=================================================================== S u p e r D e f o r m e d G u n d a m G e n e r a t i o n: B a b y l o n i a S e n k i SD G Generation D FAQ/Walkthrough Version 1.0 Written by RPGZero (Steven Ramdas [revolverzero@aol.com]) =================================================================== TABLE OF CONTENTS 1. Introduction -1-1. Introduction to Gundam -1-2. Introduction to SD G Generation D -1-3. Introduction to Char's Counterattack (CCA) and the Second Neo Zeon War -1-4. Introduction to Gundam F91 and the Babylonia Conflict -1-5. Glossary 2. Game Play -2-1. Controls -2-2. Intermission Menu -2-3. Base Menu -2-4. Battle Menu -2-5. Counterattack Menu -2-6. Battle Information 3. Mobile Suit/Battleship Specs and Costs -3-1. Mobile Suits -3-2. Battleships 4. Walkthrough 5. Special Mode 6. Helpful Tips 7. Other Stuff -7-1. Future Plans -7-2. Contact Information -7-3. Special Thanks -7-4. Website -7-5. Copyright Information =========================================================== 1. Introduction: =========================================================== ----------------------------------------------------------- 1-1. Introduction to Gundam ----------------------------------------------------------- "The year is UC 0093. Char Aznable, son of Zeon Deikun has returned from years in hiding to destroy the ignorant and evils of the Earth and bring all people into space to have them evolve into Newtypes. However, Amuro Ray in his new Nu Gundam has set out to stop him. Their battle is only beginning . . ." - Mobile Suit Gundam: Char's Counterattack Before Gundam, Yoshiyuki Tomino was known for super robot mecha series, which usually included silly looking robots that were "invincible" and had pilots that screamed out the names of their attacks. In 1979, however, Tomino strayed away from the usual type of mecha series in Japan and began to work on "Kidou Senshi Gundam" (aka Mobile Suit Gundam). This was the first of what would become known as "real robot" series. Gundam portrayed the dramatic effects of war. This was much more serious than the usual mecha series. The point of the series didn't lie in the mecha labeled "Mobile Suits", but lied within the plot and the characters. After Mobile Suit Gundam's first run, it didn't do very well. However, with reruns and the entire series being retooled into a movie trilogy, more and more fans began to watch, and soon, the Gundam fandom boomed into one of the largest known. Gundam spawned countless sequels, spinoffs, side stories, mangas, movies, novels, video games, and novelties. Gundam is often considered the "Star Trek of Japan". ----------------------------------------------------------- 1-2. Introduction to SD G Generation D ----------------------------------------------------------- What exactly is SD Gundam? "SD" stands for "Super Deformed", which are basically "chibi" (Shrunk and/or deformed) versions of our favorite Mobile Suits, battleships, and characters. Super Deformed Gundam Generation: Babylonia Senki (aka SD G Generation D) is very much like its three predecessors, with the exception that this covers two Gundam movies instead of a Gundam series - Mobile Suit Gundam: Char's Counterattack and Mobile Suit Gudnam F91. ----------------------------------------------------------- 1-3. Introduction to the CCA and the Second Neo Zeon War ----------------------------------------------------------- Fifteen years have passed since the One Year War, and since then two large conflicts, the Grypc Conflict and Humanity Conflict (First Neo Zeon War) have occured. Char Aznable, seeing the cruelty of the Titans during the Gryps Conflict and seeing the rennaisance of the Newtypes in danger of being delayed, wants to drop asteroids on Earth in order to freeze it, forcing all of humanity to make its final migration into space. Londo Bell, an Earth Federation task force made up of former members of the Anti-Earth Union Group and Kalaba, two forces that fought the Titans and Neo Zeon, is the only group that stands in the way of Char and his plot. As the conflict begins, Char purchases Axis asteroid and begins his final plan to drop it on Earth . . . ----------------------------------------------------------- 1-4. Introduction to Gundam F91 and the Babylonia Conflict ----------------------------------------------------------- Thirty years have passed since the Second Neo Zeon War, and peace has dawned over the universe with the Federation deciding to move its headquarters onto the moon. At Frontier 4 of Side 4, the ruling family declares Frontier 4 as Cosmo Babylonia with the military force of their Crossbone Vanguard Army. The Earth Federation, unprepared for the conflict, combines their small forces in the area with civilians willing to take action. The battle to take back Frontier 4 begins . . . ----------------------------------------------------------- 1-5. Glossary: ----------------------------------------------------------- Ace: The best of the best of pilots. It's regarded as the highest "Level" in the game. Anti-Beam Coating: A special coating applied to certain Mobile Weapons that can deflect beam weaponry. Bits: A type of weapon that can only be controlled via psycommu system by a Newtype pilot. A "bit" is a drone that can fly