===================================================================

 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 [[email protected]])

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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
- [email protected] 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.