED SHUTTLE: You'll see a lot of this thing carrying Death Army MS, and it's pretty good; it actually outweighs the Gorby in most categories. But if you want more, you'll have to buy them; the game only ever gives you one. STRATEGY: Wow, it looks like they were saving all their nasty so far for this stage. You have to contend with Master Gundam and 24 Death Army MS, but at least you get the help of the Shuffle Alliance and the (ugh) Nobusshis. The Death Army are pretty weak; a single ultimate attack should take one out; however, this can prove problematic since all the UAs can only be used once without healing. If you seriously doubt you can fight them all off, just load your Gundam team from the last two stages into the Gorby and plow straight through Master's shuttle, using the Alliance and Nobusshi as shields. Unlike later G-Generation games, you can actually capture Master Gundam, which is the third-most powerful MF in the game. It makes the next two stages MUCH easier. 3.4 Stage 4 "You need to attain a state of perfect tranquility, like a calm pool of water." -Schwarz Bruder Victory Conditions: Defeat all enemies, invade enemy base Lose Conditions: All allies defeated, allied base invaded Maps: 2 (Ground, Sky) Occupation Points: 9 Guest Units: MAP 1: Bud Carrier (Gundam Spiegel); MAP 2: Bud Carrier (God Gundam) Enemy Units: MAP 1: Armed Shuttle (Master Gundam, 4x Death Army), 2x Armed Shuttle (5x Death Army), 2x Armed Shuttle (5x Death Navy); MAP 2: 2x Armed Shuttle (5x Death Birdie) After suffering a defeat at the hands of the Devil Gundam in Shinjuku, Domon heads to the Guyana Highlands, where he was originally trained by Master Asia. He undergoes rigorous training in the hopes of mastering his unpredictable Super Mode. Along the way, Neo-Germany's mysterious Schwarz Bruder plays the role of mentor and tricks the other four Shuffle Alliance members into coming along. Just before the finals start, Master Asia arrives with an army of Death MS, but Domon's new Gundam is on its way... GOD GUNDAM: The finals-only Gundam for Neo-Japan, God Gundam is a real piece of work. Its power dwarfs Shining Gundam greatly (and just about everything else as well). While it retains the Beam Sword and Vulcan attacks from the original, G-Gundam gets two Ultimate Attacks: Bakunetsu God Finger, a stronger Shining Finger and Sekiha Tenkyoken, a powerful ranged attack. If you don't use this, you might be afflicted. Note that if you've been diligently levelling up your Shining Gundam, you can have two God Gundams at this point... GUNDAM SPIEGEL: Neo-Germany's Gundam is inspired by...ninjas? Oh well, this Gundam is a real powerhouse. It can hit at a decent range with its Iron Net attack, and has enough EN to use its Sturm Und Drang attack more than once before healing. The German Ninjitsu attack makes Spiegel trade places with the enemy it targets, nice if you teleport a powerful opponent into a mass of allies. And since this Gundam can be upgraded into either God or Devil Gundam, it's well worth the effort. STRATEGY: In this stage, the enemy simply tries to take your base with a three-pronged attack of ground, air and water units. The funny thing is, it leaves their base next to defenseless. Send in two ships: one to defend the base and another to cross the river and meet up with God Gundam. Have the second team head down to the lower right corner of the map to the enemy's base and break through for the win. 3.5 Stage 5 "The final battle will be held here, on Lantau Island!" -Wong Yun Fat Victory Conditions: Defeat all enemies, invade enemy base Lose Conditions: All