************************************************************ SD GUNDAM G GENERATION GATHER BEAT ************************************************************ Table of Contents: Updates Info Intermission Menu Tips Walkthrough Pilots Units Upgrading Copyright & Etc ------------------------------------------------------------ Updates ------------------------------------------------------------ 2/1/06 - Walkthrough completed. ------------------------------------------------------------ Info ------------------------------------------------------------ Mobile Suit Gundam, AKA Kidou Senshi Gundam, First Gundam, Gundam 0079, or just plain old Gundam, is an anime created by Yoshiyuki Tomino in 1979. The different Gundam series included in G Generation Gather Beat are: Mobile Suit Gundam Mobile Suit Gundam: The 08th MS Team Mobile Suit Gundam: The Blue Destiny Mobile Suit Gundam 0080: War in the Pocket Mobile Suit Gundam 0083: Stardust Memory Mobile Suit Zeta Gundam Mobile Suit Gundam: Char's Counterattack Mobile Suit Gundam F91 Mobile Suit Victory Gundam Mobile Fighter G Gundam New Mobile Report Gundam Wing After War Gundam X Turn A Gundam ------------------------------------------------------------ Intermission Menu ------------------------------------------------------------ Command Room Hangar -Shop --Buy --Sell -Pilots -Team Setup -Units MS Garage -Upgradable Units -Upgrade -Deconstruct -Units Save Mission Start The Command Room contains briefing on the next mission. The Hanger is where you prepare for the next mission. The MS Garage is where you upgrade your units. Save is where...You save. :P Mission Start brings you to the next mission. If there are two options, the second brings you to an Extra Stage rather than the next mission. ------------------------------------------------------------ Tips ------------------------------------------------------------ Capturing: Capturing allows you to take enemy units for yourself to pilot, sell, or take apart. To capture a unit, make sure the following conditions are met: 1. The unit is not in a squad 2. You have atleast 3 of your units touching the enemy unit 3. A large amount of damage is done to the enemy In order to raise your chances of successfully capturing an enemy unit, you should: 1. Lower the unit's HP as much as possible without actually destroying it 2. Surround it with more units Keep in mind that not all enemy units can be captured. This usually only applies to units with actual pilots and not nameless, faceless grunts. (There are, however, some exceptions.) Communicating: Communicating allows a character to talk to another during battle. This doesn't just apply to allies - You can sometimes communicate with your enemies, too. Communicating usually results in getting some bonus experience at the end of the map, and should always be done when it's not too much trouble. In later G Generation games, communicating ends a character's turn, but that isn't the case for Gather Beat. You can communicate and attack all in the same turn, so it's recommended that you do it when possible. Extra Stages: Extra Stages are completely optional, and usually require you to fulfill some kind of condition to access them. To see if an Extra Stage is currently available, go to the next mission option in the Intermission menu. Usually, there will be one option. If an Extra Stage is available, a second option will also be on the screen. The bottom option brings you to the Extra Stage. IDs: IDs are abilities that can be used by pilots to make them fight better. Some restore HP, some strengthen attacks, and some make them dodge better. IDs consume SP, which in some G Generation games is gradually restored over the course of the battle, but it will not be replenished until the battle is over in this one. Squads: Squads are groups of units that move and attack together. A squad can consist of 2 units, or 3 units. In order to make a squad, you just move one of your units on the map onto the same space that another is in. Upgrading: Upgrading your MS can be done during Intermissions, and is a key method of increasing your battle strength. ------------------------------------------------------------ Walkthrough ------------------------------------------------------------ ------------------------------------------------------------ Stage 1 ------------------------------------------------------------ Player Units: Gundam (Amuro) Player Reinforcements: Guntank (Hayato) Guncannon (Kai) Core Fighter (Ryu) Friendly Units: White Base (Bright) Enemy Units: Zaku II F (Gene) Zaku II F (Denim) Zaku II F (Slender) Leo (Machine Gun) (Shagia) Leo (Machine Gun) (Olba) Events: -Amuro Communicates with Bright -Amuro Communicates with Bright Shagia or Olba is defeated: -Shagia and Olba retreat Enemy Turn 1: -Gene, Denim, and Slender form a squad Friendly Turn 1: -Player Reinforcements arrive On the first mission, we have a battle roughly based on the first episode of Gundam. Gene, Denim, and Slender infiltrate Side 7 to check out the results of the Federation's Project V Mobile Suits. However, Gene gets a little excited and decides to blow 'em up! This is where Amuro, our hero, comes in. He hops aboard the Gundam to fend off the enemies. On Enemy Turn 1, Gene, Denim, and Slender will automatically form a squard, so I recommend sending Amuro back a little bit and having him communicate with Bright, who mentions something about IDs. (See the "Tips" section for more info on IDs.) Note that Amuro has the ability to communicate with him twice. (See the "Tips" section for more info on communicating, also.) If you want, use Amuro's ID spell and end your turn. When the Zakus attack, you'll probably want to evade, as 3 on 1 isn't the best condition to be fighting under. But don't worry, your friends show up in more Project V Mobile Suits to back you up before next turn. You may want to try weakening their squad with long range fire from the Guntank and Guncannon, while concentrating on attacking them with the Gundam and Core Fighter. They'll go down in no time. Just as you finish off the Zakus, Shagia and Olba should be getting close with their Leos. Concentrate on one, since when one goes down, they both retreat. ------------------------------------------------------------ Intermission 1 ------------------------------------------------------------ New Pilots: Amuro Bright Hayato Kai Ryu Sayla New Units: Core Fighter Core Fighter Guncannon Gundam Guntank White Base New Parts: Bazooka Units Available for Purchase: Core Fighter - 150 Ball - 98 Here, you have a choice. You can leave your Gundam as it is, or convert it into a Hyper Bazooka using Gundam. The Hyper Bazooka has more power, but is less accurate and has less ammo, whereas the Beam Rifle has less power, but is more accurate and has more ammo. That said, it's really up to you which you keep. Other than that, the only thing you'll need to do is put your pilots into the White Base so you can actually use them for the next mission. You'll have Sayla who was previously unavailable, so make sure to put her in one of your Core Fighters if you'd like to use her. ------------------------------------------------------------ Stage 2 ------------------------------------------------------------ Player Units: White Base (Bright) -5 Player Units Friendly Units: Salamis (Reed) Friendly Reinforcements: Flat (Loran) Enemy Units: Musai (Dren) Char's Custom Zaku (Char) Zaku II F (Bazooka) (Slender) Zaku II F (Bazooka) (Kuraun) Zaku II F x3 Events: -Sayla attacks Char -Amuro communicates with Char -Sayla communicates with Char after attacking him Kraun is defeated: -Kraun gets caught by the Earth's gravity and is destroyed Dren's Musai is damaged (25%~): -Dren retreats Char's Zaku is damaged (75%~): -Char retreats Friendly Turn 1: -Friendly Reinforcements arrive and retreat Player Turn 9: -??? The name of the game this time is go to Earth! This explains why you can't move the White Base - Char's attacking during re-entry. Since we're attempting to do this, all units will be pulled closer to Earth at the start of every one of your turns. The distance between you and your enemy isn't too far, so don't worry about them slipping past your units and attacking your ships. If they do, just pull back your MS and destroy the enemies who made it through. More than likely, this is exactly what Char will do - Go right by your MS to attack Reed's Salamis. On Friendly Turn 1, Loran from Turn A Gundam arrives in a Flat, but just goes right past the battle to Earth. Thanks for the help, Loran. By your second turn, all of the Zakus (Save Char's) will probably be destroyed if you made your squads in a good way. Have Sayla attack Char, and you'll be able to get some free hits in...As long as he doesn't evade them. It won't last long, however, as he'll continue fighting back the next time he's attacked. Have Amuro communicate with Char and he tells him his name. Sayla can communicate with Char as well, but not until she's attacked him, first. To get Char and Dren to retreat, you only need to damage them. Something will happen if you don't finish all the enemies by Turn 9. Although exactly what it is, I'm not sure. More then likely, you'll either automatically win or lose. Don't worry about it though, really. It's hard not to win by turn 9. :P ------------------------------------------------------------ Intermission 2 ------------------------------------------------------------ Units Available for Purchase: Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Bazooka - 150 Machine Gun - 100 If you'd like, you can take apart one of your Core Fighters and combine the G Parts you get with the Gundam to make the Gundam (GF). This is a Gundam that transforms into the G Armor. Although personally, I like to keep mine as just a plain old Gundam for later. You can purchase a Prototype GM so that one of your pilots isn't stuck in a Core Fighter. That wouldn't hurt, either. Notice Sayla's gone? We'll get to that next mission. ------------------------------------------------------------ Stage 3 ------------------------------------------------------------ Player Units: White Base (Bright) -5 Player Units Friendly Units: Prototype GM (Sayla) Friendly Reinforcements 1: Medea (Matilda) Core Fighter -Core Fighter Core Fighter -Core Fighter Friendly Reinforcements 2: Gunperry (Alph Kamura) GM Command (Yuu) -GM Ground Type (Philip) -GM Ground Type (Samana) Enemy Units: Gaw (Garma) -Commander Type Zaku II F Zaku II J (Doan) Zaku II F x2 Zaku II F (Bazooka) Dopp -Dopp Dopp x2 Magella Attack -Dopp Magella Attack x2 Enemy Reinforcements: Char's Custom Zaku (Char) Events: -Amuro attacks Doan -Sayla communicates with Char -Player communicates with Alph -Player communicates with Yuu -Player communicates with Philip -Player communicates with Samana Sayla is damaged: -Friendly Reinforcements 1 arrive Char's Zaku is damaged (75%~): -Char retreats Garma's Gaw is damage (90%~): -Garma is killed Amuro communicates with Sayla: -Sayla switches to Player side Enemy Turn 2: -Enemy Reinforcements arrive Player Turn 3: -Friendly Reinforcements 2 arrive First thing in the mission, Sayla launches in a GM, and guess what? You can't control her. This has disaster written all over it, huh? So here's what you do. Send Amuro up, and on Turn 2, have him communicate with her, and you'll regain control over her. You'll probably want to let her repair in White Base for a turn before relaunching her. When Matilda shows up, her Core Fighters will come in from the bottom of the map and probably take out the two Magella Attacks down there, so you probably shouldn't concentrate on them. Yuu will come and help you blow up some enemies, too, and by the time all these Friendly units show up, the odds should be looking up. Go on destroying units and have Sayla communicate with Char if you want, but be careful as she may get destroyed easily. You can communicate with the Blue Destiny boys with any unit you want. Bring Garma's health down to around 10% and he'll attempt to ram the Gaw into White Base, dying in the process. ------------------------------------------------------------ Intermission 3 ------------------------------------------------------------ New Pilots: Alph Kamura Philip Samana Yuu New Units: GM Command GM Ground Type x2 Gunperry Prototype GM Units Available for Purchase: GM - 285 Core Booster - 255 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Caterpillar Unit - 100 Bazooka - 150 Beam Spray Gun - 100 Machine Gun - 100 I'm sure you're happy to have some new units on your team, as it's not easy to fight with such a small number. You should consider buying two GMs to replace your Prototype GMs, and other than that, there's not much to say. Extra Stage 1 can be played before Stage 4, assuming you fulfilled the requirements, if there even were any. When you go to Mission Start, it will be the second option. ------------------------------------------------------------ Extra Stage 1 ------------------------------------------------------------ Player Units: White Base (Bright) -5 Player Units Gunperry (Alph) -3 Player Units Enemy Units: Zaku II F (Bazooka) Commander