separately and usually carries a beam cannon of its own. Funnels: The next level of bits. Though they don't carry their own generators or fuel tanks, causing them to be forced to return to its "mother" to refuel/recharge, they are smaller, faster, and are more powerful. Fin Funnels: Larger, stronger, and advanced versions of funnels. The Nu Gundam is armed with these. "Grunt": A grunt suit is usually one of the weaker, mass production suits. Gundam: The "Gundam" is the final Earth Federation prototype that is powerful when it comes to strength, speed, maneuverability, and defense. The Gundam prototype is the top of the line and is the first Mobile Suit to use beam weaponry. Later on in the Universal Century timeline, many different types of Gundam upgrades are created, as any Mobile Suit labeled as a Gundam is a Mobile Suit with some of the most superior technology. I-Field: An I-Field is a special force field that can be carried by a Mobile Weapon that nullifies incoming beam attacks. Since I-Field generators are large and use a lot of energy, it's usually only used by Mobile Armors. In the game, an I-Field nullifies incoming beam attacks from all Mobile Suits. However, large beam attacks from battleships and Mobile Suits are only weakened to an extent. Mass Production: A mass production suit is usually a suit that is created in very large quantities for entire fleets. An example is the Zaku or the GM. They're usually cheap and easy to manufacture. However, in comparison to up and coming suits, they're fairly weak. Mobile Armor: After the creation of Mobile Suits, Mobile Armors began to be developed. Mobile Armors are large and not humanoid and usually carry many heavy weapons. Mobile Armors usually carry heavy generators, allowing them to use their powerful weapons and fly at fast speeds. Different Mobile Armors have different capabilities and uses. MA: Acronym for "Mobile Armor". Mobile Suit: A Mobile Suit is a humanoid mecha weapon used to fight wars during this era. They're armed with a variety of weapons and different Mobile Suits have different capabilities and uses. MS: Acronym for "Mobile Suit". Newtype: A human who over time developed psychic powers from living in space. It's the next stage of human evolution. A Newtype's enhanced senses and sensitivity make them excellent pilots. Newtypes also have enhanced empathy and telepathy in which they can understands others better and can talk to people over long distances. The term isn't used in the game, but is good to know. Transform: A new ability available to certain Mobile Suits. With the technology of Mobile Armors well known now and the need for more high-quality level Mobile Weapons, certain Mobile Suits have the ability to transform into a Mobile Armor mode. Transformable Mobile Suits: Mobile Suits that can transform into a Mobile Armor mode. VSBR: Variable Speed Beam Rifle. A new, experimental beam rifle that can fire either small, but fast beam shots or slow, large beam shots. =========================================================== 2. Game Play: =========================================================== ----------------------------------------------------------- 2-1. Controls: ----------------------------------------------------------- Here are the controls for the game: D-Pad: Move Cursor A: Select a unit B: Cancels Selection/Shows grid on the map X: Shows info on a unit Y: None R: Scroll through units L: Scroll through units Start: Change player/Save Select: Change Maps (Double Map Field, only) ----------------------------------------------------------- 2-2. Intermission Menu: ----------------------------------------------------------- Before going into battle, you're given a few options: -Mobile Suit Purchase: This menu gives you a list of Mobile Suits that you can buy and displays how much money you have. Obviously, the more expensive a Mobile Suit is, the more powerful it is. All MS purchased here are at Level 1. Press A to select a MS and press A again to complete the purchase. Not all MS in the game can be purchased here, and can only be obtained through upgrading. -Carrier Purchase: Here, you can purchase battleships. Battleships are your basic carriers that hold your Mobile Suits. Battleships don't increase in levels. Different battleships can hold a different amount of MS. -Unit Stats: Here, you can view the stats of your Mobile Suits and battleships. You can see what level your suits are at, their basic statistics, and capabilities. All units are grouped by type. -Destroy Units: If you've got a unit that you hardly use and are probably never going to use again for various reasons, you can destroy it here. Select it with A, and then hit A again to destroy it. You get half the money the unit is worth after destroying it. -Continue: This takes you into the Stage. ----------------------------------------------------------- 2-3. Base Menu: ----------------------------------------------------------- You can get to this menu by selecting your base on the battlefield. -Auto-Sort: This automatically sorts and groups your Mobile Suits into your carriers in order. This isn't recommended, as you don't have control of what Mobile Suits are going into what battleship. -Group Creation: This option allows you to manually choose which Mobile