allies defeated, allied base invaded Maps: 2 (Ground, Sky) Occupation Points: 8 Guest Units: MAP 1: Bud Carrier (Nobel Gundam), Neo-Japan Shuttle (Rising Gundam) Enemy Units: MAP 1: Ulube National Warship (Devil Gundam, Master Gundam, Gundam Heaven's Sword, Grand Gundam, 4x Death Army), Ulube Defense Warship (Neros Gundam, 6x Death Army), Ulube Defense Warship (Johnbull Gundam, 6x Death Army), Ulube Defense Warship (Walter Gundam, 6x Death Army), 2x Ulube Defense Warship (6x Death Birdie) MAP 2: 2x Ulube Defense Warship (6x Death Birdie) After escaping the Guyana Highlands, Domon arrived in Neo-Hong Kong just in time to qualify for the Gundam Fight finals. Competing through a series of qualifying matches, the remaining fighters earned the chance to participate in the Battle Royale on Lantau Island. But it soon becomes apparent that things aren't on the level when the Devil Gundam bursts onto the scene. But for this final battle, you have some new friends... NOBEL GUNDAM: The excessively popular sailor-suited Gundam of Neo- Sweeden has a less-than-stellar showing in F-Generation. Its best attack, Berserker Mode, has a range of 1, and its other attacks and low HP are a major disadvantage. It upgrades to the Shuffle Joker, but that's assuming you can keep it alive long enough. RISING GUNDAM: The partner of Shining, Rising is piloted by Rain, Domon's assistant and lover. But like Nobel, this Gundam just can't compare to your team as it already exists. It's no great waste throwing this thing to the lions (or DG Army) as a distraction. STRATEGY: Believe it or not, the final battle can actually be a complete cakewalk for you if you know how to do it right. All the enemy units except for the Ulube National Warship and its units will come at you in waves. Simply guard your base and take out the waves of cannon fodder. If you want free experience and decoys, destroy the battleships, then kill the surrendered units at your leisure. After that, head back to your base to heal, upgrade ACE'd units and convert captured enemies into allies. Then load up in your warships and fly towards the island. To get over the beam ropes, you'll have to use the Ascend command on the warships, then move and Descend once you're within the ropes. Of course, you can use your Gorbys to Carpet Bomb the DG Army, but remember that they recover a flat 2500 HP each turn. To finish the stage, land and either beat down on the enemies (only Master and Devil are a challenge) or storm the base. Congratulations on winning! 4. Special Mode When you complete the game, you'll get the chance to play in a series of new stages based upon the maps from the Story Mode stages. Of course, to make things more fun, these stages are a lot more difficult and they place limits on the number of warships you can have...enjoy! 4.1 SP Stage 1 Map 1: Neo-Italy (Stage 1) Map 2: Sky Occupation Points: 9 Enemy Units [Level 1] 4x Neo-Japan Shuttle (3x Busshi) [Level 2] Bud Carrier (Neros Gundam), 7x Neo-Japan Shuttle (3x Busshi) [Level 3] Gorby II (Gundam Maxter, Gundam Rose, Dragon Gundam, Bolt Gundam, Shining Gundam), 4x Armed Shuttle (4x Death Army, Death Birdie), 6x Neo-Japan Shuttle (3x Busshi), 7x Pirate Ship (5x Nether Gundam) Warship Limit: [Level 1] 4; [Level 2] 8; [Level 3] 18 Notes: This stage is pretty straight-forward. In the first two levels, you just take on a bunch of Busshis, Neo-Japan's colony defense MS, which are even more pathetic than the Nobusshi. Things get interesting at Level 3 when you fight the heroes' Gundams, several Death MS, and 35 Nether Gundams. Yes, 35 windmill-shaped Gundams. What an