Type Zaku II J -Zaku II F Dopp -Dopp Magella Attack Enemy Reinforcements 1: Zaku II J (Bazooka) -Zaku II F Zaku II J (Bazooka) -Zaku II F Dopp -Dopp Magella Attack x2 Enemy Reinforcements 2: Efreet Custom (Nimbus) -Zaku II F (Bazooka) -Zaku II F Events: ???: -Enemy Reinforcements 1 arrive Approach Enemy Base: -Enemy Reinforcements 2 arrive This stage looks like some easy experience from the get-go, eh? Send in your units to take out as many of the enemies as possible. Enemy Reinforcements show up from the base up top either when you destroy enough units or at the end of Enemy Turn 1 - I'm not sure which, but it's not super important. Once you get close to the base, Nimbus shows up in his Efreet Custom. You know what this means - Send in Yuu! Once Nimbus is attacked (By anyone), Yuu hears the EXAM system. Attack Nimbus with Yuu, and there'll be a short discussion. I'll tell you straight up. Nimbus is crazy. Your best bet is to defend against any attacks he throws at you, while attempting to split his squad up with long range attacks from your Guncannon, Guntank, White Base, and Gunperry. Once that's done, focus on him with a squad or two of three. ------------------------------------------------------------ Intermission Extra 1 ------------------------------------------------------------ Units Available for Purchase: GM - 285 Core Booster - 255 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Caterpillar Unit - 100 Bazooka - 150 Beam Spray Gun - 100 Machine Gun - 100 Nothing new here since the last intermission. Your pilots should be leveled up a little bit more for the next mission after Extra Stage 1. ------------------------------------------------------------ Stage 4 ------------------------------------------------------------ Player Units: White Base (Bright) -5 Player Units Gunperry (Alph) -3 Player Units Enemy Units: Zanzibar (Hamon) Prototype Gouf (Ramba Ral) -Zaku II J (Akosu) -Zaku II J (Kozun) Zaku II J (Klamp) Zaku II F (Bazooka) x4 Events: -Ryu communicates with Amuro -Amuro attacks Ramba Ral (Not sure) -Sayla attacks Ramba Ral Hamon's Zanzibar is damage (50%~): -Hamon retreats Amuro got a new picture. :D (I actually like the first one better, but this one's still cool.) Start by moving your team up. The Zakus aren't very hard, but Ramba can be, so be careful around him. He's seriously all you need to watch out for, though. Split his squad and take him out and the only threat is gone. Chances are he'll go down before the Zanzibar, but you only need to get that down to about 50% HP anyway. Once Hamon retreats, Cima shows up and talks with Ramba a bit, and that's it. Map clear. ------------------------------------------------------------ Intermission 4 ------------------------------------------------------------ Units Available for Purchase: GM Ground Type - 350 GM - 285 Core Booster - 255 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Caterpillar Unit - 100 Clearance Parts - 350 Bazooka - 150 Beam Spray Gun - 100 Machine Gun - 100 Now that you can buy GM Ground Types and Clearance Parts, you have the ability to upgrade your units much more than before. GM Ground Types are good as it is, but combine them with some Clearance Parts and you can make a Gundam Ground Type, and you know that wouldn't hurt. But, if you don't really need it, then I recommend saving your money until you do so you can buy more and better stuff. ------------------------------------------------------------ Stage 5 ------------------------------------------------------------ Player Units: White Base (Bright) -5 Player Units Gunperry (Alph) -3 Player Units Player Reinforcements: Gundam Ground Type (Shiro) -Gundam Ground Type (Karen) -Gundam Ground Type (Sanders) Guntank Mass Production Type (Michel) Hover Truck (Eledore) Enemy Units: Zock (Boraskyniv) Acguy (Akahana) Acguy Z'gok x2 M'quve's Custom Gouf (M'Quve) -Zaku II J -Zaku II J Enemy Reinforcements 1: Black Tristar Custom Dom (Gaia) -Black Tristar Custom Dom (Ortega) -Black Tristar Custom Dom (Mash) Enemy Reinforcements 2: Apsalus III (Aina) Apsalus II x2 Zaku II S Zaku II J x2 Events: Amuro and the Black Tristars fight: -Amuro's HP is greatly reduced -Matilda and Mash are killed Enemy Turn 1: -Enemy Reinforcements 1 arrive Player Turn 2: -Player Reinforcements arrive ???: -All enemies retreat -Enemy Reinforcements 2 arrive Shiro communicates with Aina after attacking her: -Aina retreats Hey, it's Jaburo, a pretty cool battle usually. Well, you know the drill. Start by sending your units out ahead. The Black Tristars show up fairly early, but so does the 08th MS Team. Hooray for more units, right? :D You shouldn't run into any problems early on - Just keep blowing up enemies. If Amuro attacks the Black Tristars or the other way around, they'll pull a Jet Stream Attack on him and reduce his HP to very, very low numbers. In comes Matilda, and being the little hero she has to be, she gets shot. So Amuro gets mad and does a nice 9999 damage to Mash...Yeah, overkill. Now, your problem is Amuro's sitting in front of the two remaining Black Tristars with almost no HP, but don't worry. As soon as he's attacked, he'll automatically get all of his HP back. Keep fighting and all the enemies will retreat. I'm not entirely sure how you trigger this event. It happened for me when I blew up one of M'quve's Zakus, but it might happen when you destroy a certain amount of units. Problem is, more enemies show up. Big ones. They're hard, but not if you concentrate on one at a time. After Shiro attacks Aina once, he can communicate with her, and afterwards, she'll retreat. Saves you a fight with an Apsalus III, right? (It probably also leads to getting Aina later on - I can't be entirely sure, though.) ------------------------------------------------------------ Intermission 5 ------------------------------------------------------------ New Pilots: Eledore Karen Michel Sanders Shiro New Units: Grey Phantom MC Gundam New Parts: EXAM System Hover Parts Units Available for Purchase: Guntank Mass Production Type - 540 GM Ground Type - 350 GM - 285 Core Booster - 255 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Caterpillar Unit - 100 Clearance Parts - 350 Bazooka - 150 Beam Spray Gun - 100 Machine Gun - 100 Ground Combat Kit - 350 Rocket Launcher - 150 Done with Jaburo, and the White Base and Gundam have gotten a little upgrade. The White Base has been replaced with the Grey Phantom, and the Gundam replaced with the MC Gundam. Nothing too big, but it will help. You should probably upgrade one of your Gundam Ground Types to the Blue Destiny-I with your new EXAM parts. ------------------------------------------------------------ Extra Stage 2 ------------------------------------------------------------ Player Units: Grey Phantom (Bright) -5 Player Units Gunperry (Alph) -3 Player Units Friendly Units: RX-78 Murasame Custom (Zero) Enemy Units: Gaw -Gouf -Gouf Gundam Virsago (Shagia) Gundam Ashtaron (MS) (Olba) Gouf x2 Zaku II J (Bazooka) x3 Zaku II J (Magella Top Cannon) x2 Events: -Amuro communicates with Zero Shagia or Olba's Gundam is damaged (40%~): -Shagia and Olba retreat It's Zero! :D Start by moving your units forward. Concentrate on Shagia or Olba, but not both of them, as weakening one will 'cause them both to run off. That's about it for this mission. Without Shagia or Olba around, it's little more than target practice on some Zakus. Zero will join you afterwards, but it's possible he will only do it if you had Amuro communicate with him, I don't know. Make sure you do that just to be safe. ------------------------------------------------------------ Intermission Extra 2 ------------------------------------------------------------ New Pilots: Zero New Units: RX-78 Murasame Custom Units Available for Purchase: Guntank Mass Production Type - 540 GM Ground Type - 350 GM - 285 Core Booster - 255 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Caterpillar Unit - 100 Clearance Parts - 350 Bazooka - 150 Beam Spray Gun - 100 Machine Gun - 100 Ground Combat Kit - 350 Rocket Launcher - 150 Nothing new...Except Zero and his Gundam, both pretty cool. Onto the next stage. ------------------------------------------------------------ Stage 6 - Torrington Base ------------------------------------------------------------ Player Units: Grey Phantom (Bright) -5 Player Units Gunperry (Alph) -3 Players Units GP01 Zephyranthes (Kou) Player Reinforcements: Powered GM (South) -RX-78NT1 Alex (Chris) -Zaku II F (Keith) Friendly Reinforcements: Albion (Synapse) -Powered GM (Alpha) -GM Cannon II (Chap) Powered GM (Monsha) Enemy Units: GP02A Physalis (Gato) Xamel (Bob) Dom Tropen (Adamsky) -Dom Tropen (Karius) Gouf -Dom Zaku Tank -Zaku Cannon Enemy Reinforcements: Zanzibar (Killing) -Dom Z'gok E (Steiner) Hygogg (Misha) -Hygogg (Garcia) Zaku II J -Zaku II J (Bernie) Dom Events: -Kou communicates with Gato -Kou and Gato fight -Amuro communicates with Gato -Chris communicates with Monsha -Chris and Bernie fight -Player communicates with Monsha (?) Gato's GP02A Physalis is damaged (90%~): -Gato retreats Player Turn 2: -Player Reinforcements arrive -Friendly Reinforcements arrive Enemy Turn 2: -Enemy Reinforcements arrive I'm sure you're familiar with what's going on here - Your run of the mill Gundam Jack. Just incase you aren't aware, he has a nuke. Watch out for that. My advice is to attack with Kou on your first turn, and by the second some of your regular units should be able to reach him, so lay it on thick and don't let him escape since that's obviously his goal. (Maybe try taking him out with Kou just incase.) He should be down by atleast Turn 3. After Gato's out of the way, you won't have much difficulty clearing away most of the enemies - Even the reinforcements that showed up on Turn 2. You can communicate with Monsha twice this mission. Once with Chris, and once with either Kou or anybody, I'm not entirely sure. Take out Bernie with Chris. I'm uncertain whether or not it affects you getting him, but do it just to be safe. (He won't show up until after Stage 7, so don't worry if he's not there after this one.) ------------------------------------------------------------ Intermission 6 ------------------------------------------------------------ New Pilots: Chris Keith Kou South Synapse New Units: Albion Ez-8 GP01 Zephyranthes Powered GM RX-78NT1 Alex Zaku II F Units Available for Purchase: Guntank Mass Production Type - 540 GM Sniper - 400 GM Ground Type - 350 GM - 285 Core Booster - 255 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Gundarium Alpha - 500 Caterpillar Unit - 100 Clearance Parts - 350 Sensor - 350 Bazooka - 150 Beam Spray Gun - 100 Beam Rifle - 200 Machine Gun - 100 Ground Combat Kit - 350 Rocket Launcher - 150 You've got the Albion now, which means 4 more units per mission. Also, you've got access to some good units, now. You can buy GM Snipers and Sensors, which you can combine into GM Sniper IIs. You can also buy Gundarium Alpha, which will upgrade your Gundam Ground Types into Gundams. If you need more Gundam Ground Types, buy GM Ground Types and combine them with Clearance Parts. ------------------------------------------------------------ Stage 7 - Kimbareid ------------------------------------------------------------ Player Units: Grey Phantom (Bright) -5 Player Units Albion (Synapse) -4 Player Units Gunperry (Alph) -3 Player Units Player Reinforcements 1: Gundam mkII (Camille) Player Reinforcements 2: Kowloon Gundam (Master Asia) Shining Gundam (Domon) Enemy Units: Kampfer (Misha) Dom Tropen (Steiner) Dom Tropen (Garcia) Dowadge (Neuen) -Dowadge (Karius) Zaku II J (Franklin) -Gouf -Gouf Dom -Gouf -Gouf Dom -Gouf -Gouf Zaku II J (Magella Top Cannon) x2 Xamel Zaku Cannon Enemy Reinforcements: Shuttle GP02A Physalis (Gato) Events: -Camille fights Franklin -Kou fights Gato Enemy Turn 1: -Enemy Reinforcements arrive Player Turn 2: -Player Reinforcements 1 arrive Player Turn 3: -Player Reinforcements 2 arrive Enemy Turn 3: -Steiner, Misha, and Garcia are killed Enemy Turn 12: -??? The enemy's quite far on this map, so I'd keep your units in your ships until atleast turn 2, but it's your choice. Gato shows up on Enemy Turn 1, and Camille shows up on Player Turn 2 to fight his dad, Franklin. It's probably a good idea to send two of your units out to form a squad with Camille to help him out, while sending the rest of your team over the mountains to fight the rest of the enemies. At the beginning of Turn 3, Domon and Master Asia show up to help out. Once the enemy's turn comes, the Cyclops Team will try to what looks like kamikaze into the Grey Phantom, getting killed in the process. The shuttle seems to be counting down to something every turn, probably until they can escape with the GP02. Still, 12 turns is just tons of time to get the job done, so don't feel pressured or anything, this isn't even a very hard level. After everybody's destroyed, Killing tries to escape in a Zanzibar, but Heero has other plans. Sadly, he doesn't stay. ------------------------------------------------------------ Intermission 7 ------------------------------------------------------------ New Pilots: Bernie Camille