Suits can go into what battleship. Selecting a battleship will allow you to select Mobile Suits to put into the carrier. Mobile Suits must be within a carrier in order to join the battle. -Battle Formation: This displays the list of carriers and Mobile Suits currently in the battle. The top section shows carriers that are either on the map (in gray) or waiting to be deployed. The b ottom section shows carriers that aren't in the battle. To switch a carrier from one list to another, highlight it and press A. -Unit Stats: Here, you can view the stats of your Mobile Suits and battleships. You can see what level your suits are at, their basic statistics, and capabilities. All units are grouped by type. -Class Change: This allows you to upgrade your Mobile Suits into more powerful ones. Only Mobile Suits that have obtained the level of "Ace" can be upgraded. To upgrade, select an upgradeable unit. Usually, you'll be given two choices to upgrade into. The left one gives a +1 bonus to attack and the right one gives a +1 bonus to your defense. -Return: This option allows you to return to the battlefield to launch your selected carriers. ----------------------------------------------------------- 2-4. Battle Menu: ----------------------------------------------------------- During the battle, once you've selected a unit, you're given a menu. The menu for a Mobile Suit and a Battleship is different. -Move: This option allows you to move a Mobile Suit or battleship across the battlefield. All units can move except for the Guard units. Each unit has a different movement rating. For example, the Nu Gundam can move much farther than something like the Jegan. To add to this, there are different types of terrain that a unit can move across. There are four types of terrain: ground, air, water, and space. Some units move across different terrain better than others. The Argama can move very far across space, however, moves very slow on the ground. Some units cannot move across certain terrain. For example, some units can't even be deployed on Earth. After a unit moves, it can attack or end its turn. After a battleship moves, its turn is automatically over. The range a unit can move is shown along with its other information. See the "Terrain Modifier" section for more information. -Attack: Like the name implies, this allows you to attack your enemy. Each unit has one to four different attacks, each varying in statistics, the most important being range, damage, cost, and accuracy, the first three being listed on the attack menu and accuracy being listed on the screen afterwards. The attacks are listed from the attacks with the shortest range on top and attacks with the longest range being on the bottom. An attack's range determines how far it can be executed. If a certain attack has a range for 3~4, it means it can hit anything from 3 to 4 spaces away from the unit's location. An attack's damage rating tells you how hard it will hit the enemy. An attack's cost tells you how much energy it will take up. If you don't have enough energy, you can't use that attack. Mobile Suits can restore energy by docking back into their respective carriers. After selecting an attack, you're given a screen that will show you the accuracy of the attack. If the accuracy is 100%, it will definitely hit. The lower the accuracy, the less chance it has of hitting. -Dummy: This can only be selected by certain carriers and Mobile Suits. This causes the selected unit to create a balloon dummy of itself. When attacked, no matter what you choose on the Counterattack menu, when the enemy unit attacks, the attack will hit the balloon dummy, and miss your unit. Note that this only works for one attack, and then if that unit is attacked again, it will not have another dummy. -Depart: This can only be selected by carriers. Depart allows you to deploy your Mobile Suits onto the battlefield. This action can be done before or after a carrier's turn, so you can move it to an area (preferably to where the enemy is) and deploy your units there. After a unit departs, it's turn is over. -Ascend/Descend: This option is selectable by various battleships and all fighters. This can only be used on a battlefield in which there is a ground and air terrain. This option allows you to either ascend into the air or descend back onto the ground. After ascending/descending, that unit's turn is automatically over. -Transform: This command can only be selected by certain Mobile Suits. If your Mobile Suit has the ability to transform, it can transform from its MS mode to MA mode or visa versa. Note that when you transform, you should take a few things into consideration. When you transform, you gain some new attacks but lose others. However, when in MA mode, you usually are able to move over terrain at a faster rate. Remember that you can always trasnform back the next turn. -Capture: This command can only be selected by battleships. If your carrier has an empty space it can hijack any Mobile Suit that has surrendered and is in range. To make a unit surrender, destroy its mothership, and the unit will now have a white flag marker on it, which signifies its surrender. After a stage ends, captured Mobile Suits will become a part of your fleet. The capture ability can also be used to recover lost Mobile Suits. If one of your carriers has been destroyed, all of the Mobile Suits it was carrying become stranded. Using the capture ability, you can recover them. -End: This allows you to end that unit's turn. Units that have ended their turn have an "E" marked on them. ----------------------------------------------------------- 2-5. Counterattack Menu: ----------------------------------------------------------- -When attacked, you're given three options to opt for during combat. Remember that when choosing, keep your enemy unit's attack's accuracy in mind. -Counterattack: This allows you to attack right after your enemy attacks you. You can obviously only use attacks that are in range. -Defend: This allows you to defend yourself when the enemy attacks. All damage done to you is reduced. -Dodge: This doesn't allow you to dodge the attack for sure, but it does allow you reduce the accuracy of your enemy's attack. The amount of the accuracy percentage that drops depends on the unit that's dodging and the attack the enemy unit is using. ----------------------------------------------------------- 2-6. Battle Information: ----------------------------------------------------------- Here are some things you may need to know going into any G-Generation game. -How do you win a battle? - There are two ways you can win a battle. One way is to eliminate all of your enemy's battleships. The second method is to destroy one of your enemy's Guard gun turrets, and then sending a Mobile Suit into your enemy's base. -The special types of attacks - There are two special types of attacks. These two are "Beam" attacks and "MAP" attacks, as labeled next to their respective attacks. Beam attacks are usually mega particle cannons, beam rifles, beam guns, etc. These attacks are more accurate than most other attacks. MAP stands for "Mass Attack Power". These Map attacks don't have any attack animation and occur right on the battlefield. These attacks are capable of hitting multiple enemies on the field. In order to execute a Map attack, you must stay in one place for that turn and then use it. An example of a Map attack can be the Hyaku Shiki's Mega Bazooka Launcher or the Garuda's Carpet Bombing. -Leveling up? - Like in an RPG or in other strategy games, your units (minus carriers) gain levels. Most units start at Level 1. After gaining enough experience, a unit will go up a level after obtaining enough experience. After Level 3, a Mobile Suit will reach the level of "ACE", and can then be upgraded into a more powerful Mobile Suit (unless it's at the peak of its evolution, like the Psyco Gundam). -Recovering HP during battle - During battle, there are ways you can recover your HP and EN. If it's a unit, just send it back into its respective carrier, and it will begin to recover HP and EN. If it's a carrier, then it must land on occupation point. Occupation points must be taken over by a Mobile Suit first. Points that can be taken over are a Colony (if you're in space), a Lunar City (if you're on the moon), or a City (if you're on Earth). If a carrier lands on one of these, it will recover HP and EN at the beginning of every turn until the carrier leaves that occupation point. -Gaining money? - You gain money after winning a Stage. If you win a stage by defeating all of the battleships, you get 150 credits. If you win by invading the enemy's base, you only get 50 credits. For every occupation point you take over, you will get additional credits. -Terrain Modifier - Among your unit's stats is the Terrain Modifier, which displays their ability to move over different terrain. Among the 4 types of terrain, different units move better among them differently than others. Units are rated from "A" to "D", with A being the best and D being the worst. "B" is considered average. The G-Fighter has a B for Space, so it moves at an average rate in Space. It has a C for Land, so it moves somewhat good on Land. It has a D for Water, so it moves pretty bad over water. However, it has an A for Air, so it moves very well in the sky. -Double Map Battlefields - There will sometimes be more than one 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 an lift-off ramp Occupation Point (looks like a ramp curving upwards). To use it, move the carrier onto the Point, then next turn there will be a new command above End which will Catapult your carrier back into Space. =========================================================== 3. Mobile Suit/Battleship Costs: =========================================================== Name (HP:##; Energy (EN):##) [Earth or Space] Type Attack Defense Experience (EXP) Move: Terrain Ratings: Space: Land: Water: Air: Cost Special Capabilities Attacks ----------------------------------------------------------- 3-1. Mobile Suits: ----------------------------------------------------------- Hobby Hi-zack (HP: 6,600; EN: 40) Mobile Suit Attack: 10 Defense: 13 EXP: 0/20 Move: 4 Terrain Ratings: Space: D Land: C Water: D Air: - 10 Credits None Attacks: Tackle (Range: 1~1; EN: 2) Guntank R44 (MA) (HP: 6,800; EN: 46) Mobile Armor Attack: 8 Defense: 13 EXP: 0/10 Move: 3 Terrain Ratings: Space: - Land: C Water: - Air: - 15 Credits None Attacks: Cracker (Range: 3~3; EN: 2) Finger Launcher (Range: 3~5; EN: 6) 