army... 4.2 SP Stage 2 Map 1: Earth (Stage 2) Map 2: Sky Occupation Points: 9 Enemy Units [Level 1] MAP 1: Bud Carrier (Neros Gundam), Bud Carrier (Nether Gundam), Bud Carrier (Nobel Gundam), Pirate Ship (Rising Gundam, Tequila Gundam, Mandala Gundam, Mermaid Gundam, Johnbull Gundam) [Level 2] MAP 1: 5x Armed Shuttle (2x Death Army, 3x Death Birdie), 3x Neo-Japan Shuttle (3x Nobusshi); MAP 2: 2x Gorby (Shuffle Spade, Shuffle Dia, Shuffle Club, Death Army) [Level 3] MAP 1: Bud Carrier (Neros Gundam), Bud Carrier (Johnbull Gundam), Bud Carrier (Mandala Gundam), Bud Carrier (Mermaid Gundam), 4x Neo-Japan Shuttle (3x Busshi), 4x Neo-Japan Shuttle (3x Nobusshi); MAP 2: 4x Armed Shuttle (2x Death Army, 3x Death Birdie), 3x Gorby (2x Death Army, 3x Death Birdie) Warship Limit: [Level 1] 4; [Level 2] 10; [Level 3] 20 Notes: This stage mostly resembles the basic version inasmuch as it's a giant fight between Gundams. But as usual, things get dicey with the addition of Death MS and the Shuffle Alliance. 4.3 SP Stage 3 Map 1: Neo-Japan (Stage 3) Map 2: Sky Occupation Points: 8 Enemy Units [Level 1] MAP 1: Bud Carrier (Neros Gundam), Bud Carrier (Johnbull Gundam), Bud Carrier (Mandala Gundam), Bud Carrier (Mermaid Gundam); MAP 2: Gorby (Shuffle Spade, Shuffle Dia, Shuffle Club, Shuffle Joker) [Level 2] MAP 1: Neo-Japan Shuttle (Neros Gundam, 2x Busshi), Neo- Japan Shuttle (Mermaid Gundam, 2x Busshi), Neo-Japan Shuttle (Johnbull Gundam, 2x Busshi), Neo-Japan Shuttle (Mandala Gundam, 2x Busshi), Neo-Japan Shuttle (Nobel Gundam, 2x Busshi); MAP 2: 4x Gorby (3x Nobusshi), Gorby (Shuffle Spade, Shuffle Dia, Shuffle Club, Shuffle Joker) [Level 3] MAP 1: Neo-Japan Shuttle (Gundam Maxter, 2x Neros Gundam), Neo-Japan Shuttle (Gundam Maxter, 2x Mermaid Gundam), Neo-Japan Shuttle (Gundam Maxter, 2x Johnbull Gundam), Neo-Japan Shuttle (Bolt Gundam, 2x Mandala Gundam), Neo-Japan Shuttle (Gundam Maxter, 2x Nobel Gundam), 8x Neo-Japan Shuttle (3x Busshi); MAP 2: Ulube Defense Warship (Master Gundam, 6x Death Birdie), Ulube Defense Warship (Gundam Heaven's Sword, Walter Gundam, Grand Gundam, Devil Gundam) Warship Limit: [Level 1] 6; [Level 2] 10; [Level 3] 22 Notes: Once more, it's a big battle of Gundam vs Gundam in Level 1. But things get tough in Stage 2 when those same Gundams each get two Busshis for support, along with 12 new Nobusshi. In Level 3, you'll have to deal with tougher Gundams supported by weaker ones (hope you like Maxter!) and your first battle against the Devil Gundam and its minions. 4.4 SP Stage 4 Map 1: Guyana Highlands (Stage 4) Map 2: Sky Occupation Points: 9 Enemy Units [Level 1] MAP 1: 3x Neo-Japan Shuttle (3x Deaty Navy), Gorby (Gundam Spiegel, 4x Nobusshi), Gorby II (Neros Gundam, Mermaid Gundam, Johnbull Gundam, Mandala Gundam), Gorby II (Nether Gundam, Nobel Gundam, Rising Gundam, Tequila Gundam) [Level 2] MAP 1: Gorby (Gundam Spiegel, 4x Nobusshi), 5x Pirate Ship (5x Death Navy), Gorby II (Neros Gundam, Mermaid Gundam, Johnbull Gundam, Mandala Gundam), Gorby II (Nether Gundam, Nobel Gundam, Rising Gundam, Tequila Gundam); MAP 2: 4x Gorby (3x Nobusshi) [Level 3] MAP 1: 5x Pirate Ship (3x Death Navy), 8x Neo-Japan Shuttle (3x Nobusshi), Gorby (Shuffle Spade, Shuffle Dia, Shuffle Club, Shuffle Joker), Ulube National Warship (2x Gundam Heaven's Sword, 2x Walter Gundam, 2x Grand Gundam, Master Gundam, Devil Gundam), Ulube Defense Warship (Gundam Heaven's Sword, 5x Neros Gundam), Ulube Defense Warship (Walter Gundam, 5x Nobel Gundam), Ulube Defense Warship (Grand Gundam, 5x Johnbull Gundam), Ulube Defense Warship (Master Gundam, Nether Gundam, Rising