Domon New Units: Gundam mkII Shining Gundam Units Available for Purchase: Guntank Mass Production Type - 540 GM Sniper - 400 GM Command - 375 GM Ground Type - 350 GM - 285 Core Booster - 255 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Spray Bazooka - 250 Gundarium Alpha - 500 Caterpillar Unit - 100 Clearance Parts - 350 Sensor - 350 Bazooka - 150 Beam Spray Gun - 100 Beam Rifle - 200 Magnet Coating - 350 Machine Gun - 100 Ground Combat Kit - 350 Rocket Launcher - 150 There's not much to say here, except Camille's a pretty good pilot, and on top of it he's a Newtype, so he'll be a nice addition to the team. Domon's not bad either, and the Shining Gundam is pretty powerful. ------------------------------------------------------------ Stage 8 - ??? ------------------------------------------------------------ Player Units: Grey Phantom (Bright) -5 Player Units Albion (Synapse) -4 Player Units Gunperry (Alph) -3 Player Units Enemy Units: Zanzibar (Hamon) -Gouf Gallop -Gouf Gallop -Gouf Ramba Ral's Custom Dom (Ramba Ral) -Dom -Dom Dowadge (Klamp) -Dom -Dom Dom Tropen (Kozun) -Dom -Dom Dom Tropen (Akosu) -Dom -Dom Gouf Xamel Events: -Sayla communicates with Ramba Ral -Sayla communicates with Ramba Ral -Sayla communicates with Ramba Ral -Amuro communicates with Ramba Ral -Amuro communicates with Hamon Player Turn 5: -Explosions go off Player Turn 6: -Explosions go off Player Turn 7: -Explosions go off Player Turn 8: -Explosions go off Looks like Ramba's back for some more, huh? This time, in his own Custom Dom. Move your ships up the field, but you'll probably want to keep your units in them until turn 2 as there should still be quite a distance between the enemy and you. If you move the Gunperry straight ahead, it'll be attacked by a Gouf, but that's nothing you can't hold off for a turn. On turn 2, the fighting should begin. Sayla can communicate with Ramba Ral three, yes, three times for some reason, and Amuro can once, and then once with Hamon. There's nothing else really important to note here. Be careful around Ramba, make good use of your ranged attacks, and you'll be fine. On turn 5, M'quve says something, and a lot of explosions start going off at the bottom of the map. The explosions will continue every turn - Your goal now is to retreat. In order to do this, put your units at the very top of the map. To clear the map, you must do one of the following, although which one you need to do is unclear. The explosions will probably go off until you retreat. 1. Have the Grey Phantom retreat 2. Have all of your ships retreat And that's all. Pretty easy mission, right? ------------------------------------------------------------ Intermission 8 ------------------------------------------------------------ Units Available for Purchase: Guntank Mass Production Type - 540 Gundam Ground Type - 650 GM Sniper - 400 GM Command - 375 GM Ground Type - 350 GM - 285 Core Booster - 255 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Spray Bazooka - 250 Gundarium Alpha - 500 Caterpillar Unit - 100 Clearance Parts - 350 Sensor - 350 Chobam Armor - 350 Bazooka - 150 Beam Spray Gun - 100 Beam Rifle - 200 Magnet Coating - 350 Machine Gun - 100 Ground Combat Kit - 350 Rocket Launcher - 150 Not much to note right now except that you can now purchase Gundam Ground Types. You save 50 PP if you purchase the unit itself rather than purchasing a GM Ground Type and Clearance Parts to combine. ------------------------------------------------------------ Stage 9 - Jaburo ------------------------------------------------------------ Player Units: Grey Phantom (Bright) -5 Player Units Albion (Synapse) -4 Player Units Gunperry (Alph) -3 Player Units Friendly Units: Medea (Woody) -Powered GM Powered GM Enemy Units: Zanzibar Apsalus III (Aina) Apsalus II x3 Gyan (M'quve) -Dom Tropen -Dom Tropen Dom Tropen Dom x4 Xamel Enemy Reinforcements 1: Black Tristar Custom Gelgoog (Gaia) -Black Tristar Custom Gelgoog (Ortega) Enemy Reinforcements 2: Gouf -Gouf Gouf -Gouf Dom -Gouf Dom x2 Events: -Shiro fights Aina -Shiro communicates with Aina after Aina switches to Ally Gaia is killed: -Ortega's stats increase Ortega is killed: -Gaia's stats increase M'quve's Gyan is damaged (100%): -M'quve retreats Enemy Turn 1: -Enemy Reinforcements arrive Enemy Turn 5: -Aina switches to Friendly side -Enemy Reinforcements 2 arrive Start by moving up your ships and deploying your units. The remaining Black Tristars, Gaia and Ortega, will arrive right after you finish, seeking to avenge Mash...Again. Watch out for Aina and the other Apsalus units. The Gyan has some decent melee damage, but the HP is rather low, so it shouldn't cause much trouble. Don't hurt Aina too much, she becomes an Ally on Enemy Turn 5. The game will automatically target a building in the top left corner - It's possible that you will win the mission if you reach it. Or, just blow up all enemies before turn 12 rolls around. ------------------------------------------------------------ Intermission 9 ------------------------------------------------------------ New Units: Argama Units Available for Purchase: Guntank Mass Production Type - 540 Gundam Ground Type - 650 GM Sniper II - 495 GM Sniper - 400 GM Command - 375 GM Ground Type - 350 Core Booster - 255 GM - 285 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Spray Bazooka - 250 Gundarium Alpha - 500 Caterpillar Unit - 100 Clearance Parts - 350 Sensor - 350 Chobam Armor - 350 Bazooka - 150 Beam Cannon - 250 Beam Spray Gun - 100 Beam Rifle - 200 Magnet Coating - 350 Machine Gun - 100 Ground Combat Kit - 350 Rocket Launcher - 150 Bright's now in command of the Argama, and so the Grey Phantom's been passed down to Alph. No more Gunperry! 2 more units per mission! Yeah! ------------------------------------------------------------ Extra Stage 3 - Kasareria ------------------------------------------------------------ Player Units: Argama (Bright) -5 Player Units Albion (Synapse) -4 Player Units Grey Phantom (Alph) -5 Player Units Enemy Units: Gundam Ashtaron (MS) (Olba) Gundam Virsago (Shagia) Gyan (M'quve) -Dowadge -Dowadge Dowadge -Gouf -Gouf Z'gok E -Hygogg -Hygogg Dom -Dom -Gouf Dom Tropen -Gouf Gouf -Gouf Kampfer Zaku Cannon Events: -Amuro fights with M'quve -Domon fights with M'quve Bright communicates with Usso: -Usso switches to Player side Shagia or Olba's Gundam is damaged (50%~): -Shagia and Olba retreat M'quve's Gyan is damaged (100%): -M'quve will retreat Enemy Turn 1: -Usso steals the Kampfer and switches to Friendly side Those freakin' Frost brothers are back again. Head in with your strongest units heading to the bottom right, because they'll be taking on M'quve and the Frosts. On the enemy's first turn, Usso steals the Kampfer. (What else would you expect from Usso? :P) Have Bright communicate with him, and he switches to your side. Just like always, the Frost brothers run away when the going gets tough, so only concentrate on one of them. Once M'quve's damaged, he runs as well. The stage is actually really easy. All of the grunts have the same units you've been fighting for a while, and the actual character pilots aren't very hard, either. The stage shouldn't give you much trouble at all. ------------------------------------------------------------ Intermission Extra 3 ------------------------------------------------------------ New Pilots: Usso New Units: Kampfer Units Available for Purchase: Guntank Mass Production Type - 540 Gundam Ground Type - 650 GM Sniper II - 495 GM Sniper - 400 GM Command - 375 GM Ground Type - 350 Core Booster - 255 GM - 285 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Spray Bazooka - 250 Gundarium Alpha - 500 Caterpillar Unit - 100 Clearance Parts - 350 Sensor - 350 Chobam Armor - 350 Bazooka - 150 Beam Cannon - 250 Beam Spray Gun - 100 Beam Rifle - 200 Magnet Coating - 350 Machine Gun - 100 Ground Combat Kit - 350 Rocket Launcher - 150 Nothing new here except Usso. Use him if you want, and on to the next stage. ------------------------------------------------------------ Stage 10 - Gibralter ------------------------------------------------------------ Player Units: Argama (Bright) -5 Player Units Albion (Synapse) -4 Player Units Grey Phantom (Alph) -5 Player Units Player Reinforcements: Gelgoog JG (Aina) Enemy Units: Apsalus III (Gineas) Apsalus III (Aina) Kampfer (Norris) -Gelgoog -Gelgoog Gundam Ashtaron (MS) (Olba) Gundam Virsago (Shagia) Apsalus II x2 Dom x5 Enemy Reinforcements: Eagel (Corin) -Gozzo (Jacop) -Gozzo (Bruno) Events: -Shiro communicates with Aina -Aina fights Gineas Shagia or Olba's Gundam is damaged (80%~): -Shagia and Olba retreat Enemy Turn 1: -Enemy Reinforcements arrive Enemy Turn 2: -Yuri is killed Enemy Turn 4: -Gineas destroys Aina's Apsalus III Player Turn 5: -Player Reinforcements arrive Looks like Gineas has finally decided to show his face on the battlefield. The Frost brothers are here too...Guess what they'll do when they take a bit of damage? The Argama and Albion can't move, only the Grey Phantom. You might as well keep it where it is and just send out your units, though. After you finish your turn, Corin, Jacop, and Bruno show up. On Enemy Turn 2, Yuri shows up in a Gaw in an attempt to stop Gineas, but is killed. On Enemy Turn 4, Gineas blows up Aina's Apsalus III. (This guy's outta control.) On Player Turn 5, Aina shows up in a Gelgoog JG, now on your side. ------------------------------------------------------------ Intermission 10 ------------------------------------------------------------ New Pilots: Aina Henken Sleggar New Units: Ez-8 Kai Gelgoog JG Irish Units Available for Purchase: Guntank Mass Production Type - 540 Gundam Ground Type - 650 GM Sniper II - 495 Powered GM - 540 GM Sniper - 400 GM Command - 375 GM Ground Type - 350 Core Booster - 255 GM - 285 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Spray Bazooka - 250 Gundarium Alpha - 500 Caterpillar Unit - 100 Clearance Parts - 350 Sensor - 350 Thruster Unit - 350 Chobam Armor - 350 Bazooka - 150 Beam Cannon - 250 Beam Spray Gun - 100 Beam Rifle - 200 Magnet Coating - 350 Machine Gun - 100 Ground Combat Kit - 350 Rocket Launcher - 150 The Grey Phantom is replaced by the Irish, and you've got the Ez-8 Kai, all set for space combat thanks to Nina. Now that you have access to the Thruster Unit, you can upgrade your units even more. I recommend at the minimum buying two to upgrade your GP01 and Blue Destiny. ------------------------------------------------------------ Stage 11 - Sweetwater ------------------------------------------------------------ Player Units: Argama (Bright) -5 Player Units Albion (Synapse) -4 Player Units Irish (Henken) -4 Player Units Enemy Units: Gundam Ashtaron (MA) (Olba) Gundam Virsago (Shagia) Taurus (MS) x2 Leo (Bazooka) x3 Leo (Machine Gun) x3 Enemy Reinforcements 1: Zanzibar (Detrov) -Rick Dom Gerbera Tetra (Cima) -Gelgoog -Gelgoog Rick Dom x5 Enemy Reinforcements 2: Char's Custom Gelgoog (Char) High Mobility Type Gelgoog (Apolly) High Mobility Type Gelgoog (Roberto) Enemy Reinforcements 3: Psycommu Prototype Zaku (Lalah) Events: -Amuro fights Char -Sayla communicates with Char -Sayla fights Char -Kou fights Cima -Chris fights Cima Shagia's Gundam Virsago is damaged (90%~): -Shagia retreats Olba's Gundam Ashtaron is damaged (90%~): -Olba retreats Char's Custom Gelgoog is damaged (100%): -Char retreats -Lalah retreats Lalah's Psycommu Prototype Zaku is damaged (60%~): -Lalah retreats -Char retreats 7 enemies destroyed: -Enemy Units retreat -Enemy Reinforcements 1 arrive Enemy Turn 4: -Enemy Reinforcements 2 arrive Enemy Turn 5: -Enemy Reinforcements 3 arrive Start the usual way by sending your ships out and then your MS. The enemy will reach you by their first turn. The Frost brothers will retreat when you weaken them enough, but they'll retreat separately this time. After 7 enemies are destroyed, the remaining original enemy units retreat and reinforcements come. Then, on Enemy Turn 4, Char, Apolly, and Roberto arrive. ------------------------------------------------------------ Intermission 11 ------------------------------------------------------------ New Parts: Shutsurumu Booster Units Available for Purchase: Guntank Mass Production Type - 540 Gundam Ground Type - 650 GM Sniper II - 495 Powered GM - 540 GM Sniper - 400 GM Command - 375 GM Ground Type - 350 Core Booster - 255 GM - 285 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Spray Bazooka - 250 Gundarium Alpha - 500 Caterpillar Unit - 100 Clearance Parts - 350 Sensor - 350 Thruster Unit - 350 Chobam Armor - 350 Bazooka - 150 Beam Cannon - 250 Beam Spray Gun - 100 Beam Rifle - 200 Magnet Coating - 350 Machine Gun - 100 Movable Frame - 500 Ground Combat Kit - 350 Rocket Launcher - 150 You should probably use that new part to change the GP01fb into the GP03S. Maybe pick up a Movable Frame or two, then onto Stage 12. ------------------------------------------------------------ Stage 12 - Texas Colony (Space) ------------------------------------------------------------ Player Units: Argama (Bright) -5 Player Units Albion (Synapse) -4 Player Units Irish (Henken) -4 Player Units Methuss (MA) (Sayla) Friendly Units: Re-GZ (MS) (Amuro) Enemy Units: Zanzibar (Marigan) Elmeth (Lalah) Char's Custom Gelgoog (Char) Bigro (Tokwan) Bigro (Dmitri) High Mobility Type Gelgoog (Apolly) -High Mobility Type Gelgoog (Roberto) -High Mobility Type Gelgoog Gelgoog Commander Type -Rick Dom Gelgoog -Rick Dom Gelgoog -Rick Dom Enemy Reinforcements: Musai S (Dren) -Rick Dom -Rick Dom Musai -Rick Dom -Rick Dom Musai -Rick Dom -Rick Dom Events: -Sayla communicates with Char Sayla communicates with Amuro (After Turn 1): -Amuro switches to Player Side Player Turn 2: -Amuro kills Lalah -Char retreats Enemy Turn 2: -Enemy Reinforcements arrive Make sure you have Sayla communicate with Char on Turn 1 because he won't be sticking around after it's over. When Turn 2 comes, make her communicate with Amuro so that he rejoins your side. On the enemy's second turn, you've gotta deal with some Musais and 6 Rick Doms showing up near the bottom right of the map. Since Char and Lalah retreat without getting more than 1 attack in each, your biggest threat is probably Apolly and Roberto. Amuro and Sayla are pretty vulnerable, so try to keep them covered as best you can throughout the mission. Keep your ships away from the bottom right corner because the reinforcements will just gang up on them if you don't. Once all enemies are defeated, the map will be cleared. ------------------------------------------------------------ Intermission 12 ------------------------------------------------------------ New Units: Re-GZ (MS) Methuss (MA) New Parts: Psycommu Units Available for Purchase: Gundam mkII - 1200 Guntank Mass Production Type - 540 Gundam Ground Type - 650 GM Sniper II - 495 Powered GM - 540 GM Sniper - 400 GM Command - 375 GM Ground Type - 350 Core Booster - 255 GM - 285 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Spray Bazooka - 250 Gundarium Alpha - 500 Gundarium Gamma - 500 Caterpillar Unit - 100 Clearance Parts - 350 Sensor - 350 Thruster Unit - 350 Chobam Armor - 350 Bazooka - 150 Beam Cannon - 250 Beam Spray Gun - 100 Beam Rifle - 200 Magnet Coating - 350 Machine Gun - 100 Movable Frame - 500 Ground Combat Kit - 350 Rocket Launcher - 150 The Re-GZ is a pretty good unit, it'll make a nice addition. Know what else would? Some of those Gundam mkIIs that are for sale! If you've got the money and think you might need some, don't hesitate. ------------------------------------------------------------ Stage 13 - Texas Colony ------------------------------------------------------------ Player Units: Argama (Bright) -5 Player Units Albion (Synapse) -4 Player Units Irish (Henken) -4 Player Units Enemy Units: Zanzibar Zanzibar Gyan Kai (M'quve) -Kampfer -Kampfer Gelgoog M x2 Gelgoog JG x3 Enemy Reinforcements 1: Gelgoog Commander Type -Gelgoog -Gelgoog Gelgoog Commander Type -Gelgoog -Gelgoog Gelgoog -Gelgoog Gelgoog x4 Enemy Reinforcements 2: Zanzibar (Marigan) Char's Custom Gelgoog (Char) -High Mobility Type Gelgoog (Apolly) -High Mobility Type Gelgoog (Roberto) Elmeth Unit 2 (Haman) Events: Char is damaged (100%): -Enemy Reinforcements 2 retreat Haman is damaged (100%): -Enemy Reinforcements 2 retreat Zanzibar near M'quve is damaged: -Enemy Reinforcements 1 arrive Enemy Turn 4: -Enemy Reinforcements 2 arrive I'm sure you see those round things all over the ground, right? Those are mines, and if you step on them, rest assured, they will blow up. It's not too much damage, but don't go putting units on them unless it's worth it. (Mines will do 300 damage.) Please note you cannot go over a field of mines, you must go around them. Bring your ships in through the paths that are cleared. (Why didn't M'quve just put mines on ALL the tiles? :P) The enemies actually won't even move, but they will counterattack. Damage the Zanzibar near M'quve and a whoooole bunch of Gelgoogs surround you. What a surprise. M'quve took the steps to set yet another trap. These ones are different from the original enemies, however, because they actually will attack. On Enemy Turn 4, the second batch of reinforcements arrive. This time, Char, Apolly, Roberto, Marigan, and Haman in her Elmeth. Char's actually somewhat dangerous when in a squad with Apolly and Roberto, so attempt to split their squad up. Defeat Char or Haman and the second group of reinforcements retreat. If there are still enemies left afterwards, destroy them all to proceed to clear the map. ------------------------------------------------------------ Intermission 13 ------------------------------------------------------------ New Parts: Biosensor Incom Unit Psycommu Units Available for Purchase: Gundam mkII - 1200 Guntank Mass Production Type - 540 Gundam Ground Type - 650 Powered GM - 540 GM Sniper II - 495 GM Sniper - 400 GM Command - 375 GM Ground Type - 350 Core Booster - 255 GM - 285 Prototype GM - 200 Core Fighter - 150 Ball - 98 Parts Available for Purchase: Incom Unit - 900 Spray Bazooka - 250 Gundarium Alpha - 500 Gundarium Gamma - 500 Caterpillar Unit - 100 Clearance Parts - 350 Sensor - 350 Psycommu - 750 Thruster Unit - 350 Chobam Armor - 350 Bazooka - 150 Beam Cannon - 250 Beam Spray Gun - 100 Beam Rifle - 200 Magnet Coating - 350 Machine Gun - 100 Movable Frame - 500 Ground Combat Kit - 350 Rocket Launcher - 150 You can upgrade the Re-GZ into a Mass Production Nu with the Incom Unit if you'd like. Otherwise, prepare for Extra Stage 5. ------------------------------------------------------------ Extra Stage 5 - Frontier Side ------------------------------------------------------------ Player Units: Argama (Bright) -5 Player Units Albion (Synapse) -4 Player Units Irish (Henken) -4 Player Units Jegan (Birgit) -Jegan (Seabook) Friendly Units: GM Sniper II -GM Sniper II GM Sniper II -GM Sniper II GM Sniper II -GM Sniper II Enemy Units: Berga Giros (Zabine) Den'an Zon x11 Den'an Zon -Den'an Zon Den'an Zon -Den'an Zon Den'an Zon -Den'an Zon Events: -Amuro communicates with Birgit -Amuro communicates with Seabook Zabine is damaged (90%~): -Zabine retreats This mission is insanely easy. You'll probably be done by the 3rd or 4th turn. Every enemy you fight, save Zabine, is a pretty weak grunt. On top of that, you've got 6 GM Sniper IIs helping you take these guys out. All I've got to recommend is having Amuro communicate with Birgit and Seabook for some easy experience. ------------------------------------------------------------ Intermission Extra 5 ------------------------------------------------------------ New Pilots: Birgit Seabook New Units: Jegan Jegan Units Available for Purchase: Gundam mkII - 1200 Guntank Mass Production Type - 540
Gundam Ground Type - 650
Powered GM - 540
GM Sniper II - 495
GM Sniper - 400
GM Command - 375
GM Ground Type - 350
Core Booster - 255
GM - 285
Prototype GM - 200
Core Fighter - 150
Ball - 98
Parts Available for Purchase:
Incom Unit - 900
Spray Bazooka - 250
Gundarium Alpha - 500
Gundarium Gamma - 500
Caterpillar Unit - 100
Clearance Parts - 350
Sensor - 350
Psycommu - 750
Thruster Unit - 350
Chobam Armor - 350
Bazooka - 150
Beam Cannon - 250
Beam Spray Gun - 100
Beam Rifle - 200
Magnet Coating - 350
Machine Gun - 100
Movable Frame - 500
Ground Combat Kit - 350
Rocket Launcher - 150
Nothing new to note after this mission, as it usually is with Extra Stages.
Make any preparations you think you'll need and head on to Stage 14.
------------------------------------------------------------
Stage 14 - Side 6 Space
------------------------------------------------------------
Player Units:
Argama (Bright)
-5 Player Units
Albion (Synapse)
-4 Player Units
Irish (Henken)
-4 Player Units
Friendly Units:
Shuttle (Mikamura)
Gundam Spiegel (Kyoji)
Rising Gundam (Rain)
Friendly Reinforcements:
Alexandria
-Jegan (Alpha)
-Guncannon Detector (Chap)
NT Test Type GM Juggler (Monsha)
Enemy Units:
Mercurius (Muller)
-Taurus
-Taurus
Vayeate (Alex)
-Taurus
-Taurus
Taurus
-Taurus
-Taurus
Taurus
-Taurus
Taurus
-Taurus
Taurus
-Taurus
Leo (Bazooka)
-Leo (Bazooka)
-Leo (Bazooka)
Leo (Bazooka)
-Leo (Bazooka)
-Leo (Bazooka)
Events:
-Chris communicates with Monsha
-Domon communicates with Kyoji
-Domon communicates with Rain
-Kou communicates with Monsha
Domon fights Enemy:
-Domon gains the Shining Finger ID
Kyoji is damaged (90%~):
-Kyoji retreats
Rain is damaged (90%~):
-Rain retreats
Player Turn 3:
-Friendly Reinforcements arrive
Make sure Domon communicates with Rain or Kyoji as soon as possible because
chances are, she'll dive headfirst into a group of enemies and get taken out
right away, and by no means do you wanna miss out on some easy event EXP,
right? I say Rain or Kyoji because it's one or the other. Once you have Domon
communicate with one, he can't communicate with the other.
Once Domon encounters an enemy, he gains his Shining Finger ID, which works
the same as a regular attack, except he is the only one in his group who will
act during the battle. (This Makes Domon pretty decent if he's not in a squad.
Use his Attack +60% ID first, and you'll be scoring really big damage...)
Use Domon's ID combination to easily take out either Alex or Muller, then team
up on the other with strong units. From there, all you've got to deal with are
Leos and Taurus - Nothing big at all.
------------------------------------------------------------
Intermission 14
------------------------------------------------------------
New Pilots:
Kyoji
Rain
New Units:
Gundam Spiegel
Rising Gundam
Units Available for Purchase:
Gundam mkII - 1200
Guntank Mass Production Type - 540
Gundam Ground Type - 650
Powered GM - 540
GM Sniper II - 495
GM Sniper - 400
GM Command - 375
GM Ground Type - 350
Core Booster - 255
GM - 285
Prototype GM - 200
Core Fighter - 150
Ball - 98
Parts Available for Purchase:
Incom Unit - 900
Spray Bazooka - 250
Gundarium Alpha - 500
Gundarium Gamma - 500
Caterpillar Unit - 100
Clearance Parts - 350
Sensor - 350
Psycommu - 750
Thruster Unit - 350
Chobam Armor - 350
Bazooka - 150
Beam Cannon - 250
Beam Spray Gun - 100
Beam Rifle - 200
Magnet Coating - 350
Machine Gun - 100
Movable Frame - 500
Ground Combat Kit - 350
Rocket Launcher - 150
Nothing important to note here except 2 new G Gundam pilots if you wanna use
them.
------------------------------------------------------------
Stage 15 - Side 6
------------------------------------------------------------
Player Units:
Argama (Bright)
-5 Player Units
Albion (Synapse)
-4 Player Units
Irish (Henken)
-4 Player Units
Friendly Reinforcements:
Tallgeese (Zechs)
-Taurus (MS) (Noin)
Enemy Units:
Wind Gundam (MS) (Heero)
Enemy Reinforcements 1:
Virgo II (Muller)
-Taurus (MS)
-Taurus (MS)
Vayeate (Alex)
-Taurus (MS)
-Taurus (MS)
Virgo
-Taurus (MS)
-Taurus (MS)
Taurus (MS)
-Leo (Bazooka)
-Leo (Bazooka)
Virgo
-Taurus (MS)
Virgo
-Taurus (MS)
Taurus (MA)
-Taurus (MA)
Taurus (MS)
-Leo (Bazooka)
Enemy Reinforcements 2:
Apsalus II
Events:
-Yuu communicates with Heero
Enemy Turn 1:
-Enemy Reinforcements 1 arrive
-Heero switches to player side
10 Enemy Reinforcements destroyed:
-Enemy Reinforcements 2 arrive
Apsalus II is damaged (90%?):
-Friendly Reinforcements arrive
Wing Gundam is very powerful in this game. Don't worry about fighting it,
though, because Heero will join you almost right away. If he attacked one of
your squads, be careful about moving them up too far or they might get killed.
If you take out 10 of the Enemy Reinforcements, Enemy Reinforcements 2 come.
It's just one Apsalus II, and it's not like you haven't been fighting these
for a while, so if anything it's only somewhat of a shock storywise. (Not if
you're not new to G Generation games, anyway. Zeon and OZ are always helping
each other out.)
After the Apsalus II that just showed up is damaged (I'm not sure how much.
I took about 90% of its health out with my first attack on it, but maybe all
it takes is one attack.) Zechs and Noin arrive as Friendly units. Heero can't
communicate with them, surprisingly. They're actually not very useful because
the enemy will be practically whiped out by the time they get there, but, help
is always welcome, I suppose. Finish off the rest of the enemies to clear the
map.
------------------------------------------------------------
Intermission 15
------------------------------------------------------------
New Parts:
Salamis Cannon
High Mobility Thrusters
Units Available for Purchase:
Rick Dias - 1360
Gundam mkII - 1200
Jegan - 1238
Guntank Mass Production Type - 540
Gundam Ground Type - 650
Powered GM - 540
GM Sniper II - 495
GM Sniper - 400
GM Command - 375
GM Ground Type - 350
GM - 285
Core Booster - 255
Prototype GM - 200
Core Fighter - 150
Ball - 98
Parts Available for Purchase:
Incom Unit - 900
Spray Bazooka - 250
Gundarium Alpha - 500
Gundarium Gamma - 500
Caterpillar Unit - 100
Clearance Parts - 350
Sensor - 350
Psycommu - 750
Thruster Unit - 350
Chobam Armor - 350
Bazooka - 150
Beam Cannon - 250
Beam Spray Gun - 100
Beam Rifle - 200
Magnet Coating - 350
Machine Gun - 100
Movable Frame - 500
Ground Combat Kit - 350
Rocket Launcher - 150
After the last mission, Shiro spoke to Nina about upgrading his Ez-8 a second
time. So now, you have the choice to upgrade it into the Ez-8 Heavy Arms Custom
or Ez-8 High Mobility Custom. It's entirely up to you, but personally, I prefer
the High Mobility Custom.