4-Tube Missile Pod (Range: 4~5; EN: 10) Guntank R44 (MA) (HP: 6,800; EN: 46) Mobile Suit Attack: 8 Defense: 13 EXP: 0/10 Move: 3 Terrain Ratings: Space: C Land: D Water: - Air: - 15 Credits None Attacks: Finger Launcher (Range: 3~5; EN: 6) 200mm Cannon (Range: 3~5; EN: 7) 4-Tube Missile Pod (Range: 4~5; EN: 10) Jegan (HP: 7,400; EN: 65) Mobile Suit Attack: 10 Defense: 14 EXP: 0/20 Move: 4 Terrain Ratings: Space: C Land: D Water: D Air: - 30 Credits None Attacks: Beam Saber (Range: 1~1; EN: 5) 20mm Vulcans (Range: 1~2; EN: 3) Beam Rifle (Range: 2~4; EN: 7) Missiles (Range: 3~4; EN: 10) MSM-02 (HP: 7,400; EN: 65) Mobile Suit Attack: 10 Defense: 14 EXP: 0/20 Move: 4 Terrain Ratings: Space: C Land: D Water: D Air: - 30 Credits None Attacks: 60mm Vulcans (Range: 1~2; EN: 3) Anti-Ship Missiles (Range: 3~3; EN: 10) Beam Gun (Range: 2~4; EN: 9) Geara Doga (HP: 7,400; EN: 64) (Special Item: Dummy Balloon) Mobile Suit Attack: 12 Defense: 14 EXP: 0/20 Move: 4 Terrain Ratings: Space: C Land: C Water: C Air: - 40 Credits None Attacks: Beam Sword/Axe (Range: 1~1; EN: 5) Sturm Faust (Range: 3~3; EN: 28) Beam Rifle (Range: 2~4; EN: 7) Grenade Launcher (Range: 3~4; EN: 10) Heavygun (HP: 8,000; EN: 69) Mobile Suit Attack: 13 Defense: 18 EXP: 0/20 Move: 4 Terrain Ratings: Space: C Land: C Water: C Air: C 45 Credits None Attacks: Beam Saber (Range: 1~2; EN: 5) 60mm Vulcan Guns (Range: 2~3; EN: 3) Grenade (Range: 3~4; EN: 3) Beam Rifle (Range: 3~4; EN: 7) Ebiru-S (HP: 7,800; EN: 58) Mobile Suit Attack: 13 Defense: 18 EXP: 0/20 Move: 4 Terrain Ratings: Space: C Land: D Water: C Air: D 60 Credits None Attacks: Shot Claw (Range: 1~2; EN: 3) Beam Spray Gun (Range: 2~3; EN: 10) Shot Lancer (Range: 3~4; EN: 9) Zssa Custom (HP: 10,000; EN: 60) Mobile Suit Attack: 19 Defense: 20 EXP: 0/60 Move: 5 Terrain Ratings: Space: B Land: B Water: - Air: - 130 Credits None Attacks: Beam Saber (Range: 1~2; EN: 5) Gunspear (Range: 2~3; EN: 5) Beam Gun (Range: 2~4; EN: 9) 4x Missile Launcher (Range: 4~5; EN: 10) Den'an Zon (HP: 8,800; EN: 52) Mobile Suit Attack: 18 Defense: 18 EXP: 0/30 Move: 4 Terrain Ratings: Space: B Land: B Water: D Air: B 70 Credits None Attacks: Beam Saber (Range: 1~1; EN: 5) Double Beam Gun (Range: 2~3; EN: 6) Shotlancer (Range: 2~4; EN: 15) Rick Dias II (HP: 11,200; EN: 70) Mobile Suit Attack: 20 Defense: 20 EXP: 0/60 Move: 5 Terrain Ratings: Space: B Land: B Water: D Air: - 150 Credits None Attacks: Beam Saber (Range: 1~1; EN: 5) (Range: 1~2; EN: 4) (Range: 2~3; EN: 10) (Range: 4~5; EN: 13) Den'an Gai (HP: 9,800; EN: 58) Mobile Suit Attack: 14 Defense: 20 EXP: 0/30 Move: 4 Terrain Ratings: Space: B Land: B Water: D Air: B 100 Credits None Attacks: Beam Saber (Range: 1~1; EN: 5) Missile (Range: 2~3; EN: 5) Grenade (Range: 3~3; EN: 3) Beam Rifle (Range: 2~4; EN: 7) G-Cannon (HP: 8,900; EN: 63) Mobile Suit Attack: 18 Defense: 22 EXP: 0/30 Move: 4 Terrain Ratings: Space: C Land: B Water: - Air: - 90 Credits None Attacks: Beam Saber (Range: 1~1; EN: 5) 60mm Vulcans (Range: 1~2; EN: 3) Double Beam Gun (Range: 2~3; EN: 7) Machinecannon (Range: 3~5; EN: 7) Geara Doga Custom (HP: 7,900; EN: 64) (Item: Dummy Balloon) Mobile Suit Attack: 16 Defense: 14 EXP: 0/20 Move: 4 Terrain Ratings: Space: C Land: C Water: C Air: - 90 Credits None Attacks: Beam Sword/Axe (Range: 1~1; EN: 5) Sturm Faust (Range: 3~3; EN: 28) Beam Machinegun (Range: 2~4; EN: 7) Missiles (Range: 3~4; EN: 10) Geara Doga Kai (HP: 8,900; EN: 88) (Item: Dummy Balloon) Mobile Suit Attack: 18 Defense: 19 EXP: 0/35 Move: 4 Terrain Ratings: Space: B Land: C Water: - Air: - 120 Credits None Attacks: Beam Pick (Range: 1~1; EN: 6) Sturm Faust (Range: 3~3; EN: 28) Beam Machinegun (Range: 2~4; EN: 7) Grenade Launcher (Range: 3~4; EN: 10) Berga Dalas (HP: 10,800; EN: 70) Mobile Suit Attack: 19 Defense: 22 EXP: 0/60 Move: 5 Terrain Ratings: Space: B Land: B Water: D Air: C 210 Credits None Attacks: Beam Saber (Range: 1~1; EN: 5) Heavy Machinegun (Range: 2~4; EN: 7) Shot Lancer (Range: 3~4; EN: 15) Re-GZ (MS) (HP: 11,000; EN: 75) (Item: Dummy Balloon) Mobile Suit Attack: 22 Defense: 22 EXP: 0/70 Move: 5 Terrain Ratings: Space: A Land: C Water: - Air: - 270 Credits None Attacks: Beam Saber (Range: 1~1; EN: 5) 60mm Vulcans (Range: 1~2; EN: 3) Grenades (Range: 2~3; EN: 6) Beam Rifle (Range: 2~4; EN: 7) Re-GZ (MA) (HP: 11,000; EN: 75) (Item: Dummy Balloon) Mobile Armor Attack: 22 Defense: 22 EXP: 0/70 Move: 5 Terrain Ratings: Space: A Land: C Water: D Air: A 270 Credits None Attacks: Beam Guns (Range: 3~5; EN: 7) Beam Cannon (Range: MAP; EN: 25) Jagd Doga Gyunei Custom (HP: 12,000; EN: 88) Mobile Suit Attack: 23 Defense: 22 EXP: 0/70 Move: 5 Terrain Ratings: Space: B Land: B Water: - Air: - 300 Credits None Attacks: Beam Saber (Range: 1~1; EN: 5) Beam Rifle (Range: 2~4; EN: 7) Mega Particle Cannon (Range: 3~5; EN: 30) Funnels (Range: 2~7; EN: 21) Jagd Doga Quess Custom (HP: 12,000; EN: 88) Mobile Suit Attack: 23 Defense: 22 EXP: 0/70 Move: 5 Terrain Ratings: Space: B Land: B Water: - Air: - 300 Credits None Attacks: Beam Saber (Range: 1~1; EN: 5) Beam Rifle (Range: 2~4; EN: 8) Mega Particle Cannon (Range: 3~5; EN: 30) Funnels (Range: 2~7; EN: 21) Berga Giros (HP: 11,300; EN: 71) Mobile Suit Attack: 21 Defense: 24 EXP: 0/70 Move: 5 Terrain Ratings: Space: B Land: B Water: D Air: C 210 