Gundam, Tequila Gundam, Mermaid Gundam, Mandala Gundam); MAP 2: 4x Gorby (Shuffle Spade, Shuffle Dia, Shuffle Club, Shuffle Joker) Warship Limit: [Level 1] 6; [Level 2] 12; [Level 3] 24 Notes: One of the more frustrating things about this stage is fighting lots of Gorby IIs in addition to those pesky second-string Gundams. In Level 2, the computer tries to sneak those Gorby IIs in from the other side (in Stage 3 is uses the Gorby and Shuffle Alliance). And once more, the Devil Gundam and its Four Kings appear to menace you. 4.5 SP Stage 5 Map 1: Neo-Hong Kong/Lantau Island (Stage 5) Map 2: Sky Occupation Points: 8 Enemy Units [Level 1] MAP 2: Neo-Japan Shuttle (Shining Gundam, Rising Gundam, God Gundam), 7x Neo-Japan Shuttle (3x Nobusshi) [Level 2] MAP 2: 7x Neo-Japan Shuttle (3x Nobusshi), 4x Gorby (Shuffle Spade, Shuffle Dia, Shuffle Club, Shuffle Joker), Gorby II (Shining Gundam, Rising Gundam, God Gundam, Gundam Spiegel, Master Gundam, Nobel Gundam) [Level 3] MAP 2: 12x Neo-Japan Shuttle (Busshi, 2x Nobusshi), 3x Ulube Defense Warship (7x Death Birdie), Armed Shuttle (Neros Gundam, Mermaid Gundam, Johnbull Gundam), Armed Shuttle (Nether Gundam, Tequila Gundam, Mandala Gundam), Ulube National Warship (Gundam Heaven's Sword, Walter Gundam, Grand Gundam, Master Gundam, Devil Gundam, 3x Death Birdie), Gorby II (Shining Gundam, Rising Gundam, God Gundam, Gundam Spiegel, Nobel Gundam), Gorby (Shuffle Spade, Shuffle Dia, Shuffle Club, Shuffle Joker), 3x Bud Carrier (Gundam Maxter), Bud Carrier (Bolt Gundam) Warship Limit: [Level 1] 8; [Level 2] 12; [Level 3] 26 Notes: Wow, now you're fighting Team Japan with the Nobusshis and all three Neo-Japanese Gundams. For this stage, you start on Lantau Island and the enemy starts on the opposite end of the sky map. In Level 2 they add more Nobusshis, the Shuffle Alliance and more Gundams. Level 3 is a nightmare: it's a hit parade of almost every Gundam in the game. Just do your best and hold onto that island! 5. Unit List This section is an alphabetized list of all the units that appear in the game. The Mobile Suits and Fighters are listed first, then the Warships afterwards. 5.1 Mobile Suits/Mobile Fighters ボルトガンダム Bolt Gundam (900 credits) HP: 17100 Attack: 28 Terrain Ratings: EN: 99 Defense: 28 Ground: A; Space: B Move: 5 EXP: 0/70 Air: D; Water: C Upgrades: Grand Gundam (A+1), Master Gundam (D+1) Attack Name Range Damage EN Cost Tackle 1~1 24 2 60mm Vulcan Guns 1~2 10 3 Graviton Hammer 2~4 36 25 Z.Gaia Crusher MAP 60 35 ブッシ Busshi (20 credits) HP: 7000 Attack: 10 Terrain Ratings: EN: 42 Defense: 13 Ground: C; Space: B Move: 4 EXP: 0/20 Air: -; Water: - Item: Dummy Balloon (Gives "Dummy" command, avoids next attack) Attack Name Range Damage EN Cost Heat Hawk 1~1 25 5 Beam Cannon (B) 2~3 24 5 Cracker 3~3 34 2 デスアーミー Death Army (50 credits) HP: 7400 Attack: 12 Terrain Ratings: EN: 50 Defense: 14 Ground: A; Space: C Move: 4 EXP: 0/20 Air: -; Water: - Upgrades: Neros Gundam (A+1), Tequila Gundam (D+1) Note: Press Y on the Unit Stats or Depart Screens to change this unit into the Death Birdie or Death Navy. Attack Name Range Damage EN Cost Tackle 1~1 24 2 Beam Rifle (B) 2~3 19 7 デスバーディ Death Birdie (50 credit) HP: 7400 Attack: 12 Terrain Ratings: EN: 50 Defense: 14 Ground: D; Space: - Move: 4 EXP: 0/20 Air: A; Water: D Upgrades: Neros Gundam (A+1), Tequila Gundam (D+1) Note: Press Y on the Unit Stats or Depart Screens to change this unit into the Death Army or Death Navy. Attack Name Range Damage EN Cost
Tackle              1~1    24     2
Devil Missile       2~3    22     8
Beam Cannon (B)     2~4    25     9