Yuu won't be in your pilot roster for this intermission, so make sure you give
him a replacement.
------------------------------------------------------------
Extra Stage 16 - ???
------------------------------------------------------------
Player Units:
Argama (Bright)
-5 Player Units
Albion (Synapse)
-4 Player Units
Irish (Henken)
-4 Player Units
Blue Destiny-III Kai (Yuu)
Enemy Units:
Blue Destiny-II NS (Nimbus)
High Mobility Type Gelgoog
-High Mobility Type Gelgoog
-High Mobility Type Gelgoog
Bigro
-Bigro
Gelgoog JG
-Gelgoog JG
Gelgoog M
-Gelgoog M
Rick Dom
-Rick Dom
Rick Dom
-Rick Dom
Events:
-Yuu fights with Nimbus twice
Yuu destroys Nimbus:
-Blue Destiny-II NS and Blue Destiny-III Kai are destroyed
Yuu's out testing the Blue Destiny-III Kai (I know, I know. A unit like that
needs an upgrade? XD) when all of the sudden, Nimbus shows up and activates
the EXAM System. Your guys show up to help Yuu out, but are cut off by a wall
of enemies. You know what to do, activate EXAM and go kick his butt.
Aside from Nimbus, nothing should be much of a challenge. You'll probably be
done by the time your third time rolls around. If Yuu is low on health, don't
attack Nimbus. Let him attack you, counter, then finish him with your next
attack so that you go before him and don't have to worry about him hitting you
before you get your attack in.
You'll lose the Blue Destiny-III permanently after this mission.
------------------------------------------------------------
Intermission Extra 6
------------------------------------------------------------
Units Available for Purchase:
Rick Dias - 1360
Gundam mkII - 1200
Jegan - 1238
Guntank Mass Production Type - 540
Gundam Ground Type - 650
Powered GM - 540
GM Sniper II - 495
GM Sniper - 400
GM Command - 375
GM Ground Type - 350
GM - 285
Core Booster - 255
Prototype GM - 200
Core Fighter - 150
Ball - 98
Parts Available for Purchase:
Incom Unit - 900
Spray Bazooka - 250
Gundarium Alpha - 500
Gundarium Gamma - 500
Caterpillar Unit - 100
Clearance Parts - 350
Sensor - 350
Psycommu - 750
Thruster Unit - 350
Chobam Armor - 350
Bazooka - 150
Beam Cannon - 250
Beam Spray Gun - 100
Beam Rifle - 200
Magnet Coating - 350
Machine Gun - 100
Movable Frame - 500
Ground Combat Kit - 350
Rocket Launcher - 150
No new anything. (You got Yuu back, though.) Hurry along to Stage 16.
------------------------------------------------------------
Stage 16 - ???
------------------------------------------------------------
Player Units:
Argama (Bright)
-5 Player Units
Albion (Synapse)
-4 Player Units
Irish (Henken)
-4 Player Units
Enemy Units:
Eagel (Corin)
-Mobile FLAT (MS) (Jacop)
-Mobile FLAT (MS) (Bruno)
SUMO (Harry)
-WaDom
SUMO (Poe)
-WaDom
WaDom (Phil)
-WaDom
WaDom
-WaDom
WaDom
-WaDom
Enemy Reinforcements:
Virgo II (Muller)
-Virgo
Virgo II (Alex)
-Virgo
Virgo
-Virgo
Virgo
-Virgo
Taurus (MA)
-Taurus (MA)
Taurus (MA)
-Taurus (MA)
Events:
-Bright communicates with Harry after Turn 1
Bright moves to the area indicated:
-Enemy Units retreat
-Enemy Reinforcements appear
Turn A units are kinda tough. SUMOs have I-Fields, so make sure you hit them
with non-beam weapons or melee attacks. After Turn 1, Bright can communicate
with Harry. Once this happens, only Corin's squad will keep fighting you. Of
course, you can kill off more of them if you want more experience, but it's
not necessary.
When Bright communicated with Harry, a square should've flashed on a building.
You need to move the Argama here to continue with the stage. After you reach
it, you're ambushed by a bunch of OZ MS. Make sure you use melee attacks on
the Virgos, and watch your HP because your units may be fairly worn out after
fighting the Turn A units. To finish the map, destroy all enemies.
------------------------------------------------------------
Intermission 16
------------------------------------------------------------
New Units:
Nahel Argama
New Parts:
High Clearance Parts
High Clearance Parts
Mega Beam Cannon
Units Available for Purchase:
Rick Dias - 1360
Gundam mkII - 1200
Jegan - 1238
Guntank Mass Production Type - 540
Gundam Ground Type - 650
Powered GM - 540
GM Sniper II - 495
GM Sniper - 400
GM Command - 375
GM Ground Type - 350
GM - 285
Core Booster - 255
Prototype GM - 200
Core Fighter - 150
Ball - 98
Parts Available for Purchase:
Incom Unit - 900
Spray Bazooka - 250
Gundarium Alpha - 500
Gundarium Gamma - 500
Caterpillar Unit - 100
Clearance Parts - 350
Sensor - 350
Psycommu - 750
Thruster Unit - 350
Chobam Armor - 350
Bazooka - 150
Beam Cannon - 250
Beam Spray Gun - 100
Beam Rifle - 200
Magnet Coating - 350
Machine Gun - 100
Movable Frame - 500
Ground Combat Kit - 350
Rocket Launcher - 150
You can't buy any new units, but the Argama has been replaced by the Nahel
Argama and you've got some new parts. (Nice ones, too.) Go make yourself a
few monsters units. (Zetaaaa.)
------------------------------------------------------------
Stage 17 - Solomon
------------------------------------------------------------
Nahel Argama (Bright)
-5 Player Units
Albion (Synapse)
-4 Player Units
Irish (Henken)
-4 Player Units
GP03 Dendrobium (Kou)
Friendly Units:
Birmingham (Tianem)
Birmingham (Wakkein)
Jegan (Monsha)
-Jegan (Chap)
-Jegan (Alpha)
Enemy Units:
Gwazine (Dozle)
Gwazine (Kycilia)
-Gelgoog M
-Gelgoog M
Musai S
-High Mobility Type Gelgoog
-High Mobility Type Gelgoog
-High Mobility Type Gelgoog
Musai S
-Gelgoog JG
-Gelgoog JG
Neue Ziel (Gato)
Val Varo (Kelly)
Dom Gross Beil (Karius)
Dom Bein Nichts x2
Bigro x2
Enemy Reinforcements:
Big Zam (Dozle)
Events:
-Amuro destroys the Big Zam
-Bright communicates with Wakkein
-Chris communicates with Monsha
-Kou communicates with Monsha
-Kou fights Gato
Sleggar fights the Big Zam:
-Sleggar is killed
-Big Zam is brought down to 100 HP
Kycilia is damaged:
-Kycilia's Gwazine is destroyed
-Cima retreats
8 Enemy Units are destroyed:
-Dozle retreats
-Enemy Reinforcements arrive
Player Turn 2:
-A cutscene occurs where the Federation fights OZ
If you'd like, have your units communicate with some of the others on your
first turn and send in the rest to start the action. On the beginning of your
second turn, a short cutscene occurs.
Be careful of the Neue Ziel, it can be dangerous if you don't pay attention.
If you damage Kycilia's Gwazine, one of her men says something about the main
engine, then their ship blows up. Afterwards, Cima is seen fleeing in the
Gerbera Tetra. (Cima did it, I guess?)
Destroy 8 units, and Dozle's Gwazine will retreat, followed by the launch of
the Big Zam. If you attack the Big Zam with Sleggar, he'll be killed off
permanently, but make the fight against the Big Zam insanely easy, as he'll
bring it down to 100 HP by sacrificing himself.
Once all of the enemies are destroyed, a short conversation between Cima and
the Frost brothers will take place. Guess they're plotting something, huh?
------------------------------------------------------------
Intermission 17
------------------------------------------------------------
New Units:
GP03 Dendrobium
Units Available for Purchase:
Rick Dias - 1360
Jegan - 1238
Gundam mkII - 1200
Guntank Mass Production Type - 540
Gundam Ground Type - 650
Powered GM - 540
GM Sniper II - 495
GM Sniper - 400
GM Command - 375
GM Ground Type - 350
GM - 285
Core Booster - 255
Prototype GM - 200
Core Fighter - 150
Ball - 98
Parts Available for Purchase:
Incom Unit - 900
Spray Bazooka - 250
Gundarium Alpha - 500
Gundarium Gamma - 500
Caterpillar Unit - 100
Clearance Parts - 350
Sensor - 350
Psycommu - 750
Thruster Unit - 350
Chobam Armor - 350
Biosensor - 1200
Bazooka - 150
Beam Cannon - 250
Beam Spray Gun - 100
Beam Rifle - 200
Magnet Coating - 350
Machine Gun - 100
Movable Frame - 500
Ground Combat Kit - 350
Rocket Launcher - 150
Biosensors are now available in the shop, and Kou is back with the Dendrobium.
That's really all worth noting.
------------------------------------------------------------
Stage 18 - Side 6 Space
------------------------------------------------------------
Player Units:
Nahel Argama (Bright)
-5 Player Units
Albion (Synapse)
-4 Player Units
Irish (Henken)
-4 Player Units
Player Reinforcements:
Wing Gundam (MS) (Heero)
Enemy Units:
Libra (Dermail)
Peacemillion (Aimuzato)
Virgo II (Alex)
-Virgo
-Virgo
Virgo II (Muller)
-Virgo
-Virgo
Gundam Ashtaron HC (MS) (Olba)
Gundam Virsago CB (Shagia)
Mercurius
-Taurus (MS)
-Taurus (MS)
Vayeate
-Taurus (MS)
-Taurus (MS)
Virgo II
-Virgo
Virgo II
-Virgo
Virgo II
-Virgo
Virgo II
-Virgo
Events:
Olba is damaged (60%~):
-Olba retreats
Shagia is damaged (60%~):
-Shagia retreats
Player Turn 3:
-Player Reinforcements arrive
Lots and lots of enemies here, eh? The Frost brothers are in their upgraded
Gundams, and even the freakin' Libra's here...
So many annoying Virgos with their Planet Defensors on this mission. Make sure
you're using your melee attacks against them to get around that. Shagia and
Olba can be pretty dangerous when they use IDs, try to take them out fast.
(Shining Fingaaaaa!! Er, what I'm trying to say is, Shining Finger is handy.
You only need to take out a bit over half of their HP to make them retreat.)
On your 3rd turn, Heero shows up to help you out. (Thank God, eh?) Stay alert
with the Virgos, even after all the main characters are gone. They'll more
than likely all concentrate on your weakest squad. After you take them all
out, focus on the Libra and Peacemillion, which should go down rather easily,
especially compared to all the units you just fought.
------------------------------------------------------------
Intermission 18
------------------------------------------------------------
New Pilots:
Heero
New Units:
Wing Gundam (MS)
Units Available for Purchase:
Rick Dias - 1360
Jegan - 1238
Gundam mkII - 1200
Guntank Mass Production Type - 540
Gundam Ground Type - 650
Powered GM - 540
GM Sniper II - 495
GM Sniper - 400
GM Command - 375
GM Ground Type - 350
GM - 285
Core Booster - 255
Prototype GM - 200
Core Fighter - 150
Ball - 98
Parts Available for Purchase:
Incom Unit - 900
Spray Bazooka - 250
Gundarium Alpha - 500
Gundarium Gamma - 500
Caterpillar Unit - 100
Clearance Parts - 350
Sensor - 350
Psycommu - 750
Thruster Unit - 350
Chobam Armor - 350
Biosensor - 1200
Bazooka - 150
Beam Cannon - 250
Beam Spray Gun - 100
Beam Rifle - 200
Magnet Coating - 350
Machine Gun - 100
Movable Frame - 500
Mega Beam Cannon - 1500
Ground Combat Kit - 350
Rocket Launcher - 150
Thing's be much easier with Heero around. Pick up a Mega Beam Cannon if you
want, and then it's time for the next stage.
------------------------------------------------------------
Stage 19 - Granada
------------------------------------------------------------
Player Units:
Nahel Argama (Bright)
-5 Player Units
Albion (Synapse)
-4 Player Units
Irish (Henken)
-4 Player Units
Friendly Units:
Sazabi (Casval)
-Geara Doga (Apolly)
-Geara Doga (Roberto)
Qubeley (Haman)
-Jagd Doga (Chalia Bull)
-Jagd Doga (Marion)
Tallgeese III (Zechs)
-Tallgeese (Noin)
Enemy Units:
Gromlin
Apsalus III x3
Dom Gross Beil
-Dom Bein Nichts
-Dom Bein Nichts
Dom Gross Beil
-Dom Bein Nichts
-Dom Bein Nichts
Dom Gross Beil
-Dom Bein Nichts
-Dom Bein Nichts
Events:
-Amuro communicates with Casval
-Heero communicates with Zechs
-Sayla communicates with Casval
Gromlin is damaged (70%~):
-Gromlin retreats
This mission's actually pretty easy, partly because the Friendly Units are all
really good. I don't even know what advice I can give you, besides try to have
all of your units communicate for the extra experience.