Credits None Attacks: Beam Saber (Range: 1~1; EN: 5) Heavy Machinegun (Range: 2~4; EN: 7) Shot Lancer (Range: 3~4; EN: 15) Dahgi Iris (HP: 12,500; EN: 80) Mobile Suit Attack: 27 Defense: 24 EXP: 0/85 Move: 5 Terrain Ratings: Space: B Land: B Water: D Air: B 400 Credits None Attacks: Beam Saber (Range: 1~1; EN: 5) Beam Rifle (Range: 2~4; EN: 7) Scatter Beam Gun (Range: 2~4; EN: 14) Nu Gundam (HP: 17,000; EN: 88) (Item: Dummy Balloom) Mobile Suit Attack: 30 Defense: 30 EXP: 0/87 Move: 6 Terrain Ratings: Space: B Land: B Water: - Air: - 300 Credits I-Field Protected Attacks: Beam Saber (Range: 1~1; EN: 5) Vulcans (Range: 2~4; EN: 3) Beam Rifle (Range: 3~5; EN: 7) Fin Funnels (Range: 2~7; EN: 20) Sazabi (HP: 16,200; EN: 80) Mobile Suit Attack: 28 Defense: 28 EXP: 0/70 Move: 6 Terrain Ratings: Space: B Land: B Water: D Air: 7 900 Credits None Attacks: Beam Saber (Range: 1~1; EN: 6) Beam Rifle (Range: 2~4; EN: 10) Mega Particle Cannon (Range: 3~5; EN: 30) Funnels (Range: 2~7; EN: 21) Vigna Ghina (HP: 11,500; EN: 77) Mobile Suit Attack: 38 Defense: 32 EXP: 0/80 Move: 6 Terrain Ratings: Space: B Land: B Water: D Air: B 1,600 Credits None Attacks: Hyper Beam Saber (Range: 1~1; EN: 10) Beam Rifle (Range: 2~4; EN: 7) Beam Launcher (Range: 4~5; EN: 16) Gundam F90 (HP: 11,500; EN: 77) Mobile Suit Attack: 31 Defense: 32 EXP: 0/80 Move: 5 Terrain Ratings: Space: B Land: B Water: D Air: - N/A None Attacks: Beam Saber (Range: 1~1; EN: 5) Railcannon (Range: 2~4; EN: 7) Mega Gattling Gun (Range: 3~5; EN: 8) Mega Beam Bazooka (Range: 4~5P; EN: 14) Gundam F91 (HP: 17,800; EN: 112) Mobile Suit Attack: 38 Defense: 35 EXP: 0/85 Move: 6 Terrain Ratings: Space: B Land: B Water: D Air: B 2,000 Credits None Attacks: HyperBeam Saber (Range: 1~1; EN: 10) Beam Rifle (Range: 2~4; EN: 7) Beam Launcher (Range: 4~5; EN: 16) VSBR (Range: Map; EN: 37) Alpha Azieru (HP: 25,500; EN: 164) Mobile Armor Attack: 50 Defense: 36 EXP: 0/85 Move: 6 Terrain Ratings: Space: A Land: - Water: - Air: - 2,500 Credits I-Field Protected Attacks: 105mm Machine Gun (Range: 1~2; EN: 4) Mega Particle Gun (Range: 2~4; EN: 30) Funnels (Range: 2~7; EN: 21) Mega Arm Cannon (Range: 2~7; EN: 23) Rafflessia (HP: 28,000; EN: 160) (I-Field Protected) Mobile Armor Attack: 40 Defense: 36 EXP: 0/85 Move: 6 Terrain Ratings: Space: A Land: - Water: - Air: - 2,800 Credits I-Field Protected Attacks: Tentacle Rod (Range: 2~3; EN: 8) Scattering Beam Gun (Range: 3~4; EN: 14) Bug (Range: 3~4; EN: 7) Hyper Mega Particle Gun (Range: 3~5; EN: 38) ----------------------------------------------------------- 3-2. Battleships: ----------------------------------------------------------- Name (HP:##; Energy:##) ## of Mobile Suits that can be carried; Attack: Defense: EXP: Move: Terrain Ratings: Space: Land: Water: Air: Cost Attacks Garuda Class (HP: 20,000; EN: 170) [Land Only] Carry: 5 Attack: 25 Defense: 13 Move: 10 Terrain Ratings: Space: - Land: B Water: D Air: A 140 Credits Attacks: 180mm Machine Guns (Range: 2~3; EN: 10) Missiles x4 (Range: 2~4; EN: 21) Carpet Bombing [Map] (Range: ????; EN: 60) [Ascended Only] Dodbay (HP: 18,000; EN: 120) [Land Only] Carry: 3 Attack: 26 Defense: 10 Move: 7 Terrain Ratings: Space: - Land: A Water: - Air: - 55 Credits Attacks: Cannons x2 (Range: 2~3; EN: 15) Missiles x4 (Range: 2~4; EN: 21) Beam Guns x2 (Range: 2~5; EN: 15) Jukon U99 (HP: 19,000; EN: 160) [Land Only] Carry: 4 Attack: 32 Defense: 13 Move: 6 Terrain Ratings: Space: - Land: - Water: A Air: - 75 Credits Attacks: Torpedo (Range: 2~4; EN: 15) Beam Gun (Range: 2~5; EN: 15) Musaka (HP: 17,000; EN: 205) [Space Only] Carry: 4 Attack: 47 Defense: 14 Move: 5 Terrain Ratings: Space: C Land: - Water: - Air: - 80 Credits Attacks: Missile x2 (Range: 2~4; EN: 18) Main Gun x2 (Range: 3~5; EN: 38) Zamouth Nada (HP: 17,000; EN: 190) Carry: 5 Attack: 49 Defense: 14 Move: 5 Terrain Ratings: Space: C Land: C Water: D Air: C 145 Credits Attacks: Missile x2 (Range: 2~4; EN: 18) Main Gun x2 (Range: 3~5; EN: 38) Ra Chatter (HP: 18,000; EN: 210) Carry: 5 Attack: 56 Defense: 14 Move: 5 Terrain Ratings: Space: C Land: D Water: D Air: C 200 Credits Attacks: Missile x2 (Range: 2~4; EN: 18) Main Gun x2 (Range: 3~5; EN: 38) Space Ark (HP: 20,000; EN: 200) Carry: 6 Attack: 59 Defense: 15 Move: 5 Terrain Ratings: Space: C Land: D Water: D Air: C 230 Credits Attacks: Missile x4 (Range: 2~4; EN: 21) Large Missile (Range: 3~5; EN: 30) Main Gun x2 (Range: 3~5; EN: 38) Zamouth Gess (HP: 22,000; EN: 225) Carry: 9 Attack: 50 Defense: 16 Move: 9 Terrain Ratings: Space: B Land: C Water: D Air: B 600 Credits Attacks: Missile x4 (Range: 2~4; EN: 21) Mega Particle Cannon (Range: 3~5; EN: 30) Main Gun x2 (Range: 3~5; EN: 38) Ra Cailum (HP: 27,000; EN: 235) (Item: Dummy Balloon) Carry: 7 Attack: 67 Defense: 17 Move: 9 Terrain Ratings: Space: A Land: B Water: D Air: B 1,150 Credits Attacks: Missile x6 (Range: 2~4; EN: 32) Mega Particle Cannon (Range: 3~5; EN: 30) Large Gun x2 (Range: 3~5; EN: 65) Rewloola (HP: 32,500; EN: 245) [Space Only] Carry: 7 Attack: 75 Defense: 22 Move: 11 Terrain Ratings: Space: A Land: - Water: - Air: - 1,650 Credits Attacks: Large Missile (Range: 2~4; EN: 30) Missiles x6 (Range: 2~4; EN: 32) Mega Particle Cannon (Range: 3~5; EN: 30) Large Gun x2 (Range: 3~6; EN: 65) Zamouth Gar (HP: 34,600; EN: 255) Carry: 