デスネービー Death Navy (50 credits)
HP: 7400  Attack: 12   Terrain Ratings:
EN: 50    Defense: 14  Ground: -; Space: -
Move: 4   EXP: 0/20    Air: -; Water: A

Upgrades: Neros Gundam (A+1), Tequila Gundam (D+1)

Note: Press Y on the Unit Stats or Depart Screens to change this
unit into the Death Army or Death Birdie.

Attack Name        Range Damage EN Cost
Trident             1~1    38     6
Lightning           2~4    17     5
Marine Missile      3~5    18     5

デビルガンダム Devil Gundam (3000 credits)
HP: 25500 Attack: 56   Terrain Ratings:
EN: 200   Defense: 26  Ground: A; Space: A
Move: 6   EXP: 0/85    Air: -; Water: B
Item: DG Cells (Restore 2500 HP each turn)

Upgrades: None

Attack Name        Range Damage EN Cost
60mm Vulcan Guns    1~2    10     6
Mega Devil Flasher  2~4    79     54
Spray B. Cannon (B) 3~5    23     7
Gundam Head         2~7    44     29

ドラゴンガンダム Dragon Gundam (750 credits)
HP: 16000 Attack: 23   Terrain Ratings:
EN: 73    Defense: 22  Ground: A; Space: B
Move: 6   EXP: 0/60    Air: D; Water: C

Upgrades: Gundam Heaven's Sword (A+1), Gundam Spiegel (D+1)

Attack Name        Range Damage EN Cost
Dragon Claw         1~2    30     6
ShinRyuseiKouchoken 1~4    68     38
Feilong Flag        3~4    20     7
Dragon Fire         2~7    34     19

ゴッドガンダム God Gundam (2500 credits)
HP: 25000 Attack: 40   Terrain Ratings:
EN: 112   Defense: 36  Ground: A; Space: B
Move: 6   EXP: 0/85    Air: C; Water: C

Upgrades: None

Attack Name        Range Damage EN Cost
Beam Sword          1~1    34     6
60mm Vulcan Guns    1~2    10     3
B.God Finger        1~3    80     47
Sekiha Tenkyoken    4~5    90     60

グランドガンダム Grand Gundam (1500 credits)
HP: 22000  Attack: 38   Terrain Ratings:
EN: 138    Defense: 25  Ground: A; Space: C
Move: 5    EXP: 0/70    Air: -; Water: -
Item: DG Cells (Restore 2500 HP each turn)

Attack Name        Range Damage EN Cost
Grand Horn          1~1    65     35
Grand Bomber        1~3    22     26
Grand Thunder       2~4    38     17
Grand Cannon (B)    4~5    28     28

ガンガムヘブンズソード Gundam Heaven's Sword (800 credits)
HP: 17000 Attack: 24   Terrain Ratings:
EN: 88    Defense: 17  Ground: C; Space: B
Move: 8   EXP: 0/70    Air: A; Water: D
Item: DG Cells (Restore 2500 HP each turn)

Attack Name        Range Damage EN Cost
Heaven's Claw       1~1    30     7
Heaven's Dart       1~3    18     4
Wind Fire           2~4    55     35
Heaven's Tornado    4~5    37     20

ガンダムマックスター Gundam Maxter (650 credits)
HP: 14800 Attack: 25   Terrain Ratings:
EN: 74    Defense: 23  Ground: A; Space: B
Move: 6   EXP: 0/60    Air: D; Water: C

Attack Name        Range Damage EN Cost
Burning Punch       1~1    36     10
G.Machinegun Punch  2~3    67     40
Gigantic Magnum     3~4    25     6
Cyclone Punch       4~5    25     8

ガンダムローズ Gundam Rose (700 credits)
HP: 15400 Attack: 23   Terrain Ratings:
EN: 72    Defense: 21  Ground: A; Space: B
Move: 6   EXP: 0/60    Air: D; Water: C

Upgrades: Walter Gundam (A+1), Gundam Spiegel (D+1)

Attack Name        Range Damage EN Cost
Chevalier Saber     1~1    33     6
60mm Vulcan Guns    1~2    10     3
Rose Hurricane      4~5    60     36
Rose Bits           2~7    42     21

ガンダムシュピーゲル Gundam Spiegel (1000 credits)
HP: 16000 Attack: 24   Terrain Ratings:
EN: 110   Defense: 24  Ground: A; Space: B
Move: 6   EXP: 0/70    Air: B; Water: C
Item: Dummy Balloon (Gives "Dummy" command, avoids next attack)

Upgrades: God Gundam (A+1), Devil Gundam (D+1)

Attack Name        Range Damage EN Cost
Spiegel Blade       1~1    34     6
Sturm Und Drang     2~3    70     40
Iron Net            3~5    21     7
German Ninjitsu     MAP     0     20