------------------------------------------------------------
Intermission 19
------------------------------------------------------------
New Pilots:
Casval
Marion
New Units:
Jagd Doga
Nu Gundam
Sazabi
Units Available for Purchase:
Rick Dias - 1360
Jegan - 1238
Gundam mkII - 1200
Guntank Mass Production Type - 540
Gundam Ground Type - 650
GM Sniper II - 495
Powered GM - 540
GM Sniper - 400
GM Command - 375
GM Ground Type - 350
GM - 285
Core Booster - 255
Prototype GM - 200
Core Fighter - 150
Ball - 98
Parts Available for Purchase:
Incom Unit - 900
Spray Bazooka - 250
Gundarium Alpha - 500
Gundarium Gamma - 500
Caterpillar Unit - 100
Clearance Parts - 350
Sensor - 350
Psycommu - 750
Thruster Unit - 350
Chobam Armor - 350
Biosensor - 1200
High Clearance Parts - 2000
Bazooka - 150
Beam Cannon - 250
Beam Spray Gun - 100
Beam Rifle - 200
Magnet Coating - 350
Machine Gun - 100
Movable Frame - 500
Mega Beam Cannon - 1500
Ground Combat Kit - 350
Rocket Launcher - 150
Very nice additions to your team, here. You've got two new Newtype pilots,
three new Newtype units, and access to a pricey but high quality part. Upgrade
your units as you see fit and carry on to the next mission.
------------------------------------------------------------
Stage 20 - A Baoa Qu
------------------------------------------------------------
Player Units:
Nahel Argama (Bright)
-5 Player Units
Albion (Synapse)
-4 Player Units
Irish (Henken)
-4 Player Units
Friendly Units:
Rewloola (Chalia Bull)
-Qubeley (Haman)
-Geara Doga (Apolly)
-Geara Doga (Roberto)
Tallgeese III (Zechs)
-Tallgeese (Noin)
Enemy Units:
Gwazine (Delaz)
-Gerbera Tetra
Dolos (Giren)
Neue Ziel (Gato)
Dom Gross Beil
-Dom Bein Nichts
-Dom Bein Nichts
Dom Gross Beil
-Dom Bein Nichts
-Dom Bein Nichts
Dom Gross Beil
-Dom Gross Beil
-Dom Gross Beil
Kampfer x2
Big Zam
Enemy Reinforcements:
Gundam Ashtaron HC (MS) (Olba)
Gundam Virsago CB (Shagia)
Apsalus III x4
Gromlin
Events:
-Kou fights Gato
All enemies are destroyed:
-Enemy Reinforcements arrive
???:
-Gromlin loses its ability to regenerate
The first wave of enemies aren't too bad, to be honest. Be careful around
Gato and watch out for enemies ganging up on you. Once all enemies are
destroyed (Or maybe just Giren?) the reinforcements arrive.
Go all out. If you've got SP left, use your ID spells and don't hold back.
But don't try it on the Gromlin - It will just keep regenerating its HP. Also,
the Gromlin is able to attack twice per turn.
On the unknown condition: It may be based on how long the Gromlin has been
around. For me, it lost its regeneration ability on Enemy Turn 6. However, it
also happened for me once I destroyed all the other units. (This is probably
how you get the even to trigger.)
Anyway, once the event does happen, attack it with everything you've got. It
shouldn't give you too much trouble and the only reason it's so hard is the
9999 HP, basically.
Once the Gromlin goes down...Enjoy the Credits.
------------------------------------------------------------
ALL CLEAR
------------------------------------------------------------
So, what now? Well, let's start with your current file:
New Pilots:
Master Asia
New Units:
Kowloon Gundam
Units Available for Purchase:
Rick Dias - 1360
Gundam mkII - 1200
Jegan - 1238
Guntank Mass Production Type - 540
Gundam Ground Type - 650
GM Sniper II - 495
Powered GM - 540
GM Sniper - 400
GM Command - 375
GM Ground Type - 350
Core Booster - 255
GM - 285
Prototype GM - 200
Core Fighter - 150
Ball - 98
Parts Available for Purchase:
Incom Unit - 900
Spray Bazooka - 250
Variable Frame - 1200
Gundarium Alpha - 500
Gundarium Gamma - 500
Caterpillar Unit - 100
Clearance Parts - 350
Sensor - 350
Psycommu - 750
Thruster Unit - 350
Chobam Armor - 350
Hover Parts - 300
Biosensor - 1200
High Clearance Parts - 2000
Bazooka - 150
Beam Cannon - 250
Beam Spray Gun - 100
Beam Rifle - 200
Magnet Coating - 350
Machine Gun - 100
Magella Top Cannon - 200
Movable Frame - 500
Mega Beam Cannon - 1500
Ground Combat Kit - 350
Rocket Launcher - 150
Cannon - 200
Hydro Rocket - 200
Propellant - 300
Large Thruster - 400
Lots of new available parts that were previously only available by capturing
and disassembling units are not for sale in the shop.
What else?
By going to the Next Mission screen, you can now select a map from a list and
play there. You'll find a nice assortment of Mobile Suits seen throughout the
game. This is handy for acquiring new units, parts, and levelling up your
pilots.
You've also got access to Special Mode on the main menu. Special Mode is
basically just a more challenging version of the game.
And with this, I'd like to congratulate you on beating the game, see you in
Gather Beat 2!
------------------------------------------------------------
Pilots
------------------------------------------------------------
Aina Sahalin
Alph Kamura
Amuro Ray - NT
Bernard Wiseman
Bright Noa
Camille Bidan - NT
Casval Deikun - NT
Christina Mackenzie
Chuck Keith
Domon Kasshu
Eiphar Synapse
Eledore Massis
Hayato Kobayashi
Heero Yuy
Henken Bekkener
Kai Shiden
Karen Joshua
Kou Uraki
Kyoji Kasshu
Marion Welsch - NT
Master Asia
Michel Ninorich
Philip Hughes
Rain Mikamura
Ryu Jose
Samana Fulis
Sayla Mass - NT
Seabook Arno - NT
Shiro Amada
Sleggar Law
South Burning
Terry Sanders Jr.
Usso Evin - NT
Yuu Kajima
Zero Murasame - NT
------------------------------------------------------------
Units
------------------------------------------------------------
Format:
Unit Name
Unit HP
Weapon Name - Attack Power - Accuracy - Ammo
R Means the attack can only be used from long range.
T Means the attack can only be used when the unit transforms.
Acguy
HP: 600
Rocket Launcher - 240 - 60 - 8
Flexible Claw Arm - 250 - 65 - Unlimited
Vulcans - 160 - 80 - 12
Albion
HP: 2200
Mega Particle Cannons - 340 - 50 - 4R
Missiles - 380 - 50 - 8R
Anti-Aircraft Lasers - 200 - 60 - Unlimited
Alexandria
HP: 2300
Mega Particle Cannons - 380 - 55 - 4R
Anti-Air Machine Guns - 210 - 65 - Unlimited
Apsalus II
HP: 1400
Large Mega Particle Cannon - 350 - 60 - 2R
Large Mega Particle Cannon - 270 - 60 - 8
Apsalus III
HP: 2300
Large Mega Particle Cannon - 450 - 60 - 12
Ball
HP: 300
120mm Cannon - 250 - 50 - 4
Berga Giros
HP: 1500
Heavy Machine Gun - 380 - 65 - 12
Beam Saber - 390 - 70 - Unlimited
Shot Lancer - 430 - 60 - 2
Big Zam
HP: 2300
Large Mega Particle Gun - 520 - 50 - 4
Anti-Air Mega Particle Gun - 440 - 60 - 12
Missiles - 400 - 50 - 10
Bigro
HP: 1200
Mega Particle Cannon - 330 - 60 - 6
4-Tube Missile Launchers - 290 - 50 - 8
Claw - 340 - 65 - Unlimited
Birgmingham
HP: 1800
Mega Particle Cannons - 320 - 50 - 2R
??? - 280 - 50 - 8R
Missiles - 350 - 50 - 3R
Black Tristar Custom Dom
HP: 900
Giant Bazooka - 300 - 50 - 5
Heat Sword - 280 - 65 - Unlimited
Spray Beam - 210 - 75 - 8
Black Tristar Custom Gelgoog
HP: 1000
Rocket Launcher - 320 - 50 - 3
Beam Rifle - 290 - 60 - 8
Beam Naginata - 300 - 65 - Unlimited
Blue Destiny-I
HP: 1200
100mm Machine Gun - 300 - 60 - 10
Beam Saber - 310 - 65 - Unlimited
Missiles - 350 - 50 - 2
Vulcans - 170 - 80 - 12
Blue Destiny-II NS
HP: 1750
Beam Rifle - 380 - 65 - 8
Beam Saber - 390 - 70 - Unlimited
Missiles - 430 - 55 - 4
Vulcans - 220 - 85 - 12
Blue Destiny-III
HP: 1500
Beam Rifle - 360 - 63 - 8
Beam Saber - 370 - 68 - Unlimited
Missiles - 410 - 53 - 4
Vulcans - 210 - 83 - 12
Blue Destiny-III Kai
HP: 1750
Beam Rifle - 380 - 65 - 8
Beam Saber - 390 - 70 - Unlimited
Missiles - 430 - 55 - 4
Vulcans - 220 - 85 - 12
Char's Custom Gelgoog
HP: 1100
Beam Rifle - 320 - 60 - 8
Beam Naginata - 330 - 65 - Unlimited
Char's Custom Zaku
HP: 1000
Zaku Bazooka - 300 - 50 - 3
Heat Hawk - 260 - 65 - Unlimited
Core Booster
HP: 600
Vulcans - 190 - 70 - 12
Missile Launcher - 230 - 50 - 8
Mega Particle Cannons - 300 - 60 - 80
Core Fighter
HP: 400
Vulcan - 190 - 70 - 12
Missile Launcher - 230 - 50 - 8
D Gundam
HP: 700
Rivet Gun - 250 - 90 - 12
Knuckle Crasher - 420 - 70 - 2
D Gundam Kai
HP: 1700
Rivet Gun - 420 - 80 - 8
Knuckle Crasher - 500 - 80 - Unlimited
Den'an Zon
HP: 900
Heavy Machine Guun - 310 - 65 - 12
Beam Saber - 320 - 70 - Unlimited
Shot Lancer - 360 - 60 - 2
Dual Beam Gun - 220 - 85 - 12
Dolos
HP: 3000
??? - 400 - 50 - 6R
??? - 200 - 60 - Unlimited
Dom
HP: 700
Giant Bazooka - 300 - 50 - 5
Heat Sword - 280 - 65 - Unlimited
Spray Beam - 210 - 75 - 8
Dom Bein Nichts
HP: 1100
Raketen Bazooka - 370 - 53 - 5
Sturm Faust - 410 - 53 - 1
Heat Saber - 380 - 68 - Unlimited
Spray Beam - 230 - 78 - Unlimited
Dom Gross Beil
HP: 1500
Large Heat Saber - 430 - 68 - Unlimited
Heat Knife - 330 - 78 - Unlimited
Dom Tropen
HP: 750
Raketen Bazooka - 310 - 50 - 5
Heat Saber - 290 - 65 - Unlimited
Sturm Faust - 330 - 50 - 1
Dowadge
HP: 850
Giant Bazooka - 320 - 50 - 5
Heat Sword - 300 - 65 - Unlimited
Spray Beam - 230 - 75 - 8
Eagel
HP: 1500
Minchi Drill - 410 - 70 - Unlimited
Beam Rifle - 380 - 65 - 8
Elmeth
HP: 1400
Mega Particle Cannons - 300 - 60 - 6
Bits - 400 - 70 - 20
Elmeth Unit 2
HP: 1500
Mega Particle Cannons - 300 - 60 - 6
Bits - 400 - 70 - 20