8 Attack: 80 Defense: 22 Move: 11 Terrain Ratings: Space: A Land: B Water: D Air: B 3,000 Credits Attacks: Missile x6 (Range: 2~4; EN: 32) Main Gun x4 (Range: 3~5; EN: 45) Large Cannon (Range: 3~6; EN: 53) Bug (Range: 3~8; EN: 2) Nuclear Missile (HP: 17,000; EN: 255) Carry: 0 Attack: 99 Defense: 10 Move: 3 Terrain Ratings: Space: A Land: A Water: A Air: A 1,200 Credits Attacks: Explode (Range: Map; EN: 99) =========================================================== 4. Walkthrough: =========================================================== This is a very basic walkthrough for the story mode. There are 5 Stages in all. The first three stages go through the Second Neo Zeon War and the last two go through the Babylonia Conflict. ----------------------------------------------------------- Stage 1: Colony ----------------------------------------------------------- Player Units: Clop Class x1 Jegan x6 An interesting level in that it's very easy. You start out on one part of the map while a carrier for Neo Zeon with six Geara Dogas sits on the other side. Simply up the map a little and deploy your six precious Jegans and have them bombard the enemy carrier. Once the carrier is destroyed, the mission ends. ----------------------------------------------------------- Stage 2: 5th Luna ----------------------------------------------------------- Part of Movie: The Beginning Scenario at 5th Luna You're given some tougher stuff here, but still mostly Jegans. ^_^;; At least you have the Re-GZ now along with the Ra Cailum. Move all of your units towards the east towards the two enemy battleships. The enemy battleships are loaded with Geara Dogas and Jagd Dogas. The Jagd Dogas make good steals, so be sure to make use of their pressence. ----------------------------------------------------------- Stage 3: Side 1 Londenion/Axis Zeon ----------------------------------------------------------- Part of Movie: Middle and the final battle You'll be getting a few more battleships and . . . well . . . Jegans for this mission. Plus, you get a nuclear warhead, too. ^_^ Feel free to send it west towards that fleet and unleash it on their sorry asses. Anyway, send your stronger units north because that's where the toughest of enemies will be. There will be a Gyunei and Quess Custom Jagd Doga, as well as the Sazabi and my personal favorite, the Alpha Azieru. Be sure to try and capture them all by taking out the Rewloola. After destroying most of the units, you'll find that there are even more units in the colony. Enter and take them and their battleship out. ----------------------------------------------------------- Stage 4: Frontier 4 ----------------------------------------------------------- Part of Movie: Where the Gundam F91 is deployed and the Federation's counterattack begins Your initial units start south of the enemy formation while there are other units of yours, including the Gundam F91, starting in the North, west of some initial units. Anyway, send your units North and let the attack begin. Surround the enemies if possible and take out their battleships. Note that there are three Crossbone Vanguard carriers in the air, so take care of them when they land. ----------------------------------------------------------- Stage 5: Outside Frontier 4 ----------------------------------------------------------- Part of Movie: The final battle Mobile Suits/Battleships Received: Time for an all out free for all! This is one of the toughest battles one of the SNES G Generation games has delivered, especially since there are some great MS to capture here. It's almost imperative that you capture the Mobile Armor Rafflessia, because it's the best Mobile Weapon in the game and will make your life in space battles so much easier in special mode. Your base is inside the colony, so deploy as many carriers filled with MS as you can. Nu Gundams, Sazabis, F91s, whatever you got is needed in this battle. Outside the colony are three carriers with some grunt Mobile Suits, so you're going to want to deploy your fleet as soon as possible to defend them from being destroyed. Send your entire fleet out there and let the massacring of both sides begin. Try to capture the enemy ace units, especially that neat little Rafflessia which will probably be trying to smash your helpless Mobile Suits. =========================================================== 5. Special Mode =========================================================== After completing the main game, it will be replaced by Special Mode where you can take the Mobile Suits and carriers you bought/hi-jacked and put them to use in a set of tough missions. Coming Soon . . . =========================================================== 6. Helpful Tips: =========================================================== Here are some helpful tips that can help you get through the game and make you an all around better G Generation player: -Be cautious when being attacked by the enemy. Keep in mind how strong the enemy is and how strong the attack is. When the Counterattack menu comes up, be cautious in choosing whether to counterattack, defend, or dodge. If you can get the accuracy to drop below 50% while dodging, go for it. There's a good chance it could miss. If not, defending is a good idea. I don't recommend countering too often, because you never know when the enemy will suddenly get a critical hit and cripple your unit. If the enemy is on the verge of dying or your completely sure that the damage he'll do to your unit is minimal, then counter. -Need quick money? Just play Stage 1 on the 1st difficulty over and over again. Sure, this isn't a great tip. But still, it's the most efficient way. -During a battle split up your best carriers instead of keeping them together. If you keep all of your Ra Cailums and Rewloolas together and all of your Clop Classes together, chances are, you'll regret it, because that fleet of Magellans can be encountered by a fleet that can easily overpower them. -If the going gets tough, aim for the motherships only. There will be times the enemy is better than you in numbers and quality. Concentrate all your firepower on the carriers. -When facing the computer, remember it always uses the same cheap tactics. It's favorite tactic is always to sneak around while motioning towards your base to end the battle quickly. They especially love this tactic on Ground/Sky maps, where a fleet of Gaw carriers will sneak over to your base from above. Sometimes, when an enemy unit is heavily damaged but not destroyed, it will immediately return to its ship. When you cripple an enemy carrier, it will always recall all of its men and make a run for the nearest Occupation Point. As for the computer's attack patterns, they love to pick on the weak guys. If there's a Nemo backed up by three Mark IIs, chances are, the enemy is going to pick on the GM. The computer isn't too smart, but is smart enough to figure out which of your units are in a bad situation. -Don't be afraid to retreat when you need to. Pack up all of your units and head for the nearest Occupation Point. Losing a carrier is not fun. -Conserve your EN. You don't want to waste too much. Try to use the most effective attack that uses the least amount of EN. -Here's a cheap tactic I talked about in my first FAQ, the "Cheap Gaw Tactic". But, we have Garuda's in this game instead of Gaws. Have a fleet of Garudas (about 6 or 7) fly over to the enemy base and bomb it again and again until one of the turrets blow up. Then simply drop down and take over your enemy's base. =========================================================== 7. Other Stuff: =========================================================== Well, thanks a lot for reading/making use of my FAQ. Now for other stuff that I've got to take care of. ----------------------------------------------------------- 7-1. Future Plans: ----------------------------------------------------------- I've been working on this FAQ for ahwhile with my interest in it turning on and off every now and then, but I always planned on sending it in. I stil have the Special Mode missions to cover, so that's high on my "To-Do" list. Anyway, thank you for making use of my FAQ.. Now, unless Bandai suddenly decided to realease something else in America, i'm going to look for something maybe non-Gundam to FAQ. ----------------------------------------------------------- 7-2. Contact Information: ----------------------------------------------------------- There are a number of ways you can contact me. The most notable by E-mail - revolverzero@aol.com I don't suggest Instant Messaging, for I sometimes dread IMs. Another way is pay a visit to the GameFAQs Gundam forum and post a G Generation topic. I go under the name "RPGZero". ----------------------------------------------------------- 7-3. Special Thanks: ----------------------------------------------------------- Special Thanks go to the great "Kill 'Em All" Tomino. He is the true father of the real robot genre and even put together some of the greatest super robot anime. I will always envy his works and success. From Mobile Suit Gundam to Turn A Gundam, the Gundam genre will always be on my list favorite anime. Thanks to . . . . . . Bandai for making this great game. God Bless you Bandai. Let us pray that AEUG vs. The Titans will be ported soon as well. . . . To the people who motivated me to finish this guide. . . . All of the people on the Meguriai Sora forum. With everyone helping each other there as well as screwing over the n00bs, I could have never been able to put this together without you guys. . . . To CJayC for hosting GameFAQs. . . . And again as always, to my computer. The damn thing took so much abuse from me in the making of this FAQ. ----------------------------------------------------------- 7-4. Website ----------------------------------------------------------- Well, now for some cheap advertising! If you don't mind, pay a visit to my Gundam comedy website: http://gpub.cjb.net I update every once in awhile with new fanfics and such. Please visit if possible! ----------------------------------------------------------- 7-5. Copyright Information: ----------------------------------------------------------- This FAQ is copyright 2003 by RPGZero (Steven Ramdas). It may not be copied without consent of the author, and all sections including this copyright must remain in their full, unaltered content. It may not be used or distributed for any commercial purpose. This FAQ is granted for use solely by GameFAQs or any sites created by the author.