ジョンブルガンダム Johnbull Gundam (260 credits)
HP: 7600  Attack: 16   Terrain Ratings:
EN: 80    Defense: 20  Ground: A; Space: B
Move: 7   EXP: 0/30    Air: -; Water: -
Item: Dummy Balloon (Gives "Dummy" command, avoids next attack)

Attack Name        Range Damage EN Cost
60mm Vulcan Guns    1~2    10     3
Long Beam Rifle (B) 2~4    30     5
Snipe               MAP    50     20

マンダラガンダム Mandala Gundam (240 credits)
HP: 8900  Attack: 16   Terrain Ratings:
EN: 59    Defense: 20  Ground: A; Space: C
Move: 4   EXP: 0/30    Air: -; Water: -

Attack Name        Range Damage EN Cost
Shakujo Staff       1~1    20     7
Kyral Satsuhou      2~3    29     3
Jigoku Mandala      3~5    42     27

マスタガンダム Master Gundam (2000 credits)
HP: 19000 Attack: 50   Terrain Ratings:
EN: 120   Defense: 26  Ground: A; Space: B
Move: 6   EXP: 0/85    Air: B; Water: C
Item: DG Cells (Restore 2500 HP each turn)

Upgrades: None

Attack Name        Range Damage EN Cost
Master Cloth        1~2    30     7
Darkness Finger     1~3    78     46
Sekiha Tenkyoken    4~5    90     60
Distant Crusher     2~7    35     20

マーメイドガンダム Mermaid Gundam (200 credits)
HP: 10000 Attack: 18   Terrain Ratings:
EN: 60    Defense: 22  Ground: C; Space: D
Move: 5   EXP: 0/30    Air: -; Water: A

Attack Name        Range Damage EN Cost
Trident             1~1    38     6
4xMissile Launcher  2~4    31     15
Beam Net            3~5    20     7

ネロスガンダム Neros Gundam (140 credits)
HP: 7000  Attack: 14   Terrain Ratings:
EN: 59    Defense: 20  Ground: B; Space: D
Move: 5   EXP: 0/30    Air: -; Water: -

Attack Name        Range Damage EN Cost
Silver Legs         1~1    45     30
60mm Vulcan Gun     1~2    10     3
Beam Cannon (B)     3~5    23     7
4xMissile Launcher  4~5    24     10

ネーデルガンダム Nether Gundam (100 credits)
HP: 7900  Attack: 12   Terrain Ratings:
EN: 56    Defense: 16  Ground: B; Space: C
Move: 4   EXP: 0/30    Air: C; Water: D

Attack Name        Range Damage EN Cost
Nether Punch        1~1    24     2
Mega Beam Cannon (B)2~3    19     7
Nether Typhoon      MAP    --     20

ノベルガンダム Nobel Gundam (350 credits)
HP: 10200 Attack: 22   Terrain Ratings:
EN: 63    Defense: 22  Ground: A; Space: B
Move: 5   EXP: 0/40    Air: -; Water: C

Attack Name        Range Damage EN Cost
Berserker Mode      1~1    50     33
60mm Vulcan Gun     1~2    10     3
Beam Ribbon         1~4    32     8
Beam Hoop           3~5    29     5

ノブッシ Nobusshi (40 credits)
HP: 7300  Attack: 12   Terrain Ratings:
EN: 48    Defense: 14  Ground: B; Space: D
Move: 4   EXP: 0/20    Air: C; Water: D

Attack Name        Range Damage EN Cost
Nobusshi Saber      1~1    29     5
20mm Vulcan Gun     1~2     6     3
Beam Rifle (B)      3~3    20     7

ライジングガンダム Rising Gundam (300 credits)
HP: 9400  Attack: 20   Terrain Ratings:
EN: 60    Defense: 20  Ground: A; Space: B
Move: 5   EXP: 0/30    Air: C; Water: B

Attack Name        Range Damage EN Cost
Heat Naginata       1~1    34     6
60mm Vulcan Gun     1~2    10     3
Machinecannon       3~5    16     5
Rising Arrow        3~7    40     33

シャイニングガンダム Shining Gundam (1150 credits)
HP: 18000 Attack: 30   Terrain Ratings:
EN: 89    Defense: 30  Ground: A; Space: B
Move: 6   EXP: 0/85    Air: D; Water: C

Upgrades: God Gundam (A+1)