Ez-8
HP: 1300
Beam Rifle - 300 - 60 - 8
Beam Saber - 310 - 65 - Unlimited
Rocket Launcher - 320 - 50 - 6
180mm Cannon - 320 - 50 - 6R
Ez-8 HAC
HP: 1800
Salamis Cannon - 450 - 50 - 4R
Machine Gun - 400 - 60 - 8
Vulcans - 250 - 80 - 12
Ez-8 HMC
HP: 1700
Beam Spray Gun II - 420 - 65 - 8
Beam Saber - 430 - 70 - Unlimited
Vulcans - 250 - 85 - 12
Ez-8 Kai
HP: 1550
Beam Rifle - 350 - 65 - 8
Beam Saber - 360 - 70 - Unlimited
Rocket Launcher - 380 - 55 - 6
200mm Cannon - 400 - 55 - 6R
G Armor
HP: 1300
Transforms into Gundam (GF)
Beam Rifle - 300 - 60 - 8T
Beam Saber - 310 - 65 - UnlimitedT
Vulcans - 170 - 80 - 12T
Beam Cannons - 330 - 60 - 5
Gallop
HP: 1500
??? - 250 - 50 - 6R
??? - 170 - 60 - Unlimited
Geara Doga
HP: 1600
Beam Machine Gun - 370 - 65 - 10
Beam Sword Axe - 380 - 70 - Unlimited
Sturm Faust - 450 - 55 - 1
Gelgoog
HP: 800
Beam Rifle - 290 - 60 - 8
Beam Naginata - 300 - 65 - Unlimited
Gelgoog Commander Type
HP: 900
Beam Rifle - 290 - 60 - 8
Beam Naginata - 300 - 65 - Unlimited
Gelgoog JG
HP: 900
Long Range Beam Rifle - 330 - 60 - 12
Gelgoog M
HP: 900
90mm Machine Gun - 310 - 60 - 10
Beam Saber - 320 - 65 - Unlimited
Knuckle Shield - 340 - 65 - 6
Gerbera Tetra
HP: 1750
Beam Machine Gun - 360 - 65 - 8
Beam Saber - 370 - 70 - Unlimited
110mm Gatling Gun - 250 - 80 - 12
GM
HP: 600
Beam Spray Gun - 230 - 60 - 8
Beam Saber - 240 - 65 - Unlimited
GM (Bazooka)
HP: 600
Bazooka - 270 - 50 - 5
Beam Saber - 240 - 65 - Unlimited
GM Cannon II
HP: 900
GM Rifle - 280 - 60 - 6
Beam Saber - 290 - 65 - Unlimited
Beam Cannons - 300 - 60 - 6R
Vulcans - 170 - 80 - 12
GM Command
HP: 750
Beam Gun - 250 - 60 - 8
Beam Saber - 260 - 65 - Unlimited
Vulcans - 180 - 80 - 12
GM Ground Type
HP: 700
100mm Machine Gun - 240 - 60 - 10
Beam Saber - 250 - 65 - Unlimited
Missile Launcher - 270 - 50 - 4
GM Ground Type (Rocket Launcher)
HP: 700
Rocket Launcher - 290 - 50 - 4R
Beam Saber - 250 - 65 - Unlimited
GM Sniper
HP: 800
Sniper Rifle - 270 - 60 - 12
GM Sniper II
HP: 900
Sniper Rifle - 300 - 60 - 12
Gouf
HP: 650
75mm Machine Gun - 230 - 65 - 5
Heat Rod - 310 - 65 - 5
Heat Saber - 260 - 65 - Unlimited
Gozzo
HP: 700
Rail Cannon - 340 - 55 - 8
Missile Launcher - 360 - 55 - 4
GP01 Zephyranthes
HP: 1550
Beam Rifle - 350 - 65 - 8
Beam Saber - 360 - 70 - Unlimited
Vulcans - 220 - 85 - 12
GP01fb
HP: 1600
Beam Rifle - 350 - 65 - 8
Beam Saber - 360 - 70 - Unlimited
Vulcans - 220 - 85 - 12
GP02A Physalis
HP: 1700
Atomic Bazooka - 9999 - 99 - 1R
Beam Saber - 370 - 70 - Unlimited
Vulcans - 230 - 85 - 12
GP03 Dendrobium
HP: 2700
Mega Beam Cannon - 450 - 65 - 4
Large Beam Saber - 500 - 70 - Unlimited
Container Missiles - 370 - 55 - 12
??? - 430 - 55 - 3R
GP03S Stamen
HP: 1700
Beam Rifle - 360 - 65 - 8
Beam Saber - 370 - 70 - Unlimited
Folding Bazooka - 400 - 55 - 5
Grey Phantom
HP: 2100
Mega Particle Cannons - 320 - 50 - 4R
Missiles - 350 - 50 - 10R
Anti-Air Machine Guns - 190 - 60 - Unlimited
Gromlin
HP: 9999
Mega Particle Cannons - 900 - 60 - 3R
??? - 600 - 75 - 8
??? - 540 - 85 - Unlimited
??? - 640 - 80 - Unlimited
Guncannon
HP: 1200
Beam Rifle - 290 - 60 - 8
Cannons - 260 - 50 - 8R
Vulcans - 170 - 80 - 12
Guncannon Detector
HP: 1250
Beam Rifle - 330 - 63 - 6
Beam Cannon - 370 - 63 - 6R
Beam Gun - 290 - 63 - 8
Vulcans - 200 - 83 - 12
Gundam
HP: 1300
Beam Rifle - 300 - 60 - 8
Beam Saber - 310 - 65 - Unlimited
Vulcans - 170 - 80 - 12
Gundam (Bazooka)
HP: 1300
Hyper Bazooka - 340 - 50 - 5
Beam Saber - 310 - 65 - Unlimited
Vulcans - 170 - 80 - 12
Gundam (GF)
HP: 1300
Transforms into G Armor
Beam Rifle - 300 - 60 - 8
Beam Saber - 310 - 65 - Unlimited
Vulcans - 170 - 80 - 12
Beam Cannons - 330 - 60 - 5T
Gundam Ashtaron (MS)
HP: 1800
Transforms into Gundam Ashtaron (MA)
Atomic Scissors - 410 - 75 - 5
Scissors Beam - 350 - 70 - 8
Nose Beam - 350 - 70 - 8
Beam Saber - 360 - 75 - Unlimited
Gundam Ashtaron (MA)
HP: 1800
Transforms into Gundam Ashtaron (MS)
Atomic Scissors - 410 - 75 - 5
Scissors Beam - 350 - 70 - 8
Nose Beam - 350 - 70 - 8
Beam Saber - 360 - 75 - Unlimited
Gundam Ashtaron HC (MS)
HP: 2300
Transforms into Gundam Ashtaron HC (MA)
Gigantic Scissors - 560 - 75 - Unlimited
Scissors Beam - 500 - 70 - 8
Machine Cannon - 470 - 70 - 12
Beam Saber - 510 - 75 - Unlimited
Gundam G3
HP: 1450
Beam Rifle - 340 - 63 - 8
Beam Saber - 350 - 68 - Unlimited
Gundam Ground Type
HP: 1000
100mm Machine Gun - 280 - 60 - 10
Beam Saber - 290 - 65 - Unlimited
Missile Launcher - 300 - 50 - 4
180mm Cannon - 320 - 50 - 4R
Gundam Ground Type (Beam)
HP: 1000
Beam Rifle - 300 - 60 - 6
Beam Saber - 290 - 65 - Unlimited
Rocket Launcher - 300 - 50 - 4
180mm Cannon - 320 - 50 - 4R
Gundam mkII
HP: 1500
Beam Rifle - 360 - 60 - 8
Beam Saber - 370 - 70 - Unlimited
Vulcans - 220 - 80 - 12
Gundam mkII (Bazooka)
HP: 1500
Hyper Bazooka - 400 - 50 - 5
Beam Saber - 370 - 70 - Unlimited
Vulcans - 220 - 80 - 12
Gundam mkII (Spray Bazooka)
HP: 1500
Spray Bazooka - 380 - 50 - 5
Beam Saber - 370 - 70 - Unlimited
Vulcans - 220 - 80 - 12
Gundam Spiegel
HP: 1650
Messergranz - 350 - 70 - 6
Iron Net - 390 - 70 - 2
Spiegel Blade - 410 - 75 - Unlimited
Gundam Virsago
HP: 1800
Mega Sonic Cannon - 400 - 60 - 4R
Beam Saber - 340 - 75 - Unlimited
Strike Claw - 360 - 75 - Unlimited
Claw Beam - 350 - 70 - 8
Gundam Virsago CB
HP: 2300
Triple Mega Sonic Cannon - 550 - 60 - 4R
Beam Saber - 480 - 75 - Unlimited
Strike Claw - 500 - 75 - Unlimited
Claw Beam - 490 - 70 - 8
Gunperry
HP: 1300
Missile - 250 - 50 - 8R
107 Missile - 240 - 50 - 8
Guntank
HP: 1500
120mm Cannons - 270 - 50 - 8R
4 Bob Missile - 260 - 50 - 8
Guntank Mass Production Type
HP: 1200
120mm Cannons - 270 - 50 - 8R
4 Machine Gun Launcher - 260 - 50 - Unlimited
Gwazine
HP: 2000
Mega Particle Guns - 300 - 50 - 6R
Anti-Air Machine Guns - 190 - 60 - Unlimited
Gyan
HP: 1100
Shield Missiles - 290 - 50 - 6
Hide Bomb - 330 - 50 - 1R
Beam Saber - 310 - 65 - Unlimited
Gyan Kai
HP: 1550
Shield Missiles - 370 - 55 - 6
Large Beam Sword - 410 - 70 - Unlimited
High Mobility Type Gelgoog
HP: 900
Rocket Launcher - 320 - 50 - 5
Beam Naginata - 300 - 65 - Unlimited
Hover Truck
HP: 600
Vulcans - 200 - 80 - 12
Hyaku Shiki
HP: 1700
Beam Rifle - 380 - 65 - 8
Beam Saber - 390 - 70 - Unlimited
Vulcans - 250 - 85 - 12
Hyaku Shiki (Bazooka)
HP: 1700
Clay Bazooka - 420 - 55 - 5
Beam Saber - 390 - 70 - Unlimited
Vulcans - 250 - 85 - 12
Hyaku Shiki (Mega Launcher)
HP: 1700
Mega Bazooka Launcher - 550 - 55 - 3
Vulcans - 250 - 85 - 12
Hygogg
HP: 700
Beam Cannon - 270 - 60 - 6
Missile Unit - 300 - 60 - 2R
Claw - 280 - 65 - Unlimited
Irish
HP: 2300
Mega Particle Cannons - 380 - 60 - 10R
Anti-Air Machine Guns - 210 - 65 - Unlimited
Jagd Doga
HP: 1800
Beam Assault Rifle - 370 - 65 - 8
Beam Saber - 380 - 70 - Unlimited
Shield Mega Particle Guns - 410 - 60 - 3
Funnels - 600 - 75 - 6
Jegan
HP: 1500
Beam Rifle - 360 - 65 - 8
Beam Saber - 370 - 70 - Unlimited
Hand Grenade - 400 - 55 - 3R
Vulcans - 250 - 85 - 12
Kampfer
HP: 1150
Giant Bazooka - 320 - 50 - 3
Shotgun - 280 - 60 - 5
Chain Mine - 330 - 65 - 2
Panzer Faust - 360 - 50 - 1
Kowloon Gundam
HP: 1800
Beam Cloth - 460 - 75 - 5
??? - 410 - 85 - Unlimited
Leo (Bazooka)
HP: 700
Bazooka - 300 - 50 - 5
Beam Saber - 260 - 65 - Unlimited
Leo (Machine Gun)
HP: 700
Machine Gun - 250 - 60 - 8
Beam Saber - 260 - 65 - Unlimited
Libra
HP: 3500
Mega Beam Cannon - 400 - 55 - 4R
??? - 360 - 55 - 6R
Missile Launcher - 320 - 55 - 8R
Anti-Air Beam Cannon - 220 - 65 - Unlimited
M'quve's Custom Gouf
HP: 950
75mm Machine Gun - 240 - 65 - 5
Heat Rod - 320 - 65 - 12
Heat Saber - 270 - 65 - Unlimited
Mass Production Type Nu Gundam
HP: 1900
Beam Rifle - 450 - 70 - 8
Beam Saber - 460 - 75 - Unlimited
Incom - 550 - 70 - 5
Vulcans - 280 - 90 - 12
MC Gundam
HP: 1300
Beam Rifle - 320 - 63 - 8
Beam Saber - 330 - 68 - Unlimited
Vulcans - 190 - 83 - 12
Mercurius
HP: 1400
Beam Gun - 360 - 65 - 8
Crash Shield - 370 - 70 - 8
Methuss (MA)
HP: 1600
Transforms into Methuss (MS)
Arm Beam Gun - 370 - 63 - 8
Beam Saber - 380 - 65 - UnlimitedT
Methuss (MS)
HP: 1600
Transforms into Methuss (MA)
Arm Beam Gun - 370 - 63 - 8
Beam Saber - 380 - 65 - Unlimited
Mobile FLAT (MS)
HP: 1350
??? - 350 - 70 - Unlimited
Heat Edge - 360 - 65 - 12
Musai
HP: 1500
Mega Particle Cannons - 250 - 50 - 6R
Missiles - 280 - 50 - 2R
Anti-Air Machine Guns - 170 - 60 - Unlimited
Musai S
HP: 1600
Mega Particle Cannons - 270 - 50 - 6R
Missiles - 300 - 50 - 2R
Anti-Air Machine Guns - 180 - 60 - Unlimited
Nahel Argama
HP: 2500
??? - 430 - 55 - 6R
High Mega Particle Guns - 500 - 55 - 2R
Sabu Mega Particle Guns - 400 - 55 - 4R
Anti-Air Laser Guns - 220 - 65 - Unlimited
Neue Ziel
HP: 2700
Mega Cannon - 500 - 55 - 4
Claw Arm - 420 - 65 - 8
Mega Particle Gunns - 390 - 65 - 12
Large Missile Launcher - 450 - 55 - 3
NT Test Type GM Juggler
HP: 1500
Ball Cannon - 400 - 53 - 4R
Machine Gun - 340 - 63 - 10
Vulcans - 200 - 83 - 12
Nu Gundam
HP: 2200
Beam Rifle - 500 - 70 - 8
Beam Saber - 510 - 75 - Unlimited
Fin Funnels - 600 - 80 - 6
Vulcans - 300 - 80 - 12
Peacemillion
HP: 2200
Mega Beam Cannon - 360 - 55 - 6R