Attack Name        Range Damage EN Cost
Beam Sword          1~1    34     6
60mm Vulcan Gun     1~2    10     3
Shining Finger      1~3    72     45
Shining Shot        3~4    30     7

シャッフル・クラブ Shuffle Club (500 credits)
-Mobile Fighter Mode-
HP: 8100  Attack: 20   Terrain Ratings:
EN: 62    Defense: 20  Ground: B; Space: C
Move: 5   EXP: 0/40    Air: -; Water: D

Upgrades: Shuffle Joker (A+1), Gundam Maxter (D+1)

Attack Name        Range Damage EN Cost
Spiral Blow         1~1    35     7
Beam Cannon (B)     2~4    25     9
Shuffle Flush       MAP    99     40

-Mobile Armor Mode-
HP: 8100  Attack: 20   Terrain Ratings:
EN: 62    Defense: 20  Ground: C; Space: C
Move: 7   EXP: 0/40    Air: A; Water: C

Attack Name        Range Damage EN Cost
Beam Cannon (B)     2~4    25     9
Shuffle Flush       MAP    99     40

シヤフル・ダイヤ Shuffle Dia (450 credits)
-Mobile Fighter Mode-
HP: 8400  Attack: 22   Terrain Ratings:
EN: 62    Defense: 22  Ground: B; Space: C
Move: 5   EXP: 0/40    Air: -; Water: D

Upgrades: Dragon Gundam (A+1), Gundam Rose (D+1)

Attack Name        Range Damage EN Cost
Diamond Crusher     1~1    34     6
Diamond Burn        2~4    29     16
Shuffle Flush       MAP    99     40

-Mobile Armor Mode-
HP: 8400  Attack: 22   Terrain Ratings:
EN: 62    Defense: 22  Ground: C; Space: C
Move: 7   EXP: 0/40    Air: A; Water: C

Attack Name        Range Damage EN Cost
Diamond Burn        2~4    29     16
Shuffle Flush       MAP    99     40

シャッフル・ジョーカー Shuffle Joker (550 credits)
HP: 12800 Attack: 23   Terrain Ratings:
EN: 71    Defense: 24  Ground: B; Space: C
Move: 5   EXP: 0/40    Air: C; Water: C

Upgrades: Walter Gundam (A+1), Bolt Gundam (D+1)

Attack Name        Range Damage EN Cost
Joker Attack        1~1    30     6
Chain Attack        1~3    40     20
Joker Hurricane     4~5    45     22
Shuffle Flush       MAP    99     40

シャッフル・スペード Shuffle Spade (400 credits)
-Mobile Fighter Mode-
HP: 8000  Attack: 24   Terrain Ratings:
EN: 62    Defense: 22  Ground: B; Space: C
Move: 5   EXP: 0/40    Air: -; Water: D

Upgrades: Shuffle Joker (A+1), Gundam Maxter (D+1)

Attack Name        Range Damage EN Cost
Spade Attack        1~1    34     6
Spade Dagger        2~4    45     5
Shuffle Flush       MAP    99     40

-Mobile Armor Mode-
HP: 8000  Attack: 22   Terrain Ratings:
EN: 62    Defense: 22  Ground: C; Space: C
Move: 7   EXP: 0/40    Air: A; Water: C

Attack Name        Range Damage EN Cost
Spade Dagger        2~4    45     5
Shuffle Flush       MAP    99     40

テキーラガンダム Tequila Gundam (180 credits)
HP: 8400  Attack: 18   Terrain Ratings:
EN: 68    Defense: 20  Ground: A; Space: -
Move: 5   EXP: 0/30    Air: -; Water: C

Upgrades: Mandala Gundam (A+1), Mermaid Gundam (D+1)

Attack Name        Range Damage EN Cost
Trident             1~1    38     6
60mm Vulcan Gun     1~2    10     3
Tequila Vortex      3~5    42     29
4xMissile Launcher  4~5    24     10

ウォルターガンダム Walter Gundam (850 credits)
HP: 16900 Attack: 24   Terrain Ratings:
EN: 85    Defense: 17  Ground: C; Space: C
Move: 7   EXP: 0/70    Air: D; Water: A
Item: DG Cells (Restore 2500 HP each turn)

Attack Name        Range Damage EN Cost
Tackle              1~1    24     2
Walter Claw         2~3    65     40
Walter Tentacle (B) 3~4    22     7

5.2 Warships

ブッド・キャリアー Bud Carrier (70 credits)
HP: 15000 Attack: 25   Terrain Ratings:
EN: 80    Defense: 10  Ground: B; Space: B
Move: 10  Hold: 1      Air: B; Water: B

Attack Name        Range Damage EN Cost
180mm Gatling Gun   2~3    15     10

ゴルビー Gorby (140 credits)
HP: 19000 Attack: 25   Terrain Ratings:
EN: 150   Defense: 13  Ground: B; Space: -
Move: 10  Hold: 5      Air: A; Water: D

Attack Name        Range Damage EN Cost
2x Gatling Gun      2~3    20     15
4x Missile          2~4    24     21
Carpet Bombing      MAP    15     60

ゴルビーII Gorby II (830 credits)
HP: 22500 Attack: 60   Terrain Ratings:
EN: 225   Defense: 19  Ground: B; Space: B
Move:  7  Hold: 6      Air: B; Water: D

Attack Name        Range Damage EN Cost
6x Missile Launcher 2~4    30     23
Main Beam Gun       3~5    30     30
Hyper MP Cannon (B) 3~5    40     45

ネオジャパン送艦 Neo Japan Shuttle (180 credits)
HP: 18000 Attack: 46   Terrain Ratings:
EN: 160   Defense: 14  Ground: C; Space: B
Move: 7   Hold: 3      Air: B; Water: D

Attack Name        Range Damage EN Cost
2x Gatling Gun      2~3    20     15
4x Missile          2~4    24     21
Beam Cannon (B)     2~5    20     15

海賊艦 Pirate Ship (540 credits)
HP: 21000 Attack: 58   Terrain Ratings:
EN: 180   Defense: 17  Ground: C; Space: A
Move: 7   Hold: 5      Air: C; Water: D

Attack Name        Range Damage EN Cost
4x Missile          2~4    24     21
4x Cannon           3~5    40     45
2x Main Cannon      3~6    60     65

ウルベ護衛艦 Ulube Defense Warship (1000 credits)
HP: 24800 Attack: 69   Terrain Ratings:
EN: 225   Defense: 19  Ground: C; Space: A
Move: 9   Hold: 7      Air: B; Water: D

Attack Name        Range Damage EN Cost
6x Missile          2~4    30     32
2x Cannon           3~5    35     38
Carpet Bombing      MAP    15     60

ウルベ旗艦 Ulube National Warship (2800 credits)
HP: 34800 Attack: 78   Terrain Ratings:
EN: 255   Defense: 22  Ground: C; Space: A
Move: 11  Hold: 8      Air: B; Water: D

Attack Name        Range Damage EN Cost
Large Missile       2~4    33     30
2x MP Cannon (B)    3~5    35     38
4x Main Cannon      3~5    62     45

武装シヤトル Armed Shuttle (330 credits)
HP: 16600 Attack: 52   Terrain Ratings:
EN: 190   Defense: 15  Ground: C; Space: B
Move:  8  Hold: 5      Air: B; Water: D

Attack Name        Range Damage EN Cost
2x Gatling Gun      2~3    20     15
2x Missile          2~4    22     18
2x Cannon           3~5    35     38

6. Closing/Credits

In the future, you can look forward to similar FAQs for SD Gundam C-
Generation (Axis Senki, based off of Gundam ZZ) and E-Generation
(Zanscare Senki, based off of V Gundam).  My friend RPGZero has
already done FAQs for A-Generation and B-Generation, and an E-
Generation FAQ is in the works.  That is, if Super Robot Wars doesn't
steal our attention. ^_^;;

Special thanks to:

-Yoshiyuki Tomino, creator of Gundam and one of the greatest (if
misunderstood) anime directors of all time.
-Bandai/Banpresto, makers of this game and many other great ones
like Super Robot Wars and Encounters in Space.  Keep up the good
work, guys!
-RPGZero, my best buddy on the GameFAQs board and co-author of our
Gundam parodyfic, the G-Pub.
-NagaharuJin and Deranged for helping me translate the menu commands.
-Mecha and Animation HQ (www.mahq.net) for technical information and
attack names.
-Relena989, the love of my life. ^_^

This FAQ is copyright 2003 by Chris "AmuroNT1" Purdy and may only be
reproduced with my express permission, and even then only with all
the disclaimers and copyright information intact.  This FAQ may not
be used or distributed for any commercial gain.  If you find it on
any website other than GameFAQs, please mail me and let me know.