Missiles - 320 - 55 - 8R
Anti-Air Beam Cannon - 220 - 65 - Unlimited
Powered GM
HP: 900
90mm Machine Gun - 280 - 60 - 10
Beam Saber - 290 - 65 - Unlimited
Vulcans - 190 - 80 - 12
Prototype GM
HP: 500
Beam Spray Gun - 230 - 60 - 8
Beam Saber - 240 - 65 - Unlimited
Prototype GM (Bazooka)
HP: 500
Bazooka - 270 - 50 - 5
Beam Saber - 240 - 65 - Unlimited
Psycommu Prototype Zaku
HP: 900
Psycommu Beam - 290 - 70 - 8
Qubeley
HP: 1850
Beam Gun - 350 - 65 - 12
Beam Saber - 360 - 70 - Unlimited
Funnels - 550 - 70 - 4
Ramba Ral's Custom Dom
HP: 1100
Giant Bazooka - 320 - 50 - 5
Heat Sword - 300 - 65 - Unlimited
Spray Beam - 230 - 75 - 8
Re-GZ (MS)
HP: 1800
Transforms into Re-GZ (BWS)
Mega Beam Cannon - 420 - 50 - 6T
Grenade Launcher - 350 - 50 - 5
Beam Rifle - 380 - 70 - 8
Beam Saber - 390 - 75 - Unlimited
Re-GZ (BWS)
HP: 1800
Transforms into Re-GZ (MS)
Mega Beam Cannon - 420 - 50 - 6
Grenade Launcher - 350 - 50 - 5
Beam Rifle - 380 - 70 - 8T
Beam Saber - 390 - 75 - UnlimitedT
Rewloola
HP: 2400
Large Mega Particle Guns - 400 - 55 - 4R
Mega Particle Guns - 360 - 55 - 8R
Missile Launcher - 320 - 55 - 8R
Anti-Air Laser Gun - 220 - 65 - Unlimited
Rick Dias
HP: 1600
Clay Bazooka - 400 - 50 - 5
Beam Pistol - 350 - 60 - 8
Beam Saber - 370 - 65 - Unlimited
Vulcan Phalanx - 230 - 80 - 12
Rick Dom
HP: 750
Giant Bazooka - 300 - 50 - 5
Heat Sword - 280 - 65 - Unlimited
Spray Beam - 210 - 75 - 8
Rising Gundam
HP: 1650
Machine Cannon - 370 - 70 - 6
Heat Naginata - 390 - 75 - Unlimited
Vulcans - 260 - 80 - 12
RX-78 Murasame Custom
HP: 1450
Beam Rifle - 340 - 63 - 8
Beam Saber - 350 - 68 - Unlimited
Vulcans - 200 - 83 - 12
RX-78NT1 Alex
HP: 1500
Beam Rifle - 350 - 63 - 6
Beam Saber - 360 - 68 - Unlimited
Gatling Gun - 280 - 68 - 6
Salamis
HP: 1500
Mega Particle Cannons - 300 - 50 - 6R
Anti-Air Machine Guns - 180 - 60 - Unlimited
Sazabi
HP: 2350
Beam Shot Rifle - 520 - 70 - 8
Beam Tomahawk - 530 - 75 - Unlimited
Mega Particle Guns - 420 - 60 - 3
Funnels - 600 - 80 - 6
Shining Gundam
HP: 1650
Shining Shot - 350 - 70 - 6
Beam Sword - 410 - 75 - Unlimited
Vulcans - 260 - 90 - 12
Shuttle
HP: 1300
SUMO
HP: 2100
Beam Gun - 480 - 70 - 8
Heat Fan - 490 - 75 - Unlimited
Tallgeese
HP: 1750
Dober Gun - 470 - 68 - 8
Beam Saber - 480 - 73 - Unlimited
Tallgeese III
HP: 2200
Mega Cannon - 520 - 70 - 8
Beam Saber - 510 - 75 - Unlimited
Heat Rod - 600 - 65 - Unlimited
Taurus (MS)
HP: 900
Transforms into Taurus (MA)
Beam Cannon - 330 - 60 - 8
Melee - 300 - 65 - Unlimited
Taurus (MA)
HP: 900
Transforms into Taurus (MS)
Beam Cannon - 330 - 60 - 8
Melee - 300 - 65 - UnlimitedT
Val Varo
HP: 2000
Mega Particle Guns - 390 - 60 - 6
Claw - 380 - 65 - Unlimited
Missile Pod - 370 - 50 - 6
Plasma Leader - 410 - 50 - 1R
Vayeate
HP: 1400
Beam Cannon - 400 - 65 - 3R
Beam Cannon - 350 - 65 - 8
Virgo
HP: 1000
Beam Cannon - 400 - 65 - 12
Virgo II
HP: 1400
Beam Cannon - 440 - 65 - 12
WaDom
HP: 1700
Beam Cannon - 380 - 70 - 6
6 Missile - 400 - 60 - 2
Missile Launcher - 320 - 60 - 6
6 Vulcan - 270 - 90 - 12
White Base
HP: 2000
Main Cannon - 280 - 50 - 6R
Mega Particle Cannons - 300 - 50 - 4R
Missile - 330 - 60 - 4R
Anti-Air Machine Guns - 180 - 60 - Unlimited
Wing Gundam (MS)
HP: 2400
Buster Rifle - 750 - 70 - 3
Machine Cannons - 460 - 70 - 10
Beam Saber - 510 - 75 - Unlimited
Xamel
HP: 670
68cm Cannon - 320 - 50 - 3R
Missile Launcher - 270 - 50 - 6
Vulcans - 170 - 80 - 12
Z Gundam
HP: 1950
Transforms into Z Gundam (WR)
Hyper Mega Launcher - 420 - 57 - 4
Beam Rifle - 400 - 67 - 8
Beam Saber - 410 - 72 - Unlimited
Z Gundam (WR)
HP: 1950
Transforms into Z Gundam
Hyper Mega Launcher - 420 - 57 - 4
Beam Rifle - 400 - 67 - 8
Beam Saber - 410 - 72 - UnlimitedT
Z'gok
HP: 650
Claw Vice Beam - 250 - 60 - 8
Rocket - 280 - 60 - 2
Claw - 260 - 65 - Unlimited
Z'gok E
HP: 750
Beam Cannon - 280 - 60 - 8
Claw - 290 - 65 - Unlimited
Zaku II F
HP: 480
Zaku Machine Gun - 230 - 60 - 8
Heat Hawk - 240 - 65 - Unlimited
Zaku II F (Bazooka)
HP: 480
Zaku Bazooka - 280 - 50 - 3
Heat Hawk - 240 - 65 - Unlimited
Zaku II J
HP: 530
Zaku Machine Gun - 230 - 60 - 8
Heat Hawk - 240 - 65 - Unlimited
Cracker - 230 - 50 - 1R
Missile Launcher - 260 - 50 - 2
Zaku II J (Bazooka)
HP: 530
Zaku Bazooka - 280 - 50 - 3
Heat Hawk - 240 - 65 - Unlimited
Cracker - 230 - 50 - 1R
Missile Launcher - 260 - 50 - 2
Zaku II J (Magella Top Cannon)
HP: 530
Magella Top Cannon - 250 - 50 - 4R
Heat Hawk - 240 - 65 - Unlimited
Zaku II S
HP: 700
Zaku Machine Gun - 250 - 50 - 8
Heat Hawk - 260 - 65 - Unlimited
Zaku Cannon
HP: 550
180mm Cannon - 280 - 50 - 3R
Zaku Machine Gun - 230 - 60 - 8
Zaku Tank
HP: 500
50mm Machine Gunn - 210 - 65 - 12
Zanzibar
HP: 1800
??? - 280 - 50 - 6R
Mega Particle Cannons - 300 - 50 - 4R
J Missiles - 320 - 50 - 2R
Anti-Air Machine Guns - 180 - 60 - Unlimited
Zock
HP: 900
Mega Particle Cannons - 270 - 60 - 8
Phonon Maser - 300 - 60 - 4
Claw - 280 - 65 - Unlimited
------------------------------------------------------------
Upgrading
------------------------------------------------------------
Acguy = Zaku II J + Hydro Rocket
Blue Destiny-I = Gundam Ground Type + EXAM System
Blue Destiny-III = Blue Destiny-I + Thruster Unit
Core Booster = Core Fighter + Thruster Unit
D Gundam = Gundam + Shank Parts
D Gundam Kai = D Gundam + High Clearance Parts
Dom = Gouf + Hover Parts
Dom Tropen = Dom + Hover Parts
Dowadge = Dom Tropen + Clearance Parts
Ez-8 HAC = Ez-8 Kai + Salamis Cannon
Ez-8 HMC = Ez-8 Kai + High Mobility Thrusters
Geara Doga = Gerbera Tetra + Clearance Parts
Gelgoog = Rick Dom + Clearance Parts
Gelgoog JG = Gelgoog + Sensor
Gelgoog M = Gelgoog + Propellant
Gerbera Tetra = Kampfer + High Clearance Parts
GM = Prototype GM + Clearance Parts
GM (Bazooka) = GM + Bazooka
GM Cannon II = Powered GM + Beam Cannon
GM Command = GM + Clearance Parts
GM Ground Type = GM + Ground Combat Kit
GM Ground Type (Rocket Launcer) = GM Ground Type + Rocket Launcher
GM Sniper = GM + Sensor
GM Sniper II = GM Sniper + Sensor
Gouf = Zaku II J + Clearance Parts
Zaku II J + Heat Rod
GP01 Zephyranthes = RX-78NT1 Alex + Movable Frame
GP01fb = GP01 Zephyranthes + Thruster Unit
GP03S Stamen = GP01fb + Shutsurumu Booster
Guncannon = GM Cannon II + Gundarium Alpha
Guncannon Detector = Guncannon + Beam Cannon
Gundam = D Gundam + Clearance Parts
Gundam Ground Type + Gundarium Alpha
Gundam Ground Type (Beam) + Gundarium Alpha
Gundam (Bazooka) = Gundam + Bazooka
Gundam (GF) = Gundam + G Parts
Gundam G3 = MC Gundam + Clearance Parts
Gundam Ground Type = GM Ground Type + Clearance Parts
Gundam Ground Type (Beam) + Machine Gun
Gundam Ground Type (Beam) = Gundam Ground Type + Beam Rifle
Gundam mkII = Gundam G3 + Movable Frame
RX-78 Murasame Custom + Movable Frame
Gundam mkII (Bazooka) = Gundam mkII + Bazooka
Gundam mkII (Spray Bazooka) = Gundam mkII + Spray Bazooka
Guntank = Guntank Mass Production Type + Gundarium Alpha
High Mobility Gelgoog = Gelgoog + Thruster Unit
Hyaku Shiki = Rick Dias + High Clearance Parts
Hyaku Shiki (Bazooka) = Hyaku Shiki + Bazooka
Hyaku Shiki (Mega Launcher) = Hyaku Shiki + Mega Beam Cannon
Hygogg = Z'gok + Rocket Launcher
Jagd Doga = Geara Doga + Psycommu
Leo (Bazooka) = Leo (Machine Gun) + Bazooka
Leo (Machine Gun) = Leo (Bazooka) + Machine Gun
Mass Production Type Nu Gundam = Re-GZ (MS) + Incom Unit
MC Gundam = Gundam + Magnet Coating
Methuss (MS) = Rick Dias + Variable Frame
Powered GM = GM Command + Clearance Parts
Prototype GM (Bazooka) = Prototype GM + Bazooka
Re-GZ (MS) = Jegan + Mega Beam Cannon
Rick Dias = Gundam mkII + Gundarium Gamma
Rick Dom = Dom + Thruster Unit
RX-78NT1 Alex = Gundam G3 + Chobam Armor
RX-78 Murasame Custom + Chobam Armor
Z Gundam = Hyaku Shiki + Biosensor
= Methuss (MA) + High Clearance Parts
Z'gok = Acguy + Clearance Parts
Z'gok E = Hygogg + Clearance Parts
Zaku II F (Bazooka) = Zaku II F + Bazooka
Zaku II J = Zaku II F + Ground Combat Kit
Zaku II J (Bazooka) = Zaku II J + Bazooka
Zaku II J (Magella Top Cannon) = Zaku II J + Magella Top Cannon
Zaku Cannon = Zaku II J + Cannon
Zaku Tank = Zaku II F + Caterpillar Unit
Zaku II J + Caterpillar Unit
Zock = Z'gok + Beam Cannon
------------------------------------------------------------
Copyright & Etc
------------------------------------------------------------
Special thanks to:
Yoshiyuki Tomino-For creating Gundam.
Bandai-For creating this game.
GameFAQs-For being the wonderful site it is and because without it, there'd
be a lot more unbeaten games in my collection. XD
RPGZero-I think subconsciously, the layout of his G Generation guides is what
affected the layout of mine the most. (Atleast, the mission part anyway.)
To contact me, send me an email at returnx@gmail.com
Please note that I don't check it every day, and it may take quite a while
for me to get back to you. :P
Use of this document exclusively belongs to GameFAQs - www.gamefaqs.com
It may not be used anywhere else without the author's consent and may not be
altered in any way, except for private use.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Copyright 